4D Engine is a core of the 4DSound system. All spatialisation is happening inside it. It revives your audio source and commands of spatial information of your object, combines it and sends to the speakers.

Each audio input corresponds with a discrete virtual sound source (sound object). Each sound object has its own set of spatial parameters including its position, dimensions and auditory perception.



In the Beta version of the Engine, some system level configurations are set in the settings.xml file which is located in the same folder as the Engine app. Please consult with a 4D operator or developer to understand what the most suitable settings are for a specific configuration.

Number of sources : The number of sources that can be used is basically limited to the processing power of the machine. Also, when a spatialisation demands only a specific amount of sources, it is wise to set this as a fixed number to avoid any unnecessary overhead.
Setup : Currently custom speaker grids are stored as hard coded presets that can be selected here.

Audio I/O
The offsets state where the channel count starts. E.g. an offset of 0 means it starts counting from input 1, and on offset of 16 means it starts counting at 17.

Primary input channel offset & Secondary input channel offset : Each source has two dedicated inputs, so that potentially multiple sources can be addressed to one source (usually one from a DAW, and another for live input through a mixing console).
Sends channel offset : Set the offset for the send outputs.
Returns channel offset : Set the offset for the return inputs.

Output port : Set the broadcast port for OSC monitoring data (in the 4D Monitor this is fixed to port 2001)
Input port : Set the listen port of the 4D Engine (in the general setup this is fixed to 2000)
Output address : Set the IP of the computer that runs the 4D Monitor

Control rate : Set the rate at which the Engine operates (developers option).