PC3A Musician`s Guide (Rev 2)

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PC3A Musician`s Guide (Rev 2) | Manualzz
IMPORTANT SAFETY & INSTALLATION INSTRUCTIONS
INSTRUCTIONS PERTAINING TO THE RISK OF FIRE ELECTRIC SHOCK , OR INJURY TO PERSONS‌
WARNING: When using electric products, basic precautions should always be followed, including the following:
1. Read all the Safety and Installation Instructions and Explanation of Graphic Symbols before using the product.
2. This product must be grounded. If it should malfunction or break down, grounding provides a path of least resistance for electric current
to reduce the risk of electric shock. This product is equipped with a power supply cord having an equipment-grounding conductor and a
grounding plug. The plug must be plugged into an appropriate outlet which is properly installed and grounded in accordance with all local
codes and ordinances.
DANGER: Improper connection of the equipment-grounding conductor can result in a risk of electric shock. Do not modify the plug provided
with the product – if it will not fit the outlet, have a proper outlet installed by a qualified electrician. Do not use an adaptor which defeats the
function of the equipment-grounding conductor. If you are in doubt as to whether the product is properly grounded, check with a qualified
serviceman or electrician.
3. Do not use this product near water – for example, near a bathtub, washbowl, kitchen sink, in a wet basement, or near a swimming pool,
or the like.
4. This product should only be used with a stand or cart that is recommended by the manufacturer.
5. This product, either alone or in combination with an amplifier and speakers or headphones, may be capable of producing sound levels that
could cause permanent hearing loss. Do not operate for a long period of time at a high volume level or a level that is uncomfortable. If you
experience any hearing loss or ringing in the ears, you should consult an audiologist.
6. This product should be located so that its location or position does not interfere with its proper ventilation.
7. The product should be located away from heat sources such as radiators, heat registers, or other products that produce heat.
8. The product should be connected to a power supply only of the type described in the operating instructions or as marked on the product.
9. This product may be equipped with a polarized line plug (one blade wider than the other). This is a safety feature. If you are unable to insert
the plug into the outlet, contact an electrician to replace your obsolete outlet. Do not defeat the safety purpose of the plug.
10. The power supply cord of the product should be unplugged from the outlet when left unused for a long period of time. When unplugging the
power supply cord, do not pull on the cord, but grasp it by the plug.
11. Care should be taken so that objects do not fall and liquids are not spilled into the enclosure through openings.
12. The product should be serviced by qualified service personnel when:
A. The power supply cord or the plug has been damaged;
B. Objects have fallen, or liquid has been spilled into the product;
C. The product has been exposed to rain;
D. The product does not appear to be operating normally or exhibits a marked change in performance;
E. The product has been dropped, or the enclosure damaged.
13. Do not attempt to service the product beyond that described in the user maintenance instructions. All other servicing should be referred to
qualified service personnel.
14. WARNING: Do not place objects on the product’s power supply cord, or place the product in a position where anyone could trip over, walk
on, or roll anything over cords of any type. Do not allow the product to rest on or be installed over cords of any type. Improper installations
of this type create the possibility of a fire hazard and/or personal injury.
RADIO AND TELEVISION INTERFERENCE
WARNING: Changes or modifications to the instrument not expressly approved by Young Chang could void your authority to operate the
instrument.
IMPORTANT: When connecting this product to accessories and/or other equipment use only high quality shielded cables.
NOTE: This instrument has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules.
These limits are designed to provide reasonable protection against harmful interference in a residential installation. This instrument generates,
uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference
to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this instrument does cause
harmful interference to radio or television reception, which can be determined by turning the instrument off and on, the user is encouraged to try
to correct the interference by one or more of the following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the instrument and the receiver.
• Connect the instrument into an outlet on a circuit other than the one to which the receiver is connected.
• If necessary consult your dealer or an experienced radio/television technician for additional suggestions.
NOTICE
This apparatus does not exceed the Class B limits for radio noise emissions from digital apparatus set out in the Radio Interference Regulations
of the Canadian Department of Communications.
AVIS
Le present appareil numerique n’emet pas de bruits radioelectriques depassant les limites applicables aux appareils numeriques de la class B
prescrites dans le Reglement sur le brouillage radioelectrique edicte par le ministere des Communications du Canada.
SAVE THESE INSTRUCTIONS
ii
CAUTION
RISK OF ELECTRIC SHOCK
DO NOT OPEN
CAUTION: TO REDUCE THE RISK OF ELECTRIC SHOCK,
DO NOT REMOVE THE COVER.
NO USER SERVICEABLE PARTS INSIDE.
REFER SERVICING TO QUALIFIED SERVICE PERSONNEL.
1)
2)
3)
4)
5)
6)
7)
8)
The lightning flash with the arrowhead symbol, within an equilateral
triangle is intended to alert the user to the presence of uninsulated
"dangerous voltage" within the product's enclosure that may be of
sufficient magnitude to constitute a risk of electric shock to persons.
The exclamation point within an equilateral triangle is intended
to alert the user to the presence of important operating and
maintenance (servicing) instructions in the literature
accompanying the product.
SAFETY INSTRUCTIONS
Read these instructions.
Keep these instructions.
Heed all warnings.
Follow all instructions.
Do not use this apparatus near water.
Clean only with dry cloth.
Do not block any of the ventilation openings. Install in accordance with the manufacturer’s instructions.
Do not install near any heat sources such as radiators, heat registers, stoves, or other apparatus (including
amplifiers) that produce heat.
9) Do not defeat the safety purpose of the polarized or grounding-type plug. A polarized plug has two
blades with one wider than the other. A grounding type plug has two blades and a third grounding
prong. The wide blade or the third prong are provided for your safety. If the provided plug does not fit
into your outlet, consult an electrician for replacement of the obsolete outlet.
10)Protect the power cord from being walked on or pinched, particularly at plugs, convenience receptacles,
and the point where they exit from the apparatus.
11)Only use attachments/accessories specified by the manufacturer.
12)Use only with a cart, stand, tripod, bracket, or table specified by the manufacturer,
or sold with the apparatus. When a cart is used, use caution when moving the cart/
apparatus combination to avoid injury from tip-over.
13)Unplug this apparatus during lightning storms or when unused for long periods of
time.
14)Refer all servicing to qualified service personnel. Servicing is required when the apparatus has been
damaged in any way, such as power-supply cord or plug is damaged, liquid has been spilled or objects
have fallen into the apparatus, the apparatus has been exposed to rain or moisture, does not operate
normally, or has been dropped.
Warning: To reduce the risk of fire or electric shock, do not expose this apparatus to rain or moisture. Do
not expose this equipment to dripping or splashing and ensure that no objects filled with liquids, such as vases,
are placed on the equipment.
To completely disconnect this equipment from the AC Mains, disconnect the power supply cord plug from
the AC receptacle.
©2014 Young Chang Co., Ltd. All rights reserved. Kurzweil® is a product line of Young Chang Co., Ltd. Kurzweil®, Young
Chang®, V. A. S. T.®, and PC3A™ are trademarks of Young Chang Co., Ltd. All other trademarks and copyrights are property of
their respective companies. Product features and specifications are subject to change without notice.
You may legally print up to two (2) copies of this document for personal use. Commercial use of any copies of this document is
prohibited. Young Chang Co. retains ownership of all intellectual property represented by this document.
iii
Kurzweil International Contacts
Contact the Kurzweil office listed below to locate your local Kurzweil representative.
US Customers:
Customers outside the US:
American Music & Sound
22020 Clarendon Street, Suite 305
Woodland Hills, CA 91367
Young Chang Co., LTD.
9th Floor, Bldg 102, I-Park,
Jeongja-Dong, Bundang-Gu, Seongnam-Si,
Gyeonggi-Do
463-859 South Korea
Tel: 800-431-2609
Fax: 818-597-0411
Email: [email protected]
Tel: +82 31 786 7900
www.kurzweil.com
[email protected]
www.facebook.com/kurzweilmusicsystems/
www.twitter.com/KurzweilMusic
www.youtube.com/user/KurzweilTutorials
iv
Table of Contents
Kurzweil International Contacts
Chapter 1 Introduction
Keeping Current
Overview of the PC3A
VAST Synthesis
KB3 Tone Wheel Emulation
VA-1 Programs
How to Use This Manual
Do I Have Everything?
Boot Loader
Battery
Options
Sound ROM Expansion Card
Pedals
Ribbon Controller
Breath Controller
USB Storage Device
Chapter 2 Startup
iv
1-2
1-2
1-3
1-3
1-3
1-4
1-4
1-4
1-4
1-5
1-5
1-5
1-5
1-5
1-5
Make Connections
Make Music
Startup—the Details
2-1
2-1
2-2
PC3A Programs
2-7
Before You Start...
Connecting the Power Cable (Line Cord)
Connecting Audio Cables
Connecting MIDI
Pedals
Breath
Ribbon
Switching On the Power
USB Storage Port
USB Computer Port
Setting the Clock
Selecting Programs
Easy Audition
Program Mode Display
VAST Programs
KB3 Programs
Setups
Quick Access
The Other Modes
Software Upgrades
2-2
2-2
2-2
2-3
2-4
2-4
2-5
2-5
2-6
2-6
2-7
2-7
2-7
2-8
2-8
2-9
2-9
2-9
2-10
2-10
i
Chapter 3 User Interface Basics
Mode Selection
Mode Buttons
Bank Buttons
Sliders
Program and Category Buttons
3-1
3-2
3-2
3-3
3-4
Pitch Wheel and Mod Wheel
Navigation
3-5
3-6
Picking favorites
The Display
Pages
The Top Line
The Bottom Line
The Soft Buttons
The Cursor Buttons
The Chan/Layer Buttons
The Edit Button
The Exit Button
Data Entry
The Alpha Wheel
The Plus/Minus Buttons
The Alphanumeric Pad
Double Button Presses
Intuitive Data Entry
Changing the Current Layer in Multi-Layer Programs
Search
Quick Song Recording and Playback
Chapter 4 The Operating Modes
3-6
3-6
3-6
3-6
3-7
3-7
3-7
3-8
3-8
3-9
3-9
3-9
3-9
3-10
3-11
3-11
3-12
3-12
What the Modes Are
Selecting Modes
4-1
4-1
Using the Modes
4-2
Finding Square One
Program Mode
Setup Mode
Quick Access Mode
Effects Mode
MIDI Mode
Master Mode
Song Mode
Storage Mode
Chapter 5 Editing Conventions
4-2
4-2
4-2
4-3
4-3
4-3
4-3
4-3
4-3
Introduction to Editing
5-1
Object Type and ID
Saving and Naming
5-2
5-3
What’s an Object?
ROM Objects
Memory Objects
Keyboard Naming
ii
3-4
5-1
5-4
5-4
5-5
Deleting Objects
5-6
Saving and Loading Files—Storage Mode
Special Button Functions
5-6
5-7
Dependent Objects
Chapter 6 Program Mode
5-6
The Program Mode Page
6-1
VAST and KB3 Programs
VAST Program Structure
KB3 Program Structure
6-4
6-4
6-6
Selecting Programs
The Soft Buttons in Program Mode
The Info Box
Controllers Assignments For Factory ROM Programs
Saving Controller Settings in Program Mode
The Arpeggiator In Program Mode
MIDI Channels
KB3 Mode
KB3 Effects And Real-time Controls
MIDI Control of KB3 Programs
Control Setup
Control Setup Overview
Control Setup Advanced Features
Selecting And Editing The Control Setup
Editing VAST Programs
The Soft Buttons in the Program Editor
The MODE Buttons in the Program Editor
Assigning Program Parameters to Control Sources
The KEYMAP Page
Keymap
Transpose (Xpose)
Key Tracking (KeyTrk)
Velocity Tracking (VelTrk)
Method (AltMethod)
Stereo
Timbre Shift
Playback Mode
Alternative Controller (AltControl)
Alternative Switch (AltControl and AltMethod)
The LAYER Page
Low Key (LoKey)
High Key (HiKey)
Low Velocity (LoVel)
High Velocity (HiVel)
Pitch Bend Mode (Bend)
Trigger (Trig)
Delay Control (DlyCtl)
Minimum Delay (MinDly), Maximum Delay (MaxDly)
Enable
Enable Sense (S)
6-1
6-2
6-2
6-2
6-3
6-3
6-3
6-6
6-6
6-8
6-9
6-9
6-10
6-10
6-12
6-12
6-13
6-13
6-14
6-14
6-14
6-14
6-15
6-15
6-15
6-16
6-16
6-16
6-16
6-17
6-18
6-18
6-18
6-18
6-18
6-18
6-18
6-18
6-19
6-19
iii
Opaque
Sustain Pedal (SusPdl)
Sostenuto Pedal (SosPdl)
Freeze Pedal (FrzPdl)
Ignore Release (IgnRel)
Hold Through Attack (ThrAtt)
Hold Until Decay (TilDec)
6-20
6-20
6-20
6-20
6-20
6-20
6-21
Algorithm Basics
Common DSP Control Parameters
Alt Input for Algorithms (Cascade Mode)
Dynamic VAST
6-23
6-24
6-27
6-28
The PITCH Page
The AMP Page
The Algorithm (ALG) Page
The DSP Control (DSPCTL) Page
The DSP Modulation (DSPMOD) Page
The OUTPUT Page
Pan
Pan Mode
Output: Pan, Gain, and Mode
Pan Table
Crossfade and Crossfade Sense (XFadeSense)
Drum Remap
Exclusive Zone Map
The COMMON Page
Pitch Bend Range Up and Down
Monophonic
Legato Play
Portamento
Portamento Rate
Attack Portamento
Mono Sample XFade
Globals
Output: Gain, Pan, and Pan Mode
Demo Song
The LFO Page
Minimum Rate
Maximum Rate
Rate Control
LFO Shape
LFO Phase
The ASR Page
Trigger
Mode
Delay
Attack
Release
The Function (FUN) Page
The Amplitude Envelope (AMPENV) Page
Attack Segment Times
iv
6-21
6-21
6-22
6-29
6-30
6-31
6-32
6-32
6-33
6-33
6-33
6-33
6-34
6-35
6-35
6-35
6-36
6-36
6-36
6-36
6-37
6-37
6-37
6-37
6-38
6-39
6-39
6-39
6-39
6-39
6-40
6-40
6-40
6-40
6-41
6-41
6-41
6-42
6-43
Attack Segment Levels
Decay Segment
Release Segments
Loop Type
Number of Loops
6-43
6-43
6-43
6-44
6-44
Adjust
Key Tracking
Velocity Tracking
Source, Depth
Impact
6-46
6-46
6-46
6-46
6-47
The Envelope 2 (ENV2) and Envelope 3 (ENV3) Pages
The Envelope Control (ENVCTL) Page
The Program FX (PROGFX) Page
Insert
Aux 1, Aux 2
Output
Auxiliary Send Parameters
Aux1 Mod, Aux2 Mod
The Layer FX (LYR_FX) Page
The Controllers (CTLS) Page
INFO
Function Soft Buttons
Set Controllers (SetCtl)
New Layer (NewLyr)
Duplicate Layer (DupLyr)
Import Layer (ImpLyr)
Delete Layer (DelLyr)
Name, Save, Delete
Editing VAST Programs With KVA Oscillators
Basic Use of KVA Oscillators
Setting KVA Oscillator Type
Advanced Use Of KVA Oscillators
Editing KB3 Programs
KB3 Editor: The Tone Wheels (TONEWL) Page
Upper Tone Wheel Keymap
Upper Volume Adjust
Number of Tone Wheels
Organ Map
Wheel Volume Map
Globals
Lower Transpose / Upper Transpose
KB3 Editor: The Drawbars (DRAWBR) Page
Mode
Steps
Volume
Tune
KB3 Editor: The Set Drawbars (SetDBR) Soft Button
KB3 Editor: The PITCH Page
KB3 Editor: The AMP Page
KB3 Editor: The PERC1 Page
6-44
6-45
6-47
6-48
6-48
6-48
6-48
6-49
6-49
6-50
6-51
6-51
6-52
6-52
6-52
6-52
6-52
6-52
6-53
6-53
6-54
6-55
6-59
6-59
6-59
6-60
6-60
6-60
6-60
6-60
6-60
6-61
6-61
6-61
6-61
6-61
6-62
6-62
6-62
6-63
v
Percussion
Volume
Decay
Harmonic
VelTrack
LowHarm
HighHarm
StealBar
6-63
6-63
6-63
6-64
6-64
6-64
6-64
6-64
PercLevel, DecayTime, OrgLevel
6-64
KB3 Editor: The PERC2 Page
KB3 Editor: The KEYCLK Page
KeyClick
Volume
Decay
VelTrk
Pitch
Random
ReTrigThresh
Note Attack
Note Release
KB3 Editor: The MISC Page
PreampResp
Leakage
LeakMode
SpeedCtl
VibChorCtl
VibChorSel
VolAdjust
BendRngUp, BendRngDn
Sustain
Sostenuto
LesliePedal
KB3 Editor: The EQ Page
KB3 Editor: The OUTPUT Page
Exp Pedal
KB3 Editor: The Program FX (PROGFX) Page
KB3 Editor: The LFO, ASR, and FUN Pages
KB3 Programming Tips
Chapter 7 Setup Mode
6-65
6-65
6-65
6-65
6-65
6-66
6-66
6-66
6-66
6-66
6-67
6-67
6-67
6-68
6-68
6-68
6-68
6-68
6-68
6-68
6-68
6-68
6-69
6-70
6-70
6-70
6-70
6-71
Zone-status LEDs in Setup Mode
Soloing a Zone
7-2
7-3
Program
Destination
Channel
MidiBank
MIDI Program (MidiProg)
Status
7-4
7-5
7-5
7-5
7-6
7-6
The Setup Editor
The Channel/Program (CH/PROG) Page
vi
6-64
7-3
7-4
Out
Input Channel
MIDI Bank Mode (BankMode)
Entry Program Change (EntryProgChg)
Arpeggiator
7-6
7-6
7-7
7-8
7-8
Low Key (LoKey), High Key (HiKey)
Transpose
Note Map
Velocity Scale (VelScale)
Velocity Offset
Velocity Curve (VelCurve)
Low Velocity (LoVel), HighVelocity (HiVel)
7-10
7-10
7-10
7-11
7-12
7-14
7-16
The Key/Velocity (KEY-VEL) Page
The Pan/Volume (PAN/VOL) Page
Entry Volume, Exit Volume
Entry Pan, Exit Pan
The BEND Page
Bend Range (Semitones) and Bend Range (Cents): Up and Down
Aux Bend 1 Up and Aux Bend 1 Down
Aux Bend 2 Range
Controllers
Continuous Controllers
Switch Controllers
The Controller Destination List
Shift Key Number, Shift Key (ShKeyNum, ShiftKey)
Continuous Controller Parameters
Switch Controller Parameters
The WHEEL Page
The SLIDER and SLID2 Pages
The Continuous Control Pedal (CPEDAL) Page
The Pressure (PRESS) Page
The Footswitch Pages (FT SW1, FT SW2, FT SW3)
The Arpeggiator Switch (ARP SW) Page
The SWITCH Page
The RIBBON Page
The Ribbon Configuration (RIBCFG) Page
Ribbon Configuration
Position Mode (PosMode)
Spring
Center
7-9
7-17
7-17
7-17
7-18
7-18
7-19
7-19
7-19
7-20
7-21
7-21
7-26
7-29
7-30
7-32
7-33
7-34
7-35
7-36
7-37
7-38
7-39
7-40
7-40
7-41
7-41
7-41
The ARPEGGIATOR & ARPEGGIATOR 2 (ARP1, ARP2) Pages
7-42
Riffs
7-55
The ARPEGGIATOR Page
The ARPEGGIATOR 2 Page Real-time Control of Arpeggiator Parameters
The RIFF1 Page
The RIFF2 Page
Real-time Control of Riff Parameters
7-42
7-49
7-49
7-53
7-55
7-58
7-63
vii
The FX Pages: FX, AUXFX1, AUXFX2, and MASTFX
The Programmable Switch Pages: SWPRG1 to SWPRG8
The COMMON Page
7-64
7-64
7-65
TRIGGER KEYS (KEYTRG)
The Utility Soft Buttons
7-67
7-68
Tempo
Clock Source
Aux FX Channel
KB3 Channel
Mutes
Arpeggiator Global (ArpGlobal)
Name
Save
Delete
New Zone (NewZn)
Duplicate Zone (DupZn)
Import Zone (ImpZn)
Delete Zone (DelZn)
Recording A Setup To Song Mode
Chapter 8 Quick Access Mode
Soft Buttons In Quick Access Mode
The QA Editor
Chapter 9 Effects and Effect Mode
7-68
7-68
7-68
7-68
7-68
7-68
7-68
7-69
8-2
8-2
Effects Overview
9-1
Effect Mode and the Effects Pages
9-4
Insert Effects
Aux Effects
Master Effects
Chains
Signal Flow
DSP Units - Manage and Distribute Processor Power for Effects
Aux Override
The EffectsEnable Page
The Aux 1 Override and Aux 2 Override Pages
The Master Effects Page
The Chain Editor
The MAIN Page
The MOD Pages
FXLFO, FXASR, and FXFUN pages
INFO
Effects Parameters
General Parameters
Reverbs
Delays
Equalizers (EQ)
Compressors, Expanders, and Gates
Chorus
Flanger
viii
7-65
7-65
7-65
7-66
7-66
7-66
9-1
9-1
9-2
9-2
9-2
9-3
9-3
9-4
9-5
9-8
9-9
9-9
9-10
9-11
9-11
9-12
9-12
9-13
9-14
9-15
9-16
9-18
9-19
Quantize
LaserVerb
Filters
Distortion
Rotating Speakers
Vibrato/Chorus
Tremolo and AutoPan
Pitcher
Ring Modulation
Stereo Simulation
Chapter 10 MIDI Mode
9-19
9-19
9-20
9-21
9-22
9-23
9-24
9-25
9-25
9-25
The TRANSMIT Page
10-1
The RECEIVE Page
10-5
Control Setup
Destination
Channel
Transpose
Velocity Map (Transmit)
Pressure Map (Transmit)
Program Change (ProgChang)
Change Setups (ChgSetups)
Basic Channel
MIDI Receive Mode (MIDI Mode)
All Notes Off
Program Change Mode (PrgChgMode)
Velocity Map (Receive)
Pressure Map (Receive)
System Exclusive ID (SysExID)
Bank Select
Local Keyboard Channel (LocalKbdCh)
The Channels Page
Enable
Program
Pan
Volume
Program Lock, Pan Lock, Volume Lock
Program Change Formats
Extended Program Changes
QAccess
The Soft Buttons in MIDI Mode
Program Change (PrgChg)
Reset Channels (RsetCh)
Panic
Chapter 11 Master Mode
MAIN
Tune
Transpose
FX Mode
10-2
10-2
10-2
10-2
10-3
10-4
10-5
10-5
10-6
10-6
10-6
10-6
10-7
10-8
10-9
10-9
10-10
10-14
10-14
10-14
10-15
10-15
10-15
10-15
10-16
10-16
10-18
10-18
10-18
10-18
11-1
11-2
11-2
11-2
ix
MAPS
Drum Remap
ID Entry
Setup Controllers (SetupCtls)
Master Table Lock (Master Lock)
Demo Button
Buttons Mode (Buttons)
Display
11-2
11-2
11-2
11-3
11-3
11-3
11-3
Velocity Map (Master)
Pressure Map (Master)
Intonation
Key Action Map
Intonation Key (Int.Key)
Default Sequence
11-5
11-7
11-8
11-9
11-9
11-10
OUTPUT
Output Clock
Digital Output Volume (Dig. out volume)
Digital Output (Dig. Out)
Aux Out Pair Mode
Clock Source
TEMPO
General MIDI Mode (GM On, GM Off)
OBJECT
Rename
Delete
UTILS (UTILITIES)
CLOCK
Reset
Loader
About
Save
Preview Sample (PRVIEW)
Chapter 12 Song Mode and the Song Editor
11-10
11-10
11-10
11-10
11-10
11-11
11-11
11-12
11-13
11-14
11-14
11-16
11-17
11-17
11-18
11-18
11-18
11-18
Getting Started with the Sequencer
12-1
Song Mode: The MAIN Page
12-1
What is a Sequencer?
Current Song (CurSong)
Tempo
Recording Track (RecTrk)
Program (Prog)
Track Number (Trk:#)
Volume (Vol)
Pan
Mode
Location (Locat)
Mode Indicators (+ and x):
Activity Indicators
Track Status Indicators
Track Channels
x
11-5
12-1
12-2
12-2
12-3
12-3
12-3
12-4
12-5
12-6
12-6
12-6
12-6
12-6
12-7
Soft Buttons on the MAIN Page
The Save Changes Dialog
12-7
12-8
Time In
Time Out
Song End
Loop
RecMode
Metron
12-10
12-10
12-11
12-11
12-11
12-11
Song Mode: The BIG Page
Song Mode: The FX Pages
Song Mode: The MIXER Page
Out
The Rec, Play, and Stop Soft Buttons
The Keep Soft Button
The Done Soft Button
Song Mode: The METRONOME Page
Metronome
CountOff
Program
Channel
Strong Note
Strong Vel
Soft Note
Soft Vel
The Rec, Play, and Stop Soft Buttons
The Done Soft Button
Song Mode: The Filter Pages (RECFLT and PLYFLT)
Notes
LoKey
Hi
LoVel
Hi
Controllers
Controller
LoVal
Hi
PitchBend
ProgChange
MonoPress
PolyPress
The Rec, Play, and Stop Soft Buttons
The Done Soft Button
Song Mode: The MISC Page
Control Chase
Quant
Grid
Swing
Release
Key Wait
Song Mode: The STATS Page
12-10
12-12
12-12
12-12
12-13
12-13
12-13
12-13
12-14
12-14
12-14
12-14
12-14
12-14
12-14
12-14
12-14
12-14
12-15
12-15
12-15
12-15
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-16
12-17
12-17
12-17
12-17
12-18
12-18
12-18
12-18
xi
The Song Editor
Song Editor: The COMMON Page
12-19
12-19
Song Editor: The TRACK Page
12-21
Tempo
TimeSig
FX Track
DrumTrack
MidiDst
Soft Buttons on the COMMON Page
Common Parameters for Edit Song: Track Functions
Region/Criteria Box Parameters
Soft Buttons on the TRACK Page
Song Editor: Track Functions
Erase
Copy
Bounce
Insert
Delete
Quantize
Shift
Transpose
Grab
Change
Remap
Song Editor: The EVENT Page
Initial Program, Volume, Pan
Location
Bar, Beat, and Tick
Event Type and Value
Soft Buttons on the EVENT Page
Tempo Track
Chapter 13 Storage Mode
12-22
12-22
12-23
12-24
12-24
12-24
12-25
12-26
12-26
12-27
12-28
12-28
12-29
12-30
12-31
12-31
12-32
12-32
12-32
12-32
12-33
12-33
Storage Mode Page
13-1
Storage Mode Common Features
13-4
Using USB Devices
Directories
Path
Common Dialogues
The STORE Page
Storing Overview
Select Object Type To Store
Select Object Range To Store
The Store Advanced Page
The LOAD Page
Loading Individual Objects From a .P3A Or Compatible File Type
Loading Methods
The Utilities (UTILS) Page
Export
xii
12-19
12-19
12-20
12-20
12-20
12-21
Soft Buttons on the Utilities Page
13-2
13-4
13-4
13-4
13-6
13-6
13-7
13-7
13-7
13-9
13-10
13-11
13-14
13-14
13-15
Format
13-15
Chapter 14 Keymap and Sample Editing
The Keymap Editor
14-1
Building a Keymap
Editing Samples
14-7
14-9
Keymap Editor Parameters
The Soft Buttons in the Keymap Editor
Special Double Button Presses in the Keymap Editor
The Miscellaneous (MISC) Page
The TRIM Page
Chapter 15 Tutorial: Song Mode
Part 1: Assign Instruments To Tracks
Part 2: Set The Tempo
Part 3: Record Your First Track, Save The Song
Part 4: Record Additional Tracks
Part 5: Fixing Mistakes
Part 6: Adjusting The Volume Of Each Instrument
Part 7: Learning More About Song Mode
Appendix Specifications
MIDI Implementation Chart
Specifications
Appendix PC3A Bootloader
14-3
14-5
14-6
14-9
14-12
15-2
15-3
15-4
15-7
15-8
15-10
15-15
A-1
A-2
Using the Bootloader Menu
System Update (PC3A Software, Objects, Etc.)
Run Diags - PC3A Diagnostics Utility
System Reset
System Utilities
B-1
B-2
B-2
B-2
B-3
Removing the fuse holder
C-1
Appendix Changing PC3A Voltage
Appendix PC3A Objects (V 2.31.2)
Programs
Setups
QA Banks
Effect Presets with Algorithms
How to Use These Tables
Reverbs
Delays
Chorus
Flange
Phaser
Trem / Panner / Spatial
Rotary
Distortion
Dynamics
EQ / Filters
Chorus / Combi
Flange / Combi
D-1
D-17
D-20
D-30
D-30
D-30
D-34
D-36
D-36
D-37
D-38
D-38
D-39
D-40
D-40
D-42
D-43
xiii
Keymaps
Samples
D-45
D-55
Arpeggiator Shift Patterns
Arpeggiator Velocity Patterns
D-64
D-66
Appendix PC3A Legacy File Conversion
Object Types and Conversion Details
Keymap Objects
Program Objects
Setup Objects
Index
xiv
E-1
E-1
E-1
E-1
i
Introduction

Chapter 1
Introduction
Greetings. Your new instrument offers amazing acoustic, electric, and synthesizer sounds,
combined with advanced programming features that will let you create almost any sound you
can imagine. This manual covers the PC3A in its 88, 76, and 61-note configurations (PC3A8,
PC3A7, and PC3A6.) For the most part, anywhere we talk about the PC3A in this manual we
mean any of these instruments.
The PC3A comes loaded with 256 MB of ROM sounds, including:
• The Original PC3K set.
• The KORE64 expansion set (featuring improved guitar, drums, synth, brass, and woodwind
sounds).
• The German D Grand EXP expansion set (featuring improved acoustic piano sounds).
In Program Mode, press the Exp 1 Bank button to access KORE64 Programs (IDs 3200-3590), or
press the Exp 2 Bank button to access the German D Grand EXP Programs (IDs 3700-3730). By
default, program 3700 will be selected when the PC3A is first powered on.
In addition to the great sounds and programming features, the PC3A is fully equipped with
performance features you’ll use at every gig. For example, there are nine conveniently situated
sliders for accurately emulating the drawbars on a tone wheel organ such as a Hammond B3™.
And the PC3A’s 24 dedicated sound select buttons, along with its Quick Access banks will let you
instantly choose and change sounds whenever you like.
Advanced program, keymap and sample editing features allow you to customize your sounds
further. You’re able to map any sample to any key, tune individual samples, change the start, alt
start, loop point and end point of samples and even assign a controller to adjust sample start
point in real-time.
If you’ve used other Kurzweil gear, you’ll have no trouble getting up and running quickly. Bear
in mind, however, that the PC3A’s beauties are more than skin-deep; you’ll want to read this
manual, as well as the materials at the www.kurzweil.com website to take full advantage of your
instrument.
1-1
Introduction

Keeping Current
Check for new documentation and operating system upgrades before you start using
your instrument. When new software is available for the PC3A, it will be posted at
www.kurzweil.com. You’ll use the PC3A’s Boot Loader (described in this manual) to
upgrade your instrument to use the new software.
Overview of the PC3A
Pictured below is the 88-key PC3A8.
Arp
SW
The PC3A’s 1400+ programs include improved piano sounds from the German D Grand EXP
expansion, and improved guitar, drums, synth, brass, and woodwind sounds from the KORE64
expansion. Also included are string sections from the Orchestral and Contemporary sound
blocks, Stereo Triple Strike Piano, Classic Keys for realistic vintage electric piano sounds, and
General MIDI (GM) sounds. Multi-zone performance setups are also provided; many of these
setups use note triggers to play factory-recorded songs that provide grooves and arpeggiation
that make great templates for performance or recording. An on-board sequencer with front panel
transport buttons lets you record your ideas any time inspiration strikes. This sequencer (Song
mode) lets you play back MIDI type 0 or 1 sequences, record and play back your own songs, and
record multi-timbral sequences received via MIDI.
In addition to V.A.S.T. capability, a few of the features that by themselves make the PC3A an
impressive stage and studio machine are:
• 128-voice polyphony
• Fully multi-timbral voices, so that different programs can be played on each MIDI channel.
• An on-board digital effects processor provides multiple simultaneous effects, including
real-time effects control, internally or via MIDI.
• More effects processing power than Kurzweil’s own KSP8 studio effects processor.
• Two additional balanced analog outputs in addition to the standard stereo audio output pair,
as well as a digital output. All of the outputs are available simultaneously.
For backup, storage, and moving files, two types of USB ports are provided on the back panel of
the PC3A. A USB storage port allows you to connect a USB device such as a thumb drive, and a
second USB Computer port lets you connect the PC3A to a computer for file transfer and MIDI
connectivity.
1-2
Introduction
VA-1 Programs
VAST Synthesis
The PC3A’s Variable Architecture Synthesis Technology (V.A.S.T.) lets you build sounds from
realistic instrumental samples and sampled synth waveforms—then modify the nature of those
sounds through a wide variety of digital signal-processing (DSP) functions. The PC3A also
generates its own synth waveforms, which can be combined with the samples or used on their
own.
While many other synthesizers may offer a fixed set of DSP tools (typically filtering, pitch, and
amplitude modulation) the PC3A’s Variable Architecture lets you arrange a combination of DSP
functions from a long list of choices. The functions you choose define the type of synthesis you
use.
Each layer of every program has its own DSP architecture, which we call an algorithm. Within
each algorithm, you can select from a variety of DSP functions. Each function can be
independently controlled by a variety of sources including LFOs, ASRs, envelopes, a set of
unique programmable functions (FUNs), as well as any MIDI control message. The many
different DSP functions and the wealth of independent control sources give you an extremely
flexible, truly vast collection of tools for sound creation and modification.
The PC3A offers powerful editing features we call Dynamic V.A.S.T. and Cascade Mode.
Dynamic V.A.S.T. allows you to “wire” your own algorithms, combining different DSP functions
in any order you like, including parallel and serial configurations.
Cascade Mode lets you route any layer of a program into the DSP of any other layer. Any of the 32
layers of a program can go into any other layer.
When you’re ready to jump in and start creating programs, turn to Chapter 6.
KB3 Tone Wheel Emulation
In addition to VAST synthesis, the PC3A offers many oscillator-based programs that give you the
classic sound of tone-wheel organs like the Hammond B3. KB3 mode, as we call it, is completely
independent of VAST, and has its own set of editing procedures. Nine dedicated sliders on the
PC3A’s front panel give you real-time drawbar control over these organ sounds. Buttons above
the sliders control rotating speaker speed, percussion, and other organ features.
The quickest way to get to the KB3 programs is by pressing the KB3 button (above the sliders, to
the left of the screen). The blue LED in the KB3 button will light when the current program is a
KB3 program.
VA-1 Programs
The VA-1 (Virtual Analog Synthesizer) programs included with the PC3A offer realistic
emulations of classic analog synthesizers, built from Kurzweil’s unique anti-aliased DSPgenerated oscillators. The PC3A’s power-shaped oscillators let you transition smoothly from one
waveform into another in real time, without using cross-fades.
VA-1 programs are scattered throughout the PC3A. Look for them in the Synth Category and the
Classic Keys Bank. You’ll see “KVA Oscillator” appear in the Keymap screen on the left hand side
of the display.
1-3
Introduction

How to Use This Manual
This PC3A Musician’s Guide describes how to connect and power up your PC3A, and to hook up
the PC3A to your sound system and MIDI system. It provides an overview of the front panel,
and a brief description of the operating modes to help you start playing music with the
instrument. It covers the PC3A in its 88, 76, and 61-note configurations (PC3A8, PC3A7, and
PC3A6).
Detailed information on editing and advanced programming features is also provided on the
Kurzweil website:
http://www.kurzweil.com
The best way to read this guide is with your PC3A in front of you. By trying the examples we give
to illustrate various functions, you can get a quick understanding of the basics.
Do I Have Everything?
Your PC3A shipping carton should include the following in addition to your instrument:
• Power cable
• Sustain pedal
• USB cable
•
Getting Started manual
If you don’t have all of these components, please call your Kurzweil/Young Chang dealer.
You may also want to purchase a USB thumb drive for portable backups and storage.
Boot Loader
When you need to update the PC3A’s software or run diagnostic tests, you’ll use the Boot Loader.
To bring up the Boot Loader, hold down the Exit button (below the cursor buttons, to the right of
the display) while powering on your PC3A. Refer to Appendix B, p.1 for details on the Boot
Loader.
Battery
1-4
The PC3A uses a CR2032 battery to power its clock. The battery should last five years, and a
message will tell you when the battery needs replacing. The access panel on the bottom of the
PC3A (which you can easily remove with a screwdriver) allows you to get at the battery for
removal and replacement.
CAUTION: Danger of explosion if battery is incorrectly replaced. Replace only with the same or
equivalent type (CR2032).
Introduction

Options
Ask your Kurzweil dealer about the following PC3A options:
Sound ROM Expansion Card
The PC3A has the KORE64 and German D Grand EXP cards installed as standard components.
Pedals
The PC3A has jacks for three switch pedals (for functions like sustain or program/setup changes)
and two continuous pedals (for functions like volume control and wah). Your Kurzweil dealer
stocks the following optional pedals:
FS-1
KFP-1
KFP-2M
CC-1
Standard box-shaped switch pedal
Single piano-style switch pedal
Double piano-style switch pedal unit
Continuous pedal
Ribbon Controller
There’s a dedicated modular jack (like a telephone jack) on the rear panel of the PC3A for
connecting this 600-mm (24‑inch) ribbon controller. You can configure the PC3A to use the ribbon
as a single large controller, or a three-section controller with independent settings for each
section.
Breath Controller
You can plug a Yamaha (or equivalent) breath controller into the dedicated jack on the PC3A’s
rear panel.
USB Storage Device
You can plug a USB mass storage device such as a “thumb drive” or memory stick into the PC3A
for backing up, archiving, sharing your work, and updating your software. Any size USB mass
storage device will work, though thumb drives are recommended for their portability, durability,
and low price.
Note: Most USB thumb drives are compatible with the PC3A, but some older USB thumb drives and larger
USB bus powered drives will not work with the PC3A if they require more than 100 mA of current (high
power USB devices). When attempting to use an incompatible USB device, the PC3A will display the
message “USB device requires too much power.” The PC3A is designed to work with low power USB
devices and can provide a maximum of 100 mA to a USB device. Power requirement specifications for
thumb drives are not always made clearly available by the manufacturer, but a newly purchased thumb
drive will most likely be compatible. If possible, check the power requirement specifications of your USB
device before purchase.
1-5
Startup
Make Music
Chapter 2
Startup
If hooking up new gear is familiar to you, and you just want to get going, here’s a quick
description of what you need to get started with your PC3A. If you need more information,
thorough descriptions of each step follow.
Make Connections
1. Set the keyboard on a hard, flat, level surface. Make sure to leave plenty of room for
ventilation.
2. Four adhesive-backed rubber feet are provided with your PC3A. If you want to attach them
to the bottom of the PC3A(recommended to prevent scratching your tabletop), carefully
turn the keyboard over, remove the paper backing from the rubber feet and attach them
now, near each corner, all on the same level.
3. Connect the power cable.
4. Make sure your sound system is at a safe volume level. Also make sure that the PC3A’s
MASTER VOLUME slider (on the far left side of the front panel) is all the way down.
5. Plug in a pair of stereo headphones or run standard (1/4-inch) audio cables from your
amplifier or mixer to the MIX audio outputs on the PC3A. (Use the Main Left out for
mono.) Balanced (“TRS” or “Stereo”) cables are recommended.
Make Music
6. Power up your PC3A, raise the level of the MASTER VOLUME slider, and check out some of
the programs and setups. The PC3A starts up in Program mode by default. Press one of the
mode buttons to the left of the display to switch modes.
7. If you hear distortion, reduce the gain on your mixing board, or use the pad if it has one.
8. Scroll through the program list with the Alpha Wheel, or the dedicated Category and
Program buttons, and try the PC3A’s many sounds.
2-1
Startup
Startup—the Details
Startup—the Details
This section walks you through the hookup of your PC3A. We’ll take a look at the rear panel, then
describe the power, audio, and other cable connections.
Before You Start...
Don’t connect anything until you make sure your PC3A is properly and safely situated. Also, if
your PC3A has been out in the cold, give it time to warm up to room temperature before starting
it, since condensation may have formed inside the PC3A. It is normal for the rear panel near the
MIDI jacks to become warm after a while.
Connecting the Power Cable (Line Cord)
The PC3A runs on AC power: 100, 120, 230, or 240 volts at 50–60 Hz. Your dealer will set the
voltage switch to match the voltage in your area. The voltage level is set with a selector on the
rear panel of the PC3A. Unless you are sure it needs to be changed, you shouldn’t adjust this.
When you’ve connected the cable at the PC3A end (as you face the back of the PC3A, the power
connection is at the right), plug it into a grounded outlet. If your power source does not have the
standard three-hole outlet, you should take the time to install a proper grounding system. This
will reduce the risk of a shock.
Connecting Audio Cables
Analog
After you’ve turned down the level on your sound system, connect the PC3A’s analog audio
outputs to your sound system using a pair of stereo or mono audio cables. Mono cables will
always work, but if you’re going into balanced inputs, use stereo cables for a better signal-tonoise ratio and a bit more volume. The PC3A’s analog outputs are balanced, and generate a
“hotter” signal than some previous Kurzweil instruments.
You’ll find four 1/4-inch balanced audio output jacks on the rear panel. For now, connect one end
of each audio cable to your mixing board or PA system inputs, and connect the other end to the
jacks marked Main Left and Right on the rear panel of the PC3A. If you have only one input
available, use the PC3A’s Main Left output to get the full signal in mono.
In Master mode you can set the Aux outputs to duplicate the Main Outs – useful for monitoring
and other operations. They are always in stereo, as is the headphone out.
2-2
Startup
Startup—the Details
Digital
For digital audio output from the PC3A, connect a 75-Ohm coaxial cable from the PC3A’s RCA
Digital Out jack to the AES or S/PDIF input of the receiving device. You may need an RCA-toXLR adapter to connect with the receiving device. If the receiving device receives only optical
signals, you’ll need a converter as well. The PC3A’s Master Page (press the Master mode button)
lets you select a range of useful sample rates for the digital output.
The RCA jack labeled “Sync In” allows you to synchronize the PC3A’s S/PDIF Digital Audio
output sample rate to an external S/PDIF source. Although no audio signal is received by the
“Sync In” jack, its clock is received and may be used to set the output sample rate. For details, see
the Master Mode OUTPUT page parameter Digital Output (Dig. Out) in Ch. 11, page 10. NOTE:
Sync In is NOT a “Word Clock” input. Only a valid S/PDIF signal is recognized.
Connecting MIDI
The simplest MIDI configuration uses a single 5-pin MIDI cable: either from the MIDI Out port of
your PC3A to the MIDI In port of another instrument, or from the MIDI Out port of another MIDI
controller to the MIDI In port of the PC3A. There are all sorts of possible configurations,
including additional synths, personal computers, MIDI effects processors, and MIDI patch bays.
Depending on your system, you may want to use the PC3A’s MIDI Thru port to pass MIDI
information from a MIDI controller to the PC3A and on to the next device in your system. You
can also connect MIDI devices to the PC3A’s MIDI Out port, which can send channelized MIDI
information from the keyboard or through the PC3A from your MIDI controller.
The MIDI Thru port can be configured to serve as an additional MIDI Out by sliding the nearby
switch to the Out position.
You can also use the PC3A’s USB port to send and receive MIDI. By default the PC3A will show
up as a USB MIDI device. If you choose USB Temporary Drive from Storage mode, the PC3A will
temporarily (while on that Storage mode page) become a “virtual storage device” and USB MIDI
will be disabled. Different host programs on your computer may indicate various errors as the
USB MIDI device is no longer present. Leaving Storage mode will restore USB MIDI
functionality.
USB MIDI and 5-pin MIDI can be used at the same time; the MIDI signals will be combined into a
single 16-channel MIDI stream.
2-3
Startup
Startup—the Details
Pedals
Plug your switch or continuous pedals into the corresponding jacks on the PC3A’s rear panel. We
recommend using the Kurzweil pedals described on page 1-5, but you can use almost any switch
or continuous pedal, as long as it adheres to the following specifications (as most pedals do):
Switch pedals
Continuous pedals
/4-inch tip-sleeve plug
10-kOhm linear-taper potentiometer, 1/4-inch tip-ring-sleeve plug
with the wiper connected to the tip.
1
If you use a third-party (non-Kurzweil) switch pedal, make sure it’s connected before you turn
on your PC3A. This ensures that the pedal will work properly (it might function backward—off
when it’s down and on when it’s up—if you turn on your PC3A before plugging in the pedal).
Similarly, don’t press any of your switch pedals while powering up, because the PC3A verifies
each pedal’s orientation during power up. If you’re pressing a pedal, you might cause it to work
backward.
The pedals are independently programmable within each zone of every setup. Here are the
default settings for the five pedals you can use with the PC3A:
Switch Pedal 1
Switch Pedal 2
Switch Pedal 3
Continuous Control Pedal 1
Continuous Control Pedal 2
Breath
Controller 64 (Sustain)
Controller 66 (Sostenuto)
Controller 67 (Soft)
Controller 11 (Expression / Volume)
Controller 4 (Foot Pedal) produces a “wah” effect in many setups
The 3.5mm jack labeled Breath accepts a standard breath controller, which sends standard MIDI
Breath (MIDI 2) messages. The PC3A’s preset programs and setups don’t respond to breath, but if
you have other instruments that do respond to Breath, you can control them from the PC3A via
MIDI.
You can also program the PC3A so that the breath controller sends a different MIDI message. This
would enable you to use a breath controller to affect the PC3A, but then other instruments
receiving MIDI from the PC3A would no longer respond to the PC3A’s breath controller (unless
you also programmed them to receive the same MIDI Controller that the PC3A’s breath
controller is sending).
2-4
Startup
Startup—the Details
Ribbon
Plug the optional Kurzweil Ribbon Controller into the modular Ribbon jack on the rear panel.
The ribbon controller itself should rest on a flat surface; it fits nicely between the keys and the
buttons and sliders on the front panel.
The ribbon is a continuous controller. You can program the ribbon controller to send MIDI
Controller messages 1–127, as well as several specialized messages. It generates values of 0–127
for whatever MIDI Controllers you assign it to send. Just press it, and slide your finger along the
ribbon to change the value of the message it’s sending.
You can configure the ribbon to have one control section that runs its entire length, or to have
three sections of equal length. It sends its highest values when you press it at the end where the
cable connects. When you configure it to have three sections, each section sends its highest values
at the end closest to the cable.
Caution: The modular jack is designed for connection to the Kurzweil Ribbon Controller option only.
Don’t plug any other modular plugs into the Ribbon jack.
Switching On the Power
The PC3A’s power switch is on the rear panel, adjacent to the power cable connection.
When you power up, the display briefly shows some startup information. The Program mode
display then appears. It looks like the diagram below, though your PC3A may be different from
the example.
The first time you power up (or after a reset), your instrument will be set to operate on MIDI
Channel 1 (as shown at the far right of the top line above).
Set the volume at a comfortable level. You’ll get the best signal-to-noise ratio if you keep the
PC3A at full volume, and adjust the level from your mixing board. You may also want to adjust
the display contrast and brightness. There are two small knobs on the rear panel of the PC3A for
this purpose.
2-5
Startup
Startup—the Details
USB Storage Port
You can plug a USB mass storage device such as a “thumb drive” into the PC3A for backing up,
archiving, sharing your work, and updating your software. Any size USB mass storage device
will work, though thumb drives are recommended for their portability, durability, and low price.
The USB Storage port is on the back panel of the PC3A, but it is easily accessible from the front of
the instrument. A USB connector will only fit into the port if oriented properly, so don’t force it
into the port, as this may damage your PC3A or USB device. If you are having trouble inserting
your USB connector into the port, try flipping the connector over.
Note: Most USB thumb drives are compatible with the PC3A, but some older USB thumb drives and
larger USB bus powered drives will not work with the PC3A if they require more than 100 mA of current
(high power USB devices.) When attempting to use an incompatible USB device, the PC3A will display the
message “USB device requires too much power”. The PC3A is designed to work with low power USB
devices and can provide a maximum of 100 mA to a USB device. Power requirement specifications for
thumb drives are not always made clearly available by the manufacturer, but a newly purchased thumb
drive will most likely be compatible. If possible, check the power requirement specifications of your USB
device before purchase.
Caution: Do not remove a USB device while the display says Loading... or Saving.... Removing a USB
device during a file transfer can cause data corruption.
USB Computer Port
Next to the USB Storage port on the back panel of the PC3A is a USB Computer port. The USB
Computer port works for MIDI (transmit and receive) or to connect your PC3A to a computer for
file transfer. By default, the USB port is set to MIDI mode. When selecting USB PC connection in
Storage mode, USB MIDI will temporarily be disabled.
We recommend that you use the USB cable provided with your PC3A and do not use extension
USB cables. The PC3A’s USB Computer port is only intended for connection to a USB Type A
port.
In USB Storage mode, a “PC3A” virtual drive will appear on your computer desktop. One
important thing to know here is that this is a virtual drive. You can save to this drive from the
PC3A, but you must immediately transfer that file to your desktop (or other folder). You must
copy data from the PC3A virtual drive to your computer’s drive or else the data will be lost.
2-6
Note: When transferring files to and from the PC3A via the USB Computer Port, the maximum
size of files that can be transferred is approximately 1.6MB. This is suitable for most objects.
When using the USB Storage Port to transfer files, the file size that can be transferred is limited
only by the size of the USB mass storage device and the PC3A’s available object memory.
Startup
PC3A Programs
When you leave Storage Mode, there will be a prompt telling you that the PC3A is turning back
into a USB MIDI device - which you have to acknowledge. If you haven’t copied the file(s) to
your desktop (or other place on the computer) it won’t be on the virtual disk when you leave
storage mode.
Depending on your computer’s operating system, you may sometimes see a scary device
removal warning on your desktop (for example, when the PC3A leaves the Boot Loader). You
may disregard such a message without worries of damage to your PC3A or computer.
Setting the Clock
The first time you start up your PC3A is probably a good time to set the instrument’s clock to
your current local time. Do this from the Master mode CLOCK page.
The clock will time-stamp your files that have been stored via USB.
PC3A Programs
The PC3A powers up in Program mode, where you can select and play programs (called patches,
presets, or voices on other instruments). Programs are preset sounds composed of up to 32 layers
of samples or waveforms. If you’ve left Program mode, just press the Program mode button or
Exit button to return.
Selecting Programs
When you are in Program mode, there are three basic ways to select a PC3A program:
• Press one of the Bank buttons (above the sliders on the left side of the front panel) to select a
bank, then press a Category button and a Program button. The Category and Program
buttons are on the front panel, between the screen and the alpha wheel. Note: The instrument
names above the Category buttons are relevant for Banks 1 and 2 (Base 1 and Base 2). For all other
Banks, the Category buttons select a group of 8 programs to be selected by the Program buttons, but
the group of programs may not match the instrument name of the selected Category button. (See
Program and Category Buttons in Ch. 3, page 4 for more details.)
• Type the program’s ID (number) on the alphanumeric buttonpad, then press Enter. If you
make a mistake, press Clear, then start over.
• Scroll through the list using the Alpha Wheel, the Plus or Minus button under the Alpha
Wheel, or the cursor buttons (the arrow buttons to the right of the display).
The PC3A has various settings for responding to MIDI Program Change commands from
external sources. These are explained in Chapter 10, so we won’t go into them here. You should be
able to change programs by sending Program Change commands from your MIDI controller.
Easy Audition
Any time you want to hear what a program sounds like, highlight the program’s name (while in
Program mode) then press the Play/Pause button to play a brief sample. The Demo Button
parameter on the Master Mode MAIN page must be on for Easy Audition to work; the parameter
is on by default. Master mode is described in Chapter 11.
2-7
Startup
PC3A Programs
Program Mode Display
Take a minute to familiarize yourself with the Program mode display. It gives you some helpful
basic information, like the MIDI transposition, what MIDI channel you’re on, and which
program is currently selected.
Info Box
There’s a box at the left side of the display. The info box, as it’s called, displays information about
the current program (there’s also an info box for Setup mode).
Soft buttons
On most PC3A screens, the bottom line of the display identifies the function of each of the
buttons beneath the display. We call these buttons soft buttons, because they do different things
depending on what’s currently showing in the display.
In Program and Quick Access modes, you can change octaves with the Octav- and Octav+
buttons under the display. The Info soft button shows you relevant details about the current
item. The Xpose-/Xpose+ buttons are a shortcut for quick transposition in semitone (half step)
increments. You can use them to transpose the entire PC3A as much as three octaves up or down.
The top line of the display shows the current amount of transposition (Xpose). Press both Xpose
buttons simultaneously to return transposition to zero.
The Panic button (or a double press of Cancel and Enter at the bottom of the alphanumeric
keypad) sends an All Notes Off message and an All Controllers Off message—both to the PC3A
and over all 16 MIDI channels. You won’t need it often, but it’s nice to have.
VAST Programs
A “normal” VAST program is what most of the factory programs are. The info box contains
details about the different layers in each program, usually indicating the keymap used in each
layer. The line under the keymap name indicates the layer’s keyboard range. In this case, only the
first two displayed layers extend across the entire keyboard (A 0 to C 8). The × symbol to the right
of each layer shows that the keymap is a stereo keymap.
2-8
Startup
Quick Access
KB3 Programs
KB3 (organ) programs differ from VAST programs in that they don’t have layers. Instead they
rely on oscillators that mimic the tone wheels used in many popular organs. Consequently, the
info box shows only the waveform used in the program. Because of their architecture, KB3
programs require different processing within the PC3A. KB3 programs play only on a single
channel at a time (VAST programs will work fine on that channel, too).
The quickest way to get to the KB3 programs is by pressing the KB3 button that’s above the
sliders.
When you’re ready to start doing your own programming, check out Chapter 6.
Setups
Setups are preset combinations of programs. Setups can have up to 16 zones, each of which can
be assigned to any range of the keyboard (overlapping or split). Each zone can have its own
program, MIDI channel, and MIDI control assignments, as well as riff and arpeggiator settings.
Press the Setup mode button to the left of the display. Its LED will light, telling you that you’re in
Setup mode. Notice that the Setup mode display is similar to the Program mode display. If the
setup has four or fewer zones, the box at the left shows you the programs assigned to each of the
setup’s zones. If the setup is composed of more than four zones, then the box displays the first
four zones; at the top of the box will be text showing the total number of zones. See Ch. 7, page 1
for a more detailed description.
Many setups include arpeggiation and note-triggered songs to create some pretty amazing
grooves that you can use as is, or as templates for your own material. As you play with these
setups, experiment with the sliders and other controllers for a wide range of effects. Some of
these grooves keep playing after you’ve released the keys that got them going. When you want to
stop them, select another setup, or press the Setup mode button (or Stop for riffs).
Quick Access
A really convenient way to select programs and setups is to use Quick Access mode, where you
select a Quick Access bank from a list of factory preset or user-programmed banks. Each bank
contains ten memory slots, or entries, where you can store any combination of programs or
setups. While you’re in Quick Access mode, you can select any program or setup in the bank with
buttons 0 through 9 or the cursor keys.
The PC3A comes with a few Quick Access banks already programmed so you can get an idea of
how they work. You’ll probably create your own Quick Access banks to help you select programs
and setups with a minimum of searching. Press the Quick Access mode button to the left of the
display. Its LED lights, to tell you you’re in Quick Access mode.
2-9
Startup
Software Upgrades
The top line of the display tells you which Quick Access bank is selected. Use the Chan/Layer
buttons (to the left of the display) to scroll through the banks. The names of each of the ten entries
in the bank are listed in the center of the display. Many of their names will be abbreviated. The
currently selected entry’s full name is shown near the bottom of the display. The amount of
transposition is displayed to the left of the entry name. If the current entry is a program, you’ll
see the current keyboard (MIDI) channel displayed to the right of the entry’s name. If it’s a setup,
you’ll see the word Setup.
The entries on the Quick Access page are arranged to correspond to the layout of the numeric
buttons on the alphanumeric pad.
When you’re ready to create your own Quick Access banks, turn to Chapter 8 to learn about the
Quick Access Editor.
The Other Modes
There are five other mode buttons on the front panel. See Chapters 3 and 4 for more detailed
descriptions of the modes.
Effects mode
Enable/disable effects presets, and set Aux overrides.
MIDI mode
Configure the PC3A for sending and receiving MIDI information.
Master mode
Define performance and control settings.
Song mode
Record and edit sequences (songs); play Type 0 and Type 1 MIDI
sequences.
Storage mode
Load and save programs, setups, sequences, and other objects via USB
device.
Software Upgrades
It’s easy to upgrade the PC3A’s operating system and objects (programs, setup, etc.) using the
boot loader to install upgrades into flash ROM. When upgrades are available you can download
them from www.kurzweil.com and install them via one of the PC3A’s two USB ports.
When you’ve downloaded an upgrade, you can install it yourself in a matter of minutes. Follow
the instructions included with the upgrade files.
2-10
User Interface Basics
Mode Selection
Chapter 3
User Interface Basics
This chapter will show you how to get around the front panel of your PC3A. Your interactions
can be divided into three primary operations: mode selection, navigation, and data entry. There
is also an assignable control section.
Arp
SW
Mode Selection
The PC3A is always in one of eight primary operating modes. Select a mode by pressing one of
the mode buttons — they’re to the left of the display. Each mode button has an LED that lights to
indicate the current mode. Only one mode can be selected at a time.
Program mode
Select and play programs, and modify them with the Program Editor.
Setup mode
Select and play setups (16 keyboard zones with independent MIDI
channel, program and control assignments), and modify them with the
Setup Editor.
Quick Access mode Select from a list of preset banks, each containing a list of ten programs
and/or setups that can be viewed in the display for easy selection. Modify
the preset banks and create your own with the Quick Access Editor.
Effect mode
Enable/disable effects or set Aux overrides for Program Mode (or a
program selected from Quick Access mode.)
MIDI mode
Define how your PC3A sends and receives MIDI information, and
configure each channel to receive independent program, volume, and pan
messages that override the normal Program mode settings.
Master mode
Define performance and control characteristics for the entire PC3A.
3-1
User Interface Basics
Bank Buttons
Song mode
Use the PC3A’s sequencer to record and play back your keyboard
performance, play Type 0 and Type 1 MIDI sequences, and record multitimbral sequences received via MIDI.
Storage mode
Interface with the PC3A’s USB storage or computer ports to load and save
programs, setups, samples, and more.
The PC3A’s tone wheel organ emulation is called KB3 mode. You automatically enter this mode
when you select a KB3 program. The KB3 Bank button takes you there directly.
Mode Buttons
When you press a mode button, its LED lights up to indicate that the mode has been selected. If
pressing a mode button does not light its LED, press the Exit button one or more times, then try
again.
Additional labeling for each mode button indicates special functions that relate to some of the
PC3A’s editors.
Bank Buttons
The Bank buttons, situated in the top left corner of the PC3A’s front panel, let you choose
different banks of programs (e.g., KB3 programs or Classic Keys programs). Within each bank,
you can use the Program and Category buttons (to the right of the display) to select individual
programs.
The Bank buttons have special functions in KB3 mode, indicated by labels beneath each button.
3-2
User Interface Basics
Bank Buttons
Sliders
In KB3 mode, the PC3A’s nine sliders emulate an organ’s drawbars. For example, slider A
emulates an organ’s 16’ drawbar. In other modes, the sliders can be used to send values for
different MIDI controllers. In either case, you may have to move the slider past the current value
for its selected function before slider movement will have any effect. Press the Info soft button on
the Program mode or Setup mode main page to see the slider assignments of the current program
or setup.
Most VAST programs use the sliders for these functions:
SW
A
Data
Filter frequency, Brightness
B
MIDI 13
Filter resonance, Tremolo rate control
C
MIDI 22
Layer volume, Envelope control, Lo EQ
D
MIDI 23
Layer volume, Envelope control, Hi EQ
E
MIDI 24
Layer volume for thumps and release
F
MIDI 25
FX control 1
G
MIDI 26
FX distortion drive
H
MIDI 27
FX distortion warmth
I
MIDI 28
Reverb / delay control
3-3
User Interface Basics
Program and Category Buttons
Program and Category Buttons
Use the Program and Category buttons, in conjunction with the Bank buttons, to select PC3A
programs by Bank type and instrument category. Each Bank contains 128 programs divided into
16 categories. Each of the 16 categories contains 8 programs.
To select a program, first press one of the Bank buttons (above the sliders on the left side of the
front panel) to select a bank, then press a Category button and a Program button. The Category
and Program buttons are on the front panel, between the screen and the alpha wheel.
Note: The instrument names above the Category buttons are relevant for Banks 1 and 2 (Base 1 and Base
2). For all other Banks, the Category buttons select a group of 8 programs to be selected by the Program
buttons, but the group of programs may not match the instrument name of the selected Category button.
Picking favorites
When you select a program within a category, your selection will be remembered. For example,
choose program 3 in the Organ category (press Category: Organ, then Program: 3). Now move to
the strings by pressing the Category: Strings button. If you press the Category: Organ button
again, you will be returned to program 3 in the Organ category. In this way, each category can
have a “favorite” program.
You can make program selections within each category ahead of time. This way, you’ll be able to
access the program you want in any category simply by pressing appropriate category button.
Important things to remember about your “favorites”:
• You must save your PC3A’s Master Table to remember your selections across power cycles.
See Chapter 11 for information about the Master Table.
• Your selections are bank-dependent. In other words, you can save 16 in the Base 1 bank, 16 in
the Exp 1 bank, etc.
3-4
User Interface Basics
Pitch Wheel and Mod Wheel
Pitch Wheel and Mod Wheel
Arp
Pitch
SW
Mod
To the left of the PC3A’s keyboard are the Pitch Wheel and the Mod Wheel, as well as the SW and
Arp buttons.
Push the Pitch Wheel away from you to raise the pitch of the note(s) you are playing. Pull it
towards you to lower the pitch. Most programs are set so that the pitch wheel will raise and
lower pitch by a whole step, although some programs use the pitch wheel to lower pitch by as
much as an octave. The Pitch Wheel has a spring so that it will snap back to place (i.e., back to the
original pitch) when you release it.
The Mod Wheel performs a variety of functions. Different programs may use it for filter sweeps,
tremolo/vibrato, wah, or layer volume.
The Arp button turns on and off the PC3A’s Arpeggiator.
The SW button (MIDI 29) can be programmed to do a variety of things. Often it is used for layer
enable or effect enable.
3-5
User Interface Basics
Navigation
Navigation
The navigation section of the front panel consists of the display and the buttons surrounding it.
These navigation buttons will take you to every one of the PC3A’s programming parameters.
The Display
Your primary interface with the PC3A is its backlit graphic display. As you press various buttons,
this fluorescent display reflects the commands you enter and the editing changes you make. The
ample size of the display (240-by-64 pixels) enables you to view lots of information at one time.
Pages
Within each mode, the functions and parameters are organized into smaller, related groups that
appear together in the display. Each one of these groups of parameters is called a page. Each
mode has what we call an entry‑level page; it’s the page that appears when you select that mode
with one of the mode buttons. Within each mode and its editor(s), the various pages are selected
with the navigation buttons. There are many pages, but there are a few features common to each
page.
The illustration below shows the entry‑level page for Program mode.
The Top Line
On the top line of most pages, there’s a reminder of which mode you’re in and which page you’re
on. Many pages display additional information in the top line, as well. The Program‑mode page
above, for example, shows you the current amount of MIDI transposition and the currently
selected MIDI channel. The top line is almost always “reversed”—that is, it has a white
background with blue characters.
The Bottom Line
The bottom line is divided into six (sometimes fewer) sets of reversed characters that serve as
labels for the six buttons directly beneath the display. These labels—and the functions of the
buttons—change depending on the currently selected page. Consequently the buttons that select
these functions are called “soft” buttons.
3-6
User Interface Basics
Navigation
The Soft Buttons
The soft buttons are called “soft” because their functions change depending on the currently
selected mode and page. Sometimes they perform specific functions, like changing MIDI
channels in Program mode. In the Program Editor and other editors, they’re also used to move to
different pages of programming parameters. If a soft button’s label is in all capital letters
(KEYMAP, for example), pressing the corresponding soft button takes you to a page of
parameters. If the soft button is labeled in lower-case or mixed-case letters (Save, for example),
the soft button performs some kind of function.
The Cursor Buttons
To the right of the display are four buttons arranged in a diamond fashion. These are called the
cursor buttons. They move the cursor around the currently selected page, in the direction
indicated by their labels. The cursor is a highlighted (reversed) rectangle (sometimes it’s an
underscore). It marks the value of the currently selected parameter.
Programming the PC3A involves selecting various parameters and changing their values. Select
parameters by highlighting their values with the cursor. You can change the highlighted value
with any of the data entry methods described in the data entry section below.
The Chan/Layer Buttons
To the left of the display are two buttons labeled Chan/Layer. Their function depends on the
current mode. In Program mode, for example, they shift through the MIDI channels, showing the
program assigned to each channel. This changes the MIDI channel the PC3A uses internally, as
well as the channel you’re using to send information to other synths connected to the PC3A’s
MIDI Out port (MIDI slaves). Changing the current MIDI channel also changes the
corresponding setting on the MIDI mode TRANSMIT page. When you press both Chan/Layer
buttons at the same time you will be returned to Channel 1, Check out the chart on page 3-10 for
more shortcuts you can make with double button presses.
When you’re in the Program Editor, the Chan/Layer buttons let you view each layer in the
program. You can see the corresponding parameters in each layer by scrolling through the layers
with these buttons. In the Setup Editor, the Chan/Layer buttons scroll through the zones in the
current setup. In Quick Access mode, they scroll through the Quick Access banks, and in Song
mode they scroll through recording tracks.
3-7
User Interface Basics
Navigation
The Edit Button
The Edit button activates each of the PC3A’s editors, and acts as a shortcut to many pages within
the Program Editor. Pressing the Edit button tells the PC3A that you want to change some aspect
of the object marked by the cursor. For example, when a program is selected and you press Edit,
you enter the Program Editor. If a setup is selected, you enter the Setup Editor.
There are editors accessible from just about every operating mode. To enter an editor, choose one
of the modes (mode selection), and press Edit. An editing page for that mode will appear. You
can then select parameters (navigation) and change their values (data entry). If the value of the
selected parameter has its own editing page, pressing the Edit button will take you to that page.
For example, in the Program Editor, on the PITCH page, you might see LFO1 assigned as the
value for Pitch Control Source 1. If you select this parameter (the cursor will highlight its value—
LFO1 in this case), then press the Edit button, you’ll jump to the page where you can edit the
parameters of LFO1. Naturally, you can find every page in the current editor by using the soft
buttons, but often it’s easier to use the Edit button shortcut.
The Exit Button
Press Exit to leave the current editor. If you’ve changed the value of any parameter while in that
editor, the PC3A will ask you whether you want to save your changes before you can leave the
editor. See Chapter 5 for information on saving and naming. The Exit button also takes you to
Program mode if you’re on the entry level page of one of the other modes. If at some point you
can’t seem to get where you want to go, press Exit one or more times to return to Program mode,
then try again.
3-8
User Interface Basics
Navigation
Data Entry
The data entry section of the front panel includes the Alpha wheel, the Plus/Minus buttons, and
the 14-button alphanumeric pad.
The Alpha Wheel
The Alpha Wheel is especially useful because it can quickly enter large or small changes in value.
If you turn the Alpha Wheel one click to the right, you’ll increase the value of the currently
selected parameter by one increment. One click to the left decreases the value by one increment.
If you turn it rapidly, you’ll jump by several increments. You can also use the Alpha Wheel to
enter names when you’re saving objects.
The Plus/Minus Buttons
These buttons are located just under the Alpha Wheel. The Plus button increases the value of the
currently selected parameter by one, and the Minus button decreases it by one. These buttons are
most useful when you’re scrolling through a short list of values, or when you want to be sure
you’re changing the value by one increment at a time. One press of the Plus or Minus button
corresponds to one click to the right or left with the Alpha Wheel. These buttons will repeat if
pressed and held.
Pressing the Plus and Minus buttons simultaneously will move you through the current list of
values in large chunks instead of one by one. Don’t confuse these buttons with the +/- button on
the alphanumeric pad. This button is used primarily for entering negative numeric values and
switching from uppercase to lowercase letters (and vice versa).
The Alphanumeric Pad
As its name implies, this set of 14 buttons lets you enter numeric values, and to enter names one
character at a time. Depending on where you are, the PC3A automatically enters letters or
numerals as appropriate (you don’t have to select between alphabetic or numeric entry).
When you’re entering numeric values, press the corresponding numeric buttons, ignoring
decimal places if any (to enter 1.16, for example, press 1, 1, 6, Enter). The display will reflect your
entries, but the value won’t actually change until you press Enter. Before pressing Enter, you can
return to the original value by pressing Cancel. Pressing Clear is the same as pressing 0 without
pressing Enter.
When entering names, you can use the Left/Right cursor buttons or the <<< / >>> soft buttons to
move the cursor to the character you want to change. Use the labels under the alphanumeric
buttons as a guide to character entry. Press the corresponding button one or more times to insert
the desired character above the cursor. The Cancel button is equivalent to the >>> soft button,
and Enter is the same as OK. The Clear button replaces the currently selected character with a
space. The +/- button toggles between uppercase and lowercase letters.
There’s also a convenient feature called keyboard naming, which lets you use the keyboard to
enter characters in names. See page 5-5.
3-9
User Interface Basics
Navigation
Double Button Presses
Pressing two or more related buttons simultaneously executes a number of special functions
depending on the currently selected mode. Make sure to press them at exactly the same time.
In this mode
or editor…
Program mode
Setup mode
Song mode
Storage mode
Program Editor
Any Editor
Save Dialog
Rename Dialog
3-10
…pressing these
buttons
simultaneously…
…does this:
ARP, SW
Brings up quick arpeggiator configuration page.
Octav-, Octav+
Reset MIDI transposition to 0 semitones. Double-press again to go
to previous transposition.
Chan/Layer
Set current MIDI channel to 1. Sets layer 1 in Program editor.
Plus/Minus
Step to next Program bank (increments of 128).
Up/Down cursor buttons
Starts playback of demo song for current Program. Stop with Stop
transport button.
Left/Right cursor buttons
Brings up the TEMPO page.
Plus/Minus
Moves through list of Setups in increments of 128.
Chan/Layer
Set zone 1.
Left/Right cursor buttons
Brings up the TEMPO page.
Up/Down cursor buttons
Toggle between Play and Stop.
Chan/Layer
Select all tracks on any TRACK page in Song Editor.
Left/Right cursor buttons
Brings up the TEMPO page.
Left/Right cursor buttons
Select all items in a list. Move cursor to end of name in naming
dialog.
up/down cursor buttons
Clear all selections in a list. Move cursor to beginning of name in
naming dialog.
Chan/Layer
Select Layer 1.
Plus/Minus
Scroll through the currently selected parameter’s list of values in
regular or logical increments (varies with each parameter).
2 leftmost soft buttons
Reset MIDI transposition to 0 semitones. Double-press again to go
to previous transposition.
Center soft buttons
Select Utilities menu.
2 rightmost soft buttons
Reset MIDI transposition to 0 semitones. Double-press again to go
to previous transposition.
Left/Right cursor buttons
Display the TEMPO page.
Up/Down cursor buttons
Toggle between Play and Stop of current song.
Cancel/Enter
Panic (sends all notes/controllers off message on all 16 channels).
Plus/Minus buttons
Toggle between next free ID and original ID.
Plus/Minus buttons
Moves cursor to the end of the name.
Left/Right cursor buttons
Moves cursor to the end of the name.
User Interface Basics
Intuitive Data Entry
Intuitive Data Entry
Many parameters have values that correspond to standard physical controllers. In many cases,
you can select these values “intuitively,” rather than having to scroll through the Control Source
list. Do this by selecting the desired parameter, then holding the ENTER button while moving the
desired physical control.
For example, on the LAYER page in the Program Editor, you can set the range of the currently
selected layer as follows: use the cursor buttons to move the cursor to the value for the LoKey
parameter, press (and hold) the Enter button, then press the note you wish to be the lowest note
for the currently displayed layer. The note you triggered will appear as the value for the LoKey
parameter. Repeat the process for the HiKey parameter.
Another example: select Program 199 while in Program mode. Press Edit to enter the Program
Editor. Press the PITCH soft button to select the PITCH page. Move the cursor to the Src1
parameter. Hold the Enter button, and move the Pitch Wheel. PWheel will be selected as the
value for Src1.
You can also use the keyboard to choose control sources, since most key numbers correspond to a
value on the control source list. If you have a certain control source that you use over and over
(for example, LFO1), this can be the quickest way to enter its value. To do this: highlight a
parameter which uses a value from the control source list, hold down Enter, then strike the key
corresponding to the control source you want to choose. LFO1, for example, is assigned to B5.
Also, for almost every parameter, you can hold the Enter button and move the Data Slider (Slider
A) to run through the range of values for the currently selected parameter. This is not as precise
as the Alpha Wheel, but much faster.
Changing the Current Layer in Multi-Layer Programs
When editing a multi-layer program, you can quickly switch between layers by holding the
Enter button, then striking a key. The PC3A will change the current layer to that key’s layer. If the
key is part of more than one layer, subsequent key strikes will cycle through each layer that has
that key in its range.
Note: This method for changing the current layer in a multi-layer program will NOT work if the currently
highlighted parameter has a note number or control source for its value. In this case, the key you strike will
function as described above.
3-11
User Interface Basics
Quick Song Recording and Playback
Search
There’s a convenient way to find any string of characters within the currently selected list, or
range of values. Hold the Enter button and press any of the numeric buttons. A dialog appears.
Type in the string of characters you want to find. For example, if you’re looking at the program
list and you want to find all programs containing the word “Horn,” you would type h-o-r-n. This
function is not case-sensitive; it will find upper and lower case characters regardless of what you
type.
When you’ve typed the string of characters you want to find, press Enter. The PC3A searches
through the current list of objects or values, finds all items that match the string of characters you
typed, and displays the first one it finds. Hold Enter and press one of the Plus/Minus buttons to
search for the next higher- or lower-numbered object that contains the string of characters.
The string you select remains in memory. You can store and select a string of characters with each
of the numeric buttons. Hold Enter and press one of the numeric buttons at any time to select that
string for a search. When the string appears, you can change it, or just press Enter to find that
string.
Quick Song Recording and Playback
Below the mode selection buttons there are three buttons, labeled Record, Play/Pause, and Stop.
They control the recording and playback of songs from any mode; you don’t have to be in Song
mode to record or play back. However, you’ll need to make sure that the Demo Button parameter
on Master Mode Page 2 is set to “Off.” Otherwise these buttons are used for Easy Audition (see
page 2-7 above).
Using these buttons affects the current track of the current song—that is, the song and track that
were selected the last time you were in Song mode. When you record, the recording track and
recording mode are determined by the current settings in Song mode; likewise for the playback
mode when you’re playing a song.
When the sequencer status is STOPPED (neither the Record-button LED nor the Play/Pausebutton LED is lit or flashing), press Record to put the sequencer in REC READY status. The
Record-button LED lights (red). Then press Play/Pause to start recording. The Play/Pausebutton flashes (green) to indicate the tempo. Any countoff is determined by the current Songmode setting for the CountOff parameter. Press Play/Pause or Stop to end recording and go to
the Save dialog, where you can save the song, or discard it.
When the sequencer status is STOPPED, press Play/Pause to begin playing the current song.
Press Play/Pause again to pause playback, and again to resume. Press Stop to end playback.
See Chapter 12 for more information on Song Mode.
3-12
The Operating Modes
Selecting Modes
Chapter 4
The Operating Modes
In this chapter we’ll discuss the theory behind the mode concept, and we’ll describe the basic
operating features of each mode.
What the Modes Are
The modes exist to make the PC3A logical to work with. With as many performance and
programming features as the PC3A has, it’s helpful to break them into groups. These groups are
called modes. There are eight primary modes; they’re described briefly in the section called Using
the Modes on page 4-2, then the rest of the manual is dedicated to explaining each primary mode in
turn.
Each mode is named for the kind of operations you perform while in that mode, and each mode’s
editor (if any) contains all of the parameters related to editing the type of object found in that
mode. In Setup mode, for example, you select setups (and only setups) for performance or
editing. All of the setup-editing parameters are grouped together on the Setup‑Editor page,
which is accessible through Setup mode.
Selecting Modes
When the PC3A is on, it’s always operating in one of the eight primary modes represented by the
LED‑highlighted buttons to the left of the display—or in one of the editors corresponding to the
current operating mode. Pressing one of the mode buttons selects the corresponding mode. This
is the mode’s entry level. At the entry level, the LED of the selected mode is lit. Only one mode
can be selected at a time.
From any primary mode, you can get to any other primary mode simply by pressing one of the
mode buttons. If you’re in an editor, however, you must press Exit to return to the mode’s entry
level before selecting another mode.
All of the modes except Storage mode give you access to one or more editors for changing the
values of the parameters within that mode. Press the Edit button to enter the editor of the
currently selected mode. When you do this, the mode LED goes out.
It’s possible to enter another mode’s editor without leaving the currently selected mode. For
example, if you press Edit while in Setup mode, you’ll enter the Setup Editor. The Setup‑Editor
page will appear, and the Program parameter will be highlighted by the cursor. If you press Edit
again, you’ll enter the Program Editor, where you can edit the currently selected program. While
you can edit and save programs as you normally would, you’re still in Setup mode, and you can’t
select another mode at this point. When you exit the Program Editor, you’ll return to the Setup
Editor page. Press Exit again, and you’ll leave the Setup Editor, returning to the Setup mode
page.
4-1
The Operating Modes
Using the Modes
The following table lists the procedures for moving between modes and editors. Note that the
Exit button won’t always take you where the table says it will; it often depends on how you got
where you are. The table assumes that you’ve entered a given editor via its corresponding mode.
You’ll always return to Program mode eventually if you press Exit repeatedly.
Current Mode/
Editor Status
Available Modes/
Editors
How to Get There
Any mode
All other modes
Press corresponding mode button
Program mode
Program Editor
Press Edit
Program mode
Press Exit
Effects Editor
On PROGFX page, select Insert, then press Edit
Setup Editor
Press Edit
Setup mode
Press Exit
Program Editor
On CH/PRG page: select LocalPrg parameter; press Edit
Quick Access mode
Quick Access Editor
Press Edit
Quick Access Editor
Quick Access mode
Press Exit
Song Editor
Select CurSong parameter; press Edit
Program Editor
Select Program parameter; press Edit
Previous mode or editor
Press Exit
Program Editor
Setup mode
Setup Editor
Song mode
Most editors
Finding Square One
If, at any time, you don’t know where you are, and the mode LEDs are all unlit, press Exit one or
more times. This will return you to the entry level of whatever mode you were in, and if you
press Exit enough times, you will always return to Program mode, the startup mode. If you’ve
made any changes, you’ll be asked whether you want to save before leaving any editor. Press the
No soft button or the Exit button if you don’t want to save. If you want to save, press the Rename
or Yes soft button, and you’ll see the Save dialog, which is described in Saving and Naming on page
5-3.
Using the Modes
You can play your PC3A regardless of the mode you’re in. The PC3A’s MIDI response is almost
always active. Even so there are three modes that are more performance-oriented than the others.
These are Program, Setup, and Quick Access modes. We’ll describe each of the eight modes
briefly in this section.
Program Mode
The PC3A starts up in Program mode, where you can select, play, and edit programs. The
Program mode entry‑level page shows the currently selected program, as well as a small
segment of the program list.
The Program Editor takes you to the core of the PC3A’s sound editing parameters.
Setup Mode
Setup mode lets you select, play, and edit setups. Setups consist of up to 16 separate zones, split
or overlapping, each having its own program, MIDI channel, and control parameters. Setups are
great for performance situations, whether you’re playing multiple PC3A programs or controlling
additional synths connected to the PC3A’s MIDI Out port. Chapter 7 describes Setup mode.
4-2
The Operating Modes
Using the Modes
If you’re using a different MIDI controller, you can make use of Setup mode even if your MIDI
controller can transmit on only one MIDI channel at a time. To do this, go to the RECEIVE page in
MIDI mode (by pressing the RECV soft button while in MIDI mode), and set the Local Keyboard
Channel parameter to a value that matches the transmit channel of your MIDI controller. When
you select Setup mode, the PC3A will interpret incoming MIDI information according to the
settings for the currently selected setup. See the discussion of the Local Keyboard Channel
parameter in Chapter 10 for details.
Quick Access Mode
Another feature for live performance, Quick Access mode enables you to combine programs and
setups into banks of ten entries. Each of these programs or setups can be selected with a single
alphanumeric button. Different banks are selected with the Chan/Layer buttons. There’s a
selection of factory preset banks, and you can use the Quick Access Editor to create your own
banks and store them in the PC3A’s memory. There’s a full description in Chapter 8.
You can also use Quick Access banks as a way to remap incoming or outgoing Program Change
commands.
Effects Mode
Effects mode sets the behavior of the PC3A’s effects processor. The Effects mode page lets you tell
the PC3A how to select effects configurations called chains. Chapters 9 shows you how.
MIDI Mode
You’ll use MIDI mode to configure the PC3A’s interaction with other MIDI instruments, by
setting parameters for transmitting and receiving MIDI. You’ll also use it to configure your PC3A
for multi-timbral sequencing. On the CHANNELS page, you can assign a program to each
channel, and enable or disable each channel’s response to three types of MIDI control messages:
Program Change, volume and pan. See Chapter 10.
Master Mode
Master mode, described in Chapter 11, contains the parameters that control the entire PC3A.
Global settings for tuning, transposition, velocity and aftertouch sensitivity, and other
preferences are adjusted here. You can also get to GM Mode from here and set the sample rate for
the PC3A’s digital output.
Song Mode
Song mode enables you to play sequences (songs) stored in the PC3A’s memory, and provides a
fully featured sequencer that you can use to record songs. You can also record multi-timbrally via
MIDI, or load standard MIDI files (Type 0 or 1). The Song Editor also enables you to modify
existing sequences stored in memory. See Chapter 12.
Storage Mode
Storage mode lets you load and save programs and other objects using an USB device. See
Chapter 13.
4-3
Editing Conventions
Introduction to Editing
Chapter 5
Editing Conventions
Introduction to Editing
Programming (editing) the PC3A always involves three basic operations: mode selection,
navigation, and data entry.
First, select the mode that relates to the object you want to edit—a program, a setup, etc. Then
select the object you want to edit, and press the Edit button to enter the editor within that mode.
For programs, setups, songs, and quick access banks, these objects are “selected” when you are
on the main page of their corresponding mode. In these cases you can press the Edit button with
anything selected on their main page to access their editor. Often there will be more objects inside
of these “main page” editors, such as shift patterns and velocity patterns, and they can be edited
by selecting their parameter with the cursor and pressing the Edit button. An editor contains all
the parameters that define the object you’re programming.
Next, you navigate around the editor’s page(s) with the soft buttons, and select parameters with
the cursor (arrow) buttons. When you’ve selected a parameter (its value is highlighted by the
cursor), you can change its value with one of the data entry methods. When you change a value,
you’ll normally hear its effect on the object you’re editing. The PC3A doesn’t actually write your
editing changes to memory until you save the object you’re working on. It then allows you to
choose between writing over the original object, or storing the newly edited version in a new
memory location.
What’s an Object?
If you’ve been wondering what we mean by the term “object,” it’s an expression we use for
anything that can be named, saved, deleted, or edited. Here’s a list of all the types of objects:
Programs
Factory-preset or user-programmed sounds stored in ROM or flash
memory. A program is one or more layers of sound, with programmable
DSP functions applied to the keymaps within each layer.
Algorithms
Factory-preset or user-programmed routing (virtual wiring) for V.A.S.T.
DSP Functions.
Setups
Factory-preset or user-programmed MIDI performance presets consisting
of up to 16 zones, each with its own program, MIDI channel, and
controller assignments, and (optionally) arpeggiation specifications.
Songs
Sequence files loaded into memory, or MIDI data recorded in Song mode.
Chains
Factory-preset or user-programmed configurations of the PC3A’s onboard
digital audio effects processor.
Quick Access banks Factory-preset or user-programmed banks of ten entries each, that store
programs and setups for single-button access in Quick Access mode.
Intonation maps
Factory-preset or user-programmed pitch offsets for each note in all
octaves. Set from master mode, intonation maps are used to change the
PC3A’s intonation in all modes.
5-1
Editing Conventions
Object Type and ID
Shift patterns
Factory-preset or user-programmed sequences of note shift information,
used by the arpeggiator for detailed arpeggiations, or by the Shift Key
Number controller destination.
Velocity patterns
Factory-preset or user-programmed sequences of note velocity shift
information, used by the arpeggiator for detailed velocity triggering in
arpeggiation.
Master tables
The values that are set for the parameters in Master mode, as well as the
settings for the parameters on the Transmit, Receive, and Channels pages
in MIDI mode, and the programs currently assigned to each MIDI
channel.
Object Type and ID
The PC3A stores its objects in memory using a system of ID numbers that are generally organized
into banks. Each object is identified by its object type and object ID; these make it unique. An
object’s type is simply the kind of object it is, whether it’s a program, setup, song, or whatever.
The object ID is a number from 1 to the maximum that distinguishes each object from other
objects of the same type. For example, within a bank you can have a setup, a program, and an
effect, all with ID 201; their object types distinguish them. You can’t, however, have two programs
with ID 201.
Object Type
Object ID
Object Name
Program
201
Hot Keys
Setup
404
Silicon Bebop
Velocity Map
1
Linear
ROM (factory preset) objects have ID numbers in a number of banks. When you save objects that
you’ve edited, the PC3A will ask you to assign an ID. If the original object was a ROM object, the
PC3A will suggest the first available ID in the User Bank (starting at 1025). If the original object
was a memory object, you’ll have the option of saving to an unused ID, or replacing the original
object. Double press the - and + buttons (beneath the alpha wheel) to select the next available
user location.
Objects of different types can have the same ID, but objects of the same type must have different
IDs to be kept separate. When you’re saving an object that you’ve edited, you can replace an
existing object of the same type by giving it the same ID. The object you are replacing will be
deleted permanently. There is one exception to this: If you write over a ROM object (factory
preset,) you can always revert to the original factory ROM object by deleting you new object that
uses the ID. The object that you had replaced the ROM object with will be permanently deleted,
and the original ROM object will appear in its place.
Many parameters have objects as their values—for example, the Intonation parameter in Master
mode. In this case, the object’s ID appears in the value field along with the object’s name. You can
enter objects as values by entering their IDs with the alphanumeric pad. This is especially
convenient for programs, since their ID numbers are usually the same as their MIDI program
change numbers.
The object type and ID enable you to store hundreds of objects without losing track of them, and
also to load files from storage without having to replace files you’ve already loaded.
5-2
Editing Conventions
Saving and Naming
Saving and Naming
When you’ve edited an object to your satisfaction, you’ll want to store it in memory. There’s a
standard procedure for saving and naming, which applies to all objects. You can press the Save
soft button, of course, but it’s easier to press the Exit button, which means “I want to leave the
current editor.” If you haven’t actually changed anything while in the editor, you’ll simply exit to
the mode you started from. If you have made changes, however, the PC3A will ask you if you
want to save those changes. This is the first Save dialog, the Exit page. Press Cancel to resume
editing, No to exit the editor, or Yes to save your edits and move to the Save page.
The Rename soft button on the Save page takes you immediately to the naming dialog, where
you assign a name to the object you’re saving. You haven’t saved yet, but you’ll be able to after
you’ve named the program.
The cursor underlines the currently selected character. Press the <<< or >>> soft buttons to move
the cursor without changing characters. Press an alphanumeric button one or more times to enter
a character above the cursor. The characters that correspond to the alphanumeric buttons are
labeled under each button. If the character that appears is not the one you want, press the button
again. Press the +/- button on the alphanumeric pad to switch between upper and lower case
characters.
Press 0 one or more times to enter the numerals 0 through 9. Press Clear (on the alphanumeric
pad) to erase the selected character without moving any other characters. Press the Delete soft
button to erase the selected character. All characters to the right of the cursor will move one space
left. Press the Insert soft button to insert a space above the cursor, moving all characters to the
right of the cursor one space to the right.
Press the Cancel soft button if you decide not to name the object. Press OK when the name is set
the way you want to save it.
In addition to the letters and numerals, there are three sets of punctuation characters. The easiest
way to get to them is to press one of the alphanumeric buttons to select a character close to the
one you want, then scroll to it with the Alpha Wheel. Here’s the whole list:
! “ # $ % & ’ ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9
: ; < = > ? @ A through Z
[ \ ] ^ _ ` a through z. (space).
Pressing the Plus/Minus buttons simultaneously is a short cut to the following characters:
0, A, a and (space).
If you’re wondering how we came up with this sequence of characters, it’s composed of ASCII
characters 33 through 122.
When you press OK, the final Save dialog appears, where you assign an ID to the edited object. If
you change your mind about the name, press the Rename soft button for another try.
Note: For an additional naming method, see Keyboard Naming below.
5-3
Editing Conventions
Saving and Naming
ROM Objects
If the object you started from was a ROM (factory preset) object, the PC3A will automatically
suggest the next available (unused) ID as the ID for the edited object. If that’s the ID you want,
press the Save soft button, and the object will be stored in memory with that ID. Otherwise, you
can select any ID from 1 to the maximum. This page also gives you the opportunity to return to
the naming dialog (as described in the previous section) or, by pressing the Object soft button, to
access the Object Utilities (see The Utilities (UTILS) Page in Ch. 13, page 14).
If you select an ID that’s already in use, the PC3A will tell you that you’re going to replace the
ROM object that’s already been assigned that ID. If you don’t want to do that, you can select a
different ID. Or you can press the Plus/Minus buttons simultaneously to toggle between the ID
that the PC3A suggested and the original ID. Or press the Cancel soft button to cancel the
operation.
If you decide not to cancel or change the ID, and you press the Replace soft button, the PC3A will
write your newly edited object over the existing ROM object. Actually, it only appears that way,
since you can’t truly write to ROM. The ROM object will reappear if you delete the newly edited
object (there are soft buttons in each editor for deleting objects).
Memory Objects
If the original object was a memory object, the PC3A will assume you want to replace it, and will
suggest the same ID as the original object. (In all modes other than Song mode, a diamond icon
preceding an item’s ID indicates a memory object). As with ROM objects, you can cancel, replace,
or change the ID and save to an unused ID. If you replace a memory object, however, it’s
definitely gone!
5-4
Editing Conventions
Saving and Naming
Keyboard Naming
A0 to C8
(Standard 88-note Keyboard)
The keyboard naming feature
makes naming objects
convenient, by letting you use
the keyboard (or your MIDI
controller) to enter the name of
the object you’re modifying.
When you’re in a Rename
dialog, use either of the Chan/
Layer buttons to change
between the keyboard naming
states: Off (disabled), On, and
Adv (Advance).
When set to On or Adv, the keys
(MIDI note numbers, actually)
correspond to all the characters
shown on page 5-3. There are
also equivalents to the cursor
movement, insertion, deletion,
and OK (Enter) buttons.
On requires you to move the
cursor to enter each letter, just as
you have to do when using the
normal data entry methods for
naming. Adv automatically
moves the cursor one space to
the right each time you strike a
key, just like a typewriter or
computer keyboard. This is the
most convenient setting.
A0
Move cursor to start of name
C2
Move cursor left one space
Insert; move characters right one space
Move cursor right one space
(Shift)
1 Wheel
!
tch
Absolute Value
(Space)
2 @
a A
3 #
b B
c C
C3
d D
f F
6 ^
g G
7 &
h H
8 *
i I
C4
k K
m M
- (Hyphen)
n N
+
(Backspace)
p P
C5
r R
; (Semicolon)
' (Apostrophe)
s S
t T
, (Comma)
u U
. (Period)
v V
/ (Slash)
w W
C6
y Y
>
: (Colon)
'' (Quote)
<
?
[ (Left bracket) ` (Back quote)
] (Right bracket) \ (Backslash)
z Z
(Space)
(OK, Enter)
(Shift)
Delete; move characters left one space
Move cursor left one space
Insert; move characters right one space
Move cursor right one space
Move cursor to end of name
_ (Underscore)
= (Equals)
o O
x X
9 (
0 (zero) )
l L
q Q
4 $
5 %
e E
j J
Delete; move characters left one space
C7
Use the (Shift) keys or
Sustain pedal to enter
upper-case and
special characters
C8
5-5
Editing Conventions
Saving and Loading Files—Storage Mode
Deleting Objects
Within most editors, there are soft buttons for deleting objects. When you want to delete an
object, press the Delete soft button, and the PC3A will ask you if you want to delete the object.
(At this point in the dialog, you can select another object with any of the data entry methods.)
Press OK if you want to delete it, or press Cancel if you don’t. The PC3A won’t let you delete
ROM objects (also known as “factory” objects).
Memory objects, on the other hand, are gone when you delete them! If you’ve “replaced” a ROM
object by saving a memory object with the same ID, the ROM object is invisible, but still there.
Deleting the memory object stored at the same ID will restore the ROM object.
You’ll often delete objects to gain memory space, or to organize the memory banks before saving
objects to storage. To delete multiple objects, use the Delete Objects utility available in Master
mode. It’s described on page 11-14.
Dependent Objects
A dependent object is an object that’s linked in memory with at least one other object. For
example, if you create a setup that uses a program that you also created, that program is a
dependent object of the setup.
When you start to delete an object that has dependent objects, the Delete dialog gives you a
choice: Delete dependent objects? If you press Yes, the PC3A will delete the object and all its
dependent objects when you execute the Delete function. In our example, if you were deleting
the setup you created, and you chose to delete dependent objects, the dependent program would
get deleted as well. If you press No at the Delete dependent objects? prompt, the PC3A deletes
only the object, but keeps the dependent objects. In our example, the setup would get deleted,
but the dependent program would remain.
When deleting objects and their dependents, the PC3A deletes only those dependent objects that
aren’t dependent on other objects that you’re not deleting. For example, suppose you have two
setups that contain the same program. If you delete one of the setups, and delete dependent
objects with it, the setup gets deleted, but the program that’s contained in the other setup remains
in memory.
Saving and Loading Files—Storage Mode
Saving a file simply involves selecting objects or a complete bank of objects to be stored as a
single file. All objects with IDs within that range will be saved to the file. When you load a file, the
PC3A asks you which bank will receive the file. You can load a file into any of the sixteen banks,
regardless of the bank it was saved from. The PC3A will automatically reassign the object IDs.
See Chapter 13 for more information on loading and saving files.
5-6
Editing Conventions
Saving and Loading Files—Storage Mode
Special Button Functions
The Mode buttons and the Chan/Layer buttons have additional functions, depending on the
mode or editor you’re in. The table below describes some of these special button functions.
Button
Special Function
Program
Mute 1
Mutes Layer 1 of current program in Program Editor.
Setup
Mute 3
Mutes Layer 3 of current program in Program Editor.
Q Access
Solo
Solos current layer in Program Editor.
Effects
FX Bypass
In Program Editor, bypasses (mutes) current program’s FX preset (plays program dry.) In
Chain Editor, mutes/unmutes currently selected effects box, and the Effect Mode button’s
LED will light when a muted effects box is selected, and unlight when an unmuted effects
box is selected.
MIDI
Mute 2
Mutes Layer 2 of current program in Program Editor.
Master
Mute 4
Mutes Layer 4 of current program in Program Editor.
Song
Mute Active
Mutes active layer of current program in Program Editor.
Storage
Compare
Negates effect of unsaved edits and plays last-saved (unedited) version of object being
edited in Program Editor.
Chan / Layer
In Program Editor, these two buttons scroll through layers of current program; in Setup
Editor, scroll through zones of current setup; in Quick Access mode, scroll through entries in
current Quick Access bank; In Song Mode, change recording track.
Edit
Whenever cursor is highlighting an editable object or parameter, takes you to corresponding
editor or programming page
5-7
Program Mode
The Program Mode Page
Chapter 6
Program Mode
Programs are the PC3A’s performance-level sound objects. They’re preset sounds equivalent to
the patches, presets, voices, or multis that you find on other synths.
Program mode is the heart of the PC3A, where you select programs for performance and editing.
The PC3A is packed with great sounds, but it’s also a synthesizer of truly amazing depth and
flexibility. When you’re ready to start tweaking sounds, the Program Editor is the place to start.
The PC3A offers two new powerful editing features: Cascade Mode and Dynamic VAST.
• Cascade Mode lets you route any layer of a program into the DSP of any other layer. Any of
the 32 layers of a program can go into any other layer.
• Dynamic VAST lets you “wire” your own algorithms. You can combine different DSP
functions in any order you like, including parallel and serial configurations.
The Program Mode Page
The top line of the Program mode entry‑level page shows your mode location, the current MIDI
transposition, the MIDI bank name and MIDI program number of the highlighted program, and
the current MIDI channel.
Selecting Programs
When you are in Program mode, there are three basic ways to select a PC3A program:
• Press one of the Bank buttons (above the sliders on the left side of the front panel) to select a
bank, then press a Category button and a Program button to choose within the bank. The
Category and Program buttons are on the front panel, between the screen and the alpha
wheel. (See Program and Category Buttons on page 3-4 for more details.)
• Type the program’s ID (number) on the alphanumeric buttonpad, then press Enter. If you
make a mistake, press Clear, then start over.
• Scroll through the list using the Alpha Wheel, the Plus or Minus button under the Alpha
Wheel, or the cursor buttons (the arrow buttons to the right of the display).
6-1
Program Mode
The Program Mode Page
The Soft Buttons in Program Mode
Use the Octav– and Octav+ soft buttons to transpose up or down by a full octave. Pressing both
Octav buttons simultaneously returns the transposition to its original setting.
Pressing the Panic soft button sends an All Notes Off message and an All Controllers Off
message on all 16 MIDI channels.
Press the Info soft button to see all of the controller assignments of the current program. Scroll
down the page using the Alpha Wheel or the Plus/Minus buttons.
The Xpose-/Xpose+ buttons are a shortcut for quick transposition in semitone (half step)
increments. You can use them to transpose the entire PC3A as much as three octaves up or down.
The top line of the display shows the current amount of transposition (Xpose). Pressing both
Xpose buttons simultaneously returns the transposition to zero. The Xpose buttons transpose the
PC3A, as well as any MIDI devices connected to the PC3A’s MIDI Out port. Changing the
transposition with the soft buttons also changes the corresponding setting on the MIDI mode
TRANSMIT page.
The Info Box
The info box at the left of the Program mode page gives you information about the current
program. Generally, the info box shows the keymap assigned to each layer (for KB3 programs, the
info box shows the keymap used for the upper tone wheels.) The line beneath the name of the keymap
indicates the keyboard range of that layer. In the diagram above, for example, there’s one layer
that extends from C 0 to C 8—the default range. The representation of these layer ranges is
approximate; they’re intended to let you know if you have a layered keyboard (lines
overlapping) or a split keyboard (lines not overlapping). Stereo keymap layers are indicated in
the info box with a double circle symbol. The info box can display up to four layers at a time. If
the current program has more than four layers, you can view their keymaps by pressing and
holding down the Enter button and scrolling with the Chan/Layer buttons.
Note: For VAST layers using KVA oscillators, the info box may or may not show the name of the oscillator
being used. See Advanced Use Of KVA Oscillators on page 6-55 for more details.
The info box can also be set to show the assignment and current MIDI CC value for the last
moved controller, see Display on page 11-3 for details.
Controllers Assignments For Factory ROM Programs
Many of the programs included with the PC3A (factory ROM programs) can be controlled by
using the PC3A’s physical controllers (sliders, wheels, switches, pedals, etc.) Press the Info soft
button to see all of the controller assignments of the current program. Here is a list of controllers
and their commonly assigned program parameters:
• Slider I (MIDI 28) - Slider I usually controls the program’s send level to an Aux effect
(usually reverb or delay.) In this case, use slider I to control the reverb or delay level.
• SW Switch - The SW switch often enables a layer (like strings for piano program) or an effect.
• Mod Wheel - The Mod Wheel often works with the parameter assigned to the SW switch and
controls the level of a layer or the level or intensity of an effect such as tremolo, vibrato, or
wah.
• Sliders A-H - Sliders A and B often control filter or EQ parameters that change the
“brightness”of the program. Sliders C through H usually control parameters specific to the
current programs amplitude envelopes, layer volumes, and insert effect parameters. Press
the Info soft button to see all of the controller assignments of the current program.
See Assigning Program Parameters to Control Sources on page 6-13 for details on making your own
controller assignments.
6-2
Program Mode
The Program Mode Page
Saving Controller Settings in Program Mode
Many programs have parameters assigned to the PC3A’s sliders, mod wheel, and the SW button
above the mod wheel. You can change the settings of these controllers to change the sound of the
current program. If you switch to a different program, the alterations that you made to the
previous program will be lost without warning.
To save a program with its current controller settings, you must save entry values for the
controllers. Entry values are values sent for each controller setting when a program is loaded. To
capture entry values for the current program, press the Edit button to the left of the display to
enter the Program Editor. Next, use the more soft buttons to find the SetCtl soft button, then
press the SetCtl soft button. Lastly, press the Exit button to the right of the display and follow the
prompt to choose an ID# and save the program.
Similarly, when using a KB3 program, you can capture the entry values for the drawbars (the
sliders) by pressing the SetDBR soft button in the KB3 program editor.
The Arpeggiator In Program Mode
In Program Mode, you can use an arpeggiator for the Program on the currently selected MIDI
channel. The arpeggiator can be turned on and off by pressing the Arp button above the wheels
(so long as the default Control Setup is being used, see Control Setup below for details.)
To access the arpeggiator parameters, press the Arp and SW buttons (above the wheels)
simultaneously. See The ARPEGGIATOR Page on page 7-42 for details on the arpeggiator
parameters. The arpeggiator plays at the tempo set on the TEMPO page. Press the left and right
cursor buttons simultaneously to view the TEMPO page (see TEMPO on page 11-11 for details.)
In Program Mode, you can change the program on the current MIDI channel, or change the
current MIDI channel, and the current arpeggiator settings will remain the same. If you enter
Setup Mode and then return to Program Mode, the arpeggiator in Program Mode will be
returned to its default settings. The default settings for the arpeggiator in Program Mode are set
on Zone 1 of the Control Setup (see Control Setup below for details.)
Note: Settings for the arpeggiator in Program Mode are not saved with each program. Settings
for the arpeggiator in Program Mode can only be saved by editing arpeggiator settings for Zone 1
of the Control Setup. Because arpeggiator settings are not saved with each program, Setup Mode
should be used when you wish to save a program with specific arpeggiator settings. A Setup can
contain up to 16 programs, each with their own arpeggiator settings (see Chapter 7 Setup Mode for
details.)
MIDI Channels
To select a MIDI channel to use in Program mode, use the Chan/Layer buttons at the left of the
display. The current MIDI channel is displayed in the top right corner of the Program mode main
page. Notes played on the PC3 keyboard are sent to the MIDI out port on the currently selected
MIDI channel. For basic use of Program mode (playing a single Program,) the MIDI channel can
usually be ignored. For multitimbral use of Program mode (playing multiple different programs
at once,) select each MIDI channel then select a Program for each. In Program mode, when
sending MIDI data to the PC3 from an external MIDI device, the PC3 can play up to 16 different
programs at once (one on each MIDI channel.) See Save on page 11-18 for details on saving the
Program selection for each channel. For more advanced multitimbral features and easier saving
and recalling of multitimbral program selections, see Chapter 7 Setup Mode, and Chapter 12 Song
Mode and the Song Editor.
6-3
Program Mode
VAST Program Structure
VAST and KB3 Programs
It is important to understand the difference between VAST programs and KB3 programs.
VAST programs contain up to 32 layers, each of which contains a keymap or KVA oscillator.
Keymaps consists of a number of samples assigned to a particular keyboard range. KVA
oscillators use powerful DSP to generate a range of simple and complex waveforms (see Editing
VAST Programs With KVA Oscillators on page 6-53 for more details.) See VAST Program
Structure below for more details on VAST programs.
KB3 programs use a much different architecture. There are no layers or algorithms, just a set of
oscillators (designed to emulate the tonewheels in a Hammond Organ) that start running as soon
as you select a KB3 program. See KB3 Program Structure on page 6-6 for more details on KB3
programs.
VAST Program Structure
You might want to take a look at Figure 6-1 on page 6-5, which depicts the hierarchy of a VAST
program, from individual samples all the way up to setups, which can contain up to 16
programs.
Every VAST program contains at least one layer. A layer consists of a keymap and an algorithm
for processing the samples contained in the keymap. Each sample is a separate digital recording
of some kind of sound: musical, vocal, industrial, any sound at all. Individual samples are
assigned to specific key ranges (from A 2 to D 3, for example), and are also assigned to be
triggered at specific attack velocities. These assignments constitute the keymap.
When you trigger a note, the PC3A looks to the keymap of each layer of the currently active VAST
program(s) to determine which samples to play. The sound engine then fetches the requested
samples and generates a digital signal representing the sound of the samples. This signal first
passes through the DSP functions that make up the algorithm. It then passes through the PC3A’s
effects processor, and finally appears—with some level of effects applied to it—at one or more of
the audio outputs.
The layer is the VAST program’s basic unit of polyphony, that is, each layer constitutes one of the
128 voice channels the PC3A can activate at any time. If you have a program that consists of two
layers covering the note range from A 0 to C 8, each key you strike triggers two voice channels.
Note: One exception to this structure is when using a KVA oscillator, the sound source for that layer is not
derived from a keymap, but is generated at the algorithm stage (though keymap information is still used to
set key range and maximum amplitude.) After this, the structure is the same as described above. See
Editing VAST Programs With KVA Oscillators on page 6-53 for more details.
6-4
Program Mode
Program Mode
Program
Structure
VASTVAST
Program
Structure
Zone Zone
Zone Zone
Zone Zone
Zone Zone
Zone Zone
Zone Zone
Zone Zone
Zone Zone
12
23
34
45
56
67
78
8
1
16 keyboard
zones—
16 keyboard
zones—
eachindependent
with independent
each with
program,
MIDI channel,
program,
MIDI channel,
and control
assignments
and control
assignments
Selected
for performance
Selected
for performance
and editing
in Program
and editing
in Program
uplayers
to 32 layers
mode;mode;
up to 32
per per
program
program
A keymap
processed
A keymap
processed
through
an algorithm,
through
an algorithm,
modulated
by control
modulated
by control
sources
sources
Up tosample
128 sample
Up to 128
assigned
roots, roots,
assigned
to playto play
at programmable
at programmable
key key
and velocity
and velocity
rangesranges
Individual
Individual
digital digital
sound sound
recordings
in
recordings
storedstored
in
samples
ROM; ROM;
stereostereo
samples
use
two voices
of
use two
voices
of
polyphony
polyphony
Figure 6-1
VAST Program Structure
Figure 6-1 VAST Program Structure
6-5 6-5
Program Mode
KB3 Program Structure
KB3 Program Structure
There’s nothing quite like the sound of the classic Hammond™ B-3 tone wheel organ, especially
when played through a Leslie™ rotating speaker system. We’ve done extensive testing and
analysis with several tone wheel organs, and created our own models to emulate the unique tone
wheel sound. We even took into account the way that older organs start to sound different (and
arguably better) as their capacitors begin to leak—and we included a parameter that lets you
vary the amount of grunge (leakage) in your sound.
KB3 programs use oscillators to emulate the tone wheel sound. Each oscillator operates
independently, and has its own pitch and amplitude control. You can control how many
oscillators are used for a KB3 program. There are two oscillators per voice, for a total of 256. You
can use up to 91 of them in a KB3 program (the 92nd is reserved to produce key click). Because
the oscillators start running as soon as you select a KB3 program, there are always voices
available—unlike VAST programs, which start “stealing” notes when you reach the polyphony
limit.
The oscillators—we’ll call them tone wheels from here on—are divided into an upper and lower
group. The upper tone wheels use the samples in the PC3A’s keymaps to generate sound, while
the lower tone wheels use sine waves. You can change the keymap of a KB3 program’s upper
tone wheels to produce a large array of sounds. By changing the keymap from sine to a saw wave
it is possible to emulate the sound of classic combo organs like the Vox™ and Farfisa™ models.
KB3 programs are also routed through vibrato, rotary speaker, preamp and distortion effects, see
below for details.
KB3 Mode
KB3 programs are different enough from VAST programs that we use the term KB3 mode to
describe what’s going on when you play a KB3 program. Whenever you play a KB3 program,
you are in KB3 mode. The blue LED in the KB3 button will light when the current program is a
KB3 program.You can play KB3 programs only on a single channel at a time.
If you want to create your own KB3 program, start by editing an existing KB3 program.
KB3 Effects And Real-time Controls
You have real-time control over many components of KB3 programs directly from the front
panel. The sliders emulate the drawbars that are so essential to the tone wheel sound, while the
buttons above them (the Bank Buttons) can control the KB3 effects: Leslie, vibrato, chorus, and
percussion. When using a KB3 program in Setup Mode, you must set the Mutes parameter to KB3
Control in order to use the Bank buttons for controlling KB3 effects (see Mutes on page 7-66 for
details.)
Drawbars
One of the standard performance features of many tone wheel organs is the set of drawbars for
emulating the stops on a pipe organ. Moving the drawbars controls the amplitude of either the
fundamentals or the harmonics of the notes. The PC3A’s sliders serve as the nine drawbars found
on most tone wheel organs. Pushing the sliders up is the equivalent of pushing the drawbars in
(removing fundamentals or harmonics).
Subharmonics
Fundamental
Harmonics
16’
5 1/3’
8’
4’
2 2/3’
2’
1 3/5’
1 1/3’
1’
Slider A
Slider B
Slider C
Slider D
Slider E
Slider F
Slider G
Slider H
Slider I
Table 6-1 Standard Drawbar Settings for the Hammond B3
6-6
Program Mode
KB3 Program Structure
KB3 Mode Effects Buttons (Bank Buttons)
When using a KB3 program, the Bank buttons (above the sliders) control KB3 effects, instead of
choosing program banks as they usually do in program mode. The KB3 function is labeled below
each button, their LEDs indicate the status of the various effects for the current KB3 program.
This status is saved as part of each program. You can change the effects in real time by pressing
the buttons.
The KB3 effects return to their programmed settings the next time you select the program. If,
however, you’re in the Program Editor when you change the effects, you’re actually editing the
program. (Each effect also has a corresponding parameter in the Program Editor, see the table below.) If
you like the changes, you can save the program with the new KB3 effects settings. If you don’t
like the changes, you can exit without saving, and the program will revert to its previous settings.
In KB3 mode the Bank buttons also respond to and send MIDI Controller messages. See Table 6-3
on page 6-8 for details.
Effect
Category
Rotary
Vibrato
Percussion
Button Name
LED Color
(relative to
button name/
state)
Corresponding
Page and
Parameter
Fast / Slow
red/green
MISC: SpeedCtl
On / Off
red/off
MISC: VibChorCtl
Chorus / Vibrato
red/green
MISC: VibChorSel
Disabled if Button 2 is off
Depth 1 / 2 / 3
green/orange/red
MISC: VibChorSel
Disabled if Button 2 is off
On / Off
red/off
PERC: Percussion
Volume Loud / Soft
red/green
PERC: Volume
Disabled if Button 5 is off
Decay Fast / Slow
red/green
PERC: Decay
Disabled if Button 5 is off
Pitch High / Low
red/green
PERC: Harmonic
Disabled if Button 5 is off
Comments
Table 6-2 KB3 Mode Effects Buttons and Corresponding Parameters
Additional Controller Assignments In KB3 Mode
Other default assignments for factory KB3 programs include:
CC Pedal 1 (volume) controls preamp volume, which emulates the volume control of an organ
preamp. The PreampResp parameter must be set to On for this to work (the default setting.) See
PreampResp on page 6-67 for details.
The Mod Wheel controls Distortion Drive.
Switch Pedal 1 (sustain) controls the SpeedCtl parameter, which toggles the Rotary speed
between slow or fast. See SpeedCtl on page 6-68 for details. This has the same effect as using Bank
Button 1 (labeled Rotary Fast/Slow.)
6-7
Program Mode
KB3 Program Structure
MIDI Control of KB3 Programs
Controller Numbers
Table 6-3 lists the MIDI Controller numbers that control KB3 features. Send the listed controller
number and appropriate controller value to control each KB3 feature via MIDI. The PC3A also
sends these Controller numbers to its MIDI Out port when using each of these KB3 features.
KB3 Program Feature
Distortion Drive (Mod Wheel)
Preamp Volume (Volume/Expression Pedal)
MIDI
Controller
Number
Values
1
0 = Minimum Distortion Drive.
127 = Maximum Distortion Drive.
Values between 0 and 127 scale between
minimum and maximum Distortion Drive.
11
0 = Minimum Preamp volume.
127 = Maximum Preamp volume.
Values between 0 and 127 scale between
minimum and maximum volume.
With Steps
parameter set to (0-8)
(See Steps on
page 6-61 for
details)
With Steps
parameter set to (0-127)
(See Steps on
page 6-61 for
details)
0-13 = volume 8
14-27 = volume 7
28-41 = volume 6
42-55 = volume 5
56-70 = volume 4
71-84 = volume 3
85-98 = volume 2
99-112 = volume 1
113-127 = volume 0
127 = minimum
volume.
0 = maximum
volume.
Values between
127 and 0 scale
between minimum
and maximum
volume.
Drawbar1
6
Drawbar2
13
Drawbar3
22
Drawbar4
23
Drawbar5
24
Drawbar6
25
Drawbar7
26
Drawbar8
27
Drawbar9
28
Rotating Speaker Fast/Slow
68
64-127 = Fast, 0-63 = Slow
Chorus/Vibrato On/Off
95
64-127 = On, 0-63 = Off
Chorus/Vibrato Selector and Chorus/Vibrato
Depth
93
54-71 = select chorus with depth 1
72-89 = select chorus with depth 2
90-127 = select chorus with depth 3
0-17 = select vibrato with depth 1
18-35 = select vibrato with depth 2
36-53 = select vibrato with depth 3
Percussion On/Off
73
64-127 = On, 0-63 = Off
Percussion Loud/Soft
71
64-127 = Loud, 0-63 = Soft
Percussion Decay Fast/Slow
70
64-127 = Fast, 0-63 = Slow
Percussion Pitch High/Low
72
64-127 = High, 0-63 = Low
Key Click Level
89
0 = -96 dB.
127 = Maximum Key Click Level set in Editor.
Values between 0 and 127 scale between
-96 dB and maximum Key Click Level.
Leakage Level
90
0 = -96 dB.
127 = 0 dB.
Values between 0 and 127 scale between
-96 dB and 0 dB.
Table 6-3 KB3 MIDI Controller Assignments
6-8
Program Mode
Control Setup
Control Setup
Control Setup Overview
The Control Setup is a Setup object edited and stored in Setup Mode but used by Program Mode.
The Control Setup defines the CC destinations for the PC3A’s physical controllers (wheels,
sliders, pedals, etc.) in Program mode. These assignments are the MIDI CC numbers that the
PC3A’s physical controllers send while in Program mode. Parameters in the Program Editor can
then be assigned to respond to these CC numbers. See the Figure 6-2 below for a visual depiction
of the Control Setup’s role while in Program Mode. See the sections on page 6-11 for details on
physical controller destinations and program parameter sources.
The programs in the PC3A factory ROM have parameters assigned to respond to the controller
destinations of the default Control Setup (126 Internal Voices). Therefore you’ll want to use
126 Internal Voices as the Control Setup in most cases.
Note: If you don’t use the default Control Setup, assigned parameters in the PC3A’s factory
ROM programs will probably not respond to the PC3A’s physical controllers. Don’t edit the
Control Setup unless you are an advanced MIDI user and know what you’re doing.
Advanced users may wish to use a different control setup if they need to send specific MIDI
controller numbers to the MIDI out port when in Program mode. You can also program several
different control setups and switch among them for different applications.
Table 6-4 below shows which pages and parameters in the Setup Editor of the Control Setup
have an effect on Programs in Program mode. Aside from assigning MIDI CC destinations for the
PC3A’s physical controllers, the Control Setup allows you to set other available parameters for
each physical controller, such as Scale, Curve, Add, and Switch Type (see Continuous Controller
Parameters on page 7-29 for details on these parameters.)
Default Control Setup:
PC3A’s
Physical
Controllers
Setup Mode
Setup ID#: 126: Internal Voices
Setup Editor
Controller Destinations:
Slider A
(Data)
SlidA sends
Dest: Data (MIDI CC 6)
Switch
Pedal 1
(sustain)
FOOT SWITCH 1 sends
OnControl/OffControl:
Sustain (MIDI CC 64)
Program Mode
Program
Program Editor
Parameter
Control Sources:
Source: Data (CC 6)
(parameter is controlled by
the physical controller that
is sending MIDI CC 6)
Source: Sustain (CC 64)
(parameter is controlled by
the physical controller that
is sending MIDI CC 64)
(Continues
for all
controllers.)
Figure 6-2 Examples Of How The Control Setup Defines The PC3A’s Physical Controller
Assignments While In Program Mode
6-9
Program Mode
Control Setup
Control Setup Advanced Features
The control setup can also be used to set other parameters which affect program mode. See
Chapter 7 Setup Mode for details on each of these parameters:
• Velocity scaling can be set in the Setup Editor with parameters on the KEY-VEL page.
Though a master velocity map can be set with the Velocity Map parameter on the Master
Mode MAPS page (see page 11-5,) setting velocity scaling in the Control Setup provides more
options.
• Programmable switch destinations can be set on the Setup Editor PRG SWITCH pages. In
Program mode, the Programmable Switches act as Program Select buttons if none of them
are assigned to a destination in the control setup. If at least one Programmable Switch is
assigned in the control setup, then the assigned Programmable Switch buttons act as
assigned, but none of the buttons function as program select buttons.
• Ribbon settings can be set on the Setup Editor RIBBON and RIBBON CONFIGUR pages.
• MIDI aftertouch can be turned off on the Setup Editor PRESSURE page by setting the Dest
field to OFF.
• On the CH/PROG page you can set the Bank Mode which determines the type of MIDI bank
messages that Program Mode will send to the USB and MIDI out ports when changing
programs. See Program Change (ProgChang) on page 10-5 to disable the PC3A from sending
program change messages.
• The Destination parameter on the CH/PROG page determines where MIDI messages are
sent. Usually this should be kept at its default setting USB_MIDI+MIDI+LOCAL, and the
MIDI message destination for Program mode should be set with the Destination parameter
on the MIDI Mode Transmit page (see page 10-2 for details.) The Destination parameter on
the CH/PROG page works in combination with the Destination parameter on the MIDI
Mode Transmit page. For example if the Destination parameter on the CH/PROG page is set
to MIDI+LOCAL, then MIDI messages will not be sent to the USB port, even if USB_
MIDI+MIDI+LOCAL is selected for the Destination parameter on the MIDI Mode Transmit
page.
Selecting And Editing The Control Setup
The current control setup can be selected on the MIDI Mode Transmit page using the
ControlSetup parameter.
To edit the current control setup, select the ControlSetup parameter on the MIDI Mode Transmit
page, then press the Edit button to the left of the display. You can also select the setup in Setup
Mode and then press the Edit button to the left of the display. If you edit or overwrite the default
Control Setup (126 Internal Voices), you can always recall the original control setup by deleting
the setup stored at ID# 126. This will return the setup to its default settings. You can delete a
setup by using the Delete soft button in the Setup Editor.
When selecting or editing the Control Setup, only Zone 1 of the setup has an effect on program
mode. (Zones 2–16 are not relevant in Program Mode, because the PC3A’s physical controllers can only
control one MIDI channel at a time in Program Mode.) See Table 6-4 below for which pages and
parameters in the Setup Editor of the Control Setup have an affect on Programs in Program
Mode.
Note: The Control Setup doesn’t affect the sound of a program, only the assignments of certain
physical controllers. The samples and keymaps assigned to a program are unaffected by the
Control Setup. While you’re in Program mode, the PC3A ignores the programs assigned to the
setup that you chose as the Control Setup.
6-10
Program Mode
Control Setup
Control Setup–Setup Editor Page (Zone 1)
Parameters Affecting Program Mode
CH/PROG
Arpeggiator, Destination, BankMode
KEY-VEL
All
PAN-VOL
ExitVolume, ExitPan
BEND
AuxBend1Up, AuxBend1Dwn, AuxBend2Rng
COMMON
Tempo, ArpSync
ARPEGGIATOR
All
RIBBON CONFIGUR
All
Continuous Controller assignment pages (SLIDER,
SLID2, CONT.PEDALS, RIBBON, WHEEL, PRESS)
Dest, Scale, Add, Curv
Switch Controller assignment pages (FOOT
SWITCH 1-3, SWITCH ARP, SWITCH SW, PRG
SWITCH 1-8)
Type, OnControl, OnValue, OffControl,
OffValue, EntryState
Table 6-4 Control Setup Parameters Affecting Program Mode
About PC3A Physical Controller Destinations
PC3A physical controllers transmit controller messages consisting of a destination and a value.
The destination allows the physical controller to be identified, while the value represents the
current state of the physical controller (button on/off, slider setting, etc.) Each destination can be
identified as a number (though some destinations are displayed in the PC3A as the name of their
default use.) Destinations can be MIDI continuous controller numbers (0-127) or PC3A internal
destinations (128 and above.) For simplicity, we will refer to both of these types of destinations as
CC numbers, or CCs (continuous controller numbers.)
By default, physical controller destinations 0-127 are transmitted internally to program
parameters, and to the USB and MIDI Out ports as MIDI continuous controller numbers (see
Destination on page 10-2 to change this behavior.)
Physical controller destinations 128 and above are only transmitted internally to program
parameters. Destinations above 127 can not be assigned as a program parameter control source.
Some destinations above 127 will still affect Program Mode even though they can not be assigned
as a program parameter control source. For example, destination 133 Tempo always controls the
system tempo. In the control setup, setting a slider to destination 133 Tempo would make that
slider always control system tempo while in Program mode. This might be useful to change the
tempo when using the arpeggiator in Program mode, though the slider wouldn’t be able to
control anything else in Program mode. See The Controller Destination List on page 7-21 for details
on each controller destination.
About Program Parameter Sources
In program mode, when you want to control a parameter with a physical controller, you set the
parameters source field to the destination that the physical controller is sending to. For example,
by default the destination for the Mod Wheel is CC 1. If you select a source field in the Program
Editor, then press 1 followed by the Enter button, that parameter will be controlled by the Mod
Wheel. In this case, the parameter could also be controlled by CC 1 being sent from an external
MIDI device.
You can assign a destination to a source field by selecting the source field, holding the Enter
button, then moving the physical controller that you want to use. For most of the PC3A’s physical
controllers, their destination name in the source field is displayed with the name of the controller
on the PC3A’s front panel.
6-11
Program Mode
Editing VAST Programs
Editing VAST Programs
The Program Editor is where you begin to modify the PC3A’s resident sounds, and to build your
own sounds around sample keymaps or KVA oscillators (see Editing VAST Programs With KVA
Oscillators on page 6-53 for some differences.) There’s virtually no limit to the sounds you can
create using the tools in the Program Editor.
Note: This section describes the Program Editor as it applies to VAST programs. See Editing KB3
Programs on page 6-59 for information about editing KB3 programs.
To enter the Program Editor, start in Program mode and press Edit. The Program-mode LED will
go out, and the KEYMAP (Keymap) page will appear.
The top line of the display gives you the usual reminder of your location. It also tells you which
layer you’re viewing, and how many layers there are in the program. You can use the
Chan/Layer buttons to scroll through the layers, if the program has more than one.
Here’s a method for jumping quickly to a specific layer in a program—it’s especially useful in
multi-layered drum programs. Hold the Enter button and strike a key. The display will show the
layer(s) assigned to that key. If more than one layer is assigned to the same key, repeatedly
striking the key (while continuing to hold the Enter button) will cycle through all layers assigned
to that key. This method will work in most places within the Program Editor, but there is an
exception: if the parameter you have highlighted has a note number or control source as its value,
then holding Enter and striking a note will call up that note or control source. For all other
parameters, however, this method will switch between layers.
The Soft Buttons in the Program Editor
The Program Editor’s soft buttons are labeled by the words that appear in the bottom line of the
display. These buttons have two important jobs in the Program Editor: selecting pages, and
selecting specific functions. If a soft button is labeled in all uppercase letters, pressing it will take
you to the page it describes. If the button is labeled in mixed uppercase and lowercase letters,
pressing it will execute the software function described by the label. Pressing the LAYER soft
button, for example, will take you to the Layer page, while pressing the Save soft button will
initiate the process for saving the currently selected program.
There are more pages and functions in the Program Editor than there are soft buttons. Therefore,
two of the soft buttons are dedicated to scrolling through the list of pages and functions. If you
don’t see the button for the page or function you want to select, press one of the soft buttons
labeled more, and the labels will change. This doesn’t change the currently selected page, it
merely changes the selection of available soft buttons.
6-12
Program Mode
Editing VAST Programs
Two of the soft buttons in the Program Editor are special cases. They’re the soft buttons that select
the editing pages for the first and last DSP functions (Pitch and Level, respectively) of the current
program’s algorithm. One of these soft buttons is labeled PITCH, and pressing it will take you to
the DSPCTL (DSP Control) page with the Pitch parameter highlighted. The other one of these soft
buttons is labeled AMP, and pressing it will take you to the DSPCTL page with the Level
parameter highlighted. Additionally, pressing the DSPCTL soft button will take you to the
DSPCTL page.
The MODE Buttons in the Program Editor
When in the Program editor, each of the MODE select button has a different function. Beside
each button is the name of its function in the Program editor. When activated, the button’s LED
will light up.
Mute 1, 2, 3, and 4
Each of the top four MODE select buttons serve to mute one of the current program’s first four
layers. Pressing the Program button mutes layer 1, pressing the MIDI button mutes layer 2,
pressing the Setup button mutes layer 3, and pressing the Master button mutes layer 4.
Solo
Pressing the Q Access button solos the current layer.
Mute Active
Pressing the Song button mutes the current layer.
FX Bypass
Pressing the Effect button bypasses all effects. Note, however, that if either of the Aux Overrides
in Effects mode are active, then those effects are still applied.
Compare
Pressing the Storage button calls up the Compare Editor, which recalls the program pre-edit
settings, allowing you to compare your edited program with the original program. Pressing the
Storage button again returns you to the Program editor. Using the Compare Editor makes no
changes to the current program.
Assigning Program Parameters to Control Sources
Many PC3A program parameters can be assigned to be controlled by the PC3A’s physical
controllers or by MIDI CCs from an external MIDI device. For details on controllable parameters
of VAST programs, see the following sections: The DSP Modulation (DSPMOD) Page on page 6-30,
The LFO Page on page 6-38, The ASR Page on page 6-40, The Function (FUN) Page on page 6-41, The
Envelope Control (ENVCTL) Page on page 6-45, The MOD Pages on page 9-10, and FXLFO, FXASR,
and FXFUN pages on page 9-11. For KB3 programs, see the following sectionsKB3 Editor: The
PITCH Page on page 6-62, KB3 Editor: The AMP Page on page 6-62, KB3 Editor: The LFO, ASR, and
FUN Pages on page 6-70, The MOD Pages on page 9-10, and FXLFO, FXASR, and FXFUN pages on
page 9-11.
For each program, the Program Editor can be used to assign the PC3A’s physical controllers or
external MIDI controller CC numbers to control parameters. Controllable parameters each have a
source field. Make assignments to the source field for the desired parameter. Source fields are
named differently depending on their page: Src1, Src2, RateCt, Trigger, Input a, Input b, and
Source. To assign a PC3A physical controller, select the source field for the parameter, hold the
Enter button and move the controller. To assign a CC number to a source field, enter the number
with the alphanumeric pad, then press Enter. A CC number for an external controller can also be
set by selecting the source field for the parameter, holding the Enter button, and sending a CC
value from the external MIDI controller. When assigning a CC number to a source field, the
number may be displayed in the source field as the name of that CC’s default use.
6-13
Program Mode
Editing VAST Programs
The KEYMAP Page
Press the KEYMAP soft button to call up the KEYMAP page. The parameters on this page affect
sample root selection, i.e., which samples are played on which keys.
Parameter
Range of Values
Default
Keymap
Keymap List
1 Piano f Left
Transpose
-128 to 127 semitones
0
Key Tracking
± 2400 cents per key
100
Velocity Tracking
± 7200 cents
0
Alt Method
Switched, Continuous
Switched
Stereo
Off, On
Off
Timbre Shift
± 60 semitones
0
Playback Mode
Norm, Rvrs, Bidirectional, Noise
Normal
Alt Control
Control Source List
Off
Keymap
Assign a keymap from ROM to the current layer. Keymaps are collections of samples assigned to
note and velocity ranges. With the Keymap parameter selected, press the Edit button to enter the
Keymap editor (see The Keymap Editor on page 14-1 for details.)
Transpose (Xpose)
Transpose the current keymap up as much as 127 semitones (ten octaves and a perfect fifth) or
down as much as 128 semitones (ten octaves and a minor sixth).
Key Tracking (KeyTrk)
This is one of the six common DSP control parameters. On the KEYMAP page, key tracking
affects the interval between notes. The default value of 100 cents (a cent is a hundredth of a
semitone) gives you the normal semitone interval between each note. Higher values increase the
interval; lower values decrease it. Negative values will cause the pitch to decrease as you play
higher notes.
When you make changes to this parameter, you’ll need to keep in mind that KeyTrk on the
KEYMAP page works in conjunction with KeyTrk on the PITCH page. Therefore, you’ll need to
check the KeyTrk value on both pages to see how key tracking works within a program. Unless
you’re looking for nonstandard note intervals, the values of the KeyTrk parameters on the PITCH
and KEYMAP pages should add up to 100 cents.
6-14
Program Mode
Editing VAST Programs
Velocity Tracking (VelTrk)
This is another common DSP control parameter. As with the other parameters on the KEYMAP
page, this shifts the position of the keymap. Different attack velocities will play different pitch
shifts of the sample root assigned to that note range. If the shift is great enough, the next higher or
lower sample root will be played, which in some cases (many drum programs, for example) will
play an entirely different sound. Positive values will play higher pitches of the sample root when
you use hard attack velocities (they shift the keymap downward), while negative values will play
lower pitches.
Method (AltMethod)
See Alternative Switch (AltControl and AltMethod) below.
Stereo
You’ll use this parameter when you’re working with stereo samples.
When you set this parameter to On, the KEYMAP page changes slightly:
An additional Keymap parameter appears. The two keymap parameters are distinguished as
Keymap 1 and Keymap 2. The KEYMAP page parameters will affect both keymaps. When the
Stereo parameter is set to On, the OUTPUT page for the current layer will show an additional
pair of Pan parameters.
The PC3A contains both stereo and mono samples. Keymaps designed for stereo use are labeled
with names beginning with “Stereo” or ending in “Left,” “Right,” “L,” or “R.” For stereo keymap
playback, set Stereo “On” and assign corresponding Left and Right keymaps to Keymap1 and
Keymap2 respectively. For keymaps beginning with “Stereo,” assign the same keymap to both
Keymap1 and Keymap2. If you select the same keymap for Keymap1 and Keymap2, the PC3A
automatically uses the left side for Keymap1 and the right side for Keymap2.
Once you have the keymaps assigned, go to the OUTPUT page and set the panning for each
sample as desired. Keep in mind that using stereo keymaps reduces the polyphony of the
program. For example, if you had a two-layer program with stereo keymaps in each layer, each
note you play would use 4 of your 128 voices, allowing a total of 32 notes before all the voices
have been used.
If you’re not using stereo samples, you should set this parameter’s value to Off.
6-15
Program Mode
Editing VAST Programs
Timbre Shift
This parameter works only on multi-sample keymaps, and changes the root selection for each
key you play. With this parameter you can radically alter the current layer’s timbre (basic sound
characteristics). The nature of the change depends on the timbre itself, so this parameter calls for
experimentation. Basically, timbre shifting changes a note’s timbre by imposing different
harmonic qualities onto the note. A timbre-shifted note retains its original pitch, but its
harmonics are those of the same timbre at a higher or lower pitch. Positive values for this
parameter tend to brighten a sound, while negative values darken.
Here’s an example. If you shift the timbre up 4 semitones, then playing C 4 will result in the pitch
C 4, but will actually play the sample normally assigned to G# 3, and shift its pitch up four
semitones. This will increase the playback rate of the sample, so although the pitch remains
normal, the timbre is brighter. You’d get the same effect by setting the Xpose parameter on the
KEYMAP page to -4 semitones, then setting the Adjust on the PITCH page to +4 semitones. For
multi-sample layers with narrow key ranges, large amounts of timbre shifting will cause
different sample roots to be played back.
Playback Mode
This gives you numerous options for manipulating the samples in the current layer as you trigger
them. Normal leaves the samples unaffected, while Reverse plays them in reverse. At a value of
Reverse, the samples will continue to loop as long as notes are sustained. To play them just once
in reverse, you would adjust the length of the layer’s amplitude envelope (explained later in this
chapter). BiDirect (bidirectional) causes the samples to loop infinitely, alternating between
normal and reversed playback. Noise replaces the samples with a white noise generator.
Alternative Controller (AltControl)
See Alternative Switch (AltControl and AltMethod) below.
Alternative Switch (AltControl and AltMethod)
Many, but not all, PC3A sample roots have been pre-assigned a carefully chosen alternate sample
start point that can be selected using the Alternate Switch feature (AltControl and AltMethod
parameters). This feature allows you to control the sample playback start/end time triggered by
any control source. (The alternate sample start point can be adjusted by editing a sample, see
Editing Samples on page 14-9 and The TRIM Page on page 14-12 for details.)
Use the AltControl parameter to specify a control source that will cause the sample to begin or
end at the Alt point. Then use the AltMethod parameter to choose between switched and
continuous calculation of the Alt point. If the value of AltMethod is Switched, the PC3A will use
the Alt point when the relevant control source is at a value greater than 64 at Note Start. If
AltMethod is Continuous, the Alt point will vary depending on the value of the relevant control
source at Note Start.
As an example, suppose you’re working with a flute keymap and wish to control the amount of
chiff heard at the beginning of the sound. On the KEYMAP page in the Program Editor, set
AltControl to MWheel. Now the Mod Wheel controls how much of the initial sample attack is
used. If you set AltMethod to Switched and move the Mod Wheel at least half-way up, at Note
Start the sample will begin at the pre-set alternate start point (in this case, slightly past the initial
chiff). If you set the AltMethod to Continuous, the PC3A will interpolate the sample’s starting
point based on the position of the Mod Wheel. If the Mod Wheel is 75% of the way up at Note
Start. the sample will begin 75% of the way between normal and alternate start points.
6-16
Program Mode
The LAYER Page
Emulating Legato Play
If you place the Alt point after the initial attack transients of the sample, then you can use the Alt
Switch to emulate legato playing in an acoustic instrument. As an example, set Keymap to
14 Flute. Now set the AltControl parameter to Chan St (Channel State). Now if you play notes
separately, the initial breathy chiff will be heard. But if you play the notes legato (connecting
them smoothly), the Alt point is used and you do not hear the chiff. This is because the Chan St is
turned on as long as any note is being held. Most of the PC3A’s ROM samples have their Alt
points set for purposes of legato play. In most cases the difference in attacks is subtle, but for
some sounds, like drums, the difference can be more noticeable.
The LAYER Page
Press the LAYER soft button to call up the LAYER page. Here you’ll set a number of parameters
that affect the current layer’s keyboard range, attack and release characteristics, and response to
various controls.
Parameter
Range of Values
Default
Low Key
C -1 to G 9
C0
High Key
C -1 to G 9
C8
Low Velocity
ppp to fff
ppp
High Velocity
ppp to fff
fff
Bend
Off, Key, All
All
Trig
Normal, Reversed
Normal
Delay Control
Control Source list
Off
Minimum Delay
0 to 25 seconds
0
Maximum Delay
0 to 25 seconds
0
Layer Enable
Control Source list
On
Enable Sense
Enable Min
Enable Max
Normal, Reversed
± 127
± 127
Normal
64
127
Opaque Layer
Off, On
Off
Sustain Pedal
Off, On, On2
On
Sostenuto Pedal
Off, On
On
Freeze Pedal
Off, On
On
Ignore Release
Off, On
Off
Hold Through Attack
Off, On
Off
Hold Until Sustain
Off, On
Off
6-17
Program Mode
The LAYER Page
Low Key (LoKey)
This sets the lowest active note for the current layer. This parameter’s value cannot be set higher
than the value for HiKey. The standard MIDI key range is C 1—G 9 (0-127). Middle C is C 4.
High Key (HiKey)
Here you set the highest active note for the current layer. This parameter’s value cannot be set
lower than the value for LoKey.
Low Velocity (LoVel)
With this parameter you define the lowest attack velocity at which the layer will be enabled
(generate a sound). The values for this parameter and the next are expressed in the standard
musical dynamics markings, similar to the values available for the velocity maps. Attack
velocities that are below this threshold will not trigger notes. If you set this parameter’s value
higher than the HiVel value, the layer will not play at all.
High Velocity (HiVel)
Similarly, this will set the highest attack velocity at which the layer will be enabled. Attack
velocities above this threshold will not trigger notes in this layer.
Using LoVel and HiVel, you can set up velocity switching between up to eight layers. If you need
even more, you can do it using the Enable and Enable Sense (S) parameters (page 6-19).
Pitch Bend Mode (Bend)
This determines how Pitch bend control messages will affect the current layer. A value of All
bends all notes that are on when the Pitch bend message is generated. A value of Key bends only
those notes whose triggers are physically on when the Pitch bend message is generated (notes
held with the sustain pedal, for example, won’t bend). This is great for playing guitar solos on
top of chords—play a chord, hold it with the Sustain pedal, then play your licks and bend them
all you want; the chord won’t bend with it. A value of Off disables Pitch bend for the current
layer. To apply the same Pitch Bend Mode setting to the entire program, make sure to set the
same setting for each layer.
Trigger (Trig)
Set Trig to Rvrs to have notes of the current layer triggered on key-up. The initial velocities of
notes triggered this way are determined by the release velocities of the keys that trigger them.
The default setting is Norm.
Delay Control (DlyCtl)
Here you select, from the Control Source list, a control source that will delay the start of all notes
in the current layer. The length of the delay is determined by MinDly and MaxDly (described
below). You’ll assign a continuous control like MWheel for the DlyCtl parameter when you want
to vary the delay time, and a switch control if you want the delay to either be its minimum value
(switch off), or its maximum (switch on). The delay control will affect only those notes triggered
after the delay control source is moved; the delay time is calculated at each note start, based on
the status of the delay control source at that time.
Minimum Delay (MinDly), Maximum Delay (MaxDly)
The length of the delay is determined by these two parameters. When the control source assigned
to DlyCtl is at its minimum, the delay will be equal to the value of MinDly. The delay will be
equal to the value of MaxDly when the control source is at its maximum. If DlyCtl is set to OFF,
you get the minimum delay. If it’s set to ON, you get the maximum delay. This doesn’t change
the note’s attack time, just the time interval between the Note On message and the start of the
attack. The delay is measured in seconds.
6-18
Program Mode
The LAYER Page
Enable
This assigns a control source to activate or deactivate the layer. When the value of the assigned
control source is between the minimum and maximum thresholds set by the Sense (S) parameter,
the layer is active. When the value of the assigned control source is below the minimum or above
the maximum, the layer is inactive. By default, many layers have the Enable parameter set to ON,
so the minimum and maximum thresholds don’t matter. They’re relevant only when Enable is set
to a specific control source (like MWheel).
Some local control sources (KeyNum and AttVel, for example) are not valid for the Enable
parameter. In these cases, you should use the global equivalent (GKeyNum and GAttVel in this
example).
Enable Sense (S)
This parameter determines how and when a layer is enabled by the control source assigned for
the Enable parameter. Enable Sense has three values: orientation, minimum, and maximum.
Suppose for a moment that you’re editing a program, and in the current layer you’ve set the
value of Enable to MWheel, which causes the Mod Wheel to control whether the layer is active.
The default values for Enable Sense are as follows: orientation is Norm; minimum is 64, and
maximum is 127. This means that when the Mod Wheel is less than halfway up, the layer is
disabled. The layer plays only when the Mod Wheel is more than halfway up.
Change the orientation to Rvrs, and the layer plays only when the Mod Wheel is less than
halfway up. Change the orientation back to Norm, and change the minimum to 127. Now the
layer plays only when the Mod Wheel is all the way up.
You could use this parameter to set up a two-layer program that would let you use a MIDI
control to switch between layers, say a guitar sound and a distorted guitar. Both layers would
have their Enable parameters set to the same control source, say MWheel. One layer would have
its Enable Sense orientation set to Norm, and the other would have it set to Rvrs. Both layers
would have their Enable Sense minimums set to 64, and their maximums to 127. The first layer
would play when your Mod Wheel was above its midpoint, and the second layer would play
when the Mod Wheel was below its midpoint. (You could achieve the same effect by having the
Enable Sense orientation in both layers set to Norm, and the minimum and maximum values set
as follows: minimum 0 and maximum 63 for one layer; minimum 64 and maximum 127 for the
other.)
Using this parameter in conjunction with the Enable parameter, you can easily create velocityswitching for as many layers as you have in your program. This is useful for drum programs,
since you can define a different velocity-trigger level for each of the 32 layers available in drum
programs.
First, set the Enable parameter for the Layer 1 to a value of GAttVel (global attack velocity). This
causes the layer to play based on the attack velocity of your keystrokes. Then set the Enable Sense
(S) parameter to a value of Norm, and adjust its minimum and maximum values (the two
numerals to the right of Norm) to a narrow range. Don’t use negative values, since they don’t
apply when you’re using GAttVel as the layer enabler.
Repeat this for each layer in the program. Bear in mind that if you want to set up 32 different
velocity levels for a program, with equal intervals between each layer, then you have a range of 4
for each level (Layer 1 is 0–3, Layer 2 is 4–7, and so on). It won’t be easy to play precisely enough
to trigger the layer you want. On the other hand, if you’re using Song mode or an external
sequencer, you can edit attack velocity levels, and get exactly the results you want.
6-19
Program Mode
The LAYER Page
Opaque
An opaque layer blocks all higher-numbered layers in its range, allowing only the opaque layer
to play. This is an easy way to change a small range of notes in a program, leaving the original
sound playing above and below the new sound.
Start with a one-layer program, and create a new layer (Layer 2) with the NewLyr soft button. On
the KEYMAP page for Layer 2, select the keymap you want to use, then on the LAYER page, set
Layer 2’s range (say, C 3 to D 3), and set its Opaque parameter to On. Then go to Layer 1, and
duplicate it (with the DupLyr soft button); the duplicate layer becomes Layer 3. You now have a
three-layer program. Delete Layer 1 (the original layer); Layer 2 (the new layer you created)
becomes Layer 1, and Layer 3 becomes Layer 2. Now Layer 2 blocks out Layer 3 (the duplicate of
the original layer) at the notes C 3–D 3.
Sustain Pedal (SusPdl)
When this parameter is on, the layer will respond to all sustain messages (Controller destination
64, Sustain). When off, the current layer will ignore sustain messages. On2 means that the sustain
pedal will not catch the release of a note that is still sounding when the sustain message is
received; this can be very useful in a program that uses amplitude envelopes with a long release
time.
Sostenuto Pedal (SosPdl)
When Sostenuto is on, the layer will respond to all sostenuto messages (Controller destination 66,
Sostenuto). When off, the layer ignores sostenuto messages. Sostenuto, as you may know, is a
feature found on pianos that have three pedals. Pressing the Sostenuto pedal on a piano (usually
the middle pedal) sustains the notes whose keys you were holding down when you pressed the
pedal. Notes played after the pedal is already down do not get sustained.
Freeze Pedal (FrzPdl)
This parameter activates or deactivates the layer’s response to Freeze pedal messages (Controller
destination 69, Freeze). The Freeze pedal control causes all notes that are on to sustain without
decay until the Freeze pedal control goes off. If a note is already decaying, it will freeze at that
level.
Ignore Release (IgnRel)
When IgnRel is off, the layer responds normally to Note Off messages. When on, the layer will
ignore all Note Off messages that it receives. This should be used only with sounds that decay to
silence when a note is held, otherwise the sounds will sustain forever (press the Cancel and Enter
buttons simultaneously to stop sustained notes.) This parameter can come in handy when your
PC3A is slaved to a drum machine or sequencer, which sometimes generates Note Ons and Note
Offs so close together that the envelope doesn’t have time to play before the note is released. If
used in combination with ThrAtt or TilDec (see below,) IgnRel allows you play staccato, yet still
hear the entire length of the attack and decay sections of the amplitude envelope.
Hold Through Attack (ThrAtt)
When on, this parameter causes all notes in the layer to sustain through the entire first attack
segment of their amplitude envelopes, even if the notes have been released. If you have a sound
with a slow attack, or an attack that’s delayed with the delay control, setting this parameter to On
will make sure your notes reach full amplitude even if you’re playing fast. When set to Off, notes
will release as soon as you release the note (generate a Note Off). If the first attack segment of the
layer’s amplitude envelope is very short, you probably won’t notice a difference between values
of On and Off.
6-20
Program Mode
The AMP Page
Hold Until Decay (TilDec)
When on, this parameter causes all notes in the layer to sustain through all three attack segments
in their amplitude envelopes even if the notes have been released. Looped amplitude envelopes
will not loop, however, if the notes are released before reaching the end of the final attack
segment. Notes will go into their normal releases if they are released after the envelope has
looped. When set to Off, notes will release as soon as a Note Off message is generated.
The PITCH Page
Pressing the PITCH soft button takes you to the DSPCTL page with the Pitch function
highlighted. See The DSP Control (DSPCTL) Page on page 6-29 for more information on the Pitch
function.
The AMP Page
Pressing the AMP soft button takes you to the DSPCTL page with the Amp function (labeled as
“Level”) highlighted. See The DSP Control (DSPCTL) Page on page 6-29 for more information on
the Amp function.
6-21
Program Mode
The Algorithm (ALG) Page
The Algorithm (ALG) Page
Press the ALG soft button to call up the Algorithm (ALG) page. The top line of the display gives
you the usual mode reminder, and tells you which layer you’re looking at, as well as how many
layers are in the current program. You can view the ALG pages of any other layers in the program
by using the Chan/Layer buttons.
The basic definition: an algorithm is the “wiring” (signal path) of a sample to the audio outputs,
through a series of digital signal processing (DSP) functions that you select. The PC3A’s
algorithms are the core of Variable Architecture Synthesis Technology. The DSP functions are
synthesis tools (filters, oscillators, etc.) that you assign to the various stages of the algorithm. The
DSP functions you choose determine the type of synthesis you use.
The central portion of the page shows the algorithm for the currently selected layer. You see the
number of the algorithm (from 1 to 28, 101 to 131, and the IDs for any user-defined algorithms)
and a graphic representation of the signal path, as well as the currently selected DSP functions
within the signal path.
To use a different algorithm, select the Algorithm parameter and use any data entry method to
select a different one. To change the DSP function within an algorithm, move the cursor to the
block you want to change, then use the Alpha Wheel or Plus/Minus buttons. There’s a staggering
number of combinations of algorithms and DSP functions alone, not to mention the numerous
controls that can be used to modify the DSP functions.
Note: Changing a layer’s algorithm can affect the layer’s sound drastically. It’s a good idea to bring down
the volume of your PC3A or your sound system before changing algorithms.
See Algorithm Basics below for information on editing algorithms.
6-22
Program Mode
The Algorithm (ALG) Page
Algorithm Basics
Each of the 59 available algorithms represents a preset signal path. With our new Dynamic VAST
feature, you can edit any preset signal path and make your own, unique algorithms, but that will
be explained further on in this section. Take a look at Algorithm 1 in the diagram below. It’s one
of the simplest algorithms.
The DSP functions are represented by the rectangular blocks. The lines connecting the blocks
together indicates the flow of the digital signal from left to right; they represent what we call the
“wire” of the algorithm: the actual physical path that the signal follows through the algorithm.
Selecting different algorithms can be compared to connecting different DSP functions with
different wiring diagrams.
Think of the left side of each block as its input, and the right side as its output. Depending on the
algorithm, the signal may split into two wires, enabling part of the signal to bypass certain
portions of the algorithm. Split wires may rejoin within the algorithm, or they may pass all the
way through as split signals. If the last block has two wires at its output, we call it a doubleoutput algorithm. If it has one wire, it’s a single-output algorithm, even if there are two wires in
earlier portions of the algorithm.
Each block of the algorithm represents a certain function in the signal path. In every noncascaded algorithm (see Alt Input for Algorithms (Cascade Mode) below), the signal flows first
through a one-stage DSP function that controls the pitch of the samples in the keymap (this
function is represented as a block labeled PITCH in the upper right-hand corner of the display).
In fact, the first DSP function in each algorithm always controls pitch, even though it doesn’t
apply in every instance and, as will be explained later in this section, it is bypassed in cascaded
algorithms. Similarly, the last DSP function always controls the final amplitude of the signal (this
function is represented as a block labeled AMP in the upper right-hand corner of the display).
The number of function-parameters a DSP function can have depends on the relative size of its
function-block on the Algorithm page (four slots is the largest block size.) For instance, a
function-block that is three slots long can have up to three function-parameters, whereas a
function-block that is two slots long can have up to two function-parameters. For each functionparameter, there’s a corresponding “subpage” on both the DSPCTL and DSPMOD pages. On the
DSPCTL subpages, there are fine adjust and hard-wired parameters with which you can make fixed
adjustments to the function-parameter. On the DSPMOD subpages, there are programmable
parameters that you can assign to any control source in the Controller List to modulate the
function-parameter. The above italicized parameter-types are described in Common DSP Control
Parameters on page 6-24. More information on the subpages can be found in The DSP Control
(DSPCTL) Page on page 6-29 and The DSP Modulation (DSPMOD) Page on page 6-30.
Highlighting any of the function-blocks on the ALG page and pressing the Edit button takes you
to the DSPCTL page.
6-23
Program Mode
The Algorithm (ALG) Page
Common DSP Control Parameters
The type of DSP function available for any function block depends on the algorithm. Some of the
specialized functions like the PANNER are always located just before the final AMP function.
Others, like the two-input functions, appear only in algorithms that are structured for two-input
functions.
You can change the nature of each layer of a program simply by assigning different DSP
functions to the layer’s algorithm. Your level of control goes much deeper than that, however.
Each DSP function has one or more parameters to which you can patch a variety of control
sources to modify the behavior of the DSP functions themselves.
The parameters on the various control-input pages are very similar; in fact, there are six
parameters that appear on almost every page. Consequently we refer to them as the common
DSP control parameters. Although the parameters on the control-input pages differ slightly from
function to function, you can expect to see some or all of the common DSP control parameters
whenever you select the control-input page for any of the DSP functions.
You’ll recognize the common DSP control parameters, along with several other parameters. Keep
in mind that there’s a set of common control parameters for each of the DSP functions; in this case
we’re describing them only as they apply to the pitch control function.
Function-parameter
Unlike the other five common DSP parameters, the function-parameters are accessible on both
the DSPCTL page and the DSPMOD page. They are listed along the left-hand side of each page;
any changes made to them on one page are reflected in the other. The label of each functionparameter depends on its function in the current program’s algorithm. For example, the Pitch
function’s function-parameter is labeled Pitch; whereas the two-block Lopass function’s
function-parameters are labeled LP Frq and LP Res.
By adjusting the function-parameter, you can add a fixed amount of adjustment to any DSP
function. For the Pitch function, adjusting the function-parameter will change the pitch in
semitone increments. Use this as a starting point to set the pitch where you want it to be normally.
This will shift the pitch of the currently selected layer, and will affect the playback rate of sampled
sounds. Sampled sounds have an upper limit on pitch adjustment. It’s normal for the pitches of
sampled sounds to “pin” (stop getting higher) when you adjust the pitch upward in large
amounts. The oscillator waveforms can be pitched higher. Any sound can be pitched downward
without limit.
The primary use of adjusting the function-parameter or fine adjust parameter (which will be
explained under the next heading) is to offset the cumulative effects of the other DSP function
parameters. For example, you might set a high value for key tracking (defined below) for a
dramatic change in effect across the keyboard. The effect might be too much at one end of the
keyboard, however, so you could use one of the adjust parameters to reduce the initial amount of
that effect.
6-24
Program Mode
The Algorithm (ALG) Page
The PC3A always uses real values of measurement, rather than just arbitrary numbers, for
adjustable parameters. This means that you specify pitch in semitones (ST) and cents (ct), and
amplitude in decibels (dB).
Remember that the parameters on the control-input pages are cumulative—they can add to or
subtract from the effects of the other parameters on the page, depending on their values. For
example, even if you’ve adjusted the pitch of a sample so high that it pins, the effects of the other
parameters may bring the pitch back down to a workable range.
Fine Adjust Parameter
You can add slight detuning to the pitch with the fine adjust parameters. Notice that there are
actually two fine adjust parameters for the Pitch function: one that changes the pitch in cents
(100ths of a semitone), and one that changes it according to its frequency (in increments of
Hertz—cycles per second). Since we’re discussing the universal control sources here, and not
specifically pitch, we’ll move on for now, as the Hz parameter applies only to pitch-related
functions. See The PITCH Page on page 6-21 for a more thorough description of Hz.
Hard-wired Parameters
Key Tracking
This is a quick way to get additional control based on the MIDI note number of each note you
trigger. Key tracking applies a different control signal value for each note number. In the case of
pitch, key tracking enables you to change the tuning of each note relative to its normal pitch.
Middle C is the zero point. Regardless of the key tracking value, there is no effect on Middle C. If
you set a nonzero value for key tracking, the effect increases for each note above or below Middle
C. In the case of pitch, for example, say you assign a value of 5 cents per key for the key tracking
parameter. Triggering Middle C (C 4 on the PC3A) will play a normal C 4. Triggering C# 4 will
play a note 5 cents higher than C# 4. Triggering D 4 will play a note 10 cents higher than D 4, and
so on. Notes below Middle C will be tuned lower than their normal pitches. If you set a negative
value for key tracking, notes above Middle C will be tuned lower than their normal pitches.
Keep in mind that key tracking on the PITCH page works in conjunction with the key tracking
parameter on the KEYMAP page. This is why you can set the KeyTrk parameter on the PITCH
page to 0ct/key, and notes still increase in pitch by 100 cents/key as you go up the keyboard. It’s
because the KeyTrk parameter on the KEYMAP page is already set at 100 cents per key.
Velocity Tracking
A positive value for velocity tracking will raise the pitch as you trigger notes with higher attack
velocities. This is great for getting a trace of detuning based on your attack velocity, especially in
drum programs, where you can make the pitch of the drum samples rise slightly with highervelocity Note Ons, just as drums do when you strike them harder. Negative values will lower the
pitch as you increase the attack velocity.
Programmable Parameters
Source 1 (Src1)
This parameter takes its value from a long list of control sources including every MIDI control
number, a host of LFOs, ASRs, envelopes and other programmable sources.
Src1 works in tandem with the parameter beneath it on the page: Depth. Choose a control source
from the list for Src1, then set a value for Depth. When the control source assigned to Src1 is at its
maximum, the pitch will be altered to the full depth you set. For example, if you set Src1 to
MWheel, and set Depth to 1200 ct, the pitch will rise as you push the Mod Wheel up on your
PC3A or MIDI controller, reaching a maximum of 1200 ct (12 semitones, or one octave).
6-25
Program Mode
The Algorithm (ALG) Page
Source 2 (Src2)
This one’s even more programmable. Like Src1, you choose a control source from the list. But
instead of setting a fixed depth, you can set a minimum and maximum depth, then assign
another control source to determine how much depth you get. Try this example. (Make sure Src1
is set to OFF first, so the two sources don’t interact.) Start with Program 199, and press Edit. Press
the PITCH soft button to select the PITCH page. Set the Src2 parameter to a value of LFO1, then
set the Minimum Depth parameter to 100 ct, and Maximum Depth to 1200 ct. Then set the Depth
Control parameter to MWheel. This lets you use the Mod Wheel to vary the depth of the
oscillation in pitch generated by the LFO.
Now, when the Mod Wheel is down, the pitch will oscillate between a semitone (100 ct) up and a
semitone down (the default waveform for LFO1 is a sine wave, which goes positive and
negative). With the Mod Wheel up, the pitch will oscillate between an octave up and an octave
down.
Since the Mod Wheel is a continuous control, you can achieve any amount of depth control
between the minimum and maximum. If you had set the Depth Control to Sustain, for example,
then you’d get only two levels of depth control: the maximum (1200 cents) with your MIDI
controller’s sustain pedal down, or the minimum (100 cents) with the sustain pedal up.
6-26
Program Mode
The Algorithm (ALG) Page
Alt Input for Algorithms (Cascade Mode)
Cascade mode is a particularly powerful feature of the PC3A that allows you to create unique
algorithms of previously unattainable levels of complexity. The following three figures show the
signal path of a program configured using the PC3A’s new Cascade mode:
On the ALG (Algorithm) page of every layer, the Alt Input parameter lets you select any other
layer to go through the current layer’s DSP. You can set it up so that layer 1 goes into layer 2 into 3
(as shown above). If you turn down the volume on layers 1 and 2, then you are hearing true
cascading—it’s like a big chain with each algorithm feeding into the next, and what you hear is
layer 3’s output. You can also have the volumes of all three layers turned up, which will mix the
signal of all three layers. You could, in the same program, also decide to run layer 4 into 5 into 6
into 13 into 25 if you wanted. Any of the 32 layers can go into any other layer.
6-27
Program Mode
The Algorithm (ALG) Page
The Cascade mode algorithms (very much like triple mode on a K2600) start at ID 101. Note in
the above figures how algorithm 101 looks very similar to algorithm 1. Each Cascade mode
algorithm corresponds to its non-cascade equivalent, which has the same ID number minus 100.
For example, algorithm 105 is a cascade mode version of algorithm 5. On the Alg page, select
which layer you want to have running through your cascade layer with the Alt Input parameter.
Make sure to turn down the Amp volume on your source layers if you only want to hear what’s
coming out of the final cascade layer.
Dynamic VAST
The Dynamic VAST editor is yet another particularly powerful feature of the PC3A that allows
you to edit the wiring of an algorithm. With Dynamic VAST, literally thousands of wiring
schemes are possible. Using Cascade mode in conjunction with Dynamic VAST gives you almost
infinite control over your program’s sound and behavior by enabling you to create your own
unique, complex algorithms.
To enter the Dynamic VAST editor, select the ALG (Algorithm) page by pressing the ALG soft
button. Highlight the Algorithm parameter, select an algorithm, and press the edit button. This
action calls up the Edit Algorithm (EditAlg) page in which you can edit the wiring of the selected
algorithm.
Parameter
Range of Values
Default
Inputs
1, 2
1
Outputs
1, 2
1
Number of Blocks
1 to 4
2
Output Mode
Normal, Sep. L/R
Normal
In addition to having a selectable function, each function block has three editable parameters:
number of inputs, number of outputs, and block size (the Output Mode parameter is an editable
parameter of the algorithm as a whole). When you first enter the EditAlg page, there will be a
cursor in the parameter field, and the first block of the algorithm will be highlighted. To select a
block for editing, move the cursor down the display until no parameter field is highlighted; then,
using the < and > buttons, highlight the block you wish to edit. Press the ^ button to move the
cursor back into the parameter fields, and then select the parameter you wish to edit.
The Output Mode parameter determines the number of outputs from the algorithm. With
Output Mode set to Normal, the algorithm has one output. With Output Mode set to Sep. L/R,
the algorithm has two outputs, each of which is sent to a separate stereo channel.
To edit the signal path, select either an input of a block or an output of the entire algorithm. By
scrolling with Alpha Wheel or the - and + buttons, you can see every possible configuration for
that selected signal path.
6-28
Program Mode
The DSP Control (DSPCTL) Page
The DSP Control (DSPCTL) Page
Before reading further, be sure to read Algorithm Basics on page 6-23 and Common DSP Control
Parameters on page 6-24.
Press the DSPCTL soft button to call up the DSP Control (DSPCTL) page, which is displayed
below:
Function
Pitch
Parameter
Range of Values
Default
Pitch
-128 to 127 semitones
0
Fine Adjust
± 100 cents
0
Hertz Adjust
± 10.00 Hertz
0
Key Tracking
± 2400 cents/key
0
Velocity Tracking
± 7200 cents
0
(Function)
(Function-Parameter)
(Depends on Function)
(Depends on Function)
(Function)
(Function-Parameter)
(Depends on Function)
(Depends on Function)
(Function)
(Function-Parameter)
(Depends on Function)
(Depends on Function)
(Function)
(Function-Parameter)
(Depends on Function)
(Depends on Function)
Level
-96 to 24 decibels
-6
Key Tracking
± 2.00 decibels/key
0
Velocity Tracking
± 96 decibels
35
Level
Each field in the left-hand column of the page is a function-parameter of the current layer’s
algorithm. You can coarsely adjust the function-parameter in these left-hand fields—as noted in
Common DSP Control Parameters, any adjustments made to the function-parameters on the
DSPCTL page are reflected in the corresponding function-parameters on the DSPMOD page. The
right-hand side of the DSPCTL page is the subpage of the highlighted function-parameter—on
the subpage are the fine adjust parameters and hard-wired parameters. To access the parameters
on the subpage, highlight the function-parameter you wish to edit, and then press the > button to
move the cursor into the subpage.
6-29
Program Mode
The DSP Modulation (DSPMOD) Page
The label of a function-parameter depends on its corresponding function-block in the current
layer’s algorithm. The above DSPCTL page corresponds to the following algorithm:
The DSP Modulation (DSPMOD) Page
Before reading further, be sure to read Algorithm Basics on page 6-23 and Common DSP Control
Parameters on page 6-24.
Press the DSPMOD soft button to call up the DSP Modulation (DSPMOD) page, which is
displayed below:
Parameter
Range of Values
Default
Source 1
Control Source List
Off
Depth
(Depends on Function)
0
Source 2
Control Source List
Off
Depth Control
Control Source List
Off
Minimum Depth
(Depends on Function)
0
Maximum Depth
(Depends on Function)
0
Each field in the left-hand column of the page is a function-parameter of the current layer’s
algorithm. You can coarsely adjust the function-parameter in these left-hand fields—as noted in
Common DSP Control Parameters, any adjustments made to the function-parameters on the
DSPMOD page are reflected in the corresponding function-parameters on the DSPCTL page. The
6-30
Program Mode
The OUTPUT Page
right-hand side of the DSPCTL page is the subpage of the highlighted function-parameter—on
the subpage are the programmable parameters. To access the parameters on the subpage,
highlight the function-parameter you wish to edit, and then press the > button to move the
cursor into the subpage.
Each function-parameter’s subpage contains the programmable parameters of the highlighted
function-parameter. By assigning control sources to modulate a function-parameter, you can
enable real-time control of your program’s sound and behavior. You can assign Src1 to any
control source, and can specify its maximum value with the Depth parameter. Src2 is different—
you can assign it to any control source, but can also assign a control source to its maximum value
with the DptCtl parameter. You can then specify the range of Src2’s depth with the MinDepth
and MaxDepth parameters.
Note: The PC3A features an easy shortcut for quickly assigning any of the PC3A’s realtime controllers
(sliders, wheels, buttons, etc.) to a currently selected parameter (such as the Src1 and Src2 parameters
above.) Simply hold the Enter button and move the desired controller.
The label of a function-parameter depends on its corresponding function-block in the current
layer’s algorithm. The above DSPMOD page corresponds to the following algorithm:
The OUTPUT Page
Press the OUTPUT soft button to get to the OUTPUT page, where you set the layer’s pre- and
post-FX panning. There are actually four different configurations of the OUTPUT page; which
one you see depends on whether the current layer uses a stereo keymap, and whether it uses
program FX or layer-specific effects (more on this in The Program FX (PROGFX) Page on page 6-47
and The Layer FX (LYR_FX) Page on page 6-49).
Regardless of the page’s configuration, there are parameters for adjusting the pan position, the
pan mode, the pan table (if any), the crossfade control, and the crossfade sense. Layers that use
stereo keymaps, or that use layer-specific FX, have additional parameters on their OUTPUT
pages. The following page is for a mono keymap program that uses program FX:
6-31
Program Mode
The OUTPUT Page
Pan
Parameter
Range of Values
Default
Pan (or Pan 1)
± 64
0
(Pan 2)
± 64
63
Pan Mode
Fixed, +MIDI, Auto, Reverse
+MIDI
(Output Pan)
± 64
0
(Output Gain)
-96 to 48 decibels
0
(Output Pan Mode)
Fixed, +MIDI
+MIDI
Pan Table
Pan Table List
0 None
Crossfade Control
Control Source List
Off
Crossfade Sense
Normal, Reversed
Norm
Drum Remap
Off, Kurz1, Kurz2
Off
Exclusive Zone Map
Zone Map List
0 None
Use this parameter to position the current layer’s pre-FX signal. Negative values pan the signal to
the left channel, positive values pan to the right, and a value of zero pans to the center. To adjust
the post-FX, final-stage gain and panning of the current program, go to the COMMON page and
adjust the Output parameters (see The COMMON Page on page 6-35); or to adjust a layer’s
post-FX audio signal individually, go to the LYR_FX page and set the Layer FX Mode parameter
to Layer-Specific FX (see The Layer FX (LYR_FX) Page on page 6-49), and then return to the
OUTPUT page and adjust the output parameters.
An additional pan parameter (Pan2) appears if you have the Stereo parameter on the KEYMAP
page set to a value of On.
Pan Mode
When the mode is Fixed the pan position remains as defined with the Pan parameter, ignoring
MIDI pan messages. When the mode is +MIDI, MIDI pan messages (MIDI 10) will shift the
sound to the left or right of the Pan parameter setting. Message values below 64 shift it left, while
those above 64 shift it right. A setting of Auto assigns the pan setting of each note based on its
MIDI note number. In this case, Middle C (MIDI note number 60) is equivalent to the Pan
parameter’s setting. Lower notes shift increasingly left, while higher notes shift increasingly
right. A setting of Reverse shifts low notes right, and high notes left. MIDI pan messages will also
affect the pan position when values of Auto and Reverse are selected.
6-32
Program Mode
The OUTPUT Page
Output: Pan, Gain, and Mode
When the Layer FX Mode parameter is set to Layer-Specific FX on the LYR_FX page, three
additional parameters appear on the OUTPUT page: Out Pan, Out Gain, and Out Pan Mode.
These parameters are analogous to the output parameters on the COMMON page, but are
layer-specific—the COMMON output parameters apply to all layers. You can use the output
parameters on the OUTPUT page to adjust the panning and gain of the post-FX signal of the
current layer.
Pan Table
The factory preset pan tables are key-specific panning schemes by which the note that each key
produces is uniquely panned. These tables are particularly useful for producing the stereo image
of a drum set when creating percussion programs, or for producing the stereo image of a piano
when creating piano programs.
Crossfade and Crossfade Sense (XFadeSense)
The Crossfade parameter lets you select a control source to fade the current layer’s amplitude
from zero to maximum. When XFadeSense is Normal, the layer is at full amplitude when the
Crossfade control is at minimum. With XFadeSense set to Reverse, the layer is at zero amplitude
when the Crossfade control is at minimum.
This parameter is similar to the Src1 and Depth parameters for the Amp function on the DSPCTL
and DSPMOD pages, but the attenuation curve for the Crossfade parameter is optimized
specifically for crossfades.
To crossfade two layers in the same program, assign the same control source for the CrossFade
parameters in both layers, then set one of their XFadeSense parameters to a value of Norm, and
the other’s to Rvrs.
Drum Remap
The Drum Remap parameter should generally not be changed. This parameter lets the PC3A
know how drum programs are mapped so that drum sounds can be properly remapped when
using the General MIDI (GM) drum map (see below.) Kurz1 designates that the current drum
program was originally a PC2 program, and that it uses the PC2 drum map (programs 113-119
use this map.) Kurz2 designates that the current drum kit uses the new PC3A drum map (all
other factory drum programs use this map: 120, 241-248, 369-376.) The new drum map is similar
to that of the PC2, except tom-tom sounds have been moved into octave C3-C4, so they are more
easily playable with the main kick and snare drum sounds in that octave. When editing a kit,
make sure to follow the layout of the drum map being used if you want to be able to properly
remap the kit to the GM drum map. Programs that have the Drum Remap parameter set to Off
will not be viewed by the PC3A as drum programs and will not be affected when remapping to
the GM drum map.
6-33
Program Mode
The OUTPUT Page
In most keyboards and synthesizers, drum programs are mapped as dictated by the General
MIDI (GM) industry standard. The GM drum map isn’t optimally intuitive in terms of
playability, so we developed our own unique keymap that is more intuitive and lends better to
performance. However, the GM drum map is so commonplace that many players feel most
comfortable playing drum programs with the GM drum map. So, we designed the PC3A such
that you can remap drum programs to the GM drum map. You can set drum programs to remap
to the GM drum map in Master Mode. On the Master Mode MAIN page set the drum remap
parameter to GM. To return drum programs to their original maps, set this parameter to None.
See Drum Remap on page 11-2 in the Master Mode chapter for more information.
Exclusive Zone Map
The Exclusive Zone Map is another parameter that applies principally to drum programs. When
using a drum program, you may want the closed hi-hat sounds to “cut off” open hi-hat sounds.
Since you can remap the keymaps of drum programs, this parameter remaps “cut off keys”
accordingly.
Like Drum Remap, you can use this parameter on any program, but you probably won’t want to
do this.
6-34
Program Mode
The OUTPUT Page
The COMMON Page
The COMMON page is reached by pressing the COMMON soft button in the Program Editor.
Here’s where you find 12 frequently-used parameters that affect the entire current program, not
just the current layer.
Notice that when the Monophonic parameter is set to its default value of Off, the five
monophonic parameters do not appear on the page.
Parameter
Range of Values
Default
Pitch Bend Range Up
± 7200 cents
200
Pitch Bend Range Down
± 7200 cents
-200
Monophonic
Off, On
Off
(Legato Play)
Off, On
Off
(Portamento)
Off, On
Off
(Portamento Rate)
1 to 3000 keys per second
70
(Attack Portamento)
Off, On
On
(Mono Sample XFade)
Off, On
Off
Globals
Off, On
Off
Output Gain
-96 to 24 decibels
0
Output Pan
± 64
0
Output Pan Mode
Fixed, +MIDI
+MIDI
Demo Song
Demo Song List
0 None
Pitch Bend Range Up and Down
Use these parameters to define how much the pitch will change when you move your Pitch
Wheel. For both Pitch Bend Range parameters, positive values will cause the pitch to bend up,
while negative values will cause the pitch to bend down. Large positive values can cause samples
to bend to their maximum upward pitch shift before the Pitch Wheel is fully up (or down). This
will not happen when bending pitch down.
Monophonic
When off, the program is polyphonic—it can play up to 128 notes at a time. Notice that when the
Monophonic parameter is off, the LegatoPlay parameter and the three Portamento parameters
do not appear on the COMMON page. This is because only monophonic programs can use
portamento.
6-35
Program Mode
The OUTPUT Page
When On, the program will play only one note at a time. This makes it possible to use and to
determine the behavior of the portamento feature. Do not set Ignore Release On (page 6-20) when
you are using Monophonic programs, since the lack of Note Off messages will prevent you from
switching programs properly.
Legato Play
When Legato Play is on, a note will play its attack only when all other notes have been released.
This is useful for realistic instrumental sounds.
Portamento
This parameter is either on or off. The default value of Off means that portamento is disabled for
the current program.
Portamento is a glide between pitches. On actual acoustic instruments like violin and bass, it’s
achieved by sliding a finger along a vibrating string. On most keyboards that offer portamento,
it’s achieved by holding down a key that triggers the starting note, then striking and releasing
other keys. The pitch glides toward the most recently triggered note, and remains at that pitch as
long as the note remains on. The PC3A gives you two ways to get portamento. See the Attack
Portamento parameter below.
When applying portamento to multi-sampled sounds (Acoustic Guitar, for example), the PC3A
will play more than one sample root as the pitch glides from the starting pitch to the ending
pitch. This may cause a small click at each sample root transition. You can eliminate clicks by
using the Mono Sample XFade parameter (see below.)
Portamento Rate
The setting for Portamento rate determines how fast the current note glides from starting pitch to
ending pitch. The value of this parameter tells you how many seconds the note takes to glide one
semitone toward the ending pitch. At a setting of 12 keys/second, for example, the pitch would
glide an octave every second. The list of values is nonlinear; that is, the increments get larger as
you scroll to higher values.
Attack Portamento
This parameter toggles between two types of portamento. When set to On, the PC3A remembers
the starting pitch so you don’t have to hold a note on to achieve portamento. The pitch always
glides to each new note from the previously triggered note. When set to Off, the pitch will glide
to the most recently triggered note only when the previous note is still on (in other words, you
must use legato fingering).
6-36
Program Mode
The OUTPUT Page
Mono Sample XFade
When applying portamento to multi-sampled sounds (Acoustic Guitar, for example), the PC3A
will play more than one sample root as the pitch glides from the starting pitch to the ending
pitch. This may cause a small click at each sample root transition. You can eliminate clicks by
setting the Mono Sample XFade parameter to On. When the Mono Sample XFade parameter is
set to On, the PC3A performs a crossfade at each sample root transition to eliminate clicks.
Globals
This is another toggle, which affects LFO2, ASR2, FUNs 2 and 4. When off, these three control
sources are local; they affect each individual note in the layers that use them as a control source.
They begin operating each time a note in that layer is triggered.
When the Globals parameter is set to On, these control sources become global, that is they affect
every note in every layer of the current program, they’re not specific to any one layer. When these
control sources are global, they begin operating as soon as the program is selected. When Globals
are on, LFO2, ASR2, and FUNs 2 and 4 will appear on their respective pages preceded by the
letter G to indicate that they’re global.
You’ll use global control sources when you want to affect all notes in a program uniformly, and
local control sources when you want to affect each note independently. For example, you’d use a
global LFO controlling pitch to create a Leslie effect on an organ sound, since you want the effect
applied to all the notes you play. You’d use a local LFO controlling pitch to create a vibrato for a
solo violin, since you want to be able to vary the rate and depth of the vibrato for each note.
Output: Gain, Pan, and Pan Mode
The Output parameters on the COMMON page allow you to adjust the final-stage gain and
panning of the post-FX signal. Use the OutGain parameter to cut or boost the signal. Use the
OutPan parameter to pan the signal; negative values pan the audio signal to the left channel,
positive values to the right, and a value of zero pans to the center.
When the OPanMode is set to Fixed the pan position remains as defined with the OutPan
parameter, ignoring MIDI pan messages. When the OPanMode is set to +MIDI, MIDI pan
messages (MIDI 10) will shift the sound to the left or right of the Pan parameter setting. Message
values below 64 shift it left, while those above 64 shift it right.
Demo Song
The Demo Song parameter allows you to choose the demo song for the current program. The
demo song is a short, pre-programmed song that gives you a demonstration of the program in a
musical context. You can play a program’s demo song in any page in the Program mode by
pressing the Play/Pause button, and stop the song by pressing the Stop button (both buttons are
located under the MODE buttons on the front panel).
When in the Program mode entry-level page, you can hear a demo song in whatever program
you want by pressing the Play/Pause button with one program selected, and then selecting
another program. None of the KB3 programs have demo songs, but by this method, you could,
for example, hear the demo song for program 83 Big Old Jupiter played with the KB3 program
53 Testify.
Note: You can also trigger and stop demo songs with a simultaneous double button press of the up and
down cursor buttons.
6-37
Program Mode
The OUTPUT Page
The LFO Page
LFOs are low-frequency oscillators. LFOs are used to automate the modulation of a parameter
based on the shape and frequency of an audio waveform. You’ll use the LFO page to define the
behavior of the two LFOs available to each layer. LFOs are periodic (repeating) control sources.
The basic elements are the rate, which defines how frequently the LFO repeats, and shape, which
defines the waveform of the modulation signal it generates.
With the PC3A, you can set upper and lower limits on each LFO’s rate, and assign a control
source to change the LFO’s rate in realtime, if you wish.
Because of its periodic nature, the LFO is perfect for creating effects like vibrato (cyclic variation
in pitch) and tremolo (cyclic variation in amplitude). When you’re editing LFOs, or any control
source, remember that it must be assigned to control some parameter before you’ll hear the
effects of your edits.
LFO1 is always local, meaning that it’s triggered with each Note On event, and runs
independently for each note in the layer. LFO2 is local by default, but can be made global. This is
done on the COMMON page, by setting the Globals parameter to On, which causes LFO2, ASR2,
FUN2 and FUN4 all to become global. Global controls uniformly affect every note in each layer.
Parameter Group (Available for
each of LFO1 and LFO2)
6-38
Range of Values
Default
Minimum Rate
1/4 note, 1/8 note, 1/8 triplet, 1/16 note, 0
to 24 Hz
0.00
Maximum Rate
0 to 24 Hz
0.00
Rate Control
Control Source List
Off
LFO Shape
LFO Shape List (Ref. Guide)
Sine
LFO Start Phase
0, 90, 180, 270 Degrees
0
Program Mode
The OUTPUT Page
Minimum Rate
This is the slowest rate at which the LFO runs. When its Rate Control is set to OFF, or when the
control source assigned to it is at its minimum, the LFO runs at its minimum rate. As previously
mentioned, the values 1/4 note, 1/8 note, 1/8 triplet, and 1/16 note sync the Minimum Rate with
the PC3A’s system tempo. Of course, if you choose to tempo sync your LFO, then the LFO rate is
fixed, and you can specify neither Maximum Rate nor Rate Control. The display changes thusly:
Maximum Rate
This is the fastest possible rate for the LFO. When its Rate Control is set to ON, or when the
control source assigned to it is at its maximum, the LFO runs at its maximum rate.
Rate Control
Assign any control source in the list to modulate the LFO’s rate between its minimum and
maximum. A continuous control like the Mod Wheel is a natural choice, enabling you to get just
about any rate between minimum and maximum. But you can use a switch control too, to get just
the minimum or maximum with nothing in between. Assigning MPress (aftertouch) as the rate
control for an LFO vibrato gives you an easy way to increase the vibrato rate in realtime, as you
can on many acoustic instruments.
LFO Shape
The shape of the LFO waveform determines the nature of its effect on the signal its modulating.
An easy way to check the effects of the different LFO shapes is to set LFO1 as the value for the
Src1 parameter on the PITCH page, and set the Depth for Src1 to 400 cents or so. Then go to the
LFO page, set the Min and Max rates for LFO1 at 0.00 Hz and 4.00 Hz or so, and set the Rate
control to MWheel. Now play your MIDI controller and you’ll hear the LFO’s rate change when
you move its Mod Wheel. Select different LFO Shapes and check out the effect on the pitch.
LFO Phase
Use this parameter to determine the starting point of the LFO’s cycle. One complete cycle of the
LFO is 360 degrees. 0 degrees phase corresponds to a control signal value of 0, becoming positive.
Each 90-degree increment in the phase represents a quarter-cycle of the LFO.
When an LFO is local, the phase parameter gives you control over the starting point of the LFO
for each note (for example, you could make sure every vibrato started below the pitch you played
instead of at the pitch you played). The LFO’s phase also affects global LFOs, although it’s often
indistinguishable, since global LFOs start running as soon as the program containing them is
selected, even if you don’t play any notes.
6-39
Program Mode
The ASR Page
The ASR Page
ASRs are three-section unipolar envelopes—attack, sustain, and release. The PC3A’s ASRs can be
triggered by a programmable control source, and can be delayed. ASR1 is always a local control.
ASR2 is local by default, but becomes global if the Globals parameter on the COMMON page is
set to On. ASRs are frequently used to ramp the depth of pitch or amplitude in a vibrato or
tremolo, enabling delays in those effects. The ASR page consists of two rows of five parameters,
one row for each of the ASRs.
Parameter
Range of Values
Default
Trigger
Control Source List
Off
Mode
Normal, Hold, Repeat
Normal
Delay
0 to 30 seconds
0 seconds
Attack
0 to 30 seconds
0 seconds
Release
0 to 30 seconds
0 seconds
Trigger
This defines the control source that starts the current layer’s ASRs. The ASR starts when the
trigger switches from off to on. If the Trigger parameter is set to ON, a global ASR starts running
immediately when you select a program that contains it. A local ASR starts running as soon as
you trigger a note in the layer that contains it. Switch controls are better suited for ASR triggers
because of their binary (on/off) nature. A continuous control will trigger the ASRs when its
signal value is above its midpoint.
Mode
Delay
6-40
This parameter sets the sustain section of the ASR. The ASR’s mode determines what the ASR
does when it finishes its attack section. If the Mode parameter is set to Normal, the ASR will run
directly from its attack section to its release section (no sustain). At a setting of Repeat, the ASR
will cycle through the attack and release sections, then loop forward and cycle through again
until the ASR’s trigger switches off. If the mode is set to Hold, the ASR maintains its position at
the end of the attack section until the ASR’s trigger switches off. The ASR then goes into its
release section. If the ASR’s trigger switches off before the attack section is complete, the ASR
goes directly to its release section.
When the ASR’s trigger switches on, the ASR will start immediately if this parameter is set to
zero. Nonzero values will cause a corresponding delay between the ASR trigger and the start of
the ASR.
Program Mode
The Function (FUN) Page
Attack
This defines how long the ASR takes to ramp up from minimum to maximum effect on whatever
it’s patched to.
Release
This defines how long the ASR takes to fade to minimum from its maximum. If the ASR’s trigger
switches off before the ASR has reached maximum, the ASR releases from that level.
The Function (FUN) Page
FUN is short for function. The PC3A’s four FUNs greatly extend the flexibility of the control
sources. Each FUN accepts input from any two control sources, performs a selectable function on
the two input signals, and sends the result as its output, which can be assigned like any other
control source. Using the FUNs involves defining them on the FUN page, then assigning one or
more of them as control sources. The FUN page looks like this:
There are three parameters for each FUN. Inputs a and b can be any control source from the
Control Source list. The control sources you want to combine are the ones you’ll assign as the
values for these parameters.
The Function parameter determines what mathematical function is applied to the two inputs.
When a FUN has been assigned as a control source, the PC3A reads the values of the two control
sources defined as Inputs a and b. It then processes them according to the setting for the Function
parameter, and the resulting value is the FUN’s output.
6-41
Program Mode
The Amplitude Envelope (AMPENV) Page
The Amplitude Envelope (AMPENV) Page
Amplitude envelopes have three sections: attack, decay, and release. The attack section
determines how long each note takes to reach its assigned amplitude level after you trigger a
Note On event. The decay section determines how quickly and how much a sustained sound
fades before a Note Off is triggered. The release section determines how quickly a sound fades to
silence after a Note Off is triggered.
Press the AMPENV soft button to reach the Amplitude Envelope page. For many programs, it
will look like the diagram below, which tells you that the amplitude envelope for the current
layer is the sample’s default “natural” envelope. Many factory ROM programs use the natural
envelope, which is custom designed for each sample and waveform during its original
development process. A natural envelope usually contains more detail than a user envelope, and
may make samples of acoustic instruments sound more realistic.
If you want to build your own amplitude envelope, just turn the Alpha Wheel a click. The value
Natural will change to User, and a set of AMPENV parameters will appear. The sound will
change when you do this, because the default settings for the User envelope, as shown in the
diagram below, take effect as soon as you leave Natural mode. Returning to Natural mode
applies the original amplitude envelope once again.
You’ll tweak the parameters on the AMPENV page when you want to shape the amplitude
characteristics of your sounds. A graphic view of the amplitude envelope will appear on the
display to give you a visual sense of the envelope’s characteristics. The dots along the envelope
graphic indicate the breakpoints between the envelope’s various segments.
The AMPENV page’s top line gives you the usual location reminder, points out the currently
selected layer, and tells you the relative scale of the envelope’s graphic view. The envelope
graphic shrinks in scale as the segment times get longer. This auto-zoom feature maximizes the
available display space. Try lengthening one of the segment times. The envelope graphic will
stretch to fill the display from left to right. When it fills the display, it will shrink to half its size,
and the top line will indicate that the scale has changed (from [1/1] to [1/2], for example).
6-42
Program Mode
The Amplitude Envelope (AMPENV) Page
Each parameter on this page has two values, as listed below. For the envelope segments, the first
(upper) value is the duration of the segment, and the second is the amplitude level at the
completion of the segment. For the Loop parameter, the values define how the envelope loops,
and how many times the loop cycles.
Parameter Group
Attack Segment 1, 2, 3
Decay Segment
Release Segment 1, 2, 3
Loop
Parameter
Range of Values
Time
0 to 60 seconds
Level
0 to 100%
Time
0 to 60 seconds
Level
0 to 100%
Time
0 to 60 seconds
Level
0 to 150% (Release Segment
3 is always set to 0%)
Type
Off, Forward, Bidirectional
# of loops
Infinite, 1 to 31 times
Attack Segment Times
These indicate how long it takes for the current layer’s amplitude to reach its final level from its
starting level.
Attack Segment Levels
These are the final levels that each segment achieves at completion. The levels are expressed as
percentages of the maximum possible amplitude for the current layer. Attack segment 1 always
starts at zero amplitude, and moves to its assigned level in the time specified by its time value. So
the default settings of 0 seconds and 100% mean that the first segment of the attack section
moves instantly from zero amplitude to 100% amplitude. Increase the time of Attack segment 1 if
you want the sound to ramp up more slowly.
Attack segments 2 and 3 affect the sound only when you set a nonzero value for time. They will
then move to their assigned levels in the time specified. Their starting levels are equal to the final
levels of the preceding segment.
Decay Segment
The decay section has only one segment. It has values for time and level, just as for the attack
section. The decay section begins as soon as the attack section has been completed. It starts at the
same amplitude level as the attack segment preceding it, and moves to its assigned level in the
time specified. You’ll hear a note’s decay section only when the attack section is completed before
a Note Off message is generated for that note.
To create a sustaining envelope, simply set the Decay segment’s level to a nonzero value.
Release Segments
Like the attack and decay sections, each of the three segments in the release section has values for
time and level. Each segment reaches its assigned level in the time specified for that segment.
Release segment 1 starts at the Note Off event for each note, at the current amplitude level of that
note—whether it’s in the attack section or the decay section. It then moves to its assigned level in
the time specified. Release segments 2 and 3 start at the final levels of the segments before them.
6-43
Program Mode
The Envelope 2 (ENV2) and Envelope 3 (ENV3) Pages
Release segments 1 and 2 can be set to any level from 0 to 150%. Release segment 3 always has a
level of 0%, so you can’t adjust its level. In place of its Level parameter you see a parameter that
lets you toggle between User envelopes and the sound’s preprogrammed natural envelope.
Loop Type
There are seven different values for Loop type.
A value of Off disables looping for the current layer’s amplitude envelope.
Values of seg1F, seg2F, and seg3F are forward loops. In each case, the amplitude envelope plays
through the attack and decay sections, then loops back to the beginning of the first, second, or
third attack segments, respectively.
Values of seg1B, seg2B, and seg3B, are bidirectional loops. The amplitude envelope plays
through the attack and decay sections, then reverses and plays backward to the beginning of the
first, second, or third attack segment, respectively. When it reaches the beginning of the assigned
attack segment, it reverses again, playing forward to the end of the decay section, and so on.
Number of Loops
A value of Inf makes the amplitude envelope loop until a Note Off is generated. Values of 1
through 31 indicate how many times the loop will repeat after the amplitude envelope has
played once through its normal cycle.
Regardless of the loop type and the number of loops, each note goes into its release section as
soon as its Note State goes off (that is, when a Note Off is generated). The envelope will continue
to loop as long as Note State remains on, whether it’s held on by a pedal, by the IgnRel parameter
(described in the section entitled The LAYER Page on page 6-17), or anything else.
The Envelope 2 (ENV2) and Envelope 3 (ENV3) Pages
The PC3A offers two envelopes in addition to AMPENV. Like AMPENV, ENV2 and ENV3 can be
assigned like any other control source. Unlike AMPENV, however, ENV2 and ENV3 can be
bipolar. This means that you can set negative values for them. (Obviously, you can’t have an
amplitude less than zero, so AMPENV is unipolar—the values range from either 0 to 100% or 0
to 150%.) A bipolar envelope controlling pitch, for example, could modulate the pitch both above
and below its original level.
Another difference is that AMPENV always controls the amplitude of the layer, so even if you use
it as a control source for other functions, it will still affect the layer’s amplitude. ENV2 and ENV3
affect only those layers that have them assigned as a control source. Also, AMPENV uses an
exponential attack (the amplitude rises much faster at the end of the attack segment than it does
at the beginning), while ENV2 and ENV3 use linear attacks (the attack segment increases at the
same rate from start to finish).
6-44
Program Mode
The Envelope Control (ENVCTL) Page
The pages for Envelopes 2 and 3 are reached with the soft buttons ENV2 and ENV3. When you
select these pages, you’ll find a display that looks very much like the AMPENV page. The only
differences are that you can program an amount for Rel3; the Rel1 and Rel2 limits, which are
±100%; and in the envelope graphic, which has a dotted line running horizontally across the
display. This is the zero level line; negative level values for the various envelope segments will
cause the envelope graphic to dip below this line.
The Envelope Control (ENVCTL) Page
The Envelope Control page gives you realtime control over the rates of each section of the
amplitude envelope for both natural and user envelopes (see The Amplitude Envelope (AMPENV)
Page on page 6-42.) Press the ENVCTL soft button to reach the ENVCTL page.
The display’s top line reminds you of the current layer. The column on the left lists the three
section types of the amplitude envelope, and each corresponding line lists the values for the five
DSP control parameters that are available for each section type. The DSP control parameters are:
Adjust, Key tracking, Velocity tracking, and Source/Depth, which are listed at the top of each
corresponding column. When AMPENV is set to User mode, the Attack and Release sections on
this page apply to the attack and release sections on the AMPENV page. It’s important to keep in
mind that the values for the various parameters are cumulative, meaning that if for example you
set attack to be controlled by Keytrk and VelTrk, the resulting change on Attack would be affected
by the combination of the values produced by KeyTrk and VelTrk. Also note that unlike previous
Kurzweil models, ENVCTL does affect the attack sections of natural envelopes. Additionally, the
bottom line of this page lets you make use of the Impact feature, which lets you boost or cut the
amplitude of the first 20 milliseconds of a note’s attack.
The parameters and values in the following parameters list (see below) apply to each of the three
envelope sections—attack, decay, and release. We’ll describe them only once, since their
functions are largely the same for each envelope section. The only difference is with velocity
tracking, which is only available as a parameter to control attack sections of the amplitude
envelope (however, you can assign attack velocity as the value for the Source parameter in each
of the sections).
The values of each of these parameters multiply the rates of the envelope sections they control.
Values greater than 1.000x make the envelope sections run faster (they increase the rate), while
values less than 1.000x make the envelope sections run slower. Say for example that on the current
layer’s AMPENV page you had set the Decay section’s time at 2.00 seconds, and its level at 0%.
This sets the layer’s amplitude to fade to silence two seconds after the completion of the last
attack segment. The decay time is two seconds; the decay rate is 50% per second. Now if you
select the ENVCTL page and set the Decay Adjust parameter to a value of 2.000x, you’ve
increased the decay rate by a factor of two, making it twice as fast. The rate increases to 100% per
second, and the decay time is now one second instead of two.
6-45
Program Mode
The Envelope Control (ENVCTL) Page
Note: Since 0 multiplied by any number equals 0, the envelope parameters on this page will have no effect
on any AMPENV sections set to 0 seconds. A way around this is to change any AMPENV sections set to 0
to 0.02 seconds.
Adjust
Parameter Group (Available for
each of Att, Dec, Rel, Imp)
Range of Values
Adjust
0.018 to 50.000x (-24.0 to 24.0 dB for Imp)
Key Tracking
0.018 to 50.000x (-2.00 to 2.00 dB for Imp)
Velocity Tracking
0.018 to 50.000x (Not available for Dec or Rel; -24.0 to 24.0 dB for Imp)
Source
Control Source List
Depth
0.018 to 50.000x (-24.0 to 24.0 dB for Imp)
This is the familiar Coarse adjust found on many other pages. Use it here to change the rate of one
of the envelope sections without reprogramming the envelope itself. This parameter doesn’t give
you realtime control over the envelope. It is, however, a good way to adjust the natural envelopes
without switching to a User envelope and trying to approximate the Natural envelope.
Key Tracking
This uses the MIDI note number of each key as the control input for the current layer’s
corresponding envelope section. When the value of this parameter is greater than 1.000x, notes
above C 4 will make the envelope section run faster, while notes below C 4 will make it run
slower. When the value of this parameter is less than 1.000x, notes above C 4 will make the
envelope section run slower, and notes below C 4 will make it run faster. This gives you realtime
envelope control right from your MIDI controller. You might use it, for example, to cause an
acoustic guitar sound to decay quicker at the high end of the keyboard (set the key tracking to a
positive value).
Velocity Tracking
Use your attack velocity as the control input for the current layer’s attack section (this parameter
doesn’t apply to decay or release). When the value of this parameter is greater than 1.000x, attack
velocities greater than 64 make the attack section run faster, and attack velocities below 64 make
it run slower. This gives you realtime attack control over the envelope.
Source, Depth
These two parameters work together to let you assign a control like the Mod Wheel to affect the
current layer’s amplitude envelope in realtime. The value of the Source parameter defines which
control affects the envelope section, and the value of the Depth parameter defines how much the
rate is multiplied when the control is at its maximum value, 127. No effect is had when the
control is at its minimum value, 0, and Depth values are scaled for controller values in between.
6-46
Program Mode
The Program FX (PROGFX) Page
Note: For each note triggered, you can only set the controller value that will scale the Depth parameter of
an envelope section before that section of the envelope is triggered. For controllers assigned for Attack, the
controller value used will be the last received before the note is triggered. For controllers assigned for
Decay, the controller value used will be the last received before the final section of the attack envelope
reaches its maximum amplitude. For controllers assigned for Release, the controller value used will be the
last received before the note is released. To put it another way, for each envelope section, you cannot change
the rate of a note’s envelope once that section of the envelope has been triggered.
Impact
Impact can boost or cut note volume by up to 24 dB during the first 20 milliseconds of the attack
of an envelope. This feature is an easy way to get more “thump” from your bass and drum
sounds.
The Program FX (PROGFX) Page
Press the PROGFX soft button to call up the Program FX (PROGFX) page. This is the page that
you will use to apply effects to a program, and to configure the routing of the various pre- and
post-FX audio signals. Effects chosen on this page affect every layer of the current program. The
section The Layer FX (LYR_FX) Page on page 6-49 contains information on using layer-specific
effects. The PROGFX page looks like this:
Parameter
Range of Values
Default
Insert
Chain List
0 None
Aux 1, Aux 2
Chain List
0 None
Output
Auxiliary Send
Parameters
Aux Modulation
Main, Sec.
Main
Aux Send (dB)
off, -95 to 24 decibels
0
Aux Send (%)
0 to 100%
0
Aux Pre/Post Insert
Post, Pre
Post
Type
dB, %
dB
Control Source List
On
On the PC3A, a program can have up to 11 insert effects and 2 aux effects using up to 16 DSP
“units.” An insert is essentially just an effect that you apply to a program or layer, while aux
effects receive signal from all active programs’ aux sends. Note the 0/0 Units in the middle of the
top line of the page. This figure indicates how many of the total units are being used by the
highlighted insert; the left-hand number is the size of the insert, and the right-hand number is the
total number of units being used by the program.
If you exceed the maximum number of DSP units, the PC3A will notify you that you have done
so, and no effects will be applied to the program.
6-47
Program Mode
The Program FX (PROGFX) Page
Insert
The Insert effect is the effects chain that is applied to the main audio bus.
Aux 1, Aux 2
The Aux effect is the effects chain that is applied to the selected auxiliary audio bus.
Output
The Output specifies the analog output to which the selected bus is routed. Setting the Output to
Main routes the signal of the selected bus to the main outputs. Setting the Output to Sec. routes
the signal of the selected bus to the auxiliary outputs.
Auxiliary Send Parameters
The Auxiliary Send parameters determines the level of the program signal sent to the auxiliary
effects chain.
Aux Send
The Aux Send parameter determines the level of the program signal sent to the auxiliary effects
chain.
Pre/Post Insert
The Pre/Post Insert parameter determines the point at which the auxiliary effect is applied to the
signal. When this parameter is set to Post, the PC3A applies the auxiliary effect to the signal
post-insert, i.e., after the insert effect has been applied. When this parameter is set to Pre, the
PC3A applies the auxiliary effect to the signal pre-insert.
To hear a program put through two effects in series (i.e., through two cascaded effects), choose
your desired effects for the Insert and either Aux (for whatever Aux you choose, the other should
be set to 0 None), set each bus’ Output to Main, and set the Aux Send parameter to either 0 dB or
100%. Then, set the Pre/Post Insert parameter to Post.
To hear a program put through two effects in parallel (i.e., through two distinct effects), choose
your desired effects for the Insert and either Aux (again, for whatever Aux you choose, the other
should be set to 0 None), set each bus’ Output to Main, and set the Aux Send parameter to either
0 dB or 50%. Then, set the Pre/Post Insert parameter to Pre.
With respect to each other, the Auxes are always in parallel, that is, they cannot be cascaded.
Type
The Type parameter determines how the selected wet aux signal (i.e., with effects applied) is
mixed into the final signal. Additionally, it determines the units in which the Aux Send
parameter values are.
When Type is set to dB, the Aux Send parameter values are in units of decibels (dB). The value
specified in the Aux Send parameter is the amount of program signal sent to the aux effects chain.
To hear equal parts wet signal and dry signal (the signal with no effects applied) on the main
audio output, set the main Insert effect to 0 None and the Insert Output to Main, and set the Aux
1 effect to your desired effect and the Aux 1 Output to Main. Then, set the Aux1 Send to 0dB. If
you want only wet signal on the main audio output, set the main Insert Output to Sec.—keep in
mind that by this method, the dry signal is sent to the auxiliary audio outputs.
6-48
Program Mode
The Layer FX (LYR_FX) Page
When Type is set to %, the Aux Send parameter values are in units of percent (%). The value
specified in the Aux Send parameter is the percentage of which the wet auxiliary signal
comprises the final signal—the insert signal comprises the rest of the final signal. To hear equal
parts wet signal and dry signal on the main audio output, set the main Insert effect to 0 None and
the Insert Output to Main, and set the Aux 1 effect to your desired effect and the Aux 1 Output to
Main. Then, set the Aux1 Send to 50%. If you want to hear only the wet signal, set the Aux1 Send
to 100%.
Aux1 Mod, Aux2 Mod
The Aux Mod parameter gives you real-time control over the amount of program signal sent to
the aux effects chain. You can set the Aux Mod parameter to any PC3A control source. The
amount that you specify for the Aux Send parameter is the maximum value that the Aux Mod
control source can send—the minimum value is 0.
The Layer FX (LYR_FX) Page
Press the LYR_FX soft button to call up the Layer FX (LYR_FX) page. On this page, you can apply
layer-specific effects. There are three Layer FX Modes: Use Program FX, Layer-Specific FX, and
Use Another Layer’s FX.
Use Program FX Mode
With Use Program FX Mode selected, the current layer will use the effects configured on the
Program FX (PROGFX) page. See The Program FX (PROGFX) Page on page 6-47 for more
information on program FX.
Layer-Specific FX Mode
With Layer-Specific FX selected, you can configure the effects for the current layer. This mode’s
parameters are similar to those of the PROGFX page. This mode is shown in the following
display:
All of the Layer-Specific FX mode parameters have the same functions and ranges of values as
their corresponding parameters on the PROGFX page. See The Program FX (PROGFX) Page on
page 6-47 for more information on these parameters.
Use Another Layer’s FX Mode
With Use Another Layer’s FX selected, you can put the current layer through the effects of
another layer. You can specify the layer through whose effects you wish to put the current layer.
6-49
Program Mode
The Controllers (CTLS) Page
The Controllers (CTLS) Page
Press the CTLS soft button to call up the CONTROLLERS page. The CONTROLLERS page
shows a list of the PC3A’s controllers (sliders, Mod wheel, switch, etc.,) which can be used to
control program parameters. Use this page to set values for each controller that will be saved
with the program (entry values.) When a program is loaded, the entry values on this page are
sent to any program parameters that have been assigned to these controllers.
For example, the electric piano program 25 WoodstockClunker has Tremolo Depth assigned to
be controlled by the Mod Wheel. Turning up the Mod Wheel increases the Tremolo Depth and
allows you to hear more of the Tremolo effect. If you look at the CONTROLLERS page for
25
WoodstockClunker, Modwheel (1) is set to 37. This means the Mod Wheel sends a value of 37 to
set Tremolo Depth when the program is selected, allowing you to hear the Tremolo effect. If you
do not want to hear the Tremolo effect when the program is selected, edit the program and use
the CONTROLLERS page to set Modwheel (1) to 0, then save the program.
For controllers that have an entry value set to None, no value is sent for that controller when a
program is loaded. When and entry value of None is used, the value last used for that controller
(in the previous program or setup) is used. To set a value of None, use the alpha wheel or -/+
buttons to scroll below 0, or use the alphanumeric pad to enter -1, then press the Enter button.
Controller
Range of Values
Default Value
Slider A (6)...Breath (2)
None, 0-127
0
Switch 2 (29)
None, 0, 127
0
You can automatically set the values on the CONTROLLERS page to the physical controllers
current values by using the SetCtl soft button (located to the right of the CTLS soft button.) The
SetCtl soft button captures the positions of the controllers listed on the page.
Note: If you change programs, and then press the SetCtl soft button before moving any of the
controllers, the parameters on the CONTROLLERS page will remain at their previously set
values.
The number in parentheses that appears next to each controller name is the MIDI controller
number that each controller transmits by default, i.e., with the Control Setup set to 126 Internal
Voices on the MIDI mode Transmit page. See Control Setup on page 6-9 for details.
6-50
Program Mode
Function Soft Buttons
INFO
Press the INFO soft button to go to the INFO page where you can edit the controller assignment
info for the current program. Each info entry is a description of a program parameter that you
have assigned to be controlled by a physical controller or MIDI CC number. Info can be viewed
from the Program mode or Setup mode main page by pressing the Info soft button. If the Display
parameter is set to Ctls on the Master Mode MAIN page, controllers with info text will show the
info on the left side of the Program mode or Setup Mode main page when moved (see Display on
page 11-3 for details.)
On the INFO page, use the Chan/Layer buttons to scroll through the current program’s list of
controller assignment info. Each assignment info entry has a MIDI controller number and a Text
parameter to describe what the assignment controls. One info entry can be made for each MIDI
CC number.
To edit the text of a controller assignment, press the Text soft button. To create a new controller
assignment info entry, press the New soft button (you will be prompted for a MIDI controller
number.) To create a new controller assignment info entry with the same text as the current info
entry, press the Dup soft button (you will be prompted for a new MIDI controller number, only
one info entry can be made for each MIDI CC number.) To delete the current controller
assignment info entry, press the Delete soft button (you will be prompted to confirm or cancel.)
To return to the program editor press the Done soft button or the Exit button. See Export on page
13-15 for details on exporting program info.
Automatic Info Creation
Note: The following does not apply to controller assignments made for effects within the
Chains editor. Info text for Chains must be manually created using the INFO page in the
Chains Editor.
When assigning a controller to a parameter on any of the Program Editor pages, an Info text entry
is automatically created. An i appears on the top line of the page to indicate that Info text has
been created. If you return the controller assignment to OFF, the i disappears, indicating that the
Info text has been removed (unless you have gone to the INFO page, see note below.) The
automatically created info will use the parameter name for the Info text. To rename the Info text,
press the Edit button while the controller assignment field is still selected. This will bring you to
the Info Editor page (see above) and the Info entry for the assigned controller. From the Info
Editor page, press the Exit button to return to the page where you made the controller
assignment.
Note: After assigning a controller to parameter, if you go to the INFO page, the Info text
entries for each controller assignment will remain set unless you remove them with the Delete
soft button on the INFO page. If you change the controller assignment for a parameter after
going to the INFO page, the parameter’s last Info text entry will remain in addition to the
newer Info text entry automatically made for the controller assignment. This is done a to
ensure that user renamed Info text does not get deleted if a controller assignment was
accidentally changed while editing the program. To remove an unused Info text entry, locate
the entry on the INFO page and use the Delete soft button.
Function Soft Buttons
This section describes the soft buttons that perform specific functions, as opposed to selecting
programming pages. The descriptions below are arranged in the order in which you would see
the soft buttons if you pressed the more> button repeatedly. You can always get to these buttons,
regardless of which page is currently selected.
6-51
Program Mode
Function Soft Buttons
Set Controllers (SetCtl)
As explained in The Controllers (CTLS) Page, the SetCtl soft button captures the values of the nine
sliders, modwheel, breath controller, and switch.
New Layer (NewLyr)
Create a new layer, numbered one above the highest existing layer. The new layer’s parameters
are those of the single layer in Program 999, called Default Program. When you press this button,
the PC3A will tell you that it is creating a new layer, then will return to the page you were on. The
new layer becomes the current layer, and is the highest-numbered layer in the program. If the
current program already has its maximum number of layers, the PC3A will tell you that you can’t
add any more.
Program 999 makes a good template for programs that you build from the algorithm up. You
might want to edit Program 999 to adjust one or more parameters to values you want to use in
your template program. If you like the settings of the default layer as they are, however,
remember not to make any permanent changes to Program 999.
Duplicate Layer (DupLyr)
Create a copy of the current layer, duplicating the settings of all its parameters. The copy
becomes the current layer, and is the highest-numbered layer in the program.
Import Layer (ImpLyr)
Copy a specific layer from another program into the current program. This button brings up a
dialog that prompts you to select a layer number and a program number. The dialog tells you the
currently selected layer, and the total number of layers in the program. Use the Layer– or Layer+
soft buttons (or the alpha wheel) to change the layer number. If the current program has only one
layer, pressing these buttons will have no effect. Use Prog– or Prog+ soft buttons (or the alpha
wheel) to change the program number.
While you are in this dialog, you can listen to the layer you are selecting to import, along with all
other layers in the current program. If you want to hear the layer to be imported by itself, you
must mute the other layers.
When you have selected the desired layer from the desired program, press the Import soft
button, and the selected layer will be copied from the selected program, becoming the current
layer. Importing layers is a convenient alternative to creating layers from scratch. If you have a
favorite string sound, for example, and you want to use it in other programs, just import its
layer(s) into the program you’re building. This will preserve the envelopes and all the control
settings so you don’t have to reprogram them.
Delete Layer (DelLyr)
Delete the current layer. When you press this button, the PC3A asks you if you want to delete the
layer; press the Yes soft button to start the deletion process, or the No soft button to cancel it. This
prompt prevents you from accidentally deleting a layer.
Name, Save, Delete
Name calls up the page that enables you to change the name of the current program. Save starts
the process of saving the current program. Delete deletes the current program from memory. You
can also delete any other program from memory by scrolling through the list that appears when
you press the Delete soft button, then pressing Delete again when the desired program is
selected. If you attempt to delete a ROM program, the PC3A will say it’s deleting the program,
but it doesn’t actually do it.
6-52
Program Mode
Function Soft Buttons
Editing VAST Programs With KVA Oscillators
The PC3A uses KVA oscillators as another way to generate sounds in VAST programs. Unlike
keymaps, which play samples stored in ROM, KVA oscillators create DSP-generated waveforms
every time they are triggered. The KVA oscillators can create a range of waveforms, from high
quality simple waveforms familiar to users of classic analog synths, to complex waveforms
which take advantage of the PC3A’s internal processing power and complex signal routing
capabilities. Though the PC3A does have keymaps containing samples of basic synth waveforms,
the use of KVA oscillators provides users with better portamento, more modulation options,
higher sound quality, and other advantages which will be explained in this section. Learning to
use KVA oscillators instead of keymaps (where appropriate) is simple and will increase the
versatility of your VAST editing capabilities. VAST programs using layers with KVA oscillators
can also be combined with other layers using keymaps.
Basic Use of KVA Oscillators
To understand the basic minimal setup of a KVA based program, select the program 1019
VA1NakedPWMPoly, and press the Edit button. If you are familiar with editing VAST programs,
the first thing you may notice is that on the KEYMAP page, Keymap is set to 999 Silence (More
on this in Advanced Use Of KVA Oscillators on page 6-55.) Next, look at the AMPENV page. The
AMPENV mode is set to User, which gives you control over the amplitude envelope (more on
using Natural mode later.) Finally, look at the ALG page. In the current algorithm the 3 block
KVA oscillator PWM has been selected, which generates the sound for this layer of the program.
Minimal Settings for Basic Use of KVA Oscillators:
The patch described above contains the minimal settings that a KVA layer needs in order to
function in the style of a classic analog synth. These minimal settings are:
1. EditProg:KEYMAP Page: Set the Keymap parameter to 999 Silence.
2. EditProg:AMPENV Page: Set the Envelope mode to User, and adjust the amplitude envelope
to your liking (see The Amplitude Envelope (AMPENV) Page on page 6-42.).
3. EditProg:ALG Page: Pick an Algorithm and set an Oscillator (see Setting KVA Oscillator Type
below.)
Further basic VAST settings that you will likely want to adjust are:
• Monophonic On/Off (see The COMMON Page on page 6-35.)
• Level Velocity Tracking (see The DSP Control (DSPCTL) Page on page 6-29.)
Read the Setting KVA Oscillator Type section below to learn about how set each type of oscillator.
After doing this, you can experiment with making KVA programs by following the above
settings, and then setting and listening to each type of oscillator. Once you understand how to do
this, read on to the Advanced Use Of KVA Oscillators section on page 6-55 (see below) to learn how
to make your KVA patches more expressive through the use of DSP modulation.
Pitch Settings for KVA Oscillators
Each oscillator (except for noise functions) has its own pitch parameters, and is unaffected by
pitch settings that would normally affect keymaps (such as those on the Keymap page.) On a
program layer, the coarse pitch parameter for the oscillator in use can be found on both the
DSPCTL and DSPMOD pages, in the parameters list below the standard Pitch parameter for
keymaps. For each oscillator, its coarse pitch parameter is named by an abbreviation of the
oscillator name followed by “Pch.” For example, the coarse pitch parameter for a saw wave
oscillator will be called Saw Pch. On the DSPCTL sub page for any oscillator Pch. parameter, you
can adjust fine pitch by cents and Hertz, as well as KeyTrk and VelTrk settings for pitch.
6-53
Program Mode
Function Soft Buttons
Note: Be sure to differentiate between the different pitch parameters, each used either only for keymaps or
only for KVA oscillators. The Pitch parameter on the top left of the DSPCTL and DSPMOD pages always
appears in VAST programs but only affects the pitch of keymaps. If a KVA oscillator is being used, this
Pitch parameter will have no affect on the layer’s pitch, in which case the oscillator Pch. parameter
described above must be used to control the pitch of the oscillator.
Setting KVA Oscillator Type
The PC3A comes with 22 Different KVA oscillators. There are 11 high quality anti-aliased
oscillators (free of digital artifacts,) and 11 oscillators that exhibit some aliasing (digital artifacts)
in the higher octaves. The anti-aliased oscillators use up more DSP resources than the ones with
aliasing, but the improvement in sound quality is quite noticeable. We strongly recommend
using the anti-aliased oscillators for most applications.
The tables below list KVA oscillators by type and function block size. Before setting an oscillator,
you must choose an algorithm which includes a block that matches the block size for the
oscillator that you wish to use. See The Algorithm (ALG) Page on page 6-22 and Algorithm Basics on
page 6-23 for more on selecting algorithms. Once you have picked an algorithm with the desired
block size, highlight the block and use the alpha wheel to scroll through the available functions
until you find the desired oscillator.
The SYNC SQUARE oscillator is an 8 block oscillator that requires the use of two layers (4 blocks
each) and the Alt Input feature of cascade mode. See below for details on setting up the Sync
Square oscillator.
Note: If you put more than one oscillator in an algorithm, you will only hear the output of the last
oscillator in the algorithm, unless an algorithm is used to route the earlier oscillator around the last
oscillator and into a MIX function block, or if the last oscillator processes its audio input.
Anti-Aliased Oscillators
Size
Name/Type
Size
1 Block
Name/Type
1 Block
LPNOIZ (noise + low pass filter)
2 Blocks
SINE
SAW
SINE+
TRI
SAW
SQUARE
RES NOISE (noise + low pass
filter with resonance)
NOISE
SINE
SQUARE
SINE+
3 Blocks
PWM (Pulse Width Modulation)
SAW+
4 Blocks
SYNC SAW
NOISE+
SUPER SAW
SW+SHP (Sawtooth + Shaper)
TRIPLE SAW
8 Blocks
6-54
Aliased Oscillators
SYNC SQUARE (master) >>,
>>SYNC SQUARE (slave)
(4 blocks each)
2 Blocks
SHAPED SAW
PWM (Pulse Width Modulation)
Program Mode
Function Soft Buttons
Setting Up The Sync Square Oscillator:
The Sync Square oscillator is actually comprised of two oscillators, a master and a slave, set up to
emulate the way sync square oscillators worked on classic analog synthesizers. To create a
program using Sync Square, select Default Program, #999. Select “none” on the keymap page.
Select “user” on the Ampenv page for an amp envelope. On the ALG page, select Algorithm 5 at
the top of the page. Use the cursor buttons to select the function block and use the alpha wheel to
select the “SYNC SQUARE (master) >>” function. Next, press the << soft button to change soft
button pages until you see “DupLyr”. Press DupLyr to duplicate the layer, creating layer 2. In
layer 2, on the ALG page, change the function block to “>> SYNC SQUARE (slave)”, and set the
Alt Input parameter to “Layer 1”. The final step is to go to Layer 1’s DSPCTL page and turn the
Level parameter all the way down, to -96dB (this ensures that you will only hear the output of the
slave oscillator on layer 2, which is the intended function of Sync Square.)
Now the Sync Square oscillator should be working. The “Syncoff” parameter, Sync Offset, is the
main parameter for shaping the tone of this sound. Syncoff sets the sync offset between the
master and slave square waves in each corresponding oscillator, which changes the shape of the
waveform output by the slave oscillator. The Sync Square oscillator is most expressive when the
Syncoff parameter modulated during performance. Use the DSPMOD page to assign an
envelope or continuous controller like the Mod Wheel for this parameter to hear the effect (see
The DSP Modulation (DSPMOD) Page on page 6-30, as well as The DSP Control (DSPCTL) Page on
page 6-29 and Common DSP Control Parameters in Algorithm Basics on page 6-23, for details on
setting up modulation and other ways to control parameters, and see The Envelope 2 (ENV2) and
Envelope 3 (ENV3) Pages on page 6-44 for details on using envelopes as modulation sources.) See
Advanced Use Of KVA Oscillators below for some similar examples of how to set and control
modulation for oscillator specific functions and other parameters.
To add a DSP function to the Sync Square oscillator, you’ll need to use cascade mode. For
example, to add a filter, duplicate one of the layers to create layer 3. On layer 3, select the ALG
page and choose one of the cascade mode algorithms, algorithms 101-131. For this example, lets
use alg 105 with the filter “4Pole Mogue LP” selected for the function block. For the Alt Input
parameter, select Layer 2. This routes a pre-Level parameter copy of Layer 2’s output into Layer
3. Go to layer 2’s DSPCTL page and turn its level down to -96dB (otherwise the un-filtered sound
from layer 2 will be audible as well as the filtered sound in layer 3.) Now you can hear the Sync
Square from layers 1 and 2 running through the filter in layer 3. See Advanced Use Of KVA
Oscillators below for examples of how to set and control modulation of filter parameters.
Advanced Use Of KVA Oscillators
Read the KVA sections above before moving on to this section.
If you have tried the program described above in Basic Use of KVA Oscillators, you may have
noticed that there is no variation in the notes played aside from pitch. Layers and programs
created with KVA oscillators can become much more expressive by introducing variation with
DSP modulation. For a KVA oscillator layer, you can use DSP modulation just as you would for
keymap layers (see Common DSP Control Parameters in Algorithm Basics on page 6-23, The DSP
Control (DSPCTL) Page on page 6-29, and The DSP Modulation (DSPMOD) Page on page 6-30.)
Several KVA oscillators also have their own modulation parameters that must be accessed to
control the oscillator’s intended function. Aside from these methods, KVA layers can also be
altered by using keymaps with natural amplitude envelopes. See below for details on each
method.
Examples of Simple DSP Control and Modulation:
Select the program 1019 VA1NakedPWMPoly, and press the Edit button. Press the ALG soft
button to view the algorithm and function blocks in use. The 3 block PWM oscillator that you see
is generating the sound in this program. Select the empty function block to the right of the PWM
block, and use the alpha wheel to scroll to the LOPASS function. You should immediately hear a
difference in the sound of the program, because the LOPASS function is set by default to cut some
of the high frequencies from any signal that passes through it, in this case the PWM signal is
6-55
Program Mode
Function Soft Buttons
passing through. With the LOPASS function still selected, press the Edit button. This brings you
to the main parameter for the LOPASS object on the DSPCTL page, which is LP Frq (you can also
reach this page using the DSPCTL soft button.) Here you can adjust the initial value of the
function, in this case it is cut off frequency for the low pass filter. For this example, leave this
initial value set to its default. With the LP Frq parameter selected, press right on the cursor button
to get to this function’s sub page (the right half of the display.) Select the Veltrk parameter and
use the alpha wheel or alpha numeric pad to turn it all the way up to 10800ct. Now keyboard
velocities will affect the LP Frq parameter. A velocity of 127 will cause the filter’s cut off
frequency to move up 10800 cents from its initial value, a velocity of 0 will have no effect on the
cut off frequency, and values in between will increase the cut off frequency by a scaling between 0
and 10800 cents. Overall, this will cause higher played velocities to increase the cut off frequency,
making the oscillator sound brighter, and lower velocities to lower the cut off frequency, making
the oscillator sound duller. This method can be used to control any DSP function that is loaded
into an algorithm. See Common DSP Control Parameters in Algorithm Basics on page 6-23 for other
control parameters available on the DSPCTL page.
Alternatively, you could assign cut off frequency to be controlled by any continuous controller,
such as the Mod Wheel. Start again with the unedited patch 1019 VA1NakedPWMPoly. Follow
the same steps as above, but instead of changing any parameters on the DSPCTL page, press the
DSPMOD soft button to reach the DSP Modulation page. On the left side of the screen, choose the
parameter for LP Frq, and then press the right cursor button to reach the LP Frq sub page. On this
sub page, you can assign any continuous controller to control the cut off frequency of the
LOPASS function (or the main parameter for any function loaded in the current algorithm.)
Select the Src1 parameter, hold the Enter button and move the Mod Wheel to quickly select
MWheel (the Mod Wheel) as your control source. Next, press the cursor down button to select
the Depth parameter, then use the alpha wheel or alpha numeric pad to turn it all the way up to
10800ct. Now the Mod Wheel will affect the LP Frq parameter. Moving the Mod Wheel all the
way up (a value of 127) will cause the filter’s cut off frequency to move up 10800 cents from its
initial value, moving the Mod Wheel all the way down (a value of 0) will have no effect on the cut
off frequency, and values in between will increase the cut off frequency by a scaling between 0
and 10800 cents. Now you have the same control over cut off frequency as you did in the
previous example, but now it is controlled by the Mod Wheel. Overall, moving the Mod Wheel
up will increase the cut off frequency, making the oscillator sound brighter, and moving the Mod
Wheel down will lower the cut off frequency, making the oscillator sound duller. This is useful to
control a classic “filter sweep” sound. The above method can be used to control any DSP function
that is loaded into an algorithm, and you can choose any continuous controller as a control
source.
Note: When adding programs with controller assignments to a setup in Setup mode, your setup must have
its controllers assigned to the same destinations that you assigned as control sources in your program. An
easy way to do this is by using the Control Setup that you used when making your program as a template
for your new setup (see Control Setup on page 6-9.) The setup 126 Internal Voices is the default Control
Setup which should be used as a template in most cases. Be careful not to save over setup ID 126.
6-56
Program Mode
Function Soft Buttons
Oscillator Specific Control And Modulation Parameters:
Several KVA oscillators also have their own modulation parameters that must be accessed to
control the oscillator’s intended function. Below is a list of these oscillators and their distinctive
parameters, grouped by block size. Though the following parameters could be left at one setting,
utilizing one of the DSPCTL or DSPMOD techniques described in the above examples will
expose a wider range of expression from each oscillator.
1 Block:
LPNOIZ
A noise generator combined with a low pass filter. Use the Noiz Frq parameter to control the cut
off frequency of the filter.
NOISE
A simple noise generator. Use the Noise parameter to control the noise initial amplitude.
SW + SHP (Sawtooth + Shaper)
This oscillator is capable of basic FM Synthesis. Its distinctive parameter is Pch Coar. This
oscillator must come after the sound source in an algorithm (either keymap or oscillator) in order
to hear the effect of Pch Coar, which can radically change whatever the oscillator receives as an
input. Works well placed after a Sine source.
SINE+ [Aliased (not recommended)]
Same as 2 block version, but without the Sine+Am parameter.
SAW+ [Aliased (not recommended)]
A saw oscillator that can add an input signal to its output.
NOISE+ [Aliased (not recommended)]
A noise oscillator that can add an input signal to its output.
2 Block:
SINE+
A sine oscillator that can add an input signal to its output. The Sin+ Pch and Sine+ Am
parameters affect the pitch and amplitude of the sine waveform without affecting the pitch of the
input source.
RES NOISE
A noise generator combined with a low pass filter with resonance control. Use the Noiz Frq
parameter to control the cut off frequency of the filter. Use the Noiz Q parameter to control the
amplitude of the resonance (a boost or cut at the cut off frequency.) One technique for use of this
function is to set a high value for Noiz Q (so that you hear a the resonance create a tone,) and then
on the DSPCTL page set C4 as an initial frequency for Noiz Frq, and set Keytrk to 100ct/key on
the Noiz Frq sub page. Doing this causes the noise resonance frequency to match the note of the
key played.
SHAPED SAW
The Shaped Saw oscillator is a sawtooth oscillator with the ability to morph its output shape
between sawtooth and sine wave (without crossfading.) This oscillator’s distinctive parameter is
Shape, which controls the morphing. With Shape set to 0, the oscillator produces a pure sawtooth
wave. With Shape set to 127, the oscillator produces a pure sine wave. Values in between morph
between the two wave shapes.
PWM (Pulse Width Modulation) [Aliased (not recommended)]
This oscillator’s distinctive parameter is PWM Wid, which adjusts pulse width from values of
1-99. With PWM Wid set to a value of 50, PWM produces a square wave. The further the PWM
Wid parameter is set from 50, the narrower the pulse width becomes, changing the shape of the
output waveform and thus altering the oscillator’s tonal quality.
6-57
Program Mode
Function Soft Buttons
3 Block:
PWM (Pulse Width Modulation) [Anti-Aliased (recommended)]
Same as 2 Block PWM, See above.
4 Block:
SYNC SAW
Sync Saw consists of two saw waves, one that you hear (the slave) and one that controls the slave
(the master.) This oscillator’s distinctive parameter is SyncOff, which controls the offset of the
slave and master waves. With SyncOff set to 0, the master has no effect on the slave. When an
offset is set, the slave restarts its wave cycle every time the master wave completes a cycle. Offsets
cause the slave to restart its cycle in the middle of normal sawtooth cycles, which causes the
slave’s waveform shape and sound to be altered.
SUPER SAW
The Super Saw oscillator consists of two saw waves. This oscillator’s distinctive parameter is
Detune, which has settings from 0-50 cents, allowing you to detune both of the saw waves by up
to 50 cents away from the root pitch of the key played. Detune affects both saw waves, one is
detuned above the original root pitch, and the other is detuned below the original root pitch.
TRIPLE SAW
The Triple Saw oscillator consists of three saw waves. This oscillator’s distinctive parameter is
Detune, which has settings from 0-50 cents, allowing you to detune two of the saw waves by up
to 50 cents away from the root pitch of the key played. Detune affects two of the saw waves, one
is detuned above the original root pitch, and the other is detuned below the original root pitch.
The third saw wave always plays the root pitch and is not affected by Detune.
8 Block:
SYNC SQUARE (master) >>, >>SYNC SQUARE (slave)
See above, Setting Up The Sync Square Oscillator: on page 6-55.
Use Of Keymaps and Natural Amplitude Envelopes With KVA Oscillators:
Keymaps are important in layers using KVA oscillators, even though their samples are not
usually heard in these layers (see the note below for exceptions.) Keymap selection is important
because the maximum amplitude set for each key in the keymap is applied to the oscillator. For
most uses of KVA oscillators, users will want to use the 999 Silence keymap because each key in
the keymap is set to the same maximum amplitude, unlike many instrument keymaps. The 999
Silence keymap ensures uniform amplitude behavior of an oscillator, and with the amplitude
envelope set to user mode, users can easily shape all aspects of an oscillator’s amplitude. The
PC3A also has the ability to apply natural amplitude envelopes to oscillators. With an amplitude
envelope set to natural mode, each oscillator note takes on the amplitude qualities of each
sample in a keymap (with each note relative to sample key placement.) Each sample in a keymap
has a natural envelope that was created during it’s original development process. Natural
envelopes have much more detail than what is possible to create with the user amplitude
envelope, and they are useful when trying to mimic specific instrument amplitude envelopes.
When using this technique, remember that the maximum amplitude of each key is set by the
current keymap. You can still control the overall parameters of a natural envelope by using the
ENVCTL page. See the programs 213 Perc>Morph>Bass & 315 ElectroPercSynth for examples
of KVA layers that use this technique. Each program uses percussion keymaps with natural
envelopes to produce a fast, percussive attack. Also note that when using a KVA oscillator and a
keymap other than 999 Silence, the layer will use the name of the keymap in the info box on the
main Program page, even though it is not the true sound source of the layer.
Note: The samples from a keymap are not heard when using an oscillator, unless an algorithm is used to
route the keymap signal around the oscillator and into a MIX function block, or unless it is an oscillator
that processes its audio input.
6-58
Program Mode
KB3 Editor: The Tone Wheels (TONEWL) Page
Editing KB3 Programs
You can edit a wide assortment of any KB3 program’s parameters. You can also create your own
KB3 programs, though you must start with an existing KB3 program to do this. A regular PC3A
program cannot be turned into a KB3 program. If you’re not sure whether the current program is
a KB3 program, check the KB3 button (located above the right most slider). If the blue LED is on,
then the current program is a KB3 program.
Enter the KB3 program editor by pressing the Edit button while a KB3 program is selected in
program mode. You’ll quickly see that the KB3 editor differs from the standard VAST program
editor.
KB3 Editor: The Tone Wheels (TONEWL) Page
KB3 Mode uses DSP-generated waveforms for the lower half of its tone wheels and samples for
the upper half of its tone wheels. Using the parameters on the TONEWL page, you can specify
which sample you wish to use, the number of tone wheels (which will affect how many other
voices are available to you), and other related settings.
Parameter
Range of Values
Upper Tone Wheel Keymap
Sample List
Upper Volume Adjust
-96 to 96 dB
Number of Tone Wheels
24 to 91
Organ Map
Equal, Peck’s, Bob’s, Eric’s
Wheel Volume Map
Equal, Bright, Mellow, Junky
Globals
On, Off
Lower Transposition
-120 to 127 semitones
Upper Transposition
-168 to 87 semitones
Upper Tone Wheel Keymap
Use this parameter to indicate the keymap (and thereby the samples) to use for the upper tone
wheels. You can use any keymap from ROM, though you must specify a keymap that uses
looped samples for KB3 Mode to work correctly. When in Program mode, the keymap assigned
to the program appears in the info box.
6-59
Program Mode
KB3 Editor: The Tone Wheels (TONEWL) Page
Upper Volume Adjust
Since sample volumes can vary, while the volume of DSP-generated waveforms will remain
consistent, you may find it necessary to adjust the level of the sample-based tone wheels. This
parameter lets you adjust the amplitude of the upper (sample-based) tone wheels relative to
amplitude of the waveform-generated tone wheels.
Number of Tone Wheels
This parameter lets you specify the number of tone wheels used by a KB3 program. The classic
tone wheel organs used 91 tone wheels, though the lowest 12 were for the pedals only. Therefore,
you may find 79 a good number of tone wheels to specify for realistic organ emulations. This
would leave you 88 voices for other programs. You can specify up to 91 tone wheels. The number
of PC3A voices used by a KB3 program is (number of tone wheels + 1) / 2, rounded to the next
highest whole number if the result is a fraction. So, for example, with 79 tone wheels specified
you would use 40 voices. Keep in mind that these voices are permanently allocated and running
while the KB3 program is selected, and cannot be stolen. The additional voice used by KB3
programs is for keyclick.
Organ Map
The organ map controls the relative amplitude of each key, per drawbar. Like the wheel volume
maps, these maps are based on measurements we’ve made on actual organs. Equal uses the same
volume for each key and drawbar, and is not based on a real B3. Peck’s is a good normal map,
from a B3 in good condition. Eric’s is a bit more idealized; it’s smoothed out, but less realistic.
Bob’s is more uneven, based on an old B3.
Wheel Volume Map
The wheel volume map determines the volume level for each tone wheel. We’ve provided
several tone wheel volume maps here, based on measurements we’ve taken on different organs.
Equal is a map with all tone wheels at the same volume. It’s not based on a real B3. Bright is a
good normal map, based on a B3 in good condition. Junky is based on a B3 with an uneven,
rolled-off response. Mellow is somewhere between Bright and Junky.
You can also apply EQ to control wheel volumes based on the frequencies of each tone wheel. See
KB3 Editor: The EQ Page on page 6-69.
Globals
This is another toggle, which affects LFO2, ASR2, FUNs 2 and 4. When off, these three control
sources are local; they affect each individual note in the layers that use them as a control source.
They begin operating each time a note in that layer is triggered.
When the Globals parameter is set to On, these control sources become global, that is they affect
every note in every layer of the current program, not just the one to which they’re applied. When
these control sources are global, they begin operating as soon as the program is selected. When
Globals are on, LFO2, ASR2, and FUNs 2 and 4 will appear on their respective pages preceded by
the letter G to indicate that they’re global. You’ll use global control sources when you want to
affect each note in a given layer uniformly, and local control sources when you want to affect each
layer’s note independently.
Lower Transpose / Upper Transpose
These two parameters let you transpose the upper and/or lower tone wheels in semitone steps
away from their default tunings.
6-60
Program Mode
KB3 Editor: The Drawbars (DRAWBR) Page
KB3 Editor: The Drawbars (DRAWBR) Page
Press the Drawbr soft button to view the DRAWBR Page. This page lets you edit KB3’s drawbars.
Mode
Steps
When you set Mode to Preset, the preset drawbar settings on this page will be installed at
program selection. The drawbar values will immediately change, however, as soon as you move
the corresponding drawbar. Set Mode to Live if you want the drawbar volume settings at
program selection to be determined by the positions of the drawbar controllers (sliders). With
either setting, any engagements of the drawbar controllers subsequent to program selection will
affect drawbar volumes.
This parameter lets you specify the increments by which drawbar volumes will change. Choose
either 0–8, to approximate the drawbar settings on actual organs, or choose 0–127 for a finer
degree of resolution.
Volume
This parameter appears only if you’ve set Mode (see above) to Preset. Use the Volume parameter
to set the preset volume of each of the nine drawbars. The available values will be
0–8 or 0–127, depending on the setting of the Steps parameter. See Table 6-3 on page 6-8 for
details on the MIDI CC numbers and values that each drawbar sends and receives.
Tune
This parameter lets you tune each of the nine drawbars up or down in semitone steps. The values
for the Tune parameter on the DRAWBR page shown above represent standard drawbar settings
on a real B3, as shown in the table below.
Subharmonics
Fundamental
Harmonics
16’
5 /3’
8’
4’
2 2/3’
2’
1 3/5’
1 1/3’
1’
Slider A
Slider B
Slider C
Slider D
Slider E
Slider F
Slider G
Slider H
Slider I
1
Figure 6-3 Standard Drawbar Settings for the Hammond B3
6-61
Program Mode
KB3 Editor: The AMP Page
KB3 Editor: The Set Drawbars (SetDBR) Soft Button
Press the SetDBR soft button to capture the current position of the drawbars, and use those
positions as the preset drawbar positions on the DRAWBR page.
KB3 Editor: The PITCH Page
The PITCH page parameters for KB3 programs is much like the PITCH page parameters for
VAST programs. The only difference is that for KB3 programs, there are no Hz, KeyTrk, or VelTrk
parameters. For a full description of the PITCH-page parameters, see Common DSP Control
Parameters on page 6-24, The DSP Control (DSPCTL) Page on page 6-29, and The DSP Modulation
(DSPMOD) Page on page 6-30.
KB3 Editor: The AMP Page
The AMP page parameters for KB3 programs is much like the AMP page parameters for VAST
programs. The only difference is that for KB3 programs, there are no KeyTrk or VelTrk
parameters. For a full description of the AMP page parameters, see Common DSP Control
Parameters on page 6-24, The DSP Control (DSPCTL) Page on page 6-29, and The DSP Modulation
(DSPMOD) Page on page 6-30.
6-62
Program Mode
KB3 Editor: The PERC1 Page
KB3 Editor: The PERC1 Page
Percussion is a characteristic feature of tone wheel organs. It’s especially useful while soloing,
since percussion adds an extra “plink” (actually an extra tone at a defined harmonic) to the
attack. You can reach the percussion parameters by pressing the Perc1 and Perc2 soft buttons.
Parameter
Range of Values
Percussion
Off, On
Volume
Soft, Loud
Decay
Slow, Fast
Harmonic
Low, High
Velocity Tracking
0 to 100%
Low Harmonic
Drawbar 1 to 9
High Harmonic
Drawbar 1 to 9
Steal Bar
Drawbar 1 to 9
Percussion
This is where you turn the percussion effect on or off. Percussion is created by a decaying
envelope applied to one of the nine drawbars. The percussion effect is “single-triggered,” which
means that once it’s triggered, it won’t trigger again until all keys (or whatever you’re using to
trigger notes) go up. So if no keys are down, and you play a chord, percussion gets applied to all
notes in the chord (and in fact, to all notes that are triggered during the short duration of the
percussion envelope). Once the envelope runs its course, any notes you play while at least one
key is held down get no percussion. You can turn percussion on or off by pressing Bank button 5
(labeled Percussion On/Off.) Bank button 5 also sends and responds to MIDI CC 73; values
64-127 = On, values 0-63 = Off.
Volume
This parameter switches between loud and soft percussion settings. The actual amplitude is set
on the PERC2 page. You can toggle between loud and soft by pressing bank Button 6 (labeled
Percussion Loud/Soft.) Bank button 6 also sends and responds to MIDI CC 71; values 64-127 =
Loud, values 0-63 = Soft.
Decay
This parameter switches between fast and slow percussion settings. The actual decay rate is set
on the PERC2 page. You can toggle between slow and fast decay by pressing Bank button 7
(labeled Percussion Decay F/S.) Bank button 7 also sends and responds to MIDI CC 70; values
64-127 = Fast, values 0-63 = Slow.
6-63
Program Mode
KB3 Editor: The PERC2 Page
Harmonic
This parameter switches between high and low harmonic percussion settings. The actual pitch is
controlled by the LowHarm and HighHarm parameters. You can toggle between low and high
harmonics by pressing Bank Button 8 (labeled Percussion Pitch H/L.) Bank button 8 also sends
and responds to MIDI CC 72; values 64-127 = High, values 0-63 = Low.
VelTrack
Here is where you specify the degree to which key velocity controls percussion volume. A value
of zero corresponds to no velocity tracking, which is like a real tone wheel organ. Other values
add velocity tracking, so that increased velocity results in louder percussion.
LowHarm
Controls which drawbar is used as the basis for the percussion when Harmonic is set to Low. On
an actual tone wheel organ, this is Drawbar 4 (2nd harmonic). The actual pitch obtained depends
on the drawbar tuning.
HighHarm
Controls which drawbar is used as the basis for the percussion when Harmonic is set to High. On
an actual tone wheel organ, this is Drawbar 5 (3rd harmonic). The actual pitch obtained depends
on the drawbar tuning.
StealBar
Controls which drawbar is disabled when the percussion effect is turned on. On an unmodified
tone wheel organ, the ninth drawbar is the one disabled. Any drawbar can be selected.
KB3 Editor: The PERC2 Page
Parameter Group (Available for each combination of
the Volume and Decay parameters on the PERC1 page)
Range of Values
Percussion Level
0 to 24.0 dB
Decay Time
0.01 to 5.10 seconds, in 0.02-second increments
Organ Volume Level
-12.0 to 12.0 dB
PercLevel, DecayTime, OrgLevel
With these parameters you can control the amplitude and decay time of the percussion effect for
all combinations of the Volume and Decay parameters (on the PERC1 page). You can also adjust
the level of the organ relative to the percussion, for accurate emulation of classic organs.
6-64
Program Mode
KB3 Editor: The KEYCLK Page
KB3 Editor: The KEYCLK Page
The Key Click feature adds a decaying burst of pitched noise to the attack of notes. Unlike the
percussion, the key click is “multi-triggered,” which means that every new note will trigger it.
The parameters on this page primarily control the decay, volume, and pitch of the key click.
Parameter
Range of Values
Key Click
Off, On
Volume
-96.0 to 0.0 dB, in 0.5-dB increments
Decay
0.005 to 1.280 seconds, in 0.005-second increments
VelTrk
0 to 100%
Pitch
1 to 120
Random
0 to 100%
Retrig Thresh
-96.0 to 0.0 dB, in 0.5-dB increments
Note Attack
Normal, Hard, PercHard
Note Release
Normal, Hard
KeyClick
This is where you turn Key Click on or off. With KeyClick set to Off, you may still hear a click
depending on your Note Attack and Note Release settings (see below.)
Volume
This parameter sets the level of the keyclick; the noise decays from the level you set here. This
level is scaled by the drawbar levels, as well as the expression pedal level. Keyclick volume can
also be scaled by MIDI CC 89; value 0 = -96 dB, value 127 = the level set for the
Volume parameter. Values between 0 and 127 scale between -96 dB and the level set for the
Volume parameter. When using CC 89, the value displayed for the Volume parameter will not
change.
Decay
VelTrk
Sets the basic decay time of the noise envelope. Smaller values produce a shorter burst.
Controls the degree to which key velocity affects the key click volume. A value of zero means that
the key velocity has no effect on the key click volume (which is like a real tone wheel organ).
Other values add volume as the velocity increases.
6-65
Program Mode
KB3 Editor: The KEYCLK Page
Pitch
Sets the basic pitch of the key click noise, relative to the highest tonewheel’s pitch. The pitch is
controlled by a steep lowpass filter applied to white noise. The filter’s cut off frequency is
controlled relative to key number, higher keys move the cutoff frequency up, lower keys move
the cutoff frequency down.
Random
Controls the degree to which a random amount of amplitude variation is added to the key click.
ReTrigThresh
This parameter lets you set the volume level below which key click must decay before it will be
retriggered.
Note Attack
Controls the attack characteristic of notes. Normal provides a smoothed attack, while a setting of
Hard has an instant attack and will produce an audible click, in addition to any amount of key
click specified with the other parameters on this page (you might prefer not to specify any
additional key click when you use this setting). PercHard sets a hard attack level for percussion
only; notes without percussion use a normal attack.
Note Release
Controls the release characteristic of notes. A setting of Normal has a smoothed release, while a
setting of Hard has an instant release. Hard will produce an audible click.
6-66
Program Mode
KB3 Editor: The MISC Page
KB3 Editor: The MISC Page
The MISC page contains an assortment of control parameters, including Leslie speed control and
vibrato/chorus selection.
Parameter
Range of Values
Preamp/Expression Response
Off, On
Leakage
-96.0 to 0.0 dB, in 0.5-dB increments
Leak Mode
None, Type A, Type X, Type Y, Type Z, Type R
Speed Control
Slow, Fast
Vibrato/Chorus Control
Off, On
Vibrato/Chorus Type Selection
Vib1, Vib2, Vib3, Chor1, Chor2, Chor3
Volume Adjust
-96 to 96 dB
Bend Range Up
± 7200 cents
Bend Range Down
± 7200 cents
Sustain
Off, On
Sostenuto
Off, On
Leslie Pedal
None, Sustain, Sost, Soft
PreampResp
Set this parameter On or Off to enable or disable the preamp+expression pedal part of the KB3
model. Turning this On (the default) makes KB3 programs function like stock organs. The
expression pedal in this case is more than a volume pedal; it actually functions like a “loudness
control,” varying the frequency response to compensate for the ear’s sensitivity at different
volumes. In addition, the preamp provides a de-emphasis curve to compensate for the built-in
tone wheel volume pre-emphasis. Turning preamp response Off emulates organs that have been
modified to have a direct out (before the preamp and expression pedal).
Leakage
Controls the level of the simulated crosstalk and signal “bleed” of adjacent tone wheels in the
model. This is provided to help “dirty up” the sound to make it a bit more realistic. A setting of
‑96 dB gives the purest tones; other values add more simulated leakage. This level is scaled by the
drawbar levels, as well as the expression pedal level. The leakage level can also be controlled by
MIDI CC 90; value 0 = -96 dB, value 127 = 0 dB, values between 0 and 127 scale between -96 dB
and 0 dB. When using CC 90, the value displayed for the Leakage parameter will not change.
6-67
Program Mode
KB3 Editor: The MISC Page
LeakMode
Selects between different leakage models, determining which leakage harmonics are
emphasized. TypeA provides an overall tone wheel leakage, with all tone wheels leaking a small
amount. TypeX, TypeY, TypeZ, and TypeR emulate different degrees of drawbar leakage, where
the leakage components correspond to the nine drawbars, instead of all the tone wheels.
SpeedCtl
Select either Fast or Slow to choose the speed of the rotary speaker emulation. You can toggle
between fast and slow speed using Bank button 1 (labeled Rotary Fast/Slow.) Bank button 1 also
sends and responds to MIDI CC 68; a value of 64-127 = Fast, and 0-63 = Slow.
VibChorCtl
Choose On or Off to turn on or off either vibrato or chorus (as selected with the VibChorSel
parameter). You can toggle between on and off using Bank button 2 (labeled Vibrato On/Off.)
Bank button 2 also sends and responds to MIDI CC 95; a value of 64-127 = On, and 0-63 = Off.
VibChorSel
Choose the vibrato or chorus program (there are three of each) you wish to use with this KB3
program. Note that you must set VibChorCtl (also on the MISC page) to On to hear the effect.
You can select the vibrato or chorus you want using Bank buttons 3 and 4 (labeled Vibrato Chor/
Vib and Vibrato Depth.)
Bank buttons 3 and 4 also send and respond to MIDI CC 93; values 54-71 = chorus with depth 1,
values 72-89 = chorus with depth 2, values 90-127 = chorus with depth 3, values 0-17 = vibrato
with depth 1, values 18-35 = vibrato with depth 2, values 36-53 = vibrato with depth 3.
VolAdjust
Provides an overall volume adjust for the KB3 model. Use this parameter to “normalize” KB3
programs with other programs.
BendRngUp, BendRngDn
Respectively control the upward and downward pitch bend ranges of the KB3 program.
Sustain
Set On or Off to enable or disable response to MIDI sustain (MIDI 64). By default MIDI sustain
(MIDI 64) is sent by Switch Pedal 1.
Sostenuto
Set On or Off to enable or disable response to MIDI sostenuto (MIDI 66). By default MIDI
sostenuto (MIDI 66) is sent by Switch Pedal 2.
LesliePedal
Set the pedal source (Sustain=Switch Pedal 1, CC 64 by default, Sost=Switch Pedal 1, CC 66 by
default, Soft=Switch Pedal 3, CC 67 by default) to toggle between Fast and Slow for the Leslie™
speaker rotation speed.
6-68
Program Mode
KB3 Editor: The EQ Page
KB3 Editor: The EQ Page
The four column headers on this page represent two shelving bands of equalization and two
parametric bands. The KB3 EQ offered here, though, is not implemented as a true EQ section;
instead, it adjusts the volume of the tone wheels based on frequency. If the tone wheels are based
on sine waves, then this acts similarly to a real EQ.
Parameter Group (Available for each EQ band)
Range of Values
Gain
-24.0 to 24.0 dB, in 0.2-dB increments
Frequency
16 to 25088 Hz, in varying increments
Width
-128 to 128 Semitones, in 2-semitone increments
Each EQ section has Gain (G), Frequency (F), and Width (W) controls. Frequency controls the
center frequency of the band. Width controls the bandwidth. Gain controls the amount of boost
or cut.
6-69
Program Mode
KB3 Editor: The LFO, ASR, and FUN Pages
KB3 Editor: The OUTPUT Page
Use this page to route the current program’s post-FX signals. The two Pan parameters
correspond to those of the VAST Program editor OUTPUT page (See page 6-31). The Out Gain
and Demo Song parameters correspond to those of the VAST Program Editor COMMON page
(See page 6-35).
Exp Pedal
Use this parameter to set which rear panel CC Pedal input will control volume for the current
KB3 program. With a setting of Expression/Foot, volume can be controlled by a CC pedal
plugged into either the rear panel input labeled CC Pedal 1 (volume), or the rear panel input
labeled CC Pedal 2 (wah). With a setting of Expression, volume can be controlled by a CC pedal
plugged into the rear panel input labeled CC Pedal 1 (volume). With a setting of Foot, volume
can be controlled by a CC pedal plugged into the rear panel input labeled CC Pedal 2 (wah). With
a setting of None, volume control from both CC pedal inputs is disabled.
KB3 Editor: The Program FX (PROGFX) Page
This page is the same as the VAST Program editor PROGFX page (see page 6-47) except for one
important difference: there is no Pre/Post insert parameter for the auxiliary sends.
KB3 Editor: The LFO, ASR, and FUN Pages
The rest of the pages—LFO, ASR, and FUN— are the same for KB3 programs as they are for
VAST programs, so we won’t describe them again here. Begin on page 6-38 to find descriptions of
these pages.
6-70
Program Mode
KB3 Editor: The LFO, ASR, and FUN Pages
KB3 Programming Tips
This section provides some starting points for creating your own KB3 programs. Remember that
you’ll have to start with one of the existing KB3 programs.
As described below, the most prominent difference between organ vintages is the number of tone
wheels used. Keep in mind, however, that the sound of an actual tone wheel organ will depend
not only on its age, but also on how well it has been maintained.
Octave folding, where an octave (or part of an octave) is repeated at the top or bottom of the
keyboard, is handled automatically by KB3 Mode, emulating the folding done on actual tone
wheel organs.
Early Tone Wheel Organs. Instruments of this period had 91 tone wheels. To get this sound, go
to the TONEWL page, select 91 tone wheels, and set lowest pitch to C 1. Start with the Junky
Wheel Volume Map and Bob’s Organ Map. You may also want to increase the Key Click level,
since this tends to become louder on older organs.
Middle Period Organs. To model one of these instruments, set 82 tone wheels and a low note of
A 1. Use the Mellow Wheel Volume Map and Eric’s Organ Map. Set Key Click to a moderate
level.
The Classic B-3. For this sound, choose 79 tone wheels and set the low note to be C 2. The best
settings here are the Bright Wheel Volume Map and Peck’s Organ Map. You may also want to
reduce the Key Click level.
6-71
Setup Mode

Chapter 7
Setup Mode
In Setup mode, the PC3A can take on the identity of 16 distinct instruments and 16 distinct MIDI
transmitters, each of which can use the setup’s physical controller assignments (or any subset of
those controller assignments). For example, you can create a setup that is split into 16 different
keyboard regions (called zones). Each zone can play its own program, while also transmitting on
its own MIDI channel. Each zone can also have an independent arpeggiator and one riff. You can
also record the output of a setup to Song mode.
Selecting setups in Setup mode is much like selecting programs in Program mode—just use one
of the normal data entry methods to scroll through the list of setups. There are, however, some
important differences between a program and a setup. A program plays on a single keyboard
zone and on a single MIDI channel. A setup enables you to use up to 16 keyboard (or MIDI
controller) zones, each of which can have its own program, MIDI channel, and control
assignments. The parameters you define for each setup affect programs only while you are in Setup
mode. An exception to this is the control setup, which we discuss on page 6-4.
Press the Setup mode button to enter Setup mode. You’ll see a list of setups, which you can select
with any data entry method.
The info box on the left-hand side of the main Setup mode page displays the zones and
corresponding programs used in the current setup. Below the program name for each zone is a
line representing the zone’s key range. For example, in the setup above, “Acoustic Split,” the
zone for the program “NYC Kits” has a key range that covers the entire keyboard, from
approximately C-1 to G9. The zones for the programs “Studio C Strings” and “NYC Jazz Grand”
have key ranges that approximately cover the upper two-thirds of the keyboard, and “Upright
Growler” covers part of the lower keyboard. You can also see which zones have a riff, indicated
by “riFF” to the right of the program name. For example, in the setup above, the zone for the
program “NYC Kits” has a riff. If there are more than four zones in the current setup, you can
view the other zones by holding down the Enter button and using the Chan/Layer buttons to
scroll through the current setup’s zones.
You can transpose the entire setup up or down by octaves with the two Octav soft buttons. Use
the two Xpose soft buttons to transpose the setup up or down by half steps. When you transpose
a setup, the split points between zones remain in place; each program is transposed within its
respective zone.
The Panic soft button sends All Notes Off and Reset All Controllers messages to all zones, and
stops all arpeggiators and riffs.
7-1
Setup Mode

Press the Info soft button to see a list of all of the controller assignments for all zones of the
current setup. On the Info page, use the Alpha Wheel, cursor buttons, or - / + buttons to scroll
through the list.
When you select a setup in Setup mode, the PC3A sends a number of MIDI messages, on each of
the MIDI channels used by the setup. Some of these include: Program Change commands, MIDI
Bank Select messages, Pan and Volume messages, and entry values for physical controllers (entry
values are the values that take effect as soon as you select the setup; there are also controller exit
values, which are the values of the controllers when you leave the setup—either by selecting
another setup or by exiting Setup mode). The values of all these messages depend on the
parameters you define in the Setup Editor.
Zone-status LEDs in Setup Mode
Take a minute to scroll through some of the factory setups. As you change setups, you’ll notice
that the LEDs in the eight Bank buttons above the programmable sliders go on and off and
change color. These LEDs indicate the status of zones 1-8 in the setup.
While you’re in Setup mode, each of the eight zone-status LEDs will always be in one of four
states:
Off
Empty zone—that is, a zone that has no program or MIDI channel associated with it.
For example, if you select a setup and only four status LEDs light up (regardless of
their color), the setup contains just four zones. Whenever you’re in Setup mode, the
number of lines in the info box matches the number of zone-status LEDs that are lit.
Green
Active zone. As long as no other zone is soloed, an active zone plays notes— and
generates controller information, program changes, and entry/exit controller values. If
another zone is soloed, an active zone is “backgrounded”—it’s status LED remains
green, but it doesn’t play notes or generate controller information.
Orange Muted zone. Muted zones don’t play notes or generate controller information, but
they do generate program changes and entry/exit controller values.
Red
Solo zone. As you might have guessed, only one zone can be soloed at a time. When a
zone is soloed, only that zone plays notes and generates controller information. Other
zones, if they’re not turned off, still generate program changes and
entry/exit controller values. If a zone is muted and then subsequently soloed, all other
zones are “backgrounded” but the soloed zone remains muted.
In performance situations, the Bank buttons provide a convenient way to temporarily change the
status of one or more zones. This can be very effective for bringing voices and/or controller
configurations into and out of your performance. The best way to get familiar with this technique
is to play with the buttons, as the next few paragraphs describe.
Select a setup (look for one with lots of active zones that cover the whole keyboard), and play a
few bars. You’ll hear sounds corresponding to each of the active zones (green LEDs). If you see
any muted zones (orange LEDS), press their corresponding Bank buttons, and they’ll become
active; conversely, if you press the Bank button of an active zone, it will become muted. Play
around a bit. Try muting all the zones, then bringing them back one by one until all the zones in
the setup are active.
7-2
Setup Mode
The Setup Editor
Table 7 gives you a quick visual reminder of how zones behave depending on their status.
Data Generated by Zone
Zone
Status
LED Color
Notes
Controllers
Program
Number
Entry and
Exit Values
Red
Solo,
Solo+Muted
Yes
Yes
Yes
Yes
Green (no others are red)
Active
Yes
Yes
Yes
Yes
Green (another is red)
Backgrounded
No
No
Yes
Yes
Orange
Muted
No
No
Yes
Yes
(Off)
Empty
No
No
No
No
Table 7-1 Zone Status in Setup Mode
Remember that any changes you make to zone status in Setup mode are temporary; as soon as
you select another setup, that setup’s programmed zone status takes over. To change a setup’s
zone status permanently, use the Setup Editor (see Status on page 7-6).
Soloing a Zone
To solo a zone, set the Status parameter on the Setup Editor CH/PROG page (see The Setup Editor
and The Channel/Program (CH/PROG) Page below) to Solo. The Chan/Layer buttons—in addition
to scrolling through the zones of the current setup—now select the soloed zone. If you scroll
through zones 1-8, you will see the red solo LED moving across the bank buttons above the
sliders. After one zone is soloed, you can solo zones 1-8 by pressing on the corresponding Bank
button above the sliders; this action unsolos the previously soloed zone.
Additionally, you can configure a setup such that you can solo zones in real time (from outside of
the editor) by assigning a controller on the desired zone to destination 162 SoloZn. See Controllers
on page 7-19 for more information on controller destination assignments in Setup mode.
The Setup Editor
From Setup mode, press the Edit button to enter the Setup Editor, where you can make changes
to the currently selected setup. Use the soft buttons to select the various Setup Editor pages. The
upper line of each page displays the usual mode reminder, as well as the current Setup Editor
page, and the current zone. Use the Chan/Layer buttons to select one of up to sixteen different
zones, each having its own set of Setup Editor pages.
The parameters on the Setup Editor pages define what each of a setup’s zones sends—both to
internal programs and to the MIDI Out port. They also determine how the PC3A responds to
MIDI signals received from a MIDI controller connected to the PC3A’s MIDI In port (when the
Local Keyboard Channel matches the transmit channel of your MIDI controller).
Compare
Pressing the Storage button calls up the Compare Editor, which recalls the setup pre-edit
settings, allowing you to compare your edited setup with the original setup. Pressing the Storage
button again returns you to the Setup editor. Using the Compare Editor makes no changes to the
current setup.
7-3
Setup Mode
The Channel/Program (CH/PROG) Page
The Channel/Program (CH/PROG) Page
This is the first page you see when you enter the Setup Editor. Here, you can select programs,
MIDI channels, and MIDI Bank numbers for each of the setup’s 16 zones. You can also solo or
mute each zone.
Parameter
Range of Values
Default
Program
Program List
1 Standard Grand
Destination
Destination List
USB_MIDI+MIDI+Local
Channel
1 to 16
1
MIDI Bank
0 to 127
0
MIDI Program (MidiProg)
(Depends on MIDI Bank Mode)
1
Status
Muted, Active, Solo, Solo+Muted
Active
Out
Auto, Pri., Sec.
Auto
InputChannel
None, 1-16
None
MIDI Bank Mode (BankMode)
MIDI Bank Mode List
Ctl 0/32
Entry Program Change (EntryProgChg)
On, Off
On
Arpeggiator
On, Off
On
Program
This selects an internal program to play on each zone. As you change the value of Program,
notice that MIDI Program and MIDI Bank match the local program and bank numbers (programs
1–127 fall into MIDI Bank 0, 128–255 fall into MIDI Bank 1, and so on—both MIDI Banks and
PC3A banks can hold 128 programs). If you want to transmit different program and bank
numbers over MIDI, highlight either MIDI Program or MIDI Bank and select a new value. Note
that changing the Program parameter again will reset both the MIDI Program and MIDI Bank
parameters to match the local program and bank numbers.
NOTE: MIDI Banks and PC3A banks are not the same, nor is there a direct one-to-one correspondence
between the two. As mentioned previously, programs 1–127 fall into MIDI Bank 0, programs 128–255 fall
into MIDI Bank 1, and so on; program IDs 1–128 fall into PC3A bank Base 1, programs 128–255 fall into
Base2, and so on (recall that the PC3A bank names are displayed in left-to-right order above their
corresponding Bank buttons above the sliders.) For example, program 127 Magic Celeste is in PC3A bank
Base 1 and it is Program 127 in MIDI Bank 0; and program 128 Drums ‘n Bells is in PC3A bank Base 1,
and it is Program 0 in MIDI Bank 1.
7-4
Setup Mode
The Channel/Program (CH/PROG) Page
Destination
This parameter determines whether the currently selected zone transmits only to the PC3A
(Local), transmits only to the MIDI port (MIDI), transmits only to the USB port (USB_MIDI),
transmits to a pair of destinations (MIDI+Local, USB_MIDI+Local, or USB_MIDI+MIDI), or
transmits to all destinations (USB_MIDI+MIDI+Local).
Channel
The Channel parameter defines the MIDI transmit channel for the currently selected zone. You
can set it to any of the 16 MIDI channels. Normally, you will want each zone on a separate MIDI
channel. This is necessary if you want to combine different programs in the setup.
If two zones have the same MIDI channel (and destination), but they have different program
settings, there will be conflicts: no MIDI device, including the PC3A, can respond correctly to two
different simultaneous Program Change commands on one channel. The result will be that only
one Program Change will be recognized, and every note played will sound double (if Note Maps
are on). This can create odd and unpredictable timing effects, and will reduce your polyphony by
50%.
Nevertheless, there will be occasions when “stacking” zones on the same MIDI channel might
come in handy. Suppose you want a physical controller on the PC3A to send data for two different
numbered MIDI Controllers on the same channel. In this case, you must create two zones assigned
to the same channel, but with different controller assignments.
Here’s one example: if a receiving synth is using Controller 1 for modulation depth and
Controller #13 for modulation speed, you can increase both the depth and the speed with
Slider A. Start by assigning Slider A in Zone 1 to MWheel and in Zone 2 to MIDI 13; then assign
both zones to the same MIDI channel. (You may want to make sure you aren’t sending doubled
notes. Use the Note Map parameter on the KEY/VEL page to set one zone’s Note Map to Linear
and the other zone’s Note Map to Off.)
Another example: create two or more zones that are identical except for their transposition
settings. Now you can play parallel intervals (or chords) with single keystrikes.
MidiBank
Before reading this section on MIDI Banks, be sure to read the note in the section Program on page
7-4.
The PC3A’s programs are divided into 17 MIDI Banks, numbered 0–16. Program 46 in MIDI Bank
3, (which is PC3A bank Orchestra), for example, is 430 Lead Oboe. The MIDI Bank parameter
displays which bank the current program is assigned to, and automatically changes to match the
Program value you set.
You can send Bank Select messages to external MIDI devices as well, by setting the Destination
parameter to a destination including MIDI or USB_MIDI, then changing MidiBank. Some
instruments may have more banks than the PC3A. Bank switching via MIDI makes it easy for the
PC3A user to select sounds on external instruments, no matter how many banks they might have.
When you change the value of the Program parameter, the value of MidiBank automatically
changes correspondingly. If you want to transmit a MIDI Bank number different from the one
corresponding to the local program, select the local program first, then change the MIDI bank.
If you select an empty bank (like Bank 53), the zone will still produce sound on the PC3A,
provided that Destination is set to a destination including Local. The Program parameter will
display whatever internal program you set, but the bank number transmitted over the MIDI Out
port will be different from the internal program’s bank number.
7-5
Setup Mode
The Channel/Program (CH/PROG) Page
MIDI Program (MidiProg)
MidiProg defines which program number is transmitted out the MIDI Out port on the current
zone’s MIDI channel.
When you change the value of the Program parameter, the value of MIDIProg automatically
changes correspondingly. If you want to transmit a MIDI program change number different from
the one corresponding to the local program, select the local program first, then change the MIDI
program.
Different programs are accessible depending on the value of the BankMode parameter:
Value of BankMode
Status
Available Programs
Ctl 0 or Ctl 32
0 to 127
Ctl 0/32
0 to 127
K2600
0 to 99
None
None
This parameter determines what the current zone does when you select the setup in Setup mode.
Muted means that the zone sends and receives program changes and entry/exit controller
values, but doesn’t play notes. If the value is Active, the zone sends and receives normally via
MIDI. Solo causes only the current zone to play, “backgrounding” all other zones (backgrounded
zones send and receive program changes and entry/exit controller values, but don’t play notes).
With a value of Solo+Muted, the current zone is both soloed and muted; when the zone isn’t
soloed, it won’t produce sound).
See the section about zone-status LEDs (page 7-2) for more information about muting and
soloing zones.
Out
Use the Out parameter to set the rear panel audio outputs used for each zone of the current
Setup. This parameter determines the output settings for the main program signal and insert
effects of each zone (for Aux effects output settings, use the Output parameter on the Setup Mode
AUX1 or AUX2 pages.)
A setting of Auto will make that zone output audio based on the settings for the program used by
that zone. Program output settings are set in the Program Editor using the Output parameter on
the top line of PROG FX page (see Output on page 6-48 for details) or the Output parameter on
the LAYER FX page (see page 6-49 for details.) A setting of Pri. (primary) will output track audio
to the MAIN Balanced Analog Outputs. A setting of Sec. (secondary) will output track audio to
the AUX Balanced Analog Outputs.
Input Channel
In Setup mode, an external MIDI device (such as a keyboard or sequencer) will play notes of a
single program by default (if the Local Keyboard Channel parameter is set to off, see page 10-10
for details.) The played program will be on a Zone that has a Channel parameter (on the CH/
PROG page) which matches the channel on which the external MIDI device is transmitting. (If no
Zone’s Channel parameter matches, the external device will play notes of the last program that
was using that channel in Program Mode or from a previously loaded Song or Setup.)
7-6
Setup Mode
The Channel/Program (CH/PROG) Page
When the Program of a Setup Zone is played from an external MIDI device, Setup MIDI
parameters (most noticeably key range and transposition) will not be applied. If you want these
parameters applied, set the Input Channel parameter to match the channel on which the external
MIDI device is transmitting. See the Input Channel Settings section below for details on setting an
Input Channel. (To play the entire Setup from an external MIDI device, see Local Keyboard Channel
(LocalKbdCh) on page 10-10.) When Local Keyboard Channel is set to something other than Off,
the Input Channel parameter has no effect and will appear in parentheses.
Input Channel basically has the same effect as Local Keyboard Channel, except you can choose
to play only one or some Setup Zones from an external device, instead of all Zones. To play more
than one Zone from an external device, set each desired Zone’s Input Channel parameter to
match the channel on which the external MIDI device is transmitting. It is also possible to use the
Input Channel parameter to use multiple external devices which each play a specific Zone or
Zones. For details on controlling assignments made to the PC3A’s physical controllers (sliders,
switches, mod wheel, etc.) from an external MIDI device when using an Input Channel, see
Continuous Controller Messages From External MIDI Devices on page 10-11.
Input Channel Settings
When setting a MIDI channel number for the Input Channel parameter, channel 1 for example,
you can choose 1 L+M or 1 M (scroll past 16 L+M to see all the choices.) A channel number with a
setting of L+M indicates that the zone will be playable from the PC3A keyboard (L for Local) and
from the external MIDI controller (M for MIDI.) A channel number with a setting of M indicates
that the zone will be playable only from the external MIDI controller, and not from the PC3A
keyboard. You can also choose Any L+M or Any M for the Input Channel setting. Any L+M and
Any M will make the zone receive MIDI on any channel that an external device is transmitting.
This is useful if you are using a single external MIDI controller and are not sure which channel it
is transmitting on.
MIDI Bank Mode (BankMode)
The BankMode you choose determines how bank numbers will be sent over MIDI when the
setup is selected, and in what format. It also affects how many MIDI banks and programs you
can choose.
None means no bank number is sent, just the program number. Ctl 0 means that the bank
number is sent as a MIDI Controller #0 message. Ctl 32 means it is sent as MIDI Controller #32.
Ctl 0/32 means it is sent as a dual-controller (two-byte) message, with the most-significant byte
(MSB) of the bank number sent as Controller 0 and the least-significant byte (LSB) as Controller
32. Bank Select messages allow you to specify banks numbered 0-127.
The MIDI Specification is a little ambiguous when it comes to Bank Select messages, as to
whether they should be only Controller 0, only Controller 32, or both Controllers sent as a pair.
Different manufacturers design their instruments to respond to different schemes, and if you
send Bank Select in a form an instrument doesn’t like, it may ignore it or interpret it incorrectly.
The BankMode parameter is designed to allow the greatest flexibility in addressing other MIDI
instruments. Usually you can look on the MIDI Implementation chart in the user’s manual of an
instrument to determine how it’s designed to receive Bank Select messages, and then set
BankMode for each zone to suit the instrument that is receiving data from it. The default setting,
which works with the largest number of other instruments, is Ctl 0/32.
A BankMode value of K2600 is intended for use with the K2000, K2500, or K2600. The Bank Select
message is sent as Controller 32, with a value between 0 and 127. The K2000, K2500, and K2600
support only 10 banks, with 99 programs per bank, so Program Changes 100 or higher are sent as
Bank Select 1, followed by the last two digits as a Program Change. For example, if Program 124
is assigned to the zone, this will be sent out the MIDI Out port as Bank Select (Controller 32) 1,
and then Program Change 24.
7-7
Setup Mode
The Channel/Program (CH/PROG) Page
Entry Program Change (EntryProgChg)
This parameter enables or disables bank and program change commands sent to internal
programs or to the MIDI Out jack when you select setups. If it’s set to On, the program numbers
for the programs in the 16 zones will be sent via MIDI when a setup is selected. By setting this
parameter to Off, you can select a setup on the PC3A without changing the internal programs or
those on MIDI devices receiving from the PC3A. This is useful if you want to send only controller
data to the PC3A or to MIDI devices, without changing program assignments.
Arpeggiator
The Arpeggiator parameter determines if the current Zone can be played by an arpeggiator.
Normally, the Arpeggiator parameter should be set to On, and the arpeggiator for each Zone
should be turned on or off with the Active parameter on the ARPEGGIATOR page for each Zone
(see The ARPEGGIATOR Page on page 7-42 for details.) If the Arpeggiator parameter is set to Off,
the zone will not be arpeggiated even if the Active parameter on the ARPEGGIATOR page is set
to On.
When a global arpeggiator is being used, the Arpeggiator parameter can be set to Off to exclude
a Zone from being played by the global arpeggiator. See Arpeggiator Global (ArpGlobal) on page
7-66 for details on setting a global arpeggiator.
7-8
Setup Mode
The Key/Velocity (KEY-VEL) Page
The Key/Velocity (KEY-VEL) Page
The Key/Velocity page allows you to set key range, velocity range, transposition, and Note Maps
for each zone.
Note: MIDI velocity of notes played on the PC3A keyboard are first affected by any Velocity Scale, Offset,
and Curve settings made on each zone’s KEY-VEL page. The resulting velocity is then affected by any Vel
Map settings made on the Master Mode MAPS page (see page 11-1.) Also, MIDI velocities sent to the
USB or MIDI out port are first affected as explained above, and then affected by settings on the MIDI mode
Transmit page (see page 10-1.) On each of the pages mentioned above, look at the MIDI signal flow chart to
see which velocity maps can affect your velocities depending on which MIDI Sources, MIDI Destinations
and operating mode that you are using.
Parameter
Range of Values
Default
Low Key
C -1 to G9
C -1
High Key
C -1 to G9
G9
Transpose
-128 to +127 Semitones
0-
Note Map
Note Map List
Linear
Low Velocity
1 to 127
1
High Velocity
1 to 127
127
Velocity Scale
± 300%
100%
Velocity Offset
-128 to +127
0
Velocity Curve
Velocity Curve List (seeVelocity Curve
(VelCurve) on page 7-14)
Linear
7-9
Setup Mode
The Key/Velocity (KEY-VEL) Page
Low Key (LoKey), High Key (HiKey)
The LoKey and HiKey parameters define the note range of the currently selected zone. The
easiest way to change these values is to press and hold the Enter button and press the key of the
note you wish to enter. You can set these values with normal data entry methods as well.
You can create “negative” ranges as well. To do this, select the HiKey parameter and set its limit
lower than the LoKey limit. This results in the zone being active at the top and bottom of the
keyboard, but being silent in the range between the two limits. This lets you create a layer with a
“hole” in the middle, which you can then fill with a different sound on another zone.
The limits of MIDI are C-1 to G9. The untransposed 88-key range is A0 to C8. The untransposed
76-key range is E1 to G7.
Transpose
This changes the pitch of the zone, without changing its position on the keyboard. It changes the
MIDI note numbers generated by the keys in the zone, without physically shifting the zone. The
range is -128 to 127 semitones. Since there are 12 semitones (or half steps) to an octave, you can
transpose up or down over ten octaves. If you transpose out of the range of the active voice,
however, no notes will sound; MIDI note numbers will transmit, but notes will not.
Note Map
Note Map lets you change the way notes are sent from the PC3A. The default setting is Linear: all
notes go out as played. Pressing the Minus button takes you to Off; no notes are sent, but
controllers and other non‑note data are.
Setting Note Map to Inverse effectively turns the keyboard upside-down, with the highest key
being A 0 and the lowest C 9. If you set Note Map to Constant, all of the keys on the keyboard will
play the same note. The note defaults to C4, but you can change this with the Transpose
parameter. This works well when you want the sound from a particular key to play with every
note of another zone—for example, playing a ride cymbal with every note in a bass line.
Next are the alternating note maps, which let you divide the keyboard in some unique ways. If
you are using two or more MIDI devices (including the PC3A), you can expand polyphony by
assigning each zone to a different alternating note map. For example, if you have two PC3As, you
can assign two zones to each play the same program on a different PC3A, thereby doubling
polyphony.
To split a zone into one of two alternating note maps, set Note Map to 1 of 2; now the zone plays
on every second key, starting on C, but won’t play on any other keys. Set another zone to 2 of 2,
and this zone will play on every second key, starting on C#, thus covering the remaining keys.
Three and four-zone alternating notemaps work the same way, but cause each zone to play only
on every third and every fourth key, respectively.
Note maps are also used to create drum patterns with the arpeggiator. Several of the ROM setups
use this feature.
7-10
Setup Mode
The Key/Velocity (KEY-VEL) Page
Velocity Scale (VelScale)
This lets you amplify or diminish velocity response. Normal response is 100%. Higher values
make the keyboard more sensitive (you don’t need to play as hard to get higher MIDI velocities)
while lower values make it less sensitive (playing harder doesn’t change MIDI velocity as much).
You can also set the scale to a negative number, in which case the velocity response is turned
upside-down: playing harder produces a softer sound and vice versa. This is useful for creating
velocity-based crossfades between zones. See the following section on Velocity Offset for ideas
about negative scaling.
The following illustration shows what happens when you change Velocity Scale. Note that
Velocity Scale is the only parameter changed in this example; the other parameters are set to their
defaults (offset = 0, curve = linear, min = 1, max = 127).
127
Velocity Scale: 100%
MIDI Velocity
as you strike the keys harder (increase the
velocity) MIDI velocity increases proportionally
Velocity Scale: 200%
MIDI velocity reaches maximum on
medium strike velocity
64
Velocity Scale: 50%
MIDI velocity never reaches maximum, even on
maximum strike velocity
0
64
127
Strike Velocity
7-11
Setup Mode
The Key/Velocity (KEY-VEL) Page
Velocity Offset
VelOffset also changes the response, but in a more direct way, by adding or subtracting a
constant to the key velocity. For example, if this is set to 25 (assuming a scale of 100%), then 25 is
added to the velocity of every keystroke, usually making the sound that much louder. The softest
possible keystroke will have a value of 25, while a keystroke with velocity of 102 will produce the
same sound as a note with velocity 127 (102+25=127). Negative values diminish the response: a
setting of -25 means the loudest velocity available will be 102, while any keystroke 25 or below
will produce a velocity of 1 (a velocity value of zero has a special meaning in MIDI and cannot be
used for Note Ons).
You can think of Scale as being a proportional change to the velocity, while Offset is a linear
change. The maximum values for Offset are ±127. The following illustration shows the effects of
Velocity Offset. Note that Velocity Offset is the only parameter changed in this example; the other
parameters are set to their defaults (scale = 100%, curve = linear, min = 1, max = 127).
MIDI Velocity
127
Velocity Offset: +64
low velocity keystrikes produce
medium MIDI velocity and greater
64
Velocity Offset: -64
low velocity keystrikes result in MIDI velocity of 1;
maximum MIDI velocity reduced
0
64
Strike Velocity
7-12
127
Setup Mode
The Key/Velocity (KEY-VEL) Page
Offset and Scale work together. If scaling takes the velocity out of the ballpark — for example,
you want to set it to 300% but that puts all of your notes at maximum velocity — using a negative
offset, say around -60, can make it possible to still play at different volumes, although your curve
will still be a lot steeper than normal. If you use a negative scaling, then you must use an offset:
otherwise all of your velocities will end up as zeroes (well, ones actually, since a MIDI note-on
with velocity zero is something else). So to get true inverse scaling (that is, minus 100%), you
must set an offset of 127 to get the full range of velocities. Setting the offset to 127 and the scale to
-100% produces a slope like this (which is the same as the reverse linear curve):
MIDI Velocity
127
64
0
64
127
Strike Velocity
Note that Offset and Scale affect only MIDI velocities; that is, these parameters don’t change
Velocity Tracking in the programs themselves. Therefore, some programs (such as organ sounds,
which often have low VelTrk values) may respond only subtly to Offset and Scale, or not at all.
7-13
Setup Mode
The Key/Velocity (KEY-VEL) Page
Velocity Curve (VelCurve)
VelCurve lets you taper the velocity response. The default setting is Linear, which means that the
output velocity changes directly proportionally to the played velocity.
Expand produces a curve that is less steep than the linear curve at keystrike velocities below 64,
and steeper than the linear curve at keystrike velocities above 64. In other words, when you’re
playing softly, you’ll notice velocity differences less than with a linear curve, while when you’re
playing hard, you’ll notice velocity differences more.
Compress produces a velocity curve that is the opposite of the expanded curve—that is, you’ll
notice velocity differences more when you’re playing softly than when you’re playing hard.
127
Velocity Curve: Linear
MIDI Velocity
as you hit the keys harder (increase the
velocity) MIDI velocity increases proportionally
Velocity Curve: Compress
MIDI velocity is greater at
medium strike velocity than with Linear curve
64
MIDI velocity is less at
medium strike velocity than with Linear curve
0
7-14
Velocity Curve: Expand
64
Strike Velocity
127
Setup Mode
The Key/Velocity (KEY-VEL) Page
Crossfade is designed to be used in tandem with the Reverse Crossfade curve, enabling you to
perform smooth crossfades between different programs.
Bump tapers velocity response to resemble a bell curve, so that notes are loudest when your
keystrike velocity is 64. Notes get softer as the keystrike velocity approaches 0 or 127.
127
Velocity Curve: Linear
MIDI Velocity
as you hit the keys harder (increase the
velocity) MIDI velocity increases proportionally
Velocity Curve: Bump
MIDI velocity is greatest at
medium strike velocity
64
Velocity Curve: Crossfade
Below medium strike velocity, MIDI velocity is less
than with Linear curve; above medium strike velocity,
MIDI velocity is greater than with Linear curve
0
64
Strike Velocity
127
The next four velocity curves are Reverse Linear (Rvrs Linear), Reverse Expand (Rvrs Expand),
Reverse Compress (Rvrs Compress), and Reverse Crossfade (Rvrs Crossfade). These taper
velocity in reverse of the five curves we just covered. For example, Reverse Linear’s response is
such that striking a key harder will produce a lower volume, striking it softer will produce a
higher volume, and so on. This provides a convenient way to achieve negative scaling, by letting
you set one parameter instead of two.
127
Velocity Curve: Reverse Linear
as you hit the keys harder (increase the
velocity) MIDI velocity decreases proportionally
MIDI Velocity
Velocity Curve: Reverse Compress
64
Velocity Curve: Reverse Expand
MIDI velocity is less at
medium strike velocity than Reverse Linear curve
Velocity Curve: Reverse Crossfade
0
MIDI velocity is more at
medium strike velocity than Reverse Linear curve
64
Strike Velocity
127
Below medium strike velocity, MIDI velocity is greater
than with Reverse Linear curve; above medium strike
velocity, MIDI velocity is less than with Reverse Linear
curve
7-15
Setup Mode
The Key/Velocity (KEY-VEL) Page
Low Velocity (LoVel), HighVelocity (HiVel)
LoVel and HiVel set the minimum and maximum velocity limits that the current zone transmits.
A keystroke in the current zone whose velocity — after it has been scaled and offset — is below
the minimum does not generate a Note On. Neither does a keystroke whose velocity after
processing is above the maximum. These parameters are useful for “velocity switching”—having
a key play different sounds depending on how hard you strike it.
The values can be anywhere from 1 to 127. As with other parameters, zones can overlap or be
totally discrete, or be identical. Usually, LoVel will have a smaller value than HiVel, but as with
LoKey and HiKey, you may also create a gap in velocity response, by setting negative ranges for
velocity.
MIDI Velocity
127
Velocity Min: 1, Max: 64
No MIDI Note Ons are transmitted when you strike
keys with medium velocity or greater
64
0
64
Strike Velocity
127
MIDI Velocity
127
Velocity Min: 64, Max: 127
No MIDI Note Ons are transmitted unless you strike
keys with velocity of medium or greater
64
0
7-16
64
Strike Velocity
127
Setup Mode
The Pan/Volume (PAN/VOL) Page
The Pan/Volume (PAN/VOL) Page
By changing the parameters on this page, you can define how each zone sends MIDI volume and
pan messages.
Parameter
Range of Values
Default
Entry Volume
None, 0-127
None
Exit Volume
None, 0-127
None
Entry Pan
None, 0-127
None
Exit Pan
None, 0-127
None
Entry Volume, Exit Volume
Entry Volume enables you to control the initial MIDI volume setting for each zone of the current
setup. When you select a setup in Setup mode, MIDI channels for zones that have an Entry
Volume value other than None will receive that value as a MIDI volume control message (MIDI
Controller 07.) This sets the starting volume level for each zone. Subsequent MIDI volume
control signals sent to the setup’s MIDI channels affect the volume normally.
When you exit the current setup, each zone sends another volume control message (MIDI
Controller 07) to set the volumes on the PC3A’s MIDI channels, according to the value of the Exit
Volume parameter (unless Exit Volume is set to None.) The setting of the Volume Lock
parameter on the MIDI mode CHANNELS page (see Chapter 10) determines whether this
parameter has any effect.
Entry Pan, Exit Pan
You can set entry and exit values for Pan as well. When you select a setup, the PC3A sends a MIDI
pan control (MIDI Controller 10) message on each MIDI Channel in each zone; another MIDI pan
control message is sent when you exit the setup. The Entry and Exit values for Pan are the same
as those for Volume. There is also a Pan Lock parameter on the MIDI‑mode CHANNELS page,
which overrides the Setup Editor’s Pan settings.
If you are trying to set the Pan and the program doesn’t seem to be responding, you should check
the Mode parameter on the OUTPUT page in the Program Editor. If it is set to Fixed, then the
PC3A is ignoring the MIDI Pan message; setting Mode to +MIDI allows you to control the
program’s panning from the Setup Editor.
7-17
Setup Mode
The BEND Page
Most programs respond to pan messages on the next keystrike. This means that if you hold a note
and change the pan, the current note will stay at its current position until you strike it again.
However, a PC3A program that uses the PANNER algorithm will respond to real-time pan
adjustments as well.
The BEND Page
The parameters on the BEND page define the bend ranges for each of the three types of pitch
bend messages the PC3A can respond to.
Parameter
Range of Values
Default
Bend Range Up (semitones)
Prog, 0 to 127 semitones
2
Bend Range Up (cents)
Prog, 100 cents
0
Bend Range Down (semitones)
Prog, 0 to 127 semitones
2
Bend Range Down (cents)
Prog, 100 cents
0
Aux Bend 1 Up
0 to 60 semitones
12
Aux Bend 1 Down
0 to 60 semitones
12
Aux Bend 2 Range
0 to 60 semitones
2
Bend Range (Semitones) and Bend Range (Cents): Up and Down
BendRangeUp(ST) and BendRangeDown(ST) sends a bend range message to an internal
program or a MIDI device, telling it how to define subsequent pitch bend messages. Some
programs may behave strangely when you change the Bend Range value, because they use FUNs
or DSP Functions to affect the pitch wheel. In that case, you should either set the value of Bend
Range to Prog, or edit the program itself.
NOTE: The settings for BendRangeUp and Down are only reflected in Setup mode. Even if you specify
BendRangeUp and Down values for the control setup (setup assignments which are specified in Setup
mode and used in Program mode,) bend range values will not be reflected in any mode except Setup mode,
and pitch bend messages in the current program (in Program mode) will result in behavior as specified for
the Pitch Bend Range parameters on the COMMON page in the Program Editor.
BendRangeUp(ct) and BendRangeDown(ct) lets you fine tune the value for Bend Range
(semitones). 100 cents equals one semitone, or one half-step; you can set this parameter
anywhere between 0 and 100 cents.
7-18
Setup Mode
Controllers
BendRangeUp, in both semitones and cents, affects all controllers that are set to PitchUp (in the
default control setup, the PWUp parameter on the WHEEL page is assigned to PitchUp).
BendRangeDown, in both semitones and cents, affects all controllers that are set to PitchDwn (in
the default control setup, the PWDn parameter on the WHEEL page is assigned to PitchDwn).
Any physical controller that uses the Control Destination list can be assigned to PitchUp or
PitchDwn. To keep things simple though, you will normally want to use PitchUp and PitchDwn
(controller destinations 130 and 131) as a Pitch Wheel destinations (see PWUp and PWDn on The
WHEEL Page on page 7-32,) and use MIDI 21 and MIDI 15 (controller destinations 21 and 15) for
other controllers, such as the Sliders and Ribbon (see Aux Bend 1 Up/Down and Aux Bend 2
Range below.)
Keep in mind that not all MIDI devices respond to Bend Range messages. With many older MIDI
instruments, you must set bend ranges on the devices themselves.
Changing programs sends a Bend Range message with the current program’s values. So does
pressing Panic, which is a quick way to reset your PC3A or MIDI slaves if you’ve used a
controller to modulate the bend range.
Aux Bend 1 Up and Aux Bend 1 Down
Like BendRangeUp/Down, Aux Bend 1 defines the range for Pitch Bend messages, but does so
for those physical controllers assigned to controller destination 21, MIDI 21. There are two
parameters related to AuxBend 1: an upward value (AuxBend1Up) and a downward value
(AuxBend1Dwn). Use these parameters to set values for upward and downward pitch-shifting.
In most factory setups, AuxBend 1 is set as the destination for the optional Ribbon controller (see
The RIBBON Page on page 7-39).
Aux Bend 2 Range
The PC3A allows you to specify a third pitch bend range; this is called AuxBend 2, and it defines
the range for controllers set to controller destination 15, MIDI 15. For AuxBend 2, you can set
only one range for both upward and downward pitch bending.
A Note About Continuous Controllers and The BEND Page:
Unlike the Pitch Wheel and Ribbon controller, other continuous controllers, such as a slider, will
not automatically return to the original center pitch. This can make it hard to accurately return
the controller to it’s center position by hand. In these cases, it is useful to use a separate controller
for bending only up or down. For example, to have a slider only bend up, use a slider with an
Add value of 64 and a Scale value of 50%, and Curv set to Linear. The bottom of the slider will
now be the center pitch, and the top of the slider will be the top of your bend range. To have a
slider only bend down, use a slider with an Add value of -127 and a Scale value of 150%, and
Curv set to Linear. The top of the slider will now be the center pitch, and the bottom of the slider
will be the bottom of your bend range. See page 7-29 for more on setting continuous controller
parameters.
Controllers
Controller editing is one of the strongest aspects of the PC3A’s usefulness as the main controller
for a sophisticated MIDI studio. In this section, we’ll talk about two different types of
“controllers” as they apply to the PC3A. One is the physical controllers: the wheels, buttons,
pedals, etc. that you move with your fingers or feet. The other is MIDI Controllers, which are
MIDI commands sent by the PC3A. For our purposes, “MIDI Controllers” includes the complete
set of Controllers defined by the MIDI Specification, as well as pitchbend, aftertouch, and a few
other useful MIDI commands. To fend off confusion, we’ll refer to the PC3A’s physical
controllers with a lower-case c, and MIDI Controllers with an upper-case C.
7-19
Setup Mode
Controllers
Any MIDI Controller can be used as the assignment for any physical controller (and for multiple
physical controllers, as well). Or in other words, any physical controller like the Mod Wheel can
be programmed to send any MIDI control signal. In addition, each controller in each setup zone
can be tweaked just like keyboard velocity (or any other Setup‑mode parameter). Although
controller editing on the PC3A can be somewhat complex, it can also be very rewarding.
To get an idea of the expressive capabilities of Setup mode, explore the factory setups that come
with the PC3A.
The PC3A’s physical controllers include the following:
• The nine sliders (A, B, C, D, E, F, G, H, I) in the Assignable Controllers section
• The two Continuous Control Pedal jacks (CC Pedal 1 and CC Pedal 2)
• The optional Ribbon Controller, which you can define as a one- or three-section controller
• The Pitch Wheel
• The Modulation Wheel (Mod Wheel)
• Keyboard aftertouch, or Mono Pressure (MPress)
• The optional Breath Controller (which is connected to Continuous Controller Pedal 2)
• The two Panel Switches above the Pitch and Mod Wheels and Program Buttons 1–8
• The three Footswitch pedal jacks (1, 2, and 3)
The following tables provide an overview of the physical controllers and their parameters.
Continuous Controllers
See Continuous Controller Parameters on page 7-29 for information on each parameter.
Physical Controller
Setup Editor
Page
Parameter:Values
Destination: Control Destination List
Scale: -300% to 300%
Sliders A, B, C, D, E, F, G, H, I
SLID, SLID2
Add: -128 to 127
Curve: Linear, Compress. Expand
Entry Value: None, 0 to 127
Exit Value: None, 0 to 127
CPedals 1 & 2 / Breath
CPEDAL
(same as Sliders)
Ribbon
RIBBON
(same as Sliders)
Pitch Wheel and Mod Wheel
WHEEL
(same as Sliders)
MPressure
PRESS
(same as Sliders)
Table 7-2 Continuous Controllers
7-20
Setup Mode
Controllers
Switch Controllers
See Switch Controller Parameters on page 7-30 for information on each parameter.
Physical Controller
Setup Editor
Page
Parameter:Values
SwType: Toggle, Momentary, Note Toggle,
Note Momentary
Footswitches 1, 2, and 3
FT SW1,
FT SW2,
FT SW3
Destination: Control Destination List
On Value: None, 0 to 127
Off Value: None, 0 to 127
Entry Value: None, Off, On
Exit Value: None, Off, On
Arp and SW switches
ARP SW,
SWITCH
(same as Footswitches)
(same as Footswitches)
Programmable switches 1 to 8
SWPRG1,
SWPRG2,
SWPRG3,
SWPRG4,
SWPRG5,
SWPRG6,
SWPRG7,
SWPRG8
Table 7-3 Switch Controllers
The Controller Destination List
The table below contains the available values for the Destination parameter for each controller, in
scrolling order. Note that the PC3A has destinations with Controller Numbers greater than
127—there are 128 MIDI Controllers, as dictated by the MIDI spec. Any data sent to destinations
with a Controller number outside of the MIDI range (i.e., more than 127) are sent as a PC3Aspecific protocol, and are thus not sent as MIDI data, and not sent through MIDI Out.
Controller
Number
Corresponding
Destination
Name
0
OFF/Bank
By default, when you enter 0 or Clear for the Destination
parameter, the destination will be assigned to OFF. To select
Bank as the destination, use the Alpha Wheel or -/+ buttons.
1
MWheel
Default assignment for Mod Wheel
2
Breath
Default assignment for Breath Controller
3
MIDI 03
4
Foot
Description
Default assignment for CC Pedal 2
Table 7-4 Controller Destination List
7-21
Setup Mode
Controllers
Controller
Number
Corresponding
Destination
Name
5
PortTim
Monophonic PC3A programs respond to this Controller if
portamento is turned on
6
Data
Almost all PC3A programs have this Controller assigned to
filter frequency or brightness
7
Volume
MIDI Volume
8
Balance
MIDI Balance
9
MIDI 09
10
Pan
MIDI Pan—programs which use the PANNER algorithm will
respond to real-time pan adjustments; all other programs will
respond on the next note start
11
Express
MIDI Expression—Default assignment for CC Pedal 1. An
attenuator for fading in and out. It scales between minimum (0)
and the current value of Volume
12
MIDI 12
13
MIDI 13
14
MIDI 14
15
MIDI 15
16
Ctl A
17
Ctl B
18
Ctl C
19
Ctl D
20
MIDI 20
21
MIDI 21
Default destination for Ribbon, controls pitchbend for
AuxBend1. (see The BEND Page on page 7-18)
22–28
MIDI 22–28
Default destinations for Sliders C to I
29
MIDI 29
Default destination for SW button
30, 31
MIDI 30, 31
MIDI Controllers 30, 31
32
Bank
33–63
33–63
MIDI Controllers 33–63
64
Sustain
Default destination for Footswitch 1
65
MIDI 65
66
Sostenut
Default destination for Footswitch 2—holds notes that are
currently down, but not notes played subsequently (see
Sostenuto Pedal (SosPdl) on page 6-20)
67
Soft
Default destination for Footswitch 3— lowers the volume by a
preset amount and may soften the timbre as well (see The
Footswitch Pages (FT SW1, FT SW2, FT SW3) on page 7-36)
68
Legato
Forces mono playback
69
Freeze
Envelopes freeze at current state
Description
Default assignment for Slider B
Controls pitchbend for AuxBend2. (see The BEND Page on
page 7-18)
Table 7-4 Controller Destination List
7-22
Setup Mode
Controllers
Controller
Number
Corresponding
Destination
Name
70–83
MIDI 70–83
MIDI Controllers 70–83
84
Portamen
Portamento control, best with mono voices, value is relative to
key range, makes pitch momentarily slide to a note
85–90
MIDI 85–90
MIDI Controllers 85–90
91
GM Reverb
With PC3A in General MIDI mode, controls Reverb send level
92
MIDI 92
93
GM Chorus
With PC3A in General MIDI mode, controls Chorus send level
94-95
MIDI 94-95
MIDI Controllers 94–95
96
Data Inc
Equivalent to pressing the plus button
97
Data Dec
Equivalent to pressing the minus button
98
NRegParL
Non-Registered Parameter Least Significant Byte
99
NRegParM
Non-Registered Parameter Most Significant Byte
100
RegParL
Registered Parameter Least Significant Byte
101
RegParM
Registered Parameter Most Significant Byte
102-108
MIDI 102-108
MIDI Controllers 102–108
109
MIDI 109
Set’s arpeggiator velocity when ARPEGGIATOR velocity is set
to MIDI 109 mode
110-119
MIDI 110-119
MIDI Controllers 110–119
120
Sound Off
Stops all sound in the corresponding channel
121
RstCtls
Reset Controllers to defaults in the corresponding channel
122
Local
123
Notes Off
124
Poly
125
Omni
126
Mono On
127
Mono Off
128
Pitch
Pitch—values above and below 64 bend the pitch up and
down, respectively
129
PitchRev
Pitch—values above and below 64 bend the pitch down and
up, respectively
130
PitchUp
Pitch—values above 0 bend the pitch up
131
PitchDwn
Pitch—values above 0 bend the pitch down
132
Pressure
Pressure
133
Tempo
Tempo
134
KeyNum
Triggers playback of notes by Key Number—e.g., C4 is 60
135
KeyVel
Key Velocity
136
ProgInc
Program Increment—increments current program number
137
ProgDec
Program Decrement—decrements current program number
Description
Sends Note Off Message to all playing notes in the
corresponding channel
Table 7-4 Controller Destination List
7-23
Setup Mode
Controllers
Controller
Number
Corresponding
Destination
Name
138
ProgGoto
Go to Program—selects program
139
SetupInc
Setup Increment—increments current setup number
140
SetupDec
Setup Decrement—increments current setup number
141
SetpGoto
Go to Setup—selects setup
142
Start
Sequencer function
143
Stop
Sequencer function
144
Continue
Sequencer function
145
TransUp
Transpose Up (ST)
146
TransDown
Transpose Down (ST)
147
ArpOn
Any value turns Arpeggiator On. (See The ARPEGGIATOR
Page on page 7-42)
148
ArpOff
Any Value turns Arpeggiator Off. (See The ARPEGGIATOR
Page on page 7-42)
149
MuteZn
Mute Zone – values above 64 will mute the zone, values below
or equal to 64 will unmute the zone.
150
ArpOrder
Arpeggiator Order, each range of values selects one of nine
options in order on parameters list: 0-14, 15-28, 29-42, 43-56,
57-70, 71-84, 85-98, 99-112, 113-127. (See The
ARPEGGIATOR Page on page 7-42)
151
ArpBeats
Arpeggiator Beats, each range of values selects one of seven
options in order on parameters list: 0-18, 19-36, 37-54, 55-72,
73-90, 91-108, 109-127. (See The ARPEGGIATOR Page on
page 7-42)
152
ArpShift
The 88 Arpeggiator Shift steps are scaled over the 128 MIDI
controller values, so that 0 = 0 steps and 127 = 88 steps. (See
The ARPEGGIATOR Page on page 7-42)
153
ArpLimit
The 60 Arpeggiator Shift Limit steps are scaled over the 128
MIDI controller values, so that 0 = 0 steps and 127 = 60 steps.
(See The ARPEGGIATOR Page on page 7-42)
154
ArpLmtOp
Arpeggiator Shift Limit Option, each range of values selects
one of seven options in order on parameters list: 0-18, 19-36,
37-54, 55-72, 73-90, 91-108, 109-127. (See The
ARPEGGIATOR Page on page 7-42)
155
ArpVel
Arpeggiator Velocity, each range of values selects one of
twenty-three options in order on parameters list: 0-5, 6-10,
11-15...101-105, 106-110, 111-127. (See The ARPEGGIATOR
Page on page 7-42)
156
ArpDur
The Arpeggiator Duration % values are scaled over the 128
MIDI controller values, so that 0 = 1% and 127 = 100%. (See
The ARPEGGIATOR Page on page 7-42)
157
Latch
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 = on.
(See The ARPEGGIATOR 2 Page on page 7-49)
158
Latch2
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 = on.
(See The ARPEGGIATOR 2 Page on page 7-49)
Description
Table 7-4 Controller Destination List
7-24
Setup Mode
Controllers
Controller
Number
Corresponding
Destination
Name
159
ArpGliss
Arpeggiator Gliss, 0-63 = off, 64-127 = on. (See The
ARPEGGIATOR 2 Page on page 7-49)
160
SusLatch
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 = on. (See The ARPEGGIATOR 2 Page on page 7-49)
161
Panic
Panic
162
SoloZn
Solo Zone
163
RiffOn
Riff On (See Riffs on page 7-55)
164
RiffOff
165
RiffDur
166
RiffVel
167
RiffDly
168
TapTempo
Tap Tempo (See TEMPO on page 11-11)
169
KB3Mutes
KB3 Mutes—in Setup Mode, values of 63 and below disable
the Bank buttons for controlling KB3 programs in that setup,
and a values above 64 enable them
170
-Arp Shift
Sets ARPEGGIATOR values for Shift to negative. 0-63 = off,
64-127 = on. (SeeThe ARPEGGIATOR Page on page 7-42)
171
ShiftPatt
Selects one of the 128 patterns in the current ARPEGGIATOR
ShiftPatt Bank. (See The ARPEGGIATOR Page on page
7-42)
172
ShiftPBank
A controller value selects the corresponding ShiftPatt Bank for
the ARPEGGIATOR page of a controller’s zone. For example,
controller value 2 selects ShiftPatt bank 2, controller value 7
selects ShiftPatt bank 7.(SeeThe ARPEGGIATOR Page on
page 7-42)
173
VelPatt
Selects one of the 128 patterns in the current ARPEGGIATOR
VelPatt Bank. (SeeThe ARPEGGIATOR Page on page 7-42)
174
VelPBank
A controller value selects the corresponding VelPatt Bank for
the ARPEGGIATOR page of a controller’s zone. For example,
controller value 2 selects VelPatt bank 2, controller value 7
selects VelPatt bank 7.(SeeThe ARPEGGIATOR Page on
page 7-42)
175
VelFixed
Set’s arpeggiator velocity when ARPEGGIATOR velocity is set
to Fixed. (SeeThe ARPEGGIATOR Page on page 7-42)
176
ShKeyNum
Shift Key Number (see below)
177
ShiftKey
Shift Key (see below)
178
ShKeyNuV
Same as 176 ShKeyNum, but the Shift Pattern’s velocity will
be modified by the current velocity pattern of the zone.
Description
Riff Off (See Riffs on page 7-55)
Riff Duration (See Riffs on page 7-55)
Riff Velocity (See Riffs on page 7-55)
Riff Delay (See Riffs on page 7-55)
Table 7-4 Controller Destination List
7-25
Setup Mode
Controllers
Shift Key Number, Shift Key (ShKeyNum, ShiftKey)
These controller destinations allow you to play musical scales and single note patterns on any
programmable continuous controller in a setup, without the need of playing the physical keys of
the keyboard. These features are especially useful for playing fast arpeggiations. These
destinations only work when combined with other destinations and features, so be sure to read
this whole section to gain a complete understanding.
Using a Kurzweil Ribbon as a controller gives you the most options, but these destinations can
also be controlled by any slider, pedal, key pressure, etc. Using the Kurzweil Ribbon provides
more accurate control since it has a longer physical range than other controllers. Also, if you set it
in Absolute mode, you can jump from one note to any other note in the pattern in any octave.
With a slider you have to go through all the intermediate notes of the pattern. A way of partially
doing this with sliders is to assign the Shift Key Number controller to several sliders with
different ranges. (See The Ribbon Configuration (RIBCFG) Page on page 7-40 for details on Ribbon
options, and Scale and Add on page 7-29 for details on changing controller ranges.)
Shift Key Number (ShKeyNum, controller destination 176) works in a similar way to Key
Number (KeyNum, controller destination 134). Both controllers basically generate a
monophonic stream of notes. The difference is that Key Number plays through all notes
chromatically, while Shift Key Number only plays notes relative to a Shift Pattern.
For example, when controlling Shift Key Number from a slider, notes are triggered from a Shift
Pattern in forwards order as you move the slider up, and backwards order as you move the slider
down. If in our zone we have selected the Shift Pattern 2: minor, the notes being played by the
slider will be only the root, the minor third and fifth in the chosen key, triggering notes in any
octave up and down the keyboard. (See Shift Key below for details on selecting the root note and
octave.)
Selecting The Desired Notes:
You must select a Shift Pattern for the desired zone in order for Shift Key Number to have an
effect. To select a Shift Pattern for the current zone in a setup, enter the setup editor and go to the
ARPEGGIATOR page. Select a Shift Pattern from the ShiftPatt field. If using multiple zones, a
different pattern can be selected for each. The ShiftPatt field is usually used with the arpeggiator,
but can also be used in combination with the controller destinations Shift Key Note, Shift Key,
and Key Velocity. These destinations can use a zone’s Shift Pattern whether the arpeggiator is on
or off without conflict. For more information on Shift Patterns such as editing and saving, see
Shift Pattern (ShiftPatt) on page 7-48. (Note that the ShiftPatt Up or Down options, as well as any of the
arpeggiator parameters other than ShiftPatt do not have an effect on Shift Key Number.) You can also set
controllers to destination 171 (ShiftPatt) to select a pattern from the current bank of 128 shift
patterns, and destination 172 (ShiftPBank) to select a bank from banks of 128 shift patterns each.
Selecting The Desired Velocity:
In order to have a note sound when using Shift Key Number, you first need to send a Key
Velocity message (KeyVel, controller destination 135) with a non zero velocity. You must set a
controller to this destination, it’s useful to set a slider or other continuous controller in order to
control velocity while playing. The next notes to be triggered by Shift Key Number will be played
with the last received KeyVel velocity. One note triggered by these controllers sounds until
another note is triggered or until a KeyVel message with velocity 0 is sent.
7-26
Setup Mode
Controllers
Selecting The Desired Key (Root Note):
Shift Key (ShiftKey, controller destination 177) allows the user to select the key (root note) of the
Shift Pattern triggered by Shift Key Number. A Shift Pattern is a relative pattern based on a root
note. All notes triggered by a Shift Pattern are shifted from the root note by the value of each
pattern step (in half-steps.)
Shift Key Settings
Value
Key (root note)
0-9
C
10-19
C#
20-29
D
30-39
D#
40-49
E
50-59
F
60-68
F#
69-78
G
79-88
G#
89-98
A
99-108
A#
109-118
B
119-127
Last Note Played
When using a Shift Pattern with Shift Key Number you can select the key with one or more
controllers set to the Shift Key destination. You can use a continuous controller such as a slider to
cycle through keys, or switches set to predetermined keys. For example, if you are playing a song
that moves between 2 or 3 keys, a couple of switches could be programmed in order to send the
appropriate Shift Key message for each key change. That way all the notes you are triggering
with a Shift Key Number controller will be in the appropriate scale. You could also create a setup
for a song with multiple zones, each with its own pre-set key and appropriate shift pattern. That
way, for each chord change you could move a different controller that would create the correct
harmony.
Another way to choose a key is to set Shift Key to Last Note Played mode, in which the last note
played in the zone will set the key. For example, you could set the zone being used for Shift Key
Number to have a Key Range that covers only a few of the keyboard’s lowest octaves. This would
allow you to play root note bass lines that change the key that Shift Key Number plays in, leaving
the upper octaves of the keyboard open for use by other zones.
If Shift Key is set to Last Note Played and no note is played, the default key is C. Each zone can
have a different Shift Key, so you can have zones preprogrammed with the keys you want to use,
or have them all in the same key, or just change the key in real time while you are playing.
7-27
Setup Mode
Controllers
A Note About Octave Range:
When using Shift Key Number, shift patterns with more than 12 steps begin triggering notes in
higher octaves. This is done because longer shift patterns use up more of a controller’s range, and
limit the number of octaves that a single controller can trigger. Since the lowest octave of a
program is often too low to be musically useful, the PC3A will automatically start triggering
notes from longer shift patterns in higher octaves. This saves room in the controller’s range of
values for triggering more useful octaves. See the table below for Shift Pattern step ranges and
their corresponding starting octave.
Default Octave Shifting
Total # of Shift Pattern Steps
Starting Octave
1-12
C0-C1
13-24
C1-C2
25-36
C2-C3
37-48
C3-C4
Selecting The Desired Octave Range:
You adjust the starting octave manually, using the Add parameter on the corresponding
controller’s setup page. In the Add field, the addition or subtraction of the number of steps in
your current shift pattern will raise or lower the starting octave in relationship to the default
starting octave. For example, in a shift pattern with 3 steps, an Add value of 9 would cause a
controller value of 0 to make Shift Key Number trigger notes in octave C3-C-4, 3 octaves above
the default C0-C1. Add values that are not multiples of the number of current shift pattern steps
will change which step the pattern begins on at controller value 0, thus offsetting the relationship
between all of the controller’s values and current shift pattern’s steps.
Adjusting Controller Range:
When using Shift Key Number, the number of steps in the Shift Pattern also affects the range of
values that will cause a controller to trigger a shift pattern step, and in turn affect the useful range
of the physical controller. With a shift pattern of 12 notes, the 128 different notes that the PC3A
can trigger are evenly spaced over the range of the controller. Patterns with less than 12 steps will
trigger notes in every octave over a shorter range of the controller. For example, in a shift pattern
with 3 steps, by default the controller values 0 to 2 will trigger notes starting in the lowest
possible octave, and controller values 27 to 30 will trigger notes in the highest possible full
octave. Using a slider for this controller, only about 1/4th of the length of the slider would be
triggering notes. This decreased useful range makes the controller harder to use accurately. To
remedy this, you can adjust a controllers behavior by using the Scale parameter on the
corresponding controller’s setup page (see Scale below.) Adjust the Scale value to stretch the
useful values of the controller across it’s whole physical range. A scale value of less than 100%
will be helpful for patterns with fewer than 12 steps. Experiment by adjusting the scale value
until the highest desired note is triggered at the top of the controller’s physical range. See Scale in
the Continuous Controller Parameters section of this chapter for more details on the Scale
parameter. For shift patterns with more than 12 steps, you will run out of controller values before
your shift pattern triggers in every octave. If you want to be able to access all of the available
octaves, you can achieve this by setting multiple controllers to Shift Key Number. Next, use the
Scale and Add parameters for each controller, adjusting each to trigger the desired range of
octaves (see Add below.)
7-28
Setup Mode
Controllers
Continuous Controller Parameters
The continuous (physical) controllers are those that have a range of values: the two wheels, the
optional ribbon controller, the nine sliders, the two Continuous Control pedals, the optional
breath controller (the jack of which is connected to CC pedal 2), and mono pressure (aftertouch).
As the table on page 7-20 shows, all of them use the same parameters. Each parameter’s function
is described below.
Dest
Use this parameter to select a destination from the MIDI Controller Destination list (see page
7-21).
Scale
After you’ve selected a continuous physical controller, you can modify the controller’s response
similarly to the ways you can modify velocity response. Refer to the graphs beginning on page
7-11 for illustrations of the velocity scaling parameters.
Scale lets you amplify or diminish the action of the controller. Full scale is 100%. Higher values
will make the controller more sensitive, and lower values will make it less so. Setting the scale to
a negative number makes the controller action work in reverse. As with velocity, you can use a
controller to crossfade between two zones by setting the scaling for one zone positive and the
other negative. Maximum scale values are +300% and -300%.
Add
This adds or subtracts a constant to the controller, and at the same time sets minimum or
maximum values (there’s no need for separate Max and Min parameters). If Add is 25, the
minimum value of the controller will be 25. If it is -25 (and scale is 100%) the first one-fifth of the
controller’s movement (25/127 Ý 1/5) will send value of 0, and the maximum value of the
controller will be 102 (= 127-25). As with velocity, Scale is a proportional change to the controller,
while Offset is a linear change. The values for Offset range from -128 to 127.
Curv
This lets you taper the controller response. The default setting is Linear, which means that the
response follows a straight line as you move the controller.
Setting Curv to Expand produces a curve that is less steep than the linear curve at keystrike
velocities below 64, and steeper than the linear curve at keystrike velocities above 64. In other
words, when you’re playing softly, you’ll notice velocity differences less than with a linear curve,
while when you’re playing hard, you’ll notice velocity differences more.
Setting Curv to Compress produces a velocity curve that is the opposite of the expanded curve—
that is, you’ll notice velocity differences more when you’re playing softly than when you’re
playing hard.
You can also create “reverse” versions of the three described curves. First, select your desired
curve. Then set the Scale parameter to -100%, and set the Add parameter to 127. This makes the
selected controller send a value of 127 when all the way down and a value of 0 when all the way
up.
To get an idea of how these curves affect controller response, refer to the Velocity Curve charts,
which begin on page 7-11.
7-29
Setup Mode
Controllers
Entry (Ent) and Exit Values
Entry value allows you to specify an initial value for a controller in a Setup that will be sent
whenever you select that Setup. For example, if you want to make sure that all of the modulation
for the Program in a Zone is turned off when you select a Setup, use the Setup Editor to assign a
physical controller to a destination of MIDI 01 (MWheel) and set Entry Value to 0. (The Mod
Wheel is usually assigned to destination MIDI 01 MWheel, which is used to control a modulation
parameter for most Programs.)
Entry values ignore the current position of the physical controller when the setup is selected. By
default, once the Setup is loaded and the entry values have been sent, moving a controller will
instantly send new controller values. This can cause a jump in values if the controller happens to
be set to a value far from its entry value. To avoid these jumps, change the SetupCtls parameter in
Master Mode to PassEntry (see Setup Controllers (SetupCtls) on page 11-2 for details.) With
SetupCtls set to PassEntry, moving the controller will have no effect until it moves past its entry
value. In this case, continuing the modulation example above, moving the assigned controller
won’t turn on any modulation until it’s pushed all the way down (passing entry value 0,) and
then up again.
An entry value of None is quite different from a value of 0. None means that there will be no
initial controller command when the setup is selected, and any subsequent movement of the
physical controller will be effective.
Exit Value tells the PC3A to send a value for that controller whenever you leave the setup, either
by selecting another setup or by selecting a different mode altogether. It can be very useful when
a controller is doing something to the sound, and you don’t want that effect to continue after you
leave the setup. For example, if you want to make sure a zone’s pitch returns to normal whenever
you leave a setup, you would set Exit Value to 64 for any controller whose Destination parameter
is set to PitchUp. Again, None means no command is sent.
Note: Programs can also be saved with controller entry values (on the Program Editor
CONTROLLERS page.) When a Setup is loaded, entry values for the Programs in the Setup are
sent first, followed by the entry values for the Setup. Because of this, if a Setup and a Program
used by a Setup have entry values set for the same controller, the entry value for the Setup will be
used. If a Program used by a Setup has an entry value set for a controller, but the Setup has an
entry value of None for the same controller, the entry value from the Program is used.
Switch Controller Parameters
Switch (physical) controllers have only two states: on and off. The PC3A switch controllers are:
• Panel Switches Arp and SW
• Footswitch Pedals 1, 2, and 3
• Programmable Switches 1–8 (Program Select buttons 1–8)
Keep in mind the following two things when working with the PC3A’s switches. First, in Setup
Mode the Bank buttons above the sliders are dedicated to zone status and muting, and are not
assignable controllers. (If the setup contains a KB3 Program, the Bank buttons can be used to control
KB3 functions, see Mutes on page 7-66 for details.) Second, in Program mode, the Program Select
buttons function as program select buttons if none of them are assigned to a destination in the
control setup (see Control Setup on page 6-9 for details.) If at least one Programmable Switch is
assigned in the control setup, then the assigned Program Select buttons act as assigned, but none
of the buttons function as program select buttons.
7-30
Setup Mode
Controllers
Switch Type (Type)
The parameters for switch controllers are slightly different from those for continuous controllers.
The first parameter is Type. The choices available are Momentary in which a switch’s action lasts
only as long as you are pushing it, and Toggle, in which the switch’s action lasts until you press it
again.
Momentary mode is used for functions like sustain or portamento, while Toggle mode is used for
functions such as arpeggiator on/off. The buttons show which mode they are in by the behavior
of their lights: if a button is in Momentary mode, its light glows only as long as you are holding it,
while if it is in Toggle mode, the light stays on until you press it again. Bear in mind that button
assignments are independent per zone, and since there’s just a single light per button, the light
shows the state of the button only for the current zone. When you press the button, however, it
executes its assignments for all zones that use that button.
On Control (OnControl)
OnControl determines what MIDI Controller or other message will be sent when the switch is
on—that is, either pressed and held or toggled from the off position. The list of available
controllers on page 7-21 is the same as for the continuous controllers, and can be accessed the
same way.
Off Control (OffControl)
OffControl determines what MIDI Controller or other message will be sent when the switch is
off—that is, either unpressed or toggled from the on position. The list of available controllers on
page 7-21 is the same as for the continuous controllers, and can be accessed the same way.
OnValue
OnValue sets the value of the Controller when the switch is on. In the case of conventionally
switched functions, such as sustain, the OnValue will be 127. (For example, the default for
Footswitch 1 is Controller 64 — Sustain — with an On Value of 127.) However, you might want
to use a button or pedal as a “soft” switch, in which case you might set OnControl to 7 (Volume)
and OnValue to 50, and OffControl to 7 and OffValue to 127. OnControl and OffControl can also
both be set to Off, so that turning on the switch has no effect at all in this zone. This can be useful
when you are using one switch for multiple functions in different zones.
OffValue
OffValue is the value of the Controller when the switch is off. The default value is 0. You might
want to change this, as in the “soft switch” example above: in order to bring the zone up to full
volume when you release the pedal, set OffValue to 127.
Entry (Ent) and Exit States
Entry State determines whether an initial setting for the switch will be sent when the setup is
selected. There are three choices: None (no change), Off (the Off value), and On (the On value).
With a Panel Switch button, if the Entry State is On, the button will light as soon as you select the
setup.
Exit State similarly determines whether a setting for the switch will be sent when you leave the
setup, either for another setup or for Program mode. The same three choices (On, Off, and None)
are available. This is very useful for turning off sustains when changing setups.
7-31
Setup Mode
The WHEEL Page
The WHEEL Page
The two wheels are typical of what is found on many keyboards. The left one is normally used for
pitch bend and springs back to center, while the right wheel is normally used as a standard Mod
Wheel. On the Wheel page in the Setup editor, the pitch wheel has two parameters—one for
pushing the pitch wheel up and one for pushing it down—whereas the mod wheel has one.
The WHEEL page parameters are described in Continuous Controller Parameters on page 7-29.
7-32
Parameter
Range of Values
Default
Destination (PWUp)
Control Destination List
PitchUp
Destination (PWDn)
Control Destination List
PitchDwn
Destination (MWhl)
Control Destination List
MWheel
Scale
± 300%
100%
Add
-128 to 127
0
Curve
Linear, Compress, Expand
Linear
Entry Value
None, 0 to 127
None
Exit Value
None, 0 to 127
None
Setup Mode
The SLIDER and SLID2 Pages
The SLIDER and SLID2 Pages
You can assign each of the PC3A’s nine programmable sliders to a destination on each of the 16
zones. Or, you can assign any combination of sliders to the same zone, allowing you tremendous
flexibility. For example, you can assign Sliders A and B to modulate pitch and volume on Zone 1,
then assign Slider C to control panning on Zones 2, 3, and 10.
The SLIDER soft button gives you access to Sliders A–E. Press the SLID2 soft button to program
Sliders F–I. The SLIDER page parameters are described in Continuous Controller Parameters on
page 7-29.
Parameter
Range of Values
Default
Destination (Slider A)
Control Destination List
Data
Destination (Slider B)
Control Destination List
MIDI 13
Destination (Slider C)
Control Destination List
MIDI 22
Destination (Slider D)
Control Destination List
MIDI 23
Destination (Slider E)
Control Destination List
MIDI 24
Destination (Slider F)
Control Destination List
MIDI 25
Destination (Slider G)
Control Destination List
MIDI 26
Destination (Slider H)
Control Destination List
MIDI 27
Destination (Slider I)
Control Destination List
MIDI 28
Scale
±300%
100%
Add
-128 to +127
0
Curve
Linear, Compress, Expand
Linear
Entry Value
None, 0 to 127
None
Exit Value
None, 0 to 127
None
7-33
Setup Mode
The Continuous Control Pedal (CPEDAL) Page
The Continuous Control Pedal (CPEDAL) Page
If you look at the back of the instrument, you will see that there are two jacks for plugging in two
CC (Continuous Control) pedals and a jack labeled Breath Controller. Like the nine
programmable sliders, you can assign these controllers on each of the 16 zones, or you can assign
any combination of these controllers to the same zone.
The CPEDAL page parameters are described in Continuous Controller Parameters on page 7-29.
7-34
Parameter
Range of Values
Default
Destination (CPed1)
Control Destination List
Express
Destination (CPed2)
Control Destination List
Foot
Destination (Breath)
Control Destination List
Breath
Scale
± 300%
100%
Add
-128 to +127
0
Curve
Linear, Compress, Expand
Linear
Entry Value
None, 0 to 127
None
Exit Value
None, 0 to 127
None
Setup Mode
The Pressure (PRESS) Page
The Pressure (PRESS) Page
The PC3A features mono pressure, commonly called aftertouch on other keyboards.
A word about pressure: Key Range in a zone does not define which notes will generate pressure
in that zone. If pressure is enabled in a zone, playing with aftertouch anywhere on the keyboard
will produce data. For example, if Zone 1’s Key Range is C3–C5 and you play C2 and push down
on the note, pressure messages will be sent from Zone 1. As with any other physical controller,
however, you can disable pressure in any zone, or scale it or offset it differently in the various
zones. It might help to think of pressure as an extra wheel—wheels operate in a zone regardless
of Key Range, and so does pressure.
The PRESS page parameters are described in Continuous Controller Parameters on page 7-29.
Note: MIDI pressure generated on the PC3A keyboard is first affected by any Pressure Scale, Offset, and
Curve settings made on each zone’s PRESSURE page. The resulting pressure values are then affected by
any Press Map settings made on the Master Mode MAPS page (see page 11-7.) Also, MIDI pressure
messages sent to the USB or MIDI out port are first affected as explained above, and then affected by
settings on the MIDI mode Transmit page (see page 10-1.) On each of the pages mentioned above, look at
the MIDI signal flow chart to see which pressure maps can affect your velocities depending on which MIDI
Sources, MIDI Destinations and operating mode that you are using.
Parameter
Range of Values
Default
Destination
Control Destination List
MPress
Scale
± 300%
100%
Add
-128 to +127
0
Curve
Linear, Compress, Expand
Linear
Entry Value
None, 0 to 127
None
Exit Value
None, 0 to 127
None
7-35
Setup Mode
The Footswitch Pages (FT SW1, FT SW2, FT SW3)
The Footswitch Pages (FT SW1, FT SW2, FT SW3)
On the back of the instrument, there are three jacks for Footswitch pedals.
There are three Footswitch pages, one for each Footswitch. The range of values for their
respective Destination parameters is the Control Destination list.
The FT SW page parameters are described in Switch Controller Parameters on page 7-30.
Parameter
Range of Values
Default
Type
Momentary, Toggle
Momentary
Ft Sw1: Sustain
On Control
Control Destination List
Ft Sw2: Sostenut
Ft Sw3: Soft
On Value
None, 0 to 127
127
Ft Sw1: Sustain
Off Control
Control Destination List
Ft Sw2: Sostenut
Ft Sw3: Soft
7-36
Off Value
None, 0 to 127
0
Entry State
None, Off, On
None
Exit State
None, Off, On
None
Setup Mode
The Arpeggiator Switch (ARP SW) Page
The Arpeggiator Switch (ARP SW) Page
The PC3A keyboard offers two Panel switches, located above the pitch and mod wheels. The left
switch is the Arp (short for “arpeggiator”) button. By default, the Arp switch functions as the
arpeggiator switch, and toggles on and off the PC3A arpeggiator, but you can assign this switch
to any Controller.
See The ARPEGGIATOR Page on page 7-42 for information on how to configure the PC3A’s
arpeggiator.
The ARP SW page parameters are described in Switch Controller Parameters on page 7-30.
Parameter
Range of Values
Default
Type
Momentary, Toggled
Toggled
On Control
Control Destination List
ArpOn
On Value
None, 0 to 127
127
Off Control
Control Destination List
ArpOff
Off Value
None, 0 to 127
0
Entry Value
None, Off, On
None
Exit Value
None, Off, On
None
7-37
Setup Mode
The SWITCH Page
The SWITCH Page
The right Panel switch is the SW button, located above the Modwheel. By default, this switch is
assigned to MIDI29, but you can assign this switch to any MIDI Controller.
The SWITCH page parameters are described in Switch Controller Parameters on page 7-30.
7-38
Parameter
Range of Values
Default
Type
Momentary, Toggled
Toggled
On Control
Control Destination List
MIDI29
On Value
None, 0 to 127
127
Off Control
Control Destination List
MIDI29
Off Value
None, 0 to 127
0
Entry Value
None, Off, On
None
Exit Value
None, Off, On
None
Setup Mode
The RIBBON Page
The RIBBON Page
Parameter
Range of Values
Default
Destination
Control Destination List
MIDI21
Scale
± 300%
100%
Add
-128 to +127
0
Curve
Linear, Compress, Expand
Linear
Entry Value
None, 0 to 127
None
Exit Value
None, 0 to 127
None
The RIBBON page lets you define the controller assignment for the PC3A’s optional ribbon
controller. The Ribbon controller senses movement when you press on it and move your finger
left or right; this creates numerous possibilities for controlling pitch, volume, panning, crossfades
between zones, or any other uses you might imagine.
In Program mode the ribbon controls an octave of pitch bend by default. This is because when
using the default Control Setup 126 Internal Voices, the ribbon is set to the destination MIDI21,
which controls Aux Bend 1 (see Aux Bend 1 Up and Aux Bend 1 Down on page 7-19 for details.) See
page 6-9 for more about the Control Setup.
The optional Ribbon controller can be used as a single long controller, or it can be divided into
three separate sections, each with its own controller assignments (this is done on the RIBCFG
page, see below). The two small arrows above the strip indicate the boundaries of the three
sections. The large arrow above the ribbon points to the center of the ribbon, for when the ribbon
is configured in one section.
Note that there are three assignable parameter groups on the RIBBON page. When the Ribbon is
set to act as a single section controller, the only parameters that affect its behavior are those of
Section 1 (Sect1). When the Ribbon is set to act as a three-section controller, each parameter group
affects only its respective Ribbon section.
To modify other ribbon parameters, go to the The Ribbon Configuration (RIBCFG) Page (see The
Ribbon Configuration (RIBCFG) Page below for details.)
The RIBBON page parameters are described in Continuous Controller Parameters on page 7-29.
Note: When used as a one section controller, the ribbon sends two MIDI CC numbers (MSB and LSB in
the MIDI spec,) giving the ribbon a resolution of 768 steps, instead of the 128 steps that one MIDI CC
provides. This allows the ribbon to have finer control of a parameter compared to other continuous
controllers. To take advantage of this, assign the destination for Sect1 to a CC number between 0 and 31,
and the ribbon will additionally send to a destination 32 higher than the set destination. For example,
MIDI22 would also send to the destination MIDI54. In this case, if you set a Program parameter source
7-39
Setup Mode
The Ribbon Configuration (RIBCFG) Page
field to MIDI22, the parameter will automatically also use MIDI54 as a source, enabling the 768 step
resolution when using the one section ribbon. The additional source that is automatically used will not be
seen in the Program Editor (this happens behind the scenes,) but both CC numbers will be sent to the MIDI
Out and USB port. (Also note, MIDI32 through MIDI63 are not available in the Program parameter
source fields, as they are reserved for using CC numbers 0-31 as described above.) When the ribbon is used
as a one section controller, if a MIDI CC above 63 is used as the destination for Sect1, only one CC number
will be sent and the ribbon will have a resolution of 128 steps. When the ribbon is used as a three section
controller, each section will only send one CC number and each section will have a resolution of 128 steps.
The Ribbon Configuration (RIBCFG) Page
Once you’ve selected a destination for the optional Ribbon controller, you can use the parameters
on the RIBCFG page to define how the ribbons respond to finger position and pressure.
Parameter
Range of Values
Default
Ribbon Configuration
One Section, Three Sections
One Section
Position Mode
Relative, Absolute
Relative
Spring
On, Off
On
Center
0 to 127
64
Ribbon Configuration
You can use the Ribbon as one controller, or divide it up into three smaller sections, each with its
own controller assignments. Choose a value of One Section or Three Sections for the Ribbon
Configuration parameter. With Three Sections chosen, the page changes such that you can
adjust the parameters of each section:
7-40
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Position Mode (PosMode)
When you touch the Ribbon, the PC3A responds in one of two ways, depending on the setting of
the PosMode parameter. Relative means that wherever you touch the Ribbon becomes the “zero
point” for whatever the Ribbon is controlling; you won’t notice any change in the sound until
you slide your finger. Relative mode tends to be the most natural for performance—just wiggle
your finger anywhere on the Ribbon to get vibrato in many factory programs and setups. You get
the same effect no matter where you do the wiggling.
Absolute means that the zero point for the Ribbon is always at exactly the same physical location
on the ribbon. By default this is the center of the Ribbon, although you can use the Center
parameter to put the zero point elsewhere. In Absolute mode, just touching the Ribbon affects the
sound (unless you touch it at exactly the zero point). Every movement you make along the
Ribbon sends control values based on how far you are from the zero point.
Spring
When Spring is On, the Controller to which you’ve assigned the Ribbon “springs” back to its
zero point automatically when you lift your finger off the ribbon. This is generally the behavior
you want.
When Spring is Off, the Controller to which you’ve assigned the Ribbon sticks at its current value
when you lift your finger off the Ribbon. While this can be useful, you should be careful with it.
When Spring is Off, if the Ribbon is doing something when you exit the setup, it’ll continue
doing that when you return to the setup. This can be good or bad. If you want to set Spring to Off
in a setup, but want to be sure of the initial sound of the setup, go to the RIBBON page in the
setup, and for each Ribbon for which you’ve set Spring to Off, set the entry value (Ent) parameter
to a value of 0 (or whatever you like).
Center
This defines the zero point for the Ribbon (or for each section on the Ribbon)—the point at which
the Controller to which the Ribbon is assigned has no effect on the sound. You can choose any
point between 0 and 127. A value of 64 puts the zero point in the physical center of the Ribbon.
Values of 0 and 127 place the zero point at the section’s extreme left and extreme right. Note that
setting the Spring parameter to Off disables the Center parameter for that ribbon.
The value you choose for this parameter can have considerable effect. In many factory setups, for
example, the Ribbon affects pitch. In these setups, changing the value of the Center parameter
would transpose the setup.
7-41
Setup Mode
The Ribbon Configuration (RIBCFG) Page
The ARPEGGIATOR & ARPEGGIATOR 2 (ARP1, ARP2)
Pages
Each zone in a setup has its own Arpeggiator. When activated, each Arpeggiator takes MIDI note
input from the PC3A keyboard (or via MIDI) and outputs a rhythmic pattern of MIDI notes. You
can control the speed and nature of the pattern in real time. Each Arpeggiator can affect both the
PC3A and external MIDI instruments. The notes produced by the Arpeggiator in a given zone go
to all of that zone’s destinations: local, MIDI, or both. You can also set one zone’s arpeggiator to
override arpeggiators on other zones using the Arpeggiator Global (ArpGlobal) parameter on Setup
Mode’s COMMON page.
The concept behind the PC3A’s Arpeggiators is fairly simple, although the options are extensive.
You might think of each Arpeggiator as a “note processor,” generating complex output from
relatively modest input. You can select any number of notes for the input, and tell the
Arpeggiator to recognize and remember them. This is called “latching” the notes. The
Arpeggiator then processes them by playing them repeatedly, and/or transposing them up and
down the keyboard. You have control over several processing parameters: velocity, order,
duration, transposition, orchestration, whether the notes are played simultaneously, and
whether the intervals between notes are filled chromatically. You can also tell the Arpeggiator
how to deal with new information coming from the keyboard when the Arpeggiator is already
processing notes.
The arpeggiator also includes step sequencers for note and velocity shifting, allowing you to
more precisely control how your MIDI note input is processed. Set the arpeggiator parameters on
the ARPEGGIATOR and ARPEGGIATOR2 pages:
The ARPEGGIATOR Page
Note: In Program Mode, simultaneously press the Arp and SW buttons (above the Wheels) to view the
Arpeggiator page for the Contol Setup, which controls arpeggiator settings in Program Mode (see Control
Setup on page 6-9 for details.)
7-42
Parameter
Range of Values
Default
Active
On/Off
Off
Beats
1/1 (Whole Notes) to 1/384 (96 notes per
beat)
1/16 (16th Notes)
Play Order
Played, Upwards, Downwards, UpDown,
UpDown Repeat, Random, Shuffle,
Walking, Simultaneous
Played
Duration
1% to 100%
100%
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Parameter
Range of Values
Default
Velocity
First, Played, Last, Aftertouch, MIDI 109,
Fixed, Pattern (1-74 factory patterns,
user created patterns,) Human1-4,
Chimp1-4, MissNotes1-9
Played
ShiftAmount
± 88 Semitones
0
ShiftLimit
0-60
24
Limit Option
Stop, Reset, Unipolar, Bipolar, Float Res,
Float Uni, Float Bip
Unipolar
ShftPattrn (Shift Pattern)
Off, (1-69 factory patterns, user created
patterns)
Off
Active
The first parameter on the Arpeggiator menu is Active, which specifies whether or not the
Arpeggiator is on for the current zone. This parameter can be switched from the ARPEGGIATOR
page, or for real-time control, it can be switched on using Controller number 147 (ArpOn) and
switched off using Controller number 148 (ArpOff); these Controllers can, of course, be assigned
as the destination of a PC3A physical controller.
Turning Active on affects zones whose ZoneArpeg values are also set to On. By setting the
ZoneArpeg parameter (on the CH/PRG page) to Off or On in the individual zones of a setup,
you can choose which zones will be controlled by the Arpeggiator when it is on.
Beats
The Beats parameter sets the number of notes per beat. The tempo is based on quarter notes.
Therefore, if you set it to 1/4, you will get one note per beat of the clock. At 1/16, you will get
4 notes per beat, and so forth. You can go all the way to 96 notes per beat (1/384), but at most
tempos, divisions smaller than 1/64 will sound pretty much the same. To find a Beats value,
multiply the notes you want per beat by 4. For example, 4 notes per beat (16th notes) would be
4*4=16, a Beats value of 1/16. Three notes per beat (8th note triplets) would be 3*4=12, a Beats
value of 1/12. Six notes per beat (16th note triplets) would be 6*4=24, a Beats value of 1/24. Note
that when recording arpeggiations to a PC3A MIDI track, you must turn on real-time
quantization and set it to the same Grid value in order for the selected Beats value to sync
properly with the tempo grid (see Important Note About External Sequencers: and Grid on page
12-17.)
Play Order
This parameter determines the order in which the PC3A plays arpeggiated notes. Played causes
them to play back in the chronological order in which you played and latched them. Upwards
means that notes play in ascending pitch order, regardless of their chronological order.
Downwards means descending pitch order. UpDown causes notes to play from lowest pitch to
highest, then from highest pitch to lowest, repeating the cycle until you stop the arpeggiation.
The notes at the very top and very bottom only play once. UpDown Repeat is similar to
UpDown, except that the notes at the top and bottom play twice (repeat) when the Arpeggiator
reverses direction.
Random plays the currently latched notes in completely random order. Shuffle plays them at
random, but keeps track of the notes so that no note repeats until all of the others have played.
Walk is a “random walk” order: each successive note is either the next or previous note (in
chronological order). For example, suppose you’ve latched four notes—G 4, B 4, D 5, and F 5—in
7-43
Setup Mode
The Ribbon Configuration (RIBCFG) Page
that order. The first note the Arpeggiator plays is the G 4. The second note will be either B 4 (the
next note chronologically), or F 5 (the “previous” note chronologically—that is, the last latched
note). If the second note is B 4, the third note will be either D 5 or G 4. If the second note is F 5, the
third note will be either G 4 or D 5.
Simultaneous makes the Arpeggiator latch each note you play and repeat it in time with the
Tempo value, sort of like a digital delay with no decay. If you play a C and hold it while you play
an E and a G, the Arpeggiator will play all three notes at the same time and at the same tempo.
Simultaneous also works well with Shift and Limit, allowing you to shift multiple notes
simultaneously.
Duration
Duration determines how long each arpeggiated note plays. 100% means that a note sustains
until the next one sounds—very legato. 50% means that the note fills half the space between itself
and the next note. The lowest value is 1%—stacattissimo. This parameter has no effect on
percussion sounds or other sounds whose duration is fixed.
Velocity
Velocity sets the attack velocity of the played notes. With Velocity set to First, all notes play at the
velocity of the first played note. With Velocity set to Played, each note repeats with the same
velocity you played it at. With Velocity set to Last, all notes play at the velocity of the most
recently played note. With Velocity set to Aftertouch, the velocities are controlled by keyboard
pressure: as you hold and push down on any key, the velocities get higher, and as you ease up
they get lower.
With Velocity set to MIDI 109, MIDI controller 109 continually sets the arpeggiator velocity. This
works well when MIDI controller 109 is set to a knob or expression pedal.
With Velocity set to Fixed, all notes play with the same velocity. The default Fixed velocity is 100.
Like MIDI 109, You can control this velocity amount in real-time by assigning a controller to
VelFixed, controller destination number is 175. Input from any physical controller assigned to
send VelFixed (or any entry value for a controller assigned to send VelFixed) overrides the
programmed value of the Velocity parameter, disabling it until you select a different setup (or in
Program mode, until you select a different control setup on the MIDI‑mode TRANSMIT page).
Pattern engages a step sequencer for arpeggiator velocity patterns, which shifts the velocity of
each arpeggiated note according to a sequenced pattern. There are 74 pre programed velocity
patterns that you can choose from the VelPatt field, some of which create rhythms by using
velocity values of -127 or “none” to leave rests in the arpeggiation. The sequencer uses the
velocity received from the first note played as the center position to shift velocities up or down
from. If no other keys are playing, patterns will start over each time a key is pressed (there are some
exceptions to this when using ARPEGGIATOR Latch parameters other than “Keys,” though a newly
triggered pattern will always start at step 1.) When triggering velocity patterns from more than one
key at a time, each consecutive step of the pattern shifts the velocity from a different inputted key,
the order of which is decided by the order parameter on the ARPEGGIATOR page.
Note: For patterns with negative velocity values, if the velocity of the first played note is low enough that a
pattern step could result in a velocity of zero, some notes may have a velocity of zero and therefore produce
no sound.
You can edit the included patterns by pressing “Edit” with a pattern highlighted in the VelPatt
field (see edit screen below.) The top line of the “EditVelocityPatt” page displays the pattern’s name
and total number of steps. This page also shows the full name for a pattern whose name does not
fit on the ARPEGGIATOR page. Each pattern can have up to 48 steps, and each step can shift
velocities by ± 127 steps. You can insert a step with a value of “none” by entering -127 and then
shifting down one more step. A step with the value “none” causes the arpeggiator to play
nothing for that step, allowing you to create rhythmic patterns by using “none” to leave spaces.
Pressing Step- removes the last step in the list, pressing Step+ inserts a new velocity step at the
7-44
Setup Mode
The Ribbon Configuration (RIBCFG) Page
end of the list (the pattern editor remembers the values of removed steps until you save or exit.)
Use the cursor to move between pattern steps, use the alpha wheel, alphanumeric pad, or plus/
minus buttons to enter the velocity shift amount for each step. Press More to see a second page
for patterns with more than 24 steps.
Press Delete to delete the pattern from memory. Press Rename to rename the pattern and save.
Pressing Save gives you the option to save the pattern or rename and save. To create a new
VelPatt, edit an existing pattern and choose Rename when saving. Press Exit to return to the
ARPEGGIATOR page. When exiting the editor, it will automatically give you the option to save
the pattern if changes have been made. For more detailed instructions on these functions, see
Saving and Naming on page 5-3.
The Human1 through Human4 settings randomly change played note velocity within a range in
order to make arpeggiation sound more human like, with each note varying slightly in velocity.
The Human settings use the velocity received from the first note played as the center of the
randomization range. Each note of the arpeggiator will randomly choose a velocity within the
given range. (See the table below for velocity ranges.)
The Chimp1 through Chimp4 settings function in a similar fashion to the Human settings (see
above.) Like the Human settings, the Chimp settings randomly change played note velocity
within a range, but the Chimp settings have larger randomization ranges. The Chimp settings
use the velocity received from the first note played as the center of the randomization range. Each
note of the arpeggiator will randomly choose a velocity within the given range. (See the table below
for velocity ranges.)
Note: For Human and Chimp modes, if the velocity of the first played note is low enough that the selected
randomization range could result in a velocity of zero, some notes may have a velocity of zero and therefore
produce no sound.
Velocity Setting
Velocity Randomization Range
Human1
±3
Human2
±6
Human3
± 10
Human4
± 15
Chimp1
± 25
Chimp2
± 35
Chimp3
± 50
Chimp4
± 64
7-45
Setup Mode
The Ribbon Configuration (RIBCFG) Page
MissNotes1 through MissNotes9 makes the PC3A randomly miss playing a percentage of
inputted notes. See the table below for percentages and their equivalent settings. Each of these
settings also randomly changes some of the inputted velocities in a range of ± 5, with the purpose
of simulating a more human played sound.
Note: Missed Notes are actually output as notes with a velocity of zero.
Velocity Setting
Approximate % of Notes Missed
MissNotes1
% 10
MissNotes2
% 20
MissNotes3
% 30
MissNotes4
% 40
MissNotes5
% 50
MissNotes6
% 60
MissNotes7
% 70
MissNotes8
% 80
MissNotes9
% 90
Shift Amount
You can tell the Arpeggiator to transpose all of the currently latched notes each time it plays
through them. Shift Amount determines how much transposition will occur for each cycle of
notes. For example, if you have latched C4 and F4, and you assign a Shift Amount of 2, the
Arpeggiator will play C4, F4, D4, G4, E4, A4, and so on until it reaches the Limit value. The Shift
Amount values can range from -88 to 88, with 0 (the default) being no transposition.
Shift Limit
Limit determines how far up or down the Arpeggiator shifts from the original note. The
minimum value is 0, and the maximum is 60. When the Arpeggiator reaches the limit, the
Arpeggiator responds according to the setting for the Limit Option parameter.
Limit Option
This parameter determines what the Arpeggiator does when it has shifted the currently latched
notes up (or down) to the shift limit. Stop causes the Arpeggiator to stop when it reaches the shift
limit. Reset causes the Arpeggiator to return to its original pitch and repeat the latched cycle of
notes, transposing each cycle according to the settings for Shift Amount and Shift Limit. If the
limit allows the notes to go out of MIDI range (for example, if you set Shift to 12, set the limit to
60, and play C6), then those “ghost” notes don’t sound, but they take up rhythmic space: the
Arpeggiator waits for the cycle to play itself out before starting over.
7-46
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Unipolar means that after playing up to the shift limit, the Arpeggiator begins shifting notes in
the opposite direction, until it reaches the original pitch, where it reverses again. To determine
the next note when it reaches the shift limit, the Arpeggiator calculates the interval between the
shift limit and what the next note would be if the shift limit weren’t there. It then plays the note
that is the calculated interval lower than the last note before the shift limit. The same thing
happens in reverse when the arpeggiated notes get back down to the original pitch. The
following table makes this easier to visualize by showing the result of arpeggiating one note (C4)
in Unipolar mode, with Shift Amount set to 3 ST and various values for Shift Limit.
Shift Limit
6 ST (F#4)
Resulting Arpeggiation (When LimitOption is Unipolar)
Comment
Up
Down
Up
C4, D#4, F#4,
D#4, C4
D#4, …
Same notes play in both directions
when Shift Limit is a multiple of Shift
Amount
7 ST (G4)
C4, D#4, F#4,
E4, C#4,
D#4, …
Last upward note before shift limit is
F#4, next upward note would be A4,
which is 2 ST from shift limit (G4);
therefore first downward note is E4
(2 ST below last upward note)
8 ST (G#4)
C4, D#4, F#4,
F4, D4,
D#4, …
A4 is 1 ST from shift limit, therefore
first downward note is F4 (1 ST
lower than last upward note)
9 ST (A4)
C4, D#4, F#4, A4
F#4, D#4, C4,
D#4, …
All symmetrical again; now A4 is
within shift limit
10 ST (A#4)
C4, D#4, F#4, A4,
G4, E4, C#4,
D#4, …
Next upward note would be C5,
which is 2 ST from shift limit
11 ST (B4)
C4, D#4, F#4, A4,
G#4, F4, D4,
D#4, …
C5 is 1 ST from shift limit
12 ST (C5)
C4, D#4, F#4, A4, C5,
A4, F#4, D#4, C4,
D#4, …
Symmetrical again, including C5
Bipolar starts out the same way as Unipolar, but during downward note shifting, it continues
past the original pitch until it hits the shift limit in the opposite direction, where it reverses again.
Float Res adds a bit of apparent randomness to the process. “Float” means that when the
Arpeggiator reaches the shift limit, it resets—but not to its original pitch as with plain Reset. Like
Unipolar and Bipolar, it looks at the first note that would exceed the shift limit, and calculates the
interval between that note and the shift limit. It then restarts the cycle of latched notes,
transposing the entire cycle by the interval it just calculated, then shifting each subsequent cycle
by the value of Shift Amount, until it reaches the shift limit again.
Here’s a very simple example. Suppose that the only note in the Arpeggiator cycle is C4, Shift
Amount is 4 (a third), and Shift Limit is 7 (so notes won’t get shifted above G4). The Arpeggiator
plays C4, then E4. The next note should be G#4, but that’s above the shift limit—so the PC3A
calculates the difference between that G#4 and the shift limit (G4): one semitone. It adds that
difference to the original starting note (C4) and plays that note next—C#4. The next note (F4) is
within the shift limit, but the next note (A4) isn’t, so it gets translated into D4—and so on.
Float Uni uses the same concept and applies it to Unipolar mode: when the Arpeggiator reaches
the shift limit, it calculates the difference between the next note and the limit, and transposes the
next cycle of notes down by that interval, then shifts each subsequent cycle down until it reaches
the original pitch. Float Bip is similar to Float Uni, but the downward shift limit isn’t the original
pitch, it’s the negative of the Shift Limit value.
7-47
Setup Mode
The Ribbon Configuration (RIBCFG) Page
The Arpeggiator can be a lot of fun, even if you don’t always understand exactly what it’s doing.
Keep in mind that the stranger the algorithm you set up, the more unlikely the notes will stay
close to one key, so if you want to create something that’s going to sound at all diatonic, keep it
simple.
Shift Pattern (ShiftPatt)
ShiftPatt engages a step sequencer for arpeggiator note patterns. The inputted note number of
each played key is shifted according to a sequenced pattern, thus “Shift Pattern.” The PC3A has
pre programed shift patterns including many useful chords, intervals, and rhythms. You can also
create your own custom shift patterns (see below for details.) Each pattern can have up to 48
steps, and each step can shift notes by ± 127 half-steps or play nothing. Steps are played back at
the rate set for Beats on the ARPEGGIATOR page. Keep in mind that Shift Patterns are effected
by every parameter on the ARPEGGIATOR page, which can be the cause of unexpected
variation, or a way to add interesting variation to a pattern.
Shift Patterns are most easily used and understood when triggered by only one key at a time.
One way to prevent triggering from multiple keys is to use one of the Latch types 1NoteAuto,
1NoteAutoLow, or 1NoteAutoHi when using a shift pattern (see Latch on page 7-50, below.)
Triggering shift patterns from one key allows the pre programed patterns to sound like what you
would expect from their names. If no other keys are playing, patterns will start over each time a
key is pressed (there are some exceptions to this when using ARPEGGIATOR Latch parameters other
than “Keys,” though a newly triggered pattern will always start at step 1.) When triggering Shift
Patterns from more than one key at a time, each consecutive step of the pattern shifts the note
from a different inputted key, the order of which is decided by the order parameter on the
ARPEGGIATOR page. This means that each key will not be shifted by every step of the pattern,
causing you to only hear part of the pattern from each key, often making the pattern
unrecognizable. Though triggering a Shift pattern from multiple keys can be used creatively, it
can also make it hard to predict what the output will be.
You can edit the included patterns by pressing “Edit” with a pattern highlighted in the ShiftPatt
field (see edit screen below.) The top line of the “EditShiftPatt” page shows the full name for a
pattern whose name does not fit on the ARPEGGIATOR page. This page also displays the
pattern’s total number of steps, as well as pattern direction. Pressing Step- removes the last step
in the list, pressing Step+ inserts a new note step at the end of the list (the pattern editor
remembers the values of removed steps until you save or exit.) Use the cursor to move between
pattern steps, use the alpha wheel, alphanumeric pad, or plus/minus buttons to enter the note
shift amount for each step. Press More to see a second page for patterns with more than 24 steps.
You can insert a step with a value of “none” by entering -127 and then shifting down one more
step. A step with the value “none” causes the arpeggiator to play nothing for that step, allowing
you to create rhythmic patterns by using “none” to leave spaces. When the arpeggiator
determines the range of pattern notes played with the Limit parameter (see below,) steps with a
value of “none” will be calculated as a step value of 0.
Use the chan up/down buttons to change the direction in which pattern steps are played
(indicated by Up, Down, or Flat on the right of the top line.) With pattern direction set to Up, the
pattern plays as expected, starting at step one and moving up through each step towards step 48.
With pattern direction set to Down, the pattern starts at step one, but then moves to the last step
and continues to move backwards through the steps down towards step 1. Additionally, patterns
set to Down base all notes after step one in the octave below the first note played. These settings
are most useful for arpeggiating chord patterns upwards or downwards from the root note.
Patterns set to Flat will not repeat in other octaves like those set to Up or Down (depending on
the Limit parameter.) Patterns set to Flat play without transposition, the Limit parameter will
not transpose the pattern but it can still restrict note range.
7-48
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Press Delete to delete the pattern from memory. Press Rename to rename the pattern and save.
Pressing Save gives you the option to save the pattern or rename and save. To create a new
ShiftPatt, edit an existing pattern and choose Rename when saving. Press Exit to return to the
ARPEGGIATOR page. When exiting the editor, it will automatically give you the option to save
the pattern if changes have been made. For more detailed instructions on these functions, see
Saving and Naming on page 5-3.
The ARPEGGIATOR 2 Page
Parameter
Range of Values
Default
Latch
Keys, Overplay, Arpeg, Add, Auto,
Pedals, Autohold, 1NoteAuto
Keys
Low Key
C -1 to G9
C -1
High Key
C -1 to G9
G9
Glissando
Off, On
Off
SyncTo
First Avail., Riff1-16, Main Seq., Arp1-16,
FirstRiff.Av., FirstArp.Av.,
First Avail.
SyncType
None, DownBeat, AnyBeat,
DownBeatWait, AnyBeatWait
None
Num Beats
1-32
4
7-49
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Latch
Latch determines how the Arpeggiator responds to notes when they are triggered.
Keys means that the Arpeggiator plays only while you are holding one or more keys down (or
note triggers on). As you play different notes, they get added to the Arpeggiator, and as you
release notes, they get taken out. If you play notes faster than the Arpeggiator’s current tempo,
each subsequent note will be added to the arpeggiation at the next division of a beat. This can
cause a lag between the time you play the note and the time you hear it in the arpeggiation.
In the next three modes, the Arpeggiator latches notes only when MIDI Controller 157 (Latch)
sends a value of On (64 or higher). An easy way to experiment with these modes is to assign the
Mod Wheel to send MIDI 157.
In Overplay mode, the Arpeggiator latches any notes that are being held when Latch turns on,
and continues playing them, even after you let them go, until Latch turns off. Any notes that you
play after Latch is already on do not get arpeggiated, even if they’re in the arpeggiation range.
Arpeg is similar: any notes held when Latch goes on are latched and arpeggiated, and keep going
until Latch goes off. Any notes you play outside the arpeggiation range play normally. Notes that
you play inside the arpeggiation range do not play normally; rather, if you hold them on, they
become part of the arpeggiation. They drop out of the arpeggiation as soon as you release them.
Like Overplay and Arpeggiation, Add means that all notes being held when Latch goes on get
latched, and keep playing until Latch goes off (even if you’ve released the notes). Any notes you
play after Latch is already on also get latched.
Auto is independent of Latch; every note you play is automatically latched, and the Arpeggiator
runs as long as you hold at least one arpeggiated note. As long as you keep holding on at least
one note (it doesn’t have to be the same note the whole time), every note you play in the
arpeggiation range gets latched.
Pedals is sort of a combination of Keys, Add, and Overplay modes. It relies on both Latch (MIDI
157) and Latch2 (MIDI 158). If neither latch controller is on, notes will arpeggiate only while you
are holding down keys (similar to Keys mode). If you activate Controller 158, the keys currently
held down will latch, and any additional keys played while Controller 158 is on will also latch
(similar to Add mode). When Controller 158 is off, any keys that are not currently held down will
be removed from the arpeggiation. If you activate Controller 157, keys currently held down will
latch, and any additional keys played while Controller 157 is on will play normally (similar to
Overplay mode). This mode is called Pedals mode because you might want to assign Footswitch
1 to Latch (Controller 157) and Footswitch 2 to Latch2 (Controller 158) to make the pedals
function similarly to sustain and sostenuto pedals. Additionally, you could assign one
Footswitch to SusLatch (Controller 160)—doing this makes the Footswitch act as a sustain pedal
when Arp is off, and as a Latch pedal when Arp is on.
Autohold is similar to Auto. Holding at least one arpeggiated note on and playing other notes
latches those notes. Unlike in Auto mode, if you stop holding at least one arpeggiated note on,
the arpeggiation continues playing (although you can’t latch any more notes). In this case, if you
strike another key within the setup’s arpeggiation range, you start a new arpeggiation sequence.
Autohold is useful for arpeggiating chords: when you play a chord, it gets latched, and continues
arpeggiating after you release the chord. When you play another chord, the previous chord gets
unlatched, and the new one gets latched. You can use the Panic soft button to stop arpeggiation
at any time.
1NoteAuto is similar to Autohold, except only the last note played is latched (even if previously
played notes are still being held.) 1NoteAuto is specifically designed for use with Shift Patterns
(see above,) because Shift Patterns are designed to be played from one note at a time (though you
can use 1NoteAuto without a Shift Pattern as well.) Using 1NoteAuto for zones that use a Shift
Pattern ensures that Shift Patterns will sound correct by only allowing one note at a time to
7-50
Setup Mode
The Ribbon Configuration (RIBCFG) Page
trigger the pattern. You can use the Panic soft button to stop arpeggiation at any time.
1NoteAutoLow and 1NoteAutoHi are also designed for use with Shift Patterns. They work
similarly to 1NoteAuto, except 1NoteAutoLow always latches the lowest note when holding
multiple notes, and 1NoteAutoHi always latches the highest note when holding multiple notes.
You can also use these latch types without a Shift Pattern if desired.
Low Key (LoKey) and High Key (HiKey)
The Arpeggiator processes notes within the range of these parameters. Notes outside the
specified range play normally, and do not become part of the arpeggiation sequence. Set the
LoKey and HiKey parameters using the data entry wheel or buttons.
Glissando
When the Glissando parameter is On, the Arpeggiator chromatically fills between latched notes.
When Glissando is on, the Arpeggiator ignores the Shift Amount, Shift Limit, and Limit Option
parameters.
You must latch at least two notes to get a result. When Glissando is on, all notes played in the
arpeggiation range get latched, although you won’t necessarily get meaningful results from all
latched notes. In general, try to get each subsequent note you latch to be a change in direction.
For example, try latching the following sequence of notes: C4, C5, G4, G5, C5, C6, G4, G5. The
“glissando” changes direction around each change in direction of the latched notes.
SyncTo
The SyncTo parameter determines what an arpeggiator will sync to. An arpeggiator can sync to
another arpeggiator, a riff, or a song playing from Song mode. You can choose a specific
arpeggiator or riff to sync to by setting SyncTo to Arp 1–16 or Riff 1-16, and the current
arpeggiator will always sync to that arpeggiator or riff. For example, if you have an arpeggiator
on a bass sound in zone 1 and an arpeggiator on a lead sound in zone 2, you may always want the
lead arpeggiation in zone 2 to sync to the bass arpeggiation in zone 1. In this case you would set
the SyncTo parameter in zone 2 to Arp 1.
You may want to have a little more freedom and not be tied to the bass arpeggiation in zone 1 as
the main “timekeeper.” Maybe you want to start with the lead arpeggiation in zone 2 and have
the bass arpeggiation in zone 1 start later. In this case you would set the SyncTo parameter for
zone 2 to FirstArp.Av. With this setting, the arpeggiator will look for the first available
arpeggiator to sync to. So if both the bass arpeggiation and the lead arpeggiation have this
parameter set to FirstArp.Av., the arpeggiation that is started first will be the main “timekeeper.”
If the lead arpeggiator starts first, the bass arpeggiator will see that as the first available
arpeggiator to sync to and will do so. If the bass arpeggiator is started first, the lead arpeggiator
will see that as the first available arpeggiator to sync to and will do so. This can be very handy if
you are using multiple arpeggiators and want to do some live improvisation; you can start and
stop different arpeggiators and as long is there is one arpeggiator playing, any arpeggiator with
SyncTo set to FirstArp.Av. will sync back up when triggered again.
You can also choose FirstRiff.Av., which behaves the same way as FirstArp.Av., but makes your
arpeggiator look for the first available riff to sync to. A setting of Main Seq. will sync the
arpeggiator to the song currently loaded in Song mode. You can select a song in Song mode, then
play it from setup mode with the front panel Play/Pause button. (Doing this temporarily replaces
the programs in your setup’s zones with the program used for each channel in the song, so it’s best to make
a setup that uses the same programs as your song on the same MIDI channels. If you plan on syncing riffs
with a song, it may be easier to start by creating a setup, then recording the setup into a song. See
Recording A Setup To Song Mode on page 7-69 for details.) A setting of First Avail. will sync the
arpeggiator to the first available arpeggiator, riff, or song from Song mode.
Note: If you have multiple arpeggiators or riffs already playing when using FirstArp.Av., FirstRiff.Av.,
or First Avail. for the current arpeggiator, the current arpeggiator will sync to the arpeggiator or riff of the
lowest numbered zone that has an arpeggiator or riff playing.
7-51
Setup Mode
The Ribbon Configuration (RIBCFG) Page
SyncType
The SyncType parameter allows you to choose how your arpeggiator will sync to other
arpeggiators, riffs, or a song playing from Song mode.
With SyncType set to None, your arpeggiator will start playing as soon as it is triggered. It will
not sync to anything. With SyncType set to DownBeat, if there is already something playing to
sync to, the current arpeggiator will wait for the downbeat of the next measure before starting;
so, you can trigger the arpeggiator to start ahead of time, and have it start in sync at the downbeat
of the next measure. If Syncing to an arpeggiator, see Num Beats on page 7-53 for details on changing
when an arpeggiator’s downbeat will occur. With SyncType set to AnyBeat, if there is already
something playing to sync to, the arpeggiator will wait only until the next beat. Depending on
when you trigger the arpeggiator, it will sync up, but it may be on an upbeat or a downbeat.
With SyncType set to DownBeatWait, if there is something playing to sync to, the arpeggiator
will wait for the downbeat of the next measure to start. The difference from DownBeat is that if
there is nothing to sync to, the arpeggiator will not start. This can be useful if you want to start
multiple arpeggiators synced to something else. For example, you could have a bass arpeggiator
set to DownBeatWait, for instance, and trigger the arpeggiator while no other arpeggiators are
running. As soon as you start something else to sync to, the bass arpeggiator will start playing as
well (provided that it is set to sync to something else or the first available.) If something to sync to
is already running, DownBeatWait behaves just like DownBeat.
With SyncType set to AnyBeatWait, if there is something playing to sync to, the arpeggiator will
wait for the next beat to start. The difference from AnyBeat is that if there is nothing to sync to,
this arpeggiator will not start. This can be useful if you want to start multiple arpeggiators
synced to something else. You could have a bass arpeggiator set to AnyBeatWait, for instance,
and trigger the arpeggiator while no other arpeggiators are running. As soon as you start
something to sync to, the bass arpeggiator will start playing as well (provided that it is set to sync
to something else or the first available). If another arpeggiator is already running, AnyBeatWait
behaves just like AnyBeat.
With SyncType set to Loop, if there is already a riff or song playing to sync to, the current
arpeggiator will wait for the playing riff or song to restart its loop (if it is looped) before starting
(see Loop on page 7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This way you
can trigger the arpeggiator to start ahead of time, and have it start in sync at the start of the
playing riff or song’s loop (provided that it is set to sync to a riff, song, or the first available).
With SyncType set to Stop, if there is already something playing to sync to, the current
arpeggiator will wait for what is playing to stop before starting. This way you can trigger the
arpeggiator to start ahead of time, and have it start in sync at the release (stopping) of the riff,
arpeggiator, or song that you are syncing to.
With SyncType set to StartWait, if there is nothing playing to sync to, the current arpeggiator will
wait for something it can sync to to begin playing first before starting. This is similar to
DownBeatWait, but it will only trigger the arpeggiator the first time that whatever it is syncing to
starts. This way you can trigger the arpeggiator to start ahead of time, and have it start in sync at
the start of the riff, arpeggiator, or song that you are syncing to. If you stop the arpeggiator and
try to start it again while the thing you are syncing to is already playing, StartWait will not start
the arpeggiator.
With SyncType set to LoopWait, if there is already a riff or song playing to sync to, the current
arpeggiator will wait for the playing riff or song to restart its loop (if it is looped) before starting
(see Loop on page 7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This way you
can trigger the arpeggiator to start ahead of time, and have it start in sync at the start of the
playing riff or song’s loop. The difference from Loop is that if there is nothing playing to sync to,
the arpeggiator will not start. If the riff or song that you are syncing to is already running,
LoopWait behaves just like Loop.
7-52
Setup Mode
The Ribbon Configuration (RIBCFG) Page
With SyncType set to StopWait, if there is already something playing to sync to, the current
arpeggiator will wait for what is playing to stop before starting. This way you can trigger the
arpeggiator to start ahead of time, and have it start in sync at the release (stopping) of the riff,
arpeggiator, or song that you are syncing to. The difference from Stop is that if there is nothing
playing to sync to, the arpeggiator will not start. This can be useful if you want to get your
arpeggiator ready to sync before you start whatever you are syncing it to. If the riff or song that
you are syncing to is already running, StopWait behaves just like Stop.
Num Beats
This affects the syncing of other arpeggiator or riff zones to the current zone, only if those other
zones have a SyncType setting of Downbeat or DownbeatWait. For zones being synced to the
current zone’s arpeggiator, this determines how many notes must be played by the current
zone’s arpeggiator before a downbeat occurs. By decreasing or increasing the value of the Num
Beats parameter, you can make zones with a SyncType setting of Downbeat or DownbeatWait
behave as if downbeats are occurring less or more frequently.
Real-time Control of Arpeggiator Parameters
You can have real-time control over several arpeggiator parameters, by assigning physical
controllers to special arpeggiator Controller Destinations. Any input (or entry value) from a
physical controller assigned to an arpeggiator Controller Destination overrides the programmed
values for the parameters of the arpeggiator on that controller’s zone. The override remains in
effect until you select a different setup (or a different program in Program mode.) Remember,
each of the following Controller Destinations affects only the arpeggiator for the zone which
your controller is assigned to.
Controller
Number
Corresponding
ARPEGGIATOR
Parameter
Operation
147
ArpOn
Any controller value turns the Arpeggiator On.
148
ArpOff
Any controller value turns the Arpeggiator Off.
150
ArpOrder
Arpeggiator Order, each range of values selects one of
nine options in order of the parameters list: 0-14
(Played,) 15-28 (Upwards, etc.,) 29-42, 43-56, 57-70,
71-84, 85-98, 99-112, 113-127 (Simultaneous.)
151
ArpBeats
Arpeggiator Beats, each range of values selects one of
seven options in order of the parameters list: 0-18
(Quarter notes,) 19-36 (8th notes, etc.,) 37-54, 55-72,
73-90, 91-108, 109-127(32nd triplets.)
152
ArpShift
The 88 Arpeggiator Shift steps are scaled over the 128
MIDI controller values, so that 0 = 0 steps and 127 = 88
steps.
153
ArpLimit
The 60 Arpeggiator Shift Limit steps are scaled over the
128 MIDI controller values, so that 0 = 0 steps and 127 =
60 steps.
154
ArpLmtOp
Arpeggiator Shift Limit Option, each range of values
selects one of seven options in order on parameters list:
0-18 (Stop,) 19-36 (Reset, etc.,) 37-54, 55-72, 73-90,
91-108, 109-127 (FloatBip.)
7-53
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Controller
Number
7-54
Corresponding
ARPEGGIATOR
Parameter
Operation
155
ArpVel
Arpeggiator Velocity, each range of values selects one of
twenty-three options in order on parameters list: 0-5
First,) 6-10 (Played, etc.,) 11-15...101-105, 106-110,
111-127 (MissNotes9.)
156
ArpDur
The Arpeggiator Duration % values are scaled over the
128 MIDI controller values, so that 0 = 1% and 127 =
100%.
157
Latch
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 =
on.
158
Latch2
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 =
on.
159
ArpGliss
Arpeggiator Gliss, 0-63 = off, 64-127 = on.
160
SusLatch
For Arpeggiator Latch Pedals mode, 0-63 = off, 64-127 =
on.
170
-Arp Shift
Sets ARPEGGIATOR values for Shift to negative. 0-63 =
off, 64-127 = on.
171
ShiftPatt
Selects one of the 128 patterns in the ShiftPatt Bank for
the ARPEGGIATOR page of a controller’s zone.
172
ShiftPBank
A controller value selects the corresponding ShiftPatt
Bank for the ARPEGGIATOR page of a controller’s zone.
For example, controller value 2 selects bank 2, controller
value 7 selects bank 7.
173
VelPatt
Selects one of the 128 patterns in the VelPatt Bank for
the ARPEGGIATOR page of a controller’s zone.
174
VelPBank
A controller value selects the corresponding VelPatt
Bank for the ARPEGGIATOR page of a controller’s zone.
For example, controller value 2 selects bank 2, controller
value 7 selects bank 7.
175
VelFixed
Set’s arpeggiator velocity when velocity is set to Fixed for
the ARPEGGIATOR page of a controller’s zone.
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Riffs
Riffs are full songs or individual tracks of a song created in the PC3A’s Song mode that you can
trigger in setup mode. Standard MIDI files may also be imported to Song mode and then used as
riffs in setups. Every zone in a setup can have it’s own riff—a completely independent sequence.
You can use a setup with many riffs to trigger and stop looped sequences of different instrument
parts. Alternatively, a single riff can play multiple instrument parts. Each riff could be used as a
different song section of a backing track.
To use a riff, first go to Song mode and note the ID# of the song, section of song and track that you
will use for your riff. Next go to Setup mode and create a setup. On the CH/PRG page of the
Setup Editor, choose the program that you want to use for the riff on the current zone. Program
changes that are recorded in song mode will be ignored when using the song as a riff in a setup.
You can also set up the playback event filter in Song mode to ignore other types of events as well.
Once you have selected your program, press the more soft button until you get to the RIFF1 and
RIFF2 pages. The following sections describe the contents of these pages.
Note: By default, setting a zone to trigger a riff will disable the ability to play notes of that zone’s
program from the keyboard. To re-enable this ability, see Local on page 7-59.
The RIFF1 Page
The first Riff page appears as shown below, and has the following parameters:
Parameter
Range of Values
Default
Riff
Off, On
Off
Song
Song List
0 None
(Bar)
(dependent on sequence)
1
(Beat)
1 to (dependent on time signature)
1
(Tick)
0 to 959
0
(Bar)
(dependent on sequence)
2
(Beat)
1 to (dependent on time signature)
1
(Tick)
0 to 959
0
Transpose
Off, On
Off
Root Note
C -1 to G9
C4
SrcTrack (Source Track)
ALL, 1 to 128
ALL
Re Channel
Off, On
Off
Start
Stop
7-55
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Riff
Setting the Riff parameter to On will enable the riff feature for the current zone in setup mode.
Setting this parameter to Off will disable the riff for this zone.
Song
Select the song you wish to use in the Song parameter by using the Alpha Wheel, -/+ buttons, or
the alphanumeric pad.
Start
Use the Start parameter to specify the riff start point. The time format is Bar : Beat : Tick. Bar can be
set to any bar in the sequence, and Beat can be set to any beat in that bar (beat range is dependent
on time signature.) Tick can be set from 0 to 959. Since there are 960 possible start points within a
beat, you can specify your riff to start on any common beat subdivision moments (and a few
uncommon ones). The following Tick values correspond to the following beat subdivision
moments:
Beat Subdivision
Quarter note
8th note
8th note triplet
16th note
16th note quintuplet
16th note triplet (sextuplets)
Beat Subdivision
Moment
1st
0
1st
0
2nd
480
1st
0
2nd
320
3rd
640
1st
0
2nd
240
3rd
480
4th
720
1st
0
2nd
192
3rd
384
4th
576
5th
768
1st
0
2nd
160
3rd
320
4th
480
5th
640
6th
800
Table 7-5 Subdivision Values
7-56
Tick Value
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Stop
Use the Stop parameter to specify the riff stop point. Like the Start parameter, the time format for
Stop is Bar : Beat : Tick. Bar can be set to any bar in the sequence, and Beat can be set to any beat in
that bar (beat range is dependent on time signature.) Tick can be set from 0 to 959. Refer to Table
7-5 for Tick values.
The PC3A restricts the selectable values for the Stop parameter such that the current riff is at least
one beat long.
Transpose/Root Note
With the Transpose parameter set to On, the riff will transpose to the value set in the Root Note
parameter. So, if you have a riff whose root note is C4, you can set a new root note in the setup so
that the riff will play in the correct range. In this scenario, if you want to trigger your riff from C1
but it was recorded at C4, you would set Transpose to On and Root Note to C1. Your riff will now
play in the desired range when triggered from the C1 key, which now corresponds to the note C4.
SrcTrack (Source Track)
The SrcTrack parameter determines the source track of the riff (from the riff’s original sequence in
Song mode.) Along with the Start and Stop parameters, SrcTrack allows you to use a single
sequence as a riff for many zones, and to select a different source track and Start/Stop parameter
setting for each zone to avoid having to create a special sequence for each riff.
To create a setup with multiple riffs each playing a single instrument part, set a single track for
the SrcTrack parameter, and that track of the sequence will play with the program on the current
zone. Repeat the process on other zones using the same song for the riff, but using a different
SrcTrack for each zone.
To create a setup with a single riff that plays multiple instrument parts, set SrcTrack to ALL. Each
track of the sequence will play its track through the zones which have corresponding MIDI
channels (MIDI channels are set for each zone on The Channel/Program (CH/PROG) Page of the
Setup Editor, see page 7-4.)
Re Channel
Use the Re Channel parameter when the current zone’s MIDI channel and the channel that the
riff was recorded on are not the same. When Re Channel is set to On, the track selected for the
SrcTrack parameter will play through the MIDI channel of the current zone. For example, if you
want to use a riff on zone 2/MIDI channel 2 and the riff was recorded on track 4/MIDI channel 4,
you will need to turn Re Channel on. If you were to do this and keep Re Channel set to Off, the
riff would play using the program from zone 4 instead of zone 2.
When Re Channel is set to On and ALL is selected for SrcTrack, all of the tracks of the sequence
will play through the MIDI channel of the current zone.
Note: Track numbers don’t have to match MIDI channel numbers in Song mode (though they do
by default.) A song that uses non default MIDI channels for its tracks can cause some confusion
when using it as a riff. For example, using a riff on zone 1, you could set the riff’s SrcTrack
parameter to 1, and expect the riff to play on zone 1 (if it is set to MIDI channel 1.) But in Song
mode, if the song you are using for the riff has track 1 set to a MIDI channel other than 1, the riff
will play on the zone that has that track’s matching MIDI channel. In this case, set Re Channel to
On in order for the riff to play through the program of the riff’s zone.
7-57
Setup Mode
The Ribbon Configuration (RIBCFG) Page
The RIFF2 Page
The second Riff page appears as shown below, and has the following parameters:
Parameter
Trigger
Release
Range of Values
Default
(HiKey)
C -1 to G9
C -1
(LoKey)
C -1 to G9
G9
(HiKey)
C -1 to G9
C -1
(LoKey)
C -1 to G9
G9
CondRel
Off, On
Off
Local
Off, On
Off
Loop
Once, Forever
Forever
BPM
Sequence, Setup, External, 20 to 400
Sequence
Sync Zone
First Avail., Riff 1-16, Main Seq, Arp 1-16, FirstRiff.Av., First
Arp.Av
First Avail.
Sync Type
None, DownBeat, AnyBeat, DownBeatWait, AnyBeatWait,
Loop, Stop, StartWait, LoopWait, StopWait
None
Release Sync Zone (RelSynZn)
First Avail., Riff 1-16, Main Seq, Arp 1-16, FirstRiff.Av., First
Arp.Av
First Avail.
Release Sync Type (RelSynTyp)
None, DownBeat, AnyBeat, DownBeatWait, AnyBeatWait,
Loop, Stop, StartWait, LoopWait, StopWait
None
Duration
1 to 1000%
100%
Velocity
0 to 255%
100%
Offset
-32768 to 32767
0
Trigger
There are a few ways to trigger riffs in setup mode. On the Riff2 page you can use the Trigger
field to set a keyboard key to trigger the Riff. Also, any physical controller can be assigned to
controller destination 163 RiffOn.
To set the key range to trigger your riff, use the cursor buttons to select the left value in the
Trigger field (this will be the low end of the trigger key range.) Now you can select the key
number by scrolling the Alpha Wheel, or you can use intuitive entry by pressing and holding the
Enter button on the alphanumeric pad and pressing the desired key on your keyboard. You will
see this value change as you press a key.
7-58
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Next, move your cursor to the right to highlight the second value of the Trigger field (this will be
the high end of the trigger key range.) Use one of the methods described above to select a key
value for this trigger field. If you want to have only one key start a riff, set the Trigger key range
from A#0 to A#0 for example, and your riff will be triggered to start only by pressing the A#0
key. If you want your trigger key range to be larger, set your Trigger key range to be, for instance,
A#0 to A#1. Now any key that is pressed within this range will trigger your riff to start.
Note: the LoKey and HiKey values on the KEYVEL page do affect the riff. If your riff’s trigger and release
notes are not within the LoKey and HiKey range on the KEYVEL page, your riff will not be able to be
triggered from the keyboard.
Release
The way you release riffs is analogous to the way you trigger them. You can assign a physical
controller to destination 164 RiffOff, or you can select a key or key range with the Release
parameter. You set this the same way that you set the trigger range. Move your cursor so that the
left field of the Release parameter is highlighted (this will be the low end of the trigger key
range.) Now select a key value by using the Alpha Wheel, -/+ buttons or intuitive entry. Move
your cursor to the right field and repeat the process (this will be the high end of the trigger key
range.) If you set both of the Release values to A0, the Riff will stop when you release A0.
So, if you use the settings described above and in the Trigger section above, your setup’s riff will
start when you press A#0, and it will stop when you press and release A0.
Note: the LoKey and HiKey values on the KEYVEL page do affect the riff. If your riff’s trigger and release
notes are not within the LoKey and HiKey range on the KEYVEL page, your riff will not be able to be
triggered from the keyboard.
Conditional Release (CondRel)
The CondRel parameter allows you to have a riff play only while a key is pressed and held, and
nothing will stop or restart that riff until the key is released. To use conditional release, set the
same range for the Trigger and Release ranges on the RIFF2 page. Any key that is pressed and
held within this range will play the selected riff. Release the key and the riff will stop. Playing
any other key in this zone while triggering a riff with CondRel–even if they are within the Trigger
and Release ranges–will not retrigger or stop the zone’s riff.
Local
If you want to trigger your riff without playing the current zone’s program, set Local to Off.
Local is set to Off by default since most users wont want to play the program in the zone they are
using for a riff, but only wish hear that zone’s program as a backing track. With Local set to On,
you will play the current zones program any time a key is pressed. This could create undesired
“grace notes” if you trigger a riff that has a downbeat at the same time you are playing a note.
Loop
If you want your riff to loop indefinitely, set this parameter to Forever. If you want to have it play
once and then stop until you retrigger it, set this parameter to Once.
BPM
There are four choices here that will determine what controls the tempo of your riff. With BPM
set to Sequence, the original tempo in which the riff was recorded will be used. With BPM set to
Setup, the tempo set on the COMMON or TEMPO pages will be used. When syncing multiple
riffs it is convenient to set each riffs’ BPM parameter to Setup. Doing this, you can change the
tempo of all riffs at once on the TEMPO page (see TEMPO on page 11-11.) A value of Setup is also
useful for syncing riffs to a zone’s arpeggiator. With Tempo BPM set to External, the riff will sync
to external MIDI clock. You can also manually choose a tempo by selecting a value from 20 to 400
for BPM. Use the Alpha Wheel or - /+ buttons to choose between the options or set a tempo. You
can also use the alphanumeric pad followed by pressing the Enter button to enter a tempo.
7-59
Setup Mode
The Ribbon Configuration (RIBCFG) Page
SyncZone
The SyncZone parameter determines which zone a riff will sync to. You can choose to sync to a
riff or arpeggio in a specific zone by setting SyncZone to Riff 1–16 or Arp1-16, and the current riff
will always sync to the riff or arpeggio in the set zone. For example, if you have a drum riff in
zone 1 and a bass riff in zone 2, you may always want the bass riff in zone 2 to sync to the drum
riff in zone 1. In this case you would set the bass riff SyncZone to Riff 1.
You may want to have a little more freedom and not be tied to the drum riff as the main
“timekeeper.” Maybe you want to start with the bass riff and have the drum riff start later. In this
case you would set SyncZone to FirstRiff.Av. With this setting, the riff will look for the first
available riff to sync to. So if both the drum riff and the bass riff have this parameter set to
FirstRiff.Av., the riff that is started first will be the master. If the bass riff starts first, the drum riff
will see that as the first available riff to sync to and will do so. If the drum riff is started first, the
bass riff will see that as the first available riff to sync to and will do so. This can be very handy if
you have multiple riffs and want to do some live remixing; you could have the drums drop out,
and—as long is there is a riff playing—they will sync back up when triggered again.
You can also choose FirstArp.Av., which behaves the same way as FirstRiff.Av., but makes your
riff look for the first available arpeggiator to sync to. A setting of Main Seq. will sync the riff to
the song currently loaded in Song mode. You can select a song in Song mode, then play it from
setup mode with the front panel Play/Pause button. (Doing this temporarily replaces the programs in
your setup’s zones with the program used for each channel in the song, so it’s best to make a setup that uses
the same programs as your song on the same MIDI channels. If you plan on syncing riffs with a song, it
may be easier to start by creating a setup, then recording the setup into a song. See Recording A Setup To
Song Mode on page 7-69 for details.) A setting of First Avail. will sync the riff to the first available
riff, arpeggiator, or song from Song mode.
Note: If you have multiple riffs or arpeggiators already playing when using FirstRiff.Av., FirstArp.Av.,
or First Avail. for the current riff, the current riff will sync to the riff or arpeggiator of the lowest
numbered zone that has a riff or arpeggiator playing.
SyncType
The SyncType parameter allows you to choose how your riff will sync to other riffs, arpeggiators,
and Songs (depending on your settings made for the SyncZone parameter.) With SyncType set to
None, your riff will start playing as soon as it is triggered. It will not sync to anything. With
SyncType set to DownBeat, if there is already something playing to sync to, the current riff will
wait for the downbeat of the next measure before starting; so, you can trigger the riff to start
ahead of time, and have it start in sync at the downbeat of the next measure. If Syncing to an
arpeggiator, see Num Beats on page 7-53 for details on changing when an arpeggiator’s downbeat will
occur. With SyncType set to AnyBeat, if there is already a something playing to sync to, the riff
will wait only until the next beat. Depending on when you trigger the riff, it will sync up, but it
may be on an upbeat or a downbeat.
With SyncType set to DownBeatWait, the riff will wait for the downbeat of the next measure to
start. The difference from DownBeat is that if there is nothing playing to sync to, the riff will not
start. This can be useful if you want to start multiple riffs synced to one riff. You could have a bass
riff set to DownBeatWait, for instance, and trigger the riff while no other riffs are running. As
soon as you start another riff, the bass riff will start playing as well (provided that it is set to sync
to another riff or to the first available riff.) If another riff is already running, DownBeatWait
behaves just like DownBeat.
With SyncType set to AnyBeatWait, the riff will wait for the next beat to start. The difference from
AnyBeat is that if there is nothing playing to sync to, this riff will not start. This can be useful if
you want to start multiple riffs synced to one riff. You could have a bass riff set to AnyBeatWait,
for instance, and trigger the riff while no other riffs are running. As soon as you start another riff,
the bass riff will start playing as well (provided that it is set to sync to another riff or the first
available). If something is already playing to sync to, AnyBeatWait behaves just like AnyBeat.
7-60
Setup Mode
The Ribbon Configuration (RIBCFG) Page
With SyncType set to Loop, if there is already a riff or song playing to sync to, the current riff will
wait for the playing riff or song to restart its loop (if it is looped) before starting (see Loop on page
7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This way you can trigger the riff
to start ahead of time, and have it start in sync at the start of the playing riff or song’s loop.
With SyncType set to Stop, if there is already something playing to sync to, the current riff will
wait for what is playing to stop before starting. This way you can trigger the riff to start ahead of
time, and have it start in sync at the release (stopping) of the riff, arpeggiator, or song that you are
syncing to.
With SyncType set to StartWait, if there is nothing playing to sync to, the current riff will wait for
something it can sync to to begin playing first before starting. This is similar to DownBeatWait,
but it will only trigger the riff the first time that whatever it is syncing to starts. This way you can
trigger the riff to start ahead of time, and have it start in sync at the start of the riff, arpeggiator, or
song that you are syncing to. If you stop the riff and try to start it again while the thing you are
syncing to is already playing, StartWait will not start the riff.
With SyncType set to LoopWait, if there is already a riff or song playing to sync to, the current riff
will wait for the playing riff or song to restart its loop (if it is looped) before starting (see Loop on
page 7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This way you can trigger
the riff to start ahead of time, and have it start in sync at the start of the playing riff or song’s loop.
The difference from Loop is that if there is nothing playing to sync to, the riff will not start. If the
riff or song that you are syncing to is already running, LoopWait behaves just like Loop.
With SyncType set to StopWait, if there is already something playing to sync to, the current riff
will wait for what is playing to stop before starting. This way you can trigger the riff to start
ahead of time, and have it start in sync at the release (stopping) of the riff, arpeggiator, or song
that you are syncing to. The difference from Stop is that if there is nothing playing to sync to, the
riff will not start. This can be useful if you want to get your riff ready to sync before you start
whatever you are syncing it to. If the riff or song that you are syncing to is already running,
StopWait behaves just like Stop.
RelSynZn (Release Sync Zone)
RelSynZn has the same settings available as SyncZone (see SyncZone, above,) but RelSynZn
determines what the releasing (stopping) of the current riff will be synced to when a parameter
other than None is selected for RelSynTyp (see below.)
RelSynTyp (Release Sync Type)
RelSynTyp has the same settings available as SyncType (see SyncType, above,) but RelSynTyp
determines how the releasing (stopping) of the current riff will be synced to other riffs,
arpeggiators, and Songs (depending on your settings made for the RelSynZn parameter.) With
RelSynTyp set to None, your riff will stop playing as soon as it is released. It will not sync to
anything. With RelSynTyp set to DownBeat, if there is already something playing to sync to, the
current riff will wait for the downbeat of the next measure before stopping when released; so,
you can trigger the riff to stop ahead of time, and have it stop in sync at the downbeat of the next
measure. If Syncing to an arpeggiator, see Num Beats on page 7-53 for details on changing when an
arpeggiator’s downbeat will occur. With RelSynTyp set to AnyBeat, if there is already a something
playing to sync to, the riff will wait only until the next beat before stopping when released.
Depending on when you release the riff it will stop in sync with a beat, but it may be on an upbeat
or a downbeat.
With RelSynTyp set to DownBeatWait, the riff will wait for the downbeat of the next measure to
stop when released. The difference from DownBeat is that if there is nothing playing to sync to,
the riff wont stop when released. If another riff is already running, DownBeatWait behaves just
like DownBeat.
7-61
Setup Mode
The Ribbon Configuration (RIBCFG) Page
With RelSynTyp set to AnyBeatWait, if there is already a something playing to sync to, the riff
will wait for the next beat before releasing. The difference from AnyBeat is that if there is nothing
playing to sync to, this riff will not stop when released. This can be useful if you want to stop a
riff in sync only when another riff is playing. If something is already playing to sync to,
AnyBeatWait behaves just like AnyBeat.
With RelSynTyp set to Loop, if there is already a riff or song playing to sync to, the current riff
will wait for the playing riff or song to restart its loop (if it is looped) before stopping when
released (see Loop on page 7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This
way you can release the riff to stop ahead of time, and have it stop in sync at the start of the
playing riff or song’s loop.
With RelSynTyp set to Stop, if there is already something playing to sync to, the current riff will
wait for what is playing to stop before releasing. This way you can trigger the current riff to
release ahead of time, and have it stop in sync at the release (stopping) of the riff, arpeggiator, or
song that you are syncing to.
With RelSynTyp set to StartWait, if there is nothing playing to sync to, the current riff will wait
for something it can sync to to begin playing first before releasing. This is similar to
DownBeatWait, but it will only release the riff the first time that whatever it is syncing to starts.
This way you can trigger the riff to stop ahead of time, and have it stop in sync at the start of the
riff, arpeggiator, or song that you are syncing to. If you restart the riff and try to release it again
while the thing you are syncing to is already playing, StartWait will not stop the riff.
With RelSynTyp set to LoopWait, if there is already a riff or song playing to sync to, the current
riff will wait for the playing riff or song to restart its loop (if it is looped) before stopping (see Loop
on page 7-59 for looping riffs, and Loop on page 12-11 for looping songs.) This way you can
trigger the riff to stop ahead of time, and have it stop in sync at the start of the playing riff or
song’s loop. The difference from Loop is that if there is nothing playing to sync to, the riff will not
stop when released. If the riff or song that you are syncing to is already running, LoopWait
behaves just like Loop.
With RelSynTyp set to StopWait, if there is already something playing to sync to, the current riff
will wait for what is playing to stop before releasing. This way you can trigger the riff to stop
ahead of time, and have it start in sync at the release (stopping) of the riff, arpeggiator, or song
that you are syncing to. The difference from Stop is that if there is nothing playing to sync to, the
riff will not stop when released. If the riff or song that you are syncing to is already running,
StopWait behaves just like Stop.
Note: For all RelSynTyp settings except Stop, StartWait and StopWait, a riff can sync its release
with its self. For example, you could use riff 1 and sync it to its self by setting Riff 1 for the
RelSynZn parameter. Then, if you set DownBeat for the RelSynTyp parameter, when released
the riff would always wait until its next downbeat to stop.
Duration (Dur)
Duration changes the duration of each MIDI note. The original durations of the notes in the
sequence are multiplied by the selected percentage. 100% will cause no change, values smaller
than 100% will result in shorter durations, values larger than 100% will result in longer durations.
Velocity
Velocity changes the velocity of each MIDI note. The original velocities of the notes in the
sequence are multiplied by the selected percentage. 100% will cause no change, values smaller
than 100% will result in lower velocities, values larger than 100% will result in higher velocities.
Offset
You can fine tune the start time of your riff in ticks by using the Offset parameter. A positive value
will delay the start time, while a negative value will speed up the start time.
7-62
Setup Mode
The Ribbon Configuration (RIBCFG) Page
Real-time Control of Riff Parameters
You can have real-time control over several Riff parameters, by assigning physical controllers to
special Riff Controller Destinations. Any input (or entry value) from a physical controller
assigned to a Riff Controller Destination overrides the programmed values for the parameters of
the riff on that controller’s zone. The override remains in effect until you select a different setup.
Remember, each of the following Controller Destinations affects only the riff for the zone which
your controller is assigned to.
Controller
Number
Corresponding
Riff Parameter
Operation
163
RiffOn
Riff On. Any value triggers the zone’s Riff if Riff is set to On on
RIFF1 page.
164
RiffOff
Riff Off. Any value stops playback of zone’s Riff.
165
RiffDur
Riff Duration, sets the Duration parameter (see above.) The
Duration value is calculated by multiplying the received
controller value by 1000, and dividing the answer by 128 (any
decimal points are taken off the final value.) Here are some
example values: 7 = 54%, 13 = 101%,19 = 148%, 32 = 250%,
64 = 500%, 127 = 992%
166
RiffVel
Riff Velocity, sets the Velocity parameter (see above.) The
Velocity value is calculated by multiplying the received
controller value by 2. For Example, 25 = 50%, 50 = 100%, 100
= 200%, 127 = 254%.
167
RiffDly
Riff Delay, Controls Offset parameter (see above.) Controller
value 64 = 0 offset ticks. Each value away from 64 = 512
offset ticks. For example, 63 = -512 offset ticks, 65 = +512
offset ticks, 0 = -32768 offset ticks, 127 = +32256 offset ticks.
7-63
Setup Mode
The Programmable Switch Pages: SWPRG1 to SWPRG8
The FX Pages: FX, AUXFX1, AUXFX2, and MASTFX
The four Setup mode FX pages—FX, AUX1, AUX2, and MASTER EFFECTS—work the same way
as the Effect mode pages—EffectsEnable, Aux 1 Override, Aux 2 Override, and Master Effects.
See Effect Mode and the Effects Pages on page 9-4 for information on editing these pages. You can
use the Effect (FX Bypass) Mode button to bypass effects while editing.
The Programmable Switch Pages: SWPRG1 to SWPRG8
The PC3A’s eight Programmable Switches are the eight Program Select buttons located above
the program Category buttons. Each button has its own SWPRG page, but each page is
essentially identical.
The SWPRG page parameters are described in Switch Controller Parameters on page 7-30
7-64
Parameter
Range of Values
Default
Type
Momentary, Toggled
Toggled
On Control
Control Destination List
OFF
On Value
None, 0 to 127
None
Off Control
Control Destination List
OFF
Off Value
None, 0 to 127
None
Entry Value
None, Off, On
None
Exit Value
None, Off, On
None
Setup Mode
The Programmable Switch Pages: SWPRG1 to SWPRG8
The COMMON Page
The COMMON page contains parameters that affect every zone in the current setup.
Tempo
Parameter
Range of Values
Default
Tempo
20 to 300
120
Clock Source
Internal, External
Internal
Aux FX Channel
1 to 16
1
KB3 Channel
1 to 16
1
Mutes
Zone Mutes, KB3 Control
Zone Mutes
Arpeggiator Global
Off, Arp 1 to 16
Off
When Clock Source is set to Internal, the Tempo parameter sets the PC3A system’s tempo. The
Tempo parameter values are in units of BPM (beats per minute). You can also set the tempo using
the tap tempo function. Press the left and right cursor buttons simultaneously to access the
TEMPO page (see TEMPO on page 11-11.)
Clock Source
With the Clock Source parameter, you can set the PC3A—within the current setup—to generate
its own tempo by setting Clock Source to Internal, or you can set the PC3A to sync up with the
tempo from another device—assuming the device is sending MIDI clock data to the PC3A via
MIDI or USB—by setting Clock Source to External. When Clock Source is set to External, the
Tempo parameter disappears from the display.
Aux FX Channel
The Aux FX Channel determines the FX channel through which the aux sends of all of the zones
in the current setup are sent. For example, if a zone 2 in a setup has a program with 25 Basic
Delay 1/8 as an Aux FX, and zone 2 is assigned to channel 5, then setting the Aux FX Channel to 5
sends the programs of all of the zones in the setup through zone 2’s Program’s Aux FX (i.e.,
through 25 Basic Delay 1/8).
7-65
Setup Mode
The Programmable Switch Pages: SWPRG1 to SWPRG8
KB3 Channel
With this parameter, you can specify the KB3 channel in the current setup. Note that if you assign
a KB3 program to a zone not assigned to the KB3 channel, the PC3A will notify you on the CH/
PROG page, and the KB3 program will not load. Before selecting a KB3 program for a Zone, set
the KB3 channel to match the channel set for that Zone on its CH/PROG page.
Mutes
The Mutes parameter gives you control over the behavior of the Bank buttons (the buttons above
the sliders). By default, in Setup Mode the PC3A uses the Bank buttons to control the muting and
unmuting of zones (see page 7-2 for details.) When using a KB3 Program in a Setup, you must
change the Mutes parameter to KB3 Control to use the Bank buttons to control KB3 effects. Set
the Mutes parameter to Zone Mutes to make the Bank buttons control their default functions of
muting and unmuting of zones.
Note: For setups with a KB3 program, you can program a switch to toggle back and forth
between having the Bank buttons control KB3 effects, and having the Bank buttons Mute Zones.
Pick a switch—say SW, which is right next to the Arp button. Choose a zone and go to the
SWITCH page (or corresponding editor page for whatever switch you choose). Set the switch
Type to Toggled, OnControl to KB3Mutes (enter 169, or scroll to the end of the Controller List,)
OnValue to 127, OffControl to KB3Mutes, and OffValue to 0. The SW switch will now toggle the
Bank button functions for the Setup.
Arpeggiator Global (ArpGlobal)
With the ArpGlobal parameter, you can set the Arpeggiator of a single Zone to play notes on all
Zones in the Setup. For example, if ArpGlobal is set to Arp 3, all zones will be played by the
arpeggiator in in Zone 3 (if the arpeggiator in Zone 3 is active.) In addition to OFF, there are as
many ArpGlobal settings as there are Zones in the current setup. For example, in a seven-zone
setup, you can select a value of OFF, or Arp 1–7 for ArpGlobal.
To exclude a Zone from being played by the global arpeggiator, set the Arpeggiator parameter to
Off on the CH/PROG page for that Zone (see Arpeggiator on page 7-8 for details.)
For details on the arpeggiator for each Zone, see The ARPEGGIATOR & ARPEGGIATOR 2 (ARP1,
ARP2) Pages on page 7-42.
7-66
Setup Mode
The Programmable Switch Pages: SWPRG1 to SWPRG8
TRIGGER KEYS (KEYTRG)
The TRIGGER KEYS page (see below) allows you to set a controller destination to be triggered by
playing a specific key.
In addition to generating a standard MIDI note on message, each key of the PC3A can be set to
trigger a controller destination. TRIGGER KEYS can be set independently per Zone. By using
Zones with overlapping key ranges, a single key can trigger multiple controller destinations. On
the TRIGGER KEYS page, select the Key field and choose a note by holding the Enter button and
playing the desired key (you can also use the Alpha Wheel, -/+ buttons or alphanumeric pad to
choose a note.) With the desired note selected, use the Dest field to select a controller destination
(see The Controller Destination List for details.) Set a value to send to the controller destination
with the Value field. Once a destination and value are set, the playing the key will send the value
to the controller destination on the Zone’s MIDI Channel (see Channel on page 7-5 for details on
setting each Zone’s MIDI channel.) This may also send a continuous controller message to the
MIDI or USB out ports, depending on the Zone’s Destination parameter (see Destination on page
7-5 for details.)
7-67
Setup Mode
The Utility Soft Buttons
The Utility Soft Buttons
In addition to the Setup Editor’s pages, there are basic library and editing soft buttons. Their
functions are described below.
Name
Save
Delete
This enables you to rename the current setup. Use any data entry method to do this, including
the letters on the alphanumeric buttonpad.
Pressing Save calls up the standard Save Dialog. Simultaneously pressing the Plus and Minus
data entry buttons toggles between saving the setup to the first available empty location, or
replacing a currently existing setup. For more detailed instructions on saving, see Saving and
Naming on page 5-3.
This erases a setup from memory, freeing up space to store setups in other locations. (You can
check the free memory in the PC3A at any time, on the top line of the pages in Master mode.)
Press Delete, and you will be given a choice to Delete or Cancel. Press Delete again, and an “Are
You Sure?” message will appear. Press Yes to delete the setup, or Cancel to cancel.
Factory ROM setups can not be deleted.
New Zone (NewZn)
Press NewZn to create a new zone with default parameters. The PC3A imports this zone from
Zone 1 of 128 Default Setup. If there are parameters or entire pages you use often, you can create
your own Default Setup and save it to location 128; pressing NewZn will then import zones from
your custom Default Setup.
Duplicate Zone (DupZn)
This adds a new zone with the same parameters as the current zone.
Import Zone (ImpZn)
You can import, or “bring in,” any zone from any setup in memory. Press ImpZn, and use any
data entry method to choose a setup to import from. Then use the Chan/Layer buttons to select
one of that setup’s zones. Now press Import, and the zone you selected will be added to the
current setup.
Note: If you are using all 16 zones in a setup and you try to add, duplicate, or import a zone, a
“No More Zones” message appears. You must delete an existing zone before you can add,
duplicate, or import any new ones.
Delete Zone (DelZn)
This deletes the current zone from the setup. Use DelZn to free up zones so you can add or
import new ones.
7-68
Setup Mode
The Utility Soft Buttons
Recording A Setup To Song Mode
The MIDI output of a setup can be recorded to a song in Song mode. Each MIDI channel that is
output from a setup is recorded into each track of a song (if the tracks have corresponding MIDI
channels.) Programs from each zone of your setup are automatically assigned to tracks in Song
mode. Follow these steps for proper recording of a new song from a setup:
1. Enter Song mode by pressing the Song Mode button.
2. On the Song mode MAIN page, select 0*New Song* in the CurSng field by entering 0 on
the alphanumeric pad and pressing the Enter button. This loads a default empty song file.
3. On the Song mode MAIN page, select Mult in the RecTrk field.
4. Press the Setup Mode button to enter Setup Mode and choose the desired setup.
5. Press the left and right cursor buttons simultaneously to reach the TEMPO Page. Enter a
tempo by tapping the Tap soft button or enter a tempo in the Tempo field. When you are
finished, press the Done soft button to return to the Setup mode main page.
6. Press the Record button and then the Play/Pause button to begin recording. The
metronome will count off 1 bar and then recording will begin (you can set metronome and
other recording settings in Song mode.)
7. Press the Stop button to stop recording. You will see the usual Song mode save changes
dialog where you can review, retry, or save your song (see The Save Changes Dialog on page
12-8.)
8. After saving your song, you will be returned to the Song mode MAIN page, where your
saved song will be loaded. You can continue to record or edit the song in Song mode just as
you would with any other song (see Song Mode and the Song Editor on page 12-1.) Each
program from each zone in your setup is automatically assigned to a track (change the
RecTrk parameter in order to record to a single track.) You can also continue to record from
Setup mode by going back to step 3, above. Remember to set the tempo (step 5 above)
before recording, as the song tempo will change if your setup is saved with a different
tempo.
Notes About Recording A Setup To Song Mode
Tempo: The tempo of a setup is set on the SetupMode:COMMON page (see The COMMON Page
on page 7-65.) If you plan to record a song from the same setup several times, it is convenient to
set your desired tempo on the SetupMode:COMMON page and save it with your setup. By doing
this, you will not need to reset your setup tempo to the desired song tempo every time you load
your setup (as in step 5, above.)
Riffs: If you are using Riffs in your setup, do the following to make each Riff play at your setup’s
tempo (which also becomes your song’s tempo.) For each zone that has a riff, go to the
SetupMode:RIFF2 page (see The RIFF2 Page on page 7-58) and set the BPM parameter to Setup.
Remember to save changes to your setup when exiting the Setup Editor.
Effects: When recording a setup into Song mode, the song will not retain the Aux or Master
effects settings of your setup. If you would like your song to use the same effects as your setup,
copy the settings of your setup’s FX, AUX1, AUX2, and MASTER EFFECTS pages to the FX,
AUX1, AUX2, and Master Effects pages in your song. Alternatively, playing your song from
setup mode will allow you to hear the effects. To do this, load your song, press the Setup Mode
button to enter Setup mode and choose your setup, then press the Play/Pause button. This will
play your song from Setup mode, and the effects will be intact.
7-69
Setup Mode
The Utility Soft Buttons
Mono Pressure: When recording a setup to Song mode with Mult selected for RecTrk in Song
mode, you may notice that every track has recorded Mono Pressure messages, even if there is
nothing else recorded on a track. If this bothers you, you can set the MonoPress parameter to Off
on the Song:Event Filter Recording page (see Song Mode: The Filter Pages (RECFLT and PLYFLT) on
page 12-15.) This will prevent Mono Pressure messages from being recorded to any track.
Alternatively, you can erase Mono Pressure messages from specific tracks after recording. To do
this, go to the EditSong: Track page (see Song Editor: The TRACK Page on page 12-21.) On the
EditSong: Track page, use the Chan/Layer buttons to choose the track to edit (visible in the Track
field at the top right corner of the display.) Set the Function parameter to Erase and the Events
parameter to MonoPress. Use the From and To fields to select the entire length of your song, and
press the Go soft button to erase Mono Pressure messages from the selected track. Repeat this for
each desired track. You can also choose ALL for the Track parameter to erase Mono Pressure
messages from all tracks.
Controller Messages: When recording a setup to Song mode with Mult selected for RecTrk in
Song mode, you may often be recording more controller messages than you realize. This can
happen because multiple setup zones often respond to the same physical controllers. This is
likely to be the case when you use a setup created by duplicating zones and do not change the
controller destination assignments for each new zone. Often this is the desired behavior, such as
when using zones to create layers. For example, if zone one sends pitch bend messages from the
pitch wheel, and you duplicate this zone to create a layered zone two, you will likely want the
zone two to send the same messages from the pitch wheel. This way the pitch of these layered
zones will bend simultaneously when using the pitch wheel. But say for example that you also
have a zone three with a different key range than zones one and two, but which sends the same
messages from the pitch wheel. While playing and recording your setup, the function of the pitch
wheel will be obvious, but some confusion can arise when you have recorded your setup and
you proceed to record more tracks in Song mode. Because you have recorded with Mult selected
for RecTrk, the track for zone three will have pitch bend messages recorded wherever zones one
and two have bend messages, even if zone three was not playing any notes at that time. For
example, lets say zones one and two were bending during bar 1. If you want to separately record
zone three during bars 1 and 2, you will probably want to delete the existing bend messages from
zone three’s track. You can do this from the EditSong: Track page (see Song Editor: The TRACK
Page on page 12-21, and an example of its use in the Mono Pressure section, above.) Alternatively, if
there is nothing to preserve on the track for zone three, you can record it with the song Mode
parameter set to Erase, which will erase any existing events on the track during the time that you
record. Just remember to change the RecTrk parameter in order to record to a single track.
7-70
Quick Access Mode

Chapter 8
Quick Access Mode
In Quick Access mode, you can select programs or setups with a single press of an alphanumeric
button (or with other data entry methods). The PC3A offers a number of ways to quickly make
selections while performing, but only Quick Access mode lets you store programs and setups
together for instant access. On the PC3A, we included several factory preset QA banks that are
organized into useful groupings of sounds that we think you’ll find convenient. Below is the QA
page:
The top line of the page displays the current mode and the current QA bank.
Using Quick Access mode involves selecting Quick Access (QA) banks from the list of factory
preset or user-programmed banks. Use the Chan/Layer buttons to scroll through the QA banks.
You can also use the bank selection shortcut: press the +/– or Clear button on the alphanumeric
pad, and you’ll be prompted to enter a bank number. Type the desired number on the
alphanumeric pad, then press Enter. The bank is selected, and you return to the Quick Access
mode page.
Each bank contains ten memory slots, or entries, where you can store programs or setups in any
combination. Any program or setup in the currently selected bank can be selected with the
numeric buttons 0 through 9.
If the highlighted entry contains a program, the bottom right-hand field of the page displays the
channel on which the program entries are transmitted (this channel is the current channel in
Program mode). If the highlighted entry contains a setup, the bottom right-hand field of the page
displays the word “Setup.”
The MIDI Program Change commands that the PC3A receives when in Quick Access mode can
differ from those in Program or Setup mode. This depends on the setting you have for the
PrgChgMode parameter on the MIDIMode:Receive page in MIDI mode. If PrgChgMode is set to
Extended or K2600, the PC3A responds to Program Change commands as it would in Program
or Setup mode. If PrgChgMode is set to QAccess, the PC3A responds to Program Change
commands by calling up the corresponding entry in the current QA bank, not the actual program
number of the entry.
8-1
Quick Access Mode
The QA Editor
Soft Buttons In Quick Access Mode
Use the Octav– and Octav+ soft buttons to transpose up or down by a full octave. Pressing both
Octav buttons simultaneously returns the transposition to its original setting.
Press the Info soft button to see all of the controller assignments of the current program. Scroll
down the page using the Alpha Wheel, cursor or the -/+ buttons.
The Xpose-/Xpose+ buttons are a shortcut for quick transposition in semitone (half step)
increments. You can use them to transpose the entire PC3A as much as three octaves up or down.
The bottom line of the display shows the current amount of transposition (Xpose). Pressing both
Xpose buttons simultaneously returns the transposition to zero. The Xpose buttons transpose the
PC3A, as well as any MIDI devices connected to the PC3A’s MIDI Out port. Changing the
transposition with the soft buttons also changes the Transpose setting on the
MIDIMode:Transmit page in MIDI mode.
The QA Editor
Use the QA Editor to customize existing QA banks. Enter the QA editor from QA mode by
pressing the Edit button.
The top line gives you the usual mode reminder, the current QA bank, and the current entry
(corresponding numeric button for the highlighted object.) The cursor highlights the object
(program or setup) that’s stored in the current entry.
Selecting A Quick Access Entry To Edit
Pressing the Chan/Layer buttons scrolls through the ten entries—the number of the current entry
is displayed in the top-right corner. As the entry number changes, the highlighted objects at the
center of the page change as well, showing you what’s stored in each entry. On the page above,
for example, entry 0 is the current entry.
Selecting A Program For A Quick Access Entry
Above, the Type field tells you that the object stored at entry 0 is a program. The cursor highlights
the program’s ID and name. Use the Alpha Wheel or -/+ buttons to scroll through the list of
programs.
8-2
Quick Access Mode
The QA Editor
Selecting A Setup For A Quick Access Entry
If you want to store a setup in the current entry instead of a program, press the Type soft
button—when you do this, notice that the Type field change from Program to Setup (also notice
that the channel indicator disappears, since setups can transmit over several channels). The list of
objects changes from the program list to the setup list. Just as with programs, the cursor
highlights the setup’s ID and name. Use the Alpha Wheel or -/+ buttons to scroll through the
setups. You can also use the alphanumeric pad followed by the Enter button to choose a Setup by
ID#.
Keep in mind that you can have both setups and programs in the same QA bank.
Naming And Saving A Quick Access Bank
When you’ve filled each entry with the object you want, press the Name soft button if you want
to rename the bank, or press the Save soft button to begin the save procedure. Or, press the Exit
button to exit the QA editor, and the “Save Changes?” dialog comes up.
8-3
Effects and Effect Mode
Effects Overview
Chapter 9
Effects and Effect Mode
The PC3A boasts a powerful effects processor that puts the power of an entire studio at your
fingertips. This chapter contains everything you’ll need to know to use the PC3A’s effects and
Chain Editor to their fullest potentials.
• Read the Effects Overview section below for a description of the differences between Insert,
Aux, and Master effects. This section also explains the concepts of effects Chains, signal flow,
and DSP units.
• Read the Effect Mode and the Effects Pages section (see page 9-4) for details on quickly changing
Aux effects settings in Program mode. This section can also be used a reference for the effects
pages in Setup mode and Song mode. For details on effects parameters in the Program
Editor see The Program FX (PROGFX) Page on page 6-47, and The Layer FX (LYR_FX) Page on
page 6-49.
• Read the The Chain Editor section (see page 9-9) for instructions on how to edit and create your
own effects Chains (presets.)
• Lastly, the Effects Parameters section (see page 9-12) contains details on the parameters for
each type of effect available in the Chain Editor.
Effects Overview
This section gives an overview of the basic effects types available in the PC3A, PC3A effects
Chains (presets,) effects routing in the PC3A, effects processor power management, and
overriding the Aux Chains stored with each Program. Read the Insert Effects and Aux Effects
sections to learn about the two types of effects that can be applied during different stages of a
program’s signal path.
Insert Effects
Insert Effects are placed directly in the signal path at the output of a single program. These Insert
Effects can apply to either the whole program or only to selected layers within the program. Each
program layer and program on a zone/track can have its own Insert Effect chain (up to 11 insert
chains can be loaded, depending on available processing power, see DSP Units - Manage and
Distribute Processor Power for Effects on page 9-3 for details.)
Aux Effects
Aux Effects, unlike Insert FX, are not applied to the whole output of a program, but are blended
in with the original unprocessed program sound. Each Program, Setup or Song has two stereo
Aux Sends that go to the Aux 1 and Aux 2 Effects. The Aux Effects are global (available to all
channels/zones/tracks at the same time,) and there can be only one set of Aux effects (Aux 1 and
Aux 2) loaded at a time. Each Aux effect can be set to be applied either pre- or post-Insert Effect
(see Signal Flow below for details.)
In Program mode, the Aux Effects come from the program loaded on the currently selected MIDI
channel. In Song and Setup modes, there is a parameter to select the track or zone whose
program specifies the Aux Effects. Alternatively, the Aux Effects stored with each program can be
temporarily overridden by using the Effect button in Program mode, or set directly on the AUX1
and AUX2 pages in Song or Setup mode (see Aux Override on page 9-3 for details.)
9-1
Effects and Effect Mode
Effects Overview
Master Effects
After the signal goes through the Insert and Aux effects, the master EQ/compressor effects are
applied globally to the signal at the main outputs. Neither the EQ nor the Compressor use up any
DSP units, so you needn’t account for them when managing DSP units for effects processing
power. See The Master Effects Page on page 9-8 for details.
Chains
The object used for Insert and Aux Effects is referred to as a “Chain.” A Chain contains a single
effect-box or is a series of connected effect-boxes. Each program can have one main Insert Chain,
or individual layers within a program can have their own Insert Chain that will be used instead
of the program’s main Insert Chain. Programs, Setups and Songs can each have two Aux Chains.
You can select from the same set of Chains to use for both Aux and Insert Effects. (Up 11 Insert
Chains and two Aux Chains can be active at a time, depending on DSP unit usage, see DSP Units Manage and Distribute Processor Power for Effects on page 9-3 for details.)
Signal Flow
When using effects, it is important to understand how your signal is being processed. For each
Program, zone, or track, your signal can be sent to the Aux effects before or after being processed
by the Program’s Insert effects. The diagram below is for a program that does not use layerspecific effects, showing the possible routes that the signal of a program can “flow” through to
reach the different types of effects. Follow the appropriate route to help visualize the stages in
which the signal is being processed. A circle with an arrow through it shows a point where the
signal level can be adjusted. Dashed lines indicate different routes that the signal can flow (based
on the Aux pre/post settings and Master FX Order settings. A circled sigma (S) shows where
signals are mixed together.
Comp EQ
Program
S
Insert
Chain
Pre
Master FX Order
Output
EQ Comp
Post
Send Levels
AUX 1 Chain
AUX 2 Chain
When using effects, the first decision to make is whether you want to use an Insert or Aux effect
(see the Insert Effects and Aux Effects sections above.) If you are using both types of effects for a
program, zone, or track in Song Mode, you can choose to have your signal sent to the Aux effects
before or after being processed by the Insert effects. (See Send Levels and Pre/Post Ins. on page 9-7
for details.) When your signal is sent to the Aux Effects after being processed by the Program’s
Insert Effects, this is called applying the Aux Effect post-Insert. When your signal is sent to the
Aux Effects before being processed by the Program’s Insert Effects, this is called applying the Aux
Effect pre-Insert.
When an Aux Effect is applied post-Insert, the wet (processed) Aux signal has a series of effects
applied to it—i.e., cascaded effects. This means that the signal that is blended back in from the
result of the Aux Effect will also contain the result of the Insert Effect.
When an Aux Effect is applied pre-Insert, the wet Aux signal has no Insert effect applied to it,
and the final output has parallel effects—i.e., distinct effects. This means that the signal that is
blended back in from the result of the Aux Effect will not contain the result of the Insert Effect.
9-2
Effects and Effect Mode
Effects Overview
The diagram below shows the signal paths for a multitimbral setup or song. The first two zones
(or tracks in Song Mode) are diagramed as an example (represented by dark lines.) The 14
additional available zones (or tracks in Song mode) are represented by gray lines (labeled as Etc.)
Notice that each Program has its own Insert Chain, but all Programs share the same two Aux
Chains:
Program
Insert
Chain
ZONE/TRACK 1
Pre
Post
Send Levels
Comp EQ
S
Insert
Chain
Program
ZONE/TRACK 2
Pre
Master FX Order
Output
EQ Comp
Post
Send Levels
Etc.
S
AUX 1 Chain
S
AUX 2 Chain
DSP Units - Manage and Distribute Processor Power for Effects
Each Effect Chain is composed of an effect-box or a series of effect-boxes. Each effect-box uses a
certain amount of the PC3A’s effects processing power, represented as a number of “DSP units.”
The number of DSP units used by an effect-box or Chain reflects how complex the effect’s
algorithm is—more complex effects require more processing power. You can use up to 16 DSP
units at a time shared between all effects (except Master effects, which don’t use any DSP units.)
See The EffectsEnable Page on page 9-4 for details on how the PC3A automatically manages the
usage of DSP units (the default behavior,) and how you can override this behavior and manually
manage usage of DSP units.
Aux Override
Normally, in Program mode the Aux Effects Chains are specified by the program on the current
channel—or, in Setup mode and Song mode, by the program on the specified Aux Effects
channel. Aux override allows you to audition and select a new Aux chain without editing a
program. In Effects mode, the Setup Editor, or Song mode, press the AUXFX1 or AUXFX2 soft
buttons to set overrides for Aux Chain selection and other Aux Effects parameters. The Chain
specified for the Aux override is used instead of the chain of the current channel (or instead of the
specified Aux Effects channel in Setup and Song mode.) Also, send levels and other parameters
normally specified within individual programs can be set to fixed values on the Aux Override
pages. See The Aux 1 Override and Aux 2 Override Pages on page 9-5 for details.
9-3
Effects and Effect Mode
Effects Overview
Effect Mode and the Effects Pages
In Program mode (or with a program selected in Quick Access mode) press the Effect mode button to
enter Effect mode. Effect mode allows you to quickly change program effect settings without
entering the Program Editor, and set Master effects. You can set DSP unit usage for programs on
each MIDI channel. You can override the current Aux Chains (set by the program on the currently
selected MIDI channel) by selecting new Aux effect Chains. You can also override other Aux
settings that are usually set by the program on the currently selected MIDI channel, such as
physical audio output settings, controller assignments for Aux send levels, and Aux send levels
and pre/post insert settings for programs on each MIDI channel.
Most of the settings in Effect mode apply only to Program mode and programs selected from
Quick Access mode (see The Master Effects Page section below for an exception.) Setup mode and
Song mode have their own Effects pages which are very similar to the pages in Effects mode. The
following sections can be used as a reference for those pages, any differences will be noted.
Note: The settings made in Effect mode can be saved by saving the master table. By default, the
master table is saved when exiting Master Mode (see Save on page 11-18 and Master Table Lock
(Master Lock) on page 11-3 for details.) If you don’t save the master table, the Effect mode settings
will return to their defaults the next time the PC3A is turned on. Be careful, do not accidentally
save the Effect mode settings if you do not wish to. The settings on the effects pages for Setup
mode and Song mode are saved with each Setup and Song.
The EffectsEnable Page
NOTE: In Setup mode and Song mode, this page corresponds in appearance and function to the FX page,
though the FX page works on a per setup/song basis.
Pressing the CHANFX soft button calls up the EffectsEnable page. This page is used to manage
and distribute effects processing power (DSP units) among the programs on each MIDI channel.
By default the PC3A automatically manages the usage of DSP units, see Default DSP Unit Usage
below for details. You can also override the default DSP unit usage by using the EffectsEnable
page, see Manual Management of DSP Unit Usage below for details.
About DSP Units
Each Effect Chain is composed of an effect-box or a series of effect-boxes. Each effect-box uses a
certain amount of the PC3A’s effects processing power, represented as a number of “DSP units.”
The number of DSP units used by an effect-box or Chain reflects how complex the effect’s
algorithm is—more complex effects require more processing power. You can use up to 16 DSP
units at a time shared between all effects (except Master effects, which don’t use any DSP units.)
Default DSP Unit Usage
In Program Mode, the program on the currently selected MIDI channel will have priority for
using DSP units, followed by programs on the lowest to highest MIDI channel. The PC3A loads
9-4
Effects and Effect Mode
Effects Overview
effects for programs on each of the 16 MIDI channels until all of the 16 DSP units are used up. In
Setup and Song Mode, the MIDI channel of the lowest used zone/track will have priority for
using DSP units. This zone/track will use as many DSP units as it need for its effects, then the
MIDI channel of the next highest used zone/track will use DSP units to load its effects, and this
continues until all of the DSP units are used up.
Manual Management of DSP Unit Usage
You can override the default DSP unit usage and manually control which channels can use DSP
units and which can not. Use the EffectsEnable page to turn on or off DSP unit usage for the
program on each MIDI channel.
On the EffectsEnable page, each channel can be set to Y to use DSP units for that channel, or to N
to not use DSP units for that channel. Some channels set to Y may be displayed as (Y). This means
that there are not enough DSP units available for that channel, and that channel’s effects are not
loaded. Use the cursor buttons to select each channel, then use the Alpha Wheel or -/+ buttons to
set the selected channel to Y or N.
As the cursor is moved from left to right on these pages, the Insert and Aux Effects Chains for
each channel are displayed on the bottom of the page. (Aux Chains are only displayed if the channel
is the current channel in Program Mode or the specified Aux Effects channel in Setup or Song mode.) The
number of DSP units required to load effects for the cursor-highlighted channel is shown at the
top of the page.
Note: When a channel isn’t allocating DSP units because it’s set to N or (Y) (because resources are
exhausted,) the channel still sends its signal to the Aux sends. If the channel set to N or (Y) has its
Aux sends turned up, and the Aux effect is on a channel set to Y, the channel set to N or (Y) will
still be processed by the Aux effects on the channel set to Y. (On the EffectsEnable page, the channel
with a box around its channel number contains the Aux Chains currently being used. This is the currently
selected channel in Program mode, or the specified Aux Effect channel in Setup and Song mode.)
The Aux 1 Override and Aux 2 Override Pages
NOTE: In Setup mode and Song mode, these pages correspond in appearance and function to the AUX1
and AUX2 pages, though they work on a per setup/song basis.
Pressing the AUXFX1 soft button or the AUXFX2 soft button calls up, respectively, the Aux 1
Override page or the Aux 2 Override page. Use these pages to change Aux effect settings without
entering the Program Editor.
Each Program in the PC3A can be saved with two Aux effects chains. In Program Mode, the
program on the current MIDI channel determines the Aux effect chains used for programs on all
channels. (In Setup and Song mode Aux chains are determined by the program on the specified Aux
Effects channel.) To change Aux effect settings without entering the Program Editor, enter Effects
Mode and go to the Aux 1 or Aux 2 Override page. (Go to the AUX1 and AUX2 pages in Song mode
or the Setup Editor.) You can select a different Aux effect chain, set Aux send levels for programs on
each channel, and set other basic Aux effect parameters. In Program Mode, these parameters
remain at their override values until the PC3A is restarted, or until you reset them in Effect mode
to the default values listed in the table below. (In Setup and Song mode these settings are saved with
each Setup or Song.)
9-5
Effects and Effect Mode
Effects Overview
Parameter
Range of Values
Default
Override
No, Yes
No
Chain
Chain List
0 None
Output
auto, Pri., Sec.
auto
Mod Override
Control Source List
None
Send Level
[p], -96 to 24 dB
[p]
Pre-/Post- Insert
[p], pst, pre
[p]
Override
This parameter switches on or off the Aux override. Set Override to Yes to select an override Aux
Chain on this page (the Chain parameter appears, see below.) Set Override to No to use the aux
chains of the program on the current channel (or the program on the specified Aux Effects channel in
Setup or Song mode.) If Override is set to No, the top line of the page displays the Aux Chain that is
loaded for the current program, as well as the current channel. In the case of the page shown
above, the Aux 1 Chain of the current program is 906 Medium Hall2, and the current channel is
6.
Notice that in Program mode, if an Aux effect is overridden in Effect mode, the top line of the
PROGFX (or LYR_FX) page (in the Program Editor) indicates that corresponding Chain does not
use up any DSP units. Since the Chain specified for the program is not applied, the PC3A does
not allocate resources for it.
9-6
Effects and Effect Mode
Effects Overview
Chain
When Override is set to Yes, you can select an override Aux Chain for the page’s corresponding
Aux bus. This parameter is not visible when Override is set to No.
Output
This parameter specifies the physical audio output pair for the page’s corresponding Aux
Chain’s output. The settings Pri. and Sec. refer, respectively, to the primary and secondary physical
audio outputs of the PC3A (labeled “MAIN” and “AUX” on the back panel.) Setting Output to
auto uses the output pair specified in the program on the current channel (or the program on the
specified Aux Effects channel in Setup or Song mode).
Mod Override
This parameter can be used to override the Mod Control source of the program on the current
channel (or the program on the specified Aux Effects channel in Setup or Song mode.) Set a physical
controller or other Mod Control source to scale the Aux send level between -96dB and the value
set for the aux send level. A setting of None yields no override in Mod Control source, and uses
the Mod Control source specified in the program on the current channel (or the program on the
specified Aux Effects channel in Setup or Song mode.)
Send Levels and Pre/Post Ins.
On the bottom half of the page, there are two parameters for each of the 16 MIDI channels: Send
Level (top row) and Pre-/Post-Insert (bottom row).
The setting for each Send Level parameter determines if each channels Aux Send Level is
overridden, and if so, by what value. A value of [p] means “no override” (i.e., use the values
specified in the program). A value of [p] can be set by entering -99 with the alphanumeric pad
and then pressing the Enter button, or by using the Alpha wheel or -/+ buttons to scroll below
-96db.
Note: In most factory ROM programs, the send level for Aux 1 is controlled by an Aux mod set to
MIDI28 (slider I.) If a send level override is set, it will usually be scaled by the entry value for
slider I each time a program is selected. To defeat this behavior, set the Mod Override parameter
to ON, then set the Send Level override value.
The setting for each Pre-/Post-Insert parameter determines if the Aux routing for each channel is
overridden, and if so, by what routing. Pre means that the Aux Send takes place before any Insert
Effect is applied, whereas a setting of Pst means that the Aux Send takes place post-Insert Effect.
(Of course, if the program on the channel has no Insert Effects loaded, then this parameter will
make no difference.) A value of [p] means “no override” (i.e., use the values specified in the
program).
9-7
Effects and Effect Mode
Effects Overview
The Master Effects Page
NOTE: In Setup mode and Song mode, this page corresponds in appearance and function to the MASTER
EFFECTS page, which works on a per setup/song basis.
Pressing the MASTER soft button calls up the Master Effects page. The Master Effects page
contains the settings for the master EQ and Compressor. When enabled, the master effects are
applied to all programs in Program Mode. (In Setup and Song mode, each setup and song can have its
own master effects settings or use the master effects settings from Effect mode, see Mode below for details.)
The page appears as shown below:
Parameter
Range of Values
Default
Mode
Master, Setup
Master
Order
Compressor => EQ, EQ => Compressor
Compressor => EQ
Master FX
Master FX Enabled, Master FX Bypassed
Master FX Enabled
The two boxes in the chain on the Master Effects page are the master Compressor and EQ Effects.
Press the Edit button while either of these boxes is selected to edit the parameters for the box’s
effect. See Equalizers (EQ) on page 9-15 and Compressors, Expanders, and Gates on page 9-16 for
description on the EQ and Compressor parameters.
Mode
The setting for the Master Effects can be set directly on this page, or optionally in the control
setup. In Program mode, to set up the Master Effects from Effect mode, set the Mode parameter
to Master. To use the settings in the current control setup, select Setup. Controlling the Master
Effects from the control setup allows for convenient switching between different configurations.
See Control Setup on page 6-9 details. (In Setup and Song modes, a setting of Master uses the master
effect settings set in Effect Mode, while a setting of Setup uses the master effects settings for the current
Setup or Song.)
Order
Use the Order parameter to determine the order of the two effects. Setting Order to Compressor
=> EQ routes signal through the Compressor first, and then through the EQ. Setting Order to EQ
=> Compressor routes signal through the EQ first, and then through the Compressor.
Master FX
The Master FX parameter determines whether the Master Effects are enabled or bypassed.
Setting Master FX to Master FX Enabled enables the Master Effects. Setting Master FX to Master
FX Bypassed bypasses the Master Effects, and effectively removes them from the signal path.
9-8
Effects and Effect Mode
Effects Overview
The Chain Editor
Pressing the Edit button while a Chain (other than 0 None) is highlighted—on any of the various
effects pages—will call up the Chain editor. From the Program editor, the program’s Insert and
Aux Chains can be edited from the PROGFX and LYRFX pages. In Effect mode Chains selected
for Aux overrides can be edited from the Aux 1 Override and Aux 2 Override pages. In Setup and
Song mode Chains selected for Aux overrides can be edited from the AUX1 and AUX2 pages.
A Chain is made up of one or more effect-boxes, with each box containing a single effect. You can
have up to 16 effect-boxes in a Chain. The settings for all of the parameters of each effect-box are
also stored within the Chain. There are 15 Mod Controls that allow for real-time control over any
parameter from any effect-box in the Chain. Per Chain Control sources are also provided to be
used as inputs to the effect Mods (two FXLFOs, two FXASRs, and four FXFUNs.) These work
similarly to the LFOs, ASRs and FUNs in Program mode, but are only available for use with the
effect Mods.
The MAIN Page
In the Chain Editor, pressing the MAIN soft button calls up the MAIN page. The MAIN page is
where you configure the length of a Chain and select the individual effects that make up the
Chain. The Chain editor MAIN page of the Chain 269 PnoEnhancRvb3 appears as shown below:
At the top right of the display is the number of DSP units used by the currently selected effectbox, and by the Chain as a whole. 2/5 Units indicates that the current effect-box is using two DSP
units and the Chain is using a total of five DSP units for all of its effects boxes. There are a total of
16 units available for all of the Chains that are currently loaded by programs and any active Aux
overrides from Setup/Song/Effects mode.
NOTE: In some configurations, not all 16 units are available for use with multi-unit effects because of the
way the DSP is allocated internally.
Like all other representations of signal paths in the PC3A display, the program signal moves from
left to right through the Chain. Use the cursor buttons to select an effect-box or empty spot in the
Chain. The effect loaded into the selected effect-box can be changed by numeric entry, with the
Alpha Wheel, or with the +/– buttons; and can be changed with either the effect-box or the Effect
field at the bottom of the page highlighted. The +/- double button press will jump to the next
effect “category.”
Pressing the Insert soft button adds a new effect-box to the Chain in the currently selected
block-slot, and pushes the currently selected effect-box down the Chain to the right. (If you have
run out of DSP units, you will not be able to create additional effects boxes.) Pressing the Remove soft
button takes the currently selected effect out of the Chain.
9-9
Effects and Effect Mode
Effects Overview
Editing Effect-boxes
To edit the parameters of an effect, select its effect-box on the MAIN page and press the Edit
button. For each effect, there are one or more pages of parameters that are specific to that effect.
See Effects Parameters on page 9-12 for details on parameters for each type of effect. Any
parameter controlled by an effect Mod will display a value of FxMod and cannot be edited. To
return to the MAIN page of the chain editor, press the Exit button.
The MOD Pages
There are three pages for configuring effects mods: MOD1, MOD2, and MOD3. All three pages
are essentially identical in appearance and function. See below for an example MOD page:
Box
The Box parameter specifies which effect-box in the Chain to which the Mod will be applied.
Param
The Param parameter selects which parameter of the specified box’s effect will be modulated.
Adjust
The Adjust parameter sets a fixed value for the specified parameter (Param) that is applied before
any modulation.
Source
The Source parameter determines the Control source that will modulate the parameter (Param)
in real-time. This can be any of the normal channel Control sources (sliders, mod wheel, pedals,
etc.) or one of the Chain-specific Control sources (FXLFOs, FXASRs, and FXFUNs).
Depth
The Depth parameter determines the range of modulation that the Controller will apply. When
the Control source has a value of 0, the parameter’s (Param’s) value will be the Adjust value.
When the control source is all the way up, the parameter’s (Param’s) value will be the Adjust
value plus the Depth value.
9-10
Effects and Effect Mode
Effects Overview
FXLFO, FXASR, and FXFUN pages
The FXLFO, FXASR, and FXFUN pages are the pages from which you edit the Effects-only
Control sources. These are Control sources that can be used by the effects Mods in the current
Chain. The parameters on these pages work exactly like those of the corresponding Control
sources in program mode (see The LFO Page on page 6-38, The ASR Page on page 6-40, and The
Function (FUN) Page on page 6-41.
INFO
Press the INFO soft button to go to the INFO page where you can edit the controller assignment
info for the current Chain. Info allows you to add a description for each FX Mod you have
assigned. When a Program or Setup uses a Chain that has been stored with info, you can view the
info by pressing the Info soft button on the Program mode or Setup mode main pages. This
allows you to easily view which Chain parameters are controlled by which assigned physical
controllers or MIDI CC numbers.
On the INFO page, use the Chan/Layer buttons to scroll through the current Chain’s list of
controller assignment info. Each assignment info entry has a MIDI controller number and a Text
parameter to describe what the assignment controls. One info entry can be made for each MIDI
CC number.
To edit the text of a controller assignment, press the Text soft button. To create a new controller
assignment info entry, press the New soft button (you will be prompted for a MIDI controller
number.) To create a new controller assignment info entry with the same text as the current info
entry, press the Dup soft button (you will be prompted for a new MIDI controller number, only
one info entry can be made for each MIDI CC number.) To delete the current controller
assignment info entry, press the Delete soft button (you will be prompted to confirm or cancel.)
To return to the Chain editor press the Done soft button or the Exit button. See Export on page
13-15 for details on exporting Chain info.
9-11
Effects and Effect Mode
Effects Overview
Effects Parameters
This section contains descriptions of the PC3A’s many effects parameters, and instructions on
how to use them. Read through this section to get a good general understanding of the
parameters.
The descriptions here do not include all of the parameters associated with every effect, and some
effects may not have some of the parameters described here for their category. A more complete
reference, with every effect and the meaning and range of every parameter, arranged in the order
they appear on the screen, can be found in the KSP8 Algorithm Reference Guide on the Kurzweil
website, www.kurzweil.com.
General Parameters
There are a number of parameters that are common to all or almost all effects, and we’ll deal with
those first.
Wet/Dry balances the levels of the processed and unprocessed signals output from the effect. Wet
represents the processed signal, while dry represents the unprocessed signal. The range is 0%
wet (the signal is unprocessed) through 100% wet (no dry signal is present). Values between 0%
and 100% blend the two signals, for example, at 20% the output signal is 20% wet (processed) and
80% dry (unprocessed.) A setting of 50% wet means the dry and processed signals are roughly
equal in level. In some effects, separate Wet/Dry parameters are provided for the Left and Right
input channels. In some cases, this parameters can have negative values, which indicate that the
Wet signal is polarity-inverted.
When an effect with the Wet/Dry parameter is used in Chain that has been selected as an Aux
effect, Wet/Dry is automatically set to 100% wet and cannot be adjusted. This is because when
using an Aux effect, the dry signal is already effectively at 100% on the main audio bus (not
routed through the Aux effect.) In this case, turning up the Aux send level will blend the 100%
wet signal (from the Aux bus) with the dry signal on the main audio bus.
Out Gain sets the gain at the output of an effect.
In/Out enables or disables the effect. You can think of it as a Wet/Dry parameter with only two
positions: 100% (In) and 0% (Out).
HF Damping (high frequency damping) is the cutoff (-3 dB) frequency of a 6dB/octave lowpass
filter that’s inserted before the processor. High frequencies above the set cutoff frequency will be
filtered out. In the case of processors where multiple iterations of the signal are heard, such as in a
delay, each iteration of the signal will pass through the filter, and will therefore be duller.
XCouple (Cross Couple). In stereo effects, this controls how much of any signal being fed back is
going to the channel opposite to the one where it first appeared. At 100%, all feedback from signals
at the left input goes to the right channel and vice versa, causing a “spreading” or in the case of
delay lines, a “ping-pong” effect. At 0%, fed-back signals stay with the channel they came in on.
A->B cfg (configuration). In combination effects that contain two (or more) components, the
order in which the signal passes through the two components can be changed with this
parameter. Combination effects are usually named with a “->”, as in 484 “Flange->Shaper”. For
example, 484 “Flange->Shaper” can be configured so the signal passes through the flanger first
and then the shaper, or through the shaper first and then the flanger. The cfg parameter
determines the configuration, and its value is context-sensitive—in this example, the choices
would be “Fl->Shp” and “Shp‑>Fl”.
A/Dry->B is also found in many combination effects, and controls the amount of signal that will
pass dry (unprocessed) through the first component into the second component. Different
combination effects use different variations on this parameter, depending on the context. The
range is 0 to 100%.
9-12
Effects and Effect Mode
Effects Overview
Reverbs
Room Type changes the configuration of the effect to simulate a wide array of room types and
sizes including booths, small rooms, chambers, halls and large spaces. Because this parameter
changes the structure of the reverb effect, you need to be careful when assigning it a MOD—
changing it in real time while signal is passing through it is likely to cause audible artifacts. Room
types in different effects with similar names do not necessarily sound the same.
Rvrb Time is the RT60—the time it takes for the reverb to decay to 60 dB below its initial level—in
seconds. It is accurate assuming that several other parameters (HF Damping, Diff Scale, Size
Scale, and Density) are at their nominal levels. It is adjustable up to “Inf”, which creates an
infinitely-sustaining reverb.
LateRvbTim adjusts the basic decay time of the late portion of the reverb after diffusion.
L Pre Dly and R Pre Dly (Pre-Delay) is the time between the start of a sound and the output of
the first reverb reflections from that sound. Longer pre-delays can help make larger spaces sound
more realistic. 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. You can set a separate time for the
left and right reverb signals using L Pre Dly and R Pre Dly.
EarRef Lvl adjusts the mix level of the early-reflection portion of effects which offer early
reflections.
Late Lvl adjusts the mix level of the late-reverb portion of effects which offer early reflections.
Diff Scale scales the “diffusion“ of the early reflections, that is, how spread out they are as a
group over time. At very low settings, the early reflections start to sound quite discrete, and at
higher settings the early reflections are seamless. It is adjustable from 0.00 to 2.00, with 1.00 being
nominal for the given Room Type.
Density controls how tightly the early reflections are packed in time. Low Density settings group
the early reflections close together, while higher values spread the reflections for a smoother
reverb. It is adjustable from 0.00 to 4.00, with 1.00 being nominal (and usually optimal) for the
given Room Type.
Expanse controls the amount of late reverb energy biased toward the edges of the stereo image. A
setting of 0% will bias energy towards the center. Moving away from 0% will bias energy towards
the sides. Positive and negative values will have a different character.
Build adjusts the envelope of certain portions of the reverb. Positive values speed up the
envelope, and negative values slow it down.
Size Scale changes the size of the current room. Altering this parameter will change the reverb
time and also cause some coloration of the reverb. It is adjustable from 0.00 to 4.00, with 1.00
being nominal (and usually optimal) for the given Room Type.
InfinDecay, when turned “On”, causes the reverb tail to decay infinitely. When it’s “Off”, the
decay time is determined by the “Rvrb Time” or “LateRvbTim” parameters. This is a good
parameter to control with a footswitch.
Wet Bal (Wet Balance). Some reverb effects are actually two stereo reverbs in one, with each one
receiving a different mono signal. This balances the outputs of the two reverbs—0% means they
are being mixed equally.
9-13
Effects and Effect Mode
Effects Overview
Delays
There are two types of taps in the Multitap delays: The “Loop“ tap, which has a feedback loop
back to its input, and the numbered taps. The numbered taps can be single iterations or they can
repeat as part of a loop, but they do not have individual feedback paths.
Fdbk (Feedback) Level controls the repeating function of the Loop Tap. A setting of 0% means
there will only be a single delay, while a setting of 100% means the signal keeps repeating
without ever stopping.
Both types of taps are individually adjustable from 0 to 2.55 seconds. The Loop Crs and Tapn Crs
(n being the number of the tap) parameters set the coarse value of the loop in 20-ms increments,
while the Loop Fine and Tapn Fine parameters set the fine value in 0.2-ms increments.
In Delay effects that use tempo to determine tap lengths, there is a Tempo parameter which can
be set from 1 to 255 BPM or to “System”. The Loop Length and Tapn Delays are then expressed
in beats relative to that overall Tempo.
Hold is a switch that, when turned on, “locks” any signal currently in the delay and plays it until
Hold is turned off. When Hold is on, no signal can enter the delay and Feedback is set to 100%. A
good parameter to control with a footswitch.
Dry Bal (Balance) is the left/right balance of the dry signal. At -100%, only the left dry signal goes
to the left output, while at 100% only the right dry signal passes to the right output, and at 0%,
equal amounts of the left and right dry signals pass to their respective outputs.
Tapn Level is the level of each numbered tap, from 0% to 100%, relative to the overall output of
the effect.
Tapn Bal is the left/right balance of each of the numbered taps. At -100%, only the left channel of
tap n goes to the left output, while at 100% only the right channel of tap n goes to the right output.
At 0%, equal amounts of the left and right channels of the tap pass to their respective outputs. In
some delays, pairs of taps (1 and 5, 2 and 6, etc.) are controlled together as stereo pairs.
DelayScale lets you change the lengths of all the taps together. Its range is 0 to 10x.
Note: It is possible for the PC3A to run out of delay memory with over-generous settings of
DelayScale or very slow Tempos. Some Delay effects will simply go to a maximum value and
stay there, while in some, a calculation is made that automatically cuts the delay times in half,
thereby maintaining a relationship with tempo.
Complex Echo
This effect has two feedback taps per channel as well as three independent taps, and also a
feedback diffuser for “smearing” the delays. 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.
FB2/FB1>FB is a balance control between feedback lines 1 and 2. 0% (minimum) turns off
feedback line 2, only allowing use of feedback line 1. 50% is an even mix of both lines, and 100%
(maximum) turns off line 1.
L Diff Dly and R Diff Dly adjusts the delay lengths of the diffusers. Range is 0 to 100 ms.
Diff Amt adjusts the diffuser intensity. Range is 0 to 100%.
C Fdbk n Dly adjusts the delay length of the C channel’s nth feedback tap, fed back to the C
channel’s delay input. Range is 0 to 2600 ms.
9-14
Effects and Effect Mode
Effects Overview
Spectral Multitap Delays
These 4- and 6-tap delays have their feedback and output taps modified with shapers and filters.
In the feedback path of each tap are a diffuser, hipass filter, lopass filter, and imager. Each delay
tap has a shaper, comb filter, and balance and level controls.
Fdbk Image sets the amount that the stereo image is shifted each time it passes through the
feedback line. Range is -100 to 100%.
Tap n Shapr adjusts the intensity of the shaper at each output tap. Range is 0.10 to 6.00 x.
Tap n Pitch adjusts the frequency of the comb filter at each output tap. Range is C-1 to C8, in
semitones.
Tap n PtAmt adjusts the intensity of the comb filter at each output tap. Range is 0 to 100%.
Gated Ducking Delay
This runs the last thing you played through a looping delay, but only outputs the delay signal
when you aren’t playing. Gated Ducking Delay is great for that announcer sound, sound, sound,
so popular in Monster Truck radio spots.
DegenRegen
This one’s a big looping delay with lots of gain, distortion and filtering, and with a compressor to
keep it all under control.
Equalizers (EQ)
The PC3A has both Graphic and Parametric EQ effects. Parametric EQ sections are also found on
a number of combination effects.
The Graphic equalizer is available as stereo (linked parameters for left and right) or dual mono
(independent controls for left and right). It has 10 bandpass filters per channel, each of whose
gain is adjustable from -12 dB to +24 dB.
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 this ripple, it is
best to center the overall settings around 0 dB.
The Parametric equalizer (“5-Band EQ”) has two bands of shelving filters and three bands of true
parametric EQ.
Treb Freq and Bass Freq set the center frequencies for the shelving filters. Both of these are
adjustable over the full range of 16 to 25088 Hz, in increments of a semitone.
Treb Gain and Bass Gain control the amount of cut or boost above (Treb) or below (Bass) the
center frequency. The range is -79 to +24 dB.
Midn Gain sets the cut or boost for the parametric band n, with a range of -79 to +24 dB.
Midn Freq sets the center frequency for parametric band n, with a range of 16 to 25088 Hz, in
increments of a semitone.
Midn Width set the bandwidth of the filter on band n, with a range of 0.01 to 5 octaves.
9-15
Effects and Effect Mode
Effects Overview
Enhancers
Enhancers modify the spectral content of the input signal by boosting existing spectral content,
or stimulating new ones. Two and three-band versions are provided.
Drive adjusts the input into each band. Increasing the drive will increase the effects. Range is
-79.0 to 24.0 dB.
Xfer adjusts the intensity of the transfer curves. Range is -100 to 100%.
EQ Morpher
This effect uses two four-band bandpass filters, A and B, and moves between them. This can
produce very convincing human vocal type sounds.
FreqScale offsets the filter frequencies for each set of filters. After setting the filter parameters
(Freq, Gain, and Width), the FreqScale parameters will move each of the four filter frequencies
together by the same relative pitch. Range is -8600 to 8600 cents.
Morph A>B. When set to 0% the “A” parameters are controlling the filters, and when set to 100%,
the “B” parameters control the filters. Between 0 and 100%, the filters are at interpolated
positions. When morphing from A to B settings, the A filter #1 will change to the B filter #1, A
filter #2 moves to B filter #2, and so on. Range is 0 to 100%.
Compressors, Expanders, and Gates
A wide range of Compression and Expansion effects is available in the PC3A. The various effects
include different combinations of:
• compressors with soft-knee characteristic—the compression action comes in gradually as the
signal level approaches the threshold
• compressors with hard-knee characteristic—the compression action comes in abruptly when
the signal reaches the threshold
• expanders
• multiband compressors that break the signal up into three frequency bands and compress
them all separately
• sidechains or output EQs
• reverbs and compressors in combination
• gates
• gated reverbs
All of the Compression effects use these parameters:
FdbkComprs (Feedback Compression) selects whether to use feed-forward (set this to “Out”) or
feed-back (set this to “In”) compression. The feed-forward configuration uses the input signal as
a side-chain source, which is useful when the compressor has to act really quickly. The feed-back
configuration uses the compressor output as the side-chain source, which lends itself to more
subtle, but not as quick-reacting, compression.
Atk (Attack) Time for the compressor is adjustable from 0.0 to 228.0 ms.
Rel (Release) Time for the compressor is adjustable from 0 to 3000 ms.
SmoothTime smooths the output of the expander’s envelope detector by putting a lowpass filter
in the control signal path. Smoothing will affect the Attack or Release times only when this
parameter is longer than one of the other times. The range is 0.0 to 228.0 ms.
Signal Dly (Delay) puts a small delay in the signal relative to the sidechain processing, so that
the compressor (or gate) “knows” what the input signal is going to be before it has to act on it.
9-16
Effects and Effect Mode
Effects Overview
This means the compression can kick in before an attack transient arrives. In the
SoftKneeCompress and HardKneeCompress effects, delay is really only useful in feed-forward
configuration (FdbkComprs is “Out”). For other compressors, the delay can be useful in feedback
configuration (FdbkComprs is “In”). The range is 0 to 25 ms.
Ratio is the amount of gain reduction imposed on the compressed signal, adjustable from 1.0:1
(no reduction) to 100:1, and Inf:1.
Threshold is the level in dBFS (decibels relative to full scale) above which the signal begins to be
compressed. Adjustable from -79.0 to 0 dB.
MakeUpGain allows additional output gain to compensate for gain reduction in the compressor.
It is essentially the same parameter as Out Gain, with which it is summed. The minimum is -79.0,
and the maximum summed gain (MakeUpGain + Out Gain) is +24.0 dB.
Expansion
Effects containing Expanders have these controls:
Atk or Exp Atk (Attack), how fast the expander turns off when the input signal rises above the
threshold level, adjustable from 0.0 to 228.0 ms.
Rel or Exp Rel (Release), how fast the expander turns back on after the signal drops below the
threshold level, adjustable from 0 to 3000 ms.
Ratio or Exp Ratio, how much the gain is reduced below the expansion threshold, adjustable
from 1:1.0 (no expansion) to 1:17 (extreme downward expansion).
Threshold or Exp Threshold, the level below which the signal is expanded, adjustable from
-79.0 to 0 dB.
In addition, the two-segment compressors with expander have separate Ratio and Threshold
controls for each of the compression segments.
Multiband Compression
The Multiband Compression effect has Attack, Release, Smooth, Signal Delay, Ratio,
Threshold, and MakeUp Gain parameters for each of the three bands (“Low”, “Mid”, and
“High”). In addition, it has:
Crossover1 and Crossover2. These set the frequencies which divide the three compression
frequency bands. The two parameters are interchangeable, so either may contain the higher
frequency value. The range is 16 to 25088 Hz, in increments of a semitone.
Gates
SC Input lets you select which input channel(s) will control the sidechain, which is responsible
for opening and closing the gate. It can be set to L, R, or the average of the two channels,
(L+R)/2. You can use this, if you arrange the signal paths and pan controls appropriately, to gate
one mono signal with a different mono signal.
Gate Time is the time that the gate will stay open after the sidechain signal reaches the
Threshold. Its range is 0 to 3000ms.
Ducking reverses the action of the gate. Normally this if set to “Off”, and the gate opens when
the input signal rises above the threshold. But when this is “On”, the gate closes when the input
signal rises above the threshold.
9-17
Effects and Effect Mode
Effects Overview
Atk Time (attack time) is the time for the gate to ramp from closed to open (reverse if Ducking is
on) after the signal rises above threshold, adjustable from 0.0 to 228.0 ms.
Rel Time (release time) is the time for the gate to ramp from open to closed (reverse if Ducking is
on) after the gate timer has elapsed, adjustable from 0 to 3000 ms.
Super Gate
Super Gate is a more sophisticated gate that includes these two functions:
Env Time is the amount of time it takes for the sidechain signal envelope to drop below the
threshold. If this time is too short, the gate can close and open too quickly from amplitude
modulation in the sidechain signal. If it is too long, the gate may stay closed until the envelope
has a chance to fall, and some signals would not get through. This parameter is only in effect
when Retrigger is Off.
Retrigger determines whether the gate timer will reset itself each time the sidechain signal goes
above the threshold. If it is “On”, the timer resets itself, and therefore the gate stays open as long
as the signal is above the threshold, or keeps going above the threshold, within the interval
specified by Gate Time. If it is “Off”, the gate closes down after Env Time has elapsed, regardless
off the sidechain level, and the sidechain level must fall below the threshold and come back up
again before the gate will open again.
Chorus
Chorus is an effect which 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 to modulate the positions of output taps
from a delay line. The movement of the taps 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, while the dual mono choruses have separate left and right
controls.
Fdbk Level is the level of the feedback signal from the LFO1 delay tap into the delay line.
Negative values polarity-invert the feedback signal.
Tap Lvl sets the levels of the LFO-modulated delay taps. Negative values polarity-invert the
signal. Setting any tap level to 0% turns it off.
Tap Pan sets the stereo position for a given tap’s output. The range is -100% for fully left, to 100%
for fully right.
LFO Rate sets the speed of modulation of the delay lines with a range of 0.01 to 10 Hz.
LFO Dpth sets the maximum detuning depth of the LFO-modulated delay lines, with a range
from 0 to 50 cents (= 1/2 semitone).
Tap Dly adds extra delay in front of the LFO modulated delay taps from 0 to 230 ms.
L/R Phase or LFOn LRPhs adjusts the relative phases of the LFOs for the left and right channels
in the stereo Choruses.
9-18
Effects and Effect Mode
Effects Overview
Flanger
Flanging is the process of adding or subtracting a signal with a time-displaced replica of itself,
which results in a series of notches in the frequency spectrum, generally referred to as a comb
filter. In the PC3A, the flanger is a multi-tap delay line, all (but one) of whose taps can have their
lengths modulated up and down by a low frequency oscillator (LFO). The rate of the LFO is
expressed in Tempo.
StatDlyLvl (Static Delay Level) is the level of the first, non-moving tap. Negative values invert
the polarity of the tap. The range is -100 to 100%; 0% turns the tap off.
DlyCrs and DlyFin are the coarse and fine length controls for the Static delay (StatDly…) and for
the minimum value of the moving delays (Dlyn…). The coarse range is 0 to 228 ms, and the fine
range adjusts the coarse range in samples (= 1/48,000 sec = 20.8µsec) from -127 to 127.
Xcurs Crs and Xcurs Fin determine how far the LFO-modulated delay taps can move from the
center of their ranges. The total range of the LFO sweep is twice the excursion. If the excursion is
set to 0, the LFO does not move and the tap behaves like a simple delay line set to the minimum
delay. The coarse range is 0 to 228 ms; the range 0 to 5 ms is most effective for flanging. The fine
range adjusts the coarse range in samples from -127 to 127.
Quantize
This effect produces digital distortion known as quantization noise, by limiting the number of
bits available to the signal. See effect 329 “Aliaser”.
DynamRange (dynamic range) controls how many bits to remove from the signal data words.
The lower the level, the greater the distortion. At 0 dB the hottest of signals will toggle between
only two quantization levels, thereby producing a square wave. Every 6 dB added doubles the
number of quantization levels, reducing the noise and getting closer to the original signal. If the
signal has a lot of headroom (available signal level before digital clipping), then not all
quantization levels will be reached. Range is 0 to 144 dB.
Headroom sets the available signal level before digital clipping. Setting this properly prevents
the signal from getting too loud at low levels of DynamRange. You want to have it match the
amount of level still available above the input signal: this is done by finding the DynamRange
level at which the signal starts getting louder, and setting Headroom to match the DynamRange
value. Range is 0 to 144 dB.
DC Offset adds a positive DC Offset to the input signal, which allows you to alter the position
where digital zero is with respect to your signal. At low DynamRange settings, this can cause the
output to “sputter”. Range is Off/-79.0 to 0.0 dB.
LaserVerb
LaserVerb is a type of reverb which produces a delayed train of closely spaced reflections, or
impulses. As time passes, the spacing between the impulses gets wider, which creates a
discernible buzzy pitch that gets lower as the spacing increases. The signal can be fed back into
itself to extend the effect.
Dly Coarse is the overall delay length, which controls the duration or decay time. 0.5 sec is a
good starting point. Range is 0 to 1.3 seconds in the 2 DSP unit version of the effect, and 0 to 2
seconds in the 3 DSP unit version.
Dly Fine adjusts the delay with a resolution down to 0.2 ms. Range is -20.0 to 20.0 ms.
Spacing determines the starting pitch of the descending buzz and how fast it descends, by
setting the initial separation of impulses and the subsequent rate of increasing impulse
9-19
Effects and Effect Mode
Effects Overview
separation. The spacing between impulses is given in samples (20.8µs). At low values, the buzz
starts at high frequencies and drops slowly, while at high values the buzz starts at a lower pitch
and drops rapidly. Range is 0.0 to 40.0 samples, with a resolution of 0.2 sample.
Contour controls the overall shape of the reverb. When set to a high value, sounds passed
through the reverb start at a high level, and it slowly decays. As the control value is reduced, it
takes more time for the effect to build up before decaying. At a value of around 34%, the reverb
behaves like a reverse reverb, building up to a hit. When it is set to zero, the effect acts like a
simple delay. Range is 0 to 100%.
Filters
There are four types of Resonant Filter effects in the PC3A. All of them have these parameters in
common:
Filter Type (or FiltType) can be Lowpass, Highpass, Bandpass, or Notch (band-cut).
Resonance is the resonance of the filter, adjustable from 0 to 50 dB.
Resonant Filter
Frequency (or Freq) is the fixed resonant frequency of the filter. Its range is 16 to 8372 Hz.
Envelope Filter
Envelope Filter is a resonant filter whose center frequency can be made to vary according to the
level of the incoming signal.
Filter Type can be Lowpass, Highpass, Bandpass, or Notch (band-cut).
Min Freq is the minimum resonant frequency of the filter, that is, the filter frequency when the
input gain is below the triggering threshold. Its range is 16 to 8372 Hz.
Sweep determines how far the resonant frequency moves when the input level increases. At
positive levels it moves up in pitch, and at negative levels it moves down. The highest possible
resonant frequency is 8372 Hz, the lowest is 0 Hz. This parameter’s range is -100% to +100%.
Resonance is the resonance of the filter, adjustable from 0 to 50 dB.
Atk Rate adjusts the upward slew of the attack portion of the envelope detector. Range is 0 to
300.0 dB/sec.
Rel Rate adjusts the downward slew of the release portion. Range is 0 to 300.0 dB/sec.
Smooth Rate slows down the envelope follower. If it is set to a lower rate than Atk Rate or Rel
Rate, it can dominate those parameters. Range is 0 to 300.0 dB/sec.
Triggered Filter
The Triggered Filter is a sweeping resonant filter that triggers when a certain input threshold is
reached, and then follows its own envelope, consisting of an instantaneous attack and an
exponential release, rather than the envelope of the input signal.
Max Freq is the resonant frequency of the filter at the peak of the internal envelope. It can be set
lower than Min Freq (above), in which case the filter will sweep downwards, then back up.
Range is 16 to 8372 Hz.
Trigger is the input-signal threshold at which the envelope detector triggers. Range is -79 to
0 dB.
9-20
Effects and Effect Mode
Effects Overview
Retrigger is the input-signal threshold at which the envelope detector resets, so that it can trigger
again. This parameter is only useful when it is set below the value of Trigger. Range is from -79 to
0 dB.
Env Rate is the envelope detector decay rate. This can be used to prevent false triggering. When
the signal envelope falls below the retrigger level, the filter can be triggered again when the
signal rises above the trigger level. Since the input signal can fluctuate rapidly, it is necessary to
adjust the rate at which the signal envelope can fall to the retrigger level. The range is 0 to 300.0
dB/sec.
Rel Rate is the downward slew (release) rate of the triggered envelope generator. The range is 0
to 300.0 dB/sec.
Smth Rate slows down the envelope follower. If set lower than the release rate, it will dominate
it. You can also use the smoothing rate to lengthen the attack of the internal envelope. The range
is 0 to 300.0 dB/sec.
LFO Filter
The LFO filter is continuously swept between two resonant frequencies over a period of time.
The LFO frequency, expressed in BPM and beats, can be fixed or set to follow System tempo.
Min Freq and Max Freq are the low and high limits of the resonant frequency as the filter is
swept. You can set the Min Freq higher than the Max Freq, in which case the filter will sweep
“upside down” relative to the controlling clock. The range for both is 16 to 8372 Hz.
LFO Shape is the waveform type for the LFO. Choices are Sine, Saw+, Saw-, Pulse, and Tri.
LFO PlsWid (Pulse Width). When the LFO Shape is set to Pulse, this sets the pulse width as a
percentage of the waveform period. When the width is set to 50%, the result is a square wave.
This parameter has no effect if other waveform types are chosen. Range is 0 to 100%.
LFO Smooth smooths (removes the higher harmonics from) the Saw+, Saw-, and Pulse
waveforms. A Sawtooth wave becomes more like a triangle wave, and a Pulse wave becomes
more like a sine wave. Range is 0 to 100%.
Distortion
Distortion effects on the PC3A may also include a parametric equalizer or a cabinet simulator.
Dist Drive applies a boost to the input signal to overdrive the distortion effect into soft clipping.
This will tend to make the signal very loud, so you may have to reduce the Out Gain as this
parameter is increased. Range is 0 to 96 dB.
Warmth is a lowpass filter in the distortion control path. This filter may be used to reduce some
of the harshness of some distortion settings without reducing the bandwidth of the signal. Range
is 16 to 25088 Hz.
Highpass allows you to reduce the bass content of the distortion content in the smaller distortion
effects that don’t have true parametric EQ. Range is 16 to 25088 Hz.
Cab Preset selects from eight cabinet simulations which have been created based on
measurements of real guitar amplifier cabinets. The presets are: Basic, Lead 12, 2x12, Open 12,
Open 10, 4x12, Hot 2x12, and Hot 12.
Cab Bypass switches on and off the cabinet-simulation part of the effect. When this is set to “In”,
the cabinet simulation is active; when it is “Out”, there is no cabinet action.
Cabinet HP and Cabinet LP are highpass and lowpass filters to set the frequency response limits
of the cabinets. Range of both filters is 16 to 25088 Hz.
9-21
Effects and Effect Mode
Effects Overview
Polydistort
This is a more complex distortion effect that provides two, four, or six stages of distortion.
Curve n controls the curvature of the individual distortion stages. 0% is no curvature (no
distortion at all). At 100%, the curve bends over smoothly and becomes perfectly flat right before
it goes into clipping. Maximum value is 127%.
LP n Freq are shelving frequencies for one-pole lowpass filters on each of the distortion stages.
LP0 Freq handles the initial low pass prior to the first distortion stage. The other low pass
controls follow their respective distortion stages. Range is 16 to 25088 Hz.
Rotating Speakers
An effect that includes Rotating Speakers breaks the signal into two frequency bands, “rotates”
each band separately through a virtual speaker, and then combines the outputs with a pair of
virtual “microphones” whose angle relative to the speakers is adjustable. A number of very
sophisticated parameters have been included in the Rotating Speakers effect, to give the effect a
great degree of realism. Because of the complexity of the effects, you might want to approach any
parameters that seem a little obscure to you with caution.
Roto InOut engages or bypasses the rotary speaker effect.
There are four virtual microphones, with two each on the woofer (LoMic A and LoMic B) and on
the tweeter (HiMic A and HiMic B). Each microphone has:
Pos (position), the angle of the microphone from the front of the virtual speaker, from -180 to 180
degrees;
Lvl (level) from 0 to 100%; and
Pan, the left/right panning of the microphone’s output, from -100% (full left) to 100% (full right).
Other parameters:
Lo Beam W and Hi Beam W set the acoustic radiation patterns (“beam width”) of the two drivers
in the rotating speaker. If you imagine looking down on the rotating speaker, this is the angle
between the -6 dB levels of the beam. The range is from 45° to 360°. At 360°, the driver is
omnidirectional.
Xover (Crossover) is the frequency at which high and low frequency bands are split and sent to
separate rotating drivers. The range is 16 to 25088 Hz.
Lo Gain and Hi Gain are the gains of the signal passing through the rotating woofer or tweeter,
respectively. The range is Off/-79.0 to 24.0 dB.
Lo Size and Hi Size are the effective sizes (radius of rotation) of the rotating speakers in
millimeters. This affects the amount of Doppler shift or vibrato of the low frequency signal. The
range is 0 to 250 mm.
Lo Trem and Hi Trem control the depth of tremolo (amplitude modulation) of the signals. It is
expressed as a percentage of full scale tremolo. The range is 0 to 100%.
LoResonate and HiResonate are simulations of cabinet resonant modes expressed as a
percentage. For realism, you should use very low settings. The range is 0 to 100%.
Lo Res Dly and Hi Res Dly are the number of samples of delay in each resonator circuit in
addition to the rotation excursion delay. The range is 10 to 2550 samples.
9-22
Effects and Effect Mode
Effects Overview
LoResXcurs and HiResXcurs are the number of samples of delay to sweep through the resonator
at the rotation rate of each rotating speaker. The range is 0 to 510 samples.
ResH/LPhs sets the relative phases of the high and low resonators. The angle value in degrees is
somewhat arbitrary and you can expect the effect of this parameter to be rather subtle. The range
is 0 to 360.0 degrees.
Mic Angle is the angle of the virtual microphones in degrees from the “front” of the rotating
speaker. For the left microphone the angle increases clockwise (when viewed from the top), while
for the right microphone the angle increases counter-clockwise. Assigning a MOD to this
parameter should be done with caution: real-time adjustments to it will result in large sample
skips, which will cause clicks in the signal passing through. The range is 0 to 360.0 degrees. (In
Distort + Rotary only.)
The following parameters relate to rotation speed:
Speed sets the rotating speakers to run at either the slow rate or the fast rate.
Brake, when set to “On”, slows the rotating speakers to a halt.
Lo Mode, in the “Normal” setting, will give you full control of the low frequency speaker with
the Speed parameter. The “NoAccel” setting will hold the low frequency speaker at the slow
speed, and the Speed parameter will have no effect on its speed, though Brake will still work. In
the “Stopped” position, the low frequency speaker will not spin at all.
Lo Slow and Hi Slow are the rotation rates in hertz (Hz) of the speakers when Speed is set to
“Slow”.
Lo Fast and Hi Fast are the rotation rate in hertz (Hz) of the speakers when Speed is set to “Fast”.
LoSlow>Fst and HiSlow>Fst are the times for the speakers to accelerate from the slow speed to
the fast speed.
LoFst>Slow and HiFst>Slow are the times for the speaker to decelerate from the fast speed to
the slow speed.
LoAccelCrv and HiAccelCrv are the shapes of the acceleration curves for the speakers. 0% is a
constant acceleration. Positive values cause the speaker to speed up slowly at first then quickly
reach the fast rate. Negative values cause a quick initial speed-up then slowly settle in to the fast
speed. If set to a low negative value, it will overshoot.
LoSpinDir and HiSpinDir are the directions of rotation of the speakers. The choice is clockwise
(CW) or counter-clockwise (CCW).
Vibrato/Chorus
The Vibrato/Chorus effect simulates the vibrato and chorus effects on a tone wheel organ, and is
used in conjunction with the Rotary Speaker. It has several unique parameters:
VibChInOut is an in/out switch for the Vibrato/Chorus effect.
Vib/Chor is the type of Vibrato/Chorus effect to be used. The choices are from three vibratos,
“V1”, “V2”, “V3”, or three choruses, “C1”, “C2”, “C3”.
9-23
Effects and Effect Mode
Effects Overview
Tremolo and AutoPan
Tremolo is amplitude modulation using an LFO. AutoPan moves the signal between the left and
right channels, using an LFO. They have several parameters in common and several unique ones.
LFO Rate is the rate of the LFO. The range is 0 to 10.00 Hz, or 0 to 12.00 x the tempo.
Rate Scale multiplies the speed of the LFO rate into the audio range. The range is 1 to 25088 x.
When above 16x, the values increment in semitone steps. When the LFO Rate is set to 1.00 Hz, the
value of this parameter is equal to the LFO frequency in Hertz.
LFO Shape is the waveform type for the LFO. Choices are Sine, Saw+, Saw-, Pulse, and Tri.
LFO PlsWid or Pulse Width. When the LFO Shape is set to Pulse, this sets the pulse width as a
percentage of the waveform period. When the width is set to 50%, the result is a square wave.
This parameter has no effect if other waveform types are chosen. Range is 0 to 100%.
AutoPan
Origin determines the axis for the panning motion. At 0%, the panning is centered between the
speakers. Positive values shift the axis to the right, while negative values shift it to the left. At
-100% or +100% (the range limits), there is no panning action.
ImageWidth is the width of the original input program material before it is auto-panned. At 0%
(minimum), the input image is shrunk to a single point source, allowing maximum panning
excursion. At 100% (maximum), the original width is maintained so no panning can occur.
Pan Width controls the amount of pan excursion. It is the percentage of total panning motion
available after Origin and ImageWidth are set. Range is 0 to 100%.
CentrAtten (Attenuation) is the amount the signal level drops as it is panned through the center
of the stereo image. For the smoothest tracking, a widely accepted subjective reference is -3dB.
Values above -3dB will cause somewhat of a bump in level as an image passes through the center,
while values below -3dB will cause a dip. Range is -12 to 0 dB.
Tremolo
Depth controls the amount of attenuation applied when the LFO is at its deepest excursion point.
Range is 0 to 100%.
LFO Phase shifts the phase of the tremolo LFO relative to the beat reference. Range is 0.0 to 360.0
degrees.
50% Weight is the relative amount of attenuation added when the LFO is at the -6dB point. This
causes the LFO shape to bow up (positive values) or down (negative values). Range is -16 to
3 dB.
L/R Phase sets the phase relationship of the channels. “In” flips the left channel’s LFO out of
phase, with the result that the effect turns into an auto-balancer. “Out” leaves the left LFO alone.
9-24
Effects and Effect Mode
Effects Overview
Pitcher
Pitcher applies a filter to the input signal which has a series of peaks in the frequency response.
These peaks are normally adjusted so that their frequencies are all multiples of a specific,
selectable frequency, which imposes a strong sense of pitch at the selected fundamental
frequency.
Pitch. The fundamental pitch imposed upon the input, in MIDI note numbers from C-1 to G9.
Ptch Offst is an offset from the pitch frequency in semitones, from -12.0 to 12.0. It can be useful to
assign pitch bend, a ribbon, or another continuous controller to this parameter through a MOD.
Odd Wts, Pair Wts, Quartr Wts, Half Wts are parameters that control the 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. For more information and examples, see
the KSP8 Algorithm Reference Guide available as a free download at www.kurzweil.com.
Ring Modulation
Ring modulation multiplies two signals (the “carrier” and the “modulator”) together to produce
unusual, often non-harmonic, overtones. The Ring Modulator effect in the PC3A has two modes:
“L*R” in which two mono signals are modulated together; and “Osc”, in which the input is
stereo, and it is modulated with the sum of five waveforms that are generated from oscillators
within the effect itself. Four of these oscillators are sine waves, while one (Oscillator 1) offers a
selection of waveforms.
Wet/Dry. When the effect is in “L*R” mode, this controls how much of the left signal only is
passed dry (the right signal isn’t passed dry at all).
Mod Mode selects between the two modes.
Osc1 Lvl is the level of Oscillator 1, from 0 to 100%.
Osc1 Freq is the frequency of Oscillator 1, from 16 to 25088 Hz.
Osc1 Shape is the waveshape of Oscillator 1, selectable from Sine, Saw+, Saw-, Pulse, and Tri.
Osc1PlsWid (Pulse Width). When Osc1 Shape is set to Pulse, this sets the pulse width as a
percentage of the waveform period. When the width is set to 50%, the result is a square wave.
This parameter has no effect if other waveform types are chosen. Range is 0 to 100%.
Osc1Smooth smooths (removes the higher harmonics from) the Saw+, Saw-, and Pulse
waveforms. A Sawtooth wave becomes more like a triangle wave, and a Pulse wave becomes
more like a sine wave. Range is 0 to 100%.
The other four oscillators, Sine2 through Sine5, each have Lvl and Freq controls.
Stereo Simulation
The Mono to Stereo effect converts a monaural input to simulated stereo output.
In Select selects the input signal to be “stereo-ized”. It can be Left, Right, or both: (L+R)/2.
CenterGain is the level of the summed left and right channels. Range is Off/-79.0 to 24.0 dB.
Diff Gain is the level of the difference signal produced, which is the spatial component of the
stereo signal. Range is Off/-79.0 to 24.0 dB.
9-25
Effects and Effect Mode
Effects Overview
DiffBassG controls the gain of a bass-shelf filter on the difference signal. By boosting the low
frequency components of the difference signal, you can increase the sense of acoustic
envelopment. Range is -79.0 to 24.0 dB.
DiffBassF is the transition frequency for the bass-shelf frequency. Range is 16 to 25088 Hz.
The processed signal is split into three frequency bands—Lo, Mid, and High—each of which can
be delayed and panned separately.
Crossover1 and 2 are the two Crossover frequencies at which the band-split filters split the signal
into three bands. The two parameters are interchangeable: either may have a higher frequency
than the other. Range is 16 to 25088 Hz.
Pan [High/Mid/Low] sets the pan position for each band. Range is -100% (fully left) to 100% (fully
right.)
Delay [High/Mid/Low] sets the delay for each band. Range is 0 to 1000 ms.
Stereo Image
This effect provides enhancement for a stereo signal. It also features a stereo correlation meter. It
uses some parameters from Mono to Stereo and some from Stereo Analyze (following).
9-26
MIDI Mode
The TRANSMIT Page
Chapter 10
MIDI Mode
The PC3A sends and receives MIDI on traditional 5-pin DIN connectors and through USB. MIDI
can be sent and received on all ports at once.
Press the MIDI mode button to enter MIDI mode. There are three pages in MIDI mode:
• TRANSMIT (XMIT soft button)
• RECEIVE (RECV soft button)
• CHANNELS (CHANLS soft button)
You’ll use these pages to determine what MIDI messages the PC3A transmits, and how it
responds to the MIDI messages it receives—as well as how each MIDI channel behaves.
When you enter MIDI mode, you’ll see one of the three available MIDI mode pages.
The TRANSMIT Page
Press the XMIT soft button, and the TRANSMIT page appears. Use the parameters on this page
to control how the PC3A sends MIDI information to its USB or MIDI Out port. These settings to
some extent affect the PC3A’s response to its own keyboard and controllers, but they primarily
affect the responses of other MIDI devices that are receiving MIDI from the PC3A on the channel
specified with the Channel parameter on this page.
When a program is selected, either in Program mode or in Quick Access mode, all of the settings
of the TRANSMIT page are in effect, except for ChgSetups, which only applies when loading a
setup.
If a setup is selected, in Setup mode or in Quick Access mode, all of the settings of the TRANSMIT
page are in effect except for ControlSetup, Channel, and ProgChang (see below for details.)
When sending MIDI to the USB or MIDI out port from Song mode, Song mode ignores all of the
settings on the Transmit page except ControlSetup (see below for details.)
10-1
MIDI Mode
The TRANSMIT Page
Parameter
Range of Values
Default
Control Setup
Setup List
126 Internal Voices
Destination
USB_MIDI, MIDI, Local
USB_MIDI+MIDI+Local
Channel
1 to 16
1
Transposition
± 60 semitones
0
Velocity Map
Velocity Map List
1 Linear
Pressure Map
Pressure Map List
1 Linear
Program Change
Off, On
On
Change Setups
Immediate, KeyUp
Immediate
Control Setup
This is where you select the current control setup, Zone 1 of which sets the physical controller
assignments for all programs while you’re in Program mode. This parameter does not apply to
Setup mode. Refer to Control Setup on page 6-9 for more information on the control setup.
Destination
The Destination parameter tells the PC3A which ports will carry MIDI information, and
determines if the PC3A’s sound engine will receive MIDI data. Select the desired destination or
any combination of destinations depending on your needs. For example, a value of Local
disables the USB and MIDI Out ports. Use this setting when you want to play the PC3A, but not
to send any MIDI information to other MIDI instruments (local control only.) Alternatively, you
would set this parameter to MIDI or USB_MIDI if you only wanted to send MIDI data to other
MIDI instruments from the MIDI port or USB port, and no MIDI data would be sent locally to the
PC3A’s sound engine. A value of MIDI+Local would send MIDI data only to the MIDI out port
and the PC3A’s sound engine.
For Setup mode, this parameter acts as a final filter for which ports will send MIDI information.
For example, if this parameter is set to MIDI_USB+MIDI, and a setup zone has its Destination
parameter set to MIDI+Local on the SetupMode:CH/PRG page, MIDI data will be sent only
through the traditional MIDI port. Both parameters, MIDI Xmit Destination and the setup
Destination parameter in the SetupMode:CH/PRG page act as filters and both are active in Setup
mode.
Note: This parameter has no effect on Song mode. In Song mode each track’s destination ignores this
parameter.
Channel
This defines which MIDI channel the PC3A uses to transmit MIDI messages when not using a
setup or Song mode (each zone determines this in a setup, each track determines this in a song.)
The value for this parameter matches the current MIDI channel displayed on the top line of the
Program mode page. If you change the current MIDI channel while in Program mode, the setting
of this parameter changes accordingly, and vice versa.
Transpose
This parameter affects the transposition that’s applied to the MIDI data stream. Adjusting this
parameter transposes the PC3A’s notes, as well as notes on slaves receiving from the PC3A. This
transposition setting mirrors transposition settings from the Program and Setup main pages. It’s
value is added to transposition settings made elsewhere. This parameter has no effect on MIDI
data sent from Song mode.
10-2
MIDI Mode
The TRANSMIT Page
Velocity Map (Transmit)
Change the MIDI Transmit Velocity Map setting if you are triggering external MIDI gear which is
producing notes that are too loud or too quiet based on your playing style (how light or heavy
that you play the keys.) The default map provides the widest range of velocity expression, but
you may want to choose a different map if the default does not suit your playing style.
MIDI
Sources
PC3A Keyboard
MIDI In via MIDI In port or USB Computer port
VelocityMap Settings on MIDI Mode Receive Page
KEY-VEL page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Velocity Map Settings on Master Mode MAPS Page
PC3A Song Mode
VelocityMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
PC3A audio outputs
MIDI Out via MIDI Out port or USB Computer port
The transmit Velocity Map affects the way the PC3A sends MIDI velocity values to its USB or
MIDI Out port (see the circled box above for its location in the MIDI signal flow.) Different maps
output different MIDI velocity values for the same received MIDI attack velocity. Each map
applies a different curve to received MIDI attack velocities and remaps them to new velocities
before transmitting them to the USB or MIDI Out port (this parameter has no effect on MIDI data
sent from Song mode or to the PC3A’s sound engine.) The default map provides the widest range
of velocity expression, but you may want to choose a different map if the default does not suit
your playing style. See the diagram above for the other pages that affect the MIDI attack velocity
before reaching the transmit Velmap.
The default map, Linear, allows MIDI velocities to pass unchanged. Maps Light 1-3 make it
increasingly easier to produce high MIDI velocity values for the same key strike velocity (with
Light 3 being the easiest,) so these maps may work better for users who play with a lighter touch.
Hard 1-3 make it increasingly harder to produce high MIDI velocity values for the same key
strike velocity (with Hard 3 being the hardest,) so these maps may work better for users who play
with a harder touch. Piano Touch simulates the general velocity response of an acoustic piano,
and is best suited for playing acoustic piano sounds. Easy Touch is similar to the Light settings,
making high velocities easier to play, but it allows more sensitive control over playing high
velocities by not boosting the MIDI velocity for fast strike velocities as much as it does for
medium strike velocities. GM Receive mimics the velocity map commonly used by keyboards
that use the General MIDI (GM) sound set. The GM Receive map makes medium strike velocities
produce higher MIDI velocities compared to the Linear map.
10-3
MIDI Mode
The TRANSMIT Page
Pressure Map (Transmit)
Change the Transmit Pressure Map setting if you are triggering external MIDI gear which is
producing MIDI pressure (aftertouch) values that are too high or too low based on your playing
style (how soft or hard that you press the keys.) The default map provides the widest range of
pressure expression, but you may want to choose a different map if the default does not suit your
playing style.
MIDI
Sources
PC3A Keyboard
MIDI In via MIDI In port or USB Computer port
PressureMap Settings on MIDI Mode Receive Page
PRESS page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Pressure Map Settings on Master Mode MAPS Page
PC3A Song Mode
PressureMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
PC3A audio outputs
MIDI Out via MIDI Out port or USB Computer port
The transmit Pressure Map affects the way the PC3A sends MIDI pressure (aftertouch) values to
its USB or MIDI Out port (see the circled box above for its location in the MIDI signal flow.)
Different maps output different MIDI pressure (aftertouch) values for the same received MIDI
pressure (aftertouch) value. Each map applies a different curve to received MIDI pressure
(aftertouch) values and remaps them to new values before transmitting them to the USB or MIDI
Out port (this parameter has no effect on MIDI data sent from Song mode or to the PC3A’s sound
engine.) The default map provides the widest range of pressure (aftertouch) expression, but you
may want to choose a different map if the default does not suit your playing style. See the
diagram above for the other pages that affect MIDI pressure (aftertouch) values before reaching
the transmit Pressure Map.
The default map, Linear, allows MIDI pressure (aftertouch) values to pass unchanged. Maps 2-4
make it increasingly easier to produce MIDI pressure values for the same physical pressure
applied to a key (with 4 “Easiest” being the easiest.) Maps 4-7 make it increasingly harder to
produce MIDI pressure values for the same physical pressure applied to a key (with 7 “Hardest”
being the hardest.)
10-4
MIDI Mode
The RECEIVE Page
Program Change (ProgChang)
When ProgChang is set to On, the PC3A sends program change commands to its USB or MIDI
Out port when you select programs or setups from the front panel or from your MIDI controller.
Select a value of Off when you want to change programs on the PC3A but don’t want to send
program change commands to the USB or MIDI Out port. This parameter doesn’t affect the type
of program change command that’s sent; it just determines whether any command is sent at all.
(The type of program change command is determined by the BankMode parameter on the CH/
PROG page in the Setup Editor of your control setup. See Control Setup on page 6-9 for more
details.)
Note: The ProgChang parameter applies to all modes except Song mode and Setup mode (or when a setup
is loaded from Quick Access mode.) Setups disregard the ProgChang setting and instead use the
EntryProgChg parameter on the SetupMode:CH/PROG page (See The Channel/Program (CH/PROG)
Page on page 7-4.) Songs disregard this ProgChang setting and instead use the ProgChang parameter on
the Song:Event Filter Playback page, accessed from the PLYFLT soft button in Song mode.
Change Setups (ChgSetups)
This parameter determines the exact timing of setup changes when you select a different setup—
either by a normal data entry method or via MIDI program change commands. Choose KeyUp to
indicate that you want setup changes to take place only when you’ve released all currently held
notes. Choose Immediate to indicate that you want such changes to happen immediately when
you select the setup.
The RECEIVE Page
Press RECV to select the RECEIVE page, where you define the PC3A’s response to incoming
MIDI signals (with one exception pertaining to Quick Access mode, which we’ll explain later).
Parameter
Range of Values
Default
Basic Channel
1 to 16
1
MIDI Mode
Omni, Poly, Multi
Multi
All Notes Off
Normal, Ignore
Normal
Program Change Mode
Program Change Type List
Extended
Velocity Map
Velocity Map List
1 Linear
Pressure Map
Pressure Map List
1 Linear
System Exclusive ID
0 to 127
0
Bank Select
Ctl 0, Ctl 32, Ctl 0/32
Ctl 0/32
Local Keyboard Channel
None, 1 to 16
None
10-5
MIDI Mode
The RECEIVE Page
Basic Channel
The basic channel determines which channel will always be available to receive MIDI
information. Depending on the MIDI receive mode (below), the Basic channel may be the only
receiving channel, or one of several.
MIDI Receive Mode (MIDI Mode)
The MIDI Mode parameter determines the MIDI receiving capabilities of the PC3A. When set to
Omni, the PC3A responds to incoming MIDI events on all MIDI channels, and plays them on the
current channel. This is normally used for diagnostic purposes only.
At a setting of Poly, the PC3A responds only to events that are sent on the same channel as the
PC3A’s current MIDI channel (the one displayed on the top line of the Program mode page). In
Poly mode, the currently selected channel is always the basic channel, so if you change channels,
the basic channel changes accordingly.
With a value of Multi (the default), the PC3A responds to events on all active channels. This is the
mode you’ll use when you’re driving the PC3A with a sequencer, since you can play a different
program on each channel. At this setting, you can turn individual channels on and off (on the
CHANNELS page, described later in this chapter).
All Notes Off
If this parameter’s value is set to Normal, the PC3A responds to All Notes Off messages received
over MIDI. Ignore causes these messages to be ignored. If you’re using a Roland product as a
MIDI controller for your PC3A, you’ll want to set the value of this parameter to Ignore. This is
because some older Roland products occasionally send an All Notes Off message when no keys
are held down—even if you’re sustaining notes with a pedal. You might find all your sustains
missing from your sequence, for example, if you’re driving your PC3A from one of Roland’s
hardware sequencers. Setting this parameter to Ignore takes care of this problem.
Regardless of the setting for this parameter, the PC3A always responds to its own Panic button
by shutting off all active notes and controllers.
Program Change Mode (PrgChgMode)
This determines how the PC3A responds to program change commands received via MIDI. See
Program Change Formats on page 10-15 for an explanation of the various values available for this
parameter.
10-6
MIDI Mode
The RECEIVE Page
Velocity Map (Receive)
Change the receive Velocity Map setting if you are triggering the PC3A with external MIDI gear
which is producing notes that are too loud or too quiet. The default map provides the widest
range of velocity expression, but you may want to choose a different map if the default does not
suit your playing style.
MIDI
Sources
MIDI In via MIDI In port or USB Computer port
PC3A Keyboard
VelocityMap Settings on MIDI Mode Receive Page
KEY-VEL page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Velocity Map Settings on Master Mode MAPS Page
PC3A Song Mode
VelocityMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
PC3A audio outputs
MIDI Out via MIDI Out port or USB Computer port
The receive Velocity Map affects the way the PC3A receives MIDI velocity values from its USB or
MIDI In port (see the circled box above for its location in the MIDI signal flow.) Different maps
output different MIDI velocity values for the same received MIDI attack velocity. Each map
applies a different curve to received MIDI attack velocities and remaps them to new velocities
before letting them pass (this parameter has no effect on MIDI data sent from the PC3A’s
keyboard.) The default map provides the widest range of velocity expression, but you may want
to choose a different map if the default does not suit your playing style. See the diagram above
for the other pages that affect the MIDI attack velocity before reaching the receive Velocity Map.
The default map, Linear, allows MIDI velocities to pass unchanged. Maps Light 1-3 make it
increasingly easier to produce high MIDI velocity values for the same key strike velocity (with
Light 3 being the easiest,) so these maps may work better for users who play with a lighter touch.
Hard 1-3 make it increasingly harder to produce high MIDI velocity values for the same key
strike velocity (with Hard 3 being the hardest,) so these maps may work better for users who play
with a harder touch. Piano Touch simulates the general velocity response of an acoustic piano,
and is best suited for playing acoustic piano sounds. Easy Touch is similar to the Light settings,
making high velocities easier to play, but it allows more sensitive control over playing high
velocities by not boosting the MIDI velocity for fast strike velocities as much as it does for
medium strike velocities. GM Receive mimics the velocity map commonly used by keyboards
that use the General MIDI (GM) sound set. The GM Receive map makes medium strike velocities
produce higher MIDI velocities compared to the Linear map.
10-7
MIDI Mode
The RECEIVE Page
Pressure Map (Receive)
Change the receive Pressure Map setting if you are triggering the PC3A with external MIDI gear
which is producing MIDI pressure (aftertouch) values that are too high or too low based on your
playing style (how soft or hard that you press the keys.) The default map provides the widest
range of pressure (aftertouch) expression, but you may want to choose a different map if the
default does not suit your playing style.
MIDI
Sources
PC3A Keyboard
MIDI In via MIDI In port or USB Computer port
PressureMap Settings on MIDI Mode Receive Page
PRESS page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Pressure Map Settings on Master Mode MAPS Page
PC3A Song Mode
PressureMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
PC3A audio outputs
MIDI Out via MIDI Out port or USB Computer port
The receive Pressure Map affects the way the PC3A receives MIDI pressure (aftertouch) values
from its USB or MIDI In port (see the circled box above for its location in the MIDI signal flow.)
Different maps output different MIDI pressure (aftertouch) values for the same received MIDI
pressure (aftertouch) value. Each map applies a different curve to received MIDI pressure
(aftertouch) values and remaps them to new values before letting them pass (this parameter has
no effect on MIDI data sent from the PC3A’s keyboard.) The default map provides the widest
range of pressure (aftertouch) expression, but you may want to choose a different map if the
default does not suit your playing style. See the diagram above for the other pages that affect
MIDI pressure (aftertouch) values before reaching the receive Pressure Map.
The default map, Linear, allows MIDI pressure (aftertouch) values to pass unchanged. Maps 2-4
make it increasingly easier to produce MIDI pressure values for the same physical pressure
applied to a key (with 4 “Easiest” being the easiest.) Maps 4-7 make it increasingly harder to
produce MIDI pressure values for the same physical pressure applied to a key (with 7 “Hardest”
being the hardest.)
10-8
MIDI Mode
The RECEIVE Page
System Exclusive ID (SysExID)
The SysExID parameter differentiates between more than one MIDI device of the same model.
You won’t need to change the default setting of 0 unless you have multiple PC3As (or K2600s,
K2500s, or K2000s) receiving SysEx messages from a single source. In that case, make sure each
instrument has a different SysExID. Then you can direct SysEx messages to the appropriate PC3A
with the SysExID byte that’s included with every SysEx message. A value of 127 specifies “Omni
Receive.” That is, at this value, a PC3A responds to a SysEx message regardless of the SysEx ID of
the message.
Bank Select
BankSelect allows you to choose between having the PC3A respond to Controller 0 or Controller
32 or both. The reason for this is that various manufacturers have chosen one method or the
other. The three possible values for this parameter are:
Ctl 0
Responds to controller 0 only.
Ctl 32
Responds to controller 32 only.
Ctl 0/32 Responds to 0 or 32.
10-9
MIDI Mode
The RECEIVE Page
Local Keyboard Channel (LocalKbdCh)
The Local Keyboard Channel enables an external MIDI device to function as if it is the PC3A’s
keyboard and physical controllers. This allows one MIDI channel of an external MIDI device to
control multiple MIDI channels of the PC3A, even if the external MIDI device only transmits on
one channel.
In Setup Mode, when the LocalKbdCh parameter is set to match the channel on which the
external MIDI device is transmitting, the setup will play on the external MIDI device as it does on
the PC3A’s keyboard. See the Continuous Controller Messages From External MIDI Devices on page
10-11 section below for details on receiving continuous controller messages from an external
MIDI device when a Local Keyboard Channel is set. Also, in Setup Mode, when the LocalKbdCh
parameter is set to match the channel on which the external MIDI device is transmitting, external
MIDI received by a Zone is sent to the destination set with each Zones’ CH/PROG page
Destination parameter (see Destination on page 7-5 for details.) In this case, if a Zone is sending the
external MIDI to the USB or MIDI Out ports, the MIDI messages will be remapped to the channel
of the Zone, and any note transposition set for the Zone will be applied.
In Setup Mode, when the LocalKbdCh parameter is set to None, an external MIDI device will
play a single Program. The played program will be on a Zone of the current Setup that has a
Channel parameter (on the Setup Editor CH/PROG page) which matches the channel on which
the external MIDI device is transmitting. (If no Zone’s Channel parameter matches, the external device
will play the program that was last used by that channel in Program or Setup Mode.) When the Program
of a Setup Zone is played from an external MIDI controller with the LocalKbdCh parameter set
to None, Setup MIDI parameters (most noticeably key range and transposition) will not be
applied. (See Input Channel on page 7-6 for details on applying these parameters when playing a
single zone from an external MIDI device.) Also, in Setup Mode, when Local Keyboard Channel
is set to None, external MIDI sent to any channel is output from the MIDI Thru port, but not from
the MIDI Out port or USB port.
The Local Keyboard Channel parameter also affects how external MIDI devices interact with
Program Mode. In Program Mode, when the LocalKbdCh parameter is set to match the channel
on which the external MIDI device is transmitting, the external MIDI device will play the
Program on the channel currently selected on the Program Mode main page. (The Program Mode
main page shows the current channel on the right of the top line.) Also, in this case, external MIDI
received by a Program is sent to the destination set by the Destination parameter on the MIDI
Mode Transmit page (see Destination on page 10-2 for details.)
In Program Mode, when the LocalKbdCh parameter is set to None, an external MIDI device will
trigger the program on the channel that it is transmitting, no matter which channel is currently
selected on the Program Mode main page. In this case, external MIDI sent to any channel is
output from the MIDI Thru port, but not from the MIDI Out port or USB port.
10-10
MIDI Mode
The RECEIVE Page
Continuous Controller Messages From External MIDI Devices
When using an external MIDI device with the PC3A, you can control many of the PC3A’s
program parameters by sending MIDI Continuous Controller messages (CCs) from the external
MIDI device. Each parameter that you wish to control must have a CC number assigned in the
Program Editor (see the section below: Assigning An External CC Number As A Control Source For
A Program Parameter.) See the sections below for details on using external CCs with the available
settings in Program and Setup Mode.
For details on controllable parameters of VAST programs, see the following sections: The DSP
Modulation (DSPMOD) Page on page 6-30, The LFO Page on page 6-38, The ASR Page on page 6-40,
The Function (FUN) Page on page 6-41, The Envelope Control (ENVCTL) Page on page 6-45, The MOD
Pages on page 9-10, and FXLFO, FXASR, and FXFUN pages on page 9-11. For KB3 programs, see the
following sectionsKB3 Editor: The PITCH Page on page 6-62, KB3 Editor: The AMP Page on page 6-62,
KB3 Editor: The LFO, ASR, and FUN Pages on page 6-70, The MOD Pages on page 9-10, and FXLFO,
FXASR, and FXFUN pages on page 9-11.
Assigning An External CC Number As A Control Source For A Program Parameter
For each program, the Program Editor can be used to assign an external MIDI controller CC
number for each controllable parameter in that parameter’s source field. Source fields are named
differently depending on their page: Src1, Src2, RateCt, Trigger, Input a, Input b, and Source. To
assign a CC number to a source field, enter the number with the alphanumeric pad, then press
Enter. With the source field selected, you can also assign a CC number by holding the Enter
button and sending a CC value from the external MIDI controller. When assigning a CC number
to a source field, the number may be displayed in the source field as the name of that CC’s default
use.
Using External CCs In Program Mode, Local Keyboard Channel=None
To control a program parameter via external MIDI CC in Program Mode, the parameter must
first have a source assigned within the Program Editor, as described in the Assigning An External
CC Number As A Control Source For A Program Parameter section above. To control an assigned
program parameter with Local Keyboard Channel set to None, send the assigned CC number to
the channel which contains the program.
Using External CCs In Program Mode, Local Keyboard Channel Enabled
To control a program parameter via external MIDI CC in Program Mode, the parameter must
first have a source assigned within the Program Editor, as described in the Assigning An External
CC Number As A Control Source For A Program Parameter section above. When using Local
Keyboard Channel in Program Mode, it is best to assign parameters to be controlled by the
default CCs for physical controllers, because these match the default destinations (see the
External MIDI CC Remapping For Local Keyboard Channel and Input Channel table below for default
CCs).
The Local Keyboard Channel makes an external MIDI controller’s continuous controllers behave
as if they were the PC3A’s physical controllers. In Program Mode, when an external MIDI
controller is sending a CC on the channel set for Local Keyboard Channel, external CCs can
control the destinations set for each of the PC3A’s physical controllers. Send the default CC for a
physical controller to control its destination (see the External MIDI CC Remapping For Local
Keyboard Channel and Input Channel table below for defaults.) In Program Mode, these
destinations are set in the Control Setup (see Control Setup on page 6-9 for details.) By default, the
destinations for the PC3A’s physical controllers are the same as their default CC numbers. To
control an assigned parameter, send the assigned default physical controller CC to the channel
set for Local Keyboard Channel.
If a Local Keyboard Channel is set but you are sending CCs to a different channel, these CCs will
be received normally by the Program in that channel.
10-11
MIDI Mode
The RECEIVE Page
Using External CCs In Setup Mode, Local Keyboard Channel=None, Input Channel=None
To control a program parameter via external MIDI CC in Setup Mode, the parameter must first
have a source assigned within the Program Editor, as described in the Assigning An External CC
Number As A Control Source For A Program Parameter section above. To control an assigned
parameter, send the assigned CC number to the channel for the Setup Zone which contains the
program.
Using External CCs In Setup Mode, Local Keyboard Channel Enabled, Input Channel=None
To control a program parameter via external MIDI CC in Setup Mode, the parameter must first
have a source assigned within the Program Editor, as described in the Assigning An External CC
Number As A Control Source For A Program Parameter section above.
The Local Keyboard Channel makes an external MIDI controller’s continuous controllers behave
as if they were the PC3A’s physical controllers. In Setup Mode, when an external MIDI controller
is sending a CC on the channel set for Local Keyboard Channel, external CCs can control the
destinations set for each of the PC3A’s physical controllers. Send the default CC for a physical
controller to control its destination (see the External MIDI CC Remapping For Local Keyboard
Channel and Input Channel table below for defaults.) The CC is received in Setup Mode and sent to
a Program based on the destination set in Setup Mode. In the Setup Editor, use the alphanumeric
pad to set each PC3A physical controller Dest, OnControl or OffControl field to the CCs you
assigned in Program Mode. When setting a CC destination, the number may turn into the name
of the PC3A physical controller which uses that CC by default. If you create a Setup using Setup
126 Internal Voices as a template, the default CC numbers will already be set for each physical
controller destination. (Don’t save a Setup at ID 126, setup 126 Internal Voices is the PC3A’s default
Control Setup, see Control Setup on page 6-9 for details.)
Note: In Setup Mode, when an external MIDI controller is sending a CC on the channel set for
Local Keyboard Channel, any CC sent that is not in the External MIDI CC Remapping For Local
Keyboard Channel and Input Channel table (see below) gets sent to Programs on all Zones of the
Setup.
If a Local Keyboard Channel is set but you are sending CCs to a different channel, these CCs will
be received normally by the Program in the Setup Zone for that channel.
Using External CCs In Setup Mode, Local Keyboard Channel=None, Input Channel Enabled
To control a program parameter via external MIDI CC in Setup Mode, the parameter must first
have a source assigned within the Program Editor, as described in the Assigning An External CC
Number As A Control Source For A Program Parameter section above.
To use an InputChannel (see page 7-6,) Local Keyboard Channel must be set to None. The
InputChannel makes an external MIDI controller’s continuous controllers behave as if they were
the PC3A’s physical controllers. When an external MIDI controller is sending a CC on the
channel set for InputChannel, external CCs can control the destinations set for each of the
PC3A’s physical controllers. Send the default CC for a physical controller to control its
destination (see the External MIDI CC Remapping For Local Keyboard Channel and Input Channel
table below for defaults.) The CC is received in Setup Mode and sent to a Program based on the
destination set in Setup Mode. In the Setup Editor, use the alphanumeric pad to set each PC3A
physical controller Dest, OnControl or OffControl field to the CCs you assigned in Program
Mode. When setting a CC destination, the number may turn into the name of the PC3A physical
controller which uses that CC by default. If you create a Setup using Setup 126 Internal Voices as
a template, the default CC numbers will already be set for each physical controller destination.
(Don’t save a Setup at ID 126, setup 126 Internal Voices is the PC3A’s default Control Setup, see Control
Setup on page 6-9 for details.)
10-12
MIDI Mode
The RECEIVE Page
Note: In Setup Mode, when an external MIDI controller is sending a CC on the channel set for
Input Channel, any CC sent that is not in the External MIDI CC Remapping For Local Keyboard
Channel and Input Channel table (see below) also gets sent to the Program on that channel.
If an InputChannel is set but you are sending CCs to a different channel, these CCs will be
received normally by the program in the Setup Zone for that channel.
External MIDI CC Remapping For Local Keyboard Channel and Input Channel
Default MIDI CC# Which Controls The
Destination Assigned To Each PC3A
Physical Controller In The Setup Editor
PC3A Physical Controller
Pitch Wheel
NA, responds to MIDI pitch bend messages
Mod Wheel
1
Arp Button
69
SW Button
29, 70
Continuous Pedal 1
11
Continuous Pedal 2
4
Breath
2
Pressure (key pressure)
Not controllable by MIDI CC
Foot Switch 1
64
Foot Switch 2
66
Foot Switch 3
67
Ribbon Section 1
18, 21
Ribbon Section 2
19
Ribbon Section 3
20
Slider A (Data)
6
Slider B
13
Sliders C-I
22-28
Programmable Switches 1-8
Not controllable by MIDI CC
Bank Buttons (KB3 control buttons,
Setup Zone Mute buttons)
Not controllable by MIDI CC
10-13
MIDI Mode
The RECEIVE Page
The Channels Page
Press the CHANLS soft button to select the CHANNELS page, where you can define numerous
parameters for each MIDI channel independently. Use the Chan/Layer buttons to select the MIDI
channel you wish to work on.
The CHANNELS page is very useful when you’re doing multi-timbral sequencing, with
programs assigned to numerous MIDI channels. The CHANNELS page lets you set several
control characteristics for each MIDI channel. This makes it easy to adjust the playback of the
sequence without editing the sequence itself. For example, you might turn off the Enable
parameter for one or more channels to mute the tracks on those channels. You could also set the
VolLock parameter to On, to ignore any MIDI volume messages the PC3A receives on a given
MIDI channel.
Parameter
Range of Values
Default
Enable
Off, On
On
Program
Program list
Program ID 1
Pan
0 to 127
64 (centered)
Volume
0 to 127
127 (maximum)
Program Lock
Off, On
Off
Pan Lock
Off, On
Off
Volume Lock
Off, On
Off
Enable
Use this parameter to turn the currently selected channel on or off. When on, the channel will
receive MIDI information, and the settings of the parameters on the MIDI CHANNELS page will
be in effect. When off, the channel will ignore all MIDI information.
Program
Use this parameter to assign a program to the currently selected channel. The channel will still
respond to program change commands received via MIDI, unless the PrgLock parameter
(described below) is set to On.
10-14
MIDI Mode
Program Change Formats
Pan
This offsets the pan position of the current program as set on the OUTPUT page in the Program
Editor. A value of 0 is maximum offset to the left, 64 is no offset, and 127 is maximum offset to the
right. Changing the value of this parameter is like inserting a MIDI pan message. MIDI Pan
(MIDI 10) messages will change the value of this parameter, unless the PanLock parameter
(described below) is set to On.
If the Mode parameter on the OUTPUT page in the Program Editor is set to Fixed, changing the
value of Pan on the CHANNELS page in MIDI mode has no effect.
Volume
This sets the volume for any program assigned to the currently selected channel. A value of 0 is
silence, and a value of 127 is full volume. The value of this parameter will change in response to
MIDI Volume (MIDI 07) messages, unless the VolLock parameter (described below) is set to On.
Program Lock, Pan Lock, Volume Lock
When the parameter locks are set to On, the three parameters they control do not respond to their
respective MIDI controller messages. In that case, you could change the Program, Pan, and
Volume settings from the front panel, but not via MIDI.
Program Change Formats
The PC3A can store more programs than the MIDI program change specification can handle
(MIDI lets you send program change numbers from 0 to 127 or 1 to 128 only). So we’ve designed
a system that makes program selection more flexible. This is true whether you’re selecting
programs from the PC3A’s front panel, or via MIDI.
Program Change Type
For Use With:
Extended
Bank changes and Program changes. A bank has 128 ids. Note
that our system will recognize 16 banks, from 0 to 15. (2048 ids).
This is for connecting a PC2 or a generic MIDI device as a controller
device.
K2600
Bank changes and Program changes. A bank has 100 ids. Our
system will recognize in this case 21 banks, from 0 to 20. For
example, with MIDI out from a K2600 into the MIDI in of a PC3A, if
you scroll or enter a number in the K2600 you will see the same
numbers in the K2600 and in the PC3A if the programs exist.
QAccess
Other PC3As (or K2600s, K2500s or K2000s) similarly set, when in
Quick Access mode
The PC3A gives you thousands of program change numbers to work with. These are organized
into 16 banks of 128 each (the memory banks). A program’s object ID is its program change
number, as discussed in Chapter 5. This makes it easy to keep track of your programs. The PC3A
can use several different formats for interpreting program change commands. The value for the
ProgChgMode parameter on the RECEIVE page determines which format is used, and the one
you should select depends on your MIDI system.
If you expect you’ll always change programs from your PC3A’s front panel, selecting programs
is as simple as entering the program change number (the program’s object ID) on the
alphanumeric pad, and pressing Enter. Even program numbers above the usual MIDI limit of
127 can be selected this way.
10-15
MIDI Mode
Program Change Formats
Extended Program Changes
If you’re controlling your PC3A from a MIDI device that can handle the MIDI Controller 0 or 32
program-change format, you’ll have the greatest flexibility if you set the ProgChgType parameter
to a value of Extended.
When you’re using the extended program change format, then depending on the value of the
BankSelect parameter on the RECEIVE page in MIDI mode, the PC3A will respond to either
MIDI Controller 0 or 32 program change commands for bank selection, and standard program
change commands for program changes within the current bank. Different values have different
results, as shown in the following table:
Program Change Command
Type
Value of
Message
Result
MIDI controller 0 or 32 
(MC 0 or MC 32)
0 to 16
Selects memory bank zeros–900s
0 to 127
Selects correspondingly numbered program in current
memory bank
Standard (PCH)
If your PC3A is already in the memory bank you want to use, you can send it single PCHs from 0
to 127, to select programs within that memory bank. The PC3A’s response depends on the setting
for the Bank/Select parameter on the MIDI Mode RECV page. If you want to change the memory
bank, the PC3A must receive either an MC 0 or 32 message with value 0–127. The next PCH in the
range 0–127 will select the correspondingly numbered program in the newly selected bank. The
following table of examples should help make it clear.
Bank Change
Command Received
Program Change
Command Received
Result
MC 0 or 32: value 0
PCH: value 99
Program 99 (Base1 bank, 99th program)
MC 0 or 32: value 1
PCH: value 41
Program 169 (Base2 bank, 41st program)
MC 0 or 32: value 1
PCH: value 129
Program 258 (Classic Keys bank, 2nd program)
MC 0 or 32: value 7
None
KB3 bank selected, no change in current program (bank
selection is pending for next PCH)
QAccess
Using this setting is similar to using the Extended program change format, but it goes one step
further. Incoming program change commands are interpreted just as they are in the normal
Extended format. But the resulting program change number, instead of selecting a program,
selects a Quick Access bank entry (you must be in Quick Access mode for this to work). There are
two advantages to using this format. First, it allows you to select both programs and setups using
program change commands, without having to switch between Program and Setup modes.
Second, you can remap incoming program change commands to select programs or setups with
different IDs. This is handy if the sending unit can’t send program change commands higher
than 127.
First, a brief review of Quick Access bank structure. Each Quick Access bank can store ten entries,
each of which can be a program or a setup. Each of the PC3A’s 10 memory banks can store 20
Quick Access banks (except the Zeros bank, which can store 75). Therefore when you’re in Quick
Access mode, you have access to 200 (or 750 in the Zeros bank) programs or setups without
leaving the currently selected memory bank. The QA Ext program change format lets you select
any one of those programs or setups via MIDI. If you select another memory bank, you have a
10-16
MIDI Mode
Program Change Formats
different set of 200 programs and setups at your disposal. When you’re using this format, the
PC3A will respond to MC 0 or 32 messages for selecting QA banks, and to PCHs for selecting
entries within the current bank. PCHs select entries according to their “chronological” listing
within the QA bank (not according to their IDs).
Command Type
Value Range
MIDI controller 0 or
32 (MC 0 or MC 32)
Standard (PCH)
0 to 127
0–127
Result
Selects QA bank 0n, 1n, 2n, 3n, 4n, 5n, 6n, 7n in current memory bank
Selects last digit (n above) of QA bank, and entry within that bank
Depending on the QA bank entry you want to select, you’ll send the PC3A either a PCH (value 0
to 127), or a MIDI Controller 0 or 32 message (value 0 to 127) followed by a PCH. Sending a single
command will let you select from a range of 10 QA banks and select an entry within that bank
(see the table below). To select a different range of QA banks, send an MC 0 or 32 message
followed by a PCH.
The MC 0 or 32 messages selects the range of QA banks (0s through 70s), while the PCH selects
the bank within that range, as well as the entry within that bank. Neither the MC 0 or 32 nor the
PCH selects a different memory bank. In fact, you can’t change the memory bank via MIDI when
using this format. All program and setup selections are made within the currently selected
memory bank. You’ll know which memory bank is selected by looking at the ID of the currently
selected Quick Access bank in the top line of the Quick Access mode page.
QAccess and MIDI Transmission
If you’re in Quick Access mode and you’re using the QAccess format for the program change
type, selecting QA banks or bank entries from the PC3A (with the alphanumeric buttonpad, the
cursor buttons, the Alpha Wheel, the Plus/Minus buttons, or the Chan/Layer buttons) also sends
corresponding program change commands to the PC3A’s USB and MIDI Out port. The PC3A
sends either an MC 0 or 32 message followed by a PCH. The following tables give specific
examples.
Current QA Bank
Commands Sent
Entry From Alphanumeric Pad
MC 0 or 32
PCH
1
0
0
10
1
9
0
19
2
0
0
20
2
9
0
29
9
9
0
99
12
8
1
0
19
9
1
99
20
0
2
0
29
9
2
99
75
9
7
59
100
0
0
0
105
9
0
59
110
9
1
99
117
7
1
77
119
9
1
99
Table 10-1 QAccess Program Change Examples
10-17
MIDI Mode
The Soft Buttons in MIDI Mode
The Soft Buttons in MIDI Mode
The first three soft buttons select the three MIDI mode pages. The PrgChg soft button lets you
send a program change command on any MIDI channel. The RsetCh soft button lets you return
all channel parameters to their default values. The Panic soft button sends an All Notes Off and
an All Controllers Off messages to the PC3A and on all 16 MIDI channels.
Program Change (PrgChg)
When you press this soft button, a dialog appears that lets you send program changes out the
USB or MIDI Out port, but does not change internal programs. The Chan/Layer buttons, the Up/
Down cursor buttons, and the Chan– and Chan+ soft buttons can all be used to change the
channel on which the program change command will be sent. The Left/Right cursor buttons, the
Plus/Minus buttons, the Alpha Wheel and the Prog– and Prog+ soft buttons can all be used to
change the program change number that will be sent. When you’ve set the channel and the
program change number, press the Send soft button to send the program change command. Or
press the Cancel soft button if you don’t want to send it. You can change the channel and the
program number as many times as you want before you press Send. You also can use the
alphanumeric pad to select a program number directly.
Reset Channels (RsetCh)
When you press this soft button, the PC3A asks if you want to reset all channels. If you press Yes,
all settings on the CHANNELS page will return to their default values. When the project’s over,
you can reset the Channels to restore the audio routing to each individual program (a value of
Prog), rather than selecting each channel’s page and setting the Pair parameter back to a value of
Prog. Press No if you decide not to reset the channels.
Panic
10-18
Panic sends All Notes Off and All Controllers Off messages to the PC3A and all MIDI channels.
Master Mode
MAIN
Chapter 11
Master Mode
Press the Master mode button to enter Master mode, which contains parameters affecting the
PC3A’s overall performance and system setup. You can set the system Clock so that the PC3A
will time-stamp your files correctly. You can use the Object tool to rename or delete selections of
objects. You can also enter the Boot Loader to access a number of system and file utilities, or use
Reset to delete all user objects and restore the PC3A’s memory to its original factory settings.
When you exit Master Mode (or MIDI Mode) the PC3A saves a Master Table (unless
MasterTableLock is On — more on this below.) The Master Table remembers the settings of the
Master pages, as well as the state of the PC3A, such as which programs are assigned to each
channel, settings for MIDI Mode Transmit and Receive pages, and Master FX settings. Explicit
saving of the Master Table is also possible.
MAIN
On the Master Mode MAIN page you’ll find parameters for setting the overall tuning and
transposition of the PC3A, overall FX settings, drum program remapping, clock source options,
ID entry options, demo song options, as well as options for saving master mode settings and
remote triggering of PC3A functions.
Parameter
Range of Values
Default
Tune
± 100 cents
0
Transpose
-128 to 127 semitones
0
FX Mode
Performance, Multitrack
Performance
Drum Remap
None, GM
None
ID Entry
Global, Bank
Global
Setup Controllers (SetupCtls)
Instant, Pass Entry
Instant
Master Lock
On, Off
Off
Demo Button
On, Off
On
Buttons Mode
Off, On
Off
Display
Lyr/Zone, Ctls
Lyr/Zone
11-1
Master Mode
MAIN
Tune
Adjusting the value of this parameter tunes every program in the PC3A by the amount you
specify. Tuning can be adjusted up or down 100 cents (one semitone) in one-cent increments. This
parameter is useful for getting in tune with recordings and acoustic instruments. Adjusting the
tuning in Master mode does not change the settings on the PITCH page of individual programs,
but will be added to any adjustments you make there. Master mode tuning adjustments affect
only the audio output of PC3A program notes, and not notes sent via MIDI.
Transpose
Like the Tune parameter above, Transpose affects every PC3A program, but not those notes sent
to the MIDI Out port. You can adjust the MIDI transposition sent to the MIDI Out port on the
TRANSMIT page in MIDI mode.
FX Mode
With FX Mode set to Performance, the PC3A minimizes disruption of existing effects when
changing programs, and entry values will not disrupt sustained notes when changing programs
in Program or Quick Access modes. When controlling the PC3A from an external sequencer in
Program Mode, you will want to set FX Mode to Multitrack to minimize effect disruption. FX
Mode is set to Performance as a default, with some exceptions. In Song mode, Multitrack mode is
always used, despite how this parameter is set in Master Mode. Also, the FX Mode parameter
does not affect Setup Mode because it uses its own FX mode.
Drum Remap
This parameter will remap all Drum programs to conform to the General MIDI (GM) drum map,
a standard drum map used in many keyboards and synthesizers. The GM drum map isn’t
optimally intuitive in terms of playability, so by default the PC3A uses a unique keymap that is
more intuitive and lends better to performance. However, the GM drum map is so commonplace
that many players feel more comfortable playing drum programs with the GM drum map.
Because of this, the PC3A is designed such that you can remap drum programs to the GM drum
map.
When the Master Page Drum Remap is set to None, no remapping takes place in Program mode.
When the Master Page Drum Remap is set to GM, the PC3A remaps Drum programs to the GM
drum map.
ID Entry
Global means that any entry you make from the alphanumeric keypad will select the object
indicated, regardless of the bank it is in. For example, in program mode type “36” of the
alphanumeric keypad to select program 36.
If Numeric Entry is set to Bank, your selection will be limited to the currently selected bank. For
instance, in Program mode, if you are in Orchestra bank and you enter “65”, then the current
program becomes program 65 of the Orchestra bank, viz. 449 HornSect Layer.
Setup Controllers (SetupCtls)
The Setup Controllers parameter affects how the PC3A’s physical controllers relate to Entry
Values in Setup Mode (see Entry (Ent) and Exit Values on page 7-30.) With the Setup Controllers
parameter set to Instant, moving a physical controller assigned within a Setup will instantly send
a new MIDI value to that assignment. With the Setup Controllers parameter set to PassEntry,
moving a physical controller assigned within a Setup will not send a new MIDI value to that
assignment until the physical controller passes the value set for its Entry Value. Instant is set by
default, but PassEntry can be useful so that Setup controller assignments don’t jump far from
their entry values when first moving a physical controller.
11-2
Master Mode
MAIN
Master Table Lock (Master Lock)
With Master Lock set to Off, the PC3A will save the current Master mode configuration when you
exit Master mode (or MIDI mode). This information is stored in a Master Table object (see Save on
page 11-18 below for more details on what is saved with a Master Table.)
If you have a particular Master configuration that you would like to safeguard against the
auto-saving feature, set Master Lock to On. With the Master Lock on, the PC3A does not save any
changes unless you press the Save soft button. Note that if you would like Master Lock to stay on
next time you turn on the PC3A, you must press the Save soft button to store the state of Master
Lock to the Master Table.
Demo Button
The Demo Button parameter determines what pressing the Play/Pause button does in program
mode. With the Demo button parameter set to On, the Play/Pause button plays a demo song for
the current program. (To play a demo song, the Demo Song parameter must be set in the program
editor for the current program, see page 6-37 for details.) With the Demo button parameter set to
Off, the Play/Pause button plays the last song that was selected in Song Mode. If a demo song is
set for the current program, it can always be played from program mode by simultaneously
pressing the up and down cursor buttons.
Buttons Mode (Buttons)
If you set the Buttons parameter to On, pressing any buttons on the PC3A will generate System
Exclusive (SysEx) messages that are sent to the MIDI Out port. This enables you to do two things:
control a remote PC3A, and/or record sequences of programming button presses to a sequencer
or SysEx software package.
If you have the MIDI In port of another PC3A connected to the first one’s MIDI Out port, the
second instrument will respond to every button press on the first instrument, just as if you were
pressing the buttons of the second one. Keep in mind that both devices must be in exactly the
same state (the same page in the same mode, with identical lists of RAM objects) when you start.
Otherwise the button presses you make on the first instrument may execute other functions on
the second instrument.
Again, it’s important to keep in mind that the state of your PC3A must be identical to its state
when you recorded the sequence of button presses. If you’ve added or deleted any objects stored
in RAM, for example, the sequence of button presses will select different objects when you play
back the button press sequence.
NOTE: Make sure this parameter is set to Off before you initiate a SysEx dump of any kind. If this
parameter is on when you start a dump, the buttons you press to begin the dump will also generate SysEx
messages.
Display
The Display parameter determines what will be displayed in the info box on the left side of the
Program Mode and Setup Mode main pages. When Display is set to Lyr/Zone, the info box will
display an overview of the keymap names and ranges for each layer in the current Program
(while in Program Mode,) or an overview of the Program names and ranges for each zone in the
current Setup (while in Setup Mode.) The line beneath the name of the keymap/program
indicates the keyboard range of that layer/zone. For example, a line extending all the way across
the info box represents a layer/zone that extends from C -1 to G 9—the full 128 note range of the
PC3A. The representation of these layer/zone ranges is approximate; they’re intended to let you
know if you have a layered keyboard (lines overlapping) or a split keyboard (lines not
overlapping). In Program Mode, stereo keymap layers are indicated in the info box with a double
circle symbol. In Setup Mode, zones that have the Riff parameter set to On (On the Setup Editor
11-3
Master Mode
MAIN
RIFF1 page) are indicated in the info box with a riFF symbol. The info box can display up to four
layers/zones at a time. If the current Program/Setup has more than four layers/zones, you can
view their keymaps/programs by pressing and holding down the Enter button and scrolling
with the Chan/Layer buttons.
When Display is set to Ctls, Program Mode and Setup Mode use the info box to display the
controller assignment info and MIDI CC value for the last moved controller. The info box clears a
few moments after displaying the controller info.
11-4
Master Mode
MAIN
MAPS
On the MAPS page you’ll find parameters for setting keyboard behavior for velocity, pressure,
intonation, and key action maps. You can also set the default sequence for Song mode.
Velocity Map (Master)
Change the Master Velocity Map setting if you find that the PC3A is not producing the desired
velocities (too loud or too quiet) based on your playing style (how light or heavy that you play
the keys.) The default map provides the widest range of velocity expression, but you may want
to choose a different map if the default does not suit your playing style.
PC3A Keyboard
MIDI
Sources
MIDI In via MIDI In port or USB Computer port
VelocityMap Settings on MIDI Mode Receive Page
KEY-VEL page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Velocity Map Settings on Master Mode MAPS Page
PC3A Song Mode
VelocityMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
PC3A audio outputs
MIDI Out via MIDI Out port or USB Computer port
The Master Velocity Map is an overall control for MIDI velocities used in the PC3A. MIDI
velocities are values created for each note depending on how hard you strike a key. The Master
Velocity Map affects MIDI velocity values for all MIDI sources and destinations used in the PC3A
(see the circled box above for its location in the MIDI signal flow.) Different maps used for the
Master Velocity Map generate different MIDI velocity values for the same physical key strike
velocity. Each map applies a different curve to received MIDI attack velocities and remaps them
11-5
Master Mode
MAIN
to new velocities before letting them pass. The default map provides the widest range of velocity
expression, but you may want to choose a different map if the default does not suit your playing
style. See the diagram above for the other pages that affect the MIDI attack velocity before and
after reaching the Master Velocity Map.
The default map, Linear, allows MIDI velocities to pass unchanged. Light 1-3 make it
increasingly easier to produce high MIDI velocity values for the same key strike velocity (with
Light 3 being the easiest,) so these maps may work better for users who play with a lighter touch.
Hard 1-3 make it increasingly harder to produce high MIDI velocity values for the same key
strike velocity (with Hard 3 being the hardest,) so these maps may work better for users who play
with a harder touch. Piano Touch simulates the general velocity response of an acoustic piano,
and is best suited for playing acoustic piano programs. Easy Touch is similar to the Light
settings, making high velocities easier to play, but it allows more sensitive control over playing
high velocities by not boosting the MIDI velocity for fast strike velocities as much as it does for
medium strike velocities. GM Receive mimics the velocity map commonly used by keyboards
that use the General MIDI (GM) sound set. The GM Receive map makes medium strike velocities
produce higher MIDI velocities compared to the Linear map. GM Receive effects notes from the
PC3A’s keyboard as well as the MIDI in port. This map is automatically used when the PC3A is in
GM mode (see General MIDI Mode (GM On, GM Off) below,) though users may want to use the
GM Receive map when generating MIDI outside of GM mode which will later be played back by
a GM system.
11-6
Master Mode
MAIN
Pressure Map (Master)
Change the Master Press Map setting if you find that the PC3A is not producing the desired MIDI
pressure (aftertouch) values (too high or too low) based on your playing style (how soft or hard
that you press the keys.) The default map provides the widest range of pressure expression, but
you may want to choose a different map if the default does not suit your playing style.
PC3A Keyboard
MIDI
Sources
MIDI In via MIDI In port or USB Computer port
PressureMap Settings on MIDI Mode Receive Page
PRESS page for current Control Setup (in Program Mode) or current Zone (in Setup Mode)
Pressure Map Settings on Master Mode MAPS Page
PC3A Song Mode
PressureMap Settings on MIDI Mode Transmit Page
MIDI
Destinations
PC3A Sound Engine
to
MIDI Out via MIDI Out port or USB Computer port
PC3A audio outputs
The Master Press Map is an overall control for MIDI pressure (aftertouch) values used in the
PC3A. MIDI pressure (aftertouch) values are created for each note depending on how hard you
press on a key that is being held down. The Master Press Map affects MIDI pressure (aftertouch)
values for all MIDI sources and destinations used in the PC3A (see the circled box above for its
location in the MIDI signal flow.) Different maps used for the Master Press Map generate
different MIDI pressure (aftertouch) values for the same physical key press value. Each map
applies a different curve to received MIDI pressure (aftertouch) values and remaps them to new
values before letting them pass. The default map provides the widest range of pressure
(aftertouch) expression, but you may want to choose a different map if the default does not suit
your playing style. See the diagram above for the other pages that affect MIDI pressure
(aftertouch) values before and after reaching the Master Press Map.
The default map, Linear, allows MIDI pressure (aftertouch) values to pass unchanged. Maps 2-4
make it increasingly easier to produce MIDI pressure values for the same physical pressure
applied to a key (with 4 “Easiest” being the easiest.) Maps 4-7 make it increasingly harder to
produce MIDI pressure values for the same physical pressure applied to a key (with 7 “Hardest”
being the hardest.)
11-7
Master Mode
MAIN
Intonation
Most modern western music uses what is known as equal temperament. This means that the
interval between each semitone of the 12-tone octave is precisely the same as every other
semitone. However, many different intonation intervals have evolved over the centuries and
across cultures and instruments, so equal temperament will not sound appropriate for certain
styles of music. The PC3A supplies you with 17 different factory intonation maps which are
useful for a range of different styles. By changing the value for this parameter, you select from
among the intonation maps stored in the PC3A’s memory. You can further customize each map
or create your own by editing a map (see Editing Intonation Maps below.) Each of these maps
defines different intervals between each of the semitones in a single octave (used for all octaves)
by setting pitch offsets for each note in cents.
Scroll through the list of Intonation maps, and listen for the differences between semitones. Some
of the intervals between semitones may be quite different from equal temperament, but you’ll
notice that all notes are precisely tuned with notes that are an octave apart. This is because the
intonation maps set the intervals within a single octave, and apply those intervals to each octave.
Like many instruments before the adaptation of equal temperament, most of these intonation
maps were designed to sound best in one specific key. Though some may have historically been
in a different key, all of the PC3As factory intonation maps are set to root note C by default. You
can change the root key of the current intonation map by using the Int.Key parameter (see the
Intonation Key (Int.Key) section below.)
List and Description of Intonation Maps
11-8
0 None
No intonation map is used, intonation is equal but cannot be edited.
1 Equal
No detuning of any intervals. The standard for modern western music.
2 Classic Just
Tunings are defined based on the ratios of the frequencies between intervals.
The original tuning of Classical European music.
3 Just Flat 7th
Similar to classic Just, but with the Dominant 7th flatted an additional 15 cents.
4 Harmonic
The perfect 4th, Tritone, and Dominant 7th are heavily flatted.
5 Just Harmonic
Approximation of a historical intonation.
6 Werkmeister
Named for its inventor, Andreas Werkmeister. It’s fairly close to equal
temperament, and was developed to enable transposition with less dissonance.
7 1/5th Comma
Approximation of a historical intonation based on the comma system.
8 1/4th Comma
Approximation of a historical intonation based on the comma system.
9 Indian Raga
Based on the tunings for traditional Indian music.
10 Arabic
Oriented toward the tunings of Mid-Eastern music.
11 BaliJava1
Based on the pentatonic scale of Balinese and Javanese music.
12 BaliJava2
A variation on 1Bali/Java, slightly more subtle overall.
13 BaliJava3
A more extreme variation.
14 Tibetan
Based on the Chinese pentatonic scale.
15 CarlosAlpha
Developed by Wendy Carlos, an innovator in microtonal tunings, this intonation
map flats each interval increasingly, resulting in an octave with quarter-tone
intervals.
16 Pyth/aug4
This is a Pythagorean tuning, based on the Greek pentatonic scale. The tritone is
12 cents sharp.
17 Pyth/dim5
This is a Pythagorean tuning, based on the Greek pentatonic scale. The tritone is
12 cents flat.
Master Mode
MAIN
In general, you should select a nonstandard intonation map when you’re playing simple
melodies (as opposed to chords) in a particular musical style. When you use intonation maps
based on pentatonic scales, you’ll normally play pentatonic scales to most accurately reproduce
those styles.
Editing Intonation Maps
To edit an intonation map or create a new map, select an existing map and press the Edit button
to bring up the EditIntonationMap screen (see below.) Intonation maps are based around a root
key, shown on the right of the top line of the screen. Use the chan up/down buttons to change the
root key (this is the same as changing the Int.Key parameter (see Intonation Key (Int.Key) below.)
Intonation Key is not saved with the intonation map.) Use the cursor to move between note steps,
each of which is labeled by its difference in keyboard steps from the root. Each step can be shifted
by ± 200 cents (100 cents=1 half-step.) Use the alpha wheel, alphanumeric pad, or plus/minus
buttons to enter the desired cent shift amount for each step.
Press Delete to delete the map from memory. Press Rename to rename the map and save.
Pressing Save gives you the option to save the map or rename and save. To create a new map,
edit an existing map and choose Rename when saving. Press Exit to return to Master page 2.
When exiting the editor, it will automatically give you the option to save the map if changes have
been made. For more detailed instructions on these functions, see Saving and Naming on page 5-3.
Key Action Map
The Key Action Map determines the default way the PC3A responds to key action for specific
keyboard component models. Generally speaking, you will not want to alter the Key Action
Map. This parameter is included for the rare occasion when a PC3A has been setup at the factory
for a different keyboard component model than the one installed. A user may discover that they
need to change the Key Action Map when they have tried all of the Velocity Map settings and still
do not feel comfortable with the key response of their PC3A. Different maps result in different
responses from the PC3A for the same physical key action, and each map corresponds to a
different keyboard component model. If you have changed this parameter and want to change it
back to the default map for your PC3A, simply enter a value of 0 in the Key Action Map
parameter field.
Intonation Key (Int.Key)
This sets the tonic, or base note from which the currently selected intonation map calculates its
intervals. If you select G as the intonation key, for example, and the intonation map you select
tunes the minor 2nd down by 50 cents, then G# will be a quartertone flat relative to equal
intonation. If you change the intonation key to D, then D# will be a quartertone flat. If you use
nonstandard intonations, you’ll want to set Int.Key to the key you’re playing in. If the Intonation
parameter is set to Equal, changing Int.Key has no effect.
11-9
Master Mode
OUTPUT
Default Sequence
The Default Sequence parameter specifies the song that is used as a template for new and clear
songs in Song mode.
OUTPUT
The OUTPUT page has options for digital audio output volume and sample rate. You can also set
the analog Aux outputs to mirror the primary analog outputs. You can also control the MIDI
clock source and MIDI clock output.
Parameter
Range of Values
Default
Output Clock
Off, On
Off
Digital Output Volume (Dig. out volume)
Variable, Fixed
Variable
Digital Output (Dig.Out)
Digital Output List
48 KHz
Aux Out Pair Mode
Normal, Mirror Primary Outputs
Normal
Clock Source
Internal, External
Internal
Output Clock
To send a MIDI clock pulse to the MIDI Out port, set this parameter to On. Otherwise, set it to
Off.
Digital Output Volume (Dig. out volume)
The Digital Output Volume parameter specifies the behavior of the PC3A’s Digital Output.
Setting this parameter to Variable makes the Digital Output respond to changes made on the
volume slider. Setting this parameter to Fixed makes the Digital Output output a signal with a
fixed volume.
Digital Output (Dig. Out)
This Digital Output parameter specifies the PC3A’s digital output sample rate. Internally clocked
sample rates go from 44.1K up to 192K.
Externally synced sample rates cover 20-220KHz in 3 ranges. Be sure the external clock frequency
is within the range you select.
Aux Out Pair Mode
The Aux Out Pair Mode parameter specifies the behavior of the Secondary Audio Outputs
(located on the back panel underneath the “Balanced Analog Outputs - AUX” label. Setting this
parameter to Normal makes the Aux Outputs behave as such. Setting this parameter to Mirror
Primary Outputs makes the Aux Outputs output the same audio signal as the Primary output.
11-10
Master Mode
TEMPO
Clock Source
With the Clock Source parameter, you can set the PC3A to generate its own tempo by setting
Clock Source to Internal, or you can set the PC3A to sync up with the tempo from another
device—assuming the device is sending MIDI clock data to the PC3A via MIDI or USB—by
setting Clock Source to External. See Important Note About External Sequencers: on page 12-8 for
related information.
TEMPO
Press the TEMPO soft button to go to the TEMPO page (see below.) When the Clock Source
parameter is set to Internal (see Clock Source on page 11-11,) the Tempo parameter on the TEMPO
page sets the PC3A’s system tempo. The system tempo sets the tempo for all modes except Setup
Mode, which has its own tempo settings. Also, in Song mode, changing to a new song will
override the system tempo. The Tempo parameter values are in units of BPM (beats per minute).
You can also call up the TEMPO page from any other page by pressing the left and right cursor
buttons simultaneously.
Set the Tempo parameter with the -/+ buttons, the Alpha Wheel, or the alphanumeric pad. You
can also set the system tempo by tapping the Tap soft button at the desired speed. You need to tap
at least twice for a tempo to be calculated, though tapping several times (like on each beat of one
or more measures) works best. The newly tapped tempo is displayed in the tempo field, and
along the bottom four Program select buttons a lit LED moves from left to right at this tempo.
Alternatively, a temporary controller can be set for use in the Temporary TAP controller field,
instead of using the Tap soft button. The Temporary TAP controller field lists groups of PC3A
controllers in order of their usefulness for tapping. Listed first are the foot switches and switch
buttons (though it would be easier to use the Tap soft button than set a temporary switch button.)
After these is Note On, which lets you tap the tempo with any keyboard key. Last are the MIDI
controller numbers, which includes all of the continuous controllers, though continuous
controllers (such as a slider) are not easy or recommended for tapping the tempo. The Temporary
TAP controller works only while on the TEMPO page and will remain selected when accessing
the TEMPO page from other modes, but the selection will return to OFF the next time the PC3A is
turned on.
You can also assign a controller to controller destination 168, Tap Tempo, to be used as a tap
tempo button when not viewing the TEMPO page. For those who frequently use tap tempo, this
is a time saving addition to any setup or control setup (see Chapter 7, Setup Mode for more on
controllers and destinations.) Any MIDI values received by destination 168 send a tap signal to
the tap tempo function. This would be best used with a programmable switch (or footswitch.)
Configure the selected switch so that it is Toggled, has it’s On and Off Controls set to destination
168 (Tap Tempo,) and set the On and Off Values to any value other than None. Entry and Exit
State should be set to None.
11-11
Master Mode
General MIDI Mode (GM On, GM Off)
General MIDI Mode (GM On, GM Off)
This soft button enables or disables General MIDI (GM) mode. When GM mode is off (the
default,) the buttons is labeled GM On. Press the GM On soft button to enter GM mode. The
PC3A will prompt you to confirm or cancel. When GM mode is on the buttons is labeled GM Off.
Press the GM Off soft button to exit GM mode. The PC3A will prompt you to confirm or cancel.
You can not access Setup Mode or Quick Access Mode while in GM mode. Aside from what is
noted in this section, all other PC3A functions operate normally while in GM mode. In GM mode,
the PC3A complies specifically with the General MIDI (GM1) specification.
An Overview of General MIDI
General MIDI is a specification created by the MIDI Manufacturers Association which defines
specific features that a MIDI instrument must have (see the MMA website at www.midi.org for
more information.) Among other things, the GM specification sets a standard bank of program
names and numbers, as well as a standard drum mapping layout, so that sequences created on
any GM instrument will playback with the correct instrumentation on any other GM instrument,
no matter the manufacturer. GM has many uses, for example it makes it easy for musicians who
use MIDI files to share ideas and collaborate while using different sets of equipment. Also many
instrumental versions of public domain songs can be found for free on the internet as GM
compatible MIDI files. These, like all MIDI files, offer certain advantages over audio such as
small file size, the ability to edit, orchestrate, or change tempo to easily learn from the sequences,
or even convert note information to standard notation with a third party application.
Overview of General MIDI Mode
Once enabled, Program mode will display the set of 128 standard GM program names on the
right side of the screen (see below.) Aside from the different layout and program choice, Program
mode operates normally (see below for info on the left side of the screen.) A default GM sequence will
be loaded which sets FX sends for reverb and chorus, which are part of the GM specification.
Drum programs will also be remapped to the GM drum map. The standard PC3A programs will
not be visible until GM mode is turned off.
Replacing Default General MIDI Programs
The PC3A’s GM sounds consist of PC3A programs tailored to work well in all GM sequences, but
you can also edit or exchange these programs to suit your taste. The PC3A provides you with a
GM sound set editor which allows you to replace the PC3A’s default GM programs with any
other PC3A factory or user created program. For example, you could choose a different factory or
user created piano program to replace the default GM program 1, Ac Grand Piano. This way, any
GM sequence that uses GM program 1 would now use the new piano program that you selected.
Alternatively, you could even choose a different instrument to replace the default GM program 1,
such as PC3A program 47 Harpsichord. This way, any GM sequence that uses GM program 1
11-12
Master Mode
OBJECT
would now use the new harpsichord program that you selected. Using a PC3A program that
does not resemble the instrument named in the current GM program would technically make the
PC3A incompatible with GM, but some users may want to do this as a way to “remix” GM
sequences.
It is easy to replace default GM programs in order to make a custom GM sound set. Once in GM
mode, the right side of Program Mode screen displays a list of the GM programs with their
standard GM names. The left side of the screen shows you what PC3A program is being used for
the selected GM program. Pressing left on the cursor moves you to this field. Use the cursor’s
up/down buttons, the alphanumeric pad, the plus/minus buttons, or the alpha wheel if you
wish to select a different PC3A program for the current GM program. Don’t use the program or
category buttons because these will change the currently selected GM program. The newly
selected PC3A program will be used by the current GM program, though the name of the GM
program will not change. To save these settings you must save the master table (see Save below.)
Saved settings can be recalled after powering off or leaving GM mode. To restore GM mode’s
factory selected programs, press the Reset soft button (see below.)
OBJECT
Pressing the OBJECT soft button calls up the OBJECTS page (see below.) From here you can
choose one of two utility functions for renaming or deleting selections of user created (or edited)
objects. Press the Rename or Delete soft button to access each function (see below for details.)
The OBJECTS page also displays the number of user objects saved to internal memory (in the
UserObjects field,) the maximum number of user objects that can be saved to internal memory
(in the MaxUserObjects field,) and the amount of free internal memory (in the IntMemoryFree
field, this does not include user sample RAM.) (The MaxUserObjects field shows the maximum
amount of user objects that can be loaded/saved to internal memory for all object types combined. Keep
in mind each object type only has 2560 ID#s available to save/load objects to, many of which are used by
factory ROM objects.)
Note: The number given for the MaxUserObjects field is based on loading/saving the smallest user
objects to internal memory. When loading/saving larger user objects (such as Programs with many layers
and Setups with many zones), the PC3A may run out of internal memory before the maximum number of
user objects has been loaded/saved.
The information on the OBJECTS page is helpful when organizing user objects. For example,
when loading many user objects from an external source, you should first determine if there is
enough internal memory available for the objects being loaded. If there is not enough internal
memory available, use the Delete soft button to delete user objects. (To save user objects before
deletion, see The STORE Page on page 13-6.)
The OBJECTS page also displays the current installed objects version (factory objects,) and the
current installed OS version. This information is useful when installing updates.
11-13
Master Mode
OBJECT
Rename
The Rename utility allows you to rename an object without entering the object’s editor. The
Rename page shows a list of all user created objects, grouped by object type (see below.) Use the
alpha wheel or plus/minus buttons to select an object from the list. Press Rename to bring up the
object Rename screen and enter a new name by following the standard renaming procedure. For
more information, see Saving and Naming on page 5-3.
As in all naming dialogs on the PC3A, you can do a double-press of the Left/Right cursor buttons
to put the naming cursor on the last character of the string. This is helpful when putting unique
characters at the ends of names.
Left/Right cursor button double-press -> Move cursor to the end of the name in any naming dialogue.
Delete
The object Delete utility is useful for deleting unwanted user created objects in order to increase
free RAM space in your PC3A. On the main Delete page, for each object type you can select a
bank of objects to delete, a range of objects to delete, or delete all objects. On the Delete advanced
page, you can select a single object or multiple objects to delete.
To delete a group or range of objects, use the main Delete page (see below.) Use the cursor to select
the left column, then use the cursor, alpha wheel or plus/minus buttons to select one or more
object types from the list. Use the Select soft button to make your selection(s), which will be
marked with a star. Select “All Types” if you want to delete all user objects (this will select all
object types and numbers automatically.) Next, use the cursor to select the right column, then use
the cursor, alpha wheel or plus/minus buttons to select one or more ranges of object numbers
from the list. You can select object numbers by bank grouping (groups of 128), by number range
(select “1...100 Range” use the SetRng soft button and choose any range of 2048 objects) or select
“Everything” to delete all objects of the selected type. Again, use the Select soft button to make
your selection(s), which will be marked with a star. The Clear soft button will clear your
selection(s) from the currently selected list. Press the Delete soft button to delete your selection
and you will be given the choice to Delete or Cancel. The Cancel soft button on the main delete
page will return you to the OBJECTS page.
11-14
Master Mode
OBJECT
To delete single or multiple objects, go to the Delete advanced page by pressing the Advnce soft
button on the main Delete page (see below.) The right column shows you a list of all user created
objects. The left column tells you what type each object is, and objects are grouped by type. Use
the alpha wheel or plus/minus buttons to select one or more objects from the list. Use the Select
soft button to make your selection(s), which will be marked with a star. Use the Type soft button
to jump to the lowest numbered object of the next group of object types. You can use the
alphanumeric pad to jump to an object of the selected type by number, or enter 0 to jump to the
lowest saved object number of the currently selected type. To review which objects you have
selected, press the Next soft button to move to the next selected object in the list. Press the Delete
soft button to delete your selection, you will be given the choice to Delete or Cancel. The Cancel
soft button on the Delete advanced page will return you to the main Delete page.
For Delete and Delete advance, if any of the selected objects have dependents that were not
selected, you will see the question: Delete dependent objects?
If you answer Yes to this question, all dependent objects of the selected objects are deleted, unless
they are being used as dependents of other objects that are to remain in memory. Answering No
will delete only those objects that were selected and not their dependents.
11-15
Master Mode
OBJECT
UTILS (UTILITIES)
Pressing the UTILS soft button calls up the UTILITIES page, which gives you access to two
analytic and diagnostic tool. Additionally, pressing the two right-most soft buttons will call up
the UTILITIES page from any mode or editor. The UTILITIES page appears as shown below:
Pressing the MIDI soft button launches MIDIScope™, a useful subprogram that lets you monitor
the MIDI messages from the PC3A and those received via MIDI. This is a good way to make sure
you’re receiving MIDI from MIDI masters. It’s also good for making sure your controls are
assigned as you want them, checking your attack velocities, checking your controller values, etc.
Pressing the Voices soft button calls up the Voice Status page, which shows the PC3A’s active
voice channels as you play. The Voice Status pages displays each active voice as a solid
rectangular block—for mono voices—or displays stereo pairs of voices as a > for the left channel
voice and a < for the right channel voice. Whatever symbol the page displays, when the key of a
voice is released, that voice’s symbol on the Voices Status page turns into a dot during the release
portion of that voice’s envelope. When the voice decays to silence, it is no longer active, and the
dot disappears. The Voice Status symbols appears as shown below:
The Voice Status page gives you an indication of the envelope level of each voice, though not
necessarily the volume level. Nonetheless, this can give you a valuable indication of how your
voices are being used. For example, if all or most of the voices are active, then there’s a good
chance that when voice stealing takes place an audible voice will be reallocated.
The Voices utility works a bit differently for KB3 programs. The PC3A uses one voice of
polyphony for every two tone wheels in a KB3 program. In the Voices utility, the voices used by
the tone wheels appear as solid rectangular block, meaning that the voices are used for the KB3
program. They don’t get reallocated at any time, since they’re always on, even if you’re not
playing any notes. Any voices not dedicated to a KB3 program behave normally. So if you have a
setup that contains a KB3 program in one zone, and VAST programs in one or more other zones,
you can monitor the voice allocation of the non-KB3 voices in the section of the display that isn’t
constantly filled with solid rectangular blocks.
CPU usage is displayed in percent on the bottom of the page, which reflects how much of the
PC3A’s total available CPU power is being used from moment to moment. Generally, having
more voices, complex Programs and effects in use at once will result in higher CPU usage.
11-16
Master Mode
Reset
CLOCK
Pressing the CLOCK soft button allows you to view the PC3A’s System Clock (see below.) When
objects are saved, they are time stamped with the date and time of this clock. This time stamp can
be seen in the file properties when viewing the files with a computer.
The Format soft button changes the view format of the date on this page. The Set soft button
brings you to the Set clock page where you can set the system clock and date. Use the cursor to
move between fields, use the alpha wheel or plus/minus buttons to change each field. On the Set
page, press the Set soft button to save changes and return to the System Clock page, or the
Cancel soft button to return to the System Clock page without saving changes.
The Chrono soft button brings up the PC3A’s Chronometer (stop-watch) page (see below.) This
can be useful for timing the length of songs or performances. Press the Start soft button to begin
timing. The Chronometer will continue running even if you exit to other screens or modes. Press
the Stop soft button to stop timing, the Reset soft button to reset the Chronometer, or the Cancel
soft button to return to the System Clock page.
Reset
Press the Reset soft button if you want to return your PC3A’s memory to the state it was in when
you bought it.
CAUTION: Resetting the PC3A system causes ALL parameters to be restored to default values and ALL
user objects to be erased. The PC3A will ask you if you want to delete everything (meaning all RAM
objects), and a pair of Yes/No soft buttons will appear. Press No if you want to keep any objects you have
saved. Press Yes, and everything stored in RAM will be erased. After a few seconds, the PC3A will return
to the Program mode page.
11-17
Master Mode
Preview Sample (PRVIEW)
Loader
About
Save
Pressing the Loader soft button calls up the Boot Loader. See Appendix B.
Pressing the About soft button calls up the general info page for the PC3A. On this page is the
version of the installed OS and factory object. Press any key to leave this page.
Pressing the Save soft button saves the Master Table object, which saves many important PC3A
settings as defaults. Since the Master Table is always saved when exiting Master Mode (or MIDI
mode,) the Save soft button is only needed in order to save when Master Table Lock is on (see
Master Table Lock (Master Lock) on page 11-3, above.)
The Master Table saves the current configuration of the pages in Master mode. The Master Table
also saves default settings for which program is selected on each of the 16 channels in Program
mode (note that these channel settings are often altered by loading a song in Song mode.) The
current channel and program selected in Program mode when the Master Table is saved will be
loaded by default the next time the PC3A is powered on. The Master Table saves settings from
MIDI mode for the Transmit, Receive, and Channels pages. The Master Table also saves settings
for “favorite” programs (see the User Interface Basics chapter, page 3-4.) Lastly, the Master Table
saves settings for the Master Effects page in Effect mode.
Only one Master Table object can be saved in the PC3A’s internal memory, and this should be
sufficient for most users. For users who wish to save alternate Master tables for quicker access to
different system configurations, the object must be saved to an external device (see the Storage
Mode chapter.)
Preview Sample (PRVIEW)
Press the PRVIEW button to go to the PREVIEW page. The PREVIEW page can be used to
automatically make a new keymap and program using any sample or group of sample roots.
Programs created with the preview function are saved in Program Mode. This allows you to
quickly hear what a sample or group of sample roots will sound like in a program. The preview
function is also a quick way to begin making a new program which can be edited further if
desired.
If a single sample is selected a single keyrange keymap will be created. If a group of sample roots
is selected, the preview function will try to create a keymap with multiple keyranges based on
each sample’s root key. If the sample or group of sample roots are stereo, the created program
will be stereo.
To use the preview function, go to the PREVIEW page, select a sample or group of sample roots
in the Sample field using the Alpha Wheel, -/+ buttons, or the alphanumeric pad, then press the
OK soft button. Next you will be shown a list of banks by ID# range (bank 1 = 1...128, bank 2 =
129...256, etc.) Use the Alpha Wheel or -/+ buttons to choose a bank from this list. The preview
function will save the created program and keymap using the lowest unused ID numbers
available in that bank or higher. The preview function will never overwrite existing programs or
keymaps. Saving to the User bank (1025...1152 and above) will make it easiest to find the new
program or keymaps in the Programs list or Keymaps list. Press the Ok soft button to choose the
selected bank and create the new program and keymap. The new program will be selected in the
currently selected channel in Program Mode.
11-18
Song Mode and the Song Editor
Song Mode: The MAIN Page
Chapter 12
Song Mode and the Song Editor
Getting Started with the Sequencer
The PC3A’s sequencer is a powerful and versatile tool for songwriters, composers, and anyone
else who wants to record and play back songs. As with any tool, however, it’s best to start with
the basics. If you are familiar with other sequencers, you will have no problem using Song mode
in the PC3A. Read through this section, to learn about the features that make the PC3A’s
sequencer unique. See Chapter 15, Tutorial: Song Mode for a guide on basic recording in Song
Mode.
What is a Sequencer?
A sequencer is similar in some ways to a multi-track tape recorder: you can record and play back
all sorts of music and sounds, layer sounds on top of other sounds, and change or manipulate
things that you’ve previously recorded. Unlike a tape recorder, however, you do not actually
record sounds with a sequencer. Rather, you are recording commands that cause sounds to be
played. Nonetheless, we will sometimes explain sequencer features by drawing analogies to
familiar tape recording techniques such as splicing and overdubbing.
There are several advantages to recording a song by sequencing. For one thing, sequencer
commands take up much less disk space than digitally recorded music would, so you can get a
lot of information (that is, music) per megabyte. Furthermore, you can easily make changes to
your sequences. For example, you can change individual notes, transpose parts, or change
instrumentation. Lastly, you can share the sequences you create with other musicians.
Song Mode: The MAIN Page
The Song mode MAIN Page allows real time recording and playback, song and track selection.
From this page you can view and edit the tracks’ channel, program, volume and pan settings, as
well as other useful items.
Parameter
Range of Values
Default
Current Song
Song List
0*New Song*
Recording Track
1 to 16, None, Mult
1
Program
Program List
Current Program
Track Status
–, R, M, P
–
12-1
Song Mode and the Song Editor
Song Mode: The MAIN Page
Parameter
Range of Values
Default
Channel
1 to 16
1 to 16 left to right
Volume
0 to 127
127
Pan
0 to 127
64
Tempo
20.0 to 400.0 BPM, EXT
120.0 BPM
Mode
Merge, Erase
Merge
Location
-9999:9 to 9999:9
1:1
The Events field on the top line displays the free RAM available for events in the selected song.
The Song Status, also on the top line of the display, is always one of the following:
STOPPED
The default sequencer status; also appears when you press the Stop or Pause
button.
PLAYING
Appears when the Play button is pressed, but only if the following conditions
are true: the Record was not pressed prior to pressing Play.
REC. READY
Appears when the Record button is pressed while Song Status is STOPPED.
REC. READY flashes, indicating that the sequencer is waiting to start
recording.
Current Song (CurSong)
This shows the ID and 16-character name of the song currently selected for recording, playback,
or editing. When a song is selected, Program Change, Volume, and Pan information is sent to all
MIDI channels assigned to tracks that have data on them, and the internal clock is set to match
the setting of the Tempo parameter. When looking for a previously saved song, you can scroll
through songs while the sequencer is playing to quickly hear the beginning of each.
Tempo
The Tempo parameter determines the initial tempo for the selected song. The song will always
start playback at the initial tempo. Whatever the tempo is set to when you record your first track
will be the song’s initial tempo. During playback, the current tempo is shown in this field. During
recording, tempos dialed in here get recorded in the Tempo Track. The initial tempo and other
tempo changes can also be edited in the event list for the Tempo Track. The Tempo track also
allows you to program more precise fractional tempos with two decimal places.
To quickly change a song’s initial tempo, press Record (the Song Status will change to REC
READY), set the tempo desired, then press Stop. The initial tempo can also be changed with the
Tempo parameter on the COMMON page in the Song Editor, or at the top of the event list for the
Tempo track on the EVENT page in the Song Editor.
Note: You can also set the tempo using the tap tempo function. Press the left and right cursor
buttons simultaneously to access the TEMPO page (see TEMPO on page 11-11.)
You can also set the tempo to be controlled by an external sequencer. Use the Alphanumeric Pad
to enter “0” in the tempo field, and press enter. “EXT” will appear in the tempo field. Any MIDI
Time Clock (MTC) signal received at the PC3A’s USB or MIDI in port will now set the Song
playback tempo.
12-2
Song Mode and the Song Editor
Song Mode: The MAIN Page
Recording Track (RecTrk)
The RecTrk parameter determines which track is record enabled. Set the record enabled track to
Mult to record more than one channel simultaneously.
When RecTrk is set to a single track (1–16), Record (R) is displayed for that track in the Track
Status Indicator region (above the Track and Channels region). Conversely, with one exception,
when any track’s Status Indicator is changed to Record (R), that track is shown as the value for
the RecTrk parameter.
The exception is when RecTrk is already set to Mult, you can select the record enabled tracks by
toggling the Track Status Indicator to Record (R), and the RecTrk will remain set to Mult.
When Mult is initially selected, all of the empty tracks will be record enabled. Tracks containing
data will remain set to play (P), but you can manually set them to record (R).
The parameter(s) below RecTrk change according to the value of RecTrk. If RecTrk is set to a
single track (1–16), Prog is displayed and you can select the program to be assigned to that track.
If you switch through the channels, the program also changes, showing the program currently
assigned to that channel.
If you change RecTrk to None or Multi, the display changes to show Trk:#. This field indicates
which track is currently being triggered by the keyboard, and you can use this Trk:# field to select
a track.
Program (Prog)
Use this field to scroll through the programs in memory and select a program before initially
recording each track of your song. A program selected on the current RecTrk becomes the track’s
initial program the first time that the track is recorded. An initial program is the program that
will be used for a track when it is played from the start of bar 1 (or any other point if there are no
program changes and Control Chase is turned on, see Control Chase on page 12-17.) Programs
selected in Program or Quick Access Mode are selected as the program on the current RecTrk
when you return to Song mode.
Follow these steps to change the current RecTrk’s initial program after recording has taken place
on that track. While the sequencer is stopped, press Record, select the program, press Stop, and
save the song. This preserves all changes you have made to any other track parameters: volume,
pan, tempo, etc. You can also change the initial program at the top of a track’s EVENT list (see
Song Editor: The EVENT Page on page 12-31.)
Any MIDI program changes on the current RecTrk or Chan cause the ID and name of the track’s
program to change during playback. Program changes can be written to the event list of the
current RecTrk by changing the Prog parameter while recording. If a program change takes
place, the program will only return to the initial program if triggered by another program
change, or if the sequencer is stopped and restarted from the beginning of the sequence. One
exception to this is when using the Control Chase feature, you would only need to restart the
sequence before the first program change in order to return to the initial program (see Control
Chase on page 12-17.)
Prog changes to Trk:# if RecTrk is set to None or Mult. This field indicates which track is
currently being triggered by the keyboard, and you can use this Trk:# field to select a track.
Track Number (Trk:#)
This parameter is available only when RecTrk is set to None or Mult (replacing the Prog
parameter.) It indicates which track is currently being triggered by the keyboard, and you can
use this field to select a track.
12-3
Song Mode and the Song Editor
Song Mode: The MAIN Page
Volume (Vol)
You can set a volume level for each track as a value between 0 and 127. If the channel of the
RecTrk (or the control channel, if RecTrk is set to Multi or None) contains any recorded volume
change (controller 7), the change will be reflected as the Vol parameter’s value in real time, as
well as on the MIXER page. Also, changing the Vol value while recording will write volume
automation (controller 7 messages) to the current RecTrk’s event list.
Initial Volume Settings
Each song file does not automatically save your volume setting for each track. To make a song
save your volume settings for each track, you must write an initial volume for each track. Initial
volume is the volume setting that will be used when your song is played back from the start of
bar 1. An initial volume setting is essentially a volume automation message that is written before
the first tick of a track. Initial volume settings are not automatically written during recording
because they make it harder to try out different volume settings for a track. For example, an
initial volume will reset any volume adjustments that you make during playback each time the
song is stopped and played from the start of bar 1, or if the song is stopped and played from any
point if the Control Chase parameter set to On on the Song:MISC page (see Song Mode: The MISC
Page on page 12-17.) If you plan to try out different volume settings, it is easier if you write an
initial volume after you have found the desired setting.
Setting Initial Volume Per Track
Follow these steps to change the current RecTrk’s initial volume. While the sequencer is stopped,
press Record, change the value of Vol, press Stop, and save the song (follow the same method to
quickly set initial program or pan settings.) Initial program, volume, and pan can also be set at
the top of each track’s event list (see Song Editor: The EVENT Page on page 12-31.)
Setting Initial Values For All Tracks
An important last step before saving a finished song is to store initial values of Program, Volume
and Pan for all tracks. This can be done at any time, but is best done as a last step if you plan to
make a lot of adjustments to these settings. To write initial settings for all tracks, press the Keep
soft button on the Song:MIXER page (see Song Mode: The MIXER Page on page 12-12.) After
pressing the Keep soft button you must save your song to save these settings (you are
automatically prompted to save upon exiting the Song:MIXER page.) Pressing the Keep soft
button stores the current value of each track’s Program, Volume and Pan settings as initial
settings. Be sure that these values on each track are set to the value that you wish to store, as the
settings may have changed if you have written any automation.
Note: Don’t use the Keep soft button if you would like certain tracks to not be stored with initial values. In
this case, only set initial values for each desired parameter as described above (see Setting Initial Volume
Per Track.)
Volume Sources When An Initial Volume Is Not Set
If an initial volume is not stored with each track, the volume for each track of your song will be
set depending on what mode you were in previous to loading the song. If you are in Song mode
and have played a song, and then you load a song without initial volumes, the volume of each
track of the newly loaded song will be set by the previously played song. Volume settings are tied
to MIDI channels, so the volume of each track will be dependent on which MIDI channel is
assigned to each track in each song. If you are in Song mode and you load a song that does not
have initial volumes without playing another song first, the volume of the MIDI channel for each
track is set depending on which mode you enter Song mode from. If you enter Song mode from
MIDI mode, Program mode, or Quick Access mode, the volume of each MIDI channel is set in
MIDI mode on the Channels page. If you enter Song mode from Setup mode, the volume of each
MIDI channel is set if a zone uses the same MIDI channel on the SetupMode CH/PROG page (set
with the Channel parameter.) If a zone does use a MIDI channel that one of the tracks in your
song uses, the volume of that track will be set by the ExitVolume parameter of that zone (on the
SetupMode:PAN-VOL page.) If multiple zones use the same MIDI channel, the ExitVolume of the
12-4
Song Mode and the Song Editor
Song Mode: The MAIN Page
highest numbered zone that uses that channel will set the volume for tracks that use that channel.
If ExitVolume is set to NONE, the value for EntryVolume is used. If EntryVolume and
ExitVolume are set to NONE, then the track for that channel uses the volume set for that channel
in MIDI mode on the Channels page. If there is no zone that uses certain channels used by your
song, then those channels in your song will use the volume setting of those channels in MIDI
mode on the Channels page.
Pan
You can set an initial pan position (the balance between the Left and Right audio channels) for the
playback and recording of each track as a value between 0 and 127. A value of 64 is center. If the
channel of the RecTrk or the control channel contains any panning data (controller 10), the
change will be reflected as the Pan parameter’s value in real time, as well as on the MIXER page.
Also, changing the Pan value while recording will write Pan automation (controller 10 messages)
to the current RecTrk’s event list.
Initial Pan Settings
Each song file does not automatically save your Pan setting for each track. To make a song save
your Pan settings for each track, you must write an initial Pan value for each track. Initial Pan is
the Pan setting that will be used when your song is played back from the start of bar 1. An initial
Pan setting is essentially a Pan automation message that is written before the first tick of a track.
Initial Pan settings are not automatically written during recording because they make it harder to
try out different Pan settings for a track. For example, an initial Pan setting will reset any Pan
adjustments that you make during playback each time the song is stopped and played from the
start of bar 1, or if the song is stopped and played from any point if the Control Chase parameter
set to On on the Song:MISC page (see Song Mode: The MISC Page on page 12-17.) If you plan to try
out different pan positions, it is easier if you write an initial Pan after you have found the desired
setting.
Setting Initial Pan Per Track
Follow these steps to change the current RecTrk’s initial Pan. While the sequencer is stopped,
press Record, change the value of Pan, press Stop, and save the song (follow the same method to
quickly set initial program or volume settings.) Initial program, pan, and volume can also be set
at the top of each track’s event list (see Song Editor: The EVENT Page on page 12-31.)
Setting Initial Values For All Tracks
An important last step before saving a finished song is to store initial values of Program, Volume
and Pan for all tracks. This can be done at any time, but is best done as a last step if you plan to
make a lot of adjustments to these settings. To write initial settings for all tracks, press the Keep
soft button on the Song:MIXER page (see Song Mode: The MIXER Page on page 12-12.) After
pressing the Keep soft button you must save your song to save these settings (you are
automatically prompted to save upon exiting the Song:MIXER page.) Pressing the Keep soft
button stores the current value of each track’s Program, Volume and Pan settings as initial
settings. Be sure that these values on each track are set to the value that you wish to store, as the
settings may have changed if you have written any automation.
Note: Don’t use the Keep soft button if you would like certain tracks to not be stored with initial values. In
this case, only set initial values for each desired parameter as described above (see Setting Initial Pan Per
Track.)
Pan Sources When An Initial Pan Is Not Set
If an initial Pan is not stored with each track, the Pan for each track of your song will be set
depending on what mode you were in previous to loading the song. If you are in Song mode and
have played a song, and then you load a song without initial Pan settings, the Pan of each track of
the newly loaded song will be set by the previously played song. Pan settings are tied to MIDI
channels, so the Pan of each track will be dependent on which MIDI channel is assigned to each
track in each song. If you are in Song mode and you load a song that does not have initial Pan
12-5
Song Mode and the Song Editor
Song Mode: The MAIN Page
settings without playing another song first, the Pan of the MIDI channel for each track is set
depending on which mode you enter Song mode from. If you enter Song mode from MIDI mode,
Program mode, or Quick Access mode, the Pan of each MIDI channel is set in MIDI mode on the
Channels page. If you enter Song mode from Setup mode, the Pan of each MIDI channel is set if a
zone uses the same MIDI channel on the SetupMode CH/PROG page (set with the Channel
parameter.) If a zone does use a MIDI channel that one of the tracks in your song uses, the Pan of
that track will be set by the ExitPan parameter of that zone (on the SetupMode:PAN-VOL page.)
If multiple zones use the same MIDI channel, the ExitPan of the highest numbered zone that uses
that channel will set the Pan for tracks that use that channel. If ExitPan is set to NONE, the value
for EntryPan is used. If EntryPan and ExitPan are set to NONE, then the track for that channel
uses the Pan setting of that channel in MIDI mode on the Channels page. If there is no zone that
uses certain channels used by your song, then those channels in your song will use the Pan
setting of those channels in MIDI mode on the Channels page.
Mode
If Mode is set to Merge you will be able to overdub when recording on a track containing
previously recorded data. You’ll usually want to set Mode to Merge when RecMode (on the BIG
page) is set to Loop. Otherwise, each time through the loop, the previously recorded information
will be erased.
If you set Mode to Erase, the previously recorded data on the record enabled track will be
replaced with the new data only during the Bars and Beats you are actually recording, and the
previously recorded data before and after the newly recorded Bars and Beats will be preserved.
Location (Locat)
The Bar and Beat displayed as the Locate value changes relative to current location of the song
during playback and recording. You can set this to a negative Bar and Beat location to start
playback a set length of time before the beginning of the song.
Whenever you set the Locate point, that location will be used as the return point when Stop is
pressed. Simply press Stop again to reset the song to the top (1 : 1).
Mode Indicators (+ and x):
Mode Indicators appear only for tracks that already contain data.
A plus sign (+) appears above the Track Status Indicator of a track set to record (R) when the
Mode parameter is set to Merge.
An (x) appears above the Track Status Indicator of a track set to Record (R) when the Mode
parameter is set to Erase.
Activity Indicators
A small square above the Track Status Indicator of a track set to Play (P) or Mute (M) means the
track contains data.
During playback and recording, the indicators above tracks containing any MIDI data will flash a
small, filled-in square when any MIDI activity is detected.
Track Status Indicators
Using the Up, Down, Left, and Right cursor buttons to position the cursor onto a Track Status
Indicator, you can toggle an empty track (–) into Record (R) with the Alpha Wheel or Plus/Minus
buttons.
Once a track contains data, it will have a (P) as a Track Status Indicator, and it will be played
during playback. You now will be able to toggle between Play (P), Mute (M), and Record (R).
12-6
Song Mode and the Song Editor
Song Mode: The MAIN Page
The track selected as the RecTrk will display an (R), designating it as the recording track. If the
RecTrk is set to Mult, initially all empty tracks will have Record (R) as a Track Status Indicator,
any of which can be switched back to empty (–) if at any time recording on specific tracks is not
desired.
If there isn’t a track with an (R), the RecTrk parameter’s value will be None. (The exception is
when the RecTrk is set to Mult and you have switched all of the tracks out of record enable.)
Track Channels
Each track has a MIDI Channel that it uses to receive and transmit data. By default, tracks 1–16 of
a new song are assigned to Channels 1–16 respectively, although a track can play or record on
any channel and the same channel can be used for more than one track. Keep in mind, however,
that only one program can be assigned to a channel at a time, so if you have more than one track
assigned to the same channel, they’ll play the same program—the one on the higher-numbered
track, since that’s the most recent Program Change command received on that channel.
Soft Buttons on the MAIN Page
This section contains descriptions of the functions of the function soft buttons, that is, the buttons
with labels not in all-caps. As with all other modes, the soft buttons in Song Mode that have
labels in all-caps call up different pages. See the following sections for descriptions on how these
pages work.
The Rec, Play, and Stop Soft Buttons
NOTE: These buttons are similar to the transport controls on a tape deck. Some of those decks require you
to press Play and Record simultaneously to begin recording. The PC3A’s transport buttons aren’t like that,
however. It’s important that you press only one of these soft buttons at a time to insure proper recording
start points, and to always be sure of the current sequencer status.
The Rec soft button changes the Song Status to REC. READY if the current Song Status is
STOPPED. If the current Song Status is PLAYING, it will be switched to RECORDING when you
press Rec.
The Play soft button plays back any recorded data when pressed while the song status is
STOPPED. Playback will begin from the bar and beat specified in the Locate parameter. When the
Song Status is REC READY, pressing the Play soft button will begin recording.
The Play soft button functions as a Pause button, but only when the Song Status is PLAYING or
RECORDING. Pressing Play while the song is playing will stop the playback, and the location
remains at the current bar and beat, allowing you to continue from that location by pressing Play
again.
Pressing Pause while recording will stop the recording process as if you had pressed Stop.
The Stop soft button halts the playback or recording, and resets the song’s location to either the
default Bar 1, Beat 1 value, or to whatever location you defined with the Locate parameter. If the
location is defined as something other than Bar 1, Beat 1, press Stop twice to reset to 1:1.
Pressing Stop when the Song Status is RECORDING will always prompt the “Save changes to
this song?” dialog (described below), and provides you with the opportunity to listen to the new
song and compare it with the old, previously saved, song before answering Yes or No.
The PC3A also has dedicated front panel buttons for Record, Play/Pause, and Stop. You’ll find
them just below the eight mode buttons. Additionally you can control these functions from any
external sequencer that sends MIDI Machine Control (MMC) messages. The PC3A will
automatically listen to any MMC messages received at the USB or MIDI in port. The PC3A will
also automatically send its own MMC messages from the USB and MIDI out port, enabling the
12-7
Song Mode and the Song Editor
Song Mode: The MAIN Page
PC3A’s transport to control an external sequencer. This works from any mode, though in
Program mode you will want to make sure that the Demo Button function is set to off. You can do
this from the Master Mode Main page. When Demo Button is set to off, you can still hear
Program demos by pressing the cursor up and down buttons simultaneously.
Important Note About External Sequencers:
If using the PC3A transport controls to record to an external sequencer, you must be in Song
mode with the RecTrk set to None. If this is not done, you will simultaneously record to the
external sequencer and the selected RecTrk if in Song Mode, or activate the Quick Song
Recording function from other modes. This will cause unwanted sequences to be recorded in the
PC3A’s sequencer.
If you are also triggering PC3A sounds from the external sequencer, you will run into the same
issue when using the transport on the external sequencer (if it is sending MMC.) In this case,
either turn off outgoing MMC on the external sequencer, or use the same precautions as above.
The Load and Save Buttons
The Load soft button calls up a scrolling list from which you can quickly locate and load a
sequence. You can select a sequence using either the Alpha Wheel or -/+ buttons, or you can enter
a sequence’s ID number.
The Save button calls up the “Save As” dialog.
The NewSng and ClrSng and Delete Soft Buttons
The NewSng soft button creates a new song using the Default Sequence (specified on Page 2 of
Master Mode) as a parameter template. Pressing this button is the same as selecting 0*New
Song*.
The ClrSng soft button creates a new song whose parameters are set to the default values listed
in the table beneath this section’s header (Song Mode: The MAIN Page). Keep in mind that the
selected program for the new song will be the currently selected program.
Press the Delete soft button to delete the current song. The PC3A will present a prompt, at which
point you may cancel, or confirm to delete the song.
The Save Changes Dialog
The following dialog appears after you have recorded a track and pressed Stop, or if you have
entered the Song Editor and made changes, then pressed Exit, or if you press Save in the Song
Editor.
The PlyNew soft button allows you to play the song with your last recorded performance. You
will likely want to hear this first.
12-8
Song Mode and the Song Editor
Song Mode: The MAIN Page
Pressing PlyOld will play the current song, minus the performance that you just recorded. You
can toggle between Play Old and Play New without restarting the song by pressing either button
while the song is playing. This is useful to check if your last performance was better or worse
than what was previously saved (if anything was previously saved.)
The Locate field allows you choose a start time for the old or new playback. This is useful when
you just want to hear a certain part of the song without listening to the whole thing. The Playing
field displays whether to NEW or OLD data is playing.
Stop halts the playback of either the Old or the New version of the song you are currently
auditioning. This also resets the song’s start location to either the default Bar 1, Beat 1 value, or to
whatever location you defined in the Locate field.
Pressing Retry restarts recording from the same point you last started recording at.
Yes saves the song with the performance you just recorded. Whatever was played back when you
pressed PlayNew will be the version of the song saved when you press Yes. The “save as” dialog
will be displayed:
Use the Alpha Wheel, -/+ buttons, or Alphanumeric Pad to choose a free ID# location to save the
song, or choose a used ID# location to overwrite a previously saved song with your new version.
When overwriting a song file, the “save as” dialog displays “Replace” followed by the name of
the file being replaced. Press Rename if you would like to change the song’s name. Press Save to
save the song, or Cancel to return to the previous screen.
If you decide not to save or rename, No returns you to the Song‑mode page in which you were
last recording. Changes to the current song are not saved, though the sequencer will remember
changes to certain settings from the MAIN and BIG pages. These settings are Tempo, Merge/
Erase Mode, Locate, track mute status, Time In, Time Out, Song End, Loop, Punch, and Metron.
To permanently save these changes with the song, make sure to choose Save from the soft button
menu before powering off or loading a new song. Alternatively, you will be prompted to save
these changes upon loading a new song if the MAIN page settings were changed while recording
or with recording armed, or if any of the BIG page settings were changed.
For more detailed instructions, see Saving and Naming on page 5-3.
12-9
Song Mode and the Song Editor
Song Mode: The MAIN Page
Song Mode: The BIG Page
On the BIG page, the PC3A displays—in a large font, the page’s name—the current time/location
of the “playhead” of the sequencer in a Bar : Beat : Tick format (like the Riff time/location
display). Also displayed is the current status of the sequencer, and the BIG page’s six parameters.
Parameter
Range of Values
Default
(Bar)
(Current Position)
(Beat)
Depends on Time Signature
(Tick)
0 to 959
0
(Bar)
Time In
(Beat)
1 to 4
(Tick)
0 to 959
0
(Bar)
Time Out
(Beat)
1 to 4
(Tick)
0 to 959
0
(Bar)
(Beat)
1 to 4
(Tick)
0 to 959
0
Loop
(----), Loop
(----)
RecMode
Linear, PunchIn, UnLoop
Linear
Metron
Off, Rec, Always, CountOff
Rec
Song End
Time In
The Time In parameter determines the start time for Loop or Punch In recording (more on this
below).
Time Out
The Time Out parameter determines the stop time for Loop or Punch In recording.
12-10
Song Mode and the Song Editor
Song Mode: The MAIN Page
Song End
The Song End parameter determines the end point for the song. Note that when Time Out and
Song End are set to the same location, changes made to Song End are reflected in Time Out. When
recording beyond your initially specified Song End point, you’ll notice that the Song End
location automatically moves and rounds to the next bar, so as to always be ahead of the
playhead. It is possible to move the Song End point to a location before other MIDI events (i.e., in
the middle of the current song)—the sequencer will ignore (but not delete) events after this point.
Loop
With the Loop parameter set to Loop, the sequencer will loop the segment of the song between
Time In and Time Out.
RecMode
With the RecMode parameter set to Linear, the sequencer will record normally, from where ever
you start, to where ever you stop, or until the Song End point is reached. With the RecMode
parameter set to PunchIn, the sequencer will record events only between the points set for Time
In and Time Out parameters on the BIG page.
To use the UnLoop setting, the Loop parameter must be set to Loop, and a loop length must be
set with the Time In and Time Out parameters on the BIG page. With the RecMode parameter set
to Unloop, any existing tracks will be played back as if they were looping from the Time In to the
Time Out point, but they are actually being re-recorded linearly over absolute Bars and Beats
until you press Stop. UnLoop allows you to record a linear track over a short looping section
without first having to copy the section over and over again to achieve a new desired Song
length. The End point of the Song is extended to the downbeat of the (empty) Bar immediately
following the last Bar you were recording when Stop was pressed.
For example, let’s say you have a recorded a four bar drum loop and now want to record an eight
bar bass line. This would be a situation where UnLoop would come in handy. While the drum
track keeps looping, the bass track will record in linear fashion, and the end point will be moved
to the point at which you press Stop. Actually, the drum track will also change. It will play
through its loop twice, but while the information is repeating in the loop, it will be recorded to
the track. So now if you look at the drum track, you will see information in bars 5-8 (a duplicate
of the information in bars 1-4).
Metron
The Metron parameter determines the recording modes in which the metronome will play. With
Metron set to Off, the metronome doesn’t play at all. With Metron set to Rec, the metronome only
plays while recording is in progress. With Metron set to Always, the metronome plays during
playback and recording. With Metron set to CountOff, the metronome plays only during count
off (if the CountOff parameter on the Metronome page is set to something other than Off.)
12-11
Song Mode and the Song Editor
Song Mode: The MIXER Page
Song Mode: The FX Pages
The four Song mode FX pages—FX, AUX1, AUX2, and Master Effects—work the same way as the
Effects mode pages—EffectsEnable, Aux 1 Override, Aux 2 Override, and Master Effects. See the
Effect Mode and the Effects Pages on page 9-4 for information on editing these pages.
Song Mode: The MIXER Page
The MIXER page shows the current settings for the program number, panning, and volume of
each track (in groups of 8). The selected track number, as well as the range of tracks displayed on
the page, are displayed in the upper right-hand corner of the screen. Use the Chan/Layer buttons
or the cursor buttons to change the currently selected track. To get to other pages of tracks,
continue scrolling past the first or last track on the page. The bottom part of the screen displays
current settings for the selected track including program number and name, panning, and
volume.
Changing the settings for a track’s program, volume, or panning while the sequencer is recording
will record these changes, viewable in the corresponding track’s EVENT page. Upon playback,
these automated mixer parameters will display their changing values in real-time on the MIXER
page. Below is an example MIXER page:
Parameter
Range of Values
Default
Current Pan (Pan)
0 to 127
None
Current Volume (Vol)
0 to 127
None
Current Program (Prg)
Program List
None
Output (Out)
Bottom Line
(For Selected Track)
Auto, Pri., Sec.
Auto
Current Program (Cur) **
Program List
(Current Program)
Current Volume (Vol) **
0 to 127
127
Current Pan (Pan) **
0 to 127
64
**Uneditable, these values are an expanded view of the mixer values for the currently selected track, which
can be edited in the first three rows of the MIXER page.
Out
12-12
Use the Out parameter to set the rear panel audio outputs used for each track of the current song.
This parameter determines the output settings for the main program signal and insert effects of
each track (for Aux effects output settings, use the Output parameter on the Song Mode AUX1 or
AUX2 pages.)
Song Mode and the Song Editor
Song Mode: The METRONOME Page
A setting of Auto will make that track output audio based on the settings for the program used
by that track. Program output settings are set in the Program Editor using the Output parameter
on the top line of PROG FX page (see Output on page 6-48 for details) or the Output parameter on
the LAYER FX page (see page 6-49 for details.) A setting of Pri. (primary) will output track audio
to the MAIN Balanced Analog Outputs. A setting of Sec. (secondary) will output track audio to
the AUX Balanced Analog Outputs.
The Rec, Play, and Stop Soft Buttons
These soft buttons function as described in The Rec, Play, and Stop Soft Buttons on page 12-7.
The Keep Soft Button
Pressing the Keep soft button captures the current settings for each track’s program, panning,
and volume as the initial settings. Remember to save if you want these change to be permanent!
The Done Soft Button
If no changes were made in the MIXER page, pressing the Done soft button calls up the MAIN
page. If changes were made, pressing the Done soft button calls up the “Save Changes” dialog.
Song Mode: The METRONOME Page
All of the parameters affecting the sequencer metronome are on the METRONOME page. Like
the other pages in the Song Editor, you can save changes made in this page.
Parameter
Range of Values
Default
Metronome
Off, Rec, Always
Rec
Count Off
Off, 1, 2, 3, 4 (StartOnly, Always)
1 (StartOnly)
Program
Program List
998 Click Track
Channel
1 to 16
16
Strong Note
0 to 127
102
Strong Velocity
0 to 127
127
Soft Note
0 to 127
104
Soft Velocity
0 to 127
100
12-13
Song Mode and the Song Editor
Song Mode: The METRONOME Page
Metronome
This parameter determines the recording modes in which the metronome plays. With
Metronome set to Off, the metronome never plays. With Metronome set to Rec, the metronome
only plays during recording. With Metronome set to Always, the metronome plays during
playback and recording. With Metronome set to CountOff, the metronome plays only during
count off (if the CountOff parameter is set to something other than Off.)
CountOff
This parameter determines the number of measures the PC3A will count off before recording.
With StartOnly selected, the PC3A will only count off at the beginning of a sequence. With
Always selected, the PC3A will count off from any point in a sequence.
Program
This parameter determines the program with which the metronome is played. If you wanted a
piano for a metronome, for instance, you could set Program to a piano program. The default
program is 998 Click Track.
Channel
This parameter determines the MIDI channel to which the metronome program and events are
sent.
Strong Note
This parameter determines the MIDI number of the note played by the metronome for the
downbeats (the “1” of each measure).
Strong Vel
This parameter determines the velocity of the note played by the metronome for the downbeats
(the “1” of each measure).
Soft Note
This parameter determines the MIDI number of the note played by the metronome for the
upbeats (the “2,” “3,” and “4” of each measure).
Soft Vel
This parameter determines the velocity of the note played by the metronome for the upbeats (the
“2,” “3,” and “4” of each measure).
The Rec, Play, and Stop Soft Buttons
These soft buttons function as described in The Rec, Play, and Stop Soft Buttons on page 12-7.
The Done Soft Button
If no changes were made in the METRONOME page, pressing the Done soft button calls up the
MAIN page. If changes were made, pressing the Done soft button calls up the “Save Changes”
dialog.
12-14
Song Mode and the Song Editor
Song Mode: The Filter Pages (RECFLT and PLYFLT)
Song Mode: The Filter Pages (RECFLT and PLYFLT)
On the RECFLT and PLYFLT pages you can specify what event are ignored during, respectively,
recording and playback. Both pages have the same parameters with the same ranges of values,
but you would use the RECFLT page to configure recording event-filtering, and the PLYFLT page
to configure playback event-filtering.
Below is the RECFLT page.
Parameter
Range of Values
Default
Notes
On, Off
On
Low Key
C -1 to G 9
C -1
Hi Key
C -1 to G 9
G9
Low Velocity
0 to 127
0
Hi Velocity
0 to 127
127
Controllers
On, Off
On
Controller
ALL, MIDI Control Source List
ALL
Low Value
0 to 127
0
Hi Value
0 to 127
127
Pitch Bend
On, Off
On
Program Change
On, Off
On
Mono Pressure
On, Off
On
Poly Pressure
On, Off
On
Note Filter
Controller Filter
Notes
LoKey
Hi
With Notes set to Off, all notes are ignored during recording/playback. With Notes set to On,
only the notes within the specified note range with velocities within specified velocity range are
recorded/played.
LoKey determines the lowest key that is recorded/played back when Notes is set to On.
The Hi to the right of LoKey determines the highest key that is recorded/played back when
Notes is set to On.
12-15
Song Mode and the Song Editor
Song Mode: The Filter Pages (RECFLT and PLYFLT)
LoVel
Hi
LoVel determines the lowest note on/off velocity that is recorded/played back when Notes is set
to On.
The Hi to the right of LoVel determines the highest note on/off velocity that is recorded/played
back when Notes is set to On.
Controllers
With Controllers set to Off, all controllers are ignored during recording/playback. With
Controllers set to On, controller data only of the specified controller and only within the specified
value range are recorded/played.
Controller
The Controller parameter determines which controller(s) is/are recorded/played back when
Controllers is set to On.
LoVal
Hi
LoVal determines the lowest value for the specified controller that is recorded/played back when
Controllers is set to On.
The Hi to the right of LoVal determines the highest value for that specified controller that is
recorded/played back when Controllers is set to On.
PitchBend
This parameter enables/disables pitch bend events to be recorded/played back.
ProgChange
This parameter enables/disables program changes to be recorded/played back—this includes
Controllers 0 and 32 (bank change).
MonoPress
This parameter enables/disables monophonic key pressure events to be recorded/played back.
PolyPress
This parameter enables/disables polyphonic key pressure events to be recorded/played back.
The Rec, Play, and Stop Soft Buttons
These soft buttons function as described in The Rec, Play, and Stop Soft Buttons on page 12-7.
The Done Soft Button
If no changes were made in the RECFLT/PLYFLT page, pressing the Done soft button calls up
the MAIN page. If changes were made, pressing the Done soft button calls up the “Save
Changes” dialog.
12-16
Song Mode and the Song Editor
Song Mode: The MISC Page
Song Mode: The MISC Page
The MISC page contains five miscellaneous (but very important and useful) sequencer
parameters. The MISC page appears below:
Parameter
Range of Values
Default
Control Chase
On, Off
On
Quantize
Off, 1 to 100%
Off
Grid Resolution
1/1 to 1/480
1/8
Swing
-100% to 125%
0
Release Quantization
Yes, No
No
Key Wait
Off, On
Off
Control Chase
A common shortcoming of many older sequencers is that when you start a sequence at some
point in the middle of sequence, the controllers remain at their current levels until the sequencer
comes across a controller event. Control Chase remedies this (generally) undesired behavior.
When Control Chase is On, all non-note MIDI events from the beginning of the song up to the
current time are computed, and the most recent non-note MIDI event is sent out before starting
playback. This ensures that the volume, panning, program changes, and other controllers for the
song are correct, regardless of where you start the song. With Control Chase set to Off, the
sequencer behaves as previously described.
Quant
The Quantize parameter determines the amount of real-time quantization (if any) applied to the
sequence during recording. The percentage specified for this parameter is the amount of
quantization the sequencer applies to the grid (see below) for each Note event recorded.
Note that using real-time quantization has the same effect as recording normally, and then using
the Quantize Track Editing operation.
Grid
The grid parameter determines the resolution of quantization and the position of the grid points.
12-17
Song Mode and the Song Editor
Song Mode: The STATS Page
Swing
The Swing parameter determines the amount (in units of percent) of “swing” applied during
quantization.
Release
The Release parameter determines whether or not note-off events are quantized.
Key Wait
With Key Wait set to on, a key strike will trigger playback of a sequence (if the play/pause button
is armed,) or trigger recording of a sequence (if the record button is armed.)
Song Mode: The STATS Page
The STATS page is a display-only page that shows the status of the PC3A event pool. The event
pool is used by all the sequences loaded at a given time in the system. These include: the current
song, the compare song buffer, and up to 16 riffs.
The STATS page shown below is the state of the PC3A event pool with 0*New Song* selected,
and no other user objects loaded in any other modes:
The events in the PC3A are similar to events of other sequencers with a single major difference:
the Note events are stored as a single big event, i.e., one PC3A Note event is comprised of the
note-on and note-off events. All other events are stored as single events on the PC3A.
The fields on the STATS page are:
• Max – the maximum number of notes/events in memory.
• Used – the total number of notes/events being used.
• Free – the number of notes/events that are free.
• Part. – the number of partitioned events, which are events for which space in memory is
allocated. This is technical information of importance only to engineers (and maybe a few
power users).
• Song – the total number of events (including notes) in the current song.
• Temp – the total number of events in the temp buffer (the temp buffer is used when grabbing
events from a different song).
• Riffs 1–16 – the total number of events in each riff.
12-18
Song Mode and the Song Editor
Song Editor: The COMMON Page
The Song Editor
In general, you’ll get to the Song editor pages by pressing the Edit button any time you’re in Song
mode. There’s one exception: if the Program parameter is currently highlighted on the display,
you’ll enter the Program editor when you press Edit.
There are a few conventions shared by all of the Song editor pages. Displayed at the top of each
Song editor page is the name of the page and the currently selected track (1–16, or all tracks). All
of the values for the parameters found in any of the Song-editor pages are saved in the song
object.
Song Editor: The COMMON Page
Press the Edit button on the front panel of the PC3A to display the COMMON page and begin
editing a song. This is where you will find parameters common to all tracks, such as tempo and
time signature, control parameters for effects, and soft buttons for switching to other Song editor
pages.
Parameter
Tempo
Time Signature
Range of Values
Default
0 (external), 20.00 to 400.00 BPM
120
(Numerator)
1 to 99
4
(Denominator)
1, 2, 4, 8, 16, 32, and 64
4
FX Track
1 to 16
1
Drum Track
–, D
–
MIDI Destination
–, L, M, U
L
The currently selected track is displayed on the top line, though on the COMMON page this only
applies to the DrumTrk and MidiDst parameters (see below.) The rest of the parameters on the
COMMON page are global settings for the song and do not directly affect individual tracks.
Tempo
This is another place where the song’s initial tempo can be set or modified.
TimeSig
Affects the click, playback looping, and locate function as well as some editing operations. Does
not change the recorded data, though it does change the way data is displayed on the screen.
12-19
Song Mode and the Song Editor
Song Editor: The COMMON Page
FX Track
The PC3A uses the channel of the track specified for FX Track as the Aux FX channel.
DrumTrack
Any of the song’s tracks can be defined as Drum Tracks so that their Note events do not get
transposed when a transposition is applied when using the track as a riff in a setup (see Riffs on
page 7-55 and Transpose/Root Note on page 7-57.) With tracks designated as drum tracks, you can
transpose a whole song that is being used as a riff, but the drum tracks will continue to play the
correct sounds that they played in the original key. Otherwise, the drum sounds would change
with each transposition.
Use the cursor buttons to select a track number. You can access 8 tracks at once, either tracks 1-8
or 9-16. Use the Chan/Layer buttons to the left of the display to select one of the tracks 1-8
(viewed in the top right corner of the page) in order to access tracks 1-8, or select one of the tracks
9-16 to access tracks 9-16. With the desired track number selected in the DrumTrk field, use the
Alpha Wheel or - /+ buttons to toggle between D, to designate the track as a drum track, or “-” to
designate the track as a non-drum track.
The Drum Tracks’ settings do not have any effect on edits made on the TRACK page in the Song
Editor. Any tracks defined as Drum Tracks are transposed when a transposition is applied to
these tracks from the TRACK page.
MidiDst
The MIDI data on each track has a destination assignment selectable with the TrackDest
parameter. There are four possible indicators:
L = Local. The track’s MIDI data will be transmitted locally only, to the PC3A’s internal sound
generator. None of the track’s MIDI data will be sent to the USB or MIDI Out port.
M = MIDI. The track’s MIDI data will be transmitted only to the MIDI Out.
U = USB MIDI. The track’s MIDI data will be transmitted only to the USB port.
––– = None.
Pairs and groups of the above letters indicate that MIDI is being sent to each letter’s
corresponding destination.
12-20
Song Mode and the Song Editor
Song Editor: The TRACK Page
Soft Buttons on the COMMON Page
TRACK – calls up the TRACK page. This page accesses useful track based edit functions. There is
a selectable edit function that can be applied to the selected track or all tracks in your song. The
TRACK page is described on page 12-21.
EVENT – calls up the EVENT page, an event-list style editor. On the EVENT page in the Song
Editor, you can scroll through, modify, add, or delete any or all of the tracks’ MIDI events. The
EVENT page is described on page 12-31.
Rec, Play, and Stop – function as described in The Rec, Play, and Stop Soft Buttons on page 12-7.
Save – calls up the “Save as” dialog.
Song Editor: The TRACK Page
This page allows you access to useful track-based edit functions. These functions are:
Erase
Shift
Copy
Transpose
Bounce
Grab
Insert
Change
Delete
Remap
Quantize
For each function, there is a set of parameters to control how the function operates, and on what
region of the selected track(s). As usual, the top line of this page displays the selected track or
tracks. Select the available current track(s) for editing by using the Chan/Layer buttons. Press
both of the Chan/Layer buttons together to select All tracks.
Below is an example of the TRACK page for the Bounce function.
You will notice that the page is divided into two halves, with the right half being a separate box
This is called the Region/Criteria box. The parameters in this box are used to select the range of
events (from a start Bar and Beat to and end Bar and Beat) for modification, as well as which
types of events function will affect.
The parameters in this box will generally be the same for most functions. For some functions,
however, some parameters may not apply. For example, Quantize and Transpose apply only to
notes, while Remap applies only to Controllers. In addition to the Region/Criteria box
parameters, the Locate parameter is also found on each function.
12-21
Song Mode and the Song Editor
Song Editor: The TRACK Page
Since these parameters are common to most Track functions, we will define them first. Then we’ll
describe the individual functions along with the parameters specific to each, which are normally
found on the left side of the page. The function Quantize has unique parameter in its Region/
Criteria boxes. We’ll describe those parameters along with the functions.
Once you’ve chosen a function and set the parameters to your liking, press Go. This executes the
editing function. You can then play the sequence to hear the results of your edit. If you don’t like
your edit, simply exit the editor and press No when you are asked if you want to save. If you do
like your edit, you can press Done and then Save, or just exit the editor and save the changes. Or,
you can go to another edit function. Keep in mind though, that if you choose to perform more
than one edit without saving, and you are not satisfied with one of the changes you make, you
will have to exit the editor without saving and then redo each of the changes you made. That’s
why it’s usually best to save after each successful edit.
Common Parameters for Edit Song: Track Functions
Locate
This parameter is available for every function on the TRACK page. It appears at the lower left
hand corner of the page.
The Locate bar, beat, and tick will change in real time during playback and recording to reflect
the song’s current position. It can be set to any bar, beat, and tick, including negative values.
Playback begins at, and Stop resets the song to the Locate bar, beat, and tick.
Region/Criteria Box Parameters
From and To
From and To are available in most TRACK edit functions to define a range of time on the selected
track(s).
The From value defines the first bar, beat, and tick in a range of time selected for editing. The To
value defines the final bar, beat, and tick in a range of time selected for editing.
Events
Any and all types of MIDI events are available for editing, selectable in this parameter. Some
events will provide you with settings for a range of values, or other MIDI event specific criteria.
Available Values are: All, Notes, Controllers, MonoPress, PitchBend, ProgChange, PolyPress.
When Events is set to ALL, all MIDI events on the track(s) you are editing, that occur in the
region of time between the From and To settings, will be affected by the edit function.
When Events is set to Notes, note number and velocity ranges can be set for Note events.
LoKey
Determines the lowest note in a range of notes to be affected. This can be set to any MIDI
note value; the default is C-1.
High Key (Hi)
Determines the highest note in a range of notes to be affected. This can be set to any MIDI
note value; the default is G9.
12-22
Song Mode and the Song Editor
Song Editor: The TRACK Page
LoVel
An attack velocity range can be specified as criteria for selecting Note events for editing.
The LoVel parameter sets the lowest velocity a Note needs to have in order to be edited.
Notes on the selected track(s) with a attack velocities lower than the LoVel will not be
affected by the edit. The available values are 1–127; the default is 1.
High Velocity (Hi)
The Hi parameter sets the highest attack velocity a Note needs to have in order to be
edited. Notes on the selected track(s) with attack velocities higher than the value of Hi
are not affected by the edit. The available values are 1–127; the default is 127.
When Events is set to Controller, the Controller(s) and a Controller value range can be set for
Controller events.
Controller
The Controller parameter selects the Controller (if any) or all Controllers to be affected.
LoVal
You may further specify a particular range of values to edit by setting a high and low
value. LoVal will define the lowest modifiable value in the selected controller’s recorded
data. Value ranges are not definable when Ctl is set to All. Available Values are 0–127.
High Value (Hi)
Hi defines the highest modifiable value in the selected controller’s recorded data. Value
ranges are not definable when Ctl is set to All. Available Values are 0–127.
Soft Buttons on the TRACK Page
FromTo is a quick way to define the region of time you intend to edit. There are a couple of ways
to use this feature when the sequence is playing back in real time, and both ways will set the
temporal boundaries of the region.
One way is to first position the cursor over the From parameter in the Region/Criteria box and
then press the Play soft button. During playback, every time you press FromTo, the PC3A
updates the value of From to match the current playback location. Position the cursor over the To
parameter to change the value of To in a similar fashion.
If you haven’t selected either the From or To parameter, pressing FromTo during playback
updates From or To—or both—depending on the current playback location (the value of the
Locate parameter) at the time you press FromTo. If you press it while the Locate value is earlier in
the song than the current To value, the PC3A updates the From value. If you press FromTo again
(without stopping playback) while the Locate value is later than the current From value, the
PC3A updates the To value.
Play will start the playback of the song from the Bar and Beat set in the Locate parameter. When
the song is playing, this soft button functions as a Pause button.
Stop stops the playback of the song and return to the Bar and Beat set as the Locate value.
Go performs any of the Track-based edit functions described above.
Done will return you to the EditSong : COMMON page.
12-23
Song Mode and the Song Editor
Song Editor: Track Functions
Song Editor: Track Functions
Erase
Copy
This function erases specified events from a region of time, but it doesn’t delete the region of
time. The result is like erasing a section of recording tape. If you want to completely remove a
segment and shorten the length of the track, you can do it with the Delete function.
Use the Copy function to duplicate the selected events from the current track and place them in
the same track or on another track, either merging with or overwriting existing data.
If you do not want to copy all of the MIDI events in the defined range of time on the current track,
use the Events parameter in the Region/Criteria box to select a specific MIDI event type you
would like the edit function to affect. Some event types provide you more criteria selection
parameters. It is often a good idea to set Events to Notes when copying, and then add any
necessary controller or other data to the track at a later time.
DstTrack: 1 to 16 / All
Select a destination track for the copied events with the DstTrack parameter. All selected events
described in the Region/Criteria box will be placed in the destination track(s) at any Bar and Beat
you specify.
If the currently selected track is All tracks then the destination track will be All tracks as well.
No matter what channel the current track (source track) is set to when you use the copy function,
the events will be played on the destination track’s channel.
Location: Bars : Beats : Ticks
Specify a bar, beat, and tick location in the destination track where the copied data will be placed
with the Location parameter. If the length of the copied region extends from the Location point
beyond the song’s existing End point, a new End point is defined.
12-24
Song Mode and the Song Editor
Song Editor: Track Functions
Mode: Merge/Erase/Slide
The Mode setting determines whether the copied events merge with, or erase existing events on
the destination track from the location point to the end of the copied region. With Mode set to
Slide, the sequencer creates space for the new events, and slides the existing events to uniformly
later times in the song.
Times: 1 to 127
The value selected for the Times parameter determines how many copies of the selected region
are placed, one after another, in the destination track.
Bounce
Use the Bounce function to move the selected events from the current track to another track,
either merging with or overwriting existing data on the destination track. The Bounce function
differs from the Copy function in that the original data is not preserved in the original track. As
on a multi-track tape recorder, Bounce will always put the data in the same timeline on the new
track that it was on the old track.
DstTrack: 1 to 16
Select a destination track for the events to be moved to with the DstTrack parameter. All selected
events described in the Region/Criteria box will be placed in the destination track at the data’s
original location.
No matter what channel the current track (source track) is set to when you use the bounce
function, the events will be played on the destination track’s channel.
Mode: Merge/Erase
The Mode setting determines whether the bounced events merge with, or erase existing events
on the destination track from the location point to the end of the copied region.
12-25
Song Mode and the Song Editor
Song Editor: Track Functions
Insert
The Insert function is used to add blank time to the current song, modifying the song’s End point
appropriately. The Insert function will affect all tracks. This is similar to splicing a piece of blank
tape to an existing segment of recording tape.
Location: Bars : Beats : Ticks
The insertion point for the blank time being added is selected as a Bar and Beat Location value.
Events that occurred at or after this Bar and Beat, before you insert time, are not erased when you
perform this function, rather they are offset by the length of the blank time being added to a Bar
and Beat later in the song.
Amount: Bars : Beats : Ticks
The length of the blank time being added is defined as a number of Bars and Beats in the Amount
parameter.
There are no Region/Criteria parameters available for the Insert function.
Delete
12-26
The Delete function is used to remove a region of time from the current song. This function is
different from the erase function because not only does it remove the events from the selected
time, it will delete the entire selected range of time from the song, modifying the song’s End point
appropriately (on all tracks). This is similar to cutting a section out of a tape and splicing the
ends.
Song Mode and the Song Editor
Song Editor: Track Functions
Quantize
Use the Quantize function to adjust the timing of Note events. Keep in mind that only Note
events are quantized; other types of events, such as controllers, are not quantized.
Quant: Off/1 to 100%
The Quantize parameter determines how much the selected Note events are moved towards grid
locations. If set to Off, no aligning of previously recorded notes to grid locations will occur. If set
to 100%, every recorded Note event will be aligned to the closest grid location, defined by the
Grid setting. Notes will be moved to a position half way between the grid location and the
original Note-event location if Quant is set to 50%.
Grid: 1/1 to 1/480
This setting determines the size of the Quantize grid, expressed as a fraction of a Bar with a 4/4
meter. Set Grid to 1/1 for whole note grid, 1/16 for sixteenth notes. All of the standard note
durations and every fractional Bar divisions in between are available as the size of the Input
Quantize grid.
Swing: -100 to 125%
The Swing percentage is applied to the quantize grid. 0% swing is straight time, 100% produces a
swing feel (triplet feel). A positive Swing value determines how close every other grid location is
moved to a point 1/3 of the way towards the next grid point. Negative Swing moves every other
grid location closer to a point 1/3 of the way towards the previous grid point.
Release: Yes/No
Set the Release parameter to Yes if you would like each quantized Note event’s Note Off message
to be aligned to the grid location nearest to the time the key was originally released.
12-27
Song Mode and the Song Editor
Song Editor: Track Functions
Shift
The Shift function allows you to offset the existing MIDI events forward or backward in time any
number of ticks (1/480th of a Beat) and beats. This function only affects the End point if any of
the shifted events are after the End point of the song.
Events can not be shifted beyond the End point or before Bar 1 : Beat 1 : Tick 0. The events can be
shifted only as far as these temporal boundaries. All events that can’t be shifted the full Ticks
amount will be placed at the boundary location.
Amount: Bars : Beats : Ticks
The Ticks parameter specifies the number of bars, beats, and ticks that the MIDI events, from
within the selected region, are moved forward (for positive values) or backward (for negative
values) in time relative to their original locations.
Mode: Merge/Erase
The Mode setting determines whether the shifted events merge with, or erase existing events on
the destination track from the location point to the end of the shifted region.
Transpose
Use the Transpose function to change the MIDI Note numbers of the selected Note events.
Semitone: -128 to 127 semitones
An increment of one semitone represents a change of one MIDI Note number. You can transpose
Note events only within the range of MIDI Note numbers 0 to 127.
12-28
Song Mode and the Song Editor
Song Editor: Track Functions
Grab
Grab is similar to the Copy function, except that the Grab function allows you to copy selected
data from tracks that exist in other songs in memory.
SrcSong: Song List
The Source Song parameter is set to the ID and name of the song in memory that contains the
desired track data you wish to grab in order to use it in the current song. The source track is
determined by the Track parameter displayed on upper right hand side of the page, selectable
with the Chan/Layer buttons.
DstTrack: 1 to 16/All
Select a destination track for the grabbed events with the DstTrack parameter. All selected events
from the source song and track described in the Region/Criteria box will be placed in the
destination track(s) at any bar, beat, and tick you specify.
If the currently selected track is All tracks then the destination track will be All tracks as well.
No matter what channel the current track (source track in the source song) is set to when you use
the grab function, the events will be played on the destination track’s channel.
Location: Bars : Beats : Ticks
Specify a bar, beat, and tick location in the destination track where the grabbed data will be
placed with the Location parameter. If the length of the grabbed region extends from the Location
point beyond the song’s existing End point, a new End point is defined.
Mode: Merge/Erase/Slide
The Mode setting determines whether the grabbed events merge with, or erase existing events on
the destination track from the location point to the end of the grabbed region. With Mode set to
Slide, the sequencer creates space for the new events, and slides the existing events to uniformly
later times in the song.
Times: 1 to 127
The value selected for the Times parameter determines how many copies of the selected region
are placed, one after another, in the destination track.
12-29
Song Mode and the Song Editor
Song Editor: Track Functions
Change
The Change function is used to modify attack velocities, release velocities, or the values of any
existing controller data on the current track. A static change of values can be made as well as
having the change take place over a region of time.
Change can not modify or add data that doesn’t exist on the current track. If you hear Note
events played back on a track, then you know there is an attack and release velocity value for
each one, and the effect of the Change function can usually be easily detected. Controller values
are sometimes more difficult to change since there can be inconsistent gaps of time between each
controller event.
Scale: 0% to 20000%
The selected velocity or controller events’ values can be changed to a percentage of the original
values determined by the Scale parameter. A setting of 100% has no affect. Values are scaled
lower with a Scale percentage set from 0% to 99%. Low values can be set higher using a Scale
percentage above 100% on up to 20,000%, although the maximum value of 127 can not be
exceeded for any velocity or controller type.
Offset: -128 to 127
Offset can be used alone or in conjunction with Scale to add or subtract a set amount to or from
the original (or scaled) values. Values for velocities can not be less than 1 or greater than 127.
Values for controllers can not be less than 0 or greater than 127.
As an example, to set all Velocities to a value of 55, you would set Scale to 0% (multiplies all
original values by zero) and set Offset to 55 (adds 55 to the product of the Scale parameter).
Mode: Constant/PosRamp/NegRamp
Set Mode to Constant to have values modified in a uniform fashion, as determined by the Scale
and Offset settings, for the entire selected region of time and range of values.
When the Change function is applied with Mode set to PosRamp, the selected velocity or
controller values will gradually change over the region of time, defined by the locations set for
the From and To parameters, from the original value to the new value determined by the Scale
and Offset settings. The first events being modified within the region will have little or no change
from their original values. The amount of Scale and Offset applied will increase as the song
approaches the Bar and Beat defined in the To parameter, where the full amount of described
change will occur.
You can set Mode to NegRamp to achieve the opposite dynamic effect of PosRamp. NegRamp
works in the same way, but the amount of Scale and Offset applied will decrease from the full
amount of change described by Scale and Offset to little or no change as the song approaches the
bar, beat, and tick defined in the To parameter.
12-30
Song Mode and the Song Editor
Song Editor: The EVENT Page
Remap
Use the Remap function to apply the values of any one type of controller data, already recorded
on a track, to another controller type. The effect the real time changes of the “Old” controller had
will be replaced by the effect the “New” controller has by using the exact same controller values.
Old: Control Source List (0 to 120)
The “Old” Controller is set to the Controller type that you wish to remap. This Controller data
must already exist on the current track in order to apply it to the “New” Controller type.
New: Control Source List (0 to 120)
The “New” parameter is set to the Controller code you wish to have use the existing values, once
used by the “Old” Controller, to produce a different effect.
Song Editor: The EVENT Page
Every type of recorded MIDI event is visible from this page. You can view and change these
events if necessary. Each track displays its initial program, volume, and pan at the top of its event
list. You can also access the tempo track (instructions below.)
Initial
Program,
Volume,
Pan
Location
Bar:Beat:Tick
Event Type and Value
The top line of the page displays the current song position in the center, and the currently
selected track and corresponding channel on the right. Use the Chan/Layer buttons to select an
active track to view and edit the MIDI events recorded on it.
12-31
Song Mode and the Song Editor
Song Editor: The EVENT Page
To scroll through the events, make sure the location (Bar and Beat, in the first column) is
highlighted. Use the Alpha Wheel, the Up and Down cursor buttons, or the Plus/Minus buttons.
As you scroll through the events, each event is executed by the sequencer. In the case of Note
events, you will hear the note played, although the duration will be short. If you have scrolled
through a Sustain (MIDI Controller 64) message with an On value then you will hear the note
sustain as if the sustain pedal was depressed. The note will continue to sustain until you scroll
through a Sustain message with a value of Off.
You can also jump directly to a specific bar and beat by typing the bar number and beat number,
then pressing Enter. Keep in mind if you have controller or program data previous to the point
that you jump to, those events may not have been executed and you may hear unexpected
results. For example, if you have program changes at bar 1 and bar 8, and you jump from bar 1 to
bar 9, any notes you scroll through will be played with the program change from bar 1.
Initial Program, Volume, Pan
At the top of the event list for each track, you can view and change the initial program, volume
and pan settings for the current track. See Song Mode: The MAIN Page on page 12-1 for details on
initial settings for program, volume, and pan. Each of these parameters can be set to NONE by
entering 0 on the alphanumeric pad and then pressing the minus button to find NONE.
Location
The first column represents the Bar and Beat Locations of the different events in a song. Scroll
through the events on the selected track(s) with the Alpha Wheel or enter in a specific Bar and
Beat on the alphanumeric button pad to jump to events occurring on that Beat. A quick way to
jump to the End point in a track is to press 9999 and then Enter on the alphanumeric button pad.
Bar, Beat, and Tick
Bar, Beat, and Tick are editable parameters for each event. They determine when an event
happens relative to the other events within the song.
Event Type and Value
The Event Type and Value region displays the MIDI event type (and related information) at each
Event-list location in the song. Different event types display different kinds of information, and
have different editable values.
The event type is the left-most field. You can highlight this field and change the event type. MIDI
note events are denoted by a “>” followed by the note name. The “>” is effectively the event type
for notes, and to change the event type, highlight the “>.” To change the note, highlight the note
name.
Table 12-1 on the next page lists the ranges of the editable event values:
12-32
Song Mode and the Song Editor
Song Editor: The EVENT Page
Event Type
Values
Program Change (PCHG)
0 to 127
Pitch Bend (BEND)
-8192 to 8191
Mono Pressure (MPRS)
0 to 127
Poly Pressure (PPRS)
0 to 127
C -1 to G 9
Note events have four editable values: Note Name, Attack
Velocity (indicated by a “v”), Release Velocity (indicated by
a “^”), and Note Duration.
MIDI Note Events (>)
MIDI Controller Events (CTRL)
Tempo Change
Note Number
C -1 to G 9
Attack Velocity
v1 to v127
Release Velocity
^1 to ^127
Note Duration
Bar : Beats : Ticks
Controller events have two editable values: Controller Type
and Controller Value. Defined controllers are referred to by
their names.
Controller Type
Control Source List (0 to 127)
Controller Value
0 to 127
20.00 BPM to 400.00 BPM
Table 12-1 MIDI-event Value Ranges
Soft Buttons on the EVENT Page
Cut: Removes the currently selected event from the Event list and temporarily stores it in a
memory buffer so that you can immediately paste it into a new location.
Copy: Makes a duplicate of the currently selected event and temporarily stores it in a memory
buffer so that you can immediately paste it into a new location.
Paste: Inserts the most recent cut or copied event into the Event list at the currently selected
Bar : Beat : Tick location. The pasted event will share the same location with the event that already
existed at that location in the Event list, but it will appear before the pre-existing event.
New: Inserts a new event by duplicating the current event.
Done: On the View page, returns to the EVENT page. On the EVENT page, returns to the
COMMON page.
Tempo Track
To access the tempo track, use the channel up/down buttons to navigate to track 1, then press
channel down. The tempo track functions the same as the other tracks, except the only event type
available is tempo change.
12-33
Storage Mode
Storage Mode Page
Chapter 13
Storage Mode
Use Storage mode to load, save, back up, and copy files between the PC3A and the outside world.
Storage Mode can load and save with a USB device (such as a thumb drive) or with a computer
by using the USB Computer port. Storage Mode features include:
• Save a group of PC3A objects (Programs, Setups, Songs, etc.) or a single PC3A object to a .PC3A
file (see The STORE Page on page 13-6).
• Load a group of objects or a single object from a .P3A or compatible file (see The LOAD Page
on page 13-9 for details; (See Appendix E for file compatibility details).
• Load a standard MIDI sequence file (.MID file) which can be played in Song Mode or used as
a riff in Setup Mode (see The LOAD Page on page 13-9 for details).
• Export a song from Song mode as a standard MIDI sequence file (see Export on page 13-15).
• Export a list of controller assignments or a list of objects (see Export on page 13-15).
• Organize files and folders on a USB device (see The Utilities (UTILS) Page on page 13-14).
Storage Mode Page
To enter Storage mode, press the Storage mode button, and the Storage mode page will appear:
Use this page to select the storage device you wish to use. The currently selected device will be
read from or written to when you load, save, rename, or delete files in Storage mode. You can
load and save with a USB device (such as a thumb drive) by using the USB Storage port or with a
computer by using the USB Computer port on the rear of the PC3A (see Using USB Devices below
for details.)
In the center of the page the currently selected storage device is highlighted. Use the cursor
buttons, -/+ buttons or the alpha wheel to select one of the two storage devices. (You can also select
the temporary USB drive (USB PC connection) by pressing the USBDrv soft button.) When the
temporary USB drive is selected, there will be a prompt telling you that the USB-MIDI
connection will be disconnected. You must acknowledge this prompt to continue.
The status of the selected device will be displayed as either ready or you will see a “No
connection” message. The top right-hand corner of the page displays the currently selected
storage device. If you are having trouble selecting a device that you have plugged in, try exiting
Storage mode and then entering Storage mode again.
13-1
Storage Mode
Storage Mode Page
After selecting a storage device, use the soft buttons on the Storage Mode page to start one of the
available operations:
STORE Save objects or banks of objects as a .P3A file on the current device.
LOAD
Load selected file(s) or object(s) from the current device into PC3A memory.
UTILS
Organize files and folders on a USB device.
USBDrv Select the virtual USB drive when the USB computer port is connected to a computer.
EXPORT
Export MIDI files created in Song mode or a list of Program info (controller
assignments.)
Format Format the USB device currently connected to the USB Storage port.
Using USB Devices
There is a USB Storage port on the back panel of the PC3A, to your right as you face the
keyboard. You can plug a USB mass storage device such as a “thumb drive” into the PC3A for
backing up, archiving, sharing your work, and updating your software. Any size USB mass
storage device will work, though thumb drives are recommended for their portability, durability,
and low price.
Note: Most USB thumb drives are compatible with the PC3A, but some older USB thumb drives and
larger USB bus powered drives will not work with the PC3A if they require more than 100 mA of current
(high power USB devices.) When attempting to use an incompatible USB device, the PC3A will display the
message “USB device requires too much power”. The PC3A is designed to work with low power USB
devices and can provide a maximum of 100 mA to a USB device. Power requirement specifications for
thumb drives are not always made clearly available by the manufacturer, but a newly purchased thumb
drive will most likely be compatible. If possible, check the power requirement specifications of your USB
device before purchase.
Caution: A USB connector will only fit into the port if oriented properly, so don’t force it into the
port, as this may damage your PC3A or USB device. If you are having trouble inserting your USB
connector into the port, try flipping the connector over.
Caution: Do not remove a USB device while the display says Loading... or Saving.... Removing a USB
device during a file transfer can cause data corruption.
Formatting a USB Device
See Format on page 13-15.
USB Computer Port
You can also transfer files directly to a computer that is equipped with a USB port by using the
USB Computer port on the back panel of the PC3A (see above.) Connect a USB cable from the
PC3A’s USB Computer port to a USB port on your computer. When you enter Storage mode and
select USB PC Connection, a virtual drive named PC3A will appear on your computer’s
13-2
Storage Mode
Storage Mode Page
desktop. Load files from your computer to your PC3A by putting files on the PC3A virtual drive,
then selecting USB PC Connection in Storage mode to load the files. Save files from the PC3A to
your computer by using this configuration with the Storage modes Store function. Saved files
will temporarily appear on the PC3A virtual drive on your computers desktop, and you then
must copy your saved files to another location on your computer. You must copy data from the
PC3A virtual drive to your computer’s drive or else the data will be lost.
Note: When transferring files to and from the PC3A via the USB Computer Port, the maximum size of
files that can be transferred is approximately 1.6MB. This is suitable for most objects. When using the
USB Storage Port to transfer files, the file size that can be transferred is limited only by the size of the USB
mass storage device and the PC3A’s available object memory.
When you leave Storage Mode or select the USB device, there will be a prompt telling you that
the PC3A is turning back into a USB MIDI device. You must acknowledge this prompt to
continue. The PC3A virtual drive will unmount from your computer.
Depending on your computer’s operating system, you may see a device removal warning on
your desktop after using the PC3A virtual drive. You may disregard such a message without
worries of damage to your PC3A or computer.
Caution: Do not remove a USB device while the display says Loading... or Saving.... Removing a USB
device during a file transfer can cause data corruption.
13-3
Storage Mode
Storage Mode Common Features
Storage Mode Common Features
The following features are used in storage mode when saving or loading files.
Directories
A directory lets you group files together as you might separate documents using folders in a file
cabinet. By default all storage devices have at least one “root” directory. To organize files in a USB
device you can create additional directories, as well as subdirectories within directories.
Directories appear in the file list with the indicator <dir> to the right of the directory name. See
The Utilities (UTILS) Page on page 13-14 for details on creating, deleting, and renaming
directories.
Path
The Path field shows the current directory on the current device. This field is displayed when
loading, saving, or exporting files in Storage mode. The PC3A always displays the root (toplevel) directory when you view a storage device.
The root directory is displayed as a backslash:
Path:\
If you press the LOAD button and load a file from a subdirectory called SOUNDS, the Path field
will appear as
Path:\SOUNDS\
The backslash character is a directory separator, as in the following Path:
Path: \NEWTUNE\SAMPLES\DOGS\
This represents the directory DOGS, which is a subdirectory of the SAMPLES directory, which is
a subdirectory of the NEWTUNE directory in the root directory. If the path is too long to fit on the
top line of the display, it gets abbreviated. The maximum length of a path in the PC3A is
64 characters (including the backslash characters).
Common Dialogues
These are dialogues that the PC3A calls up when about to perform certain storage functions.
The Select Directory Dialogue
When storing an object—or group of objects—the PC3A prompt’s you to select a directory in
which to save that object or group.
There are three navigating soft buttons on the left side of the bottom of the page:
NewDir Create new directory. Calls up the New Directory dialogue (see the following
section)
Open
Opens the highlighted directory.
Parent
Moves you up one level in the directory hierarchy. If the display is already at the root
directory, this button has no effect.
When you have chosen your directory, press the OK soft button to call up the File Name dialogue
(see the following section) and complete the storing process.
13-4
Storage Mode
Storage Mode Common Features
The File Name/New Directory/Rename Dialogue
When you create a new file in Storage mode, create a new directory, or rename a file or directory,
the PC3A prompts you to enter the object’s name. This File Name dialogue appears as shown
below,
although both the New Directory and Rename appear and function similarly to the File Name
dialogue:
New file names will default to either FILENAME (after a powerup), or the name of the most
recent file saved or loaded. New directory names will default to either DIRNAME (after a
powerup), or the name of the most recent file saved or loaded. You can edit the name using the
alphanumeric pad, alpha wheel, -/+ buttons, Left and Right cursor buttons, the Delete and
Insert soft buttons, and the << and >> soft buttons. See Saving and Naming on page 5-3 for more
details on naming options.
Press the OK soft button to finish the operation.
13-5
Storage Mode
Storage Mode Common Features
The STORE Page
Pressing the STORE soft button calls up the Store page, where you can select groups of objects
from the PC3A to store as a .P3A file in the current storage device. Only user created or user
edited objects can be stored.
Note: To store an individual object or select objects individually instead of by range, press the
Advnce soft button on this page to go to The Store Advanced Page. See The Store Advanced Page
below for details.
At the top right of the page, the display shows how much memory is available in the current
storage device. Along the bottom of the page are the Store page’s six soft buttons. Below is a
description of the function of each soft button:
Select Select or deselect the highlighted Object/Type or Range/Bank. An asterix (*)
appears to the left of selected entries.
Clear
Clear all selections in the current field. Note that if you press the Clear soft button
while in the Range/Bank field, only selected Range/Bank entries are cleared;
however, if press the Clear soft button while in the Object Type field, all selected
entries in both fields are cleared.
SetRng
Set a custom range of object ID numbers to store. Note in the Range/Bank field that
the last entry is 1...100 Range. You can set this range in the Set Range dialogue by
pressing the SetRng soft button. If you try to set an invalid range—such as 102–23—
then the PC3A will inform you that the range is invalid.
Advnce Press the Advnce soft button to go to The Store Advanced Page where you can store an
individual object or select objects individually instead of by range. See The Store
Advanced Page below for details.
Store Store the selected objects to the current storage device. Pressing this soft button calls
up the Select Directory dialogue.
Cancel Exits the Store page and returns you to the Storage mode page.
Storing Overview
To store user created or edited objects from the PC3A, you must pick the type(s) of object(s) to
save and select the object ID range(s) to save (see the sections below for details.) After selecting object
type and range, press the Store soft button. If any objects within the selected range(s) have
dependent RAM objects that have not been selected, you will be asked if you want to save
dependent objects. Dependent objects should usually be saved.
After pressing the Store soft button you will be prompted to choose a directory to save to (see The
Select Directory Dialogue on page 13-4 for details.) Next, the File Name dialogue will appear (see
The File Name/New Directory/Rename Dialogue on page 13-5 for details), Name the file, and press
13-6
Storage Mode
Storage Mode Common Features
OK (file names can be up to eight characters long). When the file is saved, the PC3A adds an
extension (.P3A) to the filename. Note that although .P3A files are “collections” of objects, you
can load individual objects for a .P3A file if you want to. See Loading Individual Objects From a .P3A
Or Compatible File Type on page 13-10.
Saving Master Files
Among your choices in the Bank dialog are Master files. Master files consist primarily of the
items on the Master mode and MIDI mode pages. Saving Master files is a good way to configure
your PC3A (or another PC3A) to your performance or sequencing needs. For example, you might
save different Master files with every sequence you create using an external sequencer. Then,
when you load the Master file, you would have all the correct programs assigned to the
appropriate MIDI channels.
Select Object Type To Store
Use the Object Type list on the left side of the page to select the type(s) of object(s) to save. Scroll
through the list using the alpha wheel, cursor buttons, or -/+ buttons. Use the Select soft button to
select or deselect each object type. An asterix (*) appears to the left of selected entries. Select “All
types” to select all object types.
Select Object Range To Store
Use the Range/Bank list on the right side of the page to select the range or ranges of ID numbers to
save for the selected object type(s). Object ID numbers to save can be selected in groups of 128
objects (also known as banks, for example, objects 1...128, 129...256, etc.) All object ID numbers
can be selected by selecting “Everything.” A custom range of object ID numbers can also be
created using the SetRng soft button. The custom range is the last entry in the Range/Bank list,
by default it is called “1...100 Range”, but the name of the entry changes to the range set with the
SetRng soft button.
Scroll through the Range/Bank list using the alpha wheel, cursor buttons, or -/+ buttons. Use the
Select soft button to select each bank range to save. An asterix (*) appears to the left of selected
bank ranges.
Ranges in the Range/Bank list must have a (u) symbol in order for object to be saved from that
range. A Range/Bank list entry with a (u) symbol indicates that the range contains user created or
edited objects which can be saved.
The Store Advanced Page
Pressing the Advnce soft button calls up the Store Advanced page. On this page, you can select
and store objects individually, rather than by range. The Store Advanced page lists every user
edited object in the PC3A. The objects are organized by numerical ID and object type.
There are five soft buttons on the Store Advanced page:
Select Select or deselect the highlighted object. An asterix (*) appears between the ID and
object type of selected objects.
Next Scroll to next entry. Same function as pressing the Down or + buttons, or turning the
Alpha Wheel one click clockwise.
Type Jump to next object type in the list.
Store Store the selected objects to the current storage device. Pressing this soft button calls
up the Select Directory dialogue.
Cancel Exits the Store Advanced page.
13-7
Storage Mode
Storage Mode Common Features
Shortcuts when Storing Individual Objects
Selecting or deselecting all of the objects at once can be done with the following double-presses
(two front-panel buttons simultaneously pressed):
• Left/Right cursor double-press: Select All Objects
• Up/Down cursor double-press: Clear All Selections
If you want to store most but not all of the items in a file (for example, if there are some songs in
RAM that you don’t want to be stored in the file), it may be fastest to first select all objects using
the Left/Right double-press, and then manually deselect any unwanted items.
13-8
Storage Mode
Storage Mode Common Features
The LOAD Page
Pressing the LOAD soft button calls up the LOAD page (see below,) where you can load groups
of objects from .P3A, .PC3, .K26, .K25, or .KRZ files, individual objects from within those files, a
MIDI sequence file or files (.MID).
Use the cursor buttons, -/+ buttons or the alpha wheel to browse the files in the currently
selected storage device. See below for descriptions of the soft buttons on this page, which help
you browse and select the files in the currently selected storage device.
After selecting the file or files to load, press the OK soft button, and you will be prompted to
choose a bank to load the selected object(s) or MIDI file(s) into. See Loading Methods on page
13-11 for instructions on choosing a bank to load to after pressing OK.
Note: When selecting a file to load, file names on the Load page that are longer than eight
characters will be shortened to eight characters and spaces will be removed. (This has no effect on
the names of objects stored within a .P3A or other compatible file type.) When loading a MIDI file
(.MID) to Song mode, the PC3A will attempt to use the MIDI file’s internal sequence name as the
Song name. If the internal sequence name can not be loaded, the first eight characters of the file
name will be used as the Song name. Shortened song names can be renamed in Song mode.
Select Select or deselect the highlighted file. An asterisk (*) appears to the left of selected
files. Multiple files can only be selected if they are in the same directory. Entering a
new directory will deselect all files.
SelAll
Press the SelAll soft button to select or deselect all files in the current directory
(directories within the current directory will not be selected.) Entering a new
directory will deselect all files.
Parent
Moves you up one level in the directory hierarchy. If the display is already at the root
directory, this button has no effect. Entering a new directory will deselect all files.
Open Open selected directory or view objects within a .P3A file or other compatible
Kurzweil file type for loading individual objects. See Loading Individual Objects From
a .P3A Or Compatible File Type below for instructions on opening .P3A and other
Kurzweil file types to view and load individual objects (see Appendix E for
compatibility details.) Entering a new directory will deselect all files. Viewing objects
within a .P3A file or other Kurzweil file will deselect any other files that had been
selected.
OK Load the selected .P3A file or other compatible Kurzweil file type. See Loading
Methods on page 13-11 for instructions on using the Load dialogue presented after
pressing OK.
Cancel Exits the Load page and returns you to the Storage mode page.
13-9
Storage Mode
Storage Mode Common Features
Loading Individual Objects From a .P3A Or Compatible File Type
Since a .P3A file can contain over 3000 objects, it is often useful to load only a subset of the
information contained in a file. You can select individual objects or groups of objects (programs,
effects, songs) for loading from within a single .P3A, .PC3, .K26, .K25 or .KRZ file (see Appendix
E for compatibility details.) The Load Object feature is accessible from the LOAD page. To
activate it, scroll the file list until you have highlighted the file that you wish to load objects from.
Press Open to begin the Load Object dialog. The PC3A then scans the file contents in order to
present a list of all of the objects in the file. Sometimes this procedure can take a few moments,
depending on how many objects are in the file.
The objects in the list are grouped by type (program, setup, etc.). Scroll through the list using the
alpha wheel, cursor buttons, or -/+ buttons. Each line in the list represents one object, and
displays the object’s number in the list, as well as the object’s type, ID number, and name. The ID
number of each object is the number that was used to reference the object when the file was last
saved by the PC3A. These numbers will usually be different after the objects are loaded,
depending upon the bank (for example, 128...255) and mode that is specified for loading (see
Loading Methods on page 13-11 for details.)
Entering in a number from the alphanumeric buttonpad will jump to the indexed entry, and
typing in a large number like 9999 will go to the end of the list.
The following soft buttons are used for selecting objects to load:
Select
Select or deselect an object.
Type
Jump to the next object of a different type.
OK
Load the selected objects.
Next
Jump to the next selected object in the list.
Cancel Exit back to the File List Dialog.
Press the Select button to select or deselect the highlighted object for loading. An asterisk (*) is
placed to the left of the object index for any items that are selected.
The Next button will cause the index into the list to jump to the next selected object, forward in
the list. When the end of the list is reached, the search will wrap around from the beginning. If
there are no items selected, then this button doesn’t do anything.
The Type button jumps to the next object of a different type from the one that is currently
highlighted. This is a convenient way to find a particular type of object in the list.
When you are finished selecting objects to load, press OK and you will be prompted to choose a
bank to load the selected object(s) into. See Loading Methods on page 13-11 for instructions on
choosing a bank to load to after pressing OK.
Cancel returns to the file list dialog, highlighting the file you just opened.
Select All/deselect All
Selecting or deselecting all of the objects at once can be done with the following double button
presses:
• Left/Right cursor double-press: Select All Objects
• Up/Down cursor double-press: Clear All Selections
13-10
Storage Mode
Storage Mode Common Features
If you want to load most but not all of the items from a file (for example, if there happens to be a
Master table in the file that you don’t want to load), it may be fastest to first select all objects using
the Left/Right double-press, and then manually deselect any unwanted items.
Loading Methods
Once you have pressed OK to load the selected file(s) or object(s), you must select the bank to
load to and a loading method. This determines the object numbers that your loaded objects will
have, and whether or not existing objects in the PC3A will be deleted when the new objects are
loaded. You will see this dialog:
First select a bank range to load to, then select a loading method by choosing one of the soft
buttons. The soft buttons control the mode for loading and renumbering of objects from the file.
Caution: Carefully read the description of each loading method before pressing one of the soft buttons.
Some of the loading methods will delete existing objects in the PC3A.
13-11
Storage Mode
Storage Mode Common Features
Here’s how the loading methods work:
OvFill
First deletes all RAM objects in the selected bank, and then loads objects using
consecutive numbering.
Overwrt
First deletes all RAM objects in the selected bank, and then loads objects using the
object ID numbers stored in the file.
Merge
Preserve the object ID numbers stored in the file for the objects to be loaded,
overwrite objects already in memory if necessary. For .MID files that don’t have ID
numbers, Merge behaves the same as Fill.
Append
Try to use the object ID numbers stored in the file for the objects to be loaded. If an ID
number is already in use, increment the ID number until a free slot is found. For
.MID files, that don’t have ID numbers, Append behaves the same as Fill.
Fill
Ignore the object ID numbers stored in the file. Try to use consecutive numbering
from the beginning of the selected bank. If an ID number is already in use, increment
the ID number until a free slot is found.
Cancel
Cancel the object loading and return to the main Load page.
Typically, you will just want to use the Fill method. Append, Merge, and Overwrt try to preserve
the numbers stored with the objects in the file, but this should only really be necessary if you
depend on program numbers or effect numbers to be at a certain MIDI program change number.
OvFill is like Fill except the selected bank (or Everything) is cleared out before loading.
Overwrt and OvFill operate in different ways after a selected bank has been filled up for a given
object type (for example, after you have loaded more than 128 programs into a bank). Overwrt
will continue to preserve the objectIDs stored in the file, and will individually overwrite objects
in the bank following the just filled bank. OvFill does not overwrite past the end of the selected
bank; it instead skips over object IDs that are in use, loading only into unused IDs. Because of this
difference, it can sometimes be faster to load a file using OvFill rather than Overwrt. However,
this applies only if the objects to be loaded would extend past the end of a selected bank.
Note that when loading into a specific bank (as opposed to loading as “Everything”), the object
IDs in the file are used as follows: The “bank” digit is ignored, and the remainder of the number
is used when the PC3A rebanks the object ID into the bank that you specify. For example, if you
save Program 453 into a file, and load it back into the 129...256 bank, the PC3A will use the
number 69 (its bank-specific ID in the 385...512 bank) when deciding upon a new object ID. If the
129...256 bank was previously empty, and the load mode is Append, then the program will end
up with ID 197 (128 + 69).
For loading as “Everything,” the ID number for an object stored in a file is taken literally, and not
rebanked (except if Fill or OvFill mode is chosen).
13-12
Storage Mode
Storage Mode Common Features
The following example shows how each different loading methods affect how four programs
load into a bank that already contains programs.
Example: Starting with the following objects already stored in the PC3A internal RAM:
Program ID
Program Name
129
Piano Stack
133
Ole Upright 1
134
WestCoastPno&Pad
139
The Ancient
140
DancePnoEchplex
Suppose you were to load a file containing the following objects into the Base2 (129...256) bank:
Program ID
Program Name
260
Brighter CP
261
TouchRezSynthCP
264
Inside Out CP
265
Pianet Classic
The following table shows the IDs that each program end up with when you load the programs
from the Classic Keys bank (255...384) into the Base2 bank:
Original
Program
ID
Program Name
129
Program IDs After Loading
OvFill
Overwrt
Merge
Append
Fill
Piano Stack
Deleted
Deleted
129
129
129
133
Ole Upright 1
Deleted
Deleted
Deleted
133
133
134
WestCoastPno&Pad
Deleted
Deleted
Deleted
134
134
139
The Ancient
Deleted
Deleted
139
139
139
140
DancePnoEchplex
Deleted
Deleted
140
140
140
260
Brighter CP
129
260
133
135
130
261
TouchRezSynthCP
130
261
134
136
131
264
Inside Out CP
131
264
137
137
132
265
Pianet Classic
132
265
138
138
135
13-13
Storage Mode
The Utilities (UTILS) Page
The Utilities (UTILS) Page
Pressing the UTILS soft button calls up the Utilities page. Use the Utilities page to create
directories (folders) on the current USB device, or use the Utilities page to delete, rename or copy
files on the current USB device. See the soft buttons below for the each available function:
Soft Buttons on the Utilities Page
13-14
NewDir
Create a new directory (folder) in the current directory. Directories created by the
PC3A can have names up to eight characters long.
Delete Delete the highlighted file from the current device.
Rename
Change the name of a file.
Copy Copy a file to a different directory. After pressing Copy, you must select a directory to
copy to, press the Open soft button to open the directory to copy to, then press the
Ok soft button to copy the file. You can also press the NewDir soft button to create a
new directory to copy to.
Open
Opens the highlighted directory.
Parent
Moves you up one level in the directory hierarchy. If the display is already at the root
directory, this button has no effect.
Storage Mode
Export
Export
Press the EXPORT soft button to go to the Export page. The Export page allows you to export
MIDI files created in Song mode, lists of controller assignment info that are automatically created
for each Program and each Chain, or a list of all objects in text format. Developers can also export
an object in XML format, or export a KPN.
To export a MIDI file created in Song mode, the song must be currently loaded in Song mode. Go
to Song mode and load the desired song, then return to the Storage mode EXPORT page and
press the Song soft button. You will be prompted first to choose a directory to save the file into,
and then you will be prompted to name the MIDI file. When you name the file, you can use the
Type field to choose to export either a Standard MIDI File type 1 (saves with multiple channels,)
or Standard MIDI File type 0 (saves all channels as 1 channel.)
To export a list of controller assignment info for all Programs or for all Chains, press the PrInfo
soft button or the FXInfo soft button. You will be prompted to choose a directory to save into, and
then you will be prompted to name the info file. A comma separated value file will be exported.
To export a list of all objects in text format, press the ObjLst soft button. You will be prompted to
choose a directory to save into, and then you will be prompted to name the file. A comma
separated value text file will be exported, listing each object type with ID number, object name,
and whether the object is internal or user.
To export an object in XML format, press the ObjFmt soft button. Choose an object from the list
using the Alpha Wheel, -/+ buttons, or the alphanumeric pad, then press the Ok soft button. You
will be prompted to choose a directory to save into, and then you will be prompted to name the
file.
To export a KPN, press the KPN soft button. Choose a Domain and Channel, then press the Ok
soft button. You will be prompted to choose a directory to save into, and then you will be
prompted to name the file.
Format
USB devices come formatted and ready to use with the PC3A. If you ever need to format a device,
however, you can use any computer with USB device formatting capability, or format it using the
PC3A.
To format a USB device with the PC3A, plug the USB device into the PC3A’s USB Storage port,
then press the Storage button to enter Storage mode. Press the soft button labeled Format. The
PC3A will ask you if you want to format. Press the OK soft button to format the device, or the
Cancel soft button to return to the Storage mode main page.
Caution: Formatting will erase all files on the USB device, make sure anything that you wish
to save is backed up on another device.
13-15
Keymap and Sample Editing
The Keymap Editor
Chapter 14
Keymap and Sample Editing
The Keymap Editor
The Keymap Editor lets you customize the PC3A’s factory preset keymaps and save them to
RAM. You can also build your own keymaps from scratch (see Building a Keymap on page 14-7.)
Keymaps are an integral part of every layer of a program. Each keymap contains a set of
parameters determining which sample(s) the PC3A will play when you trigger a note. Each layer
has at least one keymap, but it can have two keymaps when you’re working with stereo samples.
Each of these stereo keymaps uses two of the 128 available voices.
Each keymap consists of a set of key (note) ranges—C 4 to G 4, for example. The entire span of
each keymap is from C 0 to G 10. Each range has a sample root assigned within the range. Each
sample root is a distinct ROM or RAM sample. Within each key range, the sample root is
transposed up and down to play on each of the range’s notes. You can view each range by
changing the value of the Key Range parameter on the Keymap‑editor page. You can mix
samples of different timbres within a single keymap, and even tune individual keys to any pitch
by defining key ranges to single notes and assigning samples to each of those notes.
When you trigger a note, the PC3A identifies the key range where the Note On event occurred. It
also checks the attack velocity value of the note. It then addresses its memory, and retrieves the
sample root that’s assigned to that key range and attack velocity value. If the note that’s triggered
is not the note where the sample root is assigned, the sample is transposed to play at the correct
pitch. The PC3A then generates the digital signal that represents the sound of the note. At this
point the keymap’s job is done, and the signal proceeds through the layer’s algorithm and on to
the audio outputs.
You can assign as many key ranges to a keymap as you like, even creating a separate range for
each note. This would allow you to tune each key independently, to create microtonal tunings.
For keymaps that use a single timbre, like the Grand Piano, there’s a key range for each sample
root stored in memory. For acoustic instrumental sounds, the more key ranges you have for a
keymap, the more realistic the sound will be, since there will be less pitch shifting of the sample
root within the key range.
Of course, you can assign sample roots with different timbres within the same keymap. Many of
the drum kit keymaps in ROM, for example, have about 20 key ranges, with several different
timbres assigned as the sample roots. You can also create a keymap with a single key range that
spans from C 0 to G 10, if you want to stretch a single sample root from C 0 to G 10. Keep in mind,
however, that samples can only be transposed upward by an octave from the sample’s original
pitch. Samples can be transposed downward without limit.
Think of a keymap as if it were a single piece of string, divided into different sections that adjoin
one another. Sections cannot overlap. If you have one range that goes from C4 to F4 and another
that goes from F#4 to C5, then if you change the first range to be C4 to G4, the second one will
change to be G#4 to C5.
Also, you can’t have “nothing” assigned to a key range. Even if it is Silence (#999), there will
always be a sample assigned to every range in the keymap. This is something to watch out for
when creating drum programs. For example, let’s say you are creating a program with 20 layers.
Each layer has its own keymap, which has just one sample assigned to part of the keyboard with
the rest of the key range assigned to Silence. Make sure that you limit the note range of each layer
14-1
Keymap and Sample Editing
The Keymap Editor
using the LoKey and HiKey parameters on the LAYER page in the Program Editor. If each layer
covers the entire range, then each note you played would trigger 20 voices (one for each layer).
You would only hear one drum per note because all the other layers are triggering “Silence.”
Because of the voice-stealing algorithms in the PC3A, the voices would almost immediately
become available again, since they have no amplitude. But for one brief instant, the voice would
be triggered, which could cause other voices to be cut off.
You can also create multi-velocity keymaps—that is, keymaps that will play different timbres
depending on the attack velocities of your Note On events. Program 6 Pop Power Piano, for
example, uses a keymap with three velocity ranges. Each key range in a multi-velocity keymap
contains two or more distinct sample roots that the PC3A chooses between, according to the
attack velocity of the note. See Velocity Ranges (VelRng) on page 14-5 for details.
The Keymap Editor is nested within the Program Editor. The first step in using the Keymap
Editor is to select the keymap you want to edit. This is done on the KEYMAP page in the Program
Editor, using the Keymap parameter. Once you’ve done this, just press the Edit button, and you’ll
enter the Keymap Editor. If you want to edit a different keymap, press the Exit button to return to
the KEYMAP page in the Program Editor and select the desired keymap. If you want to build a
keymap from scratch, start with the keymap 999 Silence (see Building a Keymap on page 14-7).
This keymap template contains one key range from C 0 to G 10, and is a convenient starting point
for adding key ranges and assigning sample roots. The Keymap‑editor page looks like this:
14-2
Parameter
Range of Values
Sample
Sample Root list
Key Range
Variable from C0-G10
Low Key
C 0 to G 10
High Key
C 0 to G 10
Velocity Range (VelRange)
Variable from ppp-fff
Low Velocity (Lo)
ppp-fff
High Velocity (Hi)
ppp-fff
Coarse Tune
–128 to 127 semitones
Fine Tune
-49 to 50 cents
Master Transpose
-126 ST to127 semitones
Volume Adjust
± 24 dB
Keymap and Sample Editing
The Keymap Editor
Keymap Editor Parameters
Sample
This is where you assign a sample root to the current key range. Depending on the nature of the
sample root—an individual sample or a block of sample roots—the sample’s name looks a bit
different in the display. Each sample’s name consists of three parts: a numeral, a name, and a note
number—for example, 999 Silence-C4. Additionally, the name of stereo samples will end with an
S. (To use a stereo sample, the Stereo parameter must be set to On in the Program Editor, and two
keymaps must be selected, see The KEYMAP Page on page 6-14 for details.)
The numeral is the sample block ID. If the sample object is an individual sample, the sample
block ID is the same as the sample’s object ID. If the sample object is a group of sample roots, the
object ID of the first root in the group determines the sample block ID. The remaining roots in the
block have the same ID, and differ only in their note numbers.
Next comes the name of the sample, which typically describes the sample’s timbre. The final part
of the sample’s name refers to the pitch at which it was originally sampled. For many timbres,
multiple samples are made at various pitches. As you scroll through the Sample list, you’ll see
only the pitch of the sample change until you reach the next sample block. The sample’s original
pitch is set in the Sample Editor (see Root Key on page 14-10.) This determines which key will play
the sample at its original pitch when a sample is used in a key range (see Key Range below.)
Key Range
A keyrange is a range of keyboard keys that plays one sample (per velocity range, see Velocity
Range (VelRange) below for details.) Each sample in a key range (per velocity range) is transposed
based on each sample’s RootKey parameter so that it plays at the correct pitch on the keyboard
relative to its root key (see Editing Samples on page 14-9 for details on the RootKey parameter.)
Other keys within the key range transpose the sample chromatically relative to the root key.
Sample pitch relative to the root key can also be offset using the Coarse Tune and Fine Tune
parameters, see below.)
The KeyRange parameter shows you which key range you’re currently viewing or editing (key
ranges are named by their lowest and highest notes.) Changing the value of the KeyRange
parameter selects from the available key ranges, and allows you to view or edit the sample
assignment and other parameters of the selected key range. When the Key Range parameter is
selected, you can also scroll through available key ranges using the Alpha Wheel or the -/+
buttons. Multiple key ranges are only shown if the current Keymap uses more than one key
range. If the top line of the EditKeymap page displays KeyRange, you can scroll through the
available key ranges with any parameter on the page selected using the Chan/Layer buttons.
(Press the Toggle soft button to toggle the top line between displaying KeyRange and VelRange.)
With the Keyrange parameter selected, keyranges can also be selected by holding the Enter
button and playing a key. The keyrange assigned to that key will be selected.
Low Key (Lo), High Key (Hi)
With these parameters you can use any of the data entry methods to change the low and high
notes of the current key range. You can extend a key range to the full capacity of the PC3A (C 0 to
G 10). If you extend the current key range into another, the boundaries of the other key range will
become shortened to accommodate the key range you are extending. If the keyrange you are
extending covers another keyrange, the other key range will be deleted.
The setting for the low key cannot be higher than the setting for the high key. Similarly, the
setting for the high key cannot be lower than the setting for the low key.
14-3
Keymap and Sample Editing
The Keymap Editor
Velocity Range (VelRange)
This parameter shows the keyboard velocity range (in dynamic levels) that will trigger a sample
for the current KeyRange. In a key range with more than one velocity range, each velocity range
can use a different sample, as well as different CoarseTune, FineTune, and VolumeAdjust
settings. Velocity ranges are intended for use with instrument samples recorded at different
velocities. This helps to make playing sampled instruments sound more realistic. Sample
volumes are also scaled based on keyboard velocity within each velocity range. Velocity ranges
for the current Keymap are set using the VelRng soft button (see Velocity Ranges (VelRng) on page
14-5) or the Low Velocity (Lo), High Velocity (Hi) parameters (see below.) All keyranges in a
Keymap share the same set of velocity ranges. Up to eight velocity ranges can be used.
When the VelRange parameter is selected, you can scroll through available velocity ranges using
the Alpha Wheel or the -/+ buttons. Multiple velocity ranges are only shown if the current
Keymap uses more than one velocity range. If the top line of the EditKeymap page displays
VelRange, you can scroll through the available velocity ranges with any parameter on the page
selected using the Chan/Layer buttons. (Press the Toggle soft button to toggle the top line
between displaying VelRange and KeyRange.)
Low Velocity (Lo), High Velocity (Hi)
Use these parameters to set the velocity range of the current key range. If you extend the current
velocity range into another, the boundaries of the other velocity range will become shortened to
accommodate the velocity range you are extending. If the velocity range you are extending
covers another velocity range, the other velocity range will be deleted.
Coarse Tune
Coarse Tune allows you to transpose a sample for a given range. This is extremely useful when
you have set the Root key of the sample for one note but want to assign the sample to a different
part of the keyboard and still be able to play it without transposition (see Root Key on page 14-10
for details.) For example, if you originally set the Root key at C4 but want the sample assigned to
C3, you would set Coarse Tune to 12ST, transposing it up one octave. Now the original pitch will
play at C3, one octave down. If you examine the drum and percussion kit keymaps in ROM, you
will see that we have done this. Most of our ROM drum samples have the Root key set at C4.
There’s a short cut for adjusting the Coarse Tune automatically so that the sample plays with
minimal transposition in the assigned key range. See Special Double Button Presses in the Keymap
Editor on page 14-6.
Fine Tune
This gives you further pitch control. Once the sample’s pitch is close to the desired note, use the
Fine tune to sharpen or flatten it as much as a half-semitone.
Master Transpose (MasterXpose)
This parameter does not really pertain to the keymap itself. Instead it is identical to the Transpose
parameter found on the MIDI‑mode TRANSMIT page. If you change the value here, the same
value will be reflected on the MIDI‑mode TRANSMIT page, and vice versa. It transposes the
entire instrument globally. The reason it is placed on this page is that it will allow you to assign
samples across the entire keyboard easily, when you are using a keyboard that has fewer than 88
notes.
Volume Adjust
Here you can adjust the volume of the notes in the current key range. This enables you to make
each key range play at the same volume even if the samples in the various ranges were recorded
at different volumes.
14-4
Keymap and Sample Editing
The Keymap Editor
The Soft Buttons in the Keymap Editor
Toggle
Pressing the Toggle soft button switches the function that the Chan/Layer buttons perform while
on the EditKeymap page. Press the Toggle soft button to toggle the top line between displaying
KeyRange or VelRange. If the top line of the page displays KeyRange, then the Chan/Layer
buttons will scroll between the available key ranges in the key map (if the current key map has
more than one key range.) The note range for each key range will also be displayed on the top
line. If the top line of the page displays VelRange, then the Chan/Layer buttons will scroll
between the available velocity ranges in the key map (if the current key map has more than one
velocity range.) The dynamic range for each velocity range will also be displayed on the top line.
Velocity Ranges (VelRng)
Press the VelRng soft button to view the VEL RANGES page (see below.) Use the VEL RANGES
page to add, edit or delete velocity ranges for the current keymap. The VEL RANGES page shows
a chart of a keymap’s entire available dynamic range, from most quiet (ppp) to most loud (fff.)
Velocity ranges can also be adjusted from the EditKeymap page, but the VEL RANGES page
provides a chart as a visual aid. Each keymap can be split into a maximum of eight velocity
ranges. Each key range in a keymap can use its own sample for each velocity range. All key
ranges in a keymap share the same velocity ranges.
Press the Split soft button to split the currently selected velocity range into two ranges (until the
maximum of eight velocity ranges have been created.) Press the Delete soft button to delete the
currently selected velocity range. Press the Exit soft button to return to the EditKeymap page.
On the VEL RANGES page, the currently selected velocity range is highlighted in the chart, and
its name is displayed in the VelRange field. With the VelRange field selected, you can use the
Alpha Wheel or -/+ buttons to move between the available velocity ranges (if there is more than
one velocity range available.) You can also use the Chan/Layer buttons at any time to move
between the available velocity ranges. If there is more than one velocity range available, you can
adjust the dynamic range of each using Lo and Hi parameters. These Hi and Lo parameters are
the same as the Low Velocity (Lo) and High Velocity (Hi) parameters on the EditKeymap page
(see Low Velocity (Lo), High Velocity (Hi) on page 14-4 for details.) Changes made with either set of
parameters are shown on both pages.
New Range (NewRng)
The NewRng button lets you define a new keyrange to edit, whether it’s to assign a different
sample, or to adjust the pitch or volume. Just press NewRng, then play the note you want as the
low note, then the high note. The PC3A will prompt you for each note. When you trigger the high
note, you’ll return to the Keymap‑editor page, and the new keyrange you defined will be
selected. The next change you make will affect only that edit range.
14-5
Keymap and Sample Editing
The Keymap Editor
If you set a new keyrange that’s completely within an existing key range, the existing key range
will be split into two keyranges, with the new keyrange between the two. At this point, you must
change at least one parameter of the new keyrange before editing a different keyrange, otherwise
the new keyrange will be merged with the adjacent keyranges. If you set a new keyrange that
overlaps part or all of another key range, the sample assigned to the lower key range will be
applied to the new keyrange. Again, at this point you must change at least one parameter of the
new keyrange before editing a different keyrange, otherwise the new keyrange will be merged
with the lower keyrange that it overlapped.
Assign
The Assign soft button lets you select a sample, then specify the key range to which it’s assigned.
This enables you to insert a new key range within the current keymap. When you press the
Assign soft button, a dialog appears that prompts you to select a sample from the Samples list.
Scroll through the list, then press the OK soft button. You’ll then be prompted to define the new
key range by playing the notes you want to be the lowest and highest notes of the range. (Press
the Cancel soft button if you change your mind.) When you trigger the low and high notes, the
new key range is inserted. If the new key range partially overlaps an adjacent key range, the
existing key range will be adjusted to accommodate the new range. If the new key range
completely overlaps an existing key range, the original key range will be replaced.
Rename
Call up the page that enables you to change the name of the current keymap.
Save
Start the process of saving the current keymap.
Delete
Delete the current keymap from memory. Factory ROM keymaps cannot be deleted.
Special Double Button Presses in the Keymap Editor
Suppose you have a sample whose root key is C 4, and you want to assign it to A 0, because you
don’t expect to play it often. If you want it to play back without transposition, you’ll have to
adjust the Coarse Tune parameter. Calculating the right value for Coarse Tune can get tedious if
you’re assigning a large number of samples. Fortunately, there’s a short cut.
14-6
1.
Assign a sample root to a key range, either using the Lo, Hi, and Sample parameters or
using the Assign soft button.
2.
Highlight the value of the Coarse Tune parameter.
3.
Press the Plus/Minus buttons at the same time. The value of Coarse Tune changes
automatically. If the sample is assigned to one note, the PC3A sets Coarse Tune so that the
note plays the sample without transposition. If the sample is assigned to a range of notes,
the PC3A sets Coarse Tune so that the middle note of the range plays the sample without
transposition.
Keymap and Sample Editing
The Keymap Editor
Building a Keymap
Read below for detailed directions on manually creating and editing a keymap. (See the preview
function on page 11-18 for a way to automatically create a program and keymap.) To build a
keymap, first go to the Program mode main page (this can be done by repeatedly pressing the
Exit button.) From the Program mode main page, use the alphanumeric pad to select program
999 Default Program. Next press the Edit button to enter the Program Editor. Press the KEYMAP
soft button, and the KEYMAP page will appear. The Keymap parameter will be automatically
selected. Press 999 and Enter on the alphanumeric pad to assign the keymap 999 Silence. This
isn’t absolutely necessary, but it makes it easier to recognize the key ranges that have samples
assigned to them when you start assigning samples. You can actually choose any program or
keymap you want to start with, but by choosing these, you are starting with a “blank slate.”
With the Keymap parameter still selected, press the Edit button, and you’ll enter the Keymap
Editor. The Key Range parameter will be automatically selected, and you see its values: C 0 to
G 10 (the entire MIDI keyboard range). The Sample parameter will have a value of
999 Silence-C 4.
Now you’re ready to start assigning samples to key ranges within the keymap. We’ll assume that
you’ve loaded samples with roots at C 1, C 2, C 3, etc. and that you plan to assign a root to each
octave. To begin, press the Assign soft button. The display will prompt you to select a sample.
Use the Alpha Wheel to scroll to one of your samples, or type its ID on the alphanumeric pad and
press Enter. When you’ve found the sample you want to use, press the OK soft button. The
display will say “Strike low key…” Trigger A 0 (MIDI note number 21, the lowest A on a standard
88-note keyboard). The display will change to say “Strike High Key…”Now trigger F 1 (MIDI
note number 29). The display will return to the Keymap‑editor page. The Key Range parameter
will show A 0–F 1, and the Sample parameter will show the sample you selected when you
started the range assignment.
Each sample in a key range is automatically transposed based on each sample’s RootKey
parameter so that it plays at the correct pitch on the keyboard relative to its root key (see Editing
Samples on page 14-9 for details on the RootKey parameter.) Other keys within the key range
transpose the sample chromatically relative to the root key. Automatic transposition based on
each sample’s RootKey is important if you want your sample to play in tune with other PC3A
programs or other instruments. The PC3A makes this easy if your samples have the correct
RootKey settings (as the PC3A’s factory samples do.) Generally you should set a keyrange so that
the sample’s RootKey (displayed at the end of the sample name) is in the middle of the range. If
you set a key range that does not cover the sample’s RootKey, the sample will have to
automatically transpose by many semitones, and will likely not sound correct. Samples are also
limited to an octave of upward transposition from the sample’s original pitch. If you set a
keyrange too high based on the Root Key, some samples may not be able to transpose upward far
enough to play in tune, and many keys may play the same note (the highest note that the sample
can be transposed to.) Automatic transposition relative to the root key can be offset using the
Coarse Tune and Fine Tune parameters on the EditKeymap page, (see Coarse Tune and Fine Tune
on page 14-4.)
Continuing with the example, press the Assign soft button again. Select another sample root at
the prompt, and press the OK soft button. Now trigger F# 1 for the Low Key prompt, and F 2 for
the High Key prompt. At this point you’ve defined two key ranges, the first from A 0 to F 1, and
the second from F# 1 to F 2. You can repeat the process as many times as you want, creating a new
key range each time.
Once you have your samples assigned, you may need to transpose them so that they play back at
the correct pitch within the range you have chosen. To do this, highlight the Key Range
parameter, scroll to the range you need, then highlight the Coarse Tune parameter. Adjust Coarse
Tune to bring the sample to the proper pitch within that key range. Then scroll back up to the Key
Range parameter, select the next range, and continue as needed.
14-7
Keymap and Sample Editing
The Keymap Editor
Here’s a fairly important point that may or may not affect your keymap construction. Suppose
you want to build a keymap that uses the same sample in several adjacent key ranges, and you
plan to add a bit of detuning to the samples in each range. You might think that you could build
the keymap first, then go into the Sample Editor and tweak the sample settings of each keyrange
when the keymap is finished. Yes, but…
Suppose you used the technique we described above to assign a vocal sample whose root was C 4
to a key range from A 3 to E 4. Then you assigned the same sample to a key range from F 4 to B 4.
You might be surprised to find that when you finished the F 4–B 4 key range and the
Keymap‑editor page reappeared, the current key range would not be F 4 to B 4, but A 3 to B 4!
This is because the PC3A automatically merges adjacent key ranges that are identical (this is done
to save memory). Therefore, some parameter must be different in each adjacent key range you
create if you want to build keymaps using the technique we just described. So if you want to use
the same samples in adjacent key ranges with, for example, minor pitch or volume modification,
you should make those changes to the current sample on the Keymap‑editor page before
assigning the next range.
14-8
Keymap and Sample Editing
The Keymap Editor
Editing Samples
To enter the Sample Editor, first select the program you wish to edit in Program mode. With the
program selected, press the Edit button to enter the Program Editor. In the program editor the
KEYMAP page will be selected (if not press the KEYMAP soft button.) With the KeyMap
parameter selected on the KEYMAP page, press the Edit button again to enter the Keymap
Editor. On the EditKeymap page, select the KeyRange parameter and use the Alpha Wheel or -/+
buttons to choose one of the available key ranges (if there is more than one keyrange.) You can
edit the existing sample of a keyrange, or choose a new sample for the keyrange and edit that.
When the Keymap parameter is selected you can hold the Enter button and trigger notes to select
different key ranges.
If you want to select a different sample, use the cursor buttons to select the Sample parameter.
Use the Alpha Wheel to select a sample. Press the Edit button once more, and you’ll enter the
Sample Editor. The sample will play through the effects of the current program. The name of
stereo samples end with an S. To use a stereo sample, the Stereo parameter must be set to On in
the Program Editor, and two keymaps must be selected, see The KEYMAP Page on page 6-14 for
details.
There are two sample editing pages—MISC (Miscellaneous) and TRIM. The soft buttons for these
pages are visible when you enter the Sample Editor. You can trigger notes at any time while
you’re editing, to hear your changes as you make them. When you have finished editing your
sample or samples, see the preview function on page 11-18 for a way to automatically create a
program and keymap using a sample or group of sample roots.
The Miscellaneous (MISC) Page
On the MISC page, you’ll set several parameters that affect the behavior of the current sample.
These parameters affect the entire sample. The right side of the top line displays the root number
and RootKey of the sample. For stereo samples, L or R is displayed after the Root# parameter to
indicate that you are viewing parameters for the left or right channel of the sample. Use the
Chan/Layer buttons to move between channels of stereo samples. Although you can edit
parameters for the left and right channels of a sample, both channels can only be heard if the
Stereo Stereo parameter is set to On in the Program Editor, and the same keymap is selected for the
Keymap1 and Keymap2 parameters in the Program Editor. If the StereoStereo parameter is set to
Off in the Program Editor, only the left channel of stereo samples will be heard in mono. If the
sample is part of a group of sample roots, you can also use the Chan/Layer buttons to scroll
through each sample in the group. A representative MISC page is shown below:
14-9
Keymap and Sample Editing
The Keymap Editor
Parameter
Range of Values
Root Key Number
C -1 to G 9
Pitch Adjust
Variable (depends on sample rate)
Volume Adjust
-64.0 to 63.5 dB
Alternative Volume Adjust
-64.0 to 63.5 dB
Decay Rate
0 to 5000 dB per second
Release Rate
0 to 5000 dB per second
Loop Switch
Off, On
Playback Mode
Normal, Reverse, Bidirectional
Alternative Sample Sense
Normal, Reverse
Ignore Release
Off, On
Root Key
The root key represents the keyboard key at which the sample will play back without
transposition (that is, at the same pitch as the pitch of the original sample). Use the -/+ buttons or
Alpha Wheel to select a RootKey note, or use the alphanumeric pad followed by the Enter button
to enter a RootKey by MIDI note number.
Pitch Adjust
Use this parameter to change the pitch of the sample relative to the key from which it’s played.
Setting a value of 100cts, for example, will cause the sample to play back one semitone higher
than normal. This parameter is handy for fine tuning samples to each other if they’re slightly out
of tune.
Volume Adjust
Uniformly boost or cut the amplitude of the entire sample.
Alternative Start Volume Adjust (AltVolAdjust)
This parameter sets the amplitude of the sample when the alternative start is used. See page 6-16
for a discussion of AltSwitch.
Decay Rate
This parameter defines how long the sample takes to decay (fade) to zero amplitude (silence).
Decay Rate affects each sample individually, and is in effect only when the amplitude envelope
for the program (the Mode parameter on the AMPENV page in the Program Editor) is set to
Natural. If Mode is User, the settings on the AMPENV page override the setting for DecayRate.
DecayRate takes effect in the loop portion of the sample, after all the attack stages of the
amplitude envelope are complete.
14-10
Keymap and Sample Editing
The Keymap Editor
Release Rate
The release rate determines how long the sample will take to decay to zero amplitude when the
note trigger is released. The higher the value, the faster the release rate.This release affects each
sample individually, and is in effect only when the amplitude envelope for the program (the
Mode parameter on the AMPENV page in the Program Editor) is set to Natural. In this case, the
release begins as soon as the note is released. If Mode is User, the settings on the AMPENV page
override the setting for ReleaseRate.
To create an extended sample loop that will play data after the sample’s loop on key-up, set the
Alternative Start sample pointer after the sample end pointer, then set a relatively low value for
the release rate.
Loop Switch
This parameter activates or deactivates the looping of the currently selected sample. When set to
On, the sample will loop according to the settings on the TRIM page. When set to Off, the sample
will play through to its End point and stop.
Playback Mode (Playback)
This parameter lets you modify the direction in which the sample is played. Set it to a value of
Reverse if you want the sample to play from its End (E) point to its Start (S) point. Choose a value
of Bidirectional to cause the sample to play from Start to End, then reverse direction and play
again from End to Loop and back, repeating until the note trigger is released (this works only
when the Loop Switch parameter is set to On).
Alternative Sample Sense (AltSense)
This provides a convenient way to activate the alternative start of a sample. When set to Normal,
the alternative start will be used when the Alt Switch control is On (this is set on the KEYMAP
page), or when the control source assigned to it is above its midpoint. When set to Reverse, the
alternative start will be used when the Alt Switch control is Off, or when the control source
assigned to it is below its midpoint.
Ignore Release (IgnRelease)
When set to a value of Off, the sample will release normally when the note trigger is released.
When set to On, the note will not release, even when the note trigger is released. This setting
should be used only with samples that normally decay to silence; nondecaying samples will play
forever at this setting. This parameter is equivalent to the IgnRelease parameter on the LAYER
page, but affects only the currently selected sample.
SampleRate and NumSamples
These parameters cannot be edited, but show the sample’s sample rate and the sample’s length in
samples. Samples that are longer than 1 million samples are displayed a 1Ms.
The Soft Buttons on the MISC Page
Rename
Call up the page that enables you to change the name of the current sample.
Save
Start the process of saving the current sample.
Delete
Delete the current sample from memory. Factory ROM samples cannot be deleted.
14-11
Keymap and Sample Editing
The Keymap Editor
The TRIM Page
The TRIM page lets you set the Start, Alternative Start, Loop, and End points of the current
sample. The top line indicates the Zoom and Gain settings. This Gain setting doesn’t affect the
amplitude of the sample, just the view in the display. The right side of the top line displays the
root number of the sample. If the sample is part of a group of sample roots, you can use the Chan/
Layer buttons to scroll through each sample in the group.
The four parameters on this page are Start (S), Alternative Start (A), Loop (L), and End (E).
Selecting these parameters and adjusting their values enables you to modify how the sample
plays back when notes are triggered. Each of these parameter points are expressed in individual
samples. For example, a one second sample at a sample rate of 44,100Hz would have 44,100
values available to adjust for each of these parameters.
There is a vertical line in the center of the display indicating the placement of the current
parameter in the sample waveform. The sample waveform will move relative to the line when
each parameter is selected or adjusted. The line remains in the center of the display, and the
waveform shifts to indicate the new position of the point. Each parameter can be adjusted with
the -/+ buttons, the Alpha Wheel, or the alphanumeric button pad followed by the Enter button.
The Start (S) point determines the beginning of the current sample. You can truncate the
beginning of the sample by increasing the value of the Start (S) parameter. You might do this to
remove silence at the beginning of a sample, or to remove some or all of the attack. You can’t
decrease the Start point of samples below zero.
The Alternative Start (A) parameter lets you set a second, optional start or end point for the
current sample. The Alternative Start will be used when the Alt Switch parameter on the
KEYMAP page is set to On, or when it’s set to a specific control source and that control source is
generating a value of more than +.5. (For example, if you assign MWheel as the control source for
the Alt Switch parameter, the Alternative Start will be used when the Mod Wheel—or whatever
control source you have set to send MWheel—is above its halfway point.) The Alternative Start
can be set before, after, or at the same point as the Start or End.
If you set the Alternative Start after the End, you can extend the play of looped samples.
Normally, looped samples will play through to the End, then will loop back to the Loop point,
and continue looping like this until the note is released, when they go into their normal release. If
the Alternative Start is set after the End, looped samples will loop in the same way while notes
are sustained. As soon as you release the notes, however, the samples will play through to the
Alternative Start point before going into release.
The Loop (L) parameter sets the beginning of the looped portion of the current sample. The Loop
can be set at any point before the End, including before the Start and Alternative Start. If you try
to move it after the End, the End will move with it. When you’re setting a loop segment for a
sample, you should adjust both the Loop and End parameters so that the two ends of the
waveform would meet (or come as close as possible) when the loop occurs. You can do this
visually by zooming in close to the waveform (until it becomes a single line,) then adjusting the
Loop and End parameters of the waveform until both ends are the same distance above or below
14-12
Keymap and Sample Editing
The Keymap Editor
the zero point of the display (the horizontal line in the middle of the waveform display.) Though
adjusting these points visually is helpful, always listen to the sample and make the final settings
based on what sounds best. You’ll notice an audible click in your sample loop if the ends of the
waveform do not meet where the loop occurs. The closer you can get the two ends of the
waveform, the better the sound quality of your loop will be. Using zero-crossings for the Loop
and End parameters may also help reduce clicks at the loop point, see Zero- and Zero+ below for
details.
The End (E) parameter sets the point at which the current sample will stop playback. Typically
you’ll use this parameter to trim unwanted silence off the end of a sample, although you can use
it to shorten a sample as much as you want.
Note On Saving Samples: Trimmed portions of a sample are not saved. Trimmed portions before the Start
(S), or Alternative Start (A) points (whichever has a lower value) will be lost upon saving, and whichever
parameter had a lower value will have a value of zero the next time it is loaded (values for all other sample
point parameters will be adjusted relatively.) Trimmed portions after the Alternative Start (A) or End (E)
points (whichever has a higher value) will be lost upon saving. If you wish to save a copy of the original
untrimmed sample, save the trimmed version under a different ID#. If you save a trimmed factory ROM
sample at its original ID#, you can always restore the original version by deleting the modified version that
you saved. To delete a sample, see OBJECT on page 11-13, the Delete function.
Zoom- and Zoom+
These buttons increase or decrease the resolution of the waveform display, enabling you to see a
larger or smaller segment of the waveform of the currently selected sample. The top line of the
display indicates the zoom position in terms of a fraction—for example, 1/256—which indicates
the number of individual sample elements represented by each display pixel. A value of 1/256
means that each pixel represents 256 individual sample elements. The maximum zoom setting of
1 shows you a very small segment of the sample. The minimum setting of 1/16384 shows you the
largest possible segment of the sample. Each press of a Zoom soft button increases or decreases
the zoom by a factor of 4.
Gain- and Gain+
These buttons increase or decrease the magnification of the currently displayed sample
waveform, enabling you to see the waveform in greater or lesser detail. At the left of the display,
you’ll see the magnification setting, which is expressed in dB units. You can adjust the
magnification from 48 dB (maximum magnification) to 0 dB. This doesn’t affect the actual
amplitude of the sample, only the magnification of its display.
The simplest way to think of the Zoom and Gain buttons is to remember that the Zoom buttons
control the left/right magnification of the waveform, while the Gain buttons control the up/
down magnification. Neither button has any affect on the sound of the sample. You’ll often use
the Zoom and Gain soft buttons together to focus in on a particular sample segment, then
magnify it to see it in close detail.
For example, you might want to zoom out to view an entire sample waveform, to decide which
segment you want to edit. You could then zoom in to focus on a particular segment. Once you’ve
zoomed in, you may want to boost the Gain to enable you to set a new Start (S) point with greater
precision, or ensure that you get a smooth loop transition.
Zero- and Zero+
Pressing the Zero- or Zero+ buttons will search left or right respectively for the sample’s next
zero-crossing. A zero-crossing is a point where the sample waveform is neither positive or
negative (crossing the horizontal line in the middle of the waveform display.) The currently
selected parameter (Start (S), Alternative Start (A), Loop (L), or End (E)) will be set to this point in
the sample. Setting these parameters to zero-crossings can help minimize clicks at the start, end,
or loop point of a sample. It’s best to have each of these points set first by adjusting each
parameter and listening to the sample, then if needed search for a nearby zero-crossing.
14-13
Tutorial: Song Mode

Chapter 15
Tutorial: Song Mode
In Song mode, you can use the PC3A’s sequencer to record songs using multiple instrument
sounds. You can easily change your song’s tempo, fix mistakes, and adjust the volume of each
instrument.
The following guide includes instructions to choose specific instrument sounds and track
numbers, simply as examples. When you are ready to make your own song, follow the same
methods and choose any instrument and track selection that you want.
The steps below explain the simplest way to record, in a linear, track-by-track fashion. There are
many methods for recording songs, and there are recording options that you may wish to change
once you become familiar with the process. See the Song mode chapter for more options.
Recording Overview
In this guide you will be instructed to record into tracks in a song. A track is like a layer in a song
containing the recorded part for one instrument program. You can record up to 16 tracks, and
each can be separately edited or adjusted in volume level (with many other options available as
well).
About MIDI
In Song mode the PC3A functions as a MIDI sequencer. MIDI (Musical Instrument Digital
Interface) is a standardized system that allows different electronic instruments to work together,
among other musical uses. A MIDI sequencer doesn’t record the sound of your performance, just
messages that cause the instrument to play notes. When you play back a song (a.k.a. a MIDI
sequence) in Song mode, the PC3A triggers each of the notes that you have recorded, sort of like a
player piano. MIDI is very useful for recording songs with electronic instruments such as the
PC3A, because you can easily make changes to recorded sequences. For example, you can change
individual notes, transpose parts, or change the instrumentation of tracks that have already been
recorded. Since MIDI sequences only play back messages that trigger notes, if you start recording
or playing back from the middle of your song, you will not hear the result of notes before that
point (such as notes sustaining from the previous bar.) In these cases, make sure to start playback
or recording before the notes that you want to hear.
About The Time Position Format
In this guide you will be instructed to select specific time positions in a song. In the PC3A’s
sequencer, time positions are measured from the beginning of the song in Bars, Beats, and Ticks.
Dependent on the time signature, these units of measurements can have different values. In these
examples we will be using a 4/4 time signature in which a Bar contains 4 beats, and a beat
contains 960 ticks (from 0 to 959, see below for more about ticks.) The Song mode MAIN page
displays song time in the Locat field as Bars and Beats, for example a Locat position of 1 : 3 would
correspond to Bar 1, Beat 3. The Song mode Big Time page displays song time in large numbers
on the top half of the screen as Bars, Beats, and Ticks. For example a Big Time position of 1 :3 :480
would correspond to Bar 1, Beat 3, Tick 480 (in 4/4 Tick 480 would be the second eighth-note of
the beat.)
15-1
Tutorial: Song Mode

Bars and beats should be familiar terms for musicians, but ticks are a term specific to MIDI
sequencers. Ticks provide fine resolution when recording and editing sequences. For example, if
you were to play along with the sequencer’s metronome to record one note on each beat of a bar,
upon reviewing the sequence you would most likely find that each note was not recorded exactly
on each beat, but that each was recorded a different small number of ticks away from the beats.
(See Part 7, The Event List, below for a way to view note time position.) Ticks allow for the
sequencer to record these tiny differences in timing, thus retaining the original timing nuances of
the performance. When locating note values smaller than 1 beat, divide the number of ticks in a
beat by the appropriate number (a quarter-note is always worth 960 ticks, no matter the time
signature.) For example, in a 4/4 time signature there are 960 ticks in a beat (since a beat is worth
a quarter-note in 4/4.) To find the value of an 8th note, divide 960 by 2, since there are two 8th
notes in a quarter-note. Divide 960 by 4 for 16th notes, by 6 for 16th note triplets, by 8 for 32nd
notes, and so on. You can also use record quantization which automatically moves recorded
notes to the nearest set time division, such as 8th or 16th notes. (See Part 7, Quantizing, below for
details.)
Part 1: Assign Instruments To Tracks
1. Press the Exit button until you reach the ProgramMode page. Next, press the Song mode
button, located with the mode buttons to the left of the display. This will bring you to the
Song mode MAIN page (see below.)
Step 1 (above)
Step 2 (below)
2. On the Song mode MAIN page choose 0*New Song* in the CurSng field (if not already
selected). This loads an empty song file (see above.)
3. Use the Chan/Zone buttons (to the left of the display) to Set the RecTrk parameter to 1.
This sets the track that you will be recording to (see below.)
15-2
Tutorial: Song Mode

4. Use the cursor buttons to navigate to the Prog field and choose a program with the plus/
minus buttons, alpha wheel, or by entering the desired program number with the
alphanumeric pad. This sets the instrument sound for the current track. For example,
choose program 1 Standard Grand to
5. make the first track contain the piano part for this song (see below.) You can do this quickly
by entering 1 on the alphanumeric pad and pressing Enter.
Part 2: Set The Tempo
For this example, we will leave the song at its default time signature, 4/4 (see Chapter 12, Song
Mode and the Song Editor for details on setting the time signature.) Follow the steps below to set a
tempo for your song. It is easiest to choose your tempo before recording any tracks, but the
tempo can be adjusted after recording as well (see Chapter 12, Song Mode and the Song Editor for
details on changing the tempo after recording.)
1. On the Song mode MAIN page, use the cursor buttons to navigate to the Tempo field and
enter a tempo. Entering the tempo with the alphanumeric pad is the easiest method if you
know your desired tempo. The plus/minus buttons and alpha wheel are useful for making
smaller adjustments. Tempo is set in beats per minute (BPM.) For this example, let’s set a
medium tempo of 100 BPM. In the Tempo field use the alphanumeric pad to enter 100 and
press Enter (see below.)
Note: You can also set the tempo using the Tap Tempo feature (simultaneously press the left and right
cursor buttons), see TEMPO on page 11-11 for details.
15-3
Tutorial: Song Mode

2. To hear the metronome play your tempo, use the right more button to find and then press
the BIG soft button. This brings you to the Song:Big Time page. On the Song:Big Time
page, set the Metron parameter to Always (see below.) Make sure the PC3A’s main volume
is set at a moderate level, then press the Play/Pause button to hear the metronome play the
selected tempo.
3. Press the BIG soft button again to return to the Song mode MAIN page (the MAIN soft
button also works for this, but using the BIG soft button is quicker.) Now you can adjust the
Tempo parameter and press the Play/Pause button to hear the metronome play the tempo.
For this example we will leave our previous Tempo setting of 100.0.
4. Once you are happy with the tempo, press the BIG soft button to return to the Song:Big
Time page. Set the Metron parameter back to Rec so that you will only hear the metronome
during recording (see below.) When finished, press the BIG soft button again to return to
the Song mode MAIN page.
Part 3: Record Your First Track, Save The Song
1. On the Song mode MAIN page, use the buttons (to the left of the display) to choose the
track you wish to record to. The track number is displayed in the RecTrk field (see below.)
Let’s begin by recording to track 1, to which we have assigned a piano program.
15-4
Tutorial: Song Mode

2. Press the Record button located on the front panel. This prepares the PC3A for recording
on the current RecTrk. The Record button lights, and on the Song mode MAIN page the
right of the top line will display REC. READY, which means that the sequencer will record
when the Play/Pause button is pressed (see below.)
3. Press the Play/Pause button located on the front panel. The metronome will play for 1 bar
and then recording will begin (see Chapter 12, Song Mode and the Song Editor for details on
setting metronome count off options.)
4. Play your part for the current track, when finished, press the Stop button on the front panel
to stop recording. The Save Changes screen will be displayed where you can retry the last
performance of recording, save the song with the last recorded performance, or compare
your new performance with the last saved version of the song. For this example we will
name the song My Song under ID# 1025. See below for an explanation of this page:
Soft Button Functions On the Save Changes Page:
The PlyNew soft button allows you to play the song with your latest recorded performance. You
will likely want to hear this first.
Pressing PlyOld will play the current song, minus the performance that you just recorded. You
can toggle between Play Old and Play New without restarting the song by pressing either button
while the song is playing. This is useful to check if your last performance was better or worse
than what was previously saved (if anything was previously saved.)
The Locate field allows you choose a start time for the old or new playback. This is useful when
you just want to hear a certain part of the song without listening to the whole thing. The Playing
field displays whether to NEW or OLD data is playing.
Stop halts the playback of either the Old or the New version of the song you are currently
auditioning. This also resets the song’s start location to either the default Bar 1, Beat 1 value, or to
whatever location you defined in the Locate field.
15-5
Tutorial: Song Mode

Pressing Retry restarts recording from the same point you last started recording from.
Yes saves the song with the performance you just recorded. Whatever was played back when you
pressed PlayNew will be the version of the song saved when you press Yes. The “save as” dialog
will be displayed:
Use the Alpha Wheel, -/+ buttons, or Alphanumeric Pad to choose a free ID# location to save the
song, or choose a used ID# location to overwrite a previously saved song with your new version.
For this example we will save the song under ID# 1025 (see above.) When overwriting a song file, the
“save as” dialog displays “Replace” followed by the name of the file being replaced. Press Save
to save the song with the current name, or Cancel to return to the previous screen.
Press Rename if you would like to change the song’s name. This brings you to the
SongMode:name page. For this example we will rename the song My Song (see below.) For more
detailed instructions, see the Editing Conventions chapter, “Saving and Naming” section.
If you decide not to save or rename on the Song: Save Changes page, pressing the No soft button
returns you to the Song mode page in which you were last recording. Changes to the current
song are not saved, though the sequencer will remember changes to certain settings from the
MAIN and BIG pages. These settings are Tempo, Merge/Erase Mode, Locate, track mute status,
Time In, Time Out, Song End, Loop, Recmode, and Metron. To permanently save these changes
with the song, make sure to choose Save from the soft button menu before powering off or
loading a new song. Alternatively, you will be prompted to save these changes upon loading a
new song if the MAIN page settings were changed while recording or with recording armed, or if
any of the BIG page settings were changed.
About ID#s
When saving, you must choose an ID#. An ID# gives you a way to locate a song aside from its
name (you can store up to 2,560 unique ID#s for each object type: songs, setups, programs, etc.,
though many ID#s are already used for factory ROM objects.) ID#s also allow you to save songs
with the same name under different ID#s, and rename them at a later time if desired. Choose an
unused ID# to save a new song. The next available unused ID# is automatically selected when
15-6
Tutorial: Song Mode

editing a factory ROM song. When editing a song that has been stored in user memory (any
originally unused ID#,) the edited song’s ID# is automatically selected. This assumes that you
wish to replace the existing song, but you can choose another ID# if desired to save a new copy.
Choose a used ID# to replace an existing saved song. If you replace a factory ROM song, you can
revert to the original song by deleting the song using the Song Mode Delete soft button.
Part 4: Record Additional Tracks
When you are happy with your first track and you have saved your song so far, move on to
adding other instrument parts on other tracks. You can record up to 16 tracks.
1. On the Song mode MAIN page, use the Chan/Zone buttons (to the left of the display) to Set
the RecTrk parameter to an unused track number (for example, track 2.)
2. Set the instrument sound for the current track. Use the cursor buttons to navigate to the
Prog field and choose a program with the plus/minus buttons, alpha wheel, or by entering
the desired program number with the alphanumeric pad. This sets the instrument sound
for the current track. For example, choose program 105 P-Bass to make the next track
contain the bass part for this song (see below.) This would be useful to play a bass part that
matches the root notes of your left hand piano part from track 1.
3. Follow the same steps in Part 3 above (starting on step 2) to start and stop recording, and
review, save or discard your performance. When saving the song with your new tracks
recorded, press the Save soft button on the SongMode:save as page in order to replace the
currently saved song with your new version.
4. Repeat the steps above with different track and program numbers to add additional
instrument parts to your song.
15-7
Tutorial: Song Mode

Part 5: Fixing Mistakes
For each track in Song mode, you can fix mistakes in your performance without re-recording the
entire performance. Here we will describe the method that is easiest for fixing specific passages
in a track. (For a way to fix single notes, see Song Editor: The EVENT Page on page 12-31 in Chapter 12,
Song Mode and the Song Editor.)
1. On the Song mode MAIN page, use the Chan/Zone buttons (to the left of the display) to Set
the RecTrk parameter to the track that you want to fix. For example, let’s fix track 1 (see
below.)
2. Set the Mode parameter to Erase (see below.) This causes previously recorded notes to be
erased when a track is being recorded into.
3. Press the BIG soft button to go to the Big Time page.
4. On the Big Time page, set the RecMode parameter to PunchIn. This causes recording to
only take place between the times set in the Time In and Time Out fields.
15-8
Tutorial: Song Mode

5. Set times for the Time In and Time Out fields to select the time to fix. For this example we
will fix bar 3 (see below.)
Note: If you need to fix a section which isn’t exactly within one bar or an even division of beats,
use the following method to find your Time In and Time Out points: Use the big time location
numbers on the top of the page to find a time where the first notes played (when you press play/
pause) are the notes that you wish to replace. Enter this location in the Time In field. Next, use
the big time location numbers on the top of the page to find a time where the first notes played
(when you press play/pause) are the first notes that you wish to keep after the notes that you
wish to replace. Enter this location in the Time Out field.
6. Use the big time location numbers on the top of the page and set a time before the area you
want to replace. This will be where you start playback of the song in order to re-record the
desired section. Leave enough time (usually a bar or two) so that you will have time to
prepare before the section you are replacing plays. For this example we will set our start
time to 1 :1 :0, because it is two bars before bar 3 (see below.)
7. Press the Record button, then the Play/Pause button located on the front panel. Play your
new part when the song reaches the part you want to replace. This technique is called
“punching in.” You will often get more natural sounding results if you play along with the
song before the part that you are fixing. Doing this allows you to match your performance
style (loudness, timing, phrasing) with what has already been recorded. Because of your
settings in steps 4, 5 and 6, no extra notes will be recorded outside of the time that you want
to replace.
8. Press the Stop button when you are done. You will be able to review and save your
changes just as in Step 4 of Part 3 (see above.)
9. Remember to set the RecMode parameter back to Linear when you are done if you wish to
record in the standard way again (as in Part 3, above.) This is done on the Big Time page
(see below.)
15-9
Tutorial: Song Mode

Part 6: Adjusting The Volume Of Each Instrument
Adjust the volume of an instrument by adjusting the volume of the track containing that
instrument program. While your song is playing, you can use the Vol parameter on the Song
mode MAIN page to adjust the volume for the track currently set in the RecTrk parameter. To
permanently store your volume settings with the song, you must store an initial volume for each
track. Let’s use the song we created in the parts above as an example. Let’s adjust the volume of
track 1 and store the value as an initial volume setting:
1. On the Song mode MAIN page, use the Chan/Zone buttons (to the left of the display) to Set
the RecTrk parameter to track 1.
2. Find the desired volume level by adjusting the Vol parameter during playback, then press
stop. For this example, let’s set the Vol parameter to 80.
3. Use the left and right more soft buttons at the bottom corners of the display to find the
MIXER soft button and press it (see below.) This brings you to the Song:MIXER page.
15-10
Tutorial: Song Mode

4. On the Song:MIXER page, press the Keep soft button to store initial values for all tracks
(see below.)
5. On the Song:MIXER page, press the Done soft button or the front panel Exit button. You
will be asked to save changes to your song, just as in Part 3, step 4 of this guide (see above.)
Saving your song completes the process of storing initial volume settings with your song.
Pressing the Keep soft button on the Song:MIXER page stores initial values of volume, pan, and
program number for each track. Initial values are the settings that will be used when your song is
played back from the beginning. Volume, pan, and program settings can change automatically
over the course of the song if you change them while recording, but pressing the Keep button
stores the current value for each setting to be recalled at the song’s beginning.
6. Follow the above procedure in steps 4 and 5 to store current values as initial values after
changing any volume, pan, or program parameters.
Note: Most users will want to store initial values as described above. Advanced users may not want to
store initial values for every track. For details on saving an initial value for a single track only, see the
Program, Volume, and Pan sections in the Song Mode: The MAIN Pagein Ch. 12, p.1.
Part 6 b: Recording Volume Automation
You can also record volume automation. Volume automation is the method of recording a series
of volume event messages that change a track’s Vol parameter over the course of the song. This is
useful for fading instruments in or out of a song, or adjusting instrument volumes for only
specific sections of a song.
1. On the Song mode MAIN page, make sure the Mode parameter is set to Merge (see below.)
(Also make sure the RecMode parameter has been set to Linear, as in Part 5, step 9, above.)
15-11
Tutorial: Song Mode

2. Press the Record button, then press Play/Pause.
3. Select the Vol parameter and adjust it with the alpha wheel while the sequencer is
recording. Any changes to the Vol parameter will be recorded as data in the current track.
4. When you are finished, press the Stop button. You will be able to review and save your
changes just as in Step 4 of Part 3 (see above.)
Part 6 c: Erasing Volume Automation
If you’ve saved a song with volume automation and you wish to change or remove it afterwords,
follow the steps below to erase a selection of volume automation:
1. In Song mode, press the Edit button with anything except the Prog parameter selected.
This brings you to the current song’s EditSong:COMMON page.
2. On the EditSong:COMMON page, press the TRACK soft button (see below.) This brings
you to the EditSong:TRACK page.
15-12
Tutorial: Song Mode

3. On the EditSong:TRACK page, set the Function parameter to Erase (see below.)
4. Use the Chan/Zone buttons (to the left of the display) to choose the track to erase volume
automation from. You can view the selected track number in the upper right corner of the
screen.
5. Set the Events parameter to Controllers (see below.)
6. Set the Controller parameter to Volume. You can do this quickly by selecting the
Controller field, entering 7 on the alphanumeric pad, and pressing Enter. Make sure the
LoVal parameter is set to 0 and the Hi parameter is set to 127 (see below.)
15-13
Tutorial: Song Mode

7. Use the From and To parameters to set the range of time from which you want to remove
your volume automation. You can play the song and watch the Locate field to determine
these times. For this example, let’s say that we want to erase volume automation from bar 3
(see below.)
8. Press the Go soft button to delete the selected volume automation. A screen will appear
reading “Erase Operation Completed!” Press the OK soft button to return to the
EditSong:TRACK page (see below.)
9. Once back on the EditSong:TRACK page, press the Play/Pause button to hear the result.
Next, press the Exit button twice to return to the Song mode MAIN page. You will be
presented with the Song: Save Changes page, where you can decide whether or not to save
the changes you have made.
10. To re-record volume automation, follow the steps in Part 6 b, above.
15-14
Tutorial: Song Mode

Part 7: Learning More About Song Mode
Factory ROM Songs
The PC3A includes a number of pre-recorded songs stored in the factory ROM. Investigate these
songs to see the possibilities of Song mode. Feel free to edit or add to any of these songs in order
to learn more about song mode. You can save the demo songs you’ve experimented with under
new ID numbers so that you can compare between your version and the original. Also, if you
replace a factory ROM song, you can revert to the original song by deleting the song using the
Song Mode Delete soft button.
Quantizing
Quantizing is a method of adjusting the timing of notes recorded into a sequence. It can be used
to adjust note timing in order to fix mistakes in a performance, or to make notes adhere to a strict
timing grid as a stylistic choice (as in much modern electronic music.) Quantized notes have
technically perfect timing but tend to sound less like a human performance. Quantization can be
applied automatically to each track as it is recorded, or it can be applied after recording to only
specific selections. For details see the Quant parameter on page 12-17 in the Song Mode: The MISC
Page section, and the Quantize function on page 12-27 in the Song Editor: Track Functions section.
Creating Loops With The Big Time Page
On the Big Time page you can set the sequencer to loop a selection of bars. Set the Loop
parameter to Loop, and set a time for the Time In and Time Out parameters. Now, pressing Play/
Pause on the front panel will cause your selection to play repeatedly and seamlessly. You will
most commonly want to set your Time In and Time Out points to equal an even number of bars
such as 2, 4, 8, etc. Recording into a looped section of bars is a common technique for recording
sequence based music. For example, with a drum program selected for a track, you could record
a drum part by playing one drum sound each time through a 2 bar loop, until the entire 2 bar
drum “beat” sounds complete.
Next, you could set the RecMode parameter to Unloop. (To use the UnLoop setting, the Loop
parameter must be set to Loop, and a loop length must be set with the Time In and Time Out parameters
on the BIG page.) With the RecMode parameter set to Unloop, any existing tracks will be played
back as if they were looping from the Time In to the Time Out point, but they are actually being
re-recorded linearly over absolute Bars and Beats until you press Stop. UnLoop allows you to
record a linear track over a short looping section without first having to copy the section over and
over again to achieve a new desired Song length. The End point of the Song is extended to the
downbeat of the (empty) Bar immediately following the last Bar you were recording when Stop
was pressed. See RecMode on page 12-11 for details.
You can also copy, paste, duplicate, or delete sections of the song if you want to reuse sections or
make sections shorter or longer (see Song Editing And Structure With Track Functions below for
details.) Keep in mind that you can loop any length of a song, and record into a loop with
multiple layers of instruments on different tracks. This is also a common method for recording
sequence based music, in which you create each section of your song from looped sequences, and
then arrange the loops into the desired order for your song’s structure. Afterwards you can make
variations to each section if you want the song to have less of a “looped” sound.
15-15
Tutorial: Song Mode

Song Editing And Structure With Track Functions
In song mode you can easily copy part of a sequence to another time in the song, or from one
track to another. You can also copy a section of all tracks at once in order to duplicate or structure
entire sections of your song, such as verse and chorus sections. You can also choose groups of
notes to erase, or entire bars of time to delete. There are many basic and advanced editing
functions available. For details see Song Editor: Track Functions on page 12-24 in Chapter 12, Song
Mode and the Song Editor.
Program Changes
If your song requires more than 16 instrument parts, one method of achieving this is with
program changes. For example, let’s say you’ve used all 16 tracks but desire a new instrument for
the next section of the song. If there is a track whose instrument is not needed in the new section,
this track’s program could change to a new instrument sound for the section, and then change
back to the original instrument sound after the section. To do this, simply press Record and Play/
Pause and then change the Prog parameter on the Song mode MAIN page to the new program at the
desired time. This can be done most precisely if you know the ID# of the program you wish to change to.
Enter the number with the alphanumeric pad and then press Enter when you want to make the change. You
won’t be able to see the numbers you’ve entered until you press Enter, but you can press Cancel to start
over if you’ve made a mistake or if you are unsure what you’ve entered. Use the same method if
you would like to change the program back to the original after the new section.
The Event List
Song mode is a powerful composition tool because just about anything that you do on the PC3A
is recorded into a track as event messages. Once recorded, these events can be altered, copied or
removed. Each track has an event list, containing all of the events recorded into a track, from
which they can be viewed and edited. For details see Song Editor: The EVENT Page on page 12-31
in Chapter 12, Song Mode and the Song Editor.
15-16

MIDI Implementation Chart
Appendix A
Specifications
MIDI Implementation Chart
Model: PC3A
Manufacturer:
Young Chang
Date: 10/01/14
Version 1.0
Digital Synthesizers
Function
Basic Channel
Mode
Transmitted
Recognized
Remarks
Default
1
1
Changed
1 - 16
1 - 16
Default
Mode 3
Mode 3
0 - 127
Messages
Memorized
Use Multi mode for multi-timbral
applications
Altered
Note Number
True Voice
0 - 127
0 - 127
Note ON
O
O
Note OFF
O
O
Keys
X
O
Channels
O
O
Pitch Bender
O
O
Control Change
O
0 - 31
32 - 63 (LSB)
64 - 127
O
0 - 31
32 - 63 (LSB)
64 - 127
O
1 - 999
O
1 - 999
0 - 127
0 - 127
O
O*
Song Pos.
O
O
Song Sel.
O
O
Velocity
After Touch
Program Change
True #
System Exclusive
System Common
System Real Time
Aux Messages
Notes
Mode 1: Omni On, Poly
Mode 3: Omni Off, Poly
Tune
X
X
Clock
O
O
Messages
O
O
Local Control
O
O
All Notes Off
O
O
Active Sense
X
X
Reset
X
X
Controller assignments are
programmable
Standard and custom
formats
*Manufacturer’s ID = 07
Device ID: default = 0;
programmable 0–127
Mode 2: Omni On, Mono
Mode 4: Omni Off, Mono
O = yes
X =no
A-1

Specifications
Specifications
PC3A8
Height: (4.33”) (11.00 cm)
Depth: (13.98”) (35.50 cm)
Length: (54.33”) (138 cm)
Weight: (54 lb.) (24.50 kg)
PC3A7
Height: (4.33”) (11.00 cm)
Depth: (13.98”) (35.50 cm)
Length: (47.75”) (121.29 cm)
Weight: (37.35 lb.) (16.94 kg)
PC3A6
Height: (4.84”) (12.30 cm)
Depth: (13.98”) (35.50 cm)
Length: (39.37”) (100 cm)
Weight: (30.86 lb.) (14.00 kg)
Power
Internal AC power supply.
User selectable 120/240V AC operation.
120V current 0.5A maximum
240V current 0.25A maximum
Typical Power Consumption is 25 watts power-on, 0 watts power-off.
Audio Outputs
Main and Aux: Balanced 1/4 TRS jack
+21DBu maximum output
400 ohms balanced source impedance
24-bit A-to-D converters
>120dB dynamic range, balanced
Headphones: 8Vrms maximum output,
47 ohms source impedance
A-2


Appendix B
PC3A Bootloader
The Bootloader is the program that runs when the PC3A is first turned on. Its job is to check that
hardware is functional, initialize the digital systems, and load the main synthesizer program.
Under normal circumstances you might not even notice that the Bootloader is there at all, since
the PC3A will start up on its own without any problem. However, if you want to update your
unit, or perform maintenance on it, you may need to interact with the Bootloader program itself.
This appendix describes what the Bootloader can do and how you can use its functions.
The first thing to understand is that PC3A executable programs and all object data reside on a file
system contained inside the instrument. This file system is based on flash memory technology
and will persist across power cycles. When the PC3A starts up, the Bootloader copies the
synthesizer program into memory and executes it - just like a PC “boots up” when you turn it on.
The PC3A also stores its factory-defined objects, and all of your own customized user objects on
the file system. The Bootloader program itself is not found on the file system. Instead, it resides in
a ROM chip that cannot be erased, and therefore is permanently installed in your PC3A.
Using the Bootloader Menu
Normally the Bootloader program will do its tasks and hand over control to the synthesizer
program automatically. If you want to interact with the Bootloader itself, hold down the Exit
button (to the right of the display) while turning the power on (while the message “Initializing
Scanner” is displayed on the front panel). Instead of completing the boot process, the Bootloader
will display its main menu page on the screen:
PC3A Boot Loader
Run
PC3A
System
Update
Run
Diags
Version 1.0
System
Reset
System
Utilities
Use the soft buttons underneath the display to choose an action.
Run PC3A
Press this soft button to run the PC3A from the Boot Loader without
restarting the PC3A.
System Update
Press this soft button to update the entire system (OS, objects, etc.) from a
.KUF file (Kurzweil update file.) You will be prompted to choose a USB
device and locate a .KUF file.
Run Diags
Press this soft button to enter the PC3A diagnostics utility, which can help
determine if there’s a hardware error on your unit.
System Reset
This will clear out all user-defined objects and return the PC3A to its
default “Factory” state.
System Utilities This offers a menu of file system functions that can be useful in
maintaining your system or diagnosing software problems.
B-1


You can also enter the Bootloader menu from the Master Mode menu during normal operation.
System Update (PC3A Software, Objects, Etc.)
The most common use of the Bootloader menu is to update your PC3A using new versions of
software and objects supplied by Kurzweil. Updates for the PC3A come in .KUF files (Kurzweil
update files,) which can include updates to the PC3A operating system, factory objects, and
firmware. New versions will be made periodically as we add new features or improve
performance; download these free upgrades from our website at www.kurzweil.com.
Press the System Update soft button to update the entire system (OS, objects, etc.) from a .KUF
file. You will be prompted to choose a USB device and locate a .KUF file.
Press the USB Device soft button to update from a USB device (such as a thumb drive) plugged
into the USB storage port. Press the PC USB soft button to update from a USB cable connected to
a computer to the PC3A’s USB Computer port.
To use a USB device you’ll need a valid USB device and a computer with a USB type A port. Most
modern Windows and MacOS computers support USB devices in a very straightforward way.
You should be able to drag and drop the PC3A files right onto the USB device directory. After the
files are copied, remove the device from the computer and place it in the USB storage port on the
rear panel of the PC3A. A USB connector will only fit into the port if oriented properly, so don’t
force it into the port, as this may damage your PC3A or USB device. If you are having trouble
inserting your USB connector into the port, try flipping the connector over.
To use the USB computer port, you should plug the USB cable into the PC3A’s USB computer
port and to the computer. After you enter the bootloader menu, the computer should recognize
that a new device is available having the name “KurzweilPC3A”. Files can be dragged and
dropped directly to this device icon and will be immediately available on the PC3A.
Once you have selected the desired USB type, use the PC3A’s file directory browser to find the .
KUF file that you wish to use for the system update. With the file selected, press the OK soft
button to install the update. When installation is complete, press the OK soft button to return to
the Boot Loader main menu, then press the Run PC3A soft button to run the PC3A with the
updated software.
Run Diags - PC3A Diagnostics Utility
The PC3A Diagnostics Utility can run specific hardware checks on PC3A systems. Most of the
time you won’t need to run the diagnostics, but if you’re having problems with the instrument it
may be helpful to perform these interactive tests when contacting Kurzweil support.
To exit the PC3A Diagnostics Utility, press the EXIT button. You will return to the main Boot
Loader menu.
System Reset
If you’ve made many, complex updates to your objects, and have saved a number of files off to
external storage, you might want to restore the instrument to its default state. This is especially
helpful if you’re having problems getting sound programs or setups to work properly, or think
there may be some kind of underlying hardware problem. (Remember to save your work in the
Storage menu. Once deleted, the files are completely removed from the PC3A and there is no
way to retrieve them.) To clear all user objects and restore the factory default state, press the soft
button labeled System Reset on the Bootloader menu. The PC3A will ask you to confirm this
action. Press OK to complete the clear function, and CANCEL to stop without altering anything.
B-2


System Utilities
Format Flash
Press the soft button labeled Format Flash to reinitialize the internal file system. This deletes all
objects and the current OS. (If possible, remember to first save your work in the Storage menu.
Once deleted, the files are completely removed from the PC3A and there is no way to retrieve
them.)This will delete everything that was stored internally on the PC3A, and leave a clean,
empty file system ready for use.
It is possible (though not likely) that the PC3A file system can become corrupted due to hardware
failure or power outage during certain operations. This will result in the Boot Loader being
unable to bring up the PC3A system correctly. In such a circumstance, the Boot Loader will take
over control and present its usual menu. If the file system is completely corrupted, it will not be
possible to reconfigure without first formatting the internal flash memory.
Install Module
This soft button brings up the Update Image page, where you can install individual PC3A
modules. Most of the time you won’t need this page, but Kurzweil support may advise you to
install individual modules if you’re having problems with your PC3A.
Restore Older
If you have updated the PC3A software but wish to return to the earlier version, press the
Restore Older soft button. You will be brought to the Restore Older page and asked to choose the
image to restore. Note that only one version of the previous image is available to be restored. If
you’ve restored once, another restore will bring back the most recently updated version.
B-3


Appendix C
Changing PC3A Voltage
In most cases, you will not need to change the voltage on your PC3A. However, since different
countries use different standard voltage settings, there may be times when you need to make the
change.
The PC3A’s fuse holder (where the power cable plugs in) is where you change the voltage. The
marks on the fuse holder are 115 and 230. 115 should be used for voltages from 100 to 125. 230
should be used for 200 to 240. Generally, North America uses 115, and Europe and Asia/
Australia use 230, but there are exceptions to this general rule.
The PC3A uses two 250 mA fast blow fuses for 230V or two 500 mA fast blow fuses for 115V.
These can be either 1.25” X 0.25” size or 5 mm X 20 mm size fuses. Extra fuses are not provided,
so you will need to acquire the correct fuse before you change the voltage.
Removing the fuse holder
Remove the power cord.
Pry open the fuse holder cover. Use a thin tool inserted into the hole where the red voltage
indicator shows through.
Pull up gently to open the fuse holder cover. The cover is hinged next to the power cord
connection.
C-1


Pry out the fuse holder.
If there is only one fuse in the fuse holder, you must remove the metal clip on the empty side.
C-2


The clip just pulls off:
The clip removed from the fuse holder:
C-3


Remove the fuse. Install two 250 mA fast blow fuses for 230V or two 500 mA fast blow fuses for
115V, one on each side of the fuse holder.
The fuse holder will accept either 1.25” X 0.25” size or 5 mm X 20 mm size fuses. If using 5 mm X
20 mm size fuses, install them towards the inside end of the fuse holder near the metal pins, as
shown here:
Replace the fuse holder in the power entry module with the indicator for the desired voltage
towards the edge of the module, away from the power switch. Close the fuse holder cover, and
check that the desired voltage indication shows through the hole. Replace the power cord.
C-4

PC3A Objects (V 2.31.2)
Programs
Appendix D
PC3A Objects (V 2.31.2)
Programs
Press the Info soft button for controller information.
ID
Program
ID
Program
ID
Program
1
Standard Grand
25
WoodstockClunker
49
Gregg’s B
2
Studio Grand
26
Stage Mix Wurly
50
Real AllOut B
3
RubensteinSWComp
27
Supertramp Wurly
51
Clean Perc
4
Horowitz Grand
28
FlydDarkside/Wah
52
The Ninth Bar
5
NYC Jazz Grand
29
What’d I SayWrly
53
Lord’s B3 MW
6
Pop Power Piano
30
DeepFuzz Wurly
54
OleTime Gospel
7
ColdPliano
31
No Quarter Pnt
55
FooledAgnVox
8
Grand “Evans”
32
MistyMountain EP
56
BostonScreamer
9
Blues Piano 1974
33
UK Pop CP70
57
Power Pop Horns
10
Rock Piano 1974
34
AcidJazzVelFlute
58
Sax/Trumpet Sctn
11
Lola Piano
35
TimbaSynth
59
BigBand/AMradio
12
TakeMeToThePilot
36
Blue PVC Tubes
60
MeanSalsaSection
13
Deb’s Ghost Pno
37
SimpleHipHopLead
61
R&B/Funk Section
14
Ken Brns Uprigt
38
Stereo TouchKoto
62
Bassie Orchestra
15
SMiLE/RkyRaccoon
39
Modwheel DJ
63
P*Funk Horns
16
Piano & String
40
Retro Sparkle
64
70s Stones Horns
17
Beaten in Rhds
41
RealSupasticious
65
Big LA Strings
18
Stevie’s Rhds
42
Joe’s Clav
66
DarkNYCStudio
19
Gilpin’sSuitcase
43
Rufus/Marley WAH
67
Pop Tripper Str
20
Duke’s Dyno Rhds
44
Black Cow Clav
68
LoFi Studio Str
21
MotorBootyMutron
45
Hiya Ground sw
69
Vienna Octaves
22
Sweet Loretta EP
46
TrampledUnder D6
70
London Spiccato
23
Rhds/WahSW
47
Harpsichord
71
Pizzicato
24
Hotrod Dyno Rhds
48
BriteHarpsichord
72
Tremolando
D-1
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
73
Choir Complete
104
Rockin’ Lead MW
135
Perfect PnoPad
74
Haah Singers
105
P-Bass
136
Dreamy Piano
75
Manhattan Voices
106
E-Bass
137
Piano w DvStrgs
76
Aaahlicious
107
Beasties Bass
138
PnoAgtStrngs
77
NYC in LA
108
Flea/Bootsy
139
The Ancient
78
Crystal Voices
109
Big Dummy
140
DancePnoEchplex
79
Airy Pad
110
Jaco Fretless
141
Ivory Harp
80
Cathedral Vox
111
Upright Growler
142
Piano Lushness
81
Classic Comp
112
Levin/GabrlFrtls
143
Piano & Wash
82
Fitty-Fitty Lead
113
NYC Kits
144
Piano & Vox Pad
83
Big Old Jupiter
114
LA Kits
145
XfadBelltoneRhds
84
9Yards Bass
115
Rock Kits
146
Extreme Hardstrk
85
BowhSaw Bass
116
Roots/Indie Kit
147
Fagen Phaser
86
ARPesque Bass
117
Kikz/Snarz MW
148
RoyalScam Rhds
87
DaywalkerBassMW
118
EarthKikz n Snrz
149
AustnCtyLmtsWrly
88
Harpolicious
119
Anazlog Machine
150
BrightDynamicWly
89
Slo QuadraPad
120
Produced Kit ‘08
151
‘70sWahLeslieEP
90
Phase Shimmer
121
Natural Perc
152
3 Dog Pianet
91
Le Pesque
122
Rhythm 4 Reel
153
Classic DX Rhds
92
Wispy One
123
New Marimba
154
Rich EP+Pad
93
Bladerunner ARP
124
2-HandSteelDrums
155
90’s FM Shimmer
94
Fairlight Pad
125
Real Vibes
156
Bright HardstrEP
95
Tronesque
126
SteamPunkMallets
157
Crisp and Soft
96
So Lush Pad
127
Magic Celeste
158
Soft Warm Ballad
97
Boutique Six Str
128
Drums ‘n Bells
159
TX Stack 1
98
Boutique 12 Str
129
Piano Stack
160
Tight Bright FM
99
Emo Verser
130
Dark Grand
161
PolyTechnobreath
100
Voxxed Elec 12
131
Grand Piano 440
162
PianoSynth Stack
101
Real Nylon
132
Piano Recital
163
Elec Grand Stack
102
Dual Strat
133
Ole Upright 1
164
BigSyn/HornStack
103
BurningTubes MW
134
WestCoastPno&Pad
165
‘70s Arena Synth
D-2
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
166
‘80s Arena Synth
197
Owen’s Strings
228
Comp’d Phaser
167
‘90s Funk Stack
198
Studio C Strings
229
TremBucker
168
Nexx Prog Stack
199
Tender Strings
230
Cascade Sitar
169
Crisp Clav
200
Toxic Strings
231
Heavy Buckers
170
Stevie Fuzz
201
Mixed Choir
232
Nasty’70s Guitar
171
HeartbreakerWAH
202
Concert Choir
233
Finger Bass
172
ChoclateSaltyClv
203
Aaah Vocals
234
KneeDeepMinimoog
173
SailinShoes Clav
204
Jazzy Ballad Vox
235
AC Buzzer Bass
174
StopMakingSense
205
AntiqueAhhChorus
236
Motown Bass
175
Harpsi Rotovibe
206
Bright Syn Vox
237
Squire’sHeavyPik
176
PhsyclGrafitiClv
207
Vox Orgel
238
Lowdown Bass
177
ParisCmboAccordn
208
Vox & Strings
239
Eberhardt Frtls
178
WhiterShadeB3
209
Press Lead
240
Sly Bass
179
Doors Vox
210
ClassSquare
241
Maroon Drums
180
Indagardenoveden
211
ARP2500 Brass
242
BourneRemixDrum
181
Animals Vox
212
SynBell Morph
243
BeastieRetroDrum
182
Magic Wolf
213
Perc>Morph>Bass
244
DryPumpin’Drums
183
Farfisa 1
214
EvilOctaveWheel
245
‘60s Rock&Soul
184
VASTBars1-3,8&9
215
TranceRiff
246
Headhunters Kit
185
1-Note PowerRiff
216
SickoSynco
247
FranticHouseDrms
186
Miami Pop Horns
217
Buzzy Strings
248
Dance/Marilyn
187
80sPopOctaveSax
218
VA1Saw/Sqr/Pulse
249
Mellow Marimba
188
BuenaVista Brass
219
Airy Impact
250
Skullophonic
189
Tenor Express
220
Spider’s Web
251
Percussionist
190
Sgt.Pepper Brass
221
ARP Big Synth
252
Shiny Sparkles
191
Goldfinger Brass
222
Class Pad
253
HybridTuned Perc
192
Bari/TenorSect
223
HarmonicEnvelops
254
Dynamic Perc
193
Studio A Strings
224
Heaven & Earth
255
Cage’s Ensemble
194
Studio B Octaves
225
Bling 6 String
256
Magic Mbira
195
NashvilleStrings
226
MediumCrunchLead
257
CP80 Enhanced
196
Processed Strgs
227
DoubleCleanChrs
258
Gabriel’s Melt
D-3
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
259
VideoKilledRadio
290
Stereo Pickups
321
Yesesis Tron Str
260
Brighter CP
291
70sBubblegumClav
322
Moby TurntblTron
261
TouchRezSynthCP
292
TreblClavWhlmute
323
Space Oditty
262
Power CP
293
Mutron+Synth sw
324
RocknRollSuicide
263
Dark Chorus CP
294
Bi*Phaz Clav
325
Octave Tron Str
264
Inside Out CP
295
‘80s Flange Clav
326
Siberian Khatru
265
Pianet Classic
296
VAST Env SynClav
327
Modwhl Remix Str
266
She’s Not There
297
Charlemagne Clav
328
Pdl PitchbendStr
267
Walrus Pianet
298
Switch Pickups
329
Silent Sorrow
268
Flaming Hohner
299
EvilWomanDeepFuz
330
Bandpass Choir
269
PowerChordPianet
300
Headhunters WAH
331
Swept Tron Voice
270
Sly Ballad
301
MorleyWAH Clav
332
Mellotron Flutes
271
Black Friday
302
Dbl WAH Insanity
333
SldrEQ Mltrn Vox
272
These Eyes
303
Psychedeliclav
334
StrawberryFlutes
273
VA1 Saw Lead
304
Preston SpaceWah
335
White Satin Splt
274
VA1 Sqr Lead
305
Analog/DigHybrid
336
3Way Split Mltrn
275
MaroonSynBass
306
Jump! Obx
337
RMI Harpsi
276
VA1DistBassSolo!
307
‘80s End Credits
338
Lamb Lies Down
277
DownwardSpiralMW
308
VA1Distlead CC
339
RMI Piano&Harpsi
278
VA1DstPulseWheel
309
Divider
340
BrightRMI Pn/Hrp
279
NewOrderPulses
310
Mono Trekkies
341
Dual Mode Harpsi
280
VA1 DetunedPulse
311
Disco Divebomb
342
RoyalKingWakeman
281
VA1 Detuned Saws
312
MutronTweetyPerc
343
OrganMode Pn/Hrp
282
VA1 Detuned Sqrs
313
Disgusting Bass
344
Dr.John’s RMI
283
VA1 Emerson Lead
314
VA1ShaperSweeper
345
Phase sw Organ
284
MwhlClubsweeper
315
ElectroPercSynth
346
Spaced Out Bach
285
Innervate
316
MWhlMayhemBass
347
Tobacco Road RMI
286
ChemBrosBassLead
317
ElectronicaSplit
348
Traffic EP
287
UFO Pad
318
HiPassMWhlBlips
349
Tekno Tempo Echo
288
VA1SliderMorphSQ
319
Plasma Cannon
350
Trick of th’Tail
289
Shoobie Model C
320
32 Layer Bass!
351
RMI Clav WAH
D-4
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
352
Dream On Session
383
MeanStereoSweep
414
Winds & Esp Str
353
LightYearStrings
384
PulseVowel
415
Horns,Winds&Str
354
Funkensteinz ARP
385
Winds & Strings
416
TripleStrikeOrch
355
Murky Rez Pad
386
Winds, Horn & Str
417
Tutti Orchestra
356
St PanPhase ARP
387
More Brass & Str
418
StBaroque Harpsi
357
ARP Str+Oberheim
388
LH Timp Roll Orch
419
String Continuo
358
FX Sweep ARP
389
Gothic Climax
420
VivaldiOrchestra
359
HotFilter ARP
390
Denouement
421
Trumpet Voluntary
360
St.P PWM BASS
391
Poltergeist Trem
422
Fifes & Drums
361
SquareChirpLead
392
Many Characters
423
Solo Flute
362
My Old PPG*2.3
393
Pizz w/PercUpTop
424
Tremolo Flute
363
Kashmir Str+Brs
394
Fast Str & Perc
425
Fast Orch Flute
364
Genesis Broadway
395
Fast Winds &Pizz
426
Piccolo
365
GarthsLastWaltz
396
Imperial Army
427
Solo Oboe
366
Synbrass Pillow
397
BattleSceneOrch
428
Slow Oboe
367
Warszawa Layers
398
Final Victory
429
Fast Orch Oboe
368
ELOStringSection
399
SloLineInterlude
430
Lead Oboe
369
Outkast Drums
400
Winds&EspressStr
431
Solo Eng Hrn prs
370
PopRock’08 Kit
401
Fast Winds & Str
432
Fast Orch EngHrn
371
Hello Brooklyn
402
SugarPlumFairies
433
Slow EngHorn prs
372
Snoop Kit
403
AdagioPizz Split
434
Lead English Horn
373
EpicRemixDrums
404
Pastoral Orch
435
Solo Clarinet
374
ZooYorkRemixDrms
405
Pastoral Clr Flt
436
Slo OrchClarinet
375
Roc-A-Fella Kit
406
Pastoral DblRds
437
Fast Orch Clar
376
Breakestra Kit
407
Pastoral w/ Pizz
438
Lead Clarinet
377
Cosmic Sus Pedal
408
Strings & Silver
439
Solo Bassoon
378
DigitalMoonscape
409
Reeds & Bells
440
Solo Bassoon vib
379
Falgor’sLament
410
Perc Atk Strings
441
Solo Dbl Reeds
380
BPM BionicStrngs
411
William Tell A
442
Woodwind Section
381
Swell & Hold
412
William Tell B
443
Ensemble WWinds
382
Bowie/Heroes Pad
413
Orch w/ Bells On
444
BassClar/Clar/Fl
D-5
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
445
Solo Fr Horn
476
Solo Cello fast
507
Glockenspiel
446
Ensemble Fr Horn
477
Solo Cello slow
508
Chimes/Glock
447
Lead French Horn
478
Solo Basso 1
509
Bells Across
448
Dyn Orch Fr Horns
479
Solo Basso 2 slo
510
CelesteGlockHarp
449
HornSect Layer
480
String Quartet
511
Chime Bell
450
Solo BrtTrumpet
481
Solo Harp
512
Carillon
451
Hard Trumpet
482
Orch Harp 1
513
Adagio Strings
452
Lead Trumpet
483
Delicate Harp
514
Adagio Divisi St
453
Soft Trumpet
484
HarpArps & Gliss
515
Lead Strings
454
Slow Soft Trp
485
Slo Orch Chorus
516
Lead Divisi Str
455
Two Lead Trumpets
486
Pipe Stops
517
Fast Strings
456
Lead MuteTrumpet
487
Soft Stops
518
Fast Divisi Str
457
Solo Tenor Sax
488
All Stops
519
Aggresso Strings
458
Sax,Horns,MuteTrp
489
Chapel Organ
520
AggressDivisiStr
459
Solo Trombone
490
AllStops AllVox
521
Adagio Tutti Mix
460
Ens Trombone
491
Pipes & Voices
522
AdagioDivisi Mix
461
Trombone Section
492
Orch Timpani
523
Lead Divisi Mix
462
Dyn Orch Bones
493
Solo Timpani
524
Lead Tutti Mix
463
Bari Horn Section
494
Tam/Cym/BD/Timp
525
Fast Tutti Mix
464
Dyn Bari Horns
495
Basic Orch Perc
526
Fast Divisi Mix
465
Solo Tuba
496
Timp & Aux Perc
527
AggressTutti Mix
466
Dyn Orch Tuba
497
Temple Blocks
528
AggressDivisiMix
467
Low Orch Brass
498
Modern Blockery
529
Agrs lo/Trem hi
468
Low Brass Chorale
499
Perc & Blocks
530
AgresTrem 8ves
469
Fast Orch Brass
500
Stereo Tam-tam
531
AgressoHalfTrem
470
Brass Fanfare
501
Cymbal Roll Tr
532
Fast Tremolandi
471
Dyn Orch Trumpets
502
Xylophone
533
SloStr Prs Trem
472
Solo Violin fast
503
Solo Marimba
534
Marcato PrsTrem
473
Folk Violin slow
504
Orch Marimba
535
Sfz Prs Trem
474
Solo Viola fast
505
Vibraphone
536
Poltergeist Pad
475
Solo Viola slow
506
Celeste
537
AdagioTremSplit
D-6
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
538
Full Pizzicato
569
Largo conSordino
600
Fast Violin II
539
Touch Full Pizz
570
Largo 8ves
601
Fast Violin div
540
Variable Pizz
571
Espressivo Lead
602
Fast Viola
541
PizzBass/ArcoLead
572
EspressivoViolas
603
Fast Viola div
542
Lead & Adagio
573
Slow Thick Mix
604
Fast Cello
543
Adagio Split
574
VerySloVeryThick
605
Fast Cello div
544
Adagio Bs/Vln I
575
Touch Thick Mix
606
Fast Bassi
545
TripleStrike Str
576
More Viola
607
Fast Bassi div
546
AdagioTutti 8ves
577
SloStr Prs Swell
608
Fast Tremolo
547
AdagioDiv 8ves
578
Rite of Strings
609
Legato Violins I
548
Adagio Octaves
579
Adagio Violins I
610
Legato Violins II
549
Lead & 8vaAdagio
580
Adagio ViolinsII
611
Legato Violin div
550
Dual Slow Split
581
AdagioViolin div
612
Legato Violas
551
LeadTuttiMix B
582
Adagio Violas
613
Legato Viola div
552
Lead Strings Split
583
AdagioViolas div
614
Legato Celli
553
Lead MixOctvs
584
Adagio Celli
615
Legato Celli div
554
Divisi Mix +solo
585
Adagio Celli div
616
Legato Bassi
555
Lead Upper Range
586
Adagio Bassi
617
Legato Bassi div
556
Lead Div 8ves
587
Adagio Bassi div
618
Legato Tremolo
557
Dual UpperDivisi
588
Adagio Tremolo
619
Aggresso Violin
558
Dual Upper tutti
589
Lead Violins I
620
Aggresso Vln II
559
Dual Half Trem
590
Lead Violins II
621
Aggresso Violin d
560
Fast Mix Octaves
591
Lead Violins div
622
Aggresso Viola
561
Fast Divisi 8ves
592
Lead Violas
623
Aggresso Viola d
562
Marcato divisi
593
Lead Violas div
624
Aggresso Cello
563
Marcato Mix 1
594
Lead Celli
625
Aggresso Cello d
564
Marcato Mix 2
595
Lead Celli div
626
Agresso Bassi
565
Marcato Mix 3
596
Lead Bassi
627
Agresso Bassi d
566
Slo Muted Strings
597
Lead Bassi div
628
Agresso Tremolo
567
Largo Mix
598
Lead Tremolo
629
Rigby’s Strings
568
Largo Mix 2
599
Fast Violin I
630
Keyboard Strings
D-7
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
631
StringMachine
662
L’tric Nat Kit
693
Bug Zapper Kit
632
Lush Pad
663
TrashPanTom Kit
694
Elektro Sand Kit
633
Add A Pad 1
664
Tin Man Kit
695
Sandy Bott’m Kit
634
Add a Pad 2
665
Cheapo Dist Kit
696
Box o’ Sand Kit
635
Hi Res StringPad
666
AngryBastard Kit
697
Fine Grit Kit
636
LoFi Strings
667
Vibra Lunch Kit
698
Matchmaker Kit
637
Blue Resonance
668
Ricochet Kit
699
Zucchinni Kit
638
AutoRes StrPad
669
Frida’s Gate Kit
700
Pump da Well Kit
639
Ethereal Joe
670
Metallic Cut Kit
701
L’trk Reflux Kit
640
Adagio Magic
671
Cannibal Kit
702
Squash Clap Kit
641
Brt Natural Kit
672
Tunnel Feel Kit
703
Scoopit Up Kit
642
SmoothRocker Kit
673
Tuna Slap Kit
704
Tone Keeper Kit
643
Low Rocker Kit
674
Plywood Kit
705
Phase “E” Kit
644
SuperNatural Kit
675
Door Knocker Kit
706
Straw Blow Kit
645
Big Woosh Kit
676
Slapstick Kit
707
Falling Star Kit
646
Fat Nat Kit
677
Scratchbox Kit
708
Super Ball Kit
647
Abe Junior Kit
678
Anvil Head Kit
709
Pixie Dust Kit
648
Charlemagne Kit
679
Cat Scratch Kit
710
Air Waves Kit
649
H-Fact Kit
680
Scream Kit MW
711
Tub Floater Kit
650
SoftCookie Kit
681
Mangled Kit
712
Why Not Kit
651
Brushes Kit
682
Rawhide Kit
713
Turntablism Kit
652
HipgigJunior Kit
683
Shrugie Kit
714
Studio3and4
653
Cocktail Kit
684
Big Dog Kit
715
RadioKings
654
BeatBoxBrush Kit
685
Sweeper Kit
716
ResonntTraps
655
Jinglehop Kit
686
Gravel Dump Kit
717
AmbientRock
656
Tiny Bopper Kit
687
Mudflap Kit
718
Coliseum Kit
657
Move’n Air Kit
688
Mud Slinger Kit
719
RipperKit
658
Ali’s Punch Kit
689
Shrug’s Bros’Kit
720
TripTrash
659
Rock Trance Kit
690
Wet Sponge Kit
721
Beatbox
660
Ringling Pop Kit
691
Succotash Kit
722
SumpKitMWSus
661
Marley Kit
692
Backsweep Kit
723
ElectroKitMW
D-8
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
724
Paper Tom
778
Poly Sweep 2
809
8’ Diapason
725
Boinker
779
Scat Vocals
810
8’ Ped Bourdon
726
GlubFlangeKit
780
Scat Choir
811
8’ Reed
727
DryFattyKit
781
FM SqareBell
812
8’ Gamba
728
Drums w Bass 1
782
Toot Lead
813
8’ DiaCeleste
729
RMI ElecKit
783
WetToot
814
8’ Ballpark Stop
730
GateClapDrmLE
784
LegatoBrassyLead
815
8’ Viol
731
Dub Kit
785
Treble FM Lead
816
51/3’ Ped Bourd.
732
Rock Room Drums
786
Delicate FM Lead
817
4’ Open Flute
733
ResNoise Kit
787
Micromoog Plus
818
4’ Stop Flute
734
144ms Gated Kit
788
Deep Vox Bed
819
4’ Diapason
735
FatNoise Kit
789
SloSynOrch Wet
820
4’ Ped Bourdon
736
Hypd Natural Kit
790
Vox Bed 2
821
4’ Reed
737
Rango Kit
791
Hi Vox Cloud
822
4’ Gamba
738
NoiseSlapToms
792
LFO Pitcher Pad
823
4’ DiaCeleste
739
16LayerCake Kit
793
MagicChinaFlower
824
4’ Ballpark Stop
740
HopRoom Kit
794
Climax Perc
825
4’ Viol
741
Natural Ringer
795
16’ Open Flute
826
2 2/3’ OpenFlute
742
BeachGroover
796
16’ Stop Flute
827
2 2/3’ StopFl 12
743
Rock Snarer
797
16’ Diapason
828
2 2/3’ Diapason
744
Drum Pad Kit 1
798
16’ Ped Bourdon
829
2 2/3’ Reed
745
Filter Kit
799
16’ Ped Diapason
830
22/3’ Gamba
769
FM E Piano 1
800
16’ Ped Reed
831
2 2/3’ DiaCelest
770
FM E Piano 2
801
16’ Reed A
832
22/3’ Ballpark S
771
Hybrid DX & Pad
802
16’ Reed B
833
2 2/3’ Viol
772
FluidStradaGtr
803
16’ Gamba
834
2’ Open Flute
773
Fluid E Gtr
804
16’ DiaCeleste
835
2’ Stop Flute
774
OrganWaveComper
805
16’ Ballpark Sto
836
2’ Diapason
775
Poly Brassy
806
16’ Viol
837
2’ Reed
776
SynBrass Comper
807
8’ Open Flute
838
2’ Gamba
777
PolyPitch Brass
808
8’ Stop Flute
839
2’ DiaCeleste
D-9
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
840
2’ Ballpark Stop
924
Wah B3+Echoplx
955
GM Synth Kit
841
2’ Viol
925
Sweet n Nice
956
GM Jazz Kit
842
Pro Piano
926
Soft Chords
957
GM Brush Kit
843
Big Pop Piano
927
SputtringingB3
958
GM Orch Kit
897
Ezra’s Burner
928
Melvin C.
959
VAST1-3Ch/Perc
898
HotTubeGospel
929
All Out
960
VAST1-3 Ch/Perc2
899
B3 Midrange
930
J’s Comper
961
Fisher’s VAST B3
900
Blues&Gospel
931
Brother Jack
962
Ripply Six
901
Prog B3 Perc2
932
Model One
963
Ripple Siner
902
Prog B3 Perc3
933
Thick Gospel
964
Ripple Thump
903
Tube B3 Perc
934
Growler B
965
Ripple RevDrum
904
Prog B3 Perc4
935
Ready 2 Rock
966
Dark RevDrum
905
BrgtTubeScream
936
Thimmer
967
SpacerLead
906
Zepelin Solo
937
The Real ABC
968
Ripple Sine2
907
Argent B3
938
GospelSpecial
969
Ripple Thump2
908
MusselShoalsB3
939
In The Corner
970
Blues Harmonica
909
XtremTubeB3Prc
940
NightBaby
971
WheelBowCello
910
Classic Traffic
941
Gimme Some
972
WheelBowViola
911
Warm B3
942
The Grinder
973
WheelBowFiddle
912
Warmer B3
943
Mean Bean
974
Electric Cello
913
ChrsEchoOrgan
944
Dew Dropper
978
Classic MiniBass
914
SlowPhaseOrgan
945
Two Out
979
TalkWahPoly+Syn
915
Room B
946
J’s All Out
980
MeanWahMono
916
Lord’sDirtBomb
947
My Sunday
981
Bass Pedal
917
Mellow Mitch
948
Good Starter
982
SyncSqr Template
918
Sly’s Revenge
949
Sacrificer
983
CarpenterSndtrck
919
LateNighter
950
LeeMichaelsB3
984
ElectroMechLead
920
FirebreatheC3
951
GM Standard Kit
985
PannerTemplate
921
Mr Smith
952
GM Room Kit
986
Hi Arp Delay
922
Errol G.
953
GM Power Kit
987
Perc Arp Synth
923
Testify
954
GM Elec Kit
988
Candy*O SyncLead
D-10
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
989
WheelSyncBlips
1020
VA1NakedPWMMono
3226
Scary Monksters
990
12SAWMWheelLead
1021
VA1NakedSawPoly
3227
Attack Trance
991
HotMalletMWheel
1022
VA1NakedSqrPoly
3228
Lazer Dub
992
ScreaminWhlBass
1023
VA1NakedSqrMono
3229
Punchy Synth
993
SyncWheelLead
1024
VA1NakedSawMono
3230
Touch Trance
994
ModwheelKotoSyn
3200
Porter's SEM
3231
80's Lead Synth
995
VASprSaw
3201
Dark Wobbles
3232
Warbly Pong SQR
996
VASprSaw+Allpass
3202
Super Saw
3233
SEM Strings
997
Silent Program
3203
Tesla Coil
3234
Armingeddon
998
Click Track
3204
Armin a Leg
3235
Square Bell
999
Default Program
3205
Woodhouse Lead
3236
InfarctedScorb
1000
Diagnostic Sine
3206
Throat Siren
3237
Dearly Beloved
1001
Propht V Sync Ld
3207
Keytar Hero(Wah)
3238
Panning Synth
1002
Tempo SyncPulse
3208
PolySynth Stack
3239
Bocuma
1003
Slo Syn Orch
3209
Wicked Harsh Syn
3240
Touch Trance 2
1004
Anabrass
3210
Gangsta Wrap
3241
SKwEEmin'SKwAre
1005
Fat Syn Orch
3211
WheelMangler
3242
Nasty Syn Brass
1006
WheelGrowlMoogue
3212
Dipalma Dituna
3243
Popcorn
1007
The Way It Is
3213
Lush Square
3244
SporkInTheEyE
1008
AlphaCentauri
3214
Klockwork
3245
Giallo SynStr
1009
SynOrcWhaleCall
3215
Wave Rider
3246
Zap Chamber
1010
Downes Lead
3216
Trance Echo
3247
Lectronium MusBx
1011
Minipulse 4Pole
3217
Chillwave Chords
3248
Plantasia
1012
BPM Lead
3218
PWM Synth
3249
Electro Sleigh
1013
GatedSqrSweepBPM
3219
Chirp Attacks
3250
Touch Trance 3
1014
BPMEchplexPad
3220
FrankensteinWah
3251
Krafty Monks MW
1015
GatedNoisweepBPM
3221
Sunbleached Syn
3252
Sassaphrynth
1016
Cars Square Lead
3222
Daft Lead
3253
Warm Sliders
1017
Data Shape Saw
3223
MayhemWheelLead
3254
Classic Saws
1018
Saw+Mogue 4Pole
3224
80s #1
3255
Osti-Warble
1019
VA1NakedPWMPoly
3225
Tremolo Flange
3256
PBS on VHS
D-11
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
3257
Punch-a-ghost
3288
Squeeze Pad
3319
Cyanide and .45
3258
OBwancannoli
3289
TrickleDownPad
3320
Brown Sound
3259
80s #4
3290
Bell Pan Pad
3321
Verse Shimmer
3260
ARP Press-Rez
3291
Padme Pad
3322
Rich Les
3261
Aggro OctoBass
3292
Cycling Pad
3323
RedHot/StudioStr
3262
RideTheWheelBass
3293
Evolving Pad
3324
HeavyMetalThundr
3263
Iceman Bass
3294
Blip Pad
3325
SuperflyWahCast
3264
Dist Perc Bass
3295
Sparkly Pad
3326
Rich 'Caster
3265
Envy Bass
3296
Lush Rhythm Pad
3327
Les Grit
3266
Wrap Sine Bass
3297
Rhythm Pad
3328
SharpDressd
3267
ANGRYBass
3298
Omni Evolver
3329
JackTheRipper
3268
Mini-Obi Bass
3299
Percolator Glow
3330
BoutiqueBeauty
3269
Dist Filter Bass
3300
Gleam Dream
3331
SuperStudioCast
3270
GrudgeBassMW
3301
InstantSpooky
3332
FLIP'n METAL!!!!
3271
Squeeze Mini
3302
Deeper Water
3333
ShredfestLead1
3272
Mono BassBalls
3303
ambience1
3334
ChunkyVintageGtr
3273
Big Synth Bass
3304
Old & Warbly
3335
Les Verser
3274
Snappy Bass
3305
filmpiano
3336
Earth Guitar
3275
Noise Bass
3306
ambience2
3337
E-Bow Mono
3276
Vel Filter Bass
3307
Panorama
3338
Caster Verser
3277
Italo Bass
3308
Dream Dulce
3339
RAW and BLEEDIN'
3278
Rave Wind
3309
AltPianoSpace
3340
Kinda Krunchy 2
3279
Code Breaker
3310
DreamPiano
3341
Ripper LITE
3280
Snarky Dimpling
3311
New Beauty
3342
BLEEDIN' LITELY
3281
Toodle-Bell Beat
3312
Bowed Dulce
3343
Brown LITE
3282
Film Score Pad
3313
Ancient Calling
3344
Pajang
3283
MW S&H Filt
3314
AltPianoEcho
3345
Hammere
3284
THX
3315
NuBeauty3
3346
Dulciliere
3285
Majestic Pad
3316
PhasePickLes
3347
PlectraOne
3286
Pan Motion Pad
3317
Kinda Krunchy
3348
Klangere
3287
Undercurrents
3318
TimeWarpCaster
3349
Rich Mando
D-12

PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
3350
MandStrm5th/4ths
3381
Classic SynBrass
3466
Kit 11 KirkeeB 1
3351
Mandolin&BanjoSW
3382
Jubilee Trumpets
3467
Kit 12 25thAnniv
3352
BanjoStrumma
3383
7thHeaven Saxes
3468
Kit 13 LA A Kit1
3353
3Str Mand/Banjo
3384
Expressive Bone
3469
Kit 14 LA A Kit2
3354
3Str Mandolin
3385
Solo Bari Sax
3470
Kit 15 LA A Kit3
3355
3Str Banjo
3386
Solo Tenor Sax
3471
Kit 16 LA B Kit1
3356
Mandocaster
3387
Solo Alto Sax
3472
Kit 17 LA B Kit2
3357
Elec Mandolin
3388
Solo Trombone
3473
Kit 18 LA B Kit3
3358
ShortStrumma
3389
Solo Trumpet
3474
Kit 19 Pomele
3359
LongStrumma
3390
Electric Mermaid
3475
Kit 20 KirkeeB 2
3360
Solo Mandolin
3391
Steel Panther
3476
Kit 21 J Geils
3361
Super-8 Brass
3392
XHarmonicStlDrum
3477
Kit 22 Tightie
3362
Session Hornz
3393
Stereo Marimba 1
3478
Kit 23 Low Rock
3363
MiamiBrassSectns
3394
Marimba 2
3479
Kit 24 Drum&Bass
3364
UniSaxSection
3395
Rich Marimba
3480
Kit 25 Flabby
3365
Mr. West Horns
3396
Lonely Marimba
3481
Kit 26 Boxy Tubs
3366
Mancini Brass
3397
Rubber Marimba
3482
Kit 27 West Boxy
3367
Dr. StAb'N SwEll
3398
Marimba Abyss
3483
Kit 28 Big Buzz
3368
Unison Trumpets
3399
Metal Marimba
3484
Kit 29 Schnizzle
3369
Mostly Saxes
3400
SynRkrdMalletMW
3485
Kit 30 Bonzo'sRm
3370
High-End Horns
3401
Serious FM
3486
Kit 31 Old Traps
3371
Split SectionSW
3456
Kit 1 Open Rock
3487
Kit 32 Fat Boy
3372
SAX Sus-olo MPhn
3457
Kit 2 SquashRock
3488
Kit 33 ModernRok
3373
Bullit Brass
3458
Kit 3 Full Room
3489
Kit 34 80'sPower
3374
Brass Knickers
3459
Kit 4 East Space
3490
Kit 35 WoolyPckt
3375
Lo Brass Fanfare
3460
Kit 5 CopperRing
3491
Kit 36 Reso-King
3376
Wah Trumpet
3461
Kit 6 Birch Wood
3492
Kit 37 Los Feliz
3377
Morning Trumpet
3462
Kit 7 DeadRocker
3493
Kit 38 Mahogany
3378
Spunky Sax
3463
Kit 8 Ring-tone
3494
Kit 39 80's PTS
3379
Bari Maniblow
3464
Kit 9 Gadd'sLair
3495
Kit 40 FabFringe
3380
GB Hornz+Syn
3465
Kit 10 Hinomaru
3496
Kit 41 LouStools
D-13
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
3497
Kit 42 Orngcrush
3528
Recrd Start/Stop
3559
PERC Carnival
3498
Kit 43 Static
3529
5 Kits Templte 1
3560
HIT'n Rung 1
3499
Kit 44 LiteBrite
3530
Aud Kik/Snr Mono
3561
HIT'n Rung 2
3500
Kit 45 Brush 1
3531
Aud Kik/Sn Streo
3562
HIT'n Rung 3
3501
Kit 46 Brush 2
3532
Stereo KickDrums
3563
HIT'n Rung Keys
3502
Kit 47 PillowFuz
3533
Mono Kick Drums
3564
KEY SoftBars
3503
Kit 48 Thigpen
3534
StereoSnareDrums
3565
KEY XyLoomBa
3504
Kit 49 Fnessence
3535
Mono Snare Drums
3566
KEY Asian Metal
3505
Kit 50 Proc Pop
3536
Tom-toms
3567
KEY TablaBars
3506
Kit 51 Jersey
3537
Hi-hats
3568
KEY SlitBars
3507
Kit 52 HardKnock
3538
Rdes&Crshs&Rolls
3569
KEY GourdBars
3508
Kit 53 CoralBox
3539
E Perc/SoundFX
3570
KEY MamboBars
3509
Kit 54 Cold Cash
3540
Vocal Percussion
3571
MIXnMatch Perc1
3510
Kit 55 Sponge
3541
Drum Percussion
3572
MIXnMatch Perc2
3511
Kit 56 DJ-Dub
3542
WoodMetlShakPerc
3573
MIXnMatch Perc3
3512
Kit 57 Beatbx101
3543
VRT Accessory A
3574
MIXnMatch Perc4
3513
Kit 58 Rhythmcon
3544
VRT Accessory B
3575
ATM HoldnSlide
3514
Kit 59 Superfly
3545
VRT Accessory C
3576
ATM Birdy Birdy
3515
Kit 60 Lay Down
3546
VRT BongoConga
3577
ATM HimalayaCall
3516
Kit 61 TrashFunk
3547
VRT Bendir
3578
ATM HimalayaCal2
3517
Kit 62 RadioEcho
3548
VRT Bodhran
3579
ATM SacredShrine
3518
Kit 63 TouchTone
3549
VRT BodhrnBendir
3580
ATM Tera Nova
3519
Kit 64 Sweeper
3550
VRT Djembe
3581
ATM Oody Oody
3520
Kit 65 ScratchMe
3551
VRT DumbekDjembe
3582
ATM FlexiCrotale
3521
Kit 66 Ice Heart
3552
VRT FrameDrums
3583
ATM Bit'aGlitter
3522
Kit 67 ChakraJam
3553
VRT FrameHybrid
3584
ATM Drip'nGlittr
3523
Kit 68 Voice Box
3554
VRT Gourd
3585
Skrlx Drum Kit
3524
Kit 69 6 Mil$Man
3555
VRT Tabla
3586
VA1 Bass Drum
3525
Strange Hits
3556
VRT TalkingDrum
3587
VA1 Snare Drum
3526
Strange Hits2
3557
PERC KatManDude
3588
VA1 Hi-Hat
3527
VinylNoyzComboMW
3558
PERC PolyRitmico
3589
BonzoLTE
D-14
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
3590
KitLiteBeatbx101
3730
Mono Piano
4117
GM Accordion
3700
Concert Piano
3731
Church Pad
4118
Harmonica
3701
Rock Piano
3732
Church Bells A
4119
Bandoneon
3702
Recital Piano
3733
Church Trumpets
4120
Nylon Guitar
3703
Bright Classical
3734
Church Dyn Tuba
4121
Steel Str Gtr
3704
Parlor Piano
3735
Church Flute
4122
Jazz Guitar
3705
Jazz Piano
3736
Church Drums
4123
Clean E Gtr
3706
Stadium Pop Pno
3737
Ch Winds&Strings
4124
Muted Guitar
3707
Radio Pop Piano
3738
Church Trumpet
4125
Overdrive Gtr
3708
Power Pop Piano
3739
Church Organ
4126
Distorted Gtr
3709
Big Rock Piano
4096
GM Piano 1
4127
Gtr Harmonics
3710
Upright Piano
4097
Bright Grand
4128
Acoustic Bass
3711
Blues Piano
4098
Electric Grand
4129
Finger Bass
3712
Classic Rock Pno
4099
Honky-Tonk Pno
4130
Picked Bass
3713
Modern Rock Pno
4100
Elec Piano 1
4131
Fretless Bass
3714
NOLA Piano
4101
Elec Piano 2
4132
Slap Bass 1
3715
Stage Piano
4102
Harpsichord
4133
Slap Bass 2
3716
R&B Keys
4103
Clavinet
4134
Synth Bass 1
3717
Hip Hop Piano
4104
GM Celesta
4135
Synth Bass 2
3718
EDM Piano
4105
Glockenspiel
4136
Violin
3719
Soul Piano
4106
Music Box
4137
Viola
3720
Pub Piano
4107
Vibraphone
4138
Cello
3721
Indie Piano
4108
Marimba
4139
Contrabass
3722
Seventies Piano
4109
Xylophone
4140
Tremolo Strings
3723
Piano & Pad
4110
Tubular Bells
4141
Pizz Strings
3724
Piano & Choir
4111
Dulcimer
4142
Harp
3725
Piano & Harp
4112
Drawbar Organ
4143
Timpani
3726
Film Piano
4113
Perc Organ
4144
Ensemble Strings
3727
Ambient Piano
4114
Rock Organ
4145
GM Slow Strs
3728
Dark & Distant
4115
Church Organ
4146
Synth Strings 1
3729
Delay Piano
4116
Reed Organ
4147
Synth Strings 2
D-15
PC3A Objects (V 2.31.2)
Programs
ID
Program
ID
Program
ID
Program
4148
Choir Aahs
4178
Synth Calliope
4208
Tinkle Bell
4149
Voice Oohs
4179
Chiffer Lead
4209
Agogo
4150
Synth Vox
4180
Charang
4210
Steel Drums
4151
Orchestra Hit
4181
Solo Vox
4211
Wood Block
4152
Trumpet
4182
5th Saw Wave
4212
Taiko
4153
Trombone
4183
Bass & Lead
4213
Melodic Tom
4154
Tuba
4184
Fantasia
4214
Synth Drum
4155
Muted Trumpet
4185
Warm Pad
4215
Reverse Cymbal
4156
French Horn
4186
Polysynth
4216
Gtr Fret Noise
4157
Brass Section
4187
Space Voice
4217
Breath Noise
4158
Synth Brass 1
4188
Bowed Glass
4218
Seashore
4159
Synth Brass 2
4189
Metal Pad
4219
Bird
4160
Soprano Sax
4190
Halo Pad
4220
Telephone
4161
Alto Sax
4191
Sweep Pad
4221
Helicopter
4162
Tenor Sax
4192
Ice Rain
4222
Applause
4163
Baritone Sax
4193
Soundtrack
4223
Gun Shot
4164
Oboe
4194
Crystal
4165
English Horn
4195
Atmosphere
4166
Bassoon
4196
Brightness
4167
Clarinet
4197
Goblins
4168
Piccolo
4198
Echo Drops
4169
Flute
4199
Star Theme
4170
Recorder
4200
Sitar
4171
Pan Flute
4201
Banjo
4172
Bottle Blow
4202
Shamisen
4173
Shakuhachi
4203
Koto
4174
Whistle
4204
Kalimba
4175
Ocarina
4205
Bagpipe
4176
Square Wave
4206
Fiddle
4177
Sawtooth Wave
4207
Shanai
D-16
PC3A Objects (V 2.31.2)
Setups
Setups
Press the Info soft button for controller
information.
ID
Setup
ID
Setup
ID
Setup
1
Ridin w/ Giorgio
128
Default Setup
152
Hip Hop
2
Big Bottom Piano
129
TeknoRiff Sw 1-8
153
Jazz
3
Gospel B3& Piano
130
BluesJam in G
154
Reggae
4
PianoPercolation
131
Techno Substance
155
World
5
Jazz Trio Split
132
Acoustic Split
156
Dance
6
Piano, Steel+Pad
133
Slap/EP Split
157
Slow Rock
7
Kinetic Keys
134
Black Cow Split
158
Oldies
8
Introspektakular
135
Some Loving Splt
159
Funk
9
Evolving Pno Pad
136
Piano & Pad
160
Latin Danzhall
10
Hip Hodyssey
137
PedalsModeW/Beat
161
Metal
11
Blues Piano&Bass
138
AnaBanana
162
Growth Pad
12
ETtheExistential
139
Sanctuary
163
Morricone's Fall
13
Funky Bass Split
140
World Beneath
164
Strings Old&New
14
Bowed Piano
141
DeepBurn
165
MonoBass & ArpSt
15
PC3A Lyr Default
142
Sync Scene
166
Jazz Bass/Piano
16
PC3A SpltDefault
143
MeanClav/Rhds
167
Bass + KB3 Split
17
Church PNO&Str
144
Bigband P Bttn1
168
Zep KB3/Pianet
18
Church E.P&Str
145
MeanPianet/Piano
169
ElectricBass/EP
19
Church Orch
146
Oldtimey Blues
170
ARP & Bass
20
Church Holy Pad
147
OldR&B
171
Fretless Split
21
Church Holiday
148
Old School Jam
172
Big Lead
22
Church Brass
149
Brooklyn Smoov
173
SynBass/Lead
126
Internal Voices
150
Country
174
Play
127
Clear Setup
151
Rockroll in A
175
MovieBuildup
D-17
PC3A Objects (V 2.31.2)
Setups
ID
Setup
ID
Setup
ID
Setup
176
GuitarEnsemble
203
LA Split
230
Eminence in C
177
Big n Warm Pn/Gt
204
Bluman Live
231
VampireNightclub
178
Joni Split
205
Shwales
232
Kurz Jacinto
179
StrangeLands
206
Eden's Sky
233
Music Bed
180
Perc Attack Orch
207
Marimbatronic
234
Octavia
181
Disco Fanfare
208
Tronotronic
235
Rosin Rhythm
182
Pad w/Benefits
209
Orch Fantasy
236
Insanity
183
AnaSoup
210
Stringotronic
237
Bells
184
Blue Lights On
211
Harp Ensemble
238
LowChunkerGroove
185
Plucked Hammers
212
MarimbasGoneWild
239
Hold Sum Notes
186
Forbidden Planet
213
Ivory Ensemble
240
Reich Piano
187
Childhood Magic
214
Spaces
241
AnaBouncer
188
Autobeller
215
Bubble Pad
242
The Factory
189
Square Arp'er
216
Fat Ana
243
FattyFatFat
190
PizzicatoBenefit
217
Frets o' Lush
244
Brass Bouncer
191
GrandPad & Magic
218
Dual Manual B3
245
Electric Dancer
192
TinklySweepySpcy
219
Dual Manual B3 2
246
Treso-Pulser
193
Pulsing Anthem
220
Dual Manual B3 3
247
Mellow Tripper
194
PedHold PnoSolo
221
Dual Manual B3 4
248
SpacePulser
195
Rhythm Pad SW
222
Mwhl Blips ARP
249
Mood Arp C2
196
The Wonders
223
Mwheel DJ Arp
250
Strum Thurmond
197
Drops of Jupiter
224
Margarita Split
251
Drum n Bassr
198
No Complaints
225
ConstantGardener
252
funk setup
199
Brighton Lush
226
Run Rago Run
253
Hazel Jam
200
Nylon and Ivory
227
Bionic Rock
254
GetBerni Sld E-I
201
Drawbr/Slidr SW
228
Pea Soup
255
Pipe Organ 1
202
Mini/E3/Clav
229
Walking Arps
256
Pipe Organ 2
D-18
PC3A Objects (V 2.31.2)
Setups
ID
Setup
ID
Setup
ID
Setup
257
Pipe Organ 3
3208
Sandstorm Dubai
3235
G Rocker
258
Pipe Organ 4
3209
Funkro
3236
Buena Vista
259
Pipe Organ 5
3210
House/Dub Clips
3237
Con Salsa
260
Pipe Organ 6
3211
70s Trucker
3238
P-Horns
261
BuildAnOrchestra
3212
ARP Beats
3239
Marimba Roll
262
Sugar Plum Army
3213
The Islands
3240
Spanky
263
FanfareOrchestra
3214
SkusnoK
3241
Fishin
264
ElecFanfareOrch
3215
Bleep This
3242
Metalic
265
ElecBalladOrch
3216
UK SynPop
3243
Boots n Cats
266
Magic Pizz Orch
3217
KindredSpirit
3244
Desert Ambush
267
ElecBalladSplit
3218
Simple Talk
3245
Chip Tune SW1
268
Jaco n Joe
3219
Artemis Tau
3246
BareKnucklGroove
269
PianoComp/Split
3220
Corner Pub
3247
E-B-D-A/C-A
270
Fusion Comper
3221
Tight R&B Jam
3248
Pulsebeat Sustn
271
Pno&Choir-or-Str
3222
Serpent Nebula
3249
Shaft Fuzz
272
RichBalladComper
3223
ChuckB Rocker
273
NewAgeComper
3224
Scat Jazz pSW1
274
Voyager One
3225
Afterglow
275
OrchestraOfBells
3226
Jive-Thirty
3200
Future D&B
3227
LuvQwest
3201
HelpmeNow
3228
Dance the Dulce
3202
Pluck Hop
3229
Venus
3203
Arise the Fear
3230
Super House
3204
Electro Shuffle
3231
Drm Circle SW1-3
3205
The Bends
3232
DwntmpoDance
3206
Ghetto Funk
3233
Thessia
3207
Woodhouse Groove
3234
Electra
D-19
PC3A Objects (V 2.31.2)
QA Banks
QA Banks
#
Bank
1
Leads
3
Gig Bank 1
2
4
5
6
7
8
9
10
11
99
Synth 1
Pianos 1
ElectroMech 1
Pads 1
Guitars
Basses
Setups/Splits
Voices
Church Bank
Basic QA Bank
Effect Chains
#
Chain
#
Chain
#
Chain
1
Little Booth
32
Stereo Chorus
63
Ring Modulation
2
Soundboard
33
Dense Chorus
64
Frequency Offset
3
Small Dark Room
34
Soft Flange
65
Lazer Tag Flange
4
Sax Chamber
35
Wetlip Flange
66
Fallout PitchLFO
5
Small Hall
36
Flanged Taps
67
Reverse Reverb
6
Medium Hall
37
Slow Deep Phaser
68
Reverse Reverb 2
7
Green Room
38
Fast&Slow Phaser
69
Oil Tank Reverb
8
Opera House
39
Phaser EGT
70
Laser Reverb
9
Real Nice Verb
40
Thin Phase Sweep
71
Gated Laserverb
10
Empty Stage
41
Tremolo BPM
72
ReverseLaserverb
11
Med Drum Room
42
Simple Panner
73
Envelope Followr
12
AbbeyPianoHall
43
Thin Phase Sweep
74
Envelope Filter2
13
Predelay Hall
44
Leslie start
75
Trip Filter
14
Sweeter Hall
45
SubtleDistortion
76
Stereoizer
15
Concert Hall
46
EPiano Distortzn
77
Barberpole Phzr
D-20
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
16
Symphony Hall
47
Distortion + EQ
78
Laser Dly Reverb
17
Cathedral Chorus
48
Ray’s EP
79
Degenerator
18
DeepChorsDlyHall
49
Scooped Distort
80
Basic Delay 1/8
19
Omni Stage
50
Burning Tubes!
81
Arp Delay Loop
20
Classic Plate
51
3BandDrumComp
129
Basic Delay 1/8
21
MediumWarm Plate
52
Snare Compressor
147
snarcmp1
22
Real Plate
53
Snare Cmp w/Rvb
176
Lead EGT6
23
Smooth Plate
54
Kick Compressor
193
LitePad2
24
Gated Plate
55
Hard Knee Comprs
203
PhaseDly1
25
Basic Delay 1/8
56
Bass Comp Mutrn
204
ThinphaseSweep
26
4-Tap Delay BPM
57
PnoEnhancement
206
hhpitchr1
27
Echo Plecks BPM
58
LA2A for Strings
209
Snarcmp1
28
Timbered Taps
59
Resonant Filter
210
SymphonyHall 1
29
Dub Delay
60
Aux Echoplex
211
SymphonyHall 2
30
Sm Stereo Chorus
61
Bandsweep Filter
212
SymphonyHall 3
31
Chorusier
62
Hi FrequencyStim
213
Jazz Stage
214
Live Room
275
gshot vrb
337
Hot Leslie 122e
215
String Chamber
276
deep part1
338
Hot Leslie 122f
216
Fife Stage
277
DblSloFlangeCmp
339
Soul Leslie122 4
217
Live RecitalHall
278
alphacentauri1
340
Leslie B 122
218
AbbeyBrasHall2
279
Timbered Taps 2
341
Joey Leslie 122
219
Smooth Long Hall
300
GospelDistLeslie
342
Hot Leslie 122g
220
kickcmp3
301
GimmeSomeLeslie
343
Hot Leslie 122h
223
kickcmp4
302
DF OrganRoom
344
TapChorus Leslie
224
snarcmp4
303
GimmeSomeLesl
345
SlowPhasedLeslie
226
kickcmp5
304
GimmeSomeLesl2
363
Nonkb3 A
229
Bright Hat Room
310
AcceleratorLes 2
364
Warm Leslie12
230
BrightFlange
312
ExpressLeslie
365
WarmDistlLes1dw
233
snarshaper6
313
Leslie 122 a
366
BrighDistlLes1
240
Reverb2
314
Mitch’s Leslie
367
DistleratorLes 6
255
Flange+Delay
315
Melvin’s Leslie
368
BrightDistlLes
257
Empty Stage II
316
Greg’s Leslie
369
DistlLes dw41
258
AbbeyPianoHall 2
317
RoomyLeslie 122
370
Prog Leslie1
D-21

QA Banks
#
Chain
#
259
Opera House II
318
Soft Leslie 122
371
LightDistlLes2
260
Vintage Strings2
319
CrunchLeslie 147
372
DW Leslie13
261
Classic Plate II
320
Thimmer Leslie
373
LeeMichaels 1
262
Recital Hall II
321
Jimmy’s Leslie 2
375
DW Leslie12
263
Small Hall II
323
Organ Taps
376
DistlLes 5
264
Real Niceverb II
324
Leslie CleanAS
377
Sly Leslie
265
Medium Hall II
325
Leslie 122 cr
378
LightDistlLes
266
Small Dark Room2
326
Jimmy’sBrakeLes
379
FisherLeslie
267
PnoRvb II
327
Greg’s Latcher
380
Soul Leslie122 7
268
ShortPnoRvb III
328
Nice Leslie
385
NewLord 1
269
PnoEnhancRvb3
329
Clean Leslie
386
SystemTemp Tap
270
RevComp5
330
Warm Leslie
387
WaterDistSynth
271
Clunker II
331
NewLord 1
388
FlangeVoiceHall
272
St CHDly II
333
CrunchLeslie122
389
BrightFlangeHall
273
OmniStage
334
Hot Leslie 122b
391
FlngRecitalHall
274
OmniStage
335
BostonLeslie1
392
Med Drum Room
395
Cathedral Vx
450
SynthLead
489
HeavyBuckers
396
BurningTubes5
451
SynthBassAmp
491
ProBassComp
397
PunchBassAmp
452
MosqueySwirl
492
NYCTripStrings
399
RevverLeslie
454
PadFX2
493
ProBassComp2
400
Bradley’s Barn 1
455
PadFX1
496
DirtLordAmp
401
Bradley’s Barn 2
456
Chr & Echo
500
Setup Aux Verb
403
LA2A for Strings
457
Vocals w FX
501
Setup Aux DDL
411
ChrsDly
458
DrySynthCDR
517
Early Reflection
412
RealDrmComp
459
WetSynthCDR
518
Pad Depth Pt1
414
RealDrmComp2
461
VibesRoom
519
Gunshot Verb
415
TiteDrmComp
462
PercussionRoom
520
AlphaCentauri 1
416
Marimba Hall
463
CagesRoom
521
BasicCDR
420
AGT Reverb
464
CmpRecitalHall
522
Synthorc BPM
422
WarmCruncher
465
StrRecitalHall1
523
BPM Flange Dly
424
Fierce Lead
466
StrRecitalHall2
524
DblSloFlangeCmp
425
CompTrem
467
RecitalHall
644
StevieTrem EP 1
426
12StWarmCrunch
468
MyJaco
645
Beater EP1
D-22
Chain
#
Chain
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
427
Phaser EGT
469
UprightBassRoom
646
Jamerson1
428
SnareComp1
470
Levin Chorus
648
SlyBASSComp1
430
KickComp1
472
Bright Room
651
Trampler 1
431
60’s BigDrumRoom
473
Med Dark Room
652
HipHop Drms1
434
AGT EnhCD
474
BasicReverb
654
HipHop Drms2
435
CDRecitalHall
477
Medium Hall 4U
655
TOP Drum Reverb1
436
Nylon EnhCD
478
KickComp2
656
HOP Drum Reverb1
439
ChrsDblRoom
479
ColdPliano 2
657
HopKickcmp1
440
EnhcBassAmp
480
FDR PercRoom
658
NoQuarter
441
FlangVoiceHall2
482
NylonAgtVerb
659
TechnoHHDly 1/8
442
Vocals w FXnMic
483
3BandDrumComp
660
HOP Drum Reverb3
445
Harpolicious
484
KikComp 4:1
661
HopKickcmp7
446
ChrsDly
485
ToxicStrings
662
Roomverb1
447
EGT Hall
486
3BandDrumComp2
663
Kickcmp6
448
Burning Tubes
487
Scoopd Dist EGT2
664
Snarcmp11
449
Chorus AGT
488
NotScoopd Dist
665
Reverb3
666
Small Dark Room
717
Deep FuzzBass 1
764
ShortPnoRvb31
667
Snarcmp12
718
Eber Bass
765
St CHDly
668
Kickcmp13
719
SynFatener& Ech2
766
Synphase1
670
BeastieDrums
720
CP80Enhanc1
768
St CHDly
671
Clunker13
721
Fisher’sHarm Mic
771
Walrus EP
675
Funksnare9
722
AbbeyPianoHall2
772
EPChr16
676
Funksnare8
723
Medium Hall 2
773
Siberia
680
EPDistPhase1
724
Fagen Phaser
775
Deep Fuzz 5
681
RayEP 1
726
SmallWurly
780
Flange Echo 2
682
Deep Fuzz 1
727
Basic WurlyEP
781
ARPMosque Room
685
Deep Fuzz 31
729
Cheese Horns
782
Chr & Echo
687
ReverseVerb1
730
BasicChorusDly 2
784
Mutron Clav 2
690
Acidflute
732
Wallflower Ch
785
Siberia II
691
Blueman1
733
ChPanDlyComp
786
EnhanceComp1
692
CompDelay12
734
CheeseChorus
787
Shaper->Reverb2
694
SmallDarkRoom3
736
CompDelay
788
Clav Phase1
695
PlainComp15
737
SynFatener& Ech3
790
SynlaserFlange 1
D-23
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
696
RevComp4
738
BIGCompDelay
792
RockyRaccoon
697
EP RotoAmp12
739
UprightPiano
793
Squire
700
HiMutron 1
740
SitarCmpRvb
794
Flange 4
701
Sax Chamber 21
741
AC Bass 3
795
Deep Fuzz Clav
702
BigDarkRoomDW
742
VoxKB3
797
Clav Comp1
703
New Gtr 31
743
Blackfriday
798
SmallClav
704
PnoRvb 14
744
Blackestfriday
799
Synth Shimmer
705
Small Hall11
745
Flange 4
801
PhaseDly1
706
PnoRvb21
750
Good Leslie1
802
Shredlead1
707
Empty Stage 11
754
Good Leslie4
803
ThinphaseSweep
708
Mutron 2
756
GoodLeslie 6
804
EnvComp41
711
PlainComp12
757
WhitrShadeLeslie
805
MoogBASSComp11
713
CDR Synth
758
Inagadadavita
806
SynFatener& Ech4
714
SynthFlangenDely
759
GoodLordLeslie
807
Shredlead15
715
QuantzEnhanceSyn
760
Small HallComp1
808
PlainComp21
716
BladerunnrRvb
762
GoodLeslie 5
809
Garth
810
BassFleaCompMu
845
Elton1
882
EPChr6
811
Chr & Echo 2
846
Aux Chamber
883
PnoEnhanc3
812
BasicCDR2
847
BowiePno1
884
SynEnhancement
813
ShaperFuzzLead 2
848
BluesPnoCmpRvb 1
885
CompKik11
814
AM Big Band
849
New Gtr 31
886
VintChamber
815
Clunker20
850
Soundboard 3
887
SmallWurly2
816
PadFX3
851
OmniStage
888
Deep FuzzPnt 1
817
SynFatener& Ech5
853
MedPlateJazFlute
889
Comp70
818
MarleyClav1
854
MistyMntn EP 2
890
FooldAgainVox
819
Flange Echo 4
855
PnoEnhanc22
891
CompKik111
820
Deep Fuzz Clav 3
856
ClavPhase1
892
Vintage Horns 3
821
GetBack1
857
MedRoom10
893
Leslie Gospl
822
Deep Fuzz Clav 5
858
EPChr11
894
EPChr60
823
ChrsDly4
859
HardRhds1
896
Deep Fuzz 51
824
Leslie Basic
860
PnoEnhancement
898
Shredlead3
825
MoogBASSComp5
862
SmallHornChamber
899
Synphase1
827
EPChr1 Dyno
864
Clunker50
900
Synphase2
D-24
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
828
Synphase17
865
PnoEQCmp3
901
SynthTrem2
829
Leslie Comp 1
866
Comp4
902
DWAuxRvb1
830
PhaseDly104
867
3DogEP 1
903
Small Dark Room2
831
GoodLeslie 52
868
CompDelay
904
Sax Chamber2
832
CPChrRvb1
869
PnoEnhanc22
905
Small Hall2
833
DistLeslie Basic
871
EPChr11
906
Medium Hall2
834
CompKit111
872
Old Chamber
907
Real Niceverb
835
CarlosSyn
873
ChefAid 1
908
Opera House2
836
MaroonSynbass
874
Zep Fuzz 1
909
Mosque Room2
838
FloydEP1
875
Bernie Clav
910
Bright Hall
839
PnoCmpSndBoard 1
876
ClavRotoAmp
911
Echplex 1
840
SuperTrmpPhase
877
Dark Niceverb
912
AbbeyPianoHall
841
Wurly 1
878
Basic RayEP 3
913
Recital Hall 2
842
ShortPlate4EPs
879
LatinHornCmp
914
Echplex 2
843
ShortPlate4EPs2
880
Basic RayEP 2
915
Medm Warm Plate2
844
Aux Dark Room 2
881
Raffas DX7
916
EQVelMorph
917
Aux Echplex
950
Snarcmp112
983
RayEP 1
918
Farfisa1
951
Snarcmp113
984
EnhanceComp121
919
Good Leslie33
952
EnvKickcmp1
985
Clunker IIa
920
Zep Leslie
953
Kickcmp602
986
Pad Depth Pt1
921
Snarcmp801
954
Snarcmp112
987
AuxChorusHall
922
kickcmp401
955
HipHop Drms101
988
TechnoSyn1
923
Deep Fuzz 6
956
PnoCmpSndBoard10
989
Synphase102
924
SynEnv4
957
Epicsnare1
990
CompDelay
925
SmallComp9
958
JumpSynth
991
CompMeltrn
926
KickComp201
959
Funksnare88
992
ARP
927
GoodLeslie 9
960
Kickcmp441
993
Triplet delay
928
Falgor Gtr
961
Upright3
994
Bigverb
929
KickComp701
962
HopKickcmp701
995
Syncpulse
930
Good Leslie34
963
Leslie Comp 2
996
compbass 2
931
Syncblip
964
Kickcmp301
997
CompDelay3
932
CompDelay3
965
PnoRvb 1
998
Comp501
933
Cheese Horns2
966
PnoRvb2
999
RMIPhase1
D-25
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
934
SynthCDR20
967
HipHop Drms201
1000
Joey Leslie 122
935
Vintage Horns 2
968
Breakdrums1
2000
GM Reverb
936
Chorus Pan Delay
969
Blackfriday2
2001
GM Chorus
937
Snarcmp101
970
CompDelay101
3200
SEM TRI
938
Filter1
971
Sax Chamber 2
3201
RAVE WIND
939
Syncpulsedw
972
Clunker501
3202
Chroma FM
940
Kickcmp501
973
Horn Plate 1
3203
Chroma FM2
941
Snarshaper601
974
Vintage Horns
3204
Iceman Bass
942
ProBassComp3
975
BrightFlange2
3205
Mandocaster
943
SynEnv5
976
ThinphaseSweep2
3206
Daft Lead
944
SnareComp101
977
Small Comp102
3207
Tenor Sax
945
BostonLeslie2
978
EPPhase1
3208
GANGsta Wrap
946
Kickcmp104
979
NonKB3LesliePdl2
3209
Basic Delay 3/16
947
Leslie MShoals
980
FlangeComp3
3210
DblSloFlangeCmp
948
Snarcmp121
981
Mutron Clav 201
3211
Pan Trem BPM
949
WhitrShadeLesli3
982
SynChorusDly202
3212
Pan Trem BPM OOP
3213
BPM Pad ChDeRv
3246
Gated Plate
3279
Synth Bass CDR
3214
supersaw 2
3247
Van EQ
3280
BOC Deverb
3215
Slow Phase
3248
WarmCruncher2
3281
Gtr Niceverb
3216
BPM Trance
3249
Scorb4Tap/Rv BPM
3282
TripleCaster1
3217
Lazer DUB
3250
Scorb-olo BPM
3283
TripleCaster2
3218
Krafty Monks
3251
Here Lil' Boy!
3284
TripleCaster3
3219
dist Booth
3252
DiPulsulator
3285
TripleCaster4
3220
Delay + Plate
3253
PadmePlecks BPM
3286
TripleCaster5
3221
Dist Booth Dly
3254
ToodleTrem
3287
TripleCaster6
3222
Sonny More | )
3255
ToodleDelay 1/8
3288
TripleCasterWah
3223
JSP Synth CDL
3256
Zap Chamber
3289
TripleCasterEQ
3224
Synker1
3257
CasterTrem
3290
TripleCaster31
3225
SynCompMu1
3258
LesTrem
3291
TrumpetWah
3226
Shred Gtr
3259
AS Laser Reverb
3292
E-Bow
3227
Shred Gtr Wah
3260
as Laser Reverb
3293
1/2-1/4DlyBPM
3228
Chunky G 1
3261
NuBeautyDist
3294
Phase
3229
AuxGtrEchplex
3262
AmbientPanner
3295
EQVelMorph L
D-26
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
3230
Synth Delay 1/4
3263
NuBeautyDist2
3296
EQVelMorph R
3231
Bari Sax
3264
HammerDulceComp
3297
HF Stim
3232
Electric Mermaid
3265
Dulcimer Chorus
3298
InstantHillbilly
3233
Solo Trumpet
3266
HammerDulceRoom3
3299
HoRnYFlAnGePaRtY
3234
FLIP'n Chorus!
3267
HammerDulceComp2
3300
BRASS EQ/Comp
3235
FLIP'n Delay!
3268
LesChorus
3301
MouthyFilter
3236
RedHot Dst/Cho
3269
EGT Multi 1
3302
Super8 Horn Dly
3237
RedHot Reverb
3270
Kinda Krunchy2
3303
BrassMod+AMRadio
3238
RedHot Delay
3271
Pan Trem BPM OOP
3304
7thHeaven Plate
3239
Miami Gated Room
3272
SEM Shape
3305
7thHeavenCmpSlap
3240
Miami Plate Rvb
3273
Bright Syn Pad
3306
Bullitt PDlyHall
3241
SnarkyDimplix Rb
3274
Synth Delay/RVB
3307
Bunny Delay 3
3242
FLIP'n Distortn!
3275
Syn Chor DDL
3308
Van Brown LITE
3243
Synth Brass Env
3276
Syn Dist/Delay
3309
Van ChDly LITE
3244
Van BrownSound
3277
huge space 2
3310
Sax-susolo Plate
3245
Van Reverb
3278
SynPad
3311
THX
3312
StdioCasterFXRig
3345
SynPnoPhase1
3463
Garage Drums
3313
BonzoCompLTE
3346
PBS on VHS
3464
Expandn'DrumHall
3314
BonzoLTE GateRvb
3347
Attack Trance
3465
Expandn'Drum 481
3315
Syn Brass Plate
3348
HPF Drum Taps
3466
Expandn'DrumPLTE
3316
Syn Str Hall
3349
Lectro Plate
3467
Expandn'Drum GYM
3317
E-Bow 1
3350
Nasty Syn Brass
3468
SnappyDrumCmpVrb
3318
THX
3351
Syn Str Hall
3469
Drum Enhancer
3319
WorldCDR1
3352
BOC Deverb
3470
DrumComp subtle
3320
WarmCDR
3353
Popcorn Plate
3471
Snare Enhancer
3321
Chunky G 1
3354
Plantasia Plate
3472
SnrEnhanceComp
3322
OBI 1
3355
New Horns 1
3473
NewKickComp 1
3323
SYnBassCompMu
3356
Phase DW
3474
CmpVerb4Drms2
3324
MarimbDelay BPM
3357
SynChor&Dly1
3475
DistCompRev4Drms
3325
DW GatedLaserver
3358
Mando EQ
3476
DrmCMP4PrgNew
3326
Chillwave Chords
3359
WorldMandolnCDR1
3477
Ricochet Verb
3327
Burning Keys 3
3360
Dist Booth Dly
3478
VerbW/Stereo 2
3328
EnhanceSyn
3361
Synth Bass CDR
3479
DubDelayer
D-27
PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
#
Chain
3329
Burning Keys 6
3362
Infin Cathedral
3480
DarkDrumSlap Sys
3330
StTaps1
3363
Infin Cathedral2
3481
ExpStereoDrmHall
3331
Flange Mayhem2
3364
Punch-a-ghost
3482
Snr Enhnce HiCut
3332
Mute Gtr1
3365
ElecMandolin
3483
Trans DrmComp
3333
SynthCDR
3366
Gallo Dist+ EQ
3484
CmEqDeRe4DrmsSTb
3334
3str Gtr Wah2
3367
UnderCurrnts
3485
CmpDistRev4Drms
3335
WorldMandolinCDR
3368
UnderCurAux
3486
VinylDistImage
3336
Padme's lil' Pal
3369
DW Laser Reverb
3487
Dub hall
3337
Squeeze Cmp
3370
Cathedral ChorDW
3488
JK Timbered Taps
3338
Klockwork
3456
BreakdrumsNEWKIK
3489
JK GatedLaserver
3339
Bass Fishing
3457
Lil' Drum Booth
3490
JK Marimba Hall
3340
Wave Rider
3458
Small Drum Space
3491
JK Green Room
3341
TripleCaster6
3459
Small Cmpsd Spce
3492
JK Laser Reverb
3342
TripleCasterWah
3460
More Drum Air
3493
Dubstep Drumz
3343
Mr.West Horns
3461
Full Drum Room
3494
DubDelayer
3344
TripleCaster31
3462
Brite Drum Space
3700
HipHop Piano DDL
3701
Accdn Booth
3734
Bright Y EQ2
3767
Radio Pop EQ
3702
BRASS EQ/Comp
3735
Artis K Pop EQ
3768
Concert GrandEQ4
3703
SynTrem
3736
Dark n Distant
3769
Soundboard 4
3704
InfinSynCathedr
3737
Artis Pluck EQ1
3770
ModJazz K3
3705
Delay + Plate1
3738
Artis Y EQ
3771
Upright EQ2
3706
SEM TRIdw
3739
Bebop Piano
3772
Pianarma EQ+Cm4
3707
SynthLeaddw
3740
ModJazz K1
3773
JSP Comp & EQ2
3708
SynPadDW
3741
Piano + Pad
3774
Recital Piano 3
3709
AGT EnhCDdw
3742
Delay Piano
3775
ArtEQCMPas2
3710
CasterTremdw
3743
Mono EQ
3776
Weapon Chain2
3711
LesTremdw
3744
RecitalHall
3777
MarquisPiano3
3712
StdioCasterRigdw
3745
BigChorusPiano2
3778
ClassicBLesFstv4
3713
PercVerb1
3746
Lrg Ambience l
3779
Concert GrandEQ6
3714
Soundboard 3
3747
Ambient Pno EQ
3780
Indie Piano
3715
Tremolo BPM
3748
Blown Spkr Ins
3781
ArtEQDW8
3716
Pianarama! verb
3749
Recital Piano3
3782
Hot Leslie 122b
3717
Solaris
3750
FM n K EQ
D-28

PC3A Objects (V 2.31.2)
QA Banks
#
Chain
#
Chain
3718
SolarisGateLazer
3751
FM Hall
3719
Existential Taps
3752
ConcertK lite1
3720
URage_CmpRvb
3753
ConcertK lite2
3721
LintBuster LD
3754
Soundboard as
3722
RSessionGTR
3755
ConcertK 4sc
3723
JSP Comp & EQ
3756
damper verb
3724
Weapon Chain
3757
ConcertK EQonly
3725
Artis KHall
3758
Artis Y Grand2a
3726
Artis LrgKHall
3759
Artis YHall 2
3727
Upright EQ
3760
Upright Room
3728
Artis LrgKHall
3761
ParlorPianoEQ
3729
ConcertGrand1
3762
ParlorVerb
3730
ModJazz Plate 1
3763
PianoTmplateEQ1
3731
Punch Room
3764
ModJazz K2
3732
Concert Grand EQ
3765
Brgt Soundboard
3733
Y Grand EQ 2
3766
Recital EQ
#
Chain
D-29
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Effect Presets with Algorithms
How to Use These Tables
Each effect preset in the PC3A (for effects boxes within the Chain editor) is based on an effect
algorithm from the Kurzweil KSP8 effects processor. To make the fullest use of the PC3A’s effects,
you will need to download a copy of the KSP8 Algorithm Reference from the Kurzweil Music
Systems website. This book provides extensive detail on all effects parameters. For ease of use,
the algorithms are indexed and linked by name and number.
For example, to find information on the available parameters for PC3A effects preset “1 Small
Wood Booth,” first refer to the chart below for the name and number of the preset’s underlying
algorithm. In this case, the KSP8 algorithm is “4 Classic Place.” The description of the Classic
Place algorithm begins on page 19 of the KSP8 Algorithm Reference, and its 3 pages of parameters
are described starting on page 21 of the KSP8 Algorithm Reference.
Reverbs
Booth/
1
Small Wood Booth
alg 4 Classic Place
2U
Ambience
2
Natural Room
alg 5 Classic Verb
2U
3
PrettySmallPlace
alg 4 Classic Place
2U
4
NiceLittleBooth
alg 1 MiniVerb
1U
5
Sun Room
alg 5 Classic Verb
2U
6
Soundboard
alg 7 TQ Verb
3U
7
Add More Air
alg 10 OmniPlace
3U
8
Standard Booth
alg 8 Diffuse Place
3U
9
A Distance Away
alg 6 TQ Place
3U
10
Live Place
alg 8 Diffuse Place
3U
11
Viewing Booth
alg 1 MiniVerb
1U
12
Small Closet
alg 10 OmniPlace
3U
13
Add Ambience
alg 1 MiniVerb
1U
14
With A Mic
alg 4 Classic Place
2U
15
BrightSmallRoom
alg 1 MiniVerb
1U
16
Bassy Room
alg 1 MiniVerb
1U
17
Percussive Room
alg 1 MiniVerb
1U
18
SmallStudioRoom
alg 4 Classic Place
2U
19
ClassRoom
alg 5 Classic Verb
2U
20
Utility Room
alg 5 Classic Verb
2U
21
Thick Room
alg 5 Classic Verb
2U
22
The Real Room
alg 5 Classic Verb
2U
23
Small Drum Room
alg 1 MiniVerb
1U
Room
D-30
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Chamber
Hall
24
Real Big Room
alg 5 Classic Verb
2U
25
The Comfy Club
alg 9 Diffuse Verb
3U
26
Spitty Drum Room
alg 7 TQ Verb
3U
27
Stall One
alg 7 TQ Verb
3U
28
Green Room
alg 7 TQ Verb
3U
29
Tabla Room
alg 12 Panaural Room
3U
30
Large Room
alg 7 TQ Verb
3U
31
Platey Room
alg 14 Grand Plate
3U
32
Bathroom
alg 5 Classic Verb
2U
33
Drum Room
alg 12 Panaural Room
3U
34
Small Dark Room
alg 12 Panaural Room
3U
35
Real Room
alg 5 Classic Verb
2U
36
Brt Empty Room
alg 7 TQ Verb
3U
37
Med Large Room
alg 12 Panaural Room
3U
38
Bigger Perc Room
alg 7 TQ Verb
3U
39
Sizzly Drum Room
alg 5 Classic Verb
2U
40
Live Chamber
alg 11 OmniVerb
3U
41
Brass Chamber
alg 1 MiniVerb
1U
42
Sax Chamber
alg 1 MiniVerb
1U
43
Plebe Chamber
alg 1 MiniVerb
1U
44
JudgeJudyChamber
alg 7 TQ Verb
3U
45
Bloom Chamber
alg 7 TQ Verb
3U
46
ClassicalChamber
alg 7 TQ Verb
3U
47
In The Studio
alg 4 Classic Place
2U
48
My Garage
alg 4 Classic Place
2U
49
Cool Dark Place
alg 11 OmniVerb
3U
50
Small Hall
alg 5 Classic Verb
2U
51
Medium Hall
alg 1 MiniVerb
1U
52
Real Niceverb
alg 5 Classic Verb
2U
53
Opera House
alg 5 Classic Verb
2U
54
Mosque Room
alg 7 TQ Verb
3U
55
Grandiose Hall
alg 1 MiniVerb
1U
56
Elegant Hall
alg 1 MiniVerb
1U
57
Bright Hall
alg 1 MiniVerb
1U
58
Ballroom
alg 1 MiniVerb
1U
59
Spacious Hall
alg 5 Classic Verb
2U
D-31

Effect Presets with Algorithms
Plate
D-32
60
Classic Chapel
alg 5 Classic Verb
2U
61
Semisweet Hall
alg 5 Classic Verb
2U
62
Pipes Hall
alg 404 Chorus<>Reverb
2U
63
Reflective Hall
alg 5 Classic Verb
2U
64
Smoooth Hall
alg 5 Classic Verb
2U
65
Empty Stage
alg 7 TQ Verb
3U
66
Pad Space
alg 11 OmniVerb
3U
67
Bob’sDiffuseHall
alg 9 Diffuse Verb
3U
68
Abbey Piano Hall
alg 7 TQ Verb
3U
69
Short Hall
alg 13 Stereo Hall
3U
70
The Long Haul
alg 7 TQ Verb
3U
71
Predelay Hall
alg 9 Diffuse Verb
3U
72
Sweeter Hall
alg 7 TQ Verb
3U
73
The Piano Hall
alg 7 TQ Verb
3U
74
Bloom Hall
alg 9 Diffuse Verb
3U
75
Recital Hall
alg 12 Panaural Room
3U
76
Generic Hall
alg 12 Panaural Room
3U
77
Burst Space
alg 9 Diffuse Verb
3U
78
Real Dense Hall
alg 7 TQ Verb
3U
79
Concert Hall
alg 9 Diffuse Verb
3U
80
Standing Ovation
alg 11 OmniVerb
3U
81
Flinty Hall
alg 7 TQ Verb
3U
82
HighSchool Gym
alg 7 TQ Verb
3U
83
My Dreamy 481!!
alg 9 Diffuse Verb
3U
84
Deep Hall
alg 9 Diffuse Verb
3U
85
Sweet Hall
alg 5 Classic Verb
2U
86
Soundbrd/rvb
alg 11 OmniVerb
3U
87
Long & Narrow
alg 7 TQ Verb
3U
88
Long PreDly Hall
alg 11 OmniVerb
3U
89
School Stairwell
alg 4 Classic Place
2U
90
Real Plate
alg 14 Grand Plate
3U
91
Bright Plate
alg 14 Grand Plate
3U
92
Medm Warm Plate
alg 7 TQ Verb
3U
93
Bloom Plate
alg 9 Diffuse Verb
3U
94
Clean Plate
alg 9 Diffuse Verb
3U
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
XL
Reverse
Gated
w/Comprs
Unusual
95
Plate Mail
alg 11 OmniVerb
3U
96
RealSmoothPlate
alg 9 Diffuse Verb
3U
97
Classic Plate
alg 5 Classic Verb
2U
98
Weighty Platey
alg 5 Classic Verb
2U
99
Huge Tight Plate
alg 9 Diffuse Verb
3U
100
Immense Mosque
alg 7 TQ Verb
3U
101
Dreamverb
alg 10 OmniPlace
3U
102
Splendid Palace
alg 5 Classic Verb
2U
103
Big Gym
alg 11 OmniVerb
3U
104
Huge Batcave
alg 12 Panaural Room
3U
105
Reverse Reverb 1
alg 15 Finite Verb
3U
106
Reverse Reverb 2
alg 15 Finite Verb
3U
107
Reverse Reverb 3
alg 15 Finite Verb
3U
108
Gated Reverb
alg 3 Gated MiniVerb
2U
109
Gate Plate
alg 3 Gated MiniVerb
2U
110
Vocal Room
alg 53 Gate+Cmp[EQ]+Rvb
4U
111
Vocal Stage
alg 53 Gate+Cmp[EQ]+Rvb
4U
112
Reverb>Compress
alg 51 Reverb<>Compress
3U
113
Reverb>Compress2
alg 51 Reverb<>Compress
3U
114
Drum Comprs>Rvb
alg 51 Reverb<>Compress
3U
115
Rvrb Compression
alg 50 Reverb+Compress
2U
116
Snappy Drum Room
alg 50 Reverb+Compress
2U
117
Roomitizer
alg 50 Reverb+Compress
2U
118
Live To Tape
alg 50 Reverb+Compress
2U
119
L:SmlRm R:Hall
alg 2 Dual MiniVerb
2U
120
Non-Linear 1
alg 10 OmniPlace
3U
121
Non-Linear 2
alg 15 Finite Verb
3U
122
Non-Linear 3
alg 6 TQ Place
3U
123
Exponent Booth
alg 10 OmniPlace
3U
124
Drum Latch 1
alg 10 OmniPlace
3U
125
Drum Latch 2
alg 10 OmniPlace
3U
126
Diffuse Gate
alg 9 Diffuse Verb
3U
127
Acid Trip Room
alg 10 OmniPlace
3U
128
Ringy Drum Plate
alg 104 Gated LaserVerb
3U
129
Oil Tank
alg 104 Gated LaserVerb
3U
130
Wobbly Plate
alg 104 Gated LaserVerb
3U
D-33
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Laserverb
Rvb w/Dly
131
Pitcher Hall
alg 383 Pitcher+Miniverb
2U
132
DistantTVRoom
alg 383 Pitcher+Miniverb
2U
133
Drum Neurezonate
alg 102 Mono LaserVerb
1U
134
Growler
alg 104 Gated LaserVerb
3U
135
LaserVerb
alg 100 LaserVerb
3U
136
Laserwaves
alg 100 LaserVerb
3U
137
Cheap LaserVerb
alg 101 LaserVerb Lite
2U
138
Gated LaserVerb
alg 104 Gated LaserVerb
3U
139
Rvrs LaserVerb
alg 103 Revrse LaserVerb
4U
140
LazerfazerEchoes
alg 102 Mono LaserVerb
1U
141
Simple LaserVerb
alg 102 Mono LaserVerb
1U
142
Crystallizer
alg 100 LaserVerb
3U
143
Spry Young Boy
alg 101 LaserVerb Lite
2U
144
Gunshot Verb
alg 105 LasrDly<>Reverb
2U
145
Slapverb
alg 11 OmniVerb
3U
146
Far Bloom
alg 9 Diffuse Verb
3U
147
Room + Delay
alg 105 LasrDly<>Reverb
2U
148
New Hall w/Delay
alg 403 Chor+Dly+Reverb
2U
149
Delay Big Hall
alg 403 Chor+Dly+Reverb
2U
150
Basic Delay 1/8
alg 150 4-Tap Delay BPM
1U
151
Basic Dly 250ms
alg 190 Moving Delay
1U
152
Simple Slap 60ms
alg 190 Moving Delay
1U
153
TightSlapbk 30ms
alg 190 Moving Delay
1U
154
MedSlapback 76ms
alg 190 Moving Delay
1U
155
LongishSlap 95ms
alg 151 4-Tap Delay
1U
156
Wide Slapbk 76ms
alg 191 Dual MovDelay
1U
157
TiteSlapAmb 50ms
alg 191 Dual MovDelay
1U
158
33ms Ambience
alg 191 Dual MovDelay
1U
159
17ms Ambience
alg 191 Dual MovDelay
1U
160
Stereo Delay ms
alg 151 4-Tap Delay
1U
161
StereoFlamDelay
alg 191 Dual MovDelay
1U
162
Cheap Tape Echo
alg 154 Spectral 4-Tap
2U
163
Better Tape Echo
alg 171 Degen Regen
4U
Delays
DELAY
D-34
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
164
Stereo Tape Slap
alg 171 Degen Regen
4U
165
Dub Delay ms
alg 190 Moving Delay
1U
166
4-Tap Delay BPM
alg 150 4-Tap Delay BPM
1U
167
4-Tap Dly Pan ms
alg 151 4-Tap Delay
1U
168
SemiCircle 4-Tap
alg 151 4-Tap Delay
1U
169
8-Tap Delay BPM
alg 152 8-Tap Delay BPM
2U
170
Multitaps ms
alg 156 Complex Echo
1U
171
Diffuse Slaps
alg 156 Complex Echo
1U
172
OffbeatFlamDelay
alg 150 4-Tap Delay BPM
1U
173
Sloppy Echoes
alg 156 Complex Echo
1U
174
Pad Psychosis
alg 191 Dual MovDelay
1U
175
500ms BehindSrce
alg 156 Complex Echo
1U
176
Dub Skanque Dly
alg 154 Spectral 4-Tap
2U
177
Electronica Slap
alg 156 Complex Echo
1U
178
Spectral 4-Tap
alg 154 Spectral 4-Tap
2U
179
Astral Taps
alg 154 Spectral 4-Tap
2U
180
SpectraShapeTaps
alg 155 Spectral 6-Tap
3U
181
Fanfare In Gmaj
alg 155 Spectral 6-Tap
3U
182
Ecko Plecks BPM
alg 170 Degen Regen BPM
4U
183
Ecko Plecks ms
alg 171 Degen Regen
4U
184
Degenerator
alg 170 Degen Regen BPM
4U
185
Nanobot Feedback
alg 170 Degen Regen BPM
4U
186
Takes a while...
alg 170 Degen Regen BPM
4U
187
Wait for UFO
alg 170 Degen Regen BPM
4U
188
News Update
alg 172 Switch Loops
2U
189
Timbre Taps
alg 105 LasrDly<>Reverb
2U
190
LaserDelay->Rvb
alg 105 LasrDly<>Reverb
2U
191
Furbelows
alg 9 Diffuse Verb
3U
192
Festoons
alg 9 Diffuse Verb
3U
193
Ducked Delay
alg 174 Gated Delay
2U
194
Drum+Bass Zapper
alg 174 Gated Delay
2U
195
3BandDly Drums=!
alg 173 3 Band Delay
2U
196
Warped Echoes
alg 191 Dual MovDelay
1U
197
Ween-vox
alg 190 Moving Delay
1U
198
L:Flange R:Delay
alg 191 Dual MovDelay
1U
199
2Dlys 1Chr 1Flng
alg 192 Dual MvDly+MvDly
2U
D-35

Effect Presets with Algorithms
Chorus
CHORUS
200
Basic Chorus
alg 202 Dual Chorus 1
1U
201
Smooth Chorus
alg 202 Dual Chorus 1
1U
202
Chorusier
alg 202 Dual Chorus 1
1U
203
Ordinary Chorus
alg 202 Dual Chorus 1
1U
204
SlowSpinChorus
alg 202 Dual Chorus 1
1U
205
Chorus Morris
alg 202 Dual Chorus 1
1U
206
Everyday Chorus
alg 202 Dual Chorus 1
1U
207
Thick Chorus
alg 202 Dual Chorus 2
2U
208
Soft Chorus
alg 202 Dual Chorus 2
2U
209
Rock Chorus
alg 202 Dual Chorus 2
2U
210
Sm Stereo Chorus
alg 200 Chorus 1
1U
211
Lg Stereo Chorus
alg 201 Chorus 2
2U
212
Full Chorus
alg 402 Chorus<>4Tap
2U
213
Dense Gtr Chorus
alg 201 Chorus 2
2U
214
Standrd Gtr Chor
alg 406 St Chorus+Delay
1U
215
Bass Chorus
alg 202 Dual Chorus 1
1U
216
Stereo Chorus
alg 202 Dual Chorus 2
2U
217
Chorus Fastback
alg 400 Chorus+Delay
1U
218
Wide Chorus
alg 202 Dual Chorus 2
2U
219
Nickel Chorus
alg 387 WackedPitchLFO
3U
220
Rich Noodle
alg 190 Moving Delay
1U
221
PinchChorusDelay
alg 406 St Chorus+Delay
1U
222
StChorus+Delay
alg 406 St Chorus+Delay
1U
223
StChor+3vs2Delay
alg 406 St Chorus+Delay
1U
224
CDR for Lead Gtr
alg 403 Chor+Dly+Reverb
2U
225
Big Slow Flange
alg 225 Flanger 1
1U
226
Squeeze Flange
alg 225 Flanger 1
1U
227
Sweet Flange
alg 225 Flanger 1
1U
228
Throaty Flange
alg 225 Flanger 1
1U
229
PseudoAnaGtrFlng
alg 225 Flanger 1
1U
230
Flanger Double
alg 225 Flanger 1
1U
Flange
FLANGE
D-36
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
231
Wetlip Flange
alg 225 Flanger 1
1U
232
Simply Flange
alg 225 Flanger 2
2U
233
Analog Flanger
alg 225 Flanger 2
2U
234
Soft Edge Flange
alg 225 Flanger 2
2U
235
Ned Flangers
alg 225 Flanger 1
1U
236
Wispy Flange
alg 225 Flanger 1
1U
237
Crystal Flange
alg 456 St Flange+Delay
1U
238
NarrowResFlange
alg 452 Flange<>4Tap
2U
239
TightSlapFlange
alg 450 Flange+Delay
1U
240
Flanged Taps
alg 455 Flange<>LasrDly
2U
241
StFlange+Delay
alg 456 St Flange+Delay
1U
242
StFlng+3vs2Delay
alg 456 St Flange+Delay
1U
243
Singing Flanger
alg 456 St Flange+Delay
1U
244
DampedEchoFlange
alg 456 St Flange+Delay
1U
245
Stereo Flanger
alg 225 Flanger 2
2U
246
Gulp Flange
alg 225 Flanger 1
1U
247
Splat Flange
alg 225 Flanger 1
1U
248
Spread Flange
alg 225 Flanger 1
1U
249
CacophonousFlng
alg 225 Flanger 1
1U
250
Slow Deep Phaser
alg 251 LFO Phaser Twin
1U
251
Circles
alg 250 LFO Phaser
1U
252
Saucepan Phaser
alg 253 SingleLFO Phaser
1U
253
ThunderPhaser
alg 254 VibratoPhaser
1U
254
Fast Phaser
alg 251 LFO Phaser Twin
1U
255
Vibrato Phaser
alg 254 VibratoPhaser
1U
256
Fast&Slow Phaser
alg 250 LFO Phaser
1U
257
Wawawawawawawawa
alg 253 SingleLFO Phaser
1U
258
Slow Swish Phase
alg 253 SingleLFO Phaser
1U
259
Slippery Slope
alg 385 Frequency Offset
2U
260
Static Phaser 1
alg 255 Manual Phaser
1U
261
Static Phaser 2
alg 255 Manual Phaser
1U
262
Static Phaser 3
alg 255 Manual Phaser
1U
Phaser
PHASER
D-37
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
263
Static Phaser 4
alg 255 Manual Phaser
1U
264
Static Phaser 5
alg 257 Allpass Phaser 4
4U
265
Slow Riser
alg 258 Barberpole Comb
4U
266
BarberPole Notch
alg 258 Barberpole Comb
4U
267
BarberPole Peak
alg 258 Barberpole Comb
4U
268
All The Way Down
alg 258 Barberpole Comb
4U
269
Westward Waves
alg 385 Frequency Offset
2U
Trem / Panner / Spatial
TREM/
270
Tremolo BPM
alg 270 Tremolo BPM
1U
PANNER/
271
Fast Tremolo BPM
alg 270 Tremolo BPM
1U
SPATIAL
272
Tremolo in Hz
alg 271 Tremolo
1U
273
FastPulseTremolo
alg 270 Tremolo BPM
1U
274
Simple Panner
alg 275 AutoPanner
1U
275
Dual Panner
alg 276 Dual AutoPanner
2U
276
Widespread
alg 280 Stereo Image
1U
277
Widener Mn->St
alg 281 Mono -> Stereo
1U
278
Dynam Stereoizer
alg 282 DynamicStereoize
2U
280
CleanRotors fast
alg 290 VibChor+Rotor 2
2U
281
CleanRotors slow
alg 290 VibChor+Rotor 2
2U
282
CleanRotors f C1
alg 290 VibChor+Rotor 2
2U
283
CleanRotors f V1
alg 290 VibChor+Rotor 2
2U
284
CleanRotors f Hi
alg 290 VibChor+Rotor 2
2U
285
CleanRotors s Hi
alg 290 VibChor+Rotor 2
2U
286
SlightDstRotor f
alg 291 Distort + Rotary
2U
287
SlightDstRotor s
alg 291 Distort + Rotary
2U
288
DirtyRotors fast
alg 292 VC+Dist+HiLoRotr
2U
289
DirtyRotors slow
alg 292 VC+Dist+HiLoRotr
2U
290
MoreDistRotor f
alg 293 VC+Dist+1Rotor 2
2U
291
MoreDistRotor s
alg 293 VC+Dist+1Rotor 2
2U
292
HeavyDistRotor f
alg 294 VC+Dist+HiLoRot2
2U
Rotary
ROTARY
D-38
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
293
HeavyDistRotor s
alg 294 VC+Dist+HiLoRot2
2U
294
Res Rotor1 fast
alg 295 Rotor 1
1U
295
Res Rotor1 slow
alg 295 Rotor 1
1U
296
FullRotors4 fast
alg 296 VC+Dist+Rotor 4
4U
297
FullRotors4 slow
alg 296 VC+Dist+Rotor 4
4U
298
VibChorStortCab
alg 298 Big KB3 Effect
4U
299
Hi Lo Roto KB3
alg 298 Big KB3 Effect
3U
300
Classic Gtr Dist
alg 310 Gate+TubeAmp
3U
301
Crunch Guitar
alg 310 Gate+TubeAmp
3U
302
SaturatedGtrDist
alg 310 Gate+TubeAmp
3U
303
Mean 70’sFunkGtr
alg 310 Gate+TubeAmp
3U
304
Blown Speaker
alg 390 Chaos!
2U
305
Synth Distortion
alg 303 PolyDistort + EQ
2U
306
Superphasulate
alg 170 Degen Regen BPM
4U
307
Dist Cab EPiano
alg 301 MonoDistort+Cab
2U
308
Distortion+EQ
alg 302 MonoDistort + EQ
2U
309
Burnt Transistor
alg 304 StereoDistort+EQ
3U
310
SubtleDistortion
alg 300 Mono Distortion
1U
311
A little dirty
alg 305 Subtle Distort
1U
312
Slight Overload
alg 305 Subtle Distort
1U
313
ODriveGtrLd DlCh
alg 317 TubeAmp<>MD>Chor
3U
314
Krazy Gtr Comper
alg 317 TubeAmp<>MD>Chor
3U
315
MildGtrOD+Dly+Fl
alg 320 PolyAmp<>MD>Flan
3U
316
LeadGtr Dly Flng
alg 318 TubeAmp<>MD>Flan
3U
317
Drum Shaper
alg 306 Super Shaper
1U
318
SubtleDrumShape
alg 307 3 Band Shaper
2U
319
SuperShaper
alg 306 Super Shaper
1U
320
3 Band Shaper
alg 307 3 Band Shaper
2U
321
New3BandShaper
alg 307 3 Band Shaper
2U
322
Shaper->Flange
alg 321 Flange<>Shaper
2U
323
Shaper->Reverb
alg 322 Shaper<>Reverb
2U
329
Aliaser
alg 308 Quantize+Alias
1U
Distortion
DIST
D-39
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Dynamics
DYNAMICS
330
HKCompressor 3:1
alg 330 HardKneeCompress
1U
331
HKCompressor 5:1
alg 330 HardKneeCompress
1U
332
SK FB Comprs 6:1
alg 331 SoftKneeCompress
1U
333
SKCompressor 9:1
alg 331 SoftKneeCompress
1U
334
SKCompressr 12:1
alg 331 SoftKneeCompress
1U
336
Compress w/SC EQ
alg 332 Compress w/SC EQ
2U
337
Compress/Expand
alg 341 Compress/Expand
2U
338
Comprs/Expnd +EQ
alg 342 Comp/Exp + EQ
3U
339
Expander
alg 340 Expander
1U
340
Simple Gate
alg 343 Gate
1U
341
Gate w/ SC EQ
alg 344 Gate w/SC EQ
2U
342
3Band Compressor
alg 336 3 Band Compress
4U
343
3Band Compress2
alg 336 3 Band Compress
4U
344
Mid Compressor
alg 335 Band Compress
3U
345
OddHarmSuppress
alg 374 HarmonicSuppress
2U
346
60Hz Buzz Kill
alg 374 HarmonicSuppress
2U
347
Dual SK Compress
alg 347 Dual SKCompress
2U
348
Dual Comprs SCEQ
alg 348 Dual Comprs SCEQ
3U
349
Dual 3BandComprs
alg 349 Dual 3 Band Comp
8U
EQ/
350
AM Radio
alg 350 3 Band EQ
1U
FILTERS
351
U-Shaped EQ
alg 350 3 Band EQ
1U
352
5 Band EQ Flat
alg 351 5 Band EQ
3U
353
Graphic EQ Flat
alg 352 Graphic EQ
3U
354
Dual Graphic EQ
alg 353 Dual Graphic EQ
3U
355
Dual 5 Band EQ
alg 354 Dual 5 Band EQ
3U
356
Basic Env Filter
alg 360 Env Follow Filt
2U
357
Phunk Env Filter
alg 360 Env Follow Filt
2U
358
Synth Env Filter
alg 360 Env Follow Filt
2U
359
Bass Env Filter
alg 360 Env Follow Filt
2U
360
EPno Env Filter
alg 360 Env Follow Filt
2U
EQ / Filters
D-40
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
362
LFO Sweep Filter
alg 362 LFO Sweep Filter
2U
363
DoubleRiseFilter
alg 362 LFO Sweep Filter
2U
364
Circle Bandsweep
alg 362 LFO Sweep Filter
2U
365
TripFilter
alg 362 LFO Sweep Filter
2U
366
Resonant Filter
alg 363 Resonant Filter
1U
367
Dual Res Filter
alg 364 Dual Res Filter
1U
368
2 Band Enhancer
alg 370 2 Band Enhancer
1U
369
3 Band Enhancer
alg 371 3 Band Enhancer
2U
370
Extreem Enhancer
alg 371 3 Band Enhancer
2U
371
HF Stimulator
alg 372 HF Stimulate 1
1U
372
Ring Modulator
alg 380 Ring Modulator
1U
373
PitcherA
alg 381 Pitcher
1U
374
Pitcher B
alg 381 Pitcher
1U
375
PolyPtVoxChanger
alg 382 Poly Pitcher
2U
376
HollowPolyPitchr
alg 382 Poly Pitcher
2U
377
Pitcher+Chorus
alg 411 MonoPitcher+Chor
2U
378
Pitcher+Flange
alg 461 MonoPitcher+Flan
2U
379
Pitcher+Chor+Dly
alg 409 Pitcher+Chor+Dly
2U
380
Pitcher+Flng+Dly
alg 459 Pitcher+Flan+Dly
2U
381
Ring Linger
alg 390 Chaos!
2U
382
Waterford
alg 103 Revrse LaserVerb
4U
383
Hip Hop Aura
alg 256 Allpass Phaser 3
3U
384
Woodenize
alg 256 Allpass Phaser 3
3U
385
Marimbafication
alg 256 Allpass Phaser 3
3U
386
Frequency Offset
alg 385 Frequency Offset
2U
387
Drum Loosener
alg 385 Frequency Offset
2U
388
Drum Tightener
alg 385 Frequency Offset
2U
389
Vox Honker
alg 386 MutualFreqOffset
2U
390
EQ Morpher ah-oo
alg 365 EQ Morpher
4U
391
EQ Morpher ee-aa
alg 365 EQ Morpher
4U
392
EQ Morpher aw-er
alg 365 EQ Morpher
4U
395
Contact
alg 387 WackedPitchLFO
3U
396
Drum Frightener
alg 387 WackedPitchLFO
3U
397
Mad Hatter
alg 387 WackedPitchLFO
3U
398
Fallout
alg 387 WackedPitchLFO
3U
399
Ascension
alg 387 WackedPitchLFO
3U
D-41
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Chorus / Combi
D-42
CHORUS
400
BasicChorusDelay
alg 400 Chorus+Delay
1U
COMBI
401
Chorus PanDelay
alg 400 Chorus+Delay
1U
402
Chorus & Echo
alg 400 Chorus+Delay
1U
403
CDR Lead
alg 403 Chor+Dly+Reverb
2U
404
CDR Lead 2
alg 403 Chor+Dly+Reverb
2U
405
Chorus Delay 2
alg 400 Chorus+Delay
1U
406
Doubler & Echo
alg 400 Chorus+Delay
1U
407
Chorus Booth
alg 403 Chor+Dly+Reverb
2U
408
ChorusSmallRoom
alg 403 Chor+Dly+Reverb
2U
409
ChorusMedChamber
alg 404 Chorus<>Reverb
2U
410
Chorus MiniHall
alg 404 Chorus<>Reverb
2U
411
Chorus HiCeiling
alg 404 Chorus<>Reverb
2U
412
ChorBigBrtPlate
alg 404 Chorus<>Reverb
2U
413
CathedralChorus
alg 404 Chorus<>Reverb
2U
414
Flam Dly Bckgrnd
alg 403 Chor+Dly+Reverb
2U
415
CDHall Halo
alg 403 Chor+Dly+Reverb
2U
416
CrackedPorcelain
alg 401 Chorus+4Tap
1U
417
Rich Delay
alg 403 Chor+Dly+Reverb
2U
418
FastChorusDouble
alg 400 Chorus+Delay
1U
419
MultiTap Chorus
alg 401 Chorus+4Tap
1U
420
Chorused Taps
alg 402 Chorus<>4Tap
2U
421
MultiEchoChorus
alg 405 Chorus<>LasrDly
2U
422
DeepChorDlyHall
alg 403 Chor+Dly+Reverb
2U
423
ClassicEP ChorRm
alg 403 Chor+Dly+Reverb
2U
424
Chorus Slow Hall
alg 404 Chorus<>Reverb
2U
425
SoftChorus Hall
alg 404 Chorus<>Reverb
2U
426
Chorus Air
alg 404 Chorus<>Reverb
2U
427
PsiloChorusHall
alg 404 Chorus<>Reverb
2U
428
SpeeChorusDeep
alg 400 Chorus+Delay
1U
429
Chorus Room
alg 404 Chorus<>Reverb
2U
430
Chorus Smallhall
alg 404 Chorus<>Reverb
2U
431
Chorus Med Hall
alg 404 Chorus<>Reverb
2U
432
Chorus Big Hall
alg 404 Chorus<>Reverb
2U
433
Chorus Echoverb
alg 402 Chorus<>4Tap
2U
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
434
Chorus Bass Room
alg 404 Chorus<>Reverb
2U
435
New Chorus Hall
alg 404 Chorus<>Reverb
2U
436
Floyd Hall
alg 404 Chorus<>Reverb
2U
437
Into The Abyss
alg 403 Chor+Dly+Reverb
2U
438
BroadRevSlapback
alg 403 Chor+Dly+Reverb
2U
439
Carlsbad Cavern
alg 403 Chor+Dly+Reverb
2U
440
Chr->GtrDst->Chr
alg 317 TubeAmp<>MD>Chor
3U
441
That’s No Moon!!
alg 403 Chor+Dly+Reverb
2U
442
Laser Amalgam
alg 405 Chorus<>LasrDly
2U
443
Cut it out!! CDR
alg 403 Chor+Dly+Reverb
2U
444
Chor-Delay Booth
alg 403 Chor+Dly+Reverb
2U
445
Chor Tin Room
alg 403 Chor+Dly+Reverb
2U
446
Boiler Plate
alg 403 Chor+Dly+Reverb
2U
447
O.T.T. Pad
alg 403 Chor+Dly+Reverb
2U
448
TheChorusCloset
alg 403 Chor+Dly+Reverb
2U
449
C-D
alg 402 Chorus<>4Tap
2U
Flange / Combi
FLANGE
450
Flange + Delay
alg 450 Flange+Delay
1U
COMBI
451
ThroatyFlangeDly
alg 450 Flange+Delay
1U
452
Slapback Flange
alg 450 Flange+Delay
1U
453
Flange Booth
alg 454
2U
454
FlangeVerb Clav
alg 454
2U
455
Flange Amb Smack
alg 454
2U
456
Flange Dly 3-D
alg 453 Flan+Dly+Reverb
2U
457
Fl Dl Large Hall
alg 453 Flan+Dly+Reverb
2U
458
Flanged Edge
alg 321 Flange<>Shaper
2U
459
Flange + 4Tap
alg 451 Flange+4Tap
1U
460
FlangeDelayHall
alg 453 Flan+Dly+Reverb
2U
461
SloFlangeDlyRoom
alg 453 Flan+Dly+Reverb
2U
462
Flange Hall
alg 454
2U
463
FlangeDlyBigHall
alg 453 Flan+Dly+Reverb
2U
464
Flange Theatre
alg 454
2U
465
FlangeTap Synth
alg 452 Flange<>4Tap
2U
466
Flange Room
alg 453 Flan+Dly+Reverb
2U
D-43
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
D-44
FLANGE
467
Flange Echo
alg 452 Flange<>4Tap
2U
COMBI
468
Flange 4 Tap
alg 452 Flange<>4Tap
2U
469
Flange Hall 2
alg 454
2U
470
Flange-Dly Hall
alg 453 Flan+Dly+Reverb
2U
471
Flange Delay
alg 450 Flange+Delay
1U
472
Mecha-Godzilla
alg 451 Flange+4Tap
1U
473
Industro-Flange
alg 453 Flan+Dly+Reverb
2U
474
Panning FDRoom
alg 453 Flan+Dly+Reverb
2U
475
Drum&Bass FlgDly
alg 451 Flange+4Tap
1U
476
Laserflange
alg 455 Flange<>LasrDly
2U
477
Pewter FlangeVrb
alg 454
2U
478
WeirdFlangePlate
alg 454
2U
479
F-D Hall
alg 453 Flan+Dly+Reverb
2U
480
SyntheticRmFlg
alg 453 Flan+Dly+Reverb
2U
481
Space Flanger
alg 452 Flange<>4Tap
2U
482
Lazertag Flange
alg 455 Flange<>LasrDly
2U
483
Flange->Pitcher
alg 384 Flange<>Pitcher
2U
484
Flange->Shaper
alg 321 Flange<>Shaper
2U
485
Pitch Spinner
alg 384 Flange<>Pitcher
2U
486
FD Lead Madness
alg 450 Flange+Delay
1U
487
Brite Rippleverb
alg 453 Flan+Dly+Reverb
2U
488
Rotary Club
alg 453 Flan+Dly+Reverb
2U
489
Flangey Hall
alg 453 Flan+Dly+Reverb
2U
490
Flg->GtrDst->Chr
alg 319 PolyAmp<>MD>Chor
3U
491
MyGtrAteYo’Momma
alg 318 TubeAmp<>MD>Flan
3U
492
Glacial Canyon
alg 456 St Flange+Delay
1U
494
Ultima Thule Pad
alg 403 Chor+Dly+Reverb
2U
495
Dr. Who
alg 225 Flanger 1
1U
799
Pass-Through
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
Keymaps
ID
ID
Keymap
Keymap
ID
Keymap
29
Piano 440 3Vel M
70
Accordion
30
Piano 440 3VEZ M
71
Celesta
31
Piano 3Vel L alt
72
kHarpsichord
1
Piano f Left
32
Piano 3Vel R alt
73
kClav
2
Piano f Right
33
Piano 3Vel rag L
74
kClav Rel
3
Piano mf Left
34
Piano 3Vel rag R
75
kAccordion
4
Piano mf Right
35
Piano f rag L
80
B3 Bars 1-3
5
Piano mp Left
36
Piano f rag R
81
B3 Full
6
Piano mp Right
37
Piano alttimb1 L
82
B3 Key Click
7
Piano 3Vel L
38
Piano alttimb1 R
83
B3 Dist Wave
8
Piano 3Vel R
39
Piano alttimb2 M
84
B3 Full Wave
9
Piano 3V Easy L
40
Piano alttimb3 M
85
B3 Bars 1-3 Wave
10
Piano 3V Easy R
41
kGrand Piano
86
B3 Bars 1-4 Wave
11
Piano f Mono
42
kSyn Piano
87
B3 SW Wave
12
Piano mf Mono
50
Rhoadz Hard
88
Tone Wheel Wave
13
Piano mp Mono
51
Rhoadz Soft
89
kTone Wheel Orga
14
Piano 3Vel Mono
52
Rhoadz 2Vel
90
Trumpets
15
Piano 3V Easy M
53
Rhoadz Thump
91
Trombets
16
Piano 440 f L
57
Wurly Hard
92
Trombets alt
17
Piano 440 f R
58
Wurly Med
93
Trombones
18
Piano 440 mf L
59
Wurly Soft
94
Trombones alt
19
Piano 440 mf R
60
Wurly 3Vel
95
Low Bones
20
Piano 440 mp L
61
Wurly Thump
96
Tenor Sax
21
Piano 440 mp R
62
Wurly Key Releas
97
Tenor Sax alt
22
Piano 440 3Vel L
63
FM Elec Piano
98
Tenor Sax Fast
23
Piano 440 3Vel R
64
Clav
99
Tenor Sax med
24
Piano 440 3VEZ L
65
Clav alt
100
Bari/Tenor Sax
25
Piano 440 3VEZ R
66
Clav alt2
101
Baritone Sax
26
Piano 440 f Mono
67
Clav Key Release
102
LegatoTenorSax
27
Piano 440 mf M
68
Harpsichord
110
Stereo Strings
28
Piano 440 mp M
69
Harpsichord Rel
111
Strings Left
D-45
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
112
Strings Right
154
Partials 1 6
185
Sine Wave alttun
113
Meteor Strings
155
Partials 1 8
186
Synth Vox
114
kEnsemble String
156
Partials 1 12
187
Koreana
115
kSynstrings 1
157
Partials 1 2 3
188
Hybrid Pan
116
kSynstrings 2
158
Partials 1 2 4
189
ReedPipeBassoon
117
kEns Strings 2
159
Partials 1 2 4 6
190
FlutePipeChiff
120
Take6 Aah Attack
160
Partials 1 3 5
197
kM Dist Guitar
121
Take6 Aah Loop
161
Partials 2 3 4
198
kGM Clean Strat
122
Take6 Aah Loop a
162
Partials 2-4 Gli
199
kShift Guitar
123
Take6 Ooh Attack
163
Partials 2-10Evn
200
Steel String Gtr
124
Take6 Ooh Loop
164
Partials 2-12Evn
201
StlStrGtrHiDecay
125
Take6 Ooh Loop a
165
Partials 3 4
202
Clean Elec Gtr
126
Take6 Ooh Loopa2
166
Partials 3 4 5
203
Distorted Guitar
127
Take6 Ooh Glide
167
Partials 4 5 6 7
204
kElec Jazz Gtr
129
Take6 Bop
168
Partials 5 6 7
205
kAcoustic Guitar
130
Take6 B(op)
169
Partials 5-11Odd
206
k5 String Guitar
131
Take6 Dot
170
Partials 11-15
207
kShift Guitar 2
132
Take6 Dot alt
171
Partials 13-20
208
kSingle Mute
133
Take6 D(ot)
172
Partials 16-21
209
ksynElecJazzGtr
134
Take6 Doop
173
Partials prime
210
EBass1 Finger
135
Take6 Doop alt
174
Sawtooth Wave
212
EBass1 Fing alt
136
Take6 D(oop)
175
Saw Wave Dull
213
EBass1 Fng alt2
137
Take6 Accents 2V
176
Saw Wave Duller
214
EBass2 Finger
138
Take6 Accents 3V
177
Saw Wave Dullest
215
EBass Slap
139
kTake6 Aah Loop
178
Triangle Wave
216
Synth Fretless
140
kTake6 Ooh Loop
179
Square Wave
217
Upright Bass
141
kSyn Vox
180
Square Wave Dull
218
Upright Bass 2
150
Sine Wave
181
Pulse Wave 1/3
219
kEBass Slap
151
Partials 1 2
182
Buzz Wave
220
kAcoustic Bass
152
Partials 1 3
183
Bell Wave
230
Dry Kit 1
153
Partials 1 4
184
Clav Wave
231
Dry Kit 2
D-46
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
232
Dry Kit 3
273
VeryMutedTriang1
323
Tuba/Hrn Section
233
Ambient Kit 1
274
Marimba
324
Tuba/Sft Trp
234
Ambient Kit 2
275
Vibes
325
kBone/Trp 2
235
Electric Kit 1
276
Vibes/Bells
326
kHarmon Mute Trp
236
Electric Kit 2
277
Agogo/Bells
327
Plucked Harp
237
Light Kit
278
Agogo Bells Keys
328
Harp Arpeggios
238
Hybrid Kit 1/L
279
Triangle Keys
329
Harp Gliss
239
Hybrid Kit 2/R
280
Layer Vibes
333
Nylon String Gtr
240
Hybrid Kit 3/L
300
Flute
337
Choir
241
Hybrid Kit 4/R
301
Flute 2
341
Cathedral Organ
242
Kicks and Snares
302
Oboe
342
Church Organ
243
Jazz Toms/Kicks
303
English Horn
343
Timpani/Perc88ky
244
Sine Toms/Kicks
304
Bassoon
344
BassDrum & Snare
245
Ride Cymbal
305
Bsn/Ehrn/Oboe
346
Percussion 5b
246
Drum Lyrs1 C4-B4
306
Bassoon/Oboe
347
Timpani/Perc76ky
247
Drum Lyrs2 C4-B4
307
Clarinet
350
Tam/Crsh/BD/Timp
248
SFX Layers C4-B4
308
Eng Horn/Oboe
351
Temple & WdBlock
249
Reverse Drums
309
kSynflute Brt
352
Percussion 1b
260
Percussion 1
310
kSynflute mello
354
Percussion 2b2
261
Percussion 2
311
French Horn
355
kTambourine x 3
262
Percussion 3
312
French Hrn Sec
356
kCastanets x 3
263
Percussion 4
313
Baritone Horn
357
Double Bass alt1
264
Percussion 5
314
Trumpet
358
Castanets x 3
265
Perc Layers 1
315
Trombone
359
Tambourine x 3
266
Perc Layers 2
316
Trombone/Trumpet
360
Glockenspiel
267
Perc Layers 3
317
Trombet
361
Chimes
268
Perc Layers 4
318
Trumpbone
362
Xylophone
269
Perc Layers 5
319
Soft Trumpet
363
Timpani
270
Perc Layers 6
320
Harmon Mute Trp
364
Orch Bass Drum
271
Perc Layers 7
321
Tuba
365
Orch Crash
272
Conga Moose Lyr
322
Tuba/Horn
366
Stereo Tam Tam
D-47
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
367
Tam Tam Left
408
Cello/Vla/Vln
457
Brush Snare Hit1
368
Tam Tam Right
409
Solo Section 1
458
Brush Snare Hit2
369
Triangle
410
Solo Section 2
459
Brush Stir Short
370
Tambourine Roll
411
Solo Section 3
460
Brush Stir Long
371
Tambhit
412
Solo Section 4
461
808 Cowbell
372
Snare Roll
413
Bagpipe Drone
462
808 Kick
373
Snare Hit
414
Bottle
463
808 Snare
374
Woodblock
415
Chiff
464
909 Clap
375
Sleigh Bells
416
Harm Pick
465
909 Closed Hat
376
Castanet Hit
417
Harm Wave
466
909 Open Hat
377
Castanet Up
418
GM Jazz Gtr
469
Jazz Kit
378
Vibraslap
419
GM Clean Strat
470
GM Standard Kit
379
Temple Block 1
420
Strat Mutes
471
GM Room Kit
380
Temple Block 2
423
Koto
472
GM Power Kit
381
Temple Block 3
424
Mbira
473
GM Elec Kit
382
Temple Block 4
425
Orchestra Hit
474
GMWhstle/metbell
383
BassDrum/Timpani
428
GM Applause
475
GM Room Tom Lyr
384
Church Bell
429
Fret Noise
476
GM Synth Kit
385
Pizz Strngs Left
430
GM Bird
477
GM Elec Tom Sine
386
Pizz Strngs Right
431
Gunshot
478
GM SynthTom/Cnga
387
Stereo Pizz Strg
432
Ice Rain
479
GM Jazz Kit
394
Trem Strngs Left
433
Syn Drum
480
GM Brush Kit
395
Trem Strngs Right
434
Telephone
481
GM Brush Stir
396
Stereo Trem Strg
435
Sine PC3
482
GM Orch Kit
397
Stereo Trem Str2
450
Belltree
483
GM Applause
400
Solo Violin
451
Cuica Hi
485
808 Hats
401
Solo Viola
452
Filtersnap - HiQ
486
808 Congas
402
Solo Cello
453
Guiro
488
Timp stretch
404
Solo Double Bass
454
GM Scratch
490
Mel Tom KM
405
Bass/Cello
455
Whistle
494
808 cym
406
Bass/Cello/Vln
456
Chinese Cymbal
496
Rev Cym
D-48
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
497
Dry Kit nw5 4v
528
TempleBlock1 ign
559
k909 Clap
498
Dry Set 1 4v
529
Tuned TBlocks 1
560
kXylo rel alt
499
Dry Set 2 4v
530
Tuned TBlocks 2
561
kSleigh Loop
500
Amb Set 1 4v
531
Solo Cello alt1
562
kAgogo Hi
501
Kurz Hats
532
Solo Cello alt2
563
kAgogo Lo
502
Elec Set 1 4v
533
Double Bass alt2
564
kCowbell
503
PercLayers4kits
534
Double Bass alt3
565
kTriangle Mute
504
Tamb4DrmLyr
535
Organ Reeds
566
kBongo Hi
505
Floor Tom
536
Crash only
567
kBongo Lo
506
Mid Tom
537
Kit Layers 1
568
kBongo Slap
507
Hi Tom
538
kGuiro
569
kConga Open
508
Dub Kit1
539
kBelltree
570
kConga Closed
509
Glub Kit
540
kFingersnap
571
kConga Slap
510
Standard Kit2
541
kOrchestra Hit
572
kTumba Open
511
Drums w Bass1
542
kWhistle
573
kTumba Flathand
512
AS Elec Kit1
543
kBirds
574
kCajon Hit
513
AS Elec Kit3
544
kIce Rain
575
kCajon Mute
514
PhunkDrums 1
545
kFret Noise
576
kTambourine Up
515
Standard Kit1
546
kTelephone
577
kTambourine Hit
516
ElecKit 3
547
kGunshot
578
kMaracas
517
Rango Kit
548
kChinese Cymbal
579
kShaker Up
518
Boinker Kit
549
kBrush Snare Hit
580
kShaker Down
519
ElecTuneKik1
550
kBrush Snare Hit
581
kTemple Block
520
Glock Alt As5
551
kBrush Stir Shor
582
kVibraslap
521
DrumPad Map1
552
kBrush Stir Long
583
kCuica
522
Clave Transposed
553
kSyn Drum
584
Glock rel alt
523
Perc Layers 7b2
554
k808 Kick
592
k2-vel [1____2__
524
Percussion 2c
555
k808 Snare
593
k3-vel [1__2__3_
525
PercLayers2 cage
556
k909 Closed Hat
594
k4-vel [12_3_4__
526
PercLayers7 cage
557
k909 Open Hat
595
k4-vel [1_2_3_4_
527
PercLayers1 cage
558
k808 Cowbell
596
k5-vel [1_2_3_45
D-49
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
597
k6-vel [1_2_3456
754
Vc/VnI Full L
836
Fast Pianet
598
k7-vel [1_234567
755
Vc/VnI Full R
840
RMI Electra Pno
599
k8-vel [12345678
756
Vc/Va/VnII Ful L
841
RMI Electra Pno2
700
Vlns I Full L
757
Vc/Va/VnII Ful R
845
RMI Harpsichord
701
Vlns I Full R
758
Va/VnII Full L
846
RMI Harpsichord2
705
Vlns II Full L
759
Va/VnII Full R
847
RMI Harpsichord3
706
Vlns II Full R
764
Db/Va Div L
848
RMI Piano3
710
Violas Full L
765
Db/Va Div R
850
RMI Accenter
711
Violas Full R
766
Db/Vn Div L
851
RMI_accenter lo
715
Celli Full L
767
Db/Vn Div R
852
RMI_accenter hi
716
Celli Full R
768
Db div/VnI ful L
899
Sine Wave
720
Basses Full L
769
Db div/VnI ful R
909
Diagnostic Sine
721
Basses Full R
770
Db/Vc/Va/Vn DivL
999
Silence
725
Vlns Div2 L
771
Db/Vc/Va/Vn DivR
3200
steeldrum
726
Vlns Div2 R
772
Vc/Vn Div L
3201
mandolin
730
Violas Div2 L
773
Vc/Vn Div R
3202
Banjo w/C4A
731
Violas Div2 R
774
Vc/Va/Vn Div L
3203
CLAV 8rt C
735
Celli Div2 L
775
Vc/Va/Vn Div R
3204
MARIMBA 8rt
736
Celli Div2 R
776
Va/Vn Div L
3205
Chroma PW Saw 20
740
Basses Div2 L
777
Va/Vn Div R
3206
TX802 dbass2
741
Basses Div2 R
800
CP80 Hard
3207
CZ1manbas
744
Db/Va Full L
801
CP80 Soft
3208
SEM PW 5%
745
Db/Va Full R
802
CP80 Dual Strike
3209
SEM PW 30%
746
Db/VnI Full L
810
Mellotron String
3210
SEM PW 50%
747
Db/VnI Full R
815
Mellotron Choir
3211
HD Bones
748
Db/VnII Full L
820
Mellotron Flute
3212
HD Trumpet
749
Db/VnII Full R
825
ARP String Ens
3213
HD Bari
750
Db/VnII Full2 L
830
Clav II
3214
Soft Alto Sax
751
Db/VnII Full2 R
833
Clav alt3
3215
HD Tenor
752
Db/Vc/Va/VnII FL
834
Clav Key Release
3216
ALTOSAX
753
Db/Vc/Va/VnII FR
835
Pianet
3217
Les Sustains
D-50
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
ID
Keymap
3218
Les Mutes
3249
Steel Guitar Atk
3280
Syn Voices 2
3219
Caster Mutes
3250
Perc Atk 1
3281
Perc Voice
3220
Caster Sustains
3251
Perc Atk 2
3282
Jazz Organ
3221
BariSax 18RT
3252
Perc Atk 3
3283
Church Organ
3222
Miami 1stTpt
3253
Wood Bars
3284
Draw Organ
3223
Dual Elec Piano
3254
Oboe Wave
3285
Reed Organ
3224
Hard Elec Piano
3255
Clav Wave
3286
Fretless Bass
3225
Soft Elec Piano
3256
Elec Piano Wave
3287
Midi Stack
3226
Voices
3257
Bell Wave
3288
Hbell
3227
Dual E Bass
3258
Ping Wave
3289
Glass Rim Tone
3228
Elec Pick Bass
3259
Organ Wave 1
3290
Bagpipe
3229
Elec Slap Bass
3260
Organ Wave 2
3291
Filter Snap
3230
Finger Atk Bass
3261
Organ Wave 3
3292
Applause
3231
Tenor Saxophone
3262
Organ Wave 4
3293
Glass Rim Tone
3232
Sax no Altissimo
3263
Organ Wave 5
3294
Orch Pad
3233
Chirp
3264
Organ Wave 6
3295
Heaven Bells
3234
FM Bell Trans
3265
Organ Wave 7
3296
MIDI Stack
3235
Waterphone
3266
Partials 13-20
3297
Synth Brass
3236
Metal Clank
3267
Partials 21-30
3298
DigiBass
3237
TimbaleShell Atk
3268
Partials 16-21
3299
AnaBass
3238
Cowbell Atk
3269
Very Dull Square
3300
Mini Saw
3239
Timbale Atk
3270
Buzzy Square
3301
Dist Harmonics
3240
Bell Attack
3271
Hi Formant Wave
3302
Ghatam Bass Tone
3241
Clave Atk
3272
ExtDynPrtls1
3303
Small Ghatam
3242
Wood Bar Atk
3273
ExtDynPrtls2
3304
Ghatam Shell
3243
Conga Tone Atk
3274
ExtDynSaw
3305
Ghatam Slap
3244
Conga Slap Atk
3275
Mellow Vox
3306
Muzhar
3245
Elec Pno Atk
3276
Mello Vox 2
3307
ARP SAW
3246
Brass Attack
3277
Syn Bass Pick
3308
ARP PW30%
3247
Bow Attack
3278
Syn Guitar
3309
OB PW25%
3248
Jazz Guitar Atk
3279
Syn Voices
3310
Organ Wave 8
D-51
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
3311
Ahh Buzz Wave
3483
Brush Toms
3514
ST kick Prl 3V
3312
OB Wave 1
3484
Processed Toms
3515
ST kick Yam 3V
3313
OB Wave 2
3485
E Synth Toms
3516
ST kick Yamop 3V
3314
OB Wave 3
3486
Electronic Toms
3517
ST kick Ayt 3V
3456
Kit Tmplt 1 Z-1v
3487
Zild 13"KHats 3v
3518
ST snr Lud1 3v
3457
Kit Tmplt 2 P-2v
3488
Paiste Hats 3v
3519
ST snr Lud2 3v
3458
Kit Tmplt 3 P-3v
3489
Brush Hats 3v
3520
ST snr Lud3 3v
3459
Kit Tmplt 4 Z-2v
3490
Processed Hats3v
3521
ST snr Lud4 3v
3460
Kit Tmplt 5 Zprc
3491
ElectronicHats3v
3522
ST snr Yam1 3v
3461
Kit Tmplt 6 Bprc
3492
Alt Kiks/Snres 1
3523
ST snr Yam2 3v
3462
Kit Tmplt 7 Pprc
3493
Alt Kiks/Snres 2
3524
ST snr Yam3 3v
3463
Kit Tmplt 8 Zprc
3494
Alt Kiks/Snres 3
3525
ST snr Yam4 3v
3464
Vox Kit Templte
3495
Alt Kiks/Snres 4
3526
ST snr Yam4op 3v
3465
E Kit Templte 1
3496
Alt Kiks/Snres 5
3527
ST snr Prl 3v
3466
Stereo KickDrums
3497
Alt Kiks/Snres 6
3528
Lud brush snr 4v
3467
Mono Kick Drums
3498
Alt Kiks/Snres 7
3529
3 prt brsh wstir
3468
StereoSnareDrums
3499
Alt Kiks/Snres 8
3530
Ruff-roll snare
3469
Mono Snare Drums
3500
Alt Kiks/Snres 9
3531
Strange Hits
3470
Tom-toms
3501
Bottom Things 1
3532
JK Afro-clave
3471
Hi-hats
3502
Bottom Things 2
3533
JK Bodhran_Bass
3472
Rides & Crashes
3503
Bottom Things 3
3534
JK Brake Hi 1
3473
E Perc / SndFX
3504
Bottom Things 4
3535
JK Cowclick
3474
Vocal Percussion
3505
Bottom Things 5
3536
JK 9AvGrd_FstPlH
3475
Drum Percussion
3506
Bottom Things 6
3537
JK 9AvGrd_FastPu
3476
WoodMetlShakPerc
3507
CB kick1 3V
3538
JK 9AvGrd_FstP2
3477
CB 6 Toms 3v
3508
CB kick2 3V
3539
JK Mamcowclk
3478
CB 3 Toms 2v
3509
CB Snare1 4v
3540
JK Salsa_clave
3479
CB 3 Toms 2 4v
3510
CB Snare2 5v
3541
JK Slit_Drum_hit
3480
ST Toms 2v
3511
CB Snare3 5v
3542
JK Slit_Drum_mut
3481
ST Toms 2v Open
3512
CB Snare4 4v
3543
JK Clave dry
3482
ST Flr Toms 3v
3513
CB Snr1 4v Room
3544
JK Indgong
D-52
ID
Keymap
ID
Keymap
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
3545
JK Indgong2
3576
ALL LogSlitCastn
3546
JK Loghia5
3577
ALL Orch&Misc
3547
JK Loglowa5
3578
ALL Ringbells
3548
JK Tabla dhi
3579
ALL Shake&Scrape
3549
JK Tabla ta
3580
ALL Tabla&Gourd1
3550
JK Tib bowl
3581
ALL Tabla&Gourd2
3551
JK Tib bwlg5
3582
ALL Tambs
3552
JK Guiro
3583
ALL Timbales
3553
JK Salsa Whistle
3584
ALL Timbales2Vel
3554
JK T6 Oo
3585
ALL Triangles
3555
JK T6 Thing
3586
ALL Tumba
3556
JK Metal Hit 5
3587
OCT Agogos 6R
3557
JK Reverse Breat
3588
OCT BassDrums 4R
3558
JK CRGuiro
3589
OCT Bendir 4R
3559
JK Mono Kick Dru
3590
OCT Bodhran 8R
3560
JK Mono Snare Dr
3591
OCT Bongos 4R
3561
JK Brush Toms
3592
OCT Bongos 7R
3562
JK GM Bird jk
3593
OCT BrakeDrum 3R
3563
JK E Perc / SndF
3594
OCT Claves 7R
3564
ALL Agogos&Ganko
3595
OCT Congas 7R
3565
ALL BellsNBowls
3596
OCT CowBell2 3R
3566
ALL Bongos
3597
OCT CowMambo 3R
3567
ALL ClapsNSnaps
3598
OCT CowsA 8R
3568
ALL Claves
3599
OCT CowsB 8R
3569
ALL Conga
3600
OCT Djembe 7R
3570
ALL CowBellBrake
3601
OCT Dumbek 6R
3571
ALL Djemb&Dumbek
3602
OCT Gourd 4R
3572
ALL Frames A
3603
OCT Guiro 2R
3573
ALL Frames B
3604
OCT GunGun 2R
3574
ALL GunCajonTalk
3605
OCT Hand Clap 9R
3575
ALL LogSlitBlock
D-53
PC3A Objects (V 2.31.2)
Effect Presets with Algorithms
ID
Keymap
ID
Keymap
3606
OCT Indo Gong 2R
3637
VRT BongoCongaL1
3607
OCT Log Drum 4R
3638
VRT BongoCongaL2
3608
OCT Log&Slit 6R
3639
VRT FrameHybrdL1
3609
OCT Metals 8R
3640
VRT FrameHybrdL2
3610
OCT MiscPerc 3R
3641
VRT Gourd L1
3611
OCT Shakeys A 8R
3642
VRT Gourd L2
3612
OCT Shakeys B 8R
3643
Carnival L1
3613
OCT Shekere 2R
3644
Carnival L2
3614
OCT SleighBel 3R
3645
Carnival L3
3615
OCT Tabla 5R
3646
Carnival Snares
3616
OCT Talk Drum 4R
3647
FlexiCrotale L1
3617
OCT Tamborim 3R
3648
FlexiCrotale L2
3618
OCT Tamborine 8R
3649
Misc Perc Vel4
3619
OCT TempleBlk 6R
3650
Rung Keys L1
3620
OCT TibetCym 2R
3651
Rung Keys L2
3621
OCT TibetGngA 2R
3700
PC3A Piano p
3622
OCT TibetGngB 2R
3701
PC3A Piano mp
3623
OCT Timbale 10R
3702
PC3A Piano mf
3624
OCT TonalCow 4R
3703
PC3A Piano f
3625
OCT Tumbas 8R
3704
PC3A Piano ff
3626
OCT Tumbas 7R
3705
PC3A Piano fff
3627
OCT Triangles 8R
3706
Stein As
3628
OCT Ringys 10R
3707
Stein Bs
3629
VRT Accessory A
3708
Stein Cs
3630
VRT Accessory B
3709
Stein Ds
3631
VRT Accessory C
3710
Stein Es
3632
BODHRN Bendir L1
3711
Stein Fs
3633
BODHRN Bendir L2
3712
Stein Gs
3634
BODHRN Bendir L3
3713
B4 Thump
3635
DjembeDrumbek L1
3714
Damper Pedal fas
3636
DjembeDumbek L2
3715
Pedal Release 1
D-54
ID
3716
Keymap
Pedal Release 2
PC3A Objects (V 2.31.2)
Samples
Samples
ID
ID
Sample
2
Stereo Pizz F#1
3
Stereo Pizz B1
4
Stereo Pizz D2
5
Stereo Pizz F2
6
Stereo Pizz G#2
7
Stereo Pizz A#2
8
Stereo Pizz D3
9
Stereo Pizz F3
10
Stereo Pizz G#3
11
Stereo Pizz B3
12
Stereo Pizz C#4
13
Stereo Pizz E4
14
Stereo Pizz G4
15
Stereo Pizz A#4
16
Stereo Pizz C#5
17
Stereo Pizz E5
18
Stereo Pizz G#5
19
Stereo Pizz C6
20
Stereo Pizz E6
21
Stereo Pizz G#6
22
Stereo Pizz C7
23
Stereo Trem F1
24
Stereo Trem A1
25
Stereo Trem C#2
26
Stereo Trem D#2
27
Stereo Trem F#2
28
Stereo Trem A#2
29
Stereo Trem C#3
Sample
30
Stereo Trem D#3
31
ID
Sample
99
kHarpsichord v
Stereo Trem F3
100
Harpsichord v
32
Stereo Trem G3
101
Harpschrd Rel v
33
Stereo Trem A#3
105
Celesta
34
Stereo Trem C4
107
Accordion
35
Stereo Trem D#4
110
Hammond 1st 3
36
Stereo Trem F#4
111
Hammond B3 Full
37
Stereo Trem A#4
112
Hammond KeyClick
38
Stereo Trem C#5
113
Hammond 1st 3b
39
Stereo Trem E5
114
kTone Wheel Orga
40
Stereo Trem G#5
115
Trumpets
41
Stereo Trem C#6
116
Trombets 2
42
Stereo Trem E6
118
Trombones
43
Stereo Trem A6
119
alt Trombones
44
Stereo Trem C7
121
Tenor Saxes
50
Left Piano f
122
Tenor Saxes fast
51
Right Piano f
124
Bari Sax
52
Left Piano mf
125
Bari Sax 2
53
Right Piano mf
126
Trombones
54
Left Piano mp
127
Trombones jk alt
55
Right Piano mp
128
Tenor Saxes med
56
Left Piano f jk
130
St Strings g1
57
Right Piano f jk
131
St Strings c2
70
Rhodes
132
St Strings gs2
72
Rhodes Thump
133
St Strings e3
80
Wurlitzer
134
St Strings gs3
83
Wurlitzer Thump
135
St Strings e4
84
Wurli Key Rel
136
St Strings gs4
90
FM E Piano
137
St Strings cs5
95
Clav
138
St Strings f5
96
Clav Release
139
St Strings d6
D-55
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
140
St Strings c7
199
E Bass Slap BlkB
270
onep4
141
Left Strings
200
syn Fretless
271
onep6
142
Right Strings
201
Tenor Saxes RVRS
272
onep8
149
Take 6 Bopa
202
Acoustic Bass mr
273
onp12
150
Take6 Aah Attk
203
AcoustBassAltDcy
274
prime
151
Take6 Aah Loop
204
Maracas Down
275
saw
152
Take 6 Bop
205
Take 6 Bopa
276
sawd
153
Take 6 Doop
206
kE Bass Slap Blk
277
sawsd
154
Take 6 Dot
210
Marimba
278
sawvd
155
Take6 Ooh Attk
211
Vibes
279
sine
156
Take6 Ooh Loop
218
celeste hi root
280
sq
157
Take 6 B(op)
250
b3ds
281
sqsd
158
Take 6 D(oop)
251
b3ful
282
sxt21
159
Take 6 (D)ot
252
b3st3
283
third
160
Take6 Aah LoopHI
253
b3st4
284
thn20
161
Take6 Aah Loop a
254
b3sw
285
thre4
162
Take6 Ooh Loop a
255
buzz
286
thre5
163
Take 6 Doop a
256
dw15
287
tri
165
Take 6 Dot a
257
dw6
288
two4
173
Syn Vox
258
e10
298
kEDrum1 Kick
175
Koreana
259
e12
299
kEDrum1 Snare
177
Hybrid Pan
260
eln15
300
LUD223
179
StlStrGtrHiDecay
261
five7
301
Mykik2
180
Steel String Gtr
262
for7
302
Sonkik
183
Clean Elec Gtr
263
fv11o
303
Sonkik alt
186
Distorted Guitar
264
on246
304
YAMkik2
187
kDistorted Guita
265
one23
305
BD2
190
E Bass Fing New
266
one24
306
BD123
193
E BassFng e2 alt
267
one2
307
BD51
194
E BassFng e2 al2
268
one35
308
E2kik2
196
E Bass Blk B
269
one3
309
LUDdryM
D-56
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
310
LUDdryH
341
Open Hat
372
Cajon Hit
311
Eamesm
342
Open/Cls Hat
373
Cajon Mute
312
Eamesh
343
Foot Hat
374
Clap
313
PrldryM
344
Crash Cymbal 2
375
Clap env1
314
PrlambH
345
Crash Cymbal alt
376
Clap env2
315
EAMwoodH
346
Ride Rim3
377
Clap env3
316
kEDrum2 Kick2
347
RideBell
378
Clave
317
LUDambM
348
Agogo Hi
379
Clave env1
318
LUDambM alt
349
Agogo Hi env1
380
Clave env2
319
LUDambH
350
Agogo Hi env2
381
Clave env3
320
LUDambH alt
351
Agogo Hi env3
382
Conga Open Tone
321
YAMamb
352
Agogo Hi env4
383
Conga Open env1
322
YAMamb alt
353
Agogo Lo
384
Conga Open env2
323
Snare55
354
Agogo Lo env1
385
Conga Open env3
324
Snare58
355
Agogo Lo env2
386
Tumba Open Tone
325
Snare87
356
Agogo Lo env3
387
Tumba Open env1
326
Snare89
357
Agogo Lo env4
388
Tumba Open env2
327
e2snr
358
Bongo Hi Tone
389
Tumba Open env3
328
e2snr3
359
Bongo Hi env1
390
Conga Slap
329
Cross Stick
360
Bongo Hi env2
391
Conga Slap env1
330
Cross Stick alt
361
Bongo Hi env3
392
Conga Slap env2
331
Yam102
362
Bongo Hi env4
393
Conga ClosedSlap
332
Yam124
363
Bongo Lo Tone
394
Conga ClSlp env1
333
Yam182
364
Bongo Lo env1
395
Conga ClSlp env2
334
Yam102 alt
365
Bongo Lo env2
396
Tumba Flat Hand
335
Yam124 alt
366
Bongo Lo env3
397
Tumba Flat env1
336
Yam182 alt
367
Bongo Lo env4
398
Tumba Flat env2
337
Closed Hat Alt
368
Bongo Slap
399
Tumba Flat env3
338
Closed Hat
369
Bongo Slap env1
400
Cow Bell
339
Slightly Opn Alt
370
Bongo Slap env2
401
Cow Bell env1
340
Slightly Opn Hat
371
Bongo Slap env3
402
Cow Bell env2
D-57
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
403
Finger Snap
434
Triangle Mute
465
Yam182 rev
404
Finger Snap env1
435
TriangleMuteEnv1
466
Closed Hat rev
405
Finger Snap env2
436
Splash Cymbal
467
Open Hat rev
406
Finger Snap env3
437
Shakers Down nl
468
Crash rev
407
Maracas Down
438
Shakers Up nl
469
Snare55 rev
408
Maracas Dwn env1
439
Maracas Up ja
470
e2snr rev
409
Maracas Up
440
Maracas Up e1 ja
471
e2snr3 rev
410
Maracas Up env1
441
Maracas Down ja
472
slap snare
411
Shakers Down
442
Maracas Dwn e1ja
473
tonal snare
412
Shakers Up
443
Clap no flam
474
new sidestick
413
Tamb Down
444
Maracas Down sa1
475
CoughKick
414
Tamb Down env1
445
Maracas Up sa1
476
pan
415
Tamb Up
446
Shakers Down sa1
477
Open/ClsHtIGNREL
416
Tamb Up env1
447
Shakers Up sa1
478
globlah2
417
Tamb Hit
448
Tamb Up env1 sa1
479
mutated kick
418
Tamb Hit env1
449
Tamb Dwn en1 sa1
480
mutated kick 2
419
Tamb Hit env2
450
Tamb Hit
481
warp drop
420
Timbale Hi mf
451
Cross Stck altAR
482
OpnHat scrape
421
Timbale Lo mf
452
Crash Cymbal AR
483
sine2
422
Timbale Hi ff
453
Sonkik rev
484
kTumba Open env1
423
Timbale Lo ff
454
YAMkik2 rev
485
mini sweep 2
424
TimbaleH mf env1
455
BD123 rev
486
kConga ClosedSla
425
TimbaleH ff env1
456
E2kik2 rev
487
kConga Slap
426
TimbaleL mf env1
457
Eamesm rev
488
kick bottom 2
427
TimbaleL ff env1
458
Eamesh rev
489
Gong
428
Timbale Shell
459
PrldryM rev
490
stoneloop
429
TimbaleShellEnv1
460
PrlambH rev
491
pulsegrunge
430
Triangle Open
461
LUDambH rev
492
zipyipe
431
TriangleOpenEnv1
462
YAMamb rev
493
bentblade
432
TriangleOpenEnv2
463
Yam102 rev
494
vaculunt
433
TriangleOpenEnv3
464
Yam124 rev
495
auto maraca
D-58
sa1
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
496
errietamb
527
LegatoTenorSax
558
kAcoustic Bass
497
distachime
528
kConga Open Tone
559
kChurch Bell
498
popshayknroll
529
kBongo Slap
560
kTemple Block
499
Lazercork2
530
Open/Cls Hat R
561
kGuiro
500
Conga Open ToneA
531
TriangleOpnRls
562
kBelltree
501
Agogo Hi env2A
532
MelTom alt
563
kOrchestra Hit
502
TimbaleHmfenv1 j
533
GM CrashCym 2
564
kFret Noise
503
Tumba Open j
534
GMkik1
565
kTelephone
504
Clave env1 a1
535
GM Crash rev
566
kGlock rel alt
505
Conga ClsdSlp J1
536
GM ELEC KiK
567
kXylo rel alt
506
TimbaleL mf jk1
537
kBongo Lo Tone
568
kTamb Hit
507
Tumba Open env4
538
kBongo Hi Tone
569
kMaracas
508
Conga Open env4
539
kTriangle Mute
577
Bari Sax 2
509
Shakers Dwn rvs
540
kAgogo Lo
578
TrombonesMod
510
Conga Open igoff
541
kAgogo Hi
600
Flute
511
Tumba Open igoff
542
kEDrum2 HH Close
601
Oboe
512
Shakers Downsa1j
543
kEDrum2 HH Open
602
English Horn
513
Shakers Up j
544
kSnare Hit
603
Bassoon
514
Agogo Hi gong
545
kSnare Roll
604
Dbl Reeds
515
Agogo Lo gong
546
kTimpani
605
Clarinet
516
Cow Bell gong
547
kTriangle
606
French Horn
517
Crash Cym rva jk
548
kTamb Hit
607
French Hrn Sec
518
Shakers Up jk2
549
kTamb Roll
608
Baritone Horn
519
Shakers Down j1
550
kCastanet Hit
609
Trumpet/Trombone
520
Shakers Up j3
551
kCastanet Up
610
Soft Trumpet
521
Clave env2b jk
552
kSleigh Bells
611
Harmon Mute Trp
522
Clave e1alt cstn
553
kTriangle (rel)
613
Tuba
523
Maracas Dwn env1
554
kChimes
614
Harp
524
Cross Stick gt1
555
kCelesta
615
Harp Arpeggios
525
Maracas Down gt1
556
kXylophone
618
Nylon String Gtr
526
Tumba Open igf a
557
kHarp
620
Glockenspiel
D-59
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
621
K250 Choir
655
Solo Violin
691
Brush Stir Short
623
K250 Pipe Organs
656
Solo Viola
692
Brush Stir Long
624
Chimes
657
Solo Cello
693
808 Cowbell
625
Xylophone
658
Fast Solo Cello
694
808 Kick
626
Timpani
659
Solo Double Bass
695
808 Snare
627
Orch Bass Drum
660
Pizz Strngs Left
696
909 Clap
628
kGlockenspiel
661
Pizz Strngs Right
697
909 Closed Hat
629
Orch Crash
666
Trem Strngs Left
698
909 Open Hat
630
Orch Crash jk1
667
Trem Strngs Right
699
GM Applause
631
Stereo Tam Tam
670
kChiff
700
Fret Noise
632
Tam Tam Left
671
Bagpipe
701
GM Bird
633
Tam Tam Right
672
Bottle
702
Gunshot
635
Triangle
673
Chiff
703
Ice Rain
636
Dark Triangle
674
Harm Pick
704
Syn Drum
638
Triangle (rel)
675
Harm Wave
705
Telephone
639
Tambourine Roll
676
GM Jazz Gtr
706
Sine PC2ROM1
640
Tambhit
677
GM Clean Strat
707
Metrobell
641
Snare Roll
678
Strat Mutes
708
kEDrum2 Clap
642
Snare Hit
679
Koto
709
kWoodblock
643
Woodblock
680
Mbira
710
Woodblock short
644
Sleigh Bells
681
Orchestra Hit
711
GM 808 Kick
646
Castanet Hit
682
Belltree
712
Vibraslap GM
647
Castanet Up
683
Cuica Hi
713
GM Hi Guiro
648
Vibraslap
684
Filtersnap
714
GM Guiro
649
Temple Block 1
685
Guiro
715
Cuica Hi alt
650
Temple Block 2
686
Scratch
716
Cuica Lo alt
651
Temple Block 3
687
Whistle
717
kEDrum2 Snare1
652
Temple Block 4
688
Chinese Cymbal
718
Belltree alt
653
Church Bell
689
Brush Snare Hit1
719
FS 808 Tom
654
kVibraslap
690
Brush Snare Hit2
720
GM ChinCym
D-60
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
721
GM Shrt Whistle
766
Celli Full R
851
RMI_accenter lo
722
Orch Crash jk1
770
Basses Full L
852
RMI_accenter hi
723
Orch Crash a2
771
Basses Full R
899
Sine Wave
724
Tambourine Roll
775
Vlns Div2 L
900
Trombones jk alt
725
Orch Bass Drum a
776
Vlns Div2 R
901
Cross Stick gt1
726
kOrch Crash jk1
780
Violas Div2 L
902
Maracas Down gt1
727
Snare Hit s1
781
Violas Div2 R
904
sine no demph
728
Snare Roll
785
Celli Div2 L
950
Tenor Saxes med
729
Tambhit
786
Celli Div2 R
998
sine no demph
730
Sleigh Bells
790
Basses Div2 L
999
silence
731
Temple Block1ign
791
Basses Div2 R
3200
steeldrum
732
SoftTrp Pipes
795
Split Ext Full L
3201
mandolin
733
Glockenspiel
796
Split Ext Full R
3202
banjo
734
Timpani
797
Split Ext Div L
3203
Clav
735
kEDrum1 Cowbell
798
Split Ext Div R
3204
MARIMBA 8rt
736
kEDrum1 Kick
799
Sine Wave
3205
Chroma PW Saw 20
737
kBrush Stir Long
800
Left Piano f jk
3206
TX802 dbass2
738
kBrush Stir Shor
801
Right Piano f jk
3207
CZ1manbas
739
kBrush Snare Hit
802
CP80 E Grand
3208
SEM PW 5%
740
kBrush Snare Hit
810
Mellotron Strings
3209
SEM PW 30%
741
kIce Rain
815
Mellotron Choir
3210
SEM PW 50%
742
kFinger Snap
820
Mellotron Flute
3211
HD Bones
743
kCuica
825
ARP String Ensemble
3212
HD Trumpet
750
Vlns I Full L
830
Clav II
3213
HD Bari
751
Vlns I Full R
834
Clav Key Release
3214
HD Tenor
755
Vlns II Full L
835
Pianet
3215
ALTOSAX
756
Vlns II Full R
836
Fast Pianet
3216
Soft Alto Sax
760
Violas Full L
840
RMI Electra Piano
3217
Les Sustains
761
Violas Full R
845
RMI Harpsichorda
3218
Les Mutes
765
Celli Full L
850
RMI Accenter
3219
Caster Mutes
D-61
PC3A Objects (V 2.31.2)
Samples
ID
Sample
ID
Sample
ID
Sample
3220
Caster Sustains
3251
Organ Wave 2
3280
Ghatam Shell
3221
BariSax 18RT
3252
Organ Wave 3
3281
Ghatam Slap
3222
Rhodes E Piano
3253
Organ Wave 4
3282
Muzhar
3223
Voices
3254
Organ Wave 5
3283
ARP SAW
3224
Electric Bass
3255
Organ Wave 6
3284
ARP PW30%
3225
Tenor Saxophone
3256
Organ Wave 7
3285
OB PW25%
3226
Chirp
3257
Partials 13-20
3286
Organ Wave 8
3227
Timbale Atk
3258
Partials 21-30
3287
Ahh Buzz Wave
3228
FM Bell Trans
3259
Partials 16-21
3288
OB Wave 1
3229
Metal Clank
3260
Very Dull Square
3289
OB Wave 2
3230
Bellhallah
3261
Buzzy Square
3290
OB Wave 3
3231
Wood Bar Atk
3262
Hi Formant Wave
3291
Jazz Organ
3232
Bell Attack
3263
ExtDynPrtls1
3292
Church Organ
3233
Conga Tone Atk
3264
ExtDynPart2
3293
Draw Organ
3234
TimbaleShell Atk
3265
ExtDynSaw
3294
Reed Organ
3235
Cowbell Atk
3266
Syn Bass Pick
3295
Fretless Bass
3236
Clave Atk
3267
Syn Guitar
3296
HBell
3237
Conga Slap Atk
3268
Perc Voice
3297
Bagpipe
3238
Elec Pno Atk
3269
Glass Rim Tone
3298
CB kick1 v1
3239
Brass Attack
3270
Orch Pad
3299
Filter Snap
3240
Bow Attack
3271
Heaven Bells
3300
Applause
3241
Jazz Guitar Atk
3272
MIDI Stack
3456
Stereo kicks
3242
Steel Guitar Atk
3273
Synth Brass
3457
Mono kicks
3243
Perc Atk
3274
DigiBass
3458
Elec kicks
3244
Wood Bars
3275
AnaBass
3459
CB Snares S
3245
Oboe Wave
3276
Mini Saw
3460
ST Snares S
3246
Clav Wave
3277
Dist Harmonics
3461
Other Snares
3247
Elec Piano Wave
3278
Ghatam Bass Tone
3462
Elec Snares
3248
Bell Wave
3279
Small Ghatam
3463
CB Toms
3249
Ping Wave
3250
Organ Wave 1
D-62
PC3A Objects (V 2.31.2)
Samples
ID
Sample
3464
ST Toms Stereo
3465
ST Toms Mono
3466
Brush Toms
3467
Elec Toms
3468
CB Hats
3469
ST Hats
3470
Brush Hats
3471
Elec Hats
3472
Crash Cymbals
3473
Ride Cymbals
3474
Elec Perc
3475
Sound FX
3476
Human Percussion
3477
Drum Perc
3478
Gourd
3479
Wood Perc
3480
Metal Perc
3481
Shaker Perc
3482
Reverse Cyms
3483
Reverse Drums
3484
Bell Tree
3700
PC3A Piano p
3701
PC3A Piano mp
3702
PC3A Piano mf
3703
PC3A Piano f
3704
PC3A Piano ff
3705
PC3A Piano fff
3706
B4_thump2.P3K
3707
Damper Pedal_ fa
3708
DamperRel.P3K
3709
DamperRelease2.P
D-63
PC3A Objects (V 2.31.2)
Arpeggiator Shift Patterns
Arpeggiator Shift Patterns
ID
Shift Pattern
ID
Shift Pattern
ID
Shift Pattern
1
major
30
1InvMin3
59
Blues
2
minor
31
Root 5/3/5
60
Blade
3
Oct +
32
Root 5/m3/5
61
Repeat w/ Rests1
4
Oct -
33
Root 6/4/6
62
Repeat w/ Rests2
5
Oct 2x
34
bluesy1
63
Repeat w/ Rests3
6
1’s n 12’s
35
bluesy2
64
Bass 1
7
FullMajor
36
bluesy3
65
Immenence
8
FullMinor
37
bluesy4
66
Immenence2
9
Major7
38
rashi1
67
Minor1
10
Minor7
39
rashi2
68
Minor2
11
MajorMaj7
40
rashi3
69
Minor3
12
Sus2
41
rashi4
70
3 Note Drum Arp
13
Sus4
42
petals1
71
one five
14
FullSpanish
43
petals2
72
mysterious1
15
Dim
44
petals3
73
mysterious2
16
Dim7d
45
Urger1
74
mysterious3
17
Dim7m
46
Urger2
75
percolator1
18
PentaA
47
Urger3
76
percolator2
19
PentaB
48
Urger4
77
percolator3
20
PentaC
49
Hala1
78
percolator4
21
Maj Arp Oct
50
Satch
79
sparser 1
22
Root 5 Oct 5
51
Satch2
80
sparser 2
23
Root 5/4/5
52
Cascade
81
boomboomwack
24
1st Inv M
53
TripletCascade
82
boomboomquick
25
1st Inv M2
54
Buzzer
83
here comes da
26
1st Inv m
55
Angus
84
here comes da2
27
2nd Inv M
56
BouncingZero
85
here comes da3
28
2nd Inv m
57
1To3
86
moving 1
29
BacknForth
58
1To3b
87
moving 2
D-64
PC3A Objects (V 2.31.2)
Arpeggiator Shift Patterns
ID
Shift Pattern
88
moving 3
89
where’s one?
90
where’s one? 2
91
happy one
92
happy one 2
93
crafty 1
94
crafty 3
95
crafty 4
96
crafty 5
97
can do 1
98
can do 3
99
chromo up 1
100
Rising Minor
101
Minor 7 Pattern
102
Oct 5th up down
120
Major 1A
121
Major 1B
122
Major 1C
123
Minor 1A
124
Minor 1B
125
Minor 1C
126
48StepTemplate
127
24StepTemplate
128
16StepTemplate
129
8StepTemplate
130
OctaveRhythm1
131
Minor Var 1
132
Drum Beat 1
200
as 1
D-65
PC3A Objects (V 2.31.2)
Arpeggiator Velocity Patterns
Arpeggiator
Velocity Patterns
ID
Velocity Pattern
ID
Velocity Pattern
ID
Velocity Pattern
1
PseudoSine
29
pat12B
84
echo 1
2
LoHi
30
pat12C
85
echo 2
3
HiLoLo
31
pat12D
86
echo 3
4
HiLoLoLo
32
pat24A
87
echo 4
5
HiLoLoHiLoHi
33
pat24B
88
echo 5
6
6-pattern
34
pat24C
89
echo 6
7
12-patternA
35
pat24D
90
echo 7
8
12-patternB
36
LoHi2
91
echo 8
9
X0
37
trip1
92
echo 9
10
0X
50
1/4 note triplet
93
echo 10
11
X00
51
16ths Pattern 1
94
echo 11
12
XX0
52
16 Note Pattern2
95
echo 12
13
X000
53
Rhythm 1
96
echo 13
14
XX00
54
Rhythm 2
97
echo 14
15
XXX0
70
Bass 1
98
echo 15
16
X0000X
71
ARPKIK1
99
dub echo 1
17
X00X0X
72
ARPSNR1
100
E. Bass Arp
18
XX0X0X
73
ARPHAT1
101
PercussionArp
19
XXXXX0
74
Syn 1
120
8th HiHat 1
20
X000000X
75
perco 1
121
8th Delay 1
21
X0000X0X
76
perco 2
122
8th Trip Delay 1
22
XXXXXXX0
77
rebound 1
123
Syn 2
23
0X00XX00
78
rebound 2
124
48StepTemplate
24
X000X0X0
79
pulser 1
125
24StepTemplate
25
XX00X0X0
80
pulser 2
126
16StepTemplate
26
XX00XXX0
81
pulser 3
127
8StepTemplate
27
XX0XXXX0
82
pulser 4
128
Speed Up
28
pat12A
83
pulser 5
200
Trancer1
D-66
PC3A Objects (V 2.31.2)
Arpeggiator Velocity Patterns
ID
Velocity Pattern
201
Trancer2
202
ElectroBass1
203
ElectroGtr1
204
offbeats01
205
BalladBass1
206
One and Two
207
One and Two 2
208
One and Two 3
209
Offbeat 8ths
210
And one and
D-67

Object Types and Conversion Details
Appendix E
PC3A Legacy File Conversion
The PC3A can load objects from older Kurzweil K2 series products. Loaded objects are converted
to object types native to the PC3A (see below for object types that can be converted.) Some object
parameters cannot be converted and must be adjusted by the user after conversion (see object
types below for details.) The PC3A does not load samples, so during keymap conversion the
PC3A will try to find similar samples to use in the PC3A ROM. This process may or may not be
successful. The PC3A is unable to convert the sample skipping parameter (SmpSkp,) so PC3A
ROM samples used for converted K2 series keymaps can only be transposed upward by one
octave.
Only legacy objects ending with the file extension .P3K, .K26, .K25, or .KRZ can be loaded and
converted.
Object Types and Conversion Details
Keymap Objects
All K series Keymap objects can be loaded, all parameters will be used or converted to PC3A
specific parameters. The PC3A is unable to convert the sample skipping parameter (SmpSkp,) so
PC3A ROM samples used for converted K2 series keymaps can only be transposed upward by
one octave.
Program Objects
Most K series Program objects can be loaded, but FX are not converted and must be set by the
user. A reverb effect is set by default for converted Programs. Some DSP ALGS and DSP objects
(some filters, oscillators, etc.) can not be converted, so user may have to adjust some Program
layers to use new ALGs or DSP objects. The PC3A does not load samples, so during keymap
conversion the PC3A will try to find similar samples to use in the PC3A ROM. This process may
or may not be successful. The PC3A is unable to convert the sample skipping parameter
(SmpSkp,) so PC3A ROM samples used for converted K2 series keymaps can only be transposed
upward by one octave. KB3 programs created with a K2500 or K2600 cannot be loaded to the
PC3A, however the PC3A contains a variety of KB3 programs which can easily be modified and
edited. Also, Triple Mode programs created with the K26 series cannot be loaded to the PC3A,
however PC3A programs can use Cascade Mode. Cascade Mode allows a program signal to be
routed through up to 32 layers of DSP algorithms (see Alt Input for Algorithms (Cascade Mode) on
page 6-27 for details.)
Setup Objects
All K series Setup objects can be loaded, but FX are not converted and the Program effects are
used by default. Also, any controller settings for a fourth switch pedal will not be converted
(because the PC3A only has three switch pedals). All PC3 Setup objects can be loaded.
E-1
Index
Numerics
50% Weight 9-24
A
A/Dry->B parameter 9-12
A->B cfg parameter 9-12
About 11-18
Adding layers 6-52
additional sounds 1-5
Adjust parameter (EnvCtl) 6-46
Adjusting sample volumes 14-4
AIF
Automatic Preview in a Program 11-19
Loading Tutorial 13-16
Algorithms D-21
Editing 6-28
Aliaser effect 9-19
All Controllers Off 10-6
All Notes Off 10-6
Alpha Wheel 3-9
Alphabetic entry 3-9, 5-3
Alphanumeric pad 3-9
Alt Input for Algorithms 6-27
Alternative Attack parameter (Keymap) Parameters 6-16
Alternative Start
Sample Editor 14-12
AMPENV page (Program Editor) 6-42
Amplitude envelope
Decay segment 6-43
Natural 6-42
User 6-42
Amplitude envelope parameters 6-43–6-44
Amplitude envelopes 6-42
Analog output settings
In Setup Mode 7-6
In Song Mode 12-12
Arp Active 7-43
Arp button 3-5
Arpeggiator
Active 7-43
Beats 7-43
Duration 7-44
Glissando 7-50
Latch 7-49
Limit 7-46
Limit Option 7-46
Low Key (LoKey) and High Key (HiKey) 7-50
Order 7-43
Shift 7-46
shifting notes 7-46
Velocity 7-44
ASCII characters 5-3
ASR page (Program Editor) 6-40
ASR parameters 6-40–6-41
Assign sample 14-6
Assigning samples to keymaps 14-3
Atk Rate 9-20
Atk Time 9-16
Attack 9-17
Attack parameter (ASR) 6-41
Attack Portamento parameter (Common) 6-36
Attack Time and Level parameters (AmpEnv) 6-43
Audio cables 2-2
AutoPan 9-24
B
Bank Buttons 3-2
Bank Select
MIDI Receive page 10-9
Banks 3-2
Basic editing 5-1
Basic MIDI channel 10-6
Bass Freq 9-15
Bass Gain 9-15
Battery 1-4
Boot Loader 1-4
Bootloader B-1
Bottom line of display 3-6
Bounce
Song Mode TRACK Page 12-25
Brake 9-23
Breath 2-4
breath 1-5
Brightness 2-5
Build 9-13
Building a keymap 14-7
Buttons
Panic 6-2
Bypass effects 5-7
C
Cab Bypass 9-21
Cab Preset 9-21
Cabinet HP 9-21
Cabinet LP 9-21
Cabinet simulations 9-21
Carrier
ring modulation 9-25
Cascade Mode 1-3, 6-1, 6-27
Category buttons 3-4
CenterGain 9-25
CentrAtten 9-24
Chain Info
Export 13-15
Chains
effect D-15
Chan/Layer buttons 3-7, 5-7
Change
Song Mode TRACK Page 12-30
Changing intonation key 11-9
Channel/Program (CH/PROG) Page 7-4
Channels on and off 10-14
Characters 5-3
Chorus 9-18
Index-i
Clicking during portamento 6-36, 6-37
Clock 11-17
setting 2-7
Source 11-11
COMMON Page
Song Mode 12-19
Common parameters 6-35–6-60
Compare 5-7
Compatibility
K Series Objects E-1
Complex Echo 9-14
Compressors 9-16
Configuring control sources 6-9
Connecting MIDI 2-3
continuous pedals 1-5
Contour 9-20
Contrast 2-5
Control Setup 6-9
Control sources
Configuring 6-9
FUNs 6-41
Key tracking 6-25
Source 1 and Source 2 6-25
Velocity tracking 6-25
Controllers
saving settings in Program Mode 6-3
Controlling LFO rate 6-39
conventions for editing objects 5-1
Copy
Song Editor TRACK Page 12-24
Copying layers 6-52
Creating layers 6-52
Cross Couple parameter 9-12
Crossfade parameter (Output) 6-33
Crossfade Sense parameter (Output) 6-33
Crossover 9-22
Crossover1 9-17, 9-26
Crossover2 9-17
Cursor buttons 3-7
Curve 9-22
D
Data entry 3-9
DC Offset 9-19
Decay segment 6-43
Decay Time and Level parameters (AmpEnv) 6-43
DegenRegen delay 9-15
Delay 9-26
Delay parameter (ASR) 6-40
Delays 9-14
DelayScale 9-14
Delete
on Object Utilities page 11-14
Delete Layer soft button 6-52
Delete soft button 6-52
Deleting layers 6-52
Deleting objects 5-6
Deleting programs 6-52
Demo Songs 15-15
Density 9-13
Index-ii
Depth 9-24
Destination
MIDI Transmit Page 10-2
Dialogs
Save 5-3
diamond icon 5-4
Diff Amt 9-14
Diff Gain 9-25
Diff Scale 9-13
DiffBassF 9-26
DiffBassG 9-26
Digital audio output 2-3
Digital Output Mode 11-10
Digital Output Volume 11-10
Directories 13-4
Disk Mode 5-6, 13-1
Disk mode 4-3
Display 3-6
Dist Drive 9-21
Distortion 9-21
Dly Coarse 9-19
Dly Fine 9-19
DlyCrs 9-19
DlyFi 9-19
Double button presses 3-10
DRAWBR page (Program Editor) 6-61
Drive 9-16
Drum Remap 6-33, 11-2
Drum Tracks
Song mode 12-20
Dry Bal 9-14
Ducking 9-17
Duplicate Layer soft button 6-52
Duplicating layers 6-52
Dynamic VAST 1-3, 6-1, 6-28
DynamRange 9-19
E
EarRef Lvl 9-13
Easy Audition 2-7
EDIT button 3-8
Edit button 5-7
Edit compare 5-7
Edit Song
COMMON Page 12-19
EVENT Page 12-31
Editing 5-1
Editing Algorithms 6-28
editing conventions 5-1
Editing KB3 programs 6-59
Editing Samples 14-9
Editing VAST programs 6-12
EditProg Exit page 5-3
EditProg Save page 5-3
Effect Algorithms D-21
Effect Chains D-15
Effect Presets D-21
Effect-box
Parameters 9-12
Effects
Parameters 9-12
Effects button 5-7
Effects bypass 5-7
Effects mode 4-3
Effects Parameters 9-12
Electrical grounding 2-2
Enable MIDI channels 10-14
Enable parameter (Layer) 6-19
Enable Sense parameter (Layer) 6-19
Enhancers 9-16
Env Rate 9-21
Env Time 9-18
ENV2 and ENV3 pages (Program Editor) 6-44
ENVCTL page (Program Editor) 6-45
Envelope control 6-45
Envelope control parameters 6-46
Envelope Filter 9-20
Envelopes 6-42, 6-44
EQ Morpher 9-16
EQ page (Program Editor) 6-69
EQs 9-15
Equalizers 9-15
Erase
Song Mode TRACK Page 12-24
EVENT Page
Song Mode 12-31
Everything
loading objects as 13-12
EXIT button 3-8
Exit values 7-30
Exp Atk 9-17
Exp Ratio 9-17
Exp Rel 9-17
Exp Threshold 9-17
Expander 9-16
Expanse 9-13
Expansion 9-17
Export
MIDI file, Program Info, Chain Info 13-15
Extended sample loop 14-11
External sequencer 12-2
External Tempo Source 7-65
F
favorite programs
Category buttons 3-4
FB2/FB1>FB 9-14
Fdbk Dly 9-14
Fdbk Image 9-15
Fdbk Level 9-14, 9-18
FdbkComprs 9-16
Files
Everything 13-7
Loading 5-6
Master 13-7
Saving 5-6
Fill Mode 13-11
Filter Type 9-20
Filters 9-20
Finding objects 3-12
Fine adjust 6-25
Flanger 9-19
Formatting a USB Device 13-2, 13-15
Freeze Pedal parameter (Layer) 6-20
FreqScale 9-16
Front panel navigation 3-6
FUN page (Program Editor) 6-41
Function soft buttons 6-51
fuses C-1
FX bypass 5-7
FX Mode on Master Mode MAIN page 11-2
G
Gate Time 9-17
Gated Ducking Delay 9-15
Gates 9-16
General MIDI 11-12
Drum Remap 6-33, 11-2
Globals parameter (Common Page) 6-37
Globals parameter (Common) 6-60
Grab
Song Mode TRACK Page 12-29
Graphic equalizer 9-15
Grounding 2-2
H
Half Wts 9-25
Hard reset 11-18
Headroom 9-19
HF Damping parameter 9-12
Hi Beam W 9-22
Hi Fast 9-23
Hi Gain 9-22
Hi Res Delay 9-22
Hi Size 9-22
Hi Slow 9-23
Hi Trem 9-22
HiAccelCrv 9-23
HiFst>Slow 9-23
High Key parameter (Layer) 6-18
High Velocity parameter (Layer) 6-18
Highpass 9-21
HiMic A 9-22
HiMic B 9-22
HiResonate 9-22
HiResXcurs 9-23
HiSlow>Fst 9-23
HiSpinDir 9-23
Hold 9-14
Hold Through Attack parameter (Layer) 6-21
Hold Until Decay parameter (Layer) 6-21
I
ID Entry
Master mode MAIN page 11-2
ID#s 15-6
Ignore release 6-20
ImageWidth 9-24
Index-iii
Impact parameter (EnvCtl) 6-47
Import Layer soft button 6-52
Importing layers 6-52
In Select 9-25
In/Out parameter 9-12
InfinDecay 9-13
Info
Export 13-15
INFO Editor 6-51, 6-52
INFO soft button
Program Editor 6-51, 6-52
Info soft button 2-8, 6-2, 8-2
Insert
Song Mode TRACK Page 12-26
Intonation key 11-9
Intonation tables 11-8
Introduction to editing 5-1
Intuitive data entry 3-11
K
K series object conversion E-1
K2600
bank mode 7-7
KB3 1-3, 2-9, 6-4, 6-6, 6-59
Polyphony 6-60
KB3 channel 6-6
KB3 programs 2-9, 6-6
Key range 14-3
Key tracking 6-25
Key tracking parameter (EnvCtl) 6-46
Key Tracking parameter (Keymap) 6-14
Key/Velocity (KEY/VEL) Page 7-9
Keyboard naming 5-5
KEYCLK page (Program Editor) 6-65
Keymap 14-7
Keymap Editor 14-1
Assign sample 14-6
New range 14-5
Keymap Editor Parameters 14-3
KEYMAP page (Program Editor) 6-14
Keymap parameter (Keymap) 6-14
Keymap parameters 6-14
Keymaps 6-4
Keymaps, stereo 6-15
KSP8 effects D-21
KVA Oscillators 6-53
L
L Diff Dly 9-14
L/R Phase 9-18, 9-24
L/R Pre Dly 9-13
LaserVerb 9-19
Late Lvl 9-13
LateRvbTim 9-13
Layer delay control 6-18
LAYER page (Program Editor) 6-17
Layer parameters 6-18–6-21
Layers
Adding 6-52
Index-iv
Deleting 6-52
Duplicating 6-52
Importing 6-52
moving between in multi-layer programs 3-11
Muting 5-7
LCD 3-6
Legacy object conversion E-1
Legato play parameter (Common) 6-36
Leslie effect 9-22
LFO Dpth 9-18
LFO Filter 9-21
LFO LRPhs 9-18
LFO page (Program Editor) 6-38
LFO parameters 6-39
LFO Phase 9-24
LFO PlsWid 9-21, 9-24
LFO Rate 9-18, 9-24
LFO Shape 9-21, 9-24
LFO Smooth 9-21
LFOs 6-38, 6-40
Line cord 2-2
Lo Beam W 9-22
Lo Fast 9-23
Lo Gain 9-22
Lo Mode 9-23
Lo Res Dly 9-22
Lo Size 9-22
Lo Slow 9-23
Lo Trem 9-22
LoAccelCrv 9-23
Loading files 5-6
Loading Individual Objects 13-10
Lock parameters 10-15
LoFst>Slow 9-23
LoMic A 9-22
LoMic B 9-22
Loop Switch
Sample Editor 14-11
Loop Type parameter (AmpEnv) 6-44
Looping samples 6-16
Loops 15-15
LoResonate 9-22
LoResXcurs 9-23
LoSlow>Fst 9-23
LoSpinDir 9-23
Low Key parameter (Layer) 6-18
Low Velocity parameter (Layer) 6-18
LP Freq 9-22
Lvl 9-22
M
Main Page
Master Mode 11-1
MakeUp Gain 9-17
MakeUpGain 9-17
Master button 5-7
Master files 13-7
Master mode 4-3
Master Table 11-18
Master Transpose 11-2
Max Freq 9-20, 9-21
Maximum delay parameter (Layer) 6-19
Maximum Rate parameter (LFO) 6-39
Memory objects 5-4
metronome 15-4
count off options 15-5
Mic Angle 9-23
Mid Freq 9-15
Mid Gain 9-15
Mid Width 9-15
MIDI
About MIDI 15-1
All Notes Off 10-6
Basic channel 10-6
Channel enable 10-14
Pan 10-15
Parameter locks 10-15
Program change formats 10-15
Receive mode 10-6
Reset channels 10-18
Transmit parameters 10-1
Utilities 11-16
Volume 10-15
MIDI channel 10-2
MIDI channel parameters 10-14
MIDI connections 2-3
MIDI disconnected 13-1
MIDI file
export 13-15
Load 13-1
MIDI Implementation Chart A-1
MIDI Machine Control 12-7
MIDI mode 4-3
Soft buttons 10-18
MIDI program changes 10-5
MIDI Receive page 10-9
MIDI Receive parameters 10-5
MIDI sequence Load, Save, Export 12-8
MIDI Thru/Out switch 2-3
MIDI Time Clock 12-2
Min Freq 9-20, 9-21
Minimum delay parameter (Layer) 6-19
Minimum Rate parameter (LFO) 6-39
MISC page (Program Editor) 6-67
Miscellaneous (MISC) 14-9
MMC 12-7
Mod Mode 9-25
Mod Wheel 3-5
Mode buttons 3-2
Mode parameter (ASR) 6-40
Mode selection 3-1, 4-1
Modes 4-1
Program 6-1
Modes, using 4-2
Modulator
ring modulation 9-25
Momentary
switch type 7-31
Mono sound systems 2-2
Monophonic parameter (Common) 6-35
Monophonic programs 6-35
Monster Truck radio spots 9-15
Morph A>B 9-16
MPressure 7-20
MTC 12-2
Multiband Compression 9-17
Multitap delays 9-14
Multi-velocity keymaps 14-4
Mute Effects Box 5-7
MuteZn 7-24
Muting layers 5-7
Muting Setup zones 5-7
N
Name soft button 6-52
Naming 15-6
Naming objects using the keyboard 5-5
Natural amplitude envelope 6-42
Navigation 3-6
New Layer soft button 6-52
Noise generator 6-16
Non-harmonic overtones
creating with ring modulator 9-25
Note triggering 6-18
Number of loops parameter (AmpEnv) 6-44
Numeric Entry
Master mode MAIN page 11-2
Numeric entry 3-9
O
Object type and ID 5-2
Objects 5-1
Deleting 5-6
loading individually 13-10
Master Mode Delete 11-14
Master Mode Rename 11-14
Naming 5-3
RAM 5-2, 5-4
Renaming 5-3
ROM 5-2, 5-4
Octav 6-2, 8-2
Odd Wts 9-25
Opaque parameter (Layer) 6-20
Origin 9-24
OS Version 11-18
Osc1 Freq 9-25
Osc1 Lvl 9-25
Osc1 Shape 9-25
Osc1PlsWid 9-25
Osc1Smooth 9-25
Oscillators 6-53
Out Gain parameter 9-12
OUTPUT page (Program Editor: KB3) 6-70
Output settings
In Setup Mode 7-6
In Song Mode 12-12
Overview 1-3
Index-v
P
Pages 3-6
AMP (KB3) 6-62
AMPENV (Amplitude envelope) 6-42
ASR (Attack, Sustain, Release) 6-40
DRAWBR 6-61
ENV2 and ENV3 (Envelopes) 6-44
ENVCTL (Envelope control) 6-45
EQ 6-69
FUN (Attack, Sustain, Release) 6-41
KEYCLK 6-65
KEYMAP 6-14
LAYER 6-17
LFO 6-38
MIDI CHANLS 10-14
MIDI RECV 10-5
MIDI XMIT 10-1
MISC 6-67
OUTPUT (KB3) 6-70
PERC 6-63
PERC2 6-64
PITCH (KB3) 6-62
TONEWL 6-59
Pair Wts 9-25
Pan 9-22, 9-26
MIDI 10-15
Pan lock 10-15
Pan Mode parameter (Output) 6-32
Pan parameter (Output) 6-32
Pan Width 9-24
Panic button 2-8, 6-2, 10-18
Parameter locks 10-15
Parameters
AmpEnv 6-43–6-44
ASR 6-40–6-41
Common 6-35–6-60
Envelope control 6-46
Keymap 6-14
Layer 6-18–6-21
LFO 6-39
Parametric equalizer 9-15
Path 13-4
PC3A Features 1-2
PC3A Overview 1-3
PC3A 6 1-1
PC3A 8 1-1
PCH 10-16
Pedals 2-4
pedals 1-5
PERC page (Program Editor: KB3) 6-62
PERC page (Program Editor) 6-63
PERC2 page (Program Editor) 6-64
Phase parameter (LFO) 6-39
Pitch 9-25
Pitch Bend Mode parameter (Layer) 6-18
Pitch Bend Range parameter (Common) 6-35
PITCH page (Program Editor: KB3) 6-62
Pitch Wheel 3-5
Play/Pause button
with Easy Audition 2-7
Index-vi
Playback loops 6-16
Playback Mode parameter (Keymap) 6-16
Plus/Minus buttons 3-9
Polydistort 9-22
Polyphony 6-4, 11-16
KB3 6-60
Portamento click 6-36, 6-37
Portamento parameter (Common) 6-36
Portamento Rate parameter (Common) 6-36
Pos 9-22
Power cable 2-2
Pre Dly 9-13
Pre-Delay 9-13
Pressure (Press) Page
Setup Mode 7-35
Pressure Map
Master 11-7
MIDI Receive 10-8
MIDI Transmit 10-4
Preview Sample (PRVIEW) 11-18
PrgChgMode 10-6
Program buttons 3-4, 5-7
Program change formats 10-15
Program change mode 10-6
Program changes
Extended 10-16
MIDI 10-5
Quick Access mode 8-1
Program Editor
AMP page (KB3) 6-62
AMPENV page 6-42
ASR page 6-40
DRAWBR page 6-61
ENV2 and ENV3 pages 6-44
ENVCTL page 6-45
EQ page 6-69
FUN page 6-41
KEYCLK page 6-65
KEYMAP page 6-14
LAYER page 6-17
LFO page 6-38
MISC page 6-67
OUTPUT page (KB3) 6-70
PERC page 6-63
PERC2 page 6-64
PITCH page (KB3) 6-62
Soft buttons 6-12
TONEWL page 6-59
Program Info
Export 13-15
Program lock 10-15
Program mode 4-2, 6-1
Soft buttons 6-2
Program mode page 6-1
Program output settings
In Setup Mode 7-6
Programs D-1
Adding layers 6-52
Deleting 6-52
Deleting layers 6-52
Duplicating layers 6-52
Editing (KB3) 6-59
Editing (VAST) 6-12
Importing layers 6-52
KB3 2-9, 6-6
Renaming 6-52
Saving 6-52
selecting 2-7
VAST 2-8, 6-4
Ptch Offst 9-25
Pulse Width 9-21, 9-24
punching in 15-9
Punctuation 5-3
Q
Quantize
Song Mode TRACK Page 12-27
Quantize + Flange 9-19
Quantizing 15-15
Quartr Wts 9-25
Quick Access bank program changes 10-16
Quick Access button 5-7
Quick Access Editor 8-1
Quick Access mode 2-9, 4-3
R
R Diff Dl 9-14
RAM objects 5-2, 5-4
Rate Control parameter (LFO) 6-39
Rate Scale 9-24
Ratio 9-17
Real-time Control of Arpeggiator Parameters 7-53
Rear panel output settings
In Setup Mode 7-6
In Song Mode 12-12
Recording Overview 15-1
Recording songs 3-12
Region/Criteria window
Song mode 12-21
Rel Rate 9-20, 9-21
Rel Time 9-16
Release 9-17
Release parameter (ASR) 6-41
Release Time and Level parameters (AmpEnv) 6-43
Releasing ASRs 6-40
Remap
Song Mode TRACK Page 12-31
Rename 15-6
Renaming objects 5-3
with Rename utility 11-14
Renaming programs 6-52
Repeating ASRs 6-40
Reset
hard 11-18
Reset MIDI channels 10-18
ResH/LPhs 9-23
Resonance 9-20
Resonant Filter 9-20
Retrigger 9-18, 9-21
Reverb types 9-13
Reversing samples 6-16
Ribbon 2-5
Playing note patterns 7-26
ribbon 1-5
Ribbon Configuration (RIBCFG) Page 7-40
RIBBON Page 7-40
Riffs 7-55
Ring Modulation 9-25
ROM objects 5-4
ROM objects, saving 5-2
Room Type 9-13
Root Key
Sample Editor 14-10
Rotating Speakers 9-22
Roto InOut 9-22
Rvrb Time 9-13
S
Sample
Automatic Preview in a Program 11-19
Sample Editor 14-7, 14-9
Samples
Adjusting volume 14-4
Assigning to keymaps 14-3
Playback mode 6-16
Tuning 14-4
Save dialog 5-3
Save soft button 6-52
Saving
Naming 15-6
Rename 15-6
Song Mode 15-5
Saving and naming Objects
Saving 5-3
Saving files 5-6
Saving Master and Everything Files 13-7
Saving objects
RAM 5-4
ROM 5-4
Saving programs 6-52
Saving RAM objects 5-2
Saving ROM objects 5-2
SC Input 9-17
Search function 3-12
Select soft button 13-14
Selecting modes 3-1, 4-1
Selecting parameters 3-6
Selecting programs and setups 2-7
Sequencer
tutorial 12-1
sequencer 15-1
Set drawbars 6-62
Setup
Compare Editor 7-3
Setup button 5-7
Setup Editor 7-3
Delete Soft Button 7-68
Delete Zone (DelZn) Soft Button 7-68
Duplicate Zone (DupZn) Soft Button 7-68
Import Zone (ImpZn) Soft Button 7-68
Index-vii
Local Program (LocalPrg) 7-4
Name Soft Button 7-68
New Zone (NewZn) Soft Button 7-68
Soft buttons 7-68
Setup Mode
Pressure (Press) Page 7-35
Ribbon Configuration (RIBCFG) Page 7-40
RIBBON Page 7-40
WHEEL Page 7-32
Setup mode 4-2, 7-1
Setup Mode analog output settings 7-6
Setups 2-9
Aux Bend 1 7-19
Aux Bend 2 7-19
BEND Page 7-18
Bend Range 7-18
COMMON Page 7-65
Continuous Control Pedal (CPEDAL) Page 7-34
Continuous Controller Parameters 7-29
Controllers 7-19
Curve (Curv) 7-29
Destination 7-5
Destination (Dest) 7-29
Entry (Ent) and Exit States 7-31
Entry Pan, Exit Pan 7-17
Entry values 7-30
Entry Volume, Exit Volume 7-17
Footswitch (FOOTSW) Page 7-36
Low and high key 7-10
Low Velocity (LoVel), HighVelocity (HiVel) 7-16
MIDI Bank 7-4, 7-5
MIDI Bank Mode 7-7
MIDI channel 7-5
MIDI Controller Destination List 7-21
Muting zones 5-7
Note Maps 7-10
Off Value 7-31
Offset (Add) 7-29
On Value 7-31
Pan/Volume (PAN/VOL) Page 7-17
physical controllers 7-20
RIBBON Page 7-39
Save Soft Button 7-68
Scale 7-29
selecting 2-7
SLIDER and SLID/2 Pages 7-33
Status 7-6
Switch controllers 7-30
SWITCH Page 7-37, 7-38
Switch Type (SwType) 7-31
Transpose 7-10
Transposing 7-1
Velocity Curve 7-14
Velocity Offset 7-12
Velocity Scale (VelScale) 7-11
Zone Arpeggiation 7-8
Setups Object List D-13
Shape parameter parameter (LFO) 6-39
Shift
Song Mode TRACK Page 12-28
Shift Key Number, Shift Key (ShKeyNum, ShiftKey) 7-26
Index-viii
Shift Pattern (ShiftPatt) 7-47
Shifting notes
in the Arpeggiator 7-46
Signal Delay 9-17
Signal Dly 9-16
Signal-to-noise ratio 2-5
Size Scale 9-13
Sliders 3-3, 7-20
Smooth 9-17
Smooth Rate 9-20
SmoothTime 9-16
Smth Rate 9-21
Soft buttons 3-7
Keymap Editor 14-5
MIDI mode 10-18
in Program Editor 6-12
in Program Mode 6-2
Sample Editor 14-11
Setup Editor 7-68
Special functions 6-51
Software Upgrades 2-10
Soloing a zone 7-3
Song
Export 13-15
Song button 5-7
Song Editor 12-19
TRACK Page 12-21
Song Mode 12-1, 15-1
Demo Songs 15-15
Loops 15-15
Program Changes 15-16
Song Structure 15-16
The Event List 15-16
Song mode 4-3
Songs
Recording 3-12
Sostenuto Pedal parameter (Layer) 6-20
sound ROM expansion option 1-5
Source 1 6-25
Source and Depth parameters (EnvCtl) 6-46
Spacing 9-19
Special button functions 5-7
Special-function soft buttons 6-51
Specifications A-2
Spectral Multitap Delays 9-15
Speed 9-23
Start Point
Sample Editor 14-12
Startup 2-1
StatDlyLvl 9-19
Stereo parameter (Keymap) 6-15
Stereo simulation 9-25
Sustain not working 10-6
Sustain Pedal parameter (Layer) 6-20
Sustaining ASRs 6-40
SW button 3-5
Sweep 9-20
switch pedals 1-5
Sync In 2-3
System Exclusive ID 10-9
T
Tap Dly 9-18
Tap Lvl 9-18
Tap Pan 9-18
Tap Pitch 9-15
Tap PtAmt 9-15
Tap Shapr 9-15
Tap Tempo 11-11, 15-3
Tap types in Multitap delays 9-14
Tapn Bal 9-14
Tapn Level 9-14
Tempo 15-3
Master 11-11
Song mode - Tempo Track 12-33
Tap Tempo 11-11
Tap Tempo function 15-3
Threshold 9-17
Thru/Out switch 2-3
Timbre Shift parameter (Keymap) 6-16
time signature 15-3
Time Stamp 11-17
Toggle
switch type 7-31
TONEWL page (Program Editor) 6-59
Top line of display 3-6
Track output settings (Song Mode) 12-12
TRACK Page
Song Editor 12-21
Transpose
Master 11-2
MIDI 10-2
Song Mode TRACK Page 12-28
Transpose parameter (Keymap) 6-14
Transposing setups 7-1
Treb Freq 9-15
Treb Gain 9-15
Tremolo 9-24
Trig Filt 9-20
Trig parameter (Layer) 6-18
Trigger 9-20
Trigger parameter (ASR) 6-40
Triggered Filter 9-20
Triggering notes on startup 6-18
TRIM 14-12
Tuning samples 14-4
Tuning to other instruments 11-2
U
USB Device
formatting 13-2, 13-15
USB MIDI disconnected 13-1
USB Port 2-6
User amplitude envelope 6-42
Using the modes 4-2
VAST 1-3
VAST program structure 6-4
VAST programs 2-8, 6-4
Velocity Map
MIDI Receive 10-7
MIDI Transmit 10-3
Velocity Range 14-4
Velocity tracking 6-25
Velocity tracking parameter (EnvCtl) 6-46
Velocity tracking parameter (Keymap) 6-15
Vib/Chor 9-23
VibChInOut 9-23
Vibrato/Chorus 9-23
virtual drive
USB Storage Mode 2-6
Voice allocation 11-16
Voice channels 6-4
Voltage
changing C-1
Voltage levels 2-2
Volume
MIDI 10-15
Volume lock 10-15
W
Warmth 9-21
Waveform display 14-12
Wet Bal 9-13
Wet/Dry 9-25
Wet/Dry parameter 9-12
WHEEL Page
Setup Mode 7-32
X
XCouple parameter 9-12
Xcrs Fin 9-19
Xcurs Crs 9-19
Xfer 9-16
XMIT page 10-1
Xover 9-22
Xpose 2-8, 6-2, 8-2
Z
Zero-crossings 14-13
Zone output settings (Setup Mode) 7-6
Zone status LEDs 7-2
Zones
Soloing 7-3
V
VA-1 Programs 1-3
Variable Architecture Synthesis 1-3
Index-ix
®
©2014 Young Chang Co., Ltd. All rights reserved. Kurzweil® is a product line of Young Chang Co., Ltd. Kurzweil®, Young Chang®, V. A. S. T.®,
and PC3A™are trademarks of Young Chang Co., Ltd. All other trademarks and copyrights are property of their respective companies.
You may legally print up to two (2) copies of this document for personal use. Commercial use of any copies of this document is prohibited.
Young Chang Co. retains ownership of all intellectual property represented by this document.
Part Number 910568-002
Written for software release v1.11 and OS 2.42

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