Tube and Poly Amp
These combination algorithms are provided with guitar processing in mind.
Each of the algorithms sends the signal through a gate, tone controls, tube distortion and cabinet simulation or EQ section.
Also depending on the algorithm selected, the signal may pass through chorus, flange, or moving delay.
The algorithms are mono, though the chorus or flange can provide stereo spreading at the output.
- Gate
-
The gate (same as the Gate Algorithm) allows you to cut out noise during silence.
The gate has its own side-chain processing path, and a number of signal routing options for side-chain processing are provided.
The gate side-chain input may be taken from either the left or right channels, or the average signal magnitude of the left and right channels may be selected with the GateSCInp parameter.
Also you may choose to gate the sum of left and right channels or just one of the channels with the Gate Chan parameter.
Since the effect is mono, if you gate only one channel (left or right), then that channel will be sent to the next stage of the effect, and the channel that is not selected will be discarded.
If you choose both (L+R)/2, the sum (mix) of both channels will be used for further processing.
Gate+TubeAmp is the simplest of these algorithms.
With the exception of except Gate+TubeAmp, each of these algorithms offers a flexible chain of effects designed primarily for guitar processing.
Each chain offers a different combination of a 3-band tone control, tube-amp distortion drive, poly-amp distortion drive, cabinet simulation, chorus, flange, and a generic moving delay.
The entire algorithm is monaural with the exception of the final chorus or flange at the end of each chain, which have one input and a stereo output.
At the beginning of each chain is a 3-band tone control authentically recreating the response in many guitar preamps based on real measurements collected by Kurzweil engineers.
It is adjusted with the Bass Tone, Mid Tone, and Treb Tone controls with values ranging from 0 to 10 commonly found on many guitar amps.
| The flattest frequency response is obtained by setting Mid Tone to 10.0, and both Bass and Treb Tone controls to 0.0. |
The tone controls are integrated with one of two types of preamp drive circuits: TubeAmp and PolyAmp.
- TubeAmp
-
The TubeAmp faithfully models the response and smooth distortion caused by overloading a vacuum tube circuit.
- PolyAmp
-
PolyAmp is closely related to the PolyDistort + EQ algorithm offering a brighter sound quality with more sustain.
- Distortion
-
The amount of distortion is controlled by adjusting the Tube Drive or Poly Drive parameter.
High frequency energy caused by distortion can be rolled off by using the Warmth parameter. - Cabinet Simulator
-
Following the distortion drive element is a cabinet simulator.
The cabinet simulator models the responses of various types of mic’d guitar cabinets.
The preset can be selected using the Cab Preset parameter.
The following is the list of cabinet presets and their descriptions:
- Basic
-
Flat response from 100 Hz to 4 kHz with 24dB/oct rolloffs on each end
- Lead 12
-
Open back hard American type with one 12” driver
- 2x12
-
Closed back classic American type with two 12” drivers
- Open 12
-
Open back classic American type with one 12” driver
- Open 10
-
Open back classic American type with one 10” driver
- 4x12
-
Closed back British type with four 12” drivers
- Hot 2x12
-
Closed back hot rod type with two 12” drivers
- Hot 12
-
Open back hot rod type with one 12” driver
- Cabinet Control
-
The cabinet can by switched on or off with the Cab In/Out parameter.
The Cab Pan parameter adjusts the final pan position of the cabinet at the output of the algorithm, but this does not affect the cabinet signal fed into the final stereo flange or chorus.
If Ch Wet/Dry or Fl Wet/Dry is set to 100%, this pan control will not have any audible affect since the entire output of the cabinet is fed into the flange or chorus instead of the algorithm output. - Chorus or Flange
-
At the end of the chain is either a chorus or a flange controlled by parameters beginning with “Ch” or “Fl.”
The chorus and flange have mono inputs and stereo outputs.
Each is a standard single tap dual channel chorus (see Chorus 1) or flange (see Flanger 1) with independent controls for left and right channels found in many other 1 unit combination algorithms.
The Ch Wet/Dry or Fl Wet/Dry control determines the final output mix of the algorithm.-
When set at 0%, only the cabinet simulator output is fed to the output of the algorithm.
-
At 100%, only the output of the chorus or flange is heard.
- Balance
-
Left/right balance specifically for the chorus or flange can be adjusted with the Out Bal control.
-
- Moving Delay (MD)
-
In addition, there is a generic monaural moving delay segment.
Its parameters begin with the letters “MD.”
The moving delay is flexible enough that it can serve as a chorus, flange, or straight delay.
| For more detailed information, refer to the section describing the Dual MovDelay and Dual MvDly+MvDly algorithms. |
- Moving Delay Insert
-
Moving Delay can be inserted either before the tone controls (PreDist), or after the distortion drive (PostDist), or bypassed altogether.
This is selected with the MD Insert parameter.
Also provided is the MD Wet/Dry parameter that mixes the output of the moving delay circuit with its own input to be fed into the next effect in the chain.
Gate+TubeAmp
Effects Size : 3
Algorithm Type : Guit
Gate and Tube Amplifier emulation
300 Classic Gtr Dist |
301 Crunch Guitar |
302 SaturatedGtrDist |
303 Mean 70’sFunkGtr |
In/Out |
In or Out
|
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
GateIn/Out |
In or Out
|
GateSCInp |
L, R, (L+R)/2 For both (L+R)/2 the averaged magnitude is used. |
Gate Chan |
L, R, (L+R)/2 |
Gate Thres |
-79.0 to 0.0 dB |
Gate Duck |
On or Off
|
Gate Time |
25 to 3000 ms |
Gate Atk |
0.0 to 228.0 ms |
Gate Rel |
0 to 3000 ms |
GateSigDly |
0.0 to 25.0 ms |
Bass Tone |
0.0 to 10.0 |
Tube Drive |
Off, -79.0 to 60.0 dB |
Warmth |
8 to 25088 Hz |
Cab Preset |
Basic, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
TubeAmp<>MD>Chor
Effects Size : 3
Algorithm Type : Guit
Tube amplifier distortion circuits in combination with moving delays and a stereo chorus
313 ODriveGtrLd DlCh |
314 Krazy Gtr Comper |
440 Chr→GtrDst→Chr |
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Input Bal |
-100 to 100 %
|
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Bass Tone |
0.0 to 10.0 |
||
Tube Drive |
Off, -79.0 to 60.0 dB |
||
Warmth |
8 to 25088 Hz |
||
Cab Preset |
Basic, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
||
Cab Pan |
-100 to 100 %
|
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MD Insert |
PreDist, PostDist, Bypass
|
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MD Wet/Dry |
0 to 100 % |
||
MD Delay |
0.0 to 1000.0 ms |
||
MD LFOMode |
ChorTri, ChorTrap, Delay, Flange
|
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MD LFORate |
0.00 to 10.00 Hz |
||
MD LFODpth |
0.0 to 200.0 %
|
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MD Fdbk |
-100 to 100 % |
||
Ch Wet/Dry |
0 to 100 % |
||
Ch Out Bal |
-100 to 100 % |
TubeAmp<>MD>Flan
Effects Size : 3
Algorithm Type : DstF
Mono distortion circuits in combination with moving delays and a stereo flange
316 LeadGtr Dly Flng |
491 MyGtrAteYo’Momma |
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Input Bal |
-100 to 100 %
|
||
Bass Tone |
0.0 to 10.0 |
||
Tube Drive |
Off, -79.0 to 60.0 dB |
||
Warmth |
8 to 25088 Hz |
||
Cab Preset |
Basic, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
||
Cab Pan |
-100 to 100 %
|
||
MD Insert |
PreDist, PostDist, Bypass
|
||
MD Wet/Dry |
0 to 100 % |
||
MD Delay |
0.0 to 1000.0 ms |
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MD LFOMode |
ChorTri, ChorTrap, Delay, Flange
|
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MD LFORate |
0.00 to 10.00 Hz |
||
MD LFODpth |
0.0 to 200.0 %
|
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MD Fdbk |
-100 to 100 % |
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Fl Wet/Dry |
0 to 100 % |
||
Fl Out Bal |
-100 to 100 % |
PolyAmp<>MD>Chor
Effects Size : 3
Algorithm Type : DstC
Poly amplifier distortion circuits in combination with moving delays and a stereo chorus
490 Flg→GtrDst→Chr |
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Input Bal |
-100 to 100 %
|
||
Bass Tone |
0.0 to 10.0 |
||
Poly Drive |
Off, -79.0 to 60.0 dB |
||
Warmth |
8 to 25088 Hz |
||
Cab Preset |
Basic, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
||
Cab Pan |
-100 to 100 %
|
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MD Insert |
PreDist, PostDist, Bypass
|
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MD Wet/Dry |
0 to 100 % |
||
MD Delay |
0.0 to 1000.0 ms |
||
MD LFOMode |
ChorTri, ChorTrap, Delay, Flange
|
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MD LFORate |
0.00 to 10.00 Hz |
||
MD LFODpth |
0.0 to 200.0 %
|
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MD Fdbk |
-100 to 100 % |
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Ch Wet/Dry |
0 to 100 % |
||
Ch Out Bal |
-100 to 100 % |
PolyAmp<>MD>Flan
Effects Size : 3
Algorithm Type : DstF
Poly amplifier distortion circuits in combination with moving delays and a stereo flange
315 MildGtrOD+Dly+Fl |
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Input Bal |
-100 to 100 %
|
||
Bass Tone |
0.0 to 10.0 |
||
Poly Drive |
Off, -79.0 to 60.0 dB |
||
Warmth |
8 to 25088 Hz |
||
Cab Preset |
Basic, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
||
Cab Pan |
-100 to 100 %
|
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MD Insert |
PreDist, PostDist, Bypass
|
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MD Wet/Dry |
0 to 100 % |
||
MD Delay |
0.0 to 1000.0 ms |
||
MD LFOMode |
ChorTri, ChorTrap, Delay, Flange
|
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MD LFORate |
0.00 to 10.00 Hz |
||
MD LFODpth |
0.0 to 200.0 %
|
||
MD Fdbk |
-100 to 100 % |
||
Fl Wet/Dry |
0 to 100 % |
||
Fl Out Bal |
-100 to 100 % |
Distortion
Mono Distortion
Effects Size : 1
Small distortion
45 SubtleDistortion |
Mono Distortion sums its stereo input to mono, performs distortion followed by a highpass filter and sends the result as centered stereo.
Wet/Dry |
0 to 100% wet |
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|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB
|
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Dist Drive |
0 to 96 dB When overdriven, the distortion algorithm will soft-clip the signal.
|
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Warmth |
8 to 25088 Hz |
||
Highpass |
8 to 25088 Hz
|
MonoDistort+Cab
Effects Size : 2
Small distortion with cabinet emulation
307 Dist Cab EPiano |
The distortion segment of MonoDistort+Cab is similar to Mono Distortion except the highpass is replaced by a full speaker cabinet model.
- Distortion
-
The distortion algorithm will soft clip the input signal.
The amount of soft clipping depends on how high the distortion drive parameter is set.
Soft clipping means that there is a smooth transition from linear gain to saturated overdrive.
Higher distortion drive settings cause the transition to become progressively sharper or “harder.”
The distortion never produces hard or digital clipping, but it does approach it at high drive settings.
When you increase the distortion drive parameter you are increasing the gain of the algorithm until the signal reaches saturation.
You will have to compensate for increases in drive gain by reducing the output gain.
This algorithm will not digitally clip unless the output gain is over-driven. - Cabinet Modelling
-
The distortion is followed by a model of a guitar amplifier cabinet.
The model can be bypassed, or there are 8 presets which were derived from measurements of real cabinets.
8 cabinet presets:-
Plain
(Flat response from 100 Hz to 4 khz with 24dB/oct rolloffs on each end) -
Lead 12
(Open back hard American type with one 12” driver) -
2x12
(Closed back classic American type with two 12” drivers) -
Open 12
(Open back classic American type with one 12” driver) -
Open 10
(Open back classic American type with one 10” driver) -
4x12
(Closed back British type with four 12” drivers) -
Hot 2x12
(Closed back hot rod type with two 12” drivers) -
Hot 12
(Open back hot rod type with one 12” driver)
-
There is also a panner to route the mono signal between left and right outputs.
In/Out |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB
|
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Dist Drive |
0 to 96 dB When overdriven, the distortion algorithm will soft-clip the signal.
|
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Warmth |
8 to 25088 Hz |
||
Cab Bypass |
In/Out
|
||
Cab Preset |
Plain, Lead 12, 2x12, Open 12, Open 10, 4x12, Hot 2x12, and Hot 12 |
MonoDistort+EQ
Effects Size : 2
Small distortion with EQ cabinet modelling
308 Distortion+EQ |
MonoDistort + EQ is similar to Mono Distortion except the single highpass filter is replaced with a pair of second-order highpass/lowpass filters to provide rudimentary speaker cabinet modeling.
The highpass and lowpass filters are then followed by an EQ section with bass and treble shelf filters and two parametric mid filters.
Signals that are symmetric in amplitude (they have the same shape if they are inverted, positive for negative) will usually produce odd harmonic distortion.
For example, a pure sine wave will produce smaller copies of itself at 3, 5, 7, etc. times the original frequency of the sine wave.
In MonoDistort+EQ, a DC offset may be added to the signal to break the amplitude symmetry and will cause the distortion to produce even harmonics.
This can add a “brassy” character to the distorted sound.
The DC offset added prior to distortion gets removed at a later point in the algorithm.
Wet/Dry |
0 to 100% wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Dist Drive |
0 to 96 dB |
Warmth |
8 to 25088 Hz |
dc Offset |
-100 to 100 % |
Cabinet HP |
8 to 25088 Hz |
Cabinet LP |
8 to 25088 Hz |
Bass Gain |
-79.0 to 24.0 dB The amount of boost or cut that the bass Every increase of 6 dB approximately doubles the amplitude of the signal.
|
Bass Freq |
8 to 25088 Hz |
Treb Gain |
-79.0 to 24.0 dB The amount of boost or cut that the treble Every increase of 6 dB
|
Treb Freq |
8 to 25088 Hz |
Mid1 Gain |
-79.0 to 24.0 dB The amount of boost or cut that the mid parametric filter should apply in dB. Every increase of 6 dB approximately doubles the amplitude of the signal.
|
Mid1 Freq |
8 to 25088 Hz |
Mid1 Wid |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
StereoDistort+EQ
Effects Size : 3
Stereo distortion with limited EQ
309 Burnt Transistor |
StereoDistort+EQ processes the left and right channels separately, though there is only one set of parameters for both channels.
The stereo distortion has only 1 parametric mid filter.
Wet/Dry |
0 to 100% wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Dist Drive |
0 to 96 dB |
Warmth |
8 to 25088 Hz |
Cabinet HP |
8 to 25088 Hz |
Cabinet LP |
8 to 25088 Hz |
Bass Gain |
-79.0 to 24.0 dB The amount of boost or cut that the bass shelving filter should apply to the low frequency signals in dB. Every increase of 6 dB approximately doubles the amplitude of the signal.
|
Bass Freq |
8 to 25088 Hz |
Treb Gain |
-79.0 to 24.0 dB The amount of boost or cut that the treble shelving filter should apply to the high frequency signals in dB. Every increase of 6 dB approximately doubles the amplitude of the signal.
|
Treb Freq |
8 to 25088 Hz |
Mid Gain |
-79.0 to 24.0 dB The amount of boost or cut that the mid parametric filter should apply in dB. Every increase of 6 dB approximately doubles the amplitude of the signal.
|
Mid Freq |
8 to 25088 Hz |
Mid Wid |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
PolyDistort+EQ
Effects Size : 2
8-stage distortion followed by EQ
305 Synth Distortion |
PolyDistort + EQ is a distortion algorithm followed by equalization.
The algorithm consists of an input gain stage, and then 8 cascaded distortion stages.
-
Each stage is followed by a one pole lowpass filter.
-
There is also a one-pole lowpass filter in front of the first stage.
-
After the distortion there is a four-band EQ section: Bass, Treble, and two Parametric Mids.
PolyDistort + EQ is an unusual distortion algorithm that provides a great number of parameters to build a distortion sound from the ground up.
The eight distortion stages each add a small amount of distortion to your sound.
Taken together, you can get a very harsh heavy metal sound.
Between each distortion stage is a lowpass filter.
The lowpass filters work with the distortion stages to help mellow out the sound.
Without any lowpass filters the distortion will get very harsh and raspy.
Stages of distortion can be removed by setting the Curve parameter to 0.
You can then do a 6, 4, or 2-stage distortion algorithm.
The corresponding lowpasses should be turned off if there is no distortion in a section.
-
More than four stages seem necessary for lead guitar sounds
-
For a cleaner sound, you may want to limit yourself to only four stages
Once you have set up a distorted sound you are satisfied with, the Dist Drive parameter controls the input gain to the distortion, providing a single parameter for controlling distortion amount.
You will probably find that you will have to cut back on the output gain as you drive the distortion louder.
Post-distortion EQ is definitely needed for make things sound right.
This should be something like a guitar speaker cabinet simulator, although not exactly, since we are already doing a lot of lowpass filtering inside the distortion itself.
| Possible EQ settings you can try are Treble -20 dB at 5 kHz, Bass -6 dB at 100 Hz, Mid1, wide, +6 dB at 2 kHz, Mid2, wide, +3 dB at 200 Hz, but of course you should certainly experiment to get your sound. |
- Treble
-
The Treble is helping to remove raspiness.
- Bass
-
Is removing the extreme low end like an open-back guitar cabinet.
(Not that guitar speakers have that much low end anyway) - Mid1
-
Adds enough highs so that things can sound bright even in the presence of all the HF roll-off
- Mid2
-
Adds some warmth.
Your favorite settings will probably be different.
Boosting the Treble may not be a good idea.
|
EQ done in front of the distortion will not be heard as simple EQ, because the distortion section makes an adjustment in one frequency range felt over a much wider range due to action of the distortion. Simple post EQ is a bit too obvious for the ear, and it can get tired of it after a while. |
Wet/Dry |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB
|
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Dist Drive |
Off, -79.0 to 48.0 dB It is the basic “distortion drive” control. Anything over 0 dB could clip. Normally clipping would be bad, but the distortion algorithm tends to smooth things out.
|
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Curve 1 |
0 to 127 %
|
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LP0 Freq |
8 to 25088 Hz LP0 Freq handles the initial lowpass prior to the first distortion stage. The other lowpass controls follow their respective distortion stages. With all lowpasses out of the circuit (set to the highest frequency), the sound tends to be too bright and raspy. With less distortion drive, less filtering is needed.
|
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Bass Gain |
-79.0 to 24.0 dB
|
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Bass Freq |
8 to 25088 Hz |
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Treb Gain |
-79.0 to 24.0 dB
|
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Treb Freq |
8 to 25088 Hz |
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Mid1 Gain |
-79.0 to 24.0 dB
|
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Mid1 Freq |
8 to 25088 Hz |
||
Mid1 Width |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
Subtle Distort
Effects Size : 1
Adds small amount of distortion to the signal
311 A little dirty |
312 Slight Overload |
Use Subtle Distort to apply small amounts of distortion to a signal.
- Distortion
-
The distortion characteristic is set with the Curvature and EvenOrders parameters.
Increasing Curvature increases the distortion amount while EvenOrders increases the asymmetry of the distortion, adding even distortion harmonics.
The distorted signal then is sent through two one-pole lowpass filters and added to the dry input signal. - Lowpass Filter
-
The lowpass filters can reduce any harshness from the raw distortion operation.
The Dry In/Out is provided as a utility to audition the distortion signal in the absence of dry signal.
Out Gain and Dist Gain can be adjusted together to match the level of the bypassed (dry only) signal.
Adding distortion to the dry signal will increase the output level unless Out Gain is reduced.
In/Out |
In or Out
|
|---|---|
Dry In/Out |
In or Out |
Out Gain |
Off, -79.0 to 24.0 dB |
Dist Gain |
Off, -79.0 to 24.0 dB |
Curvature |
0 to 100 %
|
EvenOrders |
0 to 100 %
|
Dist LP A |
8 to 25088 Hz |
Dist LP B |
8 to 25088 Hz |
Super Shaper
Effects Size : 1
8 x the gain of the V.A.S.T. shaper
317 Drum Shaper |
319 SuperShaper |
The Super Shaper algorithm packs 2-1/2 times the number of shaping loops, and 8 times the gain of the V.A.S.T. shaper.
Setting Super Shaper amount under 1.00x produces the same nonlinear curve found in the V.A.S.T. shaper.
At values above 1.00x where the V.A.S.T. shaper will pin at zero, the Super Shaper provides 6 more sine intervals before starting to zero-pin at 2.50x.
The maximum shaper amount for Super Shaper is 32.00x.
Wet/Dry |
-100 to 100%
Negative values polarity invert the wet signal. |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Amount |
0.10 to 32.00 x |
3 Band Shaper
Effects Size : 2
3 split band shapers
318 SubtleDrumShape |
320 3 Band Shaper |
321 New3BandShaper |
The 3 Band Shaper non-destructively splits the input signal into 3 separate bands using 1 pole (6dB/oct) filters, and applies a V.A.S.T.-type shaper to each band separately.
The cutoff frequencies for these filters are controlled with the CrossOver1 and CrossOver2 parameters.
The low band contains frequencies from 0 Hz (DC) to the lower of the two CrossOver settings.
The mid band contains frequencies between the two selected frequencies, and the hi band contains those from the higher of the two CrossOver settings, up to 24kHz.
Each frequency band has an enable switch for instantly bypassing any processing for that band, and a Mix control for adjusting the level of each band that is mixed at the output. (negative Mix values polarity invert that band)
The shaper Amt controls provide the same type of shaping as V.A.S.T. shapers, but can go to 6.00x.
Wet/Dry |
-100 to 100%
Negative values polarity invert the wet signal. Out Gain The overall gain or amplitude at the output of the effect. |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
CrossOver1 |
17 to 25088 Hz |
CrossOver2 |
17 to 25088 Hz |
Lo Enable |
On or Off |
Lo Amt |
0.10 to 6.00x |
Lo Mix |
-100 to 100% |
Quantize + Alias
Effects Size : 1
Digital quantization followed by simulated aliasing
329 Aliaser |
The Quantize+Alias algorithm offers some of the worst artifacts that digital has to offer!
Digital audio engineers will go to great lengths to remove, or at least hide the effects of digital quantization distortion and sampling aliasing.
In Quantize+Alias we do quite the opposite, making both quantization and aliasing in-your-face effects.
The quantizer will give your sound a dirty, grundgy, perhaps industrial sound.
The aliasing component simulates the effect of having sampled a sound without adequately band limiting the signal (anti-alias filtering).
- Quantization Distortion
-
Is a digital phenomenon caused by having only a limited number of bits with which to represent signal amplitudes (finite precision).
You are probably aware that a bit is a number which can have only one of two values: 0 or 1.
When we construct a data or signal word out of more than one bit, each additional bit will double the number of possible values.
For example a two bit number can have one of four different values: 00, 01, 10 or 11.
A three bit number can take one of eight different values, a four bit number can take one of sixteen values, etc.
An 24-bit digital-to-analog converter (DAC) like the one in the Forte & PC4 can interpret 16,777,216 different amplitude levels (224).
Let’s take a look at how finite precision of digital words affects audio signals.
The figures below are plots of a decaying sine wave with varying word lengths.
- Quantization
-
Clearly a one-bit word gives a very crude approximation to the original signal while four bits is beginning to do a good job of reproducing the original decaying sine wave.
When a good strong signal is being quantized (its word length is being shortened), quantization usually sounds like additive noise.
But notice that as the signal decays in the above figures, fewer and fewer quantization levels are being exercised until, like the one bit example, there are only two levels being toggled.
With just two levels, your signal has become a square wave.- Dynamic Range
-
Controlling the bit level of the quantizer is done with the DynamRange parameter (dynamic range).
At 0 dB we are at a one-bit word length.
Every 6 dB adds approximately one bit, so at 144 dB, the word length is 24 bits.
The quantizer works by cutting the gain of the input signal, making the lowest bits fall off the end of the word.
The signal is then boosted back up so we can hear it. - Headroom
-
At very low DynamRange settings, the step from one bit level to the next can become larger than the input signal.
The signal can still make the quantizer toggle between bit level whenever the signal crosses the zero signal level, but with the larger bit levels, the output will get louder and louder.
The Headroom parameter prevents this from happening.
When the DynamRange parameter is lower than the Headroom parameter, no more signal boost is added to counter-act the cut used to quantize the signal.
Find the DynamRange level at which the output starts to get too loud, then set Headroom to that level.
You can then change the DynamRange value without worrying about changing the signal level.
| Headroom is a parameter that you set to match your signal level, then leave it alone. |
- DC Offset
-
At very low DynamRange values, the quantization becomes very sensitive to DC offset.
It affects where your signal crosses the digital zero level.
A DC offset adds a constant positive or negative level to the signal.
By adding positive DC offset, the signal will tend to quantize more often to a higher bit level than to a lower bit level.
In extreme cases (which is what we’re looking for, after all), the quantized signal will sputter, as it is stuck at one level most of the time, but occasionally toggles to another level. - Aliasing
-
Aliasing is an unwanted artifact (usually!) of digital sampling.
It’s an established rule in digital sampling that all signal frequency components above half the sampling frequency (the Nyquist rate) must be removed with a lowpass filter (anti-aliasing filter).
If frequencies above the Nyquist rate are not removed, you will hear aliasing.
A digital sampler cannot represent frequencies above the Nyquist rate, but rather than remove the high frequencies, the sampler folds the high frequencies back down into the lower frequencies where they are added to the original low frequencies.
If you were to play a rising pure tone through a sampler without an anti-alias filter, you would hear the tone start to fall when it past the Nyquist rate.
The pitch will continue to drop as the input tone’s frequency increases until the input tone reaches the sampling rate.
The sampled tone would then have reached dc (frequency is 0) and will start to rise again.
Usually a lowpass anti-aliasing filter is placed before the sampler to prevent this from happening.
In the Quantize+Alias algorithms, we do not actually sample the incoming signal at a lower rate.
Instead we use a special modulation algorithm to simulate the effect of pitches falling when they should be rising.
- Pitch
-
The Pitch (coarse and fine) parameters roughly correspond to setting the Nyquist frequency.
Higher pitches result in modulating your input signal with higher frequencies.
The LFO Depth parameter changes the strength of the modulation.
Larger values of LFO Depth produce a deeper modulation which may be considered analogous to inputting a insufficiently band-limited signal for sampling.
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
DynamRange |
0 to 144 dB At 0 dB the hottest of signals will toggle between only two bit (or quantization) levels.
If the signal has a lot of headroom (available signal level before digital clipping), then not all quantization levels will be reached. |
||
Headroom |
0 to 144 dB |
||
dc Offset |
-79.0 to 0.0 dB |
||
Quant W/D |
0 to 100% wet |
||
Alias W/D |
0 to 100% wet |
||
Lowpass |
8 to 25088 Hz |
||
Pitch Crs |
8 to 25088 Hz |
||
Pitch Fine |
-100 to 100 ct |
||
LFO Depth |
1 to 49 samp |
Filters
Env Follow Filt
Effects Size : 2
Envelope following stereo two-pole resonant filter
356 Basic Env Filter |
358 Synth Env Filter |
360 EPno Env Filter |
357 Phunk Env Filter |
359 Bass Env Filter |
The envelope following filter is a stereo resonant filter with the resonant frequency controlled by the envelope of the input signal (the maximum of left or right).
- The filter type is selectable and may be
-
-
Lowpass
-
Highpass
-
Bandpass
-
Notch
-
The resonant frequency of the filter will remain at the minimum frequency (Min Freq) as long as the signal envelope is below the Threshold.
The Freq Sweep parameter controls how much the frequency will change with changes in envelope amplitude.
The frequency range is 0 to 8372 Hz, though the minimum setting for Min Freq is 8 Hz.
| The term minimum frequency is a reference to the resonant frequency at the minimum envelope level; with a negative Freq Sweep, the filter frequency will sweep below the Min Freq. |
A meter is provided to show the current resonance frequency of the filter.
The filter Resonance level may be adjusted.
The resonance is expressed in decibels (dB) of gain at the resonant frequency.
Since 50 dB of gain is available, you will have to be careful with your gain stages to avoid clipping.
The attack and release rates of the envelope follower are adjustable.
The rates are expressed in decibels per second (dB/s).
The envelope may be smoothed by a lowpass filter which can extend the attack and release times of the envelope follower.
A level meter with a threshold marker is provided.
Wet/Dry |
0 to 100%wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
FilterType |
Lowpass, Highpass, Bandpass, or Notch |
Min Freq |
8 to 8372 Hz |
Freq Sweep |
-100 to 100% |
Resonance |
0 to 50 dB |
Threshold |
-79.0 to 0.0 dB |
Atk Rate |
0.0 to 300.0 dB/s |
Rel Rate |
0.0 to 300.0 dB/s |
Smth Rate |
0.0 to 300.0 dB/s |
LFO Sweep Filter
Effects Size : 2
LFO following stereo two-pole resonant filter
362 LFO Sweep Filter |
365 TripFilter |
363 DoubleRiseFilter |
|
364 Circle Bandsweep |
The LFO following filter is a stereo resonant filter with the resonant frequency controlled by an LFO (low-frequency oscillator).
- The filter type is selectable and may be
-
-
Lowpass
-
Highpass
-
Bandpass
-
Notch
-
The resonant frequency of the filter will sweep between the minimum frequency (Min Freq) and the maximum frequency (Max Freq).
The minimum and maximum frequencies may be set to any combination of frequencies between 8 and 8372 Hz.
| The terms minimum and maximum frequency are a reference to the resonant frequencies at the minimum and maximum envelope levels; you may set either of the frequencies to be larger than the other, though doing so will just invert the direction of the LFO. |
Meters are provided to show the current resonance frequencies of the left and right channel filters.
- Resonance
-
The filter Resonance level may be adjusted.
The resonance is expressed in decibels (dB) of gain at the resonant frequency.
Since 50 dB of gain is available, you will have to be careful with your gain stages to avoid clipping. - LFO Frequency
-
You can set the frequency of the LFO using the LFO Tempo and LFO Period controls.
You can explicitly set the tempo or use the system tempo from the sequencer (or MIDI clock).
The LFO Period control sets the period of the LFO (the time for one complete oscillation) in terms of the number of tempo beats per LFO period. - LFO Wave Shapes
-
The LFO may be configured to one of a variety of wave shapes.
Available shapes are:
-
Sine
Sine is simply a sinusoid waveform. -
Saw+ and Saw–
Saw+ and Saw– produce rising and falling sawtooth waveforms -
Pulse
Pulse produces a series of square pulses where the pulse width can be adjusted with the LFO PlsWid parameter.
When pulse width is 50%, the signal is a square wave.
| The LFO PlsWid parameter is active only when the Pulse waveform is selected. |
-
Tri.
Tri produces a triangular waveform
- Smoothing
-
The Pulse and Saw waveforms have abrupt, discontinuous changes in amplitude which can be smoothed.
The pulse wave is implemented as a hard clipped sine wave, and, at 50% width, it turns into a sine wave when set to 100% smoothing.
The sudden change in amplitude of the sawtooth waves develops a more gradual slope with smoothing, ending up as triangle waves when set to 100% smoothing.
Wet/Dry |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
LFO Tempo |
System, 1 to 255 BPM |
||
LFO Period |
1/24 to 32 bts |
||
LFO Shape |
Sine, Saw+, Saw–, Pulse, and Tri |
||
LFO PlsWid |
0 to 100% The pulse is a square wave when the width is set to 50%.
|
||
LFO Smooth |
0 to 100%
|
||
FilterType |
Lowpass, Highpass, Bandpass, or Notch |
||
Min Freq |
8 to 8372 Hz |
||
Max Freq |
8 to 8372 Hz |
||
Resonance |
0 to 50 dB |
||
L Phase |
0.0 to 360.0 deg |
||
R Phase |
0.0 to 360.0 deg |
Resonant Filter
Effects Size : 1
Stereo 2 pole resonant filter
366 Resonant Filter |
Resonant Filter is a stereo (linked parameters for left and right) resonating filter.
You can adjust the resonant frequency of the filter and the filter resonance level.
- The filter type is selectable and may be
-
-
Lowpass
-
Highpass
-
Bandpass
-
Notch
-
Wet/Dry |
0 to 100%wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
FilterType |
Lowpass, Highpass, Bandpass, or Notch |
Frequency |
58 to 8372 Hz |
Resonance |
0 to 50 dB |
Dual Res Filter
Effects Size : 1
Dual Mono 2 pole resonant filter
367 Dual Res Filter |
Dual Res Filter is a dual mono (independent
controls for left and right) resonating filter.
You can adjust the resonant frequency of the filter and the filter resonance level.
- The filter type is selectable and may be
-
-
Lowpass
-
Highpass
-
Bandpass
-
Notch
-
L Wet/Dry |
0 to 100%wet |
|---|---|
L Output |
Off, -79.0 to 24.0 dB |
L FiltType |
Lowpass, Highpass, Bandpass, or Notch |
L Freq |
58 to 8372 Hz |
LResonance |
0 to 50 dB |
EQ Morpher
Effects Size : 4
Parallel resonant bandpass filters with parameter morphing
390 EQ Morpher ah-oo |
391 EQ Morpher ee-aa |
392 EQ Morpher aw-er |
The EQ Morpher algorithms have four parallel bandpass filters acting on the input signal and the filter results are summed for the final output.
EQ Morpher is a stereo algorithm for which the left and right channels receive separate processing using the same linked controls.
In EQ Morpher, a stereo panner that includes a width parameter to control the width of the stereo field.
- Filter
-
For each filter, there are two sets of parameters, A and B.
The parameter Morph A>B determines which parameter set is active.
When Morph A>B is set to 0%, you are hearing the A parameters; when set to 100%, you are hearing the B parameters.
The filters may be gradually moved from A to B and back again by moving the Morph A>B parameter between 0 and 100%.
The four filters are parametric bandpass filters.
These are not standard parametric filters, which boost or cut the signal at the frequency you specify relative to the signal at other frequencies.
The bandpass filters used here pass only signals at the frequency you specify and cut all other frequencies.
The gain controls for the filters set the levels of each filter’s output.
Like the normal parametric filters, you have control of the filters’ frequencies and bandwidths.
The Freq Scale parameters may be used to adjust the A or B filters’ frequencies as a group.
This allows you to maintain a constant spectral relationship between your filters while adjusting the frequencies up and down.
The filters are arranged in parallel and their outputs summed, so the bandpass peaks are added together and the multiple resonances are audible.
| EQ Morpher can do an excellent job of simulating the resonances of the vocal tract. |
- Example
-
A buzz or sawtooth signal is a good choice of source material to experiment with the EQ Morpher.
Set the Morph A>B parameter to 0%, and find a combination of A filter settings which give an interesting vowel like sound.
It may help to start from existing ROM presets.
Next set Morph A>B to 100% and set the B parameters to a different vowel-like sound.
You can now set up some FXMods on Morph A>B to morph between the two sets of parameters, perhaps using Freq Scale to make it more expressive.
When morphing from the A parameters to the B parameters, A Filter 1 moves to B Filter 1, A Filter 2 moves to B Filter 2, and so on.
For the most normal and predictable results, it’s a good idea not to let the frequencies of the filters cross each other during the morphing.
You can ensure this doesn’t happen by making sure the four filters are arranged in ascending order of frequencies.
Descending order is okay too, provided you choose an order and stick to it.
In/Out |
In or Out |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Out Pan |
-100 to 100% This is a stereo panner which pans the entire stereo image.
|
||
Out Width |
-100 to 100%
|
||
Morph A>B |
0 to 100% |
||
A FreqScale |
-8600 to 8600 ct |
||
A Freq 1 |
8 to 25088 Hz
|
||
A Width 1 |
0.010 to 5.000 oct
|
||
A Gain 1 |
-79.0 to 24.0 dB |
Switch Loops
Switch Loops
Effects Size : 2
Looped tempo sync delay lines with input switching
188 News Update |
Switch Loops allows you to run up to four parallel recirculating delay lines of different lengths, switching which delay line(s) are receiving the input signal at a given moment.
- Stereo Input
-
The stereo input is summed to mono and sent to any of the four delay lines.
You can select which delay lines are receiving input with the DlySelect parameters. - Gain
-
The gain in decibels of each of the four delays can be set individually.
- DecayRate
-
The amount of feedback to apply to each delay is set with a DecayRate parameter.
The DecayRate controls how many decibels the signal will be reduced for every second the signal is recirculating in the delay.
The length of the delays are set based on tempo (system tempo or set locally) and duration in beats.
Assuming a 4/4 time signature with tempo beats on the quarter note, 8/24 bts is an eighth triplet (8/24 equals 1/3 of a quarter note), 12/24 bts is an eighth, 16/24 bts is a quarter triplet, and 1 bts is a quarter note duration.
Dividing the quarter note into 24ths, allows delay lengths based on the most common note lengths.
To determine a delay length in seconds, divide the length of the delay (in beats) by the tempo and multiply by 60 seconds/minute.
\(T=beats/tempo*60\) - HF Damping
-
HF Damping controls a one pole lowpass filter on each of the delay lines.
- Maximum Feedback
-
Max Fdbk overrides all of the DecayRate parameters and prevents the signals in the delay lines from decaying at all.
- Feedback Kill
-
Fdbk Kill will override the DecayRate parameters and the Max Fdbk parameter by completely turning of the feedback for all the delays.
Fdbk Kill stops all the delay line recirculation.
The outputs of all the delay lines are summed, and the output gain is applied to the mono result which can be panned between the two output channels.
Dry In/Out |
In or Out |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Dry Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Kill |
On or Off Fdbk Kill provides a quick way to silence the algorithm to start over with new sounds in the delays.
|
||
Max Fdbk |
On or Off
|
||
Tempo |
System, 1 to 255 BPM |
||
Pan |
-100 to 100 %
|
||
HF Damping |
8 to 25088 Hz |
||
DlySelect1 |
Off, A, B, C, D |
||
Dly Len A |
0 to 32 bts |
||
DecayRateA |
0.0 to 230.0 dB/s |
||
Gain A |
Off, -79.0 to 24.0 dB |
Degen Regen
Degen Regen starts as a simple mono delay line with feedback.
However with the Fdbk Gain and Dist Drive parameters, the algorithm can be pushed hard into instability.
When Degen Regen is unstable, your sound gets a little louder on each pass through the delay line.
Eventually the sound will hit digital clipping when the effects processor runs out of headroom bits.
- Compressor
-
To keep this all under control, a soft-knee compressor has been included inside the delay line loop.
With the compressor properly set, the sound never reaches digital clipping, but it does become more and more distorted as it gets pushed harder and harder into the compressor.
| For details about the compressor see SoftKneeCompress. |
- Distortion
-
To make things really nasty, there’s also a distortion in the delay path.
| For details about the distortion see Mono Distortion. |
Degen Regen lets you set the longest mono delay line available which is just over 20 seconds.
If you want a long delay, this is the algorithm to do it.
(You don’t have to over-drive the feedback or use the distortion.)
- Output Taps
-
The delay has two output taps in addition to the feedback tap.
Each tap may be moved along the delay line using an LFO (internal to the effects processor).
The output taps have separate controls for level and panning (in the stereo configurations).
Throw a few filters into the delay line loop, and you get a pretty versatile delay line.
The available filters are:-
highpass (LF Damping)
-
lowpass (HF Damping)
-
bass shelf
-
treble shelf
-
and two parametric EQs (Mid1, Mid2).
-
Degen Regen BPM
Effects Size : 4
Long tempo synced delay allowing loop instability
182 Ecko Plecks BPM |
185 Nanobot Feedback |
187 Wait for UFO |
184 Degenerator |
186 Takes a while… |
306 Superphasulate |
Wet/Dry |
-100 to 100% wet
|
||
|---|---|---|---|
Out Gain |
Out Gain Off, -79.0 to 24.0 dB |
||
Send Gain |
Out Gain Off, -79.0 to 24.0 dB |
||
Loop Gain |
Out Gain Off, -79.0 to 24.0 dB |
||
Loop Lvl |
-100 to 100% It may be helpful if you are used to dealing with feedback as a linear (percent) control.
|
||
Tempo |
System, 1 to 255 BPM
In this case, FXMods (FUNs, LFOs, ASRs etc.) will have no effect on the Tempo parameter. |
||
LF Damping |
8 to 25088 Hz |
||
HF Damping |
8 to 25088 Hz |
||
LoopLength |
0 to 32 bts |
||
LFO Period |
1/24 to 32 bts |
||
Bass Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
||
Bass Freq |
8 to 25088 Hz |
||
Treb Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
||
Treb Freq |
8 to 25088 Hz |
||
Mid1 Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
||
Mid1 Freq |
Mid1 Freq |
||
Mid1 Width |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
||
LpLFODepth |
0.0 to 230.0 ct |
||
LpLFOPhase |
0.0 to 360.0 deg
If the system (or MIDI) tempo clock is turned on, the LFOs are synchronized to the clock with absolute phase. |
||
T1LFODepth |
0.0 to 230.0 ct |
||
T1LFOPhase |
0.0 to 360.0 deg
If the system (or MIDI) tempo clock is turned on, the LFOs are synchronized to the clock with absolute phase. |
||
Tap1 Delay |
0 to 32 bts |
||
Tap1 Level |
0 to 100 % |
||
Tap1 Pan |
-100 to 100%
|
||
Comp Atk |
0.0 to 228.0 ms |
||
Comp Rel |
0 to 3000 ms |
||
CompSmooth |
0.0 to 228.0 ms |
||
Comp Ratio |
1.0:1 to 100.0:1, Inf:1
|
||
Comp Thres |
-79.0 to 0.0 dB |
||
Dist Drive |
0 to 96 dB |
||
DistWarmth |
8 to 25088 Hz |
Degen Regen
Effects Size : 4
Long delay allowing loop instability
163 Better Tape Echo |
164 Stereo Tape Slap |
183 Ecko Plecks ms |
Wet/Dry |
-100 to 100% wet
|
|---|---|
Out Gain |
Out Gain Off, -79.0 to 24.0 dB |
Send Gain |
Out Gain Off, -79.0 to 24.0 dB |
Loop Gain |
Out Gain Off, -79.0 to 24.0 dB |
Loop Lvl |
-100 to 100% It may be helpful if you are used to dealing with feedback as a linear (percent) control.
|
LF Damping |
8 to 25088 Hz |
HF Damping |
8 to 25088 Hz |
LoopLength |
0.00 to 21.5 s |
LFO Rate |
0.00 to 10.00 Hz |
Bass Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
Bass Freq |
8 to 25088 Hz |
Treb Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
Treb Freq |
8 to 25088 Hz |
Mid1 Gain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
Since the filters are in the delay feedback loop, the cut or boost is cumulative on each pass the sound makes through the loop. |
Mid1 Freq |
Mid1 Freq |
Mid1 Width |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
LpLFODepth |
0.0 to 230.0 ct |
LpLFOPhase |
0.0 to 360.0 deg
If the system (or MIDI) tempo clock is turned on, the LFOs are synchronized to the clock with absolute phase. |
T1LFODepth |
0.0 to 230.0 ct |
T1LFOPhase |
0.0 to 360.0 deg
If the system (or MIDI) tempo clock is turned on, the LFOs are synchronized to the clock with absolute phase. |
Tap1 Delay |
0.00 to 21.5 s |
Tap1 Level |
0 to 100 % |
Tap1 Pan |
-100 to 100%
|
Comp Atk |
0.0 to 228.0 ms |
Comp Rel |
0 to 3000 ms |
CompSmooth |
0.0 to 228.0 ms |
Comp Ratio |
1.0:1 to 100.0:1, Inf:1
|
Comp Thres |
-79.0 to 0.0 dB |
Dist Drive |
0 to 96 dB |
DistWarmth |
8 to 25088 Hz |
Complex Echo
Complex Echo
Effects Size : 1
Multitap delay line effect consisting of 6 independent output taps and 4 independent feedback taps
170 Multitaps ms |
173 Sloppy Echoes |
177 Electronica Slap |
171 Diffuse Slaps |
175 500ms BehindSrce |
Complex Echo is an elaborate delay line.
-
3 independent output taps per channel
-
2 independent feedback taps per channel
-
equal power output tap panning
-
feedback diffuser
-
high frequency damping
Each channel has three output taps, each of which can be delayed up to 2600ms (2.6 sec) then panned at the output.
- Feedback Taps
-
Feedback taps can also be delayed up to 2600ms, but both feedback channels do slightly different things.
- Feedback Lines
-
-
Feedback line 1 feeds the signal back to the delay input of the same channel, while feedback line 2 feeds the signal back to the opposite channel.
-
Feedback line 2 may also be referred to as a “ping-pong” feedback.
-
Relative levels for each feedback line can be set with the “FB2/FB1>FB” control where 0% only allows FB1 to be used, and 100% only allows FB2 to be used.
-
- Diffuser
-
The diffuser sits at the beginning of the delay line, and consists of three controls.
Separate left and right Diff Dly parameters control the length that a signal is smeared from 0 to 100ms as it passes through these diffusers.
Diff Amt adjusts the smearing intensity.
Short diffuser delays can diffuse the sound while large delays can drastically alter the spectral flavor.
| Setting all three diffuser parameters to 0 disables the diffuser. |
The delay inputs have one-pole (6dB/oct) lowpass filters controlled by the HF Damping parameter.
Wet/Dry |
0 to 100% wet
|
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Feedback |
0 to 100 % |
FB2 / FB1>FB |
0 to 100 %
|
HF Damping |
8 to 25088 Hz |
L Diff Dly |
0 to 100 ms |
Diff Amt |
0 to 100 % |
L Fdbk1 Dly |
0 to 2600 ms |
L Fdbk2 Dly |
0 to 2600 ms |
R Fdbk1 Dly |
0 to 2600 ms |
R Fdbk2 Dly |
0 to 2600 ms |
L Tap1 Dly |
0 to 2600 ms |
L Tap1 Lvl |
0 to 100 % |
L Tap1 Pan |
-100 to 100 %
|
Spectral Taps
| Spectral Taps are not available for use on the PC3 series |
Spectral 4-Tap (2 unit) and Spectral 6-Tap (3 unit) tempo-based multi-tap delay effects.
They are similar to a simple 4 and 8-tap BPM delays with feedback, but have their feedback and output taps modified with shapers and filters.
- Feedback Path
-
In the feedback path of each are a diffuser, highpass filter, lowpass filter, and imager.
- Delay Tap Configuration
-
Each delay tap has a shaper, comb filter, balance and level controls with the exception of Tap 1, which does not have a comb filter.
- Diffusion
-
Diffusers add a quality that can be described as “smearing” the feedback signal.
The more a signal has been regenerated through feedback and consequently fed through the diffuser, the more it is smeared.
It requires two parameters, one for the duration a signal is smeared labeled Diff Delay, and the other for the amount it is smeared labeled Diff Amt.
To disable the diffuser, both Diff Delay and Diff Amt should be set to zero.-
Short Diff Delay settings have subtle smearing effects.
-
Increasing Diff Delay will be more noticeable, and long delay settings will take on a ringy resonant quality.
-
Positive diffusion settings will add diffusion while maintaining image integrity.
-
Negative diffusion amounts will cause the feedback image to lose image integrity and become wide.
-
- Highpass and Lowpass Filters
-
Two 1 pole 6dB/oct filters are also in the feedback path: highpass and lowpass.
-
Highpass filter roll-off frequency is controlled with LF Damping
-
Lowpass filter roll-off frequency is controlled by HF Damping
-
- Imaging
-
The imager shifts the stereo input image when fed through feedback.
-
Small positive or negative values shift the image to the right or left respectively
-
Larger values shift the image so much that the image gets scrambled through each feedback generation.
-
- Shapers
-
On each output tap is a shaper.
The spectral multi-tap shapers offer four shaping loops as opposed to eight found in the V.A.S.T. shapers, but can allow up to 6.00x intensity.
- Resonant Comb Filters
-
Immediately following the shapers on taps 2 and above are resonant comb filters tuned in semitones.
These comb filters make the taps become pitched.
When a comb filter is in use, the shaper before it can be used to intensify these pitched qualities. - Balance / Level Controls
-
Each tap also has separate balance and level controls.
- Tempo Control
-
Since these are tempo based effects, tap delay values and feedback delay (labeled LoopLength) values are set relative to a beat.
The beat duration is set by adjusting Tempo in BPM.
The tempo can be synced to the system clock by setting Tempo to System.
Each tap’s delay is adjusted relative to one beat, in 1/24 beat increments.
Notice that 24 is a musically useful beat division because it can divide a beat into halves, 3rds, 4ths, 6ths, 8ths, 12ths, and of course 24ths.
- Tempo Example
-
For example, setting LoopLength to 1-12/24 bts will put the feedback tap at 1-1/2 beats (dotted quarter note in 4/4 time) of delay making the feedback repetition occur every one and a half beats.
This is equivalent to 3/4 of a second at 120 BPM.-
When Tempo is set to 60 BPM, each 1/24th of a beat is equivalent to 1/24th of a second.
-
When tempo is set to 250 BPM, each 1/24th of a beat is equivalent to 10ms of delay.
-
Spectral 4-Tap
Effects Size : 2
Tempo based 4 tap delay with added shapers and resonant comb filters on each tap
176 Dub Skanque Dly |
178 Spectral 4-Tap |
179 Astral Taps |
Wet/Dry |
0 to 100 %
|
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Level |
0 to 100 % |
HF Damping |
8 to 25088 Hz |
LF Damping |
8 to 25088 Hz |
Tempo |
System, 0 to 255 BPM |
Diff Dly |
0 to 20.0 ms |
Diff Amt |
-100 to 100 % |
LoopLength |
On or Off |
Fdbk Image |
-100 to 100 % |
Tap1 Delay |
0 to 32 bts |
Tap1 Shapr |
0.10 to 6.00 x |
Tap2 Pitch |
C-1 to C8 |
Tap2 PtAmt |
0 to 100% |
Tap1 Level |
0 to 100% |
Tap1 Bal |
-100 to 100%
|
Spectral 6-Tap
Effects Size : 3
Tempo based 6 tap delay with added shapers and resonant comb filters on each tap
180 SpectraShapeTaps |
181 Fanfare In Gmaj |
Wet/Dry |
0 to 100 %
|
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Level |
0 to 100 % |
HF Damping |
8 to 25088 Hz |
LF Damping |
8 to 25088 Hz |
Tempo |
System, 0 to 255 BPM |
Diff Dly |
0 to 20.0 ms |
Diff Amt |
-100 to 100 % |
LoopLength |
On or Off |
Fdbk Image |
-100 to 100 % |
Tap1 Delay |
0 to 32 bts |
Tap1 Shapr |
0.10 to 6.00 x |
Tap2 Pitch |
C-1 to C8 |
Tap2 PtAmt |
0 to 100% |
Tap1 Level |
0 to 100% |
Tap1 Bal |
-100 to 100%
|
Moving Delay
Dual MovDelay
Effects Size : 1
Generic dual mono moving delay line
156 Wide Slapbk 76ms |
159 17ms Ambience |
196 Warped Echoes |
157 TiteSlapAmb 50ms |
161 StereoFlamDelay |
198 L:Flange R:Delay |
158 33ms Ambience |
174 Pad Psychosis |
This algorithm offers generic moving delay lines in a dual mono configuration.
Each separate moving delay can be used as a flanger, chorus, or static delay line selectable by the LFO Mode parameter.
- Chorus
-
Both flavors of chorus pitch envelopes are offered for pitch shifting:
-
ChorTri for triangle
-
ChorTrap for trapezoidal
-
Refer to Choruses for more information on these envelope shapes.
The value functions much like a wet/dry mix where:
-
0% means that only the algorithm input dry signal is fed into effect B (putting the effects in parallel)
-
100% means only the output of effect A is fed into effect B (putting the effects in series).
- Moving Delay Control
-
Each moving delay offers control over center delay length, LFO excursion, LFO rate, feedback, and high frequency damping.
- LFO Excursion
-
The delay length, in milliseconds, is the center of LFO excursion.
LFO excursion is controlled by the LFO Dpth parameter in percent.
LFO Depth is an arbitrary value, and is the percentage of available excursion. - LFO Mode
-
- Flange
-
When using LFO Mode Flange, this adjusts the range that the LFO will move the delay tap.
- ChorTri / ChorTrap
-
When in LFO Mode ChorTri or ChorTrap, this controls the maximum pitch depth caused by the moving delay tap, and is constant regardless of LFO Rate.
L Wet/Dry |
0 to 100%wet
|
||
|---|---|---|---|
L Out Gain |
Off; -79.0 to 24.0 dB |
||
L Pan |
-100 to 100%
|
||
L Delay |
0.0 to 1000.0 ms |
||
L LFO Mode |
Flange, ChorTri, ChorTrap, Delay
|
||
L LFO Rate |
0.00 to 10.00 Hz
|
||
L LFO Dpth |
0.0 to 200.0%
|
||
L Feedback |
-100 to 100% |
||
L HF Damp |
8 to 25088 Hz |
MovDelay
Effects Size : 1
Generic stereo moving delay line
151 Basic Dly 250ms |
165 Dub Delay ms |
154 MedSlapback 76ms |
152 Simple Slap 60ms |
197 Ween-vox |
|
153 TightSlapbk 30ms |
220 Rich Noodle |
Moving Delay is identical to Dual MovDelay except that the algorithm now has stereo controls rather than dual mono.
This means all the controls except L Pan and R Pan are no longer dual left and right but are ganged into single controls controlling both left and right channels.
Wet/Dry |
0 to 100 %
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
L Pan |
-100 to 100 %
|
||
Delay |
0.0 to 1000.0 ms |
||
LFO Mode |
ChorTri, ChorTrap, Delay, Flange
LFO Rate and LFO Dpth in Delay mode are disabled. |
||
LFO Rate |
0.00 to 10.00 Hz |
||
LFO Depth |
0.0 to 200.0 %
|
||
Feedback |
-100 to 100 % |
||
HF Damping |
8 to 25088 Hz |
Dual MvDly+MvDly
Effects Size : 2
Generic dual mono moving delay lines
199 2Dlys 1Chr 1Flng |
In Dual MvDly+MvDly, there are 2 moving delay elements per channel distinguishable by parameters beginning with “L1,” “L2,” “R1,” and “R2.”
- Channel Mix
-
The second moving delay on each channel is fed with a mix of the first delays and the input dry signal for that particular channel.
These mixes are controlled by L1/Dry→L2 and R1/Dry→R2.
Each of the four moving delays have separate Mix and Pan levels.
The input dry signal for each channel can also be panned.
The Wet/Dry parameter controls the ratio between the sum of both moving delay elements on that channel regardless of pan position, and the input dry signal.
Out Gain, like Wet/Dry, adjusts the output level for each channel regardless of pan position.
L Wet/Dry |
-100 to 100%wet
|
||
|---|---|---|---|
L Out Gain |
Off; -79.0 to 24.0 dB |
||
L1 Mix |
-100 to 100% |
||
L1 Pan |
-100 to 100%
|
||
L Dry Pan |
-100 to 100% The dry level is controlled with Wet/Dry.
|
||
L1/Dry→L2 |
0 to 100% The value represents a ratio of the output of the first moving delay circuit and the input dry signal.
|
||
L1 Delay |
0.0 to 1000.0 ms |
||
L1 LFO Mode |
Flange, ChorTri, ChorTrap, Delay
|
||
L1 LFO Rate |
0.00 to 10.00 Hz |
||
L1 LFO Dpth |
0.0 to 200.0%
|
||
L1 Fdbk |
-100 to 100% |
||
L1 HF Damp |
8 to 25088 Hz |
Gated Delay
Gated Delay
Effects Size : 2
Delay with gating and ducking
193 Ducked Delay |
194 Drum+Bass Zapper |
Gated Delay is a delay with feedback which has its output and feedback controlled by a gate.
The gate side-chain is the same as in Gate w/SC EQ, except this algorithm does not include side-chain EQ filtering.
Gating a delay is not particularly interesting until the sense of the gate is reversed by turning on the Ducking parameter.
With ducking, the gate passes signal only when the side-chain input signal is below the gate threshold.
|
The with ducking turned on, Gated Delay could also be called the “Monster Truck Effect.” Set Wet/Dry to about 50%. |
What happens is that as long as a signal is coming in that is above the gate threshold, all you will hear is the dry signal.
When the input signal stops, then the gate opens up, and suddenly the delay takes over.
- Example
-
For example, if you sent the speech phrase “Welcome to the monster truck rally” through the effect, what you would hear is “Welcome to the monster truck rally, rally, rally…” Of course to really get the desired effect, you may need to adjust the gate, the delay and the feedback.
See Gate w/SC EQ for details on controlling the gate.
The loop delay length (for feedback) is the same for both left and right channels to keep timing constant.
The output delay lengths may be different for the two channels to give a syncopated or “ping-pong” feel.
The Feedback parameter controls how long it will take for the looping delay sound to decay.
Wet/Dry |
0 to 100% |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Feedback |
0 to 100% |
||
Loop Crs |
0 to 5100 ms |
||
Loop Fine |
-20.0 to 20.0 ms |
||
L Dly Crs |
0 to 5100 ms |
||
L Dly Fine |
-20.0 to 20.0 ms |
||
Threshold |
-79.0 to 24.0 dB |
||
Ducking |
On or Off
This effect is most interesting when Ducking is on. |
||
Retrigger |
On or Off The gate then remains open (assuming Ducking is Off) until the signal falls below the threshold and the gate timer has elapsed. If Retrigger is Off, then the gate timer starts at the moment the signal rises above the threshold and the gate closes after the timer elapses, whether or not the signal is still above threshold.
With Retrigger set to Off, the side chain envelope must fall below threshold before the gate can open again. |
||
Env Time |
0 to 3000 ms The envelope time controls the time for the side chain signal envelope to drop below the threshold.
|
||
Gate Time |
0 to 3000 ms The gate timer is started or restarted whenever the signal envelope rises above threshold.
|
||
Atk Time |
0.0 to 228.0 ms |
||
Rel Time |
0 to 3000 ms |
3 Band Delay
3 Band Delay
Effects Size : 2
Three delays operating on selectable frequency bands
195 3BandDly Drums |
3 Band Delay uses a band splitting filter to divide the input signal into 3 frequency bands.
The filtered bands of the signal are then passed through 3 parallel delay lines.
You can select the frequencies at which the bands are split.
You can select which frequency band (Low, Mid, or High) gets passed through a particular delay line.
You can choose to pass the same band through all 3 delay lines, or you can send each band through its own delay line.
Delay line lengths are tempo based.
Tempo is expressed in beats per minute (BPM) and the delay lengths are expressed as the number of beats (bts) at the tempo.
The delay length beats are adjustable in increments of 1/24th of a beat, which is a useful fraction because it can divide beats into 2, 3, 4, 6, 8, or 12 parts.
The length of a delay in seconds can be calculated as:
\(T=(beats/tempo)*60\)
The outputs of each stereo delay line can be panned to the final stereo output.
The full stereo field is moved with this panner, and the width of the stereo field can be reduced with the Width parameter.
Wet/Dry |
0 to 100%wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Tempo |
System, 1 to 255 BPM
In this case, FXMods (FUNs, LFOs, ASRs etc.) will have no effect on the Tempo parameter. |
||
Crossover1 |
8 to 25088 Hz |
||
BandSelctA |
Low, Mid, or High |
||
DelayLenA |
0 to 6 bts |
||
DelayLvlA |
0 to 100% |
||
PanA |
-100 to 100% The stereo image is maintained but is “tilted” to the right or left.
Negative values tilt the signal to the left. |
||
WidthA |
-100 to 100%
Negative Width settings swap the left and right channels. |
4 Tap Delays
These are simple stereo 4-tap delay algorithms:
Delay lengths are defined in:
-
tempo beats (4-Tap Delay BPM)
-
milliseconds (ms) (4-Tap Delay).
The left and right channels are fully symmetric (all controls affect both channels).
The duration of each stereo delay tap (length of the delay) and the signal level from each stereo tap may be set.
Prior to output each delay tap passes through a level and left-right balance control.
The taps are summed and added to the dry input signal through a Wet/Dry control.
The delayed signal from the “Loop” tap may be fed back to the delay input.
The delay length for non-BPM tap delays is the sum of the coarse and fine parameters for the tap multiplied by the DelayScale parameter which is common to all non-BPM taps.
The DelayScale parameter allows you to change the lengths of all the taps together.
A repetitive loop delay is created by turning up the Fdbk Level parameter.
Only the Loop tap is fed back to the input of the delay, so this is the tap which controls the loop rate.
Usually you will want the Loop delay length to be longer than the other tap lengths.
Set the Loop delay length to the desired length then set the other taps to fill in the measure with interesting rhythmical patterns.
Setting tap levels allows some “beats” to receive different emphasis than others.
The delay lengths for 4-Tap Delay are in units of milliseconds (ms).
If you want to base delay lengths on tempo, then the 4-Tap Delay BPM algorithm may be more convenient.
At 100%, your sound will be repeated indefinitely.
HF Damping selectively removes high frequency content from your delayed signal and will also cause your sound to eventually disappear.
- Hold
-
The Hold parameter is a switch which controls signal routing.
When turned on, Hold will play whatever signal is in the delay line indefinitely.
Hold overrides the feedback parameter and prevents any incoming signal from entering the delay.
The Hold parameter has no effect on the Wet/Dry or HF Damping parameters, which continue to work as usual, so if there is some HF Damping, the delay will eventually die out.
You may have to practice using the Hold parameter.
- Feedback
-
The feedback (Fdbk Level) controls how long a sound in the delay line takes to die out.
Each time your sound goes through the delay, it is reduced by the feedback amount.
If feedback is fairly low and you turn on Hold at the wrong moment, you can get a disconcerting jump in level at some point in the loop.
4-Tap Delay
Effects Size : 1
A stereo four tap delay in (ms) with feedback
155 LongishSlap 95ms |
160 Stereo Delay ms |
167 4-Tap Dly Pan ms |
168 SemiCircle 4-Tap |
Wet/Dry |
0 to 100% wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Level |
0 to 100%
|
||
HF Damping |
16 Hz to 25088 Hz |
||
Dry Bal |
-100 to 100%
|
||
Hold |
On or Off
Hold does not affect the HF Damping or Wet/Dry mix. |
||
Loop Crs |
0 to 2540 ms If the feedback is turned up, this parameter sets the repeating delay loop length. The resolution of the coarse adjust is 20 milliseconds, but finer resolution can be obtained using the Loop Fine parameter. |
||
Loop Fine |
-20 to 20 ms |
||
DelayScale |
0.00x to 10.00x |
||
Tap1 Crs |
0 to 2540 ms |
||
Tap1 Fine |
-20 to 20 ms |
||
Tap1 Level |
0 to 100 % |
||
Tap1 Bal |
-100 to 100 %
|
4-Tap Delay BPM
Effects Size : 1
A stereo four tap tempo delay with feedback
150 Basic Delay 1/8 |
166 4-Tap Delay BPM |
172 OffbeatFlamDelay |
In this Algorithm, the delay length for any given tap is determined by the tempo:
-
expressed in beats per minute (BPM)
-
delay length of the tap expressed in beats (bts).
The tempo alters all tap lengths together.
With the tempo in beats per minute and delay lengths in beats, you can calculate the length of a delay in seconds as:
\(beats/tempo*60 (sec/min)\)
| There is a limited amount of delay memory available (over 2.5 seconds for 4-Tap Delay BPM). |
When slow tempos and/or long lengths are specified, you may run out of delay memory, at which point the delay length will be cut in half.
When you slow down the tempo, you may find the delays suddenly getting shorter.
A repetitive loop delay is created by turning up the feedback parameter (Fdbk Level).
Only the Loop tap is fed back to the input of the delay, so this is the tap which controls the loop rate.
-
Usually you will want the Loop tap (LoopLength parameter) to be longer than the other tap lengths.
-
To repeat a pattern on a 4/4 measure (4 beats per measure) simply set LoopLength to 4 bts.
The output taps can then be used to fill in the measure with interesting rhythmical patterns.
| Setting tap levels allows some “beats” to receive different emphasis than others. |
Wet/Dry |
0 to 100% wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Level |
0 to 100%
|
||
Tempo |
System, 1 to 255 BPM |
||
HF Damping |
16 Hz to 25088 Hz |
||
Dry Bal |
-100 to 100%
|
||
Hold |
On or Off
Hold does not affect the HF Damping or Wet/Dry mix. |
||
LoopLength |
0 to 32 bts |
||
Tap1 Delay |
0 to 32 bts The tempo is specified with the Tempo parameter and the delay length is given in beats (bts). The delay length in seconds is calculated as:
|
||
Tap1 Level |
0 to 100 % |
||
Tap1 Bal |
-100 to 100 %
|
8 Tap Delay BPMs
This is a simple stereo tempo 8-Tap Delay BPM algorithm.
Delay lengths are defined in tempo beats.
The duration of each stereo delay tap (length of the delay) and the signal level from each stereo tap may be set.
Prior to output each delay tap passes through a level and left-right balance control.
Pairs of stereo taps are tied together with balance controls acting with opposite left-right sense.
The taps are summed and added to the dry input signal through a Wet/Dry control.
The delayed signal from the “Loop” tap may be fed back to the delay input.
The sum of the input signal and the feedback signal may be mixed or swapped with the input/feedback signal from the other channel (cross- coupling).
| When used with feedback, cross-coupling can achieve a ping-pong effect between the left and right channels. |
A repetitive loop delay is created by turning up the Fdbk Level parameter.
Only the Loop tap is fed back to the input of the delay, so this is the tap which controls the loop rate.
Usually you will want the Loop delay length to be longer than the other tap lengths.
Set the Loop delay length to the desired length then set the other taps to fill in the measure with interesting rhythmical patterns.
Setting tap levels allows some “beats” to receive different emphasis than others.
At 100%, your sound will be repeated indefinitely.
HF Damping selectively removes high frequency content from your delayed signal and will also cause your sound to eventually disappear.
- Hold
-
The Hold parameter is a switch which controls signal routing.
When turned on, Hold will play whatever signal is in the delay line indefinitely.
Hold overrides the feedback parameter and prevents any incoming signal from entering the delay.
The Hold parameter has no effect on the Wet/Dry or HF Damping parameters, which continue to work as usual, so if there is some HF Damping, the delay will eventually die out.
You may have to practice using the Hold parameter.
- Feedback
-
The feedback (Fdbk Level) controls how long a sound in the delay line takes to die out.
Each time your sound goes through the delay, it is reduced by the feedback amount.
If feedback is fairly low and you turn on Hold at the wrong moment, you can get a disconcerting jump in level at some point in the loop.
Effects Size : 2
A stereo eight tap tempo delay with feedback
169 8-Tap Delay BPM |
The delay length for any given tap is determined by the tempo, expressed in beats per minute (BPM), and the delay length of the tap expressed in beats (bts).
The tempo alters all tap lengths together.
With the tempo in beats per minute and delay lengths in beats, you can calculate the length of a delay in seconds as:
\(beats/tempo*60 (sec/min)\)
| There is a limited amount of delay memory available (over 5 seconds for 8-Tap Delay BPM) |
When slow tempos and/or long lengths are specified, you may run out of delay memory, at which point the delay length will be cut in half.
When you slow down the tempo, you may find the delays suddenly getting shorter.
A repetitive loop delay is created by turning up the feedback parameter (Fdbk Level).
Only the Loop tap is fed back to the input of the delay, so this is the tap which controls the loop rate.
Usually you will want the Loop tap (LoopLength parameter) to be longer than the other tap lengths.
To repeat a pattern on a 4/4 measure (4 beats per measure) simply set LoopLength to 4 bts.
The output taps can then be used to fill in the measure with interesting rhythmical patterns.
Setting tap levels allows some “beats” to receive different emphasis than others.
Wet/Dry |
0 to 100% wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Level |
0 to 100%
|
||
Tempo |
System, 1 to 255 BPM |
||
Xcouple |
0 to 100% |
||
HF Damping |
16 Hz to 25088 Hz |
||
Dry Bal |
-100 to 100%
|
||
Hold |
On or Off
Hold does not affect the HF Damping or Wet/Dry mix. |
||
LoopLength |
0 to 32 bts |
||
Tap1 Delay |
0 to 32 bts The tempo is specified with the Tempo parameter and the delay length is given in beats (bts). The delay length in seconds is calculated as:
|
||
Tap1 Level |
0 to 100 % |
||
Tap1 Bal |
-100 to 100 %
|
Modulators
Ring Modulator
Effects Size : 1
A configurable ring modulator
372 Ring Modulator |
Ring modulation is a simple effect in which two signals are multiplied together.
Typically, an input signal is modulated with a simple carrier waveform such as a sine wave or a sawtooth.
Since the modulation is symmetric \((a*b = b*a)\), deciding which signal is the carrier and which is the modulation signal is a question of perspective.
A simple, unchanging waveform is generally considered the carrier.
- How a Ring Modulator works
-
To see how the ring modulator works, we’ll have to go through a little high school math and trigonometry.
Let’s look at the simple case of two equal amplitude sine waves modulating each other.
Real signals will be more complex, but they will be much more difficult to analyze.
The two sine waves generally will be oscillating at different frequencies.
A sine wave signal at any time \(t\) having a frequency \(f\) is represented as \(sin(f_1t + \phi)\) where \(\phi\) is constant phase angle to correct for the sine wave not being \(0\) at \(t = 0\).
The sine wave could also be represented with a cosine function which is a sine function with a 90° phase shift.
To simply matters, we will write \(A = f_1t + \phi_1\) for one of the sine waves and \(B = f_2 t + \phi_2\) for the other sine wave.
The ring modulator multiplies the two signals to produce \(sin A sin B\). We can try to find a trigonometric identity for this, or we can just look it up in a trigonometry book:
\(2 sin A sin B = cos(A - B) - cos(A + B)\)
This equation tells us that multiplying two sine waves produces two new sine waves (or cosine waves) at the sum and difference of the original frequencies.
The following figure shows the output frequencies (solid lines) for a given input signal pair (dashed lines):
This algorithm has two operating modes which is set with the Mod Mode parameter.
- \(L*R\) Mode
-
In \(L*R\) mode, you supply the modulation and carrier signals as two mono signals on the left and right inputs.
The output in \(L*R\) mode is also mono and you may use the \(L*R\) Pan parameter to pan the output.
The oscillator parameters on parameter pages 2 and 3 will be inactive while in \(L*R\) mode.
The figure below shows the signal flow when in \(L*R\) mode:
- Osc mode
-
The other modulation mode is Osc.
In Osc mode, the algorithm inputs and outputs are stereo, and the carrier signal for both channels is generated inside the algorithm.
The carrier signal is the sum of 5 oscillators.
4 of the oscillators are simple sine waves and a fifth may be configured to one of a variety of wave shapes.
With all oscillators, you can set level and frequency.
The configurable oscillator also lets you set the wave shape.
-
Sine is simply another sine waveform.
-
Tri produces a triangular waveform.
-
Expon produces a waveform with narrow, sharp peaks which seems to rise exponentially from 0.
-
Pulse produces a series of square pulses where the pulse width can be adjusted with the Osc1PlsWid parameter. When pulse width is 50%, the signal is a square wave. The Osc1PlsWid parameter is active only when the Pulse waveform is selected.
| The pulse wave is implemented as a hard clipped sine wave, and, at 50% width, it turns into a sine wave when set to 100% smoothing. |
-
Saw+ and Saw– produce rising and falling sawtooth waveforms.
| The sudden change in amplitude of the sawtooth waves develops a more gradual slope with smoothing, ending up as triangle waves when set to 100% smoothing. |
The Pulse and Saw waveforms have abrupt, discontinuous changes in amplitude which can be smoothed.
Wet/Dry |
0 to 100%wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Mod Mode |
L * R or Osc |
||
L * R Pan |
-100 to 100%
|
||
Osc1 Lvl |
0 to 100%
|
||
Osc1 Freq |
8 to 25088 Hz The oscillators can be set through the audible frequencies 8-25088 Hz with one-semitone resolution.
|
||
Osc1Shape |
Sine, Saw+, Saw–, Pulse, Tri, and Expon
|
||
Osc1PlsWid |
0 to 100% The pulse is a square wave when the width is set to 50%.
|
||
Osc1Smooth |
0 to 100%
|
||
Sine2 Lvl |
0 to 100%
|
||
Sine2 Freq |
8 to 25088 Hz The oscillators can be set through the audible frequencies 8–25088 Hz with one-semitone resolution.
|
Pitcher
Effects Size : 1
Creates pitch from pitched or non-pitched signal
373 PitcherA |
374 PitcherB |
The Pitcher algorithm applies a filter which has a series of peaks in the frequency response to the input signal.
The peaks may be adjusted so that their frequencies are all multiples of a selectable frequency, all the way up to 24 kHz.
- Applied to Noise
-
When applied to a sound with a noise-like spectrum (white noise, with a flat spectrum, or cymbals, with a very dense spectrum of many individual components), an output is produced which sounds very pitched, since most of its spectral energy ends up concentrated around multiples of a fundamental frequency.
If the original signal has no significant components at the desired pitch or harmonics, the output level remains low.
If there are enough peaks in the input spectrum (obtained by using sounds with noise components, or combining lots of different simple sounds, especially low pitched ones, or severely distorting a simple sound) then Pitcher can do a good job of imposing its pitch on the sound. - Applied to Sawtooth
-
Applying Pitcher to sounds such as a single sawtooth wave will tend to not produce much output, unless the sawtooth frequency and the Pitcher frequency match or are harmonically related. Otherwise the peaks in the input spectrum won’t line up with the peaks in the Pitcher filter.
- Left and Right Inputs
-
The left and right inputs are processed independently with common controls of pitch and weighting.
- Weight Parameters
-
The four weight parameters named Odd Wts, Pair Wts, Quartr Wts and Half Wts control the exact shape of the frequency response of Pitcher.
An exact description of what each one does is, unfortunately, impossible, since there is a great deal of interaction between them. - Examples
-
-
Pitch setting of 1 kHz, which is close to a value of C6.
-
Weight settings are listed in brackets following this format: [Odd, Pair, Quartr, Half].
-
Pitcher at [100, 100, 100, 100]
Pitcher at [-100, 100, 100, 100]
All peaks are exact multiples of the fundamental frequency set by the Pitch parameter.
| This setting gives the most “pitchiness” to the output. |
Pitcher at [100, 0, 0, 0]
Peaks are odd multiples of a frequency one octave down from the Pitch setting.
| This gives a hollow, square-wave-like sound to the output. |
Pitcher at [-100, 0, 0, 0]
There are deeper notches between wider peaks.
Pitcher at [0, 100, 100, 100]
There are peaks on odd harmonic multiples and notches on even harmonic multiples of a frequency one octave down from the Pitch setting.
Pitcher at [50,100,100,100]
Is like [100,100,100,100], except that all the peaks are at (all) multiples of half the Pitch frequency.
Pitcher at [-50,100,100,100]
Is halfway between [0,100,100,100] and [100,100,100,100].
Pitcher at [100, -100, 100, 100]
Is halfway between [0,100,100,100] and [-100,100,100,100].
| If the Odd parameter is modulated with an FXMOD, then you can morph smoothly between the [100,100,100,100] and [-100,100,100,100] curves. |
Wet/Dry |
0 to 100 %wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Pitch |
C-1 to G9 |
||
Ptch Offst |
-12.0 to 12.0 ST
|
||
Odd Wts |
-100 to 100 % |
||
Quartr Wts |
-100 to 100 % |
||
Pair Wts |
-100 to 100 % |
||
Half Wts |
-100 to 100 % |
Poly Pitcher
Effects Size : 2
Creates pitch from pitched or non-pitched signal—twice.
375 PolyPtVoxChanger |
376 HollowPolyPitchr |
| Poly Pitcher is closely based on Pitcher, and most of the features of Poly Pitcher are covered in the section on Pitcher. |
Poly Pitcher is really just a pair of Pitcher algorithms (A and B) using the same inputs and summing to the same outputs.
There is one set of weight parameters (Odd Wts, Pair Wts, Quartr Wts, and Half Wts), which are applied to both pitcher sections. However, the actual pitch settings for the two pitchers can be set independently.
You can also set the relative level of the two pitchers with the A/B Mix parameter.
One last difference from Pitcher is that there are separate pitch offset parameters for left and right channels for both pitchers.
With separate left/right controls for the pitch offset, you can produce a greater sense of stereo separation.
Wet/Dry |
0 to 100 %wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Odd Wts |
-100 to 100 % |
||
Quartr Wts |
-100 to 100 % |
||
Pair Wts |
-100 to 100 % |
||
Half Wts |
-100 to 100 % |
||
A/B Mix |
0 to 100 %
|
||
Pitch A |
C-1 to G9 |
||
PchOff AL |
-12.0 to 12.0 ST Not only are the A and B pitchers treated separately, the left and right channels have their own controls for increased stereo separation.
|
Frequency Offset
Effects Size : 2
Single Side Band Modulation
269 Westward Waves |
386 Frequency Offset |
387 Drum Loosener |
388 Drum Tightener |
Frequency Offset and MutualFreqOffset perform single side band (SSB) modulation.
Essentially what this means is that every frequency component of your input sound will be offset (in frequency) or modulated by the same amount.
In the Frequency Offset algorithm, if you have the OffsetFreq and Offs Scale parameters set to a frequency of 100 Hz, then all frequencies in your sound will be offset up (or down) by 100 Hz.
Both algorithms produce modulation both up and down and you can control the relative amount of up and down modulation with separate level and pan controls.
The Frequency Offset algorithms are very similar to Ring Modulator, which is a dual side band modulator.
If you set the up and down level parameters to match, the output will be quite close to the Ring Modulator output.
Unlike Ring Modulator however, you can choose to listen to just the up modulation or the down modulation, and not necessarily both.
In addition, you can pan the up and down modulation outputs in different directions (left or right).
Frequency Offset is a mono algorithm that modulates your input signal with a pure sine wave.
-
A sine wave contains a single frequency, so your input signal will be offset in frequency by the frequency of the sine wave.
-
Provides panning with width of the dry input signals directly to the output
Wet/Dry |
0 to 100% wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
In Lowpass |
8 to 25088 Hz |
OffsetFreq |
0.00 to 10.00 Hz |
Offs Scale |
1 to 25088x |
DwnOffsLvl |
0 to 100% |
UpOffsLvl |
0 to 100% |
DwnOffsPan |
-100 to 100%
|
UpOffsPan |
-100 to 100%
|
MutualFreqOffset
Effects Size : 2
Mutual Band Modulation
389 Vox Honker |
MutualFreqOffset modulates the two input signals (left and right) with each other.
If one of the signals is a sine wave, the algorithm behaves like Frequency Offset.
Now imagine that one of the input signals is the sum of two sine waves. Both of the two sine waves will modulate the signal on the other input.
- Example
-
For example, if the two sine waves are at 100 Hz and 200 Hz, upward modulation of another signal at 1000 Hz will produce pitches at 1100 Hz and 1200 Hz.
Obviously this is going to get very complicated to work out when the inputs are more than simple sine waves. - Downward Modulation
-
With downward modulation, you will hear the pitch drop as you increase the frequency of the input sound.
The downward modulation is a difference (subtraction) in frequencies.
If the difference drops to negative values, the frequency will start to rise again.
It doesn’t matter which frequency gets subtracted from the other, since the result will sound the same.- Example
-
For example 1000 Hz - 100 Hz = 900 Hz will produce the same pitch as 100 Hz - 1000 Hz = -900 Hz.
- Upward Modulation
-
Similarly, upward modulation is a sum of frequencies and pitch will rise as you increase the frequency of input sound.
- Summed frequencies passing the Nyquist rate
-
In a digital sampled system, frequencies higher than half the sample rate (the Nyquist rate, 24 kHz in Kurzweils) cannot be represented.
When the summed frequencies pass the Nyquist rate, the pitch starts coming back down.
MutualFreqOffset may require extra gain compensation so separate left, right input gain controls and a gain control for the final (wet) output are provided.
MutualFreqOffset provides panning with width of the dry input signals directly to the output
Wet/Dry |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
InLowpassL |
8 to 25088 Hz |
||
In Gain L |
Off, -79.0 to 24.0 dB |
||
Wet Gain |
Off, -79.0 to 24.0 dB This is very different from adding signals, and controlling levels can be tricky. Ideally you would set the input gains and the wet gain so that the signal level remains flat when you adjust Wet/Dry while ensuring you hear no internal clipping.
|
||
DwnOffsLvl |
0 to 100% |
||
UpOffsLvl |
0 to 100% |
||
DwnOffsPan |
-100 to 100%
|
||
UpOffsPan |
-100 to 100%
|
WackedPitchLFO
Effects Size : 3
LFO based pitch shifter
219 Nickel Chorus |
396 Drum Frightener |
398 Fallout |
395 Contact |
397 Mad Hatter |
399 Ascension |
Okay, it ain’t pretty, but WackedPitchLFO uses LFO modulated delay lines with cross fades to produce a shift of signal pitch.
You can set the amount of shift in coarse steps of semitones or fine steps of cents (hundredths of a semitone).
This shifter works using the same concepts used to detune a sound in a chorus algorithm.
In a chorus algorithm, an LFO is used to change the length of a delay line.
By smoothly changing a delay line length from long to short to long, the signal is effectively resampled at a new rate causing the pitch to rise and fall.
In the WackedPitchLFO algorithm, the signal level is made to rise and fall in time with the delay line movement so that we only hear signal from the delay line when the pitch is rising (or falling).
By overlapping and adding several delay taps moved by several LFOs, we can then produce a relatively smooth pitch shifted signal.
- Tremolo effect
-
It is possible for sounds coming out of the delay lines to be out of phase, which means that a certain amount of cancellation can occur.
The result sounds like there is a certain amount of tremolo in the pitch shifted signal.
The depth of the tremolo will depend on the pitch of the signal, the rate of the LFO and the amount of pitch shifting—it will be different for every pitch.
The rate of the tremolo is the rate of the LFO.
-
At higher rates the tremolo can be objectionable.
-
At slow LFO rates, the pitch shifting is quite clean, though you will hear some flanging.
-
However longer delay line lengths are needed at slower LFO rates for a given amount of pitch shift. The delays can get quite long, and it is possible to run out of available delay (in which case you will get less pitch shift than you request).
The trade-off is tremolo for delay.
Higher frequency signals will sound better when pitch shifted than lower frequency signals.
Increasing the amount of pitch shift will increase both the amount of tremolo and the amount of delay.
- Feedback
-
You can introduce feedback in WackedPitchLFO.
When you do, the signal can be made to continuously rise (or fall) as it repeatedly passes through the feedback loop. - Pitch Shifter
-
The pitch shifter is based on delay lines.
Changing the amount of pitch shift will produce large jumps in delay line lengths, and you will hear the jumps as clicks if you are playing a sound while changing the shift amount.
For this reason, the shift amount parameters will not work well as modifiable parameters on an FXMOD page.
Wet/Dry |
-100 to 100 %wet
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Feedback |
0 to 100 % |
||
LFO Rate |
0.01 to 10.00 Hz |
||
Shift Crs |
-24 to 24 ST
|
||
Shift Fine |
-100 to 100 ct |
||
Lowpass |
8 to 25088 Hz
This is especially important when using feedback. |
||
Highpass |
8 to 25088 Hz
|
Chaos!
Effects Size : 2
Fun with chaos and instability
304 Blown Speaker |
381 Ring Linger |
The moment you scroll to the Chaos! algorithm, you will discover it is wildly unstable.
Chaos! is a delay feedback algorithm which includes lots of gain with distortion plus plenty of filters tweaking the sound.
Modifying the parameters will often cause the algorithm to jump from one chaotic instability state to another, often unpredictably.
For the most part Chaos! howls and resonates on its own, and while an input signal can affect the output, the effect of the input signal on the output is usually small.
When self- resonating, the sound you can get can be very strange.
It is particularly interesting if you keep modifying the parameters.
What do you use this effect for?
Well, that’s the creative challenge!
| You should be very careful with the Out Gain or Drive Cut settings with Chaos! |
- Best Starting Point
-
If you start the algorithm in a stable state (not self resonating) and start increasing gains (in the distortion drive or filters), the output level can build.
The feedback can be every bit as unpleasant as putting a microphone next to a loudspeaker!
(There’s an application: simulating PA system feedback!)
Chaos! is a feedback loop with delay, distortion and lots of filters.
Most of the Kurzweil effects carefully manage levels on feedback loops to prevent instability.
In a digital system, uncontrolled instability will usually rapidly enter digital clipping with full scale signal output. Very nasty.
Chaos! also keeps a lid on levels, preventing digital clipping but allowing instability.
You will still need to cut back on Out Gain (or Drive Cut) to bring the signal down to reasonable levels.
The distortion drive when turned up, will push Chaos! into instability unless Drive Cut is used to hold the level down.
As the sound starts becoming unstable, your input signal will still have a strong effect on the output.
As more and more drive is applied, the self-resonance dominates the output.
The delay length is expressed as a frequency where the length of the delay in seconds is 1/frequency.
Why do this?
A short delay line with a lot of feedback will resonate at a frequency of 1/length of the delay.
It is the resonant behavior of Chaos! which is particularly interesting, which make the delay more naturally expressed as a frequency.
Not only will the delay resonate at its natural frequency (1/length), but you may also hear many overtones (or harmonics).
There is a switch to invert the feedback (FB Invert).
When set to In, FB Invert will cause the natural frequency and its harmonics to be suppressed while frequencies between the harmonics now resonate.
In this case the frequency one octave down and its odd harmonics are resonating.
- Filters
-
In addition to the distortion warmth filter, there are six filters built into the delay line loop:
-
highpass
-
lowpass
-
treble shelf
-
bass shelf
-
2 x parametric midrange
-
Boosting the shelves or mids increases the strength of instability at the boosted frequencies.
Since overall level is controlled, the net effect is to reduce the level of the other frequencies.
Using filters to cut frequencies is similar, but with cut it is possible to remove so much signal that the algorithm drops into stability and stops self-resonating.
The individual elements of Chaos! (filters and so forth) are fairly basic, and you may understand them well.
When put together as the Chaos! algorithm, the interactions become very complex and many of the old rules don’t seem to apply. Keep experimenting!
In/Out |
In or Out
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Drive |
0 to 96 dB |
||
Drive Cut |
Off, -79.0 to 0.0 dB |
||
Warmth |
8 to 25088 Hz |
||
Dly FreqC |
8 to 25088 Hz The delay length is therefore expressed as the resonant frequency.
|
||
Dly FreqF |
-100 to 100 ct |
||
FB Invert |
In or Out |
||
Highpass |
8 to 25088 Hz |
||
Lowpass |
8 to 25088 Hz |
||
Bass Gain |
-79.0 to 24.0 dB |
||
Bass Freq |
8 to 25088 Hz |
||
Treb Gain |
-79.0 to 24.0 dB |
||
Treb Freq |
8 to 25088 Hz |
||
Mid1 Gain |
-79.0 to 24.0 dB |
||
Mid1 Freq |
8 to 25088 Hz |
||
Mid1 Width |
0.010 to 5.000 oct |
MonoPitcher
These algorithms each apply a filter that has a series of peaks in the frequency response to the input signal.
The peaks may be adjusted so that their frequencies are all multiples of a selectable frequency, all the way up to 24 kHz.
When applied to a sound with a noise-like spectrum (white noise, with a flat spectrum, or cymbals, with a very dense spectrum of many individual components), an output is produced which sounds very pitched, since most of its spectral energy ends up concentrated around multiples of a fundamental frequency.
The graphs below show Pt PkSplit going from 0% to 100%, for a Pt Pitch of 1 kHz (roughly. C6), and Pt PkShape set to 0.
| That a Pt PkSplit of 100% gives only odd multiples of a fundamental that is one octave down from no splitting. |
The presence of only odd multiples will produce a hollow sort of sound, like a square wave (which also only has odd harmonics).
Curiously enough, at a Pt PkSplit of 50% we also get odd multiples of a frequency that is now two octaves below the original Pitch parameter.
In general, most values of PkSplit will give peak positions that are not harmonically related.
The figures below show Pt PkShape of -1.0, 0.0, and 1.0, for a Pitch of C6 and a PkSplit of 0%.
- Sawtooth
-
Applying Pitcher to sounds such as a single sawtooth wave will tend to not produce much output, unless the sawtooth frequency and the Pitcher frequency match or are harmonically related, because otherwise the peaks in the input spectrum won’t line up with the peaks in the Pitcher filter.
- Best Pitcher Results
-
If there are enough peaks in the input spectrum (obtained by using sounds with noise components, or combining lots of different simple sounds, especially low pitched ones, or severely distorting a simple sound) then Pitcher can do a good job of imposing its pitch on the sound.
- Other Settings
-
Multiple Pitcher algorithms can be run to produce chordal output.
At extremely low Pitch settings, the effect begins to sound more like a multi-tap delay, but this can be pretty cool, too. - Vocoder-like Effect
-
A vocoder-like effect can be produced, although in some sense it works in exactly an opposite way to a real vocoder.
A real vocoder will superimpose the spectrum of one signal (typically speech) onto a musical signal (which has only a small number of harmonically related spectral peaks).
Pitcher takes an input such as speech, and then picks out only the components that match a harmonic series, as though they were from a musical note.
MonoPitcher+Chor
Effects Size : 2
Pitcher and Chorus combination
377 Pitcher+Chorus |
| See the Chorus section for the Chorus parameters. |
Wet/Dry |
100 to 100 %wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Mix Pitchr |
-100 to 100 %
|
||
Mix Chorus |
-100 to 100 % |
||
Pt/Dry→Ch |
0 to 100 % |
||
Pt Inp Bal |
-100 to 100 %
|
||
Pt Out Pan |
-100 to 100 %
|
||
Pt Pitch |
C-1 to G 9 |
||
Pt PkSplit |
0 to 100 %
|
||
Pt Offset |
-12.0 to 12.0 ST |
||
Pt PkShape |
-1.0 to 1.0
|
MonoPitcher+Flan
Effects Size : 2
Pitcher and Flanger combination
378 Pitcher+Flange |
| Go to the Flanger section for the Flanger parameters. |
Wet/Dry |
100 to 100 %wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Mix Pitchr |
-100 to 100 %
|
||
Mix Flange |
-100 to 100 % |
||
Pt/Dry→Fl |
0 to 100 %
|
||
Pt Inp Bal |
-100 to 100 %
|
||
Pt Out Pan |
-100 to 100 %
|
||
Pt Pitch |
C-1 to G 9 |
||
Pt PkSplit |
0 to 100 %
|
||
Pt Offset |
-12.0 to 12.0 ST |
||
Pt PkShape |
-1.0 to 1.0
|
||
Fl LFO cfg |
Sets the user interface mode for controlling each of the four flange LFOs. |
||
Fl LRPhase |
0.0 to 360.0 deg |
||
Fl Phase 1 |
0.0 to 360.0 deg |
MiniVerbs
MiniVerb
Effects Size : 1
Algorithm Type : Rvrb
Compact reverb used in many combination algorithms.
4 NiceLittleBooth |
17 Percussive Room |
51 Medium Hall |
11 Viewing Booth |
18 SmallStudioRoom |
55 Grandiose Hall |
13 Add Ambience |
41 Brass Chamber |
56 Elegant Hall |
15 BrightSmallRoom |
42 Sax Chamber |
57 Bright Hall |
16 Bassy Room |
43 Plebe Chamber |
58 Ball Room |
MiniVerb is a versatile stereo reverb found in many combination algorithms, but is equally useful on its own because of its small size.
The main control for this effect is the Room Type parameter.
Room Type changes the structure of the algorithm to simulate many carefully crafted room types and sizes.
Spaces characterised as booths, small rooms, chambers, halls and large spaces can be selected.
- Room Types
-
Each Room Type incorporates different diffusion, room size and reverb density settings.
Room Types were designed to sound best when Diff Scale, Size Scale and Density are set to the default values of 1.00x.
|
If you want a reverb to sound perfect immediately, set the Diff Scale, Size Scale and Density parameters to 1.00x, pick a Room Type and you’ll be on the way to a great sounding reverb. But if you want to experiment with new reverb flavors, changing the scaling parameters away from 1.00x can cause a subtle (or drastic!) coloring of the carefully crafted Room Types. |
- Diffusion
-
Diffusion characterizes how the reverb spreads the early reflections out in time.
At very low settings of Diff Scale, the early reflections start to sound quite discrete, and at higher settings the early reflections are seamless.
- Density
-
Density controls how tightly the early reflections are packed in time.
Low Density settings have the early reflections grouped close together, and higher values spread the reflections for a smoother reverb.
Dual MiniVerb
Effects Size : 2
Algorithm Type : Rvrb
Panning can be maintained in the reverb tails.
119 L:SmlRm R:Hall |
Dual MiniVerb gives you independent reverbs on both channels which has obvious benefits for mono material.
With stereo material, any panning or image placement can be maintained, even in the reverb tails!
This is pretty unusual behavior for a reverb, since even real halls will rapidly delocalize acoustic images in the reverberation.
Since maintaining image placement in the reverberation is so unusual, you will have to carefully consider whether it is appropriate for your particular situation.
| To use Dual MiniVerb to maintain stereo signal placement, set the reverb parameters for both channels to the same values. The Dry Pan and Wet Bal parameters should be fully left (-100%) for the left MiniVerb and fully right (100%) for the right MiniVerb. |
Dual MiniVerb has a full MiniVerb, including Wet/Dry, Pre Delay and Out Gain controls, dedicated to both the left and right channels.
In Figure 2, the two blocks labeled MiniVerb contain a complete copy of the contents of Figure 1.
Wet/Dry |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Rvrb Time |
0.5 to 30.0 s, Inf
Changing Rvrb Time to Inf creates an infinitely sustaining reverb. |
||
HF Damping |
8 to 25088 Hz |
||
L/R Pre Dly |
0 to 620 ms
Longer times can also help improve the clarity of a mix by separating the reverb signal from the dry signal, so the dry signal is not obscured. Likewise, the wet signal will be more audible if delayed, and thus you can get by with a dryer mix while maintaining the same subjective wet/dry level. |
||
Room Type |
Booth1, Booth2, Booth3, Room1, Room2, Room3, Chamber1, Chamber2, Chamber 3, Plate1, Plate2, Hall1, Hall2, Hall3, Hall4, Large1, Large 2, Large3, Large4 This parameter effectively allows you to have several different reverb algorithms only a parameter change away. Smaller Room Types will sound best with shorter Rvrb Times, and vice versa.
|
||
Diff Scale |
0.00 to 2.00x |
||
Size Scale |
0.00 to 4.00x |
||
Density |
0.00 to 4.00x |
||
Wet Bal |
-100 to 100% |
||
Dry Pan |
-100 to 100% The dry level is controlled with Wet/Dry.
|
Gated MiniVerb
Effects Size : 2
Algorithm Type : GRvb
Phil Collins "In The Air Tonight" drum effect
108 Gated Reverb |
109 Gate Plate |
Gated MiniVerb uses the compact MiniVerb reverb algorithm followed by a gate.
A gate behaves like an on off switch for a signal.
The gate turns the output of the reverb on and off based on the amplitude of the input signal.
One or both input channels is used to control whether the switch is on (gate is open) or off (gate is closed).
The on/off control is called “side chain” processing. You select which of the two input channels or both is used for side chain processing. When you select both channels, the sum of the left and right input amplitudes is used.
- Gate Threshold
-
The gate is opened when the side chain amplitude rises above a level that you specify with the Gate Thres parameter.
The gate will stay open for as long as the side chain signal is above the threshold.
-
Signal Below Threshold
When the signal drops below the threshold, the gate will remain open for the time set with the Gate Time parameter.
At the end of the Gate Time, the gate closes. -
Signal Above Threshold
When the signal rises above threshold, it opens again. What is happening is that the gate timer is being constantly retriggered while the signal is above threshold.
- Gate Duck
-
If Gate Duck is turned on, then the behavior of the gate is reversed.
The gate is open while the side chain signal is below threshold, and it closes when the signal rises above threshold. - Gate Atk and Gate Rel
-
If the gate opened and closed instantaneously, you would hear a large digital click, like a big knife switch was being thrown.
Obviously that’s not a good idea, so Gate Atk (attack) and Gate Rel (release) parameters are use to set the times for the gate to open and close.
More precisely, depending on whether Gate Duck is Off or On, Gate Atk sets how fast the gate opens or closes when the side chain signal rises above the threshold.
The Gate Rel sets how fast the gate closes or opens after the gate timer has elapsed. - Signal Delay
-
The Signal Dly parameter delays the signal being gated, but does not delay the side chain signal.
By delaying the main signal relative to the side chain signal, you can open the gate just before the main signal rises above threshold.
It’s a little like being able to pick up the telephone before it rings.
Wet/Dry |
0 to 100% wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Rvrb Time |
0.5 to 30.0 s, Inf
Changing Rvrb Time to Inf creates an infinitely sustaining reverb. |
||
HF Damping |
8 to 25088 Hz |
||
L/R Pre Dly |
0 to 620 ms
Longer times can also help improve the clarity of a mix by separating the reverb signal from the dry signal, so the dry signal is not obscured. Likewise, the wet signal will be more audible if delayed, and thus you can get by with a dryer mix while maintaining the same subjective wet/dry level. |
||
Room Type |
Booth1, Booth2, Booth3, Room1, Room2, Room3, Chamber1, Chamber2, Chamber 3, Plate1, Plate2, Hall1, Hall2, Hall3, Hall4, Large1, Large 2, Large3, Large4 This parameter effectively allows you to have several different reverb algorithms only a parameter change away. Smaller Room Types will sound best with shorter Rvrb Times, and vice versa.
|
||
Diff Scale |
0.00 to 2.00x |
||
Size Scale |
0.00 to 4.00x |
||
Density |
0.00 to 4.00x |
||
Gate Thres |
-79.0 to 0.0 dB |
||
Gate Duck |
In or Out |
||
Gate Time |
0 to 3000 ms |
||
Gate Atk |
0.0 to 228.0 ms |
||
Gate Rel |
0 to 3000 ms |
||
GateSigDly |
0.0 to 25.0 ms |
Suppressor
HarmonicSuppress
Effects Size : 2
Removes harmonically related bands of frequencies.
345 OddHarmSupress |
346 60Hz KillBuzz |
HarmonicSuppress is based on comb filtering.
A simple filter which removes harmonically related frequency bands with a spectrum which looks like a comb.
- Harmonics
-
With the Harmonics parameter, you can choose to expand the odd harmonics (including the fundamental) or even harmonics (not including the fundamental) or all harmonics.
Choosing all harmonics is the same as choosing even harmonics at half the frequency.
The algorithm expand the signal in the specified band(s) (reduce the signal’s gain) when the signal falls below the expansion threshold in the specified band(s).
- Side Chain Input
-
You can select which channel, left (L), right (R) or the larger of the two (L & R) is used to control the expansion (side chain processing) with the SC Input parameter.
- Expansion Channel
-
You can also select which channel is actually expanded, again left (L), right (R) or both (L & R) using the ExpandChan parameter.
- Ratio
-
The amount of expansion is expressed as an expansion ratio.
Expanding a signal reduces its level below the threshold. The expansion ratio is the inverse of the slope of the expander input/output characteristic.
An expansion ratio of 1:1 will have no effect on the signal.
A zero ratio (1:infinity), will expand all signal levels below the threshold level to the null or zero level. (This expander expands to 1:17 at most, but that’s a lot.) - Threshold
-
Thresholds are expressed as a decibel level relative to digital full-scale (dBFS) where 0 dBFS is digital full-scale and all other available values are negative.
To determine how much to expand the signal, the expander must measure the signal level.
Since musical signal levels will change over time, the expansion amounts must change as well.
You can control how fast the expansion changes in response to changing signal levels with the attack and release time controls.
- Attack Time
-
The attack time is defined as the time for the expansion to turn off when the signal rises above the threshold. This time should be very short for most applications.
- Release Time
-
The expander release time is the time for the signal to expand down after the signal drops below threshold. The expander release time may be set quite long.
| An expander may be used to suppress background noise in the absence of signal, thus typical expander settings use a fast attack (to avoid losing real signal), slow release (to gradually fade out the noise), and the threshold set just above the noise level. You can set just how far to drop the noise with the expansion ratio. |
The signal being expanded may be delayed relative to the side chain processing. The delay allows the signal to stop being expanded just before an attack transient arrives. Since the side chain processing “knows” what the input signal is going to be before the main signal path does, it can tame down an attack transient by releasing the expander before the attack actually happens.
A meter is provided to display the amount of gain reduction that is applied to the signal as a result of expansion.
In/Out |
In or Out |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB
|
||
Fund FreqC |
8 to 25088 Hz |
||
Fund FreqF |
-100 to 100 ct |
||
Harmonics |
Even, Odd, All
|
||
SC Input |
L, R, L & R |
||
ExpandChan |
L, R, L & R |
||
Atk Time |
0.0 to 228.0 ms |
||
Rel Time |
0 to 3000 ms |
||
Smooth Time |
0.0 to 228.0 ms |
||
Signal Dly |
0.0 to 25.0 ms |
||
Ratio |
1:1.0 to 1:17.0 |
||
Threhold |
-79.0 to 0.0 dB |
||
MakeUpGain |
Off, -79.0 to 24.0 dB |
Stereo Tremolo
In the classical sense, a tremolo is the rapid repetition of a single note created by an instrument.
Early music synthesists imitated this by using an LFO to modulate the amplitude of a tone. This is the same concept as amplitude modulation, except that a tremolo usually implies that the modulation rate is much slower.
Tremolo and Tremolo BPM are 1 unit sized stereo tremolo effects.
Tremolo BPM
Effects Size : 1
Tempo synced tremolo
270 Tremolo BPM |
271 Fast Tremolo BPM |
Tremolo
Effects Size : 1
Frequency controlled tremolo
272 Tremolo in Hz |
- LFO Shapes
-
Tremolo and Tremolo BPM provide six different LFO shapes.
- L/R Phase
-
L/R Phase flips the LFO phase of the left channel for auto-balancing applications.
- 50% Weight
-
The 50% Weight parameter bends the LFO shape up or down relative to its -6dB point.
At 0dB, there is no change to the LFO shape.
Positive values will bend the LFO up towards unity, while negative values will bend it down towards full attenuation.
- LFO metering
-
LFO metering can be viewed on the bottom of the Para2 page.
Tremolo also includes an LFO rate scale for AM synthesis, and Tremolo BPM provides tempo based LFO syncing including system syncing.
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Tempo |
System, 0 to 255 BPM |
LFO Rate |
0 to 10.00 Hz |
LFO Rate |
0 to 12.00 x |
Rate Scale |
1 to 25088 x |
LFO Phase |
For Tremolo BPM. |
Depth |
0 to 100 % |
LFO Shape |
Sine, Saw+, Saw–, Pulse, Tri, Expon |
PulseWidth |
0 to 100 % |
50% Weight |
-6 to 3 dB |
L/R Phase |
In or Out |
Allpass Filter Phaser
The allpass phasers are algorithms that use allpass filters to achieve a phaser effect.
| These algorithms do not have built in LFOs, so like Manual Phaser, any motion must be supplied with an FXMod. |
- Allpass Filter
-
A phaser uses a special filter called an allpass filter to modify the phase response of a signal’s spectrum without changing the amplitude of the spectrum.
As the term “allpass filter” suggests, the filter by itself does not change the amplitude response of a signal passing through it. An allpass filter does not cut or boost any frequencies. An allpass filter does cause some frequencies to be delayed a little in time, and this small time shift is also known as a phase change. The frequency where the phase change has its greatest effect is a parameter that you can control.
By modulating the frequency of the phaser, you get the swishy phaser sound. With a modulation rate of around 6 Hz, an effect similar to vibrato may be obtained, but only in a limited range of filter frequencies.
By adding the phaser output to the dry input using, for example, a Wet/Dry parameter, you can produced peaks and notches in the frequency response.
-
At frequencies where the phaser is “in phase” with the dry signal, the signal level doubles (or there is a 6 dB level increase approximately).
-
At frequencies where the phaser and dry signals are “out of phase,” the two signals cancel each other out and there is a notch in the frequency response.
|
You can get a complete notch when Wet/Dry is set to 50%. If subtraction is used instead of addition by setting Wet/Dry to -50%, then the notches become peaks and the peaks become notches. |
- High Order Allpass Filters
-
Unlike the other phasers, the allpass phasers use high order allpass filters.
The order of the allpass filters sets the number of notches that will appear in the frequency response when the dry and filtered signals are mixed.
The number of notches in the frequency response ranges from 3 to 6 for Allpass Phaser 3 and 7 to 10 for Allpass Phaser 4.
Allpass Phaser 3 and Allpass Phaser 4 are identical except for the number of notches and effect size usage. - Phaser motion
-
As mentioned earlier, allpass phasers leave the phaser motion up to you, so they have no built in LFOs.
To get phaser motion, you have to change the filter center frequencies (left and right channels) yourself. The best way to do this is with an FXMod. (eg. FXLFO) - Feedback
-
When feedback is used, it can greatly exaggerate the peaks and notches, producing a much more resonant sound with notches and peaks that are not harmonically related.
- Cross-Coupling
-
Cross-coupling (XCouple) the feedback between the left an right channels increases the complexity of the frequency response.
When a lot of feedback is used, the non-harmonic structure produces very bell-like tones, particularly with XCouple set to 100%. (Don’t modulate the frequencies to get this effect.)
|
Try experiments using different allpass orders for the feedback, different frequency arrangements, changing the sign (+/-) of the feedback (Fdbk Level) parameter, and different input sources. eg. drums are a good starting point |
The allpass phaser algorithms use a typical signal routing with wet/dry and cross-coupled feedback. A different number of notches may be chosen for the feedback path than for the direct output.
Allpass Phaser 3
Effects Size : 3
xxxxx
383 Hip Hop Aura |
384 Woodenize |
385 Marimbafication |
Allpass Phaser 4
Effects Size : 4
xxxxx
264 Static Phaser 5 |
Wet/Dry |
-100 to 100% wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Level |
-100 to 100% |
XCouple |
0 to 100% |
L/R CenterFreq |
8 to 25088 Hz |
FB APNotch |
3 to 6 or 7 to 10 |
OutAPNotch |
3 to 6 or 7 to 10 |
Comb Filter
A comb filter produces a series of evenly spaced notches or resonant peaks in the frequency response.
The comb filter gets its name from the comb-like appearance of the frequency response.
- Notches
-
A comb filter producing notches is created by adding the input signal to a delayed (and possibly attenuated) version of the input signal.
- Peaks
-
To produce peaks, the output signal is passed through a short delay and attenuation (level reduction) and added to the input signal to produce a delay feedback.
Barberpole Comb
Effects Size : 4
Constantly rising or falling frequency
265 Slow Riser |
268 All The Way Down |
266 BarberPole Notch |
|
267 BarberPole Peak |
The Barberpole Comb is a comb filter with a constantly rising or falling frequency.
The Barberpole Comb can be configured to produce either notches or peaks. There is a twist to the Barberpole Comb algorithm in that the notches or peaks can be made to shift up (or down) in frequency. As the notches or peaks shift up, the highest notches or peaks go away while new notches or peaks appear at the lowest frequencies.
In/Out |
In or Out |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Rise/Fall |
Rise or Fall |
||
Rate |
0.00 to 10.00 Hz |
||
Comb Freq |
8 to 25088 Hz |
||
Notch/Peak |
Notch or Peak |
||
Depth/Res |
0 to 100%
|
||
L/R Phase |
-180.0 to 178.5 deg |
Enhancers
2 Band Enhancer
Effects Size : 1
Boost bass energy and brighter high frequencies
368 2 Band Enhancer |
The 2 Band Enhancer modifies the spectral content of the input signal primarily by brightening signals with little or no high frequency content, and boosting pre-existing bass energy.
-
First, the input is non-destructively split into 2 frequency bands using 6 dB/oct highpass and lowpass filters.
-
The highpassed band is processed to add additional high frequency content by using a nonlinear transfer function in combination with a high shelving filter.
-
Each band can then be separately delayed to sample accuracy and mixed back together in varying amounts.
One sample of delay is approximately equivalent to 20 microseconds, or 180 degrees of phase shift at 24 khz.
Using what we know about psychoacoustics, phase shifting, or delaying certain frequency bands relative to others can have useful affects without adding any gain.
- Hi Delay / Lo Delay
-
In this algorithm, delaying the lowpassed signal relative to the highpass signal brings out the high frequency transient of the input signal giving it more definition.
Conversely, delaying the highpass signal relative to the lowpass signal brings out the low frequency transient information which can provide punch. - Hi Xfer
-
The transfer applied to the highpass signal can be used to generate additional high frequency content when set to a non-zero value. As the value is scrolled away from 0, harmonic content is added in increasing amounts to brighten the signal.
In addition to adding harmonics, positive values impose a dynamically compressed quality, while negative values sound dynamically expanded. This type of compression can bring out frequencies in a particular band even more.
The expanding quality is particularly useful when trying to restore transient information.
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
CrossOver |
17 to 25088 Hz |
Hi Drive |
Off, -79.0 to 24.0 dB |
Hi Xfer |
-100 to 100 % |
Hi Shelf F |
8 to 25088 Hz |
Hi Shelf G |
-96 to 24 dB |
Hi Delay |
0 to 500 samp |
Hi Mix |
Off, -79.0 to 24.0 dB |
Lo Delay |
0 to 500 samp |
Lo Mix |
Off, -79.0 to 24.0 dB |
3 Band Enhancer
Effects Size : 2
Boost the high, mid, and low frequencies
369 3 Band Enhancer |
370 Extreem Enhancer |
The 3 Band *Enhancer modifies the spectral content of the input signal by boosting existing spectral content, or stimulating new ones.
-
First, the input is non-destructively split into 3 frequency bands using 6 dB/oct highpass and lowpass filters
-
The high and mid bands are separately processed to add additional high frequency content by using two nonlinear transfer functions.
-
The low band is processed by a single nonlinear transfer to enhance low frequency energy.
-
Each band can also be separately delayed to sample accuracy and mixed back together in varying amounts.
One sample of delay is approximately equivalent to 20 microseconds, or 180 degrees of phase shift with the 24 khz sampling rate.
Using what we know about psychoacoustics, phase shifting, or delaying certain frequency bands relative to others can have useful affects without adding any gain.
- Hi Delay / Lo Delay
-
In this algorithm, delaying the lower bands relative to higher bands brings out the high frequency transient of the input signal giving it more definition.
Conversely, delaying the higher bands relative to the lower bands brings out the low frequency transient information which can provide punch.
- Lo Xfer / Mid Xfer /Hi Xfer
-
The nonlinear transfers applied to the high and mid bands can be used to generate additional high and mid frequency content when Xfer1 and Xfer2 are set to non-zero values. As the value is scrolled away from 0, harmonic content is added in increasing amounts.
In addition, setting both positive or negative will respectively impose a dynamically compressed or expanded quality. This type of compression can bring out frequencies in a particular band even more.
The expanding quality is useful when trying to restore transient information.
The low band has a nonlinear transfer that requires only one parameter. Its affect is controlled similarly.
|
More complex dynamic control can be obtained by setting these independent of each other. Setting one positive and the other negative can even reduce the noise floor in some applications. |
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
CrossOver1 |
17 to 25088 Hz |
CrossOver2 |
17 to 25088 Hz |
Enable |
On or Off |
Drive |
Off, -79.0 to 24.0 dB |
Xfer |
-100 to 100 % |
Delay |
Lo Delay 0 to 1000 samp |
Mix |
Off, -79.0 to 24.0 dB |
HF Stimulate 1
Effects Size : 1
Boost and add high frequency partials
371 HF Stimulator |
The HF Stimulate 1 algorithm is a close copy of the V.A.S.T. High Frequency Stimulator DSP function, giving control of the first highpass filter frequency, the distortion drive and the amplitude of the result (Stim Gain). As a bonus, the distortion curve can also be adjusted.
The overall effect of a high-frequency stimulator is to boost the high frequency partials of the signal, and depending on the settings of the parameters, it can add high-frequency partials to the signal as well.
| It’s useful for building sounds that cut through the mix, and have a bright crisp nature. |
The high-frequency stimulator works like this:
-
The signal is run through a highpass filter, then through a distortion function, then through a second highpass filter.
-
It is then mixed with the original signal after passing through the final Stim Gain level control of the algorithm.
Stim Gain |
Off, -79.0 to 24.0 dB |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Dist Drive |
-79.0 to 48.0 dB |
Dist Curve |
0 to 127% |
Highpass |
8 to 25088 Hz |
Verb and Place Reverbs
The reverb algorithms can be divided into 2 groups: Verb and Place.
Verb reverbs cover medium to large spaces
Verb
Verb effects allow user-friendly control over medium to large spaces. Their decay times are controlled by Rvrb Time or LateRvbTim parameters, and Room Types range from rooms to large areas.
Place reverbs are optimized for small spaces
Place
Place algorithms on the other hand are optimized for small spaces. Decay time is controlled by the Absorption parameter, and Room Types offers several booths.
- Reverb components
-
Each reverb algorithm consists of a several components.
These components provide sonic building blocks for both the body of the reverb and the early reflection portions.-
a diffuser,
-
an injector,
-
predelay,
-
an ambience generator with feedback, and
-
various filters.
-
- Ambience generator
-
The ambience generator is the heart of each reverb algorithm and creates most of the “late” reverb in algorithms with an Early Reflections circuit. It consists of a complex arrangement of delay lines to disperse the sound.
By using feedback in conjunction with the ambience generator, a reverb tail is produced. The length of this reverb tail is controlled by the Rvrb Time parameter in the Verb algorithms, or the Absorption parameter in Place algorithms.
In the feedback loop of the ambience generator are filters that further enhance the sonic properties of each reverb. A lowpass filter is controlled by HF Damping and mimics high frequency energy that is absorbed as the sound travels around a room. A low shelving filter is controlled by LF Split and LF Time, which are used to shorten or lengthen the decay time of low frequency energy. - Smoother reverbs
-
In order to create reverbs that are smoother and richer, some of the delays in the ambience generator are moved by LFOs.
The LFOs are adjusted by using the LFO Rate and LFO Depth controls. When used subtly, unwanted artifacts such as flutteriness and ringiness that are inherent in digital reverbs can be reduced. - Diffusers
-
At the beginning of each algorithm are diffusers. A diffuser creates an initial “smearing” quality on input
signals usually before the signal enters the ambience generating loop. The DiffAmtScl and DiffLenScl
parameters change the amount and the length of time that the sound is smeared. The Diffuse reverbs, however, implement diffusion a little differently.
(See the sections on Diffuse Verb and Diffuse Place for
more detailed information) - Injection
-
Some algorithms use injector mechanisms when feeding a signal into the ambience generator.
An injector creates copies of the input signal at different delay intervals and feeds each copy into the ambience
generator at different points. This results in finer control over the onset of the reverb. By tapering the amplitudes of early copies vs. late copies, the initial build of the reverb can be controlled. Inj Build controls this taper.- Inj Build
-
Negative values create a slower build, while positive values create a faster build.
- Inj Spread
-
Inj Spread scales the time intervals that the copies are made.
- Inj Skew
-
Inj Skew (Omni reverbs) delays one channel relative to the other before injecting into the ambience generator.
Negative values delay the left side while positive values delay the right side. - Inj LP
-
Inj LP controls the cutoff frequency of a 1-pole (6dB/oct) lowpass filter associated with the injector.
- Predelay
-
Predelay can give the illusion that a space is more voluminous. Separate control over left and right predelay
is provided that can be used to de-correlate the center image, increasing reverb envelopment.
In addition to filters inside the ambience feedback loop, there also may be filters placed at the output of the reverb including a low shelf, high shelf, and/or lowpass.
- Early Reflection
-
Algorithms that use Early Reflection circuits employ a combination of delays, diffusers, and filters to create ambience that is sparser than the late portion of the reverb. These early reflections model the initial near-discrete echoes rebounding directly off of near field surfaces before the reverb has a chance to become diffuse. They add realism when emulating real rooms and halls.
- Room Type
-
Due to the inherent complexity of reverb algorithms and the sheer number of variables responsible for their character, the Room Type parameter provides condensed preset collections of these variables.
Each Room Type collection has been painstakingly selected by Kurzweil engineers to provide the best sounding combination of mutually complementary variables modeling an assortment of reverb families.
When you select a room type, an entire incorporated set of delay lengths and diffusion settings are established within the algorithm. By using the Size Scale, DiffAmtScl, DiffLenScl, and Inj Spread parameters, you may scale individual elements away from their pre-defined value. When set to 1.00x, each of these elements is equivalent to its preset value as determined by the current Room Type.
Room Types with similar names in different reverb algorithms do not sound the same. For example, Hall1 in Diffuse Verb does not sound the same as Hall1 in TQ Verb.
The Size Scale parameter scales the inherent size of the reverb chosen by Room Type. For a true representation of the selected Room Type size, set this to 1.00x. Scaling the size below this will create smaller spaces, while larger scale factors will create large spaces.
| Your starting point when creating a new reverb preset should be the Room Type parameter.This parameter selects the basic type of reverb being used. |
Classic |
Classic |
TQ Place |
TQ Verb |
Diffuse |
Diffuse |
Omni |
Omni |
|
|---|---|---|---|---|---|---|---|---|
Booth1 |
||||||||
Booth2 |
||||||||
Booth3 |
||||||||
Booth4 |
||||||||
Booth5 |
||||||||
Room1 |
||||||||
Room2 |
||||||||
Room3 |
||||||||
Room4 |
||||||||
Gate1 |
||||||||
Gate2 |
||||||||
Chamber |
||||||||
Chamber1 |
||||||||
Chamber2 |
||||||||
Plate |
||||||||
Plate1 |
||||||||
Plate2 |
||||||||
Plate3 |
||||||||
Hall1 |
||||||||
Hall2 |
||||||||
Hall3 |
||||||||
Hall4 |
||||||||
Hall5 |
||||||||
Large |
||||||||
Large1 |
||||||||
Large2 |
||||||||
Delay |
||||||||
NonLin |
- InfinDecay
-
The InfinDecay switch is designed to override the Rvrb Time parameter and create a reverb tail with an infinite decay time when On. However, certain HF Damping settings may reduce this effect, and cause the tail to taper away.
Classic Verb and Classic Place
Classic reverbs are 2 unit sized algorithms with early reflections.
- Late Reverb
-
The late portion consists of an input diffuser, ambience generator with low shelving filters, lopass filters, and LFO moving delays, and predelay.
- Early Reflection
-
The early reflection portion consists of one delay per channel sent to its own output channel controlled by E Dly L and E Dly R, and one delay per channel sent to its opposite output channel controlled be E Dly LX and E Dly RX.
Each of these delays also use a Diffuser. Diffusion lengths are separately controlled by E DifDly L, E DifDly R, E DifDly LX, and E DifDly RX while diffusion amounts are all adjusted with E DiffAmt.
The late reverb and early reflection portions are independently mixed together with the Late Lvl and EarRef Lvl controls. The wet signal is passed through a final high shelving filter before being mixed with the dry signal.
Classic Place
Effects Size : 2
xxxx
1 Small Wood Booth |
18 SmallStudioRoom |
89 School Stairwell |
3 PrettySmallPlace |
47 In The Studio |
14 With A Mic |
48 My Garage |
Classic Verb
Effects Size : 2
2 Natural Room |
35 Real Room |
63 Reflective Hall |
5 Sun Room |
39 Sizzly Drum Room |
64 Smooth Hall |
19 ClassicRoom |
50 Small Hall |
85 Sweet Hall |
20 Utility Room |
52 Real Niceverb |
97 Classic Plate |
21 Thick Room |
58 Opera House |
98 Weighty Platey |
22 The Real Room |
59 Spacious Hall |
102 Splendid Palace |
24 Real Big Room |
60 Classic Chapel |
32 Bathroom |
61 Semisweet Hall |
TQ Verb and TQ Place
TQ reverbs are 3 unit sized algorithms with early reflections.
- Late Reverb
-
The late portion consists of an input diffuser, injector, ambience generator with a lopass filter, low shelving filter, and LFO moving delays, and predelay.
- Early Reflection
-
The early reflection portion combines a combination of delays, diffusers, and feedback.
-
The relative delay lengths are all fixed but are scalable with the E Dly Scl parameter.
-
Relative diffusion lengths are also fixed, and are scalable with the E DfLenScl parameter.
-
Diffusion amount are adjusted with E DiffAmt.
-
The E Build parameter ramps the gains associated with each delay line in a way that changes the characteristic of the onset of the early reflections. Negative amounts create a slower onset while positive amount create a faster onset.
-
The late reverb and early reflection portions are independently mixed together with the Late Lvl and EarRef Lvl controls. The wet signal is passed through a final high shelving filter before being mixed with the dry signal.
TQ Place
Effects Size : 3
A Distance Away |
Non-Linear 3 |
TQ Verb
Effects Size : 3
Soundboard |
Bloom Chamber |
Real Dense Hall |
Spitty Drum room |
ClassicalChamber |
Flinty Hall |
Stall One |
Mosque Room |
HighSchool Gym |
Green Room |
Empty Stage |
Long & Narrow |
Large Room |
Abbey Piano Hall |
Medm Warm Plate |
Brt Empty Room |
The Long Haul |
Immense Mosque |
Bigger Perc Room |
Sweeter Hall |
JudgeJudyChamber |
The Piano Hall |
Diffuse Verb and Diffuse Place
Diffuse reverbs are 3 effect sized algorithms.
They are characterized as such because of the initial burst of diffusion inherent in the onset of the reverb.
- Diffusion
-
The diffusion consists of an input diffuser, ambience generator with a lopass filter, low shelving filter, and LFO moving delays, and predelay.
- Diffusor
-
In the diffuse reverbs, the diffuser is implemented a little differently. The diffuser is just inside the ambience generation loop, so changes in diffusion create changes the reverb decay.
- DiffExtent and Diff Cross
-
The diffuse reverbs also offer DiffExtent and Diff Cross parameters.
-
DiffExtent selects one of seven arbitrary gate time lengths of the initial diffusion burst.
-
Diff Cross adjusts the combination of left and right channels that are diffused.
-
Diffuse Place
Effects Size : 3
Standard Booth |
Live Place |
Diffuse Verb
Effects Size : 3
The Comfy Club |
My Dreamy 481!! |
Diffuse Gate |
Bob’sDiffuseHall |
Deep Hall |
Far Bloom |
Predelay Hall |
Bloom Plate |
Furbelows |
Bloom Hall |
Clean Plate |
Festoons |
Burst Space |
RealSmoothPlate |
Concert Hall |
OmniVerb and OmniPlace
Omni reverbs are 3 effect sized algorithms.
They consist of an input diffuser, injector, ambience generator with a lopass filter, low shelving filter, and LFO moving delays, and predelay.
- Expanse
-
The Expanse parameter adjusts the amount of reverb energy that is fed to the edges of the stereo image. A value of 0% concentrates energy in the center of the image, while non-zero values spread it out. Positive and negative values impose different characteristics on the reverb image.
At the output of the reverb are a pair each of low shelving and high shelving filters.
OmniPlace
Effects Size : 3
Add More Air |
Non-Linear 1 |
Drum Latch 2 |
Small Closet |
Exponent Booth |
Acid Trip Room |
Dreamverb |
Drum Latch 1 |
OmniVerb
Effects Size : 3
Live Chamber |
Standing Ovation |
Plate Mail |
Cool Dark Place |
Soundbrd/rvb |
Big Gym |
Pad Space |
Long PreDly Hall |
Slapverb |
Absorption |
0 to 100 % |
|---|---|
Rvrb Time |
0.00 to 60.00 s |
LateRvbTim |
0.00 to 60.00 s |
HF Damping |
0 to 25088 Hz |
L Pre Dly and R Pre Dly |
0.0 to 230.0 ms |
Lopass |
8 to 25088 Hz |
EarRef Lvl |
-100 to 100% |
Late Lvl |
-100 to 100% |
Room Type |
Booth1, Booth2, Booth3, Room1, Room2, Room3, Chamber1, Chamber2, Chamber 3, Plate1, Plate2, Hall1, Hall2, Hall3, Hall4, Large1, Large 2, Large3, Large4 |
Size Scale |
0.01 to 2.50x |
InfinDecay |
On or Off |
LF Split |
8 to 25088 Hz |
LF Time |
0.50 to 1.50 x |
TrebShlf F |
8 to 25088 Hz |
TrebShlf G |
-79.0 to 24.0 dB |
BassShlf F |
8 to 25088 Hz |
BassShlf G |
-79.0 to 24.0 dB |
DiffAmtScl |
0.00 to 2.00 x |
DiffLenScl |
0.00 to 4.50 x |
DiffExtent |
1 to 7 x |
Diff Cross |
-100 to 100 % |
Expanse |
-100 to 100 % |
LFO Rate |
0.01 to 10.00 Hz |
LFO Depth |
0.0 to 100.0 ct |
Inj Build |
-100 to 100 % |
Inj Spread |
0.00 to 4.50 x |
Inj LP |
8 to 25088 Hz |
Inj Skew |
-200 to 200 ms |
E DiffAmt |
-100 to 100 % |
E DfLenScl |
0.00 to 2.50 x |
E Dly Scl |
0.00 to 2.50 x |
E Build |
-100 to 100 % |
E Fdbk Amt |
-100 to 100 % |
E HF Damp |
8 to 25088 Hz |
E PreDlyL and E PreDlyR |
The amount of delay in early reflections relative to the dry signal. These are independent of the late reverb predelay times, but will influence E Dly Scl. |
E Dly L and E Dly R |
0.0 to 150.0 ms |
E DifDlyL and E DifDlyR |
0.0 to 160.0 ms |
E DifDlyLX and DifDlyRX |
0.0 to 230.0 ms |
E X Blend |
0 to 100 % |
Panaural Reverb
Panaural Room
Effects Size : 3
xxxx
29 Tabla Room |
37 Med Large Room |
Huge Batcave |
33 Drum Room |
75 Recital Hall |
Big Gym |
34 Small Dark Room |
76 Generic Hall |
145 Slapverb |
The Panaural Room reverberation is implemented using a special network arrangement of many delay lines that guarantees colorless sound.
- Reverberator
-
The reverberator is inherently stereo with each input injected into the “room” at multiple locations. The signals entering the reverberator first pass through a shelving bass equalizer with a range of +/-15dB.
To shorten the decay time of high frequencies relative to mid frequencies, lowpass filters controlled by HF Damping are distributed throughout the network. - Room Size
-
Room Size scales all the delay times of the network (but not the Pre Dly or Build Time), to change the simulated room dimension over a range of 1 to 16m.
- Decay Time
-
Decay Time varies the feedback gains to achieve decay times from 0.5 to 100 seconds.
| The Room Size and Decay Time controls are interlocked so that a chosen Decay Time will be maintained while Room Size is varied. |
- Output
-
A two input stereo mixer, controlled by Wet/Dry and Out Gain, feeds the output.
- Early Reflections
-
The duration and spacing of the early reflections are influenced by Room Size and Build Time, while the number and relative loudness of the individual reflections are influenced by Build Env.
When Build Env is near 0% or 100%, fewer reflections are created.
The maximum number of important early reflections, 13, is achieved at a setting of 50%.
- Controll Over Reverb Growth
-
To get control over the growth of reverberation, the left and right inputs each are passed through an “injector” that can extend the source before it drives the reverberator.
- Build Env
-
Only when Build Env is set to 0% is the reverberator driven in pure stereo by the pure dry signal.
For settings of Build Env greater than 0%, the reverberator is fed multiple times.
Build Env controls the injector so that the reverberation begins abruptly (0%), builds immediately to a sustained level (50%), or builds gradually to a maximum (100%). - Build Time
-
Build Time varies the injection length over a range of 0 to 500ms.
At a Build Time of 0ms, there is no extension of the build time. In this case, the Build Env control adjusts the density of the reverberation, with maximum density at a setting of 50%.
In addition to the two build controls, there is an overall Pre Dly control that can delay the entire reverberation process by up to 500ms.
Wet/Dry |
0 to 100%wet The dry signal is not affected by the HF Roll control. The wet signal is affected by the HF Roll control and by all the other reverberator controls. The balance between wet and dry signals is an extremely important factor in achieving a good mix.
|
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 |
||
Decay Time |
0.5 to 100.0 s
|
||
HF Damping |
8 to 25088 Hz |
||
Bass Gain |
-15 to 15 dB
|
||
Room Size |
1.0 to 16.0 m
|
||
Pre Dly |
0 to 500 ms |
||
Build Time |
0 to 500 ms |
||
Build Env |
0 to 100%
You can think of BuildEnv as setting the position of a see-saw. The left end of the see-saw represents the driving of the reverberation at the earliest time, the pivot point as driving the reverberation at mid-point in the time sequence, and the right end as the last signal to drive the reverberator.
|
Hall Reverb
Stereo Hall
Effects Size : 3
xxxx
69 Short Hall |
The Stereo Hall reverberation is implemented using a special arrangement of allpass networks and delay lines which reduces coloration and increases density.
- Reverberator
-
The reverberator is inherently stereo with each input injected into the “room” at multiple locations.
To shorten the decay time of low and high frequencies relative to mid frequencies, bass equalizers and lowpass filters, controlled by Bass Gain and by HF Damping, are placed within the network.- Room Size
-
Room Size scales all the delay times of the network (but not the Pre Dly or Build Time), to change the simulated room dimension over a range of 10 to 75m.
- Decay Time
-
Decay Time varies the feedback gains to achieve decay times from 0.5 to 100 seconds.
The Room Size and Decay Time controls are interlocked so that a chosen Decay Time will be maintained while Room Size is varied. At smaller sizes, the reverb becomes quite colored and is useful only for special effects. - Stereo Mixer
-
A two input stereo mixer, controlled by Wet/Dry and Out Gain, feeds the output. The Lowpass control acts only on the wet signal and can be used to smooth out the reverb high end without modifying the reverb decay time at high frequencies.
- Reverb Tail
-
Within the reverberator, certain delays can be put into a time varying motion to break up patterns and to increase density in the reverb tail.
Using the LFO Rate and Depth controls carefully with longer decay times can be beneficial. But beware of the pitch shifting artifacts which can accompany randomization when it is used in greater amounts. - Diffusion
-
Also within the reverberator, the Diffusion control can reduce the diffusion provided by some allpass networks. While the reverb will eventually reach full diffusion regardless of the Diffusion setting, the early reverb diffusion can be reduced, which sometimes is useful to help keep the dry signal “in the clear.”
- Mono Source Signals
-
The reverberator structure is stereo and requires that the dry source be applied to both left and right inputs. If the source is mono, it should still be applied (pan centered) to both left and right inputs.
Failure to drive both inputs will result in offset initial reverb images and later ping-ponging of the reverberation. Driving only one input will also increase the time required to build up reverb density. - Controlling Growth of Reverberation
-
To gain control over the growth of reverberation, the left and right inputs each are passed through an “injector” that can extend the source before it drives the reverberator. Only when Build Env is set to 0% is the reverberator driven in pure stereo by the pure dry signal.
For settings of Build Env greater than 0%, the reverberator is fed multiple times. Build Env controls the injector so that the reverberation begins abruptly (0%), builds immediately to a sustained level (50%), or builds gradually to a maximum (100%).
Build Time varies the injection length over a range of 0 to 500ms. At a Build Time of 0ms, there is no extension of the build time. In this case, the Build Env control adjusts the density of the reverberation, with maximum density at a setting of 50%.
In addition to the two build controls, there is an overall Pre Dly control that can delay the entire reverberation process by up to 500ms.
Wet/Dry |
0 to 100%wet
The balance between wet and dry signals is an extremely important factor in achieving a good mix. Emphasizing the wet signal gives the effect of more reverberation and of greater distance from the source. |
||||
|---|---|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||||
Decay Time |
0.5 to 100.0 ms |
||||
HF Damping |
8 to 25088 Hz |
||||
Bass Gain |
-15 to 0 dB |
||||
Lowpass |
8 to 25088 Hz |
||||
Room Size |
2.0 to 15.0 m
At lower settings, RoomSize leads to coloration, especially if the DecayTime is set too high. |
||||
Pre Dly |
0 to 500 ms
|
||||
Build Time |
0 to 500 ms |
||||
Build Env |
0 to 100%
You can think of BuildEnv as setting the position of a see-saw. The left end of the see-saw represents the driving of the reverberation at the earliest time, the pivot point as driving the reverberation at mid-point in the time sequence, and the right end as the last signal to drive the reverberator.
|
||||
LFO Rate and LFO Depth |
0.00 to 5.10 Hz (LFO Rate) and 0.00 to 10.20 ct (LFO Depth) |
||||
Diffusion |
0 to 100% |
Plate Reverb
- Plate History
-
Plate reverberators were manufactured during the 1950s, ‘60s, ‘70s, and perhaps into the ‘80s. By the end of the 1980s, they had been supplanted in the marketplace by digital reverberators, which first appeared in 1976. While a handful of companies made plate reverberators, EMT (Germany) was the best known and most popular.
- How a Plate Works
-
A plate reverberator is generally quite heavy and large, perhaps 4 feet high by 7 feet long and a foot thick. They were only slightly adjustable, with controls for high frequency damping and decay time. Some were stereo in, stereo out, others mono in, mono out.
A plate reverb begins with a sheet of plate steel suspended by its edges, leaving the plate free to vibrate.-
At one (or two) points on the plate, an electromagnetic driver (sort of a small loudspeaker without a cone) is arranged to couple the dry signal into the plate, sending out sound vibrations into the plate in all directions.
-
At one or two other locations, a pickup is placed, sort of like a dynamic microphone whose diaphragm is the plate itself, to pick up the reverberation. Since the sound waves travel very rapidly in steel (faster than they do in air), and since the dimensions of the plate are not large, the sound quickly reaches the plate edges and reflects from them. This results in a very rapid build up of the reverberation, essentially free of early reflections and with no distinguishable gap before the onset of reverb.
-
Plates offered a wonderful sound of their own, easily distinguished from other reverberators in the pre-digital reverb era, such as springs or actual “echo” chambers.
Plates were bright and diffused (built up echo density) rapidly. Curiously, when we listen to a vintage plate today, we find that the much vaunted brightness is nothing like what we can accomplish digitally; we actually have to deliberately reduce the brightness of a plate emulation to match the sound of a real plate. Similarly, we find that we must throttle back on the low frequency content as well.
Grand Plate
Effects Size : 3
Emulates an EMT 140 steel plate reverberator
90 Real Plate |
91 Bright Plate |
This algorithm emulates an EMT 140 steel plate reverberator.
The algorithm developed for Grand Plate was carefully crafted for rapid diffusion, low coloration, freedom from discrete early reflections, and “brightness.” We also added some controls that were never present in real plates: size, pre delay of up to 500ms, LF damping, lowpass roll off, and bass roll off. Furthermore, we allow a wider range of decay time adjustment than a conventional plate.
Once the algorithm was complete, we tuned it by presenting the original EMT reverb on one channel and the Grand Plate emulation on the other. A lengthy and careful tuning of Grand Plate (tuning at the micro detail level of each delay and gain in the algorithm) was carried out until the stereo spread of this reverb was matched in all the time periods: early, middle, and late.
- Reverberator
-
The heart of this reverb is the plate simulation network, with its two inputs and two outputs. It is a full stereo reverberation network, which means that the left and right inputs get slightly different treatment in the reverberator. This yields a richer, more natural stereo image from stereo sources.
The incoming left source is passed through predelay, lowpass (Lowpass), and bass shelf (Bass Gain) blocks. The right source is treated similarly. There are lowpass filters (HF Damping) and highpass filters (LF Damping) embedded in the plate simulation network to modify the decay times. The reverb network also accommodates the Room Size and Decay Time controls. An output mixer assembles dry and wet signals.
| If you have a mono source, assign it to both inputs for best results. |
Wet/Dry |
0 to 100%wet
The balance between wet and dry signals is an extremely important factor in achieving a good mix. Emphasizing the wet signal gives the effect of more reverberation and of greater distance from the source. |
||||
|---|---|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||||
Room Size |
1.00 to 4.00 m
At lower settings, Room Size leads to coloration, especially if the Decay Time is set too high. To emulate a plate reverb, this control is typically set to 1.9m. |
||||
Pre Dly |
0 to 500 ms
|
||||
Decay Time |
0.2 to 5.0 s |
||||
HF Damping |
8 to 25088 Hz |
||||
LF Damping |
1 to 294 Hz |
||||
Lowpass |
8 to 25088 Hz |
||||
Bass Gain |
-15 to 0 dB |
Reverse Reverb
Finite Verb
Effects Size : 3
Reverse reverb
105 Reverse Reverb 1 |
106 Reverse Reverb 2 |
107 Reverse Reverb 3 |
The left and right sources are summed before being fed into a tapped delay line which directly simulates the impulse response of a reverberator. The taps are placed in sequence from zero delay to a maximum delay value, at quasi-regular spacings. By varying the coefficients with which these taps are summed, one can create the effect of a normal rapidly building/slowly decaying reverb or a reverse reverb which builds slowly then stops abruptly.
A special tap is picked off the tapped delay line and its length is controlled by Dly Length. It can be summed into the output wet mix (Dly Lvl) to serve as the simulated dry source that occurs after the reverse reverb sequence has built up and ended. It can also be fed back for special effects. Fdbk Lvl and HF Damping tailor the gain and spectrum of the feedback signal. Despite the complex reverb-like sound of the tapped delay line, the Feedback tap is a pure delay. Feeding it back is like reapplying the source, as in a simple tape echo.
Dly Length and Rvb Length range from 300 to 3000 milliseconds. With the R1 Rvb Env variants, Rvb Length corresponds to a decay time (RT60).
To make things a little more interesting, the tapped delay line mixer is actually broken into three mixers, an early, middle, and late mixer. Each mixes its share of taps and then applies the submix to a lowpass filter (cut only) and a simple bass control (boost and cut). Finally, the three equalized sub mixes are mixed into one signal. The Bass and Damp controls allow special effects such as a reverb that begins dull and increases in two steps to a brighter sound.
- Rvb Env
-
The Rvb Env control selects 27 cases of envelope gains for the taps. Nine cases emulate a normal forward evolving reverb, but with some special twists.
-
R1 build to a single peak.
-
R2 build to two peaks.
-
R3 build to three peaks.
-
S1/S2/S3 is dullest (S1) to sharpest (S3).
- FWD R1xx
-
Cases FWD R1xx have a single reverb peak, with a fast attack and slower decay.
- FWD R1Sx
-
The sub cases FWD R1Sx vary the sharpness of the envelope, from dullest (S1) to sharpest (S3).
- FWD R2xx
-
The sub cases FWD R2xx have two peaks; that is, the reverb builds, decays, builds again, and decays again.
- FWD R3xx
-
The sub cases FWD R3xx have three peaks.
- SYM R1xx
-
The sub cases SYM have a symmetrical build and decay time.
- SYM R1Sx / SYM R2Sx / SYM R3Sx
-
The cases R1 build to a single peak, while R2 and R3 have two and three peaks, respectively.
- REV R1xx
-
The sub cases REV simulate a reverse reverb effect.
- REV R1xx / REV R2Sx / REV R3Sx
-
Imitates a backward running reverb, with a long rising “tail” ending abruptly (followed, optionally, by the “dry” source mixed by Dly Lvl). Once again, the number of peaks and the sharpness are variable.
-
FWD R1S1 |
SYM R1S1 |
REV R1S1 |
|---|---|---|
FWD R1S2 |
SYM R1S2 |
REV R1S2 |
FWD R1S3 |
SYM R1S3 |
REV R1S3 |
FWD R2S1 |
SYM R2S1 |
REV R2S1 |
FWD R2S2 |
SYM R2S2 |
REV R2S2 |
FWD R2S3 |
SYM R2S3 |
REV R2S3 |
FWD R3S1 |
SYM R3S1 |
REV R3S1 |
FWD R3S2 |
SYM R3S2 |
REV R3S2 |
FWD R3S3 |
SYM R3S3 |
REV R3S3 |
The usual Wet/Dry and Output Gain controls are provided.
Wet/Dry |
0 to 100% wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Lvl |
0 to 100% INFO: A high value contributes a long repeating echo character to the reverb sound. |
HF Damping |
8 to 25088 Hz |
Dly Lvl |
0 to 100% |
Dly Length |
300 to 3000 ms |
Rvb Env |
refer to Rvb Env parameter settings table |
Rvb Length |
300 to 3000 ms |
Early Bass / Mid Bass / Late Bass |
-15 to 15 dB |
Early Damp / Mid Damp / Late Damp |
8 to 25088 Hz |
Parametric EQ
These algorithms are multi-band equalizers with 1–4 bands of parametric EQ and with bass and treble tone controls.
You can control the gain, frequency and bandwidth of each band of parametric EQ and control of the gain and frequencies of the bass and treble tone controls.
The small 3 Band EQ does not provide control of the bandwidth for the parametric Mid filter.
The algorithms 5 Band EQ and 3 Band EQ are stereo, meaning the parameters for the left and right channels are ganged—the parameters have the same effect on both channels.
Dual 5 Band EQ provides separate control for left and right channels.
3 Band EQ
Effects Size : 1
Bass and treble shelving filters and parametric EQs
350 AM Radio |
351 U-Shaped EQ |
5 Band EQ
Effects Size : 3
Bass and treble shelving filters and parametric EQs
352 5 Band EQ Flat |
Dual 5 Band EQ
Effects Size : 3
Bass and treble shelving filters and parametric EQs
355 Dual 5 Band EQ |
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Bass Gain |
-79.0 to 24.0 dB |
Bass Freq |
8 to 25088 Hz |
Treb Gain |
-79.0 to 24.0 dB |
Treb Freq |
8 to 25088 Hz |
Mid1/Mid2 Gain |
-79.0 to 24.0 dB |
Mid1/Mid2 Freq |
8 to 25088 Hz |
Mid1/Mid2 Width |
0.010 to 5.000 oct |
Graphic EQ
The graphic equalizer is available as stereo (linked parameters for left and right) or dual mono (independent controls for left and right).
The graphic equalizer has ten bandpass filters per channel.
For each band the gain may be adjusted from -12 dB to +24 dB.
The frequency response of all the bands is shown in Figure 102 below.
The dual graphic equalizer has a separate set of controls for the two mono channels.
Like all graphic equalizers, the filter response is not perfectly flat when all gains are set to the same level (except at 0 dB), but rather has ripple from band to band. To minimize the EQ ripple, you should attempt to center the overall settings around 0 dB.
Graphic EQ
Effects Size : 3
xxx
353 Graphic EQ Flat |
Dual Graphic EQ
Effects Size : 3
xxx
354 Dual Graphic EQ |
In/Out |
In or Out |
|---|---|
31Hz G |
-12.0 to 24.0 dB |
62Hz G |
-12.0 to 24.0 dB |
125Hz G |
-12.0 to 24.0 dB |
250Hz G |
-12.0 to 24.0 dB |
500Hz G |
-12.0 to 24.0 dB |
1000Hz G |
-12.0 to 24.0 dB |
2000Hz G |
-12.0 to 24.0 dB |
4000Hz G |
-12.0 to 24.0 dB |
8000Hz G |
-12.0 to 24.0 dB |
16000Hz G |
-12.0 to 24.0 dB |
LaserVerb
LaserVerb has to be heard to be believed!
Feed it an impulsive sound such as a snare drum, and LaserVerb plays the impulse back as a delayed train of closely spaced impulses, and as time passes, the spacing between the impulses gets wider.
The close spacing of the impulses produces a discernible buzzy pitch which gets lower as the impulse spacing increases.
The following figure is a simplified representation of the LaserVerb impulse response.
| An impulse response of a system is what you would see if you had an oscilloscope on the system output and you gave the system an impulse or a spike for an input. |
With appropriate parameter settings this effect produces a descending buzz or whine somewhat like a diving airplane or a siren being turned off.
The descending buzz is most prominent when given an impulsive input such as a drum hit.
When used as a reverb, it tends to be highly metallic and has high pitched tones at certain parameter settings.
| To get the descending buzz, start with about half a second of delay, set the Contour parameter to a high value (near 1), and set the HF Damping to a low value (at or near 0). |
- Contour
-
The Contour parameter controls the overall shape of the LaserVerb impulse response.
At high values the response builds up very quickly decays slowly.
As the Contour value is reduced, the decay becomes shorter and the sound takes longer to build up.
At a setting of 0, the response degenerates to a simple delay. - Spacing
-
The Spacing parameter controls the initial separation of impulses in the impulse response and the rate of their subsequent separation.
Low values result in a high initial pitch (impulses are more closely spaced) and takes longer for the pitch to lower. - Feedback
-
The output from LaserVerb can be fed back to the input.
By turning up the feedback, the duration of the LaserVerb sound can be greatly extended. - XCouple
-
Cross-coupling may also be used to move the signal between left and right channels, producing a left/right ping-pong effect at the most extreme settings.
- Effects Unit Size Differences
-
-
The 2 unit version is a sparser version than the 3 unit version. Its buzzing is somewhat coarser.
-
The 1 unit version is like the 2 unit version except the two input channels are summed and run through a single mono LaserVerb.
-
The 1 unit version does not have the cross-coupling control but does have output panning.
-
LaserVerb
Effects Size : 3
A bizarre reverb with a falling buzz
135 LaserVerb |
136 LaserWaves |
LaserVerb Lite
Effects Size : 2
xxxxxxxx
137 Cheap LaserVerb |
143 Spry Young Boy |
Mono LaserVerb
Effects Size : 1
133 Drum Neurezonate |
140 Lazerfazer Echoes |
141 Simple LaserVerb |
Wet/Dry |
0 to 100% wet |
||||
|---|---|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0dB |
||||
Fdbk Lvl |
0 to 100% |
||||
Xcouple |
0 to 100%
The cross-coupling control lets you send the sum of the input and feedback from one channel to its own LaserVerb effect (0% cross coupling) or to the other channel’s effect (100% cross coupling) or somewhere in between.
|
||||
HF Damping |
8 to 25088Hz |
||||
Pan |
-100 to 100%
The left and right inputs get summed to mono, the mono signal passes through the LaserVerb, and the final mono output is panned to the left and right outputs. Panning ranges from:
|
||||
Dly Coarse |
0 to 5000ms |
||||
Dly Fine |
-20.0 to 20.0ms |
||||
Spacing |
0.0 to 40.0samp The Spacing parameter sets the initial separation of impulses in the impulse response and subsequent rate of increasing impulse separation. The spacing between impulses is given in samples and may be a fraction of a sample.
|
||||
Contour |
0.0 to 100.0% |
Revrse LaserVerb
Effects Size : 4
A bizarre reverb which runs backwards in time (uh, yeah).
Rvrs LaserVerb |
Waterford |
Revrse LaserVerb is a mono effect that simulates the effect of running the LaserVerb in reverse.
When you play a sound through the algorithm, it starts out relatively diffuse then builds to the final “hit.”
Since Kurzweil effects cannot break the universal rules of causality (sorry, your Kurzweil instrument doesn’t know what you are about to play!), there can be a significant delay between what you play and when you hear it.
In addition to the normal Wet/Dry control, with the Rvrs W/D, the dry signal is considered to be the delayed “hit” signal.
Revrse LaserVerb is LaserVerb in reverse, so when it is fed an impulsive sound such as a snare drum, it plays the impulse back as a delayed train of closely spaced impulses, and as time passes, the spacing between the impulses gets closer until they coalesce at the “hit.”
The close spacing of the impulses produces a discernible buzzy pitch which gets higher as the impulse spacing decreases.
The following figure is a simplified representation of the Revrse LaserVerb impulse response.
| An impulse response of a system is what you would see if you had an oscilloscope on the system output and you gave the system an impulse or a spike for an input. |
With appropriate parameter settings this effect produces an ascending buzz or whine. The ascending buzz is most prominent when given an impulsive input such as a drum hit.
| To get the ascending buzz, start with about half a second of delay and set the Contour parameter to a high value (near 100%). |
- Contour
-
The Contour parameter controls the overall shape of the LaserVerb impulse response. At high values the response builds up slowly to the “hit.” As the Contour value is reduced, the response starts out lower and rises more rapidly to the “hit.”
- Spacing
-
The Spacing parameter controls the initial separation of impulses in the impulse response and the rate of their subsequent separation. Low values result in a high initial pitch (impulses are more closely spaced) and takes longer for the pitch to lower.
Wet/Dry |
0 to 100 % wet |
|---|---|
Rvrs W/D |
0 to 100 % wet |
Out Gain |
Off, -79.0 to 24.0 dB |
Pan |
-100 to 100 % Panning ranges from:
|
Dly Coarse |
0 to 5000 ms |
Dly Fine |
-20.0 to 20.0 ms |
Spacing |
0 to 200 samp |
Contour |
0.0 to 100.0 % |
Gated LaserVerb
Effects Size : 3
LaserVerb Lite with a gate on the output.
Ringy Drum Plate |
Growler |
Oil Tank |
Gated LaserVerb |
Wobbly Plate |
Gated LaserVerb is LaserVerb Lite with a gate on the output.
The gate controls are covered under Gate. Signal routings between the inputs, the LaserVerb, the gate, and the outputs are described in the following diagram.
LaserVerb is a stereo algorithm that produces interesting sounds in the reverb decay. However, the decay often lasts longer than desired. The gate may be used to cut the output signal after the input signal drops below a threshold.
You may select whether to gate the LaserVerb output based on the input signal level or the signal level at the output of the LaserVerb. In most cases the gate would be based on the input signal.
When you gate on the output signal, you must wait for the LaserVerb tail to drop below the threshold before the gate will close. Whether you gate based on the input or the output signal strength, you can select which input or output channel to use as the gating side chain signal.
-
Left
-
Right
-
Average of the left and right magnitudes.
Wet/Dry |
0 to 100 % wet |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Lvl |
0 to 100 |
||
Xcouple |
0 to 100
The cross-coupling control lets you send the sum of the input and feedback from one channel to its own LaserVerb effect (0% cross coupling) or to the other channel’s effect (100% cross coupling) or somewhere in between. |
||
HF Damping |
8 to 25088 Hz |
||
GateIn/Out |
Enables (On) or disables (Off) the gate. |
||
GateSClnp |
L, R, (L+R)/2 |
||
GateSCSrc |
Input or Output |
||
Dly Coarse |
0 to 5000 ms
|
||
Dly Fine |
-20.0 to 20.0 ms |
||
Spacing |
0.0 to 40.0 samp |
||
Contour |
0.0 to 100.0% |
||
Gate Thresh |
-79.0 to 0.0 dB |
||
Gate Duck |
On or Off |
||
Gate Time |
25 to 3000 ms |
||
Gate Atk |
0.0 to 228.0 ms |
||
Gate Rel |
0 to 3000 ms |
||
GateSigDly |
0.0 to 25.0 ms |
Panning
AutoPanner
Effects Size : 1
A stereo auto-panning effect
274 Simple Panner |
AutoPanner is a 1 unit stereo auto pan effect.
The process of panning a stereo image consists of shrinking the image width of the input program then cyclically moving this smaller image from side to side while maintaining relative distances between program point sources.
This effect provides six different LFO shapes, variable center attenuation, and a rate scaler that scales LFO rate into the audible range for a new flavor of amplitude modulation effects.
Final image placement can be monitored on the lower right of the Para 2 page. The top meter labeled “L” shows the left edge of the image while the second meter labeled “R” shows the right edge.
The entire image will fall between the “L” and “R” meter marks.
-
ImageWidth is 50%
-
LFO Shape is set to Sine
-
Origin is 0%
-
PanWidth is 100%
In/Out |
In or Out
|
||||
|---|---|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||||
LFO Rate |
0 to 10.00 Hz |
||||
Rate Scale |
1 to 25088 x
|
||||
Origin |
-100 to 100 %
At -100% or +100%, there is no room for panning excursion. |
||||
Pan Width |
0 to 100 % |
||||
ImageWidth |
0 to 100 %
|
||||
CentrAtten |
-12 to 0 dB For the smoothest tracking, a widely accepted subjective reference is -3dB.
|
||||
LFO Shape |
Sine, Saw+, Saw–, Pulse, Tri, and Expon |
||||
PulseWidth |
0 to 100%
When the LFO Shape is set to Pulse, this parameter sets the pulse width as a percentage of the waveform period.
|
Dual AutoPanner
Effects Size : 2
A dual mono auto-panner
275 Dual Panner |
Dual AutoPanner is a 2 unit sized mono auto pan effect.
Left and right inputs are treated as two mono signals, which can each be independently auto-panned.
-
Parameters beginning with “L” control the left input channel.
-
Parameters beginning with “R” control the right input channel.
Autopanning a mono signal consists of choosing an axis offset, or Origin, as the center of LFO excursion, then adjusting the desired excursion amount, or PanWidth.
|
The PanWidth parameter is a percentage of the available excursion space after Origin is adjusted. If Origin is set to full left (-100%) or full right (100%) then there will be no room for LFO excursion. |
Control of six different LFO shapes, variable center attenuation, and a rate scaler that scales LFO rate into the audible range for a new flavor of amplitude modulation effects are also provided for each channel.
Final image placement can be seen on the bottom right of the Para 2 and Para 3 pages respectively for left and right input channels. The moving mark represents the location of each channel within the stereo field.
-
LFO Shape is set to Sine
-
Origin is 15%
-
PanWidth is 100%
In/Out |
In or Out
|
||||
|---|---|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||||
LFO Rate |
0 to 10.00 Hz |
||||
Origin |
-100 to 100 %
At -100% or +100%, there is no room for panning excursion. |
||||
Pan Width |
0 to 100 % |
||||
CentrAtten |
-12 to 0 dB |
||||
LFO Shape |
Sine, Saw+, Saw–, Pulse, Tri, and Expon |
||||
PulseWidth |
0 to 100%
When the LFO Shape is set to Pulse, this parameter sets the pulse width as a percentage of the waveform period.
|
Stereo Imaging
Stereo Image
Effects Size : 1
Stereo enhancement with stereo channel correlation metering
276 Widespread |
Stereo Image is a stereo enhancement algorithm with metering for stereo channel correlation.
The stereo enhancement performs simple manipulations of the sum and difference of the left and right input channels to allow widening of the stereo field and increased sound field envelopment.
After manipulating sum and difference signals, the signals are recombined (a sum and difference of the sum and difference) to produce final left and right output.
The sum of left and right channels represents the mono or center mix of your stereo signal.
- The Difference Signal
-
The difference of left and right channels contains the part of the signal that contains stereo spatial information.
The Stereo Image algorithm has controls to change the relative amounts of sum (or center) versus difference signals.
| By increasing the difference signal, you can broaden the stereo image. |
Be warned, though, that too much difference signal will make your stereo image sound “phasey.”
With phasey stereo, acoustic images become difficult to localize and can sound like they are coming from all around or from within your head.
- Bass
-
A bass shelf filter on the difference signal is also provided.
By boosting only the low frequencies of the difference signal, you can greatly improve your sense of stereo envelopment without destroying your stereo sound field. (Envelopment is the feeling of being surrounded by your acoustic environment.)
Localized stereo images still come from between your stereo loudspeakers, but there is an increased sense of being wrapped in the sound field. - Stereo Correlation Meter
-
The Stereo Image algorithm contains a stereo correlation meter.
The stereo correlation meter tells you how alike or how different your output stereo channels are from each other.
The correlation meter can give you an indication of how well a recording will mix to mono.
-
When the meter is at 100% correlation, then your signal is essentially mono.
-
At 0% correlation, your left and right channels are the same, but polarity inverted (there is only the difference signal).
-
- RMS Signal Levels
-
The meter follows RMS signal levels (root-mean- square) and the RMS Settle parameter controls how responsive the meter is to changing signals.
The ‘M’ part of RMS is “mean” or average of the squared signal.
Since a mean over all time is neither practical or useful, we must calculate the mean over shorter periods of time.
If the time is too short we are simply following the signal wave form, which is not helpful either, since the meter would constantly bounce around.
The RMS Settle parameter provides a range of useful time scales.
L In Gain |
Off, -79.0 to 24.0 dB |
||
|---|---|---|---|
R In Gain |
Off, -79.0 to 24.0 dB |
||
CenterGain |
Off, -79.0 to 24.0 dB |
||
Diff Gain |
Off, -79.0 to 24.0 dB |
||
L/R Delay |
-500.0 to 500.0 samp |
||
RMS Settle |
0.0 to 300.0 dB/s |
||
DiffBassG |
-79.0 to 24.0 dB DiffBassG sets how many decibels (dB) to boost or cut the low frequencies.
|
||
DiffBassF |
8 to 25088 Hz |
Mono→Stereo
Effects Size : 1
Stereo simulation from a mono input signal
277 Widener Mn→St |
Mono → Stereo creates a stereo signal from a mono input signal. The algorithm works by combining a number of band-splitting, panning and delay tricks.
The In Select parameter lets you choose the left or right channel for you mono input, or you may choose to sum the left and right inputs.
The mono input signal is split into three frequency bands (Low, Mid, and High).
The frequencies at which the bands get split are set with the Crossover parameters.
Each band can then be delayed and panned to some position within your stereo field.
The final step manipulates the sum and difference signals of the pseudo-stereo signal created by recombining the split frequency bands.
The sum of left and right channels represents the mono or center mix of your stereo signal.
- The Difference Signal
-
The difference of left and right channels contains the part of the signal that contains stereo spatial information.
The Mono → Stereo algorithm has controls to change the relative amounts of sum (or center) versus difference signals.By increasing the difference signal, you can broaden the stereo image.
Be warned, though, that too much difference signal will make your stereo image sound “phasey.”
With phasey stereo, acoustic images become difficult to localize and can sound like they are coming from all around you or from within your head.
- Bass
-
A bass shelf filter on the difference signal is also provided.
By boosting only the low frequencies of the difference signal, you can greatly improve your sense of stereo envelopment without destroying your stereo sound field. (Envelopment is the feeling of being surrounded by your acoustic environment.)
Localized stereo images still come from between your stereo loudspeakers, but there is an increased sense of being wrapped in the sound field.
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
CenterGain |
Off, -79.0 to 24.0 dB |
Diff Gain |
Off, -79.0 to 24.0 dB |
In Select |
L, R, or (L+R)/2 |
DiffBassG |
-79.0 to 24.0 dB |
DiffBassF |
8 to 25088 Hz |
Crossover 1 |
8 to 25088 Hz |
Pan Low |
-100 to 100 % |
Delay Low |
0.0 to 1000.0 ms |
DynamicStereoize
Effects Size : 2
Stereo widening based on dynamic signal levels
278 Dynam Stereoizer |
DynamicStereoize is a stereo enhancement (or reduction) algorithm.
By increasing the level of the difference signal between left and right input channels relative to the summed left and right channels (mono), you get an increased sense of stereo separation.
Likewise, reducing the difference signal relative to the summed signal makes the sound more mono or centered. So far this description differs little from the algorithm Stereo Image.
Now if we place dynamic range controls (compressor and/or expander) on either the summed or difference signal paths, some interesting things happen.
A compressor reduces output signal level when the input signal level gets louder.
An expander reduces output signal level when the input signal gets softer. With a compressor or expander on one of the sum or difference signal paths, your sound can be made very spacious at low signal levels but centered at higher levels.
You can also achieve the opposite effect with low level signal centered and high signal levels wide.
- Compressor/Expander
-
The compressor/expander switching in the figure above looks a little complicated, but conceptually it is very simple.
Using the Comp +/- parameter you select whether to compress or expand the summed left and right signal ((L+R)/2) or the difference signal ((L-R)/2).
The final sum and difference calculation reconstructs the original left and right signals (assuming you turned off the intermediate processing).
You can prove this to yourself by solving the equations (L+R)/2 + (L-R)/2 and (L+R)/2 - (L-R)/2. - Example using Compressor/Expander
-
Let’s look at an example using compression and expansion on the sum and difference signals.
- Mono loud, spacious soft
-
We want to make the sound mono when it is loud and spacious when it is soft.
There are two approaches: you can expand the summed signal, or compress the difference signal.
By expanding the summed signal, the mono component gets reduced as the sound gets quieter, producing a more spacious sound.
By compressing the difference signal, the out of phase components are reduced as the signal gets louder for a more mono signal at higher levels.
You will have to work with the CenterGain and Diff Gain parameters to achieve the balance of spaciousness and mono you are looking for.
The difference between Compress/Expand and the compressor/expander used here is that this compressor/expander is mono, working on a single (sum or difference) channel.
- Bass
-
A bass shelf filter on the difference signal is also provided.
By boosting only the low frequencies of the difference signal, you can greatly improve your sense of stereo envelopment without destroying your stereo sound field. (Envelopment is the feeling of being surrounded by your acoustic environment.)
Localized stereo images still come from between your stereo loudspeakers, but there is an increased sense of being wrapped in the sound field. - Stereo Correlation Meter
-
The DynamicStereoize algorithm contains a stereo correlation meter.
The stereo correlation meter tells you how alike or how different your output stereo channels are from each other.
The correlation meter can give you an indication of how well a recording will mix to mono.-
When the meter is at 100% correlation, then your signal is essentially mono.
-
At 0% correlation, your left and right channels are the same, but polarity inverted (there is only the difference signal).
-
- RMS Signal Levels
-
The meter follows RMS signal levels (root-mean- square) and the RMS Settle parameter controls how responsive the meter is to changing signals.
The ‘M’ part of RMS is “mean” or average of the squared signal.
Since a mean over all time is neither practical or useful, we must calculate the mean over shorter periods of time.
If the time is too short we are simply following the signal wave form, which is not helpful either, since the meter would constantly bounce around.
The RMS Settle parameter provides a range of useful time scales. - Left/Right Delay
-
The left input can be delayed with respect to the right input channel (or the other way around).
You can use the L/R Delay to realign your inputs in time or to experiment with the precedence effect.
With the precedence effect, when we hear a sound first with the left ear then with the right ear, it sounds like the sound is coming from the left side.
Flanger
Flanging was originally created by summing the outputs of two un-locked tape machines while varying their sync by pressing a hand on the outside edge of one reels thus the name "reel-flanging".
- Comb Filter
-
The key to achieving the flanging effect is the summing of a signal with a time-displaced replica of itself. The result is a series of notches in the frequency spectrum.
These notches are equally spaced in (linear) frequency at multiples whose wavelengths are equal to the time delay.
The result is generally referred to as a comb .
(The name arising from the resemblance of the spectrum to a comb.)
If the levels of the signals being added or subtracted are the same, the notches will be of infinite depth (in dB) and the peaks will be up 6 dB. - Delay Length
-
Flanging is achieved by time-varying the delay length, thus changing the frequencies of the notches.
The shorter the delay time, the greater the notch separation.
This delay time variation imparts a sense of motion to the sound.
|
Typically the delay times are on the order of 0-5 ms. Longer times begin to get into the realm of chorusing, where the ear begins to perceive the audio output as nearly two distinct signals, but with a variable time displacement. |
- Multi-Tap-Delay
-
The heart of the flanger implemented here is a multi-tap delay line.
You can set the level of each tap as a percentage of the input level, and the level may be negative (phase-inverted).
One tap is a simple static delay over which you can control the length of delay (from the input tap).- LFO
-
Four of the taps can have their lengths modulated up and down by a low frequency oscillator (LFO).
You are given control of the rate of the LFOs, how far each LFO can sweep through the delay line, and the relative phases of the LFOs (i.e., whether the LFO is taking the taps from the input tap or bringing them toward it). - LFO Tempo / LFO Period
-
The flanger uses tempo units (based on the sequencer tempo or MIDI clock if you like), together with the number of tempo beats per LFO cycle.
Thus if the tempo is 120 bpm (beats per minute) and the LFO Period is set to 1 beat, the LFOs will pass through 120 complete cycles in a minute or 2 cycles per second (2 Hz).
Increasing the LFO Period increases the period of the LFOs (slows them down). An LFO Period setting of 16 beats will take 4 measures (in 4/4 time) for a complete LFO oscillation.
- Excursion
-
You can set how far each LFO can sweep through the delay line with the excursion controls (Xcurs).
The excursion is the maximum distance an LFO will move from the center of its sweep.
The total range of an LFO is twice the excursion.
You set the delay to the center of LFO excursion with the Dly parameters.
The excursion and delay controls both have coarse and fine adjustments. By setting the excursion to zero length, the LFO delay tap becomes a simple static tap.
Modifying the delay to the center of LFO excursion will result in a sudden change of delay length and consequently, a discontinuity in the signal being read from the delay line.
This can produce a characteristic zippering effect.
The Dly parameters should be as long as the Xcurs parameters or longer, or else changing (or modulating) the excursion will force the center of LFO excursion to move, with the resulting signal discontinuities. - Static Delay Tap
-
The static delay tap does not suffer the zippering problem, and changes to its length will occur smoothly.
You can assign the static delay tap to an FX Mod, and use the source controller to do manual flanging.
- Example - Classic Thru→Zero Flanger Effect.
-
Consider a simple example where you have an LFO tap signal being subtracted from the static delay tap signal.
If the delays are set such that at certain times both taps are the same length, then both taps have the same signal and the subtraction produces a null or zero output.
The effect is most pronounced when the static tap is set at one of the ends of the LFO excursion where the LFO tap motion is the slowest.
This is the classic Thru-Zero flanger effect.
Adding other LFO taps to the mix increases the complexity of the final sound, and obtaining a true Thru-Zero effect may take some careful setting of delays and LFO phases. - Wet / Dry Control
-
The flanger has a Wet/Dry control as well, which can further add complexity to the output as the dry signal is added to various delayed wet components for more comb filtering.
- LFO Phase Relationship
-
When using more than one LFO, you can set up the phase relationships between each of the LFOs.
The LFOs of the left channel and those of the right channel will be set up in the same phase relationship except that you may offset the phases of the right channel as a group relative to the left channel (L/R Phase).
L/R Phase is the only control which treats left and right channels differently and has a significant effect on the stereo image.
If you have tempo set to the system tempo, the phases will maintain their synchronization with the tempo clock.
At the beat of the tempo clock, a phase set to 0° will be at the center of the LFO excursion and moving away from the delay input. - Feedback
-
Regenerative feedback has been incorporated in order to produce a more intense resonant effect.
The signal is fed back is from the first LFO delay tap (LFO1), and has its own level control (Fdbk Level).
In-phase spectral components arriving at the summer add together, introducing a series of resonant peaks in the frequency spectrum between the notches.
The amplitude of these peaks depends on the degree of feedback, and they can be made very resonant. - Cross-coupling
-
Cross-coupling (Xcouple) allows the signals of the right and left channels to be mixed or swapped.
The cross- coupling is placed after the summation of the feedback to the input signal.
When feedback and cross-coupling are turned up, you will get a ping-pong effect between right and left channels. - Lowpass Filter
-
A lowpass filter (HF Damping) right before the input to the delay line is effective in emulating the classic sounds of older analog flangers with their limited bandwidths (typically 5-6kHz).
- Notch Density
-
As stated earlier, it is the movement of the notches created in the frequency spectrum that give the flanger its unique sound.
It should be obvious that sounds with a richer harmonic structure will be effected in a much more dramatic way than harmonically starved sounds.
Having more notches, i.e. a greater "notch-density", should produce an even more intense effect.
This increase in notch density may be achieved by having a number of modulating delay lines, all set at the same rate, but different depths. Setting the depths proportionately results in a more pleasing effect. - Analog Noise
-
An often characteristic effect of flanging is the sound of system noise being flanged.
Various pieces of analog gear add noise to the signal, and when this noise passes through a flanger, you can hear the noise "whooshing".
In Kurzweil instruments, the noise level is very low, and in fact if no sound is being played, there is no noise at all at this point in the signal chain.
To recreate the effect of system noise flanging, white noise may be added to the input of the flanger signal (Flanger 2 only).
Since white noise has a lot of high frequency content and may sound too bright, it may be tamed with a first-order lowpass filter.
Flanger 1
Effects Size : 1
xxxxxxxxxxx
225 Big Slow Flange |
231 Wetlip Flange |
249 CacophonousFlng |
226 Squeeze Flange |
235 Ned Flangers |
495 Dr. Who |
228 Throaty Flange |
236 Wispy Flange |
229 PsuedoAnaGtrFlng |
246 Gulp Flange |
230 Flanger Double |
247 Splat Flange |
Flanger 2
Effects Size : 2
xxxxxxxxxxx
232 Simply Flange |
234 Soft Edge Flange |
233 Analog Flanger |
245 Stereo Flanger |
Wet/Dry |
-100 to 100 % wet
Negative values polarity invert the wet signal. |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
Fdbk Level |
-100 to 100 % |
||
Xcouple |
-100 to 100 %
|
||
HF Damping |
8 to 25088 Hz |
||
LFO Tempo |
System, 1 to 255 BPM |
||
LFO Period |
1/24 to 32 bts
|
||
Noise Gain |
Off, -79.0 to -30.0 dB The amount of noise (dB relative to full scale) to add to the input signal. In many flangers, you can hear the noise floor of the signal being flanged, but with low-noise instruments, if there is no input signal, there is no noise floor unless it is explicitly added. |
||
Noise LP |
8 to 25088 Hz
The cut-off frequency of a one pole lowpass filter acting on the noise injection signal. The lowpass removes high frequencies from an otherwise pure white noise signal. |
||
StatDlyCrs |
0.0 to 228.0 ms |
||
StatDlyFin |
-127 to 127 samp |
||
StatDlyLvl |
-100 to 100 % |
||
Xcurs1 Crs |
0.0 to 228.0 ms |
||
Xcurs1 Fin |
-127 to 127 samp |
||
Dly1 Crs |
0.0 to 228.0 ms
Since delays cannot be less than 0 ms in length, the this delay length will be increased if LFO excursion is larger than this delay length. TIP : For flanging the range 0 to 5 ms is most effective. This parameter is a coarse adjustment for the delay. |
||
Dly1 Fin |
-127 to 127 samp |
||
LFO1 Level |
-100 to 100 % |
||
LFO1 Phase |
0.0 to 360.0 deg |
||
L/R Phase |
0.0 to 360.0 deg |
Vocal Combination
Cut out noise during vocal silence.
Two combination algorithms are provided with vocal processing in mind. Both include a gate followed by a compressor and a reverb.
-
In Gate+Cmp[EQ]+Rvb, equalization is included as part of the compressor’s side-chain processing.
Side-chain equalization allows some interesting processing possibilities including “de-essing” (by boosting the treble in the side-chain). -
In Gate+Cmp<>EQ+Rvb, the equalization can be configured before or after the compressor.
- EQ
-
The EQ includes bass, treble and mid controls (gain and frequency for each plus width for the mid EQ).
- Gate
-
The gate allows you to cut out noise during vocal silence.
You must decide whether to gate based on left or right channels or to gate based on both channels (average magnitude).
Both the gate and compressor have their own side-chain processing paths.
For both the gate and compressor, side-chain input may be taken from either the left or right channels, or the average signal magnitude of the left and right channels may be selected using the GateSCInp or CompSCInp parameters.
The gate is the same as used in Gate.
- Reverb
-
The reverb is the same as used in MiniVerb.
You will find all the same controls and room settings.
Gate+Cmp[EQ]+Rvb
Effects Size : 4
xxxxxxxxxxx
110 Vocal Room |
111 Vocal Stage |
Gate+Cmp<>EQ+Rvb
Effects Size : 4
xxxxxxxxxxx
- - - - - - - - - - - - |
Out Gain |
Off, -79.0 to 24.0 dB |
|---|---|
GateIn/Out |
In or Out |
GateSCInp |
L, R, (L+R)/2 |
CompIn/Out |
In or Out |
CompSCInp |
L, R, (L+R)/2 |
FdbkComprs |
In or Out |
A→B cfg |
Cmp→EQ or EQ→Cmp |
Gate Thres |
-79.0 to 0.0 dB |
Gate Duck |
On or Off |
Gate Time |
25 to 3000 ms |
Gate Atk |
0.0 to 228.0 ms |
Gate Rel |
0 to 3000 ms |
GateSigDly |
0.0 to 25.0 ms |
Comp Atk |
0.0 to 228.0 ms |
Comp Rel |
0 to 3000 ms |
CompSmooth |
0.0 to 228.0 ms |
CompSigDly |
0.0 to 25.0ms |
Comp Ratio |
1.0:1 to 100:1, Inf:1
|
Comp Thres |
-79.0 to 0.0dB |
CompMakeUp |
Off, -79.0 to 24.0 dB |
|
The EQ parameters with names starting with CmpSC refer to EQ filters in the side-chain processing path of Gate+Cmp[EQ]+Rvb. The prefix is not used in Gate+Cmp<>EQ+Rvb where the EQ is in the main signal path. |
CmpSCBassG |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
|
||||
|---|---|---|---|---|---|
CmpSCBassF |
8 to 25088 Hz |
||||
CmpSCTrebG |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
|
||||
CmpSCTrebF |
8 to 25088 Hz |
||||
CmpSCMidG |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
|
||||
CmpSCMidF |
8 to 25088 Hz |
||||
CmpSCMidW |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
||||
Reverb W/D |
0 to 100 %wet |
||||
Rv PreDly L/R |
0 to 620 ms |
||||
Rv Time |
0.5 to 30.0 s, Inf |
||||
Rv Type |
Booth1, Booth2, Booth3, Room1, Room2, Room3, Chamber1, Chamber2, Chamber 3, Plate1, Plate2, Hall1, Hall2, Hall3, Hall4, Large1, Large 2, Large3, Large4
Smaller Rv Types will sound best with shorter Rv Times, and vice versa.
|
||||
Rv HF Damp |
8 to 25088 Hz |
||||
Rv DiffScl |
0.00 to 2.00x |
||||
Rv SizeScl |
0.00 to 4.00x |
||||
Rv Density |
0.00 to 4.00x |
Gate
Signal gating
A gate behaves like an on off switch for a signal.
One or both input channels is used to control whether the switch is on (gate is open) or off (gate is closed).
The on/off control is called “side chain” processing. You select which of the two input channels or both is used for side chain processing.
When you select both channels, the sum of the left and right input amplitudes is used.
The gate is opened when the side chain amplitude rises above a level that you specify with the Threshold parameter.
- Stereo / Mono Effect
-
Gate and Gate w/SC EQ perform stand-alone gate processing and can be configured as a stereo or mono effects.
As a stereo effect, the stereo signal gates itself based on its amplitude. As a mono effect, you can use one mono input signal to gate a second mono input signal (or one channel can gate itself).
Separate output gain and panning for both channels is provided for improved mono processing flexibility.
- ReTrigger
-
Gate w/SC EQ will behave differently depending on whether the Retrigger parameter is set to Off or On.
For the simpler Gate, there is no Retrigger parameter, and it is as if Retrigger is always On.- On
-
If Retrigger is On, the gate will stay open for as long as the side chain signal is above the threshold.
When the signal drops below the threshold, the gate will remain open for the time set with the Gate Time parameter.
At the end of the Gate Time, the gate closes.
When the signal rises above threshold, it opens again.
What is happening is that the gate timer is being constantly retriggered while the signal is above threshold.
| You will typically use the gate with Retrigger set to on for percussive sounds. |
- Off
-
If Retrigger is Off (Gate w/SC EQ only), then the gate will open when the side chain signal rises above threshold as before.
The gate will then close as soon as the gate time has elapsed, whether or not the signal is still above threshold.
The gate will not open again until the envelope of the side chain signal falls below the threshold and rises above threshold again.
Since an envelope follower is used, you can control how fast the envelope follows the signal with the Env Time parameter.
Retrigger set to Off is useful for gating sustained sounds or where you need precise control of how long the gate should remain open.
- Ducking
-
If Ducking is turned On, then the behavior of the gate is reversed.
The gate is open while the side chain signal is below threshold, and it closes when the signal rises above threshold. - Atk Time and Rel Time
-
If the gate opened and closed instantaneously, you would hear a large digital click, like a big knife switch was being thrown.
Obviously that’s not a good idea, so Atk Time (attack) and Rel Time (release) parameters are use to set the times for the gate to open and close.
More precisely, depending on whether Ducking is off or on, Atk Time sets how fast the gate opens or closes when the side chain signal rises above the threshold.
The Rel Time sets how fast the gate closes or opens after the gate timer has elapsed. - Signal Dly
-
The Signal Dly parameter delays the signal being gated, but does not delay the side chain signal.
By delaying the main signal relative to the side chain signal, you can open the gate just before the main signal rises above threshold.
It’s a little like being able to pick up the telephone before it rings! - Bass / Parametric & Treble Filter
-
For Gate w/SC EQ (not the simpler Gate), filtering can be done on the side chain signal.
There are controls for a bass shelf filter, a treble shelf filter and a parametric (mid) filter.
By filtering the side chain, you can control the sensitivity of the gate to different frequencies.
For example, you can have the gate open only if high frequencies are present, or only if low frequencies are present.
Gate
Effects Size : 1
xxx
340 Simple Gate |
Gate w/SC EQ
Effects Size : 2
xxx
341 Gate w/SC EQ |
In/Out |
In or Out |
|---|---|
L/R Out Gain |
Off, -79.0 to 24.0 dB |
L/R Pan |
-100 to 100 % This can be useful when the gate is used as a mono effect, and you don’t want to hear one of the input channels, but you want your mono output panned to stereo.
|
SC Input |
L, R or (L+R)/2 |
Threshold |
-79.0 to 0.0 dB |
Ducking |
On or Off |
Env Time |
[blue]_ 0 to 3000 ms_ |
Gate Time |
0 to 3000 ms |
Atk Time |
0.0 to 228.0 ms |
Rel Time |
0 to 3000 ms |
Signal Dly |
0.0 to 25.0 ms |
| Gate w/SC EQ Parameters |
Retrigger |
On or Off |
|---|---|
SCBassGain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
|
SCBassFreq |
8 to 25088 Hz |
SCTrebGain |
-79.0 to 24.0 dB Every increase of 6 dB approximately doubles the amplitude of the signal.
|
SCTrebFreq |
8 to 25088 Hz |
SCMidGain |
-79.0 to 24.0 dB |
SCMidFreq |
8 to 25088 Hz |
SCMidWidth |
0.010 to 5.000 oct You specify the bandwidth in octaves.
|
Phasers
A variety of single notch/bandpass phasers
A simple phaser is an algorithm that produces a vague swishing or phasey effect.
When the phaser signal is combined with the dry input signal or the phaser is fed back on itself, peaks and/or notches can be produced in the filter response making the effect much more pronounced.
- Allpass Filter
-
A phaser uses a special filter called an allpass filter to modify the phase response of a signal’s spectrum without changing the amplitude of the spectrum.
Okay, that was a bit of a mouthful—so what does it mean? As the term “allpass filter” suggests, the filter by itself does not change the amplitude response of a signal passing through it.
An allpass filter does not cut or boost any frequencies.
An allpass filter does cause some frequencies to be delayed a little in time, and this small time shift is also known as a phase change.
The frequency where the phase change has its greatest effect is a parameter that you can control.
By modulating the frequency of the phaser, you get the swishy phaser sound.
| With a modulation rate of around 6 Hz, an effect similar to vibrato may be obtained, but only in a limited range of filter frequencies. |
By adding the phaser output to the dry input using, for example, a Wet/Dry parameter, you can produced peaks and notches in the frequency response.
At frequencies where the phaser is “in phase” with the dry signal, the signal level doubles (or there is a 6 dB level increase approximately).
At frequencies where the phaser and dry signals are “out of phase,” the two signals cancel each other out and there is a notch in the frequency response. You can get a complete notch when Wet/Dry is set to 50%.
If subtraction is used instead of addition by setting Wet/Dry to -50%, then the notches become peaks and the peaks become notches.
- LFOs
-
Most of the phaser algorithms presented here have built in low frequency oscillators (LFOs) to generate the motion of the phasers.
In the case of Manual Phaser, the phaser motion is left to you. - Feedback
-
Some of the phaser algorithms have feedback.
When feedback is used, it can greatly exaggerate the peaks and notches, producing a much more resonant sound.
LFO Phaser
Effects Size : 1
xxx
251 Circles |
256 Fast&Slow Phaser |
LFO Phaser is a simple phaser algorithm with Wet/Dry and Fdbk Level parameters.
- LFOs
-
Two LFOs are used to control the filter frequency and the depth of the resulting notch.
You can control the depths, rates, and phases of both the LFOs.
The algorithm is stereo so the relative phases of the LFOs for the left and right channels can be set. - Filter Frequency
-
When setting the LFO which controls the filter frequency, you specify the center frequency around which the LFO will modulate and the depth of the LFO.
The depth specifies how many cents (hundredths of a semitone) to move the filter frequency up and down. - NotchDepth
-
The NotchDepth parameter provides an alternative way of combining wet and dry phaser signals to produce a notch.
In this case the parameter specifies the depth of the notch in decibels (dB).
The depth of the notch can be modulated with the notch LFO.
The notch LFO is completely independent of the frequency LFO.
The rates of the LFOs may be different.
The relative phases of the notch and frequency LFOs (N/F Phase) only has meaning when the LFOs are running at the same rate.
| As with all LFO phases, it is not recommended to directly modulate the phase settings with an FXMod. |
LFO Phaser Twin
Effects Size : 1
xxx
250 Slow Deep Phaser |
254 Fast Phaser |
LFO Phaser Twin produces a pair of notches separated by a spectral peak.
The center frequency parameter sets the frequency of the center peak. Like LFO Phaser, the filter frequency can be modulated with a built in LFO.
The Notch/Dry parameter produces a pair of notches when set to 100%.
The output signal is dry when set to 0% and at 200%, the signal is a pure (wet) allpass response.
| LFO Phaser Twin does not have Out Gain or feedback parameters. |
SingleLFO Phaser
Effects Size : 1
xxx
252 Saucepan Phaser |
257 Wawawawawawawawa |
258 Slow Swish Phase |
SingleLFO Phaser is identical to LFO Phaser except that the notch and frequency LFOs always run at the same rate.
Wet/Dry |
0 to 100 %wet |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Level |
-100 to 100 % |
LFO Rate |
0.00 to 10.00 Hz |
CenterFreq |
8 to 25088 Hz |
FLFO Depth |
0 to 5400 ct |
FLFO Rate |
0.00 to 10.00 Hz |
FLFO LRPhs |
0.0 to 360.0 deg |
NotchDepth |
-79.0 to 6.0 dB |
NLFO Depth |
0 to 100 % |
NLFO Rate |
0.00 to 10.00 Hz |
NLFO LRPhs |
0.0 to 360.0 deg |
N/F Phase |
0.0 to 360.0 deg |
VibratoPhaser
Effects Size : 1
xxx
253 ThunderPhaser |
255 Vibrato Phaser |
VibratoPhaser has a couple of interesting twists.
The bandwidth of the phaser filter can be adjusted exactly like a parametric EQ filter.
The In Width controls how the stereo input signal is routed through the effect.
At 100% In Width, left input is processed to the left output, and right to right.
Lower In Width values narrow the input stereo field until at 0%, the processing is mono.
Negative values reverse left and right channels.
The dry signal is not affected by In Width.
-
50% Wet/Dry will produce a full notch.
-
-50% Wet/Dry you get a bandpass.
Wet/Dry |
-100 to 100 %wet
100% is a pure allpass filter (no amplitude changes, but a strong phase response). |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
CenterFreq |
8 to 25088 Hz |
Bandwidth |
0.010 to 5.000 oct |
LFO Depth |
0 to 100 % |
LFO Rate |
0.00 to 10.00 Hz |
L/R Phase |
0.0 to 360.0 deg |
In Width |
-100 to 100 % |
Manual Phaser
Effects Size : 1
xxx
260 Static Phaser 1 |
261 Static Phaser 2 |
262 Static Phaser 3 |
263 Static Phaser 4 |
Manual Phaser leaves the phaser motion up to you, so it has no built in LFOs.
- Manual Phaser has a Notch/BP parameter
-
-
Notch at the center frequency when Wet/Dry is set to - 100%
-
Resonant Bandpass at the center frequency when Wet/Dry is set to 100%.
-
At 0% the signal is dry.
-
To get phaser motion, you have to change the filter center frequencies (left and right channels) yourself. The best way to do this is with an FXMod.
There are also feedback parameters for the left and right channels.
Notch/BP |
0 to 200 % |
||
|---|---|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
||
L Feedback |
-100 to 100 % |
||
L Ctr Freq |
8 to 25088 Hz
|
Rotary
Rotating speaker emulations
| Hammond B3®, Hammond®, Leslie® are all Registered Trade Marks of Suzuki Musical Instrument Corporation |
The rotary algorithms contain multiple effects designed for the Hammond B3 emulation (KB3 mode).
These effects may include the Hammond vibrato/chorus, amplifier distortion, cabinet emulation and rotating speaker (Leslie).
A variety of rotating speaker algorithms have been designed to deal with different circumstances. Some of the algorithms are designed to trade off features or model quality to allow the rotating speaker model to work in fewer effects units.
- Vibrato / Chorus
-
The first effect in the chain is often the Hammond vibrato/chorus algorithm.
The vibrato/chorus has six settings which are the same as those used in the Hammond B3:-
Vibrato settings (V1, V2, V3)
-
Chorus settings (C1, C2, C3)
-
- Vibrato / Chorus Modelling
-
In VC+Dist+Rotor 4 and VC+Tube+Rotor 4, the vibrato chorus has been carefully modeled after the electromechanical vibrato/chorus in the B3.
The vibrato/chorus in the other smaller algorithms use a conventional design, which has been set to match the B3 sound as closely as possible, but does not quite have the same character as the fully modeled vibrato/chorus. - Rotating Speaker
-
The final section of each of the rotary algorithms is the rotating speaker routine.
The various algorithms may trade off some features of the rotating speaker routine and the tradeoffs will be discussed for each algorithm separately.- How a Rotating Speaker works
-
The rotating speaker has separately controllable tweeter and woofer drivers.
The signal is split into high and low frequency bands and the two bands are run through separate rotors.
The upper and lower rotors each have a one or two virtual microphones which can be positioned at varying positions (angles) around the rotors.
An angle of 0° is loosely defined as the front of the speaker.
You can also control the levels and left-right panning of each virtual microphone.
- Cabinet Filter
-
The signal is then passed through a final cabinet filter to simulate the band-limiting effect of the speaker cabinet.
The cabinet filter is often a simple lowpass filter.
- Cross-over Frequency
-
For the rotating speakers, you can control the cross-over frequency of the high and low frequency bands (the frequency where the high and low frequencies get separated).
The rotating speakers for the high and low frequencies have their own controls.
For both, the rotation speed, the effective driver size and tremolo can be set.
The effective driver size is the radius of the path followed by the speaker relative to its center of rotation.
- Doppler Shift
-
This parameter is used to calculate the resulting Doppler shift of the moving speaker.
Doppler shift is the pitch shift that occurs when a sound source moves toward or away from you the listener.
| In a rotating speaker, the Doppler shift will sound like vibrato. |
- Acoustic Shadowing
-
As well as Doppler shift, there will be some acoustic shadowing as the speaker is alternately pointed away from you and toward you.
The shadowing is simulated with a tremolo over which you can control the tremolo depth and “width.”
The high frequency driver (rotating horn) will have a narrower acoustic beam width (dispersion) than the low frequency driver, and the widths of both may be adjusted.
Negative microphone angles take a longer time to respond to tremolo changes than positive microphone angles.
| It can take up to one full speaker rotation before you hear changes to tremolo when parameter values are changed. |
- Resonance
-
You can control resonant modes within the rotating speaker cabinet with the Lo and Hi Resonate parameters.
For a realistic rotating speaker, the resonance level and delay excursion should be set quite low.
High levels will give wild pitch shifting. - Rotation Speeds
-
The rotating speaker algorithms give you a great deal of control over the rotation speeds.
The direction of rotation (clockwise or counter-clockwise) can be set.
A rotating speaker generally has two rotation speeds: fast or slow.
There is also a Brake parameter to stop the speakers from rotating.
You can set the fast and slow rotation rates in Hz for both the high and low frequency speakers.
When you switch between the fast speed and slow speed, the rotating speaker takes time to ramp the speed up or down, just like a real rotating speaker.
The time to ramp from slow to fast can be set and a different time can be set for fast to slow.
The low frequency speaker can work in three modes:-
Normal
-
NoAccel
-
Stopped
-
- Acceleration Curve
-
Finally, the shape of the acceleration itself can be controlled.
The acceleration curve parameter produces a constant acceleration (linear change of speed) when set to 0%.
At the most negative settings, the speed will overshoot the fast rate before settling down (acceleration goes negative when approaching the fast speed).-
Positive settings, acceleration is slow at slow speed and speeds up for fast speeds.
-
Negative settings, acceleration is fast at slow speeds, then slows down at fast speeds.
-
Vibrato |
Distortion |
Mic |
Cabinet |
Acoustic |
Effects |
|
|---|---|---|---|---|---|---|
VibChor+Rotor 2 |
Simplified |
No |
4 |
Low |
Yes |
2 |
Distort + Rotary |
No |
Yes |
- |
Both |
No |
2 |
VC+Dist+HiLoRotr |
Yes |
Simple |
2 *No High/Low |
- |
Yes *Fixed Low |
2 |
VC+Dist+1Rotor 2 |
Yes |
Yes |
2 *No High/Low |
Low |
Yes *Paired |
2 |
VC+Dist+HiLoRot2 |
Yes |
Yes |
2 *No High/Low |
- |
No |
2 |
Rotor 1 |
No |
No |
2 *No High/Low |
Low |
Yes *Paired |
1 |
VC+Dist+Rotor 4 |
Yes |
Yes |
4 |
Low |
Yes |
4 |
KB3a |
Yes |
No |
- |
Both |
No |
4 |
KB3b |
No |
Yes |
4 |
- |
Yes |
4 |
VibChor+Rotor 2
Effects Size : 2
xxxx
280 CleanRotors fast |
282 CleanRotors f C1 |
284 CleanRotors f Hi |
281 CleanRotors slow |
283 CleanRotors f V1 |
285 CleanRotors s Hi |
Algorithm VibChor+Rotor 2 is similar in design to VC+Dist+Rotor 4 but lacks the distortion section and uses a simplified vibrato/chorus model.
Distort + Rotary
Effects Size : 2
xxxx
286 SlightDstRotor f |
287 SlightDstRotor s |
Algorithm Distort + Rotary models an amplifier distortion followed by a rotating speaker.
The rotating speaker has separately controllable tweeter and woofer drivers.
The algorithm has three main sections.
-
First, the input stereo signal is summed to mono and may be distorted by a tube amplifier simulation (see Mono Distortion for details).
-
The signal is then passed into the rotator section where it is split into high and low frequency bands and the two bands are run through separate rotators.
The two bands are recombined and measured at two positions, spaced by a controllable relative angle (microphone simulation) to obtain a stereo signal again. -
Finally the signal is passed through a speaker cabinet simulation.
VC+Dist+HiLoRotr
Effects Size : 2
xxxx
288 DirtyRotors fast |
289 DirtyRotors slow |
Algorithm VC+Dist+HiLoRotr gives you a model of the Hammond vibrato/chorus, distortion and the band splitting for high and low frequency drivers.
To pack all this into a 2 unit algorithm, a few sacrifices had to be made to the list of parameters for the rotating speaker model.
So what’s missing?
The resonance controls for the low frequency driver are gone.
There is no control of the acoustic beam width for the low driver.
The microphone panning is gone and there is a single microphone level control for the A and B microphones.
The distortion used is a smaller version of PolyDistort + EQ.
Even with fewer features, this algorithm gives a convincing Leslie effect while allowing space for more algorithms.
VC+Dist+1Rotor 2
Effects Size : 2
xxxx
290 MoreDistRotor f |
291 MoreDistRotor s |
Algorithm VC+Dist+1Rotor 2 models a single rotating speaker in a 2 unit algorithm.
In other respects the algorithm is quite full featured and includes:
Hammond vibrato/chorus model
distortion
full control of the rotating speaker model (speed, size for Doppler shift, tremolo, acoustic beam width, cabinet resonance)
microphone positions
panning
You get all the features, but only for one driver.
The signal does not get split into a high band and low band and passed through separate drivers.
VC+Dist+HiLoRotr2
Effects Size : 2
xxxx
292 HeavyDistRotor f |
293 HeavyDistRotor s |
Algorithm VC+Dist+HiLoRot2 makes different tradeoffs than Algorithm VC+Dist+HiLoRotr.
The distortion is the same as used in Algorithm Mono Distortion.
This distortion uses more processor resources than the PolyDistort + EQ, so VC+Dist+HiLoRot2 does not include the acoustic beam width control for either the high or low frequency drivers.
The signal flow is the same as VC+Dist+HiLoRotr.
Rotor 1
Effects Size : 1
Rotating speaker model on a budget
294 Res Rotor1 fast |
295 Res Rotor1 slow |
Rotor 1 most attractive feature is its compact small size.
However, a few things had to be scaled back:
No vibrato/chorus model
No distortion control
There is only a single rotating driver rather than a pair for high and low frequency bands.
Aside from these omissions, the rotating speaker model is quite full featured.
It includes full control of the rotating speaker including speed, size for Doppler shift, tremolo, acoustic beam width, cabinet lowpass filter and resonance and full microphone control for two microphone positions.
VC+Dist+Rotor 4
Effects Size : 4
xxx
296 FullRotors4 fast |
297 FullRotors4 slow |
VC+Dist+Rotor 4 begins with the full vibrato/chorus model and is followed by amplifier distortion (see Mono Distortion).
The distortion is followed by the rotating speaker model and a cabinet lowpass filter.
KB3a
Previously known as "Big KB3" in K25/K26/KSP8 models
Effects Size : 4
xxx
298 VibChorStortCab |
580 VibChorCabT |
KB3b
Effects Size : 3
xxx
299 Hi Lo Roto KB3 |
In/Out |
In or Out |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
VibChInOut |
In or Out |
Vib/Chor |
V1, V2, V3, C1, C2, C3. |
Roto InOut |
In or Out |
Dist Curve |
0.0 to 96.0 dB
|
DistWarmth |
8 to 25088 Hz |
DistLPFreq |
8 to 25088 Hz |
Cabinet LP |
8 to 25088 Hz |
Xover |
8 to 25088 Hz |
Lo Xover |
8 to 25088 Hz |
Hi Xover |
8 to 25088 Hz |
Speed |
Slow or Fast |
Brake |
On or Off |
Lo Mode |
Normal, NoAccel, Stopped
|
Dist Drive |
0 to 96 dB |
Lo Slow |
0.00 to 2.00 Hz |
Lo Fast |
3.00 to 10.00 Hz |
LoSlow>Fst |
0.10 to 10.00 s |
LoFst>Slow |
0.10 to 10.00 s |
Lo Gain |
Off, -79.0 to 24.0 dB |
Lo Size |
0 to 250 mm |
Lo Trem |
0 to 100% |
Lo Beam W |
45.0 to 360.0 deg |
Hi Gain |
Off, -79.0 to 24.0 dB |
Hi Size |
0 to 250 mm |
Hi Trem |
0 to 100% |
Hi Beam W |
45.0 to 360.0 deg |
Lo HP |
8 to 25088 Hz |
Hi LP |
8 to 25088 Hz |
Mic Pos |
?? |
Mic A Lvl |
0 to 100% |
Mic A Pos |
-180.0 to 180.0 deg |
LoAccelCrv |
-100 to 100%
|
LoSpinDir |
CW or CCW |
LoResonate |
0 to 100% |
Lo Res Dly |
10 to 2550 samp |
LoResXcurs |
0 to 510 samp |
HiResonate |
0 to 100% |
Hi Res Dly |
10 to 2550 samp |
HiResXcurs |
0 to 510 samp |
ResH/LPhs |
0.0 to 360.0 deg |
Chorus
Chorusing is an effect that gives the illusion of multiple voices playing in unison.
The effect is achieved by detuning copies of the original signal and summing the detuned copies back with the original. Low-frequency oscillators (LFOs) are used modulate the positions of output taps from a delay line. The delay line tap modulation causes the pitch of the signal to shift up and down, producing the required detuning.
The choruses are available as stereo or dual mono.
The stereo choruses have the parameters for the left and right channels ganged.
Chorus 2 is multi-tapped delay (3 taps) based chorus effect with cross-coupling and individual output tap panning.
The dual mono choruses are like the stereo choruses but have separate left and right controls. Dual mono choruses also allow you to pan the delay taps between left or right outputs. The left and right channels pass through their own chorus blocks and there may be cross-coupling between the channels.
Chorus 1 has one delay tap.
For Chorus 2 and Dual Chorus 2, each channel has three moving taps which are summed, while Chorus 1 and Dual Chorus 1 have one moving tap for both channels. For the dual mono choruses you can pan the taps to left or right. The summed taps (or the single tap of Chorus 1) is used for the wet output signal. The summed tap outputs, weighted by their level controls, are used for feedback back to the delay line input. The input and feedback signals go through a one pole lowpass filter (HF Damping) before going entering the delay line.
The Wet/Dry control is an equal power crossfade.
| The Output Gain parameters affects both wet and dry signals. |
For each of the LFO tapped delay lines, you may set the tap levels, the left/right pan position, delays of the modulating delay lines, the rates of the LFO cycles, and the maximum depths of the pitch detuning. The LFOs detune the pitch of signal copies above and below the original pitch. The depth units are in cents, and there are 100 cents in a semitone.
In the stereo Chorus 1 and Chorus 2, the relative phases of the LFOs modulating the left and right channels may be adjusted. The settings of the LFO rates and the LFO depths determine how far the LFOs will sweep across their delay lines from the shortest delays to the longest delays (the LFO excursions). The Tap delays specify the average amount of delay of the LFO modulated delay lines, or in other words the delay to the center of the LFO excursion. The center of LFO excursion can not move smoothly. Changing the center of LFO excursion creates discontinuities in the tapped signal. It is therefore a good idea to adjust the Tap Dly parameter to a reasonable setting (one which gives enough delay for the maximum LFO excursion), then leave it.
Modulating Tap Dly will produce unwanted zipper noise. If you increase the LFO modulation depth or reduce the LFO rate to a point where the LFO excursion exceeds the specified Tap Dly, the center of LFO excursion will be moved up, and again cause signal discontinuities. However, if enough Tap Dly is specified, Depth and Rate will be modulated smoothly.
As the LFOs sweep across the delay lines, the signal will change pitch. The pitch will change with a triangular envelope (rise-fall-rise-fall) or with a trapezoidal envelope (rise-hold-fall-hold). You can choose the pitch envelope with the Pitch Env parameter. Unfortunately rate and depth cannot be smoothly modulated when Pitch Env is set to Trapzoid.
Chorus 1
Effects Size : 1
xxxxxxx
210 Sm Stereo Chorus |
Chorus 2
Effects Size : 2
211 Lg Stereo Chorus |
213 Dense Gtr Chorus |
Dual Chorus 1
Effects Size : 1
200 Basic Chorus |
203 Ordinary Chorus |
206 Everyday Chorus |
201 Smooth Chorus |
204 SlowSpinChorus |
215 Bass Chorus |
202 Chorusier |
205 Chorus Morris |
Dual Chorus 2
Effects Size : 2
207 Thick Chorus |
216 Stereo Chorus |
208 Soft Chorus |
218 Wide Chorus |
209 Rock Chorus |
Wet/Dry |
-100 to 100%wet
Negative values polarity invert the wet signal. |
|---|---|
Out Gain |
Off, -79.0 to 24.0 dB |
Fdbk Lvl |
-100 to 100% |
Xcouple |
0 to 100%
|
HF Damping |
16 Hz to 25088 Hz |
Pitch Env |
Triangle or Trapzoid |
Tap Lvl |
-100 to 100 % |
Tap Pan |
-100 to 100 % |
LFO Rate |
0.01 to 10.00 Hz |
LFO Depth |
0.0 to 50.0 ct |
Tap Dly |
0.0 to 1000.0 ms |
L/R Phase |
0.0 to 360.0 deg |
Kurzweil String Resonance (KSR)
Introducing Sympathetic Vibration
When you play a chord on an acoustic piano and hold down the keys while the notes decay, the dampers on the corresponding strings remain up, and you hear a particular set of harmonics that evolve from the undamped strings.
You don’t hear any significant harmonics from the other strings.
If you play the same chord and hold it with the sustain pedal, you’ll hear a much different, richer set of harmonics as the notes decay.
That’s because all the strings are undamped, and each string gradually begins to vibrate at its resonant frequency, in response to the vibrations of the strings struck by the hammers.
This phenomenon is called sympathetic vibration, and is an important component of the sound of an acoustic piano.
The most noticeable of these sympathetic vibrations come from the strings whose fundamental pitches match the harmonics of the strings that were struck by the hammers.
To create a more realistic acoustic piano sound, Kurzweil sound engineers have developed special effects settings that imitate sympathetic vibrations called Kurzweil String Resonance (KSR).
Kurzweil String Resonance (KSR)
Kurzweil String Resonance (KSR) is the new piano string resonance emulation.
The String Resonance parameter works in conjunction with the FX preset 600 String Resonance to emulate the sound of strings resonating in an acoustic piano.
When combined, these two components create KSR (Kurzweil String Resonance).
When a layer has the String Resonance parameter set to On, the FX preset 600 String Resonance monitors which keys are being held on that layer and uses them to tune the algorithm in the FX preset.
Any audio that passes though the FX preset while these keys are held will cause emulated strings to resonate based on this tuning.
String Resonance
Effects Size : 4
Sympathetic vibration to emulate an acoustic piano
600 String Resonance |
Combination Effects "+"
Serial or Parallel 2/3 unit combination effects
These algorithms are built from a combination of 2 or 3 algorithms allowing serial or parallel routings between any 2 effects.
Signal Routing for 2 effects
-
Chorus+Delay
-
Chorus+4Tap
-
Flange+Delay
-
Flange+4Tap
The algorithms with 2 effects can be arranged in series or parallel.
Effect A and B are respectively designated as the first and second listed effects in the algorithm name.
The output of effect A is wired to the input of effect B, and the input into effect B is a mix of effect A and the algorithm input dry signal.
|
The effect B input mix is controlled by a parameter A/Dry>B. where A is effect A, and B is effect B. For example, in Chorus+Delay, the parameter name is Ch/Dry>Dly. |
The value functions much like a wet/dry mix where 0% means that only the algorithm input dry signal is fed into effect B (putting the effects in parallel), and 100% means only the output of effect A is fed into effect B (putting the effects in series).
- Mix
-
Both effect A and B outputs are mixed at the algorithm output to become the wet signal.
These mix levels are controlled with the 2 parameters that begin with “Mix.”
These allow only one or both effect outputs to be heard.
Negative mix amounts polarity invert the signal which can change the character of each effect when mixed together or with the dry signal. - Wet/Dry
-
The Wet/Dry parameter adjusts the balance between the sum of both effects determined by the Mix parameters, and the input dry signal.
Negative Wet/Dry values polarity invert the summed wet signal relative to dry.
Wet/Dry |
-100 to 100% |
Out Gain |
Off; -79.0 to 24.0 dB |
|---|---|---|---|
Mix Effect |
-100 to 100% |
||
Mix Effect |
-100 to 100% |
||
A/Dry→B |
0 to 100% |
- Mix Effect
-
Adjusts the amount of each effect that is mixed together as the algorithm wet signal.
Negative values polarity-invert that particular signal. - A/Dry→B
-
This parameter controls how much of the A effect is mixed with dry and fed into the B effect.
A and B are designated in the algorithm name.
This control functions like a wet/dry mix-
0% is completely dry
-
100% is effect A only
-
Signal Routing for 3 effects
-
Chor+Dly+Reverb
-
Flan+Dly+Reverb
-
Pitcher+Chor+Dly
-
Pitcher+Flan+Dly
The algorithms listed above with three effects allow serial or parallel routing between any three effects.
Effect A is wired to the input of effect B and C, and effect B is wired into effect C.
The input of effect B is a mix between effect A and the algorithm dry input.
The input into effect C is a three-way mix between effect A, effect B, and the dry signal.
|
As in the two-effect routing, the input of effect B is controlled by a parameter A/Dry>B. For example, in Chor+Dly+Reverb, the parameter name is Ch/Dry>Dly. |
The input into effect C is controlled by two parameters named A/B →* and */Dry→C where A, B, and C correspond to the names of effects A, B, and C.
The first parameter mixes effect A and B into a temporary buffer represented by the symbol "*".
The second parameter mixes this temporary buffer "*" with the dry signal to be fed into effect C.
These mixing controls function similarly to Wet/Dry parameters.
A setting of 0% only mixes the effect to the right of the "/" in the parameter name, while 100% only mixes the effect to the left of the "/".
Negative values polarity-invert the numerator’s signal.
- Mix
-
Effects A, B, and C outputs are mixed at the algorithm output to become the wet signal.
Separate mixing levels are provided for left and right channels, and are named L Mix or R Mix.
Negative mix amounts polarity-invert the signal which can change the character of each effect when mixed together or with the dry signal. - Wet/Dry
-
The Wet/Dry parameter adjusts the balance between the sum of all effects determined by the Mix parameters, and the input dry signal.
Negative Wet/Dry values polarity-invert the summed wet signal relative to dry.
Wet/Dry |
-100 to 100% |
Out Gain |
Off; -79.0 to 24.0 dB |
|---|---|---|---|
L Mix Effect A |
-100 to 100% |
R Mix Effect A |
-100 to 100% |
L Mix Effect B |
-100 to 100% |
R Mix Effect B |
-100 to 100% |
L Mix Effect C |
-100 to 100% |
R Mix Effect C |
-100 to 100% |
A/Dry>B |
-100 to 100% |
|---|---|
A/B →* |
-100 to 100% |
*/Dry→C |
-100 to 100% |
- L Mix Effect, R Mix Effect
-
Adjusts the amount of each effect that is mixed together as the algorithm wet signal.
Separate left and right controls are provided.
Negative values polarity-invert that particular signal. - A/Dry>B
-
This parameter controls how much of the A effect is mixed with dry and fed into the B effect.
A and B are designated in the algorithm name.
This control functions like a wet/dry mix:-
0% is completely dry
-
100% is effect A only
-
- A/B →*
-
This parameter is first of two parameters that control what is fed into effect C.
This adjusts how much of the effect A is mixed with effect B, the result of which is represented as the symbol "*".
Negative values polarity-invert the A effect.-
0% is completely B effect
-
100% is completely A effect
-
- */Dry→C
-
This parameter is the second of two parameters that control whet is fed into effect C.
This adjusts how much of the "*" signal (sum of effects A and B determined by A/B →*) is mixed with the dry signal and fed into effect C.-
0% is completely dry signal
-
100% is completely "*" signal.
-
Choruses
| A general description of chorus functionality can be found in the Choruses section. |
-
The choruses are basic 1-tap dual choruses.
-
Separate LFO controls are provided for each channel.
-
Slight variations between algorithms may exist.
-
Some algorithms offer separate left and right feedback controls,while some offer only one for both channels.
-
Also, cross-coupling and high frequency damping may be
offered in some and not in others. -
Parameters associated with chorus control begin with “Ch” in the parameter name.
Ch PtchEnv |
Triangle or Trapzoid |
Ch LRPhase |
0.0 to 360.0 deg |
|---|---|---|---|
Ch Rate L |
0.01 to 10.00 Hz |
Ch Rate R |
0.01 to 10.00 Hz |
Ch Depth L |
0.0 to 100 ct |
Ch Depth R |
0.0 to 100 ct |
Ch Delay L |
0.0 to 360.0 ms |
Ch Delay R |
0.0 to 360.0 ms |
Ch Fdbk |
-100 to 100 % |
||
Ch Xcouple |
0 to 100 % |
Ch HF Damp |
8 to 25088 Hz |
Flangers
| A general description of chorus functionality can be found in the Flangers section. |
-
The flangers are basic 1-tap dual flangers.
-
Separate LFO controls are provided for each channel.
-
Slight variations between algorithms may exist.
-
Some algorithms offer separate left and right feedback controls, while some offer only one for both channels.
-
Also, cross-coupling and high frequency damping may be
offered in some and not in others. -
Parameters associated with chorus control begin with “Fl” in the parameter name.
-
In addition to the LFO delay taps, some flangers may offer a static delay tap for creating through-zero flange effects. The maximum delay time for this tap is 230ms and is controlled by the Fl StatDly parameter. Its level is controlled by the Fl StatLvl parameter.
Fl Tempo |
System; 1 to 255 BPM |
Fl HF Damp |
8 to 25088 Hz |
|---|---|---|---|
Fl Rate |
0.01 to 10.00 Hz |
||
Fl Xcurs L |
0 to 230 ms |
Fl Xcurs R |
0 to 230 ms |
Fl Delay L |
0 to 230 ms |
Fl Delay R |
0 to 230 ms |
Fl Fdbk L |
-100 to 100 % |
Fl Fdbk R |
-100 to 100 % |
Fl Phase L |
0 to 360 deg |
Fl Phase R |
0 to 360 deg |
Fl HF Damp |
8 to 25088 Hz |
|---|---|
Fl Xcouple |
0 to 100 % |
Fl StatDly |
0 to 230 ms |
Fl StatLvl |
-100 to 100 % |
Delays
|
There is a limited amount of delay memory available (usually 1.5 seconds for these delays), selecting slow tempos and/or long delay lengths may cause you to run out of delay memory. At this point, each delay will pin at its maximum possible time. Because of this, when you slow down the tempo, you may find the delays lose their sync. |
-
Delay (Dly) is a basic tempo-based dual channel delay with added functionality, including image shifting, and high frequency damping.
-
Separate left and right controls are generally provided for delay time and feedback, and laser controls.
-
Parameters associated with delay in a combination algorithm begin with Dly.
-
The delay length for each channel is determined by Dly Tempo, expressed in beats per minute (BPM), and the delay length (Dly Time L and Dly Time R) of each channel is expressed in beats (bts).
-
The tempo alters both channel delay lengths together. With the tempo in beats per minute and delay lengths in beats, you can calculate the length of a delay in seconds as \(beats/tempo*60 (sec/min)\)
-
Delay regeneration is controlled by Dly Fdbk.
-
Separate left and right feedback control is generally
provided, but due to resource allocation, some delays in combinations may have a single control for both channels. -
Dly FBImag and Dly HFDamp are just like the HFDamp and Image parameters found in other algorithms. Not all delays in combination algorithms will have both of these parameters due to resource allocation.
Dly Time L |
0 to 32 bts |
Dly Time R |
0 to 32 bts |
|---|---|---|---|
Dly Fdbk L |
-100 to 100 % |
Dly Fdbk R |
-100 to 100 % |
Dly HFDamp |
0 to 32 bts |
Dly Imag |
-100 to 100 % |
Combination 4-Tap
-
Combination 4-Tap is a tempo based 4 tap delay with feedback used in combination algorithms.
-
Parameters associated with the 4 tap effect start with “4T.”
-
The control over the feedback tap and individual output taps is essentially the same as the 4-Tap Delay BPM algorithm, with the exception that the delay times will pin at the maximum delay time instead of automatically cutting their times in half.
4T Tempo |
System; 1 to 255 BPM |
|---|---|
4T LoopLen |
0 to 8 bts |
4T FB Lvl |
-100 to 100 % |
Tap1 Delay |
0 to 8 bts |
Tap3 Delay |
0 to 8 bts |
|---|---|---|---|
Tap1 Level |
-100 to 100 % |
Tap3 Level |
-100 to 100 % |
Tap1 Bal |
-100 to 100 % |
Tap3 Bal |
-100 to 100 % |
Tap2 Delay |
0 to 8 bts |
Tap4 Delay |
0 to 8 bts |
Tap2 Level |
-100 to 100 % |
Tap4 Level |
-100 to 100 % |
Tap2 Bal |
-100 to 100 % |
Tap4 Bal |
-100 to 100 % |
Reverbs
|
The reverbs offered in these combination effects is MiniVerb. Information about it can be found in the MiniVerb documentation. |
-
Parameters associated with this reverb begin with Rv.
Rv Type |
Hall1 |
||
|---|---|---|---|
Rv Time |
0.5 to 30.0 s; Inf |
||
Rv DiffScl |
0.00 to 2.00x |
Rv Density |
0.00 to 4.00x |
Rv SizeScl |
0.00 to 4.00x |
Rv HF Damp |
8 to 25088 Hz |
Rv PreDlyL |
0 to 620 ms |
Rv PreDlyR |
0 to 620 ms |
Chorus+Delay
Effects Size : 1
Combination Chorus and tempo Delay
217 Chorus Fastback |
402 Chorus & Echo |
428 SpeeChorusDeep |
400 BasicChorusDelay |
406 Doubler & Echo |
|
401 Chorus PanDelay |
418 FastChorusDouble |
Chorus+4Tap
Effects Size : 1
Combination Chorus and 4 tap tempo Delay
416 CrackedPorcelain |
Chor+Dly+Reverb
Effects Size : 2
Combination Chorus, tempo Delay and reverb
224 CDR for Lead Gtr |
417 Rich Delay |
444 Chor-Delay Booth |
403 CDR Lead |
422 DeepChorDlyHall |
445 Chor Tin Room |
404 CDR Lead 2 |
423 ClassicEP ChorRm |
446 Boiler Plate |
407 Chorus Booth |
437 Into The Abyss |
447 O.T.T. Pad |
408 ChorusSmallRoom |
438 BroadRevSlapback |
448 TheChorusCloset |
414 Flam Dly Bckgrnd |
439 Carlsbad Cavern |
|
415 CDHall Halo |
443 Cut it out!! CDR |
Pitcher+Chor+Dly
Effects Size : 2
Combination Pitcher, Chorus and tempo Delay
379 Pitcher+Chor+Dly |
Flange+Delay
Effects Size : 1
Combination Flanger and tempo Delay
450 Flange + Delay |
452 Slapback Flange |
486 FD Lead Madness |
451 ThroatyFlangeDly |
471 Flange Delay |
Flange+4Tap
Effects Size : 1
Combination Flange and 4-tap tempo Delay
459 Flange + 4Tap |
472 Mecha-Godzilla |
475 Drum&Bass FlgDly |
Flan+Dly+Reverb
Effects Size : 2
Combination Flange, tempo Delay and Reverb
456 Flange Dly 3-D |
466 Flange Room |
480 SyntheticRmFlg |
457 Fl Dl Large Hall |
470 Flange-Dly Hall |
487 Brite Rippleverb |
460 FlangeDelayHall |
473 Industro-Flange |
488 Rotary Club |
461 SloFlangeDlyRoom |
474 Panning FDRoom |
489 Flangey Hall |
463 FlangeDlyBigHall |
479 F-D Hall |
Pitcher+Flan+Dly
Effects Size : 2
Combination Pitcher, Flange and tempo Delay
380 Pitcher+Flng+Dly |
More Combination Effects "+"
Combination effect algorithms using time/frequency units instead of tempo
The algorithms listed here are identical in most respects to combination effects elsewhere documented.
The difference is that they do not use tempo features for setting delay line lengths or LFO rates.
Instead, delay line lengths are set in units of milliseconds (ms) for time, and LFO rates are set in units of Hertz (Hz) for frequency.
The difference for algorithms with “St” in the name is that they use stereo controls (ganged controls) rather than dual mono controls for the chorus and flange components of the algorithms.
St Chorus+Delay
Effects Size : 1
Stereo Chorus and Delay (ms)
221 PinchChorusDelay |
222 StChorus+Delay |
223 StChor+3vs2Delay |
406 St Chorus+Delay |
St Flange+Delay
Effects Size : 1
Stereo Flange and Delay (ms)
237 Crystal Flange |
242 StFlng+3vs2Delay |
244 DampedEchoFlange |
241 StFlange+Delay |
243 Singing Flanger |
492 Glacial Canyon |
Configurable Combinations "<>"
Signal Routing
Each of these combination algorithms offers two separate effects combined with flexible signal routing mechanism.
This mechanism allows the two effects to be either in series bidirectionally or in parallel.
This is done by first designating one effect “A,” and the other “B” where the output of effect A is always wired to effect B.
A and B are assigned with the A→B cfg parameter.
For example, when A→B cfg is set to Ch→Dly, then effect A is the chorus, and effect B is the delay, and the output of the chorus is wired to the input of the delay.
The amount of effect A fed into effect B is controlled by the A/Dry→B parameter.
This controls the balance between effect A output, and the algorithm dry input signal fed into effect B behaving much like a wet/dry mix.
-
When set to 0%, only the dry signal is fed into B allowing parallel effect routing.
-
At 100%, only the A output is fed into B, and at 50%, there is an equal mix of both.
- Mix
-
Both effect A and B outputs are mixed at the algorithm output to become the wet signal.
These mix levels are controlled with the 2 parameters that begin with “Mix.”
These allow only one or both effect outputs to be heard.
Negative mix amounts polarity invert the signal which can change the character of each effect when mixed together or with the dry signal. - Wet/Dry
-
The Wet/Dry parameter adjusts the balance between the sum of both effects determined by the Mix parameters, and the input dry signal.
Negative Wet/Dry values polarity invert the summed wet signal relative to dry.
Wet/Dry |
-100 to 100 % |
Out Gain |
Off; -79.0 to 24.0 dB |
|---|---|---|---|
Mix Effect |
-100 to 100 % |
||
Mix Effect |
-100 to 100 % |
||
A→B cfg |
EffectA→EffectB |
A/Dry→B |
0 to 100 % |
Chorus and Flange
| General descriptions of chorus and flange functionality can be found in the Choruses or Flangers sections. |
-
The configurable chorus and flange have two moving delay taps per channel.
-
Parameters associated with chorus control begin with “Ch” in the parameter name, and those associated with flange begin with “Fl.”
-
Since these effects have 2 taps per channel, control over 4 LFOs is necessary, but with a minimum number of user parameters.
-
This is accomplished by offering 2 sets of LFO controls with three user interface modes: Dual1Tap, Link1Tap, or Link2Tap.
-
These are selectable with the LFO cfg parameter and affect the functionality of the two sets of rate, depth and delay controls (and also phase and feedback controls for the Flange).
-
-
Each parameter is labeled with a 1 or a 2 in the parameter name to indicate to which control set it belongs.
-
Control set 1 consists of controls whose name ends with a 1, and control set 2 consists of controls whose name ends with a 2.
- Dual1Tap Mode
-
In Dual1Tap mode, each control set independently controls one tap in each channel.
This is useful for dual mono applications where separate control over left and right channels is desired.
Control Set 1 controls the left channel, and Control Set 2 controls the right channel.
The second pair of moving delay taps are disabled in this mode.
LRPhase is unpredictable unless both rates are set to the same speed.
Then, the phase value is accurate only after the LFOs are reset.
LFOs can be reset by either changing the LFO cfg parameter, or loading in the algorithm by selecting a preset or studio that uses it.
| For user-friendly LRPhase control, use either the Link1Tap or Link2Tap modes. |
- Link1Tap Mode
-
In Link1Tap mode, Control Set 1 controls 1 tap in both the left and right channels.
Control Set 2 has no affect, and the second pair of LFO delay taps are disabled.
This mode is optimized for an accurate LRPhase relationship between the left and right LFOs. - Link2Tap Mode
-
In Link2Tap mode, Control Set 1 controls the first left and right pair of LFOs, while Control Set 2 controls the second pair.
This mode uses all four LFOs for a richer sound, and is optimized for LRPhase relationships.
Each of the two taps per channel are summed together at the output, and the Fdbk parameters control the sum of both LFO taps on each channel fed back to the input. - Static Delay Tap
-
In addition to the LFO delay taps, the Flange offers a static delay tap for creating through-zero flange effects.
-
The maximum delay time for this tap is 230ms and is controlled by the Fl StatDly parameter.
-
Its feedback amount is controlled by the Fl StatFB.
-
Separate mix levels for the LFO taps and the static tap are then controlled by the Fl StatLvl and Fl LFO Lvl controls.
-
The feedback and level controls can polarity invert each signal be setting them to negative values
-
Ch LFO cfg |
Dual1Tap… |
Ch LRPhase |
0 to 360 deg |
|---|---|---|---|
Ch Rate 1 |
0.01 to 10.00 Hz |
Ch Rate 2 |
0.01 to 10.00 Hz |
Ch Depth 1 |
0.0 to 100 ct |
Ch Depth 2 |
0.0 to 100 ct |
Ch Delay 1 |
0 to 1000 ms |
Ch Delay 2 |
0 to 1000 ms |
Ch Fdbk L |
-100 to 100 % |
Ch Fdbk R |
-100 to 100 % |
Ch Xcouple |
0 to 100 % |
Ch HF Damp |
8 to 25088 Hz |
Fl LFO cfg |
Dual1Tap… |
Fl LRPhase |
0 to 360 deg |
|---|---|---|---|
Fl Rate 1 |
0.01 to 10.00 Hz |
Fl Rate 2 |
0.01 to 10.00 Hz |
Fl Xcurs 1 |
0 to 230 ms |
Fl Xcurs 2 |
0 to 230 ms |
Fl Delay 1 |
0 to 1000 ms |
Fl Delay 2 |
0 to 1000 ms |
Fl Fdbk 1 |
-100 to 100 % |
Fl Fdbk 2 |
-100 to 100 % |
Fl Phase 1 |
0 to 360 deg |
Fl Phase 2 |
0 to 360 deg |
Fl HF Damp |
8 to 25088 Hz |
|---|---|
Fl Xcouple |
0 to 100 % |
Fl StatDly |
0 to 230 ms |
Fl StatFB |
-100 to 100 % |
Fl StatLvl |
-100 to 100 % |
Fl LFO Lvl |
-100 to 100 % |
Laser Delay
|
There is a limited amount of delay memory available (usually 1.5 seconds for Laser Delay), selecting slow tempos and/or long delay lengths may cause you to run out of delay memory. At this point, each delay will pin at its maximum possible time. When you slow down the tempo, you may find the delays lose their sync. |
-
Laser Delay (LasrDly) is a tempo-based delay with added functionality, including image shifting, cross-coupling, high frequency damping, low frequency damping, and a LaserVerb element.
-
Separate left and right controls are provided for delay time, feedback, and laser controls.
-
Parameters associated with LaserVerb in a combination algorithm begin with “Dly” or “Lsr.”
-
The delay length for each channel is determined by Dly Tempo, expressed in beats per minute (BPM), and the delay length (Dly Time L and Dly Time R) of each channel is expressed in beats (bts).
-
The tempo alters both channel delay lengths together. With the tempo in beats per minute and delay lengths in beats, you can calculate the length of a delay in seconds as \(beats/tempo*60 (sec/min)\).
-
The laser controls perform similarly to those found in LaserVerb, and affect the laser element of the effect.
-
The LsrCntour changes the laser regeneration envelope shape.
-
Higher values increase the regeneration amount, and setting it to 0% will disable the Laser Delay portion completely turning the effect into a basic delay.
-
-
LsrSpace controls the impulse spacing of each regeneration.
-
Low values create a strong initial pitched quality with slow descending resonances, while higher values cause the resonance to descend faster through each regeneration.
-
| See the LaserVerb section for more detailed information. |
-
Delay regeneration is controlled collectively by the Dly Fdbk and LsrCntour parameters since the laser element contains feedback within itself.
-
Setting both to 0% defeats all regeneration, including the laser element entirely.
-
Increasing either one will increase regeneration overall, but with different qualities.
-
-
Dly Fdbk is a feedback control in the classic sense, feeding the entire output of the effect back into the input, with negative values polarity inverting the signal.
-
The LsrCntour parameter adds only the Laser Delay portion of the effect, including its own regeneration.
| For the most intense laser-ness, keep Dly Fdbk at 0% while LsrCntour is enabled. |
-
Dly FBImag, Dly Xcouple, Dly HFDamp, and Dly LFDamp are just like those found in other algorithms.
-
Due to resource allocation limits, not all Laser Delays in combination algorithms will have all four of these parameters.
Dly Time L |
0 to 6 bts |
Dly Time R |
0 to 6 bts |
|---|---|---|---|
Dly Fdbk L |
-100 to 100 % |
Dly Fdbk R |
-100 to 100 % |
Dly HFDamp |
0 to 32 bts |
Dly FBImag |
-100 to 100 % |
Dly LFDamp |
0.10 to 6.00 |
Dly Xcple |
0 to 100 % |
LsrCntourL |
0 to 100 % |
LsrCntourR |
0 to 100 % |
LsrSpace L |
0 to 100 samp |
LsrSpace R |
0 to 100 samp |
Combination 4-Tap
-
Combination 4-Tap is a tempo based 4 tap delay with feedback used in combination algorithms.
-
Parameters associated with the 4 tap effect start with “4T.”
-
The control over the feedback tap and individual output taps is essentially the same as the 4-Tap Delay BPM algorithm, with the exception that the delay times will pin at the maximum delay time instead of automatically cutting their times in half.
-
Additionally, the feedback path may also offer cross-coupling, an imager, a highpass filter, and/or a lowpass filter.
4T LoopLen |
0 to 32 bts |
|---|---|
4T FB Lvl |
-100 to 100 % |
4T FB Imag |
-100 to 100 % |
4T FB XCpl |
0 to 100 % |
4T HF Damp |
8 to 25088 Hz |
4T LF Damp |
8 to 25088 Hz |
Tap1 Delay |
0 to 8 bts |
Tap3 Delay |
0 to 8 bts |
|---|---|---|---|
Tap1 Level |
-100 to 100 % |
Tap3 Level |
-100 to 100 % |
Tap1 Bal |
-100 to 100 % |
Tap3 Bal |
-100 to 100 % |
Tap2 Delay |
0 to 8 bts |
Tap4 Delay |
0 to 8 bts |
Tap2 Level |
-100 to 100 % |
Tap4 Level |
-100 to 100 % |
Tap2 Bal |
-100 to 100 % |
Tap4 Bal |
-100 to 100 % |
Reverbs
|
The reverbs offered in these combination effects is MiniVerb. Information about it can be found in the MiniVerb documentation. |
-
Parameters associated with this reverb begin with Rv.
Rv Type |
Hall1 |
||
|---|---|---|---|
Rv Time |
0.5 to 30.0 s; Inf |
||
Rv DiffScl |
0.00 to 2.00x |
Rv Density |
0.00 to 4.00x |
Rv SizeScl |
0.00 to 4.00x |
Rv HF Damp |
8 to 25088 Hz |
Rv PreDlyL |
0 to 620 ms |
Rv PreDlyR |
0 to 620 ms |
Pitcher
|
The pitchers offered in these effects are the same as that found in its stand alone version. Information about it can be found in the Pitcher documentation. |
-
Parameters associated with this effect begin with Pt.
Pt Pitch |
C-1 to G9 |
|---|---|
Pt Offset |
-12.0 to 12.0 ST |
Pt Odd Wts |
-100 to 100 % |
Pt PairWts |
-100 to 100 % |
Pt 1/4 Wts |
-100 to 100 % |
Pt 1/2 Wts |
-100 to 100 % |
Shaper
| The shaper offered in these combination effects have the same sonic qualities as those found in the V.A.S.T. Shaper DSP. |
-
Parameters associated with this effect begin with “Shp.”
-
This shaper also offers input and output 1-pole (6dB/oct) lowpass filters controlled by the Shp Inp LP and Shp Out LP respectively.
-
There is an additional output gain labeled Shp OutPad to compensate for the added gain caused by shaping a signal.
Shp Inp LP |
8 to 25088 Hz |
|---|---|
Shp Amt |
0.10 to 6.00 x |
Shp Out LP |
8 to 25088 Hz |
Shp OutPad |
Off; -79.0 to 0.0 dB |
LasrDly<>Reverb
Effects Size : 2
Laser Tempo Delay and Reverb.
144 Gunshot Verb |
189 Timbre Taps |
147 Room + Delay |
190 LaserDelay ->Rvb |
Flange<>Shaper
Effects Size : 2
Flange and Shaper.
322 Shaper->Flange |
458 Flanged Edge |
484 Flange->Shaper |
Shaper<>Reverb
Effects Size : 2
Shaper and Reverb
323 Shaper→Reverb |
Flange<>Pitcher
Effects Size : 2
Flange and Pitcher
483 Flange→Pitcher |
485 Pitch Spinner |
Chorus<>4Tap
Effects Size : 2
Chorus and 4 Tap
212 Full Chorus |
420 Chorused Taps |
433 Chorus Echoverb |
449 C-D |
Chorus<>Reverb
Effects Size : 2
Chorus and Reverb
62 Pipes Hall |
424 Chorus Slow Hall |
431 Chorus Med Hall |
409 ChorusMedChamber |
425 SoftChorus Hall |
432 Chorus Big Hall |
410 Chorus MiniHall |
426 Chorus Air |
434 Chorus Bass Room |
411 Chorus HiCeiling |
427 PsiloChorusHall |
435 New Chorus Hall |
412 ChorBigBrtPlate |
429 Chorus Room |
436 Floyd Hall |
413 CathedralChorus |
430 Chorus Smallhall |
Chorus<>LasrDly
Effects Size : 2
Chorus and Laser Delay
421 MultiEchoChorus |
442 Laser Amalgam |
Flange<>4Tap
Effects Size : 2
Flange and 4 Tap
465 FlangeTap Synth |
468 Flange 4 Tap |
238 NarrowResFlange |
467 Flange Echo |
481 Space Flanger |
Flange<>Reverb
Effects Size : 2
Flange and Reverb
453 Flange Booth |
462 Flange Hall |
477 Pewter FlangeVrb |
454 FlangeVerb Clav |
464 Flange Theatre |
478 WeirdFlangePlate |
455 Flange Amb Smack |
469 Flange Hall 2 |
Flange<>LasrDly
Effects Size : 2
Flange and Laser Delay
36 Flanged Taps |
482 Lazertag Flange |
Instrument FX Presets / FX Algorithms
FX |
FX |
FX |
FX |
|||
Rvrb |
1 Small Wood Booth |
4 Classic Place |
2 |
|||
Rvrb |
2 Natural Room |
5 Classic Verb |
2 |
|||
Rvrb |
3 PrettySmallPlace |
4 Classic Place |
2 |
|||
Rvrb |
4 NiceLittleBooth |
1 MiniVerb |
1 |
|||
Rvrb |
5 Sun Room |
5 Classic Verb |
2 |
|||
Rvrb |
6 Soundboard |
7 TQ Verb |
3 |
|||
Rvrb |
7 Add More Air |
10 OmniPlace |
3 |
|||
Rvrb |
8 Standard Booth |
8 Diffuse Place |
3 |
|||
Rvrb |
9 A Distance Away |
6 TQ Place |
3 |
|||
Rvrb |
10 Live Place |
8 Diffuse Place |
3 |
|||
Rvrb |
11 Viewing Booth |
1 MiniVerb |
1 |
|||
Rvrb |
12 Small Closet |
10 OmniPlace |
3 |
|||
Rvrb |
13 Add Ambience |
1 MiniVerb |
1 |
|||
Rvrb |
14 With A Mic |
4 Classic Place |
2 |
|||
Rvrb |
15 BrightSmallRoom |
1 MiniVerb |
1 |
|||
Rvrb |
16 Bassy Room |
1 MiniVerb |
1 |
|||
Rvrb |
17 Percussive Room |
1 MiniVerb |
1 |
|||
Rvrb |
18 SmallStudioRoom |
4 Classic Place |
2 |
|||
Rvrb |
19 ClassRoom |
5 Classic Verb |
2 |
|||
Rvrb |
20 Utility Room |
5 Classic Verb |
2 |
|||
Rvrb |
21 Thick Room |
5 Classic Verb |
2 |
|||
Rvrb |
22 The Real Room |
5 Classic Verb |
2 |
|||
Rvrb |
23 Small Drum Room |
1 MiniVerb |
1 |
|||
Rvrb |
24 Real Big Room |
5 Classic Verb |
2 |
|||
Rvrb |
25 The Comfy Club |
9 Diffuse Verb |
3 |
|||
Rvrb |
26 Spitty Drum Room |
7 TQ Verb |
3 |
|||
Rvrb |
27 Stall One |
7 TQ Verb |
3 |
|||
Rvrb |
28 Green Room |
7 TQ Verb |
3 |
|||
Rvrb |
29 Tabla Room |
12 Panaural Room |
3 |
|||
Rvrb |
30 Large Room |
7 TQ Verb |
3 |
|||
Rvrb |
31 Platey Room |
14 Grand Plate |
3 |
|||
Rvrb |
32 Bathroom |
5 Classic Verb |
2 |
|||
Rvrb |
33 Drum Room |
12 Panaural Room |
3 |
|||
Rvrb |
34 Small Dark Room |
12 Panaural Room |
3 |
|||
Rvrb |
35 Real Room |
5 Classic Verb |
2 |
|||
Rvrb |
36 Brt Empty Room |
7 TQ Verb |
3 |
|||
Rvrb |
37 Med Large Room |
12 Panaural Room |
3 |
|||
Rvrb |
38 Bigger Perc Room |
7 TQ Verb |
3 |
|||
Rvrb |
39 Sizzly Drum Room |
5 Classic Verb |
2 |
|||
Rvrb |
40 Live Chamber |
11 OmniVerb |
3 |
|||
Rvrb |
41 Brass Chamber |
1 MiniVerb |
1 |
|||
Rvrb |
42 Sax Chamber |
1 MiniVerb |
1 |
|||
Rvrb |
43 Plebe Chamber |
1 MiniVerb |
1 |
|||
Rvrb |
44 JudgeJudyChamber |
7 TQ Verb |
3 |
|||
Rvrb |
45 Bloom Chamber |
7 TQ Verb |
3 |
|||
Rvrb |
46 ClassicalChamber |
7 TQ Verb |
3 |
|||
Rvrb |
47 In The Studio |
4 Classic Place |
2 |
|||
Rvrb |
48 My Garage |
4 Classic Place |
2 |
|||
Rvrb |
49 Cool Dark Place |
11 OmniVerb |
3 |
|||
Rvrb |
50 Small Hall |
5 Classic Verb |
2 |
|||
Rvrb |
51 Medium Hall |
1 MiniVerb |
1 |
|||
Rvrb |
52 Real Niceverb |
5 Classic Verb |
2 |
|||
Rvrb |
53 Opera House |
5 Classic Verb |
2 |
|||
Rvrb |
54 Mosque Room |
7 TQ Verb |
3 |
|||
Rvrb |
55 Grandiose Hall |
1 MiniVerb |
1 |
|||
Rvrb |
56 Elegant Hall |
1 MiniVerb |
1 |
|||
Rvrb |
57 Bright Hall |
1 MiniVerb |
1 |
|||
Rvrb |
58 Ballroom |
1 MiniVerb |
1 |
|||
Rvrb |
59 Spacious Hall |
5 Classic Verb |
2 |
|||
Rvrb |
60 Classic Chapel |
5 Classic Verb |
2 |
|||
Rvrb |
61 Semisweet Hall |
5 Classic Verb |
2 |
|||
CRvb |
62 Pipes Hall |
404 Chorus<>Reverb |
2 |
|||
Rvrb |
63 Reflective Hall |
5 Classic Verb |
2 |
|||
Rvrb |
64 Smoooth Hall |
5 Classic Verb |
2 |
|||
Rvrb |
65 Empty Stage |
7 TQ Verb |
3 |
|||
Rvrb |
66 Pad Space |
11 OmniVerb |
3 |
|||
Rvrb |
67 Bob’sDiffuseHall |
9 Diffuse Verb |
3 |
|||
Rvrb |
68 Abbey Piano Hall |
7 TQ Verb |
3 |
|||
Rvrb |
69 Short Hall |
13 Stereo Hall |
3 |
|||
Rvrb |
70 The Long Haul |
7 TQ Verb |
3 |
|||
Rvrb |
71 Predelay Hall |
9 Diffuse Verb |
3 |
|||
Rvrb |
72 Sweeter Hall |
7 TQ Verb |
3 |
|||
Rvrb |
73 The Piano Hall |
7 TQ Verb |
3 |
|||
Rvrb |
74 Bloom Hall |
9 Diffuse Verb |
3 |
|||
Rvrb |
75 Recital Hall |
12 Panaural Room |
3 |
|||
Rvrb |
76 Generic Hall |
12 Panaural Room |
3 |
|||
Rvrb |
77 Burst Space |
9 Diffuse Verb |
3 |
|||
Rvrb |
78 Real Dense Hall |
7 TQ Verb |
3 |
|||
Rvrb |
79 Concert Hall |
9 Diffuse Verb |
3 |
|||
Rvrb |
80 Standing Ovation |
11 OmniVerb |
3 |
|||
Rvrb |
81 Flinty Hall |
7 TQ Verb |
3 |
|||
Rvrb |
82 HighSchool Gym |
7 TQ Verb |
3 |
|||
Rvrb |
83 My Dreamy 481!! |
9 Diffuse Verb |
3 |
|||
Rvrb |
84 Deep Hall |
9 Diffuse Verb |
3 |
|||
Rvrb |
85 Sweet Hall |
5 Classic Verb |
2 |
|||
Rvrb |
86 Soundbrd/rvb |
11 OmniVerb |
3 |
|||
Rvrb |
87 Long & Narrow |
7 TQ Verb |
3 |
|||
Rvrb |
88 Long PreDly Hall |
11 OmniVerb |
3 |
|||
Rvrb |
89 School Stairwell |
4 Classic Place |
2 |
|||
Rvrb |
90 Real Plate |
14 Grand Plate |
3 |
|||
Rvrb |
91 Bright Plate |
14 Grand Plate |
3 |
|||
Rvrb |
92 Medm Warm Plate |
7 TQ Verb |
3 |
|||
Rvrb |
93 Bloom Plate |
9 Diffuse Verb |
3 |
|||
Rvrb |
94 Clean Plate |
9 Diffuse Verb |
3 |
|||
Rvrb |
95 Plate Mail |
11 OmniVerb |
3 |
|||
Rvrb |
96 RealSmoothPlate |
9 Diffuse Verb |
3 |
|||
Rvrb |
97 Classic Plate |
5 Classic Verb |
2 |
|||
Rvrb |
98 Weighty Platey |
5 Classic Verb |
2 |
|||
Rvrb |
99 Huge Tight Plate |
9 Diffuse Verb |
3 |
|||
Rvrb |
100 Immense Mosque |
7 TQ Verb |
3 |
|||
Rvrb |
101 Dreamverb |
10 OmniPlace |
3 |
|||
Rvrb |
102 Splendid Palace |
5 Classic Verb |
2 |
|||
Rvrb |
103 Big Gym |
11 OmniVerb |
3 |
|||
Rvrb |
104 Huge Batcave |
12 Panaural Room |
3 |
|||
Rvrb |
105 Reverse Reverb 1 |
15 Finite Verb |
3 |
|||
Rvrb |
106 Reverse Reverb 2 |
15 Finite Verb |
3 |
|||
Rvrb |
107 Reverse Reverb 3 |
15 Finite Verb |
3 |
|||
GRvb |
108 Gated Reverb |
3 Gated MiniVerb |
2 |
|||
GRvb |
109 Gate Plate |
3 Gated MiniVerb |
2 |
|||
Vocl |
110 Vocal Room |
53 Gate+Cmp[EQ]+Rvb |
4 |
|||
Vocl |
111 Vocal Stage |
53 Gate+Cmp[EQ]+Rvb |
4 |
|||
RvCm |
112 Reverb>Compress |
51 Reverb<>Compress |
3 |
|||
RvCm |
113 Reverb>Compress2 |
51 Reverb<>Compress |
3 |
|||
RvCm |
114 Drum Comprs>Rvb |
51 Reverb<>Compress |
3 |
|||
RvCm |
115 Rvrb Compression |
50 Reverb+Compress |
2 |
|||
RvCm |
116 Snappy Drum Room |
50 Reverb+Compress |
2 |
|||
RvCm |
117 Roomitizer |
50 Reverb+Compress |
2 |
|||
RvCm |
118 Live To Tape |
50 Reverb+Compress |
2 |
|||
Rvrb |
119 L:SmlRm R:Hall |
2 Dual MiniVerb |
2 |
|||
Rvrb |
120 Non-Linear 1 |
10 OmniPlace |
3 |
|||
Rvrb |
121 Non-Linear 2 |
15 Finite Verb |
3 |
|||
Rvrb |
122 Non-Linear 3 |
6 TQ Place |
3 |
|||
Rvrb |
123 Exponent Booth |
10 OmniPlace |
3 |
|||
Rvrb |
124 Drum Latch 1 |
10 OmniPlace |
3 |
|||
Rvrb |
125 Drum Latch 2 |
10 OmniPlace |
3 |
|||
Rvrb |
126 Diffuse Gate |
9 Diffuse Verb |
3 |
|||
Rvrb |
127 Acid Trip Room |
10 OmniPlace |
3 |
|||
GLvb |
128 Ringy Drum Plate |
104 Gated LaserVerb |
3 |
|||
GLvb |
129 Oil Tank |
104 Gated LaserVerb |
3 |
|||
GLvb |
130 Wobbly Plate |
104 Gated LaserVerb |
3 |
|||
PchR |
131 Pitcher Hall |
383 Pitcher+Miniverb |
2 |
|||
PchR |
132 DistantTVRoom |
383 Pitcher+Miniverb |
2 |
|||
Lvrb |
133 Drum Neurezonate |
102 Mono LaserVerb |
1 |
|||
GLvb |
134 Growler |
104 Gated LaserVerb |
3 |
|||
Lvrb |
135 LaserVerb |
100 LaserVerb |
3 |
|||
Lvrb |
136 Laserwaves |
100 LaserVerb |
3 |
|||
Lvrb |
137 Cheap LaserVerb |
101 LaserVerb Lite |
2 |
|||
GLvb |
138 Gated LaserVerb |
104 Gated LaserVerb |
3 |
|||
Lvrb |
139 Rvrs LaserVerb |
103 Revrse LaserVerb |
4 |
|||
Lvrb |
140 LazerfazerEchoes |
102 Mono LaserVerb |
1 |
|||
Lvrb |
141 Simple LaserVerb |
102 Mono LaserVerb |
1 |
|||
Lvrb |
142 Crystallizer |
100 LaserVerb |
3 |
|||
Lvrb |
143 Spry Young Boy |
101 LaserVerb Lite |
2 |
|||
DlyR |
144 Gunshot Verb |
105 LasrDly<>Reverb |
2 |
|||
Rvrb |
145 Slapverb |
11 OmniVerb |
3 |
|||
Rvrb |
146 Far Bloom |
9 Diffuse Verb |
3 |
|||
DlyR |
147 Room + Delay |
105 LasrDly<>Reverb |
2 |
|||
CDRv |
148 New Hall w/Delay |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
149 Delay Big Hall |
403 Chor+Dly+Reverb |
2 |
|||
Dly |
150 Basic Delay 1/8 |
150 4-Tap Delay BPM |
1 |
|||
Dly |
151 Basic Dly 250ms |
190 Moving Delay |
1 |
|||
Dly |
152 Simple Slap 60ms |
190 Moving Delay |
1 |
|||
Dly |
153 TightSlapbk 30ms |
190 Moving Delay |
1 |
|||
Dly |
154 MedSlapback 76ms |
190 Moving Delay |
1 |
|||
Dly |
155 LongishSlap 95ms |
151 4-Tap Delay |
1 |
|||
Dly |
156 Wide Slapbk 76ms |
191 Dual MovDelay |
1 |
|||
Dly |
157 TiteSlapAmb 50ms |
191 Dual MovDelay |
1 |
|||
Dly |
158 33ms Ambience |
191 Dual MovDelay |
1 |
|||
Dly |
159 17ms Ambience |
191 Dual MovDelay |
1 |
|||
Dly |
160 Stereo Delay ms |
151 4-Tap Delay |
1 |
|||
Dly |
161 StereoFlamDelay |
191 Dual MovDelay |
1 |
|||
Dly |
163 Better Tape Echo |
171 Degen Regen |
4 |
|||
Dly |
164 Stereo Tape Slap |
171 Degen Regen |
4 |
|||
Dly |
165 Dub Delay ms |
190 Moving Delay |
1 |
|||
Dly |
166 4-Tap Delay BPM |
150 4-Tap Delay BPM |
1 |
|||
Dly |
167 4-Tap Dly Pan ms |
151 4-Tap Delay |
1 |
|||
Dly |
168 SemiCircle 4-Tap |
151 4-Tap Delay |
1 |
|||
Dly |
169 8-Tap Delay BPM |
152 8-Tap Delay BPM |
2 |
|||
Dly |
170 Multitaps ms |
156 Complex Echo |
1 |
|||
Dly |
171 Diffuse Slaps |
156 Complex Echo |
1 |
|||
Dly |
172 OffbeatFlamDelay |
150 4-Tap Delay BPM |
1 |
|||
Dly |
173 Sloppy Echoes |
156 Complex Echo |
1 |
|||
Dly |
174 Pad Psychosis |
191 Dual MovDelay |
1 |
|||
Dly |
175 500ms BehindSrce |
156 Complex Echo |
1 |
|||
Dly |
176 Dub Skanque Dly |
154 Spectral 4-Tap |
2 |
|||
Dly |
177 Electronica Slap |
156 Complex Echo |
1 |
|||
Dly |
178 Spectral 4-Tap |
154 Spectral 4-Tap |
2 |
|||
Dly |
179 Astral Taps |
154 Spectral 4-Tap |
2 |
|||
Dly |
180 SpectraShapeTaps |
155 Spectral 6-Tap |
3 |
|||
Dly |
181 Fanfare In Gmaj |
155 Spectral 6-Tap |
3 |
|||
Dly |
182 Ecko Plecks BPM |
170 Degen Regen BPM |
4 |
|||
Dly |
183 Ecko Plecks ms |
171 Degen Regen |
4 |
|||
Dly |
184 Degenerator |
170 Degen Regen BPM |
4 |
|||
Dly |
185 Nanobot Feedback |
170 Degen Regen BPM |
4 |
|||
Dly |
186 Takes a while… |
170 Degen Regen BPM |
4 |
|||
Dly |
187 Wait for UFO |
170 Degen Regen BPM |
4 |
|||
Dly |
188 News Update |
172 Switch Loops |
2 |
|||
DlyR |
189 Timbre Taps |
105 LasrDly<>Reverb |
2 |
|||
DlyR |
190 LaserDelay→Rvb |
105 LasrDly<>Reverb |
2 |
|||
Rvrb |
191 Furbelows |
9 Diffuse Verb |
3 |
|||
Rvrb |
192 Festoons |
9 Diffuse Verb |
3 |
|||
Dly |
193 Ducked Delay |
174 Gated Delay |
2 |
|||
Dly |
194 Drum+Bass Zapper |
174 Gated Delay |
2 |
|||
Dly |
195 3BandDly Drums |
173 3 Band Delay |
2 |
|||
Dly |
196 Warped Echoes |
191 Dual MovDelay |
1 |
|||
Dly |
197 Ween-vox |
190 Moving Delay |
1 |
|||
Dly |
198 L:Flange R:Delay |
191 Dual MovDelay |
1 |
|||
Dly |
199 2Dlys 1Chr 1Flng |
192 Dual MvDly+MvDly |
2 |
|||
Chor |
200 Basic Chorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
201 Smooth Chorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
202 Chorusier |
202 Dual Chorus 1 |
1 |
|||
Chor |
203 Ordinary Chorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
204 SlowSpinChorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
205 Chorus Morris |
202 Dual Chorus 1 |
1 |
|||
Chor |
206 Everyday Chorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
207 Thick Chorus |
203 Dual Chorus 2 |
2 |
|||
Chor |
208 Soft Chorus |
203 Dual Chorus 2 |
2 |
|||
Chor |
209 Rock Chorus |
203 Dual Chorus 2 |
2 |
|||
Chor |
210 Sm Stereo Chorus |
200 Chorus 1 |
1 |
|||
Chor |
211 Lg Stereo Chorus |
201 Chorus 2 |
2 |
|||
CDly |
212 Full Chorus |
402 Chorus<>4Tap |
2 |
|||
Chor |
213 Dense Gtr Chorus |
201 Chorus 2 |
2 |
|||
CDly |
214 Standrd Gtr Chor |
406 St Chorus+Delay |
1 |
|||
Chor |
215 Bass Chorus |
202 Dual Chorus 1 |
1 |
|||
Chor |
216 Stereo Chorus |
203 Dual Chorus 2 |
2 |
|||
CDly |
217 Chorus Fastback |
400 Chorus+Delay |
1 |
|||
Chor |
218 Wide Chorus |
203 Dual Chorus 2 |
2 |
|||
PLFO |
219 Nickel Chorus |
387 WackedPitchLFO |
3 |
|||
Dly |
220 Rich Noodle |
190 Moving Delay |
1 |
|||
CDly |
221 PinchChorusDelay |
406 St Chorus+Delay |
1 |
|||
CDly |
222 StChorus+Delay |
406 St Chorus+Delay |
1 |
|||
CDly |
223 StChor+3vs2Delay |
406 St Chorus+Delay |
1 |
|||
CDRv |
224 CDR for Lead Gtr |
403 Chor+Dly+Reverb |
2 |
|||
Flng |
225 Big Slow Flange |
225 Flanger 1 |
1 |
|||
Flng |
226 Squeeze Flange |
225 Flanger 1 |
1 |
|||
Flng |
227 Sweet Flange |
225 Flanger 1 |
1 |
|||
Flng |
228 Throaty Flange |
225 Flanger 1 |
1 |
|||
Flng |
229 PseudoAnaGtrFlng |
225 Flanger 1 |
1 |
|||
Flng |
230 Flanger Double |
225 Flanger 1 |
1 |
|||
Flng |
231 Wetlip Flange |
225 Flanger 1 |
1 |
|||
Flng |
232 Simply Flange |
226 Flanger 2 |
2 |
|||
Flng |
233 Analog Flanger |
226 Flanger 2 |
2 |
|||
Flng |
234 Soft Edge Flange |
226 Flanger 2 |
2 |
|||
Flng |
235 Ned Flangers |
225 Flanger 1 |
1 |
|||
Flng |
236 Wispy Flange |
225 Flanger 1 |
1 |
|||
FDly |
237 Crystal Flange |
456 St Flange+Delay |
1 |
|||
FDly |
238 NarrowResFlange |
452 Flange<>4Tap |
2 |
|||
FDly |
239 TightSlapFlange |
450 Flange+Delay |
1 |
|||
FDly |
240 Flanged Taps |
455 Flange<>LasrDly |
2 |
|||
FDly |
241 StFlange+Delay |
456 St Flange+Delay |
1 |
|||
FDly |
242 StFlng+3vs2Delay |
456 St Flange+Delay |
1 |
|||
FDly |
243 Singing Flanger |
456 St Flange+Delay |
1 |
|||
FDly |
244 DampedEchoFlange |
456 St Flange+Delay |
1 |
|||
Flng |
245 Stereo Flanger |
226 Flanger 2 |
2 |
|||
Flng |
246 Gulp Flange |
225 Flanger 1 |
1 |
|||
Flng |
247 Splat Flange |
225 Flanger 1 |
1 |
|||
Flng |
248 Spread Flange |
225 Flanger 1 |
1 |
|||
Flng |
249 CacophonousFlng |
225 Flanger 1 |
1 |
|||
Phsr |
250 Slow Deep Phaser |
251 LFO Phaser Twin |
1 |
|||
Phsr |
251 Circles |
250 LFO Phaser |
1 |
|||
Phsr |
252 Saucepan Phaser |
253 SingleLFO Phaser |
1 |
|||
Phsr |
253 ThunderPhaser |
254 VibratoPhaser |
1 |
|||
Phsr |
254 Fast Phaser |
251 LFO Phaser Twin |
1 |
|||
Phsr |
255 Vibrato Phaser |
254 VibratoPhaser |
1 |
|||
Phsr |
256 Fast&Slow Phaser |
250 LFO Phaser |
1 |
|||
Phsr |
257 Wawawawawawawawa |
253 SingleLFO Phaser |
1 |
|||
Phsr |
258 Slow Swish Phase |
253 SingleLFO Phaser |
1 |
|||
Freq |
259 Slippery Slope |
385 Frequency Offset |
2 |
|||
Phsr |
260 Static Phaser 1 |
255 Manual Phaser |
1 |
|||
Phsr |
261 Static Phaser 2 |
255 Manual Phaser |
1 |
|||
Phsr |
262 Static Phaser 3 |
255 Manual Phaser |
1 |
|||
Phsr |
263 Static Phaser 4 |
255 Manual Phaser |
1 |
|||
Phsr |
264 Static Phaser 5 |
257 Allpass Phaser 4 |
4 |
|||
Phsr |
265 Slow Riser |
258 Barberpole Comb |
4 |
|||
Phsr |
266 BarberPole Notch |
258 Barberpole Comb |
4 |
|||
Phsr |
267 BarberPole Peak |
258 Barberpole Comb |
4 |
|||
Phsr |
268 All The Way Down |
258 Barberpole Comb |
4 |
|||
Freq |
269 Westward Waves |
385 Frequency Offset |
2 |
|||
Trem |
270 Tremolo BPM |
270 Tremolo BPM |
1 |
|||
Trem |
271 Fast Tremolo BPM |
270 Tremolo BPM |
1 |
|||
Trem |
272 Tremolo in Hz |
271 Tremolo |
1 |
|||
Trem |
273 FastPulseTremolo |
270 Tremolo BPM |
1 |
|||
Pan |
274 Simple Panner |
275 AutoPanner |
1 |
|||
Pan |
275 Dual Panner |
276 Dual AutoPanner |
2 |
|||
Ster |
276 Widespread |
280 Stereo Image |
1 |
|||
Ster |
277 Widener Mn→St |
281 Mono → Stereo |
1 |
|||
Ster |
278 Dynam Stereoizer |
282 DynamicStereoize |
2 |
|||
KB3 |
280 CleanRotors fast |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
281 CleanRotors slow |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
282 CleanRotors f C1 |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
283 CleanRotors f V1 |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
284 CleanRotors f Hi |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
285 CleanRotors s Hi |
290 VibChor+Rotor 2 |
2 |
|||
KB3 |
286 SlightDstRotor |
291 Distort + Rotary |
2 |
|||
KB3 |
287 SlightDstRotor |
291 Distort + Rotary |
2 |
|||
KB3 |
288 DirtyRotors fast |
292 VC+Dist+HiLoRotr |
2 |
|||
KB3 |
289 DirtyRotors slow |
292 VC+Dist+HiLoRotr |
2 |
|||
KB3 |
290 MoreDistRotor |
293 VC+Dist+1Rotor 2 |
2 |
|||
KB3 |
291 MoreDistRotor |
293 VC+Dist+1Rotor 2 |
2 |
|||
KB3 |
292 HeavyDistRotor |
294 VC+Dist+HiLoRot2 |
2 |
|||
KB3 |
293 HeavyDistRotor |
294 VC+Dist+HiLoRot2 |
2 |
|||
KB3 |
294 Res Rotor1 fast |
295 Rotor 1 |
1 |
|||
KB3 |
295 Res Rotor1 slow |
295 Rotor 1 |
1 |
|||
KB3 |
296 FullRotors4 fast |
296 VC+Dist+Rotor 4 |
4 |
|||
KB3 |
297 FullRotors4 slow |
296 VC+Dist+Rotor 4 |
4 |
|||
KB3a |
298 VibChorStortCab |
298 KB3 FXBus |
4 |
|||
KB3b |
299 Hi Lo Roto KB3 |
299 Hi Lo Roto KB3 |
3 |
|||
Guit |
300 Classic Gtr Dist |
310 Gate+TubeAmp |
3 |
|||
Guit |
301 Crunch Guitar |
310 Gate+TubeAmp |
3 |
|||
Guit |
302 SaturatedGtrDist |
310 Gate+TubeAmp |
3 |
|||
Guit |
303 Mean 70’sFunkGtr |
310 Gate+TubeAmp |
3 |
|||
Kaos |
304 Blown Speaker |
390 Chaos! |
2 |
|||
Dist |
305 Synth Distortion |
303 PolyDistort + EQ |
2 |
|||
Dly |
306 Superphasulate |
170 Degen Regen BPM |
4 |
|||
Dist |
307 Dist Cab EPiano |
301 MonoDistort+Cab |
2 |
|||
Dist |
308 Distortion+EQ |
302 MonoDistort + EQ |
2 |
|||
Dist |
309 Burnt Transistor |
304 StereoDistort+EQ |
2 |
|||
Dist |
310 SubtleDistortion |
300 Mono Distortion |
1 |
|||
Dist |
311 A little dirty |
305 Subtle Distort |
1 |
|||
Dist |
312 Slight Overload |
305 Subtle Distort |
1 |
|||
DstC |
313 ODriveGtrLd DlCh |
317 TubeAmp<>MD>Chor |
3 |
|||
DstC |
314 Krazy Gtr Comper |
317 TubeAmp<>MD>Chor |
3 |
|||
DstF |
315 MildGtrOD+Dly+Fl |
320 PolyAmp<>MD>Flan |
3 |
|||
DstF |
316 LeadGtr Dly Flng |
318 TubeAmp<>MD>Flan |
3 |
|||
Shpr |
317 Drum Shaper |
306 Super Shaper |
1 |
|||
Shpr |
318 SubtleDrumShape |
307 3 Band Shaper |
2 |
|||
Shpr |
319 SuperShaper |
306 Super Shaper |
1 |
|||
Shpr |
320 3 Band Shaper |
307 3 Band Shaper |
2 |
|||
Shpr |
321 New3BandShaper |
307 3 Band Shaper |
2 |
|||
FShp |
322 Shaper→Flange |
321 Flange<>Shaper |
2 |
|||
ShpR |
323 Shaper→Reverb |
322 Shaper<>Reverb |
2 |
|||
QntA |
329 Aliaser |
308 Quantize+Alias |
1 |
|||
Cmpr |
330 HKCompressor 3:1 |
330 HardKneeCompress |
1 |
|||
Cmpr |
331 HKCompressor 5:1 |
330 HardKneeCompress |
1 |
|||
Cmpr |
332 SK FB Comprs 6:1 |
331 SoftKneeCompress |
1 |
|||
Cmpr |
333 SKCompressor 9:1 |
331 SoftKneeCompress |
1 |
|||
Cmpr |
334 SKCompressr 12:1 |
331 SoftKneeCompress |
1 |
|||
Cmpr |
336 Compress w/SC EQ |
332 Compress w/SC EQ |
2 |
|||
CmpX |
337 Compress/Expand |
341 Compress/Expand |
2 |
|||
CmpX |
338 Comprs/Expnd +EQ |
342 Comp/Exp + EQ |
3 |
|||
Expd |
339 Expander |
340 Expander |
1 |
|||
Gate |
340 Simple Gate |
343 Gate |
1 |
|||
Gate |
341 Gate w/ SC EQ |
344 Gate w/SC EQ |
2 |
|||
Cmpr |
342 3Band Compressor |
336 3 Band Compress |
4 |
|||
Cmpr |
343 3Band Compress2 |
336 3 Band Compress |
4 |
|||
Cmpr |
344 Mid Compressor |
335 Band Compress |
3 |
|||
Expd |
345 OddHarmSuppress |
374 HarmonicSuppress |
2 |
|||
Expd |
346 60Hz Buzz Kill |
374 HarmonicSuppress |
2 |
|||
Cmpr |
347 Dual SK Compress |
347 Dual SKCompress |
2 |
|||
Cmpr |
348 Dual Comprs SCEQ |
348 Dual Comprs SCEQ |
3 |
|||
EQ |
350 AM Radio |
350 3 Band EQ |
1 |
|||
EQ |
351 U-Shaped EQ |
350 3 Band EQ |
1 |
|||
EQ |
352 5 Band EQ Flat |
351 5 Band EQ |
2 |
|||
EQ |
353 Graphic EQ Flat |
352 Graphic EQ |
4 |
|||
EQ |
354 Dual Graphic EQ |
353 Dual Graphic EQ |
4 |
|||
EQ |
355 Dual 5 Band EQ |
354 Dual 5 Band EQ |
2 |
|||
Filt |
356 Basic Env Filter |
360 Env Follow Filt |
2 |
|||
Filt |
357 Phunk Env Filter |
360 Env Follow Filt |
2 |
|||
Filt |
358 Synth Env Filter |
360 Env Follow Filt |
2 |
|||
Filt |
359 Bass Env Filter |
360 Env Follow Filt |
2 |
|||
Filt |
360 EPno Env Filter |
360 Env Follow Filt |
2 |
|||
Filt |
362 LFO Sweep Filter |
362 LFO Sweep Filter |
2 |
|||
Filt |
363 DoubleRiseFilter |
362 LFO Sweep Filter |
2 |
|||
Filt |
364 Circle Bandsweep |
362 LFO Sweep Filter |
2 |
|||
Filt |
365 TripFilter |
362 LFO Sweep Filter |
2 |
|||
Filt |
366 Resonant Filter |
363 Resonant Filter |
1 |
|||
Filt |
367 Dual Res Filter |
364 Dual Res Filter |
1 |
|||
Enhc |
368 2 Band Enhancer |
370 2 Band Enhancer |
1 |
|||
Enhc |
369 3 Band Enhancer |
371 3 Band Enhancer |
2 |
|||
Enhc |
370 Extreem Enhancer |
371 3 Band Enhancer |
2 |
|||
Stim |
371 HF Stimulator |
372 HF Stimulate 1 |
1 |
|||
RMod |
372 Ring Modulator |
380 Ring Modulator |
1 |
|||
Pchr |
373 PitcherA |
381 Pitcher |
1 |
|||
Pchr |
374 PitcherB |
381 Pitcher |
1 |
|||
Pchr |
375 PolyPtVoxChanger |
382 Poly Pitcher |
2 |
|||
Pchr |
376 HollowPolyPitchr |
382 Poly Pitcher |
2 |
|||
PchC |
377 Pitcher+Chorus |
411 MonoPitcher+Chor |
2 |
|||
PchF |
378 Pitcher+Flange |
461 MonoPitcher+Flan |
2 |
|||
PchC |
379 Pitcher+Chor+Dly |
409 Pitcher+Chor+Dly |
2 |
|||
PchF |
380 Pitcher+Flng+Dly |
459 Pitcher+Flan+Dly |
2 |
|||
Kaos |
381 Ring Linger |
390 Chaos! |
2 |
|||
Lvrb |
382 Waterford |
103 Revrse LaserVerb |
4 |
|||
Phsr |
383 Hip Hop Aura |
256 Allpass Phaser 3 |
3 |
|||
Phsr |
384 Woodenize |
256 Allpass Phaser 3 |
3 |
|||
Phsr |
385 Marimbafication |
256 Allpass Phaser 3 |
3 |
|||
Freq |
386 Frequency Offset |
385 Frequency Offset |
2 |
|||
Freq |
387 Drum Loosener |
385 Frequency Offset |
2 |
|||
Freq |
388 Drum Tightener |
385 Frequency Offset |
2 |
|||
Freq |
389 Vox Honker |
386 MutualFreqOffset |
2 |
|||
Filt |
390 EQ Morpher ah-oo |
365 EQ Morpher |
3 |
|||
Filt |
391 EQ Morpher ee-aa |
365 EQ Morpher |
3 |
|||
Filt |
392 EQ Morpher aw-er |
365 EQ Morpher |
3 |
|||
PLFO |
395 Contact |
387 WackedPitchLFO |
3 |
|||
PLFO |
396 Drum Frightener |
387 WackedPitchLFO |
3 |
|||
PLFO |
397 Mad Hatter |
387 WackedPitchLFO |
3 |
|||
PLFO |
398 Fallout |
387 WackedPitchLFO |
3 |
|||
PLFO |
399 Ascension |
387 WackedPitchLFO |
3 |
|||
CDly |
400 BasicChorusDelay |
400 Chorus+Delay |
1 |
|||
CDly |
401 Chorus PanDelay |
400 Chorus+Delay |
1 |
|||
CDly |
402 Chorus & Echo |
400 Chorus+Delay |
1 |
|||
CDRv |
403 CDR Lead |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
404 CDR Lead 2 |
403 Chor+Dly+Reverb |
2 |
|||
CDly |
405 Chorus Delay 2 |
400 Chorus+Delay |
1 |
|||
CDly |
406 Doubler & Echo |
400 Chorus+Delay |
1 |
|||
CDRv |
407 Chorus Booth |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
408 ChorusSmallRoom |
403 Chor+Dly+Reverb |
2 |
|||
CRvb |
409 ChorusMedChamber |
404 Chorus<>Reverb |
2 |
|||
CRvb |
410 Chorus MiniHall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
411 Chorus HiCeiling |
404 Chorus<>Reverb |
2 |
|||
CRvb |
412 ChorBigBrtPlate |
404 Chorus<>Reverb |
2 |
|||
CRvb |
413 CathedralChorus |
404 Chorus<>Reverb |
2 |
|||
CDRv |
414 Flam Dly Bckgrnd |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
415 CDHall Halo |
403 Chor+Dly+Reverb |
2 |
|||
CDly |
416 CrackedPorcelain |
401 Chorus+4Tap |
1 |
|||
CDRv |
417 Rich Delay |
403 Chor+Dly+Reverb |
2 |
|||
CDly |
418 FastChorusDouble |
400 Chorus+Delay |
1 |
|||
CDly |
419 MultiTap Chorus |
401 Chorus+4Tap |
1 |
|||
CDly |
420 Chorused Taps |
402 Chorus<>4Tap |
2 |
|||
CDly |
421 MultiEchoChorus |
405 Chorus<>LasrDly |
2 |
|||
CDRv |
422 DeepChorDlyHall |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
423 ClassicEP ChorRm |
403 Chor+Dly+Reverb |
2 |
|||
CRvb |
424 Chorus Slow Hall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
425 SoftChorus Hall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
426 Chorus Air |
404 Chorus<>Reverb |
2 |
|||
CRvb |
427 PsiloChorusHall |
404 Chorus<>Reverb |
2 |
|||
CDly |
428 SpeeChorusDeep |
400 Chorus+Delay |
1 |
|||
CRvb |
429 Chorus Room |
404 Chorus<>Reverb |
2 |
|||
CRvb |
430 Chorus Smallhall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
431 Chorus Med Hall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
432 Chorus Big Hall |
404 Chorus<>Reverb |
2 |
|||
CDly |
433 Chorus Echoverb |
402 Chorus<>4Tap |
2 |
|||
CRvb |
434 Chorus Bass Room |
404 Chorus<>Reverb |
2 |
|||
CRvb |
435 New Chorus Hall |
404 Chorus<>Reverb |
2 |
|||
CRvb |
436 Floyd Hall |
404 Chorus<>Reverb |
2 |
|||
CDRv |
437 Into The Abyss |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
438 BroadRevSlapback |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
439 Carlsbad Cavern |
403 Chor+Dly+Reverb |
2 |
|||
DstC |
440 Chr→GtrDst→Chr |
317 TubeAmp<>MD>Chor |
3 |
|||
CDRv |
441 That’s No Moon!! |
403 Chor+Dly+Reverb |
2 |
|||
CDly |
442 Laser Amalgam |
405 Chorus<>LasrDly |
2 |
|||
CDRv |
443 Cut it out!! CDR |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
444 Chor-Delay Booth |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
445 Chor Tin Room |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
446 Boiler Plate |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
447 O.T.T. Pad |
403 Chor+Dly+Reverb |
2 |
|||
CDRv |
448 TheChorusCloset |
403 Chor+Dly+Reverb |
2 |
|||
CDly |
449 C-D |
402 Chorus<>4Tap |
2 |
|||
FDly |
450 Flange + Delay |
450 Flange+Delay |
1 |
|||
FDly |
451 ThroatyFlangeDly |
450 Flange+Delay |
1 |
|||
FDly |
452 Slapback Flange |
450 Flange+Delay |
1 |
|||
FRvb |
453 Flange Booth |
454 Flange<>Reverb |
2 |
|||
FRvb |
454 FlangeVerb Clav |
454 Flange<>Reverb |
2 |
|||
FRvb |
455 Flange Amb Smack |
454 Flange<>Reverb |
2 |
|||
FDRv |
456 Flange Dly 3-D |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
457 Fl Dl Large Hall |
453 Flan+Dly+Reverb |
2 |
|||
FShp |
458 Flanged Edge |
321 Flange<>Shaper |
2 |
|||
FDly |
459 Flange + 4Tap |
451 Flange+4Tap |
1 |
|||
FDRv |
460 FlangeDelayHall |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
461 SloFlangeDlyRoom |
453 Flan+Dly+Reverb |
2 |
|||
FRvb |
462 Flange Hall |
454 Flange<>Reverb |
2 |
|||
FDRv |
463 FlangeDlyBigHall |
453 Flan+Dly+Reverb |
2 |
|||
FRvb |
464 Flange Theatre |
454 Flange<>Reverb |
2 |
|||
FDly |
465 FlangeTap Synth |
452 Flange<>4Tap |
2 |
|||
FDRv |
466 Flange Room |
453 Flan+Dly+Reverb |
2 |
|||
FDly |
467 Flange Echo |
452 Flange<>4Tap |
2 |
|||
FDly |
468 Flange 4 Tap |
452 Flange<>4Tap |
2 |
|||
FRvb |
469 Flange Hall 2 |
454 Flange<>Reverb |
2 |
|||
FDRv |
470 Flange-Dly Hall |
453 Flan+Dly+Reverb |
2 |
|||
FDly |
471 Flange Delay |
450 Flange+Delay |
1 |
|||
FDly |
472 Mecha-Godzilla |
451 Flange+4Tap |
1 |
|||
FDRv |
473 Industro-Flange |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
474 Panning FDRoom |
453 Flan+Dly+Reverb |
2 |
|||
FDly |
475 Drum&Bass FlgDly |
451 Flange+4Tap |
1 |
|||
FDly |
476 Laserflange |
455 Flange<>LasrDly |
2 |
|||
FRvb |
477 Pewter FlangeVrb |
454 Flange<>Reverb |
2 |
|||
FRvb |
478 WeirdFlangePlate |
454 Flange<>Reverb |
2 |
|||
FDRv |
479 F-D Hall |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
480 SyntheticRmFlg |
453 Flan+Dly+Reverb |
2 |
|||
FDly |
481 Space Flanger |
452 Flange<>4Tap |
2 |
|||
FDly |
482 Lazertag Flange |
455 Flange<>LasrDly |
2 |
|||
FPch |
483 Flange→Pitcher |
384 Flange<>Pitcher |
2 |
|||
FShp |
484 Flange→Shaper |
321 Flange<>Shaper |
2 |
|||
FPch |
485 Pitch Spinner |
384 Flange<>Pitcher |
2 |
|||
FDly |
486 FD Lead Madness |
450 Flange+Delay |
1 |
|||
FDRv |
487 Brite Rippleverb |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
488 Rotary Club |
453 Flan+Dly+Reverb |
2 |
|||
FDRv |
489 Flangey Hall |
453 Flan+Dly+Reverb |
2 |
|||
DstC |
490 Flg→GtrDst→Chr |
319 PolyAmp<>MD>Chor |
3 |
|||
DstF |
491 MyGtrAteYo’Momma |
318 TubeAmp<>MD>Flan |
3 |
|||
FDly |
492 Glacial Canyon |
456 St Flange+Delay |
1 |
|||
CDRv |
494 Ultima Thule Pad |
403 Chor+Dly+Reverb |
2 |
|||
Flng |
495 Dr. Who |
225 Flanger 1 |
1 |
|||
TDst |
500 Gate+TTubeAmp3 |
500 Gate+TTubeAmp3 |
3 |
|||
TDst |
501 MonoDistT + EQ |
501 MonoDistT + EQ |
2 |
|||
TDst |
502 TTubeAmp3 |
502 TTubeAmp3 |
2 |
|||
KB3a |
580 VibChorCabT |
580 VibChorCabT |
4 |
|||
Reso |
600 String Resonance |
600 String Resonance |
4 |