/usr/share/SuperCollider/HelpSource/Classes/Ball.schelp is in supercollider-common 1:3.8.0~repack-2.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 | class:: Ball
summary:: physical model of bouncing object
categories:: UGens>Filters>Nonlinear, UGens>Generators>PhysicalModels
related:: Classes/TBall, Classes/Spring
Description::
Ball models the path of a bouncing object that is reflected by a vibrating surface.
classmethods::
private:: categories
method:: ar, kr
argument::in
modulated surface level
argument::g
gravity
argument::damp
damping on impact
argument::friction
proximity from which on attraction to surface starts
examples::
mouse x controls switch of level:
code::
(
{
var f, sf;
sf = K2A.ar(MouseX.kr > 0.5) > 0;
f = Ball.ar(sf, MouseY.kr(0.01, 20, 1), 0.01);
f = f * 10 + 500;
SinOsc.ar(f, 0, 0.2)
}.play;
)
::
mouse x controls modulation rate, mouse y controls gravity:
code::
(
{
var f, sf, g;
sf = LFNoise0.ar(MouseX.kr(1, 100, 1));
g = MouseY.kr(0.1, 10, 1);
f = Ball.ar(sf, g, 0.01, 0.01);
f = f * 140 + 500;
SinOsc.ar(f, 0, 0.2)
}.play;
)
::
the general german police choir. mouse x controls damping, mouse y controls gravity:
code::
(
{
var f, sf, g;
sf = LFPulse.ar(0.6, 0.2, 0.5);
g = MouseY.kr(0.1, 10, 1);
d = MouseX.kr(0.0001, 1, 1);
f = Ball.ar(sf, g, d);
f = f * 140 + 400;
SinOsc.ar(f, 0, 0.2)
}.play;
)
::
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