PlayerInputProxy
represents an audio or control input for a player that is to be dynamically
patchable at runtime.
eg. an input to an effect.
a potential controller/interface input
PlayerInputProxy(spec)
p = Patch({ arg audio,ffreq;
RLPF.ar(audio,ffreq)
},[
PlayerInputProxy.new
]);
it holds the place. if the patch is played, it is silent.
p.play
other classes can detect these inputs and patch into them.
notes:
/*
XFadeEfxFunc.new("Patches/breaks/felaoopkunnzz",
Patch.new([ 'efxFilters3', 'combN' ], [
PlayerInputProxy.new,
StreamKrDur.new(PbrownGUI.new(600, 1000, 100, inf), 8, 1), -0.02 ]
),
0.5,
1,
1)
*/
the XFadeEfxFunc would know numChannels and rate of input,
and sets it on the PlayerInputProxy
so pip can save blank
if pip is played (silent), it has defaults and would play it as mono
PlayerInputProxy.new.play
if the channels changes while playing, it would have to respawn