Microsoft Knowledge Base

How To Use Sound with Images In Softimage 3D

Last reviewed: September 17, 1996
Article ID: Q156024
The information in this article applies to:
  • Softimage 3D for IRIX, version 3.5

SUMMARY

The DDSound and Splound methods can be used with sound files in Softimage 3D. Both of these methods are described below.

DDSound Method

The DDSound function connects a stereo sound file to an animated object and creates a new sound file that produces a virtual 3D sound effect. As the camera and object move, the DDSound effect increases and decreases the volume in relation to the distance between the moving object and the moving camera. The sound acquires a perceptible depth and gives you a sense of movement.

In the following procedure, you assign stereo sound to an animated object using the DDSound function:

  1. Create a scene with a moving object and an animated camera movement, (for the DDSound function to work, both the object and the camera must be animated).

  2. Create a null using Get->Primitive->Null.

  3. From the Motion module, choose Constraint->Position to constrain the null to the camera.

  4. Choose Get->Primitive->Null again and constrain the null to the camera s interest.

  5. Choose the Effects->DDSound function. In the DDSound dialog box, select your .aiff input file. Specify a name for the .aiff output file (the file that is created when you play the animation).

  6. You can accept the default parameter values or set them as desired.

  7. Pick the null attached to the camera.

  8. Pick the null attached to the camera s interest.

  9. Pick the moving object to receive the input sound file.

  10. Play the animation.

Splound Method

The Splound effect allows you to synchronize the motion of an animated scene with an .aiff sound file. The Splound effect generates a linear curve that reflects the files amplitude curve, which is then synchronized with the time line. When the animation is played, the sound file also plays and the sound amplitude curve indicates the amplitude of the audio at every frame. You can edit the scene manually to match the amplitude of the sound with the movement of the objects in the scene.

In this procedure, you assign stereo sound to an animated object using the Splound effect.

  1. When your scene is ready, record a sound and save it in the .aiff format.

  2. Create a null object using the Get->Primitive->Null command.

  3. From the Motion module, choose Effects->Splound. In the Splound dialog box, select your .aiff input file, set the parameters as desired and click Ok.

  4. Pick the null.

  5. Play the sound file to view the amplitude of the sound at each frame.

  6. Assign key shapes to character(s) or object(s) to match the different sounds in the sound file.

REFERENCES

 Softimage 3D Reference Guide: A to H, Interface,  pages 563-565
(Effects->DDSound) and pages 632-634 (Effects->Splound).

If you have any questions concerning the information contained in this article, contact support@softimage.com by email.

NOTE: Softimage Inc. is a wholly owned subsidiary of Microsoft Corporation.


KBCategory: kbgraphic kbhowto
KBSubcategory: si si3d si3dmot
Additional reference words: 3.50



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Last reviewed: September 17, 1996
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