Quick Reference
Octatrack MKII Basic Project
Why It Matters
The Octatrack's "basic patch" is not a single sound -- it is a basic project: a clean, known starting state for the entire machine. Unlike a synthesizer where you zero out parameters, the OT's basic project is about having the right structure in place:
- A clean project with no leftover samples, machines, or effects
- Tracks assigned to useful default machines
- A simple sample loaded so you can hear changes immediately
- Input routing configured for your setup
This is your lab bench for every session. Start here, explore, and return here when lost. The Part reload function ([FUNC] + [CUE]) will snap you back to the last saved state.
Creating the Basic Project
Step 1: Create a New Set and Project
- Power on with a formatted CF card inserted
- Press [PROJ] to open the Project menu
- Navigate to PROJECT > NEW and confirm with [YES]
- Name it
LEARN(or whatever you prefer) - The OT creates a clean project: all tracks empty, no samples loaded, no effects
Step 2: Load a Simple Sample
You need at least one sound to work with. The OT comes with demo content, or load your own.
- Press [TRACK] key for Track 1 to select it
- Press [SRC] (Track Parameter) to open the source page
- You should see
FLEXas the machine type (default). If not, press [FUNC] + [SRC] to enter SRC SETUP, set MACH to FLEX - Turn Data Entry knob A to open the Quick Assign menu
- Navigate to a simple drum loop or one-shot sample from the Audio Pool
- Select it with [YES] -- it is now assigned to Track 1's flex machine and added to the Flex sample slot list
Step 3: Basic Track Configuration
For a clean starting state, verify these settings on Track 1:
SRC (Source) Page:
| Parameter | Value | Notes |
|---|---|---|
| MACH | FLEX | Flex machine for RAM playback |
| SLOT | (your sample) | The sample you just loaded |
AMP (Amplifier) Page:
| Parameter | Value | Notes |
|---|---|---|
| ATK | 0 | No attack fade |
| HLD | 0 | No hold |
| DEC | 0 | No decay |
| REL | 127 | Full release (sample plays to end) |
| VOL | 0 | Default pre-FX volume (bipolar, 0 = unity) |
| BAL | 0 | Centered panning |
LFO Page:
| Parameter | Value | Notes |
|---|---|---|
| SPD1/2/3 | 0 | No LFO speed |
| DEP1/2/3 | 0 | No LFO depth |
| DST1/2/3 | NONE | No LFO destination |
FX1 and FX2 Pages:
| Parameter | Value | Notes |
|---|---|---|
| Effect | NONE | No effects loaded |
Step 4: Place a Trigger and Test
- Make sure you're on Track 1 (the track key should be lit)
- Press [RECORD] to enter Grid Recording mode (the RECORD key lights up steady)
- Press [TRIG 1] to place a trigger on step 1 -- the TRIG LED lights up
- Press [PLAY] to start the pattern
- You should hear your sample triggering on beat 1 of every bar
- Press [RECORD] again to exit Grid Recording mode
Step 5: Configure Inputs (If Using External Gear)
If you plan to sample external instruments or use the OT as an effects processor:
- Press [MIX] to open the Mixer page
- Set GAIN A/B to an appropriate level for your input source (0 dB is unity)
- Set GAIN C/D similarly if using the second input pair
- Set DIR A/B to
0(we don't want direct monitoring yet -- we'll route through tracks) - Press [NO] to close the Mixer
Step 6: Save the Part and Project
- Press [FUNC] + [PART] to save the current Part (this is your base camp)
- Press [FUNC] + [PROJ] to save the entire project
Quick Test
After setup, verify:
- Pressing [PLAY] plays your sample on beat 1
- Pressing [STOP] stops playback
- Turning the Level knob changes Track 1's volume
- [FUNC] + [CUE] reloads the Part (should sound identical -- nothing has changed yet)
- All 8 track keys select different tracks (T2-T8 should be empty/silent)
The "Return Home" Gesture
Throughout all sessions, this is your safety net:
[FUNC] + [CUE] = Reload Part (undo all unsaved changes to machines, effects, scenes, volumes)
Think of it like Merlin's "base camp" metaphor: save your Part, experiment wildly, and hit [FUNC] + [CUE] to teleport home. This is the Octatrack equivalent of the Evolver's basic patch -- but instead of a set of parameter values, it is a saved project state.
Session Starting State
Every session in this curriculum will specify one of:
- "Start from the basic project" -- Load the LEARN project, Track 1 with a simple sample, everything else clean
- "Start from [specific session] output" -- Load a project state saved from a previous session
- "Start from a new empty pattern" -- Within an existing project, navigate to an unused pattern
The basic project is always available as a reset point.
Session 15: Conditional Trigs & Fill Mode
Session 15: Conditional Trigs & Fill Mode
Objective: Make patterns generative using conditional trigs. Set steps to fire on a 50% chance, every other loop, only after a previous trig played, only during fills. Build a pattern that evolves over 32 loops without ever repeating identically.
Hold a [TRIG] step. Find the TRIG CONDITION parameter. Set it to 50%. Release. That step now fires randomly half the time. Repeat across the pattern. Boredom-proof.
Warm-Up (2 min)
You can build patterns. They loop perfectly. After 8 bars, they get boring. Conditional trigs solve that. Press [PLAY] on a current pattern, listen for 16 bars, notice how repetition deadens. Stop. Time to add evolution.
Setup
Start from the LAB project. Have a working pattern on Tracks 1-3 (drums minimum). Trigs placed in standard positions. Press [PLAY] to confirm — note how the pattern feels static. We're about to break that.
Exercises
Exercise 1: Probability — The 50% Trick (4 min)
The simplest conditional: a step that fires randomly with a probability.
- Press [STOP]. Press [TRACK 3] (your hat track, with trigs on 3, 7, 11, 15)
- Hold [TRIG 3]. Find the TRIG CONDITION parameter (often on the screen as you hold; or press an arrow key to navigate options)
- Set TRG (trig condition) to
50%. Release - Hold [TRIG 7] + TRG =
50%. Release. Repeat for trigs 11 and 15 - Press [PLAY]. The hats now play roughly half as often, randomly. Each loop sounds different
- Other probabilities:
25%,33%,50%,66%,75%. Choose based on density desired
Exercise 2: 1:N — Every Nth Loop (4 min)
Trig fires only on every Nth iteration of the pattern.
- Stop. Press [TRACK 2] (snare). Hold [TRIG 13] (a snare trig)
- Set TRG to
1:2— fires only on every 2nd loop - Now hold [TRIG 5] (also snare) + TRG =
2:2— fires only on the other loop - Press [PLAY]. Loop 1: snare on step 13. Loop 2: snare on step 5. Loop 3: step 13. Loop 4: step 5
- Other ratios:
1:2,2:2,1:3,2:3,3:3,1:4,2:4, etc. — patterns that morph over multi-loop cycles - Try TRG =
1:4on a kick — kicks only the first of every 4 loops. Adds a low-frequency pulse to long-form patterns
Exercise 3: PRE — Conditional on Previous Trig (3 min)
PRE means "fire this trig only if the previous conditional trig fired." Cascading conditional logic.
- Stop. Press [TRACK 1] (kick). Place trigs on 1, 5, 9, 13
- Hold [TRIG 5] + TRG =
50% - Hold [TRIG 9] + TRG =
PRE(only fires if step 5 fired) - Hold [TRIG 13] + TRG =
PRE(only fires if step 9 fired, which only fires if 5 fired) - Press [PLAY]. Either: only step 1 fires (50% chance every loop), OR steps 1 + 5 + 9 + 13 all fire (the other 50%). All-or-nothing chains
- NOT-PRE (
!PREin some firmware): the inverse — fires only if previous did NOT fire
Exercise 4: FILL — Fill Mode Trigs (4 min)
Some trigs fire only when you press the FILL button. Used for drum fills and break sections.
- Stop. Press [TRACK 2] (snare). Place trigs on [TRIG 14, 15, 16] — three rapid snare hits at the end of the bar
- Hold each of those trigs and set TRG =
FILL— only plays during fill mode - Press [PLAY]. Normal pattern plays — those three end-of-bar snares are silent
- Press [FUNC] + [YES] (FILL key, varies by firmware) — fill mode toggles on. Keep playing. The next bar's last 3 steps have the snare fill
- Release fill mode (toggle off, or hold-only). Pattern returns to normal
- Use case: build entire fill sections that are silent until you trigger them — instant break, drop, transition material
Exercise 5: Combine Conditional Types (5 min)
Layer the conditional types for evolving patterns.
- Track 1 (kick): trigs on 1, 5, 9, 13
- Step 1: TRG =
1:1(always fires — root anchor) - Step 5: TRG =
75% - Step 9: TRG =
1:2(every other loop) - Step 13: TRG =
PRE(fires if 9 fired)
- Step 1: TRG =
- Track 2 (snare): trigs on 5, 13
- Step 5: TRG =
1:2 - Step 13: TRG =
2:2(the loop where 5 doesn't)
- Step 5: TRG =
- Track 3 (hat): trigs on 3, 7, 11, 15
- Steps 3, 11: TRG =
50% - Steps 7, 15: TRG =
66%
- Steps 3, 11: TRG =
- Press [PLAY] and let it run for 32 bars. Listen — the pattern morphs continuously. Sometimes sparse, sometimes dense. Snares alternate. Kicks have probabilistic anchors
- Record a 30-second pass to capture one variation: press [FUNC] + [REC1] (or set up a track recorder) to capture the audio
- Save: [FUNC] + [PROJ]
Exploration (if time allows)
- Try
NEI(neighbor) condition — fires if the same step on the neighboring track fired. Useful for sympathetic patterns - Combine 1:N with PRE for deeply staggered patterns: trig 1 = 1:4, trig 2 = PRE — both fire only on every 4th loop
- Long patterns + conditional trigs = music that feels composed rather than looped. 64-step patterns with conditional trigs can sustain interest for minutes
Output Checklist
- I set a trig to
50%and heard probabilistic firing - I used
1:Nto make a trig fire only on certain loops - I chained PRE conditional trigs
- I built fill-mode-only trigs and triggered them with the FILL gesture
- I built a multi-track pattern combining 4+ different conditional types
- I let the pattern play for 16+ bars and heard it evolve
Key Takeaways
- Conditional trigs turn static patterns into generative ones —
50%,1:N,PRE,FILL,NEIare the vocabulary - Probability (
50%, etc.) = randomness;1:N= deterministic cycling;PRE= chained logic;FILL= on-demand sections - A pattern with mixed conditional types can play for 32+ bars without repeating identically — solves the boredom problem
- Combine with parameter locks (Session 14) for evolution that's both rhythmic AND timbral
Next Session Preview
Next: micro timing, slide trigs, and scale settings. Shift trigs off the grid by fractions of a step (humanization). Slide parameters smoothly between steps. Set per-track length for polymetric patterns. The advanced sequencer toolkit.