Statistics: Posted by sunship — 04 Dec 2009, 07:03
Statistics: Posted by sunship — 04 Dec 2009, 06:50
Statistics: Posted by bsork — 03 Dec 2009, 09:15
Statistics: Posted by sunship — 02 Dec 2009, 20:14
layer down all ur samples on different tracks in sequencer mode isnt an option? then u could faders to control the mixer and sequencer modules (eg. if fader >= 10, solo track1, if fader >= 20, solo track 2, ...).No matter how many times I jump back and forth they are at the same point becuase they are both following the same timeline (clock). In a game audio engine this is possible becuase the engine is keeping track of all clips set to that global timeline. It's not playing all of them of course, it's accessing them at the next sample where the other one let off.
it seems for me that u need to access the wave player (Usines internal sample player), but u cant derive any sample file properties. afaik the wave player does not load the samples in its list into RAM. as cubase doesnt do with its media pool.What I am hoping to do is have a constantly playing list of audio file that are triggered by the input to the FILE pin.
Statistics: Posted by amiga909 — 02 Dec 2009, 13:44
Statistics: Posted by sunship — 02 Dec 2009, 06:29
Statistics: Posted by 23fx23 — 22 Nov 2009, 04:04
Statistics: Posted by sunship — 22 Nov 2009, 03:51
Statistics: Posted by 23fx23 — 21 Nov 2009, 21:04
Statistics: Posted by sunship — 21 Nov 2009, 19:28
Statistics: Posted by nay-seven — 21 Nov 2009, 10:07
Statistics: Posted by sunship — 21 Nov 2009, 07:06
Statistics: Posted by sunship — 04 Dec 2009, 07:03
Statistics: Posted by sunship — 04 Dec 2009, 06:50
Statistics: Posted by bsork — 03 Dec 2009, 09:15
Statistics: Posted by sunship — 02 Dec 2009, 20:14
layer down all ur samples on different tracks in sequencer mode isnt an option? then u could faders to control the mixer and sequencer modules (eg. if fader >= 10, solo track1, if fader >= 20, solo track 2, ...).No matter how many times I jump back and forth they are at the same point becuase they are both following the same timeline (clock). In a game audio engine this is possible becuase the engine is keeping track of all clips set to that global timeline. It's not playing all of them of course, it's accessing them at the next sample where the other one let off.
it seems for me that u need to access the wave player (Usines internal sample player), but u cant derive any sample file properties. afaik the wave player does not load the samples in its list into RAM. as cubase doesnt do with its media pool.What I am hoping to do is have a constantly playing list of audio file that are triggered by the input to the FILE pin.
Statistics: Posted by amiga909 — 02 Dec 2009, 13:44
Statistics: Posted by sunship — 02 Dec 2009, 06:29
Statistics: Posted by 23fx23 — 22 Nov 2009, 04:04
Statistics: Posted by sunship — 22 Nov 2009, 03:51
Statistics: Posted by 23fx23 — 21 Nov 2009, 21:04
Statistics: Posted by sunship — 21 Nov 2009, 19:28
Statistics: Posted by nay-seven — 21 Nov 2009, 10:07
Statistics: Posted by sunship — 21 Nov 2009, 07:06