need help with circle panning maths
I have a thing that I can spin, and it will give me rotation in angles 0~360
But if I do a full circle then it jumps abruptly from 360 to 0 or vice versa, causing artifacts/clicks in those moments.
I am terrible at math, but I have faith in the intelligence of others... are there any clever tricks to turn degrees into some kind of continuous representation?
'quaternions', but i don't think that's what you need yet... what is the 'thing'? how did you get it to 'spin'? can you maybe just tell it to count up indefinitely(some operations, radians-based, can just keep counting upward indefinitely but still wrap in a circle)?
your description is too vague tho, haha 🤣 so that's all i got for ya 😇
it does not matter if you use 0-360 or 0-1, there can all kind of weird things happen at 0, i had that in a signal rate vpab panner, too.
it could be anything from the GUI until the binaural filter (in case you have such things with it already), so you should try to find out after what object the click occurs first, for example by using a scope.
(from your description it might be that you made a little math error? 0 is 360. so there is no transition from 360 to 0, there is one from 359 to 0.)
Here is an 8 channel surround panner that I built a few years ago by disassembling spat5 'around' object. You will need to download spat5 from IRCAM. Its free.
Just click up or down on the multi slider (I used multi slider so I could easily touch it on iPad - MIRA)
I unpacked the rotation from speaker 1 and 2 so you can see how that works.
Hello, yes I am using spat and I have a device that reports turn around the Z axis as yaw in degrees 0~359.99999999999999
As I turn it around, it will go from 0 to 359.9999999 and when I comeplete a full turn, it goes back to 0.
When I use it with spat.oper by mapping to aed or azimuth of a sound source it shows that when the full turn is almost achieved (359.99999999) and when I complete the turn the sound source position will swing back around the opposite direction quickly to 0 instead of 'moving on' to 0 (or 360) which I believe is causing audio artifacts.
I opened up spat.around abstraction and found the endless counter into %360 to do it, I've also tried some other stuff but no matter what I map it to it will do that thing where it jumps back to 0 abruptly in the opposite direction.
I'm beginning to suspect that it has to do with the microscopic jitter in the incoming signal that may cause the back and forth at the 0 threshold, rather than a math issue..
but this would mean that the receiving object is faulty, which can´t be?