Up to 8 pitches, each with its own velocity and duration. Blank dynamics use cell/project defaults. Scalar controls edit the first voice; Rest erases the whole cell. Poly voices require event or game-tick playback.
Layers add transpose + 12 x octaves + interval x ((counter - 1) modulo span), then project scale/range apply. The grid shows entered notes; moving row notes show dispatched pitches.
Up to 4 layers run in order after the base transform. Repeat count includes the original; spacing uses game ticks. Conditions use event/pass/trigger-bar counters. At most 16 outputs per cell and 256 per phrase; local tests retain 64. Limits appear in status/output pressure.
Counters start at 1. Phase 0 selects N, 2N; phase 1 selects 1, N+1. An event pass is one grid traversal. Phrase passes count started or fully consumed phrases, as selected. Trigger bars use level ticks at the project BPM and time signature, sampled once at the trigger. Pause freezes the bar; speed changes its wall-time rate. Changing BPM/signature recomputes position. Local tests use independent event/pass counters and the same level bar.
Create a reusable clip to enter notes directly. Undo restores the prior wiring.
Optional hardware output. Connecting may ask for browser permission. Local listening needs no MIDI device.
Starting palettes stay beside Listen to game. Current sound settings are shown in Sounds.
Key and scale stay available in the headunit above. Fixed pitches remain fixed; key-relative mappings follow the selected scale.
Records existing output only; start listening or select MIDI separately. At most 4,096 records are retained. Stop capture keeps playback running.
Game events keep their simulation timing. BPM, meter, quantize, and swing are stored project metadata; they do not shift event onsets.
Uses completed procgen crew observations and automatic ensemble roles. Existing notes and instruments stay assigned. Game seconds advance with the simulation.
IDs and lanes choose stable roles. An explicit event track takes priority.
Choose a direct note or a clip, then route it to an output track.
Select a clip to inspect its playback.
Compact capture keeps the saved note-off order. Keep gaps quantizes note-on times from the first note to the nearest cell, keeps overlapping lengths. Mono keeps the last onset in each cell; Poly retains up to 8 independent voices. Onset Replace rebuilds the entire grid including rests; Overdub preserves untouched cells and existing modifiers. Compact Overdub places captured notes in saved note-off order into successive cells. Leading silence is omitted. The current game tick length is frozen for capture; playback follows game ticks. Capture stops admitting notes at 1024; Commit or Cancel closes held notes.
Project-wide musical ranges, position curves and musical beat/distance spans. Up to 64 enabled spans run.
Choose a starting sound, then apply it. Game events always supply the timing.
Applying a palette replaces gameplay-event mappings; it keeps your devices, tracks, and clips. The selected palette describes how each event plays.