# field defines non-metrical onset distributions: stochastic clouds, chaotic intervals, continuous-time drifts. used for naturalistic textures (rain, fire, random impulses) and non-cyclic materials. each form outputs an explicit list of onset timestamps (in beats) over a finite window, resolved entirely at compile time. this domain is complementary to `grid`; together they span the full onset space. ## overview * `0` explicit list * description: user-supplied onset times, verbatim * real-world analogy: hand-annotated score, foley cue sheet * notes: reference / bypass form * `1` poisson cloud * description: random events with constant average density * real-world analogy: light rain, geiger counter clicks * notes: `a` controls rate, `b` controls window length normalisation * `2` logistic chaos * description: chaotic inter-event intervals derived from logistic map * real-world analogy: fluttering flames, unstable machinery * notes: `a` sets chaos parameter `r`, `b` scales average spacing * `3` gaussian density curve * description: dense centre tapering to sparse edges (bell-shaped density) * real-world analogy: thunder burst, crowd applause swell * notes: `a` peak position, `b` spread * `4` drift walk * description: random-walk deviations around a nominal period, accumulating drift * real-world analogy: human rubato, tape-loop wow & flutter * notes: `a` nominal period, `b` drift strength ## parameter behavior summary * `0` explicit list * `a` (unused) * `b` (unused) * `1` poisson cloud * `a` mean rate λ (events per beat) * `b` window proportion (0 → short, 1 → full segment) * `2` logistic chaos * `a` chaos strength (`r` from 3.7 to 4.0) * `b` mean spacing scaler * `3` gaussian density curve * `a` centre position (0 = start, 1 = end) * `b` width (small → narrow burst, large → wide spread) * `4` drift walk * `a` base period (beats) * `b` drift coefficient (0 = stable, 1 = high drift) all parameters: `a, b ∈ [0, 1]`. ## why these were chosen * explicit list: passthrough for externally generated cues * poisson cloud: canonical memory-less random process * logistic chaos: deterministic yet aperiodic spacing * gaussian density: shaped bursts common in natural phenomena * drift walk: captures slow, accumulative timing variation each form is perceptually distinct and cannot be reproduced by the others with only two parameters. ## what is not included * continuous random noise at audio rate (belongs in synthesis layer) * feedback-responsive timing (forbidden by static-schedule rule) * infinite processes (all outputs are finite lists) ## conclusion `field` fills the onset gaps left by `grid`, providing deterministic but non-metrical timing generators. with both domains active, the composer can author anything from strict drum grooves to chaotic rainfall - all within the project's static, parametric framework.