Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Pages: 1 2 3 [4]

Author Topic: Sound in Anim8or  (Read 61153 times)

Kevin Gales

  • Full Member
  • ***
  • Posts: 133
    • View Profile
Re: Sound in Anim8or
« Reply #45 on: May 24, 2020, 05:20:51 am »

Sound doesn't play when scrubbing. I'm not sure how to do that. I can only play sound at a fixed rate, and not in reverse. I also don't know how it should work.
Well most music players have it...it is useful when lipsyncing or just syncing audio with video...
you will notice how difficult it gets to lipsync without scrubbing

I hope you find a way around that...😀🌟
Logged

johnar

  • Hero Member
  • *****
  • Posts: 1025
  • Make it, Move it--Give it Life
    • View Profile
    • youtube vids
Re: Sound in Anim8or
« Reply #46 on: May 24, 2020, 09:40:04 am »

thecolclough
Quote
for those agitating for multiple tracks... you could pre-compile your audio into one .wav file, using Audacity for example.  that way you could have as many different overlapping sounds as you want without needing multiple tracks within Anim8or.

 Not actually agitating for multiple tracks, just saying that 'one' more track would be a very handy addition.
 True about pre-mixing a sound track and then animating to it, but also don't forget about the films that bring in the 'voiceover and sound effect crew', after the fact,  adding voices and sounds to already existing film.
  Not all workflows are the same.
  I was, also, more thinking of anim8ors capabilities to make a 'finished product' filmclip  without needing any type of outside video or audio software.
  One track is fine.  You add a .wav voice file and lypsync/animate to it. He jumps from standing on a chair and lands on the ground. You add a short 'thud' .wav file to the same track 'after' the speech file. Thats all well and good. But what if he was bouncing a ball through the whole thing, or you just needed some background music. Not possible without external software. (pre-editing or post-editing)
 A 2nd track, however, gives you all those extra 'possibillities' within anim8or.

 Like i've said, just a 'basic' 2nd track, and only worthwhile if its not opening a can of worms.
(audacity is pretty cool, btw)

 steve
Re 'scrubbing' the audio. Thought that could be a tricky one.
 
But here's a crazy thought from the outfield.
 (warning! 'crazy thought' possible  side effects could include mild to severe irratation and/or headaches.)

 If you can
Quote
only play sound at a fixed rate,
could that fixed rate be determined by two 'selected' frames.?
 I mean, at pesent, a 'selection' of frames will play when you hit 'play'
 So, Could, eg, the arrow key, be used to 'play' two frames at each push. The frame selected and the adjoining 'forward' frame. (selected automatically).
 Not actually 'scrubbing', as such, but .... accomplishing much the same thing.
 (end of crazy thought)
 
 Another 'aide' i've used in Magpie is 'selecting a portion of audio and hitting 'zoom' That's handy for a closer look at the .wav file, but i have no idea of the 'worm' potential in 'zooming in on selection'.

 At the end of the day, when it comes to lyp-syncing, people should try to choose/create the voice file which is the clearist waveform possible. Life is so much easier when sound files are clear and 'succinct'.  

 
     
« Last Edit: May 26, 2020, 06:49:40 am by johnar »
Logged
%

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Re: Sound in Anim8or
« Reply #47 on: September 08, 2020, 08:57:47 am »

In build 1393 rendered videos now include all .WAV sounds. You can specify the projects Sound Spec in the Scene->Properties->Sound dialog which defaults to the first sound that you add. Any sound that has a different sample rate, number of chanels (stereo/mono) or bits per sample will be converted to match the spund spec. Note: I'm using a primitive filter to convert sample rates, which I will be improving. So you might notice a slight degradation in sould quality for some conversions.
« Last Edit: September 08, 2020, 08:59:45 am by Steve »
Logged

ianross

  • Sr. Member
  • ****
  • Posts: 251
  • Imagination is the elixir of life.
    • View Profile
    • https://www.tradebit.com/filedetail.php/164976574-part-1-anim8or-tutor-course
Re: Sound in Anim8or
« Reply #48 on: September 09, 2020, 06:12:49 am »

Thank you Steve.
Logged

johnar

  • Hero Member
  • *****
  • Posts: 1025
  • Make it, Move it--Give it Life
    • View Profile
    • youtube vids
Re: Sound in Anim8or
« Reply #49 on: September 09, 2020, 07:05:58 am »

Well done steve
 Can't wait to try it out.
 Thank you.
 Will post some feedback after giving it a go.
 Congrats on getting your head around the programming nuances of sound files.
Logged
%

johnar

  • Hero Member
  • *****
  • Posts: 1025
  • Make it, Move it--Give it Life
    • View Profile
    • youtube vids
Re: Sound in Anim8or
« Reply #50 on: September 30, 2020, 07:45:29 am »

 Hi steve
 Have been really busy of late. Sorry i haven't had a chance to try 1393 yet.
 Thanks for all your work, and keep well.
Logged
%

dob

  • Newbie
  • *
  • Posts: 2
  • "It's called Super Lounging Music!"
    • View Profile
    • Planet DOB Wiki
Re: Sound in Anim8or
« Reply #51 on: October 07, 2020, 08:10:24 pm »

Thank you, Steve! Looks like I picked the perfect time to start learning 3D animation! I've previously used Anim8or (since 2009) to make models for pictures, but not much else. In the past few months I've been using it to make basic animations and it's been so much fun! I'll be sure to let you know if I run into any bugs.
Logged
Pages: 1 2 3 [4]