Huron & SNAP Documentation
Huron & SNAP Documentation Huron & SNAP Documentation
Summary THE SIMULATION TOOLS • MultiScape provides an integrated set of tools for multiple people multi-room, multi-user acoustic simulations. • It provides the ability to add Sound objects, Speaker Arrays and Headphones to a virtual Soundscape. • It provides fully featured room and door effects, which can be updated in real-time. HURON TECHNICAL MANUAL PAGE 116
Features Operation HeadScape HeadScape is a subset of the simulation tools used for accurate headtracked auralisation. HeadScape allows the implementation of highly accurate localisation of sounds over headphones. • HeadScape utilises a filter switching technique to provide accurate aural simulations controlled by a headtracked pair of headphones. • HeadScape uses responses derived from acoustic modelling software in order to obtain accurate room responses for use in simulations. HeadScape is Lake Technology’s premier head-tracked auralisation system. Designed for critical evaluation of room acoustic simulations, HeadScape makes use of Lake Technology’s proprietary low-latency long convolution technology to switch long FIR filters smoothly and efficiently in response to the listener’s head movement. To create a consistent and realistic simulation HeadScape employs a two stage filtering process. The late part of the room’s impulse response is kept fixed but the early part is selectively switched depending on the listener’s head position. The early part is of the order of 4000 samples long and includes a binaural representation of the early reflections in the space. This feature enables HeadScape to create virtual sound objects that are strongly and clearly externalised. HURON TECHNICAL MANUAL PAGE 117
- 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 110 and 111: B-format Decode Mode B-format Mode
- Page 112 and 113: Editing Headphone Objects ↓ To ed
- Page 114 and 115: Adding Rooms, Deleting Rooms Adding
- 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
- Page 161 and 162: Positional Commands Note: The numbe
- Page 163 and 164: OTHER SIMULATION TOOLS SNAPGetRooms
- Page 165 and 166: MultiScape Commands Parameter Descr
Features<br />
Operation<br />
HeadScape<br />
HeadScape is a subset of the simulation tools used for accurate<br />
headtracked auralisation. HeadScape allows the<br />
implementation of highly accurate localisation of sounds over<br />
headphones.<br />
• HeadScape utilises a filter switching technique to provide<br />
accurate aural simulations controlled by a headtracked pair<br />
of headphones.<br />
• HeadScape uses responses derived from acoustic modelling<br />
software in order to obtain accurate room responses for use<br />
in simulations.<br />
HeadScape is Lake Technology’s premier head-tracked<br />
auralisation system. Designed for critical evaluation of room<br />
acoustic simulations, HeadScape makes use of Lake<br />
Technology’s proprietary low-latency long convolution<br />
technology to switch long FIR filters smoothly and efficiently<br />
in response to the listener’s head movement.<br />
To create a consistent and realistic simulation HeadScape<br />
employs a two stage filtering process. The late part of the<br />
room’s impulse response is kept fixed but the early part is<br />
selectively switched depending on the listener’s head position.<br />
The early part is of the order of 4000 samples long and includes<br />
a binaural representation of the early reflections in the space.<br />
This feature enables HeadScape to create virtual sound objects<br />
that are strongly and clearly externalised.<br />
HURON TECHNICAL MANUAL PAGE 117