I use Vegas to create individual sound effects for computer games. It's really handy since you can non-destructively trim, mix and add effects to stock and self recorded audio material. Also, if you need to create a large set of similar sounds (like a set of randomized footstep sounds), you can put them all in the same project and render them into individual samples. Yep, many reasons to use Vegas for this kind of work instead of a destructive sample editor like SF.
One problem area, though, is looping. To make a looping sample (either looping from start to end, or at a set point), you first have to render the project into a separate WAV, then crossfade loop it in an external application (like Sound Forge). It's an extra hoop to jump through, and alas, Sound Forge only does linear crossfade which causes a volume dip. Vegas' equal power crossfades give much better results.
There are some tricks you can employ to render a looping sample straight out of Vegas. It involves taking snippets of every event used in the project and fading them in/out accordingly. But it's tricky, and the resulting WAV may have a few bytes of glitch data at the loop point, and the WAV still has to be processed in SF to add the actual loop (Vegas can only save Markers and Regions, not Loop Points).
So... could Vegas be enhanced with built-in looping functionality? You could determine a Looping Region into the project, and when rendering the WAV, Vegas would automatically take care of the crossfading and adding the loop points to the WAV header, and check that the loop won't click (some kind of a preview would help here).
It would at least make my work easier. What do you guys think?
If not, here's a trick you can do to make things a bit faster: Associate your preferred output files (eg WAV) with your preferred sample editor. Then you can use the "Preview in Player" function in Vegas to directly render and open the sample in a sample editor for looping.
(Or, is there a better way to do this? Lemme know.)
One problem area, though, is looping. To make a looping sample (either looping from start to end, or at a set point), you first have to render the project into a separate WAV, then crossfade loop it in an external application (like Sound Forge). It's an extra hoop to jump through, and alas, Sound Forge only does linear crossfade which causes a volume dip. Vegas' equal power crossfades give much better results.
There are some tricks you can employ to render a looping sample straight out of Vegas. It involves taking snippets of every event used in the project and fading them in/out accordingly. But it's tricky, and the resulting WAV may have a few bytes of glitch data at the loop point, and the WAV still has to be processed in SF to add the actual loop (Vegas can only save Markers and Regions, not Loop Points).
So... could Vegas be enhanced with built-in looping functionality? You could determine a Looping Region into the project, and when rendering the WAV, Vegas would automatically take care of the crossfading and adding the loop points to the WAV header, and check that the loop won't click (some kind of a preview would help here).
It would at least make my work easier. What do you guys think?
If not, here's a trick you can do to make things a bit faster: Associate your preferred output files (eg WAV) with your preferred sample editor. Then you can use the "Preview in Player" function in Vegas to directly render and open the sample in a sample editor for looping.
(Or, is there a better way to do this? Lemme know.)