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SuperCollider Code
Fork Code: heavy snare
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( SynthDef(\neurosnare, { var snd; // a percussive click to give it some attack snd = LPF.ar(HPF.ar(WhiteNoise.ar, 300), 8000) * Env.linen(0.001, 0.01, 0.001).ar; // sine sweep body. very important! snd = snd + (SinOsc.ar(Env([400, 196, 160], [0.04, 0.2], \exp).ar) * Env.perc(0.04, 0.2).ar * 6.dbamp).tanh; // sound of snare coils rattling snd = snd + (HPF.ar(BPeakEQ.ar(WhiteNoise.ar, 4000, 0.5, 3), 300) * Env.perc(0.05, 0.2).delay(0.01).ar(2) * -3.dbamp); // another sound sweep to improve the attack, optional snd = snd + (SinOsc.ar(XLine.kr(3000, 1500, 0.01)) * Env.perc(0.001, 0.02).ar); // distortion helps glue everything together and acts as a compressor snd = (snd * 1.4).tanh; snd = Pan2.ar(snd, \pan.kr(0), \amp.kr(0.1)); Out.ar(\out.kr(0), snd); }).add; ) Synth(\neurosnare, [amp: 0.4]);
code description
a very punchy snare in neurofunk style
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