Synchronizing Effects with the Beat

Synchronizing Effects with the Beat

You can combine actions and beat synchronization.
Here we create an implementation with a short looping sound (BGM) and a one-shot sound (stinger), and play back the one-shot when the BGM loops.

craftv2_tips_performance_beatsync0.png

By playing the "stinger2" Cue on the same Player than "Steleth_128_4_1" for which we set beat synchronization,
the triggering time will be quantized to the beat timing and the play action will be performed in sync.

Note
The action is synchronized to the beat. This mechanism allows to play sound in sync with a beat by triggering actions at any time.

About the Cue to be created

  • Steleth_128_4_1 : Cue with beat synchronization information
  • stinger1 : Cue that plays the sound (one-shot)
  • Cue_0 : Cue that triggers the action playing stinger1

Steps

1. Add a Cue.

craftv2_tips_performance_beatsync1.png

2. Add beat synchronization information to the BGM.

craftv2_tips_performance_beatsync2.png

3. Edit the beat synchronization information.

craftv2_tips_performance_beatsync3.png

This waveform is supposed to be a music with a tempo of 120 BPM and a 4/4 signature. The beat synchronization timing is adjusted only once at the beginning of the timeline.

4. Create an action Cue "Cue_0" which plays back stinger1.

craftv2_tips_performance_beatsync4.png
Note
This operation creates Cue_0 that triggers an action playing stinger1.

5. Change the preview to single player preview.

craftv2_tips_performance_beatsync5.png
Note
This ensures that we will be playing the Cues on the same player in CRI Atom Craft.

6. Play the BGM and Cue_0.

craftv2_tips_performance_beatsync6.png
Attention
If you play stinger1 directly, as is not an action, it will not be synchronized.
You need to play Cue_0 to trigger a playback via action.