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.