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GLSLで音楽(今までの応用の一つ)

Last updated at Posted at 2018-06-29

#アルペジオ
和音の構成音を順番にならすこと。
#今までのスキルの応用
アルペジオをカノン進行でやってみます。音源は、自分的にはpianoに近くしてるけど、世間の評価が気になるところ。アルペジオできるなら、ベースラインは難しくないと思う。それで、コードは

#define BPM 120.
#define A (15./BPM)
#define B (240./BPM)

float sound(float f, float t)
{
  float gain = 0.0, a, b = 0.0;
  for(float j = 1.0; j < 8.0; j++){
      b += a = exp(-j *0.5);
      gain +=  a * sin( 6.2831 * f*j*t ) * exp(-t*1.5/(1.0-j*0.1));
  }
  gain *= 1.0 + 1.5*exp(-8.0*t);
  return gain / b;
}

float note2freq(int n)
{
    return 440.0*exp2((float(n)-69.0)/12.0);
}

int sequenceOrder(int s,float time)
{
    int n =-1;
    for(int i=0;i<=int(mod(time,B)/A);i++){
        if((s>>i&1)==1)n++;
    }
	return n;
}

float sequenceTime(int s,float time)
{
  float n =mod(time,A);
  for(int i=0;i<16;i++){
    if((s>>(int(time/A)-i)%16&1)==1)break;
    n+=A;
  }
  return n;
}

#define Scale int[](0,2,4,5,7,9,11,12,14,16,17) 
#define Kanon int[](1,5,6,3,4,1,4,5)
#define Key 60

vec2 mainSound( float time )
{
    int b = int(time/B);
    int s=int[](0x5111,0x1551,0x5151)[b%3];
    int o = sequenceOrder(s,time);
    float f = note2freq(Key + Scale[Kanon[b%8]-1 + o%3*2]);
    return vec2(sound(f,sequenceTime(s, time))) ; 
}

この音はshader toyで聞けます。

#GLSLで音楽の記事
GLSLで音楽(はじめに)
GLSLで音楽(まずは、ドラムだ)
GLSLで音楽(メロディーいってみます)
GLSLで音楽(和音を使ってみる)

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