LOOM-8

LOOM-8 manual

LOOM-8 turns the M-VAVE FM-1 into a pocket groovebox: eight threads of sound on a 64-step loom. You get eight tracks with nine engines (six synths, a sample player, a break slicer and a drum kit), a 64-step sequencer with fourteen step tricks and parameter locks, players, twelve throws (momentary effects) per octave, a conductor that moves the song through a progression, two send effects (the reverb includes the PlayStation's own reverbs among its modes), a mixer, a master section, thirty-two scenes and a song. You can weave two patterns into a third: bar by bar, step by step, or with one pattern's rhythm and the other's pitch.

LOOM-8 is built for one loop: write a short pattern, add a few tricks, weave it with another, let the conductor play a progression, season it with throws while it plays, then put the scenes in order.

To see it played first, watch the LOOM-8 video.

Quick start

This takes you from a blank project to a jam in ten minutes. White keys are numbered 1 to 16 from the left, and black keys 1 to 11.

  1. A beat. Turn ALGORITHM until the tag line says T1 kit. Press SEQ. Black key 1 is the kick: press it, then white keys 1, 5, 9 and 13. Press black key 2 for the snare and press white keys 5 and 13. Press black key 3 for the hat and press every other white key. Press PLAY.
    Steps on T1 kit, playing: kick on 1, 5, 9 and 13, snare on 5 and 13, hats between; a tick for every sound on a step, the playhead lit
    The beat playing
  2. A bass line. Turn ALGORITHM to T2, the bass. On the Steps page, hold SEQ and play a low note. While SEQ is down, the keys play like a keyboard, and LOOM-8 remembers the note. Let go and press white keys 1, 4, 7 and 11. Hold SEQ, play another note, let go and press white key 14. Or tap REC and play the notes one after another: each one goes on the next step. Press EDIT and turn KNOB 1 while it plays to hear the shape change.
    Steps on T2 with SEQ held: the keys play notes, and the line above the grid says the notes a step will write
    SEQ held on Steps
    Step record on T2: the red cursor on the next step after the notes written so far; the footer says KEYS write, OCT+ rest, OCT- back, REC done
    Step record
  3. Tricks. Still on T2's Steps page, hold white key 7 and press ARP. Turn KNOB 1 to multiply and KNOB 2 to 3 for three hits. Let go. Hold white key 14, press ARP, turn KNOB 1 to jump and KNOB 2 to "either": the pattern starts to wander. Hold white key 1, press ARP and turn KNOB 1 to skip trig, so step 1 plays every other pass.
    Step 7 held with ARP: multiply 3 on the step; the knob strip shows its two trick slots and their values
    A trick on step 7
  4. A chord track. Turn ALGORITHM to T3. Press EDIT and turn PRESETS until a pad you like comes up. Press SEQ, hold SEQ and hold three keys together, then let go and press white key 1. Hold white key 1 and press white key 8 so the chord lasts half the bar; a bar under the cells shows how far it reaches. Hold SEQ and three keys a little higher, let go and press white key 9. The cells name the chords.
    Steps on T3: a C chord on step 1 and a D minor on step 9, each named in its cell, with a bar under the steps they last
    Two chords
  5. The conductor. Turn ALGORITHM to COND (the conductor). Press EDIT: the key is C major, and every melodic track follows it. While it plays, play an F, then a G, then a C: everything moves with you, in the scale. Press SEQ, turn SELECT to the Bar page and press black key 4 so that a step is a beat. Back on Steps, hold SEQ and play a chord, let go and press a step, and so on: four steps make one bar of the progression. Or let T3's chords lead: press EDIT, turn SELECT to Follow and press black key 3.
    The conductor's Engine page: C major, degree 0, the tracks that follow lit; knobs key, scale, link
    The conductor
    The conductor's Follow page: chords from T3, its box in its colour among the tracks that follow; T3's lowest note sets the chord
    Chords from a track
  6. Throws. Press FX and turn SELECT to its last page, Throws. Hold a low key: F3 mutes the drums, G3 stutters them, A3 repeats, B3 echoes, C4 builds, D4 plays four on the floor and E4 jumbles them. A high key does the same to the melodic tracks. Let go and the pattern comes back.
    The throws' page: the two octaves of the keyboard, drums below and melodic above, with the effect held lit
    Throws
  7. A scene. Press HOME. White key 1 is the scene that is playing. Press white key 2 to make a copy. Now change something: mute the drums with black key 1 on Arrange, or go to T2's Steps and turn KNOB 1 to P2 for a new pattern. Press white keys 1 and 2 in turn. While it plays, each scene waits for the next bar; press its key again to switch at once.
    Arrange: each track's pattern with its playhead, scene 2 playing; knobs tempo, groove, amount, the track's pattern
    Arrange
  8. Save. Press SAVE.

Where to go from here: hold a step to see its velocity, length, chance and pitch. Hold a step and press EDIT to lock a knob on it. Press ARP on T2 and turn KNOB 1 to arp. Press GLO, turn SELECT to Master out and turn KNOB 4 (the pump) while it plays. Hold any button for a second and a card explains it.

Cheat sheet

The words

How do I…

White keys are numbered from the left, 1 to 16, and black keys the same way, 1 to 11. "Hold HOME and press…" means keep HOME down while you press the next thing.

hold press turn keys

How do I…Do this
pick a trackTurn ALGORITHM on any page.
write a beatPress SEQ. On a drum track, black key 1 is the kick: press it, then white keys 1, 5, 9 and 13. Black key 2 is the snare.
write a noteOn Steps, hold SEQ and play the note. Let go and press a white key: the note goes on that step.
write a chordOn Steps, hold SEQ and hold the notes together. Let go and press a step.
pick a drum soundOn a drum track's Steps page, press its black key, or hold SEQ and press any key.
see a stepOn Steps, hold its white key. The knobs show its velocity, length, chance and pitch.
make a note longerHold its step and press a later white key. A bar under the cells shows how far a note reaches.
nudge a stepHold its step and press OCT− or OCT+.
copy and pasteOn Steps, press SEL and pick COPY PATTERN or COPY BAR. Where you want it, pick PASTE PATTERN or PASTE BAR (PASTE LOCKS ONLY pastes just the locks). For one step, hold it, press SEL and pick COPY STEP; then hold another step, press SEL and pick PASTE STEP.
make a pattern twice as longOn Steps, press SEL and pick DOUBLE PATTERN. The pattern plays itself twice, so you can vary the second half.
change a step's noteHold its step and turn KNOB 4. This works on a drum step too: its hits play higher or lower.
put a second sound on a drum stepHold the step and press the sound's black key.
take one note off a stepHold the step, press SEL, pick the note and press SEL.
change a step's chordHold the step and tap SEQ, then play the chord (you can let go of the step). Tap SEQ again when you're done.
add a trickHold the step and press ARP. KNOB 1 picks the first trick (pulse, hold, multiply, velocity, ramp up, ramp down, random, glide, bend, tonality, jump, skip lock, skip trick, skip trigger) and KNOB 2 sets its value. KNOB 3 and KNOB 4 do the same for the second trick. Turn a trick back to "-" to remove it.
set a skip's patternKeep turning its value past "random". The same cycles come round again, first as "not on the last pass", then as "only the first".
give a step a chanceHold the step and turn KNOB 3. Past 99 %, the A:B cycles come next.
lock a knob on a stepHold the step, press EDIT, ENV, FX or LFO, and turn a knob. To clear a lock, hold SEL and turn that knob. The step's SEL list also has CLEAR LOCKS.
clear a knob's automationHold SEL and turn the knob. This clears its motion and locks in the pattern (or, with steps held, only theirs).
see the next barPress OCT+ on Steps. (While SEQ is held, OCT sets the keys' octave and PRESETS the track's sound, so you can try notes before you write them.)
play one bar of a long pattern, or jump about in itPress SEQ and turn SELECT to the Bar page. Hold SEQ and press black key 1 to 4 to jump to that bar. Hold two of them to loop those bars, or tap one twice to loop that bar.
set the track scaleOn Steps, turn KNOB 3. Or, on the Bar page of a synth track, press a black key: 1, 2, 3, 4, 5, 6, 8, 16 sixteenths a step, or black key 9 for half a sixteenth.
change the patternOn Steps, turn KNOB 1. While it plays, the new pattern comes in at the next bar line. Until then, the knob reads NEXT 1>2 and the tag line says "next P2".
weave two patternsOn the track, press ARP and go to its last page, Weave. Press a black key for the track to weave in and a white key for its pattern; KNOB 3 sets the rule. From then on, it plays woven. To bring it in by hand instead, set KNOB 4 to "on WEAVE", then pick the WEAVE track with ALGORITHM and hold that track's white key.
change the soundPress EDIT and turn PRESETS to step through the engine's own sounds. A name like "BASS 3/11" tells you what the sound is for and where you are in the list. SEL changes the engine.
edit a drum soundOn a drum track, press EDIT and press the sound's black key. The knobs are the model's own four. Turn SELECT for the model, random, pan and volume. Its SEL list has the play mode.
shape one drumOn a drum track, press ENV and press the drum's black key to get its own attack, hold, decay and lag. Turn SELECT for its filter: PRESETS picks low-pass, high-pass or band-pass, and the knobs set cutoff, resonance, envelope and drive.
play a sampleOn a drum track, set a key's model to sample. On a synth track, press SEL and set ENGINE to sample. The sample knob picks the sample.
load my own samplesOpen <https://charlesvestal.github.io/fm1-loom/samples/> in Chrome or Edge with the FM-1 connected by USB. Add, replace, rename, reorder or remove samples, then press Send. They come after the factory samples, as user 1, user 2 ...
get the breaks back (0.7 on)On the samples page, press Add the breaks, then Send.
chop a breakOn a synth track, press SEL and set ENGINE to slice. Each key plays one slice of the break, with F3 playing the first. Write them on the steps in any order. To load your own break, run tools/loom_samples.py load "amen.wav@2" (here, a loop of 2 bars).
change the filterPress ENV and turn SELECT to Filter. PRESETS changes the filter type.
give a sound some characterPress FX for the Character page. PRESETS changes the type (drive, fold, crush, ring, tilt, tape, sampler), and the knobs set its amount, tone and mix.
use the effectsPress FX and turn SELECT to Sends, the track's sends. Keep turning to reach FX I and FX II, where PRESETS picks the effect.
playPress PLAY: every track starts from step 1.
record liveHold REC and press PLAY. Recording starts from step 1 straight away (after the count-in, if you set one).
record while playingWhile it plays, hold REC and play: it records for as long as you hold REC. Hold REC and press PLAY to keep recording on.
record a knob's motionWhile it plays, on a sound page, hold REC and turn the knob. The motion is recorded for as long as you hold REC.
set the click, count-in, quantiseWhile stopped, hold REC and turn the knobs: CLICK, COUNT, QUANT and MODE (overdub or replace).
record step by stepWhile stopped, on Steps, tap REC. The red cursor starts after the last note. Each key (or chord) you play is written there, and the cursor moves on. OCT+ leaves a rest and OCT− goes back. Tap REC again to finish.
undoHold HOME and press REC. Hold HOME and press PLAY to redo.
set the tempoPress HOME and turn KNOB 1. Hold HOME while you turn it for tenths. On any page, you can also hold HOME and turn SELECT.
use a throwPress FX and turn SELECT to Throws. Hold a key: the lower octave works on the drums and the upper octave on the melodic tracks. Hold REC while it plays to record throws into the THROW track.
make a new scenePress HOME and press an empty white key. It becomes a copy of the scene that is playing. OCT+ puts scenes 17 to 32 on the white keys.
switch scenes while playingOn Arrange, press the scene's white key, and it starts at the next bar. Press it again to switch at once. To wait for the end of T1's pattern instead, set SCENES SWITCH in the SEL list to "pattern end".
mute a trackOn Arrange or Mix, press its black key. On Mix, hold it to solo the track for as long as you hold it.
mute one drum sound in a sceneOn Arrange, hold the kit track's black key and press white keys 1 to 11.
make the whole mix pump with the kickPress GLO, turn SELECT to Master out and turn KNOB 4 (pump). SEL picks what drives it and how fast it swells back.
solo a trackOn Mix, hold its black key (hold several to solo them together). Let go and the mutes come back.
sweep a few tracks togetherPress GLO and turn SELECT to LFO, the shared LFO. The black keys pick the tracks, and KNOB 4 picks what it moves.
play a progressionTurn ALGORITHM to COND (the conductor). Press EDIT and play a chord: it moves the tracks that follow. Press SEQ and press a step to put the chord on it. Set the scale to 4 on the Bar page so that a step is a beat.
let a track lead the chordsOn COND, press EDIT and turn SELECT to Follow. Press the track's black key, and its lowest note sets the chord for the others (use a chord part or a bass line). Press the same key again to turn it off.
get new sounds for the bandPress HOME, press SEL and pick RANDOMIZE PRESETS: T2 to T8 each get a random preset for their part. Press SEL for yes.
saveLOOM-8 saves by itself when it is stopped and quiet. SAVE saves at once. Hold SAVE and press white key 1 to 3 to save to that slot.
keep a soundOn a sound page, hold SAVE and press a white key. The sound becomes that user preset.
load a projectPress HOME and press SEL. On LOAD PROJECT, turn ALGORITHM to pick the slot, then press SEL. NEW PROJECT starts an empty project in a free slot, with its sounds picked at random (new ones, as RANDOMIZE PRESETS gives).

The buttons

ControlWhat it does
PLAYStarts and stops. Every track starts from step 1. If you change a track's scale or length, it stays in phase with the rest. On the Song page, it plays the song from the selected slot. With REC held, it starts live recording.
RECWhile playing, hold it to record for as long as you hold it. While stopped, tap it to arm step record. Hold it while playing on a sound page to record the knobs you turn. Hold it while stopped (or on Steps) and the knobs become the record settings (click, count-in, quantise, mode).
SELOpens a list of this page's settings and actions. With a step held, it lists the step's notes. When LOOM-8 asks a question, SEL means yes.
HOMEOpens Arrange. On Arrange, it opens the Song page. Hold it as a shift key for buttons and knobs: undo and redo, fine tempo, and the scenes on PRESETS. When LOOM-8 asks a question, HOME means no.
SEQOpens Steps; page 2 is Bar. Hold it on Steps and the keys play the track and set what a step writes (OCT sets their octave, PRESETS the track's sound). Hold it on Bar and black keys 1 to 4 jump to a bar or loop bars.
EDITOpens Engine. Page 2 is Play and page 3 is Play 2 (the octave). The knit and rayon engines have a page 4, Sub, with the engine's second set of knobs. A sample track in a loop mode has its Loop page second. On a drum track, page 2 holds the key's model, random, pan and volume, and page 3 its sends. On the conductor, the pages are its key, the routing and Follow.
ENVOpens Envelope (on a drum track: lag, attack, random, length), then Filter, then the filter's envelope.
FXOpens Character, the track's own effect. Next come Sends, the track's sends to FX I and FX II, and then FX I and FX II, the two effects.
LFOOpens LFO. Page 2 has the type's fourth and fifth knobs.
ARPOpens Players. With the arp, page 2 has its second set of knobs and page 3 is hold.
GLOOpens Mix. Turn SELECT for Master EQ, Master color, Master out, LFO (the shared LFO) and Setup.
SAVESaves. Hold it and press a white key to save to a slot, or to keep a sound.
OCT− / OCT+Move the keys an octave. On Steps, they show the bar before or after (with SEQ held, they set the keys' octave), and with a step held, they nudge it. In step record, they move the cursor. On Arrange and Song, they put scenes 1 to 16 or 17 to 32 on the white keys.
SELECTTurns to a button's next page. In a list, it moves up and down.
ALGORITHMPicks the track. In a list, it changes the row's value.
PRESETSSteps to the next item of whatever the page shows: a preset, a drum key, an effect, a pattern, a drum sound, a scene.
KNOB 1–4Set the four values at the bottom of the screen.

Hold any button for a second, and a card explains it. The two lines at the bottom of the screen always say what each control does on the page you're on.

Getting around

The screen

From top to bottom, the screen has five parts.

The Steps page stopped: the header with the page and tempo, the line of what a step press writes and the bars, the 16 cells, the tag line, the knob strip and the two hint lines
The Steps page

The screen comes in three themes, which you pick with Setup's THEME knob: tape deck, warm brown-black with cream text; blueprint, deep blue with white lines; and b/w, black with white text and red. In every theme, each instrument track has its own colour. In tape deck they are T1 mustard, T2 rust, T3 olive, T4 teal, T5 blue, T6 plum, T7 tan and T8 sage. Steps with notes show in the track's colour, dimmed. Whatever is sounding right now shows in the track's colour at full brightness: the step playing, the scene playing, a meter. On Arrange and Mix every track keeps its colour, so you can tell them apart at a glance. Cream (or white) outlines show what you are touching: the held step, the cursor, the knob you turned. Red is used only for recording and for locks.

Messages

Short messages cover the header for a moment. i is news, ✓ means something is done, an arrow is an undo or redo, ? on red is a question waiting for you to press SEL or HOME, and ! means LOOM-8 couldn't do something and tells you why.

SEQ held alone for a second: a card explaining the Steps page; let go and nothing changes
A help card

The tracks

Turn ALGORITHM to pick a track: T1 to T8, then COND (the conductor), THROW (the throws) and WEAVE. On Mix, it steps through the mixer strips instead: T1 to T8, then FX I and FX II, the effect returns. On the Engine, Play, Envelope, Filter, LFO and Players pages, the keys play the track you picked. On a drum track, the black keys are the eleven drum keys, and the white keys play them too. On FX I and FX II, the keys play the instrument track you picked last, so you can hear the effect.

The lights

PLAY is green while playing and red while recording. REC lights while recording or armed. SAVE lights when there is something to save. The current page's button is lit. On Steps, the steps with notes glow and the step playing is bright. On Arrange, the scenes in use glow and the one playing is bright. On Arrange and Mix, a track's black key is lit while the track plays: bright for the selected track, and dark while it is muted. With Setup's LIGHTS on, the other buttons glow too.

Steps

Press SEQ. The main band shows one bar of the pattern as 16 cells, and the 16 white keys are those cells. The top line shows what a key press writes: on a drum track, the sound shown; on a synth track, the remembered notes, which are the last keys you held together on a play page; on the THROW track, the last effect you played. The four squares on the right are the bars. OCT− and OCT+ show the previous or next bar.

Step 13 held on T1: its velocity, length, chance and pitch on the knobs; the footer offers its length, its sounds, the nudge and the lock pages
A step held

Tricks

Hold a step and press ARP. The knob strip shows the step's two tricks: KNOB 1 picks the first trick and KNOB 2 sets its value, and KNOB 3 and KNOB 4 do the same for the second. Turn a trick back to "-" to remove it. If you hold several steps, each turn changes them all the same way. Let go of the steps when you are done.

#TrickValues: 1 to 9, then random
1pulse: plays the step again on the next steps1 to 9 times
2hold: keeps the note over the next steps1 to 9 steps
3multiply: retriggers the step1 to 9 hits
4velocity4, 8, 16, 32, 64, 100, 112, 127, 0
5ramp up: the note climbs the scale each pass2 to 6 steps over one octave, then over three
6ramp downthe same
7random: a different note of the scale each passthe same
8glide: slides into the note10 % to 80 %, then off
9benddown-up, up-down, bumps, springs, fades, random 1 and 2
10tonality: how the step follows the conductorignore, transpose only, octave up, fifth up, third up, chromatic up, chromatic down, quantize 33 %, 66 %, 100 %
11jump: moves the playheadto step 1, 5, 9, 13, forward, back, either, stay, align
12skip lock: the locks play every Nth passa cycle of 1 to 9
13skip trick: the other trick plays every Nth passa cycle of 1 to 9
14skip trigger: the step plays every Nth passa cycle of 1 to 9

For the three skips, the value continues past random: the same cycles come round again, first playing every pass but the last, then playing only the first. A new trick starts at its default: pulse and hold 4, multiply 2, velocity 64, the ramps and random 4, glide 40 %, bend down-up, tonality fifth up, jump forward, and the skips a cycle of 2.

Pulse and hold keep time. The playhead keeps moving, the steps they cover give way to them, and the track carries on where it would have been. On a drum track, only the sounds on the trick's step give way. The other sounds play their steps as written, so a pulsed kick does not stop the hats.

A step's chance and its skip trigger decide whether the step happens at all. When it doesn't, its tricks don't happen either, and that includes a jump: a jump with a 25 % chance jumps about one time in four. A jump back, or stay, starts a new pass, so the A:B cycles, the skips and the ramps keep counting inside the loop it makes.

A cell shows its note, two notes one above the other, or the first note and how many more there are ("+2"). A chord shows its name with its bass note underneath. If the name is too long for the cell, it is shortened (CM7 for maj7, C+ for aug, Co for dim, Cs2 and Cs4 for the sus chords). If it is still too long (C#M7, Ebm7), the root goes above its quality. An effect on the throw track shows three letters (PAN) above its group (drm or mel). On a drum track, every sound on the step has a tick, and the tick of the sound shown is bright, so you can see the whole beat while you edit one sound. A bar along the bottom of the cells shows how far a long note reaches; an arrow at the end of the bar means it carries on. The tricks' letters sit at the bottom right, a percent sign marks a chance, and a red dot marks locks.

Locks

Hold a step and press EDIT, ENV, FX or LFO. The knob strip becomes that module's four knobs for the held step. Turn SELECT for the module's other pages: ENV has the envelope, the filter and the filter envelope, and FX has the character and the sends. A knob shows "–" when the step has no lock on it, and locked values show in red. Turn a knob to lock its value on the step, and let go of the step to go back. A lock lasts until the next step that plays without one; that step plays the knob's own value again.

To clear locks, hold SEL and turn a knob. This clears that knob's locks on the held steps, or, with no step held, its motion and locks in the whole pattern. The held step's SEL list has CLEAR LOCKS, which clears all of its locks (a drum step's pitch stays). While recording, any knob you turn writes locks on the steps as they play. The Bar page's SHAPE knob turns a track's locks into a line: each lock holds until the next one and moves toward it.

Step 1 held with ENV's filter page: the cutoff locked at 481 Hz in red; the other knobs show a dash, unlocked
A lock

The Steps knobs and the Bar page

With no step held, KNOB 1 picks the pattern (P1 to P8), KNOB 2 sets the length in steps, KNOB 3 the track scale (how many sixteenths a step takes, from 1/2 to 16) and KNOB 4 the track's groove amount.

SEL on Steps: quantise, note length and shape, then clear notes, clear locks, copy, rotate and duplicate
The Steps list

Turn SELECT for the Bar page. Its knobs are quantise for live recording, the note length of new steps (as a percentage of a step), the groove amount and the shape. The keys write steps just as on Steps: hold a step for its knobs, tricks and locks, and on a kit the black keys pick and place its sounds. The box of the bar the keys write to is outlined, and OCT- and OCT+ move it. On a synth track, the black keys set the track scale: black keys 1 to 8 give 1, 2, 3, 4, 5, 6, 8 and 16 sixteenths a step, and black key 9 gives half a sixteenth.

Press SEL on either page for the actions:

On the Bar page, hold SEQ and press black keys 1 to 4, which stand for the pattern's bars. Press one key to jump to that bar at the next bar line and play on from there; any loop you had is released. Hold two keys to loop that range of bars, or tap one key twice to loop that bar. The loop is saved with the pattern, per track and per pattern. Only the loop plays, so a bar you are editing comes round straight away. A bar under the boxes marks the loop, and a small bracket marks a jump waiting for its bar line. Arrange draws the loop bright inside the pattern's line, with the playhead repeating inside it. While stopped, the keys set the loop immediately. (On the other pages, holding SEQ still picks the notes a step writes.)

Weave

A weave crosses what a track plays with another pattern, live, while the song plays. Nothing is written. You set up a weave on a track, and from then on that track plays woven (the other track plays as it was). Or you can keep the weave for the WEAVE track and bring it in by hand.

Set it up. On a track, press ARP and turn SELECT to the last page, Weave. Press a black key to choose the track to weave in: 1 to 8 are the tracks, 9 is COND and 10 is THROW, and pressing the same key again sets none. Then press a white key, 1 to 8, to choose its pattern. KNOB 1 (WITH: the track), KNOB 2 (PATTERN: its pattern) and KNOB 3 (RULE) set the same things. The page spells it out in words ("T2 weaves with T1", "by rhythm: T2 P1's rhythm, T1 P1's pitch") and draws a bar three ways: the track's own steps, the other pattern's steps, and what plays, with each step in the colour of the pattern it comes from. If a pattern is longer than a bar, OCT+ and OCT− go through its bars ("bar 2 of 4"). The last line says whether the weave plays (on), or which WEAVE track key brings it in. The rules:

RuleWhat the track plays
barsits own bars and the other pattern's in turn: its bar, the other's bar ...
stepsits own steps and the other's in turn
rhythmits own rhythm, playing the other pattern's pitches in order, round and round
pitchthe other pattern's rhythm, playing this track's pitches

Each pattern loops at its own length, and the turns count from the start, so a one-bar pattern woven by bars plays its own bar, then the other's. A track can weave with any track. A drum track's sounds become notes on a melodic track (a ladder from C3: the kick C3, the snare Eb3, the hat F3 ...), and a melody's notes become a kit's sounds. The throw track weaves only with throws. The conductor weaves too: one progression with another.

When it plays. KNOB 4 on the Weave page, PLAYS, sets when the weave plays: always (as soon as it is set up; the default) or on WEAVE, only while the WEAVE track's key for that track is on (held, latched, or on its steps).

Play it. For a weave set to PLAYS on WEAVE, turn ALGORITHM to WEAVE. White keys 1 to 10 are T1 to T8, COND and THROW. Hold one and that track weaves for as long as you hold it; the key lights, and so does its box on the screen. KNOB 1, latch, makes one tap start a weave and the next tap stop it. Hold REC while it plays and the weaves you play are written onto the WEAVE track, each starting at the step where it began and lasting as long as it lasted. The song then plays them back.

The WEAVE track's steps. On SEQ, its steps show the tracks they weave and, underneath, for how long. Tap a step to put the tracks you last wove on it, and tap it again to clear it. Hold a step and press black keys 1 to 10 to choose its tracks, and a later white key to set its end. KNOB 1 picks its pattern (each scene keeps its own), and KNOB 2 sets its length (16 to 64 sixteenths; with a step held, the step's length). SEL clears the pattern.

Keep it. The SEL list on the Weave page has KEEP AS PATTERN, which writes the weave into the track's first empty pattern so you can edit it like any other. Weaving a pattern with a shifted copy of itself (copy it, ROTATE FORWARD, then weave it by steps) makes variations. A drum pattern's rhythm with a melody's notes makes a riff.

ARP's Weave page on T2: T2 weaves with T1, by rhythm: T2 P1's rhythm, T1 P1's pitch; rows for T2 P1's steps, T1 P1's, and what plays; on, it plays woven
A weave set up
The WEAVE track's page: ten boxes, T1 to T8, COND and THROW; T2's lit while its key is held, its weave T1 P1, rhythm
Weaving

Recording

REC tapped on Steps: the red cursor waits on the step after the last note
Step record armed

Hold HOME and press REC to undo the last change, and hold HOME and press PLAY to redo it. There is one level of undo, covering whatever changed last: a pattern with its locks (including CLEAR LOCKS), a track's sound (or T2 to T8 after RANDOMIZE PRESETS), the master, or the song, scenes and weaves.

Sounds

Press EDIT. The Engine page shows the track's engine and a picture of it that moves as you turn the knobs (and with their motion and locks as the track plays). Below are the four knobs, with values from 00 to 99. Turn PRESETS to step to the engine's next sound: first its factory presets, then any user presets you saved from it. The message tells you what the sound is for and where you are in the list, for example "PAD 3/11". The roles are bass, lead, keys, pluck, bell, stab, brass, strings, pad, voice, chord, fx, drum and loop; a user preset shows "PRESET". Each engine's presets start from its plain sound and run through basses, leads, keys, plucks and bells to pads. Most are dry. Pads, strings, voices and bells send to the reverb, and some plucks and leads send to the delay. Press SEL for the list:

The Engine page on T2: the engine, its picture, the preset name, and its four knobs from 00 to 99
The Engine page
Play: voice mode, portamento, bend range and volume
The Play page
EngineKnobsPresets
knitwave, detune, voices, width11
rayonbright, ratio, edge, tine10
jacquardtable, scan, bend, ripple11
bellowsstops, pedal, rotor, rate9
canemodel, timbre, color, damp8
voilemodel, timbre, color, breath7
samplesample, start, length, mode18
slicesample, slices, pitch, gate11
kitthe model knobs of the key shown

Knit and rayon have a second set of knobs. Press EDIT, then turn SELECT to the Sub page.

Knit

Engine on T3 knit, the ribbon preset: two square waves of the unison drawn; knobs wave 50, detune 20, voices 2, width 63
Knit

Knit is the everyday subtractive voice, for basses, brass, strings, stabs and pads. wave sweeps from a saw through a square to a narrow pulse (put an LFO on it for PWM). voices stacks one to seven copies of that wave in unison. detune spreads their pitches, finely at first and widely toward the end, and width spreads them across the stereo field. With a single voice, detune becomes a slow drift of the pitch instead.

On the Sub page, osc 2 adds one more copy of the wave, up to 24 semitones above or below the note, and level sets its level (0 turns it off). sub adds a sine an octave down, and noise adds noise. detune also tunes osc 2, up to 20 cents above its interval, whatever the number of voices. Set osc 2 to 0 semitones with a little detune for the classic sound of two oscillators beating. To tune osc 2 finely, hold HOME and turn KNOB 1 ("osc 2 fine"). This goes 50 cents either way and tunes osc 2 alone, without the drift or spread that detune brings.

A wide unison costs more than an ordinary voice, so knit plays at most six voices, or five when its unison is set to seven. A new note beyond that takes over the oldest one.

Rayon

Engine on T3 rayon, the glass bell preset: the carrier's circle with the modulator turning on it; knobs bright 47, ratio 3.5:1, edge 00, tine 23
Rayon

Rayon is two-operator FM in the DX style, for e-pianos, bells, mallets and basses. bright sets how much the modulator moves the carrier (a soft note gets less). ratio sets the modulator's pitch relative to the note. The left half of the knob gives a detuned 1:1 for slow beating. The right half gives ratios from 0.5:1 to 8:1, including the inharmonic ones that make bells. edge feeds the modulator back into itself, turning it from a sine toward a saw. tine adds a high partial that is struck with the note and dies away within a quarter of a second; how loud it is depends on how hard you play. This is an e-piano's bark.

On the Sub page, fall sets how fast the brightness falls from the start of the note (0 holds it), floor sets how much brightness is left, and keyscale makes high notes less bright.

Jacquard and bellows

Engine on T3 jacquard, the spiral pad preset: the wave drawn; knobs table spiral, scan 39, bend 08, ripple 16
Jacquard
Engine on T3 bellows, the gospel preset: six drawbars, the 8-foot one lit, and the rotor; knobs stops 4, pedal 3, rotor 6, rate 7
Bellows

Jacquard plays wavetables. table picks one of nine: shapes, nasal, grit, vocal, spiral, fold, octaves, glass and chirp. scan moves through the table's frames, bend bends the shape of the wave, and ripple wobbles it with a second oscillator, slowly at first and up to the rate of the note itself.

Bellows is the organ, with six drawbars. Its four knobs go from 1 to 8. stops picks the registration: transistor, combo, jazz, gospel, rock, theatre, pipe or church. pedal adds the low 16' bar (1 is none). rotor sets how deeply the rotating speaker swirls (1 is none), and rate sets how fast it turns.

Cane and voile

These two engines come from Mutable Instruments' Braids, Émilie Gillet's macro oscillator. Each one is a family of Braids models. model picks one. timbre and color are Braids' own two knobs, and what they do depends on the model. The fourth knob is LOOM-8's own.

Cane is the physical models: instruments built from their parts, such as a string, a tube or a bell.

Engine on T3 cane, the koto preset: the string drawn between its two ends; knobs model pluck, timbre 55, color 23, damp 43
Cane
Modeltimbrecolor
pluckhow long the string ringshow wide the pluck: hollow to full
bowhow hard the bow presseswhere it crosses the string
reedhow steady the breath (less noise)the tone of the body
flutehow breathy; high is cleanhow hard it is blown
bellhow long it rings; at the top it never stopshow far apart the partials are pulled
drumhow long it ringsfrom tone to rattle

damp darkens the sound: a softer pluck, a duller bridge or bore, and on the bell and the drum the upper partials die first. The pluck and the strikes play once on each note. The bow and the breath start again on each note, and in legato they carry on while the pitch moves. Cane plays at most four voices at once, because each voice keeps its own strings and tubes in memory. A new note beyond that takes over the oldest one. Very low notes that the bow or the flute cannot reach sound an octave up.

Voile is the voices.

Engine on T3 voile, the ooh choir preset: the voice's formants drawn as peaks; knobs model choir, timbre 78, color 23, breath 23
Voile
Modeltimbrecolor
vosimthe first formantthe second formant
vowelthe vowel, through nineshifts the formants
choirthe vowel: a, e, i, o, uthe singer: bass to soprano
whisperhow sharp the two peaks arehow far the second peak is from the note

breath is the noise in the voice. On vosim and choir it is the air passing through. On vowel it is the consonant at the start of each note, from none to long. On whisper it is the balance of noise against a buzz; all the way up, you get a pure whisper.

Most of these models cost about as much as any other voice, or less. Cane's bell, with its eleven partials, costs about a third more.

Kit

A drum track has eleven keys, played on the black keys. Each key has a drum model: kick, snare, hat, clap, shaker, tambourine, string (a plucked string), conga, tom, fm or sample; one of the x models (x kick, x snare, x hat, x clap, x tom, x rim, x fm, x noise); sophie; or clang. The kit is tuned to C: kick G1, snare G3, low tom C3, high tom G3, conga C4, string C3, fm C5. To pick the key the knobs edit, press a black key or turn PRESETS. The four knobs on the Engine page belong to that key's model:

Engine on T1 kit: the eleven keys as pads, the snare picked; its knobs pitch, length, wires, punch
A drum key's knobs
The Key page: the snare's model, random, pan and volume
The Key page
ENV's Kit env page on a drum track: lag, attack, random and length for the whole kit
The kit's envelope
ModelKnobs
kickpitch, length, punch, tone
snarepitch, length, wires, punch
hatpitch, length, metal, focus
claptone, length, spread, tail
shakercolor, length, swell, return
tambourinetone, length, jingle, hiss
stringpitch, length, bright, pluck
congapitch, length, slide, drive
tompitch, length, sweep, rate
fmpitch, length, mod, feedback
samplesample, pitch (24 semitones each way), start, reverse
x kickpitch, length, tone, sweep · click, harm, drive
x snarepitch, length, tone, snap · wire, body, drive
x hatpitch, length, tone, res · noise, metal, drive
x claptone, length, drive
x tompitch, length, tone, sweep · noise, fm, drive
x rimpitch, length, tone, sweep · noise, drive
x fmpitch, length, ratio, mod decay · click, index, drive
x noisetone, length, drive
sophiepitch, length, color, metal · model, feedback, sweep, crush
clangpitch, length, color, metal · model, sweep, feedback, fold

The knobs after the dot are on a second Engine page (turn SELECT).

The x models and clang cost up to twice as much as a voice of a built-in model, and sophie up to three times as much. Even with a kit made of them, the busiest demo stays well within what the FM-1 can do.

On every sound page of a drum track, a black key picks the key the knobs edit. Turn SELECT for the Key page: the model, random (a variation on every hit), pan, and volume in dB. Its SEL list sets the play mode: one-shot, gated, loop, or choke group 1 to 3. When you change a key's model, the new model starts from its own knob settings.

Kits. On a kit track, the Engine page's SEL list has KIT and SAVE KIT. KIT loads a whole kit onto the track: its eleven keys with all their settings, plus the kit's envelope, filter, LFO and character. The track's level, pan, player and MIDI OUT stay as they are. LOOM-8 comes with ten kits, named for fibers and cloth:

The new kits keep the default kit's layout: kick, snare, closed hat, open hat (these two share choke group 1), clap, low and high tom, conga, shaker, string, and fm (a short FM blip). That way a pattern plays the same parts on every kit.

SAVE KIT stores the track's kit in one of eight user kits, K1 to K8, named after the track's sound. LOOM-8 asks before it replaces one. After that, KIT loads your kits just like the others, in any project. User kits are kept with the user presets, and a backup includes them too.

ENV on a drum track has four pages. The first two belong to the key shown, and follow its model:

A key left at its defaults (attack, hold and lag at 0, decay off, no filter, no drive) sounds like its model alone and costs nothing extra. The next two pages are for the whole kit:

Each key has its own sends. Press FX, then turn SELECT to Sends to see the shown key's sends to FX I and FX II (a black key or PRESETS picks the key). This lets you send the clap into the reverb and keep the kick and the hats dry. A kit has no sends of its own besides those of its keys. A new kit's keys come with a little reverb on the clap and the fm key, and the rest are dry.

You can lock a key's own settings too. Hold a step and press ENV: the knobs now edit the envelope of the step's key (turn SELECT for its filter). That is the key shown if the step plays it, otherwise the first key the step plays. The line above the knobs names it.

ENV on T1 kit: the snare's own envelope, attack 3 ms, hold 4 ms, decay 550 ms, lag 0, its shape drawn
A key's envelope
ENV's Filter page on T1 kit: the snare through a low-pass at 1.2 kHz, resonance 71 %, the envelope opening it, drive 24 %
A key's filter

The sample model plays a sample from the bank (described below) on the key. sample picks the sample, pitch tunes it up to 24 semitones either way from its own rate, start makes it begin later, and reverse plays it from the end back to the start. It plays to the end of the sample, or for as long as the key's decay allows. Four sample keys can sound at once; a fifth takes over from the oldest.

Samples

LOOM-8 carries a bank of samples. Sixteen are its own: a 909 kick, snare, hat and clap; a noise sweep; piano, upright bass, strings, brass, flute and an orchestra hit; a vinyl loop; and four breaks for the slice engine (classic, heat, choke and ecstasy). Then come thirty-two of yours, user 1 to user 32. Both the sample model on a drum key and the sample engine on a synth track play them, and the knob shows each one's name.

Since 0.7 the four breaks are no longer built into the firmware, because they take room that new sounds need. To add them, open the samples page, press Add the breaks, then Send (or run tools/loom_samples.py load breaks). They go into your bank (92 KB of its 214) and keep their own places on the sample knob, so the slice presets and your projects find them by name. Until you add them, the breaks are silent and the picture says "install the breaks: samples page".

The sample engine plays a sample at the pitch of the note. The sample's root note plays it at its own rate; an octave up plays it twice as fast. Its knobs:

KnobWhat it does
sampleWhich sample plays. An empty user slot plays nothing.
startWhere it begins, 0 to 99 % of the way in.
lengthHow much of the rest plays. At 100 % it plays to the end.
modeone-shot (plays once, then the note ends), loop (plays round and round; a sample with its own loop loops that part), reverse (plays once, backwards), ping-pong (plays forward, then back)

The picture shows the sample's waveform with the part that plays drawn bright, a dot where it starts, and the loop's ends marked. In loop and ping-pong modes, SELECT has one more page, Loop, right after Engine. Its loop start sets where the loop begins within the part that plays, and loop len sets how much of the rest it loops. At 0, loop len reads "auto": it uses the sample's own loop, or loops to the end. The loop point is crossfaded (8 ms), so it loops without a click wherever you set it. After that, the track's envelopes, filter, character and LFO shape the sound as they do for any engine. There are eighteen presets:

Engine on T3 sample: the piano's waveform, its root C4, in loop mode; knobs sample, start, length, mode
The sample engine

Slice

The slice engine cuts a loop (a break) into even slices and plays one slice per note. The sample's root note plays slice 1, the next note up plays slice 2, and so on, wrapping round after the last slice. With eight slices, F3 to C4 play slices 1 to 8 and C#4 plays slice 1 again. Below the root, the notes count back from the last slice. On the keys at their own octave, F3 (the lowest key) plays slice 1 of a factory break. When you write slices on the steps, you can replay the break (slice k on every other step, for eight slices over a bar) or build a new one from its pieces, in any order, with repeats and gaps. Its knobs:

KnobWhat it does
sampleWhich loop: the factory break, or one of yours.
slices4, 8, 16 or 32 even slices.
pitchUp to 24 semitones either way. Down, a slice plays slower and runs longer than its place; up, it plays faster and shorter.
gateHow much of each slice plays, all of it at 100 %. Both ends get a short fade, so a cut never clicks.

A loop that knows how many bars long it is follows the tempo: its bars last as many bars of the song. So a factory break plays slower at a slower tempo, with each slice still on its steps, and the pitch knob works on top of that. A sample without a bar count plays at its own speed, and the picture says "own speed".

How notes overlap depends on the play mode:

After that, the envelopes, filter, character and LFO shape the sound as they do for any engine. (The presets keep the filter's key tracking at 0, so every slice sounds alike.) A slice always plays to its gate, however short the note: the gate sets the length, not the step, so slices on the steps play through just as the break did.

When you choose the slice engine from SEL, the track comes off the conductor, because its notes pick slices and a chord change would move them. Turn FOLLOWS CONDUCTOR back on if you want it.

The picture shows the loop's waveform cut at the slices. Each slice's gated part is drawn, and what the gate leaves out is faint. The playing slice is lit, with a line at the play position, and slice 1 has a dot. Above it are the loop's name and bars, and the slice count or the slice playing. There are eleven presets:

Engine on T3 slice: the classic break's waveform (1 bar) cut in eight, slice 5 playing; knobs sample classic, slices 8, pitch 0 st, gate 100 %
The slice engine

Your own samples. Connect the FM-1 (running LOOM-8) to a computer by USB and open the Samples page, <https://charlesvestal.github.io/fm1-loom/samples/>, in Chrome or Edge. Press Connect to read the samples on the FM-1. From there you can:

Then press Send. The samples already on the FM-1 are kept exactly as they were. Quality picks the rate new samples are stored at; auto picks the best rate at which everything fits.

You can do the same from the command line, in the firmware's folder:

``sh pip install mido python-rtmidi numpy python3 tools/loom_samples.py load kick.wav snare.wav "vox=ah_A3.wav" "pad=pad.wav:57" "amen=amen.wav@1%32k" python3 tools/loom_samples.py info python3 tools/loom_samples.py erase ``

load replaces the user samples with the files you give, in that order: user 1, user 2, and so on (up to 32). Each WAV can be any rate, mono or stereo, 8 to 32 bit. The tool converts it to mono at its own sample rate and evens out its peak level.

How much fits. The bank holds 214 KB of sound. Each sample keeps its own rate, and a lower rate fits more:

ratekeeps sound up tofits in all
32000 Hz (%32k)16 kHz: bright drums and loops12 seconds
22050 Hz (%22k)11 kHz: most sounds17.7 seconds
16000 Hz (%16k)8 kHz: bass, pads, voices24 seconds
11025 Hz (%11k)5.5 kHz: lo-fi, sub bass35 seconds

Put %RATE after a file to set its rate, or --rate RATE right after load to set the rate for the rest. Otherwise the tool picks the highest of 22050, 16000 and 11025 Hz at which everything fits. It prints each sample's rate, length and size, and the seconds left at each rate. (A bar at 120 BPM is two seconds, so eight one-bar breaks fit at 22050 Hz.) A sample plays at its own pitch whatever its rate, and a loop with @BARS keeps the tempo. A higher rate only costs room, plus a little more of the FM-1's time while it plays. One sample can be up to about 16 seconds long at 22050 Hz.

The sound stops while the FM-1 writes the samples (longer for a fuller bank). When the screen says LOADED, the FM-1 has checked every byte. A track that was playing a sample keeps pointing at the same slot: user 2 is still user 2, whatever is in it now.

The synth pages

On the Engine page, turn SELECT for the Play page: poly, mono or legato, portamento, the bend range (off, 1 to 7 semitones, or an octave) and the track's volume. Turn it again for Play 2, which sets the sound's octave, from two down to two up (bass presets come an octave or two down). This moves the notes the track plays, the steps included. On knit and rayon, turn once more for Sub.

ENV: the amp envelope's attack, decay, sustain and release, drawn
The Envelope page
ENV's Filter page: an lp24 filter at 481 Hz, its curve drawn; PRESETS turns the type
The Filter page
LFO: a wave LFO at 1/4 moving the filter cutoff, its shape drawn
The LFO page

ENV has the amp envelope first. Next comes the filter: cutoff in Hz, resonance, envelope amount and key tracking, with PRESETS turning the type (lp24, ladder, lp12, hp12, bp12, off). Last is the filter's envelope. FX has the track's character (below), then its sends to FX I and FX II, its pan and its level, then the two effects. LFO has the type and its first three knobs on page 1, and its fourth and fifth on page 2. When you pick a new type, it starts from its own defaults:

TypePage 1Page 2
wavespeed, amount, destinationparameter, shape
driftspeed, amount, destinationparameter, envelope
wobblespeed, vibrato, volumeenvelope, shape
pumpsource, amount, holdrelease

Turned left, the speed knob is synced, from 2/1 to 1/64; turned right, it runs free in Hz. The destination is a module, and the parameter is one of that module's four:

A destination marked "free" keeps running instead of restarting on each note.

Character

Every voice of a synth track has its own effect after the filter and before the sends: its character. Each voice is shaped separately, so a chord driven hard stays a chord. Press FX to open the Character page. It shows the type, what it does, and a picture of it: either the curve a sample goes through, or what it does to a wave. The faint line is the sound without it. PRESETS turns the type. The knobs are type, amount, tone and mix (dry to wet); at mix 0 the character is off. Each factory preset has its own character, so a preset is a whole sound.

FX's Character page on T2: drive, a soft saturation, its curve drawn; knobs type, amount, tone and mix
The Character page
TypeAmountTone
off
driveHow hard it saturates (the level stays the same).A low-pass after it, 400 Hz to 20 kHz.
foldHow far the wave folds over (the level stays the same).The bias: away from the middle, it folds one side more.
crushHow far it drops.What drops: left the sample rate, right the bits, the middle both.
ringHow deep the ring modulation goes.The ratio of the ring's sine to the note, 0.25:1 to 7:1.
tiltThe pivot, 150 Hz to 6 kHz.The tilt: left darker, right brighter, 6 dB each side at the ends.
tapeWorn tape: saturation, plus a pitch wow that deepens with it.The top-end roll-off, 1.5 to 18 kHz.
samplerAn old sampler's grain: a lower rate and fewer bits.Its output filter, 2 to 20 kHz.

You can lock the amount, tone or mix on a step like any knob: hold the step and press FX. The LFO can reach the amount through the voice module's fourth knob, "character". On a kit, the character belongs to the whole kit and comes after its bus filter (the keys' sends are taken before it). A kit's ring uses a ratio of C4, and its tape has no wow.

Players

Press ARP. KNOB 1 picks the player: off, arp, strum or hold.

Players: the arp at 1/16, up, one octave, with C4 E4 G4 held
The arp

The arp and the strum play the track's steps too. A step's notes are arpeggiated for as long as the step lasts (give it a longer LENGTH for more notes), together with any keys you hold. A step with a chord is strummed in the strum's direction and roll, and every note ends with the step. A step with one note strums the strum's chord from that note, just as a key does. When you change the player, or turn its hold off with no key down, it lets go of whatever it was holding.

Arrange, scenes and the song

Press HOME. Each row is a track, showing its pattern and a playhead, with a small meter at the left of what it plays (for COND and THROW, the meter lights while one of their steps plays). Muted tracks are dimmed. The scene number is at the right. When a scene is cued, the next scene's number appears beside it with the beats until it starts, and its key blinks.

The 16 white keys are scenes 1 to 16. Press OCT+ to put scenes 17 to 32 on them, and OCT− to go back. The dots at the right show all 32 scenes, with a mark beside the rows the keys hold now, and the keys follow the scene playing.

The black keys mute. Keys 1 to 8 mute the tracks, 9 the conductor and 10 the throws. A kit track's black key mutes it when you let go. Hold it instead and press white keys 1 to 11 to mute that kit's sounds one by one (lit means playing), in this scene. Each kit has its own sound mutes, for the first four kit tracks, and the row shows how many are off. A muted sound still drives the pump, and its key still plays when you press it. To change scenes from any page, hold HOME and turn PRESETS.

The Song page: S1, S1 and S2 in a row, a bar each, looping
The song

The knobs on Arrange:

The click is on REC's knobs.

Turn SELECT for the Song page. Press a white key to add that scene after the selected slot (press OCT+ for scenes 17 to 32). The knobs move to the new slot, which plays as many bars as the one before it (the first slot plays four).

Press PLAY on the Song page to play the song from the selected slot; SEL's PLAY SONG plays it from the top. As the song plays, a bar along the bottom of the playing slot fills up over its bars. SEL can also insert the scene playing, delete a slot or clear the song.

The aux tracks

Turn ALGORITHM past T8. Each aux track has its own page under EDIT and its own steps under SEQ.

FX's FX I page: the delay with time, fine, repeats and tone
An effect
FX's FX II page: the reverb in its hall mode, with size, decay, tone and damp
The reverb, hall

Page 3, Follow, takes the chords from a track instead. Press that track's black key (press it again to turn it off), or turn KNOB 1. Each note the track plays sets the chord (its lowest note on a step, or the lowest of the keys held), so a chord part or a bass line can lead the others. The note's place in the scale counts, not its octave, and the other tracks move the nearer way: in C major, a G takes them down a fourth and an F takes them up a fourth. The leading track plays as written and follows nothing, and it still leads when muted. While a track leads, the conductor's own steps rest, but its keys still change the chord until the leading track's next note. A kit has no notes, so it can't lead.

Key of the octaveEffect
white 1mute: silences the group
white 2stutter: a fast loop from where the throw starts
white 3repeat: a slow loop
white 4echo: the loop repeats and fades
white 5build: a fill that builds
white 6floor: four on the floor
white 7jumble: a random fill
black 1warble: high-passed drums, vibrato on melodic notes
black 2pan: the sounds move across the field
black 3octave: drums an octave up, melodic tracks an octave down
black 4chop: short notes
black 5ring: long notes

When you let go of a loop throw (stutter, repeat, echo), the track comes back in time, at the step it would have reached if it had never looped. Set LOOP THROWS to "drift" in GLO's SEL list and the track stays where the loop left it instead, out of step with the others until a scene or the transport sets it straight.

You can also throw from any track: the last page of FX, Throws, has the same keys and the latch.

EffectKnobs
chorusrate, depth, feedback, width
delaytime, fine, repeats, tone (how bright the repeats are)
lofirate, bits, smooth, width
phaserfreq, depth, rate, feedback
reverb, platesize, motion, tone, damp (how fast the tail darkens)
reverb, the other modes (lush too)size, decay, tone, damp

The effects return only the sound they make. The track's own sound stays on the track.

The reverb has eleven modes, and PRESETS steps through them after the phaser. plate is LOOM-8's own. Nine come from the PlayStation's sound chip, the reverbs its games used: room, studio S, studio M, studio L (small, medium, large), hall, half echo, space echo, chaos echo (it almost never stops) and one echo (a single repeat). lush is a smooth, wide plate based on Jon Dattorro's, and a new project starts with it.

The console modes keep their grain: they run at half the sample rate, as lush does. On these, size stretches their delays, from small and metallic at 0 to the console's own at the top, which is where a newly chosen mode starts. decay sets how long the tail lasts, with the console's own in the middle. tone darkens the tail below the middle and thins it above. damp softens the reflections. Changing the mode empties the reverb for a moment. On lush, size also lengthens the gap before the tail, and damp darkens the tail as it fades. Only FX II has the reverb. FX I has the delay's memory in its place.

Mix and master

Press GLO. The Mix page shows a meter for each track. Each black key picks its track: tap it to mute or unmute the track, or hold it to solo the track until you let go. Hold several to solo them together. Each one you let go leaves the solo, and letting go of the last one brings the mutes back as they were. The knobs are the sends to FX I and FX II, the pan and the level. A drum track's sends are set per key, on FX, Sends.

Turn SELECT for more pages:

On Setup, the knobs are the lights, sending MIDI clock, sending MIDI notes (on in a new project) and the theme (tape deck, blueprint or b/w). The page also shows where the tempo comes from (LOOM-8, or a MIDI clock coming in), the USB audio level, the autosave and the version. GLO's SEL list sets the USB audio level, LOOP THROWS, AUTOSAVE, CC OUT and SCENES OUT. On every page, the header shows the scene playing ("S3") before the tempo. You'll find the projects on HOME's SEL list and the count-in on REC's knobs.

LFO (after Master out) is the shared LFO. The project has one, and it moves the tracks you give it, so a single sweep can open the filters of a few tracks together, or breathe across a 16-bar section of a one-bar loop.

Black keys 1 to 8 pick the tracks it moves (they light up). The LFO restarts from its beginning when PLAY starts, so a long sweep lines up with the bars. On a kit it moves every sound, or just one: white keys 1 to 11 pick the sound (a hat's pitch, the snare's send), and white key 12 goes back to every sound. The character's amount is the whole kit's.

Master color gives the whole mix a colour after the EQ. color picks it, and amount, tone and mix shape it.

Each synth track's Character page has the same two, for one sound.

Pump (Master out's fourth knob) lowers the mix each time the kick plays, by up to 24 dB, and lets it swell back up: the big-beat breathing of house and French touch. When a kit drives it (its kick, or a kit track), it lowers the melodic tracks and leaves the drums alone, so the kick that drives it keeps its punch. When a melodic track or the metronome drives it, it lowers everything. Accented kicks pump harder. The pump works even with comp at 0, and even when the kick is muted, so a silent kick can drive it: write a kick on a track, mute it, and the mix breathes to a beat nobody hears. At 0 (where a new project starts) it is off. Its SEL list has:

This pump works on the whole mix. A track's own pump LFO (above) still ducks just that track, for a bass that gets out of the kick's way while the rest plays on.

Mix: a meter for each track while playing; knobs fx I, fx II, pan and level
The mixer
FX's Sends page: the track's sends to FX I (delay) and FX II (reverb lush), its pan and level
The sends
Master EQ: low, mid and high, flat at 64
Master EQ
Master out: bars for drums, melodic, comp and pump; knobs drums 100, melodic 100, comp 30, pump 4.0 dB
Master out

MIDI

Over USB, each track has its own channel: T1 to T8 on channels 1 to 8, FX I on 9, FX II on 10, and the master and the scenes on 11. Notes on channels 12 to 16 play whichever instrument track is selected (if the conductor or throws track is selected, the last instrument track you had). LOOM-8 never sends on 12 to 16. Notes on 9 and 10 do nothing.

Each track's SEL list on its sound pages has MIDI OUT. With it on, the track's notes go out on its own channel, as long as Setup's NOTES is on too. MIDI OUT is on in a new project, and a project from an older version that had a MIDI channel number set opens with MIDI OUT on.

Notes that come in play the track (and record), but LOOM-8 doesn't send them back out, and it doesn't send the arp or strum they start either, so a DAW that sends them back doesn't cause a loop. The keys you play on LOOM-8 and the sequencer's notes do go out. A track's arp, strum or hold follows the last key that played it: if a note from your DAW joins an arp you're holding on LOOM-8, the arp stays off MIDI out until you play a key on LOOM-8 again.

A CC moves the matching knob or switch, scaled to its range. On channels 12 to 16, it moves the selected instrument track's knob or switch.

CCSynth trackKit track
7levellevel
10panpan
91 / 93send I / send IIevery sound's send I / II, moved by the same amount
9mute (64 and up: muted)mute
74cutoffthe bus's hi cut
71resonancethe bus's low cut
73attackkit attack
72releasekit length
75decay-
5glide-
1LFO amount-
16-26-mute sound 1-11 (64 and up: muted)
80-90-pan of sound 1-11
102-112-level of sound 1-11
CCFX I / FX IIMaster
7return levellevel
16-19the effect's four knobsEQ low / mid / high
20-23-color type / amount / tone / mix
24-27-drums level / melodic level / comp / pump
28-pump release
74 / 75low-pass / high-pass-
93feed into FX II (channel 9 only)-

A mute (CC 9, or 16 to 26 on a kit) works like the mute on the Mix page and is saved into the scene playing. The mutes for a kit's sounds work on the first four kit tracks, as on Arrange. While you record (REC held during playback, or kept on with REC and PLAY), a CC on a track's parameter records into that track's own automation.

To pick scenes 1 to 32 over MIDI, send Program Change 0 to 31 on channel 11, or notes 36 to 67 (C1 up) on that channel. This works like Arrange's white keys, and SCENES SWITCH decides when the change happens.

CC OUT is in GLO's SEL list and is on in a new project. With it on, turning a mapped knob or SEL row by hand sends its CC on its channel, if the track's MIDI OUT is on (FX and the master always send). LOOM-8 never sends back what comes in, and it never sends locks, automation, presets or a kit's 91 / 93 (each sound's own send is a separate parameter, and unmapped).

SCENES OUT comes after CC OUT in GLO's SEL list and is off in a new project. With it on, changing the scene on LOOM-8, or by loading a project, sends that scene's Program Change on channel 11. A scene change that came in over MIDI isn't sent back.

Saving

At power-on, LOOM-8 opens the project you saved or loaded last. It saves by itself three seconds after your last change, once it is stopped and silent, because writing to the flash would cut the sound. Until then the header says "unsaved" and SAVE lights. Press SAVE to save at once.

To save to another slot, hold SAVE and press white key 1 to 3, or use SAVE TO on HOME's SEL list and turn ALGORITHM to the slot. LOOM-8 asks first if the slot holds another project. NEW PROJECT starts in the first empty slot. If all three are taken, it has no slot and waits for SAVE TO before it saves. To save only when you press SAVE, set AUTOSAVE to off in GLO's SEL list (Setup shows it). A new project keeps that choice.

A new project starts with a band picked at random from the factory presets: the kit on T1, then on T2 to T8 a bass (mono), a polyphonic synth, a pad, a mono lead, keys, an effect and a pluck or bell, with every track following the conductor. RANDOMIZE PRESETS on HOME's SEL list picks another band for T2 to T8 (it asks first) and keeps the patterns, the kit and the mix. A project saves every knob as you left it, not the preset it came from.

Projects have no names. A project is its slot: LOAD PROJECT and SAVE TO show Proj 1, Proj 2 and Proj 3, and mark which are empty and which is open.

Older projects. Projects saved by 0.5-beta to 0.5.4-beta load and are converted: their scenes go into the thirty-two, MIDI notes are switched on, and T1 to T8 go on channels 1 to 8. Projects saved by this version don't open in older ones.

Backup. To keep the three projects, the user presets and kits, and your samples on a computer, and put them back later, open <https://charlesvestal.github.io/fm1-loom/backup/> in Chrome or Edge with the FM-1 connected by USB. A backup holds the projects as they were last saved, so save anything you want in it first. Putting a backup back replaces all three projects and the presets. LOOM-8 asks first, on its screen (SEL yes, HOME no), and only while stopped. Once you say yes, the page sends the samples too. This takes about 20 seconds, and the sound stops while they are written. A backup made before the page kept samples leaves your samples as they are. From a terminal, in the firmware's folder:

On a sound page, hold SAVE and press white key 1 to 16 to keep the track's sound as that user preset.

Page by page

ButtonPageKNOB 1KNOB 2KNOB 3KNOB 4Keys
HOMEArrangetempogrooveamountthe track's patternwhite: scenes (OCT: 17 to 32), black: mutes (hold a kit's: white 1-11 are its sounds); SEL: load, save to, new project, randomize presets, the song, when scenes switch
HOME, SELECTSongslotscenebarsat endwhite: add a scene (OCT: 17 to 32)
SEQStepspatternlengthscalegroovewhite: steps, black: sound (drums); SEQ held: a keyboard
SEQ, a step heldStepsvelocitylengthchancepitchwhite: length, black: sounds
SEQ, a step held + ARPStepstrick 1its valuetrick 2its value
SEQ, SELECTBarquantnotegrooveshapeblack: scale; SEQ held, black 1-4: jump or loop bars
EDITEnginethe engine's fourplay
EDIT, SELECTPlaymodeportabendvolumeplay
EDIT, SELECT twicePlay 2octaveplay
EDIT, SELECT 3 times (knit)Subosc 2levelsubnoiseplay
EDIT, SELECT 3 times (rayon)Subfallfloorkeyscaleplay
EDIT, SELECT (sample, loop modes)Looploop startloop lenplay
EDIT, drum trackEngine, Key, Sendsthe key's knobs; model, random, pan, volume; its fx I, fx IIblack: the key
ENVEnvelopeattackdecaysustainreleaseplay
ENV, SELECTFiltercutoffresoenvkeytrackplay; PRESETS: the type
ENV, SELECT twiceFilter envattackdecaysustainreleaseplay
ENV, drum trackEnvelopethe key's attackholddecaylagblack: the key
ENV, drum track, SELECTFilterthe key's cutoffresoenvdriveblack: the key; PRESETS: the type
ENV, drum track, SELECT twiceKit envlagattackrandomlengthplay
ENV, drum track, SELECT 3 timesKit filterlow cutcompdrivehi cutplay; PRESETS: on or off
FXCharactertypeamounttonemixplay; PRESETS: the type
FX, SELECTSendsfx Ifx IIpanlevelplay
FX, SELECT twiceFX I, FX IIthe effect's fourplay; PRESETS: the effect (and the reverb's mode)
FX, SELECT four timesThrowslatchlow: drum throws, high: melodic throws
LFOLFOtypethe type's threeplay
LFO, SELECTLFO 2the type's fourth and fifthplay
ARPPlayersplayerits firstits secondits thirdplay, through the player
ARP, SELECTPlayers 2, Holdthe arp's length, style, glide, stereo; holdplay
ARP, SELECT (last)Weavewithpatternruleplaysblack: the track woven in, white: its pattern; SEL: KEEP AS PATTERN
GLOMixFX IFX IIpanlevelblack: tap to mute, hold to solo (several together)
GLO, SELECTMaster EQlowmidhigh
GLO, SELECTMaster colorcoloramounttonemix
GLO, SELECTMaster outdrumsmelodiccomppumpSEL: pump by, release, accent, level
GLO, SELECTLFOshaperateamountdestblack: the tracks it moves; white 1-11: a kit's sound, 12 all
GLO, SELECTSetuplightsclocknotesthemeSEL: USB audio, loop throws, autosave, CC out, scenes out

The aux tracks' EDIT pages:

Screen reader

Connect the FM-1 by USB and open https://charlesvestal.github.io/fm1-reader/ in Chrome or Edge. LOOM-8 says each page, knob value, step, scene and message as it changes, and the whole screen when you ask. The words it uses are published with this site, so every version reads its own screen correctly.

Credits

LOOM-8's way of working owes a great deal to teenage engineering's OP-XY; LOOM-8 is not affiliated with teenage engineering. Built on fm1-base and felucca-bsp, from Felucca by Leo Kuroshita (Hügelton Instruments), with Polly's menus and X0X's sequencer discipline. Cane and voile are Mutable Instruments Braids by Émilie Gillet (MIT); the reverb's PlayStation modes are PSXVerb's. The factory breaks are free loops by u/FCTRYBEATS, the 909 drums are renders of 9W9, and the recorded instruments come from the Versilian Studios Chamber Orchestra 2 Community Edition (CC0).