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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Thu Aug 31, 2006 1:37 pm Post subject:
dealing with chaos and patterns in chuck Subject description: chaos for algorithmic composition & sound design |
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i've been into chaos & fractal lately.
actually i love them at first sight when i saw fractal images on a book cover when i'm in 2ndary school.
now the same passion comes back to me again.
i'll be around this thread to share some of my experiments
and ideas on applying chaos, fractal, or math patterns to musical synthesis ideas.
today i had a new idea i didn't tried before.
it's... threesome oscillator.
osc1 => osc2; osc2 => osc3; osc3 => osc1;
(with phase-distortion oscillator sync mode)
i was wondering how i'm gonna control them.
actually.. seeing it explode is cool enough
so here i goes: ..
Code: | // kijjaz-FullNervousSystemScan.ck
// connect threesome to dac
sawosc s1 => dac;
sawosc s2 => pan2 p1 => dac;
sawosc s3 => pan2 p2 => dac;
// make a sandwish
-1 => p1.pan;
1 => p1.pan;
// protect your ear
0.4 => dac.gain;
// set osc sync type to phase-distortion
2 => s1.sync => s2.sync => s3.sync;
// therapeutic gain for all
0.5000008 => s1.gain => s2.gain => s3.gain;
// let the threesome starts
s1 => s2;
s2 => s3;
s3 => s1;
while(true) 1::second => now;
// don't forget to turn off .. lol |
please give me some comments hehe.. (i'm having fun already)
try adjusting gain from 0.5000008 to any other number between 0-1
but somewhere near 0.5 gives interesting sweeps
- kijjaz |
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ultrasine
Joined: Aug 31, 2006 Posts: 16 Location: Europe
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Posted: Fri Sep 01, 2006 2:09 am Post subject:
Re: dealing with chaos and patterns in chuck Subject description: chaos for algorithmic composition & sound design |
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Dude - I don't hear anything.... |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Fri Sep 01, 2006 7:32 am Post subject:
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oh thanks.. i'll try running it on a diffrent machine ^^"
i programmed that on miniAudicle 0.1.3.5 (alpha) on windows.
it generates a messy resonating sweeps for some time.
i'll let some other people test the code also.
- - -
tested on my ubuntu using OSS sound system: i don't here anything .. lol |
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ian-s
Joined: Apr 01, 2004 Posts: 2669 Location: Auckland, New Zealand
Audio files: 42
G2 patch files: 626
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Posted: Fri Sep 01, 2006 1:23 pm Post subject:
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Might be the same bug that makes the text in all your posts turn blue :¬P |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Fri Sep 01, 2006 2:58 pm Post subject:
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after playing with the threesome,
i've noticed about setting an oscillator's sync to 2 (phase-distortion sync)
- triosc, sawosc, sqrosc works fine.
- sinosc doesn't work .. it sounds just like the same, no modulation. |
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ge
Joined: Aug 13, 2006 Posts: 108 Location: Palo Alto, CA
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Posted: Fri Sep 01, 2006 8:06 pm Post subject:
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kijjaz wrote: | after playing with the threesome,
i've noticed about setting an oscillator's sync to 2 (phase-distortion sync)
- triosc, sawosc, sqrosc works fine.
- sinosc doesn't work .. it sounds just like the same, no modulation. |
a bug! Thank you for reporting this. There are some inconsistencies in the sinosc, triosc, pulseosc, sqrosc, and phasor. For example, sync have different meanings as you discovered. I have fixed this. now all oscillators can sync freq to input, phase to input, fm synth. This will mean changes to triosc pulseosc sqrosc which may break some stuff. However, it's better to fix this as soon as possible in 1.2.0.7.
Thanks again! |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Wed Sep 06, 2006 1:06 pm Post subject:
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i've been playing around with some FM idea today..
and i noticed that some little-chaotic FM parameters sounds something like physical modeling..
i guess i can hear some resonant frequency shifting or something..
it sounds quite physical to me heheh.
Code: | sinosc s1 => dac;
0.5 => dac.gain;
sinosc s2 => blackhole;
.055 => s2.freq;
triosc s3 => blackhole;
while(true) {
s1.last() * 440 + 440 => s3.freq;
s2.last() * .5 + .5 => s1.gain => s3.gain;
s3.last() * 1100 + 550 => s1.freq;
1 :: samp => now; }
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this one's more chaotic
but i can feel something resonating in it again
Code: | sinosc s1 => dac;
0.5 => dac.gain;
sinosc s2 => blackhole;
.055 => s2.freq;
triosc s3 => blackhole;
while(true) {
s1.last() * 11000 + 550 => s3.freq;
s2.last() * .5 + .5 => s1.gain => s3.gain;
s3.last() * 550 + 550 => s1.freq;
1 :: samp => now; } |
any more ideas?
controlling these things can be hard sometimes..
sometimes it suddenly stopped after a few chaotic behavior lol..
i like its resonating character so much ^^" |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Tue Nov 07, 2006 3:56 pm Post subject:
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more chaos from FM ideas..
Code: | SinOsc s1 => SinOsc s2 => s1 => dac;
TriOsc s3 => s2;
s1.freq(100); s2.freq(100); s3.freq(150);
s1.sync(2); s2.sync(2);
20 :: second => dur d;
second / samp => float samplerate;
1 => int i;
while(i++) {
( i * 10 / samplerate => s2.gain ) * .1 => s3.gain;
samp => now;
} |
i can feel there's a Ripple in the timbre..
is that something about Bessel Function?
anyway this idea i've just tried gives out really nice FM drone sounds..
i played it while i was taking a nap and it was so hypnotic heheh. |
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chuckles
Joined: Apr 02, 2007 Posts: 72 Location: San Diego, California
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Posted: Mon Jun 11, 2007 3:05 pm Post subject:
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I love these cool little projects...
I would have thought that i would overflow, but apparently its 32 bits. I left it running for 20 minutes or so with a check of i every 20000 increments or so...
After i > 5,000,000 or so it started giving the more interesting timbres...
The manual says that by default floats are double precision. Does the meaning of that depend on what CPU the executable is targeted for? (i.e., 32 or 64 bits?)
kijjaz wrote: | more chaos from FM ideas..
Code: | SinOsc s1 => SinOsc s2 => s1 => dac;
TriOsc s3 => s2;
s1.freq(100); s2.freq(100); s3.freq(150);
s1.sync(2); s2.sync(2);
20 :: second => dur d;
second / samp => float samplerate;
1 => int i;
while(i++) {
( i * 10 / samplerate => s2.gain ) * .1 => s3.gain;
samp => now;
} |
i can feel there's a Ripple in the timbre..
is that something about Bessel Function?
anyway this idea i've just tried gives out really nice FM drone sounds..
i played it while i was taking a nap and it was so hypnotic heheh. |
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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: Tue Jun 12, 2007 4:46 am Post subject:
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chuckles wrote: | The manual says that by default floats are double precision. Does the meaning of that depend on what CPU the executable is targeted for? (i.e., 32 or 64 bits?)
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That's a realy interesting question. I seem to remember something like that was debated ont he mailing list a LONG time ago but I supose you could also simply ask Ge or Spencer.
If it differes it would be pritty cool to write something in ChucK that'd detect the curent resolution of floats, like that nice trick to detect the sample-rate. _________________ Kassen |
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chuckles
Joined: Apr 02, 2007 Posts: 72 Location: San Diego, California
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Posted: Tue Jun 12, 2007 8:41 am Post subject:
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OK, remember I'm not a programmer...but...the line
What is that for? I don't see that d is used anywhere else in that little program.
kijjaz wrote: | more chaos from FM ideas..
Code: | SinOsc s1 => SinOsc s2 => s1 => dac;
TriOsc s3 => s2;
s1.freq(100); s2.freq(100); s3.freq(150);
s1.sync(2); s2.sync(2);
20 :: second => dur d;
second / samp => float samplerate;
1 => int i;
while(i++) {
( i * 10 / samplerate => s2.gain ) * .1 => s3.gain;
samp => now;
} |
i can feel there's a Ripple in the timbre..
is that something about Bessel Function?
anyway this idea i've just tried gives out really nice FM drone sounds..
i played it while i was taking a nap and it was so hypnotic heheh. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Thu Jun 14, 2007 3:53 pm Post subject:
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Ahhh that d ?
maybe i was preparing it for using later elsewhere but -_-"
it didn't do a thing there -_- sorry hahha -_-" |
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