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Input Filtering

In Sensory Percussion V2, your hardware is decoupled from your virtual inputs, which allows you to work on the same session using entirely different setups (for example: your home studio setup and your stage setup). Additionally, there's an infinite world of connections between your virtual inputs and your modules.

To add an input filter to a module, simply click on the + sign and then select what type of filter you want to add.

A screenshot of the add filter dropdown menu

If you then want to edit this existing filter, click on the filter itself to change it to another filter of that same type or remove it altogether.

A screenshot of the edit filter dropdown menu

Sometimes, you might want a specific drum or specific type of drum to control the module. For example, you might want any virtual snare drum you have in your set to control the sounds on snare drum pads.

A screenshot highlighting an All Snares filter on a module

Other times you may have two different virtual snares routed to different pad mappings.

Two screenshots of modules with filters. One is filtering on Snare 1 the other on Snare 2.

In the image above, snare 1 is controlling the snare pads layer, while snare 2 is controlling the melodic sounds layer.

Input filtering allows you to distribute sounds across different drums without having to duplicate modules, saving you time, space, and CPU. For example, you might want both of your toms to share one sample in common, but also give each one its own additional layer of tom samples: one pitched up and one pitched down:

A screenshot showing a top level module filtering on All Toms, and its 3 submodules filtering on Tom 1, Tom 2, and no filter, respectively

The image above shows a group module and all 3 of the samplers it contains: "Low digi tom," "High digi tom," and "disto tom". The first two samplers in the list have "Tom 1" and "Tom 2" input filters, respectively. But the third sampler has no input filter, which means it will inherit the "All Toms" input filter from the Group module it's inside of. That means that hitting either tom will play the "disto tom" sample, but only Tom 1 will play the low tom sample and only Tom 1 will play the high tom sample. This filtering concept also applies to longer chains of modules, not just individual samplers.

Block all input​

The arrow-into-a-bracket icon at the start of the input-filter row is Block all input. Click it to make the module ignore every hit from outside it: your drums, pads, and MIDI input, and hits forwarded by a parent controller or a Metro's clock. A blocked module doesn't trigger, doesn't fire its assignments or modulators from those hits, and doesn't pass them on to its submodules.

A module header with the Block all input icon at the start of the filter row

While input is blocked, the icon turns red and the filter row sits in a hatched red tray marked Blocked. The filters stay visible and editable, so you can fix a filter while the module is blocked. Click the icon again to unblock, and the filters take effect again.

The module's own controls keep working while it's blocked. Its play button still plays it (and fires its assignments and modulators), its stop button stops it, and parameter changes still apply. A stop is never blocked, wherever it comes from.

Inside a controller, you can block a submodule from the filter badge on its row in the modules list: click the badge and choose Block all input.

The filter badge menu on a submodule row, with Add Filter and Block all input

Like Power, Block all input can take an assignment, so a pedal, a pad, or any other source can block and unblock the module while you play.

Block all input, Power, or Mute?
  • Block all input stops outside hits from reaching the module. Its own play button still works, and it keeps sounding until whatever is playing ends.
  • Power turns the module off completely: it ignores every hit and its own play button, its audio fades out, and it stops using CPU. See Power and Mute.
  • The mixer's Mute (M) only silences the audio. Hits still play the module, and its assignments still fire.

The Metro also has its own Block hits button, which stops hits from reaching its pads while still letting them drive its clock.