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import jm.audio.Instrument; import jm.audio.io.*; import jm.audio.synth.*; import jm.music.data.Note; import jm.audio.AudioObject; /** * A multiple sawtooth instrument implementation * which has each wave detuned. * @author Andrew Brown, Nick Coleman and Andrew Sorensen */ public final class SuperSawInst extends Instrument{ //---------------------------------------------- // Attributes //---------------------------------------------- /** The points to use in the construction of Envelopes */ private EnvPoint[] pointArray = new EnvPoint[10]; /** the same rate */ private int sampleRate; /** The frequency ratio between wavefroms */ private double detune; //---------------------------------------------- // Constructor //---------------------------------------------- /** * Basic default constructor to set an initial sample rate * @param sampleRate */ public SuperSawInst(int sampleRate){ this(sampleRate, 0.001); } /** * Basic default constructor to set an initial sample rate * @param sampleRate */ public SuperSawInst(int sampleRate, double detune){ this.sampleRate = sampleRate; this.detune = detune; EnvPoint[] tempArray = { new EnvPoint((float)0.0, (float)0.0), new EnvPoint((float)0.02, (float)1.0), new EnvPoint((float)0.15, (float)0.6), new EnvPoint((float)0.9, (float)0.3), new EnvPoint((float)1.0, (float)0.0) }; pointArray = tempArray; } //---------------------------------------------- // Methods //---------------------------------------------- /** * Initialisation method used to build the objects that * this instrument will use */ public void createChain(){ Oscillator wt1 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); Oscillator wt2 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt2.setFrqRatio((float)(1.0 + detune)); Oscillator wt3 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt3.setFrqRatio((float)(1.0 - detune * 2)); Oscillator wt4 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt4.setFrqRatio((float)(1.0 + detune * 2)); Oscillator wt5 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt5.setFrqRatio((float)(1.0 - detune)); Oscillator wt6 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt6.setFrqRatio((float)(1.0 + detune * 3)); Oscillator wt7 = new Oscillator(this, Oscillator.SAWTOOTH_WAVE, this.sampleRate, 2); wt7.setFrqRatio((float)(1.0 - detune * 3)); AudioObject[] waves = {wt1, wt2, wt3, wt4, wt5, wt6, wt7}; Add add = new Add(waves); Envelope env = new Envelope(add, pointArray); Volume vol = new Volume(env); StereoPan span = new StereoPan(vol); SampleOut sout = new SampleOut(span); } } |
Instrument class overview
More commentary to come.
Audio objects
More commentary to come.
Musical Example
The code below uses multiple notes played by sine waves to create a gong-like timbre.
import jm.JMC; |
More commentary to come.
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© 2001 Andrew Brown |
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