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Difference between revisions of "Configuration audio"

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<span style="color: blue">Les stems (qui nécessitent d'avoir des multi-pistes) ne sont pas nécessaires pour créer des customs. Si l'on utilise une piste audio "normale" (c.a.d. une chanson totalement mixée, comme un flac ou un mp3), on fera glisser le fichier audio dans la piste TRKS, qui est la piste de fond toujours jouée, et chaque stem d'instrument restera silencieux.</span>
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<span style="color: blue">Les stems, qui nécessitent d'avoir des multi-pistes, ne sont pas nécessaires pour créer des customs (c'est pourquoi la plus grande partie de cette section a été supprimée et ne sera traduite qu'en cas de besoin). Si l'on utilise une piste audio "normale" (c.a.d. une chanson totalement mixée, comme un flac ou un mp3), on fera glisser le fichier audio dans la piste TRKS, qui est la piste de fond toujours jouée, et chaque stem d'instrument restera silencieux.</span>
  
<span style="color: blue">Lorsque le fichier audio est en place, on peut créer le décompte et faire la tempo map (voir les parties de la documentation relatives au mix et à la configuration MIDI).</span>
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<span style="color: blue">Lorsque le fichier audio est en place dans Reaper, on peut créer le décompte et faire la tempo map (voir les parties de la documentation relatives au mix et à la configuration MIDI).</span>
  
 
<span style="color: blue">Une fois ces étapes accomplies, il suffira alors de sélectionner la piste TRKS (et seulement elle!), qui comprendra le fichier audio et les fichiers qui constituent le décompte, d'aller dans le menu "file" puis "render", de choisir "stems (selected tracks)" dans le menu déroulant du haut, de vérifier que le fichier sera compilé en WAV, stéréo, 44100Hz, 16 bits PCM (ce sont les réglages par défaut), et de cliquer sur "render 1 file".</span>
 
<span style="color: blue">Une fois ces étapes accomplies, il suffira alors de sélectionner la piste TRKS (et seulement elle!), qui comprendra le fichier audio et les fichiers qui constituent le décompte, d'aller dans le menu "file" puis "render", de choisir "stems (selected tracks)" dans le menu déroulant du haut, de vérifier que le fichier sera compilé en WAV, stéréo, 44100Hz, 16 bits PCM (ce sont les réglages par défaut), et de cliquer sur "render 1 file".</span>
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<span style="color: blue">Le fichier WAV qui sortira sera prêt à être utilisé avec Magma.</span>
 
<span style="color: blue">Le fichier WAV qui sortira sera prêt à être utilisé avec Magma.</span>
  
[[Authoring/fr|Retour à l'index]]
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<span style="color: blue">Pour les étapes demandant une grande précision, telles la création de la tempo map ou l'authoring des parties vocales, il est possible que le système audio de playback par défaut (Wave Out ou direct sound) subisse trop de latence, particulièrement dans un environnement de travail gourmand en mémoire. Pour éviter cela, évitez d'avoir trop de programmes fonctionnant simultanément en parallèle à Reaper.</span>
 +
<span style="color: blue">Si la latence persiste, vous pouvez installer les pilotes sonores ASIO (que vous trouverez ici http://tippach.business.t-online.de/asio4all/downloads_1/ASIO4ALL_2_10_French.exe) ou vous servir de l'interface Wasapi, si vous utilisez Windows Vista ou supérieur.
  
== What are Stems? ==
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<span style="color: blue">Pour changer le système audio de playback rendez-vous dans Options -> Preferences -> Audio -> Device et utilisez le menu déroulant.</span>
Stems are Audio files containing individual instrument parts that when all played together at the same volume sound like the final mix of a song. Here’s a batch of stems inserted into a Reaper project.
 
  
http://i.imgur.com/xDcFRBI.jpg
 
  
You’ll notice that all the stems are exactly the same length. It’s important that all the stems for a song have the same start point, so that all the parts are easily aligned for authoring and importing via magma. It’s totally fine to have a big chunk of silence at the start of a stem, the important thing is make sure every stem starts at the same time.
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[[Authoring/fr|Retour à l'index]]
 
 
All stems should be 16 bit, 44.1k .wav files. All stems should have any needed volume rides, panning and fx processing baked in. This means that the stems should contain all the audio from the final album mix, and should sound exactly like the album mix when all played together. For mastering purposes, feel free to do any EQ, spatialization, and compression needed and bake that into the stems, but please avoid the heavy-duty limiting that you might do on a final 2-trk master. 
 
 
 
For the game, we prefer proper endings instead of fade-outs, so for songs where the original mix faded out at the end, please don’t fade out the stems, let them play out ‘til the end and use what’s on the tracks to create a proper ending if one doesn’t exist.
 
Along with your stems, it’s important to write out a Lyric Sheet and save it in plain text (.txt) format. This will help with vocal authoring down the line.
 
 
 
'''It is vital that stems are mixed as specified, without any missing elements from the album mix, as these stems will be the basis for how your song sounds in Rock Band. '''
 
 
 
== Stem List ==
 
In game stems:  All stems should have the same start point and when played together they sound as close to the original mix as possible.  Here are the stems needed for Rock Band:
 
* mono or stereo '''Kick Drum''' stem
 
* mono or stereo '''Snare Drum''' stem
 
* stereo '''Drum Submix''' stem – a submix of everything else in the kit besides Kick & Snare, including Hats, Cymbals, Toms, Overheads, Room, etc…
 
** ''Note about drums: It's fully understood that when recording a real kit there will be bleed between the Kick, Snare and Drum Submix stems.  That’s acceptable.  Try isolate them as much as is practical, without harming the overall sound. Additionally, if the Drums were recorded as a single stereo file or as 2 files, a kick drum and overhead mics, that is also acceptable.''
 
* mono or stereo '''Bass Guitar''' stem
 
* separate mono or stereo '''Guitar''' stem for each guitar part. The song author will figure out which guitar parts would be best to play in the game, mix together a ‘playable’ guitar track, and remix the remaining stems back into the backing tracks.
 
* separate mono or stero '''Keyboard''' stem for each keyboard track. Similiar to the guitar part, the author may need to make a master playable track out of multiple individual tracks.
 
* mono or stereo '''Lead Vocal''' stem – a comp of the lead vocal track.
 
* mono or stereo '''Background Vocals''' stem -  a comp of any bg vocals/harmonies, etc.
 
* stereo '''Backing Tracks''' stem – a submix of anything else in the song, not already broken out above: keyboards, percussion, accordian, vocal harmonies, etc…
 
 
 
 
 
Other stems for reference only:  these will NOT be played back in the game, but are for reference only.
 
 
 
* mono '''Dry Vocal''' stem for lipsync and phoneme detection.  This should have no fx processing and whenever possible should be one single human voice at any one time (ie: try to avoid double-tracking or harmonies).  We'll run this file through our analysis software and the cleaner/dryer it is, the better it works. This audio is used for both the Solo vocal part and Harmony 1 if harmonies are authored.
 
* mono '''Dry Vocal Harmony''' This is used for Harmony 2 and 3 if  if harmonies are authored, and should be the same format as the Dry Vocal file. If you have multiple harmonies you may create separate audio files for Harmony 2 and Harmony 3, but in the vast majority of the cases a single harmony dryvox is sufficient.
 
* stereo '''CD reference mix''' -if you used one as a reference when re-creating your stem mix.
 
* stereo '''Full Mix of the stems'''
 
 
 
== How to make Stems ==
 
* Open up your band’s Recording session project file in whatever program you used to record. Here’s an example of a session in ProTools:
 
http://i.imgur.com/LkUzB5W.jpg
 
 
 
* Set the start and end point for your stems. This is easily done by selecting the track that begins first, and the track that ends last in your song. In this case, I’ve selected the bass and the rhythm guitar tracks. You’ll see the start and end points reflected at the top of the window.
 
http://i.imgur.com/5KRmLUs.jpg
 
 
 
* Solo the tracks to be included in the stem, and bounce to disk (also known as “Render” in Reaper). Select 44100hz for your sample rate, and 16 bit for bit depth.
 
http://i.imgur.com/Bj5gs3i.jpg
 
 
 
* Solo the tracks to be included in the next stem you need, but don’t change the start and end points. Render again, and repeat this step for all needed stems.
 
 
 
== How to combine multiple instruments stems into a playable stem. ==
 
It’s not uncommon for a song to have multiple parts of the same type of instrument (most commonly guitars) recorded to different tracks. If you’ve followed the instructions above, you should have individual stems for each one of these parts. You’ll need to combine the most prominent and fun to play parts into one audio file, which you will use to author the in-game guitar gems.
 
 
 
Here’s an example of 2 different guitar stems for a song, loaded into REAPER. One contains the lead guitar part, the other contains the rhythm guitar part.
 
 
 
http://i.imgur.com/gHQTXnr.jpg
 
 
 
You’ll notice that just to the right of the edit cursor, the lead guitar part enters while the rhythm guitar is still playing. We can’t author both parts at the same time, so we’ll use the lead guitar for the playable guitar part, and move the rhythm guitar to the backing tracks file. In order to do this we need to make an additional track for each guitar part, so that we can easily keep track of which parts are playable, and which are not. You can add new tracks in Reaper by hitting Ctrl+T (Command+T on Mac). You should also name your new tracks so you can easily keep track of them, at Harmonix, we add a “T” to the start of any track going to the Backing Tracks.
 
 
 
http://i.imgur.com/qDQWwll.jpg
 
 
 
Now we can start to split our rhythm guitar track up and move parts of it to the backing tracks. To make a split in a piece of audio (or MIDI) in Reaper, simply place the edit cursor where you want by clicking on the audio file (you should probably turn snap to grid off by deselecting the magnet icon on the upper-left part of the screen) and hit “S” to split the track. You can then move parts of the audio file either by dragging with the mouse, or with the arrow keys. Be sure not to slide your audio to the right or left when moving it to another track. You can avoid this by holding shift after you start dragging.
 
 
 
http://i.imgur.com/yJnwR65.jpg
 
 
 
You’ll notice that later on in the track, when there’s a lull in the lead guitar, we’ve brought the Rhythm guitar back for a brief moment. Whenever you’re doing quick changeovers like this, make sure it makes musical sense, this chunk of rhythm guitar is a complete musical phrase, so we’ve moved it up to the playable track.
 
 
 
http://i.imgur.com/KBLJmA5.jpg
 
 
 
Now that our parts are split properly and placed on their proper tracks, we’ll need to do a bit of clean up. Anytime you split a piece of audio, there’s a good chance that pops or clicks will occur. In order to avoid this in Rock Band, we overlap the two pieces of audio slightly (you can extend the ends of any piece of audio by dragging the edge of the audio in Reaper) and insert fades of equal length on the overlapping parts; A fade-out on the track that’s ending, and a fade-in on the track that’s starting.
 
 
 
You can add a fade to any piece of audio in reaper by dragging the top corner of the audio back into the audio file, kind of like folding over the corner of a piece of paper. As your making a fade, a blue line will extend across the other tracks, marking the start (or end) of the fade, making it easy to be sure that your fades are equal across both tracks.
 
 
Make sure you have these fades in place any time you move a track from playable to backing or vice versa.
 
 
 
Once you’ve added fades to each switchover point, you should solo the tracks that will be used in the playable part, and Render, which will make your new playable stem. You should then solo the original backing tracks stem, plus any additional parts to be sent to the backing tracks, and Render your new Backing Tracks Stem.
 

Latest revision as of 13:17, 9 April 2014

Les stems, qui nécessitent d'avoir des multi-pistes, ne sont pas nécessaires pour créer des customs (c'est pourquoi la plus grande partie de cette section a été supprimée et ne sera traduite qu'en cas de besoin). Si l'on utilise une piste audio "normale" (c.a.d. une chanson totalement mixée, comme un flac ou un mp3), on fera glisser le fichier audio dans la piste TRKS, qui est la piste de fond toujours jouée, et chaque stem d'instrument restera silencieux.

Lorsque le fichier audio est en place dans Reaper, on peut créer le décompte et faire la tempo map (voir les parties de la documentation relatives au mix et à la configuration MIDI).

Une fois ces étapes accomplies, il suffira alors de sélectionner la piste TRKS (et seulement elle!), qui comprendra le fichier audio et les fichiers qui constituent le décompte, d'aller dans le menu "file" puis "render", de choisir "stems (selected tracks)" dans le menu déroulant du haut, de vérifier que le fichier sera compilé en WAV, stéréo, 44100Hz, 16 bits PCM (ce sont les réglages par défaut), et de cliquer sur "render 1 file".

Le fichier WAV qui sortira sera prêt à être utilisé avec Magma.

Pour les étapes demandant une grande précision, telles la création de la tempo map ou l'authoring des parties vocales, il est possible que le système audio de playback par défaut (Wave Out ou direct sound) subisse trop de latence, particulièrement dans un environnement de travail gourmand en mémoire. Pour éviter cela, évitez d'avoir trop de programmes fonctionnant simultanément en parallèle à Reaper. Si la latence persiste, vous pouvez installer les pilotes sonores ASIO (que vous trouverez ici http://tippach.business.t-online.de/asio4all/downloads_1/ASIO4ALL_2_10_French.exe) ou vous servir de l'interface Wasapi, si vous utilisez Windows Vista ou supérieur.

Pour changer le système audio de playback rendez-vous dans Options -> Preferences -> Audio -> Device et utilisez le menu déroulant.


Retour à l'index