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Transformations

amiika edited this page Nov 10, 2019 · 34 revisions

Transforming melodies

Melody transformations alter the parsed melody. Transformations can be used with zplay or zloop.

Transformations can be executed with cycle specific options using using cycle or by using lambdas:

z1 "q 0 1 2 3", cycle: {mod: 2, harmonize: 3 }
z2 "q 3 2 1 0", release:->(i){i%3}, X: :bd_haus, H: :elec_cymbal

Transformations can also be stored to the next cycles of the loop using store: true:

z1 "q 0 1 e 2 3 4 5", store: true, swap:->(i){i}

There are three types of transformations: Order transformations, object transformations and loop transformations. Different types of transformations are run ordered separately.

Order transformations

Order tranformations are always run before object tranformations. These type of transformations alter the whole or part of the melody before any notes are played. There can be multiple order transformations which are run in order from left to right.

Retrograde

Inverses the melody while keeping the chords in place. Use retrograde: true to inverse the whole melody.

Partial melody retrograde: [2,4] where first value is the start index and last valie is the end index.

Splitted melody retrograde: 3 where value is the number of parts the melody is splitted before the reverse.

Reverse

Reverses melody including the chords.

zplay "0 1 2 3", reverse: true

Rotate

Rotate the melody

zplay "0 1 2 3 4", rotate: 1
zplay "0 1 2 3 4", rotate: -1
z1 "0 1 2 3 4", store: true, rotate: 1

Swap

Swap places of degrees (and notes) in a melody

zplay "0 1 2 3", swap: 1 # Creates 0 1 2 3
zplay "0 1 2 3", swap: [1,3] # Creates 0 1 2 3
z1 "0 1 2 3", store:true, swap: ->(i){i}

Group by division

Groups the melody using mod

z1 "q 0 1 2 3 4 5 6", division: 2

Mirror

Creates mirror from the melody

zplay "0 1 2 3", mirror: true

Reflect

Creates reflection from the melody

zplay "0 1 2 3", reflect: true

Rotate

Rotates the melody

zplay "0 1 2 3", rotate: 1
zplay "0 1 2 3", rotate: 2
zplay "0 1 2 3", rotate: -1
z1 "0 1 2 3 4", store: true, rotate: 1 # Stores the rotation for the next cycle

Subset

Creates subset from the melody

zplay "0 1 2 3 4 5", subset: 3
zplay "0 1 2 3 4 5", subset: 1..2

Unique

TBD! Not working.

Object transformations

Object transformations are always run after the order transformations. Ordering of the melody does not affect the result of object transformations (other that some notes might be missing after the order transformations). Object transformations are processed in order form left to right.

Augment

Intervallic augmentation will alter the melody by adding intervals to the degrees and parsing new note for that degree.

Example:

z1 "q .0 .0|q0 e1 q.2|2 e1 q2 e3|h.4|e7 7 7 4 4 4 2 2 2 0 0 0|q4 e3 q2 e1|h.0", augment: {
  1=>"3",
  2=>"#",
  3=>->(){rrand_i 1,4},
  4=>->(){rrand_i 1,2}
}

Note that augmenting is done by means of intervals, meaning 2=>1 will do nothing (1 = unison).

Harmonize

Harmonizes existing melody by creating chords from degrees using intervals, meaning 1=>1 will do nothing (1 = unison).

zplay "0 2 3 4", harmonize: 3
zplay "-3 -2 -1 0 1 2 3", harmonize: [3,5]
zplay "0 2 3 4", harmonize: [2,"#5","b4"]
zplay "0 2 3 4", harmonize: {1=>3,4=>5}
zplay "0 2 3 4", harmonize: {1=>[3,5],4=>[2,3,4]}

# Harmonize creates chords so you could also play arpeggios from that and invert those chords
zplay "G'e1 2 3' q 9 8 7 6 5 4 3 2 1 0", harmonize: [-3,-5], chord_invert: -2

Compound

Adds compound interval to the harmonization, added note is one octave up or down.

zplay "q 9 8 7 6 5 4 3 2 1 0", harmonize: 3, compound: 1
zplay "q 9 8 7 6 5 4 3 2 1 0", harmonize: -3, compound: 1

Flex

Flex will multiply or shorten the length of the melody

zplay "q 0 1 2 3"
zplay "q 0 1 2 3", flex: 1
zplay "q 0 1 2 3", flex: -0.5

Silence

Changes the note to rest from the given index (0-n)

zplay "q 0 1 2 3", silence: 2
z1 "q 0 1 2 3 4", silence: ->(i){i}

Loop transformations

Loop transformations are type of transformations that are only done in loops. These type of transformations are done before order and object transformations.

Phase

Phase will force the loop to go out of sync causing the phasing effect when multiple loops are playing.

Example:

z1 "q 0 1 2 3"
z2 "q 0 1 2 3", sync: :z1, phase: 0.1 # Sleeps 0.1 before each cycle
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