how to loop .wavs based on tempo?
hello, im working on a project and am desperately trying to find out how id program a music loop engine that will let me layer .wavs together and play them over and over with consistent tempo..
is directx good to use for loading/playing the samples/.wavs?
how would i accurately loop the files based on tempo? for instance, if the loop is 120 beats per minute and the sample is 1 measure long (4 beats), how would i make sure the file played exactly every 2 seconds?
please help! thanks very much! email me at keptblue@gmail.com if needed.
(btw, to know a little more about me, i run a popular podcast to be found at www.canopyradio.tv)
Quote: Original post by keptblue
hello, im working on a project and am desperately trying to find out how id program a music loop engine that will let me layer .wavs together and play them over and over with consistent tempo..
Where do you get tempo metadata for your sound files from, and how is it expressed?
Quote:
Is directx good to use for loading/playing the samples/.wavs?
You mean DirectSound, not to be confused with Direct3D, DirectInput, etc.
It's definitely appropriate, but there are portable, possibly simpler, and somewhat open source alternatives.
Quote:
how would i accurately loop the files based on tempo? for instance, if the loop is 120 beats per minute and the sample is 1 measure long (4 beats), how would i make sure the file played exactly every 2 seconds?
Your file is already 2 seconds long and contains one measure of music, so it fits correctly between other copies of itself: just loop it without gaps (the first frame immediately after the last frame).
I don't see any need for nontrivial algorithms or calculations: are you trying to do something more difficult than what I (mis)understood? Do you have trouble editing the sound files?
Omae Wa Mou Shindeiru
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