![]() Throughout this article, you may notice certain words or phrases in Blue. After reading this article, you will also discover that ending up with a high quality soundtrack is more dependent on your skills and abilities than whether or not you have the latest digital audio workstation and audio tools available. The main purpose of this article is to teach you how to effectively use the audio tools included in Final Cut Pro 4.0 to optimize your sound, regardless of the type of project or budget. In practical terms, what this means to you is that your project had better have a smoothly mixed, high quality, clear soundtrack, regardless of your budget, other production values or project concept. This all goes back to man's primitive "fight or flight" instincts that we still use for survival today. With sound, we process and react more immediately than with picture. Because of the way our brains are wired, we have to "see" a picture, and then process what we are seeing. Audiences have been conditioned by years of exposure to professionally produced television and film to viscerally respond to sound more than picture. Television and films have been described in the past as, "radio with pictures" and if you think about it, that's very true. ![]() Your project's soundtrack is incredibly important in communicating your message effectively to your audience. Some browsers have a multi-frame delay between the initial call to requestAnimationFrame()Īnd the first call to the callback function.Final Cut Pro 4 Audio Essentials - Optimizing Sound For Beginnersįor those of you reading this article who are not audio professionals or highly experienced video editors, I would like discuss with you a little bit about why audio should be one of the main concerns for you as you conceive, produce and edit your projects. Synchronize to anything external, such as audio, then this approach is recommended because Jumps to a new value when it starts, you must structure it this way. This example waits until the first callback executes to set zero. Your newly calculated value(s) will be rendered is in the next frame. The highest precision available is the duration of a single frame, 16.67ms TheĬallback's timestamp argument represents the end of the previous frame, so the soonest Want to synchronize to an external clock, such as BaseAudioContext.currentTime, The baseline for calculating the progress of your animation in each frame. The following three examples illustrate different approaches to setting the zero point in time, getElementById ( "some-element-you-want-to-animate" ) let start, previousTimeStamp let done = false function step ( timeStamp ) When multiple callbacks queued by requestAnimationFrame() begin to fire inĪ single frame, each receives the same timestamp even though time has passedĭuring the computation of every previous callback's workload. Of the callback function, but it is never the same value. Value is also similar to calling performance.now() at the start This timestamp is sharedīetween all windows that run on the same agent (all same-origin windowsĪnd, more importantly, same-origin iframes) - which allows synchronizingĪnimations across multiple requestAnimationFrame callbacks. For Window objects (not Workers), it is equal toĭ. The timestamp is a decimal number, in milliseconds, but with a minimal Rendering (based on the number of milliseconds since This callback function is passed a single argument: aĭOMHighResTimeStamp indicating the end time of the previous frame's The function to call when it's time to update your animation for the next
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