ALESIS
QS7 and QS8
Reference Manual
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Table of Contents
CONTENTS
1: SETTING UP.................................................................................................... 7
Unpacking and Inspection..............................................................................................7
AC Power.......................................................................................................................7
Line Conditioners and Protectors......................................................................8
About Audio Cables .......................................................................................................9
Basic Audio Hookup.......................................................................................................9
2: YOUR FIRST SESSION ..................................................................................... 11
Powering Up...................................................................................................................11
Playing the Demo Sequences...........................................................................11
What’s a Program? ........................................................................................................11
What’s a Mix? ................................................................................................................12
What's a Bank? ..............................................................................................................12
About Sound Groups.........................................................................................12
Playing the QS Keyboard...............................................................................................13
Program Mode and Mix Mode...........................................................................13
Selecting the MIDI Channel in Program Mode..................................................14
Auditioning Internal Programs...........................................................................14
Selecting Program Banks..................................................................................14
Realtime Performance Functions......................................................................15
The Controller A–D Sliders ...............................................................................15
Auditioning Mix Play Mode................................................................................16
Selecting Mix Banks..........................................................................................16
Choosing Programs in a Mix.............................................................................17
Storing an Edited Mix........................................................................................18
Enabling General MIDI Mode.........................................................................................18
Using the PCMCIA Expansion Card Slots .....................................................................19
A Word About the QS CD-ROM.....................................................................................20
™
Sound Bridge .................................................................................................20
3: CONNECTIONS ................................................................................................ 21
Basic MIDI Hookup ........................................................................................................21
Using an External Sequencer ........................................................................................22
About the Keyboard Mode ................................................................................22
Using a Computer ..........................................................................................................23
®
IBM PCs and compatibles...............................................................................23
™
Macintosh .......................................................................................................24
Master Controller for Live Use .......................................................................................24
Pedal and Footswitch Hookup .......................................................................................24
Digital Audio/Optical Hookup .........................................................................................25
Recording Digital Audio.....................................................................................25
48 KHz In .......................................................................................................................26
4: OVERVIEW ...................................................................................................... 27
Basic Architecture ..........................................................................................................27
QS Polyphony ................................................................................................................27
Modes ............................................................................................................................28
Program Play Mode...........................................................................................28
Mix Play Mode ..................................................................................................28
Program Edit Mode ...........................................................................................28
Mix Edit Mode....................................................................................................29
Effects Edit Mode..............................................................................................29
Global Edit Mode ..............................................................................................29
Store Mode .......................................................................................................29
Compare Mode .................................................................................................29
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Table of Contents
The User Interface: Display, Functions, Pages, and Parameters ..................................30
About the Display..............................................................................................30
Page Buttons.....................................................................................................32
Editing Values ...................................................................................................32
Resetting a Parameter Value............................................................................32
Parameter Editing Overview..............................................................................32
Selecting Functions and Parameters ................................................................33
Comparing Edited and Stored Versions.........................................................................34
Preset Memory and User Memory .................................................................................34
Storing............................................................................................................................35
Store a Program or Mix.....................................................................................35
Copying Sounds Between Programs ................................................................36
Copying Effects Between Programs .................................................................36
To Audition Programs Before Storing................................................................37
5: EDITING MIXES ............................................................................................... 39
What is a Mix? ...............................................................................................................39
Program Assign for each MIDI Channel.........................................................................39
Mix Edit Mode ................................................................................................................39
Understanding the Edit Buffers......................................................................................40
Level Setting for Each Program .....................................................................................41
Pitch ...............................................................................................................................42
Effect..............................................................................................................................42
Keyboard/MIDI ...............................................................................................................42
Controllers......................................................................................................................43
Transmitting MIDI Volume and Panning............................................................43
Setting the Range and MIDI Switches ...........................................................................44
Naming a Mix.................................................................................................................44
Polyphony in Mix Play Mode..........................................................................................45
Using the QS as a Master Keyboard..............................................................................45
Setting the MIDI Out Channels for a Mix in Global Mode ..............................................45
Using Keyboard Mode with the Serial Jack.......................................................46
6: EDITING PROGRAMS ....................................................................................... 47
Overview ........................................................................................................................47
The “Normalized” Synth Voice .......................................................................................47
How the QS Generates Sound.......................................................................................48
Program Sound Layers ..................................................................................................48
QS Signal Flow ..............................................................................................................49
The Four Sounds of a Program.........................................................................49
Voice.................................................................................................................50
Lowpass Filter...................................................................................................50
Amp...................................................................................................................51
About Modulation ...........................................................................................................51
LFO (Low Frequency Oscillator) .......................................................................52
Envelopes .........................................................................................................52
About Signal Processing ................................................................................................52
Drum Mode ....................................................................................................................53
Program Edit Functions..................................................................................................54
Voice.................................................................................................................54
Level..................................................................................................................57
Pitch ..................................................................................................................58
Filter ..................................................................................................................60
Amp/Range .......................................................................................................62
Pitch Envelope ..................................................................................................65
Filter Envelope ..................................................................................................68
Amp Envelope...................................................................................................70
Name ................................................................................................................72
Mod 1 - Mod 6...................................................................................................73
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Table of Contents
Pitch LFO ..........................................................................................................76
Filter LFO ..........................................................................................................78
Amp LFO...........................................................................................................79
Tracking Generator ...........................................................................................80
Programming Drum Sounds...........................................................................................82
Voice.................................................................................................................82
Level..................................................................................................................83
Pitch ..................................................................................................................83
Filter ..................................................................................................................83
Amp/Range .......................................................................................................84
Amp Envelope...................................................................................................84
Copying Sounds.............................................................................................................85
Copying Effects..............................................................................................................85
Initializing Programs.......................................................................................................86
7: EDITING EFFECTS ........................................................................................... 87
About Signal Processing ................................................................................................87
Selecting an Effects Patch in Mix Mode.........................................................................88
Setting Effects Send Levels ...........................................................................................88
Clip.................................................................................................................................88
Editing Effects ................................................................................................................89
Navigating .........................................................................................................89
Storing Effect Patches In Program Mode.......................................................................90
Storing Effect Patches in Mix Mode ...............................................................................90
Copying Effect Patches..................................................................................................90
Configurations................................................................................................................91
EQ..................................................................................................................................98
Mod ................................................................................................................................98
Delay..............................................................................................................................105
Reverb............................................................................................................................106
Input Levels.......................................................................................................106
Overdrive........................................................................................................................110
Mix .................................................................................................................................111
8: GLOBAL SETTINGS .......................................................................................... 113
Editing Global Parameters .............................................................................................113
Master Pitch ...................................................................................................................113
Master Tune...................................................................................................................113
Keyboard Curve .............................................................................................................113
Keyboard Scaling...........................................................................................................114
Keyboard Transpose......................................................................................................114
Keyboard Mode..............................................................................................................114
General MIDI..................................................................................................................115
Enabling General MIDI Mode via MIDI..............................................................115
Controllers A – D Assignment........................................................................................115
Pedals 1 and 2 Assignment ...........................................................................................115
Using a Pedal to Control Volume or Modulation ...............................................115
MIDI Program Select......................................................................................................116
Receiving/Transmitting Bank Change Messages..............................................116
Input/Output ...................................................................................................................117
MIDI Out.........................................................................................................................118
Reset Controllers ...........................................................................................................118
Controller Mode..............................................................................................................118
Clock ..............................................................................................................................119
9: MIDI TRANSFER AND STORAGE OPERATIONS ................................................. 121
Using PCMCIA Expansion Cards...................................................................................121
Saving the User Bank to a PCMCIA Card......................................................................121
Loading a Bank from an External Card..........................................................................122
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Table of Contents
Storing an Individual Program or Mix.............................................................................122
Loading an Individual Program or Mix ...........................................................................123
Card Storage RAMifications..............................................................................123
Saving Programs via MIDI Sys Ex.................................................................................124
APPENDIX A: TROUBLE-SHOOTING...................................................................... 127
Trouble-Shooting Index..................................................................................................127
Re-initializing..................................................................................................................127
Checking Software Version............................................................................................127
Maintenance/Service......................................................................................................128
Cleaning............................................................................................................128
Maintenance......................................................................................................128
Refer All Servicing to Alesis ..............................................................................128
Obtaining Repair Service ..................................................................................128
APPENDIX B: MIDI SUPPLEMENT ........................................................................ 131
MIDI Basics....................................................................................................................131
MIDI Hardware...............................................................................................................131
MIDI Message Basics ....................................................................................................132
Channel Messages: Mode Messages...............................................................132
Channel Messages: Voice Messages...............................................................132
System Common Messages.............................................................................134
General MIDI..................................................................................................................134
APPENDIX C: MIDI IMPLEMENTATION CHART................................................ 136
APPENDIX D: PARAMETERS INDEX ...................................................................... 137
Program Edit Parameters ..............................................................................................137
Mix Edit Parameters.......................................................................................................139
INDEX ............................................................................................................... 140
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Setting Up: Chapter 1
CHAPTER 1
SETTING UP
UNPACKING AND INSPECTION
Your QS7/QS8 synthesizer was packed carefully at the factory. The shipping carton
was designed to protect the unit during shipping. Please retain this container in the
highly unlikely event that you need to return the QS for servicing.
The shipping carton should contain the following items:
•
•
•
•
•
•
QS with the same serial number as shown on shipping carton
Sustain pedal
AC Power Cable
Computer CD-ROM containing software
This instruction manual, plus lists of Mixes and Programs, and Quick Start guide
Alesis warranty card
It is important to register your purchase; if you have not already filled out your
warranty card and mailed it back to Alesis, please take the time to do so now.
J
AC POWER HOOKUP
The QS works with the voltage of the country it is shipped to (either 110 or 220V, 50
or 60 Hz), and comes with a line cord or power supply suitable for the destination to
which the keyboard is shipped. With the QS off, plug the female (jack) end of the
power cable into the QS’s power socket and the male (plug) end into a source of AC
power. It’s good practice to not turn the QS on until all other cables are hooked up.
The IEC-spec AC cord included with the QS (do not substitute any other AC cord) is
designed to connect to an outlet that includes three pins, with the third, round pin
connected to ground. The ground connection is an important safety feature designed
to keep the chassis of electronic devices such as the QS at ground potential.
Unfortunately, the presence of a third pin does not always indicate that it is properly
grounded. Use an AC line tester to determine this. If the outlet is not grounded,
consult with a licensed electrician.
Do not operate any electrical equipment with ungrounded outlets. Plugging the QS
into an ungrounded outlet, or “lifting” the unit off ground with a three-to-two wire
adapter, can create a hazardous condition.
J
J
Alesis cannot be responsible for problems caused by using the QS or any associated
equipment with improper AC wiring.
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Chapter 1: Setting Up
LINE CONDITIONERS AND PROTECTORS
Although the QS is designed to tolerate typical voltage variations, in today’s world the
voltage coming from the AC line may contain spikes or transients that can possibly
stress your gear and, over time, cause a failure. There are three main ways to protect
against this, listed in ascending order of cost and complexity:
•
Line spike/surge protectors. Relatively inexpensive, these are designed to protect
against strong surges and spikes, acting somewhat like fuses in that they need to
be replaced if they’ve been hit by an extremely strong spike.
•
•
Line filters. These generally combine spike/surge protection with filters that
remove some line noise (dimmer hash, transients from other appliances, etc.).
Uninterruptible power supply (UPS). This is the most sophisticated option. A UPS
provides power even if the AC power line fails completely. Intended for computer
applications, a UPS allows you to complete an orderly shutdown of a computer
system in the event of a power outage, and the isolation it provides from the
power line minimizes all forms of interference—spikes, noise, etc.
ABOUT AUDIO CABLES
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Setting Up: Chapter 1
The connections between the QS and your studio are your music’s lifeline, so use
only high quality cables. These should be low-capacitance shielded cables with a
stranded (not solid) internal conductor and a low-resistance shield. Although quality
cables cost more, they do make a difference. Route cables to the QS correctly by
observing the following precautions:
•
•
Do not bundle audio cables with AC power cords.
Avoid running audio cables near sources of electromagnetic interference such as
transformers (such as the QS’s Power Supply), monitors, computers, etc.
•
Do not place cables where they can be stepped on. Stepping on a cable may not
cause immediate damage, but it can compress the insulation between the center
conductor and shield (degrading performance) or reduce the cable’s reliability.
•
•
Avoid twisting the cable or having it make sharp, right angle turns.
Never unplug a cable by pulling on the wire itself. Always unplug by firmly
grasping the body of the plug and pulling directly outward.
BASIC AUDIO HOOKUP
When connecting audio cables and/or turning power on and off, make sure that all
devices in your system are turned off and the volume controls are turned down.
J
Because the QS includes extensive signal processing as well as a full complement of
sounds, you can make great sounds with nothing more than an amplifier or a set of
headphones.
The QS has two Main outputs, two Aux outputs, plus a stereo headphones output.
These can provide an amplification system or mixer with several hookup options:
•
•
•
Mono. Connect a mono cord from the [RIGHT] MAIN OUTPUT jack to a mono
amplification system or individual mixer input.
Stereo. Connect two mono cords from the [LEFT] and [RIGHT] MAIN OUTPUT
jacks to a stereo amplification system or two mixer inputs.
Dual Stereo/Four Individual Outs. Connect two mono cords from the [LEFT]
and [RIGHT] MAIN OUTPUT jacks and two mono cords from the [LEFT] and
[RIGHT] AUX OUTPUT jacks to a dual stereo amplification system, or four mixer
inputs.
•
Stereo Headphones. Plug a set of high-quality stereo headphones into the
headphones [
] jack on the rear panel.
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Your First Session: Chapter 2
CHAPTER 2
YOUR FIRST SESSION
POWERING UP
After making your connections, turn on the system’s power using this procedure:
¿ Before turning on the QS’s power, check the following items:
•
•
•
Have all connections been made correctly?
Are the volume controls of the amplifier or mixer turned down?
Is the volume of the QS turned down?
¡
Turn on the [ON/OFF] switch on the QS rear panel.
Upon power-up, the QS will display the last selected Program or Mix. If this
Program/Mix has been edited, the display will indicate this by showing an “ ” to
*
the left of the name of the Program or Mix.
¬
Press [PROGRAM] to select Program Play Mode.
The display should look something like this:
PROG PRESET1 ºº
TrueStereo Ch01
√ Raise the QS’s master [VOLUME] slider to maximum.
The best signal-to-noise ratio is achieved when [VOLUME] is set to maximum.
VOLUME
ƒ
Turn on the power of the amplifier/mixer, and adjust the volume.
PLAYING THE DEMO SEQUENCES
The QS has built-in demo sequences which demonstrate the wide variety of sounds
this amazing instrument is capable of generating. In order to get the full effect of the
demo, we recommend that you connect both the [LEFT] and [RIGHT] outputs to your
sound system, or listen on headphones.
To play the demo sequence:
¿ Hold the [MIX] button, and press [GLOBAL].
The display will read:
PLAYING DEMO....
<MIX>=STOP
¡
Press [MIX] to stop the demo.
There will be no MIDI out messages during the demo, and the keyboard will be
disabled.
WHAT’S A PROGRAM?
A Program is a stored configuration of parameters which emulates the sound of an
instrument or sound effect, such as a piano or synthesizer or drum set. A QS
Program is made up of hundreds of parameters which, when set to specific values,
create a specific type of sound. This setup of parameters can be stored so that you
can get back to it instantly at the touch of a button. When you select a Program, all of
its parameter settings are recalled to recreate the original sound.
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Chapter 2: Your First Session
The QS provides 640 internal Programs, divided into 5 Banks of 128 Programs each.
More Programs can be added by inserting a Sound Card into the Sound Card slot on
the rear panel of the QS. Each Bank is broken down into 12 Sound Groups of 10
Programs each, plus a 13th Sound Group with 8 Programs. These group together
similar sounding Programs, such as pianos [00], guitars [30], bass [40] and drums
[120].
A Program may have from 1 to 4 different sounds which can be combined in a variety
of ways to create the overall sound of the instrument the Program is intended to
emulate. These four sounds can be layered on top of one another, or split up into
different sections of the keyboard. You can even have different sounds played
depending on how hard you play the keyboard (this is known as velocity).
WHAT’S A MIX?
A Mix is a combination of 1 to 16 Programs. These Programs can be combined in
many ways. The most common is multi-timbral when connected to a MIDI sequencer,
which means that for each MIDI channel the QS receives (up to 16), a different
Program may be selected, thus creating anything from a small pop/rock ensemble to
a complete orchestra. Another way of using a Mix is by layering two or more
Programs together, so that they play simultaneously from the keyboard. You can also
create a split, where one Program is in the lower half of the keyboard, while another
is at the top half; you can even have these Programs overlap in the middle.
WHAT'S A BANK?
A Bank is a collection of 128 Programs and 100 Mixes. There are five internal banks
available at any time, with more if a card is in the Sound Card slot. The current bank
is shown on the top line of the display, and will cycle in the following order:
USER
and optionally
PRESET1
CARD 1
PRESET3
CARD 2
PRESET2
CARD 3, etc.
GenMIDI
Each bank contains its own unique Programs and Mixes. Program 10 in Preset 1 is
different from Program 10 in Preset 3, although they are usually related sounds. A
Mix may contain Programs from any bank.
The [ BANK] and [BANK ] buttons change the current bank from the top panel,
and MIDI Bank Select commands may also be used to select any of the 640
Programs on board, or additional card programs.
Preset and General MIDI banks are permanently “burned in” at the factory. User
banks, and Card banks from an SRAM card, may be changed by the user. If you edit
a Preset Program or Mix, it can be saved to a User or SRAM card bank only.
ABOUT SOUND GROUPS
Preset Banks 1-3 and the User bank are organized into 13 Groups of 10 Sounds
each, and are spread out among the top-right row of buttons on the front panel
(programs 00-09 are pianos, 50-59 are basses, and so on). The GenMIDI bank,
however, does not follow this arrangement; it follows the program list of the General
MIDI standard. Programs on some sound cards may not follow that arrangement
either, depending on the card type.
PLAYING THE QS KEYBOARD
The QS is shipped from the factory with 5 Banks of 128 Preset Programs (sounds)
each. Additionally, there are 100 Mixes in each of the 5 Banks.
PROGRAM MODE AND MIX MODE
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Your First Session: Chapter 2
The QS is always in one of two modes: Program Mode or Mix Mode. When you are
auditioning Programs, you will be in Program Play Mode. When editing a Program,
you will use Program Edit Mode. When you are auditioning Mixes, you will be in Mix
Play Mode. When editing a Mix, you will use Mix Edit Mode.
If you ever get lost while programming the QS, press either the [PROGRAM] button
or the [MIX] button to get back to their respective Play Mode.
J
•
Press the [PROGRAM] button to select Program Play Mode.
In Program Play Mode, the QS plays a single Program. The display looks like
this:
Play Mode
Ø
Bank
Ø
Program Number
Ø
PROG PRESET1 ºº
TrueStereo Ch01
≠
≠
Program Name
MIDI Channel
The current mode (PROG) is displayed in the top-left corner, followed by the current
Bank (PRESET1) and the current Program number (ºº). The Program’s name
(GrandPiano) appears on the lower line of the display and the current MIDI channel
appears to its right.
•
Press the [MIX] button to select Mix Play Mode.
In Mix Play Mode, the QS can combine up to 16 Programs for stacking sounds
together, splitting the keyboard into different regions, or working with a MIDI
sequencer. The display will look something like this:
Play Mode
Ø
Bank
Ø
Mix Number
Ø
MIX PRESET1 ºº
ShimmerGrd ‹
≠
≠
Mix Name
Active MIDI Channels
The current mode (MIX) is displayed in the top-left corner, followed by the current
Bank (PRESET1) and the current Mix number (00). The Mix’s name (Piano&Pad)
appears on the lower line of the display and the Active MIDI Channels (1 and 2) are
shown at the bottom right. In a Mix that uses all 16 MIDI channels (such as the Mixes
found in the General MIDI Bank), the display would look something like this:
MIX GenMIDI ºº
GM Multi ´´´´
≠
Active MIDI Channels
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Chapter 2: Your First Session
SELECTING THE MIDI CHANNEL IN PROGRAM MODE
While in Program Play Mode (press [PROGRAM]), the QS can transmit and receive
information on any single MIDI channel of the 16 available channels. The currently
selected channel appears in the bottom-right corner of the display.
PROG PRESET1 ºº
GrandPiano Ch01
≠
Current MIDI Channel
¿ Use the [ PAGE] and [PAGE ] buttons to select a MIDI channel from 1 – 16.
The display will change to indicate the currently selected MIDI channel.
AUDITIONING INTERNAL PROGRAMS
¿ Press the [PROGRAM] button to select Program Play Mode.
You can now play the QS keyboard; the Program will be whatever was selected
when last in Program mode (Program number 00 –127).
¡
Select a Program using either of these methods:
•
•
Use the [00] – [120] buttons to select a Sound Group, then use the [0] – [9]
buttons to select a Program within the Sound Group.
The selected Sound Group determines the tens digit of the selected
Program’s number. Example: Selecting the [60] Sound Group lets you select
Programs 60 through 69. The [100] Sound Group lets you select Programs
100 through 109.
Use the [s VALUE] and [VALUE t] buttons to step forwards and backwards
through all the Programs one at a time.
When in Program Play Mode and the [120] Group is selected, the [8] and [9] buttons
will not function, since Programs only go from 00 to 127.
J
SELECTING PROGRAM BANKS
The QS provides five internal Banks containing 128 Programs in each (and 100
Mixes each, but we’ll get to Mixes in a moment). The currently selected Bank will be
shown in the upper line of the display, just above the currently selected Program’s
name.
Current Bank
Ø
PROG PRESET1 ºº
GrandPiano Ch01
•
Use the [ BANK] and [BANK ] buttons to select a Bank (User, Preset 1 – 3,
GenMIDI).
User and Preset Banks are described in detail in Chapter 4.
14
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Your First Session: Chapter 2
REALTIME PERFORMANCE FUNCTIONS
The QS provides various ways to control the sound as you are playing. Try out some
of these functions while playing the keyboard. The sound of the effects can also
change by using these controllers. The effect of these realtime controllers varies from
Program to Program; in some they may not be active, and in others they may have a
dramatic effect.
•
•
Velocity. The volume and tonal quality of the sound will change according to how
hard you play the keyboard.
Aftertouch. The action of pressing a key down after playing it is called
“aftertouch” (it is also sometimes referred to as “Pressure” since it corresponds to
the amount of pressure being applied to the keyboard). Pitch, tone and volume
(among other things) can be changed using aftertouch.
•
•
•
Pitch Bend Wheel. While playing a note, you can move the PITCH BEND
WHEEL up to raise the pitch, or down to lower the pitch. The amount of pitch
bend available can be different for each Program.
Modulation Wheel. By raising the MODULATION WHEEL, you can add
expressive modulation effects (such as vibrato or tremolo) while you play. The
type of modulation effect can be different for each Program.
Controller A–D Sliders. This is described below.
Further expressive control is available with a pedal switch (included) or expression
pedal (optional, see page 25). By connecting a pedal switch to the [SUSTAIN] jack on
the rear panel, you can have the sound sustain even after you release the keys. By
connecting an expression pedal to the [PEDAL 1] jack, you can use the pedal to
change the volume or tone (or some other quality such as reverb depth or vibrato
speed) of the sound, if the Program is edited to use the pedal(s).
THE CONTROLLER A–D SLIDERS
To the right of the [VOLUME] slider are the four Controller sliders: CONTROLLER
[A], [B], [C] and [D]. These provide control over various parameters depending on if
you are in a Play mode, or in one of the Edit modes.
In Program Play Mode and Mix Play Mode, the CONTROLLER [A] slider acts as
Controller A, the CONTROLLER [B] slider acts as Controller B, and so on. These
Controllers are defined in Global Edit Mode (Pages 8 through 11) to transmit specific
MIDI controller messages. Many of the QS’s internal Programs use Controllers A–D
to provide control over their tonal aspects. When auditioning Programs, move the
CONTROLLER [A]–[D] sliders up and down to find out what effect each has; they will
be different from Program to Program.
PROG PRESET1 ºº
GrandPianoÍÎCh01
≠
Controllers A–D Indicators
A section of the lower line of the display is used to indicate the current settings of the
Controller A–D sliders (in Program Play or Mix Play modes only). These four “bar-
graph” type indicators will update instantly when any of these four sliders are moved.
When a Program or Mix is selected, the display indicates the stored settings for these
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Chapter 2: Your First Session
sliders (unless the “Controller Mode” function is turned on in page 17 of Global mode;
see page 115 for more information).
When in Program Edit Mode or Mix Edit Mode, the CONTROLLER [D] slider is used
to edit the parameter that appears in the display, and the other three CONTROLLER
sliders are disabled. The lower line of the display will show the parameter’s name and
current setting, which will have an underline below it. At this point, you can now use
the CONTROLLER [D] slider to adjust the parameter’s setting; or use the [
VALUE] and [VALUE ] buttons to raise or lower the parameter’s setting one step at
a time.
AUDITIONING MIX PLAY MODE
Mix Play Mode allows you to assign a Program to each of the 16 MIDI channels. This
makes it easy to create multitimbral setups for use with an external MIDI sequencer.
Additionally, a MIX can be used to “layer” sounds together, or “split” the keyboard in a
number of ways, or any combination of these. There are many different ways to
program a Mix. For more about Mix Play Mode, refer to Chapter 5. For more about
connecting the QS to a MIDI sequencer, see Chapter 3.
¿ Press the [MIX] button.
The display will change to Mix Play Mode.
¡
Select a Mix from 00–99 using one of these methods:
•
Use the [00] – [120] buttons to select a Mix Group, then use the [0] – [9]
buttons to select a Mix within the Group.
•
Use the [s VALUE] and [VALUE t] buttons to step forwards and backwards
through all the Mixes one at a time.
When in Mix Play Mode, the [100], [110] and [120] buttons will not function, Mixes
only go from 00 to 99.
J
SELECTING MIX BANKS
The QS provides five internal Banks containing 100 Mixes in each. The currently
selected Bank will be shown in the display just to the left of the currently selected
Mix’s name.
Current Bank
Ø
MIX PRESET1 ºº
Piano&Pad ‹
•
Use the [ BANK] and [BANK ] buttons to select a Bank (User, Preset 1 – 3,
GenMIDI).
User and Preset Banks are described in detail in Chapter 4.
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Your First Session: Chapter 2
CHOOSING PROGRAMS IN A MIX
In this section, we will choose Programs for the 16 channels in a Mix, for playing back
tracks from a MIDI sequencer. There are many other aspects of a Mix we may wish
to edit, however. Refer to Chapter 5 for more information about Mix editing.
You do not have to access Mix Edit Mode to select Programs for a Mix (i.e. you don’t
have to press the [EDIT SELECT] button). Instead, you simply use a two step
process:
A) Use the [ PAGE] and [PAGE ] buttons to select one of the 16 channels in the
Mix.
B) Use a combination of the [ BANK] and [BANK ] buttons, the [00] – [120]
buttons and the [0] – [9] buttons to choose a Program for the selected channel.
Here’s the process broken down into simpler steps:
¿ Press [MIX] and select Mix 00 from the GenMIDI Bank using one of the methods
described on page 16.
MIX GenMIDI ºº
GM Multi ´´´´
¡
Press [PAGE ].
The display will look like this:
Channel Bank
Program Number
Ø
Ø
Ø
CHå: GenMIDI ºº
GrandPiano ´´´´
≠
Program Name
The [ PAGE] and [PAGE ] buttons are used to select one of the 16 channels
in the Mix.
The actual channel number (shown in the display at half-size) will be whatever
channel was last selected. In the illustration above, channel 1 is shown. If the
channel number in your display is not “å” (1), press both [
[PAGE ] buttons simultaneously to select channel 1.
PAGE] and
¬
Use the [ BANK] and [BANK ] buttons to select a Program Bank.
√ Use the [00] – [120] buttons to select a Program Group.
Example: Press [00] for pianos, [20] for organs, etc.
ƒ
Use the [0] – [9] buttons to select a Program.
≈ Press [PAGE ] to select to the next channel up.
If channel 1 had been selected, pressing [PAGE ] will select channel 2.
∆ Repeat steps ¬ – ≈ as needed to select Programs for the remaining channels.
Changes you make to a Mix are temporary and will be lost if another Mix is selected.
To make changes permanent, you must store the Mix into the User bank (see next
page).
J
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Chapter 2: Your First Session
STORING AN EDITED MIX
Once you have made changes to a Mix, you will need to store the Mix into the User
Bank; that is, if you want to keep the changes you have made. The User Bank is
designed to hold up to 100 (00 – 99) of your custom-made Mixes. Whenever you
store an edited Mix, the User Bank is automatically selected. All you have to do is
select a Program location (00 – 127) within the User Bank to store the edited Mix into.
However, if an SRAM Sound Card is inserted into the Sound Card Slot on the rear
panel of the QS, you may select any of the available Banks on the Sound Card to
save the edited Mix into.
¿ Press [STORE].
This selects Store Mode. The display will look like this:
SaveMix? (STORE)
to USER 12
≠
≠
(Mix Bank)
(Mix Number)
The Mix Number will be the identical to the last Mix number selected.
¡
Optional: If a Sound Card is inserted, Use the [s VALUE] button to select a Bank
on the Sound Card.
¬
Use the [0] – [9] and [00] – [120] buttons to select a Mix location (00 – 99) within
the selected Bank.
The selected Bank and Mix number location will appear in the display.
√ Press [STORE] to save the Mix into the selected location.
The Mix has now been stored, and the display will revert back to whatever was
shown before [STORE] was pressed the first time.
ENABLING GENERAL MIDI MODE
If you are using a General MIDI sequencer, and/or playing a sequence that is
programmed to take advantage of General MIDI, turn the “General MIDI” function in
the QS on.
¿ Press [EDIT SELECT], then press [GLOBAL].
The display will now be in Global Edit Mode.
¡
Press [PAGE ] 6 times to advance to page 7.
This selects the General MIDI parameter in the display.
¬
Press the [s VALUE] button.
This turns on General MIDI mode, and automatically puts you into Mix Play Mode
with Mix 00 of Preset Bank 4 selected. This display should look like this:
MIX GenMIDI ºº
GM Multi ´´´´
For more information about General MIDI, refer to the MIDI Supplement in Appendix
B.
USING THE PCMCIA EXPANSION CARD SLOTS
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Your First Session: Chapter 2
Your QS is an expandable system using the two PCMCIA EXPANSION CARD slots
on the back panel. There are three different kinds of Sound Cards available through
your Alesis dealer or directly from Alesis:
•
SRAM cards: The Alesis Virtual Composer card provides an additional four
banks of Program/Mix memory. All banks can be stored to by the user, and it
comes with additional Programs and Mixes pre-stored.
•
QCards: These read-only memory cards provide actual samples, plus the
Programs and Mixes that use them in a single card bank. Available QCards
include a Stereo Grand Piano card, a Pop Rock card that includes high-quality
guitar, drum, bass, and keyboard sounds, a World/Ethnic card and a
Rap/Techno/Dance card.
•
Flash RAM cards: If you want to burn your own custom sample cards, Flash
RAM cards are available in 2 MB, 4 MB, and 8MB sizes. Alesis Sound Bridge
software (see next section) will translate from Sample Cell format to Alesis QS
Composite Synthesis format, and then you can write your own custom Programs
and Mixes that use these samples.
To use a sound card with the QS:
¿ Hold the card with the front label facing up and insert the exposed contact end
gently into either of the QS’s PCMCIA EXPANSION CARD slots, [A] or [B].
¡
Push the card in until you the slot’s eject button extends outward, and the card
will not go any further.
¬
To remove the card, press the eject button adjacent to the card slot and gently
slide the card out of the slot.
The QS’s two PCMCIA EXPANSION CARD slots can accommodate any combination
of these three card types. You can combine QCards and Flash RAM cards that store
up to 8 MB of samples each, giving you a total of 16 Mb of sound ROM expansion
and effectively doubling the internal 16 MB of sound ROM for a total of 32MB!!
When storing Mix and Program Banks to external cards, the maximum number of
accessible card banks is 11. This is because the QS’s grand total of banks possible is
16, and 5 of them are already built into the QS. The 11 card banks can be split
among the two PCMCIA EXPANSION CARD slots. Under normal situations, this will
not be a limitation (remember, each bank has 128 Programs and 100 Mixes; 11
banks gives you 1408 additional Programs and 1100 additional Mixes).
In other words, if you have two SRAM cards (256k each, capable of storing up to 4
banks), you will have 4 banks available on each card for a total of 8 banks; well below
the maximum. However, since it is possible to purchase third-party 512k PCMCIA
cards and burn these yourself using Sound Bridge software, it is possible to
physically insert two 8 bank cards which combine for a total of 16 banks. In this
situation, only the first 11 banks will be accessible beginning with slot [A]; i.e. you’ll be
able to access all 8 banks from the card in slot [A] and the first 3 banks from the card
in slot [B].
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Chapter 2: Your First Session
If an internal Program uses one or more Sounds that reside on a sound card, the
J
sound card must be inserted into the same PCMCIA EXPANSION CARD slot, [A] or
[B], as when the Program was stored. In other words, if a Program uses a Sound
found on the card currently inserted in slot [A], then the same card must be inserted
into slot [A] for that sound to be used when this Program is recalled. Although the
card can physically be used in either slot, once a Program is stored using a Sound on
a card it expects to find that card in the identical slot it was in when the Program was
stored. The same is true when a Program residing on the card in slot [A] uses a
Sound stored on card [B], or vice-versa.
If an internal Mix uses one or more Programs that reside on a sound card, the sound
J
card must be inserted into the same PCMCIA EXPANSION CARD slot, [A] or [B], as
when the Mix was stored. The same is true when a Mix residing on the card in slot
[A]uses a Program stored on card [B], or vice-versa.
A WORD ABOUT THE QS CD-ROM
Included with the QS is a CD-ROM containing various useful software programs to
use with your QS. These include various Alesis and third-party programs, QS sounds
and samples, sequences stored in the MIDI Song File (SMF) format, plus
demonstration software we thought you would find interesting. Most of these
™
®
programs are provided in both Macintosh and IBM PC formats.
SOUND BRIDGE™
Among the files contained on the CD-ROM is a software program called Sound
Bridge™. Sound Bridge is a sound development utility which compiles custom
samples from a variety of sources into the QS Synthesis Voice format, and
downloads the compiled data to an Alesis PCMCIA Flash RAM Sound Card via MIDI
Sysex to a QS, QuadraSynth Plus Piano or S4 Plus. Sound Bridge allows individuals
and sound developers to make their own Sound Cards, using whatever samples they
want. Sound Bridge makes this possible without having a PCMCIA card burner
attached to your computer. All you need is a QS-series synth, QuadraSynth Plus
Piano or S4 Plus.
Sound Bridge creates a QS Voice (multi-sample) by loading Digidesign Sample Cell I
or Sample Cell™ II format Instrument files. Using this format, Sound Bridge is able to
determine key group and velocity group split points, root notes, sample playback
rates, tunings, start points, loop points, and loop tunings. Sound Bridge can also
create QS Voices without Sample Cell Instruments by loading single AIFF, Sound
Designer, or Sound Designer™ II files.
Sound Bridge does NOT require Sample Cell hardware. The Sample Cell Instrument
file, or sample file, may be loaded directly into Sound Bridge from any disk (i.e. CD-
ROM, floppy disk, hard disk, etc.). For example, a user may load data from a Sample
Cell CD-ROM, and send this data to the QuadraSynth PCMCIA Card, without ever
using Sample Cell!
The Sound Bridge folder on the CD-ROM contains the Sound Bridge application, and
an electronic manual which will give you all the information you need to know to run
Sound Bridge.
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Connections: Chapter 3
CHAPTER 3
CONNECTIONS
BASIC MIDI HOOKUP
MIDI is an internationally-accepted protocol that allows musical-related data to be
conveyed from one device to another. See the MIDI Supplement in Appendix B if you
are not familiar with how MIDI works.
The QS has three MIDI connectors which provide the following functions:
•
MIDI IN
This port is for receiving MIDI information (notes, program
changes, etc.) from a source such as another QS or MIDI
keyboard, controller, or computer.
•
•
MIDI OUT
This port is for transmitting MIDI information to another MIDI
keyboard, sound module, or computer.
MIDI THRU
This port is for passing on (echoing) MIDI information received
by the MIDI IN port. In simple MIDI setups, the THRU port is
used to connect additional devices that will all be “listening” to
the same source.
To play the QS from a MIDI control device (keyboard, drum pad, guitar or bass
controller, sequencer, etc.), connect the control device’s MIDI OUT to the QS’s [MIDI
IN]. The illustration below depicts a master QS connected to a slave QS. When both
are set to a common MIDI channel, you can hear both when playing the master QS’s
keyboard.
The QS’s [MIDI OUT] connector sends MIDI data from the QS’s keyboard to other
MIDI devices, but can also send System Exclusive data (see the MIDI supplement) to
a storage device for later recall.
If you are using the QS in the middle of the MIDI chain (example: as the second unit
of a three device chain), connect the QS’ [MIDI THRU] to the third device’s MIDI IN
connector in order to route the first device’s MIDI out information to the third device.
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Chapter 3: Connections
USING AN EXTERNAL SEQUENCER
The QS can generate MIDI signals that are recorded by a sequencer. On playback,
the sequencer sends this data back into the QS, which then serves as a multitimbral
sound module (in Mix Mode). The sequencer can generate data over several
channels; in Mix Mode, the QS can be programmed so that individual Programs play
sequenced data on specific channels. Example: If the sequencer transmits a piano
part over channel 1, a bass part over channel 2, and a drum part over channel 10, you
could set up a QS Mix so that a piano sound plays only the MIDI data assigned to
channel 1, a bass sound plays only the MIDI data assigned to channel 2, and drums
play only the MIDI data assigned to channel 10. The QS can store up to 100 User
Mixes.
Connect the sequencer’s MIDI Out to the QS’s [MIDI IN], and the QS’s [MIDI OUT] to
the sequencer’s MIDI In. This allows the QS to send data to the sequencer for
recording, and play back data from the sequencer.
ABOUT THE KEYBOARD MODE
In a Mix, the QS’s keyboard may be set up in several ways using the Keyboard Mode
parameter found on Page 6 of Global Edit Mode. You need to determine which way is
best for your application. The Keyboard Mode parameter determines how the
keyboard will function with regard to MIDI:
•
•
•
The keyboard sends on only one MIDI channel and the sequencer is used to set
the MIDI channel of each track (Keyboard Mode = OUT 1 – OUT 16).
Or, the keyboard is split or layered, sending on many MIDI channels at once, and
the sequencer records each channel onto a different track (NORMAL).
Or, the keyboard only sends on one MIDI channel, but you change the channel
on the QS for each separate track on the sequencer (CH SOLO).
In OUT 1 – OUT 16 mode, you will not hear the QS unless your sequencer echoes
the MIDI data back to the QS’s MIDI IN. This is a way of verifying that the sequencer
is set to receive properly. Depending on the capabilities of your sequencer, it may
“auto-channelize” the echoed MIDI back to the QS on a different MIDI channel
(usually, the MIDI channel that the selected record track is assigned to). In NORMAL
or CH SOLO mode, the QS sounds are internally played from the QS keyboard, so
any echo features of the sequencer should be turned off.
When using the QS with a MIDI sequencer, the usual choice for the Keyboard Mode
is “OUT 1.” This is equivalent to turning the QS’s local control off and transmitting on
channel 1. For more information, see page 41.
USING A COMPUTER
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Connections: Chapter 3
The QS can communicate directly with a computer via its [SERIAL PORT] connector.
This eliminates the need for an additional computer-MIDI interface, as well as the
MIDI cables to connect to it. The [SERIAL PORT] can be set to one of two modes,
depending on the computer you are using. The mode is selected using the switch
directly next to the [SERIAL PORT] connector.
Set the [SERIAL PORT]switch to...
If using a...
IBM® PC or compatible
Macintosh™
PC
MAC
If you already have a MIDI interface for your computer, then you will want to use the
QS’s MIDI connectors to connect the QS to your computer interface’s MIDI IN and
OUT connectors using the method described in the previous section. Note: If you are
already using the QS’s [SERIAL PORT] to connect to your computer, it is not
necessary to connect the MIDI ports to the computer as well.
®
IBM PCS AND COMPATIBLES
This connection will require a special cable with a DIN8 connector on one end and
either a DB9 or DB25 connector on the other end, depending on the type of
connector you are using on the PC. You can purchase this cable through Alesis
Product Support (DIN8-to-DB9 cable: part number 15-00-0009; DIN8-to-DB25 cable:
part number 15-00-0025). Some PCs will have both connectors available, so you’ll
have to identify which connector is currently not in use.
Connect the DIN8 end of the cable to the QS’s [SERIAL PORT] connector and the
other end to the serial port of your computer. If your computer has more than one
serial port, refer to the setup of your MIDI software to determine which port it is using.
Alesis provides a MIDI serial driver that works with Windows 3.1, Windows NT and
Windows 95. This can be found on the QS CD-ROM disk that came with your QS
package (located in the \ALESIS\ASDWIN\ directory). If you don’t have a CD-ROM
drive connected to your computer, you can call Alesis Product Support and order the
Windows MIDI driver on a 3-1/2 inch floppy disk. This driver is used to send and
receive midi data your QS6 and the computer via a serial port connection. Once the
MIDI driver has been successfully installed, you need to indicate to the driver which
connector port the QS is using.
WINDOWS 3.1: From your Windows 3.1 Control Panel, open the “Drivers” applet.
Add an Unlisted or Updated driver and select or browse to the appropriate path for
Windows to find the “ASDWIN” OEM setup info. Follow the instructions given by
windows to install the driver.
SETUP FOR WINDOWS 95: Open Control Panels. Select “Add New Hardware”.
Select “NO” to NOT have windows auto-detect hardware. Select “Sound, Video,
Game controllers” as hardware type. When prompted for device, select “Have Disk”.
Navigate to the OEM setup in the “ASDWIN” directory. Follow the Win95 instructions
from there.
Please refer to the “READ_ME” file which accompanies the Alesis MIDI driver.
™
MACINTOSH
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Chapter 3: Connections
Connect one end of a DIN-8 cable to the QS’s [SERIAL PORT] connector and the
other end to either the MODEM serial port or the PRINTER serial port, depending on
which one you are using for sequencing.
MIDI sequencing software for the Macintosh typically defaults to using the MODEM
port, but in actuality can be set to use either the MODEM or the PRINTER port, or
both. If you have a printer connected, you will want to use the MODEM port;
conversely, if you have a modem connected but do not have a printer, you will want
to connect to the PRINTER port. If, however, both a printer and modem are
connected, you will need to either temporarily disconnect one of them (preferably the
modem; especially if the printer uses AppleTalk, since AppleTalk must be disabled to
use the PRINTER port for MIDI) or purchase a multiple serial port box that will allow
you to switch between the modem and the QS.
MASTER CONTROLLER FOR LIVE USE
Most live applications use the QS to generate sounds, with (possibly) the MIDI output
driving other MIDI devices, such as an S4 Plus rack unit, QuadraVerb 2, and other
keyboards and sound modules, etc.
To drive MIDI controlled devices from the QS, patch the QS’s [MIDI OUT] to the MIDI
device’s MIDI IN If there are more than one MIDI device, patch the first device’s MIDI
THRU to the second device’s MIDI IN, the second device’s MIDI THRU to the third
device’s MIDI IN, etc.
Caution: Do not attempt to connect more than three or four units together using the
“Thru” connectors as this may impede the MIDI data flow to the connected devices.
Instead, insert a MIDI patch-bay to the QS’s [MIDI OUT] so that all devices receive its
MIDI information simultaneously.
J
In Program Mode, the QS sends and receives MIDI information on only one MIDI
channel at a time. In Mix Mode, however, the QS can transmit on as many as 16
MIDI channels, each with its own keyboard range (for more information on Program
Mode and Mix Mode, see Chapter 4).
When using the QS as a master keyboard to play other MIDI devices, be sure the
Keyboard Mode is set to “NORMAL.” The Keyboard Mode parameter is found on
Page 6 of Global Edit Mode (for more information, see Chapter 8). It is also possible
for the QS to transmit volume and pan settings via MIDI (as controllers 7 and 10,
respectively). This occurs whenever a new Program is selected, or when a new Mix is
selected. In the case of a Mix, the volume and pan settings may be transmitted for
each Channel (up to 16) used in the selected Mix.
PEDAL AND FOOTSWITCH HOOKUP
The QS keyboard has two pedal jacks, [PEDAL 1] and [PEDAL 2], that accept a
Roland model EV-5 (or equivalent type) volume control pedal, or a standard switch
pedal. Normally, [PEDAL 1] acts as a volume pedal for the entire instrument, but both
pedals can be assigned to modulation functions within a program. Example: The
pedal could control Vibrato or Lezlie Speed.
The [SUSTAIN] footswitch jack accepts a momentary footswitch unit, included with
the unit. This provides the same function as the sustain (or damper) pedal on a
standard keyboard. You can use either a normally closed or normally open
momentary contact footswitch. Plug it into the rear panel [SUSTAIN] footswitch jack
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Connections: Chapter 3
before powering up the QS; on power up, it will automatically sense the footswitch
polarity and calibrate itself accordingly.
If your footswitch seems to respond backwards (notes sustain unless the footswitch is
pressed), turn off the QS, make sure the footswitch plug is fully inserted into the
footswitch jack, then turn the power back on. Also, make sure the footswitch is not
held down when powering up the QS.
J
DIGITAL AUDIO/OPTICAL HOOKUP
The QS can output digital audio directly into an Alesis ADAT or ADAT-compatible
multitrack digital recorder via fiber optic cable.
The digital connector follows a proprietary Alesis format that carries all four audio
outputs of the QS (Main and Aux, Left and Right) on a single fiber optic cable. Either
pair of outputs can be converted into standard AES/EBU or S/PDIF stereo digital
audio format by using the Alesis AI-1 interface. Fiber optic cables of various lengths
are available from your Alesis dealer. However, the shorter the cable, the better. The
model OC cable is 5 meters long and is the maximum length recommended.
To hook up the optical cable between the QS and an ADAT or AI-1:
¿ Remove the two pieces of clear plastic, tubular sleeving (if present) that protect
the tips of the optical cable plug.
¡
Insert one cable end into the QS [DIGITAL OUT] and the other end into the
ADAT or AI-1 DIGITAL IN.
To test the cable and QS digital output, plug one cable end into the QS. The other
end should emit a soft red light (it is not dangerous to look directly at this light).
RECORDING DIGITAL AUDIO
Once the fiber optic connection is made between the QS and ADAT or an AI-1, the
QS will output audio on the first four channels of the digital bus (the bus is capable of
handling eight channels of digital audio). The MAIN [LEFT] and [RIGHT] outputs are
routed to channels 1 and 2, while the AUX [LEFT] and [RIGHT] outputs are routed to
channels 3 and 4. Note that the [VOLUME] slider controls the level of all analog and
digital output channels simultaneously. Set the volume to maximum for most
applications.
When recording to ADAT (or some other digital audio recorder), it will be slaving to
the digital clock accompanying the digital audio emanating from the QS. This clock
can be set to either 48kHz or 44.1kHz, as determined by the Clock function (found in
Global Edit Mode). The Clock function has four settings: Int 48kHz, Int 44.1k, Ext
48kHz and Ext 44.1k. The default setting is Int 48kHz. which is suitable when the
digital recorder is using the 48kHz sample rate. However, if the recorder is using the
44.1kHz sample rate, the Clock function should be set to Int 44.1k. This ensures that
the QS will be in tune with previously recorded material. See page 119 in Chapter 8
for more information on the Clock parameter.
48 KHZ IN
If your ADAT system has an Alesis BRC Remote Controller, the QS’s digital clock
must be synchronized to the clock coming from the BRC. This requires that a
connection be made providing the clock signal to the QS and that the QS’s Clock
function be set to either one of its two external settings (Ext 48kHz or Ext 44.1k).
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Chapter 3: Connections
Connect a BNC-to-BNC cable (such as the Alesis BN cable) between the BRC’s 48
kHz CLOCK OUT and the QS’s [48 KHZ IN]. Set the Clock function to either Ext
48kHz if the BRC is set to 48kHz, or Ext 44.1k if the BRC is set to 44.1kHz. For more
information about the Clock function, see page 119 in Chapter 8.
Tip: With this type of connection, the ADAT tracks will remain in tune with the QS
even when the BRC’s pitch value is adjusted.
Note: When using only one or more ADATs without the BRC, it is not necessary to
connect the 48 kHz Clock.
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Overview: Chapter 4
CHAPTER 4
OVERVIEW
BASIC ARCHITECTURE
The QS contains 16 megabytes of Sound ROM which provide digitized acoustic and
electronic samples. These samples are organized into 17 sample groups of
different types. The groups are:
Piano
String
Brass
Woodwind
Synth
Wave
Noise
Voice
Ethnic
Drums
Percussion
Sound FX
Rhythm
Chromatic
Organ
Guitar
Bass
Several functions (filter, amplitude envelope, pitch envelope, LFO, multiple
modulation sources, signal processors, etc.) can be used to process a sample. A
Sound is the combination of a sample with its associated processing.
A Program consists of up to four sounds. These sounds can be layered, split over
specific keyboard ranges, or selectively overlapped. The QS has a User Bank of 128
Programs that you can modify, plus 4 Preset Banks of 512 Preset Programs that are
permanently installed in the QS at the factory (although the Preset Programs can be
edited, they must be stored into the User bank to permanently retain your changes).
Each Program is linked to its own Effects Patch.
Preset Banks 1-3 and the User bank are organized into 13 Sound Groups of 10
Sounds each, and are spread out among the top-right row of buttons on the front
panel (programs 00-09 are pianos, 50-59 are basses, and so on). The GenMIDI
bank, however, does not follow this arrangement; it follows the program list of the
General MIDI standard.
A Mix consists of up to 16 Programs, each assigned to a specific MIDI channel and
one Effect Patch. The QS has 100 Mixes in the User Bank, plus 4 Preset Banks of
400 Preset Mixes. This is extremely useful for multitimbral setups where the QS plays
back different sounds on different MIDI channels. Because of its 64 voices and built-
in effects, the QS is often the only sound generator needed.
QS POLYPHONY
The QS provides 64-voice polyphony (i.e., how many notes can play at once). If a
program uses one sound, up to 64 notes can play at once. Layering two sounds
allows for 32-note polyphony and layering four sounds, 16-note polyphony.
Layering is a powerful technique that allows you to build up complex timbres. This is
crucial because acoustic instruments have extremely complex, evolving sounds and
by comparison, many synths sound static. Being able to layer up to four sounds
allows for creating large ensembles (e.g., brass section consisting of alto & tenor sax,
trumpet, and trombone) or extremely realistic versions of single instruments. When
creating layered Programs, keep polyphony in mind. If all Programs in a Mix use all
four available sounds, the QS will quickly run out of voices.
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Chapter 4: Overview
MODES
The QS is always in one of two main modes: Program Play Mode or Mix Play Mode.
Pressing [PROGRAM] selects Program Play Mode, while pressing [MIX] selects Mix
Play Mode. While in Program Play Mode, you can press [EDIT SELECT] to access
Program Edit Mode and Effects Edit Mode. While in Mix Play Mode, pressing [EDIT
SELECT] alternates between Mix Edit Mode, Program Edit Mode and Effects Edit
Mode. Once [EDIT SELECT] has been pressed (the upper-left corner of the display
reads “ED:”), pressing [
been edited, and pressing [BANK
BANK] accesses Compare Mode (if the Program/Mix has
] accesses Global Edit Mode. Pressing [STORE]
accesses Store Mode. Here are descriptions of these modes:
PROGRAM PLAY MODE
Program Play Mode lets you play the QS’s various Programs one at a time. The QS
contains 512 Preset and 128 User Programs (i.e., the sounds of various instruments,
effects, ensembles, etc.) that show off just how cool this instrument really is. Initially,
the 4 Preset Banks and the User Bank contain data loaded in at the factory. The User
Programs can be edited or replaced with your own Programs. However, you cannot
replace the Preset Programs, because these are stored in ROM (permanent
memory). In Program Play Mode, the QS responds to or generates messages on a
single MIDI channel.
MIX PLAY MODE
Mix Play Mode lets you audition the QS’s various Mixes, and use it as a MIDI master
controller. The QS contains 400 Preset Mixes and 100 User Mixes. A Mix can
combine up to 16 different Programs, and the keyboard can generate up to 16
channels of MIDI data at once. Therefore, much thicker and richly textured sounds
can be created. In Mix Play Mode, the QS can be used in a wide range of
applications. It can be used for live performance, in which sounds are layered or
assigned to sections of the keyboard. It can also be used as a multitimbral sound
source for desktop music and home studio applications. A Mix can use the Effects
Patch associated with one of its Programs. Although there may be 16 Programs in a
Mix, there can only be one Effects Patch per Mix. In Mix Mode, the QS can respond
to messages on up to 16 MIDI channels simultaneously; different channels are
available depending on which Mix is selected.
PROGRAM EDIT MODE
In Program Edit Mode, you can change the various settings which determine the
sound of an individual Program, or create an entirely new Program from scratch.
Each Program is made up of four Sound layers, which you can edit individually, or
simultaneously. In Program Edit mode you can:
•
•
select which sample waveform from the 16 megabytes of onboard sample ROM
will be used, in each of the 4 sounds;
change the tone, level, attack and decay characteristics, modulation inputs, and
pitch of each layer;
•
•
set modulation routings whereby any parameter can be controlled via MIDI;
set the effect level for each Sound layer, and set which of the four effect sends
each Sound layer will use for signal processing (such as reverb, delay, and
chorus—or any combination of these).
MIX EDIT MODE
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Overview: Chapter 4
Mix Edit Mode lets you change the parameters of an existing Mix. Up to 16 Programs
can be active in each Mix, and Mix Edit mode sets up how each will be played. Mix
Edit Mode allows you to:
•
•
set the output level, effects level, and pan of each Program in the Mix;
select which Program’s Effects Patch will be used by the Mix.
Note that you can select which Programs will be played by the different MIDI
channels and by the keyboard in multiple layers or splits without entering Mix mode.
EFFECTS EDIT MODE
Effects Edit Mode is used for setting up the Digital Signal Processing effects. Each
Effect Patch has 4 effect bus inputs, and an internal configuration of multiple effects
such as reverb, delay, and pitch-related effects (chorus, flange, etc.). You can
determine what kinds of effects are used on each bus (called a “Configuration”),
change each effect’s parameters (such as reverb decay time or chorus speed), set
modulation routings (such as having the modulation wheel change the decay time),
and set the effects mix (how much reverb, delay and chorus on the output of each
effect bus).
GLOBAL EDIT MODE
Use Global Edit Mode to set various parameters which effect the entire instrument,
such as overall master tuning, display contrast, MIDI controller settings, keyboard
sensitivity, and how the unit will respond to or generate messages in Mix Mode.
STORE MODE
Store Mode is used for storing changes of Programs, Mixes and/or Effects into the
User Bank or onto a QuadraCard PCMCIA memory card accessory. It is also used for
transmitting the QS’s parameters over MIDI for data storage purposes, copying
sounds or effects from one Program to another, and for transferring entire Banks to or
from a Sound Card.
COMPARE MODE
Once a Program has been edited in Program Edit Mode, or a Mix has been edited in
Mix Edit Mode, the symbol “*” will appear in the display to the left of the
Mix’s/Program’s name while in either Mix Play Mode or Program Play Mode. If
[COMPARE] is pressed while in an Edit Mode, the letters “ED:” will change to “Cm:” in
the upper-left corner of the display, and you will temporarily be hearing (and seeing)
the original version of the Mix/Program. If you are editing a Mix and press
[COMPARE], the original unedited Mix is temporarily recalled. Likewise, if you are
editing a Program or its Effects Patch and press [COMPARE], the original Program
will be temporarily recalled. Pressing [COMPARE] again switches back to the edited
version, and the letters “Cm:” will revert back to “ED:” in the display.
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Chapter 4: Overview
THE USER INTERFACE: DISPLAY, FUNCTIONS, PAGES, AND
PARAMETERS
The key to the QS user interface is the combination of the Display, the [
PAGE]
and [PAGE ] buttons, the [s VALUE] and [VALUE t] buttons and the CONTROLLER
[D] slider. The Display constantly informs you of the QS’s status.
ABOUT THE DISPLAY
The display has two modes: Play Mode and Edit Mode. When either [MIX] or
[PROGRAM] is pressed, their respective Play Mode is selected and the display will
look something like this:
_________E__D_I_T__M_O__D_E__________ P__A_G__E__
_M__O__D_E__ _____B_A_N__K_____ _N__U_M__B_E__R_
PROG PRESET1 ºº
TrueStereoÍÎCh01
_______________________
____
___________
NAME
ABCD1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16
________________________________________
PARAMETER
•
Mode. The upper-left corner of the display will indicate whether you are in
Program Play Mode (PROG) or Mix Play Mode (MIX). In the example above,
Program Play Mode is selected. If the selected Program or Mix has been edited,
a “*” symbol will appear to the right of the Mode. In the example above, the
Program has not been edited
•
•
•
•
Bank. The upper-middle section of the display will indicate which Bank is
currently selected (PRESET1 – PRESET3, GenMIDI, or USER`; if a card is inserted,
CARD1 - CARD8). In the example above, Preset 1 Bank is selected.
Number. The upper-right section of the display will indicate which Program or
Mix number is currently selected (ºº – ¡™¶ in Program Mode, ºº – ªª in Mix Mode).
In the example above, Program 00 is selected.
Name. The bottom-left section of the display will indicate the name of the
Program or Mix which is currently selected. In the example above, TrueStereo is
selected.
Controllers A–D. In Program Play Mode and Mix Play Mode, the current
positions of the Controller A–D parameters will appear between the
Mix’s/Program’s name and the Channel(s) indicator, represented by four vertical
bars. The Controllers A–D can be manipulated using the four CONTROLLER
sliders: [A], [B], [C] and [D]. In some Programs and Mixes, not all four
CONTROLLER sliders will be enabled. When you move a CONTROLLER slider
that is enabled, you will not only hear its effect on the current Program or Mix, but
will also see the display update to show its position as it changes.
•
Channel (1–16). In Program Play Mode, the QS will transmit and receive on a
single MIDI channel, which will be indicated in the lower-right section of the
display. In Mix Play Mode, the QS can transmit and receive on up to 16 MIDI
channels. The “active” channels will be indicated by the presence of a “⁄” symbol.
When a channel is played (by either the QS’s keyboard or from messages
received via MIDI), a “‰” symbol will appear. In the example above, MIDI
channel 1 is selected.
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Overview: Chapter 4
When [EDIT SELECT] is pressed, the display enters Edit Mode (which Edit Mode you
are in depends on whether you were already in Program Mode or Mix Mode). When
in an Edit Mode, the display will look something like this:
_________E__D_I_T__M_O__D_E__________ P__A_G__E__
_M__O__D_E__ _____B_A_N__K_____ _N__U_M__B_E__R_
ED:PRG SOUND1 πå
SOUND ENABLE:ON
_______________________
____
___________
NAME
ABCD1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16
________________________________________
PARAMETER
•
•
Edit Mode. The upper-left section of the display will indicate the Edit Mode which
is currently selected (ED: MIX = Mix Edit Mode, ED:PRG = Program Edit Mode,
ED:GLOBAL = Global Edit Mode). The Edit Mode is selected using the [EDIT
SELECT] button. In the example above, Program Edit Mode is selected.
Editing Status. The upper-middle section of the display indicates what you are
editing. This information will change depending on the Edit Mode you have
selected. Example: If you are in Mix Edit Mode, you can choose to edit any of the
16 Channels by pressing one of the [0] – [9] or [00] – [50] buttons; the display will
indicate the channel like this: ED:MIX CHAN 01. If you are in Program Edit Mode,
you can choose which of the Program’s 4 sounds you wish to edit by pressing
one of the [00] – [30] buttons; the display will indicate the channel like this:
ED:PRG SOUND1. In the example above, Sound 1 is selected for editing.
•
•
Page. In many cases when a Function is selected for editing, there will be more
than one parameter associated with it. Each parameter is divided into “pages”.
The upper-right corner of the display will indicate the currently selected page
number (πå – π∫). The number of pages available depends on the Function you
have selected to edit. In the example above, page 1 is currently selected.
Parameter. The lower section will display the parameter which is currently
selected and its setting. Once you have selected an Edit Mode, you may select
an editing Function by pressing one of the [0] – [9] or [00] – [120] buttons,
depending on which Edit Mode you are in. The editing Function is written in blue
type above or below the number keys. For example, the [60] button accesses
the LEVEL functions in Mix Edit Mode, the MOD functions in Effects Edit Mode,
and the PITCH functions in Program Edit Mode. Each Function has one or more
parameters in its Function Group. Once a Function is selected, the last
parameter in that Function’s Group will appear in the lower section of the display.
You can step through all the parameter’s in a Function’s Group by using the [
PAGE] and [PAGE ] buttons or make coarse adjustments quickly by moving the
CONTROLLER [D] slider. In the example above, the Sound Enable parameter is
selected, and is turned on.
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Chapter 4: Overview
PAGE BUTTONS
The [ PAGE] and [PAGE ] buttons serve two purposes. In Program Play Mode
and Mix Play Mode, they are used to select a MIDI channel from 1 to 16. In Program
Play Mode, they are used to select the basic MIDI channel the QS will receive and
transmit MIDI messages on. In Mix Play Mode, they are used to select one of the 16
possible Channels for viewing and editing. For more information on MIDI and its
uses, see Chapters 8 and 9, and Appendix B.
In any of the Edit Modes when more than one display page is available, the [
PAGE] and [PAGE ] buttons are used to move forwards and backwards through
these pages. The currently selected page number will appear in the upper-right
corner of the display.
EDITING VALUES
Once an Edit Mode is selected and a parameter is displayed, that parameter’s setting
can be adjusted by either pressing the [s VALUE] and [VALUE t] buttons, or by
moving the CONTROLLER [D] slider (also labeled [EDIT VALUE]). The
CONTROLLER [D] slider is useful when making broad adjustments to a parameter,
such as when moving a parameter from its minimum setting to its maximum, while
the [s VALUE] and [VALUE t] buttons are best suited for when you wish to perform
fine adjustments, such as stepping through a parameters value one at a time.
You will find that using a combination of these two controls will make editing fast and
easy.
RESETTING A PARAMETER VALUE
It’s often convenient while editing to return a parameter to its default setting (usually,
but not always, 0). This normally involves moving the Edit Value Slider or repeatedly
pressing the [s VALUE] and [VALUE t] buttons, but here’s a quicker way:
¿ Select the parameter you wish to reset using the methods described earlier.
¡
Simultaneously press both the [s VALUE] and [VALUE t] buttons.
PARAMETER EDITING OVERVIEW
All parameter editing involves the same general procedure, with minor variations:
¿ Select an Edit Mode with the [EDIT SELECT] button.
Example: If you pressed [PROGRAM], the [EDIT SELECT] button switches
between two Edit Modes—one for editing the Program’s Sound layers(Program
Edit Mode), and the other for editing the Effects (Effects Edit Mode). If you
pressed [MIX], the [EDIT SELECT] button switches between three Edit Modes—
one for editing the Mix’s parameters (Mix Edit Mode), one for editing the
Programs themselves (Program Edit Mode), and the last for editing the Effects
(Effects Edit Mode).
¡
Select a function (level, pitch, etc.). by pressing one of the [0] – [9] or [00] –
[120] buttons, depending on which Edit Mode you are in.
¬
If a function has multiple pages, use the [
select the appropriate page.
PAGE] and [PAGE ] buttons to
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The upper-right section of the display will indicate the currently selected page
number. Each page provides a different parameter. The parameter’s name will
appear in the bottom section of the display. Press the [PAGE ] button to select
the next higher-numbered page, and [ PAGE] to select the next lower-
numbered page. Press both [ PAGE] and [PAGE ] simultaneously to get
back to the first page of the selected function.
√ Change the parameter value.
You can edit the value either by moving the [CONTROLLER D] slider (for large
value changes) or pressing the [s VALUE] and [VALUE t] buttons (for smaller
changes).
SELECTING FUNCTIONS AND PARAMETERS
When editing a Mix, a Program or a Program’s Effects, the 23 buttons located on the
right side of the front panel provide direct selection of edit Functions, the 4 Sounds
within a Program (in Program Edit Mode) and the 16 Channels within a Mix (in Mix
Edit Mode). This means you can quickly get to the Function/Sound/Channel you want
to edit. The Functions available for direct selection are printed on the front panel
adjacent to each button. Many Functions provide more than one parameter, and so
have multiple pages available. Use the [ PAGE] and [PAGE ] buttons to move
forwards and backwards through the available pages. The number of available pages
will change depending on which Function you have selected. The Direct Select
Functions are shown in the table below.
Button
Program Edit
(Sound)
Program Edit
(Drum)
DRUM 1
Mix Edit
Effects Edit
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
0
1
MOD 1
SELECT
CHANNEL 1
SELECT
CHANNEL 2
SELECT
CHANNEL 3
SELECT
CHANNEL 4
SELECT
CHANNEL 5
SELECT
CHANNEL 6
SELECT
CHANNEL 7
SELECT
CHANNEL 8
SELECT
CHANNEL 9
SELECT
MOD 2
MOD 3
DRUM 2
DRUM 3
DRUM 4
DRUM 5
DRUM 6
DRUM 7
DRUM 8
DRUM 9
DRUM 10
2
3
MOD 4
4
MOD 5
5
MOD 6
6
PITCH LFO
FILTER LFO
AMP LFO
7
8
9
TRACKING
GENERATOR
CHANNEL 10
00
10
20
SELECT SOUND SELECT SOUND
SELECT
CHANNEL 11
SELECT
CHANNEL 12
SELECT
CHANNEL 13
SELECT SEND
1
1
1
SELECT SOUND SELECT SOUND
SELECT SEND
2
2
2
SELECT SOUND SELECT SOUND
SELECT SEND
3
3
3
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Chapter 4: Overview
30
40
50
SELECT SOUND SELECT SOUND
SELECT
CHANNEL 14
SELECT
SELECT SEND
4
4
4
VOICE
VOICE
CONFIGURATIO
CHANNEL 15
N
EQ
LEVEL
LEVEL
SELECT
CHANNEL 16
LEVEL
PITCH
EFFECT
KEYBOARD/MID
I
60
70
80
90
PITCH
FILTER
AMP/RANGE
PITCH
PITCH
FILTER
AMP/RANGE
- - - - -
MOD
LEZLIE
PITCH
DELAY
ENVELOPE
100
FILTER
- - - - -
CONTROLLERS
REVERB
ENVELOPE
AMP ENVELOPE
NAME
110
120
DECAY
NAME
RANGE
NAME
OVERDRIVE
MIX
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Overview: Chapter 4
COMPARING EDITED AND STORED VERSIONS
When you edit a Program or Mix, you are actually editing a copy which is in a
temporary edit buffer. Therefore, to retain the results of your edit, you must save it to
a particular memory location (see the next section on Storing). If you change memory
locations before saving, the buffer will be replaced and your edits lost.
Because the original Program/Mix remains undisturbed, you can compare the edited
version to the original by using the Compare function. You can only select Compare
mode when either Mix Edit, Program Edit or Effects Edit is selected, and the “*”
symbol appears in the display next to the Mix/Program’s name whil in either Mix Play
Mode or Program Play Mode.
Indicates Program or Mix has been edited
Ø
PROG*PRESET1 ºº
GrandPianoÍÎCh01
¿ While in an Edit Mode (the letters “ED:” should appear in the upper-left section of
the display), press [COMPARE].
The letters “ED:” in the display will change into “Cm:”.
Indicates Compare Mode is selected
Ø
Cm:PRG SOUND1 πå
SOUND ENABLE:ON
¡
Press [COMPARE] again to exit Compare mode and return to the edited version.
The letters “Cm:” will revert back to “ED:”. Pressing [MIX], [PROGRAM],
[GLOBAL], or [STORE] will also exit Compare mode. However, to return to
Compare mode after pressing one of these buttons, you must first press [EDIT]
and then press [COMPARE].
While Compare mode is selected, you can move around to view the various functions
and parameters, but you will not be able to edit anything. This is because you are
seeing what is in memory, not what is in the edit buffer.
J
PRESET MEMORY AND USER MEMORY
The QS has three types of memory banks for Mixes and Programs: Preset, User and
Card. The Preset banks, of which there are four, are stored in ROM (Read Only
Memory), and therefore cannot be altered. However, the User bank, of which there is
1, is stored in RAM (Random Access Memory). Card banks can be either ROM or
RAM. Anytime you want to keep an edited version of a Mix or Program, you will store
it into the User bank or onto a RAM Card. If you want to permanently change a Mix or
Program that is in the Preset bank, you can store the edited version into the User
bank (in either the same number location or a different number location). However,
this requires that you “store over” an existing Program or Mix, losing whatever was
previously in that location. If you don’t want to lose any of the sounds in the User
bank, you should back-up the entire bank to either an external SRAM or FlashRAM
PCMCIA card, or (via MIDI System Exclusive) into a data storage device or a MIDI
sequencer. See Chapter 9 for more information on external storage operations.
STORING
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Chapter 4: Overview
The [STORE] button selects Store mode. Store mode has 7 pages which you can
scroll through by using the [ PAGE] and [PAGE ] buttons. Each page in Store
mode provides a different type of storage, copy or data transfer function. When
storing edited Mixes or Programs into the User Bank or a RAM Card Bank, you will
use the first page of Store mode (for more information about the other pages of Store
mode, see Chapter 9). If you press [STORE], the display will look something like this:
SavePrg? (STORE)
to USER 127
Each edit mode type requires its own store operation. For example, if while making a
new Mix you also make changes within one of the Programs (such as lowering the
filter level), you must use the Store command separately (from Mix Edit, and
Program Edit or Effect Edit) in order to save your work. Note: When using the Store
command from Effect Edit Mode, the associated Program is stored. This is because
Effects are stored within their respective Programs.
If you select a different Mix while in Mix Edit mode, or a different Program in Program
Edit mode, you will lose all changes you have made, unless you perform a store first.
You can only store Mixes and Programs into their respective User banks. The Preset
banks are permanently stored in ROM and cannot be saved over.
J
J
STORE A PROGRAM OR MIX
¿ While in either Program Mode or Mix mode, after making your edits press the
[STORE] button.
¡
Optional: Select the memory Bank in which you want to store the Program or Mix
into using the [s VALUE] and [VALUE t] buttons.
If no RAM Card is inserted, you will only be able to select the User Bank.
¬
Use the [0] – [9] and [00] – [120] to select the Program/Mix location (00 – 127) in
which you want to store the Program or Mix into.
√ Press [STORE] again to complete the operation.
Or, Press any other button to cancel out of the Store operation without storing.
Storing a Mix only stores the Mix parameters, not the individual Programs or Effect
Patch used in the Mix. If you have edited any of the Programs in the Mix or the
Effects Patch, you must store them separately.
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Overview: Chapter 4
COPYING SOUNDS BETWEEN PROGRAMS
Follow the steps below to copy one of the four Sound layers from one Program to
another Program in the User Bank. When copying Sounds between Programs, the
"new" Sound will replace the same numbered Sound in the destination Program, i.e.,
Sound 3 will replace Sound 3.
¿ Press [PROGRAM] to select Program Play Mode, then use the [s VALUE] and
[VALUE t] buttons to select the Program Number that uses the Sound you want
to copy. If necessary, use the [
different Bank.
BANK] and [BANK ] buttons to select a
¡
Press [STORE].
¬
Press [PAGE ] once to advance to Page 2.
The upper section of the display will read “COPY SOUND 1”.
√ Use the [s VALUE] and [t VALUE] buttons to select which Sound (1–4) you wish
to copy from the currently select Program.
ƒ
Press [PAGE ] once to advance the cursor to the Program number value in the
lower section of the display.
≈ Use the [s VALUE] and [VALUE t] buttons or move the CONTROLLER [D] slider
to select the Program Number in the User Bank you wish to copy the Sound to
(000–127). Or, you may copy into any of the four Sounds of the source Program
(Sound 1-4).
∆ Press [STORE] to complete the copy function.
COPYING EFFECTS BETWEEN PROGRAMS
Follow the steps below to copy the Effects from one Program to another Program in
the User Bank.
¿ Press [PROGRAM] to select Program Play Mode, then use the [s VALUE] and
[VALUE t] buttons to select the Program Number that uses the Effects you want
to copy. If necessary, use the [
different Bank.
BANK] and [BANK ] buttons to select a
¡
Press [STORE].
¬
Press [PAGE ] once to advance to Page 2.
The upper section of the display will read “COPY SOUND 1”.
√ Press the [s VALUE] button four times until the display reads “COPY EFFECT”.
This selects the Effects of the currently selected Program as the source of what
is to be copied.
ƒ
Press [PAGE ] once to advance the cursor to the Program number value in the
lower section of the display.
≈ Use the [s VALUE] and [VALUE t] buttons or move the CONTROLLER [D] slider
to select the Program Number in the User Bank you wish to copy the Effects to
(000–127).
∆ Press [STORE] to complete the copy function.
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Chapter 4: Overview
TO AUDITION PROGRAMS BEFORE STORING
To look for available memory locations to permanently store your Program into, you
can move between Program Mode and Mix Mode without losing your changes. This
is because Program Mode uses a Program edit buffer, and Mix Mode uses its own
Mix edit buffer along with 16 additional Program edit buffers. These buffers are
retained when moving between Program Mode and Mix Mode, making it easy to
search for a suitable location to store your newly created Program. Example: While in
Program Edit mode, go to Mix Mode and scroll through the Program list on one of the
Channels; while editing a Program from Mix Mode, go to Program Mode to scroll
through the Program list.
The way to tell the difference between a program edited in Program Mode and one
edited from Mix Mode is by looking at the display: in Program Edit Mode, “ED:PRG”
appears in the display, while in Mix Edit Mode, “ED:MIX” appears.
You will lose your changes if you remain in the same mode and recall a different
Mix/Program by pressing the [0] – [9] or [00] – [120] buttons.
J
To audition Programs before overwriting them with STORE
…when editing a Program in Program Mode:
¿ While in Program Edit mode, press [MIX].
This selects Mix Play Mode, retaining your edits to the Program in an edit buffer.
¡
Use the [ BANK] and [BANK ] buttons select Preset Bank 1; then press [90]
and [9] to select Mix 99.
¬
Press both [ PAGE] and [PAGE ] buttons simultaneously to select Channel
1.
√ Use the [ BANK] and [BANK ] buttons select the User Bank.
ƒ
Use the [0] – [9] and [00] – [120] buttons to go through the Programs in the User
Bank until you find one you wish to overwrite with the new edited Program. Take
a note of the number.
≈ Press [PROGRAM] to enter Program Play Mode.
This recalls the edit buffer in Program Mode, which is your edited Program.
∆ Press [STORE].
The upper section of the display will read “SavePrg? (STORE) to USERxxx” where
XXX is a User Program number from 000 – 127.
«
»
Press [PAGE ] to advance the cursor to the Program Number field in the
display.
Use the [s VALUE] and [VALUE t] buttons or move the CONTROLLER [D] slider
to select the Program Number you noted in step 5.
… Press [STORE] again.
The Program is now stored.
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Overview: Chapter 4
To audition Programs before overwriting them with STORE
…when editing a Program in Mix Play Mode:
¿ While in Mix Program Edit mode, press [PROGRAM].
This selects Program Play Mode, retaining your edits to the Program in Mix Edit.
¡
Use the [ BANK] and [BANK ] buttons to select the User Bank. If a RAM card
is inserted, use the [ BANK] and [BANK ] buttons to select a Card Bank.
¬
Use the [s VALUE] and [VALUE t] buttons or move the CONTROLLER [D] slider to
scroll through the Programs until you find one you wish to overwrite with the new
edited Program. Take note of the number.
√ Press [MIX].
This recalls the edit buffer in Mix Mode, which contains your edited Program.
ƒ
Press [EDIT SELECT] twice, until “EDITING: PROGRAM” appears under the
MIX number in the display.
≈ Press [STORE].
The top line of the display will read “SavePrg? (STORE) to USERxxx” where XXX is
a User Program number from 000—127.
∆ Optional: If the location you noted was on a RAM card, use [BANK ] to select
the Card Bank.
«
»
«
Press [PAGE ] to advance the cursor to the Program Number field in the
display.
Use the [s VALUE] and [VALUE t] buttons or move the CONTROLLER [D] slider
to select the Program Number you noted in step 5.
Press [STORE] again.
The Program is now stored.
At this point your edited Program is stored, however the Mix your were auditioning
before storing the Program still has the old Program number assigned (if the edited
Program was saved to a different Program number location). Therefore, you need to
store the Mix as well.
»
Press [MIX].
This selects Mix Play Mode.
… Press [STORE] twice.
The Mix is now stored.
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Editing Mixes: Chapter 5
CHAP TER 5
EDITING M IXES
W HAT IS A M IX?
Mix Mode is one of the most powerful features of the QS. Although in Program
Mode you can play only one Program at a time, in Mix Mode you can play up to 16
Programs at once, either from the keyboard (as layers or splits) or from an external
sequencer (via 16 MIDI channels) or a combination of both.
With Mix Mode, you can do the following:
•
Combine (“stack” or “layer”) different Programs so they can be played
simultaneously from the keyboard. For example, stack a piano on top of a brass
sound and a string sound , adjusting the volume of each for a desirable mix.
(Note that the stacking of Programs in Mix Play Mode is in addition to any
sounds that may be stacked in the four sound layers of each Program.)
•
Split the keyboard into different zones--for example, the classic bass guitar on the
left-hand side of the keyboard, and synth or piano on the right. You can split the
keyboard into as many as 16 zones, which may overlap.
•
•
Transmit on as many as 16 different MIDI channels simultaneously.
Receive up to 16 MIDI channels from an external sequencer, with each channel
representing a different instrument--piano on Ch. 1, bass on Ch. 2, drums on Ch.
10, trumpet on Ch. 16. Mix Play Mode is the multitimbral mode of the QS.
•
Set the level, panning, transpositions and effect send of each MIDI channel.
P ROGRAM ASSIGN FOR EACH M IDI CHANNEL
Once a Mix is recalled, you will likely want to choose different Programs than the
ones the Mix has stored with it. This does not require that you be in Mix Edit Mode.
Assigning Programs to the 16 channels of a Mix is done by first using the [
and [PAGE ] buttons (which are also labeled [PROGRAM CHANNEL SELECT]) to
select a channel and then using the [0] – [9] and [00] – [120] buttons to select a
PAGE]
Program. If desired, you can use the [
BANK] and [BANK ] buttons to select a
Program from any of the internal or card banks.
M IX EDIT M ODE
Editing a Mix begins with using the [
PAGE] and [PAGE] buttons to select the
MIDI channel you want, and selecting a Program number for each of the channels
you want to use (as described above). Beyond Program selection, you may control
many other aspects of a Mix by accessing Mix Edit Mode. This is done by pressing
the [EDIT SELECT] button while Mix Play Mode; “ED:MIX ” should appear in the
upper left section of the display:
_________E_D__I_T__M__O_D__E_________ P__A_G__E__
_M__O__D_E__
____B__A_N__K_____ N__U__M__B_E__R_
ED:MIX CHAN 01„
PROG ENABLE:
ON
_______________________ ____ ___________
NAME
ABCD1
2
3
4
5
6
7
8
_____________________________9 _10_1_1_12_1_3_1_4_1_5 _16
PARAMETER
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Chapter 5: Editing Mixes
Once in Mix Edit Mode, use the [0] - [9] and [00] - [50] buttons to select a MIDI
channel to edit (1 – 16). Use the [60] – [120] buttons to select a Function Group
(Level, Pitch, Effect, etc.) If a Function Group has more than one parameter, use the
[
PAGE] and [PAGE ] buttons to locate a specific parameter. The Mix Edit
functions and Channels are written in blue above or below each numbered button,
on the line labeled MIX.
Each channel of a Mix may be enabled or disabled, without changing any of its
parameter settings. When a channel is disabled, its marker (
) will not appear in
the bottom right corner of the display when Mix Play Mode is selected. You can set
levels, effect levels and bus assignments, pitch transposition, keyboard ranges (if
making a split or layer), and MIDI parameters for each individual channel. A Mix
also uses the Effect Patch associated with one of its 16 Programs.
Here is a simplified diagram of the signal path in Mix mode.
MIDI
Outp ut
MIDI
Out
Pe d a ls
MIDI In
MIDI
Inp ut
Pro g ra m
Ma in L
Ma in R
So und
So und
So und
1
Aux L
Aux R
Ra ng e
Pa n
Outp ut
2
3
So und
4
Ke yb o a rd
Ke yb o a rd
Se nd s
1—4
Mo d e
=
Effe c ts
NORMAL
Effe c ts
Le ve l
Effe c ts
Buss
Pro c e sso r
(re ve rb , d e la y,
c ho rus, e tc .)
Pitc h
Cha nne l 1
Cha nne l 2
Pe d a ls
Cha nne l 3
Cha nne l 16
UNDERSTANDING THE EDIT BUFFERS
In Mix mode, there are 16 edit buffers (one for each channel), plus another buffer for
the Mix parameters (Level, Pitch, Range, etc.), and yet another buffer for the Effects
Processor. When you select a Mix from memory, it is copied into the Mix Edit buffer,
the 16 Programs of that Mix are copied into the 16 edit buffers, and the Effect from
one of the 16 Programs is copied into the Effects buffer. If you make changes to the
Mix, they are only temporarily kept in the edit buffer until a new Mix is selected
from memory. Therefore, you MUST store your edited Mix if you want to keep it.
If in the course of making a Mix, you enter Program Edit mode (by pressing [EDIT
SELECT]) and edit one or more Programs in the Mix, the edits you make are entered
into a separate buffer for each Program in the Mix. Note, however, that you DO have
to store each edited Program into the User bank (in the same or different Program
number location) before selecting a different Mix, or your changes will be lost. The
same goes for editing the Effects, which will be stored along with its associated
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Editing Mixes: Chapter 5
Program into the User Bank. If you select another Mix before storing, your changes
will be lost.
LEVEL SETTING FOR EACH P ROGRAM
The Level function (press [60]) of Mix Edit is used to control several parameters that
deal with the audio output of the selected channel. Parameters in the Level
Function’s group include: Volume, Pan, Output, Effects Send Level, Effects Bus and
Program Enable.
Enable (On or Off)
Page 1
This determines whether the selected channel is enabled or disabled. When disabled,
no sound will be heard. The Channel indicator in the display for a disabled channel
will not appear.
Even if a channel is enabled, it will not play unless the proper settings in the RANGE
(LOW/HIGH) and MIDI/KEYBOARD functions are made (see pages 38 & 40).
✪
Volume (00 to 99)
Page 2
This sets the overall volume for a channel. Higher numbers give higher levels.
Pan (<3 to 3>, or PROG )
Page 3
This determines the pan position of the selected channel. When set to PROG, the Pan
setting will be that stored with the Program assigned to the selected channel.
However, you can override this setting by selecting a different value, thereby
assigning the channel’s panning between the left and right outputs.
Output (L/R, Aux, Off, or PROG)
Page 4
This determines the audio output assignment for the selected channel. When set to
PROG, the channel will use the Output assignment of the Program. However, you
can override this assignment by setting this parameter to something different. To
send the sound’s output to the Main outputs, select Main. To send the sound’s
output to the Aux outputs, select Aux. When set to OFF, the channel will not be sent
to the outputs (but can still feed an effect bus).
To send a sound to an individual output, use Output in conjunction with Pan.
TIP: Example: Panning a sound full left and selecting the Aux outputs means that the
sound will appear at only the left Aux output.
Effect Level (00 to 99, or PROG)
Page 5
This determines the amount of signal from the selected channel that will be sent to
the effects, using one of the four effects buses as determined by the Effect Bus
parameter (see below). When set to PROG, the effect level will be that stored by the
channel’s Program.
Effect Bus (1, 2, 3, 4, or PROG)
Page 6
This determines which effect bus the selected channel will be routed to. When set to
PROG, the effect bus assignment will be that stored by the channel’s Program. 1, 2, 3
or 4 overrides the Program’s bus assignment, sending all sound layers of the
Program to the chosen bus.
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Chapter 5: Editing Mixes
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P ITCH
The Pitch function (press [70]) lets you transpose a channel’s Program in either
semitone or octave increments.
Tune Octave (-2 to +2 octaves)
Page 1
This transposes the Program’s pitch in octave (12 semitones) steps from -2
(transposed down 2 octaves) to +2 (transposed up two octaves).
Semitone (-12 to +12 semitones)
Page 2
This transposes the Program’s pitch in semitone steps, from -12 (transposed down
one octave) to +12 (transposed up one octave).
EFFECT
The Effect function (press [80]) is where you select what Effect Patch will be used by
the Mix. In Mix Mode, you can have only one Effect Patch per Mix, which will be the
Effects Patch associated with one of the Programs used in the Mix.
FX Program Change (On or Off)
Page 1
This determines whether the Effects settings will change along with its Program, if a
MIDI program change is received on the Effect Channel (see next section). If ON, and
a MIDI program change is received, a new Program will be recalled along with its
associated Effect Patch. This, however, can change the way the other Programs in the
Mix sound, since they all share the same Effects Patch. If you want to recall Programs
via MIDI program changes, but also want to continue using the same Effects Patch,
leave this parameter turned OFF.
FX MIDI Channel (1 to 16)
Page 2
The Effect Channel determines which channel’s Program’s Effect Patch will be used
for the entire Mix. In other words, when the Effect Channel is set to 3, the Mix will
use the Effect Patch used by the Program assigned to channel 3.
KEYBOARD/M IDI
The Keyboard/ MIDI Function (press [90]) allows you to turn on and off the MIDI
and Keyboard switches for the selected MIDI channel.
MIDI In (On or Off)
Page 1
This determines whether the selected channel will respond to MIDI messages.
MIDI Out (On or Off)
Page 2
This determines whether or not the selected channel will transmit MIDI messages.
Keyboard (On or Off)
Page 3
This determines whether or not the selected channel will respond to the keyboard,
pitch-bend and mod wheels, foot pedals and sustain pedal of the QS itself.
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Chapter 5: Editing Mixes
CONTROLLERS
The Controllers function (press [100]) lets you turn on and off the various MIDI
controllers that can effect the selected MIDI channel. The following four parameters
determine whether or not specific types of MIDI information will be received or
transmitted, and are set separately for each Channel in the Mix. These, however, are
dependent on how each Channel has its MIDI parameters set (see page 38).
Pitch-bend and Modulation Wheels (On or Off)
Page 1
This determines whether or not the selected channel will transmit and receive pitch-
bend and modulation (controller 1) MIDI information.
Aftertouch (On or Off)
Page 2
This determines whether or not the selected channel will transmit and receive
aftertouch MIDI information.
Sustain Pedals (On or Off)
Page 3
This determines whether or not the selected channel will transmit and receive sustain
pedal (controller 64) MIDI information.
Controllers (On or Off)
Page 4
This determines whether or not the selected channel will transmit and receive MIDI
controller information which the Controllers A–D and Pedals 1 & 2 are assigned to
(these are assigned to MIDI controllers in Global Mode, Page 3 and 5).
T RANSM ITTING M IDI VOLUM E AND P ANNING
Each Channel in a Mix can transmit its volume and panning settings via MIDI, if the
“MIDI Program Select” parameter is set to ON (Global Edit Mode, Page 14). Volume
level is sent as MIDI controller #7, and panning is sent as controller #10. If the “MIDI
Program Select” Global parameter is set to ON:
•
•
•
whenever a Mix is recalled (via the front panel or via MIDI), volume and
panning information will be transmitted;
whenever a Channel’s “Level” parameter is edited, volume information will be
transmitted as controller #7 on that Channel;
whenever a Channel’s “Pan” parameter is edited, panning information will be
transmitted as controller #10 on that Channel (except when set to “PROG”).
Note: Panning information will not be transmitted if the Channel’s “Pan“ parameter
is set to PROG (using the selected Program’s stored Pan setting).
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Editing Mixes: Chapter 5
SETTING THE RANGE AND M IDI SW ITCHES
The Range function (press [110]) allows you to restrict each MIDI channel to a
specific range of the keyboard. This is ideal for creating splits (e.g., bass in the lower
octave and a half, piano in the middle three octaves, and strings in the upper octave).
When you start to setup a MIX, it may be confusing if many of the channels have
their Keyboard parameter turned off. In order to hear anything on a particular
channel, enable Keyboard control and set the Range so that the low note and high
note values are set beyond where you want to play. Look at the lower right section
of the display. A small block ( )will appear next to any active MIDI channels as you
play notes or send notes to the QS from a sequencer on those channels.
Lower Limit (MIDI note 000 to 127/ C-2 to G8)
Page 1
Specifies the lowest note of the sound’s keyboard range. You can set the lower limit
by holding the [110] button and tapping the key on the keyboard you want to set as
the lowest note in the range.
High Limit (MIDI note 000 to 127/ C-2 to G8)
Page 2
Specifies the highest note of the sound’s keyboard range. You can set the high limit
by holding the [110] button and tapping the key on the keyboard you want to set as
the highest note in the range.
If the low limit is set above the high limit, you will be able to play this program layer at the
lower and upper ends of the keyboard, but not in the middle between the two limit settings.
✪
QS8 Keyboard Range
A-1
21
C7
108
C-2
0
C-1
12
C0
24
C1
36
C2
48
C3
60
C4
72
C5
84
C6
96
C7
108
C8 G8
120 127
Program Sound Range
NAM ING A M IX
The Name function (press [120]) allows you to change the name of the Mix. The Mix
name can be up to 10 characters long. Use the [ PAGE] and [PAGE ] buttons to
position the cursor and the CONTROLLER [D] slider to select the character. Here is a
chart of available characters:
!
5
I
]
q
"
#
7
K
_
s
$
8
L
`
%
9
M
a
&
:
N
b
v
’
;
O
c
w
(
)
*
+
?
S
g
{
,
-
.
/
C
W X
k
0
D
1
2
F
Z
n
3
G
[
4
H
¥
p
6
J
^
r
<
P
d
x
=
Q
e
y
>
R
f
@ A
B
V
j
E
Y
m
T
h
|
U
i
}
l
o
t
u
z
→
←
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Chapter 5: Editing Mixes
P OLYP HONY IN M IX P LAY M ODE
The QS has 64-note polyphony. In Mix Play Mode, if you have all 16 MIDI channels
assigned to the same keyboard range, and each channel’s Program has only one
active Program Sound, you’ll have 4-note polyphony as you play the keyboard (but a
really thick layer...). This is extreme, of course, but should tell you what you can
expect when you really pile on the layers from the keyboard.
USING THE QS AS A M ASTER KEYBOARD
Mix Play Mode gives the QS the capabilities of a MIDI master keyboard. You can
layer the QS’s internal sounds with an external synthesizer's sounds without using
up internal polyphony by adjusting the proper parameters in the Mix Edit mode.
Example: You can have 2 layers (or a split) played directly from the QS,
simultaneously playing on external synthesizers using a MIDI channel which has its
internal QS’s Program Enable parameter turned OFF.
SETTING THE M IDI OUT CHANNELS FOR A M IX IN
GLOBAL M ODE
The QS offers a wide variety of ways to set the MIDI output. It is very easy in
Program Play Mode; you just use the [
PAGE] and [PAGE ] buttons to set the
MIDI OUT channel for the whole instrument. But when using the QS in Mix Play
Mode, you may want to transmit on several MIDI channels at once, and to
temporarily isolate certain channels within a Mix. This is done with the Keyboard
Mode function.
➀ Press [EDIT SELECT] and then [BANK ].
Note the word "Global" in blue under the BANK key.
➁ Press [PAGE ] five times to get to Page 6.
The display should look like this:
ED:GLOBAL
„œ
KBD MODE: NORMAL
➂ Use the [▲ VALUE] and [VALUE ▼] buttons or the CONTROLLER [D] slider to
set the Keyboard Mode.
The options are: NORMAL, CH SOLO and OUT 1 — OUT 16.
NORMAL. In this mode, the MIDI channels sent out will correspond to whatever
layers or splits the Mix is set up for. For example, in a Mix bank, there may be
several Mixes in which the keyboard is split in two or more ways from left to right;
each of these “zones” is linked to a different set of channels. As you play through
each zone, it can be set to send MIDI messages corresponding to that key range and
trigger the corresponding channels. Note that certain controllers such as pitch bend
and aftertouch will send on all channels at once. The MIDI Monitor indicators in the
display will show which channels are enabled; but if the QS is sending a MIDI OUT
message on a channel without its internal sound being enabled, it will not show on
the MIDI Monitor.
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Editing Mixes: Chapter 5
CH SOLO. In this mode, the only sounds coming from the QS, and the only MIDI
Out messages, will come from the MIDI channel in the display which is selected by
using the [
PAGE] and [PAGE ] buttons. This allows you to isolate individual
channels in a Mix. So, if you play in a range of the keyboard that is active on MIDI
CH 1, and “CH ” appears in the upper left corner of the display, you’ll hear it. All
other ranges or layers will not respond to the keyboard (they will continue to
respond to incoming MIDI messages on their respective channels, however).
Use the [
PAGE] and [PAGE ] buttons to hear each channel in turn.
OUT 1 — OUT 16. The QS will generate MIDI messages from the keyboard,
regardless of the Range settings for that channel in the Mix, but it will not play the
internal sound. Use this mode if you're using a MIDI sequencer with an ECHO
feature--the sound will be activated by messages appearing at the MIDI IN connector
after it’s made the “round trip” through the sequencer. This is the QS’s equivalent to
LOCAL OFF.
USING KEYBOARD M ODE W ITH THE S ERIAL JACK
The Serial jack follows the MIDI ins and outs in the Keyboard Mode settings above. If
you are connected to a computer using the Serial jack, be sure to check the setting of
the Keyboard Mode. In most cases, a setting of "OUT 1" should be used with a MIDI
sequencer. See page 117 for more information about the Serial jack.
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Editing Programs: Chapter 6
CHAPTER 6
EDITING PROGRAMS
OVERVIEW
Synthesizer programming is the art and science of shaping sounds in a particular way
by altering the parameters of various modules. Like music itself, learning synth
programming is an ongoing process. Although this manual presents information
about synthesizer programming, no manual can offer a complete course in
programming (at least for a price that customers would be willing to pay!).
If you’re new to synthesizer programming, the best way to learn is to adjust different
parameters as you play to discover how different parameter values affect the sound.
Also, become familiar with the signal and modulation flow within the QS (as shown in
the various block diagrams included in this manual) so that you can understand the
many ways in which you can process a signal as it works its way from oscillator to
output.
THE “NORMALIZED” SYNTH VOICE
The first synthesizers were comprised of various hardware modules, some of which
generated signals, and some of which processed those signals. These were
designed to be general-purpose devices since nobody was quite sure how they would
be applied; some engineers used them as signal processors, while keyboard players
treated them as musical instruments. Therefore, patch cords connected the inputs
and outputs of the various signal generating and processing modules (which is why
particular synth sounds were called patches). Changing a patch involved manually
repositioning patch cords and adjusting knobs and switches; recreating a patch
required writing down all the patch settings on paper so they could be duplicated
later. Even then, due to the imprecision of analog electronics, the patch might not
sound exactly the same.
Over the years, certain combinations of modules seemed to work better than others,
and since patch cords were troublesome to deal with, eventually these modules were
wired together in a “normalized” configuration. Synthesizers such as the MiniMoog™,
Prophet-5™, and others eliminated the need for patch cords by containing a
normalized collection of sound modules (including oscillators, filter, envelopes, LFOs,
etc.).
The QS offers the best of both worlds. The most commonly-used, normalized
configurations are built-in to every program for ease of programming. In addition, the
QS Modulation Matrix gives back much of the flexibility of a modular synthesizer,
allowing you to map various modulation sources to multiple destinations for special
needs. If you’re a beginner, all of the normalized pathways are easy to find; as you
gain experience you can explore more advanced features.
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Chapter 6: Editing Programs
HOW THE QS GENERATES SOUND
The QS uses custom integrated circuits, developed by the Alesis engineering team
specifically for the QS. These resemble the types of chips used in computers and
other digital devices. In fact, you can think of the QS as a special-purpose computer
designed to generate and process audio. Although the user interface maintains the
metaphor of “modules,” in fact all sounds are simply a set of numbers reflecting how
you’ve programmed the various sound parameters. For example, when you change
the filter cutoff frequency, you’re not actually messing with a filter; you’re telling the
computer to simulate the effect of messing with a filter.
Each “module” is represented by parameters that appear on one or more display
pages. The [s VALUE]/[VALUE t] buttons and the CONTROLLER [D] slider let you
change these parameters. All “patching” is done via software, so the only patch cords
you need are those that go to your mixer or amplifier.
You can take a “snapshot” of the QS’s parameters and save this in memory as a
program. The QS comes with 512 factory preset programs, and 128 user-editable
programs.
PROGRAM SOUND LAYERS
The simplest method of programming is to take one voice, process it through the filter
and amp sections, and (if desired) add some effect to it. However, more elaborate
Programs usually consist of 2 to 4 layers, with each layer making its own distinct
contribution to the sound, for example:
•
•
•
An organ program with Program Sound 1 set to a sustained organ waveform, and
Program Sound 2 set to a percussion waveform with a fast decay.
A piano program with one layer tuned normally, and a second layer tuned an
octave higher.
A synthesizer program with one layer set to a sharp attack waveform, a second
layer set to an acoustic waveform, and a third layer with a slow-attack string
waveform.
This may remind you of Mix Play Mode, where playing the keyboard can sound up to
16 different Programs at once. There are many similarities. In Mix Play Mode, you
can make the same kind of layered Mix as you can with the four sounds of a
Program. But there are differences:
Use Program Layers:
•
If you want multiple sounds to respond to a single MIDI channel. For example, if
you need to play a layered synthesizer sound that was assembled in Mix Play
Mode instead of Program Play Mode, you must send 3 Note On messages from
your sequencer (one for each channel) for every note; a layered program would
need only one Note On message.
•
When layers of a Program are designed to be used together, and the individual
layers by themselves wouldn't be used alone (for example, the percussion layer
of the organ sound).
Use Mix Play Mode:
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Editing Programs: Chapter 6
•
•
When you want to layer more than four voices. In Mix Play Mode, it is possible
(though not advisable) to stack all 64 voices onto a single key.
When each sound is likely to be used by itself by other setups. For example, if
you are programming three different keyboard splits, each of which uses the
same left-hand bass patch, it makes sense to use Mix Play Mode.
•
When you want different sounds to respond to different MIDI channels.
QS SIGNAL FLOW
THE FOUR SOUNDS OF A PROGRAM
Each Program is made up of at least one to four sounds. A sound is made up of
several components including a voice (the original sound material) which passes
through a low-pass filter and an amplifier. The voice, filter and amp modules each
have direct modifiers (Pitch LFO, Filter LFO, Amp Envelope) which affect how each
will function in the Program. You can layer these sounds together, or divide them into
regions of the keyboard, or a combination of these things.
The following diagram illustrates the signal flow within each QS Program.
When editing a Program, use the [00] - [30] buttons to select the sound layer you
want to edit.
Let’s look at each module’s function in detail.
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Chapter 6: Editing Programs
VOICE
This digitally-based oscillator provides the actual raw sounds from the 16 megabyte
library of on-board samples. The oscillator’s pitch can be tuned to a fixed frequency
or modulated. Modulation is the process of varying a parameter dynamically over
time; the oscillator pitch can be modulated by envelope, keyboard, pressure, pedal,
LFO, and other control sources (described later).
Note that the waveforms in the QS are different from those found in samplers or
many sample-playback units. Because the QS has its own filter module and
amplitude module for each voice, the pure waveforms are relatively bright--as bright
as the original instrument can be--and have a constant sustaining amplitude, like an
organ. So if you listen to a piano voice without setting the filter or amp to the correct
settings, it won't decay after it is hit, as you might expect. This gives you the freedom
to create the timbre and dynamics you want, instead of being chained to the
parameters of the original sample.
LOWPASS FILTER
A lowpass filter varies a signal’s harmonic content by progressively increasing
attenuation above a specified cutoff frequency. The higher frequencies are filtered,
while the lower frequencies are allowed to “pass-thru.” When the cutoff frequency is
set high, the sound becomes brighter; when set low, the sound becomes bassier
since fewer harmonics are present.
Static (non-changing) filter settings can be useful, but varying the filter cutoff
dynamically over time often produces more interesting effects. Modulating with
velocity produces brighter sounds with louder dynamics, which produces a more
accurate acoustic instrument simulation. Modulating with an envelope can create a
pre-defined change in harmonic structure, such as having a brighter attack and
bassier decay.
AMP
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Each voice/filter combination is followed by an amplifier whose level can be controlled
by a variety of modulation sources. This allows for creating sounds with percussive or
slow attacks, particular types of decays, tremolo, etc.
Filter and amp settings can interact. If the filter cutoff is extremely low, then no signal
will get through, no matter how the amp is set. Similarly, setting the amp for a short
decay won’t let you hear any filtering set for a longer decay. This is because the
volume will reach zero before the filter decay finishes.
ABOUT MODULATION
Modulation modifies some aspect of a sound over time. Since oscillators make static
sounds (unlike acoustic instruments, whose timbre and dynamics change—often
radically—over the duration of a note), modulation is the key to making rich and
expressive sounds. The vibrato of a flute, the expression pedal of an organ, a wah-
wah pedal on a guitar--all of these are examples of modulation. You're probably
familiar with the mod wheel of a synthesizer, which typically adds vibrato to a
Program as it is raised. But in synthesizer programming, modulation is used to
control even the basic characteristics of a voice: its attack, decay, and release times,
for example. Every box in the signal diagram on page 49 pointing towards the Voice,
Filter, or Amp boxes is a modulation source. The amount of modulation, the time it
takes place, and what controls (such as key velocity, footpedals, aftertouch, mod
wheel etc.) affect it are important parameters in every Program. The QS provides the
modulation flexibility of patch cord-based instruments, but with the convenience and
ease of use of digital technology.
With some parameters, the modulation amount can be positive or negative. A positive
control signal increases the value of the parameter being controlled. A negative
control signal decreases the value of the parameter being controlled. Setting
modulation to 00 turns off the modulation source. Example: Keyboard velocity can
either make a sound brighter the harder you play, or make it less bright, or have no
effect on the Filter at all. You have the freedom to set modulation any way you want,
even in ways that are the opposite of what they would be on an acoustic instrument.
If a “baseline” setting exists for a parameter, modulation amounts add or subtract
values from the existing setting. However, modulation cannot force a value beyond its
maximum range. For example, if the Amp is already at its minimum value (lowest
level), you could apply positive modulation to raise the level. But applying negative
modulation will not affect the Amp level, since it's already at its lowest value and
cannot go any lower.
The QS lets you assign several modulation sources to one modulation “target”
parameter, which allows for interaction between two modulation signals. Example: If
the Amp parameter responds to both the envelope generator and a pedal, the
parameter will follow the general envelope shape but will also be influenced by the
pedal.
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Chapter 6: Editing Programs
LFO (LOW FREQUENCY OSCILLATOR)
The pitch, filter, and amp modules each have a dedicated LFO module for
modulation. The term LFO stands for low frequency oscillator, and comes from how
modulation was created in the early synth days (an oscillator set to a low frequency
could modulate some aspect of the sound; routing the LFO to the pitch, for example,
would create vibrato). The LFO creates a cyclic (periodic) modulation; this amount
can be constant and/or varied with a variety of modulation sources (mod wheel is one
of the most popular). Each LFO has a waveform shape and speed, along with other
controls.
ENVELOPES
Envelope generators provide a modulation signal that varies over time, from the time
you strike the key until after you let go. There are three independent envelope
generators (for pitch, filter, and amp) in each Program Sound. An envelope generator
has different effects on different modules. Example: The Amp Envelope creates level
changes. Amplitude that decays over time creates percussive effects (plucked
strings, drums, etc.). Amplitude that increases over time gives the effect of brass,
woodwind, and some bowed instruments.
Each envelope generator has the standard attack, decay, sustain, and release
parameters found on most synthesizers, along with delay, sustain decay, and
different triggering options.
ABOUT SIGNAL PROCESSING
The QS features a signal processing section based on the Alesis QuadraVerb 2. It is
a complete digital signal processing unit with four input buses, simultaneous multiple
effects, and flexible signal routing.
Effects parameters are edited separately from either the Program or the Mix, using
Effects Edit Mode (more in Chapter 6). In Program Edit Mode, each of the four
sounds in the Program has its own Effect Level control and can be assigned to any
one of the four effect buses. Effects settings, Effect Level and Bus information are
saved with the Program when you store it back into memory.
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Editing Programs: Chapter 6
DRUM MODE
Any one or all of the four sounds in a Program can be put into Drum Mode. The Drum
Mode parameter is found in the Misc. Function (see last section of this chapter). Note
that Drum Mode isn’t the only way to hear drums or percussion from a Program. In
Standard mode, if you select a kit (such as “Rock Kit 1”) as the voice of a Program
sound, an entire arrangement of preset, pre-mapped drum sounds will be assigned
across the keyboard. If you select a single drum (such as “Timpani”) as the voice,
that single drum sound will sound across the keyboard range, with a different pitch on
each note (the original sample pitch will appear on C3).
However, Drum Mode changes the nature of the VOICE function, allowing you to
make up your own drum kit from a selection of over 80 different samples: 7 kicks, 8
snares, 4 hi-hats, 14 toms, 5 cymbals, 31 percussion, 17 percussion effects and 3
synth waves. Plus, there are 44 rhythm beats to choose from (pre-sequenced drum
grooves). You can map any of these samples to any note on the keyboard that does
not already have a drum assigned to it in that layer. When a sound is in Drum Mode,
you can assign 10 different drum sounds to 10 different keys in that layer. If all four
sounds in a Program are placed in Drum Mode, you could assemble 40 drum sounds.
In Drum mode, individual drums cannot be “stretched” across the entire range of the
keyboard -- each occupies a maximum of three keys.
Each of the 10 drum sounds has its own set of parameters in each of the functions in
the display (Pitch, Filter, Range, Effects Level, etc.). You can use the [0] – [9] buttons
to select which one of the 10 drum sounds to edit in each Function Group ([40] –
[120] buttons).
Here is a block diagram of a sound in Drum Mode.
When Drum Mode is enabled, the sound will have fewer parameters for editing.
Consequently, not all Function buttons will respond when pressed as when Drum
Mode is turned off. Specifically, the LFOs and all Envelopes (with the exception of the
Amp Envelope) are unavailable. In addition, the parameters in most other functions
will differ.
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Chapter 6: Editing Programs
PROGRAM EDIT FUNCTIONS
To edit a Program you must select Program Edit mode. This is done by pressing the
[EDIT SELECT] once from Program Play Mode (each time you press [EDIT SELECT]
in Program Mode, the display cycles between Program Edit and Effects Edit Modes).
When editing a Program in Program Mode, the letters “ED:PRG” will appear in the
display’s edit status section (upper-left corner):
ED:PRG SOUND1 πå
SOUND ENABLE:ON
A Program may also be edited from within a Mix. This requires that you press the
[EDIT SELECT] button twice from Mix Play Mode (each time you press [EDIT
SELECT] in Mix Mode, the display cycles between Mix Edit, Program Edit and Effects
Edit Modes). When editing a Program in Mix Mode, the letters “ED:MX CH” will
appear in the display’s edit status section (upper-left corner), with the channel
number that is being edited immediately following:
ED:MX CHå SND1πå
SOUND ENABLE:ON
VOICE
The Voice function (press [40]) is the most fundamental part of Program editing. It is
where you choose the particular sample that forms the basis of a sound. To avoid
scrolling through long lists of samples (remember, there are 8 megabytes of sounds
in here!), sounds are divided into groups. After selecting the group, you then select
the sound within the group.
Sound Enable
Page 1
This is the master on/off switch for the selected sound (1–4) of the current Program.
To avoid using up polyphony unnecessarily, set Sound Enable to OFF for any
sounds that will not be used in a Program. Turning sounds off is also a convenient
way to isolate a particular sound you are editing. When the sound being edited is
disabled, the upper display will show the word “sound” in lowercase letters. When the
sound being edited is enabled, the word “SOUND” will appear in uppercase letters.
When editing a Program from Mix Mode, the words will letters will appear as “SND”
when a sound is enabled, and “snd” when disabled.
A quick way to turn a sound on and off from anywhere within Program Edit Mode is to
TIP: hold the corresponding Sound button [00]–[30] and press [t VALUE] to disable or
[VALUE s] to enable. Example: Holding [00] and pressing [t VALUE] will disable
sound 1.
Sound Type
Page 2
This determines whether a Sound layer is going to be in Keyboard Mode or Drum
Mode. Drum Mode allows you to assign individual drum sounds to individual keys. To
Program a sound in Drum Mode, refer to the next section “Programming Drum
Sounds” on page 78.
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Editing Programs: Chapter 6
Sound Group (17 options)
Page 3
Choose from among 16 different sample groups (see chart below).
Sound
Page 4
Selects one of the available samples by name from the selected group, or OFF (no
sample selected). Each group has a variety of samples from which you can choose,
although some groups (such as waves) have more samples than others.
Below and on the following page, you’ll find a chart listing the various samples in their
respective groups.
Group
Piano
Voice
GrndPianoL, GrndPianoR, DarkPno1 L, DarkPno1 R, DarkPno2 L, DarkPno2 R, DarkPno3 L,
DarkPno3 R, BritePno1L, BritePno1R, BritePno2L, BritePno2R, BritePno3L, BritePno3R,
4::VibesWave, NoHammer R, SoftPianoL, SoftPianoR, VeloPianoL, VeloPianoR, TapPiano L,
TapPiano R, E Spinet 1, E Spinet 2, Toy Pno L, Toy Pno R, KeyTrack1, KeyTrack2, Stretch L,
Stretch R, PianoWaveL, PianoWaveR, BriteRoads, Dark Roads, Soft Roads, VeloRoads1,
VeloRoads2, VeloRoads3, Wurly, VeloWurly1, VeloWurly2, FM Piano, FM Tines, Soft Tines,
VelAtkTine, Vel FM Pno, BrtRdsWave, DrkRdsWave, SftRdsWave, Wurly Wave
Clavinet, VelAtkClav, ClavntWave, Harpsicord, VAtkHarpsi, HarpsiWave, Glock, Xylophone,
Marimba Hd, Marimba Sf, MarimbaVel, Vibraphone, VibesWave, Ice Block, Brake Drum,
TubulrWave, TubWv/Null, FMTblrBell, FMTublrSft, FMTublrVel, FMTub/Null
Rock Organ, Perc Organ, FullDrwbr1, FullDrwbr2, 3 Drawbars, 4 Drawbars, UpprDrwbrs,
16'Drawbar, 5 1/3' bar, 8' Drawbar, 4' Drawbar, 2 2/3' bar, 2' Drawbar, 1 3/5' bar, 1 1/3' bar, 1'
Drawbar, Percus 2nd, Percus 3rd, Percus Wav, HollowWave, 60's Combo, RotarySpkr,
ChurchOrgn, Principale, Positive
Chromatic
Organ
SteelStrng, NylonGuitr, Nylon/Harm, Nylon/Harp, JazzGuitar, SingleCoil, Sngle/Mute,
DoubleCoil, DCoil/Harm, DCoil/Jazz, D/S Coil, MicroGuitr, PwrH/MGtr1, PwrH/MGtr2,
MuteGuitar, Mute Velo, Metal Mute, MGtr/MtlMt, MtlMut/Hrm, Fuzz Wave, ClsHarmncs,
ElecHarmnc, Pwr Harm 1, Pwr Harm 2, Pwr Harm 3, PwrHrmVel1, PwrHrmVel2, PwrHrmVel3
StudioBass, Studio&Hrm, Studio/Hrm, Slp/Studio, Slap Bass, Slap&Harm, Slap/Harm,
Slap/Pop, Pop/Slap, Bass Pop, Pop/Harm, Harm/Pop, JazzFingrd, Fingr&Harm, JazzPicked,
Pickd&Harm, Jazz Velo, Muted Bass, Stik Bass, Stik&Harm, Stik/Harm, Harm/Stik, Fretless,
Frtls&Harm, AcousBass1, AcoBs1&Hrm, AcousBass2, AcoBs2&Hrm, VelAcoBass, 3-
VelBass1, 3-VelBass2, 3-VelBass3, 3-VelBass4, BassHarmnc
Guitar
Bass
StringEnsm, TapeStrngs, SoloString, SoloViolin, Solo Viola, Solo Cello, Contrabass, Pizz
Sectn, Pizz Split, Pizz/Strng, Strng/Pizz, StringAttk, Harp, Hi Bow, Low Bow
Pop Brass, ClasclBras, AttakBrass, Trumpet, HarmonMute, Trombone, FrenchHorn, Bari
Horn, Tuba
String
Brass
Bassoon, Oboe, EnglishHrn, Clarinet, Bari Sax, BrthyTenor, Alto Sax, SopranoSax, Velo Sax,
Flute, Flute Wave, Shakuhachi, PanPipe Hd, PanPipe Md, PanPipe Sf, PanPipeVel, Pan
Wave, BottleBlow, BottleWave
Wdwind
J Pad, M Pad, X Pad, Velo Pad 1, Velo Pad 2, Velo Pad 3, AcidSweep1, AcidSweep2,
AcidSweep3, AcidSweep4, AcidSweep5, VeloAcid 1, VeloAcid 2, VeloAcid 3, VeloAcid 4,
Chirp Rez1, Chirp Rez2, Chirp RezV, Quack Rez1, Quack Rez2, Quack Rez3, Quack Rez4,
QuackRezV1, QuackRezV2, QuackRezV3, Uni Rez 1, Uni Rez 2, Uni Rez 3, Uni Rez V,
AnalogSqr1, AnalogSqr2, AnalogSqrV, SyncLead 1, SyncLead 2, SyncLead V, Seq Bass,
Seq BassV1, Seq BassV2, FatSynBass, TranceBas1, TranceBas2, VeloTrance, FunkSynBs1,
FunkSynBs2, FunkSynBs3, FunkSynBsV, FilterBass, FM Bass, FM/FiltVel, Soft Chirp, Soft
Rez
Synth
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Chapter 6: Editing Programs
Pure Sine, 10% Pulse, 20% Pulse, 50% Pulse, Velo Pulse, Mini Saw, Saw Fltr 1, Saw Fltr 2,
Wave
Saw Fltr 3, Saw Fltr 4, Saw Fltr 5, Saw Fltr 6, Saw Fltr 7, RezSaw UK, RezSaw USA, Acid
Saw, Velo Saw 1, Velo Saw 2, Velo Saw 3, Velo Saw 4, Velo Saw 5, Velo Saw 6,
AcidRezSqr, VelAcidWav, MiniSquare, Sqr Fltr 1, Sqr Fltr 2, VeloSquare, Mini Tri, Tri Filter,
Velo Tri, Rectanglar, Hard Sync, HSync/Rect, BrightSync, Rez Sync, Ring Mod, RingMod V1,
RingMod V2, OctaveLock, Diet Saw, Band Saw, Notch Saw, HiPassSaw1, HiPassSaw2,
HiPassSaw3, HiPassSaw4, HiPassVel1, HiPassVel2, HiPassVel3, HiPassVel4, HiPassVel5,
HiPassVel6, Cognitive, Additive 1, Additive 2, VeloAdditv, Digital 1, Digital 2, Digital 3, Digital
4, Science 1, Science 2, Science 3, Science 4, VelScience, Metal Wave, Inharmonc1,
Inharmonc2
WhiteNoise, Spectral, Crickets, Rain Noise, FiltrNoise, ShapeNoise, VeloNoise1, VeloNoise2,
VeloNoise3, NoiseLoop1, NoiseLoop2, NoiseLoop3, NoiseLoop4, NoiseLoop5
VocalAhhs, Soft Ahhs, Ahhs Wave, VocalOohs, Soft Oohs, Oohs/Ahhs, Ahhs/Oohs, Whistle,
Phonic
Noise
Voice
Ethnic
Drums
Sitar, Sitar Wave, Shamisen, Koto, DulcimerHd, DulcimerMd, DulcimerSf, DulcimrVel,
DulcmrWave, MandlnTrem, Accordian, Harmonica, Banjo, Kalimba, Steel Drum, Tuned Pipe
Stndrd Kit, Rock Kit 1, Rock Kit 2, Dance Kit, Brush Kit, ElctricKit, Tek Kit, Rap Kit, Street Kit,
MetalliKit, HvyMtliKit, VeloMtlKit, Trip Kit 1, Trip Kit 2, Trip Kit 3, Wild Kit, Octave Kit,
OrchstraKt, Raga Kit, FloppyKick, PillowKick, MasterKick, Metal Kick, Smoke Kick,
GrooveKik1, GrooveKik2, Sharp Kick, Tek Kick, AnalogKick, Rap Kick, FatWoodSnr, HR
Snare, Master Snr, PiccoloSnr, Electrnic1, Electrnic2, Rap Snare1, Rap Snare2, Tek Snare,
Brush Snr, Crosstick, Hi Tom, Mid Tom, Low Tom, Cannon Tom, Hex Tom, Rap Tom, Closed
Hat, HalfOpnHat, Open Hat, Foot Hat, TekHatClsd, TekHatOpen, RapHatClsd, RapHatOpen,
CricketCHH, CricketTIK, CricktsOHH, FltrNoisCH, FltrNoisOH, Ride Cym, Ride Bell, Crash
Cym, Null/Crash, Splash Cym, China Cym, Rap Cymbal, RapCymWave, StndrdKtDM,
RockKit1DM, RockKit2DM, DanceKitDM, BrushKitDM, ElctrcKtDM, Tek Kit DM, Rap Kit DM,
StreetKtDM, TripKit1DM, TripKit2DM, TripKit3DM, OctavKitDM, OrchstraDM
Agogo, Bongo, Cabasa, Castanet, Chimes 1, Chimes 2, Chimes 3, Clap Rap, Clap Tek, Clave
1, Clave 2, Conga Hit1, Conga Hit2, CongaSlap1, CongaSlap2, Rap Conga, Rap Rim,
Cowbell, RapCowbell, Cuica, Djembe Hi, Djembe Low, Drumstix, FingerSnap, GuiroLong1,
GuiroLong2, GuiroShort, Maracas, SmbaWhstl1, SmbaWhstl2, ShortWhstl, Shaker Hi, Shaker
Low, Sleighbel1, Sleighbel2, Tabla Ga, Tabla Ka, Tabla Ka 2, Tabla Na, Tabla Te, Tabla Te 2,
Tabla Tin, Taiko Drum, Taiko Rim, Talk Down, Talk Up, Tambourine, Timbale, Timpani,
Null/Timp, Triangle 1, Triangle 2, TrianglSf1, TrianglSf2, Udu Hi, Udu Mid, Udu Low, Udu
Slap, Vibrasmak1, Vibrasmak2, Wood Block
Percus
SndFX
Rain 1, Rain 2, Bird Tweet, Bird Loop, Telephone, Jungle 1, Jungle 2, Jungle 3, Jungle 4,
GoatsNails, ScrtchPul1, ScrtchPul2, ScrtchPsh1, ScrtchPsh2, ScratchLp1, ScratchLp2,
ScrtchPLp1, ScrtchPLp2, ScrtchPLp3, ScrtchPLp4, Orch Hit, Null/Orch, Dance Hit,
Null/Dance, Rez Zip, RezAttack1, RezAttack2, RezAttkVel, Zap Attk 1, Zap Attk 2, Zap Attk 3,
Fret Noise, Sci Loop 1, Sci Loop 2, Sci Loop 3, Bit Field1, Bit Field2, Bit Field3, Bit Field4, Bit
Field5, Bit Field6, WavLoop1.0, WavLoop1.1, WavLoop1.2, WavLoop1.3, WavLoop1.4,
WavLoop1.5, WavLoop1.6, WavLoop1.7, WavLoop1.8, WavLoop2.0, WavLoop2.1,
WavLoop2.2, WavLoop2.3, WavLoop2.4, WavLoop2.5, WavLoop2.6, WavLoop2.7,
WavLoop2.8, WavLoop3.0, WavLoop3.1, WavLoop3.2, WavLoop3.3, WavLoop3.4,
WavLoop3.5, WavLoop4.0, WavLoop4.1, WavLoop4.2, WavLoop4.3, WavLoop4.4,
WavLoop4.5, D-Scrape, D-ScrapeLp
Psi Beat 1, Psi Beat 2, Psi Beat 3, Psi Beat 4, Psi Beat 5, Psi Beat 6, Psi Beat 7, Psi Beat 8,
Psi Beat 9, Psi Beat10, Psi Beat11, Psi Beat12, Kick Loop1, Kick Loop2, Kick Loop3, Kick
Loop4, Kick Loop5, Kick Loop6, Kick Loop7, Kick Loop8, Kick Loop9, KickLoop10,
KickLoop11, Snare Lp 1, Snare Lp 2, Snare Lp 3, Snare Lp 4, Snare Lp 5, Snare Lp 6, Snare
Lp 7, Snare Lp 8, Snare Lp 9, SnareBeat1, SnareBeat2, SnareBeat3, SnareBeat4,
SnareBeat5, Back Beat1, Back Beat2, Back Beat3, Back Beat4, Hat1 Clsd1, Hat1 Clsd2, Hat1
Foot, Hat1 Open1, Hat1 Open2, Hat2 Clsd1, Hat2 Clsd2, Hat2 Foot, Hat2 Open1, Hat2
Open2, Hat3 Clsd1, Hat3 Clsd2, Hat3 Open1, Hat3 Open2, Hat Beat 1, Hat Beat 2, Hat Beat
3, Hat Beat 4, Hat Beat 5, Hat Beat 6, Hat Beat 7, Hat Beat 8, Hat Beat 9, Hat Beat10, Agogo
Loop, Bongo Loop, CabasaLoop, CastanetLp, CongaLoop1, Shaker Lp1, Shaker Lp2,
SleighLoop, Tabla Ga Lp, Tabla Ka Lp, Tabla Na Lp, Tabla Te Lp, TablaTin Lp, Taiko Loop,
PercBeat1, PercBeat2, PercBeat3, PercBeat4, VoiceLoop1, VoiceLoop2, PhonicLoop,
SpinalLoop, Tr Loop 1, Tri Loop 2, Orch Loop
Rhythm
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Editing Programs: Chapter 6
LEVEL
The Level function (press [40]) allows you to control the volume, pan position, output
assignment and effects send level for each sound layer. With up to four sounds per
program, this allows for a wide variety of stereo effects and level balances between
the sounds.
Volume (00 to 99)
Page 1
This sets the overall volume for a sound. Higher numbers give higher levels.
Pan (<3 to 3>)
Page 2
There are 7 available pan locations in the stereo (two-channel) field: Far left (-3), mid
left, near left, center (0), near right, mid right, and far right (+3). The pan value is
maintained, even if the Output value is changed (see below).
Output (Main, Aux, or Off)
Page 3
The Output parameter has three settings: Main, Aux, or Off. To send the sound’s
output to the Main outputs, select Main. To send the sound’s output to the Aux
outputs, select Aux. To turn off the sound’s output, set this parameter to Off.
(Note, however, that the sound may still feed an Effect Send).
To send a sound to an individual output, use Output in conjunction with Pan.
TIP: Example: Panning a sound full left and selecting the Aux outputs means that the
sound will appear at only the left Aux output.
Effect Level (00 to 99)
Page 4
The QS isn’t just a synthesizer; it also has a built-in effects system and mixer, with
four effect buses and sends. This section lets you feed the sound to one of the effect
buses for processing (see Chapter 7 for more information on editing Effects). The
Effect Level parameter determines how much of the sound feeds the chosen effect
bus (see below). Higher values mean that the sound will be more effected.
Effect Bus (1 to 4)
Page 5
Selects which of the four buses the sound will feed, thereby determining which
effect(s) will process the sound. Each Program has its own unique arrangement of
effects. Example: In Program #12, bus 1 may be a Chorus/Delay/Reverb, while in
Program #27, bus 1 may just be a Flanger.
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Chapter 6: Editing Programs
PITCH
The Pitch function (press [60]) lets you control the pitch aspects of each sound layer.
Semitone (-24 to +24 semitones)
Page 1
Sets the oscillator pitch in semitone steps, from -24 (transposed down two octaves) to
+24 (transposed up two octaves).
Detune (-99 to +99 cents)
Page 2
Sets the oscillator pitch in cents, from -99 (transposed down 99/100 of a semitone) to
+99 (transposed up 99/100 of a semitone).
Detune Type (Normal or Equal)
Page 3
With Normal selected, the percentage of detuning remains the same over the entire
range of the keyboard, so the effects of detuning sound the same no matter which
key you play. With Equal selected, the absolute amount of detuning remains the
same over the entire keyboard, so any detuning seems less pronounced as you play
higher up on the keyboard.
Pitch Wheel Range (0 to 12 semitones)
Page 4
Determines the maximum amount of pitch bend when the [PITCH] wheel is full
forward. Example: When set to 12, the pitch wheel will bend ±1 octave (12
semitones).
Aftertouch Depth (-99 to +99)
Page 5
At +00, aftertouch has no effect on pitch. Applying aftertouch (by pressing harder on
the keyboard, or via MIDI messages) with this parameter set to a positive value
raises the pitch; conversely, applying aftertouch through a negative value lowers the
pitch. The higher the number (either positive or negative), the greater the amount of
pitch change for a given amount of aftertouch.
Pitch LFO Depth (-99 to +99)
Page 6
At +00, the pitch LFO has no effect. Higher positive values increase the amount of
Pitch LFO modulation. Negative values give the same apparent effect, but with
reversed LFO phase (i.e., if the pitch would normally be increasing with depth set to a
positive number, the pitch would instead be decreasing at that same moment had the
depth been set to a negative number). Pitch LFO parameters (such as speed and
wave shape) are programmed within the Pitch LFO Function (see page 72).
Pitch Envelope Depth (-99 to +99)
Page 7
At +00, the Pitch Envelope has no effect. Positive values raise the pitch from the
baseline according to the envelope shape, while negative values similarly lower the
pitch (see illustration below). The higher the number (negative or positive), the
greater the effect. Pitch Envelope parameters (such as attack and decay time) are
programmed within the Pitch Envelope Function (see page 61).
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Editing Programs: Chapter 6
Portamento (Exponential, Linear, 1 Speed)
Page 8
This provides the sweep’s “curve.”
•
With an exponential curve, the pitch change seems to happen more rapidly at
first, then slows down as it approaches the ending pitch.
•
•
A linear curve produces a constant pitch change throughout the glide.
Normally, the greater the interval (the pitch difference between the two notes),
the longer the glide. For example, a glide between two notes a whole step apart
would take much less time than a glide between two notes an octave apart. The
1 Speed curve maintains a constant glide rate regardless of the pitch difference
between notes.
About portamento: When you play a key and then a second key, normally the
sound jumps instantly from one pitch to another. Portamento provides a sweeping
glide from one note to another over a variable amount of time. A good example of this
type of sound is a steel guitar, where a note slides from one pitch to another.
Portamento Rate (0 to 99)
Page 9
Sets the glide duration. Higher numbers give longer glide times. The Rate value is
affected by the Portamento value (see above).
Keyboard Mode (Mono, Poly, 1-Pitch or 1-PMono)
Page 10
In Mono mode, you can play only one note at a time—just like vintage monophonic
synthesizers or wind instruments. Poly mode allows you to play polyphonically. Note
that portamento behavior is more predictable in mono mode.
With a feedback guitar patch that uses one sound for the guitar and one sound for the
TIP: feedback, setting the feedback sound to Mono Keyboard Mode insures that your
feedback “whistle” will be monophonic, which more accurately mimics what happens
when you play lead guitar.
Use 1-PITCH mode when you want a program sound layer to play a single pitch
polyphonically throughout the entire keyboard range. In 1-PITCH mode, the QS will
play the sample used for note C3 for all notes in the range. 1-PITCH mode is often
used for layering a noise or drum sound behind another sound that is pitched, for
example, to fatten up a bass guitar sound with a hint of kick drum, or to have the
same cymbal hit every time any note is played. Alternatively, 1-PMONO mode is a
monophonic version of 1-PITCH.
Sometimes when playing a monophonic instrument, you will not want the envelopes
to retrigger when playing legato, as this would sound realistic. Imagine a flute-player
beginning each note in a phrase with a sharp, breathy attack. In reality, the player
would only attack the first note in the phrase this way. Therefore, if the Keyboard
Mode is set to “Mono”, the three envelopes (Pitch Envelope, Filter Envelope and Amp
Envelope) will only retrigger when playing legato if the envelope’s Trigger Mode is
set to either “Reset” or “Reset-Freerun”.
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Chapter 6: Editing Programs
FILTER
The Filter function (press [70]) lets you control the tone of each sound layer.
Filter Frequency (00 to 99)
Page 1
This sets the filter's initial cutoff frequency. Lower values give a duller sound since
this removes more harmonics; higher values let through more harmonics, which gives
a brighter sound.
Signals with complex harmonic structures are most affected by the filter. Examples: A
TIP: sine wave has virtually no harmonics so you will not hear any significant changes as
long as the filter cutoff is higher than the note pitch. If the filter cutoff is lower than the
note pitch, you will either not hear the note, or it will be very soft. A harmonically-rich
sample (such as brass or white noise) will be greatly affected by the filter.
If the Filter Frequency is set to maximum, in most cases all other variables in the
Filter function will have no effect. Most other filter functions raise the filter frequency,
and it can't be greater than 99. So if you want to use filter effects, proper setting of
this initial cutoff frequency is crucial. This is the “baseline” from which all other filter
parameters will raise or lower (open or close) the filter.
If the Filter Frequency is set to 00, and no other parameters are set to raise it
dynamically, no sound will pass through the filter at all--there will be silence. If the
Amp settings are wide open and you can't hear anything, check the Filter Frequency
setting.
Since the waveforms in ROM are recorded at the brightest possible setting, in many
cases dynamic filtering is crucial to making a program sound natural.
Filter Track (On or Off)
Page 2
When off, the filter cutoff remains constant across the keyboard. Higher notes will be
more affected than lower notes, since the filter cutoff is comparatively lower for higher
notes than lower ones.
When on, the filter frequency tracks the keyboard pitch. Therefore, if using the filter
creates a particular harmonic structure when you play one key, playing a different key
will shift the filter frequency to maintain the same harmonic structure.
Velocity (-99 to +99)
Page 3
At +00, velocity has no effect on the filter cutoff. With positive values, playing harder
increases the filter cutoff. More positive values drive the cutoff frequency higher for a
given amount of velocity. More negative values drive the cutoff frequency lower for a
given amount of velocity.
Many acoustic instruments, such as acoustic guitars, sound brighter when you play
TIP: them more forcefully. Adding a little positive velocity control over the filter can
simulate more realistic acoustic sounds.
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Modulation Wheel Depth (-99 to +99)
Page 4
Determines how moving the modulation wheel affects the filter cutoff frequency.
Example: With positive settings, moving the modulation wheel up raises the filter
cutoff frequency and moving it down lowers the filter cutoff frequency. With negative
settings, moving the modulation wheel up lowers the filter cutoff frequency and
moving it down raises the filter cutoff frequency .
Aftertouch Depth (-99 to +99)
Page 5
At +00, aftertouch has no effect on the filter cutoff frequency. Applying aftertouch with
this parameter set to a positive value raises the filter cutoff frequency; conversely,
applying aftertouch with a negative value lowers the filter cutoff frequency. The higher
the number (either positive or negative), the greater the effect for a given amount of
aftertouch.
Many acoustic instruments sound brighter as you play them more forcefully; in
TIP: particular, brass gets brighter as you blow harder. Using aftertouch to increase a
sound’s brightness can give more control and realism with acoustic instruments.
Filter LFO Depth (-99 to +99)
Page 6
At +00, the filter LFO has no effect. Higher positive values increase the amount of
filter LFO modulation. Negative values give the same apparent effect, but with
reversed LFO phase (i.e., if the filter cutoff frequency would normally be increasing
with depth set to a positive number, the cutoff would instead be decreasing at that
same moment had the depth been set to a negative number). Filter LFO parameters
(such as speed and wave shape) are programmed from within the FLFO Function
(see page 74).
TIP: Filter LFO is good for giving wah-wah effects at slower LFO speeds, and for adding
“shimmering” with higher LFO speeds.
Filter Envelope Depth (-99 to +99)
Page 7
The Filter Envelope is one of the most important settings in making a program. Many
programs will use the Filter Envelope to determine the tonal character of the sound
over time (attack, decay, sustain, and release). At +00, the filter envelope has no
effect. Positive values raise the filter from the baseline cutoff frequency according to
the envelope shape, and negative values similarly lower the cutoff frequency. The
higher the number (negative or positive), the greater the effect. Filter Envelope
parameters (such as attack and decay time) are programmed within the Filter
Envelope Function (see page 64).
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Chapter 6: Editing Programs
AMP/RANGE
The Amp/Range function (press [80]) lets you control the velocity and keyboard range
of each sound layer.
Velocity Curve (13 choices)
Page 1
This selects how the sound will respond to the dynamics of your playing the
keyboard. A LINEAR curve is the norm, whereby the increase in level is equal to the
increase in velocity; the velocity values increase as you play harder. Many of the
Velocity Curves make up sets to be used by 2, 3 or 4 sounds in order to facilitate
velocity crossfading, whereby a different sound is played depending on how hard or
soft the keyboard is played.
As explained earlier, many of the samples to choose from when assigning voices are
already velocity switching. These samples usually have the word “Velo” or the letter
“V” in their names, indicating that there is actually more than one sample per note
which can be selected by how hard or soft each note is played. However, the velocity
point at which these sounds change is fixed and cannot be altered. If you want to
create your own velocity crossfading Program, assign the single-sample versions of
the same samples (“MarimbaVel” is made up of “Marimba Hd” and “Marimba Sf”) to
two or more sounds, then use the appropriate velocity curves for each sound (in a
three-way velocity split, sound 1 would use curve “1 of 3,” sound 2 would use curve
“2 of 3” while sound 3 would use “3 of 3”).
Aftertouch Depth (-99 to +99)
Page 2
At +00, aftertouch has no effect on the amplitude. Applying aftertouch with this
parameter set to a positive value raises the amplitude; conversely, applying
aftertouch with a negative value will make the sound softer the harder you press. The
higher the number (either positive or negative), the greater the effect for a given
amount of aftertouch.
Use aftertouch to “swell” the amplitude of brass and horn parts.
TIP:
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Editing Programs: Chapter 6
Amp LFO Depth (-99 to +99)
Page 3
At +00, the Amp LFO has no effect. Higher positive values increase the amount of
LFO modulation. Negative values give the same apparent effect, but with reversed
LFO phase (i.e., if the amplitude would normally be increasing with depth set to a
positive number, the amplitude would instead be decreasing at that same moment
had the depth been set to a negative number). Amp LFO parameters (such as speed
and wave shape) are programmed within the Amp LFO Function (see page 75).
TIP: Amp LFO set to a triangle wave gives tremolo effects.
Lower Limit (MIDI note 000 to 127/ C-2 to G8)
Page 4
Each sound can be restricted to a specific range of the keyboard. This is ideal for
creating splits (e.g., bass in the lower octave and a half, piano in the middle three
octaves, and strings in the upper octave).
The Lower Limit specifies the lowest note of the sound’s keyboard range. You can set
the lower limit by holding [80] and tapping the key on the keyboard you want to set as
the lowest note in the range.
High Limit (MIDI note 000 to 127/ C-2 to G8)
Page 5
Specifies the highest note of the sound’s keyboard range. You can set the high limit
by holding [80] and tapping the key on the keyboard you want to set as the highest
note in the range.
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By setting the lower limit above the high limit, you can create a “hole in the middle”
TIP: effect. This makes the sound appear to have two zones. All notes from the bottom of
the keyboard to the high limit note will play, and all notes from the lower limit to the
top of the keyboard will play, but the notes between the high limit and the lower limit
will not play. This can be further enhanced in Mix Mode by using the Range function
in Mix Edit Mode to cap-off the lower and high limits.
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Chapter 6: Editing Programs
Sound Overlap (00 to 99)
Page 6
This determines how many voices can overlap on the same pitch. Example: If you
hold the sustain pedal down and play the same note over and over, Sound Overlap
determines how many voices are available for that note, and thus how many voices
will overlap (play simultaneously).
In the old days, different brands of synthesizers offered different voice allocation
schemes. One brand used a method called “rotate mode” in which each time a note
was struck, a new voice was used. Another brand used a different method called
“reassign mode” whereby if a note is played and then played again, the same voice is
used both times. In other words, a new voice is used each time a new note of a
different pitch is played.
The Sound Overlap value lets you choose a comfortable setting between rotate mode
and reassign mode. When the value equals 99, you are always in rotate mode, using
up polyphony; if the value is 00, you are always in reassign mode, conserving voices.
Set the value anywhere between 00 and 99 and you will get a combination of both,
with partiality toward whichever mode the value is closest to.
A piano sound requires some Sound Overlap, but not a lot; it isn’t natural to hear too
many voices on the same note. On the other hand, having only one voice per pitch
isn’t natural either; let’s say you played a loud note with the sustain pedal held,
followed by a soft note--the second note would abruptly cut-off the first. On a real
piano, the string would still be resonating from the first (loud) note when the second
(soft) note was played; thus the two notes would overlap.
It is important to note that Sound Overlap can have a negative effect on polyphony.
J
If you have Sound Overlap set to 99, hold the sustain pedal and play a series of
notes, you will run through all 64 voices in no time. By adjusting the Sound Overlap to
a lower value, you decrease the number of voices used by each new note, and
thereby ensure there are voices available to play other sounds, if necessary.
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Editing Programs: Chapter 6
PITCH ENVELOPE
The Pitch Envelope function (press [90]) can lead to dramatic effects, since it can
cause the pitch of a single key to change drastically over time. It’s typically used in
special-effect synthesizer programs, but it may also be used more subtly in an
acoustic program to simulate the characteristic of some instruments to go sharp on
the initial attack, especially when played hard.
The following Pitch Envelope variables will have an effect only if the PITCH
ENVELOPE DEPTH (on Page 7 of the PITCH function) is set to a value other than 0,
or, if Pitch Envelope is a source in the MOD function.
J
Attack (00 to 99)
Page 1
This is the amount of time the envelope will take until it reaches its maximum output
level. Setting the Attack to 0 will make the pitch go to maximum immediately on
hitting the key (if the Delay is also set to 0 in Pitch Envelope, Page 5 -- see next
page); a setting of 99 will result in a much slower attack, taking many seconds before
the envelope gets to maximum.
Decay & Sustain (00 to 99)
Pages 2 & 3
As soon as the attack portion of the envelope finishes (when the level reaches
maximum), the envelope will decay (decrease in level). The level it reaches is set by
the Sustain control; how long it takes to get there is set by the Decay control. In the
special case where the Sustain level is all the way up (99), then there is no decrease
and the Decay time segment is bypassed. Whatever level the sustain is set to is the
level that the decay section of the envelope will head for. Depending on the setting of
the Sustain Decay control (see below), the envelope will either hold at the sustain
level until you release the note on the keyboard, or decay to 0 at the Sustain Decay
rate (which is on page 2 of the envelope). You can create a long "plateau" at the start
of a note by setting the Sustain to 98 and the Decay to 99. This will cause the
envelope to take the maximum amount of time to get from peak level to a level of 98,
before the Sustain Release portion of the envelope begins.
Release (00 to 99, Hold)
Page 4
Eventually, you will let go of the note that you’ve been holding (either by releasing the
note on the keyboard, or releasing the sustain pedal if it was pressed). It is at this point
that the Release portion of the envelope takes effect. The Release is the time that the
envelope takes to get from its current level back down to nothing. Setting the Release
time to 99 will take the envelope a very long time to reach zero level.
The Pitch Envelope is unique from the other two envelopes in that its Release time
can be set above 99. When this is done, the value in the display will read “Hold”. This
indicates that the Pitch Envelope will remain where it is even after the note is
released. This is important when you want the pitch effect to continue even after
releasing the key. Example: If the Pitch Envelope is bending a note up, and you don’t
want the pitch to fall when you release the key, set the Release parameter to “Hold”.
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Chapter 6: Editing Programs
Delay (00 to 99, Hold)
Page 5
This is the amount of time that the envelope will wait before doing anything; very
useful if you want to affect one element of a sound sometime after the sound starts.
When the Delay is set to 0, the envelope attacks right away, without any delay. Play
some notes while turning up the delay and see that the time between playing the note
and hearing the effect of the Pitch Envelope gets progressively longer as the Delay
control is turned up.
If the Delay is set above 99, the display will read “Hold”. This indicates that the Delay
stage of the envelope will wait indefinitely until the key is released before continuing
on to the remaining envelope stages (Attack, Decay, etc.). This requires that the Pitch
Envelope’s Trigger parameter (see next page) is set to “Freerun”. However, when
the Delay is set to “Hold”, “Freerun” mode is forced on regardless of the Trigger
parameter’s setting.
Sustain Decay (00 to 99)
Page 6
This is the amount of time that the envelope will take during the sustain stage to bring
the level down to 0. If this is set to 99, the envelope will remain at the Sustain level
until the note is released. When set to 0, the envelope’s level will immediately jump
down to 0 upon reaching the sustain stage.
Trigger (Normal, Freerun, Reset, Reset-Freerun)
Page 7
The Trigger mode determines how the envelope will function. You may select either
Freerun or Reset, or both (Reset-Freerun) or neither (Normal). When set to Normal,
the envelope will always start at its current level (i.e., if another note had been played
which triggered the envelope’s cycle, playing another note in the middle would not
interrupt the cycle). Also in Normal mode, the envelope will immediately advance to
its release stage upon releasing the note. When set to Freerun, the envelope will
complete its entire cycle, even if the note is released in the middle. When set to
Reset, the envelope starts at the beginning whenever a new note is played. When set
to Reset-Freerun, the envelope will start at the beginning whenever a new note is
played and will complete its entire cycle, even if the note is released in the middle.
If a sound layer’s Keyboard Mode parameter (found in the Pitch Function, Page 10) is
set to “Mono”, the Pitch Envelope will only retrigger when playing legato if the Trigger
Mode is set to either “Reset” or “Reset-Freerun”.
Time Tracking (On or Off)
Page 8
This determines whether or not keyboard position will affect the cycle speed of the
envelope. When turned on, playing toward the higher end of the keyboard will result in
a faster envelope cycle; playing toward the lower end of the keyboard will result in a
slower envelope cycle. However, this does not effect the attack time, but only the
decay, sustain decay and release segments. This feature will result in only a subtle
change. The envelope’s timing doubles or halves over a range of two octaves.
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Sustain Pedal (On or Off)
Page 9
This determines whether or not the Sustain Pedal will have an effect on the envelope.
When turned on, holding down the Sustain Pedal while playing short notes is virtually
the equivalent to holding down those notes on the keyboard with some subtle but
important differences. If the Delay and Attack are set to 0 and either the Decay is 0 or
the Sustain is 99, the envelope will immediately jump to the sustain decay stage (if
not already there) when the note is released and the sustain pedal is held down. If a
long attack is set, and the envelope does not reach the end of the attack segment
when the note is released, it will be skipped and the envelope will jump immediately
to the release segment. If a long delay is set, and the envelope has not reached the
attack segment before the note is released, the envelope will remain at 0. However, if
Freerun is turned on, the envelope will continue through the delay, attack, decay and
sustain segments and remain at the sustain decay segment. This is exactly the same
as holding down the note on the keyboard. When the Sustain Pedal parameter is
turned off, the Sustain Pedal will have no effect on the envelope.
Level (00 to 99)
Page 10
This is the overall output level of the envelope. If this is set to 00, the Pitch Envelope
will have no output and will have no effect, while at 99 it will have a maximum effect
on whatever it is being routed to.
When selecting Pitch Envelope Level as a modulation destination, set the Pitch
TIP: Envelope level to 00 if the Modulation Level is above 0 (or, set the Pitch Envelope
level to 99 if the Modulation Amount is below 0).
Velocity Modulation (00 to 99)
Page 11
This determines how keyboard dynamics will affect the envelope level. When set to
99, note velocity controls the envelope’s output; notes played hard will deliver a
higher envelope output than notes played soft. When set to 0, note velocity will have
no effect on the envelope’s output level.
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Chapter 6: Editing Programs
FILTER ENVELOPE
The Filter Envelope function (press [100]) is crucial whenever you want the tonal
quality of a note to change over time, differently from its overall level. Example: When
you want the initial attack of a note to be bright, but want the sustaining part to be
filtered.
The following Filter Envelope variables will have effect only if the FILTER
ENVELOPE DEPTH (on Page 7 of the FILTER function) is set to a value other than
0, or, Filter Envelope is a source in the MOD function.
J
Also note that the Filter Envelope may have no effect if some other modulation
source, or the basic setting of the filter, has already pushed the filter cutoff frequency
to its maximum.
Attack (00 to 99)
Page 1
This is the amount of time the envelope will take until it reaches its maximum output
level. Setting the Attack to 0 will give a sharp edge to the sound (if the Delay is also
set to 0 in Filter Envelope Page 5 -- see next page); a setting of 99 will result in a
much slower attack, taking many seconds before the envelope gets to maximum.
Decay & Sustain (00 to 99)
Pages 2 & 3
As soon as the attack portion of the envelope finishes (when the level reaches
maximum), the envelope will decay (decrease in level). The level it reaches is set by
the Sustain control; how long it takes to get there is set by the Decay control. In the
special case where the Sustain level is all the way up (99), then there is no decrease
and the Decay time segment is bypassed. Whatever level the sustain is set to is the
level that the decay section of the envelope will head for. Depending on the setting of
the Sustain Decay control (see below), the envelope will either hold at the sustain
level until you release the note on the keyboard, or decay to 0 at the Sustain Decay
rate (which is on page 2 of the envelope). You can create a long “plateau” at the start
of a note by setting the Sustain to 98 and the Decay to 99. This will cause the
envelope to take the maximum amount of time to get from peak level to a level of 98,
before the Sustain Release portion of the envelope begins.
Release (00 to 99)
Page 4
Eventually, you will let go of the note that you’ve been holding (either by releasing the
note on the keyboard, or releasing the sustain pedal if it was pressed). It is at this
point that the Release portion of the envelope takes effect. The Release is the time
that the envelope takes to get from the sustain level back down to nothing. Setting
the Release time to 0 is good for playing those short funky riffs that you hear on a
clavinet. Setting the Release time to 99 will take the envelope a very long time to
reach zero level.
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Delay (00 to 99)
Page 5
This is the amount of time that the envelope will wait before doing anything; very
useful if you want to affect one element of a sound sometime after the sound starts.
When the Delay is set to 0, the envelope attacks right away, without any delay. Play
some notes while turning up the delay and see that the time between playing the note
and hearing the effect of the Filter Envelope gets progressively longer as the Delay
control is turned up.
If the Delay is set above 99, the display will read “Hold”. This indicates that the Delay
stage of the envelope will wait indefinitely until the key is released before continuing
on to the remaining envelope stages (Attack, Decay, etc.). This requires that the Filter
Envelope’s Trigger parameter (see next page) is set to “Freerun”. However, when
the Delay is set to “Hold”, “Freerun” mode is forced on regardless of the Trigger
parameter’s setting.
Sustain Decay (00 to 99)
Page 6
This is the amount of time that the envelope will take during the sustain stage to bring
the level down to 0. If this is set to 99, the envelope will remain at the Sustain level
until the note is released. This is the normal setting for organ-type sounds. When set
to 0, the envelope’s level will immediately jump down to 0 upon reaching the sustain
stage.
Trigger (Normal, Freerun, Reset, Reset-Freerun)
Page 7
The Trigger mode determines how the envelope will function. You may select either
Freerun or Reset, or both (Reset-Freerun) or neither (Normal). When set to Normal,
the envelope will always start at its current level (i.e., if another note had been played
which triggered the envelope’s cycle, playing another note in the middle would not
interrupt the cycle). Also in Normal mode, the envelope will immediately advance to
its release stage upon releasing the note. When set to Freerun, the envelope will
complete its entire cycle, even if the note is released in the middle. When set to
Reset, the envelope starts at the beginning whenever a new note is played. When set
to Reset-Freerun, the envelope will start at the beginning whenever a new note is
played and will complete its entire cycle, even if the note is released in the middle.
If a sound layer’s Keyboard Mode parameter (found in the Pitch Function, Page 10) is
set to “Mono”, the Filter Envelope will only retrigger when playing legato if the Trigger
Mode is set to either “Reset” or “Reset-Freerun”.
Time Tracking (On or Off)
Page 8
This determines whether or not keyboard position will affect the cycle speed of the
envelope. When turned on, playing toward the higher end of the keyboard will result
in a faster envelope cycle; playing toward the lower end of the keyboard will result in
a slower envelope cycle. However, this does not effect the attack time, but only the
decay, sustain, sustain decay and release segments. This feature will result in only a
subtle change. The envelope’s timing doubles or halves over a range of two octaves.
Sustain Pedal (On or Off)
Page 9
This determines whether or not the Sustain Pedal will have an effect on the envelope.
When turned on, holding down the Sustain Pedal while playing short notes is virtually
the equivalent to holding down those notes on the keyboard with some subtle but
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Chapter 6: Editing Programs
important differences. If the Delay and Attack are set to 0 and either the Decay is 0 or
the Sustain is 99, the envelope will immediately jump to the release stage (if not
already there) when the note is released and the sustain pedal is held down. If a long
attack is set, and the envelope does not reach the end of the attack segment when
the note is released, it will be skipped and the envelope will jump immediately to the
sustain decay segment. If a long delay is set, and the envelope has not reached the
attack segment before the note is released, the envelope will remain at 0. However, if
Freerun is turned on, the envelope will continue through the delay, attack, decay and
sustain segments and remain at the sustain decay segment. This is exactly the same
as holding down the note on the keyboard. When the Sustain Pedal parameter is
turned off, the Sustain Pedal will have no effect on the envelope.
Level (00 to 99)
Page 10
This is the overall output level of the envelope. If this is set to 00, the Filter Envelope
will have no output and will have no effect, while at 99 it will have a maximum effect
on whatever it is being routed to.
When selecting Filter Envelope Level as a modulation destination, set the Filter
TIP: Envelope level to 00 if the Modulation Level is above 0 (or, set the Filter Envelope
level to 99 if the Modulation Amount is below 0).
Velocity Modulation (00 to 99)
Page 11
This determines how keyboard dynamics will affect the envelope level. When set to
99, note velocity controls the envelope’s output; notes played hard will deliver a
higher envelope output than notes played soft. When set to 0, note velocity will have
no effect on the envelope’s output level.
AMP ENVELOPE
The Amp Envelope function (press [110]) is crucial for all sounds because it sets the
basic characteristics of the note--whether it attacks quickly or slowly, sustains or
decays. Some Programs may leave the Amp Envelope in a sustaining mode, and
provide attack and decay using the Filter Envelope; the effect is slightly different.
Unlike the Pitch and Filter Envelopes, the Amp Envelope is always fully active (there
is no parameter in the Amp/Range function adjusting how much envelope is applied
to the Amp).
Attack (00 to 99)
Page 1
This is the amount of time the envelope will take until it reaches its maximum output
level. Setting the Attack to 0 will give a sharp edge to the sound (if the Delay is also
set to 0 in Amp Envelope Page 5 -- see below); a setting of 99 will result in a much
slower attack, taking many seconds before the envelope gets to maximum.
Decay & Sustain (00 to 99)
Pages 2 & 3
As soon as the attack portion of the envelope finishes (when the level reaches
maximum), the envelope will decay (decrease in level). The level it reaches is set by
the Sustain control; how long it takes to get there is set by the Decay control. In the
special case where the Sustain level is all the way up (99), then there is no decrease
and the Decay time segment is bypassed. Whatever level the sustain is set to is the
level that the decay section of the envelope will head for. Depending on the setting of
the Sustain Decay control (see below), the envelope will either hold at the sustain
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Editing Programs: Chapter 6
level until you release the note on the keyboard, or decay to 0 at the Sustain Decay
rate (which is on page 2 of the envelope). You can create a long "plateau" at the start
of a note by setting the Sustain to 98 and the Decay to 99. This will cause the
envelope to take the maximum amount of time to get from peak level to a level of 98,
before the Sustain Release portion of the envelope begins.
Release (00 to 99)
Page 4
Eventually, you will let go of the note that you’ve been holding (either by releasing the
note on the keyboard, or releasing the sustain pedal if it was pressed). It is at this
point that the Release portion of the envelope takes effect. The Release is the time
that the envelope takes to get from the sustain level back down to nothing. Setting
the Release time to 0 is good for playing those short funky riffs that you hear on a
clavinet. Setting the Release time to 99 will take the envelope a very long time to
reach zero level.
Delay (00 to 99)
Page 5
This is the amount of time that the envelope will wait before doing anything; very
useful if you want to affect one element of a sound sometime after the sound starts.
When the Delay is set to 0, the envelope attacks right away, without any delay. Play
some notes while turning up the delay and see that the time between playing the note
and hearing the effect of the Amp Envelope gets progressively longer as the Delay
control is turned up.
If the Delay is set above 99, the display will read “Hold”. This indicates that the Delay
stage of the envelope will wait indefinitely until the key is released before continuing
on to the remaining envelope stages (Attack, Decay, etc.). This requires that the Amp
Envelope’s Trigger parameter (see next page) is set to “Freerun”. However, when
the Delay is set to “Hold”, “Freerun” mode is forced on regardless of the Trigger
parameter’s setting.
Sustain Decay (00 to 99)
Page 6
This is the amount of time that the envelope will take during the sustain stage to bring
the level down to 0. If this is set to 99, the envelope will remain at the Sustain level
until the note is released. When set to 0, the envelope’s level will immediately jump
down to 0 upon reaching the sustain stage.
Trigger (Normal, Freerun, Reset, Reset-Freerun)
Page 7
The Trigger mode determines how the envelope will function. You may select either
Freerun or Reset, or both (Reset-Freerun) or neither (Normal). When set to Normal,
the envelope will always start at its current level (i.e., if another note had been played
which triggered the envelope’s cycle, playing another note in the middle would not
interrupt the cycle). Also in Normal mode, the envelope will immediately advance to
its release stage upon releasing the note. When set to Freerun, the envelope will
complete its entire cycle, even if the note is released in the middle. When set to
Reset, the envelope starts at the beginning whenever a new note is played. When set
to Reset-Freerun, the envelope will start at the beginning whenever a new note is
played and will complete its entire cycle, even if the note is released in the middle.
If a sound layer’s Keyboard Mode parameter (found in the Pitch Function, Page 10,)
is set to “Mono”, the Amp Envelope will only retrigger when playing legato if the
Trigger Mode is set to either “Reset” or “Reset-Freerun”.
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Chapter 6: Editing Programs
Time Tracking (On or Off)
Page 8
This determines whether or not keyboard position will affect the cycle speed of the
envelope. When turned on, playing toward the higher end of the keyboard will result
in a faster envelope cycle; playing toward the lower end of the keyboard will result in
a slower envelope cycle. However, this does not effect the attack time, but only the
decay, sustain, sustain decay and release segments. This feature will result in only a
subtle change. The envelope’s timing doubles or halves over a range of two octaves.
Sustain Pedal (On or Off)
Page 9
This determines whether or not the Sustain Pedal will have an effect on the envelope.
When turned on, holding down the Sustain Pedal while playing short notes is virtually
the equivalent to holding down those notes on the keyboard with some subtle but
important differences. If the Delay and Attack are set to 0 and either the Decay is 0 or
the Sustain is 99, the envelope will immediately jump to the release stage (if not
already there) when the note is released and the sustain pedal is held down. If a long
attack is set, and the envelope does not reach the end of the attack segment when
the note is released, it will be skipped and the envelope will jump immediately to the
sustain decay segment. If a long delay is set, and the envelope has not reached the
attack segment before the note is released, the envelope will remain at 0. However, if
Freerun is turned on, the envelope will continue through the delay, attack, decay and
sustain segments and remain at the sustain decay segment. This is exactly the same
as holding down the note on the keyboard. When the Sustain Pedal parameter is
turned off, the Sustain Pedal will have no effect on the envelope.
Level (00 to 99)
Page 10
This is the overall output level of the envelope. If this is set to 00, the Amp Envelope
will have no output and will have no effect, while at 99 it will have a maximum effect
on whatever it is being routed to.
When selecting Amp Envelope Level as a modulation destination, set the Amp
TIP: Envelope level to 00 if the Modulation Level is above 0 (or, set the Amp Envelope
level to 99 if the Modulation Amount is below 0).
NAME
The Name Function (press [120]) allows you to change the Program’s name. The
Program name can be up to 10 characters long. Use the [
PAGE] and [PAGE
]
buttons to position the cursor. The [s VALUE]/[VALUE t] buttons and the
CONTROLLER [D] slider let you change the character. Here is a chart of available
characters:
!
5
I
]
q
"
#
7
K
_
s
$
8
L
`
% &
’
;
O
c
w
(
)
*
+
?
S
g
{
,
-
.
/
C
W X
k
0
D
1
E
Y
2
F
Z
3
G
[
4
H
¥
p
6
J
^
r
9
:
<
P
d
x
=
Q
e
y
>
R
f
@ A
B
V
j
M N
T
h
|
U
i
}
a
u
b
v
l
m n
o
t
z
Æ ¨
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Editing Programs: Chapter 6
MOD 1 – MOD 6
About General Purpose Modulation
Although there are several dedicated modulators in the QS (e.g., the pitch can always
be modulated by the pitch LFO and Pitch Envelope), sophisticated synthesizer
programming demands the ability to use as many modulation sources as possible to
modulate as many modulation destinations as desired.
The QS arranges its modulation source outputs and modulation destination inputs
into a “matrix” so that any selected source can connect to any of several destinations.
There are six general purpose matrix modulators, which allows you to control up to
six parameters with any of several control sources.
Use the MOD functions to setup your own customized control of a program, such as:
•
•
Using the PEDAL 1 input or the Controller A Slider to control volume, brightness
(filter cutoff), effect level, LFO speed, etc.
Using velocity to increase or decrease the attack speed of an envelope, so
playing softly makes the sound fade in, while playing hard causes an immediate
attack.
•
Using release velocity to increase/decrease the release time of an envelope, so
quick releases of the keys cut off the end of the sound, while slow key releases
allow the sound to fade away gradually.
The MOD functions give you the freedom to go beyond the standard modulation
sources built-in to other functions.
Selecting the Modulator (1 to 6)
Use the [0] – [5] buttons to select one of the six modulators (modulator 1 is [0],
modulator 2 is [1], modulator 3 is [2], etc.). All modulators work in the same way, so
only the pages of one will be described here.
Modulation Source
Page 1
Select from the following modulation sources:
•
Note # provides a modulation signal that corresponds to the note played on the
keyboard (higher keys give higher values). Example: Use this modulation source
to obtain a different chorus sound in the upper and lower keyboard ranges.
•
•
Velocity relates to how fast a key goes from the key up (note off) to the key
down (note on) position, and therefore represents the dynamics of your playing.
Release velocity relates to how fast a key goes from the key down (note on) to
the key up (note off) position. Example: Use this to affect the rate of a sound’s
release based on how fast you remove your fingers from the keys.
•
Aftertouch Pressing on the keys after they’re down generates this control
signal. Aftertouch is also called channel pressure, and represents an average of
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Chapter 6: Editing Programs
all keys being pressed. This affects any keys that are held down. The harder you
press on the keys, the greater the degree of modulation.
•
•
Polyphonic Pressure This is similar to aftertouch, but each key can respond to
individual pressure messages. Although the QS keyboard does not generate poly
pressure, the sound generators can respond to poly pressure signals entering via
the MIDI In. Example: Assign poly pressure to the sound’s amplitude in a string
ensemble patch. You can then increase the level of selected notes of a held
chord to “pull” some notes out of the chord.
Modulation Wheel The rightmost wheel, Modulation, is traditionally assigned to
LFO amount (level) so that rotating the wheel away from you introduces vibrato.
However it is also well-suited to controlling timbre, vibrato speed, and many other
parameters.
•
•
Pitch Wheel The two wheels to the left of the keyboard are modulation sources
(see below). The leftmost wheel, Pitch, always controls the oscillator pitch but
can be tied to other parameters as well.
MIDI Volume MIDI can produce a variety of controller messages (see the MIDI
supplement in the back of this manual). Of these, controller #7, which controls
channel volume, is one of the most frequently used. Example: Assign the filter
cutoff as the destination, and you can have the signal become less bright as it
becomes lower in volume.
•
•
•
•
Sustain Pedal The sustain switch plugged into the sustain pedal jack provides
this modulation signal.
Pedal 1 The pedal plugged into the Pedal 1 jack provides this modulation signal.
The default setting assigns Pedal 1 to MIDI Controller 7 to act as a volume pedal.
Pedal 2 The pedal plugged into the Pedal 2 jack provides this modulation signal.
Pedal 2 can be assigned to any MIDI controller from Global Edit Mode, page 12.
Pitch LFO This is the same modulation signal provided by the Pitch LFO. The
Frequency LFO and Amplitude LFO can also be selected as modulation
sources.
•
•
Pitch Envelope This is the same modulation signal provided by the Pitch
Envelope. The Frequency Envelope and Amplitude Envelope can also be
selected as modulation sources.
Random This provides a different modulation value every time you hit a key.
Example: With vintage analog synth patches, use pitch as the destination and
apply a very slight amount of random modulation. Each note will have a slightly
different pitch, which simulates the natural tuning instability of analog circuits.
•
Trigrate This is a Trigger Rate Follower, which monitors how fast notes are
being played on the keyboard. For example, if routed to the Effect send of a
Program, you could automatically have more effect when playing slowly, and less
effect when playing quickly.
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Editing Programs: Chapter 6
•
Controllers (A, B, C, D) Four incoming MIDI controllers can be recognized by
the QS and used as modulation sources. These controllers are assigned as A–D
in Global Mode (see Chapter 8). In Program Play and Mix Play Modes, the
CONTROLLER [A], [B], [C] and [D] sliders can be used to control Controllers A–
D directly.
•
•
Tracking Generator This accepts the output of a signal processed by the
Tracking Generator module (see page 81).
Stepped Tracking Generator This accepts the output of a signal processed by
the Tracking Generator module in stepped mode (see page 81).
Modulation Destination
Page 2
Select from the following modulation destinations. You can find out more about these
parameters and how they affect the sound in their respective sections (to learn how
Pitch Envelope Attack affects the sound, see page 74 on Pitch Envelopes).
•
•
•
•
•
•
•
•
•
•
•
Pitch
Effect Send
•
•
•
•
•
•
•
•
•
•
•
Filter Cutoff
Pitch LFO Speed
Pitch Envelope Delay
Pitch Envelope Sustain Decay • Pitch Envelope Release
Filter LFO Speed
Filter Envelope Delay
Filter Envelope Sustain Decay • Filter Envelope Release
Amp LFO Speed
•
•
•
Amplitude
Pitch LFO Amp
Pitch Envelope Attack
Pitch LFO Delay
Pitch Envelope Decay
Pitch Envelope Amp
Filter LFO Delay
Filter Envelope Decay
Filter Envelope Amp
Amp LFO Delay
Amp Envelope Decay
Amp Envelope Amp
•
•
Filter LFO Amp
Filter Envelope Attack
•
•
•
Amp LFO Amp
Amp Envelope Attack
Amp Envelope Release
Amp Envelope Delay
Amp Envelope Sustain Decay
Portamento Rate
Modulation Level (-99 to +99)
Page 3
At +00, the modulation source has no effect on the destination. Higher positive values
increase the amount of modulation. Negative values also increase the amount of
modulation, but with negative phase (i.e., if the modulation would normally be
increasing with depth set to a positive number, the modulation would instead be
decreasing at that same moment had the depth been set to a negative number).
Gate Mode (Off or On)
Page 4
The Gate Mode function is available only on modulation routings 1 through 4. When
Gate Mode is on, the Modulator will only be routed while notes are being played. In
other words, you can gate the effect of the Modulator so that it stops when you are
not playing any notes. This can be used on sounds with medium to long release
times, where an interesting effect (like tremolo) is intended to be active while holding
notes down, but deactivated as the sound is fading away after being released.
Quantize Mode (Off or On)
The Quantize Mode function is only available in modulation routings 4 through 6.
When Quantize Mode is on, the modulation effect will be stepped. When off, the
effect will be smooth, or linear. Example: If you were to route the Modulation Wheel to
Pitch with an amplitude of +99, moving the Mod Wheel while the Quantize parameter
was off would cause the pitch of a held note to slide up, much the same way it does
when the Pitch Bend Wheel is used. However, moving the Mod Wheel while the
Quantize parameter was on would cause the pitch of a held note to rise in half-step
increments.
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Chapter 6: Editing Programs
PITCH LFO
The Pitch LFO function (press [7]) is most often used to apply vibrato to a sound.
The following Pitch LFO variables will make a difference in the sound only if the
PITCH LFO DEPTH (on Page 6 of the PITCH function) is set to a value other than 0,
or, if the Pitch LFO is a source in the MOD function.
J
Wave (8 choices)
Page 1
The waveform determines the shape of the LFO. Select either Sine, Triangle, Square,
Up Saw, Down Saw, Random+-, Noise or Random+. Note that the two Sawtooth
waves and the Random+ wave are unipolar and the rest are bipolar:
SINE
TRI ANGLE
SQUARE
UP SA
W
DOWN SA
W
RANDOM+-
NOI SE
RANDOM
+
Speed (00 to 99)
Page 2
Controls the speed or rate of the LFO. For fast modulation, increase this value. For
slower modulation, decrease this value.
Delay (00 to 99)
Page 3
This is the amount of time that is to occur before the LFO fades in. Sometimes, it is
desirable to have modulation come in a moment or two after a note has been played,
rather than starting instantly. The higher the value, the slower the LFO fades in.
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Editing Programs: Chapter 6
Trigger (Mono, Poly, Key Mono, or Key Poly)
Page 4
The Trigger parameter determines how the LFO should be triggered, or started.
There are four possible settings: Mono, Poly, Key Mono and Key Poly. When playing
multiple voices in a single sound, each voice has its own LFO. However, the LFO
Trigger parameter determines whether or not they should be in sync, and whether or
not they can be retriggered independent from one another.
Mono. All voices’ LFOs are in sync with each other. If you hold a chord and then play
new notes on top of the chord, all voices’ LFOs will be moving in the same direction
and at the same speed. Because of this, modulating the LFO Speed using a voice-
specific source (such as velocity or one of the envelopes, for example) will have no
effect (you will be allowed to do this, but you won’t hear any difference). This is
because these modulation sources are meant for polyphonic purposes. These include:
Note Number, Velocity, Release Velocity, Pitch/Filter/Amp LFO, Pitch/Filter/Amp
Envelope, Random, Trig Rate and Tracking Generator. However, modulation sources
which are not voice-specific will still have an effect while the LFO Trigger is set to
MONO. These include: Aftertouch, Mod Wheel, Pitch Wheel, MIDI Volume, Sustain
Pedal, Pedal 1, Pedal 2, and Controllers A–D.
Poly. Each voice’s LFO is independent. If you hold a chord, some voices’ LFOs will
be moving in one direction while others move in the other direction. If the LFO Speed
is being modulated (by one of the envelopes, for example), the LFO’s of each voice
may be running at different speeds.
Key Mono. This is identical to MONO, but whenever a new note is played, the LFO is
retriggered, instead of continuing from wherever it may be in its cycle.
Key Poly. This is almost identical to POLY, but whenever a new note is played, the
LFO is retriggered, instead of continuing from wherever it may be in its cycle.
Level (00 to 99)
Page 5
This is the base output level of the Pitch LFO. If you want to have a constant value of
vibrato, even without using the Mod Wheel or Aftertouch, set LEVEL above 00. The
Mod Wheel and Aftertouch will add or subtract from this base level. Example: If Level
is set to 10 and the Mod Wheel parameter is set to 10, there will always be some
vibrato, and raising the Mod Wheel will add more vibrato. On the other hand, if the
Mod Wheel parameter is set to -10, raising the Mod Wheel to the top will cancel out
all vibrato.
Mod Wheel Depth (-99 to 99)
Page 6
This is the modulation amount of the Mod Wheel over the Pitch LFO’s Level. A
positive value raises the level when the Mod Wheel is moved up, and lowers the level
when moved down. Negative settings of this parameter will decrease the output level
of the Pitch LFO as the Mod Wheel is raised. Since the output level of the Pitch LFO
cannot be less than zero, a negative setting of the Mod Wheel parameter will have no
effect unless either the Aftertouch or the Level is set to raise the Pitch LFO output. If
both the Level and Aftertouch are set to 00, and the Mod Wheel parameter is set to
-99, the Mod Wheel will have no effect on the vibrato from the Pitch LFO.
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Chapter 6: Editing Programs
Aftertouch Depth (-99 to 99)
Page 7
This is the modulation amount of Aftertouch over the Pitch LFO’s Level. A positive
value raises the level as more Aftertouch is applied. A negative value will lower the
amount of Pitch LFO level as more Aftertouch is applied.
FILTER LFO
The Filter LFO function (press [7]) is most often used to apply tremolo-like or "wah-wah"
effects to a sound.
The following Filter LFO variables will affect the sound only if the FILTER LFO
DEPTH (on Page 6 of the FILTER function) is set to a value other than 0 , or, if Filter
LFO is a source in the MOD function.
J
Also note that the Filter LFO may have no effect if some other modulation source or
setting has already pushed the filter cutoff frequency to its maximum.
Wave (8 choices)
Page 1
The waveform determines the shape of the LFO. Select either Sine, Triangle, Square,
Up Sawtooth, Down Sawtooth, Random+-, Noise or Random+. For a graphic
representation of these waveforms, see the diagram in the Wave section of the Pitch
LFO description on page 76.
Speed (00 to 99)
Page 2
Controls the speed or rate of the LFO. For fast modulation, increase this value. For
slower modulation, decrease this value.
Delay (00 to 99)
Page 3
This is the amount of time that is to occur before the LFO fades in. Sometimes, it is
desirable to have modulation come in a moment or two after a note has been played,
rather than starting instantly. The higher the value, the slower the LFO fades in.
Trigger (Mono, Poly, Key Mono, or Key Poly)
Page 4
The Trigger parameter determines how the LFO should be triggered, or started.
There are four possible settings: Mono, Poly, Key Mono and Key Poly. A description
of these settings is found in the Trigger section of the Pitch LFO description on page
77.
Level (00 to 99)
Page 5
This is the base output level of the Filter LFO. If you want to have a constant value of
tremolo to the filter, even without using the Mod Wheel or Aftertouch, set LEVEL
above 00. The Mod Wheel and Aftertouch will add or subtract from this base level.
Example: If Level is set to 10 and the Mod Wheel parameter is set to 10, there will
always be some filter tremolo, and raising the Mod Wheel will add more tremolo. On
the other hand, if the Mod Wheel parameter is set to -10, raising the Mod Wheel to
the top will cancel out all tremolo.
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Mod Wheel Depth (-99 to 99)
Page 6
This parameter sets how much the Mod Wheel will increase or decrease the Filter
LFO’s Level. A positive value raises the level when the Mod Wheel is moved up, and
lowers the level when moved down. Negative settings of this parameter will decrease
the output level of the Filter LFO as the Mod Wheel is raised. Since the output level of
the Filter LFO cannot be less than zero, a negative setting of the Mod Wheel
parameter will have no effect unless either the Aftertouch or the Level is set to raise
the Filter LFO output. If both the Level and Aftertouch are set to 00, and the Mod
Wheel parameter is set to -99, the Mod Wheel will have no effect on the tremolo from
the Filter LFO.
Aftertouch Depth (-99 to 99)
Page 7
This is the modulation amount of Aftertouch over the Filter LFO’s Level. A positive
value raises the level as more Aftertouch is applied. A negative value will lower the
amount of Filter LFO level as more Aftertouch is applied.
AMP LFO
The Amp LFO function (press [8]) is usually used to add tremolo to a sound.
The Amp LFO variables will have an effect only if the AMP LFO DEPTH (in the AMP
function, page 3) is set to a value other than 0 , or, if Amp LFO is a source in the
MOD function.
J
Wave (8 choices)
Page 1
The waveform determines the shape of the LFO. Select either Sine, Triangle, Square,
Up Sawtooth, Down Sawtooth, Random+-, Noise or Random+. See the diagram in
the Wave section of the Pitch LFO description on page 76.
Speed (00 to 99)
Page 2
Controls the speed or rate of the LFO. For fast modulation, increase this value. For
slower modulation, decrease this value.
Delay (00 to 99)
Page 3
This is the amount of time that is to occur before the LFO fades in. Sometimes, it is
desirable to have modulation come in a moment or two after a note has been played,
rather than starting instantly. The higher the value, the slower the LFO fades in.
Trigger (Mono, Poly, Key Mono, Key Poly)
Page 4
The Trigger parameter determines how the LFO should be triggered, or started. There
are four possible settings: Mono, Poly, Key Mono and Key Poly. A description of these
settings is found in the Trigger section of the Pitch LFO description on page 77.
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Chapter 6: Editing Programs
Level (00 to 99)
Page 5
This is the base output level of the Amp LFO. If you want to have a constant value of
tremolo, even without using the Mod Wheel or Aftertouch, set Level above 00. The
Mod Wheel and Aftertouch will add or subtract from this base level. Example: If Level
is set to 10 and the Mod Wheel parameter is set to 10, there will always be some
tremolo, and raising the Mod Wheel will add more tremolo. On the other hand, if the
Mod Wheel parameter is set to -10, raising the Mod Wheel to the top will cancel out
all tremolo.
Mod Wheel Depth (-99 to 99)
Page 6
This is the modulation amount of the Mod Wheel over the Amp LFO’s Level. A
positive value raises the level when the Mod Wheel is moved up, and lowers the level
when moved down. Negative settings of this parameter will decrease the output level
of the Amp LFO as the Mod Wheel is raised. Since the output level of the Amp LFO
cannot be less than zero. A negative setting of the Mod Wheel parameter will have no
effect unless either the Aftertouch or the Level is set to raise the Amp LFO output. If
both the Level and Aftertouch are set to 00, and the Mod Wheel parameter is set to
-99, the Mod Wheel will have no effect on the tremolo from the Amp LFO.
Aftertouch Depth (-99 to 99)
Page 7
This is the modulation amount of Aftertouch over the Amp LFO’s Level. A positive
value raises the level as more Aftertouch is applied. A negative value will lower the
amount of Amp LFO level as more Aftertouch is applied.
TRACKING GENERATOR
The Tracking Generator function (press [9]) is used to scale a modulation source. For
example, normally you could modulate the Amp (volume) of a sound using velocity;
the harder you play, the louder the sound gets. The amount of change in volume is
equal to the change in velocity; this is called linear control. If instead, however, you
set the Tracking Generator’s input to “velocity”, and then routed the Tracking
Generator to the Amp (using the Mod function), you can make your own customized
"map" of the control velocity has over the sound’s level.
The Tracking Generator divides the range of the input into 11 points (0–10), each of
which can be set between 0 and 100. If you boost the value of one of the lower
points, you make the input more sensitive in its lower register. By creating a non-
linear curve using the velocity example above, you can scale the velocity’s control
over the sound’s volume just the way you want.
When selecting the Tracking Generator as a modulation source in the Mod Function,
these two choices will be available. When “TRACKGEN” is selected as the
modulation source, the Tracking Generator functions normally, scaling its input as
determined by its parameter settings.
When “STEPTRACK” is selected as a modulation source, the Tracking Generator’s
output will be stepped, or interpolated. This means that instead of scaling the input
linearly from point to point, the input is kept at each point’s value setting until it goes
beyond the following point’s value setting, at which point it jumps to that setting. This
feature is very useful in creating “mini-sequences” if the modulation destination is set
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Editing Programs: Chapter 6
to “Pitch” and the Tracking Generator’s input is an LFO using an “Up Sawtooth” as its
waveform.
The Tracking Generator can be used to turn a variable control, such as the Mod
TIP: Wheel or velocity, into a switch by setting all of the points to 0 except for point 10.
Only near the maximum input will anything other than 0 come out of the Tracking
generator. You can patch the Mod Wheel somewhere else in addition to the Tracking
Generator, giving you gradual control of one function with the full range of the Mod
Wheel, while switching on a second function only at the top of the wheel.
However, the Tracking Generator interpolates between steps; this is sort of like
playing “connect the dots.” In other words, the Tracking Generator does not step
directly from one point to the next, but ramps from point to point.
Tracking Input
Page 1
Select the input of the Tracking Generator from the following sources:
• Note Number
• Poly Pressure • Mod Wheel
• Sustain Pedal
• Filter LFO
• Amp Envelope • Random
• Velocity
•
•
•
•
•
Release Velocity
Pitch Wheel
Pedal 2
Pitch Envelope
Trig Rate
•
•
•
•
•
Aftertouch
MIDI Volume
Pitch LFO
Filter Envelope
Controllers A–D
• Pedal 1
• Amp LFO
For detailed descriptions of each of these sources, see the section “Modulation
Source” in the Mod section on pages 73–75.
Tracking Points 0 – 10 (00–100)
Pages 2–12
The remaining pages of the TRACK function control the levels of points 0–10.
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Chapter 6: Editing Programs
PROGRAMMING DRUM SOUNDS
To program a sound in Drum Mode, you must first set the Sound Type to “Drum” for
that particular sound in the Voice Function, page 2 (see previous section). The [0] –
[9] buttons are used to select a Drum (1–10), regardless of which Function or Page is
selected (except Effect, Name and Misc.). For an explanation of the basics of Drum
Mode, see page 53.
VOICE
The Voice function (press [40]) is where you choose the particular sample for the
selected drum (1–10). Similar to the normal Assign Voice function, sounds are
divided into groups. After selecting the group (on page 3), you then select the sample
within the group (on page 4). Here is a chart listing the various drum samples in their
respective groups.
Group
Kick
Voice
FloppyKik1, FloppyKik2, FloppyKikV, MasterKik1, MasterKik2, MasterKikV, MetalKick1,
MetalKick2, MetalKickV, GrooveKik1, GrooveKik2, GrooveKikV, Sharp Kick, Tek Kick 1, Tek
Kick 2, Tek Kick V, AnalogKik1, AnalogKik2, AnalogKik3, AnalogKikV, Rap Kick
Fat Wood 1, Fat Wood 2, Fat Wood V, HR Snare 1, HR Snare 2, HR Snare V, MasterSnr1,
MasterSnr2, MasterSnrV, Piccolo 1, Piccolo 2, Piccolo V, Electronc1, Electronc2,
ElectroncV, Rap Snare1, Rap Snare2, Tek Snare1, Tek Snare2, Tek SnareV, Brush Hit1,
Brush Hit2, Brush HitV, Crosstick1, Crosstick2, CrosstickV
Snare
Toms
HiRackTom1, HiRackTom2, HiRackTomV, MdRackTom1, MdRackTom2, MdRackTomV,
LoRackTom1, LoRackTom2, LoRackTomV, HiFlrTom 1, HiFlrTom 2, HiFlrTom V, MidFlrTom
1, MidFlrTom 2, MidFlrTom V, LowFlrTom1, LowFlrTom2, LowFlrTomV, CanonTomH1,
CanonTomH2, CanonTomHV, CanonTomM2, CanonTomMV, CanonTomL1, CanonTomL2,
CanonTomLV, Hex Tom Hi, Hex Tom Md, Hex Tom Lo, RapTomHi, RapTomMid,
RapTomLow
ClosedHat1, ClosedHat2, ClosedHatV, Tight Hat, Loose Hat, Slosh Hat, Foot Hat 1, Foot
Hat 2, Velo Hat 1, Velo Hat 2, Velo Hat 3, TekHatClsd, TekHatOpen, RapHatClsd,
RapHatHalf, RapHatOpen, CricktHat1, CricktHat2, FilterHat1, FilterHat2, FilterHat3, Ride
Cym, Ride Cym 2, RideCym V1, RideCym V2, RideBell 1, RideBell 2, RideBell V, Crash
Cym1, Crash Cym2, SplashCym1, SplashCym2, SplashCym3, China Cym1, China Cym2,
RapCymbal1, RapCymbal2, RapCymWave, Open Hat 1 , Open Hat 2 , Open Hat 3 , Open
Hat V , RideCym V3
Cymbal
Percus
Agogo Hi, Agogo Low, Bongo Hi, Bongo Low, Brake Drum, Cabasa, Castanet, Chimes 1,
Chimes 2, Clap Rap, Clap Tek, Clave, Conga Hi, Conga Low, Conga Slap, RapCongaHi,
RapCongaMd, RapCongaLo, Rap Rim, Rap Tone, Cowbell, RapCowbell, Cuica, Djembe Hi,
Djembe Low, Drumstix, FingerSnap, Guiro Long, Guiro Med, GuiroShort, Ice Block, Kalimba
Hi, KalimbaLow, Maracas, SambaWhstl, SambaShort, Shaker1 Hi, Shaker1Low, Shaker2
Hi, Shaker2Low, Sleighbl 1, Sleighbl 2, SteelDrmHi, SteelDrmLo, TablaGa Hi, TablaGaLow,
Tabla Ka, TablaNa Hi, TablaNaLow, Tabla Te, TablaTinHi, TablaTinLo, Taiko Hi, Taiko Low,
Taiko Rim, Talk Up Hi, Talk Up Lo, TalkDownHi, TalkDownLo, Tambourin1, Tambourin2,
Timbale Hi, TimbaleLow, Timpani Hi, TimpaniMid, TimpaniLow, Triangle, TriangleSf, Udu Hi,
Udu Mid, Udu Low, Udu Slap, Vibrasmack, WoodBlokHi, WoodBlokLo
Bird Tweet, Bird Chirp, Bird Loop, Fret Noise, Fret Wipe, Orch Hit, Dance Hit, Jungle 1,
Jungle 2, Applause, GoatsNails, Brook, Hi Bow, Low Bow, ShapeNzHi, ShapeNzMid,
ShapeNzLow, ScrtchPull, ScrtchPush, ScrtchLoop, ScrtchPlLp, ScrtcPshLp, RezAttkHi,
RezAttkMid, RezAttkLow, RezZipHi, RezZipMid, RezZipLow, Zap 1 Hi, Zap 1 Mid, Zap 1
Low, Zap 2 Hi, Zap 2 Mid, Zap 2 Low, Zap 3 Hi, Zap 3 Mid, Zap 3 Low, FltrNzLoop,
Romscrape, Rain, Telephone, Sci Loop 1, Sci Loop 2, Sci Loop 3, Bit Field1, Bit Field2, Bit
Field3, Bit Field4, Bit Field5, Bit Field6, WavLoop1.0, WavLoop1.1, WavLoop1.2,
WavLoop1.3, WavLoop1.4, WavLoop1.5, WavLoop1.6, WavLoop1.7, WavLoop1.8,
WavLoop2.0, WavLoop2.1, WavLoop2.2, WavLoop2.3, WavLoop2.4, WavLoop2.5,
WavLoop2.6, WavLoop2.7, WavLoop2.8, WavLoop3.0, WavLoop3.1, WavLoop3.2,
WavLoop3.3, WavLoop3.4, WavLoop3.5, WavLoop4.0, WavLoop4.1, WavLoop4.2,
WavLoop4.3, WavLoop4.4, WavLoop4.5, D-Scrape, D-ScrapeLp
Snd FX
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Editing Programs: Chapter 6
High Sine, Mid Sine, Low Sine, HiWhitNoiz, MidWhtNoiz, LowWhtNoiz, HiSpectral,
Wave
LoSpectral, HiCrickets, LoCrickets, Inharm 1, Inharm 2, High Saw, Low Saw, High Pulse,
Low Pulse, Hi AcidRez, LowAcidRez, Metal Wave, HiMetlMute, LoMetlMute, Hi DistGtr,
LowDistGtr, Hi PwrHarm, LowPwrHarm, Hi FunkGtr, LowFunkGtr, Hi MuteGtr, LowMuteGtr,
HiElecHarm, LoElecHarm, ClsclHarm, HiBassHarm, MidBassHrm, LowBassHrm, HiSlpBass,
LoSlpBass, Hi BassPop, LowBassPop, Muted Bass, Stik Bass, StudioBass, JazzFingrd,
JazzPic, Fretless, AcousBass, 60's Combo, Hi Piano, Mid Piano, Low Piano, High Sync, Low
Sync, Hi Synth, LowSynth, Ahhs High, Ahhs Mid, Ahhs Low, Oohs High, Oohs Mid, Oohs
Low, TunePipeHi, TunePipeMd, TunePipeLo
Psi Beat 1, Psi Beat 2, Psi Beat 3, Psi Beat 4, Psi Beat 5, Psi Beat 6, Psi Beat 7, Psi Beat 8,
Psi Beat 9, Psi Beat10, Psi Beat11, Psi Beat12, Kick Loop1, Kick Loop2, Kick Loop3, Kick
Loop4, Kick Loop5, Kick Loop6, Kick Loop7, Kick Loop8, Kick Loop9, KickLoop10,
KickLoop11, Snare Lp 1, Snare Lp 2, Snare Lp 3, Snare Lp 4, Snare Lp 5, Snare Lp 6,
Snare Lp 7, Snare Lp 8, Snare Lp 9, SnareBeat1, SnareBeat2, SnareBeat3, SnareBeat4,
SnareBeat5, Back Beat1, Back Beat2, Back Beat3, Back Beat4, Hat1 Clsd1, Hat1 Clsd2,
Hat1 Foot, Hat1 Open1, Hat1 Open2, Hat2 Clsd1, Hat2 Clsd2, Hat2 Foot, Hat2 Open1, Hat2
Open2, Hat3 Clsd1, Hat3 Clsd2, Hat3 Open1, Hat3 Open2, Hat Beat 1, Hat Beat 2, Hat Beat
3, Hat Beat 4, Hat Beat 5, Hat Beat 6, Hat Beat 7, Hat Beat 8, Hat Beat 9, Hat Beat10,
Agogo, Bongo Loop, CabasaLoop, CastanetLp, CongaLoop1, Shaker Lp1, Shaker Lp2,
SleighLoop, Tabla Ga Lp, Tabla Ka Lp, Tabla Na Lp, Tabla Te Lp, TablaTin Lp, Taiko Loop,
PercBeat1, PercBeat2, PercBeat3, PercBeat4, VoiceLoop1, VoiceLoop2, Phonic Loop,
SpinalLoop, Tri Loop, Tri Loop 2, Orch Loop
Rhythm
LEVEL
Each of the 10 drums in a sound can have its own level, pan position, and output
assignment. The Level function (press [50]) provides these controls. Use page 1 to
adjust the selected drum’s level (00 to 99), page 2 to adjust pan position (<3 to >3),
page 3 to select the Output assignment (Main, Aux or Off). Page 4 lets you adjust the
Effect Send level (00 to 99), and page 5 lets you select the Effects Bus (1, 2, 3 or 4).
To send a drum to an individual output, use Output in conjunction with Pan. Example:
TIP: Panning a drum full left and selecting the Aux outputs means that the drum will
appear at only the left Aux output.
PITCH
The Pitch function (press [60]) lets you transpose the selected drum up or down one
octave in micro-step (1/4th of a half step) increments, and lets you modulate the
drum’s pitch with velocity.
Tune (-12.00 to +12.00)
Page 1
Determines the tuning of the selected drum (±12.00).
Velocity>Pitch (0 to 7)
Page 2
Selects how much velocity will affect the selected drum’s tuning (0-7). When this
value is set to 7, the drum will be played sharp when the associated note is played
hard; when played soft, the drum’s tuning will be unaltered.
FILTER
Velocity>Filter (0 to 3)
Page 1
The Filter function (press [70]) lets you control the “brightness” of the selected drum
by modulating the filter frequency with velocity. When set to 3, playing the associated
note will result in a brighter sound (more high frequencies), while playing softer will
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Chapter 6: Editing Programs
result in a duller sound (less high frequencies). When this parameter is set to 0,
velocity will have no affect on the filter.
AMP/RANGE
Velocity Curve (13 choices)
Page 1
Page 1 of the Amp/Range function (press [80]) lets you select one of 13 velocity
curves. This determines how the drum will respond to the dynamics of your playing the
keyboard. A LINEAR curve is the norm, whereby the increase in level is equal to the
increase in velocity; the velocity values increase as you play harder. Many of the
Velocity Curves make up sets to be used by 2, 3 or 4 drums in order to facilitate
velocity crossfading, whereby a different drum is played depending on how hard or
soft the keyboard is played. However, each drum must be in a different sound layer of
the Program in order to be stacked on the same note.
If you want to create your own velocity crossfading Program, assign the related
versions of the same drum samples (“Conga High” and “Conga Lo”) the same key in
different Program Sound layers, then use the appropriate velocity curves for each
drum (in a three-way velocity split, drum 1 would use curve “1 of 3,” drum 2 would
use curve “2 of 3” while drum 3 would use “3 of 3”). For more details about the 13
velocity curves, see the illustration on page 62.
Note # (000 to 127/C-2 to G8)
Page 2
Each drum can be assigned to a single note which will trigger the drum sound when
played. You can also set the note assignment by holding [80] and tapping the key on
the keyboard you want to set as the note for the drum.
Only one drum can be assigned to a single note within a single Program sound. If
more than one drum in a sound is assigned to the same note, only the higher number
drum will sound.
J
Note # Range (0 to +3)
Page 3
Each drum can be assigned a range of notes (up to 3) above the root note which will
trigger the drum sound when played. This parameter specifies the note range of the
selected drum (0 to +3).
AMP ENVELOPE
Decay (0 to 99, Gate00 to Gate99)
Page 1
Page 1 in the Amp Envelope (press [110]) Function lets you adjust the Decay time of
the selected drum (00 to 99, Gate00 to Gate99). If this is set to 0, only the very
beginning of the drum sample is played; setting this to 99 will cause the entire drum
sample to play. When set above 99, the Decay uses a gated mode. The Decay can
still be set between 0 and 99, but in 5-step increments (e.g., Gate00 = Decay setting
of 0 with gating, Gate05 = Decay setting of 5 with gating, etc.). Gating means that the
drum sound will continue to be played as long as the key is held. This is useful for
longer sounds, like cymbals, when you wish to hear a short crash by playing a short
note but can still hear a longer crash by keeping the note held down.
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Editing Programs: Chapter 6
Mute Group (Off, 1, 2, or 3)
Page 2
This is an important feature when using multiple sounds of the same instrument. Mute
Groups allow multiple drums to share a single voice. For example, if you have
assigned a Closed Hat and an Open Hat to two different notes, playing either note
should cut-off the other (if it had recently been played). This creates a more realistic
sound, since an actual Hi Hat is only capable of making one sound at a time.
In the Amp Envelope function, Page 2 is used to assign the selected drum to one of
the three Mute Groups. In our example above, both Hi Hat drums would be assigned
to the same Mute Group. The additional Mute Groups can be used by other sounds
that you wish to cut-off each other, but do not want to interfere with the Hi Hat
sounds.
COPYING SOUNDS
While editing a Program, it is helpful to be able to copy a sound to another sound in
either the same Program or a different Program, especially if you are building a split
or layered Program. This can be done very easily from within the Store function. To
copy a Sound to another sound in the same Program, or to the same sound in a
different Program:
¿ From Program Edit mode, press [STORE].
¡
Press [PAGE ] twice to select Page 2 of the Store function.
¬
Use the [s VALUE] and [VALUE t] buttons to select which sound (1–4) in the
currently selected Program to copy from.
√ Press [PAGE ] to advance the cursor to the lower line of the display.
ƒ
Use the [s VALUE] and [VALUE t] buttons to select which sound (1–4) in the
currently selected Program to copy to; or to select which Program (00–127) to
copy to.
≈ Press [STORE] to copy the sound.
COPYING EFFECTS
While editing a Program, it is helpful to be able to copy the Effects Patch from a
different Program. This can be done very easily from within the Store function.
Be sure to save your changes to the edited Program before going to a new Program.
Otherwise, all your changes will be lost.
J
To copy the Effects Patch from a Program to another Program:
¿ Recall the Program which contains the Effects Patch you wish to copy.
¡
Press [STORE].
¬
Press [PAGE ] twice to select Page 2 of the Store function.
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Chapter 6: Editing Programs
√ Press [s VALUE] four times to select “EFFECT”, which is the Effects Patch in the
currently selected Program to copy from.
ƒ
Press [PAGE ] to advance the cursor to the lower line of the display.
≈ Use the [s VALUE] and [VALUE t] buttons to select which Program (0–127) to
copy to.
When selecting another Program location, the selected sound will be copied into
the same sound location in the selected Program. If you select to copy sound 2 to
Program 45, the sound will be copied into sound 2 of Program 45.
∆ Press [STORE] to copy the sound.
INITIALIZING PROGRAMS
If you want to start programming from “scratch”, you can easily reset all parameters
to their default settings by re-initializing the software. Make sure your mod wheel is all
the way down before re-initializing, otherwise the "zero" position of the mod wheel will
be incorrect.
To re-initialize the QS:
¿ Turn the power off.
¡
While holding down both Buttons [0] and [3], turn on the power.
The QS will come on showing Program 01 of Preset Bank 1, with the “*” flag showing
in the display and no Program Name. This is the Program Mode edit buffer, set to the
default settings. Re-initializing will also reset all Global parameters to their default
settings, and will initialize all edit buffers so that all Mix and Program parameters are
reset to their default settings. However, none of the Programs or Mixes are changed
when re-initializing the unit. You can proceed to edit, then [STORE] at any Program
location you like.
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Editing Effects: Chapter 7
CHAPTER 7
EDITING EFFECTS
ABOUT SIGNAL PROCESSING
The built-in effects processor of the QS is similar to that of the Alesis QuadraVerb 2,
capable of generating multiple, fully digital effects simultaneously. The QS effects
processor has four inputs, called effect sends. You might think of these as the typical
post-fader sends found on a mixing console. In a Program, each of the four Sounds
can be assigned to one of the four effect sends. In a Mix, each Program can use its
own effects level and bus routing or you may override these by assigning the entire
Program (all 4 of its sounds) to one of the four effect sends and all at the same level.
Once you assign a Sound (in Program Edit Mode) or a Program (in Mix Edit Mode) to
an effect send, you can adjust the Sound’s/Program’s Effect Send Level.
To route a Sound/Program only to an effect send, and not the Main or Aux outputs,
TIP: assign the Output parameter of the Sound/Program to “OFF,” assign its Effect Bus to
one of the four effect sends, and adjust its Effects Level.
The Effect Patch’s Configuration determines the arrangement of effect functions of
each effect send. Imagine a Configuration as an arrangement of multiple effects
processors patched together at the end of each effect send.
Example: In one configuration, effect send 3 has its own separate reverb, while in
another configuration it has its own delay and a level control feeding a reverb shared
with send 1. When you’re programming effects, you will need to refer to the charts on
pages 88–93 for the effect configuration you’re using, so you will know how the paths
from different effect functions interact.
The Effect functions consist of: Pitch, Delay, Reverb and in some cases Misc. (which
provides access to special effects such as EQ and Overdrive). Each function has
several types to choose from. For example, the Pitch effect can be either a chorus, a
flange, a resonator, etc. The Reverb can be a large hall, plate, gated, etc. The effect
types available for each effect function depends on the Configuration you are using.
The parameters available for an effect function depend on the selected effect type.
Some effect types have very few parameters, while others have many. For example,
the stereo delay effect has about twice as many parameters as the mono delay effect
(since the stereo delay has two adjustments– left and right – for several parameters).
Consequently, the more parameters an effect has, additional pages become available
for that function. Each effect has stereo outputs, which may be routed to the MAIN
[LEFT] and [RIGHT] outputs using the Mix function (this is not the same as a Mix, but
rather a function that mixes the effects’ outputs together).
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Chapter 7: Editing Effects
SELECTING AN EFFECTS PATCH IN MIX MODE
Each Program has its own Effects Patch that is recalled when you select a Program in
Program Mode. However, since a Mix can have up to 16 Programs (one on each
Channel), you need to select which Channel’s Program you wish to use the Effects
Patch from. To select an Effects Patch, you must be in Mix Edit Mode, by pressing the
[EDIT SELECT] button once so that the top line of the display reads: “ED:MIX”.
Use the [80] button to select the Effect function, then press [PAGE ] to select page
2. The display should look like this:
ED:MIX
FX MIDI CHAN: 01
πß
This parameter lets you select which Channel (1–16) of the Mix whose Effects Patch
you wish to use. If you set the Effect Channel to 1, the Mix will use the Effects Patch
used by the Program on Channel 1. The Effect Channel is also used to determine
what MIDI channel the Effects Patch will be set to for receiving MIDI controller
information for the Modulators (see the Mod section later in this chapter for more on
real-time MIDI control of effect parameters).
Press [ PAGE] to go back to page 1. The lower line of the display will look like this:
FX PRG CHNGE:0N
This parameter turns on and off the FX Program Change function. The FX Program
Change parameter determines whether or not a MIDI Program Change message
received on the Effects Channel should only recall a new Program (“Off”) or if the
Effects of the newly selected Program should be recalled as well (“On”). This can be
set on or off. Usually you would want this off, so that the Effects in a Mix do not
change even though you may select different Programs for the Effects Channel.
SETTING EFFECTS SEND LEVELS
The effect send levels and effect bus assignments are saved as part of a Program
(from Program Edit Mode), or as part of each Channel in a Mix (from Mix Edit Mode).
Keep in mind that these are separate from any changes that will be made to the
Effects Patch itself. If you are in Mix Mode and change the settings in both Mix Edit
and Effects Edit modes, you will have to STORE not only the Program that is on the
Effect Channel (thus storing its Effects Patch) but the selected Mix as well, in order to
have your changes remembered and heard the same way in the future. The actual
arrangement of depth of reverb, delay time, etc., is saved as part of the Effects Patch
when a Program is stored. It is possible for different Mixes to share the same Effects
Patch. So keep in mind that when you edit an Effects Patch, it may affect the sound
of any other Mixes that also use it.
CLIP
If the input to the effects becomes overloaded, the “!” symbol will temporarily appear
in the upper display (between the Bank name and the Mix/Program number) when in
either Mix Play or Program Play Modes. If this should occur, try reducing the Input
Levels for each of the effects devices in the current configuration, and (if necessary)
reduce the Effects Levels in the Mix and/or Program.
EDITING EFFECTS
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Editing Effects: Chapter 7
The Effects Patches themselves are not edited in Program Edit Mode or Mix Edit
Mode, but (could you guess it?) Effects Edit Mode. You can enter Effects Edit Mode
from Program Mode by pressing the [EDIT SELECT] button twice, or until the display
looks something like this:
ED:PRG EFFECTSπå
CONFIG: 1 REVERB
In Program Mode, each time the [EDIT SELECT] button is pressed the display will
alternate between Program Edit and Effects Edit Modes.
You can enter Effects Edit Mode from Mix Mode by pressing the [EDIT SELECT]
button three times, or until the display looks something like this:
ED:MIX EFFECTSπå
CONFIG: 1 REVERB
In Mix Mode, each time the [EDIT SELECT] button is pressed the display will cycle
between Mix Edit, Program Edit and Effects Edit Modes.
NAVIGATING
The basic method of navigating through the displays in Effects Edit mode is similar to
that in Program Edit Mode and Mix Edit Mode.
•
•
The [40] – [120] buttons are used to select an effect function (Configuration, EQ,
Mod, Lezlie, Pitch, Delay, Reverb, Overdrive and Mix).
If a function has more than one page, the display will indicate the current page
number in the upper right corner. Use the [ PAGE] and [PAGE ] buttons to
scroll through a function’s pages.
•
Use the [00] – [30] buttons to select which of the four effect sends you want to
edit (press [00] for send 1, [10] for send 2, etc.).
The important thing to understand is the hierarchy of the displays. Think of it as a
three dimensional game of Chess, where you can move among three different axes.
Each function has 1 or more pages. But, the number of pages a function has
available will differ when another effect send is selected (using the [00] – [30]
buttons). For example, if you are using Configuration #1 and trying to edit the Reverb
parameters, you would need to have effect send 1 selected, because that’s where the
Reverb is located. So, you not only have to be aware of how to select a function and
a page, but how to select the effect send as well.
Not all effects are available in each Configuration. For example, if you were to select
the Pitch function on effect send 4 in Configuration #1, the display would read, “(NOT
IN CONFIG).” This is because a Pitch module is available on sends 1, 2 and 3 in
Configuration #1, but not on send 4—as you can see in the chart on page 92.
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Chapter 7: Editing Effects
STORING EFFECT PATCHES IN PROGRAM MODE
Effects are an extension of a Program. So, when you store a Program, you store its
Effects Patch along with it. Once a Program’s Effect Patch has been altered, the
display will show a “*” next to the Program’s name (if in Program Mode; when editing
the Effect Patch in Mix mode, a “*” will appear next to the Program’s name only when
assigning Program’s to the Mix’s channels and the Effect Channel is selected). The
“*” indicates that the current Effect Patch in the edit buffer is different from what is
stored in memory for the selected Program.
While in Effects Edit mode, press [STORE] at any time to go to Store mode. Store
mode has several pages, but the main storing function is found in the first page.
SAVE? USER 000
(Press STORE)
To store the edited Program along with its Effect Patch into the same location it was
recalled from, simply press [STORE] again, and it will be stored. To store the edited
Program into a different location, use the [00] – [120] and [0] – [9] buttons to select a
Program number (000 – 127) in the User Bank. If a RAM Sound Card is inserted, use
the [s VALUE] and [VALUE t] buttons to select a different Bank. When you’re ready,
press [STORE] to save your Program.
STORING EFFECT PATCHES IN MIX MODE
When in Mix Play Mode or Mix Edit Mode, the Effect Program number shown in the
display is the Program number selected as the Effect Channel. Storing the Mix will
save this number, but will not store any changes you may have made to the Effect
Patch itself.
•
•
If [STORE] is pressed twice while editing a Program that is on the Effect
Channel, both the Program and its Effects will be stored.
If [STORE] is pressed twice while editing a Program that is on a Channel other
than the Effect Channel, the edited Program will be stored without altering its
previous Effects settings.
•
If [STORE] is pressed twice while editing a Mix (Mix Edit Mode), only the Mix
parameters will be stored, not the individual Programs or the Effects Patch.
COPYING EFFECT PATCHES
When you want a Program to use the Effects from a different Program, you must
copy that other Program’s Effects into the Program you are working on. This is done
within Store Mode using the “Copy Effect” function. First, select the Program which
contains the Effects you wish to copy. And, of course, you can only copy Effects to
Programs that are in the User Bank or on a RAM Sound Card Bank.
For more about copying effects, see page 36.
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Editing Effects: Chapter 7
CONFIGURATIONS
A Configuration is essentially the starting point of any Effects Patch. You must select
the Configuration you are going to use before making any other edits, since all
routings and parameters change to their default settings each time you change the
configuration. Each Configuration is a unique arrangement of multiple effect blocks,
distributed across the four effect sends. Some effect sends may have three different
effects (pitch, delay and reverb) on them. Configurations also determine where the
signal to a block comes from, and where the output of each block goes to -- the main
outputs, the next effect in line, or even to an effect block belonging to another effect
send. The Configuration diagrams on the next six pages provide a crucial “road map”
you’ll need to guide you through the many paths that are possible in each
configuration. Refer to them as you program the effect.
The five Effect Configurations are:
•
•
•
•
•
Configuration #1: 1 Reverb
Configuration #2: 2 Reverbs
Configuration #3: Lezlie and Reverb
Configuration #4: Reverb and EQ
Configuration #5: Overdrive and Lezlie
The Configuration function is used to select the Configuration for the Effects Patch
you are editing. While in Effects Edit Mode, press the [40] button to select the
Configuration function. The display should look like this (from Mix Edit Mode):
ED:MIX EFFECTSπå
CONFIG: 1 REVERB
Use the [s VALUE] and [VALUE t] buttons or the [EDIT VALUE] slider to select the
Configuration. As you scroll through the various Configurations, each one’s name will
appear in the lower right section of the display.
The following is a run-down of the various Configurations:
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Chapter 7: Editing Effects
CONFIGURATION #1: 1 REVERB
Pitch 1
Delay 1
Reverb 1
Plate 1
Plate 2
Room
Hall
Mono chorus
Stereo chorus
Mono flange
Stereo flange
Pitch detune
Resonator
Mono delay
Stereo delay
Ping-pong delay
Large
Gate
Reverse
Pitch 2
Delay 2
Reverb 2
Mono chorus
Stereo chorus
Mono flange
Stereo flange
Pitch detune
Resonator
Mono delay
Stereo delay
Ping-pong delay
Balance and level to Reverb 1
Pitch 3
Delay 3
Reverb 3
Resonator
Mono delay
Balance and level to Reverb 1
Delay 4
Reverb 4
Mono delay
Send/delay mix and level to
Reverb 1
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Editing Effects: Chapter 7
Think of the diagram as a “road map” showing all possible paths from the starting
points (FX SEND 1 through 4) to the ultimate destinations (LEFT and RIGHT outputs
at the top of the page). The dotted lines indicate the divisions between different
functional blocks, and the solid lines indicate signal paths between the blocks and
controls. The diagram is similar to a block diagram for a mixer, with signal moving
generally from the left to the right. The number next to each function name
represents one of the four effect sends. For example, Delay 2 refers to the Delay
effect on effect send 2.
This Configuration #1 provides three Pitch effects, four Delay effects and one Reverb
effect. The Pitch effects are found on effect sends 1, 2 and 3, but while the Pitch
effects on sends 1 and 2 are stereo and their types are selectable (Mono Chorus,
Mono Flange or Resonator), the Pitch effect on send 3 is mono and can only be used
as a Resonator. Effect send 4 has no Pitch effect.
Each of the four sends has its own Delay effect, but while the Delay effects on sends
1 and 2 are stereo, the Delay effects on sends 3 and 4 are mono.
Each effect send can be routed through the Reverb. Since there is only one Reverb
effect, it is found in the first effect send (see next section on Reverb). Reverb
parameters that set the sound of the reverb itself (such as high and low decay, reverb
type, predelay, etc.) are found only when “SND1” is displayed. However, each of the
4 effect sends has controls for how much dry signal and how much effected signal
are sent to the Reverb effect.
Example: The Reverb 2 block allows you to send signal to the reverb from four
different points in the second effects chain: a) the send input itself, b) the output of
Pitch 2, c) the input of Delay 2, or d) the output of Delay 2. You can even send a
combination of these to the reverb. But to change any other reverb parameters, you
must return to editing Reverb 1.
Each Pitch, Delay and Reverb module has its own independent Mix output level (i.e.,
how much of their output is routed directly to the Main Left and Right outputs). The
Mix function is where you determine how the effects will actually be heard.
Mix 1, for example, is where you can control the outputs of Pitch 1, Delay 1, and
Reverb 1 to the main outputs. The Mix parameter controls how much an effect block
feeds directly to the main outputs, but doesn't control how much it feeds to any other
blocks that may follow it. For example, when Pitch 1’s Mix control is set to 0, it is still
available as an input to Delay 1 and Reverb 1.
Think of the Mix function in the QS’s effects section as being similar to the effect
return control on a mixing console. For example, if Effect Send 1’s Mix Reverb
Output parameter is set to 0, you won't be able to hear reverb regardless of how
much input you feed it from any of the effect buses.
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Chapter 7: Editing Effects
CONFIGURATION #2: 2 REVERBS
Delay 1
Mono delay
Pitch 1
Mono chorus
Stereo chorus
Reverb 1
Plate 1
Plate 2
Room
Hall
Large
Gate
Reverse
Reverb 2
Level to Reverb 1
Reverb 3
Plate 1
Pitch 3
Mono chorus
Plate 2
Room
Hall
Large
Gate
Reverse
Reverb 4
Reverb 4
Level to Reverb 3
This Configuration differs from Configuration #1 in many ways. In this Configuration,
there is only one Delay effect, two Pitch effects and two Reverb effects. Effect send 1
is routed through the mono Delay, then a stereo Pitch effect, and finally a stereo
Reverb effect. Send 2 has no effects of its own, but can be routed to the same
Reverb effect as send 1. Send 3 is routed through a mono Pitch effect, and then a
stereo Reverb effect. Send 4 has no effects of its own, but can be routed to the same
Reverb effect as send 3.
Effect send 1’s Delay, Pitch, and Reverb can feed the Mix output directly. Unlike the
first configuration, however, Pitch 3 can be routed to the Mix only after passing
through Reverb 3.
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Editing Effects: Chapter 7
CONFIGURATION #3: LEZLIE AND REVERB
Pitch 1
Delay 1
Reverb 1
Lezlie
Mono delay
Plate 1
Plate 2
Hall
Room
Hall
Large
Gate
Reverse
Pitch 2
Delay 2
Reverb 2
Mono chorus
Stereo chorus
Mono flange
Stereo flange
Pitch detune
Resonator
Pitch 3
Mono delay
Stereo delay
Ping-pong delay
Balance and level to Reverb 1
Delay 3
Reverb 3
Resonator
Mono delay
Delay 4
Balance and level to Reverb 1
Reverb 4
Mono delay
Mix and level to Reverb 1
This Configuration is similar to Configuration 1, except it provides a stereo “Lezlie”
effect on send 1, which emulates a rotating speaker effect commonly heard with
organ sounds. This is followed by a Delay effect before going to the single stereo
Reverb effect. Sends 2 and 3 have Pitch modules preceding Delay modules, which
are then routed to Reverb 1. Send 4 has only a Mono Delay effect, which may also
be routed to Reverb 1.
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Chapter 7: Editing Effects
CONFIGURATION #4: REVERB AND EQ
Pitch 1
Delay 1
Reverb 1
Plate 1
Plate 2
Room
Hall
Mono chorus
Stereo chorus
Mono flange
Stereo flange
Pitch detune
Resonator
Mono delay
Stereo delay
Ping-Pong delay
Large
Gate
Reverse
Pitch 2
Delay 2
Reverb 2
Mono chorus
Stereo chorus
Mono flange
Stereo flange
Pitch detune
Resonator
Mono delay
Stereo delay
Ping-Pong delay
Balance and level
to Reverb 1
In this Configuration, note that Sends 1 and 2 are identical to that of Configuration #1.
However, Sends 3 and 4 have been removed. In their place, we have added a
shelving EQ module to the main outputs. This means you have bass and treble boost
controls for all sounds coming out of the main outputs (not just the sounds routed to
the Effects Sends).
If you are using Configuration #4, routing any of the Program’s Sounds to Sends 3 or
4 will have no effect. In other words, it’s as if you routed channels of your mixing
console to effects sends that aren't connected to anything.
J
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Editing Effects: Chapter 7
CONFIGURATION #5: OVERDRIVE AND LEZLIE
Pitch 1
Delay 1
Reverb 1
Mono chorus
Mono flange
Resonator
Mono delay
Stereo delay
Ping-Pong delay
Plate 1
Plate 2
Room
Hall
Large
Gate
Reverse
This is an “all-for-one” Configuration. You get six effects all at once, and they are all
found in the Send 1 section. Send 1 feeds the Overdrive effect which provides classic
distortion. The Overdrive output then feeds the Pitch effect. The Pitch effect has a
second input which can come from either Sends 1, 2, 3 or 4. These two inputs can be
mixed together.
The Delay effect has two inputs which can be mixed together. The first input comes
from the Pitch effect’s output. The second input can come from either Sends 1, 2, 3
or 4, or the Overdrive effect’s output, or Pitch effects input.
The Reverb effect has two inputs which can be mixed together. The first input can
come from the Pitch effect’s output or the Delay effect’s output. The second input can
come from either Sends 1, 2, 3 or 4, or the Overdrive effect’s output, or the Delay
effect’s input.
The Lezlie effect has two inputs which can be mixed together. The first input can
come from the Delay effect’s output or the Reverb effect’s output. The second input
can come from either Sends 1, 2, 3 or 4, or the Overdrive effect’s output, or the Pitch
effect’s input or output, or the Delay effect’s input, or the Reverb effect’s input.
The outputs of all these effects are routed back to the Outputs, and sent through the
shelving EQ effect.
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Chapter 7: Editing Effects
EQ
The shelving EQ is only available in Configuration #s 4 and 5. It provides bass and
treble boost, and effects the entire Main Output (not just the Effects Sends). Four EQ
parameters are included: Low Frequency (range: 30Hz to 180Hz), Low Frequency
Gain (0dB to +12dB), High Frequency (3kHz to 10kHz), High Frequency Boost (0dB
to +9dB).
Lo EQ Frequency (30Hz to 180Hz)
Page 1
This allows you to adjust the cutoff frequency of the Lo EQ. It can be set between
30Hz and 180Hz. If the Lo EQ Gain parameter is set above 0dB, all frequencies
below and including the one selected by the Lo EQ Frequency parameter will be
affected.
Lo EQ Gain (0dB to +12dB)
Page 2
This controls how much boost will be applied to frequencies below and including the
one selected by the Lo EQ Frequency. It can be set between 0dB and +12dB.
Hi EQ Frequency (3kHz to 10kHz)
Page 3
This allows you to adjust the cutoff frequency of the Hi EQ. It can be set between
3kHz and 10kHz. If the Hi EQ Gain parameter is set above 0dB, all frequencies
above and including the one selected by the Hi EQ Frequency parameter will be
affected.
Hi EQ Gain (0dB to +9dB)
Page 4
This controls how much boost will be applied to frequencies above and including the
one selected by the Hi EQ Frequency. It can be set between 0dB and +9dB.
MOD
The Mod Function lets you control various effects parameters from the various controls
on the QS (keyboard, after-touch, pitch-bender, etc.) or from the MIDI input. This is
extremely useful when dynamic or real-time control is required in a live playing
situation. It is possible to control up to 2 parameters simultaneously. The Modulation
assignments are saved with the Effects Patch.
Don’t confuse this Mod Function with the Mod Function used by the Programs; they
are independent destinations, though they can come from the same source.
Note: Modulating any effect parameter (with the exception of chorus speed) while
audio is passing through it can result in audio artifacts or noises due to discontinuities
in the modulation source.
SELECTING THE MODULATOR
The are two Modulators. You can select between these by using the [ PAGE] and
[PAGE ] buttons. Page 1 through 3 display the parameters of Modulator #1, while
pages 4 through 6 display the parameters for Modulator #2.
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Editing Effects: Chapter 7
Mod Source
Page 1 (Mod 1) & Page 4 (Mod 2)
The Mod Source parameter selects the MIDI controller which will remotely cause a
change (modulate) in one or two of the parameters in the effects processor. Nearly
every MIDI controller can become a Mod Source (using controllers A-D, set in Global
mode, page 3), with the most common controllers appearing as a direct option in the
display. Pages 1 and 4 let you select the Mod Source for Mod 1 and 2, respectively.
The options for the Mod Source are:
•
•
Aftertouch
Sustain Pedal
•
•
Mod Wheel
Pedal 1
•
•
Pitch Wheel
Pedal 2
•
•
MIDI Volume
Controllers A–D
Mod Destination
Page 2 (Mod 1) & Page 5 (Mod 2)
The Mod Destination is the parameter that will be controlled by the selected Mod
Source. Pages 2 and 5 let you select the Mod Destination for Mod 1 and 2,
respectively. The possible Destination parameters are:
•
•
•
•
•
•
•
•
Pitch Speed
Pitch Balance
Delay Level
Reverb Decay
Reverb Diffusion
Overdrive Bright
Lezlie Balance
Lezlie Motor
•
•
•
•
•
•
•
Pitch Depth
Delay Time
Reverb Balance
Reverb Low Decay
Reverb Level
Overdrive Balance
Lezlie Level
•
•
•
•
•
•
•
Pitch Level
Delay Feedback
Reverb Input
Reverb High Decay
Overdrive Threshold
Overdrive Level
Lezlie Speed
If the selected Configuration has a particular effect on more than one effect send (for
example, Config. #1 has a delay on each send), then some Mod Destination
parameters will be listed more than once. For example, the Delay Time parameter will
appear four times (“D1 Time,” “D2 Time,” “D3 Time,” and “D4 Time”). In the case of
Pitch, where you can choose from various pitch effects, different parameters are
available depending on the effect chosen. However, the Mod Destinations retain their
names. Example: If the Resonator is the Pitch effect, the Pitch Speed Modulation
Destination controls the first parameter in the Resonator (Tuning).
Mod Level
Page 3 (Mod 1) & Page 6 (Mod 2)
The Mod Level is the amount that the Destination parameter will be affected by the
Mod Source. Pages 3 and 6 let you adjust the Level parameter by a positive or
negative amount. Example: If the Reverb Decay was selected as the Destination with
the mod wheel as the Source, the mod wheel could be programmed to cause the
Reverb to increase the decay (positive) or decrease the decay (negative).
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Chapter 7: Editing Effects
LEZLIE
The Lezlie function is only available in Configuration #s 3 and 5. The Lezlie
parameters found in Configuration 3 include: Motor (on/off), Speed (fast/slow), and
Horn Level (-6 to +6 db). In addition to these, the Lezlie found in Configuration #6
also provides 3 additional parameters: Input 1, Input 2 and Input 1 & 2 Balance. The
Lezlie in Configuration #3 takes its input from the Send 1 signal. In Configuration 5,
the Lezlie can receive a combination of two inputs, which can be assigned to a
variety of sources.
Motor (On/Off)
Page 1 (Config. 3) or Page 4 (Config. 5)
This determines whether the Lezlie is operating or not. When turned on, the rotating
speaker effect slowly starts up. When turned off, the effect slowly dies down until a
complete stop. When using this parameter as a Mod Destination (see above), be sure
to set it opposite of the Mod Level. Example: If the Mod Source is a footswitch and
the level is at +100, set the Motor to “OFF” so that the footswitch turns on the motor
when pressed and turns off the motor when released.
Speed (Slow/Fast)
Page 2 (Config. 3) or Page 5 (Config. 5)
This determines the speed the rotating effect “spins”.
Horn Level (-6 to +6 dB)
Page 3 (Config. 3) or Page 6 (Config. 5)
This allows you to cut or boost the high frequency signal from the Lezlie effect from -6
to +6 dB, in 1 dB increments.
Input 1 & 2
Pages 1 & 2 (Config. 5 only)
Pages 1 and 2 of the Lezlie effect found in Configuration #5 lets you select from two
possible input sources. Input 1 sources include: Reverb Output and Delay Output.
Input 2 sources include: Send 1 – 4, Overdrive Output, Pitch Input, Pitch Output,
Delay Input and Reverb Input.
Input Balance (<99 to <0> to 99>)
Page 3 (Config. 5 only)
This parameter controls the Balance between the Input 1 and Input 2 signals going
into the Lezlie effect. When set to “<99”, only the signal coming from Input 1 is routed
to the Lezlie. When set to “99>”, only the signal coming from Input 2 is routed to the
Lezlie. When set to “<0>”, an even mix of both Input 1 and Input 2 are fed to the
Lezlie.
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Editing Effects: Chapter 7
PITCH
The Pitch function is used to edit Pitch parameters.
Pitch Type
Page 1
The Pitch Type function allows access to 6 pitch altering modes. The Pitch types
available are: Mono Chorus, Stereo Chorus, Mono Flange, Stereo Flange, Pitch
Detune and Resonator. Although some of these effects can sound similar to one
another depending on the parameter settings, each is achieved differently and can be
quite dramatic under the right circumstances. Pitch effects are achieved by splitting
the signal into two parts, effecting the pitch of one of the parts, then mixing them back
together. This eventual mixing is essential since the overall sound of the effect is
achieved by the actual difference between the normal, uneffected signal and the
effected signal.
ED:MIX FX SND1πå
PITCH: MN CHORUS
So that you can better understand the differences between the Pitch type effects, and
therefore better apply them to your music, here is a brief explanation of each.
Mono Chorus. The Chorus effect is achieved by taking part of the signal, slightly
delaying it, and then slightly detuning it as well. The detuning is further effected by
being modulated by an LFO which causes the detuning to vary. Many variables are
available in this scheme. The LFO depth can be varied, the LFO speed can be
varied, and a portion of the detuned signal can be fed back to the input to increase
the effect. Finally, the waveform shape of the LFO can be changed from a smooth
triangle to a more abrupt squarewave to make the pitch detuning more pronounced.
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Chapter 7: Editing Effects
Stereo Chorus. In the case of a Stereo Chorus, the signal is split into three parts
with a dry signal and a separate Detuning section for both left and right channels.
When the left channel is detuned sharp, the right is detuned flat, and vice versa.
Once again, this causes the effect to become more pronounced and dramatic.
Mono Flange. First used in the 1960s, “Flanging” was achieved by the use of two
tape recorders that would record and play back the same program in synchronization.
By alternately slowing down one tape machine, and then the other, different phase
cancellations would occur. Since the slowing down of the tape machines was done by
hand pressure against the flanges of the tape supply reels, the term “Flanging” came
into being.
The effect of Flanging is achieved by splitting and slightly delaying one part of the
signal, then varying the time delay, again with an LFO. The delayed signal is then
mixed back with the original sound to produce the “swishing” or “tunneling” sound.
Many variables are available, from varying the speed and depth of the LFO to feeding
back part of the signal to make the effect stronger. The Flanger’s feedback can be
either “Normal” or “Inverted”. Use the “Inverted” setting for a more dramatic flange
effect.
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Editing Effects: Chapter 7
Stereo Flange. In the case of the Stereo Flange, the signal is split into three parts
with a dry signal and a separate Delay section for both left and right channels with
one channel flanging up while the other channel flanges down. Once again, this
causes the effect to become more pronounced and dramatic.
Pitch Detune. As the name implies, Pitch Detune takes a part of the signal and
detunes it either sharp or flat. When mixed back with the original dry signal, the
popular “12 string guitar” effect is produced.
Resonator. This can be thought of as a highly resonant filter, or a filter that is tuned
to a specific frequency with a lot of emphasis, which will cause the frequency that the
resonator is set at to be highly accentuated.
Delay Input (<99 to <0> to 99>)
Page 2 (Config. 2 Only)
This parameter adjusts the level of the signal coming from the Delay output going into
the Pitch Input. The Delay Input parameter is only available when editing a effects
bus which has the Delay effect ahead of the Pitch effect in the selected Configuration
(Example: Configuration #2, effect send 1).
ED:MIX FX SND1πß
DEL-IN:SND<00PCH
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Chapter 7: Editing Effects
If the Pitch type is Mono Chorus, Stereo Chorus, Mono Flange or Stereo Flange,
page 2 through 5 of the Pitch function contain the following four parameters:
Waveform Shape (Sine or Square)
Page 2
This determines the LFO’s waveform shape. This parameter only appears when the
Mono or Stereo Chorus or Flange are selected. The Waveform Shape of the LFO can
be changed from a sine waveform, which provides a smoother, more even sound, to
a square waveform, which makes the Chorus or flange effect more pronounced.
Speed (00 to 99)
Page 3
This parameter adjusts the LFO Speed of all Pitch types, with the exception of Pitch
Detune and Resonator.
Depth (00 to 99)
Page 4
This parameter adjusts the LFO Depth of all Pitch types, with the exception of Pitch
Detune and Resonator. The LFO Depth, which is the amount of pitch alteration, can
be adjusted to produce the desired effect.
Feedback (00 to 99)
Page 5
This parameter adjusts the LFO Feedback of all Pitch types, with the exception of
Pitch Detune and Resonator. A portion of the output of the Pitch section can be “fed
back” into the input in order to make the effect more tonal or pronounced.
The following three parameters only appear if the Pitch type is set to Pitch Detune or
Resonator, respectively.
Detune (-99 to +99)
Page 2 (Pitch Detune only)
If the Pitch type is Pitch Detune, page 2 will have only this parameter. This adjusts
the tuning of the Pitch Detune effect. This can be set between -99 and +99, in 1 cent
increments.
Resonator Tuning (00 to 60)
Page 2 (Resonator only)
If the Pitch type is Resonator, page 2 of the Pitch function will let you adjust the
Resonator tuning. This can be tuned from 00 to 60.
Resonator Decay (00 to 99)
Page 3 (Resonator only)
If the Pitch type is Resonator, page 3 will let you adjust the Resonator Decay. This
can be set 00 to 99, whereby 00 is a very fast decay and 99 is a very slow decay.
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Editing Effects: Chapter 7
DELAY
The Delay function is used to edit Delay parameters. The QS’s effects processor has
three different Delay types available.
Note: Some Configurations only feature a mono Delay, and therefore the Delay Type
parameter will be unavailable. Instead the parameters normally found on page 2 of
the Delay function are shown in page 1, and there are no other pages (please refer to
next section for a description of those parameters).
Delay Type (3 types)
Page 1
Ping-Pong. This is called a “Ping Pong Delay” because the output bounces from side
to side (left to right) in stereo with the speed determined by the delay time. The
maximum delay time is 399 milliseconds.
Stereo Delay. The Stereo Delay is actually two separate delays, which can be
individually varied. The maximum delay time for each delay is 399 ms.
Mono. The Mono Delay has the advantage of twice the available delay time, or 799
ms in Configuration #1, 1199 ms in Configuration #2.
In Pages 2 through 5 of the Delay Function you will find the remaining parameters for
the Delay function. If the Stereo Delay type is selected, you can use [PAGE ] to
advance through pages 6 – 8. This is because the Stereo Delay type has parameters
for both the Left and Right channels.
Input (<99 to <0> to 99>)
Page 2
This parameter is used to balance the Delay Input between the signal coming from
the Pitch effect output (if applicable in the selected Configuration) and the dry effect
send.
Time (0 to 799ms total)
Pages 3 & 4 (and 6 & 7 in Stereo Delay)
This is the actual Delay time, which determines the amount of time the input signal
will be delayed. The Stereo and Ping Pong Delay types can have a delay time of up
to 399ms. However, the Mono Delay can have up to 799ms per channel. Use Page 3
to adjust the delay time in 10 ms intervals; use page 4 to adjust the delay time in 1
ms intervals. When using the Stereo Delay, pages 3 & 4 let you adjust the delay time
of the left channel, while pages 6 & 7 let you adjust the same for the right channel.
Feedback (00 to 99)
Page 5 (and Page 8 in Stereo Delay)
This adjusts the Delay Feedback, which is a portion of the delay signal output being
“fed back” into the input. This results in the delay repeating itself. The more feedback,
the more repeats. When using the Stereo Delay, page 5 lets you adjust the feedback
level of the left channel, while page 8 lets you adjust the same for the right channel.
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Chapter 7: Editing Effects
REVERB
Reverb can be thought of as a great number of distinct echoes, called reflections, that
occur so fast that our ear hears them blurred together as one. In nature, different sized
spaces give distinctly different sounding reverbs, depending on the size and shape of
the space, and the texture of surfaces that the reflections bounce off of. The various
parameters in the effects processor make it possible to simulate nearly any natural
reverberant space that can be imagined, and a few artificial ones as well.
ED:MIX FX SND1πå
RVB-IN1:PITCHout
The Reverb function is used to edit Reverb input levels and other parameters. In all
configurations, page 1 of the Reverb function selects what the reverb is “hearing” (i.e.,
where the input of the reverb is coming from). The source can come directly from the
Effect bus, the output of other effects in the chain before it, or a mix of several of them.
Example: In Configuration #1, page 1 of the Reverb function (shown above) allows
you to select the first of two sources to be routed to the reverb’s input. You can
choose from the Delay output or the Pitch output. In page 2, you can choose the
second input for the reverb to process, which can be the dry, send 1 signal, the Delay
output or the Pitch output. You can then adjust a balance between these on page 3
and set an overall input level on page 4.
INPUT LEVELS
Input 1
Page 1 (Config 1, 3, 4 and 5)
In Configurations 1 and 3, there are two inputs to the Reverb. Both Inputs 1 and 2 can
select a signal from several locations in the signal chain. You can select either the Pitch
output or the Delay output as Input 1. If the signal is taken from the Pitch output, the
Reverb will be chorused, flanged, detuned or resonating, depending upon which Pitch
type is selected. (Note that the delay signal may already have passed through the Pitch
module, depending on the Input settings of the Delay module.)
Input 2
Page 2 (Config 1, 3, 4 and 5)
Input 2 can have as its source either the Pitch output, the Delay output, or the dry
effect send signal. If the signal is taken from the Delay output, the Reverb will be
delayed by the amount of delay time set for the Delay. If the signal is taken from the
Pitch output, the Reverb will be chorused, flanged, detuned or resonating, depending
upon which Pitch type is selected. If the signal is taken from the effect send, the
Reverb will receive direct, uneffected signal.
Input Balance (<99 to <0> to 99>)
Page 3 (Config 1, 3, 4 and 5)
This allows you to control the balance between Reverb Inputs 1 and 2 and therefore
control the blend between the various input sources. This makes it possible to have
the signal from the Pitch or Delay sections, or the direct effect send in any
combination or amount.
Input level (00 to 99)
Page 4 (Config 1 and 3)
This controls the overall Input Level going into the Reverb.
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Editing Effects: Chapter 7
Chorus Input Level (00 to 99)
Page 1 (Config 2 Only)
If Configuration #2 is selected (refer to block diagram of Configuration #2, earlier in
this chapter), the first page of the Reverb function will look like this:
ED:MIX FX SND1πå
RVB CHRin LEV:08
The Configuration has two Reverbs, one on send 1 (which send 2 can share), the
other on send 3 (which send 4 can share). There is only one parameter in this page:
Chorus Input Level. This lets you adjust the level of the signal coming from the Pitch
output going into the Reverb, otherwise the signal comes purely from the Pitch input.
The other parameters and pages in the Reverb function are identical, regardless of
which Configuration is being used. Only page 1 is different, because of the fewer
input choices the Reverb has in this Configuration.
Send Input Levels (<99 to <0> to 99>) Page 1 (Sends 2 through 4)
If Configuration #1 is selected and you press [10] to select effect send 2, the display
will now show you the parameters that represent the signal levels on send 2 going
into the Reverb. Note that there is now only 1 page available, since the other reverb
parameters are found back on effect send 1.
Press [20] to select send 3, and the display will still look the same, but now the
parameters adjust the signal levels on send 3 going into the Reverb. If you press [30]
to select send 4, the display will look like this:
ED:MIX FX SND4πå
RVB-IN:SN4<35DEL
There are only two parameters: Balance and Input Level. This is because in
Configuration #1, effect send 4 only has a Delay effect, and not a Pitch effect like the
other effect sends do. Page 1 controls the Balance between the Delay output and the
dry effect send signal, while page 2 controls the overall input level to the Reverb.
If Configuration #2 is selected and you press [10] to select effect send 2 while the
Reverb function is selected, the display will look like this:
ED:MIX FX SND2πå
RVB-IN SEND2: 99
This lets you adjust the level of the signal coming from effect send 2 going into the
Reverb. Send 2 in this Configuration has no effects of its own. Therefore, there are no
input or input mix controls in this page, since there is only one possible signal choice.
Send 2 is intended to be used for signals that you want to send to Reverb 1, but
bypass Delay and Pitch 1. In Configuration #2, send 4 is similar to send 2, in that it
has no effects of its own but serves as a bypass going directly to Reverb 3.
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Chapter 7: Editing Effects
REVERB PARAMETERS
Use the [PAGE ] button to advance the display through the remaining pages of the
Reverb function. However, you must have the correct effect send selected (1–4) in
order to get at the Reverb parameters (in Config. #1, the Reverb parameters are
found only on effect send 1; in Config. #2, they are found on sends 1 and 3 since
there are two separate Reverbs). Here you will find parameters for selecting the
Reverb type, adjusting Pre-Delay Time and Pre-Delay Mix.
Reverb Type (7 types)
Page 5
The QS has seven different reverb types, all stereo, each of which simulates a
different space or produce a different ambient effect. The different Reverb types are:
Plate 1 & 2. The two Plate reverb types simulate an artificial device known as a
Plate. In the early days of recording, Plates were extremely popular because they
were almost the only way to provide any sort of artificial ambiance to a recording. The
sound of a well-tuned Plate has become quite popular over the years especially when
used on vocal or drum sounds. The two Plate reverbs differ in subtle tonal
characteristic changes such as those found in different manufacturers’ plate reverbs.
Room. The Room reverb type simulates not only rooms of different sizes, but rooms
with different surface materials. A room with soft surfaces such as carpet will produce
a reverberant sound with much less high end (treble) than a room with hard surfaces.
This reverb type can easily simulate both examples and many, many more.
Hall. Much larger than a room, Halls are characterized by their high ceilings, irregular
shapes, and generally uniform density of reflections.
Large. Much larger than a hall, this reverb type emulates large ambient spaces such
as amphitheaters, gymnasiums, etc.
Gate. Gated Reverb is a very popular effect on drums first found on English records
in the early 1980s. This reverb type can simulate applying a noise gate (a device that
automatically decreases the volume once the signal falls below a certain level) across
the output of the reverb thereby causing the initial attack of the reverb to sound very
big, but the tail of the reverb to be cut off very quickly. Although this effect is not
found in nature, it works great for modern drums, percussion, and any quickly
repeated, transient source.
Reverse. The Reverse Reverb type is an inverted reverb in which the volume
envelope is reversed. This means that the signal begins softly but grows louder until it
is cut off, rather than loud to soft as normal.
Pre-Delay Time (0 to 299ms)
Pages 6 & 7
Pre-Delay is the slight delaying of the Reverb itself so that the dry signal more easily
stands out from the Reverb. A bit of Pre-Delay can sometimes make certain
instruments (such as snare drums) sound bigger. Use page 6 to adjust the Pre-Delay
Time in 10ms intervals, and/or use page 7 to adjust the Pre-Delay Time in 1ms
intervals. This Pre-Delay is part of the Reverb itself; don’t confuse it with the separate
Delay modules available under the Delay function.
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Editing Effects: Chapter 7
Pre-Delay Mix (<99 to <0> to 99>)
Page 8
This allows you to mix the amount of Pre-Delay into the Reverb signal path. This
gives you the ability to hear a bit of the Reverb before the loudest part of the Reverb
(the Pre-Delayed Reverb) sounds. This makes for bigger and smoother sounding
Reverb settings.
Input Filter (00 to 99)
Page 9
This adjusts the frequency of the low-pass filter which comes before the Reverb
input. Lower the Input Filter value to remove high frequencies from the input signal
before they go into the Reverb.
Decay (00 to 99)
Page 10
The Reverb Decay determines how long the Reverb will sound before it dies away.
When using the Reverse Reverb type, Reverb Decay controls the Reverse Time.
Low Decay and High Decay (00 to -99)
Pages 11 & 12
These two parameters allow the Decay Time to be set separately for both the low and
high frequencies of the Reverb. This means that you have control over the tonal
shape of the Reverb itself, being able to make the high frequencies die faster if the
effect is too bright, and being able to make the lows die faster if the effect is too
boomy. This allows you to simulate different surfaces of a room or hall, with softer
surfaces absorbing more high frequencies and smaller rooms having faster low
frequency decay. If the selected Reverb type is Gate, the Low Decay parameter is
unavailable.
Density (00 to 99)
Page 13 (Page 12 if Gated or Reverse type)
Density controls how the first reflection of the reverb effect will appear. When set to 0,
the first reflection is heard alone without any other reflections. When set to 99, the
first reflection appears to “fade-in” and then “fade-out”. This is because a number of
reflections will occur just before and just after the first reflection, in addition to the
remaining reflections heard after the first reflection; the reverb sounds more “dense”.
If the select Reverb type is Large, the Density parameter is unavailable.
Diffusion (00 to 99)
Page 14 (Page 13 if Gated or Reverse type)
Diffusion determines the “thickness” of the reverb sound by adding more reflections
to the reverb’s decay. With lower diffusion settings, you may be able to actually hear
the individual echoes that make up the overall reverb sound. With higher diffusion
settings, the echoes increase in number and blend together, washing out the reverb’s
decay. Greater diffusion works better with percussive sounds, whereas less amounts
of diffusion work well with vocals and other sustained sounds.
Note: The illustration above reflects a Density setting of 0.
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Chapter 7: Editing Effects
OVERDRIVE
The Overdrive effect provides four parameters spread across four editing pages. It is
only used in Configuration #5.
Overdrive Type (Hard or Soft)
Page 1
This selects one of two Overdrive Types: Soft and Hard. The Soft Overdrive has less
gain and provides slightly less distortion than the Hard Overdrive. Also, there will still
be a slight bit of distortion when using the Soft setting, if the signal feeding the
Overdrive effect is below the Overdrive Threshold setting (see below). The Hard
setting will only provide distortion when the signal feeding the Overdrive effect is
above the Overdrive Threshold setting.
Overdrive Threshold (00 to 99)
Page 2
This sets the level the signal feeding the Overdrive effect must be reach before the
Overdrive effect will begin distorting. It can be set between 00 and 99. If this number
is very low, the Overdrive effect will start to distort almost right away. When set to a
high number, the distortion will not occur until the signal feeding the overdrive
becomes louder than the Threshold setting.
Overdrive Brightness (00 to 99)
Page 3
This sets the tone of the Overdrive effect. It can be set between 00 and 99. Higher
numbers result in a brighter sounding overdrive. Lower numbers result in a duller
distortion sound.
Overdrive Balance (<99 to <0> to 99>)
Page 4
This controls the output mix of the Overdrive effect. It can be set anywhere from
“<99” to “<0>” to “99>”. When set to “<99”, the Overdrive effect cannot be heard at
all. When set to “<0>”, you have an even mix between the original, uneffected signal
and the overdriven signal. When set to “99>”. only the overdriven effect is heard.
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Editing Effects: Chapter 7
MIX
Not to be confused with an actual Mix or Mix mode, the Effect’s Mix function is where
you can mix the various signal levels of all the effects to the Main Left and Right
outputs of the QS. Only effect modules that have access to the Main outputs will
appear on the Mix page. There is a separate Mix page for each of the four effect
busses whose effect modules feed the main output. Note that the Mix page doesn’t
control how much the individual effect modules feed to each other; only how much
they feed to the Main outputs.
ED:MIX FX SND1πå
PITCH OUTPUT: 00
Depending on the selected Configuration, the order of the effects will differ (for
example: in Configuration #1, the order reads Pitch, Delay, Reverb; but in
Configuration #2, the order is Delay, Pitch, Reverb).
Pitch Level (00 to 99)Page 1(Config 1 and 4); Page 2 (Config 2 & 5)
Adjusting this value will cause the Pitch Output Level to increase or decrease. The
Pitch Output level is the level for the Pitch Section of the QS’s effects processor to
the Main outputs, and should be set as desired. Even if this parameter is set to 00,
the output of the Pitch section is still available (depending on the bus and
configuration) to following Delay and Reverb sections.
Delay Level (00 to 99)Page 2 (Config 1, 3, 4); Page 1 (Config 2); Page 3 (Config. 5)
Adjusting this value will cause the Delay Output Level to increase or decrease. The
Delay Output level is the level for the Delay Section of the QS’s effects processor to
the Main outputs, and should be set as desired. Even if this parameter is set to 00,
the output of the Delay section is still available (depending on the bus and
configuration) to following Pitch and Reverb sections.
Reverb Level (00 to 99) Page 3 (Config. 1 – 4); Page 4 (Config. 5)
Adjusting this value will cause the Reverb Output Level to increase or decrease. The
Reverb Output level is the level for the Reverb Section of the QS’s effects processor
to the main outputs, and should be set as desired.
Lezlie Level (00 to 99)
Page 1 (Config. 3); Page 5 (Config. 5)
This is only available in Configurations 3 and 5. Adjusting this value will cause the
Lezlie Output Level to increase or decrease. Even if this parameter is set to 00, the
output of the Pitch section is still available (depending on the bus and configuration)
to following Delay and Reverb sections.
Overdrive Level (00 to 99)
Page 1 (Config. 5 Only)
This is only available in Configuration 5. Adjusting this value will cause the Overdrive
Output Level to increase or decrease. The Overdrive Output level is the level for the
Overdrive Section of the QS’s effects processor to the main outputs, and should be
set as desired.
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Global Settings: Chapter 8
CHAP T ER 8
GLOBAL SET T INGS
Global Edit Mode is where you will find several parameters which affect the
entire instrument, such as overall master tuning, controller settings, and keyboard
mode.
EDIT ING GLOBAL P ARAM ET ERS
To select Global Edit Mode, follow these steps:
➀ Press the [EDIT SELECT] button.
➁ Press the [BANK ] button.
The display will look like this:
ED:GLOBAL
¹Œ
MASTER PITCH: 00
➂ Use the [ PAGE] and [PAGE ] buttons to scroll through the various pages of
Global Edit Mode.
➃ Use the CONTROLLER [D] slider to adjust the selected Global parameter.
The following sections describe in detail each of the parameters found in the
nineteen Global Edit Mode pages.
M AST ER P IT CH
Page 1
Page 1 of Global Edit Mode lets you adjust the QSÕs overall Master Pitch (-12 to +12;
up or down an octave). Adjust this parameter when you wish to globally transpose
all sounds, both from the keyboard and from the MIDI In. This parameters have no
effect on drum sounds, the Range settings, or MIDI Out.
M AST ER T UNE
Page 2
Page 2 of Global Edit Mode lets you adjust the QSÕs overall Master Tuning (-99 to
+99; up or down 1/2 step). Adjust this parameter when tuning the QS to other
instruments. This parameters have no effect on drum sounds, the Range settings, or
MIDI Out.
KEYBOARD CUR VE
Page 3
Page 3 of Global Edit mode lets you select the Keyboard Velocity Curve. There are
three options: Weighted, Plastic and Maximum. When set to weighted, the
keyboard will have a wider dynamic range. This means that when you play the
keyboard softly, the notes will be softer than if the keyboard was set for "plastic".
When set to plastic, the keyboard will have the velocity response of a typical
plastic keyboard. Use this mode when you want a smoother, flatter keyboard curve.
When set to Maximum, no velocity response is available, and all notes are given a
maximum velocity value of 127. This parameter only affects the keyboardÕs output
to the sounds in the QS and MIDI Out. This is different from the Velocity Curve
parameter in Program Edit, which determines how a sound in the selected Program
will respond to incoming velocity information, either from the keyboard or from
MIDI In.
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Global Settings: Chapter 8
KEYBOARD S CALIN G
Page 4
Page 4 of Global Edit mode lets you adjust how sensitive the keyboardÕs velocity
will be (00 to 99). When set to 0, the keyboard will have the greatest dynamic
range, but loud notes will be more difficult to play. When set for 99, the opposite is
true: loud notes are easier to play but softer notes are not as soft. The default value
is 65, but you should adjust this parameter to fit your own playing style.
KEYBOARD T RANSP OSE
Page 5
Page 5 of Global Edit mode lets you control the keyboard transposition (-12 to +12;
up or down 1 octave). This determines the note number that the keyboard will
transmit to the QSÕs sounds and to MIDI Out. If you are using a MIDI sequencer, use
this function when you wish to record notes outside of the keyboardÕs normal note
range (note numbers 36 Ð 96). When set to -12, the QS7 keyboard range is note
numbers 16 Ð 91. Likewise, if set to +12, the range would be 40 Ð 115.
KEYBOARD M ODE
Page 6
Page 6 of Global Edit mode lets you select the Keyboard Mode (NORMAL, CH
SOLO, OUT 1 Ð OUT 16). This determines how the keyboard will function. When in
Mix Mode, you have the option to transmit on several MIDI channels at once, or to
temporarily isolate certain channels within a Mix.
NORMAL. In Program Mode, the keyboard will transmit on the selected MIDI
channel. In Mix Mode, the MIDI channels the keyboard transmits on will correspond
to whatever layers or splits the Mix is set up for. Note that certain controllers such
as pitch bend and aftertouch may transmit on a different set of channels, since they
are enabled or disabled independently for each channel of the Mix. The MIDI
Monitor indicators in the lower right section of the display will show which
channels are active.
CH SOLO. In Program Mode, this is the same as the NORMAL setting. In Mix
Mode, the only sounds coming from the QS, and the only MIDI messages, will come
from the layer or range of the underlined MIDI channel in the display. This allows
you to isolate individual channels in a Mix. So, if you play in a range of the
keyboard that is active on MIDI channel 1, and Channel 1 is selected, youÕll hear
it. All other ranges or layers will not respond to the keyboard (they will respond to
incoming MIDI messages on their respective channels). In Mix Play Mode, use the
[
PAGE] and [PAGE ] buttons to hear each channel in turn.
OUT 1 Ð OUT 16. In both Program Mode and Mix Mode, the keyboard will transmit
on a specific MIDI channel (determined by the number setting of this parameter),
but it will not play the internal sound(s). Use this mode if you're using a MIDI
sequencer with an ÒEchoÓ feature (also known as ÒMIDI ThruÓ); the sound will be
activated by messages appearing at the MIDI IN connector after itÕs made the
Òround tripÓ through the sequencer.
Setting the Keyboard Mode to one of the ÒOUTÓ values (OUT1 Ð OUT 16) is the
QSÕs equivalent to LOCAL OFF.
✪
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Global Settings: Chapter 8
GENERAL M IDI M ODE
Page 7
Page 7 of Global Edit Mode lets you enable and disable General MIDI Mode. If this
parameter is turned on, you will immediately be taken out of Global Edit Mode and
into Mix Mode, and Mix 00 of Preset Bank 4 will automatically be selected. For more
information about General MIDI, refer to the MIDI Supplement in Appendix B.
ENABLING GENERAL M IDI M ODE VIA M IDI
The QS will respond to a universal MIDI Sysex message to turn General MIDI mode
on or off. Some (but not all) General MIDI sequences will have a Sysex message at
the beginning (bar 1) which tells the receiving device to go into its General MIDI
mode. If this message is sent, no matter where you happen to be on the QS, General
MIDI mode will be enabled, and Mix 00 of Preset Bank 4 will automatically be
selected.
CONT ROLLERS A – D A SSIGNM ENT
Page 8 Ð 11
The QS allows you to assign up to four general purpose MIDI controllers. These
controllers are assigned a letter, AÐD. These are directly linked to the
CONTROLLER [A], [B], [C] and [D] sliders on the QSÕs front panel. They are also
linked to specific MIDI controllers which can be received from another synth or
sequencer.
Page 8 through 11 of Global Edit mode lets you choose which MIDI controllers (0 to
120) to assign as Controllers A, B, C and D. For a listing of all MIDI controllers and
their designations, see page 127 in the Appendix B: MIDI Supplement.
P EDALS 1 AND 2 A SSIGNM ENT
Page 12 & 13
Like the MIDI Controllers AÐD, the two footpedal controls (Pedal 1 and Pedal 2)
can be assigned to a MIDI controller. Although these two pedals are linked to
specific MIDI controllers which can be received from another synth or sequencer,
Pedal 1 is directly linked to the [PEDAL 1] jack on the QSÕs rear panel.
Pages 12 and 13 of Global Edit mode lets you assign which MIDI controllers (0 to
120) that Pedal 1 and Pedal 2 will be transmitted as over MIDI Out.
Simultaneously, if the same MIDI controller is received it will control any
modulations that use either Pedal 1 or Pedal 2. Page 12 lets you select the controller
for Pedal 1, while page 13 lets you select the controller for Pedal 2.
When recording into a MIDI sequencer, be careful not to accidentally assign either
Pedal 1 or 2 to a controller which may already be used by another control (like
MIDI Volume/controller 7, or Mod Wheel/controller 1).
✪
USING A P EDAL T O CONT ROL V OLUM E OR M ODULAT ION
If Pedal 1 is assigned to Controller 7 (Global Edit Mode, Page 4), then they will
automatically control the volume of:
¥
¥
any Sounds in a Program, and;
in Mix Mode, any Sounds that are controlled by the Keyboard (Mix Edit Mode,
Range, Page 2) and have Pedals turned on (Mix Edit Mode, Range, Page 3).
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Global Settings: Chapter 8
Likewise, if either Pedal is assigned to Controller 1, then they will automatically
function like the Modulation Wheel for any Sound in Program Play Mode, and in
Mix Play Mode, Sounds that are controlled by the Keyboard and have Pedals
turned on. This is in addition to the fact that the pedals will be sending out MIDI
information. The default settings are: Pedal 1 = 7; Pedal 2 = 4.
M IDI
Page 14 of Global Edit mode lets you determine the MIDI Mode (Off, On, Channel 1
Ð 16). When this is set to ÒOffÓ, the QS will not respond to incoming MIDI Program
Change messages, nor will it transmit Program Changes.
When set to ÒOnÓ, the QS will respond to incoming Program Change messages.
Likewise, when a Program or Mix is recalled from the front panel, its respective
program change message will be sent out. However, the QS will respond differently
to incoming Program Change messages depending on whether Program Mode or Mix
Mode is selected.
In Program Play Mode, the [ PAGE] and [PAGE ] buttons determine which MIDI
channel the QS will receive MIDI Program Change messages on (as well as other
messages like notes, controllers, etc.). The Program recalled will be the same
number as the Program Change message that is received, from whichever bank
(Preset or User) is currently selected. When a Program is recalled from the front
panel, the QS will transmit the equivalent Program Change message on this same
MIDI channel.
In Mix Play Mode, when MIDI Program select is set to ÒOnÓ, Program Changes
received on any of the 16 MIDI channels will be received by the same numbered
MIDI channels in the current Mix. The Mix itself will not respond to Program
Changes on any MIDI channel.
When set to ÒChannel 1 Ð 16Ó, the QS will change Mixes in response to Program
Change messages received on the same MIDI channel as selected by this parameter,
from whichever bank (Preset or User) is currently selected. Program Change
messages received on any other channel (other than the one selected by this
parameter) will change the individual Programs in the Mix on the same channels
the messages are received on.
Note: When General MIDI Mode is enabled (see page 115), Channel 10 of the
selected Mix will be used exclusively for drums. If a program change is received on
Channel 10, a new drum kit will be recalled. These drum kits are used exclusively in
General MIDI mode, and adhere to the General MIDI specification.
R ECEIVING/ T RANSM IT T ING B ANK CHANGE M ESSAGES
The QS will respond to MIDI Bank Select messages. Bank Select messages are
transmitted via MIDI Controller 0. The value of Controller 0 determines which bank
(User, Preset 1Ð3, GenMIDI, Card 1Ð11) is to be recalled. Example: If a Bank Select
(controller 0) message of 0 is received, it will cause the User Bank to be recalled. If a
Bank Select message of 1 is received, Preset Bank 1 will be recalled. Additionally, if
a Sound Card is inserted, the Card Banks can be selected using Controller 0 values
between 5 and 15. Values higher than 15 are Òwrapped aroundÓ and will recall the
same Banks. Example: A Controller 0 message with a value of 39 will recall the User
Bank.
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Global Settings: Chapter 8
Note: Bank change messages will be ignored if General MIDI Mode is enabled, so
that only Programs within the General MIDI Bank (GenMIDI) can be recalled via
MIDI Program changes.
If the MIDI Program Select parameter is ÒOnÓ and a new Bank is selected using the
[
BANK] and [BANK ] buttons, a Bank Change message will be transmitted from
the MIDI [OUTPUT] connector.
If, additionally, a new Bank is selected in Mix Play Mode and any of its ChannelÕs
MIDI Out parameters (Mix Edit Mode, Keyboard/MIDI Function, Page 2) are turned
ÒOnÓ, a Bank Select message (followed by the appropriate Program Change) will
be transmitted out the MIDI Out connector for each of those MIDI Channels.
INP UT /OUT P UT
Page 15
The I/O (Input/Output) Mode determines how the MIDI [INPUT] and [OUTPUT]
connectors on the QSÕs rear panel will function in relation to the [SERIAL PORT]
connector. The possible settings of the I/O parameter depend on the setting of the
[SERIAL PORT] switch (located on the back panel next to the [SERIAL PORT]).
With [SERIAL PORT] se t The I/ O p a ra m e te r m a y b e switc he d b e twe e n...
to ...
PC
MIDI, PC 38.4kbaudand PC31.25kb
MIDIand MAC 1MHz
MAC
If you are using a PC compatible computer, consult the software you are using to
determine which PC setting to set the I/O parameter to.
¥
When this parameter is switched to ÒMIDIÓ, the [SERIAL PORT] will not
function, and the MIDI [INPUT] and [OUTPUT] will operate normally (receiving
and transmitting MIDI information to and from the QS).
¥
When this parameter is set to either ÒMAC 1MHzÓ (if the [SERIAL PORT]
switch is set to MAC) or to ÒPC 38.4kbaudÓ or ÒPC31.25kbaudÓ (if the
[SERIAL PORT] switch is set to PC), the MIDI [INPUT] will not function (any
MIDI information received on the MIDI [INPUT] connector will be ignored), and
the MIDI [OUTPUT] connector may act as a MIDI ÒThruÓ connector for the
connected computer Ñi.e. MIDI information received from the computer will be
transmitted (see below).
For information regarding connecting a computer to the [SERIAL PORT], see page 22.
When the I/O parameter is NOT set to ÒMIDIÓ, the QS will not transmit any
locally generated MIDI information to the MIDI [OUTPUT] connector, but will only
transmit this information to the connected computer via the [SERIAL PORT]. If the
computer program has its ÒMIDI ThruÓ parameter turned on, this information will
be ÒechoedÕ back from the computer to the QS. The MIDI information coming from
the computer will also be transmitted out the QSÕs MIDI [OUTPUT] connector.
✪
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Global Settings: Chapter 8
M IDI OUT
Page 16
The MIDI Out Mode determines whether the MIDI [OUTPUT] connector will
transmit MIDI information originating from the QS (when set to ÒOUTÓ), or will
ÒechoÓ MIDI information that is received at the MIDI [INPUT] connector (when set
to ÒTHRUÓ).
If the I/O parameter (see previous page) is set to either ÒMacÓ, ÒPC 38.4kbaudÓ or
ÒPC31.25kbaudÓ, the MIDI Out parameter can only be set to ÒOFFÓ or ÒTHRUÓ. This
is because unless the I/O parameter is set to ÒMIDIÓ, the MIDI [OUTPUT] connector
may only function as a MIDI ÒThruÓ connector for the connected computer, and can
only be switched off.
RESET CONT ROLLERS
PAGE 17
Found on Global Edit Page 17, the Reset Controllers function (On/Off) determines
whether the values for Controllers AÐD will be reset to zero when a new Program or
Mix is recalled. This parameter works along with the Controller Mode parameter
(described below) to choose how the keyboard is being used as a controller. If the A-
D Controllers are being used to modulate the volume, etc., of external MIDI sound
modules, you will probably want the Reset Controllers parameter turned ÒOFFÓ so
that the modulesÕ volumes will not be reset to zero every time a new Mix or Program
is selected. If you are using the A-D Controllers only for modulating parameters in
the QuadraSynth Plus, you will probably want this parameter turned ÒONÓ so that
new Programs or Mixes are recalled with their stored settings.
Example: If you adjusted Controller A (using the CONTROLLER [A] slider) to, say, a
value of 25 and then you recalled a different Program, the value of Controller A
would remain at 25 if the Reset Controllers function was turned off. Alternatively,
the Controller A value would reset to 0 if this function was turned on.
CONT ROLLER M ODE
PAGE 18
The Controller Mode function (Local, MIDI, or Both) determines whether the
Controllers AÐD will have an affect on the currently selected Program or Mix, or
will only send out controller data via the MIDI Out connector, or do both.
If the Controller Mode function is set to MIDI, moving one of the CONTROLLER
sliders will have no affect on the currently selected Program or Mix; however, this
will cause controller data to be sent out the MIDI Out connector.
Example: If Controller A is defined as MIDI controller #11 (which is the default),
and the Controller Mode is set to MIDI, moving the CONTROLLER [A] slider will
send out controller 11 data but will have no effect on the currently selected Program
or Mix. Although the Program or Mix may use Controller A to modify it in some
way, the CONTROLLER [A] slider is temporarily ÒdisconnectedÓ from the Program
or Mix until the Controller Mode function is set to Local or Both.
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Global Settings: Chapter 8
CLOCK
PAGE 19
The Clock function, found on Page 18 of Global Edit Mode, determines the sample
clock rate the QS will use. Normally the QS uses its own internal clock to determine
the actual number of samples per second. Remember, the sounds in the QS are based
on digital recordings. These recordings are made up of several thousands of tiny
digital audio ÒsnapshotsÓ, otherwise known as samples. These samples are played
so quickly and run so close together, they all appear to the human ear to be one
sound.
The rate at which samples are played back is determined by the Clock function. It
has four settings: Int 48kHz, Int 44.1k, Ext 48kHzand Ext 44.1k.
The default setting is Int 48kHz.
When set to either Internal setting, the QS uses its own internal sample clock as a
reference for playing back the sampled sounds that make up a Program or Mix.
However, if you are recording the QS to ADAT using the QSÕs [DIGITAL OUT]
connector and the ADAT is using a sample rate of 44.1 kHz, you should set the QSÕs
Clock function to Int 44.1k.
If you are recording to an ADAT and also have a BRC Master Remote Controller,
the QS must receive a clock signal from the BRC in order to maintain perfect sync
with the ADAT system. This requires that you connect a BNC-to-BNC cable
between the BRCÕs 48 kHz Clock Out to the QSÕs [48 kHz IN]. When you are ready to
record onto ADAT from the QS, be sure to set the QSÕs Clock function to either Ext
48kHz(if the BRC is set to 48 kHz) ot Ext 44.1k(if the BRC is set to 44.1kHz).
By setting the QSÕs clock to the identical sample rate of the ADAT/BRC, you
guarantee perfect sync between the two units. For more on connecting the BNC-to-
BNC cable, see page 26.
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Global Settings: Chapter 8
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MIDI Transfer and Storage Operations: Chapter 9
CHAPTER 9
MIDI TRANSFER AND STORAGE
OPERATIONS
USING PCMCIA EXPANSION CARDS
The QS provides two PCMCIA EXPANSION CARD slots, [A] or [B], which are found
on the rear panel. These accomodate Alesis QCard RAM cards. The QCard is a type
of PCMCIA SRAM or FlashRAM card; it has 256K of memory and will store 4
complete banks. A 512K PCMCIA card can store 8 banks.
When saving data to a card that contains a ROM (READ-ONLY) bank, the ROM data
is found in bank 1; this means you cannot save anything into bank 1. Each PCMCIA
Expansion Card slot can house a card with up to 8 Mb of RAM, for a total of 16
additional megabytes of sound storage.
SAVING THE USER BANK TO A PCMCIA CARD
The entire contents of the QS’s User memory (100 Mixes and 128 Programs) can be
stored to an Alesis QCard PCMCIA RAM card inserted into either PCMCIA
EXPANSION CARD slot [A] or [B] on the QS. Depending on the amount of RAM a
particular card has, up to 8 complete banks can be stored onto it.
¿ Insert a card into the Sound Card slot on the back of the QS.
¡
Press [STORE].
¬
Press [ PAGE] twice to select Page 6 of the Store function.
This selects the “SAVE TO CARD” option. The display will look like this:
SAVE TO CARD 1?
(Press STORE)
√ Use the CONTROLLER [D] slider to select a bank location on the card to store to
(1–11).
If the card contains a ROM bank, it will be bank 1. Therefore, you will only be
able to save into bank locations 2–11.
ƒ
Press [STORE] to transfer the user bank data from the QS onto the card.
If the display reads “CARD IS WRITE PROTECTED.”, switch the write-protect switch
on the card to off and repeat the procedure.
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Chapter 9: MIDI Transfer and Storage Operations
LOADING A BANK FROM AN EXTERNAL CARD
The QS can read data directly from a card by using the [ BANK] and [BANK
buttons. To overwrite the User bank with a Card bank, use this procedure:
]
¿ Insert the card into the card slot on the back panel.
¡
Press [STORE].
¬
Press [ PAGE] once to select Page 7 of the Store function.
This selects the “LOAD FROM CARD” option. The display will look like this:
LOAD FRM CARD 1?
(Press STORE)
√ Use the CONTROLLER [D] slider to select the bank on the card you wish to load
(1–11).
ƒ
Press [STORE] to transfer the data from the card into the QS.
STORING AN INDIVIDUAL PROGRAM OR MIX
You also have the option of storing a Mix or Program directly to a specific location in
a RAM Sound Card Bank (instead of transferring the entire Bank) and vice versa.
However, the Sound Card you are storing to must be of the current QS Bank format.
A Sound Card is formatted whenever an entire QS Bank is stored onto it. If you are
using an older QuadraSynth Sound Card that does not use the current Bank format,
you will not be able to store individual Mixes or Programs onto it until you store an
entire QS Bank onto it first.
¿ Insert a card into the Sound Card slot on the back of the QS.
¡
Select the Program or Mix you wish to transfer to the card.
Press [STORE].
¬
√ Use the [s VALUE] and [VALUE t] buttons to select a bank location on the card to
store to (1–11).
If the card contains a ROM bank, it will be bank 1. Therefore, you will only be
able to save into bank locations 2–11.
ƒ
Use the [00] – [120] and [0] – [9] buttons to select a location in the selected card
Bank to save to (00–127 if storing a Program; 00–99 if storing a Mix).
≈ Press [STORE] to transfer the data from the QS onto the card.
If the card is write-protected, or not inserted, or not of the current Bank format, the
display will indicate the situation with an error message. If the card is not of the
current Bank format, use the “Save To Card” command first (see previous page) to
save the entire User Bank to the card. This however will erase all Programs and
Mixes in the selected card Bank. If these are important to you, first load them into the
User Bank in the QS, and then save them back onto the card in order to re-format the
card using the new format.
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MIDI Transfer and Storage Operations: Chapter 9
LOADING AN INDIVIDUAL PROGRAM OR MIX
You can load a single Mix or Program from a Sound Card into the User Bank, instead
of having to load the entire Bank from the Sound Card. To do this, select the Mix or
Program in the Sound Card Bank that you wish to copy, then use the Store Function
(as described above) to designate a location you wish to store to in the User Bank.
Note: When storing a Mix from a Sound Card into the User Bank, the individual
Programs used by the Mix will not be moved into the User Program Bank. Once you
store a Mix from a Sound Card into the User Bank, it will still look for its Programs in
the Sound Card Bank, if that is where it was programmed to look for them in the first
place (which is almost always the case).
CARD STORAGE RAMIFICATIONS
Whenever you transfer an internal Bank to a RAM card, the result is that all Mixes in
the transferred Bank are changed so that they now access the Programs on the card
bank to which the User bank was saved (since they reside there, now), instead of the
Programs from the original internal Bank. And, when a Card Bank is transferred to an
internal Bank location, the opposite happens – all Programs within a Mix which had
previously accessed card bank 1 (the ROM card) now point to the User bank.
However, a problem can arise when you have one or more Mixes in the Bank you are
transferring which use Programs already on the Card. Example: Let's say Mix 00 in
Preset Bank 1 uses a Program that’s located in Card Bank 1. If the Preset Bank 1 is
transferred to the Card Bank 1, the result will be that Mix 00 in Card Bank 1 now uses
only Programs from Card Bank 1. If later you transfer the entire Bank back into the
QS, you will find that Mix 00 no longer uses the Program on the Card as it was
originally programmed to.
Here’s a few ways to avoid this problem. First, always transfer to a Card Bank that
does not include any Programs used by the Mixes in the Bank you are transferring
from. In other words, if we transferred the Bank into Card Bank 2, we would not have
a problem, since the Mix would still be using the Program in Card Bank 1. When this
Bank is transferred back to the QS, the Mix will still use the Program in Card Bank 1.
Another way to avoid this problem is to transfer the Bank to a Card Bank, and then
immediately store the individual Mix onto the Card by itself. When a Mix is stored
individually to a Card, it is not modified in any way ; i.e. if it used Programs in the
internal Banks, it will still use them even though the Mix and its Programs are in two
different locations (the Mix is on the Card but the Programs it uses are stored in the
internal Banks).
Finally, you could avoid this situation by always making sure your Mixes use only
Programs located in the same Bank it is stored in. This could mean individually
storing some Programs from a RAM Card into one of the internal Banks. Although
this is very limiting, it makes things much simpler in the long run.
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Chapter 9: MIDI Transfer and Storage Operations
SAVING PROGRAMS VIA MIDI SYS EX
As an alternative to storing data to a card, the QS lets you transmit internal data via
MIDI System Exclusive messages. This data can be sent to a storage device, or
recorded into a MIDI sequencer, or sent to another QS or S4. You have a choice of
sending any single Program in the User bank (00 to 127), or what is in the current
Program Edit buffer, or what is in any of the 16 Mix Edit Program buffers, or the entire
User bank (100 Mixes, 128 Programs, 128 Effects Patches) plus Global data. In the
case of sending data to another QS, you can send any individual Program to the same
location or any other location in the receiving QS, including any of its 17 Program Edit
buffers.
To send the entire User bank via MIDI:
¿ Connect a MIDI cable from the QS’s MIDI Out to the MIDI In of a device capable
of receiving the data (a MIDI sequencer, another QS, etc.).
¡
Press [STORE].
¬
Press [PAGE ] four times to select Page 3 of the Store function.
The display will look like this:
SEND ALL DATA
TO MIDI? (STORE)
√ Press [STORE] to transmit the data out the MIDI Out connector.
While transmitting the data, the display will temporarily read “SENDING OUT
MIDI DATA.....”.
To send a single Program via MIDI:
¿ Follow steps ¿ and ¡ in the instructions above.
¡
Press [PAGE ]five times to select Page 4 of the Store function.
The display will look like this:
MIDI PRG 000 TO
PRG 000? (STORE)
¬
Use the CONTROLLER [D] slider to select a Program to transmit. You may
select any Program in the User bank (000 to 127) or the Program Edit buffer
(EDIT) or any of the 16 Mix Edit buffers (Em01 to Em16).
As this value is changed, the second parameter (destination) will be linked. This
is because most often you will want to transmit a Program to the same Program
location. The only time to do otherwise is when sending to another QS (see
below).
√ Press [STORE] to transmit the data out the MIDI Out connector.
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MIDI Transfer and Storage Operations: Chapter 9
To send a single Program via MIDI to a different Program number:
¿ Follow steps ¿ through ¬ in the instructions above.
¡
Press [PAGE ] to advance the cursor to the lower section of the display.
¬
Use the CONTROLLER [D] slider to select a Program number to send the
Program to.
√ Press [STORE] to transmit the data out the MIDI Out connector.
The procedure is similar for sending Mixes. Page 5 of the Store function allows you to
send any one of the Mixes. In the case of storing a Mix, you may want to store each
of the Programs used in the Mix. The “SEND ALL TO MIDI” command in Store mode
is an easy shortcut to this (see above).
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Troubleshooting: Appendix A
APPENDIX A
TROUBLE-SHOOTING
TROUBLE-SHOOTING INDEX
If you are experience problems while operating the QS, please use the following table
to locate possible causes and solutions before contacting Alesis customer service for
assistance.
Symptom
The display does not light
when the ON/OFF switch is
turned on.
Cause
No power.
Solution
Check that the power cable
is plugged in properly.
No sound.
Bad connections.
Check your audio cables; if
necessary, swap cables.
Raise the [VOLUME] slider.
Set the Keyboard Mode to
“NORMAL” (Global, p. 6).
Check MIDI cables.
Make sure the MIDI IN
parameter is turned on for
the channel(s) you wish to
control via MIDI.
Volume is turned down.
Keyboard Mode is set
incorrectly.
Bad connections.
One or more channels’
MIDI IN switch is off.
No MIDI input in Mix
mode (cannot control
through MIDI).
Keyboard Mode is set
incorrectly.
Make sure the Keyboard
Mode (Global p. 6) is set to
“NORMAL”.
Notes sustain
continuously.
Sustain pedal was
plugged in after power
was turned on.
Turn off power and turn on
again.
RE-INITIALIZING
If your unit behaves erratically or “freezes”, the first step is to power down the unit.
and power it back up again. Disconnect any cables connected to the MIDI IN jack,
and make sure that a sequencer or keyboard is not sending messages to the QS that
would make it behave erratically (such as a long stream of pitch bend messages on
16 channels simultaneously). If these steps do not solve the problem, you must re-
initialize the software. Make sure your mod wheel is all the way down before re-
initializing, otherwise the “zero” position of the mod wheel will be incorrect. To re-
initialize the QS, hold down both buttons [0] and [3] while turning on the power. This
will reset all Global parameters to their default settings, and will initialize all edit
buffers so that all Mix, Program and Effects parameters are reset to their default
settings. However, none of the Programs, Mixes, or Effects are changed when re-
initializing the unit.
CHECKING SOFTWARE VERSION
The current software version may be determined by simultaneously pressing
[PROGRAM] and [00]. The QS will momentarily indicate the current software version
installed in the display.
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Appendix A: Troubleshooting
MAINTENANCE/SERVICE
CLEANING
Disconnect the AC cord, then use a damp cloth to clean the keyboard’s metal and
plastic surfaces. For heavy dirt, use a non-abrasive household cleaner such as
Formula 409 or Fantastik. DO NOT SPRAY THE CLEANER DIRECTLY ONTO THE
FRONT OF THE UNIT AS IT MAY DESTROY THE LUBRICANTS USED IN THE
SWITCHES AND CONTROLS! Spray onto a cloth, then use the cloth to clean the unit.
MAINTENANCE
Here are some tips for preventive maintenance.
•
•
Periodically check the AC cord for signs of fraying or damage.
Make sure the entire bottom part of the keyboard is supported so that the case is
not subjected to unnecessary bending.
•
Place a dust cover over the QS when it is not in use.
REFER ALL SERVICING TO ALESIS
We believe that the QS is one of the most reliable keyboards that can be made using
current technology, and should provide years of trouble-free use. However, should
problems occur, DO NOT attempt to service the unit yourself. The full AC line
voltage, as well as high voltage/high current DC voltages, are present at several
points within the chassis. Service on this product should be performed only by
qualified technicians. THERE ARE NO USER-SERVICEABLE PARTS INSIDE.
OBTAINING REPAIR SERVICE
Before contacting Alesis, check over all your connections, and make sure you’ve read
the manual.
Customers in the USA:
If the problem persists, call Alesis USA at 1-310-841-2272 and request the Product
Support department. Talk the problem over with one of our technicians; if necessary,
you will be given a repair order (RO) number and instructions on how to return the
unit. All units must be shipped prepaid and COD shipments will not be accepted.
For prompt service, indicate the RO number on the shipping label. If you do not have
the original packing, ship the QS in a sturdy carton, with shock-absorbing materials
such as styrofoam pellets (the kind without CFCs, please) or “bubble-pack”
surrounding the unit. Shipping damage caused by inadequate packing is not covered
by the Alesis warranty.
Tape a note to the top of the unit describing the problem, include your name and a
phone number where Alesis can contact you if necessary, as well as instructions on
where you want the product returned. Alesis will pay for standard one-way shipping
back to you on any repair covered under the terms of this warranty. Next day service
is available for a surcharge.
Field repairs are not normally authorized during the warranty period, and repair
attempts by unqualified personnel may invalidate the warranty.
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Troubleshooting: Appendix A
Service address for customers in the USA:
Alesis Product Support
3630 Holdrege Avenue
Los Angeles, CA 90016
Customers outside the USA:
Contact your local Alesis dealer for warranty assistance. The Alesis Limited Warranty
applies only to products sold to users in the USA and Canada. Customers outside of
the USA and Canada are not covered by this Limited Warranty and may or may not
be covered by an independent distributor warranty in the country of sale. Do not
return products to the factory unless you have been given specific instructions to do
so.
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MIDI Supplement: Appendix B
APPENDIX B
MIDI SUPPLEMENT
MIDI BASICS
Most current electronic instruments and signal processors, including the QS, contain
an internal computer. Computers and music have been working together for decades,
which is not surprising considering music’s mathematical basis (consider frequencies,
harmonics, vibrato rates, tunings, etc.). In the mid-70s, microcomputers became
inexpensive enough to be built into consumer-priced musical instruments. They were
used for everything from sound generation to storing parameters in memory for later
recall.
In 1983, the MIDI (Musical Instrument Digital Interface) specification was introduced
to better exploit the computers inside these new musical instruments, primarily to
ensure compatibility of equipment between manufacturers. MIDI expresses musical
events (notes played, vibrato, dynamics, tempo, etc.) as a common “language”
consisting of standardized digital data. This data can be understood by MIDI-
compatible computers and computer-based musical instruments.
Before electronics, music was expressed exclusively as written symbols. By
translating musical parameters into digital data, MIDI can express not only the types
of musical events written into sheet music, but other parameters as well (such as
amount of pitch bend or degree of vibrato).
MIDI HARDWARE
MIDI-compatible devices usually include both MIDI In and MIDI Out jacks, which
terminate in 5-pin DIN-style connectors. The MIDI Out jack transmits MIDI data to
another MIDI device. As you play a MIDI controller such as a keyboard, data
corresponding to what you play exits the MIDI Out jack. Example: If you play middle
C, the MIDI Out transmits a piece of data that says “middle C is down.” If you release
that key, the MIDI Out transmits another piece of data that says “middle C has been
released.”
If the keyboard responds to the dynamics of your playing, the note data will include
dynamics information too. Moving the modulation wheels and pedals attached to
many synthesizers will also generate data associated with the wheel or pedal being
used.
The MIDI In jack receives data from another MIDI device. In addition to the type of
performance data described above, rhythmically-oriented MIDI devices (e.g., drum
machines) can often transmit and/or receive additional MIDI timing messages that
keep other rhythmically-oriented units in a system synchronized with each other.
An optional MIDI Thru jack provides a duplicate of the signal at the MIDI In jack. This
is handy if you want to route MIDI data appearing at one device to another device as
well.
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Appendix B: MIDI Supplement
MIDI MESSAGE BASICS
The are two main types of MIDI messages. Channel messages, which are channel-
specific, consist of Voice and Mode messages. System messages, which do not
have a channel number and are received by all units in a system, include Common,
Real Time, and Exclusive messages.
CHANNEL MESSAGES: MODE MESSAGES
There are two messages that determine the MIDI mode (i.e., how a device will
receive MIDI data). The “Omni” message determines how many channels will be
recognized. Omni On means that data from all channels will be received; Omni Off
limits the number of channels, usually to one.
The “Mono/Poly” message deals with voice assignment within the synthesizer. In
Mono mode, only one note at a time plays in response to voice messages; in Poly
mode, as many voices can play notes as are available to play notes.
CHANNEL MESSAGES: VOICE MESSAGES
A synthesizer’s voice is the most basic unit of sound generation. Usually, each voice
plays one note at a time, so the number of notes you can play at one time will be
limited by the available number of voices. MIDI messages that affect voices include:
Note On. Corresponds to a key being pressed down; values range from 000 (lowest
note) to 127 (highest note). Middle C is 60.
Note Off. Corresponds to a key being released; values are the same as note on.
Velocity. Corresponds to dynamics; values range from 001 (minimum velocity) to
127 (maximum velocity). A velocity of 000 is equivalent to a note-off message.
Pressure. Indicates the pressure applied to a keyboard after pressing a key. Mono
pressure (Aftertouch) represents the average amount of pressure applied by all keys.
Poly Pressure produces individual pressure messages for each key.
Program Change. Sending a Program Change command from a sequencer or other
MIDI keyboard can change synth patches automatically. There are 128 Program
Change command numbers.
Also note that not all units number programs consistently. Some number them as
000-127, others as 001-128, and still others arrange programs in banks of 8
programs (such as A1-A8, B1-B8, C1-C8, etc.).
Pitch Bend. This “bends” a note from its standard pitch.
Continuous Controller. Footpedals, breath controllers, and modulation wheels can
vary sounds as you play, thus adding expressiveness. MIDI allows for 64 continuous
controllers (these act like potentiometers in that you can choose one of many
different values) and 58 continuous/switch controllers (these can act like continuous
controllers but some are assumed to choose between two possible states, such as
on/off).
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MIDI Supplement: Appendix B
Each type of controller is stamped with its own controller identification number. Not all
controller numbers have been standardized for specific functions, but the following
indicates the current list of assigned controllers. Numbers in parenthesis indicate the
controller range.
#
Function
1
2
3
4
5
6
Modulation Wheel (0-127)
Breath Controller (0-127)
Early DX7 Aftertouch (0-127)
Foot Controller (0-127)
Portamento Time (0-127)
Data Slider (0-127)
7
8
Main Volume (0-127)
Balance (0-127)
10
11
16
17
18
19
Pan (0-127)
Expression (0-127)
General Purpose #1 (0-127)
General Purpose #2 (0-127)
General Purpose #3 (0-127)
General Purpose #4 (0-127)
32-63 Least Significant Bits, Controllers 0-31 (0-127)
64
65
66
67
Sustain Pedal (0 or 127)
Portamento On/Off (0 or 127)
Sustenuto Pedal (0 or 127)
Soft Pedal (0 or 127)
69
Hold 2 (0 or 127)
80
81
82
83
General Purpose #5 (0 or 127)
General Purpose #6 (0 or 127)
General Purpose #7 (0 or 127)
General Purpose #8 (0 or 127)
Tremolo Depth (0-127)
92
93
Chorus Depth (0-127)
94
Celeste Depth (0-127)
95
Phase Depth (0-127)
96
97
98
99
100
101
121
122
123
124
125
126
127
Data Increment (0 or 127)
Data Decrement (0 or 127)
Non-Registered Parameter MSB (0-127)
Non-Registered Parameter LSB (0-127)
Registered Parameter MSB (0-127)
Registered Parameter LSB (0-127)
Reset All Controllers (0)
Local Control On/Off (0 or 127)
All Notes Off (0)
Omni Off (0)
Omni On (0)
Mono On (0-16; 0=Omni Off)
Poly On (0)
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Appendix B: MIDI Supplement
SYSTEM COMMON MESSAGES
Intended for all units in a system, some of these MIDI messages are:
Song Position Pointer. This indicates how many “MIDI beats” (normally a 16th note)
have elapsed since a piece started (up to 16,384 total beats). It is primarily used to
allow different sequencers and drum machines to auto-locate to each other so that if
you start one sequencer, the other device will automatically jump to the same place in
the song, whereupon both continue on together.
System Exclusive. This message (called Sys Ex for short) is considered “exclusive”
because different manufacturers send and receive data over MIDI which is intended
only for that manufacturer’s equipment. Example: Sending a QS message to an
Alesis D4 Drum Module won’t do anything, but the message will be understood by
other QS. This data often contains information about individual instrument programs.
Timing Clock. A master tempo source (such as a sequencer) emits 24 timing
messages (clocks) per quarter note. Each device synchronized to the sequencer
advances by 1/24th of a quarter note when it receives the clock message, thus
keeping units in sync after they’ve both started at the same time. Many devices
subdivide this clock signal internally for higher resolution (e.g., 96 pulses per quarter
note).
Start. Signals all rhythmically-based units when to start playing.
Stop. Signals all rhythmically-based units when to stop playing.
Continue. Unlike a Start command, which re-starts a sequencer or drum machine
from the beginning of a song each time it occurs, sending a continue message after
stop will re-start units from where they were stopped.
GENERAL MIDI
General MIDI is an extension of the MIDI standard designed to meet the demands of
the ever-growing multimedia industry, and to make simple the act of playing
commercially produced MIDI sequences. The General MIDI standard utilizes all 16
channels available in MIDI. The QS is a perfect General MIDI companion, since its
Mix Mode uses 16 channels. Although many channels are commonly used for
specific types of instruments (Example: Channel 1 is usually piano, channel 2 is
usually bass, etc.), channel 10 is always used for drums.
General MIDI also standardizes the placement of sound types in a sound device’s
memory bank. The QS’s GenMIDI Bank is designed specifically for General MIDI,
and organizes it sounds according to the General MIDI specification. This means,
when a sequencer sends a MIDI program change message that is supposed to call
up a particular sound, the correct sound on the QS will be called up, even if the
composer of the sequence used a different sound device. The Programs in the
GenMIDI Bank use the General MIDI names (in some cases abreviated) with the
letters GM added to indicate their are designed specifically for use in General MIDI
mode.
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MIDI Supplement: Appendix B
There are three MIDI registered parameters which the QS will recognize in Mix Play
Mode when General MIDI Mode is enabled. These are:
•
MIDI Registered Parameter 0 (Pitch Bend Sensitivity): This will directly effect
the Pitch Wheel Range parameter of all four Sounds of the Program on the
received MIDI Channel of the Mix. If the Channel is selected using the [
and [PAGE ] buttons, the “*” symbol will appear between the Mode name and
the Bank name in the upper part of the display if this parameter is received.
However, if you are viewing the Pitch Wheel Range parameter in the display
(Program Edit Mode, Pitch Function, Page 4), the display will not be updated to
reflect the new setting. If you go to another Page or Function and then return to it,
the display will now reflect the updated setting.
PAGE]
•
MIDI Registered Parameter 1 (Fine Tune): This will directly effect the Detune
Amount parameter of all four Sounds of the Program on the received MIDI
Channel of the Mix. If this MIDI registered parameter is received, the QS will
automatically make sure that all four Sounds of the Program have their Detune
Type parameter set to “Normal” (Program Edit Mode, Pitch Function, Page 3). If
the Channel is selected using the [ PAGE] and [PAGE ] buttons, the “*”
symbol will appear between the Mode name and the Bank name in the upper part
of the display if this parameter is received. However, if you are viewing the
Detune Amount parameter in the display (Program Edit Mode, Pitch Function,
Page 2), the display will not be updated to reflect the new setting. If you go to
another Page or Function and then return to it, the display will now reflect the
updated setting.
•
MIDI Registered Parameter 2 (Coarse Tune):This will directly effect the Tune
Semitone parameter of all four Sounds of the Program on the received MIDI
Channel of the Mix. If the Channel is selected using the [ PAGE] and
[PAGE ] buttons, tthe “*” symbol will appear between the Mode name and the
Bank name in the upper part of the display if this parameter is received.
However, if you are viewing the Tune Semitone parameter in the display
(Program Edit Mode, Pitch Function, Page 1), the display will not be updated to
reflect the new setting. If you go to another Page or Function and then return to it,
the display will now reflect the new setting.
(Portions of this appendix are abridged versions of material from Power Sequencing
with Master Tracks Pro/Pro 4 and The Complete Guide to the Alesis HR-16 and
MMT-8, copyright 1990 and 1989 respectively by AMSCO Publications, and is
adapted with permission.)
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MIDI Implementation Chart
MIDI IMPLEMENTATION CHART
Function
Default
Transmitted
1 — 16
Recognized
1 — 16
Remarks
Basic
Channel
Changed
Default
Messages
Altered
1 — 16 each
Mode 3
X* * * * * * * *
0 — 127
1 — 16 each
Mode 3
X
Memorized
Mode
Note
0 — 127
Number
Velocity
True Voice
Note On
Note Off
Key’s
* * * * * * * *
0 — 127
O
O
X
O
O
O
O
O
O
After
Touch
Pitch Bender
Control
Ch’s
O
O
0 — 120 O
Change
Prog
Change
System Exclusive
System
Common
1
1
O 0 — 127
True #
O* *0*—* 1*2*7 * *
0 — 127
O
X
X
X
X
X
X
X
X
X
X
O
X
X
X
X
X
O
O
X
Song Pos
Song Sel
Tune
Clock
Commands
System
Realtime
Aux
2
Local On/Off
Messages All Notes Off
Active Sense
Reset
GM On
2
O
O
Notes
1
O, X is selectable
Recognized as ALL NOTES OFF
2
Mode 1: OMNI ON, POLY
Mode 1: OMNI ON, MONO
Mode 3: OMNI OFF, POLY
Mode 4: OMNI OFF, MONO
O : Yes
X : No
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Parameters Index: Appendix C
APPENDIX C:
PARAMETERS INDEX
PROGRAM EDIT PARAMETERS
Display
Page in
Manual
58
Parameter
Function
Amp/Range
Amp LFO
Filter
Filter LFO
Pitch
Page
2
Aftertouch Depth: Amp
Aftertouch Depth: ALFO
Aftertouch Depth: Filter
Aftertouch Depth: FLFO
Aftertouch Depth: Pitch
Aftertouch Depth: PLFO
Amp ENV Level
Amp ENV Trigger
Amp LFO Delay
Amp LFO Depth
Amp LFO Level
Amp LFO Mod. Wheel Depth
Amp LFO Speed
Amp LFO Trigger
Amp LFO Waveform
Attack: Amp
7
5
7
5
7
10
7
3
3
5
6
2
4
1
1
1
2
76
57
75
54
74
68
67
75
59
76
76
75
75
75
66
64
Pitch LFO
Amp ENV
Amp ENV
Amp LFO
Amp/Range
Amp LFO
Amp LFO
Amp LFO
Amp LFO
Amp LFO
Amp ENV
Filter ENV
Pitch ENV
Amp ENV
Filter ENV
Pitch ENV
Level
Attack: Filter
Attack: Pitch
Decay: Amp
Decay: Filter
Decay: Pitch
Effect Bus
61
66
64
61
2
2
2
5
53
Effect Level
Level
4
53
Filter ENV Depth
Filter
7
57
Filter ENV Level
Filter ENV
Filter ENV
Filter ENV
Filter
10
7
11
1
66
65
66
56
Filter ENV Trigger
Filter ENV Velocity Depth
Filter Frequency
Filter Keyboard Tracking
Filter LFO Delay
Filter LFO Depth
Filter
Filter LFO
Filter
2
3
6
56
74
57
Filter LFO Level
Filter LFO
Filter LFO
Filter LFO
Filter LFO
Filter LFO
Pitch
Amp LFO
Filter
Filter LFO
Mod 1 – 6
5
6
2
4
1
10
6
4
6
74
75
74
74
74
55
76
57
Filter LFO Mod. Wheel Level
Filter LFO Speed
Filter LFO Trigger
Filter LFO Waveform
Keyboard Mode
Mod. Wheel Depth: Amp LFO
Mod. Wheel Depth: Filter
Mod. Wheel Depth: Filter LFO
Modulation Destination
75
71
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Appendix C: Parameters Index
Page in
Manual
71
Parameter
Function
Mod 1 – 3
Mod 1 – 6
Mod 4 – 6
Mod 1 – 6
Name
Page
Modulation: Gate Mode
Modulation Level
Modulation: Quantize Mode
Modulation Source
Name (Program)
Output
4
3
4
1
71
71
69
68
53
53
1 – 10
Level
Level
3
2
Pan
Pitch ENV Depth
Pitch ENV Level
Pitch ENV Trigger
Pitch ENV Velocity Depth
Pitch LFO Delay
Pitch LFO Depth
Pitch LFO Level
Pitch LFO Mod. Wheel Level
Pitch LFO Speed
Pitch LFO Trigger
Pitch LFO Waveform
Pitch Wheel Range: Pitch
Portamento Type
Portamento Rate
Range Lower limit
Range Upper Limit
Release: Amp
Pitch
7
10
7
11
3
6
5
6
2
4
1
4
8
9
4
5
4
4
54
63
62
63
72
54
73
73
72
73
72
54
55
55
59
59
Pitch ENV
Pitch ENV
Pitch ENV
Pitch LFO
Pitch
Pitch LFO
Pitch LFO
Pitch LFO
Pitch LFO
Pitch LFO
Pitch
Pitch
Pitch
Amp/Range
Amp/Range
Amp ENV
Filter ENV
Pitch ENV
Voice
67
64
61
50
Release: Filter
Release: Pitch
Sound Enable
4
1
Sound Overlap
Sound Type
Amp/Range
Voice
6
2
60
50
Sustain: Amp
Sustain: Filter
Sustain: Pitch
Amp ENV
Filter ENV
Pitch ENV
Amp ENV
Filter ENV
Pitch ENV
Amp ENV
Filter ENV
Pitch ENV
Amp ENV
Filter ENV
Pitch ENV
Track Gen
Track Gen
Pitch
3
3
3
6
6
6
9
9
9
8
8
8
66
64
61
67
65
62
68
65
63
68
65
62
77
77
54
54
Sustain Decay: Amp
Sustain Decay: Filter
Sustain Decay: Pitch
Sustain Pedal: Amp
Sustain Pedal: Filter
Sustain Pedal: Pitch
Time Track: Amp ENV
Time Track: Filter ENV
Time Track: Pitch ENV
Track Input
1
Track Points (0—10)
Tuning: Semitone
Tuning: Detune
2 – 12
1
Pitch
2
Tuning: Type
Pitch
3
54
Velocity
Filter
3
56
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Parameters Index: Appendix C
Page in
Parameter
Velocity Curve/Crossfade
Sound Group
Sound Name
Function
Amp/Range
Voice
Page
Manual
1
3
4
1
58
51
51
53
Voice
Level
Sound Volume
MIX EDIT PARAMETERS
Display
Page in
Manual
39
Parameter
Aftertouch
Controllers A–D
Effect Channel
Effect MIDI
Function
Controllers
Controllers
Effect
Page
2
4
2
1
39
38
38
Effect
Keyboard
MIDI In
MIDI Out
Name
Keyboard/MIDI
Keyboard/MIDI
Keyboard/MIDI
Name
3
1
2
38
38
38
40
1 – 10
Pitchbend and Mod Wheels
Program Effect Bus
Program Effect Level
Program Enable
Program Output
Program Pan
Program Volume
Range Lower limit
Range Upper Limit
Sustain Pedal
Tuning: Octave
Tuning: Semitone
Controllers
Level
1
6
5
1
4
3
2
1
2
3
1
2
39
37
37
37
37
37
37
40
40
39
38
38
Level
Level
Level
Level
Level
Range
Range
Controllers
Pitch
Pitch
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Index
INDEX
Aftertouch 15
Amp 62
FX Program Change 42
Keyboard 42
MIDI 42,43
Pitch LFO 58, 76
Portamento 59
Sound 48, 49
Filter 60
Pitch 58
Name 44
Output 41
Pan 41
Pitch 42
Sound Enable 54
Sound Overlap 64
Sound Type 54
Voice 49, 54
Compare 29, 34
Computer 23, 117
Controllers 115
Copy
Octave 42
Volume 57
Sound 85
Effects 85
Demo 11
Direct Select 33
Digital Output 25
Display 30
Drum Mode 53
Edit buffer 34, 40
Effects Edit 29, 89
Clip 88
Semitone 42
Range 44
Mix Mode 13, 16, 28, 39
Modulation Wheel 15
Name
Mix 44
Program 72
Outputs 9
PCMCIA 19
Pedals 24, 115
Pitch Bend 15
Polyphony 27, 45, 64
Power 7, 11
Program Mode 13, 28
Re-initializing 86, 127
Samples 27
Software Version 127
Sound 27
Sound Bridge 20
Sound Card 20
Sound Groups 27
Store 29, 35, 36, 37, 90
Sustain Footswitch 24
User Bank 27
Configuration 91, 92-97
EQ 98
Mix 111
Velocity 15
Mod 98
Modulation 98
Reverb 106
Preset Bank 27
Program 27
Program Edit 28, 54
Amp 51
Footswitch 24
48kHz Input 26
Global Edit 29, 113
Headphones 9
Input/Output 117
Keyboard
Aftertouch 62
Velocity Curve 62
Amp Envelope 70
Amp LFO 63, 79
Amp/Range 62
Drum Mode 53, 82
Amp Envelope 84
Level 83
Pitch 83
Velocity 83
Effect
Effect Bus 57
Envelope 52
Filter
Curve 113
Mode 22, 45, 114
Scaling 114
Transpose 114
Local Off 46
Master Pitch 113
Master Tune 113
Memory
Preset 34
User 34
MIDI 21-22, 121-132
Channel 14
Aftertouch 61
Cutoff frequency 50
Lowpass 50
Controllers 133
I/O 117
IN 21
OUT 21, 45, 118
Program Select 116
System Exclusive 21,
124
Modulation Wheel 61
Velocity 60
Filter Envelope 61, 68
Filter LFO 61, 78
Keyboard Mode 59
LFO 52
Modulation 51, 73
Name 72
Mix 28
Mix Edit 29, 39
Effect Bus 42
Effect Level 41
FX Channel 42
Pan 57
Pitch
Aftertouch 58
Pitch Wheel 58
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Index
142
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