Introduction

Installing See’n’Sound LE

Authorizing See’n’Sound LE

Starting to work with See’n’Sound LE

The main window pag1 - pag.2 - pag3 - pag4 - pag5 - pag6

The Ghost Window

The 3D View Window

The Mixer Window - pag1 - pag2 - pag3

The Global Window - pag1 - pag2

The See’n’Sound LE Menu
The Mixer Window

The Mixer Window shows eight identical channel strips, one for each audio source. From top to bottom, in each strip you can edit the following parameters.

“Direction Velocity Angle”. If “Direction Velocity Angle” does not equal the zero vector, the source is directional. The sound emission is presumed to be symmetric around the direction vector (cylinder symmetry).

Note: sources are not oriented in full 3 degrees of freedom, only two angles are effectively needed.

The zero vector is default, indicating that a source is not directional. Specifying a non- zero vector will make the source directional. Specifying a zero vector for a directional source will effectively mark it as non-directional.

Select the “Cone” checkbox, located between the Inner and Outer Cone rotative controller, to enable the directivity angle of an audio source and the relative emission cones.
“Inner Cone”. Changes the inside angle of the sound cone, in degrees. The default of 360 means that the inner angle covers the entire space, which is equivalent to an omni-directional source.
“Outer Cone”. Outer angle of the sound cone, in degrees. The default of 360 means that the outer angle covers the entire world. If the inner angle is also 360, then the zone for angle- dependent attenuation is zero.