Feat: UI / UX

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# Control Flow
A drum pattern that plays the same sound on every step is not very interesting. You want kicks on the downbeats, snares on the backbeats, hats filling the gaps. Control flow is how you make decisions inside a step.
## if / else / then
The simplest branch. Push a condition, then `if`:
```forth
step 4 mod 0 = if kick s . then
```
Every fourth step gets a kick. The rest do nothing. Add `else` for a two-way split:
```forth
step 2 mod 0 = if
kick s 0.8 gain .
else
hat s 0.3 gain .
then
```
These are compiler syntax -- you won't find them in the dictionary. Think nothing of it.
## ? and !?
When you already have a quotation, `?` executes it if the condition is truthy:
```forth
{ snare s . } coin ?
```
`!?` is the opposite -- executes when falsy:
```forth
{ hat s 0.2 gain . } coin !?
```
These pair well with `chance`, `prob`, and the other probability words:
```forth
{ rim s . } fill ? ;; rim only during fills
{ 0.5 verb } 0.3 chance ? ;; occasional reverb wash
```
## ifelse
Two quotations, one condition. The true branch comes first:
```forth
{ kick s . } { hat s . } step 2 mod 0 = ifelse
```
Reads naturally: "kick or hat, depending on whether it's an even step."
```forth
{ c3 note } { c4 note } coin ifelse
saw s 0.6 gain . ;; bass or lead, coin flip
```
## pick
Choose the nth option from a list of quotations:
```forth
{ kick s . } { snare s . } { hat s . } step 3 mod pick
```
Step 0 plays kick, step 1 plays snare, step 2 plays hat. The index is 0-based.
```forth
{ c4 } { e4 } { g4 } { b4 } step 4 mod pick
note sine s 0.5 decay .
```
Four notes cycling through a major seventh chord, one per step.
## case / of / endof / endcase
For matching a value against several options. Cleaner than a chain of `if`s when you have more than two branches:
```forth
step 8 mod case
0 of kick s . endof
4 of snare s . endof
endcase
```
Steps 0 and 4 get sounds. Everything else falls through to `endcase` and nothing happens.
A fuller pattern:
```forth
step 8 mod case
0 of kick s 0.9 gain . endof
2 of hat s 0.3 gain . endof
4 of snare s 0.7 gain . endof
6 of hat s 0.3 gain . endof
hat s 0.15 gain .
endcase
```
The last line before `endcase` is the default -- it runs when no `of` matched. Here it gives unmatched steps a ghost hat.
The `of` value can be any expression:
```forth
step 16 mod case
0 of kick s . endof
3 1 + of snare s . endof
2 4 * of kick s . snare s . endof
endcase
```
## times
Repeat a quotation n times. `@i` holds the current iteration (starting from 0):
```forth
4 { @i 4 / at hat s . } times ;; four hats, evenly spaced
```
Build chords:
```forth
3 { c4 @i 4 * + note } times
sine s 0.4 gain 0.5 verb . ;; c4, e4, g#4
```
Subdivide and accent:
```forth
8 {
@i 8 / at
@i 4 mod 0 = if 0.7 else 0.2 then gain
hat s .
} times
```
Eight hats per step. Every fourth one louder.
## Putting It Together
A basic drum pattern using `case`:
```forth
step 8 mod case
0 of kick s . endof
2 of { hat s . } often endof
4 of snare s . endof
6 of { rim s . } sometimes endof
{ hat s 0.15 gain . } coin ?
endcase
```
Kicks and snares on the strong beats. Hats and rims show up probabilistically. The default sprinkles ghost hats.
A melodic step that picks a scale degree and adds micro-timing:
```forth
{ c4 } { d4 } { e4 } { g4 } { a4 } step 5 mod pick
note
step 3 mod 0 = if
0 0.33 0.66 at ;; triplet feel on every third step
then
saw s 0.4 gain 0.3 decay 0.2 verb .
```
A `times` loop paired with `case` for a drum machine in one step:
```forth
4 {
@i case
0 of kick s . endof
1 of hat s 0.3 gain . endof
2 of snare s . endof
3 of { rim s . } 0.5 chance endof
endcase
@i 4 / at
} times
```
Four voices, four sub-positions, one step.

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```forth
10 !x ;; store 10 in x
@x ;; fetch x (returns 0 if undefined)
10 ,x ;; store 10 in x, keep on stack
```
No declaration needed. Variables spring into existence when you store to them.
No declaration needed. Variables spring into existence when you store to them. `,x` stores and keeps the value on the stack.
## Floating Point

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# Using Variables
Variables let you name values and share data between steps. They are global -- any step can read what another step wrote.
## Store and Fetch
`!name` stores the top of the stack into a variable. `@name` fetches it back. Variables spring into existence when you first store to them. Fetching a variable that was never stored returns 0.
```forth
10 !x ;; store 10 in x
@x ;; pushes 10
@y ;; pushes 0 (never stored)
```
## Store and Keep
`,name` stores just like `!name` but keeps the value on the stack. Useful when you want to name something and keep using it:
```forth
440 ,freq sine s . ;; stores 440 in freq AND passes it to the pipeline
```
Without `,`, you'd need `dup`:
```forth
440 dup !freq sine s . ;; equivalent, but noisier
```
## Sharing Between Steps
Variables are shared across all steps. One step can store a value that another reads:
```forth
;; step 0: pick a root note
c4 iter 7 mod + !root
;; step 4: read it
@root 7 + note sine s .
```
Every time the pattern loops, step 0 picks a new root. Step 4 always harmonizes with it.
## Accumulators
Fetch, modify, store back. A classic pattern for evolving values:
```forth
@n 1 + !n ;; increment n each time this step runs
@n 12 mod note sine s . ;; cycle through 12 notes
```
Reset on some condition:
```forth
@n 1 + !n
{ 0 !n } @n 16 > ? ;; reset after 16
```
## Naming Sounds
Store a sound name in a variable, reuse it across steps:
```forth
;; step 0: choose the sound
"sine" !synth
;; step 1, 2, 3...
c4 note @synth s .
```
Change one step, all steps follow.