While shooting in a virtual production environment, audio helps the actor, director, and editor to confirm that the visual scene is in sync with the story. The advanced audio engine lets you add multiple audio tracks in the Story window, and play them back. In a take-based approach, a take is considered as the destination for an audio file to play. Therefore, you can assign only one audio file to a take.
With the advanced audio engine, you can:
The Broadcast Wave Format (BWF) is based on the Microsoft WAVE audio file format, to which the European Broadcasting Union (EBU) has added a Broadcast Audio Extension chunk. In addition to the audio data, a BWF file contains the metadata which is considered necessary for all broadcast applications. This audio format enables seamless exchange of audio material between different broadcast environments and between equipments based on different computer platforms.
See the MotionBuilder SDK Help.
See the Audio topic for more information.