Thank you for purchasing the Korg
dynamic percussion synthesizer.
This owner’s manual contains a great deal of information that will help you understand the
and play it to its fullest potential. In order- to ensure
that you are taking complete advantage of your
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use the product as directed.
, please read this manual carefully and
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Precautions
Location
Using the unit in the following locations can result in a
malfunction.
•In direct sunlight
•Locations of extreme temperature or humidity
•Excessively dusty or dirty locations
•Locations of excessive vibration
•Close to magnetic fields
Power supply
Please connect the designated AC adapter to an AC outlet
of the correct voltage. Do not connect it to an AC outlet
of voltage other than that for which your unit is intended.
Interference with other electrical devices
Radios and televisions placed nearby may experience
reception interference. Operate this unit at a suitable distance from radios and televisions.
Handling
To avoid breakage, do not apply excessive force to the
switches or controls.
Care
If the exterior becomes dirty, wipe it with a clean, dry
cloth. Do not use liquid cleaners such as benzene or thinner, or cleaning compounds or flammable polishes.
Keep this manual
After reading this manual, please keep it for later reference.
Keeping foreign matter out of your equipment
Never set any container with liquid in it near this equipment. If liquid gets into the equipment, it could cause a
breakdown, fire, or electrical shock.
Be careful not to let metal objects get into the equipment.
If something does slip into the equipment, unplug the AC
adapter from the wall outlet. Then contact your nearest
Korg dealer or the store where the equipment was purchased.
THE FCC REGULATION WARNING (for USA)
This equipment has been tested and found to comply
with the limits for a Class B digital device, pursuant
to Part 15 of the FCC Rules. These limits are
designed to provide reasonable protection against
harmful interference in a residential installation. This
equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful
interference to radio communications. However, there
is no guarantee that interference will not occur in a
particular installation. If this equipment does cause
harmful interference to radio or television reception,
which can be determined by turning the equipment
off and on, the user is encouraged to try to correct the
interference by one or more of the following measures:
•Reorient or relocate the receiving antenna.
•Increase the separation between the equipment
and receiver.
•Connect the equipment into an outlet on a circuit
different from that to which the receiver is connected.
•Consult the dealer or an experienced radio/TV
technician for help.
Unauthorized changes or modification to this system
can void the user’s authority to operate this equipment.
Notice regarding disposal (EU only)
When this “crossed-out wheeled bin” symbol
is displayed on the product, owner’s manual,
battery, or battery package, it signifies that
when you wish to dispose of this product,
manual, package or battery you must do so in
an approved manner. Do not discard this product, manual, package or battery along with ordinary
household waste. Disposing in the correct manner
will prevent harm to human health and potential damage to the environment. Since the correct method of
disposal will depend on the applicable laws and regulations in your locality, please contact your local
administrative body for details. If the battery contains heavy metals in excess of the regulated amount,
a chemical symbol is displayed below the “crossedout wheeled bin” symbol on the battery or battery
package.
2
Cautions for use
Cautions for use
Each individual
depending on the type of head used, how it is tuned or
played, and how it has been maintained. Please take note
of the following points as well as the preceding “Cautions
for safety.”
Do not place heavy objects on the head for long periods
If pressure is applied to the surface of the head for a long
period, the rubber cushion and sensor under the head will
become deformed, and this can harm the playability of
the instrument.
Avoid placing heavy objects on the head or placing the
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Feedback
The sensors in the
occur in the head and body when you strike the
DRUM
with your hand or a drum stick. In some situations, the
pick up loud sounds from nearby high output speakers in
addition to vibrations produced by directly striking the
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Especially when monitoring the
large PA setup, the
speakers can be transmitted through the floor or stand (or
directly through the air) and be picked up once again by
the
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When such vibrations are detected by the
and sent back through the speakers, feedback will occur,
and an uncontrollable and continuous sound will result.
Feedback places severe stress on amps and speakers, and
can cause serious damage to equipment. Thus, when a
powerful monitoring system is used, the equalizers and
limiters of the PA system should be adjusted to prevent
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the
preventing feedback for vocal and acoustic instrument
mics.
Data handling
Unexpected malfunctions can result in the loss of memory contents. Korg cannot accept any responsibility for
any loss or damage which you may incur as a result of
data loss.
Index ....................................................................... 31
*This product was developed under license of physical
modeling tone generator patents (http://www.sondiusxg.com) owned by Stanford University USA and Yamaha
Corporation.
*All product names and company names are the trade-
marks or registered trademarks of their respective owners.
3
Introduction
Main features
Revolutionary synthesis technology
The
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sound of your strike via the head and rim sensors, and
processing this audio source by DSP (Digital Signal Processing) sound synthesis technology to create unique
sounds. At the same time, a PCM sound source is also
played using your strike as the trigger.
Using this combination of methods, the
produces a rich variety of percussion sounds that give
you an extremely wide range of freedom for performance expression. By using subtle motions of your fingers or hand to strike, rub, or scratch the
or by playing it using sticks, mallets, or brushes, you can
obtain a high degree of expressive and dynamic range
that rivals that of acoustic drums or percussion instruments.
generates sound by detecting the
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,
Unique sounds generated by 36 different algorithms
The
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variety of software synthesis methods including analog,
additive, non-linear, and physical modeling, and combines these sounds to create the final output sound. Such
combinations are called “algorithms,” and the
contains 36 different single-size and double-size
DRUM
algorithms. By specifying different algorithms you can
create completely new sounds that can be produced only
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by the
sounds or sounds of nature.
uses DSP technology to carry out a
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, as well as a variety of instrumental
200 different PCM instruments for head and rim
The PCM instruments (PCM sound sources produce a
rich variety of sounds in addition to the algorithms. Programs that use a single-size algorithm allow you to
freely assign a different algorithm and PCM instrument
to the head and the rim, giving you a very broad array of
sounds. Programs that use a double-size algorithm are
optimized for simulating acoustic instruments such as a
snare, djembe, or cajon; within the algorithm, these programs analyze your performance in realtime, and based
on this analysis control the PCM instrument to create
natural response that cannot be obtained from a conventional PCM sound generator.
100 preset programs, 100 user programs
There are 100 built-in preset programs that combine percussion, drums, and sound effects in complex ways that
can produce completely different sounds according to
your playing technique. Programs that you edit can be
saved in the 100 user programs.
Live mode
You can register twelve frequently-used programs (four
programs x three banks) in buttons 1–4 for immediate
recall. This is convenient for live performances.
100 loop phrases
The built-in 100 loop phrases cover a broad range of
genres and tempos, allowing you to play along for a oneperson jam session.
AUX IN connector
The AUX IN connector lets you connect another WAVEDRUM unit, an audio device, or an external sound module,
and play along with that audio source.
Lightweight and compact design
The
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design for comfortable playing on your lap as well as
easy portability. You can also perform with it attached to
a stand (sold separately) for stand-up performance (Percussion Stand ST-WD) or a commercially-available
snare stand.
features a lightweight and compact
4
Parts of the WAVEDRUM
Notch
Tension bolt
(x 5)
Notch
Sensor cover
Operating panel
Head
Rim
VOLUME knob
Operating panel
WRITE button
Display
VALUE knob
Buttons 1-4
BANK/MODE button
Parts of the WAVEDRUM
DC IN connector
Cable hookCable hook
AC adaptor
(included)
to AC outlet
Power switchHeadphone jack
OUTPUT
L,R jacks
INPUT
AUX IN jack
OUTPUT
Headphones
Audio player
or
another WAVEDRUMPowered monitors, etc.
5
Preparations
Connecting audio devices
Before you make connections to other equipment,
you must turn down the volume of all equipment
and turn off the power. Careless operation may damage your speaker system or cause malfunctions.
Please refer to the preceding page for a diagram of connections.
Connecting the output jacks to powered monitors or
a mixer
•Connect the
the input jacks of your powered monitors or mixer.
If you're monitoring through headphones, connect
your headphones to the
jack. The VOLUME knob adjusts the L & R OUTPUT as well as the headphone volume.
Connecting an audio device to the input jack
•You can connect the OUTPUT L, R jacks of a second
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devices or to the
sound that is input via this jack will be output from
the OUTPUT L, R jacks and the headphone jack.
note: To input sound from a device connected to the
AUX IN jack, you must go to Global mode and raise
the AUX IN jack mix level appropriately. The mix
level is 0 by default (See page 15).
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unit or the output jacks of other audio
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’s OUTPUT L, R jacks to
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s headphone
’s AUX IN jack. The
Turning the power on
1. Make sure that the
nected equipment is powered off, and that all volume controls are set to 0.
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and any con-
2. Power-on the equipment that’s connected to the
AUX IN jack.
3. Press the
on.
When powering-on the
your hand or any other object on the head. The
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may malfunction if this is the case.
’s power switch to turn it
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, do not rest
4. Turn on your powered monitors or other equip-
ment connected to the OUTPUT L, R jacks.
5. Adjust the volume of each device. Adjust the
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knob. If you’re using the AUX IN jack, use the
mix level setting to adjust its volume (See page 15).
Sudden high volumes produced by the
can damage your monitor equipment, or your hearing if you're monitoring through headphones. Please
be sure to set the volume appropriately.
Turning the power off
When you’ve completed any necessary steps such as
saving a program that you were editing, turn off the
power by following the procedure below (See page 9).
Never turn off the power while data is being saved.
Internal data may be destroyed if you do so.
’s volume by turning its VOLUME
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Turning the power on
Connecting the AC adapter
1. Make sure that the
turned off (not pressed inward).
2. Connect the included AC adapter to the
DRUM
's rear panel DC IN jack.
Use only the included AC adapter. Using any other
AC adapter may cause malfunctions.
3. Plug the AC adapter into an AC outlet.
Be sure to use an AC outlet that is the correct voltage for the adapter.
4. To prevent the plug from being accidentally dis-
connected, secure the power cable by wrapping it
around the
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’s cable hook.
’s power switch is
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1. Minimize the volume and then power off your
powered monitors or other equipment that is connected to the OUTPUT L, R jacks.
2. Turn the
way to the left, and then press the power switch to
turn off the power.
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’s VOLUME knob all the
3. Power off the power to any equipment connected
to the AUX IN jack.
Attaching the WAVEDRUM to a stand
The
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available 14-inch three-arm snare stand.
If you want to play the
tion, like a conga, you can use the optional Percussion
Stand ST-WD (sold separately).
Place the stand on a flat and stable location. Bundle
the power adapter and all connection cables neatly
so that no one trips over them.
For details on attaching the
carefully read the owner’s manual included with the
stand that and as described.
can be used with any commercially-
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in a standing posi-
to your stand,
6
Performing
Performing Performance techniques
Performance techniques
The sound of the
tle nuances in the way that you strike, rub, or scratch it
with your fingers or hand, or the way that you strike it
with a stick, mallet, or brush. It will also respond differently depending on whether you strike the center of the
head, the edge, or the rim. The
expressive and dynamic range that rivals that of an
acoustic drum or percussion instrument, covering the full
spectrum of performance gestures from a light brush
across the head to a hard rimshot.
Some of the programs simulate conventional percussion
instruments, while others produce a different pitch each
time you strike; some allow you to play a phrase in a
specified scale. You can use a variety of techniques; after
striking the surface of the head with your hand or mallet,
you can apply additional pressure to control the pitch or
tone of the decay, or you can produce sustaining sounds
simply by applying pressure without striking the drum.
For details on each program, refer to the separate leaflet
“Voice Name List” and to page 16 and following of this
manual.
Do not strike below the sensor cover or on the operating panel area.
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will respond to the sub-
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produces
Selecting programs
note: The
drum phrases. You can play along with these loop
phrases (See page 15).
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3
contains loop phrases, such as
1
2
VALUE
Dot
Playing all programs consecutively
•When the display shows the program number, turning
the VALUE knob will switch through the programs
consecutively (00–99, P00–P99).
If a program number has been changed, the decimal
point to the right of the program number in the display will light up. If you want to return to the original
program that was assigned, press the button whose
indicator is lit.
About the programs
The
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( 00–99) and one hundred preset programs ( P00–
P99). User programs, on the other hand, can be used to
save a program that you've edited. You cannot rewrite
preset programs. By default the user programs contain
the same programs as the preset programs.
contains one hundred user programs
1. Hold down the BANK/MODE button and press
button 1.
This selects Live mode, which is the mode you’ll use
when playing the
indicate LIU, and will then indicate the program
number (
note: Immediately after you turn on the power, the
program stored in button 1 of bank a will be selected.
00–99, P00–P99).
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. The display will
2. Press the BANK/MODE button to switch banks.
Each time you press the button, you'll switch banks in
the order of a→b→c→a... The indicators at the right of
the button will light consecutively. The display will
indicate the bank name, or will indicate the program
number for the bank of the program that is currently
selected.
3. Press a button 1–4 to select the program that you
want to play.
The indicator above the selected button will light up,
and the display will indicate the program number.
Strike the head or rim to hear the selected program.
4. If you want to select a program from a different
bank, repeat steps 2 and 3 to select the desired
program.
Assigning programs to buttons 1–4
You can assign your favorite programs to buttons 1–4
assignable locations. You can assign a total of 12 programs (1–4 for banks a, b and c) for quick access.
1. Select the bank and button that you want to
assign.
As an example, here’s how to assign bank a button 1.
Press the BANK/MODE button to select bank a, and
then press button 1.
2. Turn the VALUE knob to select the program that
you want to assign.
3. Press the WRITE button. The indicator above the
button will blink, and the display will blink to
indicate the newly assigned bank and button number a-1 and the program number.
4. Press the WRITE button once again to complete
the assignment.
If you decide not to assign the program, press any
button other than the WRITE button.
7
Editing
1
WRITE
3
2
2, 4
By editing a program you can adjust it to suit your playing style, or transform it into a completely new sound.
For example, you can adjust the pitch or the decay time
to match your song or your playing method, or you can
select the way that different strikes will affect the volume
or tone. You can also adjust reverb and delay effects.
By adjusting the algorithm parameters you can make
more detailed changes to the sound or even transform the
sound radically. For example, even with the same algorithm, it’s possible to create a range of variation not possible with a typical percussion instrument, such as
changing the head of a drum from skin to metal.
You can also switch the algorithm itself or choose a different PCM instrument, and create sounds from scratch.
The process of making these changes is called “editing.”
On the
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described below.
Basic editing procedure
note: In order to edit a program, you must first select the
program that you want to edit in Live mode (See page 7).
1. Select the desired Edit mode.
Edit 1: Hold down the BANK/MODE button and press
button 2. The display will indicate Ed1 for several
seconds.
In Edit 1 mode you can adjust parameters such as
Tune, Decay, Level, Curve, and Effect (reverb,
delay), and select the algorithm and PCM instrument
(See page 12).
Edit 2: Hold down the BANK/MODE button and press
button 3. The display will indicate Ed2 for several
seconds.
In Edit 2 mode you can adjust the algorithm (See page 14).
Global: Hold down the BANK/MODE button and
press button 4. The display will indicate GLb for several seconds.
In Global mode you can adjust the final panning, play
back looped phrases, and adjust the
calibration (See page 15).
note: In Edit 1 and 2 modes you'll be editing the
sound of an individual program. In contrast, the settings in Global mode are common to the entire
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program.
, you can edit using the Edit modes
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; they are not specific to an individual
's
For details on each mode, please refer to the respective reference pages.
The [E1], [E2], or [G] indicator at the right of the
BANK/MODE button will blink.
If you select Edit mode 1 or 2, the display will indicate
Ed1 or Ed2, and will then indicate the current
page.
In Global mode, the display will indicate GLb, and
will then indicate the parameter that was last selected.
(The unit will be in this state following step 3. Immediately after you turn on the power, Pan will be
selected.)
2. Select the page that you want to edit. Press the
BANK/MODE button. Press the button until the
desired page appears. Alternatively, you can turn
the VALUE knob to select a page.
For example if you press the BANK/MODE button in
Edit 1 mode, the page will change in the order of
Tune ( tun) → Decay ( dcY) → Level ( LEU) → ...
(See page 12).
3. Press one of the buttons 1–4 to select the parame-
ter that you want to edit.
The indicator above the button will light up. The display will indicate the parameter name, and then the
value.
note: If a button other than the selected button (1–4)
is blinking, this indicates that the corresponding
parameter value has been edited.
4. Turn the VALUE knob to edit the value.
The value indicated in the display will change, and
the decimal point to the right of the value will light
up. (The decimal point will go dark if you return the
value to its original setting.)
5. If you want to edit a parameter located on another
page, press the BANK/MODE button to switch
pages (see step 2). Then edit the value as described
in steps 3 and 4.
8
6. If you want to keep the changes that you’ve made,
you must save them. Please see next page.
note: If you return to Live mode without saving the
program that you’ve edited, the indicator of the
selected button (1–4) will blink, and the decimal
point at the right edge of the display will light up.
This indicates that the program has not been saved.
Editing Saving your edited settings
Saving your edited settings
If you would like to use your edited program again later,
you'll need to save it. If you've edited a program and then
power-off or switch to a different program without saving it, the changes that you made will be lost.
Changes you make to the settings of Global mode will
also be lost if you power-off without saving. After editing, be sure to save your changes if you want to keep
them.
Never turn off the power while data is being saved.
Doing so may harm the memory.
Saving a program
This operation will save all of the Edit 1 and Edit 2 mode
parameters of the program that is currently selected.
1. In Edit 1 or Edit 2 mode, press the WRITE but-
ton.
The WRITE button will blink, and the save-destination program number 00– 99 will blink in the display. You can't save to P00– P99.
2. Turn the VALUE knob to select the program num-
ber for the desired save location.
note: When you save a program, the contents of the
destination program will be lost.
3. Press the WRITE button once again; the program
will be saved, and you'll return to Live mode.
If you decide not to save, press any button other than
the WRITE button.
When you save, the button where the edited program
had been assigned will be reassigned to the newly
saved program (number).
Saving global settings
This operation will save all Global mode parameters
other than the loop phrase start/stop setting. When you
turn on the power, the loop phrase will be stopped.
1. In Global mode, press the WRITE button. The
WRITE button will blink, and the display will
blink
GLb.
2. Press the WRITE button once again; the settings
will be saved.
If you decide not to save, press any button other than
the WRITE button.
Important editing parameters
Tune and decay
Edit 1 – Tune ( tun): This adjusts the pitch.
Depending on the algorithm, the pitch may change
smoothly or in semitone steps. Also depending on the
pitch, this may affect the vibration of the skin, or the
body resonances.
For algorithms where the Tune parameter has a special
role, its specific function is described separately for each
algorithm (See pages16, 26).
For PCM instruments, you can adjust the pitch in semitone steps in a range of four octaves up or down.
Edit 1 – Dec ay (dcY): This adjusts the time it takes for the
sound to decay.
Like the Tune parameter, there are cases where the
Decay parameter will affect only the vibration of the
skin, or the body resonance.
For algorithms where the Decay parameter has a special
role, its specific function is described separately for each
algorithm (See pages16, 26).
Head and rim volume and pan
Edit 1 – Level ( LEU): This adjusts the volume balance
between the head and rim.
Edit 1 – Pan ( Pan): This adjusts the panning of the head
and rim.
Edit 2 – Pre EQ ( Eq): Use this to select the EQ/amp type
that will be most appropriate, depending on whether
you're using your hand or a stick to strike the drum.
Reverb and delay
Edit 1 – Reverb ( rEb): This adjusts the reverberation
added to the sound. You can adjust the reverb type and
depth.
Edit 1 – Delay ( dLy): This adjusts the delay that is added
to the sound. You can adjust the delay time and depth.
Algorithm
The
WAVEDRUM
methods in software, including analog, additive, non-linear, and physical modeling. These methods are then
combined, and the result is processed. These combinations are called “algorithms ,” and the
tains 36 different algorithms. An algorithm collects the
elements that determine the sound of an instrument or
other sound-producing object, and combines these elements in a wide variety of ways. This means that when a
source sound (such as the sound of a drum head being
struck) is passed through an algorithm, it will be output
as a sound that is uniquely transformed by the characteristics of that algorithm, for example becoming the sound
of a snare drum, the ringing of a bell, or the sound of a
metal pipe being struck.
Each algorithm consists of different elements that determine the sound in various ways, and each element is
expressed as an “amount” (large/small, long/short, positive/negative) such as the size of a guitar's body, the
depth of a snare's shell, the length of a pipe, or the den-
implements a variety of synthesis
WAVEDRUM
con-
9
sity of a metal object. These amounts can be varied to
Program
Double-size Algorithm Type
Reverb
- Pressure Curve
- Tune
- Decay
- Algorithm Select
- Algorithm Parameter 1-8
Control Line
- Sample Type Select
- Start/Stop
- Type Select
- Level
- Depth
- High Damp
- Delay Time
- Level
- Feedback
- High Damp
- Level
- Pan
Audio Line (Stereo)Audio Line (Mono)
- Pan
Trigger
PCM
Instruments
AUX IN
Phrase Looper
- Level
Pressure Sensor
Rim Sensor
Head Sensor
Delay
Double-size
Algorithm
- Master Level
Output L, R
Phones L, R
- Level
Pre EQ
- Type Select
Amp
synthesize the sound of instruments or other sound-producing objects that could not exist in reality.
The
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’s algorithms differ in structure
depending on whether they are “single-size” or “doublesize.”
Single-size Algorithm Type
Head Sensor
Pressure Sensor
Rim Sensor
AUX IN
Program
- Type Select
Pre EQ
Amp
Phrase Looper
- Sample Type Select
- Start/Stop
- Tune
- Decay
- Algorithm Select
- Algorithm Parameter 1-8
- Pressure Curve
Head Single-size
Algorithm
Trigger
- Tune
- Decay
- Algorithm Select
- Algorithm Parameter 1-8
Rim Single-size
Algorithm
Trigger
Audio Line (Stereo)Audio Line (Mono)
- Head
Velocity
Curve
- Rim
Velocity
Curve
- Tune
- Decay
- Instruments Select
Head PCM
Instruments
- Tune
- Decay
- Instruments Select
Rim PCM
Instruments
Control Line
- Level
- Pan
- Level
- Pan
- Level
- Pan
- Level
- Pan
- Level
- Level
Delay
- Delay Time
- Level
- Feedback
- High Damp
- Type Select
- Level
- Depth
- High Damp
Reverb
- Pan
- Master Level
Output L, R
Phones L, R
10
Editing Important editing parameters
Program structure for single-size algorithms
Single-size algorithms use two algorithms for each program. These algorithms are used for the head and the
rim.
Programs that use a single-size algorithm also allow you
to use PCM instruments (PCM sound sources) for the
head and the rim.
You can freely assign these four sound sources and edit
their parameters to create an extremely broad range of
sounds ranging from traditional percussion instruments
to non-conventional ones; even non-percussive sounds.
The signal flow starts when you strike the head; the
audio signal of this strike is input to the head algorithm,
processed by DSP, and sent to the mixer section. At the
same time, the strike’s audio signal is also used to trigger
the PCM instrument, and is itself also sent to the mixer
section. An EQ is located immediately before this audio
signal is input to the algorithm, allowing you to select
the most appropriate setting depending on whether
you're using your hand or a stick to strike the
. You can adjust the velocity curve immediately
DRUM
before the signal is input to the PCM instrument, allowing you to choose the way that the force of your strike
will vary the volume or tone. For example, you might set
this so that a soft strike will produce only the sound processed by the DSP, and the sound of the PCM instrument
will be added as you gradually increase the force of your
strike.
When you strike the rim, the signal flow is similar to
when you strike the head; the audio signal is processed
by the rim algorithm and the PCM instrument, and sent
to the mixer section.
In addition, you can control the head and rim algorithms
and PCM instruments by applying pressure to the head.
The curve can be adjusted for this pressure as well,
allowing you to specify how the pressure will affect the
volume and tone. This can be used to make the instrument behave differently depending on whether pressure
is being applied. For example, you might set this so that
pressure on the head will mute the DSP-processed sound
while allowing the PCM instrument sound to be produced.
The level and pan of the various audio signals sent to the
mixer section are adjusted, sent through reverb and
delay, and then sent out of the instrument.
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This algorithm contains inputs for both the head and rim,
but this does not mean that they have separate sound
sources for each; rather, the head and rim input signals
are mixed and input to the single algorithm.
Since the PCM instrument is linked with the algorithm, it
cannot be specified independently.
The signal flow starts when you strike the head or rim;
these audio signals are input to the algorithm.
The signal that is input to the algorithm is DSP-processed and sent to the mixer. At the same time, the signal
is analyzed to generate a trigger that sounds the appropriate PCM instrument.
The PCM instrument produces sound in response to this
trigger, and the sound is sent to the mixer section.
For the head, you can use an EQ to adjust the signal
immediately before it is input to the algorithm. You can
also use pressure on the head to control the volume or
tone of the algorithm and the PCM instrument. The pressure curve can also be adjusted.
The level and pan of the audio signals sent to the mixer
section are adjusted, sent through reverb and delay, and
then sent out of the instrument.
Edit 1 – Algorithm Select ( ALG): This selects the algorithm.
Edit 2 – Head Algorithm 1, 2 ( H . I4, H . 58),
Edit 2 – Rim Algorithm 1, 2 ( r . I4, r . 58): Adjusts the
parameters of the algorithm.
Audio input and loop phrase playback
The stereo audio signal of the program, the stereo audio
signal from the AUX IN jack, and the loop phrase audio
are finally combined and sent out of the
Global – Common ( Co ): Here you can set the pan follow-
ing the delay effect, and the volume for the AUX IN
jack. You can also select the loop phrase, start and stop
it, and control its level.
WAVEDRUM
.
Program structure for double-size algorithms
Double-size algorithms are more highly specialized for
simulating acoustic instruments.
For this reason, two separate PCM instruments for the
head and rim are combined into one, allowing a larger
amount of PCM data to be handled.
Within the algorithm, your performance is analyzed in
realtime, and the result of this analysis is used to control
the PCM instrument, allowing a natural response that
reflects your performance in a way that is impossible for
a conventional PCM sound module.
Programs that use a double-size algorithm contain only
one algorithm.
11
Parameter list
Edit 1 (Ed1)
For details on how to access parameters, refer to “Basic
editing procedure” (See page 8).
* In the list below, “S” and “D” indicate explanations for
single-size and double-size algorithms respectively. The
available parameters will differ depending on whether
Edit 1 mode 5. Algorithm Select (
gle-size algorithm 01...26 or a double-size algorithm
27...36. With the exception of 10. Reverb ( rEU) and 11.
Delay (dLY), the items of Button 2–4 are shown as “--
” and cannot be edited.
-
ALG) is set to a sin-
Page#.
Parameter
1. Tune
(
tun
2. Decay
(
dcy
3. Level
(
LEU
4. Pan
(
Pan
Button 1Button 2 *Button 3 *Button 4 *
hd. A000. . .100
S*: Specifies the pitch of
the head algorithm.
D*: Specifies the pitch of
)
the algorithm. (See
page 9)
hd. A000. . .100
S*: Specifies the decay
time for the sound of the
head algorithm.
)
D*: Specifies the decay
time for the sound of the
algorithm. (See page 9)
hd. A000. . .100
S*: Specifies the volume
of the head algorithm.
)
D*: Specifies the vol-
ume of the algorithm.
hd. AL50. . . r50
S*: Specifies the pan of
the head algorithm. L
values place the sound to
the left, r values to the
)
right, and 00 places the
sound in the center.
D*: Specifies the pan of
the algorithm.
hd. P-24. . . 24
S*: Specifies the pitch of
the head PCM instrument
in semitones (100 cents).
The range is 4 octaves up
or down.
D*: ---
hd. P-99. . . 99
S*: Specifies the decay
time for the sound of the
head PCM instrument.
D*: ---
hd. P000. . .100
S*: Specifies the volume
of the head PCM instrument.
D*: ---
hd. PL50. . . r50
S*: Specifies the pan of
the head PCM instrument.
D*: ---
r . A000. . .100
S*: Specifies the pitch of
the rim algorithm. (See
page 9)
D*: ---
r . A000. . .100
S*: Specifies the decay
time for the sound of the
rim algorithm.
(See page 9)
D*: ---
r . A000. . .100
S*: Specifies the volume
of the rim algorithm.
D*: ---
r . AL50. . . r50
S*: Specifies the pan of
the rim algorithm.
D*: ---
r . P-24. . . 24
S*: Specifies the pitch of
the rim PCM instrument
in semitones (100 cents).
The range is 4 octaves up
or down.
D*: ---
r . P-99. . . 99
S*: Specifies the decay
time for the sound of the
rim PCM instrument.
D*: ---
r . P000. . .100
S*: Specifies the volume
of the rim PCM instrument.
D*: ---
r . PL50. . . r50
S*: Specifies the pan of
the rim PCM instrument.
D*: ---
5.
Algorithm
Select
(
ALG
6. Velocity
Curve
(
U. Cr
12
hd. A01. . . 36
Selects the algorithm.
(See page 16, 26)
01...26: Single-size
algorithm for the head.
27...36: Double-size
algorithm.
)
---
)
hd. P 001. . . 100
S*: Selects the head
PCM instrument. (See
Voice Name List)
D*: ---
hd. P0 . . . 9
S*: Selects a curve that
determines how the volume or tone of the head
PCM instrument will be
affected by how strongly
you strike the head. (See diagram below.)
D*: ---
r . A01. . . 25
S*: Selects a single-size
algorithm for the rim
(See page 16). However
26 1812 cannot be
selected.
This can be selected only
if a single-size algorithm
is selected for the
parameter at left.
D*: ---
---
hd. A
r . P001. . . 100
S*: Selects the rim PCM
instrument. (See Voice
Name List)
D*: ---
r . P0 . . . 9
S*: Selects a curve that
determines how the volume or tone of the head
PCM instrument will be
affected by how strongly
you strike the rim. (See diagram below.)
D*: ---
Parameter list Edit 1 ( Ed1)
Soft
Min.
Max
Strong
0
1
2
3
4
5
6
7
8
9
Page#.
Parameter
7. Pressure
Curve
(
P. Cr
)
8. Pressure
Tune
(
P. tn
)
9. Pressure
Decay
(
P. dc
)
Button 1Button 2 *Button 3 *Button 4 *
h d. A0 . . . 5
Selects a curve that
determines how the volume or tone of the algorithm will be affected by
pressure applied to the
head. (See diagram below.)
---
---
h d. P0 . . . 5
S*: Selects a curve that
determines how the volume or tone of the head
PCM instrument will be
affected by pressure
applied to the head. (See
diagram below.)
D*: ---
hd. P-12. . .12
S*: Specifies how the
pitch of the head PCM
instrument will be
affected by pressure
applied to the head. This
setting specifies the number of semitones (up to +/
-1 octave) by which the
pitch will change when
the maximum pressure is
applied.
D*: ---
hd. P-50. . . 50
S*: Specifies how the
decay time of the head
PCM instrument will be
affected by pressure
applied to the head. This
setting specifies the
change produced when
the maximum pressure is
applied.
D*: ---
---
---
---
r . P0 . . . 5
S*: Selects a curve that
determines how the volume or tone of the rim
PCM instrument will be
affected by pressure
applied to the head. (See
diagram below.)
D*: ---
r . P-12. . .12
S*: Specifies how the
pitch of the rim PCM
instrument will be
affected by pressure
applied to the head. This
setting specifies the number of semitones (up to +/
-1 octave) by which the
pitch will change when
the maximum pressure is
applied.
D*: ---
r . P-50. . . 50
S*: Specifies how the
decay time of the rim
PCM instrument will be
affected by pressure
applied to the head. This
setting specifies the
change produced when
the maximum pressure is
applied.
For details on how to access parameters, refer to “Basic
editing procedure” (See page 8).
* In the list below, “S” and “D” indicate explanations for
single-size and double-size algorithms respectively. The
available parameters will differ depending on whether
Edit 1 mode 5. Algorithm Select (
size algorithm 01...26 or a double-size algorithm 27...36.
Since the parameters differ depending on the algorithm,
the range of available values will also differ. For details
on the parameters and their ranges, please refer to the
explanation of each algorithm.
ALG) is set to a single-
Page#.
Parameter
1. Pre EQ
(
Eq
)
2. Head
Algorithm1
(
H. I4
)
3. Head
Algorithm2
(
H. 58
)
4. Rim
Algorithm1
(
r. I4
)
5. Rim
Algorithm2
(
r. 58
)
Button 1Button 2Button 3Button 4
tyP H-H. . . s-n
This lets you specify whether you’re using your hand or a stick to play the
choose settings that are appropriate for performing by rubbing the notches. This setting uses the head EQ and
rim amp to control the amount of input that is sent to the algorithm. Choose one of the following five combinations according to how you're playing the
and the rim. H-S: You’re using your hand to play the head, and a stick to play the rim. S-S: You’re using a
stick to play both the head and the rim.
the rim.
S-n: You’re using a stick to play the head, and the notches to play the rim.
Be aware that if
hd1
S*: Edit parameters 1–4 of the head single-size algorithm. (See page 16)
D*: Edit parameters 1–4 of the double-size algorithm. (See page 26)
hd5
S*: Edit parameters 5–8 of the head single-size algorithm. (See page 16)
D*: Edit parameters 5–8 of the double-size algorithm. (See page 26)
r1
S*: Edit parameters 1–4 of the rim single-size algorithm. (See page 16)
D*: ---
r5
S*: Edit parameters 5–8 of the rim single-size algorithm. (See page 16)
D*: ---
---------
WAVEDRUM
WAVEDRUM
H-n: You’re using your hand to play the head, and the notches to play
H-H is selected, striking the rim with a stick will produce a high volume.
*
hd2
*
hd6
*
r2
*
r6
. H-H: You’re using your hand to play both the head
*
hd3
*
hd7
*
r3
*
r7
. For the rim, you can
*
hd4
*
hd8
*
r4
*
r8
*
*
*
*
14
Global (GLb)
For details on how to access parameters, refer to “Basic editing procedure” (See page 8).
Parameter list Global ( GLb)
Page#.
Parameter
1. Common
(
Co
)
2. Head
Calibration
(
H. ca
)
3. Rim
Calibration
(
r. ca
)
4. Pressure
Calibration
P. ca
)
(
Button 1Button 2 *Button 3 *Button 4 *
PanL50. . . r50
Specifies the pan following the delay effect.
L values place the sound
to the left, r values to the
right, and 00 places the
sound in the center.
(Default Value: 0)
Lo000. . .100
The input signal from the
head is attenuated when
it falls below a specified
level. This parameter
specifies the threshold
level below which this
will occur (See page 29).
(Default Value: 7)
Lo000. . .100
The input signal from the
rim is attenuated when it
falls below a specified
level. This parameter
specifies the threshold
level below which this
will occur (See page 29).
(Default Value: 7)
UaL000. . .100
Indicates the current
value of the pressure sensor. Apply pressure on
the head, note the minimum and maximum
readings, and adjust the
P.Lo and P.Hi settings
if necessary (See
page 29).
A . ln000. . .100
Specifies the AUX IN
mix level.
(Default Value: 0)
SEn000. . .100
Specifies the sensitivity
with which your striking
force on the head will
affect the head PCM
instrument or the PCM
instrument of a doublesize algorithm.
(Default Value: 20)
SEn000. . .100
Specifies the sensitivity
with which your striking
force on the rim will
affect the rim PCM
instrument.
(Default Value: 20)
P. Lo00. . . 99
Specifies the minimum
value that is detected as
pressure applied to the
head. (Default Value: 5)
LoP001. . .100
Selects the loop phrase
that will be played.
(Default Value: 0)
------
------
P. Hi001. . .100
Specifies the maximum
value that is detected as
pressure applied to the
head.
(Default Value: 100)
PLy, oFF/ 000. . .100
Plays the loop phrase.
Play/off will alternate
each time you press button 4. While playing, you
can use the VALUE knob
to adjust the volume.
(Default Value: off/38)
---
Adjusting the volume of a device connected to the
AUX IN connector
1. As described in “Connecting audio devices” and
“Turning the power on” (See page 6), connect your
audio device to the
turn on the power.
2. Hold down the BANK/MODE button and press button
4 to enter Global mode.
3. Press the BANK/MODE button (several times). The
display will indicate Co (Common).
4. Press button 2 to make the display indicate A. I n and
the value.
5.
Use the controls of the connected audio device and the
WAVEDRUM
VALUE knob to adjust the
note:
We recommend that you raise the mix level of the AUX
IN jack only when you’re using it. However if you are using
it all the time, and would like to leave the mix level raised,
you can save this setting. Press the WRITE button twice to
save the setting. For more details on saving, refer to
WAVEDRUM
's mix level to adjust the volume. Turn the
’s AUX IN jack and
WAVEDRUM
's mix level.
page 9
.
Playing back a loop phrase
1. Hold down the BANK/MODE button and press button
4 to enter Global mode.
2. Press the BANK/MODE button (several times). The
display will indicate
3. Press button 4. The loop phrase will sound. Each time
you press the button, the status will alternate between
start (PLy) and stop (oFF).
4. To adjust the volume, turn the VALUE knob when
button 4 selected.
5. To switch the loop phrase, press button 3 to make the
display indicate LoP, and turn the VALUE knob (See
Voice Name List).
•If you want to play a different program, hold down
the BANK/MODE button and press button 1 to enter
Live mode, and then switch the program. To stop
playback, hold down the BANK/MODE button and
press button 4 to enter Global mode, and press button
4 in the Co (Common) page.
note:
You can't change the playback speed of the loop phrase.
Co (Common).
15
Single-size algorithm
Tune (Default Value), Decay (Default Value)
Parameter#: Parameter Name
01 Udu
This algorithm creates the sound of a ceramic pot being
struck. When you strike near the center of the head, the
sound will be as if you struck the mouth of the pot. The
length of the resonance is controlled by the setting of
Decay, and by the length of time your hand is in contact
with the head. The pitch of the sound of the mouth being
struck can be set by Tune, but if you press down on the
head with a certain amount of pressure, it will sound as
though the mouth of the pot has been closed, and the
pitch will be one octave lower than the setting. By
increasing and decreasing the pressure you apply, you
can create vibrato-like effects.Tune (18), Decay (76)
hd1/rm1: Clang Pitch
This parameter adjusts the pitch of the “clang” produced
by striking the side of a ceramic pot.
hd2/rm2: Clang Decay
This parameter adjusts the decay time of the sound produced by striking the side of the pot.
hd3/rm3: Clang Color
Higher settings of this parameter will result in a longer
resonance after the side of the pot is struck, and also a
more metallic sound with more overtones.
hd4/rm4: Clang Height
Increasing this value will increase the height of the pot.
hd5/rm5: Clang Width
Increasing this value will increase the diameter of the
mouth of the pot.
hd6/rm6: Clang Level
This parameter adjusts the volume of the sound when
struck.
hd7/rm7: Boom Level
This parameter adjusts the volume of the sound when the
mouth of the pot is struck.
hd8/rm8: Clang Type
Increasing this value will increase the number of overtones, producing a more complex resonance. The amount
of change will depend on the Clang Pitch value.
02 Temple
This algorithm produces the sound of a temple bell, but
also allows you to create continuous changes in pitch by
pressing the head. When you press even harder, you will
hear a metallic noise. The pitch and decay of the overall
sound can be adjusted using Tune and Decay, but the
other parameters allow you to make detailed adjustments
to the bell's tone, the direction of pitch change (whether
the pitch will rise or fall when you apply pressure).
The parameters in this algorithm have an important and
complex effect on each other. This means that modify-
Value Min...Max (Default
000...100 (78)
000...100 (80)
000...100 (87)
000...100 (13)
000...100 (33)
000...100 (35)
000...100 (100)
000...100 (80)
Value
ing the value of one parameter will change the way that
the other parameters affect the sound. Tune (50), Decay (97)
hd1/rm1: Bell Color
)
As this value is increased the sound will become
brighter, and as it is decreased the sound will become
darker.
hd2/rm2: Harmonic Shift
This parameter makes the overtones change. Depending
on the settings of Bell Color and Bell Type, the results of
adjusting this parameter may differ greatly, from simple
pitch changes to complex changes where the timbre itself
changes dramatically.
hd3/rm3: Bell Type
As this value is increased, the pitch and overtones of the
bell will change, resulting in a rougher sound. Depending on the settings of Bell Color and Harmonic Shift, it is
also possible to create sounds similar to a bass guitar.
hd4/rm4: Bend Range
This parameter adjusts the amount and direction that the
pitch will change when you press the head. Positive (+)
settings of this parameter will cause the pitch to rise
when you press the head. Negative (-) settings will cause
the pitch to fall when you press the head.
hd5/rm5: Pressure Level
This parameter adjusts the level of the continuous noise
that is heard when you press the head.
hd6/rm6: Bell Height
Increasing this value will change the height of the bell.
hd7/rm7: Bell Width
Increasing this value will change the diameter of the bell.
hd8/rm8: Bell Thickness
Increasing this value will increase the thickness of the
bell.
000...100 (60)
–50...50 (0)
000...100 (100)
000...100 (74)
000...100 (55)
000...100 (20)
000...100 (32)
000...100 (75)
03 WoodDrum
This algorithm creates a conga-like sound. Open shots
will produce a ringing resonance, and slap shots or mutes
can also be used to in the same way as on a conga drum.
You can create effects similar to adjusting the resonance
on an analog filter. Depending on the settings, you can
create continuous oscillating sounds similar to an analog
synthesizer that change in pitch when you press the head.
Tune (85), Decay (70)
hd1/rm1: Wood Type
As this value is increased, the sound will have more
overtones, a longer resonance, and a more metallic timbre. The result is similar to striking a PVC pipe.
hd2/rm2: Shell Decay
This parameter adjusts the time over which the shell
body resonance will decay.
hd3/rm3: Shell Pitch
This parameter adjusts the pitch at which the shell resonates.
hd4/rm4: Shell Level
This parameter adjusts the volume level of the shell resonates.
000...100 (48)
000...100 (76)
000...100 (95)
000...100 (62)
16
Parameter list Single-size algorithm
hd5/rm5: Mute Cutoff
This parameter adjusts the center frequency of the resonance filter that is controlled by muting.
hd6/rm6: Mute Resonance
This parameter adjusts the amount of resonance of the
filter that’s used when you press the head. Depending on
the settings of other parameters, you can create a continuous oscillation sound that changes pitch according to
how the head is pressed.
hd7/rm7: Mute Pitch
This parameter adjusts the amount of change in the cutoff frequency of the filter that’s used when you press the
head. This parameter also affects the way that the pitch
will change for the oscillation sound that occurs when
you raise the Mute Resonance setting.
hd8/rm8: Velocity Curve
As this value is increased, you will have to play harder to
make the drum sound. This parameter doesn’t change the
effect that occurs when you press the drumhead.
000...100 (2)
000...100 (9)
000...100 (25)
000...100 (0)
04 Analog
This algorithm creates a continuous sound similar to an
analog synthesizer with two oscillators. The force used
to strike the drum will affect the pitch difference between
the two oscillators, or affect the cutoff frequency of the
filter. The filter cutoff can also be changed by applying
pressure to the head.Tune (2), Decay (97)
hd1/rm1: Filter Cutoff
This parameter adjusts the cutoff frequency of the low
pass filter.
hd2/rm2: Resonance
This parameter adjusts the amount of resonance for the
filter. Higher settings will produce a continuous oscillating tone.
hd3/rm3: Pitch EG Depth
This parameter adjusts the amount of pitch difference
that will occur between the two oscillators each time you
strike the drum. Higher settings will produce a chorustype effect that adds depth each time you play.
hd4/rm4: Filter EG Depth
Adjust the amount of filter cutoff frequency change that
occurs each time you strike the drum.
hd5/rm5: Pressure Resonance
This parameter adjusts the range of change for the resonance filter that is affected by pressure applied to the
head.
hd6/rm6: Filter EG Decay
This parameter adjusts how long it will take for the filter
cutoff frequency to return to its original state after the
initial attack that occurs each time that you strike the
drum.
hd7/rm7: Mute Depth
This parameter adjusts the depth of the muting that
occurs when you press the head.
hd8/rm8: Effects Level
As this value is increased, there will be a more pronounced stereo effect and the sound will become richer.
000...100 (15)
000...100 (0)
000...100 (0)
000...100 (100)
–50...50 (–25)
000...100 (22)
000...100 (1)
000...100 (30)
05 Arimbao
This algorithm produces the sound of a large doubleheaded drum. The sound consists of several different
sounds; a clear marimba-like sound, the sound of two
skins (front and rear) vibrating, and the sound of the
drum body. The marimba-like sound will change in pitch
depending on how hard the drum is struck. You can also
create smooth changes in overall pitch by pressing the
head. You can adjust the volume and tone for each of the
component sounds.Tune (70), Decay (61)
hd1/rm1: Tone Pitch
This parameter adjusts the pitch of the marimba-like
sound.
hd2/rm2: Tension Balance
Increasing this value will make the skin more unevenly
tensioned.
hd3/rm3: Tone Level
This parameter adjusts the volume level of the marimbalike sound.
hd4/rm4: Drum Type
This parameter adjusts the overtones of the sound of the
vibrating skin. As this value is increased, the pitch will
fall and the timbre will become rougher.
hd5/rm5: Damping
As this value is decreased, the decay will become
shorter, the overtones will change, and the result will
sound like a drum being played while pressing the skin
to mute it.
hd6/rm6: Bark Level
This parameter adjusts the level of the low body resonance.
hd7/rm7: Pitch Interval
This parameter adjusts the difference in pitch between
the two skins (the striking head and the rear head).
hd8/rm8: Dry Level
This parameter adjusts the level of the direct sound of the
head (or the rim) being struck.
000...100 (55)
000...100 (0)
000...100 (87)
000...100 (26)
000...100 (50)
000...100 (12)
000...100 (74)
000...100 (35)
06 Sawari–A
When the
rithm produces the sound of an Indian drum, but if you
press the head as you strike. a pair of Tambura drones
will be added, positioned at stereo left and right. You can
adjust various parameters (balance and tone etc.) of the
drum and tambura.Tune (50), Decay (56)
hd1/rm1: Buzz Intensity
This parameter adjusts the intensity of the drone sound.
Higher settings of this parameter result in a metallic
sound with a long decay, and lower settings result in a
duller sound with a short decay.
hd2/rm2: L–R Delay
This parameter adjusts the difference in time between
when the two drone strings (pitched at the unison and the
fifth) begin sounding. Increasing this value will delay the
start of the fifth relative to the start of the unison.
WAVEDRUM
is struck normally, this algo-
000...100 (21)
000...100 (10)
17
hd3/rm3: Drone Pitch
a
1
42
3
a+2ba+2ba+2b
ca+b
This parameter adjusts the pitch of the drones in relation
to the drum sound. With a setting of 0, the pitch of the
drum and the left string will be identical, and the right
string will be pitched a fifth above this. As the value of
this parameter is increased in the positive (+) direction,
the pitch of the left and right drones will rise. As the
value is increased in the negative (-) direction, the pitch
will fall.
hd4/rm4: Drone Decay
This parameter adjusts the decay time of the drones.
hd5/rm5: Drone Balance
This parameter adjusts the volume balance between the
two drone strings. Positive (+) settings will make the
unison-pitched string louder, and negative (-) settings
will make the fifth louder.
hd6/rm6: Brightness
This parameter adjusts the tone of the drum. Higher settings will result in a metallic sound with a long decay,
and lower settings will result in a darker sound with a
short decay.
hd7/rm7: Drone Level
This parameter adjusts the volume level of the drones.
hd8/rm8: Drum Level
This parameter adjusts the volume level of the drum.
07 WindDrum
This algorithm produces a pitched sound similar to a
Baraphone (an ethnic marimba of Africa) with the addition of a percussive noise sound. Each time you hit the
instrument, a note of the scale is played at random. The
level and timbre of the noise sound will cange dramatically in response to the strength of your hits.
Tune will adjust the basic pitch in chromatic steps over
the range of 39–70. With a setting of 50 the pitch will be
C.
You can adjust the balance of the component sounds and
select the scale to be used.Tune (53), Decay (93)
hd1/rm1: Fine Tuning
This parameter allows you to make fine adjustments over
a range of a whole tone to the pitch set by 'Tune'. When
this parameter is defined to a value of 50, the pitch will
be as set by the 'Tune' parameter.
hd2/rm2: Scale Select
This parameter allows you to select the scale to be
played from eight types of scale 0–7. For details on the
scales available, refer to “About the preset scales”.
(See page 25)
hd3/rm3: Balance
This parameter allows you to adjust the volume balance
between the pitched sound and the noise sound. Positive
(+) settings will make the pitched sound louder, and negative (-) settings will make the noise sound louder.
hd4/rm4: Tone Decay
This parameter adjusts the decay time for the pitched
sound.
hd5/rm5: Interval
This parameter adjusts the pitch difference between the
two pitched sounds.
–50...50 (0)
000...100 (100)
–50...50 (2)
000...100 (37)
000...100 (76)
000...100 (100)
000...100 (50)
0...7 (3)
–50...50 (30)
000...100 (70)
000...100 (10)
hd6/rm6: Noise Filter
Adjust the amount of change for the resonance filter that
is applied to the noise sound according to how hard you
strike.
hd7/rm7: Noise Decay
This parameter adjusts the decay time of the noise sound.
hd8/rm8: Noise Color
This parameter makes dramatic changes in the tonal
character of the noise sound.
000...100 (10)
000...100 (53)
000...100 (46)
08 Triangle
This algorithm produces the
sounds of small metal percussion; cowbells, agogo bells, triangles, etc. This algorithm uses
the DSP to create a physical
model of a cross-shaped metal
vibrating body as shown in the
following diagram.
You can adjust the length of the
four arms (projections) and their
thickness to create a variety of
metallic sounds.
Tune (76), Decay (98)
hd1/rm1: Brightness
As this value is decreased, the resonance will become
shorter and the pitch will become lower. The result will
be similar to muting a triangle by holding it in your hand.
hd2/rm2: Pitch 1
In the physical model of the diagram above, this parameter sets the value of length a (the length of arm 1).
hd3/rm3: Pitch 2
In the physical model of the diagram above, this parameter sets the value of length b.
hd4/rm4: Pitch 3
This parameter sets the value of length c (the length of
arm 4).
hd5/rm5: Metal Type 1
This parameter sets the thickness of arm 1.
hd6/rm6: Metal Type 2
This parameter sets the thickness of arm 2.
hd7/rm7: Metal Type 3
This parameter sets the thickness of arm 3.
hd8/rm8: Metal Type 4
This parameter sets the thickness of arm 4.
000...100 (99)
000...100 (90)
000...100 (90)
000...100 (90)
000...100 (8)
000...100 (18)
000...100 (24)
000...100 (13)
09 Water
This algorithm produces a drum sound where the pitch
changes in a complex way like that of a talking drum,
together with the sound of flowing water when you apply
pressure to the head.
You can make adjustments to the pitch and timbre for
each of the component sounds. Tune (58), Decay (82)
hd1/rm1: Pitch Change
This parameter adjusts the amount that the drum's pitch
will change.
000...100 (99)
18
Parameter list Single-size algorithm
hd2/rm2: Brightness
As this value is increased, the high frequencies of the
drum sound will be emphasized, resulting in a more
metallic sound.
hd3/rm3: Drum Type 1
This models a drum where the top and bottom diameters
differ, like a djembe. Increasing this value will change
the top diameter of the drum.
hd4/rm4: Drum Type 2
Increasing this value will change the bottom diameter of
the drum.
hd5/rm5: Portamento
This parameter adjusts the amount of portamento that
smoothly connects changes in the drum's pitch.
hd6/rm6: Pressure = Level
This parameter adjusts the volume of the water sound
that is produced when you apply pressure to the head.
hd7/rm7: Water Pitch
This parameter adjusts the pitch of the sound of the water
flowing inside the drum.
hd8/rm8: Water Strength
This parameter adjusts the force of the water flowing
inside the drum.
000...100 (32)
000...100 (42)
000...100 (82)
000...100 (80)
000...100 (90)
000...100 (28)
000...100 (63)
10 BigHand
This algorithm produces a sound with an aggressive
attack and a lingering resonance, similar to striking a
metal oil drum. Hits on the edge of the head will produce
a sharp and noisy slap sound.
You can get results similar to an analog filter being
driven into an oscillator. Filter settings can be made to
produce analog synthesizer-type oscillation sounds.
Tune (46), Decay (86)
hd1/rm1: Drum Type
This parameter creates complex changes in pitch and
overtone structure.
hd2/rm2: Bass Tone Level
This parameter adjusts the level of the body resonance.
As this value is increased, the low and long resonance
will become louder.
hd3/rm3: Slap Level
This parameter adjusts the volume level of the slap
sound.
hd4/rm4: Slap Decay
This parameter adjusts the time over which the slap
sound will decay.
hd5/rm5: Slap Color
This parameter adjusts the tone color of the slap sound.
As this value is increased, the sound will become more
defined and similar to a snare drum.
hd6/rm6: Slap Filter
This parameter adjusts the cutoff frequency of the filter
applied to the slap sound.
hd7/rm7: Slap Resonance
As this value is increased, an oscillation sound will be
added to the slap sound that passes through the filter. The
pitch of the oscillation is determined by the Slap Filter
parameter.
000...100 (66)
000...100 (98)
000...100 (40)
000...100 (80)
000...100 (37)
000...100 (86)
000...100 (55)
hd8/rm8: Threshold
This parameter adjusts the point where stronger hits on
the edge of the head will begin to produce a noisy slap
sound.
000...100 (25)
11 Steel ST
This algorithm produces the sound of the Berimbau, a
Brazilian instrument that consists of a hunting bow with
a small gourd attached as a resonator, and played by tapping the bowstring with a stick. The pitch of the Berimbau can be varied by touching a stone to the string, and
the tone can be varied by moving the opening of the
gourd closer to or farther from the body of the musician.
In this algorithm, these effects are produced by pressing
the head.
You can adjust the amount that the pitch and tone will
change, and set the force of pressure on the head for
which the sound will change. Tune (40), Decay (94)
hd1/rm1: Brightness
As this value is increased, the sound will become more
metallic with a longer resonance. As this value is
decreased, the sound will have a shorter resonance,
becoming similar to a muted string.
hd2/rm2: Pressure Pitch
This parameter adjusts the degree of how pressing the
head will raise the pitch.
hd3/rm3: Pressure Color
As this value is increased, the sound will become lighter
and brighter. As this value is decreased, the sound will
become deeper and darker. This parameter acts like
changing the size of the resonator (gourd).
hd4/rm4: Pressure Range
This parameter adjusts the direction and width of the frequency range where the filter will sweep.
hd5/rm5: Threshold
This parameter adjusts the force of pressure on the head
where the pitch will begin to rise.
hd6/rm6: Balance
This parameter adjusts the balance between the wah
sound from the filter and the unfiltered sound. Positive
(+) settings will make the wah sound louder, and negative (-) settings will make the unfiltered sound louder.
hd7/rm7: Wah Depth
This parameter adjusts the depth of the wah effect that
occurs when you press the head. As this value is lowered, the wah will be applied stronger.
hd8/rm8: Gauge
This parameter adjusts the thickness of the string.
000...100 (75)
000...100 (21)
000...100 (6)
–50...50 (15)
000...100 (50)
–50...50 (10)
000...100 (59)
000...100 (82)
12 Mo’Daiko
This algorithm produces the sound of a taiko drum with
vibrato applied. Applying pressure to the head will vary
the drum’s pitch and decay.
You can adjust the speed and depth of the drum’s vibrato,
and adjust the degree of pitch change. Tune (80), Decay (87)
19
hd1/rm1: Drum Type
As this value is increased, the pitch of the drum sound
will fall, and deeper vibrato will be applied.
hd2/rm2: Pitch EG Depth
This parameter adjusts the amount of how the drum’s
pitch will be affected by the force of your strike each
time you strike drum. Values of 000–010 will make the
pitch fall, and values of 011–100 will make the pitch
rise.
hd3/rm3: LFO Rate
This parameter adjusts the speed of the vibrato applied to
the drum sound.
hd4/rm4: LFO Depth
This parameter adjusts the depth of the vibrato applied to
the drum sound.
hd5/rm5: Damping
Decreasing this value will produce a shorter resonance
with a muffled feel.
hd6/rm6: Pressure Pitch
This parameter adjusts how the amount of pressure that’s
the amount by which pressure applied to the head will
change the pitch.
hd7/rm7: Resonance Sweep
This parameter adjusts how much the resonance will be
swept according to how hard you strike.
hd8/rm8: Mute Depth
This parameter adjusts how much muting will occur
when you apply pressure to the head.
000...100 (94)
000...100 (18)
000...100 (12)
000...100 (25)
000...100 (52)
000...100 (100)
000...100 (10)
000...100 (100)
hd3/rm3: Level Balance
This parameter adjusts the volume balance of the sitar
and tambura. Negative (-) settings will cause the sitar to
be louder, and positive (+) settings will cause the tambura to be louder.
hd4/rm4: Top Color
This parameter adjusts the tone color of the sitar. Higher
settings will produce a longer-sustaining and brighter
sound.
hd5/rm5: Drone Color
This parameter adjusts the tone color of the tambura.
Higher settings will produce a longer-sustaining and
brighter sound.
hd6/rm6: Buzz Intensity
This parameter adjusts the intensity of the buzz.
hd7/rm7: Scale Select
If you’re varying the sitar’s pitch within a scale, this
specifies one of seven scales (0–6) where the pitch will
change in response to pressure on the head. This parameter is valid if the Bend/Scale Select setting is 1. Preset
scale no.7 is not available. For details on each scale,
please refer to “About the preset scales”. (See page 25)
hd8/rm8: Bend/Scale Select
This parameter allows you to select whether the sitar’s
pitch will change continuously or within a specified
scale when you apply pressure to the head. The pitch
change will occur continuously if this is set to 0, or
within a scale if this is set to 1.
–50...50 (0)
000...100 (89)
000...100 (89)
000...100 (20)
0...7 (3)
0...1 (1)
13 Sawari–B
This algorithm produces the sounds of two string instruments used in Indian music: the Sitar and the Tambura.
The sitar is a melodic instrument with many sympathetic
strings. The tambura on the other hand plays a drone
with an unchanging pitch. Both instruments are designed
so that the vibrating string comes in contact with a
rounded bridge, adding a characteristic buzz to the
sound.
When the
bura will sound, and when you press the head the sitar
will be heard as well. By pressing harder, you can
smoothly control the pitch of the sitar. By applying additional pressure you can vary the sitar's pitch either
smoothly or within a specified scale.
You can adjust the amount of buzz, and adjust the tone
color of the sitar and tambura, etc. Tune (50), Decay (96)
hd1/rm1: Bend Range
This parameter adjusts how much the pitch of the sitar
will change when you press the head. This parameter is
valid if the Bend/Scale Select setting is 0.
hd2/rm2: Decay Balance
This parameter adjusts the balance of the length of time
that the sitar and tambura will sustain. Negative (-) settings will cause the sitar to have a longer decay, and positive (+) settings will cause the tambura to have a longer
decay.
WAVEDRUM
is played normally, only the tam-
000...100 (48)
–50...50 (0)
14 Tabla
This algorithm produces the sounds of two drums used in
Indian music; the Tabla and the Baya. The tabla is a
cylindrical drum made of wood, and the baya is potshaped or nearly spherical and made of copper or brass.
Both instruments have heads covered with two layers of
goatskin, and are played in pairs. Performance techniques can create a diverse range of sounds, but the various types of sounds are called by different names in
different schools or systems of music.
The characteristic sound of the tabla is produced by
using the fingers to mute one area of the skin as the head
is struck, so that the two layers of skin vibrate and buzz
against each other, producing a unique pitched sound that
is neither like a human voice nor a string instrument.
This sound is called na (or other names).
The characteristic sound of the baya is produced by
using the wrist to press the skin while the fingertips
strike the skin. Complex changes in the pitch of the resonant decay can be created by moving the wrist to vary
the pressure on the skin. This sound is called ge (or other
names).
In this algorithm, the outer part of the head plays na and
the center of the head plays ge. Tune (47), Decay (89)
hd1/rm1: Baya Pitch
This parameter adjusts the pitch of the ge sound.
hd2/rm2: Baya Level
This parameter adjusts the volume of the ge sound.
hd3/rm3: Baya Decay
This parameter adjusts the decay time of the ge sound.
000...100 (66)
000...100 (100)
000...100 (61)
20
Parameter list Single-size algorithm
hd4/rm4: Bend Curve
This parameter adjusts the way that the pitch of the ge
sound will change when you apply pressure to the head.
Increasing this value will allow the pitch to change in
response to minimal pressure.
hd5/rm5: Damping
Decreasing this value will produce a shorter resonance
with a muffled feel.
hd6/rm6: Shell Pitch
This parameter adjusts the pitch of the short and light
sound (close to the tabla sound known as te) that is produced when you strike the outer part of the head while
pressing the head strongly to mute it.
hd7/rm7: Shell Damping
This parameter adjusts the tone color of the te sound. As
this value is decreased, the sound will become lighter
and more metallic.
hd8/rm8: Shell Decay
Increasing this value will lengthen the decay of the body
resonance.
000...100 (58)
000...100 (46)
000...100 (37)
000...100 (56)
000...100 (44)
15 Gong1
This algorithm creates various types of metal percussion
sounds such as gongs, that have relatively slow attacks
and sometimes produce rough low tones accompanied by
oscillation. Pressing on the head will mute the resonant
decay.
These sounds are created by passing a source sound
through several virtual resonators simulated by the DSP,
thus creating a sound with a complex overtone structure.
This sound is then sent through a filter controlled by an
LFO to create beating effects.
The sound can be controlled in a wide variety of ways,
and you can create bells or even various metallic creaks
or scraping sounds. Tune (39), Decay (95)
hd1/rm1: Gong Color
This parameter adjusts the tone color of the original
sound that is distributed to the virtual resonator.
hd2/rm2: LFO Depth
This parameter adjusts the depth of change that is
applied to the filter by the LFO.
hd3/rm3: LFO Rate
This parameter adjusts the speed of the LFO that creates
the beating effect.
hd4/rm4: Damping
As this value is increased, the sound will become tighter
and have a shorter decay.
hd5/rm5: Gong Type
As this value is increased, the sound will become noisier
and sharper, with more high frequency clashing.
hd6/rm6: Harmonic Shift
This parameter adjusts the pitch differences between the
various resonating bodies. As this value is increased, the
pitch and overtone structure will change in complex
ways.
000...100 (41)
–50...50 (–5)
000...100 (4)
000...100 (4)
000...100 (7)
000...100 (90)
hd7/rm7: Thickness
As this value is increased, the sound will become lighter
with a more pronounced high range. As this value is
decreased, the sound will become heavier and have more
emphasis in the low range. The effect is similar to changing the thickness of a gong.
hd8/rm8: Model Select
This parameter allows you to select one of eight types
(0–7) of gong as the source for the sound.
000...100 (7)
0...7 (0)
16 Wah Harp
This algorithm produces the sound of mouth harps such
as the Jew's Harp, the Brummeisen of Austria, or the
Mukkuri of the Ainu people of Japan. The wah effect
created by the filter produces unique tones with dramatic changes in overtone structure. Pressing the head
with your hand will produce large and dynamic wah
effects.
This effect is especially suitable when applied to the
sound of the struck rim, which is rich in overtones.
While striking the rim or scraping the notches on the
edge of the rim, apply pressure to the head to produce
dramatic sounds.
You can adjust the wah effect’s strength and frequency
width. Tune (54), Decay (90)
hd1/rm1: Damping
This parameter adjusts the sound of the muted string.
Decreasing this value will produce a more muted sound.
hd2/rm2: Wah Color
This parameter adjusts the center frequency of the filter
that moves when the wah effect is applied.
hd3/rm3: String Character
This parameter adjusts the character of the string sound.
Decreasing this value will make the string sound more
muffled.
hd4/rm4: Wah Balance
This parameter adjusts the amount of wah effect that is
applied. Increasing this value will produce a wah effect.
hd5/rm5: LoDamp
Increasing this value will cut the low-frequency component of the string.
hd6/rm6: Attack Level
Increasing this value will increase the sound of the
attack.
hd7/rm7: Attack LoDamp
Increasing this value will cut the low-frequency component of the attack sound.
hd8/rm8: Bend Range
This parameter adjusts how the pitch will change in
response to the strength of the strike.
000...100 (68)
000...100 (16)
000...100 (27)
000...100 (50)
000...100 (72)
000...100 (30)
000...100 (78)
–50...50 (25)
21
17 TalkDrum
This algorithm produces the sound of an African ethnic
instrument; the Talking Drum. By pressing the head lac-
ing strings on this drum to change the tension of the skin,
dramatic pitch bending effects can be achieved.
In this algorithm, pressure on the head will produce similar pitch bending effects. You can independently adjust
the tone color of the sounds when the head is pressed and
when not pressed, and adjust the level of the rim sound.
Tune (26), Decay (78)
hd1/rm1: Bend Range
This parameter adjusts the amount that the pitch will rise
when the head is pressed.
hd2/rm2: Brightness 1
This parameter adjusts the tone color of the sound when
the head is not pressed. As this value is increased, the
sound will be rougher and have more overtones.
hd3/rm3: Brightness 2
This parameter adjusts the tone color of the sound when
the head is pressed. As this value is increased, the sound
will be rougher and have more overtones.
hd4/rm4: Decay Interval
This parameter adjusts the difference in decay time
between the sound when the head is pressed and the
sound when the head is not pressed. For high settings of
this value, the decay will be shorter when the head is not
pressed.
hd5/rm5: Tension
As this value is decreased, the sound will change as if the
skin of the drum ware looser. This parameter produces
the effect of reducing the tension.
hd6/rm6: Drum Type
This parameter modifies the pitch and overtones in a
complex way.
hd7/rm7: Attack
Increasing this value will emphasize the attack sound.
hd8/rm8: Pressure Filter
Adjust the way in which pressure applied to the head will
open the filter.
000...100 (68)
000...100 (15)
000...100 (45)
000...100 (40)
000...100 (80)
000...100 (90)
000...100 (51)
000...100 (20)
18 Jingle
This algorithm produces the sound of an instrument with
many small bells (jingles), such as a rattle or turkish
crescent. The pitch of the jingles can be raised or lowered by pressing the head.
Decay adjusts the time length that the jingles are shaken.
You can make various adjustments such as the tone color
of the jingles, etc. Tune (55), Decay (20)
hd1/rm1: Jingle Type
Lower settings of this parameter will produce the sound
of two or three small bells jingling freely. Higher settings
will produce the sound of a large number of small bells
packed more tightly against each other to dampen the
decay.
hd2/rm2: Jingle Size
This parameter allows major adjustments in the size of
the jingle sound. Negative (-) settings will result in a
muffled sound as if the bell was muted by being grasped
000...100 (99)
–50...50 (–2)
in the hand. Positive (+) settings will let the sound
expand, changing to a sound similar to a wall clock striking the hour.
hd3/rm3: Repeat
This parameter allows you to set the length of time that
the jingle will sound.
hd4/rm4: Bell Decay
This parameter adjusts the overall decay time of the individual bells. When this value is increased, each bell will
have a longer decay time, and the result will be a continuous sound like high notes on an organ.
hd5/rm5: Brightness
When this value is reduced, the metallic resonance will
disappear from the bells, resulting in a sound like a
shaker or cabasa.
hd6/rm6: Pressure Decay
This parameter adjusts the degree to which pressure
applied to the head will affect the decay of the jingle.
hd7/rm7: Pressure Pitch
This parameter adjusts how the amount of pressure that's
applied to the head will raise the pitch of the jingle.
hd8/rm8: Model Select
This parameter allows you to set the material of the jingle to one of three (0–2) types.
000...100 (89)
000...100 (83)
000...100 (100)
–50...50 (32)
–50...50 (0)
0...2 (0)
19 Bonga
This algorithm creates the sound of a barrel-shaped or
tub-shaped drum, such as a bongo or conga. You can use
the same playing techniques (open shots, slap shots,
mutes, etc.) as on a conga.
You can make detailed adjustments to the tone color etc.
of the mute sound and slap sound. Tune (73), Decay (43)
hd1/rm1: Shell Size
This parameter adjusts the pitch of the body resonance
heard during the attack.
hd2/rm2: Shell Damp
This parameter adjusts the overtone components of the
body resonance heard during the attack.
hd3/rm3: Sub Harmonics
This parameter adjusts the low frequency range of the
sound. As this value is increased, the sound will become
lighter and harder, with less low frequency sound.
hd4/rm4: Brightness
As this value is increased, the high frequencies will be
extended and the sound will become more piercing.
hd5/rm5: Drum Size
As this value is increased, the pitch will become lower
and the sound will become rougher. The effect is similar
to changing the size of the drum.
hd6/rm6: Slap Level
This parameter adjusts the level of the buzzing sound
added to slap shots.
hd7/rm7: Slap Decay
This parameter adjusts the decay time of the slap sound.
hd8/rm8: Slap Color
This parameter adjusts the tone color or the slap sound.
As this value is increased, the buzzing will be emphasized, and the sound will become sharper.
000...100 (16)
000...100 (41)
000...100 (2)
000...100 (45)
000...100 (66)
000...100 (80)
000...100 (1)
000...100 (21)
22
Parameter list Single-size algorithm
20 Koto
This algorithm produces the sound of the Japanese Koto.
Each time you strike, a random note of a Japanese scale
will sound. By pressing the head, you can simulate the
upward pitch bends produced by pressing the string.
Tune will adjust the basic pitch in chromatic steps over a
range of 45–62. With a setting of 50, the pitch will be C.
You can adjust the location of the pluck, and specify the
range of strings that will be used. Tune (50), Decay (78)
hd1/rm1: Fine Tune
Make fine adjustments in a whole-tone range to the pitch
set by Tune. When this value is 50, the pitch will be the
value set by Tune.
hd2/rm2: Pluck Position
This parameter specifies the location on the string where
the pluck will occur. When this value is 0, the pluck will
occur at 1/2 of the vibrating length of the string; i.e., in
the middle. Negative (-) settings will move the pluck
toward the movable bridge. Positive (+) settings will
move the pluck toward the fixed bridge. Moving the
pluck all the way toward either end will cause the sound
to resemble the bridge on that side.
hd3/rm3: Damping
As this value is increased, the decay will become shorter,
and the tone color will also change, producing a muted
effect.
hd4/rm4: String Type 1
This parameter modifies the overtones of the string
between the fixed bridge and the movable bridge on the
side where the string is plucked. As this value is
increased, the sound will become more metallic,
approaching the sound of a square wave on a synthesizer.
hd5/rm5: String Type 2
This parameter modifies the overtones of the string
between the fixed bridge and the movable bridge on the
side where the string is note plucked. The effect is the
same as String Type 1.
hd6/rm6: Plucked Noise
This parameter adjusts the level of noise that occurs
when the string is plucked.
hd7/rm7: Bottom String
This parameter specifies the lowest of the 13 strings that
will be used, counting from the lowest upward. With a
setting of 00, strings are available for use all the way
down to the lowest string. With a setting of 12 only the
highest string will be available.
hd8/rm8: String Range
Specify the number of strings that will be used, starting
with the specified Bottom String.
–50...50 (0)
–50...50 (47)
000...100 (25)
000...100 (22)
000...100 (0)
000...100 (30)
0...12 (3)
0...12 (7)
21 Bamboo
This algorithm produces a bamboo percussion sound that
can be used like a marimba. When you strike with a certain range of force, differences in striking force within
that range will play different notes within an octave of
the selected scale, allowing you to play phrases.
Tune adjusts the basic pitch in chromatic steps over a
range of 26–69. With a setting of 50, the pitch will be C.
You can select the type of scale and specify the range of
striking force that corresponds to the octave of notes in
the scale. Tune (50), Decay (90)
hd1/rm1: Fine Tune
This parameter allows you to make fine adjustments to
the pitch specified by Tune, within the range of one
whole tone. When this value is set to 50, the pitch will be
as set by the Tune.
hd2/rm2: Accent Level
This parameter adjusts the volume level of the unpitched
accent.
hd3/rm3: Velocity Range
This parameter adjusts the striking force that will produce the note assigned to the strongest strike. (This will
be the highest note when Sequence Type = 0, and the
lowest note when Sequence Type = 1.)
hd4/rm4: 2nd Pitch
This parameter adjusts the pitch of the second partial
within a range of +/- one fifth.
hd5/rm5: Pressure Pitch
This parameter adjusts the amount of pitch change that
occurs when you apply pressure to the head.
hd6/rm6: Pressure Range
This parameter adjusts the degree of force that will be
used to apply muting when the head is pressed.
hd7/rm7: Scale Select
This parameter allows you to select one of eight types of
scale (0–7). For details on the available scales, refer to
“About the preset scales”. See page 25
hd8/rm8: Sequence Type
This parameter allows you to specify how changes in
striking force will correspond to notes in the scale. 0:
Stronger strikes will play higher notes. 1: Stronger
strikes will play lower notes. 2: Striking force will have
no effect on note pitch. (Notes in the scale will be played
randomly.)
–50...50 (0)
000...100 (35)
000...100 (15)
–50...50 (0)
–50...50 (0)
–50...50 (24)
0...7 (4)
0...2 (0)
22 JingDrum
This algorithm produces the sound of a drum with jingling bells attached. When you strike the head, the jingling bells will sound together with the drum. Pressing
the head will raise the pitch of the drum.
Both Tune and Decay affect only the drum sound.
You can make major changes in the pitch and tone color
of the drum and bells. Tune (74), Decay (74)
hd1/rm1: Jingle Level
This parameter adjusts the volume level of the jingle.
hd2/rm2: Drum Level
This parameter adjusts the volume level of the drum
sound.
hd3/rm3: Brightness 1
This parameter allows you to modify the tone color of
the drum sound. As this value is increased, the sound
will become more metallic with more sustain, like a guitar.
000...100 (42)
000...100 (100)
000...100 (34)
23
hd4/rm4: Drum Width
As this value is increased the pitch of the drum sound
will become lower and the overtones will also change,
producing a rougher sound. The effect is similar to
greatly loosening the skin of the drum.
hd5/rm5: Pressure Decay
This parameter adjusts the decay time according to the
amount of pressure that is applied to the head.
hd6/rm6: Jingle Pitch
This parameter adjusts the pitch of the bell sound.
hd7/rm7: Jingle Decay
This parameter adjusts the decay time of the bell sound.
hd8/rm8: Brightness 2
As this value is increased, the metallic resonance will
disappear from the bell sound, resulting in a sound like a
shaker or cabasa.
000...100 (90)
–50...50 (50)
000...100 (39)
000...100 (47)
000...100 (100)
23 Don–Hya
Each time you strike, four drum notes will sound in succession. Soft strikes will produce four notes of the same
pitch, but stronger strikes will cause the pitch of each
note to change, and since the pitch of each note is
smoothly connected by portamento, the result will be a
complex, undulating phrase. In addition, you can press
the head to produce a sustaining noisy sound that
smoothly changes in pitch and tone color.
Tune affects only the drum sound.
You can specify the rhythm pattern, and make various
adjustments to the tone color of the drum sound and
metallic sound.
hd1/rm1: Seq. Note Volume
This parameter adjusts the volume level of the muted
notes in the pattern selected by 'Motif Select'.
hd2/rm2: Motif Select
Of the four consecutive drum notes, you can select one
of eight (0–7) types of muting patterns for the three notes
following the initial strike. Since the Seq. Note Volume
parameter allows you to set the volume of muted notes,
you can create rhythm patterns by making the muted
notes softer than unmuted notes. Select one of the following patterns of muted notes. (A dot indicates a muted
note, and an x indicates no mute.)
hd3/rm3: Delay Time
This parameter adjusts the delay time (tempo) of the
three delayed notes.
hd4/rm4: Portamento
This parameter adjusts the amount of portamento that
connects each drum note.
Tune (70), Decay (84)
000...100 (50)
0...7 (7)
000...100 (20)
000...100 (69)
hd5/rm5: Brightness
This parameter adjusts the tone color of the drum sound.
As this value is increased the sound will become more
metallic and have a longer resonance.
hd6/rm6: Noise–Color
This parameter adjusts the color of the noise that is heard
when you apply pressure to the head. Increasing this
value will produce an aggressive sound with a boosted
high-frequency range.
hd7/rm7: Noise–Level
This parameter adjusts the volume of noise that is heard
when you apply pressure to the head.
hd8/rm8: Pitch Interval
This parameter adjusts how much the drum sound's pitch
will change randomly.
000...100 (38)
000...100 (40)
000...100 (62)
000...100 (100)
24 Mariko
This algorithm produces a normal tom-type drum sound.
In addition, striking the outer area of the head will produce marimba-like wood percussion sounds that will
have different pitches in response to the force of your
strike. In addition to this, striking the rim will produce a
high sound with a short decay, similar to a xylophone or
glass percussion.
Tune adjusts the pitch of the drum sound. You can adjust
the pitch and volume of the marimba sound, etc.
Tune (53), Decay (78)
hd1/rm1: Tone Pitch
This parameter adjusts the standard pitch of the marimba
sound that plays when you strike the outer area of the
head.
hd2/rm2: Pitch Response
This parameter adjusts how much the force of your strike
will change the pitch.
hd3/rm3: Pressure Pitch
This parameter adjusts how much the amount of pressure
that's applied to the head will raise the pitch.
hd4/rm4: Tone Level
This parameter adjusts the volume level of the marimba
sound.
hd5/rm5: Resonance Balance
This parameter adjusts how much the marimba sound
resonates with the drum shell.
hd6/rm6: Brightness
When this value is increased, the sound will become
brighter with an overall boost in the high range.
hd7/rm7: Drum Type1
When this value is increased, the drum sound will
become lower in pitch and have a rougher tone. The
effect of this parameter changes greatly depending on the
settings of the other parameters.
hd8/rm8: Drum Type2
This parameter adjusts the tone of the drum sound.
000...100 (14)
000...100 (100)
000...100 (40)
000...100 (100)
000...100 (70)
000...100 (19)
000...100 (86)
000...100 (44)
24
Parameter list Single-size algorithm
7 Tonic only…. each note will sound at the
pitch specied by the Tune parameter.
0 Pentatonic
1 Ryukyu (Okinawan) scale
3 Indian-type scale
5 Major
2 Gameran-type scale
4 Whole tone
6 Combination diminished
25 Upo
When struck normally, this algorithm produces a normal
tom-type drum sound. However if you continue pressing
the head after you strike, and then release it, a popping
sound will be heard the instant you release the head. The
volume and pitch of the pop will depend on the force of
the initial strike and the force with which you press.
Tune and Decay adjust the pitch and decay of the drum
sound. Tune (63), Decay (71)
hd1/rm1: Pitch EG Depth
This parameter adjusts how much the force of your strike
will affect the pitch of the drum sound at the instant you
strike.
hd2/rm2: Harmonics
This parameter modifies the overtones of the drum
sound.
hd3/rm3: HiDamp
This parameter adjusts the decay of the overtones of the
drum sound.
hd4/rm4: Filter Level
This parameter adjusts the level of the drum sound that
will remain even when muted. Increasing this value will
produce a more distinctive sound.
hd5/rm5: Filter Cutoff
This parameter adjusts the pitch of the drum sound that
will remain even when muted.
hd6/rm6: Pop Level
This parameter adjusts the volume of the pop sound.
hd7/rm7: Pop Pitch
This parameter adjusts the reference pitch of the pop
sound.
hd8/rm8: Pop Random
This parameter will randomly change the pitch of the
pop sound.
000...100 (36)
000...100 (43)
000...100 (28)
000...100 (25)
000...100 (9)
000...100 (100)
000...100 (13)
000...100 (23)
hd4: Delay Control
Increasing this value will adjust the coherence of the five
snare drums when you strike the
hd5: Snappy Level
This parameter adjusts the volume level of the snare
wires.
hd6: LoDamp
Increasing this value will cut the low-frequency portion
of the snare wires.
hd7: HiDamp
Decreasing this value will cut the high-frequency portion
of the snare wires.
hd8: Resonance
This parameter adjusts the amount of change in the
LoDamp/HiDamp resonance filter.
WAVEDRUM
000...100 (50)
strongly.
000...100 (50)
000...100 (12)
000...100 (100)
000...100 (50)
About the preset scales
Some of the algorithms in the
play phrases in a particular scale. For some phrases,
notes in the selected scale will sound randomly each time
you play. For others, the note of the scale that is sounded
will depend on how strongly you play.
You can choose one of the following eight types of scale.
For some algorithms, not all scales are available. For
details, refer to the page on each algorithm.
Scale Select is available in the following algorithms.
“07 WindDrum” (See page 18)
“13 Sawari–B” (See page 20)
“21 Bamboo” (See page 23)
WAVEDRUM
allow you to
26 1812
This algorithm produces an ensemble of five snare
drums. Open rim shots produce the sound of a cannon
shot.
Tune and Decay apply only to the snare drum sound.
note: This algorithm can be used only for the head.
hd1: Pressure Pitch
This parameter adjusts how the amount of pressure that's
applied to the head will affect the pitch or tonal character.
hd2: Brightness
This parameter will radically adjust the tonal character of
the snare drum. Increasing this value will produce
extended overtones that sound like a guitar or piano.
hd3: Ensemble Size
This parameter adjusts the de-synchronization of the five
snares. As this value is further, the snares will play
increasingly out of synchronization, resulting in a thicker
sound and more of an ensemble effect.
Tune (86), Decay (32)
000...100 (30)
000...100 (8)
000...100 (58)
25
Double-size algorithms
Double-size algorithms are organized into three types,
each type with three or four algorithms. Algorithms of
the same type have the same parameters.
Controlling the sound when playing a double-size
algorithm
Programs that use a double-size algorithm allow you to
control the PCM sound source (PCM instrument) not
only by velocity (striking force) as on a conventional
PCM sound module, but also by the tone of your strike
on the head. Since the force and tone of your strike will
affect the sound, you'll be able to perform with feeling
that's closer to that of an acoustic instrument.
This sound control allows you to differentiate between
playing mellow (thick) tones and hard (thin) tones.
Here are three specific examples.
• Control by the striking position
Strike near the center of the head (soft sound), or near
the edge of the head (hard sound).
• Control by the striking object
Strike with a soft object, or with a hard object.
• Control by the striking method
Strike as when using hand percussion such as a conga
or djembe, using open (soft sound) or slap (hard
sound).
Parameter#: Parameter Name
Type 1:
27 Conga, 28 Bongo
The algorithms are appropriate for hand percussion such
as conga.
hd1: Switching
This parameter specifies the mix between the two PCM
instruments that are switched according to the tone or
position of your strike. With a setting of 100, the two are
completely separated.
hd2: PCM Balance
This parameter specifies the volume balance between the
two PCM instruments. With a setting of 0, they will have
the same volume. Negative (-) settings make PCM1
louder, and positive (+) settings make PCM2 louder.
hd3: Alg-PCM Balance
This parameter adjusts the volume balance between the
algorithm and the PCM instrument. With a setting of 0,
they will have the same volume. Negative (-) settings
make the algorithm louder, and positive (+) settings
make the PCM louder.
hd4: Sub Harmonics
This parameter adjusts the low-frequency component of
the sound. Increasing this value will reduce the amount
of low-frequency, producing a lighter and harder sound.
Value Min...Max
000...100
–50...50
–50...50
000...100
hd5: Brightness
Increasing this value will produce a sharper sound with
more high frequencies.
hd6: Slap Level
This parameter adjusts the level of the vibrating sound
that is added by a slap shot.
hd7: Slap Delay
This parameter adjusts the decay time of the slap sound.
hd8: Slap Color
This parameter adjusts the tone color of the slap sound.
Increasing this value will produce a sharp sound with
accentuated vibration.
These algorithms are appropriate for drums that have an
attached snare and are played with a stick, such as a
snare drum.
hd1: Switching
This parameter specifies the mix between the two PCM
instruments that are switched according to the tone or
position of your strike. With a setting of 100, the two are
completely separated.
hd2: PCM Balance
This parameter specifies the volume balance between the
two PCM instruments. With a setting of 0, they will have
the same volume. Negative (-) settings make PCM1
louder, and positive (+) settings make PCM2 louder.
hd3: Alg-PCM Balance
This parameter adjusts the volume balance between the
algorithm and the PCM instrument. With a setting of 0,
they will have the same volume. Negative (-) settings
make the algorithm louder, and positive (+) settings
make the PCM louder.
hd4: Curve
This parameter adjusts the response of the shell to your
strike, and the resonance of the shell.
hd5: Brightness
Increasing this value will increase the high-frequency
components of the shell sound and the snare sound.
hd6: Snappy Decay
This parameter adjusts the decay time for the sound of
the snare.
hd7: Snappy Level
This parameter adjusts the level of the sound of the
snare.
hd8: Shell Type
Choose one of five types of tonal character for the shell.
These algorithms are appropriate for percussion in which
a single instrument produces two sounds, such as a
cajon.
hd1: Switching
This parameter specifies the mix between the two PCM
instruments that are switched according to the tone or
position of your strike. With a setting of 100, the two are
completely separated.
hd2: PCM Balance
This parameter specifies the volume balance between the
two PCM instruments. With a setting of 0, they will have
the same volume. Negative (-) settings make PCM1
louder, and positive (+) settings make PCM2 louder.
hd3: Alg-PCM Balance
Adjust the volume balance between the algorithm and
the PCM instrument. With a setting of 0, they will have
the same volume. Negative (-) settings make the algorithm louder, and positive (+) settings make the PCM
louder.
hd4: Curve
This parameter adjusts the response of the shell to your
strike, and the resonance of the shell.
hd5: Brightness
Increasing this value will increase the high-frequency
components of the shell sound and the snare sound.
hd6: Snappy Decay
This parameter adjusts the decay time of the sound of the
snare.
hd7: Snappy Level
This parameter adjusts the level of the sound of the
snare.
hd8: Shell Type
Choose one of five types of tonal character for the shell.
000...100
–50...50
–50...50
000...100
000...100
000...100
000...100
0...4
Parameter list Double-size algorithms
Default Value
No.Tu neDecayhd1hd2hd3hd4hd5hd6hd7hd8
50363000054504824
27
5729500-32288574951
28
5056500-16143464662
29
5056500-200883602
30
4956500-20123447623
31
5460300-42358002
32
5062550-3527655561
33
5358460-40018002
34
5652320-34271675303
35
5438320-3616985322
36
27
Restoring the factory settings
1, 3
2
Sensors
Connecting sheet
Appendix
Here's how to return the
to factory default.
Be aware that when you execute this operation, the
contents of the user programs will also be rewritten
to factory default.
1. While holding down the WRITE button, press the
power switch to turn on the power. The display will
blink PLd.
2. Hold down the blinking WRITE button for about one
second. The factory settings will start being loaded.
When loading is complete, the display will blink
End.
Never turn off the power while data is being loaded.
Doing so may destroy the data.
3. Turn off the power, and then turn it on again.
WAVEDRUM
’s program settings
Replacing the drum head
If you need to replace the head, please use the optional
(separately sold) Replacement Head HD-WD. You may
also use 10" drum heads made by Remo Inc.
note: Please be aware that the sound of the
may change depending on the type of head you install.
Drum head replacement procedure
Before you begin this procedure, you must unplug
the power cable of the
that connect it with other equipment. Perform the
procedure on a stable and flat location.
1. Using the included tuning key, sequentially loosen the
five tension bolts on the rim, and remove the rim.
Place the
stress is applied to the connecting sheet that is attached
to the rim and the lower case.
2.
Remove the old head, and replace it with the new
head.
When doing so, never allow your hand to touch internal
components such as the sensors or the circuit board.
Take care that foreign objects do not enter the
DRUM
3. Once you have replaced the head, place the rim back
in its original position, and tighten the tension bolts.
For details on how to tighten them, refer to the following section: “Tuning the drum head.”
4. After you’ve tuned the drum head, calibrate the head,
rim, and pressure sensors, and adjust the sensitivity as
desired (See page 29).
WAVEDRUM
.
WAVEDRUM
on a flat location so that no
WAVEDRUM
and any cables
WAV E -
Tuning the drum head
•To tune the drum head, use the included tuning key to
tighten each tension bolt, skipping one bolt each step
to ensure that the head is tensioned evenly.
Avoid tightening the bolts excessively when tuning
the head. Doing so will cause deformation and possibly malfunctions.
On conventional percussion instruments, the tension
bolts must be tightened equally to apply even tension to
the head. If this is not done, not only will the instrument
not sound good, but the life of the instrument can also be
affected. Likewise for the
will cause the head surface to become warped and
remain in contact with the cushion and sensor, eventually
causing malfunctions.
If you must use commercially-available tension bolts due
to wear or loss of the original bolts, be sure to use bolts
that are 1.10"–1.57" (28–40 mm) long.
WAVEDRUM
, uneven tuning
Standard drum head tuning method
The standard method for tuning a drum head for the
WAVEDRUM
drum head, you must tune it in the following way.
When using this tuning method, start with the tension
bolts completely loosened.
1. Using the included tuning key, tighten each tension
bolt, skipping one bolt each step. Be sure to use only
light force to turn the bolt, and stop when the bolt
stops turning (i.e., at the point that strength would be
required). Do this for all five bolts.
2. Tighten each tension bolt one full turn, skipping one
bolt each step. Do this for all five bolts.
3. Tighten each tension bolt approximately 45 degrees,
skipping one bolt each step. Do this for all five bolts.
is described below. After replacing the
28
Appendix Calibration
The WAVEDRUM's bottom
Sensor height adjustment screw
4. Strike the outer edge of the head to check whether the
head is tensioned evenly. If necessary, make fine
adjustments to the tension.
note: After tuning, calibrate the head, rim, and pressure
sensors, and adjust the sensitivity as desired (See
page 29).
Calibration
Calibrating the
reference values and sensitivity to ensure that it will
respond accurately, given the head tension and the state
of the rim.
You should perform the calibration procedure if the
WAVEDRUM
etc., or after you’ve tuned or replaced the drum head.
You should also perform the calibration again if sound
produced by other instruments makes the
resonate to cause feedback or inappropriately trigger the
drum sound.
Calibrating the head sensor
Here's how to calibrate the head sensor that responds
when you strike the head.
1. Hold down the BANK/MODE button and press button
4 to enter Global mode.
2. Press the BANK/MODE button (several times) to
make the display indicate H. ca (Head Calibration).
3. Press button 1 to make the display indicate Lo and the
value.
4. Turn the VALUE knob to adjust the value so that your
normal light strikes produce sound. As you raise this
value, you’ll need to strike harder in order to produce
sound.
5. Press button 2 to make the display indicate SEn and
the value.
6. Turn the VALUE knob to adjust the value so that the
normal dynamic range of your strikes produces the
appropriate change in the sound. As you raise this
value, the sensitivity will become coarser.
7. Save the setting. Press the WRITE button twice. For
details on saving, refer to page 9.
WAVEDRUM
does not respond accurately to pressure
is a process of adjusting the
WAVEDRUM
4.
Verify that the pressure sensor is set to an appropriate
height. If either of the following situations apply, you
must readjust the pressure sensor to an appropriate height.
•If the sensor value indication is other than 0, the distance between the head and the sensor is too little, so
the sensor must be lowered.
a. Insert the included Allen wrench into the sensor
height adjustment screw, position the
horizontally, and while watching the display, turn the
wrench slowly counter-clockwise as seen from
above, until the value is 0.
b. After the value reaches 0, turn the wrench an addi-
tional 45 degrees.
•If the sensor value indication is 0, but the
DRUM
is not responsive to pressure, the distance
between the head and the sensor is too great, so the
sensor must be raised.
a. Insert the included Allen wrench into the sensor
height adjustment screw, position the
horizontally, and while watching the display, turn the
wrench slowly clockwise.
b. When the sensor value indication is no longer 0,
stop turning the wrench, and now turn the wrench in
the opposite direction (counter-clockwise).
c. After the sensor value indication reaches 0, turn the
wrench an additional 45 degrees.
5. With the pressure sensor adjusted to an appropriate
height, apply pressure to the head, and verify that the
effect produced by pressure is within the desired range
(minimum and maximum values). The current value is
displayed when you press the head.
6. Press button 2 to make the display indicate P. Lo and
the value, and use the VALUE knob to specify the
minimum value.
7. Press button 3 to make the display indicate P. H i and
the value, and use the VALUE knob to specify the
maximum value.
8. Save the setting. Press the WRITE button twice. For
details on saving, refer to page 9.
WAVEDRUM
WAV E -
WAVEDRUM
Calibrating the rim sensor
Here's how to calibrate the rim sensor that responds
when you strike the rim.
Follow the procedure above, but choose r. ca (Rim Calibration) and adjust the sensitivity appropriately for the
rim.
Calibrating the pressure sensor
Here’s how to calibrate the pressure sensor that response
when you apply pressure to the head.
1. Hold down the BANK/MODE button and press button
4 to enter Global mode.
2. Press the BANK/MODE button (several times) to
make the display indicate
3. Press button 1 to make the display indicate UaL
(Value) and the value.
P. c a (Pressure Calibration).
29
Error messages
When you turn on the power, the
matically perform an internal check. If a problem is
found, one of the following error messages is shown.
Take the appropriate action listed here.
E. 00: The pressure sensor value is invalid. Calibrate the
pressure sensor so that UaL (Value) is 0. See page 29
E. 01: The user data has been lost. Initialize the data as
described in “Restoring the factory settings.” See
page 28
E.10: The pressure sensor has malfunctioned. Make sure
that your hand or another object is not resting on the
head. If any object is resting on the head, remove it, and
then turn the power off and on again. If the same indication still appears, press any one of the buttons to start up
the
WAVEDRUM
UaL (Value) is 0. If you are unable to adjust the value to
0, please contact your nearby Korg dealer. See page 29
E. 11: A system error has occurred. Stop using the
DRUM
, and contact your nearby Korg dealer.
, and then calibrate the pressure so that
WAVEDRUM
will auto-
WAV E -
Troubleshooting
Sound is different than another WAVEDRUM
As is the case for many other instruments, each individual
WAVEDRUM
is tuned, the conditions how it is played, and how it has
been maintained.
This means that even if the same heads are installed on
several
WAVEDRUM
used, they may not necessarily produce identical sounds
when played.
In other words, the
instrument that also has some characteristics of an acoustic instrument.
The sound of another instrument causes the WAVEDRUM to resonate and be triggered unintentionally
You may be able to prevent this by calibrating the head.
See page 29
will differ slightly depending on how it
s and the same program settings are
WAVEDRUM
is an electronic musical
No sound from the device connected to the AUX IN jack
Have you appropriately raised the AUX IN jack’s mix
level in Global mode? See page 15
Is the volume of the connected device turned up?
See page 6
Are the connections correct? Is the power turned on?
See page 6
Specifications
Dynamic Percussion Synthesizer
Algorithms: Single-size 26, Double-size 10
PCM instruments: Head 100, Rim 100
Programs: 200 (User 100, Preset 100)
Loop phrase: 100
Effect: Reverb, Delay
Controls: VOLUME knob, WRITE button, Buttons 1 -
4, BANK/MODE button, VALUE knob
Input/Output jacks: Output L, R
Phones
phone jack)
Display: 3-character 7-segment LED
Sampling frequency: 48 kHz
A/D, D/A conversion: 24 bit
Power supply: DC9V 1.7A
Dimensions (WxDxH): 344×349×75 mm /
13.54"x13.74"x2.95"
Wei ght: 2.0 kg / 4.41 lbs.
Included items: AC Adapter, Tuning key, Allen wrench
Options: Replacement Head HD-WD, Percussion Stand
ST-WD
* Specifications and appearance are subject to change
(Stereo mini phone jack),
without notice for improvement.
(Monaural phone jack)
AUX IN
(Stereo mini
,
Feedback occurs
Consider using an equalizer or limiter of your PA system to prevent feedback and protect the amp and speaker
system. See page 3
You may be able to prevent this by calibrating the head.
See page 29
Does not respond to pressure applied to the head
Could the drum head be stretched too tightly? If the head
is too tight, the pressure sensor will not work correctly.
You may be able to fix this by tuning the head appropriately. See page 28
Performing the pressure calibration may make the sensor respond correctly. See page 29
30
Index
Symbols
ALG (Algorithm Select)12
Co (Common)
dcy (Decay)
dLY (Delay)
12
Ed1
Ed2 (Edit 2)
Eq (Pre EQ)14
GLb (Global)
H . I4 (Head Algorithm1)
H . 58 (Head Algorithm2)
H . ca (Head Calibration)
LEU (Level)
P . ca (Pressure Calibration)15
P . Cr (Pressure Curve)
P . dc (Pressure Decay)
P . tn (Pressure Tune)
Pan (Pan)
r . I4 (Rim Algorithm1)
r . 58 (Rim Algorithm2)
r . ca (Rim Calibration)
rEb (Reverb)
U . Cr (Velocity Curve)
15
12
13
14
15
1414
15
12
13
13
13
12
1414
15
13
12
8, 14
Edit 2
Editing
8
F
factory settings 28
feedback
3, 30
G
Global 8, 15
H
hand 14
I
input 6
L
level 12
Live mode
loop phrase
volume
7
15
15
N
notches 14
sensor height adjustment screw
29
single-size algorithm
specifications
stand
6
14
stick
30
11, 16
T
tune 9, 12
28
tuning
U
user program 7
V
velocity curve 12
A
AC adaptor 6
algorithm
algorithm select
assigning
audio devices
AUX IN
9, 14
12
7
6
6, 15
B
bank 7
C
calibration 15, 29
common
15
D
decay 9, 12
delay
13
double-size algorithm
playing
drum head
26
28
E
Edit 1 8, 12
11, 26
O
OUTPUT L, R 6
P
pan 12, 15
PCM instrument
Performing
power on
pre EQ
preset program
preset scales
pressure curve
pressure decay
pressure tune
programs
This product has been manufactured according to strict specifications and voltage requirements that areapplicable in the country in which it is intended that this product should be
used. If you have purchased thisproduct via the internet, through mail order, and/or via a
telephone sale, you must verify that this product isintended to be used in the country in
which you reside. WARNING: Use of this product in any country other than that for which
it is intended could be dangerousand could invalidate the manufacturer’s or distributor’s
warranty. Please also retain your receipt as proof of purchase otherwise your product may
be disqualified from themanufacturer’s or distributor’s warranty.
4015-2 Yanokuchi, Inagi-city, Tokyo 206-0812 Japan
E
2
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