12 0.5 + 0.4 * math.sin ( t * 0.1 ) => mog.modDepth;
13 0.5 + 0.4 * math.sin ( t * 0.2 ) => mog.modSpeed;
14 0.5 + 0.4 * math.sin ( t * 0.3 ) => mog.filterQ;
15 0.5 + 0.4 * math.sin ( t * 0.4 ) => mog.filterSweepRate;
21 fun void atouch( float imp)
24 while ( atouch >= 0.0 )
26 atouch => mog.afterTouch;
27 atouch - 0.05 => atouch;
38 // std.rand2f ( 440.0, 880.0 ) => mog.freq;
40 std.rand2f(0.5, 0.8) => vel;
43 if ( std.randf() > 0.3 ) { 1::second => now; }
44 else { 0.5::second => now; }