From: owner-sc-users-digest@lists.io.com (sc-users-digest) To: sc-users-digest@lists.io.com Subject: sc-users-digest V1 #310 Reply-To: sc-users Sender: owner-sc-users-digest@lists.io.com Errors-To: owner-sc-users-digest@lists.io.com Precedence: bulk sc-users-digest Saturday, June 23 2001 Volume 01 : Number 310 ---------------------------------------------------------------------- Date: Fri, 22 Jun 2001 15:09:50 -0400 From: "crucial" <---@---.---> Subject: Re: sc book >>can you auto-generate pages quickly with swiki ? (probably) >> > >this must be somehow possible. I'check it out. Maybe James, could you >write a SC browser-plugin this weekend? ... you could squeak it and run osc sc ->squeak link, run the squeak netscape plug in.... and when your looking at code in SC just hit command-Q ........ooops... ------------------------------ Date: Fri, 22 Jun 2001 21:26:12 +0200 From: Julian Rohrhuber <---@---.---> Subject: Re: sc book >command-Q ........ooops... :%) ------------------------------ Date: Fri, 22 Jun 2001 14:37:41 -0500 From: chris clepper <---@---.---> Subject: Re: sc3 style multiple {}.play in sc2 ben > >here's some shit for ya - i was about to post two classes >(PlayJustLoop,PlayBankLoop) for simple loop manipulation - might be useful >if you like to play with sampled beats. actually they can do some nice >(well, nice is relative hehe) rhythmic re-organization of non-beat samples >too. they are dependant on julian's SampleBank/SignalBank classes - i made >some very (very) minor modifications to those so i'll post my versions of em >too... > i like these classes. can you give me some more info on the args to each class? for example: PlayBankLoop(SampleBank, //where the sample are stored index, //which file in the bank to play tempo, //what is regular speed play back: 60? nbeats, // a division of the tempo to 4 is 1/4 the tempo? chunk, // the length of the file to play in a given time? offset //position in the soundfile to start playback i mainly would like to know exactly how tempo/nBeats/chunk interact. also how do i get a file dialog box with SignalBank? i don't seem to have a help file for it. and my soundfiles are not in the sounds subfolder of the SC folder. thanks for the new stuff everyone! chris ------------------------------ Date: Fri, 22 Jun 2001 14:50:11 -0500 From: chris clepper <---@---.---> Subject: re: sc3 style multiple {}.play in sc2 > >i hope it is useful and sparks more sharing of objects. sc community is >practicly >legendary for not sharing jack shit. > >on the other most Max/msp artists i know all got their setups from >someone. very few >of them built their own set up. twerk and ms. blechtom do, and of course >josh. > that is completely incorrect. you have come to conclusion based on a few people using these programs. as ben pointed out twerk and josh had lots of help making their stuff, just like everyone else. that's sort of the whole point of these programs, and the lists created to support them. on the other hand... if you have a really killer setup and want to keep it to yourself that's perfectly ok as well. i wouldn't give away my entire nato system, but quite a few of the tools i've made are available to others. i've only been SuperColliding for a short time and i am checking out all of the tools that are available to me. i plan on sharing some of my developments, whenever i make them! keep up the good work guys (and gals) chris ------------------------------ Date: Fri, 22 Jun 2001 12:58:35 -0700 (PDT) From: Chad Kirby <---@---.---> Subject: GUI SFPlayer Here's a little SC2 widget I came up with over the past month or so. I have found it useful. Hope you all get something out of it. Don't know how similar it is to all the other sound file utilities people have come up with... GUI SoundFile player 2001.06.22 by Chad Kirby Problem: How to play 4 channel sound files easily and quickly? SoundHack, SoundApp, and other mac sound file players can only play stereo files. I needed a simple, easy to use (and extensible) sound file player that supports ASIO to play back 4 channel sound files. Enter SuperCollider... SoundFile.play works fine, but you can't easily skip around in the file. I wanted something with a slider bar like SoundHack... SFPlayer Useage: SFPlay.new; // Will present Open Dialog box to allow you to select a // sound file --or-- f = SoundFile.new; f.readHeader(":sounds:floating_1g"); SFPlay.new( f ) Bugs: ??? ToDo: Make it easier to extend. Requires: VUMeter class (included in archive) Key commands: play/stop n choose new file v toggle VU Meter on/off Louder (1dB) Softer (1dB) rewind (1 sec) fast forward (1 sec) rewind to beginning Chad Kirby // Technical Coordinator for Digital Arts // CARTAH ckirby@u.washington.edu // 206.295.3592 ________ And, of course, you have the commercials where savvy businesspeople Get Ahead by using their MacIntosh computers to create the ultimate American business product: a really sharp-looking report. Dave Barry ------------------------------ Date: Fri, 22 Jun 2001 13:48:29 -0800 From: ben <---@---.---> Subject: Re: sc3 style multiple {}.play in sc2 hi chris thanks for the comments > how do i get a file dialog box with SignalBank? there is a readDialog method to find out - 'how do i do x with XObject' highlight the name of XObject and hit apple-j - you will find the source code for that object including all methods defined for it. if the object has a superclass remember it will inherit methods from its superclass unless they are explicitly defined in the subclass. >my soundfiles are not in the sounds subfolder of the SC folder. you can put any path you like i believe the path name defaults to the SC folder :Sounds: goes to the Sounds folder inside the SC folder but you can specify any path on your hard drive - there is an example somewhere about this - i never bothered cause i keep all my sounds in the sounds folder (go figure)... > PlayBankLoop(SampleBank, //where the sample are stored > index, //which file in the bank to play > tempo, //what is regular speed play back: 60? > nbeats, // a division of the tempo to 4 is 1/4 the tempo? > chunk, // the length of the file to play in a given time? > offset //position in the soundfile to start playback > > i mainly would like to know exactly how tempo/nBeats/chunk interact. ok i should have had better comments/help on this stuff maybe. PlayBankLoop args: bank = instance of Sample/SignalBank to play sounds from index = which file in bank (starts @ 0 and wraps if you go over) tempo = there is no regular speed playback. tempo is used to, well, to play rhythmic loops of a specified length (see nBeats) at a specified tempo. nBeats = a number that controls playback speed exponentially. a value of 3 means that your sample is 2**3 beats long (8 beats or two bars) so if you have a 4 bar sample nBeats = 4 (2**4 = 16 beats) of course you can use any value you want for nBeats - play back the loop at speeds that are exponentially related to tempo (double,quadruple,half,quarter,etc) chunk = a number that indicates how much of a sample (that is, how many beats) should be looped. again, chunk is an exponentially related value - a chunk value of 4 means the sample will be broken into 2**4 equal parts. you can choose which of these parts to play using.... offset = a number indicating which 'chunk' to play. there are still some problems with this one... obviously if the value for offset is higher than the actual number of 'chunks' (determined w/chunk arg) you will get silence (that is, its trying to play back from a sample position that does not exist). i should wrap the offset values so that doesnt happen but that may lead to confusion (is it doing what i told it or some weird wrapping thing?) at least in my mind anyway. ;p so what i usually do is make offset randomized and have it pick random numbers based on the value of chunk. like is chunk is 3 (chopping into 8 pieces), have offset = (2**chunk).rand - giving you values between 0 and 7 which corresponds nicely to the number of available chunks. does that all make sense? obviously tempo/nBeats/chunk/offset are values that are carefully intertwined and will affect each other. again, to see what's really going on here just highlight PlayBankLoop and hit apple-j. speaking of which - anyone got some better math for the tempo-to-rate conversion?? ;) lemme know if that helps... peace ben - -- ben milstein mintyfresh www.soundmangle.com - www.elmconceptions.com > From: chris clepper <---@---.---> > Reply-To: sc-users@lists.io.com > Date: Fri, 22 Jun 2001 14:37:41 -0500 > To: sc-users@lists.io.com > Subject: Re: sc3 style multiple {}.play in sc2 > > ben > >> >> here's some shit for ya - i was about to post two classes >> (PlayJustLoop,PlayBankLoop) for simple loop manipulation - might be useful >> if you like to play with sampled beats. actually they can do some nice >> (well, nice is relative hehe) rhythmic re-organization of non-beat samples >> too. they are dependant on julian's SampleBank/SignalBank classes - i made >> some very (very) minor modifications to those so i'll post my versions of em >> too... >> > > i like these classes. can you give me some more info on the args to each > class? > > for example: > > PlayBankLoop(SampleBank, //where the sample are stored > index, //which file in the bank to play > tempo, //what is regular speed play back: 60? > nbeats, // a division of the tempo to 4 is 1/4 the tempo? > chunk, // the length of the file to play in a given time? > offset //position in the soundfile to start playback > > i mainly would like to know exactly how tempo/nBeats/chunk interact. > > also how do i get a file dialog box with SignalBank? i don't seem to have > a help file for it. and my soundfiles are not in the sounds subfolder of > the SC > folder. > > thanks for the new stuff everyone! > > chris > > > ------------------------------ Date: Fri, 22 Jun 2001 18:40:13 -0400 From: "crucial" <---@---.---> Subject: Re: sc3 style multiple {}.play in sc2 >>on the other most Max/msp artists i know all got their setups from >>someone. very few >>of them built their own set up. twerk and ms. blechtom do, and of course >>josh. >> > >that is completely incorrect. you have come to conclusion based on a few >people using these programs. >chris well its only partly incorrect. i do know a bunch of people who started with substantial setups from someone else, and they could play live within a month. the statement stands, i'm talking about the people i have met :) i'm not talking about the whole community. and i do actually know a bunch of people (esp. NATO people) that did everything from scratch. i suppose its a good thing to get started and then personalize it as you go. with SC you just suffer for months and months and can't show your face in public. _____(( http://crucial-systems.com _________________))_______ ------------------------------ Date: Fri, 22 Jun 2001 17:50:06 -0500 From: chris clepper <---@---.---> Subject: community > >i suppose its a good thing to get started and then personalize it as you go. >with SC you just suffer for months and months and can't show your face in >public. > if you do show your face then you can make the public suffer. > >well its only partly incorrect. i do know a bunch of people who started with >substantial setups from someone else, and they could play live within a >month. like me using SC3 *live next month. if you're near cleveland on 7/17. cgc *(+some SC2 stuff from ben/cruxial/swiki/etc.) ------------------------------ Date: Fri, 22 Jun 2001 18:50:24 -0400 From: christian adam hresko <---@---.---> Subject: Re: sc3 style multiple {}.play in sc2 crucial wrote: > > > i hope it is useful and sparks more sharing of objects. sc community is practicly > legendary for not sharing jack shit. > > what's sharing? you mean, like, giving people stuff that you wrote or made? for free? hehe... what a novel concept. sharing is caring. cheers, christian ------------------------------ Date: Fri, 22 Jun 2001 18:57:08 -0400 From: "crucial" <---@---.---> Subject: paths relative absolute utility >>my soundfiles are not in the sounds subfolder of the SC folder. > >you can put any path you like >i believe the path name defaults to the SC folder :Sounds:soundfile relative to where SC application resides HD:Applications:SuperCollider:Sounds:soundfile absolute, breaks is you move everything use the menu... Library.put([\Tests,'postPath'],{ GetFileDialog({ arg ok,path; if(ok,{ path.asCompileString.post; }); }) }); _____(( http://crucial-systems.com _________________))_______ ------------------------------ Date: Fri, 22 Jun 2001 18:59:45 -0400 From: "crucial" <---@---.---> Subject: Really re: sc3 style multiple {}.play in sc2 so anyway i did this sc3 style {}.play mod. took me 5 minutes. but something happened to the scheduling, can't figure it out yet. every new Synth you make and try to play gets sent to the TopSynth's TSpawn I set the very top synth to a new tempoBase, but that didn't fix it either. _____(( http://crucial-systems.com _________________))_______ ------------------------------ Date: Fri, 22 Jun 2001 21:11:26 -0400 From: Lee Azzarello <---@---.---> Subject: Re: sc book on 6/21/01 8:56 AM, Andy Wilson at andy@lshift.net wrote: > am I the only person who thinks that the lack of such documentation is the > major reason sc is not used more widely? I am building a help file on all the hidden methods that I only see in the hardcore few's (mostly JmC) code. I just started and I'm doing it as I work. Right now I have .fill() .wrap() .rrand() If anyone know of more let me know. I'm getting pretty good at figuring out what they do by inspecting the methods but if you could give a short discription in plain english that'd be great. For example: rrand(24,96) This returns a random integer between 24 and 96. - -------------------- - -l[e^2] *old { ^this.shouldNotImplement(thisMethod) } http://eds.org/~lee ------------------------------ Date: Fri, 22 Jun 2001 21:11:26 -0400 From: Lee Azzarello <---@---.---> Subject: Re: caught the wrap bug ? on 6/21/01 2:49 PM, crucial at felix@crucial-systems.com wrote: > > // this kind of makes sense to me > > 4.wrap(0,4) > 4 > > // this doesn't > > -3.wrap(0,4) > 2 This is another method that's going into my "Hidden Methods" help file. Keep them coming. - -------------------- - -l[e^2] *old { ^this.shouldNotImplement(thisMethod) } http://eds.org/~lee ------------------------------ Date: Fri, 22 Jun 2001 18:56:01 -0700 From: "tomonori yamasaki" <---@---.---> Subject: GUI editor James, I'm curious -will we be able to use "Edit GUI" on menu bar on SC3, when bata becomes real version? I mean, can we make GUI as easy as it was in SC2? SC3's gui with "pen" is a little too painful to me, by doing hand-coding, though SC3's new functions such as plug-in, VM, ability to run multiple patch etc etc are nice. I might stick with SC2 if the GUI editor will be missing, especially for non-realtime, non-performance, sound file cooking: for most stuff, SC2 is great enough. Cecillia (for Csound) type of GUI is just enough for me at this time, I guess. ------------------------------ Date: Fri, 22 Jun 2001 22:50:46 -0400 From: christian adam hresko <---@---.---> Subject: Re: sc book Lee Azzarello wrote: > on 6/21/01 8:56 AM, Andy Wilson at andy@lshift.net wrote: > > > am I the only person who thinks that the lack of such documentation is the > > major reason sc is not used more widely? > > I am building a help file on all the hidden methods that I only see in the > hardcore few's (mostly JmC) code. I just started and I'm doing it as I work. > Right now I have .fill() .wrap() .rrand() > > If anyone know of more let me know. I'm getting pretty good at figuring out > what they do by inspecting the methods but if you could give a short > discription in plain english that'd be great. For example: > > rrand(24,96) > This returns a random integer between 24 and 96. how about the output of: `Array.fill.(#[1,2,3,4].choose); and what in the hell's going on. cheers, christian ------------------------------ Date: Fri, 22 Jun 2001 23:17:11 -0400 From: christian adam hresko <---@---.---> Subject: A SuperCollider Standard so i'm poking through the crucial library, and rethinking the things i've discussed (briefly) with him on a few subjects. which brings me to the following. (and i think this is the point of the crucial library... if not perhaps a good start) wouldn't it be nice to have an SC "universal" template? a universal module (or modules) which would accept any SC "standardized" class, patch, instrument, whatever. i know. it's nice having your own killer setup, with your own GUIs and widgets and thingies. but what about a design standard, which would eventually lead to a coding standard of sorts. there must be some GUI layout that everyone can agree upon. we have a lot of really cool GUI classes developed by various list members. but can they all work together? and if they do, would they work in a "logical" manner. some people are colorblind. some people are left handed, some people are right handed. some people have an AxA resolution on their computer screen, some have a BxB resolution. what if we standardized a layout? colors that don't overlap. GUIs which can be 'flipped' to accommodate for left handedness and right handedness, and GUIs which fall nicely on any screen. sliders, buttons, knobs, views, etc which are designed to meet some agreed upon aesthetic, as opposed to the 'gee wow that's cool' factor of having a 'neato' interface as opposed to a functional interface. and agreeing upon standardized method names. once again, it's cool (kinda) if your class has some method (or methods) like: MyClass.kicks.ass(\buttload); we all want to personalize our work. extend our egos. more or less show off. but... we could come to some agreement as to what method names are used for specific purposes. class standards would make ALL SC standardized classes compatible with each other, without having to alter any libraries. we could have the 'default library' that comes with SC, or the Universal Library as an alternative. this alternative would avoid potential conflicts, build good coding skills, improve design aesthetics, and make use of class extensions in SC3. the entire project could be archived on the SWIKI website. NO questions are stupid. all questions would be welcomed, and hopefully answered. this wouldn't be a project limited to the 'in the know' SC users. ideas and code on every level, improved upon as more and more people get involved. now, i know this going to go in either one of two directions. i'll either get a decent response from more than a few people, or some people might read this, think it's remotely interesting, and then move on to the next message. this is all a rough draft, which i really haven't thought about in any great detail. thanks for reading. cheers, christian ------------------------------ Date: Fri, 22 Jun 2001 21:34:38 -0800 From: ben <---@---.---> Subject: Re: A SuperCollider Standard > what if we standardized a layout? what if we standardized the frequency of SinOsc? part of the beauty (and the challenge) of supercollider is the users ability to create whatever sort of environmint they wish to work in. and the particular way in which i express myself musically has grown to be tightly bound to my style of programming. think what i'm trying to say is that i like the fact that there is no 'universal template' or whatever - it allows for complete freedom and creativity on the part of the user. just my (humble) opinion of course peace ben - -- ben milstein mintyfresh www.soundmangle.com - www.elmconceptions.com > From: christian adam hresko <---@---.---> > Organization: simpling > Reply-To: sc-users@lists.io.com > Date: Fri, 22 Jun 2001 23:17:11 -0400 > To: supercollider > Subject: A SuperCollider Standard > > so i'm poking through the crucial library, and rethinking the things > i've discussed (briefly) with him on a few subjects. > > which brings me to the following. (and i think this is the point of the > crucial library... if not perhaps a good start) > > > wouldn't it be nice to have an SC "universal" template? a universal > module (or modules) which would accept any SC "standardized" class, > patch, instrument, whatever. > > i know. it's nice having your own killer setup, with your own GUIs and > widgets and thingies. > > but what about a design standard, which would eventually lead to a > coding standard of sorts. > > there must be some GUI layout that everyone can agree upon. we have a > lot of really cool GUI classes developed by various list members. but > can they all work together? and if they do, would they work in a > "logical" manner. > > some people are colorblind. some people are left handed, some people > are right handed. some people have an AxA resolution on their computer > screen, some have a BxB resolution. > > what if we standardized a layout? colors that don't overlap. GUIs > which can be 'flipped' to accommodate for left handedness and right > handedness, and GUIs which fall nicely on any screen. > > sliders, buttons, knobs, views, etc which are designed to meet some > agreed upon aesthetic, as opposed to the 'gee wow that's cool' factor of > having a 'neato' interface as opposed to a functional interface. > > and agreeing upon standardized method names. once again, it's cool > (kinda) if your class has some method (or methods) like: > > MyClass.kicks.ass(\buttload); > > > we all want to personalize our work. extend our egos. more or less > show off. > > but... > > we could come to some agreement as to what method names are used for > specific purposes. > > class standards would make ALL SC standardized classes compatible with > each other, without having to alter any libraries. we could have the > 'default library' that comes with SC, or the Universal Library as an > alternative. this alternative would avoid potential conflicts, build > good coding skills, improve design aesthetics, and make use of class > extensions in SC3. > > > the entire project could be archived on the SWIKI website. NO questions > are stupid. all questions would be welcomed, and hopefully answered. > this wouldn't be a project limited to the 'in the know' SC users. ideas > and code on every level, improved upon as more and more people get > involved. > > > now, i know this going to go in either one of two directions. i'll > either get a decent response from more than a few people, or some people > might read this, think it's remotely interesting, and then move on to > the next message. > > this is all a rough draft, which i really haven't thought about in any > great detail. > > thanks for reading. > > cheers, > > christian > > > > ------------------------------ Date: Sat, 23 Jun 2001 03:38:28 -0400 From: christian adam hresko <---@---.---> Subject: Re: A SuperCollider Standard ben wrote: > > what if we standardized a layout? > what if we standardized the frequency of SinOsc? > part of the beauty (and the challenge) of supercollider is the users ability > to create whatever sort of environmint they wish to work in. and the > particular way in which i express myself musically has grown to be tightly > bound to my style of programming. > think what i'm trying to say is that i like the fact that there is no > 'universal template' or whatever - it allows for complete freedom and > creativity on the part of the user. > just my (humble) opinion of course > peace > ben > -- > ben milstein > mintyfresh > www.soundmangle.com - www.elmconceptions.com > that's really not a fair comparison. yes, that is part of the beauty of supercollider. but like any programming environment, it's also part of the frustration. i don't think the idea of using certain standards restricts the creativity of a user or a programmer. it was simply and idea to allow for the compatibility of other peoples ideas in a much simpler manner. i never suggested taking away anyone's 'freedom' or 'creativity.' that's a very difficult task. SuperCollider is not a never ending fairy tale. there are bounds and restrictions, just like other programming languages. has this in any way crippled your creativity? i merely suggested a uniform manner of sharing ideas. the common interface would work through some form of standardization. that's basically it. not trying to remove your artistic freedom and whatnot. cheers, christian ------------------------------ Date: Sat, 23 Jun 2001 01:23:42 -0800 From: ben <---@---.---> Subject: Re: A SuperCollider Standard >there are bounds and > restrictions, just like other programming languages. has this in any way > crippled your creativity? well, yes actually. since you cant load soundfiles into ram in realtime in sc2, my live setup has been restricted to how much ram i have available for sample storage. which means i cant use all the sounds i would like to have available. but thats all petty shit. i think i've always felt a need to run the other way when i see where the herd is going. sometimes that comes out in weird ways i guess... peace ben - -- ben milstein mintyfresh www.soundmangle.com - www.elmconceptions.com > From: christian adam hresko <---@---.---> > Organization: simpling > Reply-To: sc-users@lists.io.com > Date: Sat, 23 Jun 2001 03:38:28 -0400 > To: sc-users@lists.io.com > Subject: Re: A SuperCollider Standard > > > > ben wrote: > >>> what if we standardized a layout? >> what if we standardized the frequency of SinOsc? >> part of the beauty (and the challenge) of supercollider is the users ability >> to create whatever sort of environmint they wish to work in. and the >> particular way in which i express myself musically has grown to be tightly >> bound to my style of programming. >> think what i'm trying to say is that i like the fact that there is no >> 'universal template' or whatever - it allows for complete freedom and >> creativity on the part of the user. >> just my (humble) opinion of course >> peace >> ben >> -- >> ben milstein >> mintyfresh >> www.soundmangle.com - www.elmconceptions.com >> > > that's really not a fair comparison. > > yes, that is part of the beauty of supercollider. but like any programming > environment, it's also part of the frustration. > > i don't think the idea of using certain standards restricts the creativity of > a > user or a programmer. it was simply and idea to allow for the compatibility > of > other peoples ideas in a much simpler manner. > > i never suggested taking away anyone's 'freedom' or 'creativity.' that's a > very difficult task. > > SuperCollider is not a never ending fairy tale. there are bounds and > restrictions, just like other programming languages. has this in any way > crippled your creativity? > > i merely suggested a uniform manner of sharing ideas. the common interface > would work through some form of standardization. that's basically it. not > trying to remove your artistic freedom and whatnot. > > > cheers, > > christian > > > ------------------------------ Date: Sat, 23 Jun 2001 03:59:05 -0500 From: matrix6k <---@---.---> Subject: ahem! me three. This is a multi-part message in MIME format. - --------------41B00C82AA74B86C6C5DF0BF Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit k. here's one.... some have heard before- dis is a new mix with compressors on EVERYTHING. comps....so nice.....not natural, but neither is SC, and we humans have been trained to love bass that sucks hats. i modded the pattern.sc to do a synth.write. play the 'pats' in a synth.write if you don't know how to mod the pattern.sc or just do a .play on your machine that's faster than my ibook 300 mhz - ibook doesn't like me & sc. guess we're just too much to handle. ;-) have fun today, and let's not take ourselves too seriously.... - -m - --------------41B00C82AA74B86C6C5DF0BF Content-Type: text/plain; charset=us-ascii; x-mac-type="54455854"; x-mac-creator="53436A6D"; name="munchy sandbox" Content-Transfer-Encoding: 7bit Content-Description: Unknown Document Content-Disposition: inline; filename="munchy sandbox" ( var pattern, compressor, wah, tink, slowy, tambourine, kicker, tempo, reverb, walrus, snareo, klanger, basserino, snareverb, drumdelay, sawbass, efx, hat, blip, sawtooth, klanger1, pats, comp, drumcomp, mastercomp; var p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12; a=1; z=0.75; s=0.5; d=0.25; f=0.125; q=2; w=1.75; e=1.5; r=1.25; tempo=2.5; drumdelay = {arg in; a=DelayN.ar(in, 0.035, 0.035, 0.4, in); }; reverb = { arg in; a=4.do({ in = AllpassN.ar(in, 0.04, [0.01.rand + 0.02, 0.01.rand + 0.02], 5, 1); }); in }; comp = { arg in; Compander.ar(in, in, thresh:0.1, slopeBelow:1, slopeAbove:0.5) }; drumcomp = { arg in; Compander.ar(in, in, thresh:0.3, slopeBelow:1, slopeAbove:0.1, mul:1.3) }; snareverb = { arg in; 4.do({ z = AllpassN.ar(in, 0.04, [0.01.rand + 0.02, 0.01.rand + 0.02], 2); }); Mix.ar([in,z*0.4])}; compressor = { arg in; Compander.ar(in, in, thresh:0.5, slopeBelow:1, slopeAbove:0.5) }; mastercomp = { arg in; Compander.ar(in, in, thresh:0.5, slopeBelow:1, slopeAbove:0.9) }; efx = { arg in; var eff; eff = CombN.ar(in, 10, [ 3, 2 ], 20, 1); in+(eff*0.4) }; wah = { arg in; RLPF.ar(in, LFNoise1.kr(1.5, 1000, 1400), 0.2, 1) }; klanger = { arg in; var o; o=Klank.ar(`[ [1000, 1071, 2050, 1083], [f,f,f,f], [q,q,q,q] ], in*0.8; ); }; klanger1 = { arg in; var o; o=Klank.ar(`[ [1000, 1071, 2050, 1083], [f,f,f,f], [q,q,q,q] ], in*0.8,1,0,4 ); }; kicker=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, db, dur; var env, out, freaknv; env = Env.perc(0,0.1); freaknv = Env.perc(0, 0.04, 10000); Pan2.ar( EnvGen.ar(env, RLPF.ar(SinOsc.ar(freq), EnvGen.kr(freaknv),0.01), 0, db), pan)}, \pan, 0, \freq, Pseq([80], inf), \db, 1 ); blip=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, db=1, dur; var env, out, freaknv; env = Env.perc(0,0.1); freaknv = Env.perc(0, 0.04, 10000); Pan2.ar( EnvGen.ar(env, RHPF.ar(SinOsc.ar(freq), EnvGen.kr(freaknv),0.1), 0, db*0.7), pan)}, \pan, 0 ); basserino=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, db, dur; var env, out, freaknv; env = Env.perc(0,dur/2.5); freaknv = Env.perc(0, 0.8, 300); Pan2.ar( EnvGen.ar(env, RLPF.ar(SinOsc.ar(freq), EnvGen.kr(freaknv),0.3), 0, db), pan)}, \pan, 0, \freq, Pseq([60], inf), \db, 0.8 ); snareo=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, db; var env, out, freaknv; env = Env.perc(0,0.06); freaknv = Env.perc(0, 0.06, 10000); Pan2.ar( EnvGen.ar(env, RLPF.ar(Mix.ar([SinOsc.ar(freq), WhiteNoise.ar(freq)]), EnvGen.kr(freaknv)+1000, 1), 0, db*0.4), pan)}, \pan, 0, \freq, Pseq([200], inf); ); slowy=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, freqnv, db; var env, out, freaknv, freak; env = Env.linen(2,6,1); freaknv = Env.linen(2,1,4,freqnv); freak = EnvGen.kr(freaknv); Pan2.ar( EnvGen.ar(env, RLPF.ar(Mix.arFill(2, { Saw.ar(freq+(6.rand)) }), freak, 0.5), 0, db), pan)}, \pan, 0, \degree, Pseq([[1,8],0,[3,12],3],inf), \freqnv, Prand([1000, 8000, 5000, 7000, 13000, 3000],inf), \db, 0.03; ); tink=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, freqnv, db, index; var env, out; env = Env.linen(0, 0.1, 0.4); Pan2.ar( EnvGen.ar(env, RLPF.ar(Saw.ar(freq + SinOsc.kr(freq, 0, index)), freqnv, 0.2), 0, db), pan); }, \pan, -0.3, \root, 10, \index, 500, \freqnv, 20000 ); hat=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, freqnv, db; var env, out; env = Env.perc(0, 0.1); Pan2.ar( EnvGen.ar(env, Resonz.ar(WhiteNoise.ar, freqnv, 0.2), 0, db), pan); }, \pan, -0.6, \freqnv, Pfunc({ 4000.rand + 5000 }); ); sawbass=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, formant=1000, dur, db; var env, out; env = Env.linen(0, dur/tempo, 0); Pan2.ar( EnvGen.ar(env, Formant.ar(freq, formant, 1000), 0, db*1.2), pan); }, \pan, 0.5, \root, -12 ); sawtooth=Pbind( \tempo, tempo, \ugenFunc, { arg pan=0, freq=100, freqnv=200, db=0.5, length=0.2, decay=0.5, attack=0; var env, out, freaknv, freak; env = Env.linen(attack,length,decay); freaknv = Env.linen(0,0.1,0.21, 1000); freak = EnvGen.kr(freaknv, 1, freqnv); Pan2.ar( EnvGen.ar(env, RLPF.ar(Saw.ar(freq), freak, 0.1), 0, db), pan)}, \root, -12 ); tambourine=Pbind( \tempo, tempo, \ugenFunc, { arg pan, freq, freqnv, db; var env, out, freqenv, filtfreq; env = Env.perc(0, 0.1, 1); freqenv = Env.perc(0,0.1, 1); filtfreq = EnvGen.kr(freqenv, 0, 1); Pan2.ar( EnvGen.ar(env, RLPF.ar(Dust.ar(1000, 1), filtfreq*freqnv, 0.02), 0, db*0.7), pan)}, \pan, 0.2, \freq, Pseq([2000],inf), \freqnv, 10000; ); walrus=Pbind( \ugenFunc, { arg pan, freq, freqnv=10000, db, dbscale=1, rez=0.05, ftime=0.05, time=0.08, fdecay=0.05; var env, out, freaknv, freak; env = Env.linen(0.01,time,0.01); freaknv = Env.linen(0.01,ftime,fdecay); freak = EnvGen.kr(freaknv, freqnv); Pan2.ar( EnvGen.ar(env, RLPF.ar(Saw.ar(freq), freak,rez), 0, db*dbscale), pan); }, \pan, Pfunc({rrand(-0.5,0)}), \root, -12, \degree, Pseq([ Pseq([-6],16), Pseq([-7],8), Pseq([-8],7) ],4), \db, 0.25 ); p1=Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),comp), 0,Pbindf(\dur, Pseq([d],256), \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-8,-7],3), Pseq([-4,-10,-11],1)],inf), \db, 0.045, tink), 0,Pfx(Pfx(Ptpar([ 0,Pbindf(\dur, Pseq([s],128), \db, 0.3, hat), 1,Pbindf(\dur, Pseq([Pseq([q],31),a],1), \db, 0.007, snareo), 0,Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), kicker) ]), drumdelay),drumcomp) ]); p2=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([d],256), \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-8,-7],3), Pseq([-4,-10,-11],1)],inf), \db, 0.045, tink),comp), 0,Pfx(Ptpar([ 0,Pbindf(\dur, Pseq([s],64), \db, 0.5, hat), 32,Pfx(Pbindf(\dur, Pseq([s],64), \db, 0.5, hat),reverb), 0,Pbindf(\dur, Pseq([f],8), \db, 0.001, snareo), 0,Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), basserino), 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],31),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([q,q,q,s,e],8), kicker) ]),drumcomp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), walrus),reverb),comp) ]); p3=Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],128), \db, 0.5, hat),reverb),comp), 0,Pfx(Ptpar([ 0,Pbindf(\dur, Pseq([f],8), \db, 0.001, snareo), 0,Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), basserino) ]),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],31),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([q,q,q,s,e],8), kicker) ]),drumdelay),drumcomp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],256), \db, Pseq([0.08,0.18,0.28,0.08],inf), tambourine), drumdelay),drumcomp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), walrus),reverb),comp) ]); p4=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([a],64), \degree, Pseq([Pseq([-6],16),Pseq([-11],16)],2), \db, Pseries(0.0001, 0.079/64, 64), \pan, -0.5, sawtooth),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],128), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],16), \db, 0.15, \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-7,-7],3), Pseq([-4,-10,-11],1)],inf), sawbass),efx),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],31),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([q,q,q,s,e],8), kicker) ]),drumdelay),drumcomp), 0,Pfx(Pbindf(\dur, Pseq([f],8), \db, 0.001, snareo),comp), 0,Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), basserino),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],256), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay),drumcomp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), walrus),reverb),comp) ]); p5 = Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],128), \db, 0.5, hat),klanger),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),comp), 0,Pfx(Pbindf(\dur, Pseq([d],256), \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-8,-7],3), Pseq([-4,-10,-11],1)],inf), \db, Pseries(0.0001,0.0399/256,256), tink),comp) ]); p6=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([a],64), \degree, Pseq([Pseq([-6],16),Pseq([-11],16)],2), \db, 0.08, \pan, -0.5, sawtooth),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],128), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],16), \db, 0.15, \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-7,-7],3), Pseq([-4,-10,-11],1), Pseq([[-4,1],[-8,2],[-6,5]],3), Pseq([-4,-4,[-6,7]],1), Pseq([[-11,-4],-7,[-7,0]],3), Pseq([-4,-10,-11],1) ],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],31),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([q,q,q,s,e],8), kicker) ]),drumdelay),drumcomp), 0,Pfx(Ptpar([ 4,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.0009/8, 8), snareo), 34,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.0009/8, 8), snareo) ]),drumcomp), 0,Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), basserino),comp), 0,Pfx(Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),klanger),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],256), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay),drumcomp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],4), walrus),reverb),comp) ]); p7=Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],64), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],8), \db, 0.15, \degree, Pseq([Pseq([[-4,1],[-8,2],-6],3), Pseq([-4,-4,[-6,7]],1), Pseq([[-11,-4],-7,[-7,0]],3), Pseq([-4,-10,-11],1)],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Ptpar([ 1,Pbindf(\dur, Pseq([Pseq([s,d,r],15),a],1), \db, 0.007, snareo), 0,Pbindf(\dur, Pseq([q,q,q,s,e,q,s,e,q,q],2), kicker) ]),drumdelay),drumcomp), 0,Pfx(Ptpar([ 4,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.006/8, 8), snareo), 24,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.006/8, 8), snareo), 14,Pbindf(\dur, Pseq([s],8), \db, Pgeom(0.009, 0.8, 8), snareo), 17,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.009, 0.8, 8), snareo) ]),drumcomp), 0,Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), basserino),comp), 0,Pfx(Ptpar([ 2,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 3,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.1, 0.9, 8), blip), 6,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 10,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 14,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 18,Pbindf(\dur, Pseq([f],4), \db, 0.2, blip), 22,Pbindf(\dur, Pseq([s],8), \db, 0.3, blip), 26,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 30,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip) ]),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],128), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay),drumcomp) ]); p8=Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), walrus),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],64), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],8), \db, 0.15, \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-7,-7],3), Pseq([-4,-10,-11],1)],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([a,q,e,w,r,z,z,q,d,d,s,a,d,r],2),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([a],32), kicker) ]),drumdelay),drumcomp), 0,Pfx(Ptpar([ 4,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 24,Pbindf(\dur, Pseq([f],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 14,Pbindf(\dur, Pseq([s],8), \db, Pgeom(0.006, 0.8, 8), snareo), 17,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.006, 0.8, 8), snareo) ]),drumcomp), 0,Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), basserino),comp), 0,Pfx(Ptpar([ 2,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 3,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.2, 0.9, 8), blip), 6,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 9,Pbindf(\dur, Pseq([d],4), \db, Pseries(0.001, 0.399/4, 4), blip), 10,Pbindf(\dur, Pseq([z],4), \db, 0.3, blip), 14,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 18,Pbindf(\dur, Pseq([d],4), \db, 0.2, blip), 22,Pbindf(\dur, Pseq([f],16), \db, Pgeom(0.3, 0.8, 16), blip), 26,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 30,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip) ]),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],128), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay), drumcomp) ]); p9=Ptpar([ 0,Pfx(Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), walrus),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],64), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],8), \db, 0.15, \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-7,-7],3), Pseq([-4,-10,-11],1)],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],15),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([a],32), kicker) ]),drumdelay),drumcomp), 0,Pfx(Ptpar([ 4,Pbindf(\dur, Pseq([d],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 24,Pbindf(\dur, Pseq([d],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 14,Pbindf(\dur, Pseq([s],8), \db, Pgeom(0.006, 0.8, 8), snareo), 17,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.006, 0.8, 8), snareo) ]),comp), 0,Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), basserino),comp), 0,Pfx(Ptpar([ 2,Pbindf(\dur, Pgeom(0.5, 0.9, 8), \db, 0.3, blip), 3,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.2, 0.9, 8), blip), 6,Pbindf(\dur, Pseq([f],4), \db, 0.3, blip), 9,Pbindf(\dur, Pseq([d],4), \db, Pseries(0.001, 0.399/4, 4), blip), 10,Pbindf(\dur, Pseq([z],4), \db, 0.3, blip), 14,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 18,Pbindf(\dur, Pgeom(0.125, 1.1, 8), \db, 0.2, blip), 22,Pbindf(\dur, Pseq([f],16), \db, Pgeom(0.3, 0.8, 16), blip), 26,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 30,Pbindf(\dur, Pseq([f],8), \db, 0.3, blip) ]),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([d],128), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay),drumcomp) ]); p10=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([a],64), \degree, Pseq([Pseq([-6],16),Pseq([-11],16)],2), \db, Pseries(0.0001, 0.08/64, 64), \pan, -0.5, sawtooth),comp), 0,Pfx(Pfx(Pfx(Pbindf(\dur, Pseq([8],8), slowy),reverb),klanger),comp), 0,Pfx(Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), walrus),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([s],64), \db, 0.5, hat),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],8), \db, 0.15, \degree, Pseq([Pseq([-4,-8,-6],3), Pseq([-4,-4,-6],1), Pseq([-11,-7,-7],3), Pseq([-4,-10,-11],1)],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Ptpar([ 1,Pfx(Pbindf(\dur, Pseq([Pseq([z,r],15),a],1), \db, 0.007, snareo),snareverb), 0,Pbindf(\dur, Pseq([a],32), kicker) ]),drumdelay),drumcomp), 0,Pfx(Ptpar([ 4,Pbindf(\dur, Pseq([d],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 24,Pbindf(\dur, Pseq([d],8), \db, Pseries(0.0001, 0.005/8, 8), snareo), 14,Pbindf(\dur, Pseq([s],8), \db, Pgeom(0.006, 0.8, 8), snareo), 17,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.006, 0.8, 8), snareo) ]),comp), 0,Pfx(Pbindf(\dur, Pshuf([a,q,e,w,r,z,z,q,d,d,s,a,d,r,e],2), basserino),comp), 0,Pfx(Ptpar([ 2,Pbindf(\dur, Pgeom(0.5, 0.9, 8), \db, 0.3, blip), 3,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.2, 0.9, 8), blip), 6,Pbindf(\dur, Pseq([f],4), \db, 0.3, blip), 9,Pbindf(\dur, Pseq([d],4), \db, Pseries(0.001, 0.399/4, 4), blip), 10,Pbindf(\dur, Pseq([z],4), \db, 0.3, blip), 14,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 18,Pbindf(\dur, Pgeom(0.125, 1.1, 8), \db, 0.2, blip), 22,Pbindf(\dur, Pseq([f],16), \db, Pgeom(0.3, 0.8, 16), blip), 26,Pbindf(\dur, Pseq([d],2), \db, 0.3, blip), 30,Pbindf(\dur, Pseq([f],8), \db, 0.3, blip) ]),comp), 0,Pfx(Pbindf(\dur, Pseq([d],128), \db, Pseq([0.09,0.19,0.29,0.09],inf), tambourine), drumdelay) ]); p11=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([a],32), \degree, Pseq([Pseq([-6],16),Pseq([-11],16)],2), \db, 0.08, \pan, -0.5, sawtooth),comp), 0,Pfx(Pfx(Pfx(Pbindf(\dur, Pseq([8],4), slowy),reverb),klanger1),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([q],16), \freqnv, 1000, \dbscale, 0.2, \ftime, 0.5, \fdecay, 1, \time, 1, walrus),reverb),comp), 0,Pfx(Pfx(Pfx(Ptpar([ 0.5,Pfx(Pbindf(\dur, Pseq([Pseq([4],7),a],1), \db, 0.004, snareo),snareverb), 0,Pbindf(\dur, Pseq([q],16),\db, 1, kicker) ]),drumdelay),reverb),comp) ]); p12=Ptpar([ 0,Pfx(Pbindf(\dur, Pseq([a],32), \degree, Pseq([Pseq([-6],16),Pseq([-11],16)],2), \db, 0.08, \pan, -0.5, sawtooth),comp), 0,Pfx(Pfx(Pfx(Pbindf(\dur, Pseq([8],4), slowy),reverb),klanger1),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([q],16), \freqnv, 1000, \dbscale, 0.2, \ftime, 0.5, \fdecay, 1, \time, 1, walrus),reverb),comp), 0,Pfx(Pfx(Pbindf(\dur, Pseq([a,a,q],8), \db, 0.15, \degree, Pseq([Pseq([[-4,1],[-8,2],-6],3), Pseq([-4,-4,[-6,7]],1), Pseq([[-11,-4],-7,[-7,0]],3), Pseq([-4,-10,-11],1)],inf), sawbass),reverb),comp), 0,Pfx(Pfx(Pfx(Ptpar([ 0.5,Pfx(Pbindf(\dur, Pseq([Pseq([4],7),a],1), \db, 0.004, snareo),snareverb), 0,Pbindf(\dur, Pseq([q],16),\db, 1, kicker) ]),drumdelay),reverb),comp), 0,Pfx(Ptpar([ 0,Pbindf(\dur, Pseq([f],32), \db, Pgeom(0.2, 0.9, 32), blip), 8,Pbindf(\dur, Pseq([f],32), \db, Pgeom(0.2, 0.9, 32), blip), 16,Pbindf(\dur, Pseq([f],32), \db, Pgeom(0.2, 0.9, 32), blip), 24,Pbindf(\dur, Pseq([d],32), \db, Pgeom(0.2, 0.9, 32), blip), 3,Pbindf(\dur, Pseq([z],8), \db, Pgeom(0.2, 0.9, 8), blip), 2,Pbindf(\dur, Pgeom(0.5, 0.9, 4), \db, 0.2, blip), 18,Pbindf(\dur, Pgeom(0.125, 1.1, 16), \db, 0.2, blip) ]),comp) ]); pats=Pfx( Pseq([p5,p1,p2,p3,p4,p6,p7,p8,p9,p10,p11,p12,p12,p12,p12],inf), mastercomp).write(duration:300, path:"Macintosh HD:Desktop Folder:munchy sandbox"); //a=1; z=0.75; r=1.25; //s=0.5; d=0.25; //f=0.125; q=2; //w=1.75; e=1.5; ) - --------------41B00C82AA74B86C6C5DF0BF-- _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ------------------------------ End of sc-users-digest V1 #310 ******************************