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  • Hi, Ali- I knew nothing of Csound until you posted this, so thank you for introducing this to the forum. After listening to Missing, I discovered a csound community exists on Bandcamp and Soundcloud so I've been listening to the very interesting works made in part with csound. 

    I suspect what you posted here is a fragment of Missing.  If you have the full work or movement online you can post a link to it in this discussion. Please also say something about your setup, how you composed it and how you made the track. The fragment you posted inspired me look for more csound works, but I would like to hear the whole of Missing.  -Ray

    • Hi Raymond, I am deeply sorry that I was not able to respond to your letter.  I used 'Missing' as part of a collection work later on.  I will post it later.

      How I did it: 

      <CsoundSynthesizer>
      <CsOptions>
      -o dac
      </CsOptions>
      <CsInstruments>
      sr = 44100
      ksmps = 32
      nchnls = 2
      0dbfs = 1
       
       
      ;initialize the global audio variables
      gaBusL init 0
      gaBusR init 0
      ;make the seed for random values each time different
      seed 0
      opcode RandomFreqBlock, S, iiii
      iPitchCount, iFloorFreq, iCeilingFreq, iDuree xin
      puts "\nRandomFreqBlock has worked from hereeeeeeeeeeeeeeeeeee",1
      printf_i "\nRandomFreqBlock is called with iPitchCount = %d, iFloorFreq = %d, iCeilingFreq = %d, iDuree = %d\n",1,iPitchCount, iFloorFreq, iCeilingFreq, iDuree 
       
      loop:
      ;iDur random .1, .3
      iDur = iDuree
      timout 0, iDur, makenote
      reinit loop
      makenote:
      iFreq random iFloorFreq, iCeilingFreq
      iVol random -6, -1; dB
      iPan random 0, 1; random panning for each signal
      aSin oscil3 ampdb(iVol), iFreq, 1
      aEnv transeg 1, iDur, -10, 0; env in a-rate is cleaner
      aAdd = aSin * aEnv
      aL, aR pan2 aAdd, iPan
      gaBusL = gaBusL + aL; add to the global audio signals
      gaBusR = gaBusR + aR
       
       
      xout "RandomFreqBlock finished"
      endop
       
      instr perform
      puts "\nperform begins here",1
      iPitchCount = 10
      iFloorFreq = 300
      iCeilingFreq = 600
      iDuree = 0.2
      Sret RandomFreqBlock, iPitchCount, iFloorFreq, iCeilingFreq, iDuree  
      ;printf_i  "\nreturned var Sa2 = '%s'\n",1, Sa2
      endin
       
      instr perform2
      puts "\nperform2 begins here",1
      iPitchCount = 10
      iFloorFreq = 4500
      iCeilingFreq = 5000
      iDuree = 0.7
      Sret RandomFreqBlock, iPitchCount, iFloorFreq, iCeilingFreq, iDuree  
      ;printf_i  "\nreturned var Sa2 = '%s'\n",1, Sa2
      endin
       
      instr perform3 
      puts "\nperform2 begins here",1
      iPitchCount = 10
      iFloorFreq = 8000
      iCeilingFreq = 10000
      iDuree = 0.07
      Sret RandomFreqBlock, iPitchCount, iFloorFreq, iCeilingFreq, iDuree  
      ;printf_i  "\nreturned var Sa2 = '%s'\n",1, Sa2
      endin
       
      instr 5; reverb of gaBus and output
      aL, aR freeverb gaBusL, gaBusR, .8, .5
      outs aL, aR
      endin
       
      instr 100; clear global audios at the end
      clear gaBusL, gaBusR
      endin
      </CsInstruments>
      <CsScore>
      f 1 0 1024 10 1 .5 .3 .1
      i "perform" 0 30
      i "perform2" 0 30
      i "perform3" 0 30
      i 5 0 30
      i 100 0 30
       
      </CsScore>
      </CsoundSynthesizer>
      ;example by Ali Riza SARAL  
      something like this...  I saved the output of cSound with the -u paramç
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