05.05.2013 Views

Huron & SNAP Documentation

Huron & SNAP Documentation

Huron & SNAP Documentation

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

↓ Exporting a trajectory to a<br />

Locator script<br />

↓ To change a trajectory’s<br />

properties<br />

↓ Manipulating trajectories by<br />

clicking and dragging<br />

Sequencing Functions<br />

↓ To play the current scene<br />

↓ More on recording<br />

THE SIMULATION TOOLS<br />

• Select Export from the Edit menu and then choose a<br />

filename for the script in the file dialog.<br />

The trajectory will be written into a new Locator script,<br />

beginning at time 0.<br />

• Select Properties from the Edit menu.<br />

As well as using the formal methods of trajectory manipulation,<br />

it is also possible to move trajectories by clicking on them and<br />

dragging them to a new desired position. Use the Ctrl key<br />

while releasing the mouse to copy the selected trajectories<br />

rather than move them.<br />

• Click the Play button or select Play from the Sequence<br />

menu.<br />

If using internal synchronisation, the scene will begin playing<br />

from the time marker position. Sonic Animator uses the PCs<br />

internal timer mechanisms to generate a timer message<br />

whenever the interval specified in the Scene Properties dialog<br />

has elapsed.<br />

At this stage, two things may happen. If a track is interpolated<br />

and the current time is corresponds to somewhere inside a<br />

trajectory, then the sequencer will find the two events on either<br />

side of this time and linearly interpolate between them to give a<br />

position to output. If the time does not fall within a trajectory<br />

then no messages will be sent and the location will remain<br />

where it was at the end of the last trajectory. Conversely, if the<br />

track is not interpolated, then the sequencer will play all events<br />

that have become due since the last timer message.<br />

The time marker will move along as the scene is played.<br />

However, updating the time marker is a low priority task and<br />

only happens when the system is idle. Thus, when the<br />

sequencer is using a lot of CPU time sending events, the time<br />

marker won’t move.<br />

Recording uses a similar mechanism to playing but is slightly<br />

more complex. The same timer mechanism is used to update<br />

the current time and the time marker. When a message arrives,<br />

the sequencer finds the time of the last timer message and<br />

applies this to the received message when writing it into the<br />

scene. If multiple messages arrive between timer updates then<br />

the later events are discarded.<br />

HURON TECHNICAL MANUAL PAGE 130

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!