5-2
Editing Conventions
Object Type and ID
Shift
patterns
Factory
‐
preset
or
user
‐
programmed
sequences
of
note
shift
information,
used
by
the
arpeggiator
for
detailed
arpeggiations,
or
by
the
Shift
Key
Number
controller
destination.
Velocity
patterns
Factory
‐
preset
or
user
‐
programmed
sequences
of
note
velocity
shift
information,
used
by
the
arpeggiator
for
detailed
velocity
triggering
in
arpeggiation.
Master
tables
The
values
that
are
set
for
the
global
control
parameters
on
the
Master
mode
page,
as
well
as
the
settings
for
the
parameters
on
the
Transmit,
Receive,
and
Channels
pages
in
MIDI
mode,
and
the
programs
currently
assigned
to
each
MIDI
channel.
Name
tables
Contains
a
list
of
dependent
objects
needed
by
the
other
objects
in
a
file
at
the
time
the
file
was
saved.
Object Type and ID
The
PC3K
stores
its
objects
in
memory
using
a
system
of
ID
numbers
that
are
generally
organized
into
banks.
Each
object
is
identified
by
its
object
type
and
object
ID;
these
make
it
unique.
An
object’s
type
is
simply
the
kind
of
object
it
is,
whether
it’s
a
program,
setup,
song,
or
whatever.
The
object
ID
is
a
number
from
1
to
the
maximum
that
distinguishes
each
object
from
other
objects
of
the
same
type.
For
example,
within
a
bank
you
can
have
a
setup,
a
program,
and
an
effect,
all
with
ID
201;
their
object
types
distinguish
them.
You
can’t,
however,
have
two
programs
with
ID
201.
ROM
(factory
preset)
objects
have
ID
numbers
in
a
number
of
banks.
When
you
save
objects
that
you’ve
edited,
the
PC3K
will
ask
you
to
assign
an
ID.
If
the
original
object
was
a
ROM
object,
the
PC3K
will
suggest
the
first
available
ID
in
the
User
Bank
(starting
at
1025).
If
the
original
object
was
a
memory
object,
you’ll
have
the
option
of
saving
to
an
unused
ID,
or
replacing
the
original
object.
Double
press
the
‐
and
+
buttons
(beneath
the
alpha
wheel)
to
select
the
next
available
user
location.
Objects
of
different
types
can
have
the
same
ID,
but
objects
of
the
same
type
must
have
different
IDs
to
be
kept
separate.
When
you’re
saving
an
object
that
you’ve
edited,
you
can
replace
an
existing
object
of
the
same
type
by
giving
it
the
same
ID.
The
object
you
are
replacing
will
be
deleted
permanently.
There
is
one
exception
to
this:
If
you
write
over
a
ROM
object
(factory
preset,)
you
can
always
revert
to
the
original
factory
ROM
object
by
deleting
you
new
object
that
uses
the
ID.
The
object
that
you
had
replaced
the
ROM
object
with
will
be
permanently
deleted,
and
the
original
ROM
object
will
appear
in
its
place.
Many
parameters
have
objects
as
their
values—the
Intonation
parameter
on
the
Master
mode
page,
for
example.
In
this
case,
the
object’s
ID
appears
in
the
value
field
along
with
the
object’s
name.
You
can
enter
objects
as
values
by
entering
their
IDs
with
the
alphanumeric
pad.
This
is
especially
convenient
for
programs,
since
their
ID
numbers
are
usually
the
same
as
their
MIDI
program
change
numbers.
The
object
type
and
ID
enable
you
to
store
hundreds
of
objects
without
losing
track
of
them,
and
also
to
load
files
from
storage
without
having
to
replace
files
you’ve
already
loaded.
Object Type
Object ID
Object Name
Program
201
Hot Keys
Setup
404
Silicon Bebop
Velocity Map
1
Linear
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...