TYPE: Object State
TITLE: Sound Operation

The Sound object defines a sound emission point for the SpatialAudio CHOP.
Multiple sound sources can be mixed by one SpatialAudio CHOP to create stereo
or surround sound, with special effects like the doppler effect, volume loss
over distance, obstacle interference, atmospheric filtering and positional
audio. 

To set up a Spatial Audio scene, one or more Sound objects should be used
to emit sound. At least one microphone is needed to capture the sound. A
SpatialAudio CHOP is needed to render the sound. If any obstacles or filters
are used, at least one Acoustic CHOP is needed to design the spectrum filter.

Moving Sound and Microphone objects around will produce variations in pitch
and volume, especially if either object is directional. Setting up a directional
microphone or sound object is much like setting up a directional light. 

You select the object that will be used as the parent for the new Sound
object, and right-click to complete the operation.  The new Sound object
appears with a transform handle that can be used to change the position and
orientation of the sound source. The volume and CHOP audio source parameters
appear in the operation controls bar above the viewport.

You can change the Sound object\'s parent object any time by hitting the
Reselect Geometry button or typing \'${h.pane.gview.redoselection}\'.  If
Secure Selection is turned off, selecting a new object will immediately
complete the selection and connect the new parent.  Otherwise, you right-click
to signify that the object selection is complete.

If Secure Selection is turned off, you can select any other object in the
viewport.  Doing so will switch to the operation appropriate for that object
type, and the current operation will be exited immediately.

See also: Microphone, Light
