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How does it work? The Audio Wave component allows you to synchronize an animated DarkTree to an audio source. This component is just like any of the Generator components, except the data for the generator comes from an audio file that is loaded into the component. It has all of the standard generator parameters, in addition to some specific parameters for filtering the audio data. The Frame Rate and Number of Frames parameters don't actually modify the texture at all. They are a simple calculator built into the component to help you synchronize an animated texture to an audio file. Simply enter the desired playback rate for the animated texture into the Frame Rate parameter, and the Number of Frames parameter will update to show you how many frames to render out for the animation. The Raw Data parameter chooses between raw waveform data and volume data. Raw waveform data starts at 50% and alternates between high and low values. This is similar to computer displays of recorded sound. When in this mode, the frequency is in tenths of a second. That is, when the frequency is set to 1.0, you will see 1/10th of a second of sound in the preview. Volume data starts at 0% when it is quiet and gets larger as the sound gets louder. It is a relatively slow changing signal, so the frequency is in seconds. The Filter Strength parameter sets how much to filter the data. Depending on how you are going to use the audio data, you might need to filter it heavily to avoid aliasing problems. Use the Right Channel and Mix Channels parameters to select how to process a stereo audio file. You can mix both channels together into one, or choose just the left or right channels. If the file isn't a stereo file, these parameters will be ghosted. |
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Darkling Simulations |