Most of these aren't sample packs — there are no audio files in them. A module is a set of values for the synthesis engine: how far the kick sweeps, how long the hat rings, where the swing sits, which notes the bass reaches for. Load one and all sixteen drum pads change, and so do the four melodic banks — drill's bass is a squelching filter where trap's is a clean glide.
A module can also say what a pad is, not only how it sounds. Seven drum voices sit behind the sixteen pads, and a module picks which one each pad uses and what to call it — so rock drops the 808 nobody was playing for a china, punk finds room for a second crash, and funk brings a conga and a tambourine. The names on the grid follow.
BLANK is the one exception to all of that. It has no voices at all: sixteen empty pads waiting for files you drop on them, for building a kit of your own rather than playing someone else's. It is the only module here that is about audio files, and the audio is yours.
Every module below plays right here, through the machine's own voices and its own pads — not an impression of them. What you hear is what loads. Hear them all before you unlock anything.
Unlocking burns SESSION. The tokens are destroyed — sent to the contract's own burn function, permanently reducing supply. Nothing goes to a treasury and nothing is held in escrow.
Burned tokens still count toward the 10,000 you need to play. Access is what you hold plus what you've ever burned, so unlocking a module can never lock you out of the machine.
A module stays unlocked for the address that burned for it, permanently. It doesn't expire and it isn't rechecked against your balance later.
Burning and unlocking are two steps, and the second can fail on its own. If it does, the card offers Retry unlock instead of the burn button: the receipt is kept in this browser, and pressing it checks that same receipt again rather than spending a second time. It's free to press as often as you like.