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 Forum index » DIY Hardware and Software » ChucK programming language
bass/kick drums
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kijjaz



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

PostPosted: Tue Oct 21, 2008 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I've just design a quite simple one with these feature:

Main drum body is main with Impulse and LPF again!
Added Noise with decay to simulate the beating sound and noisy vibration
Feed the Noise into a filtered Karplus-Strong algorithm (feedbacked delay) to simulate how the sound travels and loop in the bassdrum.
- - -

The model is still in testing (but shouldn't be any dangerous if the filter values are set properly).
Haven't created into a class, but now should work easily by playing with the im impulse's next function.

Sound can differ very much between different sample rates because the way to implement decay.


20081021kijjaz-BD1.ck
 Description:
kijjaz's Bass Drum 21 Oct 2008 revision 01 prototype

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 Filename:  20081021kijjaz-BD1.ck
 Filesize:  1.29 KB
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Inventor
Stream Operator


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

PostPosted: Tue Oct 21, 2008 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Well done, kijjaz, the drums sounded perfect to me, but when I looked on the scope our clipping waveform wasn't there. So I added a limiting dyno with gain and got back the clipping.

Now, thanks to your noise and feedback and all that kewl stuff, we have a waveform very much like the one in the photo. It starts out with clipping noise and settles into a clipping sinosc, which then decays into an unclipped sinosc. So all of the waveform features are there.

It sounds a bit harsher and cruder with the clipping, but that is what is in the rock songs I listen to. Also note that I added "Gain sum" - the rest of the music should be piped into that summing amp so it gets clipped properly. Do you like my little change?


20081021kijjaz_les_bd1.ck
 Description:
kijjaz's LPF drums with clipping restored

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 Filename:  20081021kijjaz_les_bd1.ck
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"Let's make noise for peace." - Kijjaz
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rogan



Joined: Dec 16, 2007
Posts: 83
Location: Urbana, IL
Audio files: 5

PostPosted: Tue Oct 21, 2008 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet sounds. I like what I'm hearing!
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Inventor
Stream Operator


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

PostPosted: Tue Oct 21, 2008 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, kijjaz added his magic percussion dust all over that one, didn't he? I just had to add gain and clipping to get it back to where it should be, me having a scope and all. I wonder what magic kijjaz will do next? Haha!
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rogan



Joined: Dec 16, 2007
Posts: 83
Location: Urbana, IL
Audio files: 5

PostPosted: Tue Oct 21, 2008 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, man. I got a silly one for you all.

Code:

// Bass Drum 21 Oct 2008 revision 01 prototype
// Copyright 2008 by Kijjasak Triyanond
// This software is protected by the GNU General Public License

// initial values

// bass drum body
Impulse im;
 HPF hpf => LPF lpf => Dyno limiter => SinOsc od => dac;

im => Gain g => Gain g_fb => g => hpf;
g_fb => Gain g_fb_fb => g_fb;

0.5 => g_fb.gain;

50 =>hpf.freq;
100 => lpf.freq;

pi => lpf.gain;
limiter.limit();
limiter.thresh(.1);
limiter.ratio(1000);
limiter.attackTime(30::ms);
55 => limiter.gain;
od.sync(1);

// test code:
.25 => float velocity;
while(true)
{
    velocity => im.next;
    second => now;
    .25 +=> velocity;
    if (velocity > 1) .25 => velocity;
}


Maybe not drum-y, but the feedback makes the OD sine sing.
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chuckbeginner



Joined: May 26, 2008
Posts: 29
Location: Asheville NC

PostPosted: Tue Oct 21, 2008 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

This doesn't sound great through my headphones, but it sounds okay on my speakers. I think it's a passable four-to-the-floor kick for a house song.

Y'all are amazing. Thanks for all the encouragement and feedback.


house_beat.ck
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 Filename:  house_beat.ck
 Filesize:  281 Bytes
 Downloaded:  280 Time(s)


house_beat.ck
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chuckbeginner



Joined: May 26, 2008
Posts: 29
Location: Asheville NC

PostPosted: Tue Oct 21, 2008 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not silly, man.

There are lots of percussive sounds that are cool. I'm pretty much interested in them all. I can definitely imagine that sound being on an early 80s hip-hop/electro track (and I love that era/sound).




rogan wrote:
Oh, man. I got a silly one for you all.

Code:

// Bass Drum 21 Oct 2008 revision 01 prototype
// Copyright 2008 by Kijjasak Triyanond
// This software is protected by the GNU General Public License

// initial values

// bass drum body
Impulse im;
 HPF hpf => LPF lpf => Dyno limiter => SinOsc od => dac;

im => Gain g => Gain g_fb => g => hpf;
g_fb => Gain g_fb_fb => g_fb;

0.5 => g_fb.gain;

50 =>hpf.freq;
100 => lpf.freq;

pi => lpf.gain;
limiter.limit();
limiter.thresh(.1);
limiter.ratio(1000);
limiter.attackTime(30::ms);
55 => limiter.gain;
od.sync(1);

// test code:
.25 => float velocity;
while(true)
{
    velocity => im.next;
    second => now;
    .25 +=> velocity;
    if (velocity > 1) .25 => velocity;
}


Maybe not drum-y, but the feedback makes the OD sine sing.
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