Piano
Not really a piano, just the cello trick but used with a pulse instead of continuous
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// inspired by https://www.youtube.com/watch?v=Aktb_dmY4vk
// essentially, pass a bandpassed saw wave with vibrato and a bit of noise into a short reverb
//
// It is possible to not do the reverb, as the diffusion it does that creates the sound
// is essentially a number of parallel delays. A chorus of saw waves with random phases
// gives the same effect.
// bit slower, original is 210
ditty.bpm = 140;
input.tuning = 0.5; //min=0.125, max=2, step=0.125
input.soft = 30; //min=0, max=50, step=1
function softclip(x) {
return x < -1 ? -1 : x > 1 ? 1 : 1.5*(1-x*x/3)*x;
}
function varsaw(p, formant) {
let x = p-~~p;
return (x - 0.5) * softclip(formant*x*(1-x)) * 2;
}
const osc = synth.def(
class {
constructor(options) {
// The value of the note argument of the play call is retrievable via options.note.
this.phases = new Float32Array(16).map(_ => Math.random());
this.damping = new Float32Array(16).map(_ => Math.random());
// frequencies
this.freq = midi_to_hz(options.note) * ditty.dt;
// phasor
this.time = 0;
}
process(note, env, tick, options) {
// phasor times
this.time += ditty.dt;
// total
let l = 0.0;
let r = 0.0;
// all saw waves
for (let i = 0; i < this.phases.length; i++) {
// phasor offset
const offset = Math.sin(i + this.time * 2 * Math.PI * 4);
// sample wave
const v = varsaw(
this.phases[i],
this.damping[i] * input.soft * env.value
) * env.value;
// update phase
this.phases[i] += this.freq * input.tuning + offset * ditty.dt * 0. + (i & 8) * ditty.dt * 0.25;
this.phases[i] -= this.phases[i]|0;
// stereo
if (i < this.phases.length / 2) l += v;
else r += v;
}
return [l * 0.707, r * 0.707];
}
}, {
// attack parameters
levels: [0, 1, 0, 0],
times: [0.005, 4, 1],
env: segenv,
}
);
// === original ===
// Forked from "Wizards & Warriors (main menu)" by romaindurand
// https://dittytoy.net/ditty/3066954356
function melodyPattern(notes, baseNote) {
return () => {
for(i = 0; i < notes.length; i++) {
osc.play(notes[i], { duration: 0.5, pan: 0.2 - Math.random() * 0.1 });
sleep(0.5);
osc.play(baseNote, { duration: 0.5, pan: 0.2 - Math.random() * 0.1 });
sleep(0.5);
}
};
}
function simpleMelodyPattern(notes) {
// calculate length for it to sound nice
let lens = new Array(notes.length).fill(0.45);
let last = 0;
// every off note adds to the on length of the last on note
for (let i = 0; i < lens.length; i++) {
if (notes[i] === 0) lens[last] += 0.5;
else last = i;
}
return () => {
for(let i = 0; i < notes.length; i++) {
osc.play(notes[i], { duration: lens[i], pan: -0.2 - Math.random() * 0.1 });
sleep(0.5);
}
};
}
const melodySeq0 = () => {
melodyPattern([d5, e5, f5, g5], a4)();
melodyPattern([bb4, d5, g5, f5], g4)();
melodyPattern([e5, f5], c5)();
melodyPattern([g5, c5], g4)();
melodyPattern([bb4, a4, f5, e5], f4)();
const notes0 = [d5, e5, f5, d5];
melodyPattern(notes0, bb4)();
//same as previous pattern with another base note
melodyPattern(notes0, g4)();
melodyPattern([e5, cs5, e5, cs5], a4)();
melodyPattern([a5, cs5, a5, a5], a4)();
};
const melodySeq1 = () => {
melodyPattern([f5, d5], a4)();
simpleMelodyPattern([f5, g5, a5, a4])();
simpleMelodyPattern([
a5, bb4, d5, bb5, a5, bb4, d5, bb5,
g5, g4, c5, g4, e5, f5, g5, c5,
g5, a4, c5, a5, f5, a4, e5, c5,
f5, bb4, d5, bb4, d5, e5, f5, bb4,
f5, g4, bb4, g4, d5, e5, f5, g4
])();
melodyPattern([f5, cs5, e5, cs5, a5, cs5], a4)();
melodyPattern([a5, a5], cs5)();
};
const melodySeqEnd = simpleMelodyPattern([d5, a4, e5, f5]);
const bassPattern = simpleMelodyPattern([
d3, 0, 0, 0, 0, d3, e3, f3,
g3, 0, 0, 0, 0, g3, a3, bb3,
c4, 0, 0, 0, 0, bb3, a3, g3,
f3, 0, g3, 0, a3, 0, f3, 0,
bb3, 0, 0, 0, 0, c4, bb3, a3,
g3, 0, 0, 0, 0, a3, bb3, g3,
a3, 0, 0, 0, a3, 0, 0, 0,
a3, 0, g3, 0, f3, 0, e3, 0
]);
loop(() => {
melodySeq0();
melodySeq0();
melodySeq1();
melodySeq1();
melodySeqEnd();
melodySeqEnd();
melodySeqEnd();
simpleMelodyPattern([d5, 0, 0, 0])();
}, { name: 'melody', amp: 0.3 });
loop(() => {
sleep(32);
bassPattern();
bassPattern();
bassPattern();
simpleMelodyPattern([d3, 0, 0, 0, 0, 0, 0, 0])();
sleep(4);
}, { name: 'bass', amp: 0.5 });