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Fork Code: Entropy - Midterm: THX Deep Note Variation (musc-115-thx)
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/******************************************/ /* 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); }; )
code description
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 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
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