A labs.llc instrument

A studio that fits
in one page.

Fifteen synthesis engines — four-operator FM, a supersaw, a morphing wavetable, a modelled string, a distorted lead guitar, additive glass, a drifting pad and a formant choir — with sixty-four named patches, a chord builder that cannot leave the key and an arpeggiator that works on all of them, two-hand tapping included. Eight tracks on a sixty-four step sequencer, thirty-two performance pads, and eighteen effects in a rack you can reorder while it plays.

A deck that takes any audio file you drop on it and lets you scratch it, loop it, slice it and sequence the slices. Eight ways of looking at what comes out.

Nothing is uploaded and nothing is installed. The file you import never leaves the machine you imported it on, and the song you make is a short line of text you can put in a link.

Open the studio
15engines
64patches
18effects
8screens
17scales
0uploads

Song
Feel
Chain
The dice may not touch
Mix The roll

The shelf

Eighteen songs, already rolled

The dice are the point of this instrument, but an empty grid asks you to gamble before you have heard what a good outcome sounds like. So eighteen rolls are kept — two in every one of the nine styles. Open one, press play, then roll it and it is yours.

They are stored as save codes rather than as seeds. A seed is four bytes and a code is two and a half kilobytes, so seeds are the obvious choice right up until the generator changes — and then the song with this name is a different song. A code pins every parameter of every voice, so these eighteen sound in a year as they sound today.

Above them is the row of songs you made. Every roll you press play on, save to a file or keep a link to lands there, newest first — forty of them, and pressing one plays it back. They carry the whole save code rather than a link, so a recent opens with no network and long after the link that made it; a mix engaged when you kept it is named on the pill, because a roll and its half-time are two records.

Songs

The studio

The grid

Eight tracks, and each one keeps its own length. Set the hat to sixteen and the tom to fifteen and they will not agree again for fifteen bars — which is a whole genre of music, out of one number per row.

Pattern

Song chain

4 passes · 16 bars

Numbers 1 to 20, in the order the keys sit in the transport, and one number per pass — not per bar. A pass is the whole pattern: at 64 steps that is four bars, so 1 1 2 1 runs eight bars of the roll, four of half-time and four more of the roll. 1 8 1 10 is a verse, a breakdown, the verse again and the drop. Because key one is always the roll and the rest are mixes of it, a chain is an arrangement of one song rather than an order for bars nobody wrote. Letters still work — a code saved before the keys were numbered has AABA in it.

The screens

Eight ways of looking at it

Two canvases, either of which can show any of the eight. The useful pairs are the ones that disagree: a scope tells you about shape and a spectrum tells you about content, and a filter sweep that is obvious on one is invisible on the other. Double-click either screen to fill the display with it, and again to come back.

Screen A
Screen B

The channel

Track 1

These are synthesised drums, not samples: a kick is a sine wave with its pitch falling, a hat is noise and six square waves at ratios that do not agree. That is what makes tune, decay and character mean something — there is nothing to replace, only something to build differently.

Voice


Euclid — the evenest way to put pulses in a row

The pads

Thirty-two, and six things they can be

The surface every drum machine has had since the MPC, and the reason to reach for it here is Chords: eight degrees across, four shapes up, and every pad on the grid is in the key the song is already in. Hold a finger down and drag — the pads under it play as you cross them.

Performance

The rack

Eighteen effects, in your order

Everything runs through this — the eight tracks and the deck both. Order matters more than any single setting: a bitcrusher before a reverb is a broken sampler in a room, and the same two the other way round is a room recorded onto a broken sampler. Tap a name to open it; use the arrows to move it up or down the chain.

The deck

Bring your own record

Drop in anything the browser can decode — mp3, wav, m4a, ogg, flac, a voice memo, the audio off a video. It stays on your machine. From that moment it is a deck you can scratch with the mouse, a loop you can cut to the bar, and a set of slices you can sequence on track 8.

Deck nothing loaded
…or drag one anywhere onto this panel.

Nothing is loaded yet. The controls below will come alive the moment a file lands.

The out

The crossfader and the tape

The studio on one side, the deck on the other, and everything that leaves goes through an equaliser, a compressor and a limiter that cannot be turned off — because a resonator at ninety per cent feedback and a drive at full is a signal nobody's speakers should be handed.

Pump is the sidechain: everything except the kick drops the instant the kick lands and swells back before the next one. It is what makes a mix breathe in time and why a wall of supersaw does not bury the drums. It is scheduled rather than detected — the sequencer already knows exactly when the kick falls, which is more accurate than any detector and stays in time at any tempo.

Polish is the one to reach for if any of this sounds harsh. It is not a treble control: it splits the signal into three at 2.8kHz and 6kHz and compresses only the middle — the band the ear is most sensitive to, where a lead's upper harmonics land and where a resonant peak screams — leaving the body and the cymbals alone. It then generates the air above 8kHz that synthesis mostly does not make, because a peak at 3.5kHz with nothing above it reads as shrill rather than bright. Finally it rounds the peaks with a gentle curve before the limiter can square them off, because a flat-topped wave is a burst of odd harmonics exactly where the ear is most sensitive. At zero the whole stage is bypassed.

Key track, on every melodic engine, is the other half of the same problem. A cutoff is a number in hertz and a note is not — it doubles every octave — so a filter parked at 4.2kHz lets a handful of harmonics through on a bass and a wall of them through on a lead two octaves up. At 0 the cutoff is fixed, which is how this studio behaved until now; at 1 it follows the keyboard exactly and every note has the same harmonic count. Around a half is what hardware does.

Master
Studio Deck both
Master low0.0 dB
Master mid0.0 dB
Master high0.0 dB
Compressor-18 dB
Ratio3.0:1
Pump depth55%
Pump recovery220 ms
Polish65%
Out85%

0:00 The tape records what you HEAR, in real time — including every knob you turn and every scratch, which is why it is not a faster offline render. It runs for as long as you leave it running, to a ceiling of sixty minutes, and the file saves itself the moment you stop. This button and the one in the transport are the same tape.

Chance

The dice roll inside a style

A genre is not a range, it is a set of decisions already made. So the dice do not draw a tempo between 78 and 154 and a scale out of seventeen — they draw inside a style, which has already decided that this music is minor, that it runs at 135, that the kick is on every quarter and the open hat on every offbeat, that the bass is a gated sixteenth-note riff and that there is an arpeggio over it. Notes are still scale degrees rather than pitches, so nothing can leave the key; now nothing can leave the genre either. Open is the old unbounded roll, kept.

Roll
A mutation is a distance, not a coin toss: at 10% nothing is unrecognisable and at 90% almost nothing survives.

Human — what stops it sounding like a sequencer

Nobody lands on the grid, nobody plays two notes at the same weight, and nothing is ever exactly in tune twice. All four run off the same seed as everything else, so a humanised take is still one you can get back.


Locks — what the dice may not touch

Save

One format, everywhere

A song here is a short line of text. The same string goes into this browser's storage, into the file you download, onto your clipboard and into the link you send someone — so the share link is not a copy of the save file, it is the save file. Two formats would be two encoders, two decoders and a bug that only shows up in whichever one you use least.

This song
The bank 0 of 10 used

A press on an empty slot puts this song in it. A press on a full one plays it back. Shift-press overwrites, alt-press clears.

Saved here

These live in this browser only, on this machine. Clearing site data clears them — download anything you would be sorry to lose.

The manual

How it is meant to be played

The twenty keys are twenty versions of the song you have

The row of marks under the transport used to be twenty empty pattern slots. They are twenty ways of remaking the roll. Key one is the roll itself and nothing ever writes over it; each of the next fourteen copies it and runs one named transform over the copy — half-time, four on the floor, ghost notes, stripped, the drop, reversed, an octave lift. Press one to engage it, press it again to come back to the roll. Hover any key and it tells you what it does.

That is also what makes the song chain worth writing now: 1 8 1 10 is a verse, a breakdown, the verse again and the drop — an arrangement of one song rather than an order for four bars nobody wrote.

The last five keys touch the sound, not the song

Tape stop, brake, scratch, speed up and pitch dip. They are drawn with a dashed edge because they are a different kind of control: they change nothing about the song, and the studio is where you left it the moment they end. Save while one is running and you save the song, not the effect.

Four of them are held — they run for exactly as long as your finger is down, because a tape stop is a second, a scratch is a wrist and a speed-up is a bar. The brake latches: click it on, click it again off. Half speed with the top rolled off is somewhere a passage goes and stays, for eight bars or sixteen, and holding a button down for a minute is not a musical act — it also pins the one finger you wanted on something else. Stop lifts it.

They work by the only means a live sequencer has. There is no buffer to slow down here — every voice is synthesised into the future — so the bend is done the way hardware does it, with a delay line whose time is moving: the pitch ratio is one minus the rate of change, so growing the delay by half a second per second takes the whole mix down an octave, drums included. Speed up and pitch dip are the two that do not use it, because a delay can sound like rushing and cannot make the next bar arrive sooner.

The grid has five paint modes

The row of buttons above the grid changes what a square is. In Steps a square is a switch: tap it, or drag across a run of them. In the other four, a square is a value you set by dragging up and down on it — velocity, note, chance and ratchet. The number you are editing is printed in the square, so there is never a legend to read and never a second place a step lives.

Notes are degrees, not pitches

A step stores its place in the scale, not a frequency. Change the key from C to F♯, or the scale from minor to Phrygian dominant, and every track, every pattern and every random draw follows it — in tune, immediately. It is also why the dice are usable: a random pitch is noise, a random degree is a melody.

Every row has its own length

Under the channel panel. Sixteen against fifteen phases for fifteen bars before it repeats; five against eight is a groove that never sits still. Nothing else in the studio costs so little and changes so much.

The rack is an order, not a set

Eighteen effects, and the arrows on each one move it up or down the chain while it plays. A bitcrusher before a reverb is a broken sampler in a room; the same two the other way round is a room recorded onto a broken sampler. Both are useful and they are not the same sound.

The deck takes what you give it

Any file the browser can decode, dropped anywhere on the deck panel. Drag the platter to scratch it — the six named moves are the classical ones, performed for you. Pull the record to the song matches its tempo to yours; pull the song to the record does the opposite.

The slicer makes an instrument out of it

Cut on the transients, send it to track 8, and the sequencer row becomes a slice player. Then use the Note paint mode on that row: each step chooses a slice. This is the shortest path from somebody else's four bars to something that is not theirs any more.

The tape records what you hear

In real time, into a real .wav. An offline render would be faster and would also be a different performance — no scratching, no knob you moved while it played. So the tape rolls at the speed of the music, and what it catches is the take you actually did.

Chords are stacked degrees, which is why they are always in key

Set Harmony on any melodic track and a step becomes a chord — built by stacking scale degrees, not semitones. A triad is degrees 0, 2 and 4 of whatever scale is loaded, so it is diatonic by construction. Change the scale from minor to Phrygian dominant and the same step is still the tonic chord and still in key; it has just become a different colour.

Set the arp rate faster than the grid

The arpeggiator turns the chord into a figure across however many steps you give it. Its rate is a tempo division like everything else — which means an arp set to 1/16 against a 1/16 grid plays one note per step and looks broken. It is not: give it 1/32 and it will do what you expected.

Fifteen engines, and only one of them is a filter sweep

What reads as futuristic is inharmonic — partials that do not sit on the harmonic series. FM at a ratio of 3.5, additive glass with its partials pushed off true, a wavetable moving under a held note. The subtractive voice is in there as Analog, and the fastest way to hear the difference is to put it next to Glass on the same part.

The lead guitar, and what makes it sound loud

The Lead guitar engine is the only voice here built around distortion — two saws and a pick, through a cabinet, with a great deal of gain. Its character is not in the oscillators. Bloom is a harmonic whose level rises across the note, which is what sustain actually is on a loud amp: the note is not decaying, it is being fed back into the string. Dive is the whammy bar, and it fires at a fraction of the note rather than at a fixed time, so it lands in the same place at any tempo. Pinch is the squeal, and Palm mute shortens and darkens together, because on a real instrument that is one hand doing both.

Tapping is a note order, not a guitar trick

Set Arpeggio to Tapped and the figure becomes two notes of the chord and a third far above it, in triplets, walking up — which is what two-hand tapping is. Tap reach sets how far above the chord the tapping hand lands, and that gap is the whole sound of it. Because it lives in the arpeggiator rather than in the guitar, it also works on the bells and the pad, where it plays something no guitar could.

The keyboard

Space plays and stops. R rolls a whole new song. Shift and 18 select a track. The zm and qp rows play the selected track like a keyboard — in the current key, because they are degrees too.

What it is not

It is not a multitrack recorder and it does not pretend to be. There is no audio timeline, no automation lane and no undo history — a song here is a machine that is set a certain way, and the way to keep a version of it is to save the code, which takes one click and is a few kilobytes.

There is also no key-locked time stretch: pulling the deck's tempo moves its pitch with it, the way a turntable does. That is a choice, not an omission — it is the sound this deck is for.