HENLO 2.8.1 H3 / A copy-along field guide

Play it.
Build it.
Finish it.

From your first sound to a layered sequence and a whole song. Hands on the controls. Ears on the result.

01 / StartKnow where your hands go.
02 / ShapeMake sounds you understand.
03 / LayerBuild a groove, one part at a time.
04 / FinishArrange, perform and record.
13 course chaptersAll 12 enginesFull feature reference

For the M-VAVE FM-1 running HENLO H3. Adapted from SLOOP 2.8.1 GUIDE.md and checked against the H3 UI source.
Self-contained HTML • A4 / grayscale-friendly • No internet needed to read

01 · Find your way around

Make: one sound, on purpose. You need: an FM-1 running HENLO 2.8.1 H3, headphones or speakers, and this guide. A computer is only needed for the editor lessons.

This is a copy-along course. First do the numbered actions exactly. Then change one thing and listen. You will make a one-bar groove, turn it into four sections, and arrange a complete song. The later labs explore the rest of HENLO. An adapted complete reference is included after the course, so every parameter, option and shortcut is available in this same file.

Before starting: if the FM-1 already contains music you want, use the editor’s Song & sections / Projects → Backup to save it. Our NEW exercise replaces the working loop, and our song exercise uses all four sections. A backup preserves samples, kits and FM6 patches as well as the music.

  1. Turn MASTER down, connect your headphones, and turn it up gently while playing a key.
  2. Tap HOME to reach TRACKS. If you see moving graphics, tap HOME again.
  3. Turn ALGORITHM until track 1 is selected. Play a few keys. Turn PRESETS to hear another sound.
  4. Select tracks 2 and 3 in the same way. Select track 4: its white keys play drums.
  5. Select track 1. Tap ENV. Turn KNOB 1 while repeatedly playing a note. You are changing its attack. Tap HOME to return.

Hear / see: ALGORITHM chooses which track you play and edit; it does not choose a synthesis algorithm here. The tracks are 1 blue, 2 green, 3 yellow, 4 orange. Track numbers remain useful on a black-and-white printout.

Coming from the earlier guide? Start here

This edition targets HENLO 2.8.1 H3, the custom build flashed on 23 October 2026, based on SLOOP 2.8.1. It includes the 2.8 features and the small 2.8.1 fixes. The song-building route stays the same.

What changed since our 2.7 edition Where to try it
NOTES piano roll; individual chord pitches and FORCE; zoom and note deletion Chapters 04 and 06
Bottom-strip step sheet: slide/ratchet, nudge, fill, move, copy, delete; remembers its row Chapter 06
Drum black keys choose sounds; octave buttons change pages; optional preview Chapter 02
STEP ADVANCE and DRUM PREVIEW settings Chapters 06 and 12
FILTER RESO and the drum track’s FX → FILTER page Chapter 07
FX + SELECT sets FADE, not tempo Chapter 07
TUNE changes noise-drum brightness; improved held/legato recording Chapters 02 and 05
Playing-section badge; changed preset-arp behaviour; SCRCH across the keyboard Chapters 08 and 09
MIDI Bank Select, expression, steadier clock and macOS audio fixes Chapter 12
Reliable USB rescue after updating; M-UPGRADE for return-to-stock Chapter 12

2.8.1 polish: the step sheet sits below the pattern and reopens on its last row. Turning SELECT on PUNCH now changes only FADE, including protection against stray tempo clicks just after releasing FX. Projects from 2.7 load in 2.8, and the 2.8 project format remains compatible with 2.7. A backup still preserves your complete setup.

Read the H3 screen

  1. Read the breadcrumb at the top left: it identifies the page family and the current page, such as ENV → ADSR. The page counter is at the top right.
  2. Read BPM on the second row. Its colour identifies the selected track: blue, green, yellow or orange. The engine and preset follow BPM; transport is on the right.
  3. Use the four coloured dials along the bottom. Each gives its control name, value and an icon where appropriate. The sound name is in the header rather than a separate footer.
  4. Use the middle for the envelope, LFO, sequence, browser or arrangement. Pages without a specialised display show OUTPUT WAVEFORM, the whole mix rather than only the selected track.
  5. Read brief feedback in the centred popup. It disappears automatically; it is not a dialog you need to dismiss.

Breadcrumbs are locations, not a history of button presses. SAVE on TRACKS opens SONG → ORDER. To reach sound-management pages, tap ENV, then SAVE, then turn SELECT to SAVE → TOOLS, PRESETS, USER or SECTION. ENV gets you out of TRACKS so SAVE opens its parameter-page family. Remembered pages mean the first page you see may vary.

Earlier SLOOP label HENLO H3 breadcrumb
ENV / ENV DEST ENV → ADSR / ENV → ROUTING
LFO / LFO 2 / LFO DEST LFO → WAVE / LFO → TIMING / LFO → ROUTING
FX sends FX → MIX
SEL / SEL 2 SEL → SCALE / SEL → VOICING
ARP / ARP 2 ARP → PATTERN / ARP → PLAYBACK
TRACKS / SONG HOME → TRACKS / SONG → ORDER

LFO → TIMING controls the same LFO as WAVE; it does not add a second LFO. Physical button labels and the sound/sequencer controls are unchanged. The upstream SLOOP editor may still show the original names.

Learn these four gestures

Written here What your hands do
Tap ENV Press and release. Its parameter pages open.
ENV → ROUTING Tap ENV, then use SELECT until the title says ENV → ROUTING. Pages remember where you last left them.
Hold SEQ + key 5 Keep SEQ down, press white key 5, then release.
SEQ + step + KNOB 3 Keep SEQ and the step key down while turning KNOB 3.

SEL is a button. SELECT is a knob. The four numbered knobs always follow the screen’s four labels. Outside pages, SELECT usually sets tempo; on a parameter page it moves between pages. In held layers it sets tempo, except FX: there SELECT sets punch-in FADE.

Number the white keys

Key 1 2 3 4 5 6 7 8
Note F3 G3 A3 B3 C4 D4 E4 F4
Key 9 10 11 12 13 14 15 16
Note G4 A4 B4 C5 D5 E5 F5 G5

Keys 1, 5, 9 and 13 are the start of each row of four tiles on a layer screen. A step number means a time position when SEQ is held; a key number means the physical white key. The same key can be a note, a drum, a step or an action, depending on the screen.

STEPS, LENGTH or LEN? Follow the screen

These labels describe different jobs. Here are the names used by the local HENLO 2.8.1 H3 firmware, checked against its screen-drawing code.

Where you are Label and knob What it changes
Hold SEQ, no step held STEPS · KNOB 4 Pattern size, 1–64 steps.
TRACKS performance screen STEPS · KNOB 3 The selected track’s pattern size.
SEQ → PATTERN page LEN · KNOB 1 The same pattern size, under an abbreviated label.
SEQ → NOTES page, on a note LEN · KNOB 3 How many steps that individual note lasts.
REC ready screen LENGTH · KNOB 2 Recording loop duration: 1, 2 or 4 bars.
Hold EDIT LENGTH · KNOB 2 Double/copy or halve the pattern.
SONG screen BARS · KNOB 3 / LENGTH · KNOB 4 Bars for this entry / number of entries in the song.

Remember: STEPS counts positions in a pattern; DIV says how long each position lasts. At DIV 1/16, 16 steps make one 4/4 bar. A note’s LEN is its duration inside that pattern.

Try a layer without changing your music

  1. Hold GLO. Look at the tiles and the four track-level dials. Release it.
  2. Hold GLO and tap HOME. Release GLO. LOCK appears: the layer stays open.
  3. Tap HOME once to unlock. This press only unlocks; tap again if you need TRACKS.

PLAY, REC and the octave buttons still work in a locked layer. ENV and LFO only have pages; the seven layers are FX, EDIT, ARP, SEQ, SEL, GLO and SAVE.

Done when: you can select a track, find a named page, and leave a layer without guessing.

02 · Build a beat you can see

Make: a straight, one-bar drum loop at 90 BPM. We will enter steps first so timing skill is not a barrier.

  1. Stop playback.
  2. Tap ENV, then tap SAVE and use SELECT to find TOOLS.
  3. Turn NEW once; when AGAIN: NEW appears, turn it again within about 1.5 seconds. This clears the working loop, restores the starting sounds and sets 90 BPM. Saved sections A–D remain.
  4. Tap HOME. Select track 4 with ALGORITHM. Choose the 808 kit with PRESETS.
  5. Hold SEQ. With no step held, set KNOB 2 DIV = 1/16, KNOB 4 STEPS = 16, and KNOB 3 SWING = 0. Release SEQ.
  6. Tap the lowest white key: key 1, kick. Now hold SEQ and tap steps 1, 5, 9, 13. Release SEQ.
  7. Tap key 3, snare. Hold SEQ and tap steps 5 and 13. Release SEQ.
  8. Tap key 5, closed hat. Hold SEQ and tap steps 1, 3, 5, 7, 9, 11, 13, 15. Release SEQ.
  9. Press PLAY. Count “one, two, three, four” with the kicks.
Count 1 e & a 2 e & a 3 e & a 4 e & a
Step 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Kick ● · · · ● · · · ● · · · ● · · ·
Snare · · · · ● · · · · · · · ● · · ·
Hat ● · ● · ● · ● · ● · ● · ● · ● ·

Hear / see: kick on every beat, snare on beats two and four, hats twice per beat. Each lane has its own hits; snare and kick can share a time position. A plain tap on an existing hit clears it, so avoid double-tapping by accident.

See all the drums together

  1. Select track 4, tap HOME, then tap EDIT to open DRUMS.

  2. Use SELECT to find the grid.

  3. Turn KNOB 1 to choose a sound, then KNOB 2 to choose a step.

  4. Use KNOB 3 to add or remove that hit; use KNOB 4 to change its level.

  5. Try a white key to toggle its step in the selected sound’s lane.

  6. For longer drum patterns, tap OCT− / OCT+ for pages 1–16, 17–32, 33–48 and 49–64. The drum grid’s black keys now choose sounds, not pages.

  7. Visit the kit page and choose another kit. Listen: the pattern stays the same.

  8. Return to 808.

  9. Visit the sound page and choose the snare.

  10. Change TUNE, then DECAY, listening to each separately.

  11. Return both to 0 for our starting beat.

Listen for: synthesised drums can lengthen; sampled drums can only be shortened, with +3 playing the full sample.

  1. If it sounds wrong: check that you released SEQ before choosing each drum.
  2. Check SEQ-layer STEPS 16 and DIV 1/16.
  3. Use the grid to correct individual hits. EDIT + OCT− undoes the last pattern edit; EDIT + OCT+ redoes it. There is only one undo level.

Pick drums without leaving the grid

  1. Stay on DRUMS → grid, with the pattern playing.
  2. Press F#3 to select kick; press it again for kick 2.
  3. Press G#3 for snare / snare 2, C#4 for clap, or D#4 for hat / pedal hat.
  4. Use white keys to add or remove steps for the selected sound. These edits are silent until the sequencer plays them.
  5. Try the same sound-selection shortcuts while holding SEQ, or lock it with SEQ + HOME for both hands free.
  6. To hear drum sounds selected with knobs, hold HOME, choose SEQ, and set DRUM PREVIEW ON. Leave it OFF for silent live editing.
  7. Visit DRUMS → sound, choose a closed hat, and lower then raise TUNE. On a synthesised kit this darkens or brightens a noise-only sound instead of shifting a pitched note. Restore TUNE to 0.
Other black-key shortcuts Sound
A#3 Rim
F#4 Open hat
G#4 Low tom / high tom
A#4 Crash
C#5 Ride
D#5 Shaker / conga
F#5 Cowbell

Remember: tap OCT− / OCT+ for drum pages; hold OCT+ on the grid for the editing sheet introduced in chapter 06. The SEQ-layer step combinations still work.

03 · Make a sound, then play a bass line

Make: a short bass, and learn what the main sound controls do. This is an ear-led recipe: change a little, compare, and keep the result you like.

  1. Stop playback and select track 1. Tap HOME and choose SAW BASS with PRESETS. It uses the ANALOG engine.
  2. Find EDIT → OSC. Choose WAVE = SAW; turn DTN down for a focused tone. Play C4 repeatedly.
  3. Find EDIT → FLT. Turn CUT down until the buzz becomes rounded. Raise RES a little: the cutoff edge becomes more pronounced. Keep DRV modest.
  4. Find ENV → ADSR. Set ATK near its minimum, SUS low, DEC to a short audible fall, and REL short. Tap a note, then hold it. You should hear a pluck rather than a continuous block of sound.
  5. Find ENV → ROUTING. Raise FLT a little. Each note now opens the brightness and closes it again. Try PIT briefly for a pitch snap, then return PIT to 0; try SHP and return it to 0.
  6. Find EDIT → VOICE. Choose MONO for one note at a time. Try LEG and overlap two notes; raise GLD to hear the slide. Return to MONO with a small or zero glide for this bass.
  7. Tap HOME. Press both octave buttons together to return to octave 0. Play C4; if the patch sits too high, move down an octave by ear.

Hear / see: CUT changes the overall brightness. ENV makes the note change over its lifetime. ENV → ROUTING FLT makes that envelope move the brightness too. The FX track filter is a separate control, useful later for mixing.

Put four notes into time

  1. On track 1, hold SEL and set KNOB 1 CHORD = OFF, KNOB 3 KEYS = OFF. Release it.
  2. Hold SEQ and set DIV 1/16 and STEPS 16. Release it.
  3. Play C4 (key 5), then hold SEQ and tap steps 1 and 7. Release SEQ.
  4. Play G3 (key 2), then hold SEQ and tap step 9. Release SEQ.
  5. Play B♭3 (black key immediately before key 4), then hold SEQ and tap step 15. Release SEQ and press PLAY.
  6. Hold GLO and balance KNOB 1 (bass) against KNOB 4 (drums). Release it.

Listen for: the last B♭ leading back into C at the start. The notes are a suggested C-minor phrase; try changing one note after you have heard the loop.

Save your sound separately

  1. Stop playback.
  2. Tap ENV, then SAVE; find USER.
  3. Choose an unused SLOT.
  4. Turn SAVE once, then again at the confirmation.
  5. Optional: find PRESETS and turn FAV right to add the sound to the front of the device’s list (up to 16 favourites).

Remember: this saves a sound, not a pattern or song. Changing preset keeps the track’s pattern, key/chord settings and mix.

Done when: you can hear bass and drums together, and explain “attack”, “release” and “cutoff” by turning them.

04 · Add chords and a melody

Make: a four-track groove. Three synth tracks share voices, so begin with simple chords and short releases.

  1. Select track 2, tap HOME and choose RHODES. Find EDIT → VOICE and check POLY so it can play chords.
  2. Hold SEL and press C4 to set the shared root to C. Still holding SEL, set KNOB 2 SCALE = MIN. Set KNOB 1 CHORD = TRIAD. Release SEL.
  3. Play C4, F4 and G4. These now play the I, IV and V chords of C minor. The keyboard is being interpreted as scale degrees.
  4. Hold SEQ and set track 2 to STEPS 16, DIV 1/16; release SEQ. Play C4, then SEQ + step 1. Play F4, then SEQ + step 9.
  5. Open SEQ → NOTES (not its held layer).
  6. Turn KNOB 1 NOTE to a note at step 1. It visits each chord tone before moving to the next step.
  7. Turn KNOB 3 LEN to 6.
  8. Turn KNOB 1 NOTE to step 9 and set LEN = 6. LEN changes the step’s run of ties, shared by its chord. It stops before another note-step or the pattern’s end.
  9. Press PLAY. Lower track 2 with GLO + KNOB 2 until the bass still has room.
  10. Select track 3, choose LOFI FLUTE, and set CHORD OFF, KEYS OFF.
  11. Hold SEQ and set STEPS 16, DIV 1/16
  12. Release SEQ. Enter G4 at step 3, E♭4 at step 7, D4 at step 11, C4 at step 15, using “play note, then SEQ + step”.
  13. Balance track 3 with GLO + KNOB 3. Tap HOME and use KNOB 4 to put it a little to one side. Put the chords a little to the other side. Keep the bass central.

Hear / see: the drums mark time, the bass anchors the loop, the chords supply harmony, and the melody leaves gaps. All four tracks loop together.

Compare harmony options

  1. Stop recording if it is on; select track 2.
  2. Hold SEL and use KNOB 1 to try TRIAD, 7TH, 9TH, SUS4 and POWER. Release SEL and play C4 after each choice.
  3. Return to TRIAD.
  4. With chord mode on, hold F# while playing C4: hear the major/minor change.
  5. Try G# for a seventh, A# for sus4, C# for a ninth and D# for an inversion. Release each modifier before trying the next.
  6. Try holding two black-key modifiers together.

Remember: these are CHORD+ modifiers; they change the chord you play.

  1. Find SEL → VOICING and add a little STRUM. Listen to the attacks spread apart.

  2. Set VLEAD ON and alternate two chords. Listen for smaller movements between their notes.

  3. Return to your preferred settings.

  4. Set CHORD OFF.

  5. Compare KEYS OFF (chromatic), SNAP (rounds keys down to the scale) and WHITE (white keys walk the scale; black keys are silent).

  6. Try another SCALE, then restore MIN.

Remember: key mapping changes what you play. EDIT + KNOB 3 transposes already-entered pattern notes; SEL’s transpose is a track setting.

Checkpoint: stop and save this full loop into A: SAVE + key 5. If A is occupied, the device asks for that key again within three seconds. Back up existing sections before replacing them.

05 · Record with your hands

Make: a variation played in real time. Section A is your checkpoint; these experiments change only the working loop until you save them.

Overdub without stopping

  1. Select track 4 and start the loop. Tap REC: recording starts immediately.
  2. Hold OCT− and tap the snare between main hits for a ghost note. Hold OCT+ for a hard hit. The keys themselves do not sense velocity.
  3. Hold ARP, set KNOB 1 RATE to 1/32, and hold hat key 5 for one beat. Release both.
  4. Tap REC to stop recording. Playback continues. The roll is stored as ratchets: two hits per 1/16 step at 1/32 roll rate.
  5. Use EDIT + OCT− to undo that recording pass, then OCT+ to redo and compare.

Record against a count-in

  1. Stop playback and select track 3.
  2. Hold REC for about two seconds to clear its pattern.
  3. Tap REC to arm.
  4. Set LENGTH = 1 bar, START = count and QUANT = on.
  5. Press PLAY. Wait for four clicks, then play a simple melody.
  6. Tap REC when finished; the loop keeps playing.

Remember: further passes add notes until you stop recording.

  1. Clear the take or undo it.
  2. Arm again and set QUANT = off.
  3. Record the phrase again and compare the timing.

Hear / see: your timing is stored as step nudges. One time offset belongs to the whole step, including every drum sound there. QUANT on snaps to the grid; this differs from SEL’s scale quantisation.

Hear the improved legato recording

  1. Save your current loop, then select a mono or legato synth track with room for a test take.
  2. Set VOICE = LEG and start recording.
  3. Hold one note; press a second before releasing the first.
  4. Stop recording and listen back. The overlap is stored as legato, without a fresh envelope attack in LEG mode. Glide still requires GLD or SLIDE.
  5. Undo the test pass or reload your saved section.

Also improved since our 2.7 source: on a POLY track, held notes keep their own release while other notes are played over them, up to four at once. If you release the second mono note while still holding the first, live playing can return to the first; the recorded pattern does not automatically return to it.

Let the loop follow you

  1. Save any version you want into A first.
  2. Stop, use TOOLS → NEW, then tap REC.
  3. On the empty project, choose MODE = free.
  4. Play a beat at your own pace.
  5. Press REC on the “one” immediately after your last complete bar.

Hear / see: HENLO chooses 1, 2 or 4 bars near the set tempo and starts the loop. PLAY abandons a free take; it closes automatically at 24 seconds.

  1. For a fixed-tempo take, arm recording and choose MODE = tempo on an empty project.
  2. Set BPM with SELECT, and choose LENGTH = 1, 2 or 4 bars.
  3. Set START = note, then play your first note: it starts the take at step 1.

Cancel: REC while armed cancels. During count-in, REC cancels and PLAY returns to ready.

  1. Return to the song: stop, then SAVE + key 1 to load A into the working loop. Loading replaces unsaved working-loop changes. GLO → GLOBAL → CLICK can be OFF, REC or ON. The click is not stored as notes, but it will be heard in a USB audio recording.

06 · Make the sequence breathe

Make: accents, variation and a fill you can call on demand. Work on the loop loaded from A.

A quieter hat and a late snare

  1. Select track 4; play the hat to choose its lane. Hold SEQ and hold step 3. Turn KNOB 2 to SOFT. Release both. Holding and editing a step keeps it; a plain tap would clear it.
  2. Choose the snare. Hold SEQ + step 13 and turn KNOB 4 to a small positive NUDGE, such as +3. It plays slightly late. All drum sounds on step 13 move together.
  3. Hold SEQ with no step selected and raise KNOB 3 SWING a little. Compare with straight timing. Track swing adds to global swing; triplets are not swung.
  4. Try a ratchet: select the hat, hold SEQ + step 15, turn KNOB 3 to x2. Return to x1 if it is too busy.

Build a fill on empty time positions

  1. Choose snare, then add a hit on step 16. Hold SEQ + step 16, set RATCHET x3, and press OCT+ until its condition reads FILL ONLY.
  2. Play the loop: that step should be silent.
  3. Hold GLO + key 9: the fill hit appears while held. Release it.
  4. Tap GLO + key 10: the next whole bar is a fill. Tap again before it starts to cancel.
  5. If you want a regular hit to disappear during fills, choose NO FILL on its step. Remember: a drum condition affects every sound at that time position, not just one lane.

Make one bass note brighter

  1. Select track 1. Visit its EDIT cutoff control and turn it slightly; this selects it as the lock target.
  2. Hold SEQ and step 7. Turn PRESETS to create and raise a parameter lock. The screen names the locked parameter and value. ALGORITHM, while the step remains held, chooses another lock target.
  3. Release and play: step 7 has a different brightness; the next unlocked step returns to the base value.
  4. To reset that step’s expression, SEQ + step 7 + OCT− clears locks, nudge and fill condition together. Undo does not restore removed locks.

A track allows 24 locks. Sound parameters and pattern GATE can be locked; arp, scale/chord, voice mode, mute, length, division and swing cannot. A lock is a stored per-step change; a normal knob turn changes the base sound.

Edit the piano roll directly — NOTES

Start: stop playback and recording, then select track 3. A saved section lets you reload your phrase after this lab. NOTES is the new name for the former STEP page.

  1. Tap SEQ and use SELECT to reach NOTES. Find the outlined note in the piano roll.
  2. Turn KNOB 1 NOTE to another note or empty step. On a chord it visits each note separately; ties belong to the note’s length and are skipped.
  3. Turn KNOB 2 PITCH to change only the selected note’s pitch. On an empty step, the first turn inserts the last note you played.
  4. Turn KNOB 3 LEN to change the run of ties after that step. The chord shares that run; NOTE AHEAD or END OF PATTERN means it cannot extend further.
  5. Turn KNOB 4 FORCE through GHOST, SOFT, NORM, HARD. Listen to the selected note’s level. ACC adds an accent to the whole step/chord.
  6. Turn PRESETS to compare 8, 16, 32 and 64-step zoom. On NOTES this knob changes the view, not the sound.
  7. Select a note and tap EDIT to delete it. Other notes in its chord stay; deleting its last note clears the step and its ties.
  8. Use EDIT + OCT− to undo the deletion. There is still only one undo level.
  9. To enter notes with the keys, choose an empty step and play a note or chord. Releasing the keys advances to the next step by default.
  10. Hold HOME, select the SEQ menu and set STEP ADVANCE OFF to try a chord repeatedly at the same cursor position. Restore ON if you prefer automatic advance.

Remember: while armed or recording, keys record live instead. Tapping OCT− / OCT+ on NOTES changes the keyboard octave; holding OCT+ opens the sheet below.

Move, copy and shape a synth step

  1. On NOTES, select a short note with free steps after it. Keep recording off.
  2. Hold OCT+ for about 0.4 seconds, then release. A strip opens below the piano roll; the pattern stays visible.
  3. Turn KNOB 1 to SLIDE. Use KNOB 2 or tap OCT+ to switch it ON / OFF.
  4. Select NUDGE and turn KNOB 2 a little left or right. This moves timing early or late, from −32 to +31.
  5. Select FILL and compare NORMAL, FILL and NO FILL with KNOB 2. This is the same fill condition you practised above.
  6. Select MOVE, then turn KNOB 2 one detent. The step moves with its ties, nudge, fill and locks. It cannot overwrite another note: NO ROOM means choose free space or shorten the phrase first.
  7. Select COPY and tap OCT+. A copy appears just after the original if there is room; it is selected and MOVE becomes the next action for placing it.
  8. To remove that copy, select DELETE and tap OCT+. Use undo if you want it back.
  9. Tap OCT− to close the sheet. Open it again: 2.8.1 remembers your last row.

Scope: PITCH, normal FORCE values and EDIT deletion can target an individual chord tone. NUDGE, FILL, SLIDE and the MOVE/COPY operations work on the step; a chord and its tied duration travel together. Reload your saved loop if these experiments changed the phrase you want for the song.

Shape a drum hit with the same sheet

  1. Select track 4 and open DRUMS → grid.
  2. Choose the sound with KNOB 1 and a step containing its hit with KNOB 2.
  3. Hold OCT+ for about 0.4 seconds to open the bottom strip.
  4. Use KNOB 1 to choose RATCHET and KNOB 2 to set x1–x4.
  5. Try NUDGE and FILL. These affect every drum sound at that step, not just the selected hit.
  6. Select MOVE and use KNOB 2; or select COPY and tap OCT+ to copy the hit to the next step. Check the grid after each edit.
  7. Select DELETE and tap OCT+ to remove the selected hit if wanted.
  8. Tap OCT− to close. A short OCT+ tap outside the sheet changes the page instead.

Why use this: the strip makes movement and timing changes visible without covering the pattern. The held-SEQ shortcuts remain useful for fast edits and parameter locks.

Try the other editing tools

Copy this Notice this Return
EDIT + KNOB 1 one click All steps shift round the pattern. Undo.
EDIT + KNOB 2 right once Length doubles and the pattern copies after itself, up to 64 steps. Undo, or halve it.
Synth: EDIT + KNOB 3 Pattern notes transpose together. Undo.
While playing, EDIT + hat key for a bar Only hats passed by the playhead are erased. Stopped, it erases that note/sound across the whole pattern. Undo.
Drums: EDIT + a black key, then a white key Drum MUTE mode silences that lane without erasing. It stays selected after release. Unmute; press a black key inside EDIT again to return to erase mode.
SEQ → NOTES: KNOB 4 FORCE → ACC; hold OCT+ for the sheet and set SLIDE ON Accent and slide now have separate controls; ACC affects the whole chord. FORCE NORM; sheet SLIDE OFF.
SEQ → PATTERN, shorten GATE Notes become more clipped. Restore by ear.
  1. Double a track to 32 steps using EDIT + KNOB 2.
  2. Use SEQ + OCT+ to view steps 17–32. On synth tracks the first four black keys also select pages; on drums they choose sounds instead.
  3. Try SEQ-layer STEPS = 15 on one track while the others stay at 16. Listen to the phrase move against the beat.
  4. Restore 16 steps before arranging our song.
  5. Try DIV = 8T or 16T for triplets, or 1BAR / 2BAR for very slow changes.
  6. Restore DIV = 1/16.

Remember: at 64 steps and DIV 2BAR, a track can span 128 bars.

Checkpoint: save the developed full loop into B: SAVE + key 6. This will be the main section of the song.

07 · Give the groove space and movement

Make: a mix with depth and a few playable effects. Start with small amounts so you can hear which control does what.

  1. On track 2 open FX → MIX. Raise REV for space and CHO for width. Raise DLY a little on track 3.
  2. Open FX → DLY. Try TIME 1/8, then 1/8D. Adjust FDBK for the number of repeats and COLR for their tone; MIX controls the bus mix. These settings are shared, while each track’s send is separate.
  3. Open REV/CHO. Compare a small and large SIZE; increase DAMP to soften the reverberation. CRT and CDP set chorus rate and depth.
  4. Hold FX and turn KNOB 4 left on the melody: only that track darkens. Centre it. Turn KNOB 1 left: the whole mix darkens. Centre that too.
  5. Add a little FX + KNOB 2 DUST, then KNOB 3 DUCK. DUST ages the mix; DUCK makes synths dip when the kick hits.
  6. Open GLO → TEXTURE, choose VINYL, and raise LEVEL just until audible. Try TONE and MOVE. On TEXTURE 2 choose WHEN PLAY, RATE 4 bars and DUCK ON. Try TAPE, RAIN, WIND, RADIO and ROOM; return to your favourite or OFF.

Give the track filter a resonant edge

  1. Hold HOME, choose AUDIO, then set KNOB 4 FILTER RESO = 0 for the clean starting point.
  2. Close the menu, select track 4, and open FX → FILTER. This page now works on the drum track too.
  3. Sweep FILT left for low-pass, right for high-pass, then centre it.
  4. Return to HOME → AUDIO → FILTER RESO, raise it a little and repeat the sweep.
  5. Keep a modest setting or return to 0 before saving the song.

Remember: FILTER RESO is one device setting, 0–10, shared by the per-track filters. Each track still has its own filter position. It is separate from an engine’s EDIT-page RES parameter.

Hear modulation rather than memorising it

  1. On track 2, find LFO → ROUTING and add a small FLT amount.

  2. On LFO, choose SIN and a slow RATE. Listen to the brightness breathe.

  3. Try SQR for abrupt changes, then S&H for random levels.

  4. Change PHS to hear a different starting phase.

  5. Raise FADE to bring the modulation in gradually.

  6. On LFO → TIMING, set SYNC = 1/4. The cycle follows tempo and ignores RATE.

  7. Compare TRIG NOTE with FREE.

  8. Compare POL BI with UNI.

  9. On LFO → ROUTING, try PIT for vibrato, AMP for tremolo and SHP for the engine’s shape. Reset the previous destination to zero before trying the next.

  10. Keep whichever movement helps the part.

  11. On ENV → ROUTING, set ESYNC ON.

  12. On ENV, set attack, decay and release as note values.

  13. Change tempo and hear those durations follow.

  14. Restore the song tempo and preferred envelope.

Exception: FM6 uses its operators’ envelopes and ignores these ENV pages.

Inserts and rhythmic slicing

  1. Open the insert: select the track, then find FX → INSERT.
  2. Try distortion: choose SOFT, then HARD, FOLD and FUZZ, listening after each change.
  3. For these four types, turn A = DRIVE, B = TONE and C = LEVEL, one at a time.
  4. Try bit reduction: choose CRUSH.
  5. With CRUSH selected, turn A = BITS, B = RATE and C = LPF, one at a time.
  6. Try moving effects: choose PHASR, then FLANG, then CHOR, listening after each change.
  7. For these three types, turn A = RATE, B = DEPTH and C = FDBK, one at a time.
  8. Compare dry and wet: open INSERT 2 → MIX and change the balance.
  9. Bypass the insert: set MIX = 0, or return to INSERT and choose OFF.

Remember: the drum track also has an insert; it affects the whole kit.

  1. Find FX → SLICER.
  2. Choose GATE, PAT = 1 and RATE = 1/16.
  3. Raise DEPTH and listen.
  4. Step through the 16 patterns.
  5. Try STUT, then return to OFF if it fights the groove.

Remember: the slicer is a saved track effect; a punch-in is a momentary performance on the whole mix.

Fade a punch-in without moving the tempo

  1. Play the loop and hold FX to open PUNCH.
  2. Turn SELECT and watch F0–F15 in the first header row. Start at 0 for an immediate effect with anti-click smoothing.
  3. Hold and release an effect key, then raise FADE and try it again. 15 gives about 0.37 seconds of fade-in/out.
  4. Release FX and check the tempo: in 2.8.1 it stays unchanged. SELECT controls only fade while PUNCH is open, with a short guard after release too.
  5. For tempo, return to TRACKS and turn SELECT, or use GLO + SELECT.

Remember: there is no MASTER 2 page for this setting; FX + SELECT is the current route.

A performance drill

  1. Play eight bars.
  2. During bar four, hold FX + key 3 for a 1/16 loop.
  3. Release it on the next “one”.
  4. During bar eight, hold FX + OCT+ for an echo throw, then release.
  5. Try FX + OCT− for a reverb throw, then try both octave buttons with FX.

Hear: the sends return to their saved values when released.

  1. Open the reference’s punch-in effect map.
  2. Audition the 16 white-key effects, one at a time. Release after each and listen to the normal mix again.
  3. Audition the 11 black-key effects in the same way.
  4. Choose one or two gestures to perform when recording your song as audio.

Effects to explore: white keys cover loops, stutter, reverse, tape stop, half speed, filter sweeps, phone, crush, alias, gate, echo and wobble. Black keys add EQ kills, rewind, octave up, auto-pan, freeze, triplet loop, mono and fade out. These gestures are not recorded into the pattern or SONG REC.

Checkpoint: stop, then save the updated main loop into B again (confirm the overwrite).

08 · Turn four sections into a whole song

Make: a 48-bar song with an intro, main groove, breakdown, return and ending. A section stores the four tracks and their sound/settings snapshot. The working loop is separate; loading and saving copy between them.

Prepare four contrasting snapshots

  1. Load B while stopped: SAVE + key 2. Save a copy into A with SAVE + key 5 (confirm if used). This is our new intro.
  2. In the working loop clear track 3 with a long REC hold.
  3. Lower the drum level and close track 2’s filter a little.
  4. Save into A again. We use empty patterns/levels for dependable arrangement changes, rather than temporary drum-lane mutes.
  5. Load B again. For a breakdown, clear track 4’s pattern, lower the bass and increase chord reverb a little. Save into C: SAVE + key 7.
  6. Load B again. Clear track 3; soften the drums and darken the chords for the ending. Save into D: SAVE + key 8.
  7. Load A, B, C and D one at a time while stopped to check them. A should be sparse, B full, C open and drumless, D reduced. If a section is wrong, edit its loaded copy and save it back.

Write the arrangement explicitly

  1. Stop playback.
  2. Tap HOME to TRACKS, then SAVE to open SONG.
  3. Set KNOB 4 LENGTH = 6 song entries.
  4. For each row below, choose its entry with KNOB 1.
  5. Set its section with KNOB 2 and its bars with KNOB 3.
Song step Section Bars Musical job
1 A 4 Introduce the rhythm and harmony.
2 B 16 Let the main groove settle.
3 C 8 Make space; invite anticipation.
4 B 16 Bring the groove back.
5 A 2 Strip down.
6 D 2 Finish.
  1. Tap SAVE on SONG to save the order.
  2. Use OCT− on that screen to choose song mode, or SAVE + key 13 outside it.
  3. Press PLAY and listen through the arrangement.

Hear / see: at 90 BPM in 4/4, 48 bars lasts about 2 minutes 8 seconds. HENLO stops at the end and returns to the working loop. D is not an automatic fade; shape the ending or perform a fade while recording audio.

Check: song length is measured in bars, not repeats. All tracks restart from step 1 on section changes. Keep every section at 90 BPM for this exercise; sections can store different tempos and global settings.

Try the two live arrangement methods

  1. Quick chain: leave song playback and start a loop.
  2. Keep SAVE held and tap 1, 2, 2, 3.
  3. Release SAVE and listen to A–B–B–C repeat.
  4. To end the chain, select a single section or press STOP.

Remember: each section plays for its longest track’s pattern length. A chain holds up to eight entries, including repeats.

  1. Before SONG REC: export the manual arrangement if you want to retain it; this exercise changes the song order.
  2. Start a section, then press SAVE + key 14.
  3. From the next bar, select sections with SAVE + keys 1–4. Wait your desired number of bars before each change.
  4. End with SAVE + key 14, or STOP.
  5. Switch to song mode and listen back.

Remember: SONG REC captures sections and their durations, including chains. It does not capture every performance knob or punch-in.

  1. Save beyond the device: in the editor, use Song & sections → Export this song for a .sloopsong containing the loop, A–D and order.
  2. Also make a full backup to preserve external sound resources such as user samples and the FM6 bank. The FM-1 holds one song at a time; A–D are sections, not four independent songs. Favourites are device settings and are not in an editor backup.

09 · A listening tour of all twelve engines

Make: a personal sound palette. Back up the song, stop, and use one synth track as a workbench. You can reload a saved section afterwards. At SAVE → PRESETS, KNOB 2 chooses an engine. TOOLS → INIT resets that sound. On EDIT, the page titles follow the engine (OSC/FLT, OPS/MOD, and so on).

  1. For each row, play the same short note and one held note.
  2. Turn one control through a modest range, return it, then try the next. The full reference lists all eight engine controls and options; this exercise gives each engine a first listening target.
Engine Copy this experiment Listen for
ANALOG
  1. Compare SAW, SQR, TRI, SIN, PWM. Blend oscillators with MIX, detune with DTN and add NOIS. Sweep CUT/RES
  2. Try the extra FILTER page’s LP/BP/HP and KTR.
Buzzy versus pure waves; resonant filtering; key tracking changing brightness up the keyboard.
DIGITAL
  1. Raise IDX, then change R2/R3/R4 and ALG.
  2. Shorten MDEC
  3. Try FB.
A plain tone turning bell-like or metallic; brightness dying faster than the note.
PHASE
  1. Sweep DCW
  2. Compare WAVE and WAVE2.
  3. Change ENV, DTN and SUB, then LINE MIX/RING.
A smooth tone becoming edged; ring interaction versus a simple blend.
LOFI
  1. Compare CHIP types and WAVE; sweep DUTY and CRSH (DCY on STEP).
  2. Try SWP, VIB, chip ARP and TONE.
Game-console pulse widths, crunchy steps and tiny pitch patterns.
SAMPLE
  1. Compare SETs; change TUNE, BITS and CUT, then DRV and LOOP.
Recorded instruments repitched and degraded. A loop needs a sample that can sustain.
VOICE
  1. Choose different VOWL/VOWL2, lengthen TALK and change SHIFT. Add BUZZ/BRTH, then Q/RAND.
A voice travelling between vowel shapes, with breath and irregularity.
TRIO
  1. Change WAVE, INT2/INT3 and DTN.
  2. Try MODE LP/BP/HP/NOT, CUT/RES and PW.
Three pitches making a thick unison, interval or chord from one key.
WHEEL
  1. Step REG; change SUB/BODY/TOP.
  2. Compare PERC modes, CLICK/DRV and ROTR SLOW/FAST.
Organ drawbars, attack percussion and a rotating speaker.
GRAIN
  1. Choose SRC; move POS slowly, then SIZE and DENS.
  2. Change PTCH, SPRD, RAND and TONE.
A recording becoming a cloud of fragments instead of one forward playback.
FM6
  1. Choose PTCH F1–F8
  2. Compare MLVL/MRAT and MEG, then ALG/FB, VMOD and DTUN.
Six-operator FM with macro changes on top of a complete patch. Use MIDI velocity to hear VMOD.
PHYS
  1. Compare MODAL, STRNG, MEMB and SYMP.
  2. Change STRC/BRIT/DAMP, POS, ACC, BOW and EXC; labels change with model.
A struck bar, plucked string, drum membrane or sympathetic resonance.
NOISE
  1. Compare ANLG, DUST, LFSR and META.
  2. Change COLR/FREQ/RES, TRK, DENS, DRFT and CRSH.
Wind, impulses, metallic registers and pitched digital noise.

Hear the updated scratch mapping

  1. Select a synth track and choose SCRATCH, or the SAMPLE engine with SET = SCRCH.
  2. Play low, middle and high notes. The same scratch now spans the keyboard, repitched; the old scratch/backspin/rewind zones no longer apply.
  3. Reload your saved sound when finished.

Voice budget: the synth tracks share eight voices. Engine caps are eight for ANALOG/DIGITAL/PHASE/LOFI/SAMPLE/TRIO/WHEEL/NOISE; six for FM6; four for VOICE; three for GRAIN and PHYS (SYMP: two). Keep this in mind when combining long chords and unison.

Complete the voice and arpeggio tour

  1. Open EDIT → VOICE and compare POLY, MONO, LEG and UNI.
  2. Try GLMOD RATE versus TIME with a short interval, then a wide one.
  3. Hold several notes and compare PRIO LAST, LOW and HIGH.
  4. Open VOICE 2 and compare ALLOC ROT / REUSE.
  5. In unison mode, change DTUNE and listen.
  6. Try PAN and MUTE, then restore the mix.

Remember: dense releases and unison use more voices. PHYS has a smaller, model-dependent voice limit.

  1. Tap ARP and hold C, E and G.

  2. Start with UP at 1/8.

  3. Compare DN, UPDN, DNUP, ORD and RND, one at a time.

  4. Continue through REPEAT, UP+8, CONV, DIVG, PINKY, THUMB, WALK and CHORD.

  5. Try OCT 1–4, then GATE.

  6. On ARP → PLAYBACK, try SWG, lower PROB, and compare ORD NOTE / PLAY.

  7. Turn HOLD ON, then release the keys: the arp latches.

  8. Set MODE OFF, leaving HOLD ON. Play and release a chord: KBD HOLD sustains it without an arpeggio.

  9. Play a fresh chord to replace the held one.

  10. Turn HOLD OFF when finished.

  11. Keep a favourite: save a patch to a free USER slot. A sound library entry, a device USER preset and a saved section serve different purposes.

  12. In FM6, save the actual patch in the bank too—USER presets and sections point to PTCH, they do not contain the bank voice itself.

Keep an arp across sound changes

  1. Choose a preset with its own arp, such as 8BIT ARP, and play it.
  2. Choose another preset without editing the arp first. The new sound brings its own arp state, usually OFF.
  3. Return to the arp sound and change an arp setting yourself.
  4. Choose another sound again. Your edited arp settings now stay with you.

Why: an untouched preset arp belongs to that sound; an arp you customise becomes a performance setting you can carry to other sounds.

10 · Bring your own sounds

Make: one sampled instrument, one kit and one edited FM6 patch. These need the web editor. Save a full backup before replacing sample slots or banks.

  1. Open the SLOOP editor in Chrome or Edge.
  2. Connect the FM-1 with a USB data cable.
  3. Press Connect and allow MIDI.
  4. Turn a device knob and watch the editor follow.
  5. Select a track at the top.
  6. Drag a value up/down; hold Shift for fine movement. Double-click to reset it.

The reference explains bar controls and keyboard increments.

A sampled instrument

  1. Open Samples. Pick a slot whose contents you can replace. Four slots hold about 7.4 seconds each at 22 kHz mono.
  2. Drop a short WAV named with its root, such as Piano_C4.wav, or set its note manually (C4 = MIDI 60). Up to 16 files can map across the keys.
  3. Use Match levels, audition, then adjust Gain.
  4. Compare ONE SHOT with LOOP.
  5. For LOOP+TAIL set loop start/end on the waveform
  6. Hold preview, then release to hear its tail.
  7. Use enough ENV release on the track to hear that tail.
  8. Name it, Send to USRn, then Play this slot on track 1, 2 or 3. SAMPLE’s LOOP must allow looping. Try the same slot as GRAIN SRC for a cloud.

Chop a recording

  1. Open CHOP and load a recording.
  2. Play it and use TAP (or Space) at a few attacks.
  3. Compare Find hits, Grid and Equal parts as alternative ways to create cuts.
  4. Drag or nudge markers; zoom with the wheel.
  5. Remove unwanted cuts and keep the useful chops.
  6. Preview with keys 1–9 / 0.
  7. Shorten long tails, then use Fit to slot if needed.
  8. Use Download WAVs to keep the cuts.
  9. Send the selection to a slot.

Remember: the source can be long; the kept audio must fit the slot.

A sampled drum kit

  1. Open Drum kit and drop kick, snare and hat WAVs onto their named pads.
  2. Adjust each pad’s Pitch, Gain and Length.
  3. Use Match levels, then audition the sounds together.
  4. Choose a single USR slot, or USR3+4 for about 15 seconds across two slots. Check what will be replaced.
  5. Use Fit the slot if needed, then name the kit.
  6. Press Send, then Use on drum track.
  7. Use Save as ZIP, then Open ZIP to check your reusable file.

Remember: empty lanes are silent; closed/pedal hats choke the open hat. Instruments and kits use the same sample-slot storage—sending one replaces the other.

A synthesised drum kit

  1. Open Drum synth and select SYN1–SYN4.
  2. Choose Start from 808 → Copy, then name the kit.
  3. Select kick and enable Play on change.
  4. Change PITCH, then BEND / B.TIME, listening after each change.
  5. Try HOLD / DECAY, CLICK and the second partial.
  6. Select snare and compare Noise types, CLAP bursts, the noise envelope and HPF.
  7. Explore FILTER type and whether it affects noise or ALL.
  8. Try CUTOFF, RES and ENV, then output DRIVE / LEVEL.
  9. Try CRUSH and S&H; these affect the whole kit.
  10. To reset a value, double-click it: it returns to the starting-kit value.
  11. Stop playback, then press Store on the FM-1.
  12. Press Use on drum track, and save a file too.

A full FM6 patch

  1. Select an FM6 track and open Sound → FM6.
  2. Press Read from track.
  3. Edit one operator’s level or envelope, then Send to track. Alternatively enable Send while editing.
  4. Listen, then stop playback and Store in bank B1–B27.
  5. Set PTCH to that bank slot.
  6. To try external patches, import a DX7 .syx voice or cartridge and preview your choices.
  7. Use Store cartridge for up to 27 chosen voices; it can also create named user presets.
  8. Use Export SysEx or Export bank to keep the bank.

Remember: a project stores its PTCH reference. An unstored patch edit may sound different after reload.

11 · Edit, organise and perform on the computer

Make: a saved library sound, a corrected pattern and a small live set. Work on a copy/export of your song before replacing anything.

  1. In Sound, adjust the same envelope/FX controls you learned on the device. Save to file, copy to Library, then reload the file to test it.
  2. In Library, tag and rename a sound, duplicate it, search/filter by engine, audition it, and send it to an unused device slot.
  3. Try Export/Import or Export library. Browser library storage is separate from the 32 device presets; export it to keep a portable copy.
  4. In Sequencer, inspect LEN/DIV/SWG/GATE and a step’s nudge, locks and fill.
  5. On drums, choose a level/roll and click a grid cell; Shift-click increases level.
  6. On a synth use Piano roll: add a note, add another at the chord’s first step, drag its right edge to change duration, then click to delete. The step list also accepts note names.
  7. Export MIDI, then open Import MIDI and inspect its preview before confirming. It replaces the selected track: off-grid notes quantise, chords cap at four, and material beyond 64 steps is not retained. Exported drum notes use GM on channel 10.
  8. In Tracks, compare level/pan/mute against the device. In Song, reorder rows, adjust bars/repeats and choose stop or repeat at the end; Send to the FM-1 while stopped. A section must already contain music.
  9. In Settings, inspect global/mix/device settings. In Theme, choose a starting palette, background, five contrast levels, accent and track colours, and name it.
  10. Use Make it readable if necessary; Send while stopped. Read it back, copy its share string, and try Light ↔ dark. The hardware menu can switch back to a built-in palette.

Rehearse a live set

  1. Open LIVE and choose essentials.
  2. Try Play / stop, then select a section.
  3. Adjust mixer levels, then play the keys or drum pads.
  4. Try FILL, then FILL BAR.
  5. Adjust master filter, dust and duck, one at a time.
  6. Try a held punch-in, then a latched one.
  7. Press All off to release notes and effects.

Remember: these controls operate the FM-1 directly; changes are live.

Switch to everything and try these in order:

Action What to learn
Store scene 1; change filters/levels; store scene 2 Scenes change sound settings. Sections change musical patterns. Include + sounds or + tempo only when intended.
Recall scene 1, then morph to 2 over 4 bars Morphing creates a build. The crossfader mixes a chosen A/B scene pair. Scenes live in the browser/setlist.
Open PERFORM’s sound, arp & key, insert & bus, steps tabs Edit the engine, harmony, arp, effects and sequence from the performance view. Try shift, length doubling/halving, transpose and drum tune/decay.
Try chain, roll and erase These mirror SAVE chains, ARP repeat and EDIT erase. Use the displayed roll rate.
Use rev throw / echo throw and volume Temporary throws return on release; the hardware MASTER knob can reclaim volume control.
Export songs, add them to Playlist and save the list Loading replaces the device’s loop, sections and order. Set play when loaded as preferred; add each song’s tempo and cue.
MIDI learn → click a control → move a controller knob This is the browser’s mapping, separate from device MIDI LEARN. Right-click in learn mode forgets one.
Full screen; start the clock/set timer; try lock Lock ignores page taps, but computer keys and controller still work. Hold to unlock.
Record set, then stop Grant audio-input permission and select the FM-1 audio source; the performance is saved as WAV.
  1. Try Space play/stop, 1–4 sections, 5–8 mutes (Shift solos), 9 held fill, 0 fill bar, B tap tempo, C REC, N next song, Z/X octave, arrows to select a track, F1–F8 scenes (Shift stores), Esc all off. The reference gives the full musical-key row and effect shortcuts. Avoid typing shortcuts into text fields.

  2. For offline use, Download the editor as a single HTML file on a computer, or install the online app. The downloaded file has a separate browser library.

  3. On Android use the installed app; downloaded-file MIDI is unavailable. The language switch offers English/Japanese; ?mock=1 lets you explore the editor without hardware.

12 · Connect, record and keep it safe

Make: an audio recording of your complete song, plus a backup you can find again.

An external keyboard

  1. Connect the keyboard via TRS MIDI IN with the appropriate adapter, or through a computer/USB host.
  2. Open GLO → MIDI and check CH1 / CH2 / CH3 / CH4 (defaults 1 / 2 / 3 / 10).
  3. Set the keyboard to channel 1 and play: it addresses track 1 even if another track is selected.
  4. To follow the selected track, set OTHER = SEL and use an unassigned channel, such as channel 4 with the defaults.
  5. Before recording, select the track the keyboard is playing: REC records the selected track.

Connection note: a USB keyboard cannot connect straight to another USB device without a host.

  1. Open MIDI 2 and use IN NOTES for ordinary playing.
  2. Test the sustain pedal (CC64), then pitch bend.
  3. Set BEND to the desired range.
  4. Compare OUT KEYS with SEQ: SEQ also sends pattern, arp and roll notes.
  5. Try Program Change to select a preset or kit.
  6. Open MIDI 3 and compare drum mapping GM with 1–16 for a keyboard or pads.

Routing note: IN CLOCK ignores musical notes. IN CH n routes only that channel to the selected track. The reference lists GM notes and standard CCs.

Reach every preset with Bank Select

  1. On your controller or DAW, choose the synth track’s MIDI channel.
  2. Send CC 0 = 0, then a Program Change 0–127, to select from the first 128 presets.
  3. Send CC 0 = 1, then Program Change 0, to select preset index 128; higher program numbers continue through the remaining factory sounds and user slots.
  4. Always send Bank Select first, then Program Change. If your controller displays programs as 1–128, its displayed program 1 sends MIDI value 0.
  5. Send CC 0 = 0 again before returning to the first bank.

Remember: the bank is latched for the next Program Change. Out-of-range programs are ignored; favourites do not renumber the MIDI preset list.

Use expression without rewriting the mix

  1. Send CC 11 = 127 on a track’s channel: full expression.
  2. Lower CC 11 to fade the part; 0 is silent. Its saved LEVEL value stays unchanged.
  3. Send CC 121 to restore expression to full, or send CC 11 = 127.

Remember: power-on and project/section loads also reset expression. This works on drums over DRUMS LVL too.

Teach a controller and share tempo

  1. GLO + F#3 starts device MIDI LEARN.
  2. Turn the HENLO parameter you want, then move a controller knob.
  3. Repeat, then GLO + F#3 to finish. Up to 16 CCs can be learned; reserved CCs are excluded. Learned mappings target their track regardless of incoming channel. HOME → SYSTEM → MIDI LEARN CLEAR removes them all.
  4. For external clock, choose GLO → SYSTEM → SYNC USB or TRS and start the external master.
  5. For HENLO as master, choose SYNC INT and MIDI 3 → CLOCK OUT. Its clock/start/stop go over USB; the TRS jack is input only. Incoming clock now averages recent beats for a steadier BPM display while responding promptly to real tempo changes.
  6. On an unused channel, try FX CH with notes F3–G5 (MIDI 53–79) for held punch-ins.
  7. On another suitable channel, REMOTE enables CC102–115 as panel-button presses: 64+ presses, below 64 releases.
  8. Use the complete mapping in the reference; make sure your controller sends release values too.

Record the finished song

  1. Connect USB and select Felucca as the stereo audio input in your recorder or DAW. On macOS 15 and earlier, the updated USB descriptor fixes the older “MIDI but no audio input” problem; reconnect so the Mac can recognise the updated device. HENLO supplies 16-bit audio at 44.1/48 kHz.

  2. In HOME → AUDIO choose USB AUDIO FULL for a fixed recording level independent of listening volume, or MASTER if you want that knob to control the captured level.

  3. Set GLO → GLOBAL → CLICK OFF. Test a loud section and listen to a short recorded sample.

  4. Start recording in the computer, then PLAY in HENLO song mode. Perform your fills, throws and punch-ins. Let the last reverb/delay tail finish before stopping the recorder.

  5. Save the recording with your song name. Export .sloopsong and a full editor backup beside it. Also export a live setlist/browser library if you used them.

  6. If a phone records noisy/distorted audio while the computer is clean, try HOME → AUDIO → USB RATE 44.1 KHZ, then restart the FM-1. AUTO offers both rates; 48 KHZ supports hosts that require it. USB audio includes the click/count-in if enabled. The USB MIDI/editor can share the cable.

Make the hardware comfortable

  1. Hold HOME to open the menu.

  2. In SCREEN, compare COLOR and KNOB ACCEL. SCREEN ZOOM is retained but H3 does not show the old enlarged-value overlay; NOTES zoom still works.

  3. In LIGHTS, set button brightness, key landmarks and sounding-note lights.

  4. In AUDIO, try SPEAKER LOWCUT for the small speaker.

  5. In the SEQ menu, set STEP ADVANCE and DRUM PREVIEW to suit step entry and silent drum editing.

  6. In SYSTEM, inspect ABOUT, the two-core setting and learned-controller clearing. Restart to apply two-core ON.

  7. Only if controls are misidentified, open calibration and follow its prompts. Let it time out to preserve the previous setup.

  8. Tap HOME on TRACKS to open the visualiser.

  9. Turn SELECT through its twelve styles: oscilloscope, spectrum, spectrogram, Lissajous, meters, circle, tape, LCD, bounce, orbit, wires and SLOOP.

  10. Try Lissajous while changing a stereo effect.

  11. Try meters while balancing tracks.

  12. Tap HOME to exit.

Remember: MASTER does not shrink the display. Normal playing and layers still work inside the visualiser.

Installation and recovery, when needed

  1. Before updating or downgrading: save a full editor backup.
  2. Open the HENLO installer in Chrome or Edge.
  3. Connect using a direct USB data cable, press INSTALL and allow MIDI access.
  4. If an install was interrupted, try INSTALL again.
  5. If HENLO will not start, hold OCT− at power-on for USB rescue, then install again. The reliable early key-scan fix applies only after 2.8 or later has been installed; downloading it cannot repair the rescue behaviour of firmware still running an older version.

Other special modes: these are alternatives for different jobs, not extra installation steps.

When needed Gesture
Hardware calibration Hold both octave buttons at power-on.
Update mode Hold both octave buttons five seconds while stopped; watch the countdown.
  1. To restore a backup, stop first and use the editor’s restore command, remembering that it replaces device contents.
  2. To return to stock, save a full editor backup first.
  3. Download M-UPGRADE and the official FM-1 V15 firmware from M-VAVE’s Downloads page.
  4. Close other applications that use MIDI, then follow M-UPGRADE’s restore procedure. The SLOOP browser installer no longer offers return-to-stock.
  5. To return to HENLO, use the HENLO installer again and restore your backup.

Remember: a restore replaces device contents. If stock firmware reads SLOOP’s settings incorrectly, use the stock firmware’s factory reset or M-UPGRADE’s full restore. The reference covers the recovery details.

Course complete: you have built a four-track sequence, shaped its sounds, created and arranged sections, rehearsed performance gestures, and learned how to record and preserve the result.

13 · Your feature checklist

Use these as pencil checkboxes. The course supplies a first action; the reference supplies every value and variation. Revisit a lab until you can do its action without reading it.

Practised Feature family Course chapter Source section
□ Installation, update and panel 01, 12 1–3, 5
□ Tap/hold, layer locking, keys and octaves 01, 04 3, 5–6, 9
□ Kits, grid, pad tuning/decay, levels and choke 02, 05, 10 7
□ Live, overdub, free take, count-in, quant and swing 05–06 8
□ All seven held layers 01–08 9
□ NOTES, zoom, FORCE, sheets, move/copy/delete, ties, slides, ratchets, nudges, locks, fills 04, 06 10
□ Scales, chords, CHORD+, strum, voice leading 04 11
□ Levels, pan, mute, solo and tap tempo 04, 07, 11 12
□ Undo, clear, user sounds, favourites, autosave and sections 02–08 13
□ Song screen, chains and SONG REC 08 14
□ Screens and every parameter page 01–12 15–16
□ Twelve engines, voice modes, all arp modes and hold 03, 07, 09–10 16–17
□ Sends, inserts, slicer, master FX, 27 punch-ins, texture 07 18
□ Twelve visualisers, menus, lights and calibration 12 19–20
□ MIDI routing, Bank Select, expression, CC, learn, clock, FX channel and remote 12 21
□ USB audio and rate/level settings 12 22
□ Samples, loops/tails, chops, sample kits and synth kits 10 23
□ Editor pages, library, piano roll and MIDI files 10–11 24
□ LIVE scenes, morph, setlists, learn, shortcuts and recording 11 24
□ Theme, offline editor and app 11 24
□ Backup, rescue, downgrade and troubleshooting 12 25
□ Complete shortcuts and lookup tables Reference 26

Notes for this edition

Based on the official v2.8.1 source archive and GUIDE.md downloaded on 23 October 2026, plus the 2.8 release notes and 2.8.1 release notes. The earlier 2.7 edition is preserved separately. The downloaded firmware and offline editor match GitHub’s published SHA-256 digests. No firmware was installed on an FM-1 while preparing this guide.

The reference below uses the new release’s documentation, with procedural formatting retained and stale summary labels reconciled against the source: NOTES / NOTE / PITCH / LEN / FORCE, STEPS in the SEQ layer, FX SELECT = FADE, five HOME menu sections, drum black-key sound selection and current scratch mapping. Historical version notes remain where they explain compatibility. Hardware exercises have not been run on an FM-1 as part of preparing this document.

Part two / Keep beside the instrument

The complete feature reference

The SLOOP 2.8.1 reference is adapted below for HENLO H3, including its breadcrumbs, bottom dials and centred notifications. Historical version notes describe inherited SLOOP features. Physical button names are unchanged.

HENLO 2.8.1 H3 — The Complete Guide

The HENLO H3 controls and inherited SLOOP features, every button, every combination, every page, in one place. This guide is written to be read from the top the first time, then used as a reference: the cheat sheet at the end has every combination on one page.

HENLO H3 is a UI fork of SLOOP 2.8.1, a free, open-source (GPL-3.0) firmware for the M-VAVE FM-1, based on Felucca by Leo Kuroshita / Hügelton Instruments. The short manual is SLOOP.md; the project page is README.md.


How to read this guide

Written Means
tap FX press FX and let go without touching anything else (shorter than about half a second)
hold FX keep FX pressed
FX + key 3 hold FX, and while it is held press white key 3
FX + KNOB 2 hold FX, and while it is held turn KNOB 2
SEQ + step + KNOB 4 hold SEQ, hold a step key, turn KNOB 4
key 1 … key 16 the 16 white keys, from the lowest (F3 = key 1) to the highest (G5 = key 16)
GO a value that does something (LOAD, SAVE, NEW…): turn it one click, AGAIN: … shows, turn it one more click within about 1.5 s to do it

The 16 white keys, numbered:

Key 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Note F3 G3 A3 B3 C4 D4 E4 F4 G4 A4 B4 C5 D5 E5 F5 G5

The 11 black keys are F#3, G#3, A#3, C#4, D#4, F#4, G#4, A#4, C#5, D#5, F#5. The "first four black keys" are F#3, G#3, A#3 and C#4.


Contents

  1. Install and update
  2. The panel
  3. The big ideas: tracks, colours, tap and hold
  4. Your first beat in 60 seconds
  5. Every button, alone
  6. Playing the keys
  7. The drum track
  8. Recording
  9. The layers, one by one
  10. The step sequencer: steps, nudge, locks, fills
  11. Key, scales, chords and CHORD+
  12. Mix: levels, mute, solo, fills, tap tempo
  13. Undo, clear, save, projects, autosave
  14. Song mode: sections, chains, songs
  15. The screens
  16. Every page, knob by knob
  17. The sounds and the twelve engines
  18. Effects: master, punch-in, per track
  19. The visualiser
  20. The HOME menu and the lights
  21. MIDI
  22. USB audio
  23. Your own samples and drum kits
  24. The web editor
  25. Backup, rescue, going back, troubleshooting
  26. Cheat sheet

What's new in 2.8

3,000 of you now follow SLOOP — thank you. 2.8 is a deeper way to write and shape your music, and most of it comes from your comments and reports. Each item points to its full write-up below.

Everything from 2.7 is unchanged and still here. Projects, autosaves and backups from 2.7 load as they are, and a project saved in 2.8 opens in 2.7 too.


1. Install and update

  1. Back up your music using the linked SLOOP editor, then close its MIDI connection.
  2. Open the HENLO installer in desktop Chrome or Edge. If the embedded installer cannot connect, use Open installer directly.
  3. Connect the FM-1 with a USB data cable and press Install. Allow MIDI/SysEx access.
  4. Keep the cable connected until installation finishes. The device restarts with the HENLO logo; ABOUT identifies HENLO 2.8.1 H3.

The HENLO page checks the bundled H3 package before enabling Install. Its source download matches that build. The upstream SLOOP installer installs upstream firmware instead.

Updating keeps your projects, presets, samples, kits and settings. The installer checks the package (SHA-256), SLOOP's update loader checks it again (CRC) before it starts the new firmware, and a damaged package is refused before anything is written.

Before you go back to an older SLOOP (2.3 or earlier), save a backup in the editor: 2.3 cannot read 2.4 projects (format FUN5).


2. The panel

Control Kind Main job
PLAY button start / stop all four tracks
REC button record (tap), clear the track (hold)
SAVE button song layer (hold), song screen / save pages (tap)
HOME button TRACKS screen, visualiser (tap), menu (hold), lock a layer
ENV button envelope pages
LFO button LFO pages
FX button punch-in layer (hold), effect pages (tap)
SEL button key / chord layer (hold), scale pages (tap). The second button of the top row, between FX and ENV (not the SELECT knob)
EDIT button erase layer (hold), engine pages (tap)
ARP button note-repeat layer (hold), arpeggiator pages (tap)
SEQ button step layer (hold), sequencer pages (tap)
GLO button mix layer (hold), global pages (tap)
OCT− / OCT+ buttons octave, ghost / hard hits, undo / redo, pages
ALGORITHM knob selects the track (1–4)
PRESETS knob the selected track's sound, or the drum kit
SELECT knob tempo, or the previous / next page
KNOB 1–4 knobs what the four dials at the bottom of the screen show
MASTER knob output volume (headphones / line out)
27 keys keys 16 white (F3–G5) and 11 black

3. The big ideas: tracks, colours, tap and hold

Four tracks

Track Colour Plays Knob of the same colour
1 blue a synth (3 synth tracks share 8 voices) KNOB 1
2 green a synth KNOB 2
3 yellow a synth KNOB 3
4 orange the drum machine: 16 sounds, one per white key KNOB 4

ALGORITHM picks the track you play, record and edit, on every screen. The screen and the whole editor take the colour of the selected track. White on the screen always means what you are touching; red always means recording.

Tap and hold

Every function button has two lives:

The layers are FX (punch-in effects), EDIT (erase), ARP (note repeat), SEQ (steps), SEL (key and chords), GLO (mix) and SAVE (song). ENV and LFO have no layer: they only open pages.

Landmarks: while a layer is held (and always on the drum track) keys 1, 5, 9 and 13 glow dimly — the first key of each row of tiles — so you can find a tile without looking. Keys at full light are what is on.

Lock a layer: hold its button and tap HOME. The layer stays open with the button let go (LOCK on the screen, the button blinks): both hands free, one on the keys, one on the knobs. Any other button lets it go (HOME, the layer's own button, ENV…) and does only that; PLAY, REC and OCT− / OCT+ keep working inside a locked layer.

Inside any layer: PLAY still starts and stops, SELECT sets tempo except in FX/PUNCH, where it sets FADE, and the ALGORITHM / PRESETS knobs wait (no jump when you let go).


4. Your first beat in 60 seconds

  1. Turn ALGORITHM to track 4 (orange). The white keys play 16 drum sounds: F3 kick, G3 kick 2, A3 snare, B3 clap, C4 hat, D4 open hat… Turn PRESETS to pick a kit: try 808 or BOOMBAP.
  2. Press REC (rec ready). Play a beat freely, at your own tempo — no click, no count-in. Hold OCT− while you hit for ghost notes, OCT+ for hard hits.
  3. Press REC on the "1" after your last bar. The loop closes: its length sets the tempo, the hits snap to the grid, and it plays at once.
  4. Press REC again while it plays: you record on top (overdub). Hold ARP and hold the hat key (C4): a 1/16 hat roll, recorded as ratchets.
  5. Turn ALGORITHM to track 1 (blue, 808 BOOM), press REC, play a bass line.
  6. Hold SEL and press the key of your song (for example D). Select track 2, hold SEL and turn KNOB 1 to 7TH: every white key is now a chord of the key, one finger each.
  7. Hold FX and hold a key (white or black) for a punch-in effect; still holding FX, turn KNOB 2 for DUST, KNOB 3 for DUCK.
  8. A mistake? EDIT + OCT−: undo.

5. Every button, alone

Control Tap / turn Hold
PLAY start / stop all tracks (in song mode: play the song). Works inside every layer —
REC playing: record now / stop recording · stopped: arm (rec ready) · free take: close the loop · count-in: cancel ~2 s: clear the selected track (a ring fills; let go before it is full and nothing happens)
SAVE on TRACKS or DRUMS: the SONG screen · on the SONG screen: save the song · elsewhere: the SAVE pages the song layer (sections A–D, chain, song mode, SONG REC)
HOME the TRACKS screen · on TRACKS: the visualiser (HOME again closes it) 0.7 s: the menu (SCREEN, LIGHTS, AUDIO, SYSTEM); hold again to leave it
ENV ENV pages (ADSR, ROUTING) —
LFO LFO pages (WAVE, TIMING, ROUTING) —
FX FX pages (FX, FILTER, SLICER, DLY, REV/CHO) punch-in layer
SEL SEL pages (SCALE, VOICING) key / chord layer
EDIT EDIT pages (EDIT 1, EDIT 2, VOICE, VOICE 2) · on TRACKS with the drum track: the DRUMS screen · on DRUMS: grid → kit → sound · on the NOTES page: delete the note erase layer
ARP ARP pages (PATTERN, PLAYBACK) note-repeat layer
SEQ SEQ pages (NOTES, PATTERN, SONG) · with the drum track: the DRUMS screen (2.7.1: from any page; it opened STEP from ARP's) · on DRUMS: grid → kit → sound step layer
GLO GLO pages (GLOBAL, MASTER, SYSTEM, DRUMS) mix layer
OCT− / OCT+ synth track: octave down / up (−3 … +3) · both together: octave 0 drum track: ghost (OCT−) / hard (OCT+) hits while held
ALGORITHM select track 1–4, on every screen (inside a layer it waits; not during a free take, on the SONG screen or in the menu) —
PRESETS on TRACKS, HOME and the PRESETS page: the selected track's sound (your favourites first (2.7), then all factory sounds by kind, then your user presets) · drum track: the kit · on the DRUMS screen: the kit —
SELECT on TRACKS, inside a layer except FX, and on the REC screen: the tempo · in FX/PUNCH: FADE · on a page: previous / next page of its button (stops at the ends) · DRUMS screen: grid → kit → sound · visualiser: the style · menu: the section —
KNOB 1–4 the four dials at the bottom of the screen —
MASTER output volume (the visualiser ignores it) —

Combinations at power-on and while stopped

Combination Does
OCT− held while switching on USB rescue (SLOOP USB RESCUE): install again from the browser
OCT− + OCT+ held while switching on hardware calibration: teach each button and knob (also in the HOME menu → SYSTEM)
OCT− + OCT+ held 5 s, stopped update mode (UBOOT): a countdown shows from 2 s; let go to cancel. Your work is saved first

6. Playing the keys

Synth tracks (1–3)

KEYS CHORD The keys play
OFF OFF every key chromatic (the default)
SNAP OFF every key, rounded down to the scale
WHITE OFF the white keys walk the scale from C4 (C4 = the key's root); black keys are silent
any on the white keys play chords of the scale, one per key (C4 = the I chord); the black keys change the chord (CHORD+)

Drum track (4)

16 sounds, one per white key; a black key plays the sound of the white key on its left (two fingers on one sound, for fast rolls). Hold OCT− for ghost notes, OCT+ for hard hits. See The drum track.

Velocity and levels

The FM-1's keys have no velocity: on the drum track every hit has one of four levels — GHOST, SOFT, NORM (as played), HARD — chosen with OCT− / OCT+ as you play, or later in the step sequencer. On synth tracks a note has a FORCE too, and a step an accent (NOTES page, KNOB 4).


7. The drum track

The 16 sounds

Key Sound Key Sound Key Sound Key Sound
1 · F3 KICK 5 · C4 HAT 9 · G4 SNARE 2 13 · D5 RIDE
2 · G3 KICK 2 6 · D4 OPEN HAT 10 · A4 LOW TOM 14 · E5 SHAKER
3 · A3 SNARE 7 · E4 PEDAL HAT 11 · B4 HI TOM 15 · F5 CONGA
4 · B3 CLAP 8 · F4 RIM 12 · C5 CRASH 16 · G5 COWBELL

Kits

PRESETS on the drum track (or KNOB 1 on the DRUMS kit page, or the editor) picks the kit:

# Kits
1–5 ACOUSTIC (sampled studio kit, CC0) and its treatments: DEEP, TIGHT, BRIGHT, DUST
6–37 32 synthesised kits, 16 sounds each: 808, 909, 606, 80S, VINTAGE, TRAP, DRILL, BOOMBAP, LO-FI, PHONK, HOUSE, D.HOUSE, TECHNO, MINIMAL, ELECTRO, DISCO, GARAGE, JUNGLE, DUBSTEP, DEMBOW, AMAPIANO, AFRO, LATIN, TRIBAL, SYNTHWV, CHIP, ARCADE, GLITCH, INDUSTR, HYPER, AMBIENT, JAZZ
38–41 USR1, USR2, USR3, USR4: your own kit in one sample slot (about 7.4 s)
42 USR3+4: your own big kit over two slots (about 15 s)
43–46 SYN1, SYN2, SYN3, SYN4 (2.5): your own synthesised kits, made in the editor's Drum synth page. The FM-1 shows the name you gave them

Every kit is level-matched. The kit is saved with projects and song sections. Changing the kit never touches the pattern. Your own kits work like any other: steps, levels, ratchets, fills, choke, MIDI.

The DRUMS screen

Open it with EDIT or SEQ tapped on the TRACKS screen while the drum track is selected. It has three pages, grid, kit and (2.7) sound; EDIT / SEQ tapped goes to the next one, SELECT right / left walks them.

Grid page — the 16 sounds × 16 steps, levels as shades, ratchets as notches.

Control Does
KNOB 1 sound picks the sound (lane); (2.7.1) heard only with MENU → SEQ → DRUM PREVIEW ON (OFF by default, quiet for live)
KNOB 2 step moves to a step (DRUM PREVIEW ON: you hear what it holds)
KNOB 3 hit right: a hit of that sound on that step (NORM) · left: clear it
KNOB 4 level the hit's level up / down (GHOST, SOFT, NORM, HARD)
white keys the 16 steps of the sound picked: press to set the step, again to clear it (2.7.1: silent, the pattern plays it); the keys light that sound's steps
black keys (2.7.1) pick the sound, silently: F#3 KICK / KICK 2 · G#3 SNARE / SNARE 2 · A#3 RIM · C#4 CLAP · D#4 HAT / PEDAL · F#4 OPEN HAT · G#4 LOW TOM / HI TOM · A#4 CRASH · C#5 RIDE · D#5 SHAKER / CONGA · F#5 COWBELL (the same key again: the other sound of its pair); the black key of the sound picked is lit
OCT− / OCT+ (2.7.1) the page of steps: 1–16, 17–32, 33–48, 49–64 (round; up to the track's length). Up to 2.7: the first four black keys
PRESETS the kit
SAVE the SONG screen
HOME back to TRACKS

Kit page — 16 pads that flash on every hit; the keys play the pads.

KNOB 1 KNOB 2 KNOB 3 KNOB 4
kit level of the drum track reverb send of the drums pan of the drum track

Sound page (2.7) — each of the 16 sounds tuned and shortened or lengthened, on every kit. Play a key (or turn KNOB 1) to pick the sound: its pad is framed, and a sound you changed shows a small square.

KNOB 1 KNOB 2 KNOB 3 KNOB 4
sound (you hear it) tune: −8 … +7 semitones decay: −4 (very short) … 0 (as the kit has it) … +3 (long) level of the drum track

On the synthesised kits (808, 909… and your SYN1–4) DECAY shortens or lengthens the sound itself; on the sampled kits (ACOUSTIC … DUST, USR) it can only shorten it (a fade), +3 plays the sample as it is. (2.8) On the synthesised kits, TUNE also shapes the brightness of the tone-less sounds (closed hats, shakers, claps), which have no pitch to shift: lower it for a darker, duller hat, raise it for a crisper one. The settings are kept with the project and with each section A–D, so a section can have its own tuning; changing the kit keeps them, NEW sets them back to 0. A project from an older SLOOP opens with every sound as its kit has it.

While the song plays in song mode, the grid's hit and level knobs wait (STOP THE SONG FIRST).


8. Recording

SLOOP records live and layers every pass on top of the last (overdub). Notes go to the nearest step as you heard it: the ~12 ms between a key and its sound are taken back, so what you play on the beat lands on the beat. Chords are kept on the synth tracks whose VOICE is POLY (up to 4 notes a step; a MONO, LEGATO or UNISON sound, as most basses and leads, plays and records one note at a time); held notes become ties. (2.7.1) On a POLY track each held note goes on until its own key is let go, even while other notes start and end over it: hold a note, play others on top, and it keeps sounding in the pattern (up to 4 at once). (2.7.2) On a MONO, LEGATO or UNISON track, a note played while the one before is still held is recorded legato and plays back as you played it: with LEGATO the sound goes on into the new note without a new attack (it glides only with GLIDE or a SLIDE), where before the sequencer ended the note and started the next one again. It works from the FM-1's keys and from a MIDI controller alike. Let go of the second note while the first is still held: the pattern does not go back to the first one (the live sound does). The TRACKS page draws one mark a step; the NOTES page shows a chord's notes one by one (2/3…).

Over held notes (2.7). On a POLY track, a note you record while held notes of the pattern ring (a pad tied over the bar) no longer cuts them: they go on under it, and your note ends where you let it go. Up to 4 notes sound at once on a track (a fifth makes the oldest held one end there). Entering steps by hand (SEQ + key) still replaces what plays, so a long note can be cut on purpose. On SLOOP 2.6 such a pattern plays the held notes again where a note was laid over them.

With a MIDI keyboard: REC records the selected track. A keyboard on channel 1, 2 or 3 always plays track 1, 2 or 3 (2.6: the channels of GLO → MIDI), whatever track is selected: set it to channel 4 (or 4–16) to play and record the selected track. From 2.6, if your keyboard plays another track than the one recording, the screen says MIDI PLAYS TRACK n (once a take).

What REC does

When REC does Then
Playing records the selected track at once REC again stops recording; the loop plays on
Stopped, project with notes arms (rec ready, the REC light blinks) your first note starts the loop and is step 1; PLAY starts it too
Stopped, empty project arms (rec ready · play freely) a free take, or, with MODE tempo, as with notes

REC again while armed disarms it (REC OFF). In song mode, REC waits until the song is stopped (STOP THE SONG FIRST), and arming REC switches back to loop mode.

While recording, the REC light is solid and the track shows a red rec. Turn ALGORITHM while recording and the take moves to the next track without stopping.

The REC screen (armed, before the first note)

Knob Dial Choices
KNOB 1 mode (empty project only) free: a free take, the tempo follows you · tempo: record at the tempo set (SELECT)
KNOB 2 length the selected track's loop: 1, 2 or 4 bars
KNOB 3 start note: your first note starts the loop · count: press PLAY, one bar of clicks (4, 3, 2, 1 on the screen), then recording starts; notes before only sound
KNOB 4 quant (2.7) on: what you record lands on the steps (as before) · off: it keeps your timing (see below)

LENGTH and START apply when you record at a tempo (MODE tempo, or a project that already has notes); a free take makes its own length. MODE, START and QUANT are settings of the FM-1 (they stay as you left them, also for recording while the song plays).

QUANT off (2.7). A note you play still goes into the nearest step, and how far off the grid you played it becomes that step's nudge (SEQ + step + KNOB 4: 1/64 of a step, about 2 ms at 120 BPM in 1/16). So the pattern plays back with your groove, and you can still edit it step by step (a nudged step shows its dot; SEQ + step + OCT− puts it back on the grid). It works for the keys and MIDI, in the free take too; the arp and note repeat stay on their grid. A step has one nudge: the first note in a step sets it, and the other notes of a chord or other drum sounds on that step follow it (in DIV 1/32 the steps are twice as fine). Undo (EDIT + OCT−) takes a take's nudges back with its notes. During the count-in, REC cancels it and PLAY goes back to rec ready. SELECT sets the tempo on this screen.

Free take: the loop follows you

  1. On an empty project, REC, then play freely. The screen shows free take, the seconds, and the loop it would make right now (2 bars · 92 bpm).
  2. Press REC on the "1" after your last bar. SLOOP picks 1, 2 or 4 bars at the tempo nearest the one set (within 3 % the set tempo is kept), writes your notes with their lengths and levels, and plays the loop at once. All four tracks take that length.
  3. PLAY during a free take drops it. A take closes by itself after 24 s.

Metronome and swing

What gets recorded


9. The layers, one by one

All seven layers at a glance:

Hold Name White keys KNOB 1 KNOB 2 KNOB 3 KNOB 4 Tap
FX punch a punch-in effect while the key is held FILTER (master) DUST DUCK TRK FILT (selected track) FX pages
EDIT erase erase that sound / note from the pattern SHIFT LENGTH ×2 / ½ TRANSPOSE — EDIT pages
ARP roll note repeat on the grid RATE — — — ARP pages
SEQ steps steps 1–16 of the page SOUND / NOTE DIV SWING STEPS SEQ pages
SEL key the key of the song CHORD SCALE KEYS TRANSPOSE SEL pages
GLO mix 1–4 mute · 5–8 solo · 9 fill · 10 fill bar · 16 tap tempo level 1 level 2 level 3 level 4 GLO pages
SAVE song 1–4 play A–D · 5–8 save A–D · 13 loop / song · 14 SONG REC · 16 song screen — — — — song screen / SAVE pages

FX — punch

Control Does
FX + a key the punch-in effect of that key (16 white keys, and 11 black keys, 2.6), on the whole mix, for as long as the key is held
FX + KNOB 1 master FILTER: left a low-pass, right a high-pass, centre off
FX + KNOB 2 master DUST (old sampler and vinyl)
FX + KNOB 3 master DUCK (sidechain pump from the kick)
FX + KNOB 4 TRK FILT: the same one-knob filter on the selected track only (any track, the drums too)
FX + OCT− (held, 2.6) REV THROW: every track's reverb send (the drums' too) goes full while held, gliding in and out (~12 ms); with a punch-in key too. The song's REV values never change, nothing is saved or recorded
FX + OCT+ (held, 2.6) ECHO THROW: the same for the delay sends, and FDBK at least 70 % while held. Both together: both throws
FX + SELECT FADE 0–15 (instant to about 0.37 s); does not change tempo in 2.8.1
FX + HOME lock the FX layer open (both hands free)

Keys pressed while FX is held never play or record notes.

EDIT — erase

Control Does
EDIT + key, playing erases that sound (drums) or note (synths; with CHORD on, its chord) from every step the playhead passes while you hold the key — MPC style: hold the hat key for one bar and that bar's hats are gone. ERASED flashes
EDIT + key, stopped erases that sound / note from the whole pattern at once
EDIT + KNOB 1 SHIFT: every step one later (right) / earlier (left) — turns the groove around
EDIT + KNOB 2 LENGTH: right ×2 (the pattern copied after itself, up to 64 steps), left ½
EDIT + KNOB 3 TRANSPOSE: every note a semitone up / down (synth tracks)
EDIT + OCT− undo
EDIT + OCT+ redo
EDIT + a black key (drum track, 2.6) MUTE mode: the white keys now mute / unmute their sound in the sequencer, live, without erasing anything (the muted sounds show OFF in red; the screen says mute: key = sound). A black key again goes back to erasing. 2.7: MUTE mode stays when you let go of EDIT, so the next EDIT + key mutes at once (2.6 went back to erasing)

All the knob turns of one EDIT hold count as one change for undo.

The drum mutes stay on until you unmute the sound (EDIT + a black key, then its key again); they are a performance tool, not part of the pattern: a project loaded or a new one starts with every sound playing. A muted sound still plays from the keys and from MIDI, and its ratchets are muted too.

ARP — roll (note repeat)

Control Does
ARP + key (held) the key repeats on the grid at the RATE, locked to the tempo and the swing; it ends with the key
ARP + KNOB 1 RATE: 1/8, 1/16, 1/32, 32T, 1/64 (also GLO → MASTER → ROLL)
ARP + key + OCT− / OCT+ on the drum track: ghost / hard rolls

While recording, a roll is written as ratchets (a 1/32 roll on a 1/16 track: x2 on each step). Rolls ignore fills. (The arpeggiator is something else: tap ARP for its pages.)

SEQ — steps

The 16 white keys are the 16 steps of the current page; the lit ones play.

Control Does
SEQ + empty step sets it at once — drums: with the sound shown (KNOB 1, or the last pad you hit); synths: with the note or chord you played last (on the keys, or a MIDI keyboard: 2.6)
SEQ + set step (tap) clears it (with its nudge, locks and fill condition)
SEQ + several step keys held edit them together
SEQ + first four black keys or SEQ + OCT− / OCT+ (no step held) the page: steps 1–16, 17–32, 33–48, 49–64 (up to the track's length). (2.7.1) The drum track: OCT− / OCT+ only, the black keys pick the sound
SEQ + a black key (drum track, 2.7.1) the sound the steps are for, silently, as on the DRUMS grid (F#3 KICK / KICK 2 … F#5 COWBELL; the same key again: its pair). With SEQ + HOME (locked) both hands are free: black keys the sound, white keys its steps
SEQ + KNOB 1 (no step held) the sound (drums; heard with DRUM PREVIEW ON, 2.7.1) / note to set
SEQ + KNOB 2 DIV: 1/4, 1/8, 1/16, 1/32, 8T, 16T, 1/2, 1BAR, 2BAR
SEQ + KNOB 3 SWING of the track
SEQ + KNOB 4 STEPS: 1–64 steps
SEQ + step + KNOB 1 drums: which sound of the step LEVEL and RATCHET edit (heard with DRUM PREVIEW ON) · synths: the step's note (every note of a chord moves together)
SEQ + step + KNOB 2 drums: LEVEL: ghost, soft, norm, hard · synths (2.6): VEL, the step's velocity 1–127 (every note of the step; an accent is taken off, as it would play at 127)
SEQ + step + KNOB 3 RATCHET: x1–x4
SEQ + step + KNOB 4 NUDGE: −32 … +31 (in 1/64 of a step)
SEQ + step + PRESETS a parameter lock on that step: the first click makes it one click away from the track's value, the next ones move it
SEQ + step + ALGORITHM which parameter the lock is on
SEQ + step + OCT+ the step's fill condition: normal → FILL ONLY → NO FILL → normal
SEQ + step + OCT− clears the step's nudge, locks and fill condition

A held step that you edited with a knob is kept when you let go (only a plain tap clears). Details in The step sequencer.

SEL — key and chords

Control Does
SEL + any key sets the key of the song: the root of all three synth tracks (KEY D)
SEL + KNOB 1 CHORD of the selected synth track: OFF, TRIAD, 7TH, 9TH, SUS4, POWER
SEL + KNOB 2 SCALE of all three synth tracks: 16 scales
SEL + KNOB 3 KEYS: OFF, SNAP, WHITE
SEL + KNOB 4 TRANSPOSE the selected track, ±24 semitones

Details in Key, scales, chords and CHORD+.

GLO — mix

Control Does
GLO + key 1–4 mute / unmute track 1–4 (fades out in a few ms; the pattern runs on in time)
GLO + key 5–8 solo track 1–4 (several solos add up)
GLO + key 9 (held) fill for as long as the key is held
GLO + key 10 fill bar: the whole next bar plays as a fill (press again before the bar to cancel)
GLO + key 16 tap tempo (two taps or more)
GLO + F#3 (the first black key, 2.6) MIDI LEARN on / off; see MIDI LEARN
GLO + KNOB 1–4 the levels of tracks 1–4
GLO + SELECT the tempo (also inside the visualiser)

The tiles show what is heard; the fill and bar tiles light while they act.

SAVE — song

Control Does
SAVE + key 1–4 play section A–D: playing, from the next bar (every track from its first step); stopped, it becomes the loop at once
SAVE + key 1–4, several tapped while SAVE stays held a quick chain (A B B C…, up to 8, repeats allowed): let go and they play in turn, round and round
SAVE + key 5–8 save the loop into section A–D (over a used section: press the key again within 3 s)
SAVE + key 13 switch loop / song mode
SAVE + key 14 SONG REC: from the next bar, every section you play (and how long) is written into the song; again (or STOP) to end
SAVE + key 16 the SONG screen

Details in Song mode.


10. The step sequencer: steps, nudge, locks, fills

Each track has up to 64 steps with its own length (1–64) and division (1/32 to two bars). Tracks of different lengths loop on their own and stay in phase (polymeters). A synth step holds up to 4 notes (a chord) with a level and ratchet, a tie or a rest, an accent and a slide; a drum step holds any of the 16 sounds, each with its own level and ratchet.

There are three ways to enter steps:

  1. Live — REC and play (see Recording).
  2. The SEQ layer — hold SEQ, the white keys are steps (all tracks; see SEQ — steps).
  3. The NOTES page (synth tracks, 2.7.2; the STEP page before) — tap SEQ: the pattern as a piano roll, each note a bar as long as it lasts, the one you edit outlined in white with its name over it, the beats ruled, the C rows named on the left and the playhead a line. A note's FORCE shows as its fill: GHOST dark, SOFT hollow, NORM and HARD full, ACC a white cap; a SLIDE a dash to the next note.
NOTES page Does
keys the keys pressed together become the step under edit (POLY: up to 4 notes; MONO, LEG and UNI: the last one); in chord mode a key writes its whole chord, CHORD+ changes included; let go of all keys and it moves on to the next step (2.7.1: MENU → SEQ → STEP ADVANCE OFF: it stays, and the next keys write the same step again, for a chord tried twice) · a MIDI keyboard too (2.6): the notes it plays together on the selected track (the track its channel plays, GLO → MIDI) become the step, as they sound; on another track's channel, stopped, the screen says MIDI PLAYS TRACK n (and when you record: see REC)
KNOB 1 NOTE goes from note to note: a chord's notes one by one, then the next step (the empty ones too, to put a note there); the TIEs of a note are its length, not stops
KNOB 2 PITCH that note's pitch (a chord's others stay); an empty step gets your last note
KNOB 3 LEN how many steps the note lasts: longer turns the steps after it into TIEs (it stops at the next step that has notes, and at the pattern's end: NOTE AHEAD, END OF PATTERN), shorter turns its last TIEs back into RESTs
KNOB 4 FORCE GHOST, SOFT, NORM, HARD, then ACC (the accent: the step's, for its whole chord)
PRESETS the zoom: 8, 16 (as it opens), 32 or 64 steps on the screen (the page with the note under edit)
EDIT (tap) deletes the note under edit (a chord keeps its others; its last note takes the step and its TIEs)
OCT− / OCT+ (tap) the keys' octave, as everywhere
OCT+ held (0.4 s) the note's sheet — (2.8.1) a strip along the bottom of the screen, so the piano roll stays visible; it reopens on the row you last used. KNOB 1 picks a row, KNOB 2 sets it, OCT+ does it, OCT− closes it — SLIDE (ON / OFF; OCT+ too), NUDGE (the step's micro timing, −32 … +31), FILL (NORMAL, FILL only, NO FILL), MOVE (KNOB 2: a step each detent, with its TIEs, nudge, fill and locks; not over another note: NO ROOM), COPY (OCT+: a copy just after it, picked, and MOVE next to place it), DELETE (OCT+)

EDIT + OCT− / OCT+ undo and redo the edits, as before. Not while recording or armed (the keys record live then). On the drum track, the NOTES page shows DRUM TRACK: use the DRUMS grid or the SEQ layer.

The DRUMS grid has the same sheet (2.7.2): on the grid, OCT+ held opens it for the hit of KNOB 1's sound on KNOB 2's step: RATCHET (x1 … x4), NUDGE and FILL (the step's: every sound in it), MOVE (KNOB 2), COPY (OCT+: to the next step), DELETE (OCT+); OCT− closes it. OCT+ tapped still turns the page of steps.

The PATTERN page (tap SEQ again) holds the track's LEN, DIV, SWG (swing) and GATE (how long each note lasts).

Nudge (micro timing)

SEQ + step + KNOB 4 moves a step off the grid, from −32 to +31 in 1/64 of a step: minus = early (the step plays before its grid time, inside the previous step), plus = late. Its ratchets move with it; recording and swing stay on the grid. On the drum track the whole step moves, every sound in it. A nudged step shows a dot in the corner of its tile.

Parameter locks

A lock gives one sound parameter another value for that step only (Elektron style).

  1. Turn the parameter you want on its page (for example FX → DLY send, or LFO → WAVE → RATE). That becomes the lock parameter (before you turn anything it is ENV → ROUTING → FLT).
  2. Hold SEQ and hold the step.
  3. Turn PRESETS: the first click makes the lock, one click away from the track's value; the next ones move it. A centred notification shows it (lock dst 14; lock flt -- = no lock yet).
  4. ALGORITHM (step still held) steps through the other parameters, wrapping round.

At the next step without a lock on that parameter, it comes back to its base value (notes still ringing follow). A knob turned on the page while a lock is in force wins: that value becomes the new base. Several locks can sit on one step (one per parameter), 24 per track. The sound parameters of the track can be locked (and the PATTERN page's GATE); the arp, key / scale / chord, STRUM / VLEAD, voice-mode, MUTE, LEN / DIV / SWG and the global pages cannot (NOT LOCKABLE; NO LOCK LEFT when the 24 are used). A locked step shows the same dot as a nudged one; SEQ + step + OCT− clears both. Undo (EDIT + OCT−) is for steps and (2.7) their nudges: it does not bring locks back.

Fill conditions

SEQ + step + OCT+ cycles the step's condition:

Condition Mark on the tile Plays
normal — always
FILL ONLY small F (top left) only during a fill
NO FILL × (top left) always, except during a fill
  1. Call a fill while you play: GLO + key 9 (as long as you hold it) or GLO + key 10 (the whole next bar). Build a beat whose rolls, crashes and pickup notes are FILL ONLY and whose main hat is NO FILL: one finger brings the fill in and out on the bar. A skipped step is silent whole (no note, no MIDI, no ratchet, no lock).
  2. On the drum track the condition is the step's, every sound in it. STOP ends any fill. The arp and the rolls ignore fills.

Divisions

DIV: 1/4, 1/8, 1/16 (default), 1/32, 8T, 16T (triplets), 1/2, 1BAR, 2BAR. A 64-step track at 2BAR lasts 128 bars: drones, chord changes, slow songs.


11. Key, scales, chords and CHORD+

Key and scale

Changing a sound (PRESETS, a user preset) never changes the key, the chord mode, the pattern or the mix of its track.

Chord mode: one finger, one chord

Hold SEL and turn KNOB 1 CHORD on the selected synth track:

CHORD Notes
OFF single notes
TRIAD 1-3-5
7TH 1-3-5-7
9TH 1-3-7-9 (the lo-fi / R&B voicing)
SUS4 1-4-5
POWER 1-5-8 (root, fifth, octave)

With a chord on, the white keys walk the scale from C4: C4 plays the chord of the key's I, D4 the II, E4 the III… and the keys below C4 carry on downwards. Every chord is built from the scale, so it always fits the song. With SCALE on CHR, the chords come from the minor scale. One finger plays the whole chord, and it is recorded as a chord.

CHORD+: the black keys change the chord

With a chord mode on, hold a black key while you play a white one — or press it while the chord is held, and the chord changes under your finger:

Black key Changes the chord
F# major ↔ minor
G# adds the 7th
A# sus4
C# adds the 9th
D# an inversion

Both octaves of black keys work, and you can hold several. The 7th and 9th come from the scale: in C major, G4 plays G (the V chord), G# makes it G7, F# + G# make it Gm7; on C4, F# + G# give C-E♭-G-B. What you play is recorded as it sounds.

SEL → VOICING: STRUM and VLEAD

Tap SEL, then turn SELECT until the breadcrumb reads SEL → VOICING:

Knob Does
KNOB 1 TRN transpose the track, ±24 semitones
KNOB 2 STRUM plays a chord's notes one after the other like a strummed guitar, 1–60 ms a note: right = low to high, left = high to low, centre = off. On the keys and on the chord steps the sequencer plays
KNOB 3 VLEAD ON: voice leading — each chord is voiced nearest the last one, so a progression moves smoothly instead of jumping

12. Mix: levels, mute, solo, fills, tap tempo

Where What
GLO + KNOB 1–4 levels of tracks 1–4
TRACKS screen, KNOB 2 the selected track's level (on a muted track: unmutes it)
GLO + keys 1–4 / 5–8 mute / solo
VOICE 2 page PAN and MUTE of a synth track
TRACKS screen, KNOB 4 the selected track's pan
GLO → DRUMS the drum track's LVL, its reverb and (2.5) delay sends, and its MIDI channel
MASTER knob the output volume

A muted track fades out in a few milliseconds and plays no new notes; its pattern runs on in time. Several solos add up.

Tempo: SELECT on TRACKS (or inside a layer except FX), GLO + key 16 tap tempo, or GLO → GLOBAL → BPM (40–240). With MIDI SYNC on, the tempo follows the master.


13. Undo, clear, save, sections, autosave

Action How
Undo / redo EDIT + OCT− / EDIT + OCT+. One level: the last recording pass, erase, clear, step or pattern edit
Clear the selected track hold REC ~2 s (after 0.7 s a ring fills; let go before it is full: nothing). Undo brings it back
Clear the pattern SAVE → TOOLS → CLRSQ (GO)
Reset the sound SAVE → TOOLS → INIT (GO): the engine's defaults and first preset
New loop SAVE → TOOLS → NEW (GO): the four tracks of your working loop back to their power-on sounds, empty patterns, 90 BPM (NEW LOOP, A-D KEPT: the saved sections are not touched; stop the song first in song mode; undo brings back only the last track's pattern, so save a section first if in doubt)
Save the loop as a section SAVE + key 5–8 (A–D)
Save / load a section SAVE → SECTION: SECT A–D, LOAD (GO), SAVE (GO)
Erase a saved section (2.6) SAVE → SECTION: SECT A–D, ERASE on KNOB 2 (GO), the song stopped: the slot is EMPTY again and its section key goes dark. The steps of the song that played it are taken out (the others keep their order; none left: the default song A B C D). Your working loop is not touched. No undo: save it into another slot first if in doubt
Save a sound SAVE → USER: SLOT (1–32), SAVE (GO)
Autosave automatic: when the transport is stopped and you have not touched anything for 2.5 s (at most every 20 s), the working project is kept in flash; at power-on SLOOP comes back exactly as you left it

One song on the FM-1. The FM-1 holds one song: four sections, A–D, and the order they play in (the SONG screen). A section is a loop: the four tracks (sounds, patterns, kit, locks, nudges, fill conditions, the track filter) and the global settings of the loop (tempo, swing, key…). Your working loop (what plays in loop mode, kept by the autosave) is apart from them: LOAD copies a section into it, SAVE copies it into a section. A–D are not four songs. To keep several songs, save an editor Backup file per song (Song & sections tab) and restore the one you want to play. (Before 2.7 the SAVE page was called PROJECT, its slots 1–4: the same four sections.)

Settings of the FM-1 — SYNC, MIDI OUT, IN, the lights, the menu settings, the REC screen's MODE, START and QUANT — are not part of a section: loading one or NEW never changes them.

The SAVE pages (SAVE tapped, not on TRACKS)

Page KNOB 1 KNOB 2 KNOB 3 KNOB 4
PRESETS the sound (your favourites, then factory by kind, then user presets) the engine (next / previous) — FAV (2.7): right adds the sound to your favourites, left removes it
USER SLOT 1–32 LOAD (GO) ERASE (GO) SAVE (GO)
SECTION SECT A–D ERASE (GO, 2.6) LOAD (GO) SAVE (GO)
TOOLS CLRSQ (GO) INIT (GO) — NEW (GO)

Favourites (2.7). On the PRESETS page, turn KNOB 4 right: the sound is added to your favourites (FAV ADDED), up to 16, which come first in the PRESETS list, tagged FAV, in the order you added them; the PRESETS knob reaches them in a click or two from anywhere on TRACKS or HOME. KNOB 4 left removes it. A user preset can be a favourite too. They are a setting of the FM-1, kept through power-off (not in a project, and not in an editor backup). MIDI Program Change still counts the list without them.

GO: one click shows AGAIN: SAVE (or LOAD…), a second click within about 1.5 s does it. Presets and sections are written to flash only while the song is stopped.


14. Song mode: sections, chains, songs

The FM-1 holds one song: up to 16 steps of 4 sections, A–D. Each section holds the four tracks (sounds, patterns, kit): SAVE → SECTION shows them. For more songs, keep one editor backup file per song.

Make it live, by playing

  1. Make a loop (the verse). SAVE + key 5: save A. Change the loop (the chorus) and save it into B (key 6), a bridge into C (key 7), an ending into D (key 8). Saving over a used section asks for the key again within 3 s.
  2. Play the sections live: SAVE + key 1–4. Playing: the section starts on the next bar, every track from its first step, always in time. Stopped: it becomes the loop at once.
  3. Quick chain: keep SAVE held and tap several section keys — A B B C, any order, repeats allowed, up to 8 — then let go. The first plays on the next bar, then each next one after the previous has played its pattern length (the longest track's), round and round. A centred notification reads chain A B B C; the section playing is lit, the next one framed. A single section tap, STOP, or PLAY in song mode ends the chain.
  4. Record the song as you play it: SAVE + key 14. From the next bar every section you play, and for how many bars, is written into the song. SAVE + key 14 again, or STOP, ends it (SONG PARTS 5). It is saved by itself once you stop. SONG REC records what a chain plays too.
  5. Play it back: SAVE + key 13 switches loop / song. In song mode PLAY plays the whole song and stops at the end (your loop is back afterwards).

The SONG screen

Open it with SAVE tapped on TRACKS (or on DRUMS), or SAVE + key 16. It shows the chain and edits it by hand:

Control Does
KNOB 1 the song step (cursor)
KNOB 2 that step's section (A–D)
KNOB 3 its length in bars (1–64)
KNOB 4 the number of steps in the song (1–16)
REC stores the current loop into the step's section (a used section: REC again within 3 s)
SAVE (tap) saves the song
OCT− loop / song mode
OCT+ twice (within 3 s) loads the step's section (unsaved work is replaced)
PLAY play / stop
SEQ the SEQ pages
HOME back to TRACKS

The song's settings can only be edited while it is stopped (STOP FIRST). An empty section cannot play (EMPTY SECTION: REC).


15. The screens

Screen How to get there What it shows · what the knobs do
TRACKS tap HOME the performance view: tempo, swing, transport, bar.beat; each track with its sound, steps, playhead, mute / solo / rec badges and level. (2.8) a coloured A–D badge by the title shows which section is playing. Dials: KNOB 1 swing (global) · KNOB 2 level (selected track; on a muted track: unmutes it) · KNOB 3 steps (its length) · KNOB 4 pan
Visualiser tap HOME on TRACKS twelve full-screen visualisers; see The visualiser
Layer hold a layer button 16 tiles (the white keys) and the four dials, in the layer's colour
DRUMS (grid / kit) tap EDIT or SEQ on TRACKS with the drum track see The DRUMS screen
REC READY / FREE TAKE / COUNT-IN REC while stopped the tracks, then mode · length · start · quant on KNOB 1–4 (4-3-2-1 during a count-in); in a free take: the seconds and the loop it would make
Hold ring hold REC the ring of clear track filling
SONG tap SAVE on TRACKS, or SAVE + key 16 the section chain; see The SONG screen
Pages tap ENV, LFO, FX, SEL, EDIT, ARP, SEQ, GLO, SAVE four colour-coded dials along the bottom, with names, values and icons where relevant; a useful graph or browser in the middle, otherwise the whole-mix OUTPUT WAVEFORM
Menu hold HOME the settings of the FM-1 in five sections; see The HOME menu

Short messages appear in an automatically dismissing centred popup, leaving the header and bottom controls visible: KEY D, ERASED, AGAIN: SAVE, NEXT: B, chain A B B C, lock flt 12…

The lettering (2.6) is Terminus Bold, all in capitals: thicker strokes, easier to read on the small screen at arm's length; H3 uses a fixed header and consistent bottom controls.


16. Every page, knob by knob

  1. Tap a button to open its first page (or the last one you used); tap it again for its next page, or turn SELECT to go back and forth. The number after the title (PATTERN 2/2) counts the pages SELECT goes through; tapping SEQ once more also opens the SONG screen, a screen of its own (2.7: it is no longer counted, so SEQ no longer reads 2/3).
  2. On the drum track, pages that do not apply to it show DRUM TRACK.
Button Page KNOB 1 KNOB 2 KNOB 3 KNOB 4
ENV ADSR ATK attack DEC decay SUS sustain REL release
ENV → ROUTING FLT: envelope → brightness (±) PIT: envelope → pitch (±, the 808 punch) SHP: envelope → the engine's shape (±) ESYNC (2.6): OFF / ON, ATK DEC REL as note values
LFO WAVE RATE (Hz) WAVE: SIN, TRI, SAW, SQR, S&H PHS phase FADE (fade-in time)
LFO → TIMING (2.6) SYNC: OFF, 4BAR, 2BAR, 1BAR, 1/2, 1/4, 1/8, 8T, 1/16, 16T, 1/32 TRIG: NOTE / FREE POL: BI / UNI —
LFO → ROUTING PIT: vibrato FLT: filter wobble SHP: shape AMP: tremolo
FX MIX (sends) DST drive CHO chorus send DLY delay send REV reverb send
FILTER FILT: one-knob filter of the track — left LP, right HP, centre OFF (the drum track too; 2.7.2: its page no longer greyed) — — —
SLICER SLCR: OFF, GATE, STUT (stutter) PAT: pattern 1–16 RATE: 1/8, 1/16, 1/32, 8T, 16T, 32T DEPTH
INSERT (2.6) INSRT: OFF, SOFT, HARD, FOLD, FUZZ, CRUSH, PHASR, FLANG, CHOR A B C (what A B C are depends on the type: see Per track)
INSERT 2 (2.6) MIX: dry / wet — — —
DLY (global) TIME: 1/4, 1/8, 1/16, 1/32, 8T, 16T, 1/8D, 1/16D, 1/4D (2.6; at 60 BPM and below it stops at 1.49 s) FDBK feedback COLR colour (tone of the repeats) MIX
REV/CHO (global) SIZE reverb size DAMP reverb damping CRT chorus rate CDP chorus depth
SEL SCALE ROOT (the track's key) SCL: the track's scale (SEL + KNOB 2 sets all three) QNT keys: OFF, SNAP, WHITE CHORD: OFF, TRIAD, 7TH, 9TH, SUS4, POWER
SEL → VOICING TRN transpose ±24 STRUM ±60 ms VLEAD: OFF / ON —
EDIT EDIT 1 engine parameter 1 2 3 4 (see the engines)
EDIT 2 engine parameter 5 6 7 8
FILTER (ANALOG only, 2.6) TYPE: LP, BP, HP CUT cutoff RES resonance KTR key tracking
VOICE VCE: POLY, MONO, LEG (legato), UNI (unison) GLD glide GLMOD: RATE / TIME PRIO: LAST, LOW, HIGH (mono note priority)
VOICE 2 ALLOC: ROT (rotate) / REUSE DTUNE (unison detune) PAN MUTE
ARP PATTERN MODE: OFF, UP, DN, UPDN, RND, ORD, and (2.7) REPEAT, DNUP, UP+8, CONV, DIVG, PINKY, THUMB, WALK, CHORD (below) RATE: 1/4 … 16T OCT: 1–4 octaves GATE
ARP → PLAYBACK SWG swing (2.7: also with the sequencer stopped) PROB probability of each note HOLD: OFF / ON (latch; with MODE OFF, 2.7: KBD HOLD) ORD: NOTE (pitch order) / PLAY (the order you played)
SEQ NOTES NOTE (individual note/cursor) PITCH (selected note) LEN (tied step duration) FORCE: GHOST, SOFT, NORM, HARD, ACC
PATTERN LEN 1–64 steps DIV 1/4 … 2BAR SWG track swing GATE note length
SONG the SONG screen
GLO GLOBAL BPM 40–240 SWING (all tracks) CLICK: OFF, REC, ON TUNE ±50 cents
MASTER DUST DUCK FILT (DJ filter) ROLL (note-repeat rate)
SYSTEM OUT (MIDI out): KEYS / SEQ (also on MIDI 2) SYNC: INT, USB, TRS IN: NOTES / CLOCK / CH 1–16 (also on MIDI 2) CPU load (USB link state when no computer is connected)
DRUMS CH4: the drum track's MIDI channel (OFF, 1–16, default 10; the same setting as GLO → MIDI → CH4; 2.6: a setting of the FM-1) LVL drum level REV drum reverb DLY drum delay (2.5): the drums into the tempo delay (FX → DLY sets its time, feedback and tone), saved with the project
TEXTURE (2.6) SRC: OFF, VINYL, TAPE, RAIN, WIND, RADIO, ROOM, USR1–4 LEVEL TONE (LP ← OFF → HP) MOVE
TEXTURE 2 (2.6) RATE: 1–16 bars WHEN: PLAY / ALWAYS DUCK: OFF / ON —
MIDI (2.6) CH1: track 1's MIDI channel (OFF, 1–16) CH2: track 2's CH3: track 3's CH4: the drum track's (default 10)
MIDI 2 (2.6) IN: NOTES / CLOCK / CH 1–16 OTHER: the channels no track has: SEL (the selected track) / OFF OUT: KEYS / SEQ BEND: the pitch bend's range, 1–12 semitones
MIDI 3 (2.7) FX CH: the punch-in effects' MIDI channel (OFF, 1–16) DR MAP: how MIDI notes play the drums (GM / 1-16) REMOTE: the buttons over MIDI (OFF, 1–16) CLOCK: OUT, the MIDI clock and START / STOP out on USB (OFF / OUT)
SAVE PRESETS the sound the engine — FAV: add / remove favourite
USER SLOT 1–32 LOAD (GO) ERASE (GO) SAVE (GO)
SECTION SECT A–D ERASE (GO) LOAD (GO) SAVE (GO)
TOOLS CLRSQ: clear the pattern (GO) INIT: reset the sound (GO) — NEW project (GO)

Notes:


17. The sounds and the twelve engines

The sound bank

153 factory sounds, every one a full patch on one of the twelve engines, all level-matched (the same LEVEL gives the same loudness). PRESETS browses them by kind — basses, keys, organs, pads, leads, plucks and bells, stabs, FX — with the kind shown next to the name; your 32 user presets come after. A new project starts at 90 BPM with 808 BOOM on track 1, RHODES on track 2, LOFI FLUTE on track 3 and the 808 kit on track 4.

Kind Sounds (engine)
Bass 808 BOOM, 808 DIRTY, 808 SLIDE, SUB BASS, PLUGG BASS (they slide between held notes, two octaves under the keys) · REESE, WOBBLE, ACID 303, FUNK BASS, MONO BASS (ANALOG) · FM BASS, BASS GTR (DIGITAL) · CZ BASS (PHASE) · ROUND BASS (FM6) · FAT BASS (TRIO) · WOW BASS (VOICE) · GB BASS (LOFI) · UP BASS, DEEP BASS (SAMPLE) · PLUCK BASS (PHYS) · NES BASS (LOFI) · SAW BASS (ANALOG)
Keys RHODES, DX RHODES, WURLI, M1 PIANO, AFRO KEYS, CLAV (DIGITAL) · GRAND PNO, DUSTY PNO, LOFI KEYS (SAMPLE) · SOFT KEYS (PHASE) · TINE EP (FM6) · FM GRAND (DIGITAL)
Organ SOUL ORGAN, GOSPEL, JAZZ ORGAN, DIRTY B3, HOUSE ORGN (WHEEL) · DRAWBARS (FM6) · ACCORDION (TRIO) · ROCK ORGAN, CHAPEL, REGGAE ORG (WHEEL)
Pad WARM PAD, DARK STR, ATMOS PAD (ANALOG) · SAW PAD, ENSEMBLE (TRIO) · GLASS PAD (DIGITAL) · SOFT PAD (FM6) · CZ STRING (PHASE) · LOFI CLOUD, VIBE HAZE, STR CLOUD, SHIMMER, DRONE (GRAIN) · CHOIR AAH, SOUL OOH (VOICE) · BOWED MTL, CELLO BOW, GLASS BOWL (PHYS) · WIND, OCEAN (NOISE) · CZ PAD (PHASE) · VOX PAD (VOICE) · PNO FREEZE, HORN CLOUD (GRAIN) · SINE PAD (ANALOG) · PULSE PAD (TRIO)
Lead SUPERSAW, G-FUNK LD, FAT LEAD, PAN FLUTE (ANALOG) · SYNC LEAD, HOOVER (TRIO) · TALKBOX, HARMONICA (VOICE) · GAME LEAD (LOFI) · LOFI FLUTE (SAMPLE) · FLUTE DUST (GRAIN) · NZ ARCADE (NOISE) · WAVE LEAD (LOFI) · CZ LEAD (PHASE) · ROBOT (VOICE) · PWM LEAD (ANALOG) · SQR LEAD (TRIO)
Pluck & bell TRAP PLUCK (ANALOG) · RESO PLUCK (PHASE) · PLUGG BELL, TRAP BELL, MUSIC BOX, KALIMBA, MARIMBA, XYLOPHONE, GLOCKEN, CELESTA, STEEL DRUM, HARP (DIGITAL) · VIBES (SAMPLE) · 8BIT ARP (LOFI) · GLASS BELL, WOOD BARS, NYLON PICK (FM6) · STR PLUCK, SITAR, PHYS HARP, BELL TREE, MODAL BAR, THUMB PNO, NYLON GTR, STEEL GTR, MUTED GTR, KOTO, BANJO, TANPURA, CHIMES, BIG BELL, VIBRA BAR, STEEL PAN, WOOD BLOCK (PHYS) · 1BIT BEEP (LOFI) · CZ RESO (PHASE) · TUBE BELL, FM PLUCK (DIGITAL)
Stab MIN STAB, MIN7 STAB, RAVE STAB, DUB CHORD (TRIO: one key plays the chord) · SYN BRASS (ANALOG) · CZ BRASS (PHASE) · BRASS SECT (FM6) · 80S POLY (TRIO) · HORN STAB, STRING STB (SAMPLE) · CHIP CHORD (LOFI) · POWER STAB (TRIO)
FX SCRATCH (one scratch repitched across the keys) · GM KIT (SAMPLE) · HAND DRUM, MEMB TOMS, TABLA, CONGA, TIMPANI (PHYS) · RAIN, NZ METAL, VINYL, HISS, RISER, NZ SNARE, BITCRUSH, RADIO (NOISE) · CHIP NOISE (LOFI)

To pick an engine directly: SAVE → PRESETS → KNOB 2. To start from the engine's defaults: SAVE → TOOLS → INIT.

The twelve engines

Each engine's eight parameters are on EDIT 1 (KNOB 1–4) and EDIT 2 (KNOB 1–4), tap EDIT once and twice; the screen shows them under the engine's own page names (for example DIGITAL: OPS, MOD). A dash is an unused knob.

Engine Sound EDIT 1: KNOB 1 · 2 · 3 · 4 EDIT 2: KNOB 1 · 2 · 3 · 4
ANALOG virtual analogue: two oscillators, filter WAVE (SAW, SQR, TRI, SIN, PWM) · DTN detune · MIX · NOIS noise CUT cutoff · RES resonance · DRV drive · KTR key tracking
DIGITAL 4-operator FM ALG algorithm 1–8 · R2 · R3 · R4 (operator ratios) IDX FM amount · MDEC modulator decay · FB feedback · —
PHASE phase distortion (CZ style) WAVE · WAVE2 (a second wave, or –) · DCW (the distortion amount) · ENV (its envelope) DTN detune · LINE: MIX / RING · SUB sub-oscillator · —
LOFI 8-bit chip CHIP: 4BIT, 4B/2, 8BIT, 1BIT, STEP · WAVE: PLS, TRI, SAW, NOIS, WRAM · DUTY (pulse width / wave table) · CRSH crush (DCY on STEP) SWP pitch sweep · VIB vibrato · ARP: OFF, OCT, MAJ, MIN (chip arpeggio) · TONE
SAMPLE sampler SET: PIANO, BASS, VIBES, HORNS, STRGS, FLUTE, SCRCH (2.7.2: one scratch over the whole keyboard), PERC, USR1–USR4 · TUNE ±24 · BITS (bit reduction) · LOOP: OFF / ON CUT (tone) · — · DRV drive · —
VOICE formant voice (choirs, talkbox) VOWL vowel · VOWL2 second vowel · TALK (time from one to the other) · SHIFT formant shift ±12 BUZZ · BRTH breath · Q · RAND
TRIO three oscillators WAVE (16 combinations) · INT2 · INT3 (intervals of oscillators 2 and 3, ±24) · DTN MODE: LP, BP, HP, NOT (filter type) · CUT · RES · PW pulse width
WHEEL tonewheel organ REG (16 drawbar registrations: FLUTE, MELLO, HOLLW, SMOOT, 3BAR, BLUES, GOSPL, ROCK…) · SUB · BODY · TOP (drawbar groups ±8) PERC: OFF, 2ND, 3RD, 2SOFT, 3SOFT, 2SLOW, 3SLOW · CLICK · DRV · ROTR: OFF, SLOW, FAST (rotary speaker)
GRAIN granular SRC (any sample set, USR1–USR4 too) · POS position · SIZE grain size · DENS density PTCH ±24 · SPRD spread · RAND randomness · TONE
FM6 six-operator FM, DX7 patches ALG: PAT (the patch's) or 1–32 · FB feedback · MLVL modulator level (brightness) · MRAT modulator ratio MEG modulator envelopes slower / faster · VMOD velocity → brightness · DTUN carrier spread · PTCH: F1–F8 factory, B1–B27 your bank
PHYS physical models: strings, bars and bells, drum heads, sympathetic strings (DaisySP and Rings, as Felucca 1.0 ported them; 3 voices a track, SYMP 2) MODEL: MODAL, STRNG, MEMB, SYMP · STRC structure (MEMB: HARM, SYMP: CHRD the sympathetic strings' chord) · BRIT brightness · DAMP POS strike / pluck position (SYMP: SYMP, how much they ring) · ACC accent · BOW bowing (MEMB: BEND, SYMP: BUZZ) · EXC the exciter in the mix
NOISE noise, from analogue to digital: colours, crackle, shift registers, metallic tones MODE: ANLG, DUST, LFSR, META · COLR white → pink → brown · FREQ · RES TRK key tracking · DENS impulses (LFSR, META: LEN, the register) · DRFT drift · CRSH crush (LFSR, META: CLK, the clock above the key)

The SAMPLE sets are free recordings (CC0: Versilian Studios VSCO-2 CE and VCSL, Sonic Pi), coloured like a record through an old sampler. GRAND PNO is a Steinway recorded note by note; long notes fade as on the real one.

Polyphony

The three synth tracks share one pool of 8 voices; the drum track has its own 6. Played on its own, each engine's maximum polyphony is:

Voices Engines
8 ANALOG, DIGITAL, PHASE, LOFI, SAMPLE, TRIO, WHEEL, NOISE
6 FM6
4 VOICE
3 GRAIN, PHYS (SYMP model: 2)

In MONO or LEGATO a track plays one note at a time; UNISON stacks detuned voices within the same cap. When more than one synth track sounds at once, the 8-voice pool is split between them: a part that needs a voice takes the oldest sounding one.

FM6 and DX7 patches

FM6 is msfa, the synthesis core of Dexed, as Felucca 1.0 ported it: six operators with their own four-stage envelopes, keyboard scaling, velocity, ratio or fixed frequency and detune; 32 algorithms, feedback, LFO, pitch envelope; six voices per track. The eight EDIT values above are macros on top of the patch; the track's FLT moves MLVL (so LFO → FLT still brightens it), SHP the feedback, PIT the pitch.

  1. Edit full patches in the web editor's FM6 panel (Sound page, on an FM6 track): every operator, Send to track, Store in bank (B1–B27), Import SysEx (a DX7 voice or a 32-voice bank: thousands of DX7 and Dexed patches play on the FM-1; or drop the .syx file on the panel) and Export SysEx. Store cartridge in bank (2.5) puts a whole 32-voice cartridge on the FM-1 at once: the first 27 voices are ticked (or tick the ones you want, up to 27), and one write puts them in B1, B2… in order; the editor asks before replacing, and the rest of the bank stays.
  2. Stop the song first. Before storing you can choose to also add them to the user presets (in the free slots, or from a slot you pick): each voice gets a user preset with its name that plays its B slot, so on the FM-1 you pick it by name with PRESETS or SELECT, like any sound; the editor says which user presets it would replace. (A user preset keeps PTCH, not the patch: the voice itself stays in the bank.) Then pick them on the FM-1 with PTCH (EDIT page 2: B1–B27 after the factory F1–F8). A project keeps the track's PTCH, not the patch itself: store an edited patch in the bank to keep it.

18. Effects: master, punch-in, per track

Signal path

Each synth track: engine → drive (DST) → INSERT (2.6) → SLICER → FILTER (the track's own) → level (and DUCK) → pan and sends to the stereo chorus, the tempo delay and the reverb. The drum track has its own INSERT (2.6), slicer, filter, level, pan, reverb send and (2.5) delay send. Then the whole mix, with the effect returns (and, 2.6, the TEXTURE bed): DUST → punch-in effects → FILT (the DJ filter) → MASTER volume → limiter (2.6: it looks one block, 0.7 ms, ahead: a loud hit is already turned down when it comes, never pushed into the output's soft clipper).

Master: DUST, DUCK, FILT, ROLL

On FX + KNOB 1–3, or GLO → MASTER:

Does
DUST 0–100 % the mix through an old sampler and a record: drive into a soft clip, a lower sample rate (down to ~11 kHz), fewer bits (down to 8), a low-pass closing to ~3 kHz, and, while the transport plays, a little hiss and crackle (a stopped SLOOP is silent)
DUCK 0–100 % every kick pumps the synth tracks down and back over an 1/8 note: the sidechain sound, in time at any tempo
FILT a DJ filter: left of centre a low-pass closing, right a high-pass opening, centre OFF; it glides (no zipper noise)
ROLL the note-repeat rate of ARP + key

Punch-in effects

FX + white key: the effect runs on the whole mix while the key is held and lets go cleanly when you release it. Loops and the gate are locked to the tempo and start on the grid. Fade (2.8): hold FX, then SELECT (shown as F0–F15 in the first header row) sets a fade-in and out for the punch-ins, 0 (off — instant, just an anti-click) to 15 (about 0.37 s): the effects ease in and out instead of snapping on and off. Over MIDI (2.7): set GLO → MIDI 3 → FX CH, and that channel's notes F3 … G5 play the same 27 effects (see the MIDI settings).

Key Effect Key Effect
1 · F3 loop 1/4 9 · G4 low-pass sweep
2 · G3 loop 1/8 10 · A4 high-pass sweep
3 · A3 loop 1/16 11 · B4 phone
4 · B3 loop 1/32 12 · C5 bit crush
5 · C4 stutter (1/16 triplets) 13 · D5 alias (sample-rate drop)
6 · D4 reverse 14 · E5 gate 1/16
7 · E4 tape stop 15 · F5 echo (dotted 1/8)
8 · F4 half speed 16 · G5 tape wobble

FX + black key (2.6): eleven more, on the black keys from the lowest F# to the highest.

Key Effect Key Effect
F#3 KILL LOW: the lows gone (below ~250 Hz, 24 dB/oct, DJ style) F#4 FLANGER: a jet sweep over a bar, left and right apart
G#3 KILL MID: the mids gone (~250 Hz – 2.5 kHz) G#4 AUTO-PAN: the mix in mono, left and right once a beat
A#3 KILL HIGH: the highs gone (above ~2.5 kHz) A#4 FREEZE: the mix poured into the reverb and held there for as long as you hold the key; let go and it dies away with the reverb's SIZE
C#4 REWIND: the record pulled back: it slows, stops and spins backwards faster and faster (about a third of a second of the past), then silence until you let go C#5 LOOP 8T: loop 1/8 triplet
D#4 OCT UP: the mix an octave up D#5 MONO: left and right in one
F#5 FADE OUT: the mix fades to nothing over two beats

The screen shows the 27 keys as a keyboard: the white keys in four rows of four, as on the other layers, the black keys above them, each between the two white keys it sits between on the FM-1 (the one after a row's last white key at the right end of that row). The effect held is lit white.

Texture (2.6)

GLO → TEXTURE (and TEXTURE 2): a looping bed under the whole mix, the glue of lo-fi and ambient tracks, without taking a track. It goes into the dry mix (not the sends), before DUST, the punch-ins and the master filter.

Knob TEXTURE TEXTURE 2
1 SRC: OFF, VINYL (hiss, rumble, crackle), TAPE (dark hiss, drifting), RAIN (a bed and droplets), WIND (resonant gusts), RADIO (bursts of static), ROOM (room tone), USR1–USR4 (your sample slot, its first sound looped at its own pitch) RATE: how long MOVE's breath takes: 1, 2, 4, 8 or 16 bars of the tempo
2 LEVEL WHEN: PLAY (it fades in and out with the transport) / ALWAYS
3 TONE: left a low-pass, right a high-pass, centre open DUCK: ON, the kick pumps it too (GLO → MASTER → DUCK)
4 MOVE: how much it breathes over RATE (its level and brightness) —

The texture is saved with the project, and each song section (A–D) has its own. The generated sources use no memory; at SRC OFF nothing runs.

Per track

Type A B C
SOFT (soft clip), HARD (hard clip), FOLD (wavefolder), FUZZ DRIVE TONE LEVEL
CRUSH BITS 1–16 RATE (the sample rate, 689 Hz – 44 kHz) LPF
PHASR (phaser), FLANG (flanger), CHOR (chorus) RATE DEPTH FDBK feedback

A, B, C and MIX can be locked on a step. TYPE OFF (or MIX at 0) costs nothing: the track sounds exactly as without it.


19. The visualiser

On the TRACKS screen, tap HOME: the whole screen becomes a visualiser of what SLOOP plays.

Control Does
SELECT the next / previous style (its name shows a second; the last one is kept with the settings)
HOME, or any page button closes it
keys, PLAY, REC, layers work as ever (a held layer shows its screen, then the visualiser comes back)
KNOB 1–4 nothing (the tempo is GLO + SELECT meanwhile)
# Style Shows
1 OSCILLOSCOPE the mix's wave, standing still
2 SPECTRUM 32 bands with falling caps
3 SPECTROGRAM the spectrum scrolling down, black → blue → green → yellow → white
4 LISSAJOUS the stereo image: the wider the cloud, the wider the sound
5 VU METERS tracks 1–4 in their colours and the mix, with peak holds
6 CIRCLE the wave round a ring that swells on every kick
7 TAPE two reels turning with the song, the level, the bar and the tempo
8 LCD the tempo in seven-segment digits, bar and beat, four track meters
9 BOUNCE a ball per track, kicked up by its notes
10 ORBIT four planets turning in 1, 2, 4 and 8 beats round a sun that pulses with the mix
11 WIRES a string per track, set swinging by its notes
12 SLOOP the logo alive: the sail's four bands are the tracks, the boat rocks on its wave

The visualiser sees the mix as if MASTER were all the way up: with MASTER turned down, even to 0, it still moves at full size. It costs the sound nothing.


20. The HOME menu and the lights

Hold HOME (0.7 s) to open the menu; hold it again to close it. The menu is in five sections (2.7.1: SEQ):

Section KNOB 1 KNOB 2 KNOB 3 KNOB 4
SCREEN COLOR: the screen palette (GREEN, AMBER, CYAN, RED, MONO, then your theme once you sent one) ZOOM: retained setting; H3 suppresses the old enlarged-value overlay to keep the layout stable. NOTES piano-roll zoom is separate and still works KNOB ACCEL (2.7): ON (the default) a fast turn sweeps wider; OFF one value a detent —
LIGHTS LIGHTS: OFF, LOW, MID, HIGH KEYS: OFF, C KEYS, WHITE KEYS, ALL KEYS NOTES: OFF / ON —
AUDIO SPEAKER LOWCUT: ON cuts the lows the small speaker cannot play (~110 Hz) USB AUDIO: MASTER / FULL USB RATE (2.7): AUTO / 44.1 KHZ / 48 KHZ (takes effect at the next start) FILTER RESO (2.7.2): the resonance of the per-track filter, 0 (clean, as before) … 10
SEQ (2.7.1) STEP ADVANCE: ON (the default) the NOTES page moves on when you let go of the keys; OFF it stays, so a chord you missed is played again on the same step (KNOB 1 moves the cursor) DRUM PREVIEW: OFF (the default) a drum sound picked with a knob (DRUMS screen, SEQ layer) is not heard, quiet for live; ON you hear it, as up to 2.7 — —
SYSTEM 2ND CORE (2.7): ON (the default) / OFF. ON, the sound is computed on both of the FM-1's cores: about twice the room before the CPU runs out (many voices, INSERT effects on several tracks), the same sound. ON takes effect at the next power-on; ABOUT then says 2 CORES (1 CORE: the second core did not answer and SLOOP runs on one, as before). OFF: one core, as in 2.6 HARDWARE CALIBRATION (the knob selects it, OCT+ opens it) MIDI LEARN CLEAR (2.6): how many CCs are learned; OCT+ forgets them all ABOUT, the version (the knob selects it, OCT+ opens it)

The knobs (2.7). A slow turn is fine tuning, one value a detent. Turn faster and the value sweeps wider, progressively (x2 up to x16 on the widest values); turning back to correct is always one value a detent, and lists of names never jump. MENU → SCREEN → KNOB ACCEL OFF keeps one value a detent everywhere. LEVEL and PAN glide over about 3 ms instead of stepping at each detent, on every track and the drums: no zipper on a held note. Both after JIANT FM by juanjiant-bit.

Control in the menu Does
SELECT the previous / next section
KNOB 1, 2, 3 set the section's rows directly (each row shows its knob's colour)
PRESETS moves the cursor
OCT+ steps the cursor's setting round, or opens it (CALIBRATION, ABOUT)
OCT− closes (from ABOUT: back to the section)
hold HOME leaves the menu

All of these are settings of the FM-1, kept when you load a project or start a new one.

Lights

Hardware calibration

If a button or knob does the wrong thing, HOME menu → SYSTEM → HARDWARE CALIBRATION (or hold OCT− + OCT+ while switching on): press each button and turn each knob to the right as the screen asks. 30 s without input cancels it and keeps the old setup.


21. MIDI

Where MIDI comes in

Both work at once.

All the MIDI settings: GLO → MIDI, MIDI 2 (2.6) and MIDI 3 (2.7)

Every MIDI setting is on these pages of GLO (tap GLO until MIDI). They are settings of the FM-1: kept through power-off, not changed by a project, and in the web editor's backups.

Page KNOB 1 KNOB 2 KNOB 3 KNOB 4
MIDI: which channel each track uses, in and out CH1 track 1 (default 1) CH2 track 2 (2) CH3 track 3 (3) CH4 the drum track (10)
MIDI 2: how MIDI comes in and goes out IN OTHER OUT BEND
MIDI 3 (2.7): the punch-in effects, the drums, the buttons over MIDI, the clock out FX CH DR MAP REMOTE CLOCK

IN and OUT are also on GLO → SYSTEM, next to SYNC (the clock), where they were before 2.6.

Examples. A keyboard on channel 1 plays track 1; select another track and play it from channel 4 (OTHER = SEL). An external sequencer with drums on 10, bass on 2, pad on 11, lead on 8: CH1 = 2, CH2 = 11, CH3 = 8, CH4 = 10, OTHER = OFF. A KeyStep Pro whose other channels drive other gear: IN = CH n, and that channel plays the selected track.

MIDI out, clock in (GLO → SYSTEM)

Knob Setting Choices
KNOB 1 OUT (MIDI out) as on MIDI 2
KNOB 2 SYNC (clock in) INT: SLOOP's own tempo · USB or TRS: follow that MIDI clock
KNOB 3 IN as on MIDI 2
KNOB 4 CPU the processor load (or the USB link state while no computer is connected)

MIDI CCs (2.5)

The knobs of a MIDI controller set the sound (the standard CC map of Felucca 1.1.5). A CC acts on the track its channel plays, as the notes do (each synth track's channel, the drum channel the drum track, the others the selected track), and sets its parameter as a knob would: 0–127 over the parameter's range, 64 the middle of PAN and FILTER. It changes the sound's value itself (as a knob, so saving keeps it); the screen and the web editor follow.

CC Sets
5 GLIDE
7 LEVEL (on the drum channel: GLO → DRUMS → LVL)
10 PAN
11 (2.7.1) EXPRESSION: a volume pedal over the track's LEVEL (on the drum channel: over DRUMS LVL), 127 full, 0 silent, as on a GM synth. It does not change LEVEL (your mix and what you save stay as they are). Full again at power-on, when a project or section is loaded, and with CC 121
121 (2.7.1) RESET ALL CONTROLLERS: the expression full again
71 the engine's resonance (RES or Q: ANALOG, TRIO, VOICE, NOISE; the others ignore it)
72 · 73 · 75 release · attack · decay
74 (2.7) the engine's own cutoff or brightness, dark to bright: ANALOG / SAMPLE CUT, TRIO CUT, PHASE DCW, LOFI / GRAIN TONE, FM6 MLVL, PHYS BRIT, NOISE FREQ. DIGITAL, VOICE, WHEEL and the drum track: the track's FILTER (64 off, lower a low-pass, higher a high-pass), as before
91 · 93 · 94 the reverb, chorus and delay sends (on the drum channel 91 and 94 are GLO → DRUMS → REV and DLY)

Sustain and pitch bend (2.6). The sustain pedal (CC 64, on the track its channel plays): while it is down, a note you let go keeps sounding until the pedal comes up (the arp keeps it, a recording holds it as you hear it; a note played again meanwhile ends with its key). Pitch bend bends the track its channel plays, smoothly, by up to BEND semitones (GLO → MIDI 2: 1–12, default 2); the drum track ignores it. Other CCs (mod wheel…) are ignored, unless you map them with MIDI LEARN.

Program Change (2.6, after Felucca 1.5.1 and @renebohne's PR #179). A Program Change on a track's channel loads its sound: on a synth track, number n is the n-th sound of the PRESETS list (0 the first: 808 BOOM; the 153 factory sounds by kind, then your user presets in order), on the drum channel kit n. A number past the end is ignored. The screen says T2 PROG 5. IN = CLOCK ignores it; IN = CH n sends it to the selected track. (2.7.2) Bank Select (CC 0) reaches the sounds past the first 128: send CC 0 on the track's channel and it is latched for the next Program Change — bank 0 the first 128 of the PRESETS list, bank 1 the next 128, and so on (the rest of the factory sounds, then your user presets by slot). Send CC 0, then the Program Change.

MIDI LEARN (2.6)

Any knob of your controller onto any parameter of a track (after Felucca 1.5):

  1. GLO + F#3 (the first black key): LEARN: TURN A KNOB; a centred popup prompts you to turn a knob.
  2. Turn the knob of SLOOP you want (any page of the track, or LEVEL / PAN on TRACKS): T1 CUT: SEND A CC.
  3. Move the knob on your controller: CC 21 = T1 CUT. Go on with other knobs, as many as you like.
  4. GLO + F#3 again: LEARN DONE.

A learned CC sets that track's parameter whatever channel it comes on, and no longer does what the standard map gave it (a CC learned for one parameter is taken off the one it had before; up to 16 CCs). The CCs with a meaning of their own are never learned: bank select (0, 32), mod wheel (1), data entry (6, 38), expression (11), sustain (64), 96–101 and the channel modes (120–127). What is learned is a setting of the FM-1, kept through power-off and projects, and in the web editor's backups (restored with them, on this FM-1 or another); HOME menu → SYSTEM → MIDI LEARN CLEAR, OCT+, forgets it all.


22. USB audio

On USB the FM-1 is also an audio input named Felucca: 44.1 or 48 kHz (the computer, phone or tablet picks; 48 kHz since 2.5, for the phones and apps that only take it), 16-bit stereo, class compliant, no driver. In your DAW, in Audacity or in a sampler app on your phone (with a USB-C cable or adapter) choose that input and record: you get the master output, exactly what the headphones play (after DUST, DUCK and FILT; the click and count-in too if they are on). MIDI, the editor and the installer keep working on the same cable.

HOME menu → AUDIO → USB AUDIO:

The first time, the computer sees the FM-1 as a slightly different device (MIDI + audio) and sets it up again. On macOS 13–15, keep USB SERIAL OFF (the default) or the audio input may not show (2.6; from 2.7 the FM-1's build has no serial console and no USB SERIAL: the flash is full, and it was a developer's tool). (2.7.2) On macOS 15 and older, SLOOP up to 2.7.1 showed MIDI but no audio input: Apple's audio driver there stopped reading SLOOP's USB description before the audio part (after Felucca 1.5.1, the audio is now listed first). The FM-1 also reports a new USB version, so the Mac sets it up fresh.

HOME menu → AUDIO → USB RATE (2.7), KNOB 3: the rates the FM-1 offers. It takes effect at the next start: turn the FM-1 off and on (the menu shows RESTART until then).

The computer or phone sees each setting as a slightly different device and may set it up again.


23. Your own samples and drum kits

The FM-1 has four sample slots, USR1–USR4, of about 7.4 s each (22 kHz mono). A slot holds either:

A good setup: USR1 and USR2 as instruments, a big kit on USR3+4. You fill the slots from the web editor.

An instrument (editor → Samples)

  1. Choose a slot. Four tiles show what each slot holds and how full it is; the page warns when sending would replace something (or half of your USR3+4 kit).
  2. Make the sound, one of two ways:
    • From files (one note per file): drop up to 16 WAV files (any rate, mono or stereo). Each plays at its own note, the keys between play the nearest one, pitched. The note is read from the file name (KEYS_C4.wav, C4 = 60) or set in the list; a keyboard picture shows which keys play which file; ▶ plays a file; the meter shows the time used. Each file has a Gain (0 to −24 dB, 2.6); Match levels sets them so every file is heard at the same level (the loud ones turned down: every file comes in at full scale), then adjust by ear. Loop (2.7), for each file: ONE SHOT (plays once to the end, as before), LOOP (the whole file again and again while the key is held; let go, it ends its round) or LOOP+TAIL (the start plays, then the part between Loop start and Loop end again and again while the key is held; let go, the rest of the file, the tail, plays to the end). A short sample becomes a sound you can hold: a pad, a string, a voice, an organ. Set the points on the file's wave (the loop is lit); when you let go of a slider the point moves to the nearest zero crossing, so the loop does not click. Hold ▶ to hear it as the FM-1 plays it, let go for the tail. A WAV that has its own loop (set in a sample editor: its smpl chunk) comes in as LOOP+TAIL with its points. It takes no extra memory. The SAMPLE engine's LOOP (EDIT 1, KNOB 4) still turns loops off for the whole set. The release (ENV) still ends the note: set REL long enough to hear the tail. On SLOOP 2.6 such a file loops until the release ends it.
    • Chop a recording (CHOP): open or drop a recording (WAV, MP3, AIFF…) and cut it into up to 16 chops, one per key.
  3. Send it and play it: name it, Send to USRn, then Play this slot on track 1, 2 or 3: that track switches to SAMPLE with SET = USRn.

CHOP in detail:

Control Does
TAP (or the space bar) while it plays a cut at that moment (snap to the hit puts it on the attack)
Find hits (with a sensitivity), Grid, Equal parts cuts made for you
the box on a chop, Keep all, Keep none, K keep or leave out chops (left-out chops go neither to the slot nor to the WAVs)
the length slider, or the handle at the bottom of the wave shorten a chop; Up to the next marker undoes it
Fit to slot shortens the longest chops just enough to fit
Download WAVs the kept chops as WAV files
keys 1–9, 0 listen to a chop
double-click / drag / ← → / Del add / move / nudge / remove a marker
mouse wheel zoom

A recording of any length works: keep the chops you want, the slot takes about 7.4 s of them.

A drum kit (editor → Drum kit)

  1. Your sounds. Drop a WAV on any of the 16 pads (KICK, KICK 2, SNARE, CLAP, HAT, OPEN HAT, PEDAL, RIM, SNARE 2, LOW TOM, HI TOM, CRASH, RIDE, SHAKER, CONGA, COWBELL), or Choose files to add several at once: they are sorted onto the pads by name (kick, bd, snare, hh, open, crash…; a second kick goes to KICK 2). Click a pad's wave to hear it. Each pad has Pitch (±12 semitones), Gain and Length (a cut ends with a short fade). Match levels (2.6, under the pads) sets every pad's Gain so the kit is heard even (as the ear hears it: the lows count less; the loud pads turned down to the quietest), then adjust by ear.
  2. Where it goes. USR3+4 (the big kit, about 15 s; the editor shares the sounds out over the two slots by itself), or a single slot USR1–USR4 (about 7.4 s). Each choice shows what it holds now and what a send would replace. The meter shows the time used; too long? shorten the long sounds or press Fit the slot.
  3. Send it. Name it, Send, then Use … on the drum track selects track 4 and sets its KIT (or turn PRESETS on the drum track: USR3+4 is the last kit).

Save as ZIP keeps the kit's 16 WAVs to share; Open ZIP (or dropping a .zip) loads one back.

On the FM-1 your kit works like any other: steps, levels, ratchets, fill conditions, the DRUMS grid, the keys, MIDI channel 10 (a note plays its lane's sound), the filter, the slicer, mute. The closed hat cuts the open one. A lane without a sound is silent, and so is an empty slot.

Your own synthesised kits (SYN1–SYN4)

SLOOP 2.5: the editor's Drum synth page changes every value of a synthesised kit, sound by sound, and the FM-1 plays the change at once. Never stored, SYN1–SYN4 are copies of 808, 909, TRAP and TECHNO.

  1. Pick a kit, SYN1 to SYN4, and give it a name (8 letters: the DRUMS screen shows it). Start from + Copy makes it a copy of any of the 32 kits.
  2. Pick a sound (KICK, SNARE, CLAP, HAT, OPEN HAT, LOW TOM, HI TOM, CRASH, RIDE, SHAKER, CONGA, RIM, COWBELL, CLAVE, KICK 2, SNARE 2): it plays (also Play; Play on change plays it after every change).
  3. Change it. Each value is a tile you drag up or down, or a bar; double-click puts back the value of the kit it started from.
Group Values
Tone WAVE (OFF, SINE, TRI, SQUARE, FM, BELL) · PITCH (a note, its Hz) and FINE · BEND (semitones the pitch falls from at the hit) and B.TIME (how fast) · HOLD (at full level) and DECAY · LEVEL · 2ND (a second partial: its ratio, the drum head's second mode) and 2ND LVL · CLICK (the attack: the beater, the stick)
Noise NOISE (OFF, WHITE, METAL: the 808's six squares, CYM: metal and white, CHIP: an 8-bit noise) · CLAP (three bursts, then the tail) · LEVEL, HOLD, DECAY · HPF (a high-pass on the noise) · CHIP (the chip noise's clock)
Filter FILTER (OFF, LP, BP, HP) · ON (the noise, or ALL: the tone too) · CUTOFF, RES · ENV (octaves the cutoff starts above it, falling with the pitch)
Out DRIVE · LEVEL (dB)

CRUSH (bits off) and S&H (a lower sample rate) act on the whole kit.

  1. Store on the FM-1 keeps the four kits in flash (stop the song first); until then not stored yet shows (switched off before, the FM-1 may come back with the last stored kits). Use on the drum track sets KIT to it. Save file / Open file: a kit as a file, to share or to keep. A backup holds the four kits too.

24. The web editor

Open it from the HENLO installer page, the editor link, or OPEN-EDITOR.bat, in Chrome or Edge with the FM-1 on USB, and press Connect (allow MIDI). It follows the device live: turn a knob on the FM-1, the editor moves. It looks like the FM-1: the black screen, the four track colours, the FM-1's own pixel font. The language button switches English / Japanese.

  1. Offline (2.6). Download the editor (under Connect, or on the installer page) saves the whole editor as one file for a computer, sloop-editor-2.6.html, also attached to each release.

  2. Double-click it: it opens in Chrome or Edge without internet (Chrome asks once to allow MIDI) and works as the online one. Its sound library (kept in the browser) is its own, apart from the online editor's: move sounds between them with Export / Import, or a backup.

  3. As an app, also on Android (2.6). Open the online editor or the upstream SLOOP installer once with internet, then Install the app (under Connect, or on the installer page; or Chrome's menu → Install app / Add to Home screen). This is the upstream app, not the HENLO installer; HENLO does not register an offline service worker. From then on the SLOOP app opens the editor without internet, and its link to the installer works offline too (with the firmware it installs). It stays the online site kept by the browser, so it uses the same sound library as the online editor, and it takes each new SLOOP version by itself the next time it opens online.

  4. On Android, use the app rather than the downloaded file: Chrome on Android does not allow MIDI in a downloaded file.

Layout: the side bar has the pages in three groups — Track (LIVE, Sound, Sequencer, Tracks, Song), Sounds (Library, Samples, Drum kit, Drum synth), Device (Projects, Settings) — and the connection. On top: the page title, the messages, and on the Track pages the four tracks (number, sound, engine): click one to select it. With the side bar focused, the arrow keys move between pages.

Values: each value is a tile you drag up or down like a knob (Shift: fine), or a bar: click it, then the wheel or the arrow keys (Shift: steps of 10); double-click resets it.

Page What you do there
LIVE (2.7) the whole FM-1 under your hands for a show, from a computer, a tablet or a phone: see LIVE
Sound every parameter of the selected track, as on the device: a card per button (ENV, LFO, EDIT, VOICE, FX, SEL, ARP), its pages as rows of four coloured values. Engine and Presets pickers, Init sound, Copy to library, Save to file / Load file (a sound as a file). On an FM6 track, the FM6 panel: the six operators, Read from track, Send to track (Send while editing to hear every change), Store in bank (B1–B27), Import SysEx (or drop a .syx), Store cartridge in bank (2.5: the ticked voices of a bank into B1… in one write, and as user presets if you choose), Export SysEx, Export bank as SysEx. The drum track (2.7): DRUMS — the kit (‹ ›), level, pan, filter, reverb, delay, the INSERT, and the 16 pads: tap one to hear it, its tune and decay as the DRUMS screen's SOUND page (all pads as the kit puts them back)
Sequencer the pattern settings (LEN, DIV, SWG, GATE) and the steps as the device's tiles; the step list takes typed note names (C4 E4 G4). On the drum track: a grid of the 16 sounds × the steps, with the kit: choose a level (GHOST, SOFT, NORM, HARD) and a roll (x1–x4), then click a cell — a hit; click again (same level and roll) — cleared; Shift+click — one level louder. Click a step for its detail: Nudge, Parameter locks (+ lock, pick the parameter, set or delete), Fill (normal, fill only, no fill). Reload, Clear sequence. Length: − / + or type 1–64. Grid / Piano roll and Export MIDI / Import MIDI: see below
Tracks the four channel strips: level, pan, mute, select; SOLO and REC shown as on the device
Song the song order of the SONG screen: a row per section (A–D), its bars (1–64) and how many times in a row; ▲ ▼ move a row, ✕ removes it, Add; At the end: stop or start again. Read from the FM-1, Send to the FM-1 (16 entries in all; stop the song first). A section whose slot is empty is marked: save it on the FM-1 first (SAVE + key 5–8)
Library your sound library, kept in the browser: Save current sound, search by name or tag, filter by engine, sort, Audition, To device slot, Rename, Tags, Duplicate, Delete, Export / Import / Export library; copy factory presets in. Next to it the 32 user presets on the device: Load, Store current sound, To library, Erase, Export bank. Drag sounds between the library and the slots
Samples your instruments in USR1–USR4, in three steps (see above), with CHOP
Drum kit your own drum kits, in three steps (see above)
Drum synth your own synthesised kits SYN1–SYN4: every value of every sound (see above)
Song & sections the sections A–D (Load into the working loop, Save it into one), Songs (2.7: Export this song, the loop, A–D and their order as one .sloopsong file; Load a song file; the LIVE page's playlist plays them) and Backup (everything on the FM-1)
Settings GLOBAL (BPM, SWING, CLICK, TUNE), MASTER (DUST, DUCK, FILT, ROLL), DRUMS (CH, LVL, REV, DLY), and the system information (firmware, sync, slots)
Theme (2.7) your own screen colours: see Your theme

LIVE (2.7). The editor's LIVE page plays the FM-1 in front of an audience: everything a show needs on one screen, with the mouse, a finger on a tablet or a phone, or the computer's keys. What its buttons do goes through the FM-1's own code (the same as GLO + key, SAVE + key, FX + key, REC, PLAY), so the FM-1 and the page always agree, and you can play on both at once.

The computer's keys (not in a text field): Space play / stop · 1–4 sections A–D · 5–8 mute tracks 1–4 (Shift: solo) · 9 fill while held · 0 fill bar · B tap · C REC · N next song · Z / X octave · ← → the track the keys play · A W S E D F T G Y H U J K O L P play (the drums: the 16 pads) · Shift + those keys: the first 16 effects while held · F1–F8 scenes (Shift: store) · Esc all off.

The mixer and the keys also work with an FM-1 on SLOOP 2.6; the transport, sections, fills and effects need 2.7. If the keys stay silent, the page says why: GLO > SYSTEM > IN = CLOCK (no notes), or a track with no channel while OTHER is OFF.

Your theme (2.7). The editor's Theme page makes the FM-1's screen your own, with or without the FM-1 connected:

A backup made with the editor keeps your theme. Back on SLOOP 2.6 the FM-1 shows the built-in palette you used last, and forgets the theme when it next saves its settings.

Piano roll and MIDI files (Sequencer)

Piano roll (a synth track): the steps left to right, the notes bottom to top (Octave up / down scroll). Choose a note length (1/1 to 1/16 of a bar, in steps of the track's DIV), then:

Every change goes to the FM-1 at once, and the grid shows the same steps.

Export MIDI saves the selected track's pattern as a MIDI file (sloop-track1.mid…): the notes with their lengths, levels and accents, at the song's tempo; the drum track as GM drum notes on channel 10.

Import MIDI reads a MIDI file into the selected track, at its DIV. First a preview: the file's track to take, how many notes and steps, and what changes on the way: notes off the grid moved to the nearest step, more than 4 notes on a step (the loudest kept), a note cut short by the next one, notes past step 64. Import replaces the track's pattern (and, ticked, sets its length); Cancel leaves it as it was. On the drum track, the GM notes go to the lanes (36 kick, 38 snare, 42 hat…) and the velocity to the levels, ghost to hard.

The editor writes presets, the FM6 bank and backups to flash only while the song is stopped, as the FM-1 does (it asks you to stop first). Try it without hardware: add ?mock=1 to the editor's address. The protocol is documented in web/EDITOR_PROTOCOL.md.


25. Backup, rescue, going back, troubleshooting

Backup and restore

Editor → Projects → Backup:

A 2.4 backup restores into 2.4 (or later) only. Save a backup before every update and before going back.

Rescue and special modes

Situation Do
SLOOP does not start hold OCT− alone while switching on (SLOOP USB RESCUE), then install again from the browser
An install stopped half-way the FM-1 waits in update mode: press INSTALL again
Buttons or knobs do the wrong thing hold OCT− + OCT+ while switching on, or HOME menu → SYSTEM → HARDWARE CALIBRATION
A developer needs UBOOT hold OCT− + OCT+ for 5 s while stopped (UPDATE MODE IN 3…; let go to cancel)

Going back to the official firmware

(2.8) The in-browser return-to-stock was removed, because it was not reliable on every system. To go back to the official firmware, use M-VAVE's own updater, M-UPGRADE (m-vave.com → Downloads → PC Software → M-UPGRADE) with the official FM-1 V15 firmware (PC Firmware → FM-1 V15); close every other app that uses MIDI first. Save a backup with the editor before you go. To come back, install SLOOP again and restore your backup.

If the official firmware comes up with odd settings or a scrambled display, it is reading the settings SLOOP left in the FM-1's memory — nothing is damaged. A factory reset in M-VAVE's own firmware, or M-UPGRADE's full restore, clears it; and installing SLOOP again brings your work back exactly as it was.

Troubleshooting

Problem Fix
The installer or editor does not find the FM-1 Chrome or Edge, a data cable, no hub, allow MIDI; close every other app or tab that uses MIDI, then reload
The black keys are silent on a synth track it plays chords or the scale: SEL → CHORD OFF and KEYS OFF (with a chord on, the black keys change the chord: CHORD+)
Recorded notes move SLOOP quantises to the track's DIV: REC screen QUANT off (2.7) keeps your timing; or use 1/32, or nudge the step (SEQ + step + KNOB 4)
Notes fade out on a dense part the processor is at its limit; SLOOP fades one voice at a time (never the bass or lead) rather than glitching. Fewer held notes or a lighter engine help
Nothing from the MIDI IN jack try the other adapter type (A / B); check the channel (GLO → MIDI: CH1–CH4; MIDI 2: OTHER) and that GLO → MIDI 2 → IN is NOTES
The USB audio input does not show replug the FM-1; on a Mac (2.6) keep USB SERIAL OFF and restart the FM-1; in Audacity: Transport → Rescan Audio Devices
The USB recording is quiet HOME menu → USB AUDIO = FULL, or MASTER up
The USB recording is distorted or noisy on a phone (clean on a computer) HOME menu → AUDIO → USB RATE = 44.1 KHZ, then turn the FM-1 off and on
An FM6 sound changed after loading a project store the edited patch in the bank (editor → FM6 → Store in bank) and set PTCH to it
STOP THE SONG FIRST / STOP FIRST that change (new project, song edit, flash write) waits until the transport is stopped
EMPTY SECTION: REC the section you asked for has nothing in it: save a loop into it first (SAVE + key 5–8)
Something else open an issue: what you did, what you expected, what happened, and the version (HOME menu → SYSTEM → ABOUT)

26. Cheat sheet

Buttons alone

Do Result
PLAY start / stop
REC record / arm / close a free take
hold REC ~2 s clear the selected track
tap HOME TRACKS · on TRACKS: visualiser
hold HOME menu
tap SAVE on TRACKS: SONG screen · else SAVE pages
tap ENV, LFO, FX, SEL, EDIT, ARP, SEQ, GLO their pages (again: next page)
tap EDIT / SEQ on TRACKS, drum track DRUMS screen (again: grid → kit → sound)
OCT− / OCT+ octave (both: 0) · drums: ghost / hard while held
ALGORITHM track
PRESETS sound · drum kit
SELECT tempo · pages · visualiser style · menu section · FX/PUNCH: FADE

Layers

Hold + Keys KNOB 1 KNOB 2 KNOB 3 KNOB 4 Other
FX punch-in effects: 16 white keys, 11 black keys master FILTER DUST DUCK track FILTER + HOME: lock
EDIT erase sound / note · black key: drum MUTE mode (white keys mute / unmute) SHIFT LENGTH ×2 / ½ TRANSPOSE — OCT− undo · OCT+ redo
ARP note repeat RATE — — — OCT− / OCT+: ghost / hard (drums)
SEQ steps · synth black keys 1–4: page; drums: black keys choose sound, OCT− / OCT+ choose page SOUND / NOTE DIV SWING STEPS OCT− / OCT+: page
SEQ + step more steps drums: which sound · synths: NOTE drums: LEVEL · synths: VEL RATCHET NUDGE PRESETS lock · ALGORITHM lock parameter · OCT+ fill condition · OCT− clear nudge, locks, condition
SEL key of the song CHORD SCALE KEYS TRANSPOSE —
GLO 1–4 mute · 5–8 solo · 9 fill · 10 fill bar · 16 tap tempo · F#3 MIDI LEARN level 1 level 2 level 3 level 4 SELECT: tempo
SAVE 1–4 play A–D (several: chain) · 5–8 save A–D · 13 loop / song · 14 SONG REC · 16 song screen — — — — —
any layer + HOME lock it open any other button unlocks

Chord mode (CHORD on)

Hold + white key
nothing the scale's chord on that key (C4 = I)
F# major ↔ minor
G# + 7th
A# sus4
C# + 9th
D# inversion

Power-on and special

Do Result
OCT− held at power-on USB rescue
OCT− + OCT+ held at power-on hardware calibration
OCT− + OCT+ held 5 s, stopped update mode (UBOOT)
EDIT + OCT− / OCT+ undo / redo
GO values (LOAD, SAVE, ERASE, NEW, CLRSQ, INIT) one click arms (AGAIN: …), a second within ~1.5 s acts
SAVE + key 5–8 on a used section press again within 3 s
SONG screen: REC on a used section · OCT+ press again within 3 s

Where is…?

Looking for It is
tempo SELECT on TRACKS · GLO + key 16 (tap) · GLO → GLOBAL → BPM
swing TRACKS KNOB 1 (global) · SEQ + KNOB 3 (track) · GLO → GLOBAL
metronome GLO → GLOBAL → CLICK
a track's level / pan TRACKS KNOB 2 / KNOB 4 · GLO + KNOB 1–4
the drum kit PRESETS on the drum track · DRUMS kit page KNOB 1
the drum level / reverb DRUMS kit page KNOB 2 / 3 · GLO → DRUMS
the drum delay (2.5) GLO → DRUMS → DLY (KNOB 4)
a track's filter FX + KNOB 4 · FX → FILTER
delay time FX → DLY → TIME
chords SEL + KNOB 1 · SEL page
STRUM, VLEAD SEL → VOICING
your projects SAVE + keys 1–4 (play) / 5–8 (save) · SAVE → PROJECT (LOAD, SAVE, ERASE)
your sounds SAVE → USER · PRESETS (after the factory sounds)
MIDI out / clock / clock only GLO → SYSTEM: MIDI · SYNC · IN
each track's MIDI channel GLO → MIDI (CH1 CH2 CH3 CH4)
MIDI in / out, the other channels, the bend GLO → MIDI 2 (IN OTHER OUT BEND)
a vinyl / tape / rain bed under the mix GLO → TEXTURE (2.6)
MIDI LEARN GLO + F#3 · forget: hold HOME → SYSTEM → MIDI LEARN CLEAR
a track's effect (INSERT) FX → INSERT, INSERT 2
tempo-synced envelope / LFO ENV → ROUTING → ESYNC · LFO → TIMING → SYNC
ANALOG band-pass / high-pass EDIT → FILTER → TYPE
NOTES zoom / step sheet PRESETS on NOTES / hold OCT+ on NOTES or DRUMS grid
punch-in fade FX + SELECT
filter resonance HOME menu → AUDIO → FILTER RESO
a note's length in steps SEQ → NOTES page, KNOB 3 on the note (LEN)
drum mutes EDIT + a black key, then the sounds' keys
lights, colours, USB audio level hold HOME (menu)
the version hold HOME → SYSTEM → ABOUT

SLOOP is based on Felucca by Leo Kuroshita (@kurogedelic), Hügelton Instruments. Full credits and licences: SLOOP.md and LICENSING.md. M-VAVE and FM-1 are trademarks of their owners; SLOOP is not affiliated with them.