Ambi Effect Displacement
s3g Ambi Effect Displacement 64 is an order-adaptive 1OA through 7OA ACN/SN3D insert. It loads geometry timelines exported by the s3g-mc Displacement Score browser utility, projects the encoded field onto a listener body, and moves its directional pickups through the scored geometry.
Workflow
- Insert
s3g Ambi Effect Displacement 64on a correctly routed Ambisonic track after the encoder or encoded source and matchOrderto the field. - Follow it with an ambisonic decoder. Additional Ambisonic effects may be placed before the decoder when their supported order and channel count match the field.
- Load a Displacement Score and choose the listener body.
- Select the clock and playback mode, start from a low
Amount, then refine distance processing, energy, and the directional mask while the score moves.
Signal Flow
- Read the complete active order from
(order + 1)^2channels. - Project the field onto the resolved Icosa12, Dodeca20, or Sphere24 listener body.
- Resample the score's 24-point displacement field when the selected body has fewer pickups.
- Apply the directional mask, score-driven displacement, and optional distance processing at each pickup.
- Re-encode the moving pickup field and blend its correction with the untouched encoded input.
The source and target projections are used as a correction around the original field, so Amount 0%, Mix 0%, or the score's source scene is neutral apart from Output. Geometry, gain, damping, and propagation coefficients ramp across each host block.
Score Files
Use LOAD SCORE to open a version 1 s3g-mc-displacement-score JSON file. The plugin reads up to 64 scenes, uses shortest-path azimuth interpolation, and embeds the parsed score in project state. The browser utility remains the authoring surface; the plugin is a playback and interpretation surface.
With Body set to Sphere24, the score's 24 points map directly to the listener body. Icosa12 and Dodeca20 sample the same continuous spherical displacement field, so lower pickup counts do not require a different score file. The player also reads raw target radius, keeping Distance mode useful when the browser preview was exported with radius normalization enabled.
Controls
| Control | Meaning |
|---|---|
| Clock | FREE runs an internal clock, SYNC follows the REAPER beat timeline, and SCRUB follows Position. |
| Play | LOOP wraps, PALINDROME alternates direction, and ONCE holds the final scene. |
| Position | Normalized score position used by Scrub mode. Clicking the timeline switches to Scrub and sets this value. |
| Rate | Free-running cycles per second. |
| Beats | Score traversal length in host beats while Clock is set to Sync. Palindrome takes the same number of beats in each direction. |
| Order | Selects 1OA through 7OA; only the complete active order is processed. |
| Body | AUTO resolves low orders to Icosa12, 3OA to Dodeca20, and 4OA–7OA to Sphere24. A lower-density body may be chosen explicitly. |
| Mix | Blends the displacement correction around the original encoded field. |
| Amount | Morphs the selected listener body from source to scored geometry. |
| Az / El / Rad | Independent scale for scored azimuth, elevation, and radius displacement. |
| Distance | Selects GAIN or PHYSICAL radius interpretation. |
| Metres | Physical distance represented by radius 1.0; it scales propagation and air loss in Physical mode. |
| Energy | Stabilizes level changes caused by geometry conditioning without cancelling the score's distance gain. |
| Mask Amount / Az / El | Places the displacement in one direction while other directions retain their dry field. |
| Mask Width / Curve | Sets angular reach and tightness around the mask direction. |
| Mask Dry | Reduces unaffected dry signal from 0% change to -100% FX ONLY, where only the displacement inside the mask remains. |
| Output / Bypass | Final output trim and a sample-transparent bypass. |
Free mode advances independently at the selected Rate and continues through Loop or Palindrome playback. Sync mode derives position directly from the host's absolute beat timeline, so playback, seeking, and project reopening return to the same score position instead of depending on an accumulated internal phase.
Distance Interpretation
GAIN treats radius as a capped inverse-distance level law. Radius 1.0 is unity, nearer points can rise to at most +6 dB, and farther points can fall to at most -12 dB.
PHYSICAL keeps that safe gain law and adds relative propagation delay for farther points, distance-dependent air damping, and gradual high-order reduction as points recede. The mode uses no lookahead, so nearer points remain at zero relative delay instead of receiving negative delay. Neutral geometry therefore adds no latency while outward displacement still reads as physical depth.
Listener Field
The field view provides TOP, SIDE, 3/4, and map cameras plus direct click-drag orbit and scroll zoom. Small source points connect to displaced targets. A radial halo at every target follows pickup energy, making it possible to see which parts of the selected body are receiving the encoded input.
REAPER Routing
Put the plugin after an encoder or other ambisonic process and before the decoder. Set the REAPER track to the complete channel count for the selected order—4, 9, 16, 25, 36, 49, or 64—and keep the plugin pins mapped one-to-one.