«techno kick» by Thomas Legacy

on 02 Oct'19 17:51 in technopercussiondrumskickdrumtechno kick

My first submission to this site, with hopefully many more to come. Here's one of the first real sounds I've synthesized that I've thought sounded good: a techno kick influenced by the style of artists like Introversion.

Feedback appreciated! I'm still awfully new to all of this.

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TempoClock.default.tempo_(140/60);

(
SynthDef(\technokick, {
	| freq=51.913087197493, amp=0.5, rel=0.28571428571429, out=0, click=0.008, spread=0.1, damp=0.6 gate=1 |
	var sig, env1, aEnv, env2, wEnv, vEnv, low, high, dry, verb, verbHi, verbLo;
	// env.ar is really good for this since thie envelopes are so short
	env1 = EnvGen.ar(Env.adsr(0,0.1,0,0, curve: -4, bias: 1)); // initial attack
	env2 = EnvGen.ar(Env.adsr(0,click,0,0,32, bias:1)); // click adder
	aEnv = EnvGen.kr(Env.perc(0.005, rel/1.75, curve: 2)); // amplitude
	wEnv = EnvGen.ar(Env.adsr(0,0.01,0,0, curve: -4));

	vEnv = EnvGen.kr(Env.adsr(rel, rel/2, 1, 0.01, curve: 3),
		gate, doneAction: Done.freeSelf); // for reverb
	// separate signals for extra processing
	low  = SinOsc.ar(freq * env1 * env2);
	high = WhiteNoise.ar() * wEnv * 0.6;
	high = BBandPass.ar(high, 1000, 2);
	dry = Mix.new([low, high]) * aEnv;
	dry = CrossoverDistortion.ar(dry * 0.3, 0.9, 1);
	// dry = dry * 0.25;
	// equalizer
	dry = BPeakEQ.ar(dry, 5500, db: 10);
	dry = BPeakEQ.ar(dry, 360, db: -12, rq: 2);
	dry = BLowShelf.ar(dry, 300, db: 6).distort;
	// compression
	dry = Compander.ar(dry, dry, thresh: 0.5,
		slopeBelow: 1.75, slopeAbove: 0.75,
		clampTime: 0.002, relaxTime: 0.1, mul: 5);
	// finalize dry signal
	dry = Pan2.ar(dry * aEnv);
	// create reverb signal
	// verb = FreeVerb2.ar(dry[0],dry[1],mix: 1,room: 1, damp: 1).distort * vEnv;
	verb = GVerb.ar(dry, roomsize: 10, revtime: 5,
		damping: damp, drylevel: 0, earlyreflevel: 0.5, taillevel: 1,
		maxroomsize: 100, mul: 1) ;
	// Sum the double stereo output into a single stereo one
	verb = verb.sum;
	// eq

	verb = BLowPass.ar(verb, 400+freq,2);

	// Reduce stereo spread, and balance audio to be level no matter the spread (more or less)
	verbHi = BHiPass.ar(verb, 200);
	verbHi = Balance2.ar(verbHi[0] + (verbHi[1] * spread), // left
		verbHi[1] + (verbHi[0] * spread), level: 0.5 + (1-spread)); // right
	// Keep low frequencies in mono
	verbLo = BLowPass.ar(verb, 200);
	verbLo = Balance2.ar(verbLo[0] + verbLo[1], verbLo[1] + verbLo[0], level: 0.5);
	verb = verbHi + verbLo;
	verb = Compander.ar(verb,verb, thresh: 0.5,
		slopeBelow: 1.75, slopeAbove: 0.75,
		clampTime: 0.002, relaxTime: 0.1, mul: 0.25) * vEnv;
	// finalize signals
	sig = dry + verb;
	sig = Compander.ar(sig,sig, thresh: 0.5,
		slopeBelow: 0.59, slopeAbove: 1,
		clampTime: 0.002, relaxTime: 0.1, mul: 1);
	Out.ar(out, sig);
}).add;
)

(
~kickIntro = Pbind(*[
	instrument: \technokick,
	damp: 0.95,
	spread: Pseq([0.9,0.8,0.6,0]),
	click: Pwhite(0.006, 0.008, 4),
	dur: 1,
	midinote: Pseq([60,55,52.5,40]);
]);
~kick = Pbind(*[
	instrument: \technokick,
	spread: Pseq([0.9,0.8,0.6,0], inf),
	click: Pwhite(0.006, 0.008, inf),
	dur: 2,
	legato: 1,
	midinote: Pseq([Pseq([32], 4), Pseq([28], 4)]);
]);

~song = Pseq([~kickIntro, ~kick]);
~song.play(quant: 4);
)
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