Huron & SNAP Documentation
Huron & SNAP Documentation Huron & SNAP Documentation
B-format Decode Mode B-format Mode Editing a Speaker Array Object ↓ To edit the configuration of a Speaker Array object Removing a Speaker Array Object ↓ To remove a Speaker Array object THE SIMULATION TOOLS • Constant power panning which will maintain the same total output of power from the speaker array regardless of the listeners distance from the speaker. • Constant amplitude panning which will provide a constant volume to a listener, by altering the power output to the speaker. • Warp Factor which effects how sounds pan between speakers. A Warp factor of 1.00 gives a linear pan between two speakers. For a value greater than 1.00 the sound will tend to stick to speakers panning rapidly between them. With values less than 1.00, The sound will tend to linger between the speakers before moving on. B-format decoding decodes B-format sounds to an array of speakers. This mode produces output which is B-format encoded. The X,Y,Z,ω signals can be utilised by other applications or products which undertake their own B-format decoding. • Click OK to confirm the addition of the speaker array object to the MultiScape object list. — or — Click Cancel to cancel the addition of the speaker array object. 1. Select the Speaker Array object from the MultiScape List. 2. Click Edit. 3. The Speaker Array dialogue box (Figure 37) will appear. 4. Edit the required fields. 5. Click OK to save the configuration changes. — or — Click Cancel to cancel the changes made to the Speaker Array. 1. Select a Speaker Array object from the MultiScape List. 2. Click Delete. The Speaker Array object will be deleted from the MultiScape List. HURON TECHNICAL MANUAL PAGE 110
Adding Editing and Removing Headphone Objects ↓ To add a headphone object THE SIMULATION TOOLS Headphone objects in the MultiScape list represent a pair of headphones used by a listener to which the binaural decoding of the sound simulation will occur. 1. Click Add. 2. Set the Location Channel Number in the primary Location box. This location channel will be the channel along which messages are passed which pinpoint the position of the virtual listener object in the Soundscape. 3. Select the headphone radio button. A set of new options related to headphone decoding will be shown. Figure 38 — MultiScape add speaker array dialogue 4. Type a Name for the object, eg. Listener_1. 5. Select a Head Related Transfer Function from the HRTF list. This list is comprised of the following HRTFs: HRTF Description armhoriz.sim B-format Decode, Horizontal only. armperi.sim B-format Decode, Including height. armpan.sim Panning mode, MultiScape. sgbhoriz.sim B-format Decode, Horizontal only. sgbperi.sim B-format Decode, Including height. sgbpan.sim Panning mode, MultiScape. transaur.sim Transaural HRTF. 6. Add an Angle channel over which facing and angular information will be passed (this option is used primarily for headtracked headphones). 7. Check the input box if the headphone user has an input. For example a microphone, once checked an input patch point will appear in the Patch Bay. HURON TECHNICAL MANUAL PAGE 111
- Page 59 and 60: Adjusting Volumes ↓ To adjust the
- Page 61 and 62: ↓ To set a digital output to prof
- Page 63: ↓ To close a split window Summary
- Page 66 and 67: THE SIMULATION TOOLS InsideTrak, Fa
- Page 68 and 69: THE SIMULATION TOOLS • Angle chan
- Page 70 and 71: Z THE SIMULATION TOOLS Figure 22
- Page 73 and 74: Features Operation Object list Add
- Page 75 and 76: For example: if a Source Object (ch
- Page 77 and 78: Editing a BinScape Object ↓ To ed
- Page 79 and 80: Features Operation The Space Array
- Page 81 and 82: Adding an Object to the Space Array
- Page 83 and 84: Near Field Adding B-format Input Se
- Page 85 and 86: Inserting speakers ↓ To insert a
- Page 87: Summary 25 20 15 Number of inputs S
- Page 90 and 91: The simulated acoustic spaces used
- Page 92 and 93: ↓ To access the Sound Field Filte
- Page 94 and 95: Directivity Factor Name d = 0.000 O
- Page 96 and 97: Setting Minimum Source Distance ↓
- Page 98 and 99: Adding, Inserting, Removing and Edi
- Page 100 and 101: DSP Usage Summary THE SIMULATION TO
- Page 102 and 103: ↓ To access the Binaural Decoder
- Page 104 and 105: Summary THE SIMULATION TOOLS • Th
- Page 106 and 107: Starting ↓ To access MultiScape F
- Page 108 and 109: Editing a Sound Object ↓ To edit
- Page 112 and 113: Editing Headphone Objects ↓ To ed
- Page 114 and 115: Adding Rooms, Deleting Rooms Adding
- Page 116 and 117: Summary THE SIMULATION TOOLS • Mu
- Page 118 and 119: Starting ↓ To access HeadScape Se
- Page 120 and 121: Configuring HeadScape ↓ To config
- Page 122 and 123: Summary THE SIMULATION TOOLS • He
- Page 124 and 125: Scene (List of Tracks) Track (List
- Page 126 and 127: Figure 45 - Scene Properties dialog
- Page 128 and 129: Manipulating Tracks ↓ To add a tr
- Page 130 and 131: ↓ Exporting a trajectory to a Loc
- Page 133: Other Simulation Tools This sub-sec
- Page 136 and 137: Operation Starting ↓ To start the
- Page 138 and 139: Locator Commands Loading and Playin
- Page 141 and 142: Features Requirements The WavePlaye
- Page 143 and 144: Figure 49 — The WavePlayer-2 inte
- Page 145 and 146: ↓ Setting the RME Hammerfall as t
- Page 147 and 148: Note: The Waveplayer has now been s
- Page 149: Summary OTHER SIMULATION TOOLS •
- Page 152 and 153: Operation Starting ↓ To start the
- Page 154 and 155: ↓ To select a microphone setting
- Page 156 and 157: ↓ To specify the Echo settings
- Page 159 and 160: Integration under 32 bit Windows In
Adding Editing and Removing Headphone Objects<br />
↓ To add a headphone object<br />
THE SIMULATION TOOLS<br />
Headphone objects in the MultiScape list represent a pair of<br />
headphones used by a listener to which the binaural decoding of<br />
the sound simulation will occur.<br />
1. Click Add.<br />
2. Set the Location Channel Number in the primary Location<br />
box. This location channel will be the channel along which<br />
messages are passed which pinpoint the position of the<br />
virtual listener object in the Soundscape.<br />
3. Select the headphone radio button.<br />
A set of new options related to headphone decoding will be<br />
shown.<br />
Figure 38 — MultiScape add speaker array dialogue<br />
4. Type a Name for the object, eg. Listener_1.<br />
5. Select a Head Related Transfer Function from the HRTF<br />
list. This list is comprised of the following HRTFs:<br />
HRTF Description<br />
armhoriz.sim B-format Decode, Horizontal only.<br />
armperi.sim B-format Decode, Including height.<br />
armpan.sim Panning mode, MultiScape.<br />
sgbhoriz.sim B-format Decode, Horizontal only.<br />
sgbperi.sim B-format Decode, Including height.<br />
sgbpan.sim Panning mode, MultiScape.<br />
transaur.sim Transaural HRTF.<br />
6. Add an Angle channel over which facing and angular<br />
information will be passed (this option is used primarily for<br />
headtracked headphones).<br />
7. Check the input box if the headphone user has an input. For<br />
example a microphone, once checked an input patch point<br />
will appear in the Patch Bay.<br />
HURON TECHNICAL MANUAL PAGE 111