Learn · Chapter 8 of 9
Perform.
GOLDEN HOUR played live: two scenes, a drop with the drums out, a fill, an echo throw that glides home, and out on the groove.
About 8 minutes · 13 steps
Start from here
The FM-1 below starts where chapter 7 ended, so you can begin here.
Step 1, now: Turn SELECT three clicks right: PERFORM.
The stage view: big type, the keys as mutes, punch-ins and scenes, the knobs as throws.
SELECTManual: The screenStep 2: Press PLAY.
From here on you play the song, not write it. PERFORM is locked against accidents while it runs.
PLAYManual: The stage lockStep 3: Hold HOME and press black key 1: capture scene A.
A scene remembers what plays and what is muted. A is the whole song, all four tracks.
SHIFT1F♯31Tip: The toast says SCENE CAPTURED. HOME and the key can go down together.
Manual: Black keys: scenesStep 4: Tap keys 3 and 4: SOFT and VIBES out.
White keys 1 to 8 mute tracks 1 to 8. The cells blink and the mutes land on the next bar.
3A34B3 Manual: White keys 1 to 8: mutes34Step 5: Hold HOME and press black key 2: capture scene B.
B is the groove alone, drums and bass: the part you drop back to.
SHIFT2G♯3 Manual: Black keys: scenes2Step 6: Tap black key 1: scene A on the next bar.
The chords and the lead come back together, exactly on the one.
1F♯3 Manual: Black keys: scenes1Step 7: Tap key 1: the drums drop out on the next bar.
The drop. Everything else keeps going, and the room waits for the kick.
1F3 Manual: White keys 1 to 8: mutes1Step 8: Hold key 16, FILL, for a beat or two, then let go.
A punch-in: held, the drums play a busier fill, and the groove returns when you let go.
16G5 Manual: FILL16Step 9: Tap key 1 again: the drums back in on the one.
Mutes wait for the bar line (LAUNCH on BAR), so the kick lands exactly where the ear wants it.
1F3 Manual: White keys 1 to 8: mutes1Step 10: Turn K3 ECHO up, about ten clicks.
A throw: the whole mix pours into the delay. It stays where you leave it.
K3Manual: The throwsStep 11: Hold HOME and press SEL: the throws glide back.
Over one bar every throw returns to the project's own value. A throw is never saved.
SHIFTSELManual: The throwsStep 12: Tap black key 2: back to the groove, scene B.
The way out of a section: down to drums and bass, ready for the next thing.
2G♯3 Manual: Playing a set2Step 13: Tap black key 1 for the last bars, then PLAY to stop.
Scene A back for the end, then stop. That is GOLDEN HOUR, played live.
1F♯3PLAY Manual: Playing a set1
Chapter 8 · the end
What you learned.
- PERFORM's white keys 1 to 8 mute tracks on the bar; 9 to 16 are punch-ins, held or latched.
- SHIFT + a black key captures a scene; a tap launches it on the next bar.
- K1 to K4 are throws over the whole mix; SHIFT + SEL glides them back.
- While it plays, PERFORM is locked against deletes, and SELECT takes two clicks to leave.
Checkpoint
The project as this chapter leaves it, saved by the FM-1 itself. Compare it with yours, or carry on from it.
perform-end.groove