When you right-click a sequence, the sequence menu pops up, offering you various options to change that sequence, like for example "Transpose".
All these functions will operate on the selected events, or if none are selected then on all events in the sequence.
Most functions are regarded as self-explanatory, so only some functions are explained in more detail here below.
All the "Change ..." functions work in a very similar way:
You can select one of 5 operators:
- + Add
- % Percent
- = Set
- * Random
-  Limit
Suppose we're changing a velocity value, which is currently 70.
Adds a value to the target value.
For example, if factor is 10, then the result = 80.
For example, if factor is -25, then the result = 45.
For example: Factor = 150%, Reference 0 => Result = 0 + ((70-0)*150%) = 105
For example: Factor = 150%, Reference 40 => Result = 40 + ((70-40)*150%) = 85
The reference is an important parameter as it defines from where you want to apply the percentage.
For velocities this may be 0 most of the time, but the reference is definitely an important parameter when changing event times.
Just sets the target value to this value.
Random means changing the existing value by randomly adding or subtracting a random value between 0 and the factor.
The factor is expressed in the same format as the value, so when using Change Times -> Random, the factor is in the Bars.Beats.Ticks format.
So if you input "0.0.100" the (selected) events will shift between -100 and +100 ticks.
If you input "0.1.0" the (selected) events will shift between -1 beat and +1 beat.
Limit means that the target value will be limited / clipped within the indicated range.
For example: Suppose range is [80-100], then velocity 70 will be clipped to 80, velocity 85 will stay at 85, and velocity 125 will be clipped to 100.
That function will always use the already used keys and shake them up in other selected notes depending on the mode: Shake Left - Shake Right - Shake Reverse - Shake Random.
So the rhythm of the sequence stays the same but the keys are moved around.
Sequences can contain events that are not played, for example if the sequence clip is shorter than the sequence.
The "Trim To Played" function will delete any events that are not played,
and will also resort the sequence loop so it starts at the beginning of the sequence, i.e. 1.1.0000 sequence time.