Altavoz
The speaker object is used to give sound in the 3D Viewport. After adding the object, the various settings can be changed in the Properties.
Opciones
Sonido
- Abrir
The Menú de bloque de datos for loading audio files. There are two properties you can check when loading a sound:
- Caché
This means the whole sound will be decoded and the raw audio data will be buffered in memory, which results in faster playback, but uses quite a lot of memory. So this should be used for short sound effects that get played more often, but not for longer audio files such as music.
- Mono
For any 3D audio or panning effects the sound source has to be single channel, otherwise it’s assumed that the 3D audio and panning information is already present in the multichannel file. Enable this if you want to use those effects for a file with multiple channels.
- Silenciar
Permitirá silenciar el sonido.
- Volumen
Ajustará el volumen del sonido.
- Inclinación
Podrá ser usado para ajustar el tono del sonido, para que sea más grave o agudo. Esto cambiará la velocidad de reproducción del sonido, lo que a su vez resultará en el cambio de tono buscado.
Tiempo de reproducción
No existe una opción para determinar el tiempo cuando el altavoz debe iniciar la reproducción, porque podría ser deseable que un solo altavoz reproduzca varias veces. Por este motivo, se deberá abrir el editor de Animación no lineal, donde será posible agregar clips de sonido que podrán definir cuándo el sonido debería comenzar (todas las demás propiedades de los clips, como su longitud, no serán tenidas en cuenta). En el momento de agregar un objeto de tipo altavoz, se agregará también un clip como el antes mencionado, en el fotograma actual.
Distancia
Propiedades de atenuación en función de la distancia.
- Volumen
- Mínimo / Máximo
No matter how far away/close the object is, the distance-based volume won’t be lower/higher than this value.
- Atenuación
How strong the distance affects the volume. This factor sets the strength of the distance-based volume change, depending on the chosen distance model (see scene settings).
- Distancia
- Máximo
If the object is farther away than this distance, this distance is used to calculate the distance-based volume. Influence of this value also depends on the distance model.
- Referencia
The distance at which the volume is full (1.0). Set this value to the distance used for recording the sound. Usually sound effects recordings should be made exactly 1 m away from sound to get an accurate volume.
Cono
Directionality relevant settings.
Imagine a cone with the top at the original of the speaker object and the main axis of it facing in the same direction as the speaker. There are two cones an inner and an outer cone. The angles represent their opening angles, so 360° mean the cone is fully open and there is no directionality anymore. Inside the inner cone the volume is full (1.0), outside the outer cone the volume is, whatever one sets for the outer cone volume and the volume between those two cones, linearly interpolated between this two volumes.
- Ángulo
- Exterior
Angle of the outer cone in degrees. Outside this cone, the volume is equal to the Outer volume.
- Interior
Angle of the inner cone in degrees. Inside the cone, the volume is full.
- Volumen
- Exterior
Volume outside the outer cone.