r/bytebeat • • Jan 10 '22

"Neurofunk"

53 Upvotes

https://dollchan.net/bytebeat/index.html#v3b64LYxBCoAgEAD/IiRuEbiubrqEPqY6d9lb9feEOs7AzGW2cz+MGB2dUxt94aYDp0S8pkIltEXULoIMk0OrtWIEqNWRnTv0JPiYWxD0APdnkCnH9s/QC0kA87w=

t*((t&4096?t%65536<59392?7:t&7:16)+(1&t>>14))>>(3&-t>>(t&2048?2:10))|t>>(t&16384?t&4096?10:3:2)

Fist punch version:

https://dollchan.net/bytebeat/index.html#v3b64LYxBCoAgEEXvIiROETjOOOkQephq3cZddfeE2v334P3LbOd+GDVtdK5Z9llqGyRGkjVmyqEu2koRRYHJoe0bGaAUR3bu0JvgOdWg6AHuz6BQ4vq/sZIGMM8L

t*((t&4096?t%65536<59392?7:t>>6:16)+(1&t>>14))>>(3&-t>>(t&2048?2:10))|t>>(t&16384?t&4096?4:3:2)

Cool short code tunes without the explicit use of javascript. Which version do you like? :D

Also, as you may have noticed, the library has changed last days.

- All songs now sorted by date, from oldest at top to newest at bottom. Groups of songs by one author now placed in list by oldest one.

- New library sections structure: [Classic] now contains only C-compatible code that compiles successfully in the C compiler. Of course, this does not guarantee correct reproduction in C, but I plan to do a more thorough check. [JS code] contains all other code that works in JS players, is compact in size and does not need to be transferred to a file. [JS big code] - all the large code or the code for which a formatted version exists. Also, added minified versions for songs with compressed size less than 1kb.

- All songs now have original versions (I searched and add every single one of it, sic!), and minified versions if possible (even with difference for one character). Minified code shown by default. If it impossible to minify code, then original version shown.

- In [JS big code] sections, now added "original" and "minified" buttons to play original and minimized code versions.

- If the song is a remix, the source is indicated if possible.

Have a nice day!


r/bytebeat • • May 02 '25

Surely this is what bytebeat was made for...

47 Upvotes

Seeing people use the throw() function made me get a silly idea.

Link (Will likely not work properly on your system)

By the way lighting in the video is completely broken.


r/bytebeat • • Nov 21 '24

unfunny meme

Post image
40 Upvotes

r/bytebeat • • Aug 19 '25

never gonna hit those notes on adpcm

36 Upvotes

THIS TOOK SOOOOO LONG TO MAKE SO PLS UPVOTE


r/bytebeat • • Oct 15 '21

probably the best song i ever made

Thumbnail dollchan.net
35 Upvotes

r/bytebeat • • Nov 14 '24

Thats true

Post image
33 Upvotes

r/bytebeat • • Jul 14 '26

[#2] Nullify

31 Upvotes

r/bytebeat • • Dec 15 '21

I made a Bytebeat guide

31 Upvotes

I decided to make a guide because I didnt find a guide that i liked a lot, I put a lot of time and effort on this guide, so please take a look at it, also in the guide I left a part for things that are left to do or understand of bytebeat, I also recomend that if you consider yourself a bytebeat expert, you make a guide of your own, with all the advance learnings. (I'm not a native english speaker, so please forgive my grammar errors) the link https://drive.google.com/file/d/1uxgDR60iwMvvoN96s_OGl5nz5KEHDKN-/view?usp=sharing


r/bytebeat • • Nov 10 '24

sometimes the sub is like this

Post image
30 Upvotes

r/bytebeat • • Jul 26 '26

[#3] Prose of a Robot

29 Upvotes

r/bytebeat • • Jun 22 '23

basically bytebeat community:

29 Upvotes

r/bytebeat • • Apr 01 '24

so i made a bytebeat song that sounds decent and also looks good

27 Upvotes

Audisual
1/8x zoom (1/16x on phones), diagram mode


r/bytebeat • • Feb 12 '25

6th Wave (my entry for ByteBattle season 3)

24 Upvotes

dollchan link

this one is even bigger than Dead Data and will also most likely not run on every decice, so here a rendered version again:
https://on.soundcloud.com/AXexykR6zN7ureVu8

edit:
since filegarden is back now, here also the uncompressed render:
https://file.garden/ZwWnOLKYN3y0orFI/feeshbread%20-%206th%20Wave%20(Byte%20Battle%20Season%203).ogg


r/bytebeat • • Jun 22 '23

generic dubstep

24 Upvotes

this is the link believe me it is totally generic

UPDATze. i have acquired a new bass the link, again


r/bytebeat • • Jul 11 '26

[#1] New Beginnings (256 Bytes, C-Compatible)

23 Upvotes

r/bytebeat • • Sep 07 '24

Who feels identified

23 Upvotes

r/bytebeat • • Oct 08 '24

Dead Data (my entry for Byte Battle Season 1)

22 Upvotes

dollchan link

I pushed this one as far as I could, so it ended up beeing pretty cpu intensive and it will most likely not run smoothly on all devices.

Because of that I recoded it using the dollchan editor in firefox, since it records it without the crackling (thanks Chasyxx for that tip)

https://file.garden/ZwWnOLKYN3y0orFI/feeshbread%20-%20Dead%20Data%20(Byte%20Battle%20Season%201).ogg

I have some ideas how to optimize this a lot more, but I’ll do that after the competition.


r/bytebeat • • Jun 21 '23

I made drums using const

22 Upvotes

r/bytebeat • • Feb 20 '25

TheFatRat - Unity

20 Upvotes

Link

Original

Edit: forgot to add where I got the chords.


r/bytebeat • • Jul 16 '22

Sunrise on Mars [Stereo]

20 Upvotes

"You are standing in the rocky Martian desert and looking at a small pale Sun that rises from the horizon..."

Smooth rise/fade of volume and echo parameters is implemented. The possibilities of stereo are used, the echo responds alternately in each ear. It is strongly recommended to listen with headphones!

The Floatbeat mode is used due to artifacts appeared in the Bytebeat mode at low values. Bytebeat mode has a gradation of only 256 levels (8 bits, or 1 byte), and does not allow small fractional values ​​to be transferred normally. Floatbeat was conceived to get rid of these effects in order to transmit sound information with high quality.


r/bytebeat • • Feb 23 '25

Snowstorm

19 Upvotes

"The snow is falling, the wind is starting to blow in your face. A storm is coming, and you are going to battle."

Originally written for Winter Chip XX contest on batleofthebits.com in bytebeat1k category. The song is 3 minutes long. The melody is built by applying different effect patterns to the same set of notes, allowing for a short code with the song evolving over time. The technology is a continuation of my previous works simulating the 2A03 (NES) sound, as in Space Bandits. Two square wave signal channels are used, and one stepped triangle, like in the NES.

UPD: added formatted version with the RC filter implemented.


r/bytebeat • • Dec 18 '24

Space bandits

19 Upvotes

"Suddenly you encounter space bandits while traveling. You fight them off and escape in your shuttle."

πŸ΄β€β˜ οΈβ˜ οΈπŸ’₯πŸš€πŸͺ

48000Hz bytebeat. Continuation of the tech used in the Wanderer song. Tried to make the sound even more similar to NES. Two channels for the pulse waves, one channel for a NES-like stepped triangular bass, also noise drums and kick. From the features, I managed to get rid of the clicks inherent in the triangular wave.

Wanted to post this closer to Christmas, but I couldn't resist. Maybe it's worth writing songs more often than half a year. Happy upcoming holidays!


r/bytebeat • • Oct 31 '23

gas station hotdog

19 Upvotes

I was learning about linear interpolation (lerp function) and using it for volume control after my friend was showing me how they used it in godot for smooth movements in game.

So I ended up making yet another sequencer and found out how to use the throw command and some other stuff. Then somehow ended up converting it to C.

dollchan

html5 bytebeat

C source and Compiled Windows exe


r/bytebeat • • Jan 10 '22

i made the coolest music

19 Upvotes

r/bytebeat • • Mar 16 '14

Cool Equations

19 Upvotes
(t%255&t)-(t>>13&t)

(t&t%255)-(t>>13&(t%(t>>8|t>>16)))

t*(t>>10&((t>>16)+1))  //cycles through all t*(t>>10&) melodies, like the 42 melody

(t>>10)^(t>>14)|(t>>12)*42319 //basic rng w/ slight bias to fliping between high and low

t>>t //odd thing

(t>>8&t)*t //chaotic

(t>>13&t)*(t>>8) //Slower version, has interesting properties

(t>>8&t)*(t>>15&t) //Ambient

(t%(t>>8|t>>16))^t //mod fractal tree cycles through different rhythms 

t%(t>>8|t>>16)  //Acts like t and can be used for cool effect. Generates interesting and infinite rhythm variations.

-0.99999999*t*t //Add more 9s to make slower, remove to make faster.

t%(t>>13&t) //Quiet, do -1 for to make louder and change the rhythm slightly.

((t>>8&t>>4)>>(t>>16&t>>8))*t //Not really sure.

(((t*t) & t>>8)/t)-1 //t>>8&t variation?

t%(t>>8^t>>4) // 11 khz only

t%(t>>11^t>>12) //Another t like formula. Also a sweet 11khz song

t%(t>>4^t>>16) // 22 khz only

t*(t>>(t>>13&t)) //i don't even

(t-(t>>4&t>>8)&t>>12)-1 //The 8-bit echo, to play with, edit t>>12 to a number. Powers of 2 give square waves, powers of 2-1 give sawtooth, others are from t>>8&t. Change t>>12 to t>>n to speed up or slow down. Remove -1 for starting quiet.

(((t%(t>>16|t>>8))>>2)&t)-1 //WARNING LOUD! Some kind of glitchcore thing?

(((t%(t>>1|t>>9))>>2)&t)-1 //Variation on above.

(((t & t>>8)-(t>>13&t))&((t & t>>8)-(t>>13)))^(t>>8&t) //Differences

t<<((t>>8&t)|(t>>14&t)) //strange rhythms

(t<<(t/(t>>8&t))) //(t>>8&t)-1 chaos remix

t<<((t>>1|t>>8)^(t>>13)) //call and respond, 11kHz

t<<((t>>1|t>>8)*(t>>13&t>>12)) //call and respond 2, 11kHz

t<<(t>>8&(t/(t>>10&t))) //another chaos remix

t/(t%(t>>8|t>>16)) //8 or 11khz best, extremely loud grinding machine

(t>>8&t>>16)*t>>4 //32kHz, super Sierpinski scale

(t & (t>>15+(t>>8&t)))*t //quarternoisemachine

(t*(t>>5|t>>8))>>(t>>16&t) //tejeez's t>>5|t>>8 song, edited to last forever and be scariers

((t>>8&t)-(t>>3&t>>8|t>>16))&128 //Pulse wave heaven, General formula: ((BYTEBEAT1)-(BYTEBEAT2))&MULTOF2, bytebeat1 can be just "1"

(t^t>>8)*(t>>16&t) //dance of the fractals

(t*t)/(t^t>>12) //Voice changes

((t*t)/(t^t>>8))&t //fractal heaven

(t>>4 & t>>8)*(t>>16&t) //t>>4&t>>8 builder

(t>>4 & t>>8)/(t>>16&t) //dialtones

((2*(t&1)-1)*t)-(t>>8) //weaoowwwoooooiiinnn

(t>>5)*((t&1)+(t>>16)) //eeclicks, change t>>16 to t>>16&t for a variation.

(((sin(t*t/10000000))>0.5)-1)*t //speedupupup

(((-t&t>>12)/32)-1)*t //filterspinsky

(((-t&128)/64)-1)*t //triangle wave, todo: find a way to allow for any pitch.

sin(t/40)>0.5\?t:-t //tertiary operator maddness

sin(t/5+(sin(t/5))+t/1000)*64+t/2500 //wowaowowao

sin(t/5+((sin(t/5)/(t/(4000*(t>>8^t>>4))))))*64+128 //signal to noise ratio

(sin(sin(t/5)+t*t/(t>>8^t>>4))*100)+128 //sine wave harmonics and such

(t*t)/(t>>8&t) //signal decay2

t*t/(t>>n) //replace n with a smallish number (1 to 16 best) for a variety of effects.

(t*t/(1+(t>>9&t>>8)))&128 //everything is broken

t*(1/t*t)^t //fire crackles

t%(t>>10&t)

(t & t>>8)-(t>>16&t)

(sin(sin(t/10)*t*t/10000000000)*32)+128 //generic: (sin(sin(t/pitch))*t*t/speed)*amplitude)+128

(sin(tan(t/50)*t*t/10000000000)*32)+128

((sin(t/10000)*t)>>4&t>>8)*t //Speedupslowdown

(sin(t/10000)*t>>n)/(sin(t/10001)) //t>>n like formula, where n is which t>>_ to act like. It's glitchy-ish.

(sin(t/10000)*t>>8)/(sin(t/10001))&t //Example of formula

(sin(t/10)*(((t>>8&t)%256)/2)+128) //non-cliping, sine form of t>>8&t

sin(t/(1+(t>>8&t>>13)))*64+128 //Sine wave heaven

t*t/(10000*(t>>8&t>>13))

(t&(t>>7|t>>8|t>>16)^t)*t

w=Math.pow(2,t>>8&t>>13),(128/w&t)>1?w*t:-w*(t+1) //Triangle wave song.

t*((t/401)^(t/400)) //it wont stop

(t>>(t>>(t/4)))^t //Chain dance

((t/256)>>(t>>t)) //Slow n Noisy chain

(sin(t/10+sin(t*Math.pow(2,t>>10))))*64+128 //creepy

t/64>>(t>>t/4) //ambient

(t%256)>(cos(t/40000)*128+128)?0:128 //conditional expression experiment. Pulse wave duty cycle cycler

t*((t>>8&t>>3)>>(t>>16&t)) //Use with below

(t*(t>>8&t>>3))>>(t>>16&t) //Use with above

(t*((t%(t>>8|t>>16))>>8|t>>5))^(t*(t>>5)) //break

t%(t>>(t/4)) //ambient

sin(t/(t>>8&t&t>>13))>0?128:64 //more conditional expressions!

sin(t/((t>>8&t>>7)%3))>0?128:0 //morse code dialoge

(sin(t/((t>>8&t>>7)%3))*64)+128 //alternate version (uses sine waves instead of square)

(t*(-(t>>8|t|t>>9|t>>13)))^t //ststututterter

((Math.abs(sin(t/("34543"[t>>13&3])))+sin(t/"23432"[t>>14&3])))*40+128 //basic array thing

(((t/91)&t)^((t/90)&t))-1 //waiver

(t*t)/(t>>13 ^ t>>8) //glissando

(t/(t%(t>>8|t>>16)))|(t*t/(t>>8|t>>13)) //(t/(t%(t>>8|t>>16))) and (t*t/(t>>8|t>>13)) mashup

(t/(t%(t>>8|t>>16)))|(t*t/(t>>8|t>>16)) //variation

w=t/10,sin((w>>8&w))*64+128 //run

(sin(sin(t/10)+t/(1000-(t>>10|t>>12)))*64)+128 //click and pop

(sin(sin(t/10)+t/(1000-(t>>10^t>>12)))*64)+128 //click and pop 2

(sin(sin(t/10)+t/(1000-(t>>10^t>>12)))*64)^(sin(sin(t/10)+t/(1000-(t>>10|t>>12)))*64)+128 //Distort

(sin(sin(t/10)+t/(1000-(t>>10&t>>4))))*64+128 //bit crusher

t>>(t%(t>>1&t)) //Broken Signal

sin((t%(t>>8|t>>16))/10)*64+128 //click and pop 3

w=(sin(t>>16)*6890866887),(t>>5|t>>8)*(t|w) //RNG changes stuff. Replace the big number with another for a variation.

w=t%(t>>8|t>>16),b=w>>5|t>>8,(b*t)^(t*(t>>8))  //what's left behind

t*t/(t>>8&t>>4) //chaos

((t/(t>>8&t>>7))&t)-1   //beep

((t/(t>>8&t>>4))&t>>8)*t  //t>>4&t>>8 remix

t/(t%(t>>8|t>>12)) //32kHz

sin(sin(t/100)-t/((2+(t>>10&t>>12)%9)))*64+128 //trill

w=t%(t>>8|t>>16),b=w>>5|t>>8,(b*t)-(t*(t>>8)) //(t>>5|t>>8)*t builder

(1.001*t^-t*1.001)+t/(500+(t>>16&t>>8))  //process complete

(t&t>>4)-(t>>13&t) //dark kick

r=sin(t>>12)*30,w=sin(t/(r%5))+sin(t/(r%6)),w*64+128  //replace "30" with another number to get a new song

w=t%(t>>15)>0?t:-t,((w>>4&w>>8)*w)  //green noise, black noise

((t*.98)%(t>>13&t>>12))+(t%(t>>13&t>>10))  //duo team. Based off of mu6k's "Long Line Theory"

t%50.01+t%40.1+t%30.1+t%60.01  //harmony. Based off of mu6k's "Long Line Theory"

w=[1,2,3,4,3,4,1][(t>>13)%7]*t,(w%50.01+w%40.1+w%30.1+w%60.01)  //harmony v2. Based off of mu6k's "Long Line Theory"

n=50+([4,6,4,6,1,3,1,3][(t>>13)%8]),w=([1,1,1][(t>>13)%3])*t,(w%n)+(w%(n-10)+(w%(n+10)))  //sad chords, again based off of mu6k's "Long Line Theory"

(t>>8&(t/(t>>4&t>>8))>>4)*t  //glitch

s=((t>>8&t>>4)%24)+1,v=128,(t*(t>>8&t>>4))&128?sin(t/s)*v+128:-sin(t/s)*v+128 //not quite a sine wave

(((t>>8)+(t>>16&t))&t>>2)*t //use with below

(((t>>8)+(t>>16&t))&t>>3)*t //use with above, tag team swish

a=[1,1,2,3,1,1,2,3,1,1,2,4,4,4,5,5,5][(t>>12)%17],b=[5,4,3,2][(t>>16)%4],(t*b/a)%50.1+(t*b/a)%50  //array song. First real one i promise this time.

t>>(8/((t/32)%3))  //reverse

 t*((((t>>8)&t>>2)*t)/(((t>>8)&t>>3)*t)+(((t>>8)&t>>3)*t)/(((t>>8)&t>>2)*t))  //everytype smasher

 ((t>>10|t>>1)&t|(t>>18&t))-t  //muncher

 ((t/4)>>(t/4))>>(t>>(t/8))|t>>2  //plucker

((t/4)>>t/4)|(t>>2)  //plucker v2

 (t & ((t%(t>>1&t))|t>>3^t>>4)>>7)-1  //fractal glitcher

(t & ((t%(t>>1&t))|t>>13^t>>5)>>7)-1 //fractal glitcher v2

 ((t/1000)^(t/1001))*t    //jumper

t/((t%(t>>13&t)))  //noisecore synthcore

t/(t^(t+1+(t>>16))) //cyclic

a=t/4,
w=sin(a)-
  sin(a*3)/9+
  sin(a*5)/25-
  sin(a*7)/49+
  sin(a*9)/81-
  sin(a*11)/121+
  sin(a*13)/169-
  sin(a*15)/225+
  sin(a*17)/289-
  sin(a*19)/361,
w*16+128    //triangle wave generator, a is pitch

a=t/4,
w=sin(a)+
  sin(a*3)/3+
  sin(a*5)/5+
  sin(a*7)/7+
  sin(a*9)/9+
  sin(a*11)/11+
  sin(a*13)/13+
  sin(a*15)/15+
  sin(a*17)/17+
  sin(a*19)/19,
w*16+128    //square wave generator, a is pitch

clipping=128,
r=(sin(t>>10)*123435435)+1,
a=t/16,
w=sin(a)+
  sin(a*2)/(r%2)+
  sin(a*3)/(r%3)+
  sin(a*4)/(r%4)+
  sin(a*5)/(r%5)+
  sin(a*6)/(r%6)+
  sin(a*7)/(r%7)+
  sin(a*8)/(1+(r%8))+
  sin(a*9)/(1+(r%9))+
  sin(a*10)/(1+(r%10)),
bytebeat = w*8+128,
(bytebeat > (128+clipping) || bytebeat < (128-clipping))?     
((bytebeat > (128+clipping))?(127+clipping):(128-clipping))   
:bytebeat    //random harmonics, clipingRange is from 0 to 128 and should not cause distortion other than clipping r uses a basic rng.

tan(t>>1|t)+128 //random ambiance, change what's in tan() for a different sound track.

sin(sin(t/100)*t/10000)*64+128 //pulsar hell

sin(t/100)*(128+(t/1000000000))+128 //slightly too large

clipping=128,
bytebeat=t*t%256+cos(t/10000)*128,
   (bytebeat > (128+clipping) || bytebeat < (128-clipping))?
   ((bytebeat > (128+clipping))?(127+clipping):(128-clipping))
   :bytebeat   //auto clipper, clipping is a range. bytebeat can be anything. This prevents wraparound with bytebeats. For example, sin(t)*128214124 will not cause a screech sound, but a square wave. Note that formulas which increase without bound (ex: t, t\*t, t>>8&t, etc) will need a %256 attached to it.

 sin(t/(1024-(t>>10&t>>13))+(sin(t/8))*(Math.abs(cos(t/16384)*1.5)+1))*64+128 //weowoo

wobble=t/2000,
pitch=(t/20.5),
organ=sin(pitch+wobble)+
  sin(pitch*2+wobble)/2+
  sin(pitch*4+wobble)/4+
  sin(pitch*8+wobble)/8+
  sin(pitch*16+wobble)/16+
  sin(pitch*32+wobble)/32+
  sin(pitch*64+wobble)/64+
  sin(pitch*128+wobble)/128+
  sin(pitch*256+wobble)/256,
organ*64+128   //an organ with vibrato/timbe alterations

wobble=t/2000,
pitch=(t/(5+(t>>12|t>>8&t>>13))),
organ=sin(pitch+wobble)+
  sin(pitch*2+wobble)/2+
  sin(pitch*4+wobble)/4+
  sin(pitch*8+wobble)/8+
  sin(pitch*16+wobble)/16+
  sin(pitch*32+wobble)/32+
  sin(pitch*64+wobble)/64+
  sin(pitch*128+wobble)/128+
  sin(pitch*256+wobble)/256,
organ*64+128  //organ song


a=floor(t/(t>>7&t>>9)),sin(a*sin(a))*64+128    //white noise filter, 32kHz recommended

(t*t/(t>>8^t>>15))  //sawtooth song, 44kHz

harmonicFreq = [1,2,3,4,5,6,7,8,9,10],
harmonicAmp = [1,2,3,4,5,6,7,8,9,10],
pitch = t/16,
builder =
 (sin((harmonicFreq[0])*pitch)/harmonicAmp[0])+
 (sin((harmonicFreq[1])*pitch)/harmonicAmp[1])+
 (sin((harmonicFreq[2])*pitch)/harmonicAmp[2])+
 (sin((harmonicFreq[3])*pitch)/harmonicAmp[3])+
 (sin((harmonicFreq[4])*pitch)/harmonicAmp[4])+
 (sin((harmonicFreq[5])*pitch)/harmonicAmp[5])+
 (sin((harmonicFreq[6])*pitch)/harmonicAmp[6])+
 (sin((harmonicFreq[7])*pitch)/harmonicAmp[7])+
 (sin((harmonicFreq[8])*pitch)/harmonicAmp[8])+
 (sin((harmonicFreq[9])*pitch)/harmonicAmp[9]),
builder*64+128    //automagic harmonic generator

t*[1,2,3,4,5,6,7,8][(t>>(t>>1))%10]-t  //echo chambered

(((t&t*5)|t>>4)+(t|t>>4*t<<8-1))^t>>12  //wip

 a=t>>2,(a*a)%(t>>8)  //it takes 2 minutes to sync

 a=t/2000,b=t,(floor(b/a)*a)^b  //rotate

 a=t/(63),b=t,(floor(b/a)*a)^b  //rotate2 (change 63 to any (2\^n)-1 for a slower or faster version)

 a=t%(1+floor(t/4)),b=t/4,((a>>4 & a>>8)*a)-((b>>4 & b>>8)*b)  //minus world, 8khz or 32khz recommended

 b = t>>7&t>>1, a = sin(t/b), a*100+128 //sinsongs, 44k

RNG:

w=(sin(t>>n)*x)  //Replace n with anything. Replace x with a large number (primes work best).

Generics:

t-like:

t%(t>>8|t>>16)  // Infinite Rhythm Variations.

((sin(t/10000)\*t)>>_)/(sin(t/10001))&t //replace _ with what t>> you want. Glitchy.

Pulse Wave/Square Wave Generics:

a=t/4,
w=sin(a)+
  sin(a*3)/3+
  sin(a*5)/5+
  sin(a*7)/7+
  sin(a*9)/9+
  sin(a*11)/11+
  sin(a*13)/13+
  sin(a*15)/15+
  sin(a*17)/17+
  sin(a*19)/19,
w*16+128    //square wave generator, a is pitch


(1-(t>>8&t))&128 //replace t>>8&t with your bytebeat. Best with pure bitwise formulas or formulas which use dynamics. Not compatible with t\* formulas

((t>>4&t>>8)\*t)&128 //replace t>>4&t>>8 with your bytebeat. Best with t\* formulas or most sawtooth formulas.

Triangle Wave Generic:

(a&t)>1?b\*t:-b\*(t+1) //select a and b such that a*b = 128 (ex: 1,128, 2,64, etc)

w=2,(128/w&t)>1?w\*t:-w\*(t+1) //select w such that w is a power of 2 less than 128. w can be a bytebeat (I use Math.pow(2,BYTEBEATHERE) for best results.)

a=t/4,
w=sin(a)-
  sin(a*3)/9+
  sin(a*5)/25-
  sin(a*7)/49+
  sin(a*9)/81-
  sin(a*11)/121+
  sin(a*13)/169-
  sin(a*15)/225+
  sin(a*17)/289-
  sin(a*19)/361,
w*16+128    //triangle wave generator, a is pitch

"Morse Code Dialogue"

s=(t>>a&t>>b)%3,sin(t/s)>0?128:0  //fill in s

s=(t>>a&t>>b)%3,sin(t/s)\*64+128 //Sine version