An experimental setup to create files of binaural beats attuned to human brainwave frequencies.
This code is using Duty UGens in order to produce a SynthDefs to spatialize sound in 3d with out creating Classes. It was created by Roy Fernando Guzmán Rodriguez in a research on Chaotic Function to produce Chaotic Function Portraits in Space using
Stutter effects grab a small segment of live audio and play it back. It is a popular effect in electronic music, independently invented and developed in various ways by audio plugin developers. Here's how to do it in SuperCollider.
If you need to maintain a list of buffers (say, for a GUI) and have that list update automatically even if the user issues Buffer.read or b.free commands independently, '/done' notifications from the server can help you. For reading, you can get t
I hadn't really come across a simple self-contained example to use with patterns. Could definitely be expanded upon. Any suggestions for improvement would be welcomed. NOTE: Depends on PlayBufCF from wslib quark. (Cross fading eliminates any poten
Import a midi file on 3 Arrays : notes, durations & dates. // notes, durations, dates <= # n, d, t = ImportMidiFile("~/Desktop/bwv772.mid");
A common GUI requirement is a scrollable list of similar items. If the list consists of strings, it's easy -- use ListView. If, for example, each "line" should have a pop-up menu, a text field and a toggle button, there's ScrollView. We also have Qt
A couple functions that explore stacking BRFs in series with PinkNoise as a source.
A patch I made today that explores GrainSin with feedback with FreqShift and Allpass chain. Mess around with parameters, if you get something nice, let me know :)
I am not sure if anybody else is interested in such a thing but i think it is cool be able to look inside the working of compander inside of SuperCollider. leftchannel=different UGens rightchannel=Compander.ar
A short experiment I did with Pdefs and Pwrand to make a trance-like track focuses on ever-chaning rhythms. I'll post an updated version tomorrow.
Require files in your documents and they will be loaded in if they are one of the search paths. First looks relative to the current document then thought search paths in the order they are added. Add search paths with the *add() method in your star
A draft of performance setup I started working on some time ago. For now I've got simple MIDI controls and buffers that you can granularize. You can read more about it on (sound example): https://mycelialcordsblog.wordpress.com/2015/12/22/performance
A series of consecutive experiments (all results visualised as plots) that try to detect onsets in a noisy signal.
Simple feedback Ndef that can produce variety of sounds by just changing two variables, freq and rt. Feel free to modify the code and let me know what you come up with.
Ndef with feedback where the source gets seperated so it runs through three different effects with LFPulse as volume control. You can get some feedback rhytms out of it.
Seekers are something you should avoid. I put this code through Rakarrack to get some samples for heXon. heXon is a FOSS dual stick arcade shooter available at www.LucKeyProductions.nl
A couple of rhythmic noise generating functions. All based on the top one.
shortcuts to get function variables/arguments state as dictionary
A unfinished noise piece. Based on two chaotic UGens and some granularization.
A composition for EP - Lost Among the Atoms
It take groups of 10 decimals from Pi and use each number as an index in arrays of patterns. If you are bored by pi, you can try other numbers
Oops! I use store the tempo in ~t so my Ndefs are always synced to the tempo but I often forget to remove it when sharing
I get an error when I try to run any of the Ndefs Deleting ~t fixes it. Sounds nice, especially the 2nd one :)
Routine that randomly changes parameters of the glitch function. It is a basis for one of the tracks for 'Lost Among the Atoms' Noise/Glitch EP
Oh! You're right :D It should've been 1.0.rand Thank you :)
this generate very diverse compositions, tweaking is easy and change a lot the sounds generated, adding better synthdef can improve further the sound. A lot to explore here
I'm sure it's a well known technique, but I found this by accident and I'm amazed by the cool jazzy basslines generated from nowhere
Fantastic work. I did spot one thing though in: var bass = SinOsc.ar(fundFreq!2*(a*1.rand), .... I tried out 1.rand in my SC and it seems to always return 0. So doesn't this mean the "bass" part is never audible. Forgive me if I'm missin
A collection of glitch functions inspired by nathanielvirgo's tweet - You've opened a new world to me :) You can find his function at the very top.
Almost finished composition based on Doppler Effect from 'Operators-Hypot' in the help file. It just needs a couple of finishing touches and a way to terminate it, as it will run forever but after 8 repeates it just takes longer for it to do so.
Another glitch SynthDef with a simple pattern to play it. You can achieve variety of textures with it. From simple tones to noise and wicked basses. Have fun :)
That's why I love SC, I just randomly added code, and everytime something cool come from it! =)
Random texture generator based on 'the perfect frequencies' code with a simple routine to play it.
It is a simple SynthDef I made after having a look at Hasher UGen with a pattern to play it. It creates nice and varied glitch sounds.
I've always wanted a band limited version of the SyncSaw UGen. After taking a look at , I realised it's actually quite easy to implement this in SuperCollider. The paper uses a series of band-limited impulses and then integrates them, but since th
I updated the code so the keys should work on any system. Please let me know if it works (I can only test on OSX)
Oh, I bet the key code is platform dependent. I'll try to make a version that's platform independent! Thanks!