31
RE1:
Not used.
RE2:
Compression Ratio
Displayed as:
C1Ratio
Initial value:
1.0
Range of adjustment:
1.0 to 13.7
With the minimum value of
1.0
set, the compressor has no effect as
1.0
means that every
change in input level results in an equal change in output level. The parameter sets the
degree to which sounds which are louder than the
Threshold level
(set by
RE3
) get
reduced in volume. If the
Ratio
is set to
2.0
, a change in input level results in a change
in output level of only half the magnitude, thus the overall dynamic range of the signal is
reduced. The higher the setting of
Ratio
, the more compression is applied to those parts
of the sound which are above the
Threshold level
.
RE3: Threshold Level
Displayed as:
C1Thrsh
Initial value:
-20
Range of adjustment:
-60 to 0
Threshold
deines the signal level at which compressor action starts. Signals below the
threshold (i.e. the quieter parts of the sound) are unaltered, but signals exceeding the
threshold (the louder sections) are reduced in level - in the ratio set with
RE2
- resulting in
an overall reduction of the dynamic range of the sound.
Note that any alteration in volume resulting from compressor action has nothing
to do with how the output level of the synth is set. Whether you are using the
Ultranova’s
MASTER VOLUME
control or an Expression pedal to control your
overall volume, any compression in the FX section is applied ‘before’ these volume control
methods, and thus will remain constant.
RE4: Attack Time
Displayed as:
C1Attack
Initial value:
0
Range of adjustment:
0 to 127
The
Attack Time
parameter determines how fast the compressor applies gain reduc-
tion to a signal exceeding the threshold. With percussive sounds - such as struck drums
or plucked bass - it may be desirable to compress the main envelope of the sound while
retaining the distinctive front edge or “attack phase” of the sound. A low value gives a fast
attack time, and compression will be applied to the front edge of the signal. High values
give slow response times, and percussive leading edges will not be compressed, to give a
“punchier” sound. The range of attack times available is from 0.1 ms to 100 ms.
RE5: Release Time
Displayed as:
C1Rel
Initial value:
64
Range of adjustment:
0 to 127
This parameter should be adjusted in conjunction with the
Hold Time
parameter (see
RE6
below).
Release Time
determines the time period over which the gain reduction is
removed (resulting in no compression) after the completion of the
Hold Time
. Low values
give a short
Release Time
, high values a long one. The range of release times available is
from 25 ms to 1 second.
RE6: Hold Time
Displayed as:
C1Hold
Initial value:
32
Range of adjustment:
0 to 127
Hold Time
determines for how long any gain reduction applied to a signal exceeding the
Threshold
remains applied after the signal level drops below the
Threshold
. At the end of
the
Hold Time
, the amount of gain reduction is reduced over the
Release Time
, set with
RE5
. Low values give a short
Hold Time
, high values a long one. The range of hold times
available is from 0.5 ms to 500 ms.
Compressor times are of particular importance with repetitive, rhythmic sounds.
For example, setting too short a
Hold Time
may result in audible “pumping” of
background noise between notes, which can be quite unpleasant.
Hold
,
Release
and
Attack Times
are usually best adjusted in conjunction with one
another, by ear, to obtain an optimum effect with the particular sound you are using.
RE7: Auto Gain
Displayed as:
C1Gain
Initial value:
127
Range of adjustment:
0 to 127
A consequence of compression is that the overall volume of the sound may be reduced.
The UltraNova’s compressors automatically “make up” for this loss of level, and ensure that
the level of the compressed signal remains as near as possible to that of the input.
Auto
Gain
provides additional gain, which may be useful in situations where heavy compression
is used.
RE8:
Not used.
Distortion Menu
Distortion is usually regarded as something undesirable, and although we all take great
pains most of the time to avoid it, there are circumstances when adding some carefully-
controlled distortion gives you exactly the sound you’re after.
Distortion arises when a signal is passed through a non-linear channel of some kind, the
non-linearity producing alterations to the waveform which we hear as distortion. The nature
of the circuitry exhibiting the non-linearity dictates the precise nature of the distortion. The
UltraNova’s distortion algorithms are able to simulate various types of non-linear circuitry,
with results ranging from a slight thickening of the sound to something really quite nasty.
Care should be taken when selecting different
Distortion Types
, as the same
setting of the
FXAmnt
control will produce very different volumes depending on
the
Distortion Type
in use.
The UltraNova has two distortion effect devices. These may be loaded into any two FX
slots. Their facilities are identical; the example below illustrates Distortion 1.
RE1:
Not used.
RE2: Distortion 1 Type
Displayed as:
Dst1Type
Initial value:
Diode
Range of adjustment:
see below
Diode -
Simulation of analogue circuitry producing distortion where the waveform is
progressively “squared-off” as the amount of distortion is increased.
Valve -
Simulation of analogue circuitry producing distortion similar to
Diode
, but at
extreme settings alternate half-cycles of the waveform are inverted.
Clipper -
Simulation of a digital overload.
XOver -
Simulation of the crossover distortion generated by bi-polar analogue circuitry,
e.g., ampliier output stages.
Rectify -
All negative-going half-cycles are inverted, simulating the effect of rectiication.
BitsDown -
Reproduces the “grainy” quality associated with lower bit rates, as found in
older digital devices.
RateDown -
Gives the effect of reduced deinition and HF loss, similar to the use of a low
sample rate.
RE3: Distortion 1 Compensation
Displayed as:
Dst1Comp
Initial value:
100
Range of adjustment:
0 to 127
Distortion Compensation
only has an effect on
Diode
and
Valve
distortion types.
Increasing compensation reduces the harshness of the distortion effect.
RE4 to RE8:
Not used.
Delay Menu
The Delay FX processor produces one or more repetitions of the note played. Although the
two are intimately related in an acoustic sense, delay should not be confused with reverb in
terms of an effect. Think of delay simply as “Echo”.
The UltraNova has two delay lines. These can be loaded into any two FX slots. Their facili-
ties are identical; the example below illustrates Delay 1.
DISTORT1
Dst1Type
Dst1Comp
Diode
100
FX - EQ
EQ
EQBasLvl
EQMidLvl
EQTrbLvl
EQBasFrq
EQMidFrq
EQTrbFrq
0
0
0
64
64
64
FX - DELAY 1/2 DELAY1
Dly1Time
Dly1Sync
Dly1Fbck
Dly1L/R
Dly1Wdth
DLy1Slew
64
Off
64
1/1
127
127
FX - CHORUS 1-4CHORUS1
Ch1Type
Ch1Rate
Ch1Sync
Ch1Fbck
Ch1Depth
Ch1Delay
Chorus
20
Off
+10
64
64
FX- GATOR
GATOR
GtOn/Off
GtLatch
GtRSync
GtKSync
GtSlew
GtDecay
GtL/Rdel
On
Off
16th
On
16
64
0
GATOR
GtMode
EditGroup EEEE----
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❚❚❚ ❚ ❚
❚ ❚ ❚ ❚
Mono16
1
--------
--------
❚ ❚❚❚
❚❚ ❚❚
SYNTH
Patch
Name
A000
Init Program
PATCH BROWSE
Patch
Name
Find By
Category
Genre
A000
Init Program
A000-D127
All
All
PATCH SAVE
PATCHSAVE
Posng
*-------
--------
Upper
Lower
Number
Punctuate
A
o
Init Program
A
a
0
space
PATCHSAVE
Bank
Patch
Destination
SaveCatg SaveGenre
Dest+C&G
A
0
Init Program
None
None
TWEAK
Tweak1
Tweak2
Tweak3
Tweak4
Tweak5
Tweak6
Tweak7
Tweak8
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TOUCH
M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
0 ------
0 ------
0 ------
0 ------
0 ------
0 ------
0 ------
0 ------
NmbrMods
NmbrMods
NmbrMods
NmbrMods
NmbrMods
NmbrMods
NmbrMods
NmbrMods
0
0
0
0
0
0
0
0
E123456
E123456
E123456
E123456
E123456
E123456
E123456
E123456
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M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
M 123456
0 R-----
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