Sound

Use audio to drive deformation or values.

Common Attributes +

File - drag in an audio file from the Asset Window

Equalizer - preview your sound file and isolate Frequency Bands. Use your cursor to remove/ add bands to be omitted/ included. The buttons to the right will select or deselect all bands.

Frequency Bands - set the number of bands to sample.

Volume Clipping - values that fall below this threshold will be ignored (represented by a red line in the equalizer).

Value Offset - add/ remove a value to the input.

Frame Offset - offset audio playback in the timeline.

Sub Steps - can be used to 'smooth' the sound signal. With a value of 0 Cavalry samples the audio file at each frame number. By adding sub steps Cavalry will sample more often. e.g. a value of 1 will sample at frames 0.5, 1 and 1.5 and create an average of those values.

Smoothing Frames - can be used to 'smooth' the sound signal. This will increase the number of frames to create a sample. e.g. a value of 2 will sample the current frame and the one before and average out those values.

Dragging an audio file directly from the Assets Window into the Project Window will create a Sound node using your audio file.

When using Sub Steps and Smoothing Frames expect a performance hit of (smoothingFrames+1)āˆ—subSteps(smoothingFrames+1)*subSteps

e.g. Smoothing Frames = 2 and Sub Steps = 4 will create a (2 + 1) * 4 = 12x time penalty on the node.

  • In order to hear audio in playback you'll need to enable Audio Playback in the settings at the bottom of the Viewport.

  • It is not currently possible to export audio.

  • Embedded audio (e.g. in a .mov) is not currently supported. Please see Assets Window for supported audio formats.

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