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To move visual objects on the screen or to trigger audio objects and sychronize them with one another, Alambik provides two approaches : · 1 Duration-based synchronization: · 2 Event-based synchronization: |
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1.1. The basic principle Alambik's sequencer facilitates the creation of ordered audiovisual
projects, usually linear, called "clips". |
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The Alambik sequencer lets you automatically trigger an ordered series
of events. 1.3.1. Triggering on Images : (order: time > image > sound effect) Let's imagine you're creating a simple project in which a character
steps up to the front door of a house and knocks. To design this scene
using a traditional approach, the project creator would have to carefully
consider elapsed time (in seconds) to determine the exact duration between
the appearance of the character on screen and the instant he begins
knocking. At that precise instant, the sound resulting from the character's
hand striking the door would then be recorded by the sound recordist
with the aid of a microphone. · Partition the Timeline in "seconds." As in real life, any sound effects arising from movement will automatically
follow any changes to the movements' speed. Indeed, we can consider
the usefulness of this feature from the point of view of a movie director.
Let's say this director often likes to compare the same scene played
by his actors at various different rhythms, in order to choose the take
which best conveys the emotion he wants to get across. Imagine, in this
case, that all sound effects had to be positioned on a Timeline measured
in seconds: our director would be forced to manually reposition each
effect every time he changed the rhythm of a scene. Even if he could
somehow modify the speed of his "internal timer" to adjust
the pace of sound effects, he would be constrained to make only linear
changes in speed - he could not vary the rhythm, for example, to take
on different speeds at different points. Furthermore, once he changes
rhythm he would lose the reference value of his Timeline, which was
originally broken down into seconds. Through triggering with images,
Alambik solves all these problems. 1.3.2. Triggering on audio : (order = music > image > sound effect) 1.3.2.1 The basic principle : The Alambik Editor includes a utility called the Audio Synchronization Tool which generates a unique marker corresponding to every line of a realtime-rendered audio file. 1.3.2.3 Synchronizing with Pre-rendered audio
files (".MP3", ".WAV",".OGG") : This mode functions by digitally analyzing the sound signal in real time. Another mode which lets you manually set the markers you want, by means of three different kinds of peripherals: · The computer keyboard, certain keys of which can be assigned
to precise events, After looking at how different "series of events"
can be set in a Timeline partitioned either in seconds (internal_timer),
or in audio markers (audio, music, or speech_timer), we are now going
to discuss how to call procedures based on different kinds of "trigger
event". 1.3.3.1 Temporal events : 1.3.3.2. Audio events : 1.3.3.4. Events triggered by a specified frame
: 1.3.3.5. Events triggered by the collision of
visuals (to be implemented): Note : |
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Event-based synchronization is non-linear, that is to say useful for
productions containing animated objects or events which are triggered
by outside actions (such as the keyboard, mouse, etc.). When you want
to synchronize your script based on events, but you don't know precisely
when they will occur, Alambik lets you use : 2. 1. The Event-based sequencer. |
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Generally speaking, the event-based sequencer is preferable for creating
projects in which objects are animated (or events are triggered) by
pre-defined exterior events (keyboard, mouse, etc.) and when you don't
know precisely when they will occur. Here is an example:
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This mode, a classic approach to animation, makes use of logical statements
and mathematical operators. It should be reserved to cases in which
use of the Alambik sequencer is not appropriate. For example: |