Replaced all sound effects with the plain Ogg sound effects from 1.2.
This sound generation stuff is really unnecessary. The ones from 1.2 sound much better.
This commit is contained in:
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36f0e7a85d
commit
c634201401
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SFX = plasma explode explode2 explode3 explode4 laser item
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OGG = $(SFX:%=%.ogg)
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WAV = $(SFX:%=%.wav)
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all: $(OGG)
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%.ogg: %.wav
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oggenc $<
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%.wav: %.csd
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csound -g -o $@ $<
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clean:
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rm -f $(OGG) $(WAV)
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.PHONY: all clean
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In order to create the sound files, you need the following packages
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installed:
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- csound
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- vorbis-tools
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The .csd files contain the source code that describes the sound effect. These
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are rendered by csound to a .wav file, which is converted to .ogg using oggenc.
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Explosions
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; Noise filtered by fofilter.
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; After p8 s attack time, linear decay to 0.
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; The filter frequency varies linearly between p4 and p5.
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; The fofilter impulse rise and decay times are given by p6 and p7.
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; p6 low: smoother sound, p6 high: more rumbling sound
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; p7 low: low deep sound, p7 high: tending towards white noise
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; p8: attack time (s)
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; p9: maximum amplitude
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instr 1
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pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
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k1 expon p9, p3, 0.001
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k2 line p4, p3, p5
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a1 noise k1, 0.1
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a1 fofilter a1, k2, p6, p7
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a1 limit a1, -1, 1
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out a1 * p10
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endin
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</CsInstruments>
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<CsScore>
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i 1 0 2.0 100 30 0.01 0.0002 0.02 1.0 0.5
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i 1 0.4 2.0 50 30 0.01 0.001 0.01 1.0 0.5
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e
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</CsScore>
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</CsoundSynthesizer>
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Binary file not shown.
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Explosions
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; Noise filtered by fofilter.
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; After p8 s attack time, linear decay to 0.
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; The filter frequency varies linearly between p4 and p5.
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; The fofilter impulse rise and decay times are given by p6 and p7.
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; p6 low: smoother sound, p6 high: more rumbling sound
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; p7 low: low deep sound, p7 high: tending towards white noise
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; p8: attack time (s)
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; p9: maximum amplitude
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instr 1
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pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
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k1 linseg 0, p8, p9, p3 - p8, 0
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k2 line p4, p3, p5
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k3 line 1, p3, 0
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a1 noise k1, 0.1
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a1 fofilter a1, k2, p6, p7
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a1 limit a1, -1, 1
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out a1 * p10 * k3
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endin
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; Metalic sound
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instr 2
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k1 line 1, p3, 0
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a1 barmodel 1, 1, p4, 0.001, 0.23, 5, p5, p6, p7
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out a1 * k1
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endin
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</CsInstruments>
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<CsScore>
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i 2 0.0 0.1 40 0.1 5000 0.5
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i 1 0 0.7 200 100 0.01 0.0006 0.05 1.0 0.15
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e1
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</CsScore>
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</CsoundSynthesizer>
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Explosions
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; Noise generated by spline interpolation through random points.
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; p4: attack time (s)
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; p5: minimum spline point frequency
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; p6: maximum spline point frequencyy
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instr 1
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k1 linseg 0, p4, 1, p3 - p4, 0
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k2 linseg p5, p4, p6, p3 - p4, p5
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a1 rspline -k1, k1, p5, k2
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out a1
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endin
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</CsInstruments>
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<CsScore>
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i 1 0 2 0.01 100 20000
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e
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</CsScore>
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</CsoundSynthesizer>
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Explosions
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; Noise filtered by fofilter.
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; After p8 s attack time, linear decay to 0.
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; The filter frequency varies linearly between p4 and p5.
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; The fofilter impulse rise and decay times are given by p6 and p7.
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; p6 low: smoother sound, p6 high: more rumbling sound
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; p7 low: low deep sound, p7 high: tending towards white noise
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; p8: attack time (s)
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; p9: maximum amplitude
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instr 1
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pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
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k1 linseg 0, p8, p9, p3 - p8, 0
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k2 line p4, p3, p5
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k3 expon 1, p3, 0.01
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a1 noise k1, 0.1
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a1 fofilter a1, k2, p6, p7
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a1 limit a1, -1, 1
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out a1 * p10 * k3
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endin
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instr 2
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k1 linseg 0, p4, 1, p3 - p4, 0
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k2 linseg p5, p4, p6, p3 - p4, p5
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a1 rspline -k1, k1, p5, k2
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a1 limit a1, -1, 1
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out a1 * 0.5
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endin
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</CsInstruments>
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<CsScore>
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i 1 0.0 2.0 50 30 0.01 0.001 0.01 1.0 0.5
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i 1 0.5 2.0 50 30 0.01 0.002 0.01 1.0 0.2
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i 1 1.0 2.0 50 30 0.01 0.004 0.01 1.0 0.1
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i 2 0.0 3.0 1.5 10 1000
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e
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</CsScore>
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</CsoundSynthesizer>
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Item sound:
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; Four notes mixed together and some reverberation added.
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; The notes are sine waves with a very short attack and decay applied,
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; necessary to avoid clicking sounds.
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gisine ftgen 1, 0, 16384, 10, 1
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ga1 init 0
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instr 1
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a1 poscil 0.4, p4, gisine
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a2 linseg 0, 0.001, 1, p3 - 0.002, 1, 0.001, 0
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ga1 = ga1 + a1 * a2
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endin
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instr 99
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a1 reverb ga1, 0.7
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out ga1 + a1 * 0.15
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ga1 = 0
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endin
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</CsInstruments>
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<CsScore>
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i 1 0.00 0.15 300
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i 1 0.08 0.15 450
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i 1 0.16 0.15 375
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i 1 0.24 0.15 600
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i 99 0 0.65
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e
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</CsScore>
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</CsoundSynthesizer>
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Laser shot:
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; Basically a sine wave sweep from 5 kHz to 0.1 kHz in 0.1 s, decaying further to 0 Hz.
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; White noise with an amplitude of 250 to 500 Hz is applied to the frequency.
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instr 1
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gisine ftgen 1, 0, 16384, 10, 1
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k1 expon 5000, p3 * 0.2, 100
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k2 linrand 500
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k3 line 0.5, p3, 1
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a1 poscil 0.3, k1 + k2 * k3, gisine
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out a1
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endin
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</CsInstruments>
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<CsScore>
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i 1 0 0.5
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e
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</CsScore>
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</CsoundSynthesizer>
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<CsoundSynthesizer>
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<CsInstruments>
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sr = 48000
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ksmps = 32
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nchnls = 1
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0dbfs = 1
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; Plasma shot:
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; Basically a sine wave sweep from 2 kHz to 0.1 kHz in 0.1 s,
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; but with white noise with an amplitude of 500 Hz applied to the frequency.
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instr 1
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gisine ftgen 1, 0, 16384, 10, 1
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k1 line 2500, p3, 100
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k2 linrand 500
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a1 poscil 0.2, k1 + k2, gisine
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out a1
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endin
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</CsInstruments>
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<CsScore>
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i 1 0 0.1
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e
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</CsScore>
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</CsoundSynthesizer>
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