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Strange Clicking Noise in Audio

I have my audio formatted correctly and when I use an MP3 it adds a strange static clicking noise in a few spots. If I use a wav file the strange clicking is gone.   If I play the MP3 outside of Finale it does not have the strange noises at all.   Can anyone help with this? I made a video so you can see https://app.screencast.com/10NFpoJZ9UFZG

Reply To: Finale 3D Feature Requests

I think this was mentioned once before, figured I'd move it to the front of the line.   3DCONNEXTION Spacemouse support would be really nice. I already use it (Spacemouse PRO) for CAD work and it's a huge time save moving around in space and, in the case of the PRO, definable shortcut buttons for hot-keys and macros. Unfortunately I'm not a software dev but would be willing to be a test mule if this was considered.   Homepage: https://3dconnexion.com/us/ Software Developer Program: https://3dconnexion.com/us/software-developer-program/ Developers Forum (Windows): https://forum.3dconnexion.com/viewforum.php?f=19

Reply To: Bug? timeline duration lost when combine as group

Hi PyroBunny,   After more review and discussion, it turns out this is a complex behavior to adjust. It's on our list of things to improve when we can but I don't currently have an ETA for you.   To explain what's happening a little better, when you group effects that have a duration value of 0, the visual indicator in the timeline gets shortened to 0 seconds even though the visual simulation actually lasts longer —  grouped effects show the duration value only, whereas ungrouped effects show the full visual simulation duration.   This doesn't actually change the simulations or their true durations, but I understand it can be confusing to see the timeline indicator represent durations differently depending on whether effects are grouped or not.

MainFX

To create and export a script for the MainFX firing system, please follow these three steps: Design the show. Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts"). Step 3 creates the script file, which is a JSON file that you can import into your firing system.   Figure 1 – The MainFX firing system   The MainFX script is a JSON text file that supports 30, 100, and 10k pin modules.    Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line JSON .out UTF-8 Not applicable Not applicable   The script is a JSON array of objects ("rows") for firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue. The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted ascending first by event time. What rows represent Rows represent firing events, i.e., unique module-pin-ignition-time events.  If multiple effects are triggered on the same cue, the effects are combined in name field, but the row is still just one row. Supported modules S-BOX 30, S-BOX 100, and Custom 10K modules are supported, with 30, 100, and 10k pins respectively. Minimum separation between cues 10ms   The JSON objects include the necessary information for each ignition event, consisting of some values derived from the show data in Finale 3D and other values with hard coded, constant values.    Table 3 – Specifications of script fields Field name Description action (int) The value 1 between (int) Time in milliseconds between the previous row's event time and this row's event time, or zero for the first row ch (int) Pin number delay (int) Event time in milliseconds with 10ms resolution (last digit is always zero) freeze (bool) The value false id (int) The row number, beginning with 0 position (int) The module number, beginning with 1 (not the "launch position" in Finale 3D, which is not represented in the MainFX script) time (int) The value 100 type (int) The value 2 name (string) The effect name, or effect names if the row represents multiple rows with different names size (string) The size of the first effect quantity (int) The number of devices represented by the row angle (string) ASCII graphics angle representation of all effects represented by the row, preceded by a list of angles followed by a dot character if any angles are non-zero The example script below is from a show with nine positions, illustrating rows with various combinations of effects.  The first eleven rows each have a single effect.  The next three rows have 2, 2, and 3 effects respectively.  The first of those three has two effects of different names, which are combined in the name property separated by comma.  The remaining rows have homogeneous effects, so their name properties consist of a single name.   [{"action":1,"between":0,"ch":1,"delay":2760,"freeze":false,"id":0,"position":1,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":1,"delay":3260,"freeze":false,"id":1,"position":2,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":1,"delay":3760,"freeze":false,"id":2,"position":3,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":2,"delay":4260,"freeze":false,"id":3,"position":4,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":2,"delay":4760,"freeze":false,"id":4,"position":5,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":2,"delay":5260,"freeze":false,"id":5,"position":6,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":1,"delay":5760,"freeze":false,"id":6,"position":7,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":1,"delay":6260,"freeze":false,"id":7,"position":8,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":500,"ch":1,"delay":6760,"freeze":false,"id":8,"position":9,"time":100,"type":2,"name":"Red Chrysanthemum","size":"50mm","quantity":1,"angle":"|"}, {"action":1,"between":2220,"ch":1,"delay":8980,"freeze":false,"id":9,"position":4,"time":100,"type":2,"name":"Indigo Chrysanthemum","size":"3"","quantity":1,"angle":"|"}, {"action":1,"between":0,"ch":1,"delay":8980,"freeze":false,"id":10,"position":6,"time":100,"type":2,"name":"Indigo Chrysanthemum","size":"3"","quantity":1,"angle":"|"}, {"action":1,"between":3000,"ch":1,"delay":11980,"freeze":false,"id":11,"position":5,"time":100,"type":2,"name":"Indigo Chrysanthemum, Yellow Chrysanthemum","size":"3"","quantity":2,"angle":"-45 +45. \/"}, {"action":1,"between":6000,"ch":3,"delay":17980,"freeze":false,"id":12,"position":6,"time":100,"type":2,"name":"Yellow Chrysanthemum","size":"3"","quantity":2,"angle":"-45 +45. \/"}, {"action":1,"between":9000,"ch":2,"delay":26980,"freeze":false,"id":13,"position":7,"time":100,"type":2,"name":"Yellow Chrysanthemum","size":"3"","quantity":3,"angle":"|||"}] Figure 2 – Example MainFX script

IGNITE

To create and export a script for the IGNITE firing system, please follow these steps: Design the show. Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts").  This function creates an Excel XLSX file containing the rows, and it also copies the rows into the system clipboard so you can paste them into a text editor or the IGNITE designer web application. Paste the script rows into designer.ignitefiringsystems.com.  Select the first row in the table on this web page, then press Ctrl+V.   Figure 1 – The IGNITE firing system module   The exported IGNITE script is a list of rows represented as text with tab separated fields.  The method of transferring a show designed in Finale 3D to the IGNITE system is to address and export the show from Finale 3D and then paste (or copy/paste from exported XLSX file) the rows into a blank show in the IGNITE designer web application. The "Event Time" field in IGNITE corresponds to the "Effect Time" in Finale 3D, i.e., the break of a shell as opposed to the launch of a shell.  The "Color" and "Cue" fields in IGNITE correspond to the "Rail" and "Pin" columns in Finale 3D.   The six colors in IGNITE, beginning with red, are rail numbers 0-5 in Finale 3D.  The pin and cue numbers, and the "Firework Name" and "Duration" fields have the same meaning in IGNITE and Finale 3D.  The "Igniter Pre-fire" field in IGNITE corresponds to the "Prefire" field in Finale 3D.   Table 1 – Clipboard format and encoding Clipboard format Extension Text encoding Field delimiter End-of-line Text XLSX UTF-8 Tab CRLF The script contains rows for the firing events, i.e., unique combinations of module, channel, and ignition-time.  Multiple effects can be combined on a single cue. The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted ascending first by Event Time. What rows represent Rows represent firing events, i.e., unique module-channel-ignition-time events.  If multiple effects are triggered on the same cue, the effects are combined in name field, but the row is still just one row. Special characters The script may contain any Unicode characters except the comma character and control characters like tab or carriage return.  Finale 3D automatically strips out the comma characters from exported scripts. The IGNITE script has no header, just a list of rows corresponding to the firing events.  Each row has six fields, defined as follows:   Table 3 – Specifications of script fields Field name Description Event Time The Effect Time (the break time, not the launch time) in the format MM:SS.D from the beginning of the show (1/10th second resolution) Color Module number, from 0-5 Cue Pin number, from 1-18 or 1-36 Firework Name The effect description (up to 62 Unicode characters, including double quote and characters from other languages but not comma) Duration Duration in seconds without fractional seconds (integer) Igniter Pre-fire Prefire as a floating point number with 1/10th second resolution The example script below has three cakes, all shot from the same module (0, or red).  The first two cakes are long, at 22 and 18 seconds respectively.  The third cake is an all-at-once shell cake, and therefore has an Igniter Pre-fire equal to the lift time, represented in the Igniter Pre-fire field even though the delay is in the aerial delay fuse, not the igniter.   00:05.0 0 3 Slingin' Rhymes 22 0.0 00:30.7 0 1 Green Ice 18 0.0 00:53.7 0 2 Say Again? 1 1.7 Figure 2 – Example IGNITE script as text   Figure 3 – Example IGNITE script as shown in the IGNITE designer web application

Reply To: Finale 3D Feature Requests

  DrewFinale wrote: Hi The Novice Pyro, this feature already exists! It’s called Nudge and uses the exact keyboard shortcuts you mentioned, Ctrl + Shift + Arrow Keys. What’s more, the nudge increment is adjustable by going to Show > Show settings > Set timeline nudge delta. The default nudge increment is your timeline snap-to resolution, but it can be adjusted to 1ms, 10ms, 50ms, 100ms, 1/2 second, or 1 second. DrewFinale  OMG! Man, I have a LOT to learn still. I looked everywhere for a possible shortcut and somehow didn't realize that was there. SO HAPPY! lol. Thanks, Drew!!!!

Reply To: Finale 3D Feature Requests

  The Novice Pyro wrote: I’d really like to propose a keyboard shortcut that will move an effect back/forward in increments of a tenth of a second. Perhaps CTRL+SHIFT+< to move back .10 increments and CTRL+SHIFT+> to move forward .10 increments? SHIFT+Q opens the shift times dialog but it’s still tedious. I typically use .10 for PFT on all single shots and slices. However, more often than not, I want to adjust this on the fly depending on the sight picture I’m after or whether I want to focus on the sound of the lift versus the visual. Having a quick shortcut will save me countless hours if I don’t have to SHIFT+Q and manually enter the values. THANKS!!   Hi The Novice Pyro, this feature already exists! It's called Nudge and uses the exact keyboard shortcuts you mentioned, Ctrl + Shift + Arrow Keys. What's more, the nudge increment is adjustable by going to Show > Show settings > Set timeline nudge delta. The default nudge increment is your timeline snap-to resolution, but it can be adjusted to 1ms, 10ms, 50ms, 100ms, 1/2 second, or 1 second.

Reply To: Finale 3D Feature Requests

I'd really like to propose a keyboard shortcut that will move an effect back/forward in increments of a tenth of a second. Perhaps CTRL+SHIFT+< to move back .10 increments and CTRL+SHIFT+> to move forward .10 increments? SHIFT+Q opens the shift times dialog but it's still tedious.   I typically use .10 for PFT on all single shots and slices. However, more often than not, I want to adjust this on the fly depending on the sight picture I'm after or whether I want to focus on the sound of the lift versus the visual. Having a quick shortcut will save me countless hours if I don't have to SHIFT+Q and manually enter the values.   THANKS!!