locsend depends upon the existence of a previously defined locsig.
The number of output signals must match the number in the previous locsig.
The output signals from locsend are derived from the values given
for distance and reverb in the locsig and are ready to be sent to
local or global reverb units (see example below). The reverb amount and
the balance between the 2 or 4 channels are calculated in the same way
as described in the Dodge book (an essential text!).
kdistance - value >= 1 used to attenuate the signal and to calculate reverb level to simulate distance cues. As kdistance gets larger the sound should get softer and somewhat more reverberant (assuming the use of locsend in this case).
kreverbsend - the percentage of the direct signal that will be
factored along with the distance and degree values to derive signal amounts
that can be sent to a reverb unit such as reverb,
or reverb2.
locsig is useful for quad and stereo panning as well as fixed placed of sounds anywhere between two loudspeakers. Below is an example of the fixed placement of sounds in a stereo field.
instr 1
...
a1, a2 locsig
asig, p4, p5, .1
ar1, ar2 locsend
ga1
= ga1+ar1
ga2
= ga2+ar2
outs a1, a2
endin
instr 99 ; reverb....
....
endin
A few notes
;place the sound in the left speaker and near
i1 0 1 0 1
;place the sound in the right speaker and far
i1 1 1 90 25
;place the sound equally between left and right and in the middle
ground distance
i1 2 1 45 12
e
The next example shows a simple intuitive use of the distance value to simulate doppler shift. The same value is used to scale the frequency as is used as the distance input to locsig.
kdistance line
1, p3, 10
kfreq
= (ifreq * 340)
/ (340 + kdistance)
asig
oscili iamp, kfreq, 1
kdegree
line 0, p3, 360
a1, a2, a3, a4 locsig
asig, kdegree, kdistance, .1
ar1, ar2, ar3, ar4 locsend