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DRUM PARTS
As with Chords, Drum Parts have four voices (a.k.a. 'lanes'), but no
pitch value, instead each Voice has a velocity level, which you can edit
on the
PITCH
page (re-titled
DRUM
on the display). The level values are
indicated by 4 columns on each sequence step, one per voice. Below
the value columns, there is a horizontal cursor, which indicates the
current Voice to edit. It works just like in a Chord Part: Turn encoder
9
to move the cursor, push encoder
9
to switch to selection mode. You
can also use the
MUTE
sub-mode to edit the pattern using the white
keys on the mini-keyboard.
There are several ways to setup CV outputs for a Drum Part. You can
use 4 Gate and Velocity outputs on the Jack Expander module, or use 4
trigger outputs only, or even combine 4 trigger outputs with 4 velocity
CVs. Setting up a Gate or Velocity output for a Drum Part is the same
as for a Chord Part, except there is no need to route for pitch.
To setup a Trigger out to work with a Drum Part, use encoder
9
to scroll
to the
ROUTING
sub-page for
RUN, CLOCK, RESET
or
J-EXP TRIGS
.
Hold
Shift
while turning the encoder for the trigger you want to map,
and turn until you see
D5.1
, about 4 clicks depending on where the
trigger was set originally. The '
D
' is for drums, '
5
' is for Part 5, and '
1
' is
the first Drum Voice. From there, release the
Shift
key and turn the
encoder to pick the Drum Part and Voice you want the trigger to output.
Then push the encoder to ‘latch’ the mapping change.
To setup a MIDI output for a Drum Part, use encoder
9
to scroll to one of
the MIDI outputs on the
ROUTING
page, then turn any encoder to select
the desired Drum Part.
To set which MIDI notes are output for each Drum Voice, Go to the
SEQ
CTL
page for the Drum Part. Then turn encoder
9
until you get to the
DRUM MAP
page. Turn encoder
1
to pick the Drum Voice, then turn
encoder
2
to set the note, and encoders
3
&
4
to pick a two letter name.
Drum Parts also come with their own set of generator algorithms, as listed
below. Cell based algorithms use short, randomly generated patterns,
typically 2 - 8 steps long, repeated out to the full length of the sequence,
and then evolved in various ways.
CEL1
,
CEL2
,
CEL3
: Cell-based algorithms with increasing levels of
pattern density and complexity.
MAL1
,
MAL2
: Two dual-cell algorithms.
ECL1
: Euclidean with random ‘k’ amount per part, up to 16.
ECL2
: Euclidean with less density on voices 1 & 2, and velocity random-
ization.
HYB
: Hybrid, voices 1 & 2 use cell based algorithm, voices 3 & 4 are
euclidean.
SPRS
: Sparse: A cell based algorithm tuned for longer patterns.
RND1
,
RND2
,
RND3
: Increasing amount of randomization.
16
Global Part
Chord & Drum Parts
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