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