«Make Noise 0-Coast» by bgola
on 18 Feb'21 10:45 inTrying to replicate the Make Noise 0-Coast semi-modular synth design Inspired by https://www.youtube.com/watch?v=gQCmjEgFgS4
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// Trying to replicate the Make Noise 0-Coast semi-modular synth design // by https://bgo.la/ // Inspired by https://www.youtube.com/watch?v=gQCmjEgFgS4 ( Ndef(\nocoast).addSpec(\saturation, [0.2, 12, \lin]); Ndef(\nocoast).addSpec(\fold, [0, 1, \lin]); Ndef(\nocoast).addSpec(\slopeAtt, [-1, 1, \lin]); Ndef(\nocoast).addSpec(\curve, [-10, 10, \lin]); Ndef(\nocoast).addSpec(\rise, [0.01, 4, \lin]); Ndef(\nocoast).addSpec(\fall, [0.01, 4, \lin]); Ndef(\nocoast).addSpec(\dyn, [0, 1, \lin]); Ndef(\nocoast).addSpec(\onset, [0.0, 4, \lin]); Ndef(\nocoast).addSpec(\decay, [0.0, 4, \lin]); Ndef(\nocoast).addSpec(\sustain, [0.0, 1, \lin]); Ndef(\nocoast).addSpec(\contourCurve, [-10, 10, \lin]); Ndef(\nocoast).addSpec(\slopeLoop, [0, 1, \lin, 1]); Ndef(\nocoast).addSpec(\ogate, [0.0, 1, \lin]); Ndef(\nocoast).addSpec(\balance, [-1, 1, \lin]); Ndef(\nocoast).addSpec(\att, [0.1, 2000, \exp, 1]); Ndef(\nocoast, { arg freq=60, clockFreq=1, saturation=1.0, fold=0.3, ogate=1, slopeAtt=0.6, curve=0, rise=0.2, fall=2, dyn=1, onset=0.0, decay=0.4, sustain=1.0, contourCurve=0, slopeLoop=1, balance=0, att=1; var clock = Impulse.ar(clockFreq); var trilfo = LFTri.ar(clockFreq); var sqrlfo = LFPulse.ar(clockFreq); var random = Latch.ar(WhiteNoise.ar, clock); var slope,contour,eoa,eos, osc; var overtone, dynamics, proc, lpf; contour = EnvGen.ar(Env.new([0,1,sustain,0], [onset, decay, decay], contourCurve, 2), ogate); eoa = BinaryOpUGen('==', contour, 1); slope = EnvGen.ar(Env.new([0,0,1,0,0], [0,rise,fall,0], curve, 3, Select.kr(slopeLoop, [2, 0])), ogate | slopeLoop); eos = BinaryOpUGen('==', slope, 0.0); osc = LFTri.ar(freq); overtone = (osc.pow((saturation))).tanh; fold = (fold + (slope*slopeAtt)); fold = fold.clip(0.04,1); proc = Normalizer.ar(Fold.ar(overtone, fold.neg, fold)); contour = contour * dyn; dynamics = LPF.ar(XFade2.ar(osc, proc, balance), contour.linexp(0,1, 20, 20000)) * contour.clip(0,1)!2; dynamics; }).gui; ) // Krell patch: ( Ndef(\nocoast, { arg freq=60, clockFreq=1, satu=1.0, fold=0.3, ogate=1, slopeAtt=0.6, curve=0, rise=0.2, fall=2, dyn=1, onset=0.0, decay=0.4, sustain=1.0, contourCurve=0, slopeLoop=1, balance=0, att=120; var clock = Impulse.ar(clockFreq); var trilfo = LFTri.ar(clockFreq); var sqrlfo = LFPulse.ar(clockFreq); var random = Latch.ar(WhiteNoise.ar, LocalIn.ar(1)); var slope,contour,eoa,eos, osc; var overtone, dynamics, proc, lpf; contour = EnvGen.ar(Env.new([0,1,sustain,0], [onset, decay, decay], contourCurve, 2), ogate); eoa = BinaryOpUGen('==', contour, 1); slope = EnvGen.ar(Env.new([0,0,1,0,0], [0,rise+random,fall+random,0], curve, 3, Select.kr(slopeLoop, [2, 0])), ogate | slopeLoop); eos = BinaryOpUGen('==', slope, 0.0); LocalOut.ar(eos); osc = LFTri.ar(freq + (random*att)); overtone = (osc.pow((satu))).tanh; fold = (fold + (slope*slopeAtt)); fold = fold.clip(0.04,1); proc = Normalizer.ar(Fold.ar(overtone, fold.neg, fold)); slope = slope * dyn; dynamics = LPF.ar(XFade2.ar(osc, proc, balance), slope.linexp(0,1, 20, 20000)) * slope.clip(0,1)!2; dynamics; }).gui; )
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