(03-04-2021, 11:04 PM)mntbighker Wrote:(03-04-2021, 10:09 PM)mgd Wrote: Make them an island and jump to them.
Just in terms of searching the manual for jump and island you would not find the way to do that. At least it wasn't obvious to me. Yet it seems like I have stumbled into that before. Right now I'm just not seeing it. Maybe I saw that somewhere on YT.
Just to quickly add to what mgd said: And you need not use FX for this necessary, for example if you are performing with the song screen, as you can instead just set up the islands and then either start the track with the cursor on the first pattern of the island or you can start the whole row.
(02-24-2021, 04:11 PM)XORadmin Wrote:(02-24-2021, 04:06 PM)mvdirty Wrote: Perhaps, as an example, an FX command that permanently perturbs the note value in the row where it appears, within a controlled range, each time the FX command is executed. That could then be driven probabilistically using NerdSEQs existing probability FX.
You mean like a 1 shot table with a random value within a selected range on it's first row and a hop 0 so it happens only once and this happens probabilistic (does this word happen anyway??? you understand me). Well...it's there
(I somehow missed your reply that day and just spotted it now.)
Not quite, because the other person is not looking for randomization of the note every time the pattern passes that row. They are instead looking for the pattern’s note value on that row to be permanently altered, at least in terms of my layman’s attempt to map the workflow of their module of reference onto what is likely reasonable with NerdSEQ.
Constrained by FX probability, this would randomize a given row’s note on average every N passes through the pattern, likely with low percentage and therefore a high value of N, but would continue to play that specific randomized note on subsequent passes until FX probability causes another randomization to occur, at which point that row would continue playing _that_ note for a while, and so on.