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User manual

Decembre 2025

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© Philippe Ollivier / Christophe Baratay

Introduction

Logelloop is a multichannel real-time looper which records each loop in a different track. Logelloop features all the basic live looping functions : Record, Overdub , Multiply , Nextloop (A, B , C) , Mute , Fade , Copy, Undo , Restart , etc. It also comes up with some more complex functions allowed by a very powerful script engine (macros) and providing access to all functionalities. Each looper track authorizes special transformations of sound (pitch, speed, effects, pan, etc.). It is, of course, also possible to independently delete or mute each sound event or Save/Recover the sounds from the hard drive.

Everything can be accessed with MIDI (note, ctl, pgm change), OSC (Open Sound Control), the computer keyboard or with macros. Thereby Logelloop is ideal for people playing a musical instrument while triggering effects or for team use. Each setting can be stored in scenes memories, these memories can be recalled directly or by interpolation (a kind of crossfade from the previous setting to the next). These memories can also be loaded into an arranger to be recalled successively during the concert.

Logelloop can record mono or stereo loops, it allows you to mix these loops in stereo, multitrack (each track out independently on an output of the sound card) or in spatialisation. The low frequencies (LFE) can be directed to a separate output of the sound card.

Logelloop also brings new features, including Slicer to make realtime slices of your loops, while changing parameters such as pitch, speed and direction of playback, pan, volume, aux, etc.

Logelloop has a lot of natives effects (LFX and SFX) : convolution reverb, delay, pitching, distortion, etc. and a granular synthesis arpeggiator (Granulaterre). Max users can load their own patches in Logelloop. These patches can communicate with all Logelloop’s functions and with the Macros. Of course, it is also possible to use VST plug-ins in Logelloop.

1 Quick start 12

Authorize Logelloop Pro 12

Feature comparisons between Logelloop LE and Logelloop Pro 14

Windows access 18

2 Logelloop Main Window 19

Faders 20

Panners 20

Panners in spatial mode 20

Panners spread in spatial mode 21

Panners in Spatial Mode (Logelloop en mode Stereo) 21

Shortcuts for panners in spatial mode 22

Auxiliary channels from 1 to 16 22

Use Auxiliaries to monitor recorded tracks 22

Solo (S button) 23

Mute (M button) 23

Pitch 24

Speed 24

Time Stretch 24

Show / Hide Speed - Pitch - Time Stretch interfaces 25

Groups for Faders, aux, solo, mute and spatializer 26

Global display in a separate window 27

3 Presets 28

Presets : Recall Modes 29

Interpolation between presets 30

Presets arranger 31

Presets : Edit 32

Recall safe for tracks and auxiliary channels 33

Recall safe per window 34

Presets editor 35

Presets in modules 36

Focus and shortcuts for creating and saving settings in modules 36

Recalling settings when opening the project 37

4 The main Looper 38

Main looper controls 38

Quick View on the keyboard commands… 39

Main Looper Commands and Scene Memories 40

Main Looper Midi Control Settings 40

Record 41

Erase 41

The loop editor 42

Editing loop start and end points 42

Editing loop start and end points by Midi controller 42

Display of the Loop fill rate 43

Viewing the synchronization bar 43

Loop or Single Playing 43

Quantize Loop Selections 43

Storing Settings Editor loop 43

Overdub 44

Overdub en Mixed Mode et Replace Mode 45

Multiply 47

Undo 48

Restart 49

Nextloop 49

A, B and C 49

Mute 49

Autofade 50

Copy 50

CopyAfter 50

Copy To File 51

Copy and paste audio 51

Urgence 51

Counter, Inc, Dec 52

Counter 53

5 The Metronome 54

Metronome On / Off 54

Metronome On Slave 55

Metronome Autostart Slave 55

Metronome Master Mode 55

Metronome External Sync 56

Metronome in Master External Sync 56

Metronome in Metronome Master With Link 56

Synchronize an external application to Logelloop 57

Memorize the settings of the metronome 59

Metronome Audio level and output channel 59

Tempo-Relative Time Values 60

6 Effects (LFX - SFX - VST - AU) 61

How to load SFX multichannel plug-ins 61

How to make your own LFXs 62

How to make your own SFXs 63

7 Inserts 64

Configuring inserts 64

Load and Edit an Insert 65

Parallel Mode 65

Midi from a device to an Insert 66

Midi notes to command inserts 66

Midi controllers to control inserts 67

Inserts on Logelloop Master 67

8 Natives SFX and LFX 68

AU 68

Audio Send (LFX) / Audio Receive (LFX) 70

Audio Trigger (LFX) 71

Audio Trigger - Mapping 71

Audio Trigger - Gain, Min, Max 72

Audio Trigger - Mode 72

Audio Trigger - Mémorisation et rappel des réglages 72

Band Pass (LFX Insert) 73

Bitcrush (SFX) 74

Bitcrush - Controllers : 75

Compressor (Insert LFX) 76

Convo (SFX) 79

CutOf (SFX) 80

Delay (LFX insert) 81

Delay Pitch (LFX insert) 82

Delay Pitch (SFX) 83

Distortion (SFX) 84

Distortion (LFX insert) 84

File Player (LFX insert) 85

View / Position the playback head : 85

Playback speed control and time stretch : 85

Following the metronome : 85

Bpm automatically retrieved : 86

Synchronous Start / Pause with the metronome and the loopers : 86

File waveform, loop points, play start point 86

Zoom and move the visible area of the Waveform 87

Copy, Edit, Normalise the audio content of the file 88

Inserted in a Logelloop input : 88

ModOut 88

Displaying media folders 88

Displaying media folder preferences 88

File Player (SFX) 89

File Recorder (LFX on a Track or Input) 89

File Recorder (LFX on the Master) 90

Freezer (Insert LFX) 91

Granulaterre (SFX) 92

Granulaterre - Produced Sound settings 93

Granulaterre - X Grains 94

Granulaterre - Reactive 94

Granulaterre - Equalizer module 94

Granulaterre - The metronome 95

Granulaterre - Patterns 95

Granulaterre - Patterns sequencer 96

Granulaterre - Sample (internal or Main Looper) 96

Granulaterre - Sound sample handling 97

Granulaterre - Microtonal scales 97

Granulaterre - Memorizing the settings 98

Granulaterre - Importing scene memories 98

Granulaterre - Presets arranger 99

Granulaterre - Presets arranger keywords 99

Granulaterre - Arranger macro controls 100

Granular (SFX) 101

Granular - Output channels and Offset 101

Granular - Dynamic position of the grain in the sample 102

Granular - Sample recording using the internal looper 102

Granular - Sound sample handling 103

Granular - Equalizer module 104

Granular - Scene memories 104

Granular - Arpeggiator 105

Granular - Synchronization 106

Granular - Grain shape 107

Granular - Using an external Midi keyboard to control the arpeggiator 107

Granular - Microtonal scales 108

Hi Cut (LFX Insert) 109

Limiter (LFX on the Master) 110

Looper (LFX Insert) 111

Loopers - Overdub 111

Loopers - Loop / Once 112

Loopers - Restart 112

Loopers - Mute & Autofade 112

Loopers - Play only a part of the loop 112

Loopers - Tape / Pitch / Time Stretch / Hard Time Stretch (HTS) / Crossfade 113

Loopers - Pitch mode 113

Loopers - Extreme Time Stretch (ETS) (Mac Only) 113

Loopers - Drag & Drop 114

Loopers - Copy / Paste / PasteAfter / Normalize / LoadAudioFile / CopyToFile (Pro version) 114

Loopers - Copy / Paste … Macro AudioMessages (Pro version) 115

Loopers - groups 116

Loopers - synchronisation 116

Loopers - The BPM calculation of a loop 116

Loopers - Start of Record at the next Bar 116

Loopers - Special settings 117

Loopers - Overdub Feedback Level 117

Loopers - The scale of speed settings by MIDI controller 117

Loopers - Change of playback speed by a MIDI device 117

Loopers - Bypass 118

Loopers - Change if no audio 118

Loopers - Record Button Behaviour 118

Loopers - Waveform Vertical’s zoom 119

Loopers - Recording fade length ms 119

Loopers - Send Head Position 119

Loopers - groups command panel 120

Low Cut (LFX Insert) 122

Max4Live (Insert LFX) 123

Midi router (Insert LFX) 124

Parametric EQ (Insert LFX) 125

Parametric EQ 5 (Insert LFX) 126

Ping Pong Delay (Insert LFX) 127

Pitch (LFX) 128

Pitcher (SFX) 129

Playlist (LFX) 130

Playlist - Commands with a MIDI device 130

Playlist - Commands with MIDI notes 130

Playlist lists presets 131

Playlist - Macro variables : 131

QuadDelay (SFX) 132

QuadPitchDelay (SFX) 133

Reverberation (LFX) 134

RingMod (Ring Modulation - SFX) 135

Side Chain FX 136

Simple Spectral Filter 137

Simple Spectral Filter - Store, Recall and interpolation between presets 137

To LFO (LFX) 138

Tremolo (LFX) 139

Video (SFX) 140

Video - Display text in a video screen : 141

Video - commands and controllers for SFX VIDEO 142

Native variable for SFX Video are : 142

VST 143

VST folders 144

VST Plug-ins Compatibility (32 Bits/64 Bits) 144

9 Data Plug-ins 145

File Browser 146

File Browser - Duplicate, Convert, Rename a file 147

File Browser - Filter the display 147

File Browser - Browsing history and bookmarks 148

Groups Remote 149

Korpus (LFX Insert) 150

Korpus - AutoNext 151

Korpus - Preferences 152

Korpus - Changing the current group with the help of a Midi device 152

Korpus - Duration of Fade in or Fade out 152

Korpus - This Korpus id 152

Leap Motion 153

Leap Motion - Tracking 153

Leap Motion - Mapping 154

Leap Motion - Setting storage and recall 156

Leap Motion - Automation 156

Leap Motion - Interface 157

Leap Motion - Example of use with a Looper 157

LFO 158

LFO - Oscillator adjustment 158

LFO - Mapping 159

LFO - Track settings 159

LFO - Setting storage and recall 159

Matrix Arranger 160

Matrix Arranger - Utilisation 160

Matrix Arranger - Bases du script 161

Matrix Arranger - Timer 162

Matrix Arranger - Pilotage externe 163

Matrix 164

Matrix - Midi Mapping 166

Midi Mapper 167

Midi Mapper - Mapping 167

Midi Mapper - Midi assignment 168

Midi Mapper - Mode 168

Midi Mapper - Setting storage and recall 169

Randomizer 170

Randomizer - Mapping 170

Randomizer - Value, Triggers, Lists 170

Randomizer - Manual or automatic triggering 171

Randomizer - Memorizing settings 171

Trajectory 172

Trajectory - Routing sources to a selection of speakers 173

Trajectory - Intervention on secondary source attributes 174

10 Slicer 175

Storing Steps 175

Slicer control by metronome 176

Independent Beats and Speed between the Slicer and the Metronome 176

Control of the Slicer by a Midi device 176

Slicer control by a macro 177

Control the inserts with the Slicer 178

Reset the values to their initial state when the Slicer is stopped (ROS) 178

Tracks activation 178

Memorization of the slicer settings in the scene memories 178

Datasheet edition 179

Macro variables in the Slicer 180

Save/recall a Preset 180

Slicer Arranger 180

11 LFO (Deprecated) 181

LFO settings 181

How to set an LFO 182

Sine, Ramp, Triangle, Square 183

Random, Random X & Drunk 183

Choosing « To LFO » 183

LFO chain 184

LFO Routings 184

LFO to Macros 185

12 Save / Load loops 186

The «Saved_loops» window 186

Loading audio loops using scene memories 187

Saving loops from modular Loopers and Korpus 188

Reloading saved loops 189

Import Audio Files (make loops from audio files) 191

The Output Recorder 192

Record Logelloop Works With an External Multitrack Recorder 194

13 Inputs 196

Main fader 196

Input Panners 196

Auxiliaries circuits 196

Input To Monitor (M) 197

Input ToLoop (L) 197

Storing Input settings in the Presets 197

14 Global settings 198

Number of channels in the Main Looper 198

Language 198

Activate High priority 199

Global folder 199

VST Plug-ins folders 199

Authorization of Logelloop 200

15 Projets 201

Content of a Project 202

Create a New Project 203

Open a Project 203

Duplicate the current project 204

Import a Project 204

Delete a Project 204

16 Project configuration 205

Main Looper Behaviour 206

Medias 207

17 Audio Configuration of the project 208

Audio Driver settings 208

Performances Tuning 208

Latency compensation 209

Input Latency Compensation 210

Output latency compensation 211

Audio Inputs Panel 212

The Monitor panel 213

18 Audio outputs / Sound spatialization 214

The Outputs panel 214

Copy / paste output settings 215

LFE - Low frequency output 215

Spatialised Output Settings 216

Acousmonium - General view 217

Acousmonium - Sound sources 217

Acousmonium - Spread of audio sources 218

Acousmonium - Height of sound source 218

Acousmonium - Snap 218

Acousmonium - Show / Hide a source 219

Acousmonium - Group sources 219

Acousmonium - Memorize the settings in Presets 219

Acousmonium - Spatialized mode - sources isolated from the acousmonium 220

Acousmonium - Acousmonium configuration in Audio Settings 222

Acousmonium - Elevation configuration - Z 223

Acousmonium - Viewing two views side by side 224

Acousmonium - Speakers Configuration 225

Acousmonium - Relative display of speaker positions 226

Acousmonium - Tags 227

Acousmonium - Multiple selection of sources and tags 227

Acousmonium - make a circle with a selection of sources 228

Acousmonium - Move, enlarge, rotate a selection 228

Acousmonium - Zoom into the acousmonium window 229

Acousmonium - Moving the display area 230

Acousmonium - Scene rotation 231

19 Windows Layout 232

Zoom in on a window 232

Focus on the front most window 232

User Window Configurations 233

20 Documentation 234

Access to the contextual documentation 234

21 Macros 238

How to use macros in Logelloop 238

The macro window 238

Forcing a macro to stop 239

Launch / Stop macros via Scene Memories 239

Autocompletion when writing macros 240

Macros in the Project Editor 241

Inserting a macro in a slot 242

command a Macro by MIDI 242

Command a Macro with the computer keyboard 243

Using Variables in Macros 243

Macro Variable Viewer 244

Midi Controllers, Notes and Velocity to Macros 245

Change of scale of Midi controller values 246

Use OSC messages to change variables values 246

Storing variable values in scene memories 246

22 Midi and Keyboards 247

How to communicate with logelloop 247

Standard Mac Keyboard 247

Use a Midi Hardware/Software to Command/Control Logelloop 247

Check that a MIDI device is correctly connected to Logelloop 247

MIDI control of the main looper 248

Using MIDI to control settings in Logelloop 248

Specific case of the Pitch control MIDI control Notes 249

Using MIDI to control the speed, pitch and time stretch. 250

In case of an issue with Midi Commands 251

23 Logelloop on the Network 252

Ethernet Network 252

OSC Communication 255

How to configure OSC to Lemur app for Ipad 255

How to configure OSC to communicate with other applications 256

OSC instructions to Logelloop 256

OSC instructions to an inserted LFX and SFX 257

24 General information 258

Development team 258

How to contact us 258

Making an update or install a new version of Logelloop 258

How to report a bug 259

1 Quick start

Authorize Logelloop Pro

When you start Logelloop for the first time, a panel asks you in which mode you want to use it:image-collée.pdf

By clicking on “Launch Logelloop LE”, you can use Logelloop without purchasing a license. This mode is useful for people who don't need to use the pro functions (long loops, lots of channels, lots of tools, spatialization, etc.) or who want to learn how to use the software before upgrading to the pro version. A list of the limitations of the LE version is given below.

If you wish to receive demo authorization to test the professional functions for one month, click on “Try Logelloop Pro”. A panel will then open, offering you a challenge to send us, and we'll send you back a demo license. The procedure is the same as for activating Logelloop Pro. Please follow the instructions below to activate a demo license.

If you have just purchased a Logelloop Pro license and wish to activate it, click on “Activate Logelloop Pro”. A window will appear as shown below. A code is displayed (1). This code contains information about your computer. You must send it to us by e-mail using the button provided (2), or by copying and pasting the code into an e-mail to contact@logelloop.com.

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We will mail you a reply as soon as possible (less than 24 hours on weekdays).

This reply will contain the key authorizing Logelloop Pro on your computer. You'll need to paste it in the space provided (3) and click on “Authorize” (4). A message will appear telling you that Logelloop Pro is now authorized on this computer.

Keep this answer in a safe place, because if you need to re-authorize the software after a computer reset, you'll be able to use it again.

Feature comparisons between Logelloop LE and Logelloop Pro

If you use Logelloop without buying the professional license, you will still be able to access almost all functions. However, there will be a

Inserts LFX disponibles Logelloop LE Logelloop Pro
AU X (Mac Only)
Audio Receive X
Audio Send X
Audio Trigger X
Band Pass X
Bitcrush X
Compressor X
Delay X
Delay Pitch X
Distortion X X
File Player X X
File Recorder X
Freezer X
Hi Cut X
Korpus X X
Looper X X
Low Cut X
Max4Live X
Midi router X X
Parametric EQ X
Parametric EQ 5 X
Ping Pong Delay X X
Pitch X
Playlist X X
Reverberation X X
Side Chain FX X
Simple Spectral Filter X
To LFO X X
Tremolo X X
VST X

number of limitations listed in the table below.

The number of plug-ins you have access to in LE version is also limited. The list below shows the inserts that will be available in LE version.

Logelloop LE Logelloop Pro
Loop length limitation 60 seconds unlimited
Input number 2 up to 10
Input type mono mono/stereo
Legacy looper : stereo No Yes
Legacy Looper : number of tracks 4 up to 10
Legacy Looper : banks One Three (A B C)
Legacy Looper : save loops Load Only Load/Save
Legacy Looper : Copy No Yes
Legacy Looper : Copy After No Yes
Legacy Looper : File Copy No Yes
Legacy Looper : Slicer Load Only Load/Save
Auxiliary channels number 4 up to 16
Inserts ranks per track 1 up to 4
Inserts ranks per Input 1 up to 2
Parallel Inserts No Yes
Preset editor No Yes
Recall Safe panel No Yes
Audio output modes Stereo

Stereo / Multichannel / Spatialized

Acousmonium on up to 48 Loudspeakers

Macro slots number 4 up to 60
Korpus limited unlimited
Inserted synced modular Looper limited unlimited
Loopers groups 32 32
SFX (multichannels plugs) 1 up to 8
External Max patch as LFX/SFX Load Only Create/Load
Full Midi and OSC support Yes Yes
Multitrack Output recorder No Yes
Inserts on the Master No Yes
Metronome Link No Yes
VST No Yes
AU No Yes - Mac Only
Personal support No Yes

Windows access

The main window contains the things you need most often.

You can open other windows using the "Windows" menu, or by using keyboard shortcuts that allow direct access to Windows from the keyboard.Capture d’écran 2021-10-02 à 09.07.09.png

List of keyboard shortcuts to open windows :

cmd/ctrl + 1 Palette

cmd/ctrl + 2 Global Display

cmd/ctrl + b Metronome

cmd/ctrl + d Macro

cmd/ctrl + e Loops editor

cmd/ctrl + g Plug-ins

cmd/ctrl + i Inputs

cmd/ctrl + j Slicer

cmd/ctrl + k LFO

cmd/ctrl + l Saved loops

cmd/ctrl + n New Projet

cmd/ctrl + o Project Manager

cmd/ctrl + p Project Editor

cmd/ctrl + r Output recorder

cmd/ctrl + s Save settings in the current preset

cmd/ctrl + shift + s Save the current Project as...

cmd/ctrl + t Commands

shift + t Loopers groups

cmd/ctrl + , Global Settings

cmd/ctrl + ; Audio Settings

cmd/ctrl + = Zoom in

cmd/ctrl + - Zoom out

z Focus on selected window

You can also use the Palette to quickly switch from one window to another, the palette contains buttons for quick access to windows.

If you want to automatically open some windows at startup, you can configure it in the Project Editor.

2 Logelloop Main Window

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Faders

Moving the fader will increase or decrease the sound.

Pushing cmd/ctrl+moving a fader will move all the faders.

Pushing alt+click a fader will set the fader to 0db.

Pushing cmd/ctrl+alt+click a fader will set all the faders to 0db.

By default, all the faders have a logarithmic curve. It is possible to use linear curves by unchecking the "Use Logarithmic audio faders" box in the project options.pasted-image.pdf

Near the fader is a vu meter this vu meter is prefader by default. The ‘Pre’ button (9) permits setting the vu meter to post fader (PST).

Panners

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Above the faders, you can see the Panners.

The panners allow placing the sound somewhere in the stereo scene.

By default the sound is centered.

If the panner is not centered, Alt+Click on it will set it directly to the center.

Panners in spatial mode

When we are in spatialised mode, the panner is a circular button.

The speakers are represented by red balls at the positions defined in the preference panel outputs.

If you have 6 speakers with degree positions which are as follows : -120, -60, 0, 60, 120, 180, you get the picture on the left, the red dots represent the position of the speakers. If you have speakers with degree positions as -90, -45, 0, 45, 90, you get the picture right.

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The green dot represents the position of the sound source in the speakers.

Panners spread in spatial mode

VBAP mono spread.png

The spread is a parameter that defines the diffusion of sound between speakers.

By default, it is set to 30%. You can change this default setting in the preferences (Preferences / Audio / Outputs "Sources spread" tab).

If you want to change the spread of a given source, simply press ctrl while clicking and dragging the mouse over the panner concerned. Sliding forward, you tighten the diffusion of sound, backwards, you expand. Below, left, for a single source, with a spread of 30% and position speakers at -120, -60, 0, 60, 120, 180 degrees, you can see that the sound is focused at the center, but it is also heard on the speaker left and right. On the right, with spread to zero, the sound is only heard in the center speaker.

If you want to move the sound between speakers, with the Spread at 0%, you may hear some sound holes. In cases where the spread is 30, the movement of the sound will be more fluid.

Panners in Spatial Mode (Logelloop en mode Stereo)

When your tracks are stereo (Logelloop configured to record stereo tracks, FX, SFX), two green dots represent the position of the sources. By default, these two points meet a standard of 60 degrees (left image), you can change this distance by pressing cmd and clicking and dragging the mouse. In the right example, the stereo width is set to 120 degrees, so that each side of the source corresponds to a speaker. The VU meters give you an idea of how the sound is distributed among the speakers in each case.

VBAP total.png

Shortcuts for panners in spatial mode

Alt + click ---> Put the source to the center

cmd/ctrl + click + drag ---> Changing the stereo width

Alt + cmd/ctrl + click ---> Put the source in the center with a stereo width of 60°.

ctrl + click + drag ---> Change Spread

ctrl + Alt + click ---> Resets the source at the center and the Spread to its default value

ctrl + Alt + cmd + click ---> Put the source in the center, the Spread to default and Stereo Width to 60°

Auxiliary channels from 1 to 16

Auxiliary circuits are used to send the sound to the plug-ins by clicking and dragging the green cursor (2). By default, the auxiliary channel is off (1) to activate it, click on the button and when it is activated, click and drag the horizontal fader.

By clicking ‘pst’ (3) you can switch the sound transmission to pre-fader (4) which means that the level of the sound sent to the auxiliary circuit is independent of the fader of the track concerned.

If you want to adjust the auxiliary to all channels at once, you can use the cursor that is in the left column.

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NB : Maj + click on the slider sets the level to 70.

Use Auxiliaries to monitor recorded tracks

If an output is selected for an Aux channel (See The Outputs panel in Preferences), the sound routed from each track according to the Aux level will be routed to this Aux audio Output. This is useful to monitor an input or to spatialize an input.

Solo (S button)

Solo is useful if you want to hear only a track. If you want to hear more than one track, you can ‘solo’ each track you want to hear separately.

In order to UnSolo all, hit the SD button (Solo Defeat (8)) at the left of the faders.

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Mute (M button)

If you want to mute a track and still have other tracks playing, use the Mute (M button).

You can Mute more than one track by hitting more than one Mute button.

To UnMute all the muted tracks, use UM (8) at the left of the faders.

If you want to mute all tracks at the same time, use the M button (mute all).

Note : This Mute is only a mixer mute and has no relation to the loop side of Logelloop. To use synced mutes, you have to use the dedicated function accessed by the keyboard letter M (default) or by clicking MUTE in the transport bar.

Pitch

The pitch section of the mixer permits to change the pitch of each track separately.

In order to do that, Click the ‘off’ button to set the pitch to ‘on’ and then change the pitch in the number box above the on/off button.

You can also change the pitch by semitones. In order to do that, click the menu above the number box in the pitch part and select a value in semitones...

Speed

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Here you can change the Speed of the loop played in this track on the tape player way (changing the speed and the pitch at the

same time).

You can change the speed by semitones (like for pitch) or with the number box.

The W button permit to change between ‘Wind’ and

‘Rewind’ to play in reverse your loop.

Time Stretch

With the Time Stretch section, you can change the length of the loop without changing the pitch.

Show / Hide Speed - Pitch - Time Stretch interfaces

The user interface that gives access to the the main looper’s Time stretch, speed and pitch settings takes up a lot of space and can be hidden when not needed. To show or hide these interface elements, click on the button to the right of the main console.Capture d’écran 2020-05-14 à 06.45.40.png

In the panel that opens then, it is possible to check/uncheck the boxes to hide or show the interface. In the example below, only the speed control interface will be visible in the console.Capture d’écran 2020-05-14 à 06.47.08.png

Groups for Faders, aux, solo, mute and spatializer

When you press the alt key, the bottom bar of the console turns orange and displays "GR..." below each fader (1). By clicking on " GR... " a menu is displayed. By selecting a value from 1 to 8 in this menu, you assign the channel to a group (2).

When several slices are in a group, the faders, auxiliaries, solos, mutes and spatializer are grouped and interact (3). If you want to change the state of one element in a group without affecting the others, press alt.

The group settings are stored in the Scene Memories, allowing you to change the group assignment as needed during the performance.

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Global display in a separate window

By clicking "Global Display" in the Panels menu or by using the shortcut cmd/ctrl + 2, you can display the top part of the Logelloop main console in a separate window that you can place anywhere on your screen.

If you have several screens, you can place the global display window on the screen you want.

You can also resize the window using the shortcuts cmd/ctrl + and cmd / ctrl -.

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If you click on "Double Global Display" in the Panels menu, the Logelloop status display will remain nested in the main window, but an independent window will also be visible. This will allow you to display the Logelloop status on two independent screens.

3 Presetspasted-image.pdf

This section allows you to memorize all Logelloop settings. To save the current settings, press NEW (4), Logelloop will then ask you for the name of the memory to be saved, enter the name and press OK.

You can modify a memory already saved by clicking STORE (3). A window opens offering to change the name of the memory, the name change is optional, to modify the memory, click OK or press Enter on the keyboard.

All scene memories are stored in a menu (1), to access them, click on "Default settings" and you will see the whole list of presets. If you are in "Direct recall" mode (6), select a memory name from the menu and when you release, your settings are loaded into Logelloop. By choosing "Initial state", Logelloop will be restored to its Default settings. The name of the memory currently loaded is displayed in the upper right corner (2).

You can also copy the settings from another loop (A, B or C). If you are on loop A and want to import the settings of Loop B, choose "Loop B state" from the menu.

DELETE (5) clears the last loaded setting memory.

Presets : Recall Modes

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Interpolation between presets

In the Preset section, there is a number box named Interpolation.

In this box you can set the length (in seconds) of the transition time between a preset and another one. By default, the Interpolation Mode is the Jump mode (1).

In the example below :

1 - We are in the Jump Mode

2 - The duration of the interpolation is 14 seconds.

3 - The current preset is “First preset”, the Interpolation will start from this preset. (If you changed something after loading “First preset”, the interpolation will take this change in account and will start from the current state.).

4 - The interpolation end will be the preset “Third preset”

5 - the result is a jump between “First preset” and “Third preset”

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6 - If you select the “Thru” Mode...

7 - The Interpolation will begin with “First preset” will pass thru the adjacent preset (“Second preset”) and will finish with “Third preset”.

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Presets arranger

The presets arranger can organize several scene memories into a playlist that also contains other useful features such as launching macros or individual settings time interpolations between the memories, or even a Slicer preset. It is accessible by the Panels’ menu and selecting : Presets Arranger.pasted-image.pdf

To start, in the menu (2), choose "New" to create a new playlist.

Then, you can either manually enter the names of a preset (9), or load a preset in Logelloop with the menu (as explained in Recall modes) and click the + button of a slot in the arranger (4). This will add a slot, this new slot will contain the name of the preset currently loaded into Logelloop.

Then you can define an interpolation time for each preset (6). The value is expressed in seconds.

If you wish, you can choose to run a macro when you call this memory (7), the number expresses the slot where the macro you want to run is loaded. Note that there are two columns to permit starting two macros at the same time. You can also stop a macro indicating its number in the column reserved for this purpose (8).

To load A Slicer preset from the Arranger, enter the Slicer preset’s name in the right column (10).

To delete a slot in the arranger, press Alt on the keyboard and the + button (4) become - then click the slot that you want to delete.

To move from one slot to another, you can either click the button to the left (5), or use the arrows (1) to go to the next or previous memory. Of course, you can configure these two arrows in the preferences so that they can be activated by an external MIDI device or your Mac keyboard.

Now, you can save your playlist using the "New" button and giving it a name. If you change the list, you can simply press the "Store" button and if you want to delete your playlist, you can use the "Delete" button.

The Presets Arranger is now obsolete, and it is preferable to use the Matrix Arranger, which you will find in the Data Plug-Ins.

Presets : Edit

It is possible to import presets from one project to another by clicking on the Edit button. The window gives you access to presets from all Logelloop existing projects. For Logelloop to know the existence of a project, it must have already been created or imported.

To import presets from a project, double-click on the name of the project in the left column (1), select the preset (shift + click for multiple selections) (2) , and then click the ">>>" central button (3) . The memories appear in the right column (4). Click "OK" to import these memories in the current project. You can import several times the same preset if you want to duplicate it. In this situation, you will be asked to give a new name to each preset. As it is possible to import from the currently loaded project, you can use this interface to duplicate multiple scene memories even within your project .

You can rename (5), delete (6) (Warning: this operation is not reversible) or reorder your presets by moving them up or down using the arrows (7).pasted-image.pdf

Recall safe for tracks and auxiliary channels

Clicking the Tools/Recall Safe Settings menu opens the settings panel for excluding certain tracks or auxiliary circuits when recalling scene memories.

In this panel, by clicking a cross in the second row (1) you exclude the corresponding auxiliary circuit during a memory recall. Here, the auxiliary 2 is protected and this row is grayed out (2) in the console.pasted-image.pdf

To isolate an entire track from the memory recall, you click on the cross in the relevant column. Here we have isolated the track 3 (3) from the memory recall. In this case, the concerned track is grayed out in the console interface (4).

Important note: The interface settings will still be stored in the scene memories when the Recall Safe is activated.

The Recall Safe panel’s settings are stored in the project and will be restored when the project is reopened.

Recall safe per window

It is possible to choose if the settings of a Logelloop windows (input, metronome, commands, etc.) will be changed when a scene memory is recalled.Recall safe.png

When the " recall safe " icon shows " - " the recall is disabled, the status of the window will not be changed the next time the scene memory is recalled.

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Clicking the " - " button displays the letter R, indicating that scene memory loading is now enabled for this window.

Presets editor

Clicking the Tools/Presets editor menu opens a panel that allows you to view and edit the inserts that will work when you load a scene memory.

Clicking on the display choice buttons (1) displays the contents of the scene memories for the Main Looper Tracks, FX Tracks, SFX Track, Inputs or Data / SFX Plug-ins. Then, in the case of inserts, you can choose the insert row whose settings you are viewing (2).

To the left of the window are the numbers and names of the scene memories (4), and then the columns corresponding to the inserts loaded in each channel.

Here we have selected the Delay that is loaded into the channel FX4 of preset 6 (5). We can now change the name of the effect loaded in this slot for this scene memory (6) and then press Enter to save the change.

Next to the insert name is a number (0 or 1) that indicates whether the insert window will be visible when this scene memory is loaded. By setting this to 0 (8) you can choose not to see the insert's edit window while it is fully active.

When you select the name of an insert, you can view the settings for it in plug settings (9).

It is possible to copy the name of an insert and its settings using the Copy / Paste buttons (10) or the key combination (cmd/ctrl + c / cmd/ctrl + v).

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To undo your changes, click on "Undo All changes" before closing the window. Otherwise, the changes are immediately saved in the scene memory.

Presets in modules

When an insert, SFX plug-in, or data plug-in has a lot of settings, it may have its own system for storing settings.

In this case, there is (usually) a white arrow at the top left of the module window. Clicking this arrow opens a menu with functions for creating a scene memory (2, New) and saving changes to an active scene memory (2, Store). This menu also allows you to load previously saved scene memories by selecting one of the names at the bottom of the list (3). When a preset is active, its name is displayed in (4).

Delete allows you to delete the active preset.

Edit allows you to rename presets, change the order of the preset list, delete multiple presets with a single click, and import presets created in the same module from another project.image-collée.pdf

Default loads the default settings and resets the module.

Focus and shortcuts for creating and saving settings in modules

When an insert, SFX plug-in, or data plug-in has a lot of settings, it may have its own system for storing settings.

When you click on one of the interfaces in the module or when you simply click anywhere in its window, the menu arrow appears on a red background (1), indicating that if you press Shift + Cmd/Ctrl + S, a new preset will be created in that module.

If a preset is already loaded, cmd/ctrl + S will cause Store to be executed in the module that has focus (the one with the arrow (1) appearing on a red background). If you execute Store when no preset is active, a new preset is created and contains the current settings of the module.

Recalling settings when opening the project

You can choose how Logelloop behaves when opening a project.

This choice is made on the first page of the project configuration (Project).

There are four options (1): do nothing, load the project using the settings that were in place when the project was last closed, load the scene memory that was active when the project was last closed, or load the scene memory whose name you select from the menu (2). If you have just created a scene memory and it does not appear in the menu (2), you can refresh the menu contents using the button (3).image-collée.pdf

4 The main Looper

Main looper controls

The commands panel is used to contrôle the Logelloop main looper. A button may have 1, 2 or 3 functions.Capture d’écran 2020-11-19 à 06.39.30.png

For example, the Nextloop button, pressed once, will set logelloop to the next loop at the end of the current loop, pressed twice will set Logelloop immediately to the next loop.

But you can directly access to the second or third function in the preferences panel in Keyboard commands/Main :

In the example below, we have assigned the Shift M key to Direct Mute (1) (equivalent to 2 clicks on Mute).

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Quick View on the keyboard commands…

Function Default Key Description
RECORD Click Space Bar Record / Play the first track.
RECORD Long Click Erases all tracks (first and overdubs)
OVERDUB 1rst Click O Record an overdub
OVERDUB 2nd Click O Stop a running Overdub
OVERDUB Long Click
MULTIPLY 1rst Click X Do Multiply at the end of the current loop / Stop Multiply
MULTIPLY Long Click
MUTE 1rst Click M Mute at the end of the current loop / Unmute
MUTE 2nd Click Mute immediately
AUTOFADE 1rst Click F Fadeout start at the end of the current loop / fadein
AUTOFADE Long Click
UNDO Click U Erase the last track recorded
UNDO Long Click Erase all overdubs (but doesn't erase the first track)
COPY 1rst Click Y Copy in another loop the content of this one
COPY 2nd Click CopyAfter : will copy the content of the current to the next loop.
COPY Long Click Copy this loop on the Hard Drive (at the defined location)
NEXTLOOP 1rst Click N Go to the next loop at the end of the current loop
NEXTLOOP 2nd Click Go immediately to the next loop
URGENCE 1rst Click E Forget the last command if it is possible (This doesn't work with record and overdub)
LOOP A 1rst Click A Go to loop A at the end of the current loop
LOOP A 2nd Click Go immediately to loop A
LOOP B 1rst Click B Go to loop B at the end of the current loop
LOOP B 2nd Click Go immediately to loop B
LOOP C 1rst Click C Go to loop C at the end of the current loop
LOOP C 2nd Click Go immediately to loop C
RESTART 1rst Click R Restart the current loop
ERASE 1rst Click Erases all tracks at once (the action is immediate when using this function rather than the long press on Record)

Main Looper Commands and Scene Memories

Some settings in the Commands window are stored in the scene memories if the R button (1) is active. The settings concerned are the overdub mode, the overdub feedback amount, the Multiplication mode, the number of Multiplications, the Autofade duration (2).pasted-image.pdf

Main Looper Midi Control Settings

Clicking on the preference access wheel (3) opens the Midi control settings panel for the main Looper in the Project configuration.

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Record

First press the Record key (space bar by default), the Logelloop begin the recording.

Play some music and when you have finished, press the record key a second time.

Logelloop stop recording and automatically play your music in loop mode.

The size of the loop is defined by time between the first hit on record and the second one.

You can Erase your recorded music by a long press on Record (also possible while recording).

If the Metronome is On and in Master mode, the recording will begin at the first beat (see chapter 5).

Erase

If you press Record more than one second, all tracks of the current loop are erased.

After this, if you press Copy, the content of the other loops (B and C if you were in A while erasing) is also erased. This is interesting to erase everything in Logelloop with two clicks. After Record + Copy, the Loopers (insert) content is also erase.

If you press Overdub more than one second, tracks 2 to 10 of the current loop are erased. In this case, the first track is not erased.

If you press Erase, all tracks of the current loop are erased.

The loop editor

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The Loop Editor main function is to display your sounds. It allows you to view the recordings and to know the state of the looper.

By default, the editor automatically zooms in to display the entire current loop.. If you want to zoom out completely, it is possible to toggle from "normal" to "Buffer size"(4).

Editing loop start and end points

When a loop has been recorded in a track, you can select which part of the loop will be played by clicking and dragging the selected area (10) in the display area of the track where the loop is located.

You can delete the edit points and synchronize the track by clicking on the button provided for this purpose (9).

If you want to synchronize all tracks at once, you can use the main button (2).

By pressing the ctrl key and clicking / dragging on the loop editing window, you can select a zone common to all Logelloop tracks.

Editing loop start and end points by Midi controller

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In Project configuration / Midi / Selection in tracks, you can choose which Midi controllers will be able to modify loop start and end points.

Two modes are available. In the default mode, the first controller (16) modifies the width of the selection in the loop, and the second controller (17) moves the selection.

Checking "Normal Mode" (18) switches to the second mode, in which the first controller (16) changes the loop entry point and the second controller (17) changes the loop exit point.

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It is also possible to modify the duration and position of the selection in the loop using the LFOs. In this case, you'll need to direct the LFO values to "WF selection length" and "WF selection position".

Display of the Loop fill rate

The green bar (6) indicates the degree of filling of memory (depending on the length of loops that you defined in the Global Settings) .

Viewing the synchronization bar

The red bar (5) is the temporal reference of the main looper.

This corresponds to the position of the recording head, and is necessary because when you change the playback speed of some tracks, or change the loop in or out points on all or some tracks, loop playback will no longer be synchronized with the recording head (11).

The top right-hand corner also displays the position of the recording head / synchronization bar, in seconds (14).

Loop or Single Playing

You can if you want to disable loop playback of your sounds. A button is dedicated to this(8), clicking it displays "Once" and therefore your sounds will be played once. This option is particularly useful with the Slicer .

Quantize Loop Selections

You can choose a quantization(3) for your editing points. By default (None), the selection is free. But you can choose quantization 1 (full loop) , 1/2 (half-loop), third, fourth, fifth, sixth, seventh, eighth, 1/12, 1/16, 1/24, 1/32, 1/64.

Using settings fifth and seventh, you can edit asymmetric loops.

These settings are independent of the metronome.

Storing Settings Editor loop

The edition points and, as well as the Loop button(8) can be saved in presets, but for that you will need to click on the recall button(1) before recording a preset.

Overdub

When the first track is recorded you can play with it and even if you want, it is possible to 'overdub' by pressing the overdub button ('o' key on your keyboard by default).

The overdub begin on the second track.

Overdub is an immediate action. So, when you hit the Overdub button, the recording begin immediately. If you want to defer the recording on the next track, you can use Multiply who will wait the end of the loop to record on the next track.

Overdub will only stop if you press 'overdub' a second time. If not, at the end of the loop, the overdub will automatically record on the next track and so on...

If you start Overdub, you stop it and start it again before the end of the loop, the second record is made on the same track. If you want to change this behaviour, you can go to the Preferences/Behaviour and in the Options panel, check ‘Only one Overdub per track’

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Above : The Overdub began in 1 and ended at point 2. The second Overdub began before the end of the loop (3) (4) so it has been recorded on the same track.

The third Overdub, which began after the end of the current loop was automatically recorded on the next track (5) (6).

Overdub en Mixed Mode et Replace Mode

The Mixed Mode function could also be called "Feedback Mode" or "Cycle Recording". It allows you to overdub on a single track. When the recording reaches the end of the track, it resumes at the beginning of the same track and everything that has already been recorded on that track is erased at a set percentage.

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To use Overdub in Mixed Mode, click the Mix button (2) below the Overdub button. Mix (2) is displayed on a yellow background to indicate that it is active.

By dragging the blue fader (4) or by changing the value shown in the number box (3), you can act on the erasing percentage that is applied to each loop. The higher the number, the greater the erasure (from 0 to 99). If you wish to obtain a longer persistence of the sound, i.e. more Feedback, choose a low erase rate. If this rate is 0, the sound will never be erased, at 99% almost everything will be erased and replaced by the new recording.

By sliding the red fader (5), you act on the recording percentage when you are in Mixed Overdub. The higher the value (from 1 to 100), the more sound you record at a higher level.

When you start an overdub in mixed mode, the recording button (6) is automatically activated in red. This button is used to disable the sound recording during a mixed overdub. By turning it off, you stop recording sound, but the erasing continues according to the percentage set with the blue fader (4). By activating and deactivating this red button (6), you can therefore decide which notes will be recorded in the loop.

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By activating the padlock (7), you associate the recording rate and the erasing rate, and in this case there is only one blue fader (8) left. The closer the level of this fader is to 100, the higher the erase rate and the higher the record rate.

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Clicking on the Rep button (9) activates the Replace mode. In this position, Overdub erases the content under the recording head and replaces it, with the incoming sound. This operation is similar to that of a recording studio tape recorder and allows you to replace part of the loop content without re-recording the entire loop. This mode is ideal for changing a loop content during the playback by inserting sound into it.

When Logelloop is in Mix or Replace mode and Overdub is active, the recording head (5) in red and the playback head (6) in green are visible. This is useful when playback is out of sync by changing speed, direction or if you play part of the loop.pasted-image.pdf

Multiply

You also can make a short loop at first and then choose 'Multiply' to modify the length of this loop. When you press 'Multiply' ('X' key by default), Logelloop wait for the begin of the loop and then record an overdub and if you don't stop Multiply, when you reach the end of the loop, the overdub continues and the first loop you had is multiplied as many times as permitted by the max length chosen in your preferences.

Pressing a second time Multiply will stop the multiplication at the end of the loop.

You can call the end of Multiply as soon as you want, Logelloop will wait the end of the loop before stopping the recording.

By default the multiplication counter (1) is set to 0. This means that the number of multiplication is unlimited. If you change the value of this counter, putting as in our example, 4 (2), when you call the Multiplication, Logelloop makes 4 multiplications and automatically stop the process.

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In the example above, the Multiplication is normal (3). If you set

to "No Copy" (4) mode, the contents of previously recorded tracks will not be copied during the Multiplication.

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In the example below (5), the Multiplication is normal, the contents of the track 1 was copied three times during the Multiplication. In contrast, in the example (6) Multiplication was made without copying the contents of the track 1.

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Undo

If you made a mistake during overdub or multiply, you can press undo ('U' key by default). Undo will delete the last track recorded. You can delete as many tracks as you want by pressing undo a lot of time.

If you press Undo for a long time, all the tracks are deleted and the first track is still playing.

To erase all the tracks at once, press and hold Record. When a Record is in progress, if you press Undo, the recording stops and no sound is produced.

If you want to delete all the tracks including the first one, you can press record for a long time.

If you press Undo after Multiply, the last track recorded is deleted and multiplication is undone.

Restart

Restart ('R' by default) restarts the current loop from the beginning.

If the loop is currently muted Restart will UnMute and plays from the beginning. This is equivalent as pressing Mute.

If you restart during multiplication, multiplication is stopped at the end of the loop as if you had requested the end of Multiplication.

If the metronome is running, Restart will restart the loop at the fist beat of the metronome (see chapter 5). Restart will therefore have a real effect after at least, one multiplication.

Nextloop

By pressing Nextloop ('n' by default) you go to the next loop.

If you press once, Logelloop wait for the end of the current loop and then go to the next loop.

If you press a second time Nextloop, Logelloop go immediately to the next loop.

By default, the next loop is B if you are on A and A if you are on B (If you want to reach the C loop, you have to press C) but if you choose «Nextloop permit three loops» in preferences/'Loop behavior', Nextloop call B if you are in A, C if you're in B and A if you are in C.

A, B and C

The letters A, B and C represent the three sound banks. You can record independent loops in each of these banks.

Buttons A, B and C allow you to go directly from one loop to another.

If you are B or C, to return to the loop A, press A ('a' by default).

One click: Logelloop waits the end of the current loop to go to A.

Two clicks on A: Logelloop immediately plays A.

If you are already in A, nothing will happen.

Mute

If you want to stop playing, you can press mute ('m' key by default).

If you press once the key, Logelloop wait the end of the loop and then mute. If you press Mute twice, the mute is immediate.

When Logelloop is muted, you can press Mute another time for resume playing.

You can also unmute by pressing another command like Overdub, Multiply, Autofade or Nextloop.

If the Metronome is On and if you want to unMute a muted loop, the actual unMuting will occur at the first beat (see chapter 5).

Autofade

If you press Autofade once ('f' key by default), Logelloop wait the end of the loop and then begin a fade out(the fade out will have a loop length). At the end of the fadeout Logelloop is muted.

If you press a second time Autofade, the fade begin immediately and is muted at the end of the loop. By this way, you can choice the length of the fade out.

When Logelloop is muted, you can press Autofade and then Logelloop start playing the current loop with a fade in (This fadein have a length equal to the loop length).

After a fade out, you can also press Mute to resume playing.

If the Metronome is On and if you want to make a fade in on a muted loop, the actual Fade In will occur at the first beat (see chapter 5).

Default Autofade duration is set to 1 loop length for a simple click (1), but if you change the value of the counter associated with Autofade, it will have the effect of changing the duration of the fade. In our example (2), the autofade will be 3 rounds of loops.

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Copy

If you press copy ('y' key by default), the current loop is being copied to the Nextloop.

If the current loop is A, it is copied to B and if the current is B, it is copied to A.

If you want to copy the current loop to C, you have to first press Copy and then C ('c' key by default).

If you checked « Nextloop permit three loops » in preferences/'Loop behavior', when you are in B, B is copied to C.

If you press a second time copy, before the beginning of the copy, you will obtain Copyafter (see below).

CopyAfter

When you hit Copyafter (2 click on copy by default) The content of the current loop will be copied after the existing content in another loop. The other loop is selected in the same way as for Copy. The copy after functionality permits to agglomerate your loops.

Copy To File

A long push on Copy will make a copy of the current loop’s content to the hard drive.

In order to to make a copy to file, Logelloop must know the filepath of the folder where you want to write those sounds. By default, when you create a new project, a folder called Saved Loops is created in the project folder and is selected for the recording of your loops. You can choose another folder by choosing the path in Project configuration/Medias/Logelloop media folders.Capture d’écran 2020-10-11 à 11.04.08.png

If you use the Copy To File button located in the "Saved loops" window, a popup opens at the end of the copy to offer to give a name to your newly saved loop.

Copy and paste audio

pasted-image.pdfBy clicking on the Copy button at the bottom left of each main looper audio viewer, you copy the whole loop or, if a selection is made, a part of the loop. The audio you have just copied can then be pasted into another Logelloop tool like Looper, Granulaterre or Granular.

It is not possible to paste audio to the main looper.

Urgence

If you click on Mute, Autofade, Multiply, Nextloop and actually you don't want the function to be executed, you can call Urgence and the last command is not executed.

This will not work with Record and Overdub.

Counter, Inc, Dec

A counter appears to the right of the commands window, the value of this counter can be modified in various ways : by selecting and typing in numbers, clicking / dragging on the counter, or both buttons Inc (2) and Dec (3) that modify the counter value. This value indicates the status of the $counter$ variable which is very useful in macros.

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The $counter$ variable can be used in several macros at the same time.

The value of the counter can also be modified by MIDI or keyboard.

The Macro "TrackSpeed ​​from Counter" gives an example of using the $counter$ variable.

Counter

Counter opens by going to the Panels menu and clicking on Counter. This window displays the duration in seconds (1) and the number of tracks currently used (2) in loops A, B and C of the main Looper.pasted-image.pdf

The background colors of each Loop correspond to those displayed in the background in the waveform editor for this loop (A = green, B = red, C = blue).

It is possible to click on the color areas in the counter window to switch from one loop to another, in the same way as using the A, B, C and NextLoop buttons in the Control window.

5 The Metronomepasted-image.pdf

The metronome has many different modes to suit your specific needs. You can choose the current mode with the dedicated menu (8).

The Beat counter (2) indicates on which beat is the Metronome. If the metronome is ON or in MASTER mode, you can change the number of beats per second (BPM) by changing the number displayed in the BPM box (3). In On Slave, Autostart Slave, Master external sync or Master With Link modes, it shows the number of beats per second, but you won't be able to change it. When in On Slave or Autostart Slave modes, the tempo of the loop you just made is based on the number of beats per bar. In Master mode, you can choose the beat number per bars (4).

Click 3 times on the Tap Tempo button (5), a new tempo is calculated based on the speed of your clicks. This will only work if the metronome is ON or MASTER mode.

Metronome On / Off

If the Metronome is OFF, nothing happens and there is no tempo calculation when you make a new loop. If the Metronome is simply ON, it does not affect the main looper loops, but if a modular looper is in sync mode, it will be slaved to the metronome.

The metronome allows you to control the Slicer, Granulaterre in Synced Slave mode or in Synced Master mode, which will then take the metronome tempo as a reference, macros that use the metronome or effects synchronised to the metronome.

Metronome On Slave

If the Metronome is in Slave mode, this means that the main looper or a modular looper in synced mode will calculate the BPM of the first recorded loop and all subsequent loops will synchronise to the metronome. In this mode, when you record a loop in Logelloop, the BPM is automatically calculated according to the number of beats per bar.

The metronome allows you to control the Slicer, Granulaterre in Synced Slave mode or in Synced Master mode, which will then take the metronome tempo as a reference, macros that use the metronome or effects synchronised to the metronome.

Metronome Autostart Slave

This mode is similar to Slave mode except that the Metronome will automatically start when you finish recording the first loop on the main looper or on a modular looper. As long as at least one loop contains sound, the metronome continues to run. When you delete the last loop, the metronome stops.

The metronome allows you to control the Slicer, Granulaterre in Synced Slave mode or in Synced Master mode, which will then take the metronome tempo as a reference, macros that use the metronome or effects synchronised to the metronome.

Metronome Master Mode

If the metronome is running in Master mode, when you record a new loop, Logelloop wait for the first time to initiate recording. When you press the Record button to stop recording, Logelloop await the end of the last beat of the current bar to stop recording. Therefore, your loop will be synchronized with the metronome.

This mode is useful if you want Logelloop to be synchronous with external rhythms or Granulaterre. In this case, Granulaterre must be Synced or in Slave mode Synced Master mode.

Metronome External Sync

This mode allows you to synchronize Logelloop's metronome with that of another application.

To configure the external synchronization, go to Project Configuration/Metro Time Code. CheckCapture d’écran 2020-10-25 à 12.17.56.png "Activate these Midi commands" and choose "Time code from" Logelloop 5 1 (see screenshot below).Capture d’écran 2020-10-25 à 12.20.52.png

In the external application, Cubase 10.5 in our example (the principle will be the same in another application), in the Transport/Project Synchronization Setup menu. Choose « Logelloop 5 1 » in Midi Clock destination then click ok (see screenshot below). Then start the playback in Cubase, the metronome of Logelloop should be set to that of Cubase.

Metronome in Master External Sync

This mode is identical to the External Sync mode but Logelloop is slaved to the metronome (as in Master mode). The recording operation for example therefore await the beginning of the next bar to become operational.

You will find more details in the paragraph dedicated to the Master mode.

Metronome in Metronome Master With Link

This mode is identical to the Master mode or the External Sync mode but the synchronization is made with Link. Logelloop is slaved to the metronome (as in Master mode). The recording operation for example therefore await the beginning of the next bar to become operational.

You will find more details in the paragraph dedicated to the Master mode.

Synchronize an external application to Logelloop

It may be interesting when Logelloop is in Autostart slave mode to transmit the tempo of the last recorded loop to an external application. For example, if we want to synchronize Ableton Live to Logelloop we can configure both like this :

In Logelloop, in the Project Editor, enable the transmission of MIDI Time Code (1) and choose "From Logelloop 5.5 1 » (2).

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In Live Preferences, set the sync midi port as below :

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The part that interests us is framed in red. Be sure you choose "From Logelloop 5 1" in input and check Track, Sync and Remote.

Close the preferences, and in the main window, select Ext (1) as below :

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Back in Logelloop, be sure you have selected the Autostart Slave mode and hit Record to make a loop, at the end of the recording, Logelloop starts reading this loop and Live also starts playing at the same tempo.

Memorize the settings of the metronome

If the Recall enable button (1) shows ‘ - ‘, the metronome settings are not recalled when you load a scene memorie. If you click on the Recall enable button, it displays the letter ‘R' and all metronome settings will be recalled when you load a preset.

If the Recall enable mode (1) is not enabled, when you change loop (using Nextloop), the metronome does not change settings. For the settings to be changed with the loop, you should set the Recall Enable button (1) to ON.pasted-image.pdf

Metronome Audio level and output channel

Capture d’écran 2020-10-25 à 12.28.07.pngIn the metronome window, there is a sound level button (7). When the metronome is on, an audio click can be played through an output of your sound card. To choose this output, go to the Audio Settings/Outputs. On the right, at the bottom of the window, there is a menu to select the audio output of the Metronome.

It is possible to mute the metronome click by activating button M (6).

Tempo-Relative Time Values

Time values are symbols that abbreviate musical note time values, for example 4n for quarter-notes. They may be specified by themselves in lists in Logelloop (LFO, LFX).

Here is a listing of the note associated with common note duration. Note value abbreviations that can be used in Logelloop to specify time are in bold.

6 Effects (LFX - SFX - VST - AU)

There are two ways to load effects into Logelloop :

- By using the inserts that allow you to load LFX (Logelloop native plug-ins), VST or AU (on Mac only). To know how to use the inserts in Logelloop, please refer to the chapter Inserts

By using the SFX system which is a kind of multi-channel plug-ins that can be inserted in several ways in Logelloop. Depending on what they are made for, they are inserted in the signal path, they act as an auxiliary effect or they act as a generator. The user can build his own SFX using Max software

How to load SFX multichannel plug-ins

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In order to load an SFX, you need to select his name in one of the menus (2) in the SFX plug-in’s window. If you have added some of yours, they will appear in this list. You will find some explanations on the internal SFXs in the next pages. This is the case of the SFX-Example, which constitutes a basis for the construction of your SFXs. In the chapter 8 of this user manual, you will find explanations about each of the internal SFXs.

When your SFX is loaded, you can open its window by clicking on the Open button (1). If you add some SFXs in one of the folders provided for this purpose, by clicking the refresh button (3), you will make them appear in the menus without having to restart Logelloop.

You can exclude the recall settings of one of the SFX slots by unchecking the Recall enable (4).

How to make your own LFXs

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By inserting your Max patches into Logelloop you will be able to control them using Macros and you will also be able to take advantage of our sound spatialization tools and all the features of Logelloop.

You must first install the Max 8 application (cycling74) on your computer and then download the Logelloop SDK from the download page of our website and install it in the Packages folder of the Max 8 folder in Documents.

Capture d’écran 2021-06-24 à 08.30.51.pngTo create an LFX, go to the Tools menu and choose Create a Max LFX insert in the Tracks inserts folder (pro) or Create a Max LFX insert in the Inputs inserts folder (pro). Then give your LFX a name. Logelloop will create a Max patch with this name and the extension .Logelloop_LFX.maxpat in the "Externals LFX for Tracks Insert" or "Externals LFX for Inputs insert" folder of the current project.

When you click on one of the insert loading menus, you now have access to this plug-in at the bottom of the plug-in list. Load this plug-in and click on the "Edit" button. Logelloop will then load the plug-in into Max.

When you leave the presentation mode, the patch becomes editable in Max, and you have access to different sections of the patch. The most important part is the section containing the audio processing. This is where you can insert your own patch, instead of the two [*~] objects.

You can also control your patch with Midi, LFO, OSC or using Macros by using the coloured abstractions whose names start with LFX_.Capture d’écran 2021-06-24 à 08.42.44.png

All objects in red are necessary for the proper functioning of your plug-in as they ensure the communication with Logelloop.

How to make your own SFXs

To create a SFX, proceed in the same way as for an LFX but choose Create a Max SFX Plug-in (pro) in the Tools menu. The SFX will be created in the Externals SFX folder of your project and will be present in the list of available items in the Plug-ins window.

SFXs give access to multichannel insert functions on the main Looper tracks and allow the generation of multichannel sound sources in the main Logelloop tracks.

7 Inserts

The inserts allow you to insert LFX in the audio path. On a Logelloop audio input, you can insert up to two LFX, and in tracks and FX channels, you can insert up to 4 LFX.

Configuring inserts

To configure inserts, go to «Audio Settings» (cmd/ctrl + ;) and choose Audio System/Inserts slots. In the panel, you can choose a number of rows of Inserts (1) for the inputs, the tracks and FX tracks.

You can activate inserts on each channel. When checked (2), you can load a LFX in the associate slot, if the box is unchecked (3), the slot can’t load any LFX. Please note, slots that can receive LFX permanently consume resources. The more slots you activate, the more CPU Logelloop will need.

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Load and Edit an Insert

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The above configuration gives the following result in Logelloop : The boxes checked in the Project Editor display an arrow and a «E» button in the relevant slots (4), those that are not selectedCapture d’écran 2020-10-25 à 12.57.25.png remain Off (5).

When you click on the white arrow of a slot, a menu pops up and displays the list of LFX that you can load into the slot.

Choose a name from the list and the LFX will load in the slot. When a slot contains a LFX, the arrow turns red (6) and the interface of the LFX opens in a window that has a name similar to this :

« Track 1 Insert 2 Parametric EQ »

This title lets you know in which slot this LFX is loaded.Capture d’écran 2020-10-25 à 12.58.12.png

Parallel Mode

If you check the "Parallel Mode" box (4), the inserts will no longer be in series, this can be interesting for example when you want to use several Loopers on the same FX channel.pasted-image.pdf

Midi from a device to an Insert

To connect a MIDI keyboard or a MIDI controller to an insert, you must go to the Project Configuration and in the MIDI Inserts / By device, and check "Activate these MIDI commands» then choose a midi device to be connected to the selected insert.

In the case below, the MIDI device «X-Touch Mini» is connected to the insert which is in the insert rank 1 of the track 4 of Logelloop. The insert located at this point will thus receive all the midi signals from this unit (midinotes, midi controls, midi program change, etc.).

This system is the good one to commands an insert such as Playlist with a Midi device.Capture d’écran 2020-10-25 à 13.01.50.png

Midi notes to command inserts

If you want to command an insert’s function with a MIDI note, you must go to the Project Editor and in the MIDI tab / Control inserts / By note, and check "Activate these MIDI commands» then choose a device and a MIDI note for the selected command of the chosen insert.

When you activate a row, then fill in the insert type, track and insert rank, if an effect is currently loaded there, its name appears in the Effect column and the control numbers are associated with a description in the Command column.

In order for the insert to send feedback on its state to the midi device, the device must be selected in the Midi device column and its midi channel must also be correctly filled in. When a "? "prepend the name of the midi device in the Midi device column, it means that this device has been connected and used for this command but is currently disconnected from Logelloop.

To choose the midi note, you can click once on the menu in the Midi note column and then press a midi note on your device.Capture d’écran 2020-03-23 à 21.51.17.png

Midi controllers to control inserts

If you want to control an insert adjustment by a MIDI controller, you must go to the Project Editor and in the MIDI tab / Control inserts / By controller, and check "Activate these MIDI commands». Then choose a device and a midi controller for one of the adjustments of the chosen insert.

The operation of this control panel is identical to that of the inserts command by note above, so please go there for more information on the behaviour of this panel.Capture d’écran 2020-03-23 à 22.17.12.png

Inserts on Logelloop Master

It is possible to insert plug-ins on Logelloop's outputs. These plug-ins function differently from other inserts, as they are multi-channel and self-adaptive, in that they have a number of channels adapted to the number of Logelloop outputs.

Apart from this particularity, most of these plug-ins are identical to those found in Logelloop's track menus.

Some plug-ins, on the other hand, are very special, such as Limiter or File recorder - you'll find details of their operation in the next section of this manual.

8 Natives SFX and LFX

AU

AU is an insert for loading AU plug-ins into Logelloop. You can load effects, synthesizers or samplers. To load a plug-in, select its name from the menu (1).

When button (4) is set to On, the AU plug-in functions normally. If button (4) is set to Bpss, the sound bypasses the AU and is not processed by it. If button (4) is set to Mute, sound no longer passes through the AU insertsimage-collée.pdfimage-collée.pdf

Some plug-ins have factory presets which you can load via menu (2).

You can create your own presets via menu (3). This menu displays the choices New to create a new preset, Store to re-save the last preset you loaded. If no preset is currently loaded, Store has the same effect as New and creates a new preset.

The list of presets appears at the bottom of the menu. To load a preset, simply select it from the menu.

Your presets are stored in the ~/Library/Audio/Presets folder on your Mac. When the list of presets for an AU has been modified, you need to reload the AU to view the changes.

If you want to route the MIDI signals from a Midi device to your AU plug-in, after connecting the device to Logelloop, you must choose this device in Project configuration/Midi/Control inserts/By device. Below, we have configured the connection of the "Logidy UMI3" to the AU which will be loaded into insert 1 of Logelloop input 1. When you use the Midi device, you will now be able to see the Midi signals entering AU (5) and these signals will be able to control the VST plug-in.

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Audio Send (LFX) / Audio Receive (LFX)

"Audio Send" is a plug-in for sending the sound to another insert in Logelloop. You can route the sound of an "Audio Send" to 8 different destinations that will be chosen by selecting the desired number (1). The sound will be received by "Audio Receive" assuming the fact that you choose the same number (3).

To stop sending the sound to an «Audio Receive», select «Off» (2)

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These two items are particularly useful when you want to use the spatializer with a sound coming from the input or to record a playing loop in another track, etc.

Audio Send can also be used to feed the side chain of the Side Chain FX module.

Audio Trigger (LFX)

Audio Trigger converts audio signals into values and actions. You can insert it into a track or input. Signals passing through it are continuously converted into values, and if you have selected Value mode (default, 17), they are transmitted to the interfaces you have mapped.image-collée.pdf

For the other conversion modes, you will set a threshold (red slider, 1) that must be reached to generate an Attack signal, which is indicated by a light (2). You will also need to set the Release threshold (3), which is also indicated by a light (4).

In (5), you can smooth the Attack; the higher the number, the smoother the attack. In (6), you set the Release; the higher the number, the later the release occurs. For actions that need to be fast, it is advisable to use fast settings (between 1 and 5).

In (7), you decide whether actions are triggered every time (Always) or only once (Once). In this case, after an action has taken place, the plug-in is deactivated (8). You can reactivate it by clicking on the button (8).

Audio Trigger - Mapping

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The Mapping section has a track activation button (12) and a mapping activation button (Map, 9). After clicking this button, you can select any Logelloop interface to which you want to direct the flow of values from this track.

The name of the selected remote interface is displayed in (11). The button (C, 10) allows you to disconnect the current mapping.

Audio Trigger - Gain, Min, Max

If necessary, you can adjust the gain (13) and set the minimum and maximum values that you send to the remote interfaces (14, 15). You can lock these values so that they cannot be modified by the remote interface, which can happen when the interface changes size dynamically (loop duration, file length, etc.).image-collée.pdf

Audio Trigger - Mode

You can choose the mode of action from the following options:image-collée.pdf

Value: a value between Min and Max is sent to the remote interface. The order of these values can be reversed by clicking on the Phase button (18).

Momentary: the Min and Max values are sent at the moment of attack and release.

Toggle On on Attack: the Attack causes a transition to the Max state.

Toggle Off on Release: the Release causes a transition to the Min state.

Trigger on Attack: the Attack sends a trigger signal.

Trigger on Release: the Release sends a trigger signal.

Audio Trigger - Mémorisation et rappel des réglages

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The menu (19) allows you to create a new memory (New) or modify the existing and currently active memory (Store). The name of the active memory is displayed to the right of the menu (20).

You can also delete the active memory (Delete) or, by clicking Edit, open a panel to rename, rearrange memories or import memories from another project.

Selecting "Default" resets all settings.

Band Pass (LFX Insert)

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Band Pass only allows a frequency band of the signal that passes through it to pass through. When you fly over the Band Pass interface, a zone turns red (1), this zone is the handle that allows you to change the central frequency of the filter by clicking and sliding to the right or left. The center frequency of the filter is displayed in the upper left corner (2).

By clicking on a vertical bar on the edge of the red frame and sliding to the side, the filter width coefficient Q is affected. This Q coefficient is displayed at the top, in the center of the window (4).

When you click on the red area and drag the slider up and down or down and up, you change the filter gain. This gain is displayed in the upper right corner (5).

A button deactivates the filter (6), the signal passing through Band pass is no longer modified if the button is red, when the button is green, the filter is active.

It is possible to copy/paste the settings from one filter to another filter using the arrows (7).

Bitcrush (SFX)

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Butcrush reduces the bit-depth of the sound(1). Default is 24 bits. The decrease become sensible at 8 bits. it is possible to go down to 1 bit.

Bitcrush also reduces the sampling rate(2). The default sampling rate is 1. You can go down to 0.01.

The activation button (3) allows the effect to be bypassed when it is Off (red).

Bitcrush can be inserted on one track with the LFX or on all tracks using the SFX loaded in the Plug-ins window. In this case the window looks like the one that is below. When a sticker is red (4), the effect is inserted on the track. When the sticker is white(5), the effect is disabled on the track. It is possible to insert or disable the effect on all tracks at a time(6).

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Bitcrush - Controllers :

Bitcrush (SFX) MIDI Macro Macro
Command controller InsertCommand SFXSendMessage
All On FX_all ON
All Off FX_all OFF
Word Size in bits word_size int from 1 to 24
Effective sampling rate sampling_rate float from 0. to 1.
Insertion channel 1 1 ON / 1 OFF
Insertion channel 2 2 ON / 2 OFF
Insertion channel 3 3 ON / 3 OFF
Insertion channel 4 4 ON / 4 OFF
Insertion channel 5 5 ON / 5 OFF
Insertion channel 6 6 ON / 6 OFF
Insertion channel 7 7 ON / 7 OFF
Insertion channel 8 8 ON / 8 OFF
Insertion channel 9 9 ON / 9 OFF
Insertion channel 10 10 ON / 10 OFF
Bitcrush (LFX) MIDI Macro Macro
Command controller InsertCommand LFXSendMessage
Word Size in bits WordSize int from 1 to 24
Effective sampling rate SamplingRate float from 0.01 to 1.

Syntax to command Bitcrush SFX :

SFXSendMessage SFX_id FX_all ON

Macro Messages to command Bitcrush

LFXSendMessage (type) (insert) Message

Type = trk1 to trk10 or in1 to in10, or fx1 to fx4, or SFX

Insert = insert slot from 1 to 4 (for Tracks), 1 to 2 (for Inputs)

Compressor (Insert LFX)

Compressor is a fully featured signal compressor with limiting, gating, sidechain, and dual-band options.pasted-image.pdf

The cmp button (2) enables or disables the compressor.

Range (11) sets the maximum amount of gain amplification allowed in dB. This limits the gain that is applied when the signal is below the compression threshold. Note that this limiting takes place before the ratio is applied. For example, if the range is set to 24 dB, and the ratio is 2:1, the most gain amplification you can get (after the ratio is applied) is in fact 12 dB.

The Threshold (12) sets the compressor threshold (in dB below full scale). This is the main compression threshold. Any signal above the threshold will be reduced, and any signal below the threshold will be amplified, according to the range and ratio parameters.

Ratio (13) sets the numerator of the compressor gain reduction ratio. 0 is the lowest possible value, which is 1:1 and 100 is the highest value, corresponding to Infinite:1.

Attack (14) sets the rate at which the compressor is engaged when the signal level exceeds the Threshold (12). The value range is 0-150 on a logarithmic scale, with larger values indicating faster attack.

Release (15) sets the rate at which the compressor releases its gain adjustment when the signal level no longer exceeds the Threshold. The value range is 0-150 on a logarithmic scale, with larger values indicating faster release. This rate can be modified by the release gate and freeze thresholds.

ProgressiveRelease (16), sets the Progressive Release mode, which causes the compressor to release faster during heavy gain reduction. This means that the audio will sound more compressed when the input signal is louder. This can be used to create an illusion of dynamics. It is especially useful with the ratio set to Infinite:1, which could sound over-compressed without this option.

SmoothGain (17) applies a low-pass filter to the control signal, and is useful both to prevent artifacts (gain fluttering) from high attack/release rates, and to intentionally make the compressor sluggish, adding extra "snap" to transients.

Delay (18) sets the sidechain delay time (in milliseconds). This emulates the attack characteristics of vintage "opto" compressors, and similar effects. The delay is applied to the control signal only, and hence may result in large peaks at transients.

Sidechain Filter (3) enables or disables an attenuation filter in the upper midrange that makes the compressor less sensitive to vocal signals, and generally produces a more gentle response. This filter is only applied internally, to the control signal. Note that it may cause more output overshoots, where the signal output level exceeds 0dB.

Control source (8) sets the gain control source. In stereo mode, the gain control signal is derived from whichever channel is loudest, unlike in left or right mode where the gain control signal will only be derived from the selected channel. This can be used for "keying" or "ducking" effects, where the energy of one sound modulates the level of another.

Dual band (4) turns dual band mode on or off. In dual band, a crossover filter around 200hz splits the audio into two bands, which are compressed separately. This can reduce bass pumping and other artifacts of wide-band compression.pasted-image.pdf

Compressor has some native presets, they can be loaded by the menu at the top left of the plug-in window (1). These presets are to be considered "starting points" and should be tweaked for your particular purpose or desired sound. The preset options are : Guitar, Bass, Vocal, Drums and Program Material (an attempt at smooth "gain riding" of mixed program material as well as can be done with a non-multiband processor).

Freeze (21) sets the freeze threshold (in dB below full scale). When the signal is below this threshold, the compressor release action will be suppressed, and the gain will remain constant. In normal operation, release action takes place when the signal is below the compression threshold, increasing the gain until the signal returns to its full-scale, uncompressed level. If there is no usable signal present, this can have the effect of simply amplifying the noise floor. Release gate and freeze can suppress gain recovery to avoid this condition.

Lim (5) turns the peak-limiter on or off. The limiter response can be set to punchy or smooth. Punchy response yields extremely short attack and release times, useful for transparent limiting, or to create loudness. However, if over-used, intermodulation distortion may result. Smooth response uses longer attack and release times. The result is still a fast look-ahead limiter, but with less intermodulation distortion and less punch.

Noise Gate (7) turns the noise gate on or off. A noise gate is effective for reducing background hiss when no other signal is present. Here, it's implemented as a downward expander with a ratio of 2:1.

NG Threshold (19), sets the threshold level (in dB below full scale) at which the noise gate will be engaged.

Gating lvl (20), sets the release gate threshold (in dB below full scale). When the signal is below this threshold, the release time of the compressor will be slowed by a factor of 3. See freezeLevel.

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When the activation (9) is red, the Compressor is deactivated and the incoming sound is directed to the output of the plug-in without applying any processing. It allows you to temporarily disable the plug-in without removing it from the insert slot.

The up arrow (10) copies the current Compressor settings to the clipboard. The down arrow (10) copies the setting from the clipboard into the compressor. This allows you to copy the settings from one compressor to another.

Convo (SFX)

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1 - Select Noise input

2 - Select Rhythm input

3 - Noise level

4 - Rythm level

5 - Convolution balance

6 - Set balance to centre

7 - Output meter

The principle of the convolution is to put the shape of a sound on another sound. With Convo, you can for example, modulate a drone with a percussion. In order to do that, record a loop of drones in track 1 of Logelloop, record a percussion in track 2 of Logelloop and then select track 1 in the left part of Convo and select track 2 in the right part of Convo. The output will be a convoluted result of those two sounds.

CutOf (SFX)

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1 - Slot SFX where is inserted CutOf

2 - Insertion button for each track (White = Off)

3 - Insertion button for each track (Red = On)

4 - «All On» insert CutOf on every track

5 - «All Off» stop CutOf on every track

6 - Show the remaining part of the signal

7 - Center frequency cursor

8 - Show the fréquence value

9 - Filter gain

10 - Filter precision coefficient Q

11 - Filter mode (lowpass, highpass, bandpass)

This module acts as a filter which cuts a part of the spectrum of the incoming signal. If you choose "lowpass" in the filter selector (11), it passes only the lower part of the audio spectrum. If you choose "highpass" it only passes the treble. Finally, if you choose "bandpass", it acts as a bandpass filter.

To use it, you must insert the effect in one of the slots SFX then click the Insert button (2-3). To insert the filter on all the tracks in one click using the "All On" button (4).

Delay (LFX insert)

image-collée.pdfBy default, the Delay is slaved to Logelloop's metronome (2) and the delay calculation in milliseconds (1) is based on the reference (3) from the round to the triple eighth note.

If the slaving selection is set to "Main Looper", the length of the first loop recorded in the Main Looper determines the basic delay time (1). The delay value does not change after multiplication or NextLoop. When you switch to recording or when you delete the last recorded loop, the delay length does not go to zero.

If the Delay control selection is set to "Unsynced", you are free to choose the delay time and it will not be modified by any parameter external to the Delay.

The delay time for each channel is calculated from the base length (1), according to the selected operator, multiplication or division (4) and the selected value (5). The actual delay is displayed in (6).

It is possible to apply a feedback percentage (7) (the delay output signal feeds the input of the plug-in).

The delay is filtered according to the low-pass (8) and high-pass (9) settings. These filters are applied before the feedback loop.

The delay can be deactivated by the OnOff button (10). When it is switched to Off, the delay input is muted, but the sound currently stored in the delay continues to be played and the feedback continues to be applied.

The Bypass arrow allows the sound entering the delay to be passed through (11).

The settings for this plug-in can be copied and applied to another plug-in using the copy and paste arrows (12).

Delay Pitch (LFX insert)

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Delay Pitch allows you to delay a sound while applying a Pitch to it. The Pitch (3) can range from -24 to 24 Semitones. If a track is set to Off (4), no sound comes out of that track. The duration of the delay (1) is expressed in time relative to the tempo of the metronome (see Tempo-Relative Time values).

A volume fader (5) set the level of each delay and a panner set the position of the sound in the stereo image (4).

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When the sync button is red (7), the delay pitch is synchronized on the metronome. When this button is grey, the delay pitch is autonomous and in this case, the delay time is set in milliseconds (8).

Delay Pitch is an effect that consumes a lot of resources, that's why it's advisable to stop it with the On/Off button (1) when you don't use it.

Delay Pitch (SFX)

The SFX version of Delay Pitch behaves exactly the same as the LFX version except for a few details. Explanations for identical functions can be found on the previous page of this manual.

The main difference is that the outputs are directed to the last seven tracks of Logelloop's main console. This allows you to spatialize each delay channel differently. The input is fed by selecting an input, a track, the sum of the inputs or the sum of the tracks (1), then it is possible to select the input level (2).

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When you stop the delay by clicking the button (3), the sounds in it, remain in memory and are played when you restart it by clicking the same button. This is useful to use it like a pause/resume function on the delays. If you want the sounds to be erased when you stop the delay, press the AutoClear button (4).

Distortion (SFX)

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1 - Slot SFX where is inserted Distortion

2 - Insertion button for each track (White = Off)

3 - Insertion button for each track (Red = On)

4 - «All On» insert Distortion on every track

5 - «All Off» stop the Distortion on every track

6 - Distortion level (1 = Min, 5 = Maximum, 3 = défault)

This SFX permit to add distortion on each track separately. You just need to load the SFX and click on one or more insertion button (2-3). To insert on every track at the same time use the «All On» button (5).

The distortion level can be changeable between 1 and 5.

Distortion (LFX insert)

This module is used to add distortion to an auxiliary circuit, a track or an input. Load the effect into an insert. The level of sound entering the effect is visible on the meter (1). The level of distortion can be adjusted from 1 to 5 by choosing the desired value from a menu (2) or by clicking and dragging it in decimal value in the selector provided for this purpose (3). With this floating value selector, you can measure the distortion using the LFO or Slicer.pasted-image.pdf

File Player (LFX insert)

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File Player is a tool dedicated to play sound files (AIFF, Wave, MP3, AAC). The menu (1) shows the files found in the selected folders in Project Editor/Media/Media.

When a file is selected, his length is displayed in milliseconds(2).

You can play the audio file using the Play button (3). When the player is active, this button is red. A second press of the Play button will stop the playback.Capture d’écran 2015-06-12 à 11.11.45.png

The Pause button(4) stops the playback while keeping the play-head at the current place. A second click on Pause start again the playback. When the Loop button (5) is red, the File player play in the loop mode.

View / Position the playback head :

A small red slider (6) serves both to display the position of the play head and to position it with the mouse. The current position of the play head is displayed in milliseconds in the dedicated number box (7) when this number box os clicked, the value indicates the remaining time.

Playback speed control and time stretch :

You can change the playback speed using the semitones menu (8), or directly in float values (9). If you activate the Stretch button (10), the speed changes without changing the pitch.

Following the metronome :

If you entered the original tempo (12) of your audio file (120 BPM by default), activating Follow (11) and Stretch (9), the playback speed of the audio file will be adapted to the speed of the Logelloop metronome. In this case, if the metronome is in the "autostart slave" mode and if you record a loop, the File Player playback will be adapted to the tempo of the current loop.

Bpm automatically retrieved :

If your file has a value followed by "bpm" in its name like this "MyAudioFile133bpm.aif" or this "Loop144bpm_Groovy.wav", the file player will take the bpm and put it in the bpm indication box (12). If the audio file comes from a Logelloop track, you do not need to put the bpm in the file name, the bpm is automatically recovered.

Synchronous Start / Pause with the metronome and the loopers :

By choosing a specific setting in the synchronization menu (16), you can choose whether the playback and pause actions are active at the next time (Beat), at the beginning of the next measurement (Bar) or at the beginning of the loop currently playing in the main looper (Loop).image-collée.pdf

If you choose Beat, and press Play, playback of the audio file will start at the beginning of the next metronome beat. If you click Start again, playback will stop at the end of the current beat. The operation for the Pause is the same.

If you have chosen a synchronization mode on the metronome (Beat or Bar) and click Start when the metronome is not active, File Player will wait for the metronome to start playing the file. If, while File Player is synchronized on the metronome, and you request stop while the metronome is already stopped, the stop is immediate. The operation for the Pause is the same.

File waveform, loop points, play start point

When a file is loaded into the File Player, its waveform is displayed in the lower part of the window. You can move the start (17) and end (18) cursors, which will be used in Loop mode. It is also possible to choose a playback start point different than the begin point of the loop by clicking at a point on the waveform when the player is stopped; this point is displayed in blue (20).

When playback is running, you can change the position of the playback head (19) by clicking anywhere on the waveform. This has no effect on the positioning of the start point (20).

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Zoom and move the visible area of the Waveform

You can zoom into the waveform by positioning the cursor over it and dragging two fingers on the TrackPad, either upwards (zoom in) or downwards (zoom out). If you are using the mouse, you can zoom in using the wheel and clicking cmd/ctrl.

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Similarly, when the waveform is zoomed in, you can move the visible area by placing the cursor on the waveform and dragging left or right. If you are using the mouse, you can move the visible area using the wheel by clicking shift.image-collée.pdf

Copy, Edit, Normalise the audio content of the file

The yellow triangle at the bottom right of the File Player window opens a menu allowing you to copy all or part of the file. The selection is the part of the sound between the beginning (17) and the end of the loop (18).image-collée.pdf

This selection can also be saved as a new file (22) or as a replacement for the current file (23). Similarly, it is possible to Normalise the sound (convert the overall level of the sound to an optimum level) and save the result as a new file or as a replacement for the original file.

Inserted in a Logelloop input :

When File Player is inserted in an Input channel of Logelloop, you can hear it by activating the Monitoring. The sound played by File Player is stereo if the input is a stereo one. Sound files played by File Player can, in this case, be recorded in the looper.

ModOut

Modout (13), turns on modulo output. If the number of channels in an audio file is less than 2, the file player will reduplicate the audio file's channels across the 2 audio outputs if modulo output is enabled. For example, a mono audio file loaded into the File Player will be played with the mono channel sent out both outputs of File Player if modulo output is enabled.

Displaying media folders

When you click on the folder icon (14), the main folder used by the File player opens. If several folders are used by the File player, clicking on the folder icon by pressing the Alt key opens all these folders.

Displaying media folder preferences

The preferences icon (15) opens the Project editor on the Media page and gives you direct access to their configuration.

File Player (SFX)

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The SFX version of the File player works exactly the same way as the Insert version, with the difference that the SFX allows the playback of audio files up to 10 channels. These channels will be played on tracks 1 to 10, and it is possible to use a number of channels less than 10.

By activating ModOut, a mono file can be played on all tracks at once.

The offset setting (16) allows you to distribute the channels differently. For example, if you want channel 1 of your file to be played on track 5 of Logelloop, specify 5 in OffSet.

File Recorder (LFX on a Track or Input)

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File Recorder is a plug-in that writes the audio stream passing through it to a file. The resulting file is stereo.

You can choose between Wave, AIFF, Ogg and FLAC file formats (3). You can also choose between int8, int16, int24, int32, float32, float64, Mulaw and Alaw recording types (4).

Recording is activated using the "Record" button (1). The elapsed time is displayed in (2). Clicking on the folder icon (5) opens the project's Medias folder, where the files produced by File Recorder are stored.

You can use automatic file naming (9), which is based on the project name, date and time, or choose custom names. In this case, if the name already exists in the destination folder, the file is replaced.

By default, File Recorder is in Bypass mode (5), which means that it passes incoming signals to its output. You can change the mode by clicking on the button.

File Recorder (LFX on the Master)

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« File Recorder » is a plug-in that writes the audio stream passing through it to a file.

The resulting file is multichannel, with the number of channels equivalent to the number of Logelloop outputs.

You can choose the file format from Wave, AIFF, Ogg and FLAC (3). You can also choose the type between int8, int16, int24, int32, float32, float64, Mulaw and Alaw (4).

Recording is activated by pressing the "Record" button (1). The time already elapsed is displayed in (2).

Clicking the folder icon (5) opens the project's Output Recordings folder, where the files produced by « File Recorder » are stored.

Freezer (Insert LFX)

Freezer allows you to freeze a sound and play it indefinitely. The Freeze button (1) captures the sound and plays it back. When a freeze is active, the button is red. To replace the currently stored sound, you can click on Get (2).

The sound that has just been captured will be played with a fade-in lasting the value indicated in (3). The Fade In is expressed in milliseconds. When you release the Freeze button, the sound being played will stop after a fade-out lasting the duration you selected in Fade Out (4), also expressed in ms.

It is possible to apply a pitch change (5) set from -24 to +24 semitones. The Pitch value can be set in float value. Pitch consumes a significant amount of processor power, so it can be disabled when not needed (6).

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Granulaterre (SFX)

Granulaterre is an arpeggiator based on granular synthesis. To produce granular synthesis, Granulaterre uses the selected sound zone (8) in the sample you have recorded or dragged from the hard disk or another Logelloop module.

To record a sound sample, make sure that the input selector (1) is set to an input connected to a sound source and that the recording level is set to a correct value (2). Then click the Record button (3). The maximum duration of the recorded sample is defined in the "Sample Size" setting (7) in milliseconds. If you click Record just once, recording will stop when the recording bar reaches the end of the buffer "Sample Size". However, it is possible to record a shorter sample by clicking Record a second time (before the duration set by "Sample Size" has been reached).image-collée.pdf

Overdub (4), records on a previously recorded sample using a feedback level. If you click Overdub on an empty Granulaterre, the first click will launch a Record and the second will switch to Overdub. The Mix setting (5) adjusts the level of deletion for each round of Overdub. The closer this setting is to 0, the more it deletes. When set to 0, Overdub operates in replace mode.

To delete the sample present in Granulaterre, click on the c button (clear, 6) or press and hold the Record button (3).

When a sound is present in Granulaterre, select the part of this sound (8) you wish to use as a source for granular synthesis. Select the area by clicking on the waveform and moving the mouse cursor upwards to enlarge the area, or downwards to reduce the area. Clicking and dragging the cursor left or right moves the sample selection area.

It is also possible to modify the selected zone using the "In Pos" (9) value, which changes the selection's begin point, and the "Grain" (10) value, which changes its duration.

Launch Granulaterre's arpeggiator by clicking the button Off/On (12), then click on a few dots in the grid (13). The playback bar (14) now moves from left to right, and each time it encounters a label, a sound is produced by Granulaterre.

There are 8 rows of dots in the grid, corresponding to 8 separate tracks. Settings for each track are made in the section to the right of the grid (17).

You can clear all the dots by clicking c (clear, 15). You can also create several randomly-arranged dots in the grid by clicking Random (16).

Granulaterre - Produced Sound settings

image-collée.pdfA sound can be manually generated using the "T" button (trigger, 18).

When button (19) is blue, this means that the sample zone selected is identical to the one chosen in Granulaterre's general interface (8). When this button (19) is clicked, it turns red, in which case you can use a different Granulaterre sample start (20) and duration (21) to generate sounds for this track. When you press the option / alt key on the keyboard, the button (19) turns green and displays L for Learn. If you click it while this L is displayed, the current Granulaterre’s selection zone will be memorized and (20) and (21).

The envelope of the sound produced is displayed in (22). by clicking this waveform, you can choose another envelope. In (24), you define the duration of the sound produced by this Granulaterre track. If you click on the « S » button (synchronize, 23), the duration of the sound produced will be that of the selection in the sample as displayed in (21).

The pitch of the sound produced is defined in semitones, from -24 to 24. In (25), you choose the pitch of the beginning of the produced sound and in (26), you choose the pitch of the end of the sound. This pitch is relative to that of the original sample and is obtained by modifying the playback speed. In (27), you set the start (25) and end (26) speeds/pitch in a single action.

You can adjust the sound level of each track using the fader (28).

In (29) you define the probability of the sound being played when a dot is "seen" by the playback bar in the grid. By default, the probability is set to 100, which means that all sounds are played. Reducing this value reduces the probability of the sound being played.

(30) contains a polyphony setting. By default, this is set to 1, meaning that a sound in progress is stopped when a new sound begins to play. You can increase the polyphony value up to 10, enabling you to superimpose up to 10 sounds at a time. Note that the higher the polyphony, the more processor resources Granulaterre requires.

Granulaterre - X Grains

image-collée.pdf"X Grains" is the crossfade setting between the grains that make up the final sound produced by Granulaterre. With certain settings, it can sometimes happen that the sounds produced contain noises that are linked to a poor connection between the grains.

In this case, you can shorten the duration of the crossfade between grains (43). By default, the duration is 100ms, which is suitable for most cases where the sound produced is greater than 1000ms. But when producing shorter sounds, it may be useful to reduce the crossfade duration, the minimum value being 1.

Granulaterre - Reactive

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When reactive (67) is activated, each time the selection area is modified or moved, a Trigger (T, 18) is triggered on all Granulaterre tracks, producing a sound corresponding to the settings of each track.

Speed (68) limits the number of sounds produced in a given time. When set to 100, the default value, you won't produce more than one sound every 100 ms, even if you move the selection area very quickly.

Granulaterre - Equalizer module

image-collée.pdfThe menu (69) at the top of the EQ module lets you select one of three modes: Lowpass (cuts high frequencies), Highpass (cuts low frequencies), and Bandpass, which only lets through frequencies within a given band.

You can then adjust the equalizer graphically by clicking and dragging in the graphical interface (70), or by using the value boxes to modify the filter's frequency (71), gain (72) and quality (Q, 73).

Granulaterre - The metronome

image-collée.pdfBy default, Granulaterre is in "Not Synced" mode (34), which means it operates with its own metronome and is totally independent of the other Logelloop modules. In this case, you can set the speed in BPM (32) and the number of beats (31) from 1 to 16.

You can set the tempo by repeatedly clicking the "Tap Tempo" button (33).image-collée.pdf

If you choose "Synced" from the menu (34), Granulaterre becomes a slave to Logelloop's metronome, and you will no longer be able to set the number of beats or tempo locally in Granulaterre.

If you choose the "Beat Synced" mode (34), Granulaterre will adopt the Logelloop metronome tempo, but the number of beats (31) will remain independent.

In the "Beat Synced" mode, you can also choose a speed relative to the Logelloop tempo by selecting a note duration value from round to triple eighth (35). When the selection shows a quarter note, Granulaterre's speed is that displayed in the Logelloop’s metronome.

Granulaterre - Patterns

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Most of Granulaterre's grid and track settings are stored in patterns.

To activate patterns, enter a number other than 1 in "Number of Patterns" (46). You can then change the pattern by changing the value displayed in "Current Pattern" (38).

Pattern changes can also be made automatically by activating the "Auto" mode (40). When Auto is activated, the pattern change takes place when the grid bar reaches the end of the last beat. If you want a pattern to be played several times before moving on to the next pattern, you change the value of "X 1" (39), the number of multiplications is limited to 16.

You can also choose to automate pattern changes using the Sequencer by clicking on the button (41) (see below.).

All grid and track settings are stored in the patterns, with the exception of the polyphony setting (30).

Click the up arrow (44) to copy settings from one pattern and paste them by clicking the down arrow (45) in another pattern.

Granulaterre - Patterns sequencer

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The pattern sequencer is activated using the button (41) in Granulaterre or button (47) in the sequencer interface. To display the sequencer interface, click the button (42) in Granulaterre.

When the sequencer playback bar reaches a step, the pattern corresponding to the blue square number is played.

You must specify the number of sequencer steps with a value in Steps (50). When the sequencer is activated, each time the Granulaterre grid playback bar reaches the end of the last beat, the sequencer moves on to the next step. At the top of each step column, you can enter a multiplication (52); if this is not equal to 1, the sequencer stays on that step for the specified number of revolutions, so that the pattern in question is also played several times before moving on to the next one.

You can switch from one step to another by changing the value indicated in "Current Step" (49).

When the sequencer playback bar reaches the last step, the sequencer stops if set to Once (51). Clicking "Once" (51) switches to "Loop" mode, in which case, once the sequencer's playback bar has reached the last step, it automatically returns to the first.

You can return to the beginning of the sequence by clicking the « restart from begin" button (48).

Granulaterre - Audio outputs

Granulaterre has 8 tracks, which are routed to the first 8 Logelloop’s tracks. You can offset theimage-collée.pdf association of Granulaterre and Logelloop tracks using Offset (55). If, for example, you set Offset to 2, Granulaterre track 1 will output to Logelloop track 3.

You can also use Granulaterre in stereo by clicking Multitrack (54). Granulaterre's sounds are then routed to Logelloop's SFX output, and panned automatically to distribute the tracks in a balanced stereo.

Granulaterre - Sample (internal or Main Looper)

By clicking on the menu, which by default shows "Internal buffer", you can select one of Logelloop's main looper tracks. It will then be possible to generate granular synthesis from the selected loop.

This function is obsolete and will disappear in a future version of Logelloop.

Granulaterre - Sound sample handling

image-collée.pdfThe yellow triangle in the sample display area shows a menu for manipulating the sample stored in Granulaterre.

Copy is used to copy the entire sample. Once a sound has been copied, it can be pasted into another Granulaterre module, or into any module that allows sound copying in Logelloop (Granular, Modular Loopers).

It is also possible to paste in Granulaterre a sound that has been copied from another Logelloop module using "Paste".

"Normalize" rewrites the entire sound, increasing the level of each sample so that the sound level is as loud as possible.

"LoadAudioFile" imports a sound file from the hard disk. If the selected file does not have the project's sampling frequency, this is converted when the file is loaded.

"CopyToFile" saves the current sample to a file on the hard disk.

"Edit the stored sample Filepath" opens an interface in which you can display the path to the audio file stored in the current preset. You can modify this path. This can be useful when importing a preset from another project or computer.

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Granulaterre - Microtonal scales

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Clicking on the yellow triangle at the bottom right of the Granulaterre window opens a drawer containing the setting area for microtonal ranges. Please refer to the Granular documentation to find out how to use microtonal scales.

Granulaterre - Memorizing the settings

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All the Granulaterre settings are stored in presets. Those presets are independent of those in Logelloop.

In this interface, you can create a preset using "New" (57). The newly created preset is displayed near the menu arrow (61). Here you can select the text for pasting elsewhere, in a macro for example.

If you activate the orange "Save audio with preset" icon (62), the sound currently present in Granulaterre will be saved in a file associated with the preset you create using "New" (57).

When a preset is active, and you've just made changes to settings in Granulaterre, you can save the latest settings in the active memory by clicking "Store" (56).

You can delete an active preset by clicking on "Delete" (58).

Logelloop's presets store the current preset in Granulaterre.

Granulaterre - Importing scene memories

Granulaterre memories can be imported from one project to another by clicking on the Edit button (59) in the Granulaterre memory section. A window opens, giving you access to the Granulaterre memories of existing projects known to Logelloop.

To import memories from a project, select the project in the left-hand column (1), then select the memories (shift+click for multiple selections) (2), then click on the central ">>> " button (3). The memories you are about to import appear in the list on the right (4). Then click on "Validate" to importdroppedImage.pdf these memories added to the list (6).

You can add the same memory several times if you wish to duplicate it, in which case you will be asked to give it a new name. As it is possible to import from the currently loaded project, you can use this interface to duplicate several Granulaterre presets within your own project.

A "Delete" button also lets you remove memories from the current project.

Note that this operation cannot be undone.

Granulaterre - Presets arranger

Once you have memorized presets in Granulaterre, you can organize them and call them up or sequence them with the Granulaterre arranger. Clicking the yellow triangle at the bottom right of the Granulaterre window opens the drawer containing Granulaterre's preset arranger.

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You can now enter Granulaterre memory names or keywords in the slots (2, see below).

If you enter a memory name in a slot, you can specify the number of times this memory will be played before moving on to the next slot (3). Example: If the memory concerned has 8 beats in Granulaterre, and you enter 8, this memory will be played for 64 beats, i.e. 8 bars of 8 beats. When executing this part of the sequence, the bar currently being played is indicated in (4), and the progress bar (5) gives you an idea at a glance.

If the number in (3) is 0, the memory in question will be played indefinitely. In this case, user intervention is required to move on to the next memory.

You can recall a preset directly by clicking the relevant slot button (6), or switch between them using the navigation buttons (7). To add a slot, click on the + (8). The alt key changes the + to a -, and clicking on it deletes the slot concerned. When you're happy with the resulting sequence, you can save it and recall it at any time.

If you wish to stop an arrangement in progress, click on "Stop" (9).

You can save your arrangement and recall it at any time using the scene memory section (10).

Granulaterre - Presets arranger keywords

In the Arranger slots, you can specify keywords instead of memory names. Accepted keywords are :

Start : Starts Granulaterre and moves on to the next slot

Goto [id] : jumps directly to the indicated slot.

Stop : stops Granulaterre

In all cases, it's advisable to start an arrangement with a slot containing "Start" and end it with a slot containing "Stop".

If you wish to make internal loops in the arranger, you can use the word Goto followed by the number of the slot to which you wish to go.

In the case below, in slot 5, we've indicated "Goto 3" (1), then in the number of times column, we've indicated 2 (1). When we run the arrangement, after playing slot 4 once, the arranger will go back to slot 3. This will be done twice, as shown in (2). The third time, the arranger will play directly from 4 to 6.pasted-image.pdf

In the number of times column (2), you can enter 0. In this case, the Goto execution will be infinite.

Granulaterre - Arranger macro controls

In some cases, it is useful to control the Granulaterre Arranger using macros. The commands used are :

GranulaterrePresetArrangerLoadList preset list name : loads a memory into the arranger.

GranulaterrePresetArranger preset index : activates a slot.

GranulaterrePresetArrangerNext : moves to the next slot.

GranulaterrePresetArrangerPrevious : moves to the previous slot.

Granular (SFX)

Granular is a multi-channel granular synthesis module.

Grains are produced from the sound contained in a selected area (3) of the sample currently loaded or saved in Granular. This selection can be moved by clicking and dragging the orange area (3) in the window displaying the sample, or by changing the value in the text box labelled "In Pos". To change the duration of the selection, you can click and drag up or down, or change the value in the "Grain" text box (3).pasted-image.pdf

When the module is activated by clicking on the On/Off button (1), grains are played cyclically at the speed displayed in "Rate" (5), expressed in milliseconds. A probability setting, Proba (43), decides whether the grain is played or not during a clock stroke. When this setting is 100, all grains are played. The lower the number, the lower the probability that the grain will be played. When Proba is set to 0, no bean is played.

When "Tune" (2) is set to 60 (default) and the third C key on the keyboard is selected, the grain is played at normal pitch. If any other value is displayed in "Tune", the pitch of the grain is different from that of the sample.

Granular - Output channels and Offset

Each grain is played on one of the slices of Logelloop's main console. "Voice" (7) lets you choose the number of voices in which the grains produced by Granular are deployed. The maximum number of voices is 20, with 10 active by default.

When Logelloop is mono, the maximum number of voices is 1 to 10. If Logelloop is stereo, the maximum is 20 voices.

An "Offset" (8) lets you select the track on which the first voice of this Granular module is output. This makes it possible to distribute the outputs of several Granulars over several different Logelloop slices.

Granular - Dynamic position of the grain in the sample

In the sample display area, several tools can be used to move the grain selection zone. The play bouton (9) activates or deactivates automatic movement of the grain, and you can choose whether movement is always in the same direction or in palindrome (10).

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When the direction of movement is not palindrome, you can select the direction with the R button (12), which changes to W when the movement is backwards. The speed of movement is set in the text box (11), either by clicking and dragging, or by clicking and entering a value using the keyboard.

The white slider (13) defines the area over which the grain moves dynamically. It can be set by clicking and dragging. A button (42) allows you to restart playback from the beginning of this Area.

Granular - Sample recording using the internal looper

The right-hand zone (16) contains functions for recording or replacing the sound sample using Looper functions.

Record makes a new sample, replacing everything previously in memory. The maximum sample duration is that defined as the maximum loop duration for other loopers. 

Sample Size" displays in real time the duration in milliseconds of the loop currently being recorded.

Pressing the "C" button or a long press on Record deletes the current sample.

Overdub re-records, replacing the content already in memory. The recording level is set by the "Mix" value, which defaults to 0.5. An Overdub with a Mix value of 0.5 halves the sound level of what was already in memory before the current recording was added. When Mix is set to 0, recording takespasted-image.pdf place by replacing everything previously in memory. When Mix is set to 1, no deletion takes place, simply recording new content in addition to what was previously in memory.

The recording input level is set by the "In. lvl" setting, and the choice of input is made via the drop-down menu below this setting. It is possible to use a source from one of Logelloop's console tracks.

Granular - Sound sample handling

Clicking on the yellow triangle in the sample display window brings up a menu giving access to manipulations concerning the sample.image-collée.pdf

Here, you can either "Copy the sample" or "Copy the grain", i.e. the selected area of the sample. Once a sound has been copied, it can be pasted into another Granular module, or into any module that allows sound copying in Logelloop.

It is also possible to paste a sound that has been copied into another Logelloop module using "Paste". If you choose "Paste" after clicking on "Copy the grain", you replace the sample with the grain that has just been copied.

"Normalize" rewrites the entire sound, increasing the level of each sample so that the sound level is as loud as possible.

"LoadAudioFile" allows you to import a sound file from your computer's hard disk.

"CopyToFile" saves the current sample to a file on the hard disk.

"Edit the stored sample Filepath" opens an interface in which you can display the path to the audio file stored in the current preset. You can modify this path. This can be useful when importing a preset from another project or computer.image-collée.pdf

Granular - Equalizer module

pasted-image.pdfThe menu (18) at the top of the EQ module lets you select one of three modes: Lowpass (cuts high frequencies), Highpass (cuts low frequencies), and Bandpass, which only lets through frequencies within a given band.

You can then adjust the equalizer graphically by clicking and dragging in the graphical interface (19), or by using the value boxes (20) to modify frequency, gain and filter quality.

At the bottom of the EQ module is a recorder that allows you to store setting changes in a kind of loop. The round button (21) activates recording with a short press, and deletes the recorded loop with a long press. The play button (22) activates playback, and the square button (24) stops playback.

You can speed up or slow down EQ automation playback by modifying the value in the dedicated box (23).

The small triangle at bottom right opens a menu that lets you save EQ automations or reload a previously saved automation.

For an equalizer automation to be saved with all settings in the Granular preset, you must first save it in a file using the dedicated menu (25).

Granular - Scene memories

Granular's top-left triangle (27) brings up a menu for storing all module settings. "New" (28) creates a new preset containing the current settings, "Store" stores changes in the currently loaded preset.pasted-image.pdf "Store" also allows you to change the preset name.

When the waveform button (37) is activated, New or Store will save the audio sample at the same time as the Granular settings.

"Delete" deletes the currently loaded preset.

"Default" resets all Granular settings to their default values.

Below these functions is a list of the presets (29) available in the project.

Presets are common to all Granular modules in the project.

Granular - Arpeggiator

The arpeggiator lets you change the pitch of grains according to some rules.

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You can select a mode other than Monophonic in the menu (30), in which case the keyboard allows multiple choices of notes (31).

Active notes are played alternately according to the rules set by the mode you've chosen.

Arpeggio Up, Arpeggio Down and Arpeggio Up & Down modes play notes alternately in the form of arpeggios.

The "Urn" mode draws notes at random from the list to define the pitch of each grain. When all the values in the list have been used, we start again by drawing each note at random from the list. The order of the pitches obtained will be different for each iteration.

The "Drunk" mode selects notes that are close to each other, and strolls along without making great leaps from one note to the next, resulting in a sort of winding, unpredictable march.pasted-image.pdf

The "Random" mode draws notes at random without rules, so the same note can be repeated several times.

The "Shift Octave" menu shifts the pitch of selected notes by three octaves up or down.

Granular - Synchronization

The synchronization button (32) allows the selection of several note duration values. It is inactive by default.

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As soon as you select a note duration, Granular switches to synchronized mode and will only work if Logelloop's metronome is active. Rate (33) then becomes linked to metronome speed.

When Granular is synchronized to the metronome, you can force it to start on the first beat of the next bar with button (34).

When note duration or metronome speed are modified, Granular's On/Off button turns yellow, indicating that it is no longer perfectly synchronized. It will automatically reset itself at the start of the next bar.

Granular - Grain shape

Granular uses an envelope to define the shape of the grains produced. This envelope (35) can be modified by the user using one of the templates available in the Shape menu (36).pasted-image.pdf

You can also click on the yellow line of the current shape to create a new point in the curve. You can delete the point by clicking on it while pressing shift.

When you click on a line while pressing alt andpasted-image.pdf dragging up or down, you change the curve of the line.

The final shape will define the shape of the grains produced by Granular.

Menu (36) also lets you copy and paste curves from one Granular to another, or delete the current shape.

The final shape is stored in Granular presets.

Granular - Using an external Midi keyboard to control the arpeggiator

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The arrow (38) at the bottom right of Granular opens a drawer giving access to the Midi settings.

With your Midi device connected to the computer, click on the menu (38) to choose which Midi device will control the arpeggiator notes.

The reference note (39) indicates which Midi note will control the C at the center of Granular's virtual keyboard. By default, the note 60 corresponding to this C is selected.

You can specify the range, defined by the lowest note (40) and the highest note (41), that will be taken into account on the keyboard. This allows you to control several Granulars from a single Midi device.

Granular - Microtonal scales

The arrow (42) in the bottom right-hand corner of Granular opens a drawer containing a text box for applying microtonal scale settings using scala conventions.

In this area, you can enter the name of a scale from the list on this page: https://www.huygens-fokker.org/docs/scalesdir.txt

By default, the starting note (reference) of the microtonal scale is C, but you can change this base note (43). image-collée.pdf

image-collée.pdfAs soon as the name of a range is entered and the Enter key is pressed on the keyboard, the range becomes active.

You can specify cent values to create customized scales. Here, we've applied a scale with an ambit equal to one tone. Here, the first number indicates the number of degrees that will be present in the scale. Then, the values indicated are cent values. Each value is followed by a 0, which is not taken into account in the case of cent values.

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pasted-image.pdfIf you want to use a scalre made up of ratios, you can do so by indicating the number of degrees, then the values making up the ratios. The scale on the left looks like this: 7 - 55/53 11/10 11/8 11/7 55/34 22/13 2/1image-collée.pdf

To return to the classic scale, enter "none" or click the microtonal icon (44), which will reset the scale to twelve tempered degrees.

It is also possible to select the range per macro by specifying the following, for example :

SFXSendMessage 1 Scale pelog_me3

or as follows

SFXSendMessage 1 Scale 12 8. 0 16. 0 24. 0 32. 0 40. 0 48. 0 56. 0 64. 0 72. 0 80. 0 88. 0 96. 0

The conventions are the same as when applying the scale in the Granular user interface.

Microtonal scale settings are stored in Granular's scene memories.

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If the number of degrees indicated at the beginning of the list and the number of cent or ratio values do not match. The interface contour is displayed in red and the scale is not taken into account.

Hi Cut (LFX Insert)

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Hi Cut cuts off the highest part of a signal that passes through it. When flying over the Hi Cut interface, a zone turns red (1), this zone is the handle that allows you to change the filter cutoff frequency. By clicking in the red frame and dragging to the left, this frequency becomes lower and more trebles are cut. Sliding to the right removes fewer Hi frequencies. The cut-off frequency is indicated at the top left (2). By clicking on the left or right vertical wall of the red frame (3), and sliding to the right or left, you can change the slope of the filter. The Q coefficient is displayed at the top of the window (4).

When you click on the red area and drag the slider up and down or down and up, you change the filter gain. This gain is displayed in the upper right corner (5).

A button deactivates the filter (6), the signal passing through filtre is no longer modified if the button is red, when the button is green, the filter is active.

It is possible to copy/paste the settings from one filter to another filter using the arrows (7).

Limiter (LFX on the Master)

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The limiter processes several audio channels with a lookahead function (4), i.e. it scans the samples in advance for more effective limiting. The analysis is shared between all channels. For example, samples exceeding the threshold in the left channel of a stereo signal will attenuate both left and right channels. This is the behavior of a traditional multichannel limiter.

The Limiter features input (1) and output (2) meters that display the level of each channel.

LookAHead (4) lets you choose the number of samples scanned in advance in the signal to prepare the limiter.

Input Gain (4) sets the gain applied in decibels to the incoming signal before it is limited. Output Gain (5) does the same to the output signal after limiting.

Threshold (6) sets the threshold level at which the limiter kicks in. The value is expressed in decibels (0 dB = full scale).

Release (7) is the time after which the limiter releases its activity after a peak. Its value is expressed in milliseconds.

The Limiter is active when the On/Off button (8) is green, and is bypassed when the button is red.

Looper (LFX Insert)

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Looper is an insert dedicated to unsynced loops, for collective live looping and to make quantized live looping. Looper is mainly used as an insert on a fx channel fed by an auxiliary channel. It can also for specific cases be inserted on a track of the main looper or on a Logelloop input.

Looper's functions are very similar to Logelloop's main looper. A first click on the Record button (0) starts the recording, a second click stops it and a long press erases the content of the Looper. It is also possible to erase the current loop using the C (1) button. To erase everything (all inserted Loopers and the main looper content), click Record + Copy (in the main Looper commands section).

Loopers - Overdub

The Odb button turns the Overdub On and Off.

Looper does not have separate tracks as is the case in the main looper of Logelloop. The overdub therefore records over the existing loop (as in the mix mode of the main looper). The mix level of the existing content and the content added during an overdub is set in the preference panel which is opened by clicking the button (14).

If Overdub is called during a Record, the Record stops, the loop starts playing, the Overdub is immediately active and the replacement takes place.

Overdub can take place on a loop that is playing at a speed other than 1, or in reverse playback, even if only a loop selection is being played. The playback head is shown in black (29) and the recording head in red (30).image-collée.pdf

Loopers - Loop / Once

When the circular icon (26) is green, the looper is in loop mode; clicking this icon switches to Once mode. In this case, playback stops when the playing head reaches the end of the loop.

Loopers - Restart

The restart icon (27) set the playback head at the beginning of the loop and starts or restarts the playback immediately.

Loopers - Mute & Autofade

When a loop is recorded, it is possible to mute it without erasing with the Mute button (3) : a simple click on Mute and the loop will be muted at the end, a double click and the mute is immediate.

When using Autofade (4), a fade-out lasting one loop precedes the Mute. If Autofade is double-clicked, it starts immediately and its duration is equal to the time remaining before the end of the loop.

In the Looper Preferences (accessible by clicking the yellow arrows (14)) is the “Custom Autofade Length” setting. When this setting is 0, the above rules are applied to calculate the duration of an AutoFade; any value other than 0 sets the duration of the Fade in or out to this value, which is expressed in milliseconds.

If the loop is currently muted, a click on Autofade launches the loop after a fade-in of the duration of the loop currently recorded in Looper. If you check the chain (5), the Mute and Autofade will be slaved to those of the main Looper.

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When the Pause mode (8) is activated, Mute and Autofade are active after the first click. The Mute stops the playback head where it is located. When you unMute and Pause mode is active, the playback starts from where it stopped.

Loopers - Play only a part of the loop

It is possible to play only a part of the loop by clicking and dragging on the waveform (6). To reset these in and out points, click <> (7).

Loopers - Tape / Pitch / Time Stretch / Hard Time Stretch (HTS) / Crossfade

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It is possible to change the execution speed of the loop (9).

By clicking on the Tape Reel icon (15), a menu opens which gives the choice between 4 playback modes of the loop :

Tape mode, is the standard mode, as with a tape recorder, in this mode, if the playback is slowed down or accelerated, the pitch changes. The Speed can be changed using the menu, whose values are expressed in semitones or using the decimal values number box. The R button changes playback direction

- The Pitch mode lets you change pitch without changing playback speed.

- The Time Stretch mode allows you to change the speed of the playback without changing the pitch.

The Extreme Time Stretch (ETS) mode allows very important slowing down of the playback without changing the pitch. In this mode, the sound is played so slowly that we can speak of granular playback of the sound (only available on Mac).

- Crossfade mode is identical to Tape mode, but a long crossfade is applied between the end and beginning of the loop. This mode is useful when you don't want to hear the loop point on continuous sounds (drones). Note that you lose synchronization and the loop played is shorter than the one recorded.

Loopers - Pitch mode

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When the Pitch mode is active, the playback speed interface changes, providing access to :

A speed setting (33) in decimal values (from 0 to 20 times the speed), which affects the pitch as the speed changes.

A Pitch control (34) that adjusts in semitones from -24 to 24.

- An R button that changes playback direction.

Loopers - Extreme Time Stretch (ETS) (Mac Only)

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When HTS is active, the playback speed interface changes and you have access to :

A speed setting (29) that goes from 1 to 999, with 1 being the fastest speed and 999 very very slow…

A Pitch control (30) that can be adjusted in semitones from -48 to 48.

- A Freeze button that locks the playback head where it is.

HTS uses the code of the vb.stretch~ object programmed by Volker Boehm and himself inspired by Paul Stretch.

Loopers - Drag & Drop

An Aif, Wav or MP3 file can be dragged into Looper's audio content display area to load the contents of the file into the looper. The file must be mono or stereo, of the same sample rate as the project and its duration must not exceed the maximum duration set in Audio Settings for the loops duration.

Loopers - Copy / Paste / PasteAfter / Normalize / LoadAudioFile / CopyToFile (Pro version)

When a Looper contains a loop, you can copy the audio content by selecting Copy in the audio edition menu (28), if a part of the loop is selected, the selection will be copied. You can then paste this audio content into another Looper, into the main Looper, into Granulaterre, etc. by using the Paste function.

If you have selected a portion of a loop, you can paste it back into the same Looper using the Paste button (27) which will reduce the loop to the size of the previously selected portion.

PasteAfter will paste the copied content after what is currently in the looper. You can use this function to aggregate loops.

Clicking on the small yellow arrow (28) brings up a menu that offers Normalize, LoadAudioFile and WriteAudioFile.image-collée.pdf

Normalize is a process which consists of increasing the amplitude of the loop in a constant ratio over the whole duration so that the peak amplitude reaches the maximum possible.

WriteAudioFile has the effect of saving the current Looper contents to a file. A window appears to choose the name of the audio file. This file will be saved by default in the Saved Loops folder of the project.

LoadAudioFile opens a window that allows you to select an audio file that you want to load into the Looper. The length of the file must be less than or equal to the maximum loop length allowed in the Audio Settings/Audio Desk preferences. The sample rate of the file must also be the same as that of the project.

Loopers - Copy / Paste … Macro AudioMessages (Pro version)

Functions for editing the loop's audio content can also be accessed using scripts. The keyword to access them is AudioMessages

By specifying :

InsertSendMessage fx1 1 AudioMessages Copy

You copy the entire loop or the current selection into the loop.

By script, you can also copy a selection simply by indicating the start and end points of the area you wish to copy :

InsertSendMessage fx1 1 AudioMessages Copy 75804 82970

In the same way, the following line replaces the current contents of the loop with the contents of the clipboard:

InsertSendMessage fx2 1 AudioMessages Paste

If you wish to paste the contents of the clipboard to a location in the loop currently contained in the Looper, you can do so using this message:

InsertSendMessage fx2 1 AudioMessages Paste 44100

The paste point will start at sample 44100 in the loop.

You can also access PasteAfter and Normalize with these messages:

InsertSendMessage fx1 1 AudioMessages Normalize

InsertSendMessage fx1 1 AudioMessages PasteAfter

You can save the contents of the loop to a file using this message:

InsertSendMessage fx1 1 AudioMessages WriteAudioFile

If you don't specify a name for the file, a window will open asking you to specify a name for the copied file. If you specify a name with no extension, the file will be written using the .wav extension; if you specify a name with an extension, this extension will be used if your system allows it.

InsertSendMessage fx1 1 AudioMessages WriteAudioFile tooop.aif

To load an audio file located in the "Saved Loops" folder, use this message:

InsertSendMessage fx1 1 AudioMessages LoadAudioFile rototo.wav

Loopers - groups

In order to allow collective Live Looping, it is possible to control the loopers by groups. To do this, simply choose which looper belongs to which looper (11). When on Free, Looper is completely independent. If you put it in a group, it will be able to control all the Loopers which are in the same group, likewise it will be enslaved to all the Loopers which are in this same group. Since it is possible to feed each Looper with a different audio stream, several musicians can be recorded at the same time in different loopers and have a perfectly identical loop length.

Note that a single musician can also feed multiple Loopers whose speed or direction of playing are different.

Loopers - synchronisation

It is also possible to synchronize the loops on the metronome. When the synchronization choice (12) is Free, the Looper is not synchronized to anything. When you choose "1 beat", "2 beats", etc. The loops you produce with this looper will have a length quantized to the main loop.

In the case of synchronization, when you start a loop recording, Looper waits for the beginning of the next beat, then the recording begins. At the moment you ask for the stop of the recording, Looper waits for the end of the current time (or several times) then the recording stops.

Loopers - The BPM calculation of a loop

If the metronome is in Slave or Autostart Slave mode and no loop has yet been recorded, recording a loop in Sync mode will cause the loop tempo to be calculated based on the number of beats specified in the settings.

Note that it is possible to cause the tempo to be calculated with a Looper set to a different number of beats than the metronome. If, for example, you set the modular Looper to "16 beats" and the metronome to 4 beats, the BPM calculation will be based on 16 beats, but the metronome will be active on 4 beats. This allows you to make a first long loop (16, 24, 32, 64 beats) on the modular looper and then synchronize the other looper on a 4 beats basis.

This function is useful in the case of a collective Live Looping, because it allows once a first loop has been recorded (on the main looper or on one of the modular loopers if the metronome is in Slave or Autostart Slave mode), to make as many loops as you want, and with a lot of freedom, while having loops that remain synchronized and don't shift during playback

Loopers - Start of Record at the next Bar

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When the synchronization is enabled and loops are quantized, a ActionAtNextBar icon (13) appears. This button, if checked, causes the loop to be Recorded, Muted, Autofaded from the first beat of the next bar. It has no effect on stopping recording and starting playback, so the format of the loop you record with ActionAtNextBar mode depends on the quantization.

Loopers - Special settings

Looper has special settings that are located in the lower part of the window. Click the arrow button (14) to open it. All these settings are stored in the scene memories.image-collée.pdf

Loopers - Overdub Feedback Level

Overdub Feedback Level (23) allows you to set the mix ratio between what is already in the loop and what enters the Looper during an Overdub. If Overdub Feedback Level is set to 0, the replacement is complete and Overdub functions as a Replace, i.e. it replaces all of the current content as the recording head passes through.

If Overdub Feedback Level is set to 1, no replacement takes place and everything that was recorded remains in the loop.

If Overdub Feedback Level is set to 0.5 (default), the mix level is medium.

Loopers - The scale of speed settings by MIDI controller

The scale of the playback speed settings can be adjusted by MIDI controller. the MIDI controller is selected in the project preferences (see Controlling an Insert from MIDI controllers) The default min (16) and max (17) values are 0 and 1. it is possible to specify any minimum and maximum value between -20 and +20. The MIDI controller's incoming values from 0 to 127 will be converted according to the settings you have chosen.

Loopers - Change of playback speed by a MIDI device

It is also possible to connect a MIDI device at Looper playback speed. To learn how to connect a MIDI device, go to the section Midi from a device to an Insert. The reference MIDI note (20) is the note that, played on the MIDI keyboard, will give a normal playback speed and no pitch change. This reference note is 60 by default, i.e. C3. You can also set the Low (18) and Hi (19) which are the notes beyond which, the action on the MIDI device will no longer affect Looper. By splitting the keyboard in this way, you can use the same Midi device to control several Loopers.

Loopers - Bypass

When Bypass (10) is activated and appears in green and the incoming sound passes through the Looper so that you can insert another effect in the next slot that will receive both the sound received by the Looper and the sound produced by the Looper itself. Bypass allows you to insert a Looper into a Logelloop input track.

Loopers - Change if no audio

When Change if no audio (24) is enabled (default). When Looper contains a loop and a preset is loaded into the console. If the speed stored in that preset is different to the current Looper speed, the new speed will not be applied until the current loop is deleted.

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The speed value that will be applied when the loop is deleted is then displayed in the yellow rectangle near the speed panel. By clicking on this rectangle, you can immediately apply the stored speed.

The speed of a loop that is playing will not change if it is not desired. This option is when you are using the Looper to transition between two songs and therefore the Looper is playing when the next song preset is loaded.

Loopers - Record Button Behaviour

Looper's Record function has four different modes. You can select any of these modes by clicking on the "Record Button Behaviour" menu (25). The list then displays the following four choices :

Record : The Record button starts recording if the Looper is empty. If recording is in progress, it stops recording. If Record is pressed again, the current loop is erased and the Looper switches back to recording mode.

Record / Overdub : The Record button behaves like the Overdub button once a loop has been recorded.

Record / Mute : The Record button behaves like the Mute button once a loop has been recorded.

Record / Autofade : The Record button behaves like the Autofade button once a loop has been recorded.

In all four cases, a long press on the Record button causes the currently recorded loop to be erased.

Loopers - Waveform Vertical’s zoom

You can increase the vertical zoom of the waveform by adjusting the value in Waveform Zoom (21). This value ranges from 0 (no zoom) to 9 (maximum zoom).

Press the cmd/ctrl key and click and drag on the value to change the zoom of all loopers.

Loopers - Recording fade length ms

By default, the length of fade in and fade out when recording a loop is that selected in the project configuration. However, you can change this value in specific cases (22), such as when recording continuous sounds (drones).

This value is stored in the scene memories.

Loopers - Send Head Position

The “Send Head Position” button (32) enables the playback head position to be sent to Midi and OSC devices. The default setting is Off. Activate this function only when necessary, as permanent sending of the playback head position from several Loopers can interfere with Midi or OSC devices.

Loopers - groups command panel

There are several ways to control the Loopers. The first of these is to connect your Midi pedals to the insert slot in which Looper is loaded (using the ‘control inserts’ panel in the Midi section). This is convenient, but not necessarily ideal if you want to control several plug-ins with the same footboard.

If you want to be able to control the Loopers with the same footboard as the main Logelloop looper, we recommend that you go to the Looper Groups window. In this window you can use the arrows (1) to choose which group of Loopers will receive the commands of the MIDI controllers connected to the main Logelloop’s looper. By default, the group 0 is selected (2), which means that Record, Erase, Mute and Autofade buttons will control the main Looper. As soon as you select a group from 1 to 32, this group will receive the signals from the control window and from the footboard connected to the main Looper.

In the screenshot below, it canpasted-image.pdf be seen that group 2 is selected. In this case, pressing one of the three Record buttons framed in red will start a recording on the Looper which is on group 2. In the same way, in this context, a Midi controller connected to the Record button of the Logelloop’s main looper will control the Loopers on group 2.

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Low Cut (LFX Insert)

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Low Cut cuts the low frequencies of a signal that passes through it. When you fly over the Low Cut interface, a zone turns red (1), this zone is the handle that allows you to change the cutoff frequency. Clicking on the red frame and dragging to the left cuts less low frequencies. Sliding to the right removes more low frequencies. The cut-off frequency is indicated at the top left (2). By clicking on the left or right vertical wall of the red frame (3), and dragging to the right or left, you can change the slope of the filter. The Q coefficient of the filter is displayed at the top of the window (4).

When you click on the red area and drag the slider up and down or down and up, you change the filter gain. This gain is displayed in the upper right corner (5).

A button deactivates the filter (6), the signal passing through filtre is no longer modified if the button is red, when the button is green, the filter is active.

It is possible to copy/paste the settings from one filter to another filter using the arrows (7).

Max4Live (Insert LFX)

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Max4Live is an insert that can load Max For Live devices in Logelloop. Put your max For Live devices in the "Externals Max for Live Devices" folder located in the project folder or in the folder 'Global User Files " and they will appear in the top list of the Max4Live LFX (1).

Once selected, the device is loaded into the insert and his name appears in (2) an the device's user interface is displayed as it would display in Ableton Live (3).

A device can be a sound processing effects (reverb, delay, compressor, etc.) or a sound generator (synthesizer, sampler, etc.).

If you want to control your device using a MIDI device, you must go to the project editor and connect your MIDI to the dedicated insert. The specific approach is explained in the following paragraph: Connect a Midi device to your inserts.

By clicking on the folder icon (4) you open the device folder of your Logelloop project. Alt + click on the folder icon (4) opens the devices folder which is located in the Global folder of Logelloop. In this folder you can drag the Max4Live devices you want to use in Logelloop. When a new device has been added, you must click on the refresh button in the main window so that the device is available in the insert menu.

Midi router (Insert LFX)

Midi router allows you to direct the flow of an additional Midi device to a VST or AU insert. Midi router must be configured in the same way as VST or AU to receive the flow of a Midi device. This configuration is done in Project configuration/Midi inserts/By device. In the example below, the UC-16 Midi signals are routed to insert 1 on input 1 and the X-TOUCH MINI Midi signals are routed to insert 1 on track 6.Capture d’écran 2020-10-25 à 13.13.57.png

In this case, if Midi router is loaded into insert slot 1 of track 6, its Midi signals will be routed to another insert according to settings (1), (2) and (3) which respectively define the track or input and target insert.

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Here, the Midi stream entering Midi router is redirected to VST which is loaded as insert 1 of input 1 (4), so its Midi stream will be added to the UC16 stream (5). By using several Midi routers, it is possible to use as many devices as you wish on a VST or AU insert.

Parametric EQ (Insert LFX)

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Parametric EQ is a three-band parametric equalizer. It allows you to change the tone of the input or track by choosing a frequency (2), a Q bandwidth (3), and a Gain (4) corresponding to the level of attenuation or amplification at that center frequency.

When you fly over the Parametric EQ interface, a zone turns red (1), this zone is the handle that allows you to change the filter center frequency. By clicking on the left or right vertical wall of the red frame (5), and dragging to the right or left, you can change the Q coefficient of the filter. When you click on the red area and drag the slider up and down or down and up, you change the filter gain.

Adjustments can be made in any of three bands. If you want to initialize the settings for a given band, click on the - displayed on the central bar of the adjustment handle of this filter (6).

A button deactivates the filter (7), the signal passing through the filter is no longer modified if the button is red, when the button is green, the filter is active.

It is possible to copy/paste the settings from one filter to another filter using the arrows (8).

Parametric EQ 5 (Insert LFX)

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Parametric EQ 5 is a five-band parametric equalizer. It allows you to modify the timbre of the input or track into which it is inserted.

For each band, you can choose a filter type from the list (1) : Low Cut (low frequencies attenuated, high frequencies pass), Low Shelf (low frequencies are attenuated or boosted depending on the gain), Band Stop (a band of frequencies are attenuated, everything else passes), Band Pass (a band of frequencies pass, everything else is attenuated), Peak Notch (A band of frequencies is attenuated or boosted depending on the gain), Hi Cut (high frequencies attenuated, low frequencies pass), Hi Shelf (high frequencies are attenuated or boosted depending on the gain), All Pass (all frequencies pass through, but the phase is affected and the gain can be modified).

Once you have selected the filter type, you can choose a center frequency (2), a gain (3), and a Q bandwidth (4). You can change the filter values using the graphical interface (refer to the section on Parametric EQ below to learn how it works).

You can bypass the filter in (6).

You can copy the settings and paste them into another module using the arrows (7) provided for this purpose.

The yellow arrow (8) allows you to hide the lower part of the module.

You can create settings memories (9). When a settings memory is loaded, its name appears in (10).

Ping Pong Delay (Insert LFX)

Ping Pong Delay (insert).pdf

Ping Pong Delay is a stereo delay that causes a rebound effect between the right side and the left side. The duration of the delay can be synchronized to the metronome or can be asynchronous (the choice is made by clicking on button 1). In the case where Ping Pong is synchronous, the duration of the delay is fixed by the time division (2, see Tempo-Relative Time values). If Ping Pong is asynchronous, then the choice is made by changing the delay time(3) in milliseconds.

It is possible to measure the Feedback rate(4) and the stereo width of the Ping Pong(5).

Note that to have a relevant effect, Ping Pong Delay must be inserted into a stereo channel. It is possible to cut the bass(7) or treble(6) frequencies and to dose the Dry / Wet sound ratio(8).

Pitch (LFX)

Pitch.pdf

This Plug-in lets you change the pitch from -24 semitones to +24 semitones (3).

You can adjust the direct sound level (1) and the pitch sound level (2).

The pitch value can also be set as decimal (4).

The FFT Size parameter allows you to change the size of the FFT window for analysis and sound transformation. The larger the size of this window (1024, 2048), the better the sound rendered by the plug-in, but the greater the latency. If you want to have a smaller latency, you will have to compromise on sound quality by sizing the FFT window to 512 or 256.

Important : Pitch is a tool that allows changing the pitch by producing a sound of very good quality. The larger the FFT Size is, the better the sound, but the higher is the latency.

Pitcher (SFX)

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Pitcher allows you to change the Pitch of the incoming sounds.

If you use Pitcher as an SFX, you can choose in which track is inserted Pitcher (1) (3). You can also choose to change the level of incoming sound (2) (4).

If you use it as an LFX, you can send the sound of several tracks to the LFX via the aux sends buttons.

You can choose to Pitch down or up of 2 octaves in semitone steps (6).

You can do this independently for the two input channels. Then each channel itself is routed to two different Delay (7), themselves followed by an output level.

The pitched sound is then routed to the audio outputs as shown in the diagram below.

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Playlist (LFX)

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Playlist is intended to create list sound files.

To create a playlist, just drag and drop audio files into the frames provided for this purpose (1). AIFF, Waves and MP3 are accepted.

Each line corresponds to a slot on the playlist. The left button (2) starts the playback. When the playback is in progress, the button is red. A second press on the button stops the playback.

Playlist - Commands with a MIDI device

If you want to trigger the sounds of your Playlist using a MIDI keyboard, go to the Project Editor to configure the receiving MIDI events for the insert slot where Playlist is loaded, this is done as described in "Connect a Midi device to your inserts"

The received midi note values are displayed at the top right (6) of Playlist. You can assign this value to a slot (3) and this note will command this slot. You can also specify the MIDI channel (4).

If the check box (5) is checked, the sound is played only when the midi note is ON. When the key is released, the playback stops.

Playlist - Commands with MIDI notes

It is also possible to order Playlist using notes from separate devices. In this case, use the panel dedicated to this specific configuration: "Midi notes to command inserts". Be careful not to use the note control method and the device method simultaneously, which would cause conflicts.

Playlist lists presets

When your playlist is ready, you can save it to a file with the functions that are in the box provided for this purpose (7). Every playlist plug can use every list.

Playlist - Macro variables :

$Playlist_slot1_in1_rank1_state$ indicates the status of Slot 1 of the Playlist loaded in the rank 1 of input 1.

$Playlist_slot2_in1_rank1_state$ indicates the status of the slot 2 of the same insert.

0 indicates that the slot is off.

1 indicates that the slot is playing.

QuadDelay (SFX)

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QuadDelay is very convenient to get delays adjusted to the tempo of your loops. For this, the principle is simple : the duration of your current loop is known by QuadDelay (1) and four delays are automatically calculated based on the length of the loop and the parameters you set for these calculations (4) (5 ). The resulting delay for each part of QuadDelay is displayed (6). It only remains for you to adjust the feedback (7).

From the Logelloop presets independently, you can save the QuadDelay settings as users presets (8). This will allow you to quickly recall your most common settings.

The four output channels of QuadDelay are routed to Logelloop tracks 7, 8, 9 and 10.

QuadPitchDelay (SFX)

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QuadPitchDelay is very close to QuadDelay except it includes, in addition to the possibility of delays, the ability to change the pitch of the signal.

It also allows you to choose if the size of the current loop is used as a base for the delay time (1). By clicking on "Synced to loop length" (2) it goes to "Not Synced delay" (11) and you can choose the length of the delay (12) by yourself.

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You can choose the Track or Input where you insert the QuadPicthDelay (4) and the level (5). The calculation of the delay is, as in Quaddelay, by multiplication or division on the duration of the current loop (6) to obtain the delay time for each channel. The delay time obtained is shown in (9). Feedback (8) can be added if desired.

The pitch lets you change the height of the delayed sound by semitones from -24 to 24 (7).

QuadPitchDelay has is own user presets system that allows users to save their own settings (10).

Reverberation (LFX)

Reverberation is a basic convolution reverberation module. This means that the reverberation is produced from an audio impulse. Logelloop contains a few impulses. You can add your own convolutions by dropping them into the “Impulses” folder in the project folder, or into the “Impulses” folder in the “User Global Files” folder. To display the project's “Impulses” folder, click on the folder icon (4).

To select a type of reverb, choose a sound impulse from the menu (1). You can then choose the amount of reverberation and dry sound (2).

For special effects, you can reverse the reverb impulse by clicking on the “Reverse” button (3).

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Reverberation is based on The HISSTools Impulse Response Toolbox (HIRT)

By Alex Harker and Pierre Alexandre Tremblay /CeReNeM - The University of Huddersfield

You will find more on their works at http://thehiss.org

RingMod (Ring Modulation - SFX)

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The Ring Modulation Module effect multiply 2 audio signals and the result is a third signal. Those 2 original signals come from your Logelloop’s tracks or from the inputs (1). You can set the level of each input signal (3) and (4). The meters (2) indicate the input level. The output signal is set with the central fader (5) and metered in (6).

Side Chain FX

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Side chain FX allows you to insert effects that require a second input to modulate the signal passing through the plug-in.

To use it, you can choose between different sound transformation algorithms (1) :

Convolution (Side chain Rhythm): Here, the convolution applies the envelope of the signal received in the side chain to the signal passing through the insert.

Convolution (Side Chain Drone): Here, the convolution applies the envelope of the signal passing through the insert to the signal received in the side chain.

Ring Modulation: The ring modulation module multiplies the audio signal passing through the insert by the signal received on the side chain, the output is the result of this multiplication as a third signal.

The side chain signal must be sent by an Audio Send module (6) loaded on another track, and the send channel (7) must be the same as the one chosen to receive this signal in Side Chain FX (2).

It is possible to activate or deactivate the effect (3). When the effect is deactivated, the sound passes through it without modification (Bypass). You can also apply a mix between the incoming sound and the result of the audio processing (Dry/Wet, 5) and an output gain (4).

Simple Spectral Filter

The spectral filter allows you to make sharp cuts in certain components of the sound. By clicking and dragging the mouse in the main area (1), you allow certain frequencies to pass at a level that depends on the height of the line. Each line represents a frequency. The leftmost lines are for lower frequencies. When the line is at 0, the frequency in question is completely filtered out.

You can choose between three modes (2): Low, which only covers the lowest frequencies of the spectrum, Medium, which covers the low and medium frequencies, and Full band, which covers the entire spectrum from 20 Hz to 20,000 Hz.

Clicking on the Random button (3) gives you random cuts. Reset (4), allows you to set all filters to zero to let no sound pass. Full (5), on the other hand, lets all frequencies pass at their maximum level.

By clicking on the button (6), you can bypass the filter which then no longer consumes resources.

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Simple Spectral Filter - Store, Recall and interpolation between presets

You can save and recall your settings using the scene memory menu (7). The active preset is displayed in (8).

You can interpolate between two Simple Spectral Filter presets. This interpolation is a kind of morphing between the state of a starting memory and that of a target memory. By clicking (9) and (10), you can store the active preset as the interpolation start or target point.

Interpolation is then performed by varying the value in (11). This value ranges from 0 to 1 and can be modified using a macro, Midi controller, OSC or LFO.

To LFO (LFX)

droppedImage.pdf«To LFO» transforme le signal audio de la tranche dans laquelle il est inséré en enveloppe qui est transmise au LFO afin de pouvoir l’utiliser pour commander une interface utilisateur de Logelloop. Sur Off (1), aucun signal n’est transformé et émis au LFO. Sur 1, 2, 3 ou 4, le signal audio est transformé et émis au LFO sur le canal correspondant. Dans le cas correspondant à l’image ci-dessus, il faudra dans LFO choisir «To LFO 1» (4) pour recevoir les signaux émis par l’insert «To LFO» (cf image ci-dessous).

droppedImage.pdfLe signal de sortie de «To LFO» est normalisé avant d’être dirigé vers le LFO. la normalisation est automatique et se fait en temps réel. Dans le cas où le signal audio que reçoit le LFX est plus faible que le signal précédemment reçu, il est conseillé de réinitialiser le Sytème de normalisation en faisant Reset (3).

Tremolo (LFX)

The tremolo is an effect that changes the volume of the sound by creating a vibration effect.

Tremolo can be synchronous (4) or asynchronous (2) by clicking on the button (1). When it is asynchronous, the adjustment is made by changing the frequency (3). If it is synchronous, it is set in relative value to the metronome speed (4).

The level of the metronome variations is set in (5) and (6).

It is possible to modify the phase of the tremolo, the cycle is in phase when set to 0 or 1 and in phase opposition when set to 0.5.

The tremolo can be disabled by clicking the On/Off button (8).

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Video (SFX)

If a folder is selected in "Folder for searching videos" or "Folder for searching photos" in the Project Configuration/Media/Media, the contents of that folder will be displayed in the menu of SFX Video (1).Capture d’écran 2020-10-25 à 13.22.46.png

The start button (2) launch the video, Stop (3) stops the playback or pause.

If you paused or you have loaded a picture, you can make a black screen by clicking Black (4).droppedImage.pdf

A menu (5) allows you to choose the looping mode. Off, playback stops when the playing end reach the end of the video file. «Loop», the video is played in loop mode between the points defined by Loop in (10) and Loop Out (11). You can also set these points by clicking and dragging in the playbar area (5), the greyed area shows the loop selection (12). If you choose Palindrome in the loop menu, playback will be back and forth between the points defined by Loop in (10) and Loop Out (11). Finally, if you choose «Playback limits», playback will happen once between the points defined by Loop in (10) and Loop Out (11).

The size selection menu (7) allows to opt for a size in %. by default, the size is 20%. You can choose Original (displays video in its original size) or Full Screen that displays full screen. To exit from the fullscreen mode, use the esc key. With a macro, you can choose a custom size such as 34% or 57%. You can also choose a specific position or move the projection window during playback (cf macro messages below).

Speed (9) allows you to change the playback speed of the video. The Playbar (3) shows the playback position and allows to change the position of the playhead

If the video contains sounds, these sounds are played through the Mac Audiocore and not through the Soundcard. The sound level can be modulated using the dedicated fader (10).

Video - Display text in a video screen :

You can use macros to insert titles or subtitles in the video screen.

If you want to display a text containing several lines, it will be necessary to save this text as a .txt file and load it using the following syntax:

SFXSendMessage SFX_index Text Read {$current_project_medias_path$ + "nameofthefile.txt"}

$current_project_medias_path$ indicates the path to find the file if it is in the project's Media folder. It is, of course, possible to load a file that would be at any location on the hard drive, then you have to give the precise location after the Read message.

Video - commands and controllers for SFX VIDEO

To command the SFX Video by a macro, Midi or using the keyboard, you can use the following keywords :

VIDEO SFX MIDI / Keyboard Macro
Command / Controller / Program change / Keyboard / Ethernet SFXCommand SFXSendMessage
Start 1 1 Command Start
Stop 2 2 Command Stop
Black 3 3 Command Black
Loop Mode 4 4 Loop value 0, 1, 2, 3
Loop In and Out LoopInOut begin + end (value in seconds)
Fullscreen 5 5 Command Fullscreen
Window Open Window Open
Window Close Window Close
Window size Size value in percent (5. to 300.)
Window Border Window Border Value 0, 1
Window Floating Floating Value 0, 1
Window position Window_pos value in pixel x, y
Window horizontal pos. Window_pos_x value in pixel x
Window vertical pos. Window_pos_Y value in pixel y
Select a video file Select Name of the file
Set the head position Set_video_position Value seconds
Set the sound level Sound_level value (0 to 1.)
Playing Speed Speed value (0. to 5.)
Subtitle Text «text», value (duration in seconds)
Subtitle text «text» (the text will stay until the text clear message)
Clear subtitle Text Clear Erase the printed text
Subtitles size Text Size value 0. to infinity
Subtitles vertical pos. Text VerticalPosition value -1. to 1.
Load Multiline subtitles Text Read filepatch of the .txt
Show Multiline subtitles Text Multilines show the content of a multilines text
Show Multiline subtitles line by line Text Line value (number of the line to print on the screen)
Set the color of the text Text Color 1. 1. 1. 1 values are rgb alpha (0. to 1.)

Native variable for SFX Video are :

The variables $1_video_position to $4_video_position$ know the position of the video playhead of the SFX video loaded in slots 1 to 4.

The variables $1_video_loaded_file$ to $4_video_loaded_file$ indicate the name of the currently loaded file.

VST

VST is a plug-in that allows you to load VST plug-ins into Logelloop. You can load effects, synthesizers or samplers there. In order for VST to load the plug-ins on your computer, Logelloop must first know where to find these plug-ins (see VST - folders).

To load a plug-in, choose its name from the menu (1), if necessary, you can also choose a preset for this VST plug-in (2). When the button (3) is set to On, the VST normally operates. If the button (3) is on Bpss the sound bypasses the VST and is therefore not modified by it. If the button (3) is on Mute, sound no longer passes through the VST insert.

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If you want to direct the MIDI signals from a device to VST, after connecting the device to Logelloop, you must choose this device in Project configuration/Midi/Control inserts/By device. Below, we have configured the connection of the "Logidy UMI3" to the VST which will be loaded into insert 1 of Logelloop input 1. When you use the Midi device, you will now be able to see the Midi signals entering VST (4) and these signals will be able to control the VST plug-in.

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VST folders

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You can choose the folders where are your Plug-ins in your computer in Global parameters/VST folders. Once you choose one folder or more, the plugs that are inside them will appear in the menu of the VST insert.

VST Plug-ins Compatibility (32 Bits/64 Bits)

Note that Logelloop opens in 64-bits, then you will need to use compatible VST plug-ins. If your plug-ins are 32-bit, the edit window of these plug-ins does not open and the sound processing will not be effective.

If you cannot get the updates of your VST plug-ins in 64-bit, you can open Logelloop in 32-bit by the following operation :

  Select the application file in the Application folder

  Do cmd + i

  Check "Open in 32-bit mode"

However, we strongly recommend using Logelloop in 64-bit mode because this mode optimizes the use of the computer memory.

9 Data Plug-ins

The Data Plug-ins window can be found in the Panels menu or by typing (cmd/ctrl U). This window allows you to load modules that only process data, not audio signals.

When you first open the data plug-in window, it shows a single column of four inserts. You can enlarge or reduce its size using the arrows on the left of the window (5).image-collée.pdf

When you click on one of the menus (1), you can choose a module from the list, which then loads and its window appears on the screen. Its name is now displayed in the menu.

If the module window is closed, the module is still active; to make it appear again, click on the E button (2) to the left of each menu.

To the right of each menu is a button to activate Recall (3). When this displays a horizontal line, plug-in settings are not recalled by loading Logelloop's scene memories (3). When this button displays an R, the choice of plug-in loaded in this menu and its current settings are recalled when you load a Logelloop's scene memories.

Note that all the settings in the Data Plug-ins window are in all cases stored in the project, and that when you reopen your project, the Data Plug-ins are restored to the state they were in when the project was closed.

The plug-ins available in the Data Plug-Ins window are documented on the following pages.

File Browser

The FileBrowser is a data plug-in that lets you feed Loopers, Granulaterre, Granular, etc. using drag & drop. The FileBrowser displays information about the files and helps you to understand their characteristics. It also allows you to search for sounds without exiting Logelloop, making the action more fluid.

By default, FileBrowser displays the project's Medias folder. The Browse button (1) lets you browse your hard disks to display the contents of the folder of your choice. The path to the folder whose contents are currently displayed is shown at the bottom of the window (2). The list of audio files and their extensions is displayed in the central area. When a file is selected by a single click, its name is displayed at the top of the window (4) and all the information concerning it is indicated below its name (5).image-collée.pdf

If the file is too long to be loaded into a Looper, the duration is displayed on a red background. You can load it into Granular, Granulaterre or the File Player, which do not impose a maximum duration. But you won't be able to load it into a Looper without increasing the maximum loop duration in Logelloop's audio preferences.

If the sample rate of the selected file does not match that of the project, the sample rate display is highlighted in red. You can drag a file that does not have the project sample rate into a module, and it will be automatically converted when loaded. If the file is short, this method is the quickest, but if it lasts several minutes, or if you plan to drag it repeatedly to one of the project modules, it is preferable to convert it before using it.

File Browser - Duplicate, Convert, Rename a file

The hammer on the left brings up a menu suggesting that you duplicate the file in the project's media folder, which is advisable if you intend to use it regularly.Using the same menu, you can duplicate the file in the current folder or in the Media folder, converting it to the project's sampling frequency.image-collée.pdf

You can also rename the selected file.

File Browser - Filter the display

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The menu at the top right of the window allows you to choose whether all file types or only audio files are displayed in the window

At the top right of the window is a text box (7) which allows you to filter the display. You can type in all or part of a word to display only files or folders containing it in the main window. Filtering is case-sensitive.image-collée.pdf

File Browser - Browsing history and bookmarks

Clicking at the bottom of the path box (2) displays your browsing history (8), allowing you to return to a previous selection. The history back arrow (9) also allows you to return to previously selected folders.pasted-image.pdf

The history is independent for each FileBrowser module and is reset each time the plug-in is reloaded.

In the bottom right-hand corner, you'll find an area for storing favorite folders as Bookmarks (10).pasted-image.pdf Clicking the + button (11) adds the currently selected folder to the list of Bookmarks. The Bookmark button (12) displays your list of favorites. Selecting a menu from the list selects it and displays its contents in the main window. The - button (13) deletes the last item selected in the favorites menu.

Bookmarks are common to all FileBrowser modules in the project.

The folder icon (14) opens the currently selected folder in the computer system.

Groups Remote

Lorsque les pistes de la console de Logelloop sont groupées, vous pouvez les régler en utilisant indifférent l’un des faders, solo ou mute présent dans le groupe pour agir sur l’ensemble du groupe.

Si la composition des groupes vient à changer pendant le concert, cela peut être perturbant, car ça ne sera pas toujours le même fader que vous devrez utiliser pour commander le groupe. Cela sera même plus gênant si vous utilisez une console externe (Midi ou OSC) pour piloter le groupe.

Dans ce cas, il est interessant d’utiliser Groups Remote, car vous pourrez affecter un bouton de votre console externe à l’un des boutons de Groups Remote. Ce bouton sera toujours même pour chaque groupe, y compris dans le cas ou la composition du groupe change d’un morceau à l’autre.

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Si vous souhaitez changer l’état d’un fader sans que cela n’ait d’incidence sur les faders composant le groupe, vous pouvez le cliquer et glisser tout en appuyant sur la touche Alt (même comportement que pour les groupes de la console principale de Logelloop).

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La position des faders d’un groupe est relative et l’est également par rapport à la position dans le Groups Remote.

Pour connaître les adresses OSC des faders cliquez sur le « ? » et allez dans l’onglet central de la documentation de Logelloop.pasted-image.pdf Lorsque vous sélectionnez l’une des lignes affichant les faders (4), vous obtenez son adresse OSC en bas du tableau (5). Il est alors possible de sélectionner cette adresse et de la copier dans votre interface OSC.

Le pilotage Midi pour les Faders, Solo et Mute se prépare de la même manière que pour les autres plug-ins en allant dans la configuration du Projet, à l’onglet Midi puis dans « Midi Inserts ».

Korpus (LFX Insert)

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Korpus is a tool that allows you to control some Loopers integrated into groups. Several instances of Korpus can coexist in the same session.

Korpus is intended for groups of loopers included in a series that begins with a minimum (1) and maximum (2) value. The user can navigate from one group to another with the arrows (6, 7). The active group is the one whose number is displayed in large in the center (3).

If Korpus is set to groups 1 to 4, but no Looper is assigned to group 3, Korpus will navigate from groups 1 to 4 by omitting to go through group 3. In this case, when the active group is 2, the previous group displayed in (4) is 1 and the next group displayed in (5) is 4.

A click on Record switches the loopers present in the active group to record. A second click on Record stops the recording and plays back the loopers in the group.

When Record is active, click on > (7), stops the current recording and Korpus switches the next group to record a loop. When Record is active, click on < (6) stops the current recording and Korpus switches the previous group to record.

Pressing Clear (9) clears the active group. A double click on Clear deletes the content of all groups present in the Korpus. Clicking Clear during a record stops the current recording and deletes the content that has just been recorded in the Loopers in the group. A long click on Record has the same effect as Clear and deletes the content of the current group.

The Mute button mutes the active group. A single click prepares the mute that will be effective at the end of the loop on each Looper in the group. If the reading speed or direction is different on several Loopers in the group, the effective time of the Mute will not be the same. A double click immediately activates the mute. If the active group is already muted, clicking on Mute reactivates the Loopers that make up this group.

MuteAll mutes all the groups contained in the Korpus. The mute happens immediately after the first click and the button MuteAll is red, a second click on the button disables the mute and reactivates the Loopers assigned to this group.

If one of the groups is not muted, the MuteAll button is blue and in this case, if you click MuteAll, the unmuted loops are muted. If some Loopers in the Korpus do not have a currently recorded loop, MuteAll does not currently work ideally, this will be fixed in a future version.

The Autofade button causes a fade in or out in the active group depending on the current status of the group. A single click prepares the mute that will be effective at the end of the loop on each Looper in the group. If the playing speed or direction is different on several Loopers in the group, the effective time when the Mute is reached during a fade-out will not be the same. A double click immediately activates Autofade out and the Mute is effective at the end of the loop. If the active group is already muted, clicking on Autofade reactivates the Loopers that make up this group.

AutofadeAll causes a fade-out on all groups contained in the Korpus. Autofade is immediate from the first click and a fade-out immediately starts in each group which will end with a Mute when each Looper reaches its loop end.

It is possible to activate the Overdub on a group of Loopers by clicking the O button (17).

It is also possible to activate the overdub on all the Loopers seen by the Korpus, whatever their group, by clicking on OAll (18)

Korpus - AutoNext

When Korpus is in AutoNext mode (14), pressing Record causes the recording to be effective in the next group and not in the current group. This mode allows you to change groups automatically each time you record a loop.

This mode is particular, because while recording is done on the next group, Clear, Mute and Autofade are done on the current group.

AutoNext can work in both directions, if the direction (15) is Up, Korpus goes to the next group to make the next recording. If the Direction is Down, Korpus goes to the previous group each time you record.

Korpus - Preferences

Clicking on the > button (16) opens a drawer that offers preference settings. These preference settings are stored in Logelloop's scene memories.pasted-image.pdf

Korpus - Changing the current group with the help of a Midi device

If you connect a MIDI device to Korpus (in the MIDI settings of the project), the MIDI device will be able to select the active group in Korpus according to the Midi note received by Korpus.

The Group Reference (17) section in the Korpus preferences gives the Midi note value for which the selected group is the first in the Korpus.

Korpus - Duration of Fade in or Fade out

The Fade Length is the length of the fade that is used when you click Autofade or AutofadeAll.

You can have two different settings, one for a single click on Autofade (18), and one for a double click on Autofade (19). Note that the fade in is necessarily done by a single click and will therefore only have a possible duration.

There are three commands for launching an Autofade using macros:

Autofade activates a fade in or out on the currently active group. The duration of the fade is the one found in "Simple click Fade Length".

AutofadeAll followed by a 0, causes a fade out on groups that are not mutated and has no effect on mutated groups. Followed by a 1, progressively fades out mutated groups.

AutofadeAllWithLength followed by a 0 and a duration in milliseconds causes a fade out of that duration on groups that are not mutated. Followed by a 1 and a duration in ms, causes a fade in of this duration.

Korpus - This Korpus id

This Korpus id. (20) allows giving a number to each instance of Korpus. This number has no real utility at the moment, but it may become the case in the future.

Leap Motion

Leap Motion is a gesture analyser designed for hand recognition. Before using it, start by installing the drivers available on this page: https://www.ultraleap.com/downloads/. After installing the drivers, ensure that Leap Motion is working correctly on your computer, then open Leap Motion in Logelloop.

The Leap Motion insert window consists of four main parts:

A - Leap detection and tracking activation

B - Mapping of values captured by Leap Motion to other modules

C - Storage in presets and recall of settings

D - Automation

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Leap Motion - Tracking

This section contains the tracking activation button (1). When this button is green, tracking is active, and if a hand enters the Leap's field of vision, the corresponding left (2) or right (3) indicator light will illuminate.

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If several Leap Motion devices are connected to your computer, you can select the one you want to use in this module by selecting its serial number from the menu (4). If only one Leap is connected, the menu can remain set to "All".

If you connect an additional Leap, click the button (5) to refresh the list in the menu.

Leap Motion - Mapping

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Select the hand (6) whose movements you want to examine, then select the movement you are interested in (7). If you select the left hand, the line turns blue; for the right hand, it turns red. If no hand is selected, the line remains grey.

You can choose between different directions of movement or rotation, and you can also examine the velocity in each direction.

It is also possible to examine the pinching of the fingers (Pinch) or the hand (Grab).

By selecting "Hand Visibility Time x", you will obtain a ramp that will last for the time x expressed in seconds.

Inside indicates that the hand is visible, while In and Out indicate the entry and exit of the hand.

The dynamics sliders (8) allow you to reduce the dynamic range of a movement. This is useful when you do not want to use the entire possible range of motion for a movement.

The phase button (9) allows you to reverse the values for a movement.

The slider (10) indicates the current value for that slice.

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The Mapping section has a channel activation button (11) and a mapping activation button (Map, 12). After clicking this button, you can select any Logelloop interface to which you want to direct the flow of values from this channel. The name of the selected interface is displayed in (14). The button (C, 13) allows you to clear the active mapping.

By default, you are in Value mode (15), and the values from this channel are sent to the remote interface, taking into account the minimum (16) and maximum (17) settings, which you can modify as you wish. The value sent to the remote interface is displayed in (18).

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By clicking on the Value button (15), you switch to Trigger mode. In this case, it is no longer values that are sent to the remote interfaces, but triggers. You can set the Threshold (19) at which a trigger is activated, and in (20) you can choose whether only one trigger is sent when this threshold is reached.image-collée.pdf

By selecting Repetitive mode (22) and setting a rate (23) in milliseconds, you are in burst mode and triggers will be sent to the remote interface every x milliseconds.

Leap Motion - Setting storage and recall

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The menu (24) allows you to create a new memory (New) or modify the existing and currently active memory (Store). The name of the active memory is displayed to the right of the menu (25).

You can also delete the active memory (Delete) or, by clicking Edit, open a panel to rename, rearrange memories or import memories from another project.

Selecting "Default" resets all settings.

Leap Motion - Automation

Automation allows you to memorise your hand movements and apply them again without having to reproduce them.image-collée.pdf

In this section, you can start recording the current action by clicking the record button (26), then activate playback with the button (27). The playback speed is set to 1 by default, but you can slow down or speed up the reproduction of your gestures by changing this value (28). The stop button (29) stops the automation.

By default, the automation is played in a loop. You can disable this option using the button (31). It is possible to play only a portion of the recorded automation by making a selection (32). To return to full playback, click the button (33).

Automation can be saved to the hard drive (34) and reloaded later (35).

Leap Motion - Interface

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The Leap Motion module has a total of 16 tracks. Only 8 tracks are visible by default. You can display more or fewer tracks using the arrows at the top right of the module (36). This setting is stored in the presets.

The gear icon (37), also located at the top right, provides quick access to the MIDI settings interfaces.

The question mark icon (38) provides access to contextual help and all information related to OSC, Macro commands, and MIDI.

Leap Motion - Example of use with a Looper

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Here we use the horizontal movement from right to left (Hand Position X, 39), front to back (Hand Position Z, 41) and vertical (Hand Position Y, 40) of the left hand.

The mappings are set to direct the values to the selection entry point (42), the selection duration (43) and the speed (Speed, 44) of the Looper.

With these settings, we can move the playback area and the duration of the loop by moving the left hand from left to right and from bottom to top. At the same time, we can change the playback speed from 0 to 1 by moving the left hand forwards and backwards (Z axis).

LFO

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The LFO module is divided into three distinct parts: the oscillators (A), the mapping sections (B), and the settings memory section (C).

LFO - Oscillator adjustment

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There are four oscillators numbered from 1 to 4 (4). In each oscillator, you can choose a waveform or behavior (5).

Sine offers a sine waveform, Ramp gives a ramp that goes from 0 to 1 in a straight line, Triangle goes from 0 to 1 and then back to 0 in a straight line, Square gives 0s and 1s without slippage.

Random draws random numbers to apply to the target interface. Random X draws random numbers and reaches the new number by sliding from the previous one. Drunk draws random numbers, taking care not to make large deviations between the previous number and the next number.

Mapped source allows for incoming mapping, so the value can come from another oscillator or the output of another module.

Rate allows you to change the speed of the oscillator. The higher the number, the slower the oscillation. A Rate setting of 0.25 will cause the oscillation to be four times faster than if the rate is set to 1.

It is possible to apply a delay (8) in ms or as a metronomic value if the oscillator is synchronized to the metronome.

A second oscillator selected from the multiplication menu (9) can modulate this oscillator.

The current modulator curve is displayed in (10). It is possible to invert the phase of the oscillator (11).

LFO - Mapping

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The Mapping section has an track activation button (15) and a mapping activation button (Map, 12). After clicking this button, you can select any Logelloop interface to which you want to direct the flow of values from this track.

The name of the selected interface is displayed in (13). The button (C, 14) allows you to disconnect the current mapping.

LFO - Track settings

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The menu (16) allows you to select the oscillator for this channel. The curve is then displayed in (17).

You can set a delay (18) for each channel. When the oscillator is not synchronized to the Logelloop metronome, this delay is expressed in milliseconds. When the oscillator is synchronized, the delay is expressed in metronome values.

It is possible to reduce the dynamics of the oscillation by setting a minimum (20) and maximum (21) value. The current value sent to the mapped interface is displayed in (22).

Finally, it is possible to choose the phase for each channel (23).

LFO - Setting storage and recall

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The menu (24) allows you to create a new memory (New) or modify the existing and currently active memory (Store). The name of the active memory is displayed to the right of the menu (25).

You can also delete the active memory (Delete) or, by clicking Edit, open a panel to rename, reorganize memories, or import memories from another project.

The "Default" option resets all settings.

Matrix Arranger

« Matrix Arranger » est un système d’arrangeur ou de Playlist dont l’interface est définie par le script contenu dans une macro. Grâce au script qu’il contient ce système d’arranger vous permettra de faire absolument tout ce qui vous passera par la tête…

Dans le menu principal du module (1), vous pouvez choisir la macro que vous voulez utiliser. Vous pouvez dans un premier temps utiliser « Matrix Arranger Template » comme modèle puis le copier dans une macro que vous aurez crée en cliquant « New macro » dans le menu principal (en utilisant la même méthode que pour « Matrix 16 Buttons » ci-dessus).pasted-image.pdf

Lorsque votre macro est chargée, vous pouvez ouvrir l’Éditeur en cliquant le bouton Edit (2). En (3), se trouve le menu qui vous permet de choisir quel dossier de macro est utilisé pour nourrir le menu principal (1), par défaut, les macros visibles sont celles qui se trouvent dans le dossier du projet et dans le dossier natif de Logelloop.

Seules les macros qui sont taguées « For Arranger » sont visibles dans le menu de l’arrangeur modulaire.

Matrix Arranger - Utilisation

Lorsque votre macro est prête et correctement chargée, vous pouvez naviguer d’un titre à l’autre en utilisant les flèches suivant (9) et précédent (10). Le numéro du titre actuellement chargé s’affiche entre les deux flèches (11).

Sur fond bleu, au centre (5), s’affichent le nom du titre actuel et son commentaire associé, en dessous. Au-dessus, sur fond rouge (7), s’affiche le titre précédent et en dessous (8), s’affichent le prochain titre et son commentaire associé.

Le bouton jaune triangulaire (12) ouvre le tableau d’affichage de tous les titres prévus dans le script. Dans cette liste il est également possible de choisir le titre que vous voulez activer en le cliquant. Il s’affichera alors en bleu (2).

Par défaut, les titres standards (button) s’affichent sur fond rouge alors que les messages s’affichent sur fond vert. Notez bien qu’il ne s’agit là que de conventions de couleur, cela n’a aucune incidence sur le fonctionnement du bouton.pasted-image.pdf

Matrix Arranger - Bases du script

Dans le script, la liste ci-dessous va créer l’interface de titres :

If { $firstTime$ }

$firstTime$ = false

PatcherSend ArrangerCaseName clear

PatcherSend ArrangerCaseName button "Init" "Ready to start !"

PatcherSend ArrangerCaseName button "My song one" "Beginning"

PatcherSend ArrangerCaseName button "My song two" "Two!"

PatcherSend ArrangerCaseName button "My song three" "Three !"

PatcherSend ArrangerCaseName message "Break" "Play a long Silence"

PatcherSend ArrangerCaseName message "My song four" "Fourth"

PatcherSend ArrangerCaseName button "End" " - "

MacroStop

EndIf

« PatcherSend ArrangerCaseName clear » efface la liste de titres qui pourrait avoir été affichée précédemment.

Chaque ligne suivante du type :

PatcherSend ArrangerCaseName button "Init" "Ready to start ! »

Aura pour effet de créer un bouton dont le nom sera par exemple « Init » et le commentaire associé se ici "Ready to start !“.

Lorsque vous indiquez « button », cela crée un bouton sur fond rouge et lorsque vous indiquez « message », cela crée un bouton sur fond vert.

Ensuite, dans la seconde partie de la macro, se trouve une liste qui ressemble à ceci :

CaseBranch "My song one"

MessageMain "First song"

// Your code here

EndCaseBranches

CaseBranch "My song Two"

MessageMain "Second song"

// Your code here

EndCaseBranches

Chaque CaseBranch évalue le contenu du bouton qui vient d’être cliqué et s’il correspond à ce CaseBranch, la macro fait ce qui est prévu entre ce CaseBranch et le EndCaseBranches qui suit

Matrix Arranger - Timer

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The Matrix Arranger contains a Timer which is launched using built-in macro commands. The following line launches the Timer, which will have the effect of advancing a red bar in the comment section of the interface (15).

SendData timer 10000

The expression {mmssToMs(0,10)} can be used to write durations in minutes and seconds. The following line will start a timer lasting 3 minutes 30 seconds:

SendData timer {mmssToMs(3,30)}

The timer command only displays the elapsing of time; it does not produce any automation. On the other hand, the autoNext and autoPrevious commands will cause a jump to the next or previous slot when the time has elapsed. The line below will cause a jump to the next slot after 15 seconds have elapsed:

SendData autoNext {mmssToMs(0,15)}

The autoGoto command causes a jump to a slot whose index is given as the second argument. The following line will start a timer which will display the passage of time for 4 seconds, at the end of which there will be a jump to slot 2.

SendData autoGoto 4000 2

The timerPauseResume command is used to pause and resume the timer, while timerStop is used to stop it.

These timerPauseResume and timerStop commands are also available in midi.

Note also that SendData commands can come from a macro external to the Matrix Arranger. The following line will launch a timer in the Matrix Arranger, which is located in slot 4 of column 1 of the Data Plug-ins.

InsertSendMessage dt1 4 SendData timer 10000

Matrix Arranger - Pilotage externe

« Matrix Arranger » peut être commandé par une macro externe, en OSC ou en utilisant un appareil Midi externe. Pour connaître les noms des commandes macro, les messages OSC ou les Midi notes nécéssaire, cliquez sur le « ? » et choisissez la seconde page de la macro

Matrix

"Matrix" is a module that lets you create a graphic interface made up of 1 to 64 items associated with a macro.pasted-image.pdf

The main menu (1) displays the available macros. The "Matrix 16 items" macro displays 16 buttons. This macro is supplied with Logelloop and can be used as a basis for developing your own button-based macros.pasted-image.pdf

To create a new macro, select "New Macro" from the main menu (1). This will create a new macro and open the macro editor. Give your new macro a name, add the script you've copied from the "Matrix 16 items" template, for example, then save. Your new macro is now available and ready to use. You can add everything you need to control Logelloop and external devices when you press one of the matrix items.

To modify the macro currently loaded in the module, click the "Edit" button (2).

pasted-image.pdfYou can modify the entire composition of the user interface, displaying buttons, dials or even shapes created in svg format.

In the case of dials or buttons, you can change their appearance (color, size, shape (square, rectangle, round), etc.). You can also hide certain buttons, make them move dynamically, etc.

Pressing one of the buttons (4), turning one of the dials, or clicking on a svg will relaunch the macro, sending it the name of that button (if it's a svg, its number is sent to the macro). If you click the button containing the text 2, for example, this will launch the macro and the part of its code shown below will be evaluated.

CaseBranch 2

// Your code here

BreakCaseBranchpasted-image.pdf

The folder icon (5) opens the project macros folder.

The configuration wheel (6) opens the Midi devices to inserts configuration page or the project Macros editing page.

Menu (7) lets you choose which macro folder is used to feed the main menu (1); by default, visible macros are those in the project folder, Logelloop's native folder, or the Global folder.

Only macros whose type is "For Matrix" are visible in the Matrix menu.

Matrix - Midi Mapping

To control "Matrix" from an external Midi interface, go to project configuration, then "Midi inserts", then "By device" (or click on the configuration wheel (6) and choose "Midi insert by device"). Select the Midi device you wish to connect to Matrix.pasted-image.pdf

Once the Midi device of your choice is correctly configured and connected to your computer, click on the "Learn" button (3) to modify the "Matrix" interface.

Click the button of your choice, the base of which turns yellow (10), then press one of the buttons on your Midi interface. The note received by Logelloop will be displayed on the base of the button (11), the button is configured and the base of the next button is displayed in yellow. Now press another button on your Midi device, and so on.

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If you wish to clear the mapping of a button, click on the "C" button (12). If you wish to clear all current mapping, click on "Clear All" (13).

Midi Mapper

Midi Mapper allows you to connect your external Midi devices to every Logelloop functions. One Midi Mapper can be connected to up to 64 Logelloop user interfaces, and you can use multiple Midi Mappers simultaneously.image-collée.pdf

After loading a Midi Mapper in the Plug-Ins data window, select your Midi device from the list (1). If your device is correctly connected to the computer but is not visible in the list, refresh the list using the Refresh button (2).

By default, Midi Mapper sends the status of the interfaces to the external device using the same device name. However, a Midi device may have two different names for input and output. In this case, you can display the list of available Midi output devices by clicking the button (3).

Midi Mapper - Mapping

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The Mapping section has a track activation button (7) and a mapping connector button (Map, 4). After clicking this button, you can select any Logelloop interface to which you want to direct the flow of values from this channel.

The name of the selected interface is displayed in (6). The button (C, 5) allows you to disconnect the current mapping.

The minimum and maximum values accepted by the remote interface are displayed in (7) and (8). These values can be changed if you wish to use a customized setting range. The padlock (9) locks the values you have chosen and prevents the remote interface from resetting them.

Midi Mapper - Midi assignment

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In the Midi section, you can choose the note for the controller that will act on the Logelloop interface.

The easiest way to make the initial setting is to click on Learn (L, 10). The button will turn red, indicating that this section of the Midi Mapper is ready to receive a Midi signal. Then manipulate the midi button and the control type, controller number and Midi channel will be automatically filled in (11, 12, 13).

You can connect notes or Midi controllers.

When you assign a MIDI controller, you can use a specific curve, the shape of which you can choose from the menu (18).

The button (19) activates the propagation of the MIDI control to grouped interfaces.

(20) displays the current status of the output of this section of the MIDI Mapper.

Midi Mapper - Mode

The menu (14) gives you a wide range of interaction options with Logelloop's user interfaces:

Value: the basic mode, a value ranging from min to max calculated relative to Midi values 0 to 127, is sent to the user interface. When connected to a button, Value acts momentarily, meaning that when you release the Midi button, the value returns to the minimum value.

MIDI Feedback: the remote MIDI device receives the status of the Logelloop interface as a converted value from 0 to 127. This mode is perfect for connecting Logelloop's faders to external motorized controllers.

MC: useful when your devices respond to the MC protocol.

Ableton Push: useful with devices that respond to the Ableton Push protocol.

Reach to Modify: when the MIDI device is not motorized or does not receive MIDI output values from Logelloop, the interface value in Logelloop will only be modified when the controller of the MIDI interface has reached its current value.

Trigger Down/Up: sends a short trigger signal. This mode allows you to connect an external button to momentarily trigger a Logelloop button or reverse its current state. When you choose Trigger Up, the action takes place when the MIDI button is released (note off).

Toggle Min and Max Value: the MIDI signal toggles the Logelloop interface. The Logelloop interface then switches from the value set in Min (7) to the value set in Max (8) and remains in that state. If the interface is in the Max state, it switches to Min.

List Down / Up: When you activate list mode, a space appears allowing you to enter a list of values (15). Each time you press the external MIDI interface, you select the next value in the list. Click on R (16) to return to the beginning of the list.

List mode allows the current state to be shifted to the new value in a given time in milliseconds (17).

A list can consist of one or two values, allowing the shift to be used in a mode similar to Toggle mode.

The Down and Up options allow you to choose whether the action takes place when the Midi button is pressed or released.image-collée.pdf

Inc: Increments the remote interface by one point each time a MIDI button is pressed. This is ideal for menus.

Dec: Decrements the remote interface by one point each time a MIDI button is pressed. This is ideal for menus.

Midi Mapper - Setting storage and recall

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The menu (21) allows you to create a new memory (New) or modify the existing and currently active memory (Store). The name of the active memory is displayed to the right of the menu (22).

You can also delete the active memory (Delete) or, by clicking Edit, which opens a panel to rename, rearrange memories or import memories from another project.

Selecting "Default" resets all settings.

Randomizer

Randomizer lets you send random signals to any of Logelloop's user interfaces. It has 16 horizontally arranged channels for sending random values or triggers to Logelloop user interfaces.

You can hide the channels you don't need by using the arrows (19) provided.

Randomizer - Mapping

To connect a Randomizer channel, you can use the mapping function by clicking on the MAP button for the relevant channel (1). When the button is clicked, Logelloop's mapping-compatible interfaces change color. You can then click on one of these interfaces to link it to the Randomizer channel. The function name and address are displayed in (2), and the minimum and maximum values it can receive are shown in (5) and (6). Click on the clear button (c, 3) to delete an active mapping. To temporarily deactivate the channel, click on the activate button (4).image-collée.pdf

Randomizer - Value, Triggers, Lists

You can choose the type of signal you want to send to the remote interface by clicking on the menu (8) and selecting “Value” or “Trigger”. When “Value” is selected, you send a decimal value between min (5) and max (6), which you can edit if you wish to reduce the range of values received by the user interface. By specifying a value other than 0 in (12) you set an interpolation time in milliseconds between the current interface value and the target value. The interpolation curve is linear by default, but can observe another curve selected in menu (13).

If you select “Trigger”, Randomizer sends only a trigger signal to the remote interface. This is useful when you want to trigger a sound in Granulaterre or Granular, or for example, when you want to do a Restart on a modular Looper.

The “List” option is also available. In this case, you must enter a list of values (9). Randomizer will use this list to select the values to be sent to the remote interface. This is useful when you wish, for example, to modify pitches by using only certain pitches corresponding to a given range.

You can set the Probability of the randomized value or trigger being sent to the remote interface by choosing a value between 0 and 100% in (14).

Randomizer - Manual or automatic triggering

Click on the button (10) for each channel to select and send a random value to the remote interface. If you wish to act on all channels at once, you can click on the general trigger (11).image-collée.pdf

This general triggering can also take place to the rhythm of an internal metronome, which can send regular triggers.

When you select Free mode (15), the trigger occurs every x milliseconds, a duration that you set in (17). Theimage-collée.pdf metronome is started by clicking button (16). In (18), you can select immediate start (non-synchronous start), start at the next metronome beat (26), or at the next bar (29).

If you select Random mode (23), the time between general triggers will be variable and will lie between the minimum (24) and maximum (25) values you define.image-collée.pdf

By selecting Metronome mode (27), triggering of triggers will be synchronized with Logelloop's metronome. You can then set the frequency of these triggers in the menu (28).

“1 Bar” means triggering at the start of every bar, 1/4 means triggering at every quarter note, and so on.

Randomizer - Memorizing settings

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Menu (20) is used to create a new memory (New) or to modify the existing, currently active memory (Store). The name of the active memory is displayed to the right of the menu (21).

You can also delete the active memory (Delete) or, by clicking Edit, open a panel for renaming, reorganizing memories or even importing memories from another project.

Selecting “Default” resets all Randomizer settings.

Trajectory

Trajectory is a tool for creating trajectories along which sources or tags move in the acousmonium.image-collée.pdf To define a trajectory, enter a list (1) of speakers numbers or tags names that will make up the trajectory. If you wish to make a loop by closing the trajectory, the last element in the list must be the same as the one that starts the list.

Once a trajectory has been created, its length is calculated and displayed to the right of the list (2), and the trajectory appears as a colored line in the acousmonium (3). You can show or hide a trajectory by clicking on the eye on the left of the Trajectory window (4).

When the activation button is set to On (5), the source or tag selected in the menu (6) moves along the trajectory at a speed set in (7).

The menu (8) gives you a choice of three modes: Once (the trajectory is travelled once and the engine stops), Loop (the trajectory is played in loop), Palindrome (the source moves back and forth along the trajectory).

You can manually move the source or tag along the trajectory with a percentage value (9) or by specifying a length value (10).

You can group the On/Off buttons by choosing the group you wish to include the trajectory in from the menu on the right (11). Groups are global, meaning that all instances of Trajectory share these groups.

Trajectory - Routing sources to a selection of speakers

By clicking on button (12), you can indicate that you only wish to perceive the sound coming from the source of a trajectory in the loudspeakers that make up this trajectory.

If you wish to activate exclusive routing of a source in a different speaker list from the one thatimage-collée.pdf defines the trajectory, or if the trajectory contains tags and you wish to define a speaker list for exclusive mode, you can indicate your choices in the trajectory information editing panel that opens when you click on the button E (13).

The panel that opens shows only the settings for a particular trajectory, whose number and source are displayed in (14). In (15), you specify the list of loudspeakers to which the sound from the source in question will be exclusively directed. To activate this list, click on the Override button (16).

To close the panel, click on the cross (17).

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Back in the main window, when you activate the exclusive routing button, you'll notice that it's now displayed in blue, indicating that the exclusive mode obeys a different list than the one indicated for defining the trajectory.

Trajectory - Intervention on secondary source attributes

This panel, which opens when the button E (13) is clicked, also lets you modify the source's secondary attributes (Spread, Width, rz, ry, rx).

On the right-hand side of the panel is a table showing vertically the list of speakers or tags that make up the trajectory (18). For each point, a row in the table indicates the value that the source attribute should have when it reaches that point (19). Value changes are made by interpolation from the previous value.

To modifie values, double-click in the cell and enter a value using the computer keyboard.

You can take the current source settings by selecting a row in the sheet (24) and clicking the "Get Settings" button (23). Each value from the current source status is then automatically applied in the table.

If you have modified the list of points making up the trajectory and the source attribute settings no longer correspond with the points, select a cell in the line from which the attributes are shifted (20) then click the “Insert Line” (21) or “Delete Line” (22) button to respectively add or delete a line to the table.

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10 Slicer

Slicer is a system to deconstruct your loops by cutting them into slices that can be played in loop or not. Slicer also stores the playback mode (Loop/Once), the playback speed and direction, the pitch, the pan settings, track volumes, and Aux Send levels. Once you stored steps, you can either call them one by one manually, with a Midi device, or using a macro. You can also activate them systematically using the metronome.

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Storing Steps

1 - In Logelloop, with a loop recorded in the main looper, select a part of this loop in the loop editor, choose an execution speed, a pitch value, etc.

2 - Click on alt (or activate the learn « L » button (21)), then click the button (1), the button will momentarily switch to green, you just memorize the first step.

3 - Change the settings, click on the second sticker (2) to save the next step (2)

4 - Repeat to store as many steps as you want.

Once done, you can create a memory of what you have just register by clicking on New (5). Give a name to your new memory, confirm. Your memory has been added to the menu (8).

You can move from one step to another by clicking on the red button (1) or (2), then watch the playback speed, height, etc, they change when you load a step. By clicking Start (3), you slave these changes to the metronome (assuming the metronome is On).

If you want to temporarily block the action of Slicer on one of the parameters, use the dedicated buttons (13). When the button is red, the commands pass to Logelloop. If you want to disable or enable all buttons in a category with only one click (e.g. all aux), press cmd/ctrl when you click one of the relevant buttons.

To edit a step, recall his state by clicking the red button, then change the settings then Alt + click on the same button then click Store (6) if you want to keep this change in the current Slicer preset.

If you want to erase a Slicer preset, select it and click Delete (7).

Slicer control by metronome

After memorizing steps or reloading a slicer memory, activate the metronome and click the Start button (3) on the slicer panel. Each beat of the metronome will call a Slicer step. This system is very simple and efficient. If the metronome is in Autostart Slave mode, as soon as you record a new loop, the Slicer will start playing the loop tempo.

The disadvantage of this system is that the number of Slicer steps must match the number of beats of the Metronome.

Independent Beats and Speed between the Slicer and the Metronome

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A yellow bar below the buttons (22) indicating the steps in the Slicer allows you to choose the number of beats in the Slicer program. By default, the end of this bar is positioned below the button indicating the fourth beat. In this case, the Slicer will observe a division of 4 beats, regardless of the metronome setting.

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You can therefore have a different Slicer division than the metronome. If the Slicer is on 16 beats and the metronome on 4, the slicer program will correspond to 4 bars. Conversely, if the metronome is on 16 beats and the Slicer is on 4 beats, the Slicer will change step every 4 beats.

A menu (23) allows you to choose a Slicer speed independent of the Metronome speed. At quarter note by default, the Slicer tempo is then identical to that of the metronome. By choosing a shorter duration : eighth, sixteenth or triple note, you make the Slicer 2, 3 or 4 times faster than the metronome. On the other hand, you can slow down the Slicer by choosing to set its speed to the Half note or the Whole note.

Control of the Slicer by a Midi device

To drive the Slicer using a midi device, go to the Project Configuration, then in "Midi Commands", choose the « Slicer" tab (1). Activate the Midi Commands, choose a Device and a Channel (2). Then, Assign a midi note (or a controller) for each Slicer step (3).

If the Midi device you are using has visual feedback, when a step is active in the Slicer, the corresponding Midi button will be litpasted-image.pdf

Slicer control by a macro

You can use a macro to call the steps of the Slicer which allows to have a different number of steps between the metronome and the Slicer.

The "Slicer custom bar length" macro in the Logelloop macro examples gives you an idea of how to drive Slicer with a macro.

Control the inserts with the Slicer

The button on the right bottom of the Slicer window (14) opens a drawer that displays the Slicer's insert control panel.pasted-image.pdf

It is possible to connect 8 inserts to the Slicer. These inserts can be on any track (Input, Track, FX, SFX), the target track is configured by the menu (18) which goes from off to track category. The following value (19) allows you to choose the track number in the category, from 1 to 10 for Tracks or Inputs, from 1 to 16 for FX and 1 for SFX. Then it remains to choose the insert rank, from 1 to 4 for Tracks, FX and SFX and from 1 to 2 for Inputs.

Reset the values to their initial state when the Slicer is stopped (ROS)

The ROS On / ROS Off Button (15), when set to On, activates the reset of the interfaces that have been modified by the Slicer when it is stopped. This function can interfere with the scene memory recall or with the LFO, in which case it is possible to cut the link between the Slicer and the relevant track (16) or between the Slicer and the interface category (13).

Tracks activation

It is possible to disconnect the Slicer from some of Logelloop's tracks by unchecking one of the red stickers (16). The connection and disconnection of the tracks can be done when Slicer is in operation.

Memorization of the slicer settings in the scene memories

The Slicer settings are stored in the scene memories. When the Recall enable button (17) is activated, these settings are reloaded. The Slicer preset choice (8) is not stored in the scene memories, but it can be recalled by the Preset Arranger or by using a macro. This allows you to use several Slicer settings with the same Logelloop scene memory.

Datasheet edition

When you click on the "Edit" button (10), you open a page containing a Datasheet. All the settings stored by the Slicer are there and can be edited in text mode : speed, pitch, loop, slices, etc. For each category, the tracks are arranged one above the other and the 16 steps are in columns.pasted-image.pdf

To edit the values in the table, choose a selection mode (1): cell, row or column. Once this is done, choose the category in which you want to edit something, and select a cell, row or column... the content is grayed out, you can then edit it by entering a value in the value editing field next to the category name (3). You can also copy and paste either by using the global buttons (3) or the keyboard shortcut (cmd/ctrl + c, cmd/ctrl + v). To copy the contents of rows, you will need to use the copy/paste buttons of the categories (5). If you want to cancel an operation, use the Undo button (6). To validate the operations performed, use the Store and New buttons (7). Store modifies the memory that is currently loaded in Slicer while New will create a new memory.

Macro variables in the Slicer

It is possible to use macro variables in the Slicer by indicating the name of the variable with or without ‘$’ in one of the editor's settings boxes.Macros variables in Slicer.png

Save/recall a Preset

It is possible using the WRITE button (11) to save a slicer memory on your hard drive. A window allows you to choose a location and name. This feature allows you to share Slicer settings with other people.

The READ button (12) can charge a memory from a file.pasted-image.pdf

Slicer Arranger

The arranger button (14) will open a tray that displays the arranger.

It works the same way as the Granulaterre arranger, so you can refer to the explanations on Granulaterre to understand how it works.

11 LFO (Deprecated)

The internal LFOs are now deprecated. We recommend using the Data plug-ins LFO, which will soon replace these old LFOs.

The Low Frequency Oscillator (LFO) allows signal modulations of some Logelloop settings. The modulating signal is generally applied to the amplitude of the modulated signal, creating an effect of "vibrato amplitude". In Logelloop the LFO can be used to modulate several commands such as volumes, panning, auxiliaries, etc. So you can use the LFO to automate changing the sound of your loops.

LFO settings

It is possible to put up to 8 LFO. These LFO can then be distributed in 8 directions each. To choose how many LFO you will use, go into Audio Settings / Audio Desk / LFO and in the panel below, choose a number of LFO :

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Here we chose to have 4 LFO working. Each LFO requires some resource, so it is advisable not to put in operation more than the number of LFO you need.

How to set an LFO

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On the left of the window are the LFO generators. To begin to settle an LFO, select a signal shape (1). You can choose between Sine (Sinusoid), Ramp, Triangle, Square, Random, Drunk "To LFO 1" to "To LFO 4 ». See below to learn more about waveforms.

You can then choose the time division (2) which will give the tempo to your LFO. the values are expressed in tempo-relative time value. If you choose "UnSynced", your LFO will not be synchronized to the metronome. Its speed will then be equivalent to the speed of an LFO set to 1n when the metronome is set to a BPM of 60.

If the relative time values are not enough to set a suitable speed to your LFO, or when you are in UnSynced mode, you can apply a rate coefficient (3). A value of 0.5 divides the speed by 2, a value of 4 multiplied by 4.

The curve generated by the LFO has an amplitude of 1 by default. You can change the amplitude with the Amp. cursor (4). When you convert an audio signal using the "To LFO" insert, Amp acts like a compressor / expander.

You can reverse the phase of your LFO(5), when the button is lit yellow the Phase is inverted, when the button is grayed out the LFO is in Phase.

The output of the LFO can be done in full amplitude(Full), in this case the output value is in the -1 to 1 scale. But in some cases, it is advantageous to use only the absolute value of the signal(6).

The resulting LFO shape is displayed in the small window provided for this purpose (7).

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Sine, Ramp, Triangle, Square

The first 4 available waveforms are quite conventional :

Sine executes a sinusoid, it is the basic waveform of the LFO.

Ramp, emits a line of values starting from 0. and going up to 1. If we invert the phase, we get a line starting from 1 and going to 0.

Triangle, starts from 0. goes to 1. then goes back to 0. and so on.

Square plays values 0 or 1 successively depending on the rate and tempo if you are in synchronized mode.

Random, Random X & Drunk

When you choose Random you don't get a waveform but values randomly drawn between 0 and 1. This setting is interesting to obtain unpredictable successions of states.

Random X will provide random values linked together by sliding, as if there were a X-fade between these values. This allows you to play with randomness without too much jerk.

Drunk also emits random states, but the values that follow each other are close to previous values and the result is a kind of sinuous and unpredictable walk.

These three modes do not allow synchronisation with the metronome. To change the frequency of the value change, use Rate (3).

Choosing « To LFO »

The last choices do not generate a waveform, but they receive the signal from the "To LFO" insert which extracts the envelope of an audio signal and applies it to a Logelloop control.

To use them, choose "To LFO 1", then in the track or input of your choice, insert a "To LFO" insert, check 1 in order to convert the sound level into values from 0. to 1. then direct them to the LFO circuit.

LFO chain

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The leftmost slider(9) allows to chain multiple LFO. If you select one as in our example, this means that the LFO 4 will be modulated by the LFO number 1. This means that a signal multiplies the other. in the window (10), one can verify that the Sine envelope of the LFO 1 is applied to the Square of LFO 4. This system allows you to create more complex shapes. While chaining multiple LFO, be careful not to create a loop!

LFO Routings

Once you change the setting of an LFO, or you click on the arrow (8) the routers associated with this LFO are displayed at the right of the window. In our example, LFO 1 is blue and the 8 routers are also blue, this means that showed routers are those related to the LFO 1.

The Route menu (11) allows you to select which user interface of Logelloop will be modulated by the LFO (Volume, pan, spatializer, Aux, etc.). Stereo panner cannot be modulated by an LFO.

The Track menu (12) makes the choice between Logelloop tracks. The Par. menu (13) selects one of the 8 parameters of an insert (they only affect inserts).

Min. (14) and Max. (15) number boxes sets a threshold and maximum modulation level.

The Phase button (16) allows a reversal phase to easily create a lag between modulated interfaces. If this phase reversal is not enough, you can apply a Delay (17) expressed in tempo-relative time value. The rightmost box (18) show the resultant LFO which is applied to the Logelloop interface.

LFO to Macros

The 8 LFO generators communicate their state to macro variables named like this :

LFO_1, LFO_2, LFO_3, LFO_4, LFO_5, LFO_6, LFO_7 and LFO_8.

To listen to these variables in a macro you can use this sort of code :

//Début de la macro

DoRepeat

Message $LFO_1$

Sleep 20

While {true}

//Fin de la macro

12 Save / Load loops

The «Saved_loops» window

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The "Saved loops" window allows you to reload previously saved loops from the main looper. When you click on CopyToFile (7 or via the function in the Commands panel), the content of the current loop is saved in the folder you have chosen in Project/Media/Logelloop Configuration or by clicking the configuration wheel (13).

To reload a loop, proceed as follows :

- Open the "Saved Loops" window (cmd/ctrl + L)

- Select an item from the menu at the top of the window

- Choose whether the loop will play immediately after loading or remain muted (4)

- Load in the loop you want with : Load in A, Load in B or Load in C

You can also choose « Delete" (9) or « Rename" (8) the selected loop.

When you copy a loop to your hard disk, the console settings of Logelloop are also saved. To return Logelloop to this state after loading a loop you can click on "Setting"(10). This setting recall will only work on the current loop.

In this window you can see the length of the saved loop(3), the number of tracks of the loop(2) and the sample rate.

The button (6) opens the « Import audio files » window to create a loop by dragging audio files from the hard disk.

The folder icon (12) allows you to open the "Saved loops" folder in which the loops of your project are located.

Loading audio loops using scene memories

If the Recall Settings toggle is in the R position (11) and a loop has been loaded or just saved to the hard disk at the time you create or save a scene memory, that scene memory will reload the loop when you recall it.

To disable the reloading of loops when recalling a scene memory set the toggle (11) to the "-" position or choose "Select a loop..." before storing your settings in a scene memory.

Saving loops from modular Loopers and Korpus

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When using modular Loopers as inserts, you can save their contents to the computer's hard drive using the Loopers Saved Loops panel.

In this window, to save the loops, click on the Write button. A dialog will open asking you to give a name to each file you are going to save on the disk. In the case above, the name given is Patchwork. The system has therefore saved four audio files whose names are "Patchwork sfx1 ins1.wav", "Patchwork trk4 ins1.wav", "Patchwork in1 ins1.wav", "Patchwork fx1 ins1.wav". These file names indicate the name of the whole loop and the location of each loop that is written into each file. Another file with the name Patchwork.kloops contains the description of what was saved : the sample rate, the BPM and the name of each audio file that was written.

The name of the saved loop is then added into the menu which will then allow you to choose the loop you wish to reload (3).

By default, All is selected in the right-hand menu (2) and all loops contained in the modular Loopers will be saved. You can save only the Loopers contained in a Korpus by selecting that Korpus in the menu (2). The Korpus are numbered using their id and are called K1, K2, K3, etc.pasted-image.pdf

In the case above, K1 was selected in menu (2) and we only saved the contents of the Loopers of groups 1 and 2 that were in Korpus 1.

Reloading saved loops

When you select a loop in this menu (3), the bpm that was the metronome bpm at the time you saved the loop is displayed in (4) as well as the sample rate of the recording (5). The list of sounds contained in the loop is also displayed in the table (6). The name of each file is shown, as well as the slot in which each sound will be loaded.pasted-image.pdf

When a loop is selected in the menu (3), the border of the waveform areas of the loopers into which the sounds will be loaded turns red to indicate, for example, that there may be a conflict and that loading this loop may delete another.

Clicking the Load button (8) loads the audio files into each Looper. If a Looper is not present in the destination slot, the loop will not be loaded.

The Rename button (9) allows you to rename a loop that has been selected in the menu (3). Delete (11) will delete a pre-loaded loop.pasted-image.pdf

When a loop is pre-loaded, clicking on the right hand area of the table where the loop loading destinations are displayed will bring up a menu (12) which displays the Loopers currently available, you can then choose another Looper to receive this loop (13).

Once you have changed the destinations, you will need to click Save (10) to save the changes.

If AutoLoad (AL, 7) is active and therefore red, when you select a loop in the menu (3), it is automatically loaded into the destination Loopers.

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The folder icon (14) opens the folder where the project loops are saved.

The preference setting icon (15) displays the panel where you choose the destination path for the folder where the project loops are saved.

If the Recall enable button (R, 16) is active, the loop currently selected in the menu (3) will be selected when loading a scene memory from Logelloop. If AutoLoad (AL, 7) is active, the loop will be automatically loaded with the scene memory.

Note that the Loopers must be present before the scene memory is loaded to ensure that the loops are loaded correctly.

The "?" (17) opens the contextual help.

Import Audio Files (make loops from audio files)

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In this window, you can make loops from file you just drag and drop on the dedicated area. You can drop up to 10 files. Then click «Load in A», « Load in B» or « Load in C» and your files are loaded to the selected loop.

You can choose files who haven’t the same length but the length of the created loop will be the length of longer one.

«C» will clear all dropped files.

«T» button permits to enable the tempo calculation of imported sounds. This calculation is base on the Metronome’s signature.

On Windows :

Audio files cannot be imported from network drives. First, you must copy them on a local drive attached to the computer, or the computer main drive. Then you may drag/drop them into the Import Audio Files windows and load them in A/B or C.

The Output Recorder

The recorder allows you to record all the sounds played by Logelloop during the session. To configure the recorder, you must go to the Project Editor/Audio System/Output Recorder and activate the recorder. Then choose what will be recorded.

To record the session for remixing it in an external editor, record the Inputs, Tracks from 1 to 10, FXs and SFX. You can then drag all the produced files to the external editor.pasted-image.pdf

To record Logelloop's output and be able to use it without external intervention, enable the recording of the main outputs.

Once this is done, save the project configuration.

In Logelloop, the Recorder window should look like this :pasted-image.pdf

To record, press the Record button (1) which starts and stops recording. A counter indicates the duration of the current recording (2). This counter displays 00:00 when there is no current recording. To display the duration of the last recording, you must click on this display.

By clicking on the red button of a track (3), you can disable recording for that track. If you want to enable or disable recording on all tracks in a category (trk, fx, in) with one click, press cmd/ctrl when you click one of the relevant buttons. The configuration of the recording tracks is stored in Logelloop's scene memories when the Recall enable button is set to R (8), if this button displays a -, the output recorder settings will not be changed during a preset recall.

The meters will allow you to control the levels of your recording, they will be visible when their activation button (4) is yellow.

The files created by the recorder are stored by default in the "Output Recording" folder of your project. If you want to save in another folder, you can configure it in the Project Editor/Medias/Logelloop editor and in the "Storage folder for output recorder" tab. If the configured folder is not found when you launch a recording, the recorder will put the files in the Global folder. The recording folder can be opened from Logelloop by clicking on the folder icon (5).

The produced files are in the .wav format, and 16, 24 ou 32 bits depending on the configuration you have chosen. There will be as many files produced as there are channels being recorded. These files can be opened in any audio editing and mixing software.

It is possible to open the recorder settings by clicking on the gear wheel (6).

If you want to record a lot of tracks simultaneously, it is recommended to do so using a fast hard disk or SSD.

When the recorder is configured, a button appears above the Master track of the Logelloop console (9). This button is used both to start and stop the recording and to view the recording status.

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Record Logelloop Works With an External Multitrack Recorder

If you want to rework your sounds made ​​with Logelloop in an external recorder, there is several solutions. The simplest is to use 2 different computers, each one connected to an external sound card. Logelloop works on one of the computers and the recorder on the other one. You can then connect the sound cards using the digital inputs and outputs. Do not forget to connect the digital word clocks from the Master sound card to the slave one.

If you want to record each Logelloop track separately in you multitrack recorder, don’t forget to set Logelloop in the Multitrack mode.

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It is also possible to use a single computer and a single sound card. In this case, you can interconnect the digital inputs and outputs of your sound card.

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The last possibility is to connect two sound cards on the same computer, assign each card to a different software and connect the outputs of the first card to the inputs of the second one. This method facilitates the software settings and gives more flexibility in routings.

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13 Inputs

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1 - Route this channel to the looper

2 - Route this channel to the monitor out

3 - Recall enable

4 - Mute this channel

5 - Aux sends section

6 - Inputs names

7 - Monitor output level

8 - Input level

9 - Faders and vu-meters

Main fader

The fader changes the level of each input for monitoring, for recording loops in the main looper and for sending to the aux circuits (fx) if the latter are set to pst (post fader).

Input Panners

The panners have an effect on the monitoring position of the sound, but not on the stuff being recorded in the looper if you are in Mono (Preferences/Global preferences). If you are in Stereo in the Global preferences panel, the input panner will change the position of the recorded stuff in the buffer.

Auxiliaries circuits

Auxiliary circuits allow you to direct sound from inputs to auxiliary circuits.

This allows, for example, the sound from an input to be routed to the insert in an FX track. If there is no insert loaded in the FX track and its outputs are routed to a physical output on the sound card, it is possible to use the aux sends to feed a monitoring system.

The Aux circuits can be set to PRE or POST which means that the potentiometer will also change the send level to the aux circuits or not.

Input To Monitor (M)

Each input content can be routed to the monitoring channels.

In order to do it, you need to go to the preferences panel and in ‘Audio Settings/inputs’, check the ‘To Monitor’ box. Then the M will be red and you can ear this channel in the monitor according that the volume of the monitor output is not at zero and that you selected outputs for the monitor in Audio Settings/Outputs).

For more flexibility or to spatialize the sound from an input, you can use the auxiliary circuits and direct the incoming sound to an FX channel.

Input ToLoop (L)

Each input can be routed to the looper or not. If a channel is not routed the looper, it will not be recorded when you press record. This can be useful to have a lot of instruments connected and just selecting the one you want to be looped.

To choose if an input will be routed to the Looper, go to the preferences panel and in ‘Audio/Inputs’, check the ToLoop box for this channel.

Storing Input settings in the Presets

To enable the recall of input settings, click the "-" button (1) on the right side of the window. The button will then show an "R" (for "recall enabled") and when you reload a preset, the settings of the input window will be reset as they were when that memory was previously saved. The state of the "-" / R button is global to the project and is therefore reset to the opening of the project as it was at the closing of this project.

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14 Global settings

The Global Settings window allows independent settings related to the project. These settings are common to all Projects. This window has three tabs. Validation of global parameters is general and covers all tabs. You can confirm by clicking "OK" or cancel your changes with the "Cancel" button. Some of these options will need you to restart Logelloop.

Number of channels in the Main Looper

In the first tab you can choose whether the Main Looper records loops in mono or stereo (1). By default, Logelloop is mono. The Stereo recording is interesting for musicians who play instruments that are generally using two microphones : Accordion, piano, keyboard, etc. . You must not forget to position the panoramic of each input. Those are the buttons to allocate the content of left and right channels in your loops.

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Language

You can choose the language (2). Existing choices are currently English and French. If you want us to add a language and you are ready to help us to do this, contact us at logelloop@logelloop.com.

Activate High priority

In this panel you can enter your computer administration password (2). This password is the one you use to install a new application or to open your user session. This will give the possibility to Logelloop to run in higher priority than other applications or services and thus be more efficient.

Global folder

In this panel, you choose where Logelloop will store and look for global elements. The "Default Global User Files" folder is used by default, but if you want, you can move it or create another one somewhere else.

VST Plug-ins folders

In the second tab you indicate to Logelloop the location of your VST plug-ins. By default, the VST folder is at the root of your computer, and the one that is in your personal library are selected. You can change this path by clicking the folder icon (2). You can also clear a path by clicking on the Clear button (3) or add an additional path through the button provided for this purpose (1).

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Authorization of Logelloop

The third tab will be used to authorize Logelloop Pro. It will show the code that you must provide to get permission from your computer (1). There is a button to send a pre-filled email containing this challenge (2) and the space for copy your specific licence for this computer (3). The authorization may be copied there or when starting Logelloop, the 2 ways are equivalent but if you use this one, you will need to restart Logelloop.

You can click "Clear" (4) if you want to revert Logelloop in Learning edition mode on this computer, after « Clear », you will need to restart Logelloop.

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15 Projets

When you use Logelloop, your data are divided into two categories : those that are global to all projects and those related to the project currently open. You can in some cases choose if your data is Global or whether they relate to your current project. In the diagrams below, you can see the structure of Global folder and Project folders.image-collée.pdf

As you can see, by default, a "Logelloop 5" folder is created in the Documents folder located in the user folder on your computer. In this folder is the folder "Default user Global Files", this is where you can place your global files (macros, LFX, SFX, Impulses, etc ...). Some files, such as global macros will be directly saved in this folder by Logelloop.

Besides this folder you will find a "Projects" folder. By default Logelloop save your projects in this folder. If you wish, you can, of course, save your projects to another location on your computer, but if all your projects in the same place, it will facilitate their backup and sharing between different computers.

Content of a Project

Below is a diagram showing the contents of a project folder. In the example the project is called "My Project", you can give any name to your project, usually the name of the show or recording for which it is created will be used.

In the "My Project" folder, there are 5 folders: Externals SFX, Externals LFX, Impulses, Macros, Preset for "My Project". You can put your SFX and LFX (or those that you have downloaded from our website or received from another user ), the impulses that will be used by our LFX of Reverberation in those folders. The macros created by this project are also stored in this place and finally, memories scenes saved by Logelloop when this project will be in operation are stored here (in «Preset for «My Project»).

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Create a New Project

Before you start making settings on Logelloop for a particular work, we recommend that you create a new project. In the Project Editor you can choose the options of Logelloop for your current work.droppedImage.pdf

To create a new project, you must open the New Project window («New» from the File menu or cmd/ctrl + N). In this window, you can choose a name for your project(1). By default, your new project is saved in the Projects folder(2). If you want to change the location of your project, click the folder icon(3), you have the choice to choose a folder. Finally, you can confirm by clicking the OK button(4).

Your new project is now working, the files are created on your hard drive and you can start editing it by opening the Project Editor.

Open a Project

When you open Logelloop, the last used project opens automatically and you can immediately start using it. If you want to change your project, you can open the "Recent Project" window (Open in the File menu, or cmd/ctrl+O).

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In this window are displayed the names of existing projects(1), their situation on the hard drive(2), the date of last use(3). You can open a project by double-clicking on its name or by selecting its name and clicking the opening icon(4).

You can also create a new project by clicking the New(5) button.

Duplicate the current project

You can duplicate the current project with "Save As … » (cmd/ctrl + shift + s).

In this case, a window opens asking you to give a name for your new project.

A folder is created on your hard drive in the folder where you saved your project. All content and settings of your current project are duplicated.

The contents of the folder "Output Recordings" is not copied during this operation.

Of course, you can also duplicate a project by duplicating the folder in the Finder of Mac. But after this operation, you will need to "import" in the "Recent Projects" window.

Import a Project

In «My recent projects», a button allows you to import(6) projects in Logelloop. Click this button, then look for the project you want to import to your hard drive. This project will be loaded into Logelloop and visible in the window recent project. This function will not change the place of the project in the hard drive, so, put in the right place before the importation.

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Delete a Project

To delete a project from your computer, go to the folder containing this project and trash the project folder.

If you simply want to make your project invisible from Logelloop, you can put it in a folder other than the folder where Logelloop loads its projects.

When you open Logelloop, the project does not appear anymore in the list of your recent projects.

16 Project configuration

Once a project is created or opened, you can change his settings.

To do this, you must open the « Project Configuration » window in the File menu (cmd/ctrl + p).image-collée.pdf

This window contains a number of tabs at the top, the tabs allow you to access various settings panels. Once your settings done, you can save them by clicking "Save" or, if you do not want to keep the new settings.

Main Looper Behaviour

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In this panel you can set options for the looper section of Logelloop.

Fadein / fadeout : These fade applied to each loop when Logelloop records a loop. You can choose a length or a different curve.

Anacrouse : If you press the record in Logelloop just before the end of the loop. Instead of recording a small piece of the end of the runway and go to the next track, Logelloop waits for the start of the next track to set record.

The options in the "Miscellaneous" tab are clearly enough labeled to be self-explanatory.Capture d’écran 2020-10-11 à 11.23.47.png

Medias

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The Media tab allows you to configure where Logelloop searches for sound files that will be displayed in the "File player" menu. Only AIFF and Wave files will be recognized. MP3s are not recognized. You can choose several folders if you want.

You can also choose in which folders the SFX Video will look for photos and videos.Capture d’écran 2020-10-11 à 11.04.08.png

In « Logelloop media folders" you choose where Logelloop put the loops you save using the CopyToFile command (see Copy to File). This is also the place where Logelloop seek loops that you load in the "Saved loops" window.

The "Storage folder for output recorder" allows you to choose the destination folder used by the Recorder.

17 Audio Configuration of the project

In the File menu, select « Audio settings » to open the « Project audio configuration » panel.

Audio Driver settings

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At the top of the panel, you choose the audio driver and input or output device you want to use.

Performances Tuning

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The sampling rate setting defines the number of samples per second. It is always recommended using the same sample rate, because it is not possible to load a loop previously saved on the hard disk if it was recorded at a different sampling rate than the current project.

I/O vector size : The sound is processed by vectors. This setting is the size of packets entering and leaving Logelloop. The bigger, the vector is, the greater the latency is high and therefore, the latency can be a problem, so it is advisable to keep a reasonable I/O vector size (256 seems to fit in many cases). When the I/O vector size is bigger, less CPU is requested. If the sampling frequency is higher, the length of a vector is shorter, so it may affect the latency in some cases.

Internal processing : When you loop the audio system in Logelloop (direct output of FX to the input of another FX, put on a feedback delay, use the insert to send the sound of a track to an input, etc.), it may happen that an offset vector is added to avoid Larsen effect. When the internal processing is faster, the latency is shorter. But in this case, the CPU of your computer will be applied, so it is advisable not to choose a too fast internal processing if you don’t need it.

Latency compensation

Before starting to work with Logelloop, you should go to preferences/Audio/Audio Driver to set the best settings for the latency compensation.

At first, you may choose your soundcard and set inputs and output settings.

Then, you can set the latency compensation in the lower part of the audio driver panel.

You first need to activate the latency compensation (1).

And then, you can set the Input latency compensation (2) and the Output latency compensation (3)

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Important note : even when the latency compensation is activated and correctly set, the lower is the «I/O Vector Size», the more accurate will be your loops. So, if the accuracy if very important for your work, choose an «I/O Vector Size» of 128 or less. If you choose a small Vector size, you’ll need a faster computer to run Logelloop.

Input Latency Compensation

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With every soundcard there is latency. The better the soundcard is, the lower is the latency.

But in every case, you’ll need to compensate this latency. The input latency compensation will fix the latency of your MIDI footboard device and of your sound system (in red in the picture)

In some cases, this latency can be important but in most cases, to begin, you can choose 512 of input latency compensation for an I/O vector Size of 256.

After you set an input latency compensation size, click the Apply button at the bottom of the preferences panel and record a loop.

If there is a gap at the beginning of your loop, this means that the value of your latency compensation is too big. Go back to the preferences panel and change the Input compensation latency for a smaller value.

If the begin of your loop is cut. This means that the input latency compensation is too small.

Go back to the preferences and set a bigger value.

Output latency compensation

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The output latency is the addition of the soundcard input latency + the footboard (in some cases) + the soundcard output latency. So, the output latency compensation must be greater than the input compensation.

Before adjusting the Output latency compensation, don’t forget to set the input latency compensation.

Record a clean loop in the first Logelloop track.

Open the preference panel and set an output compensation value, you can begin with a value that is twice the input latency compensation. Apply and close the preferences.

Record a second track using Overdub or Multiply.

If your second track is synced to the first track, the latency compensation is good.

If your second track seems as it as recorded too late, increase the latency compensation size.

If your second track seems as it as recorded too early, decrease the latency compensation size.

Audio Inputs Panel

In the input panel (1), you can choose how many input channels you want to use (2). The maximum number of inputs is 10. You can also choose if the input is mono or stereo (3) and which input of your soundcard will feed each input of Logelloop (4).

When you check «To Loop» (5), you decide that the sound coming from this input will be recorded in your loops. If the currently active soundcard does not have the chosen input, a « ? » will follow the name of the input to indicate that the input is not available, but the settings will not be lost.

Checking «To Monitor» (6), you decide if the sound of this input is routed to the Monitoring.

You can set a name to each input (7).

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The Monitor panel

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It is possible to route Logelloop inputs to outputs of your sound card. This will allow you to apply effects to these input sounds using Logelloop inserts.

The routing panel is located at the bottom of the routing output panels.

This can add some latency regarding to the buffer size (see The Audio Driver’s panel). Despite this latency, it can be very useful if you need to feed the direct sound to your front of house sound system or to a monitoring system. The monitoring level master (in Input’s window) can be stored in presets.

18 Audio outputs / Sound spatialization

The Outputs panel

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In this panel, a menu (1) gives you a choice of four output modes: Stereo, Multi-track, Spatialized or Acousmonium. To configure each mode, click on the appropriate buttons (2).

Stereo : in this mode, every audio signal are mixed and routed to 2 outputs of your sound card.

In this mode, you can route FX outputs to other outputs on your sound card (4). If you don't insert effects, these channels behave like auxiliaries outputs on an audio desk. Note, however, that in this case, panning is not active.

Multitrack : This is useful if you need to send each track separately to an audio mixer or to a recorder.

Spatialized : If you choose the spatialized mode, you can tell to Logelloop where are your loudspeakers in the audience (in degree) and then a 360° panner will permit to set up the position for each track separately.

Acousmonium : This mode allows 2 to 48 loudspeakers to be arranged on a surface or in a volume. Sound sources can be freely placed in the loudspeaker field.

Copy / paste output settings

Two buttons (3) common to all three panels allow you to copy and paste the output configurations from one project to another, to copy them into a text file or even to transfer them to a second Logelloop installed on another computer.

LFE - Low frequency output

When you choose the Stereo or Spatialized configuration, you can choose to direct the low frequencies from the main outputs to a specific output on your soundcard (1).

You can adjust the cutoff frequency (2). In this case, all the sound of a frequency lower than 120 Hz will be directed to output 7 of the soundcard, which can be connected to a SubWoofer.

The activation of an LFE output does not affect the signal coming out of the main outputs, it remains full band.

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It is possible to exclude some auxiliary channels from the LFE (3). This makes it possible to exclude effects such as reverberation or delays in order to prevent feedback in the low frequencies.

Spatialised Output Settings

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If you choose the spatialized outputs (1), you can define a position for the speakers on an imaginary circle. You can set up to 9 speakers and their position is expressed in degrees (2).

Once you have chosen the number and positions of the speakers, they are displayed in the Logelloop panners in the form of red dots.

If desired, you can exclude FX outputs of the spatialized outputs so that these channels are routed to different outputs on your sound card (3). This allows using an Aux sends to hear your loops in the stage monitors.

Acousmonium - General view

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The acousmonium window is opened by clicking on Acousmonium in the "Windows" menu, or by ctrl + click on one of the small acousmoniums present in each track when acousmonium mode is activated.

This window contains a large number of tools for placing or moving sound sources in a space or volume of any size.

The speakers appear as a white square with a number (1) inside.

Acousmonium - Sound sources

Sound sources (audio outputs for each independent track) are represented by a colored dot associated with the track name (2). When the track is stereo, it is also represented by a dot associated with the track name (3).

In the case of a stereo track, cmd/ctrl + click & drag on the center point opens the stereo. A bar is then created, with a dot (left side) and a square (right side) at each end. cmd/ctrl + shift + click & drag on an open stereo source has the effect of orienting the source as desired.

When a source is selected, its name and positioning information are displayed at the top of the window (4).

A white halo (5) surrounds loudspeakers in which sound is present. The more sound, the larger the circle. It's a kind of vumeter.

Acousmonium - Spread of audio sources

An audio source can have a greater or lesser width. The width of the source is set using Spread (6). By default, the spread is set to 0, and the source is very slightly perceptible in a loudspeaker 10 meters away. When the source is selected, sliding the red fader (6) upwards increases the Spread. The maximum value is 100, in which case the source feeds all loudspeakers, including those that are very far away. If, on the other hand, you slide the fader downwards, you can reach a minimum spread of -100, and the source will only be heard when it is precisely positioned or very close to a loudspeaker.

By clicking on the alt key, the Spread fader turns orange and acts on all sources at once.

When Spread is at minimum, sound spatialization becomes extremely precise, but some sources may disappear.

Acousmonium - Height of sound source

In most cases, sources move on a plane. By default, the source's height (z) is set to 0. To modify the height of a source, when it is selected, raise or lower the fader (7). When it is at its lowest, the source height is 0, and when it is at its highest, the height is 10 meters.

By opening the "Speakers configuration" panel, you can set the height of certain speakers (see below). By default, the speakers are also at level 0.

You can use the speaker and source height settings to position sounds in 3 dimensions, but note that it is also possible to use different speaker heights to position sounds in different universe as if they were layers in a graphic environment.

Acousmonium - Snap

When a source is selected and you click shift + option, the interface turns red, showing only the speakers. If you click on one of the speakers, the source will be positioned precisely on that speaker.

If it's a stereo source, you'll need to click on two speakers, which will position the source's two channels precisely on the chosen speakers.

Acousmonium - Show / Hide a source

The green button row at the top of the Acousmonium window (8) is used to hide certain sources. When the button is green (default), the source is visible. When grey, the source is hidden. Of course, this has no effect on the sound.

If certain tracks are grouped in Logelloop's main console, the hide/show buttons are also grouped. But if you press alt when you click one of these buttons, only that button is active and only that source will be hidden or shown.image-collée.pdf

Acousmonium - Group sources

The blue button row (9) selects one of the 8 groups. When the button is orange, the group is selected. Each button associated with a source which is then clicked (10) will turn orange and the source will belong to the selected group.

Here, group 1 is selected and trk1, trk2 and trk3 belong to this group.

When a source belonging to a group is moved, all sources belonging to this group are also moved. If you wish to move a source belonging to a group without moving the whole group, press the alt button.

You can independently hide or show one or more sources belonging to a group using the Hide / Show buttons (8).

Acousmonium - Memorize the settings in Presets

pasted-image.pdfThe Acousmonium features a preset system independent of Logelloop's preset system (11). The menu (17) allows you to create new presets (New), save changes to an existing preset (Store) or delete the currently active preset (Delete). Default returns the acousmonium to its initial state.

Next are the existing presets. When you select a preset name from the menu, it immediately becomes active.

At the left of the presets list menu is the memory number (18). You can type a number here, or use the arrows on your keyboard to move from one memory to another.

To achieve a kind of glide between the current state of the acousmonium and the state in the memory you wish to load, you can use interpolation (19), the value of which is set in milliseconds.

Interpolation in progress can be stopped (Stop, 20) or paused and reactivated later (Pause, 21).

You can exclude sources when recalling a preset by clicking on one of the buttons in the "Recall Safe" row (12). When the button is red, the source is excluded from scene memory recall.

If you want Logelloop's preset recall to also load a memory into the Acousmonium, activate the R button (13, activated by default). When this displays a "-", loading a preset in Logelloop will have no effect on the Acousmonium.

When sources are grouped, they are ungrouped for the duration of a scene memory load, and grouped again at the end of the load. This is particularly useful when using interpolation between two memories, and also when you wish to have groups with different compositions from one preset to another.

Acousmonium - Spatialized mode - sources isolated from the acousmonium

Clicking on one of the buttons in the "Spat Mode" row (14) switches the source to the spatialized circular mode. The settings for these tracks correspond to those found in the Spatial Mode settings panel in Audio Settings.pasted-image.pdf

In this case, you can modify the settings of channels in spatialized mode by clicking on the button (34) in the project's audio preferences.

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Here, if the acousmonium is activated, the sound card outputs are no longer selected, but the loudspeakers (35) to which the sound corresponding to a position in the spatialization will be directed.

The above choice will have the effect of displaying the rotary knobs on tracks 7 to 10 whose knob ispasted-image.pdf yellow in the "Spat Mode" row. These sources will no longer appear in the acousmonium, and to move their sound you'll need to use the track's rotary knob.

This not only makes it easier to move these sources around the sound field, but also isolates them from some of the acousmonium's loudspeakers, which will never be irradiated by them.

pasted-image.pdfThe layout of the loudspeakers in the acousmonium is totally independent of the layout you have chosen for the spatialized mode.

In the acousmonium, the red line connecting certain loudspeakers (15) represents the loop formed by the loudspeakers involved in the spatialized mode.

The choice of whether a track is present in the acousmonium or in the rotary spatializer is stored in the acousmonium's scene memories. You can therefore change this setting by loading a scene memory.

Acousmonium - Acousmonium configuration in Audio Settings

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In the Acousmonium control panel (22) you can set the size of the stage (X, 23) and (Y, 24). The dimensions shown have no particular scale. Here we're talking meters, but it could be centimeters, feet, etc.pasted-image.pdf

You also choose the number of loudspeakers visible in the loudspeaker field (25).

The routing section (26) is special in that you specify numbers in any order you like. Here on the left, the first 8 speakers of the acousmonium will be connected to physical outputs 1 to 8 on your sound card, while speakers 9 to 16 will be output on physical outputs 17 to 24 on the sound card.

Also note that you can put any kind of comment (preceded by //) in the space dedicated to output routing, and this will be particularly useful when explanations are needed.

It is also possible to exclude auxiliary outputs from the acousmonium as in other output modes (27).

The settings for LFE, Monitors and Metronomes are identical to those of the other output modes.

Note that the settings are independent from one mode to another. It is therefore possible to switch from one mode to another without losing settings.

Acousmonium - Elevation configuration - Z

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When you enter a stage height value, three icons appear at the bottom right of the acousmonium. Clicking them activates the top view (default), the front view and the side view respectively.

Acousmonium - Viewing two views side by side

If you choose equal dimensions X and Y, your stage forming a square, and you give a height value Z in the acousmonium preferences, you will have the option of displaying two views. By default, the top and front views are displayed, but this can be changed by clicking on the icons at the bottom right of each view.

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Acousmonium - Speakers Configuration

pasted-image.pdfClicking the "Speakers Configuration" button (16) opens the speaker position setting panel.

The columns display the list of speakers present in the system, together with their X (horizontal position), Y (vertical position) and Z (height) positions. It is possible to click on a box in the table (29), which is then displayed in the editing space (30) at the top of the table. Its value can then be modified using the computer keyboard.

To change the speakers layout by dragging in the graphical interface, click on the "Speakers edit mode" button (31); the sources are then hidden in the acousmonium interface and only the speakers are visible, in white. The X, Y and Z positions are displayed next to each speaker.

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When you're happy with the speaker layout, you can save your settings using the menu, which can contain up to 10 different settings. To save a state, choose the menu row in which you wish to save these settings, then click Store. You can give a personalized name to each setting using Rename.

To reload a state, select it from the menu, then press Recall.

Acousmonium - Relative display of speaker positions

When the ‘Speakers Configuration’ mode is active, the position of each speaker is displayed in brackets above it. This position is calculated in relation to the position of the reference cross (origin), which you can reposition by pressing shift + alt and clicking or dragging somewhere in the acousmonium.

In our example below, if the cross is in the centre (41), loudspeaker 1 is at an X position of -8.5 (42), if you move the origin in line with loudspeakers 1 and 4 (43), loudspeaker 1 displays an X position equal to 0 (44) and becomes a kind of reference.

Please note that these values are for display purposes only and have no influence on the calculation of sound positioning, but they can be used to draw up loudspeaker layout plans.

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Acousmonium - Tags

image-collée.pdfClicking the "Tags" button (34) opens a panel in which you can check off letters (35). If you press cmd/ctrl while checking the letter, you create or remove an entire line of tags with a single click.

When the letter is red, the tag is displayed in the Acousmonium. This tag takes the form of a triangle, next to which is the letter representing its name (36).

Tags are markers you can use when you want to automate source movements with Trajectory or a macro.

Their status is similar to that of loudspeakers, in that they can also be targets or waypoints when moving sources. But unlike loudspeakers, tags can be moved in the Acousmonium's operating mode, and their position is stored in the Acousmonium's presets.

By clicking "Lock Tags" (37), you fix the tags in the Acousmonium's background, and they can no longer be moved until you click the "Lock Tags" button again.

Acousmonium - Multiple selection of sources and tags

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Click and drag on an area of the acousmonium to select several sources and/or tags.

When several sources or tags are selected, you can remove an item from the selection by shift + clicking on it. Shift + click on an unselected item adds it to the current selection.

When several sources are selected, the barycentre of the selection is displayed in the form of a small square.

If you press shift + ctrl and click and drag, you enlarge or reduce the size of the area covered by these sources around this barycentre.

Acousmonium - make a circle with a selection of sources

When several sources are selected, pressing ctrl + click on a source brings up a contextual menu. Clicking "Explode selected" in this menu arranges the selected sources in a concentric circle. This can help you to separate sources that are superimposed with a single click.

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Acousmonium - Move, enlarge, rotate a selection

When several sources are selected, you can move the selection by clicking/sliding on the blue square that expresses the barycentre of your selection.

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Press alt + cmd/ctrl to widen or narrow the selection.

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By pressing shift + alt + cmd/ctrl and dragging the mouse forwards or backwards, rotate the selection to the right or left.

Acousmonium - Zoom into the acousmonium window

You can enlarge or reduce the size of the acousmonium window by clicking cmd/ctrl and dragging the trackpad with two fingers or using the mouse wheel. By reducing the surface area of the acousmonium (38), sources outside the acousmonium appear (39).image-collée.pdf

As soon as a zoom is applied, a button appears at the bottom right of the acousmonium (40). Clicking on this button resets the zone display (zoom and positioning).

If you want to get a better view of sources that are very close together or superimposed, you can magnify the display and focus on the area in question.image-collée.pdf

Acousmonium - Moving the display area

By clicking and dragging with two fingers on the trackpad, you move the display area.

If you are using a mouse, you move the area using the scroll wheel. The wheel alone moves the area vertically. By clicking shift and using the wheel, you can move the area horizontally.

As soon as the zone has been moved, the display reset icon appears at the bottom right (40).

Acousmonium - Scene rotation

It is possible to rotate the scene, to change the point of view if the operator needs to change hisimage-collée.pdf relative position to the loudspeakers. This rotation is applied in quarter-turns (0°, 90°, 180°, 270°), and has no effect on loudspeaker distribution, routing or sound positioning. The effect is purely visual.

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19 Windows Layout

Zoom in on a window

You can enlarge or reduce the size of the active window using the shortcuts cmd/ctrl + = and cmd/ctrl + -. The active window is the one you last clicked on.

Focus on the front most window

When you press the z key, you focus on the last window clicked. If you press the z key again, or click on another window, the window returns to its original position and size.

By default, in a new project, the Z key activates Focus. To choose another key to activate Focus, go to the Preferences, which you open by clicking cmd/ctrl + p, then go to the “Keyboard commands” tab, then “Interface”.

You can also control the Focus using a midi command. To configure the midi command Go to the project preferences. Select the “Midi commands” tab, then “Interface”.

User Window Configurations

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The window control panel lets you save and retrieve window visibility, positioning and zoom.

Once you have your windows set up the way you want them, click on Store (2) and the available slots will start flashing, inviting you to click on one of them. Your current configuration is then stored.

To recall a configuration, click on a line (1).

When a configuration is saved or loaded, its name is displayed at the top of the window (3), and you can change this name. As soon as you press the Enter key, the new name is saved.

By default, the window configurations are saved in your project. If you wish to store a layout that will be available for all your projects, click on Project (4). Global is then displayed, indicating that you are now storing/recalling to the global file. Note that if you change a memory in Global, it will be changed for all your projects.

The R button (5, for Recall enable) is activated by default, indicating that the active settings will be stored in Logelloop's presets. So when you load a preset you can change your windows layout. By clicking on R (5), - is displayed and the loading of the window configuration by the scene memories is deactivated.

This device is compatible with different screen sizes and works perfectly with a multi-screen installation.

You have 30 memory slots per project and as many in Global.

20 Documentation

Access to the contextual documentation

When Logelloop is open, you can access the documentation without leaving the software. To do this, you can go to the Panels/Documentation menu and open in the documentation summary.

The other way to do this is to click on the « ? » which is located in the section whose documentation you wish to consult. In the example below, we clicked on the « ? » which is located in Looper, which opens the documentation on the Looper page.

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The Help button (1) in the Documentation window displays the documentation as it is in the PDF you can download from our website. On this page, the Home button (2) will bring you back to the summary. The two arrows (3) lead you to go to the previous or next page and the back and forward buttons (4) allow you to go back and forward in your navigation history, like in a web browser.

In some cases, the project may contain specific documentation, as in the case of projects provided with Logelloop, this documentation will be accessible via the "Project documentation" button (6). As for the "Tutorials" button (7), it opens your favorite browser on the video tutorials page of our website.

The « ? » button (8) opens the documentation on the Documentation page.

If you click on the "Messages - Controllers - Commands" button (1), you will be taken to a page that lists all the communication systems available for the insert or SFX. The top part (2) concerns the messages you can send to the plug-in using macros. If you click on a line, it is selected and turns red (3), you can then copy the content of this line by doing cmd/ctrl + c (Shift + cmd/ctrl + c has the effect of copying all messages and their current values to the clipboard).

In this case the content of the clipboard will be as follows :

InsertSendMessage fx1 1 SelectionOut 130530

Note that it contains the necessary information, the message name (3) and the current value (4), so that a macro can communicate directly with the plug-in. All you have to do is paste the clipboard into your macro.pasted-image.pdf

OSC message (5), indicates a preformatted line according to the OSC convention corresponding to the currently selected message (3). You can select this line, copy and paste it into your OSC application.

In the section (6), are indicated the numbers that must be used in the LFO panels to control this plug-in. The same numbers are used by the Slicer, this means in the slicer's text editor, the ranks will correspond to the numbers in this table.

Also in the section (6), we find the controller indexes that will be used in macros to control certain settings. We see in our example that we have to use index 3 to control the Looper speed with the InsertController function. In this case, we can use the following sentence in the macro to set the Looper speed to 0.5 :

InsertController fx1 1 3 = 0.5

Note that this sentence will have the same effect as :

InsertSendMessage fx1 1 SpeedFloat 0.5

The advantage of the InsertController function is that it allows several types of operators: =, +, - and *. We can therefore use InsertController to increase the current speed by step of 0.1 using this method :

InsertController fx1 1 3 + 0.1

If you simply want to assign a value to a plug-in setting, you will prefer the InsertSendMessage function, which is more convenient to use.

In the section (7), we find the MIDI command numbers for the plug-in as they appear in the project configuration window. The setting below will cause notes C0 and D0 to control the functions "Reset in/out waveform selection" and "Reset speed to 1".pasted-image.pdf

In the section (8), we find the MIDI controllers numbers for the plug-in as they appear in the project configuration window. The setting below will cause the MIDI controllers 11, 12 and 13 on channel 11 to act on the "Wvfrm selection - in point", "Wvfrm selection - out point" and "Speed".

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21 Macros

How to use macros in Logelloop

A macro is a small program that allows you to perform several actions with a single click.

You can write your own macros or choose from the list of those provided with Logelloop. You can also download them from our site or exchange them with other users.

The macro window

The Macro window displays the macros currently available in your project. To make a macro available, you need to open the Project Editor on the macro mapping page by clicking the button provided for this purpose (9) in the Macros window. There you can assign existing macros to slots. The maximum number of slots is 60.Capture d’écran 2020-10-25 à 05.45.11.png

When you save and close the Project Editor, the macro window will look like the screenshot below. The number of the slot in which the macro is located is in the first column (1), the name of each valid macro is displayed in white (2), if your macro has a syntax error, its name is displayed in red (3).pasted-image.pdf

You can start a macro by clicking on the Start button (4). If the macro is intended to execute one or more successive actions, without waiting between these actions, it stops immediately after the execution of all actions.

If the macro has several actions separated by WaitUserAction commands, it stops and waits to be restarted, the Start button then changes to Waiting (5). If the macro contains loops or ends with MacroRestart, the button displays Stop and will allow the macro to stop running.

By pressing the Edit button (6), you open the editor of the macro in question. If it is a macro of your Project, or Global, you will be able to modify it. If it is an internal Logelloop macro, you will be able to view or copy the code, but you will not be able to modify it.

Forcing a macro to stop

When a macro is on "Waiting", by pressing the cmd/ctrl or alt key, the button displays "Stop", it is then possible to click this button to force the macro to stop.

If you want to stop several macros in one click, you have to click on cmd/ctrl + alt, the button for all macros will then display Stopall, by clicking one of them, all macros will stop.

Launch / Stop macros via Scene Memories

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The right column of the macro window contains menus (7) that allow you to choose the behaviour of each macro when recalling a scene memory.

You can choose between :

No action’ : nothing happens (default)

Start if needed’: launches the macro if it is not running.

Stop if needed’: stops the macro if it is running.

Simulate user action’: starts the macro, stops it, or restarts it if it is paused on a WaitUserAction.

After choosing the function you are interested in, save the scene memory. When you recall this scene memory, the chosen action will be applied to the macro concerned.

Autocompletion when writing macros

If you wish, you can write your macros using autocomplete.

For example, if you want to write WaitUserAction, you can do the following:

Write WaitU then type option (on mac) / ctrl (on windows) + space on the keyboard, the editor will then complete the word to write WaitUserAction.

If you write Wait before typing alt + space, there are several possibilities, so a table will be displayed to give you the choice between all these possibilities. Click on the name of the command you want to write and this panel will close after the word has been completed.Capture d’écran 2020-10-25 à 11.39.19.png

Macros in the Project Editor

In the Project Editor, on the macros tab, you can access macro management (1) and macro mapping (2). The available macros are displayed in the center of the window (3). Everything related to the macro is visible : Name, Description, Type (Internal, Global and/or Project), Author, Creation date, Validity (a macro is valid if it does not contain any errors of syntaxes).

pasted-image.pdfThe "Used" column indicates whether the macro is used in the current project.

If you want to display only certain macros, yours for example, you can check Project or Global in the filters, which can be found in the right column (4). By checking Logelloop you display the macros provided with Logelloop.

You can also display only the macros with a particular word in their name or in their code by indicating this word in the keyword filter (10).

If you want to create a macro, you can decide to place it directly in the Global folder (it will be available in all your projects) or in the folder of this Project (5). An Edit button, is available for editing a selected macro (6), it is also possible to double click on the name of the macro to edit it.

You can also Rename, Delete or Duplicate (7) your macros in this window. A button allows you to display the folder containing the selected macro (8).

To import a macro into Logelloop, you can place the file of this macro in the Macros folder in the global folder or in the Macros folder of your project folder and click the Refresh button (9).

Inserting a macro in a slot

To use it, you must insert your macro in a one of the slots found in the "macro mapping" page and validate. These macros will then be displayed in Logelloop's Macros window.Capture d’écran 2020-10-25 à 05.45.11.png

command a Macro by MIDI

In the Project editor, go to Midi commands/Macros, activate the midi commands, select a menu, its outline turns blue, then tap the key on your midi device. The note is automatically taken into account by Logelloop.

On the same page you will find the assignment of MIDI controllers and Program Change to macros.Capture d’écran 2020-10-25 à 06.23.49.png

Command a Macro with the computer keyboard

To control a macro with the computer keyboard, go to Project configuration/Keyboard Commands/Macros and select a key from the list in front of the slot in which the macro is located.

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Using Variables in Macros

You can use variables in macros. These variables allow you to link the macros together or to know the state of a Logelloop function.

Variables must have a particular type that you will have to indicate if you create your own variables. The four possible types are :

- « int » to store integers

- « float » to memorize decimal numbers

- « string » to store strings of characters

- « boolean » to memorize true or false

One of these variables is $counter$. This variable will change value when you press Inc or Dec in the Transport window (or by another controller changing the state of Inc or Dec).

Macro Variable Viewer

A large number of variables cohabit in Logelloop ($current_loop_duration_samples$, $metro_loop_current_bar$, etc.). To know the name and state of these variables, you have to open the "Macro Variable Viewer" panel.

This window, accessible from the Tool menu, displays all the variables currently used in Logelloop. The name of the variable is displayed in column 1 (1), its type in column 2 (2) and its current value in column 3 (3).

It is possible to refresh the window with the usual refresh button (6). If when writing a macro you want Logelloop to forget a variable, you can delete it by selecting it and clicking on the red cross (7). The variable deleted by the red button will have to be redeclared in a macro to be usable again.pasted-image.pdfpasted-image.pdf

You can filter the variables displayed in the window by writing a word or part of a word in the provided space (4). All the macros displayed here, contain the word "durati" (8) in their name. To delete a filter, click on the cross (5) and all macros will be shown again in the window.

Midi Controllers, Notes and Velocity to Macros

You can also use variables that "listen" to Midi devices. To use them, go to Project configuration/Midi/Variables for Macros or click the Midi configuration wheel(7) from the "Midi and OSC variables for macros" window. As soon as a device is configured for a variable, the variable concerned will change its value in the macros that use it. You can use up to 8 variables connected to a MIDI controller whose names in the macros will be $midiv_cc1$ / $midiv_cc2$ / ... / $midiv_cc8$.Capture d’écran 2020-10-25 à 06.48.29.png

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You can view or modify the status of these variables in zone (1) of the "Midi and OSC variables for Logelloop" window :

If you are using MIDI Notes, then the variables are : $midiv_nt1$ / $midiv_nt2$ / ... / $midiv_nt8$ and will have the value of the last MIDI note emitted by the device connected to this variable.

The velocity of these notes will be accessible through the following variables: $midiv_ntv1$ / $midiv_ntv2$ / ... / $midiv_ntv8$.

The state of these variables is visible in zone (2) of the "Midi variables for Logelloop" window.

Change of scale of Midi controller values

When you connect a MIDI device to Logelloop's variables, the resulting values as a range going from 0 to 127. You can change the scale of these values using the minimum (3) and maximum (4) points. This will affect all variable values. If you want to change only one of the variables, you will have to do so in the script of your macro using the scale() function.

For more information on programming macros, go to the "Macro reference guide" or the "Quick help" in the Macro Editor.

Use OSC messages to change variables values

If you send an osc message built as follows to Logelloop :

/osc_v1 0.3

The variable $osc_v1$ will get the value 0.3 (5). In the same way you can change the value of the variables osc_v2 to osc_v8.

Storing variable values in scene memories

Midi cc and OSC variables will have their values stored in the scene memories when the Recall button (6) is activated. This will allow you to retrieve particular settings to make your macros work.

The Midi and OSC Variables for Macros panel then becomes a settings interface for macros that would use these variables.

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22 Midi and Keyboards

How to communicate with logelloop

You can communicate with Logelloop by a lot of ways.

The first one is your mac keyboard, but you can also command logelloop with midi gears.

Standard Mac Keyboard

By default, a lot of Keys are affected to some Logelloop’s functions. All of the default keyboard commands are explained in the Quick View.

If you need to add some keyboard short cut or to modify the default keyboard commands, you can go to Preferences/Keyboard Commands and select a page regarding which part of Logelloop you want to command with a new keyboard shortcut.

At the end hit APPLY to record your new setup.

Use a Midi Hardware/Software to Command/Control Logelloop

You can command Logelloop with any Hardware or Software that generates MIDI signals. To do this, you must, if it is an external device, connect its MIDI output to the MIDI input of the sound card that is used with Logelloop. If the MIDI device allows USB connection, connect it directly to a USB port of the computer.

Check that a MIDI device is correctly connected to Logelloop

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In the "Tools" menu (1), check « Print all Midi inputs in the console" (2).

Then click cmd/ctrl + m to open the Logelloop console.

When Logelloop receives a Midi signal, this signal is displayed in the console. Each signal causes the writing of a new line that indicates if the incoming signal comes from a controller (ctlin), a Midi note (notein), etc.

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If it is a note, the first number indicates the number of the Midi note, the second indicates the velocity and the third indicates the Midi channel.

If it is a controller, the order is the controller value, the controller number and then the Midi channel.

MIDI control of the main looper

Once the device is properly connected (see above), go to Project configuration/Midi Commands (1).

Activate the relevant MIDI commands for your device, Midi notes in our case (2). If you want to use several MIDI devices, you can differentiate between them by choosing a particular MIDI device for a type of control (3), on Any, all devices that produce the same Midi notes on the same channel will have the same effect on the main Looper.

Choose the MIDI channel for these commands (4).

Finally when these basic settings are made, select the MIDI note menus (5), press a key on your device, the note should automatically be applied in this menu (5). Proceed in the same way for all MIDI commands, then save your Project configuration to make it active and retrieve it the next time you start Logelloop.

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Using MIDI to control settings in Logelloop

The process is almost the same as when using MIDI notes to command Logelloop. But in this case, you use MIDI controllers to control settings rather than initiate actions. These settings can be for example the speed, volume, …

Specific case of the Pitch control MIDI control Notes

The behaviour of the pitch commands by Midi notes is different from all other cases of Midi commands in Logelloop. In this case, the selected Midi Note is the reference for a pitch of 0. When you play a different note than the reference one on your MIDI keyboard, the pitch setting of the track will be equivalent to the difference in semitones between the reference and the note you just played.

If the setting below, when you play a C0 Midi note on the connected keyboard, the pitch of all tracks of Logelloop will be set to 0. If you play an A-1, the pitch of all tracks will be -3 semitones. And so on.Capture d’écran 2021-10-09 à 08.41.06.png

Using MIDI to control the speed, pitch and time stretch.

When a MIDI controller sends a value from 0 to 127 to Logelloop, this value is converted to correspond to suitable values for the relevant setting in Logelloop. To adjust this conversion, you can go to the Behaviour/Interface options panel.pasted-image.pdf

In case of the speed control via MIDI, for an incoming value of 0 to 127, the speed will be 0 to 2. This default setting can be changed to match your specific needs.

Capture d’écran 2016-01-08 à 12.11.24.pngWhen using a MIDI controller to set the pitch, a MIDI value of 0 to 127 will adjust the Pitch from 0 to 12 semitones. This default setting can be changed to match your specific needs.

When using a MIDI controller for Time Stretch, a MIDI value of 0 to 127 will set the Stretch value to 0.3 to 3. The default setting is changed to match your specific needs.

Note : These conversion setting also affects OSC control for speed and pitch.

In case of an issue with Midi Commands

Be sure that you can see your Midi device in the Midi device list.

If the Midi device is not in this list, it means that Logelloop cannot see it.

Verify your connection and restart Logelloop.

If his name is followed by “?”, it means that the device was already used by Logelloop in this computer, but that it is not connected now.

23 Logelloop on the Network

Ethernet Network

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Logelloop can communicate his state on the network. It can also receive from the network, commands either from another Logelloop or other software capable of sending information over the network (Logelloop Remote (free on our website), Max / MSP, Pure Data, etc.). To configure the network, open the Network panel of the Project Editor(1). Enable Slave mode (2) to receive commands from the network and set the receive port (5).

To enable the sending of messages : Enable Master (3) and enter the IP address of the target computer address and the port in which you want to receive Logelloop’s communications (4).

If you want Logelloop sends its information locally, you can set the address: 127.0.0.1

The commands are named as in the list below :

Function Sent / Received
record Record / Play the first track. (must be followed by record_up)
record_up Must follow record to know the length of the push
erase clear all tracks
overdub Record an overdub
multiply Do a Multiplication at the end of the current loop / Stop Multiply
multiply_up
emergency
mute Mute at the end of the current loop / Unmute
mute_direct Mute now
undo
undo_up
nextloop
nextloop_up
loop_a
loop_b
loop_c
autofade Fade
autofade_up
copy
copy_up
copytofile
loop_a_direct
loop_b_direct
loop_c_direct
restart
mixmode_level
counter send the counter state to slave
inc
dec
inc-multiply +1 au compteur de Multiplication
dec-multiply -1 au compteur de Multiplication
inc-autofade +1 au compteur de Autofade
dec-autofade -1 au compteur de Autofade
normal Overdub Normal Mode
mixed Overdub Mixed Mode
replace Overdub Replace Mode
mixrepnor Switch Normal - Mixed - Replace
counter_reset Only received by Logelloop
preset_recall (+ a name) Go to loop A at the end of the current loop Only received by Logelloop
macro (+ an int) Go immediately to loop A Only received by Logelloop
load-in-A (+saved loop name) Only received by Logelloop
load-in-B (+saved loop name) Only received by Logelloop
load-in-C (+saved loop name) Only received by Logelloop
SFX «sfx 1 cmd1-down» «sfx 1 cmd1-up» Only received by Logelloop
macro + a number launch or stop the macro loaded on this slot Only received by Logelloop

A Max/MSP Patch is available on our website. In this patch, every UDP command is exposed.

OSC Communication

It is possible to communicate with Logelloop using the OSC protocol (Open Sound Control). The OSC protocol operates in both directions so Logelloop also transmits everything on OSC. You can communicate with up to 4 OSC targets.

How to configure OSC to Lemur app for Ipad

In the project configuration, go to "Network"(1) and in the panel called "Logelloop on the OSC network", check "Send OSC messages"(2) and "Receive OSC messages" (6).

Activate a target (3), indicate the IP of target (4) (the same as in the "OSC Targets" panel of your Lemur app(9) and choose the same port(5) as the port used to receive OSC in your Lemur(10).

Then enter the receiving port(7), choosing the same number as that which is set in Lemur(11).pasted-image.pdf

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How to configure OSC to communicate with other applications

If you want to use another application than lemur to control Logelloop with OSC, simply apply the same settings as for Lemur app.

If you want to use an application on the same computer as Logelloop, then enter the IP address 127.0.0.1 for local host.

OSC instructions to Logelloop

The complete list of OSC instructions issued or recognized by Logelloop can be found in the Documentation window on the OSC tab.

In some cases the OSC controls work like using a footboard and a short press must be simulated for the action to be active in Logelloop.

In the case of Record on the main looper for example, it will be necessary to send "/record 1" followed by "/record 0" to Logelloop, if "/record 0" is not sent to Logelloop, a long press on Record is detected and a deletion takes place.

Some commands such as Mute do not require the measurement of the time of pressing the key, you just have to send "/mute 1" on the OSC network and Logelloop will be transferred at the end of the current loop.

If you send "/mute 1" twice in succession, a double-click is interpreted and the Mute will be immediate.

OSC instructions to an inserted LFX and SFX

There is no defined list for OSC instructions recognized by inserts and SFX. To find out the OSC instructions for an effect, go to the "Messages - Controllers - Commands" tab of the Documentation window. Click on a function in the list (1), the OSC instruction for this function is then displayed at the bottom of the data sheet (2). Note that you can copy the instruction to paste it back into another software.

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24 General information

Development team

Philippe Ollivier : Development, Communication

Christophe Baratay : Development

Theophile Rousic-Plantec : Programmation

Emmanuel Jourdan (www.e--j.com) sometime help us for the development of some elements of the user interface.

We would like to thank the Cycling'74 team for their unfailing support in the development of Logelloop.

How to contact us

To contact us, you can use the site's forum www.logelloop.com, we respond as quickly as possible to any questions or bug reports.

You can also email us directly at logelloop@logelloop.com, but note that we prefer, if the message includes the information that may be of interest for other users, that you post them on the forum.

Making an update or install a new version of Logelloop

We do our utmost to ensure that Logelloop updates are as simple as possible and to do that you do not take the risk of losing data during these updates.

Once downloaded, the application appears on your desktop in a virtual disk. Simply drag Logelloop from this virtual disk to the application folder on your computer. A window will open and prompt you to replace the existing application Logelloop if it is already installed on your computer. You just have to accept, and the old version of Logelloop will be replaced by the new.

By doing this, you have not touched your personal data located by default in the "Logelloop 5" folder, being itself in the Documents folder on your computer. This is where are your Projects and Global folders are.

You do not have either changed the user preferences folder located in Library / Application Support / Logelloop. Inside this folder is the folder "Logelloop 5" which contains the preferences of Logelloop including information concerning the authorization of the software.

However, before each update, and in general, we recommend that you make a backup of your computer. On Mac, the easiest way is to use Time Machine, but if you only want to back up Logelloop elements, simply copy the "Logelloop 5" folder located in Documents.

How to report a bug

You can report a bug on the forums of our website, or by email to very special cases. Please, be nice and friendly. Explain as precisely as possible the problem you are having. Enter the details, as it will help us to answer precisely. A crash report without any explanation of the context is absolutely useless for us and will receive no answer.

We need to know :