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a quite odd problem (OpenUTAU)

fridgeball

Momo's Minion
my UTAUS second VB, the dusty/low quality VB, does not like to function.
VOCALOID-TOPIC-Discuss-Scratch-03-26-2025_10_03_PM.png
at first it was a minor problem where the d sample didn't work. i first went to the vocaloid scratch topic for help.
eventually i checked the singers menu to see what the problem was, the d sample audio was apparently "missing" (likely corrupted)
VOCALOID-TOPIC-Discuss-Scratch-03-26-2025_10_07_PM.pngVOCALOID-TOPIC-Discuss-Scratch-03-26-2025_10_13_PM.png
i assumed the .wav got corrupted during the compression process, but then i figured the way to fix this was to do the compression steps over again for the one .wav file:
Bunnybean (me) said:
managed to get the .wav fixed!! just had to do the compression steps over again for just the d sample .wav, then replaced the corrupted .wav with the fixed one.
but when i decided to go and test the vb it HAPPENS AGAIN???
Failed to render

TIPS.exe failed to resample “m” at 3:0.245

System.AggregateException: One or more errors occurred. (TIPS.exe failed to resample “m” at 3:0.245) (TIPS.exe failed to resample “- d” at 0:2.420)
—> System.IO.InvalidDataException: TIPS.exe failed to resample “m” at 3:0.245
at OpenUtau.Classic.ClassicRenderer.<>c__DisplayClass8_0.<RenderInternal>b__1(ResamplerItem item) in C:\projects\openutau\OpenUtau.Core\Classic\ClassicRenderer.cs:line 76
at System.Threading.Tasks.Parallel.<>c__DisplayClass33_0`2.<ForEachWorker>b__0(Int32 i)
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
— End of stack trace from previous location —
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
— End of inner exception stack trace —
—> (Inner Exception #1) System.IO.InvalidDataException: TIPS.exe failed to resample “- d” at 0:2.420
at OpenUtau.Classic.ClassicRenderer.<>c__DisplayClass8_0.<RenderInternal>b__1(ResamplerItem item) in C:\projects\openutau\OpenUtau.Core\Classic\ClassicRenderer.cs:line 76
at System.Threading.Tasks.Parallel.<>c__DisplayClass33_0`2.<ForEachWorker>b__0(Int32 i)
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
— End of stack trace from previous location —
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()<—


0.1.529.0
what is going on
(i dunno if this'll help but the voicebank is a C+V voicebank btw! VB's with this type require a special pheomizer to work)
 

SaKe

Teto's Territory
People tend to have issues with Tips. Try another resampler.

Also, maybe biased advice, don't use vlabeller- it's better for labeling Diffsinger datasets, and every time I've tried to oto in it I got an error like that. Setparam just works better.
 
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fridgeball

Momo's Minion
Thread starter
People tend to have issues with Tips. Try another resampler.

Also, maybe biased advice, don't use vlabeller- it's better for labeling Diffsinger datasets, and every time I've tried to oto in it I got an error like that. Setparam just works better.
repaired all the files that had likely gotten corrupted, tried using it with worldline and it gave me this:
Failed to render

Unsupported audio file format.

System.AggregateException: One or more errors occurred. (Unsupported audio file format.)
---> System.Exception: Unsupported audio file format.
at OpenUtau.Core.Format.Wave.OpenFile(String filepath) in C:\projects\openutau\OpenUtau.Core\Format\Wave.cs:line 50
at OpenUtau.Core.Render.Worldline.SynthRequestWrapper..ctor(ResamplerItem item) in C:\projects\openutau\OpenUtau.Core\Render\Worldline.cs:line 245
at OpenUtau.Core.Render.Worldline.PhraseSynth.AddRequest(ResamplerItem item, Double posMs, Double skipMs, Double lengthMs, Double fadeInMs, Double fadeOutMs) in C:\projects\openutau\OpenUtau.Core\Render\Worldline.cs:line 348
at OpenUtau.Classic.WorldlineRenderer.<>c__DisplayClass8_0.<Render>b__0() in C:\projects\openutau\OpenUtau.Core\Classic\WorldlineRenderer.cs:line 80
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of inner exception stack trace ---

0.1.529.0
although all the samples are in .wav format still.
 

fridgeball

Momo's Minion
Thread starter
What did you record with? I might have a fix.
oremo.
if it helps, 1-3 samples seemingly just get corrupted when i try to play the track, so whenever a .wav or 3 corrupts i have to repair any broken file by doing what i did with all the original, high quality samples to make the low quality vb:
"convert all the original .wav files (the ones from the first initial bank) to .mp3s, lowered the bitrate and then converted all of the audio files back to .wav"
once i've done that with only the broken files, i replace the broken files with the fixed ones.
 

Halo

Icon by Wanpuccino @ DA
Administrator
Defender of Defoko
Just FYI, UTAU needs mono WAVs at 16bit 44.1khz sample rate.

Edit: Honestly, especially if you're going to be manually editing things like quality, probably best to just run the final edited file through kirawavtar or something similar to normalise them for UTAU
 
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fridgeball

Momo's Minion
Thread starter
Just FYI, UTAU needs mono WAVs at 16bit 44.1khz sample rate.

Edit: Honestly, especially if you're going to be manually editing things like quality, probably best to just run the final edited file through kirawavtar or something similar to normalise them for UTAU
downloaded kirawavtar, it opens just fine but it just crashes upon trying to combine or extract.
im gonna have to find a diff way to normalize all the audio.
 

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