> import Data.Char {- base -} > import Sound.SC3 {- base -} SC3 default parameters > g_01 = gendy1 'α' AR 1 1 1 1 440 660 0.5 0.5 12 12 * 0.15 Wandering bass > g_02 = gendy1 'α' AR 1 1 1.0 1.0 30 100 0.3 0.05 5 5 * 0.15 Play me > g_03 = > let x = mouseX KR 100 1000 Exponential 0.1 > g = gendy1 'α' AR 1 1 1.0 1.0 30 100 0.3 0.05 5 5 > in rlpf g 500 0.3 * 0.1 Scream! > g_04 = > let x = mouseX KR 220 440 Exponential 0.1 > y = mouseY KR 0.0 1.0 Linear 0.1 > in gendy1 'α' AR 2 3 1 1 x (8 * x) y y 7 7 *0.3 1 CP = random noise > g_05 = gendy1 'α' AR 1 1 1 1 440 660 0.5 0.5 1 1 * 0.15 2 CPs = an oscillator > g_06 = gendy1 'α' AR 1 1 1 1 440 660 0.5 0.5 2 2 * 0.15 Used as an LFO > g_07 = > 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 'α' KR 2 4 ad dd 3.4 3.5 as ds 10 10 > in sinOsc AR (g * 50 + 350) 0 * 0.3 Wasp > g_08 = > let ad = sinOsc KR 0.1 0 * 0.1 + 0.9 > in gendy1 'α' AR 0 0 ad 1.0 50 1000 1 0.005 12 12 * 0.2 Modulate distributions. Change of pitch as distributions change the duration structure and spectrum > g_09 = > let x = mouseX KR 0 7 Linear 0.1 > y = mouseY KR 0 7 Linear 0.1 > in gendy1 'α' AR x y 1 1 440 660 0.5 0.5 12 12 * 0.2 Modulate number of CPs. > g_10 = > let x = mouseX KR 1 13 Linear 0.1 > in gendy1 'α' AR 1 1 1 1 440 660 0.5 0.5 12 x * 0.2 Self modulation. > g_11 = > let x = mouseX KR 1 13 Linear 0.1 > y = mouseY KR 0.1 10 Linear 0.1 > g0 = gendy1 'α' AR 5 4 0.3 0.7 0.1 y 1.0 1.0 5 5 > in gendy1 'α' AR 1 1 1 1 440 (g0 * 500 + 600) 0.5 0.5 12 x * 0.2 Use SINUS to track any oscillator and take CP positions from it use adParam and ddParam as the inputs to sample. > g_12 = > let p = lfPulse KR 100 0 0.4 > s = sinOsc KR 30 0 * 0.5 > in gendy1 'α' AR 6 6 p s 440 660 0.5 0.5 12 12 * 0.2 Near the corners are interesting. > g_13 = > 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 > in gendy1 'α' AR 6 6 p s 440 660 0.5 0.5 12 12 * 0.2 Texture > g_14 = > let node e = let f = rand e 130 160.3 > r0 = rand ('α',e) 0 6 > r1 = rand ('β',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 'γ' 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 mix (mce (map node (id_seq 10 'δ'))) Try durscale 10.0 and 0.0 too. > g_15 = > let x = mouseX KR 10 700 Linear 0.1 > y = mouseY KR 50 1000 Linear 0.1 > g = gendy1 'α' AR 2 3 1 1 1 x 0.5 0.1 10 10 > in combN (resonz g y 0.1) 0.1 0.1 5 * 0.6