# noise.rb -- CLM -> Snd/Ruby translation of noise.ins # Translator/Author: Michael Scholz # Created: Wed Mar 19 05:16:56 CET 2003 # Changed: Thu Oct 15 00:17:48 CEST 2009 # Comments beginning with ;; are taken from noise.ins! # attack_point(dur, attack, decay, total_x = 100.0) # fm_noise(...) # ;;; The "noise" instrument (useful for Oceanic Music): require "ws" require "env" include Env def attack_point(dur, attack, decay, total_x = 100.0) x = if 0.0 == attack if 0.0 == decay dur / 4.0 else (dur - decay) / 4.0 end else attack.to_f end total_x * (x / dur) end def fm_noise(start, dur, freq0, amp, ampfun, ampat, ampdc, freq1, glissfun, freqat, freqdc, rfreq0, rfreq1, rfreqfun, rfreqat, rfreqdc, dev0, dev1, devfun, devat, devdc, *args) degree, distance, reverb = nil optkey(args, binding, [:degree, kernel_rand(90.0)], [:distance, 1.0], [:reverb, 0.005]) # ;; ampat = amp envelope attack time, and so on -- this instrument # ;; assumes your envelopes go from 0 to 100 on the x-axis, and that # ;; the "attack" portion ends at 25, the "decay" portion starts at # ;; 75. "rfreq" is the frequency of the random number generator -- # ;; if below about 25 hz you get automatic composition, above that # ;; you start to get noise. well, you get a different kind of # ;; noise. "dev" is the bandwidth of the noise -- very narrow # ;; gives a whistle, very broad more of a whoosh. this is # ;; basically "simple fm", but the modulating signal is white # ;; noise. car = make_oscil(:frequency, freq0) mod = make_rand(:frequency, rfreq0, :amplitude, 1.0) dev_0 = hz2radians(dev0) # ;; next fix-up troubles in attack and decay times (there are lots # ;; of ways to handle this -- the basic problem is that these # ;; durned instruments end up having way too many parameters. rick # ;; taube's common music replacement for pla should help, but just # ;; for old time's sake, we'll do it the way the ancients did it. # ;; (we could also package up this stuff in our own function, # ;; somewhat like the allvln function in vln.clm, leaving the # ;; instrument code to apply envelopes and other data to some # ;; patch). amp_attack = attack_point(dur, ampat, ampdc) amp_decay = 100.0 - attack_point(dur, ampdc, ampat) freq_attack = attack_point(dur, freqat, freqdc) freq_decay = 100.0 - attack_point(dur, freqdc, freqat) dev_attack = attack_point(dur, devat, devdc) dev_decay = 100.0 - attack_point(dur, devdc, devat) rfreq_attack = attack_point(dur, rfreqat, rfreqdc) rfreq_decay = 100.0 - attack_point(dur, rfreqdc, rfreqat) # ;; now make the actual envelopes -- these all assume we are # ;; thinking in terms of the "value when the envelope is 1" # ;; (i.e. dev1 and friends), and the "value when the envelope is 0" # ;; (i.e. dev0 and friends) -- over the years this seemed to make # ;; beginners happier than various other ways of describing the # ;; y-axis behaviour of the envelope. all this boiler-plate for # ;; envelopes might seem overly elaborate when our basic instrument # ;; is really simple, but in most cases, and this one in # ;; particular, nearly all the musical interest comes from the # ;; envelopes, not the somewhat dull spectrum generated by the # ;; basic patch. dev_f = make_env(stretch_envelope(devfun, 25, dev_attack, 75, dev_decay), hz2radians(dev1 - dev0), dur) amp_f = make_env(stretch_envelope(ampfun, 25, amp_attack, 75, amp_decay), amp, dur) freq_f = make_env(stretch_envelope(glissfun, 25, freq_attack, 75, freq_decay), hz2radians(freq1 - freq0), dur) rfreq_f = make_env(stretch_envelope(rfreqfun, 25, rfreq_attack, 75, rfreq_decay), hz2radians(rfreq1 - rfreq0), dur) run_instrument(start, dur, :degree, degree, :distance, distance, :reverb_amount, reverb) do env(amp_f) * oscil(car, env(freq_f) + (dev_0 + env(dev_f)) * rand(mod, env(rfreq_f))) end end =begin with_sound(:statistics, true, :play, 1) do fm_noise(0, 1.8, 500, 0.25, [0, 0, 25, 1, 75, 1, 100, 0], 0.1, 0.1, 1000, [0, 0, 100, 1], 0.1, 0.1, 10, 1000, [0, 0, 100, 1], 0, 0, 100, 500, [0, 0, 100, 1], 0, 0) fm_noise(2, 1.8, 200, 0.25, [0, 0, 25, 1, 75, 1, 100, 0], 0.1, 0.1, 1000, [0, 0, 100, 1], 0.1, 0.1, 10, 1000, [0, 0, 100, 1], 0, 0, 100, 500, [0, 0, 100, 1], 0, 0) end =end # noise.rb ends here