Designing Sound in SuperCollider/Transporter
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Fig 56.2/3: A sound similar to the Star Trek transporter
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x = {
var beam_envelope, phasor, beam, feedback, transporter, reverb, activateEnv, percEnv, activate, buffer;
buffer = LocalBuf(SampleRate.ir * 0.12);
// feedback has to be 0 at the beginning, to avoid input
// nil before sound has been produced
feedback = 0;
// Activate Sound (fig 56.3)
activateEnv = EnvGen.ar(Env.new([0, 1, 1, 0], [0.01, 0.01, 5]));
percEnv = EnvGen.ar(Env.new([1, 1, 0], [0.01, 0.12]));
activate = (1 - activateEnv * 120 + 775) + (WhiteNoise.ar(0.1) + SinOsc.ar(30, mul:40));
activate = OnePole.ar(activateEnv, exp(-2pi * (30 * SampleDur.ir))) * LFSaw.ar(activate, 1, 0.5, 0.5 );
// adding a percussive shape at the beginning of the sound
activate = (activate + (WhiteNoise.ar * percEnv)) * 3;
activate = Clip.ar(activate, -1, 1);
activate = BPF.ar(activate, [775,1550,2325], 13.reciprocal).sum * 0.5;
// Beam Sound
beam = LFSaw.ar(467.1, 1, 0.5, 0.5 ) - 0.5;
beam = beam - (Wrap.ar(beam) - 0.5);
// two stage FM process
phasor = LFSaw.ar( beam * 6500 + 277, 1, 0.5, 0.5) - 0.5;
beam = beam * (phasor - (Wrap.ar(phasor) - 0.5));
beam = DelTapWr.ar(buffer, beam + (feedback * 0.7));
beam_envelope = Line.ar(0,1,12);
feedback = DelTapRd.ar(buffer, beam,
(1 - beam_envelope * 12 + 1
// flanger effect w/ variable delays spaced 12ms apart [0,12,24]
+ 12 * (0..2))
// DelTapRd requires delaytime in seconds (the equivalence in pd [vd~]
// calculates with miliseconds, for it the division by 1000)
/ 1000,
interp: 4).sum * 0.3;
transporter = (beam_envelope * (-1) + 1).min(beam_envelope) * 4 * feedback;
transporter = (transporter - OnePole.ar(transporter, exp(-2pi * (100 * SampleDur.ir))));
transporter = BPF.ar(transporter,
// whole tone scale
Array.geom(12, 466.164, 1.12247),
[1200, 1100, 930, 910, 880, 840, 800, 760, 720, 680, 640, 620].reciprocal).sum * 12;
reverb = GVerb.ar(transporter + (activate * 0.1), 100, 8, 0.1, 0.9);
reverb = reverb + (activate * 0.5)!2;
}.play
)
x.free;