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MSFS Wwise crossfade distortion/scratching

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germany
Howdy guys,I posted this on the devsupport site and repost it here in the hope that someone can give me some pointers.
I’m getting some clearly audible distortion/scratching in my engine loops at the crossfade locations that I’m unable to troubleshoot.
Here’s a short video showing the issue:


I think I’ve got the fundamental tones and the math right.
Things I tried to resolve that crackling without success:

  • Using different formats for the source wavs (24b/96Khz, 16b/48Khz and so forth)
  • Finetuning the pitch by ear (I tried every pitch cent within range until the loops where clearly out of tune).
  • Increasing/decreasing the blend range
  • Tried different crossfade curves
Is anyone having an idea what’s the cause of this distortion, considering that adjusting the pitch doesn’t fix the problem?
 
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unitedkingdom
I think the distortion is due to the waveforms being offset during the crossfade. The fundamental frequency is the same if you have adjusted the pitch correctly, but the waveforms themselves to not line up.

Not sure how to reliably and repeatably synchronise them in Wwise though (I can synchronise them initially, but they lose synchronisation gradually which makes this solution a no-go). Have a similar issue myself - did you manage to figure it out?
 
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germany
Thanks Madhippo.
Yeah, that's what I figured so far. I have trimmed the wav files to all begin and end at the very same stroke cycle but that really only helps when both files start to play at the same time (which they apparently don't do in the sim)
This is probably part of the reason why the stock sounds are all EQed to death with literally zero dynamic left.
I added a load of compression prior to exporting from Cubase what helps a bit but sure is no final solution.
 
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unitedkingdom
Thanks Madhippo.
Yeah, that's what I figured so far. I have trimmed the wav files to all begin and end at the very same stroke cycle but that really only helps when both files start to play at the same time (which they apparently don't do in the sim)
This is probably part of the reason why the stock sounds are all EQed to death with literally zero dynamic left.
I added a load of compression prior to exporting from Cubase what helps a bit but sure is no final solution.
Hi Mathias,
I've been down the rabbithole on this problem today, I think I have found a solution now but it's fairly convoluted and not perfect. It's also late so I may find a flaw in it in the light of day 😄

I am modifying all of my audio tracks to have the same fundamental frequency, track duration(v important, or they will desynchronise) and waveform start/end then using RTPC voice pitch curve in wwise to restore them to their original pitch based on measurements from the original files. Luckily, it is possible to have all sound files begin simultaneously in MSFS by setting the 'Play Mode' of your wwise blend container to 'Step' instead of 'Continuous'. Synchronising for me is helped by the fact that my sample files are synthesised and therefore hold perfect consistent RPM, not sure how easy it would be with a real-world recording.
Cheers.
 
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germany
Hmmm, that sounds like an interesting approach, I'll have to try that. I thought using "continuous" mode would be set in stone. Good to hear that this is not the case. :)
Based on your method, it should be possible to bring the loops back to their orignal pitch in the DAW once the duration and start/end points are trimmed. What do you think?
 
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unitedkingdom
Hmmm, that sounds like an interesting approach, I'll have to try that. I thought using "continuous" mode would be set in stone. Good to hear that this is not the case. :)
Based on your method, it should be possible to bring the loops back to their orignal pitch in the DAW once the duration and start/end points are trimmed. What do you think?
Hi.
The method above works well in my case. I’ve mixed my engine audio now and eliminated the scratching noise between tracks.

I’m not to sure what you mean regarding restoring the original pitch. If you had a track that was the correct duration but a different pitch in source it is unlikely that the start/end point on the waveform would align with the other tracks perfectly for that given duration and you would get looping artefacts . The track duration must be constant otherwise the tracks desynchronise over time.

I did think perhaps there would be a quality loss associated with this technique but I can’t discern any difference between the pure files and the corrected playback. In my case I set all files to the same fundamental frequency of the 1000rpm file. This does mean that I utilise a lot less of my higher rpm samples but not a big deal in my case.
 
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germany
After some days of fiddling and tweaking I can give some conclusions now:
Your method @Madhippo works, but it's not so straight forward with "real" sounds.
Seems the rpm of my aircraft aren't overly stable and there seems to be some misfires every here and there, while not audible when soloed, it becomes obvious that there are some dropouts which cause some missalignment in the waveform what in return causes that nasty crackling.
The good news, even though it takes a lot of pre-editing in the DAW, I'm sure I'll eventually get there.;)
As for re-applying the original pitch, that works, too without problems. Key is to disable any sort of time-correction algorythm when transposing forth and back.
 
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unitedkingdom
Just adding to this topic again as I think changes made on the default values by ASOBO broke this recently, you must now select "Continue to Play" for "Virtual Voice Behaviour" under "Advanced Settings" for your blend container.

Cheers.
 
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