Guide 04 / 16
Playing drones
A tap lights a drone and it stays. Press into it and it swells. Everything else is how long it takes, and where it goes.
Hold the key, press harder
The gesturesLink to this section
| Gesture | What happens |
|---|---|
| Tap a key | Lights the note, or a chord (see Harmony). It rises over ATTACK and stays |
| Tap a lit key | It fades over RELEASE |
| Hold a key and press | The voice swells and opens (PRESSURE sets how much). Let go: it stays lit |
| Hold ENV | SWELL: after 0.4 s, every drone voice swells together (1.5 s up, 1.5 s down once let go); ENV is lit while it lasts |
| SWELL (FX, K1) | Held where you leave it: every voice swells as far as it is turned, and stays there. With ENV held or CC 11 too, the most of them wins. Scenes don’t keep it |
| Turn SELECT | KEYS, what the keys play: DRONE, GLINT or BASS (the badge at the top right says which, in its colour). They stay until you come to a page from another section, which sets them too (see the buttons, below). Scenes don’t keep it. On SCENES it picks the slot, as K1 does, and leaves KEYS as they are |
| Hold a page button, turn SELECT | That button’s pages, one a detent, both ways, round (FX, SEL, ENV, LFO, EDIT, GLO, HOME, ARP, SEQ; not SAVE); from another section’s page, the first detent sets KEYS as a tap would (see the buttons, below) |
| Turn PRESETS | The drone’s preset: CUSTOM, then the 24 (see the drone’s presets) |
| Turn ALGORITHM | BODY: at 100 % the drone as its settings make it; down, thinner (see the whole drone) |
| Hold SEL, tap a key | A single note, even when CHORD makes chords: a note over a chord |
| OCT− · OCT+ | Octave −3 to +2. Both together: back to −1, where the keys run F2 to G4 |
| Hold PLAY | After 0.6 s, RELEASE ALL: the drones, the bass, the glints, the arpeggio and the sequences; the beat begins there (below). From 0.2 s the header says RELEASE ALL, a line counting down under it: let go then, before 0.6 s, and nothing happens |
| Hold PLAY again | With nothing playing: RESTORE, what the last RELEASE ALL let go comes back (the latched drones, the bass, the arpeggio’s notes, the sequences running, from their first steps); the beat begins there |
| Tap PLAY | The transport: GLINT’s sequence and the bass’s stop together, or start together from their first steps, at once, the beat beginning there; the arpeggio waits, or goes on from the top. A stop leaves the beat going. With GLINT’s SEQ and the bass’s SEQUENCE OFF it only says HOLD PLAY · RELEASE ALL |
| REC | Into GLINT’s sequencer, recording LIVE (see the sequencer); with the keys on BASS, into the bass’s. Again: RECORD off, the keys back to what they played before REC. It flashes on the beat while recording, with a metronome; hold it to turn the metronome off or on |
| Hold FX (or CLOUD’s K4) | FREEZE: the cloud holds what is in it, without end and without darkening. Nothing more goes in: what you play next sounds dry over it. Off: it thaws, and fades over DECAY. The page stays; FX stays bright while it is on |
With GLOBAL › KEY MODE on HOLD, notes sound only while their key is held.
The buttonsLink to this section
A press shows, a hold acts. Every button does its job when you let it go, but OCT− and OCT+, which act at once. Held 0.4 s (PLAY 0.6 s), it does its other thing instead. A button used with something else (SEL with a key, SAVE with a key or REC, LFO with an encoder, GLO with a CC, a page button with SELECT) does nothing more when you let it go.
PLAY restarts the beat: when PLAY starts the transport (a tap), and when it is held (RELEASE ALL, and again, RESTORE), the grid starts again from its top at that moment, as a MIDI Start does: a beat and a bar begin there. Everything on the grid starts with it: OCT’s blink, REC’s flash and the metronome, the LFOs on the grid (from the top of their turn), PUMP, the arpeggio (from the top of its pattern), GLINT’s sequence and the bass’s (from their first steps, at once) and PULSE’s divisions. While a MIDI clock comes in, the beat is the clock’s: PLAY leaves it where it is, and the sequences start on its next step (MIDI Start resets it). A tap that stops the transport changes nothing.
A page button and SELECT: hold a page button and turn SELECT: its pages, one a detent, in the order its taps go (the pages GLINT’s SEQ hides skipped), round; from another button’s page, its first (turned back, its last). The page shows at once; that first detent, come from another section, sets KEYS as a tap would, the next ones leave them. Let go: nothing more, no next page, no hold. If the hold acted before SELECT moved (held past 0.4 s), the first detent undoes it: FREEZE and the arpeggio’s LATCH back as they were (its notes too, and GLINT’s SEQ if LATCH on turned it to ARP), COMPARE and SWELL over. HOME is the exception: once its help is up, SELECT turns the help’s pages.
KEYS follow the section: when you come to a page from another section (another button’s pages), the keys go to its track, however you come (its button, a page button held and SELECT, HOME). ARP’s pages: GLINT. SEQ’s (BASS to BASS SEQ II): BASS. EDIT’s, ENV’s DRONE SHAPE and HOME’s (the play page, MIXER, the logo): DRONE. The other sections leave them as they are: FX’s, GLO’s, SEL’s HARMONY, LFO’s (DRONE MOTION, the three LFOs and their targets), SAVE’s SCENES. Within a section they never change (ARP again for GLINT II, SELECT with ARP held, HOME to MIXER and the logo): KEYS you set by hand with SELECT stay until you come from another section. SAVE back from SCENES is a return: you come back as you left. When they change, the keys' badge at the top right shows it, with no words over the page's name. While a recording has the keys (REC, or RECORD on STEP or LIVE), pages leave them alone: RECORD OFF gives them back. What plays goes on: a latched drone or bass stays latched, and a key held down while the keys change ends as it began.
| Button | Tapped · held |
|---|---|
| FX | GENERATIVE FX; again: CLOUD, CLOUD II, CLOUD III, PUMP, PUMP II. Hold: FREEZE on or off |
| SEL | HARMONY. Hold it and tap a key: a single note |
| ENV | DRONE SHAPE. Hold: SWELL, while held |
| LFO | DRONE MOTION; again: the three LFOs and their targets. Hold it and turn K1–K4: that setting onto an LFO (see The LFOs) |
| EDIT | DRONE PARAMS; again: the layers’ pages. Hold: COMPARE, the scene as saved, while held (see Scenes) |
| GLO | GLOBAL; again: MIDI, MASTERING. Hold it and move a CC on a controller: MIDI learn (see MIDI) |
| HOME | The play page; again: MIXER, the logo. Hold: help, on the page with this page’s button |
| SAVE | SCENES; again: back to the page you came from. Hold it and press a white key: that scene; and REC: STORE (see Scenes) |
| ARP | GLINT’s pages. Hold: the arpeggio’s LATCH (turned on, SEQ on ARP too) |
| SEQ | BASS’s pages |
| PLAY | Start (the beat from there), stop the sequences (GLINT’s, the bass’s) or the arpeggio; on SCENES: load. Hold: RELEASE ALL; again: RESTORE (the beat from there) |
| REC | Record LIVE; again: RECORD off. Hold: the metronome on or off |
The shape of a droneLink to this section
ENV opens DRONE SHAPE: ATTACK (5 ms to 30 s), RELEASE (50 ms to 60 s), PRESSURE (its effect) and VELOCITY; held, it swells every drone voice (SWELL). LFO opens DRONE MOTION: MOTION (the drift’s depth), RATE (20 s to 0.5 s), TIDE (a swell of the timbre) and PERIOD (5 min to 10 s). Press LFO again for LFO 1, LFO 2 and LFO 3, three LFOs you set on the sound yourself: see The LFOs.
The three encoders on the left do the same on every page: KEYS, the drone’s PRESET, its BODY. The drone’s TIMBRE, SPACE and MOTION are on the first page of EDIT, DRONE PARAMS, with BODY again. TEMPO is on GLOBAL, K1.

