Does this example work? (based on the example of the manual) -odac sr = 44100 ksmps = 32 nchnls = 4 0dbfs = 1 instr 1 kcc1 ctrl7 1, 10, 0, 1 ; 0.5 -> front, 0 or 1 -> rear kcc2 ctrl7 1, 9, 0, 0.5 ; 0 = center pos, 0.5 = final pos k2 tablei kcc1, 1, 1 ; sin of angle (sinusoid in f1) k3 tablei kcc1, 1, 1, .75, 1 ; cos of angle (sin offset 3/4 circle) arnd randomi 400, 1000, 50 ; produce random values asig poscil .7, arnd, 1 ; audio signal.. a1,a2,a3,a4 pan asig, k2*kcc2, k3*kcc2, 2, 1, 1 ; sent in a circle (f2=1st quad sin) outq a1, a2, a3, a4 endin f1 0 8192 10 1 f2 0 8193 9 .25 1 0 i1 0 36000 e tito On Sun, Dec 11, 2011 at 02:53:01PM -0500, Art Hunkins wrote: > I've got a quad pan position question for which the math(s) is beyond me. > It's related to the example johnff has described in his documentation for > the pan opcode. > > I've a MIDI controller producing values from 0-1. I need to come up with > corresponding values for kx and ky in pan. This controller needs to map > onto "circular" values (of x and y) in which the controller's 0 and 1 > represent direct to the rear, and .5 represents direct front; movement is > clockwise. > > In addition, all sounds originate at center position (.5, .5) and gradually > move (via another controller which ranges from 0-1) to the position > represented by the above controller. (Thus this second controller moves the > x,y axis from (.5,.5) to the new position specified by the first > controller.) > > I hope the above (muddled?) description is reasonably clear. > > Can someone give me the algorithm - especially the part representing the > final position on the x,y axis? > > TIA, > > Art Hunkins Send bugs reports to the Sourceforge bug tracker https://sourceforge.net/tracker/?group_id=81968&atid=564599 Discussions of bugs and features can be posted here To unsubscribe, send email sympa@lists.bath.ac.uk with body "unsubscribe csound"