class:: PingPong summary:: Stereo ping-pong delay. related:: Classes/SinOsc categories:: UGens>Delays>Buffer Description:: Bounces sound between two outputs… Like a ping-pong ball. PingPong is actually a compound built upon link::Classes/RecordBuf:: and link::Classes/PlayBuf:: . classmethods:: method::ar argument::bufnum First index of a multi channel buffer. argument::inputs An array of audio inputs, the same size as your buffer. argument::delayTime Delay time in seconds. argument::feedback Feedback coefficient. argument::rotate Which rotates the inputArray by one step. (left → right, right → left). Rotation of 0 (or 2) would result in no rotation to the inputArray. Examples:: code:: ( s = Server.local; s.waitForBoot({ b = Buffer.alloc(s,44100 * 2, 2); SynthDef("help-PingPong",{ arg out=0,bufnum=0,feedback=0.5,delayTime=0.2; var left, right; left = Decay2.ar(Impulse.ar(0.7, 0.25), 0.01, 0.25, SinOsc.ar(SinOsc.kr(3.7,0,200,500))); right = Decay2.ar(Impulse.ar(0.5, 0.25), 0.01, 0.25, Resonz.ar(PinkNoise.ar(4), SinOsc.kr(2.7,0,1000,2500), 0.2)); Out.ar(0, PingPong.ar(bufnum, [left,right], delayTime, feedback, 1) ) }).play(s,[\out, 0, \bufnum, b.bufnum,\feedback,0.5,\delayTime,0.1]); }); ) ( s = Server.local; s.waitForBoot({ b = Buffer.alloc(s,44100 * 2, 2); SynthDef("help-PingPong",{ arg out=0,bufnum=0; var left, right; left = Decay2.ar(Impulse.ar(0.7, 0.25), 0.01, 0.25, SinOsc.ar(SinOsc.kr(3.7,0,200,500))); right = Decay2.ar(Impulse.ar(0.5, 0.25), 0.01, 0.25, Resonz.ar(PinkNoise.ar(4), SinOsc.kr(2.7,0,1000,2500), 0.2)); Out.ar(0, PingPong.ar(bufnum, [left,right] * EnvGen.kr(Env([1, 1, 0], [2, 0.1])), 0.1, 0.8, 1) ) }).play(s,[\out, 0, \bufnum, b.bufnum]); }); ) ( Patch({ arg buffer,feedback=0.5,delayTime=0.2; var left, right; left = Decay2.ar(Impulse.ar(0.7, 0.25), 0.01, 0.25, SinOsc.ar(SinOsc.kr(3.7,0,200,500))); right = Decay2.ar(Impulse.ar(0.5, 0.25), 0.01, 0.25, Resonz.ar(PinkNoise.ar(4), SinOsc.kr(2.7,0,1000,2500), 0.2)); PingPong.ar(buffer.bufnumIr, [left,right], delayTime, feedback, 1) }).gui ) ::