Constant power panning using square root of intensity

The intensity of sound is proportional to the square of its amplitude. So if we want to have a linear change in intensity as we go from 0 to 1 or 1 to 0, we need to use the square root of that linear change to calculate the amplitude. This example patch is exactly like "Linear amplitude panning", except that we consider the linearly changing signal from line~ to be the intensity rather than the amplitude, and we take the square root of that value to obtain the actual amplitude for each speaker.

Linear amplitude panning

The simplest and most common way to localize a sound in a stereo field is to vary the relative intensity between the two speakers. To make a sound seem to move from one side to the other, for example, you can start with the level of one speaker set to 1 and the other speaker set to 0, then gradually turn one down to 0 as you bring the other up to 1. This patch demonstrates a direct linear pan from one speaker to the other.

Demonstration of multiple crossfading delay times referring to the same remote tapin~ object

This patch requires the tapoutxfade~ abstraction in the example "Abstraction for crossfading delay times of a remote tapin~ object". When audio is turned on, the tapin~ object sends out the tapconnect message to the three subpatches, thus associating their internal tapout~ objects with the same tapin~.

Abstraction for crossfading delay times of a remote tapin~ object

If we want to use the delay crossfading technique shown in "Abstraction for crossfading between delay times" for multiple different delays of the same sound, the simplest solution is just to make multiple copies of that abstraction and send the same audio signal to each one. However, that's a bit inefficient in terms of memory usage because each subpatch would have its own tapin~ object, each of which would be containing the same audio data.