Display waveform or sound levels

I have audio that I am going to put into a movie. I need software that will make the sound levels into a quicktime movie so I display something visually as the audio is playing. Any ideas will be appreciated. Can Motion 2 do this?

Motion can't do this that I'm aware of, but you could use an iTunes visualizer to generate visuals to go along with your audio, then capture it as a movie using Snapz Pro and import that into Motion. A bunch of cool visualizers are here:
http://itunes.pluginsworld.com/plugin.php?directory=apple&software=itunes&catego ry=0
And Snapz Pro is here:
http://www.ambrosiasw.com/utilities/snapzprox/

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    I must have been asleep, until now, and missed the significance and importance of what follows.
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    Thanks, Andrew, for bringing this up.  I have seen comments and questions in different forums from several CS4 users who have had doubts about the new OpenGL display functionality and how it affects apparent sharpness at different zoom levels.  I think part of the interest/doubt has been created by the over-the-top hype that has been associated with the feature as you documented very well.
    I have been curious about it myself and honestly I didn't notice it at first but then as I read people's comments I looked a little closer and there is indeed a difference at different zoom levels.  After studying the situation a bit, here are some preliminary conclusions (and I look forward to comments and corrections):
    The "old", non-OpenGL way of display was using nearest-neighbor interpolation.
    I am using observation to come to this conclusion, using comparison of images down-sampled with nearest-neighbor and comparing them to what I see in PS with OpenGL turned off.  They look similar, if not the same.
    The "new", OpenGL way of display is using bilinear interpolation.
    I am using observation as well as some inference: The PS OpenGL preferences have an option to "force" bilinear interpolation because some graphics cards need to be told to force the use of shaders to perform the required interpolation.  This infers that the interpolation is bilinear.
    Nothing is truly "accurate" at less than 100%, regardless of the interpolation used.
    Thomas Knoll, Jeff Schewe, and others have been telling us that for a long time, particularly as a reason for not showing sharpening at less than 100% in ACR (We still want it though ).  It is just the nature of the beast of re-sampling an image from discrete pixels to discrete pixels.
    The "rule of thumb" commonly used for the "old", non-OpenGL display method to use 25%, 50%, etc. for "accurate" display was not really accurate.
    Those zoom percentages just turned out to be less bad than some of the other percentages and provided a way to achieve a sort of standard for comparing things.  Example: "If my output sharpening looks like "this" at 50% then it will look close to "that" in the actual print.
    The "new", OpenGL interpolation is certainly different and arguably better than the old interpolation method.
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    Since the OpenGL interpolation is different, users may need to develop new "rules of thumb" for zoom percentages they prefer when making certain judgements about an image (sharpening, for example).
    Note that anything below 100% is still not "accurate", just as it was not "accurate" before.
    As Andrew pointed out, the hype around the new OpenGL bilinear interpolation went a little overboard in a few cases and has probably led to some incorrect expectations from users.
    The reason that some users seem to notice the sharpness differences with different zooms using OpenGL and some do not (or are not bothered by it) I believe is related to the different ways that users are accustomed to using Photoshop and the resolution/size of their monitors.
    Those people who regularly work with images with fine details (pine tree needles, for example) and/or fine/extreme levels of sharpening are going to see the differences more than people who don't.  To some extent, I see this similar to people who battle with moire: they are going to have this problem more frequently if they regularly shoot screen doors and people in fine-lined shirts.   Resolution of the monitor used may also be a factor.  The size of the monitor in itself is not a factor directly but it may influence how the user uses the zoom and that may in turn have an impact on whether they notice the difference in sharpness or not.  CRT vs LCD may also play a role in noticeability.
    The notion that the new OpenGL/bilinear interpolation is sharp except at integer zoom percentages is incorrect.
    I mention this because I have seen at last one thread implying this and an Adobe employee participated who seemed to back it up.  I do not believe this is correct.  There are some integer zoom percentages that will appear less sharp than others.  It doesn't have anything to do with integers - it has to do with the interaction of the interpolation, the size of the detail, and how that detail falls into the new, interpolated pixel grid.
    Overall conclusion:
    The bilinear interpolation used in the new OpenGL display is better than the old, non-OpenGL nearest-neighbor method but it is not perfect.  I suspect actually, that there is no "perfect" way of "accurately" producing discrete pixels at less than 100%.  It is just a matter of using more sophisticated interpolation techniques as computer processing power allows and adapting higher-resolution displays as that technology allows.  When I think about it, that appears to be just what Adobe is doing.
    Some sample comparisons:
    I am attaching some sample comparisons of nearest-neighbor and bilinear interpolation.  One is of a simple grid made up of 1 pixel wide lines.  The other is of an image of a squirrel.  You might find them interesting.  In particular, check out the following:
    Make sure you are viewing the Jpegs at 100%, otherwise you are applying interpolation onto interpolation.
    Notice how in the grid, a 50% down-sample using nearest-neighbor produces no grid at all!
    Notice how the 66.67% drops out some lines altogether in the nearest-neighbor version and these same lines appear less sharp than others in the bilinear version.
    Notice how nearest-neighbor favors sharp edges.  It isn't accurate but it's sharp.
    On the squirrel image, note how the image is generally more consistent between zooms for the bilinear versions.  There are differences in sharpness though at different zoom percentages for bilinear, though.  I just didn't include enough samples to show that clearly here.  You can see this yourself by comparing results of zooms a few percentages apart.
    Well, I hope that was somewhat helpful.  Comments and corrections are welcomed.

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