SuperCollider CLASSES

TBall

physical model of bouncing object
Inherits from: UGen : AbstractFunction : Object

Description

models the impacts of a bouncing object that is reflected by a vibrating surface

Class Methods

*ar (in: 0, g: 10, damp: 0, friction: 0.01)

*kr (in: 0, g: 10, damp: 0, friction: 0.01)

Arguments:

in

modulated surface level

g

gravity

damp

damping on impact

friction

proximity from which on attraction to surface starts

Inherited class methods

Instance Methods

Inherited instance methods

Examples

// 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;
)