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<CsoundSynthesizer>
<CsOptions>
-odac
</CsOptions>
<CsInstruments>
sr = 44100
kr = 4410
nchnls = 2
0dbfs = 1
seed 0
gifnSine = 1

instr rim
	icps = p4 ;1000
	acps expon icps, 0.0025, icps * 0.5
	acps = acps + icps
	iamp = 0.1
	a1a phasor acps, 0	
	a1b phasor acps, random(0, 1)
	afmenv expon 1.0, 0.02, 0.4
	a1 = (a1a-a1b)*random(1, 10)*afmenv
	acps = acps*(1.0+a1)
	a0 oscil3 1.0, acps
	aenv expon 1.0, 0.005, 0.5
	a0 limit 4.0*a0*aenv, -1.0, 1.0
	a0 butterhp a0, 230
	aL, aR pan2 a0*iamp, random(0.3, 0.8)
	outs aL, aR
endin

instr play_rim
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 3000
	endif
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 1000
	endif
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 2000
	endif
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 500
	endif
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 2500
	endif
	if (random:k(0, 1) > 0.3) then
		event "i", "play_rim", 0, 0.4, 3500
	endif
endin


</CsInstruments>
<CsScore>
i1 0 100
f1 0 16384 10 1                                          ; Sine
f2 0 16384 10 1 0.5 0.3 0.25 0.2 0.167 0.14 0.125 .111   ; Sawtooth
f3 0 16384 10 1 0   0.3 0    0.2 0     0.14 0     .111   ; Square
f4 0 16384 10 1 1   1   1    0.7 0.5   0.3  0.1          ; Pulse

</CsScore>
</CsoundSynthesizer>