# Randomness Music needs surprise. A pattern that plays identically every time gets boring fast. Cagire has a rich set of words for injecting randomness and controlled variation into your sequences. ## Random Numbers `coin` pushes 0 or 1 with equal probability: ```forth coin note sine s . ;; either 0 or 1 as the note ``` `rand` takes a range and returns a random value. If both bounds are integers, the result is an integer. If either is a float, you get a float: ```forth 60 72 rand note sine s . ;; random MIDI note from 60 to 72 0.3 0.9 rand gain sine s . ;; random gain between 0.3 and 0.9 ``` `exprand` and `logrand` give you weighted distributions. `exprand` is biased toward the low end, `logrand` toward the high end: ```forth 200.0 8000.0 exprand freq sine s . ;; mostly low frequencies 200.0 8000.0 logrand freq sine s . ;; mostly high frequencies ``` These are useful for parameters where perception is logarithmic, like frequency and duration. ## Conditional Execution The probability words take a quotation and execute it with some chance. `chance` takes a float from 0.0 to 1.0, `prob` takes a percentage from 0 to 100: ```forth { hat s . } 0.25 chance ;; 25% chance { hat s . } 75 prob ;; 75% chance ``` Named probability words save you from remembering numbers: | Word | Probability | |------|------------| | `always` | 100% | | `almostAlways` | 90% | | `often` | 75% | | `sometimes` | 50% | | `rarely` | 25% | | `almostNever` | 10% | | `never` | 0% | ```forth { hat s . } often ;; 75% { snare s . } sometimes ;; 50% { clap s . } rarely ;; 25% ``` `always` and `never` are useful when you want to temporarily mute or unmute a voice without deleting code. Change `sometimes` to `never` to silence it, `always` to bring it back. Use `?` and `!?` with `coin` for quick coin-flip decisions: ```forth { hat s . } coin ? ;; execute if coin is 1 { rim s . } coin !? ;; execute if coin is 0 ``` ## Selection `choose` picks randomly from n items on the stack: ```forth kick snare hat 3 choose s . ;; random drum hit 60 64 67 72 4 choose note sine s . ;; random note from a set ``` When a chosen item is a quotation, it gets executed: ```forth { 0.1 decay } { 0.5 decay } { 0.9 decay } 3 choose sine s . ``` `wchoose` lets you assign weights to each option. Push value/weight pairs: ```forth kick 0.5 snare 0.3 hat 0.2 3 wchoose s . ``` Kick plays 50% of the time, snare 30%, hat 20%. Weights don't need to sum to 1 -- they're normalized automatically. `shuffle` randomizes the order of n items on the stack: ```forth 60 64 67 72 4 shuffle ;; stack now has the same 4 values in random order ``` Combined with `note`, this gives you a random permutation of a chord every time the step runs. ## Cycling Cycling steps through values deterministically. No randomness -- pure rotation. `cycle` selects based on how many times this step has played (its `runs` count): ```forth 60 64 67 3 cycle note sine s . ;; 60, 64, 67, 60, 64, 67, ... ``` `pcycle` selects based on the pattern iteration count (`iter`): ```forth kick snare 2 pcycle s . ;; kick on even iterations, snare on odd ``` The difference matters when patterns have different lengths. `cycle` counts per-step, `pcycle` counts per-pattern. Quotations work here too: ```forth { c4 note } { e4 note } { g4 note } 3 cycle sine s . ``` `bounce` ping-pongs instead of wrapping around: ```forth 60 64 67 72 4 bounce note sine s . ;; 60, 64, 67, 72, 67, 64, 60, 64, ... ``` ## Periodic Execution `every` runs a quotation once every n pattern iterations: ```forth { crash s . } 4 every ;; crash cymbal every 4th iteration ``` `bjork` and `pbjork` use Bjorklund's algorithm to distribute k hits across n positions as evenly as possible. Classic Euclidean rhythms: ```forth { hat s . } 3 8 bjork ;; tresillo: x..x..x. (by step runs) { hat s . } 5 8 pbjork ;; cinquillo: x.xx.xx. (by pattern iterations) ``` `bjork` counts by step runs (how many times this particular step has played). `pbjork` counts by pattern iterations. Some classic patterns: | k | n | Name | |---|---|------| | 3 | 8 | tresillo | | 5 | 8 | cinquillo | | 5 | 16 | bossa nova | | 7 | 16 | samba | ## Seeding By default, every run produces different random values. Use `seed` to make randomness reproducible: ```forth 42 seed 60 72 rand note sine s . ;; always the same "random" note ``` The seed is set at the start of the script. Same seed, same sequence. Useful when you want a specific random pattern to repeat. ## Combining Words The real power comes from mixing techniques. A hi-hat pattern with ghost notes: ```forth hat s { 0.3 0.6 rand gain } { 0.8 gain } 2 cycle . ``` Full volume on even runs, random quiet on odd runs. A bass line that changes every 4 bars: ```forth { c2 note } { e2 note } { g2 note } { a2 note } 4 pcycle { 0.5 decay } often sine s . ``` Layered percussion with different densities: ```forth { kick s . } always { snare s . } 2 every { hat s . } 5 8 bjork { rim s . } rarely ``` A melodic step with weighted note selection and random timbre: ```forth c4 0.4 e4 0.3 g4 0.2 b4 0.1 4 wchoose note 0.3 0.7 rand decay 1.0 4.0 exprand harmonics modal s . ``` The root note plays most often. Higher chord tones are rarer. Decay and harmonics vary continuously.