TIDAL MIXER

the Tidal Trigger music engine, on the desk

888126BPM ·

Pads

Play with keys 1–7 — notes follow the level's key, quantized to the grid; they ride the SFX fader and land in full-mix stems.

Arrangement

Bright = full, dim = thinned, dark = silent; click a bar to override the live engine (cycles full → thinned → silent, hover shows overrides; click through to clear). Row name cycles its colour. Under DESK v2 each row carries its fader and M/S; greyed bars = channel not voiced by this track. The last bar cuts mid-bar where the level isn't bar-aligned; ✦ marks a scheduled remix.

Game channels

±1 trims around the game's standard mix — the exact desk from the pause screen. M mutes, S solos.

Your channels

Phase-locked to the groove. Patterns are 16ths across one bar; pitched voices follow the game's chord progression.

Stems

Solo-renders each channel live from the engine and captures the master as 16-bit WAV. Recording starts on the next bar.

Set timings — the 20 five-level blocks

SetLevelsKeyBPMLevel lengths (s)TotalBars/level
1L1–5A126–12718 · 19 · 21 · 22 · 241:439.3–12.5
2L6–10G128–12925 · 26 · 28 · 29 · 302:1713.3–16.1
3L11–15C129–13130 · 30 · 29 · 29 · 292:27~16
4L16–20D13129 · 29 · 29 · 28 · 282:23~15.6
5L21–25F132–13328 ×52:20~15.5
6L26–30E133–13528 · 28 · 28 · 28 · 272:18~15.4
7L31–35Bb135–13627 ×52:16~15.4
8L36–40D137–13827 ×52:15~15.5
9L41–45Ab138–14027 ×52:15~15.6
10L46–50B14027 ×52:15~15.7
11L51–55F#141–14227 ×52:15~15.9
12L56–60Eb142–14427 ×52:15~16.1
13L61–65A144–14527 ×52:16~16.4
14L66–70G146–14727 · 27 · 27 · 27 · 282:17~16.7
15L71–75C147–14928 ×52:18~17.1
16L76–80D14928 ×52:20~17.4
17L81–85F150–15128 · 28 · 28 · 28 · 292:22~17.8
18L86–90E151–15329 · 29 · 29 · 29 · 302:26~18.5
19L91–95Bb153 / 151.4930 · 30 · 31 · 31 · 312:34~19.4
20L96–100D151.49 exact32 · 32 · 32 · 33 · 332:42~20.4
Generated from the engine's levelBpm / levelLen / levelSpeed / THEME_ROOTS (normal speed; casual +25% duration, BPM unchanged). Grand total 46:14 for a clean L1→100. BPM steps every 3 levels; L92–100 is the physics-locked plateau (90×gravity/(launchBase+launchBoost) = 151.485 — author those stems at that exact figure). Levels are not bar-aligned; key changes fire grid-quantized at level transitions, so author 4/8-bar loops that survive a mid-bar handoff.