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I Found Out How to Successfully Edit Full Auto .wav Files


DitzyDez666

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On 1/9/2024 at 3:53 PM, DiodeLadder said:

I'd recommend using Steinberg's Wavelab Elements.  Wavelab has been around since when we still used hardware samplers (musical instruments), and it's great for this kind of editing.  Full version of Wavelab is pricey, as that one has full coding capability for professional mastering plants, but the Elements version is much cheaper, and you can pick it up for like 50 bucks during sales.

Here is what a Bethesda auto firing SFX file looks like in Wavelab :

The green markers are the loop start/end, and for each individual shots, there are unnamed markers (yellow ones) which I think are used to sync audio with WeaponFire annotations in hkx animation files.  The last shot marker and the loop end marker are placed for the same shot, but 4 ms apart (as you can see in the top left section).  48kHz 16 bit mono WAV, root = C3. 

Metadata says it was originally created using Sony Sound Forge 9.0, by the way (it's now owned by Magix, not Sony).  I think Sound Forge shows up in Humble Bundles sales from time to time, although I don't remember which version.

I hope this helps.

O yeah no that's cool. I can see the loops in Wavosaur too now that I'm getting better with it. I just am talking bout it cuz it's free and open source. They seem to both have the same outputs but that's kewl. I don't I've ever purchased a program before. The whole concept of even being able to buy programs is just wiiiiiild to me where I'm from loool but I appreciate it thank uuuuuu

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  • 4 months later...
On 1/9/2024 at 3:53 PM, DiodeLadder said:

I'd recommend using Steinberg's Wavelab Elements.  Wavelab has been around since when we still used hardware samplers (musical instruments), and it's great for this kind of editing.  Full version of Wavelab is pricey, as that one has full coding capability for professional mastering plants, but the Elements version is much cheaper, and you can pick it up for like 50 bucks during sales.

Here is what a Bethesda auto firing SFX file looks like in Wavelab :

34555-1704841614-666096614.jpeg

The green markers are the loop start/end, and for each individual shots, there are unnamed markers (yellow ones) which I think are used to sync audio with WeaponFire annotations in hkx animation files.  The last shot marker and the loop end marker are placed for the same shot, but 4 ms apart (as you can see in the top left section).  48kHz 16 bit mono WAV, root = C3. 

Metadata says it was originally created using Sony Sound Forge 9.0, by the way (it's now owned by Magix, not Sony).  I think Sound Forge shows up in Humble Bundles sales from time to time, although I don't remember which version.

I hope this helps.

I really like thw controls for this one and it seems to save any kinda wav juz fine.

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  • 1 month later...

Wavelab is indeed a handy tool for editing and composing looped audio files for FO4. However, I can confirm that it doubles the loop start and loop end markers by placing a regular (here: yellow) marker ontop of both loop start and end. For whatever reason the position of those two extra markers is not exactly on point of the start/end markers. They are often moved +/- a few samples. Anyway, If you do not delete those in your workflow you should expect some hiccups like sudden stops when the gun fire loop ends ingame.

I think that the yellow markers are used by the engine to count the shots and be able stop the loop and immideately jump to the last shot of the sequency at any time - which is triggered as soon as the left mouse button is being released.

Looped files are kinda genious but also very naughty at the same time. It allows a more complex soundscape that addresses all the mechanical impacts and interferences that occur during continous cycling back and forth of a gun's action. That's not the same as simply looping dry single shot files in a row which have no mechanical coherence between them. However, looping files in such a manner as desribed in this threads makes audio editing much more complex beacuse you have to arrange the whole firing sequence, place all the shots and their markers manually and make sure the engine interprets them correctly. There are only a few DAWs that can handle those markers correctly. Wavesaur and WaveLab are one of those.

Cheers.

Edited by AugustDerHalbstarke
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  • 1 month later...
On 7/15/2024 at 1:39 PM, AugustDerHalbstarke said:

Wavelab is indeed a handy tool for editing and composing looped audio files for FO4. However, I can confirm that it doubles the loop start and loop end markers by placing a regular (here: yellow) marker ontop of both loop start and end. For whatever reason the position of those two extra markers is not exactly on point of the start/end markers. They are often moved +/- a few samples. Anyway, If you do not delete those in your workflow you should expect some hiccups like sudden stops when the gun fire loop ends ingame.

I think that the yellow markers are used by the engine to count the shots and be able stop the loop and immideately jump to the last shot of the sequency at any time - which is triggered as soon as the left mouse button is being released.

Looped files are kinda genious but also very naughty at the same time. It allows a more complex soundscape that addresses all the mechanical impacts and interferences that occur during continous cycling back and forth of a gun's action. That's not the same as simply looping dry single shot files in a row which have no mechanical coherence between them. However, looping files in such a manner as desribed in this threads makes audio editing much more complex beacuse you have to arrange the whole firing sequence, place all the shots and their markers manually and make sure the engine interprets them correctly. There are only a few DAWs that can handle those markers correctly. Wavesaur and WaveLab are one of those.

Cheers.

Aha! These are good things to know, thanks very much ♥ 

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