Working on a linear feedback shift register noise generator based on the NES APU specs found here: https://wiki.nesdev.com/w/index.php/APU_Noise
I've wrapped it into a #patchwerk node called bitnoise, and made a little patch to test it out (audio attached).
Here is the #runt code that generated it:
60 300 1 randi 5000
2 dmetro 0.5 0 maygate 0.1 port 1 20 scale
1 dmetro 0.5 0 maygate bitnoise
"test.wav" wavout bdrop
sr 20 * _compute rep
@paul lovely! brings to mind Xenakis' DSS synth work
I'm not aware of that work. Where can I learn about it?
@paul Sergio Luque has a great introduction to it here: https://sergioluque.com/texts/Luque-The_Stochastic_Synthesis_of_Iannis_Xenakis.pdf
One delightfully waspy example from 1994: https://www.youtube.com/watch?v=Zmi2EVb7kQU
Ah! GENDY. That's a term I'm familiar with. It is the name of a csound opcode, which probably is an implementation of the technique. Had a friend who was super into using that opcode back at Berklee. I never got around to really using/grokking it myself though.
@paul that's it! there's a supercollider implementation as well, I'm working on one for pippi at the moment... the basic idea is doing a drunk walk on the breakpoints of a waveform on each cycle but Luque's paper goes into nitty gritty.
@paul FWIW on the subject of DSS... some of Luc Döbereiner's work extends Xenakis' ideas in very cool ways: https://www.doebereiner.org/music_interior_exterior.html and Ian M Frasier has done a lot of cool work based on these ideas too with his Keroaän system: https://ianmfraser.bandcamp.com/album/daunting-in-its-variousness-first-in-a-suite-of-an-indeterminate-number-of-pieces
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