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Chapter 8· Groove OS 1.4

SEQ

Play along as you read: Play it live opens a working FM-1, running its real software, on the screen this part of the page is about. Tap a control's name in the text to find it on the panel.

The sequencer writes music one step at a time. Every sound track has its own pattern, drawn as a grid: steps across, the notes of your scale down. All the patterns play together, each with its own track's sound, alongside anything you have recorded. This chapter covers the grid, stacked notes, step settings and conditions, parameter locks, DICE, stored patterns and chains. Drum tracks use the KIT grid instead, which works in much the same way.

Switching a pattern on

Press with a sound track selected. The track's pattern switches on, the sequencer opens, and the pattern plays whenever the music does. If the pattern is already on, from TRACKS (or any other screen) only opens its grid, so the part never drops out because you wanted to look at it. on the sequencer itself switches the pattern off and returns to TRACKS. leaves the screen but never switches the pattern off. A kit track's drum grid follows the same rule (see The step grid).

Each track plays its pattern or the arpeggiator, not both (ARP ON THIS TRACK).

Clearing the track (CLEAR in the TRACK menu, or hold on its lane on TRACKS; SHIFT is held down) clears its pattern too, along with its recorded notes. One undo brings both back (see The TRACK menu).

The grid

PartWhat it shows
The columnsThe 16 steps of one bar.
The rowsThe notes of the project's scale (set in KEYS), eleven at a time; with IN KEY off, every semitone is a row (still eleven on screen at a time). The window follows the cursor's row. The rows name the notes as they sound: on a track at OCTAVE -1, the A you play reads A2.
A noteA bar from its step: its length. A step can hold up to four notes stacked in the same column, which is a chord.
Under each stepThe loudest velocity as a small bar, and the step's chance or condition.
The bar strip (top)The whole pattern as up to four bars, the bar on screen framed, the playhead moving.

Patterns are 1 to 64 steps long (up to four bars of 16 steps).

Writing notes

There are three ways in, and you can mix them.

With the keys. The keys write the note at the cursor step, and the cursor moves on to the next step when you let go. Press several keys together to write a chord (a stack of up to four notes in one step); the cursor moves on when the last of them is up. The cursor row goes to the lowest note of what you wrote, and if that is out of view the window moves so the whole chord shows. Hold and press a key to write a rest. Hold and press white key n to jump to step n of the cursor's bar (never the bar FOLLOW shows, so a jump while the music plays lands where you are working); or SEL + OCT+ picks the bar first. With CHORDS on (see KEYS), a chord pad writes its whole chord, and the cursor moves on when you let go of the pad. Press the next pad while the last is still down and the first chord ties into the next (legato).

Hold and turn. While the key is still down, the cursor waits on the step you just wrote, and any of to , whichever you turn first, edit that step as they do on a step: NOTE moves it up or down in your key, VELO its velocity, LENGTH its length in steps, CHANCE how likely it plays. Fix a wrong note or shape it as you go, then let go and the cursor moves on. With a chord held, moves the whole chord in key, every note by the same number of scale steps (C E G becomes D F A, then E G B), and sets all its notes' velocities together; and are the step's anyway. A held chord pad works the same way: moves its whole chord in key. Turning while the key is down moves the cursor as usual, and letting go then does not step on.

With the knobs. Put the cursor on a step with . NOTE on an empty cell adds a note there; on a note it moves the note up or down in your key. VELO sets that note's velocity, LENGTH the step's length in steps, CHANCE how likely the step is to play (see Conditions).

With DICE. See DICE and GENERATE.

ControlWhat it does
Walks the steps. The page turns to the next bar at the bar line.
Hold + Moves the cursor up and down the rows.
Hold + MOVE: carries the step with you. Let go of to drop it; if the target step is taken, the two swap. The header says MOVE 3 > 7.
, OCT+The track's octave.
, SHIFT + OCT+ (SHIFT is held down), or , SEL + OCT+The previous or next bar, the cursor on the same step of it (BAR 2 OF 4; a one-bar pattern says ONE BAR).
The STEP menu.
DICE a new line.
Hold Clear the step (asks); on the pattern row, clear the pattern.

Typing can be undone. A tap of takes back the notes you typed with the keys. A run of typing is one undo, chords and rests included: it brings back the pattern as it was before you started (UNDO T2 NOTES), so eight notes typed over a line DICE wrote come off in one go and the line is back. The run ends when you change the pattern any other way, with a knob or a DICE roll for example; the next notes you type start a new one.

Which step. While you move the cursor (with , a key or a knob), the header names the step: STEP 11 OF 32. Two seconds after the last move it shows the bar again (BAR 1 OF 2).

The hint line names the moves for where the cursor is, in turns: on an empty step KEYS: WRITE · SEQ+KEY: REST, then SEL+KEY: GO TO STEP · SEL+OCT: BAR; on a step with notes KEYS: STACK · SEL: STEP MENU, then HOLD KEY+K1-K4: EDIT IT, then SEQ+KEY: REST · SEL+OCT: BAR. See One rule for shortcuts.

FOLLOW. While the music plays, the grid shows the bar being played. Moving the cursor, turning a knob or pressing a step key holds the view still for two seconds; lets it follow at once.

Try it·On the FM-1

The cursor is on an empty step. Play a key: the note is written there, and the cursor moves on.

5C4

Try it·On the FM-1

The cursor is on the chord's top note. Turn K1 to move it up in the key.

K1

The pattern row

Move the cursor above step 1 to the pattern row. The body is an 8 by 8 overview of the whole pattern, two rows a bar, stacked notes as lines. to are the pattern's own settings:

KnobValuesWhat it sets
LENGTH1 to 64 stepsHow long the pattern is.
RATE1/4, 1/8, 1/8T, 1/16, 1/16T, 1/32How fast the steps run.
SWING50 to 75 %Pushes the odd steps later. At 50 % a pattern on 1/16 follows the project's swing from the TIME row.
GATE10 to 100 %, one a clickHow much of its length a note sounds, a long note's whole length included. At the start, 50 %: a note with a LENGTH of 16 steps sounds for 8, half a bar. To hold it the whole bar, set GATE to 100 %, or give it a LENGTH of 32.

While the music plays, a new LENGTH or RATE waits for the end of the pattern, so no step ever plays half old and half new. SHIFT with the keys F3, G3 and A3 also sets the pattern's length to one, two or four bars.

Growing a pattern of whole bars to more whole bars repeats what is there: a one-bar bass line made two bars long plays twice, and you only change what should differ. It repeats only when every new step is empty: if the bars you add back still hold notes from before you shortened the pattern, you get those notes instead. A length that is not whole bars just adds empty steps. The repeat is one undo step: a tap of takes the copies and the length back (UNDO T1 PATTERN).

The pattern plays inside its track's loop (the track's LENGTH on TRACKS): it starts at the top of the loop and restarts there. A pattern that no longer fits the loop makes the loop longer, by whole bars up to eight (the toast says T3 2 BARS); a shorter pattern repeats inside the loop, and the loop is never shortened for you. Shorten the track's LENGTH on TRACKS and the loop's end cuts the pattern there. See Length and loops.

Try it·On the FM-1

Hold SHIFT (HOME) and press SEQ: DICE writes a new line for this track.

SHIFTSEQ

The STEP menu

With the cursor on a step, opens its menu. It reopens on the row you used last.

RowWhat it does
NOTES ▸The step's notes. On each, sets its velocity and removes it.
RATCHET1 to 4: repeats the step within its length.
CONDITIONWhen the step plays (see below).
ACCENTA louder hit.
SLIDEGlides into the next note.
TIEHolds the note into the next step.
FLAMA quiet grace note just before.
TRANSPOSEMoves this step's notes by semitones.
COPY, PASTECopies the step, with its settings and locks; pastes onto another step.
CLEARClears the step, its settings and its locks (asks).
CLEAR LOCKSRemoves only the step's parameter locks.

All the notes of a step share its length; each keeps its own velocity.

Conditions and chance

A step does not have to play every time. CHANCE sets how likely it is (ALWAYS, then 95 % down to 5 % in 5 % steps), and turned past the bottom it becomes a condition instead (the same list is the CONDITION row of the STEP menu):

ConditionThe step plays
FILLOnly while the FILL punch-in is held on PERFORM
!FILLOnly while FILL is not held
1:2, 2:2On the first (or second) of every two passes
1:3 to 3:3On one pass in three
1:4 to 4:4On one pass in four

Conditions turn a short pattern into a long one: a hat on 1:2 and a different one on 2:2 make a two-bar phrase out of one.

Parameter locks

Hold on the grid and turn to . The legend turns into the track's four macros, each showing the cursor step's lock (or, without one, the track's own value). Turning one locks that macro on that step: the step plays with those values, and the track keeps its own. A dot over the step's column marks it.

Hold only on the grid itself; releasing it then does nothing else. STEP > CLEAR LOCKS removes a step's locks.

Good to know
Limit64 locks per project (LOCKS FULL: 64 IN USE; clear some to make room).
VA tracksA lock holds from its step to the pattern's next note.
MIDI OUT tracksHave no locks: their knobs are track controls.
CopyingDUPLICATE, pattern PASTE and PRINT do not carry locks. A step's COPY, PASTE and MOVE do.
UndoOne edit at a time, the newest only.

DICE and GENERATE

rolls a new idea onto the selected track, with that track's own DICE settings (below; a new track starts on AUTO everywhere). On a sound track it writes a new line in key; on a kit it writes a new beat on the same drums. Each roll is one undo, so a tap of takes it back. The PATTERN menu's DICE row (and the KIT menu's, on a kit) does the same, so you can roll again and again from the menu.

DICE fills every bar the loop plays. A pattern shorter than its track grows to the track's length first, so on a two-bar track a one-bar pattern becomes two bars (at most 64 steps; a pattern that isn't whole bars, such as 12 steps, keeps its length). The bars share one rhythm with new notes in each, the line walking on from bar to bar, and the last bar gets a rhythm of its own, the way a kit's last bar varies. With KEEP on RHYTHM, a bar with no notes takes the rhythm of the bar before it. The undo takes the length back too.

Each track keeps its own DICE settings, under PATTERN menu > GENERATE ▸ (on a kit, KIT menu > GENERATE ▸). Turning them changes nothing yet: the next roll uses them, from the menu, the DICE row or . They are saved with the song and follow the track when you move or duplicate it. A sound track shows NOTE DICE:

RowValuesWhat it sets
DENSITYAUTO, then 1 to 100 %How busy the new rhythm is. AUTO keeps the pattern's own (an empty pattern gets about half its steps). Dimmed while KEEP keeps the rhythm or the notes.
RANGE1 to 3 octavesHow far the line may wander, around the line you have (around C4 on an empty pattern).
KEEPAUTO, FREE, RHYTHM, NOTESAUTO keeps the rhythm you have, or makes one on an empty pattern. FREE changes everything. RHYTHM keeps the steps, velocities and chord sizes and changes the notes. NOTES keeps the notes, in order, on a new rhythm.
MOTIONNATURAL, REPEAT, STEP, LEAPHow the line moves: mostly by step, one note repeated, from scale note to scale note, or in wider jumps.
ROLL ↵Roll with these settings. You stay in the menu to try another.
RESET SETTINGS ↵Back to AUTO (this kind of DICE only).

The song's key and scale always apply. A KEEP other than AUTO on an empty pattern says NOTHING TO ROLL. A kit's settings are DRUM DICE: see KIT.

The PATTERN menu

From the pattern row, opens the PATTERN menu. Many of its changes land at the end of the pattern while the music plays, and asking for the same thing again before it lands cancels it.

RowWhat it does
PATTERNThe stored pattern this track plays, A to P. Stopped it switches at once; playing, at the pattern's end. Unstored edits are warned about first.
STORESaves what you have into a slot ( picks it; storing over another asks).
LOADCopies a stored pattern in ( picks the slot; asks).
CHAIN ▸Plays patterns in order: add entries, up to 16, and CLEAR. With two or more entries the chain is on.
DICE ↵DICE, exactly as : a new line in key (above). The menu stays open, so again rolls again; takes a roll back.
GENERATE ▸DICE's settings (above).
TRANSPOSEMoves the whole pattern by semitones, -24 to +24.
DIRECTIONThe order the steps play in: FWD, REV, PING, RAND.
COPY, PASTECopy the pattern, paste it (asks).
STRETCHMoves every step to twice its position and doubles the length (32>64): the same pattern at half the speed. A pattern over 32 steps cannot be stretched (OVER 32 STEPS).
SQUEEZEKeeps one step of every two (the second, if the first is empty) and halves the length (32>16): the pattern at double speed. The toast counts any notes it drops.
2XThe same length at double speed: the pattern squeezed and played twice.
1/2XThe same length at half speed: the first half stretched over the whole.
REPEATER ▸Repeats a run of steps: FROM STEP, STEPS, TIMES (1 to 63, or FILL to repeat to the end of the pattern), then REPEAT.
REROLL CHANCERolls the dice again for the steps that have a CHANCE, so they fall differently.
PRINT ↵Records the pattern onto the track as one take (undoable).
ALL SEQ OFF ↵Switches off every track's pattern.
CLEAR ↵Clears the pattern (asks).

Stored patterns and chains

A project holds 16 stored patterns, A to P, which the sound tracks can play. Store a pattern, make a variation, store that too, and switch between them at the pattern's end, or chain them so the track steps through them on its own. Scenes on PERFORM do the switching for a whole song at once: capture a scene while the tracks play the patterns you want, and its black key brings every one of those patterns back on the bar line, with the mutes.

A scene overrules a switch you queued on a track, and a chain's next step that was waiting. The track's SEQ comes on, and edits you had not stored go into the pattern it was on. A scene remembers the slot, not a copy: store something else into that slot and the scene plays the new pattern. A track that plays a chain keeps stepping through it: the scene puts the track on its pattern, and at that pattern's end the chain moves on. To hold a scene's pattern, clear that track's chain (CHAIN ▸, CLEAR).

SHIFT + SAVE (or PRINT in the PATTERN menu) turns the pattern into a recording on the track, over the track's whole length, in one press and one undoable take (PRINTED 2 BARS -> T1). Printing the same pattern twice says ALREADY PRINTED; an empty pattern says PATTERN EMPTY. After that you can record over it, clear it or leave the pattern off.

Troubleshooting

What happensWhy, and what to do
ARP ON THIS TRACKThe arpeggiator is on the selected track. Switch it off with first.
4 NOTES: THE STEP IS FULLA step holds four notes.
The pattern does not play on the sequencer switched it off, or the music is stopped. Press to switch it on, then .
did not switch the pattern offFrom TRACKS, on a pattern that plays only opens it. Press again on the sequencer, or use ALL SEQ OFF.
I typed over a line and want it backTap : UNDO T1 NOTES takes back the whole run of typing.
Bar 2 came out as a copy of bar 1Growing a pattern repeats it. Tap to take the copies back (UNDO T1 PATTERN), or edit the bar.
A length or rate change has not happenedIt waits for the end of the pattern; the crumb says what is queued.
A pattern I queued did not startA scene landed first: it overrules a switch waiting on the track, and puts the track on its own pattern.
LOCKS FULL: 64 IN USEClear some steps' locks.
PATTERNS FULLAll 16 stored patterns are used. Store over one.
UNSTORED EDITS: TURN AGAINYou turned PATTERN to another slot while the pattern you are on has edits that were never stored. Turn once more to switch and lose them, or STORE first.
EMPTY: K1 ADDS A NOTE on an empty step has no STEP menu to open. Turn to add a note first.
How do I delete a note, quickly?Put the cursor on the step, hold and press any key: that writes a rest, clears the step's notes and moves on to the next step. On a sound track the keys always write notes; + key is the "nothing here" key. Hold to clear the step with its settings and locks (asks).