«Star Trek transporter» by DSastre
on 15 Jul'12 17:50 inbased on pure data code from the book "Designing Sound" by Andy Farnell. (Chapter 56, Practical 33, Transporter)
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( x = { var beam_envelope, phasor, beam, feedback, transporter, reverb, activateEnv, percEnv, activate, buffer; buffer = LocalBuf(SampleRate.ir * 0.12); // feedback has to be 0 at the beginning, to avoid input // nil before sound has been produced feedback = 0; // Activate Sound (fig 56.3) activateEnv = EnvGen.ar(Env.new([0, 1, 1, 0], [0.01, 0.01, 5])); percEnv = EnvGen.ar(Env.new([1, 1, 0], [0.01, 0.12])); activate = (1 - activateEnv * 120 + 775) + (WhiteNoise.ar(0.1) + SinOsc.ar(30, mul:40)); activate = OnePole.ar(activateEnv, exp(-2pi * (30 * SampleDur.ir))) * LFSaw.ar(activate, 1, 0.5, 0.5 ); // adding a percussive shape at the beginning of the sound activate = (activate + (WhiteNoise.ar * percEnv)) * 3; activate = Clip.ar(activate, -1, 1); activate = BPF.ar(activate, [775,1550,2325], 13.reciprocal).sum * 0.5; // Beam Sound beam = LFSaw.ar(467.1, 1, 0.5, 0.5 ) - 0.5; beam = beam - (Wrap.ar(beam) - 0.5); // two stage FM process phasor = LFSaw.ar( beam * 6500 + 277, 1, 0.5, 0.5) - 0.5; beam = beam * (phasor - (Wrap.ar(phasor) - 0.5)); beam = DelTapWr.ar(buffer, beam + (feedback * 0.7)); beam_envelope = Line.ar(0,1,12); feedback = DelTapRd.ar(buffer, beam, (1 - beam_envelope * 12 + 1 // flanger effect w/ variable delays spaced 12ms apart [0,12,24] + 12 * (0..2)) // DelTapRd requires delaytime in seconds (the equivalence in pd [vd~] // calculates with miliseconds, for it the division by 1000) / 1000, interp: 4).sum * 0.3; transporter = (beam_envelope * (-1) + 1).min(beam_envelope) * 4 * feedback; transporter = (transporter - OnePole.ar(transporter, exp(-2pi * (100 * SampleDur.ir)))); transporter = BPF.ar(transporter, // whole tone scale Array.geom(12, 466.164, 1.12247), [1200, 1100, 930, 910, 880, 840, 800, 760, 720, 680, 640, 620].reciprocal).sum * 12; reverb = GVerb.ar(transporter + (activate * 0.1), 100, 8, 0.1, 0.9); reverb = reverb + (activate * 0.5)!2; }.play ) x.free; // code also available here: // http://en.wikibooks.org/wiki/Designing_Sound_in_SuperCollider/Transporter
reception
Ha ha, that's cool, quite a faithful homage to the original sound!