
Editing Conventions
Introduction to Editing
5-1
Chapter 5
Editing Conventions
Introduction to Editing
Programming
(editing)
the
PC3K
always
involves
three
basic
operations:
mode
selection,
navigation,
and
data
entry.
First,
select
the
mode
that
relates
to
the
object
you
want
to
edit—a
program,
a
setup,
etc.
Then
select
the
object
you
want
to
edit,
and
press
the
Edit
button
to
enter
the
editor
within
that
mode.
For
programs,
setups,
songs,
and
quick
access
banks,
these
objects
are
“selected”
when
you
are
on
the
main
page
of
their
corresponding
mode.
In
these
cases
you
can
press
the
Edit
button
with
anything
selected
on
their
main
page
to
access
their
editor.
Often
there
will
be
more
objects
inside
of
these
“main
page”
editors,
such
as
shift
patterns
and
velocity
patterns,
and
they
can
be
edited
by
selecting
their
parameter
with
the
cursor
and
pressing
the
Edit
button.
An
editor
contains
all
the
parameters
that
define
the
object
you’re
programming.
Next,
you
navigate
around
the
editor’s
page(s)
with
the
soft
buttons,
and
select
parameters
with
the
cursor
(arrow)
buttons.
When
you’ve
selected
a
parameter
(its
value
is
highlighted
by
the
cursor),
you
can
change
its
value
with
one
of
the
data
entry
methods.
When
you
change
a
value,
you’ll
normally
hear
its
effect
on
the
object
you’re
editing.
The
PC3K
doesn’t
actually
write
your
editing
changes
to
memory
until
you
save
the
object
you’re
working
on.
It
then
allows
you
to
choose
between
writing
over
the
original
object,
or
storing
the
newly
edited
version
in
a
new
memory
location.
What’s an Object?
If
you’ve
been
wondering
what
we
mean
by
the
term
“object,”
it’s
an
expression
we
use
for
anything
that
can
be
named,
saved,
deleted,
or
edited.
Here’s
a
list
of
all
the
types
of
objects:
Programs
Factory
‐
preset
or
user
‐
programmed
sounds
stored
in
ROM
or
flash
memory.
A program
is
one
or
more
layers
of
sound,
with
programmable
DSP
functions
applied
to
the
keymaps
within
each
layer.
Algorithms
Factory
‐
preset
or
user
‐
programmed
V.A.S.T.
DSP
Functions
stored
in
ROM
or
flash
memory.
An
Algorithm
contains
the
DSP
configuration
and
settings
that
are
used
in
a
program.
Setups
Factory
‐
preset
or
user
‐
programmed
MIDI
performance
presets
consisting
of
up
to
16
zones,
each
with
its
own
program,
MIDI
channel,
and
controller
assignments,
and
(optionally)
arpeggiation
specifications.
Songs
Sequence
files
loaded
into
memory,
or
MIDI
data
recorded
in
Song
mode.
Chains
Factory
‐
preset
or
user
‐
programmed
configurations
of
the
PC3K’s
onboard
digital
audio
effects
processor.
Quick
Access
banks
Factory
‐
preset
or
user
‐
programmed
banks
of
ten
entries
each,
that
store
programs
and
setups
for
single
‐
button
access
in
Quick
Access
mode.
Intonation
maps
Factory
‐
preset
or
user
‐
programmed
pitch
offsets
for
each
note
in
all
octaves.
Set
from
master
mode,
intonation
maps
are
used
to
change
the
PC3K’s
intonation
in
all
modes.
Содержание PC3K6
Страница 24: ...1 6 Introduction Options...
Страница 50: ...4 4 The Operating Modes Using the Modes...
Страница 58: ...5 8 Editing Conventions Special Button Functions...
Страница 130: ...6 72 Program Mode Programming Tips...
Страница 202: ...7 72 Setup Mode Recording A Setup To Song Mode...
Страница 206: ...8 4 Quick Access Mode The QA Editor...
Страница 232: ...9 26 Effects Mono Algorithms...
Страница 268: ...11 18 Master Mode Preview Sample PRVIEW...
Страница 302: ...12 34 Song Mode and the Song Editor Song Editor The EVENT Page...
Страница 328: ...14 14 Keymap and Sample Editing Editing Samples...
Страница 334: ...B 4...
Страница 370: ...D 32 PC3K Objects V 1 31 Effect Chains...
Страница 372: ...E 2 PC3K Legacy File Conversion Object Types and Conversion Details...