Brown Noise
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Noise whose spectrum falls off in power by 6 dB per octave. Useful for generating percussive sounds such as snares and hand claps. Also useful for simulating wind or sea effects.
use_synth :bnoise
Introduced in v2.0
|
The amplitude of the sound. Typically a value between 0 and 1. Higher amplitudes may be used, but won't make the sound louder, it will just reduce the quality of all the sounds currently being played (due to compression.) Default: 1 must be zero or greater May be changed whilst playing Has slide parameters to shape changes |
|
Position of sound in stereo. With headphones on, this means how much of the sound is in the left ear, and how much is in the right ear. With a value of -1, the soundis completely in the left ear, a value of 0 puts the sound equally in both ears and a value of 1 puts the sound in the right ear. Values in between -1 and 1 move the sound accordingly. Default: 0 must be a value between -1 and 1 inclusively May be changed whilst playing Has slide parameters to shape changes |
|
Amount of time (in seconds) for sound to reach full amplitude (attack_level). A short attack (i.e. 0.01) makes the initial part of the sound very percussive like a sharp tap. A longer attack (i.e 1) fades the sound in gently. Full length of sound is attack + sustain + release. Default: 0 must be zero or greater Can not be changed once set Scaled with current BPM value |
|
Amount of time (in seconds) for the sound to move from full amplitude (attack_level) to the sustain amplitude (sustain_level). Default: 0 must be zero or greater Can not be changed once set Scaled with current BPM value |
|
Amount of time (in seconds) for sound to remain at sustain level amplitude. Longer sustain values result in longer sounds. Full length of sound is attack + sustain + release. Default: 0 must be zero or greater Can not be changed once set Scaled with current BPM value |
|
Amount of time (in seconds) for sound to move from sutain level amplitude to silent. A short release (i.e. 0.01) makes the final part of the sound very percussive (potentially resulting in a click). A longer release (i.e 1) fades the sound out gently. Full length of sound is attack + sustain + release. Default: 1 must be zero or greater Can not be changed once set Scaled with current BPM value |
|
Amplitude level reached after attack phase and immediately before decay phase Default: 1 must be zero or greater Can not be changed once set |
|
Amplitude level reached after decay phase and immediately before release phase. Default: 1 must be zero or greater Can not be changed once set |
|
Select the shape of the curve between levels in the envelope. 1=linear, 2=exponential, 3=sine, 4=welch, 6=squared, 7=cubed Default: 2 must be one of the following values: [1, 2, 3, 4, 6, 7] Can not be changed once set |
|
MIDI note representing the highest frequencies allowed to be present in the sound. A low value like 30 makes the sound round and dull, a high value like 100 makes the sound buzzy and crispy. Default: 110 must be zero or greater,must be a value less than 131 May be changed whilst playing Has slide parameters to shape changes |
|
Filter resonance. Large amounts of resonance (a res: near 0) can create a whistling sound around the cutoff frequency. Smaller values produce more resonance. Default: 1 must be greater than zero May be changed whilst playing Has slide parameters to shape changes |
|
Amount of time (in seconds) for the parameter value to change. A long parameter_slide value means that the parameter takes a long time to slide from the previous value to the new value. A parameter_slide of 0 means that the parameter instantly changes to the new value. Default: 0 |
|
Shape of curve. 0: step, 1: linear, 3: sine, 4: welch, 5: custom (use curvature param), 6: squared, 7: cubed Default: 5 |
|
Shape of the slide curve (only honoured if slide shape is 5). 0 means linear and positive and negative numbers curve the segment up and down respectively. Default: 0 |