This module provides the main user interface functions, including sources
of randomness and transformations of patterns. All these functions are available
in the context of the TidalCycles REPL.
Many functions in this module taking Pattern values as arguments have a
corresponding function with an underscore prepended to its name (e.g.
degradeBy and _degradeBy). These functions accept plain values, not
Patterns, and are generally intended for those developing or extending Tidal.
An implementation of the well-known xorshift random number generator.
Given a seed number, generates a reasonably random number out of it.
This is an efficient algorithm suitable for use in tight loops and used
to implement the below functions, which are used to implement rand.
See George Marsaglia (2003). "Xorshift RNGs",
in Journal of Statistical Software, pages 8–14.
rand is an oscillator that generates a continuous pattern of (pseudo-)random
numbers between 0 and 1.
For example, to randomly pan around the stereo field:
d1 $ sound "bd*8" # pan rand
Or to enjoy a randomised speed from 0.5 to 1.5, add 0.5 to it:
d1 $ sound "arpy*4" # speed (rand + 0.5)
To make the snares randomly loud and quiet:
sound "sn sn ~ sn" # gain rand
Numbers coming from this pattern are 'seeded' by time. So if you reset time
(using resetCycles, setCycle, or cps) the random pattern will emit the
exact same _random_ numbers again.
In cases where you need two different random patterns, you can shift
one of them around to change the time from which the _random_ pattern
is read, note the difference:
jux (# gain rand) $ sound "sn sn ~ sn" # gain rand
and with the juxed version shifted backwards for 1024 cycles:
jux (# ((1024 <~) $ gain rand)) $ sound "sn sn ~ sn" # gain rand
Just like rand but for whole numbers, irand n generates a pattern of (pseudo-) random whole numbers between 0 to n-1 inclusive. Notably used to pick a random
samples from a folder:
1D Perlin (smooth) noise, works like rand but smoothly moves between random
values each cycle. perlinWith takes a pattern as the random number generator's
"input" instead of automatically using the cycle count.
The perlin function produces a new random value to move to every cycle. If
you want a new random value to be generated more or less frequently, you can use
fast or slow, respectively:
The above will generate a smooth random cutoff pattern that repeats every cycle
without any reversals or discontinuities (because the 2D path is a circle).
See also: perlin2, which only needs one input because it uses the cycle count
as the second input.
plays a melody randomly choosing one of the four notes "a", "e", "g", "c".
As with all continuous patterns, you have to be careful to give them structure; in this case choose gives you an infinitely detailed stream of random choices.
Given a pattern of doubles, chooseBy normalizes them so that each
corresponds to an index in the provided list. The returned pattern
contains the corresponding elements in the list.
It is like choose, but instead of selecting elements of the list randomly, it
uses the given pattern to select elements.
Given a pattern of probabilities and a list of (value, weight) pairs,
wchooseBy creates a Pattern value by choosing values based on those
probabilities and weighted appropriately by the weights in the list of pairs.
In the following, the first pattern is the most likely and will play about half the time, and the last pattern is the less likely, with only a 10% probability.
As sometimesBy, but applies the given transformation to the pattern in its entirety
before filtering its actual appearances. Less efficient than sometimesBy but may
be useful when the passed pattern transformation depends on properties of the
pattern before probabilities are taken into account.
Pattern transformations are functions generally of type
Pattern a -> Pattern a. This means they take a pattern of any type
and return a pattern of that type.
brak makes a pattern sound a bit like a breakbeat. It does this by, every
other cycle, squashing the pattern to fit half a cycle, and offsetting it by a
quarter of a cycle.
d1 $ sound (brak "bd sn kurt")
d1 $ brak $ sound "[feel feel:3, hc:3 hc:2 hc:4 ho:1]"
Divides a pattern into a given number of subdivisions, plays the subdivisions
in order, but increments the starting subdivision each cycle. The pattern
wraps to the first subdivision after the last subdivision is played.
Example:
d1 $ iter 4 $ sound "bd hh sn cp"
This will produce the following over four cycles:
bd hh sn cp
hh sn cp bd
sn cp bd hh
cp bd hh sn
There is also iter', which shifts the pattern in the opposite direction.
The spread function allows you to take a pattern transformation
which takes a parameter, such as slow, and provide several
parameters which are switched between. In other words it "spreads" a
function across several values.
Taking a simple high hat loop as an example:
d1 $ sound "ho ho:2 ho:3 hc"
We can slow it down by different amounts, such as by a half:
d1 $ slow 2 $ sound "ho ho:2 ho:3 hc"
Or by four thirds (i.e. speeding it up by a third; 4%3 means four over
three):
d1 $ slow (4%3) $ sound "ho ho:2 ho:3 hc"
But if we use spread, we can make a pattern which alternates between
the two speeds:
Note that if you pass ($) as the function to spread values over, you
can put functions as the list of values. (spreadf is an alias for spread ($).)
For example:
fastspread works the same as spread, but the result is squashed into a single cycle. If you gave four values to spread, then the result would seem to speed up by a factor of four. Compare these two:
This is quite a messy area of Tidal—due to a slight difference of
implementation this sounds completely different! One advantage of
using spread' though is that you can provide polyphonic parameters, e.g.:
This will apply striate 4 for every even cycle and apply # coarse "24 48" for every odd.
Detail: As you can see the test function is arbitrary and does not rely on
anything Tidal specific. In fact it uses only plain Haskell functionality, that
is: it calculates the modulo of 2 of the current cycle which is either 0 (for
even cycles) or 1. It then compares this value against 0 and returns the result,
which is either True or False. This is what the ifp signature's first part
signifies: (Int -> Bool), a function that takes a whole number and returns
either True or False.
wedge t p p' combines patterns p and p' by squashing the
p into the portion of each cycle given by t, and p' into the
remainer of each cycle.
> d1 $ wedge (1/4) (sound "bd*2 arpy*3 cp sn*2") (sound "odx [feel future]*2 hh hh")
whenmod has a similar form and behavior to every, but requires an
additional number. It applies the function to the pattern when the
remainder of the current loop number divided by the first parameter
is greater or equal than the second parameter.
For example, the following makes every other block of four loops twice
as dense:
superimpose plays a modified version of a pattern at the same time as the
original pattern, resulting in two patterns being played at the same time. The
following are equivalent:
d1 $ superimpose (fast 2) $ sound "bd sn [cp ht] hh"
d1 $ stack [sound "bd sn [cp ht] hh",
fast 2 $ sound "bd sn [cp ht] hh"
]
linger is similar to trunc, in that it truncates a pattern so that
only the first fraction of the pattern is played, but the truncated part of the
pattern loops to fill the remainder of the cycle.
Use within to apply a function to only a part of a pattern. It takes two
arguments: a start time and an end time, specified as floats between 0 and 1,
which are applied to the relevant pattern. Note that the second argument must be
greater than the first for the function to have any effect.
For example, to apply fast 2 to only the first half of a pattern:
d1 $ within (0, 0.5) (fast 2) $ sound "bd*2 sn lt mt hh hh hh hh"
Or, to apply (# speed "0.5") to only the last quarter of a pattern:
d1 $ within (0.75, 1) (# speed "0.5") $ sound "bd*2 sn lt mt hh hh hh hh"
For many cases, within' will function exactly as within.
The difference between the two occurs when applying functions that change the timing of notes such as fast or <~.
within first applies the function to all notes in the cycle, then keeps the results in the specified interval, and then combines it with the old cycle (an "apply split combine" paradigm).
within' first keeps notes in the specified interval, then applies the function to these notes, and then combines it with the old cycle (a "split apply combine" paradigm).
For example, whereas using the standard version of within
You can use the euclid function to apply a Euclidean algorithm over a
complex pattern, although the structure of that pattern will be lost:
d1 $ euclid 3 8 $ sound "bd*2 [sn cp]"
In the above, three sounds are picked from the pattern on the right according
to the structure given by the euclid 3 8. It ends up picking two bd sounds, a
cp and missing the sn entirely.
A negative first argument provides the inverse of the euclidean pattern.
These types of sequences use "Bjorklund's algorithm", which wasn't made for
music but for an application in nuclear physics, which is exciting. More
exciting still is that it is very similar in structure to the one of the first
known algorithms written in Euclid's book of elements in 300 BC. You can read
more about this in the paper
The Euclidean Algorithm Generates Traditional Musical Rhythms
by Toussaint. Some examples from this paper are included below,
including rotation as a third parameter in some cases (see euclidOff).
Pattern
Example
(2,5)
A thirteenth century Persian rhythm called Khafif-e-ramal.
(3,4)
The archetypal pattern of the Cumbia from Colombia, as well as
a Calypso rhythm from Trinidad.
(3,5,2)
Another thirteenth century Persian rhythm by the name of
Khafif-e-ramal, as well as a Rumanian folk-dance rhythm.
(3,7)
A Ruchenitza rhythm used in a Bulgarian folk-dance.
(3,8)
The Cuban tresillo pattern.
(4,7)
Another Ruchenitza Bulgarian folk-dance rhythm.
(4,9)
The Aksak rhythm of Turkey.
(4,11)
The metric pattern used by Frank Zappa in his piece titled
Outside Now.
(5,6)
Yields the York-Samai pattern, a popular Arab rhythm.
(5,7)
The Nawakhat pattern, another popular Arab rhythm.
(5,8)
The Cuban cinquillo pattern.
(5,9)
A popular Arab rhythm called Agsag-Samai.
(5,11)
The metric pattern used by Moussorgsky in
Pictures at an Exhibition.
(5,12)
The Venda clapping pattern of a South African children’s song.
(5,16)
The Bossa-Nova rhythm necklace of Brazil.
(7,8)
A typical rhythm played on the Bendir (frame drum).
(7,12)
A common West African bell pattern.
(7,16,14)
A Samba rhythm necklace from Brazil.
(9,16)
A rhythm necklace used in the Central African Republic.
(11,24,14)
A rhythm necklace of the Aka Pygmies of Central Africa.
(13,24,5)
Another rhythm necklace of the Aka Pygmies of the upper Sangha.
There was once a shorter alias e for this function. It has been removed, but you
may see references to it in older Tidal code.
euclidFull n k pa pb stacks euclid n k pa with euclidInv n k pb. That
is, it plays one pattern on the euclidean rhythm and a different pattern on
the off-beat.
For example, to implement the traditional flamenco rhythm, you could use hard
claps for the former and soft claps for the latter:
d1 $ euclidFull 3 7 "realclaps" ("realclaps" # gain 0.8)
rot n p "rotates" the values in a pattern p by n beats to the left,
preserving its structure. For example, in the following, each value will shift
to its neighbour's position one step to the left, so that b takes the place of
a, a of c, and c of b:
rot 1 "a ~ b c"
The result is equivalent of:
"b ~ c a"
The first parameter is the number of steps, and may be given as a pattern. For example, in
segment n p ’samples’ the pattern p at a rate of n events per cycle.
Useful for turning a continuous pattern into a discrete one.
In the following example, the pattern originates from the shape of a sine
wave, a continuous pattern. Without segment, the samples will get triggered
at an undefined frequency which may be very high.
d1 $ n (slow 2 $ segment 16 $ range 0 32 $ sine) # sound "amencutup"
The fit function takes a pattern of integer numbers, which are used to select values from the given list. What makes this a bit strange is that only a given number of values are selected each cycle. For example:
The above fits three samples into the pattern, i.e. for the first cycle this
will be "bd", "sn" and "arpy", giving the result "bd [~ sn] arpy sn"
(note that we start counting at zero, so that 0 picks the first value). The
following cycle the next three values in the list will be picked, i.e.
"arpy:1", "casio" and "bd", giving the pattern
"arpy:1 [~ casio] bd casio" (note that the list wraps round here).
The structure comes from a boolean pattern, i.e. a binary pattern containing
true or false values. Above we only used true values, denoted by t. It’s also
possible to include false values with f, which struct will simply treat as
silence. For example, this would have the same outcome as the above:
d1 $ struct ("t f t*2 f") $ sound "cp"
These true / false binary patterns become useful when you conditionally
manipulate them, for example, ‘inverting’ the values using every and inv:
In the above, the boolean values will be ‘inverted’ every third cycle, so that
the structure comes from the fs rather than t. Note that euclidean patterns
also create true/false values, for example:
d1 $ struct (every 3 inv "t(3,8)") $ sound "cp"
In the above, the euclidean pattern creates "t f t f t f f t" which gets
inverted to "f t f t f t t f" every third cycle. Note that if you prefer you
can use 1 and 0 instead of t and f.
stripe n p: repeats pattern pn times per cycle, i.e., the first
parameter gives the number of cycles to operate over. So, it is similar to
fast, but with random durations. For example stripe 2 will repeat a pattern
twice, over two cycles
In the following example, the start of every third repetition of the d1
pattern will match with the clap on the d2 pattern.
The repetitions will be contiguous (touching, but not overlapping) and the
durations will add up to a single cycle. n can be supplied as a pattern of
integers.
slowstripe n p is the same as stripe, but the result is also
n times slower, so that the mean average duration of the stripes
is exactly one cycle, and every nth stripe starts on a cycle
boundary (in Indian classical terms, the sam).
Returns the nth iteration of a
Lindenmayer System
with given start sequence.
It takes an integer b, a Lindenmayer system rule set, and an initiating
string as input in order to generate an L-system tree string of b iterations.
It can be used in conjunction with a step function to convert the generated
string into a playable pattern. For example,
generates an L-system with initiating string "0" and maps it onto a list
of samples.
Complex L-system trees with many rules and iterations can sometimes result in unwieldy strings. Using take n to only use the first n elements of the string, along with a slow function, can make the generated values more manageable.
lindenmayerI converts the resulting string into a a list of integers
with fromIntegral applied (so they can be used seamlessly where floats or
rationals are required)
runMarkov n tmat xi seed generates a Markov chain (as a list) of length n
using the transition matrix tmat starting from initial state xi, starting
with random numbers generated from seed
Each entry in the chain is the index of state (starting from zero).
Each row of the matrix will be automatically normalized. For example:
runMarkov 8 [[2,3], [1,3]] 0 0
will produce a two-state chain 8 steps long, from initial state 0, where the
transition probability from state 0->0 is 25, 0->1 is 35, 1->0 is 1/4, and
1->1 is 3/4.
markovPat n xi tp generates a one-cycle pattern of n steps in a Markov
chain starting from state xi with transition matrix tp. Each row of the
transition matrix is automatically normalized. For example:
mask takes a boolean pattern and ‘masks’ another pattern with it. That is,
events are only carried over if they match within a ‘true’ event in the binary
pattern, i.e., it removes events from the second pattern that don't start during
an event from the first.
For example, consider this kind of messy rhythm without any rests.
Due to the use of slowcat here, the same mask is first applied to "sn*8" and
in the next cycle to "[cp*4 bd*4, hc*5]".
You could achieve the same effect by adding rests within the slowcat patterns,
but mask allows you to do this more easily. It kind of keeps the rhythmic
structure and you can change the used samples independently, e.g.,
stretch takes a pattern, and if there’s silences at the start or end of the
current cycle, it will zoom in to avoid them. The following are equivalent:
fit' is a generalization of fit, where the list is instead constructed
by using another integer pattern to slice up a given pattern. The first argument
is the number of cycles of that latter pattern to use when slicing. It's easier
to understand this with a few examples:
d1 $ sound (fit' 1 2 "0 1" "1 0" "bd sn")
So what does this do? The first 1 just tells it to slice up a single cycle of
"bd sn". The 2 tells it to select two values each cycle, just like the first
argument to fit. The next pattern "0 1" is the "from" pattern which tells
it how to slice, which in this case means "0" maps to "bd", and "1" maps
to "sn". The next pattern "1 0" is the "to" pattern, which tells it how to
rearrange those slices. So the final result is the pattern "sn bd".
which uses chop to break a single sample into individual pieces, which fit' then puts into a list (using the run 4 pattern) and reassembles according to the complicated integer pattern.
Treats the given pattern p as having n chunks, and applies the function f to one of those sections per cycle.
Running:
- from left to right if chunk number is positive
- from right to left if chunk number is negative
inside carries out an operation inside a cycle.
For example, while rev "0 1 2 3 4 5 6 7" is the same as "7 6 5 4 3 2 1 0",
inside 2 rev "0 1 2 3 4 5 6 7" gives "3 2 1 0 7 6 5 4".
What this function is really doing is ‘slowing down’ the pattern by a given
factor, applying the given function to it, and then ‘speeding it up’ by the same
factor. In other words, this:
inside 2 rev "0 1 2 3 4 5 6 7"
Is doing this:
fast 2 $ rev $ slow 2 "0 1 2 3 4 5 6 7"
so rather than whole cycles, each half of a cycle is reversed.
outside is the inverse of the inside function. outside applies its function outside the cycle.
Say you have a pattern that takes 4 cycles to repeat and apply the rev function:
d1 $ rev $ cat [s "bd bd sn",s "sn sn bd", s"lt lt sd", s "sd sd bd"]
The above generates:
d1 $ rev $ cat [s "sn bd bd",s "bd sn sn", s "sd lt lt", s "bd sd sd"]
d1 $ rev $ cat [s "bd sd sd", s "sd lt lt", s "sn sn bd", s "bd bd sn"]
Notice that the whole idea has been reversed. What this function is really doing
is ‘speeding up’ the pattern by a given factor, applying the given function to
it, and then ‘slowing it down’ by the same factor. In other words, this:
d1 $ slow 4 $ rev $ fast 4
$ cat [s "bd bd sn",s "sn sn bd", s"lt lt sd", s "sd sd bd"]
This compresses the idea into a single cycle before rev operates and then slows it back to the original speed.
swingBy x n divides a cycle into n slices and delays the notes in the
second half of each slice by x fraction of a slice. So if x is 0 it does
nothing, 0.5 delays for half the note duration, and 1 will wrap around to
doing nothing again. The end result is a shuffle or swing-like rhythm. For
example, the following will delay every other "hh" 1/3 of the way to the
next "hh":
shuffle n p evenly divides one cycle of the pattern p into n parts,
and returns a random permutation of the parts each cycle. For example,
shuffle 3 "a b c" could return "a b c", "a c b", "b a c", "b c a",
"c a b", or "c b a". But it will never return "a a a", because that
is not a permutation of the parts.
This could also be called “sampling without replacement”.
scramble n p is like shuffle but randomly selects from the parts
of p instead of making permutations.
For example, scramble 3 "a b c" will randomly select 3 parts from
"a""b" and "c", possibly repeating a single part.
This could also be called “sampling with replacement”.
The function seqP allows you to define when
a sound within a list starts and ends. The code below contains three
separate patterns in a stack, but each has different start times
(zero cycles, eight cycles, and sixteen cycles, respectively). All
patterns stop after 128 cycles:
The ur function is designed for longer form composition, by allowing you to
create ‘patterns of patterns’ in a repeating loop. It takes four parameters:
how long the loop will take, a pattern giving the structure of the composition,
a lookup table for named patterns to feed into that structure, and a second
lookup table for named transformations/effects.
The ur- prefix comes from German and
means proto- or original. For a mnemonic device, think of this function as
assembling a set of original patterns (ur-patterns) into a larger, newer whole.
Lets say you had three patterns (called a, b and c), and that you wanted
to play them four cycles each, over twelve cycles in total. Here is one way to
do it:
let pats =
[ ( "a", stack [ n "c4 c5 g4 f4 f5 g4 e5 g4" # s "superpiano" # gain "0.7"
, n "[c3,g4,c4]" # s "superpiano"# gain "0.7"
]
)
, ( "b", stack [ n "d4 c5 g4 f4 f5 g4 e5 g4" # s "superpiano" # gain "0.7"
, n "[d3,a4,d4]" # s "superpiano"# gain "0.7"
]
)
, ( "c", stack [ n "f4 c5 g4 f4 f5 g4 e5 g4" # s "superpiano" # gain "0.7"
, n "[f4,c5,f4]" # s "superpiano"# gain "0.7"
]
)
]
in
d1 $ ur 12 "a b c" pats []
In the above, the fourth parameter is given as an empty list, but that is where
you can put another lookup table, of functions rather than patterns this time.
For example:
let
pats = ...
fx = [ ("reverb", ( # (room 0.8 # sz 0.99 # orbit 1)))
, ("faster", fast 2)
]
in
d1 $ ur 12 "a b:reverb c:faster" pats fx
In this example, b has the function applied that’s named as reverb, while c
is made to go faster. It’s also possible to schedule multiple patterns at once,
like in the following:
let pats = [ ("drums", s "drum cp*2")
, ("melody", s "arpy:2 arpy:3 arpy:5")
, ("craziness", s "cp:4*8" # speed ( sine + 0.5 ))
]
fx = [("higher", ( # speed 2))]
in
d1 $ ur 8 "[drums, melody] [drums,craziness,melody] melody:higher" pats fx
A simpler version of ur that just provides name-value bindings that are
reflected in the provided pattern.
inhabit allows you to link patterns to some String, or in other words,
to give patterns a name and then call them from within another pattern of
Strings.
For example, we can make our own bassdrum, hi-hat and snaredrum kit:
do
let drum = inhabit [ ("bd", s "sine" |- accelerate 1.5)
, ("hh", s "alphabet:7" # begin 0.7 # hpf 7000)
, ("sd", s "invaders:3" # speed 12)
]
d1 $ drum "[bd*8?, [~hh]*4, sd(6,16)]"
inhabit can be very useful when using MIDI controlled drum machines, since you
can give understandable drum names to patterns of notes.
flatpat takes a Pattern of lists and pulls the list elements as
separate Events. For example, the following code uses flatpat in combination with listToPat to create an alternating pattern of chords:
d1 $ n (flatpat $ listToPat [[0,4,7],[(-12),(-8),(-5)]])
# s "superpiano" # sustain 2
This code is equivalent to:
d1 $ n ("[0,4,7] [-12,-8,-5]") # s "superpiano" # sustain 2
layer takes a list of Pattern-returning functions and a seed element,
stacking the result of applying the seed element to each function in the list.
It allows you to layer up multiple functions on one pattern. For example, the following
will play two versions of the pattern at the same time, one reversed and one at twice
the speed:
arpeggiate finds events that share the same timespan, and spreads
them out during that timespan, so for example arpeggiate "[bd,sn]"
gets turned into "bd sn". Useful for creating arpeggios/broken chords.
rolled plays each note of a chord quickly in order, as opposed to
simultaneously; to give a chord a harp-like or strum effect.
Notes are played low to high, and are evenly distributed within (14) of the chord event length, as opposed to arparpeggiate that spread the notes over the whole event.
Syncopates a rhythm, shifting (delaying) each event halfway into its arc
(timespan).
In mini-notation terms, it basically turns every instance of a into [~ a],
e.g., "a b [c d] e" becomes the equivalent of
"[~ a] [~ b] [[~ c] [~ d]] [~ e]".
Every beat then becomes an offbeat, and so the overall effect is to
syncopate a pattern.
In the following example, you can hear that the piano chords play between the
snare and the bass drum. In 4/4 time, they are playing in the 2 and a half,
and 4 and a half beats:
do
resetCycles
d1 $ stack [
press $ n "~ c'maj ~ c'maj" # s "superpiano" # gain 0.9 # pan 0.6,
s "[bd,clap sd bd sd]" # pan 0.4
] # cps (90/60/4)
In the next example, the C major chord plays before the G major. As the slot
that occupies the C chord is that of one eighth note, it is displaced by press
only a sixteenth note:
do
resetCycles
d1 $ stack [
press $ n "~ [c'maj ~] ~ ~" # s "superpiano" # gain 0.9 # pan 0.6,
press $ n "~ g'maj ~ ~" # s "superpiano" # gain 0.9 # pan 0.4,
s "[bd,clap sd bd sd]"
] # cps (90/60/4)
Uses the first (binary) pattern to switch between the following
two patterns. The resulting structure comes from the binary
pattern, not the source patterns. (In sew, by contrast, the resulting structure comes from the source patterns.)
The following uses a euclidean pattern to control CC0:
A binary pattern is used to conditionally apply a function to a
source pattern. The function is applied when a True value is
active, and the pattern is let through unchanged when a False
value is active. No events are let through where no binary values
are active.
stutter n t pat repeats each event in patn times, separated by t time (in fractions of a cycle).
It is like echo that doesn't reduce the volume, or ply if you controlled the timing.
The jux function creates strange stereo effects by applying a
function to a pattern, but only in the right-hand channel. For
example, the following reverses the pattern on the righthand side:
When passing pattern transforms to functions like jux and every,
it's possible to chain multiple transforms together with . (function
composition). For example this both reverses and halves the playback speed of
the pattern in the righthand channel:
In addition to jux, jux' allows using a list of pattern
transformations. Resulting patterns from each transformation will be spread via
pan from left to right.
For example, the following will put iter 4 of the pattern to the far left
and palindrome to the far right. In the center, the original pattern will
play and the chopped and the reversed version will appear mid left and mid
right respectively.
With jux, the original and effected versions of the pattern are
panned hard left and right (i.e., panned at 0 and 1). This can be a
bit much, especially when listening on headphones. The variant juxBy
has an additional parameter, which brings the channel closer to the
centre. For example:
d1 $ juxBy 0.5 (fast 2) $ sound "bd sn:1"
In the above, the two versions of the pattern would be panned at 0.25
and 0.75, rather than 0 and 1.
Given a sample's directory name and number, this generates a string
suitable to pass to fromString to create a 'Pattern String'.
samples is a Pattern-compatible interface to this function.
range will take a pattern which goes from 0 to 1 (like sine), and range it to a different range - between the first and second arguments. In the below example, `range 1 1.5` shifts the range of sine1 from 0 - 1 to 1 - 1.5.
rangex is an exponential version of range, good for using with
frequencies. For example, range 20 2000 "0.5" will give 1010 - halfway
between 20 and 2000. But rangex 20 2000 0.5 will give 200 - halfway
between on a logarithmic scale. This usually sounds better if you’re using the
numbers as pitch frequencies. Since rangex uses logarithms, don’t try to scale
things to zero or less.
off is similar to superimpose, in that it applies a function to a pattern
and layers up the results on top of the original pattern. The difference
is that off takes an extra pattern being a time (in cycles) to shift the
transformed version of the pattern by.
The following plays a pattern on top of itself, but offset by an eighth of a
cycle, with a distorting bitcrush effect applied:
step acts as a kind of simple step-sequencer using strings. For example,
step "sn" "x x 12" is equivalent to the pattern of strings given by "sn ~
sn ~ sn:1 sn:2 ~". step substitutes the given string for each x, for each number
it substitutes the string followed by a colon and the number, and for everything
else it puts in a rest.
In other words, step generates a pattern of strings in exactly the syntax you’d want for selecting samples and that can be fed directly into the s function.
Like ghost', but a user-supplied function describes how to alter the pattern.
In this example, ghost notes are applied to the snare hit, but these notes will
be louder, not quieter, and the sample will have its beginning slightly cut:
d1 $ slow 2
$ ghostWith (1/16) ((|*| gain 1.1) . (|> begin 0.05))
$ sound "sn"
A more literal weaving than the weave function. Given tabby threads p1 p,
parameters representing the threads per cycle and the patterns to weave, and
this function will weave them together using a plain (aka ’tabby’) weave,
with a simple over/under structure
contrast f f' p p' splits the control pattern p' in two, applying
the function f to one and f' to the other. This depends on
whether events in p' contain values matching with those in p.
For example, in
contrast (# crush 3) (# vowel "a") (n "1") $ n "0 1" # s "bd sn" # speed 3
the first event will have the vowel effect applied and the second will have
the crush applied.
contrast is like an if-else-statement over patterns. For contrast t f p
you can think of t as the true branch, f as the false branch, and p as
the test.
You can use any control pattern as a test of equality, e.g., n "1", speed
"0.5", or things like that. This lets you choose specific properties of the
pattern you’re transforming for testing, like in the following example,
d1 $ contrast (|+ n 12) (|- n 12) (n "c") $ n (run 4) # s "superpiano"
where every note that isn’t middle-c will be shifted down an octave but
middle-c will be shifted up to c5.
Since the test given to contrast is also a pattern, you can do things like have
it alternate between options:
d1 $ contrast (|+ n 12) (|- n 12) (s "<superpiano superchip>")
$ s "superpiano superchip" # n 0
If you listen to this you’ll hear that which instrument is shifted up and which
instrument is shifted down alternates between cycles.
contrastBy is contrastBy is the general version of contrast, in which you can specify an abritrary boolean function that will be used to compare the control patterns.
d2 $ contrastBy (>=) (|+ n 12) (|- n 12) (n "2") $ n "0 1 2 [3 4]" # s "superpiano"
The fix function applies another function to matching events in a pattern of
controls. fix is contrast where the false-branching function is set to the
identity id. It is like contrast, but one function is given and applied to
events with matching controls.
For example, the following only adds the crush control when the n control
is set to either 1 or 4:
You can be quite specific; for example, the following applies the function
hurry 2 to sample 1 of the drum sample set, and leaves the rest as they are:
Like contrast, but one function is given, and applied to events with
controls which don't match. unfix is fix but only applies when the
testing pattern is not a match.
The fixRange function isn’t very user-friendly at the moment, but you can
create a fix variant with a range condition. Any value of a ControlPattern
wich matches the values will apply the passed function.
quantise limits values in a Pattern (or other Functor) to n equally spaced
divisions of 1.
It is useful for rounding a collection of numbers to some particular base
fraction. For example,
quantise 5 [0, 1.3 ,2.6,3.2,4.7,5]
It will round all the values to the nearest (1/5)=0.2 and thus will output
the list [0.0,1.2,2.6,3.2,4.8,5.0]. You can use this function to force a
continuous pattern like sine into specific values. In the following example:
d1 $ s "superchip*8" # n (quantise 1 $ range (-10) (10) $ slow 8 $ cosine)
# release (quantise 5 $ slow 8 $ sine + 0.1)
all the releases selected be rounded to the nearest 0.1 and the notes selected
to the nearest 1.
quantise with fractional inputs does the consistent thing: quantise 0.5
rounds values to the nearest 2, quantise 0.25 rounds the nearest 4, etc.
smooth receives a pattern of numbers and linearly goes from one to the next, passing through all of them. As time is cycle-based, after reaching the last number in the pattern, it will smoothly go to the first one again.
snowball takes a function that can combine patterns (like +),
a function that transforms a pattern (like slow),
a depth, and a starting pattern,
it will then transform the pattern and combine it with the last transformation until the depth is reached.
This is like putting an effect (like a filter) in the feedback of a delay line; each echo is more affected.
Applies a function to a pattern and cats the resulting pattern, then continues
applying the function until the depth is reached this can be used to create
a pattern that wanders away from the original pattern by continually adding
random numbers.
bite n ipat pat slices a pattern pat into n pieces, then uses the
ipat pattern of integers to index into those slices. So bite 4 "0 2*2" (run
8) is the same as "[0 1] [4 5]*2".
I.e., it allows you to slice each cycle into a given number of equal sized
bits, and then pattern those bits by number. It’s similar to slice, but is
for slicing up patterns, rather than samples. The following slices the pattern
into four bits, and then plays those bits in turn:
d1 $ bite 4 "0 1 2 3" $ n "0 .. 7" # sound "arpy"
Of course that doesn’t actually change anything, but then you can reorder those bits:
d1 $ bite 4 "2 0 1 3" $ n "0 .. 7" # sound "arpy"
The slices bits of pattern will be squeezed or contracted to fit:
Given a start point and a duration (both specified in cycles), this
generates a control pattern that makes a sound begin at the start
point and last the duration.
The following are equivalent:
d1 $ slow 2 $ s "bev" # grain 0.2 0.1 # legato 1
d1 $ slow 2 $ s "bev" # begin 0.2 # end 0.3 # legato 1
grain is defined as:
grain s d = 'Sound.Tidal.Params.begin' s # 'Sound.Tidal.Params.end' (s+d)
For specifying a boolean pattern according to a list of offsets
(aka inter-onset intervals). For example necklace 12 [4,2] is
the same as "t f f f t f t f f f t f". That is, 12 steps per cycle,
with true values alternating between every 4 and every 2 steps.