Huron & SNAP Documentation

Huron & SNAP Documentation Huron & SNAP Documentation

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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

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

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