Getting started with LSDj with Infu (course)
A single-page beginner course in fourteen sections by infu (CC BY-NC 4.0): setup and emulators, the sequencer, the ENV envelope, commands, three noise drums, a snare table, a wave kick and bass, the synth screen, and workflow tips such as silent chains. It is deliberately practical — "ABSOLUTELY NO MUSIC THEORY IS REQUIRED" — and gives concrete values for every instrument it builds.
Key claims#
- Setup: hex counting; emulators BGB (Windows), SameBoy (Mac), Lemuroid (Android); use the latest development ROM from littlesounddj.com (the guide follows 9.2.A; the stable 8.5.1 was "months old"), but "give it a week or two in case of any critical bugs" — and "BACKUP OFTEN!"
- Channels: pulses for melodies, bass, leads, arps and kicks/toms; the wave channel "has the lowest octave, making it good for bass, kicks, and has sample playback"; noise for hi-hats, snares, cymbals "or noisy detuned bass".
- Sequencer:
Aon the song screen places chain00,SELECT+RIGHTenters it,Aagain places phrase00; chains are "Music Books" of 16 phrases, phrases "Music Sheets" of 16 steps; phrases are shared globally, so editing one changes every use — clone when a variant is wanted.A+LEFT/RIGHTmoves a note by a semitone,A+UP/DOWNby an octave;A,Agives tooltips and picks the next free instrument/phrase/chain number;STARTplays the current phrase, chain or song depending on the screen;SELECT+STARTplays all channels from any screen. Copy:SELECT+B,B,Bmarks a phrase,Bcopies,SELECT+Apastes;SELECT+Bthen the D-pad makes a custom selection. Cursor over a phrase edge scrolls to the neighbouring phrase in the chain.B+LEFT/RIGHTon the instrument screen switches instruments; INSTR40is reserved for speech. - ENV: three boxes; each is a volume (left,
A+UP/DOWN) and the speed to reach the next box's volume (right,A+LEFT/RIGHT); speed0holds; lower speeds are shorter, "much like the 'release'";[88][00][--]is the default,[07][88][--]fades in,[18][C5][0-]rises from 1 to C at speed 8 then falls to 0 at speed 5. Notes packed too tightly cut each other off. - Commands:
Ppositive01–7F, negativeFF–80(FF= −1), keep values within about20of each other "to avoid a laserbeam";C47major,C37minor, more in LazierGunz's chart (s-chipmusic-tables-and-chords-threads); PITCH changes howPbehaves, CMD/RATE slowsC; the command list is in Project → Help. - Noise drums (one instrument each, named): the note column offers two-digit "white noise" values (
39,2B,3A) and note + octave "metallic noise" (D 0). Hi-hat: ENV[75][00][--]withR02; cymbals from a high metallic note likeC 7. Kick: ENV[F4][00][--], noteD 0, aPcommand next to it (PF0); the long release keeps the punch but lets thePbleed into the next sound. Snare: default[88][00][--]at volume 9, plus a table. - Snare table (table
00): alternatingOpan commands ("wide on the speakers"), a transpose column that starts raised "as this is how real snares sound like", a slow upwardVand a downwardPat the same time ("similar but still different" from a plainP01/P02), ending withA20— "there are only 1F tables. So A20 is effectively impossible and regarded as 'no table'", which stops the table while running effects continue. Tables run at "1 row per tick", i.e. up to six rows per phrase step at the default groove. - Wave kick: a high note with a new WAVE instrument, a table with
ParoundD0; low notes make "the pitch wrap back to the highest octave" unless PITCH is DRUM, which keeps the slide short at the top and slow near the bottom;K00on table step 6 ends the kick before the bass. KIT instruments play samples (two kits, an extra phrase column, the same sample in both kits = louder, possibly into DIST) but cannot be pitched directly. - Synth and wave screens: the Wave screen browses up to
FFwaves per song withB+D-pad; the Synth screen groups them in 16 and interpolates each parameter from its first to its last frame; a bass uses the same synth as the kick with PLAY ONCE/LOOP/PINGPONG, SPEED and LENGTH. Parameters: CUTOFF and Q are the filter; PHASE "allows for easy PWM modulation"; VSHIFT moves the signal up, "good for triggering the DIST"; LIMIT lowers the actual volume precisely. DIST: CLIP stays at the maximum, FOLD mirrors, WRAP wraps to the opposite side. Tips: Q does little until CUTOFF moves; VOLUME above20triggers DIST; LIMIT above0F"does not bring good results easily"; instrument LENGTH shrinks the synth by skipping waves; SPEED and LENGTH can be set from the phrase withW. - Workflow:
SELECTthenB,Aon a chain number clones chain and phrases in place; silent chains (7Eshort,7Dfull-length, made of empty phraseFEin chain7F) keep playback in sync whereverSTARTis pressed; changing TEMPO changes every table, arp and retrig, so sound design shifts slightly; CLEAN SONG DATA frees unused chains/phrases. Old tutorials differ: noise notes follow another pattern in 8.5.1, and the envelope "previously and confusingly called 'ADSR'" was more limited. Communities: ABOC, pUwUlsewave, GeekbeatRadio.
Practical takeaways#
Three drums, one snare table and one wave kick are enough to start; name instruments, keep silent chains for gaps, back up, and read PITCH = DRUM as the fix for wrapping kick slides.
Notable quotes#
"It is more of a mini-Phrase screen that runs at full speed or 1 row per tick."
Pages touched#
instrument-design · instrument-tables · adsr-envelope · wavetable-programming · song-init-and-looping · tracking-workflow · chord-arpeggio · stereo-panning · lsdj · infu · levels-and-headroom