thank you, that looks great!!

and reminds me, i was going to ask, the 3 bottom control buttons (for selecting gate mode / runes / voice allocation) right now work as momentary buttons, their pages are shown only while the corresponding button is pressed. so to select a different option or to execute a rune you have to press a control button, hold it, then press something else. this means it has to be a 2 hand operation sometimes. this also makes it less playable for when you want to perform multiple actions on the same page (say, if you want to change direction back and forth with the reverse rune).

to address that i could change them to one of the following options:

  • make them latching buttons, so you don’t have to hold. the downside here is that it requires another push to go back to the main page
  • a variation of latching - you press and don’t need to hold, but once you make a selection or use a rune it goes back to the main page (this option is also not very usable for multiple presses)
  • maybe latching could be a button combo. so it works as before but if you press a control button and then start/stop it will latch and the page stays on.

thoughts?

I personally like them being momentary :slight_smile: but the hybrid option sounds interesting, as does the button combo to enable latching. I don’t think a latching button as the default would flow as well. imo

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I also prefer them to be momentary, but the third option of being able to latch them on command sounds great. We could use the right next button of each control button instead of the Play/stop.

Also, I’m not sure to understand the behaviour of the “Half/double speed” when an external clock is plugged in. It seems to not affect anything if you click only one time, but if you click ex. 3 times (or more) on “double”, it messed up the sequence (like skipping notes).

Edit: if it not supposed to act like that, maybe the rune could disappear when an external clock is plugged in.

Using the Half and Double speed runes while externally clocked produces some strange results for me. I just assumed they wouldn’t work, and that’s kind of true I guess. Increasing speed by 1 press causes the cv sequence to speed up, but the gates stop firing and the grid no longer displays the notes being played. Increasing speed by 2 or more presses adds dropping notes to the mix. It seems to go back to normal if I slow it down to the original speed.

Slowing down past the incoming clock doesn’t seem to do anything.

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unrelated to the rest of the discussion but i thought id share. i demonstrated to my 4 year old daughter how to record and playback patterns on earthsea yesterday. she got it in only one try and then spent the next hour making music.

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It could have a similar latching mechanism as the original Earthsea has for portamento?
Tap-to-latch, long press for momentary

Otherwise I would vote for option 2.) Variation of latching

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it could be a variation of portamento where if you press and release it it will latch onto that page, but if you press and then change an option or apply a rune it’ll go back to the main page once you release the button. i do like the fact that latching is more explicit with option 3, as sometimes you press a control button but then change your mind - with the portamento button approach it’ll latch which isn’t what you want in this case.

i also like the idea of latching with a button directly above instead of start/stop.

re: doubling speed messing up sequences when clocked externally - this is due to the fact that at some point notes become shorter than the chord threshold, so it treats bigger and bigger chunks of a sequence as one big chord. this will be fixed once i make speed runes non destructive.

@David_Rothbaum - thank you for sharing that! just so seriously awesome. i’m struggling to put it into words without sounding like a cliche, but seeing that is really the best reward.

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well, thank you for all your work! i think it is a testament to the work that goes into this whole ecosystem that allows these devices to be both complex and challenging but also super intuitive and fun. its awesome to be able to share this with my kid (she loves teletype as well). i want her to feel confident and comfortable with both technology and music as early as possible and this is a great way to do that. so cool to have her drag me into the studio wanting to use the synth to make “her music”.

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Possible bug:

If you record a pattern while the Reverse rune is active, the sequence will play back Forward and transposed down. At this point, changing the direction back to forward causes the sequence to play in reverse.

Edit: If I think of it more like tape the recording direction thing makes sense, but the pitching down?

thought i fixed that… the current reverse implementation is not perfect. when i get a chance to continue working on aearthsea this will be definitely fixed.

“more like tape” - ha, now i’m thinking it’d be cool to have speed runes also change the pitch… (joking, but as separate runes maybe)

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With 20 characters worth of slew on that pitch shift! Lol

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Out of curiosity, I’ve seen mention of not supporting portamento. Is this a practical consideration or a hardware problem?

not a hardware problem - it’s more due to me trying to keep the scope smaller and also not being sure how it would work in a polyphonic context. would it apply to all voices equally? if not, how do you set it per voice?

(dense question: when I flash an Ansible with firmware, is it powered via the USB cable, or does my Eurorack need to be on?)

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Def needs to be on. :slight_smile: Turn it on while holding the button to the right of the USB.

This page has the goods!
https://monome.org/docs/modular/update/

So, I’ve started work in a branch on the docs: mainly updating the old Earthsea docs, and also trying to explain voice allocation.

I’ve not used @ether’s diagram yet but obviously would plan to.

Here’s the work so far: https://github.com/infovore/monome-docs/blob/aearthsea-docs/docs/modular/ansible/index.md

- scroll down to the _ Æarthsea_ section to see what I’ve begun. Most of it comes from the old Earthsea docs, though I’ve done my best to explain voice allocation. I’ve added clarity throughout about the mode LEDs for grid modes. Also: I’m aware some of what I’ve said might not be true, from the brief prod I’ve had of it. But wanted to get something underway.

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(oops, supplied wrong URL for my docs, now updated.)

Finally installed this and wow, it’s unreal! Thank you for all the hard work, I bought a second ansible because of this :joy:
Something I’d love to see if you think it worth while is to have say C dimly lit across the buttons to help you see where you are when playing, kinda like how the ableton push does it for root note.
Annnnnddddd…
If at all possible adding a scale mode like the other apps would be mind blowing!

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that’s great, thank you for doing that! and big thanks to @ether as well, the diagram looks great.

the section on voice allocation looks good. the only change - when i said it uses round robin for voice allocation i was wrong - i think round robin implies if you play non overlapping 4 notes they’ll use voices 1, 2, 3 and 4 which is not the case. i’m not sure what’s the correct technical term, i guess it’s just regular note stealing?

only had a moment to take a look so far (tax filing day today), will go through the rest tomorrow!

this will be available as keymapping feature just like the original earthsea.

i did consider this, not sure it’ll be added, i might just do something quick where it shares scales with kria/meadowphysics and you edit using those apps.

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