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WIP: Add random signals with common distributions #942
base: 2.0-beatmode-retired
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Fantastic!
I don't have useful insights for the other questions as I'm no expert on this stuff.. |
xorshift as a rng is meant to be applied multiple times consecutively to generate a random sequence. Applying xorshift to equidistant numbers once for each number creates repeating patterns on different scales. Thus a more elaborate hash function should be used to avoid repetitiveness.
Random -> Sound.Tidal.Random
Is this ready to merge? It's kind of a breaking change but the next release will have other big changes so that's fine ! |
No, it's still a work in progress I would say that Point 1 of #935 is finished but I haven't addressed Point 2 and 3 yet. Since they are loosely related I guess we could have separate pull requests for each if that is desirable, e.g. if the next release is scheduled soon and we want to include the new random signals there. However, it seems the checks are still failing for this PR so this definitely has to be fixed before merge. When is the new release scheduled? |
The next release isn't scheduled at the moment, there's a bit of discussion about it here https://club.tidalcycles.org/t/releasing-tidal-1-9-0/4241 So no rush |
Well 1.9.x is out now. But we can do a new release whenever, and it could be 1.10 as a breaking change. |
A couple of years on, do you still have this in mind? |
Added a few random signals for #935.
It's a work in progress and I didn't get to properly test the different signals for performance and correct distribution yet.
Questions that I have so far:
UI.hs
? If the fileRandom.hs
should be used, should I move the relevant functions fromUI.hs
there?Right now I'm using the first but maybe the last idea could be better?