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Old 03-27-2019, 01:11 PM   #41
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Ah, I get it.
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Old 03-28-2019, 01:34 AM   #42
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Also, I want to reiterate that it's not just about consistent reverb either.


For instance, if you want to process a sound you have that already loops well by say, adding eq to it and then simply render it out again.

Well.. If you try this you'll get a "click"/glitch at the start/end of the loop. (try it)

The reason for this is that a lot of effects "slant" the frequency response over time. For instance a low shelf eq will progressively make the low frequencies out of time with the higher frequencies. (look at the phase graph in reaEq to see what I mean.

Now, when you try to reloop this, unless it's the second pass you render, the end and start will have gaps in the frequency range that get chopped off.

Hard to explain fully but the below kind of does

/----/ ends look like this frequency wise.

And we are going to chop them straight like this |----|

And what you actually need is the delayed high at the end that is chopped off to be put at the start of the loop to make it whole again.

Without diagrams hard to explain but this is a massive pain for game audio and 2nd pass fixes it.
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Old 03-28-2019, 05:35 AM   #43
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I would prefer API access to render so we can make advanced rendering scripts as we need including loop rendering.

What I do now for loops is to duplicate the loop region, render both regions to a bus premaster track. Then select second region and render that from the bus track to create the loop file. I guess this could be scripted too.
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Old 03-28-2019, 09:30 AM   #44
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Quote:
Originally Posted by heda View Post
I would prefer API access to render so we can make advanced rendering scripts as we need including loop rendering.

What I do now for loops is to duplicate the loop region, render both regions to a bus premaster track. Then select second region and render that from the bus track to create the loop file. I guess this could be scripted too.
You can support my feature-request on that
https://forum.cockos.com/showthread.php?t=215840
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Old 04-01-2019, 09:21 AM   #45
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Quote:
Originally Posted by deeb View Post
I have been thinking about this and I wonder if anyone Could make a licecap showing how logic or other daws do this?
I don't have a licecap (?) but in Logic, it's in the render (Bounce) window. You just click 'Bounce on 2nd Pass' and that's precisely what it does; whatever area you've designated to be bounced, be it a selected area, or a span from one specific point to another, or the entire project, it will play through it first, and then only actually start bouncing the render upon the second pass (or the first time it loops). One click, and you're guaranteed to have your reverb and effect trails heard from the first pass included at the beginning of your render of the second pass.

For FL Studio, at least back in 5 when I last used it, it was similarly offered in the export/render options window when you're exporting a track, but it was labeled something like 'wrap audio trail to start'.
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Old 04-01-2019, 09:36 AM   #46
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What if you want a 2 minutes loop and the trail is only 10 seconds... It would be a waste of first pass...
It is not that hard to bounce the trail to a new track move it to the beginning and then export.
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Old 04-01-2019, 10:27 PM   #47
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Quote:
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What if you want a 2 minutes loop and the trail is only 10 seconds... It would be a waste of first pass...
It is not that hard to bounce the trail to a new track move it to the beginning and then export.
that is an extreme example .. you can also have another extreme examples like: the loop is 10 seconds and the trail 2 minutes : )
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Old 04-02-2019, 01:05 AM   #48
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Quote:
Originally Posted by heda View Post
What if you want a 2 minutes loop and the trail is only 10 seconds... It would be a waste of first pass...
It is not that hard to bounce the trail to a new track move it to the beginning and then export.
We often need this for crossfade loops in cars as well as music and ambience loops. In each of these we might have say 30 segments and want to add an eq to them. Without 2nd pass rendering we have to do a basically what you said everytime when all we want to do is apply the processing and go back to the game and hear it.

Needs to be pretty much instant and require no thought or 2nd project.
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Old 04-03-2019, 12:38 PM   #49
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This would be amazing and a real time saver. And I would use it ALL the time.
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Old 04-16-2019, 04:23 PM   #50
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I've made a script that may help
---> https://forum.cockos.com/showthread.php?t=219640

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Old 05-01-2020, 12:52 PM   #51
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Bump.


While seting up my Octatrack I realized that some loops with long tail effects just don't loop correctly soundwise because of the missing tail at the beginning. A pity.
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Old 05-01-2020, 01:05 PM   #52
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Can be coded in Lua, via my Ultraschall-API, which has the following function:

https://mespotin.uber.space/Ultrasch...ml#Render_Loop
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Old 11-30-2020, 03:35 PM   #53
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Quote:
Originally Posted by musicbynumbers View Post
Also, I want to reiterate that it's not just about consistent reverb either.
That was a heavy lifting task for our team too for the past year that we decided to upgrade all our old sound libraries (around 56 of them with hundredths of loops each.

This is an awesome feature and a great suggestion, kudos!

Another case that this functionality is very useful is dereverberation and other processes that start "learning" in the beginning of the loop.

Looking at the changelogs I see that the time is near! Our prayers have been heard :-D
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Old 12-01-2020, 06:49 AM   #54
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There's also a great script called:

nvk_MISC - Loop Maker.lua

Which might help for making seamless loops easier.

Should mention I fully support second pass rendering for loops
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Old 12-01-2020, 08:28 AM   #55
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This will be coming!) see pre!
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Old 12-01-2020, 05:03 PM   #56
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Quote:
Originally Posted by deeb View Post
This will be coming!) see pre!
Apparently it didn't make the cut. Hopefully it'll be back real soon tho...
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Old 01-21-2021, 03:30 AM   #57
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Default Just in time to export some loops

It happened!
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