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Adaptive game music

Switch between exploration and combat on a musical boundary and add or remove layers while the pad keeps sounding. Playback uses a separate 16% host monitor gain; begin with a low device volume.

Sections
Layers (effective at the current beat)
Portable arrangement project

Save includes named voices, synthesis settings, tempo/meter, sections and edited layer/gain targets. Loading replaces and stops the prior owned arrangement; Start is always explicit. Names and controls are rebuilt from the file, including projects with different sections/layers. Live beat position, pending changes and fades, oscillator/envelope/filter state are not saved.

No audio created.

Positive fades crossfade removed and incoming layers; shared layers stay continuous. Try lowering the shared pad gain while switching sections. Layer gain multiplies note expression without changing global engine gain. A change commits no earlier than the notes already admitted to the audio clock. Pause releases owned notes; Resume restarts musically from that beat, not an exact DSP-state restore. Tempo ramps are linear in BPM across beats.

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