Digitone Tips and Tricks

It works :blush:

Here attached is the Arduino sketch you can upload as a custom retrokits rk002 firmware Retarget_Multimap_Digitone_1.2.ino (2.7 KB)

Check how to perform the upload here : RK-002 MIDI Processing? Just DUY it! - Retrokits

Reminder : the goal is to play multimap patches from the midi tracks and have the pitch/modwhl/etc. sent to these specific patches. So that, in addition of the audio tracks, midi tracks are now a 4 voices drum machine with 5 custom multi-parameters knobs per voice (8 voices limitation still occurs !)

Here after is a beautiful diagram in order to understand the setup :

If you want some other details

This improved version allows normal midi loopback and flexible multimap sizes.

You can easily adapt the notes to use per midi track by editing multimap ranges on the Digitone itself but I like it as in the diagram cause it’s easy to remember : 1-10 = kick, 11-20 = clap, etc.

If you are a coding wizard, feel free to improve (eg. would be great to edit midi channels targets via pgm chg directly from the Digitone but i don’t know how to do it).

Trade-offs :

  • If you use C#5 as multimap base note, you can’t play a C#5 on the audio track the same time the midi track has a trig
  • You have to mute the midi tracks for live record otherwise they gonna place sound-locks on the audio tracks (if only we could deactivate live recording of the multimap)
  • Modwheel,etc. will impact the audio tracks so you may want to deactivate them on the audio tracks
    • At the same time that’s great cause you can then do :
      • Kick patch with nothing on modwheel triggered by midi T1
      • Some bass on audio T1 with negative volume on modwheel
      • Enveloppe LFO on midi T1 modwheel
      • And « bam ! » the kick sidechains the bass without any use of additional midi track. :blush:
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