Soundset properties panel, provides a set of behavior tools for the soundset.
Click the soundset, indicated by an audio wave icon, from the Object list to view the inspector panel. You can change the name of the soundset by clicking the header of the inspector panel.
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Adjusts the overall volume of a soundset. Changing a parent Object’s volume affects all of its children equally. Use slider to adjust the volume or enter a numerical value in dBs.Scene Output
If an above hierarchical Object or the Scene itself has a different volume, the Scene output field will show the sum of the selected soundset and its parent to display an effective final volume output. For example, if the parent Object is set to -13dB and the soundset volume is at its default (0dB), then the Scene output will be -13dB. If the parent Object is set to -13dB and the soundset is set to -3dB, the Scene output will be -16dB.
When selected there will be no audio from the Object's soundset, though it will continue to render in the background.
Pushes the start of an Object's soundset forward to the desired time in seconds, relative to its parent start time. It can be used to play sounds at a specific time, or you can input a differing minimum and maximum start delay to introduce random timing.
Checking this box will cause the Object' soundset to play in a loop. Select Infinite to have the Object loop indefinitely.
The number of times the Object will loop. Check the box to turn on infinite looping.
This will cause the Object to wait the entered value of seconds before looping again. A value of zero means it will loop without any time in between iterations.
The minimum amount of time in between loops.
Differing minimum and maximum values will introduce randomization in the loop timing within that range.
A calculated display of the length of each loop (in this case the length of the entire Scene) with an indicator of how many times it will be looped. This would be shown as “36.00 x 5” if the Scene is 36 seconds long and there are 5 loop iterations.
Displays the total length of time the Object will take to complete. If there are infinite loop iterations (or the value of the Iterations box is 0) the total duration will be ∞ as there is no effective end.
With this box checked, the soundset can either be Active or Inactive part of the Scene.
LFE is a generic term for low frequency effects and refers to sound that is generally between 3-120Hz. Spatial does not have any filter for sounds sent to LFE, therefore sounds are sent with all of its original frequencies to the subwoofer. For this reason, best practice is to use sounds that already have their high frequencies removed, or lacked them originally. You can also choose to implement the use of subwoofers with a built-in cutoff point, or add a signal processor, in your Space.
Default Bass Management
Sends the audio signal to both subwoofers and main speakers using the crossover set by Bass Management at the Scene level. If Bass Management is set to off then there is no crossover and the full frequency signal will be sent to both.
No LF to Subwoofers
Sends the signal to the main speakers and not the subwoofers using the crossover set by Bass Management.
LF Only to Subwoofers
If you enable LF Only to Subwoofers, it sends the signal solely to the subwoofer(s) in the Space, and not to the rest of the speakers using the crossover set by Bass Management.
Adjust the level of the signal sent to the subwoofers.
A single sound or a selection of multiple sounds can exist in a soundset. This is the actual audio used to create a scene. They appear in a list and can be played sequentially or at random. If there are multiple sounds, when one sound ends the next.
The method in which soundset files are selected can be changed. By default the order is sequential, meaning that they will play in order of appearance, one after another.
- Sequential - The default playback behavior for soundsets with multiple sound files.
- Random - Plays all sounds back to back, but in a random order. This order changes if the soundset is looped, but will still play all sounds.
- Pick One - This method of playback will pick one sound file from the list at random and only play that. If the object or soundset is set to loop, it will randomly pick a new sound every time. It is possible that the randomization algorithm will pick the same sound twice in a row. This is the only method that does not play every sound through.
This is the traditional source, an audio file. Supported files include those which are available in the Finder quick-look option like .mp3, .m4a, .aac, .wav, .flac, etc. The major multi-output (surround sound) files such as 5.1 are also supported. All files are converted to .opus using an internal conversion engine. Opus files are lossless and small so they work great for Spatial’s needs.
The audio file can also be non-destructively trimmed at the Soundset level using the Start and End markers. This will allow you to only play back the selected portion of the clip and the new timing will be reflected by the Object controlling it.
Tip: Option Double Click an Object to view the sound(s) nested below it.
Spatial Studio can use live input streaming via the AES67 protocol for real time audio inputting. An external device is required to support this.
Outputs a click track using your desired settings.
Outputs a tone using your desired settings. This includes (dB, Device, File and Freq.):
- Sine - a sine wave at the inputted frequency.
- Square - a square wave at the inputted frequency.
- Sawtooth - a saw style wave at the inputted frequency.
- White Noise - the culmination of all frequencies outputting at the same level
- Pink Noise - a filtered white noise which sounds darker and is commonly used for referencing volume levels and calibrating speakers.