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SuperCollider Code
Fork Code: Ambience Maker
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s.boot; ( Ndef(\ambienceMaker).addSpec(\rWet, [-1, 1, \lin]); Ndef(\ambienceMaker).addSpec(\rateRedux, [0, 1]); Ndef(\ambienceMaker).addSpec(\bits, [1, 32, \lin]); Ndef(\ambienceMaker).addSpec(\bpWet, [0, 1, \lin]); Ndef(\ambienceMaker).addSpec(\bpFreq, \freq); Ndef(\ambienceMaker).addSpec(\bpRq, [0, 2, \lin]); Ndef(\ambienceMaker).addSpec(\hpnoise, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\white, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\pink, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\brown, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\gray, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\dust, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\dustDensity, [1, s.sampleRate/2, \exp]); Ndef(\ambienceMaker).addSpec(\drops, [-48, 0, \db]); Ndef(\ambienceMaker).addSpec(\dropDensity, [1, s.sampleRate/2, \exp]); Ndef(\ambienceMaker).addSpec(\dropDecay, [0.001, 1, \exp]); Ndef(\ambienceMaker).addSpec(\dropFFreq, \freq); Ndef(\ambienceMaker).addSpec(\dropFRq, [0, 2, \lin]); Ndef(\ambienceMaker, { var noise, src; var zeroAmp = 0.0039811; var hpnoise = \hpnoise.kr(1).dbamp - zeroAmp; var hpNFreq = \hpNFreq.kr(1000, 0.1); var white = \white.kr(1).dbamp - zeroAmp; var pink = \pink.kr(1).dbamp - zeroAmp; var brown = \brown.kr(1).dbamp - zeroAmp; var gray = \gray.kr(1).dbamp - zeroAmp; var dust = \dust.kr(1).dbamp - zeroAmp; var dustDensity = \dustDensity.kr(1); var drops = \drops.kr(1).dbamp - zeroAmp; var dropDensity = \dropDensity.kr(1); var dropDecay = \dropDecay.kr(1); var dropFFreq = \dropFFreq.kr(1); var dropFRq = \dropFRq.kr(1); var bpF; var bpWet = \bpWet.kr(0); var bpFreq = \bpFreq.kr(20000, 0.01); var bpRq = \bpRq.kr(1, 0.01); var redux; var rWet = \rWet.kr(0); var rateRedux = \rateRedux.kr(1, 0.01); var bits = \bits.kr(32); hpnoise = {HPF.ar(PinkNoise.ar(hpnoise), hpNFreq)}!2; white = {WhiteNoise.ar(white)}!2; pink = {PinkNoise.ar(pink)}!2; brown = {BrownNoise.ar(brown)}!2; gray = {GrayNoise.ar(gray)}!2; dust = {Dust2.ar(dustDensity, dust)}!2; src = Mix([white, pink, brown, gray, dust, hpnoise]); drops = {Decay.ar(Dust.ar(dropDensity, drops), dropDecay) * PinkNoise.ar}!2; src = Mix([src, drops]); bpF = BPF.ar(src, bpFreq, bpRq); src = SelectX.ar(bpWet, [src, bpF]); redux = Latch.ar(src, Impulse.ar(SampleRate.ir * (rateRedux/2))); redux = redux.round(0.5 ** bits); SelectX.ar(1 + rWet, [src - redux, src, redux]); }) ) Ndef(\ambienceMaker).gui 13280 * 2 ( Ndef('noiseBurst').set('white', -48.0, 'pink', -40.494860819681, 'bpWet', 0.76190476190476, 'bpRq', 1.2910052910053, 'dust', -17.0397263296, 'dropDecay', 0.0066895487869141, 'dustDensity', 4.89136346687, 'bits', 3.952380952381, 'noiseType', 1.1746031746032, 'dropFFreq', 119.89685006379, 'bpFreq', 928.31776672256, 'brown', -36.400703367795, 'dropDensity', 6.7191745397468, 'dropFRq', 0.074074074074074, 'gray', -48.0, 'rateRedux', 0.47619047619048, 'drops', -9.8101205277825, 'rWet', 0.37037037037037); )
code description
Create (atm. constant) wind and rain. Infinite possibilities! Easily expandable! A breeze!
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