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Meyer Sound Documentation

Build
In this section:
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Import drawings
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2D  DXF, 3D DXF, and SKP files can be imported into MAPP3D, which aids in the creation of an accurate venue model. It is essential to work from an accurate venue model when designing a sound system for a given space.

If drawing software is not available, please contact us: www.meyersound.com/contact, and select Technical Support. We can usually import drawings for users in a short time.

Import DXF files
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Both 2D and 3D AutoCAD DXF files can be imported into a MAPP3D project. DXF files usually need to be edited to ensure they are imported into MAPP3D correctly and in a way that makes them easy to work with.

Procedure. To edit files for importing:
  1. Prepare the drawing for import in AutoCAD and save it using the 2013 DXF format. Drawing preparation details are below this section.

  2. Select FILE > IMPORT, choose DXF, and choose the file to import.

  3. From the Import Graphics window, choose the Distance Unit used in the source file (e.g., if the DXF drawing units are feet, select feet).

  4. Enter Axis Limits or select Import Graphics Drawing Limits if the limits were set in the drawing.

  5. Click Import.

  6. Check the scale of the drawing imported into MAPP 3D: select the Distance Tape Measure  tool and measure the distance between two points in the imported drawing and confirm the measurement matches the original drawing.

DXF drawing preparation
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If the DXF file is two-dimensional, all objects should be parallel to one of the three planes (XY, XZ, or YZ), which translate to Plan, Longitudinal Section, and Transverse Section views.

If only 2D DXF files are available, they can be arranged in a 3D file in an orientation that approximates a 3D file, as shown in the figure below. The plan file is oriented flat on the XY plane, and the longitudinal section is oriented flat on the XZ plane. The origin for both images must be in the same place, downstage-center for example. This enables the designer to add Primitives in MAPP 3D representing seating areas and to select them for prediction.

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Imported 2D Plan and Longitudinal Section Drawings Arranged in a 3D File

Reduce file size
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For best application performance, the size of the imported DXF should be kept as small as possible, though files of 20 Mb or larger can be imported.

Many drawings contain entities that are not needed for design work in MAPP 3D. Remove these entities from the drawing (e.g., lobby, doors, and bathrooms), select and ERASE (AutoCAD).

Replacing complex entities with simple entities is also recommended, for example, in the image above, replacing the seats with a single entity will reduce the overall file size significantly and simplify the drawing.

Zoom to Extents (Z-enter, E-enter) to check for extraneous entities in the drawing. View should be of intended entities filling the model window. If the intended entities do not occupy the entire window, there are likely unintended entities in the drawing.

Remove imported DXF or SKP drawing
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To remove an imported drawing from a .mapp project: select Tools > Layer Management, select layers with imported drawing entities, and click Delete Layer.

Entity exclusion
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MAPP3D cannot import certain DXF object types including:

  • surfaces

  • ellipses

  • splines

  • dimensions

  • 3D solids

  • polyface meshes

  • leaders

  • hatches

  • attribute definitions

  • blocks that contain these types of entities

These object types should be converted to entity types compatible with MAPP 3D or removed from the DXF prior to import, including:

  • polylines

  • faces

  • arcs

  • circles

Some blocks can be imported, however, the best practice is to EXPLODE (AutoCAD) all blocks in the event that non-importable objects are embedded within them.

Text is displayed in MAPP 3D at only one scale and is usually removed from the drawing before importing.

The AutoCAD purge command can also significantly reduce file size, but should only be utilized after the following conditions have been met:

  • All blocks have been exploded, and only lines, arcs, and circles remain.

  • All xrefs bound or detached

  • All paper space layouts deleted except the default

  • All entities have the same linetype

  • All layer linetypes are set to Continuous

  • All entities have the same color

  • All entities have the same lineweight

  • All layer lineweights are set to Default

  • All text in the drawing is exploded using Express Tools–Explode Text function, turning any text into polylines that can be exploded to lines, arcs, and circles

The Overkill command can be used to delete duplicate lines, or lines that overlap one another unnecessarily.

Final considerations and saving
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Layer colors can not be changed once the drawing is imported into MAPP 3D. Make any desired changes before importing. The MAPP 3D model background can be white or black, we suggest choosing a shade of gray, 253 or 254 in AutoCAD.

The origin point should be moved to a logical location, typically downstage center or where the stage face meets the floor, center stage.

Boundary limits can be set in AutoCAD. Use the Limits command, select the bottom-left point of the drawing, then the upper-right point.

Save DXF using File Type: AutoCAD DXF, 2013 format (select using the drop-down at bottom of Save Drawing As dialog).

If the drawing still doesn’t import properly:

  1. Select all of the desired entities in the drawing.

  2. Copy special (ctrl-shift-c).

  3. Select down-stage center or or where the stage face meets the floor, center stage as the base point.

  4. Spen a new drawing (ctrl-n).

  5. Paste the entities into the new drawing (ctrl-v), use insertion point 0,0,0.

  6. Save the new file.

Return to the above Import DXF Files section.

If these steps fail to import the drawing properly, please contact us: www.meyersound.com/contact, select Technical Support.

Import SKP files
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SKP (SketchUp) files can be imported into a MAPP3D project. SKP files generally import without needing to edit entities or reduce the file.

Procedure. To import SKP files:
  1. SketchUp – Save SPK as 2015 or earlier format.

  2. MAPP 3D – Select File > Import, choose SKP, and then choose the file to import.

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    Import Graphics Window

  3. The Distance Units are set to Auto. SketchUp internally uses inches regardless of the selected display units in the SketchUp project preferences.

  4. Enter Axis Limits or select Import Graphics Drawing Limits if the limits were set in the drawing.

  5. Click Import.

Remove imported DXF or SKP drawing
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To remove an imported drawing from a .mapp project: select Tools > Layer Management, select layers with imported drawing entities, and click Delete Layer.

Tools / edit
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Tools manipulate the objects in the model and can modify the view. The common editing tools (Cut, Copy, Paste) are included in MAPP 3D, including Group and Duplicate.

Tools
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Located on the top, right side of the application window7.svg , the Tools tab uses icons to represent a collection of actions and functions that can manipulate both the objects in the model and the appearance of the model. These tools apply to all entities that are visible in Model View: geometry, loudspeakers, and microphones.

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Available Tools In Model Tab

Distance Tape Measure Tool
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When selected, hover the cursor over an object to identify vertexes. When a white square appears, click on the vertex, then hover and click on another vertex. The distance between the vertexes is displayed. Press ESC key to clear the distance measurement.

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Distance Tape Measurement Tool Example

Scale Tool
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Increase or decrease the size of an object in one axial direction by adjusting the sliders – applicable only for geometry (Primitives), 2D and 3D.

  • select object to Scale

  • click Scale tool

  • click-drag adjustment sliders in the Properties tab to increase or decrease the scale of the geometry

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Properties Tab – Scale Tool

Rotate Tool
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Rotates objects in the model—applies to loudspeaker systems and geometry.

  • select object

  • select Rotate tool

  • adjust rotation using controls in Properties tab (right sidebar)

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Properties Tab – Rotate Tool

Align Tool
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Use the Align tool to move all selected objects to the same coordinate of the selected object and axis—applies to all object types in a model.

  • select all objects to align

  • select the Align tool

  • select the single object to which the other selected objects will be aligned

  • from the pop-up menu, select the axis for alignment, x, y, or z

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Non-Aligned Objects

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Click to Select Alignment Axis

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Click to Select Alignment Axis

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Objects Aligned

Array Tool
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If one object is added to the model and additional objects of the same type are needed in an equally spaced line or curve, use the Array tool—applies to all objects in a model.

The limit for loudspeakers is 50; the geometry and microphones limit is 100.

For Polar Arrays, the rotation is always around the Z-Axis, which means the z value of the reference point is not used.

  • select object

  • select Array tool

  • select Polar or Rectangle Array from drop-down menu

  • enter number of objects and spacing

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First Object of Array

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Select Object

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Array Dialog, Polar / Rectangle, Enter Array Parameters

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Array Objects Added

Mirror Tool
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The Mirror tool duplicates an object across the selected axis at the same relative position as the original—applies to all objects in a model.

  • select Mirror tool

  • select object to mirror

  • select axis to mirror around

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Edit Menu
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These commands are available from the Edit menu.

Duplicate
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Select object or objects, EDIT > DUPLICATE to duplicate selected object(s).

Group / Ungroup
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When multiple objects are selected in Model View, they can be grouped together and be modified as a single object.

  • Select objects to be grouped

  • EDIT > GROUP (cmd-G)

When objects in a group are selected, use Un-Group to separate the objects, allowing them to be selected individually.

  • Select object to be un-grouped

  • EDIT > UNGROUP (cmd-U)

Cut
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Select object(s), EDIT > CUT (cmd-X), object(s) are removed and copied to the clipboard.

Copy
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Select object(s), EDIT > COPY (cmd-C), object(s) are copied to the clipboard.

Paste
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Select object(s), EDIT > PASTE (cmd-V), object(s) are pasted from the clipboard.

Note

Objects can only be cut and pasted within the same project.

Add primitives
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Primitives are pre-built blocks used to represent the architecture of a venue. Once in the model view, Primitives are referred to as Geometries. Geometries can be simple Primitives or modified Primitives. Add Primitives to the model to represent a stage, seating areas, and structures of acoustic significance (rear wall, catwalks) or rigging height limitations. Name them, and assign them to layers. Typically, the 0, 0, 0 coordinate is the intersection of the face of the stage and the floor, on the center line of the room.

When a DXF or SKP drawing file is imported, geometry is added and selected for prediction. MAPP 3D renders pressure plots on geometry that is selected for prediction.

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Model View – Imported Drawing, Geometry Added

Primitive types
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Four 3D Primitives are available:

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Available 3D Primitives

Three 2D Primitives are available:

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Available 2D Primitives

Free draw primitive
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The Free Draw Primitive is used to create polylines and asymmetrical shapes in the model.

Insert: Method 1
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  1. Select the Free Draw tool.

  2. Slick in the model to create the first vertex.

  3. Move to the next vertex location.

  4. Repeat to add vertexes.

  5. Press “enter” to stop adding vertexes.

  6. Press “c” to close the the shape.

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Free Draw, Add Vertexes – End, Close

Insert: Method two
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  1. Right-click in the model.

  2. Select Insert Free Draw Geometry, opens a window.

  3. Enter coordinates for each vertex (point).

  4. Optional – select a vertex, click FreeDrawPlusMinus.png  buttons to add another Point below or remove selected point.

  5. Optional – select Close Geometry to join the last vertex to the first vertex.

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Insert Free Draw Window

Edit vertexes
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In the Properties tab, vertexes of a Free Draw primitive can be edited manually, added, and deleted. Click APPLY to accept changes.

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Edit Vertices, Click APPLY

Snapping to imported DXF or SKP
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Free Draw vertexes can be snapped to points of an imported DXF or SKP file.

  1. Right-click and choose SELECT SNAPPING TOOL from the pop-up in model.

  2. Hover the mouse near the mid-point or end-point of an imported entity.

  3. Click to use create a Free Draw vertex.

Repeat to add additional vertexes. If this geometry is extruded 180 degrees, it would represent the seating area. See below, Extrude.

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Free Draw – Snapping To Imported Geometry

When adding Primitives, select a non-isometric or “flat” view (Top, Left, Right, Front, or Rear) to add geometry on an axis with a zero value. This is illustrated below:

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To Add Primitive Flat on an Axis, Add Primitive in Flat Viewport

Add other primitive types
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  • Select the desired Primitive type.

  • Click in the model to add.

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Add Primitive To Model

Edit geometry
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When a Primitive is added to the model, it is referred to as geometry. All properties of geometry are available in the Object Settings Tab. Also, edit properties in the Express Settings and Properties tabs.

  • Select geometry in model.

  • Click the Object Settings tab.

Note

Zoom, pan, and orbit are available in the preview pane.

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Object Settings Tab, Geometry Selected

  • Select geometry in model or select from the Inventory tab.

  • Use the Express Settings pane to change the Prediction and Through preferences.

  • Edit basic properties in the Properties pane.

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Inventory, Geometry and Properties of Geometry

Change reference point of geometry
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The reference point of a Primitive is the center of the Primitive by default. To change the location:

  1. Select geometry.

  2. Right-click, and then choose SELECT VERTEX from the pop-up menu.

  3. Click corners, mid-points, incrementally for curves and circles, or the center of the Primitive to select a new reference point.

  4. Right-click, and then choose SELECT OBJECT.

  5. Click ENTER.

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Change Geometry Reference Location

Relocate (move) geometry
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The location of geometry can be changed in two ways:

Method One
  1. Select geometry.

  2. Click-drag the yellow sphere inside the Primitive.

  3. Limited by the boundary limits of the model.

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Move Geometry – Click Object Reference Point and Drag

Method Two
  1. Select the geometry.

  2. Edit parameters in the Properties Pane or Object Settings Tab.

Based on the Primitive type, different properties will be displayed for each type of Primitive. For 3D and 2D shapes, the position coordinates, orientation/rotation around each axis, and dimensions are displayed and can be edited. Position is referenced to the center of the Primitive unless Select Vertex has been used to choose a different reference point.

Delete geometry
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  • Select geometry (Primitive).

  • Press DELETE on the keyboard, and also EDIT > DELETE.

Other geometry properties
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Geometry is added to a model with no attributes given to its surface(s). Changes to a Primitive’s surface attributes are made in the Inventory pane or Object Settings tab.

Prediction
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Select the Prediction option for a surface—enables pressure plots to be displayed on that surface.

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Model View – Geometry Selected for Prediction, Geometry with Prediction

Through
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Center lines of loudspeakers will pass through Primitives when they are set to Through (default). When not selected as Through, the Primitive will be pink (or purple if the surface is also selected as Prediction) and the loudspeaker center lines will not go through the Primitive.

This allows designers to determine if the center line of a speaker has line of sight to certain areas (e.g., under balconies).

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Through Example – Orchestra Through, Balcony Not Selected as Through

Offset
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Any Primitive that is selected as Predictive includes the Offset option. The prediction plane will be offset from the geometry by the value entered. This is generally used to approximate actual listening height. The offset value can be adjusted to accommodate seating or standing heights.

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Geometry Offset for Prediction – Offset 1.5m, No Offset

Ground plane
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MAPP3D acoustic data is based on precise measurements of Meyer Sound products. One of the benefits of this precision is that users can replicate and confirm the predictions made in MAPP 3D in the real world. Because ground plane measurements are often used to capture loudspeaker data, MAPP3D includes a tool to replicate this method for predictions.

When geometry is selected as Ground Plane, a first-order acoustic reflection from the geometry is modeled. One geometry in a project can be selected as Ground Plane. This is a perfect first-order acoustic reflection, without acoustic coefficients, no absorption or transmission properties. The intended use is to predict measurements with a microphone on the geometry, replicating a ground plane measurement in an open space, where a loudspeaker is measured with the microphone on the floor or ground. Selecting geometry as Ground Plane does not affect its appearance.

  • Select geometry in the Model View tab.

  • Object Settings tab.

  • Select PREDICT and GROUND PLANE.

  • Enable ground plane prediction, make a selection in the EDIT menu, and select GROUND PLANE PREDICTION

  • Select bandwidth and frequency for prediction.

  • Click PREDICT (cmd-R).

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Ground Plane Prediction – Horizontal Geometry Selected as Ground Plan, Vertical Geometry Added for Visualization

Geometry modifiers
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Modifiers can be used to edit single or multiple Primitives to create unique geometry.

Extrude modifier
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Extrudes single 2D geometry to be 3D geometry.

  • Select 2D geometry.

  • Select the MODIFIER tab, and click EXTRUDE.

  • Select the Linear or Angular Extrusion radio button.

  • Enter desired parameter value(s) or select value and use up/down arrow keys to increase/decrease value – see examples below.

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Properties Pane – Extrude Parameters

Linear extrusion
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When Linear Extrusion is selected, choose the axis to extrude the shape along from the drop-down menu. Enter a Length and optionally, a Zenithal and/or Azimuth angle, examples below. Click the APPLY button at the bottom of the tab to extrude the geometry.

The below examples begin with these three geometries lined up on the positive X-axis.

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Model View, Linear Extrusion Example – Original Geometry: Rectangle, Ellipse, Free Draw

Linear extrusion along axis example:

Select an axis to extrude along from the drop-down menu. Enter a Length, which is always positive. Click the APPLY button at the bottom of the tab. When these Geometries (below) are extruded along the Z-Axis, the shapes are extruded along the Z-Axis, resulting in 3D geometry.

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Model View, Linear Extrusion Example, Three, 2D Shapes Extruded Along Z-Axis

Linear extrusion along axis with zenithal angle example:

Zenithal angle is constrained between 0-180 degrees. Below are the results when the 2D geometries are extruded with the Zenithal Angle set to 45 degrees.

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Model View, Linear Extrusion Example, Three, 2D Shapes Extruded Along Z-Axis With Zenithal Angle Set To 45 Degrees

Trim modifier
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Applies to 2D geometry.

  1. Select two intersecting geometries.

  2. Click TRIM.

  3. Click geometry to trim.

  4. Press ENTER to end trim selection.

Tip

Press ESCAPE to abort.

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Trim Modifier – Select, TRIM, Click to Remove, ENTER

ULTRA-X40 — Compact Loudspeakers
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Applies to geometry. Duplicates and offsets the selected geometry at the distance and axis entered.

  1. Select geometry.

  2. Click OFFSET.

  3. Choose Model View UCS or Object UCS.

  4. Enter offset distance for each axis.

  5. Click APPLY.

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Offset Modifier – Two Examples, 2D and 3D. Original Objects, Original Objects with Offset Objects

Union modifier
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Used to create one 3D geometry from two intersecting 3D geometries.

  1. Select two overlapping 3D geometries.

  2. Click UNION.

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Union Modifier – Two 3D Geometries, Before and After Union

Intersect modifier
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Can only be performed on two 3D Primitives that intersect. This Modifier result is the intersecting volume of 3D Primitives.

  1. Select objects

  2. Click Intersect modifier

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Intersect Modifier – Two 3D Objects Selected, Resulting Geometry

Subtract modifier
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Applies to two intersecting 3D geometries. This Modifier removes the intersecting volume of one of the 3D geometries.

  1. Select both geometries.

  2. Click SUBTRACT modifier.

  3. Click the geometry being subtracted.

In the example below, the cuboid is clicked to remove its volume from the cylinder.

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Subtract Modifier – Two Geometries Selected, After Modification

Quick draw venue
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In some instances, users need to quickly and accurately build a model in MAPP 3D using measurements taken on-site. This page contains information about creating a MAPP 3D model based on site survey distance and angle measurements. Refine and improve these suggestions as needed for specific applications.

Tools needed
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  • A laser range-finder and an inclinometer are needed. Several models are available that include both functions. Some models have longer ranges, cameras, and other helpful features, especially for longer distances outdoors in daylight. The accuracy should be less than +/- 0.1 m and +/-0.2 degrees.

  • In some cases, a laser-reflective target on a stand is useful, especially when the point of interest is in direct sunlight.

  • For many applications, mounting the range-finder/inclinometer on a camera tripod is helpful.

Templates
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Create a template to decrease time spent on-site. Include:

  • Add layers for loudspeakers, geometry, and microphones.

  • Add/label loudspeakers to be used.

  • Add/label processors to be used.

  • Add/label microphones to be used.

  • Adjust Axis Limits to be larger than the venue dimensions (FILE > PROJECT SETTINGS > APPEARANCE tab).

Two strategies are used for the seating areas in templates, depending on the seating area elevation:

  1. For seating areas that are on the same horizontal plane (flat floor), adding geometry that is edited while surveying the room is most efficient.

  2. For seating areas that are angled or raked, survey the room and add geometry representing the seating areas as measurements are taken.

Trapezoidal or rectangular, inclined seating
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Multi-Level Visual Aids (MLVA) are used to create geometry representing a seating area whose elevation is not practically measured in the field. A Reference Point is chosen, distance and angle measurements are taken and entered in a pop-up dialog. MAPP 3D creates a Free Draw object based on those measurements.

MLVA_Added.png

MAPP 3D, Seating Sections Added with Multi-Level Visual Aids

MAPP 3D: As with non-inclined seating, add geometry representing the stage and walls.

Select a location on the center line of the room at or near the downstage lip from which to measure the seating geometry with the laser range-finder/inclinometer, making sure the location is within line-of-sight with the first and last seats of each seating area.

In this example, 0, 0, 2.5 m is downstage center, 1.5 m above the 1.0 m tall stage, to have line-of-sight with the first and last seats of each seating area.

MAPP 3D: Select INSERT > MULTI-LEVEL VISUAL AID and enter the coordinates of the Reference Point Position. Name the geometry and select a Layer.

Measure the width of the seating area at the front and rear of each seating area.

25 m and 28 m for this balcony.

MAPP 3D: Enter the width for each Point.

MLVA_Dialog2.png

MAPP 3D, Insert Free Draw Geometry (Multilevel Visual Aid) – Balcony Measurements

MLVA_Added.png

MAPP 3D, Model View – Multilevel Visual Aid Added as Free Draw Geometry, Point 1 and Point 2

If not taking measurements facing directly downstage on the center line of the room, enter the degrees of rotation in the Reference Point Azimuth field, the Z-axis rotation.

There are several survey techniques to determine this angle, e.g. the Law of Cosines or using a Theodolite.

Click INSERT to preview the new geometry. Click OK to convert the Multi-Level Visual Aid to a Free Draw object.

To edit the geometry, select the geometry to change the Reference Point coordinates, Rotation, and the coordinates of each geometry segment in the Properties tab (right pane) or the Object Settings tab.

Trapezoidal or rectangular, non-inclined seating
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QDVFlatFloor2.png

MAPP 3D, Model View – Flat Floor Seating Example

Usually, the origin (X, Y, Z = 0, 0, 0) of a project is downstage center, where the face of the stage meets the floor, on the center line of the room.

Measure the dimensions of the stage, including the height.

MAPP 3D: Add geometry representing the stage using the measurements taken. Move the vertex to the mid-point of the downstage edge. Move the stage so the reference vertex is located at 0, 0, 0.

To modify the reference vertex of geometry: add geometry, right-click on geometry, choose SELECT VERTEX, click on mid-point where the stage meets the floor, right-click and click SELECT OBJECT. Change geometry Position coordinates to 0, 0, 0.

Measure the dimensions of the room, height, length and width.

MAPP 3D: Add geometry for one side wall and the rear wall using the measurements.

Measure the dimensions of the seating area(s).

MAPP 3D: Add geometry of the seating areas(s) with Z-axis values of 0 m. In the Object Settings View, enter an Offset value at the anticipated ear height of listeners. Use 1.2 m (~4 ft.) for seated audience,  1.7 m (~5.6 ft.) for standing audience.

Geometry is inserted with the default reference vertex in the center of the geometry. When locating the geometry in the model, it may be easier to change the reference vertex to the mid-point of an edge.

Usually, the walls and seating areas are selected for Prediction at different points in the design process. In addition to evaluating coverage in the seating area, it is also important to evaluate the amount of sound reaching the architecture of a room and knowing how acoustically reflective the architecture is. This will further inform loudspeaker model selections and aiming choices. To increase intelligibility, minimize sound reaching acoustically reflective surfaces.

Curved seating
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There are several instances of seating areas that have curved shapes. To represent a seating area where one side is curved, one method is to add geometry overlapping with the seating area geometry. Then, using the Subtract modifier, the added geometry removes both the added geometry and the area that overlapped with the seating area geometry. This is one version of what is sometimes referred to as the “cookie cutter” method.

The Subtract modifier requires that both geometries are 3D and are on the same Layer. 2D objects, in this case the seating area, can be extruded by a very small distance, 0.05 m for instance. This enables the use of the Subtract modifier.

For a rectangular seating section that has a curved area close to the stage, add geometry to represent the seating area. Then add geometry that overlaps the seating area, in this case an Ellipse. Extrude both to make geometry 3D. Offset the Ellipse in the Z-axis, so the two geometries intersect. Select both the Ellipse and Rectangle. Select Subtract Modifier. Click the Ellipse. Both the Ellipse and the overlap area are removed.

QDVFlatFloorCutout1.png

MAPP 3D, Model View – Use 3D Geometry to Modify Another 3D Geometry

There are two ways to determine the size and location of the cutting geometry:

  1. Rough it in: Measure the portion of the seating area to remove: distance across the curve (c) and the depth of the curve (s). Using the Free Draw tool, add lines to the model at these locations. Add an Ellipse to the model and modify it’s properties until it intersects the marked locations. Then use the Subtract Modifier to remove the overlap area. This is approximate and quick.

    QDVRoughCut3.png

    MAPP 3D, Model View – Add Free Draw Lines as Reference and Modify Ellipse to Meet Reference Lines

  2. Calculate: Measure the “width” and “depth” of the area to be removed (sagitta and cord, below). With these distances, the location and radius of the Ellipse are calculated.

    QDV-SimpFormulas1.png

    Formulas to Calculate Ellipse Diameter and X-Axis Coordinate of Ellipse

    In this example, s = 5 m, c = 20 m, and the X-coordinate of the Apex is 8 m. Using the formulas below, solve for the radius, Ellipse diameter, and the X-coordinate of the Ellipse.

    QDVMath5.png

    Solve for X-Axis Coordinate of Ellipse

MAPP 3D: Add the Ellipse and enter the Ellipse Diameter in the D1 and D2 fields in the Properties pane. Enter the X coordinate calculated above as the X Position of the Ellipse. Ensure the Y and Z Positions are set to zero. Then, use the Extrude Modifier to make the Ellipse 3D (Linear, Z-axis, 4 m in the example) and modify the Z-axis of the Ellipse/Cylinder so it intersects the seating geometry instead of sitting on top of it (Z-axis, down 2 m, below). Next, select the seating geometry and use the Extrude Modifier to make it 3D (Linear, Z-axis, 0.05 m in this case). Select both the seating geometry and the Ellipse, select Subtract Modifier, then click the Ellipse to remove it and the overlapping area of the seating geometry.

QDVMathExmpl1.png

MAPP 3D, Model View – Seating and Ellipse Extruded, Ready to Use Subtract Modifier to Remove Ellipse and Overlap Area from Seating Area

Curved balcony
meyer-blue-rule-line.png

Curved balconies can be surveyed and added to a MAPP 3D model. Using the same concepts as above, an Ellipse geometry is added and overlapped with a geometry created using the Multi-Level Visual Aid, then using the Subtract Modifier, the Ellipse and the overlapping area are removed.

Symmetrical arena
meyer-blue-rule-line.png

These instructions assume that the Architectural Profile, the shape of the seating area, is symmetrical around the entire arena.

Another way to use Multi-Level Visual Aids (MLVA) is to draw a single Free Draw line representing the section view of a seating area, an Architectural Profile. Extruding the Architectural Profile creates the seating areas and architecture.

It is usually more efficient to measure and record the distances and angles, and then use the measurements while building the model in MAPP 3D. Users may find that in some circumstances, the workflow is improved by entering measurements directly in MAPP 3D.

This model can be measured and a MAPP 3D model created in about 10 minutes when the process becomes familiar.

Measure arena floor
meyer-blue-rule-line.png

Measure and the length X and width Y of the arena floor. Where they intersect is coordinate 0, 0, 0 in the MAPP 3D model (O for origin). From the origin, right and up are positive X/Y coordinates, left and down are negative X/Y coordinates.

There may be hockey dashers that define the floor, if not, use the first row of seating for the dimensions of the arena floor.

Venue_1a_Stroke.png

Measure Arena Floor, O = Origin, 0,0,0

Locate reference point position
meyer-blue-rule-line.png

Move the laser target to the location where the curve of the corner seating becomes straight on both sides of the corner (R for Reference Point).

The Reference Point Position is the location from which the Architectural Profile will be measured.

Figure 1.
Venue_3a_crop.png

Place Tripod Where Corner Curve Stops on Both Sides of Corner



Measure the distance from x = 0 m to R and record the distance as A.

Venue_5_crop_3.png

Measure Distance (A)

Measure the distance from y = 0 m to R and record the distance B.

Venue_6_crop.png

Measure the distance from y = 0 m to R and record the distance B.

Tripod_Box.png

Tripod with Target, Measure Height (Z)

Measure seating and architecture
meyer-blue-rule-line.png

Locate the range-finder/inclinometer on a stand at location R.

Measure the beginning and end of each seating section and architectural feature starting at the lowest elevation.

Venue_7b.png

Measure and Record Distance and Angle to Beginning and End Points of Seating and Architecture

Add MLVA for Corner
meyer-blue-rule-line.png

MAPP 3D: Select INSERT > MULTI-LEVEL VISUAL AID or right-click in the model, and then select INSERT MULTI-LEVEL VISUAL AID.

Enter the Geometry Name and select a Layer from the drop-down menu.

Enter the Reference Point Position coordinates using measurements A, B, and Z.

Venue_MLVA_1b.png

MAPP 3D, Multi-Level Visual Aid – Enter Reference Point Coordinates

Add points with the buttons until the number of Points equals the number of Architectural Profile measurements.

Enter the measured Distances and Elevation angles for each Point. Use the TAB key to move between fields.

MLVA_Point_Enter.png

MAPP 3D, Multi-Level Visual Aid – Enter Distances and Angles

Click INSERT to preview the Free Draw object in Model View. When OK is clicked, the MLVA is converted to a Free Draw object.

If the values entered do not result in the expected shape, review the measurements taken and values entered in the MLVA dialog. Each coordinate of the Free Draw geometry can be edited as needed in the Properties tab.

Venue_MLVA_Preview.png

Model View – PREVIEW of Insert Multi-Level Visual Aid

Extrude corner
meyer-blue-rule-line.png
  1. Select the Free Draw geometry from the INVENTORY > GEOMETRY list.

  2. Click MODIFIERS > EXTRUDE

  3. Select ANGULAR EXTRUSION

  4. Enter ANGLE = 90 degrees, x = A, y = B, click APPLY

    Distances A and B are the x,y coordinates of the Reference Point Position, R.

    Corner_Extrude_Result.png

    MAPP 3D, Model View – Modifiers, Extrude, Angular Extrusion and Resulting Object

Add MLVA for side
meyer-blue-rule-line.png

For arenas that have a symmetrical Architectural Profile, the side Multi-Level Visual Aid is the same as the corner, except the reference point is moved to allow proper extrusion.

MAPP 3D: Select INSERT > MULTI-LEVEL VISUAL AID or right-click in model space, and then select INSERT MULTI-LEVEL VISUAL AID.

Enter Reference Point Position coordinates using measurements A, B, and Z.Change the X value to be negative (later extrusion must be positive).

Enter 90 degrees for the Reference Point Azimuth.

Venue_MLVA_SIDE_1b.png

Multi-Level Visual Aid – Enter Reference Point Coordinates, Make X Negative, Azimuth = 90

Enter the Distance and Elevation measurements for each Point.

Venue_MLVA_SIDE_2.png

MAPP 3D, Multi-Level Visual Aid – Enter Distances and Angles

Click INSERT to preview the Free Draw object in Model View.

When OK is clicked, the MLVA is converted to a Free Draw object.

Venue_MLVA_Preview_Side.png

MAPP 3D, Model View – PREVIEW of Insert Multi-Level Visual Aid

Extrude side
meyer-blue-rule-line.png
  1. Select the Side Free Draw geometry from INVENTORY > GEOMETRY.

  2. Click MODIFIERS > EXTRUDE.

  3. Select LINEAR EXTRUSION.

  4. Select X-Axis from the drop-down menu.

  5. Enter LENGTH distance, 2 x distance A, and then click APPLY.

    Distance A = X coordinate of the Reference Point Position.

    Figure 2.
    Side_Extrude_Result.png

    Model View – Modifiers, Extrude, Linear Extrusion and Resulting Object



How to: add MLVA for end
meyer-blue-rule-line.png
  1. Select INSERT > MULTI-LEVEL VISUAL AID or right-click in the model space, and then select INSERT MULTI-LEVEL VISUAL AID.

  2. Enter Reference Point Position coordinates using measurements A, B, and Z.

  3. Change the Y value to be negative (later extrusion must be positive).

Venue_MLVA_Ref_End.png

Multi-Level Visual Aid – Enter Reference Point Coordinates, Make Y Negative

For each Point, enter the Distances and Elevation angles.

Venue_End_Points.png

MAPP 3D, Multi-Level Visual Aid – Enter Distances and Angles

Venue_MLVA_END_2.png

MAPP 3D, Model View – PREVIEW of Insert Multi-Level Visual Aid

Extrusion end
meyer-blue-rule-line.png
  1. Select the Free Draw object from the INVENTORY > GEOMETRY list.

  2. Click MODIFIERS > EXTRUDE.

  3. Select LINEAR EXTRUSION.

  4. Select y Axis from the drop-down menu.

  5. Enter LENGTH distance, distance 2 x B, and then click APPLY.

    B is the Y coordinate of the Reference Point.

    End_Extrude_Result.png

    Model View – Modifiers, Extrude, Linear Extrusion and Resulting Object

Select geometry faces for prediction
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  1. Select the End geometry.

  2. Select Object Settings

  3. Select Faces for Prediction.

  4. Repeat prediction selection for faces of Side and Corner geometry.

    Select_Faces_2.png

    Object Settings – Select Faces for Prediction

Mirror geometry
meyer-blue-rule-line.png

Use the Mirror tool to make symmetrical copies of these objects to complete the arena model.

Select the Corner geometry.

Select the Mirror Tool. From the pop-up menu, select MIRROR ALONG Y AXIS and FLIP OBJECT.

Corner_Mirror_2.png

Select Corner, Mirror Tool, Mirror Along Y Axis, Flip Object

Corner_Mirror_Result_2.png

Corner Mirrored Along Y-Axis

Rename mirrored Corner geometry, double-click the name in INVENTORY > GEOMETRY, change the name to Corner 2.

Select the Corner 2 object and Mirror along the x-Axis, rename new object Corner 3.

Select the Corner 3 object and Mirror along the y-Axis, rename new object Corner 4.

Mirror_4_Corners.png

Corners 3 and 4 Mirrored

Select the Side object and Mirror along the y-Axis, rename new object Side 2.

Select the End object and Mirror along the x-Axis, rename new object End 2.

Mirror_Result_Complete.png

Mirror Side and End Objects

Add geometry to represent the floor seating and stage

Arena_Rotate_4.gif

MAPP 3D, Completed Model with Added Floor Seating and Stage

Add signal processors
meyer-blue-rule-line.png

An important step in optimizing a system involves signal processing. MAPP 3D enables designers to add and configure signal processors in the design phase, view prediction results, and export processor settings directly to real hardware. The output processing functions of all Galileo GALAXY processor models are available in MAPP 3D.

Note

MAPP 3D processors include Delay Integration. The current version of Compass/GALAXY includes Product Integration, which combines Delay Integration and an option to recall Starting Point EQ files. These Starting Point files can be recalled in Compass and pushed to MAPP 3D when real or virtual processors are synchronized with MAPP 3D for modeling and evaluation.

Add_Proc.png

Processor Settings Tab and Galileo GALAXY Models

By default, one GALAXY 816 processor is added to the MAPP 3D Project when an empty project is opened.

Add / edit signal processor
meyer-blue-rule-line.png
. To add/edit a signal processor:
  1. INSERT > SIGNAL PROCESSOR to add a processor, select a model, and then enter a unique name.

  2. Select the Processor Settings tab.

  3. Select a processor from the drop-down 1.svg.

  4. Select the Device Overview tab 2.svg.

  5. Click any processing icon 4.svg  or select the Output Processing tab to view and modify settings.

  6. Right-click a channel number 3.svg to open the copy/paste dialog.

  7. Right-click a processing icon  4.svg to open the copy/paste dialog.

  8. EXPORT button 5.svg creates a PDF patch sheet listing output channel number and name, and connected loudspeaker(s).

Proc_CallOut5.png

Processor Settings Tab – Device Overview Tab

Proc_CopyPaste2.png

Channel and Processing Copy/Paste Windows

Remove signal processor
meyer-blue-rule-line.png

To remove a signal processor from a project, select the Processor Settings tab, select a processor from the drop-down menu, and click the DELETE button at the top of the tab. Loudspeakers assigned to a deleted processor are no longer assigned to a processor and output channel.

To assign loudspeakers or arrays to a remaining processor and channel, select a loudspeaker or an array in Model View, then select the Object Settings tab. Make new processor and output channel selections using the drop-down menus.

ProcDeleteAssign2.png

Object Settings, Loudspeaker Array – Processor and Output Channels Not Assigned

Low-Mid Beam Control tab
meyer-blue-rule-line.png

LMBC is used to alter the low-frequency directivity of LEO series models to better match the high-frequency coverage in some cases. See the Real World Low-Mid Beam Control video. Using MAPP 3D to model the result of using LMBC is the first step of analysis. Place microphones on-axis of an array at the beginning, middle, and end of coverage; use more for larger arrays. Store traces with and without LMBC and compare results. Are the traces more similar with LMBC enabled, or not? Use the method that provides the most uniform spectral tilt.

For each array, some minimum requirements must be met to use LMBC:

  • each array element is driven from a Galileo GALAXY output, one element per output1

  • array minimum length must be exceeded

  • the angle between the top center line and the bottom center line cannot exceed limits

Constraints are built in and an error displayed in the Outputs column (x below) if the entered values exceed established limits that would negatively affect directivity.

  • Control Type: Beam Spread or Steer, make selection based on design goals and coverage needs

  • Elements per Output: number of array elements (loudspeakers) connected to a single processor output

  • Start on Output: the processor output channel number connected to the element at the top of the array2

  • No. of Elements: total number of elements in one array

  • Element Location:

    • for arrays driven by one processor or the first processor driving an array that uses outputs from multiple processors, select 1

    • for a second processor driving the same array, select the number of processor outputs of the first processor driving the array, plus one

  • Product Type: select model of array elements3

  • Array Splay: angle between the center lines of the top and bottom elements of an array, available in Object Settings tab, see below image

  • Associated Outputs:

    • when enabled and valid parameters selected, displays output channels LMBC is applied to and the average All Pass filter setting4

    • if parameters are out of limits, an error is displayed

Note

  1. If an array is long enough, two array elements per processor output is allowed. An error will be displayed if an array is too short.

  2. Subsequent processor output channels are connected to corresponding array elements in order, starting at the top of the array.

  3. LMBC is not available for mixed-model arrays.

  4. Set All Pass filters on processor outputs connected to loudspeakers in close proximity to the array using LMBC with these parameters.

TotalAngle.png

Object Settings – Loudspeaker Array Selected, Total Splay

Output Processing tab
meyer-blue-rule-line.png

The Output Processing tab provides access to all processor settings (see figure below).

  • Select Device Overview, LMBC, Output Processing, or Snapshot Library tabs 1.svg

  • Output channel selection 2.svg

  • Combined filter phase response 3.svg

  • Combined filter magnitude response 4.svg

  • Processor settings tabs 5.svg

OutputProc3.png

Processor Settings Tab – Output Processing

Channel settings
meyer-blue-rule-line.png

Settings for basic functions, enable/bypassing processing, high/low-pass filters, polarity, gain, and mute are accessed via this tab.

Correction for high-frequency air absorption over distance is enabled here. When enabled, enter the distance between the loudspeaker and the audience area. Based on environmental settings entered in Project Settings and distance, compensation filters are automatically added. When used, adjust the temperature and humidity setting when there is a change of 3 ºC or 5% humidity. Atmos. Gain Factor will increase/decrease the magnitude of these filters. The higher the percentage value, the more gain the filters can add, and the larger the cost in headroom. Select Atmos Corr. Response in FILE > PROJECT SETTINGS > PROCESSOR tab to view the correction filter response in the output processing plotter.

Ch_Settings2.png

Processor Settings – Channel Settings

Parametric
meyer-blue-rule-line.png

Each channel has ten bands of parametric equalization. Filter values can be manually entered below the plotter window. Click-drag a filter in the plotter to change the gain. After a filter has been selected, click-drag the blue bars to adjust the bandwidth.

Parametric.png

Processor Settings – Parametric Equalizer

U-Shaping
meyer-blue-rule-line.png

Meyer Sound’s proprietary U-Shaping equalization filters are adjusted with these controls. Values can be manually entered or click-drag the horizontal and vertical bars in the plot to change the settings.

U_Shape.png

Processor Settings – U-Shaping Filters

All Pass
meyer-blue-rule-line.png

All Pass filters affect phase response, not magnitude response. These filters should only be used for a specific reason, e.g., adjusting the phase response of one loudspeaker to match another model.

AllPass.png

Processor Settings – All Pass Filters

Snapshot Library tab
meyer-blue-rule-line.png

Just like Compass control software, processor Snapshots can be saved and recalled. By default, each signal processor includes one snapshot, named Factory Defaults.

  • Double-click a Snapshot name to edit the name.

  • Click CREATE NEW to capture all of the processor settings and save them as a Snapshot in the application.

  • Click SAVE OUTPUT CHANNELS to save the settings of the processor outputs as a file on a storage device (hard drive, etc).

  • Click UPDATE to overwrite the currently selected Snapshot with the current processor settings.

  • Click RECALL to overwrite the settings of the processor with those of the selected Snapshot.

Low-Mid Beam Control tab
meyer-blue-rule-line.png

LMBC is used to alter the low-frequency directivity of LEO series models to better match the high-frequency coverage in some cases. See the Real World Low-Mid Beam Control video. Using MAPP 3D to model the result of using LMBC is the first step of analysis. Place microphones on-axis of an array at the beginning, middle, and end of coverage; use more for larger arrays. Store traces with and without LMBC and compare results. Are the traces more similar with LMBC enabled, or not? Use the method that provides the most uniform spectral tilt.

For each array, some minimum requirements must be met to use LMBC:

  • each array element is driven from a Galileo GALAXY output, one element per output1

  • array minimum length must be exceeded

  • the angle between the top center line and the bottom center line cannot exceed limits

Constraints are built in and an error displayed in the Outputs column (x below) if the entered values exceed established limits that would negatively affect directivity.

  • Control Type: Beam Spread or Steer, make selection based on design goals and coverage needs

  • Elements per Output: number of array elements (loudspeakers) connected to a single processor output

  • Start on Output: the processor output channel number connected to the element at the top of the array2

  • No. of Elements: total number of elements in one array

  • Element Location:

    • for arrays driven by one processor or the first processor driving an array that uses outputs from multiple processors, select 1

    • for a second processor driving the same array, select the number of processor outputs of the first processor driving the array, plus one

  • Product Type: select model of array elements3

  • Array Splay: angle between the center lines of the top and bottom elements of an array, available in Object Settings tab, see below image

  • Associated Outputs:

    • when enabled and valid parameters selected, displays output channels LMBC is applied to and the average All Pass filter setting4

    • if parameters are out of limits, an error is displayed

Note

  1. If an array is long enough, two array elements per processor output is allowed. An error will be displayed if an array is too short.

  2. Subsequent processor output channels are connected to corresponding array elements in order, starting at the top of the array.

  3. LMBC is not available for mixed-model arrays.

  4. Set All Pass filters on processor outputs connected to loudspeakers in close proximity to the array using LMBC with these parameters.

TotalAngle.png

Object Settings – Loudspeaker Array Selected, Total Splay

Remove signal processor
meyer-blue-rule-line.png

To remove a signal processor from a project, select the Processor Settings tab, select a processor from the drop-down menu, and click the DELETE button at the top of the tab. Loudspeakers assigned to a deleted processor are no longer assigned to a processor and output channel.

To assign loudspeakers or arrays to a remaining processor and channel, select a loudspeaker or an array in Model View, then select the Object Settings tab. Make new processor and output channel selections using the drop-down menus.

ProcDeleteAssign2.png

Object Settings, Loudspeaker Array – Processor and Output Channels Not Assigned

Signal processors
meyer-blue-rule-line.png

Add loudspeakers
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Add loudspeakers to a project to optimize location and determine the appropriate loudspeaker type and model. Several types of loudspeaker systems and individual loudspeakers are available to be added to a project. Six different types of arrays and individual loudspeakers are available.

Ldspkr_Type_Sel.png

Insert Loudspeaker – Type Selection

Insert loudspeaker
meyer-blue-rule-line.png
Procedure. To insert a loudspeaker:
  1. Select Insert, and then select Loudspeaker system.

  2. Select a loudspeaker system type in the drop-down menu2.svg.

  3. Enter a unique name 3.svg.

  4. Select a layer 4.svg.

  5. Enter location coordinates  6.svg and rotation 7.svg.

  6. Make other selections based on loudspeaker type.

Figure 3.
Ldspkr_Insert6.png

Insert Loudspeaker – Flown Loudspeaker System

  1. Refresh Preview  if the preview is not synchronized with array parameters

  2. Loudspeaker/Array Type select type of loudspeaker or array

  3. Loudspeaker/Array Name user defined name

  4. Layer select a layer for the loudspeaker or array

  5. Reference Point defines where the coordinate position is located

  6. Reference Point Position is the XYZ coordinate of the Reference Point

  7. Rotation About Reference angle of rotation for each axis

    Note

    Some array configurations are not physically possible in practice.

  8. Center Lines toggles visibility of lines indicating where the loudspeaker is pointed

  9. Total Array Splay angular value between the center lines of the first and last array elements

  10. Add/Subtract array elements

  11. Loudspeaker Model selection of available models by array type

  12. ID number of the loudspeaker element in the array

  13. Splay angle between array elements, constrained to available hardware angles

  14. Center Line toggle for this element of the array

  15. Processor Assignment for this element of the array, processor and processor output channel

  16. Rigging size and weight data

  17. Safety Limits Analysis (feature coming soon…)

  18. Electrical Consumption of array, maximum current draw at the onset of limiting using pink noise



Common properties and preferences

Where to edit loudspeaker properties
meyer-blue-rule-line.png

Loudspeaker and array properties can be edited in two places: Express Settings and Object Settings.

Reposition loudspeaker(s)
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Loudspeakers and arrays can be moved within the boundary limits of the model using two methods:

  1. Select a loudspeaker or an array in the model.

  2. Click-drag the reference point (yellow sphere) to a new location.

or

  1. Select a loudspeaker or an array in the model.

  2. In the Express Settings pane or Object Settings tab, enter new values or select a value (double-click) and use the up/down arrow keys.

Express settings
meyer-blue-rule-line.png

The basic parameters of an array or a loudspeaker are viewed and edited in the Express Settings pane. Use the Express Settings drop-down to select the desired object. Changes are viewed in the Model View immediately. This is helpful when changing splay angles between elements of an array, for example.

Object settings

All parameters of an array or a loudspeaker are viewed and edited in the Object Settings tab. Select the loudspeaker or array in Model View. Select Object Settings tab to edit parameters. Changes are viewed in the Model View immediately. Double-click tab label to un-dock, top bar of window to dock again.

Note

Zoom, pan, and orbit are available in the preview pane of the Object Settings tab (right below).

Exp_Obj_Set_Ldspkr.png

Express Settings – Flown Loudspeaker Array, Model View Tab, Object Settings – Loudspeaker System

View menu
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The View menu drop-down offers several helpful visual markers related to loudspeakers and arrays that are toggled on/off. Please see View menu.

View_Ldspkr.png

View Menu – Loudspeaker Selections

Loudspeaker type details
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Each array type has some properties and preferences that are unique and which are listed below.

Auto Splay
meyer-blue-rule-line.png

For flown loudspeaker systems, Auto Splay calculates the angles between elements of an array for the best coverage, depending on the number of elements selected for a prediction plane. You can adjust splay angles to satisfy your design goals.

Auto Splay requires at least one flown or ground-stacked loudspeaker array and one geometry. When viewed from above, the center lines of the array need to intersect the geometry before Auto Splay is functional. In some instances, when using Auto Splay with multiple geometries that overlap in the X/Y plane, additional editing of the splay angles may be required.

Procedure. To set Auto Splay parameters:
  1. In Tools, select Auto Splay.

  2. Select a Loudspeaker System 1.svg.

  3. Select Prediction Plane(s) 2.svg.

  4. Select Unassigned Elements  3.svg (number of array elements allotted to each prediction plane); can be zero, see note below.

  5. Select Aiming Factor (how many array elements are aimed above end of prediction plane) 4.svg.

  6. Select Smallest Splay Limit(s) and Largest Splay Limit(s) 5.svg.

    Note

    Elements Linear Coverage is the average distance between center lines of the array 6.svg. This represents the coverage density for the prediction plane. For multiple prediction planes, adjust the number of elements selected for each prediction plane to most closely match the Elements Linear Coverage values.

The Prediction Plane table lists the prediction planes that are on-axis of the array elements.

AutoSplay_Dialog2.png

Auto Splay window

AutoSplay_MV.png

Model View – before and after Auto Splay

Ground-stacked loudspeaker systems
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The loudspeaker model drop-down list is constrained to those models that are suitable for a ground stack.

GndStk_Insert.png

Insert Loudspeaker – Ground Stacked Loudspeaker System

Gradient flown subwoofer array
meyer-blue-rule-line.png

Gradient subwoofer arrays have some elements facing forward (front) and others facing rearward (rear), in addition to signal processing, to create a cardioid coverage pattern. Additional features of this dialog (refer to figure below):

  • Array elements are identified as Front or Rear to indicate the physical orientation.

  • Array polarity reverse maintains the polarity difference between front and rear elements.

  • Elements are not individually added or removed. The quantities available optimize the array directivity.

  • Front and rear elements are routed to different processor outputs because the polarity is opposite between front-facing and rear-facing elements.

  • The Steering Delay selection automatically adds additional delay time to the processor output assigned to the rear-facing elements, which is different for each model.

Note

The Steering Delay time in MAPP 3D is different than the delay time used when the array is deployed. The datasets in MAPP 3D do not include the distance/time for sound to travel around the loudspeaker enclosure. The deployment delay time will be longer.

GrdSub_Insert1.png

Insert Loudspeaker – Gradient Flown Subwoofer Array

Point source array system
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Available Point Source Array Systems models are constrained to full-range, point-source models that can be arranged in clusters with Meyer Sound-provided hardware. Available splay angles between elements are supported by Meyer hardware.

PntSrc_Insert.png

Insert Loudspeaker – Point Source Array System

N-Point source array system
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Used to build arrays, including the rigging options. These are currently constrained to only horizontal arrays. (coming soon, vertical rows)

N-Point_Insert2.png

Insert Loudspeaker – N-Point Source Array System

Individual loudspeaker
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Select this loudspeaker type to insert an individual loudspeaker. The Reference Point is selectable from the drop-down. CRDM (Center of Rotation During Measurement) is the point inside a loudspeaker that was the point of rotation when the loudspeaker data was recorded in our anechoic chamber.

Ind_Ldspkr1.png

Insert Loudspeaker – Individual Loudspeaker

Where to edit loudspeaker properties
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Loudspeaker and array properties can be edited in two places: Express Settings and Object Settings.

Flown Loudspeaker System
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Flown Loudspeakers Systems are line array systems, including full-range models, subwoofers, or both (notes refer to the figure below).

First Array Element:

  • Rigging grid selection 1.svg . Grids that can be rotated to change where the center of gravity of the loudspeaker array intersects the grid; will have a Forward and Rearward option. Forward is marked as Maximum Uptilt on the grid label and Rearward is marked as Maximum Downtilt.

  • Once the array grid angle and array element splays are optimized for coverage, note the front and rear rigging loads. Select the opposite grid orientation and note the rigging loads again. Compare the results and use the grid orientation that most evenly spreads the load between front and rear rigging points.

Second Array Element:

  • The loudspeaker model options of this drop-down are constrained by the grid selection 2.svg .

Splay Angles:

  • The first angle is the splay between the grid and the top loudspeaker . For models that have splay options at this connection point, the available hardware angles are listed in the drop-down. The subsequent angles are between each element and the element above it . In the example below, the splay between ID2 and ID1 is 1.0 degree, between ID3 and ID2 1.5 degrees.

    Fln_Sys.png

    Insert Loudspeaker – Flown Loudspeaker System