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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. |
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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.
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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.
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3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose 'Target'
as the Object Type.
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4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
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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.
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6) The Camera is easy to adjust with the Move and Rotate buttons, so test
them out.
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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.
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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.
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9) You need to implement an AudioClip into your file in addition to
the Sound node. The order of implementation does not matter.
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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'.
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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.
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12) Then in the URL box fill in the URL for the sound file you had prepared/recorded
earlier.
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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.
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14) Instead of starting on load, you can implement a TouchSensor to
be a trigger that will start the sound.
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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.
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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.
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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.
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18) In the Sound node parameters roll-out you can specify the Intensity, Priority,
Spatialize: min front, min back, max front, max back.
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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.
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20) Now you have implemented a Sound node into your
file.
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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.
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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. |
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23) So first choose '.wrl' filetype
Then name your file, i.e. 'SuchAndSuch.wrl' |
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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.
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