This device complies with part 15 of the FCC rules. Operation is subject to the following two conditions: (1) This device
may not cause harmful interference, and (2) this device must accept any interference received, including interference
that may cause undesired operation.
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to
Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in
a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed
and used in accordance with the instructions, may cause harmful interference to radio communications. However,
there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful
interference to radio or television reception, which can be determined by turning the equipment off and on, the user
is encouraged to try to correct the interference by one or more of the following measures:
•Reorient or relocate the receiving antenna.
•Increase the separation between the equipment and receiver.
•Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
•Consult the dealer or an experienced radio/TV technician for help.
European Union regulation compliance statement
This product has been tested to comply with the Low Voltage Directive 2006/95/EC and the Electromagnetic Compatibility Directive 2004/108/EC. The product meets the requirements of RoHS 2 Directive 2011/65/EU.
This symbol indicates that your product must be disposed of properly according to local laws and regulations.
IMPORTANT SAFETY AND MAINTENANCE INSTRUCTIONS
Read these instructions and follow them.
1. Do not use this unit near water.
2. Never use aggressive cleaners on the casing or on the LCD
screen. Remove dust, dirt and fingerprints with a soft, dry
and non-abrasive cloth. More persistent dirt can be removed
with a slightly damp cloth using only water. Disconnect all
cables while doing this. Only reconnect them when the product is safely dry.
3. To avoid scratches or damage, never use sharp objects near
the casing or the LCD screen. Avoid applying any pressure
to the screen itself.
4. Install in accordance with the manufacturer’s instructions.
Make sure you place the unit on a stable surface before use.
If you mount the unit in a rack, be sure to tighten all four
screws in the rack mount holes.
5. Connect the unit to an easily accessible electrical outlet
close to the unit.
6. When transporting the unit, use accessories recommended
by the manufacturer or the original box and padding.
9. Do not block the ventilation holes located on the side and the
bottom of the enclosure of the unit. Make sure there is sufficient air circulation in the room where the unit is kept.
10. This product, by itself or in combination with amplifiers,
headphones or speakers, is capable of producing sound levels that may cause permanent hearing loss. Do not operate
at a high volume level or at a level that is uncomfortable.
11. Protect the power cord from being walked on or pinched par-
ticularly at plugs, convenience receptacles, and the point
where they exit from the unit.
12. Use attachments/accessories specified by the manufacturer.
13. Unplug this unit during lightning storms or when it is not used
for long periods of time.
14. Refer all servicing to qualified service technicians. Servicing
is required when the unit has been damaged in any way, liquid has been spilled or objects have fallen into the unit, the
unit has been exposed to rain or moisture, does not operate
normally, or has been dropped.
7. Do not install near any heat sources such as radiators, heat
registers, stoves, or any other equipment (including amplifiers) producing heat.
8. Do not put the PL-2 Protective Cover (Elektron accessory)
on the unit while the unit is powered on.
WARNING
To reduce the risk of fire, electrical shock or product damage:
• Do not expose the unit to rain, moisture, dripping or splashing and also avoid placing objects filled with liquid, such as vases, on the
unit.
• Do not expose the unit to direct sunlight, nor use it in ambient temperatures exceeding 30°C as this can lead to malfunction.
• Do not open the casing. There are no user repairable or adjustable parts inside. Leave service and repairs to trained service tech-
nicians only.
SOUND PEAKS
• A brief 3 kHz signal will be sent to all outs of the Analog Rytm when the Test mode on the Early Startup menu is activated. Remem-
ber to turn down the volume on all speakers and headphones before activating Test mode.
• During calibration there will be loud and unpleasant sounds on the individual outs. Disconnect these during calibration.
SAFETY INSTRUCTIONS FOR THE POWER ADAPTER ELEKTRON PSU-3
• The adapter is not safety grounded and may only be used indoors.
• To ensure good ventilation for the adapter, do not place it in tight spaces. To prevent risk of electric shock and fire because of over-
heating, ensure that curtains and other objects do not prevent adapter ventilation.
• Do not expose the power adapter to direct sunlight, nor use it in ambient temperatures exceeding 40°C.
• Connect the adapter to an easily accessible electrical outlet close to the unit.
• The adapter is in standby mode when the power cord is connected. The primary circuit is always active as long as the cord is con-
nected to the power outlet. Pull out the power cord to completely disconnect the adapter
SYSTEM ............................................................................................................................................... 56
FX LFO ................................................................................................................................................... 5
APPENDIX C: MIDI
GENERAL TRIG PARAMETERS............................................................................................................ 1
GENERAL KIT PARAMETERS............................................................................................................... 1
Thank you for purchasing Analog Rytm. It is a hybrid analog/digital drum machine featuring, among many other
things, the intuitive Elektron step sequencer. The innovative combination of modern technology and tried and
trusted ways of sound generation lets you create any kind of drum: purely analog, digital, sample-based or a
combination of all three. To get the most out of your machine, we recommend that you read this manual in its
entirety.
CONVENTIONS IN THIS MANUAL
We have used the following conventions throughout the manual:
Button names are written in upper case, bold style and bracketed letters. For instance, the button labeled “func-
tion” on the main panel is called [FUNCTION].
Menu names are written in upper case letters. The OSC 1 menu is an example of that.
Parameter names and certain menu options where settings can be made or actions performed are written in
bold, upper case letters. For example, VOL.
Upper case letters are used for parameter setting alternatives, for example OFF, and for certain menu settings,
like LEGATO.
Messages visible on the screen are written in upper case letters with quotation marks. Like this, “BANK A:
CHOOSE PTN”.
Knobs are written in upper case, bold, italic letters. For instance, the knob “level” is called LEVEL.
LED indicators like the record LED are written like this: <RECORD>.
The following symbols are used throughout the manual:
Information that you must pay attention to.
A tip that will make it easier for you to interact with Analog Rytm.
This symbol shows a nice ear. For the first time in Elektron history, it is actually used in the manual. It
is up to you to find out where.
1
THE ANALOG RYTM
THE ANALOG RYTM
There is geometry in the humming of the string.
There is music in the spacing of the spheres. (Pythagoras, circa 530 BC)
A long time ago, the son of a Samian carpenter discovered that harmonic sounds were produced when fretting a
vibrating string at certain geometric points. During his travels in the Far East he was to learn and understand the
interconnectedness of all things. Phenomena in the heavens above and in the vegetable patch below were not
intrinsically different. The proportion and spacing of natural elements like the moons of planets, the seeds of a
sunflower or the dimensions of a well-crafted bow were all curiously - musical. Octaves, multiples of octaves,
fifths and other musical ratios seemed to be at the core of all things, large and small alike. And the fundamental
building block of all this was Number.
He went on to found the first school of discrete mathematics in Croton on the southern tip of Italy. Many aspects
of the natural world that awed and inspired him may have seemed random and impossible to grasp. Yet any
complexity, he realized, could be made to reveal its hidden grain and understood if probed by mathematics.
Once the structure was found, it was possible to recreate and further investigate the natural phenomena using
digital computation and geometric visualization.
We would boldly like to claim that the Drum Computer we call Analog Rytm embodies and honors the spirit of
Pythagoras: combining the fearless hands-on strumming of nature's vibrating strings with the cool analytic
framework of digital computation. Making sure you are always in control. Analog and digital - the two are not
destined to be forever separated. At last the great divide will be bridged. By you.
Whether the musical world you choose to inhabit is an ordered, harmonious and intelligible one or one of disharmony, chaos and earth-shattering noise, the Analog Rytm will be your guide, companion and workhorse. It is our
firm belief that you will have as much fun using the machine as we have had developing it. Enjoy.
1.MASTER VOLUME sets the volume for the main outputs and the headphones output.
2.[FX] selects the FX track. Secondary function accesses the KIT menu.
3.[MUTE] activates MUTE mode. SOUND menu is accessed as a secondary function.
4.[CHROMATIC] activates CHROMATIC mode, in which the pads are used to play the current track Sound
chromatically across four octaves. Secondary function accesses the TRACK menu.
5.[SCENE] activates SCENE mode, in which a one-push instant change of an array of parameter settings is
possible. Secondary function brings forth the PATTERN menu.
6.[PERFORMANCE] activates PERFORMANCE mode. Secondary function accesses the SONG menu.
7.[PADS] are 12 responsive, assignable, velocity and pressure sensitive synthetic rubber pads with after-
touch. They have many possible functions depending on which mode is active and what each pad is set to
do. First of all, they are designed to play the track Sounds. Each drum track has a dedicated pad (see the
complete map on page 13). <PADS> will exhibit a variety of colors.
8.LEVEL sets the overall volume level of the active track. Also used for setting parameters and scrolling
through lists.
9.[TEMPO] opens the TEMPO menu. [FUNCTION] + [TEMPO] makes it possible to tap the tempo.
10. [YES/SAVE] key. Used for entering sub-menus, selecting and confirming. If pressed in combination with 2,
3, 4, 5 or 6 above it will instantly save the kit, Sound, track, pattern or song.
11. [NO/RELOAD] key. Used for exiting an active menu, backing one step and negating. If pressed in combination with 2, 3, 4, 5 or 6 above it will instantly reload the kit, Sound, track, pattern or song.
12. The LCD screen.
13. The [ARROW] keys. Used for navigation and for setting some parameter values. In menus, they are called
[UP], [DOWN], [LEFT] and [RIGHT].
14. [TRIG SETUP] key controls the TRIG settings for the active track. Secondary function accesses the TRIGS
menu.
3
PANEL LAYOUT AND CONNECTORS
15. DATA ENTRY knobs A-H. Used for setting parameter values. Press knob when turning to change values in
larger increments.
16. [PARAMETER] keys access the PARAMETER pages of the active track. <PARAMETER> LEDs directly
above the keys indicate if the page is active (red) or inactive (off). The five parameter page keys are, from
left to right:
SYNTH key accesses the SYNTH parameters of the track Sound. These control the drum synthesis. When the FX track is active, the DELAY parameter page is accessed.
SAMPLE key takes you to the SAMPLE page. Various aspects of the sample playback are set on
this page. When the FX track is active, the REVERB parameter page is accessed.
FILTER key accesses the FILTER page. The analog multimode filter parameters are set here.
When the FX track is active, the DISTORTION parameter page is accessed.
AMP key takes you to the AMP page, where the shape of the amplitude envelope is set. When the
FX track is active, the COMPRESSOR parameter page is accessed.
LFO key accesses the LFO parameters for the active track.
17. [SONG MODE] activates/deactivates SONG mode. Secondary function is SONG edit.
18. [CHAIN MODE] activates/deactivates CHAIN mode. Secondary function initiates a new CHAIN.
19. [PAGE] selects the active pattern page, if the pattern is made of more than 16 steps. <PATTERN PAGE>
LEDs indicate how many pattern pages the active pattern consists of and which pattern page is currently
active. The LED flashes on the pattern page currently playing. The secondary function accesses the
SCALE menu.
20. [STOP] stops playback. The secondary function is a paste operation.
21. [PLAY] starts the playback of the sequencer. The secondary function is a clear operation.
22. [RECORD] key. activates/deactivates GRID RECORDING mode. Keep [RECORD] pressed,then press
[PLAY], to activate LIVE RECORDING mode. Activate/deactivate QUANTIZATION of LIVE RECORDING by keeping [RECORD] pressed, then tapping [PLAY] twice. The secondary function is a copy operation.
23. <BANK GROUP> LED indicates if bank group A-D or E-H will be accessed by the [BANK] keys.
24. [BANK D/H] accesses pattern selection for either bank D or H. The secondary function is SLIDE.
25. [BANK C/G] accesses pattern selection for either bank C or G. The secondary function is SWING.
26. [BANK B/F] accesses pattern selection for either bank B or F. The secondary function is ACCENT.
27. [BANK A/E] accesses pattern selection for either bank A or E. The secondary function is TRIG MUTE.
28. [BANK GROUP] key. Toggles the active bank group, A-D or E-H. The secondary function toggles between
different PATTERN play modes (DIRECT JUMP/SEQUENTIAL/DIRECT START). The <PATTERN MODE>
LED, directly below this key, shows these modes as green, off and red, respectively.
29. [TRIG] keys are used for entering or removing sequencer trigs, in combination with the [PADS], and parameter locks, in combination with the DATA ENTRY knobs. Also used to select pattern, when one of the
[BANK] keys has been pressed.
30. <TRIG> LEDs show trigs on the sequencer by a fully lit LED, while parameter locks are shown as flashing
LEDs, in GRID RECORDING mode. When a pattern is playing, or when LIVE RECORDING is enabled, a
fully lit LED “runs” along the 16 steps of the sequencer across all (up to four) pages at the set TEMPO.
31. [RETRIG] key will, if pressed in combination with one of the [PADS], continuously retrig the Sound. It also
lets you assign custom retrigs for each of the drum tracks on a side menu appearing on the LCD screen
whenever the key is pressed. Secondary function opens the CLICK TRACK menu.
32. [FUNCTION] key. Press, hold and press another key to access the secondary function of that key. Secondary functions are seen in red writing on the Analog Rytm front panel.
33. [TRACK] key. Press [TRACK] + one of the [PADS] to select a drum track for editing or for CHROMATIC
play. Note that the FX track has its own dedicated key. The secondary function opens the GLOBAL menu
where the global settings (SYNTH, SEQUENCER, MIDI et cetera) for the current PROJECT are made.
PROJECTS and SAMPLES are managed in the GLOBAL menu as well.
4
PANEL LAYOUT AND CONNECTORS
REAR CONNECTORS
The Analog Rytm Rear Connectors.
1.Power On/Off switch.
2.Power In (12V DC 2A). Use the included PSU-3 power adapter, or equivalent, connected to a power outlet.
3.Full-speed USB 2.0. Connect to a computer host using the included A to B USB 2.0 connector cable.
4.MIDI Thru. Use standard MIDI cable to connect another MIDI unit in chain. Duplicates incoming MIDI In
data stream. Can also be configured to send DIN sync to legacy instruments.
5.MIDI Out. Use standard MIDI cable to connect to MIDI In of an external MIDI unit. Can also be configured
to send DIN sync to legacy instruments.
6.MIDI In. Use standard MIDI cable to connect MIDI Out of an external MIDI unit in order for it to control the
Analog Rytm.
7.Individual drum voice outputs CY/CB - RS/CP, CH/OH - MT/HT, SD - LT and BD - BT. Use 1/4” insert/Y
cable in order to access both voices of each output.
8.Audio In. Use 1/4” stereo (Tip/Ring/Sleeve) phone plug to input stereo sound from an external source.
9.Main Out L/R. Use either 1/4” mono phone plug (unbalanced connection) or 1/4” (Tip/Ring/Sleeve) phone
plug (balanced connection).
10. Headphones Out. Connect standard headphones with 1/4” stereo phone plug.
SETTING UP AND STARTING THE ANALOG RYTM
Make sure you place the Analog Rytm on a stable support, such as a sturdy table with sufficient cable space or
mount on a rack capable of a 3 kg load.
1.Before you connect the Analog Rytm to other equipment, make sure all units are switched off.
2.Plug the included PSU-3 adapter to a power outlet and insert the small plug into the Analog Rytm Power In.
3.Connect the Main Out L/R from the Analog Rytm to your mixer or amplifier.
4.If MIDI control is desired, connect the MIDI OUT port of the device you wish send data from to the MIDI IN
port of the Analog Rytm. The MIDI THRU port duplicates the data arriving at the MIDI IN port. It is used for
chaining several MIDI units together.
5.Switch on all units. Switch on the Analog Rytm by pressing the Power rocker switch located at the back of
the unit. Before restarting the unit, wait 2 seconds after the LCD backlight goes out.
5
ANALOG RYTM SOUND ARCHITECTURE
PERCUSSION
SOUND
GENERATOR
SAMPLE
PLAYBACK
ENGINE
OVERDRIVE
MULTIMODE
FILTER
MIXER
EXTERNAL
INPUT
DISTORTIONCOMPRESSOR
AMP
NOISE
GENERATOR
FILTER
ENVELOPE
AMP ENVELOPE
REVERB
SEND
DELAY
REVERB
FROM EFFECT SENDS
EFFECT RETURN 1
FROM DRUM VOICESOUTPUTS L/R
EFFECT RETURN 2
TO EFFECT RETURNS
FADE
ENVELOPE
LFODESTINATION
FADE
ENVELOPE
LFODESTINATION
TO EFFECT RETURNS
DRUM VOICES (×8)
FX TRACK
PAN
DELAY SENDREVERB SEND
TO MIXER
INDIVIDUAL OUTPUT
ANALOG RYTM SOUND ARCHITECTURE
The Analog Rytm sound architecture, with its eight drum voices, two send effects (delay and reverb), and two
master effects (distortion and compressor), is shown below. Analog elements are gray, digital are white.
VOICE CIRCUITS
There are eight analog voice circuits. All voices have an identical sample playback engine, overdrive circuit and
multimode filter. The percussion sound generators are not identical. Each is designed to generate a specific
class of analog drum sounds.
MACHINES
There are several MACHINES available for each voice circuit. A MACHINE is a set of synthesis parameters that
controls a percussion sound generator in order to act like a certain drum model. Different MACHINES are software tailored to generate different kinds of bass drums, hihats, et cetera - and to provide the parameters most
apt for each particular MACHINE. Per default the BD voice makes use of one of the available bass drum
MACHINES, BDHD. Another MACHINE may be selected which will engage the BD voice circuit in a different
way, enabling it to employ, for example, frequency modulation.
6
OVERVIEW OF THE ANALOG RYTM DATA STRUCTURE
OVERVIEW OF THE ANALOG RYTM DATA STRUCTURE
The image below outlines the data structure of the Analog Rytm.
+DRIVE
The +Drive is a non-volatile storage. It keeps up to 128 projects (thousands of patterns, kits and songs) stored
internally. The +Drive also gives access to the +Drive Sound library, capable of storing 4096 drum Sounds, and
the Sample bank. All projects have access to these Sounds and samples.
DATA STRUCTURE
PROJECT
A project contains 128 patterns, 128 kits, 16 songs, 4 global slots, 127 sample slots and a project Sound pool
consisting of up to 128 Sounds. General settings and states are stored in the project. When a project is loaded it
becomes the active working state of the Analog Rytm. From here it is possible to edit the patterns, kits, songs
and globals of the project. Every time the Analog Rytm is switched on, it boots to the active working state, the
active project. Projects are saved, loaded and managed in the GLOBAL menu. Read more about projects in the
section “PROJECTS” on page 17.
KITS
A kit is a collection of twelve drum track Sounds and the FX track parameter settings. When editing a track,
changes made to the parameter settings will be stored to the active kit. Each project of the Analog Rytm contains 128 individual kits. A pattern always links to one of the kits. Read more in the section “KITS AND
SOUNDS” on page 19.
SOUNDS
A Sound consists of the parameter settings found in the PARAMETER pages called SYNTH, SAMPLE, FILTER,
AMP and LFO. Sounds are stored in the Sound pool of the active project or in the +Drive Sound library. The
Sound pool has 128 Sound slots and the +Drive Sound library holds up to 4096 sounds. Read more in the section “KITS AND SOUNDS” on page 19.
7
OVERVIEW OF THE ANALOG RYTM DATA STRUCTURE
SAMPLES
127 user sample slots are available for each project. There are many preset samples to choose from in the
+Drive Sample bank. Additional samples need to be transferred to the Analog Rytm from a computer with the
complimentary C6 utility software. See section “GLOBAL MENU” on page 48.
PATTERNS
For each of the 8 banks 16 patterns are available, which means 128 patterns are always readily available for
each project. A pattern contains sequencer data like drum trigs, trig mutes and parameter locks for the drum
tracks and the FX track, as well as default settings on the TRIG page and length, swing and time signature settings. Read more in the section “THE SEQUENCER” on page 32.
SONGS
16 songs are available for each project. They are used to sequence the playback of patterns. Songs are built of
patterns and chains. Read more about songs in the section “SONGS” on page 44.
GLOBALS
The GLOBAL settings contain overarching settings for the sequencer, MIDI and global track routing. Four global
slots are available for each project, each with its own specific settings. Read more about the global settings in
the section “GLOBAL MENU” on page 48.
ABOUT THE TRACKS
THE DRUM TRACKS
There are 12 drum tracks. To select a track for editing, press and hold [TRACK] key and then press one of the
[PADS]. Each drum track uses a specific drum voice controlled by one of the MACHINES available for the voice.
All drum tracks are able to layer analog percussion sounds and sampled sounds, to distort and filter them, and
apply a dedicated LFO each.
THE FX TRACK
The FX track controls the Analog Rytm send effects DELAY and REVERB, as well as the DISTORTION and
COMPRESSOR master effects. One LFO is also available for this track. To select the FX track for editing, press
the [FX] key.
EDITING THE TRACKS
The five [PARAMETER] keys open parameter pages that are used for editing the tracks. The SYNTH page of a
drum track contains different parameters depending on the MACHINE chosen for the analog percussion sound
generator. The other pages are identical for all drum tracks; the SAMPLE page for the sample playback engine,
the FILTER page for the multimode filter and its filter envelope, the AMP page for the amplitude envelope and
effect sends, and the LFO page for the low-frequency oscillator. The corresponding five parameter pages for the
FX track controls the four effects and the FX LFO. Edit parameters using the DATA ENTRY knobs A-H. Press
and turn a knob to adjust its parameter in larger increments.
8
THE USER INTERFACE
THE USER INTERFACE
The LCD screen shows all the information needed for real-time interaction and editing on the Analog Rytm. The
eight DATA ENTRY knob parameters shown will vary depending on the given situation. The main interface
screen is shown below:
1.Bar showing the main volume setting of the active track. Turn LEVEL knob to change.
2.The current tempo shown with one decimal.
3.The playback/recording status of the sequencer shown with the standard “record”, “play”, “pause” and
“stop” symbols; , , and . To the right is a counter displaying how many bars, beats and steps the
sequencer has played.
4.Shows the current PARAMETER page name.
5.Eight track parameters. They show what the DATA ENTRY knobs control and their current parameter val-
ues. Press and turn a knob to adjust its parameter in larger increments.
6.The active pattern.
7.The active kit. When turning a DATA ENTRY knob, the full name of the parameter is shown here. When the
active track is changed, the name of the track Sound is briefly shown.
SCREEN NAVIGATION
When entering a menu or sub-menu, navigation is done using the [ARROW] keys [UP], [DOWN], [LEFT] or
[RIGHT]. The LEVEL knob can be used to quickly scroll through menus and lists.
[YES/SAVE] is used to affirm, select, enter sub-menus and tick/untick boxes.
[NO/RELOAD] is used to negate, deselect or go back one or more steps.
• When on a menu or sub-menu the [NO/RELOAD] key can be used to go back, one step at a time,
all the way to the main screen.
PARAMETER EDITING
The DATA ENTRY knobs are used to change the value of the track parameters. The position of the parameters
on the LCD screen correspond to the physical location of the knobs on the front panel.
9
THE USER INTERFACE
QUICK PARAMETER EDITING
If the DATA ENTRY knob is pressed when it is turned parameters will be adjusted in larger increments. Quickly
sweep through a whole parameter range in this manner.
PARAMETER VALUE JUMP
Pressing [FUNCTION] while editing certain parameters will make the parameter values jump to appropriate
positions. The time of the Delay, for example, will jump between 16, 32, 64 and 128 and the oscillator tuning will
jump whole octaves.
QUICK SCROLLING
Scroll through menus using the LEVEL knob. Quick scrolling is possible on many menus. Press [FUNCTION] +
the [UP] or [DOWN] arrow keys to move the cursor one menu page at a time.
COPY, CLEAR AND PASTE
Copy, clear and paste commands are available in a lot of contexts. A copy operation is performed by pressing
[FUNCTION] + [REC]. A paste operation is performed by pressing [FUNCTION] + [STOP]. A clear operation is
performed by pressing [FUNCTION] + [PLAY]. Paste and clear operations can be undone by repeating the but-
ton press combination. See the different sections in the manual for more information on when these commands
are applicable.
THE NAMING SCREEN
The naming method is identical for the various naming situations that appear when kits, Sounds, songs, projects
et cetera are saved or renamed. This screen is also used for text searches.
The [LEFT] and [RIGHT] arrow keys are used to navigate between the letters. Turning the LEVEL knob or
pressing the [UP] or [DOWN] arrow keys cycles between the letters. [FUNCTION] + [NO/RELOAD] will erase
letters.
POP-UP NAMING
A convenient way of naming is to open a pop-up menu that shows all available letters, symbols and digits. When
on the NAMING screen, press the [FUNCTION] key.
Keep [FUNCTION] pressed and use the [ARROW] keys to highlight the character you want to insert. Once
there, release [FUNCTION] to insert the character.
10
• Copy, paste and clear commands are available on the naming screen.
QUICK START
QUICK START
This quick start will guide you through some of the basic operations in order to start using the Analog Rytm right
away. First connect it as described in section “SETTING UP AND STARTING THE ANALOG RYTM”, on page 5.
PLAYING THE FACTORY PRESETS
You will find several preset patterns, kits and Sounds in the Analog Rytm. Follow the instructions below to get
started exploring your new instrument.
1.Switch on the Analog Rytm.
2.Make sure bank group A-D is selected. <BANK GROUP> LED must be lit in its upper position. If it is not, press the [BANK GROUP] key to toggle.
3.Press [BANK A/E] + [TRIG] key 1 to select the first pattern of bank A.
4.Press [PLAY] to listen to pattern A01.
5.Press [BANK A/E] + [TRIG] key 2 to select pattern A02. It will start once pattern A01 has reached its end. Select pattern A03 by pressing [BANK A/E] + [TRIG] key 3, and so on.
6.Press [STOP] to stop playback.
PERFORMANCE MODE
The PERFORMANCE mode enables each one of the twelve pads to control several PARAMETER page parameters at once. Change many dimensions of one or more drum track Sounds at the touch of a single pad. A set of
such parameter locks is called a performance macro, shown with dim green <PADS>. Try out the preset macros:
1.Make sure a pattern is playing.
2.Press the [PERFORMANCE] key to enter PERFORMANCE mode.
3.Press the dim green [PADS]. Apply different pressures and hear how the sound of the pattern changes.
SCENE MODE
The SCENE mode turns the twelve pads into instant sound shifters. Similar to a performance macro, several
parameters from any track can be changed by pressing a single pad. A scene is a fixed set of parameter values,
ready to be activated or deactivated, shown with dim blue <PADS>. Try out the preset scenes by following the
instructions below. The active scene is shown with a full-bright blue color pad.
1.Make sure a pattern is playing.
2.Press the [SCENE] key to enter SCENE mode.
3.Tap one of the dim blue color [PADS] to activate a scene. Tap again to deactivate.
CHROMATIC MODE
Any track Sound may be played chromatically using the 12 pads. The chromatic note pitch is linearly increased
for each successive pad pressed: left to right, bottom to top. Twelve successive pads make one octave. The
range spans four octaves, middle, one up and two down. The middle octave has sky blue color <PADS>, the two
below are of violet and dark blue color, in that order, and the one above is of olivine color.
1.Select the drum track to play chromatically by pressing [TRACK] + one of the [PADS].
2.Press the [CHROMATIC] key to enter CHROMATIC mode.
3.Play the [PADS]. The active track Sound will be pitched differently for each of the 12 pads comprising the middle octave. Reach higher or lower octaves, one row at a time, by pressing [ARROW] keys [UP] or
[DOWN], respectively.
• The CHROMATIC mode is an effective way to add musical variety to your beats. The timbre, tonal-
ity and impact of playing a Sound chromatically depends on the track type and how the Sound is
designed. The synth part, the sample part or both synth and sample part of the Sound may be
chromatic enabled. This is done in the SOUND SETTINGS, see “SOUND MENU” on page 25.
11
QUICK START
MUTE MODE
Mute the sequencer of any of the twelve drum tracks in this mode. Unlike the CHROMATIC mode, it makes no
difference which track is active when this mode is activated. All tracks are accessed simultaneously.
1.Make sure a pattern is playing.
2.Press the [MUTE] key to enter MUTE mode.
3.Press any of the [PADS] to mute the corresponding track. Press again to unmute. The color of the <PADS>
indicate the mute status. Unlit <PADS> are muted. Green <PADS> are audible.
4.Press and hold [FUNCTION] and then any of the [PADS] in order to preselect a mute, or mute/unmute several tracks in one go. Once you release [FUNCTION], the selected mutes will come into effect. Preselected
mutes are shown as <PADS> of sky blue color.
• When MUTE mode is active, press [RETRIG] and one of the [PADS] if you wish to activate solo, in
other words mute all tracks except the one selected. Press again to deactivate solo. Keeping
[RETRIG] pressed, multiple tracks may be solo activated/deactivated. Solo activated <PADS> are
of turquoise color.
TEMPO
On the main interface screen, press and hold [ARROW] keys [LEFT] or [RIGHT] to temporarily nudge the
tempo 10% up or down. Release to revert the BPM to its original setting. To change the overall BPM setting,
open the TEMPO screen by pressing the [TEMPO] key.
Use the LEVEL knob to change tempo in integer steps. Pressing the knob while turning it changes the tempo
eight steps at a time. The [ARROW] keys [UP] or [DOWN] change the tempo in fractional steps.
SETTING PARAMETERS
Each drum track has five PARAMETER pages, accessed by pressing [PARAMETER] keys SYNTH, SAMPLE,
FILTER, AMP, and LFO. The parameters found here affect the sound in various ways. When the FX track is
active, the corresponding PARAMETER pages are DELAY, REVERB, DISTORTION, COMPRESSOR and LFO,
accessed by the same keys.
1.Make sure a pattern is playing.
2.Press [TRACK] + [PADS] 1-12 to select one of the twelve drum tracks.
3.To change, for example, the cutoff of the filter, press the FILTER key. The FILTER page will be shown on
the LCD screen. The parameter labelled FRQ changes the cutoff of the filter. Turn DATA ENTRY knob E to
change the parameter value, and hear how the Sound is affected.
4.Try out the rest of the PARAMETER page parameters to explore a variety of sound shaping possibilities.
5.To reload the Sound to its original state, press [NO/RELOAD] + [MUTE].
6.To reload the whole kit to its original state, press [NO/RELOAD] + [FX].
7.To save kit changes, press [YES/SAVE] + [FX].
12
ANALOG RYTM CONTROLS
CH 9OH 10CY 11CB 12
BT 5
BD 1SD 2RS 3CP 4
LT 6MT 7HT 8
ANALOG RYTM CONTROLS
The Analog Rytm is played using the [PADS]. The responsive, velocity and pressure sensitive synthetic rubber
pads can be assigned to perform many possible functions. <PADS> will exhibit a variety of colors. There are a
variety of modes: MUTE mode, CHROMATIC mode, SCENE mode and PERFORMANCE mode.
PADS
The left half of the Analog Rytm front panel is dominated by the 12 pads. The finger-sized buttons are made of
tough synthetic rubber and respond to pressure. Tapping a pad will trigger its track sound. BD will trigger the
bass drum, SD the snare drum and so on. The illustration outlines and briefly describes the analog percussion
sound generators. The twelve drum tracks and their default MACHINES are shown below.
PAD
1.BD (Bass Drum)
2.SD (Snare Drum)
3.RS (Rim Shot)
4.CP (Hand Clap)
5.BT (Bass Tom)
6.LT (Low Tom)
7.MT (Mid Tom)
8.HT (Hi Tom)
9.CH (Closed Hihat)
10. OH (Open Hihat)
11. CY (Cymbal)
12. CB (Cow Bell)
Play the track Sounds of the active kit using the [PADS]. 8 individual track Sounds can be voiced simultaneously
with the eight physical voices of the Analog Rytm. The BD, SD, BT and LT are independent tracks with their own
individual voices. Tracks RS-CP, MT-HT, CH-OH and CY-CB, each pair shown with a coupling on the front panel
of the Analog Rytm, share a voice. If both tracks of a coupled pair are played or trigged simultaneously, the righthand track has a higher priority. Track CP will silence track RS, HT will silence MT, OH will silence CH and CB
will silence CY. With sequencer recording deactivated, drum tracks may also be played using
The color of the <PADS> will show pad activity. A pad will flash white briefly when engaged, whether it is played
manually or by the Analog Rytm sequencer. The active drum track is shown with a red color pad.
MACHINE
1.BDHD (Bass Drum Hard)
2.SDHD (Snare Drum Hard)
3.RSHD (Rimshot Classic)
4.CPCL (Hand Clap Classic)
5.BTCL (Bass Tom Classic)
6.XTCL (Tom Classic)
7.XTCL (Tom Classic)
8.XTCL (Tom Classic)
9.CHCL (Closed Hihat Classic)
10. OHCL (Open Hihat Classic)
11. CYCL (Cymbal Classic)
12. CBCL (Cowbell Classic)
[TRIG] keys 1-12.
13
ANALOG RYTM CONTROLS
MACHINES
Select a drum track MACHINE by quickly pressing the first [PARAMETER] key, SYNTH, twice. A MACHINE
makes use of the physical percussion sound generator of the voice circuit in a certain way, in order to make a
characteristic drum model.
For example, the BD track uses the sound generator of the first voice circuit. Its default BDHD MACHINE
includes one tunable analog oscillator, a choice of three different waveforms and a custom envelope to shape
the sound. These MACHINE-specific synthesis parameters are found on the SYNTH parameter page. Another
MACHINE may be selected which will engage the sound generator in a different way - employing more than one
oscillator, for example - enabling the BD track to perform frequency modulation and many other sound generating techniques.
All MACHINES can not be accessed from any track, as the tracks control different physical sound generators.
The illustration above shows the tracks that make use of each percussion sound generator within the boundaries of the same gray-shaded box. For a more comprehensive list of MACHINES, the tracks that can use them
and the specific SYNTH page parameters they give access to, please see “Appendix D: MACHINES“.
ROTARY ENCODERS
The eight DATA ENTRY knobs, the LEVEL knob and the MASTER VOLUME knob are made of sturdy two-
component plastic with a shape designed to fit smugly between thumb and forefinger, and a rubbery surface to
prevent slipping. The MASTER VOLUME is an absolute encoder, spanning roughly 320 degrees from its left
extreme to its right extreme. Its position is shown with a small white dot on its top surface. The LEVEL and
DATA ENTRY knobs (with which you set various parameter values for the active kit), on the other hand, are relative encoders which may be spun any number of turns. Pressing and turning these encoders will change their
associated values at a greater speed.
PRAGMATIC OPERATION
The functional layout of the Analog Rytm front panel ensures many complex operations can be done using only
one hand, leaving the other hand free to tweak sounds. With all mode and track keys near each other, onehanded track muting, chromatic play, scene change and performance macro deployment is possible. As is onehanded retrigging, tempo tapping, pattern mode change, and pattern selection.
KEY BEHAVIOR
As a group, the track selection keys ([TRACK] + any of the [PADS] and the [FX] key) have radio button functionality, i.e. when a new track is set to be active, the previous one is simultaneously deactivated (one and only
one track must always be selected). Likewise, the group consisting of the five [PARAMETER] keys and the [TRIG SETUP] key has radio button functionality.
The mode keys [MUTE], [CHROMATIC], [SCENE] and [PERFORMANCE] keys have both on/off and radio but-
ton functionality (which means they may all be switched off, but only one of them may be on at the same time).
This goes for the [SONG MODE] and [CHAIN MODE] keys as well.
The [TRACK], [FUNCTION] and [RETRIG] keys must be pressed in combination with other keys in order to
exert functionality.
MIDI NOTES
Some functions can be triggered by sending MIDI note values from an external MIDI device (a MIDI keyboard or
a computer, for example) connected to the Analog Rytm via standard MIDI cable or a USB 2.0 A to B connector
cable.
Of the 128 notes in the standard MIDI range, 0-11 corresponds to notes C0 through to B0, the leftmost octave
(which is sometimes called C-2 - B-2 in certain applications) will trigger the Sound of track 1 through to track 12,
14
ANALOG RYTM CONTROLS
respectively (provided they are set to their default channels 1-12). These note values map to each of the twelve
tracks, regardless of which track is active.
MIDI note values 12-59 (corresponding to notes C1 - B4, the second through to the fifth octave in the MIDI
range) will trigger the Sound of the active track in any of its 48 chromatic variations (as if played by the pads in
CHROMATIC mode, see section below), from lowest to highest pitch. The track Sound needs to be chromatic
enabled if any variation is to be heard. Activate via the SOUND SETTINGS found in “SOUND MENU” on
page 25.
MIDI program change messages 0-127 will select pattern 1-128 (A01 - H16) on the Analog Rytm.
Additionally, MIDI CC and NRPN messages can be sent to control various aspects of the Analog Rytm. See
“Appendix C: MIDI“ for a complete specification.
MODE KEYS
There are four main keys with which you change the mode of operation on the Analog Rytm: [MUTE], [CHROMATIC], [SCENE] and [PERFORMANCE]. The red LEDs above these keys show if the modes are active (full-
bright) or inactive (off).
MUTE MODE
To activate the MUTE mode, press the [MUTE] key. To deactivate, press again. Mute any of the twelve drum
tracks in this mode. Unlike the CHROMATIC mode, it makes no difference which track is active when this mode
is on. All tracks are accessed simultaneously. Press any of the [PADS] to mute the corresponding track. Press
again to unmute. The color of the <PADS> indicate the mute status. Unlit <PADS> are muted. Green <PADS>
are audible.
Press and hold [FUNCTION] and then any of the [PADS] in order to preselect a mute, or mute/unmute severaltracks in one go. Once you release [FUNCTION], the selected mutes will come into effect. Preselected mutes
are shown as <PADS> of sky blue color.
Press [RETRIG] and one of the [PADS] if you wish to activate solo, in other words mute all tracks except the
one selected. Press again to deactivate solo. Keeping [RETRIG] pressed, multiple tracks may be solo activated/
deactivated. Solo activated <PADS> are turquoise.
The tracks you have muted in this mode stay muted even if the pattern is changed or a new kit is loaded. After
exiting MUTE mode, the LED light atop the [MUTE] key will stay lit, half-bright red, if any of the tracks are muted.
The MUTE mode is a part of the active state of the machine. It is not stored to the current kit or pattern. Mutes
activated in MUTE mode are the master mutes, and they will override any TRIG MUTE patterns on the
sequencer or any SONG MUTE program on any pattern of the active song.
CHROMATIC MODE
Pressing the [CHROMATIC] key will turn the [PADS] of the Analog Rytm into a chromatic keyboard, in the musi-
cal as well as the literal sense. Press again to deactivate. When in this mode, you will be able to play the Sound
of the active track chromatically. To play another track Sound chromatically, change active track by pressing
[TRACK] and one of the [PADS].
Any track Sound may be played in this mode using the 12 pads. The chromatic note pitch is linearly increased
for each successive pad pressed: left to right, bottom to top. Twelve pads in succession make up one octave.
The range spans four octaves, middle, 1 up and 2 down. The middle octave has sky blue color <PADS>, the two
below are of violet and dark blue color, in that order, and the one above is of olivine color. Reach higher or lower
octaves, one row at a time, by pressing [ARROW] keys [UP] or [DOWN], respectively.
The Synth part, the Sample part or both at once of any Sound may be chromatic enabled. This is done in the
SOUND SETTINGS. See section “SOUND MENU” on page 25.
Notes trigged chromatically can be recorded on the sequencer. Find out how this is done in sections “GRID
RECORDING MODE“ and “LIVE RECORDING MODE” on page 34.
15
ANALOG RYTM CONTROLS
Like the MUTE mode, the active state of the CHROMATIC mode (the portion of the chromatic keyboard currently visible on the pads) is not stored per kit or pattern but stays in the state to which it was set until it is
changed.
SCENE MODE
The SCENE mode turns the twelve pads into instant sound shifters. Several parameters from any track can be
changed by pressing a single pad. A scene is a fixed set of parameter values, ready to be activated or deactivated. To activate the SCENE mode, press the [SCENE] key. Press again to deactivate.
By carefully assigning a set of parameter values, you can prepare a scene that will make the same kit sound
drastically (or subtly) different whenever activated. After exiting SCENE mode, the LED light atop the [SCENE]
key will stay lit, half-bright red, if any of the scenes are active. Unlike the MUTE or CHROMATIC mode, SCENE
mode settings are stored to the active kit. See “SCENE MODE” on page 21 for more details.
PERFORMANCE MODE
Press the [PERFORMANCE] key to enter PERFORMANCE mode. This mode enables the [PADS] to control
several PARAMETER page parameters at once. Change many dimensions of one or more drum track Sounds
at the touch of a single pad. A pad in this mode, prepared with one or many additive layers of parameter modulation, is called a performance macro. While setting up a performance macro is done in a similar way as setting
up a scene, there is a major difference in the way these two modes operate. A scene is a static, ON/OFF command of an array of parameters set to specific values. A performance macro engages the assigned parameters
in a dynamic way. When using a performance macro, the parameters will be modulated relative to the pressure
applied to the pad.
To exit PERFORMANCE mode, press [PERFORMANCE] key again. PERFORMANCE mode settings are
stored as part of a kit. See “PERFORMANCE MODE” on page 22 to find out more about this mode.
16
PROJECTS
PROJECTS
A project is the top level of the Analog Rytm workflow. A project contains 128 patterns, 128 kits, 16 songs, 4
global slots, and a project Sound pool consisting of up to 128 Sounds. Projects are handy when, for example,
you want to save a specific setup for a live performance or when managing a select number of compositions.
The +Drive can store 128 projects.
When a project is loaded it becomes the active working state of Analog Rytm, independent of the +Drive. Analog
Rytm will keep track of what project slot the active project was loaded from. When a project is loaded it is possible to edit its patterns, kits, songs, and globals.
Within an active project, all changes made are automatically remembered by the Analog Rytm, letting you
switch back and forth between patterns and kits and edit the patterns, kits and parameters in any order you like
without the need to save each adjustment manually. Patterns, the active kit Sounds and settings, songs and globals are remembered even after the power is turned off. However, regarding kits (the main entity for editing and
collectively storing a complete set of Sounds and effects), when the Analog Rytm is switched off, only the settings of the active kit are preserved. If, for example, the kit linked to pattern 1 is edited (kit A), another pattern is
selected and its kit edited (kit B) and then the power is turned off, only the changes to kit B (the most recent
active kit) will be remembered. We highly recommend that you specifically save the kits you have been working
on manually using the quick command [YES/SAVE] + [FX]. Find out more about kits in the section “KITS AND
SOUNDS” on page 19.
Project changes are not automatically written to the +Drive. To store the active working state of the project to a
+Drive slot, the project needs to be saved manually. See below on how to load and save projects.
PROJECT MENU
Projects are managed in the PROJECT menu, located in the GLOBAL menu. Open the GLOBAL menu by
pressing [FUNCTION] + [TRACK].
Scroll through the list by using [UP]/[DOWN] or the LEVEL knob and select PROJECT. Open the menu by
pressing [YES/SAVE].
LOAD PROJECT opens a project selection screen where you choose a project to be loaded. Note that the
active project will not be saved before loading the new project. This menu can be accessed directly by pressing
and holding [FUNCTION] + [TRACK] for a little while. If you wish to create a new project, select CREATE NEW
at the very bottom of the list. The new project will be a blank slate.
17
PROJECTS
SAVE PROJECT opens a project selection screen where you choose a slot to save the active project to.
PROJECT MANAGER launches the PROJECT MANAGER menu. Selecting a project in this menu and press-ing the [RIGHT] arrow key will bring up a list of commands.
CLEAR resets the project slot to a clean state.
DELETE removes the project from the slot.
RENAME opens a screen where you can rename the project file.
LOAD FROM loads the selected project. This will overwrite the active project!
SAVE TO saves the active project to the selected slot.
TOGGLE toggles write protection on or off. Write protected projects can not be overwritten,
renamed or erased. A write protected project is shown with a lock symbol.
INIT NEW initializes an empty file slot with a clean project. This operation is only available for
empty project slots.
• Multiple projects can be selected and deselected by highlighting them and pressing [YES/SAVE].
• The currently active project is linked to the slot shown with a small arrow in front of the project
name.
• A lock symbol indicates the project is write protected.
• Projects can be copied/cleared/pasted.
• LOAD FROM in the PROJECT MANAGER will overwrite the active project. Be sure to save your
project before you load another.
18
KITS AND SOUNDS
KITS AND SOUNDS
Every project has the capacity of 128 different kits. A kit is a collection of 12 drum track Sounds and an FX track,
and their specific parameter settings. A Sound is composed of synth, sample, filter, effect sends, envelope and
LFO settings in any combination. Sounds are assigned to the twelve drum tracks.
Each of the drum tracks contains one Sound. The PARAMETER page settings for each track in a kit can be
saved as an individual Sound, if so desired. A Sound that has been loaded, from the +Drive or the Sound Pool
to a track becomes a part of the active kit. Any changes made to a track Sound will not affect the stored Sound,
it will affect and become part of the active kit. A pattern, controlling the playback of the kit, always links to a specific kit (non-exclusively). Any changes to the kit will affect other patterns using the same kit. When the Analog
Rytm is switched off, only the active kit preserves its changes. Other kits must be saved.
A Kit contains:
• Sound parameter settings for the 12 drum tracks.
• FX track parameter settings.
• LEVEL settings for the drum and FX tracks.
• RETRIG settings.
• General SOUND SETTINGS.
• PERFORMANCE and SCENE mode macros and parameter settings.
A Sound contains:
• Settings for the PARAMETER pages of a drum track.
• The LCD graphics in the left part of the screen shows the name of the active kit. When the
[TRACK] key and one of the [PADS] are pressed, this information will briefly change to show the
name of the track Sound.
• When you create a brand new pattern, using an existing kit that is already linked to another pat-
tern, we recommend that you save and rename the kit, first thing you do (see below). Unless, of
course, you intend kit changes to affect multiple patterns.
THE +DRIVE SOUND LIBRARY AND THE SOUND POOL
Sounds can be loaded to a kit from either the +Drive Sound library or the Sound pool of the active project. The
+Drive Sound library has the capacity of 4096 Sounds, available to all projects. The Sound pool is a part of a
project and limited to 128 Sounds. The major benefit of Sounds loaded to the Sound pool is the possibility for
them to be Sound locked. This feature is not available for the Sounds in the +Drive Sound library. Read more
about Sound locking on page 40.
KIT MENU
In the KIT menu commands relating to kits are found, including kit save and kit load. Open the menu by pressing
[FUNCTION] + [FX]. Use the [UP] and [DOWN] arrow keys to move between the commands. Press [YES/
SAVE] to confirm your selection. Exit the menu by pressing [NO/RELOAD].
19
KITS AND SOUNDS
RELOAD KIT will reload either the active kit, reverting it to its saved status, or all kits. Using the [LEFT] and
[RIGHT] keys selects whether only the active kit or all kits will be reloaded. [NO/RELOAD] + [KIT] offers a
shortcut to reloading the active kit.
LOAD KIT opens a menu where one of the up to 128 saved kits can be loaded. When this menu is accessed the
kit list will appear. The active kit is shown with inverted graphics. Select the kit to be loaded by using the
[ARROW] keys or the LEVEL knob. [LEFT]/[RIGHT] will quickly scroll between the menu pages. Once a kit has
been selected, press [YES/SAVE] to load it. The loaded kit will be linked to the active pattern. If the active kit is
loaded, it will be reloaded to the state it was saved in.
SAVE KIT saves all the current kit related settings as a kit. When a kit is saved, it will be linked to the active pattern. [YES/SAVE] + [FX] offers a shortcut to this command, saving the kit instantly to the same slot and with the
name of the kit unchanged. It is good practice to use the shortcut frequently to ensure kit changes are saved.
When this menu is opened the kit list will appear. The active kit is shown with inverted graphics. Select the slot
to which the kit will be saved by using the [ARROW] keys or the LEVEL knob. Press [YES/SAVE] to save to the
selected slot. The NAMING screen, covered on page 10, will appear.
CLEAR KIT will clear the content of the currently loaded kit, basically initializing it. When selecting this option a
prompt will appear. Press [YES/SAVE] to clear the kit or [NO/RELOAD] to cancel the operation. Note that no kit
information will be permanently lost until the kit is saved to the same kit slot it was loaded from.
TRACK ROUTING highlight this item, found at the very bottom position of the KIT menu, and press [YES/SAVE]
to customize track routing. The default setting is to use the TRACK ROUTING global settings found in the
GLOBAL menu. See section “GLOBAL MENU” on page 48.
If you want custom settings for the currently active kit, press [YES/SAVE] to untick the USE GLOBAL SETTING
box and to open the complete ROUTING menu. Use [ARROW] keys [UP] and [DOWN] to highlight one of the
three options.
USE GLOBAL SETTING press [YES/SAVE] if you decide to use GLOBAL settings after all.
The <PADS> will show what the current GLOBAL settings are for the drum tracks. <PADS> of
a green color send to main. Unlit <PADS> do not.
ROUTE TO MAIN highlight this option to customize which of the 12 tracks will send to the
master effects (Distortion and Compressor) and main output. Use the [PADS] to activate/
deactivate send from the track of each corresponding pad. <PADS> of a green color send to
main. Unlit <PADS> do not. Note that each track will still send to its individual output.
20
ROUTE TO FX highlight this option to customize the send FX routing of the 12 tracks. Use the
[PADS] to activate/deactivate each corresponding track for sending to the send FX (Delay and
Reverb). <PADS> of a yellow color send to FX. Unlit <PADS> do not.
KITS AND SOUNDS
• Copy, clear and paste operations are available in the LOAD KIT and SAVE KIT menus.
• Use the LEVEL knob to scroll through the LOAD KIT and SAVE KIT menus.
• Once you have assembled a kit you like, or changed it in a desirable fashion, don’t forget to save
it using the shortcut [YES/SAVE] + [FX].
• A kit that is not used by any pattern is shown with an asterisk symbol following the kit name.
SCENE MODE
Press [SCENE] to enter scene mode. A scene is a collection of fixed parameter locks. It enables an instant
makeover of how the tracks of the active kit will sound, at the touch of a single pad. 12 scenes may be assigned,
one for each of the [PADS].
Press one of the [PADS] when in scene mode to activate a scene. Only one scene may be active at a time.
When active, the pad to which the scene is assigned will glow blue. The <PADS> of non-empty, inactive scenes
glow half-bright blue. Empty scenes have unlit pads. If the pad of the active track contains a scene, the pad will
exhibit violet color (a mix of the active track color and the scene color, red and blue).
SCENE EDIT
There are 12 assignable scenes available, one for each pad. Make sure SCENE mode is active. Select which
scene to edit by pressing one of the [PADS]. Then press and hold the [SCENE] key for a short while in order to
edit the scene.
• When SCENE mode is active, [FUNCTION] + one of the [PADS] offers a convenient shortcut to
scene edit mode.
When scene edit is active, the LCD screen left hand side will reveal a list showing, from the top, the scene number, the number of locked parameters, an option to clear the scene and an option to clear all scenes. Use the
[ARROW] keys [UP] and [DOWN] to navigate this list.
SCENE shows which scene is being edited. Use [ARROW] keys [LEFT] and [RIGHT] to
select another scene.
LOCKS shows the number of parameter locks assigned to the scene. This figure will only
change by adding or removing parameter locks (see below).
<CLEAR> clears all parameter locks assigned to the scene being edited. Press [YES/SAVE]
when this option is highlighted to clear the scene.
<CLEAR ALL> clears all parameter locks on all the 12 scenes. Press [YES/SAVE] when this
option is highlighted to clear all scenes.
While keeping the scene pad pressed, various parameters can be locked to the scene by turning the DATA ENTRY knobs. Any parameter, from any of the 13 tracks, can be modulated and locked to the scene. Choose
21
KITS AND SOUNDS
the drum tracks from which the parameter locks will be assigned by pressing [TRACK] + [PADS]. If parameters
from the FX track are to be locked to the scene, press the [FX] key. The parameters available for modulation
and scene assignation will be visible on the LCD screen.
When a scene is edited, the pads of drum tracks containing parameter locks will glow half-bright red and flicker.
The active track, from which parameter locks are currently set, will glow full-bright red. If a scene contains FX
track parameter locks, the FX track red LED will flicker while editing the scene. When the scene pad is pressed
during edit, parameter locks are shown with inverted graphics and their fixed values (provided the particular
track, and the particular parameter page where the locked parameter is located, is active) are also shown.
A total of 48 different parameters may be locked to any of the 12 scenes, in any combination, for each kit. For
example, 48 parameter locks may be used for a single scene, two scenes may use 24 parameter locks each,
four scenes may use, say, 2, 4, 10 and 32 parameter locks, and so on.
The scene of each pad can be copied, pasted to another pad or cleared using [FUNCTION] + [RECORD]/[STOP]/[PLAY], respectively. SCENE settings are stored to the active kit. Remember to save the kit regularly
with [YES/SAVE] + [FX].
Once the editing is done, simply press the [SCENE] key again to exit scene edit mode. The parameter locks you
entered will be instantly enabled whenever the scene is activated.
• Use a scene if you want to affect the overall impact - overt or subtle - of your kit in a snap. Create
the impression, for example, that your studio drumkit all of a sudden is played in a near vacuum,
shattered by distortion or subject to NY compression (or all three at once) - then back to normal
again.
PERFORMANCE MODE
Enter PERFORMANCE mode by pressing the [PERFORMANCE] key. The PERFORMANCE mode enables
you to tweak one or several parameters, chosen from any track, by applying different amounts of pressure to
any of the [PADS] containing a performance macro.
• By gently increasing the amount of pressure applied to a pad containing a performance macro (or
quickly pressing, and then gently releasing the applied pressure), all intermediate values of the
parameter lock range can be heard while going from one extreme of the modulation depth to the
other.
PERFORMANCE EDIT
Make sure PERFORMANCE mode is active. Press and hold the [PERFORMANCE] key for a short while in
order to enter edit mode.
• When PERFORMANCE mode is active, [FUNCTION] + one of the [PADS] offers a convenient short-
cut to scene edit mode.
There are 12 assignable performance macros available, one for each pad. Select which macro to edit by pressing one of the [PADS]. When performance edit is active, the LCD screen left hand side will reveal a list showing,
from the top, the performance macro number, the number of locked parameters, an option to clear the macro
and an option to clear all macros. Use the [ARROW] keys [UP] and [DOWN] to navigate through this list.
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