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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>
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