PT/FM is a firmware for the M-VAVE FM-1. It turns the FM-1 into a tracker: you write music as patterns of notes,
play them as songs, stack live loops, mix two songs like a DJ, and play six kinds of instrument from its keys.
Read chapters 1 to 5 first: they install PT/FM, show the panel, explain the few rules every screen follows, and
walk you through your first hour. Chapters 6 to 15 explain each screen in detail. The rest of the manual is for
looking things up: every shortcut, every message, troubleshooting, the instruments that come with PT/FM, the
specifications, and a glossary of the words used (appendix G).
In a hurry? Install PT/FM and the demo disk (chapter 2), then go straight to
chapter 5: it plays a song in a minute, and names every key it uses.
The FM-1 also has its own help on every screen: press HOME +
LFO. Its pages are short reminders of what this manual explains.
How this manual writes things
Written
Means
SEQ
a button or a knob, by the name printed on the panel. PLAY is the button
printed PLAY / STOP.
POLY
a black key, by the name printed on it. The last black key has no print:
this manual calls it the blank key.
3
a white key, counted from the left: white key 1 is the lowest, white key 16
the highest.
HOME + LFO
a combination: the first button held
(or, for HOME, tapped first), then the second.
PLAY held
pressed and kept down for a moment (half a second unless you set HOLD DELAY
otherwise).
SEL held + K1
the same, said where the
holding matters: keep SEL down and turn K1.
HOME + white key held
a combination whose
last key is kept down (here, the white key). "Held" after a combination is always about its last key.
SAVED
a message the FM-1 shows, exactly as it shows it. Numbers in
messages change with the case (TRACK 02 MUTED).
On the web page on a computer, point at a key in the text and it lights on the FM-1 drawn beside the text; a row of
a key table lights all its keys. Point at a key or knob of the drawing and its screen names it.
PT/FM at a glance
PT/FM stands for Pocket Tracker / Fusion Machine. It is a complete music workstation in the FM-1:
write songs, play them, play over them live, and keep everything on the FM-1 itself.
What it does
A tracker. Music is written as patterns: a grid of up to 16 tracks across and up to 128 rows down, each
row a step in time. A cell holds a note, the instrument that plays it, a volume and up to 4 commands (a slide, an
arpeggio, a tempo change ...). A song plays patterns in an order of your choice. The EDITOR writes patterns; SONGS
arranges them.
Six kinds of instrument, sharing one pool of voices; INSTRUMENTS picks, tries and edits them:
DX7: 6-operator FM, the classic digital synth.
JUNO-106: the classic analogue polysynth.
TB-303: the acid bass line, with slide and accent.
CHIP: the sound chips of 8-bit computers and consoles.
Sampler: recorded sounds, with loops and an envelope.
FUSION: an instrument made of a pattern, where one note is one pattern row. Each key plays its own
row of the pattern (C-4 plays row 3C), every note written in that row at once, each on its own instrument: one key
can play a chord, a layered sound, or a different drum on every key, a kit. The row's commands play as well, so a key
can also start an arpeggio or a short riff (chapter 8).
Up to 16 notes at once (SETTINGS' VOICES: 8, 12 or 16), from the songs, the loops and the keys together.
Effects: GATE, FILTER, DRIVE, LO-FI, CHORUS, DELAY, REVERB, LIMITER and DUCK, each song with its own
setup, plus a METRONOME. Held on the white keys, sixteen punch-in effects play over everything for as long as
a key is down (FX).
LOOPS, a loop station: record up to 16 loops of one length on top of each other, mute and solo them from
the keys, and record the whole performance as a new song (RECORD LIVE).
DJ: two songs on two decks, kept in time, mixed with a crossfader, with filters, pads and an LFO.
MIDI: play PT/FM from a keyboard or a computer (USB, or the TRS MIDI IN jack), learn an outside
controller's knobs and pads onto the FM-1's own, send the keys and everything that plays out over USB, or make the
FM-1 a controller for the computer (MIDI CONTROLLER).
MIDI clock in (SETTINGS' SYNC EXTERNAL): PT/FM follows a sequencer's or a drum machine's clock, from USB
or the MIDI IN jack, with its START, STOP, CONTINUE and song position, locked to it so nothing drifts.
MIDI clock out (CLOCK OUT ON): PT/FM leads, sending the clock, START / STOP / CONTINUE and the song position
over USB.
Audio sync pulse (SETTINGS' OUTPUT SYNC PULSE L or R): a click on one side of the output every half beat,
for instruments that follow a sync pulse, the music in mono on the other side. It works while PT/FM leads (SYNC
INTERNAL).
USB audio: a computer connected by USB hears PT/FM as a sound card and can record it.
Everything stays on the FM-1: SAVE writes your songs, patterns, instruments and settings into its own
memory, where they survive power-off and firmware updates.
What comes with it
Built into the firmware are 11 synth cartridges, numbered F0 to FA: eight DX7 cartridges (F0 KEYS/ORGANS to
F7 PERC/FX), F8 JUNO-106 (128 sounds), F9 CHIPTUNE (128 sounds) and FA TB-303 (64 sounds). They are always there,
even on an empty FM-1. You can edit them like anything else; SAVE keeps your changes, and the originals come back
with BACK TO BUILT-IN.
The demo disk is uploaded from the install page (chapter 2). It adds five sampler
cartridges (a drum kit, percussion, band and orchestra instruments, voices, basses), the FUSION cartridge, six demo
songs and twelve DJ loops. Appendix D lists them all.
The screens
PT/FM has ten screens. Each black key opens one (press HOME, then the black key), and FX has a
button of its own:
The black key OP6 and the blank key have no screen yet.
Installing and updating
PT/FM is installed from a web page, install.html, that comes with the firmware. It works
offline: the firmware and the demo disk are inside the page. Get the latest from PT/FM's home,
hitosu.github.io/ptfm, or from its
repository, github.com/hitosu/ptfm (the
dist folder).
Before you start
Open install.html in Chrome or Edge, on a computer or an Android phone. Safari and iPhones cannot talk
MIDI from a web page.
Connect the FM-1 by USB and switch it on. Keep it connected until the page says it is done.
When the browser asks, allow MIDI devices, SysEx included: the whole install goes through MIDI.
INSTALL FIRMWARE
Writes PT/FM over whatever firmware the FM-1 runs.
Open install.html and connect the FM-1.
Press INSTALL FIRMWARE. The page shows its progress, the kilobytes written of the firmware's; the FM-1
restarts by itself.
When the page says it is done, the FM-1 starts PT/FM on its STATUS screen.
Over PT/FM (an update), your songs, patterns, instruments, samples and settings stay where they are: the
install writes nothing into PT/FM's own memory, the user area. Over another firmware, keep a copy of
your work first: other firmwares erase that memory when they are installed. The EDITOR page saves the FM-1's whole
library to a file (chapter 17).
Updates: a new version comes as a new install page, on PT/FM's home. Install it as above; STATUS shows the
version the FM-1 runs.
CLEAN INSTALL
A fresh start. With the CLEAN INSTALL switch on, INSTALL FIRMWARE writes PT/FM and then erases everything the FM-1
holds: your work, the settings, and any damaged records. The FM-1 then starts with an empty user area and only the
built-in cartridges. Upload the demo disk after it if you want the demo songs.
The FM-1 can do the same erase on its own, without a computer: SETTINGS, TOOLS, FACTORY RESET
(chapter 13).
UPLOAD DEMO DISK
Needs PT/FM running on the FM-1. Afterwards the FM-1 holds exactly the demo disk: its songs, patterns, cartridges
and samples take the place of yours, and what of yours is not on it is gone.
It is a fresh start with the demo disk: everything you saved goes, your settings, MIDI mappings, loops,
DJ's decks and your changes to the built-in cartridges included. Only the built-in cartridges themselves stay.
To keep your work, back it up first on the EDITOR page: READ, then DOWNLOAD DISK
(chapter 17).
To add the demo songs to your own work instead of replacing it, drop demo.ptfmdsk on the EDITOR page's TABLE,
drag what you want onto its FM-1 panel, and WRITE.
If the FM-1 has edits not saved, the upload is refused: press SAVE on the FM-1 (or revert them),
then upload again.
An upload cut short leaves what was there whole, unless the upload was replacing a nearly full FM-1's library:
then part of it may be left. Either way, upload again. The FM-1 says what it found when it starts.
UPLOAD CUSTOM DISK
The same with a disk file you pick (.ptfmdsk): a backup the EDITOR page's DOWNLOAD DISK saved
(chapter 17), or a disk someone gave you. Afterwards the FM-1 holds exactly that disk,
everything else gone, as with the demo disk. A file that is no disk, or a disk holding nothing, is refused before
anything is sent. A disk that leaves the FM-1 less than 64 KB free still goes in, and the page says what that costs
its own saves: under 40 KB free, it saves nothing new until you delete something.
A disk that does not fit around what the FM-1 holds, but would fit it empty, is not written: the page offers
REPLACE ALL, which erases everything the FM-1 holds and then writes the disk. Cut short, it leaves part of the
disk: upload again.
USB RESCUE
If the FM-1 does not start, or does not answer the install page:
Switch the FM-1 off.
Hold OCT- and switch it on. The screen says USB RESCUE.
Press INSTALL FIRMWARE on the install page.
The FM-1 also starts in USB RESCUE by itself after two failed starts in a row.
If something goes wrong
No FM-1 found: close what else uses its MIDI port (a music program, another installer, another browser
tab), then try again.
Back to another firmware: PT/FM keeps the FM-1's update path, so another FM-1 firmware's installer replaces
it, from USB RESCUE if need be.
The panel
Seven endless knobs and a volume knob, fourteen buttons, 27 keys and a 240 × 240 colour screen. Many
of the buttons are printed for the FM-1's original synth; PT/FM gives each one job on every screen.
Knobs and buttons
The knobs and buttons, numbered as in the table below.
Control
Its job
1 MASTER
The volume. It is a plain volume knob, never used for anything else.
2 SELECT
Moves the cursor up and down (rows, list items).
3 PRESETS
Picks the current instrument, on every screen: the sound the keys play.
4 ALGORITHM
Moves the cursor left and right (tracks, columns).
5-8 K1K2K3K4
Change values at the cursor. The
footer says what each one turns. (Printed KNOB1 to KNOB4.)
9, 10 OCT-OCT+
The keys' octave, -4 to +4.
11 FX
The FX screen. Held with a white key: a punch-in effect.
12 SEL
Select and act: the menu of the thing at the cursor. Held, a shift.
13 ENV
The lists: patterns, cartridges, samples, songs (read it as Explore Named
Vaults).
14 LFO
Clear, or reset to the default (Leave Field Open). With HOME: the help.
15 EDIT
Open the thing at the cursor for editing; again, done.
16 GLO
The properties of what the screen shows: the song, the pattern, the view.
17 HOME
Back. At the top of a screen: the screens, mutes, rewind and help (HOME's
combination).
18 SAVE
Write every change to the FM-1's memory.
19 ARP
The arpeggiator (Again, Repeat, Please).
20 SEQ
The screen's next view (Show Else, Quick).
21 PLAY
Play / pause. Held: stop and go back to the start.
22 REC
Record: write notes in the EDITOR, record loops in LOOPS.
The keys
The black keys and the white keys.
The 27 keys play notes, F-3 to G-5 at octave 0; OCT- and OCT+ shift them down to C-0 or up to G-9. At octave -4
the seven lowest keys, which would be below C-0, are silent. Many screens give the keys other jobs:
The 16 white keys are 16 tracks, 16 loops, 16 steps or 16 punch-in effects, depending on the screen.
White key 1 is the leftmost.
The 11 black keys open the screens (with HOME): OP1 to OP5, PIT, GLO, MONO and POLY. OP6 and the last,
unprinted key, the blank key, have no screen yet.
Without HOME, some screens give the black keys jobs of their own: on DJ they work the two decks, on FX LIVE each
picks an effect (and the blank key is BYPASS), on LOOPS' CONTROL mode they set the quantize and the next loops' mode.
Each screen's chapter lists them.
The lights
Every button and key has a light, and the lights tell you what works:
dim: it does something on this screen;
off: it does nothing here;
on: its mode or its list is open (REC on: writing; ARP on: the arpeggiator runs).
PLAY has two lights. Green means playing (brighter on each beat); red means paused. Green with a dim red means a
loop is playing (the EDITOR's pattern or the loops), not a song. Red dim alone: nothing to resume yet. Both dark:
PLAY has nothing to play here.
Some lights have rules of their own:
SAVE is dim while something is not saved yet, dark when everything is saved, and blinks dim while a save
waits for the music to pause.
OCT- and OCT+ show the octave. Both are dark at octave 0; OCT- lights for the octaves below, OCT+ for those
above: dim at 1, full at 2, blinking slowly at 3 and fast at 4.
A fast blink on a button means it cannot act just now: PLAY with no song to play, for example.
HOME breathes (dim to full and back) while HOME's combination is open; then the black keys show the
screens (the current one bright, the others dim, OP6 and the blank key dark) and the white keys show the tracks: dim
while a track plays, dark while it is muted, bright while it is soloed.
REC is on while the EDITOR writes, and blinks during a take.
The keys light with their notes: full while a note is loud, dim as it fades, dark once it is quiet. A
plucked sound flashes and fades, a held pad stays lit, so the keys show what sounds, not only what is pressed.
While FX is held (and on FX LIVE) the white keys are the punch-ins: keys 1, 5, 9 and 13 light dim so you
can find each group of four by touch, and a running punch-in lights full. Other screens that use the white keys as
buttons (steps, DJ's pads) light them the same way.
The screen
Every screen has the same frame:
The header (the top line): the screen's name in its group's colour, then what it shows (a pattern's
number, a page, SEQ and the view SEQ switches to); on the right the voices sounding, the transport (a green
triangle playing, two red bars paused, a red dot recording), the processor's load and the battery. The battery
has three bars, its shell turning red when none is left; while a computer powers the FM-1 over USB, the bars fill
one after another in light blue (a plain USB charger cannot be told apart, so it shows the battery). Short messages
(toasts) take the name's place for two seconds, and so does a knob's name and value while you turn it.
The footer (the bottom line): on the left the current instrument, the one the keys play
(F8:00 and its name: cartridge F8, slot 00); on the right what the knobs turn here.
The body between them: the screen's own content.
The colours (in the DEFAULT theme; other themes keep the same roles):
Colour
Means
light red
a DX7 instrument, its notes
light cyan
a JUNO-106 instrument, its notes
light green
a TB-303 instrument, its notes
light blue
a CHIP instrument, its notes; commands in a cell (at its right, where notes never stand);
the MAKE screens' names
yellow
a sampler instrument, its notes; samples; something not saved; keys in the help
light magenta
a FUSION instrument, its notes
brown
volumes in a cell; a built-in item's number in a list; the HEAR screens' names
green
playing, on, done; the PLAY screens' names
red
recording, a warning, an instrument that is missing
magenta
the SYSTEM screens' names
dark grey
empty: an empty cell's dots
Basic operation
A few rules work the same on every screen. Learn them once and every screen is easy: HOME takes you
around, PLAY plays, SAVE keeps your work, the knobs move and change, and every button acts when you let it go.
HOME: back, and to everywhere
HOME backs out of whatever is open: a menu, a list, an edit, a dialog. At the top of a screen, with
nothing to back out of, a tap opens HOME's combination: HOME breathes, the keys that work light up, and the
next key you press does one of these:
Mutes or unmutes a
track: white key 1 is track 00, white key 16 track 0F (TRACK 02
MUTED, TRACK 02 ON). Key after key, while it stays open. In LOOPS
the white keys are the loops (chapter 14); on DJ, keys 1-8 the left deck's tracks, 9-16
the right deck's (chapter 10).
HOME + white key held
Solos the track
instead (TRACK 02 SOLO). The same on the soloed track ends the solo
(SOLO OFF); on another track it moves the solo there.
HOME + SEQ + white key
SEQ
first switches the white keys to SOLO (and back to MUTE): then a tap solos.
HOME + PLAY
Rewinds what plays (or played last) to
its start: BACK TO THE START (below). On DJ both decks go back
to their cue points (BACK TO THE CUES, chapter 10).
The help for this screen,
LOOK FOR ONSWERS (below).
HOME
Closes the combination; at a menu, a list or an edit, backs out of it.
HOME held
Opens the same combination at once, for as long as it is held: HOME held + a
black key goes to a screen, and so on.
While the combination is open, the white keys show the tracks: dim while a track plays, dark while it is muted,
bright while it is soloed. The black keys show the screens, the current one bright.
Mutes and solos are part of the performance: they are not saved with the song. Once the combination has done
something (a mute, say), any other key closes it and does its own job.
Playing and stopping
There is one transport: one thing plays at a time, the current song, the EDITOR's pattern loop, the loops or DJ's
decks. PLAY acts the moment it is pressed.
On SONGS, the EDITOR, LOOPS and DJ, PLAY plays that screen's own thing: the song picked, the pattern shown
(looped, from the cursor's row), the loops, both decks. If something else plays, it switches at once.
On the other screens, PLAY pauses and resumes whatever played last, so on FX or VISUAL it toggles what you
hear.
What plays plays on from screen to screen until something else starts. Every edit is heard at once.
PLAY held stops: what plays goes back to its start, so the next PLAY plays it from the beginning
(BACK TO THE START).
With no song to play, PLAY blinks: NO SONG TO PLAY.
The CUT: all sound off
HOME + REC, on every screen, stops every sound at once: notes,
echoes, reverb tails. While REC is held there is no sound at all (SOUND CUT: LET GO OF REC),
but what plays keeps its time; let go, it is heard again from its next notes.
Keep REC held for 2 seconds and every effect of what plays is switched off too
(SOUND CUT, EFFECTS OFF). That is an edit like any other: SAVE keeps it, REVERT undoes
it.
Saving your work
Every edit goes into the FM-1's working memory first and is heard at once. SAVE writes all of them to
its flash memory, where they survive power-off. Switching off loses unsaved edits.
The SAVE light is dim while something is not saved.
A save shows its progress (SAVING 3 CHANGES), then
SAVED. With nothing to save: NOTHING TO SAVE.
SAVE while playing waits for a pause (SAVE WAITS FOR A PAUSE); SAVE blinks meanwhile. A
save still waiting is lost if the FM-1 is switched off.
REVERT, in a screen's SEL menu, takes the thing that screen shows back to what was saved (a
pattern, a song, a cartridge, the loops ...), after a question: REVERTED.
REVERT ALL drops every edit since the last save: SAVE +
OCT-, or SETTINGS, TOOLS, REVERT ALL. It asks first, then reloads:
REVERTED TO SAVED (NOTHING TO REVERT when there is nothing).
SAVE held alone only shows what it does with other keys; let go then, it saves nothing.
SAVE + OCT+ saves.
What SAVE keeps, and what switching off forgets:
SAVE keeps
Never saved: gone at power-off
Your songs, with their order, properties, mixer and effects
The loops, with their mutes; DJ's decks as they stand
The pattern recorder's steps
THE KEYS' setup and tempo
The arpeggiator being on, and the octave (SETTINGS' KEYS OCTAVE sets the
octave at power-on)
The current instrument, and the pattern the EDITOR is on
What was playing, and where
Samples are the one exception to "SAVE writes": CLONE and MOVE of a sampler cartridge write its samples at once.
A power cut during a save loses nothing that was saved before: the FM-1 keeps either the old state or the
new one, whole. The same holds when the battery runs out.
The memory for edits holds what differs from what is saved (about 650 changed tracks). When it runs low,
the header reminds you: SAVE CHANGES TO FREE MEMORY. When it is full, an edit that needs more is not made and
a question asks you to save (MEMORY FOR EDITS IS FULL,
SAVE BEFORE MAKING MORE EDITS): OCT+SAVE NOW,
OCT- back. After the save, make the edit again.
Storage full: a save that does not fit writes nothing and asks
(NOT ENOUGH STORAGE TO SAVE): OCT+ runs CLEAN UP, which offers to delete unused
patterns, samples and instruments; or delete something yourself and save again. Your edits stay in memory
meanwhile. STATUS shows the free storage.
Things that use other things
A note uses an instrument, a song uses patterns, a FUSION instrument uses a pattern, a sampler instrument uses a
sample. Moving, swapping or deleting something in use asks first
(PATTERN 1A IS USED 3 TIMES,
UPDATE REFERENCES?):
YES (OCT+): everything that used it follows the change, and everything is saved at once
(UPDATING 3 REFERENCES, then
REFERENCES UPDATED, SAVED).
NO (OCT-): the change is made, and what used it keeps the old number, now pointing at whatever
is there.
HOME: nothing happens.
A reference to something missing is drawn in red and plays nothing. SETTINGS, TOOLS, CHECK REFERENCES lists them.
Built-in things
The built-in cartridges (F0 to FA) live in the firmware. Their numbers are brown wherever they are listed. You can
play, use and edit them like anything else: SAVE keeps your changed copy under the same number, and it is used from
then on, also after a firmware update. BACK TO BUILT-IN, in the cartridge list's SEL menu, brings the
firmware's own back (CARTRIDGE F0 BUILT-IN AGAIN). Built-in things
cannot be moved or deleted.
Taps, holds and combinations
Most buttons act when you let them go (a tap), so they can also be held as a modifier. PLAY,
REC and the KEYS act the moment they are pressed, for timing.
Held + another control is a combination: SEL + K1 means
keep SEL down and turn K1. The combination repeats while the button stays held (turn on and on), and the held
button's own tap does not happen.
A slack of 0.1 s: a button let go a moment early still counts (SETTINGS' COMBO GRACE). So buttons that can
combine act about 0.1 s after you let them go, and HOME then LFO can never clear a cell by mistake.
A button held alone past the hold delay (half a second, SETTINGS' HOLD DELAY) shows what it does with the
other keys and knobs, for as long as it is held. Letting go then does nothing else.
The key that opens something closes it: a menu, a mode, an editor. EDIT opens an edit and
leaves it keeping the changes; HOME leaves it dropping them (CHANGES DROPPED).
The knobs
SELECT moves the cursor up and down, ALGORITHM left and right. The cursor stops at the
ends; only the instruments, the cartridges and the screens go round.
K1 to K4 change values at the cursor; the footer names what each turns. They never move the
cursor.
SEL + K1 (SEL held, any of K1-K4) takes big steps: an octave
for a note, 10 for a value.
The keys and the current instrument
The keys play the current instrument on every screen, unless the screen gives them a job. The footer shows
it on the left.
PRESETS picks the instrument, one a click, round within its cartridge (a cartridge is a bank of up to
128 instruments). While it turns, the cartridge's instruments show over the screen, the one picked highlighted; the
list goes a second after the last click, or at once when you touch another control (SETTINGS' PRESETS LIST switches
it off).
SEL + PRESETS (SEL held, or tapped first) turns the
cartridges instead: the list of cartridges opens and each click picks the next. Let go of SEL (or touch another
control) and PRESETS turns the instruments again; SEL tapped again only closes the list.
OCT- and OCT+ shift the keys by an octave, from -4 to +4
(OCT +3).
The keys have no velocity: they play at SETTINGS' KEYS VOLUME. SETTINGS also sets the keys' default octave and how
the effects treat them.
The arpeggiator
ARP switches the arpeggiator on and off on every screen but three: the EDITOR and LOOPS, where ARP has a
job of its own, and DJ, where the keys are the decks'. While it is on, the keys you hold take turns as a rhythm
instead of sounding together. Switched on with no key held, it waits for your first key.
The notes follow SETTINGS' ARP RHYTHM (a row a step), in the order of ARP PATTERN (UP, DOWN,
UP-DOWN, RANDOM, AS PLAYED).
ARP LATCH keeps up to 1-8 notes playing after you let go of their keys; a key pressed with none held
starts a new set. OFF: a note stops with its key.
Held, ARP changes them from the knobs: ARP + SELECT the rhythm,
ARP + ALGORITHM the pattern
(ARP UP), ARP + K1 the latch
(LATCH 4 NOTES), ARP +
LFO lets the latched notes go.
To stop latched notes and keep the arpeggiator on, tap ARP with no key held: the first tap lets the
latched notes go, and ARP stays on; the next tap switches it off.
Changing screens switches it off.
Menus, questions and names
SEL opens the menu of what is at the cursor (copy, paste, move, delete ...), its last choice ready.
SELECT picks, SEL (or the key that opened it) chooses, HOME closes. Only what can act is listed: REVERT, for
example, only when there is something not saved.
Groups: an item marked > at the right holds more items (ROWS, TRANSFORM). SEL opens it; its
first line, < BACK, goes back up; HOME closes the whole menu from any level.
MOVE: SELECT carries the thing, SEL puts it down, HOME puts it back.
Questions: the answers sit over their keys, in their own words (REVERT or KEEP, YES or NO):
OCT+ on the right answers yes, OCT- on the left no; HOME cancels, and nothing
happens. Nothing else acts while a question shows.
Typing a name:ALGORITHM moves along the name, SELECT changes the letter,
SEL + SELECT jumps to the next group of characters (letters, digits,
signs), LFO deletes a letter, OCT+ adds a space; EDIT is done, HOME
cancels. Names take capitals, digits, the space and : . - ? | / \ * # $ @ %. An instrument's name holds 10
characters, a cartridge's 12, a song's 16; a name left empty becomes NO NAME.
The help on the FM-1
HOME + LFO, on any screen, opens LOOK FOR ONSWERS: a few
pages on the screen you are on, then pages shared by all screens (the global keys, HOME, the screens, buttons,
knobs, saving). SELECT turns the pages; HOME gets you back. In the help, keys are yellow, and a
button whose print reads wrong gets its reading once: ENV (Explore Named Vaults), SEQ (Show Else,
Quick), ARP (Again, Repeat, Please).
Keys on every screen
Key
Does
KEYS
The keys play the current instrument, unless the screen gives them another job (on
LOOPS' CONTROL mode, DJ and FX's LIVE page, for example).
PRESETS
Picks the current instrument: the sound the keys play. It goes round within its
cartridge.
SEL + PRESETS
Picks another cartridge (a bank of
sounds): the cartridge list opens, and each click shows the next one. Hold SEL, or tap it first.
OCT-OCT+
Shift the keys an octave down or up, from -4 to +4.
SEL + OCT-SEL +
OCT+
On FX's EDIT page, where OCT alone switches the effect off and on, these change the
octave instead.
PLAY
Plays, or pauses, what the screen plays (or what played last).
PLAY held
Stops: what plays goes back to its start.
PLAYRECKEYS
These act the moment you press them, for timing. Every
other button acts when you let it go.
SAVE
Saves all your changes. Its light is dim while something is not saved. While music
plays, the save waits for a pause.
SAVE + OCT+
Saves too: use it when you held SAVE so
long that letting go no longer counts as a tap.
SAVE held + OCT-
REVERT ALL: throws away every
change since the last save, after asking.
Turns through all the screens, one a
click, round and round.
HOME + white key
Mutes or unmutes a track:
white key 1 is track 00. In LOOPS it mutes a loop.
HOME + white key held
Solos the track
instead.
HOME + SEQ + white key
SEQ first
switches the white keys to solo: then a tap solos the track.
HOME + PLAY
Rewinds what plays to its start.
HOME + REC
The CUT: all sound off at once.
HOME + REC held
Silent for as long as REC is held;
held for 2 seconds, it also switches every effect off.
HOME + LFO
Opens the help for this screen, LOOK FOR
ONSWERS.
SELECT
Moves the cursor up and down.
ALGORITHM
Moves the cursor left and right; when typing a name, along the name.
K1K2K3K4
Change the values at the cursor. The footer
says what each one turns.
SEL held + K1
With SEL held, any of K1-K4 takes big
steps: an octave for a note, 10 for a value.
SEL
Opens the menu of what is at the cursor, its last choice ready. During a MOVE, it puts
the thing down. In most menus, REVERT takes the thing back to what was saved.
LFO
Clears, or resets a value to its default. When typing a name, deletes a letter.
ARP
Switches the arpeggiator on and off.
ARP + SELECT
Changes the arpeggiator's rhythm.
ARP + ALGORITHM
Changes the order its notes take
turns in.
ARP + K1
Changes how many notes it keeps playing
after you let go (the latch).
ARP + LFO
Lets the latched notes go.
First steps
Half an hour with PT/FM: play a demo song, play the keys, write a pattern, record a loop, and save.
The demo disk should be on the FM-1 (chapter 2).
Play a demo song
Switch the FM-1 on. It starts on STATUS, which shows the version and how to get help.
Turn SELECT to a song, then press PLAY. Turn MASTER for the volume.
Press PLAY again to pause; hold it to stop and go back to the start.
Play the keys
Play the keys: they play the current instrument, named in the footer's left corner.
Turn PRESETS to try the instruments of its cartridge.
Hold SEL and turn PRESETS to change the cartridge: try F8, the JUNO-106, or FA, the
TB-303.
Press OCT- or OCT+ to play lower or higher.
Write a pattern
Press HOME + OP2: the EDITOR, with its own pattern.
Tracks go across, rows go down; each row is a step in time.
Press REC: its light comes on, and the keys now write.
Play a key: the note is written at the cursor with the current instrument, and the cursor moves down. Play more.
SELECT moves up and down, ALGORITHM to another track; LFO clears a cell.
Press REC to stop writing, then PLAY: the pattern plays in a loop from the cursor's row.
To hear it from the top, turn SELECT back to row 00 first.
The loop plays at the current song's tempo and through its effects: the song at the cursor on SONGS. To make it
faster or slower, change that song's TEMPO (SONGS, GLO), or make the pattern a song of its own, as
below.
The EDITOR's own pattern is a sketch pad. To use it in a song, give it a number: SEL, STORE IN A
PATTERN (chapter 7).
Make it a song
A song is a list of patterns played one after another, its order. From the pattern you wrote to a song of
your own:
In the EDITOR, press SEL and pick STORE IN A PATTERN, then + NEW PATTERN: your pattern gets
the first free number (STORED IN PATTERN 00), and the EDITOR
follows it there.
Press HOME + OP1 for SONGS. Press SEL and
pick NEW: the pattern list asks what the song starts with (NEW SONG STARTS WITH). Turn SELECT to your
pattern and press SEL. The song, NEW SONG, is added at the end of the list and becomes the current
song.
Press EDIT to go into its order. SEL opens the position's menu: CLONE PATTERN puts a copy
of the pattern after it, to vary; NEW PATTERN puts an empty one after it. K1 changes which pattern a
position plays, and EDIT PATTERN in the menu opens it in the EDITOR (HOME comes back). Press
EDIT again when the order is done.
Press GLO for the song's properties: set its TEMPO with K1 (the BPM it makes is shown beside
it), give it a NAME (EDIT types it), and choose whether it
loops or stops AT THE END. GLO closes.
Press PLAY to hear the whole song, then SAVE.
Record a loop
Press HOME + POLY: LOOPS. The cursor is on
+ NEW LOOP.
Pick a sound with PRESETS, then press REC.
Play: recording starts with your first note (or press PLAY to start it on the beat).
Press REC again: the loop closes at the next bar line and plays on. Its length is now every loop's
length.
Pick another sound and press REC again: the next loop starts with the loops' next round.
Save
Everything you did is in the FM-1's working memory: the SAVE light is dim. Press SAVE. When the music
plays, the save waits for a pause; press PLAY to pause and it is written: SAVED.
Now your pattern and loops survive switching off.
SONGS
SONGS lists every song, and below the list shows the picked song's order: the patterns it plays,
one after another. The song at the cursor is the current song everywhere: PLAY plays it, and the EDITOR opens on its
patterns. Open it with HOME + OP1.
The list
SONGS: the list (number, name, BPM, positions, length) and, below, the
current song's order, eight positions a line. The box marks where PLAY starts.
SELECT picks a song: it becomes the current song.
PLAY plays it, from the boxed position; again, pauses. The playing song has a play mark and its name
turns green.
ALGORITHM moves the box: the position PLAY will start from (PLAY FROM POS 03 in the header).
While the song plays, only the box moves; it waits for the next PLAY.
The header counts the songs (3/18); the footer's right side shows the current song's BPM and length.
A position whose pattern is missing shows its number in red.
When a song ends: the play modes
SEQ turns the play mode round (ONE PLAY,
REPEAT SONG, PLAY NEXT). It decides how a song started here ends,
if the song itself stops at its end:
ONE PLAY (at first): it stops.
REPEAT SONG: it plays again from its start.
PLAY NEXT: the next song in the list plays at once, and the cursor follows it; after the last song,
playing stops.
A song set to loop (AT THE END: LOOP) loops in every mode. The mode holds on every screen until something else
plays (a pattern in the EDITOR, LOOPS, DJ), and it is not saved.
Changing a song's order
Press EDIT on a song: the cursor moves into its order, onto the boxed position, and EDIT lights.
Editing the order: the cursor on a position.
SELECT moves a line (8 positions) up or down, ALGORITHM one position left or right.
K1 puts another pattern at the position (K1 PATTERN 0A); with SEL held, 8 at a time.
LFO removes the position.
ENV opens the pattern list; ENV again puts the highlighted pattern at the position.
SEL opens the position's menu (below).
EDIT leaves the order keeping the changes; HOME leaves dropping them
(CHANGES DROPPED): a pattern made meanwhile is deleted again.
EDIT PATTERN
Opens the position's pattern in the EDITOR; HOME comes back here.
NEW PATTERN
An empty pattern at the first free number, put in after the position
(PATTERN 0C MADE).
INSERT
A position before the cursor's, with the same pattern.
DELETE
Removes the position, as LFO does.
COPY, PASTE
COPY takes the position's pattern number
(PATTERN 03 COPIED); PASTE puts it in after the position.
CLONE PATTERN
Copies the position's pattern to a new number and uses the copy here
(03 CLONED TO 0C), so you can change it without changing the
other places that play the original.
REVERT
The song as last saved (listed only while it has unsaved changes).
Your patterns are numbered 00 to EF (240 of them). With all used, NEW PATTERN and CLONE PATTERN say
NO FREE PATTERN.
The song menu
SEL on the list opens the song's menu:
The song's menu (SEL on the list).
NEW
A new song. First pick the pattern it starts with from the list (NEW SONG STARTS WITH), or
+ NEW PATTERN for an empty one; HOME makes nothing. The song, NEW SONG, is added at the end of the list
(tempo 120, LOOP). Past song FD: NO FREE SONG NUMBER.
CLONE
A copy of the song, after it, named with " 2".
MOVE
Another place in the list: SELECT carries it, SEL puts it down
(SONG MOVED TO 02), HOME takes it back
(NOT MOVED).
DELETE
Asks first (DELETE SONG 00?). The line ITS PATTERNS TOO is ticked at first: the
song's own patterns, those no other song and no FUSION instrument uses, are deleted with it
(SONG 00 DELETED, 4 PATTERNS TOO), and the line
says how many there are and how much room they free. To keep them, clear the tick with K1. Patterns other
songs use always stay. OCT+ deletes, OCT- keeps the song, HOME cancels.
RENAME
Type its name (up to 16 characters); EDIT is done.
UNLOAD SONG
Once a song, the EDITOR's pattern loop, the loops or DJ's decks have played, the keys go on
sounding through that one's effects and tempo, even after it stops (chapter 15). UNLOAD SONG
stops everything at once, forgets the song's place, and gives the keys back their own effects and tempo, THE KEYS',
as at power-on (SONG UNLOADED). The loops and DJ's stand stay as they are. It is listed only
when there is something to unload; PLAY afterwards plays the current song from its start.
REVERT
The song as last saved: its order, name, properties, mixer and effects (not its patterns), after a
question (REVERT SONG 00 TO SAVED?).
ENV on the list opens the pattern list; the pattern picked becomes the EDITOR's
(PATTERN 0A FOR THE EDITOR); PLAY in the list
hears the highlighted pattern.
A song's properties
GLO opens the song's properties. SELECT picks one, K1 changes it at once (SEL
held: TEMPO by 10, SWING by 5), EDIT on NAME types it; GLO or HOME closes.
How time works in a song: each row lasts a number of ticks (TICKS A ROW), and TEMPO sets how fast the
ticks go (a tick lasts 2.5 seconds divided by TEMPO). Leave TICKS A ROW at 6 and ROWS A BEAT at 4, as a new song has
them, and TEMPO is the BPM: for 128 BPM, set TEMPO to 80 (hex for 128). Whatever the three are, the screen shows the
BPM they make.
MIDNIGHT RUN's properties: TEMPO 82 hex, 6 ticks a row and 4 rows a beat
make 130 BPM; it stops at its end.
NAME
Up to 16 characters.
TEMPO
How fast the song plays, with the BPM it makes: 8C (140 BPM).
3-600 (hex 03-258)
TICKS A ROW
The ticks in a row: commands that act during a row (slides, arpeggios, retriggers) act on each
tick. 1-31
ROWS A BEAT
How many rows make a beat. Besides the BPM, it decides which row numbers the EDITOR colours
as beats and bars, and how many rows DJ counts as a beat. 1-16
SWING
Every second row played late. 50-75 %
AT THE END
What the song does after its last position. LOOP, STOP
LOOP FROM
The position a looping song goes back to. POSITION 00 to the last
The BPM is TEMPO × 24 / (TICKS A ROW × ROWS A BEAT), rounded: a song at TEMPO 140, 6 ticks a row, 4 rows a beat
plays at 140 BPM.
Keys on SONGS
Key
On the list
SELECT
Pick a song. In the order: a line (8 positions) up / down.
ALGORITHM
Where PLAY starts (the box). In the order: a position left / right.
SELECTALGORITHM
In the order: move through the positions, a line or one at a
time.
PLAY
Play / pause the song; in the pattern list, hear the highlighted pattern.
EDIT
Into the song's order; in the order, done, keeping the changes.
GLO
The song's properties: name, tempo, swing, loop or stop.
SEQ
The play mode: ONE PLAY, REPEAT SONG, PLAY NEXT.
SEL
The song's menu; in the order, the position's menu.
ENV
The pattern list (for the EDITOR); in the order, again puts the highlighted pattern
at the position.
K1
In the order: another pattern at the position.
LFO
In the order: remove the position.
HOME
In the order: leave it, dropping the changes.
KEYSOCT-OCT+PRESETS
Play, as on every screen.
ARP
The arpeggiator on / off.
KEYS held
With ARP on, the notes held take turns.
ARP held
With SELECT, ALGORITHM, K1: the rhythm, the order, the latch.
EDITOR
The EDITOR writes patterns: a grid of tracks across and rows down. Each cell holds a note, the
instrument that plays it, a volume and up to four commands. Open it with HOME +
OP2.
The grid
The EDITOR in its 8-track view: row numbers on the left, a track a
column. The focus row is taller; the cursor's cell is boxed.
SELECT moves up and down the rows, ALGORITHM across the tracks. Nothing wraps; past the
last row of a page the next page shows.
SEQ turns the view: 8, 4, 2 or 1 tracks at once (8 TRACKS ...
1 TRACK). Fewer tracks show more of each cell: 8 tracks the notes only, 4 the instrument
too, 2 a command as well, 1 the whole cell with all four commands.
Row numbers are hexadecimal, 00 to 7F. Beat rows are cyan, each bar's first row light cyan. When this pattern
plays, the playing row sits on a blue band; the view stays with the cursor.
In a cell, --- is no note, === a note off, .. no volume (the instrument's own) and
..:.. no instrument (the track's plays on).
The footer's right side says the command (or volume) under the cursor in words:
A04 VOLUME -4.
The 4-track view: each note with its instrument (cartridge:slot).
The 2-track view: the note, instrument, volume and the command in K1's
slot; the pips under it count the cell's commands.
The 1-track view: the whole cell, its four commands each with a short
name.
Which pattern you edit
The EDITOR edits one pattern at a time: its own, or a numbered one.
Its own pattern (the header says just EDITOR): a sketch pad no song can play. SAVE keeps it after
switching off. A fresh FM-1 opens on it.
A numbered pattern (EDITOR 12): your edits go straight into pattern 12, and every song that plays it
hears them.
From the cell's SEL menu (nothing marked):
The cell's menu (SEL): MARK and the pipette first, the block's actions,
then the pattern's own: NEW, LOAD, STORE, RECORD PATTERN.
NEW PATTERN
Empties the EDITOR's own pattern (8 tracks × 64 rows) and opens it.
LOAD A PATTERN
Copies a numbered pattern into the EDITOR's own, to start from it
(PATTERN 1A LOADED). The numbered one is not changed.
STORE IN A PATTERN
Gives what the EDITOR shows a number, so songs can play it: pick a pattern, or
+ NEW PATTERN for the first free number (STORED IN PATTERN
1A); the EDITOR follows it there. Storing over a pattern that holds anything asks first
(PATTERN 0C WILL BE REPLACED,
DO YOU WANT TO CONTINUE?).
The pattern list (ENV): each pattern's number, its size (tracks × rows),
a map of how many notes each track holds, and how many songs use it.
The pattern list:ENV opens it (PATTERNS: number, size, a map of notes by track, the songs using
it; unused patterns dim). ENV again opens the highlighted pattern; PLAY hears it on its own,
looped, and what played before pauses, keeping its place. Moving the highlight moves the preview; PLAY again
stops it (ARP does what PLAY does here). Picking a pattern or leaving the list ends the preview, and the
next PLAY resumes what played before. HOME closes. Its SEL
menu:
NEW
An empty pattern, 8 tracks × 64 rows, at the first free number
(PATTERN 13 MADE); with all 240 used,
ALL 240 PATTERNS USED.
CLONE
A copy of the highlighted pattern at the first free number
(12 CLONED TO 13).
MOVE
To another free number: SELECT carries it, SEL puts it down
(PATTERN 12 MOVED TO 20); with none free,
NO FREE NUMBER. Songs using it ask to follow (references).
DELETE
Deletes it (PATTERN 12 DELETED), asking
first when something uses it.
Writing notes
REC switches writing. With REC off (REC OFF: KEYS PLAY) the keys only play
the current instrument, so you can try sounds freely. With REC on (REC ON: KEYS WRITE, REC
lit), the keys write:
Pick the sound with PRESETS: the note is written with the current instrument and SETTINGS' KEYS
VOLUME.
Play a key: its note is written at the cursor and sounds; the cell's commands stay.
The cursor moves down by the edit step (GLO's EDIT STEP; 0 stays put). Keys pressed together (a chord) land on
the same row, spreading to the next tracks.
LFO clears the cell and moves on; on an empty cell it writes a note off (===).
REC while a song plays pauses the song (SONG PAUSED: WRITING).
REC while the EDITOR's loop plays: the loop plays on and the keys write step by step at the cursor; it plays what
you write as it reaches it. PLAY then pauses the loop
(LOOP STOPPED: PLAY FOR A TAKE), and the next PLAY starts a take.
Every change is heard at once by whatever plays this pattern (the EDITOR's loop, a song, a DJ deck).
K1-K4, LFO, the menu and the note editor change cells whether REC is on or off.
A note written with no instrument (..:..) plays the track's last instrument.
To change the sound of notes already written, change each cell's INSTR in the note editor (below); there is no
change for many cells at once. On LOOPS, APPLY INSTRUMENT gives a whole loop another sound.
PLAY with REC off plays the pattern in a loop from the cursor's row.
Volume and commands: K1 to K4
The knobs change the cell at the cursor, without moving the cursor:
K1
Picks which part of the cell the other knobs change: the volume, or command 1 to 4 (one past the
last, to add one) (K1 VOLUME, K1 CMD 1 ACCENT). The grid shows the command in that place.
K2
The command there, through every command there is (below); back to
NO COMMAND removes it.
K3, K4
Its value, a digit each. On the volume, K3 steps by 16 and K4 by 1. For an instrument parameter
(*), mixer value (=) or FX knob (#), K3 picks which and K4 sets it. SEL held: K4 by
16.
The volume runs from 00 (silent) to 7F, the instrument at its full level. Turned past 7F it becomes
.., no volume: the note plays at the instrument's own default (for a sampler instrument, its VOLUME). The
VOLUME command (Cxx) uses the trackers' smaller scale, 00 to 40, where 40 is as loud as a volume of 7F.
An example: to fade a note out, put the cursor on it, turn K1 to CMD 1, K2 to VOL
SLIDE (Axy), and K4 to 4: the cell shows A04, and the note's volume falls by 4 on every tick of the row.
The footer says what the command at the cursor does, in words.
The note editor
EDIT on a cell opens it as a list of fields, a line each: NOTE, INSTR (its sound), VOLUME, CMD 1 to
CMD 4, and + COMMAND to add one.
The note editor: the cell as a list. The footer says the field at the
cursor in words.
SELECT moves a line up or down, ALGORITHM across a command line (the command, its value).
K1 changes the part at the cursor a step; K2 in big steps: an octave, a cartridge, 16, or
the next group of commands (each command is explained below).
SEL makes SELECT and ALGORITHM move to the neighbouring cells instead
(SELECT, ALG: CELLS), without leaving; SEL again goes back to the fields
(SELECT, ALG: FIELDS).
The KEYS change the note; LFO clears the cell.
EDIT closes it keeping the changes; HOME drops them.
Recording live: takes
With REC on and nothing playing, PLAY records a take: from the cursor's row round and round the pattern,
adding on each pass, until PLAY or REC stops it.
Press PLAY: recording starts as you let go, after SETTINGS' COUNT-IN (1 or 2 bars of clicks, or
none). With COUNT-IN set to KEY, your first note starts it.
Or hold PLAY and press a key: the take starts on that note at once. Hold PLAY alone to see both ways
(LET GO: START THE TAKE, PRESS A KEY: START ON THAT NOTE).
Play. Notes land on SETTINGS' QUANTIZE grid (2, 3 or 4 rows, a row, or REAL TIME); letting go of a key writes a
note off. A melody stays on the cursor's track; a chord spreads to the next tracks.
Press PLAY or REC to stop (TAKE STOPPED). REC stays on and the
cursor goes back to the row the take started on.
During a count-in a box in the middle of the screen counts it: COUNT-IN, the beats left in big figures,
and the bar (BAR 1 OF 2). With COUNT-IN set to KEY, the box says TAKE
ARMED, PLAY A NOTE, until your first note.
REC blinks during a take and its count-in. An armed take is cancelled with HOME, PLAY or REC
(TAKE CANCELLED). A full edit memory ends a take, keeping what was written.
Listening to a row
ARP on the EDITOR repeats the cursor's row at the song's tempo, in SETTINGS' ARP RHYTHM
(ROW PREVIEW #___; again, ROW PREVIEW OFF).
Whatever plays stops first, so the row is heard alone; moving the cursor moves the preview.
ARP + SELECT changes the rhythm (RHYTHM ##_: # plays a row, _
rests one).
Blocks
SEL, MARK: then SELECT and ALGORITHM stretch a block over rows and tracks from
the cursor. Or hold SEL and turn them.
SEL again opens the block's menu.
A block marked over four rows of two tracks, shaded.
COPY, CUT, PASTE
Through a clipboard kept until power-off (COPIED
4 X 1: rows × tracks). Over 2 KB: BLOCK TOO BIG TO COPY; an empty clipboard:
NOTHING COPIED.
PASTE MIX
Pastes into empty cells only.
CLEAR
Empties the block.
MOVE, SWAP
Carry the block with the cursor; SEL puts it down. MOVE leaves its old place empty, SWAP puts
what was there in its place; HOME cancels (CANCELLED).
INSERT ROW, DELETE ROW
Under ROWS. INSERT ROW puts an empty row at the cursor's row, the rows below moving
down (the pattern's last row is lost); DELETE ROW takes the cursor's row out, the rows below moving up. With a block
marked, it acts on the block's tracks; with nothing marked, on the cursor's track and every track to its right, so
from the first track it is every track.
TRANSPOSE
Under TRANSFORM: K1 a semitone, SEL held an octave, SEL ends it
(TRANSPOSED +02).
INTERPOLATE
Under TRANSFORM: a sweep. A command on the block's first and last rows goes on every row
between, its value stepping from one to the other; without one, the volumes step.
The pipette:SEL, TAKE ITS INSTRUMENT, or ENV held: the cursor's cell's instrument
becomes the current one (the toast names it, 01:05 EL PIANO DX7); none there:
NO INSTRUMENT HERE.
RECORD PATTERN: steps on the white keys
SEL, RECORD PATTERN opens a step sequencer: the white keys switch 16 steps on and off, and REC writes
their notes into the cursor's track from the cursor's row (PATTERN: 12
NOTES). It is the same recorder LOOPS has; LOOPS explains its keys. Here
K4 picks TO THE END (the steps repeated down to the pattern's last row) or ONCE. Nothing
already there is removed: a step off leaves its cell as it is.
The pattern's properties
GLO opens the pattern's properties: SELECT picks one, K1 changes it, GLO or HOME
closes them.
Pattern 0D's properties: 12 tracks of 128 rows, used by one song.
TRACKS
1-16
ROWS
SEL held: by 16. 1-128
EDIT STEP
How far the cursor moves after a note. 0-16
USED BY
The songs that play it, and FUSION when a FUSION instrument does; not changeable.
Making the pattern smaller where notes would go asks first (THIS
DROPS 12 CELLS, MAKE THE PATTERN SMALLER?).
The commands
A cell holds up to four commands, acting in their order. Each takes 3 characters in the grid: the command, then
its value. Values are hexadecimal; x and y are one digit (0-F), xx two (00-FF).
Rows and ticks. Every row is cut into ticks: TICKS A ROW in the song's properties, 6 at first. A command
works either once, as the row starts (the "fine" ones, a volume, a pan), or on every tick after the
first (slides, vibratos, volume slides move a little each tick, so the same command is stronger with more ticks
a row). In the slides, vibratos and volume slides, a value of 00 goes on with the last one that track used.
K2 turns through the commands in this order: the tracker effects (0-9, then A-Z), the volume-column
ones (~), PT/FM's own, then *, = and #. Below they are grouped by what they change.
Pitch
Grid
Name
Does
0xy
ARPEGGIO
Plays the note, the note x semitones up and the note y semitones up in turn, a tick
each, over and over for the row: a chord from one voice, the chip-music arpeggio. 037 is a minor chord, 047 a major
one.
1xx, 2xx
SLIDE UP, SLIDE DOWN
The pitch slides up (or down) by xx sixteenths of a semitone
every tick: 10 slides a semitone a tick. It keeps the new pitch until the next note.
3xx
SLIDE TO NOTE
Portamento: the cell's note is not started; instead the note playing glides
toward it at speed xx (sixteenths of a semitone a tick) and stops there. Put 300 on the following rows to keep
gliding.
4xy
VIBRATO
The pitch wobbles around the note: x is how fast, y how deep. 400 goes on with the
last speed and depth.
5xy
SLIDE TO NOTE + VOL
Goes on gliding to the note as 300 does, and slides the volume as
Axy does.
6xy
VIBRATO + VOL
Goes on with the vibrato as 400 does, and slides the volume as Axy
does.
E1x, E2x
FINE SLIDE UP, DOWN
Moves the pitch up (or down) by x sixteenths of a semitone,
once, as the row starts: a small correction rather than a slide.
X1x, X2x
EXTRA FINE UP, DOWN
As E1x and E2x, four times finer.
E3x
GLISSANDO
E31 makes slides to a note (3xx, 5xy, ~Mx) heard in semitone steps, as a
glissando on a keyboard; E30 makes them smooth again.
E4x
VIBRATO WAVE
The shape of the vibrato's wobble: 0 sine, 1 saw, 2 square, 3
random.
E5x
FINETUNE
Tunes the note as it starts, by x - 8 eighths of a semitone: E50 is a semitone
flat, E58 in tune, E5F nearly a semitone sharp.
Uxy
FINE VIBRATO
As 4xy, four times shallower: a gentle shimmer.
~Sx, ~Vx
VIBRATO SPEED, DEPTH
The volume column's vibrato: ~Sx sets its speed, ~Vx vibrates
with depth x.
~Mx
SLIDE TO NOTE
The volume column's 3xx, at speed x × 16.
Volume
Grid
Name
Does
Cxx
VOLUME
Sets the note's volume on the trackers' scale, 00 (silent) to 40 (full, the same
as a cell volume of 7F).
Axy
VOLUME SLIDE
The volume rises by x every tick (Ax0), or falls by y (A0y): a fade in or out
within the row. AxF and AFy are fine slides: once, as the row starts.
EAx, EBx
FINE VOLUME UP, DOWN
Raises (or lowers) the volume by x, once, as the row
starts.
7xy
TREMOLO
The volume wobbles: x is how fast, y how deep.
E7x
TREMOLO WAVE
The shape of the tremolo: 0 sine, 1 saw, 2 square, 3 random.
Txy
TREMOR
The note sounds for x ticks and is silent for y ticks, again and again: a hard,
rhythmic chop. A 0 keeps the last value.
Gxx
GLOBAL VOLUME
The whole song's volume, 00 to 40 (full), from any track.
Hxy
GLOBAL VOL SLIDE
The whole song's volume rises by x (or falls by y) every tick: a fade of
the whole song.
~-x, ~+x
VOL SLIDE DOWN, UP
The volume column's volume slide: down (or up) by x every
tick.
~Dx, ~Ux
FINE VOL DOWN, UP
Down (or up) by x, once, as the row starts.
Pan
Grid
Name
Does
8xx
PAN
Places the track: 00 fully left, 80 in the middle, FF fully right. It is the track's
pan, the same as the MIXER's PAN.
Pxy
PAN SLIDE
The pan moves right by x (or left by y) every tick.
Yxy
PANBRELLO
The pan swings around its place, left and right: x is how fast, y how
wide.
~Px
PAN
The volume column's pan: 0 left, 8 the middle, F right.
~<x, ~>x
PAN SLIDE LEFT, RIGHT
The pan moves left (or right) by x every tick.
Notes and timing
Grid
Name
Does
EDx
NOTE DELAY
The note starts x ticks into the row instead of on it: a flam, a late hit, a
swing feel on one note.
ECx
NOTE CUT
The note is silenced at tick x of the row: short, staccato notes.
Kxx
KEY OFF
Lets the note go at tick xx, as a key released: it fades by its own release
instead of stopping dead.
E9x
RETRIGGER
Starts the note again every x ticks: a drum roll from one hit.
Rxy
MULTI RETRIGGER
Starts the note again every y ticks, changing the volume each time by x:
1 to 5 lower it by 1, 2, 4, 8, 16; 6 makes it 2/3 and 7 half; 9 to D raise it by 1, 2, 4, 8, 16; E makes it 1.5 times,
F twice; 0 and 8 leave it. A roll that fades or builds.
9xx
SAMPLE OFFSET
Sampler instruments: the sample starts xx × 256 samples in, from its START,
so a long sample can be started in its middle.
LEG
LEGATO
On a note: the note the track still holds moves to this one with no new attack, its
envelope going on. Only with the same instrument; a TB-303 needs SLD on the note before; a FUSION instrument always
starts a new note.
ACC
ACCENT
TB-303: the note accented, louder and with its filter opening further, as the
303's accent.
SLD
SLIDE
TB-303: this note glides into the next one, with no new attack, as the 303's
slide.
A+S
ACCENT + SLIDE
Both on one note, in one place.
The song's flow and tempo (from any track)
Grid
Name
Does
Fxx
TICKS / TEMPO
F01 to F1F: that many ticks a row (fewer is faster, the tick staying as it
is). F20 to FFF: the TEMPO (a tick's length; at 6 ticks and 4 rows a beat, the BPM). F00: back to the song's own
TEMPO and ticks.
Bxx
JUMP
After this row, the song goes on at its position xx.
Dxx
BREAK
After this row, the song goes on at the next position, from its row xx (D00 from the
start): a pattern cut short.
E6x
LOOP
E60 marks a row; a later E6x (x 1-F) goes back to the mark x more times: a few rows
repeated without copying them.
EEx
PATTERN DELAY
Holds this row x rows longer, its notes not played again: a pause in the
pattern.
PT/FM's own
Grid
Name
Does
*xx
PARAMETER
Turns a knob of the track's instrument, as on its edit page (a JUNO-106's VCF
FREQ, a DX7's OP2 LEVEL, a TB-303's CUTOFF ...): K3 picks which, K4 sets it. The sound keeps it until changed, so a
row of them turns the knob over time; another instrument on the track drops it.
=xx
MIXER
Sets the track's place in the mixer: K3 picks LEVEL, CHORUS SEND, DELAY SEND,
REVERB SEND or DUCK AMOUNT, K4 the value.
#xx
FX
Turns any knob of the song's effects (K3 picks it, K4
sets it), or switches an effect on or off. It holds until the next song starts.
!xx
LOOP 1/4 ... VINYL STOP
A punch-in effect, as if its key were held for xx rows (!08:
8 rows), so a song can carry its own loops, sweeps and stops (FX).
B, D, E6, EE, F, G, H, # and ! act on the whole song, from any track. In a FUSION pattern they are ignored, shown
dim.
A command for what you are editing right now (an effect on FX, the mixer, an instrument's edit page, a song's
properties) is skipped while you edit it, so nothing jumps under your hands.
EDIT (the note editor) says each command in words.
Keys on the EDITOR
Key
Does
SELECT
Up / down the rows; in the note editor, a line.
ALGORITHM
Across the tracks; in the note editor, a command or its value.
SEQ
8, 4, 2 or 1 tracks at once.
PRESETS
The sound the keys write.
KEYS
REC off: play. REC on: write at the cursor. In the note editor: change the note.
REC
Writing on / off. While the loop plays, it plays on and the keys write at the
cursor.
PLAY
REC off: loop the pattern from the cursor's row. REC on: record a take (starts as you
let go); stop the loop, then PLAY for a take; during a take, stop it.
PLAY held + KEYS
REC on: start a take on that
note. PLAY held alone shows how.
PLAYREC
During a take: stop recording.
KEYS held
In a take, a note lasts as long as its key is held: letting go writes a note
off.
K1
The slot: volume or command 1-4. In the note editor: change the part at the
cursor.
K2
The command (slide, accent ...). In the note editor: big steps.
K3K4
Its two digits, or the volume; in *, = and #, K3 picks which, K4 sets
it.
K1K2K3K4
Never move the cursor.
LFO
Clear the cell (and move on); on an empty cell, a note off.
EDIT
The note editor; in it, done (it says each command in words).
HOME
Close what is open (the note editor dropping its changes, a carried block, a mark);
entered from another screen, back there.
GLO
The pattern's properties: tracks, rows, edit step.
ENV
The pattern list; again, open the one picked; in it, PLAY hears one.
ENV held
The pipette: take the cursor's sound.
SEL
The menu: MARK, TAKE ITS INSTRUMENT, the block's menu, NEW / LOAD / STORE A PATTERN,
RECORD PATTERN, REVERT. In the note editor: move to other cells, again back. In the list: NEW, CLONE, MOVE,
DELETE.
SEL held + SELECTSEL
held + ALGORITHM
Mark a block: with SEL held, SELECT stretches it over rows, ALGORITHM over
tracks.
ARP
Repeat the cursor's row (the row preview).
ARP held
With SELECT: the preview's rhythm.
SAVE
Keeps the EDITOR's own pattern after switching off.
white keys
In RECORD PATTERN: the steps.
HOME + white key
Mute a track; held,
or after SEQ, solo.
INSTRUMENTS
INSTRUMENTS picks, plays and edits the sounds. Sounds live in cartridges: a cartridge is a bank of
up to 128 instruments of one type, each in a numbered slot (01:05 is cartridge 01, slot 05). Open it with
HOME + OP3.
Browsing and playing
INSTRUMENTS: the cartridge's slots at the top, the sound picked in
detail below; the footer's right side names the cartridge.
The cursor is the current instrument: SELECT moves a slot at a time, ALGORITHM by 8 (a
column).
PRESETS steps to the next or previous sound there is, skipping empty slots, round.
K1 turns the cartridges, round.
The KEYS play the sound picked; ARP arpeggiates it, so with ARP LATCH both hands are free
for the knobs.
The bottom half shows the sound: a DX7's operators, a JUNO-106's sliders, a TB-303's knobs, a CHIP sound's steps
and tables, a sample's waveform, a FUSION's pattern as a little map.
GLO shows the cartridge's name, type and slots used, and renames it.
ENV lists all the cartridges (CARTRIDGES: ID, name, type, slots used); ENV again opens the
highlighted one.
The cartridge list (ENV): the demo disk's 01-06, then the built-in
F0-FA, each type in its colour.
Changing a sound: edit mode
Press EDIT: the list gives way to the sound's settings below and a picture of it above (the DX7's
algorithm and envelope, the JUNO-106's envelope and filter, the sample's waveform ...).
Editing a DX7 sound: the algorithm and the selected operator's
envelope above, a page of settings below, four to a row.
The settings are a table, four to a row (a group). SELECT picks a row; K1 to
K4 change its four values (RELEASE 33 MS in the header as you turn).
ALGORITHM or SEQ turn the pages of settings (SEQ goes round).
The KEYS play the sound as it changes; every change is heard at once, by everything that plays it.
LFO puts the knob turned last back to its default (LEVEL 0 DB (DEFAULT)).
PRESETS moves to another sound, still editing.
SEL on NAME types the name; elsewhere it opens the menu: COPY, PASTE, INIT, RENAME, AUTO LEVEL,
REVERT (FUSION: EDIT PATTERN too).
SEL held + a knob: big steps (LEVEL by 6 dB, a value by 10).
EDIT leaves, keeping the changes; HOME leaves, dropping them
(CHANGES DROPPED).
An empty slot has nothing to edit: EMPTY SLOT: SEL, INIT (except FUSION, below).
LEVEL
Every instrument has one: how loud it is, in dB, half a dB a click. AUTO LEVEL (in the SEL menu)
measures the sound and sets it as loud as the others (LEVEL SET TO -1.5
DB; a silent sound: NO SOUND TO MEASURE). -64 to +63.5 dB
NAME
The sound's name; SEL on it types it.
DX7
The DX7 makes sound by FM: six sine-wave operators, each with its own envelope. Some (the carriers) are
heard; the others (the modulators) bend their waves, which gives bells, electric pianos, basses and brass. Its four
pages:
OPERATORS
The first page: a row for each operator.
OP1, OP2, OP3, OP4, OP5, OP6
The six rows, one an operator. Each has the same four knobs:
LEVEL
K1: how loud the operator is (a carrier), or how strongly it bends the others (a modulator).
0-99
COARSE
K2: the operator's frequency as a multiple of the note's: 1 is the note, 2 an octave up, 3 an
octave and a fifth; 0 is half. Whole multiples sound harmonic, the others bell-like.
0-31
FINE
K3: adds to COARSE in small steps, up to almost twice its multiple.
0-99
DETUNE
K4: a slight detune, for a slow beating between operators. -7 to +7
ENVELOPES
Two rows for each operator: how its volume moves over a note.
How fast the envelope moves to each level: R1 to L1, R2 to L2, R3 to L3, and, once the key
is let go, R4 to L4. 99 is the fastest, 0 the slowest. 0-99
L1, L2, L3, L4
The levels it moves to: it rises to L1, goes on to L2, then to L3, where it stays while the
key is held; let go, it moves to L4 (usually 0: silence). 0-99
PITCH / LFO
The pitch envelope and the LFO.
The DX7's PITCH / LFO page.
P RATE, P LEVEL
The pitch envelope: its rates R1-R4 and levels L1-L4 move as an operator's envelope does,
but on the pitch of the whole voice. Level 50 is the note's own pitch; above it bends up, below it down.
0-99
LFO
The LFO's first row. The LFO is a slow wave that moves the pitch or the volume:
SPEED
K1: how fast the LFO's wave goes. 0-99
DELAY
K2: how long after the key the LFO fades in. 0-99
PM DEPTH
K3: how much it moves the pitch: vibrato. 0-99
AM DEPTH
K4: how much it moves the volume: tremolo, on the operators whose stored sensitivity lets it
(below). 0-99
LFO 2
The LFO's second row:
WAVE
K1: the LFO's wave; S+H is random steps. TRI, SAW-, SAW+, SQR, SINE,
S+H
SYNC
K2: ON, the LFO starts again with each key; OFF, it runs on freely. OFF,
ON
P SENS
K3: how strongly PM DEPTH acts on the pitch. 0-7
VOICE
The last page: NAME, LEVEL, and the row VOICE.
The DX7's VOICE page: name, algorithm, feedback, level.
ALGORITHM
K1: which of the 32 ways the six operators are wired, which are heard and which modulate which;
the picture shows it. 00-1F
FEEDBACK
K2: the loop drawn in the algorithm's picture, an operator modulating itself: brighter, then
noisy. 0-7
OSC SYNC
K3: ON, every operator's wave starts again from zero with each key, so every note starts alike.
OFF, ON
TRANSPOSE
K4: shifts the whole voice, in semitones. -24 to +24
A DX7 voice also stores what its pages do not show: keyboard scaling (louder or softer towards the ends of the
keyboard), the sensitivities to velocity and to the LFO's AM, and fixed frequencies. Voices from DX7 cartridge files
keep them, and PT/FM plays them as they are.
JUNO-106
The JUNO-106 is an analogue polysynth: one oscillator (DCO) with a pulse, a saw, a sub-oscillator and noise,
through a resonant low-pass filter (VCF) and a high-pass, shaped by one envelope, with a chorus. Browsing, its sound
shows as the original's sliders.
F8 JUNO-106 browsed: its sliders below the slots.
Editing: the DCO page, under the envelope and the filter.
Its pages:
DCO
The first page, the oscillator. Its first row is named DCO too:
LFO
K1: vibrato, how much the LFO moves the pitch. 0-127
PWM
K2: the pulse's width: how far the LFO moves it (PWM BY LFO), or where it stands (PWM BY MAN).
0-127
NOISE
K3: how much noise is mixed in. 0-127
SUB
K4: the sub-oscillator, a square an octave down, mixed in. 0-127
WAVES
The second row:
RANGE
K1: the octave, 16' the lowest. 16', 8', 4'
PULSE
K2: the pulse wave on or off. OFF, ON
SAW
K3: the saw wave on or off; the two can sound together. OFF, ON
PWM BY
K4: LFO, the LFO moves the pulse's width; MAN, PWM sets a fixed width.
LFO, MAN
FILTERS
The page of the filters.
The JUNO-106's FILTERS page.
VCF
The low-pass filter's row:
FREQ
K1: the cutoff: how bright the sound is. 0-127
RES
K2: resonance, a peak at the cutoff; turned high, the filter whistles.
0-127
ENV
K3: how far the envelope moves the cutoff over a note. 0-127
LFO
K4: how far the LFO sweeps the cutoff. 0-127
VCF 2
The second row:
KYBD
K1: how much the cutoff follows the note: higher notes brighter. 0-127
ENV +/-
K2: +, the envelope opens the filter; -, it closes it. +, -
HPF
K3: the high-pass filter: 0 boosts the bass, 1 leaves it flat, 2 and 3 make the sound thinner.
0-3
ENVELOPE
The page of the envelope, the amplifier and the LFO.
The JUNO-106's ENVELOPE page.
ENV
The envelope's row. The envelope shapes the volume (with MODE at ENV) and the filter (by VCF's
ENV):
A
K1: attack, how fast the sound rises. 0-127
D
K2: decay, how fast it falls to the sustain level. 0-127
S
K3: sustain, the level it holds while the key is down. 0-127
R
K4: release, how long it fades once the key is let go. 0-127
VCA
The amplifier's row:
LEVEL
K1: the amplifier's level, before the instrument's own LEVEL in dB. 0-127
MODE
K2: ENV, the volume follows the envelope; GATE, full while the key is held, silent at once when let
go. ENV, GATE
CHORUS
K3: the JUNO's own chorus, II the deeper. OFF, I, II
LFO
The LFO's row: the slow wave that DCO's LFO and PWM and VCF's LFO use.
RATE
K1: the LFO's speed. 0-127
DELAY
K2: how long after the key the LFO fades in. 0-127
VOICE
The last page: NAME and LEVEL.
The JUNO-106's VOICE page.
TB-303
The TB-303 is the acid bass line: one oscillator through a squelchy resonant filter. In a pattern, the commands
ACC (accent) and SLD (slide) play its two famous tricks (EDITOR). One page:
FA TB-303 browsed: its six knobs.
Editing a TB-303 sound: the filter's envelope over a note (an
accented one dotted) and the filter, above its KNOBS page.
KNOBS
The page, and its first row, the original's knobs:
WAVE
K1: the oscillator's wave: saw at 0, square at 127, the two mixed between.
0-127
CUTOFF
K2: the filter's cutoff: how bright the sound is. 0-127
RESO
K3: resonance, the squelch: a peak at the cutoff. 0-127
ENV MOD
K4: how far each note's envelope opens the filter. 0-127
KNOBS 2
The second row:
DECAY
K1: how fast the filter closes again after each note. 0-127
ACCENT
K2: how much an accented note stands out: louder, brighter, a sharper sweep.
0-127
CHIP
CHIP is a virtual sound chip: it makes the sounds of 8-bit computers and consoles the way their chips made them,
square waves at a few widths, a stepped triangle, a drawn wave, noise, 16 volume steps moving 50 or 60 times a
second. Its four families: BRK (the handheld), 8BIT (the console), PSG (the computers'
programmable sound generator) and 16BIT (that chip's finer later version). Any part works on any voice.
F9 CHIPTUNE browsed: the oscillator's steps and the sound's
tables.
Editing: the TONE page, the oscillator's wave above.
The VOLUME page, the volume over a note above.
The TABLES page, the table at the cursor above.
The WAVE page: the 16 waves, the one picked drawn large.
Its pages:
TONE
The first page: the oscillator, the noise, the clock and the sweep.
OSC
The oscillator's row. K1 picks the oscillator: PULSE, TRIANGLE, WAVE (one of 16 drawn waves), BUZZ
(the PSG's envelope run fast enough to be a tone) or NOISE. The row's other knobs are that oscillator's own:
DUTY
PULSE's: the pulse's width; 50% is the hollow square, the narrow ones thinner. (A table can move it:
below.) 12.5%, 25%, 50%, 75%
WAVE
WAVE's: which of the 16 waves it plays, by name (ORGAN ...); the WAVE page shows them.
SHAPE, STEPS, GATE
BUZZ's: SHAPE the envelope's shape (SAW DN, SAW UP, TRI), STEPS how many steps it has
(16 or 32), GATE ON cuts it with a square at the same note (the "sync buzzer").
NOISE
The noise row. Its first knob, NOISE, ON mixes noise into the tone:
MODE
K2: LONG, a hiss; SHORT, a metallic, pitched noise. LONG, SHORT
RATE
K3: how high the noise sounds. 0-F
KEY
K4: KEY ON, the rate follows the note played; KEY OFF, it stays as set. KEY OFF,
KEY ON
CLOCK
The row of the chip's own manners. Its first knob, CLOCK, is the chip it is tuned on (BRK, 8BIT,
PSG 1.77, PSG 1.00, PSG 1.79, 16BIT), so high notes go out of tune as they did on that chip; EXACT is always in
tune.
CURVE
K2: how its 16 volume steps sound, as on each chip. BRK, 8BIT, PSG,
16BIT
FILTER
K3: the chip's own output filter, or NONE. BRK, 8BIT, PSG, NONE
FRAMES
K4: how often its tables and envelopes step: 60 or 50 times a second, as the old machines' screens
did. 60 HZ, 50 HZ
SWEEP
The sweep's row: the pitch slides by itself from each note's start. Its first knob, SWEEP, sets the
way: OFF, DOWN or UP.
SHIFT
K2: how big each step of the slide is. 0-7
PACE
K3: how often it steps; 0, never. 0-7
VOLUME
The page of the volume. Its first row is named VOLUME too:
VOL
K1: the volume, in the chip's 16 steps. 0-F
ENV
K2: NONE, the volume stays; DOWN or UP, it steps down or up by itself; PSG, the chip's own envelope
(the next row). NONE, DOWN, UP, PSG
STEP
K3: how often DOWN or UP takes a step. 0-7
RELEASE
K4: how fast the sound fades once the key is let go; 0 stops it at once.
0-F
PSG ENV
The PSG's envelope, used with ENV at PSG:
SHAPE
K1: one of the chip's 16 shapes, drawn beside its number: down, up, repeated, triangles.
0-F
PERIOD, FINE
K2 and K3: the envelope's speed, a four-digit hex number: PERIOD sets its first two digits,
FINE its last two. Bigger is slower.
TABLES
The page of the tables: built-in lists that change the sound a step a frame (FRAMES: 60 or 50 a
second).
VOL, ARP, PITCH, DUTY, NOISE
A row for each table: VOL shapes the volume, ARP adds notes (chords, drum
drops), PITCH bends the pitch, DUTY changes the pulse's width, NOISE the noise's rate. Each row has the same two
knobs:
TABLE
K1: which table, by number and name, or -- for none.
SPEED
K2: how many frames each step of it lasts. X1-X4
VIBRATO
The vibrato's row: DELAY (K1, how many frames after the note it starts, 0-62), SPEED (K2, X1-X4)
and DEPTH (below).
DEPTH
K3: how far the pitch swings. 0-62 cents
WAVE page
The row TABLE: the wave the WAVE oscillator plays (00 SAW ...), drawn large.
Sampler
A sampler cartridge holds samples (recorded sounds, uploaded from the computer: the FM-1 does not record audio)
and up to 64 instruments that play them. One sample can serve several instruments: a drum loop cut into hits, say.
To bring your own sounds and make instruments for them, see chapter 17.
01 DRUM KIT browsed: the sound's waveform, its loop and
base note below.
Editing a sampler instrument: the settings above, the
sample's waveform below with its markers (white START and END, green the loop, yellow where voices play) and the
envelope as heard.
SAMPLE
The first page. Its first row is named SAMPLE too:
SAMPLE
K1: which of the cartridge's samples it plays. ENV on it lists the samples (name,
length, rate, waveform): the keys play the one highlighted, and ENV again picks it.
START, END
K2 and K3: the part of the sample that plays, a click moving 1/200 of the sample (SEL held: 10
clicks).
LOOP
The loop's row. Its first knob, LOOP, sets how the part from FROM to TO repeats while the key is
held: OFF, it plays once; FWD, over and over; PING, forwards and backwards in turn.
FROM / LOOP START, TO / LOOP END
K2 and K3: where the loop starts and ends (the header says LOOP START and
LOOP END), a click 1/200 of the sample.
RELEASE
K4: how long the sound fades once the key is let go; ENDLESS lets it ring.
4 MS ... 118 S, ENDLESS
PITCH
The pitch's row:
BASE NOTE
K1: the note at which the sample plays as it was recorded. Set it to the note the recording
sounds, and the keys play it in tune.
TUNE
K2: finer tuning, in 1/128 of a semitone, up to almost a semitone either way.
VOLUME
K3: the volume a note gets when its cell has none. Songs converted from MOD, S3M or XM files bring
their samples' default volumes here; for your own sounds, leave it at 64. 0-64
ENVELOPE
The second page, an envelope as a DX7 operator's.
The sampler's ENVELOPE page.
RATES, LEVELS
Two rows: RATES, R1 to R4 on K1 to K4, and LEVELS, L1 to L4. The volume rises to L1, goes on
to L2, then L3, where it stays while the key is held; let go, it moves to L4. Each R sets how fast it moves to its
L, 99 the fastest. 0-99
In the samples list, SEL, DELETE removes a sample. When instruments use it, it warns first
(DELETE SAMPLE?, 3 INSTRUMENTS USE IT
AND AREDELETED TOO), and they go with it; an unused one goes at once
(SAMPLE 03 DELETED). Deleting an instrument never deletes its
sample: SETTINGS' CLEAN UP removes samples nothing uses.
FUSION
A FUSION instrument is a sound made of a pattern. Each key plays its own row of the pattern, every note of that
row at once: C-4 plays row 3C (its MIDI note number), and letting go stops them all. So one key can play a chord, a
layered sound, or a different drum on every key (a kit).
06 FUSION browsed: SPACE PAD's pattern as a map, its rows
across the keys' notes.
Editing a FUSION: PATTERN, NAME and LEVEL under the map.
FUSION
The one page: the pattern's map above.
PATTERN
Which pattern it plays. On it, K1 or ENV pick another (in ENV's list the
keys try each before you pick); SEL opens it in the EDITOR to write it.
Writing it: SEL on PATTERN opens the EDITOR on the pattern, locked to it: with REC off the keys play this
FUSION as you write it, its rows lighting green; with REC on they write. HOME comes back.
EDIT on an empty FUSION slot makes a new pattern (128 rows, 4 tracks) and first asks
(A NEW PATTERN FOR THIS SLOT, FILL IT WITH 01:00 EL PIANO?): K1 or
SELECT pick another sound (the keys hear it); OCT+ (FILL) writes that sound's note on every
row, so the slot plays as that sound, ready for layers; OCT- (EMPTY) leaves it empty.
Rows the keys do not reach can keep ideas for later; SEL, MOVE puts one on a key.
A FUSION inside a FUSION is silent: no chains, no loops. Voices are shared: rows with many notes take voices from
other sounds.
The menus
SEL on a slot:
MARK
Several slots: SELECT (ALGORITHM by 8) stretches the mark; then SEL for their menu. COPY, INIT and
DELETE act on all of them. SEL held + SELECT marks too.
COPY, PASTE
Copy a sound (4 at most) and paste it over a slot (COPIED
3; nothing copied: NOTHING COPIED).
MOVE, SWAP
MOVE carries the sound to an empty slot (full cartridge:
NO EMPTY SLOT: SWAP INSTEAD); SWAP trades places. SELECT carries, SEL puts down, HOME takes
back. Songs using it are asked about (references).
DELETE
Empties the slot.
INIT
A plain starting sound in the slot.
RENAME
Type its name.
AUTO LEVEL
As loud as the others.
REVERT
The sound as last saved (REVERT SLOT 01:00 TO SAVED?).
SEL in the cartridge list (ENV):
NEW
A new cartridge: pick its type (DX7, JUNO-106, TB-303, CHIP, SAMPLER, FUSION). It goes at the end of
your cartridges (CARTRIDGE 11 MADE); all numbers used:
ALL CARTRIDGE NUMBERS USED.
CLONE
A copy (01 CLONED TO 11). A sampler
cartridge's samples are copied too, written at once (CLONING ITS SAMPLES); without room for them,
NO ROOM IN THE USER AREA.
MOVE
To another free number; a sampler cartridge with unsaved changes must be saved first
(SAVE IT FIRST).
DELETE, RENAME
As for a slot.
AUTO LEVEL ALL
Sets every sound's LEVEL at once, after a question
(AUTO LEVEL 32 SOUNDS?,
EACH ONE'S LEVEL SET AGAIN): LEVELS SET.
BACK TO BUILT-IN
On a changed built-in cartridge (brown number): your changes dropped, the firmware's own
back.
REVERT
The whole cartridge as last saved.
Keys on INSTRUMENTS
Key
Browsing a cartridge
SELECT
Moves to the next or previous slot: that sound becomes the current one.
ALGORITHM
Moves by 8 slots, a column at a time.
PRESETS
Goes to the next or previous sound, skipping empty slots.
K1
Turns to another cartridge.
KEYS
Play the sound picked.
EDIT
Opens the sound's settings to change it (edit mode). On an empty FUSION slot, makes a new
pattern for it first.
GLO
Shows the cartridge's name, type and slots used, and renames it.
ENV
Lists all the cartridges; ENV again opens the one highlighted.
ENV, then SEL
In the cartridge list, SEL opens the cartridge's menu: NEW, CLONE,
MOVE, DELETE, RENAME, AUTO LEVEL ALL, REVERT, BACK TO BUILT-IN.
SEL
Opens the slot's menu: MARK, COPY, PASTE, MOVE, SWAP, DELETE, INIT, RENAME, AUTO LEVEL,
REVERT.
ARP
Switches the arpeggiator on and off: it plays the sound picked while your hands are on
the knobs.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
Key
In edit mode
SELECT
Picks a row of settings.
K1K2K3K4
Change the row's four values, one a
knob.
ALGORITHM
Turns the pages of settings.
SEQ
Turns the pages too, round.
KEYS
Play the sound as it changes.
PRESETS
Moves to another sound, still editing.
LFO
Puts the knob turned last back to its default.
SEL
On NAME, types the name. Elsewhere, opens the menu: COPY, PASTE, INIT, RENAME, AUTO
LEVEL, REVERT.
K4
On a sampler's LOOP row: RELEASE, how long the sound fades after the key is let
go.
EDIT
Leaves edit mode, keeping the changes.
HOME
Leaves edit mode, dropping the changes.
Key
Samples and FUSION
ENV
On a sampler's SAMPLE: lists the cartridge's samples. On a FUSION's PATTERN: lists the
patterns.
KEYS
In the samples list, play the sample highlighted. In the pattern list, try each pattern
as this FUSION would play it. On a FUSION sound, each key plays its own row of the pattern.
ENV
Again: uses the sample, or the pattern, highlighted.
K1
On a FUSION's PATTERN: steps to another pattern.
SEL
In the samples list: DELETE (it asks when sounds use the sample). On a FUSION's
PATTERN: opens the pattern in the EDITOR to write it.
REC
In the EDITOR opened for a FUSION: with REC off, the keys play the FUSION as you write it;
with REC on, they write.
A new FUSION pattern's question: FILL, every row with the sound offered.
OCT-
... or EMPTY, the pattern left empty.
K1SELECT
In that question: offer another sound (K1 another cartridge's,
SELECT the next sound).
PLAYBACK
PLAYBACK follows what plays: the pattern playing now, scrolling with the music, in the EDITOR's grid.
Nothing on it can be changed by accident, so it is the screen to perform from: jump between positions, change the
song's speed and volume, play over it. Open it with HOME +
OP4.
What it shows
PLAYBACK following MIDNIGHT RUN: the playing row on a blue band, the
header's page the song position of the last one, the footer the play position.
The pattern playing now, scrolling with the play position. There is no cursor and no editing.
The header shows the song position and the last one (02/0B); the footer's right side the position and
row playing (POS 02 ROW 1F).
While the EDITOR's pattern loop plays, the header says PAT 0C (or EDITOR for its own pattern) and the
footer PAT 0C ROW 1F.
While LOOPS' loops play, each loop is a track; the header says LOOPS. EDIT then goes to LOOPS.
When nothing plays, it shows where playback paused, or the current song's start; with no song at all,
NOTHING HAS PLAYED: PLAY STARTS THE SONG.
SEQ (or K2) shows 8, 4, 2 or 1 tracks at once, as in the EDITOR
(4 TRACKS). ALGORITHM moves the highlighted track across;
the view scrolls sideways to keep it in sight.
The 1-track view: the whole cell of the highlighted track as it
plays.
Playing the song live
PLAY pauses and resumes what played last.
SELECT steps through the song a row at a time: the first click pauses and plays the current row
again; each click forward plays the next row, each click back the previous one. PLAY goes on from
there.
K1 jumps to another position of the song (K1 POSITION 03/0B PATTERN 05). While playing, the jump
comes as the current row ends, and it is a clean start: every note of the song is cut and the effects' tails emptied.
Paused, PLAY resumes from that position.
K3 is the song's volume, from +6 dB down to -24 dB and OFF, a dB a click (K3 VOLUME -6 DB). It
turns the song alone, not the keys, so you can play over a quieter song.
K4 is the song's speed, in BPM, from 3 to 600 (K4 TEMPO 124.0 BPM -3.2%: the BPM, and the change
against the song's own tempo). Every tempo the song plays is scaled by it, its tempo commands too.
LFO puts back the one of K3 and K4 turned last: the volume to 0 dB, the speed to 100 %.
The keys play the current instrument over the song; ARP arpeggiates them.
HOME + white key mutes and unmutes tracks.
More from PLAYBACK
EDIT opens the EDITOR on the pattern playing, with the cursor on the playing row; HOME
comes back here.
ENV opens the song list: PLAY there plays the highlighted song from its start, and PLAYBACK
follows it; ENV again closes the list.
GLO opens the view's options (PLAYBACK VIEW): SCROLL by ROWS (the playing row stays in the middle) or
by PAGES (the highlight moves, the pages flip; also SETTINGS' PLAYBACK SCROLL), and UNLOAD SONG, listed once
something has played: everything stops, and the keys get their own effects and tempo back, as at power-on
(chapter 6).
The song list (ENV): PLAY plays the highlighted song from its start.
The view's options (GLO).
Keys on PLAYBACK
Key
Does
PLAY
Pauses and resumes what played last.
SEQ
Shows 8, 4, 2 or 1 tracks at once, round.
K2
Also changes the number of tracks shown: clockwise more.
ALGORITHM
Moves the highlighted track across.
SELECT
Pauses, then plays the song a row a click; PLAY goes on from there.
K1
Jumps to another position of the song.
K3
The song's volume (the keys stay as they are).
K4
The song's speed, in BPM.
LFO
Puts the volume or the speed, whichever you turned last, back to 0 dB or 100 %.
EDIT
Opens the EDITOR on the row playing; HOME comes back here.
Opens the song list; PLAY there plays a song from its start.
GLO
The view's options: scroll by rows or pages; UNLOAD SONG.
KEYSOCT-OCT+PRESETS
Play the current instrument over
the song, as on every screen.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
HOME + white key
Mutes or unmutes a track;
held, solos it.
DJ
DJ turns the FM-1 into a DJ stand: two songs on two decks, kept in time, mixed with a crossfader, with a
filter, loops, cue points and stops on each deck. It is only for performing: nothing done on DJ changes a song. Open
it with HOME + OP5.
The stand
DJ with both decks empty: the left deck, the right deck, the crossfader, and
the song list below.
Two loops playing in sync: each deck's song, BPM and change, position and
bar, its overview with the time left, its filter and its loop; the crossfader under them.
The left deck is the main: its tempo is the set's tempo, and the right deck can follow it (SYNC).
Each deck shows its song, its BPM and the change from the song's own tempo, its position and bar, an overview of
the song with the time left, its filter, and its loop or repeat.
The crossfader (ALGORITHM) blends the two: all the way left, only the main is heard (as at
first).
The song list below: SELECT moves its highlight; L, R or LR mark the songs on the decks.
Loading and playing
Turn SELECT to a song in the list.
Press OP4 to load it on the left deck, or OP5 on the right
(LEFT: CITY LIGHTS). A song with no positions is refused
(SONG 0A IS EMPTY).
Press OP1 to play or pause the left deck, OP6 the right. Held, the deck
goes back to its song's start, paused (LEFT: BACK TO THE
START).
PLAY plays or pauses both decks at once; held, both go back to their cue points
(BACK TO THE CUES).
Loading onto a playing deck waits for its next bar line
(LEFT: CITY LIGHTS AT THE BAR; the LOAD key blinks): the new song takes over at the bar, at the BPM the
deck was playing, so the beat goes on. Hold the LOAD key instead to have it start at its own tempo
(LEFT: CITY LIGHTS AT ITS TEMPO). Tap LOAD again before the bar
line to cancel (LEFT: LOAD CANCELLED).
The same song can be on both decks, to fade from one part of it to another.
At a song's end it loops or stops, as the song says. Stopped, its PLAY has nothing more to play
(THE END: CUE GOES BACK). Through the last 8 bars of a song that stops, the time left turns
red and the deck's PLAY key blinks on the beat.
An empty deck refuses PLAY, CUE, SYNC, HOLD and FILTER: NO SONG ON THE DECK.
SWAP:SEQ exchanges the decks (DECKS SWAPPED; both empty:
NO SONGS TO SWAP): songs, places, cue points, tempos, filters, loops and mutes. Nothing
heard changes. The usual flow: the main plays; you load the next song on the right, start it in time and bring it
in with the crossfader; SWAP; the right deck is free for the next one.
Tempo and SYNC
K1 is the left deck's tempo (the set's), K4 the right's: shown as the BPM it plays and the
change (TEMPO L 124.0 BPM +3.2%), 3 to 600 BPM in steps of 0.1 (SEL held: 1 BPM). The song's own tempo
commands still act, scaled. SEL after a turn sets it back to the song's own
(TEMPO 120.0 BPM: THE SONG'S).
MONO is SYNC (on at first): the right deck follows the main's tempo (or its half or
double, whichever is nearest its own song's) and its beats fall on the main's. A synced right deck starts on the
main's next bar line; its tempo knob then does nothing (SYNC: TEMPO ON THE MAIN DECK).
SYNC ON, SYNC OFF.
With SETTINGS' SYNC set to EXTERNAL, an outside MIDI clock leads the main deck
(SYNC EXTERNAL: THE CLOCK'S TEMPO); START plays it from its cue point, STOP pauses it.
Two decks at one BPM never drift apart.
Filters, volumes and effects
K2 is the left deck's DJ FILTER, K3 the right's: one way a low-pass (LP, darker), the other a
high-pass (HP, thinner), OFF in the middle (FILTER L LP 2.4K).
OP3 (the left) and the black key GLO (the right) switch the filter off
and back on, sliding there while the key is held (FILTER L OFF,
FILTER L ON LP 2.4K). With the filter off, the knob sets the filter
silently, ready for the key to bring it in on the beat.
ENV switches K2 and K3 to the decks' VOLUME and back (K2 K3: VOLUME,
K2 K3: FILTER): +6 dB down to -24 dB and OFF, a dB a click (VOLUME L -3 DB).
SEL tapped puts the last knob turned back: a tempo to the song's own, a filter to OFF, the crossfader to
the middle, a volume to 0 dB, a KEY to 0.
Each deck plays its song's mixer and its own GATE, FILTER, DRIVE, LO-FI and DUCK. CHORUS, DELAY and REVERB are
DJ's own, shared by both decks, with DJ's settings: FX on DJ edits them, with the LIMITER and the
METRONOME, and FX again comes back to DJ.
FX + white key held plays a punch-in over the mix, as
everywhere.
When all 16 voices are busy, the deck the crossfader favours less gives way.
FX on DJ: LIVE, the punch-ins and DJ's own shared effects.
FX on DJ: EDIT, the CHORUS's knobs and picture.
A hand on the record: HOLD
OP2 is the left deck's HOLD, PIT the right's:
Held down, the deck stops where it is, as a hand on the record.
Turn the deck's tempo knob meanwhile (K1 left, K4 right): it moves by hand, a row a click,
heard. Its filter knob (K2, K3) moves it silently, a beat a click, for the long way.
Let go: a deck that was playing plays on from there at once. So a tap holds a deck back by that much, to nudge it
against the other.
The pads
The white keys are each deck's pads: keys 1-8 the left deck's, 9-16 the right's. The BLANK key
turns their mode between PLAY pads and LOOP pads (PADS: PLAY,
PADS: LOOPS); LFO brings in the LFO pads.
Pad (left, right)
PLAY pads
19
SET CUE: sets the cue point on the bar line
nearest the tap, while the deck plays on (CUE: POS 02 BAR 4).
Held a quarter second, on the beat instead.
210
CUE: as a DJ player's CUE. Paused, sets the cue
point. Playing, plays from the cue point while held, and pauses there when let go. Press the deck's PLAY key while
CUE is held, and it plays on when you let go.
311
JUMP: back to the cue point, playing on; held,
the jump lands on the next beat.
412
MOVE: held, the deck's knobs move a cursor:
K1 (the left deck's; K4 the right's) a bar a click, and K2 (K3) a pattern
a click (MOVE L POS 03 BAR 2); let go, the deck moves there on the
next beat, in phase, playing on.
513
BRAKE: held, the deck slows and its pitch falls,
a turntable's stop.
614
BACKSPIN: held, the record spun back by
hand.
715
ECHO OUT: held, the deck's sound goes into the
delay and stops on the next beat, the echoes ringing on.
816
REVERB OUT: the same into the reverb.
The stops (pads 5-8) work while held: let go, the deck plays on where it would have been, in time, as if it
had never stopped; a tap is a dip. Press the deck's PLAY key while a stop is held and the deck stays stopped when you
let go.
CUE held on the left deck, its PLAY key pressed: letting go plays on.
MOVE held, K1 turned: the cursor two bars on; let go, the deck moves there on
the beat.
BRAKE held on the left deck.
Pad (left, right)
LOOP pads
19
PATTERN: the deck's current pattern over and over,
on or off (LEFT: REPEAT PATTERN ON).
234
REPEAT 4, 2, 1 BARS (the left
deck; 10-12 the right's): the block of bars the deck is in, round and round until tapped again.
5678
A free
LOOP of 2 bars, 1 bar, 1/2 bar, 1/4 bar from the last beat (13-16 the right's).
white key held
A ROLL: any loop pad held is a loop for as long as it is
held; let go, the deck plays on from where the loop is.
A loop stays through a pause; a pad that cannot act (a stop on a paused deck, say) blinks fast.
The LFO pads
LFO brings in the LFO pads (PADS: LFO), and LFO again goes back. They make things
swing by themselves, each at a note length of the tempo (1/2 at first). Hold LFO to see which pad does what.
LFO held: the map of the LFO pads.
Pad
LFO pads
1
The crossfader's LFO on / off (FADER
LFO: TRIANGLE 1/2, FADER LFO OFF).
2
Its shape: SINE, SQUARE, TRIANGLE, SAW UP, SAW DOWN, RANDOM.
3
Its range: MIRROR (through the middle), L TO HERE, L TO R, SWING.
4
Reverse: HERE TO R, R TO L.
567
The left deck's filter LFO: on /
off, shape, range (OFF TO HERE, OFF TO FULL, HERE TO FULL, SWING).
8
Held: K1 turns the left deck's KEY a semitone a click, -6 to +6, its
tempo kept (KEY L +1), to mix in key.
91011
The right deck's filter LFO, the
same.
12
Held: K4 turns the right deck's KEY.
131415
The FX LFO, swinging DJ's
REVERB MIX (or DELAY, CHORUS: GLO's FX LFO): on / off, shape, range.
16
Every LFO off (ALL LFOS OFF).
15913 held
Hold
an LFO's on / off pad and turn ALGORITHM: its speed, from 32 BARS to 1/8 (FADER LFO 1/4). SEL
after: back to 1/2.
The LFO pads: the reverb and the right filter swinging.
An LFO's speed turned with ALGORITHM while its pad is held.
Mutes, the CUT, saving
HOME + white key mutes a deck's track: keys 1-8 the left
deck's tracks 00-07, keys 9-16 the right deck's (LEFT TRACK 02
MUTED). SEQ first, or the key held: solo (LEFT TRACK 02
SOLO).
HOME + OCT+ takes those keys to tracks 08-0F
(MUTES: TRACKS 08-0F); HOME + OCT- back
(MUTES: TRACKS 00-07). Alone, OCT does nothing on DJ.
HOME + PLAY takes both decks back to their cue points;
HOME + REC cuts the sound while the decks play on.
SAVE keeps the whole stand (the decks as they stand, the crossfader, SYNC, the LFOs): at power-on the
decks are back, paused, and PLAY goes on from the same point.
HOME's combination on DJ: the white keys mute the decks' tracks.
DJ's properties
GLO opens DJ PROPERTIES:
DJ's properties.
CROSSFADER
SMOOTH (each deck at -3 dB in the middle, as loud through the blend) or SHARP (both full
until the last 2 clicks at either end, for cuts).
FILTER RESONANCE
The DJ filters' resonance. 0-100 %
FILTER THE SENDS
ON: a deck's filter also filters what it sends to the shared effects, so a sweep takes
its echoes along. OFF saves some processor time. ON, OFF
FX LFO
What the FX LFO swings. REVERB MIX, DELAY MIX, CHORUS MIX
RESET DJ
EDIT, after a question (RESET DJ?, BOTH DECKS EMPTIED,
ALL AS AT FIRST): both decks emptied, everything as at first (DJ RESET).
Keys on DJ
Key
The decks
OP1
Plays or pauses the left deck.
OP1 held
Takes the left deck back to its song's start, paused.
OP2 held
HOLD: the left deck stops while held; turn K1 to move it by hand, K2 to
move it silently.
OP3
Switches the left deck's filter off and back on, sliding.
OP4
Loads the highlighted song on the left deck.
OP5
Loads it on the right deck.
OP4OP5
The two LOAD keys: on a playing deck the song comes in
at the next bar line; held, at its own tempo.
OP6
Plays or pauses the right deck.
OP6 held
Takes the right deck back to its song's start, paused.
PIT held
HOLD: the right deck stops while held; turn K4 to move it by hand, K3 to
move it silently.
GLO
Switches the right deck's filter off and back on, sliding.
OP3GLO
The two FILTER keys: a quick press switches at once, a
held one slides over up to half a second.
MONO
SYNC on / off: the right deck follows the left.
POLY
Nothing on DJ.
BLANK
Turns the pads between PLAY pads and LOOP pads.
OP1OP6
The two decks' PLAY keys, each over its deck's
pads: play or pause each deck on its own (PLAY plays both).
OP1OP6, with CUE or a stop held
The deck's PLAY key
pressed while its CUE pad or a stop is held changes what letting go does: play on, or stay.
Key
Knobs and buttons
SELECT
Moves the song list's highlight.
ALGORITHM
The crossfader, left to right. With an LFO's on / off pad held: that LFO's
speed.
K1
The left deck's tempo (the set's). With HOLD held: the deck by hand, a row a click. With
MOVE held: a bar a click. With the KEY pad held: its key.
K4
The right deck's tempo (nothing while synced). With HOLD, MOVE or KEY held: as K1 for the
right deck.
K2
The left deck's filter, or its volume (after ENV). With HOLD held: the deck silently, a
beat a click. With MOVE held: a pattern a click.
K3
The same for the right deck.
K2K3
The left and right filters, side by side.
PLAY
Plays or pauses both decks at once.
PLAY held
Both decks back to their cue points.
SEQ
SWAP: the decks exchanged.
ENV
Switches what K2 and K3 turn: the filters or the volumes.
SEL
Puts the last knob turned back: tempo, filter, crossfader, volume, KEY.
SEL held
With a knob: big steps.
LFO
The LFO pads; again, back.
LFO held
Shows which LFO pad does what.
GLO
DJ's properties: crossfader, filter, FX LFO, RESET DJ.
FX
DJ's own CHORUS, DELAY, REVERB, LIMITER and METRONOME.
FX + white key held
A punch-in over the
mix.
OCT-OCT+
Nothing alone on DJ.
HOME + OCT+HOME +
OCT-
HOME's mutes reach tracks 08-0F, or back to 00-07.
HOME + white key
Mutes a deck's track: 1-8
the left's, 9-16 the right's.
HOME + PLAY
Both decks back to their cue
points.
HOME + REC
Sound off while the decks play on.
SAVE
Keeps the decks as they stand.
RECEDITARPPRESETS
Nothing on DJ: no key plays an
instrument here.
VISUAL
VISUAL shows the sound: each voice's wave, the output as an oscilloscope, a scrolling waveform, a
spectrum, a meter for each track, and FOMA, PT/FM's mascot. Open it with HOME +
PIT.
The views
SELECT turns the views a step at a time (it stops at both ends); SEQ goes to the next and
round. The header names the view (VISUAL SCOPE).
VOICES
A small scope for each voice, labelled with what plays it (T03 a song's track, KEY the keys, L05 a
loop) and its note.
VOICES: a scope for each voice, its track and note on top.
SCOPE
The output as an oscilloscope, left above, right below.
SCOPE: the output's left and right.
WAVE
The output's waveform over the last seconds, scrolling.
WAVE: the last seconds of the output.
SPECTRUM
The output's spectrum: bass on the left, treble on the right (30 Hz to 18 kHz).
SPECTRUM: the sound's frequencies.
LEVELS
A meter for each track, 00 to 0F.
LEVELS: a meter a track.
FOMA
PT/FM's mascot: a little FM-1 with a cat's ears, flying into the stars, its rainbow tail waving
with the sound.
FOMA, into the stars.
Zoom, gain and options
K1 zooms SCOPE in time, 1 to 6 (K1 ZOOM 3): from 128 to 1,024 samples across the screen.
K2 makes every view taller or flatter, x0.13 to x16 in doublings (K2 GAIN X1).
GLO opens VISUAL OPTIONS: VIEW STEREO or MONO, and FREEZE OFF or ON, to hold the picture
still (the footer then says FROZEN).
VISUAL OPTIONS (GLO).
VISUAL works from a copy of the sound, never slowing it down.
Keys on VISUAL
Key
Does
SELECT
Turns the views, a step at a time.
SEQ
The next view, round.
K1
Zooms SCOPE in time.
K2
Makes the view taller or flatter.
GLO
The options: stereo or mono view, freeze.
PLAY
Pauses and resumes what played last.
KEYSOCT-OCT+PRESETS
Play the current instrument, as on
every screen.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
STATUS
STATUS is the start screen: the FM-1 opens on it (unless SETTINGS' POWER-ON SCREEN says otherwise). It
shows PT/FM's version and how to get help, and the figures behind the header: how busy the sound keeps the processor,
the voices, the storage and memory, the device. Open it with HOME +
GLO.
The pages
SELECT or ALGORITHM turns the pages:
PT/FM
The name, the version, PRESS HOME + LFO FOR HELP, and the figures a glance needs:
The first page: PT/FM, the version, the help line, the figures and the
song.
CPU 1, MAX
How much of its time the first processor spends on the sound now, and the most
since the last reset. Green up to 50 %, yellow to 80 %, red above.
CPU 2
The same for the second processor (effects and voices 11-16); OFF while it does not
run.
HALF
The longest piece of sound work, in microseconds: over 5804 is too slow.
LATE
Pieces of sound not ready in time: each one is a click (dropout).
STEALS
Notes that gave their voice up to a new note because all were busy.
VOICES, MAX
Voices sounding now and the limit (01/12), and the most at once.
EDITS FREE
The memory left for unsaved edits.
FLASH FREE
The free storage, where saves go.
UNSAVED
How many things changed since the last SAVE.
BATTERY, UP
The battery, and the time since power-on.
SONG
The song playing, else the current song.
PERFORMANCE
Each processor's load now, on average and at most; the worst sound piece, late pieces and
steals; each engine's share; voices; the effects' cost; a graph of the last 30 seconds.
PERFORMANCE.
STORAGE
The user area (where everything you keep goes), used and free; what it holds by kind; unsaved
changes and the memory they take.
STORAGE.
USER FLASH MAP
The user area as a map, a square a kilobyte, each in the colour of what it holds.
USER FLASH MAP.
RAM MAP
The FM-1's 512 KB of memory as a map, a square a kilobyte.
RAM MAP.
DEVICE
The battery, the firmware version, the output (stereo, mono, sync pulse), MASTER, the screen's
frames a second, the time since power-on, VOICES, THEME and the second processor's state.
DEVICE.
SECOND CORE reads STARTING in the first two seconds, then ON; OFF when SETTINGS' SECOND CORE is
off; or, in red, why it stopped until the next start: STOPPED: NO ANSWER, STOPPED: MISREAD,
STOPPED: STUCK, STOPPED: FAULT, or STOPPED: AFTER A CRASH (after PT/FM crashed, the second
processor stays off until the FM-1 is switched off and on). Without it, the FM-1 plays on with 12 voices at most.
BATTERY reads 1, 2 or 3 bars, or USB POWER.
The footer's right side shows the free storage (FREE 237K).
Keys on STATUS
Key
Does
SELECT or ALGORITHM
Turns the pages, one a click.
PLAY
Pauses and resumes what played last; in the song list, plays the song
highlighted.
LFO
Zeroes MAX, HALF, LATE and STEALS (COUNTS ZEROED).
ENV
Opens the song list: PLAY there plays the highlighted song from its start and goes to
SONGS.
The help: on STATUS it opens on the keys
every screen shares.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
SETTINGS
SETTINGS holds the FM-1's global settings and the tools that look after your storage. It has two
pages: the list, and MIDI. Open it with HOME + MONO (or
EDIT on STATUS).
Changing a setting
SELECT picks a setting; the footer shows its default (DEFAULT STEREO).
K1 changes it, a step a click. It applies at once.
LFO puts it back to its default.
SAVE keeps the settings after power-off, as every change.
SEQ or ALGORITHM turns to the MIDI page and back. SEL, REVERT takes the page back
to what was saved, after a question (REVERT THE SETTINGS TO SAVED?); with nothing unsaved,
NOTHING TO REVERT.
SETTINGS, the list's top.
The list's end: ARP, POWER-ON SCREEN, TUNING, TOOLS and ABOUT.
Sound and output
OUTPUT
What the jack and the speaker get. STEREO for headphones and a mixer. MONO for the FM-1's own
speaker, which plays one channel only (and for a mono cable). SYNC PULSE L or R: a click on that side every half beat,
for instruments that follow a sync pulse, the music in mono on the other side (with SYNC INTERNAL only; with SYNC
EXTERNAL the output stays stereo, no clicks). A cable in the jack mutes the speaker,
and the FM-1 cannot tell, so set this yourself. STEREO, MONO, SYNC PULSE L, SYNC PULSE R; STEREO at
first
LINE GAIN
The level of the speaker and the jack, with MASTER. -24 to +12 dB, 0 dB at
first
USB GAIN
The level of USB audio, the sound a computer records; MASTER does not touch it.
-24 to +12 dB, 0 dB at first
VOICES
How many notes are heard at once, everywhere. 16 needs the second processor (SECOND CORE); while it
does not run, 16 counts as 12 (16 VOICES: 12 WITHOUT CPU 2). When all are busy, a new note
takes the voice least missed: a ringing tail first, then the quietest held note; the keys' notes go last. A held note
pushed out comes back when a voice frees. 8, 12, 16; 16 at first
SECOND CORE
The FM-1's chip has two processors: ON works the effects and voices 11-16 out on the second.
OFF: one does it all (12 voices at most). ON, OFF; ON at first
TUNING
The pitch of A4. 430-450 Hz, 440 at first
The keys, the knobs and the look
THEME
The screen's colours. DEFAULT, EGA, PASTEL, NEON, SUNSET, ICE, CLEAR, GREEN,
AMBER, WHITE, DAYLIGHT, PAPER, MANUAL, SILVER, LCD, COMMANDER; DEFAULT at first
KEYS VOLUME
The volume of the notes the keys play and write (the keys have no velocity).
01-7F, 60 at first
KEYS GAIN
How loud you hear the keys while playing them (the FM-1's and MIDI's), not how they are
recorded. -24 to +12 dB, 0 dB at first
KEYS
THROUGH FX: the keys go through the effects as everything else. DRY: past every effect, straight
to the output. THROUGH FX, DRY; THROUGH FX at first
KEYS OCTAVE
The keys' octave at power-on. -4 to +4, 0 at first
KNOB SPEED
Bigger steps when a knob is turned fast. OFF, LOW, HIGH; LOW at
first
HOLD DELAY
How long a button must be held to count as held. 300-1500 ms, 500 at
first
COMBO GRACE
How long a button let go still counts for a combination. 0-250 ms, 100 at
first
PLAYBACK SCROLL
PLAYBACK scrolls by ROWS (the playing row stays in the middle) or by PAGES.
ROWS, PAGES; ROWS at first
PRESETS LIST
While PRESETS turns, the cartridge's instruments over the screen, gone a second after the
last click; OFF, the footer alone names the instrument. ON, OFF; ON at first
Recording and the arpeggiator
COUNT-IN
Before an EDITOR take: 1 or 2 bars of clicks, none, or KEY (your first note starts the take).
LOOPS has its own. OFF, 1 BAR, 2 BARS, KEY; 1 BAR at first
QUANTIZE
Where an EDITOR take puts a note: on the nearest line of 2, 3 or 4 rows, the nearest row, or REAL
TIME (the row it falls in, its exact time kept with a note delay). The keys sound exactly as written.
2 ROWS, 3 ROWS, 4 ROWS, ROW, REAL TIME; ROW at first
ARP RHYTHM
The arpeggiator's rhythm and the EDITOR's row preview, a row a step: # plays, _ rests.
#, #_, #__, #___, ##_, ###_, ##__, #_##_, and two slow ones; #___ at first
ARP PATTERN
The order the arpeggiator's notes take turns in. UP, DOWN, UP-DOWN,
RANDOM, AS PLAYED; UP at first
ARP LATCH
How many notes go on playing after you let go of their keys. OFF, 1-8 NOTES;
4 NOTES at first
POWER-ON SCREEN
The screen the FM-1 starts on. STATUS, LAST, or any screen; STATUS at first
TOOLS and ABOUT
On TOOLS, K1 picks a tool and EDIT runs it:
TOOLS
The line of tools below.
CHECK REFERENCES
Lists the references to things that are missing (a note's instrument gone, a song's
pattern deleted): MISSING REFERENCES: 3, or
NO MISSING REFERENCES.
CHECK STORAGE
Reads every saved record and checks it is whole (CHECKING STORAGE):
STORAGE OK, or a list of problems (STORAGE
PROBLEMS: 2). It writes nothing.
CLEAN UP
Finds what nothing uses and asks what goes, as a checklist
(CLEAN UP: FREES 1.3K): UNUSED PATTERNS, UNUSED SAMPLES (ticked at first), UNUSED INSTRUMENTS (not:
most of a bank is a library, not leftovers). SELECT picks a line, K1 ticks it, OCT+ cleans up
(CLEANED UP: 4 DELETED; nothing to do:
NOTHING TO CLEAN UP). Built-in things are never listed.
CLEAN UP's checklist.
AUTO LEVEL ALL
Measures every sound you have and sets its level, after a question; the built-in
cartridges keep theirs.
REVERT ALL
Drops every unsaved change, after a question, as SAVE + OCT- does.
FACTORY RESET
Erases everything you saved or uploaded: songs, patterns, loops, your cartridges and samples,
your edits of the built-in instruments, DJ's decks, the settings and the MIDI map. PT/FM itself and its built-in
instruments stay, so the FM-1 is as it was after its first install, before the demo disk.
It asks twice. First FACTORY RESET? with ERASES ALL YOU SAVED OR
UPLOADED and ONLY THE BUILT-IN INSTRUMENTS STAY: OCT+ answers RESET. Then
ERASE IT ALL NOW? with THERE IS NO WAY BACK, and, if you have changes
not saved yet, how many go with the rest (3 UNSAVED CHANGES LOST
TOO): OCT+ answers ERASE. OCT- (KEEP) or HOME at either question leaves
everything as it was.
Then ERASING shows a bar for up to two seconds, the sound silent and every control
waiting, and the FM-1 restarts on its power-on screen with the settings as they come.
To keep a copy first, read the FM-1 on the editor page and download a disk (chapter
17). The demo songs come back with the install page's UPLOAD DEMO DISK (chapter 2).
A power cut while it erases leaves part of your work: run FACTORY RESET again.
FACTORY RESET's first question.
ABOUT
EDIT opens it: the version and the licences. EDIT closes it.
ABOUT.
The MIDI page
The second page (SEQ), the same kind of list (chapter 16 explains MIDI in full):
SETTINGS MIDI.
MIDI IN CHANNEL
The channel MIDI in listens to, on USB and the jack. ALL, 1-16; ALL at
first
MIDI OUT
What goes out over USB: OFF, KEYS (the FM-1's keys as played) or ALL (the keys and everything that
plays: track 0 on channel 1 ... track 15 on channel 16). OFF, KEYS, ALL; KEYS at first
MIDI OUT CHANNEL
The keys' channel out. 1-16; 1 at first
SYNC
INTERNAL: PT/FM's own tempo. EXTERNAL: an outside MIDI clock leads (USB or the jack).
INTERNAL, EXTERNAL; INTERNAL at first
CLOCK OUT
Sends the clock, START / STOP / CONTINUE and the song position out, with SYNC INTERNAL.
OFF, ON; OFF at first
MIDI CONTROLLER
EDIT turns the FM-1 into a MIDI controller for a computer until it is switched
off and on, after a question (chapter 16).
LEARN
How many mappings of 64 (3 OF 64). EDIT learns one: touch an FM-1 control, then
move the MIDI control that should drive it (TOUCH AN FM-1 CONTROL,
MOVE THE MIDI CONTROL). The mappings are listed below; LFO deletes the one
picked.
Keys on SETTINGS
Key
Does
SELECT
Picks a setting (on MIDI, then the mappings).
K1
Changes it, at once; on TOOLS, picks the tool.
LFO
Puts it back to its default; on a mapping, deletes it.
SEQ or ALGORITHM
Turns to the MIDI page and back.
EDIT
Runs the tool picked; opens and closes ABOUT; on MIDI CONTROLLER, switches; on LEARN,
learns.
SEL
REVERT: the page's own back as saved (the settings; on MIDI, the mappings).
SAVE
Keeps the settings after power-off.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch (also set
here: ARP RHYTHM, ARP PATTERN, ARP LATCH).
LOOPS
LOOPS is a loop station: you record a layer in one pass, then the next over it, without stopping the
music. You keep a stack of up to 16 loops, mute and solo them while playing over them, and can record the whole
performance as a new song. Open it with HOME + POLY.
The loops
LOOPS with no loops yet: the top line (tempo, length, QUANTIZE, REC) and
+ NEW LOOP.
Two loops playing: each its number, instrument, POLY or MONO, and its notes
across the length; the playing place a line.
Up to 16 loops, listed in the order they were made, the newest at the bottom, with + NEW LOOP under
them. A loop's number is its place, 00 to 0F.
One length for all, set by the first loop in whole bars (8 bars at most at 1/16). After that only the
properties' LENGTH and the menu's DOUBLE change it.
A loop has one instrument and a colour of its own. PRESETS (and ENV, the cartridges)
pick the sound the keys play and the next loop takes, never a recorded loop's.
POLY or MONO, chosen before recording (the black keys MONO and POLY in CONTROL mode; POLY at first): a POLY
loop holds up to 4 notes at once, a MONO loop one, a note over a held one taking over as the properties' MONO LEGATO
says.
A loop's mix:K1 to K4 turn the selected loop's LEVEL, PAN, DELAY SEND and REVERB SEND
(CHORUS and DUCK on FX's MIXER). On + NEW LOOP they set the next loop's mix.
ALGORITHM turns the tempo, any time.
LOOPS has its own effects (FX from LOOPS edits them) and metronome, so it sounds the same whatever song
is current. SAVE keeps the loops like any change.
Recording a loop
Pick a sound with PRESETS. Turn SELECT to + NEW LOOP (for a new loop) or to a loop (to
record it again).
Press REC: the take is armed.
With the loops playing, it starts at their next start; the row counts down (ARMED: STARTS IN 3 BARS).
With nothing playing, your first note starts the loops and the take at once; or press PLAY to start
them after the properties' COUNT-IN.
Play. A take is one pass of the length and stops by itself, the loops playing on. Press REC to stop it
early; REC while armed cancels (CANCELLED).
A take armed: it starts with the loops' next round.
The first loop has no length to fill: it grows a bar at a time while you play. Press REC to close
it on a bar line (LOOP 00: 4 BARS); its bars are the length. Played
nothing: NOTHING PLAYED: NO LOOP. PLAY with no loops, nothing armed and nothing playing is
refused: REC, THEN PLAY: THE FIRST LOOP.
The first loop recording: it grows a bar at a time.
What you hear is what is kept. While recording, notes land on QUANTIZE's grid and sound there; a MONO loop
plays one note at a time, a POLY one at most 4. Not recording, the keys play freely.
RE-RECORD:EDIT (or REC on a loop) records the selected loop again; its old notes are gone the
moment the take is armed (LOOP 03 RE-RECORDING). It keeps its place,
colour, instrument and mix.
PEEL:LFO removes the selected loop (on + NEW LOOP, the last) without asking
(LOOP 03 PEELED); SEL's REVERT brings back what was saved.
A full edit memory ends a take, keeping what was written (MEMORY FOR EDITS IS FULL).
QUANTIZE
Where a recorded note lands: the properties' QUANTIZE, or the black keys OP1-OP5 in CONTROL mode
(QUANTIZE: 2 ROWS).
2 ROWS, 3 ROWS, 4 ROWS
The nearest line of that many rows, from the loops' start.
ROW
The nearest row (at first).
REAL TIME
The row it falls in, its exact time kept as a note delay, its end as a key off.
A note played a little early waits for its line; one just after it sounds at once and is written on the line.
CONTROL mode: mutes and solos
In CONTROL mode the keys stop playing notes and become a mixer for the loops. Each white key is a loop: white key 1
is the top loop, white key 16 the sixteenth.
LOOPS in CONTROL mode. The header shows SEQ SOLO: the white keys
solo. Loop 2 is soloed (S), so loop 1 is silent.
Press SEQ. The FM-1 shows KEYS: CONTROL and the header reads
SEQ MUTE.
Tap a white key: its loop mutes (LOOP 02 MUTED) or plays again
(LOOP 02 ON) at once.
Press SEQ again to play notes: KEYS: PLAY.
Hold a white key a moment instead (longer than HOLD DELAY in SETTINGS) and the change waits for the next bar line
(LOOP 02 MUTED AT THE BAR); the loop's row shows a yellow
M while it waits.
Press the black key GLO to make the white keys solo instead of mute
(SEQ: SOLO; again: SEQ: MUTE). One
loop is soloed at a time: a white key solos its loop alone (LOOP 02 SOLO),
and on the soloed loop it ends the solo (LOOP 02 SOLO OFF). Held, the
solo waits for the bar line (a yellow S).
Key
In CONTROL mode
white key
Its loop: mute or unmute (in SOLO: solo, or end the solo) at once.
white key held
The same at the next bar line; held again, the wait is called
off.
OP1OP2OP3
QUANTIZE 2, 3 or 4
rows.
OP4OP5
QUANTIZE a row; REAL TIME.
PIT
Every loop back on: all mutes and the solo cleared
(ALL LOOPS ON).
GLO
The white keys mute, or solo.
MONOPOLY
How the next loops record: one note at a time, or up
to 4 (NEXT LOOPS: MONO, NEXT LOOPS: POLY; the footer shows
it).
SEQ
Back to playing notes.
From any screen, HOME + white key mutes or unmutes that
loop at once; hold the white key to solo it.
HOME's combination in LOOPS: the white keys are the loops.
Loop 00 muted from HOME's combination: its row dark.
The pattern recorder
ARP opens a step sequencer over the loops, which play on, so the pattern is heard in the mix while you
build it. (The EDITOR's SEL, RECORD PATTERN is the same recorder.)
The pattern recorder: 4 rows of 16 steps, a note a row; the knobs'
settings below.
4 rows of 16 steps, a note a row (with a kit, each row a drum). SELECT picks the row; a
white key switches its step on or off.
The row's note:K3 moves it a semitone a click; or tap SEL, then press a key: that key
is the note (KEYS: THE NOTE, then KEYS: THE STEPS). SEL held + a key
does it at once. OCT- / OCT+ move the row's note with the octave
(NOTE C-5).
K1STEP SIZE (1/32 to 1/4, 1/16 at first), K2LENGTH (4, 8, 12 or 16 steps),
K4TIMES (x1-x8, for the first loop only: how many times it fills the new length).
GLO: the notes RING TO THE NEXT (at first) or last A STEP LONG
(NOTES RING TO THE NEXT, NOTES A STEP LONG).
The preview plays while the recorder is open; ARP switches it off and on.
REC writes it and closes: on + NEW LOOP a new loop
(PATTERN: LOOP 06, 4 BARS); opened on a loop, it replaces that
loop's notes (PATTERN INTO LOOP 03). No step on:
NO STEPS ON. HOME closes it, nothing written.
What you set stays for the next time until power-off.
RECORD LIVE: the performance as a song
SEL, RECORD LIVE records everything you do over the loops into a new song: the loops as they play,
mutes and solos, the keys, effects, punch-ins, tempo changes and the mix.
RECORD LIVE's panel: the new song's NAME and TEMPO; REC arms,
HOME cancels.
SEL, RECORD LIVE opens its panel: the song's NAME (EDIT types it) and K1
TEMPO.
REC arms it (REC blinks; the top line's REC reads SONG). HOME cancels.
It starts with your next REC, a note, or PLAY.
Perform. PLAY drops the loops out and brings them back; PLAY held takes them to their start; the keys play on
their own tracks.
REC ends it (SONG 12 RECORDED: 1:23, 5
PATTERNS). SAVE keeps the song.
A song recording: the top line shows its time and patterns.
While a song records, nothing changes the loops themselves: takes, PEEL, DOUBLE and the like are refused
(RECORDING A SONG).
Leaving LOOPS (but for FX) ends it, keeping what was written.
Notes that do not fit the song's 16 tracks are left out and counted
(SONG 12: 3 NOTES LEFT OUT). It stops by itself when the
memory, the pattern numbers or 256 positions run out
(SONG 12 STOPPED: MEMORY FOR EDITS IS FULL);
with no song number free it is refused (NO SONG NUMBER FREE).
Loops to a pattern and back
LOOPS has no precise editing; for that, store the loops in a pattern and edit it in the EDITOR.
SAVE TO PATTERN: the pattern list, NEW first.
SAVE TO PATTERN
Writes one pattern of the loops' length: every loop's notes, repeats written out, each with
its instrument, and each loop's mix (LOOPS STORED IN PATTERN
2A). Pick NEW or a pattern; a pattern that is not empty asks first.
LOAD FROM PATTERN
Turns a pattern into loops, a loop an instrument, replacing the loops after a question
(PATTERN 2A IN LOOPS: 3 LOOPS). The length is the
pattern's, in whole bars; what does not fit 16 loops of 4 notes is left out and said.
The properties and the menu
GLO opens LOOPS PROPERTIES:
LOOPS PROPERTIES.
TEMPO
As a song's, with its BPM (ALGORITHM turns it too). 3-600
SWING
50-75 %
LENGTH
A bar more or less: longer adds silence at the end, shorter cuts bars off (asking first when notes
would go). Before the first loop: THE FIRST LOOP SETS IT.
GRID
1/16, 1/16T or 1/32: 4, 6 or 8 rows a beat. Only before the first loop
(GRID: ONLY BEFORE THE FIRST LOOP).
QUANTIZE
Where a recorded note lands (above): on every 2, 3 or 4 rows, on
the nearest row, or where you played it (REAL TIME). 2 ROWS, 3 ROWS, 4 ROWS, ROW, REAL TIME; ROW
at first
MONO LEGATO
On a MONO loop, a note over a held one: GLIDE (a short glide; a TB-303's slide), LEGATO (the
held note moves to the new one, no new attack) or JUMP (a plain new note).
COUNT-IN
Before a take PLAY starts: OFF, 1 BAR, 2 BARS. A key always starts at once.
OFF at first
SEL opens the menu:
The menu on a loop.
APPLY INSTRUMENT
The selected loop takes the current instrument (LOOP 03: 01:04 BRASS).
DOUBLE
The length x2, every loop playing twice what it played (DOUBLED:
8 BARS; past 8 bars: DOUBLE: AT MOST 8 BARS).
RECORD LIVE
Its panel (above); while armed, CANCEL RECORD LIVE.
SAVE TO PATTERN, LOAD FROM PATTERN
Above.
CLEAR LOOPS
Every loop goes, after a question; the next loop sets a new length
(LOOPS CLEARED).
REVERT
LOOPS as last saved, after a question.
With no loops, EDIT, LFO and the menu's loop items say NO LOOPS YET.
All 16 loops.
Loops that repeat: X3, X4 after their names.
Keys on LOOPS
Key
In PLAY mode
SELECT
Picks a loop, or + NEW LOOP below them.
REC
Records where the selection is: a new loop, or the loop again; while the loops play it
arms; again, stops the take early (the first loop: closes it on a bar line).
RECPLAY
With no loops: REC, then a note or PLAY, starts the first loop; REC again
closes it on a bar.
PLAY
Plays and pauses the loops.
PLAY held
Stops: the loops go back to their start.
EDIT
Records the selected loop again (RE-RECORD).
LFO
PEEL: the selected loop goes.
KEYS
Play the current instrument; while recording, write into the take.
PRESETS
The sound you play, which the next loop takes.
ENV
The cartridge list: the next loop's sound from another cartridge.
ALGORITHM
The tempo, any time.
K1K2K3K4
The selected loop's LEVEL, PAN, DELAY and REVERB;
on + NEW LOOP, the next loop's.
SEQ
Switches the keys between playing notes and CONTROL mode.
ARP
Opens the pattern recorder.
GLO
The properties: tempo, swing, length, grid, quantize, mono legato, count-in.
SEL
The menu: APPLY INSTRUMENT, DOUBLE, RECORD LIVE, SAVE TO / LOAD FROM PATTERN, CLEAR LOOPS,
REVERT.
Mutes or unmutes its loop; in SOLO, solos it or ends the solo.
white key held
The same at the next bar line.
OP1OP2OP3
QUANTIZE 2, 3 or 4 rows.
OP4OP5
QUANTIZE a row; REAL TIME.
PIT
Every loop back on.
GLO
The white keys mute, or solo.
MONOPOLY
How the next loops record.
Key
In the pattern recorder
SELECT
Picks the row.
white key
Switches a step on or off.
K3
The row's note, a semitone a click.
SEL
Then a key: that key is the row's note.
K1
STEP SIZE.
K2
LENGTH.
K4
TIMES: the first loop's length.
GLO
Notes ring to the next, or last a step.
ARP
The preview off and on.
REC
Writes the loop and closes.
HOME
Closes, nothing written.
FX
FX holds the effects on the whole mix, the mixer, the metronome and the punch-in effects. Press
FX on any screen to open it, and FX again to go back where you were. SEQ turns its
three pages: LIVE, EDIT and MIXER.
Whose effects
Every song has its own effects (its FX setup: the chain's order, routing, each effect's knobs and on/off,
the mixer and the metronome). LOOPS and DJ have their own. FX always edits what you hear:
the song playing (or the one played last); a pattern from the EDITOR uses the current song's;
in LOOPS, the loops'; on DJ, DJ's (FX from LOOPS or DJ does not leave them);
before anything has played, THE KEYS': the keys' own setup, with the reverb on, so the FM-1 sounds round as
a synth from its keys alone.
A new song starts with only the LIMITER on. THE KEYS' setup, which the keys play through at power-on, also has the
REVERB on. While what FX edits plays, nothing but your hand changes the effect under the cursor: the song's own
commands for it are skipped.
The keys keep the last song's effects. Once a song has played, the keys go on playing through its effects
and at its tempo after it stops or pauses, until something else plays. THE KEYS' own setup comes back at the next
power-on, or at once with UNLOAD SONG (SONGS' SEL menu, chapter 6). With LOOPS on
the screen and nothing playing, the keys play through the loops' setup.
LIVE: playing the effects
FX LIVE: the 16 punch-ins on the white keys, the effects on the black keys, the
picked effect's knobs below.
The white keys are the 16 punch-in effects, each while its key is held
(below); the keys play no notes on LIVE.
The black keys pick an effect, a fixed key each: OP1 GATE,
OP2 FILTER, OP3 DRIVE, OP4 LO-FI,
OP5 CHORUS, OP6 DELAY, PIT REVERB,
GLO LIMITER, MONO DUCK, POLY METRONOME.
The BLANK key is BYPASS: every effect off while held (the metronome clicks on).
SELECT picks the effect too. OCT+ switches it on, OCT- off
(GATE ON, GATE OFF).
K1 to K4 turn its knobs (SEL held: steps of 10); ALGORITHM shows its next knobs
(FILTER has 8, DELAY 5). LFO resets the knob turned last.
EDIT shows the effect on the EDIT page; SEL opens its menu (RESET, REVERT).
ARP on LIVE plays the last note you played, hands free (with SETTINGS' ARP LATCH not OFF), so you can
play the effects over an arpeggio: the keys stay punch-ins.
FILTER picked on LIVE: its knobs, the cutoff turned.
A punch-in held (LOOP 1/4).
BYPASS held.
EDIT: the chain
FX EDIT: the chain as a list, the sound going top to bottom; the picked
effect's knobs and its picture below.
The chain is a list: the sound goes from top to bottom. The LIMITER is always last; DUCK and the METRONOME sit
apart, outside the chain.
SELECT picks an effect; K1-K4 its knobs; ALGORITHM its next
knobs.
OCT+ / OCT- switch it on and off, so you can set it first and switch it on after. The keys
play notes on EDIT, to hear the effect; SEL + OCT+ and
SEL + OCT- change their octave.
SEL opens the menu: MOVE (SELECT moves the effect through the chain, heard as it goes; SEL puts
it down, MOVED; HOME puts it back, NOT MOVED; the LIMITER, DUCK and
the metronome stay: LIMITER DOES NOT MOVE), RESET (the
effect as at first), REVERT (every effect as last saved).
Each effect's picture shows what it does: the filter's curve, the echoes, the reverb's decay. The footer shows what
the effect costs the processor (GATE 0.4% CPU). Each effect, its picture and its knobs are below.
The effects
Ten effects, each in a section of its own below, in the order FX EDIT lists them, with all its knobs. On EDIT,
SELECT picks the effect, K1-K4 turn its first four knobs and ALGORITHM shows the next four (FILTER
and DELAY have more than four); LFO puts the last knob turned back to its default. A knob with no range
given runs 0-100 %. A new song starts with only the LIMITER on (THE KEYS' setup has the REVERB on too);
OCT+ switches the picked effect on.
GATE
Chops the sound on and off in a rhythm, locked to the song's bars: a trance gate on whatever passes through it.
Its rhythm is a pattern of 16 steps; each step is OFF (closed), ON (open for the first three quarters of the step) or
a ratchet, X2, X3 or X4 (two, three or four short hits within the step).
GATE on EDIT: its knobs and its pattern's 16 steps.
PATTERN
Which rhythm. 00-0F are built in (the table below); 10-1F are yours, MY GATE 10 to MY GATE 1F,
written on the white keys (below). 00-1F; 00 STRAIGHT at first
RATE
How long a step is: at 1/16 the 16 steps make one bar of 4 beats, at 1/8 two bars, at 1/32 half a
bar; 1/8T and 1/16T are triplet steps (3 and 6 to a beat). At 1/16, step 1 falls on the bar's first beat.
1/8, 1/16, 1/32, 1/8T, 1/16T; 1/16 at first
DEPTH
How far a closed step closes: 100 % is silence, 50 % only dips the sound, 0 % leaves it as it is.
100 % at first
SMOOTH
How soft the edges are: low, a hard click-on, click-off chop (0.5 ms); high, a soft pulse that
swells in and out (up to 20 ms). 20 % at first
No.
Pattern
Its 16 steps (# open, . closed, 2 / 3 ratchets)
00
STRAIGHT
################: every step, a steady chop
01
OFFBEAT
.#.#.#.#.#.#.#.#: only the steps between
02
TRANCE
#.###.###.###.##: the classic trance gate
03
HALF
##..##..##..##..: two open, two closed
04
GALLOP
#.##.##.#.##.##.: a galloping rhythm
05
SKIP
##.##.##.##.##.#: threes skipping across the beats
06
SPARSE
#...#...#...#...: one hit a beat
07
ROLL
####2222####3333: a roll building up
08
STUTTER
2.2.2.2.2.2.2.2.: double hits, every other step
09
DOTTED
#..#..#..#..#..#: every third step, dotted eighths
0A
SYNCOPE
#..#.#..#..#.#..: syncopated
0B
PULSE
###.###.###.###.: three open, one closed
0C
RAMP
#.#.##.####.####: denser across the bar
0D
BREAK
########........: the bar's first half, then silence
0E
TRIPS
3.3.3.3.3.3.3.3.: triple hits, every other step
0F
CHOP
##..#.#.##..#.#.: a chopped break
Writing your own steps: on EDIT with GATE picked, EDIT puts its 16 steps on the white keys: a
key switches its step on or off; held, ALGORITHM gives it ratchets (X2, X3, X4). A built-in pattern is
copied into yours first (STRAIGHT COPIED TO MY GATE 11). EDIT keeps
the changes, HOME drops them. ENV on GATE lists the patterns.
GATE's steps on the white keys.
FILTER
One filter on the whole mix: a low-pass (darker, the top taken away) or a high-pass (thinner, the bass taken
away), with an envelope that can open it on every note or beat, as a synth's filter envelope does. Its eight knobs
are on two pages (ALGORITHM turns to the second).
FILTER on EDIT: CUT at LP 7.4K, the response around the
cutoff.
CUT
Where the filter cuts, and which kind: turned left of the middle it is a low-pass closing from LP 20K
down to LP 100 (Hz); turned right, a high-pass opening from HP 20 up to HP 8.0K; in the middle, OFF. Turned by hand
it glides, so no step is heard. With the envelope on, CUT is where the filter rests between notes.
LP 100 ... LP 20K, OFF, HP 20 ... HP 8.0K; OFF at first
RESO
Resonance: a peak at the cutoff. Low is smooth; high makes the cutoff ring and whistle, the acid
squelch when the cutoff moves. 30 % at first
ENV
How far each note (or beat) opens the filter, as a part of the way from CUT to fully open: a
low-pass opens upward, a high-pass downward. 0 % switches the envelope off. 0 % at first
SOURCE
What opens it. KEYS: every note the keys play (the FM-1's, MIDI's, the arpeggiator's), held as
long as the key. TRACK 00 ... TRACK 0F: every note that track starts, muted or not, so a silent track can carry a
rhythm for the filter. 4 BEATS, 2 BEATS, BEAT, 1/2 BEAT, 1/4 BEAT: the beat itself, every so many beats, each hit held
half its length. KEYS at first
ATTACK
How long the filter takes to open from where it is. 2 ms-3 s; 2.0 MS at
first
DECAY
How long it then takes to close down to SUSTAIN. 5 ms-5 s; 296 MS at
first
SUSTAIN
How open it stays while the note is held, as a part of ENV's opening; 0 % closes it fully after
DECAY, a pluck. 0 % at first
RELEASE
How long it takes to close back to CUT once the note ends. 5 ms-5 s; 296 MS at
first
There is one envelope for the whole mix, not one a note: each new note starts it again from wherever it is, and it
holds while any note of the source is held.
FILTER's second page: its envelope.
LO-FI
The sound of an old sampler: fewer bits, a lower sample rate and record crackle.
LO-FI on EDIT: a sine wave as it comes out, stepped and
speckled.
BITS
How finely the level is measured: 16 is clean, 8 grainy, 4 and under harsh and noisy, 2 a broken
buzz. 2-16; 8 at first
RATE
The sample rate it imitates: lower takes the top away and adds the metallic ring of aliasing; 44 kHz
leaves the rate as it is. 1-44 kHz; 22 at first
DUST
Crackles and specks, as from a record. They are a sound of their own: heard even when nothing plays.
20 % at first
CHORUS
A JUNO-style chorus: two short delays, swaying in opposite ways left and right, mixed with the sound, so it widens,
thickens and gently detunes.
CHORUS on EDIT: the pitch each side gets as it sways.
MODE
The JUNO-106's three chorus settings. I: slow (0.5 Hz) and gentle. II: a little faster (0.83 Hz) and
deeper, a lusher swirl. I+II: fast (9 Hz) and shallow, a shimmering vibrato. I, II, I+II; I at
first
RATE
The sway's speed, around the mode's own: 50 % is the JUNO's, 0 % about a third of it, 100 % about 1.7
times. 30 % at first
DEPTH
How far it sways, around the mode's own in the same way: more is a stronger pitch wobble.
50 % at first
MIX
How much of the chorus is heard against the sound itself. With ROUTING SENDS
(below) it is the chorus's return level instead, and each track sends to it by its MIXER
send. 50 % at first
DELAY
Echoes locked to the song's tempo. The echoes are mono; PING-PONG puts them left and right in turn.
DELAY on EDIT: the echoes on a bar's beats, each quieter.
TIME
The time between echoes, as a note value; T marks triplets, a dot dotted values (1/8. is three
sixteenths). Up to 1 s (0.5 s with PING-PONG): a value longer than that at a slow tempo plays the longest that fits.
1/32, 1/16T, 1/16, 1/8T, 1/16., 1/8, 1/4T, 1/8., 1/4, 1/2T, 1/4., 1/2; 1/8. at first
FEEDBACK
How much of each echo comes back as the next: low, one or two echoes; high, a long trail.
40 % at first
TONE
How bright each echo is: every repeat passes through a low-pass, so lower makes the echoes darker
and softer as they go, as a tape or analogue delay; 100 % keeps them bright (up to about 13 kHz).
60 % at first
PING-PONG
ON: the echoes bounce between left and right. OFF: they stay in the middle.
OFF, ON; OFF at first
MIX
How loud the echoes are against the sound. With ROUTING SENDS, the delay's return level instead.
30 % at first
REVERB
A plate reverb: the sound in a large, smooth, bright space.
REVERB on EDIT: its decay, bright frequencies dying first.
SIZE
How long the reverb rings: from about 1.3 s, a room, to about 11 s, a cathedral (the time it takes
to die away). 60 % at first
DAMP
How dark the tail gets: more damping takes the highs out of the tail as it rings, warmer and less
hissy; none leaves it bright. 40 % at first
PRE-DELAY
A gap before the reverb starts, so the sound's attack stays clear in front of it.
0-100 ms; 10 at first
MIX
How loud the reverb is against the sound. With ROUTING SENDS, the reverb's return level instead.
25 % at first
DRIVE
Warm distortion: the mix pushed into a soft clipper, adding harmonics as an overdriven amplifier or tape does. The
deep bass (under about 55 Hz) is kept out of it, so it stays clean; the level is evened out as the drive rises.
DRIVE on EDIT: the harmonics it adds.
DRIVE
How hard it is pushed: low, a little warmth and grit; high (up to about nine times the level),
heavy saturation. 30 % at first
TONE
The brightness after the distortion: low is dark and smooth, high bright and edgy.
50 % at first
LIMITER
Keeps the mix from going over a ceiling, catching its peaks so the sound never clips. Always last in the chain,
and on in every new song.
LIMITER on EDIT: its curve and its release.
CEILING
The most the mix may reach. Lower catches more of the peaks, and the mix comes out quieter.
-12 to 0 dB; -1 at first
RELEASE
How fast the level comes back after a peak: short keeps it loud but can pump; long is smoother.
10-1000 ms; 100 at first
DUCK
One track pushes the others down while it plays, as a kick making room for itself in the bass and the pads
(sidechain). It sits outside the chain. Which tracks duck, and how much, is set in the MIXER's DCK row, none at first:
raise DCK on the tracks that should duck (MIXER). The source never ducks itself.
DUCK on EDIT: the dip and its release; no track ducks yet.
SOURCE
The track that pushes the others down, or KEYS: every note the keys play, so the song can make
room for a part played live. 00-0F, KEYS; 00 at first
DEPTH
How far the others go down when the source hits (each also by its own DCK).
60 % at first
RELEASE
How long they take to come back up after it: short, a quick dip; long, a slow breathing pump.
20-1000 ms; 150 at first
METRONOME
A click on the beats, to play or record in time. It is mixed after the effects, takes no voice, and stays off USB
audio. It sits outside the chain. The count-in before a take is not the METRONOME's: SETTINGS' COUNT-IN
(chapter 13).
The METRONOME on EDIT: the bar's beats.
TEMPO
FOLLOW: the tempo of what plays (on THE KEYS, their own TEMPO). A number: its own tempo, so it
clicks with nothing playing. FOLLOW, 30-300 BPM; FOLLOW at first
BEATS A BAR
How many beats a bar; the first is accented, louder and higher. In LOOPS it is also the
loops' bar. 1-16; 4 at first
SOUND
CLICK: a short tick of noise. BEEP: a clean tone (higher on the accent). WOOD: a woodblock knock,
its pitch falling. COWBELL: the classic drum machine's two-tone cowbell. CLICK, BEEP, WOOD,
COWBELL; BEEP at first
LEVEL
How loud it clicks. 60 % at first
Routing and the keys
GLO opens FX PROPERTIES, titled whose setup it is (a song's name, THE LOOPS, DJ or THE KEYS):
FX PROPERTIES for THE KEYS: their tempo and swing, routing, the keys.
ROUTING
GLOBAL: one chain on the whole mix. SENDS: CHORUS, DELAY and REVERB leave the chain and become
shared sends, each track sending its own amount (the MIXER's CHO, DLY, REV); their returns join the chain at the
SENDS line (marked with a diamond): effects above it work on the dry sound only, below it on everything
(ROUTING SENDS, ROUTING GLOBAL).
KEYS, EVERYWHERE
THROUGH FX, or DRY: the keys skip every effect (as SETTINGS' KEYS)
(KEYS DRY, KEYS THROUGH FX).
TEMPO, SWING
For THE KEYS: their own tempo and swing.
MIXER
The MIXER: a column a track, the KEYS column last.
A column for each of the 16 tracks (8 at a time), a row for each value: LVL (level), PAN, DCK
(how much it ducks, shown while DUCK is on), and with ROUTING SENDS CHO, DLY, REV (its sends).
ALGORITHM picks the track, SELECT the value, K1 changes it (SEL held: by 16),
LFO resets it.
KEYS, the last column, is the keys' own strip, the same in every song (its LVL is SETTINGS' KEYS
GAIN).
In LOOPS the columns are the loops (MIXER: THE LOOPS).
A value a song's command moved shows white, BY THE SONG; muted tracks are dark.
Punch-in effects
Hold FX and press a white key, on any screen: that effect plays on the whole mix
for as long as the key is held, locked to the tempo. On LIVE the white keys alone do it. Let go, it fades back into
the mix.
FX held: the map of the 16 punch-ins.
Key
Punch-in
1234
Loops:
LOOP 1/4, LOOP 1/8, LOOP 1/16, LOOP 1/32.
5678
Chops:
STUTTER 1/16T, BIT CRUSH, GATE 1/16, GATE 1/32.
Holds the punch-in on after you let go of its key
(LOOP 1/4 HELD ON: ITS KEY STOPS IT), so your hands
are free; FX lights full meanwhile. Its key again (or another punch-in's) stops it, as does HOME + REC.
The song goes on underneath every punch-in, in time: let go, and you hear it where it is now, faded back in over
80 ms (VINYL STOP spins back up instead). FX LIVE's map shows short names (LP SWEEP, ECHO THRW, HALF SPD ...); FX
held's list and the toasts, the full ones below.
LOOP 1/4, LOOP 1/8, LOOP 1/16, LOOP 1/32
Catch the last quarter, eighth, sixteenth or thirty-second note
of the mix, just before the key, and repeat it for as long as the key is held: LOOP 1/4 repeats the last beat, as a
DJ's loop does; LOOP 1/32 repeats so fast it becomes a buzzing roll.
STUTTER 1/16T
The same with a sixteenth-note triplet (a sixth of a beat): the fast, off-grid stutter of a
glitch edit.
BIT CRUSH
The live mix ground down to a handful of levels (8 each way from silence, about 4 bits) at a
sixth of the sample rate: gritty, aliased, old-sampler noise.
GATE 1/16, GATE 1/32
The live mix chopped on and off in time: sound for the first half of every
sixteenth (or thirty-second) note, silence for the second, with soft edges. A trance gate on the whole song.
LOW-PASS SWEEP
A resonant low-pass filter closes over one bar, from 18 kHz down to 200 Hz, and stays
closed while held: the song sinks under water.
HIGH-PASS SWEEP
A resonant high-pass filter rises over one bar, from 30 Hz up to 6 kHz: the bass and
the kick fall away and the song thins to its top, the classic build-up before a drop.
ECHO THROW
Throws the mix into the delay while held: dotted-eighth echoes bouncing left and right, with
65 % feedback. Let go, nothing more goes in, and the echoes ring on for about 2.4 s over the song. It borrows the
DELAY's line, so the song's own DELAY is not heard meanwhile.
REVERB SWELL
The mix rises into a huge reverb over two beats, the dry sound falling to half under it: a
wash. Let go, its tail rings on in the song's own REVERB (with REVERB off, it fades out over 80 ms). It borrows the
REVERB, so the song's own is not heard meanwhile.
REVERSE
The last beat played backwards, again and again while held.
HALF SPEED
The mix from the moment pressed, played at half speed: an octave down, dragging behind the
song. It falls further behind the longer it is held, and every second it jumps back to the present, so each second
held plays the half second that began it.
TAPE STOP
The sound slows down and stops over one beat, pitch falling with it, as a tape machine switched
off. Stopped, it is silent until you let go.
VINYL STOP
A turntable's stop button: the record brakes to a standstill in half a second. Stopped, it is
silent. Let go, it spins back up in a tenth of a second, straight into the song, landing on the beat.
A pattern can hold punch-ins as commands (!08: as if its key were held for 8 rows), so songs can carry
them. In LOOPS a punch-in is heard, and written only by RECORD LIVE.
Keys on FX
Key
Does
FX
Opens FX; again, back to where you were.
SEQ
The next page: LIVE, EDIT, MIXER.
SELECT
Picks an effect (on MIXER, the value).
K1K2K3K4
The effect's knobs (on MIXER, K1 changes the
value).
ALGORITHM
The effect's next knobs (on MIXER, the track).
OCT+OCT-
Switch the effect on or off.
SEL held + OCT+SEL
held + OCT-
On EDIT: the keys' octave.
LFO
Puts the knob turned last back to its default.
SEL
The menu: MOVE, RESET, REVERT.
EDIT
On LIVE: the effect on EDIT. On EDIT with GATE picked: its steps on the white keys;
again, keep them.
white key held, ALGORITHM
On GATE's steps: the held key's step gets
ratchets, X2, X3, X4.
HOME
Drops GATE's step changes; during MOVE, puts the chain back.
ENV
On GATE: the gate patterns.
GLO
FX PROPERTIES: routing, the keys, THE KEYS' tempo and swing.
white keys
On LIVE: the punch-ins. On EDIT and MIXER: play notes.
black key
On LIVE: picks an effect.
BLANK
On LIVE: BYPASS while held.
KEYS
On LIVE no notes, only effects; on EDIT and MIXER they play.
ARP
The arpeggiator; with a punch-in's key held, holds the punch-in on.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
HOME + white key
Mutes a track (also on
MIXER).
MIDI and USB
Connected by USB, the FM-1 is a sound card and a MIDI device for a computer or a phone, with nothing
to install. The TRS MIDI IN jack takes a keyboard. SETTINGS' MIDI page (chapter 13) sets
it all.
Playing PT/FM from MIDI
MIDI comes in over USB and through the MIDI IN jack (a TRS-to-DIN adapter, type A or B, for a keyboard's DIN
cable); both behave the same.
Notes play as the FM-1's keys do, on every screen: they play the current instrument, write in the EDITOR
with REC on, record into LOOPS, feed the arpeggiator. Velocity sets the note's volume. Every note plays, not only the
keys' range.
MIDI IN CHANNEL picks the channel listened to (ALL at first).
Program change picks the instrument in the current cartridge, as PRESETS does: program n is the
cartridge's n-th sound, counted from 0 and skipping empty slots, so it is not always slot n.
Bank select (CC 0) picks the cartridge, as SEL + PRESETS does:
bank n is the n-th cartridge in the cartridge list, counted from 0, not cartridge number n. With
the demo disk, bank 0 is 01 DRUM KIT and bank 6 is F0.
Pitch bend bends the keys' notes, plus or minus 2 semitones. The sustain pedal (CC 64) holds the
notes played from MIDI.
Every other controller does nothing until you learn it onto an FM-1 control (below).
MIDI learn
An outside controller's knobs and pads can work the FM-1's own controls: its 7 knobs, MASTER, every button but
HOME (HOME cancels learning, so it cannot be learned) and the 27 keys. A learned control works exactly as the FM-1's, on every screen, with its combinations and holds.
SETTINGS, the MIDI page (SEQ), turn SELECT to LEARN and press EDIT.
TOUCH AN FM-1 CONTROL: turn the knob or press the button or key to learn (it does
nothing else then).
MOVE THE MIDI CONTROL: turn the outside knob, or press and let go the pad. The FM-1 works
out what kind it is (an absolute knob, an endless encoder, a momentary or a toggle pad) and says what it learned
(K1: CC 74, CH 1).
HOME cancels at either step. Up to 64 mappings; the list below LEARN shows them, and LFO
deletes the one picked. SAVE keeps them.
MIDI out and the clock
MIDI OUT goes over USB only (the FM-1 has no MIDI OUT jack): OFF, KEYS (the FM-1's keys as played, on MIDI
OUT CHANNEL) or ALL (also everything that plays: track 0 on channel 1 ... track 15 on channel 16). Notes that came
in over MIDI are never sent back.
SYNC EXTERNAL follows an outside MIDI clock, from USB or the jack: its tempo, START, STOP, CONTINUE and
the song position (a sequencer can start PT/FM from any bar). PT/FM locks to the clock itself, not only its tempo,
so nothing drifts. In LOOPS the clock drives the loops; on DJ, the main deck. Lost for half a second, PT/FM plays on
at the last tempo (CLOCK LOST).
CLOCK OUT ON sends the clock, START / STOP / CONTINUE and the song position, timed to the sound as heard.
SYNC PULSE: for instruments that follow a sync pulse through an audio cable, set SETTINGS' OUTPUT to
SYNC PULSE L or R and use a stereo-split cable: a click on that side every half beat, the music in mono on the other.
MASTER sets the clicks' level too. It works with SYNC INTERNAL only: while PT/FM follows a clock (SYNC EXTERNAL), the
output stays stereo and sends no clicks.
USB audio
The FM-1 is a class-compliant USB audio input: no driver on Windows, macOS, Linux or a phone. Record it like any
microphone or interface.
16-bit stereo at 44.1 or 48 kHz, whichever the computer picks, kept in step with the computer's clock, so a
recording never drifts or clicks.
It carries the mix after the effects, always stereo, at SETTINGS' USB GAIN (MASTER does not touch it). The
metronome and the count-in's clicks stay off it.
No audio goes back from the computer to the FM-1.
MIDI CONTROLLER
The FM-1 can become a USB-MIDI controller for a computer: its keys, knobs and buttons send MIDI to a synth or a
music program, and its screen shows what it sends.
SETTINGS, the MIDI page, SELECT to MIDI CONTROLLER, EDIT. It asks first
(SWITCH TO MIDI CONTROLLER?, PT/FM STOPS UNTIL THE FM-1IS SWITCHED OFF AND ON), then whether to save unsaved changes
(SAVE BEFORE SWITCHING?).
PT/FM stops. The screen asks for the mode: REC for MIRROR (channel 16), HOME for GENERAL
(channel 1); SELECT first picks another channel.
Play. Switch the FM-1 off and on to get PT/FM back.
GENERAL
A keyboard controller: the keys send notes (OCT- and OCT+ shift them, -3 to +3, both together back
to 0); K1-K4 send CC 74, 71, 73, 72 (cutoff, resonance, attack, release); SELECT CC 1 (modulation); ALGORITHM CC 21;
PRESETS program change; MASTER CC 7 (volume); PLAY starts and stops a music program (MIDI Machine Control, and CC
114); the other buttons CC 102 and up.
MIRROR
Every control sends one fixed message, for working the virtual FM-1 of PT/FM's web pages from the
real panel; the page lights the FM-1's LEDs back.
Nothing is saved in controller mode, and nothing is written to the FM-1's memory.
The EDITOR page
The EDITOR page, editor.html, is PT/FM's page for the computer (Chrome or Edge, offline). It
comes with PT/FM, as install.html does: get it from PT/FM's home,
hitosu.github.io/ptfm. It backs up the FM-1, brings new content to it (tracker modules, MIDI files,
DX7 cartridges, sounds), and edits it with the FM-1's own pictures. It is a beta: its two panels are finished, its
edit tabs work with plain controls.
Two panels
TABLE (left): everything you drop on the page, kept in the browser. Its items have no numbers, so it holds
any number of songs, patterns and cartridges, and two imported modules never clash.
FM-1 (right): an image of what an FM-1 holds, with its numbers.
Drag items between the panels (or use the arrows): an item moves with everything it uses (a song with its
patterns, their instruments, their samples), and numbers are given as it lands on the FM-1 panel. DELETE removes
items; UNDO takes back any step.
Both panels group their items by kind: SONGS, PATTERNS, CARTRIDGES, SAMPLERS, SAMPLES and SYSTEM (the settings,
the MIDI map, the loops, DJ's setup, the EDITOR's own pattern and the keys' song). A click on a group's header folds
or opens it. Each panel shows its items as DETAILS (a row each, with sizes and what uses them), LIST or ICONS.
Picking works as in a file manager: a click picks one item, Ctrl adds one, Shift a range, Ctrl+A all. A
double-click (or Enter) opens the item's tab, Space plays it, Delete deletes it, F2 renames it; the right-click
menu has the rest.
The space bar under the FM-1 panel shows the FM-1's room: 103 blocks of 4 KB, as data, audio and free.
Keep at least 16 blocks free for the FM-1's own saves: with fewer than 10 free, the FM-1 cannot save new things
(it can still delete), and with fewer than 3 it cannot save at all until a WRITE frees room.
An item's tab
Every item opens in a tab of its own: double-click it, or EDIT IN A TAB in its menu. The tab edits a copy:
SAVE puts the changes into the item, on its panel, and closes the tab; closing a tab with changes not saved
asks SAVE, DISCARD or KEEP EDITING. A change saved on the FM-1 panel reaches the FM-1 only with WRITE. The pictures
in a tab are the FM-1's own, drawn by PT/FM's own code exactly as the FM-1's screen shows them, and they follow the
controls as you move them.
Song
Its properties (NAME, TEMPO, TICKS A ROW, ROWS A BEAT, SWING, AT THE END), its order (each position's
pattern from a list, moved, removed or added), TRIM (tick the positions to keep), the MIXER (each track's LEVEL, PAN,
DUCK and SENDS) and the FX setup (the chain's order by dragging, each effect on or off, its knobs).
Pattern
The grid, made for the mouse and the finger: a click picks a cell, a drag marks a block. The
cell's panel has a keyboard of the FM-1's 27 keys with NOTE OFF and NO NOTE, the instrument picked from a list of the
cartridges by name, the volume, and up to four commands, each with its meaning in words. On the computer's keyboard,
the arrows, Page Up / Page Down, Home, End and Tab move; the letter keys write notes as the FM-1's keys play them
(Z S X D C F V ... from F-3); = writes a note off; Delete clears; Ctrl+C, Ctrl+X and Ctrl+V copy, cut and
paste; Space plays.
Instrument
Its NAME, LEVEL (AUTO LEVEL measures it as the FM-1 does) and its engine's parameters, each
page beside the FM-1's picture of it. Every instrument page has a keyboard of the FM-1's 27 keys, played by mouse,
touch, the computer's keys, or a MIDI keyboard picked from the computer's inputs. With VIRTUAL MIDI KEYBOARD picked,
the computer's keys play anywhere in the tab (Z S X D C ... from F-3 as the FM-1's keys; [ and ] change
the octave).
Sample
Its waveform with START and END to drag (or drag across it for a new cut), PLAY THE CUT, CHANNELS
(both mixed, left or right of a stereo sound), RATE, DEPTH (8 or 16 bits), TRIM SILENCE, WHOLE SAMPLE, the sizes
before and after, and the instruments that play it. Their START, END and loop points follow a cut when you SAVE.
OPTIMIZE (below) makes it smaller.
SETTINGS, MIDI MAP, LOOPS, DJ SETUP
Every setting (and your 16 GATE patterns as rows of steps), each MIDI
mapping, each loop's instrument and notes, and DJ's crossfader, filter, decks and effects.
Your own sounds
A sound dropped on the page becomes a sample, a recording. To play it from the FM-1's keys it also needs
an instrument that plays it: the instrument sets its note, loop and envelope. The page does not make one for
you. On the page:
Drop the sound (WAV, FLAC, MP3, OGG ...) on the TABLE.
Drag it onto a sampler cartridge of the FM-1 panel: it joins that cartridge. (Dragged onto the panel anywhere
else, it gets a new sampler cartridge of its own.)
Open the sampler cartridge's tab: beside the sample, NEW INSTRUMENT FOR IT makes the instrument. Set its
BASE NOTE (the note the recording plays at its own pitch) and its loop, then SAVE.
WRITE.
Or make the instrument on the FM-1, after the WRITE: INSTRUMENTS, the sampler cartridge, an empty slot;
SEL, INIT makes a plain instrument there; EDIT, and on its SAMPLE row ENV lists the
cartridge's samples (the keys play the one highlighted, ENV picks it). Set its BASE NOTE and loop, then
SAVE (chapter 8).
Making room
Samples take most of the FM-1's room. The page can make them smaller: in a sample's tab, OPTIMIZE offers
three levels, each with its size and what it saves, heard before you SAVE:
LOSSLESS
Changes nothing you hear: it cuts what no instrument plays (before the first START, after the last
END or LOOP END) and the silent tail.
SMALLER
Adds the rate the page proposes for the sound (the lowest that loses nothing heard).
SMALLEST
Adds 8 bits, a softer top, and a level 6 dB lower, made up by the instruments' LEVEL.
On the TABLE, OPTIMIZE SAMPLES does the same to every sample picked (and every sample of a picked sampler)
at once, listing each level's size before and after. UNDO takes it back.
Reading, writing and backing up
Connect the FM-1 by USB with PT/FM running. Nothing stays connected: each action finds the FM-1, does its work and
lets go.
READ
Reads what the FM-1 holds into the FM-1 panel (after the first time, only what changed).
WRITE
Makes the FM-1 hold exactly the panel. Before writing it shows what it writes and what it removes (in
red), warns when the FM-1 saved something since the last READ (READ FIRST, WRITE ANYWAY or CANCEL) and when fewer
than the 16 advised blocks would stay free, and offers to back up first: what the write would
replace goes onto the TABLE (BACKUP and the time). When the panel does not fit around what the FM-1 keeps but fits
the FM-1 emptied, it writes the whole user area anew and says so first (it takes longer). The FM-1's sound stops while
it writes. With unsaved edits on the FM-1 it is refused: SAVE OR REVERT FIRST.
REVERT
Puts back what the panel showed after the last READ or WRITE.
DOWNLOAD DISK
Saves the FM-1 panel as a disk file (ptfm-2026-10-26.ptfmdsk). This is the backup:
READ, then DOWNLOAD DISK.
UPLOAD DISK
Puts a disk file in the FM-1 panel, numbers kept; WRITE then puts it on the FM-1. A backup put
back is exactly as it was.
Bringing content in
Drop files on the TABLE (or + ADD FILES):
Disks
.ptfmdsk files: their items as they are.
Tracker modules
MOD, S3M and XM: the song, its patterns (a channel a track, 16 at most), a sampler
cartridge with every instrument and sample. IT is not read; XM's envelopes are not kept.
MIDI files
A song: each channel's notes become tracks, notes on the nearest row, the tempo kept, patterns
of 4 bars; each channel's instrument mapped onto a built-in sound (all 128 General MIDI programs have one), the drums
onto FM DRUM KIT. Pitch bend and controllers are left out.
DX7 cartridges
.syx, the 32-voice dump: a DX7 cartridge, exactly; a single voice's dump: a cartridge of
one.
Sounds
WAV, FLAC, MP3, OGG and the rest: a sample, at the lowest rate that loses nothing heard.
Take only a part (some patterns, a cut of a sound) in the item's tab, then move it to the FM-1 panel and
WRITE.
Every shortcut
Every key, combination and hold, screen by screen: the key tables of the chapters, gathered in one
place. On the web page, point at a row and its keys light on the FM-1.
On every screen
Key
Does
KEYS
The keys play the current instrument, unless the screen gives them another job (on
LOOPS' CONTROL mode, DJ and FX's LIVE page, for example).
PRESETS
Picks the current instrument: the sound the keys play. It goes round within its
cartridge.
SEL + PRESETS
Picks another cartridge (a bank of
sounds): the cartridge list opens, and each click shows the next one. Hold SEL, or tap it first.
OCT-OCT+
Shift the keys an octave down or up, from -4 to +4.
SEL + OCT-SEL +
OCT+
On FX's EDIT page, where OCT alone switches the effect off and on, these change the
octave instead.
PLAY
Plays, or pauses, what the screen plays (or what played last).
PLAY held
Stops: what plays goes back to its start.
PLAYRECKEYS
These act the moment you press them, for timing. Every
other button acts when you let it go.
SAVE
Saves all your changes. Its light is dim while something is not saved. While music
plays, the save waits for a pause.
SAVE + OCT+
Saves too: use it when you held SAVE so
long that letting go no longer counts as a tap.
SAVE held + OCT-
REVERT ALL: throws away every
change since the last save, after asking.
Turns through all the screens, one a
click, round and round.
HOME + white key
Mutes or unmutes a track:
white key 1 is track 00. In LOOPS it mutes a loop.
HOME + white key held
Solos the track
instead.
HOME + SEQ + white key
SEQ first
switches the white keys to solo: then a tap solos the track.
HOME + PLAY
Rewinds what plays to its start.
HOME + REC
The CUT: all sound off at once.
HOME + REC held
Silent for as long as REC is held;
held for 2 seconds, it also switches every effect off.
HOME + LFO
Opens the help for this screen, LOOK FOR
ONSWERS.
SELECT
Moves the cursor up and down.
ALGORITHM
Moves the cursor left and right; when typing a name, along the name.
K1K2K3K4
Change the values at the cursor. The footer
says what each one turns.
SEL held + K1
With SEL held, any of K1-K4 takes big
steps: an octave for a note, 10 for a value.
SEL
Opens the menu of what is at the cursor, its last choice ready. During a MOVE, it puts
the thing down. In most menus, REVERT takes the thing back to what was saved.
LFO
Clears, or resets a value to its default. When typing a name, deletes a letter.
ARP
Switches the arpeggiator on and off.
ARP + SELECT
Changes the arpeggiator's rhythm.
ARP + ALGORITHM
Changes the order its notes take
turns in.
ARP + K1
Changes how many notes it keeps playing
after you let go (the latch).
ARP + LFO
Lets the latched notes go.
SONGS
Key
On the list
SELECT
Pick a song. In the order: a line (8 positions) up / down.
ALGORITHM
Where PLAY starts (the box). In the order: a position left / right.
SELECTALGORITHM
In the order: move through the positions, a line or one at a
time.
PLAY
Play / pause the song; in the pattern list, hear the highlighted pattern.
EDIT
Into the song's order; in the order, done, keeping the changes.
GLO
The song's properties: name, tempo, swing, loop or stop.
SEQ
The play mode: ONE PLAY, REPEAT SONG, PLAY NEXT.
SEL
The song's menu; in the order, the position's menu.
ENV
The pattern list (for the EDITOR); in the order, again puts the highlighted pattern
at the position.
K1
In the order: another pattern at the position.
LFO
In the order: remove the position.
HOME
In the order: leave it, dropping the changes.
KEYSOCT-OCT+PRESETS
Play, as on every screen.
ARP
The arpeggiator on / off.
KEYS held
With ARP on, the notes held take turns.
ARP held
With SELECT, ALGORITHM, K1: the rhythm, the order, the latch.
EDITOR
Key
Does
SELECT
Up / down the rows; in the note editor, a line.
ALGORITHM
Across the tracks; in the note editor, a command or its value.
SEQ
8, 4, 2 or 1 tracks at once.
PRESETS
The sound the keys write.
KEYS
REC off: play. REC on: write at the cursor. In the note editor: change the note.
REC
Writing on / off. While the loop plays, it plays on and the keys write at the
cursor.
PLAY
REC off: loop the pattern from the cursor's row. REC on: record a take (starts as you
let go); stop the loop, then PLAY for a take; during a take, stop it.
PLAY held + KEYS
REC on: start a take on that
note. PLAY held alone shows how.
PLAYREC
During a take: stop recording.
KEYS held
In a take, a note lasts as long as its key is held: letting go writes a note
off.
K1
The slot: volume or command 1-4. In the note editor: change the part at the
cursor.
K2
The command (slide, accent ...). In the note editor: big steps.
K3K4
Its two digits, or the volume; in *, = and #, K3 picks which, K4 sets
it.
K1K2K3K4
Never move the cursor.
LFO
Clear the cell (and move on); on an empty cell, a note off.
EDIT
The note editor; in it, done (it says each command in words).
HOME
Close what is open (the note editor dropping its changes, a carried block, a mark);
entered from another screen, back there.
GLO
The pattern's properties: tracks, rows, edit step.
ENV
The pattern list; again, open the one picked; in it, PLAY hears one.
ENV held
The pipette: take the cursor's sound.
SEL
The menu: MARK, TAKE ITS INSTRUMENT, the block's menu, NEW / LOAD / STORE A PATTERN,
RECORD PATTERN, REVERT. In the note editor: move to other cells, again back. In the list: NEW, CLONE, MOVE,
DELETE.
SEL held + SELECTSEL
held + ALGORITHM
Mark a block: with SEL held, SELECT stretches it over rows, ALGORITHM over
tracks.
ARP
Repeat the cursor's row (the row preview).
ARP held
With SELECT: the preview's rhythm.
SAVE
Keeps the EDITOR's own pattern after switching off.
white keys
In RECORD PATTERN: the steps.
HOME + white key
Mute a track; held,
or after SEQ, solo.
INSTRUMENTS
Key
Browsing a cartridge
SELECT
Moves to the next or previous slot: that sound becomes the current one.
ALGORITHM
Moves by 8 slots, a column at a time.
PRESETS
Goes to the next or previous sound, skipping empty slots.
K1
Turns to another cartridge.
KEYS
Play the sound picked.
EDIT
Opens the sound's settings to change it (edit mode). On an empty FUSION slot, makes a new
pattern for it first.
GLO
Shows the cartridge's name, type and slots used, and renames it.
ENV
Lists all the cartridges; ENV again opens the one highlighted.
ENV, then SEL
In the cartridge list, SEL opens the cartridge's menu: NEW, CLONE,
MOVE, DELETE, RENAME, AUTO LEVEL ALL, REVERT, BACK TO BUILT-IN.
SEL
Opens the slot's menu: MARK, COPY, PASTE, MOVE, SWAP, DELETE, INIT, RENAME, AUTO LEVEL,
REVERT.
ARP
Switches the arpeggiator on and off: it plays the sound picked while your hands are on
the knobs.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
Key
In edit mode
SELECT
Picks a row of settings.
K1K2K3K4
Change the row's four values, one a
knob.
ALGORITHM
Turns the pages of settings.
SEQ
Turns the pages too, round.
KEYS
Play the sound as it changes.
PRESETS
Moves to another sound, still editing.
LFO
Puts the knob turned last back to its default.
SEL
On NAME, types the name. Elsewhere, opens the menu: COPY, PASTE, INIT, RENAME, AUTO
LEVEL, REVERT.
K4
On a sampler's LOOP row: RELEASE, how long the sound fades after the key is let
go.
EDIT
Leaves edit mode, keeping the changes.
HOME
Leaves edit mode, dropping the changes.
Key
Samples and FUSION
ENV
On a sampler's SAMPLE: lists the cartridge's samples. On a FUSION's PATTERN: lists the
patterns.
KEYS
In the samples list, play the sample highlighted. In the pattern list, try each pattern
as this FUSION would play it. On a FUSION sound, each key plays its own row of the pattern.
ENV
Again: uses the sample, or the pattern, highlighted.
K1
On a FUSION's PATTERN: steps to another pattern.
SEL
In the samples list: DELETE (it asks when sounds use the sample). On a FUSION's
PATTERN: opens the pattern in the EDITOR to write it.
REC
In the EDITOR opened for a FUSION: with REC off, the keys play the FUSION as you write it;
with REC on, they write.
The help: on STATUS it opens on the keys
every screen shares.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
SETTINGS
Key
Does
SELECT
Picks a setting (on MIDI, then the mappings).
K1
Changes it, at once; on TOOLS, picks the tool.
LFO
Puts it back to its default; on a mapping, deletes it.
SEQ or ALGORITHM
Turns to the MIDI page and back.
EDIT
Runs the tool picked; opens and closes ABOUT; on MIDI CONTROLLER, switches; on LEARN,
learns.
SEL
REVERT: the page's own back as saved (the settings; on MIDI, the mappings).
SAVE
Keeps the settings after power-off.
ARP
Switches the arpeggiator on and off.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch (also set
here: ARP RHYTHM, ARP PATTERN, ARP LATCH).
LOOPS
Key
In PLAY mode
SELECT
Picks a loop, or + NEW LOOP below them.
REC
Records where the selection is: a new loop, or the loop again; while the loops play it
arms; again, stops the take early (the first loop: closes it on a bar line).
RECPLAY
With no loops: REC, then a note or PLAY, starts the first loop; REC again
closes it on a bar.
PLAY
Plays and pauses the loops.
PLAY held
Stops: the loops go back to their start.
EDIT
Records the selected loop again (RE-RECORD).
LFO
PEEL: the selected loop goes.
KEYS
Play the current instrument; while recording, write into the take.
PRESETS
The sound you play, which the next loop takes.
ENV
The cartridge list: the next loop's sound from another cartridge.
ALGORITHM
The tempo, any time.
K1K2K3K4
The selected loop's LEVEL, PAN, DELAY and REVERB;
on + NEW LOOP, the next loop's.
SEQ
Switches the keys between playing notes and CONTROL mode.
ARP
Opens the pattern recorder.
GLO
The properties: tempo, swing, length, grid, quantize, mono legato, count-in.
SEL
The menu: APPLY INSTRUMENT, DOUBLE, RECORD LIVE, SAVE TO / LOAD FROM PATTERN, CLEAR LOOPS,
REVERT.
The effect's knobs (on MIXER, K1 changes the
value).
ALGORITHM
The effect's next knobs (on MIXER, the track).
OCT+OCT-
Switch the effect on or off.
SEL held + OCT+SEL
held + OCT-
On EDIT: the keys' octave.
LFO
Puts the knob turned last back to its default.
SEL
The menu: MOVE, RESET, REVERT.
EDIT
On LIVE: the effect on EDIT. On EDIT with GATE picked: its steps on the white keys;
again, keep them.
white key held, ALGORITHM
On GATE's steps: the held key's step gets
ratchets, X2, X3, X4.
HOME
Drops GATE's step changes; during MOVE, puts the chain back.
ENV
On GATE: the gate patterns.
GLO
FX PROPERTIES: routing, the keys, THE KEYS' tempo and swing.
white keys
On LIVE: the punch-ins. On EDIT and MIXER: play notes.
black key
On LIVE: picks an effect.
BLANK
On LIVE: BYPASS while held.
KEYS
On LIVE no notes, only effects; on EDIT and MIXER they play.
ARP
The arpeggiator; with a punch-in's key held, holds the punch-in on.
ARP held
With SELECT, ALGORITHM or K1: the arpeggiator's rhythm, order and latch.
HOME + white key
Mutes a track (also on
MIXER).
Every message
The messages the FM-1 shows, in the header for two seconds (toasts) or in a question, grouped by where
they come up, with what each means and what to do. Numbers and names in them change with the case.
On every screen
Message
Means
OCT +3
The keys' octave changed (OCT- / OCT+).
TRACK 02 MUTED
HOME + a white key muted that track.
TRACK 02 ON
... and unmuted it.
TRACK 02 SOLO
The track is soloed (HOME + white key held, or
SEQ first).
SOLO OFF
The solo ended: every track plays again.
BACK TO THE START
HOME + PLAY, or PLAY held: back to the start.
NO SONG TO PLAY
PLAY with no song (or a song with no positions): make one on
SONGS, or upload the demo disk.
SOUND CUT: LET GO OF REC
HOME + REC: all sound is off while REC is held.
SOUND CUT, EFFECTS OFF
REC held 2 s: every effect of what plays switched off
(SAVE keeps it, REVERT undoes it).
ALL SOUND OFF
Every note and effect tail stopped at once.
CHANGES DROPPED
HOME left an edit, throwing its changes away.
SELECT MOVES IT, SEL PUTS IT DOWN
A MOVE started: carry the thing with SELECT,
put it down with SEL, HOME takes it back.
NOT MOVED
HOME during a MOVE: it is back where it was.
SELECT, ALG: MARK SEL: ITS MENU
MARK started: stretch the mark with SELECT and
ALGORITHM, then SEL for its menu.
OCT+OCT-
Over a question's answers: the key that gives
that answer (OCT+ yes, OCT- no).
ARP UP C-4
The arpeggiator on, with its pattern (and, on FX
LIVE, the note it plays hands free).
ARP OFF
The arpeggiator off.
LATCH 4 NOTES
ARP held + K1: how many notes go on after you let
go.
LATCHED NOTES LET GO
ARP held + LFO: the latched notes stopped.
SECOND CORE STOPPED
The second processor stopped and one core does it all
(VOICES 16 counts as 12). It comes back at the next power-on; STATUS' DEVICE says why.
NOT NOW: THE FLASH IS BUSY
The FM-1 is writing its memory: try again in a
moment.
TOO BIG FOR ONE RECORD
The thing would be too big to keep in one piece: make it
smaller (fewer tracks or rows).
Saving and reverting
Message
Means
SAVING 3 CHANGES
A save is being written.
SAVED
Everything is saved.
NOTHING TO SAVE
SAVE with nothing changed.
SAVE WAITS FOR A PAUSE
SAVE while playing: it is written when the music pauses
(SAVE blinks meanwhile). Pause, or it is lost at power-off.
SAVE FAILED
The save could not be written: try again; if it keeps failing, run
SETTINGS' CHECK STORAGE.
SAVE: THE STORE IS BUSY
Something else is being written: SAVE again in a
moment.
A SAVE IS UNDER WAY
A save is still running: wait for it.
MEMORY FOR EDITS IS FULLSAVE BEFORE MAKING MORE EDITS23 UNSAVED CHANGES
The memory for unsaved edits is full: OCT+
(SAVE NOW) saves, then make the edit again; OCT- goes back.
SAVE CHANGES TO FREE MEMORY
The memory for unsaved edits is three quarters full: a SAVE empties
it. Shown at most once a minute.
NOT ENOUGH STORAGE TO SAVE12 KB MORE
NEEDEDCLEAN UP FREES 30 KB
The save does not fit:
OCT+ runs CLEAN UP; or delete something and save again. Nothing is lost meanwhile.
REVERT TO SAVED?DROP 3 UNSAVED
CHANGESAND RELOAD FROM FLASH
REVERT ALL asks: OCT+ drops every change since the
last save.
REVERTED TO SAVED
REVERT ALL done.
NOTHING TO REVERT
Nothing has changed since the last save.
FACTORY RESET?ERASES ALL YOU SAVED OR UPLOADEDONLY THE BUILT-IN INSTRUMENTS STAY
SETTINGS' FACTORY RESET asks first: OCT+ (RESET)
goes on to the second question, OCT- keeps everything.
ERASE IT ALL NOW?THERE IS NO WAY BACK3 UNSAVED CHANGES LOST TOO
FACTORY RESET's last
question (the third line only with changes not saved): OCT+ (ERASE) erases everything you saved or uploaded and
restarts the FM-1.
ERASING
FACTORY RESET is erasing: up to two seconds, then the FM-1
restarts.
REVERT PATTERN 0A TO SAVED?
A screen's
REVERT asks (also for a slot, a cartridge, a song, the loops, the settings): OCT+ REVERT, OCT- KEEP.
MIDI learn done: the FM-1 control, and the MIDI
control now working it.
K1: CC 74 CH 1 DELETED
LFO on the MIDI page deleted that mapping.
CLOCK LOST
SYNC EXTERNAL: the outside clock stopped; PT/FM plays on at the last
tempo.
MIRROR ONMIRROR OFF
A PT/FM web page took the panel over
MIDI, or let it go.
DATA RECEIVED: 52 RECORDS
An upload (the
install page, the EDITOR page) arrived whole.
DATA RECEIVED, 2 BAD RECORDS
Some records
arrived damaged and were left out: upload again.
DATA NOT RECEIVED: TRY AGAIN
The upload failed; what was there is whole. Upload
again.
When something is wrong
What to look at first when the FM-1 does not do what you expect, from the sound to the flash. Each
answer points to the chapter that tells the whole story.
The sound
What happens
What to do
No sound at all.
Turn MASTER up. A cable in the output jack mutes the speaker: unplug it
to hear the speaker. SETTINGS' LINE GAIN sets the level of both (chapter 13).
On the speaker, some parts are missing.
The speaker plays one channel only, so a part panned to the
other side is not heard. Set SETTINGS' OUTPUT to MONO while you use the speaker, back to STEREO for headphones
(chapter 13).
A track is silent.
It may be muted, or another track soloed: HOME +
white key switches a track's mute. While HOME's combination is open the white keys
show the tracks: dim while a track plays, dark while it is muted, bright while it is soloed
(chapter 4).
A note or a whole part plays nothing, and its instrument or pattern is drawn in red.
It refers to
something that is gone (an instrument, a pattern, a sample deleted or moved). SETTINGS, TOOLS, CHECK REFERENCES lists
every such place (chapter 4).
The keys are too quiet or too loud against a song.
SETTINGS' KEYS GAIN sets how loud the keys sound;
KEYS VOLUME sets the volume of the notes they write (chapter 13).
Crackles or clicks in a busy part.
Too much is asked of the FM-1 at once: many notes on heavy
instruments with several effects on. Set SETTINGS' VOICES to 12 or 8, keep SECOND CORE on, or switch off an effect
you do not need (chapter 13). STATUS shows how busy each processor is
(chapter 12).
A computer records the FM-1 too quietly or too loud.
SETTINGS' USB GAIN sets USB audio's level;
MASTER does not touch it (chapter 16).
Starting and installing
What happens
What to do
The screen says PT/FM CRASH.
PT/FM stopped on an error. The FM-1 restarts by itself after a
few seconds; what was saved is kept, edits not saved are lost. Until you switch the FM-1 off and on, it runs on one
processor (VOICES 16 plays 12 voices at most; STATUS' DEVICE says STOPPED: AFTER A CRASH). If it happens again,
note the numbers on the red screen.
The FM-1 does not start, or starts in USB RESCUE.
After two failed starts in a row the FM-1
waits in USB RESCUE for an install. Install the firmware again from the install page
(chapter 2). To reach USB RESCUE yourself, hold OCT- while switching on.
An install was cut short (a cable pulled, the power lost).
It does not go on by itself. Press INSTALL
FIRMWARE again, from USB RESCUE if need be (chapter 2).
The install page finds no FM-1.
Close whatever else uses its MIDI port (a music program, another
installer, another browser tab) and try again; use a USB cable that carries data (chapter
2).
An upload is refused with SAVE OR REVERT FIRST.
The FM-1 has edits not saved: press
SAVE (or revert them), then upload again (chapter 2).
The FM-1 shows DATA NOT RECEIVED: TRY AGAIN after an upload.
The upload
stopped half way. What was there before is whole, unless a nearly full FM-1's library was being replaced; either
way, upload again.
Saving and storage
What happens
What to do
Work is gone after switching off.
Only what SAVE wrote survives power-off. The SAVE light
is dim while something is not saved (chapter 4).
MEMORY FOR EDITS IS FULL
The working memory for changes is full. Answer SAVE
NOW (OCT+), then make the edit again. STATUS' EDITS FREE shows the room left
(chapter 12).
NOT ENOUGH STORAGE TO SAVE
The flash is full. Answer CLEAN UP
(OCT+) to delete what nothing uses, or delete songs, patterns or samples yourself, then save again;
nothing is lost meanwhile. STATUS' FLASH FREE shows the room left (chapter 13).
SAVE FAILED
Save again. If it keeps failing, run SETTINGS, TOOLS, CHECK
STORAGE, which lists anything damaged (chapter 13).
You want to start from nothing.
SETTINGS, TOOLS, FACTORY RESET erases everything you saved or
uploaded; the built-in instruments stay. Download a disk first on the editor page to keep a copy
(chapter 13, chapter 17).
MIDI and sync
What happens
What to do
A keyboard plays nothing.
Check SETTINGS' MIDI IN CHANNEL: ALL hears every channel, a number only
that one. A keyboard's DIN cable goes into the MIDI IN jack through a TRS-to-DIN adapter, of type A or B
(chapter 16).
An outside knob does nothing.
Only notes, program change, bank select, pitch bend and the sustain
pedal work by themselves; learn any other control onto an FM-1 control first (chapter
16).
PT/FM does not follow a sequencer's clock.
Set SETTINGS' SYNC to EXTERNAL, and let the sequencer send
its clock to the FM-1, over USB or the jack (chapter 16).
CLOCK LOST
The outside clock stopped for half a second; PT/FM plays on at
the last tempo. Start the clock again (chapter 16).
A computer gets no notes from the FM-1.
Set SETTINGS' MIDI OUT to KEYS or ALL; MIDI out goes over USB
only (chapter 16).
The instruments and the demo disk
What PT/FM brings: the built-in instruments, always there, and the demo disk, which the install page
uploads (chapter 2). Cartridges and songs are listed by the numbers they show on the
FM-1.
The built-in instruments
Eleven synth cartridges are part of PT/FM itself, numbered F0 to FA. They are there after every install, after
CLEAN INSTALL and after FACTORY RESET. Your edits of them are saved apart, and BACK TO BUILT-IN drops them
(chapter 4).
No.
Cartridge
Engine
Instruments
What
F0
KEYS/ORGANS
DX7
32
Pianos, electric pianos, clavinets and harpsichords,
organs, an accordion.
F1
BELLS/PLUCKS
DX7
32
Marimbas, vibraphones, glockenspiels, celestas, bells
and chimes, plucks.
F2
GUITAR/STRGS
DX7
32
Guitars, harps, kotos, a sitar, a banjo; strings, solo
and in sections.
F3
WINDS/BRASS
DX7
32
Brass, flutes and pipes, reeds and saxophones,
bagpipes.
F4
PADS/CHOIRS
DX7
24
Choirs and voices, pads, an orchestra hit.
F5
LEADS/BASSES
DX7
32
Saw, square, sync and sine leads; FM, synth and
acoustic basses.
F6
FM DRUM KIT
DX7
32
Kicks, snares, claps, hats, cymbals, toms and hand
drums.
F7
PERC/FX
DX7
32
Percussion (triangles, whistles, agogo, surdos) and
effects.
The sound chips of the 8-bit era in four families (BRK,
8BIT, PSG, 16BIT): leads, echoes and keys, arpeggios and chords, basses, pads and bells, kicks and snares, hats and
percussion, effects.
Drums, chip sounds, pads and effects all come from these engines. The demo disk's samples are only what the
engines cannot make: natural instruments and real voices.
The demo disk's cartridges
No.
Cartridge
Engine
Instruments
What
01
DRUM KIT
sampler
10
An acoustic kit: kick, snare, hats, crash, shaker,
three toms.
02
PERCUSSION
sampler
11
Wind chimes, darbuka, three congas, bongo, tabla,
timpani.
03
BAND/ORCH
sampler
15
Piano, vibraphone, guitars, violins, tenor sax, flute,
upright bass, and muted or short strokes of them.
04
VOICES
sampler
6
Dance shouts, a warning, a count-in.
05
BASS
sampler
4
Dubstep basses (a wobble, a "yoi" and a growl), a drum
and bass bass.
06
FUSION
FUSION
6
Layered instruments, below.
The FUSION cartridge's six instruments are layers of the others (chapter 8);
their patterns are E0 to E5.
SPACE PAD
Two pads and a deep bass on every key, a bell from C-4 up.
DUB CHORDS
A minor 9 chord, rolled, with a sub bass, on every key.
SPLIT
A held bass under C-4, a space lead from C-4 up.
CHIPIN
A chip arpeggio on any key in C minor pentatonic, its echo, a triangle bass on C, a blip.
COIN
A game's coin on any key: a square a fourth under the key for a moment, then the key's note ringing
out.
DRUM KIT
A drum on every key from F-2 to G-8, made of the synth cartridges' drums and the DRUM KIT and
PERCUSSION samplers. The kick is on C-4, with the General MIDI drum kit's order from B-3 to G-5 and hand percussion on
the six keys under it; fills, rolls, a flam and a drag on the octave under; the DRUM KIT sampler's drums alone on the
octave over (C the kick, D the snare, F# and A# the hats, the toms between); the TB-303's drums above that, then hand
drums and chimes. Each drum rings out however short the tap.
The demo songs
Six songs, each showing one part of PT/FM in one style: six patterns of 8 bars played once (about a minute and a
quarter to two minutes), then they stop.
No.
Song
Shows
Style
00
PUNCH IN
The effects
Dub techno into progressive house, F minor, 124 BPM: DUCK,
FILTER, GATE, the punch-ins, a VINYL STOP ending.
01
SPICE ROAD
The samplers
A band in D Dorian turning to D Hijaz: tablas, flute, a tenor
sax solo.
02
MIDNIGHT RUN
The JUNO-106
Outrun synthwave, F# minor, 130 BPM: a galloping bass,
the filter, chorus and pulse width turned by commands, a lead solo.
03
CITY LIGHTS
The DX7 cartridges
80s synthpop, D minor, 120 BPM: a sequenced FM bass,
a staccato hook, brass stabs, orchestra hits.
04
ACID TEST
The TB-303
Acid techno into acid trance, A minor, 138 BPM: accents,
slides, the knobs turned by commands, the DRIVE.
05
ADVENTURE
CHIPTUNE
Game music through time, 132 to 160 BPM: one theme through the
eras of the sound chips, a time machine between them, coins, home again.
The DJ loops
Twelve loops for DJ's decks (chapter 10): each an 8-bar pattern that loops (DNB, ROCK, METAL and
CHIP LOOP two: a verse and a bridge). All are in A minor, so any two mix in key (WORLD LOOP's flute aside: its B flat and C sharp go with the others'
drums and bass, not their hooks), and at the same loudness. Each
track plays one instrument, so LOOPS can load a pattern of them as loops, a loop a track
(chapter 14), and every loop keeps the same tracks: 1 the kick, 2 the hats, 3 the
bass, 4 the hook, then the rest. TECHNO, ACID, DISCO, DNB, ROCK and METAL LOOP start with an intro of 8 bars,
played once, to mix in over the other deck.
No.
Song
Shows
Style
06
TRANCE LOOP
The JUNO-106
Psytrance, 140 BPM: a rolling bass after each kick, a
squelching pluck.
07
BREAKS LOOP
The samplers
Breakbeat, 124 BPM: the DRUM KIT's break, a walking
upright bass, a vibraphone riff.
08
TECHNO LOOP
The DX7
Techno, 126 BPM: the FM DRUM KIT, an FM bass after the kick,
a pluck brightening and darkening.
09
ACID LOOP
The TB-303
Acid house, 128 BPM: a 303 line with accents and slides,
its cutoff opening over four bars and closing over four.
10
DISCO LOOP
The DRUM KIT and the JUNO-106
Disco, 120 BPM: four on the floor, a
funk bass in octaves, a wah clavinet.
11
CHIP LOOP
CHIPTUNE
Chiptune, 125 BPM: a verse and a bridge, chords arpeggiated
on one voice.
12
HIP-HOP LOOP
SWING and LO-FI
Boom bap, 86 BPM, SWING 58 %: the DRUM KIT, an acoustic
bass, an electric piano, all through the LO-FI.
13
DNB LOOP
The BASS and VOICES samplers
Drum and bass, 172 BPM: a two-step break,
the DNB bass, a pad; then a bridge with the WOBBLE bass.
14
ROCK LOOP
The guitars
Rock, 126 BPM: power chords and palm mutes, a lead with
bends; then a half-time bridge.
15
METAL LOOP
The guitars
Metal, 128 BPM: a double kick, a galloping riff, a
tremolo-picked line; then a breakdown.
16
ELECTRO LOOP
The JUNO-106's 808 sounds
Electro, 126 BPM: a broken 808 kick, a
sequenced bass, a timpani figure answered by a robotic lead.
17
WORLD LOOP
The PERCUSSION sampler
World house, 120 BPM: darbuka and tabla, an upright
bass, a flute melody.
Nine are at 120 to 128 BPM and TRANCE LOOP at 140. HIP-HOP LOOP at 86 BPM and DNB LOOP at 172 make a pair that
SYNC matches at half or double (chapter 10).
Specifications
PT/FM on the FM-1, in figures.
Sound
Engines
DX7 (6-operator FM, 32 algorithms), JUNO-106, TB-303, CHIP (8-bit and 16-bit era sound
chips), sampler, FUSION (layers of the others, played from a pattern)
Voices
16 at most (SETTINGS' VOICES: 8, 12 or 16), shared by the songs, the loops, DJ's decks and the
keys; 16 with the second processor running, else 12
Instruments
Cartridges of up to 32 (DX7), 128 (JUNO-106, TB-303, CHIP) or 64 (sampler, FUSION)
instruments; 11 built in (F0-FA, 568 instruments), yours numbered 00-EF
Samples
8-bit or 16-bit, stored losslessly compressed; up to 64 a sampler cartridge
Effects
GATE, FILTER, DRIVE, LO-FI, CHORUS, DELAY, REVERB, LIMITER, DUCK and the METRONOME, in a
chain you order; 16 punch-in effects; a mixer of 16 tracks with three sends
Sample rate
44.1 kHz
Tuning
A4 = 430-450 Hz
Songs, patterns and loops
Patterns
Up to 240 (00-EF), each of 1-16 tracks and 1-128 rows
TEMPO 3-600 (at 6 ticks a row and 4 rows a beat, the BPM)
Storage
412 KB of flash for your work and uploads (a part kept free for saving); unsaved edits in
working memory until SAVE
Connections and controls
USB
MIDI in and out, class compliant; audio to the computer (UAC1, 16-bit stereo, 44.1 or 48 kHz);
installs and uploads from a Chrome or Edge page
MIDI IN
TRS jack (a TRS-to-DIN adapter, type A or B, for a DIN cable)
Output
Stereo output jack (a cable in it mutes the speaker); the built-in speaker (one channel)
Display
240 x 240 colour LCD
Controls
27 keys (F to G, two octaves and a bit), 14 buttons, 7 endless knobs, MASTER
Firmware
PT/FM, installed over the FM-1's own update path; USB RESCUE (OCT- held at power-on) always
there
MIDI implementation chart
What PT/FM sends and what it answers to. Transmitted: over USB only (the FM-1 has no MIDI OUT jack).
Recognized: over USB and the MIDI IN jack alike. O yes, X no. Chapter 16 explains it all.
The chart
Function
Transmitted
Recognized
Remarks
Basic channel: default
1
ALL
Sent: MIDI OUT CHANNEL; received: MIDI IN
CHANNEL
Basic channel: changed
1-16
ALL, 1-16
With MIDI OUT ALL, track 00-0F on channels
1-16 besides
Mode
Mode 3
Mode 1 (ALL), mode 3 (1-16)
Note number
12-127
0-127
C-0 to G-9 sent. Notes past the keys' range play the
current instrument
Velocity: note on
O
O
The keys send KEYS VOLUME; a track's note its volume
Velocity: note off
X
X
Sent as 8n, velocity 0
After touch: keys, channel
X
X
Pitch bend
X
O
The keys' notes, plus or minus 2 semitones
Control change 0
X
O
Bank select: the n-th cartridge in the list, from 0
Control change 64
X
O
Sustain: holds the notes played from MIDI
Control change, others
X
O
Only once learned onto an FM-1 control
Program change
X
O
0-127: the current cartridge's n-th sound, from 0, empty
slots skipped
System exclusive
O
O
PT/FM's own (manufacturer ID 7D), for its pages
Song position
O
O
Sent with CLOCK OUT ON; followed with SYNC EXTERNAL
Song select, tune request
X
X
Clock
O
O
Sent with CLOCK OUT ON; followed with SYNC EXTERNAL
Start, stop, continue
O
O
As the clock
Local on / off, all notes off
X
X
Active sensing, reset
X
X
Mode 1: OMNI ON, POLY. Mode 3: OMNI OFF, POLY. Notes that came in over MIDI are never sent back out.
Glossary
The words this manual uses, each in a line, with where it is explained.
The words
BPM
Beats a minute: how fast a song goes. The screens show it beside TEMPO (chapter
6).
Built-in
What PT/FM itself carries: the eleven synth cartridges F0 to FA. They are there after every
install; your changes to them are kept apart, and BACK TO BUILT-IN drops them (chapter
4).
Cartridge
A bank of instruments of one kind (DX7, JUNO-106, TB-303, CHIP, sampler or FUSION), numbered
00 to FF. SEL + PRESETS picks one (chapter
8).
Cell
One track's place on one row: a note, its instrument, its volume and up to four commands
(chapter 7).
Command
An instruction in a cell that changes how a note plays (a slide, a vibrato, a volume) or how the
song goes (a jump, a tempo), written as a letter or sign and two digits, A04 (chapter
7).
Count-in
One or two bars of clicks before a take starts (chapter 7).
Cue point
Where a DJ deck starts from and goes back to (chapter 10).
Current instrument
The instrument the keys play, shown at the footer's left: PRESETS picks it
(chapter 4).
Current song
The song at SONGS' cursor: PLAY plays it, and the EDITOR's loop plays at its tempo
(chapter 6).
Deck
One of DJ's two players, each with a song of its own (chapter 10).
Edit memory
Where every change waits until SAVE writes it; switching off loses it
(chapter 4).
FUSION
An instrument made of a pattern: each key plays one row of it, every note of that row at once
(chapter 8).
FX setup
A song's effects: the chain's order, each effect's knobs and on/off, the mixer and the
metronome. LOOPS, DJ and THE KEYS have their own (chapter 15).
Hex
Counting in sixteens, the way trackers number things: 00 to 09, then 0A to 0F, then 10; 7F is 127
(the conventions).
Instrument
A sound in a cartridge's slot, written 01:05 (cartridge 01, slot 05)
(chapter 8).
Loop
On LOOPS, a recorded line of notes that repeats; up to 16 play together
(chapter 14).
Order
The list of patterns a song plays, one after another (chapter 6).
Pattern
A grid of notes: up to 16 tracks across and 128 rows down, played from top to bottom. Songs are
made of patterns (chapter 7).
Position
A place in a song's order, numbered from 00; each position plays one pattern
(chapter 6).
Punch-in
An effect played live while a white key is held with FX: a stutter, a tape stop, a filter sweep
(chapter 15).
Row
One step in time of a pattern, numbered in hex from 00. With 4 rows a beat, a row is a sixteenth note
(chapter 6).
Sample
A recorded sound, kept in a sampler cartridge. An instrument plays it
(chapter 8, chapter 17).
Slot
A cartridge's place for one instrument, numbered from 00 (chapter 8).
Song
An order of patterns with its own tempo, mixer and effects (chapter 6).
Take
A live recording in the EDITOR: the pattern plays round and round while what you play is written
(chapter 7).
THE KEYS
The keys' own effects and tempo, used before anything has played and after UNLOAD SONG
(chapter 15).
Tick
A row's smaller step: a row lasts TICKS A ROW ticks (6 at first), and commands such as slides act on
every tick (chapter 6).
Toast
A short message in the header, for two seconds (chapter 3).
Track
A column of a pattern, numbered 00 to 0F; each plays one line of notes, and HOME's combination
mutes it (chapter 4).
User area
The FM-1's memory for what you save and upload. An install never writes it
(chapter 2).
Voice
One sounding note. PT/FM plays up to 16 at once (SETTINGS' VOICES, chapter
13).
Licences
PT/FM is free software. What it is made of, and under which licences.
PT/FM
PT/FM
GPL-3.0-only, copyright (C) 2026 hitosu. You may use, study, change and pass it on under the
GNU General Public License, version 3; its source is public, at
github.com/hitosu/ptfm. SETTINGS' ABOUT
shows the same on the FM-1
(chapter 13).
The sound engines
Parts of the DX7 engine are under the Apache License 2.0, parts of the TB-303 engine
under the MIT licence, and the JUNO-106 engine under GPL-3.0. The replay, which plays the patterns' commands, is under
the BSD 3-Clause licence; its notice is below, as that licence asks.
The installer's update files
Three files of the chip maker JieLi's SDK go into every firmware package:
Apache License 2.0.
Fonts
Terminus, the FM-1's screen font, and Archivo, this manual's printed font: SIL Open Font License
1.1.
The replay's notice
Copyright (c) 2019, Martin Cameron All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following
disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of the organization nor the names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The demo disk
The demo disk's cartridges, samples and songs (appendix D) are each under a free licence that
lets anyone pass them on, changed or not: CC0 1.0, CC BY-SA 4.0, the MIT licence, the BSD 2-Clause licence and
GPL-3.0-only. Our own sounds and songs there are CC0. Every work's licence and author are listed in the demo disk's
CREDITS.md, beside its sources in PT/FM's repository.