deep sea (jrhb) > let { rand' = Sound.SC3.UGen.Base.rand > ; lfNoise1' = Sound.SC3.UGen.Base.lfNoise1 > ; lfNoise2' = Sound.SC3.UGen.Base.lfNoise2 > ; range s l r = let m = (r - l) * 0.5 in mulAdd s m (m + l) > ; amp = 1 > ; pan = 0 > ; variation = 0.9 > ; n = rand' (uid 0) 7 46 > ; dt1 = 25.0 + rand' (uid 1) (-1.7) 1.7 > ; dt2 = (dt1 + lfNoise2' (uid 0) KR 2) * variation * 0.001 > ; freq = 901 + rand' (uid 2) 0 65 > ; t = impulse AR (recip dt2) 0 * 100 > ; count = pulseCount t 0 > ; mul = count <* n > ; u1 = bpf (mul * t) freq 1 * 0.1 > ; freq2 = freq * ((count `modE` range (lfNoise1' (uid 0) KR 1) 2 20) + 1) > ; u2 = bpf u1 freq2 1 * 0.2 } > in audition (mrg [ detectSilence u2 0.0001 0.2 RemoveSynth > , out 0 (pan2 u2 pan (amp * 10)) ]) { var amp = 1 ; var pan = 0 ; var variation = 0.9 ; var n = Rand.new(7, 46) ; var dt1 = 25.0 + Rand.new(-1.7, 1.7) ; var dt2 = (dt1 + LFNoise2.kr(2)) * variation * 0.001 ; var freq = 901 + Rand.new(0, 65) ; var t = Impulse.ar(dt2.reciprocal, 0, 100) ; var count = PulseCount.ar(t, 0) ; var mul = count < n ; var u1 = BPF.ar(mul * t, freq, 1) * 0.1 ; var freq2 = freq * ((count % LFNoise1.kr(1).range(2, 20)) + 1) ; var u2 = BPF.ar(u1, freq2, 1) * 0.2 ; DetectSilence.ar(u2, 0.0001, 0.2, 2) ; Out.ar(0, Pan2.ar(u2, pan, amp * 10)) }.play