I’ve gone through the manual, example project and tutorial vids and have compiled some questions/comments. Sorry for the lengthy post, but I figured I’d mention everything that came to mind, in case it’s better to know about these things sooner than later. Also, sorry if I’m asking about things that are already documented but that I glossed over. I take it that many of these items are already on the to-do list, but I figure I should mention them in case it’s thought that no one uses such features:
- Will templates be added, or does something that’s analogous to templates already exist?
- Has the build process been implemented yet? I was able to click the build button in the example project, but it didn’t seem like anything happened. I take it we’ll be able to specify the build location (among other things) when it’s up an running?
- I take it that encryption will be added eventually?
- For the ‘Max Voices’ (aka Max Playbacks), when ‘Voice Stealing’ is set to OFF, I understand that this is analogous to ‘just fail’. Whereas when it’s set to ON, I assume that’s analogous to ‘steal oldest’? If so, I can probably live without having ‘Steal quietest’, ‘Steal newest’ or ‘Just fail if quietest’. I don’t believe I’ve used anything other than ‘Steal oldest’ or ‘Just Fail’, but maybe other people have.
- Is it possible to automate or simply set the pan of an audio track (not the master track)?
- Will there be more parameter properties such as velocity or seek speed? I sometimes want a more gradual transition from one parameter value to another.
- Is it possible to add a ‘loop region’ to parameters other than the ‘Timeline’ parameter?
- Having the ability to type in the position of a module in the timeline would be useful for complex events (something akin to ‘Sound Instance Properties’ in Designer). I once had to layout several sounds in a timeline to cover a cutscene, and being able to type in each sound’s position in the timeline helped tremendously. The zoom feature, that’s there already, should help with this a lot though.
- Will something analogous to ‘Speaker Level’ be added? Sometimes after tweaking the front/back positioning of sound, I want to reduce/boost the centre channel volume. Maybe if you right click on a speaker in the surround panner, you can add automation to that on a per speaker basis? This could be handled via an independent automation track per speaker or it could basically add the ‘Speaker Level’ effect (from Designer) to the event.
- Is it possible to add multiple volume ‘effects’ to a single audio track. I sometimes have one volume effect modulating the volume (say to create volume variations in an ambiance loop) and the 2nd one controlling the overall volume. Without this feature, or something similar, it will likely be very slow/tedious to adjust the overall volume of an audio track that contain many automation curve points. Alternatively, being able to grab all the automation points and drag them up/down in unison would likely solve this problem.
- I take it that the ADSR for the Volume of the Master track of an event is how event fade-in/out is now handled (correct me if I’m wrong). That being said, I think there’s a bug with the Release portion of the ADSR. When I hit stop, the sound doesn’t fade out as per the Release value. The Attack works, but only if I start the event from the beginning of the timeline. If you press play with the timeline at a non-zero value, the Attack value is ignored. I take it that this Attack behaviour may be as-designed, but I’m not sure what advantage it offers.
- Is there an ‘Occlusion’ type effect for 3D events that can be added to a Distance parameter. More specifically, is there a LP filter (and HP filter like ‘3D Auto Distance Filtering’) that I can use that’s uses low CPU, like ‘Occlusion’ does? Or maybe the HP and LP filters that are there are already as low CPU usage as Occlusion.
- I tested out the importer and so far it seems that the most notable ‘loss’ during the import has been that my 3D events (with a ‘distance’ parameter) are basically empty. The modules are gone along with my custom automation curves that were present on my ‘distance’ parameter (e.g. Occlusion and 3D Pan Level automation curves). Also, my ‘Speaker Level’ and ‘Surround Pan’ settings/automation curves for my ambiances have been lost too. Of the time I spend in Designer, I’d say I spend a large portion of my time tweaking those parameters, so being able to import those reasonably well would make the importer more valuable.
Module Playlists (aka Sound Definitions)
- Will many of the ‘Sound Definition’ properties present in Designer be brought over to Studio (such as ‘Spawn Time’ and ‘Trigger Delay’)? When creating an ambiance, I often use a ‘Trigger Delay’ range on the elements that will spawn (e.g. for bird one-shots), so that the first spawn doesn’t always trigger at the same time. I know I can delay a module by placing it later in the timeline, but the delay will always be the same, so being able to vary/randomize the delay is ideal.
- Is there an equivalent way of adding a ‘Don’t Play’ to a sound module’s playlist (i.e. is creating an empty event via ‘Add Event Sound’ the way to do it)?
- Will the Playlist %s eventually adjust like they do in Designer. Specifically, if I increase a file’s %, will it decrease the others? Right now, if I have one file at 40% and another at 60%, if I try to increase the 40% to 50%, it will auto-correct it back down to 40%.
- Is the randomization in the Playlist a no-repeat randomization? That’s what I use most, so that’s fine, but eventually getting access to the other ‘Play modes’ may be useful. Specifically, ‘Sequential’ and ‘Sequential Event Restart’.
- I’m thrilled that you added the side-chain compressor feature. Would side-chain compressors on things like mixer groups be the best way to handle volume ducking? Or are the mixer snaps-shot likely to be better for that (or a combo of both)? I think I’d lean towards the side-chain compressor since it reacts to the amplitude of the sound causing the ducking. Whereas, my understanding is that the mixer snap-shots will not factor in the amplitude of a sound causing a change in the mixer (i.e. a mixer snap-shot will be less precise on the attack/release).
- Are compressors likely to be CPU heavy? For scenarios where I have a single event that has the potential to end up with a high polyphony (i.e. high potential for volume spikes), I’m thinking of using a compressor on the event’s mixer channel to keep the volume of too many simultaneous instances of such an event from getting out of control.
- In what scenario would I use a VCA instead of a group channel? I don’t think I understand what a VCA offers.
- I suspect this may already be on the to-do list, but a single button for turning effects on/off may be useful, than the current right-click->bypass method. Very minor importance though.
‘Audio Assets’ folder
If, for example, I need to boost the volume of many/every file in the my project, can I tell Studio to go update its copy of my files, or do I have to abandon my source files and edit the files in the ‘Audio Asset’ folder? Alternatively, can I deactivate the ‘Audio Asset’ folder or simply place my source files in there from the get-go, so that I don’t end up with two copies of the same file. I’m not sure what benefit the ‘Audio Asset’ folder offers, but I can understand that it may be necessary for Studio to function properly or for certain features to be possible. I’m just concerned that having this new intermediate asset location will complicate my workflow somewhat.
Cross-fades when looping
I’m not sure if the problem with gaps/pops/clicks occurring with granular synthesis has been solved with Studio, but I use granular synthesis to stitch together chunks of a long looping ambiance (with the objective of having chunks A, B & C being able to play sequentially without gaps between each chunk). If this gaps/clicks problem is not easy to solve, it would be nice if I could also do this via multiple modules, in series, cross-faded with each other. But I would need a way to cross-fade the last module in a looping timeline with the module at the start of the looping timeline. I assume this isn’t possible right now, but it might be a nice addition.