EACH COLUMN IS ONE SIXTEENTH-NOTE STEP. THE ROWS ARE THE NOTES OF YOUR KEY AND SCALE, SO EVERY TAP LANDS IN KEY. TAP TO PLACE A NOTE, TAP IT AGAIN TO CLEAR IT, DRAG RIGHT TO HOLD IT LONGER.
LEAD AND 2ND ARE THE MELODY PULSES. ARP CYCLES A CHORD -- ITS COLUMNS ARE WHOLE BARS, NOT STEPS. BASS WALKS UNDERNEATH. DRUMS SHARE ONE NOISE CHANNEL, SO EACH COLUMN HOLDS ONE HIT.
A BAR IS ONE MEASURE: SIXTEEN STEPS, THE WIDTH OF THE GRID. THE STRIP OF SQUARES AT THE BOTTOM IS YOUR WHOLE SONG IN ORDER -- AMBER IS THE BAR YOU ARE EDITING, GLOWING CYAN IS THE BAR PLAYING RIGHT NOW. ADD DUPLICATES THE CURRENT BAR AFTER ITSELF; DEL REMOVES IT.
THE ROOM OPENS SILENT. PLAY RUNS YOUR DRAFT THROUGH THE GAME'S OWN ENGINE -- WHAT YOU HEAR HERE IS EXACTLY WHAT A LEVEL PLAYS. A NEW TRACK IS SEEDED WITH BASS, DRUMS AND AN ARPEGGIO, SO IT GROOVES BEFORE YOUR LEAD HAS A SINGLE NOTE -- SWITCH TABS TO SEE THOSE PARTS. THE SOUNDING STEP LIGHTS UP AS IT PLAYS, AND EDITS LAND WITHOUT DROPPING THE BEAT.
KEY AND SCALE RETUNE THE ROWS. OCT SHIFTS THE VOICE'S OCTAVE. BPM IS THE TEMPO. DUTY PICKS THE PULSE'S TIMBRE, THIN TO HOLLOW. VIB PUTS WAVER ON HELD NOTES. MIX IS THE VOICE'S LOUDNESS.
SAVE KEEPS THE TRACK. BACKING OUT WITHOUT SAVING FORGETS YOUR EDITS. IN THE CANYON EDITOR, ASSIGN HANGS A SAVED TRACK ON A LEVEL AS ITS THEME.