Each synth track employs a powerful and versatile synth engine. Circuit Tracks gives you a simple user interface that allows you to conjure great sounds very rapidly. The synth section comes loaded with 128 great factory patches to give you a wide range of sounds to start from.
This section of the User Guide discusses the synth features in greater detail.
The two synth tracks – Synth 1 and Synth 2 - operate identically. The only difference is the pad colour – Synth 1 keys are illuminated violet and Synth 2 keys are pale green; the high and low notes in each octave are a paler colour than the intermediate keys in both cases. This colour coding is consistent in other Views.
To play a synth in real time, select one of the synth tracks Synth 1 or Synth 2 and then Note
. This places the grid in Note View for the selected synth. Note will illuminate in violet or pale green according to which synth track is selected. The two lower rows of the grid constitute the synth keyboard, while the two upper rows show the 16 steps of the pattern*. Note these are illuminated pale blue apart from the “cursor”, which flashes white.
*You can also have Patterns of up to 32 steps – see Step page and 16/32-step patterns.
With the exception of the Chromatic scale (see “Scales”, Scales), the upper row of the synth keyboard contains notes one octave above those in the second row. The highest note of the lower octave (Pad 32) is the always the same as the lowest note of the higher octave (Pad 17). Thus to play the notes over two octaves in ascending order, start with Pads 25 to 32, then 18 to 24.
When Circuit Tracks is powered up and an empty Project selected, it is possible to alter the keyboard ‘layout’ so that the bottom note in an octave is something other than C – see Root note. The synth has a total range of 10 octaves; you can access higher or lower pairs of octaves by using the ▼ and ▲ buttons . Note that at the lowest octave setting, the ‘size’ of the keyboard is limited.
To obtain a keyboard with a wider range, hold down Shift and press Note
; Note now illuminates gold. This is called Expanded Note View, and removes the pattern display in the two upper rows of the grid, replacing it with keys for the next two higher octaves of the selected scale. Alternatively, press Note when already in Note View to toggle between Note View and Expanded Note View.
This View is very useful when recording synth notes in real time.
Expanded Note View can be cancelled by pressing Note again; the upper two rows of the grid will resume the pattern’s step display.
Circuit Tracks is extremely flexible in how it lets you configure the note pads in the playing grid to suit different musical ideas in both key and scale. There are two aspects to specifying how the note pads are laid out: the scale and the root note.
Up to 16 musical scales are available: these include those common in western musical styles such as major, natural minor, pentatonic and chromatic as well as more unusual scales (or modes) such as Dorian and Mixolydian. Not all these scales contain eight notes, though the only one that has more than eight is Chromatic, with 12.
Tip
You don’t need to understand musical theory to make use of different scales. Because Circuit Tracks lets you alter the scale in use after you’ve created a pattern, it’s easy to get an idea of their effect and their differences. Record a simple pattern of synth notes, and then play it back using different scales. You’ll notice that with some scales certain notes shift up or down a semitone, and that this gives the “melody” you’ve composed quite distinct “moods” or “feels”, some of which will be more suited to what you’re trying to achieve than others.
Furthermore, although the default keyboard is based on a note of C (as described in the previous section), it is possible to redefine the lowest sounding note to be any note of the chosen scale.
Both scale and root note are set using the Scales View, accessed by pressing the Scales button . The Scales View will look similar to that shown below:
In Scales View, the lower two rows allow selection of one of the 16 available musical scales. These are given in the table below, which also lists the notes that each scale includes when the lowest note in the scale is C:
Pad |
Scale |
C |
C# |
D |
D# |
E |
F |
F# |
G |
G# |
A |
A# |
B |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 |
Natural Minor |
✔︎ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
18 |
Major |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
19 |
Dorian |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
20 |
Phrygian |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
21 |
Mixolydian |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
22 |
Melodic Minor (ascending) |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
23 |
Harmonic Minor |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
24 |
Bebop Dorian |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
25 |
Blues |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
||||||
26 |
Minor Pentatonic |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||||
27 |
Hungarian Minor |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
28 |
Ukranian Dorian |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
29 |
Marva |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
30 |
Todi |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
|||||
31 |
Whole Tone |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
||||||
32 |
Chromatic |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
The scale you choose to play in will be saved when you save the Project.
You will see that when you select a different scale in Scales View, the illumination of the pads in the upper two rows changes. If you are familiar with a piano keyboard, you will see that the arrangement of pads simulates the layout of keys over one octave (initially starting at C), with Row 2 representing the white notes and Row 1 the black notes. Note that Pads 1, 4, 8 and 16 are always disabled in this view, to allow pads 2 and 3, and 5, 6 and 7 to act as the black notes. The brightly lit pads are those that belong to the selected scale, the dim ones are the notes that don’t belong.
When you exit Scales View by pressing Note again, the lower two rows in Note View now contain the notes in the selected scale, over two octaves. There is one exception to this – Chromatic scale. With this scale selected all 12 notes in the scale are available, which means that only a one-octave keyboard is possible to accommodate them. The synth keyboard pads in Note View now have the same layout as the keynote selection pads in Scales View. In Expanded Note View with Chromatic scale selected, a two-octave keyboard is presented:
The default root note for all scales is C. In the Scales View shown at Scales, Pad 9, corresponding to C, is lit a darker blue than the other pads. To change the keyboard root note in Note View, press a different keynote selection pad in Scale View. (Note that the keynote selection pads always show an octave from C to B.) When a different root note is selected, the pad illumination changes to indicate the notes available in the currently selected scale for the new key.
For example, if you are working in the Major scale, and select G as the root note, the Scales View will look this:
The upper two rows now show the notes making up the G major scale: G, A, B, C, D, E, and F#.
In Note View, each of the two lower rows (or each of all four rows in Expanded Note View) will now sound the notes of the G major scale, running from G to G’ (where G’ denotes a note one octave above G). The same principle can be applied to re-scale the synth note pads in the Note Views to any desired root key.
If you have already created a Project including synth notes, you can change the keynote to transpose the notes, even while the Project is playing. You can also change the scale itself for an existing Project. In this case, some notes present when was created may not exist in the new scale. In such a case, Circuit Tracks makes an intelligent decision as to which note to play instead, which will normally be either one semitone above or below the original note. Changing scale in this way is not destructive: you can revert to the original scale and the notes will sound as they did before.
Each of the two synth tracks can use any one of 128 pre-loaded Patches, which have been developed specifically for Circuit Tracks. The Patches are arranged as four pages of 32 in Patch View.
To open Patch View for the currently selected synth (i.e., Synth 1 or Synth 2), press Preset . This opens Patch View Page 1 if Synth 1 is selected and Patch View Page 3 if Synth 2 is selected. In each case, you can select the other pages by using the ▼ and ▲ buttons
. Note that the brightness of the ▼ and ▲ button symbols change to indicate which page you’re on.
The pad corresponding to the currently selected Patch will be illuminated white and the others will be violet (Synth 1) or pale green (Synth 2). Patch 1 (Pad 1 on Page 1) is the default Patch for Synth 1 and Patch 33 (Pad 1 on Page 2) is the default Patch for Synth 2.
To select a different Patch, press its pad. The synth (1 or 2) will now adopt the sound defined by the new Patch. You can change Patch while a Pattern is running, though the transition may not be absolutely smooth, depending on the point in the Pattern when the pad is pressed. Changing the Patch does not alter the Patch originally saved with the Pattern, unless the Project is re-saved.
You can use Components to load Patches onto Circuit Tracks; in this way, you have control over the starting Patch for new Projects.
You can hear what the Patches sound like while in Patch View by using Circuit Tracks’ Patch Preview feature. Patch Preview takes into account the current Scale and Root Note setting when auditioning a Patch.
If you hold down Shift while pressing a pad in Patch View, Preview is disabled; this may be desirable in live performance when you know which patch you’re using and don’t need to hear it on selection.
Patch Preview is disabled when Circuit Tracks is in Record Mode and playback is active.
Synth Patches may also be recalled from an external MIDI controller by sending Circuit Tracks MIDI Program Change (PGM) messages: the default MIDI channels are Channel 1 (Synth 1) and Channel 2 (Synth 2), though MIDI channels may be reassigned in Setup View. Additionally, Circuit Tracks must be set to receive Program Change messages: again, this is the default setting, but see MIDI I/O for full information.
The separate downloadable document Circuit Tracks Programmer’s Reference Guide contains full details.
You can modify Circuit Tracks’ synth sounds extensively with the Macro controls . Each of the 128 factory Patches available for each synth can have up to four of its parameters “tweaked” by each Macro control to alter the sound. The primary function of each Macro is indicated below the knob, but the audible effect of any adjustment will depend to a large degree on the source Patch itself: on some Patches the effect of a given Macro will be more obvious than on others.
Each Macro has an RGB LED below the knob, which illuminates in either violet or pale green according to which synth is selected. The rotary controls are ‘endless’; the LEDs therefore provide an indication of the parameter value, with the LEDs’ brightness indicating the current value of the parameter as the knob is turned.
Tip
With certain Patches, some Macros are assigned a function quite different to their normal one. This is also likely to be the case with Patches other than the default factory ones, such as those created using Components’ Synth Editor.
By far the best way of understanding the effect of each Macro control is to load some different Patches, and experiment with the controls while listening. You will find that with certain Patches, turning some of the Macro controls will have an audibly different effect when other Macro controls have different settings. Try moving pairs of controls together to create unusual and interesting sonic variations. However, the effects of the Macros varies with different Patches, and there is no substitute for experimentation.
You can use the Macros while a pattern is playing to alter synth sounds in real time. If Record Mode is active, the LEDs change to red as soon as the knob is turned, and parameter variations will now be recorded to the Project. See Recording knob movements for more details.
The Macros can also be varied by an external MIDI controller of any kind. Circuit Tracks’ MIDI I/O configuration will need to be set to receive MIDI Control Change (CC) data – this is the default setting, but see MIDI I/O for full information. Macro parameter variations originating in an external MIDI controller can be recorded in Circuit Tracks in exactly the same way as the physical knob movements described above.
To record a synth pattern in real time, you will probably first want to record a drum track. Drum patterns are discussed in full detail in a later chapter, but an easy starting point for a rhythm “bed” is to select Drum 1, choose a bass drum sample from sample slots 1 or 2 of a kit, and press Pads 1, 5, 9 and 13. Then when you press Play, you will hear a simple 4/4 bass drum. You can add some additional percussion - snare hits on or off the kick drum beat or some 1/8 or 1/16 hi-hat if you wish - by selecting one or more of the other drum tracks entering some hits into the pattern.
Tip
You can enable the click track for guidance if you wish: hold Shift and press Clear. Repeat to cancel. More details at Click track.
Enter Note View for Synth 1 or Synth 2 (press Note and then Synth 1 or Synth 2 if not already selected) and run the pattern. If you want your synth notes to extend over four octaves rather than two (or two rather than one if you’ve selected Chromatic scale), select Expanded Note View instead (Shift + Note). You can “audition” the synth notes simply by playing them against the click track and/or your other tracks a few times until you’re happy – they won’t be recorded until you press the • Record button. When you’re ready to save them to the pattern, press Record and carry on playing; after the pattern has completed, the notes will be replayed. Circuit Tracks’ synth engines are “six-note polyphonic” – that is, you can assign up to six notes to any step in the pattern, if the Patch you’ve selected is suitably polyphonic.
While you’re in Record Mode, the step cursor (normally white) changes to red as it progresses through the pattern as an additional reminder that you are now about to alter the pattern.
Once you’ve played the required notes, press Record again to stop recording. You can also delete or add notes “manually” – that is, while the pattern isn’t running. If you’re working to a fast tempo, this is often easier. This topic is discussed in detail in the “Step Editing” section of the User Guide (Step editing).
Tip
The • Record button has the dual momentary/latching action available on several other buttons. If you hold the button down for more than half a second, Circuit Tracks will drop out of Record Mode as soon as you release it. This means that you can punch-in and punch-out of record very easily with a single action.
Tip
The factory default Projects load with monophonic sounds for Synth 1 and polyphonic sounds for Synth 2. This means you can easily use Synth 1 for a bass line, and Synth 2 for keyboard sounds. But you can, of course, change this at will.
As you will normally decide which octave you’re going to play in at the time of recording, the two Octave buttons have no effect on the pitch of the notes when you replay the pattern. If you want to alter the octave of the pattern after recording, hold down Shift and then press an Octave button. As with all changes, shifting an octave in this way does not alter the stored Project, until it is saved manually.
The two parameters in Scales View – Scale and Root Note – can both be altered during playback as well, so if you like the pattern, but it’s in the wrong key to fit with another musical element, you can just press Scales and select a different root note. The selected scale and root note apply to both Synth tracks, and both MIDI tracks.
Playing the same note in different octaves at the same step can add great depth and character to the sound. Circuit Tracks’ six-note polyphony lets you play any six notes from each synth, and they don’t all need to be in the same octave.
You can also experiment with different Patches once you’ve recorded a simple pattern. Enter Patch View while the pattern is playing (see Selecting patches) and choose some different Patches; you’ll hear their effect as soon as the next note is triggered. If you hold down Shift while doing this, you won’t hear the low root note that is used to audition Patches.
You can tweak the synth sounds in real time using any of the eight Macro controls . Circuit Tracks features automation, which means you can add the effect of these tweaks to the recorded pattern by entering Record Mode (by pressing • Record
) while moving the knobs.
On entering Record Mode, the LEDs below the Macro controls initially retain the colour and brightness they had previously, but as soon as you make an adjustment, the LED turns red to confirm that you are now recording the knob movement.
For the knob movements to be replayed, you must exit Record Mode before the sequence loops, otherwise Circuit Tracks will overwrite the automation movements you’ve just recorded with that corresponding to the new knob position. Provided you do this, you’ll hear the effect of the Macro control being replayed when the sequence next loops round, at the point in the pattern where you turned the control.
You can also record Macro control changes when the sequence isn’t playing; in Velocity View, Gate View or Probability View, press • Record, select the step at which the change should occur by pressing and holding the pad corresponding to the step; this will play the drum hit at that step. Then adjust the Macro control(s) as desired; the new value(s) will be written to the automation data; press Record again to exit Record Mode. When the sequence is running, you will hear the effect of the Macro knob movements at that step. In the same manner, you may also edit the automation of Macro controls for specific steps in this way while the sequencer is playing back. With Record Mode enabled, simply hold down a step pad and turn a Macro control.
You can delete any Macro automation data you don’t want to keep by holding down Clear and moving the knob in question anticlockwise by at least 20% of its rotation – the LED below the knob will turn red to confirm. But note this will clear the automation data for that Macro for the whole Pattern, not just at the sequencer’s current step.
When you record synth notes in real time as described above, Circuit Tracks will “quantise” your timing and assign the notes you play to the nearest step. Six “finer” intervals – or “micro steps” – in between adjacent pattern steps can be made available in live record mode by disabling quantised recording.
Quantised recording is disabled by holding down Shift and pressing • Record (note the button is also legended Rec Quantise). Now your notes will be time-aligned to the nearest micro step. You can always check to see whether quantised record is enabled by pressing Shift: if the Record button illuminates green, quantisation is enabled; if it is red, recording will be non-quantised.
You can also adjust your synth notes to micro step intervals after you’ve recorded them. This is discussed in “Step Editing” at Step editing.
You can also create a synth pattern in Circuit Tracks by sending it MIDI note data from an external controller. This gives you the ability to play Circuit Tracks’ synth patches from a standard music keyboard. The default settings are: MIDI note data Receive is ON; Synth 1 uses MIDI Channel 1 and Synth 2 uses MIDI Channel 2. These settings may be changed in Setup View, see MIDI channels for full information on setting up how Circuit Tracks sends and receives MIDI data generally.
Note that the selected Scale and Root Note still takes effect when Circuit Tracks receives MIDI note data.
Tip
If a note which does not occur in the currently selected Scale is played on an external controller, Circuit Tracks will ‘snap’ to the nearest note in the current Scale. Any possible “wrong notes” resulting from this can be avoided by selecting Chromatic Scale: this will ensure that all notes on a normal keyboard will be available.
Step editing operations in Circuit Tracks may either be done with the Pattern running (i.e., in Play mode) or not running (i.e., in Stop mode).
All the following details apply equally – and independently - to Synth 1 and Synth 2; use the Synth 1 or Synth 2 buttons to see the individual contributions of the two tracks to the overall Pattern.
In Note View (note – not Expanded Note View), the two upper rows of grid pads is the 16-step pattern display and the two lower rows constitute the synth keyboard. When a pattern is played, you can see the white pad moving through the 16 steps. Where a step has a note present, the keyboard pad corresponding to the note being played illuminates white while the note is sounding (but see below regarding octaves).
In Stop mode, you can listen to the notes assigned to each step and alter the pattern manually. In Play mode, you will only hear the notes associated with each step when the sequence reaches the step. (But if you mute the synth track in Mixer View while the sequence is playing, you can press any of the illuminated pattern step pads to hear the note(s) assigned to a step .)
The pads for the steps which have notes associated with them will be illuminated bright blue. One step pad will flash white/blue: this shows where the pattern had reached when it was stopped. This is shown in the first diagram below. However, note that when you press Play again, the pattern will restart from Step 1: however, this may be overridden by holding down Shift while pressing Play; in this case the pattern will continue from the step at which it was stopped.
If a bright blue step pad (i.e., one corresponding to a synth note) is pressed and held, it illuminates red, the note(s) at that step will sound, and the keyboard note(s) will also illuminate red (it will be two pads if it’s the highest note in the lower octave or vice versa). This is shown in the second diagram above. The pads stay red and the note(s) sound(s) for as long as the step pad is held down.
If you press a brightly-lit step pad but no keyboard pad illuminates red, it means that the note you are hearing – the one recorded for that step – lies in another octave. Use the Octave buttons to find where the note is: a keyboard pad (or pads) will light red when you hit the right octave.
You can delete all assigned synth notes from a step in one go using the Clear button . This has the advantage that you don’t have to search through several octaves to find all the notes assigned to the step.
Press and hold Clear; the button shows bright red to confirm Clear Mode. Now press the step pad; it will turn red and all notes at this step for the currently selected synth track will be deleted. The step pad will revert to its dim “unassigned” illumination when this has been done. Release the Clear button.
The Clear button has an additional function in both Patterns View (see page Clearing scenes) and Projects View; (see Clearing projects). Also note that you cannot clear steps when in Pattern Settings View.
The Duplicate button performs “copy-and-paste” actions on steps.
Use Duplicate to copy all the synth notes on a step, together with their various attributes, to a different step in the pattern.
To copy a synth note from one step to another, press and hold Duplicate: it shows bright green. Press the pad in the Pattern display corresponding to the step to be copied (the ‘source’ step); it will turn green and the note(s) assigned to it will turn red (providing they are in the currently selected octave). Now press the pad corresponding to the step where the data is to be copied to (the ‘destination’ step); this will give a single red blink. All the note information in the source step will now have been duplicated in the destination. Any pre-existing note information in the destination step will be overwritten. If you want to copy the note data to several steps, you can continue to hold the Duplicate button down, and simply repeat the “paste” part of the operation to the other steps.
Every step in a pattern has three further parameters that are available to you to adjust. These are Velocity, which determines how the volume of a note is related to how hard the pad is struck; Gate, which sets the duration of the note; and Probability, which determines how likely a step is to trigger. By default, the values of these three parameters will apply to every note assigned to that step, though it is also possible to assign different Velocity values to different notes at the same step (see Per-note Velocity at Per-note velocity).
Because values of Velocity, Gate and Probability are assigned to the step rather than the notes at the step, they will be retained if you change a note on the step, provided that you add the new note first, then delete the unwanted note. In this way, the new note adopts the Velocity, Gate and Probability parameter values of the previous note.
Note also that Velocity, Gate and Probability values may be set independently for the same pattern step on each synth.
In most synths, the Velocity parameter determines the relationship between the speed of movement and the volume of the note. A high value for Velocity means that the note will be loud; a low value means that the note will be lower in volume. Velocity values are saved to each step along with the note data, either as you play the synth pads, or assign notes to steps manually (i.e., in Stop Mode).
You can subsequently alter the Velocity parameter of each step. Circuit Tracks lets you assign one of 16 Velocity values to a step after you’ve created a pattern. This is done in Velocity View, which is selected by pressing Velocity . Note the button text now shows the track colour.
In Velocity View, the two upper rows of the grid represent the pattern steps. In the example shown above, Steps 4, 14 and 16 are brightly lit, indicating that these steps have notes associated with them. One pad in the Pattern step display will flash alternate white/blue: this is the step whose Velocity value is being displayed.
The two lower rows of the grid make up a 16-pad “fader”; the number of pads illuminated “sand” is the Velocity value for the selected step. In the example shown, the displayed Velocity value is 11 (equivalent to an actual Velocity value of 88 – see page 44): the remainder of the Velocity value display is unlit.
If you record in real time – i.e., while the sequencer is running and recording – the velocity value is set internally to 7-bit accuracy: a value between 0 and 127. However, Velocity View can only display the Velocity value to a resolution of 16 increments of 8 value steps each (because there are only 16 pads available). This means that you are likely to see the “last” pad in the display lit at a lower brightness. For example, if the Velocity value is 100, you will see Pads 1 to 12 fully lit, and Pad 13 dimly lit, because the value of 100 lies midway between two multiples of eight.
The table below shows the relationship between actual Velocity values and the pad display:
No. of lit pads |
Velocity value |
No. of lit pads |
Velocity value |
---|---|---|---|
1 |
8 |
9 |
72 |
2 |
16 |
10 |
80 |
3 |
24 |
11 |
88 |
4 |
32 |
12 |
96 |
5 |
40 |
13 |
104 |
6 |
48 |
14 |
112 |
7 |
56 |
15 |
120 |
8 |
64 |
16 |
127 |
You can change Velocity value by pressing the pad in the Velocity value display corresponding to the Velocity value. If you wanted the note(s) at Step 4 in the example above to have a Velocity value of 48 instead of 88, you would press pad 6 in row 3; Pads 1 to 6 will then illuminate sand.
You can also use Velocity View to change Velocity values while a pattern is playing. In this case, you need to press and hold the pad for the step to have its Velocity value changed; you can do this at any point in the pattern. The held step pad will illuminate red, and the two lower rows will “freeze” to display the Velocity value of the selected step. Press the Velocity pad corresponding to the new value required. The pattern continues to play, so you can experiment with different Velocity values in real time and hear the differences.
You may sometimes prefer to disable Velocity; then the notes comprising your synth sequence will have a more “mechanical” feel to them regardless of how you hard you actually strike the pads. Circuit Tracks has a Fixed Velocity function, which sets Velocity at a value of 96.
You can toggle Fixed Velocity mode on and off by pressing Velocity while holding down Shift. Fixed Velocity is confirmed by the Velocity button illuminating green while Shift is pressed; in variable Velocity mode, it illuminates red while Shift is pressed.
With Fixed Velocity selected, you will find that all synth notes you play have a Velocity value of 96 (12 pads lit).
Note that setting Velocity to Fixed does not alter the Velocity values of any notes previously recorded.
It is also possible for synth notes on the same step to have different Velocity values, provided Circuit Tracks is not in Fixed Velocity Mode. When notes are inserted manually, the velocity value that each note is struck with will be saved to the step. For example, if you hit a synth note with a high velocity, the velocity value for the note will be saved; if then - with the same step selected - you hit a different note using a low velocity, the velocity value for this note is saved independently of the first.
The velocity value for one of the notes can be changed by simply deleting that note from the step and hitting the note again with the desired velocity.
The range of velocity values present at a single step can be seen in Velocity view. The brightly lit pads represent the lowest velocity value at the step, while the dimly lit pads represent the highest velocity value at the step. The example below shows that a range of Velocity values are applicable to notes assigned to Step 12, from 56 (7 pads brightly lit) to 104 (Pads 8 to 13 dimly lit):
Gate is essentially the duration of the note at a Step, in units of steps. The Gate parameter is not restricted to integer values, fractional values are also allowed: It may have any value between one-sixth and 16, in increments of one-sixth of a Step, giving a total of 96 possible values. The number represents the time – as the number of steps - for which the notes at the step will sound.
Gate values are assigned to each note as you play the synth pads; Circuit Tracks quantises them to the nearest of the 96 possible values. A short stab at a pad will result in a low Gate value; if you hold a pad down for longer, the Gate value will be higher. A Gate value of 16 means that notes at that step will sound continuously for an entire 16-step pattern.
Circuit Tracks lets you change the Gate value of a step after you’ve created a pattern. This is done in Gate View, which is selected by pressing Gate.
In Gate View, the two upper rows of the grid represent the pattern steps. In the 16-step example shown above, Steps 1 and 4 are brightly lit, indicating that these steps have notes associated with them. One pad in the Pattern step display will flash alternate white/blue: this is the step whose Gate value is being displayed.
The two lower rows show the Gate value for the selected step in a similar manner to Velocity: in Gate View, the number of illuminated pads is the duration of the note in units of pattern steps. In the example shown above, the Gate value is 2: the remainder of the Gate value display is unlit.
You can change the Gate value by pressing the pad in the Gate value display that corresponds to the Gate value; that is, the number of pattern steps that the note at the step should sound for. If you wanted the note at Step 1 in the example above to sound for four steps instead of two, you would press pad 4; Pads 1 to 4 then illuminate sand (off white). You can either lengthen or shorten the note in this way.
Fractional Gate values are assigned by pressing the highest-numbered illuminated pad in the Gate value display an additional number of times: this will always shorten the Gate time. Each additional press reduces the Gate time by one sixth of a step, and the illumination dims incrementally at each press. Thus if a Gate duration of 3.5 was required for Step 1, the example above would look like this:
After the fifth press on the pad, the Gate time reverts to the former integral value on the sixth, and the pad resumes its original full brightness.
You can also use Gate View to change Gate values while a pattern is playing. In this case, you need to press and hold the pad for the step to have its Gate value changed; you can do this at any point in the pattern. The held step pad will illuminate red, and the Gate value display will “freeze” to display the Gate value of the selected step. Press the pad corresponding to the new value required. The pattern continues to play, so you can experiment with different Gate values in real time.
Pattern steps with no notes have a zero Gate value; all Gate pads in Gate View for such steps will be unlit. You can’t edit a step’s Gate Value if there are no notes assigned to that step.
Circuit Tracks’s Probability function can be applied to individual steps on any track. Probability introduces a degree of random variation into a pattern. It is essentially a further step parameter, which decides whether the notes on the step will be played during each pass of the Pattern.
All steps are initially assigned with a Probability value of 100%, meaning that all steps will always be played, unless their Probability value is reduced: this is done using Probability View.
Probability View is the secondary view of the Pattern Settings button . Open it by holding Shift and pressing Pattern Settings, or press Pattern Settings a second time if already in Pattern Settings View to toggle the View.
Select the step in the Pattern display for which it is wished to alter the probability of the notes at that step. Pads 17 – 24 constitute a “probability meter”: initially all eight pads will be lit, with the colour deepening from 17 to 24.
There are eight possible values of Probability, determining the likelihood that the notes on the chosen step will play in any one pass through the Pattern. The number of lit pads indicates the Probability value: the higher pads in the row will be dark. The possible Probability values are:
Lit pads (Row 3) |
Probability |
---|---|
1 – 8 |
100% |
1 – 7 |
87.5% |
1 - 6 |
75% |
1 - 5 |
62.5% |
1 - 4 |
50% |
1 - 3 |
37.5% |
1 - 2 |
25% |
1 only |
12.5% |
To assign a Probability to a step while sequencer playback is stopped, press and release the pad for the step you wish to edit and press the pad in Row 3 corresponding to the Probability value. To assign Probability to a step while sequencer playback is active, you must keep the step pad held while you set a probability. All micro steps contained within the step will have a collective chance of being played according to the percentages above. This means that either all the micro steps at the step will play, or none of them will.
-
A Probability of 100% means that the samples at the step will always be played.
-
A Probability of 50% means that on average, the samples at the step will be played in half of the patterns.
-
A Probability of 25% means that on average, the samples at the step will be played in a quarter of the patterns.
Clearing steps, Patterns and Projects will also reset all Probabilities to 100%. Live recording of a new sample to a step will also reset the probability at that step to 100%.
You’re not limited to your synth notes only being played precisely on the pattern step they’re assigned to. You can take your music ‘off the grid’ by delaying individual notes on a step by between one and five ‘ticks’, where a tick is a sixth of a step. This lets you create more complex rhythms that would not be possible otherwise, for example, triplets across the beat.
Micro Step View is the secondary view of the Gate button . Open by holding Shift and pressing Gate, or press Gate a second time if already in Gate View to toggle the View. In Micro Step View, select a step to see the location of the note(s) on the step: the first six pads of the third grid row will display this. By default, whether the note was entered in Stop Mode or via live recording (with Rec Quantise enabled), the first pad will be lit. This means the note(s) have an initial delay of zero, and will be heard exactly on the step.
The fourth grid row will show one or more pads in the track colour. These let you choose which note at the step is to have a delay altered: if only one note is assigned, only one pad will be lit. Multiple notes are displayed left to right in the order they were assigned, meaning that the first note that was assigned to the step is the leftmost pad, the next note assigned will be to its right, and so on. There may be up to 6 notes assigned to a single step. Selecting a note here will audition it, so you can be sure which note you’re adjusting. The selected note will be lit brightly, while the others will be dim.
With a note selected, use the synth micro step pads to set the Micro step on which the note will trigger. The pad for the selected Micro step will be lit brightly, while the other micro step pads will be dim. Each note may trigger only once per step unless multiples of the same note are live-recorded on a single step.
Multiple notes can be selected by pressing their pads simultaneously or by holding down one pad and tapping others. All the notes assigned to a step are selected by default before manual note selection is made.
When multiple notes are selected, the micro steps on which the selected notes trigger are all displayed. This is shown in the Gate View image below – four notes are selected, some of which trigger on micro step 1 while others trigger on micro step 4. Each individual note can then be selected to determine which micro step it triggers on.
When auditioning a step that contains notes with different micro steps, playback of the notes will be staggered according to their micro step delays. This allows for the playback of “strummed” chords. The step will play back at the current Pattern tempo - lowering this can help with hearing each note individually.
It is possible to tie notes together to create drone notes and long ambient pads.
Each step may have a tie-forward setting. This feature is accessed using Gate View. In Gate View, select a step that contains the note that you want to tie-forward.
Select Micro Step View (see previous section), and you will see the following:
You can now turn the tie-forward setting on/off for this step by pressing pad 24 as shown above. To make the tied note work you need to set the gate length so that the note ends just before the next note is played or overlaps with it.
In this example, the note to tie is on the first step so setting the gate length to 16 steps means that it will end just before the next pattern is triggered as follows:
If this pattern is the only one selected to play in Patterns View then the note will now play indefinitely. Alternatively create a new note of the same pitch at the beginning of the next pattern to play in the pattern chain and the two notes will be tied together.
In Note View, tied notes are shown as orange when the steps are held down as opposed to the usual red. If notes are added to a step that already has a tied note assigned, they will not inherit the tie-forward setting and will be shown in red. This ensures that overdubbing on a step with a tied note does not result in multiple ties.
It is also the case that newly added notes will have their own gate lengths, which may be different to the length of any pre-existing notes.
If you do want to add a new note to the tie then simply use Gate View to select the step and turn the tie-forward setting off and back on again to apply the tie-forward setting to all the notes on the step just as when you edit the gate length on a step, all notes inherit the same new gate length.
Although default Pattern lengths are either 16 or 32 steps (see also “Step Page and 16/32-step Patterns” at Step page and 16/32-step patterns), it is possible for the Pattern in any track to be any other number of steps in length, up to the maximum of 32 steps. Furthermore, the start and end points of a Pattern may be independently defined, so that sub-sections of a Pattern, of any length, may be played against other tracks with different Pattern lengths, creating some very interesting effects. You can also choose Pattern play order and set the speed of the track relative to that of other tracks.
All these options are set in the Pattern Settings View; press Pattern Settings to open this:
Any alterations to the track Pattern made in Pattern Settings View can be saved to the Project in the usual way.
The upper two rows of the Pattern Settings View show the Pattern steps for the currently selected track. If no adjustments have yet been made to Pattern length, Pad 16 will be illuminated sand: this indicates the last step in the Pattern. However if the Pattern length is 32 steps, you will need to press the Step Page button to open Page 2 to see the end step indication. To see which step is currently the Pattern start point, press and hold Shift. The end point step returns to blue and a different step pad lights sand: this will be Pad 1 if Pattern length has not yet been altered.
You can change the end point for the track – and hence shorten the Pattern length - by pressing a different Pattern step pad. The new end point is indicated by a sand illumination, and the “higher” pads either go dark or dim red, the latter indicating that note/hit data has previously been assigned to that step. If you reselect the original end point, this data will still be there and will be played.
Altering the start point is exactly the same process, except that Shift needs to be held down while selecting the new start point:
Pads 29 to 32 in Pattern Settings View let you choose the play order the currently selected Pattern will use. The pad for the selected play order illuminates brightly: the default play order is forwards (i.e., normal), indicated by Pad 29.
Alternatives to the normal forward play order are:
-
Reverse (Pad 30). The Pattern starts playing at the end point, plays the steps in reverse order to the start point, and repeats.
-
Ping-pong (Pad 31). The Pattern plays forwards from start to end, reverses back to the start point, and repeats.
-
Random (Pad 32). The track steps are played randomly, regardless of note/hit assignment, though still at step intervals.
If the play order is changed in Play Mode, the Pattern always completes its current cycle before starting a cycle with the new direction. This applies regardless of the current Pattern length or Step Page selection.
The third row of Pattern Settings View determines the speed at which the track plays relative to the Project’s BPM. It is effectively a multiplier/divider of the BPM.
The selected sync rate is indicated by the brightly-lit pad: the default rate is “x1” (pad 5 in row 3), which means the track will play at the set BPM. Selection of a higher-numbered pad increases the rate at which the play cursor progresses through the Pattern relative to the previous one. Similarly the a lower-numbered pads will decrease the play rate. The sync rates available are 1/4, 1/4T, 1/8, 1/8T, 1/16, 1/16T, 1/32, 1/32T, with T representing triplets.
1/16 is the default sync rate, where each step corresponds to a 16th note. Increasing the sync rate is a great way to increase the sequencer’s step resolution at the cost of overall playback time. Reducing the sync rate is useful for creating longer patterns that don’t require quite as fine detail, such as long, evolving pads.
If the sync rate is changed in Play Mode, the Pattern always completes the current cycle at the existing rate, and changes to the new rate at the end of the cycle. This applies regardless of the current Pattern length or Step Page selection.
Mutate is a feature that lets you introduce further random variations into individual Patterns on a per-track basis. Mutate “shuffles” the notes or hits in the current Pattern, to different steps. The number of notes/hits in the Pattern and notes or drum samples themselves are unchanged, they are just reassigned to different steps. All step parameters are reassigned by Mutate, including micro steps, gate values, sample flips, probability and automation data.
To mutate a Pattern, hold Shift and press Duplicate
. You can do this in any View that has a Pattern steps display, i.e., Note View, Velocity View, Gate View or Pattern Settings View. Mutate only affects the Pattern currently playing, so if it is part of a Pattern Chain, the other Patterns in the chain will be unaffected. The reassignment of notes/hits will take account of the Step Page length. You can apply Mutate as many times as you wish for any one Pattern by repeatedly pressing Shift + Duplicate: the notes/hits in the Pattern will be randomly reassigned each time.
Note that Mutate cannot be “undone”; it is a good idea to save the original Project so that you can return to it after applying Mutate.
The two MIDI tracks behave just like the Synth tracks and support all the same sequencer functions, but have a couple of key differences. They do not control an internal synth engine but are intended to control external equipment or software via MIDI. Note data is transmitted from the performance pads in Note View, and from the sequencer just like the synth tracks. CC data is also transmitted by the Macro knobs, depending on the selected MIDI template. These controls can be automated just like the synth macros. Currently, each MIDI template defaults to eight CC indexes with values 1, 2, 5, 11, 12, 13, 71 and 74 respectively.
As with the Synth and Drum tracks, the MIDI tracks use the Macro knobs to set volume and pan levels in Mixer View and FX send levels for delay and reverb in the FX View. However, on the MIDI tracks, these act on the analogue audio signal applied at the two audio Inputs on the rear panel. The recommended workflow is to send MIDI data from Circuit Tracks to your external synth or drum machine, while routing the audio outputs of that device back into Circuit Tracks’ audio inputs: this gives you full control of the external device’s contribution to the overall mix from the MIDI tracks. You can control and automate the volume, pan and effects just like your other internal tracks.
Of course this is only one possible routing option and you can use the audio inputs for any other purpose, but the external input signals are always routed through the Mixer and FX sections.
Select a MIDI track and press Preset to access Template View. Eight MIDI templates are stored within Circuit Tracks, represented by the top row of blue pads. Each template defines the MIDI CC messages that are transmitted by the Macro controls; select a template that matches the MIDI spec of your your external equipment. These templates can be edited and backed up in Components Editor. Select a new template by pressing a pad; it lights white. A different set of messages will now be sent by the Macro controls when that track is selected. Each track can use a different template. The controls will transmit their data on the MIDI channel defined for the MIDI track in Setup View (see Setup view).
MIDI template parameters can be automated just like any other parameter (press Play, Record and move the knob). Note that automated MIDI template controls will send data to the MIDI Out DIN port as well as the USB port, unlike parameters on the other tracks, which are only sent to the USB port.
When a new template is selected, any existing automation data is not erased and will be applied to the new MIDI message now assigned to the Macro control that was used to record it.
The eight default MIDI templates are identical. Select any one and use Components Editor to make any changes that are needed to make the Macro controls work effectively with your external equipment. You may find that the default settings are usable, as many synths use the same CC messages to adjust similar parameters: furthermore, many synths allow internal re-mapping of CC messages.
With the default templates, the Macro controls transmit MIDI CC messages as per the table:
Macro Control |
MIDI CC |
Normal use |
Remarks |
---|---|---|---|
1 |
CC1 |
Modulation wheel |
Often re-mappable in a synth |
2 |
CC2 |
Breath control |
Often re-mappable in a synth |
3 |
CC5 |
Portamento time |
|
4 |
CC11 |
Expression |
Often re-mappable in a synth |
5 |
CC12 |
Effect control 1 |
|
6 |
CC13 |
Effect control 2 |
|
7 |
CC71 |
Resonance |
|
8 |
CC74 |
Filter frequency |
You can download various pre-made templates from Components; these cover a range of Novation products as well as those from other manufacturers.
Using Components Editor, you can define the start and end values of each control in the template. The start value sets the value that will be output when the control is rotated fully anti-clockwise and the end value sets the value that will be output when the control is rotated fully clockwise.
Components Editor also lets you define each Macro control as either unipolar or bipolar. This only affects the response of the LED below the control and does not affect the transmitted messages. When unipolar is selected, the brightness of the LED will move linearly from dim to bright as you move the control from one limit of its range to the other. When set to bipolar, the LED will illuminate in its dim state in the centre of the range, increasing in brightness as the control is rotated in either direction.
To sequence and control external equipment from Circuit Tracks, connect a 5-pin MIDI cable from Circuit Tracks’ MIDI Out port (or MIDI Thru if set to duplicate the MIDI Out port, see Setup View, Setup view). If notes, clock, or CC messages are not being received by your external hardware, make sure that all eight pads in the bottom row are brightly lit in Setup View (accessed by holding down Shift while pressing Save.) You can read more about the function of these pads in the Appendix section on Setup View.
Circuit Tracks has four separate drum tracks, Drum 1 to Drum 4. The grid displays for the drum tracks are similar to those for the synth tracks in that the upper two rows show the same Pattern display. Each of the 16 pads of the lower two rows triggers a different percussion sample: there are four pages of these (each with 16 samples), which can be selected with the ▼ and ▲ buttons . Note that the intensity of illumination of these indicate the page currently in use. You can also use Preset View to select the sample to use (see Selecting samples).
Each of the four drums may be selected and programmed independently using the Track buttons Drum 1 to Drum 4 . The tracks use colour coding for the sample pads and elsewhere for ease of identification (see Getting started).
The default sample page allocation is:
Drum 1: Page 1, slot 1 (Kick 1)
Drum 2: Page 1, slot 3 (Snare 1)
Drum 3: Page 1, slot 5 (Closed hi hat 1)
Drum 4: Page 1, slot 9 (Additional percussion 1)
Each page represents a kit. Drums 1 and 2 are kick drums, 3 and 4 are snares, 5 and 6 are closed hi hats, 7 and 8 are open hi hats, 9 through 12 tend to be additional percussion, and 13 through 16 are melodic sounds.
The Note Views for the four drum tracks are the same, apart from the colour coding; the example below shows Drum 1:
You can audition the samples by pressing the sample pads. To change the active sample, give a different sample pad a quick tap: a longer press will play the sample but leave the previous sample assigned as the active one.
To assign the active sample to Pattern steps in Stop Mode or Play Mode, tap the Pattern step pads that correspond to where you want drum hits to be triggered. The steps with hits will illuminate bright blue. The step pads are toggles – to delete the drum hit from a step, tap the step pad again.
The short/long press logic of the pads lets you play additional drum hits from a different sample pad over the Pattern: pressing (as opposed to tapping) a different pad will play its sample but the Pattern will not assume the new sample. If you tap a different sample pad while the Pattern is playing, the Pattern will continue with the new sample.
Drum hits programmed in Stop or Play Modes as described above will be assigned to steps with default Velocity, Micro Step and Probability values: these parameters can subsequently be edited. If you use Record Mode to record on the drum tracks, you play the hits in real time on the sample pad. In this case, the velocity of the hit is assigned to the step and its value can be inspected in Velocity View.
You can enter a drum pattern for all drum tracks simultaneously on a dedicated set of four pads – one for each drum track – by using Expand View. Expanded Drum View is the secondary view of the Note button . Open by holding Shift and pressing Note, or press Note a second time if already in Note View to toggle the View. In this View, all the grid pads except 29-32 are disabled, as shown:
The samples played by each of the four pads is the current active sample for each drum track.
You can play the drum pads in Expanded Note View freely in real time, or record them into a pattern if you press • Record. If Rec Quantise is enabled, Circuit Tracks will quantise the timing to place the drum hits precisely on a pattern step; if Rec Quantise is disabled, they will be placed at one of the six ticks between adjacent steps.
You can also use Expanded Note View while a pre-existing pattern is playing, to record additional hits.
Each of the four drum tracks in Circuit Tracks can use any one of 64 pre-loaded samples. You can either audition and select the samples in Note View, four pages of 16 at a time, or use Preset View, which is opened by pressing the relevant track button, then Preset . In Preset View for the drum tracks, the samples are arranged as two pages of 32: they are in the same order as when accessed through Note View. Preset View will open at the location of the active sample for each track. If Drum 1 or Drum 2 is selected, Preset View opens at Page 1, If Drum 3 or Drum 4 is selected, it opens at Page 2. Use the ▼ and ▲ buttons to swap pages.
The sample selected will immediately become the active sample for the selected drum track, and in Note View, the sample pads assume the page (block of 16) that includes the sample.
Drum Patches may also be recalled using an external MIDI controller by sending MIDI CC messages on MIDI Channel 10. Circuit Tracks must be configured to receive CC messages: this is the default setting, but see page MIDI I/O for full information.
The separate downloadable document Circuit Tracks Programmer’s Reference Guide contains full details.
If you hit • Record , you can play a selection of drum samples in real time, and Circuit Tracks will record your performance. This feature is called Sample Flip, and you can do it either in the drum track’s Note View, or in its Preset View (which gives you access to twice the number of samples at once). You can do this independently for each of the four drums: this is a very powerful feature as it overcomes the one-sample-per-track restriction and lets you use the full palette of drum samples throughout the Pattern. It may be helpful to record a basic pattern on a different track to give a timing reference when you do this.
You can also apply a sample flip to a step in a similar way to assigning synth notes. Press and hold the pad for the required sample (it turns red) and then press the step pads in the Pattern display where you want to place that sample in the pattern – they also turn red. When you run the pattern, the new sample will play at the steps it was assigned to instead of the one that was assigned previously.
The Pattern display differentiates between steps that are sample flipped: steps with hits of the active sample illuminate bright blue, but any that have been flipped illuminate pink.
You can use the Macro controls to tweak drum sounds in the same way as you can with synth sounds. Unlike the synth Macros, the functions are fixed for drums, but the actual sonic nature of moving the knobs will vary greatly with the sample being used. As with the synth sounds, we recommend that you load different drum sounds and experiment with the Macros to hear what they can do.
Only the even-numbered Macros are active when a drum track is selected.
The table below summarises the functions of each Macro control as applied to the drum tracks:
Creating a drum pattern is a slightly different procedure from creating a synth pattern. When you’re in Record Mode and Note View for a drum track, just hitting the sample pads in real time establishes hits at those steps in the Pattern, and Pattern step pads light bright blue.
Note that the Pattern must be running (press Play) in order for you to hear the hits; unlike the synth tracks, you won’t hear anything in Note View if you hit a bright blue step pad with the Pattern stopped. (However, you can hear the hits in this way using Velocity View or Gate View – see Velocity.)
A 16-step drum Pattern is created simply by entering Record Mode and hitting some sample pads. You can switch between the four drum tracks at will. It’s not a bad idea to establish a basic drum Pattern using the default drum sounds; once you think you’re getting somewhere with the groove, you can experiment with different drum sounds either in Note View or Preset View, and/or using the Macros.
The Pattern you make will constitute Pattern 1 (of eight) for the currently active Project. There are eight Patterns for each of the eight tracks – two synths, two MIDI and four drums. Pattern 1 is the default Pattern in all Projects, and will be the one you record to and the one you’ll hear when you hit Play. You can create longer sequences by chaining Patterns together, this is explained on Chaining patterns.
Live playing of samples may be recorded, quantised or non-quantised. Quantised recording will place drum hits on the closest step when recorded, while non-quantised recording will place hits directly on the intermediate micro steps. To toggle between quantised and non-quantised recording, hold Shift and press • Record. If Record Quantise is enabled, the Record button will light bright green when Shift is held. If Record Quantise is disabled (non-quantised), the Record button will light dim red when Shift is held.
Although you can’t hear the drum hits by pressing lit step pads in Note View when the Pattern isn’t running (i.e., Stop Mode), Circuit Tracks lets you add or delete individual drum hits to/from a pattern, effectively “off-line”.
In Note View, one sample pad will always be lit, though it may not be on the currently visible page of four. This is the current default sample: if you tap (short-press) a step pad, the default sample will be assigned to that step, and the step pad will show bright blue.
If you long-press a step pad, it will show red: now you can press any sample pad, that sample will now be assigned to the chosen step, and the step pad will show pink.
Sample flip is operative in Stop and Play Modes: hold down a step pad: the pad with the currently assigned sample will illuminate red. Select an alternative sample and the step will now trigger the new sample.
Pressing a lit step pad will clear the drum hit at that step.
When quantised recording is not enabled, the timing of drum hits recorded in real time is assigned to one of six “micro steps” in between adjacent Pattern steps. Any drum hits added “off-line” (i.e., in Stop Mode, see preceding section) will always be assigned to the step’s first micro step, which is on the exact beat of the step.
As with synth tracks you can shift drum hits to micro step intervals, but you can also choose to have duplicate hits assigned to other micro steps within the same interval.
To adjust the micro step values, press Gate View for the relevant drum track. Pads 17 to 22 display the micro step values. Press the step pad whose micro step values are to be adjusted and one of the micro step pads illuminates brightly.
If the first pad is illuminated (as in the first example above), it indicates that the sample at the selected step will be precisely “on the beat” at the pattern step. In the second example above, deselecting micro step 1 and selecting micro step 4 delays the hit by three-sixths of the interval between steps.
You are not limited to tweaking sample timing – you can have the hit on as many micro steps as you want: each micro step pad can be turned “on” or “off”. In the example below, Step 5 will trigger the sample assigned to it three times, once on the beat and twice more two and four ticks later.
If you are entering samples in Record Mode (with Rec Quantise disabled) and can play fast enough, you can (depending on the BPM!) generate multiple hits within a single step. Inspect the micro step display to see this.
Using micro steps can add a whole new range of rhythmic possibilities to any pattern, and can create subtle rhythmic effects, or dramatically wonky grooves. As with many other aspects of Circuit Tracks, we urge you to experiment!
Note that you can modify elements of a pattern from within Micro Step View, and add additional hits by adding micro step values to empty steps: these will be populated with the current default sample for the drum track in use.
Note also that all micro step hits adopt the velocity value and sample assigned to the step they are contained within (see below).
As with synth tracks, Drum hits entered in Note View may use Fixed or Variable Velocity. Variable Velocity is the default setting; if you press Shift, you will see that Velocity illuminates red confirming this. With Variable Velocity selected, drum hits recorded live using the sample pads will have Velocity values determined by how hard the sample pads are struck. This applies both to normal Note View and Expanded Note View.
To select Fixed Velocity, hold Shift and press Velocity: the Velocity button changes colour to green. Now all drum hits entered using the sample pads will always have a fixed velocity of 96 (12 pads lit in Velocity View – see below). This also applies both to normal Note View and Expanded Note View.
Drum hits programmed using the pattern step pads will always use Fixed Velocity, regardless of the selected velocity mode. Note that the selection of fixed or variable velocity is global, i.e., it applies to all tracks.
You can change the Velocity value of a step after you’ve created a pattern. This is done in Velocity View, which is selected by pressing Velocity .
In Velocity View, the two upper rows of the grid represent the 16-step pattern for the currently selected drum, while the two lower rows represent a 16-segment “fader”, spilt across two rows; the number of pads illuminated sand represent the Velocity value for the selected step.
In the example above, Steps 4, 8,10 and 16 are brightly lit, indicating that these steps have drum hits associated with them. One pad in the Pattern step display will flash alternate blue/white: this is the step whose Velocity value is being displayed. In the example, the Velocity value for this step is 40; the first five pads of Row 3 are lit sand (because 5 x 8 = 40), the remainder of the Velocity value display is unlit. If the Velocity value is not a multiple of 8, the “last” pad in the Velocity display will be dimly lit. Note also that you hear the drum hit at the step when you press the step pad.
You can change Velocity value by pressing the pad in the Velocity value display rows that corresponds to the Velocity value. If you wanted the hit at Step 12 in the example above to have a Velocity value of 96 instead of 40, you would press pad 12; Pads 1 to 12 now illuminate sand. If you want to decrease a Velocity value, press the pad corresponding to the required value.
No. of lit pads |
Velocity value |
No. of lit pads |
Velocity value |
---|---|---|---|
1 |
8 |
9 |
72 |
2 |
16 |
10 |
80 |
3 |
24 |
11 |
88 |
4 |
32 |
12 |
96 |
5 |
40 |
13 |
104 |
6 |
48 |
14 |
112 |
7 |
56 |
15 |
120 |
8 |
64 |
16 |
127 |
You can also use Velocity View to change Velocity values while a pattern is playing. In this case, you need to press and hold the pad for the step to have its Velocity value changed; you can do this at any point in the pattern. The held step pad will illuminate red, and the other two rows will “freeze” to display the Velocity value of the selected step. Press the pad corresponding to the new value required. The pattern continues to play, so you can experiment with different Velocity values in real time.
Circuit Tracks’ Probability function can be applied to individual steps on any of the Drum tracks in exactly the same manner as it is to individual steps on either Synth track. Note that as regards the drum tracks, probability is applied per step, not per micro step, so if there are multiple hits on different micro step, either all they will all trigger, or none of them will.
Probability View is the secondary view of the Pattern Settings button . Open by holding Shift and pressing Pattern Settings, or press Pattern Settings a second time if already in Pattern Settings View to toggle the View.
A full description of Probability can be found in the Synth section of the User Guide: see Probability.
As with synth sounds, you can tweak the drum sounds in real time using the Macro controls . Circuit Tracks features automation, which means you can add the effect of these tweaks to the recorded pattern by entering Record Mode (by pressing • Record
) while moving the knobs. On the drum tracks, only the even-numbered Macro controls are used, and knob movements are only recorded when Velocity View, Gate View or Probability View are selected.
On entering Record Mode, the LEDs below the active Macro controls initially retain the colour and brightness they had previously, but as soon as you make an adjustment, the LED turns red to confirm that you are now recording the knob movement.
In order for the knob movements to be retained, you must drop out of Record Mode before the sequence loops right round, otherwise Circuit Tracks will overwrite the automation data with that corresponding to the new knob position. Provided you do this, you’ll hear the effect of the Macro control being replayed when the sequence next loops round, at the point in the pattern where you turned the control.
You can also record Macro control changes when the sequence isn’t playing; in Velocity View, Gate View or Probability View, press • Record, select the step at which the change should occur by pressing and holding the pad corresponding to the step; this will play the drum hit at that step. Then adjust the Macro control(s) as desired; the new value(s) will be written to the automation data; press Record again to exit Record Mode. When the sequence is running, you will hear the effect of the Macro knob movements at that step. In the same manner, you may also edit the automation of Macro controls for specific steps in this way while the sequencer is playing back. With Record Mode enabled, simply hold down a step pad and turn a Macro control.
Note that automation data is recorded independently of Pattern data. This means that any changes made to Drum Macros which are recorded as part of the Pattern will be retained even if the drum sample is changed during the Pattern (see “Sample Flip” at Sample flip). You can tweak the drum sound at a specific step and then change the sample at that step: the tweak will still be effective.
You can delete any Macro automation data you don’t want to keep by holding down Clear and moving the knob in question anticlockwise by at least 20% of its rotation – the LED below the knob will turn red to confirm. But note this will clear the automation data for that Macro for the whole Pattern, not just at the sequencer’s current step.
The Clear and Duplicate buttons perform the same functions with drum tracks as they do with synth notes (see Clear and duplicate), although as altering a drum pattern is such a simple process to perform in Note View, you probably won’t ever use them to simply add or remove drum hits.
Note that clearing a step will delete all parameters (Velocity, Micro steps and Probability) that were assigned to the step.
Each Project in Circuit Tracks has memory space for eight separate Patterns per track, so you can create eight Patterns for each synth, eight Patterns for each drum and eight Patterns for each of two external MIDI instruments within a project.
The true potential of Circuit Tracks begins to be realised when you start to create interesting variations of a Pattern, save them, and then segue them together to be played out as a complete chain of up to 256 (8 x 32) steps. Furthermore, not all the Patterns for each track need to be chained in the same way: you could have 64-step drum patterns for each drum track combined with a longer sequence of bass and/or synth lines, for example. There is no restriction on how you combine the Patterns from different tracks (though there is a restriction on how the Patterns for individual tracks are chained; this is explained in Chaining patterns).
To arrange and organise your Patterns, use Patterns View, accessed by pressing Patterns . The first time you open Patterns View in a new Project, it will look like this:
Patterns View has two pages, selected by the ▼ and ▲ buttons . The pages are identical, and the Pattern memories arranged vertically; on Page 1 the pads select Patterns 1 to 4 for each track, on Page 2 they select Patterns 5 to 8.
How each pad is lit indicates its status. A dim pad means that the Pattern is not currently selected to play. One pad per track will be pulsing between dim and bright: this is the Pattern that was playing when Play was last stopped. Initially (i.e., when a new Project is started), Pattern 1 in each track will be in this state with all the other memories empty, and the pads dimly lit.
To select a different Pattern for any track, press its pad. If you do this while another Pattern is already playing, the new Pattern will be “queued” to begin playing at the end of the current one, giving you a smooth transition between Patterns. In this case, the pad for the next Pattern will flash quickly while it is being “queued”, until it starts to play. However, if you hold down Shift while selecting the next Pattern, it will start playing immediately from the corresponding Pattern step, thereby ensuring that the overall timing maintains continuity. For example, if the current Pattern had reached Step 11 when you press a second Pattern’s pad while holding down Shift, Circuit Tracks will remember where the cursor is, and the second Pattern will start playing from Step 12.
The currently selected Pattern is the one you will hear in either Play or Record Mode: this makes operation very simple and transparent. The current contents of the selected Pattern will play when you press Play, and if you add extra track information – synth notes, drum hits or MIDI data – it will be saved in the same Pattern memory.
Every time you press Play , the currently selected Pattern restarts from Step 1 (or the chosen Start point – selectable in Pattern Settings View). If you want to continue the Pattern from the point at which the sequencer was last stopped, press Shift and Play together.
Pattern memories may be cleared in Patterns View by holding down Clear and pressing the corresponding pad. Both Clear and the pad itself will light bright red while you press them to confirm deletion. While playback is stopped, if the Pattern that is cleared is not the currently active Pattern (indicated by the track colour pulsing), and is not part of a Pattern Chain, it will light white. This indicates that this Pattern will be displayed in all step views for the track. This matches the behaviour of View Lock, see View lock.
In Patterns View, the Duplicate button can be used to perform a copy-and-paste function, letting you copy a Pattern from one memory to another. This is a very useful function, as it lets you use an existing Pattern as the basis for another, slightly different one: it is often easier to modify an existing Pattern to be how you want it than create a new one from scratch.
To copy a Pattern from one memory to another, hold down Duplicate (it lights green), press the pad with the Pattern you want to copy (it lights green while you press it), and then press the pad for the memory where you want the copy to be stored: it will light red, then, if playback is stopped, it will turn white once you release Duplicate, indicating that this Pattern will be displayed when you switch to a step view. You now have an identical copy of the Pattern. If you want to copy the Pattern data to several memories, you can continue to hold the Duplicate button down, and repeat the “paste” part of the operation to the other memories.
Tip
You can duplicate a Pattern from one Synth or MIDI track to the other, or between a Synth track and a MIDI track using Duplicate: you can also use it to copy a Pattern from one Drum track to another, but you cannot copy data from a Synth or MIDI track to a Drum track, or vice-versa.
The default length of a Pattern in Circuit Tracks is 16 steps, but you can double the length to 32 steps with the Step Page button (labelled 1-16/17-32). A Pattern length of 16 steps or fewer is indicated by the Step Page button showing dim blue. To extend the length of the Pattern currently being viewed beyond 16 steps, press the Step Page button: it now shows bright blue for Page 1 - while displaying Steps 1 to 16, and orange for Page 2 - while displaying Steps 17 to 32.
This feature lets you create more interesting and varied loops within the scope of a single Pattern. If some tracks are 16 steps long and some 32 steps long, the 16-step Patterns will repeat after Step 16, while the 32-step Patterns will continue for Steps 17 to 32, so you will hear two repetitions of the shorter tracks for every one of the longer.
Pressing Step Page (1-16/17-32) while a 32-step Pattern is playing changes the display to the other page but does not interrupt the Pattern. You can set a Pattern length back to the default of 16 steps by holding down Clear and pressing the Step Page button: the Pattern will now revert to 16 steps in length. Samples assigned to all 32 steps are preserved, though you will only hear those assigned to the first 16 steps after using Clear. If you extend the Pattern length to 32 steps once again, all notes/hits previously assigned to steps 17 to 32 will still be there.
You can also use Duplicate with the Step Page button. Holding down Duplicate and pressing the Step Page button will extend the Pattern length for the currently selected track to 32 steps, and copy all data at Steps 1 to 16 to Steps 17 to 32 respectively, including automation data. Any data already present on Page 2 will be overwritten by this operation.
Once you’ve created several Patterns for one or more tracks, you can start to chain them together to make a longer sequence. Press Patterns to open Patterns View.
Patterns can be chained on a per-track basis. When Patterns are chained, they play sequentially, e.g., a Pattern Chain comprising four Patterns will play them in numerical order one after the other, and then repeat. If they are all 32-step Patterns, the chain will be 128 steps in length. Another track with just a single 32-step Pattern will be played four times during each chain; a 16-step Pattern will be played eight times.
To create a Pattern Chain, press and hold the pad for the lowest-numbered Pattern required and then press the pad for the highest-numbered Pattern required. (Or, the other way round.) For example, if you want to chain a track’s Patterns in memories 1 to 3 together, hold Pad 1 down and then press Pad 3. You’ll see that all three pads now illuminate brightly in the track colour, indicating that they now form a chained sequence.
If you want to select a chain from Patterns across the Page boundary, selection works the same way: for example, to select Patterns to 3 to 6 as a chain, press and hold the pad for Pattern 3, then press ▼ to move to Page 2, then press the pad for Pattern 6. You’ll now find that the pads for Patterns 3, 4, 5 and 6 are all lit. To chain Patterns that use the same pad on the two pages as the start/end points (e.g. 1 and 5), hold the pad for the first Pattern, move to Page 2, then release the pad. In this example, a chain of Patterns 1 to 5 is then created.
What’s important to remember is that the Patterns you chain together must be consecutive. You can chain Patterns 1, 2, 3 and 4 together, or 5, 6 and 7 together, or 4 and 5 together, but you can’t chain 1,2 and 6 together. (However, Circuit Tracks’s Scenes feature allows you to overcome this restriction: see Scenes for details of to use Scenes.)
The following example will illustrate chaining:
The Patterns View example above shows a possible arrangement of Patterns for an 8-pattern sequence. We are using the following Patterns, and for simplicity we will assume that all the Patterns are of 16 steps:
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Synth 1 - Patterns 1 to 4
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Synth 2 - Pattern 1 only
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MIDI 1 – Patterns 1 and 2
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MIDI 2 – Patterns 6 and 7
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Drum 1 - Patterns 2 and 3
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Drum 2 – Patterns 3 to 6
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Drum 3 - Patterns 5 and 6
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Drum 4 – Patterns 1 to 8
When you press Play, each track will loop round its own chain of Patterns. The longest chain is Drum 4 – this defines the overall length of the sequence, in this case, 128 (8 x 16) steps. Drum 4 will play Patterns 1 to 8 in order, then loop back to Pattern 1 and start again. Against this, Synth 1 will play Patterns 1 to 4 in order, and then loop back and repeat; Synth 2 only has one Pattern, so this will repeat eight times in the 8-pattern sequence. Drum 1 and Drum 3 have two Patterns in their chains, so they will each be played through four times and Drum 2 has four Patterns in its chain, so it will played through twice. What you hear is shown in the timeline below:
The above example illustrates the basic points involved in chaining Patterns together to make a longer sequence. Creating longer, more complex and more interesting sequences is an extension of these principles. Circuit Tracks allows Pattern chains of up to 256 (8 x 32) steps, where any of the eight tracks can change their pattern every 16 steps (or fewer if start/end points are also altered from the default).
Every time you press Play, the Pattern Chain restarts from the start point of the first Pattern in the chain. You can restart the Chain from the point at which the sequencer was stopped by pressing Play while holding down Shift.
You can shift the pitch of an entire synth or MIDI Pattern up or down one or more octaves by holding down Shift and then pressing ▼ or ▲
. You can do this either while the Pattern is playing, or in Stop Mode. Pattern Octave can be changed in any of the Step Views, i.e., Note View, Velocity View, Gate View or Pattern Settings View. Only the pitch of the currently selected track is adjusted, that of the others will remain unaffected.
If the pattern contains notes which are already in the highest octave that Circuit Tracks can generate, they will remain unaffected by an upward Pattern Octave shift; the same applies to the lowest notes and a downward octave shift. If this is the case, the ▼ or ▲ button will light red to indicate that the command cannot be executed.
By default, the Pattern Step display on the upper two rows changes with the selected Pattern (and current Page), so that the play cursor is always visible. If you want to edit one Pattern while continuing to play another Pattern or complete Pattern Chain, you can make use of View Lock. One use of View Lock is to “freeze” the Pattern Step display to the current Pattern (and Page) by holding down Shift and pressing Patterns . The upper two rows will now be locked to the Pattern that was displayed when you selected View Lock.
In Patterns View, tthe currently viewed Patterns will be lit white. A pulsing white pad indicates that a Pattern is being both viewed and played, while steady white indicates that a Pattern is being viewed while another (of the same track) is being played: this pad will be pulsing in the track colour. To change the viewed Pattern, hold Shift and press a Pattern pad. You can still change which Patterns and Pattern Chains are playing in the usual way, described in Patterns View at Patterns view.
View Lock also lets you freeze the Step display on the current Page of the Pattern when you are working on a 32-step Pattern. When View Lock is active, the Pattern will continue to play through both Pages, but only the Page that was in view when View Lock was selected is now displayed. The alternative Step Page can be displayed by pressing the Step Page button .
While Shift is held, the Patterns button lights green when View Lock is active; when inactive it is red. You can press Shift at any time: the button colour will confirm whether View Lock is active or not.
View Lock is applied to all tracks, and applies to all Views that have a Pattern Step display (i.e., Velocity View, Gate View, etc., as well as Note View). It can be cancelled by pressing Shift + Patterns again. Note that the state of View Lock is not saved. It will default to ‘inactive’ whenever Circuit Tracks is powered on.
Scenes let you assign multiple Patterns and Pattern Chains within a project to a single pad, allowing you to trigger parts of a song easily. Scenes can also be chained to arrange much longer sequences and thus build up complete song structures.
Scenes are accessed in Mixer View: press Mixer to open this:
The two lower rows of pads in Mixer View represent the 16 Scenes that are available in the current Project. In a new Project, all the pads will trigger Pattern 1 of all eight tracks as no Pattern Chains have been defined or assigned yet. The first (Pad 17) will be pulsing bright green. which indicates that the currently playing Patterns correspond with the last selected Scene (Scene 1 by default).
Tip
The pre-loaded factory Patterns make extensive use of Scenes functionality – be sure to check these out to see how they’re used in action.
Open Patterns View and define all the Pattern Chains for each track that are to constitute a Scene. Change to Mixer View, press and hold Shift: the Scene pads change colour to dim gold. Press a Scene pad (while still holding Shift) – it will light bright gold while pressed, indicating that Patterns are now assigned to it.
All the selected pattern chains are now stored as that Scene. On releasing Shift, the pad with the stored Scene now shows bright white:
Now when you press the pad, the Scene is selected and will play the set of Pattern Chains which were assigned to it next time you press Play .
When you select Mixer View, you will immediately be able to see where Scenes are already stored, as their pads will be lit bright white, or bright gold when you press Shift.
Assigning Pattern Chains to a Scene does not affect current playback and will not select the Scene nor change your Scene Chain (see below) if you are already in Play Mode: the selected Scene will start when the current Pattern or Pattern Chain is completed – see “Queuing Scenes” Queuing scenes.
Scene data is stored with the current Project when you perform a Save by pressing Save twice. If a Scene pad is pulsing green, it indicates i) that this is the currently selected Scene, and ii) that the currently selected Patterns match those assigned to the Scene. If the selected Patterns are changed in Patterns View, the Scene pad will return to dim white. If the matching Patterns are selected once again, the Scene pad will once again pulse green. Note that this behaviour will only occur for the most recently selected Scene – if you select the Patterns of a Scene other than the most recently selected one, the corresponding pad will not turn green.
Just as you can chain Patterns together in Patterns View, you can chain Scenes together in Mixer View to create longer sequences. You do this by holding down the pad for the first Scene, then pressing the pad for the last Scene: these pads and all those between them will illuminate green. The Scene Chain to be played will now comprise the Scenes assigned to all the pads between the two you pressed; e.g., if you want a Scene Chain made up of Scenes 1 to 5, hold the Scene 1 pad and press the Scene 5 pad. Each Scene will play the Pattern Chain assigned to it once and then switch to the next Scene. The Scenes will play in numerical order, and then repeat.
Tip
You can use Scene chaining to overcome the restriction in Patterns View of not being able to define a Pattern Chain of non-sequential Patterns. You can assign the sequential groups of Patterns to consecutive Scene memories and then play them out as a Scene Chain. For example, if you wanted to play Patterns 1, 2, 5 and 6 in order, you can make a Pattern Chain of Patterns 1 and 2 and assign it to a Scene memory, and then another Pattern Chain of Patterns 5 and 6 and assign it to the next Scene memory. Then you can define a Scene Chain of those two Scenes, and will get the four required Patterns in sequence.
Scenes may be “pre-selected” in the same way as Patterns, so if a Scene is already playing, the next one is queued. The pad for a queued Scene flashes green and at the end of the Track 1 Pattern currently playing, the new Scene will begin playing from the start without losing sync.
To clear a Scene memory, hold down Clear and press the pad for the Scene you wish to clear. This will return the Scene memory to its default state - Pattern 1 for all tracks.