Rhythm 8 Manual
Rhythm 8 Manual
Introduction pg. 02
Main Menu pg. 03
Button Icon Legend pg. 03
User Interface pg. 04
Pattern View pg. 05
Track View pg. 07
Wave View pg. 09
Effects View pg. 11
Song View pg. 14
Menus pg. 16
RHYTHM was created to entertain and inspire the end user (“producer”) by allowing
the user to create music with a high level of artistic freedom.
RHYTHM is a single player game where the user organizes sounds into rhythmic and
melodic patterns, and then organizes the patterns into complete, exportable
songs. Up to 16 sounds can be simultaneously sequenced with a precise degree of
control in up to 64 patterns. These patterns can then be arranged into a song
which can consist of up to 999 song steps. The user can then export the
completed song as CD quality PCM wave files.
The heart of RHYTHM is its sample based audio engine aptly named the “RHYTHM
ENGINE.” The RHYTHM ENGINE enables the user to chop, pitch-shift, time-stretch,
and effect digital audio files.
RHYTHM uses four pattern mode views (PATTERN, TRACK, WAVE, & EFFECTS) and one
song mode view (SONG) to display all song information. Each view has similar
control and data input. Each view displays a specific type of information.
PATTERN VIEW displays an overview of each pattern. TRACK VIEW displays sound
specific pitch information. WAVE VIEW displays sound specific sample
information. EFFECTS VIEW displays an overview of the effects applied to each
sound.
The control scheme and button implementation is designed to be simple and easy to
understand. Button functions are intuitive and require little guidance to learn.
Control functionality is consistent throughout each view.
RHYTHM’s simple and intuitive interface gives the user access to an otherwise
complex music process. Producing music is streamlined which keeps creative ideas
flowing instead of being interrupted by a bombardment of programming features and
a cascade of menus and sub-menus. With beat templates and instrument sequences,
RHYTHM will instantly bring out the music producer in everyone.
NEW
Launches blank song template
LOAD
Launches “Load Song” menu
SAVE
Option is grayed out and not available at the main menu
OPTIONS
Option is grayed out and not available at the main menu
(see options menu page 16)
EXIT
Exits application and returns user back to XMD
- Triangle button
- Square button
- Circle button
- Cross button
- Select button
- Start button
- navigate the cursor over the pattern timeline, the mute and solo buttons,
the sound names. The cursor will be a pulsing box around selected item.
- change pattern mode to song mode. Hold down select to open the Options
Menu.
Sound name
Mute or solo
- erases note on selected step. Hold down to erase entire sound sequence.
COMBO BUTTONS:
+ = (While VOL, BAL, CUT, RES, or TEMPO are selected) Press and hold the
Triangle button, then sweep the a-pad in a clockwise or counter-clockwise
direction to fine-tune parameters in smaller increments.
TRACKVIEW DESCRIPTIONS
1. Volume control - adjusts sample playback volume.
2. Balance control - adjusts left / right balance of sample playback.
3. Key control – adjusts key origin of sample.
4. Tune control – adjust pitch of sound (+/- 5.00%). Pitch can be tuned in
.01% increments.
5. Semitone display – displays semitone value associated with piano roll
display.
6. Piano roll display – displays graphic representation of piano keyboard.
Keys are lined up to pattern timeline.
7. Pattern timeline - displays 32 step pattern grid for currently selected
sound.
- navigate the cursor over the pattern timeline. The cursor will be a
pulsing box on selected step.
- change pattern mode to song mode. Hold down select to open the Options
Menu.
- erases note on selected step. Hold down to erase entire sound sequence.
COMBO BUTTONS:
+ - Press and hold the triangle button, then press left or right to shift
the track sequence left or right.
+ = (While VOL, BAL, CUT, RES, or TEMPO are selected) Press and hold the
Triangle button, then sweep the a-pad in a clockwise or counter-
clockwise direction to fine-tune parameters in smaller increments.
- pressing left or right navigates the cursor over current sound timeline.
The cursor will be a pulsing box on selected step. By pressing up or
down, you can access other sounds loaded into the song.
- change pattern mode to song mode. Hold down select to open the Options
Menu.
- erases note on selected step. Hold down to erase entire sound sequence.
COMBO BUTTONS:
+ = (While VOL, BAL, CUT, RES, or TEMPO are selected) Press and hold the
Triangle button, then sweep the a-pad in a clockwise or counter-
clockwise direction to fine-tune parameters in smaller increments.
Please note that the effects can use a lot of CPU power, so lots of effects can
slow down playback or crash RHYTHM.
Slicer – the slicer is a volume gate effect where the sound runs through a square
wave LFO which controls the volume. The sound will play, become silent,
then play, become silent, etc.
Controls:
On – on is the length of time the sound plays.
Off – off is the length of time the sound is silent.
Mod – mod is a modifier to the off time where instead of being silent, a
percentage of volume is output.
Time-Stretch – the time-stretch effect will expand or compress the time it takes
for a sound to play without altering the sound’s pitch. The time
expansions or compression is very mechanical sounding.
Controls:
Length – determines time-stretch slice length (100% = step time)
Return – determines time-stretch return length (+/- 100% step time)
Delay – the delay effect creates a digital echo of the original sound playing.
This can be used to create a spacious distant area in which the sound
seems to be in.
Controls:
Rate – determines how fast the delayed echo plays back (100% = 1 second)
Feedback – determines how much of the delayed echo is sent back into the
delay effect to create multiple decaying echoes.
Distortion – the distortion effect overdrives the sound input which causes the
waveform to resemble a square wave as opposed to a sine wave.
Controls:
Send – determines how much of the original signal is processed through the
distortion effect and how much bypasses the distortion unit.
Threshold – determines the amplitude point at which the distortion unit
starts to process the sound.
Amount – determines how much signal is distorted past the threshold point.
Gain – adjusts the final distortion output volume.
Fuzz – adjusts additive noise beyond the threshold.
Lowpass or highpass filter – there is always a filter running for each sound in
RHYTHM. Lowpass is default, highpass is optional. A lowpass filter
removes all frequencies above the frequency cutoff point. A highpass
filter removes all frequencies below the frequency cutoff point.
PLAYBACK MODES
There are three types of playback modes. The first and default mode is SAMPLE,
the second is LOOP, and the third is SYNTH.
SAMPLE audio playback mode – plays back audio sample as it was originally
recorded.
LOOP audio playback mode – plays back audio sample as a repeating loop. This
enables the user to create a synthesizer type sound with the sound sample. The
user can select a sound, use the start and end points to select a portion of the
sound to loop, and add an attack or release envelope to the sound.
EDIT MODES
There are two types of edit modes. The first and default mode is STANDARD, the
second is ADVANCED.
STANDARD edit mode – standard edit mode applies all sound parameters to the every
triggered sound.
ADVANCED edit mode – advanced edit mode enables the user to change certain sound
parameters on each triggered sound.
Balance – balance enables the user to move the sound left and right per sound
triggered step. Example use is a ping-pong effect making every other sound
trigger hit maximum left and maximum right.
Cutoff – cutoff enables the user to change the filter frequency of the sound per
triggered step. Example use is creating a filter sweep.
Resonance – resonance enables the user to modify the filter feedback of the sound
per triggered step. Example use is creating tonal textures within the sound.
Start-time – start-time enables the user to change the sample start position of
the sound per triggered step. Example use is chopping up a vocal sample and
replaying the chopped pieces in a different order.
End-time – end-time enables the user to change the sample end position of the
sound per triggered step.
Each sound is represented individually on each song step. This enables the user
to activate different sounds of the same pattern per song step. In addition to
individual pattern sound activation, the volume level of each activation can also
be controlled. This enables the user to mix each sound element together and even
vary the volume of each sound over time.
When song sequencer is playing, all controls are disabled except for:
- change song mode to pattern mode. Hold down select to open the Options
Menu.
- change song mode to pattern mode. Hold down select to open the Options
Menu.
- inserts copied song step and shifts song sequence to the right of inserted
step.
- pastes copied song step and replaces any sequence on current step.
- activates single sound on selected song step. Press and hold to activate
all sounds on selected songs step.
- erases single sound on selected song step. Press and hold to activate all
sounds on selected song step.
- adjust the volume of track on selected song step. Sweep the a-pad
clockwise or counter clockwise. A number will be displayed on the
activate sounds step.
COMBO BUTTONS:
MAIN MENU
or - exits menu.
SAVE
Save Song File – saves song sequence file. Launches text input
screen.
Save Song as wave audio file – exports song sequence as wave audio.
or - exits menu.
OPTIONS
PATTERN
Copy track – copy selected track to track X
Copy pattern – copy current pattern to pattern X
Erase pattern
SONG
Swing time - 50/50 – 90/10
Pattern scale – (2) 16 step patterns or (1) 32 step pattern
Change Pattern Steps – 2-32 selectable in increments of 2
Master Gain – range 50-150.0%
Erase song – erases song sequence of currently loaded song
SYSTEM
Tap input Quantization – 8, 16, 32 step resolution
Free RAM – displays free RAM memory available
Free memorystick – displays free memorystick memory available
- (if view is inside sample folder) exits to current folder and returns to
the folder containing the current folder.
(if the view is in the root sample folder) exits back to the pattern mode
view.
- exits the sample loading menu and clears any selected sound on the current
track.