Question: Sound Looping
#1

Is there any way to change the behavior of a sample, that normally loops during an action, to activate only once during the duration of that action?

I'm askin' in regards to the "Wings of Victory: Sound Replacement Pack". I would like the sample associated w/ flaps to activate only once, instead of looping continuously.

Is this at all possible!?
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#2

moved to proper forum section ....

please use beta mod discussion only for actual WIP projects threads

thanks
Z
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#3

Well, I considered since WoV:SRP was a WIP, and the question is directly related to WoV:SRP, that postin' the topic in the WIP forum was appropriate...

Anyway, I don't care where the topic is, just as long as someone can answer my question!

Any suggestions are appreciated!
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#4

Brennus Wrote:Well, I considered since WoV:SRP was a WIP, and the question is directly related to WoV:SRP, that postin' the topic in the WIP forum was appropriate...

Anyway, I don't care where the topic is, just as long as someone can answer my question!

Any suggestions are appreciated!


well, maybe i should have been more clear with explanation .... wip beta mods discussion section should be used for new threads only by mod makers for their current wip projects ( easier to find info / feedback ...) and all other threads with questions and requests please post in this section . If you have question or suggestion for any ongoing project , please post it in that project thread .

Its not a big issue , but having forum clean and organized is benefit for all of us ( modders and users )

hope that explains it better

regards
Z
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#5

No explanation was needed! I posted in the wrong forum, and it was my mistake! It makes better sense anyway, so no harm was done!

I've got a feelin', however, that no-one really knows how to accomplish what I'm askin' for, but I'll keep my fingers crossed!
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#6

Brennus Wrote:No explanation was needed! I posted in the wrong forum, and it was my mistake! It makes better sense anyway, so no harm was done!

I've got a feelin', however, that no-one really knows how to accomplish what I'm askin' for, but I'll keep my fingers crossed!


no problems here either Big Grin


i wish you luck with your idea/request ....

Z
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#7

Don't know about changing presets or whatever to make it a 1shot sample as opposed
to a loop but I think there may be another issue at hand here.

I believe that the flaps deploy at different speeds depending on the forward velocity
of the aircraft due to wind resistance. I could easily be wrong but I think that if
you deploy combat flaps when static on the ground, they will reach the endstroke
significantly quicker than if you were doing 300kmh.
This may be a fly in the ointment of your plan. The only suggestion I have at the
moment is to make the sample long enough to cover all time periods and hope
that the sound engine is setup to cut the sample at endstroke.

I believe that for looped sounds it will do this, but I could be mistaken.

I do know that for single shot samples (large gun firing etc) it will play to sample end
even if the event it is linked to is over. Just like the reverb tails on explosions etc.

Good luck with this m8, hope you get what you want.
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#8

Thank you Taska!

I'm attempting to replicate the flaps from WoV, and when the flaps are extended/retracted (Axis), it's a single, rotating sound that doesn't loop. I noticed, however, that the flaps in IL-2 are dynamic, in that they take longer, or shorter to extend/retract, depending on several factors. The flaps in WoV seem to deploy at the same speed, w/o any concern for other variables. My solution, up to this point, was to trim the sample. The problem, however, is that the sample isn't really meant to be looped, and while I've done my best, it still sounds...outta place.

So, the workaround I'm currently testin', is to add a length of silence at the end of the sample (I'm still workin' on the amount of time necessary). This replicates the behavior in WoV, but may seem outta place for IL-2, as the flaps don't deploy at a constant speed. However, Since there's a buzzer in some (or all?) of the Axis aircraft when deploying flaps, it may not be necessary to compromise. The buzzer plays throughout the sequence, so you still know when the flaps are extending/retracting!

As I said, however, it's still a WIP...
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#9

Have you tried a pitch-preserving timestretch on the sample? I know that
this can introduce unwanted artifacts sometimes, depending on severity
of the stretch but I'm guessing at the quality levels required by this game
that they won't be too severe.

I just wish they could handle samples like my old Akais :lol: with the loop
portion being somewhere in the middle of the sample, allowing the start and
stop dynamics to be preserved, but I know that's pie in the sky.

Maybe the sample could be loaded into a software sampler with this ability
(Reasons samplers can do this IIRC) and re-recorded with the looping section
in the middle to lengthen it. Alternatively, with the likes of Soundforge etc,
you could locate a suitable portion and cut,copy and paste until you get the
length you require.

There is always the crossfade option but this seldom smoothes it out enough.

Once more, good luck. Keep up the good work.
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