do -- resetCycles setcps (135/60/4) -- once $ "fx_commodore:8" # room 0.45 # crushbus 1 (range 16 3.5 saw) # gain 0.8 let g = id let g = (whenmod 64 32 (# lpf (slow 32 $ range 500 5500 saw))) d1 $ g $ mask "<f!8 t!54>" -- $ struct "<t!8 f!2 t(2,4)!6 [t t t <t t*2 t [~ t]>]!16>" $ struct "t t t <t t*2 t [~ t]>" $ "[jazz,kick:5]" # lpf 4000 # gain 0.9 d2 $ g $ mask "<f!8 t!54>" $ mask "<<t!4 f t!3> t t [t <f!3 t>]>" $ "drums_gameboy" # n "<0!4 0 2 2 0 2!4 0!4>" # cut 2 # gain 0.9 # lpf 2000 d3 $ g $ mask "<f!8 t!54>" $ struct "<[~ t]!8 [~ t ~ t*<1!3 2>]!8>" $ "[cp,glitch:6]" # lpf 8000 # gain 1.2 # room 0.4 # sz 0.8 # dry 1 # cut 3 d4 $ g -- Gameboy glitter $ mask "<f!24 t!8 f!4 t!4 f!8 t!24>" $ slice 4 ("<0!4 1!4 2!4 3!4>") $ "synth_gameboy:4" # cut 4 # room 0.4 # sz (slow 32 $ range 0.4 0.9 saw) # gain (segment 16 $ 0.7 + 0.2 * perlin) d5 $ g -- BASSLINE BASELINE $ whenmod 16 12 (# silence) $ "bass_gameboy:3" # n "<2 2 1 0>" # cut 5 # room 0.3 # pan 0.2 # gain (0.89 + 0.1 * perlin) # crushbus 51 (slow 64 $ range 16 3 saw) d6 $ mask "<f!7 t>" $ "fx_gameboy" # pan (range 0.1 0.5 perlin) # n (irand 10) # gain 0.5 d7 $ g -- Bonus break! $ mask "<f!4 t!4 f!24 t!8 f!8 t!16>" $ mask "<t!3 [t t f t]>" -- Aere $ slice 4 ("0 1 <2 2 5 5> <6 7*<1 2>>") $ loopAt 2 $ "break:1" # cut 7 # gain (slow 32 $ range 0.7 1.15 saw) d10 $ sometimes (0.25 ~>) $ degradeBy 0.2 -- Fix trop frequent $ rarely (stut 4 0.75 0.5) $ mask "<f!8 t? f!3 t f!2 <f t>>" $ "fx_commodore:8" # crush (range 5 10 rand) # gain (0.5 + 0.23 * rand) # pan 0.9 # room 0.4