Sound Falloff

Description

This node takes a sound and creates a falloff that associates a float to every object where this float is the intensity of the input sound at a single frequency or the average of the whole domain based on the selected option. The falloff is evaluated either based on the index of the object or based on another falloff. See options for more info.

../../../_images/sound_falloff_node.png

Options And Inputs

  • Sound - The input sound. The menu only displays the sounds of the same type as the Sound Type.

Sound Type

Average

This option associates the intensity of sound at the current frame to the object at the index zero where objects at higher indices get associated with sound intensities at future frames.

  • Offset - The number of objects till value becomes of the next frame. If the value is 1 then first object is associated with intensity at first frame, second object at the second frame. If the value is zero then all object will be associated with the intensity at the current frame. If it is higher than 1, then objects between each two consecutive frames get associated with a linear interpolation between the values at the bounding frames values. Look at the following illustration:
../../../_images/sound_falloff_node_example1.png

The vertex at index zero is associated with a float that represent the intensity of the sound at the first frame, the intensity of the sound at the next frame gets associated with the object at index 2 (Notice that the input offset is set to 2), as for the objects that their index is not multiple of the input offset, their value is a linear interpolation between the bounding frame values, so object at index 1 lie on the line that connect 0 and 2.

Spectrum

This option associates the intensities of frequencies of the sound to every object where objects with small indices or values gets associated with the intensities of the low frequencies and objects with large values or indices gets associated with intensities of the high frequencies.

Spectrum Falloff Type

Index Frequency

  • Index Frequency - The falloff is evaluated based on the indices of the objects.
../../../_images/sound_falloff_node_example2.png

The object at index zero got associated with the intensity of the first frequency while object at index 1 got associated with the intensity of the second frequency.

  • length - It is the distance between the lowest and highest frequency.
../../../_images/sound_falloff_node_example3.png

Notice that by reducing the length to half, the difference between the low and high frequency got reduced to half and the highest frequency is now at index 5 and not 9 as before.

  • Offset - This integer is added to the indices of the objects resulting in an offset of their frequencies.
../../../_images/sound_falloff_node_example4.gif
  • Index Frequency Extension Type - This defines what happens to objects with indices that are out of the range. A length that is lower than the amount of indices would result in indices that are out of the range.

    • Loop - This will repeat the frequencies.
    ../../../_images/sound_falloff_node_example3.png
    • Mirror - This will repeat the frequencies in a ping pong style, so the end of the first range will match the end of the second range resulting in a mirror like effect.
    ../../../_images/sound_falloff_node_example5.png
    • Extended - This will associate the intensity of the lowest frequency to all the indices that are less than the start of the range and the intensity of the highest frequency to all the indices that are more than the end of the range. Notice how 0-4 and 13-17 indices have the same intensity in the following example:
    ../../../_images/sound_falloff_node_example6.png

Falloff Frequency

  • Falloff - The falloff at which the sound falloff is evaluated.

    ../../../_images/sound_falloff_node_example8.png

In the above example a simple distance field is generated from the point distance falloff, when we input it to the sound falloff, it gets evaluated based on its values.

  • Interpolation - Output intensities are evaluated at this interpolation.

Outputs

  • Falloff - The actual falloff object.

Advanced Node Settings

Fade To Zero

  • Low Frequencies - A frequency will be added at first which has a zero intensity. This make sure the first object always gets associated with a zero float.
  • High Frequencies - A frequency will be added at end which has a zero intensity. This make sure the last object always gets associated with a zero float.

Examples of Usage

../../../_images/sound_falloff_node_example7.gif