Various eurorack panels and modules I created in 2020/2021. Learned a lot during the pandemic. Hoping to release at least 3 4u pcb/panels in LW format in 2023.
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Various eurorack panels and modules I created in 2020/2021. Learned a lot during the pandemic. Hoping to release at least 3 4u pcb/panels in LW format in 2023.
these two inspire something in me, made vector art of both to use in a planned zine but decided they were far too detailed for that purpose.. maybe for a pdf manual
just realized how much darker they are than the real things
my first custom euro module, lost the kicad files
Waking up at 2:40am and all you can think of is different things to make your reaktor synth as complicated and professional as possible… I’ve finally snapped and become one of those people who you are scared to sit next to on public transport
Some SuperCollider Code
Learning about modular synths is really helping me visualize what is happening with SuperCollider these days. The last paragraph of this interview where Tony Rolando of MakeNoise mentions an "Animated Mix Engine" got me thinking about how that would be created with SC. Here is a basic implementation of it.
//Mix animator { var mix = [ SinOsc.ar(220, 0, -12.dbamp), LFTri.ar(220, 0, -12.dbamp), LFPulse.ar(220, 0, -12.dbamp), LFSaw.ar(220, 0, -12.dbamp) ]; SelectX.ar(LFNoise0.ar(20, 1).abs*mix.size, mix); }.scope;
Here is another version that creates a similar sound, but puts it in a SynthDef so that you can alter the sound while it is playing.
SynthDef(\animator, { | outbus=0, rate=0.5, freq=220, amp=0.2 | var mix = [ SinOsc.ar(freq, 0, amp), LFTri.ar(freq, 0, amp), LFPulse.ar(freq, 0, amp), LFSaw.ar(freq, 0, amp) ]; Out.ar(outbus, SelectX.ar(LFNoise2.ar(rate, 1).abs*mix.size, mix)); }).add; //start the synth x = Synth(\animator); //change the rate while it's playing x.set(\rate, 2); x.set(\rate, 10); x.set(\rate, 0.1); x.set(\rate, 0.5); //stop the synth x.free;
This is pretty basic, but it is fun to think about how to implement things and reading about different hardware synths is giving me ideas about synthesis in general.
Amazing Digital Filter for SuperCollider
I came across this great filter plugin for SuperCollider today as I was exploring some synthesis stuff and was a little dissatisfied with the built-in filters. It is called DFM1 and it is a part of the SC3-plugins package you can get here.
I wrote a little patch to demonstrate some modulations of the filter and I am pretty happy with it so far. Take a listen to this patch with the audio sample above.
( SynthDef(\pulseFilter, { |out=0,freq=1,width=0.5,ffreq=20000,resonance=0.1,pan=0,amp=0.1,gate=1| var env, pulse, filter; env = EnvGen.kr(Env.perc,gate, doneAction: 2); pulse = Mix.new(LFPulse.ar([freq,freq+0.1], 0, width, env)); filter = DFM1.ar(pulse, ffreq, resonance, 0.5); Out.ar(out, Pan2.ar(filter, pan, amp)); }).add; ) ( Pdef(\one, Pbind( \instrument, \pulseFilter, \scale, Scale.dorian, \root, 0, \octave, Pxrand((1..4),inf), \degree, Pxrand((1..9),inf), \width, Pseg(Pseq([0.1,0.9],inf), 13, \linear), //pulse width modulation \dur, Pwhite(0.01,0.5,inf), \ffreq, Pseg(Pseq([2000,100],inf), 20, \linear), //slow filter sweep down \resonance, Pseg(Pseq([0.0,1.0],inf), 15, \linear) //slow increase in resonance )); ) Pdef(\one).play; Pdef(\one).stop;
I think that this has a pretty convincing analog sound to it. I am looking forward to checking out some more of features including modulating the input gain, the noise level, and the type of filtration.
Cycling74 Max/MSP/Jitter Tutorials: Polyphonic Synth