For convenience later on, I'll add a Value node, which you can connect to the emission strength or any other input.
Set a key on the property, which you want to be "animated" by the sound wave.
In the graph editor, execute Bake Sound to F-Curves.
Adjust the resulting F-Curve with an Envelope modifier, mapping the output from 1 to 10. Or map the input from ...
In blenders preferences under system you have a few options for the software used for sound, this may help playing sound from blender's VSE.
For the output video you need to check that you have selected an audio codec in the encoding options.
While this is a harmless error, this is how you can fix it:
Open user preferences with
Ctrl+Alt+U and go to the System tab
In the sound settings below, change the sample rate to 48000 kHz and
save user settings
I had so much fun re-creating this effect that I ended up doing it twice. You can see the final results (with sound) here.
Unfortunately a step-by-step guide to creating exactly what I made would be a bit long for an answer, so instead I'll summarize the process, with lots of links to other more specific answers.
The basic idea is this:
Create an empty (⇧ ...
Say with a Plane object selected, you bake a sound file to its location keyframes.
>>> obj = bpy.data.objects['Plane']
You can bake sounds to fcurves:
Insert a keyframe (I) on the transform channel you want to be controlled by the sound (e.g. Z scale).
In the Graph editor, press Key > Bake sound to fcurves and navigate to a sound file. Optionally change the import settings at the bottom of the tool shelf in the file manager:
Now that channel will change ...
By short animated film I assume it is story driven and that there might be dialog.
The process is this:
write the script (with dialogue)
create storyboard, mood, concept art
record dialogue with video reference of that performance
select Temp music based on script and mood
animate based on script, storyboard, dialogue audio, temp music
compose real music ...
When you have one or multiple Sound strips you can check Draw Waveform in the Strips Sound Properties (on the right, open VSE's Properties Panel pressing the N key) per Strip.
When you want to set the behaviour for all Strips you can do so since the work on the gooseberry branch. They introduced this Feature there directly in the VSE's Menu Bar, but later ...
I can think of a couple possibilities:
Your audio track is muted in the VSESelect the track hit n deselect the 'eye' button
Your sequence is no longer pointing to the audio file because you've moved it or the blendrepath the file using the 'file location' tool button shown in the above image
Your scene volume is set to 0 goto the Scene tab in the ...
You could play a MP3 file using the aud module
sound = aud.Factory.file(pathToMP3 )
device = aud.device()
handle = device.play(sound)
# omit this to play full sound file
Alternatively you could launch any external application as described here: Run an external application with the bge
I would write a python script to keep track of the object's velocity. When the velocity suddenly decreases (on collision) I would play the sound, setting its volume based on how big the deceleration was.
This is super easy & Fun:
in the 3D viewport Add >> Mesh >> Sphere.
With the Sphere selected hit I >> Scale.
Split your 3D view and in the next view goto the Graph Editor.
on the menu bar: Key >> Bake Sound to F-Curves.
Browse to your song.
Select it, and click "Bake Song to F-Curves".
Hit play on the timeline and watch your sphere bump.
Can use the mixdown operator to create an "audio render" of the scene.
Mixdown is next to the render animation button in the latest versions of Blender (There once was a mixdown button on the audio panel)
Otherwise go to the python console and type in
to call the operator as if a button was pressed.
Select a ...
To enable the sound in my Video Sequencing Editor, I had to change the system setting for audio device from OpenAL to SDL. Doing this seemed to jar loose the sound so that it would play. I was even able to change the setting back to OpenAL and the sound continued to be enabled. Strange, huh? The sound works fine now.
Go to File> User Preferences> System> ...
The issue was that in setting up the custom property 'Sound'. In the video, the tutor enters '0.0' into the Property Value. I didn't notice the decimal and entered '0', thus switching the property to 'integer' instead of the desired 'float'.
I removed the keyframes from the Sound property, edited the Property Value to '0.0', added a keyframe and reimported ...
Ok I found the problem and the solution.
As the link I posted in the edited question suggested, the problem was some twisted setup, the last update should have messed something.
What I have done has been.
First I moved my $HOME/.pulse to $HOME/.pulse_old to start with a new setup.
I launched pavucontrol
Switched to setup tab.
Select my sound output device....
The GxAV addon was last updated on GitHub three years ago.
I didn't test it but I think the addon is broken in the current blender version.
In this case you could try to use an old version of blender.
Older Versions are available here: https://www.blender.org/features/releases/
In your case i would try 2.70 to 2.72
If you don't want to downgrade or can't. I ...
There is active research happening in this field currently and Stanford is in the forefront of this research. They presented their work at SIGGRAPH, 2018. I hope soon it can be integrated to Blenderv2.8. Check out their work on the same -
Paper - https://graphics.stanford.edu/projects/wavesolver/
Video Explanation - https://www.youtube.com/watch?v=...
Blender has a Video Sequence Editor which allows very simple editing of an audio clip such as cutting and volume adjustment. Audio clips can then be placed in sync with a video clip to then be encoded together into a final file.
All other audio editing or generating needs to be done in other applications such as LMMS, Garage Band, FL Studio or Audacity ...
The reason that does not work is because of how the keyboard sensor works, it essentially is stopping and restarting the sound.
What you need to do is have a game property (A boolean set to true). The keyboard sensor is plugged into a Property actuator set to Toggle.
It is then that property that controls the sound actuator. Add a Property sensor, set its ...
So here's the trick : Blender internally use relative paths but provides a function to convert it to 'absolute'.
In my case, I just had to add the line :
absolute_path = bpy.path.abspath(s.file_path)
Thanks again Simon