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.
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.