Sound Output Model: Difference between revisions

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[[Category:Audio]]
[[Category:Audio]]
[[Category:Object Classes]]
[[Category:Object Classes]]
[[File:SoundOutputModel.png|right]]
The Output Model acts as a template which defines playback output parameters for any sound or set of sounds. You can set up a sound to act as a mono point-source sound using HRTF (head-related transfer function) for proper placement relative to the camera/listener, or as a stereo sound with radius or no radius (i.e. no apparent position), or even with specific speaker assignments and levels in mono, stereo, or surround formats.
The Output Model acts as a template which defines playback output parameters for any sound or set of sounds. You can set up a sound to act as a mono point-source sound using HRTF (head-related transfer function) for proper placement relative to the camera/listener, or as a stereo sound with radius or no radius (i.e. no apparent position), or even with specific speaker assignments and levels in mono, stereo, or surround formats.


* '''ID:''' unique description of the output model
* '''ID:''' unique description of the output model
* '''Uses HRTF''' select this if the sound is mono and will be played back as a point-source sound in the world relative to the listener
* '''Uses HRTF''' select this if the sound is mono and will be played back as a point-source sound in the world relative to the listener. This will grey out the configuration options for Defined Speaker Output.
* '''Defined Speaker Output''' select this if the sound will not be placed in the world but rather have a specifically defined playback through various channel setups
* '''Defined Speaker Output''' select this if the sound will not be placed in the world but rather have a specifically defined playback through various channel setups
* '''Source Input Channels''' selects between speaker assignment options (defined below for each channel) based on whether the source sound file is mono (1 input channel) or stereo (2 input channels)
** '''Source Input Channels''' selects between speaker assignment options (defined below for each channel) based on whether the source sound file is mono (1 input channel) or stereo (2 input channels)
* '''Input Channel''' selects between available input channels from the source audio file. If 1 input channel (channel 0) is available (mono), specific channel outputs are defined below. If 2 input channels (channels 0 and 1, or left and right) are available, those specific channel outputs are again defined below exclusively for each input channel.
** '''Input Channel''' selects between available input channels from the source audio file. If 1 input channel (channel 0) is available (mono), specific channel outputs are defined below. If 2 input channels (channels 0 and 1, or left and right) are available, those specific channel outputs are again defined below exclusively for each input channel.
* '''(channel outputs and output percentages):''' L - Left, C - Center, R - Right, RL - Surround Left, RR - Surround Right, BL - Rear Surround Left, BR - Rear Surround Right, LFE - Low Frequence Effects. % of output is defined from 0 to 100 percent.
*** '''(channel outputs and output percentages):''' L - Left, C - Center, R - Right, RL - Surround Left, RR - Surround Right, BL - Rear Surround Left, BR - Rear Surround Right, LFE - Low Frequence Effects. % of output is defined from 0 to 100 percent.
* '''Attenuates With Distance''' select this checkbox if the sound should have an inner and outer radius setting, using a volume falloff curve between those two values.
* '''Attenuates With Distance''' select this checkbox if the sound should have an inner and outer radius setting, using a volume falloff curve between those two values.
* '''Min Distance''' inner radius of the sound in game units. At and within this radius, the sound will play back at its max volume (its static attenuation as set in the Sound Descriptor). Between the inner radius and outer radius volume falls off according to a five-point curve as defined below.
* '''Min Distance''' inner radius of the sound in game units. At and within this radius, the sound will play back at its max volume (its static attenuation as set in the Sound Descriptor). Between the inner radius and outer radius volume falls off according to a five-point curve as defined below.
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* '''Reverb Send%''' percentage of the sound sent to the Reverb Parameter as defined in the currently occupied Acoustic Space. This is equivalent to an 'aux send' on a mixing console. Any sound assigned to use this Output Model will be sending this percentage of its output to the current reverb type.
* '''Reverb Send%''' percentage of the sound sent to the Reverb Parameter as defined in the currently occupied Acoustic Space. This is equivalent to an 'aux send' on a mixing console. Any sound assigned to use this Output Model will be sending this percentage of its output to the current reverb type.
* '''Allows Rumble''' check this box if the sound should use the Rumble settings as defined in the Sound Descriptor
* '''Allows Rumble''' check this box if the sound should use the Rumble settings as defined in the Sound Descriptor
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