chaude_civ.tidal 2 KB
-- Chaude Civilisation
-- Breakbeat bassline diphonique
resetCycles

do
setcps (90/4/60)
d1 -- Kick base chaloupé ?
  $ mask "<f!8 [t f]!4 t!8 f!2 t f>"
  $ "<k*2 k!7> ~ <k!2 k?> <k!3 <k? ~>> ~ k [k|k*2] k"
  # "reverbkick"
  # room 0.1 # sz 0.1
  # gain (slow 32 $ range 0.5 0.7 saw)
d2 -- Breakbeat
  $ mask "<f!8 t!4 t f [f t]!2 t!3 f>"
  $ slice "<8!12 4 4 2 [4 . 8 4]>" ("<0!3 4>" + "0 1 2 3")
  $ loopAt 2
  $ "fbonus:9"
  # gain 0.7
  # cut 2
d3 -- Drumroll metal
  $ fast "<4 4 8 4 4 [4 . ~ 8] 8 <[16 8] 16>>"
  $ s "cpu:4"
  # gain "<0.6 0.65 0.7 0.75 0.8!4 0.85!8>"
d4 -- Bassline default mask / 4 second half
  $ sometimesBy "<f!16 f!4 t!4 f!4 t f t t>" (# gain 0) -- mask also second half
  $ mask "<t!3 f>" -- every 4 let second half play
  $ "fbass:12"
  # cut 4
  # gain (slow 4 $ range 0.65 0.8 saw)
d5 -- Guitare conclusive seconde partie
  $ mask "<f!28 [f!3 t]!3 [f t] [t f]!8 [f t]!8 t!16>"
  $ juxBy 0.75 (# cut 51)
  $ slice 8 (
    ("<0!4 4!4 [4 2]!2[2 2][0 2]>")
    + "0 <1!8 3!4 1!4> <2!4 3!4> <3!6 2!2>"
  )
  $ "fguitar/2"
  # n (slow 16 $ "<12 14 13 15>")
  # room 0.2
  # cut 5
  # gain 0.45
d9 -- Invader fight: Tir variable, echec | touche | ambulance
  $ mask "<f!16 [t f]!8 t!8>"
  $ fix ((|* gain 0.9) . (# pan 1)) (n "9")
  $ fix ((|* gain 0.9) . (# pan 1)) (n "16")
  $ n ("[11|4]([1|3|5],8) [~|~| 3|5|11 | [9|9|9|16] ]")
  # "invaders"
  # pan "0.2 0.8"
  # gain "0.45 0.55"
d6 -- A Yatta, a Jutta!
  $ mask "<f!8 t!56>"
  $ juxBy 0.4 (rev . (someCycles (# "diphone2")))
  $ fast "<2!4 1!4> <2!4 4!4 2!4 4 4 [8 4!3] [4!3 8] 2!4 8!4 4!8 2!4>"
  $ "diphone"
  # n (slow 38 $ "<0 .. 38>")
  # gain (slow 128 $ range 0.2 0.65 (saw + (perlin /2)))
  # pan 0.5
  # cut 6
d7 -- Synth second bass
  $ juxBy 0.5 (|+ note "<-12 12>")
  $ (|+ note "<12 -12>")
  $ "0 0*<1!3 4> 0*2"
  # note ("<c4'maj <c4'maj c5'maj> c4'maj <b3'maj g3'maj>>")
  # "bassWarsaw"
  # gain 0.65
  # pan 0.3
d8
  $ often ("q" ~>)
  $ mask "<f!8 [f . t f] t([16 10],16)>"
  $ "f!16" # "fire"
  # cut 8
  # legato 2
  # pan 0.2
  # gain 0.5