For the Norns version of Orca different synth engines available to choose from. Synth engines on Norns use the same operators | for playing a note with the synth and - for setting a synth's params. The following demos are designed to show-off functionality and capability of each engine.
This demo shows very simply how the SYNTH operator | works for any of the engines, by randomly selecing notes created with the TRACK T operator.
This demo shows very simply how the R.NOTE operator $ works, using the SYNTH | operator to generate the tones using any of the engines.
This demo shows the FM7 engine (be sure the FM7 engine is installed and loaded) works using the SYNTH | operator and how its sound profile can be adjusted with the SYNTH PARAMS - operator.
This demo shows the Passersby engine (be sure the Passersby engine is installed and loaded) works using the SYNTH | operator and how its sound profile can be adjusted with the SYNTH PARAMS - operator.
This demo shows the PolyPerc engine (be sure the PolyPerc engine is installed and loaded) works using the SYNTH | operator and how its sound profile can be adjusted with the SYNTH PARAMS - operator.
This demo shows the Timber (be sure the Timber engine is installed and loaded) works using the SYNTH | operator and how the samples can be manipulated with the SYNTH PARAMS - operator.
This is a text file, similar to what can be found on PatchStorage. Load this demo with the "» Import txt" menu within the main parameters page. Note, this demo uses the MIDI operator :, so unless you have a MIDI controller attached you won't hear any sound.
Orca operates on a base of 36 increments, operators will convert alphanumeric values into values ranging from 0 to 36. Special characters are used to handle platform and client specific interactions.
This section will teach the basics of playing a note and a sequence of notes.
D8, will send a bang, every8thframe.:03C, will send theCnote, on the 3rd octave, to sendC#, use the lowercasec3.
D8...
.:03C
aRG, will output a random value between A & G, the rightside uppercase letter indicates an uppercase output.
D8.aRG.
.:03D..
04TCAFE, will create a track of 4 notes, and output its first value.
D814TCAFE
.:03A....
8C4, will count from 0 to 3, at1/8thspeed.
.8C4.....
D804TCAFE
.:03C....
--
This section will teach the basics of automating logic decisions and changing the values of operators dynamically.
2I6, will increment to 6 at a rate of 2.
.2I6.......
D626TCAFEDG
.:03F......
1AC, will add 1 to C, to output D. To get D#, use the lowercase d, like1Ac.
D8.1AC.
.:03D..
- The combination of the output of
C6intoB3will bounce a value between 0 and 3 over 6 frames.
4C6......
.4B3.....
D414TCAFE
.:03A....
.I4, will increment to 4, at a rate of 1..F2, will bang only if leftside input is equal to 2.
I4.....
3F2.1AC
..:03D.
This section will teach the basics of creating new operators procedurally. Halt a moving operator
E, will travel further eastward, every frame.H, will stop a E from moving.
..H
E..
22O, will get the operator E at the offset 2,2.
22O...
..E..H
.....E
22X, will output the operator E at the offset 2,2.
22XE.
.....
.....
....E
B4, will bounce from 0 to 4 and back.
C...........
.B4.........
.1XE........
........:03C
........:03D
........:03E
........:03F
........:03G
This section will teach the basics of storing accessing and combining that stored data.
- aV5, will store 5 in the variable a.
aV5
- Va, will output the value of the variable a. Notice how variables always have to be written above where they are read.
.....Va
.......
aV5..Va
.....5.
.......
aV6..Va
.....6.
- 3Kion, will output the values of i, o & n, side-by-side.
iV0.oV3.nVC
...........
3Kion......
.:03C......
- Y, will output the west input, eastward.
- J, will output the north input, southward.
3..
J..
3Y3
- This method will allow you to bring bangs into tight spots.
D43Ka...
.Y.:03C...






