SuperCollider CLASSES

LocalIn

Define and read from buses local to a synth.

Description

LocalIn defines buses that are local to the enclosing synth. These are like the global buses, but are more convenient if you want to implement a self contained effect that uses a feedback processing loop.

There can only be one audio rate and one control rate LocalIn per SynthDef. The audio can be written to the bus using LocalOut .

WARNING: Audio written to a LocalOut will not be read by a corresponding LocalIn until the next cycle, i.e. one block size of samples later. Because of this it is important to take this additional delay into account when using LocalIn to create feedback delays with delay times shorter than the threshold of pitch (i. e. < 0.05 seconds or > 20Hz), or where sample accurate alignment is required. See the resonator example below.

Class Methods

*ar (numChannels: 1, default: 0)

*kr (numChannels: 1, default: 0)

Arguments:

numChannels

The number of channels (i.e. adjacent buses) to read in. You cannot modulate this number by assigning it to an argument in a SynthDef.

default

The initial value written to the bus once, so that it can be used before overwriting it with LocalOut. An array can be passed in to specify different values for each channel.

Inherited class methods

Instance Methods

Inherited instance methods

Examples

(
{
    var source, local;

    source = Decay.ar(Impulse.ar(0.3), 0.1) * WhiteNoise.ar(0.2);
    local = LocalIn.ar(2) + [source, 0]; // read feedback, add to source
    local = DelayN.ar(local, 0.2, 0.2); // delay sound

    // reverse channels to give ping pong effect, apply decay factor
    LocalOut.ar(local.reverse * 0.8);

    local
}.play;
)

(
{
    var local, in;

    in = Mix.fill(12, {
        Pan2.ar(
            Decay2.ar(Dust.ar(0.05), 0.1, 0.5, 0.1)
                * FSinOsc.ar(IRand(36,84).midicps).cubed.max(0),
            Rand(-1,1))
    });
    in = in + Pan2.ar(Decay2.ar(Dust.ar(0.03), 0.04, 0.3) * BrownNoise.ar, 0);

    4.do { in = AllpassN.ar(in, 0.03, {Rand(0.005,0.02)}.dup, 1); };

    local = LocalIn.ar(2) * 0.98;
    local = OnePole.ar(local, 0.5);

    local = Rotate2.ar(local[0], local[1], 0.23);
    local = AllpassN.ar(local, 0.05, {Rand(0.01,0.05)}.dup, 2);

    local = DelayN.ar(local, 0.3, [0.19,0.26]);
    local = AllpassN.ar(local, 0.05, {Rand(0.03,0.15)}.dup, 2);

    local = LeakDC.ar(local);
    local = local + in;

    LocalOut.ar(local);

    local

}.play;
)

(
{
    var local, in, amp;

    in = SoundIn.ar([0, 1]);

    amp = Amplitude.kr(Mix.ar(in));
    in = in * (amp > 0.02); // noise gate

    local = LocalIn.ar(2);
    local = OnePole.ar(local, 0.4);
    local = OnePole.ar(local, -0.08);

    local = Rotate2.ar(local[0], local[1], 0.2);

    local = DelayN.ar(local, 0.25, 0.25);

    local = LeakDC.ar(local);
    local = ((local + in) * 1.25).softclip;

    LocalOut.ar(local);
    local * 0.1;
}.play;
)

// Resonator, must subtract blockSize for correct tuning
(
{
    var in, imp, sound;

    in = LocalIn.ar(1);
    imp = Impulse.ar(1);
    sound = DelayC.ar(imp + (in * 0.995), 1, 440.reciprocal - ControlRate.ir.reciprocal);
    LocalOut.ar(sound); // for feedback
    in
}.play;

// compare pitch
{
    SinOsc.ar(440, 0, 0.2)
}.play(s, 1);
)