I got right into sequence chaining as a means of finishing full songs that play through from beginning to end. Gave up in the end due to bugs in the SEQ functionality (sequence chain getting stuck / play button not restarting play at the next sequence in the chain as expected etc.)
But I did receive confirmation from Squarp that these bugs and other SEQ related issues would be fixed in the next release (this was back in September - maybe it’s coming in 3.0?)
Also during this testing and feedback period I came across a gap like the one you describe. And I flagged it with Squarp:
I had a modulation track set up to apply a long slow cutoff rise on an instrument that was playing in another (shorter) track.
As tracks in Run mode play concurrently, my modulation track starts along with all the other tracks (muted or not) whenever I press play. So when I’m starting the arrangement from bar one, even though the modulation is not required until, say bar 52 in my song, when the part that instrument that needs the cutoff comes in - it starts doing it’s thing in bar 1 - albeit muted.
By the time we get to bar 52 when the modulation track becomes unmuted, it has already looped twice and is half way through its third loop. This means my modulation curve starts half way through and then loops back to the top of the curve which is not what I want.
So in this scenario it would be super useful to have a 4th track run mode:
“Play from the start when the track is unmuted/launched, keep playing even if the sequence changes and don’t loop back at the end”
Happily, Squarp responded with this:
“You’re right, this mode is missing. I searched for a workaround using patterns and different playmodes but I can’t find anything that solves this scenario. Will add this to the to do list, but I can’t say when it is going to be implemented, as we have already lots to do!”
So that’s positive, right?
Maybe OS 3???