Difference between revisions of "Plinko"

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(Created page with "== Video Tutorials == [http://www.youtube.com/watch?v=6CP7t_sfpBg&list=UUffhayZv3WqTz2ZaEkIwR3w&index=10&feature=plcp Very early on....] [http://www.youtube.com/watch?v=o5RwIkh...")
 
(Video Tutorials)
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[http://www.youtube.com/watch?v=o5RwIkh5hDw&list=UUffhayZv3WqTz2ZaEkIwR3w&index=9&feature=plcp A little more coherent].
 
[http://www.youtube.com/watch?v=o5RwIkh5hDw&list=UUffhayZv3WqTz2ZaEkIwR3w&index=9&feature=plcp A little more coherent].
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== Original Description from Mod ==
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Plinko/Monodal beta 0.8
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The concept:  Plinko is a generative grid-based sequencer.  Points of potential (particles) are placed on the a, moving in a certain direction.  For every new grid-square they enter, there are five user-assignable outcomes that are possible, based on the result of a random number generated each turn. Each active node may alter a particles path or fire a note when the particle passes over it.  A user assignable scale may be assigned to each "octave", or a cusomized midi map may be assigned (on a per octave basis).  Each octave may also be assigned to output to a generic plugin output (the monomod channel for the device), or to any specific nomeout.  In this way, Plinko can feed up to eight different instruments at once.
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Each square on the launchpad/grid represents a "node".
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A node is either active or passive depending upon whether it has been assigned "attributes".
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Each node is a potential "loopstart" point.
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Each node has 4 "planes".
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Each plane has independent "direction", "note", "octave", "probability", and "wormhole" attributes.
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By holding down a grid key, one can assign multiple directions to a node by pressing the keys adjacent to the pressd node.  The far left or right columns, depending upon the area of the grid pressed (fi the node is on the right part of the grid, the columns will be on the left, and vice versa), represent (from left to right): octave, note, probability.
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The four monomod "mode" buttons have the following effects:
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When no node is pressed, they select which plane is active.
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When a node is pressed:
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1 - activates (or deactivates) the node as a loopstart point when in Loop mode.  Generates a particle from that node travelling east (when Loop is turned off)
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2-  activates a wormhole.  While continuing to press the node key, select a grid square as the destination for the wormhole. (e.g. press node x1y1.  while holding x1y1, press mode 2.  CONITINUING  to hold the original node x1y1, press node x3y4).
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3 - zeros a nodes attributes (only for the current plane).
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4 - assigns the current planes nodal attributes to all other planes of a node.
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Each "turn" represents one beat triggered by monomod.
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Any particles present in the grid will have their positions updated, and the node they reside in will determine an action based upon its attributes.
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Each plane represents a possibility of a node firing.  In its initial state, plane one has a 20% chance of happening, plane two 40%, etc.  When a particle strikes a node, a random number is generated (0-8).  If that number is less than plane 1's probability, then whatever attributes are also assigned to that nodes plane will be used to determine what happens.  If the number is more than 1's probability, then the same comparison will be done with plane 2's probability.
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For instance:  a particle, traveling south, strikes a node.  (for this example, we will only consider the first two planes:  just as if plane 3 and 4 had their probability assigned to 0)
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The node has the following attirbutes:
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Plane1:  oct 0 note 0 prob 4 directions: north, south.
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Plane2:  oct 1 note 4 prob 6 directions: east, west.
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The random number generated is a 7:  nothing happens and the particle continues to travel south on  the next turn.
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The random number generated is a 6:  plane 2 is struck:  a note is played (note4,oct0), and the particle is split in two, traveling one east and one west on the next turn.
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The random number generated is a 3:  plane 1 is struck:  no note is played (oct 0 note 0 == no note), but a new particle is created, so the old particle continues on southwards  at the beginning of the next turn, joined by a new particle traveling in the opposite direction.
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WTF?
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Press button x1y1 (keep holding it!).  Assign a direction (east).  Press Mode 1 to make it a loopstart point. Press.  Press x8y1 (to assign it a probability of 8:  this means it will asways happen). (now let go of x1y1)
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Press button x5y1 (keep holding it!)  Assign a direction (west).  Press x8y1 (probability 8).  Now let go of x5y1.
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Make sure loop is turn on.  Start playing in Live.  You should now have a particle bouncing back and forth between two red nodes.
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Nodes change color when they have direction or wormhole attributes, but not when they are only assigned notes.
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The maximum number of particles may be limited in the GUI. 
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Instead of generating a random number at each turn, you may assign that number in the GUI.  This way you can work on one plane of probability at a time.  Plane "9" in the GUI means random, this is the normal behavior.
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The small white button in the bottom corner will open the note editor
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Presets are stored via pattrstorage.  They can be directly written or read from .json files. 
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There are lots of little things that need to be done.  There will be a live-play mode very soon, where you can insert particles into the grid via MIDI in real time.

Revision as of 04:19, 8 January 2012

Video Tutorials

Very early on....

A little more coherent.


Original Description from Mod

Plinko/Monodal beta 0.8

The concept: Plinko is a generative grid-based sequencer. Points of potential (particles) are placed on the a, moving in a certain direction. For every new grid-square they enter, there are five user-assignable outcomes that are possible, based on the result of a random number generated each turn. Each active node may alter a particles path or fire a note when the particle passes over it. A user assignable scale may be assigned to each "octave", or a cusomized midi map may be assigned (on a per octave basis). Each octave may also be assigned to output to a generic plugin output (the monomod channel for the device), or to any specific nomeout. In this way, Plinko can feed up to eight different instruments at once.

Each square on the launchpad/grid represents a "node".

A node is either active or passive depending upon whether it has been assigned "attributes". Each node is a potential "loopstart" point. Each node has 4 "planes". Each plane has independent "direction", "note", "octave", "probability", and "wormhole" attributes.

By holding down a grid key, one can assign multiple directions to a node by pressing the keys adjacent to the pressd node. The far left or right columns, depending upon the area of the grid pressed (fi the node is on the right part of the grid, the columns will be on the left, and vice versa), represent (from left to right): octave, note, probability.

The four monomod "mode" buttons have the following effects:

When no node is pressed, they select which plane is active.

When a node is pressed:

1 - activates (or deactivates) the node as a loopstart point when in Loop mode. Generates a particle from that node travelling east (when Loop is turned off) 2- activates a wormhole. While continuing to press the node key, select a grid square as the destination for the wormhole. (e.g. press node x1y1. while holding x1y1, press mode 2. CONITINUING to hold the original node x1y1, press node x3y4). 3 - zeros a nodes attributes (only for the current plane). 4 - assigns the current planes nodal attributes to all other planes of a node.

Each "turn" represents one beat triggered by monomod. Any particles present in the grid will have their positions updated, and the node they reside in will determine an action based upon its attributes.

Each plane represents a possibility of a node firing. In its initial state, plane one has a 20% chance of happening, plane two 40%, etc. When a particle strikes a node, a random number is generated (0-8). If that number is less than plane 1's probability, then whatever attributes are also assigned to that nodes plane will be used to determine what happens. If the number is more than 1's probability, then the same comparison will be done with plane 2's probability.

For instance: a particle, traveling south, strikes a node. (for this example, we will only consider the first two planes: just as if plane 3 and 4 had their probability assigned to 0)

The node has the following attirbutes:

Plane1: oct 0 note 0 prob 4 directions: north, south. Plane2: oct 1 note 4 prob 6 directions: east, west.

The random number generated is a 7: nothing happens and the particle continues to travel south on the next turn. The random number generated is a 6: plane 2 is struck: a note is played (note4,oct0), and the particle is split in two, traveling one east and one west on the next turn. The random number generated is a 3: plane 1 is struck: no note is played (oct 0 note 0 == no note), but a new particle is created, so the old particle continues on southwards at the beginning of the next turn, joined by a new particle traveling in the opposite direction.

WTF?

Press button x1y1 (keep holding it!). Assign a direction (east). Press Mode 1 to make it a loopstart point. Press. Press x8y1 (to assign it a probability of 8: this means it will asways happen). (now let go of x1y1) Press button x5y1 (keep holding it!) Assign a direction (west). Press x8y1 (probability 8). Now let go of x5y1. Make sure loop is turn on. Start playing in Live. You should now have a particle bouncing back and forth between two red nodes.

Nodes change color when they have direction or wormhole attributes, but not when they are only assigned notes. The maximum number of particles may be limited in the GUI. Instead of generating a random number at each turn, you may assign that number in the GUI. This way you can work on one plane of probability at a time. Plane "9" in the GUI means random, this is the normal behavior. The small white button in the bottom corner will open the note editor Presets are stored via pattrstorage. They can be directly written or read from .json files.

There are lots of little things that need to be done. There will be a live-play mode very soon, where you can insert particles into the grid via MIDI in real time.