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~~DISCUSSION~~
Author multiphone.
Thanks to Jean-Marc Duchenne for his software inspiration and Senso aka Olivier Sens for programming the Quadratic Distance module.
All of the Spat patches and sub patches are based on the Quadratic distance 2D module.
This module determines the difference between the loudspeaker position and the sound position and then calculates the volume coefficient.
The area factor is approximately equal to the surface of the dispersion of the sound in the acoustic space.
The more the area factor is high the more the area is large.
Example with large area factor
Example with small area factor
With spat modules you can set the sounds and speakers positions.
Four Channel Pan 1-4/2-4
For example : Classic quadraphonic position
8 Channel pan 1-8/2-8
For example :Classic Octophonic position
16 Channel Pan 1-16/2-16
Example of 16 loudspeakers position
All of the “ball samplers” patch are inspired by the Ball Synth patch from Senso aka Olivier Sens
The ball sampler 8 patch is a way to play concrete sounds in octophonic space.
Each sound is selected in a random order in the sampler and represented by the yellow ball. The size of the ball is in relation with the area of diffusion in the four speakers.
This patch is dedicated to the multi-touch users (Or bi touch users…) One “long click single point” gesture blocks the size of the ball to the max diameter and lets the sound play from the last location of the finger.
For the most appreciable effect, use a sample of one second long or more.
This patch is a way to play two concrete sounds in octophonic space.
Each sound is selected in random order in the sampler and is represented by the yellow ball. The size of the ball is in relation with the area of diffusion in the four speakers.
This patch is dedicated to the multi-touch users (or bi touch users…) One long click single point gesture blocks the size of the ball to the max diameter and let the sound play from the last finger location.
For the most appreciable effect, use a sample of one second long or more.
Spat Schuffler AREA 4 is recommended to create “storm like” sounds in a quadraphonic space.
Based on the Friction Attraction script (from Senso aka Olivier Sens) and the X/Y Grain Sampler, each sound is granulated and spatialized at the same time.
The position of each sample (represented by a colored square) on X axis determines the play position, and the Y axis determines the grain size. Each sample movement in sound space bounds with the “bounce / friction” physical rules. All movements in the main area are reproduced in the surround sound space.
The collision between the sample and the border generates a random selection of a new sound in the sampler list.
The stop button stops the audio until the next collision of the sample with the border.
For multi-touch users a long single click lets the samples evolve around the last touch point and a long click double points freezes the position of the sample.
The XY Granul player plays and granulates the sample in space with the movement inside the XY pad. The X axis determines the position in the sample, the Y axis determines the grain size. At the same time the X and Y positions are the position of sounds in an octophonic space.
By the drive factor you define the distortion factor. And for the density factor you set the number of frequencies of the output //comb filter/.
This patch sounds like a sort of electronic guitar
~~DISCUSSION~~