
- SUPERCOLLIDER EARTHBOUND INSTALL
- SUPERCOLLIDER EARTHBOUND FULL
- SUPERCOLLIDER EARTHBOUND SOFTWARE
- SUPERCOLLIDER EARTHBOUND CODE
- SUPERCOLLIDER EARTHBOUND SERIES
SUPERCOLLIDER EARTHBOUND SOFTWARE
Cons: clicking on a screen is not as satisfying and engaging as twisting knobs (or even typing code), it may not sound and feel as "alive" and "responsive" as an analog synth, it's easy to get into the habit of stockpiling software synths and never really using them. Pros: much cheaper than anything hardware (even free), more versatile as it's not limited by physical constrains (you can have as many oscillators as your computer can handle, and that's a lot), if you get bored of it you can always swap it for something else for little to no money, it's by default integrated in your computer-based music setup. SUPERCOLLIDER EARTHBOUND CODE
Software synth: some programmers from a company put together some code in a particular way so that a range of sounds can be made.
Cons: once you (inevitably) grow out of it you won't be able to modify/augment it so that it does more, so you'll probably have to get more synths (never a bad thing if you can afford it), you won't actually learn as much about sound as with more DIY solutions, there is a physical limit to how many sounds you can make with it. You never have to debug it, it's always waiting there to be played. For the first few weeks (months?) you will likely get better sounds out of it than more DIY solutions. Pros: you don't need to understand the actual circuit to make it work, you can start learning by just twisting knobs left and right and paying attention to what happens to the sound. Hardware synth (I'm assuming analog here, digital is similar but more versatile): some engineers from a company put a circuit together in a particular way so that a range of sounds (from pretty all the way to hideous) can be made. The advantage of SClang, if any, is that it's mature enough to have a plethora of high-level abstractions for musical concepts such as scales, patterns, tempo clocks etc, although it wouldn't be too hard to recreate those in other languages. Overtone, Vivid, and HSC3 (the last two based in the Haskell language) are capable of writing and loading new synths on the fly, as well as many other things. All that SClang does is figure out the OSC messages to send to the server, so theoretically any OSC-capable language can replace it completely, but some don't care to go all the way down the rabbit-hole as that would be unnecessarily complicated for what they aim to achieve. For example, they can't compile new SynthDefs or arbitrarily route things left and right. SUPERCOLLIDER EARTHBOUND FULL
Sonic Pi and Tidal are very specific cases in that they don't care about taking full control of the server, as they are built with a specific purpose in mind (live coding using samples and predetermined synths).
SUPERCOLLIDER EARTHBOUND SERIES
As far as learning resources, I can't recommend Eli's tutorial series enough for SuperCollider: Īs far as I know, some of them can do (almost) anything that SClang can do in terms of controlling the server, including building and compiling SynthDefs, loading buffers etc.
SUPERCOLLIDER EARTHBOUND INSTALL
Have a look of simple code examples for both and see which one you'd rather be writing, you can also install both and mess around to get a feel for how they behave. Maybe someone with Csound experience can prove me wrong! more parentheses, curly brackets, semicolons etc., will be very familiar if you know any C-family languages) while Csound looks a bit cleaner, however SClang seems to be much more powerful and flexible and has a lot of high-level features that I wish other general-purpose languages had. To be honest I don't see Csound mentioned very often, but maybe I'm not looking at the right places.Īnother difference to consider is the language they come bundled with: SuperCollider's SClang seems to have a more verbose syntax than Csound's (i.e.
Prynth), super-low latency embedded devices (the Bela), or eurorack modules that run it under the hood (Salt). I keep seeing projects that use SuperCollider pop up all the time, whether they're standalone music computers (e.g.
I haven't used Csound, I went with SuperCollider because it seemed to not lack any features and due to the breadth and wealth of its live coding capabilities, as well as the amount of other live coding environments that use it as a backend (TidalCycles, Sonic Pi, Overtone etc). People occasionally post the music they've made with SuperCollider on this subreddit, also a compilation of tracks can be found here: