From a technical point of view, I already know how to add sounds to animations. I add sound strips in the Video Sequence editor for ambient noises, and use Speakers when I need 3D attenuated audio.
Still, I don’t think I understand all the ins and outs of properly doing sound in Blender yet. Most of the time I just get appropriate sound files and try to match them to keyframes where collisions take place, or loop them on noise sources in the world. In many cases that’s all the animator needs to do for a correct effect, but sound can sometimes go into greater levels of detail too.
For example, imagine a plastic ball bouncing around a wooden table. You want the correct “pong” effect whenever the ball hits a surface, which can include pitch changing based on the velocity of the ball. Or a wooden crate rolling around, each corner generating the proper noise based on the mass of the crate that hits the floor that moment. Or think of a cement wall being smashed to pieces and little pebbles of dirt raining to the ground… how do you realistically do the audio for that?
I’m wondering if anyone made a more in depth tutorial about sounds in Blender animations, primarily using Speakers with stereo direction and attenuation. NOT a technical guide on how to play a sound at a certain frame… but how to properly think and match sounds, and what tricks can be used to make every detail sound as correct as possible.