JAN3000

User guide · Firmware for the M-VAVE FM-1 · Version 0.2 alpha

JAN3000

JAN3000 is free firmware for the M-VAVE FM-1 pocket synthesizer. It turns the little device into a pocket studio: four tracks with their own sound engines, a step sequencer with 16 scenes, a KEY track for chord progressions and two tracks just for effects. It is made to be played by hand: quick enough to sketch an idea in seconds, deep enough to follow it into the engine (see The idea).

4Tracks
17Engines
64Steps per track
16Scenes per project
27Keys F3–G5

JAN3000 v0.2 alpha is the second public test version: the firmware, its installer and this guide. Every change in it ran on a real FM-1, but expect rough edges, and please report what you find. Installing it is at your own risk. The open-source work it builds on is credited under Licence and thanks.

The idea

A groovebox you play by hand and from muscle memory: quick enough to catch an idea before it is gone, deep enough to follow it all the way into the engine, and always ready to be played live.

Quick and deep

Most instruments make you choose: a sketchpad that is quick but shallow, or a workstation that is deep but slow. JAN3000 wants both on the same few controls. The first sound is a turn of PRESETS away, the first loop a REC and a PLAY. The way down goes through the same knobs: EDIT into the engine, a held step into a parameter lock, LFO > MOD into the matrix.

Nothing deep stands in the way of something quick. You never have to open a page to make music, and you can open any page while the music plays.

DepthReached withWhat is there
SURFACEThe keys, PRESETS, ALGORITHM, PLAY, RECSounds, tracks, a loop recorded live
LAYERSHold FX, GLO, SCL, EDIT, SEQ or RECthe keys and knobs change jobsPunch-ins, mutes and solos, roots, engines, scenes and tools
PAGESTap a page button, SELECT turnsEnvelopes, LFOs, scale, chords, arpeggiator, the steps
ENGINEEDIT, a held step, LFO > MODEvery parameter of 17 engines, locks, automation, the matrix

Made for the hands

Six buttons, six layers. Hold one and the keyboard becomes its map.
Hold, then press
Every frequent move is a held button plus a key or a knob. Your fingers learn the shape, not a path through menus.
Same move, same job
OCT+ does it and OCT− goes back, on every page and in every dialog. In the FX and GLO layers the first four black keys are the four tracks.
Eyes free
The display shows a layer's map when you need it and stays out of the way when you don't (MENU > CONTROL > HOLD sets when). Whatever can be pressed right now breathes.
Free to try
Hold SAVE and the last step is gone; hold it again and it is back. MOMENTARY tries a value and lets it snap back. The autosave keeps the rest.

Made to be played live

The music never has to stop for an edit. Scenes change at the end of the pattern, in time, and can be copied while they play, so a variation starts as a copy of what you hear. Punch-ins sit on the mix for as long as a key is held and can be recorded onto the FX tracks. The KEY track moves every pattern to a new root with one key. Mutes, solos and levels are in one hand under GLO.

Ideas come from playing around; JAN3000 tries to keep what comes. With REC on, what you play keeps its timing and its knob moves, and becomes a pattern you can open and change.

A session in five moves

  1. Sketch. PRESETS to a sound, play, REC and PLAY: a loop.
  2. Shape. Hold LFO and turn a knob to try a value; EDIT into the engine to keep one; hold a step and turn a knob to lock a value to it.
  3. Vary. Hold SEQ and hold OCT+: the scene is copied while it plays. Change the copy; SEQ + a white key switches between the two in time.
  4. Perform. Hold FX for punch-ins, GLO for mutes and solos, play roots on the KEY page.
  5. Keep. Hold SAVE to undo a wrong turn, SAVE > PROJECT to keep the take.

Overview

One panel, seven groups. Everything in this guide happens with these keys, knobs and the display.

The panel

Hover over a line of the legend to see its group in the drawing.
  1. 1KnobsMASTER volume (a pot with end stops). SELECT turns the pages (it never changes the tempo). PRESETS changes the sound. ALGORITHM picks track T1–T4.
  2. 2KNOB 1–4The page's four values. The four cards at the bottom of the display show which.
  3. 3Display240 × 240 pixels. Track, project slot, play state and tempo at the top, the four knob cards at the bottom.
  4. 4Page buttonsFX, SCL, ENV, LFO, EDIT, GLO, HOME, SAVE, ARP, SEQ. A tap opens pages. Held, FX, SCL, EDIT, GLO and SEQ open a layer, HOME the menu, SAVE undoes, LFO makes a knob MOMENTARY.
  5. 5TransportPLAY starts and stops all tracks and lights green while playing. REC arms the selected track.
  6. 6OctaveOCT− and OCT+ shift the keyboard. In dialogs OCT+ confirms and OCT− goes back.
  7. 7Keyboard27 keys from F3 to G5, 16 white and 11 black. They play the selected track and carry functions in the layers.

Connections

USB-C
Power and charging, MIDI both ways, audio to the computer (stereo, 44.1 or 48 kHz) and firmware installation. No driver needed.
MIDI IN
TRS jack, input only: notes, controllers, clock.
Headphones
Stereo. With SYNC OUT it also carries a sync pulse for other devices (see SYNC OUT).
Speaker
Built in. Headphones in the jack switch it off.

Good to knowThe FM-1 has no audio input (microphone, line). What you record here are notes, not sound.

At a glance

Sound
17 engines: two virtual-analog engines, 6-operator FM, five macro-oscillator models, a lo-fi chip engine, samples, organ, granular, physical models, noise, two drum engines and a TB-303 bass line.
Sequencer
64 steps per track, chords of up to four notes, chance, ratchets, parameter locks and recorded knob moves.
Structure
16 scenes per project, a KEY track for chord progressions, song chains of the project slots A–D.
Effects
An insert per track, chorus, delay or a granular cloud, reverb, punch-ins in two maps and two FX tracks that record them.
Chords
Chord keys from the scale and 100 chord sets in many genres.
Connections
MIDI over USB and TRS, MIDI LEARN, USB audio, a sync pulse out.

Getting started

Install, switch on, play. Read the chapter once all the way through before you start.

Before you install

CautionThe FM-1 has a single firmware bank and no recovery button. If an install is interrupted and the unit no longer starts, recovering it takes extra hardware (see If the FM-1 does not start).

  • Chrome or Edge. The installer needs Web MIDI with SysEx and is tested in these two.
  • A USB-C cable that carries data, straight into the computer, no hub. Many charging cables only charge.
  • A full battery, or the FM-1 on power. On the computer, sleep and screen lock off.
  • Close other music apps that might hold the FM-1 (DAW, other editors).
  • Python 3 on the computer, for the local installer.

Installing

  1. Download the installer ZIP (all versions: releases) and unzip it.
  2. Double-click the starter: START-Mac.command on a Mac (the first time: right-click, then Open), START-Windows.bat on Windows. Keep its window open while you install.
  3. The browser opens the installer. It shows the firmware's version id; it must match the one in the starter's window.
  4. Connect the FM-1, click Install and allow MIDI (SysEx) access.
  5. Wait for “done”. Don't unplug anything and don't close the tab. The FM-1 restarts.

Switching on

The start screen: JAN3000 builds up like a terminal, the version below.

The firmware starts where you left off: with RESTORE LAST (in the menu, on by default) the music is back, and the header briefly says RESTORED.

When nothing is restored (the first start, or RESTORE LAST OFF), the firmware draws fresh sounds at random: a bass on T1, a lead on T3 and a drum kit on T4. T2 always starts with the FM6 pad.

First sounds

  1. Turn up MASTER and play the keys: the selected track sounds.
  2. Turn PRESETS: the track's next sound.
  3. Turn ALGORITHM: tracks T1 to T4. The keys now play that track.
  4. OCT− or OCT+: an octave down or up. Both together reset the octave.
  5. PLAY: the sequencer runs. PLAY again: stop.

Back to the factory firmware

The installer has a section Return to official V15. Its button backs up your FM-1 first, then puts M-VAVE's original firmware back, with no separate download. M-VAVE's own updater works too.

Basics

Pages, layers, confirming. Three ideas that work the same on every page.

Notation

FX
A button on the panel.
F3
A key of the keyboard, by its note. The lowest is F3, the highest G5.
KNOB 1
A knob.
Hold FX + F3
Hold FX and press F3.
SCL > CHORD
The CHORD page of the SCL button.
ON, LEN, CUT
Words in capitals appear like that on the display.

In the drawingsControls in use light up in the accent colour. A dashed ring means hold, an arc around a knob means turn, numbers give the order.

Pages

Each page button opens a family of pages, at the page you used there last; SAVE always opens PROJECT. SELECT turns through the family's pages, round and round. The same button again takes you back to HOME. Page buttons act when released.

HOME itself goes round: HOME, MIXER, CLOCK, EQ, MASTER. When you change tracks with ALGORITHM, the page on screen stays and every other family starts again at its first page.

ButtonPages (SELECT turns)Hold
HOMEHOME · MIXER · CLOCK · EQ SELECT goes roundMenu
SEQSTEP · DETAIL · AUTOMATIONSEQ layer: scenes, tools
GLOKEY · SONGGLO layer: mute, solo, levels, tap
SAVEPROJECT · USER · PRESETS · PHRASESUndo
FXMIX · MIX 2 · DRIVE · CHORUS · SHIMMER · DELAY · REVERB · SLICER · FX TRACKSFX layer: punch-ins
SCLSCL · CHORDSCL layer: root by key
EDITEDIT 1 · EDIT 2 · the engine's pages · VOICE · VOICE 2 EDIT 1 and 2 are titled by the engine, such as OSC and FLTEDIT layer: pick the engine
ENVENV · ENV DEST–
LFOLFO · LFO 2 · LFO DEST · MODMOMENTARY with a knob
ARPARP · ARP 2 · J-6 ARP and ARP 2 one screen, two rows; J-6 the J-6 phrases–
RECarms the selected trackREC layer

RowsEDIT's pages without a picture of their own (EDIT 1, VOICE, FILTER …) show as rows, one page per row, up to four on a screen. The knobs edit the raised row; SELECT moves to the next.

Layers

FX held: the white keys play effects, the first four black keys mute tracks, the knobs are macros.

Hold FX, GLO, SCL, EDIT, SEQ or REC and a layer lies over the page. Keys and knobs take other jobs, and the display shows the layout as a map. Let go and the layer closes.

Double-tap to keep a layer open without holding its button; another tap closes it. How long you hold before the map shows is set in MENU > CONTROL > HOLD.

Confirm and go back

On action pages and in dialogs OCT+ does it and OCT− goes back. When the display asks OVERWRITE? or LOAD PROJECT?, OCT+ is yes. Whatever can be pressed right now breathes: its LED pulses gently instead of blinking.

Undo

Hold SAVE
Takes back the last step: a sound or pattern loaded, a tool, a recording, a step turned off. Everything done in one opening of a layer (GLO, SCL, EDIT, SEQ, REC) is a single step. Hold again to bring it back.

MOMENTARY

Hold LFO and turn a knob on HOME, the MIXER, a sound or an FX page: the value holds only while LFO is held. Let go and it jumps back. OCT+ while holding keeps the new value.

Tempo

SELECT only turns pages, on HOME, the MIXER, CLOCK, EQ and MASTER as everywhere else; it never changes the tempo. Set the tempo on CLOCK with KNOB 1.

HOME > CLOCK has BPM and CLK, the clock source: INT, USB or TRS. Swing is each track's own SWG (SEQ held, KNOB 3); a project saved with the old global SWG adds it to every track's as it loads. Hold GLO + F4 to tap the tempo.

Display and LEDs

The header shows the selected track, its pattern's project slot (1 A, with a star 1 A* once edited), whether the music is playing, and the tempo. The four cards for KNOB 1–4 sit at the bottom.

Idle buttons and keys glow faintly so you can find the panel in the dark. PLAY is green while playing. The keyboard shows the notes the sequencer and MIDI are playing. Colour, style and type size are set under MENU > DISPLAY.

Tracks and sounds

Four tracks play at once, each with its own engine, its own sound and its own pattern.

Four tracks

ALGORITHM picks track T1 to T4, on every page. The keyboard, the pages and REC always act on the selected track.

The tracks share the voices: eight are always there, more while the processor has room. Drums are not a track type of their own: a track with the DRUM or VDRUM engine plays a kit.

Choosing sounds

PRESETS steps through all sounds, engine by engine, then your own USER sounds; past an engine's last sound the track moves on to the next engine. On HOME and on the sound and FX pages it loads the sound; on STEP, AUTOMATION, SONG, PROJECT, USER and PHRASES it works like KNOB 1, on DETAIL it walks the steps. Every factory sound has a category: BASS, LEAD, PAD, PLUCK, KEYS, DRUM, FX or OTHER.

SAVE > PRESETS is the browser: every engine and sound, with favourites. The list you choose there (all, favourites or one category) is also the one the PRESETS knob steps through.

Sound, not effectsA factory sound brings the sound only. The track's sends (CHORUS, SHIMMER, DELAY, REVERB) and its DRIVE stay as they are. A sound of your own from USER brings its effects along. A sound never changes the pattern.

Changing the engine

EDIT held: the 16 white keys are the engines in the unit's order, D#5 is ACID, F#5 is INIT.

Hold EDIT and press a white key: the track gets that engine with its first sound. F#5 asks INITIALIZE SOUND?; OCT+ resets the engine to its defaults and its first sound. OCT− in the layer takes an engine choice back.

The other black keys are the engine's quick actions. On a DRUM track F#3 to A#4 mute and unmute its eight instruments, on a VDRUM track F#3 to D#4 its six parts; a muted instrument plays on unheard and comes back in time.

Editing the sound

EDIT opens the engine's parameters. EDIT 1 and EDIT 2 hold the main values (the display titles them by the engine, such as OSC and FLT), then come the engine's own pages: FILTER on ANALOG, WAVE 2 on ANLG2, OPERATOR on FM6, LANES and SOUNDS on DRUM, LAYER and PART on VDRUM. The VOICE pages come last. HOME shows the engine's four most important values on KNOB 1–4.

PageKNOB 1KNOB 2KNOB 3KNOB 4
VOICEVCEPOLY, MONO, LEG, UNIGLDglideGLMODPRIO
VOICE 2ALLOCDTUNESPRD–

LEG and UNI play legato: a key pressed while the one before is still held starts no new envelope, only a glide if GLD is set. SPRD spreads the voices of a POLY or UNI track alternately left and right.

A new project

SAVE, then F#5 (NEW) and OCT+: an empty project, stopped only. It draws fresh sounds: a bass on T1 and a lead on T3, each from all factory sounds of that category, and a kit on T4; T2 gets the FM6 pad. A DRUM track is named after its kit, such as “66 KIT”.

Engines

17 sound engines, each with its own factory sounds. The key next to the name picks the engine in the EDIT layer.

All engines

ANALOG F3

Virtual analog: two oscillators with SYNC and SUB, noise, drive and a resonant filter as low-, band- or high-pass.

ANLG2 G3

Two oscillators, each through its own low-pass with its own sine LFO, summed.

FM6 A3

Classic FM with six operators and 32 algorithms. A whole patch per track.

WSHAPE B3

A waveshaper with a wavefolder, then a filter and the ADSR.

HRMNC C4

An additive oscillator: 24 sine partials, plus organ partials.

PRTCL D4

Particles: random impulses through band-passes, from crackle to hiss, with a diffuser.

WTABLE E4

Wavetables: 4 banks of 64 waves, gliding or stepped.

SWARM F4

A swarm: eight saws per voice under grain envelopes.

LOFI G4

Chiptune: pulse, triangle, saw, noise, 4-bit wave RAM, stepped envelope, sweep and arpeggio.

SAMPLE A4

Multisampled PIANO, and USR1 for a sample of your own (about 7 s). Loading your own samples comes with a later release.

WHEEL B4

Tonewheel organ: drawbar registrations, percussion, key click, drive and rotary.

GRAIN C5

Granular textures from the built-in samples or your own slot.

PHYS D5

Physical models: modal resonators, strings, struck membranes, sympathetic strings.

NOISE E5

Noise from analog to digital: colours, crackle, shift registers and metallic tones.

DRUM F5

A kit of eight synthesized instruments on the General MIDI map, six kits.

VDRUM G5

Six drum parts of two layers each, running into a resonator.

ACID D#5

A TB-303 bass line: one oscillator into a diode-ladder filter, with accent and slide.

ANLG2

Two oscillators, each through its own low-pass with its own sine LFO on the cutoff. Two oscillators a few hertz apart beat at that rate on every note. EDIT shows it all on one screen of four rows.

RowKNOB 1KNOB 2KNOB 3KNOB 4
OSCWAVETUNEWAVE2TUNE2
WAVE 1CUTRESLFORATE
WAVE 2CUT2RES2LFO2RATE2
VOICEVCEGLDGLMODPRIO
WAVE, WAVE2
SAW, SQR, TRI, SIN, PWM, NOISE.
TUNE, TUNE2
Detune in hertz, −50 to +50.
LFO, RATE
Depth (up to half of CUT's range) and speed (0.05 to 40 Hz) of the LFO on the oscillator's own filter. It restarts with each note.
Sounds
DUAL SAW, WOBBLE, SWEEP PAD, DUO BASS, BELL SIN, NOISE HAT, STEREO LD, WIND. HOME: CUT, CUT2, ATK, REL.

The model engines

WSHAPE, HRMNC, PRTCL, WTABLE and SWARM are ports of an open-source Eurorack macro oscillator (see Licence and thanks). They run on the chip's floating-point unit, bit for bit as the original, at its relative levels; WTABLE keeps its wavetables in 8 bits, and PRTCL's diffuser is a little shorter. A filter and the ADSR follow. All five share the same two pages:

PageKNOB 1KNOB 2KNOB 3KNOB 4
SHAPE · SPECT · DUST …HARMTIMBMORPHAUX
FLTCUTRESDRVKTR
EngineHARMTIMBMORPHAUX
WSHAPEThe waveshaper's curveWavefolder gain: more folds, brighterAsymmetry: a triangle at 64, towards a saw either waySecond output: rounder, more hollow
HRMNCSide bumps beside the peak, up to a combWhere the peak sits in the spectrumWidth: wide (0) to a single partial (127)Organ partials, like drawbars
PRTCLBand-pass detune, up to 4 octavesDensity: crackle to hissBelow 64 the diffuser, above 64 resonanceRaw impulses, unfiltered
WTABLEBank (from the middle up reversed and stepped)RowColumnA 5-bit copy
SWARMSpread around the noteGrain rateSize: short grains to gliding oscillatorsSines instead of saws

ModulationThe SHP destinations of ENV, LFO and the matrix move TIMB. A WSHAPE voice costs about 6 % of the audio's time on the unit, less with AUX at 0.

FM6

Six operators, 32 algorithms. On the unit you edit one operator at a time on the algorithm chart; KNOB 1 picks the operator.

OPERATOR
Ratio or fixed frequency, FINE, LEVEL.
OP ENV
Each stage's rate and level, drawn as the envelope.
OPERATOR 2
Mode, detune, velocity.
SLOT
EDIT 2 (titled PATCH), KNOB 4: F1–F8 the factory patches, OWN the track's own, B1–B32 a voice bank (empty for now: loading a bank comes with a later release). A voice from the bank is copied into the track.

DRUM

Eight instruments: KICK, SNARE, CLAP, HATCL, HATOP, TOM, RIM, BELL (some kits call TOM, RIM or BELL CONGA, CLAVE or CYM). On the keys, the black keys 1–8 are the instruments, as on the sequencer's grid: a black key plays its instrument and picks it. The white keys then play the instrument picked at a pitch, a semitone per key: F4 as designed, F3 −7 up to G5 +8, OCT− / OCT+ an octave each. The header says what you played (SNARE +3). Live recording writes the hit, not the pitch; MIDI notes still play the General MIDI map. All synthesized, no samples. KIT picks STD, 808, 10, 66, 55 or 77; the numbers nod to classic drum machines. DRUM starts with the 808 kit.

LANES, LANES 2
Each instrument's level.
SOUNDS
A black key picks the instrument (a white key keeps the one picked), KNOB 1–4 set TUNE (±12 semitones), DECAY, TONE and SOUND: KIT, or that instrument from another kit, such as an 808 kick under a 10 snare.

VDRUM

Six parts (KICK, SNARE, CLAP, HATCL, HATOP, TOM) of two layers each: a source (sine, saw or filtered noise), a pitch modulator and an envelope. Each part has BIT, FOLD, DRV, GAIN, its send into the resonator and a choke group. The keys work as on DRUM: black keys 1–6 play and pick the parts, the white keys play the part picked a semitone per key from F4.

Resonator
TUBE (odd harmonics, a shell) or STRNG (a plucked string). HOME: TYPE, DECAY, BODY, TUNE.
EDIT 2 (titled KIT)
KIT, MIX, ACC, DRV.
Editing a part
Strike its key, then EDIT > LAYER, LAYER PITCH, LAYER ENV, PART, PART 2. The first edit makes the kit your own (KIT OWN); holding SAVE takes it back.
Kits
INIT, ELECTRO, TUBES, STRINGS, METAL, DUB, CRUSH, WOOD.

ACID

A bass line after Roland's TB-303, as Behringer's TD-3 plays it: one oscillator (SAW or SQR) into a four-pole diode-ladder low-pass, with its own envelope on the cutoff, and the accent and the slide as the 303 makes them. It is the last engine: hold EDIT and press D#5.

An accented note (a step's ACCENT, or a velocity of 110 and up) is louder, and its envelope is deeper and shorter. It also charges the accent sweep, so accents in a row open the filter further. A step's SLIDE glides into the next note without restarting the envelopes. The level is the engine's own: the track's ADSR does nothing here.

PageKNOB 1KNOB 2KNOB 3KNOB 4
EDIT 1 (ACID)WAVETUNECUTRES
EDIT 2 (ENV)ENVDECACCDIST
HOMECUTRESENVDEC
WAVE, TUNE
SAW or SQR; tuning in semitones, −12 to +12.
ENV, DEC
How far the envelope opens the filter, and how fast it closes.
ACC, DIST
How strong an accent is; distortion after the filter.
Sounds
ACID LINE, SQUELCH, SQR ACID, RUBBER, DIST 303, DEEP SUB, SCREAM, SOFT BASS. All are MONO, and each loads a 303 line with accents and slides (patterns ACID 2 to ACID 5).
A new line
Hold SEQ and press D#4 (RANDOM): on an ACID track it rolls a new acid line in the track's scale, with rests, ties, accents and slides; step 1 is the accented root. COOK (F#4) also turns slides on and off.

Retired engines

PHASE, VOICE, TRIO, SLICE and DBOX made room for the model engines. Old projects and sounds still load, with the successor's first sound: PHASE as WSHAPE, TRIO as HRMNC, VOICE as WTABLE, SLICE as SWARM, DBOX as DRUM. The steps and the rest of the sound stay as stored.

Sound shaping

Envelope, LFO, modulation, scale, chords and arpeggiator. Every value belongs to the selected track.

Envelope

PageKNOB 1KNOB 2KNOB 3KNOB 4
ENVATKDECSUSREL
ENV DESTFLTto the filterPITto the pitchSHPto the shapeESYNC

ESYNC turns ATK, DEC and REL into note values of the tempo, from 1/64T to 4 bars, dotted and triplets included. They follow the tempo and an external clock.

LFO

PageKNOB 1KNOB 2KNOB 3KNOB 4
LFORATEWAVEPHSFADE
LFO 2SYNCOFF, or 4BAR to 1/32TRIGNOTE or FREEPOLbipolar or unipolar–
LFO DESTPITFLTSHPAMP

Modulation matrix

LFO > MOD has four slots per track. KNOB 1 picks the slot, KNOB 2 the source (SRC), KNOB 3 the destination (DST), KNOB 4 the amount (AMT). Sources include MIDI controllers and S&H and SLEW, a random value per LFO cycle, held or gliding. The DEPTH destination modulates the LFO itself.

Scale

PageKNOB 1KNOB 2KNOB 3KNOB 4
SCLROOTSCLQNTTRN
QNT OFF
The normal chromatic keyboard.
QNT SNAP
Every key plays, rounded down to the scale.
QNT WHITE
Only the white keys play, and they play the scale: C4 is ROOT, each white key the next degree. Black keys are silent, while recording too.
QNT SEQ
Like SNAP, and the sequencer's notes follow ROOT and SCALE as they play too. The steps themselves do not change.
TRN
Transposes. The octave buttons shift by whole octaves.
Scales
CHR, MAJ, MIN, DOR, MIX, PEN, MPEN, HARM, PHRY, LYD, LOC, MEL, BLUES, WHOLE, DIMHW, DIMWH.

Hold SCL: a key sets the root, the knobs are ROOT, SCL, CHRD and VOIC, and the display shows the 16 scales. MENU > CONTROL > SCALE LEDS shows the scale on the keys all the time. Drum kits are never quantized.

Chord keys

SCL > CHORD: KNOB 1 CHRD picks what a key plays: OFF, the scale's triads or sevenths, or a fixed chord shape. KNOB 2 VOIC picks the voicing. One finger, one chord; for MIDI notes, recording and the arpeggiator too.

Chord sets (SCL > CHORD)

SCL > CHORD, in the sets: every key is a chord. From F3 to E4 the twelve chords sound in the set's own voicing.

100 chord sets in genres: POP, JAZZ, BLUES, UTILITY, SYNTHWAVE, HOUSE, EDM, NEO SOUL, BOSSA NOVA, CLASSICAL and more. The sets continue the chord shapes of KNOB 1; each track has its own.

  1. SCL, then SELECT to CHORD.
  2. KNOB 1 CHRD runs OFF, DIA3, DIA7, MAJ, MIN, DOM7, MAJ7, MIN7, SUS4, POW and on into SET 1 to 100. A set makes the track POLY; a shape gives its VOICE back. KNOB 2 VOIC voices the shapes.
  3. KNOB 3 GENRE jumps between the genres of the sets and back to POW before SET 1.
  4. Play: the key C … B plays the set's chord on that note. The display shows the twelve chords, the one played last lit, and its notes below.

Each octave above or below plays the chord an octave higher or lower. TRN moves the chords, and MIDI notes play the chord of their key. Recording and step entry write up to four notes a step; the arpeggiator plays them broken up.

Arpeggiator

RowKNOB 1KNOB 2KNOB 3KNOB 4
ARPMODERATEOCTGATE
ARP 2SWGPROBHOLDORD
J-6STYLEVARSNAPHOLD

ARP and ARP 2 are on one screen; SELECT switches rows. A keyboard below shows the notes the arpeggiator runs through, the held ones brighter, the one sounding in the accent. The ARP LED flashes on the beat.

MODE: OFF, UP, DN, UPDN, RND, ORD (in the order you pressed), REPEAT, and for chords DNUP, UP+8, CONV, DIVG, PINKY, THUMB, WALK and CHORD.

J-6 plays one of the 108 phrases of the Roland J-6, recorded from one, over the keys you hold, instead of the arpeggiator: STYLE picks the kind as the J-6 names them (ARP 8, ARP 16, BEAT, PHR A, PHR B, CHD S and CHD R for chord phrases, STR S and STR R for strummed ones), VAR one of its twelve variations (7 to 12 in triplets). A STYLE switches it on; OFF leaves the arpeggiator as you set it. While the J-6 plays, the arpeggiator's settings rest and do nothing. The phrase plays its own notes over the held keys, lowest first, the way the J-6 voices them over a chord: chords, strums and runs, with the J-6's lengths and accents. SNAP ON starts each new chord on the next bar's one, silent until then: the sequencer's bar while it plays, otherwise the beat the ARP LED flashes on. HOLD is ARP 2's HOLD: it latches the chord. The screen shows the phrase over its cycle, one row per chord tone, accents in the accent colour.

Sequencer

64 steps per track. Each step holds a note or a chord of up to four notes, plus length, accent, slide, chance, ratchets and locks.

The STEP page

SEQ > STEP shows the steps as a piano roll; on a drum track as a grid.
KNOB 1KNOB 2KNOB 3KNOB 4
STEPthe cursor NOTEpast the end: OFF, a rest LENright ties the following steps on; on a step without a note the card is TIME (NOTE, TIE, REST) FLAG–, ACC, SLD, A+S

Stopped, OCT+ adds the note you played last to the cursor step, up to four (on a MONO, LEG or UNI track it replaces the note); OCT− takes the last one out. While playing, on the drum grid and on DETAIL, OCT shifts the octave as everywhere. From OFF, KNOB 2 brings back the note played last.

LEN stops before the next note (NOTE AHEAD). With MENU > CONTROL > STEP PREVIEW the cursor plays each step it lands on once, while stopped.

Entering steps

On STEP the keys only play while the track is not armed. REC while stopped: now the keys write into the cursor step (KEYS WRITE STEPS). Keys held together become a chord; letting go moves to the next step.

With MENU > CONTROL > CHORD ENTRY ADD each key adds its note, up to four; a key whose note is already there takes it out. KNOB 1 moves on.

Recording live

  1. REC: the selected track is armed; the display says REC ARMED: PRESS PLAY.
  2. PLAY: recording starts, with a count-in if one is set.
  3. Play. Each pass adds to what is there: up to four notes a step on a POLY track, one on MONO, LEG and UNI tracks. A held note ties over the following steps.
  4. REC again: recording off, the pattern plays on.
Timing
When you played is stored per step as NUDGE. The track's QUANTIZE decides what you hear: ON every step on the grid, OFF your own timing.
Legato
On a LEG or UNI track, playing legato is recorded as LEGATO and played back that way, without a new envelope.
Knobs
Knob moves while recording become the steps' automation.
Fixing
Hold REC + OCT− to undo the recording, OCT+ to redo it.

The REC layer

REC held. Hold SAVE to undo the recording, and again to redo it.
F3 CLEAR
Clears the track's notes and automation.
G3 CLICK
OFF, REC (only while armed) or ON. A click on every beat, the bar's first higher.
A3 COUNT-IN
OFF, 1 BAR or 2 BARS before recording from stop. A note in the last half beat lands on step 1.
B3 CLICK LEVEL
LOW, MID or HIGH. The click goes to the speaker and headphones only, never to USB or into the pattern.

Parameter locks

On the drum grid, hold a step's white key and turn a knob: the value applies to that step only. On the piano roll this works while you enter a step (REC armed, stopped): hold the note keys and turn a knob. PRESETS sets the held step's NUDGE meanwhile. EDIT with a step held clears its locks. An icon marks the cards that carry automation.

DETAIL

KNOB 1KNOB 2KNOB 3KNOB 4
CHANCEhow often the step plays RATCH2, 3 or 4 times in its length NUDGEin 1/16 of a step, half early to 7/16 late VEL1 to 127

DETAIL is the STEP page with the cursor step's fine details, drawn as lanes over the steps. PRESETS walks the steps; on a drum track a white key picks the step. EDIT resets the four. On STEP a step with CHANCE, RATCH or NUDGE carries a small mark.

AUTOMATION

A list of everything that happens on the track's steps: PLAY and CLEAR, QUANTIZE, each step's CHANCE, RATCH, NUDGE and VEL, the locks and the recorded knob moves. Change a row's step, parameter or value, turn a lock into automation and back, add rows; EDIT deletes one. The four tracks share 128 locks and automation records. + ADD VEL shows every note step's velocity; a step without a velocity of its own plays at 96, live recording stores how hard you played.

The drum grid

On a DRUM or VDRUM track STEP is a grid: the white keys are the 16 steps of the page shown, black keys 1–8 (F#3 to A#4) pick the instrument. White keys set and clear hits. Hold C#5 and the white keys set and clear accents; D#5 and F#5 page down and up when the pattern is longer than 16 steps. An instrument's key flashes when it plays; steps 1, 5, 9 and 13 are marked. KNOB 4 is ACC. On VDRUM black keys 7 and 8 stay dark.

Pattern tools

SEQ held: the black keys are tools. BEAT and the LANE tools are for drum tracks only; on any other track A#4 and C#5 transpose. The white keys are the scenes.
KNOB 1–4
LEN (1 to 64 steps), DIV (step length, 4 bars to 1/32), SWG (swing), GATE.
RANDOM
A new beat, or new notes in the scale on the same rhythm.
COOK
Changes the pattern a little with each press.
LANE …
Clear, reverse, fill or randomize one instrument; PRESETS picks it.
TRN −1 / TRN +1
On a track that is not a drum kit: every note of the sequence a semitone down (A#4) or up (C#5), all steps, chords whole, always chromatic (an active scale still snaps the notes as they play). Rhythm, accents, slides and automation stay. If one note would leave the MIDI range, nothing moves: HIGHEST NOTE REACHED / LOWEST NOTE REACHED.
SEQ + EDIT
Does nothing. Hold SAVE instead: it undoes everything done since SEQ went down, and again redoes it.

PHRASES

SAVE > PHRASES loads a phrase into the selected track (the factory phrases, then the patterns of your own sounds): KNOB 1 picks, OCT+ loads. If the track holds steps of your own, the display asks first.

KEY track

A chord progression over every pattern. A pattern in C major plays under Am F C G as A minor, F major, C major and G major.

What it does

The KEY track is a run of 1 to 16 bars, each with a root. While KEY is ON and the music plays, every melodic track's notes and its arpeggiator move to the bar's root, inside the track's own scale (SCL ROOT and SCALE). That gives the scale's own chords.

What you play live stays as it is, so you can play along. Drums and other kits never move.

Entering a progression

  1. GLO (and SELECT if it opens on SONG): the KEY page with 16 bars. Each shows the chord its root makes in the selected track's scale.
  2. Stopped, play A3, F3, C4, G3 in turn: bars 1 to 4 get their roots and the cursor moves on. Each key counts by its name, whatever the octave.
  3. KNOB 4 to the right: KEY ON.
  4. PLAY: the patterns follow the progression; the bar playing lights up.
KNOB 1KNOB 2KNOB 3KNOB 4
BARthe cursorROOT– or C … B; – plays as writtenLEN1 to 16 barsKEYON or OFF

Changing live and recording

On the KEY page the keys make no sound. While the music plays, a key moves every track at once (LIVE). It holds until a bar of the run with a root of its own starts, or until STOP.

REC on this page records it: into the bar playing, or into the next one when you play in the bar's last quarter. KEY goes ON. REC again ends the recording. The display shows LIVE or REC and the chord played.

Details

  • The notes move the shorter way, at most half the scale's degrees up or down, so they stay near where they are written.
  • A root outside the scale moves chromatically. A track in CHR uses its ROOT's major scale.
  • The bars count from PLAY on the sequencer's grid.
  • Each scene has its own KEY track; the title says whose (KEY S3). A new scene takes the KEY of the scene you came from. A scene change starts at bar 1.

Scenes

16 scenes per project. While playing, the next scene comes in at the end of the pattern, in time.

What a scene is

A scene holds the four tracks' sequences: their steps, LEN, DIV, SWING, GATE and QUANTIZE, automation and locks, plus the two FX tracks and the KEY track. Sounds, mixer, ARP, SCL, FX1 and the song belong to the project and stay when you switch.

Picking a scene

SEQ held: the white keys are the scenes; the header says [SEQ] SCENES.
  1. Hold SEQ. The map shows the 16 scenes: the one playing filled, one waiting ringed, one with content raised, an empty one dimmed.
  2. A white key: that scene. Stopped, it comes at once; playing, at the end of the pattern, the end of the loop of the longest track that plays something (NEXT: SCENE 2).
  3. OCT− / OCT+ pick the previous or next scene.

Picking the scene playing again cancels the change (SCENE 1 STAYS). STOP with a scene waiting: it comes at once. An empty scene takes LEN, DIV, SWING, GATE and QUANTIZE from the scene you came from.

Copying a scene

Hold SEQ and hold OCT+ for about 0.7 seconds: the scene playing is copied into the next free one (COPIED TO SCENE n), at once and without an audible jump. Every edit now changes the copy, while the original waits in its scene. The copy goes to the first empty scene after the one playing; OCT− picks the scene before it, which is the original when the copy landed right after it.

Possible answers: NOTHING TO COPY (the scene is empty), NO FREE SCENE, SCENE MEMORY FULL.

Clearing a scene

Hold SEQ and hold OCT− for about 0.7 seconds: the scene playing is cleared (SCENE n CLEARED): its steps, automation, FX TRACKS and its own KEY. At once, playing too, the nearest scene before it that holds something plays from its step 1; if there is none before, the nearest after; if no other scene holds anything, the cleared scene stays. Letting go of OCT− then steps no scene.

Possible answers: NOTHING TO CLEAR (the scene is already empty), STOP THE SONG FIRST.

A punch-in across the change

A punch-in effect stays on while its key is held, even after you let go of FX. So hold FX and an effect key, let go of FX, hold SEQ and pick the next scene. Release the key, and the effect stops.

The scene song

Scenes can be played one after another as a song. Hold SEQ and press SELECT: the layer turns to [SEQ] SONG (SELECT again goes back to SCENES; the next hold opens where you left it). The song is a chain of cells, four to a row: each cell is a scene and how many times it plays (x1 to x16; once is the scene's loop, its longest track).

The white keys add their scene to the end of the chain (the last cell's scene again adds one more pass). KNOB 1 picks the cell, KNOB 2 its scene, KNOB 3 its REPS, KNOB 4 END: LOOP (back to the first cell) or STOP. OCT− / OCT+ go to the cell before or after, EDIT deletes the cell, F#3 clears the whole song (OCT+ confirms).

PLAY plays the song from the selected cell; PLAY again stops it. It always changes at a scene's end. While it plays, every page edits and records into the scene playing. Picking a scene by hand, copying one, or STOP ends the song where it is. The song is saved with the project.

Memory

The 15 scenes not playing wait packed into 7.7 KB. A scene of four 16-step tracks takes about 250 to 500 bytes. If a pick does not fit, the display says SCENE MEMORY FULL and nothing changes. Scenes are saved with the project, the one playing included. An older project loads as scene 1.

Song

Chain patterns into a loop you can change while it plays.

Typing a chain

On GLO > SONG with REC: A3 B3 C4 D4 are the project slots A to D.
  1. Save patterns into the project slots (see Projects). A pattern here is a slot: its sequences and FX tracks, played with the current sounds.
  2. GLO, then SELECT if KEY appears: the SONG page.
  3. REC, then the keys in the order you want, such as A A B. The same key again plays that pattern once more.
  4. REC ends the typing, PLAY plays the chain in a loop.

Changing it while it plays

Nothing has to stop first. A newly typed chain starts at the end of the pattern playing, an added pattern plays after the ones before it, and a row changed with the knobs plays when its section comes.

The knobs edit the list: KNOB 1 the section, KNOB 2 the track, KNOB 3 the pattern, KNOB 4 the repeats. Each row can name its own slot for each track, or “–” for a rest. On the last row (+ ADD) KNOB 4 sets END to LOOP or STOP.

Scenes and songWhile a song plays, scenes do not change (STOP THE SONG FIRST). Each section plays its slot as it was saved, with its FX tracks from their first step.

Effects

Effects on every track, three shared effects fed by sends, and punch-ins on the mix that can be recorded as tracks of their own.

The signal path

EVERY TRACK · T1 TO T4 ENGINE16 to choose SLICERFX › SLICER DRIVEFX › DRIVE EQHOME › EQ LEVEL · PANMIXER SENDS · FX › MIX: CHO SHIM DLY REV CHORUSFX › CHORUS SHIMMERFX › SHIMMER DELAY / CLOUDFX1 · FX › DELAY REVERBFX › REVERB MIXtracks and the chain PUNCH-INSFX layer · FX tracks EQ · COMP · LIMITSPEAKER EQ · HOME › MASTER MASTERthe knob, last OUTPUTspeaker · headphones · USB
Each track runs through the SLICER, its DRIVE and its EQ. Sends feed one chain in series: chorus, shimmer, delay, reverb; every stage passes on to the next and goes to the mix as well. The punch-ins and HOME › MASTER work on the whole mix; the MASTER knob comes last.

The FX cards

FX opens nine cards; SELECT turns them. The effects are drawn as pedals, each in the colours of a classic of its kind, with the effect moving in a window; MIX and MIX 2 show four faders. MIX, DRIVE and SLICER belong to the selected track; MIX 2, CHORUS, SHIMMER, DELAY and REVERB to all.

CardKNOB 1KNOB 2KNOB 3KNOB 4
1 MIXthe track's sendsCHOSHIMDLYREV
2 MIX 2the chain's levelsCHRSHRDELthe DELAY's MIXREV
3 DRIVETYPEOFF, SOFT, HARD, FOLD, FUZZ, CRUSHDRIVE · BITSTONE · RATELEVEL · LPF
4 CHORUSTYPECHORUS, FLANGER, VIBRATORATEDEPTHFDBK
5 SHIMMERSIZEDAMPPITCHFDBK
6 DELAYTYPEDELAY or CLOUDTIME · SIZEFDBK · PITCHMIX · DENS
7 REVERBTYPEROOM, SPRING, HALLSIZEDAMP–
8 SLICERSLCROFF, GATE, STUT, PUMPPATRATEDEPTH
9 FX TRACKSLANESTEPEFFECTLEN
MIX
How much of the selected track goes into each stage. The chain runs in series, so CHO is heard chorused, then shimmered, echoed and reverbed; SHIM goes through shimmer, delay and reverb, DLY through delay and reverb, REV into the reverb alone.
MIX 2
Each stage's level, for all tracks. It sets how much goes into the stage, so a stage turned down rings out and passes nothing more on. DEL is the DELAY's MIX. Kept with the project.
DRIVE
SOFT, HARD, FOLD and FUZZ (DRIVE, TONE, LEVEL), CRUSH (BITS, RATE, LPF). It sits after the SLICER and before the EQ and is part of the sound; there is no dry blend, TYPE OFF is off. Projects with the old INSERT types PHASR, FLANG or CHOR or the old DIST play them as OFF.
CHORUS
The chain's first stage, in stereo. FLANGER sweeps a 0.5 to 6 ms comb, FDBK up to 0.87 for the jet. VIBRATO is all wet: CHO up and the track's LEVEL down for the vibrato alone.
SHIMMER
A hall whose tail is pitched (PITCH in semitones, an octave up at first) and fed back (FDBK): each pass climbs and fades.
DELAY
TIME in tempo, dotted values too (1/4D, 1/8D, 1/16D), at most 1.49 s.
REVERB
The end of the chain. HALL is a smooth stereo reverb; SIZE sets its decay from 0.5 s to about 9 s. A project with the old REVERB type SHIMMER plays a HALL.
SLICER
Rhythm in tempo at the start of a track, before its DRIVE. SLCR picks the mode: GATE cuts the track to one of 16 step patterns (DEPTH: how far a step closes), STUT repeats it, PUMP ducks it on every step as a sidechain compressor keyed by a kick would. For PUMP, DEPTH sets how far the level drops and PAT the curve back up: 1–4 SMOOTH, 5–8 PUNCH, 9–12 LINEAR, 13–16 HOLD, each over the whole step, ¾, ½ or ¼ of it. RATE sets the step length, 1/4 being the longest. (GT END and PM END, on the whole mix, are retired: such a track plays the SLICER OFF.)

FX1: DELAY and CLOUD

The delay bus is FX1. On the DELAY card KNOB 1 picks the TYPE: DELAY or CLOUD, a granular cloud. It lives in the delay's 1.5-second line and needs no extra memory. Tracks feed it with their DLY send.

TYPEKNOB 2KNOB 3KNOB 4
DELAYTIMEFDBKMIX
CLOUDSIZE10 ms to 1 sPITCH−24 to +24 semitonesDENS0.5 to 64 grains a second

The display shows the line and each grain where it reads. CLOUD FREEZE (hold FX + F5) lets nothing new in; the cloud plays on in what it holds. ECHO THROW throws into the cloud. Changing the TYPE fades the old one out and starts the new one empty.

Punch-ins (MAP A)

FX held, MAP A: the factory effects. G5 is free.

Hold FX and press a white key: the effect sits on the mix for as long as you hold the key. The first four black keys mute T1 to T4. The knobs are macros: KNOB 1 FILTER (left low-pass, right high-pass), KNOB 2 CRUSH, KNOB 3 THROW, KNOB 4 DEPTH (how strongly the buffer effects, FLANGER and PHASER act; while OCT UP or OCT DN plays the card reads SHIMR, their shimmer).

REPEAT
Repeats the last eighth, sixteenth or thirty-second. Starts on the next sixteenth.
REVERSE
Plays backwards.
LPF · HPF
A filter sweep down or up.
TAPE STOP
The tape slows to a stop over one beat.
FREEZE
Holds a moment.
OCT UP · OCT DN
A harmonizer an octave up or down, with shimmer.
FLANGER · PHASER
In tempo.
REV · ECHO THROW
Every track's reverb or delay send full while held; ECHO THROW lifts FDBK to at least 70 %. Let go and the tails ring out.

Your own mapAny key can hold any effect: hold FX, hold the key, turn PRESETS. EDIT puts the key back to its default. Both maps are kept with the settings.

Punch-ins (MAP B)

Hold FX and turn ALGORITHM right: MAP B, the header says HOLD B. Left: back to MAP A.
DUCK
The mix pumps in quarters, as under a kick's sidechain: −20 dB on the beat, back over three quarters.
STEREO
The mix swings left and right, a sixteenth each side.
PITCH 5TH UP · 4TH DN
The whole mix a fifth higher or a fourth lower, the shifted sound alone.
RAMP UP
The tape stands still, spins up over a beat and lands in time.
GLITCH
From the next sixteenth, every sixteenth is a random slice: repeated, backwards, an octave down or up, silence, or the mix itself.

KNOB 4 DEPTH also sets how deep DUCK, STEREO and PITCH go. A key held while you switch maps takes the new map's effect at once. PITCH, RAMP UP and GLITCH are buffer effects like REPEAT: the last one pressed plays.

FX tracks

Two tracks just for effects, FX1 and FX2, beside the four instrument tracks. They play the FX layer's effects and the mutes of tracks 1 to 4 on a grid of sixteenths.

  1. FX, then SELECT to the FX TRACKS card. REC: the selected FX track is armed.
  2. PLAY starts.
  3. Hold FX and play effect or mute keys. What you play lands on the track, quantized to sixteenths, held effects as TIE. Where you hold nothing, what was there stays.
  4. REC again: recording off; the track plays the effects in time.

By hand: KNOB 1 picks FX1 or FX2, KNOB 2 the step, KNOB 3 its effect (OFF, TIE, the effects, the mutes), KNOB 4 the length from 1 to 64 sixteenths. Two different lengths drift against each other. To clear: hold REC + F#3, then OCT+.

FX LATCH

With MENU > CONTROL > FX LATCH ON, FX + an effect key turns the effect on until you press it again. The macros stay where you leave them. FX + OCT− turns everything off. Latched effects are recorded onto the FX tracks too.

Mixer and global

Level, pan, reverb and mute for the four tracks. Live moves in the GLO layer.

MIXER

HOME, then HOME again: the MIXER. KNOB 1 LEVEL, KNOB 2 PAN, KNOB 3 shows REV but does not turn it (the reverb send is on FX > FX), KNOB 4 MUTE, each for the track picked with ALGORITHM. MOMENTARY works here too.

EQ

From HOME, SELECT steps MIXER, CLOCK, then EQ: four bands for the track picked with ALGORITHM, after its DRIVE and before LEVEL, PAN and the sends. The panel shows the track's curve from 20 Hz to 20 kHz (±12 dB), the band picked on its own, and the four bands as numbered points.

KNOB 1 BAND
Picks band 1 to 4.
KNOB 2 FREQ
20 Hz to 20 kHz in 121 steps of about 1/12 octave (100 Hz, 500 Hz, 2 kHz and 8 kHz are steps).
KNOB 3 GAIN / RESO
−12 to +12 dB in half dB. On LP and HP it is the resonance (Q 0.50 to 9.51); each type keeps its own value.
KNOB 4 TYPE
L.SHF (low shelf), BELL, H.SHF (high shelf), LP (low pass), HP (high pass). Shelves and bells have a fixed width.

The bands start flat: L.SHF 100 Hz, BELL 500 Hz, BELL 2 kHz, H.SHF 8 kHz, all at 0 dB. The EQ belongs to the track like LEVEL and PAN: loading a sound keeps it, all scenes share it, and it is saved with the project.

MASTER

After EQ, SELECT reaches MASTER: the dynamics at the end of the whole mix, a compressor and then a limiter, after SPEAKER EQ and before the MASTER knob. The knob only turns the result down, so the sound is squeezed the same at any volume. The panel shows the curve (input level across, output up, the limiter's ceiling as a red line) and two meters: how many dB the compressor and the limiter take off right now.

KNOB 1 COMP
How hard the compressor works, 0 to 100 %: threshold and ratio together (50 %: −12 dB at 3.5:1; 100 %: −24 dB at 6:1), a soft knee. 0 % is off.
KNOB 2 RELEASE
20 ms to 1 s; the attack follows at a twentieth of it.
KNOB 3 LIMIT
The limiter's ceiling, −15.2 to −0.2 dBFS in half dB. −5.2 dB is the limiter as it always was.
KNOB 4 GAIN
Make-up gain after the compressor, 0 to +12 dB, into the limiter.

It starts as COMP 0 %, RELEASE 141 ms, LIMIT −5.2 dB, GAIN 0 dB: exactly the master of before with the knob all the way up. The settings are saved with the project; projects of before load with these defaults.

The GLO layer

GLO held. KNOB 1–4 are the levels of T1 to T4.
F3 … B3
Solo T1 to T4 while held.
Black keys 1–4
Mute T1 to T4, latched until pressed again.
C4
Unmutes all.
D4
MIDI LEARN (see MIDI LEARN).
F4
Tap the tempo.
PLAY
Restart from the top.
SAVE held
Undoes the layer's changes in one step.

The HOME view

By default HOME shows the four tracks, a row each with its sound, its steps playing, MUTE and a level meter. MENU > DISPLAY > HOME picks TRACKS, LEVELS (KNOB 1–4 are then the four tracks' levels) or SCOPE (an oscilloscope; MENU > DISPLAY > SCOPE picks OUT after MASTER or MIX before it).

Saving

Four projects, 32 sounds of your own and an autosave that brings everything back at power-on.

Projects A–D

SAVE > PROJECT: the keys are silent here and lit. OCT+ saves, OCT− loads.
  1. SAVE: the PROJECT page.
  2. F3, G3, A3 or B3 picks project A, B, C or D.
  3. OCT+ saves, stopped only: a used slot first asks OVERWRITE?, then the name screen opens; OCT+ there writes it. OCT− loads (LOAD PROJECT?).

F#5 is NEW: OCT+ starts a new project, stopped only (otherwise STOP FIRST). OCT− on an empty slot asks NEW PROJECT IN SLOT C? and starts the new project there. SELECT goes on to USER, PRESETS, PHRASES and TOOLS.

What a project holds

The four tracks' sounds, mixer and effects, all 16 scenes with their sequences, FX tracks and KEY tracks, the song, the tuning (TUNE) and the MIDI channel setting. Projects saved before scenes existed load as scene 1; projects of the firmware JAN3000 is based on load with empty FX tracks.

Your own sounds (USER)

  1. Stop, then SAVE and SELECT to USER.
  2. KNOB 1 picks one of 32 slots.
  3. KNOB 4 to the right (SAVE), then OCT+ (a used slot asks OVERWRITE? first): give it a name and a category, confirm with OCT+.

KNOB 2 (LOAD) loads and KNOB 3 (ERASE) erases the same way, each with OCT+. A sound of your own keeps its effects, an FM6 sound its patch, a VDRUM sound its own kit.

Autosave

With MENU > SYSTEM > RESTORE LAST ON the FM-1 starts with the music you left. The autosave is kept apart from the four projects and written when something changed, the music is stopped and nothing was touched for 10 seconds, at most once a minute.

FlashScenes and extras live in the flash of two of the three sample slots, so USR1 is the one slot left for a sample of your own.

MIDI, USB and sync

Notes and controllers over USB and TRS, audio to the computer, a sync pulse for other devices.

USB

On a computer the FM-1 shows up without a driver as a MIDI device (in and out) and as a stereo audio input at 44.1 or 48 kHz, whichever the computer picks. Record the mix straight into your DAW.

MENU > AUDIO > USB LEVEL: MASTER (the knob sets the USB level too) or FIXED (USB always at full level, MASTER for speaker and headphones only). On macOS 13 to 15 set MENU > SYSTEM > USB SERIAL to OFF so the audio input appears.

MIDI in

MENU > MIDI > MIDI IN: CH1-4 (channels 1 to 4 play tracks 1 to 4), CH5-8, CH9-12 or CH13-16 (another block, such as for two FM-1s on one cable) or SEL (every channel plays the selected track). The keys send on the track's channel. Pitch bend, sustain and panic are understood; the clock comes from inside, USB or TRS (HOME > CLOCK).

CCParameterCCParameter
5GLIDE74Brightness (cutoff)
7LEVEL75Decay
10PAN91Reverb send
71Resonance93Chorus send
72Release94Delay send
73Attack64Sustain

MIDI LEARN

  1. Hold GLO + D4: MIDI LEARN ON.
  2. Turn a knob on the FM-1: its parameter is picked.
  3. Move a knob or fader on your controller. The header says, for example, CC74 -> T1 CUT.
  4. Turn the next knob and move the next control. OCT− clears the picked parameter's CC, OCT+ ends.

Up to 16 CCs, kept with the settings. MENU > MIDI > LEARN CLEAR clears them all.

Program Change

A Program Change on a track's channel loads its sound, counted from 0 in PRESETS order. DRUM: 0 to 5 are the kits. FM6: 0 to 7 the factory patches, 8 to 39 the bank's voices. The engine never changes, and a number past the last is ignored.

SYNC OUT

MENU > AUDIO > SYNC OUT: OFF, PO or PO INV. While playing, the headphone jack's left channel carries a short pulse every eighth note (two per quarter note, a common sync standard for pocket synths and grooveboxes); the right channel carries the mono mix. PO INV sends the same pulse upside down, for inputs that need it. The TRS MIDI jack is an input only, so this is the way out for a clock. USB audio stays stereo.

  1. A stereo to two mono cable: left into the other device's sync input, right into a mixer or its audio input. A device that reads sync on the left channel of its line input takes a plain stereo cable.
  2. Set the other device to follow an external sync pulse (see its manual).
  3. If the other device waits for the clock, start it first, then PLAY on the FM-1. If it does not follow, try PO INV.

Shortcuts

The main moves on one page, by button.

Holds and combinations

MoveWhat it does
Hold HOMEMenu
Hold SAVEUndo; again: redo
Hold LFO + a knobMOMENTARY: the value jumps back on release; OCT+ keeps it
Hold FX + white keyPunch-in effect
Hold FX + black key 1–4Mute T1–T4 while held
Hold FX + ALGORITHMMAP A or MAP B
FX + hold a key + PRESETSAssign an effect to the key; EDIT: default
Hold GLO + F3–B3Solo T1–T4 while held
Hold GLO + black key 1–4Mute T1–T4, latched
Hold GLO + C4 · D4 · F4Unmute all · MIDI LEARN · tap tempo
Hold GLO + PLAYRestart from the top
Hold GLO + KNOB 1–4Levels T1–T4
Hold SCL + a keyRoot of the scale
Hold EDIT + white keyPick the engine; F#5: initialize the sound
Hold EDIT + black keyThe engine's quick action (DRUM: mute an instrument)
Hold SEQ + white keyScene 1–16
Hold SEQ + OCT− / OCT+Previous or next scene; OCT+ held long: copy the scene; OCT− held long: clear it
Hold SEQ + black keyPattern tool
Hold SEQ + PRESETSPick the drum lane for the LANE tools
Hold SEQ + EDITNothing (hold SAVE to undo)
Hold REC + F3Clear the selected track
Hold REC + G3 · A3 · B3CLICK · COUNT-IN · CLICK LEVEL
Hold a step + a knobParameter lock; EDIT clears the step's locks
OCT− + OCT+Reset the octave
Double-tap a layer buttonThe layer stays open
Hold SAVEUndo the last step (a layer's changes are one); again: redo
Hold OCT− + OCT+ for 5 sUpdate mode (a countdown shows from 2 s; letting go cancels)
OCT− + OCT+ at power-onCalibrate buttons and knobs

Help

What to do when something goes wrong, and who this firmware owes thanks to.

If the FM-1 does not start

If the firmware fails to start twice, a boot guard sends the unit into the chip's boot mode. A computer then sees it as a USB device named WL80UBOOT (or as mass storage with the ID 4C4A:8057).

  1. Try another USB data cable, close every other app that uses MIDI, and run the installer again.
  2. If it stays in boot mode: FM-1 Transporter reads and writes the flash through a small RP2040 board wired to the FM-1's USB lines.
  3. Back up the flash first, then write the official firmware (M-VAVE's FM-1.fwsc).

Calibrating buttons and knobs

If buttons or knobs respond wrongly, hold OCT− and OCT+ while switching on. The display asks you to teach each button and knob in turn. The piano keys are not part of it: pressing one cancels. Calibration is also in MENU > SYSTEM > CALIBRATION.

Licence and thanks

JAN3000 is free software under GPL-3.0-only. If you pass the firmware on, you must offer its complete source under the same licence.

  • Felucca by Leo Kuroshita, Hügelton Instruments: the foundation, with its hardware layer, USB, installer, storage, engines, tests and the Fukiai icons.
  • Plaits by Emilie Gillet (MIT): the models behind WSHAPE, HRMNC, PRTCL, WTABLE and SWARM.
  • Dexed / msfa (Apache-2.0): the FM6 engine. DaisySP and Emilie Gillet's Eurorack code (MIT): PHYS.
  • Inter Tight (SIL OFL): the display's typeface. Samples: VSCO-2 CE and VCSL by Versilian Studios (CC0).

M-VAVE and FM-1 are trademarks of their owner. JAN3000 is not affiliated with or endorsed by M-VAVE.

JAN3000 v0.2 alpha · user guide · November 2026.