// HW3 // Tyler Thorne // pick a physical model "BlowHole", send to left chan (0) BlowHole physmod => dac.left; // bring in a mono .wav file from which to play sample // pass through Envelope to avoid clicks from SndBuf // to right chan (1) SndBuf sampler => Envelope samplerEnv => dac.right; me.sourceDir() + "/WhatLight.wav" => string _file; _file => sampler.read; cherr <= "[score] SndBuf: " <= _file <= IO.newline(); 20::ms => samplerEnv.duration; // write signals to file dac => WvOut2 out => blackhole; me.sourceDir() + "/Tunes.wav" => string _capture; _capture => out.wavFilename; // ------------------------------------------------------------ // three algorithms which generate numbers in range -1.0 to 1.0 // see 1) logisticMapNotes.ck 2) logisticMapNotesOSC.ck for // more info fun float logistic(float x, float r) { return r * x * (1.0 - x); } // see 1) psuedoRandomNotes.ck 2) psuedoRandomNotesOSC.ck for // more info fun float random(float r) { if (r > 1.0) { 1.0 => r; } // get a random value return Math.random2f(-r, r); } // see 1) sinNotes.ck 2) sinNotesOSC.ck fun float sinusoid(float r) { // rate in radians at 1 sec period 2 * pi => float sinScale; // convert to desired rate in radians if (r > 0.0) r /=> sinScale; // current time in seconds now / second => float nowInSeconds; // convert to phase angle using rate in radians nowInSeconds * sinScale => float currentPhase; // or could be another trig function return Math.sin(currentPhase); } // ------------------------------------------------------------ // tick the chosen algorithm to get a new value fun float algorithm(float state, string type, float r) { if (type == "logistic") { // choose me to iterate the map and hear logistic map "tune" return logistic(state, r); } else if (type == "random") { // choose me for random "tune" return random(r); } else if (type == "sinusoid") { // choose me for sin function "tune" return sinusoid(r); } else { cherr <= "[score] Unknown algorithm type.\n"; } } // sporkable function that plays physical model notes forever fun void pLoop(string type, float r) { 0.1 => float state; while (true) { // note off in case it's already on physmod.stopBlowing(1.0); // a short rest 50::ms => now; algorithm(state, type, r) => state; // use state as a frequency 440.0 + (state * 220.0) => float f; // to clarinet physmod.freq(f); // note on physmod.startBlowing(0.6); // OPTIONAL -------------------------------------- // add any other Clarinet parameters // .reed - reed stiffness [0.0 - 1.0] // .noiseGain - noise component gain [0.0 - 1.0] // .clear - clear instrument // .vibratoFreq - vibrato frequency(Hz) // .vibratoGain - vibrato gain [0.0 - 1.0] // .pressure - pressure/volume [0.0 - 1.0] // .rate - rate of attack (sec) 100::ms => now; } } // sporkable function that plays sampler notes forever fun void sLoop(string type, float r) { 0.1 => float state; while (true) { // turn off envelope in case it's already on samplerEnv.target(0.0); // a short rest 50::ms => now; algorithm(state, type, r) => state; sampler.length() => dur totalFile; // time in file to start playing sample from ((state + 1.0) * 0.5) * totalFile * r => dur start; // sample duration 100::ms => dur duration; // end time of sample start + duration => dur end; if (end > totalFile) { end - duration => start; } // start position in file in actual samples sampler.pos((start / samp) $ int); // ramp up the envelope samplerEnv.target(1.0); // OPTIONAL ---------------------------------------- // play around with // .rate - (float, READ/WRITE) set/get playback rate // relative to file's natural speed. Try the // range between [-1, 1] and experiment. duration => now; } } // ------------------------------------------------------------ // prepare the show Shred pShred; Shred sShred; // needed to stop both shreds gracefully fun void killShreds() { pShred.exit(); sShred.exit(); me.yield(); // note off physmod.stopBlowing(1.0); // turn off envelope samplerEnv.target(0.0); 10::ms => now; } // ------------------------------------------------------------ // start the show, starts with BlowHole and Sample spork ~pLoop("logistic", 7) @=> pShred; // Saxofony played by logistic map frequencies spork ~sLoop("sinusoid", 3) @=> sShred; // samples pulled sinusoid 7::second => now; killShreds(); .40::second => now; // solo samples spork ~pLoop("logistic", 3) @=> pShred; // BlowHole played by logistic map frequencies spork ~sLoop("logistic", 2) @=> sShred; // samples pulled randomly 6::second => now; killShreds(); .1::second => now; // bring both loops together spork ~sLoop("sinusoid", .1) @=> sShred; 2::second => now; killShreds(); 0.05::second => now; // bring both loops together spork ~sLoop("sinusoid", .7) @=> sShred; 4::second => now; killShreds(); 0.05::second => now; // bring both loops together spork ~sLoop("sinusoid", .5) @=> sShred; 7::second => now; killShreds(); 0.05::second => now; // bring both loops together spork ~sLoop("sinusoid", .1) @=> sShred; 2::second => now; killShreds(); 0.05::second => now; spork ~pLoop("logistic", 2) @=> pShred; // BlowHole played by logistic map frequencies spork ~sLoop("logistic", 2) @=> sShred; // samples pulled randomly 5::second => now; killShreds(); // bring both loops together spork ~pLoop("sinusoid", 4) @=> pShred; spork ~sLoop("sinusoid", 4) @=> sShred; 4::second => now; killShreds(); 0.05::second => now; // bring both loops together spork ~sLoop("sinusoid", .5) @=> sShred; 3::second => now; killShreds(); 0.05::second => now; spork ~pLoop("logistic", 8) @=> pShred; // BlowHole played by logistic map frequencies spork ~sLoop("logistic", 8) @=> sShred; // samples pulled randomly 4::second => now; killShreds(); // bring both loops together spork ~sLoop("sinusoid", .1) @=> sShred; 3::second => now; killShreds(); 0.05::second => now; spork ~pLoop("logistic", 8) @=> pShred; // BlowHole played by logistic map frequencies spork ~sLoop("logistic", 8) @=> sShred; // samples pulled randomly 4::second => now; killShreds(); // bring both loops together spork ~sLoop("sinusoid", .1) @=> sShred; 1::second => now; killShreds(); 0.05::second => now; // ------------------------------------------------------------ // finish the show out.closeFile(); // print message in terminal for sox command cherr <= "[score] Finished.\n"; cherr <= me.sourceDir() + "/Tunes.wav";