The Emulator II is a responsive, surprisingly easy-to-use musical instrument with staggering
creative possibilities. It’s also a sound effects designer’s dream come true, a composer’s
personal orchestra, a recording studio’s chance to have hundreds of acoustic and electronic
instruments “on call” at any time, a university’s research tool...but most of all, it provides the
means for some truly special musical experiences. To give you a better idea of its capabilities,
here are just some of the Emulator II’s highlights.
* * * * *
Rather than synthesizing sounds, the Emulator II digitally records (“samples”) real-world sounds
into its memory. If you want the Emulator II to sound like a piano, sample a piano; if you want it
to sound like a barking dog, sample a dog.
These sounds may then be modified with the Emulator II’s analog synthesizer processors
and/or state-of-the-art digital processors. The analog-type processors include:
Lowpass voltage-controlled filter (VCF) with ADSR envelope generator
Voltage-controlled amplifier (VCA) with ADSR envelope generator
LFO with adjustable rate, delay, and speed variation
Two programmable modulation wheels for real-time control over pitch, filter cutoff, ADSR
attack rate, level, LFO modulation, etc.
Two programmable footswitches for real-time control over sustain, release, sustenuto,
“patch” change, and Sequencer
Velocity-sensitive keyboard, where keyboard dynamics can control any or all of the
The keyboard can play up to eight notes simultaneously. Like standard analog synthesizers,
there is a complete set of modifiers for each note; so, when we refer to the “filter” or we are
really talking about eight filters and VCA’s.
Digital processing techniques include:
Truncation (shortening the beginning and/or end of the sample)
Looping the sample (or any portion thereof)
Digitally combining (mixing) two samples
Sound reversal (“backwards tape” effects)
Splicing two samples together (imagine a soprano voice changing into a guitar note...)
Advanced split capabilities -- assign a different sample to each note of the keyboard, or
split in more conventional ways (i.e. cellos in lower octaves, violins in upper octaves).
Easy doubling, plus velocity-controlled crossfading and switching between doubled
samples
Individual tuning and attenuation for each sample
Ultra-flexible, programmable arpeggiation
Eight channel sequencer with (among other features) auto correct, track bounce, cuing,
punch-in/punch out, and the ability to drive eight MIDI instruments. It also responds to
dynamics and remembers modulation wheel settings.
Sounds are stored on commonly available double-sided, double-density (DS/DD) 5.25” floppy
disks (as used with many personal computers). Thanks to sophisticated disk management
techniques, it’s easy to save, organize, retrieve, rename, and catalog various sounds. In fact, if
the Emulator II was just a computer it would be pretty impressive: There’s almost four times
more RAM (memory) than a basic IBM PC, and the two disk drives store as much data as
fourteen Commodore-64s!
For outside-world interfacing, the built-in eight-track sequencer (and the arpeggiator) can sync
up to a 24, 48, or 96 pulses-per-quarter note click track, SMPTE time code, or MIDI; there’s also
a complete complement of MIDI functions, as well as an RS-422 port for control via external
computer.
Despite all this flexibility the Emulator II is nonetheless not that hard to learn...as you will see
during the course of this manual.
WELCOME TO THE EII+ and EII+HD
If you have purchase the enhanced version of the Emulator II, it has all the features of the
original with new expanded capabilities as well. Throughout this manual, you’ll find references to
the Emulator II. Just ignore the name difference. All instructions for the operation of the
Emulator II are compatible with those for the Emulator II+ and Emulator II+HD, except for the
Double Memory and Hard Disk sections described later in this manual. Please refer to specific
sections for the instructions on procedures that you are not familiar with.
If you have just purchased an Emulator II+ or Emulator II+HD, please refer to the Double
Memory Section in this manual for operating instructions.
If you have just purchased an Emulator II+HD please refer to the Hard Disk Supplement in this
manual for operating instructions and other pertinent advice.
MANUAL RESTORATION NOTES
This manual is a collation of all the known User Instructions for the EII, EII+ and EII+HD. It
includes information on all operating systems release up until the final OS 3.1 and OS 3.1 HD
versions of late 1987. It is based around the Owners Manual for OS 2.3 - the last full manual
released by E-mu Systems in 1985. All original errors have been corrected, except for the
sampling rate, which is incorrectly stated as 27,500 Hz rather than the actual sample rate of
27,777Hz.
The manual was restored in June 2002 by the Emulator Archive - www.emulatorarchive.com
We have tried to keep as much of the original style as possible, but we have made it easier to
use and included all the supplements as sections. This manual is not for resale or reproduction
and it is FREE.
Rob Keeble
Sussex, UK
June 2002
Thanks to Craig Anderton for writing a great manual.
Thanks to E-mu Systems for the best sampler in the universe.
It is vital that you send in your warranty card so that we can notify you of enhancements, new
features, and (nobody’s perfect) software bugs & cures. Sending in the warranty card also
entitles you to a free one-year subscription to “The Emu-Letter”, a bi-monthly company bulletin
carried in Electronic Musician (formerly Polyphony) magazine. You also become a part of the
Emulator II Users Group, your passport to the near- legendary annual parties where (among
other things) Emulator II owners swap disks, gossip, and tips.
But none of these wonderful things will happen to you unless you send in your warranty card.
Don’t miss out: Send it in now!
If you just can’t wait another second before hearing the Emulator II, we understand. Follow the
directions below EXACTLY as given and get ready to hear some great sounds. (Incidentally, in
case you make a mistake or run into problems, don’t worry. This process is described in greater
detail in Guided Tour #1.)
1. Making sure that the Emulator II is unplugged; patch the rear panel MIX OUT jack to the
input of a high quality amplification system.
2. Turn the front panel MIX OUT volume control (located near the Emulator II logo) fully
counter-clockwise.
3. Check that the rear panel voltage selector is set for the correct voltage in your part of the
world.
4. Plug the Emulator II line cord into an AC outlet.
5. If you are not familiar with how to handle computer disks, you will have to delay your Instant
Gratification somewhat. Please turn to the GENERAL INSTRUCTIONS section and read the
part labeled GENERAL INSTRUCTIONS 5 on proper disk handling. If you know how to treat
disks with the proper loving care, then proceed.
6. Check that there are no disks currently in the disk drive(s). If there are, or if the disk drives
contain cardboard packing materials, turn the drive latches to their counter-clockwise
positions (see Fig. GENINS-3 in the GENERAL INSTRUCTIONS section), remove the disks
or packing materials, and put them in a safe place.
7. Turn on power. All LED’s will flash for a moment, except for the disk drive LED’s which will
continue to flash. The display will say Insert Diskette.
8. Select one of the factory disks supplied with the Emulator II, and insert it label side ~ with
the label going in last into the top disk drive (or the only disk drive with a single-drive
Emulator). Fig. GENINS-4 in the GENERAL INSTRUCTIONS section shows how to insert a
disk. When the disk is seated in the drive, turn the disk drive latch clockwise until it is
pointing straight down. The drive LED will turn on steadily, and the display will start
communicating with you.
9. When the drive LED turns off, turn up the MIX OUT control and start playing the keyboard.
All right!! The display will show you the number (P followed by two digits) and name of the
sound you are playing. These sounds are called Presets, for reasons that will become clear
later.
10. Use the calculator-type keypad underneath the display to call up different Presets. Press a
two-digit number; start with 01 and play the keyboard for a while, then press 02 and play,
03, 04, etc. At some point you will run out of factory Presets, and the display will say NOT
FOUND.
If you want, vary the modulation wheels towards the left hand side of the keyboard. They
perform different functions with different Presets.
11. To try out Presets from other factory disks, open the latch, remove the existing disk, and
insert another factory disk. Close the latch. Now, find the portion of the front panel labeled
“DISK” (towards the lower-right hand corner). Press its switch, and its LED will light up. Now
press 1 on the keypad. The disk drive will start making noises, and you will be on your way
to loading another bunch of sounds into the Emulator II. When the drive LED goes out,
press the DISK switch once more, then start playing the keyboard and selecting more
Presets.
* * * * *
By now you should be pretty impressed, but there’s much more to come...so keep reading, and
you’ll find out all about it.
The Emulator II is not an instrument that can be mastered in a few days. Therefore, this manual
is organized so that you can take “guided tours” of different sections of the Emulator II and learn
at your own pace.
The manual comprises five major parts:
1. Definitions This section explains how the Emulator II organizes sounds. It’s not exactly
easy reading, but pay close attention - it lays vital groundwork for the rest of the manual.
2. Guided Tours This part describes several “guided tours” you can take through the
Emulator manual’s Reference Section to help learn the instrument’s operation. Each tour
gives any necessary background information, and then directs you to particular parts of
the Reference Section where concepts are further developed. By following these tours in
the order presented, subjects are introduced logically and build on previously introduced
material.
3. Reference Section This is the heart of the manual, and describes every function
available on the Emulator II.
4. Advanced Applications (the Art of Sampling, MIDI and SMPTE supplements)
This includes information on how to get the most out of the Emulator II.
5. Appendix If you’re not sure what a VCF is, or what Q really means, relax...the answers
are here. Whenever you see a technical word or abbreviation that you don’t know, check
this section for the definition.
Caution: Much of the manual presents material as a series of steps. Always read to the end of
each numbered step before pushing any buttons! Sometimes a step presents several
alternatives, and tells you which one to choose at the end.
Forget everything you’ve ever learned about voices, presets, and channels: The Emulator II
does things differently from traditional keyboard instruments.
Sampling Basics
The Emulator II is conceptually like a tape recorder in that it records sound. However, the
recording process is very different since the Emulator II is recording into computer memory.
Computers can accept information only in the form of numbers, so the Emulator converts audio
signals into numbers. It does this by examining (sampling) the incoming signal level 27,500
times a second, and sequentially recording these different levels in computer memory.
Figure 1 shows a one-second percussive sound being sampled. The magnified view shows
how the samples define the instantaneous level of the signal. Once stored in the Emulator II’s
memory bank, these samples may be played back (in the proper sequence, of course) to
reconstruct the original signal. If a two second sound was being sampled, it would require
2x 27,500 or 55,000 samples. Shorter sounds require fewer samples.
Figure 1
Just like tape, a sound can be manipulated once it has been recorded. Playing back, the
samples in the reverse order from which they were stored plays the sound backwards. Playing
back the samples at a faster rate than the rate at which they were stored raises pitch; playing
back at a slower rate lowers pitch (like a tape recorder’s variable speed control).
Sure, you’re anxious to start coaxing wonderful sounds from the instrument -- but like ground
school for pilots, the following is a necessary part of learning how to play the Emulator II. It is
important to understand how the Emulator II organizes sounds in order to make best use of the
instrument in the shortest possible time. Also, many terms will be introduced now that will show
up later in the manual.
You can think of the Emulator II as resembling a collection of modules, linked by various
pathways (see the Map in Figure 2). These paths indicate how information flows within the
Emulator II; let’s take a closer look at what makes up this information, and how it is transferred
from one section of the instrument to another.
The Bank contains all of the Emulator II’s memory (where, among other things, the sounds are
recorded), plus a high-performance Central Computer. The Bank is the central storehouse for all
of the Emulator II’s data. Although the memory is volatile, meaning that the data disappears
when you turn off power, the Bank data can be saved permanently on disk to keep a record of
your work. (This process is somewhat like saving the data in a regular polyphonic synthesizer to
cassette, but using disks results in far more efficient operation.)
Also note that because the memory is volatile, when you first turn on the Emulator II there’s
nothing in the Bank. Before you can make any sounds, data must be loaded into the Bank from
disk or by sampling sounds.
Since we now have a place to store information temporarily (the Bank), and a way to store
information permanently (saving to disk), let’s take a look at the different kinds of information
being stored.
The Voice
Sampling a sound using the instrument’s “Recording Studio” capabilities (upper left-hand block)
creates what the Emulator II calls a Voice, the “raw material” with which the instrument works.
(Voices can also be loaded in the Bank from disks, as described later.) This Voice could be a
sampled drum sound, violin note, jet plane, zither, oboe, steam press, or whatever. And if
having the entire world, as a potential sound source isn’t enough for you, the Emulator II can
also process Voices in a wide variety of ways (as we’ll discuss in “Voice Processing”).
The Bank can store up to 99 Voices, each with its own two-digit Voice number and name (i.e.
V21 Grand Piano). The total available sampling time is 17.6 seconds (484,000 samples); the
Bank Voices can divide up the 17.6 seconds any way you like (i.e. ten 1.76 second samples,
eighty-eight 200 millisecond samples, one 17.6 second sample, etc.).
A Voice can be assigned to a single note on the keyboard, but may be transposed
polyphonically to cover up to a two-octave range. The process of assigning, and optionally
transposing, Voices to specific ranges of the keyboard is called making a Preset. Note: It is
often necessary to use multiple Voices to make up a Preset, since wide-range transposition
alters the Voice’s timbre. Therefore, using multiple samples and transposing each over a small
range usually gives the most realistic sound.
The Preset
Making a Preset is a three-step process:
1. Give the Preset a number (i.e. P03) and name. The Bank can hold up to 99 Presets.
2. Assign the desired Bank Voices to different ranges of the keyboard (for example, with
five Voices you could assign each Voice to cover one octave of the keyboard.) This is
represented in Figure 2 by the path connecting the Voice Locations to the Preset
Creation/Voice Assignment Area. Note that the same Voice can be assigned to more
than one range of the keyboard in a given Preset, and also, Voices can be combined in
more than one way to make more than one Preset.
3. Choose from a number of options that further define the Preset, such as assigning
Voices to partially or fully overlap other Voices (thus producing doubling effects),
assigning dynamic control to individual Voices in a Preset, erasing Presets you don’t
like, cataloguing Presets, cataloguing the Bank Voices to see what’s available for
making up a Preset, adding arpeggiation, setting up MIDI parameters, etc.
Note that a Preset does not store the actual sounds that make up the Voices in the Preset;
rather, it stores data about the Voices (which ones to use, where they are assigned on the
keyboard, whether they should respond to keyboard dynamics, and the like). Because of this,
Presets do not take up as much Bank memory as Voices since data takes up less memory
space than sounds. (For an analogy, think of the cassette interface in a digital drum machine. In
just a few seconds, the cassette can record all of the patch data for the entire machine; it would
take far longer to record the actual sounds of all the drum machine patterns and sequences.)
OK...that’s the story on creating Voices and assigned them to the keyboard to make up a Preset
or Presets. Now let’s take a look at processing Voices.
Voice Processing
Once a Voice is loaded in the Bank and assigned to a Preset, it can be sent to the Analog and
Digital Processing modules. However, since (as mentioned earlier) a Preset typically contains
several Voices, we need to specify which Voice, or Voices, we want to process. This is called
selecting the Current Voice, another three-step process:
1. Call up a Preset that contains the Voice(s) to be processed.
2. Choose the Voice to be processed, or select several Voices and group them together so
that they are all processed simultaneously (this group of Voices is still referred to as the
“Current Voice”).
3. Send the Current Voice through the Analog and Digital Processing modules, whereupon
they return back to the Bank in their modified form. All Presets containing these Voices
will reflect the changes caused by processing.
The Current Preset
As you found out in the “Instant Gratification” section, as soon as a Performance disk is loaded
a Preset will be ready to go. This is the Current Preset. If you select another Preset, or create a
Preset, this becomes the Current Preset.
When you sample a sound to create a Voice, the Voice is automatically assigned to the two
lowest octaves (unless you specify otherwise) of the Current Preset. If the Bank was not empty
and you had a Preset selected, the sample will replace whatever sample was already in the
lowest two octaves of this Current Preset. (However, you do not over-write the Voice itself,
which stays safely tucked away in the Bank; you are simply over-writing the Voice assignment in
that particular Preset.)
If the Bank was empty prior to sampling (it’s generally best to clear the memory before
sampling; among other advantages, this allows for the maximum possible sampling time), the
Bank will automatically create a “NULL PRESET” into which it will assign the Voices that you
sample. Each successive Voice you sample will be assigned to the lowest two octaves of the
keyboard (unless you specify otherwise), and over-write the previous Voice assignment
(although as mentioned in the end of the last paragraph, the sampled Voices themselves remain
in memory).
The Disk Archives
So far, we’ve loaded a bunch of Voices into the Bank, created some Presets containing those
Voices, and done some Voice processing. However, remember that the Bank only retains this
information for as long as the Emulator II is plugged in and turned on. Of course, we don’t
expect you to leave the thing on all the time, which brings us to the subject of saving data on
disks.
There are two types of Emulator II disks, Performance disks and Library disks.
Commanding the Central Computer to “Save Bank” causes it to shuttle all the Bank data
(Voices, Presets, and Sequencer Sequences) on to a Performance disk. This disk permanently
stores data so that even after turning off the Emulator II. The disk will contain a record of your
work.
IF YOU DO NOT SAVE A BANK TO DISK, ALL BANK DATA WILL BE LOST WHEN YOU
TURN OFF THE EMULATOR II. Do not wait until the end of a session to save -- save your work
periodically in case of power failure or some other unforeseen circumstance which might erase
the Bank’s memory.
Since the Performance disk contains a record of the Bank data, loading the disk back into the
Bank transfers all the Voice, Preset, and Sequencer data into the Bank (this will replace the
existing Bank data, if any). Therefore, you can work a Bank of sounds out at leisure, and save
the results of your work on disk; when you go to a gig, simply take the Performance disk with
you and load all your hard work from disk into the Emulator II in a few seconds.
Library disks record and play back Voices only (unprocessed or processed), and contain no
Preset information. They are useful when building up a library of raw sounds. For example, you
might want to sample an instrument, but are unclear about what kind of Presets you want to
make up from these sampled Voices. Simply save the individual Voices to the Library disk, and
then load them into the Bank at a later date when you want to create some Presets. And, if
while creating the Preset you process the Voices too heavily and wish that you had the originals
back, no problem...they are still preserved on the Library disk.
Think of the Performance disk as something you take with you on gigs, and of the Library disk
as a means of storing a collection of raw sounds which can be used later on to make up
Performance disks. Note: With either disk type, if you pull a Voice or Preset from a disk, alter it,
and then save it to that same disk without changing its identifying number, the disk will erase the
original version and replace it with the processed version.
Incidentally, the process of having new data erase and replace old data is called over-writing.
Note the two paths coming from the keyboard in Figure 2; the LFO, VCA, VCF, and ADSR
Analog Signal Processors are tied to keyboard dynamics (for example, playing harder can alter
the loudness, attack time, filter cutoff, etc.), as are some Preset assignment characteristics (i.e.
playing louder assigns a different Voice to a particular key).
The Output Channels
The Central Computer assigns keyboard keys to the output channels. When you play a key, that
key’s sound is assigned to Output Channel 1. If you hold this key and play another key, the new
key’s sound will be assigned to Output Channel 2. The Emulator II includes eight channels, so
you can play up to eight sounds simultaneously. Each channel has its own output jack, and
there is also a master output jack, which mixes the eight channels together. Individual Voices
can also be restricted to particular channels, which will be covered in detail later when we
discuss the Emulator II’s sequencer.
Re-cap
One more time: A Voice is a sampled sound. It is temporarily stored in the Emulator II’s Bank
and may be permanently stored on a Library disk. While a sampled Voice must be assigned to a
Preset prior to processing, a sampled Voice may nonetheless be processed immediately after
sampling since the Emulator automatically assigns the sampled Voice to a Preset it creates,
called the Null Preset.
To create a new Preset, make sure you have all the Voices required for the Preset in the Bank,
number and name a Preset, then assign combinations of Voices from the Bank to specific
sections of the keyboard. By specifying one or more of these Voices as the Current Voice, the
Current Voice may then be processed by the Emulator II’s analog and digital signal processors.
Since loading in a Performance disk fills the Bank with Voices and Presets, you can group these
Voices into new Presets, process the Voices, or alter the existing Presets.
Always Remember to Save Your Work
Once a Bank contains the desired Presets and Voices, it must be saved to a Performance disk.
Specific Voices can be saved to a Performance disk as part of a Bank, or saved individually to a
Library disk.
Booting the Emulator II is not a repair technique; rather, it is a computer term that means
“putting a disk in the disk drive after you first turn it on, and having the computer read software
necessary for its operation from that disk”. (It’s easy to see why this was shortened to “booting”.)
To boot, insert a Performance or Library disk in the drive before, or just after, you turn on the
Emulator II. Closing the disk drive latch tells the Emulator to start reading the software. Once
booted, the instrument is ready to go. (Note: Booting from a Performance disk takes longer than
booting from a Library disk since after booting, the Emulator II loads the Performance disk Bank
data.)
A Default setting is what we’ve judged to be a useful initial setting, and remains in effect until
you change it. For example, the mic preamp in the sampling section defaults to zero gain when
you first turn on the Emulator II. Had it defaulted to the maximum gain position, this might have
blasted your ears off if you accidentally put in a line level signal, so we figured zero gain was
better.
The display’s cursor, a small line, will flash when it wants data from you about the number or
letter under which it is located. Entering a new value over-write the old one, whereupon the
cursor moves on to the next number or letter (if applicable).
Note: If the Emulator II is expecting a two or three-digit number, you must enter all the required
digits even if some of these are zeroes (called “leading zeroes”). For example, if the Emulator II
is expecting a three-digit number and you want to enter 8, you would enter 008. If it were
expecting a single-digit number, entering 8 would be sufficient.
Saving is the important process of saving your work to disk. Despite what computer
manufacturers would like you to believe, computers are not infallible and besides, the world
sometimes plays cruel tricks (like a power surge in the middle of a sampling session). To help
defy Murphy’s Law (“if anything can go wrong, it will”), whenever you have done enough work
on a Voice or Bank that you would hate to lose it, save it on at least one disk. Should you
improve the Voice or Bank later, you can always replace the original with the revised version -and if something goes wrong, the original will still be available to save you the hassle of starting
from scratch.
Occasionally during a tour you will be told to refer to something like PRESET DEFINITION 11,
DISK 8, SAMPLE 2, or some other name. This means that you will find more information in the
specified section of the manual’s Reference Section. For example, PRESET DEFINITION 11
indicates that the information is in the Preset Definition chapter under section 11; DISK 2
indicates that the information is in the Disk chapter under section 2. Note that these chapters
are arranged in the same order as you encounter the Emulator II front panel “modules” if you
move from left to right along the top row of modules, then move from right to left along the lower
row of modules.
Figures are referred to by a shorthand name for the chapter and a number. For example, Fig.
GENINS-3 would be the third figure in the GENERAL INSTRUCTIONS chapter.
GETTING READY FOR THE GUIDED TOURS
Have you sent in your warranty card yet? Listen, we’re not kidding! Send it in!!
Okay. Now you can proceed.
1. Set up the Emulator II as described earlier under Instant Gratification. After completing
step 6, return to this section.
Remember - at this point playing the keyboard will not produce sound. In order to hear
anything, you must “load” a sound into the Emulator II from disk (which we’ll describe
shortly).
2. Make sure you have about a half-dozen 5.25” blank disks (double-sided/double-density,
48 TPI) on hand, plus a paper and pencil for taking notes.
Care for diskettes
Load a Bank from a Performance disk when first turning on power
Select different Presets from the Bank
Load additional Performance disks
Tune the Emulator II to other instruments
Transpose the keyboard
...and also discusses the Emulator II’s “modular” design philosophy.
DISK HANDLING
Disks are delicate and store valuable data. Before proceeding, carefully read GENERAL
INSTRUCTIONS 5 (“Disk Handling”) for important information on how to care for your disks.
LOADING A PERFORMANCE DISK
1. Turn on the Emulator II, then insert the Grand Piano disk in Drive 1 according to the
instructions given in the next to last section of GENERAL INSTRUCTIONS 5 (“Disk
Handling”).
2. After about 20 seconds of loading time, the display will show the Current Preset number
and name (the cursor will flash underneath the first digit). Start playing the keyboard and
turn up the MIX OUT control for a comfortable listening level.
SELECTING DIFFERENT PRESETS
1. The Bank you just loaded contains several Presets. To call up a new Current Preset, use
the keypad underneath the display. Note that “leading zeroes” must be entered for
Preset numbers (i.e. type 0 and 2, not just 2, to call up Preset 02). Now type 0 then 2 on
the keypad; these will replace the numbers indicated by the flashing cursor.
2. The display says P02 Piano #2. Play the keyboard...hey, it sounds just like a piano!
3. Now call up more Presets (refer to GENERAL INSTRUCTIONS 1, “Selecting the Current
Preset”), steps 1 and 2). If you make a mistake and enter a number for which there is no
Preset, the display will list the entered Preset number and say NOT FOUND; try calling
up the desired Preset again. To find out what Presets are available on the disk, refer to
PRESET DEFINITION 19, “Catalog Presets”.
When you’re ready to check out some more sounds, proceed.
The Emulator II front panel is divided into modules. Each module will be discussed in detail later
on; the following is intended mostly as background information. Each module affects a certain
area of the Emulator II’s operation. Refer to the map (Fig. INTRO-2) to see how some of these
modules fit into the Emulator II’s overall structure.
Master Control. This includes controls that affect the entire keyboard (such as Tune, Volume,
and Transpose), a ten-digit calculator-like keypad with numbers printed above the keys, the
display, and four sliders, which set variable parameters (described later). Note that keypad
switch 7 doubles as a NO button and keypad switch 9 doubles as a YES button (sometimes the
Emulator II will ask you yes-no questions, and this is how to communicate with it).
Sequencer. This module is an eight-track solid state recorder with sophisticated features such
as SMPTE and MIDI control, punch-in and erase, track bounce, cue, and auto correct.
Filter. You can dynamically change the timbre of any Voice or group of Voices (in other words,
the Current Voice) via lowpass filtering. The filter features variable cutoff, variable Q, variable
envelope amount (normal or inverted), variable keyboard tracking, LFO modulation, and
includes its own ADSR envelope generator.
VCA/LFO. You may change the attack/decay/sustain/release characteristics of the Current
Voice by modulating the VCA with its associated ADSR envelope generator. This module also
sets most LFO parameters.
Voice Definition. With this powerful module, you may edit a Voice’s length, loop (e.g. infinitely
sustain) any portion of the Voice (with several different looping options), have the Emulator II
automatically find the best loop points (“AutoLoop”), adjust the relative mix of various Voices,
save Voices to disk, and perform other Voice-related operations. This module also sets
independent keyboard touch sensitivity for each of several filter and VCA destinations
(dynamics, cutoff frequency, Q, attack time) and programs the mix (audio balance) for each
individual Voice in the Preset.
After modifying Voices, don’t forget chat the only way to keep these modifications is to save
them to disk. Otherwise, any changes will be lost as soon as power to the Emulator II is
interrupted.
Preset Definition Does all the “housekeeping” for the Emulator II: You may name Voices or
Presets, erase them, copy them, assign Voices to different places on the keyboard, “catalog”
the names of Voices and Presets stored in the Bank, etc. Other Preset Definition functions
include MIDI and arpeggiator selection as well as three keyboard-related special effects
(velocity switch, velocity crossfade, and positional crossfade).
Sample. This “recording studio” module records sounds from the outside world into the Bank.
Features include adjustable preamp gain, variable threshold setting, and adjustable sample
length.
Disk. The DISK module archival data traffic between the Emulator II and its disks. Sounds may
be stored on disk, read back from disk, catalogued, and more.
Special. This module mostly contains test routines. However, because of its computer-based
nature, the Emulator II can be updated easily. This module will also access any new functions
dreamed up by the wizards at E-mu. Calling up its Catalog will tell you what special functions
are present.
Real-Time Control. This assigns different destinations (pitch, filter cutoff, VCA attack, etc.) to
your choice of the two modulation wheels (located at the left of the keyboard), foot pedal, three
MIDI control channels, and dual programmable footswitches.
Enter. Just as you can activate a module to tell the Emulator II something you want to do, the
Emulator II can activate this module when it wants to signal ~ to do something. It communicates
in one of two ways: by flashing the ENTER light, or turning it on steadily. The significance of the
two states will be explained later.
ACTIVATING and DE-ACTIVATING MODULES, SELECTING FUNCTIONS
Here’s important background information on how to access the various module functions. In the
next section of this tour, we’ll relate this information to a practical example.
Activating: Each module, except for Master Control and Sequencer, includes a switch and
accompanying LED. Pushing this switch “activates” the module, as indicated by the LED lighting
up. (Note: There must be a disk in the drive when you activate any module; the disk drive may
run for a second or two before the module LED lights up.) The display’s top line will give a
Module Identifier (such as “VCA/LFO”, “Disk”, “VoiceDef”, or the like), followed by the range of
possible numbers you may enter to call up various module functions (see below).
Selecting functions: Each module includes a printed list of functions on the front panel; these
functions are available when the module is active. Selecting a module function requires keying
in its associated number with the keypad. We will shortly give an example of how this all works.
De-activating: When you’re finished with the module either press its button again to deactivate, or simply activate a new module.
Hint: Any time you make a mistake, get confused, or otherwise get “lost in the module” and
need to bail out, simply de-activate the module. Then, re-activate and try again.
LOADING OTHER PERFORMANCE DISKS
So far, so good...now it’s time to move on from the piano. The following instructions are for a
dual-drive Emulator II; see the end of this section for single-drive Emulator II instructions.
1. Select the Performance disk of your choice and insert it into the disk drive of your
choice.
2. If the Performance disk was inserted in Drive 1, refer to DISK 1. (“Get Bank Disk 1”). If
the Performance disk was inserted in Drive 2, refer to DISK 2 (“Get Bank Disk 2”)
instead. After following the directions in the indicated section, return to this section.