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SuperCollider Code
Fork Code: floating02 patch
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( ~phi = (5.sqrt + 1) /2; //squelchy space dust { var dif, sig, f, curveA, curveB, filterA, filterB, local, local0, local1, gendy, inA, inB, pink; gendy = Gendy1.kr(0.1)!2; pink = PinkNoise.kr()!2; local = LocalIn.kr(2, 1); local0 = local[0]; local1 = local[1]; f = 0.01; curveA = 0.6; curveB = 0.4; dif = ( Blip.ar(f, 11)-(13*Blip.ar(f, 11, 1/13)) ); sig = Limiter.ar(8999999 * LeakDC.ar(dif)); sig = BandSplitter2.ar(sig, 6000 * ((local0).range(0.01, 2)) ); inA = sig[0]; inB = sig[1]; inB = DelayN.ar(inB, 0.5, gendy.range(0, 0.5)); LocalOut.kr(sig); //twinpeak ala hordijk filterA = SVF.ar( (inA+(curveA *inB)), 10000 * ((5*local0).range(0.01, 2)) , 0.3 * pink.lag(0.5).range(1, 1.1) ); filterB = SVF.ar( (-1)*(inB+(curveB * inA)), 800 * ((4*local1).range(0.01, 2)), 0.9 * pink.lag(0.5).range(1, 1.1) ); sig = LeakDC.ar(Limiter.ar((filterA+filterB)/2.5)); }.play; //perc { var dif, sig, f, curveA, curveB, filterA, filterB, local, local0, local1, gendy, inA, inB, pink, pink2; gendy = Gendy1.kr(0.1)!2; local = LocalIn.kr(2, 1); pink = PinkNoise.kr()!2; pink2 = PinkNoise.kr()!2; local0 = local[0]; local1 = local[1]; f = 0.1; curveA = 0.3; curveB = 0.8; dif = ( Dust2.ar(f)-(3*Dust2.ar(f, 1/3)) ); sig = Limiter.ar(9999999 * LeakDC.ar(dif)); sig = BandSplitter2.ar(sig, 2000 ); sig[0] = ((CombC.ar(sig[0], 0.001, (local1/9999999).range(0.0001, 0.001), 2)/3) + (4*sig[0]))/5; LocalOut.kr(sig); //twinpeak ala hordijk inA = sig[0]; inB = sig[1]; inB = DelayN.ar(inB, 0.1, gendy.range(0, 0.1)); filterA = SVF.ar( (inA+(curveA * inB)), (1100/2) * ((3*local0).range(0.01, 2)) , 0.98* pink2.range(0.99, 1.02) ); filterB = SVF.ar( (-1)*(inB+(curveB * inA)), 100 * ((4*local1).range(0.01, 2)), 0.993* pink.range(0.99, 1.005) ); sig = Limiter.ar((filterA+filterB)/3.1); }.play; //fill out the silences with some subtle stereo intrigue {(Crackle.ar(SinOsc.kr(0.02).range(0.4, 2))!2/30)}.play; {{(Crackle.ar(SinOsc.kr(0.02*~phi).range(0.4, 2))/20)}!2}.play; )
code description
Late night patching. Ocean and percussion.
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