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01    Overview
02    Adding an effect, tweaking parameters
03    Advanced operations
04    Locking effect parameters to patterns
05     ModMatrix
06     Arpeggiator
07     Chance
08     Euclid
09     Filter
10     Harmonizer
11     LFO
12     Randomizer
13     Scaler
14     Swing
15    Project LFOs
16    Quantizer

You can add up to 8 real-time effects per track. Notes played live and recorded in a pattern are processed and sent to the outputs in real-time by the effect engines.

All the effects are non-destructive, and polyphonic capable. The position of an effect in the chain is very important: an Harmonizer placed after an Arpeggiator will not sound like an Arpeggiator placed after an Harmonizer. Experiment with the order of effects to generate eccentric melodies.

It’s also possible to add multiple effects of the same engine on the same track (e.g. chaining two arpeggiators).

Finally, every effect parameter can be edited in real-time via CC message and CV inputs, thanks to the modMatrix.
Adding an effect, tweaking parameters
Press  effect , select an empty slot and Press the menu encoder to add a new effect in the rack.


Use left screen and Rotate the 8x encoders to play with the selected effect parameters.

Hold encoder param to reset the value.
Advanced operations
Select an effect and Press menu encoder : a context menu will appear, allowing you to :
  • toggle the effect (mute/unmute it)
  • delete it
  • replace it (by another effect)
  • copy/paste it

Select an effect and Hold it with the menu encoder. Then you can change its position in the chain.

Hold  2ND  and Press "TOGGLE ON/OFF" to lock the effect mute/unmute on the selected pattern: "ON*" (or "OFF*" if the effect is muted) will appears on the top of the context menu when it's locked.
Locking effect parameters to patterns
While effect parameters are per-track by default, a pattern may lock an effect parameter to a specific value. Changing the parameterʼs value on another pattern will not change the value on the pattern onto which it is locked.

While an effect is selected and the left screen is displaying the effect parameters, Hold  2ND  and Press the associated encoder to toggle the param locking.

Below you can see an arpeggiator effect with 2 parameters locked: Style and Repeat.

The modMatrix is always the first effect in the rack and can't be deleted. It allows you to patch sources (encoder ①) to destinations (encoder ⑤) in order to modulate an effect parameter (or a midi output message, or a cv output) with an incoming signal.
With the associated encoders you can configure each of the 4 modMatrix parameters :
  • Depth : amplify, attenuate or invert the input signal
  • Offset : Set the modulation central value
  • Polarity : modulate value around or after the offset
  • Consume : drop the input signal
Direction of the arpeggiated pattern. UP plays the pattern from the lowest note to hightest. RANDOM will play notes in a random order. ASSIGN will play notes in the order they were played.
 RATE   1/1   ...   1/64 
Speed of the pattern. A rate of 1/4 will play a note of the arppegio every beat.
 GATE   1%   ...   200% 
Pattern note lengths, depends on the rate.
 HUMAN   0%   ...   100% 
Adds some randomness to the velocity and gate length.
 OCTAVE   -5   ...   0   ...   +5 
To create octaves progression. If OCTAVE=1 the arpeggiator will play the original pattern, followed by the same pattern one octave higher. If OCTAVE=-2 the arpeggiator will play the original pattern, followed by the same pattern one octave lower, followed by the same pattern two octaves lower.
 CHORD   -2   ...   +2 
Plays the incoming notes as a chord, on top of the arpeggio, either up to two octaves down, or two octaves up.
 RE-TRIG   --   NOTE   8BAR   ...   1BAR   1/2   ...   1/16 
When active, the ARP will restart its sequence at the desired interval, or every added note.
 REPEAT   --   x1   ...   x16 
If enabled, do not play the pattern in a loop, but a defined amount of cycles
This effect plays or does not play a note based on probability. It’s a great way to add variations to drums or melodies.
 CHANCE   0%   ...   100%   VELOCITY 
If ”0%”, the note will never be played. If ”50%”, the note has a fifty-fifty chance to be played. If ”99%”, the note will almost always be played. If ”VELOCITY,” the note will have the same probability of being played as its velocity. Very handy for programming different per note probability.
 LOT   --   BAR   1/4   1/8   1/16   1/32 
When OFF, each note will "roll a die" to either play or not. When active, rather than evaluate each note individually, the Chance effect groups notes in time intervals, and "roll a die" for that interval. Either the full interval plays, or it does not.
 SYNC   --   BAR   1/4   1/8   1/16   1/32 
Adds a synced probability (”sync chance” parameter). If sync = ”1/4”, all notes that fall precisely on a quarter note will have a different probability of being played. If sync = ”1/16”, all sixteenth notes will have a different chance to be played...
 SYNC CHANCE   0%   ...   100% 
The probability of a synced note to be played. For example, if sync = ”1/4” and sync chance = ”100%”, all beat notes will be played.
Easily generate euclidian rhythms with this effect.
 NOTE   IN   C0 (0)   ...   G10 (127) 
When set to "IN", Euclid will use the incoming notes, e.g. if you hold the C, E, and G notes, Euclid will play a major C chord in a euclidian rhythm. Alternatively, you can choose to ignore the input, and generate a euclidian rhythm with a fixed note, while incoming notes will be passed on to the next effect untouched. Adding multiple Euclid effects on the same rack (with different notes) is an easy way to generate complex polymetric euclidean sequences.
 RATE   1/1   1/2   1/3   1/4   1/6   1/8   1/12   1/16   1/24   1/32   1/64 
Determine the clock rate of the internal euclidian sequencer.
 STEPS   1   ...   32 
Sets the amount of steps in the full cycle.
 PULSES   1   ...   32 
Sets the amount of pulses (filled steps) on which to play notes.
 ROTATE   0   ...   31 
Shifts the computed rhythm.
 GATE   0%   ...   200% 
Set the gate length of outputted notes.
 NOTE LO / NOTE HI   C0 (0)   ...   G10 (127) 
When "NOTE LO" < "NOTE HI", this sets the range of notes that can be let through the Filter. When "NOTE LO" > "NOTE HI" however, this sets a range of notes to ignore.
 CC LO / CC HI   0   ...   127 
Similarly to notes, CC messages falling in certain ranges can be accepted, or dropped. When "CC LO" < "CC HI", this sets the range of CCs that can be let through the Filter. When "CC LO" > "CC HI" however, this sets a range of CCs to ignore.
 PITCHB   --   DROP 
When set to DROP, will drop all pitchbend messages and not forward them to the next effect.
 AFTERT   --   DROP 
When set to DROP, will drop all aftertouch messages and not forward them to the next effect.
When ON, will let incoming MIDI notes through, and output harmonized version of these notes. When OFF, will drop the incoming notes, and only output harmonized notes.
 NOTE 2 ... 8   -36   ...   +36 
Choose up to 7 intervals with which to harmonize incoming notes, to generate complex chords.
Choose the waveform of the LFO.
Choose whether the rate should be tied to the BPM of the project or not.
 RATE (unsynced)   1   ...   100 
Exponentially increasing frequency, from roughly 0.1 Hz to 1kHz.
 RATE (synced)   64 bars   ...   1 bar   1/2   ...   1/128 
Synchronized rate of the LFO.
 PHASE   -180°   ...   180° 
Phase shift the starting point of the LFO.
 DEPTH   0%   ...   100% 
Scales the LFO.
 OFFSET   0%   ...   100% 
Offsets the LFO central value.
 MODE   LOOP   RLOOP   ONCE   2x   ...   16x 
Regular free running LFO
Retriggers on every note
ONCE, 2x, ... 16x
Plays once or multiple times through the waveform, then stops, like an envelope
Destination of the LFO.
 NOTE– / NOTE+   0   ...   12 
Increase the random pitch range downwards and upwards respectively.
For example, an incoming note of 60 (C5) with NOTE– = 1 and NOTE+ = 4 will be randomly assigned a pitch between 59 (B4) and 64 (E5).
 OCTAVE– / OCTAVE+   0   ...   5 
Increase the random pitch range downwards and upwards respectively. When active, notes will randomly be scaled up or down several octaves, within the selected range.
 VELO– / VELO+   0   ...   63 
Increase the random velocity range downwards and upwards respectively.
 LENGTH   0%   ...   100% 
Randomly increase the length of incoming notes by delaying their NOTE OFF messages. At 100%, notes can be increased up to a whole note (4x 1/4 notes = a bar in 4/4).
 CHANCE   0%   ...   100% 
Probability per note of random having an effect on the note parameters.
 SCALE   pScale   Maj   ...   Octave 
Choose the scale to quantize to. Select the "pScale" value if you want to use the scale defined into project scale.
 KEY   C   ...   B 
Choose the root note of the scale.
 STICK   Down   Up   Filter 
When an incoming note is out of scale, the algorithm can quantize this note "down", "up" or "filter" it.
For example, if selected scale is C Maj, an incoming out-of-scale note C# will be processed like:
  • Down : C# scaled to C
  • Up : C# scaled to D
  • Filter : C# is ignored (not played)
 TRSP   -36   ...   +36 
Transpose notes before applying selected scale.
 GROOVE   50%   ...   100% 
Percentage of swing (delay the off-grid notes position). 50% (default) has no effect on notes position.
 SYNC   1/3   1/4   1/6   1/8   1/12   1/16   1/24   1/32   1/64 
Swing quantisation grid. 1/16 is the classic value.
 ACCENT   0%   ...   100% 
Amount of swing velocity accent. This parameters affect all notes.
 HUMAN   0%   ...   100% 
Slightly randomize the position of swung notes (humanizer).
Project LFOs
Press  2ND  +  effect  to enter the Project LFOs submode.
Each project has two global LFOs that can be used across multiple tracks. They are available as sources in each track's modmatrix.
The quantizer is located in  2ND  +  track  window and aligns notes to a time division to improve timing precision.
Press  2ND  +  track  to enter secondary tracks settings.
 QUANTZ   --   1/64   1/32   1/24   1/16 
Quantizer time division (usually 1/16).
 STRENGTH   0%   ...   100% 
Amount of quantization. As a 100% strength value will apply maximum quantization to the notes, lower values will allow the notes to be slightly off grid.