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Kaoss Physics
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Kaoss Physics
Overview
Kaoss Physics models a ball rolling on a surface. You can start the ball by flicking a finger on the x-y pad, or launch the
ball automatically using a trigger source such as
Gate + Damper
. You can also directly control the ball by holding your
finger on the pad. The position of the ball produces several modulation signals (which can be used to control any
modulation destination):
•
Kaoss X
is the horizontal position of the ball: negative to the left of center, 0 in the middle, and positive to the right.
•
Kaoss Y
is the vertical position: negative below the center, 0 in the middle, and positive above the center.
•
Kaoss Distance
is the distance from the center, which is always positive.
•
Kaoss Angle
is the current angle of the ball relative to the x axis. The value is always positive, regardless of whether
it is above or below the x axis.
Kaoss Angle
There is a bump in the surface, going either down or up, like a hole or a hill. You can set the height or depth of the
bump, and choose one of several different shapes for its slopes. The surface has adjustable friction, so that the ball slows
down as it travels. There are walls on the four sides of the surface, and when the ball hits a wall, it bounces off. Walls
can slow down the ball, as if they were padded, or accelerate the ball, like bumpers in a pinball machine. The walls can
also be removed entirely, so that the surface wraps around to the opposite edges like a vintage arcade game.
Note that most parameters, including
Tilt
,
Friction
,
Time
,
Bump Height
and
Position
, etc. are modulatable. You can
even modulate them from the Kaoss Physics outputs—for instance, try modulating
Tilt X
with
Kaoss Y
.
Using Kaoss Physics to create specific results
Kaoss Physics can be interesting in itself, but you can also use it to create specific modulation effects. For instance:
•
Use a centered
Bump
with negative
Height
so that the modulation values always eventually return to 0
•
Position a
Bump
with positive
Height
on a side or a corner, to push modulation values
away
from that zone
•
Set up opposing edges (top and bottom, and/or left and right) so that one has positive
Bounce
and the other has
negative
Bounce,
so that the ball repeatedly speeds up and slows down
•
Use
Friction
to slow down the ball over time, so that movement ends gradually and naturally
•
Use the different forces—
Tilt
,
Friction
,
Bump Height
, and
Bounce
—to oppose and balance one another
Kaoss Physics and MIDI
When you move your finger on the x-y pad, the X and Y positions are sent as MIDI CCs 18 and 19, respectively. When
you lift your finger off of the x-y pad to “throw” the ball, the release position, direction, and velocity of the throw are
sent in high resolution via a single MIDI System Exclusive message.
When these MIDI messages are received, they’re processed by Kaoss Physics as if you were playing live on the x-y pad.
Note that the movement of the ball is not directly transmitted or received.
The System Exclusive message includes all of the information necessary to recreate a “throw” (which would otherwise
have required many separate CC messages), and is formatted as follows:
f0 42 3g 64 00 (Header; g=Global Channel)
<pos x LSB> <pos x MSB> <pos y LSB> <pos y MSB> <vel x LSB> <vel x MSB> <vel y LSB> <vel y MSB> f7
pos:
14-bit position, 0…16383. (0,0) is the lower left corner.
vel:
signed 14-bit velocity, -8192…+8191. 0 is 00 40.
Direction is a combination of x and y velocity.
0.0
+1.0
Kaoss Angle
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