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FilteredNoise-ADC.pd
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FilteredNoise-ADC.pd
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#N canvas -2 28 471 717 10;
#X obj 11 259 cnv 16 54 96 empty empty Spatialise_Output 32 -12 0 16
-260584 -66577 0;
#X obj 10 21 cnv 16 214 212 empty empty Noise_Generation 4 -12 0 16
-179694 -66577 0;
#X obj 15 331 dac~;
#X obj 15 25 noise~;
#X obj 33 169 vline~;
#X obj 33 99 random 200;
#X obj 33 122 + 400;
#X msg 33 145 \$1 1000;
#X obj 33 73 metro 1000;
#X obj 15 190 vcf~ 4;
#X msg 106 150 \$1 1000;
#X obj 106 87 random 21;
#X obj 106 127 + 4;
#X obj 106 176 line;
#X obj 33 43 loadbang;
#X obj 33 263 adc~;
#X obj 15 303 *~;
#X obj 39 303 *~;
#X obj 160 130 loadbang;
#X obj 160 153 delay 100;
#X msg 160 176 2 250;
#X obj 160 200 vline~;
#X obj 15 214 *~;
#X text 69 258 <- This section is what;
#X text 88 268 ensures our noise is;
#X text 88 279 spatialised in Unity;
#X text 108 305 Click here for an;
#X text 140 317 explanation:;
#N canvas 464 55 1066 681 explanation 0;
#X text 9 20 AudioSource Components.;
#X text 10 6 By default \, Unity only spatialises;
#X text 6 54 the AudioSource in a GameObject's chain;
#X text 7 66 will not have their output spatialised.;
#X text 8 43 Any sound generating Components following;
#X text 7 107 system by using a special soundfile;
#X text 4 119 (SpatialiserFix.wav) in the AudioSource \,;
#X text 7 131 and feeding the output of the AudioSource;
#X text 5 143 (which Unity has now spatialised for us);
#X text 8 156 into the audio input of our PD patch.;
#X text 8 96 To get around this we need to cheat the;
#X text 7 195 constant dc value of +1 (for this reason;
#X text 7 207 you should NOT attempt to play it through;
#X text 7 221 your speakers). When Unity applies its;
#X text 6 234 default spatialisation to it \, this gives;
#X text 8 246 us a stereo input which effectively;
#X text 7 259 contains the levels of the left & right;
#X text 8 270 channels for our patch.;
#X text 8 183 The SpatialiserFix file contains a;
#X text 6 309 output by these levels then gives us a;
#X text 6 321 correctly spatialised output.;
#X text 7 297 Simply multiplying our patch's stereo;
#N canvas 0 50 450 250 (subpatch) 0;
#X array SpatialiserFix 100 float 5;
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1;
#X coords 0 1.2 100 -1.2 100 70 1 0 0;
#X restore 400 35 graph;
#X obj 400 122 hsl 128 16 0 1 0 0 empty PanReceive Pan_Control -2 -8
0 14 -262144 -1 -1 0 1;
#N canvas 20 81 626 466 spatialisation 0;
#X obj 7 8 inlet;
#X obj 251 14 loadbang;
#X msg 251 31 0;
#X obj 226 60 f;
#X obj 285 59 + 1;
#X obj 75 156 *;
#X obj 15 154 -;
#X msg 3 131 1;
#X obj 31 177 *;
#X obj 225 80 % 100;
#X obj 66 101 tabread SpatialiserFix;
#X msg 82 33 bang;
#X obj 75 186 s RightOutput;
#X obj 31 203 s LeftOutput;
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#X restore 398 151 pd spatialisation;
#X obj 451 186 vsl 32 96 0 1 0 0 empty RightOutput R 10 -9 0 16 -262144
-1 -1 0 1;
#X obj 399 186 vsl 32 96 0 1 0 0 empty LeftOutput L 12 -9 0 16 -262144
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#X text 322 59 AudioSource;
#X text 354 130 Unity;
#X text 293 141 Spatialisation:;
#X text 319 212 AudioSource;
#X text 347 223 Output:;
#X text 290 3 Effectively \, what we are doing is:;
#X text 291 71 Soundfile Input:;
#X text 437 288 |;
#X text 437 296 v;
#X text 376 309 Fed to our patch via;
#X text 391 321 its adc~ object.;
#X connect 23 0 24 0;
#X restore 128 337 pd explanation;
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