var outputs = new Module.VectorDouble(); var moreoutputs = new Module.VectorDouble();//this data will be used to make an envelope. Value and time to value in ms. var filtered,patch1,patch2,tune,delayed,mixed,ramp,filtered2,noise,pan,more;//a bunch of patch cables var beat,lastbeat, morebeats, morebeats2,lastmorebeats;//some rhythmic elemts // var env = [200,0,0,50];//the kick drum pitch envelope data var env = GetArrayAsVectorDbl([200,0,0,50]); // var env2 = [10000,0,9000,5,0,5];//the hi hat pitch envelope dat var env2 = GetArrayAsVectorDbl([10000,0,9000,5,0,5]); var melody = [600,0,0,650,0,0,400,0,0,425,0,300,0,315,0,315, 0];//the melody data var rhythm1 = [1,0,0,1,0,0,1,0,0,1,0,0,1,0,1,0];//another way of doing a rhythm var a = new maximJs.maxiOsc(); var c = new maximJs.maxiOsc(); var d = new maximJs.maxiOsc(); var e = new maximJs.maxiOsc(); var g = new maximJs.maxiOsc(); var h = new maximJs.maxiOsc(); var i = new maximJs.maxiOsc(); var j = new maximJs.maxiOsc(); var squarewave = new maximJs.maxiOsc();//some oscillators maxiOsc... var b = new maximJs.maxiEnvelope(); var f = new maximJs.maxiEnvelope();//two envelopers var delay = new maximJs.maxiDelayline();//a delay line var myfilter = new maximJs.maxiFilter(); var antia = new maximJs.maxiFilter();// a FAT filter var mymix = new maximJs.maxiMix(); var bobbins = new maximJs.maxiMix();//some panning busses var beats = new maximJs.maxiSample(); function setup() {//some inits outputs.push_back(0); outputs.push_back(0); moreoutputs.push_back(0); moreoutputs.push_back(0); b.amplitude=env.get(0);//starting value for envelope b f.amplitude=env2.get(0);//same for f // beats.load("/Users/chris/src/Maximilian/beat2.wav");//put a path to a soundfile here. Wav format only. loadSample("./beat2.wav", beats); // printf("Summary:\n%s", beats.getSummary());//get info on samples if you like OutputIsArray(true, 2); } function play() {//this is where the magic happens. Very slow magic. if(beats.isReady()){ beat = Math.floor(c.phasor(8));//this oscillator is now a counter morebeats = Math.floor(e.phasor(0.5,0,16));//so is this one patch1 = b.line(4,env);//here's envelope b patch2 = f.line(6,env2);//here's envelop f tune=g.saw(melody[morebeats]*0.25); if (lastbeat!=beat) {//this is a nice sample and hold routine for the kick drum f.trigger(0, env2.get(0));//it runs off the hi hat. if (rhythm1[morebeats]==1) { b.trigger(0, env.get(0));//and gets played when it's time. // console.log("B: " + morebeats); } } lastbeat=beat;//let's start again. It's a loop ramp=i.phasor(0.5,1,2048);//create a basic ramp pan=j.phasor(0.25);//some panning from a phasor (object is equal power) delayed=delay.dl(tune, ramp, 0.9)*0.125;//the delay line //then it all gets mixed. mixed=((a.sinewave(patch1)*0.5)+((d.saw(patch2))*0.125)+(delayed*0.3)*0.5); //add some noise noise=i.noise()*0.25; filtered2=beats.play(1*(1.0/16.0),0,beats.getLength()); // filtered2=beats.play(-1); more=squarewave.pulse(melody[morebeats],pan)*0.05; //filter the noise! this lores takes values between 1 and 100 for res, and freq for cutoff. filtered=myfilter.lores(filtered2, 1+(pan*10000), 10)*0.4; //now we send the sounds to some stereo busses. mymix.stereo(more+mixed+delayed, outputs, 1-pan); bobbins.stereo(filtered, moreoutputs, pan);//invert the pan // mixing output[0]=outputs.get(0)+moreoutputs.get(0);//stick it in the out!! output[1]=outputs.get(1)+moreoutputs.get(1); } }