For the Norns version of Orca different synth engines available to choose from. Synth engines on Norns use the same operators |
for playing a note with the synth and -
for setting a synth's params. The following demos are designed to show-off functionality and capability of each engine.
This demo shows very simply how the SYNTH operator |
works for any of the engines, by randomly selecing notes created with the TRACK T
operator.
This demo shows very simply how the R.NOTE operator $
works, using the SYNTH |
operator to generate the tones using any of the engines.
This demo shows the FM7 engine (be sure the FM7 engine is installed and loaded) works using the SYNTH |
operator and how its sound profile can be adjusted with the SYNTH PARAMS -
operator.
This demo shows the Passersby engine (be sure the Passersby engine is installed and loaded) works using the SYNTH |
operator and how its sound profile can be adjusted with the SYNTH PARAMS -
operator.
This demo shows the PolyPerc engine (be sure the PolyPerc engine is installed and loaded) works using the SYNTH |
operator and how its sound profile can be adjusted with the SYNTH PARAMS -
operator.
This demo shows the Timber (be sure the Timber engine is installed and loaded) works using the SYNTH |
operator and how the samples can be manipulated with the SYNTH PARAMS -
operator.
This is a text file, similar to what can be found on PatchStorage. Load this demo with the "» Import txt
" menu within the main parameters page. Note, this demo uses the MIDI operator :
, so unless you have a MIDI controller attached you won't hear any sound.
Orca operates on a base of 36 increments, operators will convert alphanumeric values into values ranging from 0 to 36. Special characters are used to handle platform and client specific interactions.
This section will teach the basics of playing a note and a sequence of notes.
D8
, will send a bang, every8th
frame.:03C
, will send theC
note, on the 3rd octave, to sendC#
, use the lowercasec3
.
D8...
.:03C
aRG
, will output a random value between A & G, the rightside uppercase letter indicates an uppercase output.
D8.aRG.
.:03D..
04TCAFE
, will create a track of 4 notes, and output its first value.
D814TCAFE
.:03A....
8C4
, will count from 0 to 3, at1/8th
speed.
.8C4.....
D804TCAFE
.:03C....
--
This section will teach the basics of automating logic decisions and changing the values of operators dynamically.
2I6
, will increment to 6 at a rate of 2.
.2I6.......
D626TCAFEDG
.:03F......
1AC
, will add 1 to C, to output D. To get D#, use the lowercase d, like1Ac
.
D8.1AC.
.:03D..
- The combination of the output of
C6
intoB3
will bounce a value between 0 and 3 over 6 frames.
4C6......
.4B3.....
D414TCAFE
.:03A....
.I4
, will increment to 4, at a rate of 1..F2
, will bang only if leftside input is equal to 2.
I4.....
3F2.1AC
..:03D.
This section will teach the basics of creating new operators procedurally. Halt a moving operator
E
, will travel further eastward, every frame.H
, will stop a E from moving.
..H
E..
22O
, will get the operator E at the offset 2,2.
22O...
..E..H
.....E
22X
, will output the operator E at the offset 2,2.
22XE.
.....
.....
....E
B4
, will bounce from 0 to 4 and back.
C...........
.B4.........
.1XE........
........:03C
........:03D
........:03E
........:03F
........:03G
This section will teach the basics of storing accessing and combining that stored data.
- aV5, will store 5 in the variable a.
aV5
- Va, will output the value of the variable a. Notice how variables always have to be written above where they are read.
.....Va
.......
aV5..Va
.....5.
.......
aV6..Va
.....6.
- 3Kion, will output the values of i, o & n, side-by-side.
iV0.oV3.nVC
...........
3Kion......
.:03C......
- Y, will output the west input, eastward.
- J, will output the north input, southward.
3..
J..
3Y3
- This method will allow you to bring bangs into tight spots.
D43Ka...
.Y.:03C...