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Gaming > Development Audio > Re: Graphics/ph...
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Re: Graphics/physics programmer vs. game sound FX (programmer looses!)

by greek_bill@[EMAIL PROTECTED] (Morfeas) Jan 30, 2004 at 10:02 AM

nathan@[EMAIL PROTECTED]
 (Nathan Mates) wrote in message
news:<4017f15a$0$41291$a1866201@[EMAIL PROTECTED]
>...
> >2. Tyre screeching sound
> >Thing is, I cannot find a segment/****tion of the sample that is
> >'loopable'. How would I go about making a sound sample loopable? How
> >would I ensure that when the looping stops I can 'seemlessly'
> >continue playing the end ****tion of the screeching sample?
> 
>    This is more an issue with the creation of sound efx, not the
> playback. Some sound editing programs allow you to play a sample

I realise that, what I meant was is there a methodology to follow in
order to find this elusive segment? Or is there a way to like find a
semi-suitable segment and then modify it somehow? I've tried cutting
out a segment and then mirror-copying it, so that I end up with a
'symmetric' segment. That didn't sound too good though.
 




 3 Posts in Topic:
Graphics/physics programmer vs. game sound FX (programmer looses
greek_bill@[EMAIL PROTECT  2004-01-28 09:10:51 
Re: Graphics/physics programmer vs. game sound FX (programmer lo
nathan@[EMAIL PROTECTED]   2004-01-28 17:28:58 
Re: Graphics/physics programmer vs. game sound FX (programmer lo
greek_bill@[EMAIL PROTECT  2004-01-30 10:02:19 

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