PSR-A2000 Data List
34
Effect Type List / Liste der Effekttypen / Liste des types d’effet
DSP1 – 4 Block
ER/KARAOKE
KARAOKE1
Echo for karaoke.
20
0
KARAOKE2
20
1
KARAOKE3
20
2
CHORUS
CHORUS1
Conventional chorus program with rich, warm chorusing.
66
17
CHORUS2
66
8
CHORUS3
66
16
CHORUS4
66
1
CHORUS5
65
2
CHORUS6
65
0
CHORUS7
65
1
CHORUS8
65
8
CHORUS FAST
65
16
CHORUS LITE
65
17
GM CHORUS1
65
3
GM CHORUS2
65
4
GM CHORUS3
65
5
GM CHORUS4
65
6
FB CHORUS
65
7
CELESTE1
A 3-phase LFO adds modulation and spaciousness to the sound.
66
0
CELESTE2
66
2
SYMPHONIC1
Adds more stages to the modulation of Celeste.
68
16
SYMPHONIC2
68
0
ENS DETUNE1 (Ensemble Detune 1)
Chorus effect without modulation, created by adding a slightly pitch-shifted sound.
87
0
ENS DETUNE2 (Ensemble Detune 2)
87
16
FLANGER
FLANGER1
Creates a sound reminiscent of a jet airplane.
67
8
FLANGER2
67
16
FLANGER3
67
17
FLANGER4
67
1
FLANGER5
67
0
GM FLANGER
67
7
PHASER
PHASER1
Cyclically modulates the phase to add modulation to the sound.
72
0
EP PHASER1
72
17
EP PHASER2
72
18
EP PHASER3
72
16
ROTARY SP
ROTARY SP5 (Rotary Speaker 5)
Simulates a rotary speaker.
66
18
NO EFFECT
–
No effect.
0
0
LCD Block Name
XG Block Name
DSP1
XG Variation Block
DSP2
XG Insertion1 Block
DSP3
XG Insertion2 Block
DSP4
XG Insertion3 Block
Type
Description
MSB
LSB
REVERB
HALL1
Reverb simulating the acoustics of a hall.
1
0
HALL2
1
16
HALL3
1
17
HALL4
1
18
HALL5
1
1
HALL M
1
6
HALL L
1
7
ATMO HALL
A unique long reverb with atmosphere.
1
23
ACOSTIC ROOM (Acoustic Room)
Reverb simulating the acoustics of a room. Standard setting.
2
20
DRUMS ROOM
Reverb simulating the acoustics of a room. For drums sound.
2
21
PERC ROOM (Percussion Room)
Reverb simulating the acoustics of a room. For percussions sound.
2
22
ROOM1
Reverb simulating the acoustics of a room.
2
16
ROOM2
2
17
ROOM3
2
18
ROOM4
2
19
ROOM5
2
0
ROOM6
2
1
ROOM7
2
2
ROOM S
2
5
ROOM M
2
6
ROOM L
2
7
STAGE1
Reverb suitable for a solo instrument.
3
16
STAGE2
3
17
STAGE3
3
0
STAGE4
3
1
PLATE1
Reverb simulating a plate reverb unit.
4
16
PLATE2
4
17
PLATE3
4
0
GM PLATE
4
7
*1
TUNNEL
Simulates a cylindrical space expanding to left and right.
17
0
*1
CANYON
A hypothetical acoustic space which extends without limit.
18
0
*1
BASEMENT
A bit of initial delay followed by reverb with a unique resonance.
19
0
*1
WHITE ROOM
A unique short reverb with a bit of initial delay.
16
0
Category
Type
Description
MSB
LSB