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 o 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 dierent from that to which the receiver is
connected.
• Consult the dealer or an experienced radio/TV technician for help.
Canada
This This Class B digital apparatus complies with Canadian ICES-003.
Cet appareil numérique de la classe B est conforme à la norme NMB-003
European Union regulation compliance statement
This product has been tested to comply with the Low Voltage Directive 2014/35/EU and the Electromagnetic Compatibility Directive 2014/30/EU. 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.
Legal disclaimer
The information in this document is subject to change without notice and should not be construed as a
commitment by Elektron. Elektron assumes no responsibility for any errors that may appear in this document. Elektron may also make improvements and/or changes in the products and programs described
in this document at any time without notice. In no event shall Elektron be liable for any special, indirect,
or consequential damages or any damages whatsoever resulting from loss of use, data, or profits,
whether in an action of contract, negligence, or other action, arising out of or in connection with the use
or performance of this information.
IMPORTANT SAFETY AND MAINTENANCE INSTRUCTIONS
Please read these instructions carefully and adhere to the operating advice.
1. Do not use this unit near water.
2. Never use aggressive cleaners on the casing or on the 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 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.
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 a protective cover on the unit while the unit is powered on.
9. 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.
10. Protect the power cord from being walked on or pinched particularly at plugs, convenience receptacles,
and the point where they exit from the unit.
11. Use attachments/accessories specified by the manufacturer.
12. Unplug this unit during lightning storms or when it is not used for long periods of time.
13. 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.
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 re-
pairs to trained service technicians only.
• Do not exceed the limitations specified in the Electrical specifications.
SOUND PEAKS
• A brief 3 kHz signal will be sent to all outs of the Analog Rytm MKII when the Test mode on the Early
Startup menu is activated. Remember 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-3b
• 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 overheating, 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
when the cord is connected to the power outlet. Pull out the cord to completely disconnect the adapter.
INDEX .......................................................................... 99
7
1. INTRODUCTION
1. INTRODUCTION
Thank you for purchasing Analog Rytm MKII. 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, sample-based or a combination of the two. To get the most out of your machine, we recommend that you read
this manual in its entirety.
1.1 CONVENTIONS IN THIS MANUAL
In this manual, we use the following conventions to describe the Analog Rytm MKII user interface:
• KEY NAMES
Written in uppercase, bold style and within brackets. For example, the key labeled “FUNC” is called
[FUNC].
• KNOBS
Written in uppercase, bold, italic letters. For example, the knob “Track Level” is called TRACK LEVEL.
• LED INDICATORS
Written in uppercase letters with angle brackets. For example, the pattern page LEDs are called:
<PATTERN PAGE>.
• MENU NAMES
Written in uppercase letters. For example, the PROJECT menu.
• PARAMETER NAMES, MENU OPTIONS
Written in uppercase bold letters for parameter names and certain menu options where you can make
settings or perform actions. For example, CLOCK SEND.
• PARAMETER SETTING ALTERNATIVES
Written in uppercase letters. For example, OFF.
• SCREEN MESSAGES
Written in uppercase letters with quotation marks. For example, “BANK A: CHOOSE PTN.”
You also find the following symbols throughout the manual:
Important information that requires your attention.
A tip that makes it easier for you to interact with the Analog Rytm MKII
8
2. THE ANALOG RYTM MKII
2. THE ANALOG RYTM MKII
Rhythm, a forward motion carried by regular elements and silences, is something that is present in all our
lives. You can see it in the motion of the astronomical bodies that creates the shifting of days, months and
years. It is also happening inside our human bodies where biological clocks are governing our internal processes. The rhythm of life drives us inexorably forward and carries us along on our journey.
However, rhythm is not only something that controls us, but it is also something we control and create. We
harness the rhythm of probability and re-occurrence to guide us to make the right decisions. We create cycles and patterns that help us to make order in a complex world and to establish a sense of stability in life.
Rhythm is also one of the foundational building blocks of music. The steady beat of the drums has been our
constant companion throughout all human history. From the primitive beats of the ancient tribal cultures via
the classical masters to the dark dance floors of the Berlin clubs - rhythm is there!
The Elektron Analog Rytm MKII truly adds its beat and power to the pulse of life. It is an eight voice analog/
digital hybrid drum machine featuring the twang of the analog domain, the instant control, and eects of
the digital domain and the wonderful interplay of both. The analog signal path, digital controls, samples,
additive modulation and sampling capability, makes this drum machine a solid instrument with a voice of its
own. The innovative combination of modern technology and tried and trusted ways of sound generation lets
you create any kind of drum: purely analog, sample-based or a combination of the two. For all its layers of
complexity and depth, it remains instantly accessible and - we are sure you agree - fun to play.
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 MKII will be your guide, companion, and
rhythm-maker. It is our firm belief that you will have as much fun using the machine as we have had developing it. Enjoy.
Main OutExt InAudio InMIDI InMIDI OutMIDI ThruControl InBDLTCH/OHRS/CPUSBDC InPower
DelayReverbDistCompLFO
Sync BSyncASDMT/HTCY/CBBT
Main Volume
A
EFGH
BCD
Quick Perf AmountTrack Level
1
BD
2
SD
3
RS
4
CP
5
BT
6
LT
7
MT
8
HT
9
CH
10
OH
11
CY
12
CB
Save
Reload
Retrig +
Retrig -µTime -µTime +
2345678910111213141516
A
B
C
D
E
FGH
YES
3. PANEL LAYOUT AND CONNECTORS
3.1 FRONT PANEL
31
30
29
28
27
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3456879131211
3233343536
26
2425222321
14
15
16
17
18
19
20
1. MAIN VOLUME sets the volume for the main outputs and the headphones output.
2. [SAMPLING] opens the SAMPLING menu, where you perform the sampling.
The secondary function starts Direct Sampling.
3. [QPER] key. Used together with the [PADS] to select which performance macro that should be con-
trolled by the QUICK PERF AMOUNT knob. The secondary function mutes the performance macros.
4. QUICK PERF AMOUNT sets the amount of the chosen performance macro.
5. [FIX] toggles the FIXED VELOCITY mode for the pads that set them to trigger with a fixed velocity. The
secondary function opens the FIXED VELOCITY menu.
6. TRACK LEVEL sets the overall volume level of the active track. Also used for scrolling in menus and
setting various parameter values. The secondary function opens the SOUND BROWSER.
7. [TEMPO] opens the TEMPO menu. Use [FUNC] + [TEMPO] to tap the tempo.
8. [NO] key. Used for exiting an active menu, backing one step and negating. If pressed in combination
with keys 32–36 it instantly reloads the kit, Sound, track, pattern or song.
9. [YES] key. Used for entering sub-menus, selecting and confirming. If pressed in combination with keys
32–36 it instantly saves the kit, Sound, track, pattern or song.
10. Screen.
11. The [ARROW] keys. Used for navigation and for setting some parameter values. In menus, they are
called [UP], [DOWN], [LEFT] and [RIGHT].
12. [TRIG] key controls the TRIG settings for the active track. The secondary function opens the QUAN-
TIZE menu.
13. DATA ENTRY knobs A-H. Used for setting parameter values. Press knob when turning to change values
in larger increments.
14. [PARAMETER] keys access the PARAMETER pages of the active track. The [PARAMETER] keys indi-
cate if the page is active (red) or inactive (o). The five parameter page keys are, from left to right:
10
3. PANEL LAYOUT AND CONNECTORS
SRC 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. The secondary function opens the MACHINE selection menu.
SMPL 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. The secondary function opens
the SAMPLE selection menu.
FLTR 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. The secondary function opens the
SOUND SETTINGS menu.
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.
15. [FX] selects the FX track. Th secondary function opens the MIDI CONFIG menu.
16. [SONG MODE] activates/deactivates SONG mode. The secondary function is SONG edit.
17. [CHAIN MODE] activates/deactivates CHAIN mode. The secondary function initiates a new CHAIN.
18. [FILL] Activates FILL mode (when GRID RECORDING mode is not active). The secondary function cues
the FILL mode.
19. <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 that is currently playing.
20. [PAGE] selects the active pattern page, if the pattern has more than 16 steps. The secondary function
opens the SCALE menu.
21. [STOP] stops playback. The secondary function is a paste operation.
22. [PLAY] starts the playback of the sequencer. The secondary function is a clear operation.
23. [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.
24. [BANK A–H] selects between banks A–H.
25. <PATTERN MODE> LEDs indicate the currently selected PATTERN mode.
26. [PADS] have many possible functions depending on which mode is active and what each pad is set to
do. The primary function is to play the track Sounds. Each drum track has a dedicated pad. <PADS>
exhibits a variety of colors depending on what mode the Analog Rytm MKII is in and what the pads are
used for.
27. [TRIG] keys are used for entering or removing sequencer trigs, in combination with the [PADS], and pa-
rameter locks, in combination with the DATA ENTRY knobs. They are also used to select a pattern when
one of the [BANK] keys are pressed.
28. [RTRG] 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 screen
whenever the key is pressed. The secondary function opens the CLICK TRACK menu.
29. [TRK] key. Press [TRK] + one of the [PADS] to select a drum track for editing or CHROMATIC play.
Note that the FX track has a separate dedicated key. The secondary function saves the current kit.
30. [FUNC] key. Press and hold for accessing secondary functions for some of the other keys.
The secondary functions are written in blue text on the panel.
31. [GLOBAL SETTINGS] opens the GLOBAL SETTINGS menu. The secondary function opens the
SAVE PROJECT menu. A long press opens the LOAD PROJECT menu.
32. [PLAY MODE] activates the PLAY mode, in which the pads are used to play the current sound loaded to
every pad. The secondary function opens the KIT menu.
33. [MUTE] activates the MUTE mode. The secondary function opens the SOUND menu.
34. [CHRO] activates the CHROMATIC mode, in which the pads are used to play the current track Sound
chromatically across four octaves. The secondary function opens the TRACK menu.
35. [SCNE] activates the SCENE mode, in which a one-push instant change of an array of parameter set-
tings is possible. The secondary function opens the PATTERN menu.
36. [PERF] activates PERFORMANCE mode. The secondary function opens the SONG menu.
11
3. PANEL LAYOUT AND CONNECTORS
3.2 REAR CONNECTORS
13245678
1. POWER. Turns the unit on and o.
2. DC IN. Use the included Elektron PSU-3b power adapter, connected to a power outlet.
3. USB. Use an A to B USB 2.0 connector cable to a computer host.
4. EXP/CV IN. Input for expression pedal or CV. Use standard 1/4” mono phone plug for CV signals.
5. MIDI THRU/SYNC B. Forwards data from MIDI IN. Can also be configured to send DIN sync to legacy
instruments. Use a standard MIDI cable to connect another MIDI device in the chain.
6. MIDI OUT/SYNC A. MIDI data output. Can also be configured to send DIN sync to legacy instruments.
Use a standard MIDI cable to connect to MIDI In of an external MIDI device.
7. MIDI IN. MIDI data input. Use a standard MIDI cable to connect to MIDI Out of an external MIDI device.
8. AUDIO IN L/R. Inputs for sampling or sound card use. Use 1/4” mono phone plugs (balanced
connection).
9. TRACK OUT. Individual drum voice outputs. Use either 1/4” mono phone plugs (unbalanced connection)
or 1/4” (Tip/Ring/Sleeve) phone plugs (balanced connection).
10. EXT IN L/R. Use 1/4” mono phone plugs (unbalanced connection) to input sound from an external audio
source.
11. MAIN OUT L/R. Use either 1/4” mono phone plugs (unbalanced connection) or 1/4” (Tip/Ring/Sleeve)
phone plugs (balanced connection).
12. HEADPHONES OUT. Connect standard headphones with 1/4” stereo phone plug.
9
101112
3.3 SETTING UP AND STARTING THE ANALOG RYTM MKII
Make sure you place the Analog Rytm MKII on a stable support, such as a sturdy table with sucient cable
space or mount on a rack capable of a 3 kg load.
Before you connect the Analog Rytm MKII to other equipment, make sure all units are switched o.
Plug the included PSU-3b adapter to a power outlet and insert the small plug into the Analog Rytm MKII DC
IN connector.
Connect the Main Out L/R from the Analog Rytm MKII to your mixer or amplifier.
If you want to use MIDI in conjunction with your Analog Rytm MKII, connect the MIDI OUT port of the device
you wish to send data from to the MIDI IN port of the Analog Rytm MKII. The MIDI THRU port duplicates the
data arriving at the MIDI IN port, and you can use it for chaining several MIDI units together.
Switch on all units. Switch on the Analog Rytm MKII by pressing the Power rocker switch located at the
back of the unit. Wait 2 seconds after the screen goes out before restarting the unit.
12
4. ANALOG RYTM MKII SOUND ARCHITECTURE
4. ANALOG RYTM MKII SOUND ARCHITECTURE
The Analog Rytm MKII sound architecture, with its eight drum voices, two send eects (delay and reverb),
and two master eects (distortion and compressor), is shown below. Analog elements are gray; digital elements are white.
DRUM VOICES (x8)
NOISE
GENERATOR
PERCUSSION
SOUND
GENERATOR
SAMPLE
PLAYBACK
ENGINE
FROM EFFECT SENDS
DELAY
REVERB
REVERB
OVERDRIVE
LFO
FADE
ENVELOPE
SEND
FILTER
ENVELOPE
MULTIMODE
FILTER
DESTINATION
TO EFFECT RETURNS
TO EFFECT RETURNS
AMP
AMP ENVELOPE
PAN
DELAY SEND REVERB SEND
LFO DESTINATION
FADE
ENVELOPE
INDIVIDUAL OUTPUT
TO MIXER
FX TRACK
EFFECT RETURN 1
FROM DRUM VOICESOUTPUTS L/R
MIXER
EXT
INPUT L/R
DISTORTIONCOMPRESSOR
EFFECT RETURN 2
4.1 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.
4.2 ABOUT MACHINES
There are several MACHINES available for each voice circuit. A MACHINE is a set of synthesis parameters
that control a percussion sound generator to act like a certain drum model. Dierent MACHINES are software tailored to generate dierent kinds of bass drums, hi-hats, et cetera - and to provide the parameters
most apt for each particular MACHINE. For more information, please see “8.2 MACHINES” on page 22.
13
5. OVERVIEW OF THE ANALOG RYTM MKII DATA STRUCTURE
5. OVERVIEW OF THE ANALOG RYTM MKII DATA STRUCTURE
The image below outlines the data structure of the Analog Rytm MKII.
PROJECT+DRIVE
128 PROJECTS
SOUND LIBRARY
SAMPLEBANK
4 GLOBALS
16 SONGS128 PATTERNS128 KITS128 SOUNDS127 SAMPLES
MASTER/SEND FX12 DRUM SOUNDS
5.1 +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 contains the +Drive Sound library, capable of storing 4096 drum Sounds,
and the Sample bank. All projects have access to these Sounds and samples.
5.2 DATA STRUCTURE
5.2.1 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 MKII. From here it is possible
to edit the patterns, kits, songs, and globals of the project. Every time the Analog Rytm MKII is switched
on, it boots to the active working state, the active project. Projects are saved, loaded and managed in the
GLOBAL SETTINGS menu. Read more about projects in the section “9. PROJECTS” on page 24.
5.2.2 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 is stored in the active kit. Each project of the Analog
Rytm MKII contains 128 individual kits. A pattern always links to one of the kits. Read more in the section
“10. KITS AND SOUNDS” on page 26.
5.2.3 SOUNDS
A Sound is a sample plus the parameter settings found in the PARAMETER pages SRC, SMPL, FLTR,
AMP, and LFO. Sounds are stored in the Sound pool of the active project or 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 “10. KITS AND SOUNDS” on page 26.
14
5.2.4 SAMPLES
You can load up to 64 MB (about 11 minutes) of samples in a project, using a maximum of 127 sample
slots. There are many preset samples to choose from in the +Drive Sample bank. Additional samples can
be transferred to the Analog Rytm MKII from a computer with the Elektron Transfer software. You can
also sample straight into the Analog Rytm MKII. See section “14. GLOBAL SETTINGS MENU” on page
54, and “13. SAMPLING” on page 52.
5.2.5 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 “11. THE SEQUENCER” on page 37.
5. OVERVIEW OF THE ANALOG RYTM MKII DATA STRUCTURE
5.2.6 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 “12.2 SONGS” on page 49.
5.2.7 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 specific settings. Read more about the global settings in the section “14. GLOBAL SETTINGS MENU” on page 54.
5.3 ABOUT THE TRACKS
5.3.1 THE DRUM TRACKS
There are 12 drum tracks. To select a track for editing, press and hold [TRK] 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 can layer analog percussion sounds and sampled sounds, to distort and
filter them, and apply a dedicated LFO each.
5.3.2 THE FX TRACK
The FX track controls the Analog Rytm MKII send eects DELAY and REVERB, as well as the DISTORTION and COMPRESSOR master eects. One LFO is also available for this track. To select the FX track
for editing, press the [FX] key.
5.3.3 EDITING THE TRACKS
The five [PARAMETER] keys open parameter pages that are used for editing the tracks. The SRC page
of a drum track contains dierent parameters depending on the MACHINE chosen for the analog percussion sound generator. The other pages are identical for all drum tracks; the SMPL page for the sample
playback engine, the FLTR page for the multimode filter and its filter envelope, the AMP page for the amplitude envelope and eect sends, and the LFO page for the low-frequency oscillator. The corresponding
five parameter pages for the FX track controls the four eects 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.
15
6. THE USER INTERFACE
6. THE USER INTERFACE
The screen is the center of Analog Rytm MKII editing.
231
4567
1. The active kit. Here you can also see the full name of the parameter you adjust here when you turn a
DATA ENTRY knob.
2. Tempo.
3. The playback/recording status of the sequencer shown by “record”, “play”, “pause” and “stop” symbols;
, , , and .
4. Track parameters. They show what the DATA ENTRY knobs control and their current parameter values
5. The active pattern. To the left of this, you can see the active song row. A “_ _:” indicates that the scratch
pad row is active.
6. Track level.
7. Track name.
6.1 SCREEN NAVIGATION
When entering a menu or sub-menu, navigation is done using the [ARROW] keys [UP], [DOWN], [LEFT] or
[RIGHT]. The TRACK LEVEL knob can be used to quickly scroll through menus and lists.
[YES] is used to arm, select, enter sub-menus and tick/untick boxes.
[NO] is used to negate, deselect or go back one or more steps.
When on a menu or sub-menu the [NO] key can be used to go back, one step at a time, all the
way to the main screen.
6.2 PARAMETER EDITING
The DATA ENTRY knobs are used to change the value of the track parameters. The position of the param-
eters on the screen correspond to the physical location of the knobs on the front panel. Press and hold a
[PARAMETER] key to see the values for all parameters on that PARAMETER page.
6.2.1 QUICK PARAMETER EDITING
If the DATA ENTRY knob is pressed when it is turned, the parameters will be adjusted in larger incre-
ments. You can quickly sweep through a whole parameter range in this manner.
6.2.2 PARAMETER VALUE JUMP
Pressing [FUNC] while editing certain parameters makes the parameter values jump to appropriate
positions. The time of the Delay, for example, jumps between 16, 32, 64 and 128 and the oscillator tuning
jumps whole octaves.
6.2.3 [FUNC] KEY PRESS COMBINATIONS
The standard way to use the [FUNC] key in combination with other keys, is to press and hold [FUNC]
and then make a short press on the second key in the combination. For some key combinations, it is also
possible to access a sub-menu by pressing and holding [FUNC] + second key for a second.
16
6. THE USER INTERFACE
6.3 QUICK SCROLLING
Scroll through menus using the TRACK LEVEL knob. Quick scrolling is possible on many menus. Press [FUNC] + the [UP] or [DOWN] arrow keys to move the cursor one menu page at a time.
6.4 COPY, CLEAR AND PASTE
Copy, clear and paste commands are available in many contexts. Press [FUNC] + [RECORD] to perform a
copy operation. Press [FUNC] + [STOP] to perform a paste operation. Press [FUNC] + [PLAY] to perform a
clear operation. Paste and clear operations are undone by repeating the key press combination. Please see
the dierent sections in the manual for more information on when these commands are applicable.
6.5 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 characters. Turning the TRACK LEVEL knob or pressing the [UP] or [DOWN] arrow keys cycles between the characters. [FUNC] + [NO]
erases letters.
6.5.1 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 [FUNC] key.
Keep [FUNC] pressed, and then use the [ARROW] keys to highlight the character you want to insert.
Once there, release [FUNC] to insert the character.
Copy, paste, and clear commands are available on the naming screen.
17
6. THE USER INTERFACE
6.6 OVERBRIDGE
Main Out Ext InAudio InMIDI In MIDI Out MIDI Thru Control InBDLT CH/OHRS/CPUSB DC In Power
Direct
Main Volume
Save Kit
MetronomeTrig Mute
BD SD RS CP BT LT MT HT CH OH CY CB
Mute
Quick Perf AmountTrack Level
Kit Sound Track Pattern Song Setup Tap TempoSave Project
9CH10OH11CY12
5BT6LT7MT8
1BD2SD3RS4
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Sound Browser
CB
HT
CP
Sync BSync ASDMT/HT CY/CBBT
A
Retrig +
Retrig -µTime -µTime +
C
EFGH
Quantize
Delay Reverb Dist Comp LFO
Assign Samples Settings
New Chain Edit Song
D
YES
Save
Reload
Sequential Direct Start Direct Jump Temp Jump
B
A
E
F G H
Accent Swing SlideCopy Clear PasteCue Fill
BCD
USB
MIDI Cong
Scale
The Overbridge software suite enables a tight integration between the Analog Rytm MKII and a computer
DAW software.
When using Overbridge, the user interface for the Analog Rytm MKII presents itself as a clearly laid out
plug-in window in your DAW. Access, edit and automate parameters for sound shaping on screen. Always
find your device preset parameters in the same state as you left them when you return to your DAW project,
with the useful total recall functionality.
Read more about Overbridge use and availability on the Elektron website: https://www.elektron.se/overbridge/
18
7. QUICK START
7. QUICK START
This quick start guides you through some of the basic operations to start using the Analog Rytm MKII right
away. First, connect it as described in section “3.3 SETTING UP AND STARTING THE ANALOG RYTM
MKII” on page 12.
7.1 PLAYING THE FACTORY PRESETS
You find several preset patterns, kits, and Sounds in the Analog Rytm MKII. Follow the instructions below to
get started exploring your new instrument.
1. Press [PLAY] to listen to pattern A01.
2. Press [BANK A] + [TRIG 2] to select pattern A02, which is the second demo pattern. Pattern A02
starts to play when pattern A01 reaches it end. Press [BANK A] + [TRIG 3] to select pattern A03 and
so on.
3. Press [MUTE] + the [PAD] of the drum track you want to mute. Unmute by repeating the procedure.
4. Press [STOP] to stop playback.
7.1.1 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 [PERF] key to enter PERFORMANCE mode.
3. Press the dim green [PADS]. Apply dierent pressures and hear how the sound of the pattern changes.
7.1.2 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. A bright blue color pad shows the active scene.
1. Make sure a pattern is playing.
2. Press the [SCNE] key to enter SCENE mode.
3. Tap one of the dim blue color [PADS] to activate a scene. Tap again to deactivate.
7.1.3 CHROMATIC MODE
Any track Sound may be played chromatically using the 12 pads. The chromatic note pitch is increased
linearly 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 yellow.
1. Select the drum track to play chromatically by pressing [TRK] + one of the [PADS].
2. Press the [CHRO] key to enter CHROMATIC mode.
3. Play the [PADS]. The active track Sound will be pitched dierently 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 eective way to add musical variety to your beats. The
timbre, tonality, and impact of playing a Sound chromatically depend 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. For more
information, please see “10.5.2 SOUND MANAGER” on page 32.
7.1.4 MUTE MODE
You can mute the sequencer of any of the twelve drum tracks in this mode. Unlike the CHROMATIC
mode, it makes no dierence 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.
19
7. QUICK START
3. Press any of the [PADS] to mute the corresponding track. Press again to unmute. The color of the
<PADS> indicates the mute status. Unlit <PADS> are muted. Green <PADS> are audible.
4. Press and hold [FUNC] and then any of the [PADS] to preselect a mute, or mute/unmute sever-
al tracks in one go. Once you release [FUNC], the selected mutes come into eect. Blue colored
<PADS> show the preselected mutes.
7.1.5 TEMPO
To change the overall BPM setting, open the TEMPO screen by pressing the [TEMPO] key.
When MUTE mode is active, press [RTRG] 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 [RTRG] pressed, multiple tracks may be solo activated/deactivated. Solo
activated <PADS> are of turquoise color.
Use the TRACK LEVEL knob to change tempo in steps of one BPM. Pressing the knob while turning it
changes the tempo eight steps at a time. The [ARROW] keys [UP] or [DOWN] change the tempo steps
of 0.1 BPM.
On the main interface screen, you can also press and hold [ARROW] keys [LEFT] or [RIGHT] to tempo-
rarily nudge the tempo up or down by 10%. Release to revert the BPM to its original setting.
7.1.6 EDITING PARAMETERS
Each drum track has five PARAMETER pages, accessed by pressing the [SRC], [SMPL],[FLTR], [AMP],
and [LFO] keys. The parameters found here aect 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 [TRK] + [PADS] 1–12 to select one of the twelve drum tracks.
3. To change, for example, the cuto of the filter, press the FILTER key. The display then shows the FILTER page. The parameter labeled FRQ changes the cuto of the filter. Turn DATA ENTRY knob E to
change the parameter value, and hear how the Sound is aected.
Try out the rest of the PARAMETER page parameters to explore a variety of sound shaping possibilities.
To reload the Sound to its original state, press [NO] + [MUTE].
To reload the whole kit to its original state, press [NO] + [PLAY MODE].
To save kit changes, press [YES] + [PLAY MODE].
20
8. ANALOG RYTM MKII CONTROLS
8. ANALOG RYTM MKII CONTROLS
The Analog Rytm MKII is played using the [PADS]. The responsive, velocity and pressure sensitive pads can
be assigned to perform many possible functions. The <PADS> can display a variety of colors. There are a
variety of modes: PLAY mode, MUTE mode, CHROMATIC mode, SCENE mode and PERFORMANCE mode.
8.1 PADS
The 12 pads dominate the left half of the Analog Rytm MKII front panel. The finger-sized pads are made of
sturdy synthetic rubber and respond to pressure. Tapping a pad triggers its track sound. BD triggers the
bass drum, SD the snare drum and so on. The illustration outlines and briefly describes the analog percussion sound generators. See the twelve tracks and their default MACHINES below.
MULTI-OSCILATOR SYNTHESIS FOR
HIHAT SOUND GENERATION.
SINGLE-OSCILLATOR SYNTHESIS
CUSTOMIZED FOR BASS TOM SOUND.
DUAL-OSCILLATOR SYNTHESIS
CAPABLE OF A WIDE RANGE OF
SOUNDS.
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)
CH9OH10CY11CB12
BT
5
1SD2RS3CP4
BD
LT
6MT7HT8
MACHINES
1. HARD, CLASSIC, FM, PLASTIC, SILKY, SHARP
2. HARD, CLASSIC, FM, NATURAL
3. HARD, CLASSIC
4. CLASSIC
5. CLASSIC
6. CLASSIC
7. CLASSIC
8. CLASSIC
9. BASIC, CLASSIC, METALLIC
10. CLASSIC, METALLIC
11. CLASSIC, METALLIC, RIDE
12. CLASSIC, METALLIC
GENERAL MACHINES: NOISE, IMPULSE.
MULTI-OSCILATOR SYNTHESIS SUITED
FOR VARIOUS CYMBAL AND COWBELL
SOUNDS.
SINGLE-OSCILLATOR SYNTHESIS FOR
LOW- MID- AND HIGH TOM SOUNDS.
DUAL-OSCILLATOR SYNTHESIS WITH
ADDITIONAL RIMSHOT SOUND SHAPING CAPABILITIES.
Play the track Sounds of the active kit using the [PADS]. 8 individual track Sounds can be voiced simulta-
neously with the eight physical voices of the Analog Rytm MKII. The BD, SD, BT, and LT are independent
tracks with their separate voices. Tracks RS-CP, MT-HT, CH-OH and CY-CB, each pair is shown with a
coupling on the front panel of the Analog Rytm MKII, share a voice. If you play or trigger both tracks of a
coupled pair, the right-hand track has a higher priority. Track CP mutes track RS, HT mutes MT, OH mutes
CH and CB mutes CY. With sequencer recording deactivated, drum tracks may also be played using [TRIG]
keys 1-12.
The color of the <PADS> shows pad activity. A pad flashes white briefly when engaged, whether it is played
manually or by the Analog Rytm MKII sequencer. A red color pad shows the active drum track.
21
8. ANALOG RYTM MKII CONTROLS
8.2 MACHINES
Select a drum track MACHINE by quickly pressing the [SRC] key twice or press [FUNC] + [SRC]. A MACHINE makes use of the physical percussion sound generator of the voice circuit in a certain way, 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 dierent waveforms and a custom envelope to
shape the sound. These MACHINE-specific synthesis parameters are on the SRC parameter page. If you
select another MACHINE, it engages the sound generator dierently - employing more than one oscillator,
for example - enabling the BD track to perform frequency modulation and many other sound generating
techniques.
All MACHINES cannot be accessed from all tracks since the tracks control dierent physical sound generators. The illustration above shows the tracks that can make use of a specific type of 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 SRC page parameters they give access to, please
see “APPENDIX D: MACHINES” on page 88.
8.3 ROTARY ENCODERS
The eight DATA ENTRY knobs, the TRACK LEVEL, the QUICK PERF AMOUNT knob, and the MAIN VOL-
UME knob are made of sturdy two-component plastic with a shape designed to fit snugly between thumb
and forefinger, and a rubbery surface to prevent slipping. The MAIN VOLUME and QUICK PERF AMOUNT
are absolute encoders, spanning roughly 320 degrees from left extreme to right extreme. A small white dot
on its top surface shows the encoders position. The TRACK LEVEL and DATA ENTRY knobs (with which
you set various parameter values for the active kit) are relative encoders that can be rotated any number of
turns. Pressing and turning these encoders changes their associated values at a higher speed.
8.4 PRAGMATIC OPERATION
The functional layout of the Analog Rytm MKII 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, one-handed track muting, chromatic play, scene change, and performance macro deployment are
possible. As is one-handed retrigging, tempo tapping, pattern mode change, and pattern selection.
8.5 KEY BEHAVIOR
As a group, the track selection keys ([TRK] + any of the [PADS] and the [FX] key) have radio button func-
tionality, 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 that consists of the five [PARAMETER] keys
and the [TRIG] key has radio button functionality.
The mode keys [PLAY MODE], [MUTE], [CHRO], [SCNE] and [PERF] keys have both on/o and radio
button functionality (which means they can all be switched o, but only one of them can be on at the same
time). This behavior goes for the [SONG MODE] and [CHAIN MODE] keys as well.
The [TRK], [FUNC] and [RTRG] keys must be pressed in combination with other keys to exert functionality.
8.6 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 MKII 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, 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 must be
enabled for chromatic play if any variation is to be heard. Activate via the SOUND SETTINGS. For more
information, please see “10.5.2 SOUND MANAGER” on page 32.
MIDI program change messages 0–127 selects pattern 1–128 (A01–H16) on the Analog Rytm MKII. Additionally, MIDI CC and NRPN messages can be sent to control various aspects of the Analog Rytm MKII. See
“APPENDIX C: MIDI” on page 79 for a complete specification.
22
8. ANALOG RYTM MKII CONTROLS
8.7 MODE KEYS
There are five main keys with which you select the mode of operation on the Analog Rytm MKII: [PLAY
MODE], [MUTE], [CHRO], [SCNE] and [PERF].
8.7.1 PLAY MODE
To activate the PLAY MODE mode, press the [PLAY MODE] key. In PLAY MODE the pads are used to
play the drum Sounds that is loaded to their corresponding track.
8.7.2 MUTE MODE
To activate the MUTE mode, press the [MUTE] key. You can mute the sequencer of any of the twelve
drum tracks in this mode. Press any of the [PADS] to mute the corresponding track. Press again to un-
mute. The color of the <PADS> indicates the mute status. Muted <PADS> are unlit. Audible pads <PADS>
are green.
Press and hold [FUNC] and then any of the [PADS] to preselect a mute, or mute/unmute several tracks
in one go. Once you release [FUNC], the selected mutes come into eect. Blue color <PADS>. show
preselected mutes
Press [RTRG] 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 [RTRG] 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 you change the pattern or load a new kit.
After exiting MUTE mode, the [MUTE] key stays 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 override any TRIG MUTE patterns on the
sequencer or any SONG MUTE program on any pattern of the active song.
8.7.3 CHROMATIC MODE
Pressing the [CHRO] key turns the [PADS] of the Analog Rytm MKII into a chromatic keyboard. When in
this mode, you can play the Sound of the active track chromatically.
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 blue color
<PADS>, the two below are of violet and dark blue color, in that order, and the one above is yellow. Reach
higher or lower octaves, one row at a time, by pressing the [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. For more information, please see “10.5.2 SOUND MANAGER” on page 32.
Notes trigged chromatically can be recorded on the sequencer. Find out how this is done in sections
“11.3.2 GRID RECORDING MODE” on page 39 and “11.3.3 LIVE RECORDING MODE” on page 39.
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 its set state until it is changed.
8.7.4 SCENE MODE
The SCENE mode turns the twelve pads into instant sound shifters. Press a single pad to change several
parameters from any track. A scene is a fixed set of parameter values, ready to be activated or deactivated. To activate the SCENE mode, press the [SCNE] key.
By carefully assigning a set of parameter values, you can prepare a scene that makes the same kit sound
drastically (or subtly) dierent whenever activated. After exiting SCENE mode, the [SCNE] key stays
lit, half-bright red if any of the scenes are active. Unlike the MUTE or CHROMATIC mode, SCENE mode
settings are stored in the active kit. See “10.3 SCENE MODE” on page 28.
8.7.5 PERFORMANCE MODE
Press the [PERF] 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 dierence 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 dynamically. When using a performance macro, the parameters are modulated relative to the pressure applied to the pad.
PERFORMANCE mode settings are stored as part of a kit. For more information, please see “10.4 PERFORMANCE MODE” on page 29.
23
9. PROJECTS
9. PROJECTS
A project is the top level of the Analog Rytm MKII workflow. A project contains 128 patterns, 128 kits, and 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 MKII, independent of the
+Drive. Analog Rytm MKII keeps track of what project slot the active project was loaded from. It is possible
to edit the patterns, kits, songs, and globals of a loaded project.
Within an active project, all changes made are automatically remembered by the Analog Rytm MKII, 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 o. However, regarding kits (the
main entity for editing and collectively storing a complete set of Sounds and eects), when the Analog Rytm
MKII is switched o, 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 o, 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] + [PLAY MODE].
Find out more about kits in the section “10. KITS AND SOUNDS” on page 26.
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.
9.1 PROJECT MENU
Projects are managed in the PROJECT menu, located in the GLOBAL SETTINGS menu. Open the GLOBAL
SETTINGS menu by pressing [GLOBAL SETTINGS].
Scroll through the list by using [UP]/[DOWN] or the TRACK LEVEL knob and select PROJECT. Open the
menu by pressing [YES].
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 [GLOBAL SETTINGS] 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.
24
9. PROJECTS
SAVE PROJECT opens a project selection screen where you choose a slot to save the active project to.
This menu can be accessed directly by pressing [FUNC] + [GLOBAL SETTINGS].
PROJECT MANAGER launches the PROJECT MANAGER menu. Selecting a project in this menu and
pressing the [RIGHT] arrow key brings 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 overwrites the active project!
SAVE TO saves the active project to the selected slot.
TOGGLE toggles write protection on or o. Write-protected projects cannot be overwritten, renamed or
erased. A write-protected project is shown with a padlock symbol.
INIT NEW initializes an empty file slot with a clean project. This option is only available for empty project
slots.
• Multiple projects can be selected and deselected by highlighting them and pressing [YES].
• 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 overwrites the active project. Be sure to save your
project before you load another.
25
10. KITS AND SOUNDS
10. KITS AND SOUNDS
Every project has the capacity of 128 dierent 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, eect 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 do not aect the
stored Sound. It aects 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 aect other patterns using the same
kit. When the Analog Rytm MKII is switched o, 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 graphics in the top left part of the screen shows the name of the active kit. When you
press a [TRK] key and one of the [PADS], this information briefly changes to show the
name of the track Sound.
• When you create a brand new pattern, using an existing kit that is already linked to anoth-
er pattern, we recommend tha t you save and rename the kit, the first thing you do (see
below). Unless, of course, you intend kit changes to aect multiple patterns.
10.1 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 can contain up 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 in the section “11.11.2 SOUND LOCKS” on page 45.
10.2 KIT MENU
In the KIT menu, commands relating to kits are found, including kit save and kit load. Open the menu by
pressing [FUNC] + [PLAY MODE]. Use the [UP] and [DOWN] arrow keys to move between the commands.
Press [YES] to confirm your selection. Exit the menu by pressing [NO].
26
10.2.1 RELOAD KIT
Reloads 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] + [KIT] oers a shortcut to reloading
the active kit.
10.2.2 LOAD KIT
Opens a menu where one of the up to 128 saved kits can be loaded. The kit list will appear when this
menu is accessed. The active kit is shown with inverted graphics. Select the kit you want to load by using
the [ARROW] keys or the TRACK LEVEL knob. [LEFT]/[RIGHT] will quickly scroll between the menu
10. KITS AND SOUNDS
pages. Once a kit has been selected, press [YES] to load it. The loaded kit are linked to the active pattern. If the active kit is loaded, it will be reloaded to the state it was saved in.
10.2.3 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] + [PLAY MODE] oers 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 TRACK LEVEL knob. Press
[YES] to save to the selected slot. The NAMING screen, covered on page 17, will appear.
10.2.4 CLEAR KIT
Clears the content of the currently loaded kit, basically initializing it. When selecting this option a prompt
will appear. Press [YES] to clear the kit or [NO] 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.
10.2.5 TRACK ROUTING KIT
Customizes track routing. The default setting is to use the TRACK ROUTING global settings found in the
GLOBAL SETTINGS menu. See section “14.6 TRACK ROUTING GLOBAL” on page 59.
If you want custom settings for the currently active kit, press [YES] to untick the USE GLOBAL SETTING
box and use the [ARROW] keys [UP] and [DOWN] to navigate the menu.
USE GLOBAL SETTING press [YES] if you decide to use GLOBAL settings after all. The <PADS>
shows 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 still sends to its individual output.
SEND 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.
10.2.6 CONTROL IN 1 MOD
Opens the CONTROL IN 1 MOD setup for Control In 1. Basically this is like a performance macro that you
can control with CV or an expression pedal connected to the Control In 1 input (labeled EXP/CV IN 1 on
the Analog Rytm MKII back panel). The setup for the Control In 1 input can be found in the GLOBAL SETTINGS menu. For more information, please see “14.7 CONTROL INPUT 1” on page 59. This modulation
macro is configured the same way as a performance macro.
27
10. KITS AND SOUNDS
Up to five track parameters can be assigned to a modulation macro. Parameters can be selected from all
drum tracks and the FX track. Press DATA ENTRY knobs A–E to select the track from which parameters
you want to assign to the macro. Select the track parameters that will be assigned by turning DATA EN-TRY knobs A-E. Confirm a selection by clicking the knob or by pressing [YES]. DATA ENTRY knobs F-J
are then used to set the depth of the five track parameters. The depth is an oset of the original track
parameter value.
By default, the parameter macro knob spans a parameter value range of -128–127. A parameter macro
value of 0 will not introduce any changes to the sound.
The bar on the left in the screen shows a graphical representation of the incoming signal.
10.2.7 CONTROL IN 2 MOD
Same functions as CONTROL 1 IN MOD but for Control In 2.
• Copy, clear and paste operations are available in the LOAD KIT and SAVE KIT menus.
• Use the TRACK LEVEL knob to scroll through the LOAD KIT and SAVE KIT menus.
• Once you have assembled a kit you like or changed it to your liking, don’t forget to save
it using the shortcut [YES] + [PLAY MODE].
• An asterisk symbol following the kit name denotes a kit that is not used by any pattern.
10.3 SCENE MODE
Press [SCNE] 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 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 glows 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
is violet colored (a mix of the active track color and the scene color, red and blue).
10.3.1 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 [SCNE] key for a short
while to edit the scene.
When SCENE mode is active, [FUNC] + one of the [PADS] oers a convenient shortcut to
scene edit mode.
When scene edit is active, the bottom of the screen reveals a list showing, from left to right, 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 [LEFT] and [RIGHT] to navigate this list.
28
SCENE shows which scene is being edited. Use [ARROW] keys [UP] and [DOWN] to select another
scene.
10. KITS AND SOUNDS
LOCKS shows the number of parameter locks assigned to the scene. This changes by adding or
removing parameter locks (see below).
<CLEAR> clears all parameter locks assigned to the scene being edited. Press [YES] when this option
is highlighted to clear the scene.
<CLEAR ALL> clears all parameter locks on all the 12 scenes. Press [YES] 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 the drum tracks from which the parameter locks will be assigned by pressing [TRK] +
[PADS]. If parameters from the FX track are to be locked to the scene, press the [FX] key. The parame-
ters available for modulation and scene assignation are visible on the screen.
When a scene is edited, the pads of drum tracks containing parameter locks glows half-bright red and
flicker. The active track, from which parameter locks are currently set, glows full-bright red. If a scene
contains FX track parameter locks, the [FX] key flickers 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 dierent 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 [FUNC] + [RECORD]/
[STOP]/[PLAY], respectively. SCENE settings are stored to the active kit. Remember to save the kit
regularly with [YES] + [PLAY MODE].
Once the editing is done, simply press the [SCNE] key again to exit scene edit mode. The parameter
locks you entered will be instantly enabled whenever the scene is activated.
10.4 PERFORMANCE MODE
Enter PERFORMANCE mode by pressing the [PERF] key. The PERFORMANCE mode enables you to
tweak one or several parameters, chosen from any track, by applying dierent amounts of pressure to any
of the [PADS] containing a performance macro. 12 performances may be assigned, one for each of the [PADS].
• 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.
• Press [FUNC] + [QPER] to mute the PERFORMANCE mode. This temporarily mutes all the
changes that have been made to the track parameters by the performance macros. Press
[FUNC] + [QPER] again to unmute the PERFORMANCE mode to let the changes aect
the parameters again. The [QPER] key is green when PERFORMANCE mode is active and
turned o then PERFORMANCE mode is muted.
• As the name implies, the PERFORMANCE mode is a live performance feature. As is the
SCENE mode. When recording on the sequencer, PERFORMANCE mode macros and
SCENES are not possible to parameter lock.
10.4.1 PERFORMANCE EDIT
Make sure PERFORMANCE mode is active. Press and hold the [PERF] key for a short while to enter 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 bottom of the screen reveals a list
showing, from left to right, 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 [LEFT] and [RIGHT] to
navigate through this list.
29
10. KITS AND SOUNDS
PERF shows which performance macro is edited. Use [ARROW] keys [UP] and [DOWN] to select
another performance macro to edit.
LOCKS shows the number of parameter locks assigned to the performance macro. This figure will
only change by adding or removing parameter locks (see below).
<CLEAR> clears all parameter locks assigned to the performance macro that you edit. Press [YES]
when this option is highlighted to clear the macro.
<CLEAR ALL> clears all parameter locks on all the 12 performance macros. Press [YES] when this
option is highlighted to clear all macros.
While keeping the pad pressed, various parameters can be locked to the macro by turning the DATA ENTRY knobs. Any parameter, from any of the 13 tracks, can be locked to the macro. Choose the drum
tracks from which the parameter locks will be assigned by pressing [TRK] + [PADS]. If parameters from
the FX track are to be locked to the macro, press the [FX] key. The parameters available for modulation
and macro assignation will be visible on the screen.
When a macro 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 and flicker.
If a macro contains FX track parameter locks, the [FX] key will flicker while editing. When a pad containing a performance macro is pressed during edit, parameter locks are shown with inverted graphics and
their modulation depth 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 dierent parameters may be locked to any of the 12 performance macros, in any combination, for each kit. For example, 48 parameter locks may be used for a single macro, two macros may use
24 parameter locks each, four macros may use, say, 2, 4, 10 and 32 parameter locks, and so on.
• While the process of editing a performance macro is similar to editing a scene, the
parameter locks have a completely dierent functionality. Whereas scene mode locks
are fixed values, performance mode locks are modulation depth settings.
• If, for example, the TUN parameter on the SRC parameter page of the BD track is
locked to a value of +24, the performance macro will, when engaged, perform a
relative increase of the TUN setting of the track Sound between 0 and +24, depending on the amount of pressure applied to the pad to which the performance macro is
assigned. 0 if no pressure is applied, 12 if medium pressure is applied and 24 if maximum pressure is applied.
• If the TUN parameter is locked to a value of -24 instead, no pressure will produce a
relative value decrease of 0, medium pressure -12 and maximum pressure -24.
• Note that the oset is relative to the general TUN (or any other) parameter setting: if
the general setting is 30, a parameter lock with a modulation depth of +24 is set, and
maximum pressure is applied to the pad which contains the performance macro, the
resulting value will be +54.
The macro of each pad can be copied, pasted to another pad or cleared using [FUNC] + [RECORD]/
[STOP]/[PLAY], respectively. PERFORMANCE mode settings are stored to the active kit. Remember to
save the kit regularly with [YES] + [PLAY MODE].
Once the editing is done, simply press the [PERF] key again to exit edit mode. The parameter locks
you entered will be activated whenever the pad containing the performance macro is pressed, provided
PERFORMANCE mode (but not performance edit) is active. The relative modulation depth of all locked
parameters will respond to the amount of pressure applied to the pad.
10.4.2 QUICK PERFORMANCE
Quick performance gives you the possibility to control one of your performance macros without being in
PERFORMANCE mode. Press [QPER] + [PADS] or [QPER] + [TRIG 1–12] keys to select which perfor-
mance macro you want to control with Quick performance. The [PADS] and the [TRIG 1–12] keys cor-
relate to the 12 performance macros you have at your disposal. For more information, please see “10.4.1
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