FXRealm Studios

FXRealm Studios AB

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Description | Features | Requirements | Pricing | Poll | FAQ

Features
(in Soundwave 1.0)

True Surround and Radiosity rendering
This is our very advanced sound rendering algorithm. It calculates how the sound would have behaved if it had existed in real life. How the sounds reflects, bounces and absorbs on diffrent surfaces and objects. How it would change if it goes through diffrent materials like water and such. It can take all real life phenomenas into it's calculations. Throw a sound down a canyon in Soundwave and you get your echos back. We could go on about this, but I think the software will speak for itself when you try it.

Realtime surround sound feedback
This option makes the workflow much smoother. If you have one of the new 3D Surround sound cards, like the Soundblaster Live! for instance, you can get quite an accurate sound picture presented to you in realtime while working with the scene before rendering out the final sound files. This feature uses DirectSound3D and does also work with older 2 speaker cards with a simulated 3D effect.

Import and Export
You can export 3D data and objects from many of the major formats. You can load and mix object and motions from diffrent programs of your own choice. Some of the programs we support at the moment are:

  • Lightwave 3D
  • 3D Studio Max
  • Alias|Wavefront Maya
  • Softimage 3D
  • SideFX Houdini
  • and there will be more to come.

At the moment we just support keyframed motion data, which would be enough for most occasions, but we are working on support for bones and other mesh deforming systems as well.

The rendered soundfiles can then be exported to about all major video and film editing systems that exist.

Keyframing
Of course you can also set up your scenes directly in Soundwave. Just load the objects and start keyframing. You can keyframe everything, cameras, objects, microphones.

Event trigging
This can start soundeffects on diffrent events that may occur in you scene. One good example is collision detection. If you have a ball bouncing down something, you can have a bounce sound which starts itself everytime the ball hit something. We are adding more events all the time which can be used for diffrent triggers.

Envelopes
All parameters in Soundwave can be enveloped over time. Volumes, starts and stops, sensitivity and so on.

Soundsystems
We include presets for most major sound systems like Stereo, Dolby Surround, Dolby Digital, Dolby Digital - Surround Ex, DTS, SDDS and as Soundwave can handle unlimited number of microphones, you can make your own presets for how advanced and speaker filled system as you want.

Configurable userinterface
We have made the userinterface extremely open so most of it can be changed. You can therefore configure it so it fits your needs as much as possible. We ship version 1.0 with presets for most 3D programs so you can get the look and feel of the 3D program you normally work with.
The 3D part of the userinterface take full advantage of OpenGL and any OpenGL accelerators you might have.

Video Tracking
You can load video sequences into Soundwave and place motion trackers on objects in the video which soundwave also can add sounds to. This removes the limit of only adding sound to 3D scenes. You can now make sound for whatever source material you have. The tracker will track in both 2D and 3D.

Sound Filters
Add diffrent type of sound, turbulence and distortion filters to finetune the sounds just the way you want them. For instance you can add low pass filtering to get rid of high frequences you don't want. All kinds of diffrent filters comes with Soundwave 1.0, and more can be made through the Plugin SDK. And of course there is a built in editor in Soundwave to make variations and own versions of the filters.

Plugin architecture
We will leave as much as possible of Soundwave 3D open, so there's big possibilities to enhance the software with plugins. The sale version will include a SDK for developing Soundwave plugins. For instance you can make Loaders for more 3D and motion data formats, you can make sound filters, and also additions to the rendering engine.

Doppler Effects
This is a phenomena that is very usual these days with all the highspeed vehicles we have around us. When a soundsource is moving, the frequence the observer hears is diffrent than when the soundsource stands still. This is the Doppler Effect. Everybody has probably heard how a siren changes it's sound when the emergency vechicle passes by. Or when you travel by train and passes a crossing, you hear the sound of the warning clock change as you pass by.

Sound Editor
A built in SoundEditor which works pretty much like other editors on the market like SoundForge or CoolEdit. Here you can make most of the basic sound editing functions, and also run filters or effects on the sounds.

Availibility
We are dedicated to develop Soundwave for WindowsNT/95/98 and compile it native for both the Intel CPU and the Alpha CPU.

And much more...

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Information, Specifications and Features about v1.0 are subjects to be changed without notice.