Jitter math to MSP
I have played around with Jitter off and on but consider myself a beginner. I put together Umut Eldem's patch from his video yesterday and am wondering how to translate a single particle's movement into sound. I'm really interested in hyperchaos these days. So to begin with, I'd like to map the xyz coordinates of the moving particle in the jit.window to the panning position of a sound (x), the frequency of a cycle~ object (y), and the sound's amplitude (z). I've been enjoying this sort of thing a lot but in the modular synth world.
How do I accomplish this in Jitter? I don't see audio mapped to jitter objects covered in the tutorials.
I gave it a shot and although I got some interesting results I am sure there is a much better solution. The attached file has a ton of latency. There is a lot of ball parking in the scaling. Also, please pardon the very crude panner. I am really just interested in how to access the data generated from the formula in the jit.gen~ object and repurpose it to control audio.
many ways. simple example here, using spill to get to data rate and line~ to get to signal rate with linear interpolation between frames.

not shown here but probably required in practice: make sure to scale the range to 0 to 1 or -1 to 1 for a proper audio modulation signal.
This is working nicely. Since I have the formulae in jit.gen, I can simply output the xyz results on individual outs, right? Then send the data straight on to jit.spill (thanks! didn't know this module!). Like this:
At a later point, I would like to add more particles and sines. I'm guessing there are a lot of mc. objects in my future.