#sound sync.
28-Aug-94 17:32:53
Sb: #120748-#sound sync.
Fm: M. G. BATCHELOR 71532,1214
To: Digimation – David Avgik 72320,2042
David / ALL,
I've been very loosely following this thread, but since an IPAS developer such
as yourself has requested ideas (unusual in itself), I guess it's time to speak
up. I'm trying to type this as I think about it (in a hurry), but when I'm
done – if you or anyone else here would like to go into more specific details –
I'd be glad to provide them. I think the basic idea can be made more do-able,
but also needs to be expanded in other related ways:
First of all, there's obviously nothing new about any of this, it's been done
before, & the techniques go back about 3/4 century or so – using a sound
editor, mag tracks, wax pencils, stopwatches, metrenomes, bar sheets, &
exposure or "dope" sheets……and these techniques & materials work pretty
well. And of course anyone having created sound-synced animation without native
tools available, has done all of this manually with some of the above
materials, pencil & paper. The fundemental process of creating/adjusting
animation to the beat and/or various accents of a music track, or for
lip-syncing is well-established. Beats/accents is pretty quick & easy.
Analyzing & adjusting for speech-track syncing isn't so easy. Plus, almost no
notable feature animation is precisely matched to an audio sync track – ON
PURPOSE. A long time ago, folks at Disney determined that, for whatever reason,
the visual accent should lead the sound event, but varies with context.
The fundamental GUI layout therfore is pretty easy & should mimic those
materials & techniques historically used in feature cel animation. To try to
attemp to support all the audio h/w AND make a phonetic breakdown from a
composite audio signal is bound to be de-railing in nature wrt the
project…and really, unnecessary. Unless a discrete analog or MIDI track is
fed to the sampler, I imagine just extracting a reliable beat & accents would
be difficult…although I know it is being done.
What's REALLY needed is an all-encompassing interface template for visually
relating ALL elements of an animation to one another, with the ability to
easily adjust any parameter – INCLUDING a reference to audio tracks. This
ALONE, would greatly enhance 3DS's animation capabilities. This should consist
of a near full-screen dialog with additional pop-up dialogs, comprising an
adaptation of vertically/horizontally scrolling phonetic bar sheet &
beat/accent tracks at the top….followed by spline-graph controlled channels
for EVERY animatable parameter, including VP stuff if possible…..along with
text notation areas where appropriate & even thumbnail w/f's or renderings of
the scene/item at that frame coulmn entry. As I said, each animatable parameter
should be displayed as & controlled by a spline curve. I suppose Bezier would
be good as it's consistent with 3DS, the curve passes through the control
points, & it can be easily shaped interactively with familiar Bezier
adjustments.
NOW, this *could* have the first (top) channel read & display a sampled
composite or discrete waveform over time, which it would read from the output
of the sampling h/w & s/w. – if that would be helpful to some. Then followed by
the phonetic breakdown bar sheet channel which you can analyze & create
manually & plug in the data (text). Followed by beat/accent track that again,
you analyze manually and perhaps can be computer-assisted here with consistent
rhythms & accents. Of course, if it's not too much to ask some h/w / s/w combo
to analyze speech/music tracks for breakdown and insertion here – GREAT –
incorporate it. Or design hooks for reading this data at some future point in
time with an internal or external program.
Augmenting the interactive dialog, should be a full complement of
timeline/graph editing functions for inserting, moving, sliding, cutting,
pasting, adding, deleting single or ranges of frames….as well as controls
relating to the control curves. Also, the main dialog should contain a preview
viewport with at least a wireframe display capable of being driven manually, or
locked to a set frame/field rate. And there should be pointers to dynamically
point to the various channel displays over time – as the preview is running
under computer or manual control.
To top it all off, (and I know little about modern sound cards), if possible –
let the s/w sync with & trigger the audio playback in real-time or
proportionally-scaled near-real-time to accompany the preview. The PV can be
pre-calculated of course, if necessary. If this *IS* possible, don't worry
about supporting all of the sound hardware….pick a good one & the user will
just have to get it to use the system. If you or anyone can pull off this
control/display system, I don't think too many folks will squabble over having
to replace their card. And when considering the above description, especially
excluding the options, I really don't think this would be terribly difficult to
code. That's about it, without getting into all the fine details & specifics.
Regards,
BILL