Commit 184bd32b authored by Dipl.-Ing. Jonas Stienen's avatar Dipl.-Ing. Jonas Stienen

Merge branch 'master' of https://git.rwth-aachen.de/ita/VAWebsite

parents 1d8c0cf5 0a0fe6de
......@@ -879,18 +879,21 @@ ITA_FFT_WITH_FFTW3 (recommended)</code></pre>
Now you can activate the outdoor noise acoustics rendering module (under construction)<br /><br />
<pre><code>ITA_VACORE_WITH_RENDERER_BINAURAL_OUTDOOR_NOISE</code></pre>
</p>
<section id="build_guide_unity">
<p>&nbsp;</p>
<h5>Unity</h5>
<p>
VA provides <b>C# scripts</b> for <a href="http://www.unity3d.org" target="_blank">Unity</a>. You can connect Unity GameObjects with VA sound sources, sound receivers, signal sources, auralization modes, etc. Also, some basic interfaces to control the core (gains, muting) as well es special scripts for rendering and reproduction modules exist.<br /><br />
Either copy the entire scripts from <code>VAUnity</code> into your Assets folder or clone it directly there using <pre><code>git clone http://git.rwth-aachen.de/ita/VAUnity</code></pre>
All unity scripts require the VA C# class, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it activate the C# binding<br /><br />
All unity scripts require the <b>VA C# class</b>, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it activate the C# binding<br /><br />
<pre><code>ITA_VA_WITH_BINDING_CS</code></pre>
Make the <code>VANetCSWrapper</code> shared library (.dll on Windows) available in your Assets folder. Unity usually expects external libraries under the <code>Plugins</code> folder. Note, that if you build shared <code>VA</code> and <code>VistaCoreLibs</code> libraries they have to be placed next to the <code>VANetCSWrapper</code> library. The list usually comprises <code>VABase VANet VANetCSWrapper VistaAspects VistaBase VistaInterProcComm</code>, which can be found in the deploy directory inside the <code>bin</code> folder after installing VA. For further details, see the corresponding <code>README</code> files of <code>VAUnity</code>.
Make the <code>VANetCSWrapper</code> shared library (.dll on Windows) available in your Assets folder. Unity usually expects external libraries under the <code>Plugins</code> folder. Note, that if you build shared <code>VA</code> and <code>VistaCoreLibs</code> libraries they have to be placed next to the <code>VANetCSWrapper</code> library. The list usually comprises <code>VABase VANet VANetCSWrapper VistaAspects VistaBase VistaInterProcComm</code>. For convenience, these files are copied into the <code>csharp</code> folder of the deploy directory, which is created when building the <code>INSTALL</code> target (or <code>INSTALL</code> project in Visual Studio).<br /><br />
You will find this <code>csharp</code> folder in all VA packages that were build with the C# binding - just drag'n'drop it into the Assets folder (or in a subfolder commonly called <code>Plugins</code>). For further details, see the corresponding <code>README</code> files of <code>VAUnity</code> (<a href="http://git.rwth-aachen.de/ita/VAUnity" target="_blank">open in repository</a>).
<br /><br />
VA also provides <b>extensions for Unity</b> that require additional assets like <b>VRTK</b> or <b>SteamVR</b>. They have been placed into <code>VAUnityExtensions</code> to strictly separate the <code>VAUnity</code> C# scripts, which only require VA. If you are planning to use Unity with HMDs and interactive input devices, check out the VA 3D menus for the Vive that lets you control VA in Virtual Reality. You will also find templates for multi-modal experiments that can be used for alternate forced choice tests (3-AFC tests), which are common for quality assessments and perceptional threshold evaluations.
</p>
</section>
<h4>Extending VA</h4>
<p>
......
......@@ -106,7 +106,7 @@
<li>those who want to employ VA for a sophisticated loudspeaker setup for (multi modal) listening experiments and Virtual Reality applications</li></ul></strong>
</p>
For the first group of users, there are some simple setups that will already suffice for most of the things you aspire. Such setups include, for example, a configuration for binaural audio rendering over a non-equalized off-the-shelf pair of headphones. Another configuration example contains a self-crafted interactive rendering application that exchanges pre-recorded or simulated FIR filters using Matlab or Python scripts for different purposes such as room acoustic simulations, building acoustics, A/B live switching tests to assess the influence of equalization. The configuration effort is minimal and works out of the box if you use the Redstart applications or start a VA command line server with the corresponding core configuration file. If you consider yourself as part of this group of users skip the configuration part and <a href="#examples">have a look at the examples</a>. Thereafter, read the <a href="#control"> control section</a> and the <a href="#scene_handling">scene handling section</a><br />
For the first group of users, there are some simple setups that will already suffice for most of the things you aspire. Such setups include, for example, a configuration for binaural audio rendering over a non-equalized off-the-shelf pair of headphones. Another configuration example contains a self-crafted interactive rendering application that exchanges pre-recorded or simulated FIR filters using Matlab or Python scripts for different purposes such as room acoustic simulations, building acoustics, A/B live switching tests to assess the influence of equalization. The configuration effort is minimal and works out of the box if you use the Redstart applications or start a VA command line server with the corresponding core configuration file. If you consider yourself as part of this group of users skip the configuration part and <a href="#examples">have a look at the examples</a>. Thereafter, read the <a href="#control"> control section</a> and the <a href="#scene_handling">scene handling section</a>. Additional examples are provided by the <a href="http://www.ita-toolbox.org/">ITA Toolbox</a> (see folder <...>\applications\VirtualAcoustics\VA).<br />
<br />
If you are willing to dive deeper into the VA framework you are probably interested in how to adapt the software package for your purposes. The following sections will describe how you can set up VA for your goal from the very beginning.
</p>
......@@ -179,11 +179,11 @@ ProjectName = MyVirtualAcousticsProject
<pre><code>[Debug]
# Record device input and store to hard drive (will record every available input channel)
OutputRecordEnabled = false
OutputRecordFilePath = $(ProjectName)_in.wav
InputRecordEnabled = false
InputRecordFilePath = $(ProjectName)_in.wav
# Record device output and store to hard drive (will record every available output channel)
InputRecordEnabled = false
OutputRecordEnabled = false
OutputRecordFilePath = $(ProjectName)_out.wav
# Set log level: 0 = quiet; 1 = errors; 2 = warnings (default); 3 = info; 4 = verbose; 5 = trace;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment