> Sound.SC3.UGen.Help.viewSC3Help "Gendy1" > Sound.SC3.UGen.DB.ugenSummary "Gendy1" > import Sound.SC3.ID SC3 default parameters > let g = gendy1 AR 1 1 1 1 440 660 0.5 0.5 12 12 > in audition (out 0 (pan2 g 0 0.15)) Wandering bass > let g = gendy1 AR 1 1 1.0 1.0 30 100 0.3 0.05 5 5 > in audition (out 0 (pan2 g 0 0.15)) Play me > let {x = mouseX KR 100 1000 Exponential 0.1 > ;g = gendy1 AR 1 1 1.0 1.0 30 100 0.3 0.05 5 5} > in audition (out 0 (pan2 (rlpf g 500 0.3 * 0.2) 0 0.25)) Scream! > let {x = mouseX KR 220 440 Exponential 0.1 > ;y = mouseY KR 0.0 1.0 Linear 0.1} > in audition (out 0 (pan2 (gendy1 AR 2 3 1 1 x (8 * x) y y 7 7) 0.0 0.3)) 1 CP = random noise > let g = gendy1 AR 1 1 1 1 440 660 0.5 0.5 1 1 > in audition (out 0 (pan2 g 0 0.15)) 2 CPs = an oscillator > let g = gendy1 AR 1 1 1 1 440 660 0.5 0.5 2 2 > in audition (out 0 (pan2 g 0 0.15)) Used as an LFO > let {ad = sinOsc KR 0.10 0 * 0.49 + 0.51 > ;dd = sinOsc KR 0.13 0 * 0.49 + 0.51 > ;as = sinOsc KR 0.17 0 * 0.49 + 0.51 > ;ds = sinOsc KR 0.19 0 * 0.49 + 0.51 > ;g = gendy1 KR 2 4 ad dd 3.4 3.5 as ds 10 10} > in audition (out 0 (pan2 (sinOsc AR (g * 50 + 350) 0) 0.0 0.3)) Wasp > let ad = sinOsc KR 0.1 0 * 0.1 + 0.9 > in audition (out 0 (pan2 (gendy1 AR 0 0 ad 1.0 50 1000 1 0.005 12 12) 0.0 0.2)) Modulate distributions. Change of pitch as distributions change the duration structure and spectrum > let {x = mouseX KR 0 7 Linear 0.1 > ;y = mouseY KR 0 7 Linear 0.1 > ;g = gendy1 AR x y 1 1 440 660 0.5 0.5 12 12} > in audition (out 0 (pan2 g 0 0.2)) Modulate number of CPs. > let {x = mouseX KR 1 13 Linear 0.1 > ;g = gendy1 AR 1 1 1 1 440 660 0.5 0.5 12 x} > in audition (out 0 (pan2 g 0 0.2)) Self modulation. > let {x = mouseX KR 1 13 Linear 0.1 > ;y = mouseY KR 0.1 10 Linear 0.1 > ;g0 = gendy1 AR 5 4 0.3 0.7 0.1 y 1.0 1.0 5 5 > ;g1 = gendy1 AR 1 1 1 1 440 (g0 * 500 + 600) 0.5 0.5 12 x} > in audition (out 0 (pan2 g1 0 0.2)) Use SINUS to track any oscillator and take CP positions from it use adParam and ddParam as the inputs to sample. > let {p = lfPulse KR 100 0 0.4 > ;s = sinOsc KR 30 0 * 0.5 > ;g = gendy1 AR 6 6 p s 440 660 0.5 0.5 12 12} > in audition (out 0 (pan2 g 0 0.2)) Near the corners are interesting. > let {x = mouseX KR 0 200 Linear 0.1 > ;y = mouseY KR 0 200 Linear 0.1 > ;p = lfPulse KR x 0 0.4 > ;s = sinOsc KR y 0 * 0.5 > ;g = gendy1 AR 6 6 p s 440 660 0.5 0.5 12 12} > in audition (out 0 (pan2 g 0 0.2)) Texture > let node e = let {f = rand e 130 160.3 > ;r0 = rand e 0 6 > ;r1 = rand (Data.Char.toUpper e) 0 6 > ;l = rand e (-1) 1 > ;ad = sinOsc KR 0.10 0 * 0.49 + 0.51 > ;dd = sinOsc KR 0.13 0 * 0.49 + 0.51 > ;as = sinOsc KR 0.17 0 * 0.49 + 0.51 > ;ds = sinOsc KR 0.19 0 * 0.49 + 0.51 > ;g = gendy1 AR r0 r1 ad dd f f as ds 12 12 > ;o = sinOsc AR (g * 200 + 400) 0} > in pan2 o l 0.1 > in audition (out 0 (mix (mce (map node ['a'..'i'])))) Try durscale 10.0 and 0.0 too. > let {x = mouseX KR 10 700 Linear 0.1 > ;y = mouseY KR 50 1000 Linear 0.1 > ;g = gendy1 AR 2 3 1 1 1 x 0.5 0.1 10 10} > in audition (out 0 (pan2 (combN (resonz g y 0.1) 0.1 0.1 5) 0.0 0.6))