; example instruments for some game noises
;

<CsoundSynthesizer> 
 
<CsOptions> 
-g -W -o sound.wav
</CsOptions> 
 
<CsInstruments> 

instr 1

kamp = p4
kcps = p5

a1   oscil kamp, kcps, 1
aout  = a1
out   aout

endin

instr 2

kamp = p4
kcps = p5

kenv linen 1, 0.2*p3, p3, 0.5*p3

a1   oscil kamp*kenv*0.5,  kcps, 1
a2   oscil kamp*kenv*0.3,  kcps*2.01, 1
a3   oscil kamp*kenv*0.15, kcps*2.99, 1
a4   oscil kamp*kenv*0.05, kcps*4.02, 1

aout = a1 + a2 + a3 + a4
out  aout

endin


instr 3

kamp = p4
kcps init 1
kndx phasor kcps
kenv table kndx, 3, 1

a1  oscil kamp*kenv*0.6, 1, 2
a2  oscil kamp*kenv*0.1, 40, 1
a3  oscil kamp*kenv*0.1, 50, 1
a4  oscil kamp*kenv*0.1, 60, 1
a5  oscil kamp*kenv*0.1, 45, 1
aout = a1 + a2 + a3 + a4 + a5
out aout

endin


</CsInstruments> 
 
<CsScore> 
; a sine wave table
; function  id#  startTime  samples  GEN   Amp
f           1    0          8192     10    1

; a uniform random noise table
; function  id#  startTime  samples  GEN   Type
f           2    0          8192     21    1

; a spline table
f 3 0 1025 8 0.5 32 1 64 0.5 128 0.25 512 0.01 160 0.0


; make a note
;
;note  instr   start    duration(p3)   amp(p4)   pitch(p5)
i      3       0        0.75           30000



</CsScore> 
</CsoundSynthesizer> 