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PALEOTONE Manual

Welcome

PALEOTONE turns the M-VAVE FM-1 into a prehistoric synth: four tracks of roaring creatures, war drums, deep horns and jungle pads, plus a living soundscape that runs beside them. It is custom firmware, a fork of GHOULBOX 2.3.2 by Jason Persinger, which is built on Felucca 1.4.1 by Leo Kuroshita (Hügelton Instruments). It is free software under the GPL-3.0 licence.

This manual covers firmware build a371eb4 (23 October 2026). Every screen picture in it is drawn by the firmware's own display code, so what you see here is what the FM-1 shows.

What PALEOTONE adds

How to read this manual

The first sections get you playing: the panel, installing, and a five-minute start. The middle sections explain how a sound is built and how each part of the instrument works. The last sections are reference: every page and knob, the menu, and a troubleshooting checklist.

Button names are written in capitals, as printed on the FM-1 or shown on screen: HOME, PLAY, OCT+. Knobs are KNOB 1 to KNOB 4, left to right under the screen.

The panel and the screen

The FM-1 has 27 keys, eight knobs, sixteen buttons and a 240 × 240 pixel colour screen. Most controls do one job everywhere; the knobs under the screen change meaning with the page you are on.

The controls

Control What it does
MASTER Volume. It has a start and an end, like a radio's.
SELECT Tempo (BPM). MENU › BPM LOCK keeps it fixed.
ALGORITHM Picks the track you are working on, T1 to T4, on every page.
PRESETS Changes the selected track's sound. The track's pattern stays.
KNOB 1–4 The four values shown on the page, left to right. On HOME, the engine's four main controls.
Keys Play the selected track, F3 to G5, not velocity-sensitive. On the STEP page they enter notes.
PLAY Starts and stops all four tracks. Lit green while playing.
REC Arms the selected track for live recording.
OCT− / OCT+ Octave down and up. In dialogs and action pages: OCT+ means yes or do it, OCT− means no or back. Both together reset the octave.
Page buttons FX, SCL, ENV, LFO, EDIT, GLO, HOME, SAVE, ARP, SEQ open their group of pages.

The knobs other than MASTER turn forever in either direction and move a value in clicks.

Three ways to press a page button

  1. Tap opens the button's first page; each further tap moves to the next page in its group. HOME returns to the home screen, and tapping it there steps through MIXER, CLOCK, KEYS, EPOCH and the SCAPE pages.
  2. Hold FX, GLO, SCL, EDIT, SEQ or REC for a quick layer: shortcuts on the keys and knobs, with a map on the screen. Let go to close it.
  3. Double-tap one of those to keep its layer open without holding; tap again to close it.

Two other holds: hold HOME opens the menu, and hold SAVE undoes the last sound or pattern load.

Hold The layer
FX Performance effects on the keys.
GLO Lower black keys mute tracks 1–4, white keys F–B solo them while held, C unmutes all, upper F taps the tempo. KNOB 1–4 are the four track levels.
SCL Press a key to make it the ROOT; KNOB 1–4 are ROOT, SCL, CHRD and VOIC.
EDIT Each white key picks an engine for the track.
SEQ SEQ TOOLS: CLEAR, REVERSE, SHIFT ‹, SHIFT ›, RANDOM and COOK on the white keys; KNOB 1–4 are LEN, DIV, SWG and GATE.
REC CLEAR, CLICK, COUNT-IN and CLICK LEVEL on the white keys.

The screen

The boot screen: a Dilophosaurus skull, the PALEOTONE title and PREHISTORIC SYNTH
The boot screen: a Dilophosaurus skull, the PALEOTONE title and PREHISTORIC SYNTH

At power-on the FM-1 shows the boot screen, then HOME.

HOME with the HERD scene playing, track 1 selected: ROAR STAMPEDE
HOME with the HERD scene playing, track 1 selected: ROAR STAMPEDE

HOME, from top to bottom:

HOME on track 2: the SAURUS engine's BRACHIO CALL, with SIZE, GROWL, SWOOP and LEN on the knobs
HOME on track 2: the SAURUS engine's BRACHIO CALL, with SIZE, GROWL, SWOOP and LEN on the knobs

Turn ALGORITHM and everything follows the new track: the header's number, the cards, the footer. Messages such as STOP TO SAVE appear in the header for a moment.

The lights: idle buttons and keys glow dimly. A button that does something right now breathes slowly. PLAY turns green while playing, and keys light with the notes being played. MENU › LEDS sets the idle glow.

Install, update and go back

PALEOTONE installs over USB from a computer with one Python command, and any firmware can be put back the same way. Your projects and sounds survive an update.

Paleotone on the web

The website, https://fantasmoslam.github.io/Paleotone/, plays Paleotone in your browser (the whole firmware, the same code the FM-1 runs; keys on your computer keyboard, the knobs with the mouse). It also has the installer, which installs from Chrome or Edge with no Python, and the editor.

What you need

Install or update

  1. Optional but wise: save a backup. The PALEOTONE web editor (web/editor.html in the repository, in Chrome or Edge) has Save backup on its Settings tab: your projects, sounds, samples and settings go to your computer.
  2. Connect the FM-1 and switch it on.
  3. In a command prompt in that folder: py -3.12 fm1_install.py paleotone-a371eb4.fwsc
  4. Confirm. The FM-1 switches to update mode, the firmware is written, and it restarts with the boot screen. Do not unplug it until the installer says it is done.

If the installer stops partway, run the same command again: the FM-1 stays in update mode until the install finishes, so nothing is lost. py -3.12 fm1_install.py --info shows what the FM-1 is running.

Rescue mode and going back

Hold OCT− while switching on: the FM-1 starts in USB rescue mode, from which any firmware can be installed. The installer accepts Felucca-family packages and M-VAVE's own official firmware, FM-1.fwsc (V15), which puts the stock synth back.

Your music across versions

Projects and user sounds from Felucca and GHOULBOX load in PALEOTONE. A sound PALEOTONE no longer lists still plays inside an old project; it is only missing from the menus. Going back to a firmware from before SCAPE keeps your projects, but resets your menu preferences once (palette, LEDs and the like), because the settings record grew.

Five-minute start

Press PLAY and the FM-1 plays a scene: four tracks, each with a sound and a looping pattern, in D minor. Everything below works while it plays.

  1. PLAY starts the four tracks; PLAY again stops them.
  2. MASTER sets the volume. Headphones in the jack silence the speaker.
  3. ALGORITHM picks the track (T1–T4). Everything you do applies to that track.
  4. PRESETS changes the track's sound while it plays. The pattern stays.
  5. The keys play the selected track; OCT− and OCT+ shift the octave.
  6. SELECT changes the tempo.
  7. KNOB 1–4 shape the sound: on HOME they are the engine's four main controls.

Made a mess? Hold SAVE to undo the last sound or pattern load.

The scenes

Scene Tempo Track 1 Track 2 Track 3 Track 4
JUNGLE (a new FM-1's) 72 BPM LOG MARIMBA, arpeggio JUNGLE PAD, dirge JUNGLE NIGHT, a held pedal TRIBAL KIT, stomp
VOLCANO 60 BPM VOLCANO, pedal EPIC CHOIR, dirge TYRANT ROAR, pedal WAR DRUMS, stomp
STAMPEDE 104 BPM ROAR STAMPEDE, ballad BRONTO HORN, march TAR PIT BASS, sub TRIBAL KIT, stomp
VALLEY 66 BPM BRACHIO CALL, pedal EPIC STRINGS, dirge VALLEY HARP, arpeggio SPIRIT VOX, lament
BLANK 72 BPM JUNGLE's four sounds, no notes: a clean start
HERD 84 BPM ROAR STAMPEDE, pedal BRACHIO CALL, pedal MAMMOTH brass, dirge DEEP CHANT, chant

HERD also sets each track's level, so its four parts sit in balance.

Choosing the scene, and RESTORE LAST

Hold HOME for the menu, then SYSTEM › SCENE. The scene is loaded at power-on, but RESTORE LAST (SYSTEM › RESTORE LAST, ON by default) then brings back what you were playing before you switched off. So:

To hear a scene you have just picked, set RESTORE LAST to OFF and switch off and on. Set it back to ON afterwards if you want your music remembered.

How the synth is built

PALEOTONE is four tracks playing at once, like four musicians. Each track has its own engine and sound, its own notes in the sequencer and its own settings; together they share 12 voices, the effects and the master.

the signal path · 4 tracks into one master
the signal path · 4 tracks into one master

Read it left to right. Notes come from the track's steps, your keys, MIDI or SCAPE's calls; the engine turns them into sound with voices from the shared 12. Then the track's own DIST, SLICER, LEVEL, PAN and SPRD, and sends into the three shared effects. Everything meets in the mix, with the ambience and SCAPE added there, and leaves through TAPE and MASTER.

Tracks and voices

The 14 engines

Engine How it makes sound First controls to try (EDIT)
ANALOG Two oscillators and noise into a resonant filter, like 1970s and 80s synths. Pads, strings, horns, basses. WAVE, DTN, CUT, RES
FM6 Six-operator FM: oscillators bending each other's pitch. Bells, brass, glassy tones, deep basses. SLOT (the patch), FB, MLVL
SAURUS A creature's throat: each note is one call. PALEOTONE's own. CALL, SIZE, SWOOP, GROWL
PHASE Phase distortion: a smooth wave bent brighter. WAVE, DCW
LOFI Old game-console chips: pulse, triangle, noise. CHIP, WAVE, DUTY
SAMPLE Synthesized recordings: jungle night, storm, lithophone, the ENCOUNTER kit. SET, BITS, CUT
VOICE A sung tone shaped into vowels: chants and choirs. VOWL, VOWL2, BRTH
TRIO Three oscillators in intervals into a multimode filter. INT2, INT3, CUT
WHEEL A tonewheel organ with a rotating speaker. REG, PERC, ROTR
GRAIN Granular clouds from tiny slices of a sound. POS, SIZE, DENS
PHYS Physical models of strings, bars and drums. MODEL, BRIT, DAMP
ROAR A drone with a lead note, a buzzing rasp and built-in rhythms. DRN, RASP, PULS, BRTH
NOISE Noise in colours: wind, rain, lava, swarms. MODE, COLR, FREQ
DRUM Synthesized drums on eight lanes, including the TRIBE kit. KIT, TUNE, DECY

To change a track's engine directly, hold EDIT and press a white key. PRESETS browses every engine's sounds in this order.

Shaping a sound

Every engine makes its raw sound its own way (EDIT shows its eight controls), but the same tools shape all of them: an envelope in time, an LFO for movement, a modulation matrix, voice settings and a scale. These pages belong to the selected track, so each track keeps its own.

Tone: the raw sound and the filter

On ANALOG, TRIO and the other subtractive engines, the oscillator's wave sets the raw tone and a filter carves it:

Wave Sounds like
SIN Pure and round, no overtones. A deep hum.
TRI Soft and hollow, like a flute.
SQR Hollow and reedy: a clarinet, a game console.
SAW Bright and buzzy: strings, brass, horns. The usual start for pads.

The other engines have their own brightness control: GROWL and SIZE on SAURUS, RASP on ROAR, MLVL on FM6, BRIT on PHYS. Some control always makes the sound brighter or darker.

Shape in time: ENV

The ENV page: ATK, DEC, SUS and REL with the envelope drawn above
The ENV page: ATK, DEC, SUS and REL with the envelope drawn above

The envelope is how a note changes from the moment it starts until it falls silent. Tap ENV:

Knob Stage Low High
1 ATK How long the note takes to reach full loudness A hit, a pluck A slow swell, a horn taking a breath
2 DEC How long it falls from the peak to the sustain level A quick drop A slow settle
3 SUS The loudness while the note is held (a level) Fades to silence: a drum, a harp Holds: an organ, a drone
4 REL How long it rings after the note ends Stops dead Fades slowly into the reverb

Tap ENV again for ENV DEST: how much the same envelope also moves the filter (FLT), the pitch (PIT) and the engine's shape (SHP). Each can go negative. Envelope on the pitch makes a creature's call swoop down as it ends; on the filter, a note starts bright and darkens.

Movement: LFO and MOD

The LFO page: RATE, WAVE, PHS and FADE
The LFO page: RATE, WAVE, PHS and FADE

An LFO is an oscillator too slow to hear. It moves a control up and down for you. Tap LFO to step through four pages:

  1. LFO: RATE (speed), WAVE (SIN, TRI, SAW, SQR, S&H for random steps), PHS (where each note starts in the cycle), FADE (how long before it comes in).
  2. LFO 2: SYNC (OFF, or locked to the tempo from 4BAR to 1/32), TRIG (NOTE restarts it with each phrase, FREE lets it run), POL (BI moves both ways, UNI only up).
  3. LFO DEST: how much it moves the pitch (PIT), filter (FLT), shape (SHP) and loudness (AMP).
  4. MOD: the modulation matrix. KNOB 1 picks one of four slots; KNOB 2–4 set its source, destination and amount.
LFO on… Is called Sounds like
Pitch, slow and small Vibrato A singer holding a note, a lowing beast
Loudness Tremolo A pulsing pad, a heartbeat
Filter A sweep The sound breathing open and closed

MOD's sources are LFO, ENV, VEL, KEY (how high the note is), RAND (a new random value each note), S&H, SLEW and, from a MIDI controller, MODW, AT and EXPR. Its destinations are PITCH, CUT, SHP, AMP, PAN, the four effect sends, the LFO's RATE and DEPTH, VIB, and the engine's eight controls (E1–E8, shown with the engine's own names). RAND to a little CUT or SIZE makes every call come out a bit different, as if from a different animal.

Voices: VOICE

The VOICE page: VCE, GLD, GLMOD and PRIO
The VOICE page: VCE, GLD, GLMOD and PRIO

Tap EDIT past the engine's pages for VOICE:

VCE What it does Good for
POLY Several notes at once Pads, chords, herds of calls
MONO One note; a new one cuts the old Basses, leads, a single beast
LEG One note; overlapping notes slide on without restarting Horns, voices, singing lines
UNI One note played by several detuned voices Huge drones and roars

UNI uses several of the 12 shared voices per note. If notes drop out on other tracks, set a part that plays one note at a time to MONO.

Keys, scales and chords: SCL

The SCL page: ROOT, SCL, QNT and TRN
The SCL page: ROOT, SCL, QNT and TRN

Tap SCL: ROOT (the home note), SCL (the scale), QNT and TRN (transpose, ±24 semitones). The scenes are in D minor.

QNT The keys
OFF The plain keyboard.
SNAP Every key plays; a note outside the scale moves to the nearest one inside.
WHITE The white keys play the scale from the root at the C key; the black keys are silent. You can't hit a wrong note.
SEQ SNAP, and the sequencer's notes snap too as they play (the steps keep what was written).

The 19 scales: CHR, MAJ, MIN, DOR, MIX, PEN, MPEN, HARM, PHRY, LYD, LOC, MEL, BLUES, WHOLE, DIMHW, DIMWH, PHDOM, HUNG, DHARM. For prehistoric moods, MIN and PHRY are dark, MPEN never clashes, PHDOM and DHARM sound ancient and ceremonial, and WHOLE floats, dreamlike.

Tap SCL again for CHORD: CHRD turns each key into a chord. DIA3 and DIA7 play the scale's own triad or seventh on each key, so every key is a right chord; MAJ, MIN, DOM7, MAJ7, MIN7, SUS4 and POW are fixed shapes. VOIC spreads the notes (CLOSE, OPEN, INV1, INV2, +OCT adds a bass an octave down). TEMP chooses the tuning: EQUAL, or the older PYTH, MEAN and JUST, whose pure intervals ring and beat differently.

The arpeggiator: ARP

The ARP page: MODE, RATE, OCT and GATE
The ARP page: MODE, RATE, OCT and GATE

Hold a chord and the arpeggiator plays its notes one at a time, in tempo. Tap ARP: MODE, RATE (1/4 to 4BAR), OCT (1–4 octaves) and GATE (note length). ARP 2 has SWG, PROB (a chance each note plays), HOLD (keeps going after you let go) and ORD (NOTE order or PLAY order).

RATE runs from 1/32 to 4BAR, triplets included. Modes: UP, DN, UPDN, DNUP, RND, ORD, REPEAT, UP+8, CONV, DIVG, PINKY, THUMB, WALK and CHORD.

Try this: a herd that calls by itself. On a SAURUS track, set SCL to D, MIN, WHITE. Tap ARP: MODE RND, RATE 1/4, OCT 2; ARP 2: PROB about half, HOLD ON. Hold three white keys and let go: the creature keeps calling, at random pitches and gaps, always in key.

PALEOTONE's sounds

PRESETS holds 119 sounds, all PALEOTONE's own. Two engines are new to PALEOTONE's family: SAURUS, built for it, and ROAR, GHOULBOX's hurdy-gurdy rebuilt as a beast with a drum inside.

Browsing: PRESETS

The PRESETS browser on track 2: No. 20/119, ENG SAURUS, FAV OFF, LIST ALL, with BRACHIO CALL selected
The PRESETS browser on track 2: No. 20/119, ENG SAURUS, FAV OFF, LIST ALL, with BRACHIO CALL selected

Turn the PRESETS knob anywhere to change the selected track's sound; the pattern stays. Tap SAVE for the browser page:

Hold SAVE to undo a load. The sounds, engine by engine:

Engine Sounds
ANALOG JUNGLE PAD, EPIC STRINGS, CANYON HORN, STOMP BASS, AMBER LEAD, SWAMP BASS, FERN SWELL, STAR SKY, ICE AGE PAD
FM6 TAR PIT BASS, SLIT DRUM, MAMMOTH, GLACIER PAD, METEOR, CICADA BUZZ, AMBER BELLS, TAR GROWL, MAMMOTH CALL, GLACIER WIDE
SAURUS BRACHIO CALL, TYRANT ROAR, RAPTOR BARK, RAPTOR CHAT, CREST HOOT, PTERO SHRIEK, HERD MOAN, FRILL HISS, SAURO SNORT, DEEP RUMBLE, TITAN APE, NEST CHIRPS, SWAMP CROAK, MONSTER ROAR, DISTANT HERD, LOW GROWL, BABY REX, SEA MONSTER, HADRO HORN, COMPY PACK
PHASE TITAN BRASS, ICE CRYSTAL, RESIN PAD, DEEP PULSE
LOFI FOSSIL LEAD, DINO CHOIR, BONE WHISTLE, PIXEL RAPTOR, EGG ARP, CAVE ECHO
SAMPLE JUNGLE NIGHT, ENCOUNTER, LITHOPHONE, TROPIC STORM
VOICE TRIBE CHANT, EPIC CHOIR, RAPTOR CALL, REX ROAR, DEEP CHANT, SPIRIT VOX, SHAMAN, NIGHT WAIL
TRIO PANGAEA PAD, BRONTO HORN, SKY STRINGS, PTERO CRY, LAVA BRASS, SPORE CLOUD, PRIMAL STAB, AURORA PAD
WHEEL AMBER ORGAN, CANOPY, SWAMP REED, MOSS FLUTE, TEMPLE ORGAN, BONE KEYS, LAGOON
GRAIN NIGHT SWARM, STONE MIST, STORM CLOUD, AMBER DUST
PHYS LOG MARIMBA, GEODE BELLS, VALLEY HARP, TARPIT DRONE, HIDE DRUM, WATER DROPS, BOWED BONE, SITAR VINE, TUSK TINES
ROAR PRIMEVAL, EARTHQUAKE, STAMPEDE, REX GROWL, SWAMP FIDDLE, TRIBE PIPES, WAR CHANT, TUNDRA; the rhythms WAR PARADE, JUNGLE CAMP, RITUAL FIRE, TITAN MARCH, HEARTBEAT, HERD RUN, TRIBAL WAR, TALK DRUMS, ODD RITUAL, FIVE MOONS, SPIRAL, CHAOS DRUMS
NOISE VOLCANO, LAVA CRACKLE, MONSOON, GEYSER, SWARM, WIND RIDGE
DRUM TRIBAL KIT, WAR DRUMS, BONE RATTLE, RITUAL

Projects made with Felucca or GHOULBOX still play their old sounds; those sounds are just not offered in the browser.

SAURUS: one note, one call

SAURUS's CALL page: CALL, SIZE, SWOOP and LEN
SAURUS's CALL page: CALL, SIZE, SWOOP and LEN

Every note on a SAURUS track is a whole animal call, from a throat that buzzes, rasps and breathes. The key you press sets its pitch; LEN sets how long the call takes, and the envelope still shapes and ends it. HOME's knobs are SIZE, GROWL, SWOOP and LEN.

Page Control What it does
CALL CALL The shape of the call: HOLD (a drone), BELLOW, ROAR, BARK, HOOT, TRILL, CHIRP, MOAN, HISS, SNORT
CALL SIZE The animal: small and high-throated, up to a sauropod two octaves down
CALL SWOOP How far the pitch moves during the call, up to two octaves
CALL LEN How long the call takes, 1 ms to 10 s
THROAT GROWL Roughness: an undertone, jitter, wider throat and drive
THROAT BRTH Breath noise
THROAT MOUTH Closed "oo" to open "ah"; the call opens and closes it
THROAT WILD How differently each call comes out: length, pitch, roughness
SAURUS's THROAT page: GROWL, BRTH, MOUTH and WILD
SAURUS's THROAT page: GROWL, BRTH, MOUTH and WILD

Tips: low notes and a high SIZE make the big animals; short LEN with BARK or CHIRP makes a pack. A track plays up to four calls at once. WILD at a third or more stops a repeated pattern sounding mechanical.

ROAR: a drone with a drum inside

ROAR's DRONE page: DRN, DLVL, 5TH and BRTH
ROAR's DRONE page: DRN, DLVL, 5TH and BRTH

ROAR is monophonic: one lead note over two drones that sound whatever you play. HOME's knobs are RASP, BRTH, DLVL and REL.

Page Control What it does
DRONE DRN The drone's note, C to B, low in the bass
DRONE DLVL The drone's level
DRONE 5TH A second drone a fifth above
DRONE BRTH The pressure on the lead: darker and quieter low, bright and rough high
CALL RASP The buzzing rasp under the sound, an octave up
CALL PULS What kicks the rasp, in time (below)
CALL BODY Two wooden-throat resonances against the raw tone
CALL WOBL Uneven pitch and loudness; on the rhythms, ghost notes too
ROAR's CALL page: RASP, PULS, BODY and WOBL
ROAR's CALL page: RASP, PULS, BODY and WOBL

PULS has four kinds of settings:

The 12 rhythm presets (WAR PARADE to CHAOS DRUMS) are ROAR set up this way: hold one note and a drum band plays in tempo, tuned to the key you hold. ROAR tracks also get a RING page: RING ON keeps the drones sounding between notes while the sequencer runs.

FM6, VOICE and the kits

FM6's OPS page on MAMMOTH
FM6's OPS page on MAMMOTH

FM6 plays six-operator patches. On its OPS page: ALG (the algorithm, or PAT for the patch's own), FB (feedback), MLVL (all modulators' level: brightness), MRAT (their ratio). On PATCH: MEG, VMOD, DTUN and SLOT, which picks the patch; PALEOTONE's are F9 to F15 (TAR PIT BASS to AMBER BELLS). The OPERATOR and OP ENV pages that follow edit the patch itself, one operator at a time.

VOICE's first page on DEEP CHANT
VOICE's first page on DEEP CHANT

VOICE sings vowels: the chants and choirs. DRUM plays eight lanes; the TRIBE kit (KIT TRIBE) has BOOM, SKIN, CLAP, SEEDS, RATTL, LOG, BONE and ROCK. The keys follow the General MIDI drum map, as on any drum machine: C is BOOM, D is SKIN. LANES and LANES 2 set each lane's level, and on a DRUM track the STEP page becomes a drum grid. The ENCOUNTER kit (SAMPLE) puts one sound on each key from F3: footfalls near and far, a mud stomp, a claw tap, a branch snap, a falling tree, a splash, a rock fall, leaves, bone clacks, a ground ripple, thunder and a huff. All of PALEOTONE's sample material is synthesized; nothing is a recording.

Effects

Effects put the herd somewhere: a canyon, a swamp at night, a valley before a storm. PALEOTONE has one delay, one reverb and one chorus shared by all four tracks, like four players in one hall, plus per-track drive and slicer, a worn-tape master and hands-on performance effects.

Sends: the FX page

The FX page: DST, CHO, DLY and REV for the selected track
The FX page: DST, CHO, DLY and REV for the selected track

Tap FX. KNOB 1–4 are the selected track's own amounts: DST (drive, on the track itself), and how much it sends into CHO, DLY and REV. A dry, close lead in front of a pad drowned in hall is the classic picture. Tap FX again to step through the rest of the family:

Page Knobs What it is
FX DST, CHO, DLY, REV The track's drive and its three sends
SLICER SLCR, PAT, RATE, DEPTH The track's rhythmic chopper (below)
DLY TIME, FDBK, COLR, MIX The shared delay: TIME in note lengths, FDBK repeats (over 100 % it grows), COLR darker repeats
REVERB TYPE, SIZE, DAMP The shared reverb: ROOM, SPRING or HALL (the default), its size, and DAMP for dark stone or bright glass
CHORUS CRT, CDP The shared chorus's speed and depth
TAPE TAPE, CRSH, AMB, CRKL The master: worn cassette, bit crush, ambience and its crackle

The last four pages are shared: changing them changes every track.

REVERB

The REVERB page: TYPE HALL, SIZE and DAMP
The REVERB page: TYPE HALL, SIZE and DAMP

HALL is long, up to about 12 seconds at full SIZE: right for distant calls and slow horns. SPRING is metallic and quick; ROOM is small and close. SAURUS's big creatures and ROAR's drones are set up with lots of REV; turn a track's REV send down to bring it forward.

TAPE, CRSH and the ambience

The TAPE page: TAPE, CRSH, AMB and CRKL
The TAPE page: TAPE, CRSH, AMB and CRKL

SLICER

A per-track chopper locked to the tempo, after DST and before the sends, so the echoes follow the chopped sound. SLCR GATE cuts the sound in a 16-step pattern; STUT repeats the last bit instead. PAT picks one of 16 patterns, RATE the step (1/8 to 32T), DEPTH how far a gap closes (or the repeat's level). GATE on a pad gives a herd's trotting pulse.

The FX layer: performance effects

Hold FX (or double-tap it to keep it open) and the keys become effects on the whole mix, held while the key is held:

White key (from F3) Effect
1–3 REPEAT 1/8, 1/16, 1/32: a loop of the last moment, starting on the next 1/16
4 REVERSE
5–6 LPF, HPF: a filter sweeping closed (or open) over a bar
7 TAPE STOP: the mix slows to a halt
8 FREEZE: one moment held
9–10 OCT UP, OCT DN: the mix an octave up or down beside itself
11–12 FLANGER, PHASER
13–16 Nothing (yours to assign)

The first four black keys mute tracks 1–4 while held. KNOB 1–4 are FILTER, CRUSH, THROW (the dry mix into the delay and reverb) and DEPTH; while OCT UP or DN plays, DEPTH is its SHIMMER: with OCT UP each echo climbs another octave. To change a key's effect, hold it in the layer and turn PRESETS; EDIT puts its default back.

Sequencer

Each track has its own loop of up to 64 steps, with chords, ties, accents, slides, chance, ratchets and recorded knob moves. The four loops can have different lengths and drift against each other.

Length, speed and swing

Hold SEQ for SEQ TOOLS: KNOB 1–4 are LEN (1–64 steps), DIV (each step's length, from 4BAR to 1/32), SWG (swing: every second step a little late) and GATE (how long notes sound within their step). The white keys from F3 are CLEAR, REVERSE, SHIFT ‹, SHIFT ›, RANDOM and COOK. LEN 16 at 1/8 is two bars. A 7-step part over an 8-step one never repeats the same way twice in a row.

Load a factory pattern: PHRASES

The PHRASES page
The PHRASES page

SAVE › PHRASES lists ready-made patterns. Choose one with KNOB 1 and press OCT+ to load it into the selected track; it asks first if the track has notes you wrote. Loading a pattern never changes the sound, and loading a sound never changes the pattern. The ones the scenes use, all in D minor:

Pattern What it is Try it on
DIRGE Slow pad chords on the roots JUNGLE PAD, EPIC CHOIR, MAMMOTH
BALLAD A melody ROAR STAMPEDE, AMBER LEAD
CHANT Low voices DEEP CHANT, TRIBE CHANT
PEDAL One D, held Any SAURUS call, ROAR drones and rhythms, NOISE
MARCH Root, fifth, a chord a bar BRONTO HORN, STOMP BASS
LAMENT A falling line, A down to D SPIRIT VOX, BONE WHISTLE
ARPEGGIO Each chord broken upward VALLEY HARP, LOG MARIMBA
ANTIPHON A call answered an octave down Two creatures, HADRO HORN
STOMP A procession TRIBAL KIT, WAR DRUMS

PEDAL is the easiest way to hear ROAR's rhythm presets and the SAURUS creatures: one long note, and the engine does the rest.

Write notes step by step: STEP

The STEP page on track 3 (MAMMOTH): STEP 1/16, NOTE D4, TIME NOTE, FLAG -, with the piano roll below
The STEP page on track 3 (MAMMOTH): STEP 1/16, NOTE D4, TIME NOTE, FLAG -, with the piano roll below

Tap SEQ for STEP. The roll shows the track's notes, the frame is the cursor.

Record live

Press REC to arm the selected track (from any page), press PLAY and play: notes land in the steps as they pass, and each loop adds more. Press REC again to stop. Knob moves on an armed track are recorded too: the sound changes at those steps every time round. Hold REC for CLEAR, CLICK, COUNT-IN and CLICK LEVEL on the white keys.

Automation, locks, chance and ratchets: AUTOMATION

The AUTOMATION page: ROW, EVENT, LOCK, PLAY, with the PLAY, QUANTIZE and + ADD CHANCE rows
The AUTOMATION page: ROW, EVENT, LOCK, PLAY, with the PLAY, QUANTIZE and + ADD CHANCE rows

Tap SEQ again for AUTOMATION: the selected track's recorded moves and per-step extras as a list. KNOB 1 picks the row.

Low CHANCE on a SAURUS track makes calls come and go like real animals; RATCH on a drum makes a stampede roll. All four tracks share 128 records; AUTOMATION FULL means they are used up.

Songs: SONG

The SONG page: SEC, TRACK, PAT and REPS, with the four tracks' lanes
The SONG page: SEC, TRACK, PAT and REPS, with the four tracks' lanes

A song chains up to 16 sections into a longer piece. Its patterns are your saved projects: A is the steps of project 1, B of project 2, C of 3, D of 4. Each section says which of them each track plays (or –, silent), and the song plays them with the sounds loaded now.

  1. Make a section and save it as project 1 (see Saving). Change the notes, save as project 2, and so on.
  2. Tap GLO for SONG. KNOB 1 SEC picks a section; the last, +, adds one. KNOB 2 TRACK picks a track and KNOB 3 PAT its pattern (A–D or –). KNOB 4 REPS sets how many times the section plays (1–16).
  3. Press PLAY on SONG to play from the top. Edit sections while stopped.

A ×2, B ×1, A ×2, C ×1 gives a verse, a bridge, the verse again and an ending. SAVE › TOOLS deletes a section or clears the song.

HOME's pages: MIXER, CLOCK, KEYS, EPOCH

Tap HOME on the home screen and it steps through eleven pages that belong to the whole instrument, then back to HOME: MIXER, CLOCK, KEYS, EPOCH, then SCAPE's seven pages (next section). The footer shows where you are, for example MIXER 1/11. Press any other page button to leave.

MIXER

MIXER with HERD: four track cards with level, pan and reverb, and the selected track's LEVEL, PAN, REV and MUTE on the knobs
MIXER with HERD: four track cards with level, pan and reverb, and the selected track's LEVEL, PAN, REV and MUTE on the knobs

All four tracks at a glance: each card shows the track's sound, its level in dB, its pan and its reverb send. KNOB 1–4 are the selected track's LEVEL, PAN, REV and MUTE; turn ALGORITHM to move to another track. For quick mixing with no page change, hold GLO: KNOB 1–4 are the four tracks' levels.

CLOCK

CLOCK: BPM, SWG and CLK
CLOCK: BPM, SWG and CLK

BPM (40–240, the same as SELECT), SWG (swing for the whole song) and CLK: INT (the FM-1's own clock), USB or TRS to follow a computer's or drum machine's tempo and start/stop.

KEYS: two sounds at once

KEYS: MODE, TRK, SPLT and OCT
KEYS: MODE, TRK, SPLT and OCT

Each track keeps its own sound and scale, and records what it plays when armed. On the SEQ pages the keys play the selected track only. KEYS is saved with the project.

Hands-free drones (LATCH): hold GLO and press the black key for a track in the upper octave (F♯, G♯, A♯, C♯ above the mute keys, for tracks 1–4). Play a chord on that track and let go: it keeps sounding while you play something else. Press the same GLO key again to end it. Latches are not saved.

EPOCH: a piece composed for you

EPOCH: EVOL, DENS, DRFT and MOOD; the header says A KEY: AN EPOCH
EPOCH: EVOL, DENS, DRFT and MOOD; the header says A KEY: AN EPOCH

EPOCH composes a slow piece from your four tracks' sounds. Choose the sounds first, set MOOD, then press a key: that key is the piece's key. Each track gets a part that suits its sound: a drone holds the root, a bass walks the chords' roots, a pad holds the chords, a harp breaks them up, a melodic sound sings a phrase and answers it, drums play a slow ritual.

Knob Control What it does
1 EVOL ON: the piece keeps changing as it plays: a new chord, a new phrase, a part resting or coming back
2 DENS How much each part plays, 1 (sparse) to 8 (busy)
3 DRFT How often EVOL changes something: 1 rarely, 8 every pass
4 MOOD The scale: MIN, DOR, PHRY, HARM, MAJ, MIX. Set it before pressing the key

EPOCH writes ordinary patterns, 64 steps at 1/8, and sets each track's ROOT and SCL to the key, so you can play along, edit the steps and save the project. It replaces all four tracks' patterns, so the first time it asks (OCT+ yes, OCT− no). A ROAR track's drone is tuned to the key too.

SCAPE: the living soundscape

SCAPE is a world running beside your music: wind, water, rain, insects, frogs, birds, drips and far thunder, a drone in key, and now and then a creature call played by one of your tracks. Nothing repeats; every event is generated as it plays. It has no track and no voices of its own (except the calls), so it costs your music nothing. It is saved with each project.

SCAPE · how the seven pages fit together
SCAPE · how the seven pages fit together

SCAPE lives on seven of HOME's pages, after EPOCH. Tap HOME on the home screen five times for the first one; each further tap is the next page.

Start it in ten seconds

  1. Tap HOME until the footer says SCAPE 5/11.
  2. Turn KNOB 1 LEVEL up. 0 is off, and a new project starts at 0.
  3. Turn KNOB 2 BIOME to a world. It sets all eight layers for you.
  4. Turn KNOB 4 TIME from day to night and hear the birds give way to crickets and frogs.

SCAPE: LEVEL, BIOME, DIST, TIME

The SCAPE page with HERD: LEVEL 79 %, BIOME JUNGL, DIST 31 %, TIME 70
The SCAPE page with HERD: LEVEL 79 %, BIOME JUNGL, DIST 31 %, TIME 70
Knob Control What it does
1 LEVEL The master for everything SCAPE makes, drone and calls included. 0 is off
2 BIOME Loads a world's eight levels and densities, DIST and TIME (below). Your LEVEL, drone and calls stay as they are
3 DIST Near to far: far is darker and wetter, with more reverb, and the calls play softer
4 TIME 0 is midday, 127 midnight. Day: birds and cicadas. Night: crickets and frogs, the birds fall quiet
BIOME On screen The world
WATER WATER A lake shore: a stream, frogs, birds, light wind
JUNGLE JUNGL Everything: insects, birds, frogs, rain, water, drips, thunder. The default
TUNDRA TUNDR Hard wind, a few birds, distant rumbles
FOREST FORST Birdsong over a brook, a little wind, insects
PLAINS PLAIN Wind over grass, cicadas, birds, thunder far off
MOUNTAINS MOUNT Strong wind, a stream, few birds, rumbles, far away
CANYONS CANYN Wind, cave drips, few birds, very far
CALDERA CALDR Bubbling water and constant deep rumbles

SCAPE DRONE: a tone under it all

SCAPE DRONE: DRONE, TYPE, KEY and MOVE
SCAPE DRONE: DRONE, TYPE, KEY and MOVE

SCAPE CALLS: your tracks join in

SCAPE CALLS: TRK T2, RATE 63 %, PTCH 0 st, SPRD 5
SCAPE CALLS: TRK T2, RATE 63 %, PTCH 0 st, SPRD 5

Now and then SCAPE plays a note on one of your tracks, with that track's sound: a SAURUS creature far off in the jungle, a horn across the valley.

Each call is held 1.5 to 4 seconds, then released; its loudness varies, softer when DIST is far. One call sounds at a time.

SCAPE LEVELS and SCAPE DENSITY

SCAPE LEVELS: WIND, WATER, RAIN, BUGS
SCAPE LEVELS: WIND, WATER, RAIN, BUGS
SCAPE LEVELS 2: FROGS, BIRDS, DRIPS, RUMBL
SCAPE LEVELS 2: FROGS, BIRDS, DRIPS, RUMBL

Four pages, the same eight layers on each pair: LEVELS sets how loud each layer is, DENSITY how much happens.

SCAPE DENSITY: WIND, WATER, RAIN, BUGS
SCAPE DENSITY: WIND, WATER, RAIN, BUGS
SCAPE DENSITY 2: FROGS, BIRDS, DRIPS, RUMBL
SCAPE DENSITY 2: FROGS, BIRDS, DRIPS, RUMBL
Layer Kind What DENSITY does At DENSITY 100 %
WIND Bed How gusty: 0 is a steady wind Big, quick gusts
WATER Bed + events Bubbles over the stream Several a second
RAIN Bed + events Drops on the leaves About 40 a second
BUGS Events Cicada buzzes (day) or cricket chirps (night) About one a second
FROGS Events Croaks in ones, twos and threes About every 2.5 s
BIRDS Events Calls of 2–6 chirps About every 2.5 s
DRIPS Events Cave drips, sometimes echoing About every 1.5 s
RUMBL Events Far thunder swelling and dying About every 12 s

Half the DENSITY means twice the wait. Every LEVEL knob is curved: the first half of its turn is quiet (50 % is about a quarter as loud), and the last quarter does the most.

When a layer seems silent

Try this: a night on the plains. SCAPE LEVEL 80 %, BIOME PLAINS, TIME 110. SCAPE CALLS: TRK on a SAURUS track with DISTANT HERD, RATE 30 %, PTCH −12, SPRD 7. DIST 70 %. Then stop the sequencer: the world keeps going.

Saving

The FM-1 keeps two kinds of things: projects (everything you hear: four tracks with their sounds and patterns, the song, tempo, effects, KEYS, EPOCH and SCAPE) and user sounds (one track's sound). Saving works only while stopped; the header says STOP TO SAVE otherwise.

Projects: four slots, A to D

SAVE › PROJECT: SLOT, LOAD and SAVE, with slots A to D
SAVE › PROJECT: SLOT, LOAD and SAVE, with slots A to D
  1. Stop. Tap SAVE until PROJECT shows.
  2. KNOB 1 SLOT picks the slot. Turn KNOB 4 SAVE to GO and press OCT+. If the slot holds a project, it asks first: OCT+ again.
  3. Name it with the keys and press OCT+.

To load: the same page, KNOB 3 LOAD to GO, then OCT+. EDIT renames the selected slot. Slots A–D are also the patterns A–D of a song.

Naming: letters chosen with the keys
Naming: letters chosen with the keys

User sounds: 32 slots

SAVE › USER: the user sound slots
SAVE › USER: the user sound slots

Stop and tap SAVE past PRESETS to USER. Pick a slot with KNOB 1, press OCT+, name it and press OCT+ again. Your sounds come after the factory sounds when you turn PRESETS.

Autosave and RESTORE LAST

Once the FM-1 has been stopped for about 10 seconds with something changed, it quietly saves the session (at most once a minute). At the next power-on, RESTORE LAST (MENU › SYSTEM, ON by default) brings that session back, SCAPE settings included. With RESTORE LAST OFF nothing is autosaved, and every power-on starts with the scene from MENU › SYSTEM › SCENE. Your four project slots are never touched by autosave.

Undo

Hold SAVE to go back before the last sound load, pattern load, clear or AUTOMATION edit; hold again to redo. A turn of BIOME or EPOCH's composing is not undone this way: save a project first if you want to come back.

Backups

The PALEOTONE web editor (in Chrome or Edge) saves everything on the FM-1 to your computer, and puts it back: projects, user sounds, samples and settings. Do it before updating and before any experiment you might regret.

The menu, MIDI and USB

MENU, DISPLAY tab: COLOR TERMINAL, STYLE, LARGE, ANIM, LEDS, SCREEN OFF, SCOPE, HOME
MENU, DISPLAY tab: COLOR TERMINAL, STYLE, LARGE, ANIM, LEDS, SCREEN OFF, SCOPE, HOME

Hold HOME for the menu. ALGORITHM moves between its five tabs, PRESETS through the rows, and OCT− / OCT+ or any knob changes a value. HOME closes it. Menu settings belong to the FM-1, not to a project, except TUNE and MIDI IN.

Tab Rows
DISPLAY COLOR (TERMINAL is PALEOTONE's; JUNGLE, VOLCANO, CRYPT and more) · STYLE (FLAT or LINE) · LARGE (bigger knob cards) · ANIM · LEDS (the idle glow) · SCREEN OFF · SCOPE (OUT after MASTER, MIX before it) · HOME (SCOPE, or TRACKS: all four tracks at a glance)
CONTROL HOLD (how long a hold takes) · KNOB ACCEL · FX LATCH · BPM LOCK (SELECT stops changing the tempo) · SCALE LEDS · STEP PREVIEW · CHORD ENTRY · NOTE NAMES (the note or chord you play, named at the top)
AUDIO SPEAKER EQ (FLAT, LOWCUT, BASS+; keep FLAT when recording) · USB LEVEL (MASTER or FIXED) · CLICK · CLICK LEVEL · COUNT-IN · TUNE (±50 cents, saved with the project)
MIDI MIDI IN (which channels play which track; saved with the project) · T1 OUT to T4 OUT · CLOCK OUT
SYSTEM SCENE · USB SERIAL · RESTORE LAST · CALIBRATION · INFO (firmware, USB, CPU load) · ABOUT
MENU, SYSTEM tab: SCENE, USB SERIAL, RESTORE LAST, CALIBRATION, INFO, ABOUT
MENU, SYSTEM tab: SCENE, USB SERIAL, RESTORE LAST, CALIBRATION, INFO, ABOUT

Keep USB SERIAL OFF unless you need Felucca's developer console; on some Macs it hides the USB audio input.

MIDI in

Over USB from a computer, or into the TRS MIDI IN socket with an adapter. With MIDI IN on CH1-4, channels 1–4 play tracks 1–4 (CH5-8, CH9-12 and CH13-16 do the same with those channels); with SEL, every channel plays the selected track. Pitch bend and the sustain pedal work. These control changes move the FM-1's controls (track ones on the channel's track):

CC Control
7 · 10 Level · pan
73 · 75 · 79 · 72 Attack · decay · sustain · release
92 · 93 · 94 · 91 Drive · chorus · delay · reverb sends
76 · 77 · 78 LFO rate · LFO to pitch · LFO fade
110 · 111 LFO to filter · LFO to loudness
21–24 HOME's four knobs for the track's engine
5 · 71 Glide · the engine's resonance, where it has one
85 · 86 CRSH · TAPE
102 · 103 REVERB SIZE · DAMP
104–107 DLY TIME · FDBK · COLR · MIX
108 · 109 CHORUS rate · depth
74 The FX layer's filter on the whole mix: below 64 low-pass, above high-pass

On an armed track these moves are recorded as automation. The mod wheel, aftertouch and expression pedal are MOD sources.

MIDI out (PALEOTONE)

MENU › MIDI › T1 OUT to T4 OUT send each track's notes, from the keys and from the sequencer (steps, chords, ratchets; DRUM lanes as General MIDI drum notes), to a computer over USB. Each is AUTO (the track's MIDI IN channel), a channel 1–16, or OFF. CLOCK OUT ON sends 24 pulses a beat with START and STOP, while CLK is INT. MIDI out is USB only: the TRS jack is an input.

Following another clock

HOME › CLOCK › CLK set to USB or TRS makes the FM-1 follow a computer's or drum machine's tempo and start/stop.

Recording to a computer

The FM-1 is a USB audio input on a computer, no driver needed: the master in stereo at 44.1 kHz. MENU › AUDIO › USB LEVEL FIXED records at full level whatever MASTER says. Keep SPEAKER EQ on FLAT.

Reference: every page and knob

the page map · 10 page buttons, in tap order
the page map · 10 page buttons, in tap order

Track pages change the selected track only; shared pages change the whole instrument and are saved with the project. EDIT 1 and 2 are the engine's own (see the engines table and PALEOTONE's sounds).

Page Button For KNOB 1 KNOB 2 KNOB 3 KNOB 4
HOME HOME track the engine's four main controls
MIXER HOME track LEVEL PAN REV MUTE
CLOCK HOME shared BPM SWG CLK
KEYS HOME shared MODE TRK SPLT OCT
EPOCH HOME shared EVOL DENS DRFT MOOD
SCAPE HOME shared LEVEL BIOME DIST TIME
SCAPE DRONE HOME shared DRONE TYPE KEY MOVE
SCAPE CALLS HOME shared TRK RATE PTCH SPRD
SCAPE LEVELS HOME shared WIND WATER RAIN BUGS
SCAPE LEVELS 2 HOME shared FROGS BIRDS DRIPS RUMBL
SCAPE DENSITY HOME shared WIND WATER RAIN BUGS
SCAPE DENSITY 2 HOME shared FROGS BIRDS DRIPS RUMBL
ENV ENV track ATK DEC SUS REL
ENV DEST ENV track FLT PIT SHP
LFO LFO track RATE WAVE PHS FADE
LFO 2 LFO track SYNC TRIG POL
LFO DEST LFO track PIT FLT SHP AMP
MOD LFO track slot 1–4 SRC DST AMT
FX FX track DST CHO DLY REV
SLICER FX track SLCR PAT RATE DEPTH
DLY FX shared TIME FDBK COLR MIX
REVERB FX shared TYPE SIZE DAMP
CHORUS FX shared CRT CDP
TAPE FX shared TAPE CRSH AMB CRKL
SCL SCL track ROOT SCL QNT TRN
CHORD SCL track CHRD VOIC TEMP
EDIT 1, EDIT 2 EDIT track the engine's eight controls
RING EDIT track (ROAR) RING
LANES, LANES 2 EDIT track (DRUM) lane levels 1–4, 5–8
VOICE EDIT track VCE GLD GLMOD PRIO
VOICE 2 EDIT track ALLOC DTUNE PAN MUTE
VOICE 3 EDIT track SPRD
ARP ARP track MODE RATE OCT GATE
ARP 2 ARP track SWG PROB HOLD ORD
STEP SEQ track STEP NOTE TIME FLAG
AUTOMATION SEQ track ROW step parameter value
SONG GLO shared SEC TRACK PAT REPS
PRESETS SAVE track No. ENG FAV LIST
USER SAVE track SLOT
PHRASES SAVE track PAT
PROJECT SAVE shared SLOT LOAD SAVE
TOOLS SAVE both PAT (clear the track's steps) SOUND (init the sound) SEC (delete a song section) SONG (clear the song)
SEQ TOOLS (hold SEQ) SEQ track LEN DIV SWG GATE

Troubleshooting

What happens Why, and what to do
No sound at all Turn MASTER up. Headphones in the jack silence the speaker. Check the track's LEVEL and MUTE on HOME › MIXER, and that no track is muted from the GLO layer (hold GLO: C unmutes all).
I chose a scene, but it doesn't play at power-on RESTORE LAST is ON, so the last session comes back instead. Set MENU › SYSTEM › RESTORE LAST to OFF, then switch off and on.
SCAPE makes no sound, or a layer is missing SCAPE's LEVEL is 0 (a new project starts there), or that layer's DENSITY is 0, or it's the wrong time of day. See "When a layer seems silent" in the SCAPE section.
Notes cut off or drop out The four tracks share 12 voices. Set parts that play one note at a time to MONO, avoid UNI on busy songs, and keep SAURUS calls' LEN and REL shorter. SCAPE CALLS also use their track's voices.
ROAR plays only one note It is monophonic, like the instrument it grew from: one lead over the drones.
The black keys are silent QNT is WHITE on the SCL page: only the white keys play, in the scale. Set QNT to SNAP or OFF.
The keys play two tracks, or the wrong one HOME › KEYS is on LAYER or SPLIT. Set MODE to OFF.
The keys don't play A layer is open (double-tapped FX, GLO, SCL, EDIT or SEQ): tap that button to close it. On STEP the keys write notes.
STOP TO SAVE Saving and loading work only while stopped. Press PLAY to stop.
SELECT doesn't change the tempo MENU › CONTROL › BPM LOCK is on, or CLK follows USB or TRS.
I lost a sound or pattern by loading another Hold SAVE to undo the last load or clear.
UPDATE MODE IN on the screen OCT− and OCT+ were held together. Let go: it says UPDATE CANCELLED and nothing changed.
A computer doesn't see the USB audio input Set MENU › SYSTEM › USB SERIAL to OFF.
The installer can't find the FM-1 Close any music software, use a data cable, and try another USB port. Run the same command again if it stopped partway.
It distorts Lower the track LEVELs on MIXER rather than MASTER, and check DST, TAPE and CRSH.