Circuit Level Modules (CLMs) allow you to work on multiple layers within your patch and provide the option to save each of these layers as separate modules for use in other patches.

Each CLM is essentially a full featured modular shell within a module. Where connections on a regular modular shell would normally go to and from the Scope routing window, the connections on a CLM instead go to and from the Modular patch (or even CLM) into which it is loaded.

A collection of CLMs are included in BC Modular which offer a variety of connection and control options.


Module Image
A good CLM to use where MIDI isn't required within the Circuit Level. This CLM uses almost zero resources. More Info
They're in case you want to ensure correct phase handling, as modules that span DSPs can run into phase issues.
A general purpose CLM featuring all IO types. More Info
They're in case you want to ensure correct phase handling, as modules that span DSPs can run into phase issues.
With MIDI connectivity and 8 sync IO's, this CLM is a versatile option for Circuit Level patches which require multiple audio rate connections to the host patch. More Info
They're in case you want to ensure correct phase handling, as modules that span DSPs can run into phase issues.
This CLM features eight fully editable rotary controls on it's surface which have the same control editing functionality as BCM modules and are compatible with BCM encoder presets. More Info
They're in case you want to ensure correct phase handling, as modules that span DSPs can run into phase issues.
Patch Loader
Where other Circuit Level Modules have a fixed modular shell inside, the Patch Loader module instead loads complete pre-saved modular patches (.dev) as a circuit level. Loaded patches can also be switched out in response to preset changes. More Info



Source » Hitfoundry » Scope BC Modular


Dante: This test project called 'Circuit Level' kinda blew my mind at first. But it kinda makes sense when you want to expose external control that internally gets rerouted to different modules, sections and layers.

Sharc: BC Modular comes with a variety of Circuit Level Modules which allow you to split your modular patch into different sections or layers that can be opened when needed. This way it's easier to create huge modular patches and easily keep track of everything. It also makes it possible to take a whole section from a previous modular patch and load it into a new one. In this example patch we've got four CLM's numbered 1 to 4, as you can see each CLM has different I/O configurations. CLM-1 also has some controls on it's surface. Looking at the circuit level for CLM-1 (grey window at top left) you'll see it has a control module with pads for each of those 8 controls on it's surface.

In a lot of cases you'd probably build a circuit inside this module with all 8 of those controls connected to various parameters. In this example however, it's been setup for control of 2 parameters in each of the 4 CLM's. To do this the BC-Pipe has been used. Pads 1 and 2 of the control module have been connected to control rangers in CLM-1 while the remaining 6 have been connected to the BC-Pipe module.

On the main panel, the BC-Pipe pad of CLM-1 has been connected to the BC-Pipe pads of the other 3 CLM's. Inside each of those the corresponding pads of the BC-Pipe have been connected to control rangers. When you adjust the controls on CLM-1 you'll see the control rangers update accordingly in each of the 4 circuit levels. While this example uses control rangers to demonstrate the parameter values updating, in practice they wouldn't actually be required as if you take a look at the BC Panel of CLM-1 you'll see it's fully editable just like the Control Rangers and BCM modules. In fact they all share the same BCM encoder presets so settings for one can be transferred to another.

One other feature of the CLM's is that they can be saved as new modular modules. I haven't managed to implement this as smoothly as I would have liked, but it does work. When removing a CLM which has been edited from your patch it will give you a save changes prompt. When you select 'yes' here it'll give you a 'Cannot create file' error followed by a save dialog where you can choose your save location and type in your filename. Upon saving it'll give another error message. Despite this it saves the mdl file and when you reload it into another modular patch it will work perfectly with no errors.

It's not an ideal solution and one which I'd like to fix if possible, but for now where there's a choice between having this feature in it's current state or not having it at all, I think it's better to have it.

Dante: I agree. A work-around is better than a no -work-at-all-around. LOL!