deepfield

DEEP FIELD

DEEP FIELD turns the M-VAVE FM-1 into an ambient drone machine. Each key you press starts a body: one voice that swells in, keeps sounding, slowly breathes and drifts, and fades out when you stop it. Up to eight bodies play at once.

The screen at rest: F6 NEBULA in the header with the SEL LATCH pill lit, four bodies as beams over the keys strip, the HOME page's four forces in a row below
DEEP FIELD at rest


1Install

From the browser: open the installer page in Chrome or Edge and connect the FM-1 by USB. The installer can also put M-VAVE's own firmware back.

From a terminal: download the firmware file (deepfield-X.Y.fwsc, where X.Y is the version) from the site, connect the FM-1 by USB, and run python3 base/tools/fm1_install.py deepfield-X.Y.fwsc in a copy of DEEP FIELD's source code (github.com/WisestWizard/deepfield).

If an install asks for update mode, hold REC while you switch the FM-1 on.

Installing is at your own risk. If the FM-1 only shows up as a disk called WL82 UBOOT1.00, the rescue tool fm1_rescue (from felucca-bsp) recovers it.


2The first minute

Some of the FM-1's buttons do something other than their printed name: SEL is LATCH, PLAY runs ORBIT, SEQ is FREEZE, REC is Bluetooth, and ARP opens ORBIT's page (it doesn't start an arpeggio by itself). SEL is a button and SELECT is a knob: they are different controls.

  1. Switch on. The scene F1 FIRST LIGHT loads and three bodies swell in, each shown on the screen as a beam. The lowest one (C3) is below the keyboard, so its beam stands thin at the left edge. SEL is lit, which means LATCH is on: each key you press keeps sounding.
  2. Press a few keys, one at a time. Each one swells in and stays. Its key lights up and its beam rises.
  3. Press one of those keys again. That body fades out, and its beam sinks.
  4. Turn KNOB 1 (MASS): every body gets brighter or darker. Turn KNOB 3 (SPACE): they sink further into the reverb. The four boxes along the bottom of the screen are the four knobs.
  5. Press PLAY. ORBIT starts and PLAY lights green. Every few seconds one body slides to a nearby note in the scale: watch its beam move.
  6. Press SEQ. FREEZE turns on (FRZ lights): the reverb holds what it has. Press SEQ again to let it go.
  7. Turn PRESETS. The scene names scroll past, and the one you stop on blends in over four seconds.
  8. Hold SEL for a second: every body stops. Then tap SEL: LATCH turns off, and a key now sounds only while you hold it.

3The screen and the lights

The screen is laid out like the panel. The strip of keys on the screen matches your keys, and the four boxes at the bottom match the four knobs.

Key lights have three levels:

To stop a body, press the key it started on. After ORBIT has moved a body, that is its half-lit key, not the bright one: pressing the bright key starts a second body there.

A lead's key blinks off for an instant each time it is struck, so you can see every step of an arpeggio, or an accent on a key that is already lit. While FX is held, the keys show the effect switches instead (section 8).

Button lights:

PartWhat it shows
HeaderThe scene's slot (F1–F16, U1–U16) and name, in orange while it has unsaved changes. On the right: OCT when the octave isn't zero; USB while a computer records (USB MUTE when the speaker is silenced, section 11); BLE when a computer, phone or tablet is connected over Bluetooth; DEV when the FM-1 is connected to a Bluetooth MIDI keyboard or controller; how many bodies are sounding; and how busy the processor is (LOAD in orange: see Troubleshooting). Below that, three pills named for their buttons, SEL LATCH, PLAY ORBIT and SEQ FRZ, filled while on; the letters E D R S N, lit for the effects that are on (ensemble, delay, reverb, shimmer, noise); and a bar along the bottom edge while a scene blends in.
The viewThe bodies: as beams over their keys, or in one of the other views (section 10). Turning a knob shows its name and value large here for a moment, and messages such as LATCH OFF, ORBIT ON or SAVED appear here too. While FX is held, the five effect switches are shown here in a row.
The keys stripAll 27 keys, lit like the real ones: a sounding body in its colour, dim while it fades, lighter for notes in the scale, a yellow frame on a latched key, white for a lead (grey as it fades), and the body's dim colour on the key ORBIT will move it to.
FooterThe page band: the button that opened the page, the page's name, and < > where SELECT can go, with the model, the scale and its root on the right. Below it, the four knobs' names, values and bars, in the order of the real knobs.

4The keys: bodies, LATCH, the scale

A body is one voice, and up to eight sound at once. A key starts a body at its note, and the body swells in over SWELL seconds (ENVELOPE page). Leaning on a key, pressing harder once it is down, makes its body brighter and adds wobble for as long as you lean; PRESS (ENVELOPE page) sets how much. The top seven keys (C#5 to G5) can't sense a lean.

With VELOCITY off (the default, on the MIDI page), every key starts its body at the same level, so chords are even. With it on, how hard you strike a key sets its body's level. MIDI notes always use their own velocity.

If you start a ninth body, one fades out quickly to make room: a body that is already fading if there is one, or else the oldest.

LATCH (SEL, lit while on; on by default): a body keeps sounding after you let go of its key. Press the same key again to stop it; it fades out over FADE seconds. A latched key has a yellow frame on the screen's keys strip. Hold SEL for a second to stop every body (the screen says EVERY BODY LET GO). Loading a scene brings its bodies in latched and turns LATCH on.

Playing leads over the bed. Tap SEL to turn LATCH off (the screen says LATCH OFF, KEYS PLAY). The bodies that were latched keep sounding: that is the bed. The keys now play leads over it. A lead is a note in the scene's own sound that plays while you hold its key and fades when you let go. Leads never latch, and ORBIT never moves them. A key whose note is already latched plays a lead on top of its body, as an accent. Up to four leads play at once; a fifth replaces the oldest. On the screen a lead is a thin white beam, and its key is white on the keys strip. Tap SEL again to go back to LATCH.

MIDI notes work the same way: with LATCH on, a MIDI note plays a body that sounds until its note off (it never latches); with LATCH off, it plays a lead.

The LEAD page (ENV, then SELECT) shapes the leads: ATTACK (1 ms to 2 s), RELEASE (30 ms to 7.7 s), LIFT (up to two octaves higher, in semitones) and LEVEL (59% matches a body; 100% is 6 dB louder).

LATCH off: two leads as thin white beams over the bed's beams, their keys white on the keys strip
Leads over the bed

Transposing the bed. With some bodies latched, hold SEL and touch a key within a second (held longer, SEL stops every body). The pill reads SEL TRANS, and the keys stop starting bodies. Each key you play now moves the whole latched chord: its lowest note goes to that key, and the other notes keep their distance above it. The screen says TRANSPOSE and the note. The bodies glide there over GLIDE (ENVELOPE page), and the keys they started on move with them. Letting go of the key leaves the chord where it is. Over MIDI, the old notes are switched off and the new ones on. Tap SEL to go back to LATCH, or hold SEL for a second to stop every body, which also ends TRANSPOSE.

The scale. SCALE on the GLOBAL page picks the scale: CHROMA, MAJOR, MINOR, DORIAN, PHRYGIA, LYDIAN, MIXO, PENTA+ (major pentatonic), PENTA- (minor pentatonic), WHOLE or HARM- (harmonic minor). ROOT picks its root note. Every key, black keys included, always plays its own note. The scale does two things: its notes glow on the keys, and ORBIT only moves bodies to notes in it.

OCT- and OCT+ move the keys down or up an octave, up to two octaves each way. The header shows OCT and the number.


5The four forces (HOME)

HOME is the main page. Its four knobs, MASS, DRIFT, SPACE and TIDE, are the four forces: each one shapes every body at once.

KnobNameWhat it does
KNOB 1MASSHow full and bright the sound is. What it changes depends on the model: on SOLAR, how many harmonics and how bright; on VOID, the filter cutoff (shown in Hz); on GLASS, the FM depth; on STRING, the string's brightness. Leaning on a key adds to it for that body.
KNOB 2DRIFTHow much everything wanders: the detuning, the slow drift of pitch, the wobble, the breathing of the harmonics, and how fast the stars move on the screen.
KNOB 3SPACEHow much reverb, and a little delay. The dry sound stays as it is.
KNOB 4TIDEHow much each body fades down and back up on its own slow cycle. At full, each body goes all the way to silence and back. TIDE RATE (MOTION page) sets how fast.

MASTER is the volume.


6The pages

Each button opens its page, and the four knobs then set that page's four values, shown along the bottom of the screen. A button always opens the same page, and its light shows which page is open. Turn SELECT to step to the next or previous page, in the order of the table below: DELAY, DELAY 2 and REVERB are one, two and three steps after ENSEMBLE, for example. The page band's < and > show where SELECT can go. A page stays open until you press another page button or turn SELECT. Most values show on the screen as a percentage.

COLOUR is on both NOISE and DELAY, and WIDTH on both MOTION and NOISE 2: the page band tells you which one you are turning.

ButtonPageKNOB 1KNOB 2KNOB 3KNOB 4
HOMEHOMEMASSDRIFTSPACETIDE
EDITBODYMODEL (also on ALGORITHM)SHAPESUBAIR
EDIT, SELECT onceNOISELEVEL (0 is off)COLOUR (brown to white)WIND (how fast it moves, how often it gusts)BAND (wide, narrow, or on the bodies: see below)
EDIT, SELECT twiceNOISE 2TEXTURE (hiss, rain, crackle)GUST (how far it swells and drops)DUCK (how far it backs off under a chord)WIDTH
ENVENVELOPESWELL (fade-in, 0.03 to 20 s)FADE (fade-out, 0.03 to 20 s)PRESS (how much a lean brightens)GLIDE (how long an ORBIT move or a transpose takes)
ENV, SELECT onceLEADATTACK (1 ms to 2 s)RELEASE (30 ms to 7.7 s)LIFT (0 to +2 octaves, in semitones)LEVEL
LFOMOTIONTIDE RATEWOBBLE (vibrato)WALK (a slow random drift of pitch)WIDTH (stereo spread across the notes)
LFO, SELECT onceMOTION 2SPREADCROSSTIMBRESWAY
FXENSEMBLEENSEMBLE (OFF, CHOR I, CHOR II or ENSEMBLE, the fullest)ENS MIX––
FX, SELECT onceDELAYDLY TIMEDLY FDBK (how many repeats)DLY MIX (how loud)COLOUR (dark or bright repeats)
FX, SELECT twiceDELAY 2DIFFUSE (echoes blurred into a cloud)–––
FX, SELECT three timesREVERBREV SIZE (how long it rings, about 0.6 to 8 s)REV DAMP (how fast the highs die away)SHIMMERSPACE (the same as on HOME)
ARP, or hold PLAYORBITMODEDepends on the mode (section 7)Depends on the modeDepends on the mode
ARP, SELECT onceORBIT 2HOME PULLOCTAVES (ARP, 1 to 3)––
GLOGLOBALSCALEROOTVIEWMORPH (NOW, or 1 to 30 s)
GLO, SELECT onceMIDIIN CH (OMNI or 1–16)OUT CH (1–16)LOCALVELOCITY
GLO, SELECT twiceUSBSPEAKER (ON, AUTO, OFF)USB LEVEL (the recording's level, 0 to -18 dB)CLOCK OUT–

The models (turn ALGORITHM, or KNOB 1 on BODY). Changing the model restarts the bodies with a short fade.

ModelWhat it isMASSSHAPE
SOLAREight harmonics, each breathing on its ownMore harmonics, brighterOdd harmonics (hollow), then all of them, then even ones (like an organ)
VOIDThree detuned saws and a sub through a dark filterThe filter cutoffThe detune
GLASSTwo-operator FM with a breathing depth and a detuned second carrierThe FM depthThe ratio: 1, 2, 3, 3.5, 4, 5, 7 or 1.41
STRINGA bowed stringBrightnessNo effect
CHOIRA buzz through three vowel formantsMoves the formants up and brings the upper two forwardThe vowel: A, E, I, O, U
BELLFour partials, each breathing on its ownBrighter upper partialsFrom the harmonic series to a bell's ratios
SHEPARDSix octaves of sine under a moving window: a rise or fall that never endsLeans the window high or lowStill at the middle; below it falls, above it rises, faster further from the middle
FOLDA sine through a wavefolder (DRIFT makes the fold breathe)The filter after the foldHow hard it folds

SUB adds an octave below on every model. AIR adds breath or noise: the bow's noise on STRING, breath on CHOIR, the hiss of the strike on BELL, a breath of noise on SHEPARD, and noise into the fold on FOLD. It does nothing on SOLAR, VOID or GLASS.

The BODY page: MODEL STRING, SHAPE, SUB, AIR
The BODY page

The noise layer (EDIT, then SELECT for NOISE, and once more for NOISE 2) is a stereo noise under the bodies, or on its own with no keys held: wind, sea, rain or breath.

The four forces shape the noise too: MASS brightens it, DRIFT widens its wander, SPACE sends it to the reverb, and TIDE makes it breathe. Leaning on a key brightens it, and it fades in and out at SWELL and FADE like a body. Hold FX and press C4 (white key 5) to switch it off and on again. Switched back on, it returns at the level it had when you last switched it off, or else at the scene's saved level, or else at a third. N lights in the header while it is on, and its beam on the screen rises with each gust. MIDI CC 20 sets its LEVEL.

The NOISE page on F6 NEBULA: LEVEL, COLOUR, WIND, BAND, the wind bed as a soft beam over the keys
The NOISE page

MOTION 2 (LFO, then SELECT) makes the eight bodies sound like eight separate voices instead of one sound at eight pitches.

The delay echoes left, then right, then left again, each repeat a little further away. DLY FDBK sets how many repeats.


7ORBIT

ORBIT moves the latched bodies by itself. Press PLAY to start it and again to stop it; when it stops, the bodies stay where they are. When it starts, the screen names the mode (WANDER EVERY 5S, for example). While it runs, the PLAY pill fills up toward the next move and flashes when it comes. The pill is named for the mode: PLAY ORBIT for WANDER, PLAY CHORD, PLAY SCATTER and so on.

Pick the mode with KNOB 1 (MODE) on the ORBIT page: press ARP, or hold PLAY. KNOB 2 to KNOB 4 change with the mode, and PLAY's colour shows it:

ModePLAYKNOB 2, 3, 4What happens
WANDERgreenEVERY, CHANCE, STEPS UP TOEvery EVERY seconds (give or take a quarter), with a CHANCE, one body moves to a nearby note in the scale, up to STEPS UP TO scale steps away. It never moves onto a note another body is playing.
CHORDorangeEVERY, CHANCE, DISTANCEAll the bodies move together by the same number of scale steps, up to DISTANCE, so the whole chord shifts to a related one.
SCATTERorangeEVERY, BODIES, STEPS UP TOSeveral bodies move at once, each its own way, with looser timing (give or take a half). BODIES sets how many: one at 0, all the latched bodies at full.
ARPredRATE, GATE, ORDERAn arpeggio. The bodies keep droning while a lead (section 4) steps through their notes at RATE (40 to 240 BPM, one step per eighth note). GATE is how long each step is held (smoothly joined at the top). ORDER is UP, DOWN, UP DOWN, RANDOM, or PLAYED (the order you struck them). OCTAVES (ORBIT 2) spreads it over more octaves. ARP remembers the notes: stop every body (hold SEL) and it keeps playing until you press PLAY. The pill fills over a bar of eight steps.
CYCLEorangeEVERY, CHANCE, CHORDSThe chord walks through a progression, picked with CHORDS (below). Each step is counted in scale degrees from where you played the chord.
ECHOorangeEVERY, DECAY, JUMPSYour last eight leads (keys played with LATCH off, or MIDI notes then) come back as a phrase every EVERY seconds, quieter each time, losing notes (DECAY) and jumping octaves (JUMPS) until it is gone. A new note starts it again with the new phrase. ARP's own notes don't count.
PULSEorangeEVERY, CHANCE, ROLLEvery EVERY seconds, with a CHANCE, each body dips and swells back at SWELL speed, from low to high, ROLL apart: a slow strum across the chord.

Every mode but ARP needs at least one latched body: with none, nothing moves (so ECHO needs a bed under the leads). SCATTER and ECHO have no CHANCE knob, but they still use the CHANCE last set in another mode.

CYCLE's progressions: I IV V, I VI IV V, I V VI IV, I VI III VII, I IV I V, I II V, I III VI IV and I VII IV. They are scale degrees, so in a minor key I IV V means i iv v.

HOME PULL (ORBIT 2) is the chance that a body, or in CHORD the whole chord, is pulled back to the key where it started. ORBIT leaves alone the bodies held over MIDI, and the leads. Each move goes out over MIDI as a note off and a note on.

Seeing where it goes. ORBIT picks each move when the countdown starts, so you can see it coming. A line grows from the top of the body's beam toward the key it is going to, and a faint ghost beam stands at that key. On the panel the key is half-lit and blinks just before the move; on the screen's keys strip it shows in the body's dim colour. When the move comes, the beam slides along the line and the key light follows it, while the starting key stays half-lit. On the ORBITS view, a planet's orbit grows or shrinks as it glides to the new pitch.

CHORD mode mid-countdown: each beam with a line growing from its top toward a ghost beam at the destination key, PLAY CHORD filling
Where the chord is going
The ORBIT page: MODE, EVERY, CHANCE, STEPS UP TO
The ORBIT page

MIDI clock. While MIDI clock comes in (over USB, TRS or Bluetooth), ARP steps every eighth note of it and RATE reads EXT; EVERY counts in whole beats of that tempo, so ORBIT's moves land in time. A MIDI start restarts ARP. After two seconds without clock, ORBIT goes back to its own timing. CLOCK OUT (USB page) sends clock, with start and stop, while ARP runs from RATE, so a drum machine can follow the FM-1.


8FREEZE and the effects

FREEZE (SEQ, lit while on): the reverb holds what it has, forever. Nothing new goes in, nothing dies away, and it comes up to about the level of the dry sound. The bodies keep playing on top, dry and through the delay. The shimmer is silent while frozen. Press SEQ again to let it go. While it is frozen, the view has a frame of ice.

Frozen: the ice frame round the beams, SEQ FRZ lit, ORBIT running
FREEZE on

SHIMMER (REVERB page) feeds the reverb back into itself an octave higher: a rising cloud. It can't run away, whatever the reverb's size.

Switching effects on and off. Hold FX, and the five lowest white keys become switches, on every scene:

KeySwitches
F3 (white key 1)Ensemble
G3 (white key 2)Delay
A3 (white key 3)Reverb
B3 (white key 4)Shimmer
C4 (white key 5)The noise layer

Press a key to switch its effect on, and again to switch it off. An effect the scene has at zero comes in at a useful amount: DLY MIX 27%, SPACE 35%, SHIMMER 23% (with the reverb), and ENSEMBLE CHOR I with ENS MIX at 31%. While FX is held, the screen shows the five switches in a row, each ON or OFF (the noise with its level), and the keys of the effects that are on light teal. The keys play no notes while FX is held. The switches are saved with the scene, and E D R S N in the header show which effects are on.

Tap FX without pressing a key to open the effects pages instead: ENSEMBLE, then turn SELECT for DELAY, DELAY 2 and REVERB, in the same order as the keys.

FX held: the effect switches large, ON or OFF, in a row
The effects layer
The REVERB page: REV SIZE, REV DAMP, SHIMMER, SPACE
The REVERB page

9Scenes: changing, saving, blending

A scene holds the values on the sound pages (HOME, BODY, NOISE, ENVELOPE, LEAD, MOTION, the effects and ORBIT), the effect switches, and the bodies that were latched when it was saved. The GLOBAL, MIDI and USB pages are settings instead: they stay as they are when you change scene. F1–F16 are the factory scenes. U1–U16 are yours, and start with no bodies.

Changing scene. Turn PRESETS. The scene names scroll past on the screen, and the one you stop on loads. It blends in over MORPH seconds (GLOBAL page; 4 s by default, or NOW to switch at once): the values crossfade, its bodies swell in, the old scene's bodies fade out, and a body that is in both keeps sounding. A bar along the bottom of the header shows the blend. A MIDI program change does the same.

Saving.

  1. Press SAVE. The screen says SAVE SCENE TO and a user slot.
  2. Turn PRESETS (or SELECT, or KNOB 1) to choose U1–U16.
  3. Press SAVE again. The sound and the bodies latched right now go into that slot, and the screen says SAVED. Press HOME instead to cancel.
The save dialog: SAVE SCENE TO U1 USER 1
Saving a scene

The saved scene takes the name of the scene you were playing, unless you save over the user slot you are on, which keeps its name.

Every save also stores the settings: which scene you are on, the octave, scale, root, LATCH, VELOCITY, LOCAL, the view, MORPH, the MIDI channels, the USB page, and Bluetooth on or off. Nothing is stored until you save: switch off without saving and all of it goes back to the last save.

Blending by hand. Hold GLO and lean on a key: the harder you press, the further the sound blends toward the next scene (the slot after this one). The header's bar and the screen show which scene and how far. The lean is counted from where the key settles, so press the key, wait a moment, then push. The top seven keys (C#5 to G5) can't sense a lean: hold one under GLO and the blend climbs to full over two seconds. Let go of the key and the blend stays where it is, between the two scenes, until the next scene loads. The keys play no notes while GLO is held, and only the values blend: the bodies and the model stay as they are.

The factory scenes:

SceneModelSound
F1 FIRST LIGHTSOLARA warm major chord
F2 VOID TIDEVOIDLow and breathing
F3 GLASS ORBITGLASSShimmer and delay; made for ORBIT
F4 BOWED SKYSTRINGWide
F5 PULSARGLASSA fast tide
F6 NEBULASOLARHollow, very slow swells, drowned in reverb, a wind bed
F7 DEEP VOIDVOIDSub and a long delay over a quiet crackle
F8 STARLIGHTSTRINGBright, airy, high
F9 CATHEDRALCHOIRAn open vowel in a big hall
F10 LOW CHOIRCHOIRA closed vowel, low, with sub and breath on the voices
F11 GAMELANBELLBell ratios and shimmer; made for ORBIT
F12 ICE BELLSBELLHigh and wide, with a bright rain
F13 ASCENTSHEPARDRising
F14 DESCENTSHEPARDFalling, dark, a low wind
F15 FOLDED SUNFOLDBright, with ensemble
F16 TIDE POOLFOLDDark, a deep tide, delay

10The views

VIEW on the GLOBAL page picks how the screen draws the bodies. BEAMS is the one to play by; the others are different pictures over the same keys.

ViewWhat you see
BEAMSEach body is a beam rising from its key, in its colour. Its height is its level, so you see it swell in and sink as it fades (dim). A latched beam has a white cap. When ORBIT moves a body, its beam slides to the new key and leaves a mark where it started. A body above or below the keys (a MIDI note, or after an octave change) stands thin at the edge. The noise layer is a soft, wide beam where its band sits, brown to white, drifting with WIND. Stars drift behind at DRIFT's speed, and FREEZE frames the view in ice.
MOUTHAn orange pill bottle on the left pops its cap and tumbles out a pill for every new body. A mouth on the right opens with the sound. The pills hang over their keys, high notes higher, in two colours (the body's and white), outlined yellow once latched. A body you stop flies into the mouth and is eaten. Now and then the mouth snatches the pill of a body that is still sounding and spits it back out.
ORBITSA sun that pulses with the sound. Each body is a planet: its distance from the sun is its pitch, its speed follows its breathing, its size is its level, and its colour is its note. A latched planet has a ring; a fading one dims. Stars drift behind at DRIFT's speed.
NEBULAThe bodies' harmonics as glows along a wavy band, low notes on the left and high on the right, coloured by body, with a mark under each body's note.
SCOPEA radar. Each body is a blip: its note sets the angle and its octave the distance from the centre, and it lights as the sweep passes. The sound's left channel against its right draws a figure; its shape shows the stereo width and the beating.
MOUTH: the bottle, four pills over their keys, the mouth
The MOUTH view
ORBITS: four bodies as planets round the sun
The ORBITS view
NEBULA: the harmonics of four bodies as coloured glows
The NEBULA view
SCOPE: the radar with the bodies as blips and the output as a figure
The SCOPE view

Every view except MOUTH leaves fading trails as things move.


11MIDI and Bluetooth

MIDI in comes over USB, Bluetooth and the TRS jack, on IN CH (OMNI, any channel, by default). With LATCH on, a MIDI note plays a body until its note off; with LATCH off, it plays a lead (section 4). The sustain pedal (CC 64) keeps the bodies going. Poly and channel pressure brighten the sound, like leaning on a key. Pitch bend bends everything up to two semitones either way. MIDI clock times ORBIT (section 7).

MIDI out goes over USB and Bluetooth, on OUT CH. The TRS jack is in only. A key sends a note on when you press it, and a note off when its body starts to fade, which is later than your release if the body was latched. Leaning on a key sends poly pressure. ORBIT's moves go out too. With LOCAL off (MIDI page), the keys only send MIDI and don't play DEEP FIELD.

MIDI CCWhat it does
1Wobble (the mod wheel)
7Volume
16, 17, 18, 19MASS, DRIFT, SPACE, TIDE
20The noise layer's LEVEL
64Sustain
71SHAPE
72FADE
73SWELL
74MASS
91SPACE
93ENS MIX
94DLY MIX
120Silence at once
121Controllers back to rest
123Stop every body

A program change loads a scene: 0–15 load F1–F16, and 16–31 load U1–U16.

Recording over USB. Plugged into a computer, the FM-1 is also a USB audio input called DEEP FIELD FM-1 (stereo, 44.1 kHz). SPEAKER on the USB page (GLO, then SELECT twice) decides what the speaker and headphones do while you record:

The header says USB while a computer is recording. USB LEVEL sets the recording's level with AUTO and OFF, without touching the speaker. It is -6 dB by default, so a full chord peaks about 6 dB below the loudest the recording can go.

Bluetooth. Bluetooth MIDI starts when the FM-1 does. A computer, phone or tablet can connect to it as DEEP FIELD FM-1. To connect the FM-1 to a Bluetooth MIDI keyboard or controller:

  1. Press REC. The screen says BLE SCANNING and then names each device it finds. Turn ALGORITHM to choose one.
  2. Press REC again to connect (CONNECTING, then CONNECTED). Press REC once more to disconnect.

Hold REC for a second to turn Bluetooth off or on. Save a scene to keep that choice after you switch off.


12The screen reader

DEEP FIELD works with fm1-reader, a screen reader for the FM-1. It speaks every message the screen shows, and on request reads out the scene, the page and the page's four values. DEEP FIELD gives it the way to say each of its screen words (words.tsv in the source code).


13Troubleshooting

ProblemWhat to check
A key does nothingLATCH is on (SEL lit) and that key's body was already sounding, so your press stopped it. Or TRANSPOSE is on (the pill reads SEL TRANS): tap SEL. Or LOCAL is off (MIDI page). Or FX or GLO is held: the keys play no notes then.
Pressing a lit key adds a note instead of stopping oneORBIT moved that body: press the half-lit key it started on.
A body stops when I let go of the keyLATCH is off (SEL dark). Tap SEL.
Leaning on a key does nothingThe top seven keys (C#5 to G5) can't sense a lean. Or PRESS (ENVELOPE page) is at 0.
The knobs change the wrong thingAnother page is open: check the page band at the bottom of the screen. Press HOME.
Bodies move by themselvesORBIT is running (PLAY lit). Press PLAY to stop it.
ORBIT does nothingNo body is latched. Every mode but ARP needs at least one.
The reverb won't die awayFREEZE is on (SEQ lit). Press SEQ.
A scene is silentIt is a user slot (U1–U16) with nothing saved in it yet: press some keys. Or TIDE at full fades each body all the way down on its cycle. Or the scene is still blending in.
My settings were gone after switching offSettings are only stored when you save a scene (section 9).
LOAD in the headerThe FM-1 once ran short of processing time, so it plays one body fewer until things have been calm for a while.
The buttons or knobs respond wronglyHold OCT- and OCT+ while you switch on: the hardware calibration asks you to press each button and turn each knob.
An install was cut offHold REC while you switch on for update mode, then install again.