Devinity (henceforth ‘the Product’) is licensed to you as
the end user. Please read this agreement carefully. You
cannot transfer ownership of these sounds and software
they contain. You cannot re-sell or copy the Product.
LICENSE AND PROTECTION
1. LICENSE GRANT
UVI grants to you, subject to the following terms and
conditions, a non-exclusive, non-transferable right to use
each authorized copy of the Product.
The product is the property of UVI and is licensed to
you only for use as part of a musical performance, live or
recorded. This license expressly forbids resale or other
distribution of the sounds and software included in the
Product or their derivatives, either as they exist on disc,
reformatted for use in another digital sampler, or mixed,
combined, filtered, resynthesized or otherwise edited,
for use as sounds, multi-sounds, samples, multi-samples,
wavetables, programs or patches in a sampler, microchip
or any hardware or software sample playback device.
You cannot sell the Product content or give it away for
use by others in their sampling or sample playback
devices. In the event UVI terminates this agreement due
to your breach, you agree to return the original and all
other copies of the software and documentation to UVI.
UVI reserves all rights not expressly granted to herein.
2. PROTECTION OF SOFTWARE
You agree to take all reasonable steps to protect the
product and any accompanying documentation from
unauthorized copying or use. You agree not to modify
the product to circumvent any method or means adopted
or implemented by UVI to protect against or discourage
the unlicensed use of copying of the Product.
3. OWNERSHIP
As between you and UVI, ownership of, and title to, the
enclosed digitally recorded sounds (including any copies)
are held by UVI. Copies are provided to you only to
enable you to exercise your rights under the license.
4. TERM
This agreement is eective from the date you open this
package, and will remain in full force until termination.
This agreement will terminate if you break any of the
terms or conditions of this agreement. Upon termination
you agree to destroy and return to UVI all copies of this
product and accompanying documentation.
5. RESTRICTIONS
Except as expressly authorized in this agreement, you
may not rent, sell, lease, sub-license, distribute, transfer,
copy, reproduce, display, modify or time share the
enclosed product or documentation.
For more information on the installation process, please refer to the document: Soundbank
Installation Guide
EXPAND FALCON WITH 120 MASTERFULLY-DESIGNED PRESETS
Devinity is a deep-dive into Falcon with renowned Atlanta-based electronic musician and
sound designer Richard Devine. One of the industry’s most cherished and recognizable
figures, Richard has a profound love for sound and technology, writing and performing his
own music and being called upon to design sound for many of the world’s most successful
companies.
In Devinity, Richard shares 120 patches detailing his exploration of Falcon, showing o his
unique style and approach to sound design.
MADE FOR FALCON
The Divinity expansion leverages the advanced synthesis capabilities and software
architecture of Falcon, which sports 15 oscillators, over 80 eects and a fast and intuitive
interface that adeptly handles both basic tasks and deep instrument design. All presets
have been programmed with macros which provide the user with easy access to the key
parameters of each patch. These may be controlled via MIDI, OSC, host automation and Lua
scripting, allowing for easy customization and expressive performance capabilities.
Take your experience to the next level with this expertly-crafted Falcon expansion pack.
(Falcon license required. Not compatible with UVI Workstation.)
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INTERFACE
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INTERFACE » MAIN » INFO
INFO
The Info tab provides an overview of
the selected program, houses macro
controls, and provides a location for
custom text and images via. the (I)
view.
MACROS
Same as Falcon Factory Content, Devinity’s patches
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have been programed with macros which provide
users with easy access to the ‘key’ parameters of each
patch. Devinity also has a custom front panel which
is made with Falcon’s script feature. The parameters
are connected with the macros and these may be
controlled via MIDI, OSC, host automation and Lua
scripting, allowing for easy customization and expressive
performance capabilities.
To change the layout of the macro controls, press the
Script button above the pannel to hide script pannel,
then the EDIT button in the upper-left to switch to Edit
Mode. You can freely move controls, double-click a label
to rename it, or access additional commands from the
right-click contextual menu. For more details on macros,
please see Falcon’s software manual.
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PROGRAM INFORMATION
Press the (I) button in the upper right to display program
information. Many factory presets will contain details
about the program such as modwheel assignments,
macro descriptions or tips for playing it. You can add and
save descriptions for your own programs as well.
KEYBOARD
At the bottom of the Info tab, a keyboard is displayed and
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can be clicked to play the program. The key range of the
program is highlighted, with keys outside the key range
darkened. If keyswitch layer rules have been created,
those keys are highlighted blue. Additionally, key color
can be customized using the Script Processor. For more
details on keyswitches, please check Falcon’s software
manual.
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INTERFACE » MAIN » EDIT
LAYERS OF A PATCH
Patches in Falcon are created within a fixed hierarchy that
can be thought of like layers or folders. At the very top is the
Program, inside the Program are Layers, within each Layer are
Keygroups, and inside the Keygroups are Oscillators. Audio
eects, MIDI eects and modulators can be placed on any
level. While patches can be as simple as a single oscillator, the
structure of Falcon allows for wildly complex sounds of nearly
any variety to be quickly created and edited.
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EDIT
If you want more control over a
sound than the macros provide, the
EDIT tab gives you full access to all
parameters. Here you can make fine
adjustments to any aspect of a sound
or redesign it in any way you can
imagine. Here is a brief overview of
the EDIT screen hierarchy, for more
information please consult the Falcon
software manual.
PROGRAM EDITOR
The top-most level of your patch, use the Program editor to
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make broad changes that eect the overall sound of your
patch. For example, try adding audio or MIDI eects, or
adjusting volume, pan and pitch.
LAYER EDITOR
Layers are used to group and modify Keygroups. Here you
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can add audio eects, MIDI eects and modulations just like
the Program level but you also have control of attributes like
velocity curve, polyphony modes and unison settings.
KE YGROUP EDITOR
Keygroups are the ground level of your patch, they can
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hold any number of oscillators and define which MIDI notes
and velocity ranges trigger those oscillators. They also set
basic oscillator attributes like pitch and trigger modes. Like
the previous ‘folders’, keygroups can contain eects and
modulators, but there is one significant dierence: eects
instanced at the keygroup level operate per-voice. This can
have fantastic eects, but comes at an additional CPU cost so
consider how you use it carefully.
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INTERFACE » MAIN » EDIT
EDIT
MAPPING EDITOR
The mapping editor allows you to define the note and velocity
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ranges of the selected keygroup. A patch can be as simple
as one keygroup that spans all notes and velocities, or as
complex as your desired sound requires; there are no set
limits.
OSCILLATOR EDITOR
Falcon has many types of oscillators including sample-based
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and algorithmic. Here you can edit existing oscillators, change
them or add new ones.
MODULATION EDITOR
Modulators can be instanced at any of the levels mentioned
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above and this particular editor provides a centralized view
of all of them - allowing editing of modulator parameters (e.g.
LFO speed, ADSR values etc.) along with their assignments.
All modulators in a patch are represented by tabs. Once
clicked, the modulators’ assignments are displayed directly
above the tab. Here you can edit how they eect the various
parameters they are assigned to in your patch.