short-header

Slew and CC smoothing

CC slew interpolates outgoing controller values between successive arp steps so a moving filter cutoff or resonance glides instead of stepping. The slew view offers three modes: off, eight manual glide times, and an auto mode that stretches the glide to reach the next CC target, so sparse arps glide longer and dense arps snap tighter.

A second, smaller smoother sits on LaunchControl fader and knob input before it reaches a sequencer parameter. It is not user-configurable.


Slew view

LP layout

While the slew view is active, both Launchpads display the same 8×8 picture:

A column is live for sequencers 2, 3, 6, 9, 11 and 12, the same set that owns a CC-arp view. There is nothing for slew to smooth on the others, so they render dark and ignore presses.

Each live column represents one sequencer. The column shows one of three modes:

Edit gestures

Slew is edited by pressing a column/row cell on either LP. Both players can edit and the surface is shared, but each player’s modifiers are their own, so a shift+mute on one LC does not affect the other.

Current tau Press Result
0 Row 1 tau = 1 (turn on at level 1)
1 Row 1 tau = 0 (turn off)
2..9 Row 1 tau = 1 (change to level 1; exits auto)
N Row N (2..7) no-op (idempotent)
Other than N Row N (2..7) tau = N
0 Row 8 tau = 8 (turn on at level 8)
8 Row 8 tau = 9 (enter auto)
9 Row 8 tau = 8 (exit auto → manual 8)
1..7 Row 8 tau = 8
any SHIFT + MUTE (player’s own LC), any row tau = 0 (column reset)
any Any column outside {2, 3, 6, 9, 11, 12} ignored

There is no single “off” cell that always disables slew. To turn off without shift-mute: press row 1 once (lands at tau=1), then press row 1 again (tau=0). SHIFT + MUTE is the one-press panic reset.

Behaviour

Off sends each CC value the moment the step fires, so the parameter jumps.

Manual levels 1 to 8 glide over a fixed time, from about 20 ms at level 1 to about two seconds at level 8, doubling roughly every level. The whole sequencer uses the same time, so every CC row on it moves together.

Auto sets the glide from the pattern instead. Each row looks ahead to its own next CC target and takes exactly that long to get there, so a row with a target every step snaps, and a row with one target per bar glides across the whole bar. Rows on the same sequencer can end up sounding quite different, and that is the point: a busy filter-cutoff row and a sparse delay-time row each get the glide that suits them. Because the glide is measured in steps, it follows the tempo and the sequencer’s clock division.

A changed glide time takes effect on that row’s next step rather than immediately, which is not something you will hear at any sensible tempo. A glide already in progress finishes with the setting it started on.

LC 1-pole filter

This one is not a view at all. It is a smoother that sits on every LaunchControl knob, all three rows of them, taking the jitter out of the knob’s own output so a slow turn does not produce a staircase. The knob’s 0-127 travel is quantised to the eight values the rest of the instrument works in, and a fast sweep arrives as one clean transition per value rather than a burst.

There is no LP gesture for this filter. It exists so that sweeping a knob across several values in one motion sends the engine one clean transition per value rather than a burst of intermediate ones.


Cross-references