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Cagire/docs/tutorials/randomness.md
Raphaël Forment 82e5f47933
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Feat: adapt cagire to doux v0.0.12
2026-03-14 12:43:18 +01:00

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# 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
;; sometimes, reverb
sine sound
( 0.5 verb ) coin ?
1 decay
.
```
`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 snd 0.5 decay . ;; random MIDI note from 60 to 72
0.3 0.9 rand gain sine snd 0.5 decay . ;; 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 snd 0.5 decay . ;; mostly low frequencies
200.0 8000.0 logrand freq sine snd 0.5 decay . ;; 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 snd . ) 0.25 chance ;; 25% chance
( kick snd . ) 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 snd . ) often ;; 75%
( snare snd . ) sometimes ;; 50%
( clap snd . ) 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 snd . ) coin ? ;; execute if coin is 1
( rim snd . ) coin !? ;; execute if coin is 0
```
## Selection
`choose` picks randomly from n items on the stack:
```forth
kick snare hat 3 choose snd . ;; random drum hit
60 64 67 72 4 choose note sine snd 0.5 decay . ;; 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 snd .
```
`wchoose` lets you assign weights to each option. Push value/weight pairs:
```forth
kick 0.5 snare 0.3 hat 0.2 3 wchoose snd .
```
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.
## Periodic Execution
`every` runs a quotation once every n pattern iterations:
```forth
( crash snd . ) 4 every ;; crash cymbal every 4th iteration
```
`except` is the inverse -- it runs a quotation on all iterations *except* every nth:
```forth
( 2 distort ) 4 except ;; distort on all iterations except every 4th
```
`every+` and `except+` take an extra offset argument to shift the phase:
```forth
( snare snd . ) 4 2 every+ ;; fires at iter 2, 6, 10, 14...
( snare snd . ) 4 2 except+ ;; skips at iter 2, 6, 10, 14...
```
Without the offset, `every` fires at 0, 4, 8... The offset shifts that by 2, so it fires at 2, 6, 10... This lets you interleave patterns that share the same period:
```forth
( kick snd . ) 4 every ;; kick at 0, 4, 8...
( snare snd . ) 4 2 every+ ;; snare at 2, 6, 10...
```
`bjork` and `pbjork` use Bjorklund's algorithm to distribute k hits across n positions as evenly as possible. Classic Euclidean rhythms:
```forth
( hat snd . ) 3 8 bjork ;; tresillo: x..x..x. (by step runs)
( hat snd . ) 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 snd . ;; 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 snd
( 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 snd .
```
Layered percussion with different densities:
```forth
( kick snd . ) always
( snare snd . ) 2 every
( hat snd . ) 5 8 bjork
( rim snd . ) 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
add snd .
```
The root note plays most often. Higher chord tones are rarer. Decay and harmonics vary continuously.