Drum Group Associated Parameters
575
0: Exponential
With a positive Factor (+), choices will be exponentially
weighted towards the Drum Sounds/Notes more often.
With a negative Factor (–), choices will be exponentially
weighted towards the rests more often.
1: Logarithmic
With a positive Factor (+), choices will be logarithmically
weighted towards the Drum Sounds/Notes more often.
With a negative Factor (–), choices will be logarithmically
weighted towards the rests more often.
A Factor of 0 with any shaped curve yields a linear
table (straight diagonal line), and each of the values in
the pool will have an equal chance of getting chosen.
The following table summarizes the effect of the various
Weighting Curves and the Factor field on random rests:
Associated Parameters
Pools/Poly
[0, 1]
Chooses one of 2 modes of operation for the entire grid
when columns contain more than one Drum Sound and/or
a rest.
0: Poly
If there is more than one Drum Sound selected in a column
(and no rest), then all of the Drum Sounds at that step will
be played; if you had a kick, snare, and hi-hat in the same
column, all 3 would be played when that step was reached.
This is the typical operation of most grid-based rhythm
pattern software. However, if a rest is also selected, then
there will be a random possibility of a rest or a Drum Sound
for each of the Drum Sounds; in other words, if you had a
kick, snare, hi-hat and rest in the same column, for each of
the 3 Drum Sounds a choice between the sound and the rest
would be made (subject to the Random Rest Weighting
Curve described previously). This would result in one of 8
possible combinations:
1: Pools
If there is more than one Drum Sound selected in a column,
then those sounds form a “pool” of choices from which only
one will be chosen at random. If a rest is also selected, then
there will be a possibility of a rest or only one of the Drum
Sounds. For example, if you had a kick, snare, hi-hat and
rest in the same column, there would first be a choice of one
of the 3 Drum Sounds (subject to the Random Pool
Weighting Curve described previously), then a choice as to
whether to play the single chosen Drum Sound or a rest
(subject to the separate Random Rest Weighting Curve
described previously). This would result in one 4 possible
choices:
Keyboard Track
[0, 1]
Allows the Drum Pattern to track the input notes if desired,
thereby changing keys depending on the chord. 0: Off is
normal for Drum Patterns while 1: On is normal for Melodic
Patterns.
0: Off
The Drum or Melodic Pattern is “fixed” - it doesn’t matter
what notes you play on the keyboard. The pattern will
always produce the same pitches, according to the settings
of the Drum Sound/Note settings. This is most typical for
Drum Patterns.
1: On
The pitches of the notes generated “track” the lowest key
played on the keyboard (or other input device), related to C2
(MIDI Note #36)
. This is most useful for Melodic Patterns.
In other words, when you play a C2, the pattern will be
produced using the Note Numbers as specified by the Drum
Sound/Note settings, and any other applicable parameters.
If you then play an E2, the notes being generated will be
transposed up by 4 steps. Assuming the Notes that are
assigned are in the key of C, this puts the resulting pattern
in the Key of E. This is often useful in conjunction with the
“NTT - Note Table Transposition” parameter, described
next.
Note: The “Root Position” parameter (
cause different inversions of the same chord to always
transpose the notes as if the chord was played in root
position.
NTT On/Off (Note Table Transposition)
[0, 1]
Mainly for use with Melodic Patterns, this allows the chords
received to shift certain pitches in the Drum Pattern to notes
that fit the analyzed chord. Often used in conjunction with
Keyboard Track.
0: Off
The different chords played on the keyboard (or other input
device) have no effect on the pitches of the notes.
1: On
The Chord Analysis is performed on the input chord, and
certain pitches as they are generated may be shifted to other
notes to fit the chord. This is useful in conjunction with the
“Keyboard Track” parameter described above. If you have
created a Melodic pattern that is being transposed, you can
also have the tonality of the pattern shift to match different
chords as you play them, similar to popular auto-
accompaniment keyboards. In other words, you can write a
pattern that plays a musical phrase in a major key, and have
it change to a minor key when you play minor chords,
automatically.
Note: The “Root Position” parameter (
cause different inversions of the same chord to always
transpose the notes as if the chord was played in root
position.
Link To Next
[0, 1]
The 3 Drum Patterns can be linked together to form longer
Drum Patterns; in this case, they do not play simultaneously,
Values that receive priority:
Weighting
Curve
Factor
+ (positive)
– (negative)
Exp/Log
less rests
more rests
0: Poly
1: Pools
kick, snare, hi-hat
→
kick, snare, hi-hat
(rest), snare, hi-hat
→
snare, hi-hat
kick, (rest), hi-hat
→
kick, hi-hat
kick, snare, (rest)
→
kick, snare
(rest), snare, (rest)
→
snare
(rest), (rest), hi-hat
→
hi-hat
kick, (rest), (rest)
→
kick
(rest), (rest), (rest)
→
rest (nothing)
kick
snare
hi-hat
rest
0: Off
1: On
0: Off
1: On
0: Off
1: On
Содержание M3
Страница 1: ...4 E ...
Страница 306: ...Sequencer mode 296 ...
Страница 364: ...Sampling mode 354 ...
Страница 430: ...Media mode 420 ...
Страница 534: ...Effect Guide 524 ...
Страница 646: ...Appendices 636 ...