Contents
- Introduction
- Quick Start
- Main User Interface
- The 16-Step Gate Pattern
- Per-Step Probability
- Rate, Length, Shape and Swing
- Auto Evolve and Mutation
- Depth, Smooth and Mix
- Randomisation Controls
- Creative Workflows
- Tips & Quick Reference
Probability changes whether an event happens, not where the event lives in the pattern. A recognizable rhythm can therefore stay intact while its details vary from pass to pass.
Introduction
XenoGate is a rhythmic probability gate built around a sixteen-step pattern. Each step has two distinct ideas attached to it: whether the step belongs to the gate pattern, and how likely that active step is to open when the playhead reaches it. That separation lets a recognizable groove remain intact while its details vary from pass to pass.
You can build a completely repeatable gate, a mostly stable groove with occasional deviations, or a pattern that continuously reshapes itself. Version 3.0 keeps the whole system on a single page: pattern state, per-step probability, timing, swing, automatic evolution, mutation strength and the final gate envelope.
Main Features
16-Step Pattern
Activate, clear, fill, invert or mutate the rhythmic structure directly.
Per-Step Probability
Give every step its own chance value from dependable to deliberately uncertain.
Independent Randomisation
Randomize pattern structure separately from the probability layer.
Auto Evolve
Automatic randomisation and mutation can keep a pattern moving over time.
Timing & Feel
Rate, Length, Shape and Swing define the clock and rhythmic character.
Output Shaping
Depth, Smooth and Mix determine how strongly and sharply the gate is heard.
At a straight 1/16 step rate in 4/4, sixteen steps span one bar. Change Length and the pattern can cycle against the bar to create rotating accents.
Quick Start
- Set Rate to the rhythmic division you want, such as 1/16.
- Set Length to the number of steps in the repeating cycle. Start with 16 for a conventional full grid.
- Build the pattern by activating the steps you want, or use Fill as a starting point.
- Set probability for each active step. Use 100% for anchors and lower values where you want variation.
- Choose Shape and add Swing if the groove should be less rigid.
- Set Depth for gate strength and Smooth for transition softness.
- Use Mix to blend the gated result with the dry signal.
- Once the groove works, try Mutate, Randomize Pattern, Randomize Probability, or Auto Evolve.
If sixteen active steps were each evaluated independently at 50%, the expected number of successful openings per pass would be eight - but any single pass can land above or below that average.
Main User Interface
| Zone | Purpose |
|---|---|
| Header | Branding plus Randomize Pattern and Randomize Probability. |
| 16-step pattern | The main gate sequence, including structural state and probability for every position. |
| Timing / Auto Evolve | Rate, Length, Shape, Swing, automatic evolution and manual pattern operations. |
| Output shaping | Depth, Smooth and Mix determine how the gate affects incoming audio. |
XenoGate is deliberately single-page. You can see what the pattern is doing, how uncertain each step is, and how the final gate is being applied without changing views.
A gate does not have to sound like a hard on/off switch. Depth, Smooth and Mix let the same pattern range from gentle rhythmic breathing to pronounced chopping.
The 16-Step Gate Pattern
Each numbered column represents one step in the sequence. Bright coloured cards are active positions; dim positions are inactive. The small playhead marker above the row shows the step currently being evaluated.
Pattern States
- Active step: the position is eligible to generate a gate event.
- Inactive step: the pattern does not request a gate event at that position.
- Playhead: shows the current step as the sequence advances.
Pattern state and probability are intentionally separate. An active step may still be skipped when its probability is below 100%.
Odd pattern lengths are useful for phase-like movement. A 15-step pattern against a 16-step musical grid shifts its accent relationship on every cycle.
Per-Step Probability
The probability row controls how likely each active step is to produce its gate event. This lets one fixed pattern generate many closely related performances.
| Probability | Practical meaning | Typical use |
|---|---|---|
| 100% | Dependable every pass. | Downbeats, anchors and structural pulses. |
| 70-90% | Mostly stable with occasional omissions. | Humanized repetition and subtle variation. |
| 40-60% | Clearly probabilistic. | Broken rhythms and evolving secondary accents. |
| 10-30% | Rare events. | Surprise accents and sparse texture. |
| 0% | Probability suppresses the event. | Temporary removal without redesigning the whole pattern. |
A useful approach is to keep a few high-probability anchors and surround them with lower-probability events.
A 100% active step is deterministic with respect to probability. Lower values progressively introduce uncertainty.
Rate, Length, Shape and Swing
Rate
Rate selects the musical step division. A setting such as 1/16 advances the pattern in sixteenth-note steps.
Length
Length determines how many of the sixteen available positions are included in the repeating cycle. Odd or shortened values create rotating relationships against a conventional bar.
Shape
Shape changes the contour of each gate transition. Softer shapes reduce the abruptness of the pulse; firmer shapes emphasize rhythmic edges.
Swing
Swing shifts the feel away from a perfectly straight grid. At 0% the sequence is straight; higher values introduce increasing rhythmic lilt.
Randomisation is often most useful after Rate, Length and the output shape are working. Change the content first; change the clock only when you want the groove itself to move.
Auto Evolve and Mutation
Auto Evolve
- Auto Rand enables automatic randomisation behaviour so the pattern can reorganise itself over time.
- Auto Mut enables automatic mutation, producing evolving variations derived from the current state.
- Mutate Amount determines how extensive mutation is. Smaller values retain more identity; larger values allow broader departures.
Manual Pattern Operations
| Button | Action |
|---|---|
| Clear | Clears the gate pattern for an empty starting point. |
| Fill | Activates every available step. |
| Invert | Swaps active and inactive step states. |
| Mutate | Applies a one-shot variation using the current Mutate Amount. |
Use mutation when you like the current pattern and want relatives of it. Use full randomisation when you want a new starting point.
Depth, Smooth and Mix
Depth
Depth determines how strongly the gate acts on the signal. Lower settings create restrained movement; higher settings create more obvious open/closed contrast.
Smooth
Smooth is expressed in milliseconds and softens transitions around gate changes. Increase it to reduce abrupt edges or create a more envelope-like pulse.
Mix
Mix blends the processed gated signal with the original. At 100% the result is fully gated; lower settings create parallel gating.
Mix below 100% creates parallel gating. The dry signal keeps continuity while the gated signal adds rhythmic definition around it.
Randomisation Controls
XenoGate separates structural randomisation from probability randomisation because they solve different creative problems.
| Command | What it changes | Best use |
|---|---|---|
| Randomize Pattern | The active/inactive step structure. | Finding a new rhythmic skeleton. |
| Randomize Probability | The chance values distributed across the steps. | Keeping the groove structure while changing reliability. |
| Mutate | A controlled variation governed by Mutate Amount. | Creating related alternatives rather than replacements. |
| Auto Rand / Auto Mut | Ongoing evolution during use. | Generative and long-form rhythmic movement. |
A practical order of operations
- Choose Rate and Length.
- Create or randomize the pattern.
- Set a few probability anchors.
- Randomize Probability if broader variation is wanted.
- Use Mutate for related alternatives.
- Enable Auto Evolve only when continuous change is desired.
Probability changes whether an event happens, not where the event lives in the pattern. A recognizable rhythm can therefore stay intact while its details vary from pass to pass.
Creative Workflows
Stable Groove, Unstable Detail
Keep the most important steps around 90-100% and supporting steps around 20-60%. The rhythmic identity remains clear while the details change.
Parallel Pulse
Use a strong gate pattern but reduce Mix. The dry signal remains continuous underneath while XenoGate contributes the rhythmic movement.
Soft Breathing Gate
Use moderate Depth, increase Smooth, and choose a softer Shape. The gate behaves more like a rhythmic volume envelope than a hard switch.
Rotating Pattern
Use an odd Length such as 15 against a conventional 4/4 grid. The sequence repeatedly lands in new places relative to the bar.
Evolving Performance
Start with a strong pattern, keep Mutate Amount modest, then enable Auto Mut. The pattern can evolve gradually rather than jumping immediately to unrelated material.
At a straight 1/16 step rate in 4/4, sixteen steps span one bar. Change Length and the pattern can cycle against the bar to create rotating accents.
Tips & Quick Reference
- Build anchors first. Put important steps at high probability before adding uncertain events.
- Randomize Probability after the groove works. This changes reliability without replacing the structural rhythm.
- Use Mutate for families of patterns. It is ideal when you want variation without discarding the current idea.
- Increase Smooth when sharp edges are distracting. This is particularly useful with sustained material.
- Reduce Mix for drums or full mixes. Parallel gating preserves body and transients.
- Try odd lengths. 5, 7, 11, 13 or 15 steps create less obvious repetition.
- Version note: this document applies specifically to XenoGate Version 3.0.
One-Glance Reference
| Control | Purpose |
|---|---|
| Randomize Pattern | Creates a new active/inactive pattern structure. |
| Randomize Probability | Creates new probability values. |
| Rate | Sets the rhythmic step division. |
| Length | Sets the number of steps in the repeating cycle. |
| Shape | Sets gate contour. |
| Swing | Adds rhythmic timing offset. |
| Auto Rand | Enables automatic randomisation behaviour. |
| Auto Mut | Enables automatic mutation. |
| Mutate Amount | Sets mutation intensity. |
| Clear / Fill / Invert / Mutate | Direct one-shot pattern operations. |
| Depth | Sets gate strength. |
| Smooth | Softens gate transitions in milliseconds. |
| Mix | Blends gated and dry signal. |