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檢視完整 README ↗Ravel is a custom firmware for the M-VAVE FM-1 that turns the FM-1 into a pocket groovebox for sound design. It has 8 tracks that synthesize, strike and drum, and that play, excite, and reshape one another
Status: runs on the FM-1 and in the browser emulator. The whole instrument runs in the browser emulator and the desktop simulator, from the same C sources the firmware is built from. The FM-1 firmware is bare metal (no vendor SDK) on the open hardware layer of the Felucca family of community firmwares, and installs from a web installer over USB. It is young: copy your projects to a computer now and then (the emulator's Get from FM-1), and report anything odd on the repository's issues.
New here? Open the emulator (Opening it), load a demo, press Play, then read The five moves. Everything else is reference.
The manual
On the FM-1: Installing · If the FM-1 will not start
For developers: What's here · Building · The FM-1 build · Licence
Everything below works the same in the browser emulator and on the FM-1. The pictures are the real screen, taken from the simulator.
In a browser. Open ravel-emulator.html. It is one file, works offline and needs no install. Click anywhere or press a key once to start the sound; browsers stay silent until you do. On a computer keyboard, Z X C V B N M play the lowest seven keys in order (F, F♯, G, G♯, A, A♯, B), then A S D F G H J K L ; ' play the white keys from C up, with W E T Y U O P the black keys. [ and ] are OCT- and OCT+, 1–8 choose the track and the space bar is PLAY.
The emulator page has three parts:
Using the emulator's controls:
| To | Do this |
|---|---|
| Turn a knob or encoder | Drag it up or down, or scroll on it |
| Press a button | Click it |
| Hold a button (for the hold layers) | Right-click or shift-click it; it stays held (lit) until you click it again. Esc lets go of everything. |
| Play keys | Click or touch them, or use the computer keys A W S E D F T G Y H U J K O L P ; ' (A is middle C, the 5th white key) |
| Octave | [ and ] |
| Start or stop | Space |
| Pick track 1–8 | Number keys 1–8 |
| Turn SELECT (next or previous page) | ← / → arrow keys |
| Stop everything at once | Panic / stop all, top right |
The page has a safety limiter, so nothing can reach your speakers or interface at full scale. Volume starts at 70.
Projects you save in the emulator are kept in your browser, so they are still there next time on the same computer and browser.
On the FM-1. Install it with the web installer (see Installing on the FM-1). Everything works the same as in the emulator, with these differences:
| Control | What it does in Ravel |
|---|---|
| MASTER | Output volume |
| SELECT | Moves to the next page (turn right) or back to the previous one (turn left) in the section you are in |
| ALGORITHM | Picks the track you are working on, T1 to T8. The keys play this track. |
| PRESETS | Browses the list that belongs to the page: sounds on most pages, the step the knobs edit on SEQ's step pages (STEPS, STEP TIMING, STEP SHAPE, STEP CUT, DRUM STEP) and patterns on its other pages, scenes on SONG, slots on SAVE (projects or sounds), steps on GRAPH, routes on INFLUENCE. The footer tells you which. |
| KNOB 1–4 | Change the four values in the row at the top of the screen, left to right |
| OCT− / OCT+ | Move the keyboard down or up an octave. On SEQ pages they move between step pages (1–16, 17–32, …). On pages with more settings than knobs they move the knobs to the next row instead; those pages show the rows on screen, number the knobs, and the footer says what OCT brings next: a kit's LANE pages (machine parameters, then LEVEL, CHANCE, LENGTH), the CZ's DCO, DCW and DCA envelopes (two stages at a time, then SUS and END), and LFO SHAPE (LFO 1 or LFO 2). |
| 10 section buttons | Each one opens a section (a group of pages). Tap it again for the section's next page. |
| PLAY | Starts and stops the sequencer |
| REC | Tap to arm recording on the current track |
| Keys | Play the current track, or act as steps, scenes or switches depending on the page and on what you hold |
The section buttons:
| Button | Section | What lives there |
|---|---|---|
| HOME | Tracks | All eight tracks at a glance, and the influence grid. Hold HOME on any page for a help screen: what each knob, PRESETS, the keys and OCT do there, and the layers that work everywhere; let go and you're back where you were |
| EDIT | Voice | The current track's sound: engine, source pages, pitch, filter, skin, insert, mix, sends |
| ENV | Articulation | How a note starts, holds and ends, the FILTER ENV, and the step envelopes (STEP ENV, LIBRARY) |
| LFO | Mod | Mod matrix, the two LFOs, dust, macros |
| FX | Buses | Delay, space, BED, feedback, master |
| SCL | Scale | Root, scale, transpose, interval |
| ARP | Arp | The current track's arpeggiator: mode, rate, octaves, hold (also a sustain with the arp off); gate, repeat, chance |
| SEQ | Steps | Steps, tempo, step timing and shape, track settings, direction, graph and playheads |
| GLO | Song | Mixers, the clock (tempo first), scenes, arrangement, density arcs, CPU |
| SAVE | Projects and sounds | Save, load, demos, new project; your own sound bank |
Section or layer? A quick tap (less than about half a second) opens the section. Holding a button and using keys or knobs while it is down turns it into a layer instead: SEQ held makes the keys steps, LFO held puts the macros on the knobs, and so on. When you use a button as a layer, letting go of it does not change the page. See Hold layers.
Short messages ("CAUGHT", "PATTERN B", "SAVED TO 3") flash on the screen when something happens.
Every page in Ravel works the same way:
Knobs speed up when you turn them quickly, so a fast turn crosses a whole range and a slow turn moves one step.
Pages appear and disappear. A section only shows the pages that apply to the current track:
So if a page seems to be "skipped", it is hidden because it does not apply to this track. Change the track or the setting and it comes back.
Greyed-out knobs. When a knob does nothing with the track set as it is, its name and value turn grey. For example, on a strike track with the PING body, DAMP, INHARM, GEOMTRY and MODES are grey, because a ping filter has none of those. The value is kept, so it is ready if you change the setup. So are ENGINE and VELO on strike tracks (engines are for synth tracks; strike takes velocity as it comes), T DECAY until TRANS is up, RING F until RING is up, ORDER, RATE and SEED except with the DUST or RAIN exciter, and on PHYS, POSITN for BLOWN and MEMBRAN.
Ravel has 8 tracks. Each track is one of three kinds, and any track can be any kind (HOME › TRACKS › KIND); T8 can also be the COMP, the mix's compressor, any one track the GLITCH LOOPER, and any track a WEFT voice you patch:
| Kind | What it is | Default tracks |
|---|---|---|
| SYNTH | An oscillator voice with thirteen engines: VA, CZ, HYBRID FM, PHYS, FORMANT, PARTICLE, CHIP, WAVE, LOGIC, ORGAN, MONO, RESIN, TINE. Up to 4 voices. | T1–T4 |
| STRIKE | An exciter hitting a resonant body: drums, metal, wood, rain on glass | T5–T6 |
| PERC | A drum machine: 33 machines after the Elektron Machinedrum (TRX, EFM, P-I, GND). It starts as a KIT, six machines in lanes sequenced together on one track; MODE SINGLE is one machine played by notes. | T7 (a kit), T8 (one drum); any track can be PERC |
| COMP | T8 only, and only when you choose it: not a voice, but a bus compressor on the main mix (see T8 as COMP) | – |
| WEFT | A voice you patch from twelve blocks (see WEFT). Any track; four voices shared | – |
| GLITCH | The GLITCH LOOPER: four lanes of recorded audio, played back and overdubbed (see GLITCH LOOPER). One track at most; the effects buses rest while it is on (it can keep SPACE or DELAY running) | – |
How the sound flows:
The overview shows all eight tracks:
The current track is highlighted.
| Knob | Value |
|---|---|
| 1 LEVEL | Track volume, 0–127 |
| 2 PAN | −64 left to +63 right |
| 3 KIND | SYNTH, STRIKE or PERC (on T8 also COMP), GLITCH (the GLITCH LOOPER) or WEFT (a voice you patch). Changing it resets the track to that kind's defaults. |
| 4 ENGINE | For synth tracks: VA, CZ, HYBRID FM, PHYS, FORMANT, PARTICLE, CHIP, WAVE, LOGIC, ORGAN, MONO, RESIN, TINE |
ALGORITHM picks the track; PRESETS loads a sound of the track's kind.
T8 can be a glue compressor for the whole mix, after the SSL G-series bus compressor. It is off by default (T8 is a drum). To turn it on, choose T8 with ALGORITHM, and on HOME › TRACKS (or EDIT › SOUND) turn KIND to COMP. T8 then plays nothing itself: EDIT keeps its first page, SOUND, with KIND (ENGINE, VOICES and VELO greyed out), and the compressor's two pages follow it; it squeezes the mix (the tracks and the buses' returns) before the master's drive and limiter. To turn it off, turn KIND back on SOUND (or HOME › TRACKS; it is also KNOB 3 on COMP 2).
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| COMP | THRESH: −30 to 0 dB | RATIO: 2:1, 4:1, 10:1 | ATTACK: 0.1, 0.3, 1, 3, 10, 30 ms | RELEASE: 0.1, 0.3, 0.6, 1.2 s, or AUTO |
| COMP 2 | MAKEUP: 0–15 dB | MIX: 0–100 % (below 100, the dry mix under it: parallel compression) | KIND | S.CHAIN (the sidechain): MIX (the default: it listens to what it squeezes) or T1–T7 |
SIDECHAIN (S.CHAIN). With a track chosen, the compressor listens to that track instead of the mix, and squeezes the whole mix when it plays: the classic pump of a kick pushing pads and bass down. It hears the track after its own effects but before its LEVEL and mute, so a muted track still works the compressor: a silent "ghost" kick on its own track, at the rhythm you want the mix to breathe, is a common trick. The picture says KEYED BY T1 (and so on).
The meter falls from the top as it squeezes (0 to 20 dB of gain reduction); beside it, the curve it squeezes by, with the mix's level now as a dot. AUTO releases in two stages, as the SSL's does: quickly after a short peak, slowly out of a long squeeze. For glue, start at 2:1 or 4:1, ATTACK 10 or 30 ms, RELEASE AUTO, and lower THRESH until the meter moves 2 to 4 dB on the loudest hits. It costs almost nothing: the level is read once per 16 samples.
The matrix and macros can move its knobs like any track's (THRESH on an LFO pumps). A scene or a sound loaded onto T8 can change its kind like any track's.
Turn KIND to GLITCH on any one track (EDIT › SOUND, KNOB 1, or HOME › TRACKS, KNOB 3; turn it back the same way to remove the looper). It plays nothing of its own: it records what you hear into four lanes and plays them back, each lane overdubbing as it records. EDIT keeps its SOUND page (KIND; the other knobs greyed), and the looper's pages follow it.
The keys below are counted from the left: black key 1 is the first black key (F#), white key 1 the first white key (F).
Your first loop
Shape it
Play slices
Wait for the sound
Record with reverb (or delay)
Sequence it (the transport must be playing)
Clear, and get the effects back
Recordings are not saved with the project: save keeps the GLITCH LOOPER's settings and trigs, and the lanes start empty.
The memory. The FM-1 has no RAM to spare, so the lanes borrow the effects buses' memory, and the effects whose memory they hold stand still. LOOPER (GLITCH INPUT, KNOB 4) says how much they take:
| LOOPER | The effects | A lane holds | 16 steps at 120 BPM |
|---|---|---|---|
| ON (the default) | DELAY, FEEDBACK, SPACE and the microcuts rest | about 16 000 samples | about 8 kHz |
| +SPACE | SPACE keeps running; the rest rest | about 13 300 | about 6.7 kHz |
| +DELAY | DELAY keeps running; the rest rest | about 10 000 | about 5 kHz |
| OFF | all of them run; the looper is silent and its keys and trigs wait | – | – |
The lanes are stored 8-bit, spread over the loop's LENGTH: lo-fi on purpose, and a short loop at a quick tempo sounds clearer than a long, slow one. Every change of LOOPER empties the lanes (their memory is laid out again, or handed back), and an effect handed back starts clean. The screen's bottom line says what is running.
Recording with an effect: set LOOPER to +SPACE (or +DELAY), send the tracks into it as usual, and record from MAIN: the reverb (or the echoes) go into the loop. Then, to play with every effect again, turn LOOPER to OFF; the loops are gone, but the track keeps its settings and trigs, ready for the next take. The GLITCH LOOPER's own playback is dry: it sends nothing into the effects.
What it records. SOURCE MAIN (the default) is the main mix, with whatever effect LOOPER keeps running, without the GLITCH LOOPER itself, so it never records its own playback. SOURCE T1–T8 records one track, after its own effects. The FM-1 has no audio input, so the looper can only record Ravel.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| GLITCH LEVEL | LEVEL 1 | LEVEL 2 | LEVEL 3 | LEVEL 4 |
| GLITCH PITCH | PITCH 1 (±24 semitones) | PITCH 2 | PITCH 3 | PITCH 4 |
| GLITCH SPEED | SPEED 1: 1/4, 1/2, 3/4, 1, 3/2, 2, REV | SPEED 2 | SPEED 3 | SPEED 4 |
| GLITCH INPUT | SOURCE: MAIN, T1–T8 | THRESH: 0 records at once; above 0, an armed lane waits until the sound is that loud | OVERDUB: how much of the old stays under the new (0 replaces it) | LOOPER: OFF, ON, +SPACE, +DELAY (see above) |
PITCH and SPEED are apart: SPEED changes how fast the loop runs, and PITCH transposes it without changing its time (a two-grain stretch). Both can be moved by the LFOs and the matrix.
Playing it by hand (with the GLITCH LOOPER's track chosen, on any page but SEQ):
Sequencing it (SEQ, like the Octatrack's recorder trigs). The steps carry only PLAY and REC trigs, per lane:
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| GLITCH TRIGS | LANE: the lane the keys write | TRIG: PLAY or REC | RANGE: how many steps the trig plays or records (0: the whole loop) | LENGTH of the loop |
| TRIG CHANCE | CHANCE | CONDITN | – | – |
The recordings are not saved: a project keeps the GLITCH LOOPER's settings and trigs, and its lanes start empty when it loads or the FM-1 starts. The loop's clock follows the GLITCH LOOPER's sequencer while it plays, and keeps running at the tempo while stopped. On v1.6.0 a project's GLITCH LOOPER loads as a blank synth with its steps cleared; firmware older than that should not open such a project.
A WEFT track has no engine of its own: you build its voice from twelve blocks, the way a Max or Pure Data patch is built from objects, or a modular from modules. Each block does one thing (makes a ramp, reads it as a wave, rises and falls, filters, multiplies, compares, delays, throws particles, rings when struck) to its two inputs, A and B. An input takes the output of any block, the block itself included, or one of the built-in sources, with an amount (−100 to +100). Any track can be WEFT, as many as you like; they share four voices.
Patch it on the FM-1's pages, or with the mouse or a finger in the emulator's WEFT patcher (below), and move patches between the two.
Your first WEFT voice
Patch a block by hand
Example: a plucked string from nothing
Any setting of any block also takes step locks (hold SEQ and a step, turn the knob on WEFT BLOCK or PLAY), the matrix and macros, like any parameter: they are track parameters, two a block.
Example: dust on a drum skin
All signals run about −1 to +1; SLOPE and SLEW run 0 to 1 (envelopes). An input left empty reads 0 (MULT's B reads 1, so MULT alone is a level). "High" from the logic blocks is +LEVEL, "low" −LEVEL.
| Block | What it does | Input A | Input B | Settings |
|---|---|---|---|---|
| PHASE | a ramp from −1 to +1 at the note × RATIO: the core of an oscillator | FM (through-zero: the rate swings either way) | SYNC: resets the ramp as B rises through 0 (hard sync) | RATIO (1/4 … 16), FINE (±1 semitone; 64 = none) |
| WAVE | reads a phase as a wave. With nothing on A it runs its own phase at the note: an oscillator on its own | PHASE (e.g. a PHASE block, for sync or FM) | PM: added to the phase (phase modulation) | SHAPE (sine → triangle → saw → square), WARP (bends the phase, the Casio CZ's trick; 64 = none) |
| SLOPE | rises while A is high, holds, falls when it drops (Serge's function generator). With nothing on A it follows the note's gate | GATE (a pulse: an AD envelope) | TIME: faster (up) or slower (down) | RISE, FALL (0.5 ms … 8 s) |
| CYCLE | rises and falls on its own: an LFO, or an oscillator at fast RATE | RATE (exponential) | SYNC: restarts it | RATE (0.02 Hz … 2.6 kHz), SKEW (which way takes longer: saw ↔ triangle ↔ ramp) |
| SLEW | follows A, taking RISE to go up and FALL to come down (portamento, smoothing, envelope following) | IN | TIME | RISE, FALL |
| LP · BP · HP | a state-variable filter: low, band or high pass | IN | CUTOFF, five octaves each way (audio rate: filter FM) | CUTOFF (20 Hz … 20 kHz), RES |
| ADD | A + B + OFFSET | A | B | OFFSET (64 = 0), GAIN (64 = ×1) |
| MULT | A × (B + OFFSET): a VCA, or ring modulation | A | B | OFFSET, GAIN |
| MIX | A into B by BLEND | A | B | BLEND, GAIN |
| MIN · MAX | the lower / higher of A and B + OFFSET (clipping, rectifying) | A | B | OFFSET, GAIN |
| FOLD | A, driven round a sine: folds back on itself as it grows (wavefolding) | IN | DRIVE (more folding) |
Built-in sources (an input's menu, after the twelve blocks): PITCH (the note, ±1 over four octaves round middle C), GATE (high while the key is held), TRIG (one sample at each note), VEL, NOISE (white), LFO 1, LFO 2 (the global LFOs), WHEEL (MIDI mod wheel), ONE (a constant 1, for offsets), SW 1–4 (a SW 1>4's four outs), LIS Y (a LISSA's Y) and the three VIOLENCE sources, how hard the panel itself is being played, 0 … 1 each: V TAP (each key struck adds to it; it falls away over about half a second, so hammering the keys pushes it up), V HELD (how many keys are held down: six or more is 1) and V TURN (each knob detent adds to it; it falls away faster). Patch them into whichever blocks should answer: a DUST's DENSITY, a SAT's DRIVE, a SEQ OUT's TRIG.
Order and feedback. The blocks run in their order, 1 to 12, once a sample. A block reads the blocks before it from this sample, and itself and the blocks after it from the one before. So any cord can go anywhere, and a loop (a cord back, verdigris on the screen) is feedback one sample late, as in Max's gen~ with history. A patch can't run away: the voice is gently limited, and a filter that blows up starts over.
Voices and cost. WEFT tracks share four voices; a track takes one or two (VOICES on SOUND; with one, the voice carries on from note to note, its oscillators and delays unbroken). Each voice runs the blocks it can be heard through at the full sample rate, so a big patch costs about as much as three or four voices of a synth engine: watch GLO › CPU (its WEFT bar). A block that nothing heard or sent out depends on doesn't run at all; slow CYCLEs and LISSAs (under about 50 Hz) are worked out every eighth sample and smoothed; the whole voice loop and its bigger blocks run from RAM (on the FM-1, code run from the flash waits for it); on the FM-1, WEFT voices share the second core with the other voices. A released voice ends once it has been quiet a moment (a patch with no envelope after its last block rings on until 12 s after release). When the overload guard is holding voices back, WEFT keeps to two (one when it has to ease more). A patch using more than eight blocks plays one voice, whatever VOICES says (WEFT MAP shows it), until its cost on the FM-1 is measured. A patch with RUN ALWAYS, or with CLK OUT, MOD OUT or SEQ OUT, keeps one voice running all the time, notes or not, so its clock, its source and its sequencer moves go on (the lowest track with one is the one heard, if several have them); it takes one of the four for as long as the block is there.
Factory patches (PRESETS on the WEFT pages): INIT (saw, low pass, one envelope), SYNC LEAD (hard sync, a slow LFO on the synced ramp), DX BELL (two-operator FM at 7:1, its index falling), PLUCK (Karplus-Strong), CMOS XOR (two ramps XORed, a FLIP sub-octave, scanned BANDS), PHASE DIST (an envelope bending a sine, CZ-style), DRONE (two saws a fifth apart, a slowly swept band pass), TANGLE (a triangle phase-modulated by its own folded, filtered self), SPECTRA (noise through four harmonic bands, scanned), S&H BLIPS (a clock sampling noise into the pitch, each tick an envelope), DUST SKIN (clumped particles on a drum skin, smeared, fed back), PLONK (a click of noise strikes a bar, its pitch falling), TOM SKIN (a pulse on a skin, its brightness moved by velocity with B MOVES), PINGS (two clocks on the tempo's grid strike tuned rings while a key is held), TICK CLOCK (sixteenths with a CLK OUT: set another track's CLOCK to WEFT), DUST MOD (smoothed clumps of dust as the matrix's WEFT source; silent), SCATTER (each particle of dust sent at random by SW 1>4 to one of four rings, crushed), PING SWITCH (a clock picks, tick by tick, between two rings, a string and its clipped self with SW 4>1), KS STRING (a click of noise into STRING), CHAOS STRING (a logistic map plucks a string at each zero crossing and sets its pitch), BENJOLIN (after Rob Hordijk's: two free oscillators, a rungler clocked by one and fed by the other bending both, their comparison through a resonant filter), VOWELS (a saw through FORMANT, the vowel wandering with a LISSA), ROBOT VOX (a vowel-shaped saw speaking through a square an octave down: VOCODER), RUNGLE PINGS (a rungler stepping the pitch of a ring struck in sixteenths, a CHEBY after), LISSA DRONE (two saws, a CHEBY and a RINGMOD moved by a LISSA's X and Y), WIND (dark noise through two band passes swept by a LISSA), VIOLENCE (play the panel hard: strikes thicken the DUST that steps T3 and drive the clip, a knob turned unsettles the CHAOS that jumps T4 about, a hard strike restarts T2, held keys bend a ring; give T2–T4 some steps and press PLAY) and THREE LOOPS (no oscillators, after Jaap Vink's feedback patches at the Institute of Sonology: a low pass, a folder and a short delay in one loop; a SHIFT, a DIODE and a smear in a second fed a little of the first; the two ring-modulated and crushed; the second loop's level darkening the first and moving the shift; hold a key).
The last WEFT page (SELECT on from WEFT MAP) is the track's patch library. The top line says how many of your patches the current bank holds and how many of its 32 slots are free (any sound takes a slot). The list holds your patches first (the WEFT sounds in that bank, A1…, marked YOURS), then + EMPTY (the bank's first free slot: where a new save goes), then, below a line, the factory patches (F1–F28, marked FACTORY). The factory patches are the same in every bank: they are built in, can be loaded anywhere and take no room. Your patches are kept as WEFT sounds in the sound banks, so they travel with Send to FM-1 and the emulator's sound files, and are kept when you load another project.
Under the instrument in the emulator, the WEFT patcher shows the current track's patch as a diagram you can play with:
Getting a patch onto your FM-1. A patch belongs to its track, so it travels with the project and in your sound banks: SAVE the project (or Save sound… in the emulator's Sound section), then Send to FM-1 (Projects & sounds). On the FM-1 you can go on editing it on the WEFT pages. Export patch saves it as a small .weft.json file to keep or share; Import patch puts one onto the current track. The file is plain JSON, block types and sources by name:
{"format": "ravel-weft", "version": 2, "name": "PLUCK",
"blocks": [{"type": "SLOPE", "a": "TRIG", "amtA": 100, "b": null, "amtB": 0, "p1": 0, "p2": 34, "bMoves": false}, ...],
"out": 7, "map": [9, 6, 2, 12], "voices": 2}
A source is a block number (1–12) or a built-in's name; p1 and p2 are the settings (0–127, or a list's entry from 0: RATIO, DIV, ORDER, RANGE, CURVE, LENGTH, TRACK, MODE); bMoves, input B moving the second setting; out the block heard (0: none, 13: AUTO); map holds 1 + a setting number (block n's settings are 2(n−1) and 2(n−1)+1), 0 for none. Version 1 files (eight blocks) import as they are.
An 8 × 8 grid: rows are sources, columns are targets. Each filled cell is a route, coloured by type.
| Route | What happens | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| MOD | The source's envelope moves one of the target's parameters, every time the source plays | AMOUNT (±) | PARAM: which of the target's parameters | – |
| TRIG | Each note on the source also plays the target, with the same pitch | AMOUNT (below 0 plays the target softer) | DELAY: 0–16 steps later | CHANCE: 0–100 % |
| EXCITE | The source's audio feeds into the target's body or string (best into a strike or PHYS track) | AMOUNT | – | – |
| CLOCK | Each source note moves the target's sequencer one step (René-style: rhythm drives rhythm) | AMOUNT | – | – |
| RING | Ring modulates the target with the source's audio | AMOUNT | – | – |
| SPARK | Each source hit taps the target's body: a strike track rings at its last note, with no exciter and no attack of its own, and plays no note (so it starts no chain of its own). Only strike tracks can be sparked | AMOUNT: how hard the tap | – | – |
To remove a route, turn KNOB 1 back to -.
A trigger chain never plays the same track twice in one pass, so routes can form loops safely (T1 triggers T2, which triggers T1).
All pages here act on the current track (ALGORITHM). PRESETS browses sounds for the track's kind on every voice page; the sound's name flashes on screen. A preset doesn't touch the track's sends into the effects (FX): they stay where you set them.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| SOUND | KIND | ENGINE | VOICES (mono, 2, 3, 4) | VELO: how much key velocity changes the level |
| SOURCE 1–4 | the engine's own controls, see below | |||
| OSC MIX | each oscillator's level, side by side: VA OSC LVL, SUB, NOISE · FM LEVEL1–4 · WAVE LEVEL 1, ASIC · CHIP OSC LVL, SUB · MONO SAW, PULSE, SUB, NOISE |
OSC MIX appears on engines with more than one sound source. OSC LVL (LEVEL1 on FM, LEVEL 1 on WAVE) is the first oscillator's own level, new here; the others are the engine's existing level knobs, shown together (they stay on the SOURCE pages too). The CZ's two lines are levelled by their DCA envelopes, ORGAN's by its rank footages. | PITCH | PITCH (±24 semitones) | FINE (±50 cents) | GLIDE | VCF KEY: the filter's cutoff (or a Z filter's morph) follows the note | | FILTER | FILTER type: LADDER, LOWPASS, BANDPASS, HIGHPASS, LPG, MS-20, SH-101, and six Z filters (Z VOWEL, Z TALK, Z PHASER, Z PEAKS, Z SWEEP, Z METAL) five XT filters (XT LP24, XT BP24, XT NOTCH, XT S&H, XT SHAPE) and SEM | CUTOFF (Hz); on a Z filter, MORPH | RESO; on a Z filter, XFORM | ENV>CUT: how much the FILTER ENV opens the filter (±); the same setting as on ENV › FENV ROUTE, so turning either moves both | | SKIN | DRIVE (saturation of everything the track plays at once: 0 by default, so chords stay clean; turn it up to make them break up together) | FOLD (wavefolding) | BITS (bit reduction) | – | | SKIN 2 | BITMASK (digital grit) | DEREZ (sample-rate reduction) | GRAIN (strike and perc tracks): each hit a little different, see below | – | | INSERT | INSERT effect: OFF, COMB, SHIFT, CRUSH, SMEAR | TUNE: on COMB its note (C4 at the middle, a semitone a step); on SHIFT the shift | AMOUNT | MIX | | MIX | LEVEL | PAN | DELAY send | SPACE send | | SENDS | FEEDBK send | DELAY send | SPACE send | – |
MS-20 is hot and dirty: a two-pole filter whose resonance runs through clipping diodes, with the input driven. Turned up, it barks, then screams. SH-101 is round and liquid: four smooth stages whose resonance sings rather than bites, and keeps its bass as it rises.
The Z filters morph, in the manner of E-mu's Z-plane filters (Morpheus, the Audity, the later samplers). Each is twelve poles: six sections, peaks, dips and slopes, laid out at the four corners of a square. CUTOFF becomes MORPH, which moves across the square one way, and RESO becomes XFORM, which moves it the other. In between, every peak glides at once, so the whole shape turns into the next one rather than a single cutoff moving. The filter envelope (ENV), VCF KEY, the LFOs and the matrix move MORPH like any cutoff. The FILTER picture draws the real response as it morphs. The shapes are Ravel's own:
| Type | MORPH (0 to 127) | XFORM (0 to 127) |
|---|---|---|
| Z VOWEL | "ah" to "ee" | a lower, softer voice to a higher, sharper one |
| Z TALK | "oo" to "ae": a talk box, best moved by the envelope | to "aw" and "er": tighter, more nasal |
| Z PHASER | six notches sweeping up from low to high | from plain notches to notch-and-peak pairs: a phaser with its feedback up |
| Z PEAKS | six resonant peaks rising together | from broad and glassy to narrow and ringing |
| Z SWEEP | closed (a steep twelve-pole lowpass) to open | from smooth to a resonant peak riding the slope |
| Z METAL | one set of clangorous, inharmonic peaks to another | from struck to long and ringing |
Try the TALK BOX, PHASE PAD, Z VOX and Z SWEEP presets. The Z filters are on synth tracks, on any engine.
SEM is after the Oberheim SEM: a single 12 dB state-variable filter, open and creamy rather than fat, whose resonance rises to a vocal peak but never quite self-oscillates. Choosing it adds a SEM page after FILTER: LP-HP sweeps continuously from low pass (0) through a notch (64) to high pass (127), and the matrix and LFOs can move it; BP switches to its band pass, which grows louder as RESO rises (LP-HP is then greyed); CUTOFF and RESO are repeated there. Try the SEM BRASS and SEM NOTCH presets.
The XT filters are digital filters in the manner of the Waldorf Microwave II/XT's: XT LP24 is a clean four-pole lowpass whose resonance rings sharp and glassy, XT BP24 a four-pole bandpass, XT NOTCH cuts a hole at CUTOFF (RESO widens and deepens it), XT S&H samples and holds the sound at a rate CUTOFF sets (a sample-rate reducer that follows the keys with VCF KEY; RESO keeps more of the raw steps) and XT SHAPE is a wave shaper, CUTOFF driving it and RESO folding it further. They suit the WAVE engine but work on every synth engine.
The filter belongs to synth voices. On strike tracks the FILTER page's knobs are greyed out.
LPG is a low-pass gate: the filter closes as the note fades, so sounds get darker as they die away (good for plucks and Buchla-style bongos).
Changing ENGINE resets the SOURCE values to that engine's defaults. Use PRESETS to start from a finished sound instead.
GRAIN (EDIT › SKIN 2, on strike and perc tracks) makes each hit slightly different from the last: a little sharper or flatter (up to half a semitone), a little louder or softer, now and then darker or shorter. Most hits move a little and a few a lot, the way a hand never strikes twice the same. It changes nothing about which steps play or when: it is texture, so sixteen hats sound like sixteen hits instead of one copied. On a kit it acts on every lane.
VA (virtual analog): the familiar subtractive oscillator, and more.
| SOURCE 1 | SOURCE 2 | SOURCE 3 |
|---|---|---|
| WAVE: saw through to pulse | SUB: sub-oscillator level | SYNC: hard-sync sweep |
| PW: pulse width | NOISE level | DRIFT: slow analog wander |
| SUPER: 1–7 stacked oscillators (supersaw) | TZFM: through-zero FM depth | |
| DETUNE: spread of the stack | FMRATIO: modulator ratio (1/2 to 7) |
CZ: a full Casio CZ (the CZ-101, 1000, 3000, 5000 and CZ-1 all share this voice). It works as the CZ's own sound chip does: a cosine read through a bent phase, where DCW is how bent it is (at 0 every wave is a sine). Each note plays one or two lines, and each line has two waves and three 8-step envelopes: DCO (pitch), DCW (waveform) and DCA (level). Ravel's filter, skin, inserts, LFOs and matrix all still work on top.
General settings, on the SOURCE pages:
| SOURCE 1 | SOURCE 2 (detune: line 2) | SOURCE 3 (vibrato) | SOURCE 4 |
|---|---|---|---|
| LINE: 1, 2, 1+1' (line 1 twice, the second detuned), 1+2' (both lines, line 2 detuned) | DETUNE: + or - | VIB WAV: TRI, SQUARE, UP, DOWN | DCW +-: shifts both lines' DCW; give it an LFO in the matrix to sweep the timbre (the CZ itself could not) |
| OCTAVE: -1, 0, +1 | DT OCT: 0–3 octaves | DELAY before it starts (0–99) | FOAM: takes the fundamental out, leaves the sidebands |
| MOD: OFF, RING (line 2 times line 1), NOISE (line 2's pitch kicked by noise) | DT NOTE: 0–11 semitones | RATE (0–99) | VEL DCW: how much a softer touch closes DCW (0–9, CZ-1 style) |
| CHORUS: OFF, I, II, I+II (Juno-60 style) | DT FINE: 0–60 (60 = a semitone) | DEPTH (0–99; 0 = none) | – |
Then, per line (LINE 1, LINE 2):
| KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|
| WAVE 1: SAW, SQUARE, PULSE, DBL SIN, SAW PLS, RESO 1 (saw window), RESO 2 (triangle), RESO 3 (trapezoid) | WAVE 2: OFF, or a second wave | DCA KF: the level envelope runs faster on higher notes (0–9) | DCW KF: higher notes are duller (0–9) |
And the envelopes, DCO 1, DCW 1, DCA 1 (and DCO 2, DCW 2, DCA 2):
Each envelope page holds all eight stages. OCT+ and OCT− move the four knobs through five rows; the picture lights the two stages on the knobs and marks them with the knob numbers (1 2, 3 4), and the footer says what OCT+ brings next. PRESETS still picks a sound.
| OCT row | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| 1 (stages 1–2) | RATE 1: how fast stage 1 moves (0–99) | LEVEL 1: the level it moves to (0–99) | RATE 2 | LEVEL 2 |
| 2 (stages 3–4) | RATE 3 | LEVEL 3 | RATE 4 | LEVEL 4 |
| 3 (stages 5–6) | RATE 5 | LEVEL 5 | RATE 6 | LEVEL 6 |
| 4 (stages 7–8) | RATE 7 | LEVEL 7 | RATE 8 | LEVEL 8 |
| 5 | SUS: the stage the envelope holds while the key is down (OFF, 1–8) | END: its last stage (1–8) | – | – |
Stages after END are drawn dim: they keep their settings but don't play until END reaches them (set END to 8 to use all eight).
HYBRID FM: 4 operators, and after them a body of formants (after the Yamaha FS1R's formant synthesis). With FORM at OFF it is a plain four-operator FM synth.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
ALGO: 12 routings (shown as 1>2>3>4 and so on; > means "modulates", + means "mixed") | RATIO3 | LEVEL4 | WAVE4 |
| FEEDBK: operator 1 feedback | RATIO4 | WAVE1 | MOD DEC: how fast the modulators fade (the classic FM "pluck") |
| RATIO1 | LEVEL2 | WAVE2 | TZFM: through-zero FM |
| RATIO2 | LEVEL3 | WAVE3 | VEL MOD: velocity brightens the sound |
Each operator can be SINE, TRI, SAW, SQUARE, HALF, ABS, QUART or BITS.
| MOD ENV | FORMANTS | FSEQ |
|---|---|---|
| MOD ATK: how long the modulators take to rise at each note (0: at once) | FORM: OFF, or the spectral state the formants start from: OO, AH, EE (vowels), BOW (a cello-like wooden body), REED (a sax-like throat), METAL (narrow, ringing, inharmonic), HOLLOW (a tube), NASAL | FSEQ: OFF, or a formant sequence: WAH, TALK, BREATH, BLOOM, STUTTER, ORBIT, SCRAPE, DROP |
| MOD DEC (the same as on SOURCE 4): how fast they fall | MORPH: from FORM toward the next state (NASAL's next is OO) | F RATE: how long each of its eight frames lasts, on the tempo (2 BAR … 1/32), or SCRUB: MORPH moves through the sequence instead |
| MOD SUS: where they settle (32, a quarter, is the classic FM pluck; 127 holds them) | AIR: breath, scrape and hiss: noise through two bands that move with the formants | F DEPTH: how far the sequence moves the formants, and how much of its level and breath it adds |
| VEL MOD (the same as on SOURCE 4) | BODY: how much of the operators goes through the formants (0: none, only the breath) | – |
How it works. The operators make the tone; three formants (resonant band passes at each state's frequencies, widths and levels) shape it, the way a mouth, a cello's body or a metal tube does; AIR adds noise through two more bands. Each state is a whole spectral identity, and moving between them (MORPH, the sequence) glides each formant to its partner in the next state, frequencies through octaves and levels through decibels, so the sound changes shape without jumping. The formants' level follows the operators', so turning FORM or MORPH doesn't make it jump in level, and a soft limit keeps narrow METAL resonances in hand. A formant sequence starts again at each note: its eight frames each move the formants (from FORM, as far as F DEPTH says), set a level and add breath; WAH, TALK, STUTTER and SCRAPE loop, BREATH, BLOOM and DROP play once a note, ORBIT goes back and forth through all eight states. The note, the amplitude envelope and the sequence each keep their own time, so a held note can travel from a bowed string to a throat to metal. FORM, MORPH, AIR and the rest are ordinary parameters: the matrix, the LFOs, the macros and step locks move them too (an LFO on MORPH is a slow vowel). Unlike some FM synths, Ravel never thins the modulation on high notes for you (neither the FS1R nor the DX7 does it on its own); turn the levels down as you play higher if it gets harsh.
Factory sounds (PRESETS): FM PIANO, FM BELLS and FM GROWL are plain FM; FM VOX (vowels that TALK in eighths), FM BOW (a bowed wooden body with SCRAPE), BREATH REED (a reed that starts as breath), STEEL TUBE (inharmonic ratios in a METAL body, slowly orbiting), ORGANISM (a hollow, slowly turning spectral creature) and FM STUTTER (a sequence that gates the voice in sixteenths) use the formants.
PHYS (physical modelling): a virtual instrument that you strike, bow or blow.
| SOURCE 1 | SOURCE 2 |
|---|---|
| MODEL: STRING (plucked), BOWED, BLOWN, MEMBRAN (drum skin) | EXCITE: how hard it is played: pluck strength, bow speed, breath |
| BRIGHT: brightness of the excitation | INHARM: detunes the overtones (metallic); on BOWED, lighter bow pressure (scratchier, airier) |
| DAMP: how quickly highs die | BODY: resonance of the body (not MEMBRAN) |
| POSITN: where it is plucked or bowed (STRING, BOWED) | DECAY |
BOWED and BLOWN keep sounding for as long as the key is held, like a violin or a clarinet. BLOWN speaks an octave lower in character (a clarinet's hollow, odd-harmonic tone) but plays the note you press.
FORMANT: vowels and voices.
| SOURCE 1 | SOURCE 2 |
|---|---|
| VOWEL: sweeps A-E-I-O-U | BREATH: air in the voice |
| SHIFT: moves the formants (smaller or bigger "throat") | GLOTTAL: the shape of the pulse |
| WIDTH of the formants | SPREAD: stereo or choir spread |
| MODE: FILTER (a filter bank on a pulse) or FOF (grain-based, more vocal) | VIBRATO |
PARTICLE: pulsars. Short bursts of a waveform at the note's pitch that can pull each other into sync.
| SOURCE 1 | SOURCE 2 |
|---|---|
| TABLE: SINE, GLASS, REED, VOICE, BELL, BITS, NOISE, DROP | COUPLE: how strongly the emitters pull into sync |
| DUTY: burst length (short = buzzy, long = tonal) | MASK: drop bursts at random |
| EMIT: 1–3 emitters | FORMANT: the burst's own pitch |
| RATIO between emitters | SCATTER: timing randomness |
CHIP: a glitchy chiptune voice, after the Syntakt's SY CHIP. A SID-style oscillator steps through the note you play and up to three offsets at RATE, so one voice plays a fast arpeggio, a chord or a "complex voice". A square sub oscillator sits under it, and a decompose stage after it reduces, crushes and breaks the sound apart.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 (decompose) |
|---|---|---|---|
| WAVE: TRI, SAW, PULSE, NOISE (the SID's noise register), SAW&PUL (the SID's combined wave), RING (a ring-modulated triangle), PWM (the width sweeps by itself), KICK and SNARE (drum tables) | OF2: the arp's second note, in semitones | SUB: a square sub oscillator on the note you play (it does not follow the arp) | SRR: sample-rate reduction (aliasing, grit) |
| PW: pulse width (on RING, the ring partner's ratio; on PWM, how far it sweeps) | OF3: the third note | SUB OCT: the sub's octave, -3 to +1 | CRUSH: bits, 16 (clean) down to 1 |
| RATE: how fast the arp steps, 2–128 steps a second (classic chip arps are around 50) | OF4: the fourth note | SYNC: the main oscillator restarts with the sub (hard sync), so as the arp moves the notes, the timbre sweeps | DECOMP: how often the sound breaks |
| MODE: UP, DOWN, PINGPNG, RANDOM, ONCE (up through the notes, then stays) | STEPS: how many of the root, OF2, OF3 and OF4 the arp walks (1 = no arp) | OVER: overdrive | FRAG: the size of each piece, 1.5–46 ms |
WAVE: a wavetable synth after the PPG Wave and the Waldorf Microwave. Two oscillators each read a wavetable: 8 key waves, with POS moving through 64 positions between them. Osc 1 can sync, ring-modulate or frequency-modulate osc 2, both read through a phase warp (after Serum's), and a mixer adds a sweet saturation as you push it. The wave envelope sweeps the positions in a loop, as the Microwave's does. ASIC dials in the hardware: from smooth to the PPG's stepping to the early Microwave's sizzle. The 20 tables are Ravel's own, built in the families the PPG made famous; none come from a PPG or Waldorf ROM.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
| TABLE 1: osc 1's wavetable | SEMI 2: osc 2's interval, ±24 semitones | XMOD: OFF, SYNC (osc 2 restarts with osc 1), RING, FM (osc 1 bends osc 2's phase), SYNC+FM | WAVE ENV: OFF, or one of 32 shapes (PLUCK, SWELL, STAIRS and the rest) that sweeps both positions |
| POS 1: where in the table (0–63) | DETUNE: osc 2 a little sharp | XM AMT: how much | WE AMT: how far it sweeps (±63 positions) |
| TABLE 2: osc 2's wavetable | MIX: osc 1 to osc 2 (0 = osc 1 alone) | WARP: OFF, SYNC, BEND, PWM, MIRROR, REMAP 2, REMAP 4, SQUEEZE, FLIP, QUANT | WE TIME: one pass of the wave envelope |
| POS 2 | SAT: the mixer's saturation | WARP AMT | VELO: velocity sensitivity (on WAVE it lives here; its place on SOUND holds MIX) |
LOGIC: oscillators built out of function blocks, after Kurzweil's VAST, whose FUNs compute a function of two signals, and E-mu's patch-cord functions. Three simple sources play: A on the note, B and C at musical ratios of it. OP 1 combines A and B, then OP 2 combines that with C. The functions range from arithmetic to bit logic, so the result can be anything from a soft sum to a broken digital pattern that repeats at the sources' common period. A pitch-synchronous grain stage can then turn it into a granular wave: every cycle it plays a grain of the voice's own last few milliseconds.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
| A WAVE: SAW, TRI, SQUARE, SINE, PULSE, NOISE | C WAVE | BITS: the word size the bit operators and QUANT work in, 1–12 (fewer is cruder) | SMOOTH: rounds off the hard edges (the engine also runs at twice the rate to keep them cleaner) |
| B RATIO: 1/4 to 16 times A | OP 1: how A and B combine | PW: the width of any PULSE source | GRAIN: 0 off; short grains leave gaps (pulsar-like), long ones overlap into a cloud |
| B WAVE | OP 2: how OP 1's result and C combine | B DRIFT: B up to 30 cents off its ratio, so the pattern slowly turns | G SPRAY: how far back, at random, each grain starts |
| C RATIO | OP 2 AMT: how much of OP 2 (0 = OP 1 alone) | DRY A: mixes A itself back in | G PITCH: the grains' content transposed, ±24 semitones (the period stays on the note) |
ORGAN: a pipe organ played like a synthesizer, after the euphoric, breathing organ records of Maxime Denuc (Nachthorn, made on a computer-controlled church organ). Seven ranks of pipes, one per footage, sound together over one stop family, and each pipe behaves like a pipe: it speaks a moment after the key, comes in slightly flat and with a puff of air (the chiff), and the wind that feeds it is never quite steady. The pipe spectra are Ravel's own, from harmonic recipes; there are no samples. The church is the SPACE bus: set its MODE to CLOUDS and turn DECAY up for the long, stone-room tail, and give the track plenty of SPACE send (the ORGAN presets do).
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
| STOP: FLUTE (stopped, nearly pure), NACHTHORN (a wide open flute, hollow and soft), PRINCIPAL (the bright, even organ tone), GAMBA (a string stop), TRUMPET (a reed) | 2 2/3': the twelfth (a fifth over the 4') | CHIFF: the puff of air as each pipe starts | WIND: the air supply wavers, pitch and level, and pipes sit a few cents apart |
| 16': an octave down | 2': two octaves up | SPEECH: how long a pipe takes to speak, 10 to 150 ms | TREMLNT: the tremulant, a throb in level and pitch |
| 8': the pitch you play | 1 3/5': the tierce (two octaves and a third up) | SPREAD: how far apart the ranks start, up to 35 ms | TREM RT: its speed, 3 to 9 Hz |
| 4': an octave up | 1': three octaves up | AIR: a breath under the tone | CELESTE: a second 8' rank tuned sharp, so it beats (a voix céleste) |
MONO: a monosynth after the Roland SH-101, played like a wind or bowed instrument, after the way Dorian Concept phrases it. One oscillator, as on the 101: saw, pulse and sub all come from the same source, so nothing detunes or thickens. Choosing MONO sets the track up as the 101 does it: one voice, the SH-101 filter, key tracking full, cutoff about 1.1 kHz, resonance about 12%, the envelope opening the filter by about half, and a bowed-or-plucked envelope (22 ms attack, 260 ms decay, sustain about half, 120 ms release).
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
| SAW: its level | NOISE | SCOOP T: how quickly the scoop arrives | VEL>CUT: a harder note opens the filter further |
| PULSE | PW: the pulse's width | VIBRATO: depth, up to 50 cents | DRIFT: the pitch breathes a few cents |
| SUB: the sub oscillator's level | PWM: the vibrato's LFO moves the width | VIB RATE: 1 to 9 Hz | RETRIG: LEGATO (overlapping notes slur: the envelope carries on and GLIDE slides) or ALWAYS (every note starts again) |
| SUB OCT: -1 OCT, -2 OCT, -2 PULSE (a quarter-width pulse, as on the 101) | SCOOP: a detached note starts below and bends up into pitch, up to 3 semitones | VIB DLY: the vibrato fades in after this long, up to 1.5 s | DRIVE: pushes the oscillator into the filter |
RESIN: a bowed string or a reed, built to be played hard. Where PHYS models a well-behaved instrument, RESIN is about the edges: the bow pressed until it scrapes, a harmonic touched lightly, a reed overblown into a growl or a split multiphonic. Each note is one player, with vibrato built in, and the QUAKE knob shakes the player's hand: the pressure and pitch waver more and more, and at the top the note squeals and breaks. MODEL chooses BOW (a bowed string: the bow sticks and slips on the string, and a wooden body rings with it) or HORN (a reed on a bore: the breath pushes the reed, which opens and closes the tube). Changing MODEL sets the other knobs to that model's defaults; their names change with it.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 | |
|---|---|---|---|---|
| BOW | MODEL | SCRAPE: noise and grit as the bow slips, more with pressure | VIB RT: vibrato rate, 3 to 9 Hz | QUAKE: the hand shakes; pressure and pitch waver, then squeal |
| PRESS: bow pressure; past about three quarters, the tone breaks into a raw crunch | HARMON: touch the string lightly at its middle, for the flageolet an octave up | VIB DP: vibrato depth, up to 60 cents | BOW ATK: how quickly the bow gets moving | |
| SPEED: bow speed, the loudness and brightness | BODY: how much the wooden body rings | ONSET: how long the vibrato takes to arrive, up to 2.5 s | ROSIN: grip; more rosin bites harder | |
| POSITN: where the bow meets the string, from the bridge (glassy) to over the fingerboard (soft) | SIZE: violin to cello to bass, the body's resonances | DRIFT: the pitch wanders a few cents | HISS: the bow hair's noise | |
| HORN | MODEL | GROWL: singing into the horn; the breath beats at half the pitch | (as BOW) | QUAKE |
| PRESS: breath pressure; more overblows | MULTI: a second reflection in the bore, which splits the note into a multiphonic | ATTACK: how quickly the breath arrives | ||
| REED: the reed's stiffness, soft and buzzy to hard and pure | THROAT: the player's throat, a resonance from 250 Hz to 2 kHz | KEYS: the click of the keys at each note | ||
| BORE: where along the bore the reed sits, which colours the tone | SIZE: the bore, small and bright to large and dark | AIR: breath noise |
TINE: things that are struck or plucked and then ring: metal tines and wooden bars. Each note is a handful of resonant modes (the bar's or tine's own overtones, which are not the harmonics of a string) set ringing by a short strike; a harder PLUCK, MALLET or HAMMER is a shorter strike, which reaches the higher modes. Choosing TINE opens the track up for it: four voices, the filter open, the envelope held at full sustain so the instrument decays by itself, and velocity at 100. MODEL chooses KALIMBA, MARIMBA or EPIANO; changing it sets the other knobs to that model's defaults, and their names change with it.
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 | |
|---|---|---|---|---|
| KALIMBA | MODEL | RUST: old iron tines, out of true: stray partials that die fast, grit in the pluck, a slow beat between the tine's two swings | BOX: the wooden box's resonance | DETUNE: each note a little off, as hand-tuned tines are, up to 40 cents |
| PLUCK: how sharply the thumb lets go | BUZZ: the metal rings (or bottle caps) on the tines, rattling | HOLE: the sound hole, covered (lower, darker) to open | BEND: a hard pluck starts sharp and settles | |
| DECAY: how long the tines ring | RATTLE: how readily the rings rattle; low, only on hard plucks | WAH: a hand opening and closing the hole, 1 to 8 Hz (0 off) | DAMP: how fast a released note stops (0 lets it ring) | |
| TONE: how long the high partials last | THICK: thick tines, fuller and lower in their overtones | THUMB: the thumbnail's click | DRIFT: the pitch wanders a few cents | |
| MARIMBA | MODEL | POSITN: where the mallet lands, from the centre (pure) toward the end (more overtones) | ROLL: held notes are rolled, struck again and again (0 off) | DETUNE |
| MALLET: soft yarn to hard | TUBE: the resonator tube under each bar, which carries the fundamental | ROLL RT: 5 to 24 strokes a second | HUMAN: an uneven roll | |
| DECAY | WOOD: the bar's wood, darker to brighter | BUZZ: a balafon's gourds, their membranes buzzing | DAMP | |
| TONE | STICK: the mallet's click | RATTLE: how readily the gourds buzz | DRIFT | |
| EPIANO | MODEL | BELL: the tine's bright, quick high partial | TREM: tremolo depth (0 off) | DETUNE |
| HAMMER: felt soft to hard | BARK: how hard a hard note drives the pickup, for the growl | TREM RT: 1.5 to 9 Hz | KEY OFF: the dampers' noise as a key is let go | |
| DECAY | PICKUP: how far off centre the tine swings past its pickup: more of the second harmonic | DRIVE: the amp breaking up | DAMP: how fast the dampers stop a released note | |
| TONE |
A strike is an exciter (what hits) and a body (what rings).
| SOURCE 1 | SOURCE 2 | SOURCE 3 | SOURCE 4 |
|---|---|---|---|
| EXCITER: CLICK, NOISE, METAL, FM, DUST, RAIN, BOW, BLOW, EXT (only from outside; DUST and RAIN can take the LFO section's DUST instead, below) | DAMP | ORDER: how the modes are laid out | RING F: ring-mod frequency |
| BODY: PING (filters), MODAL (bars and bells), DISC (cymbals, plates), STRINGS (coupled strings) | INHARM: how un-harmonic the modes are | RATE: for DUST and RAIN, how often grains fall | RING amount |
| DECAY | GEOMTRY: the shape of the body | TRANS: level of the attack transient | P DROP: pitch drop at the hit (toms, kicks) |
| TONE: brightness | MODES: 2–8 resonances | T DECAY: length of the transient | SEED: a different random variation |
With EXT as the exciter, the track makes no strike of its own: the body rings only from what comes in from outside. That is another track's sound through an EXCITE route (HOME › INFLUENCE), the feedback bus returning into this track, or, in the emulator, a file under Audio in. If nothing is coming in, the SOURCE page says so, and you will hear only the attack layer and the inserts, the same on every note. The body's pitch still follows the notes, so a track exciting it through an EXCITE route rings at the note you play.
A PERC track is a drum machine after the Elektron Machinedrum. Its 33 machines come from the Machinedrum's four synthesis families. Elektron never published how the Machinedrum makes its sounds, so these are Ravel's own designs, built from what the Machinedrum's manual documents: each machine has the manual's parameters, in its order, doing what the manual says they do. They are not sample-perfect copies; the sampled E12 and ROM machines are left out.
A PERC track has two MODEs (EDIT › SOUND, KNOB 2). It starts as a KIT: six machines in lanes, sequenced together on the one track (see Kits below). SINGLE is one machine played by notes, on the SOURCE pages:
| Family | Machines | What they are |
|---|---|---|
| TRX | BD, B2, SD, XT, CP, RS, CB, CH, OH, CY, MA, CL, XC | Analog-style drums in the TR tradition: sines with pitch ramps, filtered noise, square-wave metal |
| EFM | BD, SD, XT, CP, RS, CB, HH, CY | Two-operator FM with feedback: from realistic drums to clangs and chaos |
| P-I | BD, SD, MT, RS, ML, MA, HH, RC, CC | Physical models: membranes, bars and cymbals, ringing as resonators struck by a mallet |
| GND | SN, NS, IM | A sine with a pitch ramp, noise, and a programmable impulse |
The machines and their parameters
| Machine | A | B | C | D | E | F | G | H |
|---|---|---|---|---|---|---|---|---|
| TRX-BD bass drum | PTCH | DEC | RAMP | RDEC | STRT | NOIS | HARM | CLIP |
| TRX-B2 bass drum 2 | PTCH | DEC | RAMP | HOLD | TICK | NOIS | DIRT | DIST |
| TRX-SD snare | PTCH | DEC | BUMP | BENV | SNAP | TONE | TUNE | CLIP |
| TRX-XT tom | PTCH | DEC | RAMP | RDEC | DAMP | DIST | DTYP | – |
| TRX-CP clap | CLPY | TONE | HARD | RICH | RATE | ROOM | RSIZ | RTUN |
| TRX-RS rim shot | PTCH | DEC | DIST | – | – | – | – | – |
| TRX-CB cow bell | PTCH | DEC | ENH | DAMP | TONE | BUMP | – | – |
| TRX-CH / OH hihats | GAP | DEC | HPF | LPF | MTAL | – | – | – |
| TRX-CY cymbal | RICH | DEC | TOP | TTUN | SIZE | PEAK | – | – |
| TRX-MA maracas | ATT | SUS | REV | DAMP | RATL | RTYP | TONE | HARD |
| TRX-CL claves | PTCH | DEC | DUAL | ENH | TUNE | CLIC | – | – |
| TRX-XC conga | PTCH | DEC | RAMP | RDEC | DAMP | DIST | DTYP | – |
| EFM-BD | PTCH | DEC | RAMP | RDEC | MOD |
A PERC track starts as a KIT: six lanes, each its own machine with its own sound, all sequenced together on that one track, so a full rhythm takes one track and leaves the others free. The kit's six sounds live inside the track: they are its lanes, not other tracks. (MODE SINGLE turns the track back into one machine played by notes. Changing MODE, or turning a track into or out of a kit by KIND or a preset, starts its steps clean, since notes and lane hits can't read each other; if the track has steps, the first turn only warns, and turning again after a moment does it.)
Editing a kit: one page per lane. Each of the six sounds is edited like a track of its own, on EDIT › LANE 1 to LANE 6. On EDIT, black keys 3–8 jump straight to lanes 1–6 (in other sections they do nothing on a kit) (black keys 1 and 2 stay patterns A and B). A LANE page shows tabs for the six lanes, the lane's machine and family, and every setting it has, in one list like a file browser's details view: the machine's eight parameters, then LEVEL, CHANCE, LENGTH and RATE, each with its bar and value.
SEQ is the drum sequencer, and the only place the lanes are drawn as steps. On a kit track SEQ opens on the DRUM page instead of STEPS: all six lanes over sixteen steps, the chosen lane in red, accents white, ratchets marked above, locked steps marked with a dot, each lane's playhead in teal. The note pages (STEPS, STEP SHAPE, the graphs) are hidden on a kit, since a drum hit has no note or length. Every kit SEQ page draws the lanes: STEP TIMING keeps MICRO, R CURVE and CONDITN (a step's timing is shared by the lanes on it), and TRACK keeps LENGTH, RATE and CLOCK. A kit's ratchets are set per lane on DRUM STEP only.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| DRUM | LANE | LENGTH of the lane's loop (as on its LANE page) | RATE of the lane, against the track's (as on its LANE page) | CHANCE |
| DRUM STEP (hold a step) | ACCENT: the chosen lane's hit on this step plays at full force | VELO | CHANCE | RATCHET: the chosen lane rolls on this step (1 = no roll; lanes rolling on one step share the count) |
Parameter locks. Go to a lane's LANE page, hold SEQ and a step key, and turn a knob: that value (a machine parameter, or LEVEL) is locked for that lane on that step only, and the knob shows the locked value while the step is held. A teal dot marks the step on DRUM. A lock on an empty step puts the lane's hit there. Each kit holds 48 locks; clearing a hit clears its locks. The kit-wide sound (KIT FX, KIT FILTER, SKIN, the insert) locks the usual way.
Playing it live: outside SEQ, the white keys play the lanes, 1–6 and again (key 7 is lane 1). With REC armed, what you play is recorded into the lanes.
A step's velocity, chance, timing and condition are shared by the lanes that play on it; each lane adds its own CHANCE. Each lane is one voice: a new hit cuts its last.
SWING is on GLO › CLOCK (it was DRUM's fourth knob before lanes had their own RATE).
EUCLID (the last SEQ page) writes evenly spread hits into the chosen lane; R CURVE and R MOVE (STEP TIMING) shape its rolls.
Presets: TRX KIT (kick, snare, hats, clap, rim; the kit a new PERC track starts with), EFM KIT, PI KIT and MD MIX KIT (machines from every family).
Presets: TRX KICK, TRX SNARE, TRX CLAP, TRX HAT, TRX OPEN HAT, TRX COWBELL, EFM KICK, EFM SNARE, EFM HAT, EFM BELL, PI KICK, PI SNARE, PI TOM, PI RIDE, PI SHAKER, METALLICA, GND SUB and IMPULSE.
Each track has two envelopes. The volume envelope (ENVELOPE, ONSET, LOOP / TAIL, DESTINATIONS) shapes the level and can move two more parameters. The FILTER ENV (three pages after it) opens and closes the filter.
The volume envelope is in three stages, named after how speech is described: the onset (how a sound starts), the continuant (how it holds) and the termination (how it ends). The first page holds the four times and the level you reach for most, attack, decay, sustain and release; the pages after it shape them. The picture draws the shape as you turn the knobs.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| ENVELOPE | ATTACK time (0.5 ms to 8 s) | DECAY time | SUSTAIN level | RELEASE time |
| ONSET | CURVE: − is a fast swell, + a slow one | OVERSHT: the attack overshoots and settles (a "bite") | GIVE: a spring in the level. It lags and bounces instead of moving straight. | – |
| LOOP / TAIL | LOOP: repeats the attack and decay while held (a rhythmic flutter; higher is faster) | TAIL: a quiet tail after the release (room for reverbs to bloom) | – | – |
(VELO, velocity sensitivity, is on EDIT › SOUND.) | DESTINATIONS | DEST 1: any parameter of this track | AMOUNT 1 (±) | DEST 2 | AMOUNT 2 (±) |
DESTINATIONS lets the envelope move up to two more parameters, such as FM's LEVEL2 or CZ's DCW +-, so the timbre changes with the note.
The filter has its own envelope: delay, attack, hold, decay, sustain and release, with a bend on the attack and one on the falls, a loop and a speed. ENV>CUT sets how far it moves the cutoff, up or down (+40 on a new track). It is the same setting as on EDIT › FILTER, so turning either moves both. The envelope can also move one more thing of the track's, F DEST, by F AMT: with F LOOP on it is an LFO of the track's own, started by each note, where the two LFOS are shared by all tracks.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| FILTER ENV | F ATK: attack time (0.5 ms to 8 s) | F DEC: decay time | F SUS: sustain level | F REL: release time |
| FENV SHAPE | F DELAY: a wait before the attack | F HOLD: how long it stays at the top before the decay | A BEND: the attack's curve, + exponential (slow, then a rush), − logarithmic (a rush, then slow) | D BEND: the decay's and release's curve, + exponential (a fast fall, a long tail), − logarithmic |
| FENV LOOP | F LOOP: ON runs delay, attack, hold and decay round again while the key is held (with SUSTAIN at 0 it is a filter LFO that starts with the note) | F RATE: every stage faster (+) or slower (−), up to 16 times | – | – |
| FENV ROUTE | ENV>CUT: how far it moves the cutoff (±) | F DEST: a second destination, any of the track's modulation destinations (pitch, pan, drive, an engine's knobs, the volume envelope's times…) | F AMT: how far it moves F DEST (±; 0 off) | VCF KEY (also on PITCH) |
The LIBRARY holds 32 step envelopes: shapes a step starts, that move one parameter across that step and on through the steps after it. A filter blip on one step, a fold that climbs over four, a pitch that drops on the last step of a bar. One number on a step calls up a whole motion, and envelopes can chain into each other for longer, more complicated moves.
STEP ENV says where they go, one destination per track:
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| STEP ENV | SE DEST: the parameter it moves (any modulation destination of the track) | SE DEPTH: how far (±) | SE NOTE: OFF, or an envelope every note starts when its step names none | – |
Editing an envelope (LIBRARY): PRESETS picks the envelope (1–32). OCT− / OCT+ step through its rows; the picture marks the segment on the knobs.
| Row | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| Segment 1–8 | LEVEL it goes to (0–127) | TIME it takes: in steps, to an eighth of a step (0 = a jump), or 0.5 ms to 8 s in FREE time | BEND: + exponential (slow, then a rush), − logarithmic (a rush, then slow) | SEGS: how many segments it has (1–8) |
| The envelope's own | START level | TIME: STEPS (synced to the track, the default) or FREE | LOOP: OFF, or back to segment 1–8 at the end | NEXT: NONE, or the envelope (1–32) that takes over |
Editing a segment past the last one adds it. The twelve factory envelopes, all synced:
| # | Name | What it does |
|---|---|---|
| 1 | RAMP UP | rises over four steps and stays |
| 2 | RAMP DOWN | falls over four steps |
| 3 | BLIP | up at once, down in half a step |
| 4 | SWELL | in and out over four steps |
| 5 | DOUBLE | two blips half a step apart |
| 6 | STAIRS | four stairs, a step each |
| 7 | TRIANGLE | a two-step cycle, looping |
| 8 | S CURVE | slow, quick, slow, over four steps |
| 9 | DROP | holds a step, then falls |
| 10 | WOBBLE | a quarter-step flutter, looping |
| 11 | BUILD | eight steps up, then chains to 12 |
| 12 | FALL | down in a step (BUILD's ending) |
13 to 32 start empty. Projects made before this version get the twelve factory envelopes, and their steps' old library numbers are cleared (the old library swapped a step's volume envelope; set SE DEST to LEVEL for something like it).
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 | PRESETS |
|---|---|---|---|---|---|
| MATRIX | SOURCE | TRACK (1–8, GLOBAL, or MATRIX: another row) | PARAM (with MATRIX: ROW 1–8, that row's AMOUNT) | AMOUNT (±) | slot 1–8 |
| LFOS | L1 RATE | L1 SHAPE: SINE, TRI, RAMP, SAW, SQUARE, S&H, DRIFT | L2 RATE | L2 SHAPE | – |
| LFO SHAPE (OCT- / OCT+: LFO 1 or LFO 2) | SYM: skews the wave either way (± 64) | PHASE: where the wave starts, 0–359° | MODE: LOOP, RETRIG, 1 SHOT | – | – |
| DUST | RATE: how often random spikes happen, on average | DECAY: how long each spike lasts | SCATTER: how they fall. 0 random, like rain; up, spread out more and more evenly (+63: clockwork); down, in clumps, bursts of quick grains with long gaps between (−64: the most) | STRIKE: OWN, or DUST: strike tracks on the DUST or RAIN exciter take their grains from this source instead of their own RATE and ORDER (see below) | – |
| MACRO | DEST: what this slot moves | START value (±) | END value (±) | CURVE: LINEAR, EXP, LOG, S | which macro and slot |
| MACRO WINDOW | FROM %: where on the macro's travel this slot starts moving | TO %: where it stops | MACRO 1 | MACRO 2 | which macro and slot |
Matrix sources:
The FM-1's own keys are switches: they play every note at the same velocity and have no pressure. VELO and TOUCH come alive with a MIDI keyboard that sends them (GLO › MIDI IN). For movement under your fingers on the FM-1 itself, map MACRO1–4 to the knobs you want and ride them, or record the knob moves.
Dust that plays. On LFO › DUST, turn STRIKE to DUST and every strike track on the DUST or RAIN exciter is struck by the DUST source's own grains, at its RATE and SCATTER, rather than by its own RATE and ORDER (which grey out). The same grains spike the matrix's DUST source and step a track clocked by DUST, so a body ringing, a filter jumping and a track stepping all happen together. A held note gets one grain as it starts, then only the source's. DUST's RATE tops out at about 50 grains a second; for denser rain, leave STRIKE at OWN.
The matrix: 8 slots, each "this source moves that parameter by this much".
Key tracking with KEY. At AMOUNT +63, KEY moves these parameters by exactly one semitone a key: the INSERT TUNE of a COMB insert, CUTOFF, PITCH and FINE. Any other parameter moves one step a key. Smaller amounts track part of the way, and negative amounts turn the keyboard upside down. KEY reads the target track's newest note, so with several voices the comb follows the last key played.
Example: a strike track whose comb rings in tune with the keys.
The comb reaches down to about F3; notes below that stop there.
Macros: 4 macros, each moving up to 8 destinations at once. Each destination has its own start and end values, curve, and window (FROM % / TO %).
Each track can send part of its sound into three shared effects (buses): the delay, the space and the feedback loop. Their outputs go back into the mix.
How the sends work.
T1 SEND (or T2, T3…): that is how much of the current track goes into this bus.| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| DELAY | T SEND | TIME: free below the middle (10 ms to 0.5 s), tempo-synced divisions above | FEEDBK | LEVEL |
| DELAY 2 | TONE: darker or brighter repeats | SPREAD: stereo ping-pong width (and how widely grains scatter) | DOUBLE: double tracking, a second wavering copy close behind | FREEZE: ON holds the repeats forever |
| TAPE WEAR | WOW: a slow, drifting sway of the tape's speed | FLUTTER: a fast waver | SATURAT: the tape driven, warm then gritty | AGE: darker repeats, hiss, dropouts |
| GRAINS | GRAINS: how much of the delay is a grain cloud (0: none) | DENSITY: how often grains start | SIZE: each grain, 20 ms to 0.4 s | PITCH: ±24 semitones |
| SPACE | T SEND | DECAY: how long it rings | DAMP: darker tail | LEVEL |
| SPACE 2 | MOTION: a little chorus in the tail | CRUNCH: the stored samples from 12 bits down to 8 | LOW CUT: keeps the tail out of the bass | – |
| BED | LEVEL (0: off) | DENSITY: how often its dust falls | TONE: wood (left) to metal (right) | SHIMMER: the body an octave and two up, slowly beating |
| BED 2 | DUCK: how far busy tracks hold it down | DECAY: how long the body rings | SPACE: how much of it goes into the space reverb | – |
| FEEDBACK | T SEND | TIME of the loop | REGEN: how much goes round again | LEVEL |
| FEEDBACK 2 | PROCESS inside the loop: FILTER, COMB, SMEAR, SHIFT, FOLD, CRUSH | AMOUNT of the process | TUNE of the process | CUTOFF of the loop's filter |
| FEEDBACK 3 | EDGE: a guard that keeps the loop from running away | RETURN: to the MASTER, or into a track (T1–T8) | BASE: a high pass in the loop, over the lower half of the range (20 Hz, off, to about 600 Hz) | WIDTH: a low pass over the upper half (20 kHz, off, down to about 650 Hz); with BASE, a band that narrows as they meet |
The delay is a tape. One short loop of tape, written at half rate and 12 bits (about half a second), driven on the way in (SATURAT). The echoes read it at TIME while the tape's speed sways (WOW, slow and drifting) and wavers (FLUTTER, fast and shallow); each pass goes through TONE, the tape's AGE (darker, a little hiss, and now and then a dropout, more as it ages) and the saturation again, so the repeats wear down like an old tape echo's. DOUBLE adds two copies of what comes in, 18 and 27 ms behind and wavering apart: double tracking, one knob. GRAINS mixes in a cloud of up to eight grains read from the same tape around the echo (after Mutable Instruments' Beads, kept lofi): DENSITY, SIZE and PITCH shape them, WOW scatters them, SPREAD widens them, and the cloud feeds back into the tape with the echoes. FREEZE stops the tape recording, so the echoes and the cloud play what it holds: freeze a phrase, then turn GRAINS, SIZE and PITCH.
The buses follow the matrix and the macros. On LFO › MATRIX, TRACK = GLOBAL, the PARAM knob walks the settings that can be moved: the clock, the LFOs and dust, and each bus's main settings (delay time, feedback, tone, level, wow, grains; space decay, damp, level, motion; the feedback bus and its BASE and WIDTH; the BED; master drive and cut mix). The macros reach the same ones.
The space is 12-BIT, a bright, metallic plate in the manner of late-1980s rack reverbs such as the Alesis Quadraverb: combs and allpasses run at half rate and kept in 12 bits, with the output held step by step, so the tail lisps, grains and aliases as it fades. DECAY is how long it rings and CRUNCH takes the stored samples from 12 bits down to 8. DAMP darkens it and MOTION adds a little chorus in the combs. (The FM-1 build keeps this one space; ROOM and CLOUDS, the filter pair, BANDS and the vocoder are in Ravel Software, the full version for the browser.)
The feedback bus is a delay loop with an effect inside. Each pass goes through the effect again, so a comb rises into a ringing pitch, a shift climbs or falls, and a fold grows harsher.
The BED is a quiet layer under everything: grains of dust, and a breath of soft noise, falling on a small body tuned to the scale's root (SCL › ROOT). At TONE's left the body is wood, its modes spread like a marimba bar's and short; at the right it is metal, its modes clustered and inharmonic, and it rings long. SHIMMER adds its two lowest modes an octave and two octaves up, beating slowly. DUCK lets the tracks hold it down, quickly when they play and slowly letting go, so the bed comes up in the gaps between hits. SPACE sends it into the space reverb: with a long DECAY it becomes a grainy floor under the clicks. The picture shows the body's modes, the shimmer, the dust as it falls and, with DUCK up, how far it is held down. The dust is random, as dust is; the bed plays no notes and changes nothing in the patterns.
Microcuts (MASTER page) are slivers of the master output, looped, reversed or stuttered. Trigger them from steps (SEQ › STEP SHAPE › CUT, with their own shape and size on STEP CUT) or with the FX punch-ins (their shape: MASTER 2 › C SHAPE).
Punch-in effects: hold FX and press white keys 1–8:
| Key | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Effect | LOOP (microcut) | REVERSE | STUTTER | FREEZE the delay | LOW PASS sweep | HIGH PASS sweep | THROW: everything into delay and space | FILL: steps set to FILL play |
The effects last while the key is held. Letting go of FX releases them all.
| KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|
| ROOT: C to B | SCALE: CHROMA (off), MAJOR, MINOR, DORIAN, PHRYG, LYDIAN, MIXO, PENTA, MINPENT, WHOLE, HIRAJO, IWATO | TRANSPS: transposes everything that plays from steps (±24) | INTERVAL: this track plays only notes this many semitones apart from the root (1–12) |
ARP opens the arpeggiator of the current track. Each track has its own, off until you turn ARP (KNOB 1) away from OFF. Then every note the track gets (the keys you hold, its own steps, an influence's TRIG) is held instead of played, and the arpeggiator plays the held notes one at a time on the master clock, whether the transport runs or not. Let go of the keys and it stops.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| ARP | ARP: OFF, UP, DOWN, UP-DN, DN-UP (both turn at the ends without playing the end twice), PLAYED (the order the keys came), RANDOM | RATE: 1/4 (a beat), 1/8, 1/8T (triplets), 1/16 (a step), 1/16T, 1/32 | OCTAVES: 1–4, the notes again an octave up each round | HOLD: the notes stay after the keys let go, until you play a new chord (see below) |
| ARP 2 | GATE: 5–100 % of its step (100: each note runs into the next, legato, so a mono synth with GLIDE slides) | REPEAT: each note 1–4 times | CHANCE: 0–100 % that a step plays (else a rest) | – |
HOLD works with the arpeggiator off too. Then it is a sustain for the keys: the notes you play keep sounding after you let go, until the first key of your next chord (which then sounds on in their place), or until you turn HOLD off. Switching HOLD on while you're already holding a note or chord holds that too: let go and it keeps sounding. It holds what you play on the keys (or a MIDI keyboard), not the track's steps.
The picture shows the notes it holds, in the order they came, and one round of the pattern they make: a column a step, as high as its note, the step it just played lit.
Every track has its own sequencer, with two patterns (A and B) of up to 64 steps.
While you are on any SEQ page, or while you hold SEQ on any other page, the 16 white keys are steps.
| Action | Result |
|---|---|
| Tap a key | The step toggles on/off |
| Hold a key, turn a knob | Edits that step's value (on STEPS, STEP TIMING, STEP SHAPE, GRAPH) |
| Hold a key, turn a knob on a non-SEQ page (with SEQ held) | A parameter lock: that step plays with that value (cutoff, drive, a source value…). Up to two locks per step. |
| OCT− / OCT+ | Step page 1–16, 17–32, 33–48, 49–64 |
Editing a held empty step switches it on.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 |
|---|---|---|---|---|
| STEPS | NOTE | VELO | LENGTH: how long the note holds, in eighths of a step to 16 steps ("7 1/2"), then in half steps up to 64 steps | CHANCE: 0–100 % that it plays |
| TEMPO (right after STEPS; on a kit, after DRUM) | TEMPO (30–240): the master clock's, the same value as GLO › CLOCK, so turning either moves both | SWING (shared with GLO › CLOCK too) | LENGTH: the track's (as on TRACK) | RATE: the track's (as on TRACK) |
| STEP TIMING | MICRO: nudge −6 to +12 (in 24ths of a step) | RATCHET: 1–8 repeats within the step | R CURVE: EVEN, FASTER, SLOWER, BOUNCE (see below); "-F" versions fade out | CONDITN, see below |
| STEP SHAPE | ENV: the LIBRARY envelope this step starts (– = none; see ENV › STEP ENV) | CUT: NONE, LOOP, REVERSE, STUTTER (a master microcut on this step) | TIE: ON holds the note until the track's next note starts | R MOVE: what each repeat of a ratchet does (see below) |
| STEP CUT | CUT (as on STEP SHAPE) | C SHAPE: EVEN, BOUNCE, DRAG | C SIZE: MASTER (the MASTER page's CUT SIZE), or 1/32 to 1/2 of a step | – |
| TRACK | MODE: STEPS or GRAPH | LENGTH: 1–64 | RATE: ¼× to 4× the master clock | CLOCK: MASTER, LFO1, LFO2, DUST, WEFT (a WEFT patch's CLK OUT) |
| DIRECTION (steps mode) | FWD, REV, PINGPONG, SNAKE (rows of four, walked back and forth) | STEP REC: NEXT (step recording moves on after each note) or STAY (it stays on the step: note input, see Recording). Kept through power-off | – | – |
| EUCLID (the last SEQ page) | HITS | ROTATE | LENGTH (the track's) | – |
STEP: PRESETS picks the step. On the step pages (STEPS, STEP TIMING, STEP SHAPE, STEP CUT; DRUM STEP on a kit), turn PRESETS to move through the steps, 1 to LENGTH: the knobs edit that step (ringed on screen, STEP 23 at the bottom right), and the keys jump to its 16. Holding a step key still works as before, and the black keys 1 and 2 still switch patterns A and B.
EUCLID spreads HITS as evenly as they go over the track's LENGTH (5 over 16 is x..x..x..x..x...., the first on step 1) and ROTATE turns the pattern round. It writes ordinary steps as you turn: the steps it lights are steps like any others, with their notes, locks and ratchets, and you can edit them by hand from there. HITS starts from how many steps play now. Each turn rewrites which steps play (up to LENGTH), so turn it to find a rhythm, then leave it. On a kit the page is LANE, HITS, ROTATE and the lane's LENGTH, and it writes the chosen lane only: give each lane its own length and hits for rhythms that interlock and drift. The picture is the pattern as a ring, E(hits, length) in the middle.
Ratchets that move. A ratchet repeats the step's note within the step. Two settings change how the repeats fall and sound:
Together they give the bouncing, tumbling bursts of IDM: a hat on RATCHET 6, BOUNCE, DARK falls like a coin; a snare on 4, FASTER, UP rises into the next bar. On a kit, R CURVE and R MOVE are on STEP TIMING (KNOB 2 and KNOB 4) and act on the lanes that roll on that step.
Cuts with a shape. A step's CUT is a microcut of the whole mix (see FX › MASTER). On STEP CUT:
While a cut plays its sliver is held, so every repeat is of the same moment.
Conditions (CONDITN) decide on which passes through the pattern a step plays:
CLOCK lets a track step by something other than the master clock:
All of these give rhythms that drift against the grid.
On the STEPS picture:
Set SEQ › TRACK › MODE to GRAPH. Now the steps sit in a circle, and each step has cords that say where a playhead goes next, instead of always moving to the following step. The pages after TRACK change to GRAPH, HEAD 1, HEAD 1 MOTION (and HEAD 2, HEAD 2 MOTION when head 2 is on).
GRAPH drives the same steps. It is not a second sequencer: the steps you set on the STEPS pages (which are on, their notes, velocity, length, locks, ratchets and the rest) are exactly what plays in GRAPH mode too. GRAPH only changes the order the playhead visits them, and adds a second playhead. Edit the steps on STEPS, STEP TIMING and STEP SHAPE in either mode; draw the cords on GRAPH.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 | PRESETS |
|---|---|---|---|---|---|
| GRAPH | CORD A: the step to go to next, 1 to LENGTH (NEXT = just the following step) | CORD B: a second choice (NONE = no branch) | BRANCH: how to choose between A and B | HEAD 2: OFF, NOTES, RHYTHM, MELODY | step to edit |
| HEAD 1 | TRANSP: head 1's transpose | – | – | – | – |
| HEAD 1 MOTION | SHAPE | DEPTH (±) | CYCLE: 2–64 steps | COMBINE: × CLOCK or + CLOCK | – |
| HEAD 2 | PLAYS: THIS track, or T1–T8 | H2 RATE | H2 START: the step it starts on (1 to LENGTH) | TRANSP | step |
| HEAD 2 MOTION | SHAPE | DEPTH | CYCLE | COMBINE | – |
Making a graph:
Two playheads walk the same graph at once.
HEAD 2 chooses how the two heads share the work. Head 1 always takes the other half, so no setting leaves the track silent:
| HEAD 2 | Head 2 | Head 1 |
|---|---|---|
| OFF | – | plays the steps it visits |
| NOTES | plays the steps it visits too: two voices on one graph | plays the steps it visits |
| MELODY | picks the notes, plays nothing itself | plays the rhythm, with head 2's latest note |
| RHYTHM | plays the rhythm, with head 1's latest note | picks the notes, plays nothing itself |
With MELODY or RHYTHM, rhythm and melody walk two different paths at two different speeds, so they never quite line up the same way twice. The picture shows each head's job at the top (H1 and H2).
MOTION (Silt's function generators) moves a head's speed as it travels.
| Page | KNOB 1 | KNOB 2 | KNOB 3 | KNOB 4 | PRESETS |
|---|---|---|---|---|---|
| MIXER 1-4 | T1 LEVEL | T2 LEVEL | T3 LEVEL | T4 LEVEL | – |
| MIXER 5-8 | T5 LEVEL | T6 LEVEL | T7 LEVEL | T8 LEVEL | – |
| MUTE / SOLO | – (the keys, below) | – | |||
| CLOCK | TEMPO (30–240) | SWING: 50 % is straight, 66 % a triplet shuffle, up to 100 % (every second 16th pushed late) | B DOES: how oscillator B bends the clock | DEPTH of that bending | – |
| CLOCK B | A SHAPE: the main clock's wave | B RATE | B SHAPE | THRESH: where a pulse fires | – |
| CLOCK FEEL | TEMPO IS: LOCKED (keeps the average tempo) or FREE (drifts) | QUANTZE: pulls microtiming back to the grid (0–100 %) | METRO: the metronome, OFF, QUIET or LOUD (a click on each beat, higher on the bar's first) | COUNT-IN: OFF, 1 BAR (the default) or 2 BARS | – |
| MIDI IN | MIDI CH: OMNI (any channel plays the current track), 1–16 (only that one), or MULTI (channels 1–8 play T1–T8, for a sequencer driving every track) | CLOCK IN: RAVEL (its own clock) or MIDI (24 clocks a beat from USB or the TRS jack; the picture shows the tempo measured, or that none is coming) | START/STP: FOLLOW (MIDI Start and Continue start the transport, Stop stops it) or IGNORE | – | – |
| MIDI LEARN | LEARN: turn it right to arm, then turn any knob on any page, then move a control on your controller | DELETE: turn twice to delete the one PRESETS picked | CLEAR ALL: turn twice | – | which learned control |
| SCENES | PLAYS: PATTERN (you launch) or SONG (the arrangement runs) | S1 TEMPO … S16 TEMPO: the tempo the current scene sets when it launches, or KEEP (turn fully left) to leave the tempo alone | TEMPO: the tempo now | GLIDE: JUMP, or 1–8 bars (see below) | scene |
| ARRANGE | SCENE for this row, or END (past 16): the song stops when it gets there |
CPU: where the audio's time goes. The bars show how much of the time the audio has each part of the render takes: CONTROL (the sequencer, modulation, the knobs), SYNTH, STRIKE, PERC, WEFT, TRACK FX, BED, FEEDBACK, DELAY, SPACE and MASTER. A bar's full length is 50 %. RENDER is the total on the first core (the one that must keep up); past about 90 % the FM-1 falls behind. VIEW TRACKS shows each track instead: what its voices and its own effects cost (the voices' share is the time they last took, on whichever core played them; the buses and the master are shared, shown below the tracks, and in no track's bar). A track whose voices SKIP SILENT has stopped reads SKIP. PEAK is the busiest single audio block lately (all of it, the screen's share included): when it nears 100 %, that block was nearly late. CORE 2 is the second core's share: the effects and the voices it plays (a part's bar counts its time on whichever core runs it); WAIT is how much of the first core's time went on waiting for it. XRUNS counts the blocks that came too late: each one is a crackle, and a steady stream of them is the loud noise an overloaded FM-1 makes. Measured on the FM-1 and the desktop simulator; the browser has no clock for it.
The overload guard. When the render takes more than 80 % of the time it has, the guard fades out a voice over about 3 ms: a released one first, then a note of the track with the most voices sounding (a chord loses a note before a lone line goes quiet), then the oldest; more than one at once when the load is far over. Its reading rises at once and falls slowly, so a chord landing on the last one's release is met in the block it comes. It then holds the voice count there (a new note past the limit makes room the same way) until the load has stayed under 76 % for a moment, and lets it back up a voice at a time. The CPU page shows it (GUARD: 6 VOICES, and how many it has faded). It never acts in the browser.
When fewer voices are not enough (the guard is down to two voices, or the voices are not what costs: a big WEFT patch, the GRAINS, the effects), the guard eases the rest a step at a time rather than fall behind into noise, and shows it (EASED 1–3):
| Step | What eases |
|---|---|
| EASED 1 | the delay's GRAINS: half as many new grains, six at most at once |
| EASED 2 | a quarter as many grains, four at most; WEFT new notes take one voice |
| EASED 3 | two grains at most; the guard may go down to one voice |
Grains already playing finish as they were, and sounding WEFT voices play on: nothing is cut off, the texture just thins while the FM-1 is overloaded. Once the load has stayed under 76 % for about a quarter second it steps back, one step at a time, and then gives the voices back. If EASED stays up, the patch is more than the FM-1 can play: lower the GRAINS mix or density, the sends, or the WEFT patch's size.
SKIP SILENT. A track you can't hear (muted, or its LEVEL at 0) still costs its voices. With SILENT on SKIP (the default), once a track has been unheard for half a second, its voices stop and new notes on it play nothing; as soon as you unmute it or raise its level, its next notes play as ever (a note held across the unmute does not come back: play it again). It is skipped only when nothing else uses its sound: not when an influence route goes from it, the GLITCH LOOPER records it, the COMP's SIDECHAIN listens to it, its WEFT patch has an output (CLK, MOD or SEQ OUT, or RUN ALWAYS), or (T1) its envelope moves a global knob in the matrix. VIEW TRACKS shows which tracks are skipped. SILENT PLAY keeps every voice playing, as before; it is not saved with the project.
Two cores. The FM-1's chip has two cores, and Ravel starts the second at power-on. It runs the effect buses (the BED, FEEDBACK, DELAY and SPACE), and it takes a share of the sounding voices (synth, strike, drum or WEFT), while the first core plays the rest and every track's chain. The voices are shared out by what each one cost a moment ago, the dearest first, so that both cores finish at the same time: a heavy WEFT patch goes to whichever core has room, and when the effects are heavy the second core takes fewer voices. The CPU page shows its share (CORE 2 40 %), and WAIT how long the first core waited for it. For this the buses play one control step behind the tracks: the effects come about 3 ms after the dry sound, with one core or two, so the sound is the same either way. On some units the second core misreads memory, so it is watched: if it ever reads a wrong job or doesn't finish one in time, the first core takes the work back at once (CORE 2 FAILED on the CPU page), and after a crash or a hang with it running it stays off until the FM-1 is switched off and on (the top bar says ONE CORE: POWER OFF AND ON FOR TWO at start, and CORES reads 1). Installing an update is not counted: the second core comes back on its own afterwards. CORES 1 turns it off by hand.
MIDI control of the knobs. Two ways, and both follow MIDI IN's channel:
PANEL. The FM-1's buttons and keys glow dimly, so you can find them in the dark; what's lit (the page's button, a step, a key held) stays lit fully, so the two never get mixed up. BACKLIGHT sets how dim: OFF, LOW, MID or HIGH. The glow comes from the panel's own scanning (each unlit LED is lit on one scan in a few), so it costs the sound nothing and the keys are read as before. It's kept through power-off.
FLASH. The page after STRESS shows how the FM-1's boot set its flash up: the chip, its status (QE: whether its four-wire mode is allowed), the flash controller's read mode and clock divider. It is read once at start and nothing on it writes the flash. A photo of it tells whether a faster read is possible on that unit.
FLASH WAIT. The FM-1 runs Ravel's code straight from its flash memory, through a cache. When the code the render needs is not in the cache, the core waits for the flash. FLASH WT ON counts those waits and shows them as a share of the render (FLASH WAIT 30 %). The busiest audio code already runs from the chip's RAM (the delay, the space, the feedback loop, the BED, every synth voice's filter and amplifier, the VA oscillator, the master's limiter, the modulation step, the voices' envelopes and their hand-off between the cores, and, in the RAM the tape left free, every synth engine, the strike voices and the 33 drum machines); a high number says more of it should. The counters are not verified on hardware yet, so it is off by default.
STRESS: how much this FM-1 takes. The stress test replaces the project in memory (save yours first; it asks twice), builds a project that adds load a step at a time, and plays it, with the overload guard off so you see the real edge:
| Step | Adds | Step | Adds |
|---|---|---|---|
| 1 | nothing (the idle cost) | 9 | every track into the DELAY |
| 2 | 1 voice of ENGINE, held | 10 | the delay's GRAINS, busy |
| 3 | 2 voices | 11 | TAPE WEAR: wow, flutter, age |
| 4 | 4 voices | 12 | every track into the SPACE |
| 5 | 8 voices | 13 | the FEEDBACK bus |
| 6 | 2 strike voices, hit on every other step | 14 | the feedback's PROCESS (a frequency shift) and its band |
| 7 | a drum kit, a hit on every step | 15 | the BED, with SHIMMER and a send to the space |
| 8 | a second drum kit, a hit on every step | 16 | MASTER DRIVE |
Each step is measured from its first second to its third; the table shows the RENDER % for each step (and the second core's after a /, when it works), red with a ! where XRUNS started. Each effect step's rise over the one before is what that effect costs. AUTO RUN walks all sixteen in under a minute and leaves the table on screen: a photo of it says exactly what this FM-1 can do. Change ENGINE to compare engines (STEP 5 is 8 voices of it). Turn STEP to OFF to stop. Loading any project or demo ends the test.
MIDI in. Notes from a keyboard or a sequencer, over USB or the TRS jack, play a track as its keys do, and are recorded when it is armed (with their timing, as the keys are). Velocity comes through as played. CC 1 is the matrix's WHEEL, aftertouch (channel or poly pressure) its TOUCH and pitch bend its BEND; CC 120 and 123 stop every note. With CLOCK IN at MIDI, Ravel follows the incoming clock (every 6th of its 24 a beat is a step) and its own TEMPO waits; Start starts from the top. Steps are counted from the clocks themselves, so Ravel never drifts from the sender, however long it runs. On the FM-1 each clock is timed as it comes in, and its step lands one audio block (2.9 ms) later at the same spacing, so the steps keep the sender's timing rather than snapping to the blocks. MIDI notes step-record too (below). Controllers: CC 70, 71, 72 and 73 always move KNOB 1–4 of the page on screen, as if you turned them, with nothing to set up; and GLO › MIDI LEARN ties any control to one parameter, wherever you are (below). The MIDI IN settings belong to the FM-1, not to a project: they stay as you set them through power-off and whatever project you load (on the FM-1 they are written to the flash a second after a change, or as soon as you leave the page, playing or not, which can leave a moment's gap in the sound once; the page's last line says KEPT THROUGH POWER-OFF when they are). In the emulator, Listen to MIDI (left panel) takes every MIDI input on the computer.
Metronome and count-in. METRO clicks while the sequencer plays; the click goes straight to the output and is never recorded. With REC armed, PLAY first counts in (the clicks sound even with METRO off, and the screen shows COUNT-IN with the beats left), then starts at step 1. Notes played during the count-in are not recorded, except one played just before step 1, which lands on it. Without REC, PLAY starts at once.
Scenes are snapshots of every track's pattern (A/B), levels, influence routes, mutes and macros.
Arrangement: a list of up to 32 rows, each "play scene S for B bars".
Without an END row the song loops back to row 1. Give the last row the scene END to have the transport stop there. A scene with its own tempo (S TEMPO) changes the tempo when its row starts.
Density arcs. For each track, draw 16 points of density, each lasting SPAN bars (1, 2 or 4: an arc of 16, 32 or 64 bars, so a part can stay quiet for a long stretch and open up once).
The clock (after Silt's two-oscillator clock).
Oscillator A is the tempo. B DOES lets a second, slower oscillator bend it:
| B DOES | Effect |
|---|---|
| STEADY | No bending |
| RATE | Speeds up and slows down |
| SHAPE | Changes the swing-like shape |
| PHASE | Pushes and pulls the pulses |
| SUM | Adds the waves |
| AND, OR, XOR | Logic rhythms between the two |
With DEPTH at 0 the clock is straight.
TEMPO IS: FREE lets it drift like an old drum machine.
Tap tempo: hold GLO and tap black key 1.
Mute and solo: hold GLO and press white keys 1–8 to mute tracks 1–8, or 9–16 to solo tracks 1–8. From any page.
The MUTE / SOLO page (GLO, after the mixers) lays the eight tracks out for bringing parts in and out by hand, no button held: white keys 1–8 mute and unmute tracks 1–8, and 9–16 solo them (or hold GLO and press 1–8). Black key 1 unmutes every track, black key 2 ends the solo. Each track's tile and its key light while you hear it; a muted track's tile goes dark with MUTE in red and its key goes out, and while anything is soloed the tracks left out go dark too (the soloed ones are outlined, and keys 9–16 light for them). Mutes and solos change at once; scenes store and recall the mutes as before.
SAVE has two pages: PROJECT (the whole song) and SOUNDS (one track's sound at a time). Turn SELECT to go from one to the other.
Press SAVE to open the page.
Turn PRESETS to choose a slot (1–32). The picture shows eight at a time around the chosen one, which are used and their names, and on the FM-1 how much room the projects have left (ROOM).
Turn KNOB 1 (ACTION):
| Action | What it does |
|---|---|
| SAVE | Saves the project to the slot |
| LOAD | Loads the slot |
| DEMO 1 | The Ravel demo |
| DEMO 2 | Dust |
| DEMO 3 | The graph demo |
| INIT | A new, blank project |
| CLEAR | Empties the slot, so it shows EMPTY and its room is free again (the project you have open stays as it is) |
To name the project, use KNOB 2 (CURSOR) to pick a letter's place (1–11) and KNOB 3 (LETTER) to choose it (A–Z, 0–9, space and - + # & ' .), as on SOUNDS. The name shows on the right, with a mark under the letter on the cursor. It belongs to the project you are working on, so name it before you SAVE; LOAD brings back the name it was saved with.
Press SAVE once: the footer says "PRESS SAVE AGAIN TO CONFIRM".
Press SAVE again to do it.
Ravel starts on a blank project every time it is switched on (or the emulator is opened). Saved projects stay in their slots: load one with LOAD.
There are 32 project slots. On the FM-1 a project is kept compressed (most fit in one 4 KB block of the flash, a very busy one in a few), so they share the room: ROOM on the page says how much is left, and if a save doesn't fit, it says NO ROOM: SAVE OVER ANOTHER and nothing is lost. Projects saved in slots 1–7 by an earlier version are still there; the first save after updating compresses them too, which takes a second or two once.
A project holds everything: all eight tracks and their patterns, influence, modulation, buses, scenes, the arrangement, arcs and the LIBRARY of step envelopes. A project saved before the tape was removed still loads: its tape tracks come back as blank VA synths with empty patterns, and influence TAPE routes are switched off.
Four banks (A–D) of 32 slots for your own sounds, 128 in all, of any kind: a synth on any engine, a strike, a perc machine or a whole kit. Each has a name, and its kind is shown on the right of the list (SYNTH, STRIKE, PERC, KIT; a synth also shows its engine). The banks are shared by every project and stay when you load another project or switch off.
A sound is the track's voice: its kind and engine, every sound setting (source, filter, skin, envelopes, insert, sends, the CZ patch, a kit's lanes). It is not the track's steps, sequencer settings or pan.
Press SAVE, then turn SELECT to SOUNDS.
Turn KNOB 4 (BANK) to a bank, then PRESETS to a slot. Slots are named by bank and number (A1 … D32), and PRESETS runs on from one bank into the next (A32, then B1).
Turn KNOB 1 (ACTION):
| Action | What pressing SAVE does |
|---|---|
| LOAD | Puts the sound on the current track. A sound of another kind turns the track into that kind (a PERC sound on a synth track makes it a perc track). |
| SAVE | Keeps the current track's sound in the slot. An empty slot saves at once, named after the factory preset it came from (or its engine and slot, like VA B3). Over a used slot, press SAVE twice; the slot keeps its name. |
| CLEAR | Empties the slot (press SAVE twice) |
Name it: on a used slot, KNOB 2 (CURSOR) picks a letter position (1–11) and KNOB 3 (LETTER) changes the letter (A–Z, 0–9, space and - + # & ' .). The cursor is the amber line under the name. The name is kept a moment after you stop turning.
Loading a sound that changes a track between a kit and notes (lanes and notes don't read each other's steps) clears that track's steps, so it asks first: press SAVE again.
From PRESETS: on any EDIT page, turning PRESETS walks the factory sounds of the track's kind and then your own of that kind, from the bank chosen here (knob 4): the footer and the top bar name each one (A3 MY BASS). So a sound you keep is a turn of PRESETS away on any track.
In the emulator, your sounds are at the top of the sound menu under My sounds, one group per bank, each with its slot (A1 … D32) before the name and its kind in brackets after it. Choosing one loads it into the current track, switching its kind if needed. Save sound… keeps the current track's sound (it asks for a slot such as B5, offering the first empty one, and a name), and Delete sound… removes one. The panel's SAVE › SOUNDS page works too.
Everything you have saved, the projects in slots 1–32 and the sound banks A–D, can leave the emulator as a file and go onto an FM-1 running Ravel, and the other way. The FM-1's own update leaves its saved projects and banks alone, so install the firmware first, then bring your work over.
In the emulator (the Projects & sounds panel on the left):
| Button | What it does |
|---|---|
| Export file | Every saved project and sound bank, as one .ravel file to keep |
| Import file | A .ravel file into the emulator's slots (it asks before replacing used ones) |
| Send to FM-1 | This page's saved projects and banks straight onto an FM-1 connected by USB with Ravel running (Chrome or Edge: allow MIDI when asked; it asks before replacing slots on the FM-1) |
| Get from FM-1 | The FM-1's saved projects and banks, read into a .ravel file (Import file then brings them into the emulator) |
From the command line (pip3 install mido python-rtmidi), with the FM-1 connected and Ravel running:
python3 tools/fm1_data.py info # what the FM-1 holds
python3 tools/fm1_data.py restore my-work.ravel # the file's projects and banks onto the FM-1
python3 tools/fm1_data.py backup fm1-work.ravel # the FM-1's, into a file
python3 tools/fm1_data.py restore my-work.ravel --only project3,bankB
Each project and bank goes to the same slot it came from (project 3 to project 3, bank B to bank B) and replaces what was there; slots not in the file are left as they are. Every piece is checked as it arrives (a CRC over the whole slot), and a slot only becomes valid on the FM-1 once all of it has arrived intact; the screen says RECEIVED PROJECT 3 or RECEIVED BANK B as each one lands. Load a project afterwards with SAVE › PROJECT › LOAD.
Hold a button (in the emulator: right-click or shift-click to latch it) and the keys or knobs do something else. The footer always shows the layer's hint.
| Hold | Then | Does |
|---|---|---|
| SEQ | white keys | Steps, from any page. Hold a step and turn a knob to lock that value on that step. |
| SEQ + ENV | hold a step, turn KNOB 1 | The step's LIBRARY envelope |
| LFO | KNOB 1–4 | Macros 1–4 |
| FX | white keys 1–8 | Punch-ins: loop, reverse, stutter, freeze, low pass, high pass, throw, fill |
| GLO | white keys 1–8 / 9–16, black 1 | Mute / solo, tap tempo |
| SAVE | white key | Store scene 1–16 |
| SCL | any key | Set the root |
Turning ALGORITHM while armed moves recording to the new track.
Step recording. With the transport stopped, open a SEQ page and tap REC: the keys play notes, and a red cursor sits on the step after the last note (STEP REC 5 on the screen; its key blinks).
Step recording is for synth and strike tracks; a kit's keys stay its steps (tap them in).
TAKE: keep what you just played. While the transport runs and you're not recording, Ravel quietly listens to what you play on the track you're on (the keys or a MIDI keyboard), as recording would write it. If you played something you like, hold REC and tap SAVE: the last loop's worth of it (the track's LENGTH, back from now) goes into the pattern, chords, timing and lengths as played, over what's there; the screen says how many steps it kept. It works after you stop, too. Changing track starts it afresh.
Chords on steps. A step with a chord shows X2, X3 or X4 (how many notes) under its note on the STEPS page. NOTE moves the whole chord, its shape kept; transposition, the scale and INTERVAL apply to each note. The chord's notes share the step's velocity, length, ratchets and timing. To make a step a single note again, record one note over it. Chords need the voices: a synth track plays up to four notes at once (VOICES on EDIT › SOUND).
Recording from a SEQ page. On the SEQ pages the keys are normally the steps. With REC armed on a synth or strike track they play notes instead, so you can watch the steps fill in as you play (the footer says REC: KEYS PLAY); OCT- and OCT+ change the octave rather than the step page (while it plays; stopped, they are step recording's rest and back). Hold SEQ for the keys to be steps again for a moment: tap one to add or remove a step, then let go and keep playing. Tap REC to stop, and the keys are steps again. A kit keeps its keys as steps on SEQ pages; play its lanes from any other page.
Make a first sound
Loop what's playing (the GLITCH LOOPER)
The full walkthrough is GLITCH LOOPER, step by step.
Write a beat
Two-headed graph melody
Put reverb on just one track
T3 SEND, for example) up. The other tracks' sends stay where they were.One track plays another
Save your work
Keep a sound and use it on another track
| I want to… | Press / turn |
|---|---|
| Pick a track | ALGORITHM (emulator: 1–8) |
| Next page | SELECT, or tap the section button again (FX: the next bus) |
| Change a sound | PRESETS on any EDIT page |
| Start / stop | PLAY (emulator: Space) |
| Turn steps on | SEQ, tap white keys |
| Edit one step | Hold its key, turn knobs |
| Lock a value on a step | Hold SEQ + step, turn a knob on any page |
| Pattern A / B | Black key 1 / 2 on SEQ, or PRESETS |
| Mute / solo | Hold GLO + white 1–8 / 9–16, or the MUTE / SOLO page: white 1–8 / 9–16 |
| Tap tempo | Hold GLO + black 1 |
| Change the tempo | SEQ › TEMPO (or GLO › CLOCK), KNOB 1 |
| Arpeggiate a chord | ARP, KNOB 1 to UP (or another mode), hold the keys |
| Glue the whole mix | T8: HOME › TRACKS, KIND = COMP; EDIT › COMP |
| Loop what's playing | A spare track: EDIT › SOUND, KNOB 1 (KIND) = GLITCH; black key 1 to record lane 1, again to stop |
| Loop: play, slices, clear | Black 5–8 play lanes 1–4; hold white keys for slices; hold black 9 + black 1–4 clears a lane |
| Loop: sequence it | SEQ › GLITCH TRIGS: KNOB 2 = REC or PLAY, tap a step; hold a step + tap another for a section |
| Effects back from the looper | GLITCH INPUT, KNOB 4 (LOOPER) = OFF, or KIND back |
| Patch a voice from blocks | EDIT › SOUND, KIND = WEFT; WEFT PATCH: KNOB 1 block, 2 type, 3–4 input A; WEFT BLOCK: input B, settings |
| Load, save, delete WEFT patches | WEFT LIBRARY: KNOB 1 picks, black key 1 load, 2 save (into a new slot unless on one of yours), 3 delete, 4 INIT, 5 CLEAR (twice each); KNOB 3–4 rename |
| WEFT: input B moves a setting | WEFT BLOCK: black key 1 |
| WEFT: a sequential switch | SW 1>4 (outs SW 1–4 in the input menus) or SW 4>1 (A: the first of four in a row) |
| A WEFT patch clocks a sequencer | CLK OUT in the patch; that track's TRACK › CLOCK = WEFT |
| A WEFT patch moves another track's steps | SEQ OUT: TRACK, MODE (STEP, JUMP, RESTART, GATE, PATTERN), A its trigger |
A page I saw before is gone.
The FX page changes a value for every track.
The graph doesn't seem to do anything.
The FM-1 crackles, or makes a loud noise.
A long note gets cut off when other tracks play.
Something got loud or stuck.
Installing any custom firmware is at your own risk. The installer never touches the FM-1's boot area, and M-VAVE's own firmware can always go back on (below).
The installer page shows the latest release at the top and installs it unless you choose otherwise: its Version to install list also has the ten most recent releases (an older one warns that projects saved with a newer version may not open in it, so export them first) and, when main has moved on since the last release, the newest test build (dev- and the commit, with its date). The Install button names the version it writes. The FM-1 shows the version it runs on its start screen and on GLO › FLASH.
From the command line instead (pip3 install mido python-rtmidi): python3 tools/fm1_install.py Ravel-FM1.fwsc. The .fwsc is on the site (firmware/Ravel-FM1.fwsc) and on the repository's releases.
The installer works from M-VAVE's own firmware, from Ravel, and from the other community firmwares. To go back, the same page writes M-VAVE's own FM-1 firmware (which you download from M-VAVE) back over the same cable; M-VAVE's own updater, M-UPGRADE, works too.
tools/fm1_rescue.sh (from X0X) puts M-VAVE's firmware back from a Mac. Beyond that, recovery needs the FM-1-transporter.| Path | What |
|---|---|
firmware/app/ | Ravel: the engine (rv_engine.c), synth engines (rv_synth.c), strike (rv_strike.c), buses (rv_bus.c), sequencer (rv_seq.c), modulation and clock (rv_mod.c), parameters, presets, projects, and the interface (rv_ui.c, rv_gfx.c). Portable C99, single-precision float, no C library. |
firmware/fm1/ | The FM-1 side, bare metal: Felucca's hardware layer (hal/), start-up and memory map, the update loader (loader/), and in src/: USB, LCD, storage, the update entry, the panel map, Ravel's platform (plat_fm1.c) and the boot, audio interrupt and main loop (main_fm1.c) |
host/ | The simulator: the whole app on a desktop, driven by scripts, writing screenshots and WAV files |
web/emu/ | The browser emulator: the same code compiled to WebAssembly, on a drawn FM-1 panel |
tests/scenarios/ | Simulator scripts that play the firmware and check it (tour.rvl visits every page; manual.rvl takes the manual's screenshots) |
docs/ | The signal-flow diagram, and docs/manual/: the panel drawing and the screenshots used in this manual |
tools/ | The FM-1 build (build_fm1.py, fm1pkg_make.py), the installer and rescue tools, the site assembler (make_site.py), toolchain and SDK-file downloads, font and table generators |
web/installer/ | The web installer (Web MIDI), from Felucca and X0X |
tests/fm1/ | Felucca's update-path tests, run against Ravel's package; projstore_test.c, the compressed project store on a simulated flash (power cut at every write) |
The simulator (any Unix with a C compiler, and Python with Pillow):
sh host/build_host.sh
./build/host/ravel_host tests/scenarios/tour.rvl build/out # screenshots and audio in build/out
The browser emulator (clang with the wasm32 target and wasm-ld; no emscripten):
sh web/emu/build.sh # web/emu/ravel.wasm
node web/emu/test.mjs # smoke test
python3 web/emu/bundle.py # build/web/ravel-emulator.html, one file to open in a browser
The FM-1 firmware, on Linux x86-64 (JieLi's clang for the AC791N; on a Mac, X0X's build runs it in Docker):
sh tools/get_toolchain.sh ~/.jieli # JieLi's Linux toolchain
sh tools/get_ac79_files.sh ~/ac79 # three files of JieLi's AC79 SDK the package contains
JIELI_TOOLCHAIN=~/.jieli/toolchain AC79_SDK=~/ac79 python3 tools/build_fm1.py [--release 0.3]
build_fm1.py builds Felucca's update loader and the app (the platform at -Os, the instrument at -O2), checks the image (entry point, no calls from RAM code into flash, no ROM references, no double-precision code, register access only in hal/, the RAM and pool budgets) and packages build/fm1/Ravel-FM1.fwsc. A release build's identity is FM-1_82 and the version as two digits each (0.4.1 is FM-1_82000401); a build without a version is FM-1_82. 82 ("R") is Ravel's own: no other firmware uses an identity starting with it. (0.4.0 and earlier were FM-1_96….)
The site (what the Pages workflow publishes): python3 tools/make_site.py _site build/web/ravel-emulator.html build/fm1/Ravel-FM1.fwsc VERSION.
Publishing: every push to main rebuilds the site (enable it once under Settings → Pages → Source: GitHub Actions); pushing a tag such as v0.3 also makes a release with the firmware and the emulator.
Ravel runs bare metal on the FM-1's JieLi AC791N, on the open hardware layer that Felucca wrote and X0X carried on: no vendor SDK, no RTOS. A 10 kHz timer scans the keys, encoders and LEDs and runs USB; the codec's DMA interrupt asks Ravel for 512 frames at a time (two calls of 256), and the main loop draws the interface about 30 times a second.
The FM-1 has to fit everything into a small chip, so this firmware keeps only what runs well on it. The fuller version, with every engine and effect it had before (ROOM and CLOUDS spaces, the filter pair, BANDS and the vocoder), lives on as Ravel Software, for the browser: play it here (its manual). The emulator's Software button opens it. It is kept on the software branch and doesn't run on the FM-1.
GPL-3.0 only (see LICENSE). The FM-1 platform layer, loader, installer and tools are Felucca's and X0X's (GPL-3.0). A firmware package also contains three files of JieLi's AC79 SDK (Apache-2.0). The CZ engine is a port of MAME's uPD933 emulation (BSD-3-Clause). Third-party code is listed in THIRD_PARTY.md.
tools/runic_glyphs.py: straight strokes only, curves turned into points), drawn at eight times the size and brought down to the screen at 16 levels. The palette is black and greys with bone and verdigris accents; tracks are told apart by colour: synth white, strike slate, tape verdigris, perc maroon.THIRD_PARTY.md).| DRIVE, BIAS |
| COMP | high when A is above B + THRESH, else low | A | B | LEVEL, THRESH |
| AND · OR · XOR | logic on A and B, each "true" above THRESH: square waves from anything, CMOS-style timbres | A | B | LEVEL, THRESH |
| FLIP | turns over on each rise of A: half A's rate (a sub-octave from a square) | CLOCK | RESET | LEVEL, THRESH |
| DELAY | A, later, with its own feedback. Up to 11 ms: combs, flangers, strings, resonators | IN | TIME: two octaves each way | TIME (0 = the note's period, for strings; notes below F2 sound an octave up), FEEDBK (64 = none; up: positive, down: negative) |
| BANDS | four resonant bands on the note's harmonics (1st–4th), summed | IN | SCAN: which band speaks (−1: the 1st … +1: the 4th) | SPREAD (64: harmonic; down squeezes them, up stretches them), RES |
| HOLD | takes A each time B rises (with nothing on B, each note): sample and hold | IN | CLOCK | STEPS (0: smooth; up: fewer levels), GLIDE |
| DUST | random particles: one-sample clicks, each its own height. Each one makes more likely just after it, so they come in clumps that spread out | DENSITY (exponential: ±6 octaves) | BURST: a clump each time B rises (with nothing on B, each note) | DENSITY (0.5 … 2000 a second), CLUSTER (0: an even scatter; up: clumps) |
| TICK | a click on each DIV of the tempo, on the transport's grid (it runs with the transport stopped too) | GATE: ticks only while A is up | JITTER: each click late by up to B × half a DIV | DIV (4 BAR … 1/64, with triplets), CHANCE (127: every one) |
| RING | one resonator, struck: a click in rings at the note × RATIO, dying away over DECAY | STRIKE | PITCH: two octaves each way | RATIO (1/4 … 16), DECAY (2 ms … 8 s) |
| SKIN · BAR · PLATE · BELL · HARMS · FIXED | six resonators tuned as a body's modes, struck by A: a drum skin, a free bar, a plate, a bell (hum, prime, tierce …), the harmonics; FIXED is a filterbank at 150 Hz … 5.5 kHz whatever the note. Filter banks (these, CHEBY, FORMANT, VOCODER): three to a patch | STRIKE | PITCH: two octaves each way | DECAY, BRIGHT (down: the high modes softer and shorter) |
| SAT | A driven into a soft clip (tanh-like): what keeps a loop alive without blowing up | IN | DRIVE: more | DRIVE (1× … 16×), BIAS (64 = none; off centre: even harmonics) |
| ABS | A + B + OFFSET, made positive (full-wave rectifying) | A | B | OFFSET, GAIN |
| DIFFUSE | four allpasses in a row: smears clicks into washes and spreads a loop's echoes without changing its level. Shares the DELAY's memory: DELAY and DIFFUSE, two to a patch together | IN | SIZE: an octave each way | SIZE, AMOUNT |
| CLK OUT | each rise of A through THRESH (every DIV-th) is a step of the WEFT clock: choose WEFT for CLOCK on any track's TRACK page (this one too) and its sequencer follows. Passes A on | CLOCK | RESET: the tracks it clocks back to step 1 | DIV (1 … 16), THRESH |
| MOD OUT | A, smoothed, is the matrix's WEFT source | IN | LEVEL: A × B | SMOOTH, RANGE (−1..1 or 0..1) |
| SHIFT | a frequency shifter: every partial of A moved up (or down) by the same number of Hz, not by an interval, so harmonics go inharmonic. Slow shifts (a fraction of a Hz) phase and swirl; in a feedback loop each pass shifts again, a barber-pole spiral | IN | SHIFT: B × 1 kHz added (audio rate: shift FM) | SHIFT (64 = none; either way, finest near the middle, up to 2 kHz), SIDE (0: down, 127: up, between: both, 64 a ring modulator) |
| DIODE | A through a diode clipper, soft at the knee: one diode (PAIR 0) passes only the top half, gritty and full of even harmonics; a matched pair (127) clips both halves evenly. The offset a single diode makes is taken out, so it sits in a loop | IN | DRIVE: two octaves each way | DRIVE, PAIR |
| AUDIO | A, into the voice's output, mixed with OUT and any other AUDIO blocks: hear two or three parts of a patch at once (a dry and a wet, a ring and its click) without a mixer block. TONE tilts it darker or brighter. With OUT on AUTO and an AUDIO block in the patch, only the AUDIO blocks are heard | IN | LEVEL: A × B | LEVEL, TONE (64 = flat; down: darker; up: brighter) |
| SEQ OUT | each rise of A moves another track's sequencer, in MODE: STEP (one step on: that track then moves only on these, a sequencer clocked by the patch), JUMP (to the step B points at: 0 the first … 1 the last; it plays on from there by its own clock), RESTART (back to step 1), GATE (the track is heard only while A is up: rhythmic gating) or PATTERN (B low: A, high: B; with nothing on B, the other one). Only one voice of the patch drives it. Passes A on | TRIG | WHERE (JUMP's step; PATTERN's choice) | TRACK (T1 … T8), MODE |
| SW 1>4 | a sequential switch, one in to four outs: A goes out on one of SW 1–4 (new sources in every input menu, white dots on the screen), the others silent. Each rise of B (with nothing on B, each note) moves it on in ORDER; in SELECT, B's level picks (−1: SW 1 … +1: SW 4). Its own output is where it is (−1, −⅓, +⅓, +1). The first one in a patch feeds SW 1–4 | IN | STEP (or, in SELECT, which) | ORDER (UP, DOWN, PING, RANDOM, SELECT), SMOOTH (0: a hard switch, the click part of the sound; up to 20 ms crossfade) |
| SW 4>1 | a sequential switch, four in to one out: it reads A's source and the three after it (A on block 3: blocks 3, 4, 5 and 6; A on PITCH: PITCH, GATE, TRIG, VEL), one at a time, at A's amount | FROM: the first of the four | STEP (or, in SELECT, which) | ORDER, SMOOTH |
| STRING | Karplus-Strong in one block: A excites a loop the note's period long, damped as it goes round (the DELAY's memory, shared: two to a patch with DELAY and DIFFUSE; below F2 an octave up) | EXCITE | PITCH: two octaves each way | DAMP (up: darker, shorter highs), DECAY (50 ms … 9 s) |
| CHAOS | the logistic map x → r·x·(1−x), a step at each rise of A (with nothing on A, at RATE): from two values in turn (CHAOS low) through ever longer cycles to noise (high). Out −1 … +1, stepped | CLOCK | CHAOS: more or less | CHAOS, RATE (0.1 Hz … 2.5 kHz) |
| CRUSH | A held RATE samples at a time, in BITS' levels: sample-rate and bit reduction | IN | RATE: three octaves each way | BITS (0: 16 bits … 127: 1), RATE (1 … 64 samples) |
| EDGE | a one-sample click (at LEVEL) each time A rises through THRESH: turns any signal into strikes for the resonators and the switches | IN | THRESH: moved by B | THRESH, LEVEL |
| FOLLOW | an envelope follower: how loud A is (its size), rising over ATTACK and falling over RELEASE, 0 … 1. A drum's level into a filter, ducking, a level to compare | IN | TIME: faster (up) or slower (down) | ATTACK, RELEASE (0.5 ms … 8 s) |
| SHAPE | waveshaping: A × DRIVE through a transfer CURVE: TANH (soft), CLIP (hard), SINE (folds as it grows), CUBE, CHEB3 (a sine in, its third harmonic out), STEPS (four levels), ASYM (lopsided: even harmonics) | IN | DRIVE: two octaves each way | CURVE, DRIVE (1× … 16×) |
| CHEBY | a four-pole Chebyshev low pass: steeper than LP, with ripples in the passband (a slight bump before the cutoff) | IN | CUTOFF: five octaves each way | CUTOFF (20 Hz … 20 kHz), RIPPLE (0.1 … 6 dB) |
| FORMANT | three band passes at a vowel's formants (A, E, I, O, U, morphed between as VOWEL turns): a saw or noise starts to speak | IN | VOWEL: moved by B | VOWEL, SHIFT (the formants an octave down … up; 64 = as sung) |
| VOCODER | A, the modulator, split into six bands (250 Hz … 4 kHz); each band's level rides the same band of B, the carrier (with nothing on B, a saw at the note) | MOD | CARRIER | SHARP (the bands' width), SHIFT (the carrier's bands an octave down … up: formants up or down) |
| RINGMOD | A × B; with nothing on B, A × a sine at the note × FREQ. MIX blends A in | IN | CARRIER | FREQ (1/8 … 16 × the note), MIX (0: A … 127: the product) |
| NOISE | white noise, held RATE samples at a time (stepped, like a slow sample-and-hold, as it falls) and coloured: COLOR down is darker (brown at 0), 64 white, up brighter | RATE | COLOR | COLOR, RATE (127: every sample … 1/1024) |
| RUNGLER | a shift register of 3–8 bits (Rob Hordijk's Benjolin): at each rise of A (else each note) a bit goes in, B's sign (with nothing on B, a coin toss), or with LOOP's chance the bit falling out the end, so the pattern repeats. Out: its last three bits as eight levels, −1 … +1. Into PHASE or a ring's PITCH: stepped melodies that loop and mutate | CLOCK | DATA | LOOP (0: always new … 127: locked), LENGTH (3 … 8) |
| LISSA | a Lissajous LFO: two sines at RATIO of one RATE; X is its output, Y the built-in source LIS Y (the first LISSA in a patch). Into two things at once (two filters, a vowel and a pitch), they trace the figure | RATE (exponential) | PHASE: Y's, against X's | RATE (0.02 Hz … 2.6 kHz), RATIO (1:1, 1:2, 2:1, 2:3, 3:2, 3:4, 4:3, 3:5, 5:4) |
| TONEBAR: the tonebar's sustain and its slow beat with the tine |
| THUMP: the hammer's low thud |
| DRIFT |
| MFRQ |
| MDEC |
| MFB |
| EFM-SD | PTCH | DEC | NOIS | NDEC | MOD | MFRQ | MDEC | HPF |
| EFM-XT | PTCH | DEC | RAMP | RDEC | MOD | MFRQ | MDEC | CLIC |
| EFM-CP | PTCH | DEC | CLPS | CDEC | MOD | MFRQ | MDEC | HPF |
| EFM-RS | PTCH | DEC | MOD | HPF | SNAR | SPTC | SDEC | SMOD |
| EFM-CB | PTCH | DEC | SNAP | FB | MOD | MFRQ | MDEC | – |
| EFM-HH | PTCH | DEC | TREM | TFRQ | MOD | MFRQ | MDEC | FB |
| EFM-CY | PTCH | DEC | FB | HPF | MOD | MFRQ | MDEC | – |
| PI-BD | PTCH | DEC | HARD | HAMR | TENS | DAMP | – | – |
| PI-SD | PTCH | DEC | HARD | RING | TENS | RVOL | RDEC | – |
| PI-MT tom | PTCH | DEC | HARD | HAMR | TUNE | DAMP | SIZE | POS |
| PI-RS rim shot | PTCH | DEC | HARD | RING | RVOL | RDEC | – | – |
| PI-ML metallica | PTCH | DEC | HARD | TENS | – | – | – | – |
| PI-MA maracas | DEC | GRNS | GLEN | SIZE | HARD | – | – | – |
| PI-HH hihat | PTCH | DEC | CLSN | RING | AG | AU | BR | CLOS |
| PI-RC / CC ride, crash | PTCH | DEC | HARD | RING | AG | AU | BR | GRAB |
| GND-SN sine | PTCH | DEC | RAMP | RDEC | – | – | – | – |
| GND-NS noise | DEC | – | – | – | – | – | – | – |
| GND-IM impulse | UP | UVAL | DOWN | DVAL | – | – | – | – |
| MASTER | DRIVE: master saturation (0, off, by default) | CUT SIZE: length of a microcut | REPEATS: how many times a microcut repeats | CUT MIX |
| MASTER 2 | C SHAPE: the punch-ins' cuts EVEN, BOUNCE or DRAG (as on SEQ › STEP CUT) | – | – | – |
| BARS it lasts (1–64) |
| ROWS: how many rows the song has |
| PLAYS (as above) |
| row |
| ARCS | DENSITY of this point (0–100 %) for the current track | SPAN: each point lasts 1, 2 or 4 bars (16, 32 or 64 bars in all) | – | – | point 1–16 |
| CPU | CORES: 2 (the default) gives the FM-1's second core the effects and every other voice; 1 turns it off (see below) | FLASH WT: OFF, or ON to count how much of the render waits for its code to come from the flash | VIEW: PARTS (the render's parts) or TRACKS (each track's cost) | SILENT: SKIP (the default) or PLAY: whether the voices of a track you can't hear stop (SKIP SILENT, below) | – |
| STRESS | STEP: OFF, or 1–16, each adding load to the last (below) | ENGINE: the synth engine the voices use | AUTO: RUN walks the steps, three seconds each, and fills in the table | – | – |
| FLASH | – (read only: how the boot set the flash up) | – |
| PANEL | BACKLIGHT: OFF, LOW (the default), MID, HIGH: how brightly the unlit buttons and keys glow, on the FM-1 | – | – | – | – |
| Hear two blocks of a WEFT patch at once | AUDIO blocks (OUT on AUTO hears only them) |
| Make a WEFT patch answer how hard you play | V TAP, V HELD, V TURN in an input's menu |
| Patch with the mouse | Emulator: WEFT patcher, drag an output to an input |
| Store a scene | Hold SAVE + white key (twice over a stored one) |
| Launch a scene | GLO › SCENES, white key |
| Play macros | Hold LFO, turn KNOB 1–4 |
| Punch-in effects | Hold FX + white 1–8 |
| Record | Tap REC, then PLAY (on SEQ pages the keys then play notes; hold SEQ for steps) |
| Name a project | SAVE › PROJECT, KNOB 2 cursor, KNOB 3 letter |
| Save | SAVE, choose slot and action, SAVE twice |
| Keep or load a sound | SAVE › SOUNDS (SELECT), KNOB 4 bank, PRESETS slot, KNOB 1 = SAVE or LOAD, SAVE |
| Move projects and sounds to an FM-1 | Emulator: Export file / Send to FM-1; or tools/fm1_data.py restore FILE |
| A per-track LFO | ENV › FENV LOOP: F LOOP on; FENV ROUTE: F DEST and F AMT |
| One row of the matrix moving another | LFO › MATRIX: TRACK = MATRIX, PARAM = ROW n |
| A kit lane faster or slower | SEQ › DRUM, KNOB 3 RATE (or the lane's LANE page) |
| Choose a kit lane's machine | EDIT › LANE n (black keys 3–8), PRESETS |
| Spread hits evenly (a track or a kit lane) | SEQ › EUCLID: HITS, ROTATE |
| A bouncing, darkening roll | SEQ › STEP TIMING: RATCHET, R CURVE BOUNCE; STEP SHAPE: R MOVE DARK |
| A stutter that settles or drags | SEQ › STEP CUT: C SHAPE, C SIZE (punch-ins: FX › MASTER 2) |
| Every hit a little different | EDIT › SKIN 2: GRAIN (strike, perc) |
| A dusty bed under everything | FX › BED: LEVEL, TONE; BED 2: DUCK, SPACE |
| One track's hits ringing a strike track | HOME › INFLUENCE: route SPARK |
| Scenes that glide | GLO › SCENES: GLIDE 1–8 bars |
| Record a chord onto a step | Tap REC, PLAY, press the keys together |
| Enter notes and chords step by step | Stopped, on SEQ: tap REC, play each note or chord (OCT+ a rest, OCT− back) |
| Graph steps past 16 | GRAPH page, OCT+ / OCT− |
| A long reverb | FX › SPACE: DECAY near the top |
| A worn tape echo | FX › DELAY, then TAPE WEAR: WOW, FLUTTER, SATURAT, AGE |
| Grains in the delay | FX › GRAINS: GRAINS up |
| A crunchier reverb | FX › SPACE 2: CRUNCH up (fewer bits) |