Decks A and B and the Mixer

See what the simulator's Decks A and B and the mixer each do.

From here, we look at the basic controls of the DJ Simulator one at a time.

Before operating anything, let's first check how the whole screen is divided.

Broadly speaking, the DJ Simulator has

Deck A
Deck B
Mixer

three parts.

There's no need to make it complicated.

For now,

Deck = where you move a track
Mixer = where you adjust the sound of the two tracks

just remember it like this.

* Sound will play. Please mind your volume.

128.0 BPM
Tempo
90%
0%
128.0 BPM
Tempo
  • Play button (the purple round triangle): the track you press starts playing. While it plays, the button turns into a pause shape, and pressing it again stops the track on the spot.
  • CUE: press it while stopped and it remembers the current position. The remembered spot appears as a purple flag above the waveform. Press it while playing and it returns to the remembered spot and stops. This is the same idea as real DJ software (rekordbox).
  • Waveform: the center line is the current playback position, and the track flows from right to left. Press a spot to jump there, and drag sideways to move in small steps. It does not snap to the beat, so you can close a gap by hand. Jumping alone does not change the CUE.
  • Where you are now: the orange line in the center is the current position. The bar numbers flow below the waveform, so the number under the line is the current bar. There is no separate box for the number.
  • Beat offset: check whether the red lines of the two tracks line up. When the red lines are half a beat or more apart, "The beats are off!" appears below the waveform. It shows only while they are off. It does not show how many beats off they are, because you can tell from the red lines.
  • Line colors: red is the start of a bar, white is the beats in between, orange is the current playback position, and lime is the saved CUE. When the red lines of the two tracks line up one above the other, the starts of the bars are matched.
  • CUE: a lime vertical line and "CUE" appear where you set it. It stays attached to its place in the audio and flows with it, so it disappears when it leaves the 8-bar view. It is not pushed to the edge, because that would make it look as if it were there.
  • View range: fixed at 8 bars. A and B are drawn at the same width of time, so when the tempos differ, the spacing of the beat lines looks different. Any offset shows up on the screen as it is.
  • Tempo: the speed of the track changes in steps of 0.5 BPM. Pull down to go faster, push up to go slower, the same direction as the tempo slider on a CDJ. The center is the track's own speed (128 BPM). Because it changes the playback speed itself, going faster also raises the pitch. This is the same behavior as a CDJ without key lock, or a record. Matching the BPM alone does not line up the timing of the beats automatically.
  • Previewing in headphones: on real gear, you can check a track in your headphones first without sending it to the dance floor. This screen does not have that. Match by listening to the sound that is playing.
  • EQ (HIGH / MID / LOW): this changes the amount of that band. Turned all the way down to 0, that band cannot be heard, just like the EQ on real gear: when you say "cut", it disappears. When the bass of two tracks overlaps it turns muddy, so try lowering the LOW on one of them and compare.
  • Fader: this is the volume of that track. At 0 it cannot be heard.
  • What you can practice with these two tracks: bring in B from bar 9 of A, at the point marked "Play B" in the waveform strip, and overlap them for 8 bars. During that time A is in Drop (chorus) and B is in Intro. At bar 17 of A, where the overlap ends, Vocal begins at bar 9 of B. That is where A should be fully lowered, not where A ends: if you do not lower it, A keeps playing for its remaining 16 bars and stays layered with the Vocal of B. The mark "Cut A" that appears at bar 9 of B is that cutting point. It is 32 beats, or 8 bars, from the start of B. This is one easy way to practice, not the only right answer. You can overlap anywhere you like, and nothing stops you if you do not follow the marks.
  • Track length: what plays here are edited versions cut out for practice. A is 32 bars and B is 16 bars. Not every real track is built like this. Playback stops when it reaches the end.

Audio credits

  • AKulakovka, "Pop House"PixabayPixabay Content LicenseA 32-bar cut arrived that keeps going for 45 seconds after the 8-bar changeover. According to the accompanying notes, the original was 118 BPM and it was converted to 128 BPM.
  • BAlex_Morgan, "House Music Classic"PixabayPixabay Content LicenseA 16-bar cut arrived: an 8-bar kick intro, then the vocals come in from bar 9. The tempo has not been changed.

What is a deck?

A deck is a place for playing one track.

The DJ Simulator has two.

  • Deck A
  • Deck B

You can load a different track into each and run them separately.

Waveform of track AWaveform of track BDeck APLAY / CUETrack positionTEMPODeck BPLAY / CUETrack positionTEMPOMixerCH ACH BHIGHMIDLOWVolume
Now looking at: Deck A and Deck B

In other words,

you can play track A on Deck A while preparing track B on Deck B.

That is what you can do.

Track A and track B used in "Connecting Two Tracks for the First Time" were also running on these two decks.

Why are there two decks?

A DJ doesn't play just one track,

they move from the track that is playing now to the next track.

For that,

the track that is playing now

and

the track you will use next

both need to be handled at the same time.

For example, at the start,

Deck A = the track playing now
Deck B = the next track

is the situation.

After moving from track A to track B, track B becomes the track that is playing.

And you can then prepare the following track on Deck A.

In other words, A and B are not fixed roles.

You use the two decks alternately and keep moving on to the next track.

That is the basic idea.

What do you do on a deck?

The decks in the DJ Simulator have controls for

  • playing and stopping a track
  • using CUE
  • moving the position in a track
  • changing the TEMPO

Those are the controls.

Waveform of track AWaveform of track BDeck APLAY / CUETrack positionTEMPODeck BPLAY / CUETrack positionTEMPOMixerCH ACH BHIGHMIDLOWVolume
Now looking at: Deck A

You don't need to learn how to use each control yet.

After this, you'll try them in order, starting from the

PLAY, PAUSE, and CUE

page.

For now,

a deck is the place that moves the track itself

is enough to know.

The waveform shows the track on that deck

At the top of the DJ Simulator, the waveform of each of track A and track B is displayed.

A waveform is the sound of a track turned into something you can see.

Waveform of track AWaveform of track BDeck APLAY / CUETrack positionTEMPODeck BPLAY / CUETrack positionTEMPOMixerCH ACH BHIGHMIDLOWVolume
Now looking at: The waveforms of A and B

The waveform of A is the track on Deck A.

The waveform of B is the track on Deck B.

When you play a track, the waveform also moves along with the current playback position.

The waveform also shows information for seeing the beats and positions in the track, which you'll learn about later.

You don't need to read it in detail yet.

Just check that

the waveform at the top and the deck at the bottom represent the same track.

What is a mixer?

Between the two decks is the mixer.

Waveform of track AWaveform of track BDeck APLAY / CUETrack positionTEMPODeck BPLAY / CUETrack positionTEMPOMixerCH ACH BHIGHMIDLOWVolume
Now looking at: The mixer

Whereas the decks are where you move the tracks themselves,

the mixer is where you adjust

how track A and track B are heard

That is its job.

The mixer in the DJ Simulator has

CH A
CH B

That makes two.

CH stands for Channel.

Put simply,

CH A = where you adjust the sound of track A
CH B = where you adjust the sound of track B

That is how it works.

What do you do on the mixer?

The mixer in the DJ Simulator has

and other controls.

Waveform of track AWaveform of track BDeck APLAY / CUETrack positionTEMPODeck BPLAY / CUETrack positionTEMPOMixerCH ACH BHIGHMIDLOWVolume
Now looking at: The mixer's HIGH, MID, and LOW and the volume faders

With these, you can adjust

how much of track A is heard

how much of track B is heard

how much of the high, mid, and low sounds come through

All of that can be adjusted.

The detailed usage is something you'll actually try in

"Bringing Tracks In and Out with Faders"

and

"EQ and LOW"

later on.

For now,

the mixer is where you adjust how the two tracks sound

is what to remember.

The difference between decks and the mixer

Putting it together so far, it's very simple.

Deck A

→ moves track A

Deck B

→ moves track B

Mixer

→ adjusts how track A and track B are heard

In other words,

you move the tracks with the decks and blend the two tracks with the mixer.

The DJ Simulator is basically built on this structure.

What you were doing in "Connecting Two Tracks for the First Time"

Think back to your first mix.

At that time, you

played track A on Deck A,

played track B on Deck B,

made track B audible with the mixer,

and finally made track A inaudible.

In other words, you were already

using Deck A, Deck B, and the mixer

all of them.

At that point, though, you only operated them as the DJ Simulator instructed.

From here, you'll come to understand

what each of these places is doing

one at a time.

Next, using the

PLAY, PAUSE, and CUE

on the deck, you'll try moving a track.

Summary

  • A deck is where you play a track and change its position and speed
  • The DJ Simulator has Deck A and Deck B, so you can handle two tracks separately
  • The mixer is where you adjust the volume and sound balance of track A and track B
  • The basic idea is "move the tracks with the decks, and blend the two tracks with the mixer"