CompuServe Thread

#sound sync.

30 messages in this thread
#120486From: ARA GREGORIANAug 26, 1994 3:14 PM
Hi Gary: Is it possible to trigger sound through boards like soundblaster from within 3ds using an ipas??!! I am talking to a few people for developing a "sound Sync" Ipas( you can see the string of messages in Ipas wishlist lib). No one i have talked to so far, really knows if it is possible to play music from within 3ds!! This is somewhat important for the functionality of the ipas, but if push comes to shove, it can do without! Please let me know what you think. Thanks ara
#120505From: Yost GroupAug 26, 1994 4:12 PM
You can basically do anything with your computer from inside of an IPAS routine that you can do from DOS. But I'm curious as to why you'd want to TRIGGER a sound card from within 3DS. Since 3DS isn't a real-time app, that doesn't make sense. I'd think you'd actually want to trigger 3DS (or make keys) from a sound source (either via amplitude, frequency, or midi data). – G
#120563From: ARA GREGORIANAug 26, 1994 11:02 PM
Yes, that is exactly what i had in mind! The Ipas will read a .wav file and will show a graph of the sound wave. At this point the user has the choice of either automatically (through setting tolorances) mark the peak points or a range of points of the wave file or can manually mark the needed points on the wave file. Each point or range can be given a name with a limited number of characters, say 10, (ex. "A" or "D"… or abriviate a certain event name like "explosion start" or "explosion range"…etc). The user also specifies a range of frames for which the sound is being analyzed. Once this is done, the Ipas will super impose the name of the wave points on the corisponding frame/ frames in the KF.(No marks for frames with no wave point) This will give a direct visual ref. to both music beat and/or a particular event in the music to which the user will adjust his/hers keyframing for perfect sync. This is the main application of the Ipas. If it can do this, then we are 80% there!! Where playing the music from 3ds becomes important is when you want to identify certain points in the music. The user will play the music through the ipas and watch a vertical bar pass over the wave, showing the particular point on the wave that corisponds to the sound being heard. The user with a click on a button in the ipas(lets say this button is called "mark") will automatically pick the point on the wave he was intrested in. At this point the ipas pauses and opens up a window allowing the user to name the point. Once the point is named the ipas resumes with the rest of the music/sound. So through realtime music play back one can manually mark and identify the needed points in the music!!! The second use for realtime sound playback which i think is also very interesting is as follows: Once the above procedure is complete and the keyframing is done, one can go back to the ipas and take a look at a preview. The Ipas will playback, in real time, the segment of the animation worked on and also play the music in sync with the segment!! This will allow double checking the motion with the sound in real time!!! The quality of the rendering for the preview is secondary. Ofcourse phong shaded smooth preview is the best! But wireframe will do just as good. I believe 3ds is capable of playing previews in real time given the window of the playback is not in full screen??!!!(a small 3x2in window will do). There it is, Thats the Ipas! It will both allow lip sync through point identification and music/sound sync through beat and range identification! I strongly believe this will be a very useful Ipas and i am sure there will be a great deal of demand for it. Unfortunatly I have Zero knowledge about programing with C and the Ipas kit, or i would have done it myself for sure. (i wish it was possible to learn these languages easly on partime base)! What do you think?! ara ara
#120623From: Yost GroupAug 27, 1994 10:34 AM
It sounds like you need to start taking C programming classes! (or make friends with an IPAS developer 🙂 Good luck! – G
#120708From: ARA GREGORIANAug 27, 1994 8:37 PM
I will try if it is practical for me to do that or i will hire someone! How difficult is learning c to a level to program Ipas for someone with my general background???: I have a Mech. engineering BS degree and an MBA. For the last twelve years i have been envolved in product development. I am really interested in your opinion of the parcticality of such undertaking (learning C) on part time bases?? Please let me know thanks ara
#120726From: Yost GroupAug 27, 1994 11:35 PM
It all depends upon how much of a gearhead you are. If you've got a proclivity towards building sand-castles in your mind, you can do it. It's best to find a local school and take an into-to-C course — that'll at least give you a first-hand feel for whether or not you want to go farther. – G
#120967From: ARA GREGORIANAug 29, 1994 6:49 PM
Gary: I am going to check UCLA extention courses for intro to c. I am for sure going to at least do the 1st course as you suggested. I will let you know how it goes. This is going to be exciting!!!! Should I order my ipas dev. kit now or wait until i have gone throught the 1st course??! Thanks Ara Thanks
#120994From: Yost GroupAug 29, 1994 10:13 PM
Actually, with the scripting language that comes with R4, you'll be able to write your own KXP routines without the IPAS SDK. So get started with that course at UCLA! Ahh… another gearhead in the making. – G
#121032From: ARA GREGORIANAug 30, 1994 1:17 AM
Right on!!!! Here i goooooo……. Ara
#120728From: John EllisAug 27, 1994 11:47 PM
Ara, the person to write to about IPAS and C programming is Jonas. I think with time and diligence you could master it. If you haven't had any programming experience you might want to consider taking C in a community college. Then you need to get MetaWare C and a Phar Lap bundle. The Developers library is continually growing with source code and of course there is a developer's kit to assist you. Definitely worth checking into if you have the time. John
#120968From: ARA GREGORIANAug 29, 1994 6:52 PM
I am going to take an extention course at UCLA for Intro to C. Thanks for the suggestion! This is going to be exciting Thanks Ara
#120983From: John EllisAug 29, 1994 8:49 PM
Ara, I envy you, UCLA has got excellent resources. I hope you really enjoy it. Programming can be a lot of fun, and the logic and syntax will help you with scripting in 3DS as well. John
#121030From: ARA GREGORIANAug 30, 1994 1:11 AM
Thanks a lot for the support. I hope programing will turn out to be fun for me as well. But i know developing an ipas concept is for sure going to be both fun and exciting. Thanks Ara
#120700From: Constance R. RothAug 27, 1994 8:18 PM
Fantastic idea, Ara! There is DEFINITELY a market out there…I'll be the 1st in line. Go for it! The only way I know of now is to dub in sound through an audio mixer when recording from computer to SVHS in real time. The obvious problem with this approach is that it has to be done again with each SVHS recording, and the timing has to be right or you've wasted a tape — not cheap. Maybe you can find an investment partner (a C programmer) to work with you on this venture…Good luck.:) Regards, Connie
#120705From: ARA GREGORIANAug 27, 1994 8:31 PM
Thanks I am going to give it my best shot. Wish me luck!! (:-( If i cant get it done, i am sure someone else will. So i think one way or another we will see something like this!! I hope I am first though. ara
#120748From: Digimation – David AvgikAug 28, 1994 8:49 AM
Hi Ara, Since we talked on the phone about this… and since it seems to be a popular idea… we here at Digimation are going to help you look into this sound idea. I've kinda wanted to look into this ever since I saw the Weldon Pond demo at the Alias boothe at Siggraph. So if you would like to help us bring this to market start by putting together an outrageous wish list of everything you would like it to do. Sketch out an interface and send it down to me. The timing could be good because of the Visual Keyframer we're designing now that we talked about. I can't promise anything at this point since we're deep into production of Bones and some other goodies but let's put our heads together. Anybody else out there, please feel free to chime in. Thanks. David – Digimation
#120784From: M. G. BATCHELORAug 28, 1994 5:32 PM
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
#120789From: alec jasonAug 28, 1994 6:10 PM
Bill, Get your duffle bag packed, son. After reading your suggestions on the sound sync project, I am going to get this project declared a National Emergency Software Development Program and you should be very quickly receiving orders from Washington sending you TDY down to Digimation. Get to work. Your country needs you. Alec Jason
#120802From: M. G. BATCHELORAug 28, 1994 7:49 PM
Please, let's keep the government out of it <g>. I've done all that I can do, other than get into specifics & details & testing….Can't program the thing. There's really nothing special or fancy or original about what I described, though. It's just the logical way to control an animated project. From what I've seen so far, it seems very do-able via IPAS with 3DS. Actually, I'm surprised it hasn't been done. Tempo and core 3DS stuff scratches the surface. Thanks a lot for the comments. BILL
#120810From: Constance R. RothAug 28, 1994 8:41 PM
Thanks, Bill! Another comprehensive and informative contribution. It goes in my files. Regards, Connie
#120829From: M. G. BATCHELORAug 28, 1994 10:05 PM
You're welcome. Thnak you for the compliment. BILL
#120809From: Constance R. RothAug 28, 1994 8:38 PM
Great! Connie
#120970From: ARA GREGORIANAug 29, 1994 7:08 PM
David: First let me thank you for the upgrade!! I just downloaded it and have not tried it yet. I will let you know how it goes. I will be more than happy to send you my ideas on the functionality and inteface of this Ipas. This is great!!! I am very excited about it!! I am going to take some courses at UCLA for programing in C right away. But i am sure it is going to be a while before i am good enough to write Ipas programs. So rather than trying to develope this concept on my own, i believe it is better for someone who is already involved in programing Ipas to give it a shot. In the meanwhile I would be more than happy to be involved at any level. It would be a start and a very helpful experiance for me. Once i am good enough in C, i will hopefully be able to develope some Ipas programs on my own. 🙂 I will send you the stuff this week and i am sure we will talk soon. Thanks and take care Ara
#121064From: SyndesisAug 30, 1994 8:52 AM
I don't think a simple amplitude display would be sufficient. Within other sound editors, is the amplitude display enough to find the beat?
#121220From: ARA GREGORIANAug 30, 1994 9:16 PM
John: I am no expert in digital sound, but I have been using windows based sound editors for simple sound editing functions and from what i have seen a lot can be extracted from a sound wave graph. I am sure that one does not need to reinvent the wheel for this Ipas. Simply by studing what has been done with some of the funkiest sound softwares out there, a lot of puzzzels can be solved. But there is one thing i am sure of; if the wave graph and realtime sound playback are combined and the ipas has the capability of marking the wave on the fly….. A lot of information can be extracted and marked by the user including beat and speach letters. It is the automatic non-user interactive mode of the ipas that is a little more complicated. Honestly, i belive that the manual mode is going to be the most useful mode of this Ipas. Most definitly someone with a good digital sound background is going to be needed to complete this project. Ara
#120568From: Gus GrubbaAug 26, 1994 11:15 PM
You would be better off leaving the communication with the hardware up to some other app. It would be too much trouble trying to support all different cards out there. Just record the audio segment using some Windows tool and save it out as wave or MIDI file depending what the source is. You would later load just the file and process within 3D Studio. Processing MIDI files is a piece of cake. Audio files, on the other hand, is a bit trickier. I've written some software in the past to analise radio spectrum (from a home brew radio interferometer) and it could be used for this type of analysis. The idea is to identify certain patterns and build a vocabulary of sorts. This is a huge database of Fourier equations. It takes quite a bit of time to process this data though. On the other hand, a much smaller sampling rate could be used for this purpose saving on the bandwidth. Food for thought!
#120980From: ARA GREGORIANAug 29, 1994 7:49 PM
Gus: In light of all the interest and input we have seen on this string of messages, I belive it is better that the Masters(like you) tackle this one first!! I am just about to begin taking cources in C and then comes Ipas developers kit! This should take a while. So for this one I will only get involved at the concept level! I agree that there is no need for this ipas to digitize the sound! My suggestion was that the ipas have the ability to read predigitized wav. or midi files and somehow give the user a visual referance to the wave graph for marking the key points. I also think it is important for this Ipas to have the ability to play back the digitized sound from within 3ds, again for referancing the key events in the music and sync previews!! Thanks a lot for the input and information. Ara (p.s. A while ago i sent you a message on two problems i was having with the PAR driver, I believe you wrote the driver. I never heard from you regarding this issue! If you never got the message, please let me know, i will send it to you again.) Thanks
#120992From: Mark YankeeAug 29, 1994 9:56 PM
Ara, << My suggestion was that the ipas have the ability to read predigitized wav. or midi files and somehow give the user a visual referance to the wave graph for marking the key points. >> wav. or midi? – I sure hope you mean wav and midi, right?? I don't think I could use the routine if wav support isn't included. Mark Yankee
#121031From: ARA GREGORIANAug 30, 1994 1:15 AM
Yes. For sure!!! This was a typing error. I meant (*.wav) files. sorry. Ara
#121118From: Mark YankeeAug 30, 1994 2:18 PM
Thanks for clearing that up Ara. Mark Yankee