| Author | Message | 
 
| kijjaz 
 
  
 Joined: Sep 20, 2004
 Posts: 765
 Location: bangkok, thailand
 Audio files: 4
 
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|  Posted: Thu Feb 19, 2009 5:51 am    Post subject: |    |   
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| Oh.. thanks, you guys. 
 Hey I've just listened to the piece. Really nice and funky snare drum pattern. wow wow nice nice.
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| kijjaz 
 
  
 Joined: Sep 20, 2004
 Posts: 765
 Location: bangkok, thailand
 Audio files: 4
 
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| Inventor Stream Operator
 
  
 Joined: Oct 13, 2007
 Posts: 6221
 Location: near Austin, Tx, USA
 Audio files: 267
 
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|  Posted: Fri Feb 20, 2009 12:56 am    Post subject: |    |   
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| Thank you kijjaz, master of ChucK drums!  I'm going to put this in my KNoW Wave generator right now. _________________
 "Let's make noise for peace." - Kijjaz
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| Inventor Stream Operator
 
  
 Joined: Oct 13, 2007
 Posts: 6221
 Location: near Austin, Tx, USA
 Audio files: 267
 
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|  Posted: Fri Feb 20, 2009 2:15 am    Post subject: |    |   
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| Wow, I'm amazed.  I put your drums in the KNoW Wave generator and it is vastly improved, kijjaz.  I set it up so that all of the drums have their own logic table and if the bass drum has a hit then it hits.  If not, then if the snare drum has a hit then it hits, and so on down the line.  This leads to a wonderful variety of drum sounds that are like a real drummer selecting from the set of drums available.  Very nice.  Thanks, kijjaz! _________________
 "Let's make noise for peace." - Kijjaz
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| kijjaz 
 
  
 Joined: Sep 20, 2004
 Posts: 765
 Location: bangkok, thailand
 Audio files: 4
 
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|  Posted: Sun May 10, 2009 3:10 pm    Post subject: |    |   
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| another simple quite-analog simple snare drum by Phase Modulating a SinOsc with a filtered noise. 
 
  	  | Code: |  	  | Phasor a => SinOsc b => ADSR b_env => Dyno compressor => dac; 1 => b.sync;
 compressor.compress();
 .4 => compressor.thresh;
 10::ms => compressor.attackTime;
 
 Noise c => LPF c_f => ADSR c_env => b;
 1 => b.gain;
 .35 => c.gain;
 c_f.set(220 * 12, 2);
 
 220 => a.freq;
 
 1::ms => b_env.attackTime => c_env.attackTime;
 150::ms => b_env.decayTime;
 120::ms => c_env.decayTime;
 0 => b_env.sustainLevel => c_env.sustainLevel;
 120::ms => b_env.releaseTime => c_env.releaseTime;
 
 while(true)
 {
 1 => b_env.keyOn => c_env.keyOn;
 500::ms => now;
 }
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| Hillaby 
 
  
 Joined: Oct 28, 2009
 Posts: 11
 Location: Hungary
 
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|  Posted: Sat Oct 31, 2009 7:39 am    Post subject: |    |   
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| A quite configurable cymbal sound. 
 It uses disharmonic sine waves and a "violet noise".
 
 
  	  | Code: |  	  | Noise noz => HPF hpf => ADSR adsr => dac; .1=>noz.gain;
 4000=>hpf.freq;
 SinOsc o[10];
 hpf.freq()=>float baseFreq;
 (7000 - baseFreq) / o.cap()=>float freqDiff;
 .2 / o.cap() => float oGain;
 for (0 => int i; i <o> adsr;
 baseFreq + i*freqDiff => o[i].freq;
 oGain => o[i].gain;
 }
 adsr.set(0::ms, 300::ms, .5, 400::ms);
 
 while (1) {
 adsr.keyOn();
 200::ms => now;
 adsr.keyOff();
 800::ms => now;
 }
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 _________________
 Hillaby
 (Szilveszter)
 More music at ReverbNation
 ... at MySpace
 A humble blog
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| Hillaby 
 
  
 Joined: Oct 28, 2009
 Posts: 11
 Location: Hungary
 
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|  Posted: Sat Oct 31, 2009 7:44 am    Post subject: |    |   
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| Ooooh, lt signs messed up, next time I'll use preview. So here it is: 
 
  	  | Code: |  	  | Noise noz => HPF hpf => ADSR adsr => dac; .1=>noz.gain;
 4000=>hpf.freq;
 SinOsc o[10];
 hpf.freq()=>float baseFreq;
 (7000 - baseFreq) / o.cap()=>float freqDiff;
 .2 / o.cap() => float oGain;
 for (0 => int i; i < o.cap(); i++) {
 o[i] => adsr;
 baseFreq + i*freqDiff => o[i].freq;
 oGain => o[i].gain;
 }
 adsr.set(0::ms, 300::ms, .5, 400::ms);
 
 while (1) {
 adsr.keyOn();
 200::ms => now;
 adsr.keyOff();
 800::ms => now;
 }
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| cbit 
 
  
 Joined: Dec 01, 2005
 Posts: 35
 
 
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|  Posted: Tue Nov 17, 2009 9:38 am    Post subject: |    |   
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| I expect that kick drums are well represented here already, but here's a simple exponential-pitch-dropping sine kick. 
 
  	  | Code: |  	  | // Tunable params 360 => float pitchMod;
 50 => float pitchBase;
 0.0015 => float decayConstant;
 400::ms => dur decay;
 
 SinOsc s => ADSR env => dac;
 env.set(1::ms, decay, 0.00000001, decay);
 
 fun float expDecay(float x){
 return 1*Math.exp(-decayConstant*x);
 }
 
 fun void pitchDecay(){
 pitchMod+pitchBase => float currFreq;
 for(0 => int i;currFreq>pitchBase;i++){
 currFreq => s.freq;
 1::samp => now;
 (expDecay(i)*pitchMod)+pitchBase => currFreq;
 }
 }
 
 fun void oontz(){
 0 => s.phase;
 spork ~pitchDecay();
 env.keyOn();
 1::ms=>now;
 env.keyOff();
 }
 
 while(true){
 oontz();
 if(maybe){
 1::second => now;
 } else {
 0.25::second => now;
 }
 }
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 _________________
 http://basementhum.blogspot.com
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| kijjaz 
 
  
 Joined: Sep 20, 2004
 Posts: 765
 Location: bangkok, thailand
 Audio files: 4
 
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|  Posted: Wed Nov 18, 2009 2:18 am    Post subject: |    |   
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| yesterday i was listening to a Minimal Techno artist "Nolens.Volens" live here, i really love the bass sounds. will study how to combine signals to create that kinda rich bass drum sound. |  | 
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| Inventor Stream Operator
 
  
 Joined: Oct 13, 2007
 Posts: 6221
 Location: near Austin, Tx, USA
 Audio files: 267
 
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|  Posted: Wed Nov 18, 2009 9:46 pm    Post subject: |    |   
| 
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| Nice work guys, I want to work with your code as soon as I get time.  Keep on ChucKin' 
 Les
 _________________
 "Let's make noise for peace." - Kijjaz
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| AllTom 
 
 
 Joined: Oct 15, 2008
 Posts: 2
 Location: San Francisco
 
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|  Posted: Sun Feb 07, 2010 3:16 am    Post subject: |    |   
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| kijjaz: awesome |  | 
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| Inventor Stream Operator
 
  
 Joined: Oct 13, 2007
 Posts: 6221
 Location: near Austin, Tx, USA
 Audio files: 267
 
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|  Posted: Sun Feb 07, 2010 3:41 am    Post subject: |    |   
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|  	  | AllTom wrote: |  	  | kijjaz: awesome | 
 
 Welcome to the forum, AllTom.  I've seen some of your posts to the ChucK users group list.
 
 Les
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| gadu 
 
  
 Joined: Nov 21, 2014
 Posts: 5
 Location: Cyprus
 
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|  Posted: Wed Mar 18, 2015 11:27 pm    Post subject: |    |   
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| All of you making a great work. _________________
 -_-
 "The old computing is about what computers can do. The new computing is about what people can do."
 Ben Shneiderman
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