line~

Line segment control functions

In some other examples (e.g., Linear fade-in/out of audio from a different course website) you can see how the line~ object interpolates sample-by-sample in a straight line from one value to another. You provide it with a pair of numbers­­––a destination value to go to, and an amount of time in which to get there––and it changes gradually (linearly) to that destination value in that amount of time.

Windowing an audio signal

In signal processing, a "window" is a function (shape) that is nonzero for some period of time, and zero before and after that period. When multiplied by another signal, it produces an output of 0 except during the nonzero portion of the window, when it exposes the other signal. The simplest example is a rectangular window, which is 0, then briefly is 1, then reverts to 0. The windowed signal will be audible only when it is being multiplied by 1––i.e., during the time when the rectangular windowing occurs.

Calculating Doppler shift for moving virtual sound sources

A stereo spatialization effect can be achieved using x,y coordinates to determine intensity and delay for the sound at each speaker at each moment. The hypothetical listener is placed at a point equidistant from the two speakers. The speakers are each assumed to be at some angle from the listener between 0 and pi radians, with 0 radians being straight to the right, pi/2 radians being directly in front of the listener, and pi radians being to the left.

Stereo balance and panning

This patch shows a simple way to control the balance between two sounds, and also illustrates the relationship between a) mixing two sounds to one location and b) panning one sound to two locations.

Line segment control functions

The line~ object is intended for use as a control signal for audio. You don't listen to line~ directly, but it's very effective as a controller/modifier/modulator of other signals. A pair of numbers (i.e. a two-item space-separated list of numbers) tells line~ a destination value and a time (in milliseconds) to get to that value.

Audio amplitude control

As explained in MSP Tutorial 2, in order to avoid creating clicks in audio when you change the amplitude, you need to interpolate smoothly from one gain value to another. Example A in this patch shows how to use the line~ object to do that. The gain value from the number box is combined with a transition time in the pack object (10 ms in this case) and the two numbers are sent as a list to line~.

Linear fade-in/out of audio

The line~ object is useful for providing a control signal. It interpolates linearly sample-by-sample to a new signal value over a specified period of time, then stays at that new value until it is instructed to change. It expects to receive a transition time in its right inlet (a ramp time), followed by a destination value in its left inlet. Alternatively, you can provide both values as a single two-item list. Its initial default value is 0.

Play random clips (in reverse) from a RAM buffer

This example demonstrates creating a RAM buffer to hold a 10-second stereo recording, recording live audio into it (with input volume adjustment), and then playing randomly chosen backward clips of that sound, with a trapezoidal window to taper the beginning and ending of each clip to avoid clicks.

Constant power panning using table lookup

In "Constant power panning using square root of intensity" we used the square root of the desired intensity for each speaker to calculate the amplitude of each speaker. However, square root calculations are somewhat computationally intensive, and it would be nice if we could somehow avoid having to perform two such calculations for every single audio sample. As it happens, the sum of the squares of sine and cosine functions also equals 1.