When you split an audio event in Vegas it by default adds a small fade at each side of the split. This can avoid nasty plops due to the sudden drop to zero.
However if you trim the split you can loose the fade and unless your audio is at absolute zero at that point you can get a nasty plop.
At first I thought I'd found a really bad bug, I was seeing this tiny blip right at the ned of the event that seemed to come and go as I moved the out point. Careful investigation revealed the problem. This material started out life on R2R and was then transferred to DAT which I'd ingested from. Between the 'tracks' there is a fair amount of noise and LF garbage that isn't really audible but a straight cut in the middle of one of those LF cycles was giving the nasty plop. Adding a 10 mS fade got rid of it (smaller one would probably do). In fact with this material I've been adding around 300mS fades just so the noise from the original recordings don't just drop suddenly to nothing which I find sounds really distracting.
Bob.
However if you trim the split you can loose the fade and unless your audio is at absolute zero at that point you can get a nasty plop.
At first I thought I'd found a really bad bug, I was seeing this tiny blip right at the ned of the event that seemed to come and go as I moved the out point. Careful investigation revealed the problem. This material started out life on R2R and was then transferred to DAT which I'd ingested from. Between the 'tracks' there is a fair amount of noise and LF garbage that isn't really audible but a straight cut in the middle of one of those LF cycles was giving the nasty plop. Adding a 10 mS fade got rid of it (smaller one would probably do). In fact with this material I've been adding around 300mS fades just so the noise from the original recordings don't just drop suddenly to nothing which I find sounds really distracting.
Bob.