The SEDRIS Data Representation Model
APPENDIX A - Classes Sound Instance |
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An instance of this DRM class is a single case of the existence of a <Sound> instance within a given transmittal, including variations or specializations unique to that case. A <Sound Instance> instance can represent environmental audio, region-based audio, or spatialized audio:
A <Sound Instance> instance without any components specifies the constant sound of rainfall over the entire environment that is represented by the transmittal.
Given a <Geometry Model Instance> instance representing a truck, a <Sound Instance> component of the <Geometry Model Instance> instance uses the <Location 3D> instance of the truck for the location of the sound of the truck.
Given a <Geometry Model Instance> instance representing a fighter jet, a <Sound Instance> component of the <Geometry Model Instance> instance specifies a unique <Location 3D> instance for the audio in order to simulate propagation of sound delay (one hears the audio in a slightly different location than one sees the fighter jet).
Create a two-stage sound effect for an engine. The stages are "engine crank" and "engine running". The application sets the <Sound Instance Control Link> components of both <Sound Instance> instances to "on" to start the sound, at which point the crank sound plays for 1.5 seconds, followed by the (looped) engine running sound. The engine running sound continues to play until the application sets the <Sound Instance Control Link> instance for the engine running sound to "off".
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 of the sounds (i.e. engine crank and engine running) can be its own <Sound Instance>.
The components take precedence in the following manner for a <Sound Instance> instance S.
If S has no <Location 3D> component, <Perimeter Data> component, or <Sound Volume> component, S represents environmental audio, and is non-localized and non-attenuated. Consequently, for this case, no <Fade Range> instance shall be present.
If S has a <Location 3D> component, the <Location 3D> component takes precedence over any <Perimeter Data> component or <Sound Volume> component that may be present.
If S has no <Location 3D> component, but does have a <Sound Volume> component, the <Sound Volume> component takes precedence over any <Perimeter Data> instance that may be present.
SE_Boolean | active_sound_value; | 7 |
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The location of the sound source for the <Fade Range> component is determined by:
NOTE If no <Fade Range> component is present, no attenuation is to be performed, which implies instantaneous on / off transitions at the borders of the <Perimeter Data> component and <Sound Volume> component.
The active_sound_value specifies the default / active state of the given <Sound> instance, where SE_TRUE indicates on and SE_FALSE indicates off. For a <Sound Instance> instance with a <Sound Instance Control Link> component X, the value of the active_sound_value field is obtained from X.
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