To Inspect Sections Using Key Commands:
Press Shift S.


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Sections\________>Using Sections
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There are two things you can do with a Section once it is defined: 
(1) Glue that Section into a Track (existing or empty), or  
(2) Assign different Sections to play sequentially (like song mode on a drum machine) to create a Chain of Sections.


*****Glue in Section*****

After you've created a Section, you can copy that Section to any other location, earlier or later in time.  As always, the original Tracks are unaffected, provided you store the Glued result on an empty Track.  When Gluing, you can specify how many repetitions you want Glued In.

To Glue In A Section:

Select Section Mode (Repeat icon).
Define or Select the Section you want to Glue.
Select Register Mode (Cash Register icon).
Set a Start Time where you want the copy of the Section to begin.
Select B+Glue In SectionB- from the Edit menu.
Enter the Number of Repetitions - how many times you want this Section repeated.
Click OK. 
Select an existing Track as a Source Track if you want to Glue into the middle of that Track.  Otherwise, Select an empty Track (Left Click).
Select a Destination Track (Right Click).

FIG28.IMG

If you Glue into an existing Track, the Section will be inserted at the Region Start Time, and the part of the Track that used to start at that Time will be appended after all of the Glued In repetitions of the Section have been inserted.


To Glue In A Section Using Key Commands: 
Press Control G.


MidiPlexer Note:
If you Glue a Section which contains Tracks on a different MidiPlexer 
Port than the Source Track you select, only events from Tracks on the same Port as the Source Track will be included.

Let's use our example from the previous Section and Glue the 2 Tracks so they start at 0001|01.00 on another Track and repeat 3 times. 
FIG19_29.IMG

Section 00 Verse is already defined from 0005|01.00 to 0009|01.00 including Tracks 1 and 2.
Select Register Mode (Cash Register icon displayed).
FIG30.IMG

Set the Region Start Time to 0001|01.00.
FIG31.IMG

Select Glue In Section from the Edit menu.
At the Repetitions prompt, type 3 to repeat this Section 3 times.
FIG32.IMG

Select Track 4 as a Source Track to Glue In to.
FIG33.IMG

Select Track 4 as the Destination Track
FIG34.IMG

If there had been any information on Track 4 as it was selected as the Source Track, the information would have been moved 12 bars later to make room for the Glued In Section.  When Gluing In in the middle of an existing Track, the information before the Register Start Time is not affected, and the information after the Register Start Time is moved later by the length of the Glued In Section.


Notes For Glue In Section:

If you try to Glue an empty Section (a Section of 00000.00 length, or a Section with no Tracks selected), you will get an alert saying Nothing to glue.  If your intent is to add blank space in the Track, use Insert/Remove Time instead.

The Punch Mode Settings (Note vs Event; see Chapter 6) apply the same for Glue In Section as they do for Punching.

Since a Section can contain multiple Tracks, but Glue In Section places the result on a single Destination Track, all the rules about Mixing regarding MIDI Channels apply.




******Creating Chain Tracks*****
Once you have defined Sections they can be made to play in any order you specify.  This is called Chaining Sections and is accomplished by creating a Chain Track.  You can take predefined Sections and sequence them in any order without altering the original Tracks, and using very little memory.


::To Create or Edit A Chain Track:

Select Chain from the Inspect menu.
Choose an empty Track or an existing Chain Track with the Left mouse button.


::To Inspect a Chain Track Using Key Commands:
Press Shift C.


::To Instant Inspect a Chain Track:
Both Click on the Track Number of an existing Chain Track.
FIG35.IMG

The Chain Display shows Steps comprised of the Step Number, its starting Time, a Section Number, and if the Section has one, a Section Name. There are 8 Steps shown at a time.  There can be up to 200 Steps per Chain.
You first insert entries into the blank Steps.  Then, the Sections are chosen by Number or by Name.  The Time for each Step is calculated automatically.

If there are 8 or more entries you can scroll to another page by Clicking on the Next box.  
To scroll back, 
Click on Previous.

To Add An Entry in the Chain:
Left Click On the Arrow.

Left Click on the Arrow in the first blank Step to add an entry.  Each time you Left Click, a new entry will be Inserted.  When you Left Click at an existing entry, it will Insert a duplicate of that entry.  All entries below that will move one Step down, and their Times will be recalculated.

If you hold the mouse button down, auto-repeat will insert entries until you release the button.



To Delete An Entry:
-Right Click On the Arrow.
-Right Click on the Arrow in the Step you want to Delete.  It will remove that entry and adjust all others below it by moving them up one Step and recalculating their Times.
Each time you Right Click, an entry will be Deleted.  If you hold the mouse button, auto-repeat will Delete multiple entries until you release the button.



To Change Sections on a Step:
-Click on the Digits to change by Number.
-Click in the Section Name box to select among Named Sections.



To edit a Section Number,
Click on its digits.  As you do so you'll see the Start Times of all later steps change to reflect the length of that Section.  

You can also _select among only the Named Sections_ by Clicking in the Section Name box.
The Chain Track is like a conductor; it tells each Section when to play.  The Time next to the Section Number indicates the actual time the Section will start playing based on the lengths of the Sections in all previous Steps.  It can not be edited,  it is there for reference only.

//Step Number.
//Time at which the Section Starts Playing.
//Click on each Digit to change Section Number.
//Click on Arrow to Insert or Delete Section entries. 
//Click on Section Name to select other Named Sections.
FIG36.IMG

To Create an Endless Chain:
Click on Endless. 

A Chain that is Endless will repeat back to the beginning of the Chain when the end is reached.  If a Chain contains one Section, that Section will play continuously.  If more than one Section appears in a Chain, then the whole Chain will repeat over and over.



To Save A Chain Track:
-Click the Exit button.
-Select a Destination Track to store your Chain.
-Click the Right mouse button.

The Chain Track is now stored on the selected Track and the letter c appears next to the Track Number to indicate the Track is a Chain Track.


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Using Chains
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*****Chain Control*****

A Track that has been assigned to one or more Sections will behave differently if a Chain Track containing one of these Sections is active.  It becomes a slave of the Chain Track and will no longer play any part that is not part of a Section that is included in a Chain.  When you Click Play, any Track that is assigned to a Chained Section displays a Loop symbol in place of the Linear Symbol to denote that it is Chain controlled.  A given Track either functions under control of a Chain or on its own as a Linear or Self-Repeating Track, but not both.

FIG37.IMG

Tracks under Chain control can be muted with their individual Mute buttons.  All Tracks being played by a Chain can be muted by Muting the Chain Track with its Mute button.  
Chain Tracks have a second button that looks like a Mute button in the Channel Assignment Column.  This is the Activate/Deactivate button.  

Activation differs from Muting in its effect on Chain controlled Tracks.

Once a Track has been "claimed" by a Chain Track, it will play only the parts that are included in the Sections in the Chain.  Information that is outside Section boundaries on a Chain Controlled Track will never play.  

To return a Chain Controlled Track to Linear playback, you must either: 
-Remove the Track from all Sections that are included in Chains, or
-Remove all Sections the Track is included in from all Chains, or
-Deactivate all  Chain Tracks.  

The Track will be released when you re-cue the sequence.


Linear, Self-Repeating and Chain Tracks can all play back at the same time.  You can, for example, put the basic parts of a song in a Chain, then improvise a solo on a Linear Track.

In addition, more than one Chain Track can play simultaneously, as long as no two Chain Tracks try to control the same slave Track at the same point in playback.   This allows different length parts playing along side of each other, for example.a one measure drum part playing along with an eight measure bass part.  This is also great for setting up polyrhythms (ie. 3 against 4, 6 against 9).

In the event that you need to have two different parts from the same Track play at the same time under the control of different chains, make a copy or a shadow of that Track and include it in a different Section.



Patch Change and Control Change Chasing

Patch Changes and Control Changes in Tracks under Chain control are not chased (except from the start of the currently playing Section).  For reliable results, it is best to put Patch Changes on Linear Tracks.  Also put initial settings of Control Changes (such as if you want to ensure that MIDI Volume on each affected channel is at 127 whenever you start to play) on Linear Tracks instead of in the first Section.



Chain Activity Display

The Multi-Function Column has a display known as Chain Activity Mode.  As the song plays, it shows the status of the Chain and Chain Controlled Tracks as well as the setting of number of bars to repeat for Self-Repeating Tracks.



Chain Track\Chain Activity Indicator Multi-Function Column\Chain Activity mode

In Chain Activity Mode, the Multi-Function Column shows you one of four readouts for each Track:

CHAINAC1.IMG 