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Animation F.A.Q (Last Updated: 2024 Jul 09 7:44 am)
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I think people have thought about this, not only for poser, but for many other applications. The entire 3d sound is more like a game engine implementation than anything else, so I don't know how it would work in Poser. On the other hand, the reason people don't put these features inside applications is because they assume users will render out the still images (frames) and then use a NLE application to edit, add sound, music, etc.
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In Poser 11 (or 12 etseq), are there any plans for audio in Poser animation?
A basic implementation of audio in Poser may start with merely an entry in the .CR2 file saying e.g. "add audio file c:mystuffcarhorn.wav starting at frame 546 at volume 120%"; a suitable Python script could automatically slide the car horn sound up and down the timeline along with all other events that happen around then. This would be much better than messing about keeping a separate developed audio file in step with the animation video.
More advancedly, the audio file (sound) could be parented to an object at a displacement in (x,y,z), to put e.g. a voice at a speaker's mouth or a gunshot at the gun's muzzle, with the x/y/zRotates and Scale and x/y/zScales saying how directional the noise it. A sound parented to the UNIVERSE could appear to come from the sky or be present everywhere outside, e.g. wind noise or distant traffic.
A sound could have a list of keyframes, e.g. a footstep sound parented to his left foot has a keyframe for every time the foot comes down on the ground.
More advancedly, the sounds could be ray-traced to a Poser microphone (like light is with Poser cameras), allowing for speed of sound, and distance from sound source to mocrophone, and materials having sound-reflectivity and sound-transparency and sound-diffusing etc. properties. Iincluding with two microphones to allow stereo sound in the resulting animation.