sample/LiSa/LiSa_munger3.ck

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//-----------------------------------------------------------------------------
// name: LiSa
// desc: Live sampling utilities for ChucK
//
// author: Dan Trueman, 2007
//
// to run (in command line chuck):
// %> chuck LiSa_readme.ck
//-----------------------------------------------------------------------------
/*
These three example files demonstrate a couple ways to approach granular sampling
with ChucK and LiSa. All are modeled after the munger~ from PeRColate. One of the
cool things about doing this in ChucK is that there is a lot more ready flexibility
in designing grain playback patterns; rolling one's own idiosyncratic munger is
a lot easier.
Example 3 (below) uses the same structure as Example 2, but replicates the groovy
tune munging from the original munger~ helppatch (with pitch transposition filtering
and all!).
*/
//-----------------------------------------------------------------------------
//oscillator as source
SinOsc s=>dac;
s.freq(440.);
s.gain(0.2);
//play the munger song!
Envelope fsmooth => blackhole;
spork ~ playtune(250::ms);
spork ~ smoothtune(20::ms);
//transposition table
[0, 4, 7, -2, 12, 15] @=> int pitchtable[];
//use three buffers to avoid clicks
LiSa l[3];
1::second => dur bufferlen; //allocated buffer size -- remains static
0.1::second => dur reclooplen;//portion of the buffer size to use -- can vary
0 => int recbuf;
2 => int playbuf;
//LiSa params, set
for(0=>int i; i<3; i++) {
l[i].duration(bufferlen);
l[i].loopEndRec(reclooplen);
l[i].maxVoices(30);
l[i].clear();
l[i].gain(0.2);
//if you want to retain earlier passes through the recording buff when loop recording:
//l[i].feedback(0.5);
l[i].recRamp(20::ms); //ramp at extremes of record buffer while recording
l[i].record(0);
s => l[i] => dac;
}
//start recording in buffer 0
l[recbuf].record(1);
//create grains, rotate record and play bufs as needed
//shouldn't click as long as the grainlen < bufferlen
while(true) {
//will update record and playbufs to use every reclooplen
now + reclooplen => time later;
//toss some grains
while (now<later) {
Std.rand2f(0, 6) $ int => int newpitch; //choose a transposition from the table
Std.mtof(pitchtable[newpitch] + 60)/Std.mtof(60) => float newrate;
Std.rand2f(50, 100) * 1::ms => dur newdur; //create a random duration for the grain
//spork off the grain!
spork ~ getgrain(playbuf, newdur, 20::ms, 20::ms, newrate);
//wait a bit.... then do it again, until we reach reclooplen
5::ms => now;
}
//rotate the record and playbufs
l[recbuf++].record(0);
if(recbuf == 3) 0 => recbuf;
l[recbuf].record(1);
playbuf++;
if(playbuf == 3) 0 => playbuf;
}
//for sporking grains; can do lots of different stuff here -- just one example here
fun void getgrain(int which, dur grainlen, dur rampup, dur rampdown, float rate)
{
l[which].getVoice() => int newvoice;
//<<<newvoice>>>;
if(newvoice > -1) {
l[which].rate(newvoice, rate);
l[which].playPos(newvoice, Std.rand2f(0., 1.) * reclooplen);
l[which].rampUp(newvoice, rampup);
(grainlen - (rampup + rampdown)) => now;
l[which].rampDown(newvoice, rampdown);
rampdown => now;
}
}
//the munger song lives! thanks to luke dubois....
fun void playtune(dur notelen)
{
0 => int notectr;
[45, 45, 57, 57, 45, 57, 57, 47, 55, 47, 59, 60, 60, 57, 57, 57] @=> int notes[];
Std.mtof(notes[0]) => fsmooth.value => s.freq;
while (true) {
//<<<notes[notectr]>>>;
Std.mtof(notes[notectr++] + 12) => fsmooth.target;
if(notectr == notes.size()) 0 => notectr;
notelen => now;
}
}
fun void smoothtune(dur smoothtime)
{
fsmooth.duration(smoothtime);
while (true) {
fsmooth.value() => s.freq;
1::ms => now;
}
}