Sound
Use audio to drive deformation or values.
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
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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