[Bf-committers] The Future of Audio in Blender
3pointedit at gmail.com
Sun Oct 18 03:15:05 CEST 2015
In relation to audio muxed via the vse, which allows you to balance sound
levels relative to each other, having a simple meter would be most useful.
At the moment you can't tell if the levels are illegal/distorted or to
low/quiet. There are meters for vision levels there should be something for
audio. Even a peak meter?
On 18/10/2015 3:23 AM, "Aaron Carlisle" <carlisle.aaron00 at gmail.com> wrote:
> Hi Jörg,
> I use the the audio features of blender particularly in the VSE. One thing
> that can be improved in this area is separation of gain and volume
> This may even just a UI fix. Another idea is more audio effects for the
> VSE. (EQ, Echo, ect. look at audacity)
> Some of these features would be nice in blender which leads to Audio
> compositing using nodes. This allows an array off effects without a messy
> On Sat, Oct 17, 2015 at 7:10 AM, Jörg Müller <nexyon at gmail.com> wrote:
> > Hello!
> > I'm thinking about getting a room at the blender conference to discuss
> > the future of audio in blender with users and developers (my primary
> > target is the first group). I'd like to find out how many people
> > actually use one of the audio features in blender, which ones they use
> > and how we could make them better and add features that people will
> > actually use.
> > There are two options for rooms at the blender conference, the meeting
> > room hosts max. 12 people or the salon which hosts up to 80. If you come
> > to the blender conference and are interested, please reply to my mail
> > adress and not to the list.
> > For people who don't come to the conference and/or want to comment on
> > this topic, feel free to comment in this thread too. ;-)
> > Regards
> > _______________________________________________
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