-
Accelerating clock ticking audio
Hey folks,
Hoping Michael Delaney still keeps an eye out here, but I know there are a number of other clever people here that can chime in.I picked up Rift a few days ago to accomplish a particular task. I almost have that working but it’s somewhat of a trial & error chore so hoping for some pointers on the math or a better technique involved with the POWer function for creating a sequence. Not opposed to a completely different direction either; this is just what I came up with after examining my available options.
What I’m wanting to do is create an audio track of a clock ticking but it gradually accelerates. Initially, I was hoping to use Audition but the CS6 version at least doesn’t have any means of keyframing a speed ramp. So, what I’ve come up with is to isolate single “ticks” into 1 frame clips, duplicating them & using Rift to arrange the sequence. The ticks start at 1 sec. intervals and ramp up in frequency over 3370 frames, 24 frames/sec comp rate. I’d like them to end up about 4 ticks per second.
At a non accelerating pace, that works out to a bit over 141 ticks but would need more as the pace picks up. At 4 ticks per sec., that would be 561. My current technique is to start with all the tick layers aligned to the same in point then apply Rift using the Sequence function over the 3370 frame range using Frames as the unit & all Layer options selected. For the Linear setting, this gives me a perfect 1 tick per sec result, but now what’s the best technique to get a predictable acceleration?
Applying the POW function using a number <1 (say .666) and Descending gives me an accelerating result, but the earlier layers are spaced further than 1 sec. apart and the tail is only 16 frames apart. A lower POW number makes that discrepancy worse at the head. I know I need more layers to accommodate the increasing rate, but how to figure that out predictably? My college math skills are just way too corroded over now to figure out what the specific functions being used might be to reverse engineer.
Thanks.