tail = _rev[(_wp - 44100) % len(_rev)]
wet = tail * 0.85 + np.sin(_phase*0.3)*0.02
_rev[_wp:_wp+n] = ins[0][:n] + wet * 0.6
outs[0][:n] = ins[0][:n] * 0.3 + wet
pitch = np.exp(-t * 4) * 0.5 + 0.01
phase += 2 * np.pi * pitch * fc
body = np.sin(phase) * np.exp(-t * 2)
rumble = np.tanh(body * 8) * (1 - t)
outs[0][:n] = rumble + np.random.randn(n)*t
carrier = np.sign(np.sin(2*np.pi*1800*t))
glitch = (np.random.random(n) > 0.92) * 0.7
mod = ins[0][:n] * carrier * (1 - glitch)
bits = np.round(mod * 6) / 6
outs[0][:n] = bits + glitch * np.sin(t*3000)
wow = np.sin(_phase * 0.7) * 0.008
flut = np.sin(_phase * 6.3) * 0.003
warp = int((wow + flut) * sr)
sat = np.tanh(ins[0][:n] * 1.4) * 0.9
outs[0][:n] = _buf[(_wp + warp) % len(_buf)]
carrier = np.sin(2*np.pi*fc*t + _phase)
ring = ins[0][:n] * carrier
fold = np.abs(np.mod(ring*3, 2) - 1) - 0.5
echo = _buf[(_wp - 13337) % len(_buf)] * 0.6
outs[0][:n] = fold + echo * np.cos(t*7)
lfo = np.sin(2*np.pi*0.8*t) * 0.3 + 0.7
wet = _buf[(_wp - int(sr*0.12)) % len(_buf)]
trem = ins[0][:n] * lfo
lp = np.convolve(trem, _ir, mode='same')
outs[0][:n] = lp + wet * 0.5
noise = np.random.randn(n) * np.exp(-t*8)
shards = np.sin(t * 4200) * np.exp(-t*12)
glass = noise * shards + ins[0][:n]
ring = glass * np.cos(t * 2800)
outs[0][:n] = np.tanh(ring * 2.5) * 0.7
rev = ins[0][n::-1] if _wp > n else ins[0][:n]
shift = _buf[(_wp - int(sr*0.04)) % len(_buf)]
whisper = np.random.randn(n) * 0.1
voices = rev * 0.5 + shift * 0.4 + whisper
outs[0][:n] = voices * np.sin(_phase*0.2)
tail = _rev[(_wp - 44100) % len(_rev)]
wet = tail * 0.85 + np.sin(_phase*0.3)*0.02
_rev[_wp:_wp+n] = ins[0][:n] + wet * 0.6
outs[0][:n] = ins[0][:n] * 0.3 + wet
pitch = np.exp(-t * 4) * 0.5 + 0.01
phase += 2 * np.pi * pitch * fc
body = np.sin(phase) * np.exp(-t * 2)
rumble = np.tanh(body * 8) * (1 - t)
outs[0][:n] = rumble + np.random.randn(n)*t
carrier = np.sign(np.sin(2*np.pi*1800*t))
glitch = (np.random.random(n) > 0.92) * 0.7
mod = ins[0][:n] * carrier * (1 - glitch)
bits = np.round(mod * 6) / 6
outs[0][:n] = bits + glitch * np.sin(t*3000)
wow = np.sin(_phase * 0.7) * 0.008
flut = np.sin(_phase * 6.3) * 0.003
warp = int((wow + flut) * sr)
sat = np.tanh(ins[0][:n] * 1.4) * 0.9
outs[0][:n] = _buf[(_wp + warp) % len(_buf)]
carrier = np.sin(2*np.pi*fc*t + _phase)
ring = ins[0][:n] * carrier
fold = np.abs(np.mod(ring*3, 2) - 1) - 0.5
echo = _buf[(_wp - 13337) % len(_buf)] * 0.6
outs[0][:n] = fold + echo * np.cos(t*7)
lfo = np.sin(2*np.pi*0.8*t) * 0.3 + 0.7
wet = _buf[(_wp - int(sr*0.12)) % len(_buf)]
trem = ins[0][:n] * lfo
lp = np.convolve(trem, _ir, mode='same')
outs[0][:n] = lp + wet * 0.5
noise = np.random.randn(n) * np.exp(-t*8)
shards = np.sin(t * 4200) * np.exp(-t*12)
glass = noise * shards + ins[0][:n]
ring = glass * np.cos(t * 2800)
outs[0][:n] = np.tanh(ring * 2.5) * 0.7
rev = ins[0][n::-1] if _wp > n else ins[0][:n]
shift = _buf[(_wp - int(sr*0.04)) % len(_buf)]
whisper = np.random.randn(n) * 0.1
voices = rev * 0.5 + shift * 0.4 + whisper
outs[0][:n] = voices * np.sin(_phase*0.2)