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Audio Parameter Notation

In the Immersitech Libraries, we use the notation where one sample is a single value, one frame contains one sample per channel, and one buffer contains one sample period worth of frames. To learn more about this notation, visit this web resource.


A room is a space where participants can hear and speak to all other participants in the room.
Each room can have unique attributes that can change the audio experience for the participants in that room.
A room will have an associated list of seats that participants can occupy, changing their 3D perspective with respective to the other participants.

Center Point

A room will also have a center point, towards which all participants will turn to face automatically if they are placed into a seat.


A seat is a pre-defined (x,y,z) position that a single participant can occupy.
The seat will also have an automatically generated heading that turns the participant in that seat towards the center point of the room.


If you want to move a participant to a seat that is already occupied, the behavior while be defined by the allowSeatStacking property of the room.
If seat stacking is allowed, then both participants will occupy the same position in (x,y,z) space, but have different seat IDs.
If seat stacking is not allowed, then the second participant will occupy the same position shifted in the z-axis by the stackDelta property.

Open Room

If you would like to have complete manual control for the participant’s position and heading, use a room that is an Open Room.
In an Open Room, participants may be moved any where in the (x,y,z) coordinate system and face any direction.
If a participant is moved manually, they are no longer considered to be in a seat.