Matrix concepts

Cell

A cell is a broad term that can refer to a Slot, a Column, a Row, or the entire Matrix.

While it may seem like a concept exclusive to Playtime’s User interface, it is not limited to that context.

Active cell

In a Matrix, there’s always exactly one Cell that is considered the currently active one. It is then possible to carry out certain actions on this cell, for example using the ReaLearn targets.

One way to activate a cell is to select it in the User interface. Vice versa, the selection in the user interface usually follows the currently active cell.

By default, a slot cell is also activated just by triggering it. This can be changed by setting the matrix property Activate slot on trigger.

Trigger a slot

Triggering a slot is an action carried out on a Slot that can have one of the following results, depending on the current slot contents and play state:

  • Start slot playback

  • Stop slot playback

  • Start slot recording

  • Stop slot recording

A slot can be triggered either by pressing Enter in the User interface or from a controller (see ReaLearn Target "Playtime: Slot transport action").

Triggering also takes the Trigger mode and Velocity sensitivity into account.

Control unit

A control unit represents a Controller connected to a certain Playtime matrix. The concept is most important for grid controllers because they have special features within Playtime, most importantly scrolling through the matrix and displaying a corresponding Control unit frame in the User interface.

One control unit always corresponds to a one ReaLearn unit within the same Instance as the Playtime matrix.

A control unit has the following properties:

Name

Usually corresponds to the name of the connected Managed controller, e.g. "Launchpad". The name is currently not visible in Playtime, but might be displayed as part of the Control unit frame in the future.

Color

The color of the control unit is derived from the color of the Managed controller. You can see the color "in action" by looking at the Control unit frame.

Size

The number of columns and rows available on the controller. For example, in case of Launchpads, it’s usually 8 columns and 8 rows.

The size of the control unit is provided by Custom compartment data of the Main compartment within the ReaLearn unit representing this control unit:

Variable Type Description

playtime.control_unit.column_count

Integer

Number of available columns

playtime.control_unit.row_count

Integer

Number of available rows

Example in Lua
custom_data = {
    playtime = {
        control_unit = {
            column_count = 8,
            row_count = 8,
        },
    },
},
Current scroll position

The address of the top-left visible slot. See Control unit scrolling.

Control unit scrolling

When connecting a Grid controller to Playtime, it reflects the contents of the Matrix. It often happens that the matrix is larger than the size of the controller grid. In that case, it’s important to be able to scroll.

Control unit frame

The control unit frame is a rectangle in the Matrix area that shows which portion of the matrix is currently shown on a certain grid controller, according to the current scroll position.

The display of control unit frames can be switched off using Show control unit frames.

Count-in recording

A count-in recording is a special recording method initiated while Playtime playback is stopped. The metronome starts clicking during the count-in phase, which gives you enough time to prepare for the recording.

It goes like this:

  1. Make sure that playback is stopped. If Playtime is playing, press the Space key.

  2. Make sure Playtime’s metronome is turned on. If it’s off, press the M key.

  3. Press the Record clip record button in an empty slot. That should start Playtime’s playback, and you should hear and see a count-in of 2 bars, during which you can prepare. When the slot count-down reaches zero, Playtime records as usual.

The count-in length can be adjusted in by right-clicking the Metronome metronome button and adjusting Count-in.

Here’s a video showing this way of recording:

Tempo detection recording

A tempo detection recording is a special recording method tailored to looper-style live improvisation without metronome.

Let’s say you want to use a foot switch to start recording an initial loop and press it again to set the tempo for all remaining loops.

Here’s how you do that:

  1. Make sure that playback is stopped. If Playtime is playing, press the Space key.

  2. Make sure Playtime’s metronome is turned off. If it’s on, press the M key. should reveal a text in the title bar, saying:

    If you record a clip now, its length will dictate the project tempo!

    This tells us that tempo detection will be used.

  3. Press the MIDI foot switch mapped to the Smart record smart record button. That should start recording immediately, regardless of the currently set Clip start timing.

  4. Press the foot switch again. This should stop recording immediately. Playtime should set the project tempo based on the length of the recording and play back the recorded loop immediately.

Obviously, this needs a bit of practice to get right because you need to trigger start and end of the recording precisely.

Here’s a video showing this way of recording: