ODD-1 Reference

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Scope — how far a setting reaches, shown by each entry's badge

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27 entries

Meeting the instrument, reading the panel, and getting a first sound out of it.

Orientation21

What it is

Sound built from tiny pieces of a samplementions this
The ODD-1 works beneath notes. It scans an audio buffer and pulls short fragments — grains — from wherever its playheads sit and streams the grains into continuous sound. Load a sample, move playheads through it, shape the grains. Every parameter is on the panel, and every one can be modulated.
Microsonic synthesis works like granularmentions this
Microsonic synthesis, like granular, selects short regions of a buffer, typically milliseconds long. It shapes and positions each region as a grain, and combines the grains into one output stream. The term "microsonic" describes the level the engine works at.
Results range from clean transposition and time-stretching to dense, evolving clouds.
Sound flows up from samples through playheads to grainsmentions this
Signal flows upward through three stages that map to the right side of the panel: samples (the buffers the engine reads), playheads (cursors moving through a sample, each with its own position, speed, and tuning), and grains (the micro-fragments generated at each playhead).
A layer holds up to four samples and four playheads. Where a playhead sits is where its grains are drawn from.
An instrument built for experimentmentions this
The instrument is built for experiment. Hold any knob and it opens as a modulation destination. Press a source and the connection is made. There are no fixed routings and no lists to scroll, so trying something takes a gesture instead of a menu dive.

Reading the panel

Every row does two thingsmentions this
Each of the six rows has a button with two labels. The LED beside the button picks which label is live. LED off is the first (black) function, and LED on is the second (white). Six rows by two functions makes twelve panels. Two knobs sit outside the rows: VOLUME (far left, global) and ADJUST, which edits whichever AUX or secondary parameter is selected on screen.
Press a knob to pick an instancementions this
On the lower rows the knobs are numbered. Press one to select that instance, and the LED confirms the selection. All row controls then apply to that instance. The right side has four instances each of SAMPLE, PLAYHEADS, ENVELOPES, and LFOS. The left side has two each of FILTERS, SATURATION, and ECHOES. LAYERS is a fixed two-layer architecture.
For example, press FILTERS knob 2 to work on Filter 2.
Touch to inspect, hold to patchmentions this
Touching a parameter's on-screen knob momentarily overlays its patched modulation sources and an UNPATCH control. Press and hold instead to enter modulation patching mode, making that parameter a destination.
See Patching for how connections are made.
A live picture of the sound above, the last-touched row belowmentions this
The upper half is a live visualization of the active samples and grains. It shows a spectrogram by default. Long-press it for a waveform. The four playheads each appear in a distinct colour (blue, green, pink, teal). The lower half shows the on-screen panel for the last-touched row. Every panel has the same layout: a small plot, a switch above it, buttons to its left, and on-screen versions of the row's knobs along the bottom.
AUXReaching the AUX parametersmentions this
Press AUX on screen to reveal a row's AUX parameters (press again to hide). The set is context-dependent and changes per active row. To change one, touch it. The parameter and the ADJUST knob turn red. Then turn ADJUST. Exit by pressing ADJUST, re-tapping the control, or switching rows.
Four knobs that find their own centrementions this
Four knobs carry soft detents: PLACEMENT at centre, TUNING at unison, POSITION at the start of the region, and SPEED at unity. Those values can be found by feel without watching the screen.
GLOBALVOLUMEGlobal level, and the audio settings behind itmentions this
VOLUME in the upper left is the instrument's output level and has no second function. Pressing it opens the audio settings: input source and gain, and headphone level.
GLOBALADJUSTTwo panel jobs and every screen valuementions this
ADJUST sits beside VOLUME and has two panel functions of its own: reverb amount and the active patch. It also sets every deeper on-screen value. Whenever ADJUST and a screen element both turn red, turn ADJUST to set the value and press it to confirm.
RESETPutting one parameter back to its defaultmentions this
A knob's on-screen popup carries a RESET button. The button returns that one parameter to its default value. The layer-wide RESET on the LAYERS AUX panel returns every parameter at once.
Transient popups time out on their own. A popup reached by accident does not have to be cleared.

Connections

GLOBALDC IN · ON/OFFPowering the unitmentions this
A 6–15 V centre-positive 5.5 × 2.1 mm barrel jack (a 12 V DC adapter is included) feeds DC IN. Press ON/OFF to boot. Booting takes about 20 seconds, with an LED sequence and the ODD logo. Hold ON/OFF to power down.
GLOBALUSBCOne port for audio, MIDI, and filesmentions this
USB-C presents a single device, "ODD-1", carrying both audio and MIDI. The same port mounts the unit as a USB drive for samples, patches, and firmware via SYSTEM > MISC > USB DISK.
GLOBALAUDIO · PHONESLine and headphone jacksmentions this
Line-level stereo in and out sit on separate 3.5 mm TRS jacks. Audio is sent to all outputs at once. The headphone jack is 3.5 mm TRRS, supporting headphones and mic-enabled headsets. Input source and gain are found in SYSTEM > AUD. The same page selects how the input is read: stereo, left, right, or BAL for a differential or balanced mono source.
GLOBALMIDIUSB and TRS MIDI togethermentions this
MIDI arrives over USB-C and over 3.5 mm TRS MIDI IN (both TRS-A and TRS-B). The unit answers both at once, so use one type per source. Settings are in SYSTEM > AUD. MIDI also leaves the unit. TRS MIDI OUT can be set to MIDI-A or MIDI-B. MIDI Through passes input from USB and TRS out to the TRS jack.
GLOBALA · B · C · DFour control-signal inputsmentions this
Four rear jacks (3.5 mm, 0–5 V) are labelled A–D left to right. They take modular gear within that range, or expression and sustain pedals through an adapter. Each is normalized to ±1 and available as a modulation source anywhere on the ODD-1.
SYSTEM > CTRL shows whether an input is connected and what voltage it reads. See CV & MIDI.

Signal flow

LAYEREach layer generates sound, processes it, and sends it to the reverbmentions this
The right side of the panel generates sound (Sample → Playheads → Grains). The grain stream crosses to the left side, which processes it (Saturation 1 → Filters → Saturation 2 → Echoes) and sends it to a shared Reverb. A layer is one complete instance of this chain. The ODD-1 has two identical layers. The LAYER ORDER button sets whether the layers run in parallel or in series. In parallel, each layer is fed from the input selector and the outputs are summed. In series, Layer 1's output feeds Layer 2's input.
Scope differs along the chain. Saturation 1 and the Filters are per-voice. Saturation 2 and Echoes work on the summed layer. Reverb is shared across both layers.
Processing chain, by scopementions this
StageScopeWhat it processes
Saturation 1Per-voiceEach voice, before the filters
Filters (×2)Per-voiceEach voice — series or parallel
Saturation 2Per-layerThe summed layer, after the filters
Echoes (×2)Per-layerThe summed layer — series or parallel
ReverbGlobalBoth layers, shared — fed by each layer's SEND
Generation (Sample → Playheads → Grains) feeds this chain. The per-grain band-pass inside GRAINS is a separate, earlier filter. Do not confuse it with the per-voice FILTERS row.
The scope badge says how far a setting reachesmentions this
The badge on an entry says how far its setting reaches. Grain is one fragment of sound, with its own filter and its own place in the stereo field. Playhead is one of the four cursors that move through a sample. Its level, start point, speed and tuning are its own. Voice is one played note. Each voice is saturated and filtered on its own before the layer sums them. The ODD-1 plays eight voices at once. A layer is a complete instrument, and the ODD-1 has two of them. With both playing, each layer has four voices. Global is what no layer owns exclusively: reverb, master volume, input level, and the control-signal inputs.
An entry with no badge explains something or walks you through steps instead of covering one setting, so it stays visible whatever scope you filter to. Sorted by scope, these entries gather under Guides and how-tos.
Quick Start6

First sound in five steps

Power-on to first soundmentions this
Five steps, each assuming the one before. A MIDI controller helps but is not required. The REVERB/SYSTEM button enters and exits SYSTEM. Most panel buttons toggle two functions, and the LED tells you which is live.
1 · PATCH BANKStep 1: start a patchmentions this
Press REVERB/SYSTEM and touch BANK to open the patch bank, which holds up to 16 patches. Scroll through them with the PATCH knob and press it to switch. To begin fresh, twist the PATCH knob to an empty position and press it. Press REVERB/SYSTEM again to leave SYSTEM.
Unsaved or modified patches show an asterisk, while empty positions show a dash.
2 · LAYERSStep 2: select Layer 1mentions this
Press ECHOES/LAYERS (press again if the ECHOES panel shows instead) to reach LAYERS. Press knob 2 and make sure its activity (speaker-icon) button is off to mute Layer 2. Then press knob 1 to work in Layer 1 for this walkthrough.
3 · SAMPLEStep 3: load a samplementions this
Press SAMPLE/ENVELOPES with the LED off and knob 1 to select Sample 1. Touch the sample name to open the browser. ODD is factory content and USER is yours. Navigate bracketed folders with ADJUST, and press ADJUST to load.
No preview sound means either browse audition is toggled off in the preview panel or Playhead 1's LEVEL is at zero.
Step 4: play across the panelmentions this
With a sample loaded, tap the sound visualization and work across the rows. Reshape the region with POS, LP ST, LP LN, and LEN. On PLAYHEADS, turn SPD down to slow Playhead 1, then raise Playhead 2's LVL and set its TUNE to −12 for an octave below. On GRAINS, explore SIZE, SPC, PLC, SHP. On the left side, try FILTERS' CUT and RES and ECHOES' AMNT and TIME.
Step 5: save your patchmentions this
Press REVERB/SYSTEM, touch BANK, select FILE then SAVE, name it on the on-screen keyboard, and press the check mark. The patch goes to the USER library and can be loaded into any bank position. Press REVERB/SYSTEM to exit.
To load a library patch into a position, select the position and press LOAD. Factory and USER patches are both browsable. Exploring factory patches is one of the fastest ways to learn how the ODD-1 fits together.

Making sound

47 entries

Loading a sample, moving playheads through it, and shaping the grains they throw.

Sample16

The SAMPLE row

LAYERSAMPLE · knobs 1–4Four audio buffers per layermentions this
The SAMPLE row (right, LED off) controls four sample buffers per layer. Press knobs 1–4 to select which buffer to work with. The LED confirms the selection. All SAMPLE-row controls then apply to that buffer. By default a sample plays at natural pitch and loops continuously on middle C. It is re-pitched across the keyboard while timing stays constant. Harmonies can come easily from playheads at different tunings.
With no sample loaded, the display reads "No samples assigned to a playhead."
LAYERSELECTOpening the Sample Browsermentions this
Touch the sample name in the header to open the Sample Browser. ODD holds the factory content and USER holds your own. The browser reads folders of .wav, .mp3 and .flac. Move up and down through the folders with ADJUST, auditioning as you go, and press ADJUST to load. Cancel returns you to the sample you were using before you started browsing.
Names in [brackets] are folders: touch one to open it and touch [..] to go back up. Samples audition as you browse without any setup. Toggle auditioning from the preview panel. Auditioning plays 6 dB down. The HOLD function is reached by tapping the sound visualization on any page.
LAYERFour buffers per layer, up to sixty seconds eachmentions this
Each layer holds four stereo sample buffers of up to sixty seconds each. There are eight buffers across the instrument. The ceiling is per buffer, not shared. A short one-shot in Sample 1 buys nothing for Sample 2.
LAYERThe four samples feed one instrument, not four tracksmentions this
In SYNTH the four buffers are not independent parts. Any playhead can be pointed at any sample (touch the assignment in the PLAYHEADS header and turn ADJUST). The playheads pull grains from wherever they sit, and everything sums before the amplitude envelope and the rest of the voice. The layer is one instrument fed by up to four sources.
LAYERRECORDCapturing straight into a buffermentions this
Press a sample's knob and touch the RECORD icon to arm the buffer, then press ADJUST to start and again to stop. An input threshold can start the recording instead. Trim what you caught with POS and LEN. Name it and it lands in the USER library, available to any other patch.
Set the input first: press VOLUME, choose LINE or MIC, and set IN GAIN against the meters. Recording stops at the maximum length. The record button accepts more than one modulation source. Loading a patch does not arm recording.
GLOBALThe library accepts .wav, .mp3 and .flacmentions this
Samples added over USB go in the samples folder and may be .wav, .mp3 or .flac. Eject the drive from the computer before unplugging. Pulling the cable while mounted can corrupt the library.

Region & loop

LAYERPOSWhich part of the sample soundsmentions this
POS adjusts the region of the sample used to generate sound, shifting the whole active window — the LEN region and the loop together — forward or back through the buffer. Every playhead assigned to that sample reads from this region, so POS offsets them all equally.
Hold POS and twist an LFO knob to patch it, then modulate slowly: the read region drifts through the sample while playheads keep their own speeds within it.
LAYERLENLength of the active region, and the ceiling on the loopmentions this
LEN sets the length of the active sound-generation region relative to POS. LEN is a hard limit for the loop: LP ST and LP LN operate within it. If LP LN would run past LEN's right edge, the loop stops at that edge. If LP LN is shorter, it governs loop length as expected.
The waveform zooms in as LEN shortens rather than drawing a marker. The display's right edge is the LEN boundary. Setting LEN by ear is often more reliable than by sight.
LAYERLP STWhere the loop startsmentions this
LP ST sets the start point of the looping region inside the active window. In ENV LP a playhead that enters the looping region stays there until the note is released. In LOOP a playhead stays there regardless of note-off. Setting LP ST some way into the sample creates a region a playhead crosses on its way to the loop. This pre-loop zone can catch a transient before the loop begins.
LAYERLP LNLength of the loopmentions this
LP LN sets the length of the looping region, working within the LEN ceiling. Length quantize keeps LP LN aligned to the layer tempo. Where LP LN would exceed LEN, it is clamped to the space that remains.

Playback setup (AUX)

LAYERPITCHThe sample's base pitchmentions this
PITCH sets the base pitch used to calculate the shift for each incoming MIDI note. The ODD-1 analyses the audio for a dominant pitch and sets PITCH to it automatically. With none or several detected, PITCH defaults to C4. The sample then plays naturally on middle C. Turn fully left for NONE to disable note-based pitch shifting entirely.
LAYERTEMPOThe sample's native tempomentions this
TEMPO sets the sample's native tempo for sync purposes. The value is taken automatically from the filename or audio analysis. TEMPO is NONE when no tempo is detected. Speed BPM-ratio sync locks playback speed to TEMPO. Press TEMPO to reveal TAP TEMPO.
LAYERMODEHow the sample plays backmentions this
MODE selects how the sample plays back. 1-SHOT stops playheads at the sample boundary without auto-stopping the note. ENV LP keeps playheads in the LP ST / LP LN region while a note sustains and releases them on note-off. LOOP holds them in that region unconditionally, ignoring note-off.
LAYERZOOM · CROPNavigating and trimming on screenmentions this
Press and drag on the waveform to zoom (up and down) and navigate (left and right). A long press on the upper display switches between waveform and spectral overviews. Turning LEN reveals a CROP button that trims the sample to the currently selected region.
LAYERPitch analysis on load puts a sample in tunementions this
Loading a sample runs pitch analysis. A clear single pitch sets PITCH to the nearest MIDI note, so samples recorded at different pitches all play in tune from the same key. When no single pitch is found, PITCH is set to C4 and the sample sounds naturally at middle C.
Set PITCH to NONE and the sample stops re-pitching across the keyboard entirely — useful for drums and for material with no pitch to preserve.
LAYERA sample loaded into an empty slot sounds at oncementions this
Loading a sample into a free buffer assigns the first silent playhead to it and raises that playhead's level. A second sample therefore sounds immediately alongside the first, without any routing step.
Playheads13

The PLAYHEADS row

PLAYHEADPLAYHEADS · knobs 1–4Four playheads per layermentions this
The PLAYHEADS row (right, LED off) gives up to four playheads per layer, eight in total. Each playhead marks a position in its assigned sample from which grains are continuously generated. Each can be assigned to any of the four buffers with its own position, speed, tuning, and level. Select one by pressing its numbered knob. A playhead can also be assigned NONE, leaving it unused rather than silent.
Touch the sample assignment in the header, then turn ADJUST, to reassign a playhead to any loaded sample.
PLAYHEADLVLThis playhead's levelmentions this
LVL is the output level of grains generated by this playhead — its contribution to the layer output. All four playheads are then shaped together by the one layer amplitude envelope, on ENVELOPES knob 1, and the effects chain downstream.
PLAYHEADSTRTWhere a note beginsmentions this
STRT is the playhead's position in the sample when a note is triggered. The playhead resets to STRT on each new note. Retriggering re-syncs every playhead to STRT. A new note can begin while the previous one is still fading.
STRT moves the playhead in the same direction in LIVE and SYNTH.
PLAYHEADTUNEThis playhead's pitchmentions this
TUNE sets the relative pitch of grains generated by this playhead — the interval it plays relative to the incoming note. Setting different playheads to different TUNE values stacks intervals into harmony from a single sample.
PLAYHEADSPDHow fast it moves through the samplementions this
SPD is the rate at which the playhead travels through the sample, from frozen stasis at zero to near-conventional playback when high. SPD is independent of pitch. A playhead can crawl through the material while still sounding at its TUNE pitch.
Time Path's per-phase speeds, on ENVELOPES knob 4, are relative to SPD.
PLAYHEADSOLOHearing one playhead, or one sample, on its ownmentions this
Every playhead and every sample carries a SOLO button. Soloing narrows what you hear to that one source without touching any level. A playhead can be picked out of a dense texture and put back without losing the balance you built.

Per-playhead AUX

PLAYHEADMID CHThis playhead's MIDI channelmentions this
MID CH assigns a MIDI channel to this playhead, so playheads can be driven from different channels or note ranges independently rather than all following the layer channel.
PLAYHEADL-R MODEChoose how the playhead handles the sample's stereo channelsmentions this
L-R MODE sets what this playhead does with the sample's two channels. SRC keeps the sample's own format, mono or stereo, as it is. MONO sums a stereo sample to mono before the grains are placed in the stereo field. Use it when the binaural effect matters more than the sample's natural image. L-R MODE also lists LEFT and RIGHT.
PLAYHEADREL MD (PH 2–4)Track Playhead 1 instead of holding absolute valuesmentions this
With REL MD on, a playhead's TUNE and SPD become offsets from Playhead 1's and follow it. Set PH 2 TUNE to +12 and it stays an octave above wherever PH 1 goes. Relative mode covers every playhead parameter. LVL, STRT, TUNE and SPD all follow Playhead 1 with an offset, or stay fully independent. The playhead modes follow too. Playhead 1 is always the absolute reference the others can track.
Enabling REL MD immediately zeroes TUNE and SPD to unison and matched speed. Dial your offsets in after enabling, not before, or they are lost. Playheads default to independent rather than relative. The playhead display shows the relative state.
PLAYHEADAddressing playheads individuallymentions this
Beyond the layer's own MIDI settings, each playhead can take its own MIDI channel and key number, where the layer's CHANNEL mode and KEY RANGE allow it. A layer's key range bounds its playheads' ranges. A drum pad or sequencer can then trigger playheads one at a time. A single layer then becomes four separately addressable voices reading the same buffers.
PLAYHEADJUMPRandomizing where a grain is read frommentions this
JUMP lives on the pop-up behind playhead START. JUMP scatters the read position for each grain, so repeated material stops sounding like a loop. It leaves grain timing alone. SPACING JITTER on the GRAINS row randomizes grain timing.
LAYERQUANT TUNEHolding tuning to the layer's scalementions this
QUANTIZE TUNING constrains tuning to the layer's SCALE — both the values you dial and the modulation arriving at them. A detuning LFO or an envelope sweeping pitch then lands on scale degrees rather than gliding between them.
The layer's SCALE is set on the LAYERS page. SCALE = NONE leaves tuning unquantized. QUANTIZE TUNING does nothing until a scale is chosen.
PLAYHEADZEROWhat a playhead does at the edge of its regionmentions this
A playhead reaching the boundary of its region follows a boundary mode. In ZERO mode the playhead falls silent at the boundary. It sounds again if it re-enters the region. Grains already in flight play out rather than being cut off.
Grains18

Grain shape

GRAINGRAINS · CONTROL MODEShaping the grainsmentions this
The GRAINS row (right, LED off) shapes the fragments each playhead generates. Every primary grain parameter has a paired secondary. Most secondaries add randomization, giving each playhead more than 20 grain controls. Press a primary's physical knob to reveal its secondary as centre and spread values. The header shows CONTROL MODE: touch to toggle ALL PLAYHD (every playhead at once) or SEL PLAYHD (only the selected one). In SEL PLAYHD, touching a playhead's grain on the lower subplot makes that playhead the active one.
GRAINSIZELength of each grainmentions this
SIZE sets the length of each grain in time. Short grains read as crunchy and noise-like, and long grains read as smooth and timbral. With SPD and SPC, SIZE forms the core texture and gives timbral weight for whatever motion SPD establishes.
The SZ AT button chooses whether size is measured in the source sample (SRC, the default) or the output (OUT). The two are identical at unity pitch but diverge as you transpose. At OUT every grain ends the same length however you tune. DTUNE keeps the source span when SZ AT = SRC. A tempo lock (SYNC) is also available there.
GRAINSPCInterval between grainsmentions this
SPC sets the interval between successive grain onsets. Wide spacing gives separated, rhythmic pulses, while narrow spacing gives a dense, overlapping cloud. SPC is the density control, best set last, after SPD and SIZE.
GRAINPLCStereo placement of grainsmentions this
PLC sets the perceived position of grains in the stereo field, using a proprietary perceptual panning algorithm. With its PLACEMENT SPREAD secondary it can scatter grains across the stereo image, widening a single playhead into a spatial texture.
GRAINSHPThe grain window shapementions this
SHP sets the window applied to each grain, from a bell curve to a rectangular window. Softer windows blend grains smoothly, while harder windows give a more percussive, edged grain. Press SHP to reach its secondary function, SHAPE BIAS, which tilts the window toward its front or back.
GRAINWhere a texture sits, and what it is calledmentions this
RegionSIZESPACINGSPEEDWhat you hear
SMOOTHThe default point. Changing grain size barely changes the sound.
RHYTHMICabout 50 msabove 75%slowed
MODULATED10–15 ms1–15%A pitch emerges from the spacing interval, the sample, or both.
WAVETABLEunder 20 ms00Grains fire once per cycle at the pitch of the note you play.
FROZENlonglowThe sound stops advancing.
REPETITIONSlonghighEach grain is heard as a separate restatement.
The four dimensions, SIZE, SPACING, SPEED and TUNING, set the character of every grain. These six regions are landmarks in the space they define. All six lie within SIZE (5 ms to 3 s), SPEED (¼× to 4×) and SPACING (one grain per cycle to 8× the grain size). SPEED connects WAVETABLE to ordinary sample playback. Raise it from 0 to 1× and the same settings play the sample back normally. The grain randomizers open four more regions: GLITCHY, NOISY, RANDOM and CLOUDY. RHYTHMIC can still be reached with randomization on.
GRAINSPCWhy spacing changes with pitchmentions this
SPC is not an absolute interval. SPC is measured against the grain's length after re-pitching. At zero a grain begins every cycle, and the grains fuse into that pitch rather than reading as separate events. Near 0.5 grains overlap smoothly. Toward 1 the stream turns sparse. This is why the same SPC setting sounds different an octave up.
GRAINThe range SIZE actually coversmentions this
A grain runs from a millisecond or two up to five seconds. SIZE is shortest at the knob's centre: turn right for long forward grains, left for long reversed ones. Below roughly fifty milliseconds grains stop being audible events and start being tone.
GRAINSIZE · SPCThe pair that decides overlapmentions this
SIZE set against SPC fixes how much grains overlap, with three audibly different results: a smooth continuous stream, a pulse you can count, or pitched fusion when the grains lock to the played note's cycle.
GRAINSPC · SYNCLocking grain rate to tempomentions this
Touch the on-screen SPC knob and turn SYNC on, and the interval between grains locks to the layer's tempo rather than to the played note. Grains then stay in step across different pitches, so rhythmic grain patterns hold together under a melody.
GRAINSIZE · TUNING · SPACING · SPEEDThe arithmetic behind the four knobsmentions this
The four primary controls are one calculation, run per grain. SIZE fixes the length taken from the source. TUNING divides it to give the length after re-pitching, so pitching up shortens the output grain and pitching down lengthens it. SPACING multiplies that output length to set the gap to the next output grain. SPEED multiplies that gap in turn to set how far the read position advances in the source.
The controls do not act independently. Changing TUNING moves the output grain length. The spacing derived from that length moves with it, and so does the rhythm. Setting SZ AT to OUT reverses the first two steps: the output length is fixed first and the source length computed back from it. Tuning changes then do not disturb the rhythm.

Randomization

GRAINSIZE VARIABILITY · SPACING JITTERRandomizing size and spacingmentions this
The paired secondaries randomize the primaries around their set value. SIZE VARIABILITY spreads grain size. SPACING JITTER spreads the interval between grains. A little of each loosens a mechanical grain stream into something organic. Reveal them by pressing the primary's physical knob.
GRAINPLACEMENT SPREAD · SHAPE BIASRandomizing placement, biasing shapementions this
PLACEMENT SPREAD randomizes grain position across the stereo field. SHAPE BIAS biases the window shape toward front or back. Together with the panning of PLC they turn one playhead into a wide, moving field rather than a point source.
GRAINDROP · JUMP · DTUNE · RPTThe four grain-randomizers (AUX)mentions this
The GRAINS AUX parameters randomize individual grains. DROP randomizes their level, JUMP their position, and DTUNE their pitch. RPT randomly repeats the previous grain. Each is an independent, stackable layer of variation. RPT in particular adds density without raising the grain rate.
GRAINTogether the randomizers spread each setting into a rangementions this
Most grain parameters have a randomizer — a secondary or an AUX parameter — that varies them per grain. Used together they turn a single setting into a region. Instead of every grain sharing one size, spacing and position, each grain is drawn from a spread around them. The texture does not repeat grain for grain.
GRAINA starting point for dense granular texturementions this
Grains over 100 ms, spacing low with some JITTER, and some JUMP on the playhead's START pop-up. Then set the secondary playheads to relative mode: press AUX and switch REL MD on. Bring their levels up and detune them slightly against Playhead 1 for thickness.
Coming from other granular instruments the instinct is to reach straight for density. On the ODD-1 the thickness comes from the playheads as much as from the grain controls.

Per-grain filter

GRAINFILTERA band-pass on every grainmentions this
The FILTER panel inside GRAINS reveals an optional per-grain band-pass that filters each grain individually before grains are mixed. The ODD-1's other filter, the voice-level FILTERS row, processes the summed output downstream. The two can be easily confused.
FLTR enables the filter and sets its bandwidth. CNTR sets the centre frequency.
GRAINBW VAR · C VARRandomizing the filter per grainmentions this
BW VAR randomizes the filter's bandwidth per grain. C VAR randomizes its centre frequency per grain. Each grain is therefore filtered a little differently. C VAR alone produces a timbral shimmer. Combined with BW VAR, the effect becomes fuller and less predictable.
Because the movement comes from the grain stream itself, with no LFO or envelope involved, it is a spectral motion a conventional filter sweep cannot produce.

Filters and effects

8 entries

Filtering, saturating, and sending what comes out through the echoes and the reverb.

Filters2

Resonant filters · per voice

VOICEFILTERS · knobs 1–2Two resonant filters per voicementions this
The FILTERS row (left, LED off) applies two resonant filters per voice. Press knob 1 or 2 to select one. The header sets the type: low pass, high pass, band pass, band stop, or comb. The panel plots each filter's response and the combined curve in real time. This is the voice-level filter, distinct from the per-grain band-pass inside GRAINS.
The 1|2 button runs the two filters in series or parallel. BYPASS sits in the visualization panel.
VOICECUT · RES · GAINCutoff, resonance, gainmentions this
CUT sets the filter cutoff frequency and RES its resonance. GAIN (AUX) sets the output gain of the filter stage. All three apply independently per voice, so each note is shaped before the voices are summed.
Saturation2

Two saturators

VOICESATURATION 1Per-voice drive, before the filtersmentions this
The SATURATION row (left, LED on) gives two saturation units. Saturation 1 operates per-voice, before the filters. Each voice is driven individually. MIX blends processed against dry. DRIVE sets the severity. IN/OUT (AUX) set input and output gain. The type is DISTORT, BIT CRUSH, or COMPRESS.
STEREO — on Saturation 1 only — controls the stereo blend into the processor. BYPASS sits in the visualization panel.
LAYERSATURATION 2Summed drive, after the filtersmentions this
Saturation 2 processes the summed layer output after the filters. The whole layer is driven as one, rather than voice by voice. It shares Saturation 1's controls (MIX, DRIVE, IN/OUT, and type). Only its position in the chain differs. The same module appears at two scopes.
Echoes2

Two echo units

LAYERECHOES · knobs 1–2Two echo units per layermentions this
The ECHOES row (left, LED off) gives two echo units per layer, placed after Saturation 2. Press knob 1 or 2 to select one. Each runs in STEREO or PING PONG mode, set from the header with ADJUST. The pair can be wired in series or parallel with the 1|2 button. AMNT sets the echo output level and TIME the interval between echoes.
LAYERFDBK · DRV · FILT (AUX)Inside the delay loopmentions this
The echo AUX parameters mostly act inside the delay loop. FDBK sets the feedback amount, DRV the drive applied within the loop, FILT a band-pass filter on each repeat, and IN GN the gain going into the unit. Together they take echoes from clean digital through warm analog, and on into chorus, flanger, or runaway feedback. BYPASS sits in the visualization panel.
Reverb2

Shared reverb

GLOBALREVERBOne shared reverb at the endmentions this
The REVERB row (left, LED off) is a single reverb shared by both layers at the end of the signal chain. The reverb is global, not per-layer. Each layer feeds the reverb independently via its SEND control in the LAYERS row, so the two layers can sit at different depths in the same space. AMNT sets the overall reverberation level. A layer's LEVEL and SEND combine so that any wet/dry balance is reachable, including a layer heard through the reverb alone.
Reverb parameters cannot be modulated, so the reverb is the only stage in the chain outside the patching system.
GLOBALTIME · SIZE · P DLY · CLR (AUX)Shaping the spacementions this
The reverb AUX parameters shape the tail. TIME sets the decay length. SIZE sets the size of the reverberant space. P DLY sets the pre-delay before the reverb arrives. CLR sets the colour, from dark to bright.

Movement

31 entries

Envelopes, LFOs, macros and patching, and control from MIDI or CV.

Envelopes8

The three ADSR envelopes

LAYERENVELOPES · knobs 1–4Four envelopes, three of them ADSRmentions this
The ENVELOPES row (right, LED on) gives four envelopes per layer: three standard ADSR envelopes plus TIME PATH on knob 4. Envelope 1 (AMP ENVELOPE) drives each note's amplitude by default but can also modulate any destination. Envelopes 2 and 3 have no default connection and are free as modulation sources. All three can run at once and stack on one destination. Their contributions add up to the destination's ceiling.
LAYERThe ADSR stagesmentions this
The four knobs set attack time, decay time, sustain level, and release time — the shape of the envelope over a note. The header toggles the segment shape between LINEAR (straight segments, precise for modulation ramps) and LOG (curved segments, suited to amplitude).
LAYERSCALE · FLIP · LOOPShared envelope AUXmentions this
SCALE, FLIP and LOOP are common to all three envelopes. SCALE scales the envelope's maximum output from 1 down to 0. FLIP inverts its output. LOOP cycles it through all ADSR phases. On Envelopes 2 and 3 the sustain length used while looping is adjustable.
LAYERAMP (Env 1)Breaking Env 1's amplitude tiementions this
Envelope 1's AMP setting enables or disables its connection to note amplitude. Turn it off and Envelope 1 is freed as a pure modulation source while its release time stays active. Turning AMP off is the way to keep a sample's own dynamics. Envelope 1's velocity sensitivity can also be switched off in the same AUX panel. Envelope 1's ENV1A button opens the amplitude connection's destination list. Envelopes 2 and 3 show MOD DESTN instead, with UNPATCH to remove their connections.

Time Path

PLAYHEADTIME PATH · knob 4A fourth envelope for speed, not loudnessmentions this
TIME PATH (knob 4 of the ENVELOPES row) is a dedicated envelope that controls playhead speed dynamically over a note rather than amplitude. Its plot looks like an ADSR, but the vertical axis is sample position. The slope is therefore speed: rising is forward, flat is frozen, falling is reverse. Every note starts fresh from STRT and follows the same journey.
In SEL PLAYHD mode each playhead carries its own Time Path, so one can freeze while another moves forward.
PLAYHEADA SPD · D SPD · S SPD · R SPDPer-phase playhead speedmentions this
The four knobs set the relative playhead speed for the attack, decay, sustain, and release phases. For instance, a time path can sweep quickly through a sample at onset and settle to near-stillness at sustain. These per-phase speeds are relative to the PLAYHEADS SPD control.
Set S SPD to zero to freeze on sustain and R SPD negative to reverse on release. The result is a trailing smear back through the material.
PLAYHEADA TM · D TM · RESETTime Path AUXmentions this
A TM and D TM set the duration of the attack and decay segments of the time-path envelope. RESET returns all time-path parameters to their defaults. The visualization plots a coloured time path per active playhead. Flat segments mark where a playhead is frozen in the sample.
PLAYHEADHolding one instant after a note endsmentions this
Set Envelope 1's release long. Ten seconds is not too much. Press knob 4 for TIME PATH and take its release speed to near zero. Let a note go and the playhead stops where it was, ringing out from that single instant for the whole release.
The same move with the sustain speed instead holds the sound still while the key is down, then resumes on release.
LFOs6

Four LFOs per layer

LAYERLFOS · knobs 1–4Four LFOs per layermentions this
The LFOS row (right, LED on) gives four LFOs per layer. None is connected by default. The header shows the waveform. Touch it and use ADJUST to pick SINE, TRIANGLE, SAWTOOTH, REVERSE SAW, SAMPLE & HOLD, or SQR. MOD DESTN opens the destination list, with an UNPATCH that removes all of the LFO's connections.
LAYERRATE · DPTHSpeed and depthmentions this
RATE sets the LFO frequency, from a slow drift to an audible flutter. DPTH sets the maximum amplitude of the LFO's output. That amplitude is how far the LFO pushes a destination.
LAYERBIAS · WARPOffset and shapementions this
BIAS tilts the output toward +1 or −1. WARP modifies the wave shape for most types, sets the duty cycle for square, and sets the sequence length for sample-and-hold.
LAYERMODE · PHASE · QUANT · SMTHLFO AUXmentions this
MODE selects free-running or note-triggered. In note-triggered mode a time-delay parameter lets an LFO start late in the note. PHASE sets the starting phase of the waveform. QUANT quantizes the output into steps. SMTH smooths the output.
LAYERSAHStepped random modulationmentions this
Sample-and-hold is one of the LFO types. Instead of a continuous shape it holds a new random value at each cycle, giving stepped rather than swept motion. On SAH alone, WARP changes the number of steps. Lower WARP for fewer, larger jumps.
LAYERRATE · SYNCLocking an LFO to tempomentions this
Tap an LFO's on-screen RATE knob and SYNC appears. Turned on, SYNC locks the LFO's rate to the layer's tempo. RATE becomes a musical division. A stepped filter sequence or a tremolo then stays in time instead of drifting against the tempo.
Macros2

Four macros

LAYERMACROS · A B C DFour performance controlsmentions this
The MACROS row (right, LED on) gives four manually adjustable sources: A, B, C, and D. Each connects to any number of destinations at once. Unlike LFOs and envelopes, macros move only when you turn them. A single macro turn can move several parameters in a designed relationship. The macro panel has its own layout of four columns, one per macro. Pressing a macro's encoder opens that macro's own panel.
LAYERMOD DESTN · UNPATCHDestinations and polaritymentions this
On first connecting a macro, the direction you turn it sets polarity: clockwise positive, counter-clockwise inverted. One knob can therefore open a filter while shortening grain size. MOD DESTN lists a macro's destinations, and UNPATCH disconnects them all. Long-press an on-screen A, B, C, or D to see everything that macro currently drives.
Patching9

The modulation system

Up to 24 modulation sources per layermentions this
A layer has up to 24 modulation sources. Eleven are on the front panel: 3 envelopes, 4 LFOs, and 4 macros. The rest are 4 control-signal inputs, 7 MIDI sources, and 2 touch-screen dimensions. Almost any can be connected to almost any parameter.
See Making a connection for how to connect them. The 2 touch-screen dimensions are the X-Y pad, reached at SYSTEM > XY and available as sources on the display.

Making a connection

Open the parameter, then choose a sourcementions this
A connection links a source — envelope, LFO, macro, MIDI, or control signal — to a parameter. You start by opening the parameter as a destination — hold its knob — then reach for the source. Every connection has a strength (a signed percentage) and a direction. Connections are per-layer and save with the patch.
One source can drive many destinations, and one destination can receive many sources whose contributions sum. There is no limit on either side.
Opening a destinationmentions this
Press and hold a parameter's on-screen knob and the display switches to the MOD SOURCES screen with that parameter as the destination. The parameter's name appears in the MODULATE panel at the bottom. For an AUX parameter, press the row's AUX button, tap the AUX parameter (it highlights red), then press and hold ADJUST. Not all AUX parameters can be destinations.
MODULATE panelWhere a connection is setmentions this
The MODULATE panel sits at the bottom of the MOD SOURCES screen. Its header names the open destination. The left side lists the sources connected to that destination, with an UNPATCH that removes them all. The right side shows the connection strength as a percentage, set with the adjust knob. EXIT leaves patching mode and returns to the previously active row.

Connecting sources

On-panel sources — envelopes, LFOs, macrosmentions this
On-panel sources are reached from the hardware rows while MOD SOURCES is open. They do not appear as on-screen points. Press a source's knob to connect at full strength. A grey arc on the destination shows the mod range. Turn the knob instead to connect at a variable strength that updates live. Turning left past zero gives a negative, inverted connection.
For a macro, the first-turn direction sets polarity: clockwise positive, counter-clockwise inverted.
On-screen sources — MIDI and CTRLSmentions this
MIDI and control-signal sources are connected from the MOD SOURCES screen. Tap a point to connect or disconnect it. Active points highlight. Select a point and turn ADJUST to set its strength, shown in MODULATE. Turning past zero gives a negative connection. CTRLS A–D are the four rear control-signal jacks.
Tap CC to enter learn mode, then move a controller to capture its CC number. If several are moved, the last one moved is assigned.
LAYERSYSTEM > XYThe touch pad as two modulation sourcesmentions this
The X-Y pad at SYSTEM > XY is a modulation source like any other, offering two dimensions that can be patched to separate destinations. The pad is the pair of touch-screen sources counted in the layer's twenty-four. It is reached from the display rather than the panel rows.

Removing connections

UNPATCHClearing one or allmentions this
To remove every connection to a parameter, touch its on-screen knob and press UNPATCH in the column, or hold its physical knob and press UNPATCH on the MOD SOURCES screen. To remove a single connection, press an on-panel source's knob while the destination is open, or tap an on-screen source's highlighted point.
With several sources on one destination, tap the source name in the lower-left of MODULATE to pick it before adjusting or removing.
LAYERS › UNPATCHClearing a whole layermentions this
Press AUX on the LAYERS page: its UNPATCH removes every modulation connection for the current layer at once, leaving the other layer's connections untouched. It clears only the routing and leaves each parameter at its current value. The sound holds but stops moving.
CV & MIDI6

Control signals

GLOBALA · B · C · DRear CV inputs as sourcesmentions this
The four rear control-signal inputs (A–D) are available as modulation sources throughout the ODD-1. Each input is configured in SYSTEM > CTRL. Each is normalized to ±1 based on the voltage range you set. External CV, an expression pedal, or a sustain pedal can then drive any destination.
See System for the CTRL calibration controls.
GLOBALMIN/MAX · BIAS · MODECalibrating a CV inputmentions this
MIN and MAX set the expected voltage range, normalized to ±1. BIAS shifts the normalized output up or down. MODE selects normal, inverted, or switch. Switch mode is off by default. In switch mode the input acts as a toggle. Each time the processed signal crosses 0.5, the output flips between 0 and 1.
CV and footswitch settings are system-wide, not saved per patch. A calibration survives a patch change. The ODD-1 detects pedal polarity.

MIDI sources

LAYERMIDI 1 · KN VL MW CCNote, velocity, wheel, CCmentions this
Four MIDI signals form the MIDI 1 group of sources: KN (key number), VL (velocity), MW (mod wheel), and CC (assignable control change). Connect them from the MOD SOURCES screen. For CC, tap the point and move a controller to capture it. The point reads CC LEARNING until the controller responds, then shows the controller's name.
LAYERMIDI 2 · PB AT BRBend, aftertouch, brightness (MPE)mentions this
The MIDI 2 group adds PB (pitch bend), AT (aftertouch), and BR (brightness). All three support MPE, and AT also supports Poly AT. With an expressive controller these turn per-note gesture into modulation. Control-signal inputs A–D also appear on the modulation-sources screen under CTRLS.
MIDI modulation sourcesmentions this
SourceGroupWhat it sendsMPE
KNMIDI 1Key number
VLMIDI 1Velocity
MWMIDI 1Mod wheel
CCMIDI 1Assignable control change (learn)
PBMIDI 2Pitch bendMPE
ATMIDI 2AftertouchMPE + Poly AT
BRMIDI 2BrightnessMPE
Control-signal inputs A–D also appear on the MOD SOURCES screen under CTRLS. For CC, tap the point, then move a controller to capture its number. If several are moved, the last one moved wins.
GLOBALSwitching patches and panels over MIDImentions this
Two MIDI controls reach past modulation. A program change message switches the active patch. Fixed control changes 110–117 switch panel selections. The looper uses the fixed CCs 118 and 119 for record arm and transport. CC 119 also freezes LIVE recording.

Two layers

15 entries

Running two instruments at once, and deciding what they share.

Layers15

Layer controls

LAYERLAYERS · knobs 1–2Two independent instrumentsmentions this
The ODD-1 has two layers. Each is an independent instrument with its own samples, playheads, grains, envelopes, LFOs, macros, filters, saturation, and echoes. Only one is under panel control at a time. Press knob 1 or 2 in the LAYERS row to select it. Reverb and master volume are the shared stages.
LAYERS is reached from a row button. It chooses which layer every other row controls.
LAYERLEVEL · SENDLayer output and reverb sendmentions this
LEVEL sets the layer's output level and SEND sets how much of the layer goes to the shared reverb. Per-layer send lets one layer sit dry and close while the other is spacious and distant.
LEVEL and SEND interact so that any wet/dry balance is reachable, including a layer heard only through the reverb. To hear a layer only through the reverb, turn LEVEL to zero without switching the layer off and raise SEND.
LAYERTEMPO · SCALE (AUX)Per-layer tempo and scalementions this
TEMPO sets the layer's BPM and updates automatically from MIDI clock when CLOCK is set to SYNC. Each layer has independent TEMPO and CLOCK. SCALE quantizes pitch changes to a musical scale, or NONE for unquantized operation.
RESET returns the layer to default parameters, and UNPATCH clears all its modulation connections.
LAYERGLOBAL · SET FROM PATCHWhere a layer's MIDI settings come frommentions this
Every MIDI field on the LAYERS page follows SYSTEM > MIDI until you change it on the layer, and from then on the layer owns that field for this patch. Tap the field's GLOBAL chip to re-attach it to the system setting. SET FROM PATCH does the reverse, making the current arrangement the new default.
Two layers can therefore disagree about channel while still sharing key range, and a patch carries those overrides with it.
LAYEREight voices in all, four per layer when both layers playmentions this
The ODD-1 plays eight voices at once. A layer playing alone can use up to eight while, with both layers on, each has four. Every playhead responds to incoming notes. A layer is a polyphonic instrument, so two layers split across a keyboard work as a performance setup.
When every voice in a layer is sounding, a new note steals a released voice before a held one, and the stolen voice fades rather than cuts. A layer that needs a voice can steal one from the other layer.
GLOBALFour things are instrument-wide and everything else belongs to the layermentions this
Four things are instrument-wide: the reverb, master volume, input level, and the control-signal inputs. Everything else belongs to the layer, including its MIDI settings and sync switches, which follow SYSTEM > MIDI until you change them on the layer itself.

Layer mode

LAYERSYNTH · LOOPS · LIVEThe three working modesmentions this
A layer runs in one of three modes, selected with the mode button on the LAYERS page. SYNTH, the default, is the multi-timbral synth and sampler, with up to four playheads across four samples. LOOPS turns the layer into a musical looper, where notes trigger loops rather than re-pitching them. LIVE granulates incoming audio through the full engine in near-real time, with about 5 ms of delay. It uses a single continuously written buffer and is fully keyboard-playable.
Switching modes preserves the settings you leave behind and restores them on return, so moving a layer to LIVE and back does not cost you the patch. The two layers need not share a mode.
LAYERMIDIChannel, key range, syncmentions this
Press MIDI in the LAYERS row for per-layer settings: CHNL (ALL, MPE, a specific channel 1-16, or NONE), LO KEY and HI KEY (the note range the layer answers to), and TRNSP and CLOCK to enable transport and clock sync. Overlapping ranges on one channel layer the two sounds, while non-overlapping ranges split the keyboard.
With CHNL set to MPE, pitch bend, aftertouch and brightness become polyphonic, so the MPE modulation sources respond per note. A layer's key range also bounds its playheads' own key ranges, so a playhead cannot answer outside the layer that owns it.
LAYERLOOPSThe layer as a musical loopermentions this
In LOOPS, with the first sample buffer empty, the layer goes straight to recording or loading. Playback starts on its own when recording stops. Notes trigger loops instead of re-pitching them. Play a note to start its loop, and play the same note again to stop it. Note-offs are ignored, so nothing needs holding down. Each loop is captured into its own sample buffer rather than overdubbed into a shared one. When recording stops, the layer moves you on to the next sample, ready for the next loop.
Loop 1 is the master. Its length sets the reference and implied tempo, and every later loop snaps to a simple ratio of that length. Speed sync and quantize switch on by themselves, so a loop punched in mid-cycle still lands in time. Each loop is a separate buffer, so you can set LENGTH, SPEED and TUNING per loop without any of them drifting apart.
LAYERIn LOOPS, a sample keeps its stored pitchmentions this
A loop plays at the Pitch value stored with its sample, and the pitch detected on load is not applied. Together with automatic speed sync, this keeps several loops of different origins locked together.
LAYERRunning the layers differentlymentions this
The layers do not have to share a mode. One can loop while the other is played as a synth, or a LIVE layer can granulate over a SYNTH bed. The LAYER ORDER button, just below the LAYER 1 / LAYER 2 label, switches the pair between parallel and series. In series, Layer 1's output feeds Layer 2's input, so the second can capture, loop or granulate what the first plays.
Both layers can run LIVE at the same time.
LAYERLIVEGranulating the input as it arrivesmentions this
In LIVE, Sample 1 becomes a buffer that is continuously overwritten from the audio input, and all four playheads read from it. Instead of granulating a stored sample you are working on the recent past of whatever is coming in. The buffer is the full sixty seconds a sample slot holds. LEN sets how much of the buffer you work with and starts at about four seconds.
1-SHOT and LOOP playback modes are available inside LIVE.
PLAYHEADLIVEWhat position means with no fixed startmentions this
A buffer being overwritten has no start to point at, so the time controls change meaning. PLAYHEAD START and LP ST are lags from the present. A value of 0 ms is the moment being written, and turning the knob left reaches further into the past. LP LN is how much of that window plays. In LIVE, SAMPLE POS is replaced by a shortcut to the input monitor control.
LAYERThe record button in LIVEmentions this
There is no arming in LIVE because capture is always running. The record button freezes the buffer instead. What is in the buffer stays, and you keep playing it like a stored sample. Press again and the live input fades back in.
Freezing waits for the grains in flight to finish, so nothing is cut mid-grain. Switching modes preserves a layer's SYNTH settings and restores them on return. The record button shows a pause icon in LIVE. The freeze can also be driven by modulation of the record button or by MIDI CC 119.
LAYERHands-free control of recordingmentions this
A pedal can arm and run the looper. Connect it by MIDI CC learning or through the control-signal inputs. With record arm active, hold ADJUST to patch record start and stop. Fixed CCs also work. CC 118 arms, and CC 119 starts and stops. CC 64 is reserved for sustain.
CC 119 also freezes the LIVE buffer.

Saving and settings

13 entries

Patch banks, audio and control settings, and the settings that apply to the whole instrument.

System13

SYSTEM panel

GLOBALSYSTEM · BANK AUD CTRL MISCSettings for the whole instrumentmentions this
Press REVERB/SYSTEM to open the global panel — everything that applies across both layers — organized into sub-panels from the header: BANK, AUD, CTRL, MISC, and XY. Press SYSTEM again to exit and return to normal operation.

BANK

GLOBALBANKSixteen patch positionsmentions this
BANK holds sixteen positions in local memory, each a complete snapshot of both layers' parameters, mod connections, and settings. The BANK is the working set, distinct from the permanent patch library. Turn ADJUST through the list and press to load. A * before a name means the position has diverged from the library or was never saved to it. An empty position shows a dash, and an empty position you have started editing shows *-.
FILE acts on the highlighted position. Its actions are LOAD from library, SAVE to library (prompts for a name), COPY and PASTE, and CLEAR. Pressing an empty slot starts a new patch.
GLOBALTwo places a patch livesmentions this
The BANK is the sixteen slots you scroll with PATCH, which hold what you are performing with now. The LIBRARY is every patch ever saved. Loading a library patch copies it into a slot. The slot remembers where the patch came from, so the instrument can tell you when your edits have diverged from the original.
Edits live in the slot. The library copy is untouched until you save, so experimenting on a loaded patch costs nothing.
GLOBALEXPORTPackaging a patch to move itmentions this
EXPORT bundles a patch together with every sample it needs into a single file and makes it visible on the ODD-1's USB drive. It is how a patch travels — to another unit, to a collaborator, or between the hardware and the ODD-1V plug-in.
A patch does not appear on the drive until it has been exported, so export it before looking for it over USB.

AUD

GLOBALAUDAudio and MIDI settingsmentions this
The AUDIO AND MIDI sub-panel selects the input source for LIVE granulation and recording: USB IN (no gain), LINE IN (activates IN GN), or MIC IN (mic via the TRRS headphone jack, activates MIC GN). The sub-panel also sets HP OUT headphone level relative to line out. Stereo meters sit at the bottom.
PANIC sends MIDI all-notes-off to stop sustaining voices. Per-layer MIDI channel and key range live in the LAYERS panel, not here. IN CH selects STEREO, LEFT, RIGHT, or BAL for a differential or balanced mono source. IN CH applies to both recording and input monitoring. A global dry input level is reachable from the SAMPLES page in LIVE.
GLOBALCLOCK SRCWhich cable the clock arrives onmentions this
CLOCK SRC in SYSTEM > MIDI picks where incoming MIDI clock is read from: TRS, USB, or AUTO to follow whichever is sending. Each layer keeps its own tempo and decides how it responds through its own CLOCK and TRANSPORT switches.
GLOBALSetting the tempo by handmentions this
Connect the BPM knob to AUX ADJUST and a tap tempo button appears on screen. Tap it in time with a tempo you are hearing and the instrument follows.
GLOBALSYNC · QUANTLocking a parameter to the tempomentions this
Touch an on-screen knob and its pop-up offers SYNC and QUANT where the parameter supports them. With one selected, a small metronome icon appears on that knob and shows at a glance which controls are following the clock and which are free.

CTRL

GLOBALCTRLCalibrating the CV inputsmentions this
The CONTROL SIGNALS sub-panel calibrates and configures the four CV inputs (A–D) as modulation sources. A summary shows all four with meter and depth. Touch a tab for one signal's detail. PLOT SOURCE toggles the plot between raw input (5V) and normalized value (±1).
MIN/MAX map input voltages to −1/+1, and BIAS shifts the output. MODE selects NRM pass-through, INV polarity flip, or SWTCH toggle. A signal's patched destinations list on the left with UNPATCH.

MISC

GLOBALMISCDevice utilitiesmentions this
MISC holds device utilities: INFO (serial, hardware and firmware versions for support), VIZ (an LED BRIGHT slider), DBG DUMP (a developer diagnostic, not normal operation), and USB DISK, which mounts the ODD-1 as USB mass storage for samples, patches, and firmware.
Always eject from the host before unplugging. The unit stays in disk mode until ejected, and pulling the cable early can corrupt files. The X-Y pad is at SYSTEM > XY and doubles as a modulation source. Display brightness is adjustable separately from the VIZ LED BRIGHT slider.
GLOBALTo a computer, a USB audio interface and MIDI devicementions this
Over USB-C the ODD-1 appears as a stereo audio interface and a MIDI device, with no drivers to install. Record the instrument into a DAW, send audio back out to it, and play it from any sequencer or MIDI track on the same cable.
GLOBALUSB DISK locks the screen while the drive is mountedmentions this
While the ODD-1 is mounted as a drive the screen locks and only the volume knob responds. Eject from the computer to return the panel to normal. The lock is deliberate and keeps the panel out of the way while files are moving.
GLOBALInstalling new firmwarementions this
Download the release package, mount the unit with SYSTEM > MISC > USB DISK, and drag the firmware sub-folder across. Eject, then follow the prompts on screen to update and reboot. The package also carries release notes, which are worth reading before you start.
The mounted drive appears as ODD-1.

Putting it all together: working with the ODD-1

10 entries

Techniques that use several controls together: modulation, grain textures, the region, both layers, macros, playing, and the ODD-1V plug-in.

Working With ODD-110

Choosing what to modulate

Choosing what moves, and what drives itmentions this
The ODD-1 has no fixed routing, so every modulation in a patch is one you choose. Match the driver to the timescale: LFOs for slow continuous drift, envelopes for note-driven arcs, and macros, MIDI or CV for real-time performer control. Each connection is one gesture. Hold the destination, then press or twist a source. Contributions sum, which can make a patch rich or chaotic. Add one connection at a time and listen before adding the next.
Slow drift — LFO to playhead speed, grain size, or filter cutoff. Note-driven — Env 2 to grain size, Env 3 to playhead speed. Performer — one macro to several destinations, so one knob moves them all.

Building a grain texture

GRAINSPD → SIZE → SPCSpeed, size and spacing, in ordermentions this
Three parameters define the core texture and interact, so set them in order. SPD, on the PLAYHEADS row, comes first. It sets playhead travel, from frozen to near-playback, and decides whether the sound is static, evolving or moving. SIZE, on GRAINS, comes next. Grain length gives the timbral weight: crunchy when small, smooth when large. SPC comes last. The interval between grain onsets sets density, from separated pulses to a dense cloud. The same value reads differently depending on the other two.
An ambient-cloud start point: SPD near zero, SIZE medium-large, add SPACING JITTER, then bring in JUMP and DTUNE to break periodicity. RPT adds density without raising the grain rate.
PLAYHEADLayering motion against stillnessmentions this
In SEL PLAYHD mode — touch CONTROL MODE in the GRAINS header to switch — grain parameters apply only to the selected playhead. PLC with its spread separates playheads across the stereo field. Give two playheads on one sample different SIZE and SPD, one frozen near SPD zero as a stable core and the other continuously moving. The two contributions layer into a single evolving sound.

Shaping the region

LAYERPOSSlow change from moving the regionmentions this
POS shifts the whole active region and affects all playheads equally. Modulate it with a slow LFO or envelope — hold POS, then twist the source — and the read region drifts through the sample over a long cycle. The playheads keep their own speeds within it, so the material they read changes slowly while their motion stays as it is.
LEN is the outer boundary and the loop lives inside it. A pre-loop zone from LP ST catches a transient before the loop begins.

Combining layers

LAYERUsing the two layers togethermentions this
The two layers are fully independent. Layer complementary textures — an evolving pad against an articulate lead — shaped separately and balanced on the LAYERS levels. A per-layer reverb send places one close and one distant. Run LIVE on one layer to granulate incoming audio while the other plays samples. Both share the keyboard and the reverb.
Independent channel and key range per layer give a layered sound on overlapping ranges or a keyboard split on non-overlapping ones. Independent TEMPO and CLOCK let one follow MIDI clock while the other runs free.

Designing macros

LAYEROne macro, several destinationsmentions this
A macro drives several destinations at once, each at its own strength and direction. Hold the destination, then turn the macro. The first turn's direction sets polarity — clockwise positive, counter-clockwise inverted. Pair inverted moves — opening a filter while shortening grain size — for complementary motion.
Moderate strengths to three or four destinations (a filter, a grain parameter, playhead level, reverb send) give one control that takes a patch from sparse-and-dry to dense-and-immersive. Short-press a destination's on-screen knob to review its connections without re-entering patching mode.

Beyond the panel

ODD-1V, the plug-in that ships with the instrumentmentions this
Every ODD-1 includes a licence for ODD-1V, a fully functional software counterpart that runs in a DAW or standalone. Patches move between the two by EXPORT, so the hardware and the plug-in can share a production workflow. EXPORT packages a patch with the samples it needs into a single file.
The complete reference is online at oddment-audio.com/odd1-guidementions this
The printed start guide is deliberately short and points to the online reference for everything else. The complete reference is at oddment-audio.com/odd1-guide, reachable from the QR code in the booklet. It tracks the current firmware rather than the firmware a booklet was printed against.

Playing

LAYERSounding a layer without a controllermentions this
Tap the sound visualization on any page to hold a layer playing. If the layer is already sounding, the tap holds those notes, and if it is silent, the tap starts and holds a middle C. While a hold is active, new notes are ignored. Tap again to release the hold.
If both hands are on the panel, tapping to hold auditions a texture and it lets you follow any walkthrough with no MIDI attached. A HOLD survives saving and recalling a patch. MIDI transport start and stop messages turn a HOLD on and off where the layer has transport sync enabled.
LAYERA keyboard plays its eight voices, with bend, aftertouch and brightnessmentions this
The ODD-1 is a synthesizer rather than a tape machine or a four-track. It plays eight voices at once, and every playhead responds to notes. Pitch bend, aftertouch and brightness all arrive as modulation sources. Played from the panel alone you are hearing one held note of what it does.
With CHANNEL set to MPE those three become polyphonic, so every held note bends and breathes on its own.

Patch recipes

13 entries

Patches from Oddment's Patching Ideas and elsewhere, each a few steps that end in a specific sound.

Patch recipes13

Patched with an LFO

LFO 1 → LAYER LEVELTremolo — amplitude movement from a single connectionmentions this
1 On the LAYERS page, hold the LEVEL knob to open it as a modulation destination.
2 Twist LFO 1 to set the connection strength, then hold any knob to exit.
3 Select LFOS, press knob 1 and adjust RATE, BIAS, WARP and DEPTH. Changing the LFO type gives different tremolo characters.
The patch uses a single connection. Everything after step 2 shapes the source, not the routing. Because the destination is the layer's own level, it moves everything that layer is making, not one voice.
LFO 2 → COMB CUTOFFFlanger — a comb filter swept slowlymentions this
1 Select FILTER 1, choose the PARALLEL filters option, set the filter TYPE to COMB and RESONANCE to 90%.
2 Hold CUTOFF and twist LFO 2, then exit.
3 Set LFO 2's TYPE to TRIANGLE and give it a slow RATE.
At 90% resonance the comb's notches are sharp enough to hear moving. A triangle sweeps at a constant speed in both directions, so the motion reads as a flanger rather than a wobble.
LFO 2 → GRAINS PLACEMENTIn Circles — grains travelling around the stereo fieldmentions this
1 Hold GRAINS PLACEMENT.
2 Press LFO 2 for a full-strength connection, then exit.
3 Set a slow RATE with a SINE or TRIANGLE wave, and change the WARP to hear how the shape of the movement changes.
Pressing an LFO instead of twisting it makes a full-strength connection in one gesture. WARP bends the shape of the wave, so the grains can circle evenly or linger at the edges.
LFO 1 → ECHOES TIMEClassic vibrato and chorus — from one very short echomentions this
1 In ECHOES, set TIME to around 5–10 ms, turn the AMOUNT all the way up, press AUX > FEEDBACK and turn it all the way down.
2 Hold TIME and twist LFO 1 gently, then hold any knob to exit.
3 Select LFO 1, choose the sine TYPE and set RATE around 5–6 Hz.
4 Decrease the ECHOES AMOUNT to move from vibrato towards chorus.
Vibrato and chorus are the same patch at two mix settings. Full wet is a pitch-modulated copy on its own, while pulling the amount back lets the dry signal beat against it. The feedback goes to zero because a repeating echo would smear the effect rather than double it.
LFO 1 → CUTOFF · LFO 2 → RESONANCEAuto-wah — a sweep that swells in and outmentions this
1 Select FILTER 1, choose LOW PASS 12 and set RESONANCE to 50%.
2 Hold CUTOFF and twist LFO 1, then exit and set LFO 1's parameters.
3 Hold FILTER 1's RESONANCE and twist LFO 2, then exit.
4 Select LFO 2 and reduce the RATE so the strength of the auto-wah effect swells in and out over time.
The second connection lets LFO 2 move the resonance, so the filter's vowel grows and fades while LFO 1 keeps sweeping. Both movements are LFO-driven, not played by the envelope of the sound, so the wah runs on its own clock regardless of what you play.
LFO 4 · SAH → CUTOFFStepped filter sequence — random steps locked to tempomentions this
1 Select FILTER 1, choose your preferred filter TYPE and turn RESONANCE up to make the effect more pronounced.
2 Hold CUTOFF, press LFO 4, then exit.
3 Select LFO 4 and choose SAMPLE & HOLD (SAH). For SAH only, decreasing WARP reduces the number of random steps.
4 On LFO 4, tap the on-screen RATE knob to reveal SYNC, turn it ON to lock the LFO rate to tempo, then adjust RATE.
WARP does something different here than it does on the other shapes. Under sample-and-hold it sets how many steps the sequence has rather than bending a waveform. Locking the rate to tempo keeps the random steps in time.
LFO 1 → SPEED · LFO 2 → TUNINGTape wobble — two slow LFOs pulling against each othermentions this
1 Select PLAYHEAD 1, hold SPEED and twist LFO 1 right to 10% strength. Exit, hold TUNING and twist LFO 2 to 3%.
2 Select LFO 1, set RATE to 0.4 Hz and DEPTH to 50%, then hold DEPTH and press the MACROS A knob for a full-strength connection.
3 Select LFO 2, set RATE to 0.15 Hz and DEPTH to 50%, hold DEPTH and press MACROS A again.
4 Select MACROS and turn A to set how much wobble there is.
The two LFOs run at unrelated slow rates, so their peaks never line up and the result does not sound like vibrato. Patching the macro to both depths rather than to the destinations gives you one knob for the amount of instability without touching its character.
LFO 1 → CNTRReversed spectral flutter — backwards grains through a moving filtermentions this
1 Select GRAINS, set SIZE to −500 ms, press it and set VARI to 25%. Set SPACING to 5%, press it and set JITTER to 25%. Press PLACEMENT to reach SPREAD and set it to 100%.
2 Press AUX, set FLTR to 100% with ADJUST, press CNTR and bring it down to 30–40%, then press C VAR and set it above 75%.
3 Touch CNTR again, hold ADJUST to open it as a destination, and twist LFO 1 to 25%.
A negative SIZE reverses each grain, so the sample plays forward while every fragment of it runs backward. The per-grain filter with a high centre variability gives each grain its own colour, and the LFO on the centre frequency moves the whole cloud rather than any one grain.
S&H → TUNING · syncedPitchy percussion — a drum loop repitched in steps, in timementions this
1 Load LOOPS > BEATS > JOSHUA > ACOUSTIC DRUMS > DRUMS - PERC (106 BPM) and answer YES to match the layer and sample BPM, then tap the display to start it.
2 Select GRAINS, set SIZE to 30 ms and SPACING to 0%, then AUX > RPT to around 95%.
3 Set PLAYHEAD 1 SPEED to 0.85×, hold TUNING and press LFO 4. Select LFO 4, choose SAMPLE & HOLD, set DEPTH to 25%, then tap the on-screen RATE knob and set SYNC on at 1/4 note.
4 On the LAYER page, press AUX > SCALE and choose PHRYG.
Sample-and-hold gives a new random pitch each step rather than a glide, and syncing its rate to a quarter note puts those steps in time. With the layer scale set, the steps land on notes instead of random intervals.

Built from settings alone

REL MD · DETUNE · SPREADUnison thickener — two playheads slightly apartmentions this
1 Start a new patch and select a sample, or use the default.
2 Select PLAYHEAD 2, turn up the LEVEL, press AUX, set REL MD (relative mode) to ON and set TUNING near to — but not exactly — 0.
3 Select PLAYHEAD 1, tap the on-screen TUNING knob to reveal DETUNE, press it and turn it up a little.
4 Select GRAINS, press PLACEMENT to reach its secondary function SPREAD, and turn it up.
The patch makes no modulation connection. The thickness comes from two playheads reading the same sample at almost the same pitch, spread across the stereo field. Relative mode keeps the second playhead tracking the first as you play.
SPACING SYNC · SZ AT OUTRhythmic grains — a grain pulse locked to the layer tempomentions this
1 Go to GRAINS, set SIZE around 50–100 ms and SPACING to 75%.
2 Touch the on-screen SPACING knob and turn SYNC to ON, so the interval between grains locks to the layer's TEMPO.
3 Change SZ AT (size measured at) to OUT. The default, SRC, controls grain size in the source sample, where OUT controls it at the output.
4 The grains stay in sync when you play different pitches. From there, adjust the GRAINS size and shape, and the secondaries VARI and BIAS.
SZ AT keeps the rhythm steady when you transpose. Measured at the source, a grain changes duration as you play up and down, and the rhythm drifts with the pitch. Measured at the output it does not, so the pulse holds across the keyboard.
LIVE → reverb only · +12Shimmer reverb — an octave-up cloud with no dry signalmentions this
1 Connect a source, press VOLUME, select MIC, LINE or USB with IN, set IN GN, then press IN MON and raise it.
2 Select LAYER 1, press SYNTH, twist ADJUST to LIVE and confirm. Turn the layer's output down to 0% without switching it off, set SEND to 75% and tap HOLD.
3 Select REVERB, set AMOUNT to 75%, TIME to 60%, and BODY below 50%.
4 Select PLAYHEAD 2, set AUX > REL MD to ON and TUNING to +12.0.
The layer is heard only through the reverb. Its output is at 0%, but its send still feeds the reverb. Playhead 2 an octave up is the shimmer. The input monitor carries the dry sound so the effect sits behind it.

Patched with envelopes and macros

MACRO A → BW VAR · SIZE · SPACINGDisintegrating tails — a note that falls apart as it rings outmentions this
1 Select GRAINS. Set SIZE to 25 ms and SPACING to 80%. Press AUX > BW VAR and turn ADJUST until BW VAR reads about 60%.
2 Connect MACROS A to three destinations. Hold ADJUST, which is now set to BW VAR, and twist MACROS A left to −100%, then exit. Hold SIZE and twist MACROS A right to 50%, then exit. Hold SPACING and twist MACROS A left to −50%, then exit.
3 Select the MACROS row and set A to 40%. Hold A down and press ENVELOPE 2, so the envelope drives the macro.
4 Select ENVELOPES and choose 1. Set its RELEASE to 10 s. Select ENVELOPE 2 and set SUSTAIN to 100% and RELEASE to 5 s.
One macro drives three grain parameters in opposite directions at once. An envelope drives the macro, so the whole movement is set up in step 2 and then played by the note. The long Envelope 1 release keeps the note sounding while Envelope 2's shorter release pulls the texture apart underneath it.

GRAIN

18 entries

Set on the individual grain — its shape, its spread, its own filter.

Grains18

Grain shape

GRAINGRAINS · CONTROL MODEShaping the grainsmentions this
The GRAINS row (right, LED off) shapes the fragments each playhead generates. Every primary grain parameter has a paired secondary. Most secondaries add randomization, giving each playhead more than 20 grain controls. Press a primary's physical knob to reveal its secondary as centre and spread values. The header shows CONTROL MODE: touch to toggle ALL PLAYHD (every playhead at once) or SEL PLAYHD (only the selected one). In SEL PLAYHD, touching a playhead's grain on the lower subplot makes that playhead the active one.
GRAINSIZELength of each grainmentions this
SIZE sets the length of each grain in time. Short grains read as crunchy and noise-like, and long grains read as smooth and timbral. With SPD and SPC, SIZE forms the core texture and gives timbral weight for whatever motion SPD establishes.
The SZ AT button chooses whether size is measured in the source sample (SRC, the default) or the output (OUT). The two are identical at unity pitch but diverge as you transpose. At OUT every grain ends the same length however you tune. DTUNE keeps the source span when SZ AT = SRC. A tempo lock (SYNC) is also available there.
GRAINSPCInterval between grainsmentions this
SPC sets the interval between successive grain onsets. Wide spacing gives separated, rhythmic pulses, while narrow spacing gives a dense, overlapping cloud. SPC is the density control, best set last, after SPD and SIZE.
GRAINPLCStereo placement of grainsmentions this
PLC sets the perceived position of grains in the stereo field, using a proprietary perceptual panning algorithm. With its PLACEMENT SPREAD secondary it can scatter grains across the stereo image, widening a single playhead into a spatial texture.
GRAINSHPThe grain window shapementions this
SHP sets the window applied to each grain, from a bell curve to a rectangular window. Softer windows blend grains smoothly, while harder windows give a more percussive, edged grain. Press SHP to reach its secondary function, SHAPE BIAS, which tilts the window toward its front or back.
GRAINWhere a texture sits, and what it is calledmentions this
RegionSIZESPACINGSPEEDWhat you hear
SMOOTHThe default point. Changing grain size barely changes the sound.
RHYTHMICabout 50 msabove 75%slowed
MODULATED10–15 ms1–15%A pitch emerges from the spacing interval, the sample, or both.
WAVETABLEunder 20 ms00Grains fire once per cycle at the pitch of the note you play.
FROZENlonglowThe sound stops advancing.
REPETITIONSlonghighEach grain is heard as a separate restatement.
The four dimensions, SIZE, SPACING, SPEED and TUNING, set the character of every grain. These six regions are landmarks in the space they define. All six lie within SIZE (5 ms to 3 s), SPEED (¼× to 4×) and SPACING (one grain per cycle to 8× the grain size). SPEED connects WAVETABLE to ordinary sample playback. Raise it from 0 to 1× and the same settings play the sample back normally. The grain randomizers open four more regions: GLITCHY, NOISY, RANDOM and CLOUDY. RHYTHMIC can still be reached with randomization on.
GRAINSPCWhy spacing changes with pitchmentions this
SPC is not an absolute interval. SPC is measured against the grain's length after re-pitching. At zero a grain begins every cycle, and the grains fuse into that pitch rather than reading as separate events. Near 0.5 grains overlap smoothly. Toward 1 the stream turns sparse. This is why the same SPC setting sounds different an octave up.
GRAINThe range SIZE actually coversmentions this
A grain runs from a millisecond or two up to five seconds. SIZE is shortest at the knob's centre: turn right for long forward grains, left for long reversed ones. Below roughly fifty milliseconds grains stop being audible events and start being tone.
GRAINSIZE · SPCThe pair that decides overlapmentions this
SIZE set against SPC fixes how much grains overlap, with three audibly different results: a smooth continuous stream, a pulse you can count, or pitched fusion when the grains lock to the played note's cycle.
GRAINSPC · SYNCLocking grain rate to tempomentions this
Touch the on-screen SPC knob and turn SYNC on, and the interval between grains locks to the layer's tempo rather than to the played note. Grains then stay in step across different pitches, so rhythmic grain patterns hold together under a melody.
GRAINSIZE · TUNING · SPACING · SPEEDThe arithmetic behind the four knobsmentions this
The four primary controls are one calculation, run per grain. SIZE fixes the length taken from the source. TUNING divides it to give the length after re-pitching, so pitching up shortens the output grain and pitching down lengthens it. SPACING multiplies that output length to set the gap to the next output grain. SPEED multiplies that gap in turn to set how far the read position advances in the source.
The controls do not act independently. Changing TUNING moves the output grain length. The spacing derived from that length moves with it, and so does the rhythm. Setting SZ AT to OUT reverses the first two steps: the output length is fixed first and the source length computed back from it. Tuning changes then do not disturb the rhythm.

Randomization

GRAINSIZE VARIABILITY · SPACING JITTERRandomizing size and spacingmentions this
The paired secondaries randomize the primaries around their set value. SIZE VARIABILITY spreads grain size. SPACING JITTER spreads the interval between grains. A little of each loosens a mechanical grain stream into something organic. Reveal them by pressing the primary's physical knob.
GRAINPLACEMENT SPREAD · SHAPE BIASRandomizing placement, biasing shapementions this
PLACEMENT SPREAD randomizes grain position across the stereo field. SHAPE BIAS biases the window shape toward front or back. Together with the panning of PLC they turn one playhead into a wide, moving field rather than a point source.
GRAINDROP · JUMP · DTUNE · RPTThe four grain-randomizers (AUX)mentions this
The GRAINS AUX parameters randomize individual grains. DROP randomizes their level, JUMP their position, and DTUNE their pitch. RPT randomly repeats the previous grain. Each is an independent, stackable layer of variation. RPT in particular adds density without raising the grain rate.
GRAINTogether the randomizers spread each setting into a rangementions this
Most grain parameters have a randomizer — a secondary or an AUX parameter — that varies them per grain. Used together they turn a single setting into a region. Instead of every grain sharing one size, spacing and position, each grain is drawn from a spread around them. The texture does not repeat grain for grain.
GRAINA starting point for dense granular texturementions this
Grains over 100 ms, spacing low with some JITTER, and some JUMP on the playhead's START pop-up. Then set the secondary playheads to relative mode: press AUX and switch REL MD on. Bring their levels up and detune them slightly against Playhead 1 for thickness.
Coming from other granular instruments the instinct is to reach straight for density. On the ODD-1 the thickness comes from the playheads as much as from the grain controls.

Per-grain filter

GRAINFILTERA band-pass on every grainmentions this
The FILTER panel inside GRAINS reveals an optional per-grain band-pass that filters each grain individually before grains are mixed. The ODD-1's other filter, the voice-level FILTERS row, processes the summed output downstream. The two can be easily confused.
FLTR enables the filter and sets its bandwidth. CNTR sets the centre frequency.
GRAINBW VAR · C VARRandomizing the filter per grainmentions this
BW VAR randomizes the filter's bandwidth per grain. C VAR randomizes its centre frequency per grain. Each grain is therefore filtered a little differently. C VAR alone produces a timbral shimmer. Combined with BW VAR, the effect becomes fuller and less predictable.
Because the movement comes from the grain stream itself, with no LFO or envelope involved, it is a spectral motion a conventional filter sweep cannot produce.

PLAYHEAD

17 entries

Set per playhead: where it reads from, how it moves, what follows it.

Envelopes4

Time Path

PLAYHEADTIME PATH · knob 4A fourth envelope for speed, not loudnessmentions this
TIME PATH (knob 4 of the ENVELOPES row) is a dedicated envelope that controls playhead speed dynamically over a note rather than amplitude. Its plot looks like an ADSR, but the vertical axis is sample position. The slope is therefore speed: rising is forward, flat is frozen, falling is reverse. Every note starts fresh from STRT and follows the same journey.
In SEL PLAYHD mode each playhead carries its own Time Path, so one can freeze while another moves forward.
PLAYHEADA SPD · D SPD · S SPD · R SPDPer-phase playhead speedmentions this
The four knobs set the relative playhead speed for the attack, decay, sustain, and release phases. For instance, a time path can sweep quickly through a sample at onset and settle to near-stillness at sustain. These per-phase speeds are relative to the PLAYHEADS SPD control.
Set S SPD to zero to freeze on sustain and R SPD negative to reverse on release. The result is a trailing smear back through the material.
PLAYHEADA TM · D TM · RESETTime Path AUXmentions this
A TM and D TM set the duration of the attack and decay segments of the time-path envelope. RESET returns all time-path parameters to their defaults. The visualization plots a coloured time path per active playhead. Flat segments mark where a playhead is frozen in the sample.
PLAYHEADHolding one instant after a note endsmentions this
Set Envelope 1's release long. Ten seconds is not too much. Press knob 4 for TIME PATH and take its release speed to near zero. Let a note go and the playhead stops where it was, ringing out from that single instant for the whole release.
The same move with the sustain speed instead holds the sound still while the key is down, then resumes on release.
Playheads12

The PLAYHEADS row

PLAYHEADPLAYHEADS · knobs 1–4Four playheads per layermentions this
The PLAYHEADS row (right, LED off) gives up to four playheads per layer, eight in total. Each playhead marks a position in its assigned sample from which grains are continuously generated. Each can be assigned to any of the four buffers with its own position, speed, tuning, and level. Select one by pressing its numbered knob. A playhead can also be assigned NONE, leaving it unused rather than silent.
Touch the sample assignment in the header, then turn ADJUST, to reassign a playhead to any loaded sample.
PLAYHEADLVLThis playhead's levelmentions this
LVL is the output level of grains generated by this playhead — its contribution to the layer output. All four playheads are then shaped together by the one layer amplitude envelope, on ENVELOPES knob 1, and the effects chain downstream.
PLAYHEADSTRTWhere a note beginsmentions this
STRT is the playhead's position in the sample when a note is triggered. The playhead resets to STRT on each new note. Retriggering re-syncs every playhead to STRT. A new note can begin while the previous one is still fading.
STRT moves the playhead in the same direction in LIVE and SYNTH.
PLAYHEADTUNEThis playhead's pitchmentions this
TUNE sets the relative pitch of grains generated by this playhead — the interval it plays relative to the incoming note. Setting different playheads to different TUNE values stacks intervals into harmony from a single sample.
PLAYHEADSPDHow fast it moves through the samplementions this
SPD is the rate at which the playhead travels through the sample, from frozen stasis at zero to near-conventional playback when high. SPD is independent of pitch. A playhead can crawl through the material while still sounding at its TUNE pitch.
Time Path's per-phase speeds, on ENVELOPES knob 4, are relative to SPD.
PLAYHEADSOLOHearing one playhead, or one sample, on its ownmentions this
Every playhead and every sample carries a SOLO button. Soloing narrows what you hear to that one source without touching any level. A playhead can be picked out of a dense texture and put back without losing the balance you built.

Per-playhead AUX

PLAYHEADMID CHThis playhead's MIDI channelmentions this
MID CH assigns a MIDI channel to this playhead, so playheads can be driven from different channels or note ranges independently rather than all following the layer channel.
PLAYHEADL-R MODEChoose how the playhead handles the sample's stereo channelsmentions this
L-R MODE sets what this playhead does with the sample's two channels. SRC keeps the sample's own format, mono or stereo, as it is. MONO sums a stereo sample to mono before the grains are placed in the stereo field. Use it when the binaural effect matters more than the sample's natural image. L-R MODE also lists LEFT and RIGHT.
PLAYHEADREL MD (PH 2–4)Track Playhead 1 instead of holding absolute valuesmentions this
With REL MD on, a playhead's TUNE and SPD become offsets from Playhead 1's and follow it. Set PH 2 TUNE to +12 and it stays an octave above wherever PH 1 goes. Relative mode covers every playhead parameter. LVL, STRT, TUNE and SPD all follow Playhead 1 with an offset, or stay fully independent. The playhead modes follow too. Playhead 1 is always the absolute reference the others can track.
Enabling REL MD immediately zeroes TUNE and SPD to unison and matched speed. Dial your offsets in after enabling, not before, or they are lost. Playheads default to independent rather than relative. The playhead display shows the relative state.
PLAYHEADAddressing playheads individuallymentions this
Beyond the layer's own MIDI settings, each playhead can take its own MIDI channel and key number, where the layer's CHANNEL mode and KEY RANGE allow it. A layer's key range bounds its playheads' ranges. A drum pad or sequencer can then trigger playheads one at a time. A single layer then becomes four separately addressable voices reading the same buffers.
PLAYHEADJUMPRandomizing where a grain is read frommentions this
JUMP lives on the pop-up behind playhead START. JUMP scatters the read position for each grain, so repeated material stops sounding like a loop. It leaves grain timing alone. SPACING JITTER on the GRAINS row randomizes grain timing.
PLAYHEADZEROWhat a playhead does at the edge of its regionmentions this
A playhead reaching the boundary of its region follows a boundary mode. In ZERO mode the playhead falls silent at the boundary. It sounds again if it re-enters the region. Grains already in flight play out rather than being cut off.
Layers1

Layer mode

PLAYHEADLIVEWhat position means with no fixed startmentions this
A buffer being overwritten has no start to point at, so the time controls change meaning. PLAYHEAD START and LP ST are lags from the present. A value of 0 ms is the moment being written, and turning the knob left reaches further into the past. LP LN is how much of that window plays. In LIVE, SAMPLE POS is replaced by a shortcut to the input monitor control.

VOICE

3 entries

Set per voice: the two resonant filters and Saturation 1.

Filters2

Resonant filters · per voice

VOICEFILTERS · knobs 1–2Two resonant filters per voicementions this
The FILTERS row (left, LED off) applies two resonant filters per voice. Press knob 1 or 2 to select one. The header sets the type: low pass, high pass, band pass, band stop, or comb. The panel plots each filter's response and the combined curve in real time. This is the voice-level filter, distinct from the per-grain band-pass inside GRAINS.
The 1|2 button runs the two filters in series or parallel. BYPASS sits in the visualization panel.
VOICECUT · RES · GAINCutoff, resonance, gainmentions this
CUT sets the filter cutoff frequency and RES its resonance. GAIN (AUX) sets the output gain of the filter stage. All three apply independently per voice, so each note is shaped before the voices are summed.
Saturation1

Two saturators

VOICESATURATION 1Per-voice drive, before the filtersmentions this
The SATURATION row (left, LED on) gives two saturation units. Saturation 1 operates per-voice, before the filters. Each voice is driven individually. MIX blends processed against dry. DRIVE sets the severity. IN/OUT (AUX) set input and output gain. The type is DISTORT, BIT CRUSH, or COMPRESS.
STEREO — on Saturation 1 only — controls the stereo blend into the processor. BYPASS sits in the visualization panel.

LAYER

48 entries

A whole layer — its sample, its modulation, its effects, its controls.

Orientation1

Signal flow

LAYEREach layer generates sound, processes it, and sends it to the reverbmentions this
The right side of the panel generates sound (Sample → Playheads → Grains). The grain stream crosses to the left side, which processes it (Saturation 1 → Filters → Saturation 2 → Echoes) and sends it to a shared Reverb. A layer is one complete instance of this chain. The ODD-1 has two identical layers. The LAYER ORDER button sets whether the layers run in parallel or in series. In parallel, each layer is fed from the input selector and the outputs are summed. In series, Layer 1's output feeds Layer 2's input.
Scope differs along the chain. Saturation 1 and the Filters are per-voice. Saturation 2 and Echoes work on the summed layer. Reverb is shared across both layers.
Sample15

The SAMPLE row

LAYERSAMPLE · knobs 1–4Four audio buffers per layermentions this
The SAMPLE row (right, LED off) controls four sample buffers per layer. Press knobs 1–4 to select which buffer to work with. The LED confirms the selection. All SAMPLE-row controls then apply to that buffer. By default a sample plays at natural pitch and loops continuously on middle C. It is re-pitched across the keyboard while timing stays constant. Harmonies can come easily from playheads at different tunings.
With no sample loaded, the display reads "No samples assigned to a playhead."
LAYERSELECTOpening the Sample Browsermentions this
Touch the sample name in the header to open the Sample Browser. ODD holds the factory content and USER holds your own. The browser reads folders of .wav, .mp3 and .flac. Move up and down through the folders with ADJUST, auditioning as you go, and press ADJUST to load. Cancel returns you to the sample you were using before you started browsing.
Names in [brackets] are folders: touch one to open it and touch [..] to go back up. Samples audition as you browse without any setup. Toggle auditioning from the preview panel. Auditioning plays 6 dB down. The HOLD function is reached by tapping the sound visualization on any page.
LAYERFour buffers per layer, up to sixty seconds eachmentions this
Each layer holds four stereo sample buffers of up to sixty seconds each. There are eight buffers across the instrument. The ceiling is per buffer, not shared. A short one-shot in Sample 1 buys nothing for Sample 2.
LAYERThe four samples feed one instrument, not four tracksmentions this
In SYNTH the four buffers are not independent parts. Any playhead can be pointed at any sample (touch the assignment in the PLAYHEADS header and turn ADJUST). The playheads pull grains from wherever they sit, and everything sums before the amplitude envelope and the rest of the voice. The layer is one instrument fed by up to four sources.
LAYERRECORDCapturing straight into a buffermentions this
Press a sample's knob and touch the RECORD icon to arm the buffer, then press ADJUST to start and again to stop. An input threshold can start the recording instead. Trim what you caught with POS and LEN. Name it and it lands in the USER library, available to any other patch.
Set the input first: press VOLUME, choose LINE or MIC, and set IN GAIN against the meters. Recording stops at the maximum length. The record button accepts more than one modulation source. Loading a patch does not arm recording.

Region & loop

LAYERPOSWhich part of the sample soundsmentions this
POS adjusts the region of the sample used to generate sound, shifting the whole active window — the LEN region and the loop together — forward or back through the buffer. Every playhead assigned to that sample reads from this region, so POS offsets them all equally.
Hold POS and twist an LFO knob to patch it, then modulate slowly: the read region drifts through the sample while playheads keep their own speeds within it.
LAYERLENLength of the active region, and the ceiling on the loopmentions this
LEN sets the length of the active sound-generation region relative to POS. LEN is a hard limit for the loop: LP ST and LP LN operate within it. If LP LN would run past LEN's right edge, the loop stops at that edge. If LP LN is shorter, it governs loop length as expected.
The waveform zooms in as LEN shortens rather than drawing a marker. The display's right edge is the LEN boundary. Setting LEN by ear is often more reliable than by sight.
LAYERLP STWhere the loop startsmentions this
LP ST sets the start point of the looping region inside the active window. In ENV LP a playhead that enters the looping region stays there until the note is released. In LOOP a playhead stays there regardless of note-off. Setting LP ST some way into the sample creates a region a playhead crosses on its way to the loop. This pre-loop zone can catch a transient before the loop begins.
LAYERLP LNLength of the loopmentions this
LP LN sets the length of the looping region, working within the LEN ceiling. Length quantize keeps LP LN aligned to the layer tempo. Where LP LN would exceed LEN, it is clamped to the space that remains.

Playback setup (AUX)

LAYERPITCHThe sample's base pitchmentions this
PITCH sets the base pitch used to calculate the shift for each incoming MIDI note. The ODD-1 analyses the audio for a dominant pitch and sets PITCH to it automatically. With none or several detected, PITCH defaults to C4. The sample then plays naturally on middle C. Turn fully left for NONE to disable note-based pitch shifting entirely.
LAYERTEMPOThe sample's native tempomentions this
TEMPO sets the sample's native tempo for sync purposes. The value is taken automatically from the filename or audio analysis. TEMPO is NONE when no tempo is detected. Speed BPM-ratio sync locks playback speed to TEMPO. Press TEMPO to reveal TAP TEMPO.
LAYERMODEHow the sample plays backmentions this
MODE selects how the sample plays back. 1-SHOT stops playheads at the sample boundary without auto-stopping the note. ENV LP keeps playheads in the LP ST / LP LN region while a note sustains and releases them on note-off. LOOP holds them in that region unconditionally, ignoring note-off.
LAYERZOOM · CROPNavigating and trimming on screenmentions this
Press and drag on the waveform to zoom (up and down) and navigate (left and right). A long press on the upper display switches between waveform and spectral overviews. Turning LEN reveals a CROP button that trims the sample to the currently selected region.
LAYERPitch analysis on load puts a sample in tunementions this
Loading a sample runs pitch analysis. A clear single pitch sets PITCH to the nearest MIDI note, so samples recorded at different pitches all play in tune from the same key. When no single pitch is found, PITCH is set to C4 and the sample sounds naturally at middle C.
Set PITCH to NONE and the sample stops re-pitching across the keyboard entirely — useful for drums and for material with no pitch to preserve.
LAYERA sample loaded into an empty slot sounds at oncementions this
Loading a sample into a free buffer assigns the first silent playhead to it and raises that playhead's level. A second sample therefore sounds immediately alongside the first, without any routing step.
Envelopes4

The three ADSR envelopes

LAYERENVELOPES · knobs 1–4Four envelopes, three of them ADSRmentions this
The ENVELOPES row (right, LED on) gives four envelopes per layer: three standard ADSR envelopes plus TIME PATH on knob 4. Envelope 1 (AMP ENVELOPE) drives each note's amplitude by default but can also modulate any destination. Envelopes 2 and 3 have no default connection and are free as modulation sources. All three can run at once and stack on one destination. Their contributions add up to the destination's ceiling.
LAYERThe ADSR stagesmentions this
The four knobs set attack time, decay time, sustain level, and release time — the shape of the envelope over a note. The header toggles the segment shape between LINEAR (straight segments, precise for modulation ramps) and LOG (curved segments, suited to amplitude).
LAYERSCALE · FLIP · LOOPShared envelope AUXmentions this
SCALE, FLIP and LOOP are common to all three envelopes. SCALE scales the envelope's maximum output from 1 down to 0. FLIP inverts its output. LOOP cycles it through all ADSR phases. On Envelopes 2 and 3 the sustain length used while looping is adjustable.
LAYERAMP (Env 1)Breaking Env 1's amplitude tiementions this
Envelope 1's AMP setting enables or disables its connection to note amplitude. Turn it off and Envelope 1 is freed as a pure modulation source while its release time stays active. Turning AMP off is the way to keep a sample's own dynamics. Envelope 1's velocity sensitivity can also be switched off in the same AUX panel. Envelope 1's ENV1A button opens the amplitude connection's destination list. Envelopes 2 and 3 show MOD DESTN instead, with UNPATCH to remove their connections.
Playheads1

Per-playhead AUX

LAYERQUANT TUNEHolding tuning to the layer's scalementions this
QUANTIZE TUNING constrains tuning to the layer's SCALE — both the values you dial and the modulation arriving at them. A detuning LFO or an envelope sweeping pitch then lands on scale degrees rather than gliding between them.
The layer's SCALE is set on the LAYERS page. SCALE = NONE leaves tuning unquantized. QUANTIZE TUNING does nothing until a scale is chosen.
LFOs6

Four LFOs per layer

LAYERLFOS · knobs 1–4Four LFOs per layermentions this
The LFOS row (right, LED on) gives four LFOs per layer. None is connected by default. The header shows the waveform. Touch it and use ADJUST to pick SINE, TRIANGLE, SAWTOOTH, REVERSE SAW, SAMPLE & HOLD, or SQR. MOD DESTN opens the destination list, with an UNPATCH that removes all of the LFO's connections.
LAYERRATE · DPTHSpeed and depthmentions this
RATE sets the LFO frequency, from a slow drift to an audible flutter. DPTH sets the maximum amplitude of the LFO's output. That amplitude is how far the LFO pushes a destination.
LAYERBIAS · WARPOffset and shapementions this
BIAS tilts the output toward +1 or −1. WARP modifies the wave shape for most types, sets the duty cycle for square, and sets the sequence length for sample-and-hold.
LAYERMODE · PHASE · QUANT · SMTHLFO AUXmentions this
MODE selects free-running or note-triggered. In note-triggered mode a time-delay parameter lets an LFO start late in the note. PHASE sets the starting phase of the waveform. QUANT quantizes the output into steps. SMTH smooths the output.
LAYERSAHStepped random modulationmentions this
Sample-and-hold is one of the LFO types. Instead of a continuous shape it holds a new random value at each cycle, giving stepped rather than swept motion. On SAH alone, WARP changes the number of steps. Lower WARP for fewer, larger jumps.
LAYERRATE · SYNCLocking an LFO to tempomentions this
Tap an LFO's on-screen RATE knob and SYNC appears. Turned on, SYNC locks the LFO's rate to the layer's tempo. RATE becomes a musical division. A stepped filter sequence or a tremolo then stays in time instead of drifting against the tempo.
Macros2

Four macros

LAYERMACROS · A B C DFour performance controlsmentions this
The MACROS row (right, LED on) gives four manually adjustable sources: A, B, C, and D. Each connects to any number of destinations at once. Unlike LFOs and envelopes, macros move only when you turn them. A single macro turn can move several parameters in a designed relationship. The macro panel has its own layout of four columns, one per macro. Pressing a macro's encoder opens that macro's own panel.
LAYERMOD DESTN · UNPATCHDestinations and polaritymentions this
On first connecting a macro, the direction you turn it sets polarity: clockwise positive, counter-clockwise inverted. One knob can therefore open a filter while shortening grain size. MOD DESTN lists a macro's destinations, and UNPATCH disconnects them all. Long-press an on-screen A, B, C, or D to see everything that macro currently drives.
Saturation1

Two saturators

LAYERSATURATION 2Summed drive, after the filtersmentions this
Saturation 2 processes the summed layer output after the filters. The whole layer is driven as one, rather than voice by voice. It shares Saturation 1's controls (MIX, DRIVE, IN/OUT, and type). Only its position in the chain differs. The same module appears at two scopes.
Echoes2

Two echo units

LAYERECHOES · knobs 1–2Two echo units per layermentions this
The ECHOES row (left, LED off) gives two echo units per layer, placed after Saturation 2. Press knob 1 or 2 to select one. Each runs in STEREO or PING PONG mode, set from the header with ADJUST. The pair can be wired in series or parallel with the 1|2 button. AMNT sets the echo output level and TIME the interval between echoes.
LAYERFDBK · DRV · FILT (AUX)Inside the delay loopmentions this
The echo AUX parameters mostly act inside the delay loop. FDBK sets the feedback amount, DRV the drive applied within the loop, FILT a band-pass filter on each repeat, and IN GN the gain going into the unit. Together they take echoes from clean digital through warm analog, and on into chorus, flanger, or runaway feedback. BYPASS sits in the visualization panel.
Layers13

Layer controls

LAYERLAYERS · knobs 1–2Two independent instrumentsmentions this
The ODD-1 has two layers. Each is an independent instrument with its own samples, playheads, grains, envelopes, LFOs, macros, filters, saturation, and echoes. Only one is under panel control at a time. Press knob 1 or 2 in the LAYERS row to select it. Reverb and master volume are the shared stages.
LAYERS is reached from a row button. It chooses which layer every other row controls.
LAYERLEVEL · SENDLayer output and reverb sendmentions this
LEVEL sets the layer's output level and SEND sets how much of the layer goes to the shared reverb. Per-layer send lets one layer sit dry and close while the other is spacious and distant.
LEVEL and SEND interact so that any wet/dry balance is reachable, including a layer heard only through the reverb. To hear a layer only through the reverb, turn LEVEL to zero without switching the layer off and raise SEND.
LAYERTEMPO · SCALE (AUX)Per-layer tempo and scalementions this
TEMPO sets the layer's BPM and updates automatically from MIDI clock when CLOCK is set to SYNC. Each layer has independent TEMPO and CLOCK. SCALE quantizes pitch changes to a musical scale, or NONE for unquantized operation.
RESET returns the layer to default parameters, and UNPATCH clears all its modulation connections.
LAYERGLOBAL · SET FROM PATCHWhere a layer's MIDI settings come frommentions this
Every MIDI field on the LAYERS page follows SYSTEM > MIDI until you change it on the layer, and from then on the layer owns that field for this patch. Tap the field's GLOBAL chip to re-attach it to the system setting. SET FROM PATCH does the reverse, making the current arrangement the new default.
Two layers can therefore disagree about channel while still sharing key range, and a patch carries those overrides with it.
LAYEREight voices in all, four per layer when both layers playmentions this
The ODD-1 plays eight voices at once. A layer playing alone can use up to eight while, with both layers on, each has four. Every playhead responds to incoming notes. A layer is a polyphonic instrument, so two layers split across a keyboard work as a performance setup.
When every voice in a layer is sounding, a new note steals a released voice before a held one, and the stolen voice fades rather than cuts. A layer that needs a voice can steal one from the other layer.

Layer mode

LAYERSYNTH · LOOPS · LIVEThe three working modesmentions this
A layer runs in one of three modes, selected with the mode button on the LAYERS page. SYNTH, the default, is the multi-timbral synth and sampler, with up to four playheads across four samples. LOOPS turns the layer into a musical looper, where notes trigger loops rather than re-pitching them. LIVE granulates incoming audio through the full engine in near-real time, with about 5 ms of delay. It uses a single continuously written buffer and is fully keyboard-playable.
Switching modes preserves the settings you leave behind and restores them on return, so moving a layer to LIVE and back does not cost you the patch. The two layers need not share a mode.
LAYERMIDIChannel, key range, syncmentions this
Press MIDI in the LAYERS row for per-layer settings: CHNL (ALL, MPE, a specific channel 1-16, or NONE), LO KEY and HI KEY (the note range the layer answers to), and TRNSP and CLOCK to enable transport and clock sync. Overlapping ranges on one channel layer the two sounds, while non-overlapping ranges split the keyboard.
With CHNL set to MPE, pitch bend, aftertouch and brightness become polyphonic, so the MPE modulation sources respond per note. A layer's key range also bounds its playheads' own key ranges, so a playhead cannot answer outside the layer that owns it.
LAYERLOOPSThe layer as a musical loopermentions this
In LOOPS, with the first sample buffer empty, the layer goes straight to recording or loading. Playback starts on its own when recording stops. Notes trigger loops instead of re-pitching them. Play a note to start its loop, and play the same note again to stop it. Note-offs are ignored, so nothing needs holding down. Each loop is captured into its own sample buffer rather than overdubbed into a shared one. When recording stops, the layer moves you on to the next sample, ready for the next loop.
Loop 1 is the master. Its length sets the reference and implied tempo, and every later loop snaps to a simple ratio of that length. Speed sync and quantize switch on by themselves, so a loop punched in mid-cycle still lands in time. Each loop is a separate buffer, so you can set LENGTH, SPEED and TUNING per loop without any of them drifting apart.
LAYERIn LOOPS, a sample keeps its stored pitchmentions this
A loop plays at the Pitch value stored with its sample, and the pitch detected on load is not applied. Together with automatic speed sync, this keeps several loops of different origins locked together.
LAYERRunning the layers differentlymentions this
The layers do not have to share a mode. One can loop while the other is played as a synth, or a LIVE layer can granulate over a SYNTH bed. The LAYER ORDER button, just below the LAYER 1 / LAYER 2 label, switches the pair between parallel and series. In series, Layer 1's output feeds Layer 2's input, so the second can capture, loop or granulate what the first plays.
Both layers can run LIVE at the same time.
LAYERLIVEGranulating the input as it arrivesmentions this
In LIVE, Sample 1 becomes a buffer that is continuously overwritten from the audio input, and all four playheads read from it. Instead of granulating a stored sample you are working on the recent past of whatever is coming in. The buffer is the full sixty seconds a sample slot holds. LEN sets how much of the buffer you work with and starts at about four seconds.
1-SHOT and LOOP playback modes are available inside LIVE.
LAYERThe record button in LIVEmentions this
There is no arming in LIVE because capture is always running. The record button freezes the buffer instead. What is in the buffer stays, and you keep playing it like a stored sample. Press again and the live input fades back in.
Freezing waits for the grains in flight to finish, so nothing is cut mid-grain. Switching modes preserves a layer's SYNTH settings and restores them on return. The record button shows a pause icon in LIVE. The freeze can also be driven by modulation of the record button or by MIDI CC 119.
LAYERHands-free control of recordingmentions this
A pedal can arm and run the looper. Connect it by MIDI CC learning or through the control-signal inputs. With record arm active, hold ADJUST to patch record start and stop. Fixed CCs also work. CC 118 arms, and CC 119 starts and stops. CC 64 is reserved for sustain.
CC 119 also freezes the LIVE buffer.
CV & MIDI2

MIDI sources

LAYERMIDI 1 · KN VL MW CCNote, velocity, wheel, CCmentions this
Four MIDI signals form the MIDI 1 group of sources: KN (key number), VL (velocity), MW (mod wheel), and CC (assignable control change). Connect them from the MOD SOURCES screen. For CC, tap the point and move a controller to capture it. The point reads CC LEARNING until the controller responds, then shows the controller's name.
LAYERMIDI 2 · PB AT BRBend, aftertouch, brightness (MPE)mentions this
The MIDI 2 group adds PB (pitch bend), AT (aftertouch), and BR (brightness). All three support MPE, and AT also supports Poly AT. With an expressive controller these turn per-note gesture into modulation. Control-signal inputs A–D also appear on the modulation-sources screen under CTRLS.
Patching1

Connecting sources

LAYERSYSTEM > XYThe touch pad as two modulation sourcesmentions this
The X-Y pad at SYSTEM > XY is a modulation source like any other, offering two dimensions that can be patched to separate destinations. The pad is the pair of touch-screen sources counted in the layer's twenty-four. It is reached from the display rather than the panel rows.

GLOBAL

27 entries

Across the whole instrument: the SYSTEM panel, the shared reverb, patch banks, and the inputs and outputs.

Orientation7

Connections

GLOBALDC IN · ON/OFFPowering the unitmentions this
A 6–15 V centre-positive 5.5 × 2.1 mm barrel jack (a 12 V DC adapter is included) feeds DC IN. Press ON/OFF to boot. Booting takes about 20 seconds, with an LED sequence and the ODD logo. Hold ON/OFF to power down.
GLOBALUSBCOne port for audio, MIDI, and filesmentions this
USB-C presents a single device, "ODD-1", carrying both audio and MIDI. The same port mounts the unit as a USB drive for samples, patches, and firmware via SYSTEM > MISC > USB DISK.
GLOBALAUDIO · PHONESLine and headphone jacksmentions this
Line-level stereo in and out sit on separate 3.5 mm TRS jacks. Audio is sent to all outputs at once. The headphone jack is 3.5 mm TRRS, supporting headphones and mic-enabled headsets. Input source and gain are found in SYSTEM > AUD. The same page selects how the input is read: stereo, left, right, or BAL for a differential or balanced mono source.
GLOBALMIDIUSB and TRS MIDI togethermentions this
MIDI arrives over USB-C and over 3.5 mm TRS MIDI IN (both TRS-A and TRS-B). The unit answers both at once, so use one type per source. Settings are in SYSTEM > AUD. MIDI also leaves the unit. TRS MIDI OUT can be set to MIDI-A or MIDI-B. MIDI Through passes input from USB and TRS out to the TRS jack.
GLOBALA · B · C · DFour control-signal inputsmentions this
Four rear jacks (3.5 mm, 0–5 V) are labelled A–D left to right. They take modular gear within that range, or expression and sustain pedals through an adapter. Each is normalized to ±1 and available as a modulation source anywhere on the ODD-1.
SYSTEM > CTRL shows whether an input is connected and what voltage it reads. See CV & MIDI.

Reading the panel

GLOBALVOLUMEGlobal level, and the audio settings behind itmentions this
VOLUME in the upper left is the instrument's output level and has no second function. Pressing it opens the audio settings: input source and gain, and headphone level.
GLOBALADJUSTTwo panel jobs and every screen valuementions this
ADJUST sits beside VOLUME and has two panel functions of its own: reverb amount and the active patch. It also sets every deeper on-screen value. Whenever ADJUST and a screen element both turn red, turn ADJUST to set the value and press it to confirm.
Sample1

The SAMPLE row

GLOBALThe library accepts .wav, .mp3 and .flacmentions this
Samples added over USB go in the samples folder and may be .wav, .mp3 or .flac. Eject the drive from the computer before unplugging. Pulling the cable while mounted can corrupt the library.
Layers1

Layer controls

GLOBALFour things are instrument-wide and everything else belongs to the layermentions this
Four things are instrument-wide: the reverb, master volume, input level, and the control-signal inputs. Everything else belongs to the layer, including its MIDI settings and sync switches, which follow SYSTEM > MIDI until you change them on the layer itself.
Reverb2

Shared reverb

GLOBALREVERBOne shared reverb at the endmentions this
The REVERB row (left, LED off) is a single reverb shared by both layers at the end of the signal chain. The reverb is global, not per-layer. Each layer feeds the reverb independently via its SEND control in the LAYERS row, so the two layers can sit at different depths in the same space. AMNT sets the overall reverberation level. A layer's LEVEL and SEND combine so that any wet/dry balance is reachable, including a layer heard through the reverb alone.
Reverb parameters cannot be modulated, so the reverb is the only stage in the chain outside the patching system.
GLOBALTIME · SIZE · P DLY · CLR (AUX)Shaping the spacementions this
The reverb AUX parameters shape the tail. TIME sets the decay length. SIZE sets the size of the reverberant space. P DLY sets the pre-delay before the reverb arrives. CLR sets the colour, from dark to bright.
System13

SYSTEM panel

GLOBALSYSTEM · BANK AUD CTRL MISCSettings for the whole instrumentmentions this
Press REVERB/SYSTEM to open the global panel — everything that applies across both layers — organized into sub-panels from the header: BANK, AUD, CTRL, MISC, and XY. Press SYSTEM again to exit and return to normal operation.

BANK

GLOBALBANKSixteen patch positionsmentions this
BANK holds sixteen positions in local memory, each a complete snapshot of both layers' parameters, mod connections, and settings. The BANK is the working set, distinct from the permanent patch library. Turn ADJUST through the list and press to load. A * before a name means the position has diverged from the library or was never saved to it. An empty position shows a dash, and an empty position you have started editing shows *-.
FILE acts on the highlighted position. Its actions are LOAD from library, SAVE to library (prompts for a name), COPY and PASTE, and CLEAR. Pressing an empty slot starts a new patch.
GLOBALTwo places a patch livesmentions this
The BANK is the sixteen slots you scroll with PATCH, which hold what you are performing with now. The LIBRARY is every patch ever saved. Loading a library patch copies it into a slot. The slot remembers where the patch came from, so the instrument can tell you when your edits have diverged from the original.
Edits live in the slot. The library copy is untouched until you save, so experimenting on a loaded patch costs nothing.
GLOBALEXPORTPackaging a patch to move itmentions this
EXPORT bundles a patch together with every sample it needs into a single file and makes it visible on the ODD-1's USB drive. It is how a patch travels — to another unit, to a collaborator, or between the hardware and the ODD-1V plug-in.
A patch does not appear on the drive until it has been exported, so export it before looking for it over USB.

AUD

GLOBALAUDAudio and MIDI settingsmentions this
The AUDIO AND MIDI sub-panel selects the input source for LIVE granulation and recording: USB IN (no gain), LINE IN (activates IN GN), or MIC IN (mic via the TRRS headphone jack, activates MIC GN). The sub-panel also sets HP OUT headphone level relative to line out. Stereo meters sit at the bottom.
PANIC sends MIDI all-notes-off to stop sustaining voices. Per-layer MIDI channel and key range live in the LAYERS panel, not here. IN CH selects STEREO, LEFT, RIGHT, or BAL for a differential or balanced mono source. IN CH applies to both recording and input monitoring. A global dry input level is reachable from the SAMPLES page in LIVE.
GLOBALCLOCK SRCWhich cable the clock arrives onmentions this
CLOCK SRC in SYSTEM > MIDI picks where incoming MIDI clock is read from: TRS, USB, or AUTO to follow whichever is sending. Each layer keeps its own tempo and decides how it responds through its own CLOCK and TRANSPORT switches.
GLOBALSetting the tempo by handmentions this
Connect the BPM knob to AUX ADJUST and a tap tempo button appears on screen. Tap it in time with a tempo you are hearing and the instrument follows.
GLOBALSYNC · QUANTLocking a parameter to the tempomentions this
Touch an on-screen knob and its pop-up offers SYNC and QUANT where the parameter supports them. With one selected, a small metronome icon appears on that knob and shows at a glance which controls are following the clock and which are free.

CTRL

GLOBALCTRLCalibrating the CV inputsmentions this
The CONTROL SIGNALS sub-panel calibrates and configures the four CV inputs (A–D) as modulation sources. A summary shows all four with meter and depth. Touch a tab for one signal's detail. PLOT SOURCE toggles the plot between raw input (5V) and normalized value (±1).
MIN/MAX map input voltages to −1/+1, and BIAS shifts the output. MODE selects NRM pass-through, INV polarity flip, or SWTCH toggle. A signal's patched destinations list on the left with UNPATCH.

MISC

GLOBALMISCDevice utilitiesmentions this
MISC holds device utilities: INFO (serial, hardware and firmware versions for support), VIZ (an LED BRIGHT slider), DBG DUMP (a developer diagnostic, not normal operation), and USB DISK, which mounts the ODD-1 as USB mass storage for samples, patches, and firmware.
Always eject from the host before unplugging. The unit stays in disk mode until ejected, and pulling the cable early can corrupt files. The X-Y pad is at SYSTEM > XY and doubles as a modulation source. Display brightness is adjustable separately from the VIZ LED BRIGHT slider.
GLOBALTo a computer, a USB audio interface and MIDI devicementions this
Over USB-C the ODD-1 appears as a stereo audio interface and a MIDI device, with no drivers to install. Record the instrument into a DAW, send audio back out to it, and play it from any sequencer or MIDI track on the same cable.
GLOBALUSB DISK locks the screen while the drive is mountedmentions this
While the ODD-1 is mounted as a drive the screen locks and only the volume knob responds. Eject from the computer to return the panel to normal. The lock is deliberate and keeps the panel out of the way while files are moving.
GLOBALInstalling new firmwarementions this
Download the release package, mount the unit with SYSTEM > MISC > USB DISK, and drag the firmware sub-folder across. Eject, then follow the prompts on screen to update and reboot. The package also carries release notes, which are worth reading before you start.
The mounted drive appears as ODD-1.
CV & MIDI3

Control signals

GLOBALA · B · C · DRear CV inputs as sourcesmentions this
The four rear control-signal inputs (A–D) are available as modulation sources throughout the ODD-1. Each input is configured in SYSTEM > CTRL. Each is normalized to ±1 based on the voltage range you set. External CV, an expression pedal, or a sustain pedal can then drive any destination.
See System for the CTRL calibration controls.
GLOBALMIN/MAX · BIAS · MODECalibrating a CV inputmentions this
MIN and MAX set the expected voltage range, normalized to ±1. BIAS shifts the normalized output up or down. MODE selects normal, inverted, or switch. Switch mode is off by default. In switch mode the input acts as a toggle. Each time the processed signal crosses 0.5, the output flips between 0 and 1.
CV and footswitch settings are system-wide, not saved per patch. A calibration survives a patch change. The ODD-1 detects pedal polarity.

MIDI sources

GLOBALSwitching patches and panels over MIDImentions this
Two MIDI controls reach past modulation. A program change message switches the active patch. Fixed control changes 110–117 switch panel selections. The looper uses the fixed CCs 118 and 119 for record arm and transport. CC 119 also freezes LIVE recording.

Guides and how-tos

28 entries

Explanations and step-by-step guides, not entries for a single control or setting.

Orientation13

What it is

Sound built from tiny pieces of a samplementions this
The ODD-1 works beneath notes. It scans an audio buffer and pulls short fragments — grains — from wherever its playheads sit and streams the grains into continuous sound. Load a sample, move playheads through it, shape the grains. Every parameter is on the panel, and every one can be modulated.
Microsonic synthesis works like granularmentions this
Microsonic synthesis, like granular, selects short regions of a buffer, typically milliseconds long. It shapes and positions each region as a grain, and combines the grains into one output stream. The term "microsonic" describes the level the engine works at.
Results range from clean transposition and time-stretching to dense, evolving clouds.
Sound flows up from samples through playheads to grainsmentions this
Signal flows upward through three stages that map to the right side of the panel: samples (the buffers the engine reads), playheads (cursors moving through a sample, each with its own position, speed, and tuning), and grains (the micro-fragments generated at each playhead).
A layer holds up to four samples and four playheads. Where a playhead sits is where its grains are drawn from.
An instrument built for experimentmentions this
The instrument is built for experiment. Hold any knob and it opens as a modulation destination. Press a source and the connection is made. There are no fixed routings and no lists to scroll, so trying something takes a gesture instead of a menu dive.

Reading the panel

Every row does two thingsmentions this
Each of the six rows has a button with two labels. The LED beside the button picks which label is live. LED off is the first (black) function, and LED on is the second (white). Six rows by two functions makes twelve panels. Two knobs sit outside the rows: VOLUME (far left, global) and ADJUST, which edits whichever AUX or secondary parameter is selected on screen.
Press a knob to pick an instancementions this
On the lower rows the knobs are numbered. Press one to select that instance, and the LED confirms the selection. All row controls then apply to that instance. The right side has four instances each of SAMPLE, PLAYHEADS, ENVELOPES, and LFOS. The left side has two each of FILTERS, SATURATION, and ECHOES. LAYERS is a fixed two-layer architecture.
For example, press FILTERS knob 2 to work on Filter 2.
Touch to inspect, hold to patchmentions this
Touching a parameter's on-screen knob momentarily overlays its patched modulation sources and an UNPATCH control. Press and hold instead to enter modulation patching mode, making that parameter a destination.
See Patching for how connections are made.
A live picture of the sound above, the last-touched row belowmentions this
The upper half is a live visualization of the active samples and grains. It shows a spectrogram by default. Long-press it for a waveform. The four playheads each appear in a distinct colour (blue, green, pink, teal). The lower half shows the on-screen panel for the last-touched row. Every panel has the same layout: a small plot, a switch above it, buttons to its left, and on-screen versions of the row's knobs along the bottom.
AUXReaching the AUX parametersmentions this
Press AUX on screen to reveal a row's AUX parameters (press again to hide). The set is context-dependent and changes per active row. To change one, touch it. The parameter and the ADJUST knob turn red. Then turn ADJUST. Exit by pressing ADJUST, re-tapping the control, or switching rows.
Four knobs that find their own centrementions this
Four knobs carry soft detents: PLACEMENT at centre, TUNING at unison, POSITION at the start of the region, and SPEED at unity. Those values can be found by feel without watching the screen.
RESETPutting one parameter back to its defaultmentions this
A knob's on-screen popup carries a RESET button. The button returns that one parameter to its default value. The layer-wide RESET on the LAYERS AUX panel returns every parameter at once.
Transient popups time out on their own. A popup reached by accident does not have to be cleared.

Signal flow

Processing chain, by scopementions this
StageScopeWhat it processes
Saturation 1Per-voiceEach voice, before the filters
Filters (×2)Per-voiceEach voice — series or parallel
Saturation 2Per-layerThe summed layer, after the filters
Echoes (×2)Per-layerThe summed layer — series or parallel
ReverbGlobalBoth layers, shared — fed by each layer's SEND
Generation (Sample → Playheads → Grains) feeds this chain. The per-grain band-pass inside GRAINS is a separate, earlier filter. Do not confuse it with the per-voice FILTERS row.
The scope badge says how far a setting reachesmentions this
The badge on an entry says how far its setting reaches. Grain is one fragment of sound, with its own filter and its own place in the stereo field. Playhead is one of the four cursors that move through a sample. Its level, start point, speed and tuning are its own. Voice is one played note. Each voice is saturated and filtered on its own before the layer sums them. The ODD-1 plays eight voices at once. A layer is a complete instrument, and the ODD-1 has two of them. With both playing, each layer has four voices. Global is what no layer owns exclusively: reverb, master volume, input level, and the control-signal inputs.
An entry with no badge explains something or walks you through steps instead of covering one setting, so it stays visible whatever scope you filter to. Sorted by scope, these entries gather under Guides and how-tos.
Quick Start6

First sound in five steps

Power-on to first soundmentions this
Five steps, each assuming the one before. A MIDI controller helps but is not required. The REVERB/SYSTEM button enters and exits SYSTEM. Most panel buttons toggle two functions, and the LED tells you which is live.
1 · PATCH BANKStep 1: start a patchmentions this
Press REVERB/SYSTEM and touch BANK to open the patch bank, which holds up to 16 patches. Scroll through them with the PATCH knob and press it to switch. To begin fresh, twist the PATCH knob to an empty position and press it. Press REVERB/SYSTEM again to leave SYSTEM.
Unsaved or modified patches show an asterisk, while empty positions show a dash.
2 · LAYERSStep 2: select Layer 1mentions this
Press ECHOES/LAYERS (press again if the ECHOES panel shows instead) to reach LAYERS. Press knob 2 and make sure its activity (speaker-icon) button is off to mute Layer 2. Then press knob 1 to work in Layer 1 for this walkthrough.
3 · SAMPLEStep 3: load a samplementions this
Press SAMPLE/ENVELOPES with the LED off and knob 1 to select Sample 1. Touch the sample name to open the browser. ODD is factory content and USER is yours. Navigate bracketed folders with ADJUST, and press ADJUST to load.
No preview sound means either browse audition is toggled off in the preview panel or Playhead 1's LEVEL is at zero.
Step 4: play across the panelmentions this
With a sample loaded, tap the sound visualization and work across the rows. Reshape the region with POS, LP ST, LP LN, and LEN. On PLAYHEADS, turn SPD down to slow Playhead 1, then raise Playhead 2's LVL and set its TUNE to −12 for an octave below. On GRAINS, explore SIZE, SPC, PLC, SHP. On the left side, try FILTERS' CUT and RES and ECHOES' AMNT and TIME.
Step 5: save your patchmentions this
Press REVERB/SYSTEM, touch BANK, select FILE then SAVE, name it on the on-screen keyboard, and press the check mark. The patch goes to the USER library and can be loaded into any bank position. Press REVERB/SYSTEM to exit.
To load a library patch into a position, select the position and press LOAD. Factory and USER patches are both browsable. Exploring factory patches is one of the fastest ways to learn how the ODD-1 fits together.
CV & MIDI1

MIDI sources

MIDI modulation sourcesmentions this
SourceGroupWhat it sendsMPE
KNMIDI 1Key number
VLMIDI 1Velocity
MWMIDI 1Mod wheel
CCMIDI 1Assignable control change (learn)
PBMIDI 2Pitch bendMPE
ATMIDI 2AftertouchMPE + Poly AT
BRMIDI 2BrightnessMPE
Control-signal inputs A–D also appear on the MOD SOURCES screen under CTRLS. For CC, tap the point, then move a controller to capture its number. If several are moved, the last one moved wins.
Patching8

The modulation system

Up to 24 modulation sources per layermentions this
A layer has up to 24 modulation sources. Eleven are on the front panel: 3 envelopes, 4 LFOs, and 4 macros. The rest are 4 control-signal inputs, 7 MIDI sources, and 2 touch-screen dimensions. Almost any can be connected to almost any parameter.
See Making a connection for how to connect them. The 2 touch-screen dimensions are the X-Y pad, reached at SYSTEM > XY and available as sources on the display.

Making a connection

Open the parameter, then choose a sourcementions this
A connection links a source — envelope, LFO, macro, MIDI, or control signal — to a parameter. You start by opening the parameter as a destination — hold its knob — then reach for the source. Every connection has a strength (a signed percentage) and a direction. Connections are per-layer and save with the patch.
One source can drive many destinations, and one destination can receive many sources whose contributions sum. There is no limit on either side.
Opening a destinationmentions this
Press and hold a parameter's on-screen knob and the display switches to the MOD SOURCES screen with that parameter as the destination. The parameter's name appears in the MODULATE panel at the bottom. For an AUX parameter, press the row's AUX button, tap the AUX parameter (it highlights red), then press and hold ADJUST. Not all AUX parameters can be destinations.
MODULATE panelWhere a connection is setmentions this
The MODULATE panel sits at the bottom of the MOD SOURCES screen. Its header names the open destination. The left side lists the sources connected to that destination, with an UNPATCH that removes them all. The right side shows the connection strength as a percentage, set with the adjust knob. EXIT leaves patching mode and returns to the previously active row.

Connecting sources

On-panel sources — envelopes, LFOs, macrosmentions this
On-panel sources are reached from the hardware rows while MOD SOURCES is open. They do not appear as on-screen points. Press a source's knob to connect at full strength. A grey arc on the destination shows the mod range. Turn the knob instead to connect at a variable strength that updates live. Turning left past zero gives a negative, inverted connection.
For a macro, the first-turn direction sets polarity: clockwise positive, counter-clockwise inverted.
On-screen sources — MIDI and CTRLSmentions this
MIDI and control-signal sources are connected from the MOD SOURCES screen. Tap a point to connect or disconnect it. Active points highlight. Select a point and turn ADJUST to set its strength, shown in MODULATE. Turning past zero gives a negative connection. CTRLS A–D are the four rear control-signal jacks.
Tap CC to enter learn mode, then move a controller to capture its CC number. If several are moved, the last one moved is assigned.

Removing connections

UNPATCHClearing one or allmentions this
To remove every connection to a parameter, touch its on-screen knob and press UNPATCH in the column, or hold its physical knob and press UNPATCH on the MOD SOURCES screen. To remove a single connection, press an on-panel source's knob while the destination is open, or tap an on-screen source's highlighted point.
With several sources on one destination, tap the source name in the lower-left of MODULATE to pick it before adjusting or removing.
LAYERS › UNPATCHClearing a whole layermentions this
Press AUX on the LAYERS page: its UNPATCH removes every modulation connection for the current layer at once, leaving the other layer's connections untouched. It clears only the routing and leaves each parameter at its current value. The sound holds but stops moving.

Putting it all together: working with the ODD-1

10 entries

Techniques that use several controls together: modulation, grain textures, the region, both layers, macros, playing, and the ODD-1V plug-in.

Working With ODD-110

Choosing what to modulate

Choosing what moves, and what drives itmentions this
The ODD-1 has no fixed routing, so every modulation in a patch is one you choose. Match the driver to the timescale: LFOs for slow continuous drift, envelopes for note-driven arcs, and macros, MIDI or CV for real-time performer control. Each connection is one gesture. Hold the destination, then press or twist a source. Contributions sum, which can make a patch rich or chaotic. Add one connection at a time and listen before adding the next.
Slow drift — LFO to playhead speed, grain size, or filter cutoff. Note-driven — Env 2 to grain size, Env 3 to playhead speed. Performer — one macro to several destinations, so one knob moves them all.

Building a grain texture

GRAINSPD → SIZE → SPCSpeed, size and spacing, in ordermentions this
Three parameters define the core texture and interact, so set them in order. SPD, on the PLAYHEADS row, comes first. It sets playhead travel, from frozen to near-playback, and decides whether the sound is static, evolving or moving. SIZE, on GRAINS, comes next. Grain length gives the timbral weight: crunchy when small, smooth when large. SPC comes last. The interval between grain onsets sets density, from separated pulses to a dense cloud. The same value reads differently depending on the other two.
An ambient-cloud start point: SPD near zero, SIZE medium-large, add SPACING JITTER, then bring in JUMP and DTUNE to break periodicity. RPT adds density without raising the grain rate.
PLAYHEADLayering motion against stillnessmentions this
In SEL PLAYHD mode — touch CONTROL MODE in the GRAINS header to switch — grain parameters apply only to the selected playhead. PLC with its spread separates playheads across the stereo field. Give two playheads on one sample different SIZE and SPD, one frozen near SPD zero as a stable core and the other continuously moving. The two contributions layer into a single evolving sound.

Shaping the region

LAYERPOSSlow change from moving the regionmentions this
POS shifts the whole active region and affects all playheads equally. Modulate it with a slow LFO or envelope — hold POS, then twist the source — and the read region drifts through the sample over a long cycle. The playheads keep their own speeds within it, so the material they read changes slowly while their motion stays as it is.
LEN is the outer boundary and the loop lives inside it. A pre-loop zone from LP ST catches a transient before the loop begins.

Combining layers

LAYERUsing the two layers togethermentions this
The two layers are fully independent. Layer complementary textures — an evolving pad against an articulate lead — shaped separately and balanced on the LAYERS levels. A per-layer reverb send places one close and one distant. Run LIVE on one layer to granulate incoming audio while the other plays samples. Both share the keyboard and the reverb.
Independent channel and key range per layer give a layered sound on overlapping ranges or a keyboard split on non-overlapping ones. Independent TEMPO and CLOCK let one follow MIDI clock while the other runs free.

Designing macros

LAYEROne macro, several destinationsmentions this
A macro drives several destinations at once, each at its own strength and direction. Hold the destination, then turn the macro. The first turn's direction sets polarity — clockwise positive, counter-clockwise inverted. Pair inverted moves — opening a filter while shortening grain size — for complementary motion.
Moderate strengths to three or four destinations (a filter, a grain parameter, playhead level, reverb send) give one control that takes a patch from sparse-and-dry to dense-and-immersive. Short-press a destination's on-screen knob to review its connections without re-entering patching mode.

Beyond the panel

ODD-1V, the plug-in that ships with the instrumentmentions this
Every ODD-1 includes a licence for ODD-1V, a fully functional software counterpart that runs in a DAW or standalone. Patches move between the two by EXPORT, so the hardware and the plug-in can share a production workflow. EXPORT packages a patch with the samples it needs into a single file.
The complete reference is online at oddment-audio.com/odd1-guidementions this
The printed start guide is deliberately short and points to the online reference for everything else. The complete reference is at oddment-audio.com/odd1-guide, reachable from the QR code in the booklet. It tracks the current firmware rather than the firmware a booklet was printed against.

Playing

LAYERSounding a layer without a controllermentions this
Tap the sound visualization on any page to hold a layer playing. If the layer is already sounding, the tap holds those notes, and if it is silent, the tap starts and holds a middle C. While a hold is active, new notes are ignored. Tap again to release the hold.
If both hands are on the panel, tapping to hold auditions a texture and it lets you follow any walkthrough with no MIDI attached. A HOLD survives saving and recalling a patch. MIDI transport start and stop messages turn a HOLD on and off where the layer has transport sync enabled.
LAYERA keyboard plays its eight voices, with bend, aftertouch and brightnessmentions this
The ODD-1 is a synthesizer rather than a tape machine or a four-track. It plays eight voices at once, and every playhead responds to notes. Pitch bend, aftertouch and brightness all arrive as modulation sources. Played from the panel alone you are hearing one held note of what it does.
With CHANNEL set to MPE those three become polyphonic, so every held note bends and breathes on its own.

Patch recipes

13 entries

Patches from Oddment's Patching Ideas and elsewhere, each a few steps that end in a specific sound.

Patch recipes13

Patched with an LFO

LFO 1 → LAYER LEVELTremolo — amplitude movement from a single connectionmentions this
1 On the LAYERS page, hold the LEVEL knob to open it as a modulation destination.
2 Twist LFO 1 to set the connection strength, then hold any knob to exit.
3 Select LFOS, press knob 1 and adjust RATE, BIAS, WARP and DEPTH. Changing the LFO type gives different tremolo characters.
The patch uses a single connection. Everything after step 2 shapes the source, not the routing. Because the destination is the layer's own level, it moves everything that layer is making, not one voice.
LFO 2 → COMB CUTOFFFlanger — a comb filter swept slowlymentions this
1 Select FILTER 1, choose the PARALLEL filters option, set the filter TYPE to COMB and RESONANCE to 90%.
2 Hold CUTOFF and twist LFO 2, then exit.
3 Set LFO 2's TYPE to TRIANGLE and give it a slow RATE.
At 90% resonance the comb's notches are sharp enough to hear moving. A triangle sweeps at a constant speed in both directions, so the motion reads as a flanger rather than a wobble.
LFO 2 → GRAINS PLACEMENTIn Circles — grains travelling around the stereo fieldmentions this
1 Hold GRAINS PLACEMENT.
2 Press LFO 2 for a full-strength connection, then exit.
3 Set a slow RATE with a SINE or TRIANGLE wave, and change the WARP to hear how the shape of the movement changes.
Pressing an LFO instead of twisting it makes a full-strength connection in one gesture. WARP bends the shape of the wave, so the grains can circle evenly or linger at the edges.
LFO 1 → ECHOES TIMEClassic vibrato and chorus — from one very short echomentions this
1 In ECHOES, set TIME to around 5–10 ms, turn the AMOUNT all the way up, press AUX > FEEDBACK and turn it all the way down.
2 Hold TIME and twist LFO 1 gently, then hold any knob to exit.
3 Select LFO 1, choose the sine TYPE and set RATE around 5–6 Hz.
4 Decrease the ECHOES AMOUNT to move from vibrato towards chorus.
Vibrato and chorus are the same patch at two mix settings. Full wet is a pitch-modulated copy on its own, while pulling the amount back lets the dry signal beat against it. The feedback goes to zero because a repeating echo would smear the effect rather than double it.
LFO 1 → CUTOFF · LFO 2 → RESONANCEAuto-wah — a sweep that swells in and outmentions this
1 Select FILTER 1, choose LOW PASS 12 and set RESONANCE to 50%.
2 Hold CUTOFF and twist LFO 1, then exit and set LFO 1's parameters.
3 Hold FILTER 1's RESONANCE and twist LFO 2, then exit.
4 Select LFO 2 and reduce the RATE so the strength of the auto-wah effect swells in and out over time.
The second connection lets LFO 2 move the resonance, so the filter's vowel grows and fades while LFO 1 keeps sweeping. Both movements are LFO-driven, not played by the envelope of the sound, so the wah runs on its own clock regardless of what you play.
LFO 4 · SAH → CUTOFFStepped filter sequence — random steps locked to tempomentions this
1 Select FILTER 1, choose your preferred filter TYPE and turn RESONANCE up to make the effect more pronounced.
2 Hold CUTOFF, press LFO 4, then exit.
3 Select LFO 4 and choose SAMPLE & HOLD (SAH). For SAH only, decreasing WARP reduces the number of random steps.
4 On LFO 4, tap the on-screen RATE knob to reveal SYNC, turn it ON to lock the LFO rate to tempo, then adjust RATE.
WARP does something different here than it does on the other shapes. Under sample-and-hold it sets how many steps the sequence has rather than bending a waveform. Locking the rate to tempo keeps the random steps in time.
LFO 1 → SPEED · LFO 2 → TUNINGTape wobble — two slow LFOs pulling against each othermentions this
1 Select PLAYHEAD 1, hold SPEED and twist LFO 1 right to 10% strength. Exit, hold TUNING and twist LFO 2 to 3%.
2 Select LFO 1, set RATE to 0.4 Hz and DEPTH to 50%, then hold DEPTH and press the MACROS A knob for a full-strength connection.
3 Select LFO 2, set RATE to 0.15 Hz and DEPTH to 50%, hold DEPTH and press MACROS A again.
4 Select MACROS and turn A to set how much wobble there is.
The two LFOs run at unrelated slow rates, so their peaks never line up and the result does not sound like vibrato. Patching the macro to both depths rather than to the destinations gives you one knob for the amount of instability without touching its character.
LFO 1 → CNTRReversed spectral flutter — backwards grains through a moving filtermentions this
1 Select GRAINS, set SIZE to −500 ms, press it and set VARI to 25%. Set SPACING to 5%, press it and set JITTER to 25%. Press PLACEMENT to reach SPREAD and set it to 100%.
2 Press AUX, set FLTR to 100% with ADJUST, press CNTR and bring it down to 30–40%, then press C VAR and set it above 75%.
3 Touch CNTR again, hold ADJUST to open it as a destination, and twist LFO 1 to 25%.
A negative SIZE reverses each grain, so the sample plays forward while every fragment of it runs backward. The per-grain filter with a high centre variability gives each grain its own colour, and the LFO on the centre frequency moves the whole cloud rather than any one grain.
S&H → TUNING · syncedPitchy percussion — a drum loop repitched in steps, in timementions this
1 Load LOOPS > BEATS > JOSHUA > ACOUSTIC DRUMS > DRUMS - PERC (106 BPM) and answer YES to match the layer and sample BPM, then tap the display to start it.
2 Select GRAINS, set SIZE to 30 ms and SPACING to 0%, then AUX > RPT to around 95%.
3 Set PLAYHEAD 1 SPEED to 0.85×, hold TUNING and press LFO 4. Select LFO 4, choose SAMPLE & HOLD, set DEPTH to 25%, then tap the on-screen RATE knob and set SYNC on at 1/4 note.
4 On the LAYER page, press AUX > SCALE and choose PHRYG.
Sample-and-hold gives a new random pitch each step rather than a glide, and syncing its rate to a quarter note puts those steps in time. With the layer scale set, the steps land on notes instead of random intervals.

Built from settings alone

REL MD · DETUNE · SPREADUnison thickener — two playheads slightly apartmentions this
1 Start a new patch and select a sample, or use the default.
2 Select PLAYHEAD 2, turn up the LEVEL, press AUX, set REL MD (relative mode) to ON and set TUNING near to — but not exactly — 0.
3 Select PLAYHEAD 1, tap the on-screen TUNING knob to reveal DETUNE, press it and turn it up a little.
4 Select GRAINS, press PLACEMENT to reach its secondary function SPREAD, and turn it up.
The patch makes no modulation connection. The thickness comes from two playheads reading the same sample at almost the same pitch, spread across the stereo field. Relative mode keeps the second playhead tracking the first as you play.
SPACING SYNC · SZ AT OUTRhythmic grains — a grain pulse locked to the layer tempomentions this
1 Go to GRAINS, set SIZE around 50–100 ms and SPACING to 75%.
2 Touch the on-screen SPACING knob and turn SYNC to ON, so the interval between grains locks to the layer's TEMPO.
3 Change SZ AT (size measured at) to OUT. The default, SRC, controls grain size in the source sample, where OUT controls it at the output.
4 The grains stay in sync when you play different pitches. From there, adjust the GRAINS size and shape, and the secondaries VARI and BIAS.
SZ AT keeps the rhythm steady when you transpose. Measured at the source, a grain changes duration as you play up and down, and the rhythm drifts with the pitch. Measured at the output it does not, so the pulse holds across the keyboard.
LIVE → reverb only · +12Shimmer reverb — an octave-up cloud with no dry signalmentions this
1 Connect a source, press VOLUME, select MIC, LINE or USB with IN, set IN GN, then press IN MON and raise it.
2 Select LAYER 1, press SYNTH, twist ADJUST to LIVE and confirm. Turn the layer's output down to 0% without switching it off, set SEND to 75% and tap HOLD.
3 Select REVERB, set AMOUNT to 75%, TIME to 60%, and BODY below 50%.
4 Select PLAYHEAD 2, set AUX > REL MD to ON and TUNING to +12.0.
The layer is heard only through the reverb. Its output is at 0%, but its send still feeds the reverb. Playhead 2 an octave up is the shimmer. The input monitor carries the dry sound so the effect sits behind it.

Patched with envelopes and macros

MACRO A → BW VAR · SIZE · SPACINGDisintegrating tails — a note that falls apart as it rings outmentions this
1 Select GRAINS. Set SIZE to 25 ms and SPACING to 80%. Press AUX > BW VAR and turn ADJUST until BW VAR reads about 60%.
2 Connect MACROS A to three destinations. Hold ADJUST, which is now set to BW VAR, and twist MACROS A left to −100%, then exit. Hold SIZE and twist MACROS A right to 50%, then exit. Hold SPACING and twist MACROS A left to −50%, then exit.
3 Select the MACROS row and set A to 40%. Hold A down and press ENVELOPE 2, so the envelope drives the macro.
4 Select ENVELOPES and choose 1. Set its RELEASE to 10 s. Select ENVELOPE 2 and set SUSTAIN to 100% and RELEASE to 5 s.
One macro drives three grain parameters in opposite directions at once. An envelope drives the macro, so the whole movement is set up in step 2 and then played by the note. The long Envelope 1 release keeps the note sounding while Envelope 2's shorter release pulls the texture apart underneath it.