Program Mode
Algorithm Basics
6-13
Algorithm Basics
Press
the
ALG
soft
button
in
the
Program
Editor
to
take
you
to
the
Algorithm
(ALG)
page.
The
basic
definition:
an
algorithm
is
the
“wiring”
(signal
path)
of
a
sample
to
the
audio
outputs,
through
a
series
of
digital
signal
processing
(DSP)
functions
that
you
select.
The
PC3K’s
algorithms
are
the
core
of
Variable
Architecture
Synthesis
Technology.
The
DSP
functions
are
synthesis
tools
(filters,
oscillators,
etc.)
that
you
assign
to
the
various
stages
of
the
algorithm.
The
DSP
functions
you
choose
determine
the
type
of
synthesis
you
use.
Each
of
the
59
available
algorithms
represents
a
preset
signal
path.
With
our
new
Dynamic
VAST
feature,
you
can
edit
any
preset
signal
path
and
make
your
own,
unique
algorithms,
but
that
will
be
explained
further
on
in
this
section.
Take
a
look
at
Algorithm
1
in
the
diagram
below.
It’s
one
of
the
simplest
algorithms.
The
DSP
functions
are
represented
by
the
rectangular
blocks.
The
lines
connecting
the
blocks
together
indicates
the
flow
of
the
digital
signal
from
left
to
right;
they
represent
what
we
call
the
“wire”
of
the
algorithm:
the
actual
physical
path
that
the
signal
follows
through
the
algorithm.
Selecting
different
algorithms
can
be
compared
to
connecting
different
DSP
functions
with
different
wiring
diagrams.
Think
of
the
left
side
of
each
block
as
its
input,
and
the
right
side
as
its
output.
Depending
on
the
algorithm,
the
signal
may
split
into
two
wires,
enabling
part
of
the
signal
to
bypass
certain
portions
of
the
algorithm.
Split
wires
may
rejoin
within
the
algorithm,
or
they
may
pass
all
the
way
through
as
split
signals.
If
the
last
block
has
two
wires
at
its
output,
we
call
it
a
double
‐
output
algorithm.
If
it
has
one
wire,
it’s
a
single
‐
output
algorithm,
even
if
there
are
two
wires
in
earlier
portions
of
the
algorithm.
Each
block
of
the
algorithm
represents
a
certain
function
in
the
signal
path.
In
every
non
‐
cascaded
algorithm
(see
Alt
Input
for
Algorithms
(Cascade
Mode)
below),
the
signal
flows
first
through
a
one
‐
stage
DSP
function
that
controls
the
pitch
of
the
samples
in
the
keymap
(this
function
is
represented
as
a
block
labeled
PITCH
in
the
upper
right
‐
hand
corner
of
the
display).
In
fact,
the
first
DSP
function
in
each
algorithm
always
controls
pitch,
even
though
it
doesn’t
apply
in
every
instance
and,
as
will
be
explained
later
in
this
section,
it
is
bypassed
in
cascaded
algorithms.
Similarly,
the
last
DSP
function
always
controls
the
final
amplitude
of
the
signal
(this
function
is
represented
as
a
block
labeled
AMP
in
the
upper
right
‐
hand
corner
of
the
display).
The
number
of
function
‐
parameters
a
DSP
function
can
have
depends
on
the
relative
size
of
its
function
‐
block
on
the
Algorithm
page;
for
instance,
a
function
‐
block
that
is
three
slots
long
can
have
up
to
three
function
‐
parameters,
whereas
a
function
‐
block
that
is
two
slots
long
can
have
up
to
two
function
‐
parameters.
For
each
function
‐
parameter,
there’s
a
corresponding
“subpage”
on
both
the
DSPCTL
and
DSPMOD
pages.
On
the
DSPCTL
subpages,
there
are
fine
adjust
and
hard
‐
wired
parameters
with
which
you
can
make
fixed
adjustments
to
the
function
‐
parameter.
On
the
DSPMOD
subpages,
there
are
programmable
parameters
that
you
can
assign
to
any
control
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...