YAMAHA   
					AUTHORIZED   
					PRODUCT MANUAL   
					DIGITAL PROGRAMMABLE ALGORITHM SYNTHESIZER   
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					YAMAHA   
					DIGITAL PROGRAMMABLE ALGORITHM SYNTHESIZER   
					OWNER’S MANUAL   
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					CONGRATULATIONS!   
					Your Yamaha DX21 Digital Programmable Algorithm Synthsizer incorporates the   
					state-of-the-art in digital FM tone generation technology, providing extraordinarily vi-   
					brant, rich voices and outstanding playability. The DX21 actually has two FM tone   
					generators, permitting two voices to be combined and played simultaneously, or in a   
					split keyboard configuration. The DX21 has a 32-voice programmable RAM memory   
					from which any voice can be selected at the touch of a button, a built-in 128-voice preset   
					ROM memory from which voices can be called into the RAM memory as desired, 32   
					special “performance” memories which can be programmed with combinations of voices   
					and some function parameters, and a cassette interface that permits unlimited storage   
					of FM voices. Of course, the DX21 is fully programmable, allowing you to create your   
					own FM voices or sound effects. Broad MIDI compatibility is also provided so the DX21   
					can control or be controlled via other MIDI compatible music equipment. To ensure   
					that you gain maximum benefit from all the performance and flexibility provided by the   
					DX21, we urge you to read this owner’s manual thoroughly while actually trying out   
					all of the available functions.   
					CONTENTS   
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					36   
					
					Voices .....................................................   
					Your Own   
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
					
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					PRECAUTIONS   
					Choose the installation location for the DX21 with caution. Avoid locations exposed   
					to direct sunlight or other sources of heat. Also avoid locations subject to vibration,   
					excessive dust, cold or moisture.   
					1. Location   
					2. Cleaning   
					Do not attempt to clean the exterior with chemical solvents, as this may damage   
					the finish. Clean with a soft, dry cloth.   
					Do not open the cabinet or attempt to make your own repairs or modifications to   
					any part of the instrument. Such actions may not only result in electrical shock or   
					damage, but will also void the product warranty. Refer all servicing to a qualified   
					Yamaha service center.   
					3. Service and   
					Modifications   
					When moving the instrument be sure to unplug the AC mains cord as well as all   
					other connecting cables.   
					4. Relocation   
					5. Handing   
					Avoid applying excessive force to switches and slide controls, dropping or rough   
					handling. The DX21 is ruggedly constructed using reliable solid-state circuitry,   
					nonetheless it is a fine instrument that should be treated with care.   
					Digital circuitry such as that used in the DX21 is sensitive to voltage spikes and   
					surges. Because of this, the DX21 should be turned off and unplugged from the   
					AC power outlet in the event of an electrical storm.   
					6. Electrical Storms   
					(Lightning)   
					Digital circuitry is also sensitive to electromagnetic fields such as those produced   
					by television sets, radio receivers, transmitters, transceivers, etc. The DX21 should   
					kept at least several feet from such sources in order to prevent possible random   
					malfunctions.   
					7. Electromagnetic   
					Fields   
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					CHAPTER I: SETTING UP   
					The DX21 has two audio outputs, one for each tone generator channel. These   
					are labelled MIX/A and B. When a plug is plugged into the MIX/A output only,   
					the sound from both the A and B tone generator channels will be mixed and delivered   
					via the MIX/A output. When plugs are inserted into both MIX/A and B jacks,   
					however, the channel A signal will be delivered via the MIX/A output and the   
					channel B signal will be delivered via the B output. This permits sending a stereo   
					signal to a stereo sound system giving you the full impact of the DX21’s dual and   
					split play mode capability.   
					1. Audio Outputs   
					The remaining three phone jacks are for optional foot controllers and footswitches.   
					The VOLUME jack accepts a Yamaha FC-7 or equivalent foot controller for volume   
					or “swell” control. The SUSTAIN jack accepts a Yamaha FC-4 or FC-5 footswitch   
					or equivalent for sustain control–press for sustain, release to damp. And the   
					PORTAMENTO jack also accepts a Yamaha FC-4 or FC-5 footswitch or equivalent   
					permitting ON/OFF switching of the programmed portamento effect.   
					2. Optional Foot   
					Controllers & Foot   
					Switches   
					Yamaha’s unique BC1 breath controller is plugged into the mini-jack on the rear   
					panel.   
					3. Optional BC1   
					Breath Controller   
					The PHONES jack accepts any standard pair of stereo headphones. When a plug   
					is plugged into the B output only, the channel A and channel B signals are delivered   
					to the headphones in stereo. When the B output is not connected, both A and B   
					signals are mixed and output from PHONES jack. Headphone volume is controlled   
					via the VOLUME control on the top panel.   
					4. Headphones   
					These terminals are used when connecting the DX21 to other MIDI (Musical In-   
					strument Digital Interface) compatible equipment such as digital sequence re-   
					corders, modular FM voice generators, drum machines, etc. The MIDI OUT terminal   
					transmits MIDI data from the DX21 to other MIDI equipment. The MIDI OUT   
					terminal will normally be connected to the MIDI IN terminal of the receiving   
					equipment. The MIDI IN terminal accepts MIDI data from external MIDI equipment   
					such as a digital sequence recorder, music computer or modular FM voice generator.   
					THe DX21’s MIDI IN terminal will normally be connected to the MIDI OUT terminal   
					of the transmitting equipment. The MIDI THRU terminal re-transmits the data re-   
					ceived at the MIDI IN terminal. Thus, data received via the DX21 MIDI IN terminal   
					can be simultaneously sent to other MIDI equipment.   
					5. MIDI Terminals   
					The DIN connector end of the supplied cassette cable is plugged into the DX21   
					CASSETTE connector. The three plugs on the other end of the cable should be   
					connected to a cassette data recorder (the kind normally used with personal   
					computers, etc.) as follows:   
					6. Cassette   
					RED   
					cassette deck microphone input.   
					WHITE   
					BLACK   
					cassette deck earphone output.   
					cassette deck remote input (The DX21 does not output cassette   
					remote control signals, so this jack may be left unconnected).   
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					Plug the DX21 AC power cord into an AC wall socket. Be sure that your local line   
					voltage matches that specified on the DX21 rear panel. The POWER switch is located   
					next to the AC cord on the rear panel. NOTE: When setting up your system, be   
					sure to turn the DX21 and any effects units used on BEFORE turning the main   
					amplifier system on. This will prevent the initial power-on shock surge from possible   
					damaging your amplifier and speaker system.   
					7. AC Power   
					The music rack supplied with the DX21 fits into the two sockets on the rear panel   
					(see diagram).   
					8. Music Rack   
					lnstallation   
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					CHAPTER II: PLAYING THE DX21   
					The DX21 has 32 RAM (Random Access Memory) locations which contain voices   
					which may be immediately selected by pressing the appropriate memory button   
					while the DX21 is in one of the three normal play modes described below. The two   
					rows of 16 buttons- row A and row B-are the voice memory selectors. The row   
					A and B selectors correspond to DX21 tone generator channels A and B.   
					1. The 32 Voice RAM   
					Memory   
					These same buttons actually serve a number of functions. In the FUNCTION and   
					EDIT modes--which are covered in later sections of this manual--they serve to select   
					the function or edit parameter to be programmed.   
					Since RAM memory can be written to as well as read from, it is possible to load   
					new voice data into the 32 available RAM memory locations. This can be done   
					by loading new voices from the DX21’s internal 128-voice ROM (Read Only   
					Memory) into the RAM memory (see “5. The 128 Voice ROM Memory”, below),   
					or by loading a new set of 32 voices from data stored on an external cassette tape   
					(see CHAPTER III: THE FUNCTION MODE, Memory Management Functions).   
					If you’re just starting out, you’ll want to try out the voices that are pre-programmed   
					into the RAM memory. You can do this in any of the three play modes discussed   
					below. Make sure your DX21 is properly connected to a sound system--or you   
					could simply plug a pair of headphones into the PHONES jack (see CHAPTER   
					I: SETTING UP), set the VOLUME control to about its center position, and set   
					the A/B BALANCE control to its center position (you’ll feel a “click” stop at dead   
					center). Now you can start experimenting with the DX21 voices in the SINGLE   
					play mode.   
					Enter the SINGLE play mode by pressing the PLAY SINGLE button to the left of   
					the LCD (Liquid Crystal Display) panel. When you do this the LCD will look   
					something like this.   
					2. The SINGLE Play   
					Mode   
					The top line of the LCD reads “PLAY SINGLE”, indicating that you are in the SINGLE   
					play mode, and the bottom display line will indicate the selected memory location   
					number (A1 through A16, or B1 through B16) followed by the name of the selected   
					voice.   
					In this mode you can play any of the voices currently in the DX21’s RAM memory   
					individually.   
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					Enter the DUAL mode by pressing the PLAY DUAL button.   
					3. The DUAL Play   
					Mode   
					“DU” in the upper left display corner indicates that the DUAL mode has been se-   
					lected. The upper display line now shows the number and name of any voice selected   
					from the “A” row of memory selectors, while the lower display line shows the number   
					and name of any voice selected from the “B” row of voice selectors. The number   
					in the lower left display corner indicates the value of the DUAL MODE DETUNE   
					(see CHAPTER III: THE FUNCTION MODE).   
					In this mode any of the 16 voices from tone generator “A” can be selected and   
					combined with any voice from tone generator “B”. As you try out various com-   
					binations of voices you’ll notice that some voices are louder than others, resulting   
					in one voice overpowering the other when two are combined. This can be adjusted   
					by using the A/B BALANCE control. Moving this control more towards the “A”   
					end of the scale increases the volume of the “A” voice while decreasing the volume   
					of the “B” voice. Moved in the opposite direction—towards “B”—it has the opposite   
					effect. Use this control to achieve the best balance between the two selected voices   
					in the DUAL play mode.   
					Enter the SPLIT mode by pressing the PLAY SPLIT button.   
					4. The SPLIT Play   
					Mode   
					“SP” in the upper left display corner indicates that the SPLIT mode has been selected.   
					As in the DUAL mode the number and name of one voice selected from the “A”   
					row will be shown on the upper display line, and the number and name of a voice   
					selected from the “B” row will be shown on the lower display line. Unlike the DUAL   
					mode, however, the two selected voices do not sound together. The “A” voice   
					will be assigned to all keys to the left of and including the programmed “split” key,   
					while the “B” voice will be assigned to all keys to the right of the split key. This   
					type of arrangement lets you assign a bass voice, for example, to the left side of   
					the keyboard and a piano voice to the right side of the keyboard so you can play   
					bass and piano lines simultaneously.   
					The next step is to decide on and program the desired split point. Note that at the   
					extreme left of the lower display line there is a number followed by a colon. This   
					is the number of the selected split point. To program the split point, simply press   
					the S POINT button (notice that this is the same as the PLAY SPLIT button you   
					used to enter the SPLIT mode) and while holding it down press the key on the   
					DX21 keyboard at which you want the split point to be programmed (C3=60).   
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					SPLIT POINT set at 60   
					The split point number on the LCD will change to the number of the pressed key,   
					the “A” voice will be playable on all keys to its left (Including the split key), and   
					the “B” voice will be playable on all keys to the right of the split key. This process   
					can be repeated as many times as necessary, but you must press and hold the S   
					POINT key again every time you re-program the split point.   
					As in the DUAL mode, the A/B BALANCE control can be used to balance the volume   
					levels of the “A” and “B” voices.   
					The DX21 comes with 128 different pre-programmed voices in an internal ROM   
					5. The 128 Voice ROM (Read Only Memory). These voices can be loaded in groups of 8, or singly, into   
					the DX21’s selectable 32-voice RAM memory. The ROM voices are organized into   
					16 different categories, each containing 8 voices (see next page).   
					Memory   
					To load these voices into the DX21's RAM voice memory for selection and use,   
					see A11: LOAD INTERNAL MEMORY and A12: LOAD SINGLE INTERNAL ME-   
					MORY in the following chapter.   
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					T H E 1 2 8 V O I C E S P R O V I D E D I N T H E I N T E R N A L R O M   
					GROUP 5 : BRASS   
					GROUP 9 : PERCUSSION 2   
					GROUP 13 : BASS   
					GROUP 1 : PIANO   
					Electro Tom   
					Timpani   
					Solid Bass   
					1 
					2 
					Deep Grand   
					1 
					1 
					1 
					2 
					Horns   
					Uprt Piano   
					2 
					Pluck Bass   
					Synthe Bass   
					Brite Brass   
					2 
					3 
					4 
					Breakin   
					3 
					Honkey Tonk   
					Ivory Ebony   
					Phase Grand   
					Elec Grand   
					3 
					Flugel horn   
					Trombone   
					3 
					4 
					5 
					Xylo snare   
					Mono Bass   
					Flap Bass   
					4 
					5 
					4 
					5 
					Hard Brass   
					Power Brass   
					BC1 Horns   
					5 
					Synballs   
					6 
					7 
					8 
					6 
					7 
					8 
					Hand Drum   
					Clock werks   
					Heifer Bell   
					6 
					Elec Bass   
					Uprt Bass   
					Fretless   
					6 
					Piano bells   
					7 
					8 
					7 
					8 
					BC1 Trumpet   
					Acous Elec   
					SYNTH   
					GROUP 14 : SOUND EFFECT 1   
					GROUP 10 : LEAD   
					PIANO   
					GROUP 6 : PLUCKED   
					GROUP 2 : ELECTRIC   
					1 
					1 
					1 
					2 
					Racing Car   
					Helicopter   
					Alarm Call   
					Ghosties   
					Heavy synth   
					1 
					Pluk guitar   
					Old Electra   
					2 
					2 
					2 
					Harmo solo   
					Feed Lead   
					Mono Lead   
					Hollow lead   
					Lyrisyn   
					Brt Guitar   
					New Electra   
					3 
					4 
					5 
					3 
					4 
					5 
					6 
					7 
					8 
					Soft Harp   
					S i t a r   
					3 
					4 
					5 
					6 
					7 
					8 
					High Tines   
					Hard Tines   
					Perco Piano   
					Wood Piano   
					Vibra belle   
					Piano brass   
					3 
					4 
					5 
					6 
					Dopplar FX   
					Storm Wind   
					Space Talk   
					B i r d s   
					Jazz Guit   
					Old Banjo   
					Kotokoto   
					Folk Guit   
					6 
					7 
					8 
					Schmooh   
					7 
					8 
					Huff Talk   
					2 
					KEYBOARD   
					EFFECT   
					GROUP 15 : SOUND   
					GROUP 11 : OTHER   
					GROUP 7 : COMPING   
					GROUP 3 : ORGAN   
					1 
					Easy Synth   
					Easy Clav   
					Diesel   
					1 
					Harpsi low   
					1 
					C l i c k   
					1 
					Organ   
					Harpsi Hi   
					2 
					Jazz Organ   
					Ham < n > Eggs   
					Drawbars   
					2 
					3 
					2 
					Hole in 1   
					2 
					3 
					3 
					>> WOW <<   
					Metal Keys   
					Cheeky   
					<<Smash>>   
					3 
					4 
					Fuzz Clav   
					4 
					4 
					5 
					4 
					Clear Clav   
					Mute Clav   
					FM SQUARE   
					FM PULSE   
					Club Organ   
					<6 Tease>   
					Gentle Pipe   
					5 
					6 
					5 
					6 
					7 
					5 
					6 
					7 
					FM SAW TOOTH   
					Squeeze box   
					Celeste   
					Band   
					Rubber   
					6 
					Pick Pluck   
					7 
					8 
					LFO NOISE   
					PINK NOISE   
					7 
					S/H Synth   
					Circus time   
					8 Full Ranks   
					8 
					8 
					8 
					GROUP 12 : WIND REED   
					STRINGS   
					GROUP 4 :   
					GROUP 16: SOUND EFFECT 3   
					GROUP 8 : PERCUSSION 1   
					1 
					2 
					3 
					4 
					G l o c k e n   
					1 
					1 
					2 
					Wind bells   
					1 
					S t r i n g s   
					Claranette   
					Silk Cello   
					Orchestra   
					Solo Violin   
					Hamarimba   
					Steel Drums   
					Tube Bells   
					2 
					Bassoon   
					S y n v o x   
					2 
					3 
					3 
					4 
					P u n k f u n k   
					Whistling   
					3 
					4 
					Pan Floot   
					4 
					Lead Reed   
					5 
					5 
					6 
					V o i c e s   
					Box Cello   
					Rich string   
					5th String   
					Pizzicato   
					5 
					6 
					7 
					Temple gong   
					Mamarimbs   
					5 
					6 
					7 
					Mono Sax   
					Z i n g P l o p   
					Valve Plop   
					6 
					7 
					8 
					Flute wood   
					< B C 1 > S a x   
					BC1 Hrmnca   
					7 
					8 
					Good Vibes   
					Bells Bells   
					8 
					8 
					Mars to ??   
					8 
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					CHAPTER III: THE FUNCTION MODE   
					The FUNCTION mode permits access to four groups of functions: tuning functions, MIDI functions, memory   
					management functions, and performance functions. In this chapter we’ll describe each of these functions; what   
					they do and how they are programmed.   
					The FUNCTION mode is accessed by pressing the FUNCTION button to the left   
					of the LCD display. Individual parameters to be programmed are then called by   
					pressing the appropriate voice selector button. Note that when the FUNCTION   
					1. Accessing the   
					FUNCTION Mode   
					mode is active pressing a voice selector button calls the corresponding FUNCTION   
					parameter—these are the functions printed in brown below each voice selector.   
					Note that there are two exceptions: the PB (Pitch Bend) MODE SET and KEY SHIFT   
					KEY SET buttons are NOT included among the voice selectors. These function   
					selectors are located immediately above the DATA ENTRY -1 and +1 switches.   
					When the FUNCTION mode is called, the LCD should look something like this.   
					The top line of the display will. read “FUNCTION CONTROL”, indicating that the   
					FUNCTION mode is active, and the lower display line will show the name of the   
					selected function and its current data. In the example above, the MASTER TUNE   
					function is called (press the Al button) and the data is currently set at 0.   
					Once the desired function has been selected, its value can be altered using either   
					the linear DATA ENTRY control located to the left of the panel, or the adjacent   
					-1 /NO/OFF and +1 /YES/ON switches.   
					2. Entering Function   
					Data   
					Moving the DATA ENTRY control away from you increases the value of the selected   
					parameter, and moving the control towards you decreases the data value. Pressing   
					the -1 switch decreases the value of the selected parameter by one (decrements),   
					and pressing the +1 switch increases the value by one (increments). While the   
					DATA ENTRY control is valuable for quickly approaching the desired value with   
					parameters that have a large data range, the +1 and -1 switches permit precise   
					step-wise location of a specific value. The switches are also easier to use with   
					parameters that only have two values–e.g. ON (1) or OFF (0). In some cases you   
					will be required to answer YES or NO to prompts which will appear on the LCD   
					display. The -1 /NO/OFF and +1 /YES/ON switches are used for this.   
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					“Performance parameters” are programmable parameters which pertain mainly to   
					real-time performance effects such as how the pitch bend and modulation wheels   
					affect the sound. All performance parameters can be memorized for each voice.   
					If you wish that the edited data will remain in the memory, you have to store it   
					using STORE function (see CHAPTER V: VOICE PROGRAMMING, “4. Storing   
					Voice Data”).   
					3. The Performance   
					Parameters   
					B1: POLY/MONO   
					This function selects either the POLY or MONO note output mode.   
					There are two possible settings: POLY and MONO. In the POLY mode the note   
					output configuration depends on the currently selected play mode. When the play   
					mode is set to SINGLE up to 8 notes can be played simultaneously. When set to   
					SPLIT up to 4 notes may be simultaneously played on each side of the split point   
					(4 + 4). When set to DUAL up to 4 notes may be played simultaneously. In the   
					MONO mode, which can only be selected when the DX21 is in the SINGLE play   
					mode, the DX21 acts as a last-note-priority monophonic keyboard. In the SPLIT   
					mode it is possible to select one POLY voice and one MONO voice. In this case   
					up to seven notes can be played simultaneously on the POLY voice and one on   
					the MONO voice.   
					Once the POLY/MONO function is selected, subsequent presses on the B1 button   
					alternate between the POLY and MONO modes. The DATA ENTRY switches can   
					also be used: the -1 switch selects POLY and the +1 switch selects MONO.   
					B2: PITCH BEND RANGE   
					This function sets the pitch range of the pitch bend wheel located to the left of   
					the DX21 panel. The pitch bend wheel automatically centers at normal pitch. It then   
					may be moved upward (away from the player to raise the pitch, or moved downward   
					(toward the player) to lower the pitch by the specified amount.   
					The data range is from 0 to 12. At 0 the pitch bend wheel is off. Each increment   
					between 1 and 12 represents a semitone. Thus if this function is set to 12, maximum   
					travel of the pitch bend wheel produces a one-octave pitch variation, both above   
					and below center position–i.e. plus or minus one octave.   
					The DATA ENTRY control and -1/+1 switches can be used to enter data. Once   
					the PITCH BEND RANGE function is called, subsequent presses on the B2 button   
					increment the data value.   
					PB MODE: MODE SET   
					This function selector, located immediately above the DATA ENTRY -1 button,   
					offers a choice of three pitch bend wheel modes: Low, High and K-on. In the Low   
					mode, the pitch bend wheel affects only the lowest note played on the keyboard.   
					In other words, if a chord is played, the pitch bend wheel affects only the pitch   
					of the lowest note in the chord—this makes it possible to produce some interesting   
					effects. The High mode is just the opposite—only the highest note played will be   
					affected by the pitch bend wheel. In the K-on (Key on) mode, all notes played   
					are affected simultaneously by the pitch bend wheel, while notes sustained using   
					the sustain footswitch will not be affected.   
					The DATA ENTRY control and -1/+1 switches can be used to select the desired   
					mode.   
					B3: PORTAMENTO MODE   
					Two different portamento modes are available: Full Time Portamento and Fingered   
					Portamento. When the POLY/MONO function is set to POLY (button B1), only   
					the Full Time Portamento mode is accessible. In the MONO mode, you have a choice   
					between the Full Time and Fingered portamento modes.   
					(1) “Full Time Porta” (MONO and POLY modes): Aconventional portamento effect   
					in which portamento occurs whenever a new note is played.   
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					(2) “Fingered Porta” (MONO mode only): Portamento only occurs if the previously   
					played note is held while the next note is played. This mode is useful in re-   
					creating the effect of guitar string bending techniques, wood bass slide effects,   
					etc. If you lift your hand off the DX21 keyboard between notes, there will be   
					no portamento effect.   
					Once the PORTAMENTO MODE function is called, subsequent presses on the   
					B3 button alternate between the two available portamento modes only if the MONO   
					note output mode is selected. The DATA ENTRY switches can also be used to   
					select the desired portamento mode.   
					B4: PORTAMENTO TIME   
					This function sets the speed of the portamento effect.   
					The data range is from 0 to 99. At 0 portamento is off. A setting of 99 produces   
					the longest portamento effect.   
					Data can be entered using the DATA ENTRY control and -1/+1 switches. Once   
					the PORTAMENTO TIME function has been called, subsequent presses on the   
					B4 button increment the data value.   
					B5: PORTAMENTO FOOT SWITCH   
					This function turns the rear-panel PORTAMENTO footswitch jack ON or OFF.   
					When OFF the PORTAMENTO footswitch will NOT function. When ON the   
					PORTAMENTO footswitch connected to the PORTAMENTO jack can be used to   
					turn the portamento effect ON or OFF. (accepts Yamaha FC-4 or FC-5 foot   
					switches)   
					Once the PORTAMENTO FOOT SW function has been called, subsequent presses   
					on the B5 button alternate between the ON and OFF settings. The DATA ENTRY   
					switches can also be used to turn this function ON and OFF.   
					B6: FOOT CONTROL VOLUME   
					This function sets the control range of a foot volume controller (Yamaha FC-7,   
					optional) connected to the rear-panel VOLUME jack.   
					The data range is from 0 to 99. At 0 the foot controller is OFF and will have no   
					effect on the sound. At 99 the foot controller can be used to adjust output volume   
					over the full range from maximum volume to zero volume. Intermediate settings   
					permit corresponding degrees of “expression” or “swell” control.   
					The DATA ENTRY control and -1/+1 switches can be used to enter the data for   
					this function. Once the FOOT CONTROL VOLUME function is called, subsequent   
					presses on the B6 button increment the data value.   
					B7: FOOT CONTROL SUSTAIN   
					This function turns the sustain footswitch (Yamaha FC-4 or FC-5, optional)   
					connected to the rear-panel SUSTAIN jack ON or OFF. When ON the sustain pedal   
					can be used to control the sustain effect. When OFF the sustain pedal will not   
					function.   
					Once this function is called subsequent presses on the B7 button alternate between   
					the ON and OFF states. The DATA ENTRY switches can also be used to select the   
					desired mode.   
					B8: WHEEL RANGE (MODULATION WHEEL), PITCH   
					As you move the DX21 modulation wheel away from you an increasing amount   
					of LFO (Low Frequency Oscillator) modulation is applied to the selected voice.   
					LFO modulation can be made to modulate the pitch of the voice producing a range   
					of vibrato type effects. This function is used to set the maximum depth of pitch   
					modulation which can be applied using the modulation wheel. The actual effect   
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					produced depends on the settings of the LFO parameters—these will be discussed   
					in CHAPTER V: VOICE PROGRAMMING. Note, however, that the appropriate   
					voice PITCH MODULATION SENSITIVITY parameter must be set to a value higher   
					than 0 for pitch modulation to be effective. The voice PITCH MODULATION   
					SENSITIVITY parameter will also be discussed in CHAPTER V. The data range is   
					from 0 to 99. At 0 pitch modulation is OFF, and rotating the modulation wheel   
					will cause no pitch modulation to be applied to the voice. A setting of 99 produces   
					the greatest possible pitch modulation depth.   
					Data is entered using the DATA ENTRY controls or switches. Once this function   
					is called, subsequent presses on the B8 button increment the data value.   
					B9: WHEEL RANGE (MODULATION WHEEL), AMPLITUDE   
					As you move the DX21 modulation wheel away from you an increasing amount   
					of LFO modulation is applied to the selected voice. LFO modulation can be made   
					to modulate the amplitude (level) of specified voice elements (operators), producing   
					a range of tremolo or timbre modulation (wow-wow) type effects. This function   
					is used to set the maximum depth of amplitude modulation which can be applied   
					using the modulation wheel. The actual effect produced depends on the settings   
					of the LFO parameters—these will be discussed in CHAPTER V: VOICE PRO-   
					GRAMMING. Note, however, that the appropriate voice AMPLITUDE MODU-   
					LATION SENSITIVITY parameter must be set to a value higher than 0 for amplitude   
					modulation to be effective. The voice AMPLITUDE MODULATION SENSITIVITY   
					parameter will also be discussed in CHAPTER V.   
					The data range is from 0 to 99. At 0 amplitude modulation is OFF, and rotating   
					the modulation wheel will cause no amplitude modulation to be applied to the voice.   
					A setting of 99 produces the greatest possible amplitude modulation depth.   
					Data is entered using the DATA ENTRY controls or switches. Once this function   
					is called, subsequent presses on the B9 button increment the data value.   
					The Yamaha Breath Controller   
					The optional Yamaha BC1 Breath Controller is a unique way of adding expression   
					to the sound as you play the DX21 keyboard. The BC1 is held in the mouth just   
					like the mouthpiece of a wind instrument. Blowing harder or softer into the BC1   
					mouthpiece then produces a corresponding effect. The Breath Controller can be   
					used to apply varying amounts of pitch or amplitude LFO modulation, just like the   
					modulation wheel. In addition it can be set up to directly affect pitch, amplitude   
					or timbre in response to breath pressure. Set to directly affect amplitude (EG BIAS),   
					for example, the Breath Controller can be used to apply realistic tonguing effects   
					to brass and other wind instrument sounds.   
					The four BREATH parameters listed below determine just how the Breath Controller   
					will affect the DX21 sound. These parameters may be set individually, or combined   
					for more complex effects.   
					B10: BREATH RANGE, PITCH   
					This function is used to set the maximum depth of LFO pitch modulation which   
					can be applied using the Breath Controller. The actual effect produced depends   
					on the settings of the LFO parameters—these will be discussed in CHAPTER V:   
					VOICE PROGRAMMING. Note, however, that the appropriate voice PITCH   
					MODULATION SENSITIVITY parameter must be set to a value higher than 0 for   
					pitch modulation to be effective. The voice PITCH MODULATION SENSITIVITY   
					parameter will be discussed in CHAPTER V: VOICE PROGRAMMING.   
					The data range is from 0 to 99. At 0 pitch modulation is OFF, and applying breath   
					pressure to the Breath Controller will cause no pitch modulation to be applied to   
					the voice. A setting of 99 produces the greatest possible pitch modulation depth.   
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					Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this   
					function is called, subsequent presses on the B10 button increment the data value.   
					B11: BREATH RANGE, AMPLITUDE   
					This function is used to set the maximum depth of LFO amplitude modulation which   
					can be applied using the Breath Controller. The actual effect produced depends   
					on the settings of the LFO parameters—these will be discussed in CHAPTER V:   
					VOICE PROGRAMMING. Note, however, that the appropriate voice AMPLITUDE   
					MODULATION SENSITIVITY parameter must be set to a value higher than 0 for   
					amplitude modulation to be effective. The voice AMPLITUDE MODULATION   
					SENSITIVITY parameter will be discussed in CHAPTER V: VOICE PROGRAM-   
					MING.   
					The data range is from 0 to 99. At 0 amplitude modulation is OFF, and applying   
					breath pressure to the Breath Controller will cause no amplitude modulation to   
					be applied to the voice. A setting of 99 produces the greatest possible amplitude   
					modulation depth.   
					Data is entered using the DATA ENTRY controls or switches. Once this function   
					is called, subsequent presses on the B11 button increment the data value.   
					B12: BREATH RANGE, PITCH BIAS   
					This function permits breath pressure applied to the BC1 Breath Controller to directly   
					control the pitch of the voice. In other words the LFO has no effect—only your   
					breath pressure directly affects the pitch of the voice.   
					The data range is from 0 to 99. At 50 pitch bias is OFF. A setting of 99 permits   
					the greatest pitch increase to be produced through the Breath Controller, while a   
					setting of 0 permits the greatest pitch decrease.   
					Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this   
					function is called, subsequent presses on the B12 button increment the data value.   
					B13: BREATH RANGE, EG BIAS   
					This function permits breath pressure applied to the BC1 Breath Controller to directly   
					control the amplitude or timbre of the voice, according to settings of the corre-   
					sponding voice parameters which will be covered in CHAPTER V. The LFO has   
					no effect—only your breath pressure directly affects the amplitude or timbre of the   
					voice.   
					The data range is from 0 to 99. At 0 EG bias is OFF. A setting of 99 permits the   
					greatest amplitude or timbre variation to be produced through the Breath Controller.   
					Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this   
					function is called, subsequent presses on the B13 button increment the data value.   
					B14: CHORUS   
					The DX21 has a built-in chorus effect which can be used to add a pleasant stereo   
					chorus effect to any voice. Chorus is only effective, however, when both the DX21’s   
					A and B audio outputs are connected to a sound system in a stereo configuration.   
					The full impact of the chorus effect will not be heard if the A/MIX output only is   
					used, or if the A and B outputs are externally mixed to a mono signal.   
					This function turns the chorus effect ON or OFF. Once the CHORUS function is   
					called, subsequent presses on the B14 button alternate between the ON and OFF   
					states. The DATA ENTRY buttons can also be used to select the desired mode.   
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					B15: TRANSPOSE   
					This function permits transposing the pitch of the entire DX21 keyboard up or down   
					two octaves in semitone steps.   
					The data range is from C1 to C5 (C3 is middle C, C2 is one octave lower than   
					middle C, C4 is one octave higher than middle C, etc.). Immediately after this   
					function is called the desired new key can be selected simply by pressing any note   
					on the keyboard between C1 and C5 (within a plus or minus two octave range   
					of middle C). The keyboard’s C3 key then assumes the pitch of the key played,   
					and all other keys are adjusted automatically. Pressing any key higher than C5   
					on the keyboard results in a transposition to C5. This method of data entry can   
					only be used once, immediately after the TRANSPOSE function is called. Further   
					alterations may be made using the DATA ENTRY control or switches.   
					KEY SHIFT: KEY SET   
					During any of the normal DX21 play modes, pressing the KEY SHIFT button instantly   
					transposes the pitch of the entire DX21 keyoard up or down to a key programmed   
					using this function. When KEY SHIFT is engaged the letter “K” will appear at the   
					upper left corner of the LCD display until the KEY SHIFT button is pressed again,   
					returning the keyboard to normal pitch.   
					Pressing this button in the FUNCTION mode permits programming the desired   
					pitch to be shifted to when the KEY SHIFT button is pressed during any of the   
					play modes.   
					The transpose range for the KEY SHIFT function is plus or minus two octaves. The   
					data range is from -24 to +24, with 0 corresponding to standard keyboard pitch.   
					Each increment corresponds to a shift in pitch of one semitone—a setting of 2 would   
					therefore raise the pitch of the entire keyboard a whole tone.   
					Immediately after calling the KEY SET function, data can be entered simply by   
					pressing a key on the keyboard within a plus/minus two octave range of C3 (middle   
					C). The pressed key then assumes the pitch of C3 and all other keys are adjusted   
					accordingly. Pressing the A2 key, for example, produces a setting of -3. Pressing   
					a key higher than C5 results in a +24 setting, and pressing a key lower than C1   
					results in a -24 setting. This method of data entry, however, can only be used once   
					after this function is called. Subsequent changes can be made using the DATA   
					ENTRY control and -1/+1 switches.   
					This group includes just two functions: MASTER TUNE and DUAL MODE DETUNE.   
					4. Tuning Functions   
					A1: MASTER TUNE   
					This is the DX21 MASTER TUNE function. All voices are affected simultaneously.   
					The programmable data range is from   
					-63 to +63. When set to +0 the pitch of   
					the A3 key is the standard 440 Hz. At the lowest setting of -64 the overall pitch   
					of the keyboard is 100 cents (1 semitone) lower than standard pitch, and at the   
					highest setting of +63 the overall pitch of the keyboard is 100 cents higher than   
					standard pitch.   
					Use the DATA ENTRY control or -1/+1 switches to enter the data for this parameter.   
					Once the MASTER TUNE function is called, subsequent presses on the A1 button   
					increment the data value.   
					A2: DUAL MODE DETUNE   
					This function makes it possible to detune the pitches of channels A and B to create   
					chorus-type effects. DUAL MODE DETUNE only functions when the DUAL play   
					mode is selected.   
					The data range is from 0 to 99. At 0 no detune effect is produced. The greatest   
					(deepest) detune effect—a pitch difference between channels A and B of approx-   
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					imately 1/4 semitone—is achieved with a setting of 99. The detune effect is produced   
					by simultaneously increasing the pitch of channel A while decreasing the pitch   
					of channel B.   
					Use the DATA ENTRY control or -1/+1 switches to enter the data for this parameter.   
					Once the DUAL MODE DETUNE function is called, subsequent presses on the   
					A2 button increment the data value.   
					The memory management functions include functions for loading voices from the   
					DX21’s internal ROM voice memory, for storing and loading RAM memory voices   
					to and from cassette tape, initializing the voice memory, recalling voice data from   
					a special “safety” buffer memory, and turning the DX21 memory write protect   
					function ON and OFF.   
					5. Memory   
					Management   
					Functions   
					A9: EDIT RECALL   
					In addition to the voice edit buffer, the DX21 has a special edit recall buffer memory   
					which maintains the last edited voice data. If, after editing or creating a new voice,   
					you inadvertently call new data into the voice edit buffer by pressing one of the   
					voice selector buttons before storing the edited voice data, the voice you had spent   
					so much time editing will be erased from the edit buffer. If only one error of this   
					type has been made, the edited data still resides in the edit recall buffer and can   
					be recalled into the voice edit buffer using this function.   
					When this function is initially called the LCD will read “Recall Edit ?". Confirm your   
					intention to recall the data into the voice edit buffer by pressing the DATA ENTRY   
					YES button. The DX21 will then reconfirm with “Are You Sure ?". Press the DATA   
					ENTRY YES button again to actually execute the edit recall function. The EDIT   
					mode will then be automatically entered, and the voice edit buffer will contain the   
					data called from the edit recall buffer. Pressing another function button, a PLAY   
					mode button or the EDIT mode button during the above process will abort the edit   
					recall function.   
					A10: INIT VOICE   
					This function sets all voice parameters in the voice edit buffer to their “initialized”   
					values, permitting voice programming from an effectively neutral set of values—a   
					“clean slate”.   
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					INITIALIZED VOICE DATA LIST   
					When this function is called the LCD will read “Init. Voice ?“. Confirm your intention   
					to initialize the voice edit buffer by pressing the DATA ENTRY YES button. The   
					DX21 will then ask you to reconfirm your intention to initialize the voice with “Are   
					You Sure ?“. Press the DATA ENTRY YES button again to actually execute the   
					initialize operation. Once executed, the DX21 will automatically enter the EDIT   
					mode, ready for voice programming.   
					Pressing another function button, a PLAY   
					mode button or the EDIT mode button prior to the final step in the above process   
					will abort the voice initialize function.   
					A11: LOAD INTERNAL MEMORY   
					To load a ROM voice group, first make sure that the MEMORY PROTECT function   
					is OFF (A16). Then enter the FUNCTION mode and press the A11 voice selector   
					button to call the LOAD INTERNAL MEMORY function. The LCD should now look   
					like this.   
					FUNCTION CONTROL   
					G r o u p t o B a n k ?   
					Confirm your intention to load a group of 8 ROM voices into RAM memory by   
					pressing the DATA ENTRY YES button. The top line of the LCD will now ask you   
					to select the group you wish to load—“Group (1–16) ?“–and the lower display   
					line will show the currently selected group. The 16 different ROM voice groups   
					are selected by pressing the A1 through A16 voice memory selectors.   
					G r o u p ( 1 - 1 6 ) ?   
					G1: PIANOS   
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					Once you have selected the desired ROM memory group, press the DATA ENTRY   
					YES button to go on to the next step. If you press the NO button at this point the   
					display will revert to the “Group to Bank?” stage. If you do press the YES button,   
					the display will prompt you to select the group of 8 memory locations to which   
					you will load the selected ROM voice group—A1 through A8, A9 through A16,   
					B1 through B8, or B9 through B16. The desired memory location group is selected   
					by pressing the A1 through A4 buttons. The selected group will be displayed on   
					the lower line of the LCD.   
					Now the selection of the source voices and the destination memory locations is   
					complete, all you have to do to actually load the selected voices is press the DATA   
					ENTRY YES button. If you press the NO button at this point the display will revert   
					to the “Group to Bank?” stage. If you do press YES, the display will announce that   
					the load job has been accomplished with the “COMPLETED !” display. You can   
					now press any play mode selector to try out the newly loaded voices.   
					* * Be sure to turn the MEMORY PROTECT function back ON after the load op-   
					eration.   
					A12: LOAD SINGLE INTERNAL MEMORY   
					This function lets you load one ROM voice into the DX21 voice edit buffer, from   
					which it can be stored in any of the 32 RAM memory locations using the STORE   
					function. Make sure the MEMORY PROTECT function (A16) is OFF before at-   
					tempting to use the LOAD SINGLE INTERNAL MEMORY function.   
					When this function is first called the LCD will look like this.   
					Confirm your intention to load a single ROM voice into the voice edit buffer by   
					pressing the DATA ENTRY YES button. The upper line of the display will now show   
					the currently selected ROM voice group, and the lower line will show the voice   
					currently selected from that group.   
					The various voice groups can be selected by using the A1 through A16 buttons,   
					and the 8 voices within each group are individually selected using the B1 through   
					B8 buttons. When the desired voice has been selected in this way, simply hold   
					down the STORE button and press the memory selector button to which you want   
					to store the selected voice.   
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					You can now try out the newly loaded voice.   
					** Be sure to turn the MEMORY PROTECT function back ON after the load op-   
					eration.   
					A13: CASSETTE SAVE/VERIFY   
					This function actually incorporates two “sub-functions” —SAVE and VERIFY. After   
					calling this function, subsequent presses on the B13 button alternate between the   
					SAVE and VERIFY sub- functions. Normally, however, you will start with the SAVE   
					function which saves the entire contents of the DX21 RAM voice memory onto   
					cassette tape. The VERIFY function is then used to check the saved data against   
					the data still in RAM memory, to ensure that no errors occured in the SAVE process.   
					Before using this function, make sure that an appropriate data cassette recorder   
					is properly connected to the DX21 as described in CHAPTER I: SETTING UP.   
					When this function is initially called the LCD will read “Save to Tape ?”. Confirm   
					your intention to save the contents of the 32 voice memory locations to cassette   
					tape by pressing the DATA ENTRY YES button. The display will then read “from   
					Mem to Tape, all ready ?“. At this point reconfirm that the cassette recorder is set   
					up properly, make sure a suitable blank tape is loaded into the cassette recorder,   
					and start the recorder running in the RECORD mode. To begin the actual save   
					operation press the DATA ENTRY YES button. Pressing another function button,   
					a PLAY mode button or the EDIT mode button prior to the final step in the above   
					process will abort the CASSETTE SAVE function. As the DX21 saves each voice   
					to tape, the upper line of the display will indicate the voice number being saved.   
					When all 32 voices have been saved the DX21 will automatically go into the tape   
					verify mode, permitting you to check that the data was recorded properly.   
					Stop the cassette recorder. The LCD will now read “Verify Tape ?“. To verify, first   
					rewind the tape to the beginning of the file just saved, then press the DATA ENTRY   
					YES button in response to the “Verify Tape ?” display which should be showing.   
					the display will now read “Verify Tape, ready?“. Press the DATA ENTRY YES button   
					then start the cassette recorder running in the PLAY mode. The DX21 will now   
					read each voice from the cassette tape, and compare it with the corresponding voice   
					data in the RAM voice memory. If the cassette and RAM data matches, the display   
					will read “VERIFY COMPLETED”. Any PLAY mode can then be entered simply   
					by pressing the corresponding mode selector button.   
					If an error is encountered this fact will be displayed on the LCD. If this happens,   
					go back and try the SAVE process—followed by the VERIFY process—one more   
					time. If the error persists then you may have to carefully adjust the record and/or   
					playback level of the cassette recorder, or use a higher quality recorder or tape.   
					Be sure to check that all cassette connections are made properly.   
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					A14: CASSETTE LOAD   
					This function loads a complete set of 32 voices from cassette tape into the DX21   
					RAM voice memory. Before using this function make sure that all cassette con-   
					nections have been properly made, as described in CHAPTER I: SETTING UP.   
					Also make sure that the DX21 MEMORY PROTECT function (A16) is OFF.   
					When this function is initially called the LCD will read “Load from Tape ?". Confirm   
					your intention to load a complete set of 32 voices from cassette tape into the RAM   
					voice memory (remember, this will erase any voices previously in the RAM memory)   
					by pressing the DATA ENTRY YES button. The LCD will now read “from Tape to   
					Mem, all ready ?". At this point make sure the appropriate cassette tape is loadeed   
					into the recorder and is rewound to the beginning of the desired voice file. To execute   
					the load operation press the DATA ENTRY YES button again and start the cassette   
					recorder running in the PLAY mode. Pressing another function button, a PLAY   
					mode button or the EDIT mode button prior to the final step in the above process   
					will abort the CASSETTE LOAD function. The DX21 will indicate each voice on   
					the LCD as it is loaded. When the load function is completed the LCD will read   
					“LOAD COMPLETED”.   
					Stop the cassette recorder and turn the DX21 MEMORY PROTECT function back   
					ON. The LOAD function can be interrupted at any time by pressing the DATA ENTRY   
					NO button. This can, however, result in incomplete data loading, possibly causing   
					“garbled” voice data to appear in one memory location.   
					** Be sure to turn the MEMORY PROTECT function back ON after a successful   
					LOAD operation.   
					A15: CASSETTE LOAD SINGLE   
					This function allows you to load a single voice from a previously saved 32-voice   
					cassette file into the DX21 voice edit buffer, from which it can be stored in any   
					voice memory using the STORE function. Make sure the MEMORY PROTECT   
					function (A16) is OFF before using the LOAD SINGLE function.   
					When this function is initially called the LCD will read "Load Single ?". Press the   
					DATA ENTRY YES button to go on to the next step. The LCD will now read “Tape   
					# ? to Buff, (A1-A16,B1-B16)". You must now enter the voice number of the   
					voice you wish to load from cassette—do this by pressing the corresponding voice   
					memory seleactor button. The selected voice number will appear in place of, the “#   
					?” portion of the upper display line. Then, make sure the appropriate cassette is   
					loaded in the cassette recorder and is rewound to the beginning of the voice file   
					containing the desired voice, press the DATA ENTRY YES button, and start the   
					cassette recorder running in the PLAY mode. The DX21 will automatically locate   
					the selected voice and load it into the voice edit buffer. When finished, the display   
					will read “LOAD COMPLETED”. The LOAD SINGLE function can be interrupted   
					by pressing the DATA ENTRY NO button. Doing this may, however, result in garbled   
					voice data in the DX21 voice edit buffer.   
					The loaded voice may now be stored into any voice memory location by holding   
					down the STORE button while pressing the voice selector of the destination voice   
					memory location. This must be done before another voice selector button is pressed   
					if you desire to keep the loaded voice in memory, otherwise the loaded voice data   
					in the voice edit buffer will be erased and replaced by the voice data called by the   
					pressed voice selector button.   
					** Be sure to turn the MEMORY PROTECT function (A16) back ON after a suc-   
					cessful LOAD operation.   
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					A16: MEMORY PROTECT   
					This function turns the DX21 MEMORY PROTECT function ON or OFF. When   
					ON, the internal RAM voice memory cannot be altered using the STORE, INTERNAL   
					MEMORY LOAD, or CASSETTE LOAD functions. The MEMORY PROTECT   
					function does not affect the voice edit buffer, so the INIT VOICE, EDIT RECALL,   
					INTERNAL MEMORY LOAD SINGLE, and CASSETTE LOAD SINGLE functions   
					will operate whether MEMORY protect is ON or OFF.   
					When this function is called the LCD will read either "Mem Protect:ON" or "Mem   
					Protect:OFF", according to the current state of the MEMORY PROTECT function   
					(MEMORY PROTECT is automatically turned ON each time mains power to the   
					DX21 is turned ON). The DATA ENTRY ON and OFF buttons are used to turn   
					MEMORY PROTECT ON or OFF.   
					This group of functions deals with parameters which control the transmission and   
					reception of MIDI data via the DX21 MIDI OUT and MIDI IN terminals. This section   
					will describe how each parameter is programmed, while actual operational details   
					will depend entirely on the type of MIDI equipment with which the DX21 will be   
					used.   
					6. MIDI Functions   
					A3: MIDI ON-OFF   
					This function turns transmission and reception via the DX21’s MIDI terminals ON   
					or OFF. When ON the DX21 can transmit or receive MIDI data to or from external   
					MIDI equipment. When OFF, no MIDI data interchange is possible.   
					This function is turned ON or OFF using the DATA ENTRY buttons.   
					A4: RECEIVE CHANNEL   
					The DX21 is capable of receiving data on any of the 16 available MIDI channels,   
					or in the OMNI mode which enables reception on all channels simultaneously.   
					This function is used to set the desired MIDI receive channel or activate the OMNI   
					mode. The receive channel is normally set to match the transmission channel of   
					the MIDI equipment from which the DX21 will be receiving MIDI data.   
					Data is entered using the DATA ENTRY control or buttons, and the data range is   
					from "Midi Omni: ON” (in this state the OMNI mode is ON) to "Midi Recv Ch =   
					1" through "Midi Recv Ch = 16".   
					A5: TRANSMIT CHANNEL   
					The DX21 can transmit MIDI data on any of the 16 available MIDI channels. This   
					function is used to set the desired transmission channel. The transmission channels   
					will normally be set to match the receive channel of the MIDI equipment to which   
					the DX21 will be transmitting data.   
					Data is entered using the DATA ENTRY control or buttons, and the data range is   
					from 1 to 16.   
					A6: CHANNEL INFORMATION   
					This is the MIDI channel information “switch”. It turns transmission and reception   
					of all MIDI BASIC EVENT DATA and OTHER EVENT DATA (except for key event   
					data, which is always transmitted when the MIDI ON-OFF function is ON) ON   
					or OFF. This function is turned ON or OFF using the DATA ENTRY ON and OFF   
					buttons.   
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					The data turned ON or OFF by this function consists of the following:   
					(a) KEY VELOCITY:   
					Initial touch response data. Although the DX21   
					does not have key velocity sensitivity (keyboard   
					touch response), its tone generator is capable of   
					receiving key velocity information from an external   
					keyboard which has this capability.   
					(b) MODULATION WHEEL:   
					Modulation wheel position.   
					(c) BREATH CONTROLLER: Breath controller pressure.   
					(d) PORTAMENTO FOOT SW: Portamento footswitch on/off status.   
					(e) PROGRAM CHANGE:   
					(f) DATA ENTRY CONTROL: DATA ENTRY control position. Transmission only.   
					Voice memory selection.   
					(g) DATA ENTRY SW:   
					DATA ENTRY +1 and -1 switch status. Trans-   
					mission only.   
					Pitch bend, sustain switch and “all keys off” status data are transmitted whether   
					this function is ON or OF.   
					NOTE:   
					The above MIDI data is generally common to all keyboards and equipment   
					compatible with the MIDI system. Due to differences in the features provided   
					by some manufacturers, however, complete compatibility can not be guar-   
					anteed.   
					A7: SYSTEM INFORMATION   
					This function turns transmission and reception of MIDI SYSTEM EXCLUSIVE   
					INFORMATION data ON or OFF. The DATA ENTRY ON and OFF buttons are used   
					to turn this function ON or OFF. MIDI SYSTEM EXCLUSIVE INFORMATION   
					consists of voice parameters and related data which is transmitted by the BULK   
					TRANSMIT function (A8) described below. When this function is ON voice pa-   
					rameter changes made in the DX21 EDIT mode are transmitted in real time.   
					A8: BULK TRANSMIT   
					This function permits transmission of "32 Bulk Data”. That is, the data pertaining   
					to the 32 voices contained in the DX21 RAM voice memory. This data could be   
					transmitted, for example, to the RAM voice memory of another DX21.   
					When this function is called the LCD will read "Midi Transmit ?". Pressing the DATA   
					ENTRY YES button then begins actual transmission of the data. During transmission   
					the LCD will go blank. Transmission takes about two seconds.   
					NOTE:   
					System exclusive communication data is only useable with compatible Yamaha   
					MIDI equipment.   
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					CHAPTER IV: THE PERFORMANCE MEMORY   
					In addition to the DX21’s 32 voice RAM memories and 128-voice ROM memory,   
					the DX21 also features a special 32 performance memory system. This performance   
					1. Performance   
					memory can be programmed with a voice number or pair of voice numbers (one   
					from each channel), play mode, split mode split key number or dual mode detune   
					data, key shift data, and pitch bend mode data. Thus, when one performance memory   
					is called a voice or combination of voices in any play mode is automatically called   
					along with the most important real-time performance parameters programmed for   
					that voice or voice combination.   
					Memory   
					Organization   
					To access the performance memory, hold down the FUNCTION key and press the   
					EDIT/COMPARE key. The LCD will look something like this:   
					2. Accessing the   
					Performance   
					Memory   
					The 32 performance memories are then selected by pressing the voice selector   
					buttons (A1 through A16 = 1 through 16, B1 through B16 = 17 through 32).   
					The first data on the top LCD line is the selected performance memory and its   
					performance name. This is followed by the programmed play mode: SI = SINGLE   
					= SPLIT play mode. From left to right on   
					play mode, DU = DUAL play mode, SP   
					the lower display line we have the number of the voice or voices selected by this   
					performance memory, the split or detune data (this depends on whether the SPLIT   
					or DUAL play mode is selected), the key shift data, and the pitch bend mode.   
					The performance memory is programmed quite simply by setting up the desired   
					voice or voices in the desired play mode, with the desired performance parameters.   
					Then, after making sure the MEMORY PROTECT function (A16) is OFF, access   
					the performance memory by holding down the FUNCTION button and pressing   
					the EDIT/COMPARE button. Now you can store the currently set up performance   
					combination in any memory location by holding down the STORE button and   
					pressing the performance memory selector button to which you wish to save the   
					performance data. Before you do this, however, you might want to give your   
					performance combination a name.   
					3. Programming the   
					Performance   
					Memory   
					** Be sure to turn the MEMORY PROTECT function (A16) back ON after a suc-   
					cessful storage operation.   
					The performance name can be programmed at any time while in the performance   
					mode as follows. Hold down the FUNCTION/CHARACTER button. You’ll notice   
					that a cursor begins flashing over the first letter of the current performance name.   
					While holding down the CHARACTER button you can enter characters by pressing   
					the appropriate character buttons (see CHAPTER V: VOICE PROGRAMMING,   
					B16: VOICE NAME). The available characters are printed in white on the right   
					of the voice selector buttons and the buttons to the left of the LCD. Pressing the   
					4. The Performance   
					Name   
					The cursor can be moved backwards or   
					PLAY SINGLE button inputs a space.   
					forwards by pressing the DATA ENTRY +1 and -1 buttons. Once a performance   
					name has been entered the entire performance combination must be stored using   
					the STORE function, as described in "3. Programming the Performance Memory”,   
					above.   
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					CHAPTER V: VOICE PROGRAMMING   
					Before you begin actually programming or editing your own voices, a basic un-   
					1. The Basics Of FM   
					Synthesis   
					derstanding of how digital FM synthesis works will be necessary. In the following   
					explanation we will discover how the DX21’s FM voice generator produces complex   
					voices. This information will help you to understand the process and make it easier   
					for you to create and edit your own voices.   
					OPERATORS   
					The Yamaha DX series FM digital synthesizers use pure sine waves that interact   
					to create the full harmonic spectrum for any voice. Each digital sine wave oscillator   
					is combined with its own envelope generator to form an “operator”.   
					Note that the operator’s oscillator has two inputs: one for the oscillator pitch data,   
					and one for modulation data.   
					CARRIERS AND MODULATORS   
					The DX21 voice generator has 4 operators. When the output of one operator is fed   
					to the modulation input of a second operator—i.e. the first operator modulates the   
					second—a whole spectrum of harmonics is created that can form an incredibly   
					diverse range of complex waveforms (including the more conventional triangle,   
					sawtooth, and square waveforms). All this from just two operators!   
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					Operators do not have to be connected “vertically” in a modulator-carrier re-   
					lationship, as shown above. The outputs of two operators can also be mixed—just   
					as the stops in an organ are mixed. In this case the sounds are simply added together   
					with no modulation effect.   
					ALGORITHMS   
					We have seen two different ways that two operators may be combined. The DX21   
					uses four operators, offering a lot of potential connection possibilities. These dif-   
					ferent configurations of operator relationships are called “algorithms”, and the DX21   
					offers 8 algorithm choices. These are all printed right on the DX21 panel. In the   
					algorithm diagrams on the panel the small boxes numbered 1 through 4 are the   
					operators.   
					HOW ALGORITHMS AFFECT THE SOUND   
					By changing the relative frequencies between operators in a modulator-carrier re-   
					lationship, you change not only the fundamental pitch of the note, but also the   
					frequencies present in the harmonic structure. Thus, the timbre of the voice can   
					be precisely controlled. In addition, since each operator has its own envelope   
					generator (and a sophisticated one, too!), the harmonic structure of a note can   
					be programmed to vary over time, just as a plucked string changes its overtones   
					as the note decays.   
					Depending on the selected algorithm, operators can be stacked vertically, connected   
					horizontally, or both. In the vertical arrangement, when the output of one operator   
					is connected to the input of another the result is modulation. By convention, the   
					“output”   
					operator at the bottom—or   
					—of a stack of operators is known as a “carrier”.   
					All operators in the same stack above the carrier are “modulators”. By increasing   
					the output level of one or more modulators feeding a carrier, the number of harmonics   
					in the resultant sound is increased (its “bandwidth” is increased), making it more   
					brilliant.   
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					The bottom operator of a   
					stack is called a CARRIER.   
					Any operators which are   
					connected to the carrier’s   
					inputs are called MODULA-   
					TORS. YOU CAN’T HEAR A   
					MODULATOR DIRECTLY,   
					but you hear its effect by   
					listening to the carrier’s   
					altered (modulated) output.   
					A given operator can be   
					either a carrier or a modu-   
					lator: the only difference is   
					how it is “connected” in a   
					given algorithm.   
					Most algorithms have multiple modulators and carriers. In one algorithm a given   
					operator may be a carrier, while in the next it might function as a modulator—the   
					only difference being how it is connected. In algorithm number 5, for example, there   
					are two vertical stacks of two operators, and the outputs of the carriers in these   
					stacks are connected in parallel (horizontally). Algorithm 5 has an equal number   
					of modulators and carriers—two modulators and two carriers.   
					On the other hand, all operators in algorithm 8 function as carriers. Note that no   
					modulation can occur in this algorithm (except for the feedback loop on operator   
					4—we’ll discuss that later). But algorithm 8 is ideal for creating rich organ voices—   
					think of each operator as different organ “stops”, which can be mixed together   
					as desired.   
					The algorithm alone, however, does not determine the actual sound of the voice.   
					The vital characteristics of the voice you create depend mostly on the frequencies   
					and levels you program into each operator. The 8 algorithms provided in the DX21   
					were specially selected because they offer the broadest range of voice programming   
					possibilities.   
					The results of using different frequency ratios, as well as different algorithms, are   
					shown graphically in the accompanying illustration. In the left column you see the   
					waveforms created by 1:1, 2:1 and 3:1 ratios between one modulator and one carrier.   
					In the right column you see the waveforms which result from the same three ratios,   
					but when the two operators used are both carriers (connected horizontally, this   
					is known as additive synthesis).   
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					Still more variations can be achieved by changing the relative output levels between   
					operators; the greater the level of the modulating operator, the more harmonics   
					are present.   
					FEEDBACK   
					Note that every algorithm has one operator with a “feedback loop”—represented   
					by a line from the output of the operator which feeds back to the input of the same   
					operator. In effect, a feedback loop means that the operator is modulating itself.   
					While every algorithm has one feedback loop, feedback is not necessarily used in   
					every voice. One of the DX21 editing functions permits the feedback level to be   
					set between 0 (no feedback) and 7 (maximum feedback).   
					ENVELOPE GENERATORS   
					Consider what happens when you play a note on, say, an acoustic instrument. The   
					level of the sound initially goes up to some value, then eventually falls to nothing,   
					following some sort of pattern that is characteristic of the particular instrument   
					played. For example, a low note on a pipe organ starts slowly when you press a   
					key, because it takes a while for the large column of air within the pipe to build   
					up to maximum oscillation level, and takes a while to die down once the key is   
					released a note played on a wood block, on the other hand, starts quickly as the   
					mallet strikes the block, and stops quickly as the block stops resonating. The   
					characteristic volume pattern of any note played on any instrument is known as   
					its “volume envelope”. Most acoustic instruments also have a “timbre envelope”,   
					in which the harmonic content of the note changes (the timbre changes) from the   
					time the note is initiated to the time it decays.   
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					Each of the 4 operators available in DX21 can be programmed with its own envelope.   
					The envelope applied to a carrier will, generally, contribute to the overall volume   
					envelope of the note, while an envelope applied to a modulator will contribute to   
					the timbre envelope of the note.   
					Here is a copy of the envelope diagram printed above the LCD on the DX21 panel.   
					This envelope diagram can be used as a guide in visualizing DX21 envelope settings   
					while you program or edit a voice.   
					Each envelope generator can be programmed with five different parameters: AT-   
					TACK RATE (AR), DECAY 1 RATE (D1R), DECAY 1 LEVEL (D1L), DECAY 2 RATE   
					(D2R), and RELEASE RATE (RR). The RATE parameters determine how fast the   
					envelope moves from one level to the next. The term LEVEL is used rather than   
					“volume” because the envelope of the operator you're working on could affect   
					volume or timbre, depending on whether it is a carrier or a modulator.   
					Any note begins at zero level when you press a key, then begins to approach   
					maximum EG level at a rate determined by the setting of AR (Attack Rate). The   
					envelope may reach maximum level instantly, or it may take over 30 seconds de-   
					pending on the setting of AR.   
					When the envelope reaches maximum level it immediately begins moving towards   
					the next level in the envelope—D1L (Decay 1 Level)—at a speed determined by the   
					setting of D1R (Decay 1 Rate).   
					The change from maximum EG level to D1R can be either a decrease in level or a   
					sustain at maximum level, depending on the values you choose for D1L.   
					After reaching D1L, the envelope then begins to decay toward zero level at a speed   
					determined by the setting of the D2R (Decay 2 Rate) parameter. If D2R is set to   
					0 (no decay), however, the note will be sustained at D1L for as long as you hold   
					the key. Now, when you release the key you have been holding the envelope will   
					immediately begin to decay towards 0 level at a speed determined by RR (Release   
					Rate). In fact, at whatever point in the envelope you release the key the envelope   
					will immediately begin moving toward 0 level at the set Release Rate. Thus ends   
					the note envelope “history”.   
					THE PITCH EG   
					In addition to the EG functions just described, the DX21 also has a "PITCH EG".   
					This pitch envelope generator is programmed in a similar way to the individual   
					operator EGs, but it affects the overall pitch of the voice rather than level and timbre.   
					This is useful for creating certain types of voices-whistling, for example, in which   
					the pitch of the note usually starts out a bit low and then sweeps up to the proper   
					pitch.   
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					To actually program or edit a voice you need to enter the EDIT mode. This is done   
					by pressing the EDIT/COMPARE switch in the group of switches to the left of the   
					LCD panel.   
					2. The EDIT and   
					COMPARE Modes   
					When the EDIT mode is activated the upper line of the LCD will indicate the currently   
					selected algorithm, the operator ON/OFF status (the group of four 1s or 0s) and   
					the currently selected operator. The lower disply line will indicate the currently   
					selected voice parameter. The last voice selected in the PLAY mode will be selected   
					for editing. The individual voice parameters are then selected by pressing the   
					corresponding voice selector switches—all voice parameters are printed in violet   
					above the voice selector switches. The selected parameter is then programmed using   
					the DATA ENTRY control and/or switches. The individual parameters will be de-   
					scribed in detail below.   
					Once the EDIT mode has been called and any parameter change has been made,   
					a small letter “e” will appear in the top left corner of the LCD, indicating that editing   
					is in progress. You can play the DX21 keys and listen to how parameter changes   
					are affecting the voice as you edit. In many cases you will be editing an existing   
					voice and will want to compare the sound of the edited voice with the original   
					voice. This is done simply by pressing the EDIT/COMPARE switch again. The small   
					letter “e” in the top left corner of the LCD will change to a “c” indicating that the   
					COMPARE mode has been activated, and that the voice you will now hear is the   
					original voice before editing (the parameters displayed on the LCD will also revert   
					to those of the original voice). You can then return to the voice being edited by   
					pressing the EDIT/COMPARE switch again. This can be repeated as many times   
					as needed during the editing process. The COMPARE mode can only be entered   
					from the EDIT mode, however, after at least one data change has been made to   
					the original voice.   
					The EDIT/COMPARE mode can be exited by entering any PLAY mode or the   
					FUNCTION mode. Please note, however, that if you exit the EDIT/COMPARE mode   
					and then select a new voice ANY DATA YOU HAVE EDITED WILL BE ERASED!!!   
					This is because all editing is performed in a special edit buffer memory which is   
					the same memory to which a voice is called when its selector button is pressed.   
					To save edited data you must use the STORE function to save the new data in one   
					of the DX21’s 32 RAM voice memories. The STORE function will be discussed in   
					CHAPTER III: MEMORY MANAGEMENT. If you do make a mistake and lose the   
					edited data, the DX21 has been provided with a special temporary buffer memory   
					from which the lost data can be recalled (assuming only one error has been made)   
					using the EDIT RECALL function. The EDIT RECALL function will also be discussed   
					in CHAPTER III: MEMORY MANAGEMENT.   
					The following is a brief description of each available voice parameter, how it iS   
					programmed, and its effect. These parameters are selected by pressing the appro-   
					priately labelled (violet labels indicate voice parameters) panel switch while the   
					DX21 is in the EDIT mode.   
					3. The Voice   
					Parameters   
					PB MODE: OPERATOR SELECT   
					-1 DATA ENTRY button) selects the   
					This switch (located immediately above the   
					operator to be worked on. Only one operator can be selected at a time. Only the   
					parameters for the selected operator will be displayed on the LCD panel.   
					In the EDIT mode the currently selected operator number is generally displayed   
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					at the top right corner of the LCD: for example, “OP 3”. This only applies to pa-   
					rameters which can be individually programmed for each operator, however, when   
					parameters that affect all operators simultaneously are called (the LFO WAVE,   
					SPEED and DELAY parameters, for example) the current operator display will di-   
					sappear from the LCD and individual operators cannot be selected.   
					A1-A4: OPERATORlAMS ON-OFFIEG COPY, 1—4   
					Individually turns operators 1 through 4 ON or OFF. In many cases a voice will   
					not require all operators in an algorithm. Operators that are not needed should   
					be turned OFF while editing. Also, during the voice creation process, it is a good   
					idea to start with all operators OFF and then turn them ON one at a time as you   
					program and add them to the algorithm. The four digits immediately following the   
					algorithm number on the upper display line represent the four operators, 1 through   
					4, in order from left to right. When an operator is ON a “1” appears in the corre-   
					sponding position, and when an operator is OFF a “0” appears in the corresponding   
					position. Each press on the A1 through A4 buttons alternately turns the corre-   
					sponding operator ON and OFF.   
					When the AMPLITUDE MODULATION SENSITIVITY parameter is selected (A14),   
					these switches are used to determine to which operators the sensitivity setting   
					will apply.   
					When the EG COPY function is in use these switches are used to select the operator   
					to which the data from the currently selected operator will be copied. The parameters   
					which can be copied are those of ENVELOPE GENERATOR and KEYBOARD   
					SCALING.   
					A5: ALGORITHM   
					Permits selection of any of the 8 available algorithms. The desired algorithm number   
					is selected using either the DATA ENTRY control or switches.   
					A6: FEEDBACK   
					Feedback can be applied to one operator in each algorithm. Pressing this switch   
					permits setting the amount (level) of feedback which will be applied.   
					The feedback level range is from 0 to 7. At 0 feedback is OFF, and at 7 maximum   
					feedback is applied.   
					Data is entered via the DATA ENTRY control or switches.   
					A7: LFO WAVE   
					Permits selection of the low frequency oscillator waveform. The available waveforms   
					are SAW UP (a rising sawtooth waveform), SQUARE, TRIANGLE, and S/HOLD   
					(sample and hold).   
					These waveforms are selected using the DATA ENTRY control or switches.   
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					A8: LFO SPEED   
					Permits setting the speed of the low frequency oscillator. The data range is from   
					0 to 99. 0 corresponds to the slowest LFO speed (0.06 Hz), and 99 corresponds   
					to the fastest LFO speed (50 Hz).   
					A9: LFO DELAY   
					Permits setting a delay of between 0 and approximately 3 seconds before the LFO   
					modulation effect begins after a key is played. This is particularly useful for simulating   
					brass instruments, human voice, etc., in which the a vibrato effect is gradually applied   
					after the note has been initiated.   
					The data range is from 0 to 99. At 0 there is no delay, and a setting of 99 produces   
					a delay of approximately 15 seconds. With longer delay settings the modulation   
					effect begins gradually for a remarkably natural sound.   
					A10: LFO PMD   
					This parameter sets the depth of pitch variation produced by LFO modulation for   
					all operators simultaneously. This function is independent from pitch modulation   
					produced by the modulation wheel and breath controller, and is always ON once   
					set.   
					The data range is from 0 to 99. At 0 pitch modulation is OFF, and a setting of 99   
					produces the greatest pitch variation, dependent on the PITCH MODULATION   
					SENSITIVITY setting, described below (A13). When the PITCH MODULATION   
					SENSITIVITY parameter is set to maximum (7), the maximum pitch variation (PM   
					DEPTH = 99) will be plus and minus 1 octave.   
					Even if this parameter is set to 0, pitch modulation can still be applied via the   
					modulation wheel or breath controller.   
					A11: LFO AMD   
					This parameter sets the depth of amplitude variation (tremolo or wow) produced   
					by LFO modulation for all operators simultaneously. This function is independent   
					from amplitude modulation produced by the modulation wheel or breath controller,   
					and is always ON once set.   
					The data range is from 0 to 99. At 0 amplitude modulation is OFF, and a setting   
					of 99 produces the greatest variation, dependent on the AMPLITUDE MODU-   
					LATION SENSITIVITY setting (A14). When the AMPLITUDE MODULATION   
					SENSITIVITY parameter is set to maximum (3), the maximum amplitude variation   
					(AM DEPTH = 99) will be plus and minus 42 dB peak-to-peak.   
					Even if this parameter is set to 0, amplitude modulation can still be applied via the   
					modulation wheel and breath controller.   
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					A12: LFO SYNC   
					The beginning of the LFO cycle is normally synchronized with key-on timing. This   
					parameter permits turning this synchronization ON or OFF. All operators are affected   
					simultaneously.   
					When this parameter is ON, the LFO cycle always begins from the peak of a positive   
					half-cycle (90 degrees phase angle) when a key is played. This produces a clear,   
					consistent attack on all notes.   
					When LFO KEY SYNC is OFF, the LFO cycle starts from a random point when a   
					key is played. This is the ideal setting when the LFO is being used to create na-   
					tural-sounding chorus or phasing type effects.   
					N O T E :   
					When in DUAL or SPLIT mode, the “B” voice is affected by the LFO data   
					of the “A” voice.”   
					A13: PITCH MODULATION SENSITIVITY   
					This parameter sets the sensitivity of all operators to pitch modulation applied either   
					via the LFO PMD parameter, above, or via the modulation wheel of breath controller.   
					The data range is from 0 to 7. At 0 no pitch modulation can be applied, and at 7   
					the maximum pitch modulation can be achieved. When LFO PMD, above, is set   
					to 99 a setting of 7 produces a plus and minus one-octave pitch variation.   
					A14: AMPLITUDE MODULATION SENSITIVITY   
					This sets the operator’s sensitivity to LFO and EG BIAS effects applied via the LFO   
					PMD or AMD functions, or via the modulation wheel or breath controller.   
					The application of LFO modulation to a carrier results in tremolo, and applied to   
					a modulator the result is a periodic variation in timbre which is similar to wow effects.   
					When EG BIAS is applied to a carrier via the breath controller the result is volume   
					(expression) control, and applied to a modulator the result is brilliance control.   
					The data range is from 0 to 3. At 0 amplitude modulation sensitivity is OFF and   
					no LFO or EG BIAS effects can be applied to the selected operators. A setting of   
					3 produces maximum sensitivity and therefore maximum effect depth.   
					The operators to which modulation sensitivity is to be applied are selected using   
					buttons A1 through A4. The four digits—1 or 0—at the top right corner of the LCD   
					correspond to operators 1 through 4. When an operator is turned ON—i.e. able to   
					receive amplitude modulation—the corresponding digit will be a “1”. When OFF   
					the corresponding digit will be a “0”. The operators are turned ON and OFF al-   
					ternately each time the corresponding OPERATOR/AMS ON-OFF/EG COPY button   
					is pressed.   
					A15: EC BIAS   
					This sets the operator’s sensitivity to EG BIAS effects applied via the breath con-   
					troller. EG bias changes the overall output level from the operator. The harder you   
					blow into the breath controller, the higher the maximum envelope level. When EG   
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					BIAS is applied to a carrier via the breath controller the result is volume (expression)   
					control, and applied to a modulator the result is brilliance control.   
					The data range is from 0 to 7. At 0 EG BIAS sensitivity is OFF and no EG BIAS   
					effects can be applied to the selected operators. A setting of 7 produces maximum   
					sensitivity and therefore maximum effect depth.   
					A16: KEY VELOCITY   
					While the DX21 has no key velocity sensitivity of its own, its voice generators will   
					accept key velocity data from an external MIDI controller keyboard which does   
					have this feature. This function determines the sensitivity of each operator to   
					keyboard velocity sensitivity data from an external keyboard connected to the DX21   
					MIDI IN terminal (key velocity sensitivity = the harder you play a key, the louder   
					the note. Timbre variations are produced when keyboard sensitivity is applied to   
					a modulator).   
					The data range is from 0 to 7. At 0 key velocity sensitivity for the selected operator   
					is OFF. A setting of 7 produces the highest sensitivity, and therefore the greatest   
					effect.   
					B1: FREQUENCY RATIO   
					These parameters determine the actual frequency of each operator. For operators   
					which function as carriers this determines the actual pitch of the sound produced.   
					For operators functioning as modulators this determines the harmonic spectrum   
					of the sound produced.   
					Each operator can be set to any of 64 different frequency ratios as follows:   
					DX21 OPERATOR FREQUENCY RATIOS   
					0.50   
					1.57   
					0.71   
					1.73   
					1.41   
					3.14   
					0.78   
					2.00   
					0.87   
					2.82   
					1.00   
					3.00   
					4.24   
					5.19   
					3.46   
					4.00   
					4.71   
					5.00   
					5.65   
					6.28   
					7.00   
					7.07   
					6.00   
					6.92   
					7.85   
					8.00   
					9.00   
					9.42   
					8.48   
					8.65   
					9.89   
					11.00   
					13.00   
					15.55   
					18.37   
					21.20   
					11.30   
					13.84   
					15.57   
					18.84   
					21.98   
					10.00   
					12.11   
					14.10   
					16.96   
					19.78   
					23.55   
					10.38   
					12.56   
					14.13   
					17.27   
					20.41   
					24.22   
					10.99   
					12.72   
					15.00   
					17.30   
					20.76   
					25.95   
					12.00   
					14.00   
					15.70   
					19.03   
					22.49   
					These frequency ratios have been carefully chosen as the most useful for voice   
					programming. A ratio of 1.00 sets the selected operator to standard pitch—a pitch   
					of 440 Hz will be produced when the A3 (A above middle C) key is pressed. A   
					ratio of 0.50 produces a pitch one octave lower, and a ratio of 2.00 produces a   
					pitch one octave higher than standard pitch, and so on. The fractional ratios—1.73,   
					for example—produce extremely complex waveforms when combined with operators   
					set to other ratios, permitting the creation of an unlimited variety of sound effects   
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					including extremely realistic bells, explosions, etc. More even ratios are more useful   
					for creating musical instrument sounds. It is possible to combine a modulator set   
					to a fractional ratio at a low operator level with even-ratio operators to add bite   
					to a string sound and many other effects.   
					The standard DX21 keyboard pitch is 8’, therefore in terms of footage: 0.50 = 16’,   
					1.00 = 8’. and 2.00 = 4’.   
					B2: DETUNE   
					This parameter permits slight detuning of the selected operator in relation to the   
					others, making it possible to create richer, fuller voice effects. If detune is applied   
					to carriers, the result is a thick, multi-instrument effect. Applied to modulators the   
					result is a slight periodic variation in timbre— sometimes similar to a phase shift   
					effect.   
					The data range is from -7 to +7, for a maximum detuning range of plus or minus   
					2 cents (1/600th of an octave). At +0 no detune effect is produced.   
					B3-B7: ENVELOPE GENERATOR, AR, D1R, D1L, D2R, RR   
					These switches select the specific envelope generator parameters to be worked   
					on: ATTACK RATE, DELAY 1 RATE, DELAY 1 LEVEL, DELAY 2 RATE and RELEASE   
					RATE.   
					The data range for AR, D1R, and D2R is 0 to 31, with 31 being the fastest rate   
					(instantaneous) and 0 the slowest. RR and D1L have a data range of from 0 to   
					15, with 15 being maximum level and 0 being zero level for D1L   
					The following EG curve shows the relationship between the RATE and LEVEL   
					parameters.   
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					The following EG curves show the parameters for some common instruments.   
					When creating voices on the DX21 you should apply these EG curves to the carrier   
					operator.   
					B8: OPERATOR OUTPUT LEVEL   
					Permits setting the output level of the selected operator. The data range is from 0   
					to 99. At 0 the operator is OFF, and a setting of 99 produces maximum output level   
					from the selected operator.   
					Varying the output level of an operator which is functioning as a carrier results in   
					a change in the overall level of the sound contributed to the voice by that operator,   
					while varying the output level of an operator which is functioning as a modulator   
					results in a change in the harmonic spectrum produced by the carrier, thereby   
					changing the timbre of the sound.   
					Data is entered using the DATA ENTRY control or switches.   
					B9: RATE SCALING   
					This parameter makes it possible to gradually shorten the overall envelope length   
					(increase EG rate) as higher notes on the keyboard are played. This is particularly   
					useful for simulating the sound of stringed instruments such as piano or guitar, in   
					which the envelope of the higher notes is noticeably shorter than the lower notes.   
					The data range is from 0 to 3. At 0 RATE SCALING is minimum and at 3 the greatest   
					variation in envelope length is produced.   
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					B10: LEVEL SCALING   
					This parameter produces a gradual decrease in note output level towards the right   
					(high) end of the keyboard. Many acoustic instruments exhibit a gradual falloff in   
					level towards the higher notes, and this function can be used to create the most   
					natural overall keyboard response for any particular voice.   
					The data range is from 0 to 99. At 0 no level scaling is applied. At 99 the deepest   
					keyboard level scaling effect is produced, and highest note on the keyboard may   
					be almost inaudible. Set this parameter for the most natural overall balance for the   
					particular voice.   
					B11-16: PITCH ENVELOPE GENERATOR, PR1, PL1, PR2, PL2, PR3, PL3   
					These switches select the specific pitch envelope generator parameters to be worked   
					on: PITCH RATE 1, PITCH LEVEL 1, PITCH RATE 2, PITCH LEVEL 2, PITCH RATE   
					3 and PITCH LEVEL 3. Note that the parameters are slightly different from those   
					of the volume envelope generator, and that there are six parameters instead of five.   
					The data range for all pitch envelope generator RATE and LEVEL parameters is 0   
					to 99. For the RATE parameters 99 is the fastest rate (instantaneous) and 0 the   
					slowest. The LEVEL parameters actually correspond to pitch. 50 is standard pitch,   
					99 is the highest pitch and 0 is the lowest pitch reachable with the pitch EG. The   
					following chart shows the relationship between the pitch EG rate and level pa-   
					rameters.   
					PL3 (Pitch Level 3) is the level (pitch) at which the note begins and finishes. PR1   
					(Pitch Rate 1) is the speed at which the pitch moves from PL3 to PL1 when a key   
					is pressed. PR2 is the speed at which the EG curve moves from PL1 to PL2. The   
					EG begins moving towards PL2 immediately after PL1 is reached. PL2 is the   
					“sustain” pitch. The pitch determined by PL2 will be maintained as long as a key   
					is held. Once the key is released the EG will begin moving back towards PL3 at a   
					rate determined by the setting of PR3. PR3 can be thought of as the “release” rate.   
					If all level parameters are set at 50 (standard pitch), the pitch envelope generator   
					will have no effect.   
					35   
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					B16 (FUNCTION MODE): VOICE NAME   
					This function is accessed in the FUNCTION mode—press the FUNCTION button   
					and then the B16 (VOICE NAME) button.   
					The VOICE NAME function can be used to give voices in the voice memory an   
					identifying name. Voice names can be up to 10 characters in length.   
					When this function is called the flashing cursor will appear at the beginning of the   
					voice name entry space on the lower display line, ready for you to enter the first   
					character. The available characters are printed in white on the right side of the voice   
					selector buttons and the group of six buttons to the left of the LCD. To enter a   
					character in the FUNCTION: VOICE NAME mode, hold down the CHARACTER   
					button (this is the same as the FUNCTION button) and press the corresponding   
					character button. As each character is entered the flashing cursor moves one space   
					to the right, ready for the next character. A character entered over an existing   
					character will replace the original character. The PLAY SINGLE button can be used   
					to enter a space. To correct errors, the cursor may be moved to the left and right   
					using the - 1 /NO/OFF and +1 /YES/ON switches, respectively.   
					If you have edited any of the above voice parameters and wish to keep the edited   
					data, you must use the STORE function BEFORE PRESSING ANY VOICE SE-   
					LECTOR AFTER EXITING THE EDIT OR FUNCTION MODES, and store the new   
					data in one of the 32 RAM voice memories. Of course, this means it is a good idea   
					to have a free memory location ready before you begin editing. If you are editing   
					voices that were originally called from the internal ROM memory, don’t worry, you   
					can recall the ROM memory voices any time you need to. If the RAM is full of original   
					voices, however, make sure any voices you want to keep have been saved to cassette   
					tape from which they can later be recalled.   
					4. STORING Voice   
					Data   
					To STORE a newly edited voice, first exit the EDIT mode by pressing the PLAY   
					SINGLE mode selector. Then, hold down the STORE button (this is the same as   
					the EG COPY button) and press the voice selector to which you want to save the   
					edited voice data. The MEMORY PROTECT function must be OFF before attempting   
					to use the STORE function.   
					There are two basic approaches which can be taken when programming voices   
					5. Two Approaches to on the DX21. First, you can run through all the existing voices, choose one that   
					is close to the sound you wish to create, and then edit that voice to create your   
					own. Second, you can “initialize” the the voice edit buffer (see CHAPTER III:   
					MEMORY MANAGEMENT, 1. The Initialize Voice Function) setting all parameters   
					Creating Your Own   
					Voices   
					to their initial values and begin programming your voice from scratch.   
					The first method, editing a preset voice, is generally a much more efficient approach,   
					provided the sound you want is close to something that already exists. If, however,   
					you are looking for a unique voice that is totally unlike any of the available presets,   
					it is probably best to initialize and start from scratch.   
					If you choose to program a voice from scratch, you’ll need to have a clear memory   
					location (or one containing a voice that you either don’t want or have already backed   
					up on cassette tape), so that when you’ve completed programming the voice, you   
					can save it. Since all editing is done in the separate voice edit buffer, nothing is   
					erased while you are actually programming the voice. But when you save the new   
					voice whatever was in that memory location will be erased and replaced by the   
					new data.   
					36   
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					GENERAL SPECIFICATIONS   
					Keyboard   
					61 keys, C1 ~ C6   
					Sound Source   
					FM Tone Generator: 4 operators x 2 (A,B), 8 Alogorithms   
					Simultaneous Note Output   
					Polyphonic: 8 notes (SINGLE), 4 notes (DUAL), 4 + 4 notes (SPLIT)   
					Monophonic: 1 note (SINGLE, DUAL), 1 + 1 note (SPLIT)   
					Internal Memory   
					Controls   
					128   
					ROM voice memory   
					32 RAM voice memory   
					32 RAM performance memory   
					PITCH BEND WHEEL, MODULATION WHEEL, VOLUME, BALANCE, DATA   
					ENTRY   
					LCD (16 characters x 2 lines)   
					Display   
					Connecting Terminals   
					Control Terminals   
					OUTPUT MIX/A, OUTPUT B, PHONES, CASSETTE   
					FOOTSWITCH (SUSTAIN, PORTAMENTO), FOOT CONTROLLER (VOLUME),   
					MIDI (IN, OUT, THRU)   
					Dimensions/Weight   
					Power Requirements   
					909 (W) x 82 (H) x 270 (D) mm (35.8” x 3.2” x 10.6”)   
					8 kg (17.6 Ibs)   
					U.S. & Canadian Models: 120 V, 50/60 Hz   
					General Models: 220 ~ 240 V, 50 Hz   
					Power Consumption   
					Standard Access   
					Optional Access   
					7 
					W 
					Music   
					Stand, Cassette Cable   
					FC7 Foot Controller, FC4 or FC5 Footswitch, BC1 Breath Controller, LC-21S or   
					SC-21 Carrying Case, LG-21 Stand, MIDI-03 or MIDI-15 MIDI Cable   
					37   
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					MIDI DATA FORMAT   
					1. Transmission   
					Conditions   
					All MIDI data is transmitted when the MIDI ON/OFF function is ON. The MIDI   
					transmission channel is determined by the setting of the MIDI TRNS CH function.   
					2. Transmission Data   
					2-1. CHANNEL INFORMATION   
					2-1-1. Channel Voice Message   
					(1) Key Off   
					Status   
					Note no.   
					Velocity   
					1000nnnn   
					0kkkkkkk   
					01000000   
					n=channel no.   
					k=36(C1) ~ 96(C6)   
					38   
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					(2) Key On   
					n=channel no.   
					k=36(C1) ~ 96(C6)   
					1000nnnn   
					0kkkkkkk   
					01000000   
					Status   
					Note no.   
					Velocity   
					(3) Control Change   
					n=channel no.   
					1011nnnn   
					0ccccccc   
					0vvvvvvv   
					Status   
					Control no.   
					Control code   
					a) Transmitted whether MIDI CH INFO is ON or OFF   
					Control code.   
					Control no.   
					V=0:OFF, 127:ON   
					C=64: Sustain SW.   
					b) Transmitted when MIDI CH INFO is ON   
					Control code   
					Control No.   
					V=0~127   
					C=1 :   
					modulation wheel   
					V=0~127   
					C=2:   
					breath control   
					V=0~127   
					V=0~127   
					V=0:OFF, 127:ON   
					C=6: data entry slider   
					C=7:   
					foot volume   
					C=65: portamento SW.   
					(4) Program Change   
					n=channel no.   
					p=0~31   
					1100nnnn   
					0ppppppp   
					Status   
					Program no.   
					This data is transmitted when a voice selector is pressed during the play mode,   
					when MIDI CH INFO is ON and MIDI SYS INFO is OFF. Also transmitted when   
					a performance selector is pressed in the performance mode.   
					(5) Pitch Blend   
					n=channel no.   
					1110nnnn   
					0uuuuuuu   
					0vvvvvvv   
					Status   
					Code (LSB)   
					Code (MSB)   
					The transmitted data is as follows:   
					LSB   
					MSB   
					Lowest value   
					Center value   
					Highest value   
					00000000   
					00000000   
					01111110   
					00000000   
					01000000   
					01111111   
					2-2. SYSTEM INFORMATION   
					2-2-1. System Real-time Message   
					Active sensing   
					11111110   
					Status   
					Transmitted once approximately every 200 milliseconds   
					2-2-2. System Exclusive Message   
					Transmitted only when MIDI SYS INFO is ON   
					39   
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					(1) Parameter Change   
					Status   
					ID no.   
					Substatus/ch. no.   
					Parameter group no.   
					Perameter no.   
					Data   
					11110000   
					01000011   
					0001nnnn   
					00010010   
					0ppppppp   
					0ddddddd   
					11110111   
					n=channel no.   
					EOX   
					This data is transmitted when voice or function parameters are changed in the EDIT   
					or FUNCTION modes. The voice parameters transmitted are those given in voice   
					parameter table 5-2, and the function parameters transmitted are shown in function   
					parameter table 5-3.   
					(2) 1 Voice Bulk Data   
					Status   
					ID no.   
					11110000   
					01000011   
					0000nnnn   
					00000011   
					00000000   
					01011101   
					0ddddddd   
					Substatus/ch. no.   
					Format no.   
					Byte count   
					Byte count   
					Data   
					n=channel no.   
					93 bytes   
					0ddddddd   
					0eeeeeee   
					11110111   
					Checksum   
					EOX   
					The data for one voice is transmitted when a voice selector is pressed in the PLAY   
					SINGLE mode. Data in the voice edit buffer is transmitted when a format no. f=3   
					dump request is received. The transmitted data is showm in voice parameter table   
					5-2. The check sum is the lowest 7 bits of the two’s complement sum of all data   
					bytes (the same applies below).   
					(3) 32 Voice Bluk Data   
					11110000   
					01000011   
					0000nnnn   
					00000100   
					00100000   
					00000000   
					0ddddddd   
					Status   
					ID no.   
					Substatus/ch. no.   
					Format no.   
					Byte count   
					Byte count   
					Data   
					n=channel no.   
					4096 bytes   
					0ddddddd   
					0eeeeeee   
					Checksum   
					EOX   
					11110111   
					The data of all 32 voices in RAM memory will be transmitted if the YES (or BULK)   
					“MIDI Transmit?” display which appears when   
					key is pressed in response to the   
					the BULK key is pressed in the FUNCTION mode. The data for all 32 voices will   
					also be transmitted when a format no. f=4 dump request is received. The transmitted   
					data is shown in voice data table 5-1. 55 bytes of 0’s are added to the 73 bytes   
					in this table, so 128 bytes are transmitted for each voice. 4096 bytes are therefore   
					transmitted for all 32 voices.   
					40   
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					3. Reception   
					Conditions   
					MIDI IN   
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					All MIDI data is received when the MIDI ON/OFF function is ON. When a specific   
					MIDI receive channel has been selected using the MIDI RECV CH function, and   
					the OMNI mode is OFF, MIDI data will be received only on the specified channel.   
					MIDI data will be received on all channels when the OMNI mode is ON.   
					4. Reception Data   
					4-1. CHANNEL INFORMATION   
					4-1-1. Channel Voice Message   
					(1) Key off   
					1000nnnn   
					0kkkkkkk   
					0vvvvvvv   
					Status   
					Note no.   
					Velocity   
					n=channel no.   
					k=0(C-2) ~ 127 (G8)   
					v is ignored   
					(2) Key On/Off   
					Status   
					Note no.   
					Velocity   
					1001nnnn   
					0kkkkkkk   
					0vvvvvvvv   
					n=channel no.   
					k=0(C-2) ~ 127(G8)   
					v=0: key off   
					v=1 ~127: key on   
					The key on note level will vary according to the received velocity value. The range   
					of this instrument is C-1 to B6. If a higher or lower key number is received, it will   
					be output within the range limits. For example, received C7 through B7 data will   
					be output as notes in the C6 through B6 range.   
					(3) Control Change   
					1011nnnn   
					0ccccccc   
					0vvvvvvv   
					n=channel no.   
					Status   
					Control no.   
					Control code   
					Received whether MIDI CH INFO is ON or OFF   
					a)   
					Control no.   
					C=64: Sustain SW.   
					Control no.   
					C=1:   
					Control code   
					V=0:OFF, 127:ON   
					Control code   
					V=0~127   
					modulation wheel   
					C=2: breath control   
					C=5: portamento time   
					C=6: data entry slider   
					C=7: foot volume   
					V=0~127   
					V=0~127   
					V=0~127   
					V=0~127   
					C=65: portamento SW.   
					V=0:OFF, 127:ON   
					(4) Program Change   
					Status   
					Program no.   
					1100nnnn   
					0ppppppp   
					n=channel no.   
					Received only when MIDI CH INFO is ON. If received during the PLAY or PER-   
					FORMANCE mode the voice or performance number will be changed accordingly.   
					The lower five bits of the program no. contain the voice or performance number.   
					(5) Pitch Bend   
					Status   
					Code (LSB)   
					Code (MSB)   
					1110nnnn   
					0uuuuuuu   
					0vvvvvvv   
					n=channel no.   
					42   
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					Function s only on MSB data:   
					MSB   
					00000000   
					01000000   
					01111111   
					Lowest value   
					Center value   
					Highest value   
					4-1-2. Channel Mode Message   
					Status   
					1011nnnn   
					0ccccccc   
					0vvvvvvv   
					n=channel no.   
					a) Recived whether MIDI CH INFO is ON or OFF   
					C=123   
					b) Received only when MIDI CH INFO is ON   
					V=0   
					All notes OFF   
					C=126   
					C=127   
					V=1   
					V=0   
					MONO mode ON   
					POLY mode ON   
					4-2. SYSTEM INFORMATION   
					4-2-1. System Real-Time Message   
					Active sensing   
					Status   
					11111110   
					Sensing begins when this code is received once. If status and data are not received   
					within 300 milliseconds the MIDI receive buffer will be cleared and the currently   
					output note w ill be turned OFF.   
					4-2-2. System Exclusive Message   
					(1) parameter Change (swithch mode)   
					Status   
					ID no.   
					Substatus/ch. no.   
					Parameter group no.   
					Switch no.   
					Data   
					11110000   
					01000011   
					0001nnnn   
					00001000   
					0mmmmrnmm   
					n=channel no.   
					0ddddddd   
					11110111   
					d=0:OFF, 1~127:ON   
					EOX   
					All panel swithces are controlled. The switch numbers are arranged as shown in   
					the illustration below. Receiced only when MIDI SYS INFO is ON.   
					(2) Parameter Change   
					The format is the same as the transmitted parameter change data. Received only   
					when MIDI SYS INFO is ON. Permits changing voice and function parameters   
					while the EDIT mode is active. It is also possible to change modes: PLAY, EDIT,   
					etc. The parameter no. and data received are shown in voice parameter table 5-2   
					and function parameter table 5-3.   
					43   
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					(3) 1 Voice Bulk Data   
					Received only when MIDI SYS INFO is ON. The format is the same as for the   
					transmitted 1 voice bulk data. The 93 voice data bytes are read into the voice edit   
					buffer, replacing the current voice data. The 93 received data bytes are shown in   
					voice parameter table 5-2.   
					(4) 32 Voice Bulk Data   
					Received only when MIDI SYS INFO is ON. The format is the same as for the   
					transmitted 32 voice bulk data. This data can be received only when the MEMOTY   
					PROTECT function is OFF. The received voice data is stored in the 32 RAM voice   
					memory locations. The “MIDI RECEIVED!!” display appears to confirm complete   
					reception of 32 voice bulk data.   
					(5) Dump Request   
					Status   
					ID no.   
					Substatus/ch. no.   
					Format no.   
					EOX   
					11110000   
					01000011   
					0010nnnn   
					0 f f f f f f f   
					11110111   
					n=channel no.   
					f=3,4   
					Received only when MIDI SYS INFO is ON. When received the bulk data corre-   
					sponding to the received format code will be dumped via MIDI OUT.   
					f=3:   
					f=4:   
					1 voice bulk data   
					32 voice bulk data   
					44   
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					5. System Exclusive   
					Data   
					5-1.   
					VOICE DATA (VMEM format)   
					Parameter no.   
					Parameter   
					P 
					0 
					1 
					ATTACK RATE   
					DECAY 1 RATE   
					DECAY 2 RATE   
					RELEASE RATE   
					DECAY 1 LEVEL   
					KEYBOARD SCALING LEVEL   
					AMPLITUDE MODULATION ENABLE/EG BIAS   
					SENSITIVITY/KEY VELOCITY   
					OUTPUT LEVEL   
					2 
					3 
					4 
					5 
					6 
					O P 4   
					7 
					8 
					9 
					OSCILLATOR FREQUENCY   
					KEYBOARD SCALING RATE/DETUNE 1   
					10   
					SAME AS FOR OP4   
					OP2   
					OP3   
					OP 1   
					19   
					20   
					SAME AS FOR OP4   
					SAME AS FOR OP4   
					29   
					30   
					39   
					LFO SYNC/FEEDBACK LEVEL/ALGORITHM   
					LFO SPEED   
					40   
					41   
					LFO DELAY   
					42   
					43   
					44   
					45   
					PITCH MODULATION DEPTH   
					AMPLITUDE MODULATION DEPTH   
					PITCH MODULATION SENSITIVITY/AMPLITUDE   
					MODULATION SENSITIVITY/LFO WAVE   
					TRANSPOSE   
					46   
					47   
					48   
					PITCH BEND RANGE   
					CHORUS SWITCH/PLAY MODE/SUSTAIN FOOT   
					SWITCH/PORTAMENTO FOOT SWITH/PORTAMENTO   
					MODE   
					PORTAMENTO TIME   
					49   
					50   
					51   
					52   
					53   
					54   
					55   
					56   
					57   
					FOOT VOLUME   
					MODULATION WHEEL PITCH MODULATION RANGE   
					MODULATION WHEEL AMPLITUDE MODULATION RANGE   
					BREATH CONTROL PITCH MODULATION RANGE   
					BREATH CONTROL AMPLITUDE MODULATION RANGE   
					BREATH CONTROL PITCH BIAS RANGE   
					BREATH CONTROL EG BIAS RANGE   
					VOICE NAME 1   
					VOICE NAME 10   
					66   
					67   
					68   
					69   
					70   
					71   
					PITCH EG RATE 1   
					PITCH EG RATE 2   
					PITCH EG RATE 3   
					PITCH EG LEVEL 1   
					PITCH EG LEVEL 2   
					PITCH EG LEVEL 3   
					72   
					45   
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					5-2. VOICE PARAMETERS (VCED format)   
					Parameter no.   
					Data   
					Note   
					LCD Display   
					EG AR   
					Parameter   
					P 
					ATTACK RATE   
					0 ~31   
					0 
					1 
					DECAY 1 RATE   
					0 
					~31   
					EG D1R   
					2 
					DECAY 2 RATE   
					0 ~31   
					0 ~15   
					0 ~15   
					0 ~ 9 9   
					0 ~ 3   
					0 ~ 7   
					0 , 1   
					EG D2R   
					3 
					4 
					RELEASE RATE   
					EG RR   
					DECAY 1 LEVEL   
					EG D1L   
					5 
					6 
					KEYBOARD SCALING LEVEL   
					KEYBOARD SCALING RATE   
					EG BIAS SENSITIVITY   
					AMPLITUDE MODULATION ENABLE   
					LEVEL SCALE   
					RATE SCALE   
					E BIAS SENS.   
					A MOD SENS.   
					KEY VELOCITY   
					OP4   
					7 
					8 
					0 ~ 7   
					9 
					KEY VELOCITY   
					10   
					11   
					12   
					OUTPUT LEVEL   
					0 ~ 9 9   
					0 ~ 6 3   
					0 ~ 7   
					OUTPUT LEVEL   
					FREQUENCY   
					DETUNE   
					OSCILLATOR FREQUENCY   
					DETUNE 1   
					13   
					OP2   
					OP3   
					OP1   
					SAME AS FOR OP4   
					25   
					26   
					SAME AS FOR OP4   
					SAME AS FOR OF4   
					38   
					39   
					51   
					0 ~ 7   
					0 ~ 7   
					0 ~ 9 9   
					0 ~ 9 9   
					0 ~ 9 9   
					0 ~ 9 9   
					ALGORITHM SELECT   
					52   
					53   
					54   
					55   
					56   
					57   
					ALGORITHM   
					FEEDBACK   
					LFO SPEED   
					LFO DELAY   
					LFO PMD   
					FEEDBACK LEVEL   
					LFO SPEED   
					LFO DELAY   
					PITCH MODULATION DEPTH   
					AMPLITUDE MODULATION DEPTH   
					LFO AMD   
					0 , 1   
					0 ~ 3   
					0 ~ 7   
					LFO SYNC   
					LFO WAVE   
					P MOD SENS.   
					A MOD SENS.   
					Middle C   
					58   
					59   
					60   
					61   
					LFO SYNC   
					LFO WAVE   
					PETCH MODULATION SENSITIVITY   
					AMPLITUDE MODULATION SENSITIVITY   
					0 ~ 7   
					0 ~ 48   
					62   
					63   
					TRANSPOSE   
					PLAY MODE POLY/MONO   
					PITCH BEND RANGE   
					Poly Mode   
					0 ,   
					1 
					64   
					0 ~ 12   
					0 , 1   
					0 ~ 9 9   
					0 ~ 9 9   
					P Bend Range   
					Full Time Porta   
					Porta Time   
					65   
					66   
					67   
					PORTAMENTO MODE   
					PORTAMENTO TIME   
					FOOT VOLUME   
					Foot Volume   
					0 
					, 
					1 
					Foot Sustain   
					Foot Porta   
					68   
					69   
					SUSTAIN FOOT SWITCH   
					PORTAMENTO FOOT SWITCH   
					CHORUS SWITCH   
					MODULATION WHEEL PITCH MODULATION RANGE   
					MODULATION WHEEL AMPLITUDE MODULATION RANGE   
					BREATH CONTROL PITCH MODULATION RANGE   
					BREATH CONTROL AMPLITUDE MODULATION RANGE   
					BREATH CONTROL PITCH BIAS RANGE   
					BREATH CONTROL EG BIAS RANGE   
					0 , 1   
					0 , 1   
					0 ~ 9 9   
					0 ~ 9 9   
					0~99   
					0 ~99   
					0 ~99   
					0 ~ 9 9   
					1 ASCII   
					Chorus   
					MW Pitch   
					MW Amplitude   
					70   
					71   
					72   
					73   
					74   
					75   
					76   
					77   
					BC Pitch   
					BC Amplitude   
					BC Pitch Bias   
					BC EG Bias   
					VOICE NAME   
					10~99   
					0 ~99   
					86   
					87   
					PITCH EG RATE 1   
					PEG RATE 1   
					0 ~99   
					0 ~99   
					0 ~99   
					0 ~99   
					0 ~ 9 9   
					2 
					3 
					PEG RATE   
					PEG RATE   
					LEVEL 1   
					88   
					PITCH EG RATE 2   
					PITCH EG RATE 3   
					PITCH EG LEVEL 1   
					PITCH EG LEVEL 2   
					PITCH EG LEVEL 3   
					8 9   
					90   
					91   
					92   
					LEVEL 2   
					LEVEL 3   
					46   
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					5-3. FUNCTION PARAMETERS   
					Parameter no.   
					Note   
					Parameter   
					OPERATOR ENABLE/DISABLE   
					OPETATOR SELECT   
					EDIT MODE 1=ON   
					FUNCTION MODE 1=ON   
					STORE MODE 1=ON   
					PLAY DUAL MODE 1=ON   
					PLAY SPLIT MODE 1=ON   
					PLAY SINGLE MODE   
					1=ON   
					DUAL MODE DETUNE   
					SPLIT POINT   
					MASTER TUNE $40=CENTER   
					MIDI SWITCH 1=ON   
					MIDI CH INFO   
					OMNI 0=OFF 1=ON   
					MIDI TRANS CH   
					LCD Display   
					Data   
					P 
					93   
					94   
					95   
					96   
					97   
					98   
					99   
					0 ~15   
					0~3   
					0, 1   
					0 , 1   
					0, 1   
					0 , 1   
					0, 1   
					0, 1   
					0 ~ 99   
					0 ~ 127   
					0 ~ 127   
					0, 1   
					0, 1   
					0, 1   
					0 ~ 15   
					0 ~ 16   
					0, 1   
					0, 1   
					0, 1   
					0, 1   
					FUNCTION CONTROL   
					MEMORY STORE   
					100   
					101   
					PLAY SINGLE   
					Dual Detune   
					102   
					103   
					104   
					105   
					106   
					107   
					108   
					Master Tune   
					Midi Switch   
					Midi is OFF!   
					Midi Omni   
					Midi Trns Ch   
					Midi Recv Ch   
					MIDI RECV CH 0=OMNl ON   
					Sy Info   
					Midi   
					MIDI SYS INFO   
					32 VOICE BULK DUMP   
					EDIT RECALL   
					109   
					110   
					Midi Transmit?   
					Recall Edit?   
					Init. Voice?   
					111   
					112   
					113   
					114   
					115   
					116   
					117   
					118   
					119   
					INIT VOICE   
					0,1   
					Mem Protect   
					Key Shift   
					Bend Mode   
					MEMORY PROTECT 1=ON   
					KEY SHIFT 24=CENTER   
					PITCH BEND MODE 1=ON   
					KEY SHIFT   
					COMPARE   
					PITCH BEND MODE   
					0 ~ 48   
					0, 1   
					0, 1   
					120   
					121   
					122   
					123   
					124   
					125   
					0,1   
					0 ~2   
					126   
					127   
					4 7   
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					[ Digital Programmable Algorithm Synthesiser 3 Date : 3/9, 1985   
					Model DX21 MIDI Implementation Chart Version : 1.2   
					Transmitted   
					Recognized   
					Remarks   
					Function...   
					Basic Default   
					Channel Changed   
					1-16   
					memorized   
					1-16   
					1-16   
					1-16   
					Default   
					Mode Messages   
					Altered   
					3 
					P1,OLY2,, M3,ON4O(M=1) memorized   
					x 
					**************   
					x 
					36   
					- 
					96   
					Note   
					0 
					- 
					127   
					127   
					Dumber : True voice   
					**************   
					0 
					- 
					Velocity Note ON   
					Note OFF   
					x 9nH,v=64   
					o v=1-127   
					x 
					x 8nH,v=64   
					After Key's   
					Touch Ch's   
					x 
					x 
					x 
					x 
					Pitch Bender   
					o 
					o 0-12 semi 7 bit resolution   
					1 o   
					*1 o   
					*1 Modulation wheel   
					*1 Breath control   
					*1 Portamento time   
					Data entry knob   
					2 
					o 
					x 
					*1 o   
					5 
					o 
					x 
					o 
					Control   
					Change   
					6 o   
					*1   
					*1   
					7 
					*1 Foot volume   
					o 
					o 
					o 
					64   
					65   
					o 
					Sustain foot sw   
					Portamento f sw   
					*1 o   
					*1   
					96   
					o 
					o 
					*1   
					*1   
					x 
					x 
					Data entry +1   
					Data entry -1   
					97   
					Prog   
					o 
					0-31   
					o 
					0-127   
					Change : True #   
					**************   
					0-31   
					System Exclusive   
					o 
					*2 o   
					*2 Voice parameters   
					System : Song Pos   
					:SongSel   
					x 
					x 
					x 
					x 
					x 
					x 
					Common : Tune   
					System :Clock   
					x 
					x 
					x 
					x 
					RealTime :Commands   
					x 
					Aux :Local ON/OFF   
					:A11NotesOFF   
					x 
					x 
					o 
					x 
					o (123,126,127)   
					o 
					x 
					Mes- :Active Sense   
					sages:Reset   
					Notes: All MIDI communications are enabled if MIDI switch is on.   
					*1 = transmit/receive if CH information switch is on.   
					*2 = transmit/receive if system information switch is on.   
					Mode 1 : OMNI ON, POLY Mode 2 : OMNI ON, MONO   
					Mode 3 : OMNI OFF, POLY Mode 4 : OMNI OFF, MONO   
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					o : Yes   
					x : No   
				 
			 
		 
		
			
			
				
					49   
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					50   
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					FCC CERTIFICATION (USA)   
					Relocate either the equipment or the electronic device   
					that is being affected by the interference.   
					While the following statements are provided to comply   
					with FCC Regulations in the United States, the corrective   
					measures listed below are applicable worldwide.   
					This series of Yamaha combo equiptment uses fre-   
					quencies that appear in the radio frequency range and   
					if installed in the immediate proximity of some types of   
					audio or video devices (within three meters), interference   
					may occur.   
					Utilize power for the combo equipment and the   
					device being affected that are on different branch   
					(circuit breaker of fuse) circuits, of install AC line filters.   
					In the case or radio or TV interference, relocate the   
					antenna or, if the antenna lead-in is 300 ohm ribbon   
					lead, change the lead-in to co-axial type cable.   
					If these corrective measures do not produce satis-   
					factory results, please contact your authorized Yamaha   
					combo equipment dealer for suggestions and/or corrective   
					measures. If you can not locate a authorized Yamaha   
					combo equipment dealer in your general area contact   
					the Combo Service Departments, Yamaha International,   
					6600 Orangethorpe Ave., Buena Park, CA 90620, USA.   
					If for any reason, you should need additional infor-   
					mation relating to radio or TV interference, you may   
					find a booklet prepared by the Federal Communications   
					Commission helpful; “How to Identify and Resolve   
					Radio-W Interference Problems”. This booklet is   
					available from the U.S. Government Printing Office,   
					Washington D.C.   
					This series of Yamaha combo equipment has been   
					type tested and found the comply with the specifications   
					set for a class B computing device in accordance with   
					those specifications listed in subpart J of part 15 of the   
					FCC rules. Those rules are designed to provide a reason-   
					able measure of protection against such interference.   
					However, this does not guarantee that interference will   
					not occur. If your combo equipment should be suspected   
					of causing interference with other electronic devices,   
					verification can be made by turning your combo equipt-   
					ment off and on. If the interference continues when   
					your equipment is off, the equipment is not the source   
					of interference. If your equipment does appear to be   
					the source of the interference, you should try to correct   
					the situation by using one or more of the following   
					measures:   
					20402-Stock No. 004-000-00345-4.   
					YAMAHA   
					NIPPON GAKKI CO., LTD. HAMAMATSU, JAPAN   
					OMD-127-1 85 05 2.0 CR Printed in Japan   
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					® 
					YAMAHA   
					DX21 OM   
					Yamaha Corporation of America   
					6607 Orangethorpe Avenue, P.O. Box 6600, Buena Park, CA 80622-6600   
					D X 2 1 O M   
					9/10/98 29645   
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