Help Needed Fixing Complex Structure Generator

can someone help me at fixing this?

(
SynthDef(\LayeredTexture, {
	arg out=0, gate=1, fadeTime=180;
	var osc1, osc2, osc3, fx1, fx2, fx3, env;
	var lfo1, lfo2, lfo3, globalMod;
	var randFreqs1, randFreqs2, randFreqs3;
	var panPositions1, panPositions2, panPositions3;
	var densityEnv, spreadEnv, modEnv;
	var sig;
	
	// Control envelopes for evolving parameters
	densityEnv = EnvGen.kr(Env([0.1, 1, 0.3], [fadeTime*0.3, fadeTime*0.7], \sin));
	spreadEnv = EnvGen.kr(Env([0.5, 2, 1.5], [fadeTime*0.5, fadeTime*0.5], \exp));
	modEnv = EnvGen.kr(Env([0.1, 0.8, 0.4], [fadeTime*0.4, fadeTime*0.6], \sin));
	
	// Global modulation sources
	globalMod = LFNoise1.kr(0.05).range(0.8, 1.2);
	lfo1 = SinOsc.kr(0.03).range(0.7, 1.3);
	lfo2 = SinOsc.kr(0.07, 0.5pi).range(0.5, 1.5);
	lfo3 = LFNoise2.kr(0.1).range(0.8, 1.2);
	
	// Generate random frequencies for each oscillator
	randFreqs1 = Array.fill(48, { exprand(20, 5000) });
	randFreqs2 = Array.fill(48, { exprand(20, 5000) });
	randFreqs3 = Array.fill(48, { exprand(20, 5000) });
	
	// Generate random pan positions for spatialization
	panPositions1 = Array.fill(48, { rrand(-1.0, 1.0) });
	panPositions2 = Array.fill(48, { rrand(-1.0, 1.0) });
	panPositions3 = Array.fill(48, { rrand(-1.0, 1.0) });
	
	// Oscillator layers with individual processing
	osc1 = Mix.fill(48, {|i|
		var baseFreq = randFreqs1[i] * globalMod * lfo1;
		var tmFreq = XLine.kr(rrand(0.125, 8), rrand(0.125, 16), fadeTime * rrand(0.8, 1.2));
		var modAmp = SinOsc.kr(rrand(0.01, 0.1)) * modEnv;
		var sig = SinOsc.ar(baseFreq * tmFreq, 0, modAmp * densityEnv);
		var pan = panPositions1[i] * spreadEnv;
		Pan2.ar(sig, pan);
	});
	
	osc2 = Mix.fill(48, {|i|
		var baseFreq = randFreqs2[i] * globalMod * lfo2;
		var tmFreq = XLine.kr(rrand(0.125, 8), rrand(0.25, 12), fadeTime * rrand(0.7, 1.3));
		var modAmp = LFTri.kr(rrand(0.005, 0.2)) * modEnv;
		var pulseWidth = LFNoise1.kr(0.1).range(0.1, 0.9);
		var sig = Pulse.ar(baseFreq * tmFreq, pulseWidth, modAmp * densityEnv);
		var pan = panPositions2[i] * LFNoise1.kr(0.05).range(0.5, 1.5) * spreadEnv;
		Pan2.ar(sig, pan);
	});
	
	osc3 = Mix.fill(48, {|i|
		var baseFreq = randFreqs3[i] * globalMod * lfo3;
		var tmFreq = XLine.kr(rrand(0.25, 4), rrand(0.5, 8), fadeTime * rrand(0.9, 1.1));
		var modAmp = LFNoise2.kr(rrand(0.02, 0.15)) * modEnv;
		var sig = Saw.ar(baseFreq * tmFreq, modAmp * densityEnv);
		var pan = panPositions3[i] * LFNoise1.kr(0.03).range(0.7, 1.3) * spreadEnv;
		Pan2.ar(sig, pan);
	});
	
	// Individual effects processing for each layer
	fx1 = osc1.collect {|ch|
		var time = LFNoise1.kr(0.02).range(0.1, 0.3);
		var decay = LFNoise1.kr(0.01).range(1.5, 3.0);
		FreeVerb.ar(
			CombC.ar(ch, 0.5, time, decay),
			mix: LFNoise1.kr(0.05).range(0.2, 0.4),
			room: 0.7,
			damp: 0.4
		)
	};
	
	fx2 = osc2.collect {|ch|
		var time = LFNoise1.kr(0.03).range(0.15, 0.35);
		var decay = LFNoise1.kr(0.02).range(1.0, 2.5);
		FreeVerb.ar(
			AllpassC.ar(ch, 0.4, time, decay * 0.5),
			mix: 0.5,
			room: 0.9,
			damp: 0.2
		)
	};
	
	fx3 = osc3.collect {|ch|
		var time = LFNoise1.kr(0.04).range(0.05, 0.25);
		var decay = LFNoise1.kr(0.03).range(0.5, 2.0);
		FreeVerb.ar(
			GVerb.ar(ch, roomsize: 10, revtime: decay, damping: 0.3),
			mix: 0.3,
			room: 0.5,
			damp: 0.6
		)
	};
	
	// Master effects chain
	sig = Mix([fx1, fx2, fx3]) * 0.5;
	sig = LPF.ar(sig, LinExp.kr(LFNoise1.kr(0.1), -1, 1, 200, 8000));
	sig = HPF.ar(sig, 30);
	sig = Balance2.ar(sig[0], sig[1], LFNoise1.kr(0.1));
	sig = sig * EnvGen.kr(Env.asr(10, 1, 10), gate, doneAction: 2);
	sig = Limiter.ar(sig, 0.95);
	
	Out.ar(out, sig * 0.25);
}).add;
)

// Start the synth with control over duration
x = Synth(\LayeredTexture, [\fadeTime, 240]);

// Fade out after 5 minutes
SystemClock.sched(300, { x.set(\gate, 0); });