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FX scenes

A scene holds every effect’s four knob values and whether it’s latched. The five dark keys of the lower octave (C#, D#, F#, G#, A#) are scene keys:

  • The first (C#) is the blank scene: every effect off and every knob on its default. It’s always there, a one-press way back to no effects. You can’t save over it or delete it, but you can copy it into a slot to start a scene from scratch.
  • The other four (D#, F#, G#, A#) hold your scenes. They’re saved to the SD card and come back at power-on. (Before the blank scene, the scenes sat one key further left.)

A saved scene stays as you saved it: changes you make after recalling one are only kept if you save again.

Control Function
Scene key Recall the scene at once: every effect’s knobs jump to it, the effects it latched come on and all others are unlatched. FX keys you’re holding stay on
Scene key of the active scene Back to the scene as saved, dropping your changes
Scene key of an empty slot Nothing (the key blinks red)
Blank scene key Every effect off, every knob back on its default
SHIFT + scene key Morph to the scene, landing at the end of the current bar (see below)
SHIFT + the same scene key again, while it morphs One bar longer, up to 8 (past that, the key blinks red)
SHIFT + PLAY, while it morphs Stop the morph where it is

A recall is meant for performing, a build-up on one scene and the drop on the next:

  • The knobs land within about 25 ms instead of gliding over 100 ms like a turned knob. Stepped values (freezer length, slicer pattern, delay division …) switch at once.
  • An effect a recall turns on starts as if you’d pressed its key: the freezer grabs fresh audio, the shifter swoops, the crusher dives, the flanger’s sweep restarts, the slicer attacks, the tape stops.
  • An effect latched in both scenes keeps running without restarting. A freeze held through the drop stays frozen.
  • Delay and reverb tails ring out after a scene unlatches them, as they were: a scene changes the settings of a delay or reverb that’s off only when its key next comes on. Turning its knobs meanwhile still moves the tail.
  • The input/loop mix, the volumes, the master compressor and the looper aren’t part of a scene. The compressor keeps its settings on the card on its own.

Save, copy and delete work like TAPE’s and TEMPO’s preset keys, on the last three dark keys, no SHIFT needed:

Key Colour Function
Last dark key (A# of the upper octave) blue Save the current effect settings into a slot
2nd-to-last dark key (upper G#) green Copy one slot into another, without changing the sound
3rd-to-last dark key (upper F#) amber Delete a slot
  1. Tap the function’s key. It lights up fully; the scene keys now select slots instead of recalling them. The effects and knobs keep working. The scene keys you can tap light dimly in the function’s colour, the others go dark: every slot but the blank one for save, the saved ones for delete, the saved ones and the blank one for copy’s source.
  2. Tap the slot. It blinks in the function’s colour. For copy, tap the source first (it stays lit), then the destination. Tapping a picked slot again unpicks it (for copy, the destination first: the source blinks red while one is picked).
  3. Tap the CHOMPI key, which blinks in the function’s colour once there’s something to confirm. It confirms when you let go; the slot flashes white and the function ends. Holding CHOMPI and using another key or knob is SHIFT as ever and doesn’t confirm, so you can still latch or select an effect or turn a knob coarsely before you save. CHOMPI pressed while you hold an FX key latches it and doesn’t confirm either.

To get out without doing anything, tap the function’s key again. Tapping a different function key switches to that function.

All three speak the same colours: the function’s colour shows what will happen, white that it’s done, red that it was refused (a dark slot tapped) or not stored. The slot flashes red instead of white when there’s no SD card, or the card couldn’t be written: the change works until power-off but isn’t stored. The next save, copy or delete tries the card again, also one you’ve put in since.

Outside a function, the scene keys show the slots: dark when empty, dimly white when saved (the blank one always is), bright for the scene you recalled or saved last, and pulsing once you’ve turned a knob or changed a latch since. The save, copy and delete keys are dimly lit in their colour.

The scenes live in FRIZZ/frizz_scenes.txt on the card, one line per effect, keyed by its name. FRIZZ creates the folder on its first start (moving the file from the card root, where older versions kept it); after that the card is written only when you save, copy or delete, never on a recall. Saving takes a moment in which the LEDs may pause. A scene file FRIZZ can’t read (from another version, or edited into something else) starts it with no scenes but isn’t lost: the first save moves it to frizz_scenes.bak.

If FRIZZ couldn’t read the card at power-on (rare: it loads from the card, so the card is there), every save flashes red until you switch off and on again, so the scenes on the card aren’t replaced by the session’s.

Take the card out or swap it only while the CHOMPI is off: a card pulled while FRIZZ runs isn’t looked after. To get files on or off it (scenes, bug reports), use the multi-firmware launcher’s USB storage mode instead of taking it out.

SHIFT + a scene key glides from where you are (the scene you’re in, with whatever you’ve changed since) to that scene, and lands exactly on a bar line: tap once and it lands at the end of the bar you let go of SHIFT in; keep holding SHIFT and tap the same key again and it lands a bar later, and so on, up to 8. A release in the last moment of a bar still lands on that bar’s end.

The glide starts when you let go of SHIFT: while you hold it, nothing moves, however long, and the bar lines don’t count yet. On the release it glides to the next bar line from there, plus one more for each extra tap, so you can hold it as long as you like and let go in time with the music.

  • An effect on in both scenes: its knobs glide from their value to the scene’s. Stepped ones (delay division, slicer pattern, shifter shift, freezer length, filter LFO division …) switch on the bar line.
  • An effect the scene turns on fades in: it comes on when the glide starts with the knob that brings it in at off, and that knob glides up to the scene’s value. Its other knobs take the scene’s values at once. The folder, crusher and filter colour the sound with their other knobs too, so all of theirs (but the filter’s LFO division) start on their defaults and glide.
  • An effect the scene turns off fades out: the same knobs glide back to their defaults, and on the bar line the effect goes off. It stays faded out (a delay or reverb tail rings out at that level) and takes the scene’s settings when its key next comes on.
  • The freezer, shifter and slicer have no knob to fade with: one the scene turns on or off switches on the bar line, so the freezer grabs, the shifter swoops and the slicer attacks on the downbeat.
  • SHIFT + the blank scene fades every effect out onto the bar line.

The bar lines are the effects’ (see Tempo): the loop’s bars, counted from its start, with the loop’s end always one too, so a 2-beat loop morphs to its end; without a loop, the bars of MIDI clock or the tapped tempo, counted from when the clock locked, the last tap or power-on. A loop playing backwards or paused keeps counting bars.

While it morphs:

  • The scene key blinks on the beat. The scene is the active one from the press: saving meanwhile saves the scene as it will land.
  • The knobs and keys already show the scene. Turning a knob changes where that parameter lands. The FX keys work as usual, except on an effect waiting to switch on or off (fading in, fading out, or waiting for the bar line): there they decide whether it’s on once that’s done. A select (SHIFT, then the key) decides nothing.
  • A plain scene key ends the morph and recalls that scene at once (the morph’s own key jumps straight to the end).
  • SHIFT + another scene key, or an empty one, blinks red and changes nothing.
  • SHIFT + PLAY stops it where it is: every knob stays at the value the glide got to, and an effect still waiting to switch stays as it was, so one fading out stays on, unless you pressed its key meanwhile: then it’s as you left it. The scene key pulses as edited, since the sound is now between two scenes: save it to keep it. Without a morph, SHIFT + PLAY plays and pauses like PLAY.