It’s a lot of work. I slightly enjoy it but boooooy is getting into audio and music pretty challenging. It’ll be good if I ever need to know what I’m talking about when working with others… in the future where I can dedicate myself full time to game dev… One day one day…
I don’t really have a point here. If anyone has any resources, tips, or recommendations on this subject let me know.
Edit: Congrats on the new 9.0 release!
Pablo Casals famously replied when asked why he was still practicing in his 70s that he "felt like we was making progress", so don't let yourself feel inadequate.
PaulDavisThe1st•1h ago
miggol•1h ago
I'm most excited to try the perceptual analizer, which was something I found always had disappointing performance in plugins.
Which of the new features would you say posed the most interesting engineering challenge?
PaulDavisThe1st•1h ago
I didn't want to replicate the code we already had for the Editor, and figuring out to refactor this took a lot of time and experimentation and failures. Although there are still some rough spots, in general I'm very happy with how things turned out.
Clip recording was also a bit of a challenge. It uses an entirely different mechanism than timeline recording, and as usual I got the basics working in a couple of days, followed by months of polishing (and likely, quite a few more to go as we get feedback from users).
soperj•32m ago
analyzer. I think analizer has a different meaning.
pwdisswordfishs•1h ago
jumpocelot•1h ago
PaulDavisThe1st•45m ago
However, following the tempo map is a very different challenge than following user-directed edits between warp markers, and neither RubberBand nor Staffpad really offer a good API for this.
In addition, the GUI side of this poses a lot of questions: do you regenerate waveforms on the fly to be accurate, or just use a GUI-only scaling of an existing waveform, to display things during the editing operation.
We would certainly like to do this, and have a pretty good idea of how to do it. The devil, as usual, is in the details, and there are rather a lot of them.
There's also the detail that having clips be bpm-synced addresses somewhere between 50% and 90% of user needs for audio warping, which reduces the priority for doing the human-edited workflow.
sovietmudkipz•1h ago
PaulDavisThe1st•52m ago
breezykoi•8m ago