XZ Mods Beta 0.5.1-Beta

On the player

Beat jump and performance features

Beat jump distances, gate cue, smart cue, key sync and RAM tracks.

Applies to MODERN and CLASSIC

XZ Mods adds performance features to the pads and deck keys: two pages of beat jump sizes you choose, gate cue, smart cue, key shift and KEY SYNC, and RAM tracks. Their settings live on one MODS page, PLAY. Every change saves to your USB as you make it.

The PLAY page

Open MODS and choose PLAY in the section rail.

    1. Press MENU
    2. Tap PLAY
    3. Turn ROTARY SELECTOR 3 clicks clockwise
    4. Press BACK
MODS · PLAY
The PLAY page with the default settings: gate cue and smart cue off, the default jump sizes, and the button above [[LINK]] on INTERFACE.The PLAY page with the default settings: gate cue and smart cue off, the default jump sizes, and the button above [[LINK]] on INTERFACE.
The PLAY page with the default settings: gate cue and smart cue off, the default jump sizes, and the button above LINK on INTERFACE.
  1. 1
    BEAT JUMP PADS

    Opens the beat jump editor. The numbers are your page 1 and page 2 sizes in beats.

  2. 2
    GATE CUE

    Hot cues play only while you hold the pad. Off by default.

  3. 3
    SMART CUE

    A hot cue press also moves the CUE point there. Off by default.

  4. 4
    KEYS

    Opens the key page: key shift and KEY SYNC for all four decks.

  5. 5
    RAM TRACKS

    Opens RAM TRACKS: copy a deck's track into memory.

  6. 6
    BUTTON ABOVE LINK

    What the button above LINK does, alone and with SHIFT. See Controls on the player.

  7. 7
    Dock

    Explains the highlighted row in plain words.

  8. 8
    Works on

    The decks the highlighted feature works on, in mixer order 3 1 2 4. A dim number is a deck it does not work on, with the reason below.

If the cue engine has not reported on this USB loader, GATE CUE and SMART CUE show as SET UP GATE CUE and SET UP SMART CUE instead of switches. See Feature setup.

Beat jump

In BEAT JUMP mode the eight pads form four pairs: A/B, C/D, E/F and G/H. The first pad of a pair jumps back, the second jumps forward, by the same number of beats. With a loop on, the loop moves by that amount instead.

    1. Press MENU
    2. Tap PLAY
    3. Tap BEAT JUMP PADS
    4. Turn ROTARY SELECTOR 2 clicks clockwise
    1. Press BEAT JUMP on the left deck
    2. Press pad A on the left deck
    3. Press pad B on the left deck
    4. Press pad C on the left deck
    5. Press pad D on the left deck
    6. Press pad E on the left deck
    7. Press pad F on the left deck
    8. Press pad G on the left deck
    9. Press pad H on the left deck
    10. Hold SHIFT on the left deck and press BEAT JUMP on the left deck
    11. Press pad A on the left deck
    12. Press pad B on the left deck
    13. Press pad C on the left deck
    14. Press pad D on the left deck
    15. Press pad E on the left deck
    16. Press pad F on the left deck
    17. Press pad G on the left deck
    18. Press pad H on the left deck

You get two pages of sizes:

PageHow you select itDefault sizes A/B, C/D, E/F, G/H
Page 1Press BEAT JUMP1, 2, 4, 8 beats
Page 2Hold SHIFT, press BEAT JUMP, let go of SHIFT16, 32, 64, 128 beats (4, 8, 16, 32 bars)
  1. Press BEAT JUMP for page 1, or SHIFT + BEAT JUMP for page 2.
  2. Let go of SHIFT.
  3. Press a pad. The first pad of a pair jumps back, the second forward.

Each deck remembers its own page. Choosing another pad mode and coming back with BEAT JUMP gives page 1 again. On page 2 the pads light warm red and amber, so you can see which page you are on. SHIFT + pad keeps its normal job on decks 1 and 2.

Change the jump sizes

Open MODS > PLAY > BEAT JUMP PADS. The editor shows the pads as they sit on the deck: A to D on top, E to H below.

    1. Press MENU
    2. Tap PLAY
    3. Tap BEAT JUMP PADS
    4. Turn ROTARY SELECTOR to PAGE 2 and push it
    5. Turn ROTARY SELECTOR to PAGE 1 and push it
    6. Turn ROTARY SELECTOR to PAGE 1: MY SIZES and push it
    7. Turn ROTARY SELECTOR to PAGE 2 and push it
MODS · BEAT JUMP PADS
Editing page 2. Pads A and B are selected and jump 16 beats.Editing page 2. Pads A and B are selected and jump 16 beats.
Editing page 2. Pads A and B are selected and jump 16 beats.
  1. 1
    PAGE 1

    Edit the sizes BEAT JUMP gives.

  2. 2
    PAGE 2

    Edit the sizes SHIFT + BEAT JUMP gives. The filled tab is the page you are editing.

  3. 3
    PAGE 1: STOCK or MY SIZES

    STOCK keeps the player's own 1, 2, 4 and 8 beats on page 1. MY SIZES uses yours. Page 2 always uses yours.

  4. 4
    Pad pair

    Two pads with one size. The left pad jumps back, the right pad forward. The selected pair has a light outline.

  5. 5
    Beats

    The size in beats.

  6. 6
    Bars

    The same size in bars. 4 beats make 1 bar.

  7. 7
    Readout

    The selected pair and its size.

  8. 8
    Sizes

    Tap a size to give it to the selected pair. The filled size is the current one.

  9. 9
    Dock

    What the highlighted control does.

  10. 10
    Works on

    Beat jump works on all four decks.

  1. Choose PAGE 1 or PAGE 2.
  2. For page 1, choose PAGE 1: MY SIZES. With STOCK, page 1 keeps the player's own sizes.
  3. Tap a pad in the pair you want to change.
  4. Tap a size in the row along the bottom.

Without the touch screen, turn the rotary selector to a pair, push it, then turn to step the size. It stops at the smallest and largest size. Push or press BACK when you are done.

Sizes you can choose
Beats1, 2, 4, 8, 16, 32, 64, 128, 256
Bars1/4, 1/2, 1, 2, 4, 8, 16, 32, 64

The sizes apply to every deck. UTILITY's own beat jump setting is separate and does not change them.

SettingChoicesDefault
PAGE 1STOCK, MY SIZESMY SIZES
Page 1 A/B, C/D, E/F, G/H1 to 256 beats1, 2, 4, 8 beats
Page 2 A/B, C/D, E/F, G/H1 to 256 beats16, 32, 64, 128 beats

Decks 3 and 4

Decks 3 and 4 use the same sizes and both pages. They jump along the track's beat grid, or by its BPM when there is no grid. A track with neither jumps at 120 BPM, as on decks 1 and 2. With a loop on, the loop moves.

When a jump is refused

A jump the deck cannot make does nothing else. XZ Mods never silently shortens the selected distance. The screen shows why:

    1. Press BEAT JUMP on the left deck
    2. Press pad A on the left deck
NoticeDeckWhat it means
JUMP UNAVAILABLE: TRACK EDGE, BUFFER OR DECK STATE1 or 2The player refused the jump. It would pass the start or end of the track, or the deck cannot jump right now.
JUMP UNAVAILABLE: BEFORE TRACK START3 or 4The jump would land before the start of the track.
JUMP UNAVAILABLE: AFTER TRACK END3 or 4The jump would land after the end of the track.
JUMP UNAVAILABLE: LOOP MOVE OUT OF TRACK3 or 4Moving the loop would push it past the start or end.
JUMP UNAVAILABLE: NO BEAT GRID OR BPM3 or 4The track's beat grid is damaged, so beats can't be counted. Analyse it again in your DJ software.

Gate cue and smart cue

Both change what a hot cue pad does in HOT CUE mode. Turn them on in MODS > PLAY. Both are off by default, and each works on its own.

    1. Press MENU
    2. Tap PLAY
    3. Tap GATE CUE
    4. Tap SMART CUE
    5. Tap CLOSE
    6. Press HOT CUE on the left deck
    7. Press pad A on the left deck
FeatureWhat a hot cue pad does
GATE CUEThe track plays from the hot cue only while you hold the pad. Let go and it jumps back to the hot cue and pauses. Use it to stab hot cues like samples. Press PLAY/PAUSE while you hold the pad to keep playing after you let go.
SMART CUECalling a hot cue also moves the CUE point there, so CUE takes you back to the last hot cue you used. Recording a new hot cue does not move it.

Gate cue and smart cue work on all four decks. On decks 1 and 2 they need the cue engine; see below.

Feature setup

When the cue engine has not reported on a deck, MODS shows a short setup instead of the switch. It checks the feature on a loaded USB track in four steps: detect, choose deck, enable and test.

    1. Press MENU
    2. Tap PLAY
    3. Tap SET UP GATE CUE
    4. Tap DETECT FEATURE
    5. Tap DETECT FEATURE
    6. Tap USE SELECTED DECK
    7. Tap ENABLE FEATURE
    8. Tap I TESTED IT / DONE
MODS · FEATURE SETUP
The setup page at its first step, checking gate cue. For smart cue it reads SMART CUE.The setup page at its first step, checking gate cue. For smart cue it reads SMART CUE.
The setup page at its first step, checking gate cue. For smart cue it reads SMART CUE.
  1. 1
    Feature

    The feature this setup checks.

  2. 2
    Steps

    The four steps. The button at the bottom always runs the next one.

  3. 3
    Deck

    Choose deck 1 or deck 2.

  4. 4
    What to do

    The instruction for the current step.

  5. 5
    Track

    The track loaded on the chosen deck.

  6. 6
    Status

    FEATURE DETECTED, or what to do when it is missing.

  7. 7
    Next step

    Runs the step. Missing support keeps its reason on the screen.

  1. Load a track from USB on deck 1 or deck 2.
  2. Press DETECT FEATURE.
  3. Choose the deck, then enable the feature.
  4. Close MODS and test it: hold and release a hot cue for gate cue, or call a hot cue and check that the cue point follows for smart cue.
  5. Reopen the setup and confirm.

If the status still asks you to load a USB track while one is loaded, prepare the USB again with the current XZ Mods app.

Keys and KEY SYNC

XZ Mods can move the key of any deck a semitone at a time, and match a deck's key to the master deck with KEY SYNC. The master can be any deck, 1 to 4. The key display then shows the key the track plays in now.

    1. Press MENU
    2. Tap PLAY
    3. Tap KEYS
    4. Turn ROTARY SELECTOR 2 clicks clockwise
    1. Hold SHIFT on the left deck and press SYNC on the left deck

From the deck

  1. Load tracks with analysed keys, and make the deck you want to match to the tempo master.
  2. Hold SHIFT and press SYNC on the deck you want to move. On a side that drives deck 3 or 4, this moves that deck.
  3. The deck shifts to a key that fits the master deck and MASTER TEMPO turns on. A notice shows the new key and the master deck, with RELATIVE KEY when it matches the relative major or minor.

To end KEY SYNC, press SHIFT + SYNC again, or press MASTER TEMPO. Both return the deck to its own key and put MASTER TEMPO back the way it was. After that, MASTER TEMPO does its normal job.

KEY SYNC changes the key only. The tempo, SYNC and the master deck stay as they were.

All four decks can hold key shifts and KEY SYNC together. Before starting a new shift on deck 3 or 4, the player checks its measured audio workload. If there is too little headroom, it shows KEY SHIFT REFUSED: AUDIO LOAD TOO HIGH and leaves the current keys unchanged. Shifts already in use keep running. SYSTEM READOUT shows render times and the number of active key shifters.

If KEY SYNC cannot work, a notice or the deck's key display shows why for a few seconds:

MessageWhat to do
KEY ENGINE OFF: SET UP KEYSThis USB loader has no key engine. Open MODS > PLAY > KEYS and press SET UP KEYS, or prepare the USB again with the current XZ Mods app.
DECK 1 TRACK HAS NO KEY (or another deck)The track on this deck has no analysed key. Analyse it in your DJ software.
LOAD AN ANALYZED TRACK / SET UP KEYSThe deck has no track with an analysed key. Load one.
LOAD A KEYED TRACK ON DECK 2 (or another deck)The master deck has no track with an analysed key.
THIS DECK IS MASTER, MAKE DECK 2 MASTER FIRSTThe deck you pressed is the master, so there is nothing to match. Make another deck the master. On the KEYS page the master deck has no KEY SYNC button and says it is the master.
SELECT ONE LOCAL MASTER / SET UP KEYSNo deck on this player is the tempo master. Press MASTER on the deck to match to.
VERIFY MASTER PLAYING KEY / SET UP KEYSThe master deck's playing key is not known yet. Let it play a moment, then try again.
MASTER CHANGED / RETRY KEY SYNC, TRACK CHANGED / RETRY KEY CONTROLThe master or the track changed before the key moved. Press again.
KEY SHIFT REFUSED: AUDIO LOAD TOO HIGHMeasured audio work leaves too little headroom for a new shift. Existing shifts keep running. Check SYSTEM READOUT and retry when the load falls.
SHIFT OUT OF RANGE, KEY RANGE IS -12 TO +12 SEMITONESThe key that fits is further away than the deck can shift.
EMERGENCY LOOP / LOAD NEXT TRACKThe deck lost its track and loops. Load another track first.

The KEYS page

MODS > PLAY > KEYS does the same from the screen, and adds key shift by semitones. On the play screen, tapping a deck's key opens the same controls for that deck.

    1. Press MENU
    2. Tap PLAY
    3. Tap KEYS
    4. Turn ROTARY SELECTOR to KEY UP and push it
    5. Turn ROTARY SELECTOR to KEY DOWN and push it
    6. Turn ROTARY SELECTOR to RESET and push it
    7. Turn ROTARY SELECTOR to KEY SYNC and push it
MODS · KEYS
The KEYS page for deck 1 with the key engine ready. The deck is in its own key.The KEYS page for deck 1 with the key engine ready. The deck is in its own key.
The KEYS page for deck 1 with the key engine ready. The deck is in its own key.
  1. 1
    Deck

    Choose deck 1, 2, 3 or 4. Where there is room, a tab adds USB DECK for decks 1 and 2 and SOFTWARE for decks 3 and 4.

  2. 2
    KEY DOWN

    Lowers the deck's key one semitone.

  3. 3
    RESET

    Shows the current shift. Press it to return the deck to its own key.

  4. 4
    KEY UP

    Raises the deck's key one semitone.

  5. 5
    KEY SYNC

    Shifts the deck to a key that fits the master deck, as SHIFT + SYNC does.

  6. 6
    Deck keys

    Each deck's own key, the key it plays in now, the cents and SYNC or MASTER. The rows are empty in this picture.

  7. 7
    Works on

    Key shift and KEY SYNC work on all four decks.

With MASTER TEMPO on, the key holds while the tempo moves. Without it, the tempo changes the key too, and the key display shows that.

When the key engine has not reported, the buttons show an amber dot, the dock says NOT READY and SET UP KEYS appears. It opens a short setup that checks the key engine and the chosen deck's track, and ends with a live test:

The key on the MODERN play screen modern

In MODERN each deck's panel beside its waveform shows its key. With PLAYING KEY on, the big key is the key the track plays in now, after tempo and key shift.

MODERN · KEY SYNC
Deck 2 holds KEY SYNC: it plays Bb minor, moved up from its own A minor, 12 cents sharp.
Deck 2 holds KEY SYNC: it plays Bb minor, moved up from its own A minor, 12 cents sharp.
  1. 1
    Key panel

    KEY SYNC, the key the deck plays in now, the cents left over and the track's own key.

  2. 2
    Deck in its own key

    Deck 1 plays in its own key, so the panel shows only KEY and the key.

  3. 3
    MT

    MASTER TEMPO. It blinks while KEY SYNC holds on that deck.

Part of the key panelMeaning
KEY SYNCKEY SYNC holds on this deck.
The big keyThe key the deck plays in now. Green or amber compares it with the master deck's key; see Key and KEY SYNC.
+12¢Cents between the playing key and the nearest semitone.
ORIGINALThe track's own key, shown when the playing key differs.
▲1The key shift in semitones, on older USB loaders that do not report the analysed key.

The key on the CLASSIC play screen classic

In CLASSIC, XZ Mods draws the playing key where the player shows its beat countdown, under the key:

What you seeMeaning
KEY and a keyThe track plays in its own key.
TRACK KEYDeck 3 or 4 shows the track's own key until it reports the key it plays in.
Own key ▸ playing keyThe tempo or a key shift moved the key.
SYNCKEY SYNC holds on this deck. The tile turns green while the key matches the master.
MASTERThis deck is the master that KEY SYNC matches to.
+12c in amberCents between the playing key and the nearest semitone.
Green or amber keyThe playing key compared with the master deck's key, as KEY MATCH COLOURS sets it.
A message in redKEY SYNC could not work; see the table above.

PLAYING KEY

PLAYING KEY is on by default. Turn it off in MODS > SCREEN to show the track's own key instead. In CLASSIC, off brings the beat countdown back. Key notation (AS ON THE USB, MUSICAL or WHEEL) is set on the same page; see Screen, interfaces and themes.

    1. Press MENU
    2. Tap SCREEN
    3. Tap PLAYING KEY
    4. Tap PLAYING KEY
    5. Tap KEY MATCH COLOURS
    6. Tap KEY BEFORE TITLE
    7. Tap CLOSE

Decks 3 and 4 show their playing key too, after tempo and key shift. Until a software deck reports it, the deck shows the track's own key.

RAM tracks experimental

RAM TRACKS copies the track on a deck into the player's memory. The deck then plays from memory, so it keeps playing if the music USB goes out. It works on all four decks. Decks 3 and 4 need the loopback cable connected to start a copy.

    1. Press MENU
    2. Tap PLAY
    3. Tap RAM TRACKS
    4. Turn ROTARY SELECTOR to LOAD TRACK INTO RAM and push it
MODS · RAM TRACKS
Deck 1 on a USB loader without the RAM engine.Deck 1 on a USB loader without the RAM engine.
Deck 1 on a USB loader without the RAM engine.
  1. 1
    Deck

    Choose deck 1, 2, 3 or 4.

  2. 2
    State

    The deck and the state of its RAM copy.

  3. 3
    Source

    The track loaded on that deck, or what to do next.

  4. 4
    Progress

    How much of the track is copied, in MiB.

  5. 5
    Memory

    How much of the 128 MiB the copies use, prepared stems apart, then each deck's copy and state.

  6. 6
    Action

    The one next step for this state: set up, choose a track, load, cancel, retry or release.

  7. 7
    Scope

    What RAM holds for this deck. COPIES AUDIO / STEMS STAY ON USB means only the original audio goes into RAM.

  8. 8
    Reason

    Why the feature is not available. Here the RAM engine is missing.

  1. Load a track from USB on the deck.
  2. Open MODS > PLAY > RAM TRACKS and choose that deck.
  3. Press LOAD TRACK INTO RAM. Keep the USB connected while it copies.
  4. Wait for ORIGINAL AUDIO IN RAM.

A track that plays is also copied on its own when there is room. CANCEL COPY or RELEASE RAM COPY stops that for the loaded track.

StateButtonWhat it means
RAM ENGINE NOT DETECTEDSET UP RAM TRACKSThis USB loader has no RAM engine, or it has not reported yet. The setup checks the engine. If it stays, prepare the USB again with the current XZ Mods app.
LOOPBACK CABLE NOT CONNECTEDSET UP FOUR DECKSDeck 3 or 4 is chosen and decks 3 and 4 are not running. The button opens 4 DECKS.
NOT IN RAMLOAD TRACK INTO RAMThe deck plays from USB.
COPYING TO RAMCANCEL COPYThe copy is running. Cancel leaves the track playing from USB.
ORIGINAL AUDIO IN RAMRELEASE RAM COPYThe deck plays from memory. Release frees the memory and needs the USB still connected.
COPY FAILEDRETRY LOAD INTO RAMThe track keeps playing from USB. Retry; if it fails again, load the track again from USB.
USB OUT / RAM COPY ONLYBACK TO PLAYThe USB is out and the deck plays from memory. The play screen says so in the deck's lane; see below. Load another track to release the copy.

When a copy does not fit, the page says why and offers the next step:

MessageWhat to do
This file exceeds the 64 MiB RAM limit.Press CHOOSE ANOTHER TRACK.
Other RAM tracks leave too little space for this file.Press MANAGE RAM TRACKS, choose a deck with a copy and release it.
Free RAM cannot keep the 64 MiB safety reserve.Release another copy the same way.

When the music USB goes out experimental

    1. Press BROWSE
    2. Push ROTARY SELECTOR
    3. Press LOAD 1

A deck with its whole track in RAM keeps playing when the music USB goes out. The waveform was read from the USB, so the deck's lane cannot draw it any more. A teal card takes its place: WHOLE TRACK IN RAM · PLAYABLE, and under it how to get the waveform back.

Everything else about the deck stays on screen: title and artist, time and remain, BPM, tempo, key, the lamps, the hot cues and the playhead.

PLAY · CLASSIC
Deck 1 plays from RAM after the USB went out. The stem rows, the deck column and the deck strip stay as the player shows them.
Deck 1 plays from RAM after the USB went out. The stem rows, the deck column and the deck strip stay as the player shows them.
  1. 1
    RAM card

    The deck plays its whole track from RAM. The second line says how to get the waveform back.

To get the waveform back, reinsert the same USB or insert another, then load a track from it. The card goes as soon as the deck has a waveform to draw again. Loading a track also ends the deck's RAM copy, as it always does.

On decks 3 and 4 the waveform loaded before the USB went out stays, so the card shows there only if the waveform had not loaded yet.

Line under the button, decks 1 and 2What it means
COPIES AUDIO / STEMS STAY ON USBNo copy yet. RAM TRACKS copies the audio, not the stems.
AUDIO IN RAM / STEMS NEED USBThe audio is in RAM. The stems still read the USB.
AUDIO + STEMS IN RAM / WAVES KEPTThe deck's prepared stems are held in RAM as well, and the loaded waveforms stay.

Quantize

On decks 1 and 2, quantize is the player's own: DECK QUANTIZE and UTILITY work as without XZ Mods. In MODERN each deck shows its QUANTIZE lamp and beat value above its time. You can hide them in MODS > SCREEN > LAMPS AND TITLES.

    1. Press DECK QUANTIZE
    2. Press DECK QUANTIZE

While a side drives deck 3 or 4:

KeyAction
DECK QUANTIZESwitches quantize for every deck. Decks 1 and 2 switch through the player as before.
SHIFT + DECK QUANTIZESwitches quantize only for the deck of that side.

With quantize on, decks 3 and 4 put cue points, loop in and out, hot cues and beat and slip loops on the beat grid, at a one-beat value. SYNC then also locks the deck to the master's beat. Four decks has the rest of what decks 3 and 4 do.