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Tutorial 14: Player Attributes Reference🔗

To see all attributes:

print(Player.get_attributes())

You can see what effects are available by evaluating

print(FxList)

Let's use the high pass filter for an example. You can see it's described like so: "<Fx 'highPassFilter' -- args: hpr, hpf>"

Each effect has a "master" argument and then child arguments. Here the master argument is hpf (short for high pass filter) and the child argument is hpr (short for high pass resonance). The effect is only added when the master argument is non-zero:

d1 >> dirt([0,4,2,1], dur=1/2, hpf=4000)

This sets the high pass filter to 4000 Hz so only frequences in the audio signal above that are actually heard. Let's change the resonance value. It's default value is 1, so let's make it smaller

d1 >> dirt([0,4,2,1], dur=1/2, hpf=4000, hpr=0.3)

Notice a difference? We can use patterns / vars in our effects to make them change over time:

d1 >> dirt([0,4,2,1], dur=1/2, hpf=linvar([0,4000],8), hpr=P[1,1,0.3].stretch(8))

Reference🔗

amp - Amplitude (defaults to 1)🔗

Sets the volume of the note/pattern

d1 >> play("*", dur=1/2, amp=1)

Half Volume

d1 >> play("*", dur=1/2, amp=.5)

Creating a pattern with amp

d1 >> play("*", dur=1/2, amp=[1,0,1,1,0])

amplify - Changes amp, by multiplying agasint the existing value (instead of overwritting)🔗

Creating a pattern with amp

d1 >> play("*", dur=1/2, amp=[1,0,1,1,0])
d1 >> play("*", dur=1/2, amplify=[.5,1,0])

Set up a "drop" in the music (Plays at full volume for 28, then 0 for 4)

p1 >> blip([0,1,2,3], amplify=var([1,0],[28,4]))

bend🔗

benddelay - See bend🔗

bits🔗

The bit depth, in number of bits, that the signal is reduced to; this is a value between 1 and 24 where other values are ignored. Use crush to set the amount of reduction to the bitrate (defaults to 8)

bitcrush - See bits🔗

blur🔗

bpf - Band Pass Filter🔗

bpnoise - See bpf🔗

bpr - See bpf🔗

bpm🔗

buf🔗

channel🔗

chop🔗

'Chops' the signal into chunks using a low frequency pulse wave over the sustain of a note.

coarse🔗

comb delay - See echo🔗

crush🔗

cut🔗

Cuts a duration

p1 >> pluck(P[:8], dur=1/2, cut=1/8)
p1 >> pluck(P[:8], dur=1/2, cut=1/4)
p1 >> pluck(P[:8], dur=1/2, cut=1/2)

cutoff🔗

decay - See echo🔗

degree - The degree of the note, or pitch, can be specified by keyword (also the first positional)🔗

p1 >> blip(degree=[0,1,2,3])

Which is the same as:

p1 >> blip([0,1,2,3])

Only plays the "root" note of the chord

b1 >> bass(p1.degree[0])

delay - A duration of time to wait before sending the information to SuperCollider (defaults to 0)🔗

Delays every 3 note by .1

p1 >> blip([0,1,2,3], delay=[0,0,0.1])

Delays every 3 note by .5

p1 >> blip([0,1,2,3], delay=[0,0,0.5])

Plays the note once for each different delays

p1 >> blip([0,1,2,3], delay=(0,0.1))

p1 >> blip([0,1,2,3], delay=(0,0.25))

p1 >> blip([0,1,2,3], delay=(0,.1,.2,.3))

dist🔗

dur - Durations (defaults to 1 and 1/2 for the Sample Player)🔗

echo🔗

Title keyword: echo, Attribute keyword(s): decay

Sets the decay time for any echo effect in beats, works best on Sample Player (defaults to 0) Multiplied against the sustain value

d1 >> play("x-o-", echo=0.1)

d1 >> play("x-o-", echo=0.5)

p1 >> pluck(P[:8], echo=.25)

p1 >> pluck(P[:8], echo=.5)

p1 >> pluck(P[:8], echo=.5, decay=.5)

env🔗

fmod🔗

formant🔗

freq🔗

hpf - High Pass Filter🔗

Filters out all the frequencies below given value, removing lower freqencies

# 4000 hertz
p1 >> pluck(P[:8], dur=1/2, hpf=4000)

# HPF is 0 for 4 beats, then 4000 for 4 beats
p1 >> pluck(P[:8], dur=1/2, hpf=var([0,4000],[4,4]))

# Linear change on hpf from 0 take 4 beats to get to 4000, 4 beats back to 0
p1 >> pluck(P[:8], dur=1/2, hpf=linvar([0,4000],[4,4]))

# Linear change on hpf from 0 take 8 beats to get to 4000, then reset back to 0
p1 >> pluck(P[:8], dur=1/2, hpf=linvar([0,4000],[8,0]))

# With resonance change (default is 1)
p1 >> pluck(P[:8], dur=1/2, hpf=linvar([0,4000],[8,0]), hpr=.5)

# With resonance change as a linvar
p1 >> pluck(P[:8], dur=1/2, hpf=linvar([0,4000],[8,0]), hpr=linvar([0.1,1],12))

hpr - See hpf🔗

lpf - Low Pass Filter🔗

Filters out all the frequencies above given value, removing higher freqencies

# 4000 hertz
p1 >> pluck(P[:8], dur=1/2, lpf=400)

# With resonance change as a linvar
p1 >> pluck(P[:8], dur=1/2, lpf=linvar([500,4000],[8,0]), lpr=linvar([0.1,1],12))

lpr - See lpf🔗

midinote🔗

pan🔗

Panning, where -1 is far left, 1 is far right (defaults to 0)

pitch - See degree🔗

pshift🔗

oct🔗

rate🔗

Variable keyword used for misc. changes to a signal. E.g. Playback rate of the Sample Player (defaults to 1)

room🔗

Title keyword: room, Attribute keyword(s): mix

The room argument specifies the size of the room

d1 >> play("x-o-", room=0.5)

Mix is the dry/wet mix of reverb or how much the reverb is mixed with the source. 1 is all reverb, 0 is no reverb at all. (Default 0.1)

d1 >> play("x-o-", room=0.5, mix=.5)

Reveb🔗

See Room

sample🔗

Special keyword for Sample Players; selects another audio file from the bank of samples for a sample character.

scale🔗

shape🔗

slide - Slide To🔗

Slides' the frequency value of a signal to freq * (slide+1) over the duration of a note (defaults to 0)

p1 >> pluck(P[:8], dur=1/2, slide=1)

p1 >> pluck(P[:8], dur=1/2, slide=12)

p1 >> pluck(P[:8], dur=1/2, slide=var([0,-1],[12,4]))

slidedelay🔗

slidefrom🔗

slider🔗

spread🔗

spin🔗

striate🔗

stutter🔗

sus - Sustain (defaults to dur)🔗

swell🔗

vib - Vibrato🔗

Vibrato - Title keyword: vib, Attribute keyword(s): Vibrato (defaults to 0)

p1 >> pluck(P[:8], dur=1/2, vib=12)

With child attribute, vibdepth (default 0.2)

p1 >> pluck(P[:8], dur=1/2, vib=12, vibdepth=0.5)

vibdepth - See vib🔗