//----------------------------------------------------------------------------- // name: LiSa-munger3.ck // desc: Live sampling utilities for ChucK // // author: Dan Trueman, 2007 // // 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 lisa[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++ ) { lisa[i].duration(bufferlen); lisa[i].loopEndRec(reclooplen); lisa[i].maxVoices(30); lisa[i].clear(); lisa[i].gain(0.2); // if you want to retain earlier passes through the recording buff when loop recording: // lisa[i].feedback(0.5); lisa[i].recRamp(20::ms); // ramp at extremes of record buffer while recording lisa[i].record(0); s => lisa[i] => dac; } // start recording in buffer 0 lisa[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 lisa[recbuf++].record( 0 ); if( recbuf == 3 ) 0 => recbuf; lisa[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) { lisa[which].getVoice() => int newvoice; //<<>>; if( newvoice > -1 ) { lisa[which].rate(newvoice, rate); lisa[which].playPos(newvoice, Std.rand2f(0., 1.) * reclooplen); lisa[which].rampUp(newvoice, rampup); (grainlen - (rampup + rampdown)) => now; lisa[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 ) { //<<>>; 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; } }