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Kinetic Tutorial

Part One: Understanding Kinetic's Workflow

When the program launches, a splash screen comes up showing you the basic concept of Kinetic and its workflow. I'll proffer my twist on Cakewalk's explanation: the interface can be broken down into 3 areas - The Groove Area, the Pattern Area, and the Song Area.

Groove Area (Groove Mixer):

This panel allows you to create grooves and assign them to a numbered pad in a "bank" in the groove picker (numbered pad on the left-hand side). Each "bank" labeled A, B, C, or D each has 16 pads.

You end up with a total of 64 grooves in any one project. To select, create, or edit a groove you select the Bank (A,B,C, or D) and then a numbered pad. The groove picker will update it's panel to show the currently selected groove. To the right of the groove picker is a mixer. Each channel can have only on patch through the entire song! In effect, you're limited to 16 voices! You can switch patterns - you can't switch voices. Grooves, however, can use all 16 voices if you wish. Tempo controls and a CPU meter appear above the mixer.

Pattern Area:


With a groove selected from the groove picker panel above - you can now further define the grooves within this window. You select a pre-made pattern from the list and then assign a voice (patch) to it. Whichever channel is active above will be assigned the voice you choose here. The panel with the keyboard is the area which you can edit a pattern if you wish.

You may also enter your own patterns in via a MIDI keyboard or manually draw them in the step editor. We'll be back to this area later - but for now just realize this is the area you select patterns and voices.

Song Area:

This panel is the last area you'll work with. Once grooves are all setup - once your patches are all in place - once your FX and panning is all set

- you'll come here and paint your song into this area. You can only paint ONE groove at a time - but remember your grooves can have up to 16 voices in each!


OK! That's the interface in a nutshell - let's take a closer look at the interface and bit by bit we'll create a tune.


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