formalfred

FORMALFRED on the FM-1

The panel works like Mutable Dreams. Each group button opens its pages; press it again for the next page. The four knobs set the four values on screen. Print this page for one leaf.

Groups and pages knobs 1 to 4

HOMEthe four lanes: hits, steps, speed, chance
SEQRHYTHM: hits, steps, speed, chance, the bar drawn as a circle. FEEL: rhythm source (Euclid, rotate with accents, cellular automaton, ratchet) and its knobs. NOTES: note source (random, walk, up, down, bounce, loop, turing, step, markov, grammar, chord) and its knobs. RANGE: scale, low note, chord follow
EDITSOUND: shape (48 Braids, 8 FM, 10 drums), timbre, colour, level. FILTER: cutoff, resonance, envelope, low/band/high. ENVELOPE: attack, release, envelope to timbre. MIX: lane levels. PAN
LFOtarget (OFF, CHANCE, LEVEL, TIMBRE, COLOUR), rate in bars, depth, for the chosen lane
FXREVERB: send, decay, bright, return. DELAY: time, feedback, tone, return
GLOHARMONY: key, scale lock, chord progression, bars per chord. SYSTEM: tempo, keys octave, LOOK (seven colour schemes), SWING. MIDI: channels, INT or EXT clock. BANKS: patch, save slot, DEMO, AUTO (plays the demo songs in turn, changing a lane every 8 bars)

Controls

SELECTpick a lane (in a browser: the group)
PRESETSthe browser: sounds on EDIT (255, by engine or by type), patches elsewhere (142 factory, 8 user). ALGO changes the grouping while it is open
ALGORITHMtempo
PLAYstart or stop; stopping silences everything
SELmute the chosen lane
RECPUNCH: while the page is up the keys are momentary effects on the mix (right)
SAVEsave the patch to the slot chosen on GLO > BANKS
ARPheld keys play one at a time in step with the clock, on the chosen lane's sound (MODE, RATE, OCTAVES, GATE). ARP again while holding keys latches them. ARP with nothing held opens QUANT: OFF, SCALE (white keys are the scale degrees) or CHORD (white keys are the current chord)
keys, OCT- OCT+play the chosen lane's sound

ARP MODE: OFF (the keys play straight), UP, DOWN, UPDOWN, RANDOM, PLAYED (in the order pressed); RATE a note value; OCTAVES 1 to 3; GATE as a share of the step.

Punch REC, then the keys

keys, in orderdoes
HALF, DOUBLEtime
STUTTER, ROLL, OCT-, OCT+, SHIFT, GATE, CRUSHmomentary effects on the mix, like the OP-XY's punch-in FX
WASH, THROW, BREAKreverb up, delay up, all muted
next fourmute lane 1 to 4
A4 to C5re-roll lane 1 to 4: a new random loop, register and automaton row, and an unlearnt chain
C#5 to E5KEEP lane 1 to 4: its last bar becomes its STEP loop, played again every bar
F5, F#5FREEZE the chosen lane, or all four: the bar it is in repeats until thawed
G5FILL, held: every lane at chance 100 with two more hits

The knobs set the rates. Let go and the effect is gone: with no key held every effect is the identity; the gate gain fades over 1.5 ms.

Feel SEQ > FEEL, rhythm source

feelknobsdoes
EUCLID(HITS, STEPS on RHYTHM)hits spread as evenly as whole steps allow
ROTATEROTATE, ACCENTSthe Euclidean bar turned by rotate steps; accents of its hits, picked by a second Euclidean pattern laid over the hits, play louder and the rest softer
AUTOMATRULEan elementary cellular automaton (rule 0 to 255) on a ring of steps cells, seeded from the Euclidean bar, one generation a bar; a dead row is reseeded. Rule 90 is the Sierpinski triangle, 30 is chaos, 204 freezes
RATCHETRATCHET, SUBHITSeach hit split into ratchet (1 to 4) sub-hits, of which subhits play (the hit itself always); each sub-hit's gate is cut to its share of the step

The circle on RHYTHM and FEEL shows the live bar: hits in the lane colour, accents bigger, the current step white; the automaton's row changes every bar.

Notes SEQ > NOTES, note source

algoknobsdoes
RANDOMa random position in the range
WALKSTEPa random step of up to step positions, stopping at the ends
UP, DOWNclimb or fall through the range and wrap
BOUNCEup and down
LOOPLENGTH, MUTATEreplay a memory of length notes; each slot has mutate percent chance to be replaced when it plays
TURINGLENGTH, FLIPa shift register of length bits; the recycled bit flips with flip percent chance; the low byte sets the pitch. FLIP 0 is a locked loop
STEPLENGTH, MUTATELOOP whose memory you play in: with the lane chosen and STEP on, each key writes the next slot
MARKOVSTYLE, JUMPeach move (-3 to +3 positions) is drawn from a row of weights picked by the last move. The weights start as a style (STEPS, LEAPS, REPEATS, ARCS) and learn from the keys you play; ROLL on the PUNCH page forgets. JUMP sometimes doubles a move
GRAMMARGRAMMAR, DEPTHan L-system (FIBO, CANTOR, THUE, ROUND) expanded depth levels; each symbol moves the line by a step or a third
CHORDTONES, OCTAVEclimbs tones notes of the lane's scale from its bottom note (with chord follow, the chord); OCTAVE is the chance of an octave jump

The keys teach only the chosen lane, and only STEP and MARKOV listen.

Harmony GLO > HARMONY, SEQ > RANGE

chord followdoes
OFFthe lane sees only the key's scale
7TH, TRIADthe lane follows the progression; chords are stacked from the key's scale, so on a table progression the lane stays in key
COMPLthe opposite: only the notes outside the key. Those have the scale's intervals, each shifted by the same count (Babbitt's hexachord theorem), and why BLACK KEYS still sounds like C major
progressionis
OFFno progression
1-4-5-1, 1-5-6-4, 6-4-1-5, 2-5-1-1, 1-6-3-7, 1-3-4-5, 1-6-2-5degrees: 1-4-5-1 is I IV V in a major key and i iv v in a minor one
WALK LRwalks the Tonnetz through all 24 major and minor triads and comes back
WALK PLa hexatonic cycle of six
WALK PRan octatonic cycle of eight

Each walk move is P, L or R, which keeps two notes of the triad and changes one; the walks leave the key on purpose.

Effects FX: REVERB, FX again: DELAY

reverbdoes
SENDhow much of the chosen lane goes to the reverb (0 to 100%, kept in the patch)
DECAYhow long the tail rings (0 to 100%; the loop gain runs from 0.35 to 0.98)
BRIGHThow dark or bright the tail is (the low-pass in each loop, 0.6 to 0.97)
RETURNhow loud the wet signal is in the mix (0 to 100%; 100% is a gain of 1.0)
delaydoes
TIMEthe note value of the echo: 1/32, 1/16, 1/8T, 1/16., 1/8, 1/4T, 1/8., 1/4 of the tempo
FEEDBKhow much of each echo goes round again (0 to 100%; 100% is a gain of 0.95)
TONEthe low-pass in the loop (0.2 to 1.0; 100% is no filtering)
RETURNhow loud the echo is in the mix (0 to 100%; 100% is unity)

Each lane's SEND feeds both the reverb and the delay; each effect has its own RETURN.

Simulator keys sim/

Z–/play from C4
Q–Tplay from C5, or click the keys
- =OCT- and OCT+
SpacePLAY
EscHOME
[ ]turn Select
PageUp PageDownstep through the patches
knobsscroll wheel, drag up or down, click the left or right half, or arrow keys when focused
?patch=Na link with it loads that patch at power on

Hover a button for what it does.