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SuperCollider Code
Fork Code: Super Mario Theme
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/********************************************************* * The legendary Super Mario Theme for SuperCollider * * created by David Hofmann, HfM Karlsruhe, February 2011 * * * * Contains all three voices and percussion sounds * **********************************************************/ ( // global pitch Offset, can be used to transpose the whole song ~pitchOffset = 60; // global duration divisor, can be used to make the song faster or slower ~durParam = 6.5; // *************************** SynthDefs *************************** // SynthDef for the first and second voice SynthDef(\mario, { |out, amp=0.3, freq=440| var snd; snd = LFPulse.ar(freq)!2; snd = snd * EnvGen.ar(Env.linen(0.001, 0.1, 0.03), doneAction:2); OffsetOut.ar(out, snd*amp); }).add; // SynthDef for the bass SynthDef(\bass, { |out, amp=0.5, freq=440| var snd; snd = LFTri.ar(freq)!2; snd = snd * EnvGen.ar(Env.linen(0.001, 0.1, 0.03), doneAction:2); OffsetOut.ar(out, snd*amp); }).add; // SynthDef for percussion sounds SynthDef(\beat, { |out, amp=0.3, sustain=0.01| var snd; snd = WhiteNoise.ar()!2; snd = HPF.ar(snd, 2000); snd = snd * EnvGen.ar(Env.linen(0.005, sustain, 0.01), doneAction:2); OffsetOut.ar(out, snd*amp); }).add; //Synth(\mario); //Synth(\bass); //Synth(\beat, [\sustain, 0.05]); ( { /* Here comes the note and rhythm data. * The overall sequence of the song is: * Intro * Part 1 (2x) * Part 2 (2x) * Part 3 * Intro * Part 1 (2x) * Part 4 (2x) * Part 3 * Intro */ // Pseqs of note lengths. These rhythms are used by voice 1 and 2 commonly, they are always parallel // Intro var times_intro = Pseq([1, 2, 2, 1, 2, 4, 4]); // Part 1 var triplet = Pn(4/3, 3); var times_part1 = Pseq([ Pn(3,3), 2, 2, 1, 2, triplet, 2, 1, 2, 2, 1, 1, 3]); // Part 2 var seq1 = Pseq([Pn(1,3), 2, 2]); var seq2 = Pseq([1, 1, 2, 1, 1, 3]); var times_part2 = Pseq([2, seq1, seq2, seq1, 2, 1, 6, seq1, seq2, 3, 3, 8]); // Part 3 var seq3 = Pseq([1, 2, 2, 1, 2, 1, 2, 1, 4]); var times_part3 = Pseq([ seq3, 1, 2, 2, 1, 1, 9, seq3]); // Part 4 var seq4 = Pseq([1, 2, 3, 2, 1, 2, 1, 4]); var times_part4 = Pseq([seq4, Pn(triplet, 2), 1, 2, 1, 4, seq4, Pn(triplet, 2), 8]); // *************************** Notes for Voice 1 *************************** // Intro var notes_intro_1 = Pseq([Pn(16,3), 12, 16, 19, 7]); // Part 1 var notes_part1_1 = Pseq([12, 7, 4, 9, 11, 10, 9, 7, 16, 19, 21, 17, 19, 16, 12, 14, 11 ]); // Part 2 var nseq1 = Pseq([19, 18, 17, 15, 16]); var nseq2 = Pseq([7, 9, 12, 9, 12, 14]); var notes_part2_1 = Pseq([\rest, nseq1, nseq2, nseq1, Pn(24,3), nseq1, nseq2, 15, 14, 12]); // Part 3 var nseq3 = Pseq([Pn(12,4), 14, 16]); var notes_part3_1 = Pseq([nseq3, 12, 9, 7, Pn(nseq3, 2), 12, 9, 7]); // Part 4 var nseq4 = Pseq([16, 12, 7, 8, 9, 17, 17, 9, 11]); var notes_part4_1 = Pseq([nseq4, Pn(21,3), 19, 17, 16, 12, 9, 7, nseq4, Pn(17,3), 16, 14, 12]); // *************************** Notes for Voice 2 *************************** // Intro var notes_intro_2 = Pseq([Pn(6,5), 7, 7]); // Part 1 var notes_part1_2 = Pseq([4, 0, -5, 0, 2, 1, 0, 0, 7, 11, 12, 9, 11, 9, 2, 5, 2 ]); // Part 2 var nseq5 = Pseq([16, 15, 14, 11, 12]); var nseq6 = Pseq([4, 5, 7, 0, 4, 5]); var notes_part2_2 = Pseq([\rest, nseq5, nseq6, nseq5, Pn(19,3), nseq5, nseq6, 8, 5, 4]); // Part 3 var nseq7 = Pseq([Pn(8,4), 10, 7]); var notes_part3_2 = Pseq([nseq7, 4, 4, 0, Pn(nseq7, 2), 4, 4, 0]); // Part 4 var nseq8 = Pseq([12, 9, 4, 4, 5, 12, 12, 5, 7]); var notes_part4_2 = Pseq([nseq8, Pn(17,3), 16, 14, 12, 9, 5, 4, nseq8, Pn(14,3), 12, 11, 7]); // *************************** Rhythm and notes for the bass *************************** // Intro var notes_intro_bass = Pseq([2, 2, 2, 2, 2, 11, 7-12]); // Part 1 var notes_part1_bass = Pseq([7, 4, 0, 5, 7, 6, 5, 4, 12, 16, 17, 14, 16, 12, 9, 11, 7]-12); // Part 2 var nseq9 = Pseq([0, 7, 12, 5, Pn(12,3), 5, 0]); var notes_part2_bass = Pseq([nseq9, 4, 7, 12, Pn(29,3), 7, nseq9, 8, 10, 12, 7, 7, 0]-12); var seq5 = Pseq([3, 3, 2, 3, Pn(1,3), 2]); var seq6 = Pseq([3, 3, 1, 2, 2]); var times_part2_bass = Pseq([seq5, seq6, 1, 2, 2, seq5, 2, 3, seq6]); // Part 3 var nseq10 = Pseq([8, 15, 20, 19, 12]); var notes_part3_bass = Pseq([nseq10, 7, nseq10, 12, 7, nseq10, 7]-24); var seq7 = Pseq([3, 3, 2]); var times_part3_bass = Pseq([Pn(seq7, 3), 3, 1, 2, 2, Pn(seq7, 2)]); // Part 4 var nseq11 = Pseq([0, 3, 4, 12, 5, 5, 12, 12, 5]); var notes_part4_bass = Pseq([nseq11, 2, 5, 7, 11, 7, 7, 12, 12, 7, nseq11, Pn(7,3), 9, 11, 12, 7, 7, 0]-12); var seq8 = Pseq([3, 1, Pn(2,4), 1, 1, 2]); var times_part4_bass = Pseq([Pn(seq8,3), 3, 1, triplet, 1, 2, 1, 4]); // *************************** Rhythm (times) and sustain lengths (notes) of the percussion track *************************** // Intro var notes_intro_drums = Pseq([5, 1, 5, 1, 5, 5, 5, 1, 1, 1]); var times_intro_drums = Pseq([2, 1, 2, 1, 2, 3, 2, 1, 1, 1]); // Part 1 var notes_part1_drums = Pseq([\rest, 1, 1, 5, 1, 1]); var times_part1_drums = Pseq([2,8/6,4/6,2,8/6,4/6]); // Part 2 has the same drums as part 1 // Part 3 notes are the same as the intro notes var times_part3_drums = Pseq([2, 1, 2, 1, 2, 3, 2, 1, 1, 1]); // Part 4 var notes_part4_drums = Pseq([1, 1, 5, 1]); var times_part4_drums = Pseq([3, 1, 2, 2]); // whole percussion track var drums_notes = Pseq([notes_intro_drums, Pn(notes_part1_drums, 8), Pn(notes_part1_drums, 16), Pn(notes_intro_drums, 4), Pn(notes_part1_drums, 8), Pn(notes_part4_drums, 16), Pn(notes_intro_drums, 4)]/100); // *************************** Pdefs *************************** // Pdef for Voice 1 Pdef(\voice1, Pbind( \instrument, \mario, \dur, Pseq([times_intro, Pn(times_part1, 2), Pn(times_part2, 2), times_part3, times_intro, Pn(times_part1, 2), Pn(times_part4, 2), times_part3, times_intro]/~durParam), \midinote, Pseq([notes_intro_1, Pn(notes_part1_1, 2), Pn(notes_part2_1, 2), notes_part3_1, notes_intro_1, Pn(notes_part1_1, 2), Pn(notes_part4_1, 2), notes_part3_1, notes_intro_1]+~pitchOffset) )).play; // Pdef for Voice 2 Pdef(\voice2, Pbind( \instrument, \mario, \dur, Pseq([times_intro, Pn(times_part1, 2), Pn(times_part2, 2), times_part3, times_intro, Pn(times_part1, 2), Pn(times_part4, 2), times_part3, times_intro]/~durParam), \midinote, Pseq([notes_intro_2, Pn(notes_part1_2, 2), Pn(notes_part2_2, 2), notes_part3_2, notes_intro_2, Pn(notes_part1_2, 2),Pn(notes_part4_2, 2), notes_part3_2, notes_intro_2]+~pitchOffset) )).play; // Pdef for the Bass Pdef(\voice3, Pbind( \instrument, \bass, \dur, Pseq([times_intro, Pn(times_part1, 2), Pn(times_part2_bass, 2), times_part3_bass, times_intro, Pn(times_part1, 2), Pn(times_part4_bass, 2), times_part3_bass, times_intro]/~durParam), \midinote, Pseq([notes_intro_bass, Pn(notes_part1_bass, 2), Pn(notes_part2_bass, 2), notes_part3_bass, notes_intro_bass, Pn(notes_part1_bass, 2),Pn(notes_part4_bass, 2), notes_part3_bass, notes_intro_bass]+~pitchOffset) )).play; // Pdef for the percussion track // it uses the notes both for \degree and \sustain. The \degree mapping is only needed for rests Pdef(\percussion, Pbind( \instrument, \beat, \dur, Pseq([times_intro_drums, Pn(times_part1_drums, 8), Pn(times_part1_drums, 16), Pn(times_part3_drums, 3), times_intro_drums, Pn(times_part1_drums, 8), Pn(times_part4_drums, 16), Pn(times_part3_drums, 3), times_intro_drums]/~durParam), \degree, drums_notes, \sustain, drums_notes )).play; }.value ) )
code description
This is my favourite computer music tune programmed in SuperCollider: The legendary Super Mario theme :)
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