sound
in order:
- super-parameterized polysynth by @zebra
- old-akai-style sampler by @jah
- simple percussive polysynth by @tehn
- classic outerspace noise by james mccartney
- multitrack granulator by @artfwo
norns has two sides: control scripts and sound engines.
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the script chooses which sound engine to use. and decides what to do with key and knob input and midi notes and grids. and then considers what to draw on the screen or start a sequencer. and tell the sound engine what to do. (1) or how to sound.
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the sound engine tells the script what parameters it has and what kind of analysis data it produces.
itâs a bit like a plugin in a DAW. except here the DAW is the language lua, and the plugin is the entire supercollider environment. (2)
both scripts and and sound engines are customizable. engines are reusable across different scripts. everything can get modified at runtime. supercollider has a huge library of generators (all the oscillators, filters, noise, transformers, crispers, sparklers, splappers) with which to assemble stuctures. (3)
and of course both scripts and sound engines live in an already-growing community repository.(4) weâll talk more about code later.
norns makes ________ sound. what shall we ask?
(1) asks nicely.
(2) there was a hint earlier in this post.
(3) scripts and engines communicate via a defined OSC protocol so itâs perfectly possible to use a different dsp application, though weâre committed to exploring sc further for now.
(4) some of the engines in the video above i hadnât even seen until this morning!