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Notes/Music Technology/MIDI and sequencing
Notes · Music TechnologyUK · A-Levels

MIDI and sequencing

MIDI is the language that lets instruments and computers exchange performance data - not sound, but instructions. This topic explains what MIDI is and the data chain that carries it, the messages it sends (note on/off, velocity, control change, pitch bend), the ways a part is recorded (real-time and step input), how MIDI is quantised and edited in the piano-roll and other environments, and how sequenced MIDI drives virtual instruments to build an arrangement.

6 sections·~22 min reading time·3 competencies·Level Foundation 1 · Standard 4 · Advanced 1

T·101010 / 16
Exam profile
C2 · Record, quantise and edit MIDI to program expressive partsC4 · Explain MIDI messages and the MIDI data chain and distinguish MIDI from audioC2 · Sequence virtual instruments and use controllers and automation in an arrangement
Operators:describeexplainidentifyapplyjustify

basic level

The AS foundation is what MIDI is, note and velocity messages, and real-time versus step input.

higher level

The full A-level adds the full message set, quantise and piano-roll editing, and sequencing virtual instruments with controllers.

Depth

Reading depth: In depth

Text

Text size: Standard

Contents · 6 sections▾
  1. MIDI and sequencing
    • 01What MIDI is: data, not audio○
    • 02MIDI messages◐
    • 03Recording MIDI: real-time and step input◐
    • 04Quantise and MIDI editing◐
    • 05Editing environments: piano-roll, list, drum, score◐
    • 06Sequencing and arranging with MIDI●
§ 01

What MIDI is: data, not audio#

●○○FoundationLPPearson 9MT0 - MIDI and sequencing

The MIDI data chain

MIDI data chainGraph, Controller (keyboard/pads) → DAW (record + edit MIDI), DAW (record + edit MIDI) → Sound source (virtual instrument), Sound source (virtual instrument) → Audio outputController(keyboard/pads)DAW (record +edit MIDI)Sound source(virtualinstrument)Audio outputMIDI data(USB/DIN)MIDI datageneratesaudio
Fig. 1The MIDI data chain: a controller sends performance data to the DAW, which records and edits it and passes it to a sound source (virtual instrument) that generates the actual audio.

Key points

MIDI (Musical Instrument Digital Interface) is a standard, agreed in the 1980s, that lets electronic instruments, computers and controllers communicate. Its defining feature is that it carries performance data, not sound: when you press a key on a MIDI keyboard, no audio travels down the cable - instead a message is sent saying which note was pressed, how hard, and when it was released. Something at the other end (a synth or a virtual instrument) then makes the actual sound. Grasping this - MIDI is instructions, not audio - is the foundation of the whole topic.
Because MIDI is just data, it is extraordinarily flexible. The same recorded MIDI performance can be played back by any instrument (a piano sound today, a synth tomorrow), transposed, have its timing or individual notes edited, be sped up or slowed without changing pitch, and be printed as notation - none of which is possible with a fixed audio recording. This editability is why parts are often programmed as MIDI: every aspect of the performance stays open to change.
MIDI travels along a data chain. A controller (a keyboard, pad controller or control surface) generates the messages; they pass, historically down a 5-pin DIN cable and now usually over USB, into the DAW, which records and can edit them; the DAW then sends the messages on to a sound source - a hardware synth or, far more commonly today, a virtual instrument (software) - which generates the audio. MIDI supports 16 channels on one connection, so up to sixteen instruments can be addressed separately.
The distinction from audio recurs throughout production. A MIDI track stores note and controller data and needs an instrument to be heard; an audio track stores the actual recorded sound. You can change the instrument on a MIDI track freely; you cannot change what an audio recording is of. Latency, editing, transposition and file size all behave differently for the two, so knowing which you are working with is essential.
For the exam, be able to state that MIDI carries performance data (not audio), describe the data chain (controller to DAW to sound source, over USB or DIN, on up to 16 channels), and explain the flexibility this gives - re-voicing, transposing, editing and notating a performance - compared with a fixed audio recording. This is one of the most fundamental and frequently tested distinctions in the subject.
Worked example

Why MIDI stays editable

A producer records a keyboard part as MIDI and later decides it should be a different instrument, transposed up a tone. Explain why both changes are trivial, and what would be needed if it had been recorded as audio.

  1. 01MIDI is data

    The MIDI track stores only which notes were played, when, and how hard - not the sound itself.

  2. 02Change the instrument

    Because the notes drive whatever instrument is assigned, swapping the virtual instrument re-voices the whole part instantly, with no re-recording.

  3. 03Transpose

    Transposing up a tone simply adds 2 to every note number in the data, so the DAW replays the part two semitones higher with no artefacts.

  4. 04If it were audio

    An audio recording is a fixed capture of one instrument, so re-voicing would need re-recording, and transposing would need pitch-shifting with its artefacts.

Result: As MIDI, re-voicing and transposing are instant data edits; as audio, they would require re-recording or artefact-prone pitch-shifting - because MIDI is instructions, not sound.

Exam focus

  • State that MIDI carries performance data, not audio, and describe the data chain (controller to DAW to sound source, 16 channels).
  • Explain the flexibility of MIDI (re-voice, transpose, edit, notate) versus a fixed audio recording.

Typical mistakes

  • Thinking MIDI carries sound - it carries instructions; a sound source is needed to hear it.
  • Confusing a MIDI track (editable data) with an audio track (a fixed recording).

Active revision

Explain why a bass line recorded as MIDI can have its instrument changed and be transposed after recording, but a bass line recorded as audio cannot.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)

§ 02

MIDI messages#

●●○StandardLPPearson 9MT0 - MIDI and sequencing

Types of MIDI message

MIDI messagesProbability tree, 6 paths, Data: Channel → Note on/off (number + velocity); Channel → Control change (CC1 mod, CC7 vol, CC11 expr, CC64 sustain); Channel → Pitch bend (high-res); Channel → Program change (patch); Channel → Aftertouch (pressure); System → MIDI clock (tempo sync)ChannelSystemMIDI messagesNote on/off (number + velocity)Control change (CC1 mod, CC7 vol, CC11 …Pitch bend (high-res)Program change (patch)Aftertouch (pressure)MIDI clock (tempo sync)
Fig. 2The main MIDI messages: channel messages address one of 16 channels (notes, controllers, bend, patch, pressure); system messages (clock) synchronise the whole setup.

Key points

MIDI communicates through a set of messages, and knowing the main ones is essential to editing and programming. The most basic are note on and note off: a note-on message carries a note number (0-127, where 60 is middle C) and a velocity (0-127, how hard the key was struck); a note-off ends it. Velocity is crucial because it usually controls both loudness and, on well-sampled or synthesised instruments, timbre - a high velocity being louder and brighter.
Control change (CC) messages carry the movements of continuous controllers, each on a numbered CC. Common ones are the modulation wheel (CC1, often adding vibrato), channel volume (CC7), pan (CC10), expression (CC11, for swells within a note) and the sustain pedal (CC64, an on/off switch). CC data is how the expressive gestures of a performance - swells, vibrato, pedalling, filter sweeps - are recorded and edited alongside the notes.
Pitch bend is a dedicated, high-resolution message (not a CC) that bends the pitch smoothly up or down, used for the expressive slides and bends of leads and solos; its range is set on the receiving instrument. Program change selects which sound (patch) an instrument uses, so a single MIDI track can switch instruments' presets. Aftertouch (channel pressure) sends how hard a key is pressed after the initial strike, adding vibrato or swells to held notes.
MIDI messages are of two broad kinds. Channel messages (note on/off, CC, pitch bend, program change, aftertouch) are addressed to one of the 16 channels, so different instruments respond to their own channel. System messages affect the whole setup - most importantly MIDI clock and related timing messages, which synchronise tempo between devices so a drum machine, sequencer and DAW all run in time. This is how hardware and software stay locked to one tempo.
For the exam, be able to identify the main messages and what each carries: note on/off with note number and velocity, control change (CC1 mod, CC7 volume, CC11 expression, CC64 sustain), pitch bend, program change and aftertouch, plus MIDI clock for sync. Knowing which message records a particular expressive gesture - vibrato, a swell, a pitch bend, pedalling - is a common and precise exam requirement.
Worked example

Choosing the right message for a gesture

You are programming a string part and want (a) a vibrato that swells on held notes, (b) a smooth crescendo within a sustained note, and (c) an expressive upward pitch slide. Which MIDI message serves each?

  1. 01Vibrato on held notes

    Use the modulation wheel (CC1), which most instruments map to vibrato depth, drawn in to swell on the held notes; aftertouch could also drive it from key pressure.

  2. 02Crescendo within a note

    Use expression (CC11) to raise the level smoothly through a sustained note, giving a crescendo without re-triggering it.

  3. 03Pitch slide

    Use pitch bend, the dedicated high-resolution message, to slide the pitch up smoothly and expressively.

  4. 04Note the distinctions

    Velocity would only change the initial strike, so it cannot swell a held note - the continuous CCs and pitch bend are the right tools for within-note gestures.

Result: Modulation (CC1) or aftertouch for the vibrato swell, expression (CC11) for the crescendo, and pitch bend for the slide - each gesture has its own message.

Exam focus

  • Identify note on/off (note number + velocity), control change (mod, volume, expression, sustain), pitch bend, program change and aftertouch.
  • State which message records a given gesture (velocity for dynamics, CC11 for a swell, pitch bend for a slide, CC64 for the pedal).

Typical mistakes

  • Treating pitch bend as a control change - it is a separate, higher-resolution message.
  • Thinking velocity only sets volume - on many instruments it also changes timbre (brightness).

Active revision

State which MIDI message you would edit to add a vibrato swell to a held note, to record sustain-pedal use, and to make a note louder and brighter.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)

§ 03

Recording MIDI: real-time and step input#

●●○StandardLPPearson 9MT0 - MIDI and sequencing

Real-time versus step input

Real-time vs step inputVenn diagram with 2 sets, Real-time input, Step inputReal-time inputStep inputplay live to aclick; captur…one note at atime on the g…createeditable MIDI…
Fig. 3Real-time input plays the part live for feel; step input enters notes one at a time for perfect timing and any complexity. Both create editable MIDI notes.

Key points

There are two fundamental ways to get MIDI notes into a sequencer. Real-time input means playing the part live on a controller while the DAW records, usually against a metronome (click), so the performance - including its timing, velocity and expression - is captured as it is played. It is fast and musical and preserves the human feel, but it demands the ability to play the part, and any timing or wrong-note errors are recorded and must be edited or re-taken.
Step input (step-time entry) enters notes one at a time, without playing in time: you choose a note value (say an eighth note), then press the pitches, and each is placed on the grid at that value in turn, the cursor advancing after each entry. Because there is no live performance, timing is perfect by construction and you can enter parts far beyond your playing ability - fast runs, complex chords, intricate drum patterns - at your own pace.
The two suit different situations. Real-time input is best for expressive, feel-based parts (a keyboard groove, a played bass line) where the human timing and dynamics are the point. Step input is best for precise, mechanical or virtuosic parts (a tight sixteenth-note hi-hat, an arpeggio too fast to play, a dense chord voicing) where accuracy matters more than feel, or when the programmer is not a fluent keyboard player.
Both methods can be combined and refined. Overdubbing (or merge recording) lets you add more notes to an existing MIDI part on subsequent passes - building a drum pattern by recording the kick on one pass and the snare on the next. After real-time recording, quantise and manual editing (next section) tidy the timing; after step input, real-time controller passes can add expression. The two are complementary stages of programming a part.
For the exam, be able to describe real-time input (playing live to a click, capturing feel, needing playing ability) and step input (entering notes one at a time on the grid, perfect timing, any complexity), and to choose the appropriate method for a described part. Recognising that step input trades feel for precision and accessibility, while real-time trades precision for human feel, is the key judgement.
Worked example

Choosing an input method

You must program a loose, felt electric-piano chord groove and, separately, a machine-tight sixteenth-note synth arpeggio that is too fast to play. Which input method suits each?

  1. 01The electric-piano groove

    The feel and dynamics are the point, so record it in real time on a keyboard against a click, capturing the human timing and velocities.

  2. 02The fast arpeggio

    It is too fast to play accurately and needs machine-tight timing, so use step input at a sixteenth-note value, entering each pitch in turn on the grid.

  3. 03Refine each

    Lightly quantise the real-time groove if it drifts too far; add a real-time controller pass (filter, expression) over the step-entered arpeggio for movement.

  4. 04Justify

    Real-time preserves feel where feel matters; step input guarantees precision and complexity where accuracy matters.

Result: Real-time input for the felt chord groove and step input for the too-fast arpeggio - matching method to whether feel or precision is wanted.

Exam focus

  • Describe real-time input (played live to a click, captures feel) and step input (one note at a time, perfect timing).
  • Choose the method to suit a part (real-time for feel, step for precision/virtuosity or limited playing ability) and describe overdubbing.

Typical mistakes

  • Assuming step-input parts need quantising - they are placed exactly on the grid already; real-time parts are the ones that usually need quantising.
  • Trying to play a part too difficult to perform in real time when step input would enter it accurately.

Active revision

State whether real-time or step input suits (a) a felt, groovy keyboard chord part and (b) a very fast, even sixteenth-note synth arpeggio, and justify each.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)

§ 04

Quantise and MIDI editing#

●●○StandardLPPearson 9MT0 - MIDI and sequencing

Straight versus swung eighth-note timing

Straight vs swung eighths (beats)Number line, straight off-beat (even), swung off-beat (delayed), on-beat00.511.52straight off-beat(even)swung off-beat(delayed)on-beat
Fig. 4Quantise moves notes to the grid. A swing quantise delays the off-beat eighths (from the even halfway point to later) for a long-short, lilting feel.

Key points

Because MIDI is data, editing it is direct and precise: each note is an event whose pitch, start time, length and velocity are numbers that can be changed at will. This makes MIDI far easier to correct than audio - a wrong note is simply dragged to the right pitch, a late note to the right time, a quiet note to a higher velocity - with no processing artefacts, because you are editing instructions, not a recording.
Quantise corrects timing by moving each note's start to the nearest position on a chosen grid (quarter, eighth, sixteenth notes). Set to full strength it snaps every note exactly onto the grid for a machine-tight feel; as with audio, a quantise strength below 100% pulls notes most of the way to the grid while keeping some of the original human timing, avoiding a rigid, lifeless result. Since MIDI notes are events, quantise simply relocates them, cleanly and reversibly.
Swing is a musical alternative to a straight grid. Instead of placing every subdivision evenly, swing delays the off-beats (the second of each pair of eighths or sixteenths) by a set amount, producing the long-short, lilting feel of jazz, shuffle and much groove-based music. A swing quantise applies this timing template, so a straight-played or step-entered part takes on a swung pocket. The swing percentage sets how far the off-beats are delayed.
Beyond timing, MIDI editing shapes the whole performance. Note lengths are trimmed for the right articulation (staccato or legato); velocities are edited or scaled to shape dynamics and accents; notes are transposed or nudged; and continuous controller (CC) data is drawn or edited to add expression. Humanising - adding slight, controlled random variation to timing and velocity - can restore life to an over-quantised or step-entered part, the opposite move to quantising.
For the exam, be able to explain MIDI quantise (moving note events to a grid, with value, strength and swing), contrast it with audio quantise (no slicing needed - MIDI moves events directly), and describe the range of MIDI edits (pitch, timing, length, velocity, CC) that shape a performance. The judgement is the familiar one: tighten enough to lock the groove, but keep or restore enough variation that it breathes.
Worked example

Swinging a step-entered hi-hat

A sixteenth-note hi-hat was step-entered dead straight and sounds mechanical. Give it a swung, human feel.

  1. 01Apply swing

    Apply a swing quantise (say 55-62%) at the sixteenth value, which delays the off-beat sixteenths to create the long-short shuffle feel.

  2. 02Vary the velocities

    Edit the velocities so the on-beats are a little stronger and the off-beats lighter, adding a natural accent pattern instead of identical hits.

  3. 03Humanise slightly

    Add a small amount of timing and velocity humanisation so no two hits are identical, removing the machine-gun uniformity.

  4. 04Audition

    The hi-hat now lilts with a swung, accented, slightly varied feel rather than sounding rigidly programmed.

Result: A swing quantise plus velocity shaping and slight humanisation turn a dead-straight step-entered hi-hat into a swung, human-feeling groove.

Exam focus

  • Explain MIDI quantise (move note events to a grid; value, strength, swing) and why it is cleaner than audio quantise.
  • Describe MIDI editing of pitch, timing, note length, velocity and CC data, and the role of swing and humanising.

Typical mistakes

  • Quantising to 100% strength routinely and losing all the feel; a partial strength keeps some human timing.
  • Forgetting that velocity edits (not just note moves) are needed to shape dynamics and accents in a programmed part.

Active revision

Explain how you would give a straight, step-entered hi-hat part a swung feel and keep it from sounding mechanical, naming the two settings you would use.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)

§ 05

Editing environments: piano-roll, list, drum, score#

●●○StandardLPPearson 9MT0 - MIDI and sequencing

The piano-roll layout

Piano-roll editorSchematic diagram with 7 elements, pitch, time (beats), note (high), note (mid), note (low)pitchtime (beats)note (high)note (mid)note (low)
Fig. 5The piano-roll: pitch runs up the vertical axis, time along the horizontal axis, and each note is a bar whose position gives pitch and start and whose length gives duration.

Key points

A DAW offers several editors for MIDI, each suited to a different task, and choosing the right one speeds up programming. The piano-roll (matrix) editor is the most-used: pitch runs up the vertical axis (shown as a keyboard) and time runs along the horizontal axis, with each note drawn as a horizontal bar whose position gives its pitch and start, and whose length gives its duration. A separate lane below shows and edits velocity and controller data.
The piano-roll is powerful because it makes a MIDI part visual and directly editable: you can see the shape of a melody, drag notes to new pitches or times, lengthen or shorten them, draw new notes, and select and transform groups. It is the natural home for melodic and harmonic editing, and its velocity lane makes shaping dynamics straightforward. Most MIDI work happens here.
Other editors suit other tasks. The event list (or list editor) shows every MIDI event as a numeric line - exact time, type, note number, velocity - which is ideal for precise, surgical edits and for finding stray or duplicate events, though it is not visual. The drum (or step) editor lays out a grid of drum sounds against time for programming beats, often with a step-sequencer feel. The score (notation) editor shows the MIDI as staff notation for those who read music, and can produce a printable part.
The environments show the same underlying MIDI data in different ways, so an edit made in one appears in all - moving a note in the piano-roll changes its entry in the list and its position in the score. The skill is choosing the view that makes a given task easiest: the piano-roll for melodic shaping, the list for surgical precision, the drum editor for beats, the score for notation and reading.
For the exam, be able to describe the piano-roll layout (pitch vertical, time horizontal, notes as bars, a velocity/CC lane) and the purpose of the list, drum and score editors, and to choose the right environment for a task. Understanding that all the editors are windows onto the same MIDI data - so edits are consistent across them - is the underlying point.
Worked example

Choosing the right editor

You must (a) shape the rising dynamics of a synth melody, (b) program a tight drum beat, and (c) hand a notated part to a session player. Which editor suits each?

  1. 01The melody dynamics

    Use the piano-roll: draw the notes and shape their velocities in the velocity lane, seeing the melodic contour and dynamics together.

  2. 02The drum beat

    Use the drum/step editor: a grid of drum sounds against time makes programming and adjusting a beat quick and visual.

  3. 03The notated part

    Use the score editor to display the MIDI as staff notation and print a readable part for the player.

  4. 04Consistency

    All three views share the same MIDI data, so edits made in one appear in the others.

Result: Piano-roll for the melody's dynamics, drum editor for the beat, score editor for the notated part - each the fastest view for its task, all on the same MIDI data.

Exam focus

  • Describe the piano-roll layout (pitch vertical, time horizontal, notes as bars, velocity/CC lane) and its uses.
  • State the purpose of the list, drum and score editors and choose the right environment for a task.

Typical mistakes

  • Confusing the piano-roll axes - pitch is vertical, time is horizontal.
  • Using the score editor to program a groove-based beat, where the drum editor or piano-roll is far more direct.

Active revision

Describe the piano-roll layout and state which editor you would use to shape a melody's dynamics, to program a drum beat, and to produce a readable notated part.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)

§ 06

Sequencing and arranging with MIDI#

●●●AdvancedLPPearson 9MT0 - MIDI and sequencing

Sequencing virtual instruments

Sequencing and arrangingGraph, MIDI notes (pitch, velocity, length) → Virtual instrument, Controllers + automation (CC, expression) → Virtual instrument, Virtual instrument → Audio into the mixMIDI notes(pitch,velocity, lengt…Controllers +automation (CC,expression)VirtualinstrumentAudio into themixplayshapeexpressionaudio
Fig. 6Sequencing: MIDI notes plus controller and automation data drive virtual instruments, whose audio is mixed - the notes are only the start; the expression data makes it a performance.

Key points

Sequencing is the assembling of MIDI (and audio) parts into a complete arrangement, and the modern sequencer is the DAW itself. MIDI tracks drive virtual instruments - software synths and sampled instruments - so an entire orchestra, band or electronic production can be programmed and played back in the box. Each MIDI track is routed to an instrument, plays its part, and produces audio that is mixed alongside any recorded audio tracks.
Realism in programmed parts comes from attention to the detail MIDI captures. Beyond the right notes, a convincing part needs believable velocities (dynamics and accents), sensible note lengths and overlaps (legato or staccato as the instrument would play), and continuous-controller movement - expression swells, modulation vibrato, sustain pedalling - so the instrument breathes. A flat, uniform-velocity, no-controller part sounds obviously programmed; shaping these makes it musical.
Controllers and automation extend this over the whole arrangement. CC data recorded or drawn into the sequence shapes each instrument's expression; DAW automation shapes mix parameters (volume, pan, plug-in settings) over time. Together they let a static sequence build, swell and evolve like a performance - a filter opening through a section, strings swelling into a chorus, a level rising to a climax - which is much of what makes an arrangement feel alive.
General MIDI (GM) is a standard that assigns a fixed set of instrument sounds to program-change numbers, so that a GM sequence plays back with roughly the intended instruments on any GM-compatible device. It matters for interchange and for basic playback, though serious productions use specific high-quality virtual instruments rather than the generic GM set. Knowing GM exists and what it standardises is enough for the exam.
For the exam, be able to describe sequencing (MIDI tracks driving virtual instruments into a mixable arrangement), explain how velocity, note length and controller/automation data make programmed parts realistic and expressive, and know that General MIDI standardises instrument assignments for interchange. The recurring theme is that the notes are only the start - it is the velocity, articulation, controllers and automation that turn MIDI data into a performance.
Worked example

Making a MIDI string part expressive

A MIDI string section plays the right notes but sounds obviously programmed. Describe the edits that would make it convincing.

  1. 01Shape velocities

    Vary the note velocities to give phrasing and accents, rather than every note at the same strength, so the section has dynamic shape.

  2. 02Fix articulation

    Adjust note lengths and overlaps for legato phrasing where the strings should be smooth, and shorten notes where they should be detached.

  3. 03Add expression (CC11) and vibrato (CC1)

    Draw expression swells within sustained notes for crescendos and add modulation for vibrato, so the sound breathes like real players.

  4. 04Automate the arrangement

    Automate the section's level and perhaps a filter or reverb send to swell into the chorus, giving the part shape over the arrangement.

Result: Varying velocity, fixing articulation, adding expression and vibrato controllers, and automating swells turn a flat MIDI string part into an expressive, believable performance.

Exam focus

  • Describe sequencing: MIDI tracks driving virtual instruments into a mixable arrangement.
  • Explain how velocity, note length and controller/automation data make programmed parts realistic; know what General MIDI standardises.

Typical mistakes

  • Programming flat, uniform-velocity parts with no controller data, so they sound obviously mechanical.
  • Assuming General MIDI guarantees high-quality sounds - it standardises instrument assignments, not sound quality.

Active revision

Describe four things you would edit to make a MIDI string section sound like a real, expressive performance rather than an obviously programmed part.

Active recall

Recall the key points — then reveal.

Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel) · Ofqual - GCE AS and A level qualifications (subject-level conditions and requirements) (Ofqual)

Contents

Section -- / 06

    • 01What MIDI is: data, not audio○
    • 02MIDI messages◐
    • 03Recording MIDI: real-time and step input◐
    • 04Quantise and MIDI editing◐
    • 05Editing environments: piano-roll, list, drum, score◐
    • 06Sequencing and arranging with MIDI●

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From notes into training

MIDI and sequencing

Reinforce this topic with matching tasks from the question bank.

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Practise

References & sources

Sources

Pearson Edexcel

  • Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification

Ofqual

  • Ofqual - GCE AS and A level qualifications (subject-level conditions and requirements)

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