added bunch of comments to 2021-01-24-acid-funk
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17c8cb7615
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7a5c03fe2d
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@ -1,85 +1,141 @@
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( fork {
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// acid bass synthdef
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SynthDef(\bz, {
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arg gate=1, freq=440, amp=0.1, cutoff=1000, rq=0.1;
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var snd, env, cutoffenv;
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// slight detuning into stereo. will cause channel expansion later.
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freq = [freq, freq * 1.02];
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// enveloping cutoff frequency of the LP filter!!!!
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// amplitude envelope. doneAction:2 frees the synth at the end of env.
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env = EnvGen.ar(
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envelope: Env.adsr(0.01, 0.1, 0.5, 0.5),
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gate: gate,
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doneAction:2 );
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// main oscilation - sawtooth wave and squarewave
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snd = Pulse.ar(freq);
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snd = Saw.ar(freq * 0.98) + (snd * 0.5);
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// add some saturation/distortion
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snd = snd * 5;
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snd = snd.softclip;
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// cutoff frequency envelope for low-pass
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cutoffenv = EnvGen.ar( Env.adsr(decayTime: 0.1,
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sustainLevel: 0.5, releaseTime:0.5),
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gate: gate );
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cutoff = cutoff * cutoffenv;
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cutoff = cutoff.max(50);
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// enveloping the amplitude and freeing the synth at end!
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env = EnvGen.ar(
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envelope: Env.adsr(0.01, 0.1, 0.5, 0.5),
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gate: gate,
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doneAction:2 );
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snd = Pulse.ar(freq);
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snd = Saw.ar(freq * 0.98) + (snd * 0.5);
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snd = snd * 5;
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snd = snd.softclip;
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// resonating low-pass filter
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snd = RLPF.ar(snd, cutoff, rq);
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// finalize (low (0.1) rq (high resonance) can cause loud spikes)
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snd = Limiter.ar(snd);
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snd = snd * env * amp;
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// output
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Out.ar(0, snd);
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}).add;
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SynthDef(\hh, {
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arg amp=0.1, outBus=0, gate=1, sustain;
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var snd, env;
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// simple noise
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snd = WhiteNoise.ar;
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// high-pass filter
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snd = HPF.ar(snd, 2000);
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// amplitude envelope
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env = EnvGen.ar(Env.perc(0, sustain), doneAction:2);
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// put it together
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snd = snd * env * amp;
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// output
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Out.ar(outBus, snd!2);
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}).add;
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SynthDef(\snare, {
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arg amp = 0.2;
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var snd, env;
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env = EnvGen.ar(Env([0,1,0], [0.001, 0.2], curve: -4), doneAction:2);
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// Generates noise which results from flipping random bits in a word.
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// This type of noise has a high RMS level relative to its peak to
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// peak level. The spectrum is emphasized towards lower frequencies.
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snd = GrayNoise.ar.dup;
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// amplitude envelope
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env = EnvGen.ar(Env([0,1,0], [0.001, 0.2], curve: -4), doneAction:2);
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// put it together and output
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snd = snd * env * amp;
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Out.ar(0, snd);
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}).add;
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s.sync;
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// patterns
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// bassline pattern // --
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Pbindef(\bzPat,
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\instrument, \bz,
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\amp, 0.6,
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// the main rhythmic sequence
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\dur, Pseq([1/2, 1/4, 1/4] , inf)
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* Pseq([Pseq([1, 1/2],20),1/2,1,1/2,1/2], inf),
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// playing first three notes in a scale
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\degree, Pseq([0, 1, 2], inf),
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// of minor
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\scale, Scale.minor,
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// stay in 3rd octave, only occasionaly veer to 2 or 4
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\octave, Pwrand([2, 3, 4], [0.1, 0.8, 0.1], inf),
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// randomly change length of notes
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\legato, Pxrand( (1..9) / 10, inf),
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\cutoff, Prand((1..10) * 190 + 150, inf),
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// Pseg creates segments in time. this is main 2min "composition"
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\cutoff, Pseq([
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Pseg([100,8000,500],[20,10], \exp, 1),
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Pseg([500, 4000, 1000, 8000, 800, 2000, 500], 5, \exp, 1),
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Pseg([500,8000,100], [10,20], \exp, 1)
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]),
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// randomly change resonance
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\rq, Prand((1..9) * 0.1, inf),
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).play;
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// high hat pattern // --
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Pbindef(\hhPat,
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\instrument, \hh,
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// make it ... er.. "human", by variation in amplitude
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\amp, Prand((2..4) * 0.05, inf),
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// specific number of 8th notes - 1.5 minute
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\dur, Pseq([1/8], 8 * 60 * 1.5),
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// by making third note longer, sounds like closed and open hats
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\legato, Pseq([0.5, 0.5, 1, 0.5],inf),
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).play;
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// snare pattern // --
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Pbindef(\snPat,
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\instrument, \snare,
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// main rhythm. it's 2 and a quarter note long loopo
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\dur, Pseq([Rest(1/2), 1/2, Rest(7/8), 3/8 ], inf),
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// fade in and fade out using Pseg(ment)
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\amp, Pseg([0,0.4,0.4,0] + 0.0001, [15, 60, 15], \exp),
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).play;
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