- Sound/Music Once Syntax: sound [identifier], is added to your script.
Example:
sound baby_crying
Helpful note: Multiple sounds can play at a time, so long as there is at least one line of dialogue or directing command between them. To make a music or sound effect loop, use the music command with the identifier.
- Looping Music/Sound Effect Syntax: music [identifier]
Example:
music ambient_birds
Helpful note: Only one looping sound can be playing at a time. If there are two music commands in a row, the later one will cancel out the previous. To stop the looping music, you have to insert a command into the script.
- Stop Looping Music Syntax: music off
You may also need to cut sound effects short occasionally, though this will be more rare, since sound effects are already generally short on their own.
- Stop Sound Effect Short Syntax: sound off
IMPORTANT: You must stop music with the music off command by the end of your story, otherwise it will play through the episode break and into the next episode. Additionally, a sound cue will only work if it is followed by dialogue or direction. If you are inserting a sound/ music cue at the end of a chapter, you will need to either insert it before an action that is already in the script, or add @pause for a beat. This includes the music off cue.
Good:
INT. BLACK - NIGHT
Narrator
To be continued…
Music off
@pause for a beat
@pause for a beat
Bad:
INT. BLACK - NIGHT
Narrator
To be continued…
@pause for a beat
@pause for a beat
Music off
CREATIVE NOTE
The “music” command is not strictly for music and the “sound” command is not strictly for sound. Short pieces of music coded in as “sound” can be used to transition smoothly between scenes, or introduce a character. These short pieces of music are called stingers.
- Volume Control: To set the volume of sound, use the volume sound command followed by the volume level (0-100) and the length of time (in milliseconds) you want the volume setting to take.
Setting the Volume of Sound Syntax: volume (X) & sound (S)
X = volume level, 0 to 100
S = length of time, in milliseconds
Example:
volume sound 80 2000
The above command will bring sound volume to 80% over the span of 2000 milliseconds (2 seconds). To set the volume of a music effect, use the exact same code above but replace “sound” with “music.”
Setting the Volume of Music Syntax:
X = volume level, 0 to 100
S = length of time, in milliseconds
Example:
volume music 0 4000
The above command will bring sound volume to 0 over the span of 4000 milliseconds (4 seconds), making the music appear to slowly fade out. If you want the music or sound volume to change immediately rather than a gradual transition, put 0 where you put the number of milliseconds.
Example:
volume music 70 0
The above command will bring music volume to 70 immediately.
- IMPORTANT: You must start your story with 2 volume commands determining what the volume levels will be. You can change them again later in the script.
Example:
volume music 0 0
volume sound 100 0
Volume commands will override any other volume commands within their time-frame. This means that if you have an active volume fade that lasts 10 seconds, but the user taps through the content in that scene in under 10 seconds, the next volume level specified will override the active fade. The best way to avoid this is by making sure that you have 2 lines of dialogue for every 1 second of volume fading. This is one of the more intuitive choices that you will make while directing, since you’ll occasionally want to do a very slow fade and will have to consider how long it might take a reader to tap through X number of lines of dialogue, and therefore how much time you can give to the fade.
So in the end it should look something like:
volume music 0 0
volume sound 100 0
EXT. RICHWITCHES - NIGHT
music music_saddaze
volume music 65 7000
Hope this helps!
Kellie
**For more information, please visit https://www.episodeinteractive.com/write/guides
P.S.
It is what episode’s team sent me when I had trouble with sound and music. I don’t know if it will be helpful for you, but 