1import("stdfaust.lib"); 2 3// Port from SuperCollider (SC) to Faust of SOSkick in 4// <SuperCollider>/examples/demonstrations/DrumSynths.scd 5// based on a Sound-on-Sound 'synth secrets' tutorial: 6// http://www.soundonsound.com/sos/jan02/articles/synthsecrets0102.asp 7 8//https://github.com/josmithiii/faust-jos/tree/master/percussion 9 10decay(n,x) = x - (x>0.0)/n; 11release(n) = + ~ decay(n); 12envgate(dur,trigger) = trigger : release(int(dur*float(ma.SR))) : >(0.0); 13 14adsr(a,d,s,r,t) = env ~ (_,_) : (!,_) // the 2 'state' signals are fed back 15with { 16 env (p2,y) = 17 (t>0) & (p2|(y>=1)), // p2 = decay-sustain phase 18 (y + p1*u - (p2&(y>s))*v*y - p3*w*y) // y = envelop signal 19 *((p3==0)|(y>=eps)) // cut off tails to prevent denormals 20 with { 21 p1 = (p2==0) & (t>0) & (y<1); // p1 = attack phase 22 p3 = (t<=0) & (y>0); // p3 = release phase 23 // #samples in attack, decay, release, must be >0 24 na = ma.SR*a+(a==0.0); nd = ma.SR*d+(d==0.0); nr = ma.SR*r+(r==0.0); 25 // correct zero sustain level 26 z = s+(s==0.0)*ba.db2linear(-60); 27 // attack, decay and (-60dB) release rates 28 u = 1/na; v = 1-pow(z, 1/nd); w = 1-1/pow(z*ba.db2linear(60), 1/nr); 29 // values below this threshold are considered zero in the release phase 30 eps = ba.db2linear(-120); 31 }; 32}; 33 34perc(att,rel,trigger) = adsr(att,0,1.0,rel,envgate(att,trigger)); 35pmosc(carfreq,modfreq,index) = os.oscrs(carfreq + (index*modfreq) 36 * os.oscrs(modfreq)); 37 38line(start,end,dur,trigger) = trigger : release(int(dur*float(ma.SR))) 39 : *(start-end)+end; 40 41lpf(freq) = fi.lowpass(3,freq); 42hpf(freq) = fi.highpass(3,freq); 43 44gate = checkbox(" gate [nomidi:no][alias]"); 45ampdb = vslider("Gain [tooltip: Volume level in decibels]",-20,-60,40,0.1); 46amp = ampdb : si.smooth(0.999) : ba.db2linear; 47freq = 50; 48mod_freq = 5.0; 49mod_index = 5.0; 50sustain = 0.4; 51beater_noise_level = 0.03; 52 53trigger = gate>gate'; 54pitch_contour = line(freq*2, freq, 0.02, trigger); 55drum_osc = pmosc(pitch_contour, mod_freq, mod_index/1.3); 56drum_lpf = drum_osc : lpf(1000); 57drum_env = drum_lpf * perc(0.005,sustain,trigger); 58 59beater_source = no.noise * beater_noise_level; 60beater_hpf = beater_source : hpf(500); 61lpf_cutoff_contour = line(6000, 500, 0.03, trigger); 62beater_lpf = beater_hpf : lpf(lpf_cutoff_contour); 63beater_env = beater_lpf * perc(0.01, 1.0, trigger); 64kick_mix = (drum_env + beater_env) * 2 * amp; 65 66process = kick_mix; 67