score

score · modulation · schema v2

Sheet-music sequencer. 8-bar treble-clef staff, click to place notes. Outputs pitch / gate / env (ADSR x dynamic) / clock.

A sheet-music sequencer — you write notes onto an actual staff and SCORE plays it back as pitch + gate + envelope CV. The page is up to 4 pages of four rows by four bars in 4/4; click on the staff to place notes with the toolbar's note-value tools (whole down to sixteenth), add sharps/flats, tie notes together to hold them across beats, and drop dynamic markings (pp..ff) that scale the envelope's loudness. A playhead walks the score at a 16th-note resolution from its own BPM (or from an external clock patched into CLOCK IN). It carries a built-in ADSR envelope (the A/D/S/R knobs and CV inputs) that shapes the ENV output for each note; tied notes hold a single envelope across the whole tie. An optional stop-music marker ends or (with loop on) wraps the piece. The four pitch/gate/env/clock outputs drive a voice exactly like the step SEQUENCER, but the pattern is real notation rather than a step grid.

the faceplate

scoreplay_cvgatereset_cvgatequeue1_cvgatequeue2_cvgatequeue3_cvgatequeue4_cvgateclockgateattackcvdecaycvsustaincvreleasecvpitchpitchgategateenvcvclockgateaudiocvgatepitch
11 inputs · 4 outputs · 6 params

inputs

idcablewhat it does
play_cvgateA rising edge toggles play/stop (each pulse flips the transport state).
gate / trigger
reset_cvgateA rising edge snaps the playhead back to the top of the piece and restarts.
gate / trigger
queue1_cvgateA rising edge queues saved pattern slot 1: it finishes the current pass, then switches to slot 1 and plays from the top (does nothing if slot 1 is empty).
gate / trigger
queue2_cvgateA rising edge queues saved pattern slot 2 — applied at the end of the current pass, then plays slot 2 from the top.
gate / trigger
queue3_cvgateA rising edge queues saved pattern slot 3 — applied at the end of the current pass, then plays slot 3 from the top.
gate / trigger
queue4_cvgateA rising edge queues saved pattern slot 4 — applied at the end of the current pass, then plays slot 4 from the top.
gate / trigger
clockgateExternal clock: each rising edge advances the playhead one 16th-note. While patched the internal BPM is ignored; unpatch to fall back to the BPM clock.
gate / trigger
attackcvCV that displaces the built-in ADSR's ATTACK time (log-scaled around the knob) — modulate it to make notes swell faster or slower.
control voltage (CV); modulates attack (multiplicative ≈ octaves — ±1 CV spans the param’s log range)
decaycvCV that displaces the ADSR's DECAY time around the knob.
control voltage (CV); modulates decay (multiplicative ≈ octaves — ±1 CV spans the param’s log range)
sustaincvCV that displaces the ADSR's SUSTAIN level around the knob.
control voltage (CV); modulates sustain (additive offset — ±1 CV sweeps the full range, centered on the knob)
releasecvCV that displaces the ADSR's RELEASE time around the knob.
control voltage (CV); modulates release (multiplicative ≈ octaves — ±1 CV spans the param’s log range)

outputs

idcablewhat it does
pitchpitchThe current note's pitch as V/oct — emitted as each note is played, following the notes and accidentals you wrote on the staff.
V/oct pitch CV
gategateGoes high while a note sounds and low between notes; a tie holds the gate high across the whole tied span (one held note) so a single envelope shapes the entire tie. Patch it into an envelope or VCA.
gate / trigger
envcvThe built-in ADSR envelope CV, scaled by the dynamic marking in force at that point in the score (pp..ff) — a ready-made loudness contour you can patch straight into a VCA.
control voltage (CV)
clockgateA short pulse on every 16th-note advance — the chained clock-out; patch it into another sequencer's CLOCK IN to keep them in step.
gate / trigger

params

idlabelrangedefaultcurve
bpmBPM30..300120linear
attackA0.001..10s0.005log
decayD0.001..10s0.1log
sustainS0..10.7linear
releaseR0.001..10s0.3log
isPlayingPlay0..10discrete

controls

controlwhat it does
AATTACK — the built-in ADSR's rise time, how quickly each note swells in (also reachable via the ATTACK CV input).
BPMBPM — the internal tempo the playhead walks the score at (each step is a 16th note); used only when nothing is patched into CLOCK IN.
DDECAY — the ADSR's fall time from the peak down to the sustain level after the attack.
PlayPLAY — the transport state: 1 plays from the playhead, 0 stops and forces the gate low. Starting playback returns the playhead to the top.
RRELEASE — the ADSR's fade time after a note's gate releases.
Score dyn {n}A dynamic marking (pp, p, mp, mf, f, ff) placed on the staff — from where it sits onward it scales the ENV output's loudness (forward-filled until the next marking; mf is the default before any marking). Drop them with the dynamics tools.
Score note {n}A note on the staff — its vertical position sets the pitch and its note-head/flag sets the duration. Click an empty staff position with a note-value tool selected to add one, click a note to select/remove it; sharp/flat tools toggle its accidental. Each note is played as V/oct on the PITCH output with a gate, in score order, when the playhead reaches it.
Score tie {n}A tie joining two adjacent notes of the same pitch into one held note: the gate stays high across the tied span and a single envelope shapes the whole duration (only the last note in a tie chain releases the gate). Add ties with the tie tool.
SSUSTAIN — the ADSR's held level while a note's gate stays high.

source

score.ts on GitHub.

Generated from packages/web/src/lib/{audio,video}/module-registry.ts · repo