When learning supercollider, it might be better to learn Bus before synth controls, that way you can introduce NamedControl as something similar to a Bus, but accepting of a symbol. Then circle back to the shorthand.
Being familiar with structures such as Event and Array and how you can apply functions like collect, reduce, inject to change them makes all aspects of SC easier, particularly complex synthesis where you can use all the those structures to hold UGen data.
When using multiple files, instead of calling load on a string, prefer, thisProcess.interpreter.compileFile(path).(). That way the final line of the file is returned and if you wrap the file in curlies with arguments, you get back a function that you can pass arguments too. This turns files into a sort of module with inputs. Even make a quick class that wraps this, call it Import or something.
The problem is that, for something that is supposed to be beginner-friendly, it is surprisingly difficult to find useful information in the help files about the gotchas involved with using SynthDefs in combination with the default Event. They are alluded to in later parts of the Pattern Guide, Pbind, and Event help files, but I really think there should be a dedicated help file about how one should code SynthDefs for use with the default Event, with prominent links to it in the SynthDef, Event, and Pbind help files.
One exception, though, is signal routing. I realized early on when I started with SC that I wanted to handle signal routing in DAW terms. So I wrote MixerChannel (ddwMixerChannel quark). As a result, signal routing in my production work is just not a problem. At all.
Generally, the Class library follows an OOP style where every class, including the toplevel Object class, implements hundreds of methods by default. This is fundamentally incompatible with the concept of duck typing used in the Event prototyping system.
Another thing I was trying to figure out, was if it was possible to get a Synth to remember state, since a synth only takes in input, processes and outputs. To do that, feed it into a bus that is reread by the Synth. The bus becomes a memory buffer for the synth.
Another opinionated advice is the tutorials seem to imply the valid method of creating voices, is midi -> create synth -> synth is destroyed. But, the traditional physical method is to create a directed graph of oscillators, filters, adsr, gates, lfo. An example of how to do this would be helpful.
i for one welcome our slow-moving atmospheric dronescape overlords my advice for beginners is - if bad ambient music in SC is easy to make then that might be a good place to start because it is easy - everyone has to start somewhere
once you complete the clean install, your norns should be back up and running. please try running the update from this state, then you can migrate your backup. if your norns does not power back on after the clean install, please email he...@monome.org to arrange service
Hi Everyone. Just installed Oomph and all went crazy. First the shield stayed frozen on restart command. I had to eventually pull the plug. Then I had an engine error. I followed the ;restart in matron and then got a supercollider fail error. Tried ;restart in supercollider but no luck :
the second install step of oomph actually tries checking for the duplicate Supercollider classes but the way that it checks missed the way that it is installed on yours already. for my own data, could you tell me how you installed miUgens ?
This in turn makes me a faster coder and makes the code itself better and more readable. When I started out with SuperCollider, the only option was to use classic vim with scvim - and while this was nice, a lot of things were missing for me and/or buggy. Then came NeoVim and in time, David Granstrm wrote the SCNvim plugin for NeoVim and I have been using this for all my SuperCollider coding since it came out.
I get a lot of questions about setting up NeoVim for SuperCollider usage and so this post is a collection of advice, configuration and links to help you get started with using NeoVim and SuperCollider together.
If you are new to using (Neo)Vim, I would strongly recommend spending time learning the basics of the program before diving into all of this stuff. It will help you immensely and make it much more fun to use NeoVim as a SuperCollider IDE, so here is some advice for the newbie Vim user:
Vim comes with a fantastic help system with a lot of documentation. The way to use it is to type :h where you replace with your search term. Whenever in doubt, try looking at the help system for help.
The vim manual can be accessed by running :h usr_toc.txt or if you want a nicely formatted version of it online: vim.help. Vim also has a reference manual which is more in the style of cheat sheets or extensive lists of commands and key bindings. My favourite if these and the one I recommend you open from time to time is :h motions.txt - reading this from time to time will turbo charge your editing speed.
In this post I will write all configuration using lua. To get the most out of the lua api of NeoVim, it is important that you always have the latest version of NeoVim installed (at least version 0.5 which was a major release for the lua stuff).
SCNvim serves two purposes. First of all, it adds most of the features we need to have a nice working environment for writing SuperCollider code. But the second, more subtle purpose is as a lua api for SuperCollider, making it really easy to execute any SuperCollider code from keybindings and functions in Neovim.
Next step is to open up a SuperCollider file and run :SCNvimTags to regenerate the snippet system. Now, restart NeoVim, open up a SuperCollider buffer and type for example SinOsc.ar and press your LuaSnip expansion keybinding (probably Control-k).
There is a tree-sitter grammar for SuperCollider(I could really use some help in maintaining this if anyone is up for it) that enables treesitter to understand SuperCollider code. To use it in NeoVim, first install neovim-treesitter, restart NeoVim and run TSInstall supercollider. This will download and compile the SuperCollider grammar.
I was using Sacred Cyborg Harmony on my Norns, I realized I did not have my gridkeys mod activated so I activated and performed a restart. All of the sudden I am getting a supercollider fail that persists on sleep and reset. Not sure what I should do. Maiden does not give much helpful information:
I believe the culprit was pedalboard. I had previously been using pedalboard and had for the first time attempted to use the granular effect which prompted a download. It must have downloaded these mutable things a second time.
I am not aware of a python implementation of SuperCollider, however it is very easy to communicate between SC and Python with OpenSoundControl. Here is some sample code that shows how to send control information from Python to SC (used here as the audio engine). First the SC part:
So, you would still need to write some code in SC (to generate the type of audio, as well as to establish the connection between Python and SC), but you could do everything else in Python. See the link to the tutorial page for a significantly more in depth explanation (as well as a basic explanation of working with SC).
You can also use Python-osc. ( i really like that one!) @caseyanderson is right about there not being a python implementation.you can grab it with pip: pip install python-osc and import with import pythonoscor grab from here: -osc
I also couldn't find anything appropriate, so I've created a lightweight module, python-supercollider, which lets you use the SuperCollider server for synthesis and Python 3 for your control and sequencing logic.
I update the answer of @caseyanderson because the OSC python module seems out to date. The code is still coming from this tutorial, that shows how to send control information from Python to SC (used here as the audio engine). First the SC part (unchanged):
You don't say how you installed supercollider, so I guess you downloaded the source code from the main website? If so, then you don't get any menu entry but you do get the commands. Run the terminal command sclang to get a bare SuperCollider commandline. Or you may well have created the gedit/emacs/vim plugins when you compiled everything (it depends on compile settings) - if so, see the docs for how to start those in SuperCollider-mode.
However, my recommendation is not to install from source code but to use the SuperCollider PPA here (the webpage includes instructions). When you do that, it additionally gives you menu items for "SuperCollider Emacs" and "SuperCollider Vim" which make it a bit more obvious.
Nice loops. I too tend to gravitate towards FM and microtonal stuff when I use SC, it just seems like a natural fit somehow. If it makes you feel better, the SC language is weird even for people who do have a coding background!
Never liked pure data but I know you acn do amazing things with it , check user acreil on you tube he does mnidblowing stuff
I have ,always been reaktor nerd (still am ) slowly getting into supercollider
The included ugens sounds so much better comparaed to pure data etc
In general as one raises the energy of a collider one must simultaneously increase the luminosity to compensate for decreasing cross sections. Applying the presently available accelerator technology embodied in the designs of the LHC (8 TeV per beam at 1034 cm-2 s-1) and the SSC (20 TeV per beam at 1033 cm2 s-1) to the ELOISATRON, a proton collider operating at 100 TeV per beam yields a collider design with a luminosity of 1034 cm-2 s-1. To extend the physics reach of supercolliders to the maximum possible extent will require designing the collider to achieve luminosities > 1035 cm-2 s-1.
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