Designing Sound in SuperCollider/Running water
Appearance
Fig 36.3: random-frequency sines
[edit | edit source]Not a physically realistic model, but notice how it has some of the same aural qualities:
x = {SinOsc.ar(LFNoise0.kr(170).range(800, 2400), 0, 0.3)}.play;
x.free;
Fig 36.4: rising pitches
[edit | edit source]Tweak the above so that the sounds drift in pitch, tending to rise:
(
x = {
var trigs, freq;
trigs = Dust.kr(170);
freq =
// Generally choose from a varied base freq
TExpRand.kr(800, 2000, trigs)
// Wobbly variation
+ LFNoise2.kr(20, mul: 300)
// General tendency for upward rise
+ EnvGen.kr(Env.perc(1).range(0,17), trigs)
;
SinOsc.ar(freq, 0, 0.3)
}.play;
)
x.free;
// hmmm, let's try combining a few of these in parallel.
// do we sound like a river yet?
(
x = {
var trigs, freq;
6.collect{
trigs = Dust.kr(170);
freq =
// Generally choose from a varied base freq
TExpRand.kr(800, 2000, trigs)
// Wobbly variation
+ LFNoise2.kr(20, mul: 300)
// General tendency for upward rise
+ EnvGen.kr(Env.perc(1).range(0,17), trigs)
;
SinOsc.ar(freq, 0, 0.3)
}.mean
}.play;
)
x.free;