«Entropy - Midterm: THX Deep Note Variation (musc-115-thx)» by Jonathan Coon
on 30 Oct'14 09:14 inEach of these synths is a variation of SuperCollider code that replicates the TXH Deep Note. A tutorial for replicating the THX Deep Note can be found here: http://www.earslap.com/article/recreating-the-thx-deep-note.html
Listen to the piece here: https://soundcloud.com/jonathan-coon/entropy-thx-variation
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290
/******************************************/ /* Jonathan Coon */ /* THX Deep Note Variation */ /* MUSC 115 - Experimental Sound Design */ /* 10/23/2014 */ /******************************************/ // Each of these synths is a variation of SuperCollider code that replicates the TXH Deep Note // A tutorial for replicating the THX Deep Note can be found at // http://www.earslap.com/article/recreating-the-thx-deep-note.html /*********************************************************/ /* ==================== ARRANGEMENT ==================== */ /*********************************************************/ ( { s.record; 1.wait; ( ~low.play; ~high.play; ); 39.95.wait; ~bees.play; 20.wait; ~buzz.play; 32.wait; ~trem.play; 33.5.wait; ( ~beebot1.play; ~beebot2.play; ); 29.wait; ~end.play; 30.wait; s.stopRecording; }.fork; ) /**********************************************************/ /* ==================== SYNTHESIZERS ==================== */ /**********************************************************/ // Low droning ( ~low = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(10.0, 40.0) }).sort.reverse; // starting with low frequencies deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(10, 40, 0, 10))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * -36.midicps).wrapExtend(numVoices).sort; // low fundamental ending frequency and its octaves deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(10.5, 20), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = ((1 - sweepEnv) * startFreqs) + (sweepEnv * endFreqs); // filtered sawtooth waves snd = BLowPass.ar(Saw.ar(freqs), freq: freqs * 20, rq: 0); // rq is 0 filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 0.1, 1.6, 2, 0], [8, 12, 13, 20.7], [2, 2, -10]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.5, level: ampEnv); Limiter.ar(snd,0.2); }; ) // High-pitched ascension ( ~high = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(10.5, 20), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = ((1 - sweepEnv) * startFreqs) + (sweepEnv * endFreqs); // filtered sawtooth waves snd = BLowPass.ar(Saw.ar(freqs), freq: freqs * 20, rq: 0); // rq is 0 filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 0.1, 1.6, 2, 0], [8, 12, 13, 20.7], [2, 10, -10]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.5, level: ampEnv); Limiter.ar(snd,0.1); }; ) // These bees were killed by static ( ~bees = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(5.5, 6), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = ((1 - sweepEnv) * startFreqs) + (sweepEnv * endFreqs); // filtered sawtooth waves snd = BLowPass.ar(Saw.ar(freqs), freq: freqs * 20, rq: 0.6); // freqs multiplied in BLowPass freq argument to eventually produce static filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 1.6, 2, 0], [6, 13, 4], [2, 2, -2]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.5, level: ampEnv); Limiter.ar(in: snd, level: 0.9); }; ) // Rumbling static transforms into buzz ( ~buzz = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(5.5, 6), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = (((10 - endFreqs) * sweepEnv) + (sweepEnv * startFreqs)); // messed with the freqs array to cause chaos // filtered sawtooth waves snd = BLowPass.ar(SinOsc.ar(freqs), freq: freqs * 6, rq: 0.6); filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 0.1, 1.6, 2, 0], [10, 6, 13, 4], [2, 15, -4]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 1, level: ampEnv); Limiter.ar(snd); }; ) // Increasing tremelo rate into low drone ( ~trem = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * -36.midicps).wrapExtend(numVoices).sort; // low fundamental ending frequency and its octaves deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(100, i/10)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(5.5, 6), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = ((1 - sweepEnv) * startFreqs) + (sweepEnv * endFreqs); // filtered sawtooth waves snd = BLowPass.ar(Pulse.ar(freqs), freq: freqs * 6, rq: 0.6); filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // apply ampEnv, tremelo effect, limiter ampEnv = Env([0, 1.6, 2, 0], [6, 13, 15], [2, 2, -2]).kr(doneAction: 2); snd = Mix(snd.scramble); snd = Pan2.ar(in: snd, pos: SinOsc.ar(freq: Env(levels: [0, 5, 50], times: [10, 10], curve: [0, 0]).kr), level: ampEnv); Out.ar(0, Limiter.ar(snd)); }; ) // Beebot1 and Beebot2 are meant for each other ( ~beebot1 = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(5.5, 6), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = (((1 - endFreqs) * sweepEnv) + (sweepEnv * startFreqs)); // messed with the freqs array to cause chaos // filtered sawtooth waves snd = BLowPass.ar(SinOsc.ar(freqs), freq: freqs * 20, rq: 0.001); // rq is 0.001 filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 1.6, 2, 0], [6, 13, 10], [2, 15, -4]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.5, level: ampEnv); Limiter.ar(snd, 0.5); }; ~beebot2 = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(200.0, 400.0) }).sort.reverse; deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(200, 400, 3, 90))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(5.5, 6), rrand(8.5, 9)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = (((1 - endFreqs) * sweepEnv) + (sweepEnv * startFreqs)); // messed with the freqs array to cause chaos // filtered sawtooth waves snd = BLowPass.ar(SinOsc.ar(freqs), freq: freqs * 10, rq: 0.001); // different filter than beebot1 filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 1.6, 2, 0], [6, 13, 10], [2, 15, -4]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.5, level: ampEnv); Limiter.ar(snd, 0.5); }; ) // Descending into dissonance ( ~end = { var numVoices, startFreqs, deviation1, endFreqs, deviation2, sweepEnv, louderBass, filterFreq, ampEnv, freqs, snd; numVoices = 30; // starting point startFreqs = Array.fill(numVoices, { rrand(20.0, 40.0) }).sort.reverse; // starting with low frequencies deviation1 = startFreqs.collect({|freq| LFNoise2.kr(0.5, freq.linlin(30, 40, 0, 40))}); startFreqs = startFreqs + deviation1; // ending point endFreqs = ([1, 2, 4, 8, 16, 32, 64] * 14.5.midicps).wrapExtend(numVoices).sort; deviation2 = Array.fill(numVoices, {|i| LFNoise2.kr(0.1, i/3)}); endFreqs = endFreqs + deviation2; // glissando envelope sweepEnv = Array.fill(numVoices,{Env( [0, rrand(0.1, 0.2), 1], [rrand(10.5, 11), rrand(15.5, 16)], [rrand(2.0, 3.0), rrand(4.0, 5.0)])}).collect({|env| env.kr}); freqs = ((1 - sweepEnv) * endFreqs) + (sweepEnv * startFreqs); // messed with freqs array in order to descend into dissonance // filtered sawtooth waves snd = BLowPass.ar(Saw.ar(freqs), freq: freqs * 6, rq: 0.6); filterFreq = Env([2000, 3800, 20000], [8, 4], [2, 4]).kr; louderBass = Array.fill(30, {|i| 1.01 - (1/(i+1))}); // louder bass in the beginning snd = BLowPass.ar(snd, freq: filterFreq, rq: 0.5, mul: louderBass); // make it stereo, apply ampEnv, limiter ampEnv = Env([0, 1.6, 2, 0], [10, 13, 4], [2, 2, -2]).kr(doneAction: 2); snd = Splay.ar(snd.scramble, spread: 0.75, level: ampEnv); Limiter.ar(snd); }; )
reception
very interesting!