TBall physical model of bouncing object


superclass: UGen



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


*ar(in, g, damp, friction)

*kr(in, g, damp, friction)


in modulated surface level

g gravity

damp damping on impact

friction proximity from which on attraction to surface starts

// 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;

)