«Cars» by DSastre

on 22 Nov'12 11:17 in machinecarengine

A "toy" engine, a four cylinder engine with slugging speed and an advanced engine example. Based on pure data code from the book "Designing Sound" by Andy Farnell. (Chapter 45)

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//Fig 45.3: A "toy" engine
//Instead of using a toggle object to simulate the break, the same functionality is implemented by moving the mouse cursor into the right or left half of the screen.

(
{
        var toy, toggle, noise;
 
        toggle = MouseX.kr(0,1).round(1);
 
        toy = BPF.ar(WhiteNoise.ar, 9, 15.reciprocal); 
        toy = (toggle * toy);
        toy = (toy + (SinOsc.ar(9) * K2A.ar(Select.kr(toggle, [1,0])))) * 600;
        toy = Clip.ar(toy, 0, 1);
        toy = (toy - OnePole.ar(toy, exp(-2pi * (10 * SampleDur.ir))));
        toy = OnePole.ar(toy, exp(-2pi * (30 * SampleDur.ir)));
 
        noise = WhiteNoise.ar;
        noise = (noise - OnePole.ar(noise, exp(-2pi * (1000 * SampleDur.ir))));
        noise = BPF.ar(noise, 590, 4.reciprocal);
 
        toy = toy * noise; 
 
        toy = BPF.ar(toy, [470, 780, 1024], [8, 9, 10].reciprocal).sum;
        toy = (toy - OnePole.ar(toy, exp(-2pi * (100 * SampleDur.ir))));
        toy = (toy * 2).dup;
 
}.play;
)



//Fig 45.4/45.5: A four cylinder engine with slugging speed

(
{
        var jitterEngine, noise, bufferA, bufferB, fourstroke, engineSpeed;
 
        bufferA = LocalBuf(44100, 1); 
        bufferB = LocalBuf(44100, 1); 
 
        engineSpeed = MouseX.kr(0,1);
 
        noise = WhiteNoise.ar;
        noise = OnePole.ar(noise, exp(-2pi * (20 * SampleDur.ir)));
        noise = OnePole.ar(noise, exp(-2pi * (20 * SampleDur.ir)));
        noise = DelTapWr.ar([bufferA, bufferB], [noise * 0.5, noise * 10]);
 
        fourstroke = DelTapRd.ar(bufferA, noise[0], [5, 10, 15, 20]/1000); 
        fourstroke = 
                        LFSaw.ar(OnePole.ar((K2A.ar(engineSpeed) * 40), exp(-2pi * (0.8 * SampleDur.ir))), 1, 0.5, 0.5)
                         + fourstroke
                         - [0.75, 0.5, 0.25, 0];
        fourstroke = (fourstroke * 2pi).cos;
        fourstroke.scope;
 
        fourstroke = 
                        fourstroke 
                        * (DelTapRd.ar(bufferB, noise[1], [5, 10, 15, 20]/1000) + ((1 - engineSpeed) * 15 + 7));
        fourstroke = 1 / ((fourstroke * fourstroke) + 1);
        fourstroke = fourstroke.sum!2 * 0.25;
 
}.play;
)



//Fig 45.8: Advanced Engine
//Advanced engine with multiple transmission paths and warping non-linear waveguide. Contains the subpatches from fig 45.5, 45.6 and 45.7. At the end there is also an example how to control some parameters via a MIDI controller.

(
e = SynthDef(\engine, {
 
        | // arguments range: 0.0 - 1.0         
        mixCylinders   = 0.8,
        mixParabolic   = 0.9,
        engineSpeed    = 0, 
        parabolaDelay  = 0.15,
        warpDelay      = 0.4,
        waveguideWarp  = 0.67,
        wguideFeedback = 0.35,
        wguideLength1  = 0.2,
        wguideLength2  = 0.3,
        wguideWidth1   = 0.5,
        wguideWidth2   = 0.7
        |
 
        // To be able to send arrays as arguments you have to declare them as variables and
        // use NamedControl.kr. Take also a look at the MIDI example at the bottom how to address them. 
        var transDelay = NamedControl.kr(\transDelay, [0.2, 0.3, 0.45]);
        var overtonePhase = NamedControl.kr(\overtonePhase, [0.25, 0.35, 0.5]);
        var overtoneFreq = NamedControl.kr(\overtoneFreq, [0.3, 0.47, 0.38]);
        var overtoneAmp = NamedControl.kr(\overtoneAmp, [0.1, 0.2, 0.2]);
 
        var noise, bufferA, bufferB, bufferTd, fourstroke, phasor, td, parabola, fm1, preFM1, 
        fm2, preFM2, overtone, overtoneDrive, e1b, e2a, e2b, e1a, spacewarp, engine;
 
        engineSpeed = MouseX.kr(0,1);
 
 
        bufferA = LocalBuf(44100, 1); 
        bufferB = LocalBuf(44100, 1); 
        bufferTd = LocalBuf(44100, 1); 
 
 
        noise = WhiteNoise.ar;
        noise = OnePole.ar(noise, exp(-2pi * (20 * SampleDur.ir)));
        noise = OnePole.ar(noise, exp(-2pi * (20 * SampleDur.ir)));
        noise = (DelTapWr.ar([bufferA, bufferB], [noise * 0.5, noise * 30]));
 
        phasor = LFSaw.ar(
                OnePole.ar(K2A.ar(engineSpeed) * 30, exp(-2pi * (0.8 * SampleDur.ir))), 
                1, 0.5, 0.5);
        td = DelTapWr.ar(bufferTd, phasor);
 
        fourstroke = DelTapRd.ar(bufferA, noise[0], [5, 10, 15, 20]/1000, 4); 
        fourstroke = phasor + fourstroke - [0.75, 0.5, 0.25, 0];
        fourstroke = (fourstroke * 2pi).cos;
        fourstroke = fourstroke * (DelTapRd.ar(bufferB, noise[1], [5, 10, 15, 20]/1000, 4) + ((1 - engineSpeed) * 15 + 7));
        fourstroke = 1 / ((fourstroke * fourstroke) + 1);
        fourstroke = fourstroke.sum * mixCylinders;
        fourstroke = fourstroke - OnePole.ar(fourstroke, exp(-2pi * (4 * SampleDur.ir)));
 
 
        parabola = DelTapRd.ar(bufferTd, td, (parabolaDelay * 100)/1000, 1) - 0.5;
        parabola = parabola * parabola * (-4) + 1 * 3 * mixParabolic;
 
 
        preFM1 = DelTapRd.ar(bufferTd, td, (warpDelay * 100)/1000, 1);
        preFM1 = (preFM1 * 2pi).cos;
        preFM2 = K2A.ar(engineSpeed * waveguideWarp);
        preFM2 = OnePole.ar(preFM2, exp(-2pi * (0.2 * SampleDur.ir)));
        fm1 = (1 - preFM1) * preFM2 + 0.5;
        fm2 = (preFM2 * preFM1) + 0.5;
 
 
        overtoneDrive  = overtoneDrive!3;
        overtone = overtone!3;
 
        3.do{|i|
 
                overtoneDrive[i] = DelTapRd.ar(bufferTd, td, (transDelay[i]*100)/1000) * (0.5**(i+1)*32);
                overtoneDrive[i] = Wrap.ar(overtoneDrive[i]);
 
                overtone[i] = overtoneDrive[i].max(overtonePhase[i]) - overtonePhase[i];
                overtone[i] = overtone[i] * (1 - overtonePhase[i]).reciprocal;
                overtone[i] = overtone[i] * ((overtoneFreq[i] * 12) * overtonePhase[i]);
                overtone[i] = Wrap.ar(overtone[i]) - 0.5;
                overtone[i] = (overtone[i] * overtone[i]) * (-4) + 1 * 0.5;
                overtone[i] = (overtone[i] * (1 - overtoneDrive[i])) * (overtoneAmp[i] * 12);
        };
 
 
        # e1b, e2b, e2a, e1a = DelayC.ar(
                in: InFeedback.ar(bus:(10..13)), 
                maxdelaytime: 1,
                delaytime: ((([wguideLength1,wguideWidth1,wguideLength2,wguideWidth2] * 40) 
                        * [fm1,fm1,fm2,fm1])/1000)
        );
 
        OffsetOut.ar(11, e1b + overtone[1]);
 
        e2b = e2b + overtone[2];
        OffsetOut.ar(13, e2b);  
 
        e2a = e2a + overtone[0];
        OffsetOut.ar(10, e2a);
 
        OffsetOut.ar(12, e1a * wguideFeedback + (parabola - OnePole.ar(parabola, exp(-2pi * (30 * SampleDur.ir)))));
 
        spacewarp = e1b + e2b + e2a + e1a;
        spacewarp = spacewarp - OnePole.ar(spacewarp, exp(-2pi * (200 * SampleDur.ir)));
        spacewarp = spacewarp - OnePole.ar(spacewarp, exp(-2pi * (200 * SampleDur.ir)));
 
        engine = (spacewarp + fourstroke)!2 * 0.5;
 
        Out.ar(0, engine);
 
}).play;
)


//For testing so many different parameters at once, a device with multiple controllers is your best friend.

MIDIIn.connectAll;
(
        var transFreq = Array.newClear(3);      
 
        MIDIFunc.cc({ |val, num|
                switch( num, 
                1,      {e.set(\wguideFeedback, (val/128).range(0,1).postln)},
                2,      {e.set(\mixParabolic, (val/128).range(0,1).postln)},
                3,      {e.setn(\overtoneFreq, transFreq.put(0, (val/128).range(0,1)).postln)},
                4,      {e.setn(\overtoneFreq, transFreq.put(1, (val/128).range(0,1)).postln)},
                5,      {e.setn(\overtoneFreq, transFreq.put(2, (val/128).range(0,1)).postln)},
                6,      {e.set(\parabolicDelay, (val/128).range(0,1).postln)},
                7,      {e.set(\warpDelay, (val/128).range(0,1).postln)},
                8,      {e.set(\waveguideWarp, (val/128).range(0,1).postln)},
                )       
        });
 
)



// code also available here:
// http://en.wikibooks.org/wiki/Designing_Sound_in_SuperCollider/Cars
raw 8061 chars (focus & ctrl+a+c to copy)
comments
grirgz user 30 Nov'12 12:17

I add this tag so we can retrieve others codes from this book