— 熱き血に 黒茶色混ず 風光る
setcps (150/240)
— 熱き血に (hot blood) → 激しく脈打つ低音 + 歪んだ金属パーカッション
d1 $ sound “bd:3*8” # gain “1.2” # lpf (slow 16 $ range 200 800 saw) # lpq 0.3
# pan (range (-0.5) 0.5 $ slow 8 sine)
|+| sound “metalPerc” # n (irand 12 + 36) # gain “0.8” # delay “0.6” # delaytime “0.125” # delayfeedback “0.7” # cutoff (range 1000 4000 $ slow 5 $ sine)
— 黒茶色混ず (dark brown mixing) → 泥濘としたシンセ + 擦れるノイズ + 低速フィルター
d2 $ sound “kicklinn:2” # room “0.5” # size “0.8” # orbit 1
|+| n “0.7 0.5*2 0.6” # s “mudsynt” # cutoff (range 400 1000 $ slow 6 $ tri) # attack 0.02 # release 0.8 # orbit 0 # lpq 0.2
# resonance “0.9” # gain “0.8” # pan (slow 12 $ range (-0.8) 0.8 sine)
— 風光る (wind shining) → 高速アルペジオ + きらめくハイハット + 風のホワイトノイズ
d3 $ slow 8 $ stack [
— Gleaming wind = high glassy bells + airy noise + fast arps
s “customChime*8” # n (slowcat [0,4,7,12,7,4] + slow 12 “<0 12 24>”)
# gain (slow 16 $ range 0.7 1.2 $ fast 2 sine)
# attack 0.01 # release 1.2
# hpf (slow 12 $ range 2000 6000 tri) # hpq 0.7
# room 0.7 # size 0.85 # delay 0.4 # delaytime 0.35 # delayfeedback 0.5,
— Wind texture (filtered noise + whoosh)
every 2 (0.25 <~) $ s “noise:0” # gain (slow 16 $ range 0.1 0.4 $ slow 4 tri)
# hpf (slow 12 $ range 4000 10000 saw) # hpq 0.8
# pan (slow 8 $ sine),
— Fast crystalline arpeggio (gleam = light fracturing)
every 4 (density 4) $ s “supersquare” # n (run 8) # speed 4
# gain (slow 8 $ range 0.3 0.6 $ fast 2 tri)
# lpf (slow 8 $ range 3000 8000 $ fast 3 saw) # lpq 0.5
# pan (slow 6 $ range (-0.7) 0.7 $ fast 2 sine),
s “proc(7,16)” # speed (range 1.5 2.5 $ slow 8 rand) # pan (slow 16 $ range (-1) 1 sine) # gain 0.6
]
d4 $ slow 32 $ n “0 ~ 1 ~” # s “wind” # gain (range 0.3 0.7 $ slow 32 sine)
# lpf (range 1000 5000 $ slow 16 sine)
hush
