SuperDirt Synths#
These synths are from the SuperDirt sampler designed for TidalCycles.
They cover a lot of what I would call basic sounds thus it is a good idea to study what basic unit generators they rely on.
Note that I simplified them a bit such that no SuperDirt
specific classes are required, e.g. I removed the DirtFreqScale
unit generator which manipulates the fundamental frequency based on \speed
, \accelerate
, and \sustain
.
/*
Frequency scaler with speed like samples have it
Switch on by settig speedFreq > 0
Intermediate values scale proportionally
*/
DirtFreqScale : UGen {
*kr { |speed = 1, accelerate = 0, sustain = 1, speedFreq|
var speedTerm;
speed = speed.abs;
speedFreq = speedFreq ?? { \speedFreq.ir(1) };
speedTerm = Line.kr(speed, speed * (accelerate + 1), sustain);
// linear interpolation between a factor of 1 (speedFreq = 0)
// and of speedTerm (speedFreq = 1)
^speedFreq * (speedTerm - 1) + 1
}
}
In addition, I only list those synths that do not require any extensions. You can find the unchanged source code here.
supergong#
\supergong
is a sum of a fundamental frequency and 14 inharmonic frequencies, consisting of 15 simple sine waves in total.
The higher the frequency of a partial, the shorter its duration and the faster its amplitude decreases.
This is achieved by the tscale
, an array of floating-point numbers.
The implemented formula is:
where \(f\) is the fundamental frequency \freq
, \(d\) is the \decay
, and \(h_i\) is the \(i\)-th harmonic.
Clipping serves as a safeguard to keep values within a reasonable range.
The value decreases quadratically with \(h_i\), meaning that for higher frequencies, the duration defined by tscale
is shorter.
This models the natural phenomenon that high frequencies decay faster than low frequencies.
Similarly, the loudness increases with the frequency of the partials, as represented by ascale
.
A percussive envelope is used.
clip
ensures that \decay
remains in the range [0, 2] and \voice
in the range [0, 4].
The larger the \decay
, the longer the attack and release times.
Similarly, the larger the \voice
, the greater the magnitude of the sine waves, i.e., the loudness increases.
Both relationships are exponential because the human ear perceives loudness and frequency on a logarithmic scale.
Effectively, this generates a metallic, inharmonic sound.
(
SynthDef(\supergong, {
// lowest modes for clamped circular plate
var harmonics = [
1.000, 2.081, 3.414, 3.893, 4.995,
5.954, 6.819, 8.280, 8.722, 8.882,
10.868, 11.180, 11.754, 13.710, 13.715
];
var tscale = 100.0 / \freq.kr(440) / (harmonics**(2-clip(\decay.kr(1), 0, 2)));
var ascale = harmonics**clip(\voice.kr(0),0,4);
var sound = Mix.arFill(15, {arg i;
var env = EnvGen.ar(
Env.perc(
attackTime: 0.01*tscale[i],
releaseTime: 0.5*tscale[i],
level: 0.2*ascale[i]),
timeScale: \sustain.kr(1)*5);
var sig = SinOsc.ar(\freq.kr(440) * harmonics[i]);
env * sig
});
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0)));
}).add
);
(
Pbind(
\instrument, \supergong,
\scale, Scale.majorPentatonic,
\degree, Pseq([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]),
\amp, 0.5,
\dur, 0.5,
\sustain, 1.0
).play
)
super888#
\super888
is a vaguely 808-ish kick drum based on a SinOscFB, that is, a sine oscillator that has phase modulation feedback; its output plugs back into the phase input where the feedback
argument controls the amplitude of phase feedback in radians.
As usual, \sustain
controls the overall duration.
LPF filters very high frequencies to reduce the glitchiness of the sound.
The frequency is modulated using XLine which generates an exponential curve from the start value to the end value.
The start frequency is exponentially mapped from [10;2000] to [1000;8000] but it ends always at the fundamental frequency.
\rate
controls the duration of the frequency sweep.
(
SynthDef(\super808, {
var env, sound, freq, mod;
env = EnvGen.ar(Env.linen(
attackTime: 0.01,
sustainTime: 0,
releaseTime: 1,
level: 0.3,
curve: -3),
timeScale: \sustain.kr(1), doneAction: 2);
env = env * \amp.kr(1.0);
mod = XLine.ar(
start: \freq.kr(440).expexp(10, 2000, 1000, 8000),
end: \freq.kr(440),
dur: 0.025/\rate.kr(1));
sound = LPF.ar(in: SinOscFB.ar(freq: mod, feedback: \voice.kr(0)), freq: 9000);
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \super808,
\freq, Pshuf(Array.series(80, 40, 1)).midicps,
\dur, 0.125,
\sustain, 0.25,
\voice, Pwhite(0.0, 1.0, inf),
\amp, 0.5
).play
)
supersiren#
The \supersiren
SynthDef creates a dynamic siren sound by
Using a variable-width sawtooth wave (VarSaw) as the sound source.
Modulating the amplitude with an envelope that defines the overall shape and duration of the sound.
Modulating the frequency with another envelope to create a rising and falling pitch effect.
Adjusting the width of the sawtooth wave over time to add variation to the sound.
(
SynthDef(\supersiren, {
var env, sound, freqmod;
env = EnvGen.ar(
Env.linen(0.05, 0.9, 0.05, 1, -2),
timeScale: \sustain.kr(1),
doneAction:2
);
env = env * \amp.kr(0);
freqmod = EnvGen.kr(
Env.linen(0.25, 0.5, 0.25, 3, 0),
timeScale: \sustain.kr(1),
doneAction:2
);
sound = VarSaw.ar(
freq: \freq.kr(440) * (1.0 + freqmod),
width: Line.kr(0.05, 1, \sustain.kr(1))
);
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \supersiren,
\freq, Pseq([60, 62, 65, 60, 55], 3).midicps,
\dur, 0.25,
\sustain, 0.15,
\amp, 0.3
).play
)
superkick#
The \superkick
is based on Rumble-San’s implementation as a starting point.
The SinOsc generates the bass, and the WhiteNoise combined with a Line envelopes the percussive click.
\n
controls the kick frequency in a nonstandard way, subtracting 25.5 from the MIDI note \n
.
Note that in Tidal, \n
usually controls the pitch and is assumed to be a MIDI note.
\sustain
affects the overall envelope’s duration.
\pitch1
affects the click frequency by letting higher frequencies through the filter, and \decay
changes the click duration relative to the overall timescale.
(
SynthDef(\superkick, {
var env, sound, dur, clickdur, envFilter;
env = EnvGen.ar(
Env.linen(
attackTime: 0.01,
sustainTime: 0,
releaseTime: 0.5,
level: 1,
curve: -3),
timeScale: \sustain.kr(1), doneAction:2);
sound = SinOsc.ar((\n.kr(60) - 25.5).midicps);
clickdur = 0.02 * \sustain.kr(1) * \decay.kr(1);
envFilter = Line.ar(start: 1, end: 0, dur: clickdur);
sound = sound + (LPF.ar(
in: WhiteNoise.ar(1),
freq: 1500*\pitch1.kr(1)) * envFilter);
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \superkick,
\n, Pshuf(Array.series(80, 40, 0.5)),
\dur, 0.125,
\sustain, 0.25,
\pitch1, Pwhite(0.5, 3.0, inf),
\decay, Pwhite(0.5, 1.5, inf),
).play
)
superclap#
The superclap
represents a clap sound which is created by layering multiple instances of the filtered noise with slight delays to simulate the sound of multiple fingers clapping.
We mix 4 copies of the enclosed sound within Mix
.
Each envelope within the sum has an initial delay spr*(i**(\n.kr(0).clip(0,5)+1))
, instantaneous attack, brief sustain, and quick release for each copy.
sqr
determines the base delay time, calculated as 0.005 * \delay.kr(1)
.
i**(\n.kr(0).clip(0,5)+1)
scales the delay for each instance using the \n
argument, which is clipped between 0 and 5 to ensure a reasonable range.
(
SynthDef(\superclap, {
var env, sound;
var spr = 0.005 * \delay.kr(1);
env = EnvGen.ar(Env.linen(0.01, 0, 0.6, 1, -3),
timeScale: \sustain.kr(1),
doneAction:2
);
sound = BPF.ar(
LPF.ar(
in: WhiteNoise.ar,
freq: 7500 * \pitch1.kr(1)
),
freq: 1500 * \pitch1.kr(1));
sound = Mix.arFill(4, { arg i;
sound * 0.5 * EnvGen.ar(
Env(
levels:[0, 0, 1, 0],
times: [spr*(i**(\n.kr(0).clip(0,5)+1)), 0, 0.04 / \rate.kr(1)]
)
);
});
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \superclap,
\n, Pdup(5, Pshuf([0,1,2,3,4])),
\dur, 0.25,
\sustain, 0.15,
\pitch1, Pwhite(0.1, 3.0, inf),
\decay, Pwhite(0.9, 1.5, inf),
).play
)
superhat#
\superhat
is a hi-hat using Rumble-San’s implementation as a starting point.
(\n/5 + 1).wrap(0.5,2)
makes sure that the result is in [0.5;2].
As stated in the source code: using \n
in a weird way to provide some variation on the frequency.
I am not sure what \n
stands for but looking to the formula it is clear that freq
is in [1000;4000].
And the WhiteNoise is filtered by a low- and highpass filter where the cutoff frequency depends on freq
.
The envelope has a short attack, no sustain and a releaseTime
of 0.3
.
It is basically a percussive envelope and equal to Env.perc(0.01, 0.3, 1, -3)
.
(
SynthDef(\superhat, {
var env, sound, freq;
env = EnvGen.ar(
Env.linen(
attackTime: 0.01,
sustainTime: 0,
releaseTime: 0.3,
level: 1,
curve: -3),
timeScale: \sustain.kr(1), doneAction:2);
freq = 2000 * (\n.kr(10)/5 + 1).wrap(0.5,2);
sound = HPF.ar(LPF.ar(WhiteNoise.ar(1), 3*freq), freq);
sound = sound * \amp.kr(1);
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \superhat,
\n, Pwhite(1.0, 4.0, length: 50),
\dur, 0.25,
\sustain, Pwhite(0.1, 1.0),
\amp, 1.0
).play
)
supersnare#
The \supersnare
is quite similar to the \superhat
but also quite different.
The sound is the sum of two parts: One filtered Pulse where the cutoff frequency of the LPF and a filtered WhiteNoise with a center frequency of 1500 Hz and a cutoff >500 Hz.
In addition, the amplitude of the second part, i.e. the noise, drops dependend on \decay
where the filter cutoff of the first part decreases from 1030 to 30 Hz in 0.2* \sustain
seconds.
Thus, the pulse frequency decreases over time.
Again, \n
brings in some variations and is bound to [0.5;2].
The releaseTime
is doubled compared to \superhat
.
(
SynthDef(\supersnare, {
var env = EnvGen.ar(
Env.linen(
attackTime: 0.01,
sustainTime: 0,
releaseTime: 0.6,
level: 1,
curve: -3),
timeScale: \sustain.kr(1), doneAction:2);
var freq = 100 * (\n.kr(5)/5+1).wrap(0.5,2);
var mod = Line.ar(start: 1030, end: 30, dur: 0.2*\sustain.kr(1));
var env2 = Line.ar(start: 1, end: 0, dur: 0.2 *\decay.kr(1));
var sound1 = LPF.ar(in: Pulse.ar(freq), freq: mod);
var sound2 = BPF.ar(in: HPF.ar(
in: WhiteNoise.ar(1),
freq: 500), freq: 1500) * env2;
var sound = sound1 + sound2;
sound = sound * \amp.kr(1);
Out.ar(\out.kr(0), Pan2.ar(sound, \pan.kr(0), env));
}).add
);
(
Pbind(
\instrument, \supersnare,
\n, Pwhite(1.0, 4.0, length: 50),
\dur, 0.25,
\sustain, Pwhite(0.1, 1.0),
\amp, 1.0,
\decay, Pwhite(0.1, 1.0)
).play
)
TODO