Glossary

A

Active View - The Active View is the view which has most recently been compiled.  A view may be compiled and become active immediately after being loaded.  A view may be manually compiled and made active with File Compile.  The Active View is indicated by "Compiled" in the Status bar at the bottom of the main MediaMatrix window. Similarly, inactive views are indicated by an "Idle".  It is quite possible to have no Active View in the system either because no view has been compiled or because the last compile failed.

AES - The AES3 format is an industry standard digital audio transmission format defined by the Audio Engineering Society.  AES3 allows transmission of two channels of high quality digital audio over shielded twisted pair cabling.  The European Broadcasting Union (EBU) adopted the AES3 Standard with one change – requiring the use of transformers which in AES3 was optional. Often the term AES/EBU is used for AES3 with transformers.

Algorithm Object - The Algorithm Object is similar to a Block Object.  The Algorithm Object represents a fundamental digital signal processing element for the system.

The properties of the Algorithm Object may be changed in the algorithm's Properties Dialog.

No internal nodes appear in the Child Window for an Algorithm Object.

A Block Object may contain Algorithm Objects in it's Child Window.  Although it is possible to Paste other types of objects into the Child Window of an Algorithm Object it is suggested that only Control Objects and Graphic Objects be present.

B

Block Object - The Block Object is the fundamental building block of view.  Block Objects are initially added to a view by using the Device Menu.

The properties of a Block Object may be changed in the Block Object Properties Dialog.

The color of a Block Object may be changed by using Paint Mode.

The text on a Block Object may be changed either in the Block Object Properties Dialog or though direct Keyboard Type-in on a selected Block Object when in Edit Mode.

A close cousin to the Block Object type is the Algorithm Object.

Break-out-Box (BoB) - A Break-out-Box (BoB) contains 8 analog inputs and outputs, 8 analog control inputs, and 8 TTL level control outputs.  There are currently two generations of Break-out-Boxes.  

The first generation of BoBs (now, often referred generically as MM-88xx to differentiate from the MM-8802) must be located within 6 feet of the Frame.  There are three different models depending on the sampling rate the system is operating at, MM-8848 for 48 kHz, MM-8840 for 44.1 kHz, and MM-8830 for 32 kHz.  All the BoB’s in a system must be the same model and must match the sampling rate selected for the system.

The current second generation MM-8802 BoB has automatic support for all three sample frequencies and includes support for up to 50 feet (15.24 meters) of distance from the frame.

C

CAB (CobraNet Audio Bridge) - The CAB series of Input/Output units are the method used to transmit and/or receive audio with the CobraNet standard.  There are five models available from Peavey.  Click here for more detail on the CAB features.

The CAB-8i is a single rack space, eight channel, CobraNet input BoB, that includes eight microphone preamplifiers with remote gain controls (switchable for mic or line-level inputs), remote phantom power switches (+48 volt), and remote mic/line switches.  It also provides eight separate remote controlled relays.  Note: This is the only CAB model that has microphone pre-amps.

The CAB-8o is a single rack space, eight channel, CobraNet line-level output BoB.  It also provides eight separate remote controlled relays, and remote controlled mute switches on each output.

The CAB-16i is a single rack space, sixteen channel, CobraNet line-level input BoB with remote gain controls and mutes (on each output).

The CAB-16o is a single rack space, sixteen channel, CobraNet line-level output BoB with remote gain controls and mutes (on each output).

The CAB-16d is a single rack space, sixteen input/sixteen output channel CobraNet AES3 (or S/PDIF with additional resistors) BoB.  Since one pair of audio channels travels over a pair of AES cable, there are 8 AES input connections and 8 AES output connections (for 16x16 channels of actual audio I/O).

Child Window - Block Objects have Child Windows which are opened with either a single or double click on the Block Object (depending on the settings in the Block Object Properties Dialog).  The Child Window generally contains the controls for the Block Object but may also contain other Block Objects.

Control Current Position - Gestureable Control Objects such as the Fader or Knob have a Current Position in addition to a Current Value.  The Current Position is simply the position of the knob's pointer.  The Current Position is represented internally as a high precision percentage quantity, however the resolution of the Current Position which the user manipulates is generally limited by the resolution of the PC display hardware.  The Current Position can be adjusted by gesturing most Control Objects.

The Mapping between Current Position and Current Value is dependent on what type of parameter the Control Object is connected to.  A gain or frequency control, for instance will have a logarithmic mapping while a time parameter will have a linear mapping.

Control Current Value - All Control Objects maintain a Current Value.  The Current Value is represented as a string.  In some Control Object styles, the Current Value is displayed on the control itself.  The Current Value may always be read in the Status Bar for an object when in Control Mode by placing the cursor over the Control Object in question.

Control Object - The Control Object allows user interaction with the system.  Controls have a concept of a Current Value and optionally Current Position.

A Control Object is always connected to an Algorithm Object.  Control Objects are usually found in Child Windows of either Algorithm Objects or Block Object which contain Algorithm Objects.  Control Objects may be placed directly in a View Window as well.

Control Objects are edited with the Control Object Properties Dialog.  Control Objects are generally rendered with a graphical Control Style appearance such as fader, knob, button, light, meter.

D

Delay Compensation - This is selected from the File | Compile Options window.  When selected, delay elements are inserted into the circuit and adjusted to time align all signals routed through the system.  The inserted delays consume more DSP resources and will result in longer average delays for signals through the system.  Delay compensation is most useful for stereo sound systems and systems that use a "mix minus" configuration where time alignment is necessary to achieve exact cancellation.

E

Echo - In the context of "Acoustic Echo"-- that is, echo generated in the analog world we live in, echo is a repetition of sound that is typically undesirable.  Acoustic Echo can be caused by many factors including reflections and direct playback of audio originated by you.  Short definition:  You hear yourself when you shouldn't in a playback device.  Another type of echo is telephone side-tone, which is the mixing of local audio into the speaker of a phone (desirable when on a headset, but undesirable when using a speakerphone.

F

G

Graphic Object - This type of object performs no function aside from it's physical appearance.  A Graphic Object may take on several distinct appearances depending on the settings in the Objects Properties Dialog.

Label
- Enabling the text attribute causes the object to have a label appearance.

Block
- Enabling the block attribute causes the object to have a block appearance.  This sort of object is used to create the backgrounds for the chiseled relief look.  The block attribute is commonly combined with the text attribute to create a labeled block.

Bitmap
- A bitmap may be displayed in a view by enabling this attribute.

H

I

Input Focus - The title bar and frame of the window with Input Focus is painted with the active color scheme (see Windows Control Panel).  Edit Menu operations apply to the Selected Objects in the window with Input Focus.  The window with Input Focus receives Keyboard Type-in.

Since MediaMatrix uses a hierarchical windowing interface, there may be three or more windows which appear to have Input Focus: the application main window, the current View Window and optionally a current Child Window and perhaps a Child Window within this Child Window.  The inner-most window painted in the active color scheme actually has Input Focus.

J

K

L

Log File - If you right click in Terminal Window and choose "Options..." you will be given the ability to Enable File Logging.  The default file name is "Terminal.log".  Everything displayed in the Terminal window will automatically be saved to the Log file when this option is enabled.  This is of particular help in troubleshooting problems.  You may be asked to generate this file and send it to Peavey to help diagnose unusual problems.

M

N

O

Objects - Everything that you see in a MediaMatrix View Window is an object.  The application allows the system designer to manipulate these objects to create a sound system schematic.  There are several fundamental object types.

Algorithm Object

Block Object

Control Object

Graphic Object


Each object has a set of Object Properties particular to that instance of the object.

Orphan Controls - Controls copied from a device that has been deleted or moved (i.e. cut, copied, or pasted elsewhere).

During the first stage of the Compile process, all orphan controls objects (those controls copied from a device that has been deleted or moved (i.e. cut, copied, or pasted elsewhere), are marked with a green hatch pattern.  This allows the user to easily find and delete useless controls from control panels, whenever the schematic has been changed. It is also handy for troubleshooting.

The compile status dialog box will also indicate the number of such orphan controls encountered.  This information is only visible if the dialog is in the expanded state.

P

Pop-Up Menu - Right clicking inside a view window will bring up the pop-up menu.  This menu contains a short list of commonly used items from other application menus.

Q

R

S

Selected Objects - Before it is possible to adjust, move, or modify an Object or Objects, it is necessary to first Select it or them.  This can be done by clicking on the Object(s), or dragging a selection rectangle across them.  When an Object is Selected, it will be outlined in red.  The currently Selected Objects are indicated by a red border drawn around each selected object.  These are the objects which will be acted on by an Edit Menu operation, for instance.

Only objects in the View Window or Child Window with Input Focus can be selected.  When the window loses focus, the selection state is also lost.

Selection state information is not stored in the View File.  When a view is opened, there are initially no selected objects.

Selection Group - To select multiple Objects you may click on the first Object, then press and hold the Ctrl key while clicking on additional Objects.  As each additional Object is clicked on it will be outlined in red to show it is part of the Selection Group.  An Object may be clicked on a second time to remove it from the group.  An alternative way to select multiple Objects is to click and drag a selection rectangle across a portion of each object you wish to include in the group.  If multiple objects are stacked on top of each other, then clicking on the stack will only select the top object unless they have been Grouped using the Tools Menu. However, if you drag a selection rectangle across a group all the stacked controls will be selected.

Different Selection Groups are in force in Edit Mode and Control Mode.  A Selection Group defined in control mode will not be in force in edit mode. No Selection Groups are in force in Wire Mode or Paint Mode.

Selection Groups for Edit Mode and Control Mode are saved as part of the View File.

T

U

V

View File - A view file contains all information necessary to reconstruct the contents of a View Window.  View Files use the ".PAV" file extension.  Device files are also a type of View File.  Device files use a ".DVC" file extension.  There is one device file for each entry in the Device Menu.  Device files are usually stored in a separate "Device" directory.  Device files are usually loaded using the Device Menu but may also be loaded using File|Open.  Device files can only be created by Tools|Define Device, however.

View Window - A View Window contains a schematic for an audio system.  The main window of the application can host multiple View Windows.  One or none of these View Windows may contain the Active View.

All View Windows except those created with File New are associated with a View File.  The View File's name appears in the title bar of the View Window.

The primary purpose for allowing multiple View Windows in the main window of the application is so that the system designer may Copy and Paste between View Files.

W

X

Y

Z