A bar (also called a measure) is one small chunk of a song, the unit that music is counted in. In AMPLE almost every bar has four beats, so a bar lasts as long as four beats at the current tempo.
At 120 beats per minute a beat takes half a second, so a bar takes two seconds. At 60 it takes four. The song text says where things happen in bars: at 1 for 8 means "start at bar 1 and last 8 bars".
The first bar of the song is bar 1 (not bar 0). Bar 5 starts right after bar 4 ends; "5.5" would be half way through bar 5.
A beat is one pulse of the music, the thing you tap your foot to. Four beats make a bar. Drum patterns divide each bar in 16 smaller steps, so one beat is 4 steps.
A block is one part of the song that makes or changes sound: a chord clip, a drum machine, a bass, a mixer, an effect. In the node editor a block is a box; in the text it is a paragraph with curly braces { }.
Building is making the sound of the song from its blocks. AMPLE only builds what is out of date: a block that did not change, and does not depend on one that did, is not made again. A build never plays anything; press Play for that (it builds first when it must).
A bundle is a block or a chain of blocks saved in your library with its text, its seeds, the files it reads and the audio it made, so you can place it in another song and hear the same sound.
The cache is the pile of takes that were already made. A "cache hit" means a block was found there and did not have to be rendered again, which is why a second build of an unchanged song is almost instant.
A channel is one sound of a sequencer: a drum with its sample, a repeating loop, a bass or a melody. Every channel has its own name, colour, level and pan.
A checkpoint is a snapshot of the saved files that you take yourself, with a name, to be able to come back to exactly this moment. It changes nothing else.
A chord is several notes played together, such as Am (A minor) or F. The chord block takes names like Am F C G and turns them into notes, one chord per bar.
A connection joins an output port of one block to an input port of another. In the text it is a line inside the receiving block: from chords.notes -> notes means "take the notes output of the block chords and feed it into my notes input".
A crossfade blends one sound into another: while the first fades out the second fades in, so a change from one groove to the next has no gap. Use the equal shape so that the middle does not sound quieter.
A diagnostic is a message about a problem in the song text, shown in the Source view. Build errors are the ones that appear when a block cannot be made; they have a code such as AMP5380 and underline the line they point at in red.
An effect changes a sound that goes through it: a reverb adds a room, an EQ shapes the tone, a compressor evens out the loudness. An effect block sits between an instrument and the mixer.
fade also: fades, fade in, fade out, fadeout, fadein
A fade changes the volume over time: a fade in grows from silence, a fade out shrinks to silence. The start and the length are counted in bars or in seconds, and a fade out ends in exact silence.
A filter removes part of a sound: a lowpass lets the lows through and cuts the highs, so the sound gets duller; a highpass does the opposite. The cutoff says where the cut starts.
To fork is to start a new line of work from the main version, as a new garage. The button in the History panel says Start a new try. What you had on the old garage stays in the history.
General MIDI is a standard list of 128 instrument sounds, such as piano, bass and strings, that every compatible instrument knows by number. A sound font is the file with the actual sounds for those instruments.
To humanize is to make music played by a machine sound played by people: every note is moved a tiny bit in time and in velocity, differently every time. Two voices humanized differently never sound exactly together, which is what makes one sound into a crowd.
A lane is an extra output of the sequencer block that carries only some of its channels (for example only the drums). You can connect a lane to any block, so the sequencer feeds several places.
The log is the Log tab: the lines of the last builds, such as which blocks were made, which came from the cache and which failed, with the reason for each failure.
A loop is something that repeats. A loop can be a pattern that repeats each bar, an audio recording that repeats, or the Loop switch in the header, which repeats the audio you are listening to.
The master is the last block of the song: what comes out of it is the song you hear and export. The block called master is the one the Play button plays.
The master seed is the number on the project line (master-seed 424242). Blocks that have no seed of their own derive theirs from it, so changing the master seed changes the variation of every such block at once.
MIDI is a way to write down music as instructions (which note, how long, how hard) instead of as sound. A MIDI block tells an instrument what to play; the instrument turns that into audio.
The mixer adds several sounds together into one, with a level and pan for each. Cables from your instruments go into its inputs; its output goes on to the master.
The node editor is the main picture of AMPLE: blocks as boxes on a canvas with cables between them. The Source view shows the same song as text; you can work in either.
A block is out of date when something it depends on changed since its last build: its own text, a file it reads (such as a sample), or a block that feeds it. Out of date blocks have no take and show "not built". The Play button says "Build and play" when something is out of date.
A package is one file (.ampletx) that holds a saved song and the files it needs, so you can open it on another computer. A Full package can be built again from scratch; a Derived package replaces the first part of the song by audio.
A pattern is a short loop of notes or hits that repeats, for example one bar of kick and snare. A drum pattern is written as a row of steps for each drum voice.
The piano roll is a grid on which you draw notes with the mouse: time runs from left to right and pitch goes up like the keys of a piano. Every change you make is written to the notes text of the clip.
A plan is the complete recipe of a render: the text of the block, the files it reads, the seed, the version of the engine. The take is stored under the fingerprint of its plan, which is how AMPLE knows that the same plan gives the same sound.
The playlist of a sequencer says when each pattern plays: you put clips of patterns on tracks along the bars, and make the clip longer to repeat the pattern.
A port is a dot on the side of a block where a cable can be attached. Inputs are on the left, outputs on the right. A port has a type, such as audio (sound) or notes (which notes to play), and only matching types can be joined.
A project is a folder that holds your songs and everything they use: samples, MIDI files, lyrics, notes, and a hidden .ample folder with the history and the built audio.
The project panel is the Project tab at the bottom of the window: the files of your project as a tree and as tiles, where you add, rename, drag and use them.
To promote is to make the studio the same as the garage. In the History panel the button says Make this the main version. The old studio stays in the history, so nothing is lost.
A proposal is a change that the AI assistant made in a temporary copy of your files. Nothing in your project changes until you accept it, and you can reject it.
Read-only means you can look but not change. AMPLE is read-only while the song has errors that must be fixed in the source first, and while you look at an old revision.
To refactor is to change something and fix everything that depends on it in one step. When you rename a file in the project panel, AMPLE updates all the lines of your songs that name it, and shows them first.
To render is to calculate the actual audio of a block. A build renders the blocks that need it; "render to file" writes the result of a block as a WAV or MP3 file.
A revision is a saved state of the project at one moment. Every save adds one. The history is the list of revisions, and you can go back to any of them.
A sample is a short recording, such as one drum hit, stored as a WAV file in the project. Sampled instruments play recordings instead of making the sound from scratch.
A sample set is a folder of samples that belong together, for example a drum kit (kick.wav, snare.wav, hat.wav) or the recorded notes of a guitar. A block points at the folder, and swapping the folder swaps the sound.
A section is a named stretch of a song, such as verse or chorus. In AMPLE, sections can name a part of a block (at 1 for 8 as verse) and drum patterns can be strung together per section.
A seed is a number that steers the "random" choices of a block, such as slight timing differences or which of several recorded drum hits is picked. The same seed gives the same result every time; another seed gives another variation of the same music.
The sequencer is a block that holds a small studio: channels, patterns and a playlist, in a file of the project. It has a full-screen workspace in the style of loop-based music programs.
A sidechain compressor listens to another sound (its key) instead of to its own input: whenever the key is loud, it presses its own sound down. With the kick as the key, a pad or a choir gets out of the way of every kick and comes back between the hits.
A slot is a setting of a bundle that names a file or a sample folder. You can point a slot at another file when you place the bundle, and that block is then built again with it.
A song is one text file with the extension .amplet. It says which blocks exist, how they are connected and how the project is set. Everything you see in the node editor is drawn from that text, and the other way round.
The source view shows the song as text, the way it is saved, with a red underline under lines that have a problem. Everything you can do in the node editor you can also do here by typing, and the two always show the same song.
A take is the audio a block made in a build, stored in the project. If nothing about a block changed, the next build finds its take and does not render again. When a block changes, its old take stays stored, and the block gets a new one.
The tempo is how fast the song goes, counted in BPM (beats per minute). 60 BPM is one beat a second; 120 BPM is two. It is written on the project line: project "my song" { tempo 100 }.
A voicing is the way a chord is spread over notes: which notes, in which order and which octave. The same chord, Am for instance, can be a few close notes or a wide spread. Close voicings that move by small steps sound smooth.
Volume (or gain) is how loud something is, measured in dB (decibels). 0 dB changes nothing; every -6 dB halves the strength of the signal (it sounds clearly quieter, though not literally half as loud) and every +6 dB doubles it. Each block and each mixer input has a level.