You will start by adding
a number of audio files to your scene. Next, you’ll display the
files as clips on the Dope Sheet track editor and adjust their sequencing
to fine-tune the audio playback.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to
the animation\prosound folder,
and open prosound_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
Add sound files to your scene:
- On the main toolbar, click (Curve Editor (Open)).
- In the Curve Editor controller window,
click the Sound track to highlight it.
- Right-click and from the quad menu, choose
Properties.
- In the ProSound dialog Input Files group, click Add.
The Open dialog automatically
opens to the \sounds folder
in your active project folder. If the sound files flyby.wav, inflight.wav, start_engine.wav, and takeoff.wav are not there, navigate
to the folder where you saved your ProSound tutorial scene files.
- Highlight the flyby.wav, inflight.wav, start_engine.wav, and takeoff.wav sound files, in any
order, then click Open.
The files display as
a list in the Input Files group. While it is not mandatory, it can
be helpful to place the files in the order in which their sounds
are heard in the sound track.
- From the Input Files group sound files
list, highlight start_engine.wav and
click Move Up as many times as needed to place the file at the top
of the list.
- Highlight takeoff.wav and
click Move Up until it displays just below start_engine.wav. Use Move Up to
place the flyby.wav next
in the list.
- Highlight a file in the list and in the
File Details group, click the Play button to hear how it sounds.
The File Details group
also contains options that let you control how the file plays back
in the scene. You can, for example, loop the file so it repeats
a specified number of times, or enter the first and last frame on which
the sound is played. The Active option lets you include or exclude the
sound file in the playback.
In this tutorial, however,
you will set these and other file playback parameters in a more
visual way by using the Dope Sheet.
- Close the ProSound dialog.
View the sound tracks in the Curve Editor
and Dope Sheet:
- On the Curve Editor track view hierarchy, expand the Sound track to
display the master track as well as four additional tracks, each
of which represent the sound files you loaded into the scene.
- Expand each track. Each
time you do so, highlight the track’s Waveform component to display
it.
A waveform is an image
that represents an audio signal, showing a change in amplitude over
time. Soft sounds, like footsteps, produce a narrow pattern, whereas
sharp sounds, like the scrape of a chair leg, show a wider pattern.
Waveforms help you visualize the events in an audio recording.
Notice how only one track
waveform is visible at a time in the Curve Editor. (The master track
waveform provides a visual compilation of all tracks.)
In this tutorial, it
would be helpful to view all the waveforms together, so you can
better adjust the timing of their audio segments. You can view multiple
waveforms from the Dope Sheet.
- On the Curve Editor menu, choose Modes Dope Sheet.
- Collapse the master track to view just
the waveforms and volume components of the four individual sound
tracks.
The first, second, and
fourth sound tracks were recorded in mono and show a single waveform.
The third sound track, flyby.wav,
was recorded in stereo and displays two waveforms, one for its left
and another for its right channel.
- Play the animation to hear
the sound files.
The segments overlap
and produce a jumbled sound. You need to adjust the timing so each
plays back at a more logical place in the animation.
Stop the playback.
Synchronize the audio with the animation:
- On the Dope Sheet toolbar, click (Edit Ranges).
- Click the start_engine.wav range
bar and move it left and right to see how you can reposition the
audio segment anywhere on the timeline.
You need to reposition
the start_engine segment to coincide with the part in the scene
animation where the biplane propeller starts to turn.
- Move the Dope Sheet window until the
Camera01 viewport is visible.
- Drag the time slider until you see the
propeller start to pick up speed, which is around frame 50.
- Click the start_engine.wav range
bar and drag it until the segment waveform is positioned at the
vertical blue lines, which indicate the current frame.
- For now, concentrate on just the start_engine.wav track by selecting
the other track range bars in the Dope Sheet and moving them to
the right, past frame 200.
TipAlternatively, you
could temporarily mute the sound tracks in Track View by selecting
their file names in the ProSound dialog and turning off the Active
check box, as described in the previous procedure.
Scrub the
animation.
The plane starts to move
down the runway at frame 160. This is where you want to place the
start of the takeoff.wav audio
segment.
- Click the takeoff.wav range
bar and drag it until the segment waveform starts at frame 160.
As the plane begins to
taxi down the runway it would be a good idea to prolong the start_engine
audio segment, to simulate a sputtering takeoff.
You could prolong the
segment by going back to the ProSound dialog and in the File Details
group, set Loops to repeat the segment as many times as needed.
The next step shows you a different method.
- On the Dope Sheet, click the right end
point of the start_engine.wav range
bar and drag to the right.
As you drag, the audio
segment is repeated. You can drag for as many repetitions, or loops,
as you like.
The end of each repetition
is indicated by a vertical bar, as shown in the next illustration.
- Continue dragging until the segment is
repeated just once.
- Move the Dope Sheet window until the
Camera04 viewport is visible.
- Scrub the animation again until, at around
frame 405, you see the wheels of the biplane lift off from the ground.
- On the Dope Sheet editor, drag the flyby.wav range bar until the segment
waveforms start at frame 405.
- Scrub the animation again.
The waveform should peak
at or around frame 435, when the biplane passes directly overhead.
- On the Dope Sheet, reposition the inflight.wav range bar so that
the waveform fades out at the end of the animation, as shown in
the next illustration.
- Replay the animation to
hear how all the audio segments fit together.
Try scrubbing sounds in reverse:
By default, the audio
plays forward as you play the animation forward: There is no audio
when you scrub animation in reverse.
- To hear the audio in reverse when scrubbing,
highlight, then right-click the Sound track in the Curve Editor
or Dope Sheet and from the quad menu choose Properties. In the ProSound
dialog Playback
group, turn on Permit Backwards Scrubbing.
- Try scrubbing the animation back and
forth.
Now you can hear all
audio in the scene play in reverse.
Save your work:
Summary
In this tutorial, you
learned how to add multiple audio files to your scene and mix them
in the Dope Sheet editor for playback during an animation.