Sound.Tidal.Transition
transition
transition :: Stream -> Bool -> (Time -> [ControlPattern] -> ControlPattern) -> ID -> ControlPattern -> IO ()
mortalOverlay
mortalOverlay :: Time -> Time -> [Pattern a] -> Pattern a
wash
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
washIn :: (Pattern a -> Pattern a) -> Time -> Time -> [Pattern a] -> Pattern a
xfadeIn
xfadeIn :: Time -> Time -> [ControlPattern] -> ControlPattern
histpan
histpan :: Int -> Time -> [ControlPattern] -> ControlPattern
Pans the last n versions of the pattern across the field
wait
wait :: Time -> Time -> [ControlPattern] -> ControlPattern
Just stop for a bit before playing new pattern
waitT
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
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
jumpIn :: Int -> Time -> [ControlPattern] -> ControlPattern
Sharp jump transition after the specified number of cycles have passed.
t1 (jumpIn 2) $ sound "kick(3,8)"
jumpIn'
jumpIn' :: 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
jumpMod :: Int -> Time -> [ControlPattern] -> ControlPattern
Sharp jump transition at next cycle boundary where cycle mod n == 0
jumpMod'
jumpMod' :: Int -> Int -> Time -> [ControlPattern] -> ControlPattern
Sharp jump transition at next cycle boundary where cycle mod n == p
mortal
mortal :: Time -> Time -> Time -> [ControlPattern] -> ControlPattern
Degrade the new pattern over time until it ends in silence
interpolate
interpolate :: Time -> [ControlPattern] -> ControlPattern
interpolateIn
interpolateIn :: Time -> Time -> [ControlPattern] -> ControlPattern
clutch
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
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
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
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.