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Trigs

The trig view is the default view for every sequencer. It is the central editing surface: here you write which steps fire, set percentage chance, configure conditional and sustain trigs, and set per-row play modes.


What You See

The grid is 8 rows × 16 steps. Each Launchpad shows half the grid:

Rows are numbered 1 at the bottom of the pad up to 8 at the top. The manual counts them that way everywhere, so row 1 is always the bottom row you are looking at, whichever view you are in.

The trig view is per-sequencer: selecting a different sequencer (top-bar buttons) switches your own two pads to that sequencer’s trig grid. The other player’s pads do not move, and nothing you hear changes: selection decides what you are looking at and editing, not what plays.


Trig Status Colours

Each step in the grid shows one of the following states:

Status Colour Code Description
OFF Unlit 0 Step is silent
ON Teal-green 1 Step fires unconditionally on every pass
PERCENTAGE_CHANCE Green (4 shades) 2 Fires at a per-sequencer percentage-chance threshold
TRIGMUTE Tan 3 Step is overridden to silence (will not fire)
MOD1 Pale pink 4 Fires every other bar (even bars 0, 2, 4 … 14)
MOD2 Pale lilac 5 Fires every other bar (odd bars 1, 3, 5 … 15)
MOD4 Light blue 6 Fires on bars 3, 7, 11, 15 (every 4th bar)
MOD8 Mid blue 7 Fires on bars 7 and 15 (every 8th bar)
MOD16 Deep blue 8 Fires on bar 15 only (once per 16-bar cycle)
INVMOD4 Mustard 9 Fires on all bars except 3, 7, 11, 15
INVMOD8 Dark orange-brown 10 Fires on all bars except 7 and 15
INVMOD16 Dark red 11 Fires on all bars except 15
SUS_START Yellow-green 12 First step of a sustained note
SUS_HOLD Slate grey 13 Middle/end steps of a sustained note

The mod divisions read as a run: pink, lilac, then three deepening blues. Their inverses read as a warm run: mustard, dark orange, dark red.

The bar counter runs 0–15 within the 16-bar cycle. MOD and INVMOD conditions are evaluated against the current bar number at the moment the step plays.

Percentage-Chance shading

PERCENTAGE_CHANCE steps change colour based on the per-sequencer chance threshold (set via the LC knobs (see LaunchControl knobs and faders)):

Chance value Appearance
0% Looks like TRIGMUTE (never fires)
1–12% Deepest green
13–25% Green
26–65% Light green
66–95% Palest green
96–100% Looks like ON (essentially always fires)

The deeper the green, the less likely the step is to fire.

Euclidean overlay

When a Euclidean trig pattern is active on a row, OFF steps that fall on Euclidean trig positions change colour: bright magenta on the selected row, dim magenta on every other row. See Euclidean trigs for full Euclidean semantics.

Sequencer-muted overlay

When the sequencer’s sequencer mute state is MUTED or any autodrop variant, the frontend overlays a dark red on all active trig positions to signal that output is suppressed.


Editing Steps (Steps 1–16)

Press any step pad in columns 1–8 (LHS for steps 1–8, RHS for steps 9–16). The result depends on the LC modifier held at the moment of the press:

LC modifier Action
(none) Toggle OFF ↔ ON. If step is TRIGMUTE: → ON. If step is a sustain step: break the sustain at this step, then → ON.
SHIFT PERCENTAGE_CHANCE. If step is OFF: → PERCENTAGE_CHANCE. If step is sustain: break sustain → PERCENTAGE_CHANCE. From any other state: → OFF.
MUTE TRIGMUTE. If step is OFF or ON: → TRIGMUTE. If step is sustain: break sustain → TRIGMUTE. From TRIGMUTE or any mod state: → OFF.
SOLO Sustain: set start / end markers (see “Sustain” below).
REC ARM Cycle mod division: OFF → MOD1 → MOD2 → MOD4 → MOD8 → MOD16 → OFF. If currently INVMOD: convert back to the corresponding MOD. If sustain: break sustain → MOD1.
8A Inverse mod: if step is OFF/ON/MOD1/MOD2/MOD4 → INVMOD4; MOD8 → INVMOD8; MOD16 → INVMOD16. If already INVMOD: convert to corresponding MOD (INVMOD4→MOD4, INVMOD8→MOD8, INVMOD16→MOD16). If sustain: break sustain → INVMOD4.
8B Euclidean overlay: the pressed step becomes the Euclidean rotation point. If this row already has Euclidean enabled at this step, toggle off and clear. See Euclidean trigs.

Sustain (SUS_START / SUS_HOLD)

Sustain trigs hold a MIDI note across multiple steps instead of retriggering it. A sustain region is defined by two SOLO+press gestures:

  1. First press (SOLO held): sets the sustain start step. Nothing is written yet; MSEQ waits for the end marker.
  2. Second press (SOLO held): sets the sustain end step. MSEQ immediately writes:
    • SUS_START at the start step.
    • SUS_HOLD at every step between start and end (inclusive, wrapping around if end < start).

One sustain region on the bottom row: a yellow-green start pad labelled C3, followed by three slate hold pads

One sustain region, four steps long. The yellow-green pad is the step you pressed first and the slate pads behind it are that same note still sounding.

The sustain region wraps across bar boundaries: if start = 14 and end = 3, steps 14→16 and 1→3 all become SUS_HOLD.

Breaking a sustain: pressing any step inside an existing sustain region with any modifier clears the sustain back to individual steps before applying the new status.


Row Mode (Column 9 on LHS)

The rightmost button on each row of the LP LHS sets the row play mode for that row. The action depends on the LC modifier held:

LC modifier Action
(none) Instant toggle MUTED ↔ UNMUTED
SHIFT Row autodrop: cue an autodrop for this row (row will auto-unmute after the cycle)
MUTE Toggle DRONE: if the row is muted, enter Drone immediately; if in Drone range: → Muted; if unmuted: → Drone
SOLO Toggle LEGATO: same logic as MUTE but targets Legato mode
REC ARM Cued transition at bar 0: cues unmute, or cues the current mode to mute at next 16-bar boundary
MUTE + REC ARM Cued DRONE: cue the row to enter Drone mode at next bar 0
SOLO + REC ARM Cued LEGATO: cue the row to enter Legato mode at next bar 0

Row cues land at bar 0 of the 16-bar cycle only, so one set early in a cycle waits a while. Repeating the gesture that set a cue cancels it and leaves the row playing as it already was, which is the quick way out if you change your mind. Sequencer mutes are the more immediate layer: theirs also get a chance at bar 8 (see Mutes and row states).

Row play modes: column 9 is a round button, so its colours are shown round here to separate them from the square step pads above.

Row state Button Behaviour
Muted Unlit Row is silent; no notes fire
Cued to unmute Slate Muted, with an unmute waiting for the next boundary
Unmuted Orange Normal step playback
Drone Teal-green A single note fires immediately on entering Drone and is held until Drone exits
Legato Blue Steps play with extended duty: notes connect into each other
Unmuted with arp Magenta Unmuted, with an arp running on the row
Autodropped in Purple Brought in by an autodrop for the cycle
Autodropped out Slate Dropped out by an autodrop, waiting to return

A row that is changing state flashes between the two colours rather than showing a third one. A row that is muted and cued to Drone flashes slate and teal-green, and a row that is unmuted and cued to mute flashes orange and unlit.

See Mutes and row states for the full cued-state transition table and LED colours on the LP for row mute states.

Note on Sequencer 13 / TR-8, row 1 (the bottom row), column 9 (LHS only): This position is the Boom-TSK toggle. Pressing it drops the whole kit to a fixed kick-and-offbeat-hat pattern, muting every other TR-8 row on both the main and alt views; pressing it again silences it. This special case overrides the normal row-mode logic (see Boom-tsk).


Reset and Randomise (SHIFT + MUTE / SHIFT + SOLO)

These global gestures affect the currently pressed row in the trig view:

Gesture Effect in trig view
SHIFT + MUTE (hold both, then press a step in any column) Reset the entire trig row to all-OFF. Also clears any Euclidean pattern on that row.
SHIFT + SOLO (hold both, then press a step in any column) Randomise the trig row with a random density pattern.

These gestures are view-aware: the same gesture produces different effects in other views (step_velo, step_duty and so on). Reset and randomise has the full matrix.


Cross-References