# dynamics defines time-varying transformations applied within a note's lifespan, including spectral morphing, gated filtering, and stochastic grain skipping. each follows a structured temporal contour. ## introduction * dynamics covers effects that change continuously or stochastically while a note is sounding * unlike envelopes (fixed per-partial shapes) or decorators (static per-partial tweaks), dynamics vary over time * each dynamic behaviour is built from two layers: * an effect family (what processing occurs) * a progression family (how its intensity evolves across the note) * every family exposes two parameters `a`, `b ∈ [0…1]`, remapped to musically useful ranges ## overview of effect families * id 0: slow spectral morph * behaviour * cross-fades the current amplitude distribution toward a target amplitude or frequency shape * notes * supports morphing between any two distributions * smooth continuous transition * parameters * `a` = morph depth (0 = no morph, 1 = full target) * `b` = morph rate (0 = spans whole note, 1 = completes in first 10% of note) * id 1: gated band-pass * behaviour * applies a band-pass filter that opens and closes according to progression * notes * isolates part of the spectrum in rhythmic or stochastic windows * parameters * `a` = band centre frequency (0 = fundamental, 1 = nyquist) * `b` = relative bandwidth (0 = narrow, 1 = full span) * id 2: stochastic grain-skip * behaviour * chops the signal into short grains and mutes some randomly, creating gritty drop-outs * notes * grain length and muting probability are continuous * parameters * `a` = skip probability per grain (0 = never skip, 1 = skip all) * `b` = grain length fraction of note (0 = very short, 1 = long grain) ## overview of progression families * id 0: constant * behaviour * effect intensity remains fixed throughout the note * parameters * `a` = fixed intensity (0 = bypass, 1 = full effect) * `b` = onset delay fraction (0 = start immediately, 1 = start at end) * id 1: ramp in-out * behaviour * intensity rises, holds, then falls in a triangular envelope * parameters * `a` = rise duration fraction (0 = instant, 1 = entire note) * `b` = fall duration fraction (same mapping) * id 2: periodic window * behaviour * toggles effect on/off in a repeating window pattern * parameters * `a` = period fraction of note (0 = very fast, 1 = one cycle) * `b` = duty cycle (0 = always off, 1 = always on) * id 3: random burst * behaviour * launches bursts of effect following a poisson process * parameters * `a` = expected bursts per note (0 = none, 1 = \~20 bursts) * `b` = burst duration fraction (0 = very short, 1 = half the note) ## parameter behavior summary * effects `a`, `b` control what* the effect does (depth, rate, centre, probability, grain length) * progressions `a`, `b` control how* it changes over time (intensity, timing, period, duty, bursts) ## why these families were chosen * completeness * cover smooth morphing, rhythmic gating, and stochastic variation * continuity * all mappings are continuous, avoiding clicks or sudden jumps * interoperability * can be combined with amplitude, frequency, envelope, decorators for rich textures * musical relevance * slow morphs for pads, gated filters for rhythmic patterns, grain-skip for glitch effects ## what is not included * global lfo vibrato or tremolo (handled by decorator dimension) * multiband or evolving filter shapes beyond single band-pass * note-to-note modulation (handled by per-voice or performance controllers) * dynamic spectral resynthesis (requires additive-plus-filter or convolution) ## conclusion the dynamics domain adds a fourth axis of in-note variation, giving designers the tools to inject motion, rhythm, and randomness into their sounds. with its families of effects and progressions, it remains fully continuous, parameter-pure, and additive-only, fitting seamlessly into the super-instrument's architecture.