| Also another thing to bear in mind is that
in SC3, there are no signal variables in the
same sense as Csound. Variables are references
to stuff (nodes etc) on the server.
Victor
>
> I don't have an example now, but I probably have one in
> my office. Effectively you just declare an array
> and loop it calling the ar/kr methods of the class
> you want. Since SC is just like any other language
> it has all these constructs.
>
> I can dig the example on Monday.
>
> Victor
>
> >
> >
> >
> >
> > On Sep 23, 2006, at 12:41 AM, Victor Lazzarini wrote:
> >
> > > (This is in fact, for me, the only thing in
> > > SuperCollider which has an advantage over Csound. In
> > > SC, creating filterbanks, oscillator banks can be done
> > > with very compact code, because of looping and
> arrays.) >
> > yes -- a good friend ( joe anderson -- who is teaching
> > in Scarborough now -- maybe you UK
> > folk have run into him?) is an ex-csound supercollider
> > user -- and always cites
> > oscillator banks and audio signal arrays ( he does a lot
> > of work in B- format )
> > as one of the reasons he uses supercollider instead.
> >
> > so how does supercollider handle opcode arrays?
> > i can't seem to find an example..
> >
> >
> > also i noticed a typo in my previous post and it should
> > be:
> >
> > aBfSig arrayinit 4
> > aBfFilter arrayinit 4
> >
> > ihp = 1000
> >
> > aBfSig in
> > aBfFilter tone aBfSig, ihp
> > out aBfFilter
> >
> > ; and for something more similar to Victor's original
> > example, ; you could do something like:
> >
> > iPartials init 10
> > kCps arrayinit iPartials
> >
> > kPitch line 20, p3, 20000
> >
> > kIndex = 0
> > while (kIndex < iPartials)
> > kCps[kIndex] = kPitch*(kIndex+1)
> > endwhile
> >
> > aSig oscili 0dbfs/iPartials, kCps
> > out aSig
> >
> > ; so 10 oscili's would be automatically generated
> > ; and we want their outputs to be mixed into aSig
> > ; ( since aSig is not an array ) -- can we assume
> > ; this will always be the case?
> >
> >
> >
> >
> >
> >
> >
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