Alesis Musical Instrument QS7 User Manual

ALESIS  
QS7 and QS8  
Reference Manual  
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QS7/ 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.  
WHATS 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).  
WHATS 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.  
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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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Overview: Chapter 4  
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  
Functions 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 channels 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 sounds output to the Main outputs, select Main. To send the sounds  
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  
channels 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 channels Program. 1, 2, 3  
or 4 overrides the Programs 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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Editing Mixes: Chapter 5  
P ITCH  
The Pitch function (press [70]) lets you transpose a channels Program in either  
semitone or octave increments.  
Tune Octave (-2 to +2 octaves)  
Page 1  
This transposes the Programs 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 Programs 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 channels Programs 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 Channels Level” parameter is edited, volume information will be  
transmitted as controller #7 on that Channel;  
whenever a Channels 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 Channels Pan“ parameter  
is set to PROG (using the selected Programs 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 sounds 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 sounds 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 channels Program has only one  
active Program Sound, youll 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 QSs 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 QSs 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.  
Press [EDIT SELECT] and then [BANK ].  
Note the word "Global" in blue under the BANK key.  
Press [PAGE ] five times to get to Page 6.  
The display should look like this:  
ED:GLOBAL  
„œ  
KBD MODE: NORMAL  
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, youll 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 QSs 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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Editing Programs: Chapter 6  
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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Editing Programs: Chapter 6  
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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Editing Programs: Chapter 6  
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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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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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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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:  
Press the [EDIT SELECT] button.  
Press the [BANK ] button.  
The display will look like this:  
ED:GLOBAL  
¹Œ  
MASTER PITCH: 00  
Use the [ PAGE] and [PAGE ] buttons to scroll through the various pages of  
Global Edit Mode.  
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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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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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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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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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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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  
2
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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  
140  
QS7/ QS8 Reference Manual  
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Index  
142  
QS7/ QS8 Reference Manual  
Download from Www.Somanuals.com. All Manuals Search And Download.  

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