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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.