Re: Brainstorm: Klk'k voices/language
Posted: Wed Jan 05, 2011 9:19 pm
I *think* the *'s around the word "hit" were meant to indicate a hit sound rather than a spoken word; it's exactly one of your recorded lines that makes me think so, as it has a theatre directive sort of hint, [singing idly] IIRC, which of course is descriptive and not meant to be spoken.Turbo wrote:One other question for feedback: one of the voice lines in the XML (accompanied by a reduction in relationship, but no other explanation) reads, "*hit*". To me that make little sense. Since the Klk'k make everything into a joke, I recorded it as "Hit...you sunk my battleship!" I figure if JackS doesn't like it, we can edit it down to "hit."
Ouch. Very sorry to hear that Maybe Ardour could be worth a try; another advantage of this approach is that, in case you're still deciding on multiple versions, you don't have to spawn and keep (and worse, until final choice is made, maintain! ) whole sets of intermediate files, each with one of the candidate effects applied. At most, you'd have a single set of unaltered source sounds, and different project files, each with a set of effects and values. Also, Ardour lets you save snapshots other than keeping the whole undo history; so if you find a good setting and set a snapshot at that point, reverting from further fiddling that you deem not worth keeping is at a click distance (the click click, not the distance click )Turbo wrote:P.S: I tried Traverso, and it likes to crash Win7-64, so I'm back with Audacity until I have more time to work with it.