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 Forum index » DIY Hardware and Software » ChucK programming language
Collecting ChucK drum sound designs
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kijjaz



Joined: Sep 20, 2004
Posts: 765
Location: bangkok, thailand
Audio files: 4

PostPosted: Thu Feb 19, 2009 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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

PostPosted: Thu Feb 19, 2009 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this is the updated Noise+Sine Bass Drum, Snare Drum, Hi Hat machine
This time, it's a class now, so I guess it's pretty easy to start running.
Here's the source code and test code of the version 0.2 prototype


kjz_BDSDHH-0.2proto.ck
 Description:
Noise+Sine Bass Drum, Snare Drum, Hi Hat machine ver. 0.2 prototype

Download
 Filename:  kjz_BDSDHH-0.2proto.ck
 Filesize:  5.41 KB
 Downloaded:  909 Time(s)

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Inventor
Stream Operator


Joined: Oct 13, 2007
Posts: 6221
Location: near Austin, Tx, USA
Audio files: 267

PostPosted: Fri Feb 20, 2009 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you kijjaz, master of ChucK drums! I'm going to put this in my KNoW Wave generator right now.
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Inventor
Stream Operator


Joined: Oct 13, 2007
Posts: 6221
Location: near Austin, Tx, USA
Audio files: 267

PostPosted: Fri Feb 20, 2009 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

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!
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kijjaz



Joined: Sep 20, 2004
Posts: 765
Location: bangkok, thailand
Audio files: 4

PostPosted: Sun May 10, 2009 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

PostPosted: Sat Oct 31, 2009 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

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



Joined: Oct 28, 2009
Posts: 11
Location: Hungary

PostPosted: Sat Oct 31, 2009 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

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

PostPosted: Tue Nov 17, 2009 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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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kijjaz



Joined: Sep 20, 2004
Posts: 765
Location: bangkok, thailand
Audio files: 4

PostPosted: Wed Nov 18, 2009 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

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

PostPosted: Wed Nov 18, 2009 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice work guys, I want to work with your code as soon as I get time. Keep on ChucKin'

Les

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AllTom



Joined: Oct 15, 2008
Posts: 2
Location: San Francisco

PostPosted: Sun Feb 07, 2010 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

kijjaz: awesome
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Inventor
Stream Operator


Joined: Oct 13, 2007
Posts: 6221
Location: near Austin, Tx, USA
Audio files: 267

PostPosted: Sun Feb 07, 2010 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

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

PostPosted: Wed Mar 18, 2015 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

All of you making a great work.
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"The old computing is about what computers can do. The new computing is about what people can do."
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