on this page: boundaries | local sounds | URL | description | pitch | intensity | spatialize | stereo | recording | priority | trigger
Find it: Click its button on the Editors palette:
Use the Sound Editor to add sounds to your scene and set attributes such as the boundaries within which the sounds can be heard, their pitch and volume, and whether they are played continuously or played only once. If you assign a name to a sound clip, you can reuse the clip multiple times in your scene. The Trigger Creator lets you specify what event triggers the sound.
You can also import sounds directly into the file (with File > Import) or import them as inlined files (File > Import As Inline). See Importing Objects for more information.
The Sound Editor lets you specify the boundaries of two ellipsoids, which define the area in which the sound can be heard. The inner ellipsoid is defined by minFront and minBack, as shown in this diagram:
Within the inner ellipsoid, the sound is heard at full intensity. The maxFront and maxBack values define an outer ellipsoid. Sound attenuates linearly between the inner ellipsoid and the outer ellipsoid, becoming less intense as the distance from the sound's location increases. The sound is not heard outside the outer ellipse.
Use the Resize Range thumbwheel to scale the sound range values uniformly. If you use the thumbwheel to scale the default values (where minFront equals minBack and maxFront equals maxBack), the sound is omnidirectional. In this case, the sound range is spherical rather than elliptical; this is the most efficient range for browser playback.
Local sounds must be placed under a grouping node in the scene hierarchy. If the Create Local button is grayed out, you need to select the parent group for the object or create a parent group if one doesn't currently exist.
Press the "parent" up-arrow button to select the parent group, if there is one. If the Create Local button is still grayed out, choose Edit > Add Parent Group to create the parent group and enable the Create Local button.
The source file for the sound clip is specified in the URL field. The file can be in any format supported by the 6.2 Audio Library (.wav, .aiff, .aifc, .au). It can also be a movie format that supports sound (such as MPEG1-Systems).
The description is displayed by the browser. If sounds are turned off, the browser might display this text at the time the sound would be played.
Pitch specifies how fast the sound should be played. A value of 1 indicates normal pitch and speed. A value of 2 indicates to play the sound twice its normal speed; this results in a pitch one octave higher than normal. A value of .5 plays the sound one octave lower than normal.
The intensity value adjusts the volume of the sound. 0 equals silence. 1 is full volume. For additional amplification, use the Outline Editor to specify a value greater than 1.
The Spatialize check box indicates whether the browser should position the sound from left to right. If Spatialize is on (the default), the browser positions the sound from left to right. Spatialized sounds should always be monaural (one channel).
If Spatialize is off, the sound plays at equal volume in both stereo channels. Stereo sounds will play with their normal stereo separation and balance.
To create an ambient sound, turn Spatialize off and then set the Min and Max ranges to encompass your entire world.
Do not use stereo sources for sounds that will be spatialized. Use stereo sources only when you are truly interested in obtaining an ambient stereo effect. Stereo sounds require twice the bandwidth of monaural sounds.
For best performance, record your sound using a sample rate of 22.05 Hz. (This is half the sample rate of a standard CD.) Use the same sample rate for all sounds in your scene. Use the MediaConvert utility to convert existing sounds to the appropriate sample rate and number of channels.
The option menu offers four choices for Priority:
If the browser can't play all of the currently active sounds, it plays as many sounds as it can, starting with the sounds with the highest priority.
Use the Create Trigger button to specify which kind of event triggers the sound. Common choices are playing the sound when the user clicks an object (Touch Sensor); triggering the sound when the user bumps into an object (Collision Node); playing the sound when the user first enters the scene (World Entry Script); playing the sound when the user approaches a certain spot in the scene (Proximity Sensor) .
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