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 Forum index » DIY Hardware and Software » ChucK programming language
baby's first granular synth
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flies



Joined: May 20, 2008
Posts: 29
Location: NJ

PostPosted: Fri Nov 18, 2011 10:22 am    Post subject: baby's first granular synth
Subject description: am noob - am I reaching too far too fast?
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Hey,

I'm just starting with ChucK, and I'm interested in granular synthesis. In particular, I'm interested to learn how/whether chuck compartmentalizes synthesis and event scheduling. Let's say I want a new grain to be played every N seconds, where N is a random time between 5 and 10 seconds, and I want the grain to be a sine wave of random duration duration X, where X is randomly drawn from 10 to 15 seconds, and random pitch Y. Note that grains overlap.

In pseudocode:
Code:
while (1) {
    waitTime = rand(5 seconds) + 5 seconds;
    wait(waitTime);
    durX = rand(10 seconds) + 5 seconds;
    pitchY = rand(1000 Hz) + 100 Hz;
    newGrain(pitchY, durX);
}

function newGrain(pitch, duration) {
    output = sineWave(pitch, duration);
    pushToAudioStream(output);
    return;
}


Is this easy? does the overlap make it much harder?

(my background: I am an experienced programmer and musician, with nearly 10 years experience in max/msp. I want a music environment where I can use actual code and not graphical programming - I've looked into superCollider but the syntax perplexes me, event processing in particular. I have about zero experience with ChucK itself, but lots of experience with computer music and with computer programming.)
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vrachnasormora



Joined: Mar 22, 2007
Posts: 42
Location: Preveza,Greece

PostPosted: Fri Nov 18, 2011 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi, I think what you're trying to prototype there is super easy for ChucK.One
possible implementation would be:

Code:
dur waitTime, durX;
float pitchY;

while ( true )
{
    Std.rand2f(5., 10.)::second => waitTime;
    waitTime => now;
   
    Std.rand2f(10., 15.)::second => durX;
   
    Std.rand2f(1000., 1100.) => pitchY;
   
    spork~ newGrain( pitchY, durX );
}
   
function void newGrain( float pitch, dur duration )
{
    SinOsc sineWave;
   
    pitch => sineWave.freq;
    0.3 => sineWave.gain;
   
    sineWave => dac;
   
    duration => now;
   
    sineWave =< dac;
}


Cheers,
Andreas
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flies



Joined: May 20, 2008
Posts: 29
Location: NJ

PostPosted: Fri Nov 18, 2011 3:53 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Awesome. this looks really promising. If I can get this going tonight, i'll be very happy.
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flies



Joined: May 20, 2008
Posts: 29
Location: NJ

PostPosted: Tue Nov 22, 2011 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

do you never have to remove the spork'd thread?
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vrachnasormora



Joined: Mar 22, 2007
Posts: 42
Location: Preveza,Greece

PostPosted: Tue Nov 22, 2011 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

You can get the id of the sporked thread:

Code:
( spork~ newGrain( pitchY, durX ) ).id() => int my_id;


then elsewhere removing it from the VM:

Code:
Machine.remove( my_id );


you may need to build an array for these id's in order not to always remove the last sporked thread
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flies



Joined: May 20, 2008
Posts: 29
Location: NJ

PostPosted: Wed Nov 30, 2011 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

iinm, it looks like the
Code:
sineWave  =< dac;
is handling the garbage collection.

Thanks.
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