On 2/15/20 12:19 AM, Will Godfrey wrote: > This is what I use for near constant power panning. Any good? > float t = (float)(GlobalPar.PPanning - 1) / 126.0f; > pangainL = cosf(t * Pi/2); > pangainR = cosf((1.0f - t) * Pi/2); Why cosine? You might want to use sinus curve as deflection `t = sin(t * M_PI/2)`, but since signal-power is proportional to the square of the signal [1], for equal power pan you want square root: gainL = sqrtf (t) / DB3 gainR = sqrtf (1.f - t) / DB3 where #define DB3 1.4125375 // 10^(3/20) > Where GlobalPar.PPanning is in the range 0 - 127 > It actually gives a 3dB hump in the middle You should attenuate the signal by 3dB to prevent clipping, or maybe only 2.5dB or perhaps 4.5dB, 4.2dB is also not unheard of: http://admiralbumblebee.com/music/2019/12/08/Daw-V-Daw-Pan-Curves.html Cheers! robin [1] Power is P = U * I plug in Ohm's Law: R = U / I P = U^2 / R _______________________________________________ Linux-audio-user mailing list Linux-audio-user@xxxxxxxxxxxxxxxxxxxx https://lists.linuxaudio.org/listinfo/linux-audio-user