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