Parameter list Single-size algorithm
17
hd5/rm5: Mute Cutoff
000...100 (2)
This parameter adjusts the center frequency of the reso-
nance filter that is controlled by muting.
hd6/rm6: Mute Resonance
000...100 (9)
This parameter adjusts the amount of resonance of the
filter that’s used when you press the head. Depending on
the settings of other parameters, you can create a contin-
uous oscillation sound that changes pitch according to
how the head is pressed.
hd7/rm7: Mute Pitch
000...100 (25)
This parameter adjusts the amount of change in the cut-
off frequency of the filter that’s used when you press the
head. This parameter also affects the way that the pitch
will change for the oscillation sound that occurs when
you raise the
Mute Resonance
setting.
hd8/rm8: Velocity Curve
000...100 (0)
As this value is increased, you will have to play harder to
make the drum sound. This parameter doesn’t change the
effect that occurs when you press the drumhead.
04 Analog
This algorithm creates a continuous sound similar to an
analog synthesizer with two oscillators. The force used
to strike the drum will affect the pitch difference between
the two oscillators, or affect the cutoff frequency of the
filter. The filter cutoff can also be changed by applying
pressure to the head.
Tune (2), Decay (97)
hd1/rm1: Filter Cutoff
000...100 (15)
This parameter adjusts the cutoff frequency of the low
pass filter.
hd2/rm2: Resonance
000...100 (0)
This parameter adjusts the amount of resonance for the
filter. Higher settings will produce a continuous oscillat-
ing tone.
hd3/rm3: Pitch EG Depth
000...100 (0)
This parameter adjusts the amount of pitch difference
that will occur between the two oscillators each time you
strike the drum. Higher settings will produce a chorus-
type effect that adds depth each time you play.
hd4/rm4: Filter EG Depth
000...100 (100)
Adjust the amount of filter cutoff frequency change that
occurs each time you strike the drum.
hd5/rm5: Pressure Resonance
–50...50 (–25)
This parameter adjusts the range of change for the reso-
nance filter that is affected by pressure applied to the
head.
hd6/rm6: Filter EG Decay
000...100 (22)
This parameter adjusts how long it will take for the filter
cutoff frequency to return to its original state after the
initial attack that occurs each time that you strike the
drum.
hd7/rm7: Mute Depth
000...100 (1)
This parameter adjusts the depth of the muting that
occurs when you press the head.
hd8/rm8: Effects Level
000...100 (30)
As this value is increased, there will be a more pro-
nounced stereo effect and the sound will become richer.
05 Arimbao
This algorithm produces the sound of a large double-
headed drum. The sound consists of several different
sounds; a clear marimba-like sound, the sound of two
skins (front and rear) vibrating, and the sound of the
drum body. The marimba-like sound will change in pitch
depending on how hard the drum is struck. You can also
create smooth changes in overall pitch by pressing the
head. You can adjust the volume and tone for each of the
component sounds.
Tune (70), Decay (61)
hd1/rm1: Tone Pitch
000...100 (55)
This parameter adjusts the pitch of the marimba-like
sound.
hd2/rm2: Tension Balance
000...100 (0)
Increasing this value will make the skin more unevenly
tensioned.
hd3/rm3: Tone Level
000...100 (87)
This parameter adjusts the volume level of the marimba-
like sound.
hd4/rm4: Drum Type
000...100 (26)
This parameter adjusts the overtones of the sound of the
vibrating skin. As this value is increased, the pitch will
fall and the timbre will become rougher.
hd5/rm5: Damping
000...100 (50)
As this value is decreased, the decay will become
shorter, the overtones will change, and the result will
sound like a drum being played while pressing the skin
to mute it.
hd6/rm6: Bark Level
000...100 (12)
This parameter adjusts the level of the low body reso-
nance.
hd7/rm7: Pitch Interval
000...100 (74)
This parameter adjusts the difference in pitch between
the two skins (the striking head and the rear head).
hd8/rm8: Dry Level
000...100 (35)
This parameter adjusts the level of the direct sound of the
head (or the rim) being struck.
06 Sawari–A
When the WAVEDRUM is struck normally, this algo-
rithm produces the sound of an Indian drum, but if you
press the head as you strike. a pair of
Tambura
drones
will be added, positioned at stereo left and right. You can
adjust various parameters (balance and tone etc.) of the
drum and tambura.
Tune (50), Decay (56)
hd1/rm1: Buzz Intensity
000...100 (21)
This parameter adjusts the intensity of the drone sound.
Higher settings of this parameter result in a metallic
sound with a long decay, and lower settings result in a
duller sound with a short decay.
hd2/rm2: L–R Delay
000...100 (10)
This parameter adjusts the difference in time between
when the two drone strings (pitched at the unison and the
fifth) begin sounding. Increasing this value will delay the
start of the fifth relative to the start of the unison.
Содержание Wavedrum
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