Hi Gals & Guys,
herr, a bit of a dumb question...
I do not get the way to syncronise sound and clips via Audio analysis.
So, "it can be used to drive effect parameters or automatically scratch a video to the beat" ?..
Let's say I load an FX, does this effect has to be animated ?
Can someone tell me what kind of fx they using to get the beat to bounce to the fx ?
the same question applies to the "automatically scratch a video to the beat" Feature. which I understand even less...although I do grasp the functions of gain and fall; but that's a bout it...
thanks for your help
Peace
How Audio analysis can be used ?
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- Posts: 295
- Joined: Sat Jan 15, 2005 18:24
- Location: Glasgow
Here's a quick rough explanation...
Look at the bars in the audio analysis all wiggling up and down in time to the music...see them?*
Imagine those bars represent values, each one fluctuating to the music.
Imagine now you can assign these values to say, the playhead of a clip...well you can. Your clip now wiggles about back and forward with the bar/s you have chosen it to (this is scratching by the way).
They can also 'push' the playhead instead of bouncing it back and forward. You can also assign them to effects parameters in a similar fashion and other stuff, but you get the principle now?
Imagine a 'kick-kick-kick' (drum). You could assign your playhead to scratch using the low end (L) audio analysis and it should bounce to the beat.
It usually takes a bit of fine tuning to get whatever you're trying to do to look good with the channels, gain/fall and in/out points of a clip.
*NO? Well go to control panel and select the audio source in audio recording options...there.
Look at the bars in the audio analysis all wiggling up and down in time to the music...see them?*
Imagine those bars represent values, each one fluctuating to the music.
Imagine now you can assign these values to say, the playhead of a clip...well you can. Your clip now wiggles about back and forward with the bar/s you have chosen it to (this is scratching by the way).
They can also 'push' the playhead instead of bouncing it back and forward. You can also assign them to effects parameters in a similar fashion and other stuff, but you get the principle now?
Imagine a 'kick-kick-kick' (drum). You could assign your playhead to scratch using the low end (L) audio analysis and it should bounce to the beat.
It usually takes a bit of fine tuning to get whatever you're trying to do to look good with the channels, gain/fall and in/out points of a clip.
*NO? Well go to control panel and select the audio source in audio recording options...there.