Inspired by Chad Kirby's SuperCollider2 Warp1 class, which was inspired by Richard Karpen's sndwarp for CSound. A granular time stretcher and pitchshifter.
numChannels |
the number of channels in the soundfile used in bufnum. |
bufnum |
the buffer number of a mono soundfile. |
pointer |
the position in the buffer. The value should be between 0 and 1, with 0 being the beginning of the buffer, and 1 the end. |
freqScale |
the amount of frequency shift. 1.0 is normal, 0.5 is one octave down, 2.0 is one octave up. Negative values play the soundfile backwards. |
windowSize |
the size of each grain window. |
envbufnum |
the buffer number containing a signal to use for the grain envelope. -1 uses a built-in Hanning envelope. |
overlaps |
the number of overlapping windows. |
windowRandRatio |
the amount of randomness to the windowing function. Must be between 0 (no randomness) to 1.0 (probably too random actually) |
interp |
the interpolation method used for pitchshifting grains. 1 = no interpolation. 2 = linear. 4 = cubic interpolation (more computationally intensive). |
mul | |
add |
s.boot;
(
b = Buffer.read(s, Platform.resourceDir +/+ "sounds/a11wlk01-44_1.aiff");
x = { |envbuf = -1|
var pointer, pitch;
// pointer - move from beginning to end of soundfile over 15 seconds
pointer = LFSaw.ar(1/15).range(0, 1);
// control pitch with MouseX
pitch = MouseX.kr(0.5, 2);
Warp1.ar(
numChannels:1,
bufnum:b,
pointer:pointer,
freqScale:pitch,
windowSize:0.1,
envbufnum:envbuf,
overlaps:8,
windowRandRatio:0.1,
interp:2
)
}.play
)
(
// a custom envelope - not a very good one, but you can hear the difference
// between this and the default
var winenv = Env([0, 1, 0], [0.5, 0.5], [8, -8]);
z = Buffer.sendCollection(s, winenv.discretize, 1);
x.set(\envbuf, z);
)
// the default is -1
x.set(\envbuf, -1);
// relase and end
x.relase; z.free;
xxxxxxxxxx
(
b.free;
b = Buffer.read(s, Platform.resourceDir +/+ "sounds/a11wlk01-44_1.aiff");
{
var pointer = Phasor.ar(0, SampleDur.ir / BufDur.ir(b) * XLine.kr(1, 0.25, 20));
var sound = Warp1.ar(1, b, pointer, 1, 0.3, -1, 16, Line.kr(0, 1, 40), 4);
Pan2.ar(sound, pointer * 2 - 1, 0.25)
}.play
)
b.free;