Huron & SNAP Documentation
Huron & SNAP Documentation Huron & SNAP Documentation
Starting ↓ To access the Space Array The Space Array Object List Figure 27 – The Space Array interface THE SIMULATION TOOLS The Space Array must be loaded into the VRack from the New/Simulation Tools submenu (for loading instructions see the System Tools section of this manual). Once loaded the Space Array panel will appear in the VRack and the Space Array panel will appear in the Patch Bay. • Click the Space Array panel in the VRack. The Space Array interface will appear (Figure 27). Space Array allows a user to define virtual objects and move them around within a soundscape. The Space Array Object List specifies all objects found in a soundscape and how they are moved around within it. In Space Array, there are two types of object: the listener object, and the sound source. There is only one listener object, which represents all listeners in the soundscape. The listener must be the first object in the object list. Every subsequent object in the list represents a sound source. In Space Array, a channel number is associated with each object in the list. The channel number specifies a channel on which the object will receive position and angle messages. HURON TECHNICAL MANUAL PAGE 80
Adding an Object to the Space Array Object List ↓ To add an object to the Space Array list For example: if a sound object (Channel 2) needs to be moved independently but relative to another sound object (Channel 1) its location should be specified as Location: 1+2. Thus, if the object using location Channel 1 moves the object on Channel 2 will move with it. For example: An elephant (whose facing is specified as Angle Channel Number 1) has a trunk (whose facing is specified as Channel Number 2), the elephant’s trunk may rotate independently yet maintain a relationship to the facing of the elephant, thus the trunk’s Angle Channel Number should be defined as 1 + 2. Editing an Object ↓ To edit the details of Sound objects THE SIMULATION TOOLS 1. Click Add. A dialogue box will appear (this dialogue box appears the same for both the listener and sound source objects). 2. Type a name for the object in the Name box. 3. Set the Location Channel Number in the primary Location box. This Channel number specifies the channel on which the object will receive SNAP or Locator messages indicating its current (X,Y,Z) position. To ensure that the source can be moved independently of other sources this Channel Number should be unique. 4. Set the Secondary Location Channel Number if the object is to be moved relative to another object. 5. Set the Angle Channel Number in the Primary Orientation channel box. This Angle Channel Number specifies the channel over which the orientation (facing) of the object is transmitted. 6. Set the Secondary Angle Channel Number if the object is to be rotated relative to another object. 7. Click OK to add the object to the Space Array object list. 8. Click Cancel to cancel the addition of the object. 1. Select the Sound object to edit by clicking on the Sound object in Space Array list. 2. Edit Name, Location channels, and Angle channels as required. HURON TECHNICAL MANUAL PAGE 81
- Page 30 and 31: Installing New Hardware Components
- Page 32 and 33: ↓ To change the ISA memory addres
- Page 35 and 36: ↓ Connecting with the patch panel
- Page 37 and 38: Huron System Tools Huron Simulation
- Page 39 and 40: General Installation ↓ To install
- Page 41: Introduction to the System Tools Th
- Page 44 and 45: Operation Starting ↓ To start the
- Page 46 and 47: Configuration Functions Internal/Ex
- Page 48 and 49: Displaying, Hiding and Terminating
- Page 50 and 51: Stopping VRack ↓ To exit the VRac
- Page 52 and 53: Patching ↓ To connect a pair of p
- Page 54 and 55: Tip: Even if two patch points are c
- Page 57 and 58: Introduction Features The IO Manage
- Page 59 and 60: Adjusting Volumes ↓ To adjust the
- Page 61 and 62: ↓ To set a digital output to prof
- Page 63: ↓ To close a split window Summary
- 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: Features Operation 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 116 and 117: Summary THE SIMULATION TOOLS • Mu
- 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
Adding an Object to the Space Array Object List<br />
↓ To add an object to the Space<br />
Array list<br />
For example: if a sound object<br />
(Channel 2) needs to be moved<br />
independently but relative to another<br />
sound object (Channel 1) its location<br />
should be specified as Location: 1+2.<br />
Thus, if the object using location<br />
Channel 1 moves the object on<br />
Channel 2 will move with it.<br />
For example: An elephant (whose<br />
facing is specified as Angle Channel<br />
Number 1) has a trunk (whose facing<br />
is specified as Channel Number 2), the<br />
elephant’s trunk may rotate<br />
independently yet maintain a<br />
relationship to the facing of the<br />
elephant, thus the trunk’s Angle<br />
Channel Number should be defined as<br />
1 + 2.<br />
Editing an Object<br />
↓ To edit the details of Sound<br />
objects<br />
THE SIMULATION TOOLS<br />
1. Click Add. A dialogue box will appear (this dialogue box<br />
appears the same for both the listener and sound source<br />
objects).<br />
2. Type a name for the object in the Name box.<br />
3. Set the Location Channel Number in the primary Location<br />
box. This Channel number specifies the channel on which<br />
the object will receive <strong>SNAP</strong> or Locator messages indicating<br />
its current (X,Y,Z) position. To ensure that the source can<br />
be moved independently of other sources this Channel<br />
Number should be unique.<br />
4. Set the Secondary Location Channel Number if the object<br />
is to be moved relative to another object.<br />
5. Set the Angle Channel Number in the Primary Orientation<br />
channel box. This Angle Channel Number specifies the<br />
channel over which the orientation (facing) of the object is<br />
transmitted.<br />
6. Set the Secondary Angle Channel Number if the object is<br />
to be rotated relative to another object.<br />
7. Click OK to add the object to the Space Array object list.<br />
8. Click Cancel to cancel the addition of the object.<br />
1. Select the Sound object to edit by clicking on the Sound<br />
object in Space Array list.<br />
2. Edit Name, Location channels, and Angle channels as<br />
required.<br />
HURON TECHNICAL MANUAL PAGE 81