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.
| Knob | Display | Range | Detail |
|---|---|---|---|
| 1 | PATH | 9 choices | Chooses how stack position moves: Down, Up, Triangle, Sine, Steps Down, Steps Up, Manual, Random, or Draw. |
| 2 | BLND | Crossfade / Jump | Crossfade blends adjacent loaded lanes with a smooth curve. Jump chooses the nearer loaded lane. |
| 3 | SHAP | Linear / Smooth / Exponential / Plateau | Remaps the path before it becomes a 1–4 lane position. Plateau quantizes the result into four levels. |
| 4 | OFST | 0.00–1.00 | Rotates the whole stack path and wraps at 1.00, shifting every breakpoint without changing speed. |
| 5 | SKEW | 0.02–0.98 | Moves the halfway point in time. Below 0.50 reaches the path midpoint early; above 0.50 reaches it late. |
| 6 | CURV | −1.00–1.00 | Bends travel toward a faster start or a faster finish. |
| 7 | SLEW | 0–500 ms | Softens Jump, stepped paths, and live path changes. Zero feels immediate but retains a 5 ms safety transition. |
| 8 | Reserved | — | 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.
| Path | Stack movement |
|---|---|
| Down | Continuously moves lane 1 → 4, then wraps. |
| Up | Continuously moves lane 4 → 1, then wraps. |
| Triangle | Linear 1 → 4 → 1 travel. |
| Sine | A smooth triangle with slower, zero-slope turns at lanes 1 and 4. |
| Steps Down | Visits four descending positions with hard phase steps; Transition and Jump Slew determine the audible edge. |
| Steps Up | The reverse four-step sequence. |
| Manual | Stops automatic lane travel and reads Stack Start as a continuous lane/crossfade position. |
| Random | Uses a deterministic 16-step random path, repeatable when the same state is recalled. |
| Draw | Uses four to eight authored breakpoints, with individual times, lane positions, and segment curves. See Path Editor. |
Lanes Play — every parameter
| Knob | Display | Range | Detail |
|---|---|---|---|
| 1 | MODE | Forward / Reverse / Ping Pong | Selects 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. |
| 2 | STR | Off / On | Enables time stretching when Ratio differs from 1.00, without intentionally changing pitch. |
| 3 | RATI | 0.25–4.00× | Values above 1 lengthen playback and values below 1 shorten it while keeping pitch as steady as possible. |
| 4–8 | Reserved | — | 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.