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Saving and loading

A session is everything you have built: every pattern, every arp, the chord progression, the swing, the mutes. Saving writes it to a numbered slot on the Pi; loading brings it back. You can save and load the whole thing, or one sequencer at a time, or just the chord progression, which is what makes the catalog useful mid-set rather than only between sets.

There are 98 slots, laid out as 14 pages of 7. The IO view is where you work with them.


What is saved

Twelve sequencers are saved: 1–7 and 9–13. Sequencers 8 and 16 are the LaunchControl pages rather than voices, and 14 and 15 are not part of the session model, so none of the four appear in the view at all.

For each of those twelve, a session holds the whole sequencer: trigs and their statuses, notes, per-step velocity and duty, row octaves, row mutes, all four arp families (note, velocity, duty and CC) with their lengths, Euclidean trig settings, trig rotation, and the per-sequencer chord settings.

Alongside that it holds the state that belongs to the rig rather than to one sequencer: the chord progression and its inversions, root note and scale, the chord clock divisions and CP-follow toggles, swing (coarse and fine), clock divisions, CC slew times, mod-wheel toggles, autodrop eligibility, and sequencer mutes.

What is not saved

Three things a player will notice, all deliberate:


What You See on the Launchpads

The IO view uses both LPs as one 8×16 surface, and the top row means something different from the seven rows below it.

Where What it is
Top row, LHS cols 1–7 The live row: sequencers 1–7 as they are right now
Top row, RHS cols 1–5 The live row continued: sequencers 9–13
Top row, LHS col 8 The undo pad
Top row, RHS col 8 The live chord progression
Rows 1–7, cols 1–7 / 1–5 One slot per row, showing which sequencers that slot holds
Rows 1–7, LHS col 8 That slot’s whole-session pad
Rows 1–7, RHS col 8 That slot’s chord progression
Column 9, rows 1–7 Page indicator: one lit button, white on pages 1–7 and green on pages 8–14
Column 9, top button Cloud-sync status

Rows count from the bottom, so the slot on row 1 is the lowest of the seven and the live row is above all of them. The slot number is (page − 1) × 7 + row, which is worth knowing when you are shouting a slot number across a room.

The page indicator reads downwards: page 1 lights row 7, page 7 lights row 1, and then pages 8 to 14 repeat the same seven positions in green. So the lit button tells you where you are within a block of seven, and its colour tells you which block.

The session IO view: a top row with three bright white pads, a mustard pad in column 8 and a magenta pad at the far right, and three rows below it each showing a handful of deep blue pads with a warm white pad in column 8 and a magenta pad at the far right The session IO view: a top row with three bright white pads, a mustard pad in column 8 and a magenta pad at the far right, and three rows below it each showing a handful of deep blue pads with a warm white pad in column 8 and a magenta pad at the far right, photographed on the hardware

Three of the seven slots on this page hold something, and they do not all hold the same thing: the blue pads show which sequencers each slot saved. Each of the three also has a chord progression stored (magenta, far right) and a whole-session pad lit warm white in column 8, so any of them can be loaded whole or picked apart a sequencer at a time.

The top row is the live rig rather than a slot. The three bright white pads are the sequencers playing right now, and they are sequencers 1, 2 and 13, which is exactly what the bottom slot holds: this is the moment after that slot was loaded. The magenta pad at the far right of the top row is the progression currently live, and the mustard pad in column 8 means an undo is available, so the load you just did can be put straight back.

Colours

The Verified column says whether the colour has been checked against a capture of the rendered grid, or taken from the colour definitions without one, because most of these states are transient and no still image of them exists yet.

Colour Means Verified
Bright white, live row That sequencer is playing and unmuted ✅ capture
Deep blue, slot row The slot holds data for that sequencer ✅ capture
Warm white, col 8 The slot holds a session you can load ✅ capture
Magenta, RHS col 8 A chord progression is stored (or live, on the top row) ✅ capture
Mustard, undo pad Pressing it will undo the last load ✅ capture
Bright green, undo pad Pressing it will redo instead ✅ capture
Dark bronze, undo pad Nothing to undo or redo yet from source
Blue, blinking between two shades The pad you pressed first in a two-press gesture: this is the source you are about to load from from source
Red blinking against dark bronze, live row That live sequencer is the source of a save you are part-way through from source
Pale blue, slot pad The slot holds material pulled from a peer from source
Slate grey, live row Muted, but the sequencer still holds data from source
Slate grey, any pad Cue preview while REC ARM is held, or a pad that is actually cued (it blinks) ✅ capture (preview)
Bright red, col 8 Save armed: you are holding SHIFT ✅ capture
Tan, col 8 Initialise armed: you are holding SHIFT + MUTE ✅ capture
Teal-green flash A save or load just committed (three frames) ✅ capture
Very bright pink, undo pad A cue is pending in the other IO view from source
Bright green, col 9 top Cloud sync is idle ✅ capture
Mustard, col 9 top Cloud sync is working from source
Bright red, col 9 top Cloud sync has failed from source

Two of those colours are shared with other meanings at other positions, which is why position matters as much as hue: bright red is both “save armed” and the transient load-target flash, and slate grey is both the cue colour and the muted-with-data colour.

The blinking source pads are worth learning first, because they are the feedback you use most. Every two-press gesture here shows you the first press as a blink, so you can always see what you have picked up before you decide where to put it down. If nothing is blinking, nothing is selected, and the next press starts a fresh gesture rather than completing one.

The SHIFT and SHIFT + MUTE previews paint every slot pad, including empty ones, so you can see what the modifier would do before you commit. The REC ARM cue preview is choosier: it only lights the pads that actually have something to cue.


Gestures

Modifiers are held on the LaunchControl and read at the moment you press a pad. Where two could apply, the stronger one wins: SHIFT + MUTE, then SHIFT, then REC ARM, then MUTE, then no modifier.

The whole session

Gesture Effect
Press a slot’s col-8 pad Load that whole session
SHIFT + a slot’s col-8 pad Save everything into that slot
SHIFT + MUTE + a slot’s col-8 pad Initialise the slot: the file becomes an empty session

One sequencer at a time

Gesture Effect
Press a slot’s data pad, then a live-row pad Load that saved sequencer into the live sequencer you pressed second
SHIFT + a live-row pad, then a slot pad Save that live sequencer into the slot

This is the gesture that earns the view its place in a set. You can pull one saved bassline into sequencer 3 without disturbing anything else you are playing.

Two things happen around that load which are easier to enjoy than to discover mid-set:

The chord progression

Gesture Effect
Press a slot’s RHS col-8 pad, then the top-row RHS col-8 pad Load that saved progression
SHIFT + the top-row RHS col-8 pad, then a slot’s RHS col-8 pad Save the live progression into the slot

Undo, and the page

Gesture Effect
Press the undo pad (top row, LHS col 8) Undo the last load, or redo it if the pad is green
LC left / right arrows Page down / page up through the 14 pages

The arrows are the same two LaunchControl buttons that rotate a trig pattern everywhere else. The IO and peer views are the two exceptions where they page the catalog instead (see Reset and randomise).

There is one step of undo and one of redo, and they are mutually exclusive: after you undo, the pad offers redo, and after you load something new, it offers undo again. The pad’s colour always tells you which way the next press goes.

Cloud sync

Gesture Effect
Press the top col-9 button Sync now
SHIFT + it Turn background sync on or off
SHIFT + MUTE + it Clear a stuck sync status and its backoff

Setting sync up is a one-time job on the box, described in Google Drive session sync.


Landing a load on the bar

Loading mid-bar is usually not what you want. Hold REC ARM while making any load gesture and it becomes a cue: nothing happens until the next bar boundary, and then the whole thing lands at once. Arming a second cue replaces the first rather than queueing behind it.

While a cue is pending, the pads that would fire show the cue colour, so you can see what is about to happen. If you change your mind, arm something else.

One safeguard worth knowing: a cue needs a running transport to find the bar edge. If the transport stops while a cue is waiting, MSEQ gives it four seconds and then fires it immediately rather than leaving it stuck.


Loading from another machine

The peer IO view is the same layout pointed at a peer’s synced catalog. It is deliberately load-only: you can pull a whole session, a single sequencer or a chord progression out of it, with the same two-press gestures and the same REC ARM cueing, but there is no save, no initialise and no overwrite. SHIFT and SHIFT + MUTE do nothing there on purpose.

Occupied peer slots are drawn in their own tint so you cannot mistake the peer catalog for your own. It keeps its own page cursor, so browsing away in one view does not move the other, but the two share the pending cue and the undo history. That sharing is why a pink blinking undo pad means “a cue is waiting in the other view”: pressing it there dismisses that cue instead of undoing.

To make a peer’s material yours, load it and then save into a local slot. That is the whole remix workflow: pull, play, save.


Cross-References