Audio Editing - SoundForge back BACK

 

Photo of Dan LaValley
Dan LaValley
Manager
Biology New Media Center

Thanks to Dan LaValley of Learning Technology & Distance Education for creating this tutorial.

  1. Digital Audio Properties
    1. Channels
    2. Sample Rate
    3. Bit Depth
    4. Compression and CODECs
    5. Common Audio Formats
  2. Editing Audio with SoundForge
    1. Sound Forge's Interface
    2. Standard Toolbar
    3. Transport Bar
    4. Data Window
    5. Basic Tasks
  3. Changing File Attributes and Formats
    1. Editing File Attributes
    2. Recording Audio
    3. Ripping Audio from CD's
    4. Using Markers
    5. Using Regions


To work effectively with digital audio, it is important to understand some basic terminology and properties of digital audio since you will come across these terms as you edit your files. Understanding these terms will help you make informed decisions about how to compress your digital audio for the web and streaming. The three basic properties of digital audio are: stereo, bit-depth and sample rate. The definitions below are partly taken from whatis.techtarget.com and partially from the Sound Forge help reference.

Digital Audio Properties

 

Channels

A stereo audio signal has two discreet channels of audio whereas a mono signal has only one. A stereo signal can be mixed down to a mono signal. An uncompressed stereo digital audio file will be twice the size of a mono file.


Sample rate

Sample rate is the number of samples of a sound that are taken per second to represent the event digitally. The more samples taken per second, the more accurate the digital representation of the sound can be. For example, the current sample rate for CD-quality audio is 44,100 samples per second.

The more samples per second that are taken, the more accurate the digital representation is of the analog waveform. Each sample is really only a number that contains the amplitude value of a waveform measured over time. This brings us to bit-depth.

 

Bit Depth

Bit depth defines how many bits are used to describe each of the samples taken from the sample rate (above). It describes the potential accuracy of a digital audio file. Higher bit depth audio will sound better than smaller bit-depth audio. 8 and 16-bit audio are currently the most common sample sizes. 8-bit audio takes up less hard drive space but is inherently noisier than 16 or 24 bit-depth audio. CD quality is 16-bit.

Bit depth is frequently encountered in specifications for hardware and in the specifications for what kind of digital audio a piece of software can capture and process.

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Compression and CODECs

Audio files should always be captured and edited at the highest bit-depth and sample rate available - usually 16-bit 44.1 kHz stereo audio on most consumer level hardware. However, once you are done editing you can compress the audio using a codec (compression / decompression algorithm) to decrease the size of the file. This is also how you convert an uncompressed digital audio file to a streaming audio file for the web.


Common Audio Formats

  • WAV - A digital audio standard developed by Microsoft and IBM. One minute of uncompressed audio at CD quality (16-bit, 44.1 kHz stereo) requires about 10 MB of storage.
  • AIFF - or "Audio Interchange File Format" - An audio file format developed by Apple Computer.
  • MP3 - MPEG-1 Audio Layer-3 - A common compressed audio format often used for sharing music across the web (both illegally and legally).
  • AAC - Advanced Audio Coding - Used both for commercial DVDs and Apple's iTunes music store for purchased songs.
  • WMA - Microsoft's Windows Media file format. Version 9 of Windows Media is the competitor to AAC for online music sales.


Editing with SoundForge

There are many good sound editors available for the PC. We recommend Screenblast Sound Forge Studio because it is supported well, is reasonably priced, and works well for the novice and expert user.

You can purchase Screenblast Sound Forge Studio for about $53 at the Tech Store or Journey Education.

Screenblast Soundforge Studio is a slightly stripped down version of Sound Forge. For basic audio editing, Screenblast will do wonderfully. However, if you start doing a lot of audio editing and want to be able to work with play lists, control the effects you apply to your audio with greater precision, have a greater choice of plug-ins and import / export file types you'll want to choose the regular version of Sound Forge.

If you're just looking to play around with digital audio before jumping in and buying anything, try downloading a demo of Screenblast Sound Forge or a freeware audio editor like Audacity.

 

Sound Forge's Interface

Please note that much of this tutorial is from the Screenblast Sound Forge quick start manual - available for download at http://mediasoftware.sonypictures.com/. Many of the concepts in this tutorial are applicable to other audio editing programs as well.

images/audio_editing_SF_images

  • Standard toolbar - Provides quick access to some of the most important common tasks.
  • Transport bar - Contains basic audio transport buttons.
  • Play meters (docked) - Displays the level of the output audio signal. These maters can be toggled on/off by choosing Play Maters from the View menu. Right-clicking the play maters displays a shortcut menu that allows you to precisely configure the appearance of the meters.
  • Workspace - This is the area located behind the data windows. Audio selections dragged to the workspace automatically become new data windows. Windows such as the Regions List and Play list can be docked along the edges of the workspace, as you see in this example.
  • Data window - Contains audio data as a waveform as well as a number of commands used to edit and process audio.
  • Status bar - Help and processing information appears on the left side. The boxes on the right side display the playback sample rate, bit depth, channel configuration (mono / stereo), length of the active data window, and total free storage space. With the exception of the free storage space box, you can edit these boxes by double-clicking or right-clicking them. When no data windows are open, only the free storage space box contains a value.
  • Marker and region list (docked) - A marker is a tag placed in an audio file that is used as a reference file. Markers make navigating a file easier and more efficient. Regions identify ranges of time and provide a way to subdivide an audio file.


Standard toolbar

Creates a new data window.

Displays the open dialog.

Saves the current audio data.

Saves the current file with a new name or format.

If you have a Screenblast account with Sony, this will allow you to upload your sound file to your Screenblast website.

Removes the selected audio data and places it on the clipboard. This command has no effect if there is no selection.

Copies selected audio data to the clipboard. This command has no effect if there is no selection.

Inserts a copy of the clipboard data at the current insertion point. If there is a selection, this command replaces the selected data with the clipboard data.

Mixes a copy of the clipboard data with the current audio file. The mix start point is either the cursor point or the start or end of the selection in the destination data window.

Plays the audio on the clipboard.

Removes all data from the file that is not currently selected. This command does not copy data to the clipboard. This command has no effect if there is no selected data.

Reverses the last edit operation.

Reverts the previously undone edit operation.

Repeats the last operation. This command can be used with most processing functions. The previous operation's parameters are repeated. To specify new parameters, hold shift and click this button.

Selects the editing tool.

Selects the magnifying tool.

Selects the pencil tool.

 

Transport bar

Records data to a new or existing window.

Toggles loop playback mode on and off.

Plays the entire file from beginning to end, regardless of cursor position, selection, or Play list.

Plays the file in current playback mode (play normal, play , play as cut list, or play as sample).

Pauses playback and maintains the cursor at its current position.

Stops playback and returns the cursor to its prior position.

Moves the cursor to the start of the file.

Moves the cursor backward in the current file.

Moves the cursor forward in the current file.

Moves the cursor to the end of the file.

 

Data window

  • Title bar - Displays the file name. If title information is included in the summary of a file, it appears here instead of the file name. Double-click to maximize and restore the window.
  • Time ruler - Displays the current location in the data window as well as ruler tags. Right-click to display the time ruler shortcut menu. Drag to scroll the data window.
  • Overview bar - Allows for quick navigation and playback of any part of an audio file. The overview bar also indicates the portion of the waveform currently depicted in the waveform display, as well as the selected region. Click to move the cursor. Double-click to center the cursor in the waveform display. Right-click to start or pause playback. Drag to activate the audio event locator.
  • Ruler tags - Indicates the position of region end points, loop end points, and markers. Right-click a tag to display the ruler tag shortcut menu. Drag to edit a tag's position. Double-click anywhere within a region to select it.
  • Time zoom resolution - Specifies the number of samples of data represented by each horizontal point on the screen. This determines the length of time displayed in the data window. Smaller resolution values display less time.
  • Time zoom in / out - Changes the zoom resolution for the time (horizontal) axis.
  • Maximize width - Resizes the data window to maximize its size within the workspace.
  • Selection status boxes - Displays the beginning, end, and length of a selection. If no selection exists, only the cursor position displays. Double-click the leftmost box to display the Go To dialog. Double-click either of the other two boxes to display the Set Selection dialog. Right-click to display the status format shortcut menu.
  • Position scroll bar - Scrolls forward / backward through an audio file to display sections of the file not visible in the current area of the waveform display.
  • Playbar - Contains the following audio transport buttons: Go to start, go to end, stop, play normal, play plug-in, and play sample as loop.
  • Level zoom in / out - Changes the zoom resolution for the level (vertical) axis.
  • Waveform display - Displays a graphical representation of an audio file. The horizontal axis represents time, and the vertical axis represents amplitude. Right click within this display to open the waveform display shortcut menu.
  • Level ruler - Displays the amplitude of the waveform. Right click to display the level ruler shortcut menu. Drag to shift the view up/down when zoomed in vertically.
  • Edit tool selector - Toggles through the edit, magnify, and pencil tools. Right click to display a shortcut menu that allows you to display or hide data window elements.

 

Basic tasks

Opening a file

  1. Choose File | Open.
  2. Select the desired audio file.
  3. Click Open.
  4. Sound Forge opens the audio file and displays a window containing the waveform.

When you first open a file, Sound Forge scans the entire file and creates a peak file. The peak file is stored with the same name and in the same location as the audio file, but it is given an .sfk extension.


Playing a file
  1. After you open a file, you can play it by clicking the Play All button ("Play all" button) on the Transport bar.



Playing a file from a specified point
  1. Click to position the cursor in the data window. A flashing cursor (spanning the height of the display) displays.
  2. Click the Play button ("Play" button) on the Transport bar. The file plays from the cursor position.


Playing a file in loop playback mode

You can play an entire file or a selection in Loop Playback mode. In Loop Playback mode, Sound Forge plays the audio in a continuous loop.

  1. Click the Loop Playback button ("Loop" button) on the Transport bar to turn Loop Playback mode on and off.

Playing a selection

You can play specific portions of audio data by creating selections in the waveform display

  1. Drag the mouse within the data window. Notice that the waveform is selected as the mouse is dragged.
  2. Click the Play button ("Play" button). Only the selection plays.

 

Creating a new data window

  1. Choose File | New.
  2. Complete the New Window dialog:
    - From the Sample rate drop-down list, choose a sample rate.
    - From the Bit-depth drop-down list, choose bit-depth.
    - Select the desired Channels radio button.
  3. Click OK.
  4. A new data window with the specified attributes appears.
  5. Close your new file without saving it.

 

Saving a file

You can save a file in a variety of formats, including popular audio formats such as WAV and AIFF, and streaming media formats such as Windows Media Audio (WMA) and RealMedia (RM).

  1. Choose File | Open. Open one of the files in the Sound Forge directory.
  2. Choose File | Save.
  3. From the Save as type drop-down list, choose a file format.
  4. In the File name box, enter a name for the file.
  5. Click Save.

 

Basic editing

New Sound Forge users should remember that even the most complex editing is derived from a few simple operations: cut, paste, cut, delete (clear), trim/crop, and mix.

  • Copy - Copies data from the window to the clipboard.
  • Paste - Inserts the contents of the clipboard into the window at the current cursor position. If a selection exists in the data window, the pasted data replaces the current selection.
  • Cut - Deletes data from the window and copies it to the clipboard.
  • Delete (Clear) - Deletes the data from the window, but does not copy it to the clipboard.
  • Trim / Crop - Deletes all data in the window with the exception of the selection.
  • Mix - Mixes data from the clipboard with the data in the current window, starting at the current cursor position or the start of the current selection.
Copying

You can copy audio data from a data window to the clipboard without changing the original file. Once audio data is on the clipboard, you can paste it into existing files or use it to create new files.

  1. Open the Voiceover.pca file, located in the c:\Program Files\Sony\Sound Forge 7.0/ folder.
  2. Create a selection containing "Wow."
  3. Choose Edit | Copy.
  4. The selected data is copied to the clipboard.

Pasting data in an existing data window

Once audio data is on the clipboard, you can paste or mix it into an existing data window or use it to create a new data window.

  1. Move the cursor to the beginning of the Voiceover.pca file by clicking the Go To Start button ("Go to beginning" button) in the playbar.
  2. Choose Edit | Paste. Sound Forge inserts the clipboard data into the file and the data for "Wow" appears on the left side of the waveform.
  3. To confirm that the data has been pasted into the file, click the Play All button ("Play all" button). "Wow. Wow. Sound editing just gets easier and easier." plays back.

 

Pasting in a new data window

To use data from the clipboard to create a new data window, go to the Edit menu, choose Paste Special, and choose Paste to New from the submenu. Sound Forge creates a new window containing the clipboard data in a single step.

 

Cutting

Cutting allows you to remove a section of audio data from a data window and store it on the clipboard until you paste or mix it into another file. When deciding between cut and copy, consider the following:

  • Copying data has no effect on the original file.
  • Cutting data modifies the original file.

 

Cutting data from a window

  1. Create a selection containing the second "Wow" (there should be two if you are following the examples) in Voiceover.pca.
  2. Choose Edit | Cut.
  3. Sound Forge removes the selected data from the file and places it on the clipboard.
  4. Click the Play All button ("Play all" button). "Wow. Sound editing just gets easier and easier." plays back.

 

Deleting

Deleting a selection permanently removes it without replacing the data currently residing on the clipboard. To delete data, choose Delete (Clear) from the Edit menu.

 

Trimming / Cropping

Trimming allows you to retain a selection while deleting all the surrounding data.

  1. Create a selection containing "Wow, sound editing just gets easier" in Voiceover.pca, but do not select the second "and easier."
  2. Choose Edit | Trim/Crop.
  3. Only "Wow, sound editing just gets easier" remains in the data window.

 

Mixing

Mixing is a powerful editing function that allows two sounds to be combined into a single waveform.

  1. Open and play the Drumhit.pca file, located in the c:\Program Files\Sony\SoundForge 7\ folder. The file contains a snare drum and crash cymbal sound.
  2. Verify that Drumhit.pca window is active and choose Edit | Select All. The entire waveform is selected. Choose Edit | Copy.
  3. Activate the Voiceover.pca data window and click the Go To Start button () on the playbar. The cursor moves to the start of the file.
  4. Choose Edit | Paste Special, and choose Mix from the submenu. The Mix dialog appears.
  5. Verify that the Source and Destination volume faders are set to 0 dB and click OK. The drum hit is mixed equally with the spoken passage.


  6. Preview the file and notice that, unlike pasting, mixing does not change the length of the file.

 

Using Undo

Sound Forge encourages experimentation by allowing you to easily undo / redo edit operations.

  • You can undo any edit operation by choosing Undo from the Edit menu.
  • You can redo any undone edit operation by choosing Redo from the Edit menu.

Zooming and magnifying

Depending on the editing operation, you may want to view the entire file at once or a small portion of the data in greater detail. For this reason, Sound Forge allows you to utilize two varieties of zooming: time ruler zooming and level ruler zooming.

 

Zooming the time ruler (horizontal)

The current time ruler magnification ratio appears in the lower-right corner of the data window, above the status boxes.

 

Understanding the zoom ratio

The zoom ratio determines the number of samples represented by each horizontal point on the screen. The zoom ratio is a value of X:Y, where X is the number of horizontal points and Y is the number of samples. If the ratio is 1:1, each point on the screen represents one sample. Conversely, if the zoom ratio is 1:1024, each point on the screen represents 1,024 samples.

 

Changing the zoom ratio

To edit the zoom ratio, use the Zoom In / Out spin control located adjacent to the zoom ratio display.

  • Clicking the magnifying glass buttons increase / decrease the zoom ratio by single-step increments.
  • Dragging the spin control increases the zoom ratio quickly in the corresponding direction.
  • Right-clicking the waveform display allows you to quickly access time ruler zoom commands from the shortcut menu.

 

Zooming the level ruler (vertical)

Zooming along the level ruler displays a larger vertical waveform and allows for more precise editing at low audio amplitudes. To edit the level ruler zoom, use the Zoom In / Out spinner control located above the playbar.

  • Clicking the magnifying glass buttons increases / decreases the level ruler zoom by single-step increments.
  • Dragging the spin control increments the level ruler zoom quickly in the corresponding direction.

 

Changing File Attributes and Formats


Editing file attributes

When you open or create a file, its attributes display in the first three boxes of the status bar at the bottom of the main screen. The file attributes are sample rate, bit depth, and channels (mono or stereo). You can edit audio file attributes in the Properties dialog or in the status bar.

You can edit file attributes in the Properties dialog.

  1. Choose File | Properties. The Properties dialog appears.
  2. Click the Format tab.
  3. Edit the file attributes as needed and click OK.

 

Recording Audio

You can record into an existing window or create a new window at the time of recording.

  1. Choose Special | Transport | Record. The Record dialog appears. You can also open the Record dialog by clicking the Record button ("Record" button) on the transport bar or pressing Control-R.


  2. You are now ready to record into the active data window at the current cursor position. If this is not where you want to record, use any of the following methods to prepare for recording:
  3. To record into a different data window, click the Window button and choose a data window from the Record destination window drop-down list. Click OK to return to the Record dialog.
  4. To record into a new window, click the New button in the Record dialog and specify the attributes (sample rate, bit depth, and channels) for the new file.
  5. Click OK to return to the Record dialog.
  6. To record to a different cursor position in the active data window, click the Go To button and change the cursor position. Click OK to return to the Record dialog.
  7. From the Mode drop-down list, choose a recording mode.
  8. Click the Record button ("Record" button) in the Record dialog. Recording begins.

    The record dialog while recording
  9. Click the Stop button ("Stop" button) to stop recording.
  10. Click the Close button to close the Record dialog.

 

Recording a specific length (punch-in)

You can make a selection in an audio file and record over it, or you can specify a punch-in location at the time of recording.

 

Recording over a selection

  1. Select the audio that you wish to record over.
  2. Click the Record button ("Record" button) in the Transport bar. The Record dialog appears.
  3. From the Mode list, choose Punch-In (record specific length). The Start, End, and Length boxes show the values for the selection you made in the data window.
  4. Click the Prepare button to prepare for recording.
  5. Click the Record button ("Record" button) in the Record dialog.
  6. Click the Stop button ("Stop" button) to stop recording.
  7. Click the Close button to close the Record dialog.

 

Specifying a punch-in location at the time of recording

  1. Click the Record button ("Record" button) in the Transport bar. The Record dialog appears.
  2. From the Mode list, choose Punch-In (record a specific length).
  3. Enter the values in the Start, End, and Length boxes for the punch-in location in the data window.
  4. Click the Prepare button to prepare for recording.
  5. Click the Record button ("Record" button) in the Record dialog.
  6. Click the Stop button ("Stop" button) to stop recording.
  7. Click the Close button to close the Record dialog.

 

Choosing a recording mode

You can choose any of five recording modes in the Record dialog's Mode drop-down list. Sound Forge recording modes include the following:

  • Automatic retake (automatically rewind)
  • Multiple takes
  • Punch-In (record a specific length)

 

Automatic retake (automatically rewind)

Automatic retake mode is the easiest method of recording. Recording begins at the position displayed in the Start box when you click the Record button ("Record" button) and continues until you click the Stop button

("Stop" button). When you stop recording, the start position resets to the beginning of the take, allowing for immediate rewind and retake.

 

Multiple takes

Multiple takes mode also allows several takes to be recorded. Like the previous mode, recording starts at the position displayed in the Start box when you click the Record button ("Record" button) and continues until you click the Stop button ("Stop" button). When you stop recording, the stop position becomes the start position for the next take, which can be recorded immediately.

 

Punch-In (record a specific length)

Punch-In mode is used to record over a specific selection in an existing data window. Specifying Punch-In activates the Start, End, and Length boxes. Recording begins at the position displayed in eh Start box when you click the Record button ("Record" button) and continues until one of the following occurs:

  • You click the Stop button ("Stop" button).
  • The cursor in the data window reaches the position displayed in the End box.
  • The length of the recorded data equals the value in the Length box.

 

Viewing recording levels

The record meters show the level of the incoming signal. For recording purposes, the incoming audio should remain primarily in the yellow, only occasionally entering the red.

 

Setting the record level

The peak values displayed above the record meters are useful for maximizing the input level during recording. It is particularly important to record input signals as loud as possible when planning to decrease the bit depth. This maximizes the dynamic range.

However, the input signal must never exceed the range of values that can be recorded digitally. When the input level exceeds the safe digital recording range, the waveform peaks are clipped, resulting in audible digital distortion.

  1. In the Record dialog, Sound Forge will monitor the level of the incoming audio signal.
  2. Apply the input signal to be recorded. The meters display levels relative to the signal.
  3. Slowly increase the level of the input signal until the peak value is the -6dB range. If the peak reaches 0 dB, the wave is clipped and a Clip indicator appears above each meter.

If clipping occurs, decrease the level of the input signal until the record level is maximized without clipping.

 

Scaling the record meters

Like the play meters, the record meters can be scaled to various dynamic ranges by right clicking the meters and choosing the desired range from the shortcut menu. For typical recording situations, the -42 to 0 dB range is the most practical. However, when recording very low-level audio signals, you should consider the -90 to 0 dB range. Scaling the record meter to this range is also a good method of gauging the noise level in the system.

 

Updating the meters

Right-click the meters and choose Aggressive Update from the shortcut menu to increase the priority of updating the meters. This results in more accurate metering, but increased CPU usage.

 

Inserting markers while recording

Click M to insert a marker during recording. You can then use the Markers to Regions command to convert markers into regions.

 

Ripping audio from CDs

Sound Forge allows you to extract 44,100 Hz, 16-bit, stereo data from CD.

  1. Insert a CD in the CD-ROM drive.
  2. Choose File | Extract Audio from CD.
  3. Select the desired drive from the Drive drop-down list.
  4. After you select the drive, the Extract Audio from CD dialog appears and lists all tracks.


  5. Specify the audio to be extracted using any of the following methods:
    - Select the Read by tracks radio button and select all the desired tracks.
    - Select the Read entire CD radio button to extract all the tracks.
    - Select the Read by range radio button and enter appropriate values in the Start and End (or Length) boxes.
  6. Select extraction options as needed:
    - Select the Create regions for each track check box to add each extracted track to the file's RegionsList.
    - Select the Create markers for each index change check box to place markers in the extracted file at all points where indices occur in the original track.
  7. Click OK. Sound Forge begins extracting data from the CD and displays a progress meter.

 

Using Markers

Markers and regions allow you to tag and organize audio data and make audio editing more efficient. Amarker is a tag placed in an audio file that is used as a reference point. Markers make navigating a file easier and more efficient.

Inserting markers

  1. Click to position the cursor in the waveform.
  2. Right-click the ruler and choose Insert Marker / Region from the shortcut menu. The Insert Marker / Region dialog appears.
  3. Enter a name for the marker in the Name box and click OK. The new name appears in the waveform

 

Changing the marker position

You can change a marker's position by dragging it to a new location or by updating its position to the current cursor location. You can also enter precise values to move a marker to a specific location.

 

Changing the marker position using drag-and-drop

  1. Drag the marker to a new position on the data window ruler.


  2. Release the mouse button. The marker is dropped at its new location.

 

Changing the marker position using update

  1. Position the cursor where you want the marker to be.
  2. Right-click the marker and choose Update from the shortcut menu. The marker moves to the cursor position.

 

Changing the marker position using the edit marker / region dialog

  1. Right-click a marker and choose Edit from the shortcut menu. The Edit Marker / Region dialog appears.
  2. Enter the new marker position value in the Start box and click OK. The marker position updates.

 

Using regions

Regions identify ranges of time and provide a way to subdivide an audio file. A region is defined as the area between two region tags. Regions can function as semi-permanent time selections that can be saved with the file. You can add regions to the play list and use regions to create new files.

 

Inserting regions

The following sections briefly describe the methods of creating regions. To work through these procedures, use the Fill.pca file. This file is located in the Sound Forge folder.

  1. Open the Fill.pca file, located in the c:\Program Files\Sony\SoundForge 7\ folder .
  2. Choose View | Regions List.
  3. The Regions List displays.
  4. Create a selection containing the final drum hit near the end of the waveform display.
  5. Choose Special | Insert Region. The Insert Marker / Region dialog appears.


  6. Enter a name for the region in the Name box and click OK. The selection appears in the Regions List.



    In addition, notice that regions tags now display in the data window. These tags indicate the region's name and position within the original file.

 

Inserting regions using drag-and-drop

One of the easiest ways to insert a region is to drag a selection from a data window into the Regions List.

  1. Create a selection containing the opening drum roll in Fill.pca.
  2. Drag the selection from the data window to the Regions List. The Insert Marker / Region dialog appears.
  3. Name the region and click OK.

 

Editing regions in the data window

  1. Drag the desired region tag to a new position. Both associated region tags are highlighted and the name of the region appears to the lower-left corner of the status bar.
  2. Release the mouse button. The region's values update in the Regions List. Note: To move both regions tags at once, press Alt while dragging.

 

Using the regions list

The Regions List contains information pertaining to all regions in the current data window. Sound Forge can save the Regions List information as metadata in most file types. You also have the option of saving the regions list to an external play list file.

 

Displaying the regions list

  1. Open the Voiceover.pca file, located in the c:\Program Files\Sonic Foundry\SoundForge 6 folder.
  2. Choose View | Regions List. The Regions List for Voiceover.pca appears.

 

Working with the regions list

By default, the Regions List displays the following information for each region in the current data window:

  • A small play button dedicated to the region.
  • The name of the region.
  • The region's start point.
  • The region's end point.

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