DivSkip – Manual
Multimode Trigger and Gate Processor
DivSkip is a 4 channel Trigger / Gate processor for Eurorack. Eight modes on four independent channels make this 8HP module a Swiss Army Knife to chain behind clock utilities, trigger sequencers, logic modules, and LFOs.
It processes their output to overlay rhythmic patterns, randomness, chance, speed ramps, ratchets, or variable gate lengths. A / B outputs allow you to stack multiple modes of logic processing by self-patching the module.
Toggle switches and Click-to-Mute knobs facilitate an immediate, improvisational workflow. The visualization on its LED rings keeps it intuitive and easy to understand.
DivSkip is the first module collaboration between UK musician and video creator DivKid and Making Sound Machines, a duo of synth makers from Düsseldorf, Germany.
Quickstart Guide#
You are reading the web manual for DivSkip, which takes an in-depth look at the modes and ideas behind the module.
DivSkip comes with a printed quickstart guide as well. Here you can find the PDF version.
Connect to power#
DivSkip requires a -12V / +12V Eurorack power supply. Connect the 2x5 pin header on the back to the bus board of your Eurorack case using the included ribbon cable.
The red stripe on the ribbon cable needs to match the Red Stripe mark on both DivSkip and bus board.
The power consumption is: +12V 45 mA / -12V 15 mA
Four Channel Layout#
DivSkip has four identical channels. Each one operates independently and can be set to one of 8 modes, processing a trigger input into a pair of trigger or gate outputs A / B.
The knob is a push potentiometer.
Click it to mute the channel output.
Turn it to fine tune how the channel behaves, adjusting a parameter for the currently selected mode.
Hold it for 2 seconds, then release, to To enter mode selection, press the Knob for 2s, then release. Point to one of the 8 modes, and confirm with a click.
You can automate the knob setting with CV. The Control Voltage you plug into the jack (range: -5V - +5V) is added to (or subtracted from) the baseline value you set using the knob (center is 0V).
Trigger Inputs 1 to 4 are normalled. Any input you plug into Channel 1 is duplicated to the channels on its right. If you plug a second signal into any other input (Channels 2 to 4), it breaks that connection and in turn its signal is duplicated to the channels on its right.
Trigger Outputs A / B are a pair of trigger or gate signals, 0 to 10V level. They are the result of the processing on their channel, and depend on the mode their channel is set to.
Knobs and Control Voltage#
The Knobs at the top are used to adjust the parameter for its channel 1 - 4. What that parameter does depends on the mode the channel is set to. Please refer to the chapter on each mode for a description.
You can also automate the knob values using CV.
The Control Voltage you plug into the jack (range: -5V - +5V) is added to (or subtracted from) the baseline value you set using the knob.
Here are some use cases as an example:
Without CV, you get the value set by the knob. Think of it as 0 - 5V.
If you provide a negative CV, it is subtracted from the knob value, and is limited to a minimum value of 0V. If you plug in a positive CV, it is added to the knob value and is limited to a maximum value of 5V.
If you plug in a unipolar LFO or envelope, it is added to the knob value and is limited at a maximum value of 5V. If you plug in a bipolar LFO, it modulates the signal around the knob value.
Using a step sequencer, you can set individual values and use the knob as an offset.
Mode Selection#
DivSkip lets you select a mode of operation for each of its four channels. To select a mode, press and hold the Channel Knob for 2s, then release. The LEDs on that channel will display a multicolor pattern divided into 8 segments, with the segment corresponding to the active mode highlighted.
As long as the original segment is highlighted, a short press will return you to the previous mode. Turn the knob to highlight any other segment, then short press the knob to confirm your mode selection.
In Mode Selection menu, each of the 8 colors represents one mode:
● ● | Red | Bernoulli Gate (Weighted Probability) |
● ● | Orange | Clock Divider |
● ● | Light Green | Turing |
● ● | Pink | Euclidean Split |
● ● | Cyan | Euclidean Classic |
● ● | Blue | Ramp / Gate Length and Delay (coarse) |
● ● | Violet | Retrigger / Gate Length and Delay (fine) |
● ● | Green | Pattern |
Mutes - M1 and M2#
DivSkip lets you mute the Outputs A and B of each of its channels. Simply short tap and release a knob to set a channel to enable or disable mute.
When mute is enabled, the LED ring switches from the Mode display to a solid color (either cyan - M1 or orange - M2).
M1 - cyan#
DivSkip has two sets of Mutes, labeled M1 (cyan LEDs) and M2 (orange LEDs) that can hold a Mute setting for all four channels.
Bernoulli Gate - regular Display | ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ ○ ○ |
Both outputs A and B muted | ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● |
Flip the switch labeled M1 - M2 to select either one or the other.
M2 - orange#
Bernoulli Gate - regular Display | ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ ○ ○ |
Both outputs A and B muted | ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● |
This is a great tool for live improvisation, allowing you to create two states on the module and switch between them for variation, or transitioning into another part of a track.
Trigger Input and Output A / B#
Each of the four channels on DivSkip has a Trigger Input and a set of two Outputs A and B.
The input takes a trigger or gate, and processes it once it detects a rising edge. A and B then output the processed signal, depending on the Mode that the channel is set to.
The Trigger Inputs are normalled, so any input you plug into Channel 1 is duplicated to the channels on its right. If you plug a second signal into any other channel, it breaks that connection and in turn its signal is duplicated to the channels on its right.
The leftmost switch lets you set whether the Outputs return a trigger or gate. This setting affects all channels globally. The LED indicators A and B below the knobs display whether an output is set high (LED is on) or low (LED is off).
Trigger Mode#
A rising edge on the Trigger input of the channel produces a 5ms trigger on either Trigger Out A or B.
Gate Mode#
A rising edge on the Trigger input of the channel sets the output high, and keep it high until the next event occurs. Two consecutive events going to the same channel result in a gate length spanning two steps.
Auto-reset and Save#
Automatic reset#
Any channel that does not receive a trigger for longer than 3 seconds times out and resets its internal sequence to the first step (a quarter note at 20 bpm).
Each channel evaluates this independently. If only the first input is patched, all 4 channels reset at the same time, after 3 seconds of inactivity. And if individual inputs are patched for each channel, each one may time out differently.
Sending a trigger to a muted channel still counts as activity; the evaluation happens at the input stage.
Automatic Save#
If there is no input activity for longer than 10 seconds, DivSkip will auto-save its state. This is indicated by the rings blinking white for a split second.
These Parameters are saved:
- the Mode selected for each channel
- the Mutes set for cyan and orange mute mode
- the last Turing pattern for each channel
Before you power off your case, stop the input signal or clock going to the module, and wait for 10 seconds. The LEDs will blink white once the save is performed. Next time you power your case, you can pick up where you left off.
Mode 1 – Bernoulli Gate (Weighted Probability)#
A Bernoulli Gate (Weighted Probability) takes an incoming trigger and determines, by means of a coin toss, whether to output it on Trigger Out A or B.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 1, and confirm with a click.
The knob position sets the bias, or how likely the coin toss is going to result in A or B respectively.
The LEDs show the distribution of the expected outcome.
Will always result in A | ● ● ● ● ● ● ● ● ○ ○ ○ ○ ○ ○ ○ ○ |
Often results in A, occasionally B | ○ ○ ● ● ● ● ● ● ● ● ○ ○ ○ ○ ○ ○ |
Equal distribution of A and B | ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ ○ ○ |
Occasionally results in A, often B | ○ ○ ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ |
Will always result in B | ○ ○ ○ ○ ○ ○ ○ ○ ● ● ● ● ● ● ● ● |
In the middle position, at 12 o’clock (four red and four blue LEDs are active), you get an equal distribution of A and B results.
Equal distribution of A ● and B ● | ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ ○ ○ |
The events still occur in random order, so don’t expect the event to alternate from left to right. Rather, if you were to note down each coin toss over a certain amount of time, you would approach a statistical distribution of 50% each.
Turn the knob all the way counter clockwise (only red LEDs are active) and the coin toss always results in A.
Will always result in A ● | ● ● ● ● ● ● ● ● ○ ○ ○ ○ ○ ○ ○ ○ |
If you turn the knob clockwise (blue LEDs are being introduced), you increase the chance of the coin toss resulting in B.
Occasionally results in A ● but more often results in B ● |
○ ○ ○ ○ ○ ○ ● ● ● ● ● ● ● ● ○ ○ |
All the way clockwise (only blue LEDs are active), and a trigger input always results in an output at B.
Will always result in B ● | ○ ○ ○ ○ ○ ○ ○ ○ ● ● ● ● ● ● ● ● |
Patch Ideas#
A Bernoulli Gate (Weighted Probability) works great for triggering variations of the same sound - one with short decay on Out A, one with long decay on Out B, like open and closed hihats - to create lively sonic variation, randomly switching over from one sound to the other with every Input.
In Gate mode, you will get high and zero voltage switching randomly with every Trigger In - great as CV for opening and closing cutoff on a filter, or fold on a wavefolder, for sudden changes in timbre.
If you use either Trigger or Gate Mode to self-patch from one of the Outputs to the Trigger Input of another channel, you can use Weighted Probability Mode to randomly advance the receiving channel, and set how likely that is to happen.
Mode 2 – Clock Divider#
The Clock Divider mode lets you define how many trigger inputs are required for one trigger output to occur on Trigger Out A or B.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 2, and confirm with a click.
One output every 4 inputs | ● ○ ○ ○ |
One output every 8 inputs | ● ○ ○ ○ ○ ○ ○ ○ |
The knob position sets the clock division, and splits the LED display into the number of steps it takes for Channel A (red) and Channel B (blue) to produce a trigger.
A highlight for each Channel (orange for Channel A, and Cyan for Channel B) shows you when the next output is going to occur.
Set the knob to the middle position, 12 o’clock (eight red and eight blue LEDs are active). When the knob is centered, both dividers are eight steps long.
Apply a regular sequence of triggers to the input. You get an output on the first step, with the highlighted step on each side progressing towards the Channel A and B indicators.
A ● 1 output every 8 inputs
B ● 1 output every 8 inputs |
● ● ● ● ● ● ● ● | ● ● ● ● ● ● ● ● |
Once a loop is completed, the highlights reset to the start of the sequence, and a trigger occurs on Trigger Out A and B.
Turn the knob counter clockwise (fewer red, more blue LEDs are active) and the number of steps required to output a trigger will decrease for Channel A, increasing the steps necessary to output a trigger on Channel B.
In this example, Divider A is 4 steps, and B is 12 steps long.
A ● 1 output every 4 inputs
B ● 1 output every 12 inputs |
● ● ● ● | ● ● ● ● ● ● ● ● ● ● ● ● |
Turn the knob clockwise (more red, fewer blue LEDs are active) and the number of steps required to output a trigger on Channel A will increase, shortening the sequence for Channel B.
Here, Divider A is 11 steps, and B is 5 steps long.
A ● 1 output every 11 inputs
B ● 1 output every 5 inputs |
● ● ● ● ● ● ● ● ● ● ● | ● ● ● ● ● |
Patch Ideas#
Clock Divider Mode in itself can hold musical value - take a sixteenth note pulse clock and divide it by 4, and you get a four to the floor Kick drum pattern. Or divide it by 3 or 6, and you get syncopated repeats that line up periodically with a 4/4 beat. Or divide it by (multiples of) 5 or 7 to get a downbeat for more exotic meters.
A long clock divider can be great to trigger repeating events that stick out in a sequence. Use a clock divider of 12 or 16 to trigger something every 3 or 4 beats - such a ramp or retrigger event on another DivSkip channel.
If you use the Clock Divider to self-patch from one of its outputs to the Trigger Input of another channel, you can use it to advance the receiving channels at slower, regular intervals.
Take a sixteenth note pulse clock and set it to a clock divider of 4 at channel A, 12 at channel B. You can then use Out A to advance a second channel every beat and Out B to advance a third channel every 3 beats.
Mode 3 – Turing#
Turing Mode combines a shift register noise generator with control over loop length and the randomness of newly introduced steps, as made popular in Eurorack by Tom Whitwell (Music Thing Modular) and his fantastic DIY module, the Turing Machine.
This Mode emulates aspects of the original module, with simplified controls and a focus on Trigger / Gate generation as opposed to a CV output.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 3, and confirm with a click.
The LEDs help you determine the length of the Loop (dimly lit red background) - and whether a step is set (highlighted in red) and produces a trigger at Channel A, or not set and produces a trigger on Channel B.
A trigger on the input right-hand shifts the sequence by one step.
The knob position determines the way in which Turing Mode operates.
When the knob is centered, the sequence is 16 steps long. A plays lit steps, B plays dimmed steps.
8 steps set in a loop of 16 | ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● |
Knob under 12 o'clock: Set length of sequence#
The knob range from counter clockwise to 12 o’clock lets you set the length of the Loop, ranging from 1 - 16 steps.
The sequence in this range is locked, introducing no changes to the sequence and copying the outgoing step back into the input of the sequence.
7 steps set in a loop of 12 | ● ● ● ● ● ● ● ● ● ● ● ● | ○ ○ ○ ○ |
There is one exception: with the knob set all the way counter clockwise, Turing mode will set the looping step high, and always produce a trigger.
Knob over 12 o'clock: Gradually more random#
Starting at 12 o’clock and progressively increasing all the way to fully clockwise, the knob position determines how likely it is that an incoming step is randomly flipped.
Introducing random steps | ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● |
It lets you introduce a bit of random at the beginning, and a completely random sequence turned all the way up.
Once you find a sequence you like, set the knob to noon to lock it at 16 steps, or further counter clockwise to shorten the loop.
Patch Ideas#
Turing Mode draws its appeal from a range of being totally random - with the knob set completely clockwise - to being in a repeating loop of variable length - knob at 12 o'clock and counter-clockwise.
You can imagine the mode working like a faucet - turn it up and let random events drip or flow in, then turn it down and play with the mix of hot and cold you created. Turn it all the way down to drain the sink into a small puddle of events.
Patterns generated by Turing Mode are great for syncopated Kick drums, or, making use of the inverted Output B, pairs of high and low percussion like congas or toms, or open and closed hihats.
Gate Mode produces loops or a random sequence of different length of 5 volt and zero volt, great for sequencing a waveshaper or pitch on another module. Adding an Attenuverter module in between will afford you more control.
If you use the Turing Mode to self-patch from one of its Outs to the input of another channel, you can use it to advance the receiving channel at looped, irregular intervals, or totally at random.
Euclidean Rhythms#
The Euclidean algorithm is a way of dividing an integer length into the most even distribution that can be achieved from whole-numbered steps. Since any time signature in written music already provides a whole-numbered divider (length) and a distribution of notes (steps), Euclidean rhythms have become a staple of mathematically generating musical patterns.
While the concept may sound abstract, musicians will be instantly familiar with its application: dividing a length of a bar (16 sixteenth notes) into four results in a pattern of 4 quarter notes. Dividing it by six results in two groups of 3-3-2 patterns, or the familiar clave rhythm.
4 steps over length 16: quarter notes | ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ |
6 steps over length 16: two groups of a clave | ● ○ ○ ● ○ ○ ● ○ ● ○ ○ ● ○ ○ ● ○ |
DivSkip presents two modes that implement them.
Mode 4 – Euclidean Split#
The Euclidean Split Mode works similar to Clock Divider Mode in that you set a length for sequence A (violet background) and sequence B (blue background) using the knob.
A Euclidean Rhythm with three steps (A: pink, B: cyan) is then distributed on top of that length. A highlight advances through the sequence (A: bright pink, B: bright cyan) to show the current step.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 4, and confirm with a click.
Set the knob to the middle position, 12 o'clock (eight violet and eight blue LEDs are active). Three steps (A: pink, B: cyan) are set on each side, both loops are 8 steps long. The pattern is a 3:3:2 clave.
The playheads move from the middle (split) towards the A / B LEDs.
A ● 3 steps, length 8 B ● 3 steps, length 8 |
● ● ● ● ● ● ● ● | ● ● ●● ● ● ● ● |
Turn the knob counter clockwise (fewer violet, more blue LEDs light up) and the loop length decreases for Channel A, leaving more steps to complete for Channel B - with the active three steps automatically redistributing according to the Euclidean algorithm.
A ● 3 steps, length 6 B ● 3 steps, length 10 |
● ● ● ● ● ● | ●● ● ●● ● ● ● ● ● |
Turn the knob clockwise (more violet, fewer blue LEDs are active) and the loop length for Channel A increases, leaving a shorter sequence for Channel B.
A ● 3 steps, length 11 B ● 3 steps, length 5 |
● ● ● ● ● ● ● ● ● ●● | ● ● ● ● ● |
In this mode, apply a regular sequence of triggers to the input to produce cool clave-like rhythms. Adjust the loop length using the knob.
Mode 5 – Euclidean Classic#
The Euclidean Classic Mode makes use of the fact that steps (numerator) over length (denominator) make up a fraction, which can often be simplified (reduced).
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 5, and confirm with a click.
Patterns which can be reduced into another yield the same musical result: 4 steps over length 16, 2 steps over length 8, and 1 step over length 4 all sound the same in a loop, one trigger every four steps.
4 steps over length 16 | ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ |
2 steps over length 8 | ● ○ ○ ○ ● ○ ○ ○ |
1 step over length 4 | ● ○ ○ ○ |
This is equally true for more complex patterns. Here is one example:
8 steps over length 12 | ● ● ○ ● ● ○ ● ● ○ ● ● ○ |
4 steps over length 6 | ● ● ○ ● ● ○ |
2 step over length 3 | ● ● ○ |
With the maximum step length limited to 16 steps, you can eliminate a large number numerator / denominator combinations and be left with the most interesting patterns.
In this mode Channel B gives you the inverse pattern of Channel A. This means A plays green steps, B plays blue steps. White denotes the length of the pattern.
5 steps set in a loop of 8 | ● ● ● ● ● ● ● ● | ○ ○ ○ ○ ○ ○ ○ ○ |
Output loop for A ● | ● ○ ● ● ○ ● ● ○ |
Output loop for B ● (inverse) | ○ ● ○ ○ ● ○ ○ ● |
Moving the knob from counter clockwise to clockwise, you find a range of patterns increasing from length 4 to length 16, each with a number of variations on how many steps are set within that sequence.
The longest pattern are 5 steps over length 16.
We selected the most musically interesting patterns from length 4 through 16 to come up with the 32 rhythms presented in this mode:
4 | 1 | ● ○ ○ ○ |
2 | ● ○ ● ○ | |
3 | ● ● ● ○ | |
5 | 1 | ● ○ ○ ○ ○ |
2 | ● ○ ● ○ ○ | |
3 | ● ○ ● ○ ● | |
6 | 1 | ● ○ ○ ○ ○ ○ |
2 | ● ○ ○ ● ○ ○ | |
3 | ● ● ○ ● ● ○ | |
5 | ● ● ● ● ● ○ | |
7 | 1 | ● ○ ○ ○ ○ ○ ○ |
2 | ● ○ ○ ● ○ ○ ○ | |
3 | ● ○ ● ○ ● ○ ○ | |
8 | 1 | ● ○ ○ ○ ○ ○ ○ ○ |
3 | ● ○ ○ ● ○ ○ ● ○ | |
5 | ● ○ ● ● ○ ● ● ○ | |
9 | 1 | ● ○ ○ ○ ○ ○ ○ ○ ○ |
4 | ● ○ ● ○ ● ○ ● ○ ○ | |
10 | 3 | ● ○ ○ ● ○ ○ ● ○ ○ ○ |
7 | ● ● ○ ● ● ○ ● ● ○ ● | |
11 | 3 | ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ |
4 | ● ○ ○ ● ○ ○ ● ○ ○ ● ○ | |
12 | 5 | ● ○ ● ○ ○ ● ○ ● ○ ○ ● ○ |
7 | ● ○ ● ○ ● ● ○ ● ○ ● ● ○ | |
13 | 3 | ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ ○ |
4 | ● ○ ○ ● ○ ○ ● ○ ○ ● ○ ○ ○ | |
14 | 3 | ● ○ ○ ○ ○ ● ○ ○ ○ ○ ● ○ ○ ○ |
5 | ● ○ ○ ● ○ ○ ● ○ ○ ● ○ ○ ● ○ | |
15 | 4 | ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ ○ ● ○ ○ |
7 | ● ○ ● ○ ● ○ ● ○ ● ○ ● ○ ● ○ ○ | |
16 | 3 | ● ○ ○ ○ ○ ● ○ ○ ○ ○ ● ○ ○ ○ ○ ○ |
5 | ● ○ ○ ● ○ ○ ● ○ ○ ● ○ ○ ● ○ ○ ○ |
Euclidean Rhythms - Patch Ideas#
Euclidean Rhythms work great when set in contrast to a very simple straight rhythm. Imagine a four to the floor Kick pattern - then on top of that, a clave with 3 steps over 8 length, creating a 3-3-2 pattern.
If you now set the length to a larger or uneven number, the syncopations you get from the Euclidean rhythm will need longer to loop around or meet up with the Bass drum, creating an interesting interplay between simple and complex looping rhythms.
You can also swap the elements around - imagine a simple clap on 2 and 4, and an intricate, looping Kick drum pattern for a cool breakbeat style drum loop.
If your drum modules detect rising edge triggers, switching between Trigger and Gate Mode will give you additional instant variants, as Gate Mode collates two neighbouring triggers into a longer gate event.
If you use Euclidean Mode to self-patch from one of its Outs to the input of another channel, the receiving channel advances at looped, rhythmic intervals. Triggering one Euclidean Rhythm with another one can result in interesting, evolving Trigger or Gate patterns with inherent structure, but long loop points.
Timed Modes#
The following two modes, Ramp and Retrigger distinguish themselves from the rest in that for each incoming trigger, they produce a sequence of timed events at the output. A second input trigger, coming in before the event has finished, restarts the sequence.
Mode 6 – Ramp / Gate Length and Delay (coarse)#
For every trigger input, Ramp Mode produces 16 trigger events for which the time interval between two triggers performs a speed ramp. It will either speed up, slow down, or first speed up, then slow down.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 6, and confirm with a click.
Trigger Mode: Ramp#
In Trigger mode, the knob set the slopes of the speed ramp. The LED ring shows the skew (A: orange and B: blue).
Input Trigger | ● |
Output A+B speeds up | ● ● ● ● ● ● ●● |
Output A+B speeds up, then slows down | ● ● ● ●● ● ● ● |
Output A+B slows down | ●● ● ● ● ● ● ● |
A trigger input produces a sequence of sixteen 5ms triggers on Outputs A+B, with varying time intervals in between.
With the knob set at 12 o'clock (eight orange and eight turquoise LEDs are active) the Output speeds up, then slows down.
The highlighted steps on each side progress upwards from the Channel A and B indicators.
Input Trigger | single | ● |
Output A+B | ramps up, then down | ● ● ● ●● ● ● ● |
With the knob set all the way counter clockwise (only turquoise LEDs are active), the resulting Output A+B speeds up over the course of 16 steps.
Input Trigger | single | ● |
Output A+B | ramps up | ● ● ● ● ● ● ●● |
Turn all the way clockwise (all orange LEDs are active) and the triggers on output A and B slow down.
Input Trigger | single | ● |
Output A+B | slows down | ●● ● ● ● ● ● ● |
Gate Mode: Gate Length and Delay (coarse)#
In Gate mode, a trigger input produces a Gate on output A, then after a time switches over to a Gate on output B.
This means you adjust gate length on channel A, and at the same time delay gate B by the time gate A needs to complete.
Input Trigger | ● |
Output A | ● ○ ○ ○ ○ ○ ○○ |
Output B | ○ ● ● ● ● ● ●● |
Gate mode uses the same ramping time intervals as the retriggers, giving you exponential control over the duration of the gate.
Compared with retrigger mode, this produces longer and more diverse timespans, but coarse control.
A knob setting at 12 o’clock produces two gates of equal length. If you send a trigger to the input, you get a gate on output A, then a gate of the same length on output B.
Input Trigger | single | ● |
Output A ● Lilac | medium gate | ● ● ● ●○ ○ ○ ○ |
Output B ● Turquoise | medium delay + gate | ○ ○ ○ ○● ● ● ● |
Turning the knob counter clockwise produces a shorter gate on output A than output B. This means you get a long gate B after a short delay of A.
Input Trigger | single | ● |
Output A ● Lilac | long gate | ● ○ ○ ○ ○ ○ ○○ |
Output B ● Turquoise | long delay, short gate | ○ ● ● ● ● ● ●● |
Turning the knob clockwise increases the gate length of output A, increasing the delay and decreasing the gate length of output B.
Input Trigger | single | ● |
Output A ● Lilac | long gate | ●● ● ● ● ● ● ○ |
Output B ● Turquoise | long delay, short gate | ○○ ○ ○ ○ ○ ○ ● |
Mode 7 – Retrigger / Gate Length and Delay (fine)#
For every trigger input, Retrigger (Ratchet) Mode produces a number of fast retrigger events, ranging from a flam (two triggers) to a prolonged drum roll.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 7, and confirm with a click.
Trigger Mode: Retrigger#
In Trigger Mode, the knob position lets you set the number of retriggers, changing the length of the ratchet.
Input Trigger | ● |
Output | ●●●●●●●●●●●● |
It splits the LED display into a number of retriggers for Channel A (lilac) and Channel B (turquoise). A highlight for each Channel (Violet for Channel A, and Cyan for Channel B) shows you the progression of the retrigger.
Set the knob to the middle position, 12 o'clock (eight lilac and eight turquoise LEDs are lit). If you send a trigger to the input, you get a burst of eight retriggers on each output. The highlighted steps on each side progresses upwards from the Channel A and B indicators.
Input Trigger | single | ● |
Output A ● Lilac | 8x retrigger | ●●●●●●●●○○○○○○○○ |
Output B ● Turquoise | 8x retrigger | ●●●●●●●●○○○○○○○○ |
Turn the knob counter clockwise (fewer lilac, more turquoise LEDs light up) and the number of retriggers will decrease for Channel A, leaving a larger amount to complete for Channel B.
Input Trigger | single | ● |
Output A ● Lilac | 4x retrigger | ●●●●○○○○○○○○○○○○ |
Output B ● Turquoise | 12x retrigger | ●●●●●●●●●●●●○○○○ |
Turn the knob clockwise (more lilac, fewer turquoise LEDs light up) and the number of retriggers to complete for Channel A will increase, leaving a shorter sequence for Channel B.
Input Trigger | single | ● |
Output A ● Lilac | 14x retrigger | ●●●●●●●●●●●●●●○○ |
Output B ● Turquoise | 2x retrigger | ●●○○○○○○○○○○○○○○ |
Gate Mode: Gate Length and Delay (fine)#
In Gate mode, a trigger input produces a Gate on output A, then after a time switches over to a Gate on output B.
This means you adjust gate length on channel A, and at the same time delay gate B by the time gate A needs to complete.
Input Trigger | ● |
Output A | ●●●●○○○○○○○○○○○○ |
Output B | ○○○○●●●●●●●●●●●● |
Gate mode uses the same short time intervals as the retriggers, giving you very fine linear control over the duration of the gate.
Compared with ramp mode, this produces shorter overall timespans, but finer control.
A knob setting at 12 o’clock produces two gates of equal length. If you send a trigger to the input, you get a gate on output A, then a gate of the same length on output B.
Input Trigger | single | ● |
Output A ● Lilac | medium gate | ●●●●●●●●○○○○○○○○ |
Output B ● Turquoise | medium delay + gate | ○○○○○○○○●●●●●●●● |
Turning the knob counter clockwise produces a shorter gate on output A than output B. This means you get a long gate B after a short delay of A.
Input Trigger | single | ● |
Output A ● Lilac | short gate | ●●●●○○○○○○○○○○○○ |
Output B ● Turquoise | short delay, long gate | ○○○○●●●●●●●●●●●● |
Turning the knob clockwise increases the gate length of output A, increasing the delay and decreasing the gate length of output B.
Input Trigger | single | ● |
Output A ● Lilac | long gate | ●●●●●●●●●●●●●●○○ |
Output B ● Turquoise | long delay, short gate | ○○○○○○○○○○○○○○●● |
Patch Ideas#
Retriggers are a great tool for producing glitches, flams and drum rolls. Self-patched into another DivSkip channel input, they advance the target channel by a number of steps in brief succession.
In Gate Mode, try applying variable gate length to ADSR envelopes and VCAs to finetune the timing in your patches.
Some analog drum cirtcuitry, such as the Twin-T filters used in classic drum machines like the Roland TR-808, will also vary in volume and timbre depending on the gate length used.
Self-patch the gate delay (output B) to a second channel to delay the receiving track against an earlier one with a straight clock, creating flams and subtle shuffle between two tracks.
Mode 8: Pattern#
Pattern Mode rounds out the palette of the module with a number of curated rhythm patterns for creating beats on the fly, ranging from Electro and Disco to House and Techno.
To enter mode selection, press the Knob for 2s, then release.
Point the knob to Mode 8, and confirm with a click.
Patch a sixteenth note (4ppqn) clock into the Trigger Input.
Each channel has 24 patterns of 64 steps (4 bars) for a pair of instruments on outputs A /B. Use the knob to select patterns for Channels 1-4.
The instrument pairs are:
Channel 1 | A | ● | Red | Kick |
B | ● | Cyan | Snare | |
Channel 2 | A | ● | Orange | Closed HiHat |
B | ● | Cyan | Open HiHat | |
Channel 3 | A | ● | Yellow | Percussion 1 (low) |
B | ● | Cyan | Percussion 2 (high) | |
Channel 4 | A | ○ | White | Closed HiHat |
B | ● | Cyan | Open HiHat |
The LEDs display the steps for out A (red, orange, yellow, white), overlaid with the steps for out B (cyan).
The pair plays as a linked sequence of 4 bars x 16 steps. A highlight advances through the sequence (bright cyan) to show the current step.
Once 16 steps are completed, the next bar is displayed. After 4 pages of 16 steps, the display loops around to the first page.
Here are some examples on how to read the pattern display:
Channel 1: A typical syncopated kick pattern on output A (red), and a snare on 2 and 4 with a sixtheenth note upbeat on output B (cyan):
Channel 1 A ● Kick | ●●●○○○○○●○●●○○●○ |
Channel 1 B ● Snare | ○○○○●○○○○○○○●○○● |
Both A / B combined | ●○○○●○●●○○○●●○●● |
Channel 2: a Closed Hihat on every 8th note on output A (orange), and an Open Hihat at the start of the bar on output B (cyan):
Channel 2 A ● Closed Hihat | ●○●○●○●○●○●○●○●○ |
Channel 2 B ● Open Hihat | ●○○○○○○○○○○○○○○○ |
Both A / B combined | ●○●○●○●○●○●○●○●○ |
Channel 3: Perc 1 plays offbeats on output A (yellow), Perc 2 playe a syncopated pattern on output B (cyan):
Channel 3 A ● Perc 1 | ○○●○○○●○○○●○○○●○ |
Channel 3 B ● Perc 2 | ○●○●○○○○○○○●○○○○ |
Both A / B combined | ○●●●○○●○○○●○○○●○ |
Channel 4: Closed Hihat eigth notes and upbeats on output A (white), and Open Hihats in the middle of the bar (cyan - inactive steps grey).
Channel 4 A ○ Closed Hihat | ●●○○●●○○●●○○●●○○ |
Channel 4 B ● Open Hihat | ●●●●●●●●●●●●●●●● |
Both A / B combined | ●●○○●●●○●●○○●●○○ |
Patch Ideas#
The Patterns are curated to give a quick start into an improvised jam using the module, and are meant to be combined with the other modes on the module, to create a wide range of flexibility in trigger and gate pattern generation.
For example, use the patterns in Channel 1 A and B to trigger a Kick and a Clap module, then set Channel 2 to Euclidean Split and trigger percussion from the A and B channels.
Or self-patch the output of a hihat pattern on Channel 2 A into a channel set to Bernoulli Gate (Weighted Probability) to intermittently leave out steps from the pattern and create new variations on the fly.
Another great self-patch for Pattern Mode is to use the output of any pattern and patch it into the Trigger Input of a channel set to Retrigger Mode, generating flams and drum rolls for that track with the receiving channel.
Firmware#
To update the firmware on DivSkip, you need a Computer, a USB-C cable and the .UF2 file containing a new version of the module’s firmware.
Install firmware#
Here are the steps required to update your firmware to the latest build:
- Download the latest .UF2 file (links below)
- With DivSkip powered off, connect the USB-C cable to the module
- Then plug the other end of the USB cable into your computer
- Hold the boot button on the module (top left) and power on the module.
- Release the boot button
A device appears on your computer (RPI-RP2) and a window pops up. Copy the .UF2 file from your computer to the window and wait for the process to finish. After the process is finished, the module should reset and the window should disappear.
Once the firmware update is completed, you can remove the USB cable.
Changelog#
1.000#
Initial release. Click to download UF2 image.
Thank you#
Thank you for your time, enthusiasm and care, sharing insights and advice.
Stijn and Priscilla – TiNRS This is Not Rocket Science Lauri – Vaski Embedded Manu – Befaco Jan – Kabuki Tony – Tony DeKaro Alex – mmalex and the Plinky community Mo and Kamilla – LithoTunes for the 3D printed parts
The DIY community and the shops propelling synth DIY forward.
Steve, Will and Will – Thonk Manuel and Hagen – Exploding Shed Daniel and Madeleine – Mülheim Modular Joe Proswell – dsp.coffee