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FamiTracker > General > FamiTracker Talk > WAV 8bit export cut? Owner: Macromaniac New post
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WAV 8bit export cut? Posted: 2014-03-11 15:48  (Last Edited: 2014-03-11 16:19) Reply | Quote
Macromaniac

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Member for: 3079 days
Location: Paris
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#55275
I'm trying to make some loops for a Amiga MOD song and I export them in 8 bit so as not to go through the hassle of opening them in Audacity, editing and exporting them again - this time in 8 bit. But here's the catch: while the 16 bit WAV sample is just fine in that everything is accounted for, the 8 bit sample has entire portions of the loop missing. The comparison I've done in Audacity (in which I made sure both exports are perfectly synchronized) is included in the attached zip to show what is missing.

Not sure if I should file this under the glitch section...


Attachments:
arp.wav (80 Kb)
arp8bit.wav (37 Kb)
comparison_8_16_bit.zip (98 Kb)
arp.ftm (1 Kb)
Posted: 2014-03-14 12:26 Reply | Quote
Macromaniac

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Location: Paris
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#55353
...anyone?

Posted: 2014-03-15 00:29 Reply | Quote
jsr
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#55362
Hi, I tried exporting the file here as both 8 bit and 16 bit, but the wave files appear identical for me.

Do you use the latest version? There should be padding added to both beginning and end of the file, but I don't see that in your files.

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Posted: 2014-03-15 12:23 Reply | Quote
Xemogasa



Member for: 3819 days
Location: Marseille, France
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#55367
or maybe you should just convert it to 8-bit into your Amiga MOD tracker.

Posted: 2014-03-15 19:40  (Last Edited: 2014-03-15 22:08) Reply | Quote
Macromaniac

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#55371
I tried this experiment again, this time on Windows (both samples are attached), and it turns out my problem was specific to my Wineskin build! That Wineskin-generated 16-bit export has actually ditched data padding completely, which is kind of convenient, but in turn the 8-bit export is completely butchered and unusable. Serves me right for using an unstable wrapper, I guess.

And yep, 0.4.2.


Attachments:
arp8bit.wav (47 Kb)
Posted: 2014-04-02 03:49 Reply | Quote
insomniacovrlrd

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Location: US : Florida
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#55863
i hate to jump into a post 2 weeks old, but why [i]IS[/i] there padding at the start and end of .wav export. it makes slicing for looping elsewhere difficult

Posted: 2014-04-02 04:29 Reply | Quote
Xyz_39808

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Location: South Texas
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#55866
Because of a DC offset present in famicom emulation. It's much more of a pain to deal with WITHOUT the padding.

Again, I think this is just the fault of the user not being good at signal processing

Posted: 2014-04-02 06:03 Reply | Quote
rainwarrior

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#55868
I've said it before, but the beginning of music playback is NOT a good loop point. The loop should be made from a few seconds in.

Posted: 2014-04-02 10:22 Reply | Quote
insomniacovrlrd

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Location: US : Florida
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#55870
i'm not using the beginning of the track as the loop point. The situation becomes a problem when i've got a looping bodysegment of a song, and a 1 or 2 frame intro. In the game, they have to be two unique .ogg files. But finding the individual sample where the intro ends, and the body begins is a pain because i can't measure the number of samples, divide, and cut by number. It's all manual, and up for mistakes.

Apparently that's just the nature of the beast, and i need to get better at chopping things in audacity.

Posted: 2014-04-02 15:33 Reply | Quote
rainwarrior

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#55872
In Audacity, if you click on the triangle beside a time indicator at the bottom, you can use samples as the measure of time.

You can calculate the number of samples in a loop too. At speed 6 tempo 150 there are 6 frames per row at 60Hz. For one pattern of 64 rows:

64 rows * 6 frames/row * 44100 samples/second / 60 frames/second = 282240 samples

Posted: 2014-04-02 18:31 Reply | Quote
insomniacovrlrd

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Location: US : Florida
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#55873
Oh!

Well hey. You might be a hero, man. Thanks!

Posted: 2014-04-03 02:09 Reply | Quote
Xyz_39808

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Location: South Texas
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#55888
yeah there's a concise tutorial for looping .ogg's in rpg maker's tutorials about music

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