Hartmann NEURON User Manual

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Table of contents
Welcome to the family! 1 The Neuron Team 2 Copyright 2 The manual ... 3
Style conventions 3
Icons 4 Specified use 5 Safety first - notes on safety 5 Get yourself connected 8
Unpacking / standard accessories 8
Setting up 8
Neuron’s connectors and ports 9
Before cabling up ... 9
A word on audio quality ... 9
Mains cord 9
Stereo setup, surround setup, headphones 10
External controllers: Footswitches & pedals 11
MIDI setup 12
Digital inputs/outputs, USB connection 13 Let the games begin... 14
Powering up (finally!) 14
Switching off 15
Quick Start Guide 16
Neuron basics 22
The philosophy behind Neuron 22 A look at control features in general 25
Stick controller 26 Data input wheels (wheels) 29 Knob 29 Menu navigation in the main display 29
Operating modes 32
Operating mode: Sound mode 32 Operating mode: Setup mode 32 Hierarchies: The Neuron memory model 33 Master volume 35 Fundamentals: Basic settings 36
Neuron’s modules 43
Signal Flow 43 Module: Programmer 45
Programmer: Control features 46 Programmer: Programming sounds 49 Sound menu 49 Sound parameters 49 Snapshots & the play/compare function 52 Neuron’s copy/paste function 54 Back to the roots: The reset function 57 Programmer: Programming setups 58 Setup menu 59 Setup parameters 61
Table of contents
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Table of contents
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Module: Resynator 69
The philosophy behind resynators 69 The idea behind Neuron models 70 Resynator: Control features 73 Resynator: Menu 75 Resynator: Parameters 77 Resynator: Handling 86
Module: Blender 93
Blender: Control features 94 Blender: Menu 94 Blender: Parameters 94 Blender: Types 96
Module: Shaper 1/2 99
Normal or repeat? 103 Shaper 1/2: Control features 105 Shaper 1/2: Menu 106 Shaper 1/2: Parameters 108 Shaper 1/2: Handling 110
Module: Mod 114
Mod: Routing 115 Mod: Menu 116 Mod: Control features 116 Mod: Parameters 116 Mod: Handling 117 Mod: Waves - Available LFO waveforms 118
Module: Slicer 119
Slicer: Control features 121 Slicer: Menu 122 Slicer: Parameters 122
Module: Silver 123
Filter basics 124 Silver: Control features 133 Silver: Menus 136 Silver: Parameters 138 Silver: Handling 146
Module: Shaper 3 149
Shaper 3: Control features 151 Shaper 3: Menu 151 Shaper 3: Parameters in silver status 152 Shaper 3: Handling 153
Module: Master effects 154
Master effects: Control features 157 Master effects: Menu 158 Master effects: Parameters 159 Master effects: Handling 160
Free controllers 162
Controllers: Menu 163 Controllers: Route planning 165
Surround mode 169
Surround basics 169 Surround menu in Neuron 174 Surround handling in Neuron 174
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MIDI control 178
MIDI-relevant basic settings 178
MIDI-relevant setup settings 179
SysEx commands (System exclusive data) 179
Controller list 181 Updates and Backups 185
A word on the USB interface 185
The load/dump function 187
Load/dump: Menu 187 Load/dump: Options 188
Just feed it 192
Converting samples into Neuron models 192 Technical data 193 CE Declaration of conformity 194 Index 195
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Table of contents
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Neuron.book Seite 1 Montag, 23. Dezember 2002 2:28 14
Welcome to the family!
Thank you for purchasing this groundbreaking electronic musical instrument. To this day, I recall the thrill that reading words much like these gave me when I brought my brand-new synthesizer home. I devoured the pages that followed in that first manual - it would become my bedside bible for many days after acquiring that cherished machine. Years have passed since; as a musician, I owned many instruments and as a designer, I contributed to the making of many more. With Neuron, I was able to make my personal dream come true - an aspiration that would not have been attainable without the close cooperation of one of the brightest minds in the music business. Neuron’s synthesis engine embraces the imagination and comprehensive knowledge of Stephan Sprenger, who in March 2000 set out with me on an adventure of designing what is certainly the most powerful new development in synthesizers in recent years. Before you stands the hard-won result of this shared vision. I would like to take this opportunity to thank everyone who worked so hard – sometimes to the limits of human endurance – to blast through barriers and turn this vision into a product that satisfies your and our standards for quality.
As you get to know Neuron, you will come across a range of innovative functions. Many of these are the fruits of a Herculean development effort, and a goodly share has been implemented for the first time in an electronic musical instrument. I am certain that you will soon come to appreciate the depth and breadth of neural synthesis; its sonic potential is, in fact, tremendous. And its unique control features make it so easy to shape this instruments jaw­dropping sounds.
Heres hoping that you will become acquainted with your new instrument in no time at all. This manual will help you understand this machine. You will find familiar features in some areas and be confronted with completely novel features in others. However, in order to make the most of your synthesizer’s potential, I recommend that you make this manual your bedtime storybook in the days ahead just as I did years ago and still do today.
Thank you for the confidence in our product and in our new company.
Welcome to the family!
Axel Hartmann
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The Neuron Team
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The Neuron Team
Software:
Engine: Stephan Sprenger, Prosoniq Products Software UI Soft, Bios: Josef Pogadl (Management), Jürgen Fornoff UI Hard, Bios: Puschmann Engineering, Marcus Werner
Hardware implementation: Schlafhorst Electronics
GmbH, Dr. Hans-Georg Nowak (Management)
Project Management: Josef Pogadl, Axel Hartmann, Arnd
Kaiser.
Design: Axel Hartmann, Design Box
Sound design: Arnd Kaiser, Bernhard Bouché, Ray
Legnini, Christian Ledwig, Peter Gorges, Yellow Tools, Uwe Zahn, Peter Kuhlmann
Housing/Component Construction: Frank Schneider
(Management), Klaus Weber, Werner Bernd
User Manual: Volker Fischer, bfj document partner
Illustrations: Design Box, Shaun Ellwood Translation: Tom Green
Thanks to:
(In alphabetical order): Werner Bernd, Melisande Bernsee, Bernhard and Heidi Bouché, Thad Brown, Charlotte Clare, the Design Box Team, Wolfgang Düren, Joachim Flor, Gerd Gehrke, Detlef Glißmeyer, Uli Gobbers, Andreas Hafen, Christian Hellinger, Martin Herbst, Russ Jones, Joachim Keil, Tony Kostanjsek, Lothar Krell, Stephan Leitl, Heiko Meerz, Drew Neumann, Jörg Pauly, Susanne Pennewiss, the Prosoniq Team, Stefan Rapp, Rapp Architekten, Peter Ries, all the comp.dsp regulars, Frederic "Bo" Schelling, the Schlafhorst Electronics Team, Boris Schneider, Dieter Strobel, Terratec, Manfred Tillmann, the TSI Team, Drazen "Wanzinn kuhl(tm)" Vlahovic, Hans Zimmer
Copyright
No part of this operating manual may be reproduced, published, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the express written permission of Hartmann GmbH. Contents are subject to change for technical reasons and due to amendments.
The greatest care and diligence has been taken in compiling this manual. However, there is always the chance of an oversight. We apologize for any inconvenience should you come across an error. We are not liable for changes made to Neuron after this manual went to print.
© 2002 Hartmann GmbH, 88214 Ravensburg, Germany. All rights reserved.
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The manual ...
If all you had needed was more reading material, you would have bought Bukowskis collected works or Keith Emersons biography but not a neural synthesizer.
We are well aware that reading operating manuals is a pain. So the question begs, "Who should read what in this manual?"
... for pros
If Neuron is the latest in a long line of synthesizers owned by you, if youre a seasoned sound programmer, and if you’re familiar with the theory behind envelopes and filters, you will
need this book merely as a reference for individual parameters, for guidance in navigating the menus, or because you want to look up something about this or that control feature. Not so: Even if you are a bona fide synthesizer expert, its controls are sure to be new to you!
This manual also offers a parameter table for every Neuron module, a list of control features and menu diagrams for quick reference – plenty of stuff to ponder even for the synthesizer expert.
Our Quick Start Guide starts on page 16 . Its purpose is to give the eager synthesist who wants to dive right into the Neuron pool a friendly shove.
... and for not quite so professional pros
In the event that you are an (absolute) beginner or are not quite sure what an envelope is good for and what a chorus does, this manual offers an explanatory and hopefully enlightening introduction for every module.
... with an index to boot!
We invested considerable effort into referencing terminology in the index starting on page 195 so that you can access any desired information in a hurry.
Style conventions
Most of us are creatures of habit. That is why in this manual we have opted to use distinctive typeset to denote control features, parameters, and displays.
Control features such as buttons, knobs, wheels, and stick controllers appear in bold. Parameters that can be selected or edited in a module as well as LEDs appear in italics. Display read-outs are shown in
typescript
.
The manual ...
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Icons
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In order to describe how to use the navigation stick located next to the main display in as few words as possible, we use the following shortcuts: Stick.down means that you should move the stick down once in order to perform the given operation. Stick.up/left/right means move the stick in the given direction.
Icons
Our couch potatoes will accompany you through this manual:
You will find couch potatoes lounging about all over the book. They pop up wherever a need for further enlightenment arises, marking passages containing a key fact, cross-referencing a related topic ...
...or offering valuable tips on good-to-know stuff like tweaking sounds or programming Neuron.
The confused couch potato turns up because something discussed on that page seems unclear!
Heads up if you see the couch potato and his friends listening intently. If you take the hint and "listen up" too, you will discover an interesting or unusual fact.
The stick controllers are Neuron’s hallmark features. They enable effective, intuitive, and easy handling. The stick icon appears wherever a stick is mentioned in the text.
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Specified use
Neuron® is a neural synthesizer to be used exclusively for generating low-frequency audio signals for creating sounds. Any other use is improper and prohibited. Hartmann GmbH is not liable for inappropriate or improper use of the device and such use voids the manufacturers warranty.
Safety first - notes on safety
The following guidelines are crucial to your safety and the longevity of the device. Read and heed!
Consider also the notes on safety printed on the devices connection panel.
Failure to heed the guidelines below can lead to fatal injuries through electrical shock or to the destruction of the device!
Keep the device out of the rain and away from any other splashing water. Under no circumstances, allow water to seep into the housing. Do not place any receptacle containing liquid on the device - even if this means you must do without your traditional chill-out drink during your combos last number!
Always set up a safe distance from water; that means bathtubs and swimming pools too. Bathers and swimmers are in danger of electrical shock!
Do not operate the device in a moist environment. Humidity may not exceed 75%.
If you place the device on a stand or other platform, make sure it and the floor you are standing on are dry!
CAUTION
Lethal
electrical
shock hazard!
Safety first - notes on safety
5
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Safety first - notes on safety
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CAUTION
Lethal
electrical
shock hazard!
Never use faulty mains, audio, or other connecting cords. If the included mains cord is damaged or lost, use a suitable replacement cord only.
In countries in which the included mains cord cannot be used, turn to a qualified specialist for help.
Never connect the device to a socket that is unsuitable, damaged or improperly installed.
Always unplug the mains cord from the socket by pulling the plug and never the actual cord!
Do not touch the mains cord with wet hands!
Never sever the mains cords green/yellow earth
or ground wire. It serves the essential function of protecting you and the device.
Failure to heed the guidelines below can lead to the damage or destruction of the device.
Connect Neuron to alternating current power supplies rated from 100 to 240 V and with a frequency of 50 to 60 Hz.
Do not operate Neuron in extremely dusty or dirty environments and only up to an altitude of 2,000 meters above mean sea level.
Do not operate Neuron near heat sources. Do not expose the device to direct and intense sunlight. Do not operate it outside an ambient temperature range of 15 ° and 35 ° C.
Always ensure air can circulate freely around the device for purposes of heat dissipation. Never cover or obstruct the ventilation ducts on the side and particularly on the bottom panel of the enclosure!
Do not expose the device to powerful vibrations or mechanical shocks.
Unplug audio cords and connectors by pulling the plug rather than the cord.
CAUTION
Danger of
damage
or
destruction!
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Safety during operation
Ensure the device is set up in a stable, level position.
Make sure that no objects make their way into the devices interior. If this does occur, switch the device off immediately and pull the mains plug. Do not open the device. Take it to an authorized service center and have a qualified technician remove the foreign object.
In combination with a connected amp, mixer, speakers, or headphones, Neuron can produce volume levels that may lead to irreparable hearing loss. Always keep a close watch on volume settings and make sure you operate your setup at a reasonable level.
Notes on care, maintenance and repair
Do not open the device. There are no user­serviceable parts in the devices interior.
Users are prohibited from replacing the lithium batteries in the device. Have an authorized service center do this. Note that batteries may explode if not handled properly!
Users are prohibited from replacing fuses. Have an authorized service center do this. The mains cord must be disconnected before replacing fuses.
As a rule, only qualified and authorized specialists may open the device strictly for repair purposes.
Use only a dry, soft cloth or brush to clean the housing. Do not clean the device with alcohol, solvents, or other chemicals.
Safety first - notes on safety
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Unpacking / standard accessories
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Get yourself connected
Unpacking / standard accessories
After unpacking, inventory the standard accessories. The package should contain
Neuron,
a mains cord (suitable for your country's
outlets),
this operating manual (sad stab at a joke),
and the registration card with warranty.
Please turn to your authorized dealer if any of the standard accessories are missing!
We recommend that you keep the original packaging for future transportation purposes!
It is our solemn duty to keep all registered owners abreast of the latest developments and system updates! You too will enjoy this wonderful service after you fill in the warranty card and send it to your local distributor or to the address printed on the card.
Once we receive your registration, we will send you ModelMaker, a software application that lets you create your own models from samples!
Setting up
Place your Neuron on a clean, smooth surface, making sure the device resides on a firm, stable base. When choosing a location suitable for setting up, read and heed the notes on safety on page 5.
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Neuron’s connectors and ports
The connector panel is located on the left side of the device! That is a nice touch because your audience can admire the handsome Hartmann trademark – a very distinctive on button – rather than a rat’s nest of cords.
The ports are shown in detail in the illustrations on the following pages.
Before cabling up ...
switch off all devices in the signal chain!
read the guidelines on the following pages first
and heed the notes on safety on page 5.
turn the volume on the connected amp / mixer all the way down.
A word on audio quality ...
To allow your Neuron to unleash all the awesome might of its sonic powers and our innovative resynthesis technology to work its magic, be sure to use premium audio devices (amps, mixers, speaker). In other words, plug into the best gear you can reasonably afford. Also, be sure to run Neuron in
stereo; better yet, in surround mode! Read the comments on master volume on page 35.
Mains cord
Ensure both the mains cord and the given outlet are the right type and in a state of good repair before plugging the mains cord into the socket. Read also the notes on safety starting on page 5.
Neuron may be operated at mains voltages ranging from 100 V AC to 240 V AC only.
The device is not equipped with an 115/230V selector, it automatically adapts to the mains voltage if available within the aforementioned range.
Neuron’s connectors and ports
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Stereo setup, surround setup, headphones
Stereo setup, surround setup, headphones
The volume of all analog audio outputs and the headphones output is controlled via the master volume knob. Whenever you work with headphones, be sure to check the volume before you strike any keys!
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Outputs: 3x Stereo L, R or Surround Front, Back, Center/Sub:
Mono: Use the right channel of stereo output 1.
Stereo: Effects are routed through stereo output 1 only; outputs
2 and 3 remain dry. You can patch every sound of any setup to one of the three stereo outputs (out setup parameter), including the volume and pan settings for that sound. See table 5 on page 61.
Surround: Stereo output 1 carries the signals for the front
channels (L, R) and stereo output 2 carries the signals for the two back channels. In surround mode, the center channel signal is routed via output 3 left; output 3 right sends a signal destined for the subwoofer. The setup menu also contains sound-related parameters for the surround channels (table 5 on page 61).
Headphones: Class A stereo headphones output. In surround mode, you will hear the two front channels in your headphones.
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External controllers: Footswitches and pedals
Control 4:You can connect a continuous controller of any type and
polarity here. In the controller menu, you can define up to four functions for the pedal (see page 165). In the default setting, control 4 adjusts the volume of both resynators. MIDI controller number: 11 ("expression").
Neuron automatically identifies the type of connected footswitch and sustain pedal when it is powered up. If this is not the case, you can provide that information to Neuron via the basic settings parameters footswitch and sustain ped
Switch: Port designed to take a footswitch of any type (opener or closer) and polarity. You can define functions for the switch in the controller menu (see page 167). MIDI controller number: 66.
Sustain: Connect a standard sustain pedal here. MIDI controller number: 64.
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External controllers: Footswitches and pedals
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MIDI setup
MIDI setup
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In: MIDI input. Neuron receives MIDI data from
the MIDI output of a computer, MIDI keyboards, sequencer, or other MIDI controller via this input.
Thru: This port receives the same signal as the in port. You can patch MIDI data "thru" to
another MIDI device via this output.
Out: All MIDI data generated in Neuron is sent to other MIDI-enabled devices via this MIDI output. Connect a MIDI device that you want to control via Neuron here.
You will find a detailed description of Neuron’s MIDI control mechanisms starting on page 178.
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Digital inputs/outputs, USB connection
Digital In/Out: Digital audio input and output. Designed for loss-free audio
data transfer, these are S/PDIF channels in coaxial format with a fixed sampling rate of 44.1 KHz (24 bits). The serial transfer format consists of the actual audio data as well as various other info and status bits, some of which enable copy protection.
For example, you could use a suitable coaxial cable (75 ohms, RCA connectors) to connect Neuron to a hard disk recording system, DAT recorder, or digital mixer. Note that the content of the digital signal sent via this port is identical to the analog signal routed out via stereo output 1.
USB: Standard USB interface for connecting a PC/MAC (via USB network adapter!). For details, see page 185.
Digital inputs/outputs, USB connection
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Powering up (finally!)
Let the games begin...
Set up your gear as follows: Connect stereo output 1 (L/R) to the inputs of your mixer or audio interface. For purposes of MIDI control, connect the MIDI In/ Out ports in the standard manner used for other synthesizers.
To learn more about Neurons connections and interfaces, see page 8.
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While the Neuron is booting (that is, loading all data required for operation), the main display reads
Then Neurons software is initialized.
This launching process can take some time.
Powering up (finally!)
The on/off switch is the Hartmann logo located at the rear of the housing.
When Neuron comes on line, it is in sound mode with sound 0 loaded.
The switch lights up continuously when Neuron is up and running.
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Switching off
To switch off Neuron (though were keen to know what reason you might have to ever shut Neuron down...), briefly press the handsome mains power switch.
If you have defined the option ask for the switch off parameter (which is the default setting) in the basic settings, the following question appears in the display
Press enter (thats the knob next to the main display) in order to shut Neuron down. This process takes several seconds and is indicated by the display reading,
If you reconsider at the last moment (very sensible of you), press the exit button so that Neuron remains powered up.
If the basic settings parameter switch off is set to quick, Neuron will switch off without further inquiry.
Switching off ...
We recommend that you have Neuron prompt you before it powers down; that is, set switch off to ask.
We endowed Neuron with this option to prevent it from being switched off inadvertently (say because in his on-stage frenzy your easily excited vocalist tends to mow down everything in his path).
Emergency off
In the unlikely event that Neuron refuses to power down in the normal "orderly" fashion, you can always use the emergency off function. Do this by pressing and holding the mains power switch for five seconds.
This option is your last-resort. It is comparable to
.
pulling the mains plug. So, use it in emergencies only. Oh, and that telltale popping noise that indicates a connected device has been switched off while the sound reinforcement system remains? You will hear it in all its sonic glory through the audio outputs!
Beyond that, there is the possibility of data integrity problems on the hard disk, though chances of this occurrence are remote.
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Switching off
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Quick Start Guide
Quick Start Guide
Have you set up your gear at least in a rudimentary configuration, connected Neuron, and switched it on? Good; now, let us take you on a whirlwind tour. First lets take a peek at Neurons modules:
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(1) Resynators (see the description on page 69). This is
where the sonic revolution starts! Resynators are the interface between Neurons models and your creative powers. (2) The blender is the arbitrator between the two resynators (see the description on page 93). (3) Shaper 1 and 2 are flexible envelope generators (page 99). (4) The programmer is Neurons command and control center and administrative headquarters (page 45). (5) Lurking beneath the mod’s unassuming exterior is a powerful LFO
generator serving as a freely assignable modulation source (page 114). (6) The slicer is an unusual variation on an LFO (page 119). (7) The silver module is a multi-effect sporting a top-flight multimode filter (page 123). It is also the home of the surround controls. (8) Shaper 3 lets you define a filter envelope (page 149). (9) Master effects put pro quality delay and reverb at your fingertips (page 154). (10) And finally we give you free controllers for free-thinking citizens (page 162)!
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If you cannot wait to find out the order and hierarchy of modules in the signal flow, check out page 43/44 where you will find a detailed diagram that should answer all your questions.
And now back to our guided tour.
The following Quick Start Guide caters for seasoned keyboardists and producers who have plenty of experience with synthesizers. Follow along with these steps and you will gain an initial impression of Neurons powers without delving into detail. So let us get down to some hands-on fun and leave the theory for later...
Local on/off
You w ill find the Local on/off MIDI parameter in Neurons basic settings. To adjust it,
Press the basic settings button located below the main display. The display reads
Use the navigation stick at the left of the display to scroll down (we call this little
exercise stick.down) until the Local parameter appears in the display:
Readjust the parameter value by twisting the knob at the right of the display.
You will find the purpose, use and handling of all basic settings parameters described in the section starting on page 36. You will learn more about MIDI control on page 178.
Loading and playing sounds
You have three options for loading sounds:
Type in the three-digit sound number on the numeric keypad (the sound loads immediately after entering the third digit),
or press the up/down buttons to load the next/ previous sound,
or dial in the sound number by twisting and then pressing the knob located next to the display (pressing = enter).
For more insight on sound mode, check out "Programmer: Programming sounds" starting on page 49.
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Quick Start Guide
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Quick Start Guide
18
Exit/panic
If you get lost in a menu, simply press the exit button located at the bottom right of the main display. Sound loader will reappear. Pressing and holding it activates the panic function, which restarts Neuron. The device reports back with the most recently selected sound or setup activated.
Something old and something new
You will find that though Neuron features many new and different things, its structure is largely familiar and certainly very clear. Filters (though in the Neuron the silver module does the filtering) and envelopes (that would be the Shaper) are old acquaintances, as is the LFO (called "mod" in Neuronese). However, instead of conventional oscillators, Neuron features two resynators. One or two models provide the source material for every sound. They can be processed in a variety of ways in the resynators. Sound processing options are so extensive that you will seldom use the filters and effects. In fact, many factory sounds do without filters altogether.
Effects on/off (silver effects + master effects)
There are two effect units in Neuron. Located in the silver module, freq FX and time FX are available for every sound. They remain assigned to each sound even in setup mode. You can switch them on and off separately via the freq FX and time FX buttons. You can also opt to switch the entire silver module on and off via the on/off button.
Master effects (delay and reverb) are global, which means they are available once only for each sound/setup. You can switch them on and off via the effects on/off button.
For a detailed description of the silver module, see page 123. For more on master effects, see page 154.
A controller for every season
Neurons free controllers are assigned to many of the preset sounds. These are
the modulation wheel (control 2),
the stick controller (pitch bend and control 1)
and the rotary encoder (control 3).
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When you are checking out sounds, be sure to try on the controllers for size. This will give you a first impression of their amazing sound-shaping possibilities. Read "Free controllers" starting on page 162 to learn how to integrate controllers into the modulation matrix.
Resynators, scape/sphere, editing via stick
The resynators are the heart of Neurons synthesis engine. A single model in a resynator offers astonishingly versatile sound-sculpting possibilities. Neuron's fundamental sound source, the model is divided into a scape (thats the sound­generating section) and a sphere (the sound­shaping section). For a piano sound, for instance, the strings are represented in the scape and the body in the sphere. There are six sound parameters distributed over three levels for each scape/sphere. Parameters differ from model to model and are provided with descriptive names and functions.
To experiment with resynator parameters, first determine whether you want to edit the scape or the sphere using the scape/sphere button. Then select the desired parameter level by pressing the parameter level button. Your best bet is to start with parameter level 1.
You will find an in-depth explanation of resynators and all their parameters and control features as well as a bunch of tips on all key "how-tos..." starting on page 69.
Storing snapshots and sounds
Neuron's stick controllers are highly responsive tools, making it easy for you to manipulate parameters very subtly. Often very different sounds are just a figurative "hair" or nudge apart, so you may find that a touch too much relegates the desired sound to some digital hell. But help is near in the form of the snapshot function. Best try it out now and use it frequently:
After you have discovered a hip variation on a sound, simply press the snapshot button located in the programmer module. Presto, the current panel settings are assigned a number and stored. You can store up to 50 snapshots.
To retrieve a stored snapshot, press the play/ compare button and twist the knob next to the
display to select the desired snapshot number. Use enter (press the knob) to load the snapshot.
Snapshots and the play/compare function are described in detail on page 52.
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Quick Start Guide
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Quick Start Guide
20
Please bear in mind that snapshots are not stored with the sound and that they are deleted when you change sounds.
For this reason, make a habit of storing hip sounds immediately!
Press the store button to save a sound. Then twist the knob to select the desired memory slot (or sound number). Scroll to the second line of the display using navigation stick.right. Fiddle with the knobs and navigation stick to assign a name (stick.up/ down changes between uppercase and lowercase).
Conclude the storage process by pressing enter (the knob, that is). You have 1,000 memory slots available for storing sounds.
To learn more about this, read the section "Programmer: Programming sounds" starting on page 49.
Loading and playing setups
Setup mode is Neurons multimode. Four sounds can be played on four MIDI channels, or assigned to the keyboard in the form of a split/layer. 512 memory slots are available for setups.
Activate setup mode by pressing the setup button, then load stored setups using the same three methods used to load sounds stored in the sound
mode - via the numeric keypad, up/down or rotary knob (see section above).
Setting and assigning MIDI channels
Assign MIDI channels to the individual sounds of a setup in the setup menu:
Neuron is in setup mode.
Press the exit button twice briefly to activate
the setup loader:
Stick.down repeatedly to scroll to the MIDI menu option:
The MIDI channels of the four sounds in the current setup are listed side by side. Stick.right/left moves the cursor "<" from one sound to the next. The name and number of the sound you just edited appear in the first line of the display.
Twist the knob to set the channel number for each of the four sounds. A value of 0 denotes "omni."
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In Neuron, the MIDI global channel (as defined in the basic settings) applies exclusively to sound mode. The aforementioned settings apply in setup mode.
You will find a detailed description of Neurons MIDI control mechanisms starting on page 178.
Storing setups
Setups are stored in the same way as sounds. Note that actual sound data is not stored in the setup. Instead, the system stores references (or links) to the sounds contained therein. If a sound is edited, moved, or deleted, all setups in which this sound is used change accordingly.
For a closer look at all parameters and the handling of setups, please refer to the section "Programmer: Programming setups" starting on page 58.
Creating your own models
You can load additional models or make your own models from samples to add to Neuron’s 200 factory models. This is done on an external computer (Mac or personal computer) rather than on Neuron.
You will require a software application called ModelMaker to do this. It analyzes samples or multisamples and converts them into Neuron­specific resynthesis models. These are transferred via USB to Neurons internal hard disk.
To learn how this works and which software and hardware are required, read "The load/dump function" starting on page 187. You will find further information on ModelMaker on page 192.
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Quick Start Guide
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The philosophy behind Neuron
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Neuron basics
The philosophy behind Neuron
Contemporary music productions have benefited from computer assistance for years now. Though computers have assumed the role of the actual recording equipment, they come in many other musical guises. Case in point: Where in the past synthesizers and samplers were made up of discrete electronic components, today they run as programs on a DSP (digital signal processor).
The past five years have seen the advent of a technology so powerful that it allows emulations of musical instruments to be integrated into computer­assisted music systems in the form of software plug­ins. This lets you enjoy the convenience of accessing virtual instruments right there on your computer.
The instruments appear on a graphical interface on your screen, alongside the actual recording software. This view depicts the various control features – faders, knobs, buttons, switches, and so forth – that serve to "play" a virtual instrument such as a sampler or synthesizer.
It is safe to say that today this technology is the industry standard. However, despite the unassailable convenience, ever more users are voicing their dissatisfaction with the ergonomic shortcomings of
playing an instrument via screen, computer keyboard, and mouse. Musicians and producers alike feel that this uninspiring working method is an encumbrance, hampering creativity and the all­important impelling force of musical intuition. The growing success of specialized remote controllers – outboard gear sporting real control features - attests to the fact that many musicians miss the touchy-feely vibe of a real instrument.
The irony of this retro yearning is that most virtual instruments are computer-generated emulations of what were once real instruments. But the allure of the corporeal is compelling, and savvy users have come to appreciate that tactile sensations play a part in making music, and that hands-on handling of an electronic instruments man-machine interface gets the creative juices flowing.
Though this bias towards the palpable assisted in the birth of Neuron, tactility is just one of many aspects. Taken in its entirety, it is nothing short of the next logical step in the ongoing development of synthesis engines. And thus its man-machine interface is an organic extension of the synthesizers heart and soul, the synthesis engine, and a remote control designed specifically to afford direct access to its formidable powers.
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A short trip down memory lane
An explanation of the true breadth and depth of the concept behind Neuron requires a trip down memory lane to recap the history of electronic musical instruments and synthesizers.
Almost a century ago, the pioneers of electronic music began experimenting with colossal synthesis engines powered by electricity. On a quest for new sounds that classic instruments were incapable of producing, these musical modernists spawned devices that would inspire many great tunesmiths and composers of film scores. The driving force behind this crusade was the desire to explore the great sonic frontier. That would change over the course of the coming decades. Commercialization and corporatization changed the way music was perceived and made. Technological advances, particularly strides made in the past 30 years, made it possible to produce entire compositions using electronic instruments called synthesizers and samplers.
The new market paradigm for instrument builders was to fashion "authentic" sounds – timbres and tones as close as possible to those produced by traditional instruments.
Imitation gave way to innovation in the last decade or so when musicians began to see the tremendous creative potential that the all but forgotten classic synthesizers harbored.
Concurrently, a new musical style emerged that celebrated the sound of electronica as such.
Today contemporary productions are for all practical purposes musical hybrids in which synthesizer sounds typically share sonic space with the time­honored instruments of pop music. That explains the modern-day renaissance of archetypal synthesizers, albeit in the guise of the aforementioned digital emulations rather than as a box full of complex discrete circuits.
In every era of sound synthesis, half-mad audio scientists toiled away in their labs, concocting all manner of approaches to synthesis. Key technologies emerged and held sway over the synthesizer market for many years. Hordes of companies embraced them and incorporated them in proprietary products. A handful of technologies prevailed – to this day, they provide the coordinates by which every manufacturer charts his synthesizers’ course.
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The philosophy behind Neuron
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The philosophy behind Neuron
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A case can be made for the point that a trailblazing technology arrives every 15 to 20 years and, equally important, spawns generations of commercially successful products:
Subtractive synthesis Pioneers: Moog™, EMS™, Buchla, Sequential Circuits, Oberheim, ARP
Additive synthesis Pioneers: Fairlight, Synclavier, PPG™, Technos
Hybrid synthesis / digital synthesis Pioneers: PPG
FM (frequency modulation)/PD (phase distortion) synthesis Pioneers: Yamaha, Casio
Virtual sound synthesis / physical modeling Pioneers: Yamaha
Sampling Pioneers: Fairlight, EMU Systems™, Synclavier
... and today: Neuron!
We are convinced that with Neuron, we have created a technological force sure to drive a sonic revolution of the same order. Neuron employs a technology that in the near future will reshape the perceptions of the entire computer industry. Adaptable computer algorithms power it. Its sound generation system is rooted in the overwhelming potential of resynthesis. The term is easily defined: resynthesis is a process by which an original exemplar is artificially replicated ­in this case, creating a digital mirror image of a sonic event – with all its characteristic features remaining intact.
We applied the principles of an adaptive program that has evolved and been refined over many years. Now for the first time in the history of synthesizers, it is possible to access resynthesized sounds with astonishing accuracy and radically reshape them to dramatic, even spectacular effect.
Like a sentient being, Neuron recognizes a sound. But more than that, its intelligence is such that it puts at your disposal parameters whose structures are adapted dynamically to suit this sound. And that makes Neuron the first synthesizer with a brain full of responsive synapses, that is, variable rather than fixed parameter assignments.
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A new sonic dimension in the age of the remix
Neuron is an instrument of the remix era. Contemporary pop music no longer clings to the notion th at music al s o unds or t he mes must be new ly developed or composed. Instead, music-makers mine the rich seam of our musical heritage for material; good ideas are recycled and developed further. A drum loop is sampled to create another - the fact that the first drum loop was already sampled from an old record notwithstanding. And so it goes ad infinitum.
Neuron captures the musical spirit of the time. Rather than dipping into a single well – a particular form of synthesis or sound source - Neuron draws buckets full of musical material from every well. It has the power to develop every sound further. It does not matter if the source is a lone flute sound or an entire song. What for the conventional synthesizer is the end of the sound generation chain is only the beginning for Neuron. There are no more rules or boundaries.
Like the remix changed the face of pop music, Neurons unique powers of resynthesis open up a new dimension in creative musical endeavor, offering unprecedented opportunities for individual expression to both musicians and non-musicians.
A look at control features in general
Neurons extraordinary user interface is another crucial feature alongside its innovative synthesis engine. Our philosophy dictates that every Hartmann instrument is easy to understand and use, that it handles intuitively, and that it makes discovering new technology fun. To live up to that promise, we were compelled to invent several new control features. The tactile experience of generating sound via Neuron is something entirely apart from what you have encountered with conventional synthesizers.
The layout of the external operating panel mirrors Neurons internal signal flow and provides a vivid visual reference to how individual modules interact. Its control features are arrayed logically. Striking visuals draw your attention to key functions and fundamental settings. The graphics of secondary functions incorporating several control features are homogenous, denoting their common ground and shared purpose.
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A look at control features in general
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A look at control features in general
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Stick controller
The resynators and silver modules principal control features are stick controllers.
Every stick is surrounded by four cross-x displays showing individual parameters and current settings. Parameter value changes are indicated directly. Opposite parameters (for example, big and small) are arrayed diametrically. Logic dictates that the sum of their values is always equal to the peak value. Parameters that are not opposite each another can be edited independently.
The jaw-dropping power and finesse of this unprecedented set of control features is definitely unmatched. They enable everything from the subtlest to the most drastic modulations.
The sticks mushroom-like contours facilitate handling. A stick may be gripped with the thumb and (index) finger or guided by inserting a finger into a trough-like groove on its surface.
When you move a stick, the first of the parameters that you have just edited (generally at the top left) appears in the main display. Use the rotary knob and navigation stick located next to the main display to edit the values directly and in numeric increments. Experience has shown that this method of using the stick intuitively to make a rough adjustment and then fine-tuning the setting numerically works well.
Calibrating stick controllers
Owing to their physical makeup, the resynators and silver modules three stick controllers and control 1 / pitch stick have certain mechanical manufacturing tolerances. The sticks must be calibrated to compensate for these small deviations. The process of calibration adjusts the sticks mechanical travel to match the value range it is designed to cover.
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When is calibration necessary?
All sticks and aftertouch are factory calibrated so you do not have to do this under normal circumstances. However, we recommend that you re-calibrate (as described below) if:
you are unable to access all parameter values via stick;
parameter values jump when you move sticks;
the center position of the pitch bend (control
1) is no longer true to pitch;
the keyboard aftertouch value peaks out despite the fact that the basic settings parameter aftertouch scale (see page 40) is adjusted properly.
How to calibrate stick controllers (and aftertouch)
Press the basic settings button. The main
display shows the menu offering Neurons basic settings.
Stick.down the navigation stick located next to
the main display to scroll to the basic settings menu option
At this point you can cancel the calibration process by pressing exit or by operating any other module.
The following prompt appears:
Rotate the first stick that you want to calibrate
several times, stirring like you would sugar into coffee. Be sure to move it to the full range of travel. Do this until the values shown in the main display no longer change. This stirring action serves to measure the sticks maximum range of travel. These physical values are then mapped to the value range that is to be covered, meaning that they are converted. The display for resynator 1 could look something like this:
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A look at control features in general
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A look at control features in general
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Move the two resynator sticks, the silver
modules stick, and the stick labeled control 1 one after the other as described above.
Because the control 1 stick also serves as a
pitch controller, you can also calibrate its center position (pitch = 0). The idea is to prevent unintentional detuning when it is set to the zero position.
In order to determine the center position of control 1, move the stick very lightly around the center. While Neuron is doing the calibration, its display shows the values measured by the device. Example:
Here is how to calibrate aftertouch: Strike any
key on the keyboard and then bear down with increasing pressure until the measured maximum value appearing in the display does not change anymore. Example:
Once you have calibrated everything to your satisfaction, confirm the values by pressing the rotary knob next to the main display (enter).
The Neuron softwares current version number appears in the main display.
Basic parameter stick mode
While on the subject of sticks, let us look at the stick mode parameter in the basic settings:
When you switch to another parameter level or load another sound/model, the four cross-x displays indicate the stored values, but the stick will rarely be in a position that corresponds to these values. Using the stick mode parameters, you can determine how the sticks respond when this is the case. You will find a detailed description of the parameter on page 37.
Stick animation
You can record the stick controllers movements and play this stick animation back to manipulate parameter values on the fly.
For a detailed description of stick animation, check out page 89.
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Data input wheels (wheels)
Envelopes are controlled using rotary encoder wheels and adjacent bar displays. This enables effective hands-on tweaking and swift access to all parameter values of entire groups of control features. Whats more, this approach to handling is ideal for ascertaining envelope settings. Note that several wheels can be operated simultaneously.
The wheels value ranges are scaled on the fly. This means that the faster you turn a wheel, the greater the range of values it steps through.
Knob
The pentagon at the top morphs into a circle below. This five-sided design affords a sure grip. Though the visuals of this simple control feature are asymmetrical, the knobs axis evinces symmetry. The tug of war between the two signifies dynamism. The knob lacks a pointer because it is a rotary encoder, meaning that its range is infinite. You will find that this
control also responds on the fly so that you can adjust values in individual incremental steps as well as sweep across greater value ranges.
The knob next to the main display also serves the function of an enter button as found on the computer keyboard (see page 31).
Menu navigation in the main display
The central control unit contains the main display (two lines with 16 characters each); the parameters of all Neuron modules appear in it. If you activate a control feature on the devices panel, the display also indicates the corresponding parameter changes. This gives you the choice of editing parameters using the given modules dedicated control features or controlling the module via control unit.
The navigation stick lets you access all menu options swiftly and efficiently.
A rotary encoder with a built-in button serves to input data and confirm entries (enter).
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A look at control features in general
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Note that Neuron is not endowed with a master menu that starts at a common root and extends throughout the modules. Instead, each module has its own menu that is accessed like this:
Press the menu button of the given module to
call the most recently edited menu option into the main display. Press the menu button while the menu is active to access the top level of the menu (for example, model loader in the resynators). Or:
Manipulate any of the modules knobs or buttons. The main display will immediately display the appropriate menu option. You can then scroll through that modules menu using the navigation stick (on the central control unit) in order to edit other parameters.
Total recall: Neuron "remembers" menu options!
When you begin designing sounds, you are sure to work with several Neuron modules simultaneously. For this reason, Neuron remembers the most recently edited option of every menu. So, if you exit a menu and return to this menu later by pressing the menu button, you will arrive at exactly the same point. In order to jump to the top level of the menu from there, press the menu button once.
Navigating menus
After you retrieve the menu of a given module, you can edit using the navigation stick and knob (located to the left and right of the main display, respectively):
Stick.down and stick.up to scroll through the main menu options. Stick.right and stick.left to jump to and scroll through submenus if on hand.
The rotary knob edits the current parameter. Depending on the parameter, you can either select among predefined settings or adjust a numeric value.
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Neurons enter button
For some menu options, pressing the knob has the same effect as pressing an enter key: When loading models, sounds and setups, first select the number (it appears in the display) by twisting the knob and then pressing the knob to confirm the selection. The desired data is then loaded.
The enter button is also required for operations such as storing calibration and loading/dumping data. The settings of typical value-based parameters take effect without having to press enter.
While editing a parameter value, you can reset the value to the given default value by simply pressing enter. For parameters that can have both negative and positive values, this is generally a value of 0.
Exit. But do not panic.
Press the exit button briefly to quit the current menu option.
In sound mode, this returns the display to the top level of the sound menu, which is sound loader. In setup mode, pressing exit either jumps to the most recently edited menu option of the setup menu or, if you are already working in the setup menu, to setup loader.
In some cases, exit also serves to cancel the operation that is currently underway, for example, when storing a sound/setup or when Neuron asks you if you really want to switch it off.
If you press and hold the button until the LED extinguishes (three seconds should do), you will activate the panic function. This generates an all notes off command, and that spells immediate silence, say, in the event of a hung note. It tells both Neurons internal workings as well as the MIDI setup to shut up. After rebooting, Neuron comes back on line in the same mode that it was in before the panic attack occurred. All settings remain intact.
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A look at control features in general
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Operating mode: Sound mode
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Operating modes
Neuron distinguishes between two operating modes: sound mode and setup mode. The latter you are probably familiar with – it has the same underlying concept as multimode.
Neuron comes on line in sound mode.
Operating mode: Sound mode
As its name would indicate, in sound mode you can play individual sounds, edit, and store them. You are also free to create new sounds by loading models into the resynators, editing their parameters, and doing other fun stuff like defining envelopes or piling on silver effects. Since this operating mode pertains to a single sound, it is also called single mode.
How to enter/exit sound mode
Sound mode and setup mode are mutually exclusive. To access sound mode, quit setup mode by pressing the setup button. The LED above the button does not light up when Neuron is set to sound mode.
You will find out how to store, load and edit sounds in the section starting on page 50.
Operating mode: Setup mode
In setup mode or multimode, sounds created in sound mode are combined into setups. A setup may contain up to four sounds that can be played simultaneously.
Sound mode and setup mode are mutually exclusive. To access setup mode, quit sound mode by pressing the setup button. The LED above the button lights up when Neuron is in setup mode.
Selecting sounds:
Located above the main display you will find four buttons labeled sound 1 to sound 4. Every button represents a sound stored in the current setup. You can assign sounds to buttons in setup mode. For more on this, see page 65.
When you press a button repeatedly, the assigned sound is activated (LED lights up), deactivated (LED extinguishes), or primed (LED flashes).
At the risk of belaboring the obvious, an activated sound is played with the setup while a deactivated sound is muted. But what does a primed sound do? A sound has to primed before you can edit it. It can be manipulated by means of the modules control features while the current setup is performed. For example, you can edit a primed sounds model parameters in real-time using the sticks.
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Further setup parameters
A setup consists of more than merely four sounds. It contains many other parameters, for example, the balance of levels between individual sounds, surround settings, and so forth. Though these parameters have a bearing on the sounds contained in a setup, they are only meaningful in the context of a setup.
All parameters that are stored along with a setup are listed in table 5 on page 61.
Handling setups
The section "Programmer: Programming setups" starting on page 58 provides detailed insight into how to program setups.
Hierarchies: The Neuron memory model
Like the food chain in the real world, Neuron is ordered in hierarchies. We distinguish between four levels that are stored separately.
The basic settings (see page 36) define the device’s basic properties. All global parameters that you will use to tweak Neuron to suit your taste and needs are stored here.
All models that you will load into the resynators and use as the source material for sounds are stored at the model level.
Trust us: The factory model database contains plenty of models. Courtesy of Neurons system architecture, every model harbors the potential for thousands of tone-shaping options, which is why the actual number of models does not say much about Neuron’s phenomenal range of tonal possibilities.
A model of understatement, a notable British automaker likes to call the performance capacity of his lavishly appointed limousines muscular engines "sufficient." Sounds good to us: Neuron ships with a "sufficient" range of interesting models. In fact, you will find it impossible to plumb the full depths of its powers of expression. In the unlikely event that you find yourself hitting any boundaries, you will be delighted to learn that the model level on its internal
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Hierarchies: The Neuron memory model
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Hierarchies: The Neuron memory model
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hard disk offers plenty of room to house many more models.
The model files containing all sphere and scape parameters come in different sizes depending on complexity. But there is no reason to fret about hard disk real estate – there is plenty of acreage reserved for files.
In the section "The idea behind Neuron models" starting on page 70 you will find out everything worth knowing about models.
Note that when editing sounds via resynator, the actual model data stored in the model database is not edited. A model is loaded into the resynator as a reference – in other words, another instance of the original model is generated - and the settings that you dial for its parameters are stored at the sound level rather than the model level.
This explains why the sound level is the third stage of our hierarchy. Every sound is the sum of wildly diverse information, including everything from the employed models to silver effect settings. When you load a sound, all settings pertaining to this sound are loaded from the sound database into the appropriate modules. Every new sound that you store wanders into the sound database accompanied by all this data.
Unlike many other synthesizers, Neuron has no sound banks because the 1,000 potential sounds are stored sequentially. For purposes of MIDI addressing, consider sounds 0 to 99 to be a "virtual" first bank, sounds 100 to 199 a second bank, and so forth.
So, what kind of information is stored at the sound level?
The name and number of the sound.
References (or links) to the employed model
numbers of both resynators.
The settings of all scape and sphere parameters of both resynators (see page 77).
Blender settings (see page 94).
Envelope settings (see page 108).
Mod settings (see page 116).
Slicer settings (see page 122).
Silver settings (see page 138), with the
exception of the surround settings - these belong to the setup!
Controller settings (see page 165).
Sound-related pan values (page 49).
Master effect settings are stored at the sound
level and at the setup level.
Back in the section "Operating modes" starting on page 32 you learned that up to four sounds can be combined into a setup.
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This brings us to the very top of our hierarchy: Multimode-specific data is stored at the setup level. Each of the up to 512 setups that the setup database can hold contains the following information:
Name and number of the setup.
Numbers of the four sounds.
Volume level for every sound.
Transpose setting for every sound.
Detune setting for every sound.
MIDI channel for every sound.
Local on/off setting for every sound.
The selected audio output for every sound.
Pan setting for every sound.
Key low and key high for every sound.
Low and high velocity for every sound.
Silver mix value for every sound.
Delay send for every sound.
Reverb send for every sound.
Surround settings for every sound.
The four sounds contained in the setup are not copied into the setup; they are referenced by their numbers. The actual sound remains in the sound database. Its data is copied from there when a setup is loaded. Consequently, every change made to a sound is automatically audible in the setup without having to be stored anew.
You will find in-depth information on these settings in the parameter table on page 61.
Master volume
Adjust the overall volume of your Neuron using the red master volume knob located below shaper 1.
The master volume knob controls the levels of all analog audio outputs (stereo/surround and head­phones) as well as the digital output (S/PDIF).
The current setting is not stored with a sound or setup! Instead, when Neuron comes on line, it automatically dials in the volume level set when you last played the synth.
When you twist the master volume knob, the current volume appears in the main display (the value range is 0 to 127).
At peak volume, Neuron delivers maximum dynamic range with minimum converter noise. Back off the volume on connected equipment and crank up Neurons level. That said, though, you dont want to max out Neurons master volume; leave a little reserve and, depending on sound, keep an eye (or ear) on levels. You do not want any spikes to hurt your ears or gear.
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Master volume
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Fundamentals: Basic settings
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Fundamentals: Basic settings
Neuron offers global parameters called basic settings that let you set the device up to suit your wishes and preferences. Basic settings have a bearing on the device as a whole rather than a single sound or setup.
Defining basic settings:
Press the basic settings button located below
the main display. The display should read as follows:
Stick.down and stick.up to scroll through the
available global parameters (see table 1 on page 37).
Use the knob to edit the currently selected parameter.
The device automatically quits the basic settings menu when you edit a parameter in any module. When you quit the basic settings menu by pressing the basic settings button again, Neuron jumps to the most recently edited menu. In both cases, the device recalls the most recently edited basic settings parameter and displays it when you call the menu back up again.
Table 1 explains all basic settings parameters.
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A look at basic settings
Master tune Determines Neurons overall tuning by adjusting the reference frequency A3 (440 Hz). The value
Stick mode Determines the operating mode of stick controllers in the resynators and silver module.
indicated for this parameter is an absolute value (that is, it is not offset). Value ranges from 400 to 480 Hz.
A bit of background on this menu option: Neuron is not equipped with motorized sticks that retrieve the current parameter values when you switch to another parameter level or load another sound/model and move to positions corresponding to these values. After you switch over, the four cross-x displays indicate the currently stored values, but it is an unlikely coincidence if the stick position actually tallies with these parameter values.
Three modes determine how the indicated parameter values respond to stick movements:
Jump: When a stick is toggled, every parameter immediately takes over the value of the current stick position, that is, the value jumps.
Snap: The parameter values remain unchanged when a stick is toggled until the stick moves to about 10 value increments within the range of the stored value. Then the value zeros in on the value determined by the sticks position and can be edited again. In essence, this mode simulates a motorized stick, with the difference that the stick must be set manually to the correct position.
Reltv (relative): The stick movement is relative to the stored value: The physical distance from the current position to the furthest point of travel is superimposed on the range of values yet to be covered and the scale is adjusted accordingly. Once the stick arrives at the maximum / minimum value, the stick position and the range of values are identical again.
We recommend that you select a preferred mode and stick (ha, ha) with it.
Table 1: Basic settings
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Fundamentals: Basic settings
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Fundamentals: Basic settings
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ResyParReset Determines if default values are loaded into a resynator or the current values are retained when a model
is loaded.
Options:
Yes: Models are always loaded into the resynator with the default parameter values stored in the model database.
No: No models are loaded into the resynator with the default values. The currently defined values are retained in the newly loaded model.
Ask: When loading a model, the device asks if you want to take over the parameter values or load the default values. The display reads: Use the knob to select yes or no before you load the model via enter.
The option of loading existing parameter values into another model can come in handy. Case in point: You can load a similar model into the resynator and use the existing values as a starting point for your sound-sculpting efforts.
Use Defaults?
Table 1: Basic settings (cont.)
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VeloCu rve Determines the dynamic response of the keyboard. Attack dynamics vary according to the selected
velocity curve. Your options are:
Log2, Log1: Various types of logarithmic curves.
Linear (default setting): Linear curve, that is, the pressure you apply to the key dictates dynamic response.
Exp1, Exp2: Various types of exponential curves.
Fix32, Fix64, Fix96 and Fix127: No attack dynamics; instead response is fixed. The higher the fixed value, the higher the output volume.
The velocity value is computed for every voice. In other words, every note you play is rendered at its original velocity!
Neuron treats velocity like an internal controller. The modulation destinations for velocity are determined at the destination via the depth parameter.
Example: Resynator volume is modulated via velocity when the menu option volume velo depth in the resynator menu is set to a value other than 0.
For more on this, read the section "Velocity as an additional controller" starting on page 168.
Table 1: Basic settings (cont.)
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Fundamentals: Basic settings
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Fundamentals: Basic settings
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Aftertouch scale
MIDI Glb Ch Determines the global send and receive channel for MIDI data (MIDI global channel) for sound mode. In
Defines a factor (threshold value) for the aftertouch scale.
As the name would imply, "aftertouch" is the pressure applied to a key once it has been pressed. The keyboard determines how much force is applied, converts this value into an aftertouch command, and sends it to predefined destinations. This data may be employed to shape tone, for example, to generate vibrato or modulate the filter frequency (see below). The harder you bear down on a key after striking it, the higher the aftertouch value and the more intense its influence on the given sound. In Neuron (and via MIDI), aftertouch is monaural, meaning that the aftertouch modulation affects the entire sound rather than individual voices.
Value range: 0 to 127. 0 deactivates the function. At low values, aftertouch is less responsive; a value of 127 gives you the full dynamic range.
Neuron treats aftertouch like an internal controller for which you can define up to four simultaneous destinations. Go to the controller menu to do this. While you are there, you can also define the depth for every destination. In addition to the "global" scale value, you can adjust aftertouch depth individually for each destination. For more on this, pore over page 165.
Note also in this context the menu option for calibrating aftertouch (see page 28).
sound mode, Neuron responds to incoming MIDI data only when the defined MIDI global channel and send channel numbers are identical.
Value range: 0 to 16. 0 denotes omni, meaning that Neuron processes incoming messages on all MIDI channels. For more on this, pore over page 178.
In setup mode, the individual sound-related MIDI channel settings in the setup menu apply - see page 61.
Table 1: Basic settings (cont.)
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Local Deactivates/activates Neurons synthesis engine via the keyboard as well as via controls 1 to 4, the
SysXDeviceID Defines the device identification for system exclusive MIDI messages.
Dspl Contrast Controls the brightness of the displays. Values range from 1 (dark) to 4 (bright).
StkRec start Determines the trigger that starts stick recording.
Srnd Sub Hz Defines the cutoff frequency for the subwoofer channel in surround mode.
footswitch, the sustain pedal and aftertouch.
Local = Off: Neuron’s keyboard is disabled. It cannot address the internal synthesis engine; all controls are deactivated. Neuron can play incoming MIDI data or serve as a MIDI master keyboard. Local = On: The internal synthesis engine can be controlled using Neuron’s keyboard and as well as via incoming MIDI data. All controls (see above) are enabled.
Note in this context the function of the local setup parameter, which serves the same purpose for every sound within a setup (see page 61). If the global local parameter is set to off, the setup parameters of the same name are overruled, meaning that all four sounds are off regardless of the respective local parameter setting.
Hexadecimal values range from 00 to 7F. To learn more about this, read the section "SysEx commands (System exclusive data)" starting on page
179.
After you press a module’s record stick button, the recording function is set to standby and the button’s LED flashes. To actually start recording, you must activate the defined trigger, that is, either move the appropriate stick or press any key on the keyboard. You will find further details on this starting on page 89.
Options: Key or Stick.
Frequencies below the defined sub cutoff frequency are sent to the subwoofer. Options: 13 Hz to 20.2 KHz (in semitone steps).
Surround mode is described on page 169.
Table 1: Basic settings (cont.)
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Fundamentals: Basic settings
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Fundamentals: Basic settings
42
Footswitch Defines the type of footswitch connected to the pedal/switch port (see page 11).
SustainPed Defines the type of footswitch connected to the pedal/sustain port (see page 11).
Switch Off Determines how Neuron powers down.
Software: Version
Calibration? Serves to calibrate all stick controllers and keyboard aftertouch. After you have pressed enter, another
Normally, Neuron identifies the connected switch on its own. If it fails to do this, you can enter the type using this parameter.
Your options are open and close. MIDI controller number: 66.
Normally, Neuron identifies the connected switch on its own. If it fails to do this, you can enter the type using this parameter.
Your options are open and close. MIDI controller number: 64.
Options: Ask (Neuron's query must be confirmed with enter; exit cancels the operation) or quick (no query). We recommend that you stick with the default setting, ask!
To learn more about this, read the section "Switching off" starting on page 15.
Indicates the software version that Neuron is currently running. Compare version numbers to find out if an update for your Neuron is ready and waiting on the Hartmann home page (www.hartmann-music.com)!
prompt appears - Calib: Move sticks or press aftertouch – that lets you start calibrating. Good-to-know background stuff: The sticks can be calibrated to compensate for mechanical manufacturing tolerances. The process of calibration adjusts the sticks range of travel to match the value range it is designed to cover.
To learn how to calibrate sticks and aftertouch, refer to page 26.
Table 1: Basic settings (cont.)
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Neuron’s modules
Signal Flow
The following two charts depict the Neurons signal. The gray arrows signify audio data; control data is white.
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Signal flow (part I)
Signal Flow
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Signal Flow
44
Signal flow (part II)
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Module: Programmer
Programmer is Neurons command and control center. It is your tool for managing sounds and setups. Use the numeric keypad with the up and down button to select setup and sound numbers and the store button to save sounds and setups. Programmer also offers extremely versatile snapshot and play/compare functions, which are described in detail on page 52.
Located below programmer is the main display with its navigation stick and rotary knob, which you are sure to be familiar with by now!
Let us take a closer look at its control features.
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Module: Programmer
Programmer: Control features
Programmer
Numeric keypad Keypad for loading the desired sound (in sound mode) or setup (in setup mode). When you type
Down and Up buttons Use the down button to scroll through stored sounds (in sound mode) or setups (in setup mode)
10s hold button Activate this button (LED lights up) to freeze the tens numeral of the currently selected number.
Store button Stores the current sound (see page 51) and setup (see page 67).
Snapshot
and
Play/compare
buttons
46
in the three-digit number (where appropriate, preceded by zeros), all modules are set to the stored values.
When loading a model into a resynator (see page 86), you can also type in the model number on the numeric keypad.
in descending order. Press the up button to load the next higher sound or setup. All stored data is loaded into Neuron’s modules just as if you type in a sound/setup number on the numeric keypad.
The idea is to make it easier to enter a sound/setup number directly. Example: Say sound 082 is loaded. Press 10's hold. The 08- is held in place (until you deactivate the function by pressing the button again). Then you can press, say, 9 to switch to 089.
The snapshot function stores a snapshot of all modules current settings. In combination with the play/compare button, you can audition your snapshots and A/B or compare the edited sound to the original.
You will find detailed information and a description of how to proceed on page 52.
Table 2: Programmer control features
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Sound 1 to Sound 4 buttons
Buttons for switching a sound on and priming it within a setup. The LED for the given sound button indicates its status. You can change the status by pressing the buttons repeatedly.
LED lights up steadily: The sound is played with the current setup. LED off: The sound is muted in the current setup. LED flashes: The sound is primed, meaning that it can be edited in real-time using the control features on Neurons modules (for example, the shaper wheels or sticks).
You will find out how to load a sound into a setup on page 65.
If you want to mute an activated sound without priming it first, press and hold the appropriate sound button for several seconds until the LED extinguishes (one second should do).
Table 2: Programmer control features (cont.)
Control unit
Setup button Switches back and forth between sound and setup modes. The LED above the button lights up
when Neuron is in setup mode. You will find basic info on the two operating modes starting on page 32. For a detailed explanation of the programming process, read the section starting on page 67.
Controllers button Calls up the controller menu in which you can assign specific modules and functions to the free
controllers. To learn more about this, read the section "Free controllers" starting on page 162.
Copy/paste button Serves to copy parameter sets from one sound to another. To learn more about this, read the
Load/dump button Starts the function that writes (or dumps) and loads models, sounds, setups, and Neuron software
section "Neurons copy/paste function" starting on page 54.
via the USB interface to and from a connected PC/MAC. It also serves to transfer system exclusive data. To learn more about this, read the section "Updates and Backups" starting on page 185.
Table 3: Control unit control features
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Basic settings button Calls up the menu offering basic settings that let you set up the device according to your wishes
Exit/panic button This button has two functions:
Navigation stick and rotary knob
and preferences. Basic settings have a bearing on the device as a whole rather than a single sound or setup. You will find a list of basic settings as well as instructions on how to define them on page 36.
The exit function facilitates navigation in the menus. In sound mode, pressing exit briefly returns you to the top level of the sound menu, sound loader. In setup mode, pressing exit either jumps to the most recently edited menu option of the setup menu or, if you are already working in the setup menu, to setup loader. In some cases, exit also serves to cancel the operation that is currently underway, for example, when storing a sound/setup or when Neuron asks you if you really want to switch it off.
If you press and hold the button until the LED extinguishes (three seconds should do), you will activate the panic function. This generates an all notes off command, and that spells immediate silence, say, in the event of a hung note. It tells both Neurons internal workings as well as the MIDI setup to shut up. After rebooting, Neuron comes back on line in the same mode that it was in before the panic attack occurred. All settings remain intact.
After you retrieve the menu of a given module, you can edit using the navigation stick and knob (located to the left and right of the main display, respectively): Stick.down and stick.up to scroll through the main menu options. Stick.right and stick.left to jump to and scroll through submenus if on hand.
The rotary knob edits the current parameter. Depending on the parameter, you can either select among predefined settings or adjust a numeric value. For certain menu options, pressing the knob is tantamount to pressing the enter button (see page 31).
Table 3: Control unit control features (cont.)
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Programmer: Programming sounds
This section discusses all procedures required to program sounds in sound mode. Be sure also to read about the topic "Operating mode: Sound mode" starting on page 32. We will get into setup mode on page 58.
First, though, let us look at a short description of the sound menu.
Sound menu
We call the top level of the sound menu sound loader.
If setup mode is active, you can access it by
starting sound mode (by pressing the setup button).
If sound mode is already active, press exit.
Setup
Exit
Sound No. Soundname
Sound No. Pan
Sound No. Pan Keytrack
R1 Modelno./Name R2 Modelno./Name
Sound parameters
Sound Number and name of the current sound.
(sound loader)
Used models
This menu option shows the currently employed models of both resynators. (For info purposes only, you cannot select models here!)
Pan Positions the sound in the stereo panorama.
Note that the sounds within a setup are assigned individual or dedicated pan settings (see page 62). Value range: -64 to +63 (from the far left to the far right).
Pan Keytrack
Assigns pan settings to the keyboard. This parameter lets you place the sound at different positions within the stereo panorama in accordance with the pitch of the note you play.
Value ranges from -64 to +63. 0 = no pan key tracking.
Positive values: Lower notes are panned to the left, higher notes to the right. Negative values: Lower notes are panned to the right, higher notes to the left.
And on that note, be sure to check out the picture on page 85.
Table 4: Sound parameters
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How to start sound mode
All the procedures described in the following section mandate that Neuron runs in sound mode. To this end, you may have to quit setup mode by pressing the setup button below the main display. The LED above the button does not light up when Neuron is set to sound mode.
How to load a stored sound
Start sound mode (see above). Sound loader appears in the main display along with the name and the number of the currently loaded sound:
If you are already working in sound mode, call sound loader by briefly pressing the exit button.
You have three options for loading sounds:
In order to step through all sounds
successively, press the up or down button in programmer. In each step, the next sound is loaded and indicated in the main display. (You can only do this when sound loader is displayed.)
Type in the three-digit sound number using the numeric keypad (whenever necessary, preceded by zeros, e.g. 003). The sound loads immedia­tely after typing the third digit. (You can only do this when sound loader is displayed.)
Dial in the sound number by twisting the knob next to the display and confirm with enter (by pressing the knob). The number continues to flash until the selected sound is loaded.
When you load a sound, all modules are set to the stored values. A tremendous amount of model- and sound­related information has to be loaded with every sound, so the process may take a while.
How to edit a sound
The technology that powers Neuron offers an unprecedented spectrum of tonal variety. Consider just the possibilities afforded by dynamic parameter assignment and you can appreciate that there simply is not enough room in this manual to explore all the sound-shaping variants. The following list can give you no more than a general idea. Follow the cross­references to learn more about each sound processing operation! The signal flow in Neuron is depicted on page 43.
If you want to use an existing sound as the starting point for creating a new sound, then load it as described above.
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Then load other models into the resynators (see page 86) and change their parameters (page 87).
Use the blender (page 93)!
Use envelopes (page 110).
Shape the sound using the mod module
(page 117), the slicer (page 119), or the effects in the silver unit (page 123).
Vary the sounds pan settings or define the pan keytrack parameter in the sound menu (see
page 49).
How to store a sound
If you like your new creation, store it. (There is plenty of room: Neuron sleeps 1,000 sounds comfortably!) All parameters pertaining to a sound are stored with the sound as properties. To find out which parameters and settings are stored at the sound level, read the section "Hierarchies: The Neuron memory model" starting on page 33.
The store function in sound mode works like the save as... command commonly used on computers. You can either store the sound under the current number or put it to some other place within the sound database.
Press the red programmer store button. The
buttons LED lights up; the sound number flashes and the current sound name appears in the main display.
Twist the knob to select the number under which you want to store the sound. The name of the sound currently stored under this number appears. Note that this sound will be overwritten!
Name the new sound: Stick.right to access the first character in the displays second line. As soon as the name of the currently stored sound appears in the display, you can overwrite it. Twist the knob to select the desired character.
Tip: Stick.up/stick.down to select uppercase and lowercase.
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Use the navigation stick and the knob as described above to change each character in the name line.
After you have named your baby, confirm the storage process by pressing the rotary knob. The display reads
Saving...
for a moment and returns to the most recently active menu at the end of the storage process.
You can cancel the store operation at any time with the exit button before you send the sound off to its new address! This returns the display to the most recently edited menu option.
Snapshots and the play/compare function
As you may have already discovered, you can search for the ultimate sound in Neuron with the delicate touch of a neurosurgeon or the harsh hand of a butcher.
The reason for this is that the resynators – in combination with the fantastic control features – are so versati le. And the y inv ite y ou to disc over the joys of experimentation. Occasionally you may go too far, perhaps attempting to give an almost perfect sound a final polish only to rub off its sonic sheen.
Use the snapshot function –it can fix that problem. It lets you take pictures of every stop along your auditory journey so that you can safely revisit the current sound setting.
In combination with the play/compare button, you can audition your snapshots and A/B or compare the edited sound to the original. If desired, you can use a snapshot as the template for renewed experimen­tation.
This lets you backtrack and find your way home if you lose your way in the sonic jungle.
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Up to 50 snapshots can be saved in a temporary buf­fer. Snapshots vanish into the digital ether when you switch sounds, store the sound, or switch Neuron off! If you take more than 50 snapshots, stored snapshots are overwritten automatically starting with number 1.
The snapshot function is available in sound mode
only!
How to shoot snapshots
When you have arrived at a sound that you deem worthy of a snapshot, press the snapshot button.
The current sound settings are stored as a snapshot. A message appears briefly in the display (in our example, this is the first shot):
You can capture and temporarily save up to 50 settings using this method. Every subsequent shot is automatically assigned the number following the most recently saved number.
Use the play/compare function to audition a saved snapshot.
How to use the play/compare function
Press the play/compare button to switch back and forth between two modes.
Play mode applies to the current sound settings,
compare mode, in turn, renders the original sound, as it is stored in the sound database.
An LED indicating the current mode is located above the button. If this LED lights up, you are working in compare mode, otherwise play mode (which offers the current sound and settings) is active. The main display also indicates compare mode:
Compare mode Play mode
Press the button repeatedly to conveniently A/B two sound settings – that is, switch back and forth between them.
You cannot edit any sound parameters when in compare mode. To do this, you must play the current settings.
Beyond that, you can select any snapshot in compare mode and compare the initial sound with any of the edited sounds that you have saved temporarily.
To do this, first activate compare mode (LED lights up), then twist the knob to step through the
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snapshots and load the desired shot by pressing the knob. Neuron exits compare mode automatically (LED extinguishes) and the current sound setting data is overwritten by the stored snapshot data.
Make a habit of shooting an up-to-date snapshot before loading an earlier snapshot to avoid losing the fruits of your labors!
If while comparing sounds you decide to cancel all changes and continue working with the initial sound, simply load this sound again from the sound database (see page 50). All snapshots are erased when you do this.
Neurons copy/paste function
Copy and paste lets you copy data to other sounds or other modules within the current sound.
Press the programmer copy/paste button to enable the copy function. Here is its menu structure:
CopyFromSound No. Soundname
CopyWithin What
Data selection
Reset to default
Data selection
1) Selection list: data to be copied (from one sound to another)
2) Selection list: "What" = data to be copied (within a sound).
3) Selection list: "Where" = destination (within a sound).
4) Selection list: data to be reset to default values.
Select options by twisting the knob.
2)
4)
What To Copy
Data selection
CopyWithin Where
Target selection
Enter starts the copy/reset operation.
1)
3)
Copy/paste mode is ended automatically when you change a parameter in any module. If you exit the copy/paste menu by pressing the copy/paste button again, Neuron jumps to the most recently edited menu. In both cases, the device recalls the most recently edited copy/paste menu option and displays it immediately when you access the copy/ paste menu again.
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Copying from one sound to another
When copying from one sound to another, data is always copied from the selected source sound to the currently loaded sound.
If the source and destination numbers are identical, Neuron loads data stored in the sound database, overwriting the current settings. This lets you cancel changes that have not been stored.
The selection list offers data/parameter sets from all modules whose settings are stored at the sound level. This includes:
Resynators model parameter values or the complete resynator configuration,
envelope parameters of all shapers,
mod, blender, and slicer settings,
the silver module’s effect parameters,
master effects settings,
aftertouch settings,
free controller assignments,
the resynators and the silver modules stick
recordings.
Example: How to copy parameter values from one sound to another
In the following example, we will copy the resynator 1 settings of sound 010 to sound 032.
Prerequisite: Sound 010 is programmed and stored. The current sound is sound 032.
Press copy/paste in programmer. The copy/ paste menus most recently edited option appears in the display.
Twist the knob to dial in number 10 because that sound is where we want to copy data from.
Stick.right to access the list of data that can be copied:
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Twist the knob to select the desired source data:
Press enter. All resynator 1 source data is copied from sound 010 into resynator 1 of the current sound.
Then you can immediately copy another data record using the knob or stick.left to select another source sound.
Copying within a sound
You have two selection lists offering options for copying within a sound. The "What" list (see menu diagram) offers resynator data, shaper and controller settings, etc. It is followed by the "Where" list, which lets you select the destination. "Where" offers only those destinations that are meaningful in connection with the previously selected data.
Current settings are always copied when copying data within a sound irrespective of whether or not the settings have been stored.
Example: How to copy data in the current sound from resynator 1 to resynator 2
In the following example, we will copy resynator 1’s current settings to resynator 2 within sound 010.
Press copy/paste in programmer. The copy/
paste menus most recently edited option appears in the display. If necessary, scroll to the copy within menu option. Twist the knob to select data to be copied from the What list.
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Stick.right to access the "Where" selection list. Select the destination within the current sound via knob; in our example this is resynator 2.
Press enter. All data is copied from resynator 1 to resynator 2 within the current sound.
Then you can copy the same source data to another destination (if possible) using the knob or
stick.left to return to the "What" selection list.
Back to the roots: The reset function
The copy/paste menu boasts a special feature called reset (see page 54). It lets you set selected data records back to their default settings.
The reset selection list offers the same data records as the copy selection list.
Press copy/paste in programmer. The copy/
paste menus most recently edited option appears in the display.
Stick.down to access the reset function. The
selection list appears in line 2. Select the desired data record using the knob.
Press enter. The values of the selected data
record are reset. In the case of stick recordings, all corresponding tracks are erased.
Then you can reset another data record immediately using the knob or stick.up to go to the copy function.
You can also use the enter button to reset just the current parameter rather than entire parameter sets to the default setting.
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Module: Programmer
Programmer: Programming setups
Before we dive right into programming, look at the following chart. It recaps basic information on the topic of "Operating mode: Setup mode" starting on page 32.
58
You can combine up to four sounds in setup mode. In stereo mode, sounds can be routed freely to the three stereo outputs (along with the „wet“ or effects signal).
In surround mode, L/R stereo master effects are routed to the front L/R and back L/R outs, while the center channel and sub remain "dry." Sounds can be positioned freely in the surround field via stick controller or on the fly in the soundscape via stick animation.
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Setup menu
Stick.down and stick.up in the usual fashion to
scroll through the various menu options.
The four sounds in the setup are displayed side by side for every menu option (with the exception of the surround parameters). The cursor < indicates which sound you are currently editing with the knob. The name of this sound also appears in the first line of the display.
Example: Volume settings for the four sounds in the setup. The same level (30) is set for each sound. The cursor points to sound 2.
Stick.left and stick.right to scroll among the sounds within a menu option.
The setup menu is a matrix: If, for example, the cursor points to sound 2 and you stick.up/down to scroll to the next/previous menu option, the cursor remains in place; that is, it continues to point to sound 2.
The menu diagrams on the following pages show the default settings of the individual setup parameters. All parameters are described in table 5 on page 61.
Button
SetUp No.
Setup
SetUp_name
Snd 1 Soundname
Button Sound 4Sound 2 Sound 3Sound 1
Vol 1 Soundname
127< 127 127 127
Transp 1 Soundname
Detune 1 Soundname
MIDI 1 Soundname
Local 1 Soundname
Out 1 Soundname
ST1< ST1 ST1 ST1
Pan 1 Soundname
Continued on next page ...
5< 0 0 0
0< 0 0 0
0< 0 0 0
1< 2 3 4
On<OnOnOn
0< 0 0 0
Snd 2 Soundname
52<00
Snd 2 SetUp_na
5210<0
Snd 2 SetUp_n
5 2 10 19<
Vol 2 Vol 3 Vol 4
Transp 2 Transp 3 Transp 4
Detune 2 Detune 3 Detune 4
MIDI 2 MIDI 3 MIDI 4
Local 2 Local 3 Local 4
Out 2 Out 3 Out 4
Out 2 Out 3 Out 4
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... Continued from prev ious page
KeyLow 1 Soundname
C-2< C-2 C-2 C-2
KeyHigh 1 Soundname
G8< G8 G8 G8
VeloLow 1 Soundname
1<111
VeloHigh 1 Soundname
127< 127 127 127
Silver 1 Soundname
127< 127 127 127
Delay 1 Soundname
0<000
Reverb 1 Soundname
0<000
Continued on next page ...
KeyLow 2 KeyLow 3 KeyLow 4
KeyHigh 2 KeyHigh 3 KeyHigh 4
VeloLow 2 VeloLow 3 VeloLow 4
VeloHigh 2 VeloHigh 3 VeloHigh 4
Silver 2 Silver 3 Silver 4
Delay 2 Delay 3 Delay 4
Reverb 2 Reverb 3 Reverb 4
... Continued from previous page
Silver Stick
Surround Mode = on
when
and
Sound 1 primed
Same
applies to
Sounds 2 to 4
Surround Mode On/Off
Surround Stk Ani Sound 1 On/Off
Surround FrLeft Sound 1 63
Surround FrRight Sound 1 63
Surround BkRight Sound 1 63
Surround BkLeft Sound 1 63
SrndCenterWeight Sound 1 63
Surround sub mix Sound 1 63
Surround Stk Ani Sound 2 On/Off
Snd 2 SetUp_na
Sound 3 On/Off
Snd 2 SetUp_n
Sound 4 On/Off
Surround FrLeft Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
Surround FrRight Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
Surround BkRight Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
Surround BkLeft Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
SrndCenterWeight Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
Surround sub mix Sound 2 63
Snd 2 SetUp_na
Sound 3 63
Snd 2 SetUp_n
Sound 4 63
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Setup parameters
Snd Numbers of the sounds contained in the
current setup.
Vol Sets the volume levels for the individual
sounds within the setup. Value range: 0 to
127.
Transp Transposes the individual sounds within the
setup in semitone steps. Value range: -48 to +48.
Detune Detunes individual sounds within the setup
in cent increments. Value range: -99 to +99.
MIDI Determines MIDI data send and receive
channel for sounds in setup mode. A sound responds to incoming MIDI data only when the defined MIDI channel and send channel numbers are identical.
Value range: 0 to 16. 0 denotes omni, meaning that the sound responds to incoming messages on all MIDI channels (see page 178).
In sound mode, the global MIDI channel settings defined in the basic settings apply (see page 40).
Table 5: Setup parameters
Local Deactivates/activates Neurons synthesis
engine via the keyboard as well as via controls 1 to 4, the footswitch, the sustain pedal and aftertouch.
Local = Off: Neuron’s keyboard is disabled for this sound so that it cannot control the internal synthesis engine; the controls are deactivated. However, the sound can be played via incoming MIDI data and send MIDI data.
Local = On: The internal synthesis engine can be controlled for this sound via Neuron’s keyboard as well as via incoming MIDI data. All controls are enabled.
Note in this context the function of the local basic settings parameter (see page 41): If this global parameter local is set to off, the settings of the four setup parameters of the same name are overruled.
Out Defines the audio output for every sound in
stereo mode.
Your options are ST1 (stereo output 1), ST2 and ST3. The headphones output receives the same signal as ST1.
See also the illustration on page 10.
Table 5: Setup parameters (cont.)
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Pan Positions the sound in the stereo panorama.
Value range: -64 to +63.
The setup menu lists special surround parameters for defining the surround panorama (see page 63). For more on the pan parameter, see the explanation given for sound mode panorama settings starting on page 49.
Key Low Key High
Velo Lo w Velo High
Limits the keyboard range for every sound. Key low defines the lower limit, key high the upper limit. The parameters represent note numbers. A sound is triggered only when notes higher than or equal to the key low value (default: C-2) and lower than or equal to the key high value (default: G8) are played.
Value range: C-2 to G8 (0 bis 127).
Default MIDI assignment: C3 = 60.
Defines a velocity window for each sound. A sound is audible only if the velocity (key pressure) lies within the boundaries defined here. The default for each sound is 1 for velo low and 127 for velo high.
Value ranges: 1 to 127.
Table 5: Setup parameters (cont.)
Silver Defines the silver mix amount for the
individual sounds.
This is best explained by an example: Say individual silver settings are stored for each of the four sounds within a setup. Say also that you are satisfied with each sound when you hear it in isolation, but in the context of the entire setup, you find a given effect too puny or too mighty. The setup menu offers these mix parameters so you can determine the level of silver effects separately for each sound and adjust the desired balance between them.
Value range: 0 to 127.
0 = silver effects are switched off.
127 = silver effects are rendered at the level determined in the sound (meaning they are not amplified!)
Delay Determines the delay send amount for the
individual sounds.
The master effects module processes the composite signal of all four sounds, meaning that the delay settings apply to all sounds within a setup. This parameter lets you determine the send amount for each sound individually.
Table 5: Setup parameters (cont.)
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Reverb Determines the reverb send amount for the
Surround Stk Ani
individual sounds. The master effects module processes the composite signal of all four sounds, meaning that the reverb settings apply to all sounds within a setup. This parameter lets you determine the send amount for each sound individually.
Defines the playback mode for stick recordings in surround mode (stick playback) for each sound.
Off: Stick animation is disabled for the given sound.
1Shot: The first note you play triggers the recorded stick movement for the given sound (single trigger) and the animation continues to shape the sound regardless of how many notes you play thereafter. Once the animation has run its c ourse it is not re­triggered.
Repeat: The first note you play triggers the animation and then – unlike when the 1shot setting is enabled – it is repeated in cycles for as long as you continue playing notes.
To learn how to record stick controller movements, read the topic "Stick recording and animation" starting on page 89.
Table 5: Setup parameters (cont.)
Surround FrLeft
Surround FrRight
Determines the amount or level of each sound in the left front surround channel.
Value range: 0 to 127.
0 means that the given sound is not audible in the left front speaker.
127 means the sound is routed in the maximum amount (or level) to the left front surround channel.
Note that this parameter is the inverse of the parameter for the right rear channel:
For more on this, see the comments following the table!
Determines the amount or level of each sound in the right front surround channel.
Value range: see above
Note that this parameter is the inverse of the parameter for the left rear channel: Surround FrRight + Surround BkLeft = 127.
For more on this, see the comments following the table!
Table 5: Setup parameters (cont.)
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Surround BkRight
Surround BkLeft
Srnd Center Weight
Determines the amount or level of each sound in the right rear surround channel.
Value range: see above
Note that this parameter is the inverse of the parameter for the left front channel: Surround BkRight + Surround FrLeft = 127.
For more on this, see the comments following the table!
Determines the amount or level of each sound in the left rear surround channel.
Value range: see above
Note that this parameter is the inverse of the parameter for the right front channel: Surround BkLeft + Surround FrRight = 127.
For more on this, see the comments following the table!
Boosts or cuts the center channel for each sound. Note that the effect of this value is relative to the value determined by stick.
Value range: 0 to 127. Default 63.
Values < 63: Cuts the center channel’s level. Values > 63: Boost.
Table 5: Setup parameters (cont.)
Surround sub mix
Boosts or cuts the subwoofer channel for each sound.
Value range: 0 to 127. Default 63.
Values < 63: Cuts the subwoofer channel’s level. Values > 63: Boost.
Table 5: Setup parameters (cont.)
The values of the surround pan parameters FrLeft to BkLeft (and implicit Center) can be adjusted via silver stick controller when surround mo de i s ac tive and the given sound is primed within the setup. Please note that SrndCenterWeight is a separate parameter in addition to the implicit center value.
Surround mode is described in detail starting on page 169.
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How to start setup mode
All the procedures described in the following section require that Neuron is running in setup mode.
To start this mode, press the setup button located below the main display. The LED above the button lights up when Neuron is in setup mode.
How to load a setup
Start setup mode as described above. Setup loader appears in the main display along with the number and name of the currently loaded setup.
If you are already working in setup mode, call setup loader by briefly pressing exit once or twice (depending on the currently active menu).
You have three options for loading a setup:
In order to step through all stored setups
successively, press the up or down button in programmer. In each step, the next setup is loaded and indicated in the main display. (You can only do this when setup loader is displayed.)
Enter the three-digit setup number using programmers numeric keypad (whenever
necessary, preceded by zeros, e.g. 003). The setup is loaded immediately after the third digit is entered. (You can only do this when setup loader is displayed.)
Dial in the setup number by twisting the knob
next to the display and confirm with enter (by pressing the knob). The setup number continues to flash until the selected setup is loaded.
When you load a setup, all modules are set to the stored values.
How to load a sound into a setup
Located above the main display you will find four buttons labeled sound 1 to sound 4. Every button represents a sound stored in the current setup.
If you press one of these buttons when the device is in setup mode, the display jumps right to the menu option that lets you load sounds and the cursor points to the desired position.
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Example: Press sound 2.
Dial in the desired sound number using the knob and confirm with enter (press the knob).
Stick.left and stick.right to move the cursor so that you can load sounds to the other positions in the setup.
How to prime a sound for editing within a setup
The aforementioned sound 1 to 4 buttons also serve to do this.
When you press a button repeatedly, the assigned sound is activated (LED lights up), primed (LED flashes), or deactivated (LED extinguishes).
If you want to mute an activated sound without priming it first, press and hold the appropriate sound button until the LED extinguishes (one second should do).
An activated sound is played with the setup while a deactivated sound is muted. A primed sound can be
edited by means of the modules control features while the current setup is being performed.
All changes - for example, parameters edited via stick in the resynators, or in slicer or silver - always apply to the primed sound and are audible in the setup without having to first store the edited sound or load the edited sound into the setup.
How to store edited sounds in a setup
Sounds are reference by (or linked into) a setup. If you edit a sounds parameters within a setup because you want it to sound a bit different in the setup than it does in sound mode, you must store these changes specifically. Simply storing the setup will not save these changes.
Setup mode offers an enhanced store function for this very purpose.
Press the red store button.
You can now select in the display what you want to store:
Use the knob to select the setup-specific parameters or one of the four sounds to be stored.
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For example, say you have edited sound 3 and want to store sound 3 under another name and number.
Select sound 3 using the knob.
Confirm your selection via enter.
The rest of the procedure is the same as the procedure for storing a sound in sound mode.
If necessary, dial in a new number with the knob and assign a new name to the sound.
For details on how this is done, please read the description on page 51.
Confirm the storage process by pressing enter (the rotary knob). The display reads
Saving...
to the most recently edited menu option.
After you have stored the sound under another number and with a new name, the new sound automatically takes the place of the old sound in the setup.
for a moment and then returns
How to program a setup
You have two options for programming a setup: either load a previously programmed setup and change the settings as desired or generate a new setup by loading a "fresh" number and begin assigning the sounds.
After you have loaded the desired sounds, toggle the navigation stick to scroll through the setup menu (see page 59) and define the various parameters for each sound. All parameters are described in the table starting on page 61.
How to store a setup
The store function in setup mode works like the save as... command commonly used on computers. You can either store the setup under the current number or put the setup some other place within the setup database.
Press the red programmer store button while in
setup mode. Now you can select what you want to store:
setup
Press enter to select the
.
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The current setup number or name appears in the main display.
Twist the knob to select the number under which you want to store the setup. The name of the setup currently stored under this number appears. Note that this setup will be overwritten!
Name the new setup: Stick.right the navigation stick to access the first character in the displays second line. The name of the currently stored setup appears in the display and you can now overwrite it (see the example display). Twist the knob to select the desired character.
Tip: Stick.up/stick.down to select uppercase and lowercase.
Use the navigation stick and the knob as described above to change each character in the name line.
After you have named the setup, confirm the storage process by pressing the rotary knob. The display reads
Saving...
for a moment and returns to the most recently active menu at the end of the storage process.
You can cancel the store operation at any time with the exit button before you send the setup off to its new address! This returns the display to the most recently edited menu option.
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Module: Resynator
The philosophy behind resynators
You are sure to be familiar with the term "resynthesis". It has certainly been on musicians and sound designers’ minds for many years. For good reason: This brand of synthesis harbors tremendous sound design potential. The problem to date has been that no one had found a feasible solution to the interface pro­blem: How can all this sonic potential be handled intuitively?
The solution to this problem is intelligence, a quality that conventional sound generating machines lack. But Neuron is a breed apart: its synthesis engine’s nerve system is endowed with artificial intelligence. Happily for users, it hand les very much like a classic synth, though the approach to shaping sound is completely different.
Whereas it takes all kinds of complicated connec­tions between the various modules to generate in­teresting sounds on a classic synth, Neuron holds a treasure-trove of great-sounding source material
right there in the heart of its synthesis engine. You can tailor this material to suit your taste with ease
- some might even say in style.
The dynamo that drives classic subtractive synthesi­zers, the oscillator, inspired the resynator. Its name expresses that kinship: The term "resynator" is an amalgam of "resynthesis" and "oscillator." A resyn­ator also performs similar functions. Like an oscilla­tor, it provides the basic material for sound generation.
Module: Resynator
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The idea behind Neuron models
While the classic analog synthesizer offers just a few basic waveforms for purposes of sound generation, the resynator features a sophisticated sound model at this bottom-line level of sound shaping. The underlying principle is comparable to that of many modern-day PCM synthesizers that use samples rather than basic waveforms. However, Neuron’s models are far more advanced and versatile than the fixed sound bite that is a sample, which does not allow invasive sound sculpting.
Neuron sound models are created via adaptive sound analysis and linked to individual parameter sets. And as parameter names like small, warm, cold, and torsion would attest, every parameter addresses some kind of tonal property.
Model parameters
A models parameters are a combination of musically meaningful values. As discussed above, accessing the key musical attributes of a sound poses tremendous obstacles. Courtesy of adaptable algorithms, resynthesis has the power to blast through this performance barrier:
Following a basic classification, the neural synthesis engine detects the formative parameters of a sound, categorizes them in groups, and assigns them to one of two parameter levels that we call scape and sphere (more on this later). How "freely" or "abstractly" the neural synthesis engine defines the parameters of a sound is determined during the process of model generation.
This analysis yields parameter sets that are loaded into the resynator along with the sound (which in the process of model generation is transformed into a model) and placed at your fingertips. The stick controller lets you modify these parameters in real­time. That is tantamount to performing open-heart surgery on the very essence of what makes a sound sound like it does.
And that makes Neuron the first synthesizer to parameterize audio source material on the fly. Because this base material can be any conceivable audio event, you have an inexhaustible supply of sonic goods at your disposal at this early stage of sound generation.
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Scape and sphere
Every model is subdivided into two parameter regions called scape and sphere.
A scape puts all parameters associated with the formative qualities of a sound at your disposal, for example, the vibrations of vocal cords, or a string. A scape serves to determine inherent attributes, for example, whether the sound is the product of a chaotic, disharmonic or harmonic oscillating system.
By sphere, we mean extrinsic sound-shaping factors, that is, the environmental conditions – a piano case, a guitar body - in which the sonic event occurs. Spectral processes, formants, resonance, absorption factors, and the like are determined here.
Each of the two regions contains three parameter levels. At every level, the parameters are positioned crosswise as polar opposites as depicted in the picture on page 69.
The Neuron library contains models of classical instruments; after all, bending the commonplace sounds of instruments such as the piano, strings, oboe, or even a Minimoog bass promises truckloads of fun. However, if you restrict yourself to merely manipulating these oft-encountered sounds, you will not tap into the true potential of the awesome powers of neural synthesis.
The first time you fire up the synthesis engine, it will dawn on you what astonishing sound-shaping possibilities the stick controllers in the resynators offer!
Manipulating scape and sphere
The actual editing of a model – that is, invasive sound sculpting – is performed in real-time using the stick controller. The stick morphs between two opposite sonic attributes, and it does this selectively by scape or sphere and parameter level. (In this context, the verb "morph" means to change over seamlessly from parameter to another.)
This process is best explained using an example: Say resynator 1 contains a model called "flute". The neural process assigned the following sphere parameter sets (among others) to this sound: "metal / wood" and "large / small". The woodiness and size of the flute can be varied on the fly by moving the stick. For its scape parameters, our flute is assigned at one of the three levels "wide / narrow" and "clear / rough". This means that you can edit the breadth and roughness of the flutes sound on the fly.
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The two resynators in Neuron...
Neuron features two resynators of identical design. Models may be selected freely for each resynator.
Envelopes and stick recording/animation
Editing within the scape and sphere parameter levels can be performed at each level via a "hard-wired" ADSR envelope. The envelope defined in shaper 1 modulates resynator 1, likewise shaper 2 serves as the envelope generator and resynator 2.
In addition, the two shapers offer freely routable envelopes (either two ADSR envelopes or one 4 levels 4 times curve) for controlling resynator pitch. The curve parameters are defined in the respective shaper, the depth or intensity of the curve (and therefore its routing) is determined in the menu of the given resynator (FreeEnv Pitch, see page 83).
To learn how to handle the shaper, read the section "Module: Shaper 1/2" starting on page 99.
As an alternative, stick movements can be recorded in real-time and applied selectively to control the parameters of each scape/sphere level.
We call this process stick animation and have de- dicated a separate section to it starting on page 89.
Pitch, volume and parameter modulation
The volume of every resynator output as well as pitch and every scape and sphere levels opposite parameter pairs can be modulated via the mod modules LFO.
The form and frequency of the modulating LFO oscillation are determined in the mod menu, which also lets you define the basic depth as well as delay time. You will find more on this on page 116.
After you have defined the LFO oscillation in the mod module, go to the resynator menu to assign the modulation to the resynator (if desired) and determine modulation intensity.
To this end, the LFO depth menu offers the options pitch, volume, and L1 scape 1/3 to L3 sphere 2/4. These parameters are in described in table 7 starting on page 82.
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Resynator: Control features
On/Off
buttons
Stick­controller
On/off switch for the resynator. Pressing this button can mute each resynator.
Neuron is a synthesis instrument designed specifically to let you get fast results. That is why it affords swift, efficient and intuitive access to parameters. This is particularly evident in the resynator. The stick controller lets you tweak up to four parameters simultaneously. Though gamers will love its joystick-like vibe, it is nevertheless a very subtle sound-sculpting tool. And it is phenomenally powerful. Though you may start with the sound of a conventional instrument, in no time at all you will be exploring totally uncharted (synthetic) sonic territory.
Tip: After you manipulate the stick to get a coarse parameter setting, the main display shows the current parameters. To fine-tune that setting, toggle the navigation stick to scroll (stick.right/ left) through the four parameters of the current level and use the knob to set the desired value.
Note also the basic settings parameter stick mode (see page 37).
Table 6: Resynator control features
Displays The nature of these parameters varies
considerably depending on the type of model and its attributes. For better orientation, they are shown along with the respective values in the displays surrounding the stick controller.
Model select menu
button
Select (scape/ sphere)
button
When you are not working in the resynator
/
menu, you can press this button to access the most recently edited resynator parameter. To use model loader to load a model into the resynator (see page 86), press the button in the resynator menu. You will find a description of the menu on page 75.
The parameters of every model are subdivided into scape and sphere parameters (see page 71). This button lets you select a parameter region for editing via the level button and stick. The current parameter values of a region are automatically retained when you switch to the other region.
Table 6: Resynator control features (cont.)
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Parameter Level
(1 / 2 / 3) button
Record stick button
Scape and sphere parameters are ordered in three levels each. After you have chosen a region using the select button, this menu is where you determine the level to be processed via stick. Again, Neuron "memorizes" the current settings when you switch to another level.
The movements of the stick controller can be recorded and stored for every scape and sphere parameter level.
By activating stick animation, you can play the recorded movement back (see the next line in the table).
This lets you program extremely vigorous modulations as an integral component of a sound. To learn how to record stick controller movements, read page 89.
Table 6: Resynator control features (cont.)
Contour control
button
An ADSR envelope or previously recorded movement of the stick controller can influence every scape and sphere parameter level. The contour settings can be determined separately for every parameter level, so you have six contour controls available for each resynator.
By pressing this button several times, you can select between:
Off (no LED lights up): An envelope or stick recording does not manipulate the selected parameter level.
Shaper: The par. level ADSR envelope in the given shaper is assigned to the current scape or sphere parameter level. Note that the par. levels LED in the shaper must light up before you can define the envelope.
Continued on next page...
Table 6: Resynator control features (cont.)
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... Continued from previous page
The amplifier envelope defined in the shaper is always active for the entire resynator, regardless of the contour control setting in the resynator. To find out how to define an envelope, please read the section starting on page 110.
Stick Animation: The stick movement
previously recorded via record stick is played back as a 1shot or in repeat mode, depending on the stick animation setting in the resynator menu (see page 80). Manual stick movements have no effect on the current parameter level while stick animation is activated!
Octave button
The pitch for the given model can be edited in octaves. Note also in this context the pitch menu options semi and cent in the resynator menu (see page 82).
Table 6: Resynator control features (cont.)
Resynator: Menu
Press the model select/menu button to access the resynator menu. The most recently edited resynator menu option appears in the main display. Press this button again to access model loader.
The resynator menu is a matrix. Stick.up/down to scroll through the main menu options as well as through related options in a submenu. Example: Stick.down takes you from <L3 scape 4> directly to <L3 sphere 4> and Stick.up leads to <L2 sphere 4>.
The rotary knob adjusts numeric values or scrolls through predefined settings.
The model select/menu button takes you to this menu, as do diverse other resynator control features. For example, when you move the stick controller the values of the currently edited model parameter appear directly in the display and can be edited via knob.
Though the following diagrams show resynator 1’s
R1
menu (the display indicates
in li ne 1) only, th e se illustrations serve as an example for both resynators. Note also that the device shows the actual parameter names in line 2 rather than the dummies <
scape>/<sphere>
shown here.
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Module: Resynator
On/Off
Resynator 1 Switch
76
Activating model loaders:
within the Resynator menu: press 1 x without the Resynator menu: press 2 x
Paramete r
Level
Resynator 1 Param Level
Select
Stick
Access the corresponding menu option, depending on selected lev el or Region (see LED)
Model/Edit
Resynator 1 Volume
R1 Load Model No. Name
R1 Param Value L1 <Scape 1>
R1 Param Value L1 <Sphere 1>
R1 Param Value L2 <Scape 1>
R1 Param Value L2 <Sphere 1>
R1 Param Value L3 <Scape 1>
R1 Param Value L3 <Sphere 1>
Continued on next page ...
R1 Volume LFO Depth
R1 Param Value L1 <Scape 2>
corresponding to Level 1 Scape
like Level 1 Scape
like Level1 Sphere
like Level 1 Scape
like Level1 Sphere
Key track
Sc VeloDepth
L1 <Scape 3>
Sc L1 <Scape 4>
R1 LFO Depth L1 Scape 1/3
Cont.
Control
if Level 1 and Scape
L1 Scape 2/4
R1 Key Track L1 Scape 1/3
Resynator 1 Cont Control
L1 Scape 2/4
R1 Velo Depth L1 Scape 1/3
L1 Scape 2/4
R1 Stick Anim Scape
= Stick.up / stick.down
= Stick.left / stick.rig ht
matrix-like structure of the menu!
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... Continued from prev ious page
R1 Model Size Key track
Octave
R1 Pitch Octave
R1 Model Hi/Lo Velo Switch
R1 Model Size Offset
R1 Pitch Semi
Cent
R1 Pitch LFO Depth
Key track
R1 Pitch Free Env ADSR 1 Depth
R1 Pitch ADSR 2 Depth
R1 Pitch 4L/4T Depth
Resynator: Parameters
Volume Determines the volume of the
Volume LFO Depth
resynators. This lets you adjust and balance the relative levels of the two resynators. Value range: 0 to 127.
Determines the modulation depth of the mod-generated LFO oscillation and thus the intensity of its effect on resynator volume.
Value range: -64 to +63.
Depth = 0: No mod-generated volume modulation. Depth > 0: Starting at the current level, the volume increases in accordance with the LFO oscillation (up to a max value of
127).
Depth < 0: Volume decreases in accordance with the LFO oscillation.
Note in this context the global LFO depth, which is defined directly in the mod module (page 116). Global LFO depth is offset against this modulation destinations depth value.
Table 7: Resynator parameters
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Volume Key track
Also called key follow, key track is a form of keyboard control data. When key tracking is activated, the keyboard serves as a modulation source, generating key track values in accordance with the position or pitch of the notes played on the keyboard. This parameter determines the relative or weighted volume of the various keyboard zones. The notes of certain predefined keyboard zones sound louder or softer depending on the key track value.
Value range: -64 to +63.
0 = No weighting.
Positive values: Notes above the center keys pitch (C3) are played louder than notes below C3. The higher the value, the further this weighting is shifted to the right of the keyboard.
Negative values: Notes below the center key (C3) are played louder than notes above C3. The lower the value, the further this weighting is shifted to the left.
See also the illustration on page 85.
Table 7: Resynator parameters (cont.)
Volume VeloDepth
Param Value
L1 <Scape> to L3 <Sphere>
Determines velocity modulation depth and thus the intensity of the effect on the resynators volume.
Value range: -64 to +63.
VeloDepth = 0: Velocity does not modulate the volume level.
VeloDepth >0: The harder you bear down on a key, the louder the output level.
VeloDepth <0: The harder you bear down on a key, the softer the output level.
Model parameter values. Value ranges: 0 to 127.
Model parameters can be set using the resynators stick or the rotary knob located next to the main display. The latter lets you dial in settings more precisely. We recommend that you set coarse values using the sticks and fine­tune them in the menu.
Table 7: Resynator parameters (cont.)
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LFO Depth
L1 Scape 1/3 to L3 Sphere 2/4
Determines the modulation depth of the mod-generated LFO oscillation and thus the intensity of its effect on the opposite cross-x scape and sphere parameter pairs (1/3 and 2/4).
Value range: -64 to +63
LFO depth = 0: Parameters are not modulated.
LFO depth > 0: Starting at the current value, the parameter value increases in accordance with the LFO oscillation (up to a max value of 127).
LFO depth < 0: The value decreases in accordance with the LFO oscillation.
Note in this context the global LFO depth, which is defined directly in the mod module (page 116). Global LFO depth is offset against this modulation destinations depth value.
Table 7: Resynator parameters (cont.)
KeyTrack
L1 Scape 1/3
to
L3 Sphere 2/4
Weights model parameters for different keyboard zones. The higher the parameters weight, the greater is its influence and the more intense the effect of parameter value changes.
Key tracking is defined separately for each scape and sphere parameter level. Note that you can differentiate between the two cross-x parameter pairs within a level.
Example: weights the third sphere levels second and fourth parameter.
Value range: -64 to +63. 0 = No weighting Positive values: Notes above the center key (C3) are weighted higher than notes below C3. The higher the value, the further this weighting is shifted to the right of the keyboard. Negative values: Notes below the center key (C3) are weighted higher than notes above C3. The lower the value, the further this weighting is shifted to the left.
See also the illustration on page 85.
Keytrack L3 sphere 2/4
Table 7: Resynator parameters (cont.)
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VeloDepth
L1 Scape 1/3
to
L3 Sphere 2/4
Stick animation
L1 scape to L3 sphere
Determines velocity modulation depth and thus the intensity of its influence on individual cross-x scape and sphere parameter pairs.
Value range: -64 to +63
VeloDepth = 0: Parameters are not modulated.
VeloDepth >0: Starting at the current value, the parameter value increases in accordance with velocity (up to a max value of 127): current parameter value +
velo depth x velocity value
VeloDepth <0: The value decreases in
accordance with velocity.
Defines the playback mode for stick recordings (stick playback). Your options are:
1Shot: The first note you play triggers the recorded stick movement for the given sound (single trigger) and the animation continues to shape the sound regardless of how many notes you play thereafter.
Continued on next page...
Table 7: Resynator parameters (cont.)
Once the animation has run its course it is not re-triggered until you release all keys and then press a new key. Tip: You can opt to use envelopes for this purpose. The shaper offers multi­trigger functionality, meaning that ­unlike stick animation - the envelope is triggered every time you press a key. This starts the envelope separately for every note you play.
Repeat: The first note you play triggers the animation and then – unlike when the 1shot setting is enabled – it is repeated in cycles for as long as you continue playing notes.
To learn how to record stick controller movements, read the explanation starting on page 89.
Table 7: Resynator parameters (cont.)
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Model Size Key track
Model Size Key track determines how
keyboard transposition affects the size of the model.
Value range: -64 to +63.
0 = the size of the model remains the same across the entire keyboard.
Positive values: Notes above the root key reduce the size of the model, notes below the root key enlarge it.
Negative values: Notes below the root key reduce the size of the model, notes above the root key enlarge it.
Good-to-know background stuff:
Neuron’s approach to transposing models differs from that of a sampler or ROMpler (a synthesizer featuring sample playback or sample ROM). While in a sampler not only the pitch but also the apparent sample size changes in accordance with the played note, the size of a Neuron model remains largely unchanged when it is transposed. This yields a more natural, organic sound.
Continued on next page...
Table 7: Resynator parameters (cont.)
When working with multi-models (models derived from a multisample and consisting of several scape/sphere pairs), an audible jump or gap in the soundscape may occur because virtually every zone brings its own model size to the sonic equation.
You can counter this effect by taking advantage of the model size key tracking parameter and, if necessary, the model size offset parameter (see the next line of the table).
When you enter a suitable setting, Neuron transposes much like a sampler. The model size can even be inverted in relation to pitch if you enter negative values, which makes for interesting effects.
Model size key track and offset cannot be modulated! In order to change the size of the model on the fly, you must modulate the given model parameter directly (usually this will be sphere level
1). All modulation sources and
controllers may be used for this purpose.
Table 7: Resynator parameters (cont.)
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Model Size Offset
Pitch Tunes the resynators. The submenu
Determines the extent of the offset between the size of a model and the root key. Value range: -64 to +63. 0 = the model size remains constant, meaning that it corresponds to the size of the original sample on the root key.
Values other than zero increase or decrease the size. This means that you can play a model so that it behaves like a sample (key track = +63, see above) and retains the pitch of the original sample even though it is smaller than the original sample.
contains the following menu options:
Octave. Value ranges from -2 to +1.
Adjustable only via the octave button.
Semi. Value ranges from -24 to +24. The knob detunes in semitones.
Cent. Value ranges from -99 to +99. The knob detunes in cent steps.
Table 7: Resynator parameters (cont.)
Pitch LFO Depth
Determines the modulation depth of the mod-generated LFO oscillation and thus the intensity of its effect on resynator pitch.
Value range: -64 to +63.
LFO depth = 0: Mod does not modulate pitch.
LFO depth > 0: Starting at the current value, pitch is modulated upwards in accordance with the LFO oscillation.
LFO depth < 0: Pitch is modulated downwards in accordance with the LFO oscillation.
Note in this context the global LFO depth, which is defined directly in the mod module (page 116). Global LFO depth is offset against this modulation destinations depth value.
Table 7: Resynator parameters (cont.)
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Pitch Key track
Pitch FreeEnv ADSR 1 Depth
and
ADSR 2 Depth
Determines the key tracking for the resynators pitch.
Value range: -64 to +63. Default: 63
0 = Pitch remains constant over the entire keyboard (C3).
Positive values: The pitch of notes above the center key (C3) rises. +63 pitch = standard keyboard assignment.
Negative values: The pitch of notes above the center key (C3) drops.
-64 = inversion of the standard keyboard
assignment.
See also the illustration on page 85.
Determines the modulation depth of the free ADSR envelope generated by shaper 1 (or shaper 2) and thus the intensity of its effect on resynator pitch.
Value range: -64 to +63.
Depth = 0: The free envelope does not modulate pitch. Depth > 0: Starting at the current value, pitch rises in accordance with the ADSR envelope. Depth < 0: Pitch drops in accordance with the envelope.
Continued on next page...
Pitch FreeEnv 4L/4T Depth
Note in this context the global depth of the envelope, which is defined directly in the shaper (page 108). This global
depth is offset against the Free Env Depth value determined at this
modulation destination.
Determines the modulation depth of the free 4 levels 4 times envelope generated by shaper 1/2 and thus the intensity of its effect on resynator pitch.
Value range: 0 to 127.
Depth = 0: The free envelope does not modulate pitch. Depth > 0: : Starting at the current value, the pitch rises in accordance with the 4L/4T curve.
Unlike ADSR depth, 4 L/4 T depth does not allow negative values because the envelope itself can accept negative levels.
Note in this context the global depth of the envelope, which is defined directly in the shaper (page 108). This global
depth is offset against the Free Env Depth value determined at this
modulation destination.
Table 7: Resynator parameters (cont.)
Table 7: Resynator parameters (cont.)
Module: Resynator
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Model Hi/Lo Velo Switch
Heads up: This parameter is enabled only when the model loaded in the resynator distinguishes between low and high velocity zones. This property is determined when the model is created in ModelMaker.
The parameter defines a velocity threshold value. If the pressure applied to the key exceeds the threshold value, the high velocity zone plays. If the force of your key attack falls short of the defined threshold value, the models low velocity zone sounds.
That way you can address two sound components within a model by simply varying key pressure.
Value range: 1 to 127.
Table 7: Resynator parameters (cont.)
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Key tracking
You can define key tracking performance for every resynator (volume key track parameter (page 78), key track parameter (page 79) and pitch key track parameter (page 83) as well as for the silver units filters (page 138).
Starting from the center key, this parameter weights a module or a parameter with reference to pitch. An analogy may explain this better: Picture a set of scales. The center key is the lever holding the two pans. Key tracking is the weight placed in a pan. Negative values = weighted to the left side of the keyboard; positive values = weighted to the right of the keyboard.
Resynator and silver unit key tracking
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Resynator: Handling
If you are working in setup mode, you must first prime the sound that you want to edit (see page 66) or switch to sound mode!
How to load a model into a resynator:
Activate the given resynator (on/off button).
Press model select. Model loader appears in
the main display. Heres an example using resynator 1:
Twist the knob to scroll through the model database until you find the desired model. The model number flashes until the selected model is loaded. Load the model via enter (press the knob).
Alternative:
Type in the three-digit model number on the numeric keypad. The model loads immediately after entering the third digit. You do not have to press enter.
The display reads:
Note in this context the basic settings parameter ResyParReset. Use it to determine whether the model is loaded into the resynator with the default values stored in the database or if the current settings are retained. A prompt may appear depending on parameter setting. The basic settings parameter is described on page 38.
Picture the following: The ResyParReset parameter is set to yes/ask. You have run into a sonic dead-end while editing the model, but you do not want to or cannot use the snapshot function (see page 52) to recall the initial parameter values. In this case, simply load the default model values back into the resynator and start over!
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How to edit models in the resynator:
You have a function called snapshot at your disposal when editing. It lets you save the current sound settings at any time. In combination with the play/compare button, you can audition your snapshots and A/B or compare the edited sound to the original. Snapshots are described on page 52.
To edi t a models parameter values, first select the parameter region (select button), then the desired level (parameter level button).
Edit the current levels parameters using the stick controller. The four displays surrounding the stick indicate the current values:
Once you have "touched" a parameter level with the stick, the first parameter also appears
in the main display and can be fine-tuned there using the knob:
Stick.right and stick.left to access and edit
the other parameters at the same level. Stick.up/stick.down takes you to the model’s other parameter levels.
Tune the resynator up or down using the octave
button. Go to the menu option pitch and scroll to the right to detune the model in semitone or cent steps (see the menu diagrams starting on page 75).
Vel ocity: If you want to modulate resynator
volume or individual cross-x parameter values via key pressure, define the given velo depth parameter in the resynator menu (see page 78).
Key tracking: If desired, define volume key
tracking for the entire resynator (see page 78) or key tracking for individual model parameters (page 79).
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LFO: If you want to modulate the model via an LFO oscillation, first define the oscillation in the mod module (page 117), then define the modulation depth for pitch, volume or individual parameter values in the resynator (see parameter descriptions starting on page 77).
Contour control: Use the contour contr. button to activate stick animation for the resynator or to modulate model parameters via envelope (shaper 1 LED lights up).
You must activate stick animation or the shaper envelope specifically for every scape and sphere parameter level. This means that in order to modulate all levels, you must the select the parameter levels via select and parameter
level and define the modulation source using contour contr.
Stick animation is only available if a recording of the stick movement (or track) has been made for the given level. For more on this, read the section starting on page 89.
If you want to use an envelope to modulate the model parameters at a given level, you must define the ADSR envelope in the appropriate shaper and determine the desired depth (see page 110).
The setting contour control = shaper 1 applies to the parameter envelope only! The amp envelope, which modulates resynator volume, remains unaffected by this setting!
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Copying parameter sets or reloading stored parameter values
You have the option of copying parameter value settings or an entire resynator configuration from a stored sound into the current sound or from one resynator to another within the current sound. It is also possible to reload the values stored in the sound database into the respective resynator and cancel all the previous changes made during editing.
You will find the copy function in the copy/paste menu. As well as copying resynator settings and parameter values, it serves to copy many other data records, for example, effect settings or controller assignments
The copy function is described in the section "Copy/ paste" on page 54. There you will find an example demonstrating how to copy the complete set of resynator settings from one sound to another.
Resetting model parameter/resynator settings
In the copy/paste menu, you will also find a reset option. It resets resynator and other data to default values. This function is described on page 57.
Stick recording and animation
When you move the stick controller to edit parameter values, you can record these movements and play them back to manipulate parameter values on the fly. We call this process "stick animation."
In addition to envelopes, stick animation is your other option for manipulating parameter values as a function of time.
Let us look at the rules for stick recording and animation:
You can record one track for every parameter level. This m+63eans that you can record six tracks per resynator – one each for the three scape and three sphere parameter levels.
You can record three tracks in the silver module: one track each for the selected filter, time FX and freq FX.
You can play back a stored track at the parameter level at which it was recorded. You must press the contour contr. button to specifically select an animation and play it back for each level (see page 74).
The resynator menus stick animation option lets you determine if a track is played once or (1shot) or it is cycled (repeat).
Playing a note triggers the animation. In 1shot mode, the animation runs through once while
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in repeat mode it is re-triggered from the top for as long as you hold the note.
The first note that you play triggers every stick animation. While the animation is running, any notes played thereafter have no effect on the animation. Unlike multi-triggering in envelopes, stick animation is limited to a single trigger.
If stick animation is activated for a parameter level (contour contr.), then this level responds exclusively to the animation. No other type of manipulation – say, moving the stick controller manually, or starting a previously defined parameter envelope - has an effect on this level.
If a stick animation is activated for a specific level, the parameters of all levels for which no animation has been activated can be manipulated in real-time by moving the stick even if the respective shaper is activated for purposes of contour control.
The stick record start parameter in the basic settings menu (see page 41) defines the trigger conditions for starting a recording (the options being move the stick or press a key).
The maximum duration of a recording is contingent upon the number of recorded tracks and the intensity of stick movements. No worries, though: under normal conditions, you are unlikely to hit any boundaries!
Stick recordings are stored at the sound level.
Surround tracks are an exception. Surround data is generally stored in connection with a setup!
If you exit a sound without storing it, any newly recorded tracks evaporate into the digital ether!
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How to record a stick movement:
A new recording on the same track (at the same parameter level) overwrites a previously recording without warning!
In the given module, use select (in the resynator only) and parameter level to determine the parameter level at which you want to create an animation.
Press the record stick button to set the recording function to standby. The LED above the button flashes.
Start the actual recording by satisfying the trigger condition defined for the basic settings parameter stick record start; in other words, move the stick or press any key on the keyboard.
The LED lights up continuously during the recording process.
Every movement of the stick controller is recorded.
Stop recording by pressing the record stick
button again.
The track is stored along with the other sound­specific data in the sound database when the sound is stored.
If you do not store the sound, the recording is lost when you change the sound/setup or switch Neuron off!
How to start a stick animation:
In the given module, use select (in the resynator only) and parameter level to determine the parameter level at which you want to play back an animation.
Press the contour contr. button for this level repeatedly so that the stick animation LED lights up.
Repeat this step for every desired parameter level.
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Go to the resynator menu and define stick animation mode for every scape and sphere parameter level - 1shot or repeat (see the parameter table on page 80).
The exception in surround mode: The silver module's contour contr. is reserved for the filter and effects. The surround menu offers an added option called off for the menu option stick animation that serves this purpose. Activate a surround stick animation by selecting 1shot or repeat in the surround menu.
For more on this, be sure to check out the chapter "Surround mode" starting on page 177.
How to delete a track
A new recording made at the same parameter level overwrites a track without warning! In order to delete a track without overwriting it with a new recording, proceed as follows:
Select the parameter level at which you want to
delete a track in the given module using select (in the resynator only) and parameter level.
Press and hold the record stick button until the
LED above the button extinguishes (three seconds should do).
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Module: Blender
Neuron features another breed of newfangled control unit that sweeps between resynators called blender. We had originally intended to equip Neuron with just one resynator.
However, as we were developing Neuron it came to us that the capability of blending or mixing two models could offer tremendous creative potential. And that notion prompted us to build the blender module.
It enables dynamic cross fading between two resynators and lets you manipulate one resynator using another.
Say resynator 1 contains the model of a flute. Resynator 2 provides a piano-like model. Neural synthesis allows specific parameters of one model to influence the other model. In this configuration it would be entirely feasible to impose the sound generating properties of the piano model (that is, the elements of the sound that we classify as scape parameters - the vibration of strings, the dimensions or the material the strings are made of) on the
sound-shaping environment of the flute model - for example the material or size of the flute body. These, in turn, are represented by the flute model’s sphere parameters.
What does a strings pad sound like when chopped up rhythmically by a drum loop? This could generate freakish, alien-sounding rhythm clusters. How about a choir made to "sing" through the body of a grand piano or a snare striking the strings of a guitar – what would that sound like?
Practically the only boundary is your zeal for experimentation, especially when you consider the complex intra-resynator routing options that various blender types (see page 96) put at your disposal. The more abstract models in particular offer wholly unprecedented approaches to synthesizing sound.
But there is more good news: The blender is such a versatile feature that it offers options for shaping the blender amount (or level) on the fly. You can modulate the amount via the mod modules freely definable LFO oscillations and/or via the shaper’s free envelopes. The latter option gives you a choice of two ADSR envelopes or one 4 levels 4 times envelope.
Both modulation methods are defined via the given depth parameters in the blender menu (see page 95).
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Module: Blender
Blender: Control features Blender: Menu
Type
button
Blender wheel
Selector button for the blender type. Press it to access the blender menu in the main display (see below).
The blender wheel controls the relative amounts of the two resynator outputs or determines the times for dynamic cross­fades. How this amount or duration is defined depends on the selected blender type (see the section "Blender: Types" starting on page 96).
The amount can be modulated via mods LFO oscillation or the free envelopes of shaper 1 and 2. The menu offers depth parameters used for this purpose (see page 95).
Table 8: Control features of the blender
94
The blender menu appears in the main display when you press the type button.
Turn the blender wheel to dial in the menu option.
Scroll with the naviga­tion stick and choose the desired parameter set­ting using the knob.
All parameters are described in detail in the following table.
Blender: Parameters
amount
Type
Blender type
Wheel
Blender Amount
Blender LFO Depth
Blender free env ADSR 1 Depth
Blender free env ADSR 2 Depth
Blender free env 4L/4T Depth
Blender Type
Defines the blender type and thus how the two resynators influence each other. The available blender types are described and illustrated on page 96.
Amount Determines the weighting of the resynator
output levels. The value can be defined via the blender wheel. The significance of the amount varies according to the blender type.
Table 9: Blender parameters
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