Audio

Power animation of points with an audio file. Audio supports uncompressed WAV and AIFF files. The sample rate is automatically detected.

Audio Node

Mode

Determines what part of the audio file is used to drive the animation. Spectrum uses its EQ frequencies while Average uses its average volume.

Output Mode

Determines the method used to apply the results to the animation. Normal adds the results to the incoming channel while Multiply applies the result as a factor.

Filename

Specifies the source audio file.

Position X, Position Y, Position Z

Specifies the amount of influence of the audio file on the points' translation. The value range is from the negative to the positive of the value entered.

Rotate X, Rotate Y, Rotate Z

Specifies the amount of influence of the audio file on the points' rotation. The value range is from the negative to the positive of the value entered.

Scale X, Scale Y, Scale Z

Specifies the amount of influence of the audio file on the points' scale. The value range is from the negative to the positive of the value entered.

Transformation Space

Determines whether to transform points relative to their shared World space or their individual Local spaces.

Frequency Graph

The frequency graph controls which frequencies are used to get results. The graph spans the size of your network so by identifying the bass, for example, you can draw a graph around it to isolate that frequency.

Graphic Equalizer

Middle-drag a MASH Points node here to visualize the effect of the Audio node. You can right-click to display or remove existing connections.

Max Bands

Determines the maximum number of frequencies that will be processed.

Filtering

Adds an IIR (Infinite Impulse Response) filter. The stronger the value, the less variation there will be between the lowest and highest amplitudes of the audio input.

Smoothing

Determines the number of frames to use for smoothing. MASH samples the specified number of frames of audio and averages them out.

Lower Threshold, Upper Threshold

Determines the minimum and maximum amplifier values (any input lower or higher than the threshold is ignored).

Strength

Strength
Fades the node's effect for all the points at the same time.
Random Strength
Smoothly fades the node's effect on all the points in a random order.
Step Strength
Turns the node's effect off one point at a time.
Strength Map
Determines the input file (2D texture, animated texture, etc) that controls the shape of this node's effect.
Map Projection Axis
Determines the axis along which the Strength Map is projected.
Map Helper
Displays the object being used to interactively place the Strength Map in the scene. You can right-click the field to create a new helper object (a plane) if none exists. You can also middle-drag a mesh into this field or right-click to connect a selected mesh. If a mesh is already connected, you can also right-click to break its connection or show it in the Outliner.
Note: For the best results, assign the same texture to both the Strength Map and the Map Helper (this automatically happens when creating a new helper object).

Time

Time

Displays the current frame.

Time Offset

Offsets the sound from the beginning of the timeline.

Time Step Average

Average volumes will be passed down the line. Default is on.

Advanced Options

Fourier Scaling
Determines the type of Fourier Scaling to apply to the audio input. Options include:
  • Normal: No scaling is applied
  • Sqrt: Exaggerates the audio input
  • Log: Exaggerates the audio input even more than Sqrt.
Output Frequency Attributes

Determines whether or not frequency values are output via the Eq Output attribute.

Out Volume Mode

Determines the value of the Out Volume attribute.

Volume

Displays the current Out Volume attribute value as determined by the Out Volume Mode.