vOsc rate bufpos freq phase Variable wavetable oscillator. A wavetable lookup oscillator which can be swept smoothly across wavetables. All the wavetables must be allocated to the same size. Fractional values of table will interpolate between two adjacent tables. This oscillator requires a buffer to be filled with a wavetable format signal. This preprocesses the Signal into a form which can be used efficiently by the Oscillator. The buffer size must be a power of 2. This can be acheived by creating a Buffer object and sending it one of the "b_gen" messages (sine1, sine2, sine3) with the wavetable flag set to true. This can also be acheived by creating a Signal object and sending it the 'asWavetable' message, saving it to disk, and having the server load it from there. Note about wavetables: VOsc requires the b_gen sine1 wavetable flag to be ON. Allocate and fill tables 0 to 7. > import Sound.SC3 > let { square a = a * a > ; harm i = let { n = square (i + 1) > ; f j = square ((n - j) / n) } > in map f [0 .. n - 1] > ; setup fd i = do { i' <- return (fromIntegral i) > ; async fd (b_alloc i 1024 1) > ; send fd (b_gen i "sine1" (1 + 2 + 4 : harm i')) } } > in withSC3 (\fd -> mapM_ (setup fd) [0 .. 7]) Oscillator at buffers 0 through 7, mouse selects buffer. > let x = mouseX KR 0 7 Linear 0.1 > in audition (out 0 (vOsc AR x (mce [120, 121]) 0 * 0.3)) Reallocate buffers while oscillator is running. > import Control.Monad > import System.Random > let { rrand l r = getStdRandom (randomR (l,r)) > ; rrandl n l r = replicateM n (rrand l r) > ; resetTable fd i = do { h <- rrandl 12 0 1 > ; send fd (b_gen i "sine1" (1 + 2 + 4 : h)) } } > in withSC3 (\fd -> mapM_ (resetTable fd) [0 .. 7])