In the polyphonic case, most effects are never interrupted, we just play them out.
However, we can always start another clash/blast even though the first one isn’t finished yet, assuming there are still wav players available.
In the monophonic case, each effect becomes the new hum as soon as it’s started, so it can always be interrupted by another effect. In some cases we limit the number of interruptions per second though, since playing a new clash 20 times per second just becomes noise.
If I’m making a font, I’ll just filter it from the get-go.
I find no detriment to having the filter active in all configs anyway, so I just leave it on.
I recently downloaded Audacity to try and create my own soundfont based off the game Destiny 2. I’ve got a good set of samples set up, but I am having trouble making a Hum for the font. I’m wondering if it’s possible to cleanly loop the sound I have, or if it has too many unique elements.
Any tips would be appreciated.
Thanks!
11 seconds can be fairly limiting when trying to make a loop.
If you had 11 minutes, then then creating a loop would just be a matter of finding a spot where all the elements line up well.
For sure, I do have a longer sample of that sound, this is just the selection I got closest to lining up. What would you say is too long for a Hum? I think I saw somewhere it should be less than 15 seconds.