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Huron & SNAP Documentation

Huron & SNAP Documentation

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An overview of the Simulation Tools<br />

Lake Technology’s Simulation Tools provide a wide range of<br />

options for configuring and creating aural simulations. This<br />

multitude of potential configurations provides not only a wealth<br />

of possibilities for aural simulations but introduces a level of<br />

complexity to the running of such simulations.<br />

In order to reduce possible confusion this subsection seeks to<br />

provide an overview of the relationship between the elements<br />

which comprise a simulation and addresses the most important<br />

aspects of setting up a Lake Technology sound simulation.<br />

The following terms are used throughout the simulation tools<br />

documentation and are important to know in order to<br />

understand the functioning of the Simulation Tools.<br />

• Real world: This is it, you are living in it.<br />

• Soundscape: The virtual audio simulation generated by a<br />

simulation application. The Soundscape can be thought of<br />

as a virtual audio world.<br />

• Simulation application: An application which takes audio<br />

and other inputs and processes them to generate a<br />

Soundscape.<br />

• Listener: The real world person who listens to an audio<br />

simulation via headphones or a speaker array.<br />

• Listener object: The virtual object that represents the<br />

listener inside the Soundscape.<br />

• Sound source: The real world sound source (CD player,<br />

WavePlayer application etc.) that is used as an audio input<br />

into the simulation application.<br />

• Sound object: The virtual object that represents the sound<br />

source in the Soundscape during a simulation.<br />

• Position: The real world position of the listener or tracking<br />

device.<br />

• Location: The virtual location of an object (listener or<br />

sound) within the Soundscape.<br />

• Location channel: The messaging channel over which<br />

information relating the location of virtual objects is passed.<br />

Location channel numbers must be in the range 1 to 255, as<br />

channel 0 is reserved in most applications.<br />

• Rotation: The real world orientation of the listener or<br />

tracking device.<br />

• Angle: The virtual orientation of a sound or listener object<br />

in a Soundscape.<br />

HURON TECHNICAL MANUAL PAGE 67

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