The 4D Engine is the core of a 4DSOUND system. The Engine processes audio input and spatial data, and distributes multi speaker audio output. Each audio input corresponds with a discrete virtual sound sound object, of which the properties are set through Open Sound Control.

In the Beta version of the Engine, 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 fitting 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. When a spatialisation demands only a specific amount of sources, it is recommended to set this as a fixed number to avoid any unnecessary overhead.
Setup : Here you set a custom speaker layout file (setup file).

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 target port for OSC monitoring data (4D Monitor default: 2001)
Input port : Set the listen port of the 4D Engine (default: 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).