Ravel manual

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, catch what they play onto a shared tape, cut it up & rebuild it with tracks that can play, excite, and reshape one another

Status: playable in the emulator; the FM-1 firmware builds, but has not been run on an FM-1 yet. 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. Until it has been tried on hardware, treat it as experimental.

What it is

New here? Open the emulator (Opening it), load a demo, press Play, then read The five moves. Everything else is reference.

Contents

The manual

  1. Opening it
  2. The panel
  3. The five moves
  4. How the parts connect
  5. HOME: tracks and influence
  6. EDIT: the voice
  7. ENV: articulation
  8. LFO: modulation and macros
  9. FX: the buses
  10. SCL: scale
  11. ARP: the tape
  12. SEQ: steps and the graph
  13. GLO: song, scenes and clock
  14. SAVE: projects and sounds
  15. Hold layers (every button held)
  16. Recording
  17. Recipes, step by step
  18. Quick reference
  19. Questions people ask

On the FM-1: Installing · If the FM-1 will not start


Everything below works the same in the browser emulator and on the FM-1. The pictures are the real screen, taken from the simulator.

1. Opening it

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:

2. The panel

The FM-1 panel as Ravel uses it: MASTER, SELECT, PRESETS, ALGORITHM, OCT- and OCT+ on the left; the screen; KNOB 1 to 4; two rows of six buttons; 16 white and 11 black keys numbered left to right

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, patterns on SEQ, scenes on SONG, slots on SAVE (projects or sounds), rows on TAPE, 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; hold it for catch and resample
Keys Play the current track, or act as steps, tape positions, scenes or switches depending on the page and on what you hold

The ten sections:

Button Section What lives there
HOME Tracks All eight tracks at a glance, and the influence grid
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, feedback, filter pair, vocoder, bands, master
SCL Scale Root, scale, transpose, interval
ARP Tape Capture, rows, and how a tape track plays the tape
SEQ Steps Steps, step timing and shape, track settings, direction, graph and playheads
GLO Song Mixers, scenes, arrangement, density arcs, clock
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.

Reading the screen

The SOURCE 1 page of a VA synth track

Short messages ("CAUGHT", "PATTERN B", "SAVED TO 3") flash on the screen when something happens.

3. The five moves (how every page works)

Every page in Ravel works the same way:

  1. Press a section button to open the section.
  2. Turn SELECT (or tap the same button again) to walk its pages. On FX, tapping FX again jumps to the next bus (DELAY, SPACE, FEEDBACK, FILTER PAIR, BANDS, VOCODER, MASTER); SELECT still goes page by page.
  3. Turn ALGORITHM to choose which track you are editing.
  4. Turn KNOB 1–4 to change the four values shown.
  5. Turn PRESETS to browse whatever the page holds.

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 and tape tracks (engines are for synth tracks; strike and tape take velocity as it comes), VOICES on a tape track (one playhead; a strike track offers MONO or 2), 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.

4. How the parts connect

Signal flow

Ravel has 8 tracks. Each track is one of four kinds, and any track can be any kind (HOME › TRACKS › KIND):

Kind What it is Default tracks
SYNTH An oscillator voice with fourteen engines: VA, CZ, FM, PHYS, FORMANT, PARTICLE, CHIP, SQ, 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
TAPE The sampler. It plays the shared capture tape: MLR playheads, across the keys (up to 4 voices), stretched, as shards, as slices, or as a kit of six lanes. T7–T8
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. – (choose PERC on any track)

How the sound flows:

  1. Each track makes sound. On synth, strike and perc tracks the sound goes: source → filter → skin (drive, fold, bits) → insert effect → articulation (the amplitude envelope) → level and pan.
  2. The mixer adds the tracks together. Each track also sends some of its sound to the six buses (delay or grains, space, feedback, filter pair, vocoder, bands), and the buses return into the mix.
  3. The master applies drive and microcuts, then a safety limiter, then goes to the output.
  4. The capture tape is always listening. By default it hears the master, but it can hear one track, the buses or the audio input instead (ARP › CAPTURE › SOURCE). When you catch or resample, what it heard is kept, and the tape tracks play it back. That is the loop at the heart of Ravel: synthesize → catch → rebuild.
  5. Influence connects tracks to each other. One track's notes or audio can trigger, modulate, excite, ring, clock or jump the tape of another (HOME › INFLUENCE).
  6. The sequencer plays every track from its own pattern. The modulation (LFOs, dust, matrix, macros) moves parameters over time. Scenes and the arrangement switch patterns and states.

5. HOME: tracks and influence

TRACKS

The TRACKS page

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, TAPE or PERC. Changing it resets the track to that kind's defaults.
4 ENGINE For synth tracks: VA, CZ, FM, PHYS, FORMANT, PARTICLE, CHIP, SQ, WAVE, LOGIC, ORGAN, MONO, RESIN, TINE

ALGORITHM picks the track; PRESETS loads a sound of the track's kind.

INFLUENCE

The INFLUENCE grid

An 8 × 8 grid: rows are sources, columns are targets. Each filled cell is a route, coloured by type.

  1. Turn ALGORITHM to the source track (its row is highlighted).
  2. Turn PRESETS to the target column (the box moves along the row).
  3. Turn KNOB 1 (ROUTE) to choose what the route does. An empty cell says "TURN K1 TO MAKE A ROUTE".
  4. Set the other knobs. They change name to suit the route.
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 – –
TAPE Each source note jumps the target tape track's playhead AMOUNT JUMP TO: a position 0–15, or 16 = catch the tape –
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).

6. EDIT: the voice

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 · SQ LEVEL 1–3 · 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 SQ and 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, SQ-80, 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 | PAIR send (filter pair) | VOCODER send | BANDS send |

FILTER page SKIN page MIX page

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. SQ-80 is warm and a touch dark: four transistor-style stages (after the CEM3379 chip in the Ensoniq SQ-80) whose resonance whistles rather than screams, and thins the bass as it rises, as the SQ-80's does. All three are on synth tracks (all engines); try the 101 BASS and MS SCREAM presets, and any SQ preset. Picking the SQ engine sets the filter to SQ-80.

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 and tape 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.

The fourteen synth engines (SOURCE pages)

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).

FM: 4 operators.

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.

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

SQ: after the Ensoniq SQ-80. Three oscillators play 8-bit single-cycle waves, osc 1 can hard-sync and amplitude-modulate osc 2, a second envelope moves the filter, the pitch and an attack layer, a delayed vibrato fades in, and GRIT dials in what made the SQ-80 sound the way it does: its DOC sound chip reading 8-bit waves without smoothing, at its own sample rate, into a coarse converter. The SQ-80's many parameters are folded into these sixteen. The waves are Ravel's own, built from harmonic recipes in the SQ's families; none come from Ensoniq's ROM.

SOURCE 1 SOURCE 2 SOURCE 3 SOURCE 4
WAVE 1: the main oscillator's wave SEMI 3: osc 3's interval, ±24 semitones MOD: OFF, SYNC (osc 2 restarts with osc 1), AM (osc 1's level opens and closes osc 2), SYNC+AM TRANS: osc 3 lifted by ENV 2's decay, for a struck, plucked or breathy onset
WAVE 2 DETUNE: osc 2 up and osc 3 down, up to a quarter tone E2 DEC: ENV 2's decay, 4 ms to about 6 s VIBRATO: depth (fades in over half a second, like the SQ's delayed LFO)
WAVE 3 LEVEL 2: osc 2's level E2 SUS: where ENV 2 settles while the note is held VIB RATE: 0.5 to 11 Hz
SEMI 2: osc 2's interval, ±24 semitones LEVEL 3: osc 3's level P ENV: pitch from ENV 2's decay, ±24 semitones GRIT: 0 clean; to 64 the waves alias and lose their smoothing; to 127 the samples are held and the converter coarsens

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 TONEBAR: the tonebar's sustain and its slow beat with the tine THUMP: the hammer's low thud DRIFT

Strike tracks (SOURCE pages)

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) 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.

Perc tracks (SOURCE pages)

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 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 – – – –

Kits: six drums on one track

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)

7. ENV: articulation

ENVELOPE page

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.

FILTER ENV

The FILTER ENV

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)

STEP ENV and the LIBRARY

The LIBRARY of step envelopes

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).

8. LFO: modulation and macros

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 DECAY: how long each spike lasts – – –
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 LFOS MACRO

Matrix sources:

The matrix: 8 slots, each "this source moves that parameter by this much".

  1. Turn PRESETS to pick a slot.
  2. Turn KNOB 1 to pick the source.
  3. Turn KNOB 2 to pick the track.
  4. Turn KNOB 3 to pick the parameter (only parameters that can move smoothly are offered).
  5. Turn KNOB 4 to set the amount.

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.

  1. On T5's INSERT page (EDIT), set INSERT to COMB. Leave TUNE at C4, its default. AMOUNT sets how strongly the comb rings (try 90–127), and MIX how much of it you hear (try 127).
  2. Press LFO for the MATRIX page (not HOME › INFLUENCE: influence routes move a parameter by another track's envelope, not by the keys). Set SOURCE KEY, TRACK T5, PARAM TUNE, AMOUNT +63.
  3. Play: the comb now rings in unison with every key. Turn TUNE to C5 for an octave above, or G4 for a fifth.

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 %).

9. FX: the buses

Each track can send part of its sound into six shared effects (buses). Their outputs go back into the mix.

How the sends work.

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 SIZE DAMP: darker tail LEVEL
SPACE 2 MOTION: slow movement in the tail (chorus-like) DIFFUSE: smooth wash vs. distinct echoes LOW CUT: keeps the tail out of the bass MODE: ROOM, CLOUDS or 12-BIT
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) – –
FILTER PAIR T SEND ROUTING: SERIES, PARALLEL, FEEDBACK FREQ 1 FREQ 2
PAIR 2 RESO TYPE 1: LOWPASS, BANDPASS, HIGHPASS TYPE 2 LEVEL
PAIR LFOS LFO 1 rate (moves filter 1) LFO 2 rate (moves filter 2) DEPTH –
BANDS T SEND LEVEL RESO: from broad bands to narrow, ringing ones SHIFT: moves all eight bands, ±12 semitones
BAND SWEEP SWEEP: UP, DOWN, PINGPNG, RANDOM (a new band each cycle), STEP UP and STEP RND (band to band, eight steps a cycle) RATE: about 0.03 to 20 sweeps a second DEPTH: how dark the unlit bands go (0 = no sweep) WIDTH: how many bands the sweep lights at once
BANDS 1-4 150 Hz band's level 240 Hz 380 Hz 600 Hz
BANDS 5-8 950 Hz 1.5 kHz 2.4 kHz 3.8 kHz
VOCODER T SEND BODY: what gets shaped (DUST, DROPS, NOISE, TAPE, or a track T1–T8) TILT: darker or brighter LEVEL
VOCODER 2 ATTACK RELEASE SHIFT: moves the bands (±24 semitones) NARROW: sharper, more resonant bands
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) – – –

DELAY TAPE WEAR

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 size, damp, level, motion; the feedback bus, the filter pair's frequencies, resonance and level; the bands' and vocoder's levels; the BED; master drive and cut mix). The macros reach the same ones.

CLOUDS (SPACE, MODE CLOUDS) is a long, smooth plate in the manner of the reverb in Mutable Instruments' Clouds: a figure-eight tank of allpasses and delays that feed each other. SIZE becomes DECAY, from about half a second to a tail of twenty seconds or more. DAMP, DIFFUSE, MOTION and LOW CUT work as they do in ROOM. Switching MODE clears the tail.

12-BIT (MODE 12-BIT) is 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. SIZE becomes DECAY and DIFFUSE becomes CRUNCH, which takes the stored samples from 12 bits down to 8. DAMP darkens it and MOTION adds a little chorus in the combs.

All four modes share one block of memory, so the two new ones cost no extra RAM; they run at half rate and cost about what CLOUDS does.

BANDS is a resonant filter bank in the manner of the Moog MuRF: eight bandpass filters at fixed frequencies, each with its own level. With DEPTH at 0 it sculpts: turn bands down to carve the sound into a few ringing peaks, and raise RESO to make them sing. Raise DEPTH and a spotlight travels across the bands at RATE, lighting WIDTH bands at a time and dimming the rest, so a held chord or a drum loop becomes a moving, rhythmic pattern of resonances. STEP UP and STEP RND jump from band to band like the MuRF's patterns; UP, DOWN and PINGPNG glide. Odd bands lean left and even ones right, so the sweep moves across the stereo field. The picture shows each band's level (outline) and its gain right now (filled). LFO 1 and 2, the macros and the matrix can move every BANDS knob.

DELAY FEEDBACK VOCODER

The vocoder works backwards from a normal one.

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 page: the body's modes, its shimmer and its dust

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: into CLOUDS with a long DECAY it becomes a deep 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.

10. SCL: scale

SCALE

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)

11. ARP: the tape

The tape is Ravel's memory: one short loop of audio that every tape track plays from.

How long is the tape? About 1.4 s in CLEAN quality, more in TAPE (12-bit), and about 5.5 s in DIRTY (8-bit µ-law at half rate). Choose on the CAPTURE page.

Getting sound onto the tape

To Do this
Catch (keep what the tape just heard) Hold REC, press OCT−. Or on any tape page, black key 9. Do it again to let the tape listen again ("LISTENING").
Resample (record the next bars cleanly) Hold REC, press OCT+. Or black key 10. On the next bar it records 1, 2, 4 or ½ bar (CAPTURE › RESAMPL) into row 1, then catches.
Catch from a pattern An influence TAPE route with JUMP TO = 16 catches when the source track plays

CAPTURE ROWS MLR

Page KNOB 1 KNOB 2 KNOB 3 KNOB 4 PRESETS
CAPTURE QUALITY: DIRTY, TAPE, CLEAN SOURCE: MASTER, T1–T8, BUSES, INPUT RESAMPL: 1 BAR, 2 BARS, 4 BARS, 1/2 BAR ERODE: the tape wears a little each pass row
ROWS START of the row (0–127, in 128ths of the tape) END of the row IN GAIN: audio input level INPUT: hear the input through the output row 1–4
PLAYBACK (tape tracks) MODE: MLR, KEYS, SLICE, STRETCH, SHARDS ROW it plays START: where in the row it begins (0–127) END: where it ends sounds
MLR JUMP: when a jump lands: NOW, STEP, BEAT, BAR XFADE: smoothing at jumps RATE: −2× to 4× HEAD 2: a second playhead (+¼, +½, +¾ of the row, or REV) sounds
MLR 2 PITCH LEVEL – – sounds
SAMPLE (KEYS, STRETCH, SHARDS) PLAY: FWD, LOOP, PINGPNG, REV, REV LOOP PITCH VOICES: 1–4 LEVEL sounds
STRETCH SPEED: 0–200 % of the sample's own time, its pitch apart – – – sounds
SHARDS SHARDS: 2–16 pieces ORDER: FWD, REV, SKIP, SWAP, INWARD, SHUF 1–3 GAP: silence after each piece – sounds
SLICES SLICES: 4–32 SENS: how easily a hit counts as a slice (0: an even grid) PITCH LEVEL sounds

Rows. The tape is divided into four rows, which are windows onto the tape. By default row 1 is the whole tape, rows 2 and 3 are its first and second halves, and row 4 is its first eighth. A tape track plays one row at a time.

The five ways a tape track plays

A tape track is Ravel's sampler. It plays its row of the tape between START and END (PLAYBACK). START and END are ordinary parameters: the matrix, the macros, the LFOs and influence can move them, so a loop can shrink, stretch and wander while it plays. The picture dims what lies outside them.

MLR (named after the monome app). The current row is laid across the 16 white keys.

Key Action
Tap a white key The playhead jumps to that sixteenth of the row and plays on (while the sequencer runs, on the next step, beat or bar, set by JUMP; stopped, at once)
Hold two white keys Loops the span between them. Let go to play on.
Black keys 1–4 Switch to row 1, 2, 3 or 4
Black key 5 Reverse on/off
Black key 6 Half speed (press again to slow further, down to ¼)
Black key 7 Double speed (up to 4×)
Black key 8 Hold / release: stop and start the playhead
PLAY (stopping) Stops the loops too; tap a key to start one again
Black keys 9 / 10 Catch / resample
From any other page Hold ARP and press white keys to jump

The picture shows the whole tape, the four rows (the current one bright), the playhead(s) and "CAUGHT 1.4S" or "LISTENING".

SAMPLE: a tape track playing its loop across the keys SHARDS: the span marked into pieces

KEYS: the row (START to END) played across the keys, like an early sampling keyboard. C4 plays it as it was caught; each key up or down is a semitone. Up to four at once (VOICES), each with the track's envelope. PLAY says what happens at the ends: FWD plays once, LOOP goes round while the key is held, PINGPNG goes back and forth, REV and REV LOOP run backwards. With LOOP on and an LFO on END, the loop breathes.

STRETCH: as KEYS, with its SPEED apart from its pitch. At 100 % it keeps the sample's own time; at 50 % it takes twice as long at the same pitch; at 0 it stands still on one moment and hums it. Two short windows read the tape, so it smears a little: lofi on purpose.

SHARDS: the span broken into SHARDS pieces (2–16), played one at a time, never overlapping, in an ORDER: forward, reversed, SKIP (the odd pieces, then the even), SWAP (each pair changed round), INWARD (the ends toward the middle) or one of three fixed shuffles. GAP leaves a silence after each piece, from none to most of it, so a phrase falls apart into clicks and fragments. Each piece fades in and out quickly, so there are no clicks except the ones you want. PLAY LOOP goes round; REV plays each piece backwards. The picture marks the pieces.

SLICE: the row is cut where it hits (onsets).

A tape KIT (EDIT › SOUND, MODE = KIT): six lanes, each its own span of the tape, sequenced on SEQ › DRUM like a perc kit, with each lane's own length, rate, chance, ratchets, R MOVE and EUCLID. A new tape kit cuts row 1 into six. Each lane (EDIT › LANE 1–6) has its ROW (PRESETS walks them) and PITCH (64: as caught, ±24 semitones), START, END, PLAY, DECAY (127: plays to its end), SHARDS (below 2: off; 2–16 plays it as shards), ORDER and GAP. A lane plays one hit at a time; outside SEQ the white keys play the lanes. Parameter locks work as on a perc kit.

Steps on a tape track in MLR jump the playhead: the step's note picks the position. A pattern on T7 can therefore cut the loop up rhythmically, and recorded MLR jumps become these steps (see Recording). In KEYS, STRETCH and SHARDS steps play notes, through the scale like a synth's; in SLICE a step's note picks the slice.

Samples are kept in RAM: what is on the tape is gone when the FM-1 is switched off. Resample it again from the project.

Audio in.

12. SEQ: steps and the graph

Every track has its own sequencer, with two patterns (A and B) of up to 64 steps.

The step keys

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.

STEPS STEP TIMING TRACK

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
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
DIRECTION (steps mode) FWD, REV, PINGPONG, SNAKE (rows of four, walked back and forth) – – –
EUCLID (the last SEQ page) HITS ROTATE LENGTH (the track's) –

The EUCLID page: a pattern drawn as a ring of its steps, E(hits, length) in the middle

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:

GRAPH mode (Silt's sequencer)

GRAPH HEAD 1 MOTION

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:

  1. Go to the GRAPH page.
  2. Pick a step with PRESETS, or hold its white key. With more than 16 steps (TRACK › LENGTH), the white keys hold 16 at a time: OCT+ and OCT− move them to steps 17–32, 33–48 and 49–64 (and put that page's first step on the knobs). The steps on the keys turn slate on the circle, the step on the knobs keeps its colour with a slate edge, the footer says which steps the keys hold (KEYS: 17-32), and the step on the knobs is named (STEP 17).
  3. Set CORD A (where it goes) and, if you want a branch, CORD B. The cords are drawn on the circle. A cord can only point at a step that exists (1 to the track's LENGTH). If you shorten LENGTH later, cords to steps past the end are ignored: they read NEXT or NONE until LENGTH grows again.
  4. Choose BRANCH, which decides between A and B at a fork: - CHANCE: a coin toss; - TURNS: alternate each visit; - LFO1/LFO2: by the LFO's sign; - MOTION: by the head's function generator (above half way takes B).

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.

13. GLO: song, scenes and clock

MIXER SCENES ARRANGE

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 –
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 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
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 –
CPU CORES: 1, or 2 to put half the synth voices on the FM-1's second core (see below; back to 1 at power-off) FLASH WT: OFF, or ON to count how much of the render waits for its code to come from the flash – – –
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 – –

CPU STRESS

(Taken on the desktop simulator, a far faster machine: the same project reads many times higher on the FM-1.)

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, TAPE (the sample voices), TRACK FX, BED, VOCODER, FEEDBACK, PAIR, BANDS, DELAY, SPACE and MASTER. A bar's full length is 50 %. RENDER is the total; past about 90 % the FM-1 falls behind. 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 the oldest voice (a released one first, over about 7 ms) and holds the voice count there: a new note past the limit fades out the oldest to make room. When there is room again, the limit comes back up a voice at a time. The CPU page shows it (GUARD: 6 VOICES, and how many it has faded). It only acts when the voices are what costs; if the effects alone are too much, turn some sends down. It never acts in the browser.

Two cores. The FM-1's chip has a second core that Ravel normally leaves off: on some units it misreads memory. CORES 2 starts it and gives it the synth voices of half the tracks (split by how many voices each has), while the first core plays the strikes, drums and samples. If it ever fails, by reading a wrong job or not finishing one in time, the first core takes the work back at once and the second stays off until the FM-1 is switched off (CORE 2 FAILED on the CPU page). It only helps when synth voices sound on two tracks or more. It goes back to 1 at power-off.

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 %). A high number means moving the busiest code into the chip's RAM would help. 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 every track into the SPACE (ROOM)
3 2 voices 11 the SPACE as CLOUDS
4 4 voices 12 the FEEDBACK bus
5 8 voices 13 the filter PAIR
6 2 strike voices, hit on every other step 14 BANDS
7 a drum kit, a hit on every step 15 the VOCODER
8 3 sample voices, held 16 MASTER DRIVE

Each step is measured from its first second to its third; the table shows the RENDER % for each step, red with a ! where XRUNS started. 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.

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".

  1. Set ROWS to the number of rows the song needs.
  2. Pick each row with PRESETS and set its SCENE and BARS.
  3. Set PLAYS to SONG and press PLAY.

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).

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

14. SAVE: projects and sounds

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.

Projects

SAVE

  1. Press SAVE to open the page.
  2. Turn PRESETS to choose a slot (1–7). The picture shows which slots are used and their names.
  3. 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
  1. 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.
  2. Press SAVE once: the footer says "PRESS SAVE AGAIN TO CONFIRM".
  3. 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 seven project slots. (Before v0.5.0 there were eight; the eighth's room now holds the sound banks, so a project saved in slot 8 is gone after updating. Load it and save it to slots 1–7 first.)

A project holds everything: all eight tracks and their patterns, influence, modulation, buses, scenes, the arrangement, arcs and the LIBRARY of step envelopes. It does not hold the tape audio. Catch or resample again after loading.

Sounds: your own bank

SAVE › SOUNDS

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, a whole kit, or a tape track's settings. Each has a name, and its kind is shown on the right of the list (SYNTH, STRIKE, PERC, KIT, TAPE; 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.

  1. Press SAVE, then turn SELECT to SOUNDS.
  2. 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).
  3. 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)
  1. 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.

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.

Moving projects and sounds to an FM-1 (and back)

Everything you have saved, the projects in slots 1–7 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. The tape's audio is not part of a project, so it doesn't travel.

15. Hold layers

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
ARP white keys Jump the tape track's playhead from any page
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
REC OCT− / OCT+ Catch / resample

SEQ held: steps on any page FX held: the punch-ins

16. Recording

  1. Choose the track with ALGORITHM.
  2. Tap REC. "RECORDING ARMED" flashes and a red dot appears in the footer.
  3. Press PLAY.
  4. Now, while it plays: - notes you play are written into the steps, with their timing kept as microtiming; chords too: keys pressed together land on one step as a chord of up to four notes (the step's note and up to three more), and play back together. A note played on a step while none of its keys is still down replaces what was there; - knobs you turn are written as parameter locks on the playing step; - on a tape track in MLR, jumps you make are written as jump steps.
  5. Tap REC again to stop recording.

Turning ALGORITHM while armed moves recording to the new track.

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, strike or tape 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. 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.

17. Recipes, step by step

Make a first sound

  1. Turn ALGORITHM to T1.
  2. Press EDIT (SOUND page). Turn KNOB 2 to CZ.
  3. Turn PRESETS to hear the CZ sounds (CZ BRASS, CZ BELL, CZ STRINGS…); play the keys.
  4. Turn SELECT to DCW 1. Turn PRESETS to step 1 and turn KNOB 2 (LEVEL) up to make the attack brighter.
  5. SELECT to DCA 1. On step 1, turn KNOB 1 (RATE) down for a slow swell.

Write a beat

  1. Turn ALGORITHM to T5 (strike).
  2. Press SEQ. Tap white keys 1, 5, 9, 13. Press PLAY.
  3. Hold key 13 and turn KNOB 2 (VELO) down for a softer hit.
  4. SELECT to STEP TIMING. Hold key 9 and turn KNOB 2 (RATCHET) to 3 for a roll.
  5. To lock a sound change on one step:
  6. Press EDIT, SELECT to SOURCE 1.
  7. Hold SEQ, hold key 5, turn KNOB 4 (TONE).
  8. Let go. Only step 5 is brighter.

Catch and cut up a loop (MLR)

  1. Get something playing (load DEMO 1, press PLAY).
  2. Hold REC, press OCT+ (resample). At the next bar, a bar is recorded into row 1.
  3. Press ARP, which jumps to T7, a tape track. SELECT to PLAYBACK and set MODE to MLR.
  4. Tap white keys to jump around the loop. Hold two keys to loop between them.
  5. Press black 5 for reverse, 6 for half speed.
  6. Tap REC, then jump around while it plays. Your jumps become a pattern.

Play the tape across the keys

  1. With something caught, ALGORITHM to T8. Press ARP, SELECT to PLAYBACK, MODE = KEYS.
  2. SELECT to SAMPLE: PLAY = LOOP. Back on PLAYBACK, turn END down for a shorter loop.
  3. Play chords. For a loop that breathes: LFO › MATRIX, SOURCE LFO1, TRACK T8, PARAM END.

Break a phrase into shards

  1. On T8, MODE = SHARDS, PLAY = LOOP.
  2. SELECT to SHARDS: SHARDS 8, ORDER SHUF 1, GAP 50.
  3. Hold a key. Turn ORDER and GAP while it plays.

Two-headed graph melody

  1. ALGORITHM to T1. SEQ, switch some steps on with different NOTEs (hold a key, turn KNOB 1).
  2. SELECT to TRACK, MODE = GRAPH.
  3. GRAPH page: pick step 4 with PRESETS, set CORD A = 1 (it loops back), CORD B = 8 (or branches ahead), BRANCH = TURNS.
  4. HEAD 1: ROLE = GATE, HEAD 2 = PITCH.
  5. HEAD 2: H2 RATE = 2/3, H2 START = 5.
  6. HEAD 1 MOTION: SHAPE = ARCH, DEPTH = +32, CYCLE = 16. The rhythm speeds up and slows down over 16 steps while the melody walks its own path.

Put reverb on just one track

  1. ALGORITHM to the track. Press FX, SELECT to SPACE.
  2. KNOB 4 (T3 SEND, for example) up. The other tracks' sends stay where they were.
  3. SPACE 2: raise MOTION for a moving tail and LOW CUT to keep it out of the bass.

One track plays another

  1. ALGORITHM to T5 (the source). Press HOME, SELECT to INFLUENCE.
  2. PRESETS to column 2, T2 (the target). KNOB 1 = TRIG, KNOB 3 (DELAY) = 2, KNOB 4 (CHANCE) = 60.
  3. Now 60 % of T5's hits also play T2 two steps later.

Save your work

  1. SAVE, PRESETS to a slot, KNOB 1 = SAVE.
  2. Press SAVE, then SAVE again.

Keep a sound and use it on another track

  1. Pick the track with the sound. SAVE, SELECT to SOUNDS.
  2. PRESETS to an empty slot, KNOB 1 = SAVE, press SAVE.
  3. Name it with KNOB 2 (position) and KNOB 3 (letter).
  4. ALGORITHM to another track, KNOB 1 = LOAD, press SAVE. The track becomes the sound's kind if it wasn't already.

18. Quick reference

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
Catch the tape Hold REC + OCT−
Resample a bar Hold REC + OCT+
Jump the tape from anywhere Hold ARP + white key
Mute / solo Hold GLO + white 1–8 / 9–16
Tap tempo Hold GLO + black 1
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
Graph steps past 16 GRAPH page, OCT+ / OCT−
A huge, long reverb FX › SPACE 2: MODE CLOUDS; then 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 sample across the keys ARP › PLAYBACK: MODE KEYS (T7/T8, with something caught)
A loop whose end breathes Matrix: LFO1 → T8 END
A tape kit EDIT › SOUND on a tape track: MODE KIT
A lo-fi 12-bit reverb FX › SPACE 2: MODE 12-BIT, DIFFUSE becomes CRUNCH (fewer bits)

19. Questions people ask

A page I saw before is gone.

The FX page changes a value for every track.

The tape track is silent.

The graph doesn't seem to do anything.

The FM-1 crackles, or makes a loud noise.

Something got loud or stuck.


Installing on the FM-1

Ravel has not been tested on FM-1 hardware yet. Installing it is at your own risk.

  1. Open Ravel's site (the repository's GitHub Pages: the emulator) in Chrome or Edge on a computer, and press Install on FM-1 at the top.
  2. Connect the FM-1, switched on, directly to the computer with a USB data cable.
  3. Press Install, allow MIDI when the browser asks, and wait until it says it is done. Don't unplug part way. The FM-1 restarts into Ravel.

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.

If the FM-1 will not start

Licence

GPL-3.0 only (see LICENSE). The FM-1 platform layer, loader, installer and tools are Felucca's and X0X's (GPL-3.0). The Beads port keeps Mutable Instruments' MIT licence. 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.

Credits

RAVEL · FM-1 custom synth firmware

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