5.4 KiB
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:
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:
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:
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:
{ 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% |
{ 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:
{ 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:
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:
{ 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:
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:
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):
60 64 67 3 cycle note sine s . ;; 60, 64, 67, 60, 64, 67, ...
pcycle selects based on the pattern iteration count (iter):
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:
{ c4 note } { e4 note } { g4 note } 3 cycle
sine s .
bounce ping-pongs instead of wrapping around:
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:
{ crash s . } 4 every ;; crash cymbal every 4th iteration
except is the inverse -- it runs a quotation on all iterations except every nth:
{ 2 distort } 4 except ;; distort on all iterations except every 4th
bjork and pbjork use Bjorklund's algorithm to distribute k hits across n positions as evenly as possible. Classic Euclidean rhythms:
{ 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:
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:
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:
{ c2 note } { e2 note } { g2 note } { a2 note } 4 pcycle
{ 0.5 decay } often
sine s .
Layered percussion with different densities:
{ 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:
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.