Live loop clicks?

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ait, thought i'd try out Live and see what the all the fuzz was about. so i headed over to a mate and started to create and test it out.

i managed to get something nice together, but then i wanted to use my effort as a loop in another app, and exported it as a loop from Live. the start and ending of the loop clicks tho!?

so, i started to disable the efx im using, and then as it turns out, one of the GRM tools i used made the loop to click.
(without it, i cant hear any click goin on afaik.)

is this normal? i mean, does the loop rendering from Live usually click with various efx?

perhaps this is a PDC problem, as the GRM spectral transformer plugins use a bit of a latency?


i really cant cope without my GRM. :D

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bump?

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One of the things you have to remember with Live is that it has a setting that creates a short fade at the start and end of each loop which removes clicks. If you use this loop in another app, that doesn't offer a similar feature, chances are good that you may hear a click because the loop probably doesn't start or end at a zero point crossing. You can easily fix this by using a wave editor, like Sound Forge or Wavelab, and create some very short fade-in/fade-outs of no more than 10-20 milliseconds.

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i figured it should have some kind of setting like that, but wasnt shure, as i get clicks n all.
and as said, it only clicked when using that GRM tool. when i disabled it, the clicks were gone. (PDC prob?)

actually, i just rendered the loop, with the Loop button switched on in the rendering options, and then imported it straight away into sound forge, and looped it in there, and thats where i noticed the clicks. sure i can fade in/out.. it would be so much handier if the already rendered loop didnt click tho.

but i gotta say, for making loops n stuff, Live seems to be pretty handy. im consider getting it..i'll hold out for v5 tho. ;)

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steffensen wrote:i figured it should have some kind of setting like that, but wasnt shure, as i get clicks n all.
and as said, it only clicked when using that GRM tool. when i disabled it, the clicks were gone. (PDC prob?)
I'm not sure if that's the problem. My guess is that it may be because the GRM effects is changing the amplitude at the end of the loop making it a more dramatic gap in waveform.

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just remove the clicks in an audio editor?:shrug:

FL Studio has an export setting that rounds the beginning and end to the nearest zero-crossing.

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Chase wrote:just remove the clicks in an audio editor?:shrug:

FL Studio has an export setting that rounds the beginning and end to the nearest zero-crossing.


sure i can, im just afraid it will show in the loop somehow, but ill try n make the fade as small as possible. wish i didnt have to edit the loop like that tho..*lazy* 8)

FLS have that option?
ive made quite a lot loops in that app during the years, but ive never noticed that option tbh. :oops:

btw, why does sound forge say "illegal loop points" when i open it up? whats up with that? :)
(my Live loop render that is.)

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steffensen wrote:btw, why does sound forge say "illegal loop points" when i open it up? whats up with that? :)
(my Live loop render that is.)
for the same reason it's clicking? Starts/ends with DC offset?
Last edited by The Chase on Sun Jul 03, 2005 9:07 am, edited 1 time in total.

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oh ok, i didnt thought loop points had anything to do with DC offset etc. but ok. :)
it kinda sucks that the loop rendering dont work with Live tho. i hope they've fixed it with v5.

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Chase wrote:
steffensen wrote:btw, why does sound forge say "illegal loop points" when i open it up? whats up with that? :)
(my Live loop render that is.)
for the same reason it's clicking? Starts/ends with DC offset?
I don't think that this happens because of DC offset. I think it has more to do with some kind of incompatibilty with how the two programs handle loop markers.

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JohnVulich wrote:
Chase wrote:
steffensen wrote:btw, why does sound forge say "illegal loop points" when i open it up? whats up with that? :)
(my Live loop render that is.)
for the same reason it's clicking? Starts/ends with DC offset?
I don't think that this happens because of DC offset. I think it has more to do with some kind of incompatibilty with how the two programs handle loop markers.

thats what i also figured it would be, but what do i know. :)

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Chase wrote:FL Studio has an export setting that rounds the beginning and end to the nearest zero-crossing.
The last time I played with FL I didn't see a feature like this. I do remember a rendering option to wrap any sounds that continued after the loop, ie long sustained notes and delay echoes, back to the front of the loop. Is this what you are talking about?

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JohnVulich wrote:
Chase wrote:FL Studio has an export setting that rounds the beginning and end to the nearest zero-crossing.
The last time I played with FL I didn't see a feature like this. I do remember a rendering option to wrap any sounds that continued after the loop, ie long sustained notes and delay echoes, back to the front of the loop. Is this what you are talking about?
now THAT's an option ive seen tho. :)
same theory as for the Live loop rendering as well.

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steffensen wrote:sure i can, im just afraid it will show in the loop somehow, but ill try n make the fade as small as possible. wish i didnt have to edit the loop like that tho..*lazy* 8)
If you do it carfully you won't notice it at all. I find that often times I can get away with as little as 10-20 samples for a fade. I try and find the nearest point where the waveform is already at it's peak and just just fade down, or up, from there. Put the fade-in and fade-out tools on one of the toolbars in SF and you can do this in a few seconds.

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JohnVulich wrote:
Chase wrote:FL Studio has an export setting that rounds the beginning and end to the nearest zero-crossing.
The last time I played with FL I didn't see a feature like this. I do remember a rendering option to wrap any sounds that continued after the loop, ie long sustained notes and delay echoes, back to the front of the loop. Is this what you are talking about?
in wrap or cutoff mode, it rounds the end to the nearest zero crossing (unless there's a sustained sound that stays too long off center because that would be impossible/alter the length too much).

I forget where I learned this. Think it's in the help file.

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