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Huron & SNAP Documentation

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THE SIMULATION TOOLS<br />

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

information relating the orientation of a virtual sound or a<br />

listener object is passed. Location channel numbers must be<br />

in the range 1 to 255, as channel 0 is reserved in most<br />

applications.<br />

• Tracking device: A device used for obtaining and sending<br />

positional and rotational data. This data is then transformed<br />

(by the Tracker application) into location and angle data for<br />

use as an input to a simulation application.<br />

• Speaker array: A real world array of speakers designed for<br />

the playback of audio simulations.<br />

Additional terms can be found in the Glossary subsection of the<br />

<strong>Huron</strong> Technical Specifications of this manual.<br />

In general terms an aural simulation is composed of a<br />

processing application — the simulation application — and a<br />

series of inputs to this application. The diagram below (Figure<br />

20) illustrates a generic simulation tool and lists the sources of<br />

inputs and outputs of the system.<br />

Figure 20 — A schematic of a generic Simulation application<br />

The simulation application is the core of an aural simulation. It<br />

takes the sound sources, location information, angle<br />

information, and room effects as inputs, and processes all of this<br />

information in real time to provide the outputs of the simulation<br />

either as B-format encoded signals (as in Sound Field Filter) or<br />

in a form ready to be output to a speaker array or headphones<br />

(Binscape, Space Array , MultiScape, HeadScape or a<br />

combination of Sound Field Filter and one of the AniScape<br />

Decoder tools).<br />

An important concept shown in this diagram (Figure 20) is the<br />

association of the manipulable virtual sound objects and the<br />

sound sources they represent. The sources and objects are<br />

associated using Location and Angle channels. While the real<br />

world sound sources remain stationary (locked into equipment<br />

racks etc.) the sound objects may be moved around the<br />

HURON TECHNICAL MANUAL PAGE 68

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