Effect Types and Parameters
ZOOM G9.2tt
72
DELAY module
This is a delay module that allows use of the hold function. Effect parameters are described
below, after effect types.
Delay
This is a long delay with a maximum setting of 5000 ms.
PingPongDly
This is a ping-pong type delay where the delay sound alternates between left and right.
Echo
This effect simulates a tape echo with a long delay time of up to 5000 ms.
PingPongEcho
This is a ping-pong type delay where the delay sound alternates between left and right. Long delay settings up to
5000 ms are possible.
AnalogDelay
This effect simulates an analog delay with a long delay time of up to 5000 ms.
The above 5 effect types have the same parameters.
PARM1
PARM2
PARM3
PARM4
Time
1 –
5000
FeedBack
0 – 100
HiDamp
0 – 10
Mix
0 – 100
Sets the delay time.
Adjusts the feedback amount.
Adjusts the treble attenuation
of the effect sound.
Adjusts the level of the effect
sound mixed to the original
sound.
ReverseDelay
This is a reverse delay with a long delay time of up to 2500 ms.
PARM1
PARM2
PARM3
PARM4
Time
10 –
2500
FeedBack
0 – 100
HiDamp
0 – 10
Balance
0 – 100
Sets the delay time.
Adjusts the feedback amount.
Adjusts the treble attenuation
of the effect sound.
Adjusts the balance between
original sound and effect
sound.
Air
This effect reproduces the ambience of a room, to create spatial depth.
PARM1
PARM2
PARM3
PARM4
Size
1 – 100
Reflex
0 – 10
Tone
0 – 10
Mix
0 – 100
Adjusts the size of the
simulated space.
Adjusts the amount of
reflections from the wall.
Adjusts the tonal quality of the
sound.
Adjusts the level of the effect
sound mixed to the original
sound.
Effect Types and Parameters
ZOOM G9.2tt
73
REVERB module
This module comprises various kinds of reverb, early reflections, and multi-tap delay. Effect
parameters are described below, after effect types.
Hall
This reverb effect simulates the acoustics of a concert hall.
Room
This reverb effect simulates the acoustics of a room.
Spring
This effect simulates a spring-type reverb.
Arena
This reverb effect simulates the acoustics of a large venue such as a sports arena.
TiledRoom
This reverb effect simulates the acoustics of a tiled room.
ModernSpring
This effect simulates a bright, transparent spring-type reverb.
The above six effect types have the same parameters.
PARM1
PARM2
PARM3
PARM4
Decay
1 – 30
PreDelay
1 – 100
Tone
0 – 10
Mix
0 – 100
Sets the duration of the reverb.
Adjusts the delay between
input of the original sound and
start of the reverb sound.
Adjusts the tonal quality of the
sound.
Adjusts the level of the effect
sound mixed to the original
sound.
E/Reflection
This effect isolates only the early reflection components of the reverb.
PARM1
PARM2
PARM3
PARM4
Decay
1 – 30
Shape
±10
Tone
0 – 10
Mix
0 – 100
Sets the duration of the reverb.
Adjusts the envelope of the
effect sound. In the negative
range, the envelope is
reversed. At 0, the effect is a
gate reverb. In the positive
range, the envelope is an
attenuating envelope.
Adjusts the tonal quality of the
sound.
Adjusts the level of the effect
sound mixed to the original
sound.
MultiTapDly
This effect produces several components with different delay times.
PARM1
PARM2
PARM3
PARM4
Time
1 –
3000
Pattern
1 – 8
Tone
0 – 10
Mix
0 – 100
Sets the basic delay time.
Selects the combination
pattern for the taps. The
selection ranges from
rhythmical to random patterns.
Adjusts the tonal quality of the
sound.
Adjusts the level of the effect
sound mixed to the original
sound.