前橋工科大学 - サウンドプログラミング(環境情報デザイン) 2019
TidalCycles応用 – オリジナルの楽器を作成する
ここまでは、TidalCyclesを使用して主にリズムやメロディーなど音のパターンや構造を記述することに注力してきました。使用する音色 (楽器) はSuperDirtであらかじめ用意されたサンプルとシンセを呼び出して使用してきました。
今回はTidalCycleの応用として、自分のオリジナルの音色でTidalCylesから演奏する方法について解説します。
サンプルファイルの追加はとても簡単です。SuperDirtで指定されたフォルダ (Dirt-Samples) 以下に新しくフォルダを作成してそこにサウンドファイルを追加するだけでオリジナルのサンプルを演奏することが可能となります。
オリジナルのSynthの追加は少し複雑です。SuperColliderの”SynthDef”で新規の楽器を定義して、それをTidalCyclesから呼び出します。この方法を用いるとオリジナルのSuperColliderの楽器を演奏することが可能となります。
独自のサンプルやSynthを演奏することで、よりオリジナリティーのあるパフォーマンスが可能となります!
スライド資料
SuperDirt用のSynthDefサンプル
( SynthDef(\superp5str, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, gate=1, pitch1 = 2, voice = 0.5, cutoff= 20000, rq=0.5| var sound; var env = EnvGen.ar(Env.pairs([[0,0],[0.07,1],[0.2,1-decay],[0.95,1-decay],[1,0]], -1), timeScale:sustain, doneAction:2); var lfo, pulse, filter; freq = freq / 2.0; lfo = LFTri.kr(pitch1*[1,1.01],Rand(0,2.0)!2); pulse = Pulse.ar(freq*[1,1.01],lfo*voice+0.5); filter = RLPF.ar(pulse,cutoff,rq); sound = Mix(filter) * 0.5; OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\superlaser, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, voice = 0.03, pitch1 = 4, gate=1| var sound; var env = EnvGen.ar(Env.pairs([[0,0],[0.07,1],[0.2,1-decay],[0.95,1-decay],[1,0]], -1), timeScale:sustain, doneAction:2); var osc1, freqenv, ampenv; freqenv = EnvGen.ar(Env([pitch1,0.1,1,1],[voice,0.01,1.0])); osc1 = LFTri.ar(freq*freqenv); sound = osc1*0.5; OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\superost, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, gate = 1, lforate = 3, lfowidth= 0.1| var sound; var env = EnvGen.ar(Env.adsr(0.01,0.05,0.5,0.1), gate, doneAction:2, timeScale:sustain); var lfo, pulse, filter; freq = freq / 2.0; lfo = LFTri.kr(lforate,Rand(0,2.0)!3); pulse = Pulse.ar(freq*[1,1.01,0.5],lfo*lfowidth+0.5); sound = Mix(pulse); OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\superbass, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, gate=1, cutoff= 800, rq=0.2| var sound; var env = EnvGen.ar(Env.adsr(0.01,0.0,0.9,0.05),gate,doneAction:2, timeScale:sustain); var osc, filter, filterenv; freq = freq / 4.0; osc = Saw.ar(freq); filterenv = EnvGen.ar(Env.adsr(0.0,0.5,0.2,0.2),gate,doneAction:2); filter = RLPF.ar(osc,cutoff*filterenv+100,rq); sound = Mix(filter); OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\supermoog2, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, gate=1, attackTime= 0.2, fenvamount=1.0, cutoff= 10000, voice=2.0| var sound; var env = EnvGen.ar(Env.pairs([[0,0],[0.07,1],[0.2,1-decay],[0.95,1-decay],[1,0]], -1), timeScale:sustain, doneAction:2); var osc, filter, filterenv; freq = freq / 4.0; freq = [freq, freq * 1.001]; osc = Mix(Pulse.ar(freq.lag(0.05)*[1.0,1.001,2.0],Rand(0.45,0.5)!3,0.33)); filterenv = EnvGen.ar(Env.adsr(attackTime,0.0,1.0,0.2),gate,doneAction:2); filter = MoogFF.ar(osc,cutoff*(1.0+(fenvamount*filterenv)), 2.0); sound = (filter * voice).distort; OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\superwho, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, amp = 0.5, gate=1, cutoff=8000, rq=0.8| var sound, fx; var env = EnvGen.ar(Env.pairs([[0,0],[0.07,1],[0.2,1-decay],[0.95,1-decay],[1,0]], -1), timeScale:sustain, doneAction:2); var osc, filter; var basefreq = (((freq/2.0).cpsmidi)+[0,0.1]).midicps; osc = Mix.fill(10,{|i| SinOsc.ar(basefreq*(i+1),0.0,(0.25+(0.75*LFNoise0.kr(10.1+i,0.5,0.5)))/(1.0+(0.5*i)))})*0.2; filter = BLowPass.ar(osc,2000+(amp*cutoff),rq); sound = Mix(filter); fx = BLowPass.ar(BLowPass.ar(sound,SinOsc.ar(0.25,0,5000,5500),0.4),(200+(5000*SinOsc.ar(4.01,0.5,0.5,0.5))),0.6); sound = (sound * 0.7) + (fx * 0.3); OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add ); ( SynthDef(\superrhodes, {|out, speed=1, decay=0, sustain=0.1, pan, accelerate, freq, gate=1, lforate = 4.85, lfowidth= 0.5, cutoff= 2000, rq=0.5| var sound; var pulse, filter, env; pulse = Pulse.ar(freq*[1,33.5.midiratio],[0.2,0.1],[0.7,0.3]); env = EnvGen.ar(Env.adsr(0.0,1.0,0.8,3.0),gate,doneAction:2, timeScale:sustain); filter = BLowPass4.ar(pulse,(cutoff*(env.squared))+200+freq,rq); sound = Mix(filter); OffsetOut.ar(out, DirtPan.ar(sound, ~dirt.numChannels, pan, env)); }).add );