Random MIDI note delay
This example shows how to delay midi note input by a random amount.
This example shows how to delay midi note input by a random amount.
This example shows how to use jit.matrix to randomly alter the color of horizontal bars displayed in a jit.pwindow after a fixed delay.
This patch shows the basics of displaying a movie with Jitter, and also shows the use of movie attributes to learn and use important information about the movie, how to jump around randomly within the movie, an easy way to fade the movie in or out, and how to fill the computer screen with the movie.
This patch composes a melody in Minimal style, playing periodically-varying diatonic melodic loops of different lengths. A 16-stage sequence of velocity values is stored in one table, and a 32-stage sequence of pitch values is stored in another table.
This patch shows the use of random number generators, the lcd object for drawing graphics, and the use of replaceable ‘$’ arguments in a message box. It also uses the counter and select objects to note how many times something has happened and take an action when a certain number is reached.
Two oscillators, one in the left channel and one in the right channel, play notes that have a continuously changing frequency, at a continuously changing note rate. Every few seconds (some randomly-chosen number of seconds from 2 to 8) each of the two oscillators gets a new destination frequency and destination note rate, and heads toward those destination values over the next few (randomly-chosen number of) seconds.
This example demonstrates how to harmonize a single MIDI note with multiple pitches.
The examples above show two different ways that you can trigger sound files while keeping in sync with a particular beat when the durations of the sound files are not perfect multiples of the beat duration, hence triggering the next sound file at the ending point of the current sound file results in the next sound file being started off the beat.
To set a list of cue points in an audio file and have them played in order, use either sfplay~ (with a set of cues established by preload messages to sfplay~ or to sflist~) or buffer~ (with start messages to play~, the parameters of which are stored in a coll).
This example demonstrates how to generate a negative random number.