14. Patterns that (almost) play themselves
.track can generate rhythms and variations for you:
- chords — several notes at once, stacked with
+:1+3+5(an instant happy chord). - roll
*N— chop one step into N fast hits:x*4= a quick drum roll on one beat. - maybe
?— “play this only sometimes,” for natural variation:x?= a coin-flip hit (x?75= play it 75% of the time). - cycle
< … >— rotate through options, one per bar:<1 5 8>plays 1 this bar, 5 next… - choice
[ a | b ]— pick one at random each time it plays. - spread N — sprinkle N hits as evenly as possible across the bar (a famous trick for instant world-music grooves).
- arp
arp up/arp down— make a chord spell its notes out as a quick run instead of hitting them all at once. - seed — fixes the “dice” so the random bits come out the same every time you play. Change the seed to roll new dice.
seed 7
steps 16
hat spread 11
perc x . x? . [x|o] . x*3 . x . x? . [x|o] . x*3 .
↑ A real, playable song now: 11 hats spread evenly, then a perc line mixing a maybe-hit, a
random [x|o] choice, and a 3-hit roll.
Real names: chords, ratchets/rolls, probability, Euclidean rhythms (
spread), arpeggios (arp), and seeded randomness (a fixedseedmakes the randomness repeatable — important so a song sounds the same every time it plays).
✅ Live now: chords (
A3+C4+E4), counts (4x,7_,3.),seed, and all of the generators above — rolls (*N), maybe (?/?P),<cycle>,[choice], Euclideanspread, the row transformsrev/fast N/slow N, andarp up/arp down. The random ones (?,[choice]) are tied toseed, so a song plays the same every time — setseed 42to roll a different-but-fixed version. See the language reference §5 for the exact rules.
⏳ Still coming: gate/glide, FM and sub-oscillators, more filter types, drive/crush/chorus, wobble, sidechain, fades, and automation rows — see the “NOT yet in the language” list in the reference cheat sheet.
← Index · Next → 15. Mixing, master & the limiter