Relevant to Blender v2.31
Since Blender 2.28 there is a (still limited) Audio sequencing toolbox.
You can add WAV files via the SHIFT-A menu and
selecting the Sound
entry.
A green audio strip will be created. No 'high level' mixing features are present currently. You can have as many Audio strips as you wish and the result will be the mixing of all them.
You can give each strip its own name and Gain (in dB) via the NKEY
menu. This also let you set a strip to mute or 'Pan' it; -1 is hard left, +1 is hard right.
A 'Volume' IPO can be added to the strip in the IPO Window as it is done for
effect strips. The Fac
channel is the volume here.
IPO frames 1-100 correspond to the whole sample length, 1.0 is full volume,
0.0 is completely silent.
Blender cannot yet mix the sound in the final product of the Sequence Editor.
The output is therefore a video file, if the ANIM
button in the Anim
Panel of the Scene Context/Render Sub-context is used
as described before, or a separate WAV file, containing the full audio
sequence, in the same directory of the video file and with the same name
but with a .WAV
extension. This audio file is created via the MIXDOWN
button
in the Sequencer
button of the Scene Context, Sound Sub-context.
You can mix Video and Audio later on with an external program. The advantage of using Blender's sequence editor lies in the easier synchronization attainable by sequencing frames and sound in the same application.