Sound rendering

Hello all,
i heard that in (for example) in Cinema 4D you can put a sound source at an object in your scene and when rendering the strip, the attached soundfile will distord with Doppler-Effects, in Stereo and so on regarding the position of the sound-source relative to the camera.
Question: how to do that in Blender? (Without Game-Engine)

so long,



sounds like an interesting idea (pun definately intended :smiley: )!!!

I have no idea how to do it in Blender, and I’m not sure that Blender is the best place to do it either. Blender is just a program which can create static or moving images of 3d worlds/objects/logos/etc. It is not a paint package/movie compositing tool/sound editing suite.

I think you would be better off using something like jahshaka (an open source, multi-platform movie editing suite) to do what you want. Thats assuming you just want to do stereo sound effects and not 5.1 surround sound (don’t get me started on 6.1 and 7.1. Unnecessary gimmicks, thats all they are!)

Physically realistic sound is much harder to create than you think. The sound that reaches your ears is affected by the way the surfaces it bounces off reflect and absorb the acoustic energy (a bit like the way light reaches your eyes). It will be far easier just to fake it, and remember the old maxim : if it sounds right, it IS right! Buy a copy of Cool Edit to create your effects in, and glue the whole lot together with jahshaka!

You should study the way sound is used in movies. Almost all of the dialogue will come out of the centre channel (in a 4.1 or 5.1 system), music and effects will normally come out of the front left and right channels, and effects out of the rear channel(s).

Hope this helps

Cool Edit is now known as Adobe Audition 1.5 by the way :). I’m a happy owner of Cool Edit Pro 2.0 and I want to upgrade to Audition becuase it does have some really nice features, like 5.1 support and other stuff I’ve really wanted for my music projects.

I’ve found that music will also come out of the back speakers as well, but it’s usuallly just support instruments or reverb and is just added to give depth.

I haven’t done any projects with 5.1 sound but I REALLY want to :).

If you want to do 4.1 surround (left, centre, right, surround and sub) you don’t need to upgrade your software as long as you have a good dolby decoder. Its surprisingly easy to encode dolby 4.1 surround as the channels are decoded from a stereo soundtrack. This is the method used in analogue sound for the cinema. This method has the added benefit that anyone with just a simple stereo setup can listen to it without the need for a full surround system.

To make a sound come out of the centre channel only, just put the same sound in both the left and right track. To make the sound come out of the surround speaker(s) put the sound in the left track, and an inverted copy of the sound in the right track (that is, invert the phase of the sound - flip its waveform upside down). To make a sound come from the left or right, just put the sound on the left or right track. The sub. output is just all sound below 100hz or so.

There are some obvious problems with this method though. You can’t, for example, play the same sound out of the surround speaker(s) and the centre speaker. Also, stereo music will cause some sound to come out of the surround speaker(s). Mind you AKAIK 5.1 suffers from the same problem. I think only DTS allows you complete control over alll surround channels.

Hope this helps

As an ex Cinema4D user, I know what you’re talking about here rubicon. I know that, even though blender IS a movie compositing tool, the sound system is at present much more primative.

It would be fantastic if you could attach a sound to an object and calculate doppler effects though! Maybe something for the future :wink:

The velocity (as distinct to the speed) of one object relative to another is a fairly simple calculation. The real trick is to frequency-shift the sound source. You would have to map out a frequency-shift curve for the entire animation and then apply it to the sound THEN calculate amplitude (volume) for the sound according to it’s proximity to the camera or a microphone object or whatever in the same way.

Sorry - just thinking out loud (but quietly as I’m just typing!)