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integer.rb
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integer.rb
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_=nil
bar=1
#with_fx :pitch_shift, pitch_dis: 0.01 do
live_loop :sop do
sync :warm
#Double reverb..... and echo... yup too much..
with_fx((knit :reverb,3, :echo, 1).tick(:fx), room: 0.9, mix: 0.9, damp: 0.5, decay: 16.0) do |r_fx|
with_fx((knit :reverb,3, :none, 1).look(:fx), room: 0.9, mix: 0.9, damp: 0.5, decay: 16.0) do |r_fx|
# sample Sop[/yeh/,[4,4]].tick(:yeh), cutoff: 60, amp: 1.2
end
end
end
live_loop :vocalm do
2.times{sync :warm}
# sample Fraz[/coil/,/c#/,1], cutoff: 60, amp: 1.0
end
live_loop :beat do
with_fx :lpf, cutoff: 100 do
#sync :warm
# shader :iBeat, 0.8
# with_fx(:krush, mix: 0.00000001) do |r_fx|
# sample Abstract[/kick/,12..13].tick, cutoff: 100+rand, amp: 0.5+rand
#end
with_fx(:reverb, room: 0.9, mix: 0.4, damp: 0.5) do |r_fx|
if spread(1,2).tick(:d)
# sample Mountain[/ice/,0..2].tick(:ice), cutoff: 50, amp: 0.4
end
end
sleep 2
end
end
live_loop :slither do
with_fx :lpf, cutoff: 100 do
#sync :warm
sleep 0.25
if spread(1,8).tick
with_fx :bitcrusher, bits: (range 8,12).tick(:bits),mix: 0.1 do
# sample Abstract[/one shot/,8], cutoff: (ring 80,90,100).tick(:c), amp: 0.3
end
end
if spread(1,14).look
#sample Abstract[/one shot/,[9,9]].tick(:s), cutoff: (ring 80,90,100).tick(:c), amp: 0.8, rate: 1
end
if spread(1,16).look
# sample Mountain[/stone/,0], cutoff: 80, amp: 0.2
end
end
end
with_fx :pitch_shift, time_dis: 0.01 do
live_loop :crak do
sample_and_sleep Mountain[/cracklin/, 0], rate: 0.9, amp: 0.5
end
end
live_loop :warm do
notes = ring([:Fs3]).tick(:bassey)
#notes = ring([:Fs3, :AS3, :cs3]).tick(:bassey)
with_fx(:reverb, room: 0.9, mix: 0.4, damp: 0.5) do |r_fx|
with_fx(:pitch_shift, time_dis: 0.01) do
# synth :dsaw, cutoff: 40, note: notes[4], amp: 0.2, decay: 8.0, detune: 12
# synth :growl, cutoff: 80, note: notes[0], amp: 0.4, decay: 4.0, release: 3.0
end
end
s1,s2,s3=_
with_transpose -12 do
sleep 1
# s1 = synth :dark_sea_horn, note: notes[0], cutoff: 50, decay: 8.0, amp: 0.2
# s2 = synth :dark_sea_horn, note: notes[1], cutoff: 50, decay: 8.0, amp: 0.2
end
#s3 = synth :dark_sea_horn, note: notes[2], cutoff: 45, decay: 8.0
n = (ring
:Fs4, _, :Cs4,
:Fs4, _, :Cs4,
:Fs4, _, :Cs4,
:Fs4, :A3, :Cs4,
:A4, _, :E4,
:A4, _, :E4,
:A4, _, :E4,
:A4, :A3, :E4,
# :Cs4, _, :E4,
# :Cs4, _, :E4,
# :Cs4, _, :E4,
# :Cs4, :Cs3, :E4,
# :D4, _, :E4,
# :D4, _, :E4,
# :D4, _, :E4,
# :D4, :Fs3, :Gs4,
# :E4, _, :B3,
# :E4, _, :B3,
# :E4, _, :B3,
# :E4, :Gs3, :B3
)
with_fx :echo, decay: 8.0 do
with_fx(:pitch_shift, time_dis: 0.01) do
with_fx :distortion, mix: 0.7, distort: 0.5 do
with_transpose(12) do
at do
2.times{
z2 = synth :beep, note: (ring _,_,n).look(:notes).tick(:apeg), cutoff: 60, amp: 0.01
z1 = synth :plucked, note: (ring _,_,n.look(:notes), _,_, scale(:fs4, :minor_pentatonic).shuffle.choose).tick(:apeg), cutoff: 50, amp: 0.45
sleep 2
with_transpose(12) do
control z1, note: n
end
}
end
end
end
end
end
7.times{
candidate = scale(:FS3, :minor_pentatonic, num_octaves: 1).drop(1).shuffle.choose
# control s1, note: (ring :FS4, :A4, :Cs3).tick, noise1: ring(32.25).tick(:n1), noise2: 0, amp: 1.0, max_delay: 0.5
if spread(1,7).tick(:s)
shader :iMotion, rrand(0.1, 0.2)
#synth :hollow, note: (ring :Cs3, :E3).tick(:hnotes), decay: 4.0, attack: 1.0, cutoff: 80, release: 4.0, amp: 0.6
with_fx((ring :slicer,:reverb).tick(:play), phase: 0.25*2, probability: 0, wave: 0.0, smooth: 0.5) do
#synth :hollow, note: :A3, decay: 8.0, attack: 1.0
end
with_fx(:slicer, phase: 0.25*2, invert_wave: 1, probability: 0, wave: 0, smooth: 0.5) do
#synth :hollow, note: :E2, decay: 8.0, attack: 1.0
end
end
# s = synth :gpa, note: n.tick(:notes), decay: 0.75, amp: 0.1, wave: 6, note_slide: 0.1
n.tick(:notes)
sleep 1
# control s, note: n.look(:notes)
# with_fx :slicer, phase: 0.25 do
#synth :gpa, note: (ring :Gs4, :E3).tick(:hnotes),
#decay: 0.25, attack: 1.0, cutoff: 80, release: 0.25, amp: 0.9
# end
if spread(1,4).look(:s)
#synth :dsaw, note: :Fs1, cutoff: 40, decay: 1.0
#I'm suspecting this is not coming through....
end
}
end
#end