Pink Noise

amp: 1 pan: 0 attack: 0 decay: 0
sustain: 0 release: 1 attack_level: 1 decay_level: sustain_level
sustain_level: 1 env_curve: 2 cutoff: 110 res: 0

use_synth :pnoise

Noise whose spectrum falls off in power by 3 dB per octave. Useful for generating percussive sounds such as snares and hand claps. Also useful for simulating wind or sea effects.

Introduced in v2.0

Options

amp:

The amplitude of the sound. Typically a value between 0 and 1. Higher amplitudes may be used, but won’t make the sound louder, they will just reduce the quality of all the sounds currently being played (due to compression.)

Default: 1
Must be zero or greater
May be changed whilst playing
Has slide options to shape changes

pan:

Position of sound in stereo. With headphones on, this means how much of the sound is in the left ear, and how much is in the right ear. With a value of -1, the sound is completely in the left ear, a value of 0 puts the sound equally in both ears and a value of 1 puts the sound in the right ear. Values in between -1 and 1 move the sound accordingly.

Default: 0
Must be a value between -1 and 1 inclusively
May be changed whilst playing
Has slide options to shape changes

attack:

Amount of time (in beats) for sound to reach full amplitude (attack_level). A short attack (i.e. 0.01) makes the initial part of the sound very percussive like a sharp tap. A longer attack (i.e 1) fades the sound in gently. Full length of sound is attack + decay + sustain + release.

Default: 0
Must be zero or greater
Can not be changed once set
Scaled with current BPM value

decay:

Amount of time (in beats) for the sound to move from full amplitude (attack_level) to the sustain amplitude (sustain_level).

Default: 0
Must be zero or greater
Can not be changed once set
Scaled with current BPM value

sustain:

Amount of time (in beats) for sound to remain at sustain level amplitude. Longer sustain values result in longer sounds. Full length of sound is attack + decay + sustain + release.

Default: 0
Must be zero or greater
Can not be changed once set
Scaled with current BPM value

release:

Amount of time (in beats) for sound to move from sustain level amplitude to silent. A short release (i.e. 0.01) makes the final part of the sound very percussive (potentially resulting in a click). A longer release (i.e 1) fades the sound out gently. Full length of sound is attack + decay + sustain + release.

Default: 1
Must be zero or greater
Can not be changed once set
Scaled with current BPM value

attack_level:

Amplitude level reached after attack phase and immediately before decay phase

Default: 1
Must be zero or greater
Can not be changed once set

decay_level:

Amplitude level reached after decay phase and immediately before sustain phase. Defaults to sustain_level unless explicitly set

Default: sustain_level
Must be zero or greater
Can not be changed once set

sustain_level:

Amplitude level reached after decay phase and immediately before release phase.

Default: 1
Must be zero or greater
Can not be changed once set

env_curve:

Select the shape of the curve between levels in the envelope. 1=linear, 2=exponential, 3=sine, 4=welch, 6=squared, 7=cubed

Default: 2
Must be one of the following values: [1, 2, 3, 4, 6, 7]
Can not be changed once set

cutoff:

MIDI note representing the highest frequencies allowed to be present in the sound. A low value like 30 makes the sound round and dull, a high value like 100 makes the sound buzzy and crispy.

Default: 110
Must be zero or greater,must be a value less than 131
May be changed whilst playing
Has slide options to shape changes

res:

Filter resonance as a value between 0 and 1. Large amounts of resonance (a res: near 1) can create a whistling sound around the cutoff frequency. Smaller values produce less resonance.

Default: 0
Must be zero or greater,must be a value less than 1
May be changed whilst playing
Has slide options to shape changes