Re: Exe request
Reply #3 – 2022-06-05 12:27:45
Thanks @Porcus You solved my problem No need to build a custom exe anymore, I can use BWF MetaEdit. It is open source, CLI, up-to-date and can import/export "looppoints" from/to .xml -file. But it was so difficult to find a software which understand these "cues", because I don't know what they are or are they official standard.--in-cue= Insert cue metadata from the specified file --in-cue-remove Remove cue and adlt metadata --in-cue-xml Insert cue metadata from filename.cue.xml --out-cue-xml Save cue related metadata in filename.cue.xml It's easy and fast to edit/create .xml -files. All I have to remember that I don't exceed .wav -file lenght.<?xml version="1.0"?> <Cues> <Cue> <ID>1</ID> <Position>441</Position> <DataChunkID>0x64617461</DataChunkID> <ChunkStart>0</ChunkStart> <BlockStart>0</BlockStart> <SampleOffset>441</SampleOffset> <Label>1</Label> </Cue> </Cues> I don't know what <DataChunkID>, <ChunkStart> and <BlockStart> means, but they seem to be always same and probably doesn't affect to my "looppoints". I have tried "--in-cue-remove" -option and it works, but "behind-the-scenes" it only adds padding, so the filesize is same and probably the reason is that no need to create a new file. Same kind of thing that flac uses when editing tags. But I don't use that feature, because I always use "clean" .wav's. Looks like that this "import/export" -feature in BWF MetaEdit -software is quite new thing: Version 21.07, 2020-07-09 + Cue chunks editor@Aleron Ives Yes, to create engine sounds to Richard Burns Rally -game, it's quite complicated thing and I think that this "looppoint" -thing is so special that people don't know about it. The "engine creating tool" accepts max 20 .wav -files, but you can have less that that. And you don't have to have 256 loopoints in one .wav -file. Game's default engine sound has 12 .wav's and about 100 looppoints for one .wav. That takes +1k in total. But creating good engine sound it is recommended to use max values.