#type: node #context: chop #internal: spatial #icon: CHOP/spatial = Spatial Audio = """The rendering engine for producing 3D audio.""" The Spatial Audio CHOP is the rendering engine for producing 3D audio. It uses the Sound and Microphone objects to define positional sources and microphones, Geometry objects to define obstructions and [Acoustic CHOPs|acoustic] to define sound materials and audio filters. The first input is an optional lookup table for the volume dropoff over distance. This is required if the __Distance Volume Loss__ parameter is set to __Distance/Volume Lookup Table__. The second input is an optional 'Environment Filter' which describes how the environment affects the frequencies of sound traveling through it (used with the __Distance Volume Loss__ parameter). @parameters == Environment == Microphones: Specifies the microphone objects to use. One channel is created per microphone. Sound Sources: Specifies the sound objects to use. Meters Per Unit: #channels: /meterperunit Length of 1 world unit, in meters. Speed of Sound: #channels: /soundvel The speed of sound of the environment, in meters per second (default speed is for air). == Effects == Enable Distance Delay: Enables delays over long distances, as well as the doppler effect (realistic if on). Distance Volume Loss: Method for calculating volume loss over distance. None: Distance does not diminish sound. Realistic Distance Dropoff: Natural volume dropoff `(1/d^2)`. Distance/Volume Lookup Table: Determine from the lookup table connected to the first input. 10m Volume Loss: #channels: /volloss How much volume is decreased after traveling 10 meters (.4=40% decrease). Volume Lookup Range: #channels: /vollookup1-2 The range of the distance lookup table; (10,100) means that the table describes how the volume behaves from 10-100 meters. Use Microphone Filters: Enables or disables all microphone filters. Check For Obstacles: Turns on the algorithm for obstacle occlusion. Obstacles: Add geometry objects as an obstacles. The sound material for these object must be defined. The geometry detail should be low. Collision Detection: Specifies the collision detection algorithm. Object Bounding Box: Uses the bounding box of the entire object as the collision object (very fast). Primitive Bounding Box: Uses a bounding box per primitive. Good for objects that consist of separate geometries. Object Geometry: Uses the actual geometry as the collision object (slowest & most accurate). Obstacle Softness: #channels: /obstsoft If an object is between a microphone and a sound source, this parameter determines how abruptly the cutoff is (0 = abrupt, 1 = smooth). == Echo == Echo Method: Computes static or dynamic environmental echoes. Number of Echoes: #channels: /numecho The number of echoes to compute. Echo Delay: #channels: /echodelay The time between echoes. Echo Volume: #channels: /echovol Adjusts the volume of all echoes. Dynamic Echo Effect: #channels: /dyneffect Percentage longer that echoes take to arrive than the initial sound (.5 = 50% longer) == Channel == Compute Full Animation Range: #channels: /start /end Compute using the full animation range, otherwise use the start/end parameters. Preroll: #channels: /preroll The amount computed before the start of the interval. Object Sample Rate: #channels: /objsample The rate that object are sampled at. Audio Sample Rate: #channels: /audiosample The sample rate of the audio produced. @related - [Node:chop/acoustic] - [Node:obj/sound] - [Node:obj/microphone]