E-Mu Pro/cussion User Manual

Procussion operation manual
INTRODUCTION 5
Procussion ............................................................................................................................... 6
CONNECTION INSTRUCTIONS 7
Basic Pad Setup ...................................................................................................................... 7
Quick Setup for MIDI Keyboard ......................................................................................... 8
Keyboard Setup ..................................................................................................................... 9
Quick Setup for MIDI Drum Pads .................................................................................... 10
Live Performance Setup ...................................................................................................... 11
Electronic Drum Kit Setup ................................................................................................. 12
Overview of Outputs .......................................................................................................... 13
BASIC OPERATION 15
Controls ................................................................................................................................. 17
Selecting Kits ........................................................................................................................ 18
Selecting MIDI Channels, Volume and Pan .................................................................... 18
Multi-Timbral Operation .................................................................................................... 19
Master Menu Functions ..................................................................................................... 20
Master Tune .......................................................................................................................... 20
Transpose .............................................................................................................................. 21
Submix Outputs ................................................................................................................... 21
MIDI Modes ......................................................................................................................... 22
Global Velocity Curve ......................................................................................................... 22
Global Trigger Tempo ......................................................................................................... 23
Zone Maps ............................................................................................................................ 23
User Zone Maps 1 + 2 ......................................................................................................... 24
Drum Replacement with the User Zone Maps................................................................ 24
Procussion Factory Zone Assignment Chart ................................................................... 25
Envelope Mode .................................................................................................................... 26
MIDI Enable ......................................................................................................................... 26
Program Change .................................................................................................................. 26
MIDI Mode Change............................................................................................................. 27
MIDI Controller Assign ...................................................................................................... 27
MIDI Footswitch Assign ..................................................................................................... 28
MIDI Program -> Kit ........................................................................................................... 28
Auto Select ............................................................................................................................ 29
Remote Edit .......................................................................................................................... 29
Send MIDI Data ................................................................................................................... 30
Viewing Angle ..................................................................................................................... 30
Demo Sequence .................................................................................................................... 31
About Procussion ................................................................................................................ 32
1
CONTENTS
PROGRAMMING BASICS 33
Modulation ........................................................................................................................... 36
Procussion Modulation Sources ........................................................................................ 37
Envelope Generators ........................................................................................................... 38
Low Frequency Oscillators ................................................................................................. 39
2
CONTENTS
Procussion operation manual
PROGRAMMING BASICS (cont)
Modulation Patches ............................................................................................................. 40
Accent and Volume ............................................................................................................. 40
Instrument Layer Block Diagram ...................................................................................... 41
Key Number ......................................................................................................................... 41
Stack Block Diagram ........................................................................................................... 42
Velocity Curves .................................................................................................................... 43
MIDI Realtime Controls...................................................................................................... 44
Stereo Mix Outputs ............................................................................................................. 46
EDIT MENU 47
Enabling the Edit Menu ...................................................................................................... 49
Procussion Block Diagram ................................................................................................. 50
Kit and Zone Programming Functions
Kit Name and Keyboard Character Charts ...................................................................... 51
Stack Select............................................................................................................................ 52
Key Range ............................................................................................................................. 52
Zone Tuning ......................................................................................................................... 52
Zone Volume ........................................................................................................................ 53
Zone Pan ............................................................................................................................... 53
Nontranspose ....................................................................................................................... 53
Assignment Mode ............................................................................................................... 54
Zone Submix......................................................................................................................... 55
Modulation Enable .............................................................................................................. 55
Footswitch Enable................................................................................................................ 56
Modulation Patch 1 and 2................................................................................................... 56
Footswitch Control .............................................................................................................. 57
Velocity Curve ..................................................................................................................... 57
Trigger Tempo ..................................................................................................................... 59
Stack Programming Functions
Stack Name and Keyboard Character Chart ................................................................... 59
Stack Instruments ................................................................................................................ 60
Stack Tune............................................................................................................................. 60
Stack Volume........................................................................................................................ 60
Stack Pan ............................................................................................................................... 60
Delay/Sound Start............................................................................................................... 61
Reverse .................................................................................................................................. 62
Alternate Envelope .............................................................................................................. 62
Pitch Envelope ..................................................................................................................... 62
Low Frequency Oscillator .................................................................................................. 63
Stack Modulation Control .................................................................................................. 64
Stack Footswitch 3 and 4 .................................................................................................... 65
Switch Mode ......................................................................................................................... 65
Switch Group ....................................................................................................................... 67
Switch Source ....................................................................................................................... 67
Switch Points ........................................................................................................................ 68
Audition Layer ..................................................................................................................... 68
Procussion operation manual
Copy and Save Functions
Copy Zone ............................................................................................................................ 68
Copy Stack ............................................................................................................................ 69
Save Kit ................................................................................................................................. 69
PROGRAMMING PROCUSSION 73
Creating a Custom Kit ........................................................................................................ 73
Editing Kits ........................................................................................................................... 74
Programming Tutorial ........................................................................................................ 75
Hi-Hat Investigation ........................................................................................................... 81
Programming Tips and Ideas ............................................................................................ 82
Procussion Synthesis ........................................................................................................... 83
Spatial Convolution ............................................................................................................. 85
Using Procussion with a Sequencer .................................................................................. 86
More Advanced Sequencing .............................................................................................. 86
3
CONTENTS
REFERENCE SECTION 89
Factory Kit Listing ............................................................................................................... 90
Standard Kit Layout ............................................................................................................ 91
Factory Stack Listing ........................................................................................................... 92
Instrument Listing ............................................................................................................... 99
LFO, Delay and Envelope Times ..................................................................................... 103
Pitch Modulation Interval Charts ................................................................................... 104
Zone Map Chart ................................................................................................................. 105
Technical Specifications .................................................................................................... 106
MIDI Specifications ........................................................................................................... 107
INDEX WARRANTY REGISTRATION CARD
4
Procussion operation manual
Procussion operation manual
Introduction
5
INTRODUCTION
What is
MASTER EDIT DATA VOLUME
I/O
MAXIMUM PERCUSSION MODULE
PRO CUSSION?
C01 Vol127 Pan=K 031 Sluggo Drums
CURSORENTER
Procussion is a multi-timbral percussion instrument whose sounds are based on actual digital recordings of “real” instruments. With Procussion, you can instantly have hundreds of different drum and percussion instruments at the tip of your drumstick.
Procussion begins with sound. Four megabytes of the highest quality 16 bit percussion samples selected from the Emulator III sound library and stored on ROM (Read Only Memory) for instant access.
But this is only the beginning. Procussion gives you the ability to literally take these sounds apart and re-assemble them into an almost limitless number of entirely new percussion sounds, combining parts of one instrument with another or with any of a selection of digital waveforms also stored on ROM. The extensive cross-switching functions allow a high degree of musical expression not normally attainable from sampled percussion instruments. The 16 bit samples are arranged into 128 kit locations, 64 of which are user-programmable.
Procussion also features 32 voice polyphony allowing you to take full advantage of its layering capabilities (up to 8 sounds on each key or drum pad) and its ability to respond multi-timbrally to all 16 MIDI channels makes it ideally suited for multitrack sequencing and composing using a MIDI sequencer.
Other features include 3 stereo outputs for individually processing sounds (also configurable as 6 polyphonic submixes with fully program­mable panning), integral sends and returns to allow the addition of external effects units without the need for a separate mixer, and of course, an extensive MIDI implementation.
6
Basic Organization
PROCUSSION INTRO
Procussion is organized as shown in the simplified diagram below.
Procussion operation manual
MIDI Drums
Zone 1
Zone 24
Zone 2
MIDI Note # -
36
Zone
1
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
48
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
60 72 84 96
Zone
2
Up to 24 Zones
Zone
24
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
Zones larger than 1 note are used for Tuned Percussion
PROCUSSION KIT
A number of sampled percussion instruments are mapped across a keyboard or set of drum pads. Each instrument has many individual attributes such as tuning, volume, pan, etc.
The Kit is a complete set of all program parameters for a set of up to 24 Procussion drum Stacks. There are 128 kit locations in the Procussion.
Kits 0-63 are unalterable factory kits; Kits 64-127 are user kits which can be changed.
Stacks, which can be made of up to 4 percussion Instruments, are
assigned to MIDI key ranges called Zones. Up to 24 zones may be assigned in one kit.
The instruments in a stack can be modulated in many ways or switched on and off depending on various parameters such as velocity (how hard a drum is played) or perhaps the position of the high hat pedal, sticking speed, etc.
Procussion operation manual
Connection Instructions - Basic Setup
CONNECTION INSTRUCTIONS
7
MIDI Controller
(MIDI Drum Pads, Keyboard, Sequencer, etc.)
MIDI Out
MIDI
IN OUT THRU
To
Main Outs
Male RCA plug
to
Male Phone plug
Aux. or Tape In
OUTPUTS POWER
SUB 2
SUB 1
RR
LLLR
MAIN
OR
Amp
Setup #1 BASIC PAD SETUP
Use the Left Main Output
for Stereophones
STEREOMONO
Mixer
If Procussion does not
seem to be responding correctly, make sure that both Procussion and your MIDI Control­ler are set to the same MIDI channel.
Home Stereo
System
Speakers
Home Studio
System
This diagram shows a typical equipment setup for the Procussion.
MIDI In
- Procussion is controlled by MIDI messages received at the MIDI In connector. Connect the MIDI In of the Procussion to the MIDI Out connector of a MIDI controller such as a MIDI keyboard, MIDI Drum Pads or MIDI sequencer.
Outputs
- Procussion is a high quality, stereo audio device. In order to reproduce its wide dynamic range and frequency response, use a high quality amplification and speaker system such as a keyboard amplifier or home stereo system. A stereo setup is highly desirable because of the added realism of stereophonic sound. Headphones can be used if an amplifier and speaker system is not available. Plug stereo headphones into the Left Main output jack. The Right Main output jack serves as a mono output when the left jack is not plugged in.
8
Quick Setup - MIDI Keyboard
Procussion operation manual
QUICK SETUP Using the PROCUSSION with a MIDI Keyboard
These instructions will get you up and running in the shortest amount of time. Connect Procussion to your sound system and MIDI keyboard as shown on the following page and turn everything on.
SET LEVELS
1) Turn the Procussion's volume control to minimum.
2) Press the Master button on Procussion.
3) Turn the Data knob clockwise to the very last screen which reads, “DEMO SEQUENCE”.
4) Press the Cursor button to move the flashing cursor to the bottom line in the display.
5) Press Enter to start the demo sequence, then slowly turn up the volume control to a comfortable listening level. You may have to adjust the volume of your sound system. Press Enter again to stop the demo.
PROCUSSION SETUP
The Zone Map function re-maps every kit in Procussion to fit your MIDI keyboard. This is much easier than having to modify each individual kit.
1) Press the Master button on Procussion.
2) Turn the Data knob to the screen which reads, “ZONE MAPS”.
3) Verify that the bottom line of the display reads “Kit”. If the display reads something other than “Kit”, press the Cursor button to move the flashing cursor to the bottom line in the display, then press it again so that the flashing cursor line is underneath the word in the lower line. Turn the data knob until it does read “Kit”.
4) Press the Master button to return to the main screen.
5) Play your MIDI keyboard. You should now be hearing sound. If not, verify that the MIDI light on Procussion flashes as the keys are played. If it doesn't flash, check the MIDI connection.
6) Turn the data knob clockwise to select another kit. Remember, Procussion has 128 different kits! Have fun.
Procussion operation manual
MIDI Controller
(MIDI Keyboard, Sequencer, etc.)
Connection Instructions - Keyboard Setup
9
Setup #2 KEYBOARD SETUP
Computer
MIDI Out
MIDI In
Male RCA plug
to
Male Phone plug
Aux. or Tape In
Home Stereo
System
MIDI
IN OUT THRU
To
Main Outs
OR
MIDI In
OUTPUTS POWER
SUB 2
SUB 1
RR
LLLR
Sub 2
MAIN
Sub 1
STEREOMONO
Main
Additional
MIDI
Devices
MIDI In
MIDI In
- Procussion is controlled by MIDI messages received at the MIDI In connector. Any MIDI controller such as a MIDI keyboard, MIDI drum pads or a computer can be connected.
MIDI Out
- The MIDI Out jack is normally used to transmit program data
to a computer or other device.
MIDI Thru
- MIDI Thru transmits an exact copy of the messages received
at the MIDI In jack to additional MIDI devices.
Outputs
- Procussion has three sets of programmable stereo outputs;
Main, Sub 1, and Sub 2. Specific sounds can be routed to one of these stereo pairs in order to be further processed or mixed separately.
10
Quick Setup - MIDI Drum Pads
QUICK SETUP Using the PROCUSSION with Drum Pads
These instructions will get you up and running in the shortest amount of time. Connect Procussion to your sound system and MIDI drum pads as shown on the facing page (or on page 7) and turn everything on.
1) Play your MIDI drum pads and verify that the MIDI light on Procussion flashes as the pads are played. If not, check the MIDI connection.
2) Set Procussion to Kit 000, “Ampitheater” (or any of the kits marked with an asterisk in the kit listing).
3) Assign each pad of your MIDI drum pad controller to a MIDI note number using the Standard Factory Kit Layout on page 91. Set the MIDI pads up however you like, but be sure to save your layout to the pad controller when you have finished.
Procussion operation manual
4) Turn the data knob on Procussion clockwise to select another kit. Since you used one of the Standard Kits as your model, most other Procussion factory kits (marked *) will follow the same pad layout.
Your MIDI Controller
assigns each
Pad a MIDI Number
Note #43
Tom Tom
Note #38
Main Snare
drumKAT
Note #50
Note #45 Tom Tom
Note #39 Aux. Snare
Cymbal
Note #46
Perc.
Note #47 Tom Tom
95 96 98
MIDI Key #
Note #49
Cymbal
Note #52
Hi Hat
Aux. Snare
Cymbal
Percussion
Cymbal
Standard Factory Kit Layout
33 35 36 38 40 41 43 45 47 48 50 52 53
Note #51
Cymbal
55 57 59 60 62 64 65 67 69 71 72 74 76 77 79 81 838486 88 89 91 93
Main Snare
Tom Tom
Tom Tom
Tom Tom
Cymbal
Hi Hat
Use the Standard Factory Kit Layout to assign your Drum Pads so that most of the
Procussion Factory Kits will match up with your pad assignments.
Procussion operation manual
Connection Instructions- Performance Setup
SETUP #3 LIVE PERFORMANCE SETUP
MIDI Controller
(MIDI Drum Pads, Keyboard, etc.)
11
MIDI In
MIDI Out
MIDI
IN OUT THRU
Sub Output Return
(To Main Output)
drumKAT
OUTPUTS POWER
SUB 2
Effect Device
SUB 1
RR
LLLR
Send/Return
Send/Return
Effect Device
STEREOMONO
MAIN
Main Outputs
Additional
MIDI
Devices
MIDI In
Tip Ring
To Effect From Effect
SEND/RETURN CABLES
MIDI In
- Procussion is controlled by MIDI messages received at the MIDI
In connector. Connect the MIDI In of Procussion to the MIDI Out connec­tor of a MIDI controller such as a MIDI percussion controller, or MIDI keyboard.
MIDI Thru
- The MIDI Thru jack is used to connect additional MIDI
devices onto the MIDI chain. MIDI Thru transmits an exact copy of the messages received at the MIDI In jack.
Outputs
- Each of the Sub 1 and Sub 2 output jacks on the Procussion are
stereo jacks. The tip of each jack (accessed when a standard phone plug is inserted) connects to the left or right output of that group. If a stereo plug is inserted, the Ring of the stereo plug serves as a signal Return which sums into the Main outputs. See page 13 for additional details.
12
Connection Instructions - Electronic Drum Kit
SETUP #4 FULL ELECTRONIC DRUMKIT
MIDI Controller
(MIDI Drum Pads or Trigger Device)
drumKAT
Trigger Input 1
Control
Footswitch
Make sure that the velocity response is correctly calibrated on your MIDI Drum Pads.
Pedal
Hi-Hat and
Control Pedal
Set to:
Modulation
PocKet
PEDAL
Pocket
Pedal
MIDI Out
Procussion operation manual
External Pads
dw
5
0
0
Kick Drum
0
Pedal
When using the Anatek Pocket Pedal, the first pedal move­ment determines the pedal's polarity.
Down 1st = Normal Up 1st = Reversed
The Hi-Hat Pedal corresponds to MIDI key number 52 in the Standard Factory Kit Layouts.
MIDI In
MIDI
IN OUT THRU
SUB 2
OUTPUTS POWER
SUB 1
RR
LLLR
STEREOMONO
MAIN
The diagram above shows how to connect the Procussion as a full electronic drum kit containing: a Kick Drum Pedal, Hi-Hat Pedal, MIDI Drum Controller (with 2 external pads) and a Control Footswitch.
Kick Drum Pedal In
- In this example, a spring-loaded trigger pedal by
Drum Workshop is used. Connect the output of the pedal to Trigger #1 of your MIDI drum pads.
Hi-Hat Pedal In
- A standard electronic music voltage pedal functions as
a combination Hi-Hat/Control Pedal. In this example, an Anatek Pocket Pedal is used to merge the pedal into the MIDI data. Connect the Footswitch and CV Pedal to the inputs of the Pocket Pedal as shown in the example above. See your dealer about obtaining a suitable control pedal.
MIDI
- Connect MIDI Out from your MIDI drum pads to MIDI In of the Pocket Pedal. Connect MIDI Out of the Pocket Pedal to MIDI In of Procussion.
Outputs
- Connect the audio outputs to your other equipment as shown
in setup procedures 1, 2, and 3.
Procussion operation manual
SUBMIX OUTPUTS
If a stereo plug is inserted into a Sub jack, the Ring of the stereo plug serves as a signal Return which sums into the Main outputs.
Therefore, the Sub 1 and Sub 2 jacks can serve as effect sends and returns in order to further process selected instruments and then return them to the main mix.
The diagram below shows the Sub 1 and Sub 2 jacks being used as send/ returns in order to further process selected Procussion instruments without using the effects bus on the mixing board. In a pinch, the effect returns could also be used to sum additional instruments into the main outputs of the Procussion.
Submix I/O
13
Procussion Output Section
L Bus
R Bus
Tip
RL RL RL
The Sub 1 and Sub 2 jacks can be used as effect returns to the Main Outputs.
Tip
Ring
SUB 2 SUB 1 MAIN
Ring
Tip
Ring
Tip
Tip Tip
Ring
Ring
POWER UP!
The power switch is located on the left side of the front panel. The Procussion and its MIDI controller may be turned on in any order. When power is applied, the liquid crystal display will light, indicating that the Procussion is operating.
Sub Output Return
(To Main Output)
Tip Ring
To Effect From Effect
SEND/RETURN CABLES
Use Send/Return cables as shown above to access the Submix Return points.
You may have noticed that there is no 110/220 Volt power selector switch on the Procussion
.
Procussion automatically switches itself for 110 or 220 Volt opera­tion.
14
Procussion operation manual
Procussion operation manual Basic Operation
BASIC OPERATION
15
16
Procussion operation manual
Procussion operation manual Main Controls
BASIC OPERATION
MAIN CONTROLS
17
MIDI
ACTIVITY
I/O
MAXIMUM PERCUSSION MODULE
POWER
SWITCH
MASTER MENU
SELECT
Power Switch
MIDI Activity LED
Master Menu Select Button
EDIT MENU
SELECT
MASTER EDIT DATA VOLUME
BUTTON
- Switches AC power to the Procussion ON and OFF.
- Indicates that MIDI data is being received.
C01 Vol127 Pan=K 031 Sluggo Drums
DISPLAY
ENTER
- The Master menu contains parameters
CURSOR
CONTROL
CURSORENTER
DATA ENTRY
CONTROL
VOLUME
CONTROL
that affect the entire machine, not just certain Kits. An illuminated LED above the button indicates that you are in the Master menu.
Edit Menu Select Button
- The Edit menu is used when you want to
change parameters of a Kit. An illuminated LED above the button indicates that you are in the Edit menu.
Enter Button
- The Enter button is used as a “Home” key or to initiate
a particular operation within the Procussion. The red LED above the enter button flashes to indicate that the Procussion is waiting for your response.
Cursor Control
- This button moves the cursor to the next parameter
on the display. (The cursor is a little flashing line underneath one of the parameters in the display.) Press the cursor control repeatedly until the cursor is underneath the desired parameter. The cursor can also be moved bidirectionally using the data entry control while the cursor select button is being held down (i.e. Press and hold the cursor button and turn the data entry knob).
Data Entry Control
- The data entry control is a stepped, variable control
which is used to change parameter values. The control increments or decrements the current value one unit with each click.
Volume Control
- This is the master volume control for all audio
outputs. Note: For maximum dynamic range, set this control at full level.
18
BASIC OPERATION
KIT SELECTION
Press the cursor key repeatedly until the cursor is underneath the kit number. (The cursor is a little flashing line underneath one of the parameters in the display.) As the data entry control is rotated, the kit number and name will change. The displayed kit will be assigned to the displayed MIDI channel. Kit numbers range from 000 to 127.
Procussion operation manualChannel Selection
If your Procussion is
not responding properly or plays the wrong kit, make sure that Procussion and your MIDI controller are set to the same MIDI chan­nel and that the MIDI Volume is turned up.
For more information about MIDI, see MIDI Realtime Controls on page 44.
C01 Vol127 Pan=K 00
0 Kit Name ÷ Kit Information
÷ MIDI Channel Parameters
MIDI CHANNEL SELECTION
Press the cursor key repeatedly until the cursor is underneath the channel number. (The cursor is a little flashing line underneath one of the parameters in the display.) Rotate the data entry control to select MIDI channel 01-16. As the channel is changed, the display will change to show the kit, volume and pan associated with the displayed channel.
C0
1 Vol127 Pan+0
000 Kit Name
CHANNEL VOLUME
Press the cursor key repeatedly until the cursor is underneath the volume value. Rotate the data entry control to select volume 00-127. (This is the same parameter as MIDI volume control #7, and changes made over MIDI will be shown in the display.)
Channel Pan should normally be set to “K” unless realtime control of panning is desired. This will allow the preprogrammed pan settings for each zone or stack to be used.
CHANNEL PAN
Press the cursor key repeatedly until the cursor is underneath the pan value. Rotate the data entry control to select pan values -7 to +7 or “K”. When “K” is selected, the pan value specified in the kit is selected. Any other value will override the pan parameter in the kit. (This is the same parameter as MIDI pan control #10, and changes made over MIDI will be shown in the display.)
Procussion operation manual Multi-Timbral Operation
BASIC OPERATION
MULTI-TIMBRAL OPERATION
Multi-timbral operation means that the Procussion can play more than one kit at the same time. For example, a MIDI sequencer could be playing one kit while you play along on another. To access multiple kits on different MIDI channels simultaneously, follow these instructions:
1. Set the MIDI mode to MULTI-Mode, using the MIDI mode function in the Master menu (page 24).
2. Decide which MIDI channels you wish the Procussion to receive, and turn all other channels OFF using the MIDI Enable function in the Master menu (page 26). Up to 16 channels can be selected simultaneously!
19
3. Select the desired kit for each of the MIDI channels you wish the Procussion to receive using the MIDI Channel/Kit selection screen (see previous instructions).
4. Procussion will now respond multi-timbrally on the MIDI channels you have specified. The volume and pan position parameters can be adjusted over MIDI (for each MIDI channel) or using the Cursor and Data Entry control in the MIDI Channel/Kit selection screen.
Channel 01
Channel 02
Channel 03
Volume
Pan
Volume
Pan
Volume
Pan
KIT
KIT
KIT
Kit numbers for each MIDI channel can also be selected via MIDI program changes. (This is so simple that it is often overlooked.)
Channel 16
Each of the 16 MIDI channels can be assigned to play a specific kit in Procussion.
Volume
Pan
KIT
20
Master Menu
MASTER MENU
The Master menu contains functions that affect the overall operation of the Procussion. For example, changing the Master Tune will change the tuning of all the drum kits, not just the one currently displayed.
TO ENABLE THE MASTER MENU
Press the Master key, lighting the LED. The current screen will be the one most recently selected since powering up the Procussion. The cursor will appear underneath the first character of the screen heading on line one.
TO SELECT A NEW SCREEN
Press the cursor key repeatedly (or hold the cursor key while turning the data entry control) until the cursor is underneath the screen title heading. (You may also press the Enter button to return the cursor to “Home” position.) Rotate the data entry control to select another screen.
Procussion operation manual
TO MODIFY A PARAMETER
Press the cursor key repeatedly (or hold the cursor key while turning the data entry control) until the cursor is underneath the parameter value. Rotate the data entry control to change the value.
TO RETURN TO KIT SELECT MODE
Press the Master key, turning off the LED.
MASTER MENU FUNCTIONS
MASTER TUNE
Master Tune adjusts the overall tuning of all kits so that the Procussion
may be tuned to other instruments. The master tuning range is ± 1
semitone in 1/64th semitone increments. A master tune setting of "00" would indicate that the Procussion is perfectly tuned to concert pitch (A=440 Hz).
MASTER TUNE +63
Procussion operation manual
TRANSPOSE
This function transposes the key of the Procussion in half-step intervals.
The transpose range is ± 12 semitones or one octave.
TRANSPOSE +12 semitones
SUBMIX OUTPUTS
The function provides a convenient method of assigning types of instru­ments a particular output. For example, you might want to direct the kick drum to one of the submix output for external processing. Each zone may be assigned to a particular submix group for each kit (As programmed in the Edit menu). The Submix Output function assigns each of the 16 Submixes to a particular output channel or turns the submix Off. The Submix Output function selects at which output jack each submix group will appear. The choices are: Main, Sub 1, Sub 1L, Sub 1R, Sub 2, Sub 2L, Sub 2R, or Layer. When Layer is selected, each layer in the stack will be directed to a separate output jack. This function also allows you to change the output assignment of the factory kits.
SUBMIX OUTPUTS Kick ->Main
Transpose
21
MASTER MENU
SUBMIX LAYER
Layer 1---- > Sub 1L Layer 2---- > Sub 1R Layer 3---- > Sub 2L
Layer 4---- > Sub 2R
If no plugs are inserted into the sub outputs, the audio will be automati­cally directed to the main outputs.
EDIT MENU MASTER MENU
Layer 4
Outputs
L
Main
R
L
Sub 1
R
L
Sub 2
R
Zone
1 2 3 4 5 6 7 8
24
(Sub 16 Set to Submix Layer)
Each zone is assigned to a submix group in the Edit menu. Each submix group is assigned to
the output jacks in the Master menu. The Edit menu functions are programmed for each kit.
The Master menu functions affect ALL kits.
Submix
Kick Snare Hi-hat Tom 1 Tom 2 Sub 6 Sub 7
Sub 16
Layer 1
Layer 2
Layer 3
22
MIDI Mode
MASTER MENU
Procussion operation manual
MIDI MODE
This function selects one of the four MIDI modes and the MIDI system exclusive ID number.
Omni mode - Procussion responds to note information on all MIDI
channels and plays the kit currently displayed in the main screen.
Poly mode - Procussion only responds to note information received on
the currently selected MIDI channel (on the kit selection screen) and plays that channel’s associated kit.
Multi mode - Procussion responds to data on any combination of MIDI
channels and plays the specific kit associated with each of the MIDI channels.
ID number - This function allows an external programming unit to
distinguish between multiple Procussion units. When an external pro­grammer is being used, each Procussion should have a different ID number. When transferring SysEx data from one Procussion to another, both units must have the same ID number.
MIDI MODE ID Omni 00
GLOBAL VELOCITY CURVE
Incoming velocity data can be modified by a velocity curve in order to provide different types of dynamics in response to your playing or to better adapt to a MIDI controller. This function allows you to select one of the 9 velocity curves or leave the velocity data unaltered (Linear) for each MIDI channel. When "Kit" is selected, the velocity curves selected in the kits are used. For more information on the velocity curves, see page
43.
GLOBAL VEL CURVE C01 Curve #4
Procussion operation manual Global Pitch Bend
260
60
120
180
0
127
0
Output
Amount
More
Tempo Played
Trigger Tempo
MASTER MENU
GLOBAL TRIGGER TEMPO
Trigger Tempo is a function which generates a control signal based on the tempo of your playing. When your playing tempo exceeds the selected Trigger Tempo, the amount of the control signal begins to increase from zero. This control signal can be used either to switch between drums in a stack or as a general controller which can affect virtually any parameter (set in the Edit menu). For example, Trigger Tempo could be routed to brighten the Tone as you play faster. The Global Trigger Tempo can be set to any tempo from 20 BPM (Beats-Per-Minute) to 260 BPM or set to use incoming MIDI clocks as the reference. Alternately, the Trigger Tempo set in each kit may be used (turn data knob all the way counter-clockwise).
23
GLOBAL TR TEMPO 101 BPM
ZONE MAPS
This function automatically sets up Procussion to respond to various types of MIDI pad controllers without reprogramming the controller. Select the Zone Map for the type of controller you are using. There are preset Zone Maps to match many popular controllers as well as two user definable maps. If you are using a MIDI keyboard, use the Kit Zone Map. Zone Maps can be selected for each of the 16 MIDI channels.
ZONE MAPS C01 Drum Kat
Zone Maps assign
MIDI Numbers to Zones
Note #43 -----> Zone 3 = Snare Stack 1 Note #46 -----> Zone 4 = Ambient Snare Stack Note #48 -----> Zone 11 = Tiny Tom Stack Note #50 -----> Zone 12 = Med. Tom Stack Note #53 -----> Zone 13 = Big Tom Stack Note #55 -----> Zone 14 = Huge Tom Stack Note #58 -----> Zone 7 = Hi-Hat Stack Note #60 -----> Zone 17 = Splash Stack Note #62 -----> Zone 16 = Crash Stack Note #65 -----> Zone 15 = Ride Stack
CURSORENTER
E-mu Systems, Inc.
Your MIDI Controller assigns each
Pad a MIDI Number
Note
#58
Note
#48
Note
#60
drumKAT
Note
#50
Note
#43
Note
#53
Note
#46
Note
#62
Note
#65
Note
#55
MIDI
POWER
ON/OFF
C01 Vol127 Pan=K 000 Kit Name
MAXIMUM
PERCUSSION MODULE
CUSSION
PRO
MASTER EDIT DATA VOLUME
This diagram shows how MIDI key numbers are “mapped” to Procussion Zones.
When the tempo of your playing exceeds the selected Trigger Tempo, the amount of the control signal increases from zero.
Make sure you are setting the Zone Map for the correct MIDI channel.
When using a preprogrammed Zone Map, set your MIDI controller to the following Kit numbers:
Alesis - default drumKat - Kit 21 E-mu SP-12 - default Impulse - default Roland Octa I - Kit A Roland Octa II - Kit 11 Roland Pad80 - Kit 11 Roland SPD8 - Kit 1 Roland R5 - default Roland R8 - default
24
User Zone Maps 1 + 2
USER ZONE MAP 1 + 2
This function allows you to program the two user definable Zone Maps. The User Zone Maps are useful to route MIDI note data from existing drum machine patterns to the appropriate stacks in Procussion for drum replacement. Each zone may be assigned a MIDI key range. The User Zone Maps are retained in memory when power is removed.
Procussion operation manual
USER ZONE MAP 1 Z01 036 -> 037
DRUM REPLACEMENT WITH THE USER ZONE MAPS
The two User Zone Maps can be used to replace tracks from your drum machine or MIDI sequencer with killer Procussion Stacks.
1) Press the Master button on Procussion.
2) Turn the data knob until you find the screen:
ZONE MAPS C01 Kit
3) Press the cursor button twice so that the flashing cursor line is underneath the word “Kit”. (There may be another word there, but place it underneath the word in the second line, OK?)
4) Turn the data knob until the display reads:
ZONE MAPS C01
User 1
5) Press the Enter button and turn the data knob until the display reads:
USER ZONE MAP 1 Z01 036->036
Procussion operation manual
6) Press the cursor button to move the flashing cursor line to the second line of the display under Z01. Turning the data knob will show you the key numbers which are currently mapped to each zone.
7) Assign each of your drum machine buttons to a zone. Place the cursor underneath the key number and press the button on you drum ma­chine to automatically assign the correct number. The chart at the bottom of this page shows which types of Procussion drum sounds will be assigned to each zone. For example, if you want the first button on your drum machine to function as a snare drum, and it is assigned to note number 43, set up the display to look like this:
User Zone Maps
25
USER ZONE MAP 1 Z03 04
3->043
Zones 3-6 are reserved for Snare Drums (see below).
8) Continue assigning zones until each button on your drum machine is assigned to a different zone, then press the Master button to exit the module.
9) Start the drum machine and verify that the correct types of drums are being played. If the sounds are not assigned as you want them, go back into the “User Zone Map” screen and re-assign them.
The chart below shows how the various types of drums are mapped to the User Zone Maps in the Procussion factory presets.
PROCUSSION FACTORY ZONE ASSIGNMENTS
Zone 1........... Kick Drum
Zone 2........... Kick Drum
Zone 3........... Snare Drum
Zone 4........... Snare Drum
Zone 5........... Snare Drum
Zone 6........... Snare Drum
Zone 7........... Hi-Hat
Zone 8........... Hi-Hat
Zone 9........... Hi-Hat
Zone 10......... Hi-Hat
Zone 11......... Tom
Zone 12......... Tom
Zone 13......... Tom
Zone 14......... Tom
Zone 15......... Cymbal
Zone 16......... Cymbal
Zone 17......... Cymbal
Zone 18......... Cymbal
Zone 19......... Misc. Percussion
Zone 20......... Misc. Percussion
Zone 21......... Misc. Percussion
Zone 22......... Misc. Percussion
Zone 23......... Misc. Percussion
Zone 24......... Misc. Percussion
All Procussion kits will not fit into the fac­tory zone assignment scheme so this chart should be used as a basic guide rather than an absolute rule.
26
MASTER MENU
Procussion operation manualUser Zone Maps
ENVELOPE MODE
This function allows you to select either a Trigger or Gate mode for each of the 16 MIDI channels when MIDI note on messages are received. For more information on the Envelope Generators, see page 36.
Trigger mode allows a sound's volume envelope to cycle through all
its stages when a note on is received. Trigger mode is almost always used with MIDI drum pads and even when using a MIDI keyboard.
Gate mode allows a sound's volume envelope to cycle through its Attack
and Hold stages when a MIDI note on command is received. When the MIDI note off command is received, the Decay phase begins immediately. Gate mode is used when you want the length of the sound to be controlled by how long a key is held.
ENVELOPE MODE C01 Trigger
MIDI ENABLE
When in MIDI Multi mode, this function lets you turn each MIDI channel On or Off. This is useful when you have other MIDI devices connected and do not want the Procussion to respond to the MIDI channels reserved for the other devices. MIDI Enable only operates when in Multi Mode.
MIDI ENABLE C01 On
PROGRAM CHANGE
This function lets the Procussion utilize or ignore incoming MIDI pro­gram (also called Preset or Kit) change commands for each channel.
PROGRAM CHANGE C01 On
Procussion operation manual
MIDI Program Change
MIDI MODE CHANGE
This function selects whether or not MIDI mode change commands (omni, poly, etc.) are accepted or ignored when received over MIDI (see MIDI Mode).
MIDI MODE CHANGE Disabled
MIDI CONTROLLER ASSIGN
The Procussion allows you to assign up to six realtime control sources from your MIDI controller. These control sources could be foot pedals, data sliders or whatever. In this screen, you set up which controllers will be received by Procussion. What effect the controller will have is pro­grammed separately for each Kit. Volume and Pan each have their own controller. Four other MIDI controllers are assigned a letter A-D. Each of the controllers can be assigned to a MIDI realtime controller number from 01-31. The MIDI controller number will be automatically sensed by simply moving the controller (pedal, wheel, etc.) when the cursor is underneath the value. This way you don't have to remember the control­ler numbers. For more information, see MIDI Realtime Controls in the Programming Basics section.
CONTROLLER# VOL:07 PAN:10
Next Screen:
CONTROLLER# ABCD 01 02 03 04
27
MASTER MENU
Some of the standard MIDI Controller num­bers are listed below.
1 - Modulation Wheel or
Lever 2 - Breath Controller 3 - Pressure: Rev 1 DX7 4 - Foot Pedal 5 - Portamento Time 6 - Data Entry 7 - Volume 8 - Balance 9 - Undefined
10 - Pan
28
MIDI Footswitch Assign
MASTER MENU
Note that Procussion does not have footswitch inputs on the rear panel. Use the footswitch inputs on your MIDI controller and set Procussion to receive the footswitch commands over MIDI.
Some of the standard MIDI switch numbers are listed below.
64 - Sustain Switch
(on/off)
65 - Portamento Switch
(on/off)
66 - Sostenuto (chord
hold, on/off) 67 - Soft Pedal (on/off) 69 - Hold Pedal 2 (on/off)
Procussion operation manual
MIDI FOOTSWITCH ASSIGN
Like the MIDI Controllers, 4 MIDI footswitches can be assigned to MIDI footswitch numbers. Footswitches may be assigned numbers from 64-79. The MIDI footswitch number can be automatically sensed by simply pressing the footswitch when the cursor is underneath the value. Desti­nations for the footswitch controllers are programmed in the Edit menu.
FOOTSWITCH# 1234 64 65 66 67
MIDI PROGRAM ➔KIT
Incoming MIDI program changes can be “mapped” to call a different numbered kit. This is a handy feature when you want a specific program number sent from your controller to be linked with a specific kit on the Procussion. Simply selecting a program on your MIDI controller will automatically call up the proper Procussion kit. Any of the kits in the Procussion may be mapped to any incoming MIDI program change number.
MIDI PROG > KIT
Selected Program
026 > 012
0 1 2 3 4 5 6 7 8 9
0
00 01 02 03 04 05 06 07 08 09
44 191 50 01 15 88 151 78 99 88
1
34 73 106 55 43 75 120 121 108
2
30 31 32 33 34 35 36 37 38 39
3
40 41 42 43 44 45 46 47 48 49
4
50 51 52 53 54 55 56 57 58 59
5
60 61 62 63 64 65 66 67 68 69
6
70 71 72 73 74 75 76 77 78 79
7
80 81 82 83 84 85 86 87 88 89
8
90 91 92 93 94 95 96 97 98 99
9
100 101 102 103 104 105 106 107 108 109
10
110 111 112 113 114 115 116 117 118 119
11 12
120 121 122 123 124 125 126 127
-- Selecting Kit 26 calls up Kit 12
12
Mapped
Program
This chart shows how MIDI program changes can be re-mapped. In this example, program changes 10-29 have been re-mapped. All other programs will be selected normally.
Procussion operation manual
AUTO SELECT
When editing a zone or stack parameter, the current zone or stack can be
"auto-selected" by simply playing it. While this is a very handy feature, it
can sometimes be confusing. Therefore, Auto-Select can be turned On or
Off.
AUTO-SELECT On
REMOTE EDIT
The Remote Edit function allows access to the front panel controls using
MIDI note-on events. When Remote Edit is turned On, MIDI key numbers
0-5 activate the following functions.
Auto-Select
29
MASTER MENU
MIDI NOTE # FUNCTION
0 Play Current Zone 1 Toggle MASTER menu 2 Toggle EDIT menu 3 Cursor 4 Increment Value 5 Decrement Value
Remote Edit is designed to be used with MIDI drum pads. Create a preset
on your MIDI drum pads which assigns the pads to MIDI key numbers
0-5. Now you can program Procussion without putting down your sticks.
Example - To change the stack assigned to a zone using Remote Edit:
a) Hit pad 2 (Edit) to enter the edit menu.
b) Hit pad 4 twice (Increment) to move to the stack select screen.
c) Hit pad 3 twice (Cursor) to move the cursor down to the lower line.
d) Hit pad 4 (Increment) to increment the stack number.
e) Hit pad 0 (Play Current Zone) to hear the new stack.
f) Alternate between steps "d" and "e" until you have the desired stack.
REMOTE EDIT Off
30
To Record MIDI Data into a Sequencer:
1. Setup your
sequencer to receive system exclusive data.
2. Place sequencer
into record mode, then Send Data.
Procussion operation manualSend MIDI Data
SEND MIDI DATA
This function will send MIDI System Exclusive data to the MIDI Out port of Procussion. The MIDI data can either be sent to a computer/sequencer or to another Procussion. Using the cursor key and the data entry control, select the type of MIDI data you wish to transmit. The choices are:
Master Settings: Transmits all parameters in the Master menu except
program/kit map and viewing angle. This includes the Kit, Volume, and Pan information for all 16 MIDI channels.
Program/ Kit Map: Transmits only the program/kit map.
To Receive MIDI
Data from a
Sequencer:
1. Simply play back
the sequence into Procussion.
When transferring SysEx data from one
Procussion to another, the ID numbers of both
units must match.
User Zone Maps: Transmits user zone maps 1 and 2. Factory Kits: Transmits all the factory kits. User Kits: Transmits all the user kits. Any Individual Kit: Transmits only the selected kit.
The Enter LED will be flashing. Press the Enter button to confirm the operation. To receive MIDI data, simply send the MIDI data into Procussion from another Procussion or your sequencer.
SEND MIDI DATA 024 Industry
VIEWING ANGLE
This function allows you to change the viewing angle of the display so that it may be easily read from either above or below. The angle is adjustable from +7 to -8. Positive values will make the display easier to read when viewed from above. Negative values make the display easier to read from below.
VIEWING ANGLE +7
Procussion operation manual
DEMO SEQUENCE
Procussion contains a play-only sequencer in order to give you some idea of what is possible using this amazing machine. Press the cursor switch to move the cursor to the bottom line of the display. The Enter LED will begin flashing. Press the Enter switch to start the sequence. The Enter LED will be lit and the bottom line of the display will change to "Stop". Pressing the Enter button again will stop the sequence.
DEMO SEQUENCE Start Sequence
Demo Sequence
31
32
About Procussion
Procussion operation manual
about
PROCUSSION
Procussion utilizes digital recordings of real percussion instruments for the basis of its sound. This is similar to a tape recorder except that in the Procussion, the sounds are permanently recorded on digital memory chips.
To perform this modern miracle, sounds and instrument waveforms are first sampled into the Emulator III, our top of the line, 16 bit stereo digital sampler. After the sounds and waveforms have been truncated, looped and processed, they are “masked” into the Procussion ROM (Read Only Memory) chips.
Conceptually, the sampling process is very simple, as shown in the Basic Sampling System diagram. As a sound wave strikes the diaphragm of a microphone, a corresponding voltage is generated. To sample the sound, the voltage level is repeatedly measured at a very high rate and the voltage measurements are stored in memory. To play the sound back, the numbers are read back out of memory, converted back into voltages, then amplified and fed to a speaker which converts the voltage back into sound waves. Of course, playing back 32 channels at different pitches tends to complicate matters, but this is basically how it works. In Procussion, we have left out the Analog/Digital converter stage since the sounds are already sampled for you.
Analog/Digital Converter
1011001
1011001
Basic Sampling System
Memory
10100101001 01010010100 10101010100 10101001010
3V
0V
-3V
Digital/Analog Converter
1011001
-1V -2V3V-1V-2V3V1V
Amplifier
Procussion operation manual
Instrument
TonePitch
INSTRUMENT LAYER
DelayReverse
Sample
Start
DCA
Pan
Instrument Layer Block Diagram
PROGRAMMING BASICS
R
L
41
Level
Accent
Modulation Destinations
Volume
Envelope
Hld
Atk Dcy
INSTRUMENT LAYER BLOCK DIAGRAM
The diagram above shows the basic architecture of a single instrument layer. The large, horizontal lines and arrows show the audio signal path. The small vertical arrows indicate parameters which can be modulated.
The Instrument is one of the 221 sampled percussion sounds stored in ROM. The instrument can be reversed or delayed and the pitch, tone and sample start point can be modulated as shown by the small arrows.
Following the signal path, the sound passes through a DCA (Digitally Controlled Amplifier) which controls the volume of the instrument. In addition to Volume and Accent modulation, a Volume Envelope Gen- erator can control the DCA in order to shape the volume of the instrument over the course of the note.
Lastly, the sound reaches the Panning Network, which positions the instrument in the stereo field.
CENTER of ZONE
-127 +1280
+-
KEY NUMBER
Key Number is a value generated at the start of the note which varies according to which key is played. The center of the zone acts as a zero reference (no effect at the center) and increases in the positive and negative direction as shown above. The end keys of the zone are always the maximum values (-127, +128), but these can be scaled in the patch.
42
Stack Block Diagram
PROGRAMMING BASICS
Procussion operation manual
Modulation Sources:
Velocity Key Number Trigger Tempo (Rate) Random MIDI Control A/B/C/D Pressure Pitch Wheel LFO
Destinations:
Pitch, Pitch 1/2/3/4 Volume, Volume 1/2/3/4 Accent, Accent 1/2/3/4 Attack, Attack 1/2/3/4 Hold, Hold 1/2/3/4 Decay, Decay 1/2/3/4 Pitch Env. Amount Pitch Env. Amt 1/2/3/4 Pitch Env. Decay Pitch Env. Dcy 1/2/3/4 Pan, Pan 1/2/3/4 Tone, Tone 1/2/3/4 Sample Start Sample Start 1/2/3/4 LFO Rate, LFO Amount
VELOCITY
STACK
INSTRUMENT LAYER 1
INSTRUMENT LAYER 2
INSTRUMENT LAYER 3
INSTRUMENT LAYER 4
Instrument
Wet Snare 2
DelayReverse
Sample
Start
TonePitch
KEY
NUMBER
TRIGGER
RATE
RANDOM
Modulation Sources
DCA
Accent
CONTROL
Level
MIDI
A/B/C/D
Volume
Envelope
Hld
Atk Dcy
PRESSURE
Pan
PITCH
WHEEL
R
L
LFO
Rate Amt
Drum Kits may be assembled using the factory stacks or by creating your own cus­tom stacks. There are 8 custom stacks for each kit in Procussion.
STACK BLOCK DIAGRAM
The diagram above shows the organization of a Procussion Stack. You can think of a stack as a single sound, although it can be made up of up to four different instruments. "Stacking" instruments, in combination with the various modulation parameters can create almost unlimited variations in the final sound.
At the stack level, a modulation source can control up to four destinations or one destination can be controlled by up to four sources. The modula­tion sources can be applied to an individual instrument layer or all four layers simultaneously. The possible modulation routings are completely flexible as shown in the example above.
Three of the modulation destinations, Tone, Sample Start, and Pan cannot be dynamically varied during the course of the note. Their value is "locked in" at the start of the sound. All the other destinations marked with black arrows can be dynamically varied over time.
Procussion operation manual
PROGRAMMING BASICS
VELOCITY CURVES
Incoming velocity values can be scaled by one of the 10 velocity curves in order to match your playing style or better adapt to the MIDI controller. Selecting "Linear" leaves the velocity data unaltered and "Constant" always outputs the maximum value of 127. The velocity curve can be selected globally (for all kits) for each MIDI channel (Master menu), or be programmed separately for each individual kit. Experiment with the curves to find the one that works best for your style and MIDI controller.
Velocity Curves
43
Compresses Velocity Range. For Hard Hitters.
Expands Velocity Range. Soft -> Loud.
Outputs High Values. Linear Dynamics.
Outputs High Values Only. Limits Dynamics.
CURVE 1
127
Output
0
0 127
Input
CURVE 3
127
Output
0
0 127
Input
CURVE 5
127
Output
0
0 127
Input
CURVE 7
127
Output
0
0 127
Input
LINEAR
127
CURVE 2
127
Output
0
0 127
Input
CURVE 4
127
Output
0
0 127
Input
CURVE 6
127
Output
0
0 127
Input
CURVE 8
127
Output
0
0 127
Input
CONSTANT
127
Outputs Medium Values. Compressed Dynamics.
Expands Velocity Range. Soft -> Loud.
Outputs High Values Only. Limits Dynamics.
Shifts Velocity Values Upward. Good Dynamic Range.
Leaves Incoming Velocity Values Unaltered.
Output
0
0 127
Input
Output
0
0 127
Input
Outputs Maximum Value Only. No Dynamics.
44
MIDI Realtime Controllers
PROGRAMMING BASICS
MIDI REALTIME CONTROLS
The MIDI realtime controllers may seem confusing at first, but they are really very simple to understand. You probably already know that there are 16 MIDI channels that can be used. Each of the 16 MIDI channels uses 3 basic types of messages; note on/off, program changes, and continuous controller messages. Your MIDI keyboard or MIDI drum pads, in addition to telling Procussion which note was played, may also send realtime control information, which simply means occurring in real time or live. (You may be using a MIDI device other than a keyboard, but for simplicity's sake we'll presume that you're using a keyboard.) Realtime control sources include such things as pitch wheels or levers, modulation wheels or levers, control pedals, aftertouch, etc. and are used to add more expression or control. Your MIDI keyboard sends out realtime controller information on separate channels called continuous controller channels. There is a set of 32 continuous controller channels for each of the 16 MIDI channels. Some of the controller channels, such as pitch wheel, volume, and pan have been standardized. For example, volume is usually sent on continuous controller channel #7.
Procussion operation manual
MIDI
Channel 1
Note
On/Off
Program
Change
Continuous
Controllers
MIDI
Channel 2
Note
On/Off
Program
Change
Continuous
Controllers
MIDI
Channel 3
Note
On/Off
Program
Change
Continuous
Controllers
MIDI
Channel 16
Note
On/Off
Program
Change
Continuous Controllers
Common realtime controllers such as the pitch wheel, volume, pan and pressure are pre-programmed to their proper destinations. Your key­board may have other realtime controls such as a control pedal or data slider which can also be programmed to control most of the parameters on Procussion.
The Procussion is equipped with a sophisticated MidiPatch
system,
which allows you to route any continuous controller to any realtime modulation destination. The MidiPatch system is also very easy to use. First, you must know which controller numbers your keyboard or pad setup can transmit.
Procussion operation manual
MIDI Realtime Controllers
PROGRAMMING BASICS
Let's say for instance, that you are using a Yamaha DX7 as your master keyboard. The DX has pitch and modulation wheels, a breath controller, a data slider and a foot pedal, all of which transmit their values over MIDI. The standard MIDI controller numbers for the controls are listed below (the pitch wheel has a dedicated controller, PWH). First, we would go to the Master menu, MIDI Controller Assign and define the 4 MIDI control­lers that we wish to use. Assign each controller number to one of the letters A-B-C-D.
01 - Modulation Wheel A 02 - Breath Controller B 04 - Foot Pedal C 06 - Data Entry D
To complete the connections for a particular kit, go to the Edit menu, Realtime Control, and route the MIDI A, B, C, D to the desired destina­tions. These could be patched to any 4 destinations or even to the same destination. The MIDI Controller Amount menu, (in the Edit menu) allows you to scale the amounts of each of the controllers by a positive or negative value. The signal flow is shown in the diagram below.
45
Standard MIDI Controller Numbers:
1- Modulation Wheel 2- Breath Controller
Pressure Rev 1 DX7
3­ 4- Foot Pedal 5- Portamento Time 6- Data Entry 7- Volume 8- Balance 9- Undefined 10- Pan
MIDI
Master Menu
0 1
MIDI
2 3
Controller
31
A
0 1
MIDI
2 3
Controller
31
B
0 1
MIDI
2 3
Controller
31
C
0 1
MIDI
2 3
Controller
31
D
Edit Menu
A
B
C
D
Amount
Control Destinations
Pitch Pitch (layer 1-4)
+-
+-
+-
+-
Volume Volume (layer 1-4) Accent Accent (layer 1-4) Attack Attack (layer 1-4) Hold Hold (layer 1-4) Decay Decay (layer 1-4) Pitch Envelope Amount Pitch Env. Amount (layer 1-4) Pitch Envelope Decay Pitch Env. Decay (layer 1-4) Pan Pan (layer 1-4) Tone Tone (layer 1-4) Sound Start Sound Start (layer 1-4) LFO Amount LFO Rate
The MIDI controllers A-B-C-D must have both a source (0-31), and a control destination assigned.
46
Stereo Mix Outputs
PROGRAMMING BASICS
STEREO MIX OUTPUTS
Procussion has three sets of polyphonic stereo outputs (Main, Sub 1, Sub 2). Each zone in a particular kit may be directed to appear at any of these three stereo outputs. This feature is useful for signal processing (EQ, reverb, etc.) of individual sounds prior to final mixdown.
Each zone in a kit can be assigned to one of the submix groups. In general, all the kick drums will be assigned to "Kick", snare drums to "Snare", and so on.
Suppose you wanted to add heavy reverb just to the snare drum. Simply go into the Master menu, Submix Outputs and assign Snare to a particular output. The snare drum will now be directed to that output for process­ing, regardless of what kit you are using.
Procussion operation manual
Note: All kits will be automatically routed to the Main outputs unless plugs are inserted into the Sub 1 or Sub 2 outputs.
EDIT MENU MASTER MENU
Zone
1 2 3 4 5 6 7 8
24
The Edit menu zone assignments are made for each particular kit, while the Master menu
Submix
Kick Snare Hi-hat Tom 1 Tom 2 Sub 6 Sub 7
Sub 16
output assignments apply to all kits.
Outputs
L
Main
R
L
Aux 1
R
L
Aux 2
R
Procussion operation manual
Programming Basics
33
PROGRAMMING BASICS
PROGRAMMING BASICS
34
PROGRAMMING BASICS
Procussion operation manual
Procussion operation manual
General Information
35
PROGRAMMING BASICS
PROGRAMMING BASICS
Your initial involvement with the Procussion will most likely consist of using the existing kits and selecting MIDI channels. While the factory kits are very good, there are probably some things you would like to change, perhaps the tuning, or the tone of a stack. You may also want to make your own custom kits using complex modulation routings. Entirely new sounds can be created by combining the attack portion of one sound with the body of another sound or by combining the digital waveforms with sampled sounds. There are 64 user locations (64-127) available to store your own creations or edited factory kits. Best of all, it’s easy to edit or create new kits using the edit menu.
Creating your own custom kit is easy. First, you select the key range for a zone. Then you can simply select the desired stack from the palette of pre-programmed factory stacks. Repeat these two steps until you have a large enough drum kit. You may assign up to 24 stacks to a kit and a zone may contain up to 4 instruments. MIDI drum pads may be programmed to trigger successive note numbers within a given zone for easy tuned percussion.
MIDI Note # -
Up to 4 Instruments
controlled or switched
in various ways.
36
Zone
1
Drum
Stack
which can be
Zone 1
48
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
MIDI Drums
Zone 24
Zone 2
60 72 84 96
Zone
2
Up to 24 Zones
Zone
24
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
Zones larger than 1 note are used for Tuned Percussion
PROCUSSION KIT
36
Modulation
PROGRAMMING BASICS
Procussion has an extensive modulation implementation using multi­wave LFO’s (Low Frequency Oscillators), envelope generators and the ability to respond to multiple MIDI controllers. You can simultaneously route any combination of these control sources to multiple destinations.
MODULA TION
Modulation means to dynamically change a parameter, whether it be the volume (amplitude modulation), the pitch (frequency modulation), or whatever. Turning the volume control on your home stereo rapidly back and forth would be an example of amplitude modulation. To modulate something we need a modulation source and a modulation destination. The source is your hand turning the knob, and the destination is the volume control. If we had a device that would automatically turn the volume control, we would also call that device a modulation source. The Procussion is designed so that for each of the variable parameters, such as the volume, there is an initial setting which can be changed by a modulation source. Therefore in the case of volume, we have an initial volume and we can change or modulate that volume with a modulation source. Two main types of modulation sources on the Procussion are Envelope Generators and Low Frequency Oscillators. In the example above, an envelope generator could be routed to automatically turn the volume control as programmed by the envelope. Or, a low frequency oscillator could be routed to automatically turn the volume control up and down in a repeating fashion.
Procussion operation manual
Turning the volume control back and forth on your home stereo is an example of Amplitude Modulation.
Procussion operation manual
Modulation Sources
PROGRAMMING BASICS
MODULATION SOURCES
Procussion has several different types of modulation sources, including:
MODULATION SOURCES
37
Velocity Key Number
of zero at the center of the zone's range and increases in the positive (+) direction as keys are played up the scale and in the negative (-) direction as keys are played down the scale.
Trigger Tempo
beyond a programmed threshold.
Random
MIDI Controllers A/B/C/D (4)
Keyboard Pressure (mono aftertouch)
key is initially pressed.
Pitch Wheel
Low Frequency Oscillator
- How hard the key or pad is played.
- Generates a value at the start of the note. Outputs a value
- A value which increases as the playing tempo increases
- Generates a random value at the start of the note.
- Any type of MIDI controller data.
- Key pressure applied after the
- A synthesizer pitch bend wheel.
- Generates repeating waves.
Envelope Generator
changes over time when a note is played.
FOOTSWITCH MODULATION SOURCES
Changes a parameter when one of the three MIDI footswitches are pressed. The footswitches can be programmed to switch: Sustain (Layers 1, 2, 3, 4 or All), Alternate Volume Envelope (Layers 1, 2, 3, 4 or All), Alternate Volume Release (Layers 1, 2, 3, 4 or All), or Reverse the Sound (Layers 1, 2, 3, 4 or All).
Note that the Procussion does not have actual footswitch input jacks. Your MIDI controller (keyboard, MIDI drum pads, etc.) should have footswitch input jacks and be able to send MIDI footswitch commands.
- Generates a programmable “contour” which
38
Envelope Generators
PROGRAMMING BASICS
ENVELOPE GENERATORS
Each Instrument has its own factory preset AHD envelope which is normally employed. If a programmable volume envelope is desired, the alternate envelope is used.
An envelope can be described as a “contour” which can be used to shape the sound in some way over time. Each channel of the Procussion contains two envelope generators. One of the envelope generators, the Alternate Volume Envelope, controls the volume of each instrument and has 3 stages, Attack, Hold and Decay. The other envelope, the Pitch Envelope, is permanently routed to control the pitch of an instrument and has only one stage, Decay.
There are two envelope modes on Proformance: Trigger Mode (most often used with drum pads) and Gate Mode (most often used with a keyboard). In Trigger mode, the envelope always completes the Attack­Hold-Decay stages, regardless of how long the key was held down. In Gate Mode, the envelope follows the Attack and Hold phases only as long as a key is pressed and held. At any time the key is released, the Decay phase begins. The Envelope parameters can be described as follows:
Procussion operation manual
Percussion
Organ
String
These are generalized volume envelopes of a few types of sounds.
Attack - The time it takes to go from zero to the peak (full) level.
Hold - The time the envelope will stay at the peak level before starting
the decay phase. If a footswitch is being used to control Sustain, the envelope will remain in this stage as long as the footswitch is pressed.
Decay - The time it takes the envelope to fall to the zero level after the
key is released or the hold time has elapsed (in trigger mode).
level
time
Attack Hold Decay
key down
key released
Procussion operation manual
PROGRAMMING BASICS
LOW FREQUENCY OSCILLATORS (LFOs)
A Low Frequency Oscillator is simply a wave which repeats at a slow rate. Procussion has two multi-wave LFOs for each percussion stack. The LFO waveforms are: Triangle, Sine, Sawtooth and Square.
By examining the diagram of the LFO waveforms, you can see how the LFO will affect a modulation destination. Suppose we are modulating the pitch of an instrument. The sine wave looks smooth, and will smoothly change the pitch. The square wave changes abruptly, and will abruptly change the pitch from one pitch to another. The sawtooth wave smoothly increases, then abruptly changes back down. The sound’s pitch will follow the same course. Controlling the pitch of an instrument is an easy way to hear the effects of the LFO waves.
LFO
39
Triangle
Sine
Sawtooth
Square
When the amount of an LFO is a negative value, the LFO shape will be inverted. For example, inverting the sawtooth wave produces a wave that smoothly decreases, then instantly resets up.
Negative Amount
+-
Sawtooth
Inverted Sawtooth
40
Modulation Patch
PROGRAMMING BASICS
MODULATION PATCHES
Connecting a modulation source to a destination is called a patch. Procussion lets you connect the modulation sources in almost any pos­sible way to the modulation destinations. Each patch also has an amount parameter which determines “how much” modulation is applied to the destination. The modulation amount can be positive or negative and will either add or subtract from the initial value. Modulation sources can be simultaneously patched to any 4 of the 57 destinations for each stack.
Procussion operation manual
Modulation
Source
Amount +/-
Destination
+-
Velocity
Sources
Velocity
Trig. Tempo
Random
MIDI A/B/C/D
Pressure
Pitch Wheel
In the example above, Velocity (or how hard a key or pad is played) is "Patched" to control the
LFO rate. Since the modulation amount is negative, the harder the note is played, the slower
the LFO rate. If the modulation amount was set to a positive value, the LFO rate would
increase, the harder the key was played.
LFO Rate
Destinations
Pitch
Volume LFO Amt. LFO Rate
Attack
etc.
ACCENT AND VOLUME
Accent and Volume both control loudness, but behave in a slightly different way when they are modulated. Volume can be modulated between zero and the maximum initial programmed level. When Accent is modulated, it adds to the initial level.
Volume
Modulation
Initial
Volume
Volume
Volume Cannot Exceed
Initial Volume Level
Volume
Accent to
ADDs
Initial Volume Level
Initial
Volume
Accent Modulation
Procussion operation manual
PITCH ENV S1L1 On D23 AMT+255
+
Envelope
Amount
increasing pitch
normal
pitch
time
Decay Time
normal
pitch
decreasing pitch
time
Decay Time
-
Envelope
Amount
Low Frequency Oscillator
EDIT MENU
63
A positive envelope amount setting will sweep the pitch downward and a negative setting will sweep the pitch upward.
LOW FREQUENCY OSCILLATOR
This screen controls the Waveshape, Rate, Amount and Destination of the LFO. There is one LFO per stack which can be routed to the Pitch of layers 1, 2, 3, 4 or all, or Volume of layers 1, 2, 3, 4 or all. (If a parameter is not labeled 1, 2, 3, or 4 it affects all.) The LFO can be used to produce vibrato (when routed to pitch), or tremolo (when routed to control volume). The four LFO waveshapes are: Triangle, Sine, Sawtooth, and Square. The amount can be varied from -128 to +127. Negative values will produce inverted waveshapes.
LFO Tri R36 S1
->Off AMT+016
Since the LFO always starts from the beginning of its cycle at the start of a note, it can be used as an extra envelope generator when set to a slow rate.
Triangle
Sine
Sawtooth
Square
64
Stack Modulation
EDIT MENU
Procussion operation manual
STACK MODULATION CONTROL
These functions allow you to route modulation sources to any of the destinations in the eight custom stacks. Up to 4 simultaneous patches may be programmed (3-6). For each of the modulation patches, there is a Modulation Source, a Modulation Destination, and an Amount parameter. The amount parameter is variable from -128 to +127. Place the cursor
under the appropriate parameter and change the Patch Number, User Stack Number, Modulation Source, Modulation Destination, and the Amount using the data entry control. If a modulation destination is not
labeled with a layer number, it affects all layers.
Patch Number (3-6)
Custom Stack Number 1-8
Modulation Sources:
Velocity Key Number Trigger Tempo (Rate) Random MIDI Control A/B/C/D Pressure Pitch Wheel LFO
Destinations:
Pitch, Pitch 1/2/3/4 Volume, Volume 1/2/3/4 Accent, Accent 1/2/3/4 Attack, Attack 1/2/3/4 Hold, Hold 1/2/3/4 Decay, Decay 1/2/3/4 Pitch Env. Amount Pitch Env. Amt 1/2/3/4 Pitch Env. Decay Pitch Env. Dcy 1/2/3/4 Pan, Pan 1/2/3/4 Tone, Tone 1/2/3/4 Sample Start Sample Start 1/2/3/4 LFO Rate, LFO Amount
VELOCITY
STACK MOD 6 S1 Vel->Tone +099
STACK
INSTRUMENT LAYER 1
INSTRUMENT LAYER 2
INSTRUMENT LAYER 3
INSTRUMENT LAYER 4
Instrument
DelayReverse
Sample
Start
TonePitch
Modulation Destinations
KEY
NUMBER
TRIGGER
RATE
RANDOM
Modulation Sources
DCA
Accent
Level
MIDI
CONTROL
A/B/C/D
Amount
Modulation Destination Modulation Source
Pan
Volume
Envelope
Hld
Atk Dcy
PRESSURE
PITCH
WHEEL
R
L
LFO
Rate Amt
Procussion operation manual
STACK FOOTSWITCH 3 AND 4
This function allows you to route the two stack level footswitches (3 and
4) to any of the footswitch destinations for each of the 8 custom stacks. The footswitches can be routed to switch: Sustain (Layers 1/2/3/4 or All), Alternate Volume Envelope (Layers 1/2/3/4 or All), or Reverse Sound (Layers 1/2/3/4 or All).
STACK FTSW 3 S1
->Reverse1
SWITCH MODE
The Super-Switch feature allows a control input (velocity, a control pedal, trigger rate, etc.) to determine which stack layer(s) will be heard. This function selects the switch mode for each of the 8 custom stacks.
Stack Footswitch
EDIT MENU
There are 8 Custom
Stacks for each Kit.
65
OFF
CROSSFADE
Crossfade
Points
SWITCH MODE S1 Threshold
All layers within the stack are played at their programmed volumes. The control input is ignored.
The control input determines the relative volumes of the layers. As the control input is increased, layer 1 will crossfade into layer 2, layer 2 will crossfade into layer 3, then layer 3 will crossfade into layer 4. Unassigned layers will not be included in the level calculation.
Layer 1 Layer 2 Layer 3 Layer 4
Control Input Pedal
CROSSFADE
MODE
Note that other
modulation sources (Velocity, Trigger Rate, Random, etc.) besides a pedal may be used to control switch mode. Velocity is commonly used to switch between different layers as the drum pad is struck harder.
In this example, a control pedal feeds the control input. When the pedal is fully up, only layer 1 will play. As the pedal is moved down, layer 2 will be faded in as layer 1 is faded out. Next, layer 3 will fade in as layer 2 is faded out. Finally, layer 4 will fade in as layer 3 is faded out.
66
Switch Mode
EDIT MENU
Procussion operation manual
Only ONE hi-hat zone is allowed per kit (low-number priority). If other zones are set to hi-hat mode, they will simply behave as if in threshold mode.
Instruments 45-54 are particularly useful with Hi-Hat mode. Use Mono assignment mode for the most realistic effect.
Only controller A, B, C or D can be used as the control source when in hi-hat mode. If another source is selected, it will revert to threshold mode behavior.
THRESHOLD
If the control input is between 0 and switch point 1, then layer 1 will be played. If the control input is between switch points 1 and 2, then layer 2 will be played. Likewise for layers 3 and 4.
THRESHOLD
MODE
Switch Points
In this example velocity feeds the control input. When the velocity value is below the first switch point, only layer 1 will play. When the velocity value is between switch points 1 and 2, only layer 2 will be played. When the velocity value is between switch points 2 and 3, only layer 3 will be played. When the velocity exceeds switch point 3, only layer 4 will play.
HI-HAT
This mode is similar to Threshold mode in the first 3
Increasing Velocity
123
Layer 1
Layer 2
Layer 3
Layer 4
layers, but simulates an actual Hi-Hat pedal in that layer 4 is only triggered when the control input crosses points 2 and 3 and is equal or greater than switch point
3. The control source must be controller A, B, C, or D.
Switch
Points
Layer 4
Triggers
ALTERNATE 1
Layers
1
1
2
2
3
3
4
Control Input Pedal
HI-HAT
MODE
If the control input is less than switch point 1, then layer 1 will be played. Otherwise, a layer will be selected in a cyclical manner.
ALTERNATE 2
If the control input is greater than switch point 1, then layer 1 will be played. Otherwise, a layer will be selected in a cyclical manner.
Procussion operation manual
Switch Mode
EDIT MENU
67
RANDOM 1
If the control input is less than switch point 1, then layer 1 will be played. Otherwise, a layer will be selected at random.
RANDOM 2
If the control input is greater than switch point 1, then layer 1 will be played. Otherwise, a layer will be selected at random.
SWITCH GROUP
This function operates together with Switch Mode and selects either 4-way switching (1/2/3/4) or 2-way switching (1+2/3+4) for each of the 8 custom stacks. If a given stack does not have an instrument assigned, it will not be used. Only the first switch point is used in 2-way switching. In 2-way switching, layers 1 and 2 will play when the switch source is below switch point 1. When the switch source exceeds switch point 1, layers 3 and 4 will play.
SWITCH GROUP S1 1/2/3/4
SWITCH SOURCE
This function selects the control input for switch mode. The control input can be:
Layer switches depending on:
Velocity ------------------ How hard a pad or key is played. Trigger Rate ------------- How fast a pad or key is played. Random Number ------ A random number. Controller A/B/C/D --- The position of a MIDI controller. Footswitch 1/2/3/4 ----- The position of a footswitch.
The footswitches generate a value of 127 when depressed.
SWITCH SOURCE S1 Velocity
68
Switch Points
EDIT MENU
Procussion operation manual
SWITCH POINTS
This function selects the control input switch points used in Switch Mode (for each of the 8 custom stacks).
SWITCH PTS S1 032 064 096
Remember to turn Audition Layer Off when you are finished auditioning.
Switch
Point 1
Switch
Point 2
Switch Point 3
AUDITION LAYER
When Audition Layer is turned on, only the selected layer will be heard. This function is useful when editing a specific layer in a stack.
AUDITION LAYER Layer 1
COPY ZONE
This function allows you to copy a zone from any kit, and place it in any zone location of the currently selected kit.
To Copy a Zone:
1) First select the kit containing the zone you want to copy. Move the
cursor to the bottom line, select the kit and press the Enter button.
COPY ZONE from 127 Eartha
2) Next, select the source and destination zones, and confirm by pressing the Enter button. The source zone is from the kit you selected in the previous step. The destination zone is always in the current kit.
Source Zone #
COPY ZONE from Z01 to Z24
Destination Zone # (in current kit)
Procussion operation manual
COPY STACK
This function allows you to copy a stack from any kit, and place it in any of the 8 custom stack locations of the currently selected kit.
To Copy a Stack:
1) First select either the user kit containing the stack you want to copy or select “Factory Stacks”. Move the cursor to the bottom line, select the
kit (or Factory Stacks) and press the Enter button.
COPY STACK from 127 Eartha
Copy Stack
69
EDIT MENU
In order to modify a factory stack, it must first be copied to a cus­tom stack location.
2) Next, select the stack you wish to copy, and confirm by pressing the Enter button. The selected stack is from the kit you selected in the
previous step.
Source
Stack
COPY STACK from S001 Kicker
3) Select the destination stack, and confirm by pressing the Enter button. The destination stack is always in the current kit.
Destination
Stack
(in current kit)
COPY STACK to S001 Custom #1
SAVE KIT
Changes made to a kit in the Edit menu are not made permanent until the Kit is Saved. To save a kit, move the cursor to the bottom line and select the location for the new kit with the data entry control. The Enter LED will be flashing. Pressing the Enter button will confirm the operation. Any user kit (64-127) can be selected using the data entry control. Writing to a user kit erases the existing kit in that location. Make sure that the destination preset does not contain information that you wanted to keep.
SAVE KIT to 127 --Default--
To Save a Kit:
1. Select the new location.
2. Press Enter.
70
EDIT MENU
Procussion operation manual
Procussion operation manual
47
EDIT MENU
EDIT MENU
48
EDIT MENU
Procussion operation manual
Procussion operation manual
The edit menu contains functions that can be modified by the user and then saved as kit information in one of the user kits. For example, the tuning or other parameter can be edited, then the kit can be saved to a user location (64-127).
While the Edit menu is activated, incoming MIDI kit changes are ignored. This is a quick and easy way to temporarily turn MIDI Program Change OFF.
Edit Menu Operation
49
EDIT MENU
EDIT MENU
WARNING
Changes made in the Edit menu will be forever lost unless the kit is "saved" using the Save Kit function (page 69) before changing the kit.
!
TO ENABLE THE EDIT MENU
Press the Edit button, lighting the LED. The current screen will be the one most recently selected since powering up the machine. The cursor will appear underneath the first character of the screen heading on line one.
TO SELECT A NEW SCREEN
Press the cursor key repeatedly (or hold the cursor key while turning the data entry control) until the cursor is underneath the parameter value. (You may also press the Enter button to return the cursor to “Home” position.) Rotate the data entry control to select the screen.
TO MODIFY A PARAMETER
Press the cursor key repeatedly (or hold the cursor key while turning the data entry control) until the cursor is underneath the parameter value. Rotate the data entry control to change the value.
Note: In many cases, such as selecting Key Ranges, and Zones, the value may be changed from your MIDI controller by simply playing the proper key or drum pad. For example, to select a particular Zone, you would simply play the key or drum pad to which the Zone is assigned.
TO RETURN TO KIT SELECT MODE
Press the Edit button, turning off the LED.
50
Procussion Block Diagram
EDIT MENU
PROCUSSION BLOCK DIAGRAM
Kit Name; Vel Curve; Trig. Tempo; Mod. 1 Src/Dest/Amt; Mod. 2 Src/Dest/Amt; Ftsw. 1/2 Dest
Zone
Hi/Lo Key Stack # Coarse/Fine Tune Volume Pan Output Assign Mode Non-Trans Mod 1,2/Ft 1,2 Ena
Zone Zone Zone
Stack
Name Mod 3-6 Src/Dest/Amt Ftsw. 3, 4 Dest Sw Pts 1-3 Sw Mode/Grp/Src
KIT
Stack
Name Mod 3-6 Src/Dest/Amt Ftsw. 3, 4 Dest Sw Pts 1-3 Sw Mode/Grp/Src
Stack
Name Mod 3-6 Src/Dest/Amt Ftsw. 3, 4 Dest Sw Pts 1-3 Sw Mode/Grp/Src
Procussion operation manual
Up to 24 Zones
Up to 24 Stacks
per Kit
8 Custom Stacks
per Kit
Layer
Instrument
Instrument # Coarse/Fine Tune Volume Pan Delay Reverse Alt Env On/A/H/D
1
2
Pitch Env. Amt/Dcy
3
4
Instrument
Instrument # Coarse/Fine Tune Volume Pan Delay Reverse Alt Env On/A/H/D
1
2
Pitch Env. Amt/Dcy
3
4
Instrument
Instrument # Coarse/Fine Tune Volume Pan Delay Reverse Alt Env On/A/H/D
1
2
Pitch Env. Amt/Dcy
3
4
The Procussion is organized as shown in the diagram above.
A Procussion kit can be organized into four levels:
1) Kit - Parameters which affect the entire kit.
2) Zone - Parameters affecting the key assignment range.
3) Stack - A composite percussion sound.
4) Instrument - An individual instrument.
The Edit menu encompasses all levels of the kit. The display reveals information about which level you are currently editing.
KEY RANGE Z01 Zone Level Zone 01
032 > 035
STACK VOL S1L1 Stack Level Stack 1, Instrument Layer 1
110
Procussion operation manual
EDIT KIT FUNCTIONS
KIT NAME
Kit Name allows you to name each of the user kits with a name of up to 12 characters. Position the cursor under the character location and use the data entry control to change the character. The keyboard can also be used to select characters. The charts below show the keyboard character assignment.
KIT NAME 000 Untitled
Kit Name
51
EDIT MENU
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*
#
(
!
&
b
l
"
a
$ n k
-
+
,
'
)
6
1
4
/
0
.
9
5
2
7
3
8
;=@
:
<
>
B
E
?
D
A
C
GIL
J
F
H
N
Q
O
K
P
M
SUX
T
V
R
Z
]
Y
^
[
W
¥
C3C2 C4 C5 C6C1C0C-1
_ad
c
`
b
f
i
h
e
g
kmp
n
j
l
r
u
s
o
t
q
wy|
x
v
->
}
z
<-
{
C C# D D# E F F# G G# A A# B Pitch
-2
-1
'()*+,-./012
0
3456789: ;< >=
1
?@ABCDEFGH I J
2
KLMNOPQRSTUV
blank
"!#$%&
3
WXYZ[¥]^_`ab
4
cdefghi jklmn opqrstuvwxyz
5
{|}
6
Octave No.
52
Stack Select
EDIT MENU
Zones can be easily selected by playing the MIDI note number assigned to that zone.
The Key Range can be selected by simply
playing the MIDI note numbers when the cursor is under the key numbers on the display.
Procussion operation manual
STACK SELECT
This function allows you to select which of the available instrument sounds (or none) will be placed in each zone of the current user kit.
STACK SELECT Z01 S002 Robert
KEY RANGE
This function allows you to assign each of the 24 zones to a range of MIDI keys. Zones may overlap, but only 2 zones may be assigned to the same key. If more than two zones are assigned, only the lowest numbered two zones will play. The original pitch of the stack will always be assigned to the exact center of the key range. If there are an even number of keys in the range, then the original pitch will be placed on the lower of the two center keys.
If the Key Range function does not seem to be working properly, make sure the Zone Map function in the Master menu is set to Kit. You may be re-mapping the key assignments.
Most factory stacks
have been tuned to C.
KEY RANGE Z01 036 -> 039
ZONE #1
= Original Pitch
CENTER of ZONE
Zone #1 has an Odd number of keys in its range (25), so the original pitch of the stack falls exactly on the center of the zone. Zone #2 has an Even number of keys in its range (34) and the center of the zone is a key boundary, therefore the original pitch falls on the next lower key.
ZONE #2
CENTER of ZONE
ZONE TUNING
This function allows you to change the overall tuning of the selected zone.
Coarse tuning is in semitone intervals with a range of ±48 semitones. Fine
tuning is in 1/64 semitone intervals (approx. 1.56 cents) with a range of
± 1 semitone.
TUNING Z01 CRSE+00 FINE+00
Procussion operation manual
ZONE VOLUME AND PAN
Volume sets the overall amplitude of the selected zone. This function also
allows you compensate for the relative volume differences between
stacks.
VOLUME PAN Z01 127 =Stack
Zone Pan allows you to set the initial pan position for each zone in the kit.
A value of -7 pans the zone hard left and a value of +7 pans the zone hard
right. This pan setting overrides the pan settings made at the stack level
unless the screen is set to Pan = Stack. The pan setting made here is only
valid if “K”, for kit pan, is selected in the main display.
Zone Pan
53
EDIT MENU
VOLUME PAN Z01 127 -7
The Pan Setting on the Main Screen Overrides Zone Pan!
C01 VOL127 PAN=K Pan in Main Screen 071 Conga must be set to KIT
for Zone pan to have any effect.
NONTRANSPOSE
Nontranspose mode allows a stack to play throughout its assigned
keyboard range, but at its original pitch only - there will be no transposi-
tion. Nontranspose mode can be turned On or Off for each zone.
When the Procussion is used with a MIDI keyboard you might want to
play several keys at once for a thicker sound. Turning Nontranspose
mode On would let all the notes play at the same pitch.
Assign a non-trans­posed sound and play several keys at once for phasing/flanging effects.
NONTRANSPOSE Z01 Off
54
Assignment Mode
EDIT MENU
If you don't want to use the assignment modes, set the zone to Poly (32).
Procussion operation manual
ASSIGNMENT MODE
There are a total of 32 output channels on the Procussion. The assignment mode affects note polyphony and interaction. Using assignment mode, each zone can be programmed to be polyphonic, with a certain number of available channels, or can be made monophonic with special assign­ments.
ASSIGNMENT Z01 Poly (32)
The various assignment modes are described below.
Layer Mono 1 + 2
assignment modes are designed to be used in combination with Switch Mode.
POLY (32)
POLY (8)
POLY (4)
MONO
LAYER MONO 1
LAYER MONO 2
EXCLUSIVE 1-8
Notes are played polyphonically, with dynamic channel assignment, using all 32 channels.
Notes are played polyphonically, with dynamic channel assignment, but using no more than 8 channels at a time.
Notes are played polyphonically, with dynamic channel assignment, but using no more than 4 channels at a time.
Any layer in the zone interrupts itself or any other layer, but does not affect other zones.
Any layer in the stack interrupts itself, but does not affect other layers or other zones.
Any layer in the zone interrupts any other layer, but does not affect its own layer or other zones.
The zone's stack is assigned to one of the 8 exclu­sive “channels”. Notes in any zone in the kit will interrupt each other if they are assigned to the same exclusive channel.
For example, playing a fast roll on a ride cymbal in Poly (32) mode will assign a new channel on each strike which might tend to “muddy” the sound or use up too many output channels. One solution might be to use Poly (4) mode, which only allows the cymbal to use 4 channels.
You also might want the closed High Hat to cut off the open High Hat. In this case, you would assign the High Hats a Mono assignment.
Procussion operation manual
If you had a cymbal crash on one drum pad and a choked cymbal on another, you might assign both zones to Exclusive 1 (or any of the other exclusive channels) so that hitting the choke pad would cut off the crash.
ZONE SUBMIX
This function allows you to assign each zone to one of the 16 submix busses. The submix busses are routed to an output jack in the Master menu. For more information on Submixes, see pages 23 and 46.
SUBMIX Z01 Kick
Zone Submix
EDIT MENU
55
EDIT MENU MASTER MENU
Zone
1 2 3 4 5 6 7 8
24
The Submix buss makes it easy to keep track of your output assignments.
Submix
Kick Snare Hi-hat Tom 1 Tom 2 Tom 3 Tom 4
Effects 3
Outputs
L
Main
R
L
Sub 1
R
L
Sub 2
R
MODULATION ENABLE
This function allows the Modulation 1 and 2 routings to be turned On or Off for each zone in the kit. (Modulation 1 and 2 affect the entire kit.)
For example, suppose you are using Modulation 1 to route Velocity-to­Volume, but you want your snare drum to be at a constant level. Simply turn Mod 1 Off for the snare drum zone.
MOD ENABLE Z01 1:Off 2:On
56
Footswitch Enable
EDIT MENU
If the Modulation Patches do not seem to be working, check to make sure that the Modulation Enable is turned On for the Zone.
Procussion operation manual
FOOTSWITCH ENABLE
This function allows the Footswitch 1 and 2 routings to be turned On or Off for each zone in the kit. (Footswitches 1 and 2 affect the entire kit.) For example, suppose you want Footswitch 1 to reverse zone 1 only. Simply turn FTSW 1 Off for all zones except zone 1.
FTSW ENABLE Z01 1:On 2:Off
MODULATION PATCH 1 AND 2
These functions allow you to route modulation sources to any of the modulation destinations and affect all zones in the kit, although they may be turned On or Off for each zone. For each of the two modulation patches, there is a Modulation Source, a Modulation Destination, and an Amount parameter which is variable from -128 to +127. Place the cursor under the
appropriate parameter and change the patch number, modulation source, modulation destination, or the amount using the data entry control. If a parameter is not labeled with a layer number, it affects all.
Modulation Sources:
Velocity Key Number Trigger Tempo Random MIDI Control A/B/C/D Pressure Pitch Wheel
Destinations:
Pitch, Pitch 1/2/3/4 Volume, Volume 1/2/3/4 Accent, Accent 1/2/3/4 Attack, Attack 1/2/3/4 Hold, Hold 1/2/3/4 Decay, Decay 1/2/3/4 Pitch Env. Amount Pitch Env. Amt 1/2/3/4 Pitch Env. Decay Pitch Env. Dcy 1/2/3/4 Pan, Pan 1/2/3/4 Tone, Tone 1/2/3/4 Sample Start Sample Start 1/2/3/4 LFO Rate, LFO Amount
VELOCITY
MODULATION 1 Vel >Vol4 +072
Modulation
Source
Modulation Destination
Modulation
Amount
ALL STACKS
INSTRUMENT LAYER 1
INSTRUMENT LAYER 2
INSTRUMENT LAYER 3
INSTRUMENT LAYER 4
Instrument
DelayReverse
Sample
Start
TonePitch
Mod 2
Mod 1
KEY
NUMBER
TRIGGER
RATE
RANDOM
Accent
DCA
Level
Volume
Envelope
Atk Dcy
MIDI
CONTROL
A/B/C/D
Patch Number
Hld
PRESSURE
Pan
R
L
PITCH
WHEEL
Procussion operation manual
FOOTSWITCH CONTROL
This function allows you to route the two kit level footswitches (1 and 2) to any of the footswitch destinations. These two “patchcords” affect all zones in the kit, although they may be turned On or Off for each zone. The footswitches can be routed to switch: Sustain (Layers 1/2/3/4 or All), Alternate Volume Envelope (Layers 1/2/3/4 or All), Reverse Sound (Layers 1/2/3/4 or All), or may trigger a Note-on event on any of the zones 1-8.
FOOTSWITCH 1 > Note-on Z8
Footswitch Control
EDIT MENU
The Alternate Envelope must be initially turned Off in order for the footswitch to turn it On.
If the Footswitches do not seem to be working, check to make sure that the Footswitch Enable is turned On for the Zone.
57
VELOCITY CURVE
Incoming velocity data can be modified by a velocity curve in order to provide different types of dynamics in response to your playing or better adapt to your MIDI controller. Velocity curves affect the entire kit. This function allows you select one of the 8 velocity curves, leave the data unaltered (Linear), or have the velocity scaled to full level (Constant). This velocity curve selection is only valid if the Global Velocity Curve in the Master menu is set to “Kit”.
VELOCITY CURVE Linear
127
LINEAR
127
CONSTANT
Use a footswitch as a kick drum pedal by triggering a Note-on event.
Output
0
0 127
Input
Output
0
0 127
Input
58
Velocity Curves
Procussion operation manual
EDIT MENU
127
CURVE 1
Output
0
0 127
127
Input
CURVE 3
Output
VELOCITY CURVES
127
Output
0
0 127
127
Output
CURVE 2
Input
CURVE 4
0
0 127
127
Input
CURVE 5
Output
0
0 127
127
Input
CURVE 7
Output
0
0 127
127
Input
CURVE 6
Output
0
0 127
127
Input
CURVE 8
Output
0
0 127
Input
0
0 127
Input
Procussion operation manual
Trigger Tempo
EDIT MENU
59
TRIGGER TEMPO
Trigger Tempo is a function which generates a control signal based on the tempo of your playing. When your playing tempo exceeds the selected Trigger Tempo, the amount of the control signal begins to increase from zero. This control signal can be used either to switch between drums in a stack or as a general controller which can affect virtually any parameter (see pages 64 + 67). For example, Trigger Tempo could be routed to raise the pitch as you play faster. Any tempo from 20 BPM (Beats-Per-Minute) to 260 BPM can be programmed. This Trigger Tempo setting is only valid if the Global Trigger Tempo set in the Master menu is set to “Per Kit”.
TRIGGER TEMPO 120 BPM
STACK NAME
Stack Name allows you to name each of the 8 custom stacks (for each kit) with a name of up to 12 characters. Position the cursor under the character location and use the data entry control to change the character. A MIDI keyboard can also be used to select characters. The chart below shows the keyboard character assignment.
Trigger Tempo
Output
Amount
127
0
More
Tempo Played
260
180
120
60
0
When the tempo of your playing exceeds the selected Trigger Tempo, the amount of the control signal increases from zero.
STACK NAME S1 SOO1 Boss Bass
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#
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&
b
l
"
a
$ n k
-
+
,
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6
1
4
/
0
.
9
5
2
7
3
8
;=@
:
<
>
B
E
?
D
A
C
GIL
J
F
H
N
Q
O
K
P
M
SUX
T
V
R
Z
]
Y
^
[
W
¥
C3C2 C4 C5 C6C1C0C-1
_ad
c
`
b
f
i
h
e
g
kmp
n
j
l
r
u
s
o
t
q
wy|
x
v
->
}
z
<-
{
60
Stack Instruments
EDIT MENU
There are 8 custom stacks for each kit in the Procussion.
Procussion operation manual
STACK INSTRUMENTS
This function allows you to select one of the available instrument sounds for each layer in the 8 custom stacks.
Custom Stack 1-8 Instrument Layer 1-4
STACK INST S1L1 I001 Dry Kick 1
Instrument
STACK TUNE
This function allows you to change the coarse and fine tuning of each
layer in the 8 custom stacks. The coarse tuning range is ±48 semitones (8 octaves) in semitone steps. The fine tuning range is ±1 semitone in 1/64
semitone steps (approx. 1.56 cents).
STACK TUNE S1L1 CRSE+00 FINE+00
STACK VOLUME
Stack Volume sets the amplitude of each layer in the 8 custom stacks. This function allows you to blend the four instrument layers or compensate for the relative volume differences between instruments.
STACK VOL S1L1 127
STACK PAN
Stack Pan allows you to independently set the initial pan position of each layer in the 8 custom stacks. A value of -7 pans the zone hard left and a value of +7 pans the zone hard right. The pan setting made here is only valid if “Stack” is selected in the zone pan setting and if “K”, for kit pan, is selected in the main display.
STACK PAN S1L1 +2
Procussion operation manual
For Stack Pan to Have any Effect:
Delay/Sound Start
EDIT MENU
61
C01 VOL127 PAN=K 079 Tibetan Bell
Kit Pan must be set to
“K”...
and
PAN Z01 =Stack
Zone Pan must be set
to “Stack”
STACK PAN S1L1 +5
DELAY/SOUND START
Delay varies the time between MIDI Note-on reception and the onset of the sound for each layer in the 8 custom stacks. The delay time is adjustable from 0-13 seconds (0-63).
Sound Start allows you to set where in the sample the instrument begins playing. A setting of 000 plays the instrument from the beginning; higher values move the sound start point toward the end of the sound.
DELAY START S1L1 00 000
The Delay parameter is very useful in producing echo type effects and the Sound Start parameter can be used to remove the attack portion of the sound for “Procussion Synthesis” or to “fine tune” when modulating the Sound Start parameter with velocity or any other modulation source.
62
Reverse Sound
EDIT MENU
Procussion operation manual
REVERSE
When reverse is turned On, the instrument will be played backwards. Reverse can be turned On or Off for each layer in the 8 custom stacks.
REVERSE S1L1 Off
ALTERNATE ENVELOPE
Each instrument layer in the stack has its own preset Attack/Hold/Decay volume envelope which is normally employed. If a programmable vol­ume envelope is desired, the alternate envelope is used. This screen allows you to turn the alternate envelope On or Off and set the Attack, Hold and Decay parameters for each layer in the 8 custom stacks.
ALT ENV S1L1 On A00 H19 D33
DCA
Normal
Envelope
Atk Dcy
Hld
Alternate
Envelope
Atk DcyHld
PITCH ENVELOPE
The Pitch Envelope is a “decay only” envelope which can control the pitch of an instrument. This screen allows you to turn the pitch envelope On or Off, and set the Decay and Amount parameters for each layer in the 8 custom stacks. Larger decay values increase the decay time. Similarly, larger amount values will increase the amount of pitch modulation. A positive envelope amount setting will sweep the pitch downward and a negative setting will sweep the pitch upward.
Procussion operation manual
Programming Procussion
71
PROGRAMMING PROCUSSION
PROGRAMMING PROCUSSION
72
PROGRAMMING PROCUSSION
Procussion operation manual
Procussion operation manual
Creating a Custom Kit
73
PROGRAMMING PROCUSSION
PROGRAMMING PROCUSSION
CREATING A CUSTOM KIT
Creating your own custom kit is easy. First, you select the key range for the zone. Then you may simply select the desired stack from the palette of pre-programmed factory stacks. Repeat the two steps until you have a large enough drum kit. You may assign up to 24 stacks to a kit and a zone may contain 1 or 2 stacks.
BUILDING A CUSTOM KIT … STEP BY STEP
1) Select one of the “--default--” kits which are located at numbers 105-127.
2) Press the Edit button and go to the second screen, “STACK SELECT”.
3) Play the Pad or Key to select the Zone.
4) Move the Cursor underneath the Stack number and use the Data Knob to change stacks until you find one you like.
5) Repeat steps 3 and 4 until your kit is complete. Then press Enter.
6) If you wish to rename your new kit, do so now using the “KIT NAME” function.
7) Rotate the Data Knob to the last screen, “SAVE KIT". Move the Cursor to the lower line and press Enter.
MIDI Drums
Zone 1
Zone 24
Zone 2
MIDI Note # -
Up to 4 Instruments
controlled or switched
36
Zone
1
Drum Stack
which can be
in various ways.
48
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
60 72 84 96
Zone
2
Up to 24 Zones
Zone
24
Drum Stack
Up to 4 Instruments
which can be
controlled or switched
in various ways.
Zones larger than 1 note are used for Tuned Percussion
PROCUSSION KIT
If you are using the Procussion with a MIDI keyboard, set the Zone Map to “Kit” (Master Menu). If you are using MIDI drum pads or a drum machine you should use one of the User Zone Maps or a Zone Map which is preprogrammed for your controller.
The center of the zone is always the origi­nal pitch of the stack. The original pitch of most factory stacks is set at “C”. If the zone is out of tune, use the Zone Tuning function to tune the stack to the correct pitch.
74
Editing Kits
PROGRAMMING PROCUSSION
EDITING KITS
The easiest way to make a kit is to edit an existing kit. This is also an excellent way of becoming familiar with Procussion. You can find a kit that is almost the way you want it and then slightly modify it to suit your taste. If you don't like what you hear, simply change the kit and Procussion reverts back to the original sound. Changes are not made permanent until you Save them using the “SAVE KIT” function, which is the last screen in the Edit menu. We'll start with a function that has an obvious effect on the sound; Stack Tuning. First, choose a kit that strikes your fancy and press the Edit button.
CHANGING THE TUNING OF A ZONE
Changing the tuning of a zone is something you will often want to do. And it's so easy. Scroll through the Edit menu until you come to the screen:
Procussion operation manual
TUNING Z01 CRSE+00 FINE+00
Move the cursor under the Zone Number (using the cursor button) and play the keyboard key or drum pad containing the stack you want to tune. The proper zone will automatically be selected.
Next, move the cursor to the bottom line so that it is underneath the Coarse Tuning amount. As you play the stack, turn the data knob to change the tuning in semitone intervals. The Fine Tuning parameter changes the tuning in 1/64 of a semitone intervals.
By moving the cursor back under the Zone Number you could select the next zone to be tuned. Easy, isn't it? And, if you wanted to save the new tunings? Press the Enter button and continue.
SAVING YOUR WORK
Every time you have made a series of changes to a kit that you would hate to lose, you should SAVE your work using the “SAVE KIT” function which is the last screen in the Edit menu. Kits can be save to any of the User Kit locations 64-127. Kits 105-127 have been left empty to encourage you to modify and save your own custom kits.
Procussion operation manual
PROGRAMMING PROCUSSION
TO SAVE A KIT
1) Turn the Data Knob clockwise until you get to the last screen, “SAVE KIT”.
Save the Kits!
75
2) Move the Cursor to the lower line in the display.
3) Turn the Data Knob to select the Kit number where the new kit will be placed (64-127). Remember - Writing to a kit location erases whatever kit was already there.
4) When you have selected the new kit location, press Enter. The display will say, “SAVING KIT”. The kit is now saved.
BUILDING YOUR OWN STACKS
Let's go a step further now and create a hot new sound completely from scratch. In order to get the most out of this section, you should have already read the Programming Basics section of this manual and have a basic understanding of the Procussion architecture.
Assign a Custom Stack
There are 8 Custom Stacks for each User Kit in Procussion.
1) Select one of the “--default--” kits which are located at numbers 105-127.
Saving a Kit overwrites the previous Kit in that location!
2) Press the Edit button and turn the Data Knob clockwise to the second screen, “STACK SELECT”.
3) Move the Cursor to the lower line and select “Custom #1”, then press Enter.
4) Turn the Data Knob clockwise to the next screen, “KEY RANGE”. Choose zone 1 with cursor or data knob or by playing a key.
5) Move the Cursor to the lower line by pressing it twice. The display should look like this, with the cursor under the first key number:
KEY RANGE Z01 036 -> 036
When first learning your way around Procussion, keep your eye on the flashing cursor to make sure it is under the correct parameter.
76
Selecting and Tuning Instruments
PROGRAMMING PROCUSSION
6) Play a note on your Keyboard or Drum Pad, and press the Cursor.
7) Play the note again and press Enter to assign the zone to a one-note range. (The one-note range is only for simplicity. You may of course, assign a wider range if desired.)
Select and Tune Instruments
8) Turn the Data Knob clockwise until you find the screen:
The cursor can be moved to the function select position (top-left) by pressing Enter or by using the cursor con­trol. Either method is fine.
STACK INST S1L1 I
000 None
Procussion operation manual
Custom Stack 1-8 Instrument Layer 1-4
Instrument
Set the Stack and Layer numbers to S1 L1 as shown above.
9) Move the Cursor to the lower line as shown above.
10) While playing the note that you assigned in step 7, turn the Data Knob until you find an instrument that you like. Press Enter.
11) Turn the Data Knob clockwise to the next screen:
STACK TUNE S1L1 CRSE+
00 FINE+00
12) Move the Cursor to the lower line underneath the Coarse Tuning
value. Now turn the Data Knob to change the tuning. Notice how you can completely change the character of the sound by tuning it out of its normal range. Also notice the distortionless pitch shifting from Procussion that makes this possible. Tune this first layer to your liking, then press Enter.
13) Now go back to the “STACK INST” screen to select the instrument for
layer 2.
14) Move the Cursor underneath the Instrument Layer parameter (see the
diagram above) and use the Data Knob to select Layer 2.
Procussion operation manual
Volume and Panning
PROGRAMMING PROCUSSION
15) Now move the Cursor back down to the bottom line and repeat steps 10 through 12. Try to find an instrument which complements the first one you selected. Remember that the tunings have a lot to do with how an instrument sounds. Play around awhile with the instruments and tunings until you have a composite sound that you like. If you want, you can even add a third or fourth layer to the brew. In any case, press Enter to select the next screen.
This might be a good time to introduce another cool feature, “Audition Layer”. This feature allows you to completely mute all layers but the one you are working on. It is often useful, when working on a complex sound, to be able to hear exactly what you are doing to a single layer.
77
16) Turn the Data Knob until you find the screen “AUDITION LAYER”
and move the cursor down to the lower line. Use the Data Knob to select Layers 1, 2, 3, or 4. When you are finished, be sure to turn Audition Layer “Off” again and press Enter. Now, back to our programming.
Volume and Panning
17) Turn the Data Knob counter-clockwise until you find the screen:
STACK VOL S1L1 100
Now we will adjust the relative volumes of the instruments. This can really “fine tune” the composite sound.
18) Go back and forth between the Layer and the Volume amount while
playing the sound until you get the mix just right. Don't turn any of the levels up full or you won't be able to add accents later (the volume will already be “Maxed”). A maximum setting of around 100-110 will leave a little headroom.
19) Move the cursor back up to the top line by either pressing Enter or
simply pressing the Cursor button until it is underneath “Stack Vol”.
78
Delay, Sound Start, Reverse
PROGRAMMING PROCUSSION
20) Turn the Data Knob to the next screen, “STACK PAN”. Adjust the pan positions to hear how this separates the layers. Leave them set near center (0-2) and press Enter.
Delay, Sound Start and Reverse
21) Turn the Data Knob to the next screen, “DELAY/START”. Play around with these two parameters and note the effects. Delay will be obvious. Sound Start removes samples from the start of the sound. A setting of 000 plays the sound from the beginning, higher values move the start point toward the end of the sound. These parameters may or may not appeal to your artistic sensibilities. In any case, now you know what they do. Next…
Procussion operation manual
➛ ➛ ➛ ➛ ➛ ➛
From here on out we'll dispense with the step­by-step explanations since you are probably becoming familiar with the way Procussion operates.
22) Let's move on to the next screen - Reverse. Reverse can be turned on or off for each layer. Try reversing each layer and note the effects. Reverse works especially well for special effects. Next function …
23) Alternate Envelope. This function allows you to change the default volume envelope for each instrument. The Alternate Envelope is a really powerful function for shaping the sound. Percussion sounds and waveforms can be shaped and blended over the course of the sound, creating new and dramatic textures.
When first working with this function, keep track of which layer you are working on and where your cursor is located. It's easy to get
confused and modify the wrong layer. You may want to make use of
the Audition Layer function while experimenting with the Alternate Envelope, as it will allow you to hear each layer separately.
24) Pitch Envelope. The Pitch Envelope allows you to add a pitch sweep (up or down) to each layer of your stack. The decay time of the sweep and the amount are adjustable. Positive amounts sweep the pitch down and negative amounts sweep the pitch up. This is another powerful synthesis function which can completely change the char­acter of a sound. The effect of this function can be subtle or very obvious. Try changing the initial tuning of the instrument as it relates to the Pitch Envelope.
25) LFO. The LFO (or Low Frequency Oscillator) allows you to cyclically sweep either the pitch or the volume of any layer. Note that there is
Procussion operation manual
Stack Modulation Routings
PROGRAMMING PROCUSSION
only one LFO for all four layers. There are four different LFO wave­forms from which to choose from, as well as a rate (speed) and amount parameter. Modulating the pitch is an easy way to hear the effects of the different waveforms.
26) Stack Modulation Routings 3-6. We'll walk you through this one since it can be confusing. You can make four “patches” in this module (3, 4, 5, 6) to connect modulation sources to destinations.
Patch Number (3-6)
Custom Stack Number 1-8
STACK MOD 3 S1 Vel->Tone4 +058
Amount
79
VELOCITY
INSTRUMENT LAYER 1
INSTRUMENT LAYER 2
INSTRUMENT LAYER 3
INSTRUMENT LAYER 4
Instrument
Wet Snare 2
DelayReverse
Sample
Start
TonePitch
TRIGGER
KEY
NUMBER
RATE
RANDOM
Modulation Sources
STACK
DCA
Level
Accent
MIDI
CONTROL
A/B/C/D
Modulation Destination Modulation Source
Pan
Volume
Envelope
Hld
Atk Dcy
PRESSURE
PITCH
WHEEL
R
L
LFO
Rate Amt
Note how the screen parameters relate to the stack block diagram. Try making a few “patches” and note the effects. The flexible modulation routing scheme is probably the most powerful feature of Procussion because it allows you to produce subtle variations in the sound using performance parameters such as velocity, playing speed, etc. Remember that everything is “legal” when it comes to making music. Experiment!
80
Trigger Tempo, Pitch Wheel
PROGRAMMING PROCUSSION
27) Using Trigger Tempo. Trigger Tempo is a modulation source which increases from zero when your playing speed exceeds a preset tempo. First of all, go into the Master menu and turn to the Global Trigger Tempo screen. Set it to 150 beats-per-minute as shown below.
GLOBAL TR TEMPO 150 BPM
Modulation destinations followed by a number (Pitch 1, Pitch 2, etc.) affect only one layer. Destinations without numbers affect all layers.
Go back to the Edit menu, Stack Modulation screen and route Trigger Tempo to control the Pitch as shown below. Now start playing, slowly at first, then faster. Notice that the pitch stays constant until you play faster than 150 BPM, then it begins to increase. That's how
it works!
Procussion operation manual
By setting the Global Trigger Tempo to MIDI Clocks, the Trigger Tempo rate will follow along with a sequencer or drum machine.
Modulation Enable must be turned On for each Stack or the Pitch Wheel will not work!
MODULATION 3 Trig->Pitch +100
Further your experiments by using Trigger Tempo as a switch source to switch in different instrument layers depending on your playing speed. As an example, copy Stack 150, “Rapper Snare” to a User location (in a Default Kit). Set Switch Mode
Trigger Rate and play. The Tempo controls which layers are heard.
Threshold; Switch Source
28) Routing the Pitch Wheel to Control … Pitch. This is something that you might want to do either at the Stack level (to affect only one Stack) or at the Kit level (to affect all the Stacks in the Kit). For now let's control the pitch of the entire Kit. The Modulation 1 and 2 parameters affect the entire Kit. Simply set the Modulation 1 (or 2) screen as shown below and voilà, Pitch Wheel control. Incidentally, the setting of +114 will produce a pitch bend interval of a perfect fifth. See the Pitch Modulation Interval Charts (in the Reference Section) for more information.
MODULATION 1 PWhl->Pitch +056
Procussion operation manual
Hit-Hat Investigation
PROGRAMMING PROCUSSION
HI-HAT INVESTIGATION
The Hi-Hat is perhaps the most expressive part of a drum set. Procussion offers expressive Hi-Hat control; up to 4 different Hi-Hat samples can be switched-in depending on the position of a pedal or control wheel. Many of the factory kits already have a Hi-Hat programmed to respond to the Modulation Wheel of a MIDI keyboard. The Hi-Hat is assigned to MIDI key number 52 (Zone 9). Play key number 52 (E) while moving the Modulation Wheel. You will notice that the closed Hi-Hat sound triggers as the wheel nears maximum. If you are using a MIDI drum pad setup, you will need a continuous controller pedal which has its output trans­lated into MIDI. The diagram on page 12 shows one such arrangement.
Copy Stack
In order to modify a factory stack, it must first be copied to a user location.
1. Start with a Default Kit (105-127) in the Edit Menu.
2. Press the Edit button and move to the second to last screen, Copy Stack.
3. Copy from: Factory Stacks. Select #243 Mod Hi-Hat 2 (for this example).
4. Copy to: Custom #1 (or any of the Custom Stacks).
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Assign the Hi-Hat
1. Set Stack Select, Zone 9 to: ModHiHat 2
2. Set Key Range, Zone 9: 052 -> 052.
3. Play MIDI Key # 52. You should be hearing the Hi-Hat.
Examination of the Hi-Hat
1. Go to the Stack Inst. screen. Move the cursor to the Layer (L1) and turn the data knob. You will see that the ModHiHat 2 stack is made up of four instruments; L1-HihatB open, L2-HihatB 2/3, L3-HihatB 1/3, L4­HihatB shut. Press Enter to return to the screen identifier.
2. Turn to the Switch Mode screen. Notice that the switch mode is Hi-Hat.
3. Turn to the Switch Source screen. Notice that the switch source is Control A. Control A is normally a Modulation Wheel. Alternately, a control pedal can be used as shown in the drum kit diagram on page 12. (If you do not understand the concept of Control A, see pages 44 and 45.) There are other possible sources such as: Velocity, Trigger Rate, etc., but when in Hi-Hat mode, only controllers A-D will have any effect.
4. Turn to the next screen, Switch Points. Think of the Modulation Wheel or Pedal as going from 0-127. These are the points at which the different Hi-Hat Instruments will be switched in. Try changing the switch points and note the effects. The points should be in an ascending order for this function to work correctly. Now continue on your own. Experiment!
You can create custom Hi-Hats by simply changing the instruments.
You can change the
switch points to adjust the modulation wheel or pedal to your own specifictions.
82
Programming Tips
PROGRAMMING PROCUSSION
ON YOUR OWN
In the course of these exercises you have hopefully learned a little about programming a Procussion Stack. You can experiment as much as you want and when you come up with something good, save it to one of the empty kit locations. Feel free to try out all the other parameters that we did not cover such as the Footswitches and other Super-Switch modes. Simply trying out the various functions will remove a lot of the mystery associated with them. Procussion is an extremely powerful tool which will do a lot of things that no one has even thought of yet. Dig in and discover them yourself.
PROGRAMMING TIPS and IDEAS
Procussion operation manual
Use the Stack Select screen in the Edit menu to monitor which stacks
you are playing. This is also a quick way to temporarily disable MIDI program changes.
Routing Velocity to Sound Start with a negative amount will remove
the Attack portion of the drum when played softly, simulating the effect of an actual drum head.
Remember that the center of the Zone is always the original pitch of the
Stack (usually C), so you may have to retune the stack using the Zone Tune function when creating tuned instruments such as Marimbas.
Key Number can be routed to control Pitch (+ or -) in order to change
the normal equal tempered tuning relationship between notes.
Remember that Sample Start, Tone, Attack and Pan Position are set at
the beginning of the note. Continuous controllers used after the start of the note (such as pressure) will not have any effect.
In order to modify a Factory Stack, it must first be copied to a Custom
Stack location.
Interesting factory ROM stacks may be analyzed by first copying them
to RAM stack locations and then examining the various parameters.
Procussion operation manual
Procussion Synthesis
PROGRAMMING PROCUSSION
PROCUSSION SYNTHESIS
Procussion Synthesis is a form of additive synthesis. Normal additive synthesis uses simple sine waves as the basis of its sound. In Procussion Synthesis, we start off with complete sampled sounds or complex wave­forms and combine all or part of these together to form new sounds. The process is illustrated below.
PROCUSSION SYNTHESIS
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Instrument
Layer 1
Layer 2
Fade Area
In this example, portions of two sounds are dynamically crossfaded in order to produce a new sound containing elements of both.
Shaped with DCA Added Together to
form Resultant Sound
Fade Area
The envelope generators controlling the DCAs (digitally controlled am­plifiers) can be used to fade between up to four instruments during the course of a note. This powerful technique allows you to combine elements of different instruments together to form completely new sounds. New sounds that are totally natural, because they are based on natural sounds. Procussion also contains many digitally generated waveforms that may be combined with other digital waves or with the sampled instruments in order to change the character of the sound, perhaps to add a digital “edge” or add more bottom. In addition to the envelope generators, parameters such as Tone, Tuning, Delay, Sound Start, and Super-Switch allow you to further control the texture and blend of the four instruments.
84
Programming Examples
PROGRAMMING PROCUSSION
As an example, let’s combine two cymbals in order to create a new cymbal containing elements of both. Use one of the 8 Custom Stacks in a “Default Kit” for your experiments. Refer to the Edit menu parameters in the chart below and do not change any parameters but the ones specified.
The Ride Bell instrument is used for the “Attack” (or the sound you hear when the cymbal is first struck). We'll put this sound on layer 1. The 19" Pang instrument is used for the “Decay” (or the sound you hear after the initial strike until the sound fades away). The Pang sound will be layer 2. The 19" Pang cymbal doesn't seem to quite fit with the Ride cymbal somehow, but by tuning it up an octave, it sounds fine. Next we'll adjust the Delay of the Pang so that it comes in after the Ride Bell sound. Moving the Sound Start parameter of the 19" Pang to 124 removes the attack portion of the cymbal since we only want to hear the Ride Bell at the start of the note. The Alternate Envelope generators are used to fade out the Ride Bell during the decay portion of the sound and also to shorten the 19" Pang's decay a little. Finally we adjust the volume of the Pang cymbal to match it up with the Ride Bell. That's it! You have just bought yourself a new cymbal!
Procussion operation manual
Stack Name: Ride Pang
Layer 1 Layer 2
Instrument: Ride Bell Instrument: 19" Pang Tuning: C:00 F:00 Volume: 100 Volume: 074 Pan: +0 Pan: +0 Delay: 00 Delay: 03 Sound Start: 000 Sound Start: 124 On A H D
00 02 21
The example above shows one way that you can transform the ROM instruments into completely new sounds. In this example we have only used two layers and no modulation parameters at all! Remember that you can have up to eight layers by assigning two zones to a key range.
Next, we'll cover another exciting new technique, Spatial Convolution.
Tuning: C:12 F:00
On A H D 00 23 36
Procussion operation manual
Spatial Convolution
PROGRAMMING PROCUSSION
SPATIAL CONVOLUTION
“It's technical…” Spatial Convolution is a technique of adding reverb ambience to the sound by combining a “convolved” reverb sound with a “dry” drum sound of the same type. Convolution involves combining two sounds so that only frequency components common to both sounds are accentuated while uncommon frequencies are discarded. In simple terms this produces a nearly ideal reverb “tail” that can be tuned and shaped like an ordinary sample. There are four Spatial Convolution “spaces” (instruments 132-135) in Procussion which were created using the Transform Multiplication function on our Emax II 16-bit sampler.
Enough tech talk. Let's get busy and add some space to the sound. As before, use one of the 8 Custom Stacks in a “Default Kit” for your experiments. Set up the Edit menu parameters as in the chart below and change only the parameters specified.
85
Stack Name: Ambient Snare
Layer 1 Layer 2
Instrument: Dry Snare8b Instrument: Dry Snare 7 Tuning: C:00 F:-55 Volume: 100 Volume: 095 Pan: +0 Pan: +0 Delay: 00 Delay: 00 Sound Start: 000 Sound Start: 000
Tuning: C:00 F:00
Layer 3 Layer 4
Instrument: Snare Space Instrument: Snare Space Tuning: C:00 F:+12 Volume: 100 Volume: 100 Pan: +7 Pan: -7 Delay: 00 Delay: 01 Sound Start: 000 Sound Start: 085
Tuning: C:-01 F:-26
Examine the first two layers. This is a straightforward combination of two snare sounds. Layer 1 has been slightly detuned in order to “fatten up” the sound a bit. In layers 3 and 4 things start to get interesting. Notice that we are using the same instrument (#134-Snare Space) on both layers, one panned hard right and the other hard left. In addition they are quite detuned from each other in order to give each one a separate identity. The Delay and Sound Start parameters are used on layer 4 to prevent flanging effects which occur when identical samples are mixed together. Use the Audition Layer function in order to hear what each layer contributes to the overall sound. You will be impressed!
The reverb tail can be further shaped using the Alternate Envelope, Reverse, the Pitch Envelope or any of the other modulation parameters.
86
Sequencing Tips
PROGRAMMING PROCUSSION
USING PROCUSSION WITH A SEQUENCER
We thought you’d never ask. Procussion was designed from its concep­tion with multi-timbral sequencing in mind. Just take a look at the main screen.
C01 Vol127 Pan=K 000 Ampitheatre
The kit for each MIDI channel is selected from the main screen. Press the cursor button to move the cursor up so that it is underneath the channel number.
Procussion operation manual
C0
1 Vol127 Pan=K
000 Ampitheatre
Turn the data entry control and you will see that every MIDI channel has a kit assigned to it. Just select a kit for each of the MIDI channels. It’s simple! In order to respond to multiple MIDI channels, Procussion must be in Multi-Mode. Multi-Mode is selected in the Master menu. Press the Master menu button and use the data entry control to scroll through the screens until you find MIDI MODE.
MIDI MODE ID Multi 00
Move the cursor down to the second line and change the mode to Multi as shown. Procussion will now respond to multiple MIDI channels.
MORE ADVANCED SEQUENCING
PRE-SEQUENCE SETUP
Suppose that you want to have your sequencer set up everything for you before the start of the song. Good idea. This will make the Procussion setup procedure automatic and prevent the wrong kits from playing.
Procussion operation manual
Pre-Sequence Setup
PROGRAMMING PROCUSSION
The basic idea of a pre-sequence setup is to send out MIDI information just before the start of the song. This MIDI information will select all the proper kits, adjust the mix, and pan positions of each kit.
Note: Procussion setup information should be transmitted from the sequencer before the song actually starts, perhaps during a lead-in mea- sure or countdown. DO NOT send setup information just before the first beat of the song or MIDI timing errors could result.
INITIAL SETUP
1) Set PAN in the main screen to any setting other than Kit. This allows Procussion to receive pan data over MIDI.
In the Master menu:
87
2) Turn ON Multi-Mode
3) Turn ON Kit Change enable for each channel.
4) Turn OFF MIDI Enable on MIDI channels that are to be used for other instruments.
KIT, VOLUME and PAN SETUP
Program your MIDI sequencer to transmit the following information before the song starts.
1) Select the proper kits for each MIDI channel used on Procussion
(program change command).
2) Send MIDI volume information (controller #7) for each MIDI channel
used on Procussion.
3) Send MIDI pan information (controller #10) for each MIDI channel
used on Procussion.
Now your song will play perfectly every time using the proper kits, volumes and pan positions. In addition, kits, volumes and pan positions (or anything else for that matter) can be adjusted in realtime during the song. Note: If the wrong kits are being selected, check the MIDI Program
-> Kit map.
Transmitting the Master Settings will set up the Kit, Volume and Pan information for all 16 MIDI channels.
To carry the pre-sequence setup even further, you can even include kit data for each kit used in the sequence. See page 30 for details.
88
Channel Ripoff
PROGRAMMING PROCUSSION
CHANNEL RIPOFF
In very rare instances you may encounter what is commonly known as “channel ripoff”. When Procussion uses up all its 32 channels and needs more, it steals a channel from the key that has been held the longest. Because percussion sounds are generally so short and because 32 instru­ments are almost never played all at once, the “ripoff” effect would probably only occur when using Procussion in multi-timbral mode. Since Procussion dynamically allocates channels as needed, to eliminate ripoff you must either, play fewer notes, or use simpler stacks (ones without all four layers used).
USING EXTERNAL PROCESSING
Don’t be afraid to use external processing on specific sounds if you feel the urge. The submix sends and returns on Procussion are there for a reason. In many instances a bit of reverb or EQ will be just the thing a drum stack needs to give it a distinct identity. By dedicating a multi-effects box to a submix out/in, you can open up a whole new world of possibilities by effecting only those drums you have routed through the submix.
Procussion operation manual
SUB 2
LLLR
RingTip
Equalizer
OUTPUTS
SUB 1
RR
STEREOMONO
MAIN
RingTip RingTip
Stereo
Reverb Unit
Procussion operation manual
Reference
89
REFERENCE SECTION
90
Factory Kits
PROCUSSION FACTORY KITS
ROM KITS
Procussion operation manual
The ROM kits listed on this page are permanently located in kits 0-63.
The User Kits 64-127, are listed on a sepa­rate insert page which allows them to be eas­ily updated.
Kits marked with an asterisk (*), follow the standard kit layout shown on the follow­ing page.
0. Ampitheater *
1. Mega Drums *
2. Rock n Roll *
3. Palladium *
4. Jazz Drums *
5. Metal Drums *
6. Rap Session *
7. Latin Drums
8. Percussion 1
9. Tool Kit
10. Ambient Rock *
11. Acoustic Kit *
12. Thundadome
13. Disco Ball
14. Vibrations
15. Rock Drums *
16. House Machine *
17. Fusion Stix *
32. Rocket Drums
33. Huge Room *
34. Churchyard
35. Drum Dance *
36. Percussion 3
37. Mallet Bells
38. Hip House
39. Latin Layers
40. Big Band
41. Multi FX
42. Heavyosity *
43. Ritual Night
44. Dance Club *
45. Indo Steel
46. Orch Perc
47. Country Kit *
48. Killer Synth
49. Heavy Handed
18. Found Sound
19. Marimba
20. Space Drums *
21. Hard Rock *
22. Stadium Rox *
23. Dance 2000 *
24. Industry
25. Heavy Metal *
26. Hip Hop *
27. Rosewood Tine
28. Percussion 2
29. Sound FX
30. Sluggo Drums *
31. Beat Box
50. Percussives
51. Mystic Land
52. Beach Party
53. Intervallix
54. Jazzy Traps
55. Clavarimba
56. Rockabilly *
57. Control Snares
58. Lotsa Kicks
59. All Snares
60. More Toms
61. More Cymbals
62. More Percussion
63. More Basses
Procussion operation manual
STANDARD FACTORY KIT LAYOUT
This diagram shows the layout of the standard trap kits in Procussion. Special kits, such as Latin Percussion or Sound Effects, will not follow the standard layout.
MIDI Key #
Factory Kits
91
Tuned Toms,
Bass or other Instrument
Z14
Hihat Open
Z24
Z23
Hihat Shut
Z22
Z06
Snare (Nontransposed) Snare (Nontransposed)
Kick (Nontransposed)
Z02
Kick (Nontransposed)
Kick (Nontransposed)
Crash or Ride Cymbal 2
Z18
Crash or Ride Cymbal 1
Z16
Percussion
Z10
Z08
Open Hihat
Z07
Closed Hihat
Auxiliary Snare 2
Z05 Z04
Auxiliary Snare 1
Main Kick (Tuned)
Z01
+7
Panning
-7
Hihat 2/3
98 96 95 93 91 89 88 86 84 83 81 79 77 76 74 72 71 69 67 65 64 62 60 59 57 55 53 52 50 48 47 45 43 41 40 38 36 35 33
+7
Tuned Toms, Bass or other Instrument
Panning
Z14
-7
Hihat Open Hihat 2/3 Hihat Shut Hihat Stomp
Z24
Z23
Z22
Z21
Snare (Nontransposed) Snare (Nontransposed) Snare (Nontransposed) Snare (Nontransposed) Kick (Nontransposed) Kick (Nontransposed) Kick (Nontransposed) Hihat Stack (Controller A) Auxiliary Ride Cymbal Cymbal Choke (or other perc) Tom Tom (Tuned) +7 Tom Tom (Tuned) Tom Tom (Tuned) Tom Tom (Tuned) Tom Tom (Tuned) Main Snare
Z03
Main Kick (Tuned) Main Kick (Tuned) Main Kick (Tuned)
Z02
Z17
Z19 Z20 Z12 Z11
Panning
Z19
-7
Z01
Z06
Z09
Z15
92
Factory Stacks
PROCUSSION FACTORY STACKS
Procussion operation manual
9. Dry Kick 1
10. Dry Kick 2
11. Dry Kick 3
12. Dry Kick 4
13. Dry Kick 5
14. Dry Kick 6
15. Room Kick 1
16. Room Kick 2
17. Gated Kick
18. Round Kick
19. The Kicker
20. Fat Kick
21. Mansion Kick
22. Big Foot
23. Bonzo Kick
24. Good Kick
25. Wet Kick 1
26. Wet Kick 2
27. Wet Kick 3
28. Wet Kick 4
29. Wet Kick 5
30. Thick Kick
31. Kick Punch
32. Reek Keek
33. ModSnapKik
34. Kahnbo Kick
35. Metal Kick
36. Havok Kick
37. Cave Kick
38. Boom Bass
39. Bellow Kik
40. Kooky Kick
41. Kick Space
42. DrkK-Space
43. House Kick 1
44. House Kick 2
45. House Kick 3
46. Dance Kick
47. Rap Kick
48. ModToneRap
49. Cymbal Kick
50. Floor Kick
51. Janz Kick
52. Mambo Kick
53. Rapper Kick
54. Kick In
55. SuprSinKik
56. Butt Kicker
57. Space Kick
58. Growth Kick
59. Tam Kick 1
60. Tam Kick 2
61. Tam Kick 3
62. Kick Shake 1
63. Kick Shake 2
64. Tik Kick
65. Kidz Kick
66. Trash Kick
67. Orch Bass
68. Earth Kick
69. Big Bass Drum
70. Stereo BD
71. Timpani
72. Kettle Drum
73. Kettle Drum 2
74. Jazz Kick
75. Dry Snare
76. Dry Rim
77. Dry Click 1
78. Dry Click 2
79. Arid Snare
80. Brush Snare A
81. Brush Snare B
82. Brush Snare C
83. Snap Snare 1
84. Snap Snare 2
85. Snap Snare 3
86. Snap Snare 4
87. Snap Snare 5
88. Snap Snare 6
Procussion operation manual
Factory Stacks
93
PROCUSSION FACTORY STACKS
89. Brush Sweep
90. Room Snare 1
91. Room Snare 2
92. Stereo Snare
93. Big Snare
94. Body Snare
95. God's Snare
96. Tight Snare
97. Big Whack
98. Smack Snare
99. Modern Snare
100. Tonal Snare
101. Bonzo Snare
102. Dan's Snare
103. Tite Snare
104. Slap Snare
105. Modern Twin
106. Snare Center
107. Space Snare
108. Aerobic Snare
109. Big Fat Snare
110. Wet Snare 1
111. Wet Snare 2
112. Wet Snare 3
113. Wet Snare 4
114. Ambient Snare
115. Ambi-Snare 1
116. Ambi-Snare 2
117. Krakatoa!
118. Mod Verb Snare
119. Mod Verb Rim
120. Mod Pan Snare
121. ReverbaRim
122. Rim Snare
123. Metal Snare
124. Prairie Snare
125. SNARE 1157
126. SNARE AMB!
127. Noisy SNR
128. BigOSnare
129. HerboSnare
130. Kooky Snare
131. Tough Snare
132. Snare Smash
133. Pipe Snare
134. Sewer Snare
135. Ringer
136. Ratt Dance
137. Canon Snare 1
138. Canon Snare 2
139. Canon Snare 3
140. Dance Snare
141. Analog Snare
142. Synth Snare
143. House Snare 1
144. House Snare 2
145. House Snare 3
146. House Snare 4
147. House Snare 5
148. House Snare 6
149. PW Snarey
150. Rapper Snare
151. Tambo Snare
152. Deep Tam Snare
153. Garbage Boy
154. Trash Snare 1
155. Trash Snare 2
156. Trash Snare 3
157. Trash Snare 4
158. Bullet Snare
159. Brush Dance
160. Rim Tin Tin
161. Vel-XSnare
162. Tam Snare 1
163. Tam Snare 2
164. Clave Snare
165. Clap Snare
166. Backward Snare 1
167. Backward Snare 2
168. Backward Snare 3
94
Factory Stacks
PROCUSSION FACTORY STACKS
Procussion operation manual
169. Backward Snare 4
170. Rev Snare 1
171. Rev Snare 2
172. Rev Snare 3
173. Center Reverse
174. Bband Snare
175. Bband Rim
176. Bband Click
177. Psyko Snare
178. Swept Snare
179. Dry 12" Tom
180. Dry 16" Tom
181. Brushed Tom
182. Punch Tom
183. Sloppy Toms
184. 2 Head Tom
185. Tim & Tom
186. Tuned Tom
187. Rock Tom X
188. Room Tom 1
189. Room Tom 2
190. Electro Tom
191. SubaTomic
192. Ambi Tom 1
193. Ambi Tom 2
194. Power Toms
195. Power Tom 1
196. Power Tom 2
197. Power Tom 3
198. Power Tom 4
199. Real Tom
200. Epic Tom
201. ResonanTom
202. EleckTom
203. Tom Stack X
204. dB Toms
205. Tom Hall
206. Tommy Toon
207. Homie Tom
208. House Toms
209. Tuned Tomz
210. Analog Toms
211. Roto Dance
212. Roto 2
213. Minor Tom
214. Apache
215. Tacky Bang
216. Pots & Pans
217. Stereo Tom
218. Bband Tom
219. Wunder Tom
220. Echo Tom
221. Pitch Toms
222. Syn-Tom
223. AcousRoto 1
224. ElecTomic
225. Echo Tom X
226. Falling Tom
227. Backward Tom
228. Mod Tom Fall
229. Mod Wund Tom
230. Mod Brush Tom
231. Mod Echo Tom
232. Hihat A shut
233. Hihat A 1/3
234. Hihat A 2/3
235. Hihat A open
236. Hihat A stomp
237. Hihat B shut
238. Hihat B 1/3
239. Hihat B 2/3
240. Hihat B open
241. Hihat B stomp
242. Mod Hihat 1
243. Mod Hihat 2
244. Closed Tip Hat A
245. Open Hihat A
246. Open Hihat B
247. Closed Tip Hat B
248. 1/2 Open Hat B
Procussion operation manual
Factory Stacks
95
PROCUSSION FACTORY STACKS
249. Pedal Hat B
250. Metal Hat 1
251. Metal Hat 2
252. Metal Hat 3
253. Syn Hat 1
254. Syn Hat 2
255. Synth Hat A
256. Synth Hat B
257. Elec Hat 1
258. Elec Hat 2
259. Elec Hat 3
260. Elec Hat 4
261. Dance Hat 1
262. Dance Hat 2
263. House Hat 1
264. House Hat 2
265. House Hat 3
266. House Hat 4
267. House Hat 5
268. House Hat 6
269. Tam Hat
270. Beasty Hat
271. Beasty Open
272. Horny Hat
273. Blasty Hat
274. Noise Hat A
275. Noise Hat B
276. Noise Hat C
277. Hatsoff
278. Hats Off 2U
279. Bband Hat Cl
280. Bband Hat Op
281. Bband Hat St
282. Servo Hat #1
283. Servo Hat #2
284. Servo Hat #3
285. Backward Hat
286. 16" Crash 1
287. 16" Choke 1
288. 16" Crash 2
289. 19" Pang
290. Ride Ping
291. Ride Bell
292. Mallet Cymbal
293. China Gong
294. Mallet Roll
295. Combo Crash
296. Dubl Crash
297. Cymbal Decay
298. HypeRidCym
299. Pang Cymbal
300. Big Crash
301. Velocity Ride
302. Dark Cymbal 1
303. Dark Cymbal 2
304. House Cymbal
305. Crash Dance
306. Splash Dance
307. SoChokeMe
308. Finger Cymbal
309. Gongo'Doom
310. Cymbal Six
311. SFX 1
312. SFX 2
313. SFX 3
314. Smash Cymbal
315. Brash Cymbal
316. SteroCrash
317. Stereo Malt
318. Hypereal
319. Backward Cymbal
320. Backward Cym
321. Noise Burst
322. Big Thwack
323. White Noise
324. Big Rasp
325. Big Hammer
326. Metal Stack
327. Stilleto
328. Stilleto Flange
96
Factory Stacks
PROCUSSION FACTORY STACKS
Procussion operation manual
329. Pipe
330. Clank
331. Lazer Hit
332. Sonic Crack
333. Rap Scratch
334. Doubl Scratch 1
335. Double Scratch 2
336. Syn Scratch
337. ErsatScrch
338. BASScratch
339. Squea…
340. Finger Snap
341. RevSnapper
342. Reverb Snaps
343. Hand Claps
344. Fat Claps
345. Odd Claps
346. Wack Claps
347. Klapz
348. RapClav
349. Vox Eek!!
350. Backward Sweep
351. Hand Drum
352. Analog Tick
353. Kick Cymbal
354. Choke-Pipe
355. Choke Clank
356. Castapan
357. Tick Tock
358. Thwack Echo
359. Raspiness
360. Temple Block
361. Agogo Bell
362. Triangle
363. Triangle Mute
364. Hi Triangle
365. Clave
366. Castanet
367. Wood Block
368. Tamborine
369. Cowbell
370. Cow Block
371. Ambi-Stick
372. Bband Cowbell
373. Cowtombell
374. Stereo Marimba
375. Syn Celesta
376. Carillon
377. Log Drum
378. Vibrations
379. Shakatam
380. Synclaves
381. Plastic Cow
382. Octarimba
383. Mambo Open
384. Mambo Closed
385. Campana Open
386. Campana Heel
387. ChaCha Open
388. ChaCha Closed
389. Cabasa Front
390. Cabasa Back
391. Cabasa Roll
392. Guiro Down
393. Guiro Up
394. Shekere Net
395. Shekere Snap
396. Shaker Back
397. Shaker Front
398. Timbale 1a
399. Timbale 1b
400. Timbale 1c
401. Timbale 2a
402. Timbale 2b
403. Timbale 2c
404. Tumba Tone
405. Tumba Rim
406. Quinto Tone
407. Quinto Slap Open
408. Quinto Slap Closed
Procussion operation manual
Factory Stacks
97
PROCUSSION FACTORY STACKS
409. Quinto Tip
410. Quinto Heel
411. Hembra Tone
412. Hembra Slap
413. Macho Tip Left
414. Macho Tip Right
415. Macho Rim
416. Macho Tone
417. Macho Slap
418. Slide Conga
419. Shake It
420. Conga Set
421. Indo Steel
422. Bongo! Boy!
423. Tone Drum
424. Velocity Guiro
425. Bass 1
426. Balzy Bass
427. Synth Bass
428. Lazer Bass
429. Bass Stack
430. Mod Bass Tone
431. Mod Woof Tone
432. Mod Saw Tone
433. Mod Pipe Tone
434. Monsta Bass
435. Hip Moog
436. Rap Moog
437. Warm Bass
438. Stone Bone
439. Amazon
440. Hallowell
441. Star Tree
442. Thundadome
443. ShakerDrum
444. Drumborine
445. Gutt Bust
446. Dust Pang
447. Warble Wave
448. Temple Bell
449. Vox Freak 1
450. Vox Freak 2
451. Synth Lead
452. Metalimba
453. Red Sky
454. Jungle Night
455. Kalimdrum
456. Pit o Doom
457. Shaker Drum 2
458. Silvoon
459. Big Al
460. Woodpecker
461. Ganga Log
462. Pipeline
463. Springz
464. Melodic Bel
465. Shaker Bell 1
466. Shaker Bell 2
467. Mutant Mal 1
468. Mutant Mal 2
469. Backward Agogo
470. Big Pipe
471. Marimboid
472. House Pipe
473. Weird O Slap
474. Tinkle Tine
475. Bellhause
476. Golden Gate
477. Mod Shots
478. Surfin' USA
479. Velocity Sweep
480. Metl Ketl
481. Klincker
482. Crackssss!
483. Space Stone
484. Fantasy 99
485. Zapster
486. Cymbaline
487. Mega Garbo
488. BAM BAM
98
Factory Stacks
PROCUSSION FACTORY STACKS
Procussion operation manual
489. Super Spring
490. Tone Drum 2
491. Industry
492. Master Blast
493. Ice Missile
494. Fire Biter
495. DUNK
496. Klinkle
497. Pipertam
498. Bellism
499. Jangler
500. Double Drum
501. Mystic Land
502. Macho Cow
503. Inner Val
504. Fibersnap
505. Whole Tone 1
506. Whole Tone 2
507. Gong Pow
508. Ritual Drum
509. Cymbal Drum
510. Springy
511. Baby Breath
512. Bent China
513. Ant Itch
514. Water Pin
515. Sigh…
516. Indian Man
517. Hat Thang
518. Thwack
519. Crack
520. CirckeNoys
521. Gong Attack
522. UFOs
523. Cheering
524. Generator X
525. Noise FX
526. Snare Pegg Left
527. Snare Pegg Right
528. Pipegg Left
529. Pipegg Right
530. Rocket #1
531. Rocket #2
532. Tweek
533. Ear Splitter
534. Space Block
535. Cool FX
536. Qool KlanQ
537. Stick/Tamb
538. The Shaker
539. The Stick
540. Twank
541. Mega Planks
542. Temple O Doom
543. Glong
544. Giant Ratchet
545. Echo Thud
546. Awk Bosk
547. Gymnasium
548. Klicker
549. Der Aufish
550. Bubl Trubl
551. FunkinNoys
552. Lazer Stew
553. Kloggers
554. Rasparity
555. Drum Tree
556. They're Here
Procussion operation manual
SAMPLED SOUNDS
1. Dry Kick 1
2. Dry Kick 2
3. Dry Kick 3
4. Room Kick 1
5. Room Kick 2
6. Wet Kick 1
7. Wet Kick 2
8. Wet Kick 3
9. Machine K1
10. Machine K2
11. Rap Kick
12. Orch Bass
13. Dry Snare 1
14. Dry Snare 2
15. Dry Snare 3
16. Dry Rim 3
17. Dry Click 3
18. Dry Click 4
19. Dry Snare 5
20. Dry Snare 6
21. Dry Snare 7
22. Dry Snare 8a
23. Dry Snare 8b
24. Dry Snare 8c
25. Wet Snare 1
26. Wet Snare 2
27. Wet Snare 3
28. Wet Snare 4
29. Wet Snare 5
30. Wet Snare 6
31. Snap'n Snare
32. Dance Snare
33. Analog Snare
34. Synth Snare
35. Brush Snare A
Sampled Sounds
PROCUSSION INSTRUMENTS
36. Brush Snare B
37. Brush Snare C
38. Brush Sweep
39. Dry 12" Tom
40. Dry 16" Tom
41. Room Tom 1
42. Room Tom 2
43. Brushed Tom
44. Electro Tom
45. Hi-Hat A shut
46. Hi-Hat A 1/3
47. Hi-Hat A 2/3
48. Hi-Hat A open
49. Hi-Hat A stomp
50. Hi-Hat B shut
51. Hi-Hat B 1/3
52. Hi-Hat B 2/3
53. Hi-Hat B open
54. Hi-Hat B stomp
55. Mallet Roll
56. 16" Crash 1
57. 16" Choke 1
58. 16" Crash 2
59. 19" Pang
60. Ride Ping
61. Ride Bell
62. Springy
63. Cowbell
64. Side Stick
65. Tambourine
66. Finger Snap
67. Hand Claps
68. Noise Hat A
69. Noise Hat B
70. Noise Hat C
99
100
Sampled Sounds
PROCUSSION INSTRUMENTS
Procussion operation manual
71. Noise Burst
72. Big Thwack
73. White Noise
74. Big Rasp
75. Big Hammer
76. Metal Stack
77. Stiletto
78. Pipe
79. Clank
80. Lazer Hit
81. Sonic Crack
82. Rap Scratch 1
83. Rap Scratch 2
84. Syn Scratch
85. Hand Drum
86. Analog Tick
87. Vox Eek !
88. HypeRideCym
89. Temple Block
90. Agogo Bell
91. Triangle
92. Triangle Mute
93. Mambo Open
94. Mambo Closed
95. Campana Open
96. Campana Heel
97. Cha Cha Open
98. Cha Cha Closed
99. Cabasa Front
100. Cabasa Back
101. Cabasa Roll
102. Wood Block
103. Claves
104. Guiro Down
105. Guiro Up
106. Shekere Net
107. Shekere Snap
108. Shaker Back
109. Shaker Front
110. Timbale 1a
111. Timbale 1b
112. Timbale 1c
113. Timbale 2a
114. Timbale 2b
115. Timbale 2c
116. Tumba Tone
117. Tumba Rim
118. Quinto Tone
119. Quinto Slap Open
120. Quinto Slap Closed
121. Quinto Tip
122. Quinto Heel
123. Hembra Tone
124. Hembra Slap
125. Macho Tip L
126. Macho Tip R
127. Macho Rim
128. Macho Tone
129. Macho Slap
130. Marimba
131. Celeste
132. Kick Space
133. DarkK-Space
134. Snare Space
135. DarkSnSpace
136. Synth Bass
137. SE Bass
138. Filter Bass
139. Saw Bass
140. Woofer Pulse
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