Sound Output Model: Difference between revisions

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rewrote the explanation of the Defined Speaker Output editing controls so that it actually explains how the UI works
(image and indentation)
(rewrote the explanation of the Defined Speaker Output editing controls so that it actually explains how the UI works)
 
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* '''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. This will grey out the configuration options for Defined Speaker Output.
* '''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. You can define data for Mono, Stereo Left, and Stereo Right inputs, using the "Source Input Channels" and "Input Channel" widgets to select which input you want to edit.
** '''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''' is used to choose whether to edit Mono or Stereo 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''' is used to choose which channel to edit (i.e. if Source Input Channels is 2, for Stereo, then this lets you pick channel 0 for Left or 1 for Right).
*** '''(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):''' Data for the currently selected input channel. 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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