Way back in episode 3 of this Sonic Pi series we looked at how to loop, stretch and filter one of the most famous drum breaks of all time - the Amen Break. In this tutorial we’re going to take this one step further and learn how to slice it up, shuffle the slices and glue it back together in a completely new order. If that sounds a bit crazy to you, don’t worry, it will all become clear and you’ll soon master a powerful new tool for your live coded sets.
Before we get started let’s just take a brief moment to understand how to work with samples. By now, you’ve all hopefully played with Sonic Pi’s powerful sampler. If not, there’s no time like the present! Boot up your Raspberry Pi, launch Sonic Pi from the Programming menu, type the following into a fresh buffer and then hit the Run button to hear a pre-recorded drum beat:
sample :loop_amen
A recording of a sound is simply represented as data - lots of numbers between -1 and 1 which represent the peaks and troughs of the sound wave. If we play those numbers back in order, we get the original sound. However, what’s to stop us from playing them back in a different order and creating a new sound?
How are samples actually recorded? It’s actually pretty simple once you understand the basic physics of sound. When you make a sound - for example by hitting a drum, the noise travels through the air in a similar fashion to how the surface of a lake ripples when you throw a pebble into it. When those ripples reach your ears, your eardrum moves sympathetically and converts those movements into the sound you hear. If we wish to record and play back the sound, we therefore need a way of capturing, storing and reproducing those ripples. One way is to use a microphone which acts like an eardrum and moves back and forth as the sound ripples hit it. The microphone then converts its position into a tiny electric signal which is then measured many times a second. These measurements are then represented as a series of numbers between -1 and 1.
If we were to plot a visualisation of the sound it would be a simple graph of data with time on the x axis and microphone/speaker position as a value between -1 and 1 on the y axis. You can see an example of such a graph at the top of the diagram.
So, how do we code Sonic Pi to play a sample back in a different order?
To answer this question we need to take a look at the start:
and
finish:
opts for sample
. These let us control the start and finish
positions of our playback of the numbers which represent the sound. The
values for both of these opts are represented as a number between 0
and
1
where 0
represents the start of the sample and 1
is the end. So,
to play the first half of the Amen Break, we just need to specify a
finish:
of 0.5
:
sample :loop_amen, finish: 0.5
We can add in a start:
value to play an even smaller section of the sample:
sample :loop_amen, start: 0.25, finish: 0.5
For fun, you can even have the finish:
opt’s value be before
start:
and it will play the section backwards:
sample :loop_amen, start: 0.5, finish: 0.25
Now that we know that a sample is simply a list of numbers that can be played back in any order and also how to play a specific part of a sample we can now start having fun playing a sample back in the ‘wrong’ order.
Let’s take our Amen Break and chop it up into 8 equally-sized slices and then shuffle the pieces around. Take a look at the diagram: at the top A) represents the graph of our original sample data. Chopping it into 8 slices gives us B) - notice that we’ve given each slice a different colour to help distinguish them. You can see each slice’s start and finish values at the top. Finally C) is one possible re-ordering of the slices. We can then play this back to create a new beat. Take a look at the code to do this:
live_loop :beat_slicer do
slice_idx = rand_i(8)
slice_size = 0.125
s = slice_idx * slice_size
f = s + slice_size
sample :loop_amen, start: s, finish: f
sleep sample_duration :loop_amen, start: s, finish: f
end
we choose a random slice to play which should be a random number
between 0 and 7 (remember that we start counting at 0). Sonic Pi has
a handy function for exactly this: rand_i(8)
. We then store this
random slice index in the variable slice_idx
.
We define our slice_size
which is 1/8 or 0.125. The slice_size
is
necessary for us to convert our slice_idx
into a value between 0
and 1 so we can use it as our start:
opt.
We calculate the start position s
by multiplying the slice_idx
by
the slice_size
.
We calculate the finish position f
by adding the slice_size
to
the start position s
.
We can now play the sample slice by plugging in the s
and f
values into the start:
and finish:
opts for sample
.
Before we play the next slice we need to know how long to sleep
which should be the duration of the sample slice. Luckily, Sonic Pi
has us covered with sample_duration
which accepts all the same opts
as sample
and simply returns the duration. Therefore, by passing
sample_duration
our start:
and finish:
opts, we can find out
the duration of a single slice.
We wrap all of this code in a live_loop
so that we continue to pick
new random slices to play.
Let’s combine everything we’ve seen so far into a final example which demonstrates how we can take a similar approach to combine randomly sliced beats with some bass to create the start of an interesting track. Now it’s your turn - take the code below as a starting point and see if you can take it in your own direction and create something new…
live_loop :sliced_amen do
n = 8
s = line(0, 1, steps: n).choose
f = s + (1.0 / n)
sample :loop_amen, beat_stretch: 2, start: s, finish: f
sleep 2.0 / n
end
live_loop :acid_bass do
with_fx :reverb, room: 1, reps: 32, amp: 0.6 do
tick
n = (octs :e0, 3).look - (knit 0, 3 * 8, -4, 3 * 8).look
co = rrand(70, 110)
synth :beep, note: n + 36, release: 0.1, wave: 0, cutoff: co
synth :tb303, note: n, release: 0.2, wave: 0, cutoff: co
sleep (ring 0.125, 0.25).look
end
end