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Chapter 5

Engines & sounds

The twelve engines behind 153 sounds, six-operator FM with DX7 patches, envelopes and LFOs.

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In this chapter · 14
  1. 5.1The sound bank
  2. 5.2User presets
  3. 5.3The twelve engines
  4. 5.4ANALOG and TRIO
  5. 5.5DIGITAL and PHASE
  6. 5.6LOFI and NOISE
  7. 5.7SAMPLE and GRAIN
  8. 5.8VOICE and WHEEL
  9. 5.9PHYS: physical models
  10. 5.10FM6: six-operator FM
  11. 5.11DX7 patches and the FM6 editor
  12. 5.12Polyphony and voice modes
  13. 5.13The envelope
  14. 5.14The LFO
5.1BasicsGUIDE.md §5, §13, §17

The sound bank

SLOOP comes with 153 factory sounds, each a complete patch on one of the twelve The twelve engines. All of them are level-matched: two sounds at the same LEVEL play equally loud, so you can swap one bass for another mid-groove.

PRESETS steps through them on a synth track, sorted by kind, with the kind shown beside each name. Favourites come first, then the factory sounds, then your 32 user presets.

Key combinations

Turn PRESETS
Changes the selected synth track’s sound: favourites, then factory sounds by kind, then user presets.On a synth track

The eight kinds

KindSoundsA few to try (engine)
Bass22808 BOOM and 808 SLIDE (they glide between held notes, two octaves below the keys) · ACID 303 (ANALOG) · CZ BASS (PHASE) · UP BASS (SAMPLE)
Keys12RHODES, M1 PIANO (DIGITAL) · GRAND PNO (SAMPLE) · TINE EP (FM6)
Organ10SOUL ORGAN, DIRTY B3 (WHEEL) · DRAWBARS (FM6) · ACCORDION (TRIO)
Pad26WARM PAD (ANALOG) · ENSEMBLE (TRIO) · SHIMMER (GRAIN) · CHOIR AAH (VOICE) · CELLO BOW (PHYS)
Lead17SUPERSAW (ANALOG) · HOOVER (TRIO) · TALKBOX (VOICE) · GAME LEAD (LOFI)
Pluck & bell38KALIMBA (DIGITAL) · NYLON GTR, KOTO (PHYS) · GLASS BELL (FM6) · 8BIT ARP (LOFI)
Stab12MIN7 STAB, DUB CHORD (TRIO) · CZ BRASS (PHASE) · HORN STAB (SAMPLE)
FX16SCRATCH, scratches and rewinds across the keys · TABLA (PHYS) · RISER, VINYL (NOISE)

Every new project opens at 90 BPM: track 1 plays 808 BOOM, track 2 RHODES, track 3 LOFI FLUTE, and the drum track the 808 kit. SAVE → TOOLS → NEW takes you back there, and INIT resets just the track’s sound to its engine’s defaults (The SAVE pages). To pick an engine rather than a sound, turn KNOB 2 on the PRESETS page below.

Mark a favourite (2.7)

  1. Tap SAVE from a page, not the TRACKS screen, and turn SELECT to PRESETS.
  2. Turn KNOB 1 to the sound.
  3. Turn KNOB 4 right: the screen says FAV ADDED. Turn it left to remove the sound again.
SAVE · PRESETSTap SAVE from a page, not the TRACKS screen, and turn SELECT to PRESETS.

Sound

The track’s sound: favourites, then factory sounds by kind, then user presets.

KNOB 1

How favourites behave

  • You can keep up to 16, user presets included, at the top of the PRESETS list, tagged FAV, in the order you added them.
  • The list is a setting of the FM-1: it survives power-off, but it isn’t part of a project or of an editor backup.
  • MIDI Program Change ignores favourites and counts the list from the first factory sound (Program Change and Bank Select).

From the community

a fairly deep dive into sloop v2.3 (m-vave fm1 custom firmware)

BIG UMAMI

Twenty-four minutes cut from a two-hour live stream on version 2.3, starting from a blank project. Older than 2.8 — 76 sounds then — but the workflow carries over.

5.2BasicsGUIDE.md §11, §13

User presets

When you’ve shaped a sound you like, keep it in one of 32 user slots. User presets show up in the PRESETS list after the factory sounds, so PRESETS finds them like any other, and they can be favourites.

Save a sound

  1. Stop the song. SLOOP only writes presets to flash while the transport is stopped.
  2. Select the track whose sound you want to keep.
  3. Tap SAVE from a page and turn SELECT to USER.
  4. Turn KNOB 1 to pick a SLOT, 1–32.
  5. Turn KNOB 4 one click: the screen asks AGAIN: SAVE. Turn it once more within about 1.5 s to save.
SAVE · USERTap SAVE from a page, not the TRACKS screen, and turn SELECT to USER.

SLOTSlot

The user preset slot.

KNOB 1Range 1–32

Good to know

  • LOAD and ERASE use the same two-click confirmation. ERASE empties the slot. The confirmation works the same way across the SAVE pages (The SAVE pages).
  • Loading a sound, factory or your own, changes only the sound. The track’s key, chord mode, pattern and mix stay exactly as they were.
  • A preset can bring an arpeggiator setting with it. If the arp is already running when you load a sound, it keeps going with the new one (The arpeggiator).
  • A user preset of an FM6 sound keeps the macros and the PTCH slot, not the patch itself (FM6: six-operator FM).
  • An editor backup includes all 32 slots (Backup and restore). Over MIDI, Bank Select reaches them after the factory sounds (Program Change and Bank Select).
5.3BasicsGUIDE.md §16, §17

The twelve engines

The engine is the kind of synthesis a track uses. Loading a preset picks it for you; to choose one directly, turn KNOB 2 on SAVE → PRESETS (The sound bank). All twelve come from Felucca, the firmware SLOOP is built on.

EngineWhat it isPage namesVoices alone
ANALOGVirtual analogue: two oscillators and a filter (ANALOG and TRIO)OSC · FLT8
DIGITALFour-operator FM (DIGITAL and PHASE)OPS · MOD8
PHASEPhase distortion, CZ style (DIGITAL and PHASE)PHS · LINE8
LOFI8-bit chip sounds (LOFI and NOISE)CHIP · MOTN8
SAMPLEA sampler: built-in sets or your own (SAMPLE and GRAIN)SET · TONE8
VOICEFormant voice: choirs and talkbox (VOICE and WHEEL)VOWL · TONE4
TRIOThree oscillators and a multimode filter (ANALOG and TRIO)OSC · TONE8
WHEELTonewheel organ (VOICE and WHEEL)BARS · TONE8
GRAINGranular (SAMPLE and GRAIN)GRAN · SPRY3
FM6Six-operator FM with DX7 patches (FM6: six-operator FM)OPS · PATCH6
PHYSPhysical models of strings, bars, bells and drum heads (PHYS: physical models)BODY · EXCT3 (SYMP: 2)
NOISENoise, from analogue to digital (LOFI and NOISE)SRC · MOVE8

Each engine has eight parameters. Tap EDIT for the first four, on EDIT 1, and tap it again for the other four, on EDIT 2. The screen titles the two pages with the engine’s own names from the table above, and the engine explorer in this guide uses them too. After the engine’s pages come FILTER (ANALOG only), then VOICE and VOICE 2, which every engine shares (Polyphony and voice modes).

Where the engines come from

  • PHASE follows CrispyZebra’s phase-distortion code; VOICE follows klattsch.
  • FM6 is msfa, the synthesis core of Dexed.
  • PHYS uses the models of DaisySP and Mutable Instruments’ Rings by Emilie Gillet.
  • FM6, PHYS and NOISE arrived from Felucca 1.0, in SLOOP 2.4 and 2.5.
5.4IntermediateGUIDE.md §16, §17

ANALOG and TRIO

ANALOG is SLOOP’s virtual analogue synth: two oscillators with detune and a dash of noise, then a resonant filter with drive. It plays 17 factory sounds, among them the moving basses (ACID 303, REESE, WOBBLE, FUNK BASS), the big leads (SUPERSAW, G-FUNK LD, PWM LEAD), pads such as WARM PAD and DARK STR, TRAP PLUCK and SYN BRASS.

EDIT · ANALOG · EDIT 1 (OSC)On a track playing ANALOG, tap EDIT.

WAVEWaveform

The oscillators’ waveform.

KNOB 1Range SAW, SQR, TRI, SIN, PWM

EDIT · ANALOG · EDIT 2 (FLT)On a track playing ANALOG, tap EDIT twice.

CUTCutoff

Where the filter closes. The same value as CUT on the FILTER page.

KNOB 1

ANALOG has a third page of its own, FILTER (2.6). Its TYPE turns the low-pass into a band-pass or a high-pass; CUT, RES and KTR there are the very same values as on EDIT 2, so changing one changes the other.

EDIT · FILTEROn a track playing ANALOG, tap EDIT and turn SELECT to FILTER.

TYPEFilter type

Low-pass (as before 2.6), band-pass or high-pass.

KNOB 1Range LP, BP, HP

TRIO stacks three oscillators. INT2 and INT3 set the second and third at their own intervals from the first, so one key can sound a whole chord: that’s how MIN STAB, MIN7 STAB, RAVE STAB and DUB CHORD work. A multimode filter follows. TRIO also plays FAT BASS, SAW PAD, ENSEMBLE (a 70s string machine), SYNC LEAD, HOOVER, 80S POLY and ACCORDION, two reeds tuned slightly apart.

EDIT · TRIO · EDIT 1 (OSC)On a track playing TRIO, tap EDIT.

WAVEWaveforms

The waveform combination, one of 16.

KNOB 1

EDIT · TRIO · EDIT 2 (TONE)On a track playing TRIO, tap EDIT twice.

MODEFilter type

Low-pass, band-pass, high-pass or notch.

KNOB 1Range LP, BP, HP, NOT

5.5IntermediateGUIDE.md §16, §17

DIGITAL and PHASE

DIGITAL is four-operator FM, and with 22 factory sounds it’s the second busiest engine after PHYS. It covers most of the electric pianos (RHODES, DX RHODES, WURLI, M1 PIANO, AFRO KEYS), CLAV and FM GRAND, the tuned percussion (KALIMBA, MARIMBA, XYLOPHONE, GLOCKEN, CELESTA, STEEL DRUM), PLUGG BELL and TRAP BELL, GLASS PAD, FM BASS and BASS GTR.

EDIT · DIGITAL · EDIT 1 (OPS)On a track playing DIGITAL, tap EDIT.

ALGAlgorithm

How the four operators are connected.

KNOB 1Range 1–8

EDIT · DIGITAL · EDIT 2 (MOD)On a track playing DIGITAL, tap EDIT twice.

IDXFM amount

How much the modulators act on the sound: the main brightness control.

KNOB 1

ALG chooses one of eight ways to connect the four operators, and R2–R4 tune operators 2–4 as ratios. On EDIT 2, IDX is the amount of FM, your main brightness control, MDEC how fast the modulators decay, and FB the feedback. DIGITAL stayed exactly as it was when the six-operator FM6 arrived in 2.4.

PHASE is phase distortion in the style of Casio’s CZ synths, after CrispyZebra’s code. Rather than filtering a wave, it bends its phase: DCW sets how far, and ENV gives that amount an envelope. EDIT 2 adds detune, a sub-oscillator and LINE, which mixes or ring-modulates the two waves. Every CZ sound is PHASE (CZ BASS, CZ STRING, CZ PAD, CZ LEAD, CZ RESO, CZ BRASS), plus SOFT KEYS and RESO PLUCK.

EDIT · PHASE · EDIT 1 (PHS)On a track playing PHASE, tap EDIT.

WAVEWave

The first waveform.

KNOB 1

EDIT · PHASE · EDIT 2 (LINE)On a track playing PHASE, tap EDIT twice.

DTNDetune

Detune.

KNOB 1

5.6IntermediateGUIDE.md §16, §17

LOFI and NOISE

LOFI is an 8-bit chip voice. It plays a pulse, triangle, saw, noise or a small wave table through chip modes from 1-bit to 8-bit, with the pitch sweeps, vibrato and quick arpeggios of old game consoles. Its factory sounds are GB BASS, NES BASS, GAME LEAD, WAVE LEAD, 8BIT ARP, 1BIT BEEP, CHIP CHORD and CHIP NOISE.

EDIT · LOFI · EDIT 1 (CHIP)On a track playing LOFI, tap EDIT.

CHIPChip mode

The chip character.

KNOB 1Range 4BIT, 4B/2, 8BIT, 1BIT, STEP

EDIT · LOFI · EDIT 2 (MOTN)On a track playing LOFI, tap EDIT twice.

SWPPitch sweep

Sweeps the pitch.

KNOB 1

NOISE (2.5) sends noise through a resonant filter. MODE picks the source: ANLG for coloured noise (COLR runs from white through pink to brown), DUST for crackle, LFSR for shift-register tones and META for metallic ones. On LFSR and META, two knobs change job: DENS becomes LEN, the register, and CRSH becomes CLK, the clock above the key. Its eleven factory sounds range from pads (WIND, OCEAN) and a lead (NZ ARCADE) to effects such as RAIN, VINYL, HISS, RISER, NZ SNARE, NZ METAL, BITCRUSH and RADIO.

EDIT · NOISE · EDIT 1 (SRC)On a track playing NOISE, tap EDIT.

MODESource

Coloured noise, crackle, shift-register or metallic tones.

KNOB 1Range ANLG, DUST, LFSR, META

EDIT · NOISE · EDIT 2 (MOVE)On a track playing NOISE, tap EDIT twice.

TRKKey tracking

Key tracking.

KNOB 1

5.7IntermediateGUIDE.md §16, §17

SAMPLE and GRAIN

SAMPLE plays recorded instruments. SET picks one of eight built-in sets (PIANO, BASS, VIBES, HORNS, STRGS, FLUTE, SCRCH, PERC) or one of your own sample slots, USR1–USR4 (Your own samples). The built-in recordings are free CC0 material from Versilian Studios’ VSCO-2 CE and VCSL and from Sonic Pi, coloured as if played through an old sampler.

GRAND PNO is a Steinway recorded note by note, and its long notes fade the way a real piano’s do; DUSTY PNO and LOFI KEYS are that piano through an old sampler. SAMPLE also plays UP BASS and DEEP BASS (a real upright), VIBES, LOFI FLUTE, HORN STAB, STRING STB and GM KIT.

EDIT · SAMPLE · EDIT 1 (SET)On a track playing SAMPLE, tap EDIT.

SETSample set

A built-in set or one of your slots. SCRCH is one scratch across the keyboard (2.7.2).

KNOB 1Range PIANO, BASS, VIBES, HORNS, STRGS, FLUTE, SCRCH, PERC, USR1–USR4

EDIT · SAMPLE · EDIT 2 (TONE)On a track playing SAMPLE, tap EDIT twice.

CUTTone

The tone of the sample.

KNOB 1

GRAIN is granular synthesis: it plays a sample as a stream of tiny grains. SRC can be any sample set, your USR slots included. POS chooses where in the sample the grains come from, SIZE and DENS how long and how many they are, and EDIT 2 adds pitch, spread and randomness. Its factory sounds are the slow, blurred ones (LOFI CLOUD, VIBE HAZE, STR CLOUD, SHIMMER, DRONE, PNO FREEZE, HORN CLOUD) and the lead FLUTE DUST.

EDIT · GRAIN · EDIT 1 (GRAN)On a track playing GRAIN, tap EDIT.

SRCSource

The sample the grains come from: any sample set, USR1–USR4 too.

KNOB 1

EDIT · GRAIN · EDIT 2 (SPRY)On a track playing GRAIN, tap EDIT twice.

PTCHPitch

The grains’ pitch.

KNOB 1Range ±24

Good to know

  • SCRCH is one scratch spread across the whole keyboard (2.7.2).
  • Since 2.8.3, every SAMPLE note starts from silence with its ATK, even a sample retriggered on a voice that’s still sounding, so it no longer clicks (The envelope).
  • SAMPLE plays eight voices on its own, GRAIN only three (Polyphony and voice modes).
  • CC 74 from a controller moves SAMPLE’s CUT and GRAIN’s TONE (MIDI CCs, sustain and pitch bend).
5.8IntermediateGUIDE.md §16, §17

VOICE and WHEEL

VOICE is a formant synth, after klattsch. It shapes a buzzing source into vowels, which lets it sing choirs and talk like a talkbox. VOWL and VOWL2 set two vowels, TALK how long the move from one to the other takes, and SHIFT moves the formants up or down by as much as 12. Its factory sounds: CHOIR AAH, SOUL OOH, VOX PAD, TALKBOX, HARMONICA, ROBOT and WOW BASS.

EDIT · VOICE · EDIT 1 (VOWL)On a track playing VOICE, tap EDIT.

VOWLVowel

The vowel the voice sings.

KNOB 1

EDIT · VOICE · EDIT 2 (TONE)On a track playing VOICE, tap EDIT twice.

BUZZBuzz

Buzz.

KNOB 1

WHEEL is a tonewheel organ. REG starts you from one of 16 drawbar registrations (FLUTE, MELLO, GOSPL, ROCK and others), and SUB, BODY and TOP push groups of drawbars up or down by as much as 8. EDIT 2 brings the organ’s percussion, key click, drive and a rotary speaker at SLOW or FAST. Eight of the ten organs in the bank are WHEEL: SOUL ORGAN, GOSPEL, JAZZ ORGAN, DIRTY B3, HOUSE ORGN, ROCK ORGAN, CHAPEL and REGGAE ORG.

EDIT · WHEEL · EDIT 1 (BARS)On a track playing WHEEL, tap EDIT.

REGRegistration

One of 16 drawbar registrations to start from.

KNOB 1Range FLUTE, MELLO, HOLLW, SMOOT, 3BAR, BLUES, GOSPL, ROCK…

EDIT · WHEEL · EDIT 2 (TONE)On a track playing WHEEL, tap EDIT twice.

PERCPercussion

Organ percussion on the second or third harmonic, also softer or slower.

KNOB 1Range OFF, 2ND, 3RD, 2SOFT, 3SOFT, 2SLOW, 3SLOW

5.9IntermediateSLOOP 2.5+GUIDE.md §16, §17

PHYS: physical models

PHYS doesn’t play a waveform: it models an object being struck, plucked or bowed. The models are those of DaisySP and Mutable Instruments’ Rings by Emilie Gillet, as Felucca 1.0 ported them. MODEL chooses the object; the BODY page shapes it and the EXCT page decides how it’s played.

MODELModels
MODALBars and bells
STRNGStrings
MEMBDrum heads
SYMPA string with sympathetic strings that ring along

With 26 factory sounds, PHYS has the most of any engine: guitars (NYLON GTR, STEEL GTR, MUTED GTR), KOTO, BANJO, SITAR, TANPURA, PHYS HARP and PLUCK BASS; bells and bars such as CHIMES, BIG BELL, VIBRA BAR, MODAL BAR, STEEL PAN and WOOD BLOCK; bowed sounds (CELLO BOW, GLASS BOWL, BOWED MTL); and hand drums (TABLA, CONGA, HAND DRUM, MEMB TOMS, TIMPANI).

EDIT · PHYS · EDIT 1 (BODY)On a track playing PHYS, tap EDIT.

MODELModel

Bars and bells, strings, drum heads, or strings with sympathetic strings.

KNOB 1Range MODAL, STRNG, MEMB, SYMP

EDIT · PHYS · EDIT 2 (EXCT)On a track playing PHYS, tap EDIT twice.

POSPosition

Where it is struck or plucked. On SYMP it becomes SYMP: how much the sympathetic strings ring.

KNOB 1

Good to know

  • Some knobs change name with the model. On MEMB, STRC becomes HARM and BOW becomes BEND. On SYMP, STRC becomes CHRD (the chord the sympathetic strings play), POS becomes SYMP (how much they ring) and BOW becomes BUZZ.
  • PHYS plays three voices a track, and two on SYMP (Polyphony and voice modes).
  • CC 74 from a controller moves BRIT (MIDI CCs, sustain and pitch bend).
  • The strings were put back in tune in 2.8.4.
5.10IntermediateSLOOP 2.4+GUIDE.md §16, §17

FM6: six-operator FM

FM6 is six-operator FM, the synthesis of the Yamaha DX7 and its glassy electric pianos, bells, brass and round basses. Under the hood it’s msfa, the core of the Dexed plug-in, as Felucca 1.0 ported it to the FM-1.

Each FM6 track holds a full patch

  • Six operators, each with its own four-stage envelope, keyboard scaling, velocity, ratio or fixed frequency and detune.
  • 32 algorithms, feedback, an LFO and a pitch envelope.
  • Six voices per track.

Six operators won’t fit on four knobs, so the eight EDIT values are macros. They sit on top of the patch and lean on all of it at once: MLVL brightens or darkens every modulator together, MEG speeds up or slows down their envelopes, and so on. For the patch itself, use the web editor (DX7 patches and the FM6 editor).

EDIT · FM6 · EDIT 1 (OPS)On a track playing FM6, tap EDIT.

ALGAlgorithm

PAT keeps the patch’s own algorithm; 1–32 swaps in another.

KNOB 1Range PAT, 1–32

EDIT · FM6 · EDIT 2 (PATCH)On a track playing FM6, tap EDIT twice.

MEGModulator envelopes

Makes the modulators’ envelopes slower (+) or faster (−).

KNOB 1

How the track’s own controls reach FM6

Track controlOn an FM6 track
ENV and ENV DEST pagesIgnored: every operator has its own envelope
FLT (as on LFO DEST)Moves MLVL, so an LFO on FLT still brightens the sound
SHPMoves the feedback
PITMoves the pitch

Patches and where they live

  • PTCH F1–F8 are the factory patches, the eight behind TINE EP, GLASS BELL, ROUND BASS, BRASS SECT, SOFT PAD, WOOD BARS, DRAWBARS and NYLON PICK.
  • PTCH B1–B27 are your own bank on the FM-1, filled from the web editor. An editor backup includes it.
  • A project, like a user preset, keeps the macros and the PTCH slot, not the patch.
5.11AdvancedSLOOP 2.4+GUIDE.md §17, §24, §25

DX7 patches and the FM6 editor

You edit full FM6 patches in the The web editor, not on the FM-1. Select a track playing FM6 and open the editor’s Sound page: the FM6 panel appears with all six operators. The same panel loads DX7 and Dexed patches, so thousands of them online can play on the FM-1.

The FM6 panel

Read from track
Pulls the track’s current patch into the panel.
Send to track
Plays your edit on the FM-1 at once. Tick Send while editing to hear every change as you make it.
Store in bank
Writes the patch into one of the slots B1–B27 on the FM-1.
Import SysEx
Reads a DX7 file: one voice (163 bytes) or a 32-voice bank (4104 bytes) to pick from. Damaged files load as far as they go. You can also drop the .syx file onto the panel.
Store cartridge in bank
Puts a whole cartridge into the bank in one write (2.5).
Export SysEx, Export bank as SysEx
Write patches back out for Dexed or a real DX7.

Load a DX7 cartridge

  1. Stop the song. The editor writes to flash only while the transport is stopped.
  2. Drop the cartridge’s .syx file on the FM6 panel.
  3. Check the ticks. The first 27 voices are ticked; change them if you like, up to 27.
  4. Optionally, choose to add them to the user presets too, in the free slots or from a slot you pick. The editor lists any presets it would replace.
  5. Click Store cartridge in bank. After asking before it replaces anything, the editor writes the voices to B1, B2… in order. The rest of the bank stays as it was.
  6. On the FM-1, set PTCH on EDIT 2 to the B slot, or, if you added user presets, find the voices by name with PRESETS.

Troubleshooting

ProblemFix
An FM6 sound changed after loading a projectThe project kept only PTCH. Store the edited patch in the bank (FM6 panel → Store in bank) and set PTCH to that slot. More fixes in Troubleshooting.
5.12IntermediateGUIDE.md §16, §17, §25

Polyphony and voice modes

Tracks 1–3 draw on one shared pool of eight voices. The drum track has six of its own. Each engine also has a ceiling of its own: the most voices it can play when its track is the only one sounding.

Most voices an engine plays on its own

VoicesEngines
8ANALOG, DIGITAL, PHASE, LOFI, SAMPLE, TRIO, WHEEL, NOISE
6FM6
4VOICE
3GRAIN, PHYS
2PHYS on its SYMP model

When two or three synth tracks sound at once, they split the eight voices between them. A track that needs another voice takes the one that has been sounding longest.

EDIT · VOICETap EDIT and turn SELECT to VOICE.

VCEVoice mode

POLY, MONO, LEG (legato) or UNI (unison).

KNOB 1Range POLY, MONO, LEG, UNI

Voice modes

  • POLY plays chords, up to the engine’s ceiling.
  • MONO and LEG (legato) play one note at a time; PRIO decides which note wins when you hold several.
  • UNI (unison) stacks detuned voices on each note, still within the same ceiling. DTUNE on VOICE 2 sets how far apart they are, and since 2.8.4 the stacked voices no longer start in phase.
EDIT · VOICE 2Tap EDIT and turn SELECT to VOICE 2.

ALLOCVoice allocation

How the track hands out its voices: ROT (rotate) or REUSE.

KNOB 1Range ROT, REUSE

5.13BasicsGUIDE.md §16

The envelope

Each synth track has one envelope. The ENV page sets its four stages, and ENV DEST sends the same envelope to the brightness, the pitch and the engine’s shape, each by a positive or negative amount.

ENV · ENVTap ENV.

ATKAttack

How long a note takes to reach full level. Since 2.8.3 every SAMPLE note starts with it.

KNOB 1

ENV · ENV DESTTap ENV and turn SELECT to ENV DEST.

FLTEnvelope to brightness

How much the envelope moves the brightness, up or down.

KNOB 1Range ±

PIT is the 808 trick: a pitch envelope that gives each note a punchy start before it settles. FLT does the same for brightness, and SHP for the engine’s shape.

Switch ESYNC ON (2.6) and ATK, DEC and REL are measured in note lengths at the current tempo rather than in milliseconds: from 0 through 1/64T and on up to 4BAR, with triplet and dotted values along the way. They follow the tempo as it changes, so an ATK of 1/4 lasts half a second at 120 BPM and a full second at 60. OFF goes back to times in milliseconds.

Good to know

  • FM6 tracks ignore both pages: every operator has its own envelope (FM6: six-operator FM).
  • Since 2.8.3, every SAMPLE note starts with its ATK, even when it retriggers a voice that’s still sounding.
  • A controller’s CC 73, 75 and 72 set attack, decay and release (MIDI CCs, sustain and pitch bend).
  • Envelope values can be locked on a step (Parameter locks).
5.14IntermediateGUIDE.md §16

The LFO

Each synth track has one LFO, a slow oscillator that moves other values. Its three pages split the job: LFO sets speed and shape, LFO 2 (2.6) locks it to the tempo, and LFO DEST decides how far it moves the pitch, the brightness, the engine’s shape and the level.

LFO · LFOTap LFO.

RATERate

Speed in Hz. Ignored while LFO 2’s SYNC is on.

KNOB 1

LFO · LFO 2Tap LFO and turn SELECT to LFO 2.

SYNCTempo sync

Locks one LFO cycle to a note value of the tempo. OFF goes back to RATE.

KNOB 1Range OFF, 4BAR, 2BAR, 1BAR, 1/2, 1/4, 1/8, 8T, 1/16, 16T, 1/32

LFO · LFO DESTTap LFO and turn SELECT to LFO DEST.

PITLFO to pitch

Vibrato.

KNOB 1

Using it

  • LFO DEST is where you choose what the LFO moves, and how much: PIT for vibrato, FLT for a filter wobble, SHP for the engine’s shape, AMP for tremolo.
  • With SYNC on, the LFO stays in time with the beat and RATE is ignored.
  • POL UNI moves the value one way only: a tremolo that only lowers the level, or a wobble that only opens the filter.
  • TRIG FREE lets the LFO run on across your phrases instead of restarting at PHS.
  • On FM6, FLT reaches the MLVL macro, so an LFO on FLT still brightens the patch (FM6: six-operator FM).