Playback engine 2 of 15

Lanes

Lanes separates motion through time from motion through the source stack. Each voice reads Forward, Reverse, or Ping Pong while its own shaped stack path chooses a lane or crossfade.

Controls edit the focused instrument. Instrument mode sets its lane and voice budget: eight voices in Single, four per part in either dual mode, or two per part in Quad. Quad omits stack controls because each part has one lane.

Good for: treating four variations as a single evolving instrument, pressure-directed morphs, stepped lane sequences, smooth cyclic crossfades, and pitch-preserving duration changes.

Pages and navigation

Set Algorithm to Lanes. Press Up for the shared Pads & Scale and Amp Envelope pages, then Stack Path and Lanes Play.

The controls common to every playback engine are documented in the shared Engine page table. The sections below cover Lanes-specific controls.

Stack Path — every parameter

This shared page is identical for Motion, Lanes, Grains, Glitch, Weave, and Wavesets.

KnobDisplayRangeDetail
1PATH9 choicesChooses how stack position moves: Down, Up, Triangle, Sine, Steps Down, Steps Up, Manual, Random, or Draw.
2BLNDCrossfade / JumpCrossfade blends adjacent loaded lanes with a smooth curve. Jump chooses the nearer loaded lane.
3SHAPLinear / Smooth / Exponential / PlateauRemaps the path before it becomes a 1–4 lane position. Plateau quantizes the result into four levels.
4OFST0.00–1.00Rotates the whole stack path and wraps at 1.00, shifting every breakpoint without changing speed.
5SKEW0.02–0.98Moves the halfway point in time. Below 0.50 reaches the path midpoint early; above 0.50 reaches it late.
6CURV−1.00–1.00Bends travel toward a faster start or a faster finish.
7SLEW0–500 msSoftens Jump, stepped paths, and live path changes. Zero feels immediate but retains a 5 ms safety transition.
8Reserved—Inactive and available for a future Stack Path control.

Path choices

The lane numbers below describe Single mode. In Split, the same shapes move within the focused pair; local lanes 1–2 are physical lanes 1–2 for A or 3–4 for B.

PathStack movement
DownContinuously moves lane 1 → 4, then wraps.
UpContinuously moves lane 4 → 1, then wraps.
TriangleLinear 1 → 4 → 1 travel.
SineA smooth triangle with slower, zero-slope turns at lanes 1 and 4.
Steps DownVisits four descending positions with hard phase steps; Transition and Jump Slew determine the audible edge.
Steps UpThe reverse four-step sequence.
ManualStops automatic lane travel and reads Stack Start as a continuous lane/crossfade position.
RandomUses a deterministic 16-step random path, repeatable when the same state is recalled.
DrawUses four to eight authored breakpoints, with individual times, lane positions, and segment curves. See Path Editor.

Lanes Play — every parameter

KnobDisplayRangeDetail
1MODEForward / Reverse / Ping PongSelects the direction used to read every active lane. Ping Pong travels out and back at the same audible pitch as the other modes. Live changes finish their active crossfade before following the newest selection.
2STROff / OnEnables time stretching when Ratio differs from 1.00, without intentionally changing pitch.
3RATI0.25–4.00×Values above 1 lengthen playback and values below 1 shorten it while keeping pitch as steady as possible.
4–8Reserved—Inactive positions available for future Lanes controls. Speed and Level remain on Engine.

Pressure is an offset, not a replacement path. Strike velocity seeds a voice offset and poly pressure moves it while held. The underlying Scan Rate continues unless Loop holds the stack scan.