Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
196 views6 pages

SuperCollider Comprehensive Tutorial

The document is a tutorial for the SuperCollider digital audio programming language. It covers topics like sound synthesis, sequencing, interaction, effects, algorithmic composition, and physical modeling. Each section includes multiple HTML and text files providing lessons and exercises for learning how to create and process sound programmatically in SuperCollider.

Uploaded by

Giorgio Bosso
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
196 views6 pages

SuperCollider Comprehensive Tutorial

The document is a tutorial for the SuperCollider digital audio programming language. It covers topics like sound synthesis, sequencing, interaction, effects, algorithmic composition, and physical modeling. Each section includes multiple HTML and text files providing lessons and exercises for learning how to create and process sound programmatically in SuperCollider.

Uploaded by

Giorgio Bosso
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Nick Collins' Website

SuperCollider tutorial
Also available as a downloadable zip of RTF, HTML and text files:
sctutorial.zip

Shortcuts:
1. Introduction and Overview
2. Sound Synthesis 1: Additive, Subtractive, Modulation
3. Sequencing
4. Interaction 1
5. Sound Synthesis 2: Sample-based, Granular
6. Effects
7. Interaction 2
8. Timing and Psychology of Rhythm
9. Algorithmic Composition
10. Open Sound Control, Server Messaging, Network Music
11. Sound Synthesis 3 - Physical Modelling
12. Sound Analysis
Extra exercises and SC technicalities: from arrays to classes

1. Introduction and Overview

1.1 Getting Started.html

1.2 Getting Around in SC3.html

1.3 Obtaining SC3.html

Week 1 exercise: Explore SuperCollider!

2. Sound Synthesis 1: Additive, Subtractive, Modulation

2.1 Subtractive and Additive Synthesis.html

2.2 Mul and add.html

2.3 Controlling Synths.html

2.4 Modulation Synthesis.html

2.5 More Synthesis Examples.html


Week 2 exercise: explore the materials thoroughly, looking up
anything you don't understand; create additive, subtractive and
modulation synthesis patches of your own

3. Sequencing

3.1 Envelopes.html

3.2 SynthDefs.html

3.3 Sequencing.html

3.4 Server-side Sequencing and Triggers.html

3.5 Nested Scheduling.html

Week 3 exercise: Practice creating some SynthDefs (which should have


a doneAction:2 in them), and make simple sequences where you
schedule Synths over time in an entertaining way

4. Interaction 1

4.1 Interaction 1.html

4.2 Graphical User Interfaces.html

4.3 Further GUI Example.html

Week 4 exercise: Mock up a simple prototype GUI that controls some


simple sound synthesis. If you're stuck for ideas, make a
subtractive synthesizer with GUI controls for the filter. Or convert
any of your existing sound synthesis patches for GUI control

5. Sound Synthesis 2: Sample-based, Granular

5.1 Buffers and Sound Files.html


5.2 Granular Synthesis.html

5.3 GUI+Loop Example.html

5.4 Granular Bonus Examples.html

Week 5 exercise: Explore processing sound files in SuperCollider;


create a simple granular synthesizer with some GUI controls.

6. Effects

6.1 Buses.html

6.2 Control Buses.html

6.3 Nodes.html

6.4 Effects 1.html

6.5 Effects 2.html

Week 6 exercise: Build an example patch with a global effects unit


(such as a reverb or distortion). You should construct the effects
unit using a separate Synth; this effect should be applied to any
other Synths (which might use any of the SynthDefs you've built so
far on the course). Execution order is critical here and you will
need to understand 6.3 to achieve this.

7. Interaction 2

7.1 Interaction 2.html

Week 7 exercise: Try out MIDI control of sound using MIDI keyboards,
or audio input feature control. You might trigger new short-lived
Synths based on input, or modulate parameters of an existing
sustained Synth
8. Timing and Psychology of Rhythm

8.1 Precise Timing in SC.html

8.2 Some Time and Rhythm Demoes.html

Week 8 exercise: explore, and vary, the examples of psychology of


rhythm. Can you also implement any more advanced compositional
rhythmic structures (such as multiple simultanous tempi, or metric
modulation)?

9. Algorithmic Composition

9.1 Algorithmic Strategies.html

9.2 Patterns.html

9.3 Probability Distributions (optional).html

Plan an algorithmic composition, deciding upon style, and


algorithmic structuring. You might like to consider: what aspects of
the work could change with each run of the program?

10. Network Music

10.1 Open Sound Control.html

10.2 Messaging Style.html

10.3 Network Music Lab.html

10.4 Mouse To Lang.html

Week 10 exercise: Try passing musical information between two


computers, or two programs on one computer. You can always send
information via the loopback node to the same instance of
SuperCollider if you're stuck.

11. Sound Synthesis 3: Physical Modelling


11.1 Physical Modelling.html

11.2 Analogue Modelling.html

Week 11 exercise: Explore physical modelling synthesis, creating


patches of your own especially using the source (excitation signal)
+ filter (body resonator) model

12. Sound Analysis

12.1 FFT.html

12.2 Singing Voice Synthesis.html

Week 12 exercise: Try out the FFT based UGens to do spectral


processing

Extra exercises and SC technicalities: from arrays to classes

SC Programming Exercises.html

Patterns Exercises.html

01 Programming.html

02 Arrays.html

03 Plotting.html

04 Global Variables and Environments.html

05 Clocks and Scheduling.html

06 Routines and Tasks.html

07 Dealing with Large Projects.html

08 Writing Classes.html
You will need these two class files:
NastySynth.sc
SuperMario.sc

09 Programming (advanced).html

10 Extending SuperCollider.html

Classes exercise: Convert one of your existing programs into a class


and client code; how does this neaten and clarify your work?
Consider how to use classes to tidy up your portofolio- is there any
reusable code you can factor into classes? After you've done this,
explore third party libraries galore!

Some links to extensions:


SourceForge sc3-plugins project (including many third party library
projects)
The Swiki open resource site has links to many SC extensions

You might also like