MPSE Wavelength

Fall 2024

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22 M PS E . O R G (Pro Tools, Reaper, etc.) you can drag and drop into your DAW. Upon creating your edited clip, you will need to import the clip, back to XenoVox. This will give you options to update the takes version or import as a new take, a little more work but worth it if you need the greater power of a DAW. This import function also can allow an Audio/ Dialogue Lead to import files from an editor that is not using XenoVox. Sending the files to the editor with a XenoVox Exchange File, even though the editor will not be using it, will allow the Lead to re-import the edited files using the Exchange File to preserve XenoVox settings. This leads to the final features of XenoVox: Import, Export, and Publish. Exporting has options to export to subfolders, status subfolders, remove old files, etc. One advantage of the Export and Publish function is that you can, on a second (or more) export or publish, copy only the new files changed. This saves time. Import options allow you to import as new takes or versions. There is also sample rate conversion and status changes. The Export and Publish windows are nearly identical. The biggest differences are defaults. The needs for export for editing and final publishing are usually different. While all options are configurable in both windows, the defaults give the Lead a head start. And one last option that has been added, as of version 1.6.7, is an option to export to a Reaper session. As tested, it created a session that created tracks for each character with only the selected take unmuted. The clip colors mirror the take selection colors from XenoVox. As I'm not a Reaper user, I didn't test it past that. I can see a Pro Tools export in the future. So in conclusion, I feel that XenoVox would be a good tool for anyone working in Gaming Dialogue. Example of using Sound Forge with XenoVox.

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