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Maxunderground news unavailable

Any way to improve on Audio controllers?
show user profile  Discord
is there any way, maybe through reaction manager, using a dummy, or other methods to smooth out the generally spastic reactions you usually get out of the audio controller? I mention reaction manager because I see settings for thing like influence and falloff (which should be built into that damn audio controller). I'm still quite novice with a lot of this stuff so any tips would be appreciated.

Basically I'd like to for a lot of different things be able to either smooth out the reaction to the audio controlled objects, or even better would be to get it to hold onto peaks and glide down the values more than just the jittery stuff it usually produces.

classic examples would be to look at any kind of multiband spectral analyzer and see the way the peaks are highlighted and held before coasting down unless peaked again. I'm fine with cutting up my own audio as far as frequencies, but to get nice smooth transitions is not something I can so easily do for longer audio tracks
read 453 times
2/11/2012 7:25:48 PM (last edit: 2/11/2012 7:25:48 PM)
show user profile  DannyMax
not sure if this will be any help to you but I wrote a script to work with audio, the FFT filtering is done by a small command line program that the script runs. there's a lot more that could be done with it but I just dont have the time , anyway it maybe some help :)
http://www.scriptspot.com/3ds-max/scripts/fftmax

edit; the other thing you could do is resample your audio file down to 8k or lower and set the over sampling in max right up to max , this will smooth out the output.





read 433 times
2/12/2012 1:56:23 PM (last edit: 2/12/2012 1:58:03 PM)
show user profile  Discord
After experimenting for a few days I think I have at least a decent solution. I'd love something like this in a script to do it all in one shot, but I really don't know anything about max scripting.

This method is something I'm playing with to get smoother output on control over things like particle generation, etc, but you can have the outputs control whatever with some referencing. It's a little convoluted, but really doesn't take all that long.

Basic method to smooth out all this jittery stuff you usually get from audio files without having to get heavily into editing audio tracks and without trying to guess things based on bpm, etc...


1. make sure the frame rate is set up well for this, experiment with the best settings for you, but I start with 30 FPS.

2. set the track length to fully cover the length of your audio file.

3. do the standard AudioFloat thing on a prim. for easy visualization I suggest you just do a Z Position AudioFloat. I've had good luck in this process so far with these settings:
Absolute Value: On
Threshold: 0.0
Oversampling: 1000
Min: 0.0
Max: 50
Channel: Mix

4. Drop the frame rate in the Time Configuration down to something low, like 10-12 fps.

5. Go to the Trajectories Button on the Motion Tab.

6. Set the start time and end time for the span of your animation (length of the audio file)

7. Set the Samples to the same as the total number of frames

8. Click Convert To.

9. Set your frame rate in the Time Configuration back to whatever your project is

10. Make a dummy object / point reference / whatever

11. Go into the Animation menu > Position Control > Path Constraint

12. Assign it to the newly created spline produced above. Turn off Constant Velocity. make sure the % along path is animated to the proper length for your audio file (I tend to have tracks, even if mostly silent, that run the full length of the animation, so it's easy for me to just have these trajectories run the full length of what I'm doing).

You now have a much smoother transition, catching most of the peaks accurately for your audio file, without all the crazy jitter that higher frequencies can produce. Some people have suggested things like using a low pass filter on the audio to smooth it out, but this doesn't often work well because there can be modulation to a sound that isn't anywhere near as high a frequency as what a LPF would remove that still causes objects animated strictly to amplitude to look very jittery.
read 420 times
2/12/2012 5:48:31 PM (last edit: 2/12/2012 5:48:31 PM)
show user profile  DannyMax
why do all that when resampling the audio file to a much lower rate would have the same outcome ?




read 404 times
2/13/2012 3:47:39 PM (last edit: 2/13/2012 3:47:39 PM)
show user profile  Discord
I've tried resampling down to 8k (don't have a simple app on hand to go lower), I've tried low pass filters, I've tried EQs and they don't quite get the effect I want. For some things I have had success using a script to sample leading and following frames and averaging using a ListFloat. but the sampling and filter techniques still don't smooth out the potential modulation that happens at what I'd call the mid range... lower than the high freq resonance of sound, but still high enough to cause a lot of jitters. using the method I have above, which yes, is quite convoluted, gives more complete control over exactly how smoothed out I want a track to be (controlled at the stage where you pick the frame rate prior to getting trajectories).
read 400 times
2/13/2012 4:47:32 PM (last edit: 2/13/2012 4:47:32 PM)
show user profile  DannyMax
have a look at sony sound forge , also did you have a look at that script I posted ? it will split the audio file up into 32 bands , 20 hz to 20khz output the data to a text file then the sc ript reads the text file and animates a set of boxes height for each band , I have had some good results with so far , anyway good luck and post up the animation when its done if you can :)




read 398 times
2/13/2012 4:53:09 PM (last edit: 2/13/2012 4:53:09 PM)
show user profile  Bolteon
do it in cinema4d...




trust me. you'll all see soon why we did this type of stuff there.

-Marko Mandaric



read 387 times
2/14/2012 8:08:57 AM (last edit: 2/14/2012 8:08:57 AM)
show user profile  DannyMax
could you add to that mate ? sounds like fun :)




read 385 times
2/14/2012 10:59:15 AM (last edit: 2/14/2012 10:59:15 AM)
show user profile  Bolteon


-Marko Mandaric



read 382 times
2/14/2012 11:19:48 AM (last edit: 2/14/2012 11:19:48 AM)
show user profile  DannyMax
think I will have a look at that then :) thanks bolts :)




read 378 times
2/14/2012 12:29:28 PM (last edit: 2/14/2012 12:29:28 PM)
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