1. |
Sonic Orchestra
05:45
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2. |
The Solar System
06:03
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3. |
DSP COW
03:58
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4. |
Genesis I/III
00:39
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5. |
Genesis II/III
01:33
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6. |
Genesis III/III
01:47
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7. |
Double Click
00:28
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8. |
Environment
01:31
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9. |
The Cell
01:07
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10. |
The Rhythm City
00:55
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11. |
Truth
00:45
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12. |
CFunk
00:35
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;99/04/28
;Initialize
sr = 44100
kr = 4410
ksmps = 10
nchnls = 2
;Global Variable Define
garvb init 0 ; global "a" variable initialized to 0
;Instrument
instr 100 ; instr (there may be many copies)
irevsend = p7
ibalance = p8 ; 1 = left, .5 = center, 0 = right
irvbgain = p9
asig oscili p4,p5,p6 ; generate a source signal
outs asig * ibalance, asig * (1- ibalance); output the direct sound
garvb = garvb+ (asig*irevsend) ; and add to audio receiver
endin
;Drum
instr 101
i1 = 1/p3 ; once per duration - for envelopes
i2 = cpspch(p5) ; convert oct. point pch-class notation to Hz
i3 = p4/2 ; these three assignments balance the three
i4 = p4/6 ; branches of the drum instrument
i5 = p4/2.5
irevsend = p7
ibalance = p8 ; 1 = left, .5 = center, 0 = right
irvbgain = p9
; branch 1 - NOISE
a1 oscili i3,i1,2 ; generate steep exponential envelope
a1 randi a1,p6 ; generate band of noise with freq. given by p6
a1 oscili a1,500,4 ; use noise band for amp input - ring mod.
; branch 2 - INHARM
a2 oscili i4,i1,2 ; steep envelope with lower amplitude than a1
a2 oscili a2,i2*.1,3 ; generate inharmonic partials - 1,1.6,2.2,2.3
; branch 3 - FUND
a3 oscili i5,i1,1 ; decay of f1 is less steep than f2
a3 oscili a3,i2,4 ; generates fundamental tone
; global envelope to prevent clicking
a4 linseg 1,p3-.05,1,.05,0,.01,0
outs a4*(a1+a2+a3)*ibalance, a4*(a1+a2+a3)*(1- ibalance)
garvb = garvb+ (a4*(a1+a2+a3)*irevsend) ; and add to audio receiver
endin
instr 113
;p3=linendur,p4=amp,p5=freq,p6=waveshape(function),p7attack,p8=release
irevsend = p9
ibalance = p10 ; 1 = left, .5 = center, 0 = right
irvbgain = p11
a1 oscil p4, p5, p6
a4 linen a1, p7, p3, p8
outs a4 * ibalance, a4 * (1- ibalance); output the direct sound
garvb = garvb+ (a4 *irevsend) ; and add to audio receiver
endin
instr 130
idur = p3
iamp = p4
ifrq = p5
iatk = p6
irel = p7
icut1 = p8
icut2 = p9
irevsend = p10
ibalance = p11 ; 1 = left, .5 = center, 0 = right
irvbgain = p12
kenv linen iamp, iatk, idur, irel
kcut expon icut1, idur, icut2
anoise rand ifrq
afilt2 tone anoise, kcut
afilt1 tone afilt2, kcut
outs afilt1*kenv* ibalance,afilt1*kenv* (1- ibalance)
garvb = garvb+ (afilt1*kenv*irevsend) ; and add to audio receiver
endin
instr 135
idur = p3
iamp = p4
ifrq = p5
iatk = p6
irel = p7
irat1 = p8
irat2 = p9
imsdel = p10
irevsend = p11
ibalance = p12 ; 1 = left, .5 = center, 0 = right
irvbgain = p13
kenv expseg .001, iatk, iamp, idur/8, iamp*.3, idur-(iatk+irel+idur/8), iamp*.7, irel,.01
krate line irat1, idur, irat2
alfo oscil imsdel, krate/idur, 19
anoise rand ifrq
adel4 vdelay anoise, alfo, imsdel
adel3 vdelay adel4, alfo, imsdel
adel2 vdelay adel3, alfo, imsdel
adel1 vdelay adel2, alfo, imsdel
adel0 vdelay adel1, alfo, imsdel
amix = adel0+adel1+adel2+adel3+adel4
outs kenv*amix*ibalance, kenv*amix* (1- ibalance)
garvb = garvb+ (kenv*amix*irevsend) ; and add to audio receiver
endin
instr 999
irvbtime = p4
asig reverb garvb , irvbtime ; put global sig into reverb
outs asig, asig
garvb = 0 ; then clear it
endin
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