ReVo1.0

The ReVo field guide / Two moving currents

Atolls

Welcome, traveller. Two currents move between these islands. You can guide their force, mark places to return to, and let one current answer the other.

Use this guide alongside your FM-1. The large displays are captured from ReVo; the numbered controls below them are a guide to the four knobs.

↖ Choose another island
01 / ATOLLSFIELD GUIDE

Meet the two currents.

Welcome to Atolls. Two loops share a sea, but each has its own course. Guide A in red and B in cyan; let them meet, separate and find their way back.

hold HOME Machine Atolls SEL
ReVo Atolls — Meet the two currents.
Native ReVo display / 240 × 240

Shape the currents from HOME. Use ALGO to choose Loop A or Loop B. Click a numbered control below the display to see its value window; these are example values.

  • 1 Start

    Move the beginning of the selected loop.

  • 2 Size

    Change the length of its playback window.

  • 3 Speed

    Change its playback speed and direction.

  • 4 Level

    Set the selected loop’s level.

Take a moment.Start with one loop. Move its Start and Size until you find a small detail worth staying with. Then invite the second current in.

Atolls and Bioma are independent machines. Hold HOME → Machine to move between them.

02 / ATOLLSFIELD GUIDE

Together, or on their own.

A short PLAY/STOP press starts both loops when both are stopped. If either is running, the same short press stops both. Hold PLAY for the floating Transport panel.

hold PLAY bank A / first lit key bank B / first lit key release PLAY
ReVo Atolls — Together, or on their own.
Native ReVo display / 240 × 240
    Take a moment.Hold PLAY and use the first lit Fragment key in each bank to switch A or B independently. Let one move while the other rests.

    Releasing PLAY closes the panel and returns to your previous screen. The hold gesture does not also trigger the short-press action.

    03 / ATOLLSFIELD GUIDE

    Find your source waters.

    Turn PRESET to the Sample page. Each loop can choose one of four stored slots. They can share a sample or use different sources.

    PRESET
    ReVo Atolls — Find your source waters.
    Native ReVo display / 240 × 240
    • 1Loop A slot

      Choose the sample slot feeding Loop A.

    • 2Loop B slot

      Choose the sample slot feeding Loop B.

    Take a moment.Open Samples on this website and prepare two contrasting short clips. Save them to different slots, then assign one to each loop.

    Saved slots remain on the FM-1. An empty source falls back to the built-in sound. Uploading a new sample replaces that slot; Landing destinations are associated with their sample.

    04 / ATOLLSFIELD GUIDE

    Catch a small piece of the sea.

    The keyboard offers Fragments of the selected currents: divisions, speeds and repeat gestures you can play from any page. A loop can be stopped and still answer your Fragment key.

    Fragment key hold Reverse + Fragment
    Atolls Fragments page: Loop A and Loop B keyboard banks, Reverse and repeat functions
    Native ReVo display / 240 × 240
      Take a moment.Stop the transport, press a Fragment key and hold it. Release it and listen to its release tail. Now hold the first black Reverse key and play the Fragment again.

      A stopped loop’s Fragment is temporary: it does not leave Play enabled. With a stopped loop, Reverse alone prepares the direction; audio begins when you press a Fragment. Each bank keeps its mappings.

      Find the gesture under your fingers.

      The left bank controls A; the right bank controls B. Select a key below to read its gesture. The first black key in each bank is Reverse.

      LOOP A / LEFT BANK
      LOOP B / RIGHT BANK

      Loop A / F#3 — Reverse

      Temporarily reverse the current direction. Hold this key with another Fragment to keep its division while reversing it. If the loop is stopped, Reverse alone prepares the direction; press a Fragment to start the sound.

      The centre F#4 is an illuminated, silent divider. White keys move from longer to shorter repeats. The other black keys offer Half speed, Double speed, 1/8T and 1/16T triplets. The two banks have different black-key spacing, just like the FM-1 keyboard.

      05 / ATOLLSFIELD GUIDE

      Let a Fragment leave gently.

      Turn PRESET again from the Fragments page to set the Attack and Release of Fragment gestures. This is separate from the fades inside the continuously repeating loop.

      PRESET
      ReVo Atolls — Let a Fragment leave gently.
      Native ReVo display / 240 × 240
      • 1Attack

        How gently a pressed Fragment enters.

      • 2Release

        How long it takes to leave after the key is released.

      Take a moment.With the loop stopped, play a Fragment using a longer Release. Let the key go and hear the difference from an abrupt stop.

      Use ALGO to edit the other bank. The two Fragment envelopes are independent.

      06 / ATOLLSFIELD GUIDE

      Soften the edges.

      Press ENV to open the selected loop’s fades and filter. These fades repeat within each loop window: they are not a separate note envelope.

      ENV ALGO
      ReVo Atolls — Soften the edges.
      Native ReVo display / 240 × 240
      • 1Fade In

        Turn clockwise to lengthen the entrance fade, up to half the loop window.

      • 2Fade Out

        Turn counterclockwise to lengthen the exit fade. Turn clockwise to shorten it.

      • 3Filter

        A dedicated bipolar filter for this loop. Centre is open; left is low-pass and right is high-pass.

      Take a moment.Begin with small fades on a short loop. Use ALGO for the other loop and give it a contrasting filter setting.

      The graph shows the fades inside the window. The selected loop keeps its own settings; changing A does not reshape B.

      07 / ATOLLSFIELD GUIDE

      Shape the current.

      Press EDIT. This is the shoreline of a loop: where it begins, how much it contains, how fast it moves and how strongly you hear it. Use ALGO to choose A or B.

      EDIT ALGO

      With the same sample in both loops, both playback windows share the waveform. Red is Loop A; cyan is Loop B.

      ReVo Atolls — Shape the current.
      Native ReVo display / 240 × 240
      • 1Start

        Move the beginning of the selected loop window.

      • 2Size

        Change the length of its window.

      • 3Speed

        Change playback speed and direction. Negative speed plays backwards; zero holds the read position.

      • 4Level

        Set the selected loop’s level.

      Take a moment.Choose a short window and lower Speed. Then cross into reverse. When you resize a reverse loop, its right edge remains anchored and the left edge moves.

      The status at the top tells you which currents are playing. The Free / Sync summary describes the selected loop’s timing.

      08 / ATOLLSFIELD GUIDE

      Give it a tide to follow.

      Press EDIT again to open Sync over the waveform. The loop restarts at its Start on the chosen clock division. This is retriggering, not time stretching.

      EDIT EDIT
      ReVo Atolls — Give it a tide to follow.
      Native ReVo display / 240 × 240
      • 1Sync

        Free follows the sample’s own length. Clock uses the global internal or external clock.

      • 2Division

        The musical interval between clock-triggered restarts.

      • 3Between

        Repeat fills the interval by looping again; Gate waits in silence if the sample ends early.

      • 4Launch

        Choose Immediate, Next Beat or Next Bar for the first launch.

      Take a moment.Use a short clip with a slow clock. Compare Repeat and Gate. Then choose an interval shorter than the clip and hear the clock restart it before its natural end.

      A waiting launch displays WAIT. Stopping a loop does not stop the shared clock. Press EDIT again to close Sync.

      09 / ATOLLSFIELD GUIDE

      A reason to move.

      Press ARP for Flock. It decides how far a loop may travel and when it should consider its next destination.

      ARP ALGO
      ReVo Atolls — A reason to move.
      Native ReVo display / 240 × 240
      • 1Flight

        The reach of a free Start-position jump. In Points or Order mode, the saved destinations take over and Flight is inactive.

      • 2Chance

        The probability of moving when an opportunity arrives.

      • 3Repeats

        How many turns to wait before evaluating a move.

      • 4Position / Pitch

        Choose position travel or the available pitch variation mode. Landing’s saved destinations belong to Position.

      Take a moment.Choose Repeats 4 and Chance 100%. Each fourth turn becomes a move. Lower Chance to 50%: if it declines, it waits another four turns before trying again.

      In Clock sync, turns follow the loop’s selected clock divisions. In Free, they follow real completed loop windows. Fragment retriggers do not count as complete turns.

      10 / ATOLLSFIELD GUIDE

      Mark places to return to.

      Press ARP again. Landing stores eight Start positions for the selected loop and sample. Saving a destination does not jump there immediately.

      ARP ARP SELECT SEL
      ReVo Atolls — Mark places to return to.
      Native ReVo display / 240 × 240
      • 1Position

        Prepare a candidate Start position within the sample.

      • 2Point

        Choose one of the eight destination slots.

      • 4Free / Points / Order

        Free chooses a position within Flight. Points randomly chooses a saved destination, avoiding the previous one when possible. Order visits filled slots in sequence.

      Take a moment.Choose a Point, place Position on an interesting moment, select Save and press SEL. Mark two more. Return to Flock and choose how often to travel.

      SELECT highlights Save or Erase; SEL executes it. Empty slots are skipped in Order. With no saved points, Points and Order show NO POINTS and keep the current position. Size and Speed are not stored in a point.

      11 / ATOLLSFIELD GUIDE

      Let one current lead the other.

      Press ARP again for V Format. The selected loop is the follower: Loop A / triggered by B means that B leads and A responds. Each direction keeps its own settings.

      ARP ARP ARP ALGO
      ReVo Atolls — Let one current lead the other.
      Native ReVo display / 240 × 240
      • 1Action

        Start moves to the next Landing destination and restarts. Reverse also follows Landing, then changes direction.

      • 2Chance

        The probability that the follower responds at an opportunity.

      • 3Every

        How many turns of the other loop to wait.

      • 4Link

        Enable or disable this response link.

      Take a moment.Select A, enable Link and choose Every 4, Chance 100%. A responds after four turns of B. Change ALGO to design the opposite relationship.

      Landing’s Free, Points and Order determine the destination. Free uses Flight’s reach, which remains editable; the destination’s autonomous Flock timing is off while linked. A stopped follower stays stopped. Clock-synced conductors count their clock divisions; Free conductors count real loop ends. Fragments take priority; actions do not form instant A ↔ B feedback chains.

      12 / ATOLLSFIELD GUIDE

      Small movements around a point.

      Press LFO to add motion to a parameter. The modulation works around its selected base value, rather than forgetting the setting you chose.

      LFO SEL ALGO
      ReVo Atolls — Small movements around a point.
      Native ReVo display / 240 × 240
      • 1Depth

        How far the modulation moves from the base value.

      • 2Speed

        The speed of that movement.

      • 3Route

        Send it to A, B or both.

      • 4Target

        Choose Speed, Level, Pan or Start.

      Take a moment.Set a loop to speed 1.0 and use a small Speed modulation. Let it move to either side of that point. Then try Pan for a gentler spatial journey.

      SEL starts or pauses the LFO. ALGO selects its waveform: Sine, Triangle, Sample & Hold, Saw Up, Saw Down or Drift. Press LFO again to edit the other LFO.

      13 / ATOLLSFIELD GUIDE

      Draw a journey.

      Press SEQ to visit Motion. Record gestures over Start, Size, Speed and Level, then let them trace the same path again.

      SEQ REC SELECT SEL
      ReVo Atolls — Draw a journey.
      Native ReVo display / 240 × 240
      • 1Start

        Draw a changing loop beginning.

      • 2Size

        Draw the changing length.

      • 3Speed

        Draw speed and direction.

      • 4Level

        Draw the changing level.

      Take a moment.Begin with a slow Start gesture. Record it, stop the recording and use the on-screen play control to hear the path return.

      SELECT highlights Record, Play/Pause or Erase; SEL executes it. The clip belongs to the loop it was recorded for; the screen tells you if you are editing the other loop.

      14 / ATOLLSFIELD GUIDE

      Give each current its place.

      GLO brings together gain, stereo placement and the shared clock.

      GLO
      ReVo Atolls — Give each current its place.
      Native ReVo display / 240 × 240
      • 1Gain

        A global boost for quieter source material. Begin modestly and listen to the result.

      • 2Pan A

        Place Loop A in the stereo field.

      • 3Pan B

        Place Loop B independently.

      • 4BPM

        Set the internal clock tempo, or read EXT when USB/TRS clock is selected.

      Take a moment.Start with A a little left and B a little right. Bring them together slowly. Space can reveal a conversation that was hidden at the centre.

      Hold HOME → Settings to choose MIDI CLOCK OFF, USB or TRS. Internal BPM editing is unavailable while an external clock is selected.

      15 / ATOLLSFIELD GUIDE

      Choose which current meets the effects.

      Atolls shares one effects chain. In FX, ALGO chooses A, B or A+B as the source. A loop outside that route remains dry.

      FX ALGO SELECT SEL
      ReVo Atolls — Choose which current meets the effects.
      Native ReVo display / 240 × 240
        Take a moment.Let A pass through the effects while B stays dry. Try a short, clocked Glitch on A against an uninterrupted B. Then switch the route.

        The same three FX pages are available in both machines. ALGO chooses the effect source here; it does not change the loop selected in Edit.

        16 / ATOLLSFIELD GUIDE

        A flicker in the landscape.

        Press FX to enter Glitch. A moment of sound can catch, repeat and become an unexpected rhythmic detail.

        FX SEL
        ReVo Atolls — A flicker in the landscape.
        Native ReVo display / 240 × 240
        • 1Chance

          How often a Glitch opportunity becomes an event.

        • 2Size

          The captured slice length in milliseconds.

        • 3Repeats

          How many times the slice repeats.

        • 4Mix

          Blend the effect with the incoming sound.

        Take a moment.Use a small Chance first. Press SEL to change FREE to SYNC, then raise Chance to 100% with a short slice and one repeat. Listen for the clock’s opportunities.

        Sync quantizes the trigger opportunities to the quarter-note beat of the internal or selected MIDI clock. Size stays free in milliseconds. If a Glitch is still active, a new opportunity is skipped; it is not queued.

        17 / ATOLLSFIELD GUIDE

        Traces, wear and echoes.

        Press FX again. Damage adds worn edges, while Delay leaves a trace of the sound behind it.

        FX FX
        ReVo Atolls — Traces, wear and echoes.
        Native ReVo display / 240 × 240
        • 1Damage

          Introduce degradation and subtle crackles.

        • 2Time

          Set the delay interval.

        • 3Feedback

          How much of each echo returns to the delay.

        • 4Delay Mix

          Set the amount of delayed sound in the mix.

        Take a moment.Keep Damage subtle. Raise Delay Mix, then increase Feedback a little at a time. Leave a pause and hear what remains.

        The route chosen with ALGO sends A, B or both to the shared effects. The other loop remains dry.

        18 / ATOLLSFIELD GUIDE

        Let the island linger.

        Press FX again. Shape the spectrum, give the scene a room and let the tape soften its edges.

        FX FX FX SEL
        ReVo Atolls — Let the island linger.
        Native ReVo display / 240 × 240
        • 1Filter

          Centre is open. Turn left for a low-pass response, or right for high-pass.

        • 2Reverb

          Set the reverb amount.

        • 3Decay

          Set the reverb’s lingering time.

        • 4Tape

          Introduce tape character and movement.

        Take a moment.Listen with the filter open, then move a little left. Add Reverb gradually. Press SEL to compare Reverb and ICE, one at a time.

        FX cycles Glitch → Echo → Space. SELECT stays within FX while this section is open. Reverb and ICE are alternative modes of the same reverb stage.

        19 / ATOLLSFIELD GUIDE

        Invite another instrument.

        In Settings, MIDI CLOCK and MIDI CONTROL are separate choices. You can follow an external rhythm while deciding independently where performance commands are accepted.

        hold HOME Settings
        Settings: MIDI CLOCK and MIDI CONTROL, both set to USB
        Native ReVo display / 240 × 240

        Follow an external clock.

        1. Hold HOME, turn SELECT to Settings, then press SEL.
        2. Turn knob 1 MIDI CLOCK to USB or TRS, matching your clock connection. OFF uses ReVo’s internal BPM.
        3. Enable MIDI clock output on the sending instrument or DAW. Keep that clock running while you play.
        4. Return to Atolls. Press EDIT again to open Sync, choose Clock, then set the loop’s Division. Use ALGO to configure the other loop independently.

        Clock and performance control are independent. Knob 2 MIDI CONTROL selects USB, TRS or BOTH for incoming notes and CCs. Leave it OFF if you only want external timing.

        MIDI notes & CC reference ↗

        Take a moment.Enable MIDI CONTROL for USB or TRS. Send note 59 on MIDI channel 1: it toggles A Play/Stop. Send it again to stop. On channel 2, the same note controls B.

        Channels 1 / 2 address A / B. Notes 60–72 play Fragment functions; Note Off releases them. CC20 Start, CC21 Size, CC22 Speed, CC23 Level, CC24 Pan. On channel 3, CC20 controls the global gain. CC123 releases held MIDI Fragment notes.