Audacity Tips+Trix and Tuts.

Started by Tazero, June 11, 2009, 04:56:28 pm

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Tazero

June 11, 2009, 04:56:28 pm Last Edit: June 12, 2009, 04:15:22 pm by MetaKnight
Audacity Tips+Trix and Tuts!

Very useful to make the superb BGMs and awesome remakes, Organized by MetaKnight
Credits found at end.


Flanger Effect v1.0: ShowHide

How to make a Flanger Effect In Audacity



How to make this simple effect? It's very uncomplicated and very straight-forward.

Description: Flanger is an effect usually used in Techno/Trance/Electronic music, It is refered to as 'Airplane Departure Sound' It phases through 1 ear to another.

How to Obtain: Select the part of the song you wish to 'Flange' go into *EDIT* then click ~Duplicate~
Once that is done you slow the duped track by 0.10000 (the zeroes aren't required)
And there you go! it may not work as effectively on some songs...

Note: To avoid major distorion and clipping bring the Gain to -3 on both tracks.

End
Example:In The End - Linkin Park (Edit Echoes and Flange in one specific part echoes thru out song)
This was by Metaknight, all credit (if provided) is to me!


Alternate Flanger Effect V1.5: ShowHide

To do this simply follow all steps above except for the speed changing...instead Change the pitch to +2.5 Or positive 2.5000 Very helpful.


Super Flanger!: ShowHide

Mix Flanger 1 & 2 on 1 track (On the duplicate that is)

How to rip BGMs from stuff: ShowHide

Use Audacity to get VG Music into your game
(Sorry the title's so vauge-sounding)


Introduction

This Tutorial will help you get music that normally wouldn't work well on RMXP and edit it so that it works well. Audacity, the program we'll be using today, is a great free sound editor. If you don't have it, you can get it from it's homepage at their homepage

Most music from soundtracks, especially from video game soundtracks, have a number of nuances that prevent the song from being used well. Most prominently is the fade-out at the end of the song. Although this works well if you're listening to the song on your computer, it doesn't help when you're trying to get it into your game. This guide will help you circumvent these measures and get the song in your game without any troubles.

Before starting, be sure that you are familiar with the song you are doing this to. Otherwise, you might run into some difficulties later on.




Step 1: The Fade-Out

The Fade-Out is used in most songs to create a sense of closure to the song, since VG Music can't have a standard musical ending, instead looping incessantly. To help for people listening to these on a CD, back to back, they have a fade at the end. Usually, a song from a video game has a basic structure, and works somewhat like this:

Intro (If present)
Entire Song (May be played through twice)
Fade-out

To get the fade-out out, all you need to do is select the section where the song repeats again (the part with the fade), highlight to the very end of the song, and delete it. volia.




Step 2: The Intro

If your song does not have an intro, feel lucky and skip this, because this part has problems with RMXP. Select the introduction segment, and Cut it (Don't Delete it!). Make a new project, and paste the section in. You'll need it for later.

Now, check if the standard song sounds OK by loop-playing through it (Hold shift and click Play). If there are no disernable skips in the song, then it's fine. Otherwise, you messed up earlier.




Step 3: Importing the Song

First of all, if your "main song" project repeats itself twice (Make sure it's an exact duplication of the first half), feel free to delete that part. You won't need it, and it'll cut back on file-size. Now, export the files. If your size-concious, export as an .ogg file. In fact, do so in any case.

Now, have RMXP import the main song as a BGM, and import the intro (if you had one) as a SE.




Step 4: Intro Nuances

If you were unlucky to have an intro in your song, then this part needs nothing but a good ear and time.

Put the song into an event (If you'll need this song a lot, then put this into a Common Event) something like this:


Play SE: 'Intro'
Wait: X Frame(s)
Play BGM: 'Song'


Now, you have to guess on what X is going to be. To do this, simply put in a number around what you think is right (40FPS is what RMXP usually runs at), and test-play the game (and run the event). If the song didn't start for a while after the intro ended, then make the wait less, and increase the wait if the two overlap. The reason that this isn't too great is because if you aren't running at peak FPS, then there will be a gap of some sort that shouldn't be there.

In closing, I hope this tutorial helps you out in making your games. :)

Credits
Shdwlink



If you would like to add your own Tip/Trick/Tut to this thread pm me with the details in this format
[Center]Title[/center][br][br]Description of what you are teaching[br][br]Description of what it should sound like(For effects only!)[br][br]Creds


You can send an example file in *.AUD format or any other sound format that's default, Please remember Mac and Windows do not work -EXACTLY- the same way...
EG; Windows has Line in Mac does not.


If you were a fish...

G_G

First list the required program(s) next show some screenies of what to do

Tazero

Pretty straight forward -_- Read the TITLE Audacity only Audacity.


If you were a fish...

G_G


fugibo

What the crap, "Mac has no line-in?" Have you even used a recent (read: not PPC, or less than 4 years old) Mac? They all have Audio line-in, right next to the (surprise) Audio line-out. GJ there, Meta! *powers down for not checking*

Tazero



If you were a fish...

fugibo

Quote from: MetaKnight on June 11, 2009, 05:23:23 pm
I have eMac sorry :'(


I can respect using old hardware, but never base assumptions off that. Especially not the dumbed-down, education-intended hardware.

Tazero

I hate my mac but it's something to use for now my PC crasheded but yeaah i guess ur right.


If you were a fish...

Tazero



If you were a fish...

Tazero

I sez it been updooted! COMMENT COMMMMMMMENT


If you were a fish...