Say good bye to those post-production editing woes since the sound effects are always integrated with your animation.
With FSM, you can say good bye to those post-production editing woes since the sound effects are always integrated with your animation. Timing is taken care of automatically, as is randomization of sound events (footsteps for example). When your client wants the camera angle to change or the timing of the animation to change, FSM will effortlessly regenerate the audio to reflect the changes. For most animations, rendering time is only a few seconds!
Realism Previously Unheard Of
With FSM, the 3D position of the sound source is used to generate realistic audio in an environment that is integrated right within the MAX interface. Doppler shift can also be enabled to provide realistic representation of motion. Directional Fade can be used to represent objects that project sound only in certain directions. Try doing that in post-production!
New to FSM V2 are occlusions, this allows objects to occlude (ie. partially block) the sound of another.
Want manual control of the sound effect as well? A TrackView editor that allows you to set the timing for sound sequences, their volume and left/right fade is also provided for additional flexibility.
A Swarm of Sound
Foley Studio MAX inter-operates with MAX's particle systems too! This allows you to assign sounds to both Particle Emitters and individual Particles as they travel through space. You can even trigger sound effects when the Particles collide with deflectors! Each Particle can be treated separately or as a group and still include effects such as 3D Positioning, Doppler Shift and Distance Fade.
V2 introduces Acoustic Materials, that allow you to describe the Acoustic Property of an object. This provides the ability to specify the occlusion ability of any object in your scene. As well, you can now use any mesh in your scene to trigger collision events.
A New Channel for MAX
Using FSM's innovative Foley Channel functionality, sound effects can be controlled and varied across multiple events. This powerful concept allows the FSM Audio Renderer to assign sounds based on the property of the event. An animated character can walk from concrete to wood flooring and the generated audio will follow suit - automatically!
This feature also permits the looping of audio to fit the duration of event. If the duration changes, so does the length of the sound effect.
Need some sound effects to get you started? How about over 800?!
Included with FSM is an integrated sound effects library editor and browser pre-stocked with 820 professionally recorded sound effects and music. Everything from background ambiences to footsteps and doors is included in this extensive sound library licensed from Sound Ideas. The library editor also allows you to add and catalog your own sound collection right from within MAX.
Only with FSM can you
Interactively add sound effects to new and existing .max animations
Effortlessly add advanced effects such as:
Directional Sound Sources
Occlusion and Echo
Render audio based on the camera viewport in 1, 2, 4 or 6 channels
Trigger sound effects based on collision events with any mesh in your scene and automatically regenerate the audio when content of the animation changes.
Assign audio effects to Particle Systems
Use Acoustic Materials to assign properties to any object in your scene
Obtain unlimited looping and randomization of sound effects
Access over 800 professionally recorded sound effects