Cavern Driver/renderer environment parameters for large rooms #277
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Rendering environments essentially define how wide the RLP is. It's a single seat in Studio mode, a couch in Home mode, and about the third of the room in Theatre mode. Theatre mode accounts for sloped layouts, and this is the only metric it takes to QuickEQ. QuickEQ in Complex mode takes the slanted speakers into account when fading between microphone configuration files. This feature is not available in Home mode. The environment size only affects real-time generated content like games. It has no effect more movies, since movies have fixed in-room positions for objects. Seat Adaptation is purely based on in-room positions, so if a seat doesn't exist, simply don't enable it. It's also something QuickEQ does not consider. Theatres have their standard measurement process for microphone placement, but the Cavern documentation advocates for the same. Seat Adaptation only works in real-time applications consuming the Cavern API, it is not used in Cavernize conversions. |
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I'm considering a project in a mid-size (200 seat, 126^2 meter) performance space.
When I adjust the environment to this size in the driver, the seats remain above the "0" line of the room dimensions. my room is ~5m high with a sloped floor rather than raised seats, so this definitely is not accurate to my space.
Is the visual representation of the seats in the "large theatre" mode actually what the renderer is targeting?
(E.g., does vertical separation converge at the middle of the space where the seats "appear"? Is rendering actually affected by angles above the "target" seats, and if so, can the renderer be set to target 1.5m off the ground plane instead? Should I instead compensate height/angle to simulate the angles/azimuth of the speakers in the actual space in a smaller volume?
Is there a way to add/remove/reposition the seats for the purpose of seat adaptation?
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