Playback engine 1 of 15

Motion

Motion moves a read head through the Position/Field window. Continuous, Packets, and Motor articulate that trajectory; five segment sounds turn it into a bounded event instrument.

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: smooth source traversal, moving loops, evolving seeded paths, packet and motor rhythms, freeze/iterate gestures, layered pulses, and accelerating bounce events.

Pages and navigation

On Engine, set Algorithm to Motion. Press Up for the shared Pads & Scale and Amp Envelope pages, then Stack Path, Motion Path, and Motion Sound. Choosing Packets, Motor, or a segment sound adds only the pages that sound needs. Knobs 1–4 are the top row and knobs 5–8 are the bottom row. Choose DRAW to add the editable Path Editor.

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

Motion Path — every parameter

KnobDisplayRangeDetail
1MODE8 choicesSelects Forward, Reverse, Hover, Round Trip, Moving Loop, Mirror, Zigzag, or Drunk. See the mode table below.
2TRVL0.00–1.00Sets the excursion of Zigzag and Drunk targets. 0 stays centered; 1 uses the full available range. Live moves glide to the new path.
3JITR0.00–1.00Varies evolving target timing and distance. It also varies packet and event clocks while retaining a repeatable seeded character.
4BASNormal / HertzNormal derives trajectory rate from source playback speed. Hertz makes Path Rate cycles per second.
5PATH0.01–80Trajectory multiplier in Normal mode or cycles per second in Hertz mode. Pad pitch still multiplies the per-voice rate.
6STEP0.00–1.00Distance the Moving Loop window advances after each cycle, as a fraction of the full source.
7SEED1–9999Selects the repeatable evolving Zigzag/Drunk path and their timing variations. An active reader briefly fades before adopting a new Seed so the path cannot jump audibly.
8Reserved—Inactive and available for a future Motion Path control.

Mode choices

ModeTrajectory
ForwardMoves from the left Field boundary to the right, crossfading the wrap according to Join.
ReverseMoves from right to left with the same wrap treatment.
HoverAn eased out-and-back path with long, smooth turns at both Field edges.
Round TripA nearly constant-speed forward/backward traversal with short eased reversals.
Moving LoopRuns a forward loop, then advances the whole Field window after each completed cycle.
MirrorUses the Round Trip trajectory and reverses signal polarity on the return half, with Join smoothing around polarity boundaries.
ZigzagMoves through three stable time sections—forward, backward, forward—whose targets evolve from Seed, Travel, and Jitter, then continues with a new cycle. Stable section boundaries keep live Travel and Jitter edits continuous.
DrunkInterpolates through an evolving seeded chain of random targets. The end of one cycle becomes the start of the next.

Motion Sound

KnobDisplayRangeDetail
1SND8 choicesContinuous leaves the trajectory open. Packets applies Hann-shaped pulses. Motor nests that packet clock in an outer envelope and reverses non-one-way paths on its falling side. Bounce, Freeze, Iterate, Pulser, and Doublets launch segment readers.
2–8Reserved—The selected sound's controls appear on following contextual pages.

Packets and Motor

Packets page

KnobDisplayRangeDetail
1RATE0.25–20 HzIndependent inner packet clock. Jitter varies its timing after each completed packet.
2DUTY2–98%Portion of each packet cycle occupied by the Hann-shaped pulse.
3–8Reserved—Inactive positions available for future Packets controls.

Motor page

KnobDisplayRangeDetail
1RATE0.25–20 HzIndependent inner packet clock. Jitter varies its timing after each completed packet.
2DUTY2–98%Portion of each packet cycle occupied by the Hann-shaped pulse.
3MRAT0.05–20 HzIndependent outer Motor envelope clock.
4MSYM5–95%Moves the outer envelope peak between its rise and fall.
5MSHPLinear / Rounded / Pulse / Exponential / PlateauShapes the outer Motor envelope. Live changes morph between contours over 10 ms.
6–8Reserved—Inactive positions available for future Motor controls.

Segment sounds

SoundEvent behavior
BounceRepeats around Position while segment width and level fall across the repeat cycle.
FreezeRelaunches the Field around Position without advancing the event center.
IterateMoves the event center by Event Step after each launch.
PulserChooses a random center in Field and derives a short segment from Duty and Event Rate.
DoubletsRepeats a center for the selected repeat count before advancing it by Event Step.

Event Clock page

KnobDisplayRangeDetail
1TRIGClock / Packet / TurnStarts events from the event clock, packet-clock wrap, or a trajectory turn/wrap.
2ERAT0.25–80 HzBase event rate when Trigger is Clock.
3REPT1–16Length of each model's repeat cycle.
4ESTP0.00–1.00Source-distance step for Iterate and Doublets.
5–8Reserved—Inactive positions available for future Event Clock controls.

Event Shape page

KnobDisplayRangeDetail
1OVLPCut / LayerCut replaces the prior segment; Layer permits overlap.
2LAYR1–4Maximum simultaneous segment readers per playback voice. Lower values reduce CPU use.
3PITC0–12 stRandom pitch scatter inside ± the selected range.
4LEVL0.00–1.00Random attenuation, or repeat decay for Bounce.
5CURV−1.00–1.00Accelerates or decelerates Clock intervals across the repeat cycle.
6MSYM5–95%Moves the peak of every segment envelope between its rise and fall.
7MSHPLinear / Rounded / Pulse / Exponential / PlateauSets the contour of every segment envelope. Live changes morph sounding segments between contours over 10 ms.
8DUTY2–98%Minimum Bounce width and Pulser duration proportion.

Hardware starting point: use Layer with two event layers. Raise LAYR only while the System Report's Deadline Misses count remains at zero.