DETAILS
Everything a track can do.
Playheads, sequencer types, modulation, conditions, generation, recording and routing. The full picture behind ADEPT.
01 / PLAYHEADS
Three playheads, one pattern.
Orange, Yellow and Blue are independent readers of the same stored material. Each has its own length, direction, speed, clock source, input and output. A 16-step bass line on Orange can play alongside the same notes read backwards over 12 steps on Yellow.
1 to 32 steps per playhead.
Forward, reverse or ping-pong.
x16 down to 1/16 of the master clock.
Internal, another playhead, or the trigger input.
Any DIN or USB port, or CV1 / CV2.
Internal stored notes, or external live input passed through the sequencer engine.
02 / SEQ MODE
Eleven ways to read a track.
SEQ MODE decides what kind of instrument a track is. Change it and the TRACK and GENERATOR pages show that sequencer's own controls. Nothing is deleted when you switch.
Linear step sequencer with Note Grid, Polymetric, Stochastic and Random algorithms.
Up to 16 drum lanes in one track, driven by the track's drum map.
Continuous modulation curves streamed as CV or MIDI CC.
One shared 10 x 10 field crossed by six travelling heads where collisions cause musical changes.
One euclidean ring per coloured playhead: steps, pulses, rotate.
Three stacked 4 x 4 surfaces. Triggers fall through voids to the layer below, each layer musically affected by another.
Three connected graphs for Notes, Dynamics and Compose events. Draw the path a sequence takes.
A 4 x 4 x 3 voxel field crossed by three moving planes.
A circular node field crossed by three independently moving rings - move notes for realtime polyrhythms.
Two binary lanes combined into an output mask that controls another track.
An 8 x 4 event field with coloured emitters and falling balls. Controlled chance finds new paths.
03 / TYPE → TRACK
Sequencers that play sequencers.
On Pathways, Cube, Orbit and Pachinko, set TYPE to TRACK and each node hands a whole track to the playhead instead of sending a note. Targets play one at a time; a new node stops the previous track and starts the next. Each playhead colour keeps its own handover.
Nodes, voxels or blocks play pitched notes.
Nodes use the track’s drum map and trigger drum parts.
Nodes control complete target tracks, T1 to T12.
A node aimed at the running track leaves it alone.
Every hit restarts the target from step one, for stutters and re-fires.
04 / MODULATION
Movement inside the pattern.
Every step and every track setting can move while the pattern plays.
Repeatedly moves one setting on a playhead: velocity, gate, probability, CC or program.
The changing values on one track modulate another. Use a bass line’s velocity to raise a hat track’s probability.
Three slots per track that change notes, rhythm, timing, loudness or control movement live.
A step plays only on chosen loops or performance situations. A fill every fourth loop; a chord on the first pass only.
Per-step gate, velocity, probability and program change.
05 / GENERATOR & RECORD
Start fast. Capture what you play.
Creates KEYS patterns, DRUM patterns or MODU curves from a small set of musical choices. Edit the result by hand.
Add notes on top of what is already there.
The moving record head replaces material as it passes.
Capture one loop, then hear it repeat.
Quantise recorded notes, or keep the timing you played.
Three playheads record from their own inputs at the same time.
06 / MIDI ROUTER
Wire anything to anything.
Sources on the left, destinations on the right. Link, filter, split and merge, and change a track's route on selected steps.
DIN 1–3 IN, USB 1–3 IN, CV IN.
DIN 1–3 OUT, USB 1–3 OUT, CV1 / CV2 OUT.
Channel, message type, note range, velocity range, CC and Start/Stop per link.
Note ranges across two or three outputs from one source.
Several sources into one destination, each with its own filter.
Step-based output or channel changes per track.