Music

All music posted here is implemented in >SuperCollider3.
You may find new stuff at my weblog (or try the supercollider category).

blipsPlayerAllpass

by LFSaw, based on a patch posted on the sc-users list by cramakrishnan on feb. 20th 2006.
somewhat spherical, feel free to adjust params of the effect channel and set different harmonics...
// ( p = ProxySpace.new(s).push; ) ( ~blipsFx = {|rq = 1, lfFreq = 10, delayScale = 1| var chain; chain = ~blips_001.ar + ~brow.ar; chain = BPF.ar(chain, LFNoise0.kr(lfFreq).range(30, 10000), rq); chain = (chain).distort; 6.do({ chain = AllpassL.ar( chain, 0.5, delayScale * [Rand(0.5), Rand(0.25)], 5 ) }); chain; }; ); ~blipsFx.set( 'lfFreq', 14.73908045977, 'fadeTime', 8, 'rq', 0.053259948831001, 'delayScale', 0.13738237958833 ); ~brow.set('fadeTime', 10); ( ~brow = { var x, y; #x, y = Splay.ar( LPF.ar( Formlet.ar( Pulse.ar(([50, 52,60] +.1 [-12, 0, 12]).flatten.midicps), LFNoise1.ar(0.1).exprange([300, 150, 1000], 200), 0.1, 0.01 ), 1000 ) )*0.3; Rotate2.ar(x, y, LFNoise1.kr(0.2)); }; ); ( // 001 var sustainTime, transitionTime, density; var period; sustainTime = 1.0; transitionTime = 0.5; density = 20.0; period = (2 * transitionTime + sustainTime) / density; period.postln; ~blipsFx.play; Tdef(\player, { inf.do({ arg i; if(0.8.coin, { ~blips_001.spawn([ \sustainTime, rrand(0.25*sustainTime, 4*sustainTime), \transitionTime, transitionTime, \dens, rrand(4*density, 0.125*density) ]); }); rrand(0.5*period, 2*period).wait; }); }).play; ) ( ~blips_001 = {arg sustainTime = 4.0, transitionTime = 4.0, dens = 10; var out, env, freq; env = Env.new( #[0.0, 1.0, 1.0, 0.0], [transitionTime, sustainTime, transitionTime], 'welch' ); freq = ExpRand(60, 20000); out = Formant.ar( freq* SinOsc.ar(dens).range(1.1, 0.5), XLine.kr(ExpRand(60,1000), ExpRand(200,10000), 4), XLine.kr(800, 8000, 4) ).squared * Blip.ar( XLine.kr(ExpRand(0.125,10), ExpRand(0.125,10), 4), XLine.kr(ExpRand(1.0,100), ExpRand(2.0,100), 4) ); out = EnvGen.kr(env, doneAction: 2) * out; out = Pan2.ar(out, Line.kr(Rand(-1.0, 1.0), Rand(-1.0, 1.0), 4), 0.3); }; ); ~blips_001.play; ~blipsFx.play; ~brow.play;