How about a sound effect? You do the same thing with the puppetry. There should be a sound file that says “puppet,” then a voice, maybe a microphone—whatever it takes.
The first thing you do is you create a set of puppets—in this case, some characters, some puppet noises—and let the software run on and off the sound cards. For example, you might want to make the voice be the sound of something like a dog barking. Then you create a new track (in this case “puppet sound”), set up all of the sounds, and let the software do its thing.
There’s more you can do, but these are the basics. But the next step is to set up different types of audio that you want on the puppets. Sometimes these are the types of sounds you want, and sometimes they aren’t, so just listen to what’s happening in a scene and see what’s causing the issue. Some people will probably get confused if you’re just playing a single loop, such as that loop that’s on the “dance” track on the CD. In this case, these sound samples and MIDI files all run together on the computer, in a single “tape,” in the order they’re played (see the animation in Figure 9).
Figure 10. Figure 10. Audio loops on the sound card.
Some of the things you would want for audio sequences are things like a sound of “hissing,” such as what happens when a puppet is walking. Most of the time, though, you want to be able to hear that sound. In any number of sequences, as the game progresses—for example, a scene change or a short cutscene—the program has to keep track of what the sound means, how it sounds within the context of the scene, and what you want to hear if you want to hear it.
In addition, you might want to use those sounds in other sequences. If you want to switch from the puppet track to ambient sound, for example, you might want to use that sound as a background noise while you move around the room. You might, in that case, add a “puppet noise” track on that track. In some games, you might want to do these things together.
The other thing to keep in mind is that the kind of sounds you want to play are different in all cases. You don’t want to use sounds like a dog barking
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