Saat saya menulis musik dari sinar kosmik

Selamat siang kawan! Saya hanya seorang musisi pemula, tetapi saya memiliki pengalaman dalam pemrograman. Dan mengapa tidak mengambil beberapa data dan mencoba mengeluarkan audio (seperti memvisualisasikan, hanya ... membatasi)?


Taschemta, rencananya adalah ini:


  • Temukan data
  • Datang dengan cara mengubahnya menjadi suara
  • Sesuaikan parameter konverter agar lebih indah
  • Masih kuat? kebagian 1

Menangkap sinar kosmik


Saya mengambil data dari situs . Secara khusus, saya menggunakan data "Pengukuran variasi" sinar kosmik untuk periode default - 31-10 Maret, 04 - Tien-Shan dan Tien-Shan Underground (sehingga Anda masih bisa melacak beberapa korelasi atau harmoni). Dan untuk perubahan data, saya mengunduh pengukuran "Radiasi Gamma", juga untuk periode default - kali ini pada 5.04-10.04.


Data Tien-Shan terlihat seperti ini:


31.03.2020  00:00:00    3813    5504    5187    5251    4637    4071    4568    4998    4922    4858    4956    4271    3997    4358    4715    4077    4160    3980
31.03.2020  00:01:00    3653    5308    5413    5371    4691    4090    4617    5139    5009    4762    5172    4309    4208    4387    4923    4248    4092    4108
31.03.2020  00:02:00    3763    5309    5292    5298    4588    4105    4608    5072    5070    4745    4834    4158    3918    4284    5115    4233    4011    3972
09.04.2020  23:57:00    3855    5308    5239    5190    4531    4063    4537    5035    5084    4863    5089    4261    4122    4395    5394    4186    4167    4078
09.04.2020  23:58:00    3955    5492    5416    5406    4458    4037    4474    5122    4942    4733    5168    4330    4026    4357    5283    4059    4174    3857
09.04.2020  23:59:00    3811    5378    5334    5121    4472    3955    4334    4992    4940    4646    4822    4378    4137    4195    4880    4049    4002    3817

Bagan Tien-Shan:



Struktur data Bawah Tanah Tien-Shan identik dengan struktur di atas, tetapi nilainya sendiri jauh lebih rendah:


31.03.2020  00:00:00    20  32  29  26  20  20  17  14  16
31.03.2020  00:01:00    14  16  17  27  20  27  9   15  7
31.03.2020  00:02:00    13  22  16  22  15  18  12  15  11
09.04.2020  23:57:00    17  19  20  27  20  17  11  18  16
09.04.2020  23:58:00    14  33  19  19  18  16  15  16  9
09.04.2020  23:59:00    16  31  23  25  21  22  16  10  14

Bagan Bawah Tanah Tien-Shan:



Dan data radiasi gamma terlihat seperti ini:


05.04.2020  00:00:02    20640   5345    4726    3532    2365    2118    1261    891 655 334 252 194
05.04.2020  00:00:12    21160   5295    4666    3526    2365    2138    1250    852 627 309 235 190
05.04.2020  00:00:22    19581   5189    4562    3536    2401    2130    1229    820 618 324 243 172
09.04.2020  23:59:37    22381   5134    4505    3429    2274    2044    1223    823 569 275 205 154
09.04.2020  23:59:47    21917   5186    4577    3448    2273    2044    1166    803 563 293 214 165
09.04.2020  23:59:58    20930   5275    4644    3561    2382    2148    1248    868 609 289 232 176

Grafik Mu1 titik radio:



Jika saya menggunakan data lain, saya akan memperbarui deklarasi sumber konstan (paragraf di atas)


Percobaan pertama


. . , , Audacity . ! , - .


, Audacity float -1.00000 1.00000, -1/1 = 0dB — , .


, csv, , (\s\t\n)+, , .


Audacity


raw Audacity :


1:


;This is a comment and will be ignored.
0.07100 0.14056 0.20727 0.26978 0.32682 0.37724 0.42001 0.45428 0.47933 0.49468 0.50000 0.49518 0.48034 0.45575 0.42193 0.37957 0.32951 0.27277 0.21050 0.14397 0.07452 0.00356 -0.06747 -0.13713 -0.20402 -0.26677 -0.32411 -0.37489 -0.41807 -0.45278 -0.47831 -0.49415 -0.49997 -0.49566 -0.48131 -0.45721 -0.42384 -0.38188 -0.33218 -0.27575 -0.21373 -0.14738 -0.07804 -0.00712 0.06394 0.13370 0.20076 0.26375 0.32139 0.37252 0.41611 0.45125 0.47726 0.49359 0.49992 0.49612 0.48226 0.45864 0.42571 0.38416 0.33483 0.27871 0.21694 0.15078 0.08156 0.01068 -0.06040 -0.13027 -0.19749 -0.26072 -0.31866 -0.37014 -0.41412 -0.44971 -0.47618 -0.49301 -0.49984 -0.49655 -0.48319 -0.46004 -0.42757 -0.38643 -0.33747 -0.28166 -0.22015 -0.15417 -0.08507 -0.01425

:


0.00000 -0.00000
0.10000 -0.10000
0.20000 -0.20000
0.30000 -0.30000
0.40000 -0.40000
0.50000 -0.50000
0.60000 -0.60000
0.70000 -0.70000
0.80000 -0.80000
0.90000 -0.90000
1.00000 -1.00000

, ( , — ).


** , . , — , , — 0dB.


PoC — Proof of Concept. — -, .


. .


, Audacity , float [-1.00000-1.00000]. : , , , .


( F12), , .


. Find & Replace : (.+?\t){x}(.+?)\t.+?\n->\2,`, — + 1 ( ).


csv :


3813,3790,3801,3833,3674,3822,3639,3848,3866,3794,3747,3938,3823,3989,3963,3852,3836,3694,3883,3748,3802,3884,3790,3684,3895,3872,3885,4011,3844,3901,3713,3870,3868,3772,3866,3939,3856,3720,3640,3929,3905,...

, :


a = [1, 2, 3, 4, 5]
function parse_array(arr) {
    console.log(“Min: “ + Math.min(...arr));
    console.log(“Max: “ + Math.max(...arr));
    console.log(“Avg: “ + arr.reduce((a, b) => a + b) / arr.length);
// console.log("Min: " + Math.min(...arr) + "; Max: " + Math.max(...arr) + "; Avg: " + arr.reduce((a, b) => a + b) / arr.length);
}

> parse_array(a)
    1
    5
    3

, , Tien-Shan:


1: Min: 3514; Max: 4192; Avg: 3844.4135528815705
2: Min: 4934; Max: 5741; Avg: 5358.663125307817
3: Min: 4945; Max: 5703; Avg: 5313.77323577007
4: Min: 4882; Max: 5725; Avg: 5281.23640329276
5: Min: 4219; Max: 4953; Avg: 4598.3294167311615
6: Min: 3712; Max: 4426; Avg: 4075.323506648843
7: Min: 4168; Max: 4966; Avg: 4530.841131358616
8: Min: 4576; Max: 5344; Avg: 4973.967775979737
9: Min: 4608; Max: 5478; Avg: 4976.573559417435
10: Min: 4459; Max: 5261; Avg: 4795.212692605362
11: Min: 4574; Max: 5380; Avg: 4989.718215718005
12: Min: 3944; Max: 4757; Avg: 4331.33553788785
13: Min: 0 (3771); Max: 4428; Avg: 4095.4295363399706
14: Min: 0 (4084); Max: 4865; Avg: 4407.586716386407
15: Min: 0 (4384); Max: 5394; Avg: 4866.680292689791
16: Min: 0 (3837); Max: 4703; Avg: 4238.36325898825
17: Min: 0 (3786); Max: 4661; Avg: 4204.146837402378
18: Min: 0 (3753); Max: 4596; Avg: 4152.545697600788

* , duh.


, float [-1.00000-1.00000] :


a = [1, 2, 3, 4, 5]
function parse_array(arr) {
    arr = arr.filter(a => a != 0); // to remove zeros
    min = Math.min(...arr);
    max = Math.max(...arr);
    avg = arr.reduce((a, b) => a + b) / arr.length;
   console.log("Min: " + min + "; Max: " + max + "; Avg: " + avg);

   floatify = function (a) {
      if (a == 0) return 0;
      if (a > avg) {
         return (a - avg) / (max - avg);
      } else {
         return (a - min) / (avg - min) - 1;
   }
   console.log(arr.map(a => floatify(a)));
}

> parse_array(a)
   Min: 1; Max: 5; Avg: 3
   [-1, -0.5, 0, 0.5, 1]

:


-0.09502086396735898
-0.579290635757401
-0.24635516765174703
-0.1646346436621775
-0.1313410968516121
-0.03448714249360363

Audacity Tools → Sample Data Import…


- ( Tien-Shan):



. , .


.


()


. , . , :


Timestamp    FractionalDate    UncorrectedCountRate[cts/min]    CorrectedCountRate[cts/min]    Pressure[mbar]
2020-03-11T00:00:00Z    71.0000000  7150    6702    991.00
2020-03-11T00:30:00Z    71.0208333  7205    6749    990.91
2020-03-11T01:00:00Z    71.0416667  7214    6750    990.75
2020-03-11T01:30:00Z    71.0625000  7250    6776    990.61
2020-03-11T02:00:00Z    71.0833333  7275    6792    990.45

, .


:
( → )
: detune,


Overtone


, , - . , . Overtone ( ).


:


- Ovetone. : Java, Clojure, Supercollider, Leiningen, JackD jackd, pulseaudio alsa. !
Clojure Leiningen.
, , .


Clojure


, . , , .


Clojure, . . , lein repl ( ), tone.clj, , repl-.


:


(demo 0.5 (sin-osc 440))

, . , .



lein repl


ovetone


user=> (use ‘overtone.live)



user=> (load-file “tone.clj”)


? ! ? - . , …



, “”. / , .


:


user=> (def a [1,2,3])
#'user/a
user=> (prn-str a)
"[1 2 3]\n"
user=> (spit "stored-array.dat" (prn-str a))
nil
user=> (slurp "stored-array.dat")
"[1 2 3]\n"

* , Clojure, overtone.live —


, Clojure. , , , , — .


UPD: , \n , :


user=> (defn trim [input] (clojure.string/replace input #"\n" ""))
#'user/trim

, , (\n, …):


user=> (trim (slurp “stored-array.dat”))
“[1 2 3]”

, , overtone. , .



, , overtone, .


Shadertoy.com


? . , !
:


//  vec2()     
vec2 mainSound(float time) {
    // 6.2831 ~ 2pi
    // exp()  ,   
    //       
    return vec2(sin(6.2831 * 440.0 * time) * exp(-2.0 * time));
}

**(… … — )


shadertoy , :



:


//  vec2()     
vec2 mainSound(float time) {
    vec2 result = vec2(sin(6.2831 * 440.0 * time) * exp(-2.0 * time));

    // One second later
    if (time > 1.0) {
        // (time - x) ,     
        //    exp() ,  
        // exp()        
        result = vec2(sin(6.2831 * 262.0 * time) * exp(-2.0 * (time - 1.0)));
    }

    return result;
}

Shadertoy , !



, — :


  • , .
    struct Note {
    //  
    float frequency;
    //  -     
    float offset;
    //   (1, 2, 0.25, 1/16…)
    float duration;
    };
  • ( return) :
    float noteFreq(Note note, float time) {
    // 6.2831 = 2pi
    // exp()  ,   
    //       
    return cos(6.2831 * note.frequency * time) * exp(-1.0/note.duration * (time - note.offset));
    }
  • , “ ”, ( ; 12 ).


    // Maps frequency to the nearest note from [scale]
    float nearestNote(float value) {
    //     ,    
    for (int i = 1; i < scale.length(); i++) {
        if (scale[i] > value) {
            return scale[i - 1];
        }
    }
    
    //    
    return scale[0];
    }


vec2 mainSound(float time) {...} .


. , , boilerplate .



. -, , .


, , ( ). , “” , : 2:1 (4:1) 3:1 . , , . :


const float leadTempoRatio = 2.0; // 2 ticks per second
const float midTempoRatio = 2.0/3.0; // 1.5 ticks/second
const float bassTempoRatio = 1.0; // 1 tick per second

// 200 items, see above
const float[] dataLead = float[] (5504.0, 5308.0, 5309.0, 5289.0, 5225.0, 5208.0, 5190.0, 5250.0, 5362.0, 5486.0, 5314.0, 5467.0, 5292.0, 5305.0, 5167.0, 5423.0, 5402.0, 5280.0, 5420.0, 5428.0, 5260.0, 5306.0, 5379.0, 5283.0, 5234.0, 5340.0, 5252.0, 5568.0, 5476.0, 5248.0, 5494.0, 5480.0, 5230.0, 5609.0, 5323.0, 5392.0, 5304.0, 5478.0, 5321.0, 5435.0, 5179.0, 5444.0, 5289.0, 5413.0, 5275.0, 5389.0, 5500.0, 5221.0, 5276.0, 5356.0, 5250.0, 5414.0, 5269.0, 5269.0, 5216.0, 5512.0, 5410.0, 5300.0, 5426.0, 5433.0, 5156.0, 5482.0, 5281.0, 5377.0, 5279.0, 5317.0, 5111.0, 5455.0, 5435.0, 5239.0, 5353.0, 5342.0, 5519.0, 5242.0, 5281.0, 5226.0, 5374.0, 5190.0, 5232.0, 5292.0, 5466.0, 5298.0, 5265.0, 5521.0, 5435.0, 5252.0, 5245.0, 5506.0, 5491.0, 5343.0, 5390.0, 5287.0, 5349.0, 5332.0, 5515.0, 5358.0, 5369.0, 5396.0, 5187.0, 5308.0, 5322.0, 5207.0, 5355.0, 5388.0, 5265.0, 5217.0, 5254.0, 5494.0, 5306.0, 5380.0, 5352.0, 5297.0, 5395.0, 5387.0, 5410.0, 5448.0, 5301.0, 5182.0, 5465.0, 5327.0, 5617.0, 5362.0, 5417.0, 5470.0, 5549.0, 5283.0, 5425.0, 5419.0, 5307.0, 5405.0, 5286.0, 5228.0, 5400.0, 5426.0, 5378.0, 5396.0, 5514.0, 5393.0, 5314.0, 5318.0, 5431.0, 5236.0, 5257.0, 5239.0, 5447.0, 5439.0, 5399.0, 5484.0, 5455.0, 5226.0, 5586.0, 5491.0, 5338.0, 5390.0, 5275.0, 5278.0, 5474.0, 5332.0, 5320.0, 5355.0, 5387.0, 5435.0, 5406.0, 5196.0, 5363.0, 5500.0, 5466.0, 5443.0, 5248.0, 5510.0, 5342.0, 5270.0, 5123.0, 5485.0, 5318.0, 5469.0, 5249.0, 5330.0, 5406.0, 5543.0, 5203.0, 5281.0, 5395.0, 5416.0, 5249.0, 5252.0, 5372.0, 5397.0, 5327.0, 5260.0, 5430.0, 5334.0, 5309.0, 5435.0, 5381.0, 5324.0, 5399.0, 5504.0, 5320.0, 5458.0);

// 150 items
const float[] dataMid = float[] (3813.0, 3653.0, 3763.0, 3790.0, 3801.0, 3833.0, 3674.0, 3822.0, 3639.0, 3848.0, 3866.0, 3794.0, 3747.0, 3938.0, 3823.0, 3989.0, 3963.0, 3852.0, 3836.0, 3694.0, 3883.0, 3748.0, 3802.0, 3884.0, 3790.0, 3684.0, 3895.0, 3872.0, 3885.0, 4011.0, 3844.0, 3901.0, 3713.0, 3870.0, 3868.0, 3772.0, 3866.0, 3939.0, 3856.0, 3720.0, 3640.0, 3929.0, 3905.0, 3811.0, 3811.0, 3899.0, 3699.0, 3868.0, 3892.0, 3746.0, 3878.0, 3778.0, 3894.0, 3740.0, 3709.0, 3710.0, 3812.0, 3856.0, 3811.0, 3935.0, 3850.0, 3859.0, 3800.0, 3748.0, 3725.0, 3814.0, 3897.0, 3745.0, 3763.0, 3833.0, 3964.0, 3770.0, 3846.0, 3776.0, 3945.0, 3791.0, 3799.0, 3709.0, 3922.0, 3825.0, 3804.0, 3869.0, 3829.0, 3770.0, 3838.0, 3820.0, 3734.0, 3979.0, 3765.0, 3764.0, 3857.0, 3861.0, 3869.0, 3787.0, 3963.0, 3780.0, 3847.0, 3759.0, 3857.0, 3782.0, 3711.0, 3843.0, 3909.0, 3839.0, 3811.0, 3874.0, 3849.0, 3883.0, 3925.0, 3752.0, 3847.0, 3731.0, 3824.0, 3905.0, 3901.0, 3926.0, 3897.0, 3751.0, 3896.0, 3752.0, 3854.0, 3936.0, 3767.0, 3812.0, 3933.0, 3889.0, 3808.0, 3703.0, 3948.0, 3883.0, 3872.0, 3762.0, 3870.0, 3899.0, 3818.0, 3900.0, 3774.0, 3951.0, 3818.0, 3893.0, 3821.0, 3823.0, 3801.0, 3833.0, 3744.0, 3769.0, 3864.0, 3923.0, 3974.0, 3810.0);

// 100 items
const float[] dataBass = float[] (20.0, 14.0, 13.0, 14.0, 10.0, 23.0, 16.0, 18.0, 6.0, 16.0, 18.0, 7.0, 15.0, 13.0, 14.0, 22.0, 12.0, 14.0, 12.0, 14.0, 19.0, 18.0, 8.0, 16.0, 13.0, 12.0, 21.0, 17.0, 22.0, 19.0, 11.0, 16.0, 16.0, 24.0, 16.0, 20.0, 18.0, 20.0, 17.0, 22.0, 23.0, 14.0, 17.0, 16.0, 23.0, 14.0, 15.0, 10.0, 12.0, 14.0, 20.0, 22.0, 14.0, 14.0, 20.0, 24.0, 14.0, 23.0, 20.0, 25.0, 14.0, 17.0, 21.0, 21.0, 18.0, 18.0, 13.0, 11.0, 21.0, 22.0, 16.0, 13.0, 24.0, 26.0, 29.0, 27.0, 18.0, 23.0, 15.0, 18.0, 8.0, 17.0, 24.0, 14.0, 12.0, 18.0, 16.0, 15.0, 25.0, 12.0, 19.0, 11.0, 18.0, 25.0, 21.0, 16.0, 19.0, 24.0, 19.0, 14.0);

. — ( , ). ( ):


//      “”  
//   ,   nearestNote()
//     “” 
float fixLead(float value) {
    return nearestNote(value / 8.0);
}

//      “”  
float fixMid(float value) {
    return nearestNote(value / 10.0);
}

//      “”  
float fixBass(float value) {
    return nearestNote(value * 7.0);
}

— — , .
— ( ), — .


. , . , copy-paste, :)


//"" .  - C Major   C0  B8
const float[] scale = float[] (16.35, 18.35, 20.60, 21.83, 24.50, 27.50, 30.87, 32.70, 36.71, 41.20, 43.65, 49.00, 55.00, 61.74, 65.41, 73.42, 82.41, 87.31, 98.00, 110.00, 123.47, 130.81, 146.83, 164.81, 174.61, 196.00, 220.00, 246.94, 261.63, 293.66, 329.63, 349.23, 392.00, 440.00, 493.88, 523.25, 587.33, 659.25, 698.46, 783.99, 880.00, 987.77, 1046.50, 1174.66, 1318.51, 1396.91, 1567.98, 1760.00, 1975.53, 2093.00, 2349.32, 2637.02, 2793.83, 3135.96, 3520.00, 3951.07, 4186.01, 4698.63, 5274.04, 5587.65, 6271.93, 7040.00, 7902.13);

C0 B8, , 8 7 . ( , ).


“” fix*() .


: , , .


, mainSound(float time) {...} , noteFreq().


float result = 0.0;

//  
for (int i = 0; i < dataLead.length(); i++) {
    //  ;  - 2.0x,   -  (1/4),   2 
    Note noteLead = Note(fixLead(dataLead[i]), float(i) + 2.0, 1.0/4.0);

    // result = 
    // +=          
    if (time > noteLead.offset) {
        float amplitude = noteFreq(noteLead, time);
        result += amplitude;
    }
}

//  vec2()     
return vec2(result);

. . .



Shadertoy — , - . . . .


Sound. . . DRY, , . , .


, Sound Common, :


//     
//      
//     
vec2 mainSound(float time) {
    //    
    return _mainSound(time);
}

( Buf A):


void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    //    
    _mainSound(iTime);

    //     
    fragColor = vec4(FRAG_COLOR);
}

— , .


(iTime time). “ ”. , “” ( — ; — ; — ):


float result = 0.0;
vec4 frag_color = vec4(0.0);
frag_color.a = 1.0;

// High voice
for (int i = 0; i < dataLead.length(); i++) {
    //  ;  - 2.0x,   -  (1/4),   2 
    Note noteLead = Note(fixLead(dataLead[i]), float(i) + 2.0, 1.0/4.0);

    // result = 
    // frag_color =  
    // +=          
    if (time > noteLead.offset) {
        float amplitude = noteFreq(noteLead, time);
        result += amplitude;
        frag_color.b += amplitude;
    }
}

//   
//     Buf A
FRAG_COLOR = frag_color;

//  vec2()     
return vec2(result);

, . , , , .



, , , - , .


** Shadertoy . , .


() . !


( ):



.


, wav-.
** ...


Terima kasih atas minat Anda! Saya tidak dapat menjamin bahwa teks tersebut ditulis dengan jelas, tetapi saya dapat berjanji untuk mengunyah semua momen yang tidak dapat dipahami (yang saya sendiri mengerti) dalam komentar.


Semuanya ️


UPD: Dalam Suara shadertoy, sebuah tab dapat langsung memanggilmainSound()dari sebuahCommontab. Oleh karena itu,Soundbisa kosong, tetapi digantiCommonnama_mainSound()menjadimainSound().


Kami juga tidak membutuhkannya bufA, karena ini adalah lapisan tambahan dan kami dapat menyebutnya mainSound()langsung dari Imagetab, dan di dalamnya kami sudah dapat bekerja dengan piksel yang diterima, tanpa merender ke tekstur perantara.
Semuanya ada di tautan yang sama.


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