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{

// below we declare our variables with 'var'


var input, fBLoopIn, fBLoopOut, processing, speed;

speed = LFNoise0.kr(0.5, 2, 2.05);


// input is our sound source, a little noise -- note the lowered amplitude
// of 0.15
input = Crackle.ar(1.5,0.15);
// fBLoopIn is our feedback loop insertion point.
fBLoopIn = LocalIn.ar(1);
// in processing, we mix the input with the feedback loop
// the delay time of the DelayN UGen is not controlled by the
// 'speed' variable. The gain is now fixed at 1.1.
processing = input + LeakDC.ar((DelayN.ar(fBLoopIn, 3.5, speed, 1.1)));

// use a resonant low-pass filter that moves at various rates


// determined by the 'speed' variable with frequencies between 400 - 1200
processing = RLPF.ar(processing, LFNoise0.kr(speed, 400, 800), 0.5);

// square off the wave form (distortion)


processing = processing.clip;

// fBLoopOut is our feedback loop output point


fBLoopOut = LocalOut.ar(processing);

// Out routes the audio to the speakers. the square brackets send the output to both left
// and right channels.
Out.ar([0,1], processing);

}.play

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