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Memory Slot

Memory Slot is a terminal node (no outputs) — it sends a single ComplexBuffer to a specific SlotBank slot, persisting it as a FLAC file under the active…

Parameters

[Parameters not yet documented — likely declared in source outside register_animatable(). Add an override in _overrides/ if needed.]

Additional controls

Slot Id — Target slot index in the SlotBank, 0–127. Slots are organized as 16 tracks × 8 pads (the “Track N / Pad N” indicator in the panel shows the resolved track/pad for the current slot). Pick the slot you want this audio to land in — it’ll show up under that pad in the Player.

Enabled — When on, executes the export (saves audio to slot, writes FLAC, registers in SlotBank). When off, the node executes silently — useful when you want the node in your graph but aren’t ready to overwrite the slot yet (or want to mute the export while iterating elsewhere).

Slot Name — User-editable display name for the slot. Empty = auto-name as “{graph} - Slot {n}”. Whatever you set here appears in the Player as the pad’s label, so use something descriptive (“kick_low”, “vox_chop_3”).

About Memory Slot

Memory Slot is a terminal node (no outputs) — it sends a single ComplexBuffer to a specific SlotBank slot, persisting it as a FLAC file under the active session’s slots/ folder with a .meta sidecar. This is the bridge between the node graph and the Player/Sequencer: anything you build in the editor can be parked in a slot and triggered as a pad. Saves only when enabled is on and a session is active (no anonymous saves — use Save Session first). For multi-slice export use Slice Memory Slot (one node, many slots from a SliceContainer). The “Assigned” / “Empty” label in the panel reflects current SlotBank state — green “Assigned” means the slot already holds something, so executing this node will overwrite it. Mono-to-stereo handling and playback conventions are downstream concerns (handled by SlotBank/playback layer); this node just dumps audio.


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