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chuckbeginner
Joined: May 26, 2008 Posts: 29 Location: Asheville NC
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Posted: Mon Oct 13, 2008 10:29 pm Post subject:
bass/kick drums |
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This is the first thing I've done in a while that I wasn't embarassed to show y'all.
Here are two attempts at making low/bass/kick drum sounds. Any feedback on code and sound are welcome.
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kick1.ck |
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414 Bytes |
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655 Time(s) |
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kick2.ck |
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602 Bytes |
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675 Time(s) |
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AllTom
Joined: Oct 15, 2008 Posts: 2 Location: San Francisco
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Posted: Wed Oct 15, 2008 7:57 pm Post subject:
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kick2.ck sounds nice, though kick1.ck sounds like there's clipping (or lag) going on. Do they both sound clear to you? |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Wed Oct 15, 2008 10:27 pm Post subject:
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I like the 'room' idea we've got in these kicks.
this is a nice way to use noise in thie situation.
i really like the sound ^_^
yes, kick1 has some clipping somewhere. |
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chuckbeginner
Joined: May 26, 2008 Posts: 29 Location: Asheville NC
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Posted: Thu Oct 16, 2008 11:28 am Post subject:
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Yes, I do hear some clipping on 1.
I have to confess that I am learning the modeling/synthesis aspect so I can program ChucK, rather than being able to exploit some knowledge I already have. I tried this after reading an article in the archives of soundonsound.com where they talked about different patches to create some different drum sounds for older synths.
I really admire your drums, kijjtaz. Are there any resources/tips/tricks you would recommend? |
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rogan
Joined: Dec 16, 2007 Posts: 83 Location: Urbana, IL
Audio files: 5
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Posted: Fri Oct 17, 2008 7:06 pm Post subject:
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On #2, do you want k.sync to be 2 (FM)? You specify k's frequency, but with 1, it will take the phase of q. As it is, I hear a low warble, more of a sub effect from the oscillators. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Sat Oct 18, 2008 1:25 pm Post subject:
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chuckbeginner: You're doing great.
I really love your sound-mixing idea.
I need to do more trial-and-error sometimes.
I'm inspired. |
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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: Sat Oct 18, 2008 9:35 pm Post subject:
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chuckbeginner wrote: | I really admire your drums, kijjtaz. Are there any resources/tips/tricks you would recommend? |
I am also a member of the kijjaz fan club, good creative stuff and he even wrote some code for me before. Actually a lot of people on this forum inspire me with their particular adventures, and a couple of people have complimented me on my work also. Ahh, community spirit! _________________ "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 Oct 19, 2008 1:25 am Post subject:
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And I'm Inventor's fan club also.
(we should have a more complex data structure for our fanclub system.) |
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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 Oct 19, 2008 3:12 am Post subject:
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Heh, what is this - the mutual admiration society? Ain't we special? _________________ "Let's make noise for peace." - Kijjaz |
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Kassen
Janitor
Joined: Jul 06, 2004 Posts: 7678 Location: The Hague, NL
G2 patch files: 3
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Posted: Sun Oct 19, 2008 2:15 pm Post subject:
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:¬)
I like the stuff you guys are doing so sign me up. _________________ Kassen |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Sun Oct 19, 2008 4:53 pm Post subject:
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hehe.. nice fan base.
me still looking forward to more chuckbeginner bass drum / other drum design ^_^.
i haven't been successful in creating acoustic-like bass drum sound.
i feel that these two examples can imitate some noises that reminds me of the real thing.
this is very nice. |
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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 Oct 19, 2008 7:54 pm Post subject:
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Welcome to the club, Kassen! Have you paid your dues?
Hehe, I paid my dues in the school of hard knocks!
Kijjaz, I was looking at some deep bass drums on my osillyscope and what I noticed was the shape of the waveform. It was actually clipped at the top, and the clipping was sloped down as time progressed. This is characteristic of a slight hig-pass filtering applied after the clipping occurs. I see it on scope probes that need calibration all the time. Perhaps a brief low-frequency pulse waveform, low passed *and* high-passed would give you the deep bass drums you are looking for. The wave wasn't square, it was a pulse. I saw the same basic waveform shape in a few different songs with deep bass drum. Interesting... _________________ "Let's make noise for peace." - Kijjaz |
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rogan
Joined: Dec 16, 2007 Posts: 83 Location: Urbana, IL
Audio files: 5
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Posted: Sun Oct 19, 2008 9:01 pm Post subject:
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Sign me up for the club too. I even made an avatar; a personal first.
@Inventor: This sounds cool. Could you throw up a figure? It could be something fun to try to recreate. |
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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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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Sun Oct 19, 2008 10:32 pm Post subject:
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oh yes. I see the sloped-down pulse wave in there also.
i've seen it many times. yeah, i think it's really nice hard & deep bass.
let's use it to try some new deep punchy bass heheheeh..
i'll post a code when I'm free. thanks. |
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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: Mon Oct 20, 2008 12:30 am Post subject:
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OK guys, I'm gonna sit this one out because I'm working on a chainmaille purse for my ladyfriend. Either for her or I will sell it to finance the EChucK project and make her a better one later.
That's alright, though, we've got rogan and kijjaz on the task force. The Bass drum task force. I did my part now go for it, coders! Make us some thumping ChucK drums in neat little reusable classes that we can all use in our programs, and have a great time doing it! haha.
Maybe this work will be translated into a drums UGen by the Dev team someday. Looking forward to hearing your results!
Les _________________ "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: Mon Oct 20, 2008 1:03 am Post subject:
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I might prefer not to see these drums in the main code,
but would like us to have a web or wiki or something for our community-shared (GPLed) ChucK code..
- - Oh.. sorry, we've already got the wiki at Princeton.
and definitely.. #include feature will help this a lot hehhehe. |
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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: Mon Oct 20, 2008 3:25 am Post subject:
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yeah, ChucK needs a #include for sure _________________ "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: Mon Oct 20, 2008 9:21 pm Post subject:
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kijjaz and rogan, I have noticed two more characteristic features of the drums (well, maybe three).
1. When the drums peak like that with the slanted square, during the interval of the peak *there is no other sound*. That is, the drums *erase* all the other music. Maybe that's why we detect them as being so powerful in the music, they are like little bursts of silence, swamping out everything else. So a good drums class would have an input for other music that would get gated at the upper and lower peaks of the pulses.
2. the angled peaks are surrounded by smaller waves that do not peak in many cases.
3. the shape of the music is dominated by the drums, which have huge rolling sine-wave like shapes that are sometimes clipped and sloped, while the higher frequency stuff is typically riding on top of the drum shape. So in other words the drums are really freaking *loud* compared to all the other music.
Hope that helps you drum heads figure it out! Cheers! _________________ "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: Tue Oct 21, 2008 12:27 am Post subject:
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Sorry guys, I "beat" you to it! Here is a deep bass drum made with just an impulse, a band pass filter, and a clipping Dyno. I threw it together and adjusted the filter parameters (look at that gain!) in a few minutes. I'm looking at it on my scope now, but the phone is in the car so I can't photo it for you just now.
The waveform has the exact squareish characteristic we are looking for, including the negative slope. I presume that the physical dac in my mac has an AC coupling capacitor (DC blocking capacitor) that is giving me the negative slope on the pulse flats, so ChucK didn't have to model that at all.
It sounds like deep bass to me. To use it, add in your audio with a summing gain block just before the Dyno clipper because you want to clip the music off when the drum hits as I described earlier. Enjoy!
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// Bass Drums
// Copyright 2008 Les Hall
// This software is protected by the GNU General Public License
// paramters
// variables
// the patch
Impulse impulse => BPF filter => Dyno clipper => dac;
// patch paramters
100 => filter.freq;
5 => filter.Q;
1000 * 1000 * 1000 => filter.gain;
clipper.limit();
// time loop
while (true) {
100 => impulse.next;
second => 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: Tue Oct 21, 2008 12:38 am Post subject:
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Here is the same bass drum added to the efficient boolean sequencer that I created recently. It makes random drum solos. ChucK it up with strat4.ck for some guitar and drums together.
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Bass Drums with Boolean Sequencer |
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BassDrums2.ck |
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1.37 KB |
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312 Time(s) |
Description: |
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strat4.ck |
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1.84 KB |
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292 Time(s) |
_________________ "Let's make noise for peace." - Kijjaz |
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rogan
Joined: Dec 16, 2007 Posts: 83 Location: Urbana, IL
Audio files: 5
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Posted: Tue Oct 21, 2008 12:41 am Post subject:
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Sweetness. Just as I was getting ready to leave work.
I am getting some major clicking through my headphones, so I passed it through a lowpass at 100:
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// the patch
Impulse impulse => BPF filter => Dyno clipper => LPF numbatwo => dac;
// patch paramters
100 => filter.freq;
5 => filter.Q;
1000 * 1000 * 1000 => filter.gain;
clipper.limit();
100 => numbatwo.freq;
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It definitely has some oomph. |
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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: Tue Oct 21, 2008 12:48 am Post subject:
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coolness. your headphones may not have the bass response to handle a 100 Hz drum beat, you might try upping the frequency of the BPF to 150 or 200. This is fun! _________________ "Let's make noise for peace." - Kijjaz |
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rogan
Joined: Dec 16, 2007 Posts: 83 Location: Urbana, IL
Audio files: 5
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Posted: Tue Oct 21, 2008 12:52 am Post subject:
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Ouchies! That didn't quite work either
I'll have to take a look into it tomorrow........
Night! |
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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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