Musician Archive

Thread: The loops don't loop properly!

Chroma_Key
Wed Dec 15, 2004 11:23 am
#1


Most of the songs follow a 4/4 time signature yet the loops are not recorded so they can actually loop. There is a gap between each one that ruins the groove making it sound like an awful 9/8 or I don't know what!


Have a musician do the loops! You have ruined the songs by cropping the loops like that...





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Warryyr
Wed Dec 15, 2004 2:11 pm
#2






Chroma_Key wrote:


Most of the songs follow a 4/4 time signature yet the loops are not recorded so they can actually loop. There is a gap between each one that ruins the groove making it sound like an awful 9/8 or I don't know what!


Have a musician do the loops! You have ruined the songs by cropping the loops like that...







Yeah, they botched it.


They should have had a good sound engineer do the loop pieces. I think a good one put the songs together, then they had who-knows-who split it apart for each flourish. Whoever it was didn't do a great job.


I guess I wonder if that pause is lag-induced, or possibly client-side. I'm more of the opinion that it'sa bad edit on each flourish sound.


I'm more displeased with the flourishes for Western. They all sound the same to me. At least with Ballad or Jazz, or pretty much all of our other songs, they GO somewhere when you combine different flourishes. All the flourishes in Western (to me) sound just like the default non-flourishing run of notes when playing on a Mandoviol. The song never goes anywhere, just sort of twangs and then each flourish ends on that same upwards series of notes. Gah, it's so hard to describe. I love how the song sounds, but I hate how the flourishes don't really let you create a flow for the song. Oh well, hopefully our next new song is more like...a song...not a series of 8 flourishes with slight variances, but the same ending sound. Makes Western's flourishes stick out like a sore thumb.


NewJedi
Wed Dec 15, 2004 5:54 pm
#3

I've heard people speak of this gap quite often, though the estimates vary from an eighth-note displacement to as little as a 64th-note. But I have to say either I don't hear it or it doesn't bother me, and I've played a variety of musical instruments all my life. Are we sure it's not related to latency, which varies from one player to the next? I did put this issue on our top-issues list, but it was well down the list (number 15 or so), and the devs haven't asked me about it.


Incidentally, I agree with Warryyr that some of the flo's on Western don't flow as well as in other songs, but I'm still loving the bandfill, mando and chid horn tracks.
Fragpuppie
Wed Dec 15, 2004 10:58 pm
#4

Related....


I've occasionally heard songs have their flos "cut off". I believe it was a weird combination of the /change bug and someone being bugged in waltz (3/4) then /chang ing to something in 4/4 like rock. The flos play normally but skip the last beat.....its weird and I haven't heard it in a few weeks.



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Nifty
Sat Dec 18, 2004 3:50 pm
#5

I only notice the gaps when bandfill/obox are involved. The gap is really prominent on Star Wars 1 with a full band.



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Tiaga
Tue Dec 21, 2004 4:29 pm
#6

If you take the sound clips for the flourishes and put em together by hand (If you do it right at least, if not you end up with the same thing) it doesn't have a problem.

It's lag of some sort. My belief is that it is a combination of things. I'll have to experiment some to check this theory.

My theory of causes:
  • The client waits until the last flourish finishes before starting the next. This effects sw1, sw2, and sw3 because they have some flourishes that run over.
  • There is some delay starting the sound clip for the flourish. Either in how the library handles timing, or delay loading it off disk. It seems worse when you switch to a new song. Get a full band and do a /changeband, and at least on my computer some instruments come in "late" for the first flourish.
  • The more musicians you have, the more sound clips have to be started. This includes duplicate instruments, as it will mix the sounds.
  • It's also having to start an animation along with the sound. Even if you don't see it happen, the client "tries" to start it.
  • Combine the above, and if one flourish starts 1/64th beat late, for example, you will have 1/64th beat of silence for all other instruments. If you have a fast computer/drive with lots of RAM it will be less noticible than a slow computer/drive with less RAM.


I didn't include network lag, because the server doesn't coordinate flourishes. The clients are 100% responsible for playing flourishes, the server merely sends them as they come. If you spam 5 flourishes, everyone gets those 5 flourishes instantly. This can be seen by listening on two different computers. You can get things in a state where one plays two flourishes back to back, while the other plays a base flourish between.



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But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
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Esharra
Wed Dec 22, 2004 7:50 pm
#7






NewJedi wrote:

Tiaga's analysis makes sense to me. I have a very fast connection, hard disk, and 2G of RAM, and I generally see fewer lag-related problems than other people in SWG. And I rarely notice the loop problem.




was going to say that too...again..arg! pfft to you & your T1! Hope you're having a grand vacation!




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NewJedi
Thu Dec 23, 2004 1:33 am
#8

Tiaga's analysis makes sense to me. I have a very fast connection, hard disk, and 2G of RAM, and I generally see fewer lag-related problems than other people in SWG. And I rarely notice the loop problem.
Pendarin
Fri Dec 31, 2004 12:26 am
#9

You can perform the same test by using this. It uses the same source files as the game client in much the same way (on-the-fly rendering).

My suspicion is that the gap is partly due to the way that DirectSound works. You have to check on playback status explicitly; it doesn't notify the application when playback is completed. With my standalone app, it dedicates most of a thread to checking on DirectSound status (in 100ms intervals, actually). In the context of the game client, that same thread probably performs many other functions so their checks are probably more than 100ms apart on occassion--or, they set a timer for when the sound clip is supposed to be finished so they don't have to check status at all, and assume the timer will be accurate.



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Pendarin
Fri Dec 31, 2004 10:26 pm
#10

Actually, I take that back. Ballad still misses the beat, especially on the idle flourish.



________________
Taerin Markman
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bcre8iv
Tue Jan 04, 2005 2:29 am
#11

I'm a RL musician, and I am very picky about people doing things like taking a breath at the end of a phrase, which causes the exact same problem as what you are talking about here. To me, it's extremely noticable when this happens. However, in my casual playing in the cantinas I never noticed this problem. I only noticed it recently when I started trying to put songs together for my band. There are certain flourishes that sound like they were designed to go one after the other -- one starts on the next note of the riff the other ended with -- except for this huge hole in the music! Ok, it's not a huge hole, and most nonmusicians would probably never even notice it, but to me, when I'm trying to organize these flourishes, it's like a giant slap in the face.

Why is it there? I dunno. Should it be on the tip-top of the list of things to fix? No, because most players are either not affected by it or don't notice it, and the ones that do are probably used to the same thing happening in RL, so they can deal with it until more important issues are fixed.

Of course, this is just my opinion, your milage may vary.



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If you always do what you've always done, you'll always get what you've already got.
Tiaga
Wed Jan 05, 2005 2:32 am
#12



Pendarin wrote:
You can perform the same test by using this. It uses the same source files as the game client in much the same way (on-the-fly rendering).

My suspicion is that the gap is partly due to the way that DirectSound works. You have to check on playback status explicitly; it doesn't notify the application when playback is completed. With my standalone app, it dedicates most of a thread to checking on DirectSound status (in 100ms intervals, actually). In the context of the game client, that same thread probably performs many other functions so their checks are probably more than 100ms apart on occassion--or, they set a timer for when the sound clip is supposed to be finished so they don't have to check status at all, and assume the timer will be accurate.


Interesting information. I'm not familiar with DirectX programming of any sort so the issue of timing the sound clips never occurred to me. It certainly does seem to be effected by load. I have a little program that pieces together songs out of the game files, but it produces a new sound file instead of doing live playback. For obvious reasons, the new sound file has the flourishes timed perfectly, down to the sample.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

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