129 lines
2.6 KiB
Text
129 lines
2.6 KiB
Text
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#lang scribble/manual
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@(require (for-label racket))
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@title{TBall}
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physical model of bouncing object@section{categories}
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UGens>Filters>Nonlinear, UGens>Generators>PhysicalModels
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@section{related}
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Classes/Ball, Classes/Spring
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@section{description}
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models the impacts of a bouncing object that is reflected by a vibrating surface
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@section{classmethods}
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@section{method}
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ar, kr
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@section{argument}
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in
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modulated surface level
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@section{argument}
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g
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gravity
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@section{argument}
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damp
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damping on impact
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@section{argument}
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friction
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proximity from which on attraction to surface starts
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@section{examples}
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@racketblock[
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// mouse x controls switch of level
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// mouse y controls gravity
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(
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{
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var t, sf;
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sf = K2A.ar(MouseX.kr > 0.5) > 0;
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t = TBall.ar(sf, MouseY.kr(0.01, 1.0, 1), 0.01);
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Pan2.ar(Ringz.ar(t * 10, 1200, 0.1), MouseX.kr(-1,1));
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}.play;
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)
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// mouse x controls step noise modulation rate
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// mouse y controls gravity
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(
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{
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var t, sf, g;
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sf = LFNoise0.ar(MouseX.kr(0.5, 100, 1));
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g = MouseY.kr(0.01, 10, 1);
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t = TBall.ar(sf, g, 0.01, 0.002);
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Ringz.ar(t * 4, [600, 645], 0.3);
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}.play;
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)
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// mouse x controls sine modulation rate
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// mouse y controls friction
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// gravity changes slowly
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(
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{
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var f, g, h, fr;
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fr = MouseX.kr(1, 1000, 1);
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h = MouseY.kr(0.0001, 0.001, 1);
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g = LFNoise1.kr(0.1, 3, 5);
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f = TBall.ar(SinOsc.ar(fr), g, 0.1, h);
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Pan2.ar(Ringz.ar(f, 1400, 0.04),0,5)
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}.play;
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)
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// sine frequency rate is modulated with a slow sine
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// mouse y controls friction
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// mouse x controls gravity
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(
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{
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var f, g, h, fr;
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fr = LinExp.kr(SinOsc.kr(0.1), -1, 1, 1, 600);
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h = MouseY.kr(0.0001, 0.001, 1);
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g = MouseX.kr(1, 10);
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f = TBall.ar(SinOsc.ar(fr), g, 0.1, h);
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Pan2.ar(Ringz.ar(f, 1400, 0.04),0,5)
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}.play;
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)
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// this is no mbira: vibrations of a bank of resonators that are
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// triggered by some bouncing things that bounce one on each resonator
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// mouse y controls friction
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// mouse x controls gravity
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(
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{
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var sc, g, d, z, lfo, rate;
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g = MouseX.kr(0.01, 100, 1);
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d = MouseY.kr(0.00001, 0.2);
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sc = #[451, 495.5, 595, 676, 734.5]; //azande harp tuning by B. Guinahui
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lfo = LFNoise1.kr(1, 0.005, 1);
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rate = 2.4;
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rate = rate * sc.size.reciprocal;
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z = sc.collect { |u,i|
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var f, in;
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in = Decay.ar(
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Mix(Impulse.ar(rate, [1.0, LFNoise0.kr(rate / 12)].rand, 0.1)), 0.001
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);
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in = Ringz.ar(in,
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Array.fill(4, { |i| (i+1) + 0.1.rand2 }) / 2
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* Decay.ar(in,0.02,rand(0.5,1), lfo) * u,
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Array.exprand(4, 0.2, 1).sort
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);
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in = Mix(in);
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f = TBall.ar(in * 10, g, d, 0.001);
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in + Mix(Ringz.ar(f, u * Array.fill(4, { |i| (i+1) + 0.3.rand2 }) * 2, 0.1))
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};
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Splay.ar(z) * 0.8
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}.play;
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)
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::
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]
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