Here’s an example of the AI Interactive Manual in action to give you an idea of how you might use it to explore ideas and settings in the Polyend Mess…
Prompt: *Imagine receiving a steady drone signal. With a goal to use that signal and create some time-based, pitch-based and panning based effects - simultaneously - so as to end up with an IDM like glitchy rhythm, what would you suggest are settings to use on the Polyend Mess? Which effects, set how? And which steps to use, set how? Trails on/off/other?
*
RESPONSE:
Yes: I’d build this as a Parallel-routing preset, not Series. Since your input is a steady drone, Parallel lets each Mess track “strike” the drone independently: one track chops time, one throws pitch slices, one pans, one adds delay/grain residue. Mess supports Series, Dual Parallel, and Parallel routing; in Parallel, all tracks operate independently and are summed.
Preset: “Drone → IDM Glitch Grid”
Global starting point
Set Tempo around 132–148 BPM. Use Global Mix around 70–85% wet so the dry drone still anchors the rhythm. Set input conservatively, because stacked rhythmic effects can spike in level; the manual recommends gain-staging each track toward unity and watching for resonant/delay spikes.
Set Preset Routing: Parallel.
Track 1 — Time slicing / rhythmic stutter
Effect: Micro Looper → Stereo Slice
Why: Stereo Slice repeats the selected step in L/R ping-pong mode, with tempo-synced pitch rise/drop behavior. Its parameters are Speed, Semitones, Slope.
Track settings
- Effect Mix: 90–100%
- Effect Gain: slightly below unity, maybe -3 dB
- Seq Length: 16
- Seq Speed: 1/1 or 1/2
Steps
Activate: 1, 4, 7, 10, 11, 14, 16
Per-step ideas:
| Step |
Speed |
Semitones |
Slope |
Chance |
| 1 |
medium |
0 |
flat/down |
Always |
| 4 |
fast |
+12 |
up |
70% |
| 7 |
very fast |
-12 |
down |
50% |
| 10 |
fast |
+7 |
up |
Always |
| 11 |
very fast |
-5 |
down |
60% |
| 14 |
medium-fast |
+12 |
down |
40% |
| 16 |
fastest |
-12 or +12 |
abrupt |
Always |
This gives the drone “drum hits” without needing an actual drum source.
Trails: Only Trails or Off.
For tight IDM edits, start with Only Trails if you want the repeats/tails but no dry drone between inactive steps. Firmware 1.2 describes Only Trails as cutting the dry signal on inactive steps, useful for parallel effects and repeat patterns. Use Off for harsher machine-gun gating.
Track 2 — Pitch-glitch voice
Effect: Pitch Shifter → Textural
Why: Textural is a lo-fi-flavored pitch shifter, and its parameters are Semitones and Quality.
Track settings
- Effect Mix: 65–80%
- Effect Gain: -4 to -6 dB
- Seq Length: 15
- Seq Speed: 1/1
Using 15 steps against Track 1’s 16 creates a slow phase-shift/polymetric feel; Mess allows per-track speed and length for polymetric sequencing.
Steps
Activate: 2, 5, 8, 12, 15
Per-step semitone values:
| Step |
Semitones |
Quality |
Chance |
| 2 |
+12 |
medium/low |
70% |
| 5 |
-12 |
low |
50% |
| 8 |
+7 |
medium |
Always |
| 12 |
-5 |
low |
60% |
| 15 |
+19 or +24 |
low/medium |
30–40% |
This track should not be constant. It should “throw shards” of the drone into different registers.
Trails: Off.
Pitch trails can smear the rhythm. Keep them clipped unless you want a more ambient Autechre-ish wash.
Track 3 — Panning rhythm
Effect: Panning → Synced
Why: Synced panning locks the panned signal to tempo/subdivision, with Amount, Time Base, Waveform as parameters.
Track settings
- Effect Mix: 100%
- Effect Gain: 0 dB or slightly down
- Seq Length: 13
- Seq Speed: 1/1 or 2x if you want frantic stereo motion
Steps
Activate: 1, 3, 6, 9, 10, 13
Per-step ideas:
| Step |
Amount |
Time Base |
Waveform |
Chance |
| 1 |
hard |
1/8 |
square |
Always |
| 3 |
medium |
1/16 |
triangle |
70% |
| 6 |
hard |
1/16 |
square |
Always |
| 9 |
medium |
1/8T |
sine/triangle |
60% |
| 10 |
hard |
1/32 |
square |
50% |
| 13 |
hard |
1/16 |
random-feeling shape |
Always |
The 13-step length keeps the stereo accents rotating against the 16-step stutter and 15-step pitch track.
Trails: Off or Only Trails.
Panning does not need long tails. Use Off for clean stereo cuts. Use Only Trails only if the panner is part of a parallel “ghost rhythm.”
Track 4 — Glitch wash / delay debris
Two good choices:
Option A: Delay debris
Effect: Delay → Ping-Pong Delay → Copy
Copy is a long loopy ping-pong delay with Time 1 and Feedback.
Settings
- Effect Mix: 35–55%
- Feedback: medium-high, but not runaway
- Seq Length: 16
- Seq Speed: 1/2 or 1/1
Activate: 3, 6, 12, 15
Use different Time 1 values per step: short on 3, longer on 6, dotted-feeling on 12, very short on 15.
Trails: Trails & Dry.
Firmware 1.2 says Trails & Dry lets effect tails continue decaying on inactive steps while the dry signal passes. That is ideal for delay residue around the tighter slice/pitch hits.
Option B: Granular dirt instead of delay
Effect: Particle Sampler → Noisy or Scanner
Noisy is described as “dirty bits and bobs of sound,” while Scanner grabs small fragments; these are good for glitch debris. Their parameters include density/grain/shape or spray/shape/offset depending on the model.
Activate: 4, 8, 11, 16
Trails: Only Trails for ghost particles without constant dry drone, or Trails & Dry for a smeared texture bed.
The combined 16-step idea
Think of the four tracks as independent rhythm layers:
Step: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
T1 Slice: X . . X . . X . . X X . . X . X
T2 Pitch: . X . . X . . X . . . X . . X .
T3 Pan: X . X . . X . . X X . . X . . .
T4 Delay: . . X . . X . . . . . X . . X .
Mess lets active steps trigger the effect, and holding a step while turning the encoders edits that step’s effect-specific parameters; Play Chance is also per-step, so use probability to stop the loop from sounding too fixed.
Trails summary
For this preset I’d set:
| Track |
Effect role |
Trails |
| 1 |
Stereo Slice stutter |
Only Trails or Off |
| 2 |
Textural pitch hits |
Off |
| 3 |
Synced panning |
Off |
| 4 |
Delay/granular residue |
Trails & Dry |
Firmware 1.2 trails are saved per preset and can be set per track: Off, Only Trails, or Trails & Dry.
Performance tweak
Assign the Macro to either Track 1 Mix, Track 4 Feedback/Mix, or Master Output. Firmware 1.2 adds master output control via macro knob, CC#92, or expression pedal, which is useful because dense parallel glitch presets can jump in level.