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Tutorial: Using Speaker Objects in Blender 2.6

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Blender 2.6 has a new Audio element which can be very useful in animations as it plays audio files and the distance between camera and audiofile can determine the audio level automatically. For more info head to BlenderNerd.com.

For free audio samples also look at: FreeSound.org

22 Comments

  1. Nice. but I wish it could be more useful for simulations...for example sound changing according to the size and position of the surrounding walls and their material properties. Perhaps reverberation could be calculated by raytracing, and the results transcribed into parameters for a ladspa reverb plugin, or the like. High degree of specularity could imply bouncing sound, and the converse absorbing sound.  It does not seem far fetched, but then I am not a programmer... :p

    • it is possible, it is just a very complex and time consuming process so I
      think we should stick to getting the features we have now integrated
      and stabilised before we try anything really big :P

  2. Actually, I really like Jerry's idea. It could be raytracing based, only you would have to have separate options for sound absorption, etc...  all those wonderful sound properties.  I wouldn't do it based on light properties though, only because there could be a ton of accuracy loss.  Silk is really specular, but there is no way you're going to bounce much sound off it. This really sounds like only a re-purposing of BI and volumetrics.  Any takers?

  3. @f42d171f4ac23d3e769f2741d7c24ab8:disqus 
    What you're talking about is still being researched by universities that specialize in audio/visual technologies!

    • This take on the system would only have to be a nice approximation of how sound works, just to get a passable sound effect.  Blender Internal renderer works pretty much the same way. 

  4. Evil_moon_moose on

    is it possible to use it in the BGE? if so PERFECT!!! that will be amazing for adding in music in games or adding in little sounds :D

  5. When I saw this just one thing came to my mind !  Dam I can create a real Doppler Effect in animations.. ( You know changes in frequency vs Speed and distance from  sound emitter and  listener, in this case Speaker and Camera, animating the Speaker ! )

    Sadly it does not work... I don't think it should be too complex to incorporate the Doppler effect equation taking a vector speed and distance so the frequency can be shifted in time !  That would be realistic right?

    Anyways the effect of changing the volume is very cool so far, it really helps in creating more realistic scenes :)

  6. How does this work with the rendering process? If I render out to images and recombine them in the VSE afterwards, does the audio carry over in a way that it can be sequenced back in?

    • If you click MIXDOWN then the audio file "already processed" is saved. Then you load it into the VSE as you would normally do on any animation matching your image sequence...I don't know if that answers your question.

  7. Hey there is a Doppler value defaulted to 1,  right above the mixdown button for exporting the final audio. I do not get it to work properly when moving the audio source really fast, Does anyone have try it yet? Do you see changes in frequency?

  8. I tried particle emitter with speaker object as particles....wanted hear 100s of bullet sounds passing.
    Didn't succeed though!! That would have been cool.

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