Lunar ModulatorUser Manual

4 Playing

This chapter covers playing notes: the keys and how many notes sound at once, gliding between notes and playing one voice at a time, how hard you play, the octave and transpose controls, how notes end, pitch bend, and notes that arrive from a MIDI keyboard.

4.1 Keys and voices

Status:In the simulatorOn the desktopPlanned for the device

Each key plays one note on the current sound for as long as you hold it (chapter 5); a note you hold keeps playing on its sound even if you choose another. Outside SEQ mode the notes also go to the sequencer’s focused track, for recording and Capture (chapter 7); chapter 5 draws the whole path from the keys to the output (Four sounds at once). A voice is one sounding note, and each engine has a fixed number of them, for each sound it plays:

Engine Voices
Macro, FM6, Shapes, Sophie, Drums, Test Sine 12
Six-Op FM 8
Macro Heavy 4

A note keeps its voice while it fades out after you let go, so a fast run of notes can use more voices than the keys you are holding.

4.1.1 When every voice is busy

When you play a note and no voice is free, the engine takes one over:

  • Macro, Macro Heavy, Six-Op FM, FM6 and Shapes take a voice whose key has already been let go, choosing the one whose note started first. If every key is still held, they take the note that started first.
  • Sophie takes the hit that started longest ago.
  • Drums takes the quietest hit, so an old cymbal that still rings loud keeps going. It first takes a hit that a hi-hat is cutting short.
  • Test Sine ignores the new note until a voice is free.

On Macro, Macro Heavy, Six-Op FM, FM6 and Shapes, playing a key again while its note is still fading restarts that note in the same voice. On Sophie each hit gets a voice of its own. On Drums a pad struck again while it rings is struck again in its own voice, as a drum is.

Many notes at once

Twelve voices playing loudly together can add up to more than the output can carry. The limiter after the effects turns the sum down so that it never clips (chapter 6).

4.2 Glide and voice modes

Status:In the simulatorOn the desktopPlanned for the device

Macro, Macro Heavy, Six-Op FM, FM6 and Shapes can slide from one note to the next, and can play one voice at a time, like a monophonic synthesizer. Four parameters do it, together on the engine’s last page: page 4 of Macro and Macro Heavy, page 3 of the others.

Glide Mode chooses which notes slide:

Glide Mode What slides
Off (the default) Nothing. The engine plays exactly as it does without glide
Legato Only a note you play while you hold another key: it starts at the pitch of the note you are holding and slides to its own. A note you play with no key held starts on its own pitch
Always Every note: it starts at the pitch of the last note you played, held or not, and slides to its own. This is the stock FM-1’s full-time portamento

The notes of a chord you strike together never slide from each other: each slides from the note before the chord. The very first note you play starts on its own pitch.

Glide sets how long the slide takes, from 1 ms to 5 seconds; the default is 100 ms. Turning it during a slide changes its speed for the rest of the way. Time Mode chooses what Glide means:

Time Mode A slide takes
Time (the default) The Glide time, whether the notes are a semitone or two octaves apart
Rate The Glide time for each octave it covers: two octaves take twice as long as one, a fifth a little over half as long

Either way the slide moves evenly through the semitones.

Voice Mode chooses how notes take voices:

Voice Mode A key you play while holding another When you let go of the key that sounds while others are held
Poly (the default) Plays as a note of its own, as usual; it slides as Glide Mode says That note ends as usual
Mono Takes over the one voice, which plays the new key and starts its sound again from the beginning The voice goes back to the last key you are still holding, without starting again
Legato Takes over the one voice without starting anything again: the note carries on at the new pitch, at the first note’s loudness As Mono

With Glide Mode on Legato or Always, every change of key in Mono and Legato slides, back to a held key included.

In the simulator, hold SEL and press MONO to choose Mono, and MONO again for Legato; SEL and POLY choose Poly. The screen names the mode, and while SEL is held MONO lights on Mono or Legato and POLY on Poly. In SEQ mode the two keys change track instead (chapter 7).

Changing any of the three modes never ends a note that is sounding, and a slide under way finishes as it began; the new setting applies from the next key you play or let go.

A classic mono lead

Choose Voice Mode Legato, Glide Mode Legato and a Glide of about 100 ms, and play with overlapping notes: each overlap slides, and a detached note starts afresh. For the stock FM-1’s portamento, where every note slides, choose Glide Mode Always instead.

The sequencer and modulation can change all four: a lock on any of them applies from its step, and a modulation route can sweep Glide’s time (chapter 7, chapter 8). Sophie and Drums have none of them: their keys play pads, each a sound of its own, rather than pitches.

4.3 Velocity

Status:In the simulatorOn the desktopPlanned for the device

Every note carries a velocity from 1 to 127 that says how hard it was played.

Where the note comes from Its velocity
A key of the simulator, with the mouse or a touch screen From 30 at the top of the key to 127 at its bottom edge
The computer keyboard Always 100
A MIDI keyboard The keyboard’s own
The desktop tools The velocity written in each --note

What velocity changes depends on the engine:

Engine What a harder note does
Macro, Macro Heavy Louder and brighter: velocity opens the low-pass gate further. The range is gentle, so soft notes stay clearly audible. On the models that sound by themselves (String, Modal and the drums) it sets how hard the sound is struck, and on spoken words how loud they are
Six-Op FM, FM6 Whatever the patch was programmed to do with velocity: depending on the patch, louder, brighter, both, or neither
Shapes, Sophie, Test Sine Louder
Drums Louder and harder: how much, Accent sets

Whether the FM-1’s own keys can sense how hard they are played has not been measured yet.

4.4 Octave and transpose

Status:In the simulatorPlanned for the device

At the middle octave the keys play F3 to G5. You can move the keyboard by octaves, three at most either way, and transpose it by semitones, twelve at most either way.

To move the keyboard by an octave: press OCT- or OCT+. The screen shows the new octave, such as Octave +1.

To transpose: hold OCT- or OCT+ and turn ALGORITHM. Each step is a semitone, and the screen shows the total, such as Transpose -2.

To return to the middle octave and cancel the transpose: press OCT- and OCT+ together.

Pressing an octave button to transpose

The octave changes as soon as you press OCT- or OCT+, so holding one to transpose also moves the keyboard an octave. Let go, then press the other button once to move the octave back: the transpose stays.

The note a key plays is

53 + the key’s position + 12 × the octave + the transpose,

counting the lowest key as position 0. For example, at octave +1 with a transpose of −2, the lowest key plays 53 + 0 + 12 − 2 = 63, D♯4, instead of F3.

The lights in OCT- and OCT+ show the octave: the button for the direction you moved lights up, with a slow blink one octave from the middle, a fast blink two away and a steady light three away. The transpose has no light; the global page (GLO) shows both the octave and the transpose.

A key you are holding keeps its note when you change the octave or the transpose: the change applies to the next key you press. The octave and transpose move the panel’s keys only; notes from a MIDI keyboard play as they arrive.

4.5 How notes end

Status:In the simulatorOn the desktopPlanned for the device

When you let go of a key, each engine ends the note in its own way:

Engine While you hold the key After you let go
Macro The note sustains, through Plaits’ low-pass gate It fades out as the gate closes; Decay sets how long that takes, Colour how much darker it gets as it fades
Macro Heavy, most models As Macro As Macro
Macro Heavy, String, Modal, the drums and spoken words The sound rings or speaks by itself, and may end before you let go Any sound still ringing fades out, over a time set by Decay and Colour
Six-Op FM The patch’s own envelopes, scaled by Envelope The patch’s release, scaled by Envelope
FM6 The voice’s own envelopes, run faster or slower by Env Time The voice’s release, likewise. A voice whose release holds above silence (its last envelope level above 0) sounds until a new note takes its voice, as on the keyboards
Shapes The note rises over the Attack time and then holds. The struck shapes, such as Pluck, Bell and Drum, also die away by themselves It fades over the Release time
Sophie Each hit rings for its pad’s Decay Letting go changes nothing
Drums Each hit rings for its pad’s decay; a closed or pedal hi-hat cuts the open one short Letting go changes nothing
Test Sine The note holds It fades in 5 ms

Chapter 5 describes each of these controls.

4.5.1 Releasing every note

If a note keeps sounding, release everything at once:

  • in the simulator, press Esc;
  • from a MIDI keyboard, send control change 123, all notes off.

Every note then ends as if you had let go of its key, with its normal release, the sequencer’s notes on every sound included. Choosing another sound engine ends every note of that sound.

4.6 Pitch bend

Status:In the simulatorOn the desktopPlanned for the device

Pitch bend moves the pitch of every sounding note, and of notes played while it is held, up or down.

  • In the simulator, the pitch-bend wheel of a MIDI keyboard bends the current sound by up to two semitones either way.
  • In the desktop tools, --bend T:SEMITONES sets the bend from time T, by up to 48 semitones either way (chapter 2).
  • Sophie ignores pitch bend; every other engine follows it.

The FM-1 has no pitch wheel, so on the device bend is planned to arrive over MIDI.

4.7 Playing from MIDI

Status:In the simulatorPlanned for the device

Notes, velocity and pitch bend from a MIDI keyboard play the current sound as the panel’s keys do, and you can play both at once. Notes from MIDI also go to the sequencer, in every mode: in SEQ mode a note adds its pitch to the steps you hold (chapter 7). The simulator listens on every MIDI channel; control change 7 sets the volume like MASTER, and control change 123 releases every note. Chapter 9 lists everything the simulator receives.

On the FM-1, Lunar Modulator is planned to receive MIDI over USB and at the 3.5 mm MIDI IN jack. The FM-1 also has Bluetooth, which M-VAVE’s firmware uses for MIDI; whether Lunar Modulator will use it is not decided yet.

4.8 Arpeggiator

Status:In the simulatorOn the desktopPlanned for the device

The arpeggiator plays the notes you hold one after another, in time with the sequencer’s tempo. Each of the four sounds has its own; ARP works on the current sound.

  • Tap ARP to switch it on. Its pages open, and its light comes on. Tap it again on its pages to switch it off; the pages close, and the notes it was playing stop at once.
  • Hold ARP for half a second to latch: the notes keep playing after you let go of the keys, and the next chord you play replaces them. Notes added while you still hold keys join the chord. Hold ARP again to stop latching. Holding it also switches the arpeggiator on, latched. While it latches, its light blinks once a second.
  • SEL and ARP opens its pages without switching it.

Notes from the keys, from MIDI and from the sequencer’s tracks that play this sound all go through the arpeggiator while it is on. A note you were holding before you switched it on goes on sounding until you let go.

A block diagram. The keys and MIDI IN send notes to the current sound's arpeggiator, and also to the sequencer, which records them as they were played. The sequencer sends the notes of the tracks routed to the sound to the arpeggiator, each note-on a trig, and its clock: the tempo's ticks, Start and Stop. While it is on, the arpeggiator plays the notes held one after another on the sound's engine; while it is off, every note, the keys' and the tracks', passes straight through to the engine. A note says that modulation's note sources hear the notes the engine plays, the arpeggio included, and that each of the four sounds has an arpeggiator of its own.
Figure 4.1Where the arpeggiator sits. While it is on it takes every note headed for its sound, from the keys, MIDI IN and the sequencer, and plays the arpeggio on the sound’s tempo; the sequencer records the keys as you played them.

The arpeggiator remembers where each note came from: your hands (the keys and MIDI) or the sequencer. While it latches, the two latch apart. A new chord of yours replaces the chord you latched, and a new note from the sequencer replaces the sequencer’s; the arpeggiator plays both together.

4.8.1 The ARP pages

Turn SELECT for the page. KNOB1 to KNOB4 set the four values on it, and ALGORITHM steps through the stock FM-1’s arpeggio modes: Up, Down, Up/Down, Down/Up, Random and Played.

The line under the top bar says Arp on (rose), Arp latched (gold, the colour of what is held) or Arp off (grey), with the stock mode the settings make on the right, such as Up, when they make one. ALGORITHM shows the six modes as a list, and turning the knob of Mode, Rate, Pattern, Oct Mode or Repeat shows that value’s list (chapter 3).

Page KNOB1 KNOB2 KNOB3 KNOB4
1 PLAY Mode: the order of the notes Rate: how long a step is, 1/32 triplet to a whole note, or TRG Gate: how long each note sounds, 1 to 200 % of the step Octaves: 1 to 4
2 RHYTHM Pattern: every step, or one of 22 rhythms Fill: the beats of a Euclidean rhythm Rotate: where it starts Length: the Euclidean rhythm’s steps; 0 uses Pattern
3 CHANCE Chance: how likely a step is to play Ratchet: notes inside a step, 1 to 4 Vel Spread: random velocity, up and down Loop: after this many steps the chances repeat; 0 never
4 FEEL Oct Mode: how the octaves combine with the mode Velocity: as played, or fixed Join: keys added to a playing chord join now, or at the next pass
5 MORE Order: notes sorted by pitch, as played, or reversed Repeat: steps per note Chord %: how likely a step is to play the whole chord Oct Jump: how likely a note is an octave up
6 KEYS Latch Sync: the first key restarts the pattern, or the pattern runs on Ratchet %: how likely a step is to ratchet Gate Sprd: random gate length
7 SEED Seed: which random choices the chances make

The modes are Up, Down, Up-Down, Down-Up, Up&Down and Down&Up (which play the top and bottom notes twice), Converge and Diverge, Converge-Diverge (Conv-Div on the page), Thumb and Pinky (the lowest or highest note between the others), four modes that add octaves to some notes only, Crawl, Random, Shuffle (each note once per pass, in a new order), Walk (a random step to a neighbour) and Chord. The same Seed makes the same choices every time, so a random arpeggio repeats exactly.

TRG (Trigger in Rate’s list), at the left end of Rate, plays one step each time the sequencer starts notes on this sound (a trig), however far apart the trigs are. The keys alone do not step it. Its first note lasts until the next trig; after that, Gate is a share of the time between the last two.

4.8.2 With the sequencer

The arpeggiator follows the sequencer’s tempo whether the sequencer plays or not.

  • On the beat. While the sequencer plays, the arpeggiator’s steps fall on the sequencer’s beat: at 1/16, on every sixteenth note of the bar, counted from PLAY/STOP. A key you press between two steps waits for the next one, and so does an arpeggiator you switch on in the middle of a bar. Triplet steps fall on the triplets of the beat, and the set’s swing delays every second step on the same grid. A dotted rate, such as 1/16D, finds the bar line again after a few bars (1/16D after three).
  • Stopped. While the sequencer is stopped, the arpeggiator runs from its own steps at the sequencer’s tempo, and a first key starts it at once.
  • Swing. The arpeggiator has no swing of its own: it swings with the set, by the Swing on the sequencer’s Set page (chapter 7), playing or stopped. A file saved before it followed the set loads as before; its old arpeggiator Swing value is kept in the file’s data but no longer does anything.
  • PLAY/STOP restarts the pattern on the first beat.
  • When the sequencer stops, it takes back what it gave the arpeggiator: its notes leave the chord, latched or not, and a note they were playing stops at once. The notes you play or latched by hand go on playing.

Sync, on the KEYS page, says what a first key, one played into an empty chord, does to the pattern’s place: where its rhythm, its Loop and its chances are. Either way the new chord’s notes start from the first.

Sync While the sequencer plays While it is stopped
Key The pattern starts again at the next step on the beat The pattern starts again at once
Free The pattern runs on from PLAY/STOP, and the key joins it at the next step on the beat, so a rhythm such as a Euclidean pattern stays on the bar. An arpeggiator switched on after PLAY/STOP keeps its own count of the pattern, which need not match the bar, until the next PLAY/STOP The pattern runs on from its own last step, and the key waits for the next of them

The arpeggiator does not use the project key, which the global page sets (chapter 10); it is there for the MIDI effects to come.

The sequencer records the notes you play, not the arpeggio. A part recorded with the arpeggiator on plays back through it again, so you can change the arpeggio afterwards, or switch it off and hear the notes as you played them.

The arpeggiator takes memory only while it is on. When the sounds and effects leave too little, ARP says does not fit and what the chain would need with it, such as needs 101% of RAM.

4.8.3 Acid Gen

Status:In the simulatorOn the desktopPlanned for the device

Acid Gen writes acid basslines: it is TB-3PO, the line generator of fm1-x0x, Charles Vestal’s firmware for the FM-1, after the TB_3PO applet of the Phazerville Hemisphere Suite (chapter 14). It takes the arpeggiator’s place: on the ARP pages, turn ALGORITHM past the stock modes to Acid Gen; turning back to a mode brings the arpeggiator back. ARP then switches Acid Gen on and off, and holding it latches, as for the arpeggiator. It is made for Acid Bass and plays any sound.

In builds with the GPL switch on

Acid Gen’s code is published under the GNU General Public License, so it is there only while the firmware’s GPL switch is on: in the simulator while we test (chapter 14).

  • Hold a key and a line plays, sixteenths in A minor to begin with, starting from the key you hold: hold another key and the line moves there. Let go and it stops, unless Latch is on.
  • Each line comes from a seed: the same Seed and settings always play the same line, so a song keeps it. Turn Seed for a new one. Mutations changes about a quarter of the steps, once for each step of the knob; Mut Every does that by itself every so many passes.
  • Density sets how many steps play, Accent how many are accented, Slide how many slide into the next note.
  • Accented notes are played at velocity 118, the others at 72, and a slide holds its note into the next one, so Acid Bass accents and slides them.
Page KNOB1 KNOB2 KNOB3 KNOB4
1 LINE Density Accent Slide Octaves: how far the notes spread, 1 to 3
2 KEY Root: the key, or Project to follow the project’s Scale: Minor, Phrygian, Harm Minor, Min Pent, Dorian or Major, or Project Octave: where the root sits Keys: Transpose (hold a key to play) or Run (play while the sequencer plays)
3 PLAY Rate: 1/16, 1/16T, 1/32 or 1/8T Length: 1 to 32 steps Direction: Forward, Reverse, Ping-Pong or Random Latch
4 SEED Seed Mutations Mut Every: passes between automatic mutations, or 0

With Keys at Run, the line plays from its first step when the sequencer starts and stops with it; a key you hold, or a note the sequencer plays on this sound, moves it to that note while it sounds.

4.8.4 In the desktop tools

--mfx K:arp puts the arpeggiator in front of sound K (0 is --engine), and --mfx-param K:NAME=VALUE sets a value; a list’s value is its position, from 0. --mfx-on-at K:T:0 switches it off at time T, and :1 on; --mfx-param-at K:T:NAME=VALUE changes a value then. --log-mfx FILE writes every note it plays (chapter 2). --mfx K:acid-gen puts Acid Gen there instead, and --key ROOT:SCALE sets the project key it follows (ROOT 0 for C to 11 for B, SCALE 0 major or 1 minor).