On Sat, 15 Feb 2020 00:59:29 +0100
Robin Gareus <robin(a)gareus.org> wrote:
On 2/15/20 12:19 AM, Will Godfrey wrote:
This is what I use for near constant power
panning. Any good?
float t = (float)(GlobalPar.PPanning - 1) / 126.0f;
pangainL = cosf(t * Pi/2);
pangainR = cosf((1.0f - t) * Pi/2);
Why cosine? You might want to use sinus curve as deflection
`t = sin(t * M_PI/2)`, but since signal-power is proportional to the
square of the signal [1], for equal power pan you want square root:
gainL = sqrtf (t) / DB3
gainR = sqrtf (1.f - t) / DB3
where #define DB3 1.4125375 // 10^(3/20)
Where GlobalPar.PPanning is in the range 0 - 127
It actually gives a 3dB hump in the middle
You should attenuate the signal by 3dB to prevent clipping, or maybe
only 2.5dB or perhaps 4.5dB, 4.2dB is also not unheard of:
http://admiralbumblebee.com/music/2019/12/08/Daw-V-Daw-Pan-Curves.html
Cheers!
robin
[1] Power is P = U * I
plug in Ohm's Law: R = U / I
P = U^2 / R
_______________________________________________
Most interesting. Thanks for the link. A fascinating read!
I don't actually know where the law I use originally came from, but I'll be
reconsidering.
--
Will J Godfrey
http://www.musically.me.uk
Say you have a poem and I have a tune.
Exchange them and we can both have a poem, a tune, and a song.