the unit to play continuously (after the last track, the unit will return to the
first track of the disc & continue to play).
C
ONTINUOUS & SINGLE functions appear in the display to indicate which
mode the unit is in. When deactivated, no play function will appear in the
LCD (16). See LCD.
11. T
IME: For CD(s) the TIME (25) button switches the time display
between the 3 available choices listed under LCD (16):
- Time elapsed on the track
- Total time remaining on the disc
- Time remaining on the track.
12. K
EY: Pressing the KEY (26) button activates the KEY LOCK function.
With this feature engaged, using the PITCH SLIDE CONTROL (30) will
only modify the tempo of the track playing, without changing the key or
tone of the track playing.
13. BPM: Use the BPM (27) button to count the beats per minute on
a track. This feature will allow you to beat match faster & easier. Press
the BPM (27) button once to activate the BPM (27); under the icon for
P
ITCH in the LCD (16) BPM info will appear. Press the button again to deac-
tivate the BPM (27), the LCD (16) will hide the BPM info under the icon
for P
ITCH.
14. L
OOP IN: Pressing LOOP IN (17) while a track is playing will enter
a loop point into the memory, & the LOOP IN's LED will blink rap-
idly while memorizing the loop entry point. This is the first step in creating a S
EAMLESS LOOP.
15. L
OOP OUT: After a loop entry point is memorized, pressing LOOP
OUT (18) in play mode will complete the loop with an exit point.
This will repeat the section between the loop's entry point, programmed
with pressing L
OOP IN
(17), & a second exit loop point, when the L
OOP OUT
(18) button is pressed. Press LOOP OUT (18) again to stop the loop from
repeating & continue play from the point where the loop ends.
16. R
ELOOP: Press RELOOP
(19) for the unit to return to the previous-
ly set loop. Press RELOOP (19) repeatedly for stuttering the loop
entry point. The R
ELOOP
(19) function automatically returns the music to
the loop point & will play the loop until it is released with LOOP OUT (18).
17. B-E
DIT: Press B-EDIT (20) to edit the SEAMLESS LOOP. This feature
allows you to adjust the exit point saved in your L
OOP OUT
(18) set-
ting with the use of the J
OG WHEEL (22). SEE SEAMLESS LOOP.
18. P
ITCH: Pressing PITCH (28) enable you to select pitch levels
ranging from 4%, 8%, 16%, & 100%. Press the 4% & 16%
(PITCH
OFF
) together to turn off the PITCH
CONTROL SLIDE
(30).
Press 4%, 8%, & 16%, simultaneously to select the 100% pitch
setting.
19. P
ITCH BEND: Pushing the PITCH BEND (29) buttons will
automatically raise the pitch up to +4% or lower the pitch down to -4%
from the existing pitch setting. Releasing the PITCH BEND (29) buttons will
return the pitch to the original pitch setting. You can use the P
ITCH BEND
(29) to match beats when mixing from one song to another.
20. P
ITCH CONTROL SLIDE: Moving the PITCH CONTROL SLIDE (30) up or
down will lower or raise the pitch percentage up to the selected P
ITCH
(28) setting.
21. B
RAKE/RECALL CUE: Use the BRAKE/RECALL CUE (23) rotary con-
trol in conjunction with P
LAY/PAUSE (8) to adjust the delay time in
stopping a track. The B
RAKE (23) control simulates the sound of a
record stopping/starting on a turntable. The higher or lower the parameter
the longer or shorter it takes for the record to stop. Push the B
RAKE/RECALL
CUE (23) rotary control to activate this section. The LCD (16) section for
Pitch will read out the B
RAKE parameter setting. Turn the BRAKE/RECALL CUE
(23) rotary control clockwise for a long, slow stop. Turn the BRAKE/RECALL
CUE (23) rotary control counter clockwise for a short, fast stop. Press the
BRAKE
/RECALL CUE
(23) rotary control again to return the LCD (16) setting
back to the pitch percentage display.
You may also recall stored cue points placed on any CD for fast mixes dur-
ing live sessions with the use of the B
RAKE
/RECALL CUE
(2) button. SEE M
AIN
CUE S
TORAGE
for more info.
22. R
EVERSE: The REVERSE (11) button simply plays the track in
reverse.
23. M
EMO
/STORE: The M
EMO
/STORE
(12) button allows you to begin
storing memory in your C
UE POINTS (13) & SAMPLER (14). You may
also use this feature to store your CUE (9) points on a CD to recall at another time in conjunction with the BRAKE/RECALL CUE (23) rotary control for
faster mixes during live sessions.
24. S
AMPLER: Use the SAMPLER (14) button(s) to play a section
of a track, stored in a sample memory bank, over the track
playing to provide an extra layer to your mix. You may store 2 samples in
the SAMPLER (14) button(s) - one SINGLE, and one LOOP. Once a sample is
stored the respective LED will remain lit indicating that the sample is ready
to be used at the press of the button(s).
25. C
UE POINTS
: There are 3 C
UE POINTS
(13) that may be created on
the fly. You may create an entry point in a track from which you will
begin play instantly. By pressing the cue point(s) you may jump to
different sections of a song or a CD without any breaks. This feature helps you eliminate pauses involved in track search &/or play
various points of a song to shorten or enhance a mix.
OPERATIONS:
1. Place a CD in the D
ISC IN SLOT (7) & push it in so the unit accepts the
CD. The disc will enter into the unit & begin to read.
2. Adjust the T
RACK SKIP +10 (15) rotary control to select the track you
want to play for regular CD(s).
3. Press the P
LAY/PAUSE
(8) button & the unit will instantly play.
SAMPLER:
To store a sample, first you must press M
EMO/STORE (12), the MEMO/STORE
(12) LED will be lit indicating that the unit is ready for sample storage.
When the track has reached the desired point at which you would like the
sample to begin, select a S
AMPLER (14) button where you would like the
sample to be stored. You may choose the S
INGLE
bank to store a standard,
one-shot sample or the L
OOP bank to store a sample that will repeat during
playback until the user chooses to stop it. Press the SAMPLER (14) button.
The SAMPLER (14) LED will blink indicating that the MEMO/STORE (12) is
actively recording the sample.
When the desired selection has reached the point at which you want the
sample to end press the same S
AMPLER (14) button you have chosen to save
the sample again to end recording. The S
AMPLER (14) LED will remain lit
once you have ended the recording. The sample is now stored & ready for
play. You may press the SAMPLER (14) button to layer the sample over any
song. While the sample is playing, the S
AMPLER (14) LED will blink.
To stop a sample from playing, press the S
AMPLER (14) button again while
the sample is playing to cut it short. If you are not satisfied with the recording of the sample or its location, simply press the M
EMO/S
TORE
(12) button
& follow the sampler instructions from the beginning.
CUE POINTS:
To use the C
UE
POINTS
(13), you must first program the entry point. Press
the M
EMO/S
TORE
(12) button first to begin storing your CUE P
OINTS
(13).
The MEMO/STORE (12) LED will illuminate to indicate that the unit is ready
for cue storage. Select a location to store your CUE
POINTS
(13) by choos-
ing one of the 3 CUE POINTS (13) buttons.
When the track reaches the point at which you would like your cue to
begin, press a C
UE POINT (13) button. The CUE POINT (13) LED will blink
when the cue selection has been stored. Press the CUE POINT (13) button
to start from that point in the song at any moment during play & the unit
will automatically begin playing from that point. The C
UE POINT (13) LED
will continue blinking during play to indicate that it is in use. When the CUE
POINT (13) is no longer in use, the CUE POINT (13) LED will remain on to
indicate that this cue point is still stored in that location.
To rerecord a C
UE POINT (13), repeat these instructions. By selecting a CUE
POINT (13) that already has stored information, you will instantly overwrite
this information.
CUE:
To use C
UE
(9) you must first find the point where you would like to begin
play. Place the track in pause mode. This will activate the stutter mode.
Then use the JOG WHEEL (22) for fast, precise searching. SEE JOG WHEEL (22)
for more info.
Once you have found the point at which you would like to begin playing,
do not further adjust the J
OG WHEEL
(22). Then press P
LAY/PAUSE
(8). Then
CUE (9) LED will blink. Your Cue is now stored into the unit's memory.
Press C
UE (9) to pause the song at your point of cue. Press & hold the CUE
(9) button to begin Cue preview, which will allow you to judge whether the
point of cue you have loaded is satisfactory.
If you are not satisfied with your point of cue, enage P
AUSE (8) & use the
J
OG WHEEL (22) to find the exact point you wish to begin play. Rapidly press
PLAY/PAUSE (8) twice to enter & exit play mode. You will be in pause mode.
The CUE (9) LED will blink. Repeat the steps for Cue preview, to make sure
your new cue point is satisfactory.
When you are satisfied with your point of cue, leave the C
UE (9) button
alone, the CUE (9) LED will remain on to indicate that the point of cue is
stored & ready to be used.
CUE IDENTIFICATION:
The iCFX & CFX-20 have the ability to store one cue point per track in
5
icfx/cfx-20