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I really fell in love with FamiTracker, however, when I export as WAV there's that devilish silence gap on both the beginning and end of the track. I don't like it, that destroys completely the purpose of small looping tracks for games. And I have tried to cut it on Audacity, but I didn't like it that way. 1st) It's never a perfect loop; 2nd) It's time consuming. So is there any trick that's escaping me to create perfectly looping WAVs on FamiTracker without gaps? Like in gapless playback.
Unfortunately not at the moment. The gaps are there to provide some margin and prevent loss of audio during exporting (due to the way WAV export was added, which was done quickly rather than properly). I realize that this is a commonly used feature now so I'll spend some time to improve it.
[quote=Octopus]I really fell in love with FamiTracker, however, when I export as WAV there's that devilish silence gap on both the beginning and end of the track. I don't like it, that destroys completely the purpose of small looping tracks for games. And [b][size=4]I have tried to cut it on Audacity, but I didn't like it that way. 1st) It's never a perfect loop; 2nd) It's time consuming.[/b] So is there any trick that's escaping me to create perfectly looping WAVs on FamiTracker without gaps? Like in gapless playback.[/quote]
Seems like the start gap is always the same (~3734 samples at 44100 16-bit), but the end gap varies. The best method for manual trimming is to export a WAV with the song playing twice, trim the beginning, then trim to the first loop.
The start gap will also vary slightly depending on the audio buffer length.
The reason for this is because WAV export was done by just saving the audio buffer data that otherwise would have been played through the speakers, and the audio buffers are not in sync with the NES audio emulation. It won't be hard to fix though.
[quote=Threxx][quote=Octopus]... And [b][size=4]I have tried to cut it on Audacity, but I didn't like it that way. 1st) It's never a perfect loop; 2nd) It's time consuming.[/b] ...[/quote][/quote]
Nice abuse of BB code; that's still no excuse for Octopus to not take the time & initiative to improve his skills in cutting & stitching audio (especially since the whole hobby of music composition is one that requires patience & tedious concentration). Hell; I wouldn't mind teaching him how to stitch & cut audio in a timeline, considering how it's not that difficult a task (unless you're not willing to learn anything new & improve yourself).
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I just wanna put in my 2 cents that since I work with DSP quite often, I actually prefer for the preceding silence to be there and would be slightly inconvenienced to have it removed from wav export.
It's not that I'm not willing to learn, it's just that I feel that some options should be natural. FamiTracker is associated with games, some games, if not all, work with loops, so it would appear natural to me that the program could export perfect loops. If we wanted some silence on both start and end of the track, we would just add / track that silence on the tracker itself.
Even if I tried to cut it out on audacity or in another wav editor, there will always be some artifacts left behind - it wouldn't be as perfect as an automated process. And I'm a bit paranoid about this, I verify every single album on my iPod to see if it's gapless, if it's not, my ear will detect it. I really can't stand beeps, bops or little noise effects when the tracks are transitioning - it breaks the mood. x)
So, for the time being, I'll just compose the musics for my little game, hoping that in the future the gapless wav option is added. Thanks for all. :D
The proper looping format is to export to .nsf. If you plan to work with .wav or .ogg to loop, then you should really invest the time in learning how to edit those formats.
Also, as per Xyz_39808's comment, there actually is a library written by cpow that handles NSF files (it's a library similar to uFMOD, a library made to handle XM files in such programs as keygens, demos & games). This, though, would also require you to know how to program the game & take advantage of the library.
Otherwise, just as was said, if you're willing to invest the time to compose your own music, maybe you should invest some time to master music editing, because there are ways to mitigate those artifacts that you're so paranoid about.
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Technology: the one thing that's hated & cursed at by all engineers, technologists, scientists & technicians!