I just checked SuperCollider version 1 and see that it used temporal recursion as well. So that was 1996.
player1 {
instr1;
[0.2 + 0.2.rand, thisFunc].sched;
}
player1 calls instr1 and then schedules itself .2 to .4 seconds into the future.
James McCartney --- iPhone
On May 25, 2013, at 9:54 AM, James McCartney <asynth_at_gmail.com> wrote:
> in response to your request for other uses of temporal recursion..
>
> SuperCollider version 2 used this method of scheduling in the Spawn object. I have since found I prefer more declarative ways of dealing with time.
>
> Also, SuperCollider version 1 modeled unit generators as closures resulting in code that looks nearly the same as Extempore. I found the pattern of having to separately create and then call the unit generator to be tedious and redundant, so I switched to encapsulating them in objects in SuperCollider version 2. Unit generators then need only appear once in an expression.
>
>
> James McCartney --- iPhone
>
>
> On May 25, 2013, at 2:12 AM, andrew_at_moso.com.au wrote:
>
>> I've had a few questions recently about temporal recursions and so put together a blog post by way of responding. I thought some people here might also be interested.
>>
>> http://extempore.moso.com.au/temporal_recursion.html
>>
>> Cheers,
>> Andrew.
>>
>>
Received on Sat May 25 2013 - 17:25:05 BST