#N canvas 80 10 736 726 12; #X obj 27 220 r trigger; #X floatatom 65 581 0 0 0; #N canvas 159 26 531 288 output 0; #X obj 351 166 t b; #X obj 351 114 f; #X obj 351 62 inlet; #X text 358 30 mute; #X obj 351 192 f; #X msg 442 185 0; #X msg 351 88 bang; #X obj 351 140 moses 1; #X obj 413 122 moses 1; #X obj 86 154 dbtorms; #X obj 413 96 r master-lvl; #X obj 86 44 r master-lvl; #X obj 351 218 s master-lvl; #X obj 24 163 inlet~; #X obj 207 42 inlet; #X text 207 19 level; #X obj 207 104 s master-lvl; #X msg 100 67 set \$1; #X obj 100 93 outlet; #X msg 222 66 \; pd dsp 1; #X obj 86 202 line~; #X obj 23 221 *~; #X obj 23 250 dac~; #X obj 86 178 pack 0 50; #X text 22 140 audio; #X obj 442 159 t b; #X obj 21 191 hip~ 1; #X connect 0 0 4 0; #X connect 1 0 7 0; #X connect 2 0 6 0; #X connect 4 0 12 0; #X connect 5 0 12 0; #X connect 6 0 1 0; #X connect 7 0 0 0; #X connect 7 1 25 0; #X connect 8 1 4 1; #X connect 9 0 23 0; #X connect 10 0 1 1; #X connect 10 0 8 0; #X connect 11 0 9 0; #X connect 11 0 17 0; #X connect 13 0 26 0; #X connect 14 0 16 0; #X connect 14 0 19 0; #X connect 17 0 18 0; #X connect 20 0 21 1; #X connect 21 0 22 0; #X connect 21 0 22 1; #X connect 23 0 20 0; #X connect 25 0 5 0; #X connect 26 0 21 0; #X restore 26 610 pd output; #X msg 102 581 MUTE; #X obj 27 446 *~; #X obj 27 474 *~; #X floatatom 62 277 3 0 100; #X msg 484 482 \; trigger 0; #X obj 27 246 unpack; #X floatatom 27 277 1 0 100; #X text 463 668 updated for Pd version 0.34; #X obj 26 525 +~ 0.3; #X obj 26 551 cos~; #X obj 26 499 osc~; #X text 88 9 PORTAMENTO AND VIBRATO; #X obj 62 300 mtof; #X obj 62 325 sqrt; #X obj 62 350 sqrt; #X text 619 402 <-- midC; #X text 607 444 <-- octave up; #X msg 484 388 \; trigger 1 60; #X msg 483 435 \; trigger 1 72; #X text 584 488 <-- release; #X text 590 506 is optional; #X obj 27 416 *~; #X obj 236 396 +~ 1; #X graph graph1 0 -1 130 1 433 643 633 543; #X array array62 131 float 1; #A 0 0.970031 1 0.970031 0.881921 0.740952 0.555571 0.336891 0.0980184 -0.146729 -0.382682 -0.595698 -0.773009 -0.88 -0.9 -0.92 -0.92 -0.85773 -0.707109 -0.514106 -0.290288 -0.0490716 0.195086 0.427551 0.63439 0.803205 0.86 0.88 0.88 0.88 0.84 0.82 0.471402 0.242986 6.63397e-06 -0.242974 -0.471391 -0.671554 -0.831465 -0.941541 -0.995184 -0.989178 -0.923883 -0.803213 -0.68 -0.42 -0.24 0.1 0.4 0.6 0.7071 0.857723 0.956937 0.998795 0.980787 0.903994 0.773018 0.595708 0.382694 0.146742 -0.0980052 -0.336878 -0.55556 -0.7 -0.8 -0.88 -0.88 -0.88 -0.84 -0.82 -0.555582 -0.336903 -0.0980316 0.146716 0.38267 0.595687 0.773001 0.903983 0.980782 0.998796 0.956945 0.857737 0.707119 0.514117 0.290301 0.0490849 -0.195073 -0.427539 -0.63438 -0.803197 -0.923873 -0.989174 -0.995187 -0.94155 -0.83148 -0.671573 -0.471414 -0.242999 -1.99019e-05 0.242961 0.471379 0.671544 0.831458 0.88 0.9 0.9 0.88 0.803221 0.63441 0.08 -0.14 -0.28 -0.48 -0.64 -0.72 -0.857717 -0.956933 -0.998794 -0.98079 -0.904 -0.773026 -0.595719 -0.382706 -0.146755 0.097992 0.336866 0.555549 0.740934 0.881909 0.970025 1 0.970038; #X pop; #X obj 236 342 tabosc4~ array62; #X floatatom 236 286 3 0 0; #X obj 236 313 / 6; #X obj 236 370 *~; #X floatatom 390 323 3 0 0; #X text 235 421 since we'll multiply \,; #X text 234 436 vibrato output should; #X text 234 453 be centered at 1 \, not 0; #X text 275 372 multiply by vib depth; #X obj 390 350 / 6923; #X text 28 35 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 easy to add vibrato to the envelope--before raising it to the fourth power \, so that it acts pseudo-logarithmically. Rather than add to the ADSR output \, we multiply a signal which controls relative frequency. The relative frequency change is one plus an oscillator. ; #X text 61 417 apply vibrato; #X text 65 445 fourth; #X text 68 461 power; #X text 96 529 waveform; #X text 95 509 simple; #X text 465 344 4/(exp(log(2)/1200)-1); #X text 469 325 conversion factor is; #X text 383 279 vibrato depth; #X text 382 296 in cents; #X text 233 245 vibrato speed; #X text 232 262 in Hertz; #X text 152 168 I made a table with 6 cycles of vibrato and made small changes with the mouse to get a not-exactly-repeating vibrato \, and thus have to divide vibrato frequency by 6 You can just use a sine or triangle wave if you prefer.; #X obj 27 375 adsr 0 100 200 100 300; #X connect 0 0 8 0; #X connect 1 0 2 1; #X connect 2 0 1 0; #X connect 3 0 2 2; #X connect 4 0 5 0; #X connect 4 0 5 1; #X connect 5 0 13 0; #X connect 6 0 15 0; #X connect 8 0 9 0; #X connect 8 1 6 0; #X connect 9 0 50 0; #X connect 11 0 12 0; #X connect 12 0 2 0; #X connect 13 0 11 0; #X connect 15 0 16 0; #X connect 16 0 17 0; #X connect 17 0 50 1; #X connect 24 0 4 0; #X connect 24 0 4 1; #X connect 25 0 24 1; #X connect 27 0 30 0; #X connect 28 0 29 0; #X connect 29 0 27 0; #X connect 30 0 25 0; #X connect 31 0 36 0; #X connect 36 0 30 1; #X connect 50 0 24 0;