After a brief time of inactivity i tried to get back to the "physical modelling" affair (see this topic https://sebiik.github.io/community.axoloti.com.backup/t/a-first-approach-to-physical-modelling/1636)
I applied the naivest of naive approaches (actually i tried the runge-kutta road, but my C knowledge is definitely not enough for this) and built something that might, to some extent, resemble a plate reverb.
plate.axp (13.0 KB)
The way this works is the following: every cell in the 12 x 4 rectangle represents a mass. On means connected, off means disconnected.
Masses are connected in rows and columns (no topdown wrapping currently), inputs (1-4) are like jacks connected to the masses of the first column, outputs (1-4) are like pickups (you can select the pickup position with the radio selector)
If you draw a closed path in the grid, the sound is transfered from one side to the other with spring-like connections. You can define the stiffness of the spring and the amount of friction (careful when going near 0)
This object is a cpu-monster, with all cells activated it can easily suck up to 90% of the dsp, however i'm pretty happy with it, and will definitely update.
Now i'll go eat some 100% real tagliatelle with ragù, have a nice afternoon!