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 Forum index » Clavia Nord Modular » Nord Modular G2 Discussion
Bouncing balls
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BobTheDog



Joined: Feb 28, 2005
Posts: 4031
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PostPosted: Sat Jun 17, 2006 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Ian,

Can you give us mere mortals a clue to the workings of the patch?

Cheers

Andy
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X-Electric



Joined: Jul 11, 2005
Posts: 182
Location: Warsaw, Poland
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PostPosted: Sat Jun 17, 2006 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

It sounds a bit too 'perfect' for my taste - I'd shorten a bit those high frequency bounces.
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3phase



Joined: Jul 27, 2004
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PostPosted: Sat Jun 17, 2006 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

i would like to get it more rubbery..or slinkisch...

http://www.firstpr.com.au/slinky/
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X-Electric



Joined: Jul 11, 2005
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PostPosted: Sat Jun 17, 2006 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Slinkish, eh?... so You DO want to create a weight on a spring model ?
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3phase



Joined: Jul 27, 2004
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PostPosted: Sat Jun 17, 2006 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

i think thats what i am really after... or a mixture... ive to experiment...
i am just trying to get the dir input of the shape lfo ...
seems that clavia had something in mind with that one...
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3phase



Joined: Jul 27, 2004
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PostPosted: Sat Jun 17, 2006 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I just try to understand Ians patch again..but... however...
before i fully understand it i cant modify it in the way i want it...

see atached version of Ians patch...

I tryed to make it playable by the keyboard... problem...
Ians patch starts when you drop the ball...first sound is the bounce on the surface... at a later point

I would like it to start with the first bounce on the surface... and i would like the velocity to determine the speed this first bounce have...

the attached patch just produces a sound on keypress...but thats of cause not correct because its equal to the ball making a sound when leaviong the hand.

i will investigate further..but maybe Ian likes the idea and gets the desired modifikation done better...
At least i have to deciver the patch before i can modify it


bounceg2_768.2.pch2
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 Filename:  bounceg2_768.2.pch2
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3phase



Joined: Jul 27, 2004
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PostPosted: Sat Jun 17, 2006 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

And a varition of Kassens very cool patch that just plays a bit with the sound instead heaving an 8 dot matrix display...

Would be intersting to combine this with gravity and somehow get a 3 dimensional bounce... squash Smile


KassenBounce.pch2
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ian-s



Joined: Apr 01, 2004
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PostPosted: Sat Jun 17, 2006 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

X-Electric wrote:
It sounds a bit too 'perfect' for my taste - I'd shorten a bit those high frequency bounces.


The decay variable does that, I was going for the ping pong ball on formica effect. Good point about being too perfect though. I am sure there should be some 'coupled pendulum' type chaos caused by the deformation of the bouncing object. Maybe just a little clocked random mixed with the decay variable.

3phase wrote:
Ians patch starts when you drop the ball...first sound is the bounce on the surface...


Ha ha, the patch contains extra modules to prevent what you describe. I'll strip out the 'not absolutly required' modules and try and make it more readable if I get some time today. Big train adventure planned with the kids.

Last edited by ian-s on Sat Jun 17, 2006 11:52 pm; edited 1 time in total
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3phase



Joined: Jul 27, 2004
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PostPosted: Sat Jun 17, 2006 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh..have fun on your midnight train ride Wink

i played around a bit more and found that the sample clock speed somhow equals with the speed of the balls first impact...slower = ball flys higher...

I wonder if the same model could be done in another way where this force is just a numeric value while the clock speed stays the same..

it however sounds allready pretty natural to me..at least compared to that what i reached with just lfos that speed up...

see attached little chaos performance...higher velocitys are higher bounces..
mod wheel up only leaves Ians model


bounceRing.prf2
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ian-s



Joined: Apr 01, 2004
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PostPosted: Sat Jun 17, 2006 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have stripped back and tidied the patch for clarity, and modified it so that it behaves as requested. Now the first sound happens at the start ,by making the initial ball position a fraction above floor level. The initial energy is also proportional to key velocity.

It should also work in Demo software.

I’ll have a go at explaining how it works now.

The patch uses sample and holds as memory locations or variables. The input to the S&H is via one or two switches which allow the value to be loaded with a specific value under certain conditions. I use 3 such units in this patch (blue) ball height, (red) acceleration and (green) elasticity coefficient. The switches are controlled by logic signals generated by events.

The first event is a key gate signal which is shortened to 50ms pulse. This sets the three variables as follows.
Height = 63 (floor level-1)
Accel = a scaled positive value proportional to key velocity
Elast = value of elast knob

The system clock generates pulses at about 15,000 Hz. After the initial event, the following happens to each variable on each ‘tic’.

Height: the signed output of the Accel variable is added to the current value.
Accel: the scaled value of the Gravity knob is added to the current value.

A CompLev module checks if the Height value is >= 64 (the floor) and if so, generates a logic pulse which triggers a sound and is used by all three variables as follows.

Elast = current value minus value on Decay (should be called dampen?) knob.
Height = Floor Level – 1 (rounding actual value to that of the floor)
Accel = (negative) current value times Elast value

So after a bounce, the imaginary ball moves upwards but is eventually overcome by gravity to move down towards the floor for another bounce.


BounceDem.pch2
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tidy version

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 Filename:  BounceDem.pch2
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3phase



Joined: Jul 27, 2004
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PostPosted: Sun Jun 18, 2006 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks..
your last post would also be good to be placed in the buildingblocks section...
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BobTheDog



Joined: Feb 28, 2005
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PostPosted: Sun Jun 18, 2006 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi Ian,

Thanks for the info on how it works.

Gotta get my brain into gear here!

Cheers

Andy
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