Now that you know the basics, part 2 will cover more advanced topics and features of the ChucK language. Chapter 6 introduces a number of new Unit Generators (UGens), which are ChucK’s built-in audio processing and synthesis objects. UGens cover many models and techniques for sound synthesis and audio effects, so you’ll know even more ways to make interesting sounds. Chapter 7 continues our coverage of UGens, introducing many of the physical, modal (resonant), and particle synthesis UGens available via the Synthesis ToolKit (STK).
Chapter 8 introduces multithreading and concurrency, the ability to run many programs or functions at the same time. Chapter 9 introduces object-oriented programming (OOP) and how you can create your own objects and classes to use in your code. By the end of this chapter, you’ll know how to create smart musical instruments, and even play objects in code, which you can then in turn use to do your musical bidding.
Chapter 10 covers Events, which allow ChucK programs to signal each other. Events also allow ChucK to respond to signals and data from the “outside world,” such as using your keyboard, mouse, or joystick for real-time control over your programs and compositions.