In this tutorial, you add audio files to Track View, then in the Dope Sheet Editor, use ProSound to synchronize the sounds with the animation.
The scene shows a World War One airfield somewhere in the north of France. A biplane is poised for takeoff, but it has no sound. Your task is to take a group of four .wav files and assemble them so that they play back as the plane rolls down the runway and takes to the sky.
In this tutorial, you will learn how to:
Skill level: Beginner
Time to complete: 20 minutes
You will start by adding a number of audio files to your scene. Next, you’ll display the files as clips on the Dope Sheet track editor and adjust their sequencing to fine-tune the audio playback.
Set up the lesson:
Add sound files to your scene:
3ds Max opens the ProSound dialog.
The Open dialog automatically opens to the \sounds folder in your active project folder. If the sound files flyby.wav, inflight.wav, start_engine.wav, and takeoff.wav are not there, navigate to the folder where you saved your ProSound tutorial scene files.
The files display as a list in the Input Files group. While it is not mandatory, it can be helpful to place the files in the order in which their sounds are heard in the sound track.
The File Details group also contains options that let you control how the file plays back in the scene. You can, for example, loop the file so it repeats a specified number of times, or enter the first and last frame on which the sound is played. The Active option lets you include or exclude the sound file in the playback.
In this tutorial, however, you will set these and other file playback parameters in a more visual way by using the Dope Sheet.
View the sound tracks in the Dope Sheet:
A waveform is an image that represents an audio signal, showing changes in amplitude over time. Soft sounds, like footsteps, produce a narrow pattern, whereas sharp sounds, like the scrape of a chair leg, show a wider pattern. Waveforms help you visualize the events in an audio recording.
The Master Waveform track provides a visual compilation of all tracks.
The first, second, and fourth sound tracks were recorded in mono and show a single waveform. The third sound track, flyby.wav, was recorded in stereo and displays two waveforms, one for its left and another for its right channel.
The segments overlap and produce a jumbled sound. You need to adjust the timing so each plays back at a more logical place in the animation.
Stop the playback.
Synchronize the audio with the animation:
You need to reposition the start_engine segment to coincide with the part in the scene animation where the biplane propeller starts to turn.
The plane starts to move down the runway at frame 160. This is where you want to place the start of the takeoff.wav audio segment.
As the plane begins to taxi down the runway it would be a good idea to prolong the start_engine audio segment, to simulate a sputtering takeoff.
You could prolong the segment by going back to the ProSound dialog and in the File Details group, set Loops to repeat the segment as many times as needed. The next step shows you a different method.
As you drag, the audio segment is repeated. You can drag for as many repetitions, or loops, as you like.
The end of each repetition is indicated by a vertical bar.
The waveform should peak at or around frame 435, when the biplane passes directly overhead.
Try scrubbing sounds in reverse:
By default, the audio plays forward as you play the animation forward: There is no audio when you scrub animation in reverse.
Now you can hear all audio in the scene play in reverse.
Save your work:
You can compare your work with a finished version of the scene by opening prosound_completed.max .
To see an airplane animation with sound, play this movie:
In this tutorial, you learned how to add multiple audio files to your scene and mix them in the Dope Sheet editor for playback during an animation.