SplayAz spreads an array of channels across a ring of channels. Optional spread and center controls, and equal power levelCompensation. numChans and orientation are as in PanAz.
{ SplayAz.ar(5, [SinOsc.ar, Saw.ar], 0, 1) }.plot;
Each of the inputs is evenly spaced over a cyclic period of 2.0 in pos with 0.0 equal to channel zero and 2.0/numChans equal to channel 1, 4.0/numChans equal to channel 2, etc.
The distance between the input signals in the output range is determined by the spread argument.
numChans |
Number of output channels of the UGen |
inArray |
Input signals (can be a single UGen or an array) |
spread |
How far the input signals are apart in the output. If zero, everything is mixed on center position (see below). xxxxxxxxxx { SplayAz.ar(6, [SinOsc.ar, Saw.ar(800)], spread: MouseX.kr(0, 1).poll) * 0.3 }.scope; |
level |
Scaling for all signals |
width |
Over how much of the channels each signal is distributed. |
center |
Which of the channels will be the first channel |
orientation |
Should be zero if the front is a vertex of the polygon. The first speaker will be directly in front. Should be 0.5 if the front bisects a side of the polygon. Then the first speaker will be the one left of center. |
levelComp |
If true, the signal level is adjusted to maintain overall loudness the same (n.reciprocal.sqrt). |
numChans |
Number of output channels |
n |
Number of input channels |
function |
A function that returns a UGen (the channel index is passed as an argument) |
spread | |
level | |
width | |
center | |
orientation | |
levelComp |
(
x = { arg spread=1, level=0.2, width=2, center=0.0;
SplayAz.ar(
4,
SinOsc.ar( { |i| LFNoise2.kr( rrand(10, 20), 200, i + 3 * 100) } ! 10),
spread,
level,
width,
center
);
}.scope;
)
x.set(\spread, 1, \center, 0); // full n chans
x.set(\spread, 0.5, \center, -0.25); // less wide
x.set(\spread, 0, \center, 0); // mono center (depends on orientation, see PanAz)
x.set(\spread, 0, \center, -0.25); //
x.set(\spread, 0.0, \center, 0.5); // mono, but rotate 1 toward the higher channels
x.set(\spread, 0.5, \center, 0.5); // spread over the higher channels
x.set(\spread, 0, \center, -0.25); // all on first channel
x.set(\spread, 1, \center, 0); // full n chans
x.free;
// the same example written with arFill:
(
x = { arg spread=1, level=0.5, width=2, center=0.0;
SplayAz.arFill(
4,
10,
{ |i| SinOsc.ar( LFNoise2.kr( rrand(10, 20), 200, i + 3 * 100) ) },
spread,
level,
width,
center
);
}.scope;
)
// or with mouse control
(
x = { var src;
src = SinOsc.ar( { |i| LFNoise2.kr( rrand(10, 20), 200, i * 100 + 400) } ! 10);
SplayAz.ar(4, src, MouseY.kr(1, 0), 0.2, center: MouseX.kr(-1, 1));
}.scope;
)
// test for correct behavior:
// only on chan 0
{ SplayAz.ar(4, SinOsc.ar * 0.2, orientation: 0) }.scope;
// on chan 0, 3, i.e. equally around the ring
{ SplayAz.ar(6, SinOsc.ar([2, 3] * 200) * 0.2, orientation: 0) }.scope;
// equal spread on 0, 2, 4
{ SplayAz.ar(6, SinOsc.ar([2, 3, 5] * 200) * 0.2, orientation: 0) }.scope;
// wrong behavior of SplayZ:
// plays on chan 2, but should play on 0
{ SplayZ.ar(4, SinOsc.ar * 0.2, orientation: 0) }.scope;
// wrong: mixes both to chan 2,
// because pan values [-1, 1] are the same pos on the ring
{ SplayZ.ar(6, SinOsc.ar([2, 3] * 200) * 0.2, orientation: 0) }.scope;
// wrong equal spread to pan values [-1, 0, 1], which outputs to chans 2, 0, 2
{ SplayZ.ar(6, SinOsc.ar([2, 3, 5] * 200) * 0.2, orientation: 0) }.scope;