The original conditional sequence was all random percentages however this was a bit too IDM. The X:Y conditional trigs provide a foundation on which the random elements can be added.
I count the times a drum hits on the 1 to 16 steps over the 4 to 8 bars. So if a kick occurs 6 times on beat 9 over the 8 bars then the percentage is 75%. So the notation would be 9@75.
Sometimes pattens emerge so hits depending on previous hits occurring (PRE) or not occurring (_PRE) are added, the same for neighbour (NEI) or not (_NEI).
It’s also worth checking for repetitions so X:Y (2:3) conditionals can be included which add to the framework.
The actual drum score may have more drum artefacts like accents , ghost notes, buzzed snares.
I leave that to users to added variations that work for their productions.
The source work is “The Breakbeat Bible” by Mike Adamo:
@tladb thank you SO MUCH for this thread! I just got the “The Breakbeat Bible” book, very focused to drummers (which I definitely ain’t) so your thread and technique came at the exact right timing for me. Excited to try this out, pretty clever way to use the sequencer, even got me to finally understand a proper usage for NEI and _NEI
It sometimes takes me a while to work out the placement with the transcriptions in the BBB. I usually start with the hats and then the other elements.
These pattens are taken from the Breakbeat Transcriptions chapter starting on page 132. There are plenty of shorting pattens thought the book that can be used straight.
In the audio example KD 1 is at 10O to get a definite down beat. The patten can become too random so some certainty could be added be added for the kicks and snares.