ReVo1.0

The ReVo field guide / A living island

Bioma

Welcome, traveller. This is our island: a home for fantastic creatures, where a small gesture can change the whole scene. Let us meet its inhabitants.

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 / BIOMAFIELD GUIDE

Wake the island.

Welcome to our island. This is Bioma: a home for curious creatures, shifting tides and winds that answer your touch. Press PLAY/STOP and listen as the inhabitants wake up.

HOME PLAY/STOP
Bioma Home — STOP status, grey shortcuts and the island
Native ReVo display / 240 × 240
  • Original ReVo Birds drawing1Birds

    The level of calls, chirps and whistles.

  • Original ReVo Insects drawing2Insects

    The level of buzzing and tiny rhythmic voices.

  • Original ReVo Water drawing3Water

    The level of watery creatures, bubbles and low calls.

  • 4Density

    How busy the inhabitants become. This is the same global Density you will find in GLO.

Take a moment.Begin with Density low. Bring up one family at a time. Notice how level changes how present a voice feels, while Density changes how often the island speaks.

These are synthesized voices, not a recording of a forest. You are shaping a small world as it happens.

Find your way around the display.

01 / The top line

The title on the left tells you where you are: the machine on Home, or the page you are visiting. PLAY or STOP appears at the top right, so you can always see whether the island’s inhabitants are awake. The line below, Wind Oct +0, shows the keyboard octave; OCT− and OCT+ move Wind’s playing range.

02 / The grey shortcuts

The hints along the bottom tell you what is available on this page. They change as you travel. On Home, EDIT opens the inhabitants, FX opens the effects, and SELECT takes you through pages.

03 / HOME

A short press brings you back to this island view. Hold HOME to open the menu, choose a machine or visit Settings.

04 / SEL: Random Seed

Press SEL on Home to choose a new Seed: a different starting point for the island’s generative choices. Your levels stay where you left them. For now, just listen to the change; we will visit the Seed control later, in GLO.

02 / BIOMAFIELD GUIDE

Meet our Inhabitants

Our first inhabitants call from the trees. A dry, low chirp may open into repeated calls or a quick, canary-like phrase. Their voices are made with FM synthesis.

EDIT ALGO
Compare timing

Cycle is active in Tame. It follows the global clock.

Birds in Tame mode, with Cycle active
Native ReVo display / 240 × 240
  • 1Level

    Bring Birds closer in the mix, or let them settle behind the other inhabitants.

  • 2Species

    Explore the voice’s register and character. Turn left for lower calls, right for higher ones. The centre-marked dial makes this direction visible.

  • 3Cycle

    Choose the cycle Birds will follow in Tame mode. In Wild, their timing is free.

  • 4Wild / Tame

    Wild lets them wander in time. Tame gives their appearances a musical grid, following the global clock.

Take a moment.Lower the other families for a moment. Move Species slowly, then switch to Tame and compare a short cycle with an uneven one. Leave a little space between each change.

Species and phrasing are different dimensions. Moving into a higher register does not simply select a different fixed recording. The small speech bubble follows the creature’s activity. In Tame, the Cycle sets a grid of opportunities, not a guaranteed recording that repeats identically. Density and Activity still decide how much the inhabitant speaks. For example, a 4/4 cycle spans four quarter-note beats; 3/4 spans three.

03 / BIOMAFIELD GUIDE

Let each inhabitant breathe.

Press EDIT again while editing a family. Its Setup page opens: a quieter way to decide how active that inhabitant should be, and how much of its sound reaches the effects.

EDIT EDIT
ReVo Bioma — Let each inhabitant breathe.
Native ReVo display / 240 × 240
  • 1Activity

    Set this family’s activity. Turn it down to make the inhabitant calmer without changing its sound level.

  • 2Delay

    Send this family to the shared Delay.

  • 3Verb

    Send this family to the shared Reverb / ICE.

Take a moment.Keep the global Density steady. Lower Birds Activity and raise Water Activity. Notice how the focus of the island changes without simply turning one family louder.

Press EDIT again to return. Each family keeps its own Activity and sends. FX sends feed shared effects; they do not create a separate effect engine for every inhabitant.

04 / BIOMAFIELD GUIDE

The tide around us.

Press LFO to visit Ocean Tide. Here the island meets a continuous wash of sea, gently rising and falling. This is an amplitude tide: its LFO moves the level.

LFO
ReVo Bioma — The tide around us.
Native ReVo display / 240 × 240
  • 1Level

    Set the underlying level of the ocean.

  • 2Depth

    Set how deeply the tide swells. At zero, this modulation is inactive.

  • 3Speed

    Choose how quickly the tide moves.

  • 4Shape

    Change the shape of its rise and fall.

Take a moment.Keep Level low, add a little Depth and slow the tide down. Let it become the background, rather than another voice competing for attention.

Ocean Tide follows the late Filter → Reverb / ICE → Tape path. It does not enter Glitch, Damage or Delay. There is no separate SEL send page.

05 / BIOMAFIELD GUIDE

The climate of the whole island.

GLO gathers the settings that shape the larger scene. Density is shared with Home; the other controls change the variety, starting choices and pace of your world.

GLO
ReVo Bioma — The climate of the whole island.
Native ReVo display / 240 × 240
  • 1Density

    The global activity of Birds, Insects and Water. Use family Activity in Setup when one inhabitant needs more or less space.

  • 2Variety

    How much variation the generative voices introduce into their events.

  • 3Seed

    Choose the starting number for generative choices, from 0 to 999.

  • 4BPM

    Set the internal tempo. With an external clock selected, the display reads EXT and follows that source.

Take a moment.Find a calm Density first. Increase Variety without changing the levels. Then return to a familiar Seed and explore it with a different tempo.

For external timing, hold HOME, choose Settings and select USB or TRS under MIDI CLOCK. Choose OFF to return to the internal BPM. Selecting an external clock requires that source to send clock pulses.

06 / BIOMAFIELD GUIDE

Give the calls an answer.

Press ARP to open Response: the island’s dialogue page. The inhabitants begin taking turns, leaving a call for another family to answer.

ARP
ReVo Bioma — Give the calls an answer.
Native ReVo display / 240 × 240
  • 1Amount

    How strongly events become connected into call-and-response exchanges. At zero, the families make their own independent calls.

  • 2Spacing

    The space between the opening call and its reply. More spacing gives the conversation more room.

Take a moment.Start with a small Amount and listen for replies. Increase Spacing until the silences become part of the conversation.

Responses follow eligible families: a family with no level or Activity is not a useful conversation partner. Tame replies take the clock into account; Wild replies use free time.

07 / BIOMAFIELD GUIDE

Near, far, and moving.

Press ARP again to enter Distance. Now choose an inhabitant with ALGO and give its voice a place in the landscape.

ARP ARP ALGO
ReVo Bioma — Near, far, and moving.
Native ReVo display / 240 × 240
  • 1Dist

    Move the selected family farther away. Its sound becomes softer, darker and less immediate.

  • 2Motion

    Introduce movement in depth and stereo position.

  • 3Width

    Set the spread of that family’s spatial position.

  • 4On / Off

    Enable or bypass Distance for the selected family.

Take a moment.Choose Water, turn the movement on with knob 4 and add a little Motion. Switch to Birds with ALGO and give them a different distance.

The settings belong to the selected family. ARP alternates Response and Distance; ALGO chooses which inhabitant you are placing.

08 / BIOMAFIELD GUIDE

A breeze at your fingertips.

Return Home and play a key. This is Wind: the harmonic voice moving through our island. Turn PRESET to open its page.

HOME keyboard PRESET
ReVo Bioma — A breeze at your fingertips.
Native ReVo display / 240 × 240
  • 1Level

    Set the level of the Wind you play.

  • 2Preset

    Choose Breeze, Mist, Glass, Zephyr, Choir, Venturi, Dune or Nocturne.

  • 4FX

    Choose whether Wind enters its effects path.

Take a moment.Hold a note and move slowly between the presets. Imagine a breeze through leaves, air between rocks, wind over sand, or a quiet night at sea.

Wind FX ON follows Filter → Reverb / ICE → Tape. It bypasses Glitch, Damage and Delay. With FX OFF, Wind stays outside that effects path.

09 / BIOMAFIELD GUIDE

Let the wind find harmony.

Turn PRESET again. Wind’s harmony page lets a single gesture become a note within a scale, or a chord carried by the breeze.

PRESET keyboard
ReVo Bioma — Let the wind find harmony.
Native ReVo display / 240 × 240
  • 1Mode

    OFF leaves the keyboard free. SCALE maps notes into the selected scale. CHORD builds harmony from your key presses.

  • 2Key

    Choose the root key.

  • 3Scale

    Choose the harmonic scale.

  • 4Chord

    In CHORD mode, choose Triad, Seventh, Sus2 or Sus4.

Take a moment.Choose SCALE and play a few keys. Then try CHORD: keep the same root and listen to the change from Triad to Seventh.

Wind uses up to three simultaneous synthesis voices in this build. The choice of scale, key and chord shapes those existing voices rather than adding another layer.

10 / BIOMAFIELD GUIDE

How the wind arrives and leaves.

Turn PRESET once more to shape Wind’s envelope. A gentle entrance and a lingering departure can change the feeling of the same note.

PRESET keyboard
ReVo Bioma — How the wind arrives and leaves.
Native ReVo display / 240 × 240
  • 1Attack

    How slowly the sound rises after a note is played.

  • 2Release

    How long it fades after you let the note go.

Take a moment.Play a short note with a slow Attack. Then hold it, release it and listen to the tail. Compare a brief Release with a long one.

Attack ranges from 10 ms to 10 s; Release from 20 ms to 20 s. Turn PRESET again to return to Wind.

11 / BIOMAFIELD GUIDE

Harmony, slowly changing.

Press SEQ to open Drift. The notes you play become the starting point for small harmonic journeys.

SEQ keyboard
ReVo Bioma — Harmony, slowly changing.
Native ReVo display / 240 × 240
  • 1Amount

    The likelihood of a voice moving at a Drift opportunity.

  • 2Period

    How often Drift considers a change, measured against the clock.

  • 3Range

    How far a voice may travel from its original note, in semitones.

  • 4Hold

    Keep the played note or chord after you release the keys. A new chord replaces the held one; Drift continues around it.

Take a moment.Play a chord, turn Hold on and let go. Begin with a small Range and a long Period. Replace the chord and follow the next journey.

Hold is a note latch, not an audio Freeze. Turn Hold off to release it. Pressing STOP also releases Hold.

12 / BIOMAFIELD GUIDE

Little phrases in the breeze.

Press SEQ again to visit Beam. It articulates Wind’s existing voices into rhythmic phrases, without adding more notes to its polyphony.

SEQ SEQ
ReVo Bioma — Little phrases in the breeze.
Native ReVo display / 240 × 240
  • 1Depth

    The strength of amplitude articulation. At zero, Beam leaves Wind alone.

  • 2Length

    The number of events in the phrase before it restarts, from 1 to 16. This is not a voice count.

  • 3Space

    The interval between events: 1/16, 1/8, 1/4, 1/2, 1 bar or 2 bars.

  • 4Tame / Wild

    Tame places events on the BPM grid. Wild lets their duration and spacing vary.

Take a moment.Hold a chord, choose a short Length and start with low Depth. Open Space and hear how the gaps change the phrase.

SEQ alternates Drift and Beam. The display follows actual articulation events; these traces are not extra oscillators.

13 / BIOMAFIELD GUIDE

Objects that answer.

Press ENV. Birds, Insects and Water can now awaken resonant objects around the island: hollow wood, strings, glass or metal.

ENV
ReVo Bioma — Objects that answer.
Native ReVo display / 240 × 240
  • 1Level

    The level of the resonant response.

  • 2Material

    Change the timbre within the selected Object’s identity.

  • 3Decay

    How long the object rings after an excitation.

  • 4Tuned / Free

    Choose whether the response follows harmonic tuning or its free object character.

Take a moment.Begin with Wood and a short Decay. Let a few calls strike it. Then lengthen the Decay and listen to the space between the calls.

The yellow lines respond to excitation and damping. They settle when the object has no energy; Material also changes their movement.

14 / BIOMAFIELD GUIDE

Choose what the island is made of.

Press ENV again to open Presets and Balance. The object defines an identity; Material, on the first page, explores its surface and colour.

ENV ENV
ReVo Bioma — Choose what the island is made of.
Native ReVo display / 240 × 240
  • 1Mix

    Left: only the inhabitants. Centre: both inhabitants and Resonance. Right: only Resonance.

  • 2Object

    Choose Wood, Strings, Glass or Metal.

Take a moment.Turn Mix fully towards Resonance. Even when you cannot hear the dry creatures, their internal events still awaken the object. Switch Object and listen to its different way of answering.

Wind and Ocean Tide stay outside this animals / Resonance balance. Wood is short and hollow; Strings can linger; Glass and Metal have their own ringing identities.

15 / BIOMAFIELD GUIDE

Who wakes the objects?

Press ENV once more. Here you choose which inhabitants can excite Resonance, and where the resonant sound is sent.

ENV ENV ENV SEL
ReVo Bioma — Who wakes the objects?
Native ReVo display / 240 × 240
  • 1Source

    Move the cursor over Birds, Insects or Water. Press SEL to mark or unmark that family. Combine the sources you want.

  • 2Delay

    Send the resonant response to Delay.

  • 3Verb

    Send the resonant response to Reverb / ICE.

Take a moment.Mark only Insects and let their small events play the object. Add Water, then unmark Insects. Notice what changes even when the object itself stays the same.

Source chooses the excitation, not which dry family is audible. The two sends act on the resonant result. Press ENV to return to the first page.

16 / BIOMAFIELD 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 Bioma — 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 / BIOMAFIELD 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 Bioma — 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.

A source needs a Delay send to feed the shared delay. Wind and Ocean Tide bypass this part of the chain.

18 / BIOMAFIELD 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 Bioma — 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.

18 / BIOMAFIELD GUIDE

Let the island listen.

Invite another instrument into Bioma. Play Wind with MIDI notes and shape the inhabitants, Resonance, effects, Drift and Beam with CCs.

hold HOME → Settings → SEL
Bioma Settings: MIDI CLOCK OFF and MIDI CONTROL TRS
Native ReVo display / 240 × 240
  1. Hold HOME, choose Settings with SELECT, then press SEL.
  2. Set 2 MIDI CONTROL to USB, TRS or BOTH for notes and CCs. It starts OFF.
  3. For external timing, separately set 1 MIDI CLOCK to USB or TRS and enable clock output on your other instrument. Leave Clock OFF to use Bioma’s internal BPM.

Channel 1 plays Wind. Channels 2–4 control Birds, Insects and Water; 5 controls Resonance; 6 controls FX; 7 controls Drift and Beam.

Bioma MIDI notes & CC reference ↗

Requires build 2026110608 or later. Clock and performance control are independent.