0 = clubs - lets make these lower octave
1 = diamonds - higher octave
2 = spades - higher octave
3 = hearts - lower octave

notes about bouncer:
*face cards reflect the bounce to the card that is closest in its vision
 this works along 180 degrees rotation
 graphics are a silly circle for now
 two drawing animations - one for as the ball approaches the reflector 
 and one on the actual reflection

*aces teleport - to any other card on the table with its color
  two animations one for approach and one for the card where the ball apears

* #defines for both of these to enable/disable in singleBounce.h

* animation is tied to the frame rate - can adjust in bouncerScene update

* timing for opening and closing AU Lab is based on my fps - so you will prob need to adjust to get the timing right. 

misc notes:
* you will need to change the Au Lab settings for the sound device and save for all 8
* modified cardDef a bit to do bRedCard 
* cardMan - I had it print out a warning when whichCard = -1; not sure if this is meant to happen?

todo:
- make things looks pretty
- sound for bouncer - make sound good!
- volume - all sounds are the same level - maybe tie volume to the distance jumped?
- add in elements coming off of cards

bugs:

done:
- the card tracker need to kill cards when there aren't any
- double note on first play
- aces teleport - GHETTO ANIMATION
- face cards are modifiers - change direction? - GHETTO ANIMATION
- red cards should be similar - but maybe diamonds and hearts are a little different
- speed of animation needs to be better - more realistic
- bounce on and off screen
- do panning
- red / black = two bouncers
- use stored cards!
- trail needs to not be scaled across the whole space
- numbers needs to come off at a constant speed - not the aniPct
- split black and red before passing to single bounce
