Sound and AudioClip
What are they?
The Sound node specifies locational and spatial coordinates for for sound in a VRML 2.0 world which calls an AudioClip (audio data). The AudioClip node calls specific audio data that is referenced by other nodes such as the Sound node. For more details about this node, check out the VRML Audio Tutorial and VRML 2.0 Spec.


Create the scene and add Cameras

1) First create a scene with all the objects, materials and NavigationInfo that are needed. AND have a sound file (ex. .wav file) ready to be implemented. To the right, we have created a simple world for you to use as an example.

2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the VRML file, but the file will still work without Viewpoints. NOTE: The more Viewpoints the better in VRML files. The different browsers have various navigation abilities and restraints, therefore the Viewpoints are the one consistent way the user can view the file.

3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose 'Target' as the Object Type.

4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.

5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on the keyboard. And there you are from the Cameras point of view.

6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.

7) Also it is good to name your Cameras. The Camera name is what the user sees in the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01, Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.

8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal viewing points of the model which they might not otherwise explore.


How to implement a Sound file into a MAX file:

9) You need to implement an AudioClip into your file in addition to the Sound node. The order of implementation does not matter.

10) For the AudioClip, go to the 'Creation' panel and choose 'Helpers' Under 'Helpers' use the pull down the menu and choose VRML 2.0. Then choose the Object Type 'AudioClip'.

11) Now go to your scene and drag the mouse anywhere. You will see an icon that signals to you that you have placed an AudioClip node.

12) Then in the URL box fill in the URL for the sound file you had prepared/recorded earlier.

13) Other parameters to fill in are: Description, Pitch, Loop--which means that the sound file will play continuously, and Start on Load--so that when the VRML file loads the sound file will start immediatly.

14) Instead of starting on load, you can implement a TouchSensor to be a trigger that will start the sound.

15) To check that the AudioClip is actually there, go to the 'Selection' menu! NOTE: You can name your AudioClip in MAX in the 'Name' field. Now you are finished implementing the AudioClip and need to move on the the Sound node.

16) So go back to the 'Creation' panel and choose 'Helpers'. Under 'Helpers' use the pull down the menu and choose VRML 2.0. Then choose the Object Type Sound.

17) Then go to your scene and drag the mouse anywhere. You will see an icon that signals to you that you have placed a Sound node.

18) In the Sound node parameters roll-out you can specify the Intensity, Priority, Spatialize: min front, min back, max front, max back.
  • Intensity-This sets how loud the sound will be and 1.0 is full volume.
  • Priority-This is specific for a scene with multiple sound files. Relative importance is given to each of the files. The value of 1 is most important and 0 is least important.
  • Spatialize-Without this box checked the sound will be ambient. Spatialized sound makes the audio 3D coming from a source with a specific location within the scene.
  • Min Front, Min Back, Max Front, Max Back-With these parameters, you can specify the area for the sound. The area is demonstrated by two ellipsoids, a larger red and smaller blue. Outside the red ellipsoid the sound is inaudible, between the two is a fall-off point where the volume varies and inside the blue ellipsoid the sound is at full volume.


19) Select the Pick AudioClip button and select the audioClip with your mouse OR press the keyboard letter 'H' and the 'Selection' menu pops up. From the 'Selection' menu select the AudioClip.

20) Now you have implemented a Sound node into your file.

21) To check that the Sound node is actually there, go to the 'Selection' menu! NOTE: You can name your Sound node in MAX in the 'Name' field.
How to Export MAX files to VRML:

22) Now Skinny on over to 'File' and choose 'Export'. The Exporter knows that you are referring to the file that is open and requests that you name your file.

23) So first choose '.wrl' filetype Then name your file, i.e. 'SuchAndSuch.wrl'

24) Suggestion: Because you might need to go back to the MAX file and adjust part of your world, it is a good idea to keep the filename between to two files the same.
25) Check out a more elaborate sample file that demonstrates the Sound node.


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