Note detail
Velocity, per-step probability and conditions, and whole-voice volume — opened by a long press on encoder 4 on top of an existing note.
Opening the editor
Place a note in draw or single mode, then long-press encoder 4 on top of it. The matrix swaps from the grid to a dedicated layout: four vertical "value bars" with a small text label between them. The note keeps playing whenever the playhead reaches it — you can hear changes live.
What you see
A red-orange ramp on the left, a five-stop probability ladder, a small fraction (e.g. "1/2"), and a blue-cyan voice-volume ramp on the right.
What to do
Turn each encoder to slide its corresponding value. Long-press encoder 1 to exit back to the grid; the changes are already active in RAM; use PATT to save them.
What changes
Probability and condition affect the opened cell. Voice volume affects the entire voice. Velocity affects one cell in SINGLE, or every note of that voice in DRAW.
The four columns
Example layout: medium velocity, mid chance, "1/2" conditional fraction, high voice volume.
1 Encoder 1
| Turn | Hit velocity / impact | Maps to MIDI 1–127. In SINGLE it changes this cell; in DRAW it changes all notes assigned to this cell’s voice across all pages. |
| Long press | Exit to grid | Returns to the previous draw or single view. |
2 Encoder 2
| Turn | Probability ladder | Five stops: 0% · 25% · 50% · 75% · 100%. Lower values randomly skip the step during playback to thin busy patterns. |
3 Encoder 3
| Turn | Condition / ratchet | Sets this cell’s pass condition, ratchet, fill or glide. |
4 Encoder 4
| Turn | Voice volume | Changes the level of the entire selected voice, across all pages. |
Condition triggers explained
The condition column is the most powerful and least obvious feature on the screen. Each setting is a fraction the firmware reads as "this step fires every n-th time the pattern reaches it":
| Fraction | Effect | Use it for |
| 1/1 | Always fires | The default — same as a plain note. |
| 1/2 | Fires every other pass through the page | Two-bar variations without painting two pages. |
| 1/4, 1/8, 1/X | Sparser — 1 in 4 / 8 / random | Rare accents and "every fourth fill" hats. |
| 2/1, 4/1, 8/1 | Ratchets: 2 / 4 / 8 quick repeats inside one step | Drum rolls, glitches, machine-gun hats. |
| X/1 | Random ratchet count | Lo-fi humanisation. |
| F/F | Starts the fill trigger | Fast repeating fills controlled by the fill engine. |
| G/L | Glide / legato into this destination note on synth voices 11, 13, and 14 | Same pitch holds; a different pitch slides without restarting the envelope. Without an adjacent source note it attacks normally. Sample voices treat G/L like 1/1. |
Conditions combine with probability: a step set to 50% with a 1/4 condition fires only when both checks succeed — extremely rare, used sparingly.
Practical tips
- Velocity follows envelope shape. If your sound has a long attack, low velocity may not "land" before the next step. Pair velocity with the attack stage in Sound → ADSR.
- Probability is also a thinning tool. Set every hi-hat step to 75% and the loop instantly stops sounding like a machine.
- Ratchets are loud. A 4/1 condition plays the same sample four times inside one step — drop velocity or lane volume to compensate.
- The screen only edits one step. If you want every step on a row to share a velocity, use the velocity encoder live during playback (in single mode + SETT → CTRL = VOL) instead.