Hi Everyone,
This may be a fairly idiosyncratic issue, but I think someone here
might be able to comment on the correctness of what I've done.
I am implementing a mixer in which the gains of four sounds are
controlled using a single XY-pad. There is one sound associated with
each corner of the
What you are trying to calculate is called barycentric coordinates,
you might give them a google (:
As far as them all adding to one (which barycentric coordinates do),
I'm not sure if that's appropriate or not, because you have to
remember that volume is linear, but the perception of that linear
Thanks--it's good to have that term. It looks like I am calculating
the barycentric coordinates of the cursor in the XY-pad square.
As regards the perception issue, standard way of crossfading between
two correlated sounds (I think) is just linear in amplitude, and for
uncorrelated ones, it's
Barycentric coordinates don't just apply to triangles. Trust me, I'm
a (video game) engineer (tm) hehe
In geometry, the barycentric coordinate system is a coordinate system
in which the location of a point is specified as the center of mass,
or barycenter, of masses placed at the vertices of a
On 1/17/13 11:59 PM, Aengus Martin wrote:
This may be a fairly idiosyncratic issue, but I think someone here
might be able to comment on the correctness of what I've done.
I am implementing a mixer in which the gains of four sounds are
controlled using a single XY-pad. There is one sound