bender

User guide

Open the app and press keys. Everything else is something to try.

Each machine’s panel opens on a drawing of its circuit. Press a box in a drawing to open that part’s controls.

Plinky

Plinky’s deck: the front of a toy keyboard chip on a battery.

A toy keyboard chip on a battery that sags. One RC oscillator clocks a divider, a ROM of tunes and the envelopes. Record a melody, hold a chord, turn on the arpeggiator. The six effect buttons over the keys (laser, siren, ufo, bomb, gun, bird) play one pass per press and repeat while held.

The toy chip’s blocks: keyboard, key matrix, voices, tune ROM, bus, envelope, output pin and clock.

Clatter

Clatter’s deck: the front of a toy drum box, with eight pads and a sixteen-step pattern strip.

A toy drum box. A step counter reads a pattern memory and fires analog voices. Tap pads, tap the tempo, or draw steps in the strip.

The button over the last column steps through three views of each row:

The rows under the grid work like a tracker’s effect columns:

Wander varies the beat by itself. Now and then the kit plays one bar off the grid, then goes back to the grid as you wrote it:

The event row’s five faults also play live from the keyboard while the kit runs. Hold a key and the fault starts on the kit’s next step and lasts until you let go:

key throw fault
. cut the whole board cut
; unplug the cells off the board; held long, reboots
/ stop the whole mix braked to a stop over a beat
i stutter the whole mix rolled faster and faster
r reboot the power pulled on every step

land beside the morph picker holds whole-board changes for the kit’s downbeat. Set it to 4 bars, for example, and while the kit runs:

The drum box’s blocks: triggers into one-shots, tanks, a metal bank and noise, then amps and a DAC fed by a sample ROM.

More machines

Add them from the add instrument menu.

Glint

Glint’s keybed on the green board of a two-operator FM chip.

A two-operator, four-voice FM chip. A processor sets it up a byte at a time over a bus, so a wrong byte stays wrong until the processor writes that register again. The row of buttons over its keys runs the effect ROM’s scripts (bird, surf, wind and seven more) while held.

The FM chip’s blocks: key, processor, bus, modulator, carrier and output, with clocks and the die.

Parlor

Parlor’s keybed: the front of an eight-bit sampling home keyboard.

An eight-bit sampling home keyboard. A ROM holds one short recording per voice, and a counter walks it at the rate each note asks for.

The sampler’s blocks: keys, counter, ROM, envelope, tone and mix, with vibrato and the address and data buses.

Growler

Growler’s keybed: the front of a Model D-style monosynth card.

A Model D-style monosynth card. Three oscillators with hard sync feed a four-pole transistor ladder filter that self-oscillates.

Kit sync on its melody memory steps the bass line on Clatter’s counter, so swing, a slipping clock or a cleared counter moves the bass with the drums.

The acc and slide rows under its piano roll make it an acid line. An accented step hits louder and kicks the cutoff, and accents close together climb, higher with more Emphasis. A slide holds the gate into the next note and glides there with no new attack.

The monosynth’s blocks: three oscillators, mixer, ladder filter, loudness stage, modulation and voice card.

Four-track

The cassette four-track’s desk: four channel strips above four tape lanes.

A cassette four-track. Four tape loops of different lengths run behind a desk with EQ and an aux send, and the desk squeals with nothing plugged in.

Spool

Spool’s deck: load and mic keys, the tape transport, rec and undo, the speed key, and the reel with its two loop markers.

A tape loop that records onto itself. Whatever is on the reel plays through the whole board, and the record head lays the board’s output back down at the play head, so each lap goes through every bend, pedal and tape machine again.

Put a tape on:

Play it:

Record over it:

Wire it in:

Mic

Your microphone, soldered into the board. mic into on the bench bar, or the mic cap on a machine, picks the jack.

The trigger patch

The trigger patch: cables between Clatter, Plinky, Glint, Parlor and Growler.

Cables between machines carry two signals:

Drum hits play the keys, keys fire the drums, and Glint, Parlor and Growler listen to both. The trigger patch and the map name each cable the same way, kick → Glint or Plinky → Growler.

The bench draws the same cables down a gutter beside the keyboards. Every keyboard has a GATE jack on top and a TRIG jack under it:

Power supply

The battery rail: cells, reset chip and clip feeding the machines, and second cells feeding Clatter and Glint.

One battery rail runs Plinky, Clatter, Glint, Parlor and Growler, so a sag drops the pitch of all five and slows the kit. A reset chip reboots the chips at a voltage you set, or jams one.

Bend it

The patch bay: three of four wires patched (LFO to toy level, envelope to FM level, drum hit to comb pitch), each with a depth slider and a + mod button.

+ mod wires an LFO to any control. The patch bay holds four wires from a source to a knob. LFO sync runs the LFO in bars or note values of the kit’s tempo and restarts each cycle on the beat it belongs to.

The patch bay’s four wires also show on the bench as blue cables:

Step lanes under the bay are two rows of sixteen values, lane A and lane B, each with its own length. A wire off a lane sends the value on the step the kit stands on, so one step can starve the rail, the next can open the crusher, and the one after can leave both alone.

Phrase is a source that moves over 1 to 32 bars of the kit:

ADSR is an envelope a held key or a kit hit opens. Attack is how long it takes to climb, decay how long it takes to fall to the sustain level, and release how long it takes to die once the gate shuts:

The arc

arc in the header swings the board between the board you set and a wild twin of it. The first press turns Crazy up and opens the arc’s controls under Output:

Pedals and tape

Keep it