9.5.2

Table Of Contents
1012 CHAPTER 19
TIMELINE 1013
You can render 3D sound data with this command. CINEMA 4D creates a WAV sound le for each
Microphone object in the scene and calculates the volume and pitch of each sound le according to
the position and speed of all cameras and microphones in the scene.
For example, if you have a loudspeaker emitting thruster noise for a spaceship passing the camera
and you position two microphones to the right and left of the camera, you will generate sound les
in which the sound (as in reality) moves from left to right. If the spaceship (loudspeaker) moves away
from the camera, the sound will become quieter; if it moves closer, the sound becomes accordingly
louder.
In addition, if you enable the Doppler effect, the pitch of the spaceship will change according to
whether it is ying towards or away from the camera.
You can abort the calculation of sound data at any time by pressing the Esc key (Windows and Mac OS)
or the Command key + ‘.’ (Mac OS).
Path
Enter the desired le path and name for the WAV sound le you want to create. The actual names of
the les are formed as follows:
‘Filename from dialog’_’object name.WAV’
For example, if you enter ‘C:\temp\test’ as the le path and there are two microphones with the names
‘MicroA’ and ‘MicroB’ in the scene, CINEMA 4D creates two new les, named ‘test_MicroA.WAV’ and
‘test_MicroB.WAV’, and saves them in the ‘C:\temp’ location.
Range
Use this to choose the range within which the 3D sound rendering is to be performed
Document
Performs 3D sound rendering for the entire length of the scene.