---
key: mechanic/trackpad--family-08
type: mechanic
id: trackpad--family-08
lang: en
title: 'Chords, roles and sequences'
summary: >-
  Multiple contacts receive independent roles. AudioSwift maps trackpad zones to
  notes, letting contacts combine into musical actions.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-08/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-08.json
markdownUrl: 'https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-08.md'
aliases: []
tags:
  - Trackpad interactions
  - Mechanics catalog
sourceIds:
  - source-80fb36760a664f26
  - source-27c6b989daeb79c9
  - source-fd215230c062deb7
sources:
  - id: source-80fb36760a664f26
    title: 'AppKit: contacts and system gestures'
    url: >-
      https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html
    verifiedAt: null
  - id: source-27c6b989daeb79c9
    title: 'libinput: swipe, pinch, hold'
    url: 'https://wayland.freedesktop.org/libinput/doc/latest/gestures.html'
    verifiedAt: null
  - id: source-fd215230c062deb7
    title: AudioSwift
    url: 'https://audioswiftapp.com/'
    verifiedAt: null
relations: []
placements:
  - catalogId: trackpad
    id: family-08
    title: Trackpad interactions
    url: 'https://gamemechanics.pro/en/mechanics/trackpad/#family-08'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: 'Chords, roles and sequences'
    description: >-
      Multiple contacts receive independent roles. AudioSwift maps trackpad
      zones to notes, letting contacts combine into musical actions.
    image:
      src: images/mechanics/control-audioswift-4.webp
      width: 1024
      height: 576
      game: AudioSwift
      sourceUrl: 'https://audioswiftapp.com/'
      originalUrl: >-
        https://www.dropbox.com/scl/fi/z7hef1ztnd56mheic3wgn/05-Core-Features-Triggers-MPE.mp4?rlkey=ao0d1fw6tnmt2sa4nsc36eccx&st=zyrj4jr0&raw=1
      sourceFrameSeconds: 2.8166665
      credit: Nigel Ríos; host apps and instruments retain their respective rights
      rights: >-
        Imagery © Nigel Ríos; host apps and instruments retain their respective
        rights. Developer-distributed screenshot or frame; all rights reserved.
        Excluded from MIT and CC BY 4.0.
      caption: 'AudioSwift Trigger: the note grid maps to trackpad zones'
      alt: 'AudioSwift Trigger: the note grid maps to trackpad zones'
      markers:
        - x: 36
          'y': 74
          label: The grid divides the surface into independently assigned zones
    tips:
      - Preserve contact roles as fingers join and leave the surface.
    examples:
      - title: AudioSwift
        url: 'https://audioswiftapp.com/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/trackpad
---
# Chords, roles and sequences

id: trackpad--family-08
type: mechanic
key: mechanic/trackpad--family-08
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-08/

Multiple contacts receive independent roles. AudioSwift maps trackpad zones to notes, letting contacts combine into musical actions.

## At a glance

![AudioSwift Trigger: the note grid maps to trackpad zones](https://gamemechanics.pro/images/mechanics/control-audioswift-4.webp)

[AudioSwift](https://audioswiftapp.com/) · Imagery © Nigel Ríos; host apps and instruments retain their respective rights. Developer-distributed screenshot or frame; all rights reserved. Excluded from MIT and CC BY 4.0.

[Source recording](https://www.dropbox.com/scl/fi/z7hef1ztnd56mheic3wgn/05-Core-Features-Triggers-MPE.mp4?rlkey=ao0d1fw6tnmt2sa4nsc36eccx&st=zyrj4jr0&raw=1), 2.8166665 s

1. The grid divides the surface into independently assigned zones

- Preserve contact roles as fingers join and leave the surface.

- [AudioSwift](https://audioswiftapp.com/)

## How it works

Combinations of contacts and their order distribute roles between fingers and allow you to compose commands from several phases.

## Variants

### Variants and applications

<a id="family-08-variants"></a>

- Number of fingers as mode. Gesture: One, two or three touches enable different functions. In the interface: One contact draws, two move, three change the tool. In the game: Change the type of action without a separate button. Access level: Separate contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: The OS may already use such a grammar and not give all touches to the application. <a id="variant-71"></a>
- Spatial chord. Gesture: Touch a certain set of zones at the same time. In the interface: Command combinations, chord keyboard. In the game: Musical chords, rune combination, several valves. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: The coordinates of several contacts are needed; The number of fingers in itself does not determine the chord. <a id="variant-72"></a>
- Hold plus tap. Gesture: One contact holds the state, the other briefly touches. In the interface: Temporary modifier plus command. In the game: Shield and strike, aim and shoot. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: Thumb filtering may remove the reference contact. <a id="variant-73"></a>
- Hold plus movement. Gesture: The first contact fixes the mode, the second continuously moves. In the interface: Editing with a modifier, fine adjustment. In the game: Block and direction of protection, capture and rotation. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: For a regular cursor, instead of a support finger, you can use a key. <a id="variant-74"></a>
- Two independent channels. Gesture: Move two contacts along two controlled values. In the interface: Two sliders, XY-control with separate roles. In the game: Two rackets, two hands, gas and brake. Access level: Separate contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: One system pointer does not turn into two. Check the panel area and hand comfort. <a id="variant-75"></a>
- Alternating fingers. Gesture: Alternately touch with two tracked contacts. In the interface: Drum input, metronome, motor training. In game: Running, rowing, drumming. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: Two regular clicks allow you to enter a rhythm, but do not prove the alternation of physical fingers. <a id="variant-76"></a>
- Walking contacts. Gesture: Consistently rearrange fingers while maintaining at least one support. In the interface: Navigation on a surface with continuous contact. In the game: Climbing, walking of a creature, transfer of robot supports. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on a device does not guarantee this. Conditions: The role must be assigned by contact and context, and not by guessing which finger it is. <a id="variant-77"></a>
- Staging order. Gesture: Count different sequences of appearance of contacts using different commands. In the interface: Gesture code, switching a tool. In the game: Lock, combination of actions, sequential activation of mechanisms. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on a device does not guarantee this. Conditions: The order of events does not always accurately reflect almost simultaneous touches. <a id="variant-78"></a>
- Removal procedure. Gesture: Distinguish which of the assigned contacts is released first. In the interface: Different ways to confirm and complete. In the game: Release one grab, transfer a load, end a combination. Access level: Individual contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: Stable identifiers within the sequence and separate cancellation processing are needed. <a id="variant-79"></a>
- Adding or removing a finger while moving. Gesture: Switch mode while maintaining the current trajectory. In the interface: Precision mode, change tools without stopping. In the game: Switch from walking to running, change the type of impact in the swing. Access level: Separate contacts; You need access to coordinates, phases and contact IDs. The presence of multitouch on the device does not guarantee this. Conditions: The OS recognizer can end one gesture and begin another; The transition cannot be considered continuous by default. <a id="variant-80"></a>

## Context and limits

Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [AppKit: contacts and system gestures](https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html) (id: source-80fb36760a664f26)
- [libinput: swipe, pinch, hold](https://wayland.freedesktop.org/libinput/doc/latest/gestures.html) (id: source-27c6b989daeb79c9)
- [AudioSwift](https://audioswiftapp.com/) (id: source-fd215230c062deb7)

CC-BY-4.0 · gamemechanics.pro contributors
