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411 समाचार
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411 REFERENCE · Wikibooks

Designing Sound in SuperCollider/Running water

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Fig 36.3: random-frequency sines 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 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;