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