where is the music?
I was thinking... blender is starting to cover many creative fields ... but what about musical compositing?
is there any genius who wants to implement a tracker like this in blender? .... I dare not imagine what could be created by mixing 3d graphics and musical effects .. it would be simply fantastic. See the video linked to better understand what I mean
8 Comments
BLENDER OS!
love the idea of this... would be perfect for interactive mode/everything nodes!
As we have material nodes for 3D objects, there could be sound nodes for the speaker object. I like this idea.
Currently, it is possible to have a speaker object in a scene. But for that object, we could have a specific tab in the property editor that replace the usual matenial tab. And so having a node-based sound editor.
Here is a list of some possible sound nodes: sound file, volume, mix node, delay, ...
Unfortunately, I also think that integrating sound mixing in Blender, while obviously great, is a really big deal ! Maybe for Blender 4.67 :-) ?
@pcsd24:
I'm happy that it was understood what I would like to happen!
I have written a suite of AN nodes to do DAW/Sound functions, I am looking for peer review of these nodes if anyone is interested in doing this. The nodes use AudaSpace API (Included with Blender) and can be found here: github.com/Clockmender/My-AN-Nodes/tree/B-2.8-AN-2.1 Along with a base Blend file, the nodes/daw folder just needs adding to you AN...nodes/ folder.
There is no help file yet, this is on my ToDo list but will come after I am happy with the nodes.
More info here: blenderartists.org/t/were-in-the-midi-audio-daw-real-time/1142160
EDIT: There is a "Record" node in the suite that can be used to create .FLAC files to play in blender's Speaker node, or added to the VSE, or just output through my "Play" node.
I once thought about a wave-tracing engine, where you can render reverberation, echoes, Doppler-Effects and all that sort of stuff. It'd work pretty much like a ray-tracer, except you don't have lights and cameras, but instead sound emitters and microphones. Materials would instead set sound-related properties. I think something like that could be pretty usefull for sound designers, especially when thinking about 3D Audio and VR.
There's quite a lot to improve for sound and music in Blender. IMO variable pitch shift and time stretch and path traced sound might be a bigger priority than nodal music not to mention that pitch shift+timestretch might even be a prerequisite...
I like nodal music, though it's more of an 'everything nodes' thing, and those seem delayed for now, along with some good modifiers and such...
And I really don't think it applies to Blender's userbase well, while the 2 I mentioned can have legitimate uses for video editing and for adding good sound to CG respectively, nodal music strays too far from Blender's general usage for graphics.
An animation pack needs sound editor too, even a few step further Music compiler and arrangement tools...