Huron & SNAP Documentation

Huron & SNAP Documentation Huron & SNAP Documentation

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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

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

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