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SuperCollider Code
Fork Code: vinyl noise emulation
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code content
( SynthDef.new(\vinylCrackling, { arg out=0; var pop,imp,modImp,midNoise,hiNoise,loNoise,loopTime=8,numChan=2,w,x,y; //Harder pops pop = TDuty.ar(Dseq({ 1.0.bilinrand.abs } ! loopTime,inf)); pop = Resonz.ar(Decay.ar(pop,TRand.ar(0.001,0.1,pop)),Demand.ar(pop,0,Dseq({ 7000.bilinrand.abs+40 } ! loopTime,inf)), mul:Demand.ar(pop,0,Dseq({ exprand(0.1,0.87) } ! loopTime,inf))); pop = LeakDC.ar(pop,TRand.ar(0.9,0.9995,pop)); #w,x,y = PanB2.ar(pop,Demand.ar(pop,0,Dseq({ 1.0.rand2 } ! loopTime,inf))); //Softer, highpass filtered impulses imp = { arg i; HPF.ar(LPF.ar(Dust2.ar(8),8000.0),6000.0,WhiteNoise.ar(0.7)) } ! numChan; //Faster, modulated lowpass filtered impulses modImp = LPF.ar(Dust.ar(LFDNoise3.ar(1).exprange(100,500),LFDNoise3.ar(10).exprange(0.01,0.07)),9000.0) ! numChan; //Mid frequency modulated noise background midNoise = LPF.ar(GrayNoise.ar(LFDNoise3.ar(60))*WhiteNoise.ar(0.009),12000.0) ! numChan; //High frequency modulated noise background hiNoise = HPF.ar(LPF.ar(GrayNoise.ar(LFDNoise3.ar(60))*WhiteNoise.ar(0.01),14000.0),8000.0) ! numChan; //Low frequency modulated noise background loNoise = LPF.ar(BrownNoise.ar(PinkNoise.ar.range(0.001,0.02)),1200) ! numChan; Out.ar(out,DecodeB2.ar(numChan,w,x,y)+imp+modImp+midNoise+hiNoise+loNoise); }).add; ) s.sendMsg('/s_new',\vinylCrackling,a=s.nextNodeID,0,1,\out,0); s.sendMsg('/n_free',a);
code description
Came across this when browsing through my SC files. An attempt at emulating an old, dusty record including pops and crackles.
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