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Punch‐in FX & the Performance Track

windowbed edited this page Jun 25, 2024 · 2 revisions

Overview

Punch-in FX are temporary effects that you can apply to a track or a group of tracks by holding shift and pressing a key on that track. The first octave of keys affects only the active track, while the second octave affects all tracks in the active track's group (drum or synth).

When recording is enabled, Punch-in FX are recorded to Track 13, also known as the Performance Track. The step length and step count of the Performance Track will determine how often the recorded Punch-in FX will repeat.

When the Performance track is currently active, the keys will activate group Punch-in FX (no need to hold shift). The first octave affects all tracks in the drum group while the second octave affects the synth group.

What the effects do

Performance tracks generally change parameters or repeat a short sub-section of notes. In general, white keys change which notes are played while black keys change the track's parameters.

White keys:

Note Effect Name Description
F Duck Mutes notes on the OP-Z's engine by changing parameter 16's value to 0
G Loop Plays 16th notes with the last key touched on the track (not the last note played by the sequencer)
A Loop Plays 32nd notes with the last key touched on the track (not the last note played by the sequencer)
B Follow Causes other tracks in the group to only play when the active track is playing (I think)
C Ramp Up Gradually increases the pitch of the notes on the active track. Changes P1 on drum tracks and changes the note on synth tracks
D Ramp Down Gradually decreases the pitch of the notes on the active track. Chagnes P1 on drum tracks and changes the note on synth tracks
E Randomize Randomly changes the pitch of the notes on the active track using P1 for drum tracks and different notes for synth tracks

Black keys:

Note Effect Name Description
F# Filter Sweep Sweeps parameter 3 (filter) from ~25 to ~50, and sweeps parameter 4 (resonance) across low values
G# Stereo Modulates parameter 15 (pan), rapidly alternating between 16 and 110
A# Pitch Not totally sure, but affects parameters 1, 3, and 4
C# Short Changes envelope parameters. On drum tracks, changes to start 7, attack 0, Sustain 10, Release 20, FX1 send 31.
D# Long Changes envelope parameters. On drum tracks, changes start to 0, attack to 63, decay to 0, and release to 63

Different Octaves on the Performance Track

When the Performance track is active, you can only access one octave of the keyboard that controls group punch-in FX.

Punch-in FX are all saved to the Performance track, though, with each individual track 1-8 represented by its own octave. Here are the ranges:

Track MIDI note range Note name range
Kick 5-16 F-1 to E0
Snare 17-39 F0 to E1
Hi Hat 29-40 F1 to E2
Sample 41-52 F2 to E3
Bass 53-64 F3 to E4
Lead 65-76 F4 to E5
Arp 77-88 F5 to E6
Chords 89-100 F6 to E7

This means an external controller can be used to activate a punch-in effect on single track (or set of tracks).

Other notes & details

Polyphony

The Performance track's MIDI polyphony (i.e., number of triggers that can fit on a single step) is limited to 6 across all tracks and effects.

So if you want to Duck 7 tracks on a step, you can't just add an F from those 7 octaves since you can only store 6 triggers on that step. In that example, you would have to use a group Duck for 4 tracks and 3 additional Ducks for single tracks.

Outgoing MIDI

Because punch-in FX work by changing parameters, they also send outgoing MIDI corresponding to the CC values. In other words, a filter sweep will sweep parameter 3 on any devices controlled by the track being swept.

The Performance Track starts after the other tracks

If you want to apply a performance effect to affect the first step on a track, you'll have to nudge that step to happen a little late since the OP-Z seems to apply the performance effect slightly late.

For example, if you want to use performance effects to delay the kick at the beginning of a pattern, you might add a Duck effect that lasts 4 steps. If you do not move the first kick, you will hear the kick start to play before Volume is changed to 0 by the Duck effect.

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