AURORA

the manual

Everything you need to play AURORA, from the first note to the parts you can leave for later.

The basics come first. If you only read one section, read First sounds and HOME. Everything after The pages is for when you want to make your own sounds.

  1. First sounds
  2. HOME: the sky and four knobs
  3. Playing live
  4. Finding your way round
  5. The pages
  6. Keeping a sound
  7. Two scenes and a morph
  8. The autopilot
  9. MIDI
  10. If something goes wrong

First sounds

  1. Install AURORA from the install page, or try it first in the emulator. Switch the FM-1 on.
  2. Play the keys. AURORA is a pad: hold a note or a chord and give it a few seconds. The keys feel how hard you strike and how hard you lean on them. It swells in, keeps moving, and the plate and delay carry on after you let go.
  3. OCT− and OCT+ move the keys an octave at a time, two octaves either way. Low chords are where AURORA lives.
  4. Turn PRESETS to hear the twenty-six sounds, from the slow and vast at the start through the short and struck and the horns to two sent in by players at the end. The name is on the screen.
  5. MASTER is the output volume. VOLUME on the MIDI page (GLO, third knob) is the sound's own level, kept with it, for matching one preset to another.

Give every sound time. Most of what AURORA does happens over seconds and minutes, not on the attack.

HOME: the sky and four knobs

HOME: the aurora

Press HOME. The aurora on the screen is the sound: it lights with every note, bends with the movement, and dims or thins as you filter. The preset's name is top left, with a star once you have changed something.

FILTERcentre is off. Left of centre a high-pass thins the sound out, right of centre a low-pass darkens it. The same as the Circuit Tracks' master filter.
TILThow fast the overtones fall away: left is dark and soft, right is bright and glassy.
AIRwind and crackle over the pad, breathing with it.
METALthe ring from the METAL page: clean at the left, bells and clang at the right, at the RATIO set there.

These four are chosen for playing. The sound itself is designed on the other pages.

Playing live

PLAYlatch. Keys stay held after you let go, so you can play a drone with no hands. Press a latched key again to let it go. Press PLAY again to release everything.
OCT− OCT+with latch on, the key lights show what is latched in this octave. Change octave and add notes from elsewhere.
Lean on a keypressure. Press a held key harder and its note swells open, brighter and louder, as far as SWELL on the TOUCH page allows. Ease off and it rests.
SELECTthe same swell for every note at once, with no hands on the keys.
ALGORITHMon HOME, a pitch bend that springs back to centre when you stop turning.
RECheld, freezes the moment: the delay line holds, grains play off it, and you can let go of the keys and play over it. Release REC and it fades away.
OCT− + OCT+silence everything: every note, latched or sustained, let go at once.

Every page is a picture of one part of the sound, with four controls under it. Each part of the picture is drawn in the colour of the knob that moves it: green for knob 1, blue for knob 2, violet for knob 3, amber for knob 4.

HOMEthe sky
EDITthe sound: TONE, TONE 2, METAL, SWARM, AIR. Press again for the next page.
ENVthe envelope: SHAPE, then TOUCH, then VOICE
LFOthe movement: MOVE, SOURCES, TARGETS
FXthe space: SPACE, DELAY, FREEZE
GLOMIDI, and the volume
ALGORITHMon any page but HOME, steps through that group's pages either way
PRESETSthe presets, from any page

The lit button tells you which group you are in. A knob turned on any page changes the sound at once, and the star appears by the name on HOME.

The pages

In the order the buttons reach them. You do not need all of these to play: start with TONE and SHAPE, and come to the rest when a sound asks for it.

EDIT: the sound

TONE

TONE

The pad is twelve sine overtones a voice. This page is their spectrum, as bars.

TILThow fast the overtones fall off. The same TILT as on HOME.
SPREADodd overtones against even: hollow and clarinet-like at one end, full at the other.
BRIGHTa ceiling the overtones fade out under. Lower it to soften.
DETUNEsplits each low overtone into a pair, so the pad shimmers and chords smear instead of beating.
TONE 2

TONE 2

Where the overtones sit, along a frequency axis.

STRETCHpushes the overtones apart, from a pure tone through a piano string to a bell.
SUBa sine an octave below every note.
TUNEtransposes, a semitone at a time, an octave either way.
DRIVEa soft overdrive on the whole pad, from clean to thick.
METAL

METAL

The pad multiplied by a second sine: every overtone becomes two, above and below it. Where TONE 2 bends the overtones, this shatters them.

RINGhow much. At full only the shattered sound is left.
RATIOthe second sine's pitch as a multiple of the note. Whole numbers (1.00, 2.00, 4.00) stay in tune and thicken; the places between, like 1.41 or 2.76, are bells, gongs and metal.

The last four presets, BRAAM to TITAN, are built on this page: a ratio a hair off 1.00 throbs, 0.50 growls an octave under, 2.76 is metal.

SWARM

SWARM

Five sawtooth waves under the pad, through a filter that follows the note.

LEVELhow much swarm. At zero there is none.
SPREADhow far the five saws are tuned apart.
CUTOFFthe filter, dark to open.
RESOthe filter's peak.
AIR

AIR

Noise, shaped: a wind that swells with the pad and lingers after it.

AIRhow much. The same AIR as on HOME.
TONEthe colour of the wind, low to high.
TEXTURsmooth wind at one end, crackle at the other.
BREATHthe air breathes in and out on its own; this is how quickly.

ENV: the envelope

SHAPE

SHAPE

How a note comes and goes. The dot rides the curve as you play.

ATTACKhow long a note takes to arrive. Long for a pad, short for a bell.
DECAYhow long it takes to fall to the sustain level.
SUSTAINthe level a held note settles at. Zero makes a struck sound.
RELEAShow long it lingers after you let go.
TOUCH

TOUCH

How the sound answers your playing.

BLOOMstaggers the overtones' entry, so a chord opens like a flower.
SWELLhow far pressure opens the pad: leaning on a key, SELECT, aftertouch or the expression CC.
VELOhow much a hard or soft strike matters, on the keys or over MIDI. Zero plays every note the same.
GLIDEslides each note in from the last one.
VOICE

VOICE

How many notes sound at once, kept with the sound.

VOICES1 to 8. At 1 the sound is mono: the last note wins, GLIDE is legato, and a key still held comes back when the newer one lifts. Basses, leads and the horns want 1; pads want 8.

A sound that crunches as a chord is asking for VOICES 1.

LFO: the movement

AURORA never quite sits still. Four slow sources bend the tone, the colour, the pitch and the space. MOVE scales it all; these pages say what moves and where it goes.

MOVE

MOVE

The four sources scrolling past, dim as they are and bright as MOVE lets them through.

MOVEhow much movement.
RATEhow fast the sources go, from minutes to seconds.
DRIFTa separate wander on every overtone: the pad loosens.
WIDTHthe stereo width. Odd overtones lean left, even right.
SOURCES

SOURCES

How much of each source goes in.

WANDERa random LFO, a different one in every voice.
WALKa random walk: slow, unrepeating.
CHAOSa Lorenz attractor: smooth with sudden turns.
TIDEa slow sine over bars of the MIDI clock, or over minutes without one.
TARGETS

TARGETS

How deep the movement goes into each part of the sound.

TILTinto the tone's slope.
COLOURinto spread, brightness, the swarm's filter and the air's tone.
PITCHinto the pitch, gently.
SPACEinto the reverb.

FX: the space

SPACE

SPACE

A plate reverb with a shimmer.

MIXhow much reverb.
SIZEhow long the tail.
DAMPhow fast the highs die in the tail.
SHIMMRa pitch-shifted feed back into the tail, an octave up: the halo.
DELAY

DELAY

A tape delay.

TIMEthe gap between repeats. With a MIDI clock in it becomes a note division, 1/32 to 1/2, and the repeats follow the tempo.
FEEDBKhow many repeats.
MIXhow much delay.
TAPEthe tape's warmth and wobble, more with every repeat.
FREEZE

FREEZE

Holds what is in the delay line and plays a cloud of grains off it. REC does this at full while held; this page sets it for a preset.

FREEZEhow long the hold lasts: seconds at the bottom, half a minute near the top, for ever at full. New notes come in as the hold lets go.
GRAINhow long each grain is.
SPRAYhow far back in the line the grains pick from.
SHIFTthe grains' pitch, an octave either way, a semitone at a time.

GLO: MIDI

MIDI

MIDI

The settings, and a light for every message that comes in.

CHANthe MIDI channel, or OMNI for all of them.
EXPRwhat counts as pressure: AT for channel aftertouch, or a CC number. CC 1, the mod wheel, to begin with.
VOLUMEthe sound's own level. Also CC 7.
KEYSthe keys' own velocity and pressure, ON. OFF plays every key the same, as a plain switch.

The version is top right.

Keeping a sound

AURORA remembers where you left it. Switch off and on and the same preset, with your changes, comes back, and so does scene B with its changes. To keep a sound and still move on to others, put it in one of sixteen USER slots:

  1. Press SAVE. The screen shows SAVE > and a slot: the sound's own if it came from one, else the first empty one.
  2. Turn PRESETS to the slot you want.
  3. Press SAVE again. The sound as you hear it is written, and that slot is now selected.

Any other button cancels. USER slots follow the twenty-six presets on the PRESETS encoder, and they survive firmware updates: a sound saved before a control existed loads with that control at its default.

Sending a sound

To get a sound off the FM-1, press SAVE and then GLO. The screen says SOUND SENT and the sound goes out over USB MIDI as one SysEx message. With the FM-1 plugged into a computer, the share page catches it and turns it into text: every control's value, to keep, to paste anywhere, or to send in as a preset.

In the emulator, Copy sound makes the same text from the sound playing there.

Two scenes and a morph

Every sound has a second scene, B: another preset to lean towards. Out of the box B is DEEP.

ARPmorphs from your sound to B over four seconds. Press again to come back.
ARP + PRESETShold ARP and turn PRESETS to pick which preset B is.
SELcuts straight to the other scene, no morph.

The name on HOME reads B: while you are at B. The knobs edit whichever scene you are at: at A your own sound, at B the B sound. Both are kept when you switch off, so B can be a second sound of your own and not just a preset.

To keep a B sound for good, go to B (SEL) and SAVE: B goes into the USER slot offered (its own, or the first empty one) and A is left as it was.

The autopilot

Press SEQ and nine controls wander slowly round where you set them: tilt, brightness, spread, the swarm's cutoff, the air and its tone, the reverb, the width and the movement's rate. Each picks a new place to drift to every half minute or so. The sound never leaves what you designed, it just stops sitting still. Press SEQ again and it settles back to how you set it.

Latch a chord, press SEQ, and leave the room.

MIDI

Sequencer MIDI out into the FM-1's TRS jack, type A. Set the channel on the MIDI page or leave it OMNI.

Notes, velocityup to eight voices, as VOICES on the VOICE page allows. VELO on TOUCH sets how much velocity counts.
CC 80..87the eight macros, in the Circuit Tracks' order: MOVE SPACE AIR TILT WIDTH DRIFT FREEZE BLOOM
CC 74the master filter, high-pass left of centre, low-pass right
CC 7volume
Channel pressure, or the EXPR CCswells the pad open, as far as SWELL allows; polyphonic aftertouch swells one note
CC 64sustain
Pitch bendthe pitch, two semitones
Program changea preset: 0 to 25 the factory sounds, 26 to 41 the USER slots
Clock, startthe delay's TIME becomes a note division and follows the tempo; the tide counts its bars, and starts over on start
SysEx outSAVE, then GLO sends the current sound over USB MIDI; the share page reads it
USB audiothe FM-1 is also an audio interface: a computer can record AURORA's output over the same cable, at 44.1 or 48 kHz

The macros and the filter set the same controls the knobs do, so a sequencer can play the HOME page.

If something goes wrong