Hi Rob,

I think you need to specify this in your Faust code.

Have you considered doing this for splitting the signal in two?

process = my_violin_ui <: _,_;

https://faustdoc.grame.fr/manual/syntax/#split-composition

and maybe:

left = hslider("[0]left",0,0,1,0.1);
right = hslider("[0] right",0,0,1,0.1);

process = my_violin_ui <: _ * left ,_ * right;

in this way, you should gain control of the two channels separately.

Or maybe, try to look at the example spat/panpot.dsp in the "Examples" of
the Faust IDE.


As a small suggestion.
Sometimes I found that if you need to export a .dsp file as a unity plugin
it is better to get rid of the UI elements of Faust. Replacing sliders with
just numerical inputs seems to make everything more smooth and easier to
process for Unity.

Il giorno dom 31 ott 2021 alle ore 11:19 Rob Hamilton <
robert.k.hamil...@gmail.com> ha scritto:

> Hi all,
>
> Long time fan, first time caller.
>
> I'm playing with some Faust violins in a Unity project and am unsure as to
> what I should expect to hear in terms of spatialization for the output I'm
> getting. With a simple violinModel ui example such as listed below (thanks
> 250A) loaded into a 2-dimensional unity scene, I seem to get two channels
> of audio, which show no consideration of the Unity AudioSource "Stereo Pan"
> parameter, either adjusted manually in the IDE or in code. For a standard
> mono wav asset, this would pan the single channel left to right (-1 to 1),
> and for a standard stereo wav asset this would increase/decrease the volume
> of channels 0 or 1 respectively.
>
> In the online Faust ide for this example, I can see that two channels are
> generated, so I assume stereo output. But the plugin output doesn't act as
> a stereo asset would. Or am I missing something (I assume the latter).
>
> I've tested routing these through Unity Mixer groups and can see audio
> level data in both channels too, so I'm sure it's not my home audio rig.
> And this is for a simple 2D project, no 3D spatialization, so I have
> Unity's "Spatial Blend" Audio Source parameter set to 2D (which then
> ignores the roll-off settings).
>
> Any suggestions would be great.
>
> thanks!
>
> Rob
>
> ***** CODE EXAMPLE *****
>
> import("stdfaust.lib");
>
> my_violin_ui = pm.violinModel(stringLength,bowPress,bowVel,bowPos)*outGain
>
> with{
>
> stringLength = hslider("v:violin/v:[0]string/[0]length[midi: ctrl
> 72]",0.75,0,2,0.01) : si.smoo;
>
> bowVel = hslider("v:violin/v:[1]bow/[0]velocity[midi: ctrl
> 71]",0,0,1,0.01) : si.smoo;
>
> bowPress = hslider("v:violin/v:[1]bow/[1]pressure[midi: ctrl
> 74]",0.5,0,1,0.01) : si.smoo;
>
> bowPos = hslider("v:violin/v:[1]bow/[2]position[midi: ctrl
> 73]",0.7,0,1,0.01) : si.smoo;
>
> outGain = hslider("v:violin/outGain",0.5,0,1,0.01);
>
> };
>
> process = my_violin_ui;
>
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>
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