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Showing results for tags 'audio'.
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I'm relatively new to Spriter so this may very well be user error however, I uploaded the wav file to my file folder. That works. Shows up it my palette which is nice. But that's all I can do with it. The online tutorial on here says you should be able to left click for a preview and then right click to add it to the timeline. Neither of these work. I know the sound file works and my computer's volume is up, yet spriter won't play the sound at all. Even a video tutorial said the same exact thing and it worked for him. Please help! And I have restarted spriter because I thought it might've been a program glitch, yet that didn't help either.
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Greetings to the Community, I'm fairly new to Spriter but learning quickly. I've been successful at animating a few characters now in Spriter and I'm attempting to do some lipsync with an audio track. As per the instructions, I've saved the audio files into wav format. (Microsoft default 16 bit signed wav). Unfortunately left clicking them in the Palette will not preview the clip, nor will right clicking them add them to the timeline at the currently selected timeline position. I've read the 2 other Help files in this section that dealt with this issue, and have attempted to both resave the wav files using the same and different alternate settings including unsigned 8 bit, as well as MS ADPCM and finally a signed 32 bit version all with no luck. If there is a simple error here I am making, I would certainly love someone to point it out. Any help would be appreciated. Thanks in advance. OS: Windows 10 v1709 Program: Spriter Pro Steam Version R11 Sound FIles: Original in OOG format, converted on Audacity to WAV (MS usigned 16 bit PCM), WAV (NIST Sphere signed 8 bit PCM), WAV (MS signed 8 bit PCM), WAV (MS signed 32bit PCM), and finally WAV (Microsoft ADPCM). Additionally I tried two other downloaded SFX files that were encoded by others into WAV format from Freesound.org. File Size: 236KB Duration: 1.37sec Thank you again for any help in advance. JennBren...
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Hi, I set up some sounds in spriter as the Tutorial videos show, I then set their volumes in spriter. When I imported them to Construct and set up the Sound trigger event as shown in the tutorial, None of the volumes I set remained, instead all of the sounds play at 100%, is there a way to get construct 2 to refer back to the volume levels assigned by Spriter or do I need to manually lower each sounds volume level in a separate audio program before using them? Thank you.
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Hello, I'm an animation lead working for a company which creates children's games in Unity and Phaser for large media brands (Timer Warner, Viacom, Marvel / Disney, etc.). I'm currently evaluating Spriter as an animation tool for our art pipeline, and we're very pleased with the results so far. The only major snag - which is definitely a deal breaker if it can't be resolved in an elegant manner - is lip syncing with audio. While there's an option to pull audio onto the timeline and enable playback while scrubbing, the audio itself is inconsistent (often replaying the opening milliseconds of the audio clip over and over) and slow to respond to the scrubbing itself. For lip sync purposes, this is pretty much un-usable. I've attached a video to double-check if this is a bug. You'll see I'm unable to hear the syllables as I scrub through. I don't see a lot of information regarding this feature online, perhaps this is how it is intended to operate, which is extremely unfortunate if confirmed: https://www.dropbox.com/s/nclfdi4kf9xgwxg/bandicam 2016-07-22 15-04-11-552.avi?dl=0 For what it's worth, we've also looked into Papagayo as a solution (which, incidentally, plays the audio as expected when scrubbing), but felt it was overall too clunky of a product and geared more toward a novice who is just learning how to lip sync. Overall, we'd prefer to streamline the workflow to a single application.