I don't tend to share code but I can share how it's done. It's a randomized 16-step sequencer with four voices: kick, snare, hat, and a weird percussive thing. Each has two SynthDefs implementing different algorithms. Most are synthesized using standard techniques (I may make a video demoing my drum sound design process later), the final one uses sine ring mod for one algo and Karplus-Strong for the other. Each sequence per voice contains information about hit/rest switch, velocity, probability, decay, algo selection, ratcheting (1, 2, or 4 quick repetitions), and two SynthDef-dependent parameters. All 16 steps are completely randomized, but velocity and hit/rest have time-dependent probabilities to emphasize quarter notes for kicks and eighth notes for snares. For each 16-step measure, each voice has a 10% chance of having its sequence re-randomized and a 10% chance of being temporarily muted.
@@synth_def I understand, thanks for sharing this explanation! Your video's have been a big inspiration for me:) Just finished a track with some of the ideas you presented in this one
Great stuff! I'm a sucker for IDM, and I love how this continually unfolds.
Sound totally dope
nice!
Cool! I would love to see the code for the drums!
I don't tend to share code but I can share how it's done. It's a randomized 16-step sequencer with four voices: kick, snare, hat, and a weird percussive thing. Each has two SynthDefs implementing different algorithms. Most are synthesized using standard techniques (I may make a video demoing my drum sound design process later), the final one uses sine ring mod for one algo and Karplus-Strong for the other. Each sequence per voice contains information about hit/rest switch, velocity, probability, decay, algo selection, ratcheting (1, 2, or 4 quick repetitions), and two SynthDef-dependent parameters. All 16 steps are completely randomized, but velocity and hit/rest have time-dependent probabilities to emphasize quarter notes for kicks and eighth notes for snares. For each 16-step measure, each voice has a 10% chance of having its sequence re-randomized and a 10% chance of being temporarily muted.
@@synth_def I understand, thanks for sharing this explanation! Your video's have been a big inspiration for me:) Just finished a track with some of the ideas you presented in this one