CRI ADX  Last Updated: 2024-07-17 10:47 p
Bounce function

The Bounce function is a function that exports the sound played on CRI Atom Craft as a waveform file.
The waveform file will be a standard wav waveform.

Main uses

  • I want to reduce the load on my device because the parameters change in complex ways and the playback is multiple, but the changes are fixed. (For low-spec hardware)
  • I want to record easily and carry it around on my iPhone etc. For presentation purposes.
  • I want to reuse SEs for promotional movie. When shooting separately from game sounds.
  • I want to record in real time along with the video.
  • I want to output waveforms for environments where ADX does not work.
  • When you want to check at the waveform level whether the sound is being played correctly.
  • I want to process the data created with CRI Atom Craft in a general waveform editor and use it for promotional movie materials, etc.

In addition, sounds created and adjusted with CRI Atom Craft can be used in game engines that only support simple playback.

Differences from Bounce using DAWs, etc.

Depending on the settings and structure of the data being Bounce, the same data may produce different results each time it is Bounce.
You won't always get the same results as with Bounce in a DAW.
If there are parameters that are reflected in real time, such as AISAC control, please set them appropriately when Bounce.

Changes in sound when Bounce

The quality of the Bounce audio will be the same as the preview playback.
If you have compression settings in the codec settings, the quality will be affected by the codec.
If you want to minimize the change in quality, try taking measures such as temporarily setting an uncompressed codec for the Bounce.
Also, if you end the Bounce before the amplitude is completely at 0, there may be some noise at the end of the track.
If it bothers you, please remove it by fading it out using waveform editing software.

Bounce target

Only the main output (default rack output) signal can be Bounce using CRI Atom Craft or CRI Atom Viewer.
The following playback Bounce are not supported:

  • Ambisonics playback
  • Software OBA playback (including dedicated fallback playback)
  • Hardware OBA playback (including dedicated fallback playback)
  • Passthrough output
  • 7.1.4 ch individual output

Also, bouncing Bounce that have been binauralized using a binauralizer is not supported even for main output. (Support is planned for the future.)

Performing a Bounce

When you execute "Start Bounce" or "Cue bounce", the Bounce dialog opens.
At this point, the Bounce process has already begun.
Be sure to press "Stop Bounce " when you're done playing the sound you want to Bounce .
If you don't "stop Bounce", a huge WAV file will be created.

Bounce Menu Description

Operation Description
Menu"Bounce"-"Start Bounce" Starts Bounce.
"bounce.wav" will be generated.
The sound being produced will be recorded from the start point, so please play any waveform.
It will not stop automatically even after the waveform playback has finished.
It can be stopped manually at any time, such as for effect reverberation or loops.
Menu"Bounce"-"Cue bounce" Play the selected Cue while starting Bounce.
"Cue name.wav" will be generated.
Menu"Bounce"-"Cue bounce 6ch" Bounce in the default 5.1ch order.
"Cue name.wav" is generated.
Menu"Bounce"-"Stop Bounce " Stops Bounce during Bounce .
Menu"Bounce"-"Output destination for Bounce files..." Displays the folder where the Bounce files will be output.
Menu"Bounce"-"Bounce Settings..." Displays the Bounce settings dialog.

Bounce settings dialog

Sets the Bounce behavior.

Item Value Range Description
Use Cue length Bounce for Cue length.
Maximum Bounce time 0 ~ 36,000,000 msec This is the amount of time to Bounce if you don't use a Cue length or if it contains looping material.
Drum Time 0 ~ 10,000 msec Adds the drum time to the Cue length or maximum Bounce time. Specify this when using waveforms with long drum tails such as effects.
Number of channels 1, 2, 4, 6, 8, (12) The Number of channels to use for Bounce .
12 ch Bounce is selectable when the preview speaker setting is 7.1.4 ch.
Overwrite Bounce file If a file with the same name exists, it will be overwritten.
Open file after Bounce Open the Bounce file after Bounce .
Add as new track Adds the Bounce waveform as a new track.
Output material path The Bounce file will be registered as a material in this folder.

Output folder for Bounce results

The Bounce WAV file is output to the material folder of the open work unit.
You can specify the output folder from the "Bounce Settings..." menu.

Reusing Bounce files

The Bounce file will be a waveform file in wav format.
Please edit the Bounce file by trimming, adjusting the balance, converting to mono, etc. according to your purpose.
If you check "Open file after Bounce " in the Bounce settings dialog, you can start editing the waveform immediately in the associated application on the tool after Bounce is finished.
Also, if you enable "Add as new track" in the Bounce settings dialog, a new track will be added with the Bounce waveform.

The channel order of the Bounce file will be as follows: Please note that if the channel configuration settings do not match those of the project, the channels will be swapped when reused.
(If this is the case, please use a waveform editing tool to change the order to match your channel configuration.)

Number of channels Configuration Arrangement
1 Mono
2 Stereo L, R
4 Surround L, R, Ls, Rs
6 5.1 ch L, R, C, LFE, Ls, Rs
8 7.1 ch L, R, C, LFE, Ls, Rs ,Lb, Rb
12 7.1.4 ch L, R, C, LFE, Ls, Rs ,Lb, Rb, Ltf, Rtf, Ltb, Rtb
Attention

The waveform file size of the Bounce result is large.
So if you leave it Bounce, it will create a huge file.
There is a maximum Bounce time setting, so although there is an upper limit, please be careful not to Bounce for long periods of time.

You cannot Bounce unless it is in a playable state. You must play the file normally once before Bounce it.
If "Overwrite Bounce file" is enabled, waveform names, Cue names etc. will be overwritten.
When Bounce sounds that change in real time, such as selectors or block playback, do not use the Cue length, but use "Maximum Bounce time".
An effective way to output multiple waveforms is to Bounce multiple times to create a single waveform, then edit it in the waveform editor.