Class Name: Sound Instance
Definition
A single case of the existence of a Sound within
a given transmittal, including variations or specialization
unique to that case. A Sound Instance
can represent environmental audio, region-based audio,
or spatialized audio.
Environmental audio is audio that is non-localized and
non-attenuated. It is constant over the entire transmittal.
Environmental audio can be thought of as "background" sound. It
has no Location 3D,
Sound Perimeter Data, or
Sound Volume. An example would be the
constant sound of rainfall over the entire transmittal.
Region-based audio is similar to environment audio, with
the exception that it's constant over either an areal
region or three dimensional volume. Region-based audio
is non-localized, but it may be attenuated to support
fade out at the boundary. (See examples for
Sound Perimeter Data,
Sound Volume).
Spatialized audio may be either two dimensional or three
dimensional. The method of rendering spatialized audio
is up to the application. What's important, in terms of
SEDRIS, is that a Location 3D is associated with
a Sound Instance object if spatialization
is desired.
Primary Page in DRM Diagram:
Secondary Pages in DRM Diagram:
Example
- Given a Geometry Model Instance
of an M1, a Sound Instance for the
Geometry Model Instance uses the
Location 3D of the M1 for the location
of the audio.
- Given a Geometry Model Instance
of an F16, a Sound Instance for the
Geometry Model Instance
specifies a unique Location 3D for the audio
in order to simulate propagation of sound delay
(you hear the audio in a slightly different location
than you see the F16).
- Create a 2-stage sound effect for an engine. The
stages are "engine crank" and "engine running".
- The first Sound is instanced by a
Sound Instance with a
Time Interval from 0.0 to 1.5 seconds.
- The second Sound is a looped sound, and is
instanced by a Sound Instance
with a start delay (via the Time Interval
of 1.5 seconds, and no end time. The application would set the
Sound Instance Control Links
of both Sound Instances to "on" to
start the sound, at which point the crank sound would play for 1.5 seconds,
followed by the (looped) engine running sound. The engine running sound
would continue to play until the application set the
Sound Instance Control Link
for the engine running sound to "off".
FAQs
- Can multiple sound effects be chained together?
- Yes. The Time Interval component of
Sound Instance can be used to daisy-chain
multiple sound effects. In Example 3 (below) of an
engine cranking, each one of the sounds
(i.e. engine crank and engine running) can be
its own Sound Instance.
- What if a Sound Instance has no
Location 3D,
Sound Perimeter Data, or
Sound Volume?
- Referenced Sound Instances are, by
default, non-localized and non-attenuated.
- What if a Sound Instance has a
Location 3D and a Sound
Volume or Sound Perimeter
Data?
- Location 3D takes precedence over both the
Sound Perimeter Data and
Sound Volume components, if present.
- What if a Sound Instance has no
Location 3D, but does have a
Sound Volume and a
Sound Perimeter Data?
- The Sound Volume takes precedence over
Sound Perimeter Data, if present.
Constraints
Associated to (one-way)
Composed of (one-way)
Composed of (two-way)
Component of (one-way)
Notes
Associated with Notes
an audio sample in the Sound Library
Composed of Notes
Used to define the starting distance at which
a fade to off should begin and an ending distance
at which the fade to off should be complete.
The distance in the Fade Range is the range to a
<Location 3D>, which in turn is the center of a
<Sound Perimeter Data>, or the center of a
<Sound Volume>.
If no <Fade Range> is present, no attenuation
is to be performed, which implies instantaneous
on/off transitions at the borders of
<Sound Perimeter Data> and <Sound Volume>.
Used for spatialized audio.
Fields Notes
The ID of the <Sound> to which this <Sound Instance>
is associated.
SE_TRUE = on, SE_FALSE = off
this is the default/active state of the sound
Prev: Sound.
Next: Sound Instance Control Link.
Up:Index.