Parameter list Single-size algorithm
23
20 Koto
This algorithm produces the sound of the Japanese Koto.
Each time you strike, a random note of a Japanese scale
will sound. By pressing the head, you can simulate the
upward pitch bends produced by pressing the string.
Tune will adjust the basic pitch in chromatic steps over a
range of 45–62. With a setting of 50, the pitch will be
C
.
You can adjust the location of the pluck, and specify the
range of strings that will be used.
Tune (50), Decay (78)
hd1/rm1: Fine Tune
–50...50 (0)
Make fine adjustments in a whole-tone range to the pitch
set by
Tune
. When this value is 50, the pitch will be the
value set by
Tune
.
hd2/rm2: Pluck Position
–50...50 (47)
This parameter specifies the location on the string where
the pluck will occur. When this value is 0, the pluck will
occur at 1/2 of the vibrating length of the string; i.e., in
the middle. Negative (-) settings will move the pluck
toward the movable bridge. Positive (+) settings will
move the pluck toward the fixed bridge. Moving the
pluck all the way toward either end will cause the sound
to resemble the bridge on that side.
hd3/rm3: Damping
000...100 (25)
As this value is increased, the decay will become shorter,
and the tone color will also change, producing a muted
effect.
hd4/rm4: String Type 1
000...100 (22)
This parameter modifies the overtones of the string
between the fixed bridge and the movable bridge on the
side where the string is plucked. As this value is
increased, the sound will become more metallic,
approaching the sound of a square wave on a synthesizer.
hd5/rm5: String Type 2
000...100 (0)
This parameter modifies the overtones of the string
between the fixed bridge and the movable bridge on the
side where the string is note plucked. The effect is the
same as
String Type 1
.
hd6/rm6: Plucked Noise
000...100 (30)
This parameter adjusts the level of noise that occurs
when the string is plucked.
hd7/rm7: Bottom String
0...12 (3)
This parameter specifies the lowest of the 13 strings that
will be used, counting from the lowest upward. With a
setting of 00, strings are available for use all the way
down to the lowest string. With a setting of 12 only the
highest string will be available.
hd8/rm8: String Range
0...12 (7)
Specify the number of strings that will be used, starting
with the specified Bottom String.
21 Bamboo
This algorithm produces a bamboo percussion sound that
can be used like a marimba. When you strike with a cer-
tain range of force, differences in striking force within
that range will play different notes within an octave of
the selected scale, allowing you to play phrases.
Tune adjusts the basic pitch in chromatic steps over a
range of 26–69. With a setting of 50, the pitch will be
C
.
You can select the type of scale and specify the range of
striking force that corresponds to the octave of notes in
the scale.
Tune (50), Decay (90)
hd1/rm1: Fine Tune
–50...50 (0)
This parameter allows you to make fine adjustments to
the pitch specified by Tune, within the range of one
whole tone. When this value is set to 50, the pitch will be
as set by the Tune.
hd2/rm2: Accent Level
000...100 (35)
This parameter adjusts the volume level of the unpitched
accent.
hd3/rm3: Velocity Range
000...100 (15)
This parameter adjusts the striking force that will pro-
duce the note assigned to the strongest strike. (This will
be the highest note when
Sequence Type
= 0, and the
lowest note when
Sequence Type
= 1.)
hd4/rm4: 2nd Pitch
–50...50 (0)
This parameter adjusts the pitch of the second partial
within a range of +/- one fifth.
hd5/rm5: Pressure Pitch
–50...50 (0)
This parameter adjusts the amount of pitch change that
occurs when you apply pressure to the head.
hd6/rm6: Pressure Range
–50...50 (24)
This parameter adjusts the degree of force that will be
used to apply muting when the head is pressed.
hd7/rm7: Scale Select
0...7 (4)
This parameter allows you to select one of eight types of
scale (0–7). For details on the available scales, refer to
“About the preset scales”.
hd8/rm8: Sequence Type
0...2 (0)
This parameter allows you to specify how changes in
striking force will correspond to notes in the scale. 0:
Stronger strikes will play higher notes. 1: Stronger
strikes will play lower notes. 2: Striking force will have
no effect on note pitch. (Notes in the scale will be played
randomly.)
22 JingDrum
This algorithm produces the sound of a drum with jin-
gling bells attached. When you strike the head, the jin-
gling bells will sound together with the drum. Pressing
the head will raise the pitch of the drum.
Both Tune and Decay affect only the drum sound.
You can make major changes in the pitch and tone color
of the drum and bells.
Tune (74), Decay (74)
hd1/rm1: Jingle Level
000...100 (42)
This parameter adjusts the volume level of the jingle.
hd2/rm2: Drum Level
000...100 (100)
This parameter adjusts the volume level of the drum
sound.
hd3/rm3: Brightness 1
000...100 (34)
This parameter allows you to modify the tone color of
the drum sound. As this value is increased, the sound
will become more metallic with more sustain, like a gui-
tar.
Summary of Contents for Wavedrum
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