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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Sound Sequence Editor</H1
><P
>&#13;Since Blender 2.28 there is a (still limited) Audio sequencing toolbox.
you can Add WAV files via the <B
CLASS="keycap"
>SHIFT-A</B
> menu and
selecting the <TT
CLASS="literal"
>Sound</TT
> entry.
</P
><P
>&#13;A green audio strip will be created. No 'high level' mixing features
are present currently. You can have as many Audio strips as you
wish and the result will be the mixing of all them.
</P
><P
>&#13;You can give each strip its own name and Gain (in dB) via the <TT
CLASS="literal"
>NKEY</TT
>
menu. This also let you set a strip to mute or 'Pan' it; -1 is hard left, +1 is hard right.
</P
><P
>&#13;A 'Volume' IPO can be added to the strip in the IPO Window as it is done for
effect strips. The <TT
CLASS="literal"
>Fac</TT
> channel is the volume here. 
IPO frames 1-100 correspond to the whole sample length, 1.0 is full volume, 
0.0 is completely silent.
</P
><P
>&#13; Blender cannot yet mix the sound in the final product of the sequence editor.
 The result of the sequence editor is hence a video file, if the <TT
CLASS="literal"
>ANIM</TT
>
 button in the <TT
CLASS="literal"
>Anim</TT
> Panel of the Scene Context, Render Sub-context is used 
 as described before, or a <I
CLASS="emphasis"
>separate</I
> WAV file, containing the full audio
 sequence, in the same directory of the video file and with the <TT
CLASS="literal"
>same name</TT
> 
 but WAV extension. This audio file is created via the <TT
CLASS="literal"
>MIXDOWN</TT
> button
 in the <TT
CLASS="literal"
>Sequencer</TT
> button of the Scene Context, Sound Sub-context.
 </P
><P
>&#13; You can mix Video and Audio later on with an external program. The advantage of using 
 Blender's sequence editor lies in the easier synchronization attainable by sequencing
 frames and sound in the same application.
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