我想给你看看我最新的工具 I want to show you my latest tool
将死神与WISE联系起来 to connect reaper to wise
然后回到它被称为严峻的同步 and back It's called grim sync
我们现在看到的是 and we are looking at
有几个例子的小项目 small example project with a couple
文件夹和文件的 of folders and files
其中的音频文件 audio files within them
所以如果你熟悉 So if you're familiar
使用渲染块，则可以 with render blocks then you
我知道你可以用这个结构 know you could use the structure
要命名的曲目的数量 of tracks to name to
说出物品的名字，这样你就可以先做 name the items so you'll first make
来自的区块 the blocks from
然后，选定的文件 The selected files Then
你点击自动命名，然后 you click auto name and
我们这里有的是 what we have here is
敌人的脚步是混凝土的，所以这 enemy footsteps concrete So this
是轨道的层次结构， is the hierarchy of tracks that
已经被用来命名 has been used to name
街区，但我们不是 the blocks but we are not
仅限于曲目 limited to just tracks
我们还可以使用区域，以便 We can also use regions So
假设我有一个地区 let's say I have a region
这里叫 here called
六和 Six and
然后在它里面我有另一个区域 then inside it I have another region
叫福利 called foley
然后你可以看到我们有两个区域 And then you can see we have two regions
然后我就可以 and then I can
我们再次运行自动命名 We run aut naming again
现在我们有一个名为 And now we have file named
六个敌人 six foi enemy
脚步凝结成 footsteps concrete The
我的想法是使用 idea is that you use the
结构项目以命名 structure project to name the
数据块，但因为 blocks But since
你已经有了这个结构 you already have the structure
为什么我们不用 why don't we use
它是为了别的东西 it for something else
我的意思是，如果我们使用 I mean if we are using
WISE WE等中间件 middleware such as wise we
需要在WISE中定义结构 need to define the structure in wise
对于将 for the files that will
是这样进口的 be imported So
为什么我们不能这么做呢？ why shouldn't we do it
已经在这里了，比如 already here So for example
让我们将这个区域定义为 let's define this region as
努力工作，然后 work in it and then
此区域作为文件夹 this region as folder
然后让我们说好的 And then let's say okay
动漫是演员的混合体 anime is actor mixer
脚步声很可能 Footsteps are probably
随机容器或 random container or
不，我们把它做成混合容器吧。 no let's make it blend container
然后在那里面 And then inside that
混合容器让我们随机设置 blend container let's make random
集装箱或混凝土 container or concrete
是的，让我们开始吧 And yeah let's do
为什么不同时上楼梯呢？ stairs at the same time Why not
所以楼梯不是 So stairs are not the part
区域层次结构，所以我们 of region hierarchy So we
具有不同的命名 have different naming
但我们还是快点解决这个问题吧 but let's fix that quickly
所以也因为我 So and because I
覆盖该文件 have overwriting of the file
名称设置中的名称我可以单击 name in name settings I can click
自动命名，然后这些名称是 auto name and then the names are
修复了，所以现在我们有了 fixed So now we have
这两个结构 these two structures
拥有并拥有 That have And
定义的名称，然后 defined names And then
我们将其定义为随机容器 we define this as a random container
我们也可以将其定义为 And we can also define this as a
随机容器我们可以 random container We can
使用GR SYNC导入这些 use gr sync to import these
资产存入y assets into y
所以让我们做一个选择 so let's make a selection
然后让我们运行该工具 and then let's run the tool
这是脚趾看起来的样子 And here's how the toe looks
在这里你可以看到 And over here you can see
即将出现的层级结构 the hierarchy that is going to be
我们可以看到第一个 created We can see the first
在所有资产中， of all the assets are going to be
在默认工作单位内，并且 inside the default work unit And
然后我们有了所有的等级制度 then we have the all the hierarchy that
我们定义了，我们可以看到 we defined And we can see
在这里，我们有几个 over here that we have a couple of
音频文件不是 audio files that are not
但却是这样创造的 yet created so
我们可以点击渲染 we can click render
这是在呈现 And this is rendering the
资产，这样我们现在就可以做到 assets So that is done We can now
看到他们的绿色和 see their green and the
它们的位置在这里 location of them is here
所以也许我们可以 So maybe we can
像这样看起来更好 see it better like this
或者，您也可以使用工具提示 Or you can use the tool tip as well
而现在， And now the
剩下的步骤是单击同步 remaining step is to click sync
所以我们按SYNC，然后 So we press sync and then
我们看到了我们返回的报告 we see the report We go back to
Y，然后我们在这里 y and then in here we
可以看到，新的结构具有 can see that the new structure has
已创建 been created
所以我们有了我们定义的一切 So we have everything that we defined
直接到这里来 over here directly
在WISE中创建自 in wise created from
收割者，所以这是最基本的 reaper So that's the basic
原则上，但我们 principle but we
可以做更多的事情，所以 can do more things so
我们可以做更多的事情 we can do more things
所以我们可以定制一对夫妇 So we can customize a couple
命名公式的我们 of naming formulas We
可以选择哪个是顺序 can choose which is the order
那些积木是 that Blocks are
会有很多名字，但是 going to have as names but
让我们坚持使用区域轨迹 let stick with regions tracks
Metax发生了什么 metax What happens
如果您想更改位置 if you want to change the location
比方说我们不想 of importing Let's say we don't want
要在此处导入的文件 the files to be imported here
我们可以在这里撤销 We can undo here And
让我们假设我们想要 let's let's say that we want
要创建的文件 files to be created
在一个名为 in a folder called
词尾发音 final sounds
所以我们能做的是 So what we can do
就是再做一次 Is then make another
区域，然后单击此 region and then click this
这里的按钮上面写着创建新链接 button Here it says create new link
区域，这将连接到 region and this will connect to
智慧和创造一个特别的 wise and create a special
该地区拥有 region That has
链接到 the link to the
选定的明智对象 selected wise object
如果我们点击刷新，我们就可以 and if we click refresh we can
看，这是更新后的位置 see this is the updated location
如果我们点击绿色同步 and if we click green sync
它执行渲染和 That does the rendering and
同时同步 syncing at the same time
我们去Y，然后我们就可以 we go to y and then we can
确保这项工作 see that the work
单位已在内部创建 unit has been created inside
我们定义的文件夹 the folder that we define
作为的根位置 as a root location for
导入，在这里我们可以看到所有 importing And over here we can see all
这些文件，如果我们 the files and if we
右键单击并转至打开 right click and go to open
包含文件夹并查看位置 containing folder and see where
文件是我们可以看到的 the file is we can see that it
已创建于 has been created in
原件文件夹 originals folder
但有些人喜欢让他们的 But some people like to have their
原件文件夹 originals folders
组织得当，以便在 organized properly So if
你想把它们放在什么地方 you want to place them somewhere
要不然我们能做什么呢？ else what can we do
在项目设置中，我们可以 Inside the project settings We can
定义原始子路径，以便 define original subpath so
让我们说，对于这个收割机项目 let's say for this reaper project
我们想要定义 We want to define
名为FOI的原始文件夹 Originals folder called foi
所以我们存钱，然后我们 so we save and then we
点击“是” click yes
然后我们单击是以保存该项目 And then we click yes to save the project
现在发生了一些事情 Now some things have happened
我们稍后再谈这件事 We're going to talk about it later
然后重要的是什么是正确的 And then what is important right
现在我们可以看到，现在这些 now is that we can see that now these
文件将被放入 files are going to be placed into a
名为Originals的文件夹 folder called originals
因为我们定义那是我们 Because we define that's the location where we
想要进口所以让我们来个冷酷的 want to import so let's do a grim
再次同步 sync again
如果我们回到Y And if we go back to y
我们可以看到我们仍然有 we can see we still have
与我们定义的结构相同 the same structure that we defined
但我们的档案是 But our files are
现已定位 now located
内部六个FOI inside six foi
文件夹，所以这很酷 folder So that's kind of cool
还有一件事我想提一提 There's one more thing I want to mention
这就是如果 and that's what happens if
例如，我们定义了 we for example define
这里的一些建筑 some structure over here
这实际上是不可能的 that's actually not possible to
以内部方式为 be created insidewise For
举个例子，我们这里有 example this here we have
混合容器和 a blend container and
在里面，让我决定做一个 inside let me decide to make an
演员混音器所以如果 actor mixer So if
我们现在单击刷新 we click refresh Now
我们可以看到，我们的产品存在问题 we can see that there are problems with our
我们可以进行结构设计 structural design We can
向下滚动，然后 scroll down and then
让我们隐藏我们可以隐藏的文件 let's hide the files We can
确保该文件夹 see that the folder
具体演员的名字 The name concrete actor
搅拌机 mixer
位于 Is located within
一种植物容器 the plant container That
是不可能的，所以我们需要修复它 is not possible So we need to fix it
我们将不能在此之前沉没 and we will not be able to sink before
解决这些问题，所以这是善意的 fixing these issues So this is kind
防止差错，所以我们走 of error prevention So we go
回到这里，移动这个以进行渲染 back here move this to render
容器点击刷新 container click refresh
现在一切都好了 and now everything is fine
再说一次，如果我们 again What happens if we
想回到我们的收割机项目吗？ want to go back to our reaper project
并编辑其中的一些文件 and to edit some of these files
比方说，我们实际上并不喜欢 Let's say we don't actually like
这个文件太无聊了 this file it's too boring
我们可以去用 We can go use
重新打开那是另一个工具 reopen That's another tool
这是免费使用的 that's free for use
而且它也得到了GR的支持 and it's also supported by gr
同步，以便我单击此处 sync So I click here
然后是 And then the
文件的焦点是 file is focused The
如果项目未打开，则项目处于打开状态 project is open if it is not open
然后让我们做一些 and then let's do some
编辑，这样我们就可以 editing so we can do
把这个拆开 unpack this
做点什么吧 do some
在这里增加音量，让我们 increased volume here and let's
双倍制作 double make
这个双Y或非双Y this double y or not
因为我加了一个 And because I added
一些我应该做的新曲目 some new tracks I should
可能会这样做，然后修复 do this probably And then fix the
颜色好的，这就是我们想要的文件 colors Okay this is the file we want
更新我们的行动 to update Let's do
渲染和同步 rendering and syncing
再来一次 again
回到这里，然后 And go back here and
然后我们看到我们有这个这个 then we see that we have this this
文件更新了，所以这很酷 file updated So that's kind of cool
我们可以快速迭代 We can iterate quickly
你可以在这里看到， And you can see over here that the
档案是白色的 file is white That
意味着我们呈现了它如果我们 means that we rendered it If we
点击刷新，我们可以看到 click refresh we can see that
这就是这 This this
文件是绿色的，因为我们 file is green because we
已经呈现了它，但有一个选项 have rendered it but there is an option
称为清除删除渲染文件 called clean delete rendered files
来自Expert的选定块的 of selected blocks from expert
渲染设置中的文件夹 folder inside our render settings
我们有这个目录 we have this directory
文件将放在哪里 where the files are going to be
导出的是白色，因为 exported This is white because
文件已呈现，但我们 the file has been rendered but we
可以单击清理和 can click clean and
这将询问我们是否想要 this will ask us if we want to
将此文件从 delete this file from the
收割机的文件夹 folder of a reaper
项目单击是 project Click yes
然后我们看到文件丢失了 and then we see that the file is missing
因此，这在以下情况下会很有用 So this can be useful when
我们想再来一次 we want to re
-渲染一些我们可以执行的文件 -render some files we can do
让我们说选择所有的 let's say selection of all of
这些刷新和 these refresh And
然后就可以把它们都清理干净了 then can clean all of them
因此，这不会删除 So this will not delete the
文件中的文件夹 folder from file from the
原件折叠得很明智，只是从 originals foldering wise just from
Reaper文件夹，因为它们已被复制 reaper folder because they are copied
从那里得到智慧，所以它要求我们 to wise from there So it asks us
我们要删除吗？我们说要 do we want to delete and we say yes
现在我们可以看到这些文件 and now we can see that these files
已经被清理过了，上面写着 have been cleaned and it says that
他们失踪了，所以我们不能 they are missing so we cannot
无需首先渲染即可同步 sync without first rendering
一旦你用完了 them Once you're done with the
您的容器和文件 containers and files your
工作还没有结束 job is not over
因此，您需要创建活动 so you need to create events
而且事件可能会很复杂 and events can be complicated
具有这种特性的结构是 Structures that have that are
播放多个音源 playing multiple sound sources
一些来自不同的音响容器 some from different sound containers
它们可以改变状态 and they can change states
以及交换机和R-T PC and switches and R T PCs
设计它们需要一些时间。 It takes some time to design them
但不是全部 But not all
事件是这样的，实际上是A events are like that actually A
大量的活动只是 big number of events are just
听起来你需要弹奏和 sounds that you need to play And
有时候就是这么简单 sometimes it's just the simple
需要播放的随机容器 random container that needs to be played
当足迹被触发时 when the footstep is triggered
在游戏引擎内部，所以 inside the game engine So
有一种选择实际上是 there's an option to actually
创建活动的来源 create events from
令人沮丧的集装箱 containers in grim
同步，这样您只需选择 sync So you just select
要创建的对象 the object that you want to create
事件，您可以看到列表 event from and you can see the list
将会发生的事件 of events that are going to be
显示，您可以看到它是 displayed and you can see that it's
将位于默认工作范围内 going to be inside the default work
在它里面，你还可以挑选 in it and you can also pick
要停止事件，请执行以下操作 to make a stop event
也是因为也许这是一些 as well because maybe this is some
一种循环，你会想要两者兼得 kind of loop and you'll want to have both
播放并停止嵌入 play and stop embed
因为我们已经有了这些 Since we already have these
在y中导入的文件 files imported in y
而我们创造的结构只是想要 and the structure created we just want
举办这些活动，然后让我们 to make these events and then let's
右键单击此处，然后单击同步事件 right click here and click sync events
这将从以下位置创建事件 and this will create events from
这些物品，这样我们就可以 those objects So we can
看这里，我们有比赛 see here that we have play
并停止事件，所以这 and stop events So this
有点用处，但 is kind of useful but
如果我们不想让这些 What if we don't want to make these
默认工作中的事件 events in default work
假设我们在其中有一个定制的工作 Let's say we have a custom work in it
被称为神圣的 called holy
活动和 events and
然后在里面我们有我们的敌人 then inside we have our enemy
品格与我们 character and we
希望这些事件改为在此处显示 want these events to appear here instead
离开这里，这样我们就可以走了 of here so we can we can go
回到收割者和创造 back to reaper and create
另一个特殊地区 another special region
选定对象后 With the object selected
现在我们有了这个特殊的地区 now that we have this special region
对于活动，让我们这样做 for events let's do
楼梯上的一些其他事件 some other events from the stairs
我们可以看到，这将是 and we can see that it's going to be
在福利活动中创建 created inside foley events
我们也可以从敌人那里做起 enemy And we can also do from
要创建的单独音频文件 separate audio files to create
活动也是如此，因为我们没有 events as well Because we don't have
这些让我们做冷酷的同步它会的 these let's do grim sync it will
渲染同步和创建事件 render sync and create events
如果我们在这里打开文件夹 And if we open the folder here
我们可以看到我们有所有的活动 we can see we have all the events
我们为创造而定义的 that we defined for creation
然后我们这里有 and then we have here the
音频文件 Audio files
那么会发生什么呢 So what happens
如果要导入的位置 if the location for importing
我们是这样定义的 that we define like this
最终声音文件夹需要 final sounds folder needs
被重新安置 to be relocated
到BU的其他地方去 to some other place In bu for
例如，我们不希望它位于 example we don't want it inside the
默认工作单位我们有一个定制 default work unit We have a custom
单位名为S A work unit called S A
修复声音 fix Sounds
当然，为什么不在里面呢？ sure why not Inside
这就是我们的情况 there we have
已批准 approved
然后我们就有了期末考试 and then we have final
听起来挺不错的 sounds Something
每个人都这么做，所以我们有 everybody does So we have
此位置无效 this location that is invalid
现在，所以它不是 now so it's not
在这里，如果你不是 here anymore So if you're not
当然，如果这个项目还在进行的话 sure if this project is still up
到目前为止和这些链接 to date and these links
有效，您可以点击 are valid you can click
要修复的验证按钮 validate button To fix
现在我们可以看到这个 that and now we can see that this
位置已更新为此 location has been updated to this
位置，因此它使用 location So it uses the
对特殊ID进行网格划分 grid the special ID
每个物体都有，如果你移动它的话 that every object has So if you moved it
或将其重命名为网格仍然存在 or renamed it the grid is still
同样的，然后我们 the same And then we
可以回溯到 can go back to
等级制度，我们可以看到 the hierarchy and we can see that
这些声音现在正在被创造出来 these sounds are now being created
在这里，所以只是 here So just
为了确保这一点奏效，让我们 to be sure that this works let's
将这些转换为 convert these So
我们可以知道它们是什么时候进口的 we can know when they're imported
让我们这样做，如果 and let's do this And if
我们做的很残酷 we do grim
再次同步 sync again
我们可以看到 We can see
他们是再进口的 That they are re -imported
如果你不喜欢这个和我 If you don't like this and I
我不喜欢这个，因为你只有一个 don't like this because you have just a
有限的空间，您可以这样做 limited space you can do like
七个地区，然后 seven regions and then
它们重叠，这就是为什么 they overlap That's why
我创造了这个演员 I created the actor
搅拌机或其他 mixers or other
要更改的颜色 colors to be changed
所以如果你创造了另一个演员 So if you create another actor
搅拌机在这里它 mixer over here it
应该是另一个又一个 should be another another
蓝色的变体，但如果你不喜欢的话 variant of blue But if you don't like it
你可以，这样你就可以拥有更多 you can so you can have a more
色彩的明显变化 distinct variation of colors
在这些地区之间 between these regions
所以这是你可以做的一件事 So that's one thing you can do
但另一件事是 with this but another thing is
你实际上可以创建链接 that you can actually create link
例如，曲目 tracks So for example
可以选择相同的期末考试 can pick the same final
声音文件夹和 sounds folder and
在此处选择某个文件夹，单击 select some folder here click
后面的曲目就是文件夹曲目 aftertr track that's folder track
现在你有了 and now you have the
链接到的位置 location linked to the to the
跟踪，我们可以删除这些链接 track and we can remove these links
在这里，重要的是要知道 here it is important to know that
你需要遵循这个公式 you need to follow the formula
所以我们有区域、赛道和 so we have regions tracks and
Meta标记因此这是顺序 meta tags So this is the order
创建新的 of creating the
结构，因此我们有区域 structure So we have regions
首先，这些地区没有任何东西 first there's nothing for the regions
然后我们就有了链接 and then we have the link
在轨道上，所以最后 in tracks so the last
路径中的链接 link in the path of
将使用创建层次结构 creating the hierarchy will be used
不过，没关系，我的建议是 It's still okay My advice is
使用任一轨道的步骤 to use either track
链接或区域链接和 links or region links and
而不是将两者结合起来 not to combine them both
因为这可能既令人沮丧 because it can be both frustrating
导航，还可以 to navigate and also
要了解什么是真正的 to understand what is really
所以我的建议是 happening So my advice is
实际上是为了扎根 actually to take some root
文件夹在那里创建链接 folder create a Link there
也许是另一个链接的链接 maybe a link for maybe another
一个是赛事，然后是 one for events and then
在项目的其余部分使用它 use that for the rest of your project
如果你愿意，你可以把它搞得更复杂 You can make it complicated if you want
但这取决于 but it's up to
你看，这是最基本的 you So this is the basic
您可以定义的工作流 workflow You can define
收割机内部的结构 the structure within reaper
要定义文件，请执行以下操作 to define the file
要创建的名称 names to create
文件夹 Folders
以及里面的容器 and containers inside wise
然后还能创造出某种 And then also to create some kind
一系列简单的事件 of simple events that
可以是播放事件或停止事件 can be play events or stop events
但这还不是他们的全部 But that's not all They
还有高级功能，我们将 also advanced features and we're going
现在来报道其中的一些 to cover some of them right now
因为这很重要 because it is important to be
意识到所有的 aware of all of the
该工具的可能性，然后您 possibilities of the tool and then you
可以使用您需要的东西 can use what you need the
为您的项目提供最多 most for your project
如果你想跳过一些 If you want to skip some
这些曲目或 of these tracks or
区域，因此您不会使用它们 regions so you don't use them
为了命名，还是为了你 for naming or for you just
想要在这里得到一些信息，让我们 want to have some information here let's
假设这将是 say this is going to be
占位符，但是 place holders but
你不会想成为这个名字的一部分 you don't want to be part of the name
对你来说，带着这个很重要 and it's important for you to have this
您不想让占位符出现在这里 You don't want to have place holders here
您可以忽略此曲目 You can ignore this track
用这个按钮 with this button
所以，或者只需键入双斜杠 so or just type double slash
然后如果你这样做 and then if you do this
你会跳过，所以这就是 you will skip So that's
如果你想的话，你可以做一件事 one thing you can do If you want to
我只有文件名 have just the file name
而且没有等级制度 and no hierarchy
你会把它放在文件里 you will have it inside the file
名称，但不在 name but not inside the
等级制度，因为它不是 hierarchy because it's not the part of
它没有被定义为容器 it's not defined as a container
但有时你想要做相反的事情 but sometimes you want to do the opposite
你想要一个容器，但你没有 You want to have a container but you don't
我想把它当作一条小路 want to have it as a path So
让我们假设这是 let's say this is
史诗般的科学 epic science
而且你不会把它作为一个文件名 and you don't put this as a file name
但你想让演员混音师 but you want to have actor mixer
这又被称为史诗般的声音 that is called epic sounds Again
如果你尝试这个，你会得到 if you try this you will have
这在文件名中并且不想要 this in the file name and Don't want
因此您只能执行路径操作 it So you can do path only
你选择你要做的曲目路径 You select the track you do path
只有你有这些括号 only you have these brackets
然后当你应该命名的时候 and then when you ought to name
你将会有刚刚 you will have just
所需的文件名和 the file name that you want and
但在这里你会有这个 but in here you will have this
正在创建此结构 this structure being created
也许你可以试着测试一下，如果 Maybe you can try and test this if
它能奏效史诗般的声音 it works Epic sounds
混凝土和 concrete And the
文件名没有史诗般的发音 file names don't have epic sounds
在所有这些罐子里 inside All of this can
也是为地区做的 be also done for regions
因此，您可以忽略某些区域 so you can ignore some regions
抱歉，忽略区域 Sorry ignore regions
您只能使用指向区域的路径 You can do path only to regions
你可以用这个来 and you can This is for
命名你可以删除它 naming you can remove that
容器前缀为 Container prefix as
好的，你也可以用这个 well You can also use this
这是很酷的工具栏，用于 This is cool with the tool bars for
区域，因为您可以右键单击，然后 regions because you can right click and then
把它们当作一种工具 use them as a tool
快速改变事物， To change stuff quickly And
这些是双重功能的 these are double functional
工具栏，因为如果你抽出时间 toolbars because if you make time
选择他们将创建一个新的区域 selection they will create a new region
但如果你只是 But if you just
单击您所在的某个区域 click some region you
就这么改了吧 just change it So
这也很有用，而且你 that's also very useful and you
我想删除其中一些您可以执行的操作 want to delete some of them You can do
这是你想要的 this If you want
您可以提供更高的灵活性 further flexibility you can
使用元标签 use meta tags
为了定义更多 to define even more
让我们看看更多的东西 even more things Let's see
另一个 another
可能是文件夹 folder Maybe
你想让它有一个定制 you want this to have a custom
但它说我们我们 stuff but it says we we
犯了一个错误，让我们看看是什么 made a mistake and let's see what's the
错误我们有演员混音师的敌人 mistake We have actor mixer enemy
在里面，所以我们 inside so we
更改这些，这些都不起作用 change these and these are not working
再也不要了，让我们来解决它，现在 anymore So let's fix it and now
我们可以看到我们有另一个 we can see we have these another
和创建的文件夹 and folder created
现在让我们来做严酷的同步 Now let's do grim sync
我们定义的另一个文件夹 Another folder that we defined
在这些元标记中 within these meta tags
所以你可以在这里定义一些结构 So you can define some structure here
如果你，如果你喜欢做任何事 if you if you like for whatever
如果我们去的话有理由 reason If we go
到项目的设置 to the settings the project
设置在这里，这是连接 settings over here this is to connect
几乎是明智的 to wise Pretty much
默认情况下可以将其保留，除非 can leave it by default unless
某个程序员告诉您要更改它 some programmer told you to change it
在这里，您可以选择是否正在进行 Here you can choose if you're doing
默认情况下为声音或音乐 sounds or music by default
和更改公式设置 and changing formula settings
我们已经谈到了这一点 We already covered this and
原来是这样的，但有一个按钮 originalath but there is a button
调用解锁高级设置和 called unlock advanced settings and
我们会讲到这些，所以 we're going to cover those So it's
了解这一点很重要 important to understand that
这些设置是 these settings are
关键地改变了 Critically changing the
项目的行为和 behavior of your project and
容器的产生 the generation of containers
原件和事件 originals and events
所以一定要确保你熟悉 So make sure that you're familiar
如果使用这些高级选项， with these advanced options if
你想要使用它们，比如说 you want to use them And let's say
是的，因为这就是我们想要做的，而这 yes because that's what we want to do and this
是我们要做的事情的清单 is the list of things that we
只需先解锁 just unlocked First
在我们能改变的一切中 of all we can change
作为对其他语言的修正 as a fix to some other language
因为这是缺省情况下 because this is by default
然后我们就可以用 and then we can use
美国英语，如果我们想做一些 English US if we want to do some
声音和我建议 voices and I recommend
为声音创造新的，但让我们回到过去 create new for voices But let's go back
到六点，这是 to six and this is the
重要部分将块链接到WISE important part link blocks to wise
对象，这就是我要演示的 objects That's what I want to demonstrate
因此，让我们启用此选项并保存 So let's enable this option and save
这个项目，让我们去 the project And let's go to
一些我们已经不知道的部分 some part that we didn't already
在这里使用，我们可以打包 use So here we can pack
我们可以自动命名，然后我们就可以看到 we can auto name then we can see
敌人的骨头好的文件 enemy that bone Okay the files
这里刷新了吗？ are here refresh
好的，它们将在这里创建 okay they're gonna be created here
很好，就这么办吧。 That's fine So let's do that
让我们叫冷酷的同步 Let's call grim sync
我们把它们放在这里，然后 We have them over here and
现在有一件事不同了 now one thing is different back
在《死神》中，你可以看到这些 in reaper Now you can see that these
文件有这些特殊的 files have these special
背景和它们表明 backgrounds and they indicate
这些文件是链接的 that these files are linked
对某些特定的人来说 to some particular
WISE声音对象和IF wise sound objects And if
我们回到我们的工具你 we go back to our tool you
可以看到它们现在链接在一起 can see that they are now linkeded
它们在这里有特殊的意义 They have a special meaning over here
如果需要，您可以取消链接 If you want you can unlinked
它们，所以这些现在是未链接的，我们开始吧 them So these are now unlinked Let's do
两者都是如此 both So
这两个没有关联，但这三个是关联的 these two are not linked but these three are
链接让我们一起做点什么吧 linked Let's do something with
这三个人让我们把他们转移到别的地方 these three let's move them somewhere
否则，让我们创造 else Let's create
完全不同的位置 completely different location
让我们把这些声音移过去 Let's move these sounds over
在这里实际上将它们重命名 here rename them actually
前一秒 first one second
三分之一的人 one third one
所以现在因为它们联系在一起了 So now because they are linked
这为您提供了更大的灵活性 this allows you greater flexibility
不仅仅是改变 than just changing the
根文件夹的位置 location of the root folder
我们在这里定义为链接 that we defined as a link here
或作为一个地区，因为 or as a region because
现在你也可以移动声音了 now you can move the sounds as well and
重命名它们并创建新的 rename them and create new
结构和AS structures And as
只要你不删除它们，它们就会删除 long as you don't delete them they will
链接到这些对象 be linked to these objects
因此，我们可以为它们单击验证 so we can click validate for them
你可以看到他们是 And you can see that they are
更新了，让我们 updated Let's
尝试同步它们 try syncing them
我在这里做错了一些事 I did something wrong here
好的，我 okay I
选错了人 picked the wrong one
好的，这个是2，3和4 okay So this one was two three and four
而第一个并没有被选中 and the first one was not picked
好的，那么我们 Okay so we
可以看到这三个是 can see that these three are
更新后的销售对象 updated So
链接使您具有更大的灵活性 linking allows you to have more flexibility
在WISE项目内，仍然 within wise project and still
把文件放在一边 keep the files over
在这里，一旦你做完了 here So once you're done
带着你最初的想法 with your original idea for the
等级制度，你不必把它藏在心里 hierarchy you don't have to keep it inside
明智的是，你可以移动这些资产 wise You can move these assets
去了一个不同的地方，然后仍然 to a different place and still
能够并且如果你尝试 be able and if you try to
重新打开它们，它们将是 reopen them they will be
以他们的原名定位 located with their original name
重要的是不要改变 It's important just to not change
原始WAVE文件名 the original wave file name
因此，将在选定的 So validation is done on the selected
对象，除非 objects unless
你这么说我们现在有什么 you so we have now what
更新了我们犯错误的链接 updated link that the one we made mistake
呃，第一名 uh the number one
现在被称为第一个，我们 Is now called first one and we
现在可以看到它们链接的位置 can see where they are linked Now
我们也可以打扫卫生 we can also clean
使用链接的文件 with the files being linked
然后你可以看到 And then you can see that
我们有这些是 we have these that are
未链接的是已链接的，并且 not linked one that is linked and
呈现的，以及三个链接的 rendered and three that are linked but
从收割机文件夹中丢失，因此 missing from reaper folder So
我们将不得不出口它。 we will have to export it
再一次，在能够 again before being able to
同步丢失三个文件 sync missing three files
还有什么是可能的 What else is possible
我们可以做一件叫做智慧的事 We can do something called wise
Metaax，这将允许我们 metaax that will allow us to do
像这样的东西我们把它命名为 something like this We name the
文件，然后我们打开 files and then we opened
Meta Tag编辑器和我们 meta tag editor and we
说出标签 say hashtag
低传球 low pass
等于三十 equals thirty
音调等于 pitch equals
100个 100
然后当我们试图做到这一点时 Thenwhen we try to do this
我们可以看到它们的属性 we can see the properties
已添加的内容我们要去 that have been added We are going
定义俯仰和低传 to define pitch and low pass
让我们为这两个人做点什么 and let's do for these two
让我们做些其他的事吧 let's do something else Additionally
正在循环 is looping
启用等于 enabled equals
真的 true
因为这一次将是 For this one is going to be
环路，这个也要环路 looped and this one is going to be looped as well
让我们试试这个 And let's try this
好的，你可以看到 Stepack okay you can see the
L的通滤波和基音是 l pass filter and pitch is
100在哪里所有这些和 100 where all of these and
然后我们启用了循环 then we have loop enabled
这两个人 for these two
这样你就可以有参数 so you can have parameters
从…预定义 to predefine from
收割者直接来智取 reaper directly to wise for
有些声音不适合 some of the sounds not for
现在的集装箱，但为了你的声音 containers right now but for the sounds you
能和一 can and one
你可以做的很酷的事情是 very cool thing that you can do is
实际上，让我们让我们 actually let's let's
试试这个吧，我们不需要用 try this We don't have to use
我们还可以使用单个渲染块 render blocks we can use also single
让我们来定义一些项目 items let's define some
时间表 timeline
这些是一些声音，让我们说 So these are some sounds Let's say
这些都是步骤 these are steps
好的，我们有 okay and we have
走到这里来，然后 stepss over here and
有一个自定义操作Add there is a custom action Add
到metaax的时间线延迟和 timeline delay to metaax and
让我们运行它，然后 let's run it And
然后在这里我们现在可以 then over here now we can
看看这些有什么特别的 see that these have special
初始延迟值对不起 initial delay values Sorry
让我们把这些放进混合料里 Let's put these into a blend
容器同步销售订单 container sync So
以下是已定义的步骤 here are the steps with defined
延迟值，所以如果我播放它们 delay values So if I play them
所以我们有我们有这个 So we have we have this
所以这很难，而且 So this was so difficult and
在WISE中做枯燥的事情去再创造 boring to do in wise to recreate
文件的顺序，现在您可以 the order of files and now you can
用这个和它快速地做 do it quickly with this and it
也适用于块注释 also works with blocks not
只需单件物品 just single items wise
对象引用 object reference
在这里您可以看到所有属性的列表 Here you can see the list of all the properties
您可以将其定义为 that you can define as
块内的WIST元标记 wise meta tag inside blocks
如此高的通过值包含 So high pass value inclusion
全局限制初始 Global limit the initial
延迟，所以这些就像 delay So these are like
所有可用设备均可 all available to be
美妆和所有的一切 makeup gain and all
这些是你可以做到的 these you can
你应该能给它们下定义，我没有 you should be able to define them I did not
全部测试，但它们应该 test them all but they should
在那里工作也是 be working There is also
他的声音呼唤着 his voice call
我不知道这个只读 I don't know this read only
所以也许我们可以在性方面尝试一下 so maybe let's try this sexually
所以我没试过这个 so I didn't try this
他的声音 His voice
是真的 was true
好的，这个坏了，我 Okay this one is not working I
预期总是可以修改的 expected that is always can be modified
是啊，就是这样 Yeah so that is that is
只读取值，这样就可以了 just read only value So that's fine
但如果我们想，如果我们 But if we want to if we
想做什么来进口 want to do to import
这些都是我们的声音 these as voices we
可以将此处的语言更改为 can change the language here to
英语：是的，还有 English yes And
让我们创造新的作品 let's create new works
更适合此设置 better for this setting
如果我试着唱歌 If I try to sing
这些现在都有声音了 these there are now voices
所以你也可以做声音 so you can do also voices
这些都是英文的，但可以 So these are in English but can
也可以定义其他语言，但是 define other languages as well but
每个收割者每个项目一个 one per project per reaper
项目让我们回去吧 project Let's go back
到我们的项目 to our project
好的，我们从这里开始吧 Okay let's go from here
如果我们想要 What if we want to
定义一些公式以 define some formula to
把这个放进原件里 put this into the originals
动态文件夹我们可以做到 folder dynamically We can do
项目转到原始设置 project go to original settings
然后去点击 and go and click
当我们点击SMART YOU时智能 smart When we click smart you
可以做作业的单位，我们来挑 can do work unit and let's pick
虚拟文件夹，让我们保存 virtual folders and let's save the
项目销售订单 project So
这将会做的是 what this will do is it
会考虑这个结构 will consider the structure
我们想要定义的 that we want to define
并挑选所有工作单位和 and pick all work units and
要创建的文件夹 folders to create
原始文件夹中的子文件夹 the sub folders in original
Subold，让我看看 subold Let's see
原创命中层 originals hit layer
第一层和第三层他正在工作 one and layer three he is working
IT第一层是文件夹 it Layer one is folder
第三层也是文件夹 layer three is also folder
所以这将被创建 So this will be created
在这里面，所以这 in this So this
允许您挑选一些 allows you to pick some
在偏见中定义一些结构 to define some structure in bias
并在同一时间定义 and also to define at the same
原件中的时间结构 time structure in originals
让我们来测试一下，看看它是不是 And let's test this Let's see if it
作品我们还在做配音 works We're still doing voices
但好吧，还有 but okay and
如果我们打开文件 if we open the file
我们可以看到我们已经击中了 We can see that we have hit
第一层第三层 layer one layer three
所以我们创造了所有这些 so we created all these
作为一个动态的原创 as a dynamic original
发现这个罐子 spot This can
非常有用，而且 be very useful and
我建议你把这个和 I advise you to use this with
链接是因为 linking because
如果没有链接，它可能是一个 without linking it can be a
乱七八糟的这样你会确保 messy This way you will make sure
他们总是会这么做的 that they are always going to that
原件文件夹，所以即使 originals folder So even if
你把它们移到这里，它们不是 you move them over here they're not
会丢失或被复制 going to be lost or duplicated
好的，这是另一个特点， Okay that's another feature that's
可能，而且你可以做 possible and you can do the
事件也是如此，所以如果 same thing for events So if
我们想要创造活动 we want to create events
通过单独使用智能事件 By using smart events apart
我们可以做同样的事情，所以让我们 and we can do the same So let's
我们把演员也算进去吧 just let's include actually actor
搅拌机，我们可以 mixer We can
确保这次活动将会是 see that this event is going to be
在此位置上创建，并且 created on this location and
敌人是演员 enemy which is a actor
还包括搅拌器 mixer is also included
与原件相比 compared to originals
它们不会使用它 which are not going to use that
所以如果我们点击严峻的同步 So if we click grim sync
我们可以看到文件夹 we can see that the folder
结构已创建 structure has been created
动态的和它 dynamically And it
很聪明，而且它 is smart And it
读取此路径并 reads this path and
跳过我们要跳过的文件 skips the files we want to skip
所以最后一层不是 So a last layer is not
在这里，但所有这些 here but all these
文件夹、扇形搅拌器和 folders sector mixers and
工作单位在这里，我们想做一些 work units are here We want to do some
音乐我们走吧 music Let's go
选择更改此选项 pick Change this
到六到六个 to six to six
现在我们可以 And now we can get
交互式音乐层次结构保存此内容 interactive music hierarchy save this
是的是的 yes Yes
音乐开关容器我的 Music switch container my
播放列表 playlist
我的细分市场 my segment
让我们手动命名这些名称 Let's name these manually
鼓圈 drum loops
现在我们可以看到上面的结构 And now we can see the structure over
在这里，如果我们做了严峻的 here If we do grim
同步它将渲染 sync it will render
所有这些资产和 all these assets and
那么它应该是 then It should
创建音乐层次结构 create the music hierarchy structure
所以如果我们换成音乐 So if we switch to music
布局我们可以看到这个 layout we can see this
音乐片段 music segment
我知道这是我们做的 And I know we did this
但在这里，我们需要做的是 but here we need to do
如果你想保留这个的话 this if you want to keep this
像这样，因为它会 like that because it will
把它们当作单独的音乐 Treat them as separate music
跟踪是 tracks Yes
音乐曲目，但是的 music tracks But yes
你也可以做音乐 you can do music as well
你可以做一个 and you can do a
单一声源或 single sound sources or
挡住我最不想要的东西 blocks The last thing I want
要演示的实际上是 to demonstrate is actually
关于N V K regarding the N V K
这里有一些工具 tools there is
基本支持任务 basic support to do
NVK文件夹项目 nvk folder items
和n表示使用严酷同步 and n to use grim sync
我们可以做一个现有的 we can do an existing
然后这些是N，B，K And then these are N B K
文件夹项目，因此如果 folder items So if
你用你的名字命名它们 you name them with
猴子的象征 the monkey symbol
和B-K音 and B K sounds
就像这样，他们会 like this they will
被警察接走了 be picked up by the
残酷的同步，他们将会 grim sync and they will be
也通过渲染块进行渲染 also rendered through render blocks
过程，但它们仍然是N procedure But they are still N
K个文件夹项目，以便我们可以 K folder items So we can
只做这样的事 do stuff like this only
很棒的点点和发音 great bit andbk sounds
但它们不能单独联系在一起 but they cannot be linked Single
项目和NVK items and nvk
无法链接文件夹项目 folder items cannot be linked
仅渲染块 Only render blocks
可以链接，并且可以 can be linked and be
作为一种特殊的 as a special kind of
WISE之间的关系 relationship between wise
对象和收割机渲染 objects and reaper render
块，所以这是 blocks So this is the
基本原则和原则 basic principle and the
我们看到的高级功能啊 advanced features we've seen Ah
两者都还有一些东西 both There is still stuff
在这里表明我没有 to show here that I didn't
覆盖和可能的一些情况 cover and probably some situations
这一点可以在 that could be improved in the
他们如何预览的方式 way of how they previewed
或现有的一些错误 or some bugs that are existing
但是这个工具很漂亮 but the tool is pretty
已经为你准备好了，还有 much ready for you And
我迫不及待地想让你试一试 I can't wait for you to test it and
告诉我你对它的看法 to tell me what you think about it
再次非常感谢你们 So thank you very much again
我要和你谈谈 and Talk to you