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Activity Forums Adobe After Effects Expressions Is 5.1 surround sound on AE&? If not, Feature Request?

  • Is 5.1 surround sound on AE&? If not, Feature Request?

    Posted by Mike Clasby on January 18, 2006 at 12:28 am

    Hey folks, since it seems they’ll be lots of feature requests zooming into Adobe for AE7.5. How about you all add to your list support for 5.1 Surround Sound, just think how cool it would be to have a layer fly around in AE’s 3D space and have that layer’s sound ripple around the room. I bet Dan Ebbert could have fun with expressions and Surround Sound.

    Come on gang, join the band and send in that request.

    Pleae disreguard if this was added in AE7.

    Lessevolvedman replied 20 years, 4 months ago 3 Members · 8 Replies
  • 8 Replies
  • Lessevolvedman

    January 18, 2006 at 5:29 am

    amen to that

  • Filip Vandueren

    January 18, 2006 at 2:16 pm

    Well, if you disregard stuff like the doppler effect and ambience, and just want a mixdown of the relative levels in relation to some virtual microphones, it wouldn’t be too hard to do right now.

    Just duplicate all the layers that have sound and pre-comp them.
    duplicate that pre-comp once for every speaker and then write a simple expression that calculates the distance from the layer to the position of the mic, subtract that value from the current dB-level.
    Add in a damping-co

  • Filip Vandueren

    January 18, 2006 at 2:16 pm

    Well, if you disregard stuff like the doppler effect and ambience, and just want a mixdown of the relative levels in relation to some virtual microphones, it wouldn’t be too hard to do right now.

    Just duplicate all the layers that have sound and pre-comp them.
    duplicate that pre-comp once for every speaker and then write a simple expression that calculates the distance from the layer to the position of the mic, subtract that value from the current dB-level.
    Add in a damping-co

  • Filip Vandueren

    January 18, 2006 at 3:59 pm

    Decided to have some fun:

    here’s the gist of my idea for stereo, with even some doppler added 😎

    the audio is a motor at constant speed,
    the distance from “+” to L and from “+” to R is calculated and used to lower the volumes and is also added to the time-remapping.
    It’s factored by a “speed of sound”, so you get accurate delays and hence automatically a doppler if it moves.

    for 5.1, you would do the exact same thing, place some more ‘mics’.
    Perhaps use a “layer”-expression-control on a null-layer, to select which mike you want to hear.
    Let all the audio-expressions reference that layer-selector, and you get a more elegant solution.

    project-files are here:

    https://www.vandueren.be/forumstuff/doppler/

    BTW, this works in 3D.

  • Mike Clasby

    January 18, 2006 at 5:32 pm

    Very cool. I’ll give it an under the hood look, because I don’t really now all that’s going on from the text. hanks for posting the aep.

  • Lessevolvedman

    January 19, 2006 at 12:50 am

    double thanx filip
    i got some disecting to do now

  • Filip Vandueren

    January 19, 2006 at 12:43 pm

    I made a new project with a 7.1 setup, lol
    haven’t tested the final output, and my solution for doppler turns out to be not that full-proof: you’ll hear a sudden speed change to normal when the layer suddenly stops. Easing helps.
    But anyway, that doppler thing is easily switched off by turning off the time-remapping-expression

    Here’s the new project, it works with a “select mic” layer, so you can hear/render one mic at a time, and it’s set-up in 3D,
    I’d love to hear some feedback if someone winds up doing a monitoring test. (well not actual feedback 😉 )

    https://www.vandueren.be/forumstuff/doppler/sevendot1.aep

    some tips for testing:
    1) to choose a “speed of sound”-value: (only needed fpr the doppler effect)
    imagine at what speed your layer is moving, for example 36 mph.
    Look at the pixel-speed, for example: 287 px/s
    now google – no really:

    speed of sound * 287/36 in mph
    link:speed of sound * 287/36 in mph

    and that’s your physically accurate speed of sound in pixels/second (now if only I could factor out sea-level 😉 )

    2) If you parent the soundlayers, or the mics to a null or a camera or whatever, the expressions have to be rewritten (toWorld…), because they assume worldspace co

  • Lessevolvedman

    January 21, 2006 at 9:39 am

    haha GO FILIP GO!!

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