4. ANALOG RYTM SOUND ARCHITECTURE
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4. ANALOG RYTM SOUND ARCHITECTURE
The Analog Rytm sound architecture, with its eight drum voices, two send effects (delay and reverb), and
two master effects (distortion and compressor), is shown below. Analog elements are gray; digital are white.
PERCUSSION
SOUND
GENERATOR
SAMPLE
PLAYBACK
ENGINE
OVERDRIVE
MULTIMODE
FILTER
MIXER
EXTERNAL
INPUT
DISTORTION
COMPRESSOR
AMP
NOISE
GENERATOR
FILTER
ENVELOPE
AMP ENVELOPE
REVERB
SEND
DELAY
REVERB
FROM EFFECT SENDS
EFFECT RETURN 1
FROM DRUM VOICES
OUTPUTS L/R
EFFECT RETURN 2
TO EFFECT RETURNS
FADE
ENVELOPE
LFO
DESTINATION
FADE
ENVELOPE
LFO
DESTINATION
TO EFFECT RETURNS
DRUM VOICES (×8)
FX TRACK
PA
N
DELAY SEND REVERB SEND
TO MIXER
INDIVIDUAL OUTPUT
4.1 VOICE CIRCUITS
There are eight analog voice circuits. All voices have an identical sample playback engine, overdrive circuit,
and multimode filter. The percussion sound generators are not identical. Each is designed to generate a
specific class of analog drum sounds.
4.2 MACHINES
There are several MACHINES available for each voice circuit. A MACHINE is a set of synthesis parameters
that controls a percussion sound generator in order to act like a certain drum model. Different MACHINES
are software tailored to generate different kinds of bass drums, hi-hats, et cetera - and to provide the pa-
rameters most apt for each particular MACHINE. Per default, the
BD
voice makes use of one of the avail-
able bass drum MACHINES,
BD
HD. Another MACHINE may be selected which will engage the
BD
voice
circuit in a different way, enabling it to employ, for example, frequency modulation.