Control layer for resonators, generating scraping sonic textures. The output is a force, which should be applied directly to a single resonator. Interactors are not needed, although friction with another solid can be used to add a rubbing character to the sound.
Signal processing routine. Call this function at sample rate to compute the force acting on the scraped surface.
- Parameters
-
| [in] | in | Surface profile, as an audio signal |
- Returns
- Normal force on the resonator
Object destructor.
- Parameters
-
| [in] | x | Pointer to the instance to destroy |
Object constructor.
- Returns
- Pointer to the new instance
| void SDTScraping_setForce |
( |
SDTScraping * |
x, |
|
|
double |
f |
|
) |
| |
Sets the normal force of the scraping probe on the surface. This parameter affects the energy of the micro-impacts.
- Parameters
-
| [in] | f | Normal force of the scraping probe on the resonating surface |
| void SDTScraping_setGrain |
( |
SDTScraping * |
x, |
|
|
double |
f |
|
) |
| |
Sets the grain of the surface. This parameter affects the density of the micro-impacts: Lower values result in a rougher scraping, higher values result in a smoother scraping.
- Parameters
-
| [in] | f | Surface grain [0, 1] |
| void SDTScraping_setVelocity |
( |
SDTScraping * |
x, |
|
|
double |
f |
|
) |
| |
Sets the scraping velocity.
- Parameters
-