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why is the audio parameter behavior not working?

Why is the audio parameter behavior not working? It now just stays dormant when added. Prior to the 3d update it was working just fine.

iMac, OS X Yosemite (10.10.3), null

Posted on Jun 16, 2015 8:07 AM

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22 replies

Mar 4, 2016 6:59 AM in response to fox_m

Apologies for the delay replying - I've been trying to work it out for myself, but just keep coming back to the conclusion that something is broken.


All I'm trying to do is very basic text animation using audio behaviours; I've done it before using previous version and it just worked, but now I keep finding that there is a considerable lag between the audio and the generated keyframes - so much so, that for short sections of text, it looks like it's not working at all.

Steps to recreate:

Create a 720p 25fps project. Import guide video, which is also the audio source (I have tried turning the video off and just using an audio file instead with the same result.)

Add some text - under properties > scale > add audio behaviour. Select the audio source, wait for analysis to take place, adjust scale.

When i hit play, the text is static.

When I look at the keyframes, there is a flat section lasting several seconds at the beginning, before it starts to modulate, so the animation is in no way tracking the audio.

Mar 4, 2016 2:32 PM in response to TheLoneRoger

Just to be sure, the audio is part of the video clip AND you set the Source Audio to Master? or the clip? (It shouldn't make a difference as long as it is one or the other.)


In preferences, what do you have set for Time > If Audio Sync is Lost?

I suggest > Skip video frames and √ Limit playback speed to project frame rate [also try Keyframing > √ Allow sub-frame keyframing]

Also try a 30, 50 (European) or 60fps project.


If you're trying to make something to use in FCPX, it's absolutely fine (and sometimes recommended) to use a faster frame rate than will be used in FCPX. 60 is always good (it conforms well with the widest variation of frame rates.) 60fps will always be the most preferred frame rate to use in Motion for anything that is time critical, like: clocks, and other types of timing projects (any drop frame frame rate is definitely NOT recommended in these types of projects, only even number frame rates.)

Mar 25, 2016 11:01 AM in response to fox_m

I have the same problem, I did a few troubleshooting with mp3, aiff, and wav.

They all work when i start a new project.

but in my current developed project it doesn't want to work, I am still testing but this is very annoying.

The test below are both with MP3 files. all the same files on both.


This screen shot is the developed projected I have saved: (doesn't work)

User uploaded file


This screen shot is the new project I opened to test: (works)

User uploaded file


Any thoughts? it seems like a bug to me?


Also, something to know, on the project that doesn't work, I would have the inspector open and in the "Respond To" field I would click on "Amplitude" over and over and you can see the analyzing pop up in the "Audio Graph" section but for a brief second. I did it over and over (in order to actually see the Analyzing screen) and it seem to stop around 70% (I noticed the percentage going up doing this at times) but there was a time that it flickered at 100%.


But even in the new project where it works, it doesn't show the analyzing screen and it just works. keep in mind my audio file is about 19mins long.

MP3 file is around 20mb and aiff and wav is around 200mb.

Mar 25, 2016 11:40 AM in response to projectx58

MP3 is usually problematic because it is so heavily compressed. Better to use AIFF (or WAV, but AIFF is probably a little better [legacy]).


What Mac are you working on? (Year, processor, VRAM/gpu).


In Preferences > Time > If Audio Sync is Lost, do you have Skip Video Frames selected? And Limit playback speed to project frame rate? And Loop audio while scrubbing? (I usually have limit playback on and loop audio off...)


After checking that, you might have to delete preferences (Quit Motion, hold down command and option keys and restart.) If you have a "hardware problem" you might have to Motion menu > Provide Motion Feedback to Apple.

Mar 25, 2016 2:04 PM in response to projectx58

projectx58 wrote:

I haven't restarted yet but I will do that as well as send feedback, If i end up finding a solution I will be sure to post it on here.



Yeah - great! We appreciate sharing!


Your machine specs should be good. Motion will run in older environments (I used to run Motion 2 and 3 on a MacBook Core Duo (early 2006) with the integrated Intel GMA950... None of the 3D options in M3 would work but the app would run without "problems". I know the app is built to "fail gracefully". But your 2013 MBP is almost identical specs to my 2013 iMac (i7/24 GB RAM/NVidia GeForce - I have the 750, but there is not that much difference in functionality between the two GPUs other than onboard vRAM.) I don't have Audio behavior issues and you shouldn't either.


PS - Check Allow sub-frame keyframing... Audio behaviors can write keyframes "stops" with much higher resolution than a video frame. [I have no proof that this will make any difference whatsoever... just for better accuracy and your machine can more than handle the overhead.]

why is the audio parameter behavior not working?

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