rnd


sometimes, you need a few extra hands.
[rnd] is basically a pile of tricksy hands.


hardware —> action
E1 —> change banks
K3 —> switch between random value generators and their parameters
E2 —> select a generator or navigate parameters
E3 —> adjust the selected parameter
K1 hold + K3 —> spawn/kill a random generator

random generators


there are 7 total random generators per bank, which can each modify up to 7 parameters.

by default, each random generator is assigned a unique parameter, but multiple generators can share the same target:

  • pan
  • rate
  • rate slew
  • delay send
  • loop
  • semitone offset
  • filter tilt

behavior


once a generator has a target parameter, you can further define its behavior:

  • mode: non-destructive or destructive
  • clock: determines how often a re-spawn should occur, in beats
  • min + max: fence in the lower and upper bounds

non-destructive vs. destructive

when a pad is triggered while a random generator is running, the pad’s inherent parameter values are re-instated.

in non-destructive mode, the current pad’s parameter values are not overwritten – in destructive mode, they are.
this determines a great deal in terms of playability.

I’d use non-destructive mode if I have a looping pad which I won’t be re-triggering.
I’d use destructive mode if I have a series of pads being rapidly re-triggered with an arp or pattern.

nb. filter tilt is best in non-destructive mode, as that ensures fluid changes to the cutoff frequency. destructive mode can introduce audible zippering.