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