Introduction

Installing See’n’Sound LE

Authorizing See’n’Sound LE

Starting to work with See’n’Sound LE

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The Ghost Window

The 3D View Window

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The Global Window - pag1 - pag2

The See’n’Sound LE Menu
“Gain”. The gain is comprised between two scalar amplitude thresholds. The minimal and the maximal values are always guaranteed for the channel’s audio source. At the end of the processing of various attenuation factors such as distance based attenuation and source gain, the effective gain calculated is compared to this values. The values implemented in See’n’Sound LE are the default Open AL values.
“Velocity Gain”. Changes the speed of the related audio source. The Doppler effect depends on the velocities of source and listener relative to the medium, and the propagation speed of sound in that medium. You might want to emphasize or de-emphasize the Doppler effect as physically accurate calculation might not give the desired results. The amount of frequency shift (pitch change) is proportional to the speed of listener and source along their line of sight.
“Cone Gain” is the factor with which “Cone Gain” is multiplied to determine the effective gain outside the cone defined by the outer angle. Changing “Cone Gain” affects all directions, i.e. the source is attenuated in all directions, for any position of the listener.
“Reverb Send”. Click and drag to set the amount of audio you want to send to the Open AL internal reverb unit.
“Occlusion”. Click and drag to set the amount of attenuation (dB) you want to apply to the channel’s audio source. When the sound source is in one room and the listener is in an adjacent one, source and listener are completely separated by a wall so there is no direct air connection between them. Any sounds that pass from source to listener must pass through the wall, which muffles the sounds. This is called occlusion. It differs from obstruction in that obstruction does have open (although indirect) air space between source and listener. “Obstacle”. Click and drag to set the amount of attenuation (dB) you want to apply to the channel’s audio source. Imagine the scenario where an acoustically opaque column is placed in the middle of a room, between the sound source and the listener.