Is it possible to concatenate playback of multiple sound definitions of arbitrary length within a single event?
Example usage: to create a oneshot event "footstep" by combining two sound definitions "heel_strike" and "forefoot" in a single layer. The advantage I seek to gain is mathematical – by splitting two complete footsteps into two components each, we now have four footsteps before even beginning with pitch/volume randomization.
One approach, of course, is to set an appropriate delay on the "forefoot" sound definition, but this is unattractive and kludgy. I would much rather the timing of the beginning of playback of each instance of the "forefoot" sound definition by determined arbitrarily by the duration of the instance of the "heel_strike" sound definition that plays before it (within the same instance of the "footstep" event).
- harwood9 asked 5 years ago
Thanks for the reply. A couple follow-up questions:
- Am I correct to observe that it is necessary to set a velocity for the parameter?
- If so, what is the estimated relative CPU/memory cost (if any) of the parameter and its velocity?
- harwood9 answered 5 years ago
[quote:elcb5nhj]- Am I correct to observe that it is necessary to set a velocity for the parameter?[/quote:elcb5nhj]
No velocity parameter required, the two boxes are overlapping so the default value of 0 will trigger both boxes.
[code:elcb5nhj]- If so, what is the estimated relative CPU/memory cost (if any) of the parameter and its velocity?[/code:elcb5nhj]
Negligible on all platforms, velocity parameters are computaionally very simple.
Create a multitrack event, add a parameter and then add your two sound definitions to that layer. Right click on "heel_strike" and open the Sound Instance Properties window, set the Loop Mode to ‘Oneshot’ and the Start Model to ‘Immediate’. Now open the Sound Instance Properties for the "forefoot" and set the Loop Mode to ‘Oneshot’ and the Start Mode to ‘Wait for Previous’. Now drag both sounds to touch the right edge where the parameter equals zero. Now if you set the parameter to zero and play the event it should play the heel_strike followed by the forefoot.
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