glados.no/_files/sound/bss/london/manual/MAIN/Room Combine.html

723 lines
35 KiB
HTML

<!doctype HTML public "-//W3C//DTD HTML 4.0 Frameset//EN">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<meta name="generator" content="Adobe RoboHelp 9">
<title>Room Combine</title>
<link rel="StyleSheet" href="HtmlHelp.css" type="text/css">
<style title="hcp" type="text/css">
<!--
img.hcp1 { border-width:2px;
border-style:solid; }
img.hcp2 { border-width:2px;
border-style:solid;
margin-top:0px;
margin-bottom:0px;
margin-left:0px;
margin-right:0px; }
p.hcp3 { margin-bottom:0; }
span.hcp4 { font-weight:bold; }
li.hcp5 { list-style:none;
display:inline; }
span.hcp6 { text-decoration:underline; }
span.hcp7 { font-style:italic; }
-->
</style>
</head>
<body class="ns-0 ltr">
<div id="globalWrapper">
<div id="column-content">
<div id="content">
<p><a name="top" id="top"></a></p>
<h1 class="firstHeading">Room Combine</h1>
<div id="bodyContent">
<p id="siteSub">&#160;</p>
<div class="thumb tright">
<div style="width: 229px;">
<p><img src="Room_Combine.jpg" alt="" width="263" height="187" border="2" class="hcp1"></p>
</div>
</div>
<p>Today, most hotels and conference facilities rely on
flexible room configurations for a wide variety of events.
Typically this involves one or more large rooms that may
be divided by flexible partitions. These combinations
of space are referred to as &quot;room combining&quot;
and have their own unique requirements when it comes to
the audio system. The key is the management of the audio
signal to interconnect sub-room sound systems when those
sub-rooms are combined into larger rooms. The Room Combine
PO (Processing Object) simplifies system setup for such
a 'room combining' application. When rooms are &quot;combined&quot;,
all controls for each involved room will mirror each other
perfectly. These controls are objects like faders, mute
buttons and source selectors.</p>
<p>&#160;<br>
<script type="text/javascript" language="JavaScript1.2">//<![CDATA[
if (window.showTocToggle) { var tocShowText = "show"; var tocHideText = "hide"; showTocToggle(); }
//]]></script></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Adding_a_Room_Combine_Processing_Object" id="Adding_a_Room_Combine_Processing_Object"></a></p>
<h1>Adding a Room Combine Processing Object</h1>
<p>The Room Combine Processing Object (P.O.) is located
under the &quot;Mixers/Gains&quot; section. A Room Combine
P.O. can be added by right-clicking inside the Default
Config screen as follows:</p>
<p><img src="RC_location.JPG" alt="image:RC_location.JPG" title="image:RC_location.JPG" width="565" height="292" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Input_and_Outputs" id="Input_and_Outputs"></a></p>
<h1>Input and Outputs</h1>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Chain.2FThreshold_Signal_Routing" id="Chain.2FThreshold_Signal_Routing"></a></p>
<h3>Chain/Threshold Signal Routing</h3>
<p>The Room Combine can route slave automixer control and
audio signals. When two or more rooms are involved all
automixers will perform as one single automixer to ensure
proper gain levels and channel weighting are achieved.
These signals are the Chain and Threshold signals located
on Slave automixers. Master Automixers or Standalone automixers
cannot be used in conjunction with the Room Combine for
proper operation. Slave Automixers do not have a Master
gain control. When using the Slave Automixer in conjunction
with the Room Combine P.O., the Master gain fader is the
&quot;Mix&quot; fader located inside The Room Combine
P.O.</p>
<p><img src="RC_and_automixer.jpg" alt="image:RC_and_automixer.jpg" title="image:RC_and_automixer.jpg" width="484" height="221" border="2" class="hcp1"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Source" id="Room_Source"></a></p>
<h3>Room Source</h3>
<p>The Room Source inputs are for receiving a mono audio
output from each room. The Source signal input needs to
be connected to the output signal of the Slave Automixer
if Automixers are utilized.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Background_Music_.28BGM.29" id="Background_Music_.28BGM.29"></a></p>
<h3>Background Music (BGM)</h3>
<p>The BGM input is used for receiving audio to be distributed
in each room as background music. When two or more rooms
are combined, the combined rooms will receive the same
BGM source.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Mix" id="Room_Mix"></a></p>
<h3>Room Mix</h3>
<p>This output from the P.O. has the mixed audio signal
for each room, composed of the room source audio and the
BGM audio.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Properties" id="Properties"></a></p>
<h1>Properties</h1>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Configure_Rooms" id="Configure_Rooms"></a></p>
<h3>Configure Rooms</h3>
<p>This dialogue box allows you to configure the exact
layout of the rooms, including all moveable partitions.
To open the &quot;Configure Rooms&quot; pane, click on
the &quot;...&quot; button on the right-most side of the
Configure Rooms property. The maximum number of rooms
is 49, but the useable number of rooms will depend on
the DSP resources of the target device. The layout of
rooms is totally flexible, for example a 'square grid'
up to 7x7 rooms can be specified, or a layout of 49x1
rooms, or anything in between. The default name for each
room and each partition can be edited by the user and
this will be reflected in the label used on the default
control panel.</p>
<p><img src="Configure_rooms.jpg" alt="image:Configure_rooms.jpg" title="image:Configure_rooms.jpg" width="764" height="566" border="2" class="hcp2"></p>
<ul>
<li class="p"><p class="hcp3"><span class="hcp4">Selecting
items with the mouse</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3"><span class="hcp4">Selecting Rooms</span>
- Rooms may be selected on the dialog by clicking
on the room with the mouse. A grey border will
be shown around the selected room. Multiple rooms
may be selected by using the SHIFT key with the
mouse click.</p></li>
<li class="p"><p class="hcp3"><span class="hcp4">Selecting Partitions</span>
- Partitions may be selected on the dialog by
clicking on the partition with the mouse. A grey
border will be shown around the selected partition.
Multiple partitions may be selected by using the
SHIFT key with the mouse click. When a partition
has just been selected, the two rooms which are
connected by the partition will be highlighted
with a green border.</p></li>
<li class="p"><p class="hcp3"><span class="hcp4">De-selecting Rooms
and Partitions</span> - Left clicking anywhere
on the background of the dialog with the mouse
will de-select all currently selected items.</p></li>
<li><span class="hcp4">Selecting
multiple items</span> - It is also possible to
select multiple items from the dialog by left
clicking the mouse on the background of the dialog,
holding the left mouse button down and dragging
the mouse to form a rectangular area which is
used to select rooms and partitions on the dialog.
The items selected in this way will be shown with
the grey border around them.</li>
</ul></li>
<li class="p"><p><span class="hcp4">Adding
Room(s)</span></p></li>
</ul>
<p>Rooms can be added by right clicking with the mouse
on the background of the dialog and selecting either 'Add
Room', or one of the 'Add Room Grid' options from the
context menu.</p>
<ul>
<li class="p"><p class="hcp3"><span class="hcp4">Deleting
Room(s)</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">Rooms
may be deleted by selecting a room (or multiple
rooms), right clicking with the mouse and selecting
the 'Delete Room(s)' item from the context menu.</p></li>
<li>Alternatively, the DELETE key may be used to
delete all rooms which are currently selected.</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Adding
a Partition</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">A partition
may be added by selecting exactly two rooms, right
clicking with the mouse and selecting the 'Add
Partition' item from the context menu.</p></li>
<li>A partition may be added by double-clicking
on a first room with the mouse, then moving the
mouse and left-clicking on a second room to be
associated with the partition. (hint&#160;: When
double clicking the first room, avoid double-clicking
on the room name text area of the room as this
is used to customise the room name text)</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Deleting
Partition(s)</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">Partitions
may be deleted by selecting the partition (or
multiple partitions), right clicking with the
mouse and selecting the 'Delete Partition(s)'
item from the context menu.</p></li>
<li>Alternatively, the DELETE key may be used to
delete all partitions which are currently selected.</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Moving
a Room or Partition</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">Select
the Room or Partition to be moved, hold the left
mouse button down and drag the selected item.</p></li>
<li class="p"><p class="hcp3">The
cursor will change to show the selected item can
be moved in any direction.</p></li>
<li>The selected item can then be re-located to
its new position by dragging the mouse with the
left button held down. Release the left mouse
button to complete the move operation.</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Moving
multiple Rooms or Partitions</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">Select
multiple Rooms or Partitions by either left clicking
on each item while the SHIFT key is held down,
or by dragging the mouse to form a rectangle which
encompasses the items to be selected.</p></li>
<li class="p"><p class="hcp3">Keep
the SHIFT key held down, and left click and drag
any one of the selected items.</p></li>
<li class="p"><p class="hcp3">The
cursor will change to show the selected items
can be moved in any direction.</p></li>
<li>All the selected items can then be re-located
to their new position by dragging the mouse with
the left button held down. Release the left mouse
button to complete the move operation.</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Re-Sizing
a Room or Partition</span></p></li>
<li class="hcp5"><ul>
<li class="p"><p class="hcp3">When
a room or partition is selected, the grey border
is created with small black square re-sizing points
which can be used for re-sizing the selected item.</p></li>
<li class="p"><p class="hcp3">To re-size,
move the mouse until it sits over one of the re-sizing
points, the cursor will change to indicate the
direction for re-sizing.</p></li>
<li>Now hold the left mouse button down and drag
the mouse in one of the directions indicated by
the cursor. Release the left mouse button to end
the re-sizing operation.</li>
</ul></li>
<li class="p"><p class="hcp3"><span class="hcp4">Renaming
Rooms or Partitions</span></p></li>
<li class="hcp5"><ul>
<li>Rooms and Partitions are created with default
names. These names can be customised by the user
by double clicking on the room or partition name
and entering the new text for the Room or Partition
name. This text will appear throughout the 'Room
Combine' processing object to identify the room
or partition.</li>
</ul></li>
</ul>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Number_of_Rooms" id="Number_of_Rooms"></a></p>
<h3>Number of Rooms</h3>
<p>This is a read only property showing the number of rooms
actually configured in the 'Configure Rooms' dialog. To
add or delete rooms or change the layout of the rooms
shown in the <a href="Control_Panels.html">Default Control
Panel</a> it is necessary to click on the right side of
the &quot;Configure Rooms&quot; property located in the
Properties tab.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Number_of_Partitions" id="Number_of_Partitions"></a></p>
<h3>Number of Partitions</h3>
<p>This is a read only property showing the number of partitions
actually configured in the 'Configure Rooms' dialog. To
add or delete partitions or change the layout of the partitions
shown in the <a href="Control_Panels.html">Default Control
Panel</a> it is necessary to click on the right side of
the &quot;Configure Rooms&quot; property located in the
Properties tab.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Number_of_BGM_Inputs" id="Number_of_BGM_Inputs"></a></p>
<h3>Number of BGM Inputs</h3>
<p>Sets the number of background music channels (0 to 24)
available for each room.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Use_Automixer_I.2FO" id="Use_Automixer_I.2FO"></a></p>
<h3>Use Automixer I/O</h3>
<p>When set to 'Yes', 'chain' and 'threshold' signals will
be available for wiring with automixers.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Enable_Stereo" id="Enable_Stereo"></a></p>
<h3>Enable Stereo</h3>
<p>Enables or disables stereo signals in/out of each room.
Enabling this property will create Left/Right signals
for the following inputs&#160;:</p>
<ul>
<li class="p"><p>Mix BGM Signal Path = Yes</p></li>
</ul>
<p class="Preformatted">'Room Source' L/R inputs,<br>
'BGM' L/R inputs,<br>
'Room Mix' L/R outputs.</p>
<ul>
<li class="p"><p>Mix BGM Signal Path = No</p></li>
</ul>
<p class="Preformatted">'Room Source' L/R inputs,<br>
'BGM' L/R inputs,<br>
'Room Source' L/R outputs,<br>
'Room BGM' L/R outputs.</p>
<p>When Stereo is selected, separate Left and Right channel
meter inidcations will be available on the default control
panel.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Mix_BGM_Signal_Path" id="Mix_BGM_Signal_Path"></a></p>
<h3>Mix BGM Signal Path</h3>
<p>Enables or disables the mixing of the 'BGM' signal with
the 'Room Source' input. When enabled the room combine
will have a 'Room Mix' output signal per room which is
the mixed combination of 'Room Source' and 'BGM' input
signals for the room. When disabled, the room combine
will have separate 'Room Source' and 'BGM' output signals
per room.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Priority_Partition_Mode" id="Priority_Partition_Mode"></a></p>
<h3>Priority Partition Mode</h3>
<p><span class="hcp6">With priority
partition mode set to '<span class="hcp4">Yes'</span>&#160;:</span></p>
<ul>
<li class="p"><p class="hcp3"><span class="hcp4">Room
Combine</span> will operate in 'partition' mode where
opening or closing partitions determines which group
a room will be part of.</p></li>
<li class="p"><p class="hcp3">When each
room is created it will be assigned a 'default group'
number which is the same as the room number.</p></li>
<li class="p"><p class="hcp3">When rooms
are combined, the group number for the combined room
will be set to the lowest numbered room which is present
in the room combination.</p></li>
<li>When a room is combined with an existing group
of rooms, the room controls will take on the values
of the highest priority room (i.e. lowest room number)
in the group which is formed.</li>
</ul>
<p><span class="hcp7">Example 1) Room 1
and Room 2 are combined to form a new room group (group
1). Room 1 master gain is set at 0dB, Room 2 master gain
is set at -10dB. At the instant the rooms are combined,
both rooms master gain will be set to 0dB.</span></p>
<p><span class="hcp7">Example 2) Room 1
and Room 2 are already combined in a room group (group
1). Room 3 is combined into the group. Room 1 and 2 master
gains are set at 0dB, Room 3 master gain is set at -20dB.
At the instant the rooms are combined, all rooms master
gains will be set to 0dB.</span></p>
<p>&#160;</p>
<p>This mode can be useful when you need to perform some
logic which is dependent upon knowing the current group
that a room is in, e.g. disable the room controls when
a room is combined with a higher priority 'master' room.
From the design tree you can drag and drop the group (for
the room you are checking) onto a logic comparator. Then
assign the compare value to be the group number you wish
to test against. The logic comparator can then be wired
to other objects such as presets, logic ends and so on
which can be used to trigger other processing objects
or actions. The example shown below can be read as &quot;when
room 2 is combined with room 1, i.e. when room 2 becomes
part of group 1, do this particular action&quot;, and
&quot;when room 2 is not combined with room 1, i.e. when
room 2 is part of group 2, do this (other) action&quot;</p>
<p><img src="Room_combine_logic.jpg" alt="Image:Room combine logic.jpg" title="Image:Room combine logic.jpg" width="248" height="130" border="2" class="hcp2"></p>
<p>&#160;<span class="hcp6"><br>
When priority partition mode is set to '<span class="hcp4">No'</span>&#160;:</span></p>
<ul>
<li class="p"><p class="hcp3"><span class="hcp4">Room
Combine</span> may operate in 'room' mode or in 'Partition'
mode. In 'room' mode rooms are selected to join a
particular group.</p></li>
<li class="p"><p class="hcp3">Each room
is created with a default group of 0 ('unassigned').</p></li>
<li class="p"><p class="hcp3">When rooms
are combined, the next available group (in sequence
1..number of groups) will be used to determine the
group for the room combination.</p></li>
<li>When a room is combined with an existing group
of rooms, the room controls for the room group formed
will take on the most conservative values of all the
rooms in the group which is formed.</li>
</ul>
<p><span class="hcp7">Example 1) Room 1
and Room 2 are combined to form a new room group (group
1). Room 1 master gain is set at 0dB, Room 2 master gain
is set at -10dB. At the instant the rooms are combined,
both rooms master gain will be set to -10dB.</span></p>
<p><span class="hcp7">Example 2) Room 1
and Room 2 are already combined in a room group (group
1). Room 3 is combined into the group. Room 1 and 2 master
gains are set at 0dB, Room 3 master gain is set at -20dB.
At the instant the rooms are combined, all rooms master
gains will be set to -20dB.</span></p>
<p>&#160;<br>
Changing any of the above properties will cause the default
control panel to close.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Use_Signal_Names" id="Use_Signal_Names"></a></p>
<h3>Use Signal Names</h3>
<p>When set to 'Yes' the signal names for each of the BGM
source inputs will be reflected in the default control
panel BGM Input drop down list box.</p>
<p>When set to 'No', the BGM Input drop down list box on
the control panel will be populated with numbers from
1 up to the number of BGM sources.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Group_Colours" id="Group_Colours"></a></p>
<h3>Group Colours</h3>
<p>Group colours are used to indicate which group a room
is part of. These appear on the 'Room Controls' and 'Room
Combine' pages of the default control panel. Changes to
this property will to override the default colours used
to represent the active groups.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Default_Control_Panel" id="Default_Control_Panel"></a></p>
<h1>Default Control Panel</h1>
<p>The Room Combine default control panel is built dynamically
from the layout of the rooms specified in the configure
rooms dialogue located in the Properties tab. It consists
of two pages; Room controls and Room Combining.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Controls" id="Room_Controls"></a></p>
<h2>Room Controls</h2>
<p>The controls for each room are shown on the 'Room Controls'
tab of the default control panel. The title of each room
is displayed at the top of the controls, with the background
colour indicating which group the room belongs to. For
example, the default panel below shows rooms 1, 2 and
5 in one group, rooms 3 and 4 in a second group and rooms
6 and 7 in a third group. When rooms are combined in a
group their controls will be linked to one another in
an 'exact link'.</p>
<p>&#160;<br>
<img src="Room_combine_1.jpg" alt="Image:Room combine 1.jpg" title="Image:Room combine 1.jpg" width="677" height="636" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Source_Fader" id="Source_Fader"></a></p>
<h3>Source Fader</h3>
<p>A fader is provided to control the level for each Source
input.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Source_Mute" id="Source_Mute"></a></p>
<h3>Source Mute</h3>
<p>A mute control is provided for each of the Source inputs.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="BGM_Fader" id="BGM_Fader"></a></p>
<h3>BGM Fader</h3>
<p>This fader controls the level of the background music
being fed into each room. This will not be displayed if
the number of BGM inputs is set to 0.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="BGM_Mute" id="BGM_Mute"></a></p>
<h3>BGM Mute</h3>
<p>Used to mute or unmute the background music being fed
into each room. This will not be displayed if the number
of BGM inputs is set to 0.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="BGM_Input" id="BGM_Input"></a></p>
<h3>BGM Input</h3>
<p>Use this source select to chose which BGM source is
being fed into the room. This will not be displayed if
the number of BGM inputs is set to 0.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Master_Fader" id="Master_Fader"></a></p>
<h3>Master Fader</h3>
<p>This fader controls the mix of the source input and
the BGM input.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Master_Meter" id="Master_Meter"></a></p>
<h3>Master Meter</h3>
<p>This meter represents the audio which is being fed into
the room. If the 'Enable Stereo' property is set to 'Yes'
then separate meters for both left and right stereo channels
will be displayed.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Master_Mute" id="Master_Mute"></a></p>
<h3>Master Mute</h3>
<p>This mute controls the mute-state of all sources being
fed into this room</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Combining" id="Room_Combining"></a></p>
<h2>Room Combining</h2>
<p>The Room combining page can operate in two different
modes. These are detailed below. <img src="Room_combining.jpg" alt="image:Room_combining.jpg" title="image:Room_combining.jpg" width="657" height="634" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Operation_Modes" id="Operation_Modes"></a></p>
<h1>Operation Modes</h1>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Mode" id="Room_Mode"></a></p>
<h2>Room Mode</h2>
<p>In room mode you select which rooms go into which groups.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Creating_a_group_of_rooms" id="Creating_a_group_of_rooms"></a></p>
<h3>Creating a group of rooms</h3>
<ul>
<li class="p"><p class="hcp3">Select the
active group from the drop down list, or by clicking
on the group button to the right of the active group
drop down list.</p></li>
<li class="p"><p class="hcp3">Click on
a room to allow it to become part of the group (On)
or to leave the group (Off).</p></li>
<li class="p"><p class="hcp3">The room
is set to the active group, this is indicated by the
colour of the room in the control panel.</p></li>
<li class="p"><p class="hcp3">Select another
room to add to the active group.</p></li>
<li>All the controls in a group are linked together
in an exact link. When the link is established all
controls, faders, mutes and so on are set to the new
group value. The rules for determining the value of
these control settings depends upon the <a href="Room&#32;Combine.html#Priority_Partition_Mode">Priority
Partition Mode</a> property setting.</li>
</ul>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Removing_a_room_from_a_group" id="Removing_a_room_from_a_group"></a></p>
<h3>Removing a room from a group</h3>
<ul>
<li class="p"><p class="hcp3">Select &quot;None&quot;
as the active group from the drop down box</p></li>
<li class="p"><p class="hcp3">Click on
the room to remove from the group</p></li>
<li class="p"><p class="hcp3">The room
group number is set to &quot;None&quot; (0), and the
room colour becomes black to indicate that it is not
part of any group</p></li>
<li>All controls in the room are unlinked from the
other rooms in the group</li>
</ul>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Partition_Mode" id="Partition_Mode"></a></p>
<h2>Partition Mode</h2>
<p>Partition mode is where rooms are combined according
to the current state of a 'wall partition' connecting
the two rooms. In a real situation the wall partition
state could be driven from a relay contact coming into
the Soundweb London unit as a <a href="Control&#32;Port&#32;Connections.html">control
port input</a>.</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Opening_a_Wall_Partition" id="Opening_a_Wall_Partition"></a></p>
<h3>Opening a Wall Partition</h3>
<ul>
<li class="p"><p class="hcp3">The wall
partition between rooms 1 and 2 is opened</p></li>
<li class="p"><p class="hcp3">Room 2 joins
room 1's group as it is has lower group number</p></li>
<li class="p"><p class="hcp3">The rooms
become the same colour to show the rooms are in the
same group</p></li>
<li>All controls for room 1 and 2 are linked together
in an exact link</li>
</ul>
<p><img src="Room_combining_open_wall.jpg" alt="image:Room_combining_open_wall.jpg" title="image:Room_combining_open_wall.jpg" width="660" height="634" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Closing_a_Wall_Partition" id="Closing_a_Wall_Partition"></a></p>
<h3>Closing a Wall Partition</h3>
<ul>
<li class="p"><p class="hcp3">The wall
partition between rooms 1 and 2 is closed</p></li>
<li class="p"><p class="hcp3">Rooms 1
and 2 are set to no specific group (None / 0)</p></li>
<li class="p"><p class="hcp3">Rooms 1
and 2 become black to show the rooms are not part
of any group</p></li>
<li>All controls for rooms 1 and 2 are unlinked</li>
</ul>
<p><img src="Room_combining_closing_wall.jpg" alt="image:Room_combining_closing_wall.jpg" title="image:Room_combining_closing_wall.jpg" width="658" height="630" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Opening_a_wall_partition_between_groups" id="Opening_a_wall_partition_between_groups"></a></p>
<h3>Opening a wall partition between groups</h3>
<ul>
<li class="p"><p class="hcp3">The wall
partition between two existing groups is opened.</p></li>
<li class="p"><p class="hcp3">The rooms
which are in the higher numbered group are set to
be in the lower numbered group.</p></li>
<li class="p"><p class="hcp3">The rooms
colours change appropriately showing the rooms in
the new group.</p></li>
<li>The controls for all rooms in the new group are
linked.</li>
</ul>
<p><img src="Room_combining_open_wall_between_groups.jpg" alt="image:Room_combining_open_wall_between_groups.jpg" title="image:Room_combining_open_wall_between_groups.jpg" width="659" height="633" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Closing_a_wall_partition_between_groups" id="Closing_a_wall_partition_between_groups"></a></p>
<h3>Closing a wall partition between groups</h3>
<ul>
<li class="p"><p class="hcp3">Closing
a wall partition splits a group, creating two new
groups</p></li>
<li class="p"><p class="hcp3">The room
colours change appropriately showing the rooms are
in two different groups</p></li>
<li>Controls are unlinked between the rooms and linked
according to their new groups</li>
</ul>
<p><img src="Room_combining_close_wall_between_groups.jpg" alt="image:Room_combining_close_wall_between_groups.jpg" title="image:Room_combining_close_wall_between_groups.jpg" width="656" height="630" border="2" class="hcp2"></p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_and_Partition_Mode" id="Room_and_Partition_Mode"></a></p>
<h2>Room and Partition Mode</h2>
<p>It is possible to use room and partition mode simultaneously.</p>
<p>&#160;</p>
<div class="editsection" style="float: right; margin-left: 5px;">
<p>&#160;</p>
</div>
<p><a name="Room_Combine_DSP_Primitives" id="Room_Combine_DSP_Primitives"></a></p>
<h2>Room Combine DSP Primitives</h2>
<p>This section illustrates the use of DSP primitives by
the Room Combine P.O. as an aid to understand how the
P.O. works internally. The example below shows the processing
which is required 'per room' for the following setup&#160;:</p>
<p class="Preformatted">4 rooms<br>
4 BGM inputs<br>
'Mix BGM Signal Path' property = 'Yes'<br>
'Enable Stereo' property = 'No'</p>
<p><img src="Rc_dsp_primitives.jpg" alt="image:rc_dsp_primitives.jpg" title="image:rc_dsp_primitives.jpg" width="561" height="493" border="2" class="hcp2"></p>
<p>If separate BGM and room source outputs were required,
i.e.</p>
<p class="Preformatted">'Mix BGM Signal Path' property = 'No'</p>
<p>then the DSP primitives would look like&#160;:</p>
<p><img src="Rc_dsp_primitives_2.jpg" alt="image:rc_dsp_primitives_2.jpg" title="image:rc_dsp_primitives_2.jpg" width="566" height="496" border="2" class="hcp2"></p>
<p><span class="hcp4">Notes&#160;:</span>The
two gains work like a 2 input 'n-input' gain. The actual
gain applied is the gain for the source or BGM, PLUS the
master gain.</p>
<p>The summer is a simple mixer that applies unity gain</p>
<p><!-- Saved in parser cache with key bugs:pcache:idhash:2828-0!1!0!0!!en!2 and timestamp 20080303093925 --></p>
</div>
</div>
</div>
</div>
<p class="hcp3"><!-- Served by hproukweb01.hprouk.ad.harman.com in 0.44 secs. --></p>
</body>
</html>