note: | 52 | 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: | 0.7 | detune1: | 12 | detune2: | 24 | noise: | 0 |
ring: | 0.2 | room: | 70 | reverb_time: | 100 |
use_synth :dark_ambience
A slow rolling bass with a sparkle of light trying to escape the darkness. Great for an ambient sound.
Introduced in v2.4
note: |
Note to play. Either a MIDI number or a symbol representing a note. For example:
Default: 52
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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
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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
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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
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decay: |
Amount of time (in beats) for the sound to move from full amplitude (attack_level) to the sustain amplitude (sustain_level).
Default: 0
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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
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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
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attack_level: |
Amplitude level reached after attack phase and immediately before decay phase
Default: 1
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decay_level: |
Amplitude level reached after decay phase and immediately before sustain phase. Defaults to sustain_level unless explicitly set
Default: sustain_level
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sustain_level: |
Amplitude level reached after decay phase and immediately before release phase.
Default: 1
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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
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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
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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: 0.7
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detune1: |
Distance (in MIDI notes) between the main note and the second component of sound. Affects thickness, sense of tuning and harmony.
Default: 12
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detune2: |
Distance (in MIDI notes) between the main note and the third component of sound. Affects thickness, sense of tuning and harmony. Tiny values such as 0.1 create a thick sound.
Default: 24
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noise: |
Noise source. Has a subtle effect on the timbre of the sound. 0=pink noise (the default), 1=brown noise, 2=white noise, 3=clip noise and 4=grey noise
Default: 0
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ring: |
Amount of ring in the sound. Lower values create a more rough sound, higher values produce a sound with more focus.
Default: 0.2
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room: |
Room size in squared metres used to calculate the reverb.
Default: 70
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reverb_time: |
How long in beats the reverb should go on for.
Default: 100
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