Keymap and Sample Editing
The Keymap Editor
14-1
Chapter 14
Keymap and Sample Editing
The Keymap Editor
The
Keymap
Editor
lets
you
customize
the
PC3K’s
factory
preset
keymaps
and
save
them
to
RAM.
You
can
also
build
your
own
keymaps
from
scratch
(see
Building
a
Keymap
on page 14
‐
7.)
Keymaps
are
an
integral
part
of
every
layer
of
a
program.
Each
keymap
contains
a
set
of
parameters
determining
which
sample(s)
the
PC3K
will
play
when
you
trigger
a
note.
Each
layer
has
at
least
one
keymap,
but
it
can
have
two
keymaps
when
you’re
working
with
stereo
samples.
Each
of
these
stereo
keymaps
uses
two
of
the
128
available
voices.
Each
keymap
consists
of
a
set
of
key
(note)
ranges—C
4
to
G
4,
for
example.
The
entire
span
of
each
keymap
is
from
C
0
to
G
10.
Each
range
has
a
sample
root
assigned
within
the
range.
Each
sample
root
is
a
distinct
ROM
or
RAM
sample.
Within
each
key
range,
the
sample
root
is
transposed
up
and
down
to
play
on
each
of
the
range’s
notes.
You
can
view
each
range
by
changing
the
value
of
the
Key
Range
parameter
on
the
Keymap
‐
editor
page.
You
can
mix
samples
of
different
timbres
within
a
single
keymap,
and
even
tune
individual
keys
to
any
pitch
by
defining
key
ranges
to
single
notes
and
assigning
samples
to
each
of
those
notes.
When
you
trigger
a
note,
the
PC3K
identifies
the
key
range
where
the
Note
On
event
occurred.
It
also
checks
the
attack
velocity
value
of
the
note.
It
then
addresses
its
memory,
and
retrieves
the
sample
root
that’s
assigned
to
that
key
range
and
attack
velocity
value.
If
the
note
that’s
triggered
is
not
the
note
where
the
sample
root
is
assigned,
the
sample
is
transposed
to
play
at
the
correct
pitch.
The
PC3K
then
generates
the
digital
signal
that
represents
the
sound
of
the
note.
At
this
point
the
keymap’s
job
is
done,
and
the
signal
proceeds
through
the
layer’s
algorithm
and
on
to
the
audio
outputs.
You
can
assign
as
many
key
ranges
to
a
keymap
as
you
like,
even
creating
a
separate
range
for
each
note.
This
would
allow
you
to
tune
each
key
independently,
to
create
microtonal
tunings.
For
keymaps
that
use
a
single
timbre,
like
the
Grand
Piano,
there’s
a
key
range
for
each
sample
root
stored
in
memory.
For
acoustic
instrumental
sounds,
the
more
key
ranges
you
have
for
a
keymap,
the
more
realistic
the
sound
will
be,
since
there
will
be
less
pitch
shifting
of
the
sample
root
within
the
key
range.
Of
course,
you
can
assign
sample
roots
with
different
timbres
within
the
same
keymap.
Many
of
the
drum
kit
keymaps
in
ROM,
for
example,
have
about
20
key
ranges,
with
several
different
timbres
assigned
as
the
sample
roots.
You
can
also
create
a
keymap
with
a
single
key
range
that
spans
from
C
0
to
G
10,
if
you
want
to
stretch
a
single
sample
root
from
C
0
to
G 10.
Keep
in
mind,
however,
that
samples
can
only
be
transposed
upward
by
an
octave
from
the
sample’s
original
pitch.
Samples
can
be
transposed
downward
without
limit.
Think
of
a
keymap
as
if
it
were
a
single
piece
of
string,
divided
into
different
sections
that
adjoin
one
another.
Sections
cannot
overlap.
If
you
have
one
range
that
goes
from
C4
to
F4
and
another
that
goes
from
F#4
to
C5,
then
if
you
change
the
first
range
to
be
C4
to
G4,
the
second
one
will
change
to
be
G#4
to
C5.
Also,
you
can’t
have
“nothing”
assigned
to
a
key
range.
Even
if
it
is
Silence
(#999),
there
will
always
be
a
sample
assigned
to
every
range
in
the
keymap.
This
is
something
to
watch
out
for
when
creating
drum
programs.
For
example,
let’s
say
you
are
creating
a
program
with
20
layers.
Each
layer
has
its
own
keymap,
which
has
just
one
sample
assigned
to
part
of
the
keyboard
with
the
rest
of
the
key
range
assigned
to
Silence.
Make
sure
that
you
limit
the
note
range
of
each
Summary of Contents for PC3K6
Page 24: ...1 6 Introduction Options...
Page 50: ...4 4 The Operating Modes Using the Modes...
Page 58: ...5 8 Editing Conventions Special Button Functions...
Page 130: ...6 72 Program Mode Programming Tips...
Page 202: ...7 72 Setup Mode Recording A Setup To Song Mode...
Page 206: ...8 4 Quick Access Mode The QA Editor...
Page 232: ...9 26 Effects Mono Algorithms...
Page 268: ...11 18 Master Mode Preview Sample PRVIEW...
Page 302: ...12 34 Song Mode and the Song Editor Song Editor The EVENT Page...
Page 328: ...14 14 Keymap and Sample Editing Editing Samples...
Page 334: ...B 4...
Page 370: ...D 32 PC3K Objects V 1 31 Effect Chains...
Page 372: ...E 2 PC3K Legacy File Conversion Object Types and Conversion Details...