Parameter list Single-size algorithm
21
hd4/rm4: Bend Curve
000...100 (58)
This parameter adjusts the way that the pitch of the ge
sound will change when you apply pressure to the head.
Increasing this value will allow the pitch to change in
response to minimal pressure.
hd5/rm5: Damping
000...100 (46)
Decreasing this value will produce a shorter resonance
with a muffled feel.
hd6/rm6: Shell Pitch
000...100 (37)
This parameter adjusts the pitch of the short and light
sound (close to the tabla sound known as te) that is pro-
duced when you strike the outer part of the head while
pressing the head strongly to mute it.
hd7/rm7: Shell Damping
000...100 (56)
This parameter adjusts the tone color of the
te
sound. As
this value is decreased, the sound will become lighter
and more metallic.
hd8/rm8: Shell Decay
000...100 (44)
Increasing this value will lengthen the decay of the body
resonance.
15 Gong1
This algorithm creates various types of metal percussion
sounds such as gongs, that have relatively slow attacks
and sometimes produce rough low tones accompanied by
oscillation. Pressing on the head will mute the resonant
decay.
These sounds are created by passing a source sound
through several virtual resonators simulated by the DSP,
thus creating a sound with a complex overtone structure.
This sound is then sent through a filter controlled by an
LFO to create beating effects.
The sound can be controlled in a wide variety of ways,
and you can create bells or even various metallic creaks
or scraping sounds.
Tune (39), Decay (95)
hd1/rm1: Gong Color
000...100 (41)
This parameter adjusts the tone color of the original
sound that is distributed to the virtual resonator.
hd2/rm2: LFO Depth
–50...50 (–5)
This parameter adjusts the depth of change that is
applied to the filter by the LFO.
hd3/rm3: LFO Rate
000...100 (4)
This parameter adjusts the speed of the LFO that creates
the beating effect.
hd4/rm4: Damping
000...100 (4)
As this value is increased, the sound will become tighter
and have a shorter decay.
hd5/rm5: Gong Type
000...100 (7)
As this value is increased, the sound will become noisier
and sharper, with more high frequency clashing.
hd6/rm6: Harmonic Shift
000...100 (90)
This parameter adjusts the pitch differences between the
various resonating bodies. As this value is increased, the
pitch and overtone structure will change in complex
ways.
hd7/rm7: Thickness
000...100 (7)
As this value is increased, the sound will become lighter
with a more pronounced high range. As this value is
decreased, the sound will become heavier and have more
emphasis in the low range. The effect is similar to chang-
ing the thickness of a gong.
hd8/rm8: Model Select
0...7 (0)
This parameter allows you to select one of eight types
(0–7) of gong as the source for the sound.
16 Wah Harp
This algorithm produces the sound of mouth harps such
as the Jew's Harp, the Brummeisen of Austria, or the
Mukkuri of the Ainu people of Japan. The wah effect
created by the filter produces unique tones with dra-
matic changes in overtone structure. Pressing the head
with your hand will produce large and dynamic wah
effects.
This effect is especially suitable when applied to the
sound of the struck rim, which is rich in overtones.
While striking the rim or scraping the notches on the
edge of the rim, apply pressure to the head to produce
dramatic sounds.
You can adjust the wah effect’s strength and frequency
width.
Tune (54), Decay (90)
hd1/rm1: Damping
000...100 (68)
This parameter adjusts the sound of the muted string.
Decreasing this value will produce a more muted sound.
hd2/rm2: Wah Color
000...100 (16)
This parameter adjusts the center frequency of the filter
that moves when the wah effect is applied.
hd3/rm3: String Character
000...100 (27)
This parameter adjusts the character of the string sound.
Decreasing this value will make the string sound more
muffled.
hd4/rm4: Wah Balance
000...100 (50)
This parameter adjusts the amount of wah effect that is
applied. Increasing this value will produce a wah effect.
hd5/rm5: LoDamp
000...100 (72)
Increasing this value will cut the low-frequency compo-
nent of the string.
hd6/rm6: Attack Level
000...100 (30)
Increasing this value will increase the sound of the
attack.
hd7/rm7: Attack LoDamp
000...100 (78)
Increasing this value will cut the low-frequency compo-
nent of the attack sound.
hd8/rm8: Bend Range
–50...50 (25)
This parameter adjusts how the pitch will change in
response to the strength of the strike.
Summary of Contents for Wavedrum
Page 1: ...1 Owner s Manual E 2 ...