ref: 92518bb489e4f99a1e99eb9dfed74b773a5c4744 orca-examples/README.md -rw-r--r-- 4.5 KiB
92518bb4neauoire Added mirror example 11 months ago


Orca is a two-dimensional esoteric programming language in which every letter of the alphabet is an operator, where lowercase letters operate on bang, uppercase letters operate each frame. This livecoding language is designed to procedurally generate MIDI, UDP or OSC messages.

A add(a b): Outputs sum of inputs.
B subtract(a b): Outputs difference of inputs.
C clock(rate mod): Outputs modulo of frame.
D delay(rate mod): Bangs on modulo of frame.
E east: Moves eastward, or bangs.
F if(a b): Bangs if inputs are equal.
G generator(x y len): Writes operands with offset.
H halt: Halts southward operand.
I increment(step mod): Increments southward operand.
J jumper(val): Outputs northward operand.
K konkat(len): Reads multiple variables.
L less(a b): Outputs smallest of inputs.
M multiply(a b): Outputs product of inputs.
N north: Moves Northward, or bangs.
O read(x y read): Reads operand with offset.
P push(len key val): Writes eastward operand.
Q query(x y len): Reads operands with offset.
R random(min max): Outputs random value.
S south: Moves southward, or bangs.
T track(key len val): Reads eastward operand.
U uclid(step max): Bangs on Euclidean rhythm.
V variable(write read): Reads and writes variable.
W west: Moves westward, or bangs.
X write(x y val): Writes operand with offset.
Y jymper(val): Outputs westward operand.
Z lerp(rate target): Transitions operand to input.
* bang: Bangs neighboring operands.
# comment: Halts a line.


Orca operates on a base of 36 increments, operators will convert alphanumeric values into values ranging from 0 to 36. Special characters are used to handle platform and client specific interactions.

This section will teach the basics of playing a note and a sequence of notes. Send a midi note

  • D8, will send a bang, every 8th frame.
  • :03C, will send the C note, on the 3rd octave, to send C#, use the lowercase c3.

#Play a random note

  • aRG, will output a random value between A & G, the rightside uppercase letter indicates an uppercase output.

#Make a melody

  • 04TCAFE, will create a track of 4 notes, and output its first value.

#Play the melody

  • 8C4, will count from 0 to 3, at 1/8th speed.


This section will teach the basics of automating logic decisions and changing the values of operators dynamically. Play every second note

  • 2I6, will increment to 6 at a rate of 2.

#Play a note with an offset

  • 1AC, will add 1 to C, to output D. To get D#, use the lowercase d, like 1Ac.

#Play a sequence back and forth

  • 2B8, will count from 0 to 7, and back down to 0, at half speed.
  • 5AC, will increment the value so the sequence starts at the note C.

#Play a note at a specific interval

  • .I4, will increment to 4, at a rate of 1.
  • .F2, will bang only if leftside input is equal to 2.


This section will teach the basics of creating new operators procedurally. Halt a moving operator

  • E, will travel further eastward, every frame.
  • H, will stop a E from moving.

#Read an operator at position

  • 22O, will get the operator E at the offset 2,2.

#Write an operator at position

  • 22X, will output the operator E at the offset 2,2.

#Animate a projector

  • B4, will bounce from 0 to 4 and back.


This section will teach the basics of storing accessing and combining that stored data. Write a variable

  • aV5, will store 5 in the variable a.

#Read a variable

  • Va, will output the value of the variable a. Notice how variables always have to be written above where they are read.

#Read 3 variables

  • 3Kion, will output the values of i, o & n, side-by-side.

#Carry a value horizontally and vertically

  • Y, will output the west input, eastward.
  • J, will output the north input, southward.

#Carry a bang

  • This method will allow you to bring bangs into tight spots.