PurchasedUpgraded to soundforge 16 today and cant install to new computer running windows 10 64bit
also went into my history and tried all the other versions such as 12,13,14 that i have purchased in the past
The file downloads ok, when I go to install it extracts and says starting installation, a black box pops up for a millisecond then nothing..
First, install the C++ Redistributables from here -US/cpp/windows/latest-supported-vc-redist?view=msvc-170 Start with the newest version and try installing Sound Forge again. If this doesn't help, try the next older version.
"install the C++ Redistributables from here -US/cpp/windows/latest-supported-vc-redist?view=msvc-170 Start with the newest version and try installing Sound Forge again. If this doesn't help, try the next older version."
Tried both these options, also install as admin and tried from safe mode
still no luck
Did you purchase Sound Forge Pro 16 or Audio Studio 16 ? Same with SF-14... Pro or Audio Studio. You will still need to use your serial code(s) to activate. The serials are also unique, a serial from SF-16 will not activate SF-14 or other version #. The same goes for Pro and AS, a 'Pro' serial will not activate 'AS' or visa-versa.
* I say "a folder" as I'm not sure what the logic is. I have a T drive on my machine which has a bunch of backup files, installers and the like, but also a Temp folder (T:\Temp) which happens to be the target for my %TEMP% and %TMP% environment variables. The result.* files are created in the root of the T drive - I'd understand if they were in the T:\Temp folder, but not in the root!
Yes, these have appeared here and there in root folders at various times. I've seen them in other folders, too. It is related to the VST scan, I think. I think they have always been empty, but my memory is faulty these days...
I have my TEMP system environment folder set to C:\Temp and the temporary file folder in Sound Forge prefs set to D:\Temp and I've seen them in C and D root drive as well as C:\Program Files\Sound Forge.
I attempted to figure out when this started - I know it happened in SF 12, 14 and 15. I have the SF 11 installer as well as many earlier ones, maybe back to the Sonic Foundry days (I never through anything out, drives are cheaper than my time), which is the last version when SF was owned by Sony. I tried to install that, but it required an installation of early DOTNET installations to proceed, so I quit at that point.
Very Off Topic. It is interesting to follow the history of these types of tools. I bought Cool Edit 95 and Sonic Foundry Sound Forge when they were introduced. I liked Cool Edit more and purchased a 'LifeTime license' from Syntrillium. A short time later, maybe in CooEdit 2000 or so, Syntrillium sold Cool Edit to Adobe and it became Audition. I guess that was the end of life, because my license no longer worked.
They may not have added this to Sound Forge 11.0 (from you screenshot). If you take the Sound Forge binary and strings it (a utility that will extract strings from it) you can find the grovel commands. Try it and see if they are in your binary
In both cases, new windows open when SF is invoked externally. It is only by loading a file inside SF14 or 15 via the open file menu that I can load the file into the current SF workspace. I can also load an external file into an SF workspace if I drag a file in Windows Explorer to the Sound Forge menu bar (but not dragging into the workspace which invokes Mix/Replace).
This a result of the new "Multi-instancing default", and stated in the release notes. The option to change it back to the legacy builds, was not mentioned though. It is also in the normally hidden "Internal" menu.
- go to the 'Options' menu
- hold 'Shift' key and select 'Preferences'
- select the 'Internal' tab
- find "Force Single Instance behavior" (bottom of list or use search)
- change value from 'FALSE' to "TRUE"
- click 'Apply' and 'OK'
- Exit or restart SF>
I changed a few things for both SF 14 and 15 (It took some sets and resets and restarts to make everything consistent) and now I can get the behavior you saw in SF 14 and also SF 15. It seems that you must press Apply before OK to make them take. And system restarts seem to help.
The new version 10 enhances the interface with a more customizable workspace combining floating, dockable, and tabbed windows, and adds interactive tutorials to help get started with editing tasks. It expands editing with event-based editing to work on blocks in a single window, support for musical instrument files, and extensive additional tools and effects. Sony also has integrated disc-at-once CD burning into Sound Forge Pro to directly generate Red Book audio premasters for professional replication.
Sound Forge Pro 10 is available for around $375. The product also includes Sony Noise Reduction 2 for restoring damaged clips, Sony CD Architect 5.2 for professional Red Book Audio CD mastering, and the iZotope Mastering Effects Bundle 2 plug-ins. A trial download is available to experience Sound Forge Pro for yourself.
For more efficient processing, Sound Forge Pro supports low-latency ASIO drivers for real-time monitoring while recording from sound cards, multitasking to continue editing while background rendering, and a new RAM cache option to reserve memory for media files.
Sound Forge Pro obviously opens and saves audio files in a wide variety of common file formats. It also can extract clips directly from audio CD, including looking up information using Gracenote MusicID.
For working with Vegas or other video editors, Sound Forge Pro supports editing audio with video, importing common video formats, playing audio in sync with video, and exporting with video rendering options.
Each new audio file opens in its own data window, with extensive tools available to view and analyze the sound, including custom colors, channel meters, statistics, and a spectrum analysis window. It now also supports viewing and editing the metadata associated with audio files.
You can do basic cut and paste / drag and drop editing directly in the window, and more with the toolbars, and then turn to the menus to apply further processing: Insert synthesized sounds, Process clip formats (e.g., depth, EQ, normalize, resample), clean with Tools (noise reduction, click and crackle, restoration), and apply Effects (delay, reverb, pitch). The Plug-In Manager tool also organizes other non-Sony plug-ins under the FX Favorites menu.
Sound Forge Pro is for audio editing and mastering, including sound design, audio restoration, processing and effects, and even Red Book CD creation. Sound Forge Pro version 10 is a strong upgrade, with a more customizable interface, enhanced editing tools, and more included processing and effects plug-ins for higher quality audio editing.
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Summary: After a three-year wait, the venerable Sound Forge Pro pushes the knobs up to 11. It now offers one-touch recording, the ability to record multiple takes, interoperability with SpectraLayers Peo 2, and CALM-compatible metering. It's an excellent choice for professional-quality sound editing.
Target Applications: Audio editing, processing and mastering for a wide range of media projects, including music, video, CDs, DVDs, Blu-ray discs, online audio, advertising and corporate productions.
Having been a SF user since the Romans went walkabout and upgrading through the centuries, I stick with it. I daily use everything else editor wise too, but SF is my favourite baby. I have all versions up to SF10 including the MAC version, which is a nightmare to use compared to the relative simplicity of the PC version.
Strangely or not and I would be really interested to know if others feel the same, I still use SF7 more than 10 because it really is much simpler to use both icon and basic necessity elements we use everyday are there. SF5 with the MP2 plug-in was actually quite an excellent basic video editor.
So 10 came and I quite like it, but it takes forever to load.
Again, I thought 10 might be better and I wanted to see if Sony learned from their 8 and fancy 9 disaster. Also I was keen to see what the so-called multi -track elements which Sony contently mislead us with would offer. Of course it is really useless (I feel) and even complicated to use for any real benefit. However, the VST compatibility is so much smoother, if not a bit old fashioned; but it is good!
We want to do this as soon as possible but it will take a bit of time. It first requires content to be created by the community. Then, 343 needs to identify that content and work with the author(s) to make sure that content meets our functional requirements (works as expected, performs well, etc). Once the content has been finalized, we then need to add it to a playlist.
Any ideas of implementing an "import geo" type thing into Infinite, so we could create custom assets in Maya/Blender or whatever DCC we're using and be able to import them into infinite to use in forge?
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