Cello but without the reverb trick, instead multiple saw waves.
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// inspired by https://www.youtube.com/watch?v=Aktb_dmY4vk // essentially, pass a bandpassed saw wave with vibrato and a bit of noise into a short reverb // // It is possible to not do the reverb, as the diffusion it does that creates the sound // is essentially a number of parallel delays. A chorus of saw waves with random phases // gives the same effect. // bit slower, original is 210 ditty.bpm = 140; input.tuning = 0.5; //min=0.125, max=2, step=0.125 input.vibrato_amount = 3.5; //min=0, max=5, step=0.01 input.vibrato_freq = 32; //min=0, max=60, step=0.01 input.loss_freq = 500; //min=100, max=8000, step=1 input.loss_q = 1.3;//min=0.7, max=4, step=0.1 input.loss_wet = 0.5; //min=0, max=1, step=0.01 function softclip(x) { return x < -1 ? -1 : x > 1 ? 1 : 1.5*(1-x*x/3)*x; } function varsaw(p, formant) { let x = p-~~p; return (x - 0.5) * softclip(formant*x*(1-x)) * 2; } // SVF filter // https://cytomic.com/files/dsp/SvfLinearTrapOptimised2.pdf class Svf { constructor(sr) { this.dt = 1 / sr; this.ic1eq = 0; this.ic2eq = 0; } tick(v0, freq, q) { const g = Math.tan(Math.PI * freq * this.dt); const k = 1 / q; const a1 = 1 / (1 + g * (g + k)); const a2 = g * a1; const a3 = g * a2; // tick const v3 = v0 - this.ic2eq; const v1 = a1 * this.ic1eq + a2 * v3; const v2 = this.ic2eq + a2 * this.ic1eq + a3 * v3; // update this.ic1eq = 2 * v1 - this.ic1eq; this.ic2eq = 2 * v2 - this.ic2eq; // bandpass output return v1; } } const osc = synth.def( class { constructor(options) { // The value of the note argument of the play call is retrievable via options.note. this.phases = new Float32Array(16).map(_ => Math.random()); this.vibrato = Math.random(); this.freq = midi_to_hz(options.note) * ditty.dt + Math.random() * 2 * ditty.dt; // filters this.bpl = new Svf(ditty.sampleRate); this.bpr = new Svf(ditty.sampleRate); } process(note, env, tick, options) { // vibrato this.vibrato += ditty.dt * input.vibrato_freq; // total let l = 0.0; let r = 0.0; // all saw waves for (let i = 0; i < this.phases.length; i++) { // sample wave const v = varsaw(this.phases[i], 45) * env.value; // update phase const dt = this.freq + Math.sin(this.vibrato) * input.vibrato_amount * ditty.dt; this.phases[i] += dt * input.tuning; // stereo if (i < this.phases.length / 2) l += v; else r += v; } // filter l = this.bpl.tick(l, input.loss_freq, input.loss_q) * input.loss_wet + (1 - input.loss_wet) * l; r = this.bpr.tick(r, input.loss_freq, input.loss_q) * input.loss_wet + (1 - input.loss_wet) * r; return [l * 0.707, r * 0.707]; } }, { // attack parameters attack: 0.05, decay: 0.05, sustain: 0.8, release: 0.05, env: adsr, } ); // === original === // Forked from "Wizards & Warriors (main menu)" by romaindurand // https://dittytoy.net/ditty/3066954356 function melodyPattern(notes, baseNote) { return () => { for(i = 0; i < notes.length; i++) { osc.play(notes[i], { duration: 0.5, pan: 0.2 - Math.random() * 0.1 }); sleep(0.5); osc.play(baseNote, { duration: 0.5, pan: 0.2 - Math.random() * 0.1 }); sleep(0.5); } }; } function simpleMelodyPattern(notes) { // calculate length for it to sound nice let lens = new Array(notes.length).fill(0.45); let last = 0; // every off note adds to the on length of the last on note for (let i = 0; i < lens.length; i++) { if (notes[i] === 0) lens[last] += 0.5; else last = i; } return () => { for(let i = 0; i < notes.length; i++) { osc.play(notes[i], { duration: lens[i], pan: -0.2 - Math.random() * 0.1 }); sleep(0.5); } }; } const melodySeq0 = () => { melodyPattern([d5, e5, f5, g5], a4)(); melodyPattern([bb4, d5, g5, f5], g4)(); melodyPattern([e5, f5], c5)(); melodyPattern([g5, c5], g4)(); melodyPattern([bb4, a4, f5, e5], f4)(); const notes0 = [d5, e5, f5, d5]; melodyPattern(notes0, bb4)(); //same as previous pattern with another base note melodyPattern(notes0, g4)(); melodyPattern([e5, cs5, e5, cs5], a4)(); melodyPattern([a5, cs5, a5, a5], a4)(); }; const melodySeq1 = () => { melodyPattern([f5, d5], a4)(); simpleMelodyPattern([f5, g5, a5, a4])(); simpleMelodyPattern([ a5, bb4, d5, bb5, a5, bb4, d5, bb5, g5, g4, c5, g4, e5, f5, g5, c5, g5, a4, c5, a5, f5, a4, e5, c5, f5, bb4, d5, bb4, d5, e5, f5, bb4, f5, g4, bb4, g4, d5, e5, f5, g4 ])(); melodyPattern([f5, cs5, e5, cs5, a5, cs5], a4)(); melodyPattern([a5, a5], cs5)(); }; const melodySeqEnd = simpleMelodyPattern([d5, a4, e5, f5]); const bassPattern = simpleMelodyPattern([ d3, 0, 0, 0, 0, d3, e3, f3, g3, 0, 0, 0, 0, g3, a3, bb3, c4, 0, 0, 0, 0, bb3, a3, g3, f3, 0, g3, 0, a3, 0, f3, 0, bb3, 0, 0, 0, 0, c4, bb3, a3, g3, 0, 0, 0, 0, a3, bb3, g3, a3, 0, 0, 0, a3, 0, 0, 0, a3, 0, g3, 0, f3, 0, e3, 0 ]); loop(() => { melodySeq0(); melodySeq0(); melodySeq1(); melodySeq1(); melodySeqEnd(); melodySeqEnd(); melodySeqEnd(); simpleMelodyPattern([d5, 0, 0, 0])(); }, { name: 'melody', amp: 0.3 }); loop(() => { sleep(32); bassPattern(); bassPattern(); bassPattern(); simpleMelodyPattern([d3, 0, 0, 0, 0, 0, 0, 0])(); sleep(4); }, { name: 'bass', amp: 0.5 });