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Practice Mode Audio |
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Practice mode in GH2 involves three speeds (slow, slower, slowest), each with their own VGS files. These correspond to 85% speed, 65% speed, and 50% speed, respectively (generally, I'll get back to that). Rather than being slowed down, they're pitch-shifted, and when the game slows them down, they get stretched back to their normal pitch. If you have split audio (stems), I'd highly recommend building these for that extra bit of polish in a custom. (If you don't, you can't use any of this anyway, so disregard.) Building practice mode audioTo build practice mode audio, take the guitar and bass stem into your audio editor and fold them down to mono if they're not already. Channel mappings should match the One final bit of housekeeping: I find that practice stems need a weirdly high amount of headroom or else they crackle. Normalize them both to...I'd say -1.5db for best results. From there, it's just a pitch shift. Now, since I wrote this page initially, I've done some experimentation into what pitch shift algorithm sounds the best, as Audacity sure wasn't cutting it for me. I mean, it'll work, but there's a crunchiness to it that I'm not especially fond of. These days, I use REAPER's Elastique 3.2.3 Pro algorithm, which is the default for new projects, I believe, unless they changed it and I'm just using a really old version of it. (You can change the algorithm in File > Project Settings, or Alt+Enter.) In REAPERDuplicate your stereo guitar/bass file onto three tracks, select a region, and press F2 to bring up the Media Item Properties. Check for two settings, the "Pitch adjust (semitones)" text box and the "Volume/pan" sliders. You can find how much to shift by in the table below. I also duck the volume a whole lot (-10db is a bit extreme, but it can't hurt), since REAPER has a weird tendency to blow out pitch-shifted audio. (I then take it back into Audacity and normalize it to -1.5db there.) Then click Apply. Do for all three tracks, pitch-shifting as needed. ![]() REAPER's Media Item Properties dialog, with This took me an annoyingly long time to figure out, but use the File > Consolidate/Export tracks function to get your tracks separately back out as WAV files. You'll need to rename them yourself to In AudacitySame general process as in REAPER: take your stereo guitar/bass file and duplicate it to three tracks. Effect > Change Pitch is what you want. Audacity lets you punch in a percentage or an amount in semitones, so again, consult the chart below. The "Use high-quality stretching" option will take a lot longer, but it uses a separate algorithm guaranteed to make files that are the same length and sounds a good bit better too, so use it if you like. ![]() Audacity's Change Pitch dialog (that pitch is inaccurate now but too lazy to take a new screenshot) Normalize, rename the tracks to NumbersHere's the chart with the amounts to pitch-shift by. These have been calculated by a few people in the community, and they sound dead on in-game. If you're looking to come up with your own values for some crazy reason, use the formula
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