21 Commits

Author SHA1 Message Date
bc263cfcb9 uusin 2025-07-31 20:15:39 +03:00
efac210beb poistettu valot 2025-07-31 18:16:10 +03:00
b1f6fab663 fix 2025-07-31 18:03:01 +03:00
aa949ba2a7 uus fft 2025-07-31 16:27:44 +03:00
35c09187a4 turhien tiedostojen poisto 2025-07-31 14:16:29 +03:00
2c03c51193 hohkaminen alhaalta 2025-07-29 20:57:34 +03:00
700d7caf6d shaderiin muutoksia 2025-07-29 19:14:56 +03:00
c6cccbcb0e biisin säätöä 2025-07-29 12:52:35 +03:00
35c08c5e80 säätöä 2025-07-28 16:39:34 +03:00
c11d86922c pientä fixailua 2025-07-28 14:33:47 +03:00
e092075c8b uudet hexat integroitu teemun shaderiin 2025-07-28 02:10:39 +03:00
99af2bbf5c nuotti-triggeri ja useampi tekstuuri käytössä 2025-07-27 22:49:50 +03:00
77e5f0fc70 scaledFFT 2025-07-24 23:50:49 +03:00
62e58d0e1f valot menee heksakoodin mukaan 2025-07-24 23:13:03 +03:00
d33042e30a syncit ei toimi 2025-07-23 22:57:27 +03:00
f460f71ab4 Merge branch 'teemun_uusi_efekti' into teemun_shaderi 2025-07-23 22:31:01 +03:00
3f3b84b15c jotain pientä aloitettu 2025-07-23 22:29:22 +03:00
b86794f9b2 Merge branch 'teemun_uusi_efekti' of https://gitea.xn--jrvisalo-0za.fi/markus/4k_synthwave into teemun_uusi_efekti 2025-07-22 23:20:21 +03:00
3110e64236 tän pitäisi tehdä shapeja 2025-07-22 23:20:03 +03:00
be7398cc91 synccejä lisätty 2025-07-22 22:59:30 +03:00
09efaee330 tän pitäisi tehdä shapeja 2025-07-22 22:22:35 +03:00
13 changed files with 498 additions and 2126 deletions

3
.gitignore vendored
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@ -3,6 +3,9 @@
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# Omat
*.inl
# User-specific files
*.suo
*.user

381
_song.yml
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@ -1,381 +0,0 @@
bpm: 138
rowsperbeat: 4
score:
tracks:
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
- numvoices: 1
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
rowsperpattern: 16
length: 108
patch:
- name: 80s lead
numvoices: 2
units:
- type: oscillator
id: 1089
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
- type: oscillator
id: 1090
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
- type: addp
id: 1091
parameters: {stereo: 1}
- type: envelope
id: 1092
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
- type: mulp
id: 1098
parameters: {stereo: 1}
- type: pan
id: 1096
parameters: {panning: 60, stereo: 1}
- type: filter
id: 1108
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
- type: gain
id: 1119
parameters: {gain: 64, stereo: 1}
- type: filter
id: 1133
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
- type: sync
id: 1141
parameters: {}
- type: outaux
id: 1097
parameters: {auxgain: 34, outgain: 34, stereo: 1}
- name: 80s bass
numvoices: 1
units:
- type: oscillator
id: 3
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
- type: oscillator
id: 4
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
- type: addp
id: 1084
parameters: {stereo: 1}
- type: envelope
id: 1085
parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
- type: send
id: 1088
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
- type: mulp
id: 1086
parameters: {stereo: 1}
- type: distort
id: 1107
parameters: {drive: 112, stereo: 1}
- type: filter
id: 1087
parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1}
- type: pan
id: 284
parameters: {panning: 64, stereo: 1}
- type: gain
id: 1121
parameters: {gain: 110, stereo: 1}
- type: outaux
id: 15
parameters: {auxgain: 30, outgain: 30, stereo: 1}
- name: Kick
comment: 'Suggested note: C-3'
numvoices: 1
units:
- type: envelope
id: 261
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 269
parameters: {gain: 128, shape: 74, stereo: 0}
- type: send
id: 268
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
- type: oscillator
id: 262
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
- type: filter
id: 281
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
- type: mulp
id: 263
parameters: {stereo: 0}
- type: envelope
id: 280
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
- type: send
id: 1110
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: noise
id: 275
parameters: {gain: 72, shape: 24, stereo: 0}
- type: send
id: 276
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: envelope
id: 274
parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 1118
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
- type: send
id: 1122
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
- type: send
id: 1124
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
- type: oscillator
id: 277
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
- type: mulp
id: 279
parameters: {stereo: 0}
- type: addp
id: 271
parameters: {stereo: 0}
- type: pan
id: 294
parameters: {panning: 64, stereo: 0}
- type: filter
id: 1132
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
- type: outaux
id: 266
parameters: {auxgain: 14, outgain: 50, stereo: 1}
- type: oscillator
id: 1134
parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
- type: sync
id: 1135
parameters: {}
- type: pop
id: 1136
parameters: {stereo: 0}
- name: snare edm 3
comment: 'Suggested range: E-4'
numvoices: 1
units:
- type: envelope
id: 217
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
- type: oscillator
id: 218
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
- type: mulp
id: 221
parameters: {stereo: 0}
- type: envelope
id: 222
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 223
parameters: {gain: 31, shape: 14, stereo: 0}
- type: mulp
id: 224
parameters: {stereo: 0}
- type: filter
id: 201
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
- type: filter
id: 225
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
- type: addp
id: 226
parameters: {stereo: 0}
- type: distort
id: 338
parameters: {drive: 108, stereo: 0}
- type: pan
id: 231
parameters: {panning: 63, stereo: 0}
- type: outaux
id: 232
parameters: {auxgain: 52, outgain: 58, stereo: 1}
- type: envelope
id: 233
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 234
parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
- type: envelope
id: 235
parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 236
parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
- type: envelope
id: 237
parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 238
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
- name: SuperSaw 4
comment: Automate filter frequency for the classic trance sound
numvoices: 1
units:
- type: envelope
id: 1109
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
- type: oscillator
id: 1099
parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 12
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 13
parameters: {stereo: 0}
- type: mulp
id: 16
parameters: {stereo: 0}
- type: envelope
id: 17
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
- type: oscillator
id: 18
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 19
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 20
parameters: {stereo: 0}
- type: mulp
id: 23
parameters: {stereo: 0}
- type: gain
id: 1123
parameters: {gain: 120, stereo: 1}
- type: delay
id: 24
parameters: {damp: 0, dry: 0, feedback: 0, notetracking: 0, pregain: 128, stereo: 0}
varargs: [420]
- type: delay
id: 29
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
varargs: [32, 36]
- type: loadnote
id: 1140
parameters: {stereo: 0}
- type: sync
id: 1138
parameters: {}
- type: pop
id: 1139
parameters: {stereo: 0}
- type: outaux
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
- name: pad
numvoices: 1
units:
- type: envelope
id: 1
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
- type: send
id: 2
parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
- type: oscillator
id: 1125
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
- type: oscillator
id: 1126
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
- type: oscillator
id: 5
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
- type: send
id: 6
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
- type: send
id: 78
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
- type: addp
id: 80
parameters: {stereo: 0}
- type: mulp
id: 10
parameters: {stereo: 0}
- type: filter
id: 11
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
- type: filter
id: 1127
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
- type: distort
id: 1128
parameters: {drive: 109, stereo: 0}
- type: pan
id: 1129
parameters: {panning: 64, stereo: 0}
- type: delay
id: 1130
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
varargs: [24, 48]
- type: outaux
id: 1131
parameters: {auxgain: 15, outgain: 15, stereo: 1}
- name: HappyLead
numvoices: 1
units:
- type: oscillator
id: 164
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
- type: oscillator
id: 165
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
- type: addp
id: 166
parameters: {stereo: 0}
- type: envelope
id: 163
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
- type: mulp
id: 167
parameters: {stereo: 0}
- type: pan
id: 168
parameters: {panning: 60, stereo: 0}
- type: delay
id: 169
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
varargs: [12550, 24402, 21265, 32419]
- type: outaux
id: 172
parameters: {auxgain: 64, outgain: 64, stereo: 1}
- name: Global
numvoices: 1
units:
- type: in
id: 7
parameters: {channel: 2, stereo: 1}
- type: delay
id: 8
parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
- type: out
id: 9
parameters: {gain: 64, stereo: 1}

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song.yml
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@ -2,127 +2,133 @@ bpm: 138
rowsperbeat: 4
score:
tracks:
- numvoices: 2
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 2
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1]
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, -1]
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
- numvoices: 1
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1, -1]
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1, -1, -1, -1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
- numvoices: 4
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
rowsperpattern: 16
length: 108
patch:
- name: 80s lead
numvoices: 4
- name: 80slead.instr
numvoices: 2
units:
- type: oscillator
id: 1089
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 90, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 3}
- type: oscillator
id: 1090
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 2}
- type: addp
id: 1091
parameters: {stereo: 1}
parameters: {stereo: 0}
- type: envelope
id: 1092
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
parameters: {attack: 55, decay: 66, gain: 90, release: 54, stereo: 0, sustain: 81}
- type: mulp
id: 1098
parameters: {stereo: 1}
parameters: {stereo: 0}
- type: sync
id: 1172
parameters: {}
- type: pan
id: 1096
parameters: {panning: 60, stereo: 1}
parameters: {panning: 62, stereo: 0}
- type: filter
id: 1108
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
parameters: {bandpass: 1, frequency: 80, highpass: -1, lowpass: 1, resonance: 128, stereo: 1}
- type: gain
id: 1119
parameters: {gain: 64, stereo: 1}
- type: filter
id: 1133
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
- type: outaux
id: 1097
parameters: {auxgain: 34, outgain: 34, stereo: 1}
- name: 80s bass
parameters: {auxgain: 40, outgain: 40, stereo: 1}
- name: 80sbass.instr
numvoices: 1
units:
- type: oscillator
id: 3
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
parameters: {color: 0, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
- type: oscillator
id: 4
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
parameters: {color: 0, detune: 74, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 2}
- type: addp
id: 1084
parameters: {stereo: 1}
- type: envelope
id: 1085
parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
parameters: {attack: 19, decay: 70, gain: 100, release: 68, stereo: 1, sustain: 28}
- type: send
id: 1088
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
parameters: {amount: 80, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
- type: mulp
id: 1086
parameters: {stereo: 1}
- type: distort
id: 1107
parameters: {drive: 112, stereo: 1}
- type: filter
id: 1087
parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1}
parameters: {bandpass: 0, frequency: 45, highpass: 1, lowpass: 1, resonance: 46, stereo: 1}
- type: distort
id: 1107
parameters: {drive: 92, stereo: 1}
- type: pan
id: 284
parameters: {panning: 64, stereo: 1}
- type: gain
id: 1121
parameters: {gain: 110, stereo: 1}
parameters: {gain: 100, stereo: 1}
- type: sync
id: 1173
parameters: {}
- type: outaux
id: 15
parameters: {auxgain: 30, outgain: 30, stereo: 1}
- name: Kick
parameters: {auxgain: 32, outgain: 56, stereo: 1}
- name: kick.instr
comment: 'Suggested note: C-3'
numvoices: 1
units:
- type: envelope
id: 261
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
parameters: {attack: 0, decay: 50, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 269
parameters: {gain: 128, shape: 74, stereo: 0}
parameters: {gain: 128, shape: 86, stereo: 0}
- type: send
id: 268
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
- type: oscillator
id: 262
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0}
- type: filter
id: 281
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
parameters: {bandpass: -1, frequency: 97, highpass: -1, lowpass: 0, resonance: 87, stereo: 0}
- type: mulp
id: 263
parameters: {stereo: 0}
- type: envelope
id: 280
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
parameters: {attack: 0, decay: 63, gain: 80, release: 64, stereo: 0, sustain: 0}
- type: send
id: 1110
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
@ -134,16 +140,13 @@ patch:
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: envelope
id: 274
parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
parameters: {attack: 27, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 1118
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
- type: send
id: 1122
id: 1147
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
- type: send
id: 1124
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
- type: oscillator
id: 277
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
@ -157,60 +160,55 @@ patch:
id: 294
parameters: {panning: 64, stereo: 0}
- type: filter
id: 1132
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
id: 1149
parameters: {bandpass: 0, frequency: 11, highpass: -1, lowpass: 1, resonance: 104, stereo: 1}
- type: sync
id: 1180
parameters: {}
- type: outaux
id: 266
parameters: {auxgain: 14, outgain: 50, stereo: 1}
- type: oscillator
id: 1134
parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
- type: sync
id: 1135
parameters: {}
- type: pop
id: 1136
parameters: {stereo: 0}
- name: snare edm 3
parameters: {auxgain: 0, outgain: 50, stereo: 1}
- name: snare.instr
comment: 'Suggested range: E-4'
numvoices: 1
units:
- type: envelope
id: 217
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
parameters: {attack: 0, decay: 64, gain: 80, release: 0, stereo: 0, sustain: 0}
- type: oscillator
id: 218
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
parameters: {color: 128, detune: 64, gain: 95, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 58, type: 0, unison: 0}
- type: mulp
id: 221
parameters: {stereo: 0}
- type: envelope
id: 222
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
parameters: {attack: 0, decay: 72, gain: 64, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 223
parameters: {gain: 31, shape: 14, stereo: 0}
parameters: {gain: 37, shape: 14, stereo: 0}
- type: mulp
id: 224
parameters: {stereo: 0}
- type: filter
id: 201
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
parameters: {bandpass: 0, frequency: 78, highpass: -1, lowpass: 1, resonance: 127, stereo: 0}
- type: filter
id: 225
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, resonance: 112, stereo: 0}
- type: addp
id: 226
parameters: {stereo: 0}
- type: distort
id: 338
parameters: {drive: 108, stereo: 0}
parameters: {drive: 99, stereo: 0}
- type: pan
id: 231
parameters: {panning: 63, stereo: 0}
parameters: {panning: 65, stereo: 0}
- type: outaux
id: 232
parameters: {auxgain: 52, outgain: 58, stereo: 1}
parameters: {auxgain: 40, outgain: 82, stereo: 1}
comment: OUTPUT
- type: envelope
id: 233
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
@ -229,19 +227,19 @@ patch:
- type: send
id: 238
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
- name: SuperSaw 4
- name: SuperSaw 4.instr
comment: Automate filter frequency for the classic trance sound
numvoices: 1
numvoices: 2
units:
- type: envelope
id: 1109
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
parameters: {attack: 32, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
- type: oscillator
id: 1099
parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
parameters: {color: 0, detune: 96, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 12
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
parameters: {color: 0, detune: 80, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 13
parameters: {stereo: 0}
@ -250,66 +248,62 @@ patch:
parameters: {stereo: 0}
- type: envelope
id: 17
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
parameters: {attack: 32, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
- type: oscillator
id: 18
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
id: 1156
parameters: {color: 0, detune: 44, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 19
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
id: 1157
parameters: {color: 0, detune: 35, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 20
id: 1158
parameters: {stereo: 0}
- type: mulp
id: 23
parameters: {stereo: 0}
- type: gain
id: 1123
parameters: {gain: 120, stereo: 1}
- type: delay
id: 24
parameters: {damp: 0, dry: 0, feedback: 0, notetracking: 0, pregain: 128, stereo: 0}
varargs: [420]
- type: pan
id: 1182
parameters: {panning: 72, stereo: 1}
- type: delay
id: 29
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
parameters: {damp: 0, dry: 72, feedback: 24, notetracking: 2, pregain: 72, stereo: 1}
varargs: [32, 36]
- type: outaux
id: 1160
parameters: {auxgain: 32, outgain: 72, stereo: 1}
- type: loadnote
id: 1140
id: 1174
parameters: {stereo: 0}
- type: sync
id: 1138
id: 1175
parameters: {}
- type: pop
id: 1139
id: 1176
parameters: {stereo: 0}
- type: outaux
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
- name: pad
- name: pad.instr
numvoices: 1
units:
- type: envelope
id: 1
id: 1161
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
- type: send
id: 2
parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
parameters: {amount: 64, port: 4, sendpop: 0, target: 1161}
- type: oscillator
id: 1125
id: 1162
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
- type: oscillator
id: 1126
id: 1163
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
- type: oscillator
id: 5
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
- type: send
id: 6
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
id: 1164
parameters: {amount: 68, port: 1, sendpop: 0, target: 1162}
- type: send
id: 78
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
parameters: {amount: 61, port: 1, sendpop: 1, target: 1163}
- type: addp
id: 80
parameters: {stereo: 0}
@ -318,61 +312,98 @@ patch:
parameters: {stereo: 0}
- type: filter
id: 11
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
parameters: {bandpass: 0, frequency: 26, highpass: -1, lowpass: 1, resonance: 128, stereo: 0}
- type: filter
id: 1127
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
id: 1165
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, resonance: 64, stereo: 0}
- type: distort
id: 1128
parameters: {drive: 109, stereo: 0}
parameters: {drive: 102, stereo: 0}
- type: pan
id: 1129
parameters: {panning: 64, stereo: 0}
- type: delay
id: 1130
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 90, stereo: 1}
varargs: [24, 48]
- type: sync
id: 1181
parameters: {}
- type: outaux
id: 1131
parameters: {auxgain: 15, outgain: 15, stereo: 1}
- name: HappyLead
parameters: {auxgain: 32, outgain: 14, stereo: 1}
- name: HappyLead.instr
numvoices: 4
units:
- type: oscillator
id: 164
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
parameters: {color: 128, detune: 67, gain: 72, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 2}
- type: oscillator
id: 165
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
parameters: {color: 128, detune: 73, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 166
parameters: {stereo: 0}
- type: envelope
id: 163
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
parameters: {attack: 24, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
- type: mulp
id: 167
parameters: {stereo: 0}
- type: pan
id: 168
parameters: {panning: 60, stereo: 0}
parameters: {panning: 64, stereo: 0}
- type: delay
id: 169
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
parameters: {damp: 0, dry: 70, feedback: 15, notetracking: 0, pregain: 60, stereo: 1}
varargs: [12550, 24402, 21265, 32419]
- type: outaux
id: 172
parameters: {auxgain: 64, outgain: 64, stereo: 1}
parameters: {auxgain: 32, outgain: 48, stereo: 1}
- type: loadnote
id: 1177
parameters: {stereo: 0}
- type: sync
id: 1178
parameters: {}
- type: pop
id: 1179
parameters: {stereo: 0}
- name: Global
numvoices: 1
units:
- type: in
id: 7
parameters: {channel: 2, stereo: 1}
comment: Aux 1 (reverb)
- type: delay
id: 8
parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
parameters: {damp: 28, dry: 0, feedback: 122, notetracking: 0, pregain: 40, stereo: 1}
varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
- type: out
id: 1169
parameters: {gain: 96, stereo: 1}
comment: Reverb amount to master
- type: in
id: 1170
parameters: {channel: 0, stereo: 1}
comment: Input (Master)
- type: filter
id: 1171
parameters: {bandpass: 0, frequency: 128, highpass: 0, lowpass: 1, resonance: 128, stereo: 1}
comment: Limit highs
- type: filter
id: 1166
parameters: {bandpass: 0, frequency: 8, highpass: 1, lowpass: 0, resonance: 128, stereo: 1}
comment: Low cut
- type: compressor
id: 1167
parameters: {attack: 0, invgain: 90, ratio: 128, release: 42, stereo: 1, threshold: 90}
comment: Clipper (change threshold and invgain to match loudness)
- type: mulp
id: 1168
parameters: {stereo: 1}
- type: out
id: 9
parameters: {gain: 64, stereo: 1}
parameters: {gain: 112, stereo: 1}
comment: Master Out

View File

@ -1,381 +0,0 @@
bpm: 138
rowsperbeat: 4
score:
tracks:
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
- numvoices: 1
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
rowsperpattern: 16
length: 108
patch:
- name: 80s lead
numvoices: 2
units:
- type: oscillator
id: 1089
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
- type: oscillator
id: 1090
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
- type: addp
id: 1091
parameters: {stereo: 1}
- type: envelope
id: 1092
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
- type: mulp
id: 1098
parameters: {stereo: 1}
- type: pan
id: 1096
parameters: {panning: 60, stereo: 1}
- type: filter
id: 1108
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
- type: gain
id: 1119
parameters: {gain: 64, stereo: 1}
- type: filter
id: 1133
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
- type: sync
id: 1141
parameters: {}
- type: outaux
id: 1097
parameters: {auxgain: 34, outgain: 34, stereo: 1}
- name: 80s bass
numvoices: 1
units:
- type: oscillator
id: 3
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
- type: oscillator
id: 4
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
- type: addp
id: 1084
parameters: {stereo: 1}
- type: envelope
id: 1085
parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
- type: send
id: 1088
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
- type: mulp
id: 1086
parameters: {stereo: 1}
- type: distort
id: 1107
parameters: {drive: 112, stereo: 1}
- type: filter
id: 1087
parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1}
- type: pan
id: 284
parameters: {panning: 64, stereo: 1}
- type: gain
id: 1121
parameters: {gain: 110, stereo: 1}
- type: outaux
id: 15
parameters: {auxgain: 30, outgain: 30, stereo: 1}
- name: Kick
comment: 'Suggested note: C-3'
numvoices: 1
units:
- type: envelope
id: 261
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 269
parameters: {gain: 128, shape: 74, stereo: 0}
- type: send
id: 268
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
- type: oscillator
id: 262
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
- type: filter
id: 281
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
- type: mulp
id: 263
parameters: {stereo: 0}
- type: envelope
id: 280
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
- type: send
id: 1110
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: noise
id: 275
parameters: {gain: 72, shape: 24, stereo: 0}
- type: send
id: 276
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: envelope
id: 274
parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 1118
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
- type: send
id: 1122
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
- type: send
id: 1124
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
- type: oscillator
id: 277
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
- type: mulp
id: 279
parameters: {stereo: 0}
- type: addp
id: 271
parameters: {stereo: 0}
- type: pan
id: 294
parameters: {panning: 64, stereo: 0}
- type: filter
id: 1132
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
- type: outaux
id: 266
parameters: {auxgain: 14, outgain: 50, stereo: 1}
- type: oscillator
id: 1134
parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
- type: sync
id: 1135
parameters: {}
- type: pop
id: 1136
parameters: {stereo: 0}
- name: snare edm 3
comment: 'Suggested range: E-4'
numvoices: 1
units:
- type: envelope
id: 217
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
- type: oscillator
id: 218
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
- type: mulp
id: 221
parameters: {stereo: 0}
- type: envelope
id: 222
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
- type: noise
id: 223
parameters: {gain: 31, shape: 14, stereo: 0}
- type: mulp
id: 224
parameters: {stereo: 0}
- type: filter
id: 201
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
- type: filter
id: 225
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
- type: addp
id: 226
parameters: {stereo: 0}
- type: distort
id: 338
parameters: {drive: 108, stereo: 0}
- type: pan
id: 231
parameters: {panning: 63, stereo: 0}
- type: outaux
id: 232
parameters: {auxgain: 52, outgain: 58, stereo: 1}
- type: envelope
id: 233
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 234
parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
- type: envelope
id: 235
parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 236
parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
- type: envelope
id: 237
parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send
id: 238
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
- name: SuperSaw 4
comment: Automate filter frequency for the classic trance sound
numvoices: 1
units:
- type: envelope
id: 1109
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
- type: oscillator
id: 1099
parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 12
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 13
parameters: {stereo: 0}
- type: mulp
id: 16
parameters: {stereo: 0}
- type: envelope
id: 17
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
- type: oscillator
id: 18
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator
id: 19
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp
id: 20
parameters: {stereo: 0}
- type: mulp
id: 23
parameters: {stereo: 0}
- type: gain
id: 1123
parameters: {gain: 120, stereo: 1}
- type: delay
id: 24
parameters: {damp: 0, dry: 0, feedback: 0, notetracking: 0, pregain: 128, stereo: 0}
varargs: [420]
- type: delay
id: 29
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
varargs: [32, 36]
- type: loadnote
id: 1140
parameters: {stereo: 0}
- type: sync
id: 1138
parameters: {}
- type: pop
id: 1139
parameters: {stereo: 0}
- type: outaux
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
- name: pad
numvoices: 1
units:
- type: envelope
id: 1
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
- type: send
id: 2
parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
- type: oscillator
id: 1125
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
- type: oscillator
id: 1126
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
- type: oscillator
id: 5
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
- type: send
id: 6
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
- type: send
id: 78
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
- type: addp
id: 80
parameters: {stereo: 0}
- type: mulp
id: 10
parameters: {stereo: 0}
- type: filter
id: 11
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
- type: filter
id: 1127
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
- type: distort
id: 1128
parameters: {drive: 109, stereo: 0}
- type: pan
id: 1129
parameters: {panning: 64, stereo: 0}
- type: delay
id: 1130
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
varargs: [24, 48]
- type: outaux
id: 1131
parameters: {auxgain: 15, outgain: 15, stereo: 1}
- name: HappyLead
numvoices: 1
units:
- type: oscillator
id: 164
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
- type: oscillator
id: 165
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
- type: addp
id: 166
parameters: {stereo: 0}
- type: envelope
id: 163
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
- type: mulp
id: 167
parameters: {stereo: 0}
- type: pan
id: 168
parameters: {panning: 60, stereo: 0}
- type: delay
id: 169
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
varargs: [12550, 24402, 21265, 32419]
- type: outaux
id: 172
parameters: {auxgain: 64, outgain: 64, stereo: 1}
- name: Global
numvoices: 1
units:
- type: in
id: 7
parameters: {channel: 2, stereo: 1}
- type: delay
id: 8
parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
- type: out
id: 9
parameters: {gain: 64, stereo: 1}

View File

@ -1,78 +1,28 @@
#include "fft.h"
#include <math.h>
static float window[FFT_SIZE];
constexpr float PI = 3.14159;
constexpr float M_PI = 3.14159;
// In-place FFT on array of Complex numbers
void fft(Complex* x, int N, Complex* buffer) {
if (N <= 1) return;
Complex* even = buffer;
Complex* odd = buffer + N / 2;
// Call once before use
void init_hamming_window() {
for (int i = 0; i < FFT_SIZE; i++) {
window[i] = 0.54f - 0.46f * cosf(2.0f * (float)M_PI * i / (FFT_SIZE - 1));
}
}
static unsigned int bit_reverse(unsigned int x, int log2n) {
unsigned int n = 0;
for (int i = 0; i < log2n; i++) {
n <<= 1;
n |= (x & 1);
x >>= 1;
}
return n;
}
void compute_fft(float* time_data, float* freq_out) {
static float real[FFT_SIZE];
static float imag[FFT_SIZE];
int log2n = 0;
for (int t = FFT_SIZE; t > 1; t >>= 1) ++log2n;
// Apply Hamming window
for (int i = 0; i < FFT_SIZE; i++) {
real[i] = time_data[i] * window[i];
imag[i] = 0.0f;
for (int i = 0; i < N / 2; ++i) {
even[i] = x[i * 2];
odd[i] = x[i * 2 + 1];
}
// Bit reversal
for (int i = 0; i < FFT_SIZE; ++i) {
int j = bit_reverse(i, log2n);
if (j > i) {
float tmp_re = real[i], tmp_im = imag[i];
real[i] = real[j]; imag[i] = imag[j];
real[j] = tmp_re; imag[j] = tmp_im;
}
fft(even, N / 2, buffer + N); // deeper even
fft(odd, N / 2, buffer + N + N / 2); // deeper odd
for (int k = 0; k < N / 2; ++k) {
double angle = -2 * PI * k / N;
Complex twiddle(cos(angle), sin(angle));
Complex t = twiddle * odd[k];
x[k] = even[k] + t;
x[k + N / 2] = even[k] - t;
}
// Cooley-Tukey FFT
for (int s = 1; s <= log2n; ++s) {
int m = 1 << s;
for (int k = 0; k < FFT_SIZE; k += m) {
for (int j = 0; j < m / 2; ++j) {
int t = k + j;
int u = t + m / 2;
float angle = -2.0f * (float)M_PI * j / m;
float w_real = cosf(angle);
float w_imag = sinf(angle);
float re = w_real * real[u] - w_imag * imag[u];
float im = w_real * imag[u] + w_imag * real[u];
real[u] = real[t] - re;
imag[u] = imag[t] - im;
real[t] += re;
imag[t] += im;
}
}
}
for (int i = 0; i < FFT_SIZE / 2; ++i) {
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
//float db = 20.0f * log10f(mag + 1e-6f); // Decibels
//float normalized = (db + 60.0f) / 60.0f; // [0,1]
freq_out[i] = mag;
}
}
}

View File

@ -3,5 +3,16 @@
#include <math.h>
#define FFT_SIZE 2048
void init_hamming_window();
void compute_fft(float* time_data, float* freq_out);
// Simple complex number struct
struct Complex {
float re, im;
Complex(float r = 0, float i = 0) : re(r), im(i) {}
Complex operator+(const Complex& o) const { return { re + o.re, im + o.im }; }
Complex operator-(const Complex& o) const { return { re - o.re, im - o.im }; }
Complex operator*(const Complex& o) const {
return { re * o.re - im * o.im, re * o.im + im * o.re };
}
};
void fft(Complex* x, int N, Complex* buffer);

View File

@ -22,6 +22,8 @@
#endif
#include "glext.h"
#include "fft.h"
#pragma data_seg(".shader")
#include "shaders/fragment.inl"
#if POST_PASS
@ -29,8 +31,6 @@
#include "shaders/post.inl"
#endif
#include "fft.h"
#pragma data_seg(".pids")
// static allocation saves a few bytes
static int pidMain;
@ -39,6 +39,11 @@ static int pidPost;
#ifndef EDITOR_CONTROLS
#pragma code_seg(".main")
// FFT buffers
static Complex signal[FFT_SIZE];
static Complex buffer[3 * FFT_SIZE];
static float fft_uniform[FFT_SIZE / 4];
void entrypoint(void)
#else
#include "editor.h"
@ -107,7 +112,7 @@ int __cdecl main(int argc, char* argv[])
track.play();
double position = 0.0;
#endif
static float syncs[1 + SU_NUMSYNCS];
long playCursor = 0;
long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
@ -118,17 +123,22 @@ int __cdecl main(int argc, char* argv[])
// Play sound
direct_sound_buffer->Play(0, 0, 0);
static float syncs[1 + SU_NUMSYNCS];
struct Vec3 {
float x, y, z;
};
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
// Init FFT
init_hamming_window();
// FFT buffers
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
do
{
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE)
@ -159,40 +169,45 @@ int __cdecl main(int argc, char* argv[])
#endif
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
if (currentTime - lastFFTTime >= targetIntervalMs) {
lastFFTTime = currentTime;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
// Read audio
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
// Read audio
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
if (SUCCEEDED(hr) && audio_ptr) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
if (SUCCEEDED(hr) && audio_ptr) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
signal[i] = Complex((float)samples[i], 0.0);
}
}
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
// Calculate FFT
fft(signal, FFT_SIZE, buffer);
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 0.05f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkejä
float threshhold = 0.00015f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
// float magnitude = sqrt(signal[i].re * signal[i].re + signal[i].im * signal[i].im); // signal strength
float magnitude = (float)signal[i].re;
float x_t = (magnitude < threshhold) ? 0.f : magnitude * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = alpha * (x_t)+(1 - alpha) * fft_uniform[i];
}
}
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
@ -201,16 +216,11 @@ int __cdecl main(int argc, char* argv[])
{
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
}
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);

View File

@ -1,439 +0,0 @@
/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
//precision mediump float;
#version 460
uniform int m;
out vec4 o;
float u_time = m/float(44100);
const float PI = 22./7.;
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
// Rotate
mat2 rot2D(float angle) {
float s = sin(angle), c = cos(angle);
return mat2(c, -s, s, c);
}
float smax( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
float hash(vec2 p, int algo)
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50. * fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
float noise(vec2 p, float scale, int a)
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*f);
float sc = scale;
if (a == 1) sc = 2.;
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
hash( i + vec2(1.0,0.0), a ), u.x),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
}
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
float sdCappedCylinder( vec3 p, float h, float r )
{
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
}
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
}
float sdPyramid( vec3 p, float s)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
}
//////////////////
// ANIMATION //
//////////////////
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS
float STARTDELAY = 9., glow = 0.;
// POSITIONS
// COLORS
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
return min((u_time - i.y)*i.z, i.x*PI);
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
}
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
}
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
wv = mix(wv, abs(cos(uv)),wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
vec3 map(vec3 p, int displace)
{
float mat = 0., glo = 1e3,
// Ring boxes
an = PI/12.,
step,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = rot2D(anRot)*q.xy;
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
d = min(d, d2);
if (d==d2) mat = 6.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step);
stepDist += .2;
}
d2 += noise(p.xz * 50.+200., .007, 0);
d = min(d, d2);
if (d==d2) mat = 2.0;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) {
mat = 1.0;
}
// sand
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
d = min(d,d2);
if (d==d2) mat = 3.0;
// pyradmid
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
d = min(d, d2);
if (d==d2) mat=3.;
// Prisms
for(float i = 0.; i < 8.; i++ ) {
q = p;
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
q.x -= 1.95;
vec3 q2 = q; // new point for movable parts
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = min(d2, prismTop);
}
}
}
return vec3( d, mat, glo);
}
////////////////
// DRAWING //
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 500.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
return no(n);
}
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.0025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
}
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
// close up shot for 1st glyph lock
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
// zoom away for 2nd glyph animation
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
if (u_time > 14.5) {
cPos = vec3(0., 0., 4.);
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
}
if (u_time > 23.5)
{
cPos = vec3(3., -.7, 4.);
}
if (u_time > 32.5)
{
cPos = vec3(-20.,10.,50.);
}
if (u_time > 36.5) {
cPos = vec3(3., -.7, 4.);
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
}
return cPos;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., -.5, 0.);
// look at 1st glyph
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance
if(u_time > 12.) p = vec3(0.);
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
if(u_time > 23.5) p = vec3(0.);
return p;
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
}
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
mat = map(p,0).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Lights
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
// indirect lightning -> vec3 in normalize is light direction
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
if(mat==1.)
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
if(mat==2.)
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.)
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
if(mat == 6.)
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
}
col += glow * chevronColor*.25;
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
}
void main() {
vec2 u_resolution = vec2(1920,1080);
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
vec2 resoultion = -1.0+2.0*qor;
resoultion.x *= u_resolution.x/u_resolution.y;
o = vec4(sceneGate( resoultion ),1.);
}

View File

@ -4,438 +4,338 @@ out vec4 o;
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
float u_time = syncs[0];
/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
layout(location = 0) uniform float syncs[11];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
// float u_time = syncs[0];
//precision mediump float;
vec2 u_resolution = vec2(1920,1080);
const float PI = 22./7.;
vec3 palette(float t) {
vec3 a = vec3(0.46, 0.2, 0.94);
vec3 b = vec3(0.66, 0.64, 0.77);
vec3 c = vec3(0.91, 0.62, 0.97);
vec3 d = vec3(0.26, 0.2, 0.84);
return a + b * cos(6.28318 * (c * t + d));
}
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
}
// Rotate
mat2 rot2D(float angle) {
float s = sin(angle), c = cos(angle);
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
float smax( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
float hash(vec2 p, int algo)
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50. * fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
float noise(vec2 p, float scale, int a)
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*f);
float sc = scale;
if (a == 1) sc = 2.;
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
hash( i + vec2(1.0,0.0), a ), u.x),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
float sdCappedCylinder( vec3 p, float h, float r )
{
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
}
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
}
float sdPyramid( vec3 p, float s)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
// Return local coordinates inside hex AND axial ID
struct HexData {
vec3 local; // Local position inside hex
vec2 axial; // Axial ID (q, r)
};
HexData hexTile(vec3 p, float radius) {
float q = (sqrt(3.0) / 3.0 * p.x - 1.0 / 3.0 * p.z) / radius;
float r = (2.0 / 3.0 * p.z) / radius;
float rq = round(q);
float rr = round(r);
float rs = round(-q - r);
float dq = abs(rq - q);
float dr = abs(rr - r);
float ds = abs(rs + q + r);
if(dq > dr && dq > ds)
rq = -rr - rs;
else if(dr > ds)
rr = -rq - rs;
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
float hz = radius * 1.5 * rr;
HexData outData;
outData.local = p - vec3(hx, 0.0, hz);
outData.axial = vec2(rq, rr); // Hex ID
return outData;
}
//////////////////
// ANIMATION //
//////////////////
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS
float STARTDELAY = 9., glow = 0.;
// POSITIONS
// COLORS
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
return min((u_time - i.y)*i.z, i.x*PI);
float hexDistance(vec2 axial) {
float q = axial.x;
float r = axial.y;
float s = -q - r;
return max(abs(q), max(abs(r), abs(s)));
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
}
float hexPylon(vec3 p, vec2 h) {
//vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .15, 0.)) - .15;
}
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
wv = mix(wv, abs(cos(uv)),wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2;
}
vec3 map(vec3 p, int displace)
{
float mat = 0., glo = 1e3,
// Ring boxes
an = PI/12.,
step,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = rot2D(anRot)*q.xy;
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
d = min(d, d2);
if (d==d2) mat = 6.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step);
stepDist += .2;
float noyce(vec2 axial) {
if(mod(floor(syncs[0]), 2.) == 0.) {
return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
}
d2 += noise(p.xz * 50.+200., .007, 0);
d = min(d, d2);
if (d==d2) mat = 2.0;
return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
}
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) {
mat = 1.0;
}
vec2 mapScene(in vec3 p) {
// sand
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
d = min(d,d2);
if (d==d2) mat = 3.0;
float res = p.y;
float mat = 0.;
// pyradmid
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
d = min(d, d2);
if (d==d2) mat=3.;
// Prisms
for(float i = 0.; i < 8.; i++ ) {
q = p;
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
HexData hex = hexTile(hexpos, 1.1);
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
q.x -= 1.95;
vec3 q2 = q; // new point for movable parts
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = min(d2, prismTop);
}
}
}
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
float fftVal = fft_output[fftIndex];
float noise = noyce(hex.axial);
return vec3( d, mat, glo);
// float hexHeight = 1.0 + fftVal * 5.0 + noise;
float hexHeight = 1.0 + noise;
// Rotate individual hex tiles if needed
vec3 r = hex.local;
// r.yz *= rot2D(PI * 0.5);
r.xz *= rot2D(0.5);
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
res = (d1 < res) ? d1 : res;
return vec2(res, mat);
}
////////////////
// DRAWING //
// RAYCAST //
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.; // total distance travelled
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float mat = 0.;
float hit = 0.;
float t = 0.;
vec2 res;
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 500.) break;
for(int i = 0; i < 20; i++) {
pos = ro + rd * t;
res = mapScene(pos); // Get distance to objects, x = dist, y = material
mat = res.y;
t += res.x; // "march" the ray
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
if(abs(res.x) < 0.0001) {
hit = 1.;
break;
}
if(t > 200)
break;
}
return t;
return vec3(t, mat, hit);
}
vec3 getNormal(vec3 p) {
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
return no(n);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
return normalize(n);
}
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.0025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// Attenuation (quadratic falloff)
float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
float fogAmount2 = 1.0 - exp(-t * fogAmount);
float sunAmount = max(dot(rd, lightDir), 1.0);
// highlight color
vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
pow(sunAmount, syncsBass * 1.0));
return mix(col, fogColor, fogAmount2);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
float shininess = 0.0;
vec3 outMaterial = vec3(0.);
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
if(material == 0.) {
outMaterial = palette(p.y * 0.1);
if(syncs[0] > 5.) {
outMaterial = vec3(0.5);
}
outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
shininess = 0.6;
}
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
if(material == 1.) {
outMaterial = vec3(0.5);
shininess = 0.6;
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 lightDir = vec3(0., 2., 3);
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
outMaterial *= max(vec3(0.), lights); // output with lights;
return outMaterial;
}
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Contrast
float contrast = 0.75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// col *= vec3(1.0, 1.0, 1.0);
// Gamma
col = pow(col, vec3(0.4545)); // gamma 2.2
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
// close up shot for 1st glyph lock
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
// zoom away for 2nd glyph animation
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
if (u_time > 14.5) {
cPos = vec3(0., 0., 4.);
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
}
if (u_time > 23.5)
{
cPos = vec3(3., -.7, 4.);
}
if (u_time > 32.5)
{
cPos = vec3(-20.,10.,50.);
}
if (u_time > 36.5) {
cPos = vec3(3., -.7, 4.);
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
}
//////////////////
// RENDERING //
//////////////////
return cPos;
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
vec3 f = normalize(camTarget - camPos), r = normalize(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = normalize(i);
return d;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., -.5, 0.);
// look at 1st glyph
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance
if(u_time > 12.) p = vec3(0.);
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
if(u_time > 23.5) p = vec3(0.);
return p;
}
vec3 render(vec2 uv) {
vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed
float fov = 1.0;
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
//glow from the bottom
vec3 bGlowColor = palette(syncs[0] * .075); // color change
float bGlowDistance = 0.3;
vec3 p = camPos + t.x * rayDir;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
col += bGlowLevel;
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
// distance fog + bass thunder
float fogAmount = 0.01;
col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
mat = map(p,0).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Lights
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
// indirect lightning -> vec3 in normalize is light direction
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
if(mat==1.)
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
if(mat==2.)
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.)
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
if(mat == 6.)
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
}
col += glow * chevronColor*.25;
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
}
void main() {
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
vec3 finalColor = render(getUV());
finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
}

View File

@ -1,305 +0,0 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "p"
# define VAR_o "f"
# define VAR_syncs "a"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 f;"
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float a[7];"
"layout(location=8)uniform float p[512];"
"float y=a[0];"
"vec2 c=vec2(1920,1080);"
"const float z=22./7.;"
"vec3 n(vec3 v)"
"{"
"return normalize(v);"
"}"
"float n(float v,float f,float y)"
"{"
"return clamp(v,f,y);"
"}"
"mat2 n(float v)"
"{"
"float f=sin(v);"
"v=cos(v);"
"return mat2(v,-f,f,v);"
"}"
"float x(float v,float y,float m)"
"{"
"float z=max(m-abs(v-y),0.);"
"return max(v,y)+z*z*.25/m;"
"}"
"float n(vec2 v,int y)"
"{"
"if(y==1)"
"{"
"float y=dot(v,vec2(127.1,311.7));"
"return fract(sin(y)*43758.5453123);"
"}"
"v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));"
"}"
"float n(vec2 v,float y,int f)"
"{"
"vec2 m=floor(v);"
"v=fract(v);"
"v=v*v*(3.-2.*v);"
"float z=y;"
"if(f==1)"
"z=2.;"
"return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);"
"}"
"float n(vec3 v,float y,float m)"
"{"
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
"}"
"float n(vec3 v,vec3 y)"
"{"
"v=abs(v)-y;"
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
"}"
"float n(vec3 v,vec2 y)"
"{"
"v.xy*=n(.5);"
"vec3 m=abs(v);"
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
"}"
"float x(vec3 v)"
"{"
"v=abs(v);"
"return(v.x+v.y+v.z-60.)*.577;"
"}"
"float s=0.;"
"vec3 l=vec3(.36,.9,0);"
"float t(vec3 v)"
"{"
"return min((y-v.y)*v.z,v.x*z);"
"}"
"vec3 w(vec3 v)"
"{"
"for(float f=0.;f<7.;f++)"
"{"
"float m=9.+f*3.,z=1.;"
"if(y>m)"
"{"
"if(mod(f,2.)>=1.)"
"z=-1.;"
"v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);"
"}"
"}"
"return v;"
"}"
"float n(vec2 v)"
"{"
"if(y>=v.y)"
"v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);"
"return v.x;"
"}"
"float n(vec2 v,float f)"
"{"
"v+=n(v,1.,1);"
"vec2 y=1.-abs(sin(v));"
"y=mix(y,abs(cos(v)),y);"
"return pow(1.-pow(y.x*y.y,.65),f);"
"}"
"vec3 n(vec3 v,int m)"
"{"
"float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 l=v;"
"l.xy=n(s)*l.xy;"
"float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;"
"c=min(c,d);"
"d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
"c=x(max(-d,c),abs(v.z)-.1,.02);"
"vec3 p=w(v),t=p;"
"r=z/16.;"
"t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;"
"d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);"
"c=min(c,d);"
"if(c==d)"
"f=6.;"
"d=1e3;"
"r=1.5;"
"float e=0.,u,g=4.,C=.6,F=.2;"
"for(int f=0;f<4;f++)"
"a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;"
"d+=n(v.xz*50.+2e2,.007,0);"
"c=min(c,d);"
"if(c==d)"
"f=2.;"
"if(m==1)"
"{"
"vec2 f=v.xy;"
"for(int v=0;v<4;v++)"
"u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
"}"
"d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));"
"c=min(c,d);"
"if(c==d)"
"f=1.;"
"d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
"c=min(c,d);"
"if(c==d)"
"f=3.;"
"d=x(v+vec3(-75,0,100));"
"c=min(c,d);"
"if(c==d)"
"f=3.;"
"for(float m=0.;m<8.;m++)"
"{"
"l=v;"
"s=24.67/(z*2.)+(m+1.)*z/4.;"
"if(m==1.)"
"s+=.2;"
"if(m==7.)"
"s-=.2;"
"l.xy=n(s)*l.xy;"
"float r=9.+(m-1.)*3.+1.5;"
"if(m>0.)"
"{"
"l.x-=1.95;"
"vec3 v=l;"
"if(y>r)"
"v.x=n(vec2(v.x,r));"
"float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;"
"d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);"
"c=min(c,d);"
"if(c==d)"
"f=4.;"
"if(c==m)"
"if(y>r+.2)"
"f=5.,i=min(d,m);"
"}"
"}"
"return vec3(c,f,i);"
"}"
"float n(vec3 v,vec3 y,int m)"
"{"
"vec3 f;"
"float c=0.;"
"for(int i=0;i<100;i++)"
"{"
"f=n(v+y*c,0);"
"if(m==0&&f.z<.3)"
"s+=pow(.01/f.z,.8)*.6;"
"c+=f.x;"
"if(f.x<.001||c>5e2)"
"break;"
"}"
"return c;"
"}"
"vec3 h(vec3 v)"
"{"
"vec2 f=vec2(.01,0);"
"return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));"
"}"
"float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)"
"{"
"vec3 d=n(y-v);"
"f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));"
"i=n(v+c*.0025,d,1);"
"if(i<length(y-v))"
"f*=m;"
"return f;"
"}"
"float h(vec3 v,vec3 f,vec3 y,float m)"
"{"
"return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));"
"}"
"vec3 h(vec3 v,vec3 y,vec3 f,vec3 m)"
"{"
"return vec3(0,.1,.3)+pow(dot(y,f)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(n(1.-dot(y,-m),0.,1.),.7)+vec3(h(y,f,m,60.))*.2;"
"}"
"vec3 h(vec2 v,vec3 y,vec3 f,float m)"
"{"
"y=n(f-y);"
"f=n(cross(vec3(0,1,0),y));"
"return n(y*m+v.x*f+v.y*cross(y,f));"
"}"
"vec3 h()"
"{"
"vec3 v=vec3(0,n(6.-y,2.,6.),n(1e2-y*11.,6.,1e2));"
"if(y>7.5)"
"v+=vec3(0,n(7.5-y,-1.,0.),0);"
"if(y>10.5)"
"v=vec3(2,-1,1);"
"if(y>12.)"
"v=vec3(-1,-.7,4);"
"if(y>14.5)"
"v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
"if(y>23.5)"
"v=vec3(3,-.7,4);"
"if(y>32.5)"
"v=vec3(-20,10,50);"
"if(y>36.5)"
"v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
"return v;"
"}"
"vec3 n()"
"{"
"vec3 v=vec3(0,-.5,0);"
"if(y>10.5)"
"v=vec3(1.7,-1.1,0);"
"if(y>12.)"
"v=vec3(0);"
"if(y>14.5)"
"v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);"
"if(y>23.5)"
"v=vec3(0);"
"return v;"
"}"
"vec3 r(vec3 v)"
"{"
"if(y>10.75)"
"{"
"float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));"
"v=mix(v,f*1.4*l,f*.76);"
"}"
"return v;"
"}"
"vec3 h(vec3 v,vec3 y,float f,float m)"
"{"
"return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;"
"}"
"vec3 h(vec2 v)"
"{"
"vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);"
"float z=n(f,m,0),i=0.;"
"if(z<5e2)"
"{"
"vec3 v=f+m*z,d=h(v);"
"i=n(v,0).y;"
"c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);"
"c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);"
"c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);"
"c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);"
"if(i==0.)"
"c*=vec3(.2,.3,.3)+h(d,m,.5,2.);"
"if(i==1.)"
"c*=h(v,d,n(vec3(0,.3,.8)),n(m));"
"if(i==2.)"
"c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);"
"if(i==3.)"
"c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);"
"if(i==4.)"
"c*=vec3(0,.08,.11)+h(d,m,.3,.7);"
"if(i==5.)"
"c=l*.4;"
"if(i==6.)"
"c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);"
"}"
"c+=s*l*.25;"
"return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));"
"}"
"void main()"
"{"
"f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);"
"}";
#endif // FRAGMENT_INL_

View File

@ -1,27 +0,0 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef POST_INL_
# define POST_INL_
# define VAR_i "v"
# define VAR_o "f"
const char *post_frag =
"#version 130\n"
"uniform sampler2D f;"
"out vec4 v;"
"float t(float f)"
"{"
"return fract(sin(dot(f,12.9898))*43758.5453);"
"}"
"void main()"
"{"
"v=vec4(0);"
"for(int s=0;s<25;s++)"
"{"
"vec2 d=gl_FragCoord.xy*2./vec2(1920,1080);"
"float i=t(float(s+dot(d,d))),C=t(float(1-s+dot(d,d)));"
"v+=vec4(textureLod(f,d,(.3+.7*i)*texture(f,(1.+.01*(-1.+2.*vec2(i,C)))*d).w*8).xyz,1);"
"}"
"v/=vec4(25);"
"}";
#endif // POST_INL_

View File

@ -13,7 +13,7 @@
#define SU_LENGTH_IN_PATTERNS 108
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
#define SU_NUMSYNCS 2
#define SU_NUMSYNCS 11
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
#include <stdint.h>