sentinel

it hangs there

20 HP

A real chrome ball in an open window, nothing touching it, and its height is your CV. It doesn't follow you: it swings, overshoots and settles, as a real thing does. Push it too far and it falls, you hear it land, and everything it was moving goes with it.

The SENTINEL panel: black, a shaft of light in gold dots falling down a stone wall to a round-headed window on the spine, and down the middle of it a thin gold line from a ring under the name, which stops, cut, just above the window. LIFT and KICK, a lit button and a black one, at the top with their jacks, GRIP and RING, WEIGHT and DRAUGHT down the sides, PASS and FELL beside the window, HEIGHT and SPEED under them, WARD and POSITION's jack, KEPT and CLATTER in the bottom corners, the big POSITION knob at the foot. sentinel at the top, daylight noise at the bottom.

The ball: there's no glass, so put your pointer or a finger on it. Hold it, drag it, let go and it flicks. Knock it out of the air. Lift it out of its cup, let go, and it stays. On a keyboard, tab to it and use the arrow keys, Shift to knock it out, Enter to throw it. Turn a knob: drag it or tap either side of it, roll the wheel over it or use the arrow keys; a double click puts it back. LIFT and KICK are buttons. The patches step on by themselves until you touch anything.

A bass, a pad and drums in F minor at 122 BPM round SENTINEL. Listen plays the patch from its top.

example patches

Everything SENTINEL does here is its engine as designed, running in your browser: a model of the ball, and the loop that holds it. Your pointer stands in for your finger, and the rack round it is a stand-in.

It hangs there

A coil overhead pulls, a sensor under the floor reads the height four thousand times a second, and the loop between them holds a chrome ball in the air. Nothing touches it. There's no glass, so nothing stops you touching it either. Hold it and the coil pulls against your finger. Lift it from its cup, let go, and it stays.

How it moves

It's a real thing with a real weight, so it can't jump: ask it to move and it swings up, goes past, comes back and settles. It has a tempo of its own, about 2 Hz at noon, and you set it. Kick it near that tempo and each kick catches it on the way back.

When it goes

There's no timer and no dice. Up to a point the coil can stop it; past that point it's gone, and it lands in a brass cup at the foot of the window with a clatter you can hear in the room. HEIGHT goes to nothing, and whatever it was moving goes with it. Too near the coil and it goes the other way: it jumps up and clings to the ceiling.

Down, it's a drum

In the cup, KICK hops it. A harder hit hops it higher and it rattles for longer, real chrome on real brass. A piezo under the cup is CLATTER, straight to its jack, so every bounce is in your rack, and patched into a gate input each one fires it.

What comes out

Specs

Format

Width
20 HP
Controls
a big knob, 4 knobs, a lit button, a black button, the ball

Inputs

WARD
audio, ±5 V
POSITION
CV, ±5 V half its travel, added to the knob
GRIP, RING
CV, added to their knobs, 10 V the whole way
KICK, LIFT
gates

Outputs

KEPT, CLATTER
audio, ±5 V
HEIGHT
CV, 0 to 10 V
SPEED
CV, ±5 V
PASS
trigger, 5 V
FELL
gate, 5 V