Clock Division
Purpose
Set each sequencer’s clock division: how the incoming MIDI clock maps to step duration. Speed (FULL / HALF / QUARTER) and division type (TRIPLETS / SIXTEENTHS / DOTTED) combine into one of nine divisions.
Interaction
One column per sequencer (LHS cols 1–7 = sequencers 1–7, RHS cols 1–7 = sequencers 9–15; col 8 on each side is reserved/legend). Within a column: rows 8–6 are the speed stack, rows 3–1 the division stack, rows 4–5 always dark. Active cells light in the sequencer’s own colour; a pending change (pressed but not yet applied) blinks until the swap lands. The swap is not bar-quantised: it waits for the tick where the current and target division counters read the same value, so the blink can be short or long depending on which two divisions are involved.
Shortcuts
| Gesture | Where | Action | Modifiers |
|---|---|---|---|
| Press row 8 / 7 / 6 | LP grid | Set target speed FULL / HALF / QUARTER (applies on the next division coincidence) | none |
| Press row 3 / 2 / 1 | LP grid | Set target division TRIPLETS / SIXTEENTHS / DOTTED (applies on the next division coincidence) | none |
| Press the already-active cell | LP grid | No-op | none |
| SHIFT + MUTE / SHIFT + SOLO | LP grid | No-op: deliberately excluded from reset/randomise | any |
Either player’s LHS edits sequencers 1–7 and either player’s RHS edits sequencers 9–15. The view is shared.
See also
- Clock and timing: the nine divisions and step multipliers
- Swing view reference: swing delay shares the step-duration maths
- Reset and randomise: records the deliberate no-op