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Why can't I add (and save!) sound to a custom pip object?
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You know how sometimes you create a custom pip that you'll be using a lot? well, the thing is, fairly often we need to add sound to that pip. (I don't know, a giant glove delivering a punch, an explosion, whatever)

I've checked around and I'm surprised to find that I cant actually save a custom pip object with sound (in the library I mean). It's gotta be mute and then I've got to add the sound track manually.

In my particular case, I'm editing some tutorials and adding sound to my custom pips everytime I use them can be a real pain, because I use a lot. Surely there should be an option to save sound to pips? it's really a very repetitive task...

Then again, maybe I'm doing something wrong. Because this looks like a pretty obvious feature to me...

This message was edited 3 times. Last update was at Apr 17. 2017 08:29

PD17 Ult, PD16Ult, PD15ult + 13ult + 12ult
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Carl312
Senior Contributor Location: Texas, USA Joined: Mar 16, 2010 20:11 Messages: 9090 Offline
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You cannot save a PIP object with a video.

You can create a video with the effect you want then produce that video.

After the effect is the way you want it to be, put that produced video on the timeline, then Project Save As the effect.

You can insert projects into other projects. Which means you can use that effect over and over. Carl312: Windows 10 64-bit 8 GB RAM,AMD Phenom II X4 965 3.4 GHz,ATI Radeon HD 5770 1GB,240GB SSD,two 1TB HDs.

[Post New]
Thanks carl.



I'm aware of that you can't save an object with a video, but you can save an object as a pip object in the pip "custom objects" library.

The problem with saving that object (+movement and sound) as a video file is that it'll probably need readjustments: green screening and, more importantly, positioning. Not to mention that loading all of the video files could become a very time consuming task.

That's why I think saving as pip with sound in the library would be the best choice. PD17 Ult, PD16Ult, PD15ult + 13ult + 12ult
Painthop X9, X7, X4, 9
Aurora 3D (!!)
Animation Shop
Flex Gif Animator
Howler 9.5 !!
Intel Core I7-479 Cpu, 3.6 Ghz, 24 Gig Ram
Windows 10. 64 bits
ynotfish
Senior Contributor Location: N.S.W. Australia Joined: May 08, 2009 02:06 Messages: 9977 Offline
[Post New]
Hi Javisyd -

This question has been raised a few times before. Audio cannot be imported into PiP Designer, even though there's clearly a "need".

In the threads below, the workaround has been to save the PiP Object or Title and rename an audio clip to match it. There are some downloadable examples.

http://forum.cyberlink.com/forum/posts/list/49201.page

http://forum.cyberlink.com/forum/posts/list/38638.page

Another possibility is to create a project containing only the PiP Object and synchronised sound effect. Save it & it can be inserted into future projects.

Cheers - Tony
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ynotfish
Senior Contributor Location: N.S.W. Australia Joined: May 08, 2009 02:06 Messages: 9977 Offline
[Post New]
Here's another little example...

I made this PiP Object - https://directorzone.cyberlink.com/detail/176469083 matched to this sound effect - https://directorzone.cyberlink.com/detail/176469082

I also packed the project - https://drive.google.com/open?id=0Bxp60P6x4uM2MXdnZ0hGS0Rma3c - so it can be inserted/modified in any future project. Project done in PDR13, so can be opened by PDR13 or later.

Side note: ANY logo or image on a square canvas can substitute for the kokopellis by copying and pasting keyframe attributes.

Cheers - Tony

This message was edited 1 time. Last update was at Apr 17. 2017 19:33


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[Post New]
Thanks Tony, much appreciated! PD17 Ult, PD16Ult, PD15ult + 13ult + 12ult
Painthop X9, X7, X4, 9
Aurora 3D (!!)
Animation Shop
Flex Gif Animator
Howler 9.5 !!
Intel Core I7-479 Cpu, 3.6 Ghz, 24 Gig Ram
Windows 10. 64 bits
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