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Transition

type TransitionMapper = Time -> [ControlPattern] -> ControlPattern

transition

:: Stream -> Bool -> TransitionMapper -> ID -> ControlPattern -> IO ()

mortalOverlay

:: Time -> Time -> [Pattern a] -> Pattern a

wash

:: (Pattern a -> Pattern a)
-> (Pattern a -> Pattern a)
-> Time
-> Time
-> Time
-> Time
-> [Pattern a]
-> Pattern a

Washes away the current pattern after a certain delay by applying a function to it over time, then switching over to the next pattern to which another function is applied.

washIn

:: (Pattern a -> Pattern a) -> Time -> Time -> [Pattern a] -> Pattern a

xfadeIn

:: Time -> Time -> [ControlPattern] -> ControlPattern

histpan

:: Int -> Time -> [ControlPattern] -> ControlPattern

Pans the last n versions of the pattern across the field

wait

:: Time -> Time -> [ControlPattern] -> ControlPattern

Just stop for a bit before playing new pattern

waitT

:: (Time -> [ControlPattern] -> ControlPattern)
-> Time
-> Time
-> [ControlPattern]
-> ControlPattern

Just as wait, waitT stops for a bit and then applies the given transition to the playing pattern

d1 $ sound "bd"
t1 (waitT (xfadeIn 8) 4) $ sound "hh*8"

jump

:: Time -> [ControlPattern] -> ControlPattern

Jumps directly into the given pattern, this is essentially the no transition-transition.

Variants of jump provide more useful capabilities, see jumpIn and jumpMod

jumpIn

:: Int -> Time -> [ControlPattern] -> ControlPattern

Sharp jump transition after the specified number of cycles have passed.

t1 (jumpIn 2) $ sound "kick(3,8)"

jumpI'

:: Int -> Time -> [ControlPattern] -> ControlPattern

Unlike jumpIn the variant jumpIn' will only transition at cycle boundary (e.g. when the cycle count is an integer).

jumpMod

:: Int -> Time -> [ControlPattern] -> ControlPattern

Sharp jump transition at next cycle boundary where cycle mod n == 0

jumpMod'

:: Int -> Int -> Time -> [ControlPattern] -> ControlPattern

Sharp jump transition at next cycle boundary where cycle mod n == p

mortal

:: Time -> Time -> Time -> [ControlPattern] -> ControlPattern

Degrade the new pattern over time until it ends in silence

interpolate

:: Time -> [ControlPattern] -> ControlPattern

interpolateIn

:: Time -> Time -> [ControlPattern] -> ControlPattern

clutch

:: Time -> [Pattern a] -> Pattern a

Degrades the current pattern while undegrading the next.

This is like xfade but not by gain of samples but by randomly removing events from the current pattern and slowly adding back in missing events from the next one.

d1 $ sound "bd(3,8)"
t1 clutch $ sound "[hh*4, odx(3,8)]"

clutch takes two cycles for the transition, essentially this is clutchIn 2.

clutchIn

:: Time -> Time -> [Pattern a] -> Pattern a

Also degrades the current pattern and undegrades the next. To change the number of cycles the transition takes, you can use clutchIn like so:

d1 $ sound "bd(5,8)"
t1 (clutchIn 8) $ sound "[hh*4, odx(3,8)]"

will take 8 cycles for the transition.

anticipateIn

:: Time -> Time -> [ControlPattern] -> ControlPattern

same as anticipate though it allows you to specify the number of cycles until dropping to the new pattern, e.g.:

d1 $ sound "jvbass(3,8)"
t1 (anticipateIn 4) $ sound "jvbass(5,8)"

anticipate

:: Time -> [ControlPattern] -> ControlPattern

anticipate is an increasing comb filter.

Build up some tension, culminating in a drop to the new pattern after 8 cycles.