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+#X obj 28 258 r trigger;
+#X obj 28 454 *~;
+#X obj 28 482 *~;
+#X floatatom 63 304 3 0 100 0 - - -;
+#X msg 460 493 \; trigger 0;
+#X obj 28 281 unpack;
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+#X obj 27 533 +~ 0.3;
+#X obj 27 559 cos~;
+#X obj 27 507 osc~;
+#X obj 63 323 mtof;
+#X obj 63 345 sqrt;
+#X obj 63 367 sqrt;
+#X text 572 461 <-- octave up;
+#X msg 460 416 \; trigger 1 60;
+#X msg 460 453 \; trigger 1 72;
+#X text 550 494 <-- release;
+#X text 556 512 is optional;
+#X obj 28 424 *~;
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+#X obj 237 333 / 6;
+#X obj 237 380 *~;
+#X floatatom 391 333 3 0 0 0 - - -;
+#X text 236 438 since we'll multiply \,;
+#X text 235 453 vibrato output should;
+#X text 235 470 be centered at 1 \, not 0;
+#X text 273 384 multiply by vib depth;
+#X obj 391 361 / 6923;
+#X text 62 425 apply vibrato;
+#X text 66 453 fourth;
+#X text 69 469 power;
+#X text 97 537 waveform;
+#X text 96 517 simple;
+#X text 457 354 4/(exp(log(2)/1200)-1);
+#X text 461 335 conversion factor is;
+#X text 384 295 vibrato depth;
+#X text 383 312 in cents;
+#X text 228 274 vibrato speed;
+#X text 227 291 in Hertz;
+#X obj 28 392 adsr 0 100 200 100 300;
+#X obj 26 587 output~;
+#X text 88 9 USING ADSRS FOR PORTAMENTO AND ADDING VIBRATO TOO;
+#X text 43 30 Portamento can be treated as a special case of an ADSR
+envelope \, with 100 percent sustain. Vibrato is properly computed
+in units of pitch \, but it's also possible to do the job without having
+to convert from pitch to frequency units at the audio rate. To do this
+we just raise the "pitch" to the fourth power \, so that it acts pseudo-exponentially.
+Rather than add vibrato to the ADSR output \, we multiply a signal
+which controls relative frequency. The relative frequency change is
+one plus an oscillator.;
+#X text 439 626 updated for Pd version 0.39;
+#X text 45 185 The table below holds 6 cycles of vibrato with small
+variations to get a not-exactly-repeating vibrato. We thus have to
+divide vibrato frequency by six. You can just use a sine or triangle
+wave if you prefer.;
+#X text 573 426 <-- middle C;
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