class:: TGrains2
summary:: buffer granulator with linear att/dec
related:: Classes/TGrains, Classes/TGrains3
categories:: UGens>Buffer, UGens>Generators>Granular


Description::

Triggers generate grains from a buffer. Each grain has a linear and is panned between two channels of multiple outputs.


classmethods::

method::ar

argument::numChannels
number of output channels.

argument::trigger
at each trigger, the following arguments are sampled and used as the arguments of a new grain. A trigger occurs when a signal changes from <= 0 to > 0. If the trigger is audio rate then the grains will start with sample accuracy.

argument::bufnum
the index of the buffer to use. It must be a one channel (mono) buffer.

argument::rate
1.0 is normal, 2.0 is one octave up, 0.5 is one octave down. -1.0 is backwards normal rate ... etc. Unlike link::Classes/PlayBuf::, the rate is multiplied by BufRate, so you needn't do that yourself.

argument::centerPos
the position in the buffer in seconds at which the grain envelope will reach maximum amplitude.

argument::dur
duration of the grain in seconds.

argument::pan
a value from -1 to 1. Determines where to pan the output in the same manner as link::Classes/PanAz::.

argument::amp
amplitude of the grain.

argument::att
attack time of grain in seconds.

argument::dec
decay time of grain in seconds.

argument::interp
1, 2, or 4. Determines whether the grain uses (1) no interpolation, (2) linear interpolation, or (4) cubic interpolation.


Examples::

code::
s.sendMsg(\b_allocRead, 10, "sounds/a11wlk01.wav");

(
{
	var b = 10, trate, dur, clk;
	trate = MouseY.kr(2,200,1);
	dur = 4 / trate;
	clk = Dust.kr(trate);
	TGrains2.ar(2, clk, 10, 1.0, LFNoise2.kr(0.5).range(0, BufDur.kr(b)), dur, 0, TRand.kr(0.1, 0.2, clk), MouseX.kr(0.003, 0.01), 0.007, 4);
}.play;
)

(
{
	var b = 10, trate, dur, clk, pos, pan;
	trate = MouseY.kr(8,120,1);
	dur = 12 / trate;
	clk = Impulse.kr(trate);
	pos = MouseX.kr(0,BufDur.kr(b)) + TRand.kr(0, 0.01, clk);
	pan = WhiteNoise.kr(0.6);
	TGrains2.ar(2, clk, b, 1, pos, dur, pan, 0.1, dur * 0.3, dur * 0.5);
}.play;
)
::
