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[Closed] Scripting simple AUDIO

I have not had any experience with scripting…
Have wandered through links, but I can’t seem to find much on AUDIO for 3ds max 6.

I would think the very ‘basic’ (as in fundamental rather than simple) function of associating a sound clip to an object to generate L – R balance with respect to the camera, would be very useful…

How do others achieve this? does everyone simply use Foley or such plugins? are there other tricks, methods?

4 Replies

Audio is usually done separately and then edited in in post. Apart from plugins such as the one you mentioned, I don’t think there’s a way to do it directly in Max even with scripting.

RH

thx for the answer… I had thought as much, but what I don’t get is the following, best inlustrated in an example:

I have a buzzing bee flying from one side of the screen to the other, towards and away from the camera…

How does one match the L – R balance and intensity of the buzzing later, when one only has the images to go by?

I might post this question on the general forum, as presumably maya, LW etc all have the same limiation…

Hi,

Been thinking about how to make sound a little more advanced, but i haven’t tested it yet(not sure how to).

Okay here goes: if it’s possible to position/move the (one and only) soundtrack differently on a speciffic frame – it would be possible to deside what part of the soundtrack would be played within speciffic frames, meaning that you could reuse the same little part of the soundtrack or jump to a later part of the track.

If this is possible, then you can have one soundtrack of different sounds all together and only play the part of the soundtrack you need at a specific frame.

ex.
frame 1-50: Explosion
frame 50-100: Scream
frame 100-150: Footsteps
frame 151: End

So if you want to play the scream at timelineframe 200, then at timelineframe 200 a script could move to and play from the soundtrack frame 50 until soundtrackframe 100 is played and the script would move the soundtrack to soundtrackframe 151 and the sound would stop(without playing the footsteps too).

So if this is possible the next challenge would be to import different single sounds and save them all together in new a string of one wav and also save info on what frames wich sounds starts and stops. This way all the different sounds could be merged into one file/wav and only one soundtrack would have to be loaded.

And with that soundtrack loaded and with the info loaded – the soundtrack could be moved at speciffic frames to play speciffic sounds(with a script).

In order to do this i guess some more advanced scripting skills than mine are needed. Anyone up for the challenge?

Greetings,
Zacky

I guess the first few questions are:

  1. can the sound track in max be made to load frame-range specific clips…

  2. can these clips be merged / exported / incorporated into the render?

if this can be achieved then scripting L – R balance should be relatively easy…

anyone have any guidance for us?

(how do others achieve this in ‘post production’ with std audio tools…?)