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@halfbyte
Created September 20, 2013 12:48
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A patch for liv3c0der I used (in slightly modified form) at JSConf.eu 2013 and onGameStart 2013.
// NAME: finalist
AE.Instance.tempo = 135;
AE.Instance.groove = 0.3;
function draw(c, s) {
LC.cls(c)
}
// context, outlet, times, time per step, state, data
// should return array of functions that accept a single argument: the time
function pattern(c, o, t, l, s, d) {
var i;
var ll=t.length;
s.init('loop',0);
s.loop++;
LC.LO.reset();
AE.ReverbLine.mix.value = 0.0;
for(i=0;i<ll;i++) {
if (i % 6 == 0) AE.DrumSynth.play(o, t[i], 2, 10, 5, 200, 50);
AE.SnareSynth.flt_f = 1500;
//if (i == 8) AE.SnareSynth.play(o, t[i], 0.7, 10, 3, 300, 50);
var odd = (i % 2 == 1);
//AE.NoiseHat.play(o, t[i], 0.2 - (i % 2) * 0.1, odd ? 10 : 5, 6000, 10);
}
AE.WubSynth.flt_mod = 500;
AE.WubSynth.lfo_f = 1 / (l*2);
//AE.WubSynth.play(AE.REV, t[0], l*4, 24, 0.4);
AE.WubSynth.lfo_f = 1 / (l*1);
//AE.WubSynth.play(o, t[8], l*8, 24+3, 0.4);
AE.WubSynth.lfo_f = 1 / (l*3);
//AE.WubSynth.play(o, t[14], l*4, 24-2, 0.4);
notes = [0, 0, 6, 4]
var base = notes[s.loop % notes.length];
//AE.SawSynth.play(AE.REV, t[0], l*3, 48 + base, 0.05);
//AE.SawSynth.play(AE.REV, t[6], l*3, 48 + base + 1, 0.05);
//AE.SawSynth.play(AE.REV, t[10], l*3, 48 + base + 6, 0.05);
//AE.SawSynth.play(AE.REV, t[0], l*3, 48+ base + 12, 0.05);
//AE.SawSynth.play(AE.REV, t[6], l*3, 48 + base + 12 + 1, 0.05);
//AE.SawSynth.play(AE.REV, t[10], l*3, 48 + base + 12 + 6, 0.05);
}
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