Motion provides an easy and automated way for you to generate audio-driven animations in your projects, using the Audio parameter behavior. Where other behaviors are applied to an object as a whole (usually modifying multiple parameters at once), a Parameter behavior is applied to a parameter of an object. The Audio parameter behavior—available in the Parameter category in the Behaviors Library (and via the Add Behavior pop-up menu in the toolbar)—lets you make a particle system pulse to the beat of music, or have an audio track’s bass amplitude affect an object’s opacity.
In the Audio list or Media list of the Project pane, select the track.
In the toolbar, choose Parameter > Audio from the Add Behavior pop-up menu.
The Audio parameter behavior is added to the project. However, no Source Audio is yet applied.
Do one of the following:
In the Behaviors Inspector, click the To pop-up menu (in the Source Audio row) and choose a source audio track.
Drag the audio clip (or video clip with audio) from the Media list (in the Project pane) to the Source Audio well in the Behaviors Inspector.
In the Audio list, select the track.
In the Audio Track Inspector, control-click an audio parameter (such as Level), then choose Audio from the Add Parameter Behavior submenu of the shortcut menu.
The Audio parameter behavior is added to the project. However, no Source Audio is yet applied.
Do one of the following:
In the Behaviors Inspector, click the To pop-up menu (in the Source Audio row) and choose a source audio track.
Drag the audio clip (or video clip with audio) from the Media list (in the Project pane) to the Source Audio well in the Behaviors Inspector.
For more information on applying Parameter behaviors, see Applying Parameter Behaviors.
The Audio parameter behavior performs an analysis of a specific property of an audio track, then applies an animation curve to a parameter based on that analysis.
Note: For the Audio parameter behavior to have an effect on an object, audio must be present in the Audio Timeline at the position of the behavior.
During playback initiated by the Play button beneath the Audio Graph, the selected Source Audio data appears. If audio analysis is being performed, a progress bar appears in the Audio Graph area.
The values of Low Frequency, High Frequency, Floor, and Ceiling can be set by dragging the small triangles along the bottom or right side of the graph. Or they can be set numerically using the four sliders underneath the graph to isolate specific frequencies and values for analysis.
Note: Depending on your audio file, Smoothness values greater than 7 may result in audio playing out of sync.
The different peak types are described in the list below.
Note: The examples below are for reference only. Because the audio behavior does not generate keyframes, you won’t see keyframes in the Keyframe Editor.
The HUD contains the Source Audio, Respond To, Graph Range, Audio Graph, Scale, and Apply To controls.