SENDING PROGRAMS TO THE HARMONIZER............................................................................................................................... 24
ADVANCED FEATURES ............................................................................................................................................................... 27
Simple “Parameter Adjusters” 40
Menupages and Parameter Placement 45
TUTORIAL 2-PRETTY IN DEPTH..................................................................................................................................................48
INTER-DSPCOMMUNICATION FOR H8000,ORVILLE..................................................................................................................56
GET COMFORTABLE BY DOING ..................................................................................................................................................64
The IN and OUT “Modules” 67
THE PATCH EDITOR AREA DISPLAY ...........................................................................................................................................68
Front Panel Controls 69
The Patch Editor Area SOFT KEY Functions 70
THE <MODIFY>SOFTKEY.......................................................................................................................................................76
Modifying a delay module 76
Modifying Complex Modules 79
INTER-DSPCOMMUNICATION FOR H8000 AND ORVILLE...........................................................................................................80
CREATING THE USER INTERFACE................................................................................................................................................81
This manual covers H8000TM family, H7600TM, OrvilleTM as well as the DSP7000TM family of
Harmonizer® Brand Effects Processors, as well as the DSP4000B+TM. In the following text these will,
for convenience, be referred to as 'Harmonizers'. Much of its contents also apply to the older 4000
series, but the reader is not advised to view this publication as an exhaustive reference for these models.
This manual does not cover the Eclipse
Processors. Most references to H7600 also apply to DSP7000/7500 and DSP4000B+, whereas H8000
references apply to H8000, H8000A, H8000FW and in most cases, Orville as well.
One of the reasons Eventide’s effects units are so versatile is that their effects programs are “modular."
A single program is composed of many smaller “modules." Modules might best be thought of as good
old fashioned “guitar pedals” (except, of course, that unlike guitar pedals, the modules in the Harmonizer are 24 bit, crystal clear, high-end audio processors!). Imagine you have a gym floor
covered with guitar pedals and a coat rack draped with patch cords. You run around connecting pedals,
a delay pedal to a pitchshifter pedal, the output of that pitchshifter pedal to a compressor, the output of
that compressor into a filter, etc. The end result of all that patching is, to the Harmonizer, a program.
Although the above picture is oversimplified, it does capture the essence of what’s going on when a
program is created. You’re just connecting modules (guitar pedals) to each other to produce a desired
overall program.
These modular programs can be created with either of two tools, Vsigfile - a PC-based graphic editor, or
the unit’s internal Patch Editor. Vsigfile is more suitable for program creation, whereas the Patch Editor
is handy for making local modifications, but either can be used for either purpose.
Without going into great detail, the example cited above, “a delay pedal into a pitchshifter into a
compressor into a filter” is shown to the right as seen in the Patch Editor. The little boxes represent the
modules and the lines between them represent “patch cords."
IN represents the inputs to the effects engine or DSP (Digital
Signal Processor) running the program, dly represents the delay
module, psh represents the pitchshifter module, cpr represents
the compressor module,
OUT represents the outputs from the DSP running the program.
flt represents the filter module and
Of course, if things were going to remain this simple there would be no need for this separate
Programmer’s Manual. But conceptually, things are this simple! We’ll muddy things up by
implementing “control” features that will make your programs easier to use in the
We’ll further muddy them by making large programs that utilize many modules connected in ways that
defy the “serial/parallel” paradigm. So the details may get a little complex, but the main idea should
remain crystal clear: we’re just connecting a bunch of 24 bit, full bandwidth guitar pedals!
The first chapter in this manual, General Principles, will cover the underlying concepts involved in
constructing programs either in VSigfile or the Patch Editor area. It is essential reading. The second
chapter will discuss the mechanics of creating programs in VSigfile, and the third chapter will discuss
the mechanics of creating programs in the Patch Editor area. It is suggested that you only read the
chapter pertaining to the construction “environment” you will in fact use.
This section will describe in general terms just what goes into constructing a program. Return to this
section if you ever feel like you’re being mired down in details later on.
First, the primary “stuff” of program construction is the “module." Modules are small, functional
“chunks." Some modules may have names that will be familiar to you, such as delay, reverb, filter, pitchshifter, and eq. As you would expect, a delay module delays the signal at its
input. A reverb module adds reverb to the signal at its input. A filter module filters the signal at
its input. And so on.
Before going any further, let’s say you wanted to construct a program that delayed and filtered a signal.
You would begin either in VSigfile or the Patch Editor area with a “blank slate” that contained nothing
but representations of the inputs and outputs of the DSP that would run the program. You would then
add a delay module and a filter module. Lastly, you would connect one of the DSP’s inputs to the
delay module, the delay module’s output to the filter module, and the filter module’s
output to one of the DSP’s outputs. The result, as seen in VSigfile, is shown above.
Most modules, delay and filter included, have “control inputs” that allow you to change
parameters associated with a given module. For example, a delay module has a control input that
allows you to change the delay time for the module (will it delay the signal 20ms or 1000ms?). A
filter module has three control inputs: one for the cutoff frequency, one for the resonance at the
cutoff, and one to select the type of filtering done by the module (lowpass, highpass, notch, or band).
We normally construct programs so that parameters such as the ones described above can be altered in
the PARAMETER area of the Harmonizer (like the factory presets you’ve probably already played with). Some
things called “userobject signals” are used in the construction of a program to create and organize menu
pages of parameters in the
The three paragraphs above capture the three cornerstones of program construction in the Harmonizer.
1. We must connect appropriate modules to achieve a desired, overall audio effect.
2. We must control the parameters of the modules in a program so that the desired audio effect is
achieved.
3. We must make some of the parameters available in the PARAMETER area so that the user can
“tweak” the program to fit a particular situation.
Much complication will now be heaped upon the above three cornerstones, but all of the complication
is introduced in order to achieve the goals set out in the three cornerstones! Don’t lose sight of these
three cornerstones, as they motivate everything that follows!
To gain a greater appreciation for what we are doing when we construct an the Harmonizer program,
consider the following analogy:
Computer programs basically compute things. The computer user however, is not directly involved in
actual computation (thank goodness). The user does direct the computer regarding what computations it
should carry out and receives the results of those computations through a “user interface." The user
interface on a computer is typically a monitor, a keyboard, and a mouse. The lucky individual who designs
a computer program on the other hand, needs to consider both the actual computations that the computer
performs and the way those computations will be controlled and displayed at the user interface.
By analogy, when you construct a program for the Harmonizer you must consider the actual audio
manipulations carried out by the program (cornerstones one and two)and
will be controlled and displayed at the user interface (cornerstones two and three). In this context, the
user interface is the
PARAMETER area in conjunction with the front panel keys and display. Don’t
worry, constructing programs for the Harmonizer is decidedly easier than even the easiest computer
programming!
Unfortunately, we must discuss these two charges in reverse order, with user interface coming first and
actual audio manipulations coming second. The latter can’t be properly understood without the former.
(If you’ve ever learned a computer language, the first thing they teach you is how to print “Hello” on the monitor!)
But first we’ll take a brief detour and look at the different types of signals that interconnect modules in
the Harmonizer. After that, we’ll talk about the user interface.
To achieve the goals set out by the three cornerstones, we must employ four signal types. Signals
connect modules together. The four signal types are:
Audio Signals Used to pass full bandwidth audio between modules in accordance with
cornerstone one. Audio signals are represented numerically by a value between 1 and +1.
Control Signals Typically used to pass parameter values between modules in accordance with
cornerstone two. Control signals are low speed and are updated at a variable rate,
depending on how busy the Harmonizer is. Control signals are represented
numerically by a value between -32768.0 and +32767.999.
Mod Signals Used to pass “modulation signals” between modules. A “modulation signal” is a
higher speed control-type signal running at one quarter the bandwidth of the audio
signal. Mod and audio signals may be interconnected, but not without a loss of
signal quality.
Although mod signals look like audio signals, they actually work to achieve
cornerstone two (controlling the parameters of a module). In some cases, control
signals are too slow to alter a parameter without “clicking” or “stuttering." For
instance, if you wanted to alter a delay time quickly to produce a flange effect, a
control signal might not be equal to the job. Thus certain modules (moddelay
for instance) come equipped with a mod input. Other modules (such as the low
frequency oscillator (LFO)) come equipped with a mod output. By
interconnecting the two, fast, smooth parameter adjustment can be executed that
would defy control signals.
Userobject Signals Used to pass PARAMETER area menu page information in accordance with
cornerstone three.
There exist module inputs and outputs for each of the four signal types. They are named (logically
enough):
• audio inputs/outputs
• control inputs/outputs
• mod inputs/outputs
• userobject inputs/outputs
Only inputs and outputs of a similar type may be interconnected (except for audio and mod inputs/outputs). A
given module will only have those types of inputs/outputs that are pertinent to its function.
Because you really shouldn’t be reading this manual if you
haven’t already read the User Guide, we’ll assume you’ve seen
menu pages in the PARAMETER area.
A menu page, with an associated SOFT KEY, is created by connecting a module’s userobject output to a
userobject input on something called the “head” module. Every program has one (and only one) head
module. The actual parameters that will appear on a menu page created this way depend on the module
being connected. They will usually be the values of all unconnected control inputs.
For example, consider the simple delay module connected to a filter module we started this
chapter out with (again, as shown in Vsigfile). Now that you’ve learned a little more, we’ve “unhidden” the
control inputs for these modules (the unconnected ones on the left) and the userobject outputs (the ones on the
lower right)
head module
“module” doesn’t really look like the other modules)
. As you can see, we’ve connected their userobject outputs to the userobject inputs on the
(the disembodied “1” and “2” in the lower right corner. The observant user will spot that th e head
.
If we run this program and go to the
PARAMETER area, we see
the screen to the right. A menu page exists for each module
that contains parameters pertinent to its functioning.
Note that the order of the connections to the head module’s userobject inputs dictates the order of the
SOFT KEYS.
Constructing programs this way is fast and easy. Just concentrate on the audio connections and then
connect every module’s userobject output to the head module. However, the user interface isn’t very
“slick” and may be cumbersome to use. That’s where “custom” interface construction comes in. . .
There is one very special module that is used to create custom menu pages. It’s
called (appropriately) the menupage module. It has any number of userobject
inputs (the example shown to the right has only one) and a single userobject output. The menupage module will create a menu page out of the userobject outputs that are
connected to it.
The menupage module is typically used with a special group of modules called the
“interface” group. Most of the modules in the interface group have a userobject output
and either a single control output or a single control input. The interface modules that
have a control output (like the “knob” module shown to the right) are connected to the control
input of another module. The interface module then “takes over” that control input.
Similarly, interface modules that have a single control input (like the “monitor” module
shown to the right)
value of that control output. (It should now be clear that not all modules exist to deal with audio.
Many, such as the interface modules, exist to create a user interface. Still others exist to manipulate
control signals.)
are connected to the control output of another module to display the
For example, we could utilize two knob modules and a menupage module in the program we’ve been
working on. One knob module will take over the
The second knob module will take over the
delay time control input on the delay module.
frequency control input on the filter module. The
userobjects of both knob modules are connected to the menupage module, which is in turn connected
to the head module.
When we run the program on the Harmonizer, the screen
shown to the right appears in the PARAMETER area. Notice that
the order that the knob module’s userobject outputs are
connected to the menupage module dictate their order on the
menu page in the
PARAMETER area.
Also notice that because the second knob module “took over”
the filter module’s
frequency control input, that parameter
no longer appears on the filter module’s menu page.
The menu pages found in the factory presets were almost exclusively made with interface modules and
menupage modules.
Now that you have some understanding of audio signals, control signals, and userobject signals coupled
with an understanding of how they all play a role in making a program both functional and accessible
from the
PARAMETER area, we can discuss modules in a little more depth.
Modules are the magic that make the Harmonizer shine. They are signal processing “nuggets” that are
interconnected (via the signals discussed above). Before we discuss aspects of the typical modules like
the delay module, the filter module, the pitch shifter module, etc., we need to look at the
more specialized IN and OUT “modules."
The IN and OUT “Modules”
Orville, H8000
Orville’s programs are loaded and run one at a time on a given DSP. The DSP running the program
provides the program with four channels of input audio
(the source of that input audio is a function of the routing
configuration, see the Harmonizer’s User Manual).
Most H8000 family programs can run on one DSP, but it
also allows larger (monolithic) programs to be split
across two DSPs. The DSP(s) running the program also take(s) the four or eight channels of output
audio from the program (its subsequently destination is again a function of the routing configuration).
DSP7000, H7600
The H7600’s programs are loaded and run on its single DSP. The DSP provides the program with two
channels of input audio and takes two channels of output
audio from the program. The remainder of this manual
will show Orville-style four channel processing, but the
idea is the same with the H7600’s two channels. If you
send a program that has more than two inputs or outputs
to your H7600 from VSigfile, it will not be accepted.
The input audio and output audio connections to the program are handled
through a pair of pre-defined modules called IN and OUT.
The IN module has up to four (eight on H8000) signals to send to the program,
labeled 1, 2, 3 etc. Since these signals are coming from the module, they are
called
because the IN module has outputs. Similarly, the OUT module has inputs
labeled 1, 2, 3 etc. This difficulty is minor compared to the gain in consistency
created by using the word
module, and using the word input to refer to all signals that go into a module.
In the simplest of conceivable programs, the IN module’s
outputs are connected directly to the OUT module’s inputs
(this is the
modules are inserted in-between the IN and OUT modules.
The IN and OUT modules always remain as part of the program.
outputs of the module. A small amount of confusion might result
output to refer to all signals that come from a
Thru’ program in bank 0). Normally, other, optional
There are several characteristics associated with any module. All modules have:
• a module type
• a module name
Modules use memory and processing resources that can be divided into the following groups:
• audio memory
• signal processing
• user interface and control signal memory
• control processing
Different types of modules use different amounts of these resources.
More complex modules have some or all of these items:
• specifiers
• audio inputs (and/or mod inputs)
• audio outputs (and/or mod outputs)
• control inputs
• control outputs
• userobject outputs
• userobject inputs
The following sections will discuss all of these attributes in depth. . .
MODULE TYPE
There are many kinds of modules at our disposal. The “module type” simply defines a module as being
a particular kind of module. When a module is added to a program, it is selected by module type. Once
added, the module type cannot be changed. If a different module type is needed, the “offending”
module must be deleted and then the correct module type must be added anew.
The modules are ordered by module type. When a module is mentioned in this document, it is referred
to by module type. For example, a module whose module type is “samphold” would be referred to as
a samphold module. The best place to find detailed information on each module is the Vsigfile Help
System (Modules Section), which is updated regularly.
MODULE NAME
The module name is a text string that is stored with a particular module. It is
helpful to change the module name immediately after adding a module so that
modules of the same type can be told apart. Choose a name that reflects both the
purpose of the module within the patch, and the module type. The name may be
up to 18 characters in length. To the right we see gate type module named
“Ch1 Hiss Gate."
A resource is something that is needed for the operation of a Harmonizer program -there are several
different kinds of resources. A program cannot run if it needs more of a particular resource than is
available.
Audio memory
Modules that store audio for brief periods of time use audio memory. Modules that use audio memory
include modules in the delay, filter, pitch shift, and reverb groups. Some modules contain “specifiers”
(see below) that increase or decrease the amount of audio memory used by either varying the number of
audio channels or by specifying the amount of delay explicitly.
Signal Processing
Modules that perform operations on audio use signal processing. The amount of processing performed
by a module can only be changed via specifiers (see below.) This is important, as the amount of signal
processing that can be done in any given period is finite. Modules that perform complex effects on
audio use more processing than those that perform simple effects. For example, the reverb_a module
uses more processing power than the delay module, even though the delay module might use more
audio memory.
User Interface and Control Signal Memory
Interface memory includes memory used to store text, adjustable range limits, default values, control
inputs, control outputs, and any data used by “control” modules. Modules that use text fields consume a
large amount of this kind of memory. For instance, it is possible to use up all of the user interface
memory with just two textblock modules if each contains enough lines of text (See the Vsigfile Help System for a closer look at the textblock module).
Control Processing
Control processing is a resource that cannot be exhausted, though it can be strained. The Harmonizer
will repetitively process everything that comes under the control process category as often as possible.
Control operations will get slower as more operations are required. For instance, if a single menu page
has eight values displayed that are all changing rapidly, the display may appear to update slowly.
Typically, control values are updated about 100 times a second.
SPECIFIERS
A specifier is a control that affects a module's behavior. For example, a delay module might have a
specifier that sets the maximum delay time a user can enter. A pitchshifter module might have a
specifier that sets the number of pitchshifting voices used by the module. A module may have several
specifiers.
Specifiers are only adjustable in the Patch Editor area or in Vsigfile (i.e. specifiers can never be altered
in the PARAMETER area). There is no input or output for specifiers; they reside “inside” a module
(you’ll learn how to access the “inside” of a module in the Vsigfile or Patch Editor chapters).
• they are extremely efficient in terms of resources. (A module with a specifier for a given
characteristic is more efficient than a module with a control input for that characteristic.)
• they can change the amount of resources that a module needs.
• they can change the number of audio, mod, and control inputs and outputs, or even the number of
other specifiers (!) for a module.
• they can be numerical, multiple choice, or text.
AUDIO INPUTS
An audio input is used to pass high fidelity audio into a module. An audio input can be connected to at
most one audio or mod output. Unconnected audio inputs are actually attached to a special “null signal”
provided by the Harmonizer's operating system. The null signal simulates a zero voltage, noise-free
audio source. Audio signals range if value from -1 to +1, or full negative to full positive. Audio inputs
are always found on the left side of modules.
AUDIO OUTPUTS
An audio output is used to pass high fidelity audio out of a module. An audio output may be connected
to any number of audio or mod inputs. Audio outputs are always found on the right side of modules.
CONTROL INPUTS
One module can control the parameter of a second module by connecting to the second module’s control
input (as we saw the knob modules doing in the “Custom Interface” section). The range of values a control input
can accept may be set by a specifier, by fixed internal programming, or even by another control input. A
few notes concerning control inputs:
• Control inputs are always found on the left side of a module.
• The value of a control input cannot change the amount of resources used by a module.
• The existence of a control input takes up processing and memory resources. In modules with a
variable number of control inputs (like the c_switch module), reducing the number of inputs reduces
the amount of resources used. (In such modules, specifiers control the number of control inputs.)
• Control inputs can be connected to only one control output.
ONTROL OUTPUTS
C
A control output sends a numerical value to another module by connecting to one of the other module’s
control inputs. A single control output can connect to any number of control inputs. Control outputs are
always found on the right side of a module.
M
OD INPUTS
A mod input is used to pass a high performance modulation signal into a module. A mod input may be
connected to at most one audio or mod output. Unconnected mod inputs are actually attached to a
special “null signal” provided by the Harmonizer's operating system. The null signal simulates a zero
voltage, noise-free audio source. Mod signals range in value from -1 to +1, or full negative to full
positive. Mod inputs are always found on the left side of a module.
Although mod signals are high performance modulation signals, they kind of stink at passing audio
signals
modules)
because the sampling rate used for mod signals is 1/4 that used for audio signals.
that retro, “aliasing." dawn-of-t he-s a mpl e rs ki nd of s o un d, mo d si gn al s might be right up your alley!)
(they were never really meant to! Remember, they act to achieve cornerstone two - to control the parameters of
. An audio signal passed through a mod in/mod out on a module will lose fidelity. This is
A mod output is used to pass a high performance modulation signal from a module. A mod output may
be connected to any number of audio or mod inputs. Mod outputs are always found on the right side of
a module. See the comments made immediately above concerning the “low-fi” status of mod signals.
USEROBJECT OUTPUTS
Most modules have a userobject output. The userobject output can be connected to the userobject input
on a menupage module, the head module, or a gang module. Such a connection will allow the
module’s parameters to be accessible in the PARAMETER area. The existence or use of a userobject does
not affect system resources or memory. This means that menu pages can be created without using much
in the way of resources or program memory.
In Vsigfile, userobject outputs are always found on the right side of a module. In the Patch Editor area,
userobject outputs are not explicitly shown.
USEROBJECT INPUTS
A handful of modules (gang, head, and menupage) have userobject inputs. This means that these
modules can accept as inputs other modules’ userobject outputs. For instance, a menupage module
may be used to create a
In Vsigfile, userobject inputs are always found on the left side of a module. In the Patch Editor area,
userobject inputs are not explicitly shown.
PARAMETER area menu page by accepting the userobjects of other modules.
OK, so that completes our birds-eye view of the program construction process. Recall that all of our
constructing is done to satisfy the three so-called “cornerstones”:
1. We must connect appropriate modules to achieve a desired, overall audio effect.
This is achieved by connecting audio-manipulating modules via audio signals. The “heart” of the
program lies in its audio construction.
2. We must control the parameters of the modules in a program so that the desired audio effect is
achieved.
This is achieved by using mod signals and control signals to alter the parameters of the audiomanipulating modules.
3. We must make some of the parameters available in the PARAMETER area so that the user can
“tweak” the program to fit a particular situation.
This is achieved by connecting userobject outputs to the head module. Additionally, menupage
modules may be used in conjunction with interface modules to create custom menu pages.
That completes the theory of program construction, but much remains in the way of execution. We’ll
cover that in the Vsigfile Chapter and the Patch Editor Chapter. You should now proceed to either the
Vsigfile Chapter or the Patch Editor Chapter, depending on which you plan to use.
If you have a computer that you can use with VSigfile, you really ought to use it (see the VSigfile Chapter for
system requirements)
Vsigfile is decidedly easier to use than the Patch Editor area, especially for constructing large programs.
System Requirements and Background Knowledge Required
To run Vsigfile, you will need a PC-compatible running Microsoft Windows 95, 98, XP or Vista.
Macintosh users have had some success running Vsigfile under the "Virtual PC" Windows emulator, but
Eventide is unable to assist in replicating this operation.
To communicate with the Harmonizer you need either a Windows supported MIDI interface (typically
Creative Technology’s “Soundblaster”) or an IBM PC type RS232 serial port. You can create programs
on Vsigfile without the Harmonizer connected, but you can’t run them on the Harmonizer until they’re
uploaded (and this, of course, requires connecting the Harmonizer to your computer!).
NOTE – this chapter refers to an earlier version of Vsigfile and has been left here in the interests of
completeness. An updated version is available as part of the Vsigfile Help System.
This chapter assumes that you’re familiar with the operation of a PC and with the Windows operating
environment and that you’ve read the User’s Manual and the General Principles Chapters in this manual.
COMMUNICATIONS
You will create programs in Vsigfile and then send them to the Harmonizer to be run, or you will
receive programs from the Harmonizer to edit in Vsigfile. Either way, there needs to be a
communications link between Vsigfile and the Harmonizer. You have your choice of a MIDI
connection or a serial port connection. We’ll look at each in turn.
Establishing a MIDI Connection
Assuming you’ve launched Vsigfile, choose Comms under the Preferences menu. Choose MIDI
as the Comms Type in the dialog box that opens.
Then choose MIDI config.
The dialog box that opens allows you to select an input
interface and an output interface from the possibilities
that exist on your particular computer. Select the
interface(s) you want to use. Make sure that the output
goes to the external MIDI socket, not to the internal
(usually wavetable) synthesizer.
You will need to connect the MIDI Output on the Harmonizer to
your chosen MIDI Input interface on your computer and vice versa. One way communication is not sufficient.
On the Harmonizer, ensure that MIDI is enabled and system
exclusive
menu page in the SETUP area.
If you find that your PC is “unhappy” about the speed of
transmission (as in “it’s too fast!”), lower the sysex speed
parameter on the “second” [midi] menu page in the SETUP area.
This will dumb down the Harmonizer’s transmission speed.
Assuming you’ve launched Vsigfile, choose Comms under the Preferences menu.
is on. You will find these parameters on the [midi]
Establishing a Serial Connection
Choose Serial as the Comms Type in the dialog box that opens.
Choose Serial Config to select the comms port you would like to use.
You must also ensure that the baud rate, the data bits, the stop bits, and the parity agree on the
Harmonizer and Vsigfile. These parameters are found on the “third” [midi] menu page in the SETUP
area in the Harmonizer (as shown above right) and in Serial Config under the Preferences menu in Vsigfile (as
shown above left) . The higher you set the
Harmonizer and your computer. However, most computers have a ceiling above which errors occur.
You should set the baud rate as high as you can (on both machines) without incurring errors. On the
Harmonizer, ensure that serial is enabled and system exclusive is on. You will find these
parameters on the
Connect your computer’s serial port to the Harmonizer’s serial port and ensure that no other device on
your computer is hogging the comms port (the modem is a common offender on the author’s computer).
If Vsigfile is unable to access its assigned comms port, you will get the
message similar to that shown to the right. It means that there is a
device (or another program) hogging the comms port or that there is
something wrong with the selected comms port. Either way, you’ve
got a problem to ferret out.
Vsigfile will itself hog the comms port. To “disconnect” Vsigfile from the comms port (so that you can
use another device), choose Disconnect from the Midi menu, or use AutoDisconnect which will disconnect the
baud rate the faster the communication will be between the
The Harmonizer® Programmer’s Manual
BASIC FUNCTIONS
All right, so now you have Vsigfile communicating with the Harmonizer (you do,
don’t you?). Now we can take a look at how we actually add, connect, and
manipulate modules in Vsigfile.
Before we look at anything, verify that the View menu is “checked” as shown to the
right. That way, the structures we describe will be visible to you.
In Vsigfile, signals are color coded:
• audio and mod inputs, outputs, and signals are coded green.
• control inputs, outputs, and signals are coded blue.
• userobject inputs, outputs, and signals are coded pink.
•
The black and white (damn!) screen capture shown to the right is similar to
what you should see if you were to begin a new file (by pressing the
button). The green “ins and outs” correspond to the audio inputs and outputs
to the DSP that will eventually run the program. The blue “1, 2, 3, and 4” on
the left correspond to the “global” control outputs. The pink “1” on the right
corresponds to the first userobject input on the head module.
Adding Modules
Use the Add Module command found under the Edit
menu to add modules to a program. The dialog box
shown to the right opens. The left side of the box
selects a group (a collection of similar modules)
and the right side selects a module type inside that
group. Additionally, you can change the Num field
to insert more than one instance of a particular kind
of module. Go ahead and insert a IIR module
from the “Filter” group as shown above.
To connect an input to an output simply click on the input or
output you want to start with, drag to the output or input you
want to connect to, and release. Go ahead and connect the
IIR module to the other stuff as shown to the right.
Also note that when you “hover” the pointer over an input or output for
a second, a “bubble” appears that describes what that input or output
is.
Additionally, the lower left corner of the Vsigfile window displays the
Module type you are hovering over, its name, the input/output name,
and what it is connected to (if anything).
Deleting Modules
To delete modules, first select the module slated for deletion
by clicking on it (its module type name will turn red). Then
press the “Delete” key on the keyboard or select the Delete Module command from the Edit menu.
To delete more that one module at a time, just click and drag
over the area that contains the modules you would like to
delete
modules are being selected)
will have red module type names. Then press the “Delete”
key on the keyboard or select the Delete Module command from
the Edit menu.
To unplug a connection, click on the input that terminates the connection and
press the “Delete” key on the keyboard. Away it goes. . .
(in the screen capture to the right, the multiply and the peak
Now that you can add modules, we can discuss a few of the display-related features of VSigfile. These
functions don’t have anything to do with the actual construction of a program; they simply make it
easier to view and manipulate the display.
Selecting Modules
A single module can be selected by clicking on it.
Several modules can be selected simultaneously by
clicking and dragging over the area on the screen that
contains the desired modules (as shown to the right) or by
clicking on all of the desired modules while pressing the
“Shift” key on the keyboard. The selected module or
modules will have red module type names (modules that
aren’t
selected have gray module type names).
Moving Modules
You can move modules around on the screen at will. Doing so can help to make a patch more
“viewable." Simply click on the module you want to move and drag it to its new position. All of a
module’s connections will stay with the module.
To move more than one module at a time, first select the modules you would like to move. All of the
selected modules will have red module type names. Then click on any one of the selected modules and
drag the whole bunch to its new location.
Re-Positioning Modules
To make a patch more “viewable." a function under the Edit menu exists
that automatically re-Positions all of the modules on the screen. There are
times when this is very useful; particularly when you’ve downloaded a
program from the Harmonizer to work with on VSigfile. There are other
times where using re-Position will just make things less “viewable."
Trouble is, the re-Position function is not “Undoable” (see below). As a work-
around, Save a program just before you use the re-Position function. If the
result is worse than the original, simply reopen the saved version.
You can align a group of modules either along their top edge
or their left edge. First, select the modules you would like to
align. Then select either Top or Left from the Align menu. The
add and bound modules have been selected to the right.
The result of Top aligning them is shown below. Nice, eh?
Zooming
You’ll find that as a patch gets very large it’s hard to see the names or input/outputs
of individual modules when the whole patch is in view. A zoom function exists to
let us zoom in or zoom out. Under the Zoom menu you’ll find four choices:
In Get closer relative to the current display.
Out Get further away relative to the current display.
to Fit Zoom such that the entire patch just fits on the screen.
Selected Zoom such that the currently selected modules just fit on the screen. Modules are
selected by clicking and dragging over the area that contains them.
View
As your programs become more complicated, you’ll often want to “hide” certain
kinds of signals to make a patch more “viewable." A check mark next to an item
under the View menu indicates that that sort of signal is shown. The absence of a
check mark next to an item indicates that that sort of signal is “hidden."
Audio
Shows or hides all audio/mod
Control
Shows or hides all control
Misc
Shows or hides all userobject
Unconnects
Shows or hides all unconnected inputs and outputs. Hiding all the unconnected inputs and outputs is
useful when trying to follow the logic of a patch.
One of the benefits of using Vsigfile over the Patch Editor area is that
Editing patches in Vsigfile is considerably easier than editing patches in
the Patch Editor area (despite its name!).
Select All
This command selects every module in a program. This is the same as
clicking and dragging over all the modules in a program, only easier.
Cut, Copy, and Paste
Vsigfile makes use of the standard “clipboard” associated with the Windows operating system. The
clipboard is a temporary holding area for text or modules. The Cut, Copy, and Paste commands work with
the clipboard as follows:
• The Cut command deletes the currently selected text, module, or modules and places what it deletes
on the clipboard (if something was already on the clipboard it will be overwritten!). If more than one module is
Cut and connections exist between those Cut modules, then those connections will exist on the
clipboard as well.
• The Copy command copies (does not delete) the currently selected text, module, or
modules and places what it copies on the clipboard (if something was already on the
clipboard it will be overwritten!)
exist between those Copied modules, then those connections will exist on the
. If more than one module is Copied and connections
clipboard as well. You can also Copy by pressing the button.
• The Paste command places the contents of the clipboard into the patch. A
version still exists on the clipboard so that you can Paste more than once. If text is selected (as shown to
the right)
also Paste by pressing the button.
Undo
Selecting the Undo command under the Edit menu reverses the last change that was made to the patch.
You can Undo many times in a row.
, the Paste command will replace the selected text with the contents of the clipboard. You can
By right clicking the mouse, a “context dependent menu” will
appear as shown to the right. The available commands will
depend on what’s going on in the “vicinity” of the right click.
Once you get more familiar with Vsigfile, using context
dependent menus will save you time.
Shortcut Keys
There are several “shortcut” keys that perform menu commands. They are listed next to their command
in the various menus. For example, the Cut command can be accomplished by holding down the “Ctrl”
key and the “x” key simultaneously. Once you get proficient with Vsigfile, these shortcut keys will save
you time (and you know what they say about time. . .).
Once you’ve constructed a program in Vsigfile, you’ll want to send it to the
Harmonizer so that it can be run. This is accomplished by selecting the Send
command under the Midi menu. Make sure that the Harmonizer is in some area
other than the Patch Editor area when you Send, lest errors occur! Be warned:
the program running on the currently displayed DSP will be “bumped out” by the program you Send!
Save any changes before you Send!
→ Your computer must be communicating with the Harmonizer for this to work! See Communications on page 16.
TUTORIAL 1 -A SIMPLE PROGRAM
We can couple our new found knowledge of Vsigfile with the material we learned in the General
Principles Chapter to create a simple, but meaningful, program. We’ll create a modulating filter.
To begin, start with a clean slate by pressing the
button. You should see
a work area that looks like the one shown to the right. The green “in1 >” and
“in2 >” on the left represent the inputs 1 and 2 on the DSP that will
eventually run the program (we’ll learn how to do quad programs for Orville later, but
the idea is the same)
. Similarly, the green “> out1” and “> out2” on the right
represent the outputs 1 and 2 on the DSP that will eventually run the
program. The blue “1, 2, 3, and 4” on the left represent the “global inputs”
(these only have meaning for Orville’s dual DSPs, and we’ll learn about them in “InterDSP Communication” on page
56). The pink “1” on the right represents the first
userobject input on the head module. Recall that the userobject outputs of
modules are connected to the head module so that their menu pages will
appear in the PARAMETER area.
To create a “modulating filter” program, we’ll
need just two modules: an LFO
oscillator)
module and a modfilter module.
(low frequency
Go ahead and add these modules to the program
by using the Add Module command from the Edit
menu. You’ll find the LFO module in the
“Oscillator” group and the modfilter module
in the “Filter” group.
After adding both modules, the screen should look similar to the
one at the right. The modules are overlapping and nothing is yet
connected. Move (by clicking and dragging) the modfilter module
to the right so that both modules are clearly in view. Note that the
DSP outputs and the head module input “move out of the way."
The screen should now look
similar to the small one at the
immediate right.
Now connect in1 > to in on the modfilter module by clicking on in1 > and then dragging to in on
the modfilter module (recall that if you “hover” the
pointer over an input or output for a second, a “bubble” will
appear that describes the input or output)
•Connect low on the modfilter module to >
out1
(“low” is the lowpass output of the filter).
•Connect high on the modfilter module to
>out2 (“high” is the highpass output of the filter).
•Connect out on the LFO module to fmod on the
modfilter module. (“fmod” is a modulation input. The
filter’s cutoff frequency will vary as a function of the signal
applied to this input.)
The result should look similar to that shown right.
Let’s take a moment and analyze these connections. A signal comes into the DSP’s input 1 and then
into the modfilter module. We refer to the Modules Section of the Help System to learn what
exactly the modfilter module will do with the signal. It reads:
Modfilter:
This module implements a classic state-variable audio filter. It provides simultaneous lowpass, bandpass, highpass, and notch outputs. It has
variable Q. . . and frequency and has mod rate frequency and q factor modulation inputs.
So, not surprisingly, it will filter the signal applied to its input. All of the frequencies in the input signal
that lie below the cutoff frequency will be output at
that lie above the cutoff frequency will be output at
will modulate the cutoff frequency. We’ve now satisfied “cornerstone one” of program construction:
We’ve connected appropriate modules to achieve a desired, overall audio effect.
The second and third “cornerstones” of program construction state that:
• We must control the parameters of the modules in a program so that the desired audio effect is
achieved.
• We must make some of the parameters available in the PARAMETER area so that the user can
“tweak” the program to fit a particular situation.
• In our simple program these will be one in the same. We will arrange to have the parameters for
both modules available in the
userobject inputs of the head module.
. Similarly,
low, and all of the frequencies in the input signal
high. Furthermore, the LFO module’s output signal
PARAMETER area by connecting their userobject outputs to the
First click on the head module’s userobject input 1
(the pink square below the DSP outputs). Then select
the Add Repeating Field command from the Edit menu. A
second userobject input should appear.
Connect the modfilter’s
head module’s
userobject
userobject
userobject
output to the head module’s
input 2. The screen should look similar
userobject
input 1 and the LFO’s
to the one on the right.
OK, now we’re ready to send the program to the Harmonizer to be run.
Make sure the Harmonizer is in some area other than the Patch Editor area
and then select the Send command from the Midi menu.
→ If you aren’t connected to the Harmonizer, read “Communications” on page 16.
The Harmonizer should flash “coding file from remote” and
loading program." You should then find yourself in the
then “
PARAMETER area with a screen that looks like the one to the
right. After turning the [lfo] /freq to something other than
0.0Hz, mess with the [modfilte] /freq and freq mod parameters.
And that’s basically it. You can create simple programs by concentrating on “cornerstone one” and then
satisfying the other two “cornerstones,” by liberally connecting userobject outputs to the head module.
Now that you’ve been introduced to the basics and have some hands-on experience, let’s move on to
more advanced topics in program construction.
Some mention was made in the General
Principles Chapter of “Specifiers." The astute
reader will note that no mention has been made of
these creatures since! Well, now’s the time. Go
ahead and add a delay module from the “Delay”
group.
Once it’s added, doubleclick on it. You will call
up the “Vsigfile
shown to the right. We’ve
entered the “guts” of the
module. Here we have
access to all kinds of cool
stuff. Cells that contain
black type can be altered,
while those that contain
gray type cannot. Let’s take each row in turn. . .
Specifier
Display”
Title Line
The first row gives a general description of each column (more or less).
• The type column describes what type of input or output a row pertains to
do with inputs or outputs (like the first two shown above), the ‘type’ column is of little value)
• The MODULE column contains most of the alterable information in the Display. The title of the column
(in this case, “DELAY”) is the module type.
• The description column gives a marginally useful description of each row.
• The min and max columns list the minimum and maximum values that can be entered in the MODULE
column.
• The visible column allows you to “hide” input or outputs in the normal Vsigfile display.
Module Name
The second row, MODULE column cell allows you to alter the name of the module. The module name is a
text string that is stored with a particular module. There is a default module name that is usually the
same as the module type. It is helpful to change the module name immediately after adding a module so
that modules of the same type can be told apart. Choose a name that reflects both the purpose of the
module within the patch, and the module type. The name may be up to 18 characters in length, and no
two modules in a given patch may share the same name.
Additionally, you can change the name of a module from the normal
Vsigfile display by double clicking on the name.
If you plan to use multiple copies of a particular
module type, it’s wise to tack a “1” onto the end
of the first instance and then Copy and Paste that
instance. The subsequent copies will be
numbered sequentially, as shown to the right.
Specifiers
The third row contains a “specifier” for the delay module. Remember specifiers from the General
Principles Chapter? It read:
A specifier is a control that affects a module's behavior. For example, a delay module might have a
specifier that sets the maximum delay time a user can enter. A pitchshifter module might have a
specifier that sets the number of pitchshifting voices used by the module. A module may have several
specifiers. The range of permitted values for a specifier is fixed.
Specifiers are only
the PARAMETER area). There is no input or output for specifiers, they reside “inside” a module
Whadaya know? We’ve got a delay module here, and the specifier at hand sets the maximum delay
time for it. By looking at the min and max columns, we can see that the minimum delay time is 1
(millisecond) and the maximum delay time is 32500 (milliseconds). The maximum delay time is
something you set as the program’s creator; the user will not be able to alter it. This is important,
because, like most things in life, the amount of delay the Harmonizer has available is finite. As a result,
it is necessary to divide this among the modules, so that each has enough. Setting the maximum amount
that each module can use in this way makes sure that there is enough left for the others.
Different types of modules will have different types of specifiers; some may have no specifiers at all and
some may have many. The Modules Section describes what the specifiers for a given module do. Let’s
look at the Vsigfile Specifier Display windows for a few other types of modules to see what sorts of specifiers they have:
adjustable in the Patch Editor area or in Vsigfile (i.e. specifiers can never be altered in
• Here we see the single specifier
for the IIR module. This module is a resonant filter and the n_sections specifier selects the number of
“poles” used. The number of poles used is something you set as the program’s creator; the user will
not be able to alter it. Here the number of poles controls the behaviour of the filter, but it also
determines the amount of DSP resources the filter will use.
• Here we see the single specifier
for the easytaps module. This module produces a tapped delay line and the taps specifier selects
the maximum number of taps that the user can select. As with all specifiers, the maximum number
of taps is something you set as the program’s creator; the user will not be able to alter it.