Simulation

Simulating in HOLOPLOT Plan is a powerful way to understand the performance and expected results of your HOLOPLOT Audio Systems.

Simulating in HOLOPLOT Plan is a powerful way to understand the performance and expected results of your HOLOPLOT Audio Systems. HOLOPLOT Plan’s powerful Simulation Engine enables you to simultaneously simulate and visualize system performance of a configured system in real-time, so you can make adjustments to your design and see the results immediately.

How to simulate

You can start and stop the Simulation Engine using the toggle on the toolbar.

The Simulation Engine is a computationally intensive process, so please keep this in mind when waiting for results to simulate. While the simulation is running, the zones will appear grey.

Simulating results

You can visualize the simulation of your array’s direct SPL onto your zones. The simulation results are rendered as heat maps of your Audience Zones and Boundary Zones. When viewing the simulation, you can adjust the dB scale in the SPL mapping in the right of the viewport.

An environment’s temperature and humidity impact sound propagation and are considered during both the simulation and optimization processes. Coverage Beams are Optimized and simulated at the temperature defined in the preset layer they are in, and different beam variants can have different environmental conditions.

Parametric Beams and Virtual Sources are all simulated and optimized at 20 °C and 50 % humidity, with the default air pressure being 1 atm (101325 Pa). Our Simulation Engine uses both AES2 crest factor 4 (12 dB) and normalized male speech spectrum input signals.

Plan’s Simulation Engine produces results for the direct sound, not the room's response. To analyze the closed-room simulations in EASE (AFMG), you can export your array and beam configurations from Plan as a .xglc file (File > Export to Ease) and then import that file into EASE along with our provided .gll file from the Downloads section.

The Simulation Engine re-meshes all imported geometry to have new vertices with a spacing of 0.5m. The heat map shader renders a simulation value as a color at each vertex and samples the pixels in between simulation points through bilinear interpolation.

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