KORG WAVEDRUM User's Guide
WAVEDRUM is a completely new type of percussion synthesizer that creates sound using an SV (State Variable) Synthesis System, an advanced type of DSP (digital signal processing) technology that provides an extremely diverse range of sounds and highly expressive capabilities.
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www.wavedrum.net • • • W • • • ©© • www.wavedrum.net IMPORTANT SAFETY INSTRUCTIONS Warning : when using electric products, basic precautions should always be followed, including the following. 1. 2. Read all the instructions before using the product. Do not use this product near for example, near a bathtub, washbowl, kitchen sink, in a wet basement, or near a swimming pool, or the like. 3. This product should be used only with a cart or stand that is recommended by the manufacturer. 4. This product, either alone or in combination with an amplifier and headphones or speakers, may be capable of producing sound levels that could cause permanent hearing loss. Do not operate for a long period of time at high volume level or at a level that is uncomfortable. you experience any hearing loss or ringing in the ears, you should consult an audiologist. 5. 6. The product should be located so that its location or position does not interfere with its proper ventilation. The product should be located away from heat sources such as rediators, heat registers, or other products that produce heat. 7. The product should be connected to a power supply only of the type described in the operating instructions or as marked on the product. 8. The power-supply cord of the product should be unplugged from the outlet when left unused for a long period of time. 9. Care should be taken so that objects do not fall and liquids are not spilled onto the enclosure through openings. 10. The product should be serviced by qualified service personnel when; A . The power-supply cord or the plug has been damaged; or B. Objects have fallen, or liquid has been spilled into the product; or C. The product has been exposed to rain; or D. The product does not appear to operate normally or exhibits a marked change in performance; or E. The product has been dropped, the enclosure damaged. 11. Do not attempt to service the product beyond that described in the user-maintenance instructions. All oth servicing should be referred to qualified service personnel. SAVE THESE INSTRUCTIONS www.wavedrum.net A CAUTION RISK OF ELECTRIC SHOCK OPEN A CAUTION: TO REDUCE THE RISK OF ELECTRICK SHOCK, DO NOT REMOVE COVER (OR BACK). NO USER-SERVICEABLE PARTS INSIDE, REFER SRVICING TO QUALIFIED SERVICE A The lightning flash with 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 (serving) instructions in the literature accompanying the product. GROUNDING INSTRUCTIONS This product must be grounded (earthed). it should malfunction or breakdown, grounding a path of least resistance for electric current to reduce the of electric shock. This product is equipped with a cord having an equipment-grounding conductor and a grounding plug. The plug must be plugged into an appropriate outlet that is properly installed and grounded in accordance with the local codes and ordinances. D A N G E R - Improper connection of the equipment-grounding conductor can result in a risk of electric shock. Check with a qualified electrician or serviceman if you are in doubt as to whether the product is properly grounded. Do not modify the plug provided with the product - if it will not fit the outlet, have a proper outlet fitted. THE FCC REGULATION WARNING equipment generates and uses radio frequency energy and if not installed and used properly, that is, in strict accordance with the manufacturer's instructions, may cause interference to radio and television reception. has been type tested and found to comply with the limits for a Class B computing device in accordance with the specifications in Subpart J of Part of FCC Rules, which are designed to provide reasonable protection against such inference in a residential installation. However, there is no guarantee that the interference will not occur in a particular installation. this equipment does cause Interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures: Reorient the receiving antenna. • Relocate the equipment with respect to the receiver. • Move the equipment away from the receiver. Plug the equipment into a different outlet so that equipment and receiver are on different branch circuits necessary, the user should consult the dealer or an experienced radioAelevision technician for additional suggestions. The user may find the following booklet prepared by the Federal Communications Commission helpful: "How to Identify and Resolve Radio-TV Interference Problems". This booklet is available from the U.S. Government Printing Office, Washington, 20402, Stock No.004-000-00345-4. CANADA THIS DIGITAL APPARATUS DOES NOT EXCEED THE LIMITS FOR RADIO NOISE EMISSIONS FROM DIGITAL APPARATUS SET OUT IN THE RADIO INTERFERENCE REGULATION OF THE CANADIAN DEPARTMENT OF COMMUNICATIONS. LE PRESENT APPAREIL NUMERIQUE N'EMET PAS DE BRUITS DEPASSANT LES LIMITES APPLICABLES AUX APPAREILS NUMERIQUES DE LA B" PRESCRITES DANS LE REGLEMENT SUR LE BROUILLAGE RADIOELECTRIQUE EDICTE PAR LE MINISTERE DES COMMUNICATIONS DU CANADA. www.wavedrum.net Welcome to world Thank you for purchasing the W A V E D R U M . The W A V E D R U M is a completely new type of percussion synthesizer that creates sound using an SV ( State Variable ) Synthesis System, an advanced type of DSP (digital signal processing) technology that provides an extremely diverse range of sounds and highly expressive Since the personality, playing strength and performance technique of the player are directly reflected in the sound that results, the WAVEDRUM goes far beyond previous synth drums that were simply "sound source switches with dynamic sensitivity." The W A V E D R U M has the power and capability of a true musical instrument; an interface between the musician and his sound. Even when the same sound program is selected, differences in the musician or playing style can result in subtle (or drastic) differences in expression. As you continue to practice and deepen your understanding of the you with it will reward and expanding musical potential. The W A V E D R U M is an instrument that you can grow with. This manual explains various matters that you need to understand before playing the W A V E D R U M , and tells how to maintain actuality, the in optimal condition. However in is capable of much more than this manual can tell. The "capabilities" of the WAVEDRUM are far more than can be explained in any one book; they are waiting to be discovered by you. Please read this manual carefully and observe the directions. This will ensure that you will enjoy the many worlds of sound that await you. for many years and can continue to explore the www.wavedrum.net Welcome to WAVEDRUM 2 State Variable Synthesis 4 Algorithms, Programs, and Parameters 6 About the WA 7 Mechanical 7 The chapters entitled Welcome to 8 WAVEDRUM World and About External parts, connectors, and A note on mechanical strength 10 / Changing the drum head 11 / Tuning /The effects of static electricity 12 / Do not place heavy objects... /When changing the head... 13 / Feedback 14 / Using a stand 15 Preparations and important concepts you should understand before using the WAVEDRUM, and 16 Connections 16 / Start-up 17 / Play the sounds 18 / TUNE and DECAY 19 / RESET the WAVEDRUM introduce you to explain basic operation and maintenance. Be sure to read these sections. headphones 2 1 / Remote connector 22 / Connecting an In the chapter Parameter Editing, expression pedal 23 / Rim 24 / MIDI 26 H o w to 28 29 SOUND EDIT it is not necessary to read the section Remote Editor if you do not have an optional R E 1 . However you may wish to glance through it anyway, in order to REMOTE EDITOR 31 PAGE MAP 32 / PLAY MODE 33 / EDIT MODE 34 / LAYOUT MODE 46 / understand the additional possibilities the WAVEDRUM. MIDI MODE 58 Algorithm 63 How to read the algorithm notes 63 / / Program list 64 /About the preset scales 65 WARNING The chapter Algorithm Notes contain extremely important tips that will help you take full advantage of the WAVEDRUM, whether or not you use A an optional 129 MIDI IMPLEMENTATION CHART MIDI IMPLEMENTATION Be sure to read and understand the section How to read the algorithm notes, and then continue to the rest of the chapter. AA3VT www.wavedrum.net State Variable Synthesis System You have probably heard of the wah pedal, an effect device used by electric guitar players. The stimulus for the development of this device may have been the desire to provide guitar players with the effect that trumpet players produced using a special mute. For many years, steel guitar players in country music have used a volume pedal to produce the slow attack characteristic of a violin. Reverb and delay devices are used in virtually all types of music to simulate the acoustic ambience of various reverberant spaces such as concert halls or clubs. In this way, processing the basic sound of an instrument in various ways to simulate various other instruments or acoustic environments has been an interesting musical possibility ever since the development of such effect devices. Today, the forefront of effect technology digital processing. Digital circuitry can be used to simulate an electrical circuit or a natural phenomenon, creating filtering, reverb, and many other effects in software without using physical parts such as choke coils, springs, metal plates, or magnetic tape. Effect devices have become and a touch of a button can recall or save an entire setup, allowing a single effect device to be switched between hundreds of different effects. Let's go back and take another look at digital processing technology in Its role of simulating various instruments and various acoustic environments. What elements determine the acoustics of a concert hall? One element is of course the size of the hall. The location in the hall where the sound is placed also has an effect. So do the materials from which the walls are made. The acoustics will also differ depending on whether the hall is filled with an audience or is empty. These elements can be programmed and executed by a digital circuit to modify the sound of a guitar or rv 4 Ai www.wavedrum.net vocal, and this is how a digital reverb works. This being the case, would it be possible to modify the properties of the instrument itself, just as we can modify the size of the room and the material of the walls? What would happen if we programmed a digital circuit with the physical properties of the body and strings of a guitar, the shell and head of a drum, the wood, metal, skin, string length, tension, body volume, and any other property of an instrument, and then fed that digital circuit with some kind of "source" sound? Attempts to use digital signal processing(DSP) technology for sound synthesis began in this way. One of the most important features of the State Variable System used in the W A V R U ( S V ) Synthesis M is that the "source" sound that is processed by the DSP can be taken not only from a PCM waveform table similar to those used in previous digital synthesizers, but can also be taken in realtime from the sound that occurs when you strike a physical instrument. This a fundamental point where the differs from previous synthesis methods that also used DSP technology. Since the source sound for processing taken from a sound that is actually being played live, rather than a previously-recorded waveform, the sound will be affected by all of the innumerable factors present in the live sound; the state of the instrument, the type of drum head and its tuning, whether it is played by hand or by stick or by mallet, and by the technique and personality of the player. All of these elements are processed in realtime by a very sophisticated DSP system. The result is only each musician, but also each Instrument w i l l have its o w n individual character. The appearance of the provides musicians an unprecedented and incomparable range and depth of expressive potential. AA 5 www.wavedrum.net Algorithms, Programs, and Parameters The SV Synthesis System provides a wide variety of methods by which sound can be synthesized, including analog, FM, additive, non-linear, and physical modeling techniques. These methods are implemented in software, and can be combined in various ways to create sound. Such a combination is known as an algorithm, and the W A V E D R U M provides 62 types of algorithm. Algorithms are various combinations of an instrument or other sound source with elements that determine the tonal character of the resulting sound. This means that if the input to an algorithm is (for example) the sound of a drum head being struck, different algorithms might produce sounds such as the sound of a snare drum, a bell, or a vibraphone. Each algorithm includes various elements that determine the tonal character of the resulting sound. These elements determine the physical characteristics of the instrument, for example the size of a guitar the depth of a snare shell, the length of a pipe, or the density of the metal. All of these elements are expressed as a size or amount (large/small, long/short, plus/minus). By varying these sizes or amounts, you can even create sounds of instruments or sound sources that could not exist in the real world. These variable elements of sound are called parameters. Depending on the algorithm, the W A V E D R U M allows you to control up to 8 different parameters. The sound you create by making parameter settings can be given a name and assigned to a memory number. You can use the bank selector and program selector to select and play these sounds, and can also transmit this data as MIDI data to an external device for saving. The rv 6 the each sound is called a Program. internal memory can hold 100 programs, numbered to 99. www.wavedrum.net About the WAVEDRUM Mechanical configuration Each WAVEDRUM is carefully adjusted before it leaves the factory. However as with many other types of instruments, each WAVEDRUM sound slightly different depending on how it is tuned or played, or how it has been maintained. For example if you place your W A V E D R U M side by side with another W A V E D R U M that has been in use somewhere else, the two W A V E D R U M s will not necessarily produce the same sounds even if you attach the same drum heads, load the same programs, and play them both in the same way. the parameters related to response and range, some W A V E D R U M units may have slightly different settings than those that are shown in this manual. However this is no different than the way in which handmade violins or guitars differ between instruments. It is not possible to say specifically that any given difference means a "better - sounding" instrument. pressed, one might say that a W A V E D R U M is in its best condition when it produces the sound (or changes in sound) as described in this manual. This manual explain how you can adjust and personalize your W A V E D R U M to be the best possible instrument for you and your music. AA 7 www.wavedrum.net External parts, connectors, and controls Pickup cover Tension bolt TV 8 AA www.wavedrum.net 9, X) X) Operating panel 1 . Bank 2 . Reset 21 3 . Program 4 . Headphone 21 5 . Headphone 21 6. Tone control (HI & 7. Output 8 . Parameter value g 9. Parameter select Back panel 1. 16 2. Expression pedal 23 3 . Rim sensor 24 4 . MIDI (THRU , OUT , 26 MIDI / REMOTE 6. REMOTE 7. Power 1. 2. 3. 8. AC power © 5. 6. 7. 8. 9 . Cable 16 9. AA 9 VT www.wavedrum.net A note on mechanical strength A certain guitar craftsman once said that the best-sounding guitar is one that is on the verge of breaking up into pieces. The question of mechanical stability versus "good sound" is an Issue with other types of instrument as well, such as double basses, pianos, and percussion Instruments. Many instruments must continuously bear the tension of strings or stretched heads that can be as great as a hundred pounds or even (in the case of pianos) nearly a ton. In addition, the instrument must be able to stand up to the stresses of being plucked or struck, and still allow the vibrations of the strings or head to resonate with the instrument body to produce good sound. Unfortunately for many types of instrument, reinforcing an instrument's structural strength to improve its durability prevents it from resonating in a goodsounding way; i.e., structural strength is not compatible with good sound. Choosing a material or a construction method for its greater durability means that resonance will be decreased. Conversely, choosing a material or construction method for its good resonance means that the instrument will be less durable. This trade-off has plagued instrument designers in all cultures and ages. The guitar "on the verge of breaking up" pictures an ideal of a certain philosophy of instrument building that gives the highest priority to the best possible resonance. The method of instrument building in which a well-resonating material is used in a design that maintains the instrument's structure while still allowing resonance to be as free as possible is one that has been practiced and refined for many years, and continues to be researched and improved. While the individual parts in such designs may be very delicate, the overall construction maintains sufficient structural integrity as a usable musical instrument. Since the WAVEDRUM a percussion instrument, it goes without saying that it has been designed to withstand the impacts of playing, and is produced under strict standards of quality control. However some of the parts of the instrument are very delicate. This means that when performing operations such as replacing the head or mounting the rim sensor, you should use extreme care. Not all parts of the W A V E D R U M are as durable as the entire instrument. www.wavedrum.net Changing the drum head 1. Use the included tuning key to consecutively loosen the six tension bolts on the hoop, and remove the hoop. 2. Remove the head, and replace it with the new head. When doing so, be absolutely sure never to touch the rubber cushion or The sound of the W A V E D R U M will change depending on the type of head that is installed. You can use various screws inside. Be careful that no foreign objects are allowed to get between the commercially available heads to head and the rubber cushion. achieve different types of performance response. A newly-installed head will change shape over time to conform itself to the edge of the drum. This will cause slight changes tone, as with acoustic percussion instruments. The W A V E D R U M is shipped with a L e g a c y (10") head made by R E M O You may install a different head if you prefer. 3. After you change the head, replace the hoop in its previous position, tighten the tension bolts, and re-tune the drum. When re-attaching the hoop, be sure to orient the pickup cover in the same position as before (opposite the window) . * L e g a c y is a registered trademark of REMO U.S.A. 11 V T www.wavedrum.net On conventional percussion instruments, the tension bolts must be tightened equally to apply even tension to the head. If this is not done, not only will the instrument not sound good, but the life of the instrument can also be affected. Likewise for the W A V E D R U M , uneven tuning will cause the head surface to become warped and remain in contact with the cushion and sensor, eventually causing malfunctions. As with conventional drums, tune the tension bolts in 1- or 2- bolt intervals to apply even tension to the head. due to wear or loss, you must replace a tension bolt with a commercially available product, use one with a length of 40 mm or less. The effects of static electricity When the W A V E D R U M is used, static electricity may sometimes build up between the head and the rubber cushion below it, causing the head to stick to the cushion. In such cases, the high frequency response will be diminished, and pressure effects (produced by pressing the head) will be more difficult to achieve. If happens, remove the drum head as explained on the previous page (Changing the drum head), and lightly spray some commercial spray type anti-static agent on the back of the head. Let it dry for 5 - minutes, and re-install the head. If you re-install the head before the static prevention spray has dried Some types of spray corrode the rubber if sprayed directly onto the rubber cushion. completely, or if you spray too much, the head and the rubber cushion will stick together. Be careful to avoid Be sure to apply the static prevention spray only to the back side of the head. Never spray the rubber cushion. T V 12 A A www.wavedrum.net Do not place heavy objects on the head for long periods pressure is applied to the surface of the head for a long period, the rubber cushion and sensor under the head will become deformed, and this can harm the of the instrument. The rubber cushion under the head Avoid placing heavy objects on the head or placing the W A V E D R U M upside contains the most important parts of the down for long periods. In particular, be careful when attaching the W A V E D R U M to stands or holder brackets. Using stands SV Synthesis System; the pressure sensors and impact sensors that detect the sound which becomes the basic element of the final sound. Of all the components W A V E D R U M , this When changing the head, do not touch the internal cushion of the the section that has the greatest effect on the sound, and extremely delicate adjustments have been made in this section to each There is a minute gap between the head and the rubber cushion under it. This individual W A V E D R U M before it is shipped. gap is carefully adjusted before shipment. Be very careful not to scratch the cushion, and never attempt to peel it off. T h e sensor is located under the pickup cover (in the illustration, where the cushion has a cutout). Be especially careful not to touch this part. Do not adjust or touch the screws located around the edge of the cushion. As long as you have set up the WAVEDRUM normally and are playing it as a musical instrument, there is no need for excessive concern. However if you allow the inner surface to be When you change the head, be very careful that no small pieces of foreign damaged or attempt to move a screw, causing permanent changes to occur In matter or dust come between the head and the cushion. the internal parts, the resulting sounds and effects may be unrecognizably Cutout Sensor different, or it may become impossible to control the sound. We would like to emphasize once again that when you are changing the head and the cushion is exposed, you must handle the W A V E D R U M with great care. AA 13 www.wavedrum.net The sensors in the detect the vibrations that occur in the head and body when you strike the W A V E D R U M with your hand or a stick. In some situations, the sensor will also pick up not only the vibrations produced by directly striking the but may also act as a microphone and pick up loud sounds from nearby high-output speakers. Especially when monitoring the W A V E D R U M with a large PA setup, the W A V E D R U M sounds emitted by the speakers can be transmitted through the floor or stand (or directly through the air) and be picked up once again by the When such vibrations are detected by the speakers, feedback and sent back through the occur, and an uncontrollable and continuous sound will result. Feedback places severe stress on amps and speakers, and can cause serious damage to such equipment. Thus, when a powerful monitor system is used, the equalizers and of the PA system should be adjusted to prevent the WAVEDRUM from producing feedback, just as when preventing feedback for vocal and acoustic instrument Of the sound programs in the W A V E D R U M , the friction-type programs have especially high sensor sensitivity settings, and are thus most prone to produce feedback. rv AA page 74 www.wavedrum.net 1 Using a stand A variety of optional stands and holders are available for use with the WAVEDRUM. If you use these items, read and follow the instructions included with the stand or holder. • stand for standing performance This stand is suitable for a standing performer (as when playing congas). tilt adaptor holder These attachments allow you to attach the to the hardware of your drum set, and play the W A V E D R U M as part of your kit. you are using a tilt adaptor or pipe Especially when attaching the W A V E D R U M in a high position, be sure that the legs holder to use the WAVEDRUM of the stand are sufficiently wide and stable. conventional stands, we recommend Since the W A V E D R U M contains a microcomputer, other electronic circuitry that you choose a sturdy and stable and sensors, a display etc., it is considerably heavier than the drums and cymbals stand, and also use weights to hold usually mounted on a conventional drum stand. down the legs of the stand. It is also Thus, if you are including the WAVEDRUM as part of your drum set, take appropriate recommended that you bundle power precautions and use memory lock type hardware to prevent accidents that might result cables and connector cables together from slipping of the holders or the stand falling over. and use tape or commercially available clips to keep them neatly attached to the stand. This will prevent cables from being stumbled over and bringing your entire set crashing down. 4 AA www.wavedrum.net Preparations and start-up Connections The audio output (line output) of the you are using an expression pedal such as the WAVEDRUM consists of two channels; remote controller such as the Connecting the WAVEDRUM to a stereo system will allow you to take fullest advantage of its expressive or E X P - 2 , or a or the F C 6 , connect these devices to the W A V E D R U M before turning on the power. Some devices require special cables. Refer to the manual for each device, and make connections correctly. capabilities. you are using a mono system, connect only the output. Especially when using a remote controller, connecting or disconnecting the cable while the power is turned on can cause the unit to malfunction. Be sure to make connections with the power turned off. When you finish making connections, use the cable clip to bundle together the power cable, the audio cable, and the controller cables. This will prevent cables The noise that is produced when the from breaking or falling out during a performance. WAVEDRUM power is turned on or off can damage equipment such as the audio mixer, PA system, monitor speakers, or power amps. Before turning on the WAVEDRUM, turn off the power of such equipment if v possible, or at least turn down the input level to the minimum position T V 16 A A When you have made sure that all connections have been made correctly, set the output level to the minimum position. www.wavedrum.net • Now you can press the power switch located on the rear panel of the W A V E D R U M to turn on the power. In the window on the front panel, three indicators will light in succession, the The WAVEDRUM has an extremely program/parameter display will indicate a two-digit number, a message of WELCOME wide TO situations, striking the WAVEDRUM WORLD will appear, and then the display will change to a program dynamic range. In some with normal force may result in only a name. soft sound, and this might lead you to turn up the output level. However, WAVE striking the WAVEDRUM with slightly more force or in a different way may result in a much louder sound. Or, switching to a different program may Now you can operate and play the W A V E D R U M . also produce an unexpectedly louder sound. As you play the W A V E D R U M and listen to the sound, gradually turn up the output level of the and the levels of the connected equipment to an appropriate setting. This width of dynamic range is one of the things that give the WAVEDRUM its superb musical instrument, but response excessively as an high volume levels can not only damage The W A V E D R U M provides a set of two concentric tone controls; high and low. These tone controls apply to all sound programs, and to the line out jacks as well as the headphone jack. However it is not possible to store the settings of these controls as one of the parameters in a program. Set them as appropriate for the sounds or playing style, or to your taste. When the low tone control is set to maximum, some output level settings or programs can result in possible damage to speakers. In the same way that you should be careful your equipment, but also cause permanent damage to your hearing. Be especially careful when setting output levels and headphone levels. some cases you can use a limiter or other device to prevent problems with excessive volume. about volume levels, you should also be careful with the setting of the low tone control. AA www.wavedrum.net Play the sounds The WAVEDRUM contains 100 sound programs. These sound programs are selected using the bank selector and program selector knobs. The program selected on the WAVEDRUM will be remembered even when the power is turned off. Each program has a number of 00 - 99 and an alphabetic name. The number and name of the program is displayed in the Program/Parameter display in the window. The included Program List shows the number and name of each program. The next time you turn on the WAVEDRUM power, the opening WAVE message will be displayed and then the last-selected program will appear. The bank selector and program selector knobs can be turned continuously to left or right. Turning the bank selector knob to left or right will decrease or increase the program number in steps of Turning the program selector knob to left or right will decrease or increase the program number in steps of As the program number changes, the name of the corresponding program will also appear in the display. For some programs, the RIM indicator will also light. This means that the program's algorithm can respond to the included rim sensor if it has been installed. Rim sensor, p. 24 r v 18 A A www.wavedrum.net T U N E and D E C A Y For each of the 100 sound programs in the you can use the front panel parameter value controls to adjust three parameters; Tune, Decay, and Sound Edit. In contrast to Tune and Decay, the function of the Sound Edit parameter Each time you press the parameter select switch located on the front panel, the TUNE indicator or light. At indicator (located at the right side of the window) will time, the numerical value of that parameter and a bar graph indicating the approximate value of the parameter will be displayed in the parameter display. will depend on the selected program. Sound Edit allows you to use the value control to adjust an important parameter in each program. The actual parameter assigned to Sound Edit for each different algorithm Is listed in the Algorithm Notes beginning on page 63. If you do not operate the value control for an interval of two seconds, the previous To adjust the Sound Edit parameter, display (i.e., the program name and number display) will return. However whenever the press and hold the parameter select indicator is lit, moving the value control will change the display back to the parameter switch for about 1 second. value and its bar graph, allowing you to adjust the parameter corresponding to the Both the TUNE and the DECAY Indicators will light simultaneously, and indicator. the value and bar graph of the Sound When you move the parameter value control, the value of the selected parameter (Tune, Decay, or Sound Edit) will change, and will appear in the parameter display as a number and a bar graph. The parameter value control can be continuously rotated to right or left. However the Edit parameter will be displayed in the parameter display. Now you can use the value control to adjust the Sound Edit parameter. value of the parameter will change only within the range of 00 to 99. A A 19 V T www.wavedrum.net Tune In general this parameter adjusts the pitch of the sound. However for some algorithms, this parameter may adjust the pitch in fine subdivisions of a whole step, or alternatively in chromatic steps. For some algorithms, When you use the value controller to adjust the Tune or Decay parameters, the new value will be remembered by that program even if you select a this parameter may adjust only the vibrating area of the head, or only the resonance of the body. For details on how the Tune parameter actually functions in each algorithm, refer to the Algorithm Notes beginning on page 63. different program or turn the power off. This means that even if you re-select that program or turn the power off and When the TUNE indicator in the window is lit, you can use the parameter value controller to adjust the Tune parameter. on again, the Tune and Decay settings will remain just as you Decay In general this parameter adjusts the decay time of the sound. modilied them. However for some algorithms, this parameter may adjust the tempo of the phrase There may be times, however, when sequence, or adjust the repeat time of the delay effect. As with the Tune parameter, the you want to restore the initial (i.e., decay parameter sometimes affects only the vibration of the head, or alternatively only factory) settings. You can do this by the decay of body resonance. referring to the initial values printed in the included program list. Or, you can use the RESET switch instantly reset all the factory settings. rv 20 to the Algorithm Notes beginning on page 63. to programs back to page For details on how the Decay parameter actually functions in each algorithm, refer When the DECAY indicator in the window is lit, you can use the parameter value controller to adjust the Decay parameter. www.wavedrum.net Í RESET switch The reset s w i t c h is used to reset all internal settings of the WAVEDRUM the factory settings. Use this switch when you wish to reset all parameters of all By using the optional R E 1 remote programs to the factory settings, or in the unlikely event that a problem occurs during editor, you can adjust a MIDI data transfer between the parameters in addition to T une and and another MIDI device and the switches, controls and selectors of the fail to respond. of Decay. However these changes will also be restored to the initial settings With the W A V E D R U M power turned on, use a pointed object such as the tip when you press the RESET s w i t c h . of a ball point pen to press the RESET s w i t c h . In the same way as when the power is turned on, the opening message will appear in an R E 1 Is connected, you can the window, and all internal settings will be initialized to the condition they were in when initialize the W A V E D R U M from the the unit was shipped. RE1 well. When initialization is complete, the window will display program number 00, and the unit is ready for operation. Using headphones By connecting a set of stereo headphones to the headphone out jack, you can listen to the sound of the WAVEDRUM in stereo. The headphone level can be adjusted independently of the output level. The WAVEDRUM has an extremely wide dynamic range. If loud sounds are suddenly produced while you are wearing headphones, damage to your hearing can occur. Be careful w h e n s e t t i n g headphone levels. AA 21 VT • www.wavedrum.net Remote connector The REMOTE connector located on the rear panel allows you to connect an optional For details on operation when the RE1 is connected to to edit sound programs, re-arrange programs, and make MIDI settings, Parameter refer to Editing page 29. the B E 1 Remote Editor. the WAVEDRUM, and how to use the RE1 Foot Controller or section beginning on When an is connected, you will be able to select programs using your feet, leaving your hands free to continue playing. This is especially valuable during live performances. When an is connected, you can not only select programs, but also change the order of programs, and modify settings of the program itself in ways that are not possible when the is used alone. You can also make various settings (explained later in this manual), and make a variety of adjustments to take the fullest advantage of the AV functionality. When connecting these controllers, you must first set the MIDI IN /REMOTE IN s w i t c h located beside the REMOTE connector to the REMOTE position, and then connect the controller to the W A V E D R U M using the special cable provided with the controller. For details on using these controllers, be sure to refer to the instructions included with the controller. T V 22 A A www.wavedrum.net Connecting an expression pedal An optional E X P - 2 Expression Pedal or Expression/Volume Pedal can be connected to the PEDAL connector located on the rear panel, allowing you to control selected parameters of each program using your foot. For each program, one or two parameters are assigned for control. In the case of programs to which two parameters are assigned, moving the pedal will simultaneously control both parameters. The included Program List tells which parameter(s) in each of the 100 programs in the W A V E D R U M can be controlled by pedal. the list, the Pedal Assign 1 and Pedal Assign 2 items give the parameters that are assigned for pedal control in each program. Also refer to page 37 of this manual, and the EDIT Pedal page of the B E 1 manual. Before using an expression pedal, be sure to refer to the manual included with it. LA 23 V T www.wavedrum.net Rim cable (included) When the included rim is mounted on the hoop of the WAVEDRUM, you can play rim shots on the WAVEDRUM and utilize other performance techniques using the rim. particular, when using a program whose algorithm can respond to rim you can use open rim shots to mute the sound, or even play completely different percussion sounds on the rim and head. In this way, using the rim makes a much wider range of possibilities available. The edge of the contains two types of notches, and by rubbing this area a stick or brush you can create sounds that are very different from the sound produced by striking the drum. T V 24 A A Cable clip Sensor out connector www.wavedrum.net 1. Align the three attachment bolts to the holes in the hoop of the and use the included tuning key to tighten them. The sound may change slightly depending on h o w tightly the rim is attached. Even if the rim sensor is not mounted on the hoop, it will operate as long as it Is correctly connected WAVEDRUM. algorithms to the means that for which the rim and head produce two independent sounds, you could use a cymbal stand etc. to place the rim a separate location from the WAVEDRUM, and play the rim and WAVEDRUM separately independent percussion instruments. Alternatively, even for algorithms that do not respond to the rim sensor, if the rim is correctly mounted on the hoop, the sensor in the WAVEDRUM will detect hits on the rim as well. This means that you will still be able to produce sounds processed by SV Synthesis by striking the rim as well 2. Connect the mini DIN connector of the included rim cable to the sensor o u t p u t jack of the rim, and connect the phone plug connector to the RIM IN jack located on the rear panel as by striking the head. When a program is selected whose algorithm can respond to the rim As shown in the diagram above, hook the rim cable into the cable clip of the rim. sensor, the RIM indicator in the This will prevent the cable from being pulled out during performance, and will window will light. protect the end of the cable. A A 25 V T <> www.wavedrum.net MIDI (Musical Instrument Digital Interface) is an interface that allows electronic musical instruments to communicate with each other or with personal computers To use the MIDI functions, the correctly and other devices. Nearly all electronic keyboards and connected to another MIDI device. other electronic musical instruments sold today are able to communicate via this Using a commercially available MIDI interface. WAVEDRUM must be cable, connect the WAVEDRUM's MIDI OUT to the MIDI IN of the other The WAVEDRUM provides various functions that are explained device, and the WAVEDRUM's MIDI on the following page. It is not possible to change the settings of these MIDI functions IN to the MIDI OUT of the other from their factory settings when using the device. optional B E 1 Remote Editor is connected, you will be able to modify these settings, by itself. However when an to change the channel and note number settings, and to conveniently save and load Some functions not work unless both devices are set to the same MIDI channel. In some cases MIDI channel sound program data. For details, refer to the explanation of the B E 1 's MIDI mode beginning on page 58 of this manual. settings are made for an entire device, and in other cases for a specific you to learn more about MIDI, we recommend that you read one of the function. For details refer to the many excellent introductory books that have been published on the subject. For details following page and the explanation of on the MIDI implementation of the WAVEDRUM, refer to the MIDI implementation the RE1's MIDI mode beginning on chart at the end of this manual. page 58 of this manual. T V 26 A A www.wavedrum.net Global channel shipped, this is set to channel 0 1 . You can independently set the transmit channel and the receive channel for Program Change messages to any desired channel 01 - Note number shipped, this is set to 60 OFF. Only transmission is possible (reception is not possible). It is possible to set the MIDI channel for note messages independently for each program. Velocity and Aftertouch Velocity data is transmitted with a value of 1 127 as part of a note-on message (9n). Note-off messages (8n) are transmitted with a fixed velocity of 64. The pressure that you apply by pressing on the head is transmitted as Channel Pressure messages. change no. 1 (Modulation Depth) can be both Control change .. transmitted and received. On the AV U message is assigned to the expression pedal. Program change external MIDI messages can be both transmitted and received. You can select WAVEDRUM sound programs from a connected or conversely use the W A V E D R U M program selector to simultaneously select programs on an external MIDI device. Exclusive •When shipped, this is set to DISABLE. Data can be transmitted and page 59 received, so that you can save WAVEDRUM program data on a MIDI data filer or personal computer connected via MIDI, and later load the data back into the WAVEDRUM. (For other details, refer to the MIDI implementation chart at the end of this manual.) VT www.wavedrum.net How to Play The following paragraphs discuss the most important aspect of the W A V E D R U M ; how to play it. You may wonder why the explanation of such an important matter Is so brief. As you have already understood by reading the first part of this manual, the W A V E D R U M allows you to produce a wide variety of percussion instrument sounds, non-percussion instrument sounds, and even non-instrumental sounds by various means such as striking, pressing or rubbing the W A V E D R U M . However we do not intend this manual to be a book of instruction in playing techniques for all instruments. Such a book would be impractical to produce or use. But more Importantly, we do not want to restrict you to the conventional playing techniques of existing instruments. By playing the you will soon discover for yourself (and in a more immediate way than a book could explain) that this instrument allows you to use any and all percussion instrument playing techniques. You will probably even discover techniques that were not imagined by the designers of the W A V E D R U It is our wish that you make new discoveries and develop your very own mode of musical expression using the W A V E D R U M . There is just one point which we would like to mention that may be helpful to remember as you learn the characteristics of the Most drums with rare exceptions have a round head. This shape is important since it allows the skin to be stretched at an even tension and provides structural stability. This means that the drum skin must be stretched evenly at all points from the center to the rim, and sound the same at any point at a given distance from the rim. This is what is meant by a correctly tuned drum. However since the W A V E D R U M detects vibration by means of a sensor, this characteristic does not apply. other words, different locations on the head may produce different sounds even though they might be at the same geometrical position in relation to the rim. Experiment with various locations for slaps, mutes, rim and hits. Each sound program will have its own "good-sounding" locations, and through experience you will find your very own "sweet spots." www.wavedrum.net editing % conventional synthesizers and PCM sound sources, a large number of parameters are provided for the user to edit. By using switches or knobs, or sometimes by operating a connected personal computer, the user can create the sounds he likes. The tone of the W A V E D R U M change freely depending on the way which it Is played. In other words the performance techniques themselves (i.e., the way in which you strike or press the drum) have the same role as parameter editing does on conventional synthesizers, with the important advantage that changes in the sound can be made instantly and as you play. Although the basic way to change the sound of the WAVEDRUM is to change the way you play, various parameters are also provided so that you can modify them (as on conventional synthesizes) and enjoy an even wider range of expression. Like the parameters of a digital multi-effect unit, the parameters that the WAVEDRUM provided will differ depending on the algorithm that is selected. Parameters can be controlled using the VALUE knob located on the front panel, an optional expression pedal, or an optional B E 1 remote editor. As explained earlier, the W A V E D R U M uses different algorithms to simulate various instruments, natural sounds, or imaginary sounds. In addition, you can control the parameters so that (for example) pitch or tone change depending on how the drum is struck, or to simulate situations that could never occur in the real world, such as a drum head that changes from skin to metal. The 'Instruments' (programs) that you newly create in this way can then be played with the full range of performance response that makes expressive. If you have had any contact with recording technology or with the electric guitar, you probably know about digital multi-effect units. These units provide the functions of a variety of effects in a single package; digital reverb, equalizer, limiter, harmonizer, etc. When you select a desired program, the unit will produce the selected type of effect. For example when the digital reverb effect is selected on such a device, you will be able to adjust parameters such as the length of reverberation and the amount of early reflection. When the equalizer effect is selected, you will able to adjust parameters such as the frequency point for cut or boost, etc. In this way, the parameters that are available for adjustment on a multieffect unit depend on the type of effect that is selected. A different set of parameters Is provided for each effect. If you think of the programs of the WAVEDRUM as being similar to the different effects of a multi-effect unit, it may be easier to understand how each WAVEDRUM program has a different set of parameters just as each effect program has a different set of parameters. A A 29 V T < < www.wavedrum.net Sound In each of the W A V E D R U M ' s algorithms, one selected parameter of that algorithm (in addition to Tune and Decay) is available for control by the VALUE As with Tune and Decay, when you knob. This parameter is called the Sound Edit parameter. use the VALUE knob to adjust the Use the VALUE knob to control the Sound Edit parameter as follows. Sound Edit parameter, the parameter will retain its newly modified setting even if you select a different program or turn the power off. 1. Press and hold the SELECT key for about 1 second, and the Tune and Decay LEDs will both light. 2. Now you can rotate the VALUE knob to control the sound edit parameter of the This means that even if you select a algorithm of the currently selected program. different program or turn the power off and later re-select the program whose Sound Edit parameter was modified, the same way as for Tune or Decay, the parameter value be displayed in the Value LED as a number from 00 to 99 and as a bar graph in the Program LED. it will still have the settings you made. For details on the sound edit parameter that can be controlled for each you wish to restore a program to the factory setting, you can do so by referring to the initial values given in the included Program List. Alternatively, you can use the RESET switch to reset all 100 programs to the initial settings in one step. 21 T V 30 A A algorithm, refer to the Algorithm Notes in this manual and to the included Program List. Page 63 www.wavedrum.net Remote Editor (optional) By connecting an optional B E 1 Remote Editor, you can control up to 8 ALGORITHM more W A V E D R U M parameters in addition to Tune and Decay. The also allows you to store modified programs in the memory as new programs. Connect the to the 1. Turn off the power of the the BE1's as follows. and use the cable Included with the B E 1 to the W A V E D R U M ' s REMOTE jack. 2.Setthe WAVEDRUM's MIDI IN/REMOTE s w i t c h to the REMOTE position, and Many tonal variations can be achieved from a single algorithm by using different playing styles. then turn the power on. When the power is turned on, the LCD will display the following opening message, and then change to the Play Mode display. page 33 . . 1 KORG Remote Editor . . ALGORITHM ! RE1 For details on the controls and functions of the B E 1 , refer to the manual included with the B E 1 . Even more variations can be achieved by adjusting parameters. k A 31 www.wavedrum.net RE1 PAGE MAP C A R D COMPARE an WA is connected to the R you can not only adjust [Compare the parameters of the algorithm, but also perform operations that are not F1 PLAY MODE F2 EDlfMODE LAYOUT MODE F4 MIDI MODE possible when the WAVEDRUM is used by itself, such as changing the name of the program or transferring MIDI data Play J Sound PAGE between the WAVEDRUM and another MIDI device. These functions are ¡PAGE - organized into four Modes, as shown in the diagram at right. Select \ Pedal the t * Swap PAGE Program J Each mode is divided into pages. Use the PAGE + and PAGE [ Copy Program J [ Global PAGE PAGE - PAGE Level Write T V 32 A A Call Preset * keys or the 1 - 6 keys to select the desired page. * - Pressure Controll PAGE PAGE desired mode by pressing a function key F1 - F4. I PAGE Reset All PAGE MIDI Dump www.wavedrum.net • F1 Play mode an is connected, it will automatically enter P l a y m o d e when the power is turned on. This is the mode you will normally use when playing. T o return to this mode from another mode, press the F1 key. W A V E D R U M parameters can be adjusted from the R E 1 in the following In Play mode, you can use the be performed from the to perform the same operations that can own panel; selecting programs, and adjusting two ways. 1. Move a slider A - H that corresponds to a parameter displayed Tune and Decay settings. In the LCD. (In general, you can move any slider located immediately below Program number Program name the parameter display.) Rim sensor response 2. Press one of the A - H keys that corresponds to a parameter displayed PLAY in the LCD (in general, you can press #00 Tune=26 any key located immediately below the Dccay=87 parameter display), and then use the A / -Decay- UP and T / D O W N keys to adjust the parameter. B H The parameter that Is selected when To select p r o g r a m s , use the 0 - 9 keys to enter a two-digit number. you move a slider or press a key A - H blink to indicate that it has been A d j u s t T u n e and Decay using the A - H sliders, or the A - H keys and the • / and T / D O W N keys. explanation at right selected or modified. When you select a program or adjust Tune or Decay from the WAVEDRUM's Tune and Decay are graphically displayed in the LCD. front panel, the values shown in the Whe n a program that can respond to the r i m s e n s o r is selected, the LCD will LCD show R I M = O N . of the RE1 will change accordingly. AA 33 VT www.wavedrum.net F2 Edit mode In Edit mode, you can use the to adjust parameters and make settings for expression pedal, pressure, and output level for the currently selected program. When you are in Edit mode, you will no longer be able to change programs Programs modified in this way can also be renamed (if desired) and stored in another program number location as a new program. from the operating panel of the WAVEDRUM via MIDI). However, you can still adjust Tune, Decay, and the sound edit parameter ALGORITHM When you press the F2 key to enter Edit mode, the display will show the name of the currently selected program and the number of the algorithm it uses. from the operating panel of the WAVEDRUM even when in Edit mode. Program number Program name In Edit mode, the LED display of the WAVEDRUM will display a message of Sound "EDITING" instead of the program name. #00 BAMB001 ALG N0.57 Number of the algorithm used After approximately 2 seconds, this display will change to the normal editing page display. rv www.wavedrum.net PAGE 1. EDIT Sound page In page you can the parameters of the currently selected program. The number and type of the parameters available for editing will depend on the algorithm used in that program. cases where there are a large number of parameters, they will be displayed in two screens; page 1 and page 2. There are two ways to change pages For details on how many and what type of parameters are available for editing in each algorithm, and how they will appear in the LCD, refer to the Algorithm Notes beginning on page 63. in each mode. 1. Use the PAGE + and PAGE keys to step through the pages one by Program number one. Parameter selected 2. Use the 1 - 6 keys to directly Program name specify the desired page. Sound Wood=42 #03 BAMB004 Dmod=0 Wood Pmod=+0 In the LCD shown at left, the upper line upward-pointing triangle A located the page name ('Sound') indicates H that this page is the first page in this mode, and that you can use the PAGE The above diagram shows a case in which there are only 3 parameters. The three + key to move to the next page. parameters in the lower line of the LCD correspond respectively to the A and B, C and D, and E and F keys and sliders. To adjust the parameter value, use the corresponding sliders, or press the appropriate key and then use the A / UP or T / DOWN key. Page 33 If you use the function keys to move to a different mode and then return to the previous mode, you will always be in the last-selected page of that mode. When you select a parameter by moving a slider or pressing one of the A - H keys, its value will blink in the LCD and its name will appear in the upper right of the I.e., the page last selected in each mode is remembered. LCD (at the right of the program name), indicating that this parameter has been selected or modified. AA 35 VT www.wavedrum.net PAGE 2. EDIT Sound page pages in Edit mode. The figures below are an example of how parameters are sometimes divided among two this example there are a total of 6 parameters. The first page displays 4 parameters, and the second page displays 2 parameters. As mentioned in the explanation at This symbol indicates that parameters continue on the following page right, Edit Sound occupies two pages #19 Sound for some algorithms but only one page Press=12 for others. APFC=28 Edit mode when Edit Sound occupies only one page, pressing the PAGE + or PAGE - key to step through the pages will move from page 1 directly to page 3, or from page 3 directly to page symbol indicates that there are also parameters on the previous page I.e., page number 2 Sound Pmod=+40 will be skipped. #19 FBmod=7 • • J ,.., ..„||,„.. II .,.,.,„ H B The right —or triangle located In the upper right of the LCD indicates that there are previous or following pages in Edit Sound mode. Depending on the algorithm, Edit Sound may or may not occupy two pages. If the selected program's algorithm does n o t have a second page parameters, pressing the 2 key in Edit mode will do nothing. T V 36 A A of www.wavedrum.net 3. EDIT Pedal page expression pedal connected This page is where you make settings to select the parameter that will be controlled by an the P E D A L j a c k of the W A V E D R U M (use an optional K I I R G X V P - 1 0 or E X P - 2 ) , and the range and direction over which the parameter Even will be controlled. Original value of the selected parameter Parameter to be controlled by the pedal Range of change Pedal Assign #27 1 if an expression pedal is connected, the parameter assigned to | the pedal cannot be controlled change range of the parameter. SCRATCH [ PEGDp ] a range that would exceed the normal the Range setting is set so that the action of the UP a -'--,-, pedal would exceed the maximum or minimum value of the parameter, any further pedal movement will have no effect. B H You can also use the G slider or the A For each program, up to two parameters can be selected for pedal control. These two parameters are indicated by A s s i g n 1 and A s s i g n 2 . T o select Assign 1 or 2, use the A or B slider or press the A or B key and then the / U P or Y / D O W N key. To specify the parameters that will be assigned to and A s s i g n 2 , use the C or D slider, or press the C or D key and use the A / U P or Y / D O W N key. I t i s n o t possible to assign the same parameter for both A s s i g n l and Assign2. UP and Y / D O W N keys to set the direction which the pedal will function. With a setting of OFF, the pedal will not function. With a setting of UP, moving the pedal toward the upward position (i.e., toe up) will adjust the value toward the Present Value. With a setting of D O W N , moving the pedal toward the downward position The right side of the upper line in the LCD indicates the original value of the selected parameter in that program. You can specify the range (0 - ± over which the pedal will affect this value. (i.e., toe down) will adjust the value toward the Present Value. In the LCD shown at left, the two To specify the range of control, use the E or F slider, or press the E or F key triangles at the left of 'Pedal' in the and use the A / U P or Y / D O W N key. T o adjust the direction of the change use the G upper line indicate that pages exist slider or press the G key and use the A / U P or Y / D O W N key. You can move the H before and after this page, and that you slider to check the result of moving the pedal; i.e., the H slider can use the PAGE + and PAGE act in the same way as the pedal.(However, pressing the H key and using the A / U P or Y / D O W N key keys to move to these pages. will not simulate the pedal.) A A 37 V T - www.wavedrum.net PAGE 4. EDIT Pressure page This page allows you to adjust the sensitivity of the sensor that detects pressure applied to the W A V E D R U M . Some programs use algorithms that can detect the pressure applied to the head after it is struck, and can use this pressure to control the pitch or tone of the decay portion of the sound or even to produce sound without the head ever being struck. For such programs, use sliders A - D (or the A - D keys and A / UP and Y / DOWN keys) to adjust the sensitivity (00 - of the sound to pressure applied to the head. Sensitivity to pressure Pressure A B C D E F G H If the program's algorithm does not detect pressure, the display will be as follows. Pressure #00 SNARE A No Pressure For such programs it is not possible to adjust pressure sensitivity. T V 38 A A www.wavedrum.net PAGE 5. EDIT Out Level page This page allows you to adjust the output level of the currently edited program. The output level can be set independently for each of the programs. Set the output level over a range of 00 — 99 using the G or H slider, or the G or H key the and / D O W N keys. Output level Level A #15 B C D E 39 VT www.wavedrum.net PAGE 6. Rename / Write page this page, a program that was edited or modified in mode can be saved to any desired program number as a new program. You can also change the name of the program if desired. In the example shown in the LCD at right, the upward pointing triangle T If you do not save an edited p r o g r a m , your edits will be lost w h e n y o u located in the upper line at the left of select a different program in Play mode. (The program you edited will return to its the page name ('Write') indicates that previous settings.) this page 33 the last page in this mode, and that you can press the PAGE — key to move to the previous page. Select Name of program to save Rename / Save Destination -—SRC .. • #15 MARIKO — #15 MARIKO Monitor [<] [>] [WRITE] Execute saving H The upper line of the LCD shows the program currently selected in Edited mode (the Source). The lower line shows the location in which the program will be saved (the Destination). Use slider A (or the A key and the A / UP and DOWN keys) to specify whether you wish to rename the source program or select the save destination. r v to Ai www.wavedrum.net Changing the name of a program (Rename) Move the A slider (or use the A key and the A / UP and Y / DOWN keys) so that SRC (source) is displayed below the page name ('Write') in the left side of the LCD. The right-pointing triangle at the left of the program name will be in the upper line, indicating the name of the currently selected program. name as explained at left, you then need to save it using the Cursor Select the location of the character you wish to change Write Source SRC #15 After you have modify the program Monitor MARIKO Write procedure explained on the following page. [WRITE] When you select the • page, the same program will be II,,,,,, selected as both the source and H destination. If all you wish to do Is to 1. When you press any one of the C - G keys, a black mark (the cursor) will begin change the name of a program, simply blinking at the first character of the source program name. This indicates the location Rename and then Save the renamed of the character you can change. program in the same location (the To move the cursor to left or right, press the F or G keys. same program number). 2. To select the character indicated by the blinking cursor, use the C — G sliders (or the you do not save an edited and A / UP and Y / DOWN keys). The character at the cursor will change in the order of renamed program, your changes will the following list. The following characters are available. be lost when you select another ! !" ' ' program 0 * +, •-. / 0 1 2 3 4 5 6 7 8 9 J L ; < = •> ? [\] In Play mode; I.e., the program will return to its unedited i settings. 33 When the desired character appears, move the cursor to the next character you wish to change, and repeat the procedure. AA VT www.wavedrum.net Losing edited data you enter Play mode without having saved a program whose name you modified, the upper right of the LCD will show 'NotSaved' as In the display below. PLAY #15 MARIKO RIM=OFF NotSaved Decay=87 Be aware that if in this situation you then select a different program, your modifications will be lost, and the edited program w i l l return to its unedited settings. If you wish to save your modifications, use the Write operation described on the following page. You should also be aware that using the Write operation to save a new program also means that the program previously existing in that location will be lost. you wish to keep your newly edited programs as well as all the old The memory of the can hold only programs and no more. If you edit an existing program and wish to save the newly edited program without programs, you can use the Dump losing the previous program, you will have to find a different program that you dont function wish to keep, and save the new program in that location (program number). MIDI mode to transmit the data from the WAVEDRUM's memory to an external MIDI device. 60 T V 42 A A This of course means that the program previously occupying that location will be lost. www.wavedrum.net Saving an edited program (Write) Move the A slider (or use the A key and the A / UP and Y / DOWN keys) so that DST(destination) is displayed below the page in the left side of the LCD. The right-pointing triangle at the left of the program name will be In the lower line, When you save a program, the indicating the location (program number) where the edited or renamed program will be program that was previously in that saved, and the name of the program currently existing at that location. destination will be overwritten. This Execute saving means that before saving a program, you should check to make sure that the Write DST #15 YUMIKO • #15 MARIKO Dest Monitor [WRITE] ' • ¡ Destination program program currently in the selected saving destination is one that you do not need to keep. • -•--II" B H The 'destination monitor' function lets you listen to the program that will 1. To select the destination program, move a slider C - E (or use the A / UP and Y / be overwritten when you execute DOWN keys). Select the location in which the edited or renamed program will be saving. This is a convenient way to make sure if it is ok to overwrite the saved. program, or to find a program you do not need to keep. Write DST #15 YUMIKO Dest Monitor • #99 In this situation, you can play the W A V E D R U M and [WRITE] the sound of the currently selected destination program. This 'destination monitor' function allows you to check whether the selected destination is a program you don't mind losing. right column LA 43 V T www.wavedrum.net 2. When you have selected a destination program, press the H key. Program name of source tor saving Write Are In the Rename/Write page, you can #15 YUMIKO You Sure? Program number of destination - > [NO] [YES] « use the A slider (or the A key and the A / UP and Y / DOWN keys) to select whether to audition the source #99 - - „.,„.||,„„,,.,.||. II .,„„,„„ II H program or the destination program. After editing a program, you may sometimes want to re-save it the same location with a different name. In such cases, this function allows you to compare the edited You will be asked for confirmation, as in the above display. at this point you wish to cancel the Save operation, press the F key. The source program select display will reappear, and Save will not be executed. and original programs. 45 Write SRC • #15 YUMIKO #99 Source [<] Monitor [>] [WRITE] Alternatively, you may sometimes want to save a copy of an original program (i.e., before editing or renaming it) in a different location, and make your changes to that copy of the you wish to execute the Save operation, press the E key. The edited or renamed program will be saved to the specified destination, and the display for source program selection will reappear. program. In such cases, rather than using the Write function, it will be more Edited or renamed source program(this will return to the original condition when you exit Edit mode) convenient to use the Copy Program Write function of Layout mode. SRC 50 44 A A • #99 YUMIKO Source #99 YUMIKO [<] Program saved with a new name in the selected destination Monitor [>] [WRITE] www.wavedrum.net While editing you may sometimes want to hear how the sound has Compare changed since you began editing, since can help you decide whether and how to continue editing it. In such cases it is convenient to use the Compare function. any page of Edit mode, you can press the CARD button of the the Compare function. The LCD will display 'COMPARE to use ' to indicate that you are in compare mode. #00 BAMB001 COMPAREI In Compare mode, playing the W A V E D R U M will let you hear how the program sounded before you began editing. Compare will be exited when you press any key of the R E 1 or move one of the sliders, and you will once again be listening to the edited sound. By repeatedly pressing the CARD key you can easily compare the unedited sound with the currently edited sound. • www.wavedrum.net F3 Layout mode Layou t mode allows you to change the order of the programs, or initialize the memory. These functions allow you to place the programs in When in Layout mode, the LED an order most convenient for you, and to create original programs more efficiently. display of the WAVEDRUM will display Instead of the program name. PAGE Swap Program this page you can exchange (swap) the location (program numbers) of any two programs #00 - #99. Monitor select Destination program Source program S Program Spurce <- - > B Execute swap Monitor [SWAP] D The number and name of the two programs are shown H the left and right the When you enter this mode, the lower line of the LCD. The left side shows the currently selected program (source) and same program (the currently selected the right side shows the program (destination) that will be exchanged with the source program) will be specified for both the program. source and destination programs. At this time you can use slider A (or the A key and the A / UP and Y / DOWN keys) to specify whether playing the W A V E D R U M will sound the source or the destination program. T V 46 A A www.wavedrum.net To select the destination program, use the E - G sliders (or the E - G keys and the UP and / D O W N keys). Destination program Swap Program DST Execute swap Monitor <- > • #59BEAST [SWAP] After you specify the destination program, press the H key. Swap Program No. [YES] [NO] • „ll„„.„„„„l II H A message will ask you to confirm the operation, as shown in the above display. y o u decide t o cancel the Swap operation, press the F key. Swap will not be executed, and the display for source program selection will reappear. Swap Program SRC Source > #59BEAST Monitor [SWAP] 47 V T www.wavedrum.net it is ok t o execute the Swap press the E key. The source and destination program numbers will be exchanged, and the currently selected program number will change to the program number you specified as the destination. Here is another possibility. In Edit Destination program mode while editing a program, you Swap Program can move to Layout mode even without Swap function to [SWAP] < - - > #29BEAST Writing the edited program, use the exchange the program being edited with another program, and then return to Edit mode .„ll„„„„„„l A B C D E F H G and continue editing. However in this case you must be aware of the caution given in the You can also use sliders B - D (or the B - D keys and the A / UP and DOWN keys) to select the source program. previous paragraph, and be careful not using the Layout mode Swap function. Execute swap Source program to change the Source program when Swap Program Dest < - - > you select a different program as the Monitor [SWAP] Source program, your edits will be lost. B H However you should be aware that if the program selected when you enter Layout mode is a program being edited in Edit mode, your edits will be lost i f y o u select a different program as the source program and then execute Swap. T V 48 A A www.wavedrum.net When you have specified the source and destination programs, press the H key. Swap Editing sound will be lost A B C D [OK] E F [STOP] G You will be asked to confirm the operation as shown in the above display. A t this time if you wish t o cancel the Swap operation, press the H key. The Swap operation will not be executed, and the source program select display will reappear. Swap Program Source Monitor <- - > [SWAP] you are sure you want to execute the Swap operation, press the G key. The source and destination programs will be exchanged; I.e., the currently selected program will be exchanged with the specified destination program. Destination program Monitor Swap Program > [SWAP] LA 49 V T www.wavedrum.net PAGE 2. Copy Program In this page you can create an Identically-named copy of any program #00 - #99 in the destination you specify. Monitor select The displays and procedures of the Source program Destination program Execute copy Copy P r o g r a m function are similar to Copy those of the S w a p Program function Monitor > #07ANALOG discussed in the preceding pages. [COPY] The difference is that since the Swap Program function only exchanges the H B location of two programs, none of the 100 programs in the W A V E D R U M are lost. However function the overwrites As in the Swap Program page, the lower line of the LCD will show the program Copy Program number and name of the source and destination. The left the previous selected program (the source) and the right side shows the location to which the settings of the destination location, shows the currently settings of that program will be copied (the d e s t i n a t i o n ) . meaning that the program that was occupying the destination will be lost, and the source and destination will now T o specify the destination, use the E — G sliders (or the E — G keys and the A / U P and keys). contain two identical programs. Destination program Before executing the Copy Program function, make sure that the program in the selected destination is one that you do not mind losing. rv AA Copy Program DST Execute copy Monitor [COPY] www.wavedrum.net A After specifying the destination program, press the H key. Copy Program No. [YES] [NO] ; • Change!!! - ; As in the Swap Program page, the « Copy Program page also provides a source or destination monitor function. H The above message will appear, asking you to confirm the operation. This function lets you listen to the program which currently occupies the copy destination, so you can make At this time if y o u w i s h to cancel the Copy press the F key. The Copy operation will not be executed. Copy Program sure that it a program which you don't mind overwriting. Source Use the A slider (or the A key and Monitor #15WATER [COPY] the A / UP and Y / DOWN keys) to specify whether the source program or y o u are sure y o u w a n t t o execute the Copy operation, press the E key. The contents of the source program will be copied to the destination, and the the destination program will sound when you play the destination will become the currently selected program. Destination program Copy Program S }urce Monitor [COPY] • (» H AA VT www.wavedrum.net You can specify not only the destination, but also the source program using the B D sliders (or the B - D keys and the A / UP and Y / DOWN keys). Execute copy Source program Copy Program Here is another possibility. In Edit Dest Monitor > #15WATER mode while editing a program, you [COPY] can move to Layout mode even without Writing the edited program, use the Copy function to copy the program B H being edited to another location, and then return to Edit mode and continue editing. However you should be aware that if the program selected when you enter Layout mode is a program being edited in Edit mode, your edits will be lost if you select a different program as the source program and execute Copy. However in this case you must be careful, as In the Swap Program When you have specified the source and destination programs, press the H key. operation, not to change the Source program. you select a different program as the Source program, your Copy edits will be lost. Editing sound A B [OK] be lost C D E F G The above display will appear, asking you to confirm the operation. T V 52 A A [STOP] www.wavedrum.net At you to cancel the Copy press the H key. The Copy operation will not be executed, and the source program select display reappear. Copy Program Source Monitor #15WATER [COPY] you are sure you want to execute the Copy operation, press the G key. The contents of the source program will be copied to the destination, and the destination will become the currently selected program. Destination program Copy Program S Monitor #15SCRATCH [COPY] H www.wavedrum.net PAGE 3. Call Preset This page allows you to reset any specified program #00 - #99 to its factory preset settings. This function is convenient when, for example, while editing you become unsatisfied with the sound and would like to discard your modifications and start over. The programs in the WAVEDRUM Any of the factory preset programs can be called to the program number memory that can be played and you specify. For example, you can specify that the preset program #00 be called into modified are in a type of memory program #01 of the known as rewritable memory (RAM). each of the ten programs from When you modify parameters such as Tune or Decay for a program, the modified settings are memory. Alternatively, you can (for example) set to #20 to the Initial preset settings of program You should be aware w h e n y o u execute the Call Preset the settings of the currently selected program being modified or edited will be stored (immediately in some cases, or after a Write operation in other cases) in RAM. These rewritten settings are preserved even if you select other programs or turn the power off. Monitor select Source program Destination program Call Prese: Source Execute copy Monitor #07ANALOG [CALL] The program data in RAM is preserved until it is next rewritten as long as the memory backup battery has B power. continued on the page at right The left side of the LCD shows the initial preset setting (source) of the currently program number, and the left side shows the program currently occupying the location (destination) into which the preset will be called. T V 54 A A www.wavedrum.net To select the source program, use the B - D sliders (or the B - D keys and the A / UP and Y / DOWN keys). You can select the destination program using the E - G sliders (or the E - G keys and the A / UP and Y / keys). When you have specified the source and destination programs, press the H key. • • '. Call Preset ..•.•••.'.'.•.'-••.•••.'•• Program No. Editing sound will be lost ! (continued from the previous page) However the Initial factory preset settings are kept Change!!! [OK] [STOP] a location separate from RAM, in a different type of memory known as ROM. • Unlike RAM, ROM does not require H The above display will asking you to confirm the operation. a backup battery, and the contents of ROM cannot be modified or rewritten. (However if you have not changed the program number of the destination, the "Program No. Change" message will not appear, as shown in the following display.) The Call Preset function copies initial factory preset data from ROM into the specified RAM location. Call Preset By copying data from ROM, you can IIICAUTION. !!! Editing sound will be lost ! [OK] [STOP] always restore a program to its original ,,.,,,,, , Jfactory setting, no matter how greatly it has been modified. 55 V T www.wavedrum.net at point you to cancel the Call Preset operation, press the G key. The operation will be cancelled, and the source program select display will reappear. Call Preset Source Monitor [CALL] you are sure that you want to execute the Call Preset operation, press the H key. The initial factory preset data for the selected source program will be copied into the specified destination, and the program number shown in the display will change to the number of the destination you specified. Destination program Call Preset fMonitor [CALL] H www.wavedrum.net This page allows you to reset all programs #00 - #99 of the 4. Reset All W A V E D R U M ' s memory to their initial factory preset settings in a single operation. Execute reset Reset All Initialize all parameter data [RESET] you wish to execute the Reset All operation, press the H key. Reset All IIICAUTION. I!! All sound will be replace ! [OK] [STOP] B The above display will appear, asking you to confirm the operation. you are sure you w a n t t o reset all the data, press the G key. PLAY Tune=79 #00 Decay=54 When initialization is completed, the WAVEDRUM will automatically enter Play mode. The window will indicate program number 00, and you may then play or operate the WAVEDRUM. LA 57 www.wavedrum.net F4 MIDI mode MIDI mode allows you to make settings related to the W AVEDRUM's MIDI functions, and to use the MIDI Exclusive function to execute data dumps of the When you play the it W A V E D R U M ' s memory. For details of the MIDI functions that the W A V E D R U M will transmit a Note message of the provides, refer to note number (pitch) and channel you the end of this manual. specify here. A sound source connected to the WAVEDRUM can of this manual and to the MIDI Implementation located at PAGE 1. MIDI Control page In this page you can make Note number and Modulation settings for the currently selected receive this message and play the program. These settings specified note. You can set a channel to play simultaneously when you play the and note number independently for connected to the WAVEDRUM's PEDAL jack to apply modulation to an external MIDI each of the 100 programs of the sound source. WAVEDRUM. be useful when you want a connected MIDI sound source or use an expression pedal Currently selected program In addition, if an optional expression pedal is connected to the PEDAL jack of the can be used to transmit Modulation messages (control change sound Control #80 STEEL ST 4) page 23 ), it source connected MIDI channel Pedal(l /O): OFF Modulation Note number to the to the H WAVEDRUM's OUT. Conversely, the modulation wheel of a synthesizer connected to MIDI channel for Note, Modulation the and WAVEDRUM can be operated to Note number produce the same result as moving the Pedal modulation (input and output) only) [OFF. 01 - A, B C-E [ON. OFF] — F- H WAVEDRUM's expression pedal. To make settings, use the corresponding sliders A - H (or the A - H keys and the and T V 58 A A / D O W N keys). www.wavedrum.net PAGE 2. MIDI Global page page allows you to make settings that determine the MIDI channel on which the W A V E D R U M will transmit Program Change messages to external MIDI devices and on which the can receive Program Change messages to change programs. You can also specify whether or not the W A V E D R U M receive M I D I E x c l u s i v e When you operate the b a n k select and p r o g r a m select knobs of the m e s s a g e s from external devices. W A V E D R U M , Program Change mesProgram change channel sages are transmitted from its MIDI Exclusive reception OUT connector, allowing you to automatically change programs on a MIDI sound Program Change=01ch source connected to the W A V E D R U M . Conversely, you can remotely select WAVEDRUM programs by selecting programs on (I.e., trans- • ,„„„ll„„. „„„ll„„„ „,„l B H mitting Program Change messages from) a MIDI sound source that is connected to the W A V E D R U M . The settings in this page determine M I D I c h a n n e l for Program Changes A - D Exclusive message reception the MIDI channel on which these Program Change messages will be [ENA. DIS] • • • F transmitted and received. The Use the appropriate slider A - H (or the A - H keys and the A / U P and Y / settings determine in whether this page program data that was saved D O W N keys) to make settings. also WAVEDRUM an external MIDI device using the MIDI Dump Exclusive messages will be received by the W A V E D R U M when to is set and will not be received when it is set to DIS(DISable). function described on the following page will be accepted by the W A V E D R U M when it is transmitted back. W h e n the W A V E D R U M receives an exclusive message, its LCD window will display DIS, By setting ReceiveEXCL to you can prevent such a data you must dump from unintentionally overwriting be sure to perform the W r i t e o p e r a t i o n (page 4 3 ) after reception is completed. If you the W A V E D R U M ' s program memory. N ACTIVE(page fail to do the received data is for a single individual the received program will not be stored program, the W A V E D R U M ' s internal memory. However if the received data is a set of all the programs, there is no need to the DIS setting acts as a type of ' m e m o r y protect.' perform the Write operation. A A 59 V T www.wavedrum.net PAGE 3. MIDI Dump page This page allows you to execute a data dump of the WAVEDRUM's program parameters. This will transmit the data for one or all of the WAVEDRUM's programs to an external MIDI device. The internal memory of the Currently selected program All programs W A V E D R U M is able to hold only 100 programs. you have modified a MIDI Dump program to your liking and wish to save [#71 DRUM] [ALL] it, you will need to write it into a memory that was previously occupied by some other program. This of course means that the program that was B H previously in that memory location will this page you can select programs using the be lost, and there will probably be times when you do not wish to lose any of the previous programs. Data Filer that and program select knobs. To dump data for the (individual) selected program, press the B or C key. To dump There is a type of MIDI device called a bank select can data for all programs press the G key. receive Exclusive data from another device and r-— • MIDI "#71 OIL then store that data on a floppy disk or Are You Sure? other storage media. Using a data filer, [YES] [NO] data that cannot be accommodated the W A V E D R U M ' s internal memory can be stored on a floppy disk. This B procedure also allows you to make backup copies of program data, which The above display will appear, asking you to confirm the operation. a good precaution against unforseen accidents. H at this point you wish to cancel the data dump operation, press the F key. The data dump will not be executed, and the program select display will reappear. r v 60 A A www.wavedrum.net you are sure y o u w a n t t o execute the data d u m p , press the E key. MIDI "#71 Don't active. MIDI Data Filers are available as The data dump will begin. While the data dump is in progress, all keys, switches, sliders and controls of the W A V E D R U M and the will be inactive. special-purpose single-function devices with built-in disk drives. In addition, data filer functionality is sometimes provided MIDI "#71 as a feature of some synthesizers or personal computer software programs. Carefully read the When the data dump is completed, 'Completed ' will appear blinking as in the display above. Now you can move any key or slider of the to return to normal operating Instructions for the data filer you use. operation, and the program select display will reappear. The LCDs of the preceding explanation show the example of dumping only 1 program. you press the G key to select a data dump of all programs, the program name (' # 71 OIL DRUM') will be replace by an indication of 'ALL.' A A 61 V T www.wavedrum.net • T V 62 A A www.wavedrum.net Algorithm Notes This section explains each of the 62 algorithms inside the W A V E D R U M and the parameters for each algorithm that can be edited using the R e m o t e Editor. How to read these notes Unless otherwise specified, Tune and Decay will respectively adjust the overall pitch of the sound and the White characters against a black background indicate parameters that are controlled from the first page of the s edit mode. The characters correspond to the sliders or keys on the RE1 used to adjust that parameter. This symbol marks the parameter that can be controlled Parameter name as abbreviated in the RE1 's display by the Sound knob Parameter's name the W A V E D R U M decay time in each algorithm. If the Tune parameter and Decay parameter have special functions in a particular algorithm, will be discussed in the explanation for that Motif Select | [00-100] Seq. Level | [00-100] algorithm. Select the sequence pattern. AB Adjust the volume level of the sequence. Explanation of parameter This Indicates the possible range of values for the parameter. Black characters against a white background indicate parameters that are controlled from the second page of the RE1 's edit mode. The characters correspond to the sliders or keys on the RE1 used to adjust that parameter. AA 63 VT www.wavedrum.net The icons printed beneath the algorithm number on many of the pages indicate that the algorithm has one or more of the following special characteristics. The rim sensor is active for this algorithm. For some algorithms, the rim and head will produce completely different sounds, or will produce special sounds when both the rim and head are struck simultaneously. A pressure-type algorithm. When you press the head, special sounds or effects result. A algorithm. Sound can be produced not only by striking the head, but also by rubbing it. Each time you play, a different pitch will result. In some cases you can select a scale and play musical phrases. Of the 100 programs In the the 62 programs from Each time you play, a continuous phrase will sound. In some cases you can adjust the tempo or fade-out time, or select the phrase itself. #00 to #61 respectively use algorithm 00 through 61. In other words, the program number is the same as the algorithm number for the first Program list 62 programs. By referring to these algorithm notes side by side with the Program List So if you wish to edit a specific use the Call Preset function included with the you can see at a glance which WAVEDRUM programs use each type of algorithm. (page 54) to select the program with the same number as the algorithm you The program list also tells you the factory settings of the Tune and Decay wish to edit, and then go ahead with parameters your editing. by an optional expression pedal when it is connected. V 64 A A each program, and also indicates the parameter(s) that be controlled www.wavedrum.net About the preset scales Some of the algorithms in the allow you to play phrases in a particular scale. For some phrases, notes in the selected scale will sound randomly each time you play. For others, the note of the scale that is sounded will depend on how strongly you play. The scale that is used will depend on the setting of the Scale parameter in each of these algorithms. When an Select is connected, you can adjust this parameter to select from the following 8 scales. 0 For some algorithms, not all scales Pentatonic are available. For details, refer to the page on each algorithm. 1 • 2 scale 3 Indian-type scale 4 Whole tone 5 Major 6 Combination diminished 7 Tonic only — 4= - - r — • each note will sound at the pitch specified by the Tune parameter A A «s V T www.wavedrum.net No.00 / \\// / Motif Select @ [00-99] | [00-100] | [00-100] | [00-100] | [00-100] Select the sequence pattern. Sequence Note 1 Pitch Adjust the pitch of the drum sound in the sequence. By open strikes near the center of the you can produce a Sequence Note2 Pitch sequenced phrase of three notes; a gentle drum Adjust the pitch of the hi-hat sound in the sequence. a hi-hat, and a sharp clap. Ptch3 The phrase will decay as time Sequence Note3 Pitch Adjust the pitch of the clap sound In the sequence. passes, and the rate of decay will depend on the force of the strike. If you press the AB the sound will be muted. The sequence speed can be Seq. Level Adjust the volume level of the sequence sound. adjusted using Decay. CD You can use Sound Edit to select one of four sequence patterns. The Drum Size [00-100] As this value is increased, the pitch of the drum when struck will become lower, patterns are respectively located in the and the overtone structure areas of 00 - 24. 25 - 49, 50 - 74, and effect equivalent to changing the size of the drum. change, becoming rougher This parameter has an 75 - 99. EF Use TUNE to ad)ust the pitch of the sound of the strike. When an Brght Brightness | [00-100] As this value Is increased, the overtone structure of the drum when struck will connected, you change, becoming more metallic. can independently adjust the pitch of GH each of the 3 sounds, and can create various sequence patterns in this way. of the Drum sound As this value Is Increased, the decay of the sound when struck will become t T V 66 A A Decay www.wavedrum.net Clang Pitch [00-99] Adjust the pitch of the "clang" produced by striking the side of a ceramic pot. Clang Decay | [00-100] Adjust the decay time of the sound produced by striking the side of the pot. This algorithm creates the sound of a ceramic pot being struck. Clang Type | [00-100] When you strike near the center of Higher settings of this parameter will increase the overtones, producing a the head, the sound will be as it you harder-sounding resonance. The way in which this parameter affects the sound struck the mouth of the pot. The length depends greatly on the C l a n g P i t c h setting. of the resonance is controlled by the setting of Decay, and by the length of Clang Color | time your hand is Higher settings of this parameter will result in a longer resonance after the of the pot is struck, and also a more metallic sound with more overtones. contact the head. The pitch of the sound of the mouth being struck can be set by Tune, but If Clang Size | [00-100] As this parameter is decreased, the pitch of the struck sound will be lowered, you press down on the head with a certain amount of pressure, it will and the overtone structure will change to create a rougher sound. T h e w a y in sound as though the mouth of the pot which this parameter affects the sound depends greatly on the C l a n g has been closed, and the pitch will be Pitch setting. This parameter has an effect similar to changing the diameter of the pot. one octave lower than the setting. By increasing and decreasing the pressure CD| Clang Level | [00-100] Adjust the volume of the sound when struck. you apply, you can create vibrato-Ilka effects. When an Boom Level EF I Adjust the volume of the sound when the mouth of the pot is struck. GH ¡s connected, you can adjust the levels of the various sounds and their tone colors. (not used in this algorithm) AA VT www.wavedrum.net No.02 Tune @ [00-99] Make fine adjustments to the pitch specified by Tune. When this parameter is set to 50, the resulting pitch will be as set by Tune. String Color algorithm simulates the sound of an electric bass. Five pitches are set, and when you play repeated notes with a certain force and each strike | As this parameter is increased in the negative (- ) direction, the sound will have a shorter decay and the overtones decrease, resulting in a sound similar to a will cycle through these five pitches in muted string being plucked. As this parameter is increased in the positive (+) the order of 1-2-3-4-5-4-3..., allowing direction, the sound will become harder, with more overtones and longer sustain. you to repeat phrases of a certain pattern. StTns However if you play softly, or play String Tension | [00-100] As this parameter is increased, the pitch will become lower and the overtone repeated notes at a slow tempo, the pitch will not change, but will always structure will change to produce a rougher sound. This parameter simulates the sound at the first pitch. This means that effect of looser string tension. by varying your playing dynamics or timing, you can perform more complex Pitch 1 patterns. This parameter sets the pitch of the first note. This parameter adjusts the pitch in The basic pitch is determined by Tune steps of a chromatic step. A setting of 50 corresponds to a pitch of | [00-17] chromatic steps in relation to the pitch specified by Tune. With the normal setting of 5, the resulting pitch will be the same as the Tune setting. C. The decay of the bass sound can be by Decay. you strike with a stick or hard Use the following parameters to specify the 2nd, 3rd. 4th and 5th pitches in the same way. beater, a slap bass sound will be produced. When an R E 1 chromatic steps. V 68 Ptch2 Pitch 2 [00-17] CD Ptch3 Pitch 3 [00-17] EF Ptch4 Pitch 4 [00-17] Ptch5 Pitch 5 [00-17] connected, you can adjust the pitch for each of the five notes AB Ai www.wavedrum.net No.03 [00-99] Snappy Expand SpExp As this value is increased, the snappy (snare band) will resonate more roughly, creating a harder sound. SpDcy Snappy Decay | [00-100] Adjust the length of the snappy (snare) sound. When the rim sensor is used in conjunction with the expression pedal, this algorithm allows you to play three Snappy Level [00-100] Adjust the volume level of the snappy (snare) sound. sounds at once; kick, snare drum, and hi-hat cymbal. This algorithm lets you create Type Select one of Snare Type [0-10] types of basic snare drum sound. programs In which the W A V E D R U M functions as an entire drum set. The hi-hat sound is assigned to the Shell Damping | rim, and the force of your hit switches As this value is increased, the snare drum will have a shorter decay and fewer between open and closed hi=hat. You overtones, producing a sound similar to when something is stuffed inside the drum can also make settings so that the kick shell. sound Level | [00-100] Adjust the volume level of the hi-hat. plays when you press the expression pedal. The snare drum sound is assigned to the head, and its pitch and decay are Kick Level | [00-100] Adjust the volume level of the kick. controlled by Tune and Decay. When an R E 1 Is connected, you can adjust the volume balance of each [00-100] sound, and make settings to set the W h e n this value is increased, exceeding the specified value will cause the kick point at which the kick sound plays GH| KcTrg Kick Trigger sound to play. This means that if you assign this parameter to the expression when you press the pedal. you can use the pedal to play the kick sound. T h e loudness of the sound depends on the force with which you press the pedal. AA 69 VT www.wavedrum.net ft Bell Color [00-99] As this value is increased the sound will become brighter, and as it is decreased the will Harmonic Shift This algorithm produces th e sound of but also allows you to This parameter makes the overtones change. Depending on the settings of Bell create continuous changes in pitch by Color and Bell Type, the results of adjusting this parameter may differ greatly, pressing the head. When you press from simple pitch changes to complex changes in which the timbre itself changes even harder, you will hear metallic dramatically. a temple Type noise. | [00-100] As this value Is increased, the pitch and overtones of the bell will change, The pitch and decay of the overall sound is controlled by Tune and resulting in a rougher sound. Depending on the settings of Bell Color and Harmonic Shift, it also possible to create sounds similar to a bass guitar. Decay. When an R E 1 is connected, you can make more Range detailed [-50-+50] adjustments to the tone of the bell, and This parameter adjusts the amount and direction in which the pitch will change set the amount and direction in which when you press the head. Positive (+) settings of this parameter will cause the the pitch will change when you press pitch to rise when you press the head. Negative (- ) settings will cause the pitch to the head. fall when you press the head. AB The parameters in this algorithm have an important and complex effect on each other. This means Pressure Level press the head. CD (not used in this algorithm) EF (not used in this algorithm) GH (not used in this algorithm) will change the way in which the other parameters affect the sound. TV 70 AA | This parameter adjusts the level of the continuous noise that is heard when you that modifying the value of one parameter ' | www.wavedrum.net Balance [00-99] This parameter adjusts the volume balance between the sound of the skin being struck and the sound of the body resonating. As this value is increased, the resonant hum of the body will become louder. As this value is decreased, the boom become louder. The setting This algorithm simulates the Bendir, of this parameter does not effect the buzzing sound produced by hitting the rim a drum used in Moroccan traditional sensor. music. The special feature of this drum of the skin being struck and the rattle of the beans Type | [00-100] Adjust the mode of distortion for the buzz produced by hitting the head. is that it has a large crack (jawari) In the body, and when the drum is struck, the vibrations cause the edges of the Type | [00-100] Adjust the mode of distortion for the buzz produced by hitting the rim. crack to contact each other, creating a buzzing sound. In addition, the drum body contains beans, which perform a Drum Type j [00-100] As this value is increased, the pitch of the body resonance will fall, and the sound become rougher. The way in which this parameter acts depends greatly BndRg Bend Range | distorted rattling sound. Bendeer, algorithm also allows you to change the pitch by pressing the head, or to play a press the head. Streo a characteristics of the Adjust the amount by which the pitch of the vibrating skin will change when you CD creating In addition to providing the normal on the setting of the Damping parameter. AB function similar to the snare of a snare drum, Stereo Witdh | splashy metallic sound like a cymbal Adjust the spatial width of the sound (when stereo output is used). by slapping the instrument strongly. Damp Damping | [00-100] As this value is increased, the decay will become shorter and the sound will is connected, you can independently control the buzz of the head and the buzz of the rim. become tighter. PsPOP When an R E 1 Press-Pop Vol. | [00-100] Adjust the level of the short metallic sound added to the skin sound for strong 71 V T www.wavedrum.net No.06 HE Drum Size | As this value Is increased, the pitch of the struck sound the overtone structure [00-99] become lower, and change to make the sound rougher. The effect of this parameter corresponds to changing the size of the drum shell. Type algorithm creates a conga-like sound. Open shots will produce As this value is increased, the sound will have more overtones, a longer a ringing resonance, and slap shots or J [00-100] resonance, and a more metallic timbre. The result similar to strikinq a PVC pipe. Drum Type mutes can also be used to in the same I [00-100] As this value is increased, the decay will shorten, the overtones will decrease, way as on a conga drum. and the result will be similar to when something is stuffed inside the drum shell. When an R E 1 ShPch is connected, you on an analog Depending on the create continuous filter. AB you can oscillating Shell Level | [00-100] | [00-100] Adjust the volume level of the shell resonance. sounds similar to an analog synthesizer that Mute Pitch CD change in pitch when you press the head. | Adjust the pitch at which the shell resonates. can create effects similar to adjusting the resonance Shell Pitch Adjust the amount of change for the cutoff frequency of the filter that operates when you press the head. This parameter also affects the way which the pitch will change for the oscillation sound that occurs when you raise the Mute Resonance setting. EF MuRes Mute Resonance § Adjust the amount of resonance of the filter that operates when you press the head. Depending on the settings of other parameters, you can create a continuous oscillation sound that changes pitch according to how the head is pressed. Velocity Curve As this value | [00-100] increased, you will have to play stronger to make the drum sound. This parameter has no effect on the effect that occurs when you press the drumhead. T V 72 A A www.wavedrum.net No.07 HE [00-99] Filter Cutoff Adjust the cutoff frequency of the low pass filter. Resnc Resonance | [00 Adjust the amount of resonance for the filter. Higher settings will produce a continuous oscillating tone. This algorithm creates a continuous sound similar to an analog synthesizer with two oscillators. The force PEGDp Pitch EG Depth | [00-100] Adjust the width over which a pitch difference will occur between the two which you strike the drum will affect the pitch difference oscillators each time you strike the drum. Higher settings will produce a oscillators, chorus-type effect that adds depth each time you play. frequency of the filter. The filter cutoff Filter EG Depth | or between the two affect the cutoff can also be changed by applying Adjust the amount of filter cutoff frequency change that occurs each time you pressure to the head. strike the drum. When an R E 1 Is connected, you FEGAt AB Filter EG Attack | Adjust the speed of the attack of the filter cutoff frequency that occurs each time can control the same parameters as on a synthesizer; cutoff, resonance, and envelope. you strike the drum. Filter EG Decay Adjust the time over which the filter cutoff frequency § [00-100] return to its original state after the attack that occurs each time you strike the drum. MuDpt Mute Depth | Adjust the depth of the muting that occurs when you press the head. H Effects Level | [00-100] As this value is increased, there will be a more pronounced stereo effect and the sound will become richer. A A 73 V T www.wavedrum.net No.08 HE Sens Q [00-99] Adjust the response of the head to scratching. With low settings of this parameter, the instrument will respond even to a light touch, but feedback may be a problem depending on the placement of your monitor speakers. This algorithm produces the sound of McDst a record turntable scratch when you In addition to the scratch sound, you can strike the head to produce a noise similar effect is similar to placing the mic at a distance and cutting the low frequency range. to a Pitch EG Depth muted crash cymbal. The response of the § As this value is increased, the sound will become more hollow and distant. The scratch the head of the drum. quickly-decaying Mic Distance head | Adjust the direction and amount of the pitch change for the scratch sound. to scratching will depend not only on the ScTyp location on the head that you scratch, but also on the type of Scratch Type [0-5] Select one of six types of scratch sounds. the finish of the head surface (coating), and even Filter whether the head is new or old. We recommend that you use a head | [00-100] Adjust the cutoff frequency of the filter applied to the scratch sound. intended for brush work with a fiber coating, and one that is as new as CD possible. ScRes Scratch Resonance Tune and Decay adjust the pitch increased, a continuous oscillation will result. and decay of the crash noise. When an R E 1 is connected, you EF| (not used in this algorithm) can select one of six scratch sounds, and make adjustments to the filter. TV | [00-100] Adjust the resonance of the filter applied to the scratch sound. As this value Is Ai (not used in this algorithm) www.wavedrum.net No.09 HE TnPch Tone Pitch [00-99] Adjust the pitch of the marimba-like sound. PtChg Pitch Change | Adjust the width of the pitch change that occurs in the marimba-like sound depending on the force of your hit. Tone Level This algorithm produces the sound of a large double-headed drum. | [00-100] Adjust the volume level of the marimba-like sound. The sound consists of several different sounds; a clear marimba-like sound, the sound of two skins (front Drum Type | [00-100] Adjust the overtones of the sound of the vibrating skin. As this value increased, the pitch will fall and the timbre will become rougher. and rear) vibrating, and the sound of the drum body. The marimba-like sound will change in pitch depending on the force which with the drum Is ÂB] Damp Damping | struck. You can also create smooth As this value is increased, the decay will become shorter, the overtones will and the result will sound like a drum being played while pressing the skin changes in overall pitch by pressing the head. to mute it. CD] Bark Level | [00-100] When an R E 1 is connected, you can adjust the volume and tone for Adjust the level of the low body resonance. each of the component sounds. Pitch Interval | [00-100] Adjust the difference in pitch between the two skins (the striking head and the rear head). H Dry Level | [00-100] Adjust the level of the direct sound of the head being struck. A A 75 V T www.wavedrum.net 10 HE Buzz Intensity ® Q [00-99] Adjust the intensity at which the drone sound buzzes. Higher settings of this parameter result in a metallic sound with a long decay, and lower settings result in a duller sound with a short decay. When the WAVEDRUM is struck HE Delay L-R Delay | [00-100] algorithm produces the Adjust the time delay separating the beginning of the two drones. As this value sound of an Indian drum, but if you is increased, the right drone string will sound increasingly later than the left drone press the head as you strike, a pair of string. normally, Tambura drones will DnPch be added, positioned at stereo left and right. Drone Pitch | [ - 50 - +50] Adjust the pitch of the drones in relation to the drum sound. With a setting of 0, the pitch of the drum and the left string will be identical, and the right string will be When an R E 1 is connected, you pitched a fifth above this. As the value of this parameter is increased in the positive can ad|ust the balance and tone etc. of (+) direction, the pitch of the left and right drones will rise. As the value is the drum and tambura. increased in the negative (-) direction, the pitch DnDcy Drone Decay fall. | Adjust the decay time of the drones. Drone Balance AB Adjust the volume balance between the left and right drones. Positive (+) settings will make the left string louder, and negative (- ) settings will make the right string louder. CD Brght Brightness Adjust the tone of the drum. Higher settings will result in a metallic sound with a long decay, and lower settings will result in a darker sound with a short decay. Drone Level EF | [00-100] Adjust the volume level of the drones. GH Level Adjust the volume level of the drum. T V 16 A A | [00-100] www.wavedrum.net \\ \\ W No.11 / I ( GE HE Brght As Brightness | [00-99] value is increased, the slap sound will become sharper and more < metallic. HE Type [00-100] This parameter affects the pitch in a complex way. The way in which this This algorithm simulates a percussion parameter changes the sound differs significantly depending on the B r i g h t n e s s instrument played with the hand, such setting. as a Conga or Pitch | However it also allows you to produce unique effects by Whe n this value Is increased in the positive (+) direction, the pitch of the noise sound will be raised relative to the pitch of the slap s ound. For negative ( - ) settings, the pitch of the noise sound will be lowered. varying the force with which you strike, or by pressing the head. When you slap the outer part of the head, a light high sound Slap Decay [0-100] Adjust the decay time for the noise sound. result. Strong hits will add a noise sound In which a filter creates a pronounced tonal change. If you strike the central |AB| & Press Pitch | [00-100] area of the head and at the same time Adjust the pitch of the sound that occurs when you simultaneously strike and press the head, a low sound with long press the head. CD resonance will result. & Press Decay By pressing the head, you can vary Adjust the decay time for the sound that occurs when you simultaneously strike and press the head. This can be used in conjunction with the H i t & Press Pitch setting to create continuous sounds. EF & Press Bend | Adjust the direction and amount of pitch change for the sound that occurs when Hit & Press Level sound, or the pitch of the low open sound. When an R E 1 is connected, you can adjust the pitch and decay of each you simultaneously strike and press the head. GH the filter that is applied to the noise | [00-100] sound component. Adjust the volume level of the sound that occurs when you simultaneously strike and press the head. A A 77 V T www.wavedrum.net V HE FineT Tuning [00-99] Make fine adjustments over a range of a whole tone to the pitch set by Tune. When this parameter is set to a value of 50, the pitch will be as set by the Tune parameter. Scale This algorithm produces a pitched sound similar to Select | [0-7] Select the scale to be played from eight types of scale 0 - 7 . For details on the a ethnic marimba of Africa) with the scales available, refer to "About the preset scales" on page 65. addition of a percussive noise sound. [-50-+50] Each time you hit the instrument, a Adjust the volume balance between the pitched sound and the noise sound. note of the scale is played at random. The level and timbre of the noise sound will change dramatically in Positive (+) settings will make the pitched sound louder, and negative (-) settings will make the noise sound louder. response to the strength of your hits. TnDcy Tone Decay | Adjust the decay time for the pitched sound. Tune will adjust the basic pitch in chromatic steps over the range of 39 70. With a setting of 50 the pitch will be AB C. | [00-100] Adjust the pitch difference between the two pitched sounds. When an R E 1 is connected, you can CD adjust the balance of the component Noise Level | TOO Adjust the volume level of the noise sound. sounds and select the scale to be EF used. NsDcy Noise Decay | Adjust the decay time of the noise sound. GH Noise Color | This parameter makes dramatic changes in the tonal character of the noise TV 78 AA www.wavedrum.net 13 fflS HE Snappy Level | [00-99] Adjust the volume level of the snappy (snare band). HE SpDcy Snappy Decay | [00-100] Adjust the decay time of the snappy (snare). This algorithm produces a snare drum sound with an extremely realistic Snappy Color | rim shot effect. If you press the head as Adjust the tone color of the snappy (snare). As this value is decreased, the sound will become rougher and more like a gated snare. SpTns (snare) turned off will result. Snappy Tension | [0-100] Adjust the tension of the snappy (snare) against the head. As this value is decreased, the snappy will be held more loosely, resulting in a wilder snare sound. ABJ SpExp Snappy Expand you strike it, a sound with the snappy | When an R E 1 connected, you can make fine adjustments especially to the snappy (snare) sound. [00-100] As this value is increased, the tone color of the snappy (snare) will become harder and distorted. CD| Brightness | [00-100] As this value is decreased, the sound will become duller with a shorter decay. As it is increased, a more metallic snare sound will result. EF| Type [0-4] Snare Type Select one of five types of snare sound 0 — 4. |GH| Rim Level | [00-100] Adjust the input level from the rim sensor. 19 V T www.wavedrum.net 14 [00-99] HE As this value is decreased, the resonance will become shorter and the pitch will become lower. The result will be similar to muting a triangle by holding It in your hand. This algorithm produces the sounds of small metal percussion; cowbells, agogo bells, triangles, etc. This HE 1 | [00-100] In the physical model of the diagram at left, this parameter sets the value of length a (the length of arm 1 ). algorithm uses the DSP to create a physical model of a cross-shaped metal vibrating body as shown in the Ptch2 | [00-100] In the physical model of the diagram at left, this parameter sets the value of length b. following diagram. 1 Ptch3 3 | [00-100] This parameter sets the value of length c(the length of arm 4). Metal Type 1 | [00-100] | [00-100] This parameter sets the thickness of arm MtTp2 Metal 2 This parameter sets the thickness of arm 2. MtTp3 Metal 3 [00-100] This parameter sets the thickness of arm 3. When an is connected, you can adjust the length of the four arms (projections) and their thickness to create a variety of metallic sounds. 80 AA MtTp4 4 This parameter sets the thickness of arm 4. [00-100] www.wavedrum.net 15 HE PtChg Pitch Change [00-99] Adjust the width over which the drum's pitch will change. <:<- HE Brght Brightness | [00-100] As this value is increased, the high frequencies of the drum sound will be emphasized, resulting in a more metallic sound. This algorithm produces the sounds of a drum with complex changes In pitch (similar to a talking drum), together Drum Type As this value is increased, the pitch of the drum sound [00-100] fall, and the overtones will change to produce a rougher sound. a Waterhorn. (A waterhorn an instrument consisting of several metal rods and a long horn inside a metal container into which water is poured, Portamento | [00-100] Adjust the portamento effect that creates smooth changes between differently which is played using the bow of a string bass to bow the metal rods. The pitch varies depending on the length of pitched drum notes. the metal rod which is bowed, and on P=Lvl Pressure = Level | [00-100] the movements of the water.) Adjust the degree to which pressure on the head will affect the volume of the When an R E 1 water sound. is connected, you can make adjust the pitch and timbre CD] P=Pch Pressure = Pitch | for each of the component sounds. Adjust the pitch of the water sound. P=Brt Pressure = Brightness | As this value is increased, the high range of the water sound will be emphasized, becoming more metallic. GH] Press-LFO Rate | [00-100] Adjust the speed of water flow. AA 81 VT www.wavedrum.net r r / Drum Type | - 99] This parameter creates complex changes in pitch and overtone structure. HE | [00-100] Adjust the level of the body resonance. As this value is increased, the low and This algorithm produces a sound with an aggressive attack and a lingering Filter long resonance will become louder. resonance, similar to striking a metal oil Slap Level drum. | [00-100] Adjust the volume level of the slap sound. Hits on the edge of the head will produce a sharp and noisy slap sound. Slap Decay [00-100] Adjust the time over which the slap sound will decay. When an R E 1 is connected, you can get effects similar to an analog filter driven into oscillation, and filter AB settings can be made to produce analog synthesizer-type oscillation Slap Color Adjust the tone color of the slap sound. As | [00-100] value is increased, the sound will become more strongly accented and similar to a snare drum. sounds. CD Slap Filter [ [00-100] Adjust the cutoff frequency of the filter applied to the slap sound. EF Slap Resonance | [00-100] As this value is increased, an oscillation sound will be added to the slap sound that passes through the filter. The pitch of the oscillation is determined by the Slap Filter parameter. < GH Thrsh | [00-100] Adjust the point at which increasingly stronger hits on the edge of the head will begin to produce a noisy slap sound. T V 82 A A www.wavedrum.net • 1 11 \l / \\ 17 \\ ( / • / HE Brght Brightness [00-99] As this value is increased, the sound will become more metallic with a longer resonance. As this value is decreased, the sound will have a shorter resonance, < becoming similar to a muted string. HE Pressure Pitsh Adjust the degree to which pressing the head | This algorithm produces the sound of raise the pitch. the Berimbau, a Brazilian instrument that consists of a hunting bow with a Pressure Color | [00 As this value is increased, the sound will become lighter and brighter. As this value is decreased, the sound will become deeper and darker. This parameter acts like changing the size of the resonator (gourd). Pressure Range | [ - 50 - +50] varied by touching a stone to the string, and the tone can be varied by moving the opening of the gourd closer to or sweep. Thrsh and played by tapping the bowstring with a stick. The pitch of the Berimbau can be Adjust the direction and width of the frequency range over which the filter AB small gourd attached as a resonator, Threshold farther from the body of the musician. Adjust the force of pressure on the head at which the pitch will begin to rise. In this algorithm, these effects are produced by pressing the head. CD | - 50 — Adjust the blance between the wah sound from the filter and the unfiltered sound. Positive (+) settings make the wah sound louder, and negative (- ) pitch and tone will change, and set the settings will make the unfiltered sound louder. EF WhDpt Wah Depth When an R E 1 Is connected, you can adjust the width over which the | Adjust the depth of the wah effect that occurs when you press the head. As this force of pressure on the head for which the sound will change. value is lowered, the wah will apply more strongly. |GH Rim Level J Adjust the input level from the rim sensor. A A 83 V T www.wavedrum.net 18 HE For Color Color settings of this | [00-99] you will hear mainly just the oscillation sound regardless of how hard you strike the drum. For low settings, you will hear only the noise component. This algorithm produces a sound that changes smoothly in pitch according to HE Crunch Level | [00-100] Adjust the level of the rough and grainy noise sound. the force of your strike. Soft strikes will produce a noise Color sound with a fairly long resonance, similar to the rattling of a snare drum's snare. As you strike harder, the noise | [00-100] Adjust the tone color of the rough noise sound. As this value is noise sound become more massive. sound will change to an oscillation TnPch sound with a very short decay and a pitch bend. Tone Pitch Adjust the degree to which the pitch of the oscillation sound When an R E 1 is connected, you ABj (not used in this algorithm) CD] (not used in this algorithm) EF| (not used In this algorithm) can adjust the tone color of the noise sound and the pitch change of the oscillation sound, and add a noise sound of a different timbre. (not used in 84 AA algorithm) | change. the www.wavedrum.net 19 HE Drum Type [00-99] As this value is increased, the pitch of the drum sound will fall, and deeper vibrato will be applied. HE Pitch EG Depth | [00-100] This parameter adjusts the amount of the momentary rise in drum pitch This algorithm provides the sound of a large drum with vibrato, and the sound of a small gong with a rising (dependent on the force of the strike) that will occur each time you play. pitch of the type used LFORt LFO Rate | [ 0 0 - 100] Adjust the speed of the vibrato applied to the drum sound. opera. The gong will sound in response to open LFODp LFO Depth | [00-100] [00-100] Clang Decay Clang Pitch EG change the balance between the drum Tune and Decay adjust the pitch and decay only for the drum. Adjust the time over which the gong sound will decay. CD| Pressing the head and gong. Adjust the depth of the vibrato applied to the drum sound. AB| Chinese | [- - +50] Adjust the amount of pitch change (dependent on the force of the strike) that will When an R E 1 is connected, you can adjust the speed and depth of the drum's vibrato, and adjust the degree occur in the gong sound each time you play. of pitch change. Clang Pitch | [00-100] Adjust the standard pitch of the gong. GH Rim Threshold Specify the minimum force of the open [00-100] which will begin playing the gong. AA 85 VT www.wavedrum.net No.20 HE Bend Range | [00-99] Adjust the degree to which the pitch of the sitar will change when you press the head. HE This algorithm produces the sounds of two string instruments used in Indian music: the Sitar and the T a m b u r a . ft The sitar is a melodic Decay Balance | Adjust the balance of the time length over which the and tambura will sustain. Negative ( - ) settings will cause the sitar to have a longer decay, and positive (+) settings will cause the tambura to have a longer decay. Level Balance with | [-50-+50] many sympathetic strings. The tambura Adjust the volume balance of the sitar and tambura. Negative ( - ) settings will on the other hand plays a drone with cause the sitar to be louder, and positive (+) settings will cause the tambura to be an unchanging pitch. Both instruments louder. are designed so that the vibrating string comes in contact a Top Color | [00-100] rounded Adjust the tone color of the Higher settings will produce a longer-sustaining bridge, adding a characteristic buzz to and brighter sound. the sound. When the W A V E D R U M is played only the tambura will sound, and when you press the head the sitar will be heard as well. By pressing harder, you can smoothly control the Drone Color AB Adjust within the selected scale. When an R E 1 connected, you can adjust the amount of buzz, and adjust the tone color of the sitar and tambura. etc. tone color of the tambura. | [00-100] Higher settings produce a longer-sustaining and brighter sound. Buzz Intensity CD | [00-100] Adjust the intensity of the buzz. pitch of the sitar. You can also connect a pedal and use it to play phrases the Scale Select | [0-6] Select one of seven types (0 - 6) of scale for the sitar to play. Preset scale no.7 is not available. For details on each scale, refer to "About the preset page 65. Note Note Select | [0-6] Specify the note in the scale (selected by S c a l e S e l e c t ) which will be played. By assigning parameter to the expression pedal, you can use the expression pedal to adjust the pitch and play phrases. www.wavedrum.net HE BaPch Baya Pitch | - 99] Adjust the pitch of the g e sound. HE Baya Level j [00-100] Adjust the volume of the g e sound. BaTon Baya Tone j [00 As this value is increased, the tone of the baya will become lighter with a shorter resonance. Bend Curve | [00-100] Adjust the way in which the pitch of the ge sound will change in response to pressure on the head. A s this value is increased, less pressure will be required to make the pitch change. AB| BaDcy Baya Decay | [00-100] Adjust the decay time of the g e sound. CD ShPch Shell Pitch [00-100] Adjust the pitch of the short and tight sound (close to the tabla sound known as t e ) that is produced when you strike the outer part of the head while pressing the head strongly to mute it. Shell Damping Adjust the tone color of the t e sound. A s this value Is decreased, the sound will become lighter and more metallic. GH This algorithm produces the sounds of two drums used in Indian music; the Tabla and the Baya. The tabla a cylindrical drum made of wood, and the baya pot-shaped or nearly spherical and made of copper or brass. Both instruments have heads covered with two layers of goatskin, and are played In pairs. Performance techniques can create a diverse range of sounds, but the various types of sounds are called by different names in different schools or systems of The characteristic sound of the tabla is produced by using the fingers to mute one area of the skin as the head is struck, so that the two layers of vibrate and buzz against each other, producing a unique pitched sound that neither like a human voice nor a string instrument. This sound is called na (or other names). The characteristic sound of the baya is produced by using the wrist to press the skin while the fingertips strike the skin. Complex changes in the pitch of the resonant decay can be created by moving the wrist to vary the pressure on the This sound is called ge (or other names). In this algorithm, the outer part of the head plays na and the center of the head plays ge. (not used in this algorithm) AA VT www.wavedrum.net \ No.22 \\ HE Gamelan Type Q [00-99] Select the type of ensemble. Increasing this value will produce a more Javanese type of sound, a large ensemble wind and string instrument. Decreasing this value will produce a more Balinese type of sound, with a smaller This algorithm produces the sound of an Indonesian ensemble using cymbals. orchestra. HE Drum, small congas, Harmonics parameter produces dramatic changes in the overtone and xylophones will be heard in stereo, and each time you play, a note of the selected scale will be played | with an effect similar to changing the pitch or type of instrument. EnsSz at Ensemble Size Adjust the size of the ensemble. Increasing this value random. | [00-100] produce a richer sound characteristic of a ensemble with a greater number of musicians. Tune adjusts the basic pitch in | [00-100] Level | [00-100] Adjust the pitch of the drum. chromatic steps over the range of 45 62. With a setting of Pitch this will be the AB note Adjust the volume level of the drum. When an R E 1 is connected, you can adjust the type and size of the CD and select the scale to be played, etc. Brght Brightness | [00-100] As this value is increased the sound will become brighter. As it is decreased the sound will become more subdued. EF Color Color | [00-100] As this value is increased, the metallic-type sounds such as gongs and cymbals will be emphasized more. '- GH Scale Scale Select | [0-7] Select one of eight scales (0 - 7) to play. For details on the available scales, refer to "About the preset scales' on page 65. TV AA www.wavedrum.net '1 \\ \\ No.23 / rç/nrywHE Size As this value , § [00-99] increased, the pitch of the snare will become lower and the timbre will become more rough. The effect is similar to increasing the diameter of the snare. HE EnsSz Ensemble Size | This algorithm produces an ensemble Adjust the 'de-synchronization' of the five snares. As this value is increased, the snares of five snare drums. Open rim shots play Increasingly out of synchronization, resulting in a thicker sound and produce the sound of a cannon shot. more of an ensemble effect. Tune and Decay apply only to the Streo Stereo Width | snare drum sound. Adjust the width of the sound (the stereo space). Brightness | This parameter creates drastic changes in the tone of the snare drums. High settings will result in increased overtones for a more guitar-like or piano-like sound. AB Snappy Level | [00-1001 Adjust the volume level of the snappies (snares). CD Cannon Level | [00-100] Adjust the volume level of the cannon. EF CnPch Cannon Pitch | Adjust the pitch of the cannon. GH CnDcy Cannon Decay | Adjust the decay time of the cannon. < AA VT www.wavedrum.net No.24 HE Gong Color Q [00-99] Adjust the tone color of the original sound that is distributed to the virtual resonator. HE This algorithm creates various types LFO Depth [-50-+50] Adjust the depth of change applied to the filter by the LFO. of metal percussion sounds such as gongs, that have relatively slow attacks and sometimes tones produce accompanied S3 rough low by Rate Adjust the speed of the LFO that creates the beating effect. oscillation. Damp Pressing on the head will mute the resonant decay. These passing Damping | [00-100] As this value is increased, the sound will become tighter and have a shorter sounds a [00-100] are source created sound by through decay. the DSP, thus creating a sound with a complex overtone structure. This sound As When an R E 1 is connected, the sound can be controlled | [00-100] value is increased, the sound will become noisier and sharper, with more high frequency clashing. CD is then sent through a filter controlled by an LFO to create beating effects. Gong Type AB| several virtual resonators simulated by Harmonic Shift | [00-100] Adjust the pitch differences between the various resonating bodies. A s this value is increased, the pitch and overtone structure will change in complex ways. EF | Thick [00-100] a wide As this value is increased, the sound will become lighter with a more pronounced variety of ways, and you can create high range. As this value is decreased, the sound will become heavier and have bells or even various metallic creaks or more emphasis in the low range. The effect is similar to changing the thickness of scraping sounds. a gong. GH Model Select Select one of eight types (0 - 7) of gong as the source for the sound. TV 90 Ai [0-7] www.wavedrum.net •i / \\ / / / No.25 / , -ft HE Growl Amount Adjust the amount of the growl. Higher settings @ - 99] produce a low and powerful 4 growl. HE EG Depth This algorithm produces three sounds; Adjust the direction and amount of the pitch change that will occur each time you strike the W A V E D R U M . a normal hand drum sound, a synth drum sound similar to a snare with large amounts of noise, and a growl S3 TnPch Tone Pitch | sound like that of a wild beast. Adjust the pitch of the synth drum sound. The growl sound Is produced when you press the head. While you continue Filter Cutoff | pressing, Adjust the cutoff frequency of the filter that is applied both to the growl sound and snarling sound will continue. The Instant you press or release to the synth drum sound. a the head, a roar will be produced of an Intensity corresponding AB GrTyp Growl Type § [0-7] to the speed of your movement. Select one of eight types (0 - 7) of growl sound. T u n e affects only the hand drum CD Synth Level | [00-100] growl sound. Adjust the volume level of the synth drum sound. EF Growl Level sound, and Decay affects only the | [00-100] When an R E 1 Is connected, you will be able to make fine adjustments to the Adjust the volume level of the growl sound. tone and level of each sound. GH Delay Delay | [00-100] Adjust the width of the left-right spaciousness created by the stereo delay. As this value is increased, the right side will be increasingly delayed relative to the left. A A 91 V T www.wavedrum.net No.26 HE [00-99] Damp As this value is increased, the sound have fewer overtones and a shorter decay. This parameter produces a muting effect. This algorithm produces the sound of HE a large frame drum, the used | [00-100] This parameter affects the overtone structure. For some settings, the sound will medieval music and in folk trad. This drum has music such as Harmonics seem to be two drums of different pitch. Other settings may sound like a skin vibrating without any drum body. relatively little tension, and has the PEGDp characteristic feature that muting and pitch bend effects can be easily achieved by touching the head. Pitch EG Depth Adjust the depth of the pitch change that occurs in response to the force of the strike. this algorithm, striking the central Stuff area of the head will produce a lower sound than striking the outer area of the head. In pressing the head will modify the pitch. Tune affects only the pitch of the | [00-100] to when material is stuffed inside the drum body. The effect of this parameter will differ significantly depending on the settings of the other parameters. AB| drum when the head is not being pressed. Stuffing As this value is Increased, the tone color of the resonance will change Boom Staffing | [00-100] This parameter adjusts the length and tone color of the resonance of the sound produced when you strike while pressing the head. T h e effect of this parameter will differ significantly depending on the settings of the other parameters. When an R E 1 is connected, you can modify the overtone structure and CD] (not used in this algorithm) EF (not used and adjust the way in which the pitch will change. this algorithm) (not used In this algorithm) 92 A A www.wavedrum.net No.27 HE Pitch Interval ©> Q [00-99] This parameter modifies the pitch, just as T u n e does. However in conjunction with T u n e , modifies not only the pitch but also the tone color. The range of change will also depend on the T u n e setting. HE Damping 1 | [00 This algorithm produces the sound of m o u t h harps such as the Jew's Harp, S3 Damping 2 For both of the parameters D a m p i n g | [00-100] 1 and 2 , higher settings will cause the the of Austria, or the Mukkuri of the Ainu people of Japan. The wah effect created by the filter overtones to change and the resonance to become shorter, but they produce produces unique tones with dramatic different types of overtone change. One makes the sound progressively harder and changes muted, while the other makes the sound progressively softer and expands the low range. The type of changes produced by D a m p i n g 1 and 2 will depend on the settings of the other parameters. in overtone structure. Pressing the head with your hand will produce large and dynamic wah effects. This effect is especially suitable when Wah Color | [00-100] Adjust the center frequency of the filter that produces the wah effect. applied to the sound of the struck rim, which rich In overtones. While striking the rim or scraping the notches ÂB| Rim Wah Amount | on the edge of the rim, apply pressure Set the level of striking force that will begin causing the wah effect to be applied to the head to produce dramatic sounds. in response to input from the rim sensor. Drum Wah Color When an is connected, you This parameter emphasizes the middle and high frequency areas of the filter. As can adjust the depth of the wah effect this value is increased, the wah tone color will become brighter. EF EG Depth [00-100] Adjust the depth of the wah effect that is controlled by the striking force. or the width of the frequency range, or make settings so that the wah effect will not be applied to rim hits of certain strengths. GH (not used in this algorithm) A A 93 V T www.wavedrum.net No.28 HE Drum Pitch | [00-99] Adjust the pitch of the drum sound that is produced when you strike the head. HE This algorithm produces when you strike | [00-100] three Adjust the pitch of the sound that is produced when you strike the rim. separate sounds in succession; the sound Rim Pitch the WAVEDRUM, and then two later S3 Drum Decay | Adjust the time over which the drum sound and the two sounds that follow it will delayed notes. Decay adjusts the speed (tempo) of decay. Rim Decay the sequence of notes. | [00-100] Adjust the time over which the rim sound and the two sounds that follow it will When an R E 1 is connected, you decay. can adjust pitch, decay and sequence speed independently for the head and rim sensor. Drum Tempo | [00-100] Adjust the tempo of the sequence that plays when you strike the head Rim Tempo Adjust the tempo of the sequence that plays when you strike the rim. EFJ Accent Level | [00-100] Adjust the level of the accent that emphasizes the attack when you strike the head. GH Balance Adjust the volume balance between the head sound and the rim sound. Positive (+) settings will make the head sound louder, and negative (- ) settings will make the rim sound louder. ' V 9t Ai www.wavedrum.net No.29 HE Pipe Level | [00-99] Adjust the volume of the shrill sustained flute-like sound produced when you strike and then press the head. HE PiPch Pipe Pitch [00-100] This algorithm allows you to produce a variety of sounds by striking the head Adjust the pitch of the shrill sustained flute-like sound. while pressing it. Open hits in the center of the head Clang Pitch will Adjust the pitch of the decaying sound produced when you strike the outer area of the head. different sounds; a produce several shrill flute-like sound, a decaying drum-like sound, or Clang Decay | a wind-like noise sound. Each of these Adjust the decay time of the sound produced when you strike the outer area of sounds will pitch bend in their own way, depending on the force of the hit. After the head. ÂB| simultaneously Brightness | [00-100] Adjust the tone color of the drum-like decaying sound produced when you strike the center of the head and of the decaying sound produced when you strike the outer area of the head. Increasing this value will produce a more metallic sound striking the head, you can press the head to sustain the sound, and the pitch will also change continuously. In addition to this, striking the outer area of the head near the hoop will produce a decaying clang sound. The similar to a wall clock striking the hour. sound will differ depending on the Wind Level [00-100] Adjust the volume of the noise produced when you strike the center of the head. location where you press the head. Tune adjusts the pitch and tone of the sounds other than the flute. Decay adjust the overall decay time of all Drum Pitch | [00-100] Adjust the pitch of the drum-like decaying s ound. sounds other than the wind noise. When an R E 1 Is connected, you can adjust the volume, pitch and decay Drum Type | [00-100] of each sound. Adjust the tone color of the drum. Increasing this value will produce a brighter sound with many overtones. A A 95 V T www.wavedrum.net No.30 HE Pitch Interval | [00-99] Adjust the difference in pitch between the two strings. HE Decay Balance | [- - +50] Adjust the difference in decay time between the two strings. This algorithm produces the sound of an imaginary string instrument with two strings located at the left and right of S3 Pluck colon j [00-100] the stereo image. By pressing the head Adjust the location at which one string will be plucked. When this value is set to you can produce a large drop in pitch, 50, the pluck will occur at 1/2 of the effective string length (I.e., at the mid-point of with an effect somewhat like pressing the string), producing a soft sound. As this value approaches 0 or 100, the location the tremolo arm on an electric guitar. If of the pluck will move toward the end of the string, producing a harder sound. PICI2 you press even harder, a sound similar to electric guitar feedback will be Color 2 | [00-100] Adjust the location at which the other string will be plucked. produced. Damping 1 When an R E 1 is connected, you can adjust the pitch interval and decay balance between the two strings, and Adjust the force of muting for one string. As | [00-100] value is increased, the decay will become shorter, and the high tones will diminish. Damping 2 CD adjust the pluck location and muting of § Adjust the force of muting for the other string. the two strings. BzDpt EF Buzz Depth | [00-100] Adjust the depth of the buzzing noise of one string as it contacts part of the instrument (for example the fret of a guitar) when vibrating. GH ••• Panning Invert | [00-100] Shift the location of the two strings positioned at left and right. The location of the two strings will be completedly switched left for right when this value Is changed from 00 to 100. T V 96 A A www.wavedrum.net HE | [00-99] Bend Range Adjust the amount that the pitch will rise when the head is pressed. HE | Adjust the tone color of the sound w h e n the head [00-100] not pressed. As this value is This algorithm produces the sound of an increased, the sound will be rougher and have more overtones. African ethnic instrument; the Talking D r u m . By pressing the head S3 Brgh2 Brightness2 | [00-100] Adjust the tone color of the sound when the head is pressed. A s this value is lacing strings on bending increased, the sound will be rougher and have more overtones. drum to change the tension of the skin, dramatic pitch can be achieved. In this algorithm, pressure on the Decay Interval head will produce similar pitch bending | effects. In addition, striking the rim will Adjust the difference in decay time between the sound when the head is pressed and the sound when the head is not pressed. For high settings of this value, the produce a unique sound with subtle changes In pitch. decay will be shorter when the head is not pressed. Tnsin Tension | When an R E 1 As this value is decreased, the sound will change as if the skin of the drum were of the looser. This parameter produces the effect of reducing the tension. is connected, you can independently adjust the tone color sounds when the head Is pressed and when not pressed, and CD) Rim Level | [00-100] adjust the level of the rim sound. There Adjust the volume of the sound when the rim is struck. is also a parameter that produces the same effect as pressing Press Pressure | This parameter produces the same effect as pressing the head by hand. As the value is increased, the result will be the same as if you pressed harder on the the head by hand, and if this parameter is assigned to the expression pedal, you can use the pedal to control pitch bending. head. GH (not used in this algorithm) AA VT www.wavedrum.net No.32 HE FineT Tune I [00-99] Adjust the basic pitch set by Tune in even finer steps within a range of a whole tone. With a value of 50, the pitch will be as set by the Tune setting. This algorithm produces a breathy HE flute-type sound similar to blowing across the mouth of a bottle. Each time you strike the WAVEDRUM, a note of S3 Bend Range | [-50-+50] head. Harmonics 70. With a setting of 50, the pitch will portion of the sound, and ad|usts the [0-7] Adjust the direction and amount of pitch bend that will occur when you press the chromatic steps over a range of 39 - be C. Decay applies only to the pitched Select refer to "About the preset scales" on page 65. the scale will be played randomly. Tune adjusts the basic pitch in Scale Select one of the eight types (0 - 7) of scale. For details on the available scales, | [00-100] This parameter modifies the pitch of the overtones, creating major changes in pitch. Breath Filter AB decay time. Adjust the balance between the breath sound with a strong high range and the breath sound with a strong low range. Positive (+) settings will make the high When an R E 1 is connected, you can make various settings for the type of scale and the tone color of the breath noise. range sound louder, and negative (- ) settings will make the low range sound louder. Color CD | [00-100] Modify the tone color of the breath sound with the strong low range. As this value is increased, the breath noise BrDcy become more metallic like a cymbal. Breath Decay 1 [00-100] Adjust the decay of the breath sound. Brght Brightness [00-100] As this value is increased, the sound will become brighter and more aggressive. As the value is decreased, the sound will become smaller and darker. T V 98 A A www.wavedrum.net No.33 HE [00-99] Level Snare Adjust the volume level of both snappies (snares). HE LvSnp Level Snappy [00-100] Adjust the volume of s n a p p y This algorithm produces the sound of a snare drum that has two different TsSnr [00-100] Tension Snare Adjust the volume of s n a p p y 2 . types of snappies(snares). Tension Snappy | | Snappy Decay | extremely realistic effective sounds for open [00-100] When an R E 1 connected, you can adjust the volume level and tone Adjust the decay time of the snappy sound. color of the two snappies. Shell Color | [00-100] Adjust the tone color of the drum sound. GH Shell Level and shots as well. Adjust the cutoff frequency of the filter applied to the snappy sound. SpDcy 2) the force of the shot. This algorithm produces CD] (snappy changes its decay time in response to Adjust the level of the volume of the snappy that returns to the shell. Snappy Color of these (snappy 1) responds well to shots, and the other TsSnp One [00-100] Adjust the volume level of the drum sound. A A 99 VT www.wavedrum.net No.34 ) JgTyp Jingle Type | [00-99] Lower settings of this parameter will produce the sound of two or three small bells jingling freely. Higher settings will produce the sound of a large number of small bells packed more tightly against each other to dampen the decay. This algorithm produces the sound of an instrument with many small bells such as a rattle or JgSze Jingle Size | This parameter allows major adjustments in the size of the jingle sound. the jingles can Negative (- ) settings will result in a stiffled sound as if the bell was muted by being be raised or lowered by pressing the grasped in the hand. Positive (+) settings will let the sound expand, changing to a head. sound similar to a wall clock striking the hour. crescent. The pitch Repeat Q [00-100] Decay adjusts the time length that Set the length that the jingles will continue sounding. the jingles are shaken. When an Bell Decay you can make various adjustments such as the tone color of the etc. | [00-100] Adjust the overall decay time of the individual bells. When this value is increased, each bell will have a longer decay time, and the result will be a continuous sound like high notes on an organ. AB Brightness 1 from the bells, WhenBrght this value is reduced, the metallic resonance will disappear resulting in a sound like a shaker or cabasa. Curve Curve | [00-100] When this value is increased, you will need to strike harder to produce loud sounds. BndRg • Bend Range Adjust how greatly the pitch of the | will rise when you press the head. Model Select Set the material of the jingle to one of three(o - 2) loo AA [0-2] www.wavedrum.net No.35 Drop/Drum Mix © J [00-99] Adjust the volume balance of the drum sound and the drop sound. When this value is increased, the drop sound will become louder. When it is decreased, the drum sound will become louder. DpDns Drop Density | When played normally, this algorithm Adjust the density of the drop sounds, i.e., the speed of repeats. produces a normal hand drum sound with a stereo echo placed at left and S3 DpThr Drop Threshold | right. When played more strongly, a This parameter determines how strongly you must strike in order to begin playing the drop sound. drop sound like a xylophone glissando is produced. Effects Level | Adjust the volume level of the stereo echo. Tune and Decay affect only the drum ABJ Drum Type [00-100] This parameter modifies the pitch and timbre of the drum sound. As the value is increased, the pitch will become lower, and the sound will become rougher. When an R E 1 Is connected, you can set the threshold above which the drop sound CD] Damp2 Damping 1 | [00-100] Damping 2 | [00 be played, and adjust the timbre of the drum sound, etc. Damping 1 and 2 are parameters that simultaneously modify both the pitch and the decay of the drum sound. For both parameters, higher settings will produce a lower pitch and a shorter decay, and lower settings will produce a longer decay. However, if both parameters are simultaneously set to a low value, the timbre will change, producing a sound similar to a sawtooth wave on a synthesizer. GH Sub Harmonics | [00-100] This parameter boosts the low range of the drum, making the sound smoother. AA www.wavedrum.net No.36 HE TnPch Tone Pitch @ [ 0 0 - 99] Adjust the standard pitch of the marimba sound that plays when you strike the outer This algorithm produces a normal torn-type drum sound. HE Brightness | [00-100] When this value is increased, the sound will become brighter with an overall In addition, striking the outer area of the head will the head. boost in the high range. produce marimba-like wood percussion sounds that will have different pitches S3 response to the force of your strike. Tone Level | [00-100] Adjust the volume level of the marimba sound. In addition to this, striking the rim will produce a high sound with a short Type decay, similar to a xylophone or glass | [00-100] When this value is increased, the drum sound will become lower in pitch and have a rougher tone. The effect of this parameter changes greatly depending on the settings of the other parameters. Tune adjusts the pitch of the drum sound. AB| When an R E 1 is connected, you (not used in this algorithm) (not used this algorithm) can adjust the pitch and volume of the marimba etc. AA EFJ (not used in this algorithm) GH| (not used in this algorithm) www.wavedrum.net \\ W \\ \\ / HE No.37 / Pitch Interval © f f | [00-99] This parameter modifies the pitch, as does Tune. However its effect depends on the Tune setting, and will modify not only the pitch but also the timbre. The width of change also depends on the Tune value. This HE Damping 1 algorithm produces sounds similar to a Jew's Harp or Didgeridoo • (a primitive wooden trumpet used by S3 Damp2 Damping 2 | Australian aborigines). For both of the parameters Damping 1 and 2, higher values will cause the The sound similar to algorithm overtones to change and the decay to become shorter. However the two but the wah effect created by parameters differ in the way in which they affect the overtones. One parameter the filter in this algorithm is even makes the tone harder as it mutes the sound. The other parameter expands the stronger, and varying the striking force low range as it mutes the sound. The settings of the other parameters will on the determine which parameter (1 or 2) changes in the overtones. act in which way. Color When an R E 1 Is connected, you can adjust the strength of the wah increased, the wah effect will be more pronounced. h Rim Wah Amount effect and the width of its frequency range, or make settings so that the wah Set the striking force that will be required when striking the rim sensor to make effect will not apply to sounds played the wah effect occur. CD Wah major | TOO 1001 Adjust the width of the frequency range swept by the filter. When this value is AB head will produce Drum Wah Color | on the rim. Adjust the strength of the wah effect that changes in response to your striking force. EF Type [00-100] • Adjust the center frequency of the filter that creates the wah effect. H (not used in this algorithm) < AA 103 V T www.wavedrum.net \ Density | [00-99] Adjust the density of the drop sounds; i.e., the speed of repeats. DpMix This algorithm simultaneously Drop/Drum Mix | [00-100] Adjust the volume balance of the drop sound and the drum sound. provides three different types of sound; Drop Color a drop sound like a bouncing ball, a growl sound like that produced by a human voice or an animal, and a high | Adjust the tone color of the drop sound. As this value is decreased, the sound will become lighter and higher. | [00-100] pitched drum sound. The force of the strike will affect the spacing of the Adjust the volume level of the growl sound. and the GrTyp stereo location of the drop sound. Pressing the head will affect the volume and pitch of the growl sound. Adjust the tone color of the growl sound. As this value is decreases, the sound will become more reedy. CD Tune and Decay adjust the pitch and decay of the drum sound. Growl Type Effects Level | [00-1001 Adjust the level of the echo applied to the drum sound. However as the GrowlLevel is increased, the echo will cease to occur, regardless of the setting of this parameter. When an is connected, you EF 1 [00-100] can adjust the repeat speed of the drop As this value is increased the pitch of the drum sound will fall and the overtones and the volume levels of each will change, making the sound rougher. The result is similar to loosening the type of sound. tension of the head. GH • | As this value is increased the pitch of the drum sound will fall and the sound will become deeper with more emphasis in the low range. The result is similar to changing the size of the drum. T V 104 A A www.wavedrum.net Type © [00-99] This parameter creates major changes in the overtones and decay. < Open Level | [00-100] Adjust the volume level of the open (lower pitched) sound. This algorithm produces a noisy drum sound that has a buzz like the S3 Slap Level j [00-100] vibration of a stiff spring. Adjust the volume level of the slap (higher pitched) sound. When an R E 1 Is connected, you Slap Decay | Adjust the decay length of the slap sound. can adjust the tone color of the slap sound, and adjust the volume balance of the slap sound and the open sound. AB Slap Color j [00-100] Adjust the tone color of the slap sound. As this value is decreased, the resonant decay will weaken, and a clear oscillation will be heard. CD Slap Filter | [00-100] Adjust the cutoff frequency of the filter applied to the slap sound. This parameter will adjust the pitch of the oscillation sound that appears when the Slap Color parameter is lowered. EF Res Slap Resonance | Adjust the strength of the oscillation sound of the filter applied to the slap sound. Thrsh Threshold | [00-100] • As this value is increased, you will have to strike harder to produce the slap sound. A A 105 V T www.wavedrum.net A/ HE Thrsh Threshold [00-99] Adjust the level of striking force at which the thunder will begin to sound. As this value is increased, you will have to strike harder to produce the thunder. For light this algorithm HE Adjust the tone color of the thunder. As produces the sound of a normal hand but strong strikes will produce a Thunder Color [00-100] value is increased, the sound will become crisper, like the explosion of a large aerial firework. rumble of thunder. The decay time of the thunder can be adjusted using S3 Size | [00-100] As this value is increased the drum pitch will rise, and the overtone structure will Decay and also by pressing the head. also change to make the sound rougher. This parameter has an effect similar to Tune adjusts the pitch of drum changing the drum size. sound. Drum Decay When an R E 1 is connected, you | Adjust the decay of the drum sound. can adjust the volume balance of the drum sound and the thunder, and also AB adjust their respective tone colors. Drum Color 1 As this value is increased, the drum sound will have more overtones, and a longer and more metallic resonance. The result will be somewhat like striking a PVC Balance | [00-100] Adjust the tone color of the thunder. As this value is increased, the sound will become crisper, like the explosion of a large aerial firework. > TV AA EF (not used in this algorithm) GH (not used in this algorithm) www.wavedrum.net ft HE Drum Type © [00-99] As this value is increased, the pitch will become lower and the overtones will change. The result is similar to the effect of greatly loosening the HE Drum Size of the drum. | [00-100] As this value is increased, the pitch will become lower and the resonant decay will change. The result is similar to the effect of changing the size of the drum. After striking the head, continue pressing the head and the pitch jump up just before the sound dies away, producing a unique sound S3 Harmonic Pitch similar to the bark of a seal. Adjust the pitch of the sympathetically resonating tone. When an R E 1 is connected, you can Harmonic Decay 1 adjust the sympathetically resonating tone, and adjust how muting is applied, Adjust the decay time of the sympathetically resonating tone. etc. Brght Brightness | [00-100] As this value is increased, the overtones will increase and the decay will become longer, resulting in a more metallic sound. CD] Press Intensity J [00-100] Adjust the amount of muting that will result from pressing the head. EF (not used in this algorithm) GH| (not used in this algorithm) AA VT www.wavedrum.net HE Delay © | [00-99] Adjust the time difference between the sounding of the low chime and the high chime. As this value is increased, the high chime will sound later than the low chime. HE This algorithm produces metal percussion sounds. Two chimes of different pitches are placed at stereo left and Balance | [- +50] Adjust the volume balance of the two chimes. Positive (+) settings will make the left low chime louder. Negative (- ) settings will make the right high chime louder. and a random note of the scale will be sound each you S3 Accent Level strike. | [00-100] Adjust the volume of the click sound in the attack. 1 When an R E 1 is connected, you can adjust the volume and pitch balance of the two chimes, and specify [00-100] As this value is increased, the right high chime will have a shorter decay, and the tone color will also become more muted. the timing and type of scale. AB Damp2 As this value Damping 2 § increased, the right high chime will have a shorter decay, and the tone color will also become more muted. CD Interval | Adjust the pitch difference between the two chimes. As this value is increased, the high chime will become increasingly higher than the low chime. EF Scale Select | [0-7] Select one of eight scales (0 - 7) to play. For details on the available scales, refer to "About the preset scales" on page 65. H FxDpt Effects Depth Adjust the depth and width of the stereo chorus effect. TV AA § www.wavedrum.net No.43 HE Color Color © [00-99] Adjust the cutoff frequency of the filter. HE Pitch Interval Adjust the pitch | between the oscillator that responds to the center of This algorithm produces a typical the head and the oscillator that responds to the outer area of the head. Positive (+) analog electric settings will cause the center one to be higher, and negative (- ) settings will cause algorithm contains the outer one to be higher. sources; two S3 DyOfs Decay Offset | drum The three oscillators sound (one responding to the center of the head Adjust the difference in decay time between the sounds of the two oscillators. and the other responding to the outer Negative ( - ) settings will cause the center one to be longer, and positive (+) area of the head) and a noise settings will cause the outer one to be longer. generator. The sound will change | [-50-+50] greatly depending on how you strike. Adjust the amount of pitch change that will be caused by changes in striking You can press the head to mute the decay. force for the oscillator responding to the center of the head. Open Color AB | [00-100] By applying FM modulation and resonance, this parameter creates dramatic changes in the tone of the oscillator that responds to the center of the head. When an R E 1 is connected, you can make various adjustments for the pitch, decay and tone color of each sound. CD| Adjust the amount of pitch change that will be caused by changes in striking force for the oscillator responding to the outer area of the head. Slap Color EF | [00-100] By applying FM modulation and resonance, this parameter creates dramatic changes in the tone of the oscillator that responds to the outer area of the head. GH Noise Balance [ - 50 - +50] Adjust the volume balance of the oscillators and noise. AA 109 V T www.wavedrum.net No.44, \ HE Brght Brightness © | [00-99] Adjust the tone color of the bell. For some settings, the sound will be similar to a struck steel pipe or glass bottle. Striking the rim or the out er area of the head HE = Level produce a slow-decaying [00-100] Adjust the level of the jet sound. sound like a tubular bell. Striking the center of the head will add an S3 Clang Level extremely low sound like a temple bell. | [00-100] | [00-100] | [00-100] Adjust the volume level of the bell sound. pressing the head will Boom Level cause the pitch of these bells to change smoothly, and will also add Adjust the volume of the low temple bell-like sound. continuous noise like the explosive sound of a jet engine. AB Clang Size This parameter modifies the tone and pitch of the bell. The result is similar to Tune and Decay affect only the bell changing the size of the bell. sound. CD When an R E 1 is connected, you can make various adjustments to the PsRng Pressure Range | [-50-+50] Adjust the amount and direction of the pitch change that will occur in the bell and the temple bell when you press the head. pitch and tone color of each sound. EF MuDpt Mute Depth [00-100] Adjust the amount of muting that will be applied to the bell when you press the head. GH Pitch Adjust the pitch of the low temple bell-like sound. T V 110 A A | [00-100] www.wavedrum.net \\ \\ ! No.45 \\ / f f [ft / HE Balance © [00-99] Adjust the volume balance of the drum sound and the noise sound. HE Drum Bend | Adjust the degree to which the pitch of the drum sound will change when you press the head. addition to a drum sound whose pitch can be varied by pressing the head, this algorithm also provides a S3 Pitch | [00-100] Adjust the pitch of the drum sound. noise sound with metallic creaking whose pitch that changes randomly with each strike. Drum Decay | When an R E 1 is connected, you can Adjust the decay time of the drum sound. adjust the pitch and decay of the drum AB Type Type | [0-4] the tone of the noise sound. Select one of five types (0 - 4) of metallic noise. CD Brght Brightness sound, and make various settings for | When this value is increased, the sound will become more intense, with greater emphasis in the high frequency range. EF Metal Size When this value is increased, the sound will become rougher and the decay will become longer. When this value is decreased, the sound will become tighter and have a shorter decay. H Metalize § <> When this value Is increased, the noise sound will have more metallic creaking, and a more penetrating sound overall. AA VT www.wavedrum.net / HE Pitch © | [00-99] Adjust the pitch of the short damping sound that occurs during muting. HE This algorithm creates the sound of a or ShSze Shell Size | [00-100] Adjust the pitch of the body resonance heard during the attack. drum, such as a bongo or conga. You can S3 use the same playing techniques (open slap shots, mutes, etc.) as on a Sub Harmonics Adjust the low frequency range of the sound. As this value is increased, the sound will become lighter and harder, with less low frequency sound. conga. Brght When an R E 1 is connected, you can make detailed adjustments to the Brightness | [00-100] As this value is increased, the high frequencies will be extended and the sound will become more piercing. tone color etc. of the mute sound and slap sound. AB Drum Size | [00-100] As this value is increased, the pitch will become lower and the sound will become rougher. The effect is similar to changing the size of the drum. • CD Slap Level | [00-100] Adjust the level of the buzzing sound added to slap shots. EF Slap Decay Adjust the decay « GH | [00-100] of the slap sound. Slap Color | [00-100] Adjust the tone color of the slap sound. As this value Is increased, the buzzing will be emphasized, and the sound will become sharper. T V 112 A A www.wavedrum.net No.47 ft HE FineT Tune © | [00-99] Make fine adjustments in a whole-tone range to the pitch set by Tune. When this value is 50, the pitch will be the value set by Tune. HE | [-50-+50] Specify the location on the string where the pluck will occur. Pluck Position this value Is 0, the pluck will occur at 1/2 of the vibrating length of the string; I.e., In the middle. This algorithm produces the sound of Negative (- ) settings will move the pluck toward the movable bridge. Positive (+) the Japanese Koto. Each time you settings will move the pluck toward the fixed bridge. Moving the pluck toward either strike, a random note of a Japanese end will cause the sound to become harder in the same way. S3 Damp As this value is Damping | [00-100] the decay will become shorter, and tne tone color will scale sound. By pressing the head, you can simulate the upward also change, producing a muted effect. String Type 1 This parameter modifies the overtones of the string between the | [00 pitch bends produced by pressing the string. bridge and the movable bridge on the side where the string is plucked. As this value is Tune will adjust the basic pitch In the sound will become more metallic, approaching the sound of a chromatic steps over a range of 45 - square wave on a synthesizer. AB StTp2 String 2 | [00-100] 62. With a setting of 50, the pitch This parameter modifies the overtones of the string between the nxed bridge and the movable bridge on the side where the string is not plucked. The effect is the When an R E 1 Is connected, you same as String Type Plucked Noise CD | [00-100] Adjust the level of the noise that occurs when the string is BtNte Bottom Note Specify the lowest of the 13 strings that will be used, counting can adjust the location of the pluck, and specify the range of strings that will g [00-12] be used. the lowest upward. With a setting of 00, strings are available for use all the way down to the lowest string. Wth a setting of TpNte only the highest string will be Note [00-12] Specify the highest of the 13 strings that will be used, counting from the highest downward. With a setting of 12, strings are available for use all the way up to the highest string. With a setting of 00, only the lowest string will be available. A A 113 V T www.wavedrum.net No.48 HE Tune © | [00-99] Make fine adjustments over a whole-step range to the pitch set by Tune. When this value is set to 99, the pitch will match the setting of Tune. This algorithm produces a clearly pitched sound such as that of HE a note of the specified scale will Scale Select | Select one of eight different scales from which a note a xylophone or steel pan. Each time you Scale [0-7] be randomly sounded each time you strike. For details on the scales available, refer to "About the preset scales" on page 65. be played at random. For light strikes, the pitch will not change. For strong strikes, notes of that pitch will be S3 Decay | [00-100] Decay Adjust the decay time of the sound. automatically DyRte repeated, creating a "roll" effect. [00-100] Delay Rate Adjust the speed of the repeated notes. T une scale the basic pitch of the chromatic steps over a range AB| of 38 - 55. With a setting of 50, the Thrsh Threshold | [00-100] the level of striking force above which repeated notes will be triggered. pitch will be C. Decay adjusts the time that the repeated notes will continue. When an R E 1 CD| Brght is connected, you can choose from eight types of scale, and adjust the striking force at which the repeated notes will be triggered, and the speed of the repeated notes. 114 A A | Rim Level [00-100] Adjust the level from the rim sensor. Brightness [00-100] As this value is increased, the sound will become brighter and more metallic. GH [00-100] Harmonics As this value is increased, the overtones change greatly, and the sound will become rougher as if you were striking a bell or metal pipe. www.wavedrum.net No.49 HE Damp Damping © | [00-99] As this value is increased, the decay will become shorter and the overtones decrease, resulting in a sound similar to when material is stuffed inside the drum shell. HE Tnsin Tension | algorithm produces the sound of As this value is increased, the tone color of the attack will become harder. The effect is similar to adjusting the tension of the drum head. S3 Attack Color a bass drum used a marching band. The pitch will rise at the moment of | striking, and then slowly fall back to the As this value is increased, the attack sound will become brighter. The effect of original pitch as the sound decays. this parameter changes greatly depending on the setting of A t t a ck Range. When an R E 1 is connected, you can AtRng Attack Range | adjust the nuances of the attack and This parameter determines how striking force will affect the brightness of the the way which the pitch changes. attack. Pitch EG Depth AB J [00-100] Adjust the amount of momentary rise in pitch that occurs when you strike. Cut Filter Cutoff | [00-100] This parameter adjusts mid- and low-range emphasis. Harmonics EF | This parameter creates major changes in the harmonics. When this value is increased, the sound will become more bell-like. When this value is decreased, the sound will become more like a bass guitar. GH ShDpt Shell Depth | [00-100] As this value is increased, the resonant decay in the mid and low range will become longer. This parameter has an effect similar to changing the depth of the shell. 115 V T www.wavedrum.net No.50 HE Boom Level © | [00-99] Adjust the volume level of the rumble. HE Pitch | [00-100] Adjust the pitch of the wind sound. This algorithm produces the sound of a heavy wind and rain storm. Pressing the head will produce the sound of stormy wind and S3 rain. Pressing more strongly will add to this Wind Color | [00-100] Adjust the tone color of the wind. Increasing this value will create the effect of a strongly whistling wind. the sound of waves. By increasing and Level decreasing the pressure on the head you can create the atmosphere of a | [00-100] Adjust the volume level of the wind. violent storm at sea. Striking the head while pressing it will AB produce the rumbling sound of an Sea Level Adjust the volume level of the waves. earthquake or a large wave. CD (not used in this algorithm) EF (not used in this algorithm) GH (not used in this algorithm) T u ne and Decay adjust the pitch and decay of the rumble. When an R E 1 is connected, you can independently adjust the volume level of the wind and waves. T V 116 A A | [00-100] www.wavedrum.net // // \ / • I HE Balance © | [00-99] Adjust the volume balance of the tom sound and noise sound. Adjusting the value toward 00 will make the noise louder, and adjusting it tc ward 99 will make the t tom louder. addition to producing a normal tom HE NsDcy Noise Decay | [00-100] sound, this algorithm allows you to add Adjust the decay time of the noise sound. a jet sound noise with a relatively short decay. S3 Rim Level | [00-100] Adjust the volume level of the sound when the rim is struck When an R E 1 is connected, you can adjust the decay of the noise ShSze Shell Size | [00-100] sound, and independently adjust the As this value is increased, the pitch of the skin vibration will rise. This parameter level and pitch of the reverberant aftertone of the shell and the sharp has the same effect as changing the size of the tom shell. whack of the attack. AB OvTne Overtone | [00-100] | [00-100] Adjust the pitch of the shell reverberation. Overtone Level Adjust the volume level of the shell reverberation. Attack Level ¡ [00-100] Adjust the level of the sharp attack sound. GH AtPch Attack Pitch | [00-100] Adjust the pitch of the attack sound. < AA 117 V T • www.wavedrum.net No.52 ? HE FineT Fine Tune © | [00-99] Make fine adjustments to the pitch setting of the Tune knob. When this value is set to 50, the pitch will be as set by the Tune knob. HE a | [00-100] Adjust the volume level of the pitched sound. This algorithm produces a bamboo percussion sound that can b Wood Level used like When you strike with a certain range of force, differences in S3 Level Adjust the volume level of the | accent. striking force within that range will Velocity Range different notes within an octave of the selected allowing you to play phrases. Specify the striking force that will produce the note assigned to the strongest strike. (This Tune the basic pitch in [00-100] be the highest note when Sequence Type 0, and the lowest note when Sequence Type = Range chromatic steps over a range of 39 70. With a setting of 50, the pitch will | [00-100] Set the width (the difference) between the striking force that will play the highest note of the scale and the striking force that will play the lowest note of the scale. CD) When an R E 1 is connected, you can select the type of scale and specify the range of striking force that corresponds to the octave of notes in Scale Scale Select [0-7] Select one of eight types of scale 0 - 7 . For details on the available scales, refer to "About the preset scales" on page 65. EF| Pressure Range Specify the degree of force that will apply muting when the head is pressed. the scale. SqTyp Sequence Type Specify how changes in striking force will correspond to notes in the scale. 0 : Stronger strikes will play higher notes. 1 : Stronger strikes will play lower notes. 2 : Striking force will have no effect on note pitch. (Notes in the scale will be played randomly.) TV 118 AA [0-2] www.wavedrum.net • HE Pitch © | [00-99] Adjust the pitch of the overtones. HE Mic Distance § As this value is increased the high frequency range will diminish, producing an effect similar to the being at a greater distance. This algorithm produces the sound of a cymbal. If you assign the Decay parameter to the expression S3 Dry Level | [00-100] As this value is decreased, the hi-hat sound will change to a creaking metallic pedal, you can use the pedal to open/close the hi-hat. sound with no attack. When an R E 1 is connected, you can Hmnic Harmonics § make extremely detailed adjustments As this value is increased the ultra-high frequency range will be emphasized, to the hi-hat sound. resulting in a more penetrating hi-hat sound. AB Color Color | [00-100] Increasing this value will produce a clear hi-hat sound, loose but not rough-grained. CD Velocity- Decay J Adjust the degree to which striking force will affect the decay time. EF Model Select J [0-2] Select one of three (0 - 2) source sounds for the cymbal. HtTyp Select one of fourteen (0 - | [0 13] 13) types of hi-hat resonance emphasized by the Harmonics parameter. A A 119 V T www.wavedrum.net % Jingle Level | [00-99] Adjust the volume level of the jingle. HE Drum Level This algorithm produces the sound of | Adjust the volume level of the drum sound. a drum with jingling bells attached. When you strike the head, the jingle S3 Brightness 1 bells will sound together with the drum. Pressing the head will raise the pitch of | Modify the tone color of the drum sound. As this value is increased, the sound will become more metallic and longer-lasting, like a guitar. the drum. Drum Width Both Tune and Decay affect only the drum sound. | As this value is increased the pitch of the drum sound will become lower and the overtones will also change, producing a rougher sound. The effect is similar to greatly loosening the skin of the drum. When an connected, you AB Size can make major changes in the pitch and tone color of the drum and bells. | [00-100] As this value is decreased, the pitch of the drum sound will rise and the resonant decay become shorter, resulting in a lighter sound. The effect is similar to reducing the size of the drum. CD JgPch Pitch | [00-1001 Adjust the pitch of the bell sound. EF JgDcy Jingle Decay | [00-100] Adjust the decay time of the bell sound. » H Brgh2 2 | [00-100] As this value is decreased, the metallic resonance will disappear from the bell sound, resulting in a sound like a shaker or T V 120 A A www.wavedrum.net No.55 HE Seq. Vol © | [00-99] Adjust the volume level of the muted notes in the pattern selected by M o t i f S e l e c t . HE Motif Select | [0-7] Of the four consecutive drum notes, you can select one of eight (0 - 7) types of muting pattern for the three notes following the initial strike. Since the Note Each time you strike, four drum notes V o l parameter allows you to set the volume of muted notes, you can create rhythm patterns by making the muted notes softer than unmuted notes. Select one of the will sound in succession. Soft strikes following patterns of muted notes. (A dot indicates a muted note, and an X will produce four notes of the same indicates no mute.) pitch, but stronger strikes cause the pitch of each note to change, and since the pitch of each note Is smoothly connected by portamento, the result will be a complex, undulating phrase. In S3 Decay Q [00-100] Adjust the decay time of each drum note. Portamento | Adjust the amount of portamento that connects each drum note. Brght Brightness that smoothly changes In pitch and tone color. | [00-100] Adjust the tone color of the drum sound. As this value is increased the sound will become more metallic and have a longer resonance. Drum Type CD addition, you can press the head to produce a sustaining metallic sound T u n e affects only the drum sound, and Decay adjusts the tempo of the | four drum notes. Adjust the tone color of the drum sound. Increasing this value will produce a rougher sound with a lower pitch. P=Pch When an R E 1 Pressure= Pitch | Adjust the pitch of the metallic sound produced by pressing the head. P=Clr Color Q [00-100] connected, you can specify the rhythm pattern, and make various adjustments to the tone color of the drum sound and metallic sound. Adjust the tone color of the metallic sound produced by pressing the head. Increasing this value will produce a more intense sound with emphasis in the high frequency range. A A 121 V T www.wavedrum.net HE EG Depth © | [00-99] Adjust the degree of the pitch change in the drum sound that occurs at the beginning of the sound in response to variations in striking force. When struck algorithm produces a normal sound. However if you HE Harmonics | drum This parameter modifies the overtones of the drum sound. Depending on the continue setting of this parameter, the result can vary from a tone color similar to striking a pressing the head after you strike, and then release it, a popping sound will be PVC pipe to a sound similar to a bass guitar. S3 heard the instant you release the head. The volume and pitch of the pop will HEGDp EG Depth | [- - +50] Adjust the amount and depth of the change in Harmonics that will occur in response to striking force. depend on the force of the initial strike Filter Level and the force with which you press. [ [00-100] Adjust the volume level of the sound (of the entire algorithm) that has been Tune and Decay adjust the pitch and decay of the drum sound. processed through the bandpass filter. Higher settings of this parameter will result in a strongly characteristic sound on the brink of oscillation. AB Filter Cutoff | Adjust the cutoff frequency of the bandpass filter. CD PoPch Pop Pitch | Adjust the standard pitch of the pop sound. EF PoDcy Pop Decay | Adjust the decay time of the pop sound. GH Expand Adjust the area in which the pitch of the pop sound will vary. T V 122 A A | [00-100] www.wavedrum.net No.57 HE FOfst F Offset © [00-99] Adjust the pitch difference between the two FM synthesis circuits. HE Mofst M Offset | [00-100] Adjust the difference in modulation amount between the two FM synthesis circuits. This algorithm simulates the synthesis S3 Mod. 1 | [00-100] Adjust the amount of modulation applied by modulator 1 ) to modulator 2 algorithm shown in FM the diagram below. The algorithm consists of two FM circuits, each containing four oscillators arranged in series, with each oscillator Pitch 1 | [00-100] modulating the next one. The final sound is produced by the last oscillator Adjust the pitch of modulator 2. in the series, called the carrier. Mod2 Mod. 2 Adjust the amount of modulation applied by modulator 2 | [00-100] When an R E 1 is connected you can to modulator 3 adjust the pitch and the amount of modulation for each oscillator. Ptch2 Pitch 2 | [00-100] Adjust the pitch of modulator 3. Mod3 CAR 3 Adjust the amount of modulation applied by modulator 3 CAR Q [00-100] to the carrier (CAR). GH Ptch3 Pitch 3 | [00-100] Adjust the pitch of the carrier. A A 123 V T www.wavedrum.net No.58 HE Rim Pitch © | [00-99] Adjust the pitch of the bottle-like sound produced when the rim is struck. HE Striking the head produce a tom RmDcy Rim Decay | [00-100] Adjust the decay time of the struck bottle sound. and striking the rim will produce a sound similar to a glass or metal S3 etc.) being struck. vessel Low Level | [00-100] Adjust the volume level of the heavy low sound like the body resonance of a drum. When the drum is struck, the pitch Pitch EG Depth instantaneously rise, and gradually fall as the sound decays. The pitch of the rim sound will bend Adjust the width over which the pitch of the drum will vary in response to striking force. upward as it decays. AB (not used in this algorithm) CD (not used in this algorithm) EF| (not used in this algorithm) Tune and Decay adjust the pitch and decay of the drum. When an R E 1 is connected, you can ad|ust the pitch and decay of the bottle, and the volume level and pitch change of the drum. TV 124 A A | [00-100] (not used in this algorithm) www.wavedrum.net No.59 HE Brightness © I [00-99] As this value is increased, more overtones will be produced, and the sound will become metallic and bell-like. HE Level [00-100] This algorithm produces the sound of Adjust the level of the sound of the head being struck. If this value is increased, a Japanese dadaiko (a very large the drum will produce a powerful sound as if a large stick were used even when drum). The vibrations of the front and struck with your bare hand or a thin stick. back head and the extreme low frequencies of the body resonance are S3 Boom Pitch | especially realistic. It is especially effective to strike the Adjust the pitch of the lingering body resonance. drum with a thick and heavy beater, of Boom Level Adjust the volume level of the body resonance. (not used in this algorithm) | the same type actually used to play the dadaiko. When an R E 1 is connected, you can adjust the gain to compensate for (not used in this algorithm) changes in the sound when the played by a bare hand EF| (not used in this algorithm) GH| (not used in this algorithm) or with a different type of stick. AA VT www.wavedrum.net No.60 HE Color © | [00-99] Adjust the tone quality of the growl. Increasing this value will make the sound heavier and more powerful. Decreasing this value will make the sound thinner and more shrill. When the head is pressed, the pitch HE Bend Range | [00-100] Adjust the degree to which the pitch will rise as you press the head. and filter will change to produce a sound like the roar or growl of a wild S3 beast. GrTyp Growl Type | [-50-+50] By continuing to press the head, you This parameter modifies the nuances of the growl. It adjusts the direction and can produce sounds like the rotation of distance that the filter will open in response to pressure on the head. Positive (+) a motor or a dentist's drill. Adjust the settings of this value will cause the filter to open when you press the head. pitch by changing the force of pressure Negative (- ) settings will cause the filter to close when you press the head. on the head and by using the Tune Filter knob. Decay adjusts the decay time of the Adjust the tone quality of the growl. This parameter modifies the cutoff frequency sound after you remove your hand of the filter. Increasing from tne head. Decreasing it will make the sound more subdued. When an R E 1 is connected, you can make detailed adjustments to the sound color, and set the range over which pitch will change when you apply pressure to the head. 126 AA | [00-100] value will make the sound brighter and more shrill. Each of the following four parameters modify the level and pitch of the overtones of this The effect and range of any of these parameters will differ greatly depending on the settings of the other three. AB Pitch 1 | [00-100] CD Ptch2 Pitch 2 | [00-100] EF Ptch3 Pitch 3 | [00-100] Ptch4 Pitch 4 | [00-100] www.wavedrum.net HE Pitch EG Depth © | [00-99] Adjust the degree to which the pitch of the vibrating head will change with time. As this value Is increased, the pitch will be increasingly higher at the moment of striking. HE Damp Damping | This algorithm produces the sound of As this value is increased, the decay will be shorter and the sound will become tighter. As this value decreased, the sound will become more buzzy. an extremely large drum with a long resonance. You can press the head to apply S3 DpEGM Damping EG MOD Q muting. This parameter relaxes the force of damping for the instant the drum Is struck. Increasing this value will produce a buzzy sound with many overtones only during When an R E 1 is connected, you can adjust the way In which the sound the instant the drum is struck. Drum Size [00-100] changes in response to striking force, This parameter creates complex changes in pitch and resonance. It has an effect and the way in which muting Is applied. similar to changing the size of the drum. ShDPt Shell Depth [00-100] Adjust the pitch and decay of the sympathetic resonance. The effect of this parameter changes greatly depending on the setting of the Drum Size parameter. It has an effect similar to changing the depth of the drum body. CD] Drum Type [00-100] Adjust the pitch of the body resonance for the quickly-decaying attack sound. Pressure Intensity | Adjust the degree of the muting applied by pressing the head. GH (not used in this algorithm) A A 127 V T www.wavedrum.net WARNING For details on exclusive N data ACTIVE refer to the explanations of the MIDI functions on page 26 and page 58. N This message ACTIVE " MIDI IN begins. While this message is appear when exclusive data reception from the WAVEDRUM will not respond to any operations. This state continue until a MIDI End Of Exclusive message is received. a MIDI cable is pulled the power is turned off while the WAVEDRUM is in this state, causing exclusive data reception to be interrupted , the internal program data of the WAVEDRUM will be lost. If happens, press the RESET switch to initialize the entire memory of the W A V E D R U M to the factory settings. BATT BATT LOW LOW This message will appear when the memory backup battery inside the WAVEDRUMfalls runs down. this message appears, immediately contact your nearby Korg dealer or a Korg service station to have the battery replaced. 128 A A www.wavedrum.net , Synthesis method SV (State Variable) Synthesis System Algorithms 62 Programs 100 (10 banks x 10 programs) Controls Output Level, Tone Control (HI and * Options Level Bank Select Switch, Program Select Switch S T - W D 1 Single Stand Parameter Value Control (Tune / Decay / Sound Edit) Input/Output jacks Control jacks MIDI Adapter Line Output (1/MIX, 2), Headphone output P H - W D 1 Pipe Holder RIM sensor input R E 1 Remote Editor Expression pedal F C 6 Foot Controller EXP-2) KORG Bus REMOTE jack ( F C 6 , XVP-10 IN, OUT, THRU E X P - 2 Expression Pedal Display Pedal LED (program number and value) 8-character alphanumeric LED (program name) Sampling frequency D/A conversion 44.1 kHz Maximum output level Output impedance Dynamic range +10 dBu (o dBu = 0.775 bit Power supply 1 more than 102 dB 100 V Power consumptio n 11 w Specifications and appearance Dimensions 390(D) x 390(W) x Weight 7.1 kg (without rim) 7.7 kg (rim installed) Accessories Rim with sensor (connector cable included), tuning key are subject to change without mm notice for product improvement. « A A 12S V T p www.wavedrum.net MIDI Implementation Chart Transmitted Recognized 1-16 1-16 1-16 1-16 X X X Remarks Function... Basic channel Mode Default Changed Default Messages Altered Note Number: True voice Velocity After Touch 0-127 Note ON Note OFF 1-127 8n, Key's Ch's Pitch Bender 1 Control Change Memorized X X X X X o X X X X Modulation Depth o www.wavedrum.net Program Change: True# 0-99 0-99 o System Exclusive : Song Pos System Common: Song Sel : Tune X X X X X X System Real Time : Clock : Commands X X X X X X X X X X X X Aux Messages Notes : Local ON/OFF : All Notes OFF : Active Sense : Reset when Global MIDI Channel is set to 1-16. when Control MIDI Channel is set to when set to ON. Received/Transmitted when set to ENABLE. Mode 1 : OMNI ON, POLY Mode 3 : OMNI OFF, POLY Mode 2 : OMNI ON, MONO Mode 4 : OMNI OFF, MONO : Yes x : No www.wavedrum.net RECOGNIZED DATA MESSAGES S t a t u t (Hex) Second Hex ) 1000 nnnn kkkk 1001 nnnn kkkk (kk> 1011 nnnn 1100 nnnn <Cn) Desc 0100 0000 (w) 0000 0001 Oppp pppp | RECEIVE CES Second 0000 OOOt OPPP pppp nnnn Channel vvv - Modulation value ppp pppp Prograa ENA Saae as DATA •; CHANNEL S t a t u s Hex nnnn -1 Sote Off Sote On vvv Modulation i Prograa Foot < Prog Change) Channel Pressure '. P A DATA Third Description Foot (Hex) ) >. MIDI Channel Note Value nnnn kkk kkkk ; (Hex) 0000 Í7E> Oggg 0000 0000 0001 (01) 0111 (FT) Kg • * 1 : Enabled rten MIDI Channel is Enabled aben Pedal 1/0 i s OH P -2 •I Byte 0000 ) 1110 0000 0000 00) 0000 (0S> 0000 0010 | 0100 0010 I to res. OF 2nd 3rd 4tb 5th 6th 2-3 SYSTEM EXCLUSIVE DEVICE 10 • 0 IESSAGE IDENTITY 0000 0000 (00) Byte Byte Byte Byte Byte Byte «1 'DEVICE Exclusive Status 0000 0000 0000 0000 (00) 0000 0000 0000 0000 (00) i ! ( F7 ) EXCLUSIVE STATUS NON IESSAGE CHANNEL Inquiry Message Inquiry Message OF Global on any 18 13 10 1C ) CODE ( •• < CODE (LSi)> ( • ( Ver ( OSE)) ( «ajor Ver. (LSB)) ISB)> END OF EXCLUSIVE Men IESSAGE 40 41 7E 7F Received Duap Request Protraa Paraaeter Duap ALL Prograa Paraaeter MIDI Channel Profraa f r i t e Bequest Prograa Paraaeter Duap Paraaeter Change ALL Prograa Paraaeter Duap Host Code Duap Duap Duap for •J 40 42 23 24 22 Code Description Prograa Prograa Paraaeter Paraaeter Duap Prograa Send 1ID! Channel Duap Data Coapleted (ACX> Data Error ( f r i t e Coapleted f r i t e Error S E when Request aessage is received Exclusive aessage is received 4C 42 23 23 23 23 0 EXCLUSIVE See Receive. T : 0F Ï0!C EXCLUSIVE Code ! of Exclusive ALL R F0. 42.30.35 EXCLUSIVE 0110 (16) All OUI Receives aessage. and R 43 - Description • 1111 G o o 0 o alien in G : GLOBAL lode al : tot for General SYSTEl ' 0000 (F0) Exclusive S t a t u s • 0100 0010 • 0000 (30) : • : laveOrua • Function Code (See • Oddd dddd <dd> : Data Code Description ALL Prograa Duap E : 0 0 0 0 .. (?) Prograa Paraaeter Duap Byte F0. 30. 38 EXCLUSIVE 0001 0011 Prograa Paraaeter U (FT) Receives t h i s aessage. and Duap foncMt Duap Sequest aessage- (3) Prograa Paraaeter Duap Byte F0. 42.30.38 EXCLUSIVE 0001 0000 Prograa Paraaeter Duap Bequest un Receives t h i s aessage. and t r a n s a i t aessage EVA > \ www.wavedrum.net Send Byte FO. 42. 30. 0010 0000 ( 4 : ALL Prograa Paraaeter Byte FO. 42.30.38 HEADER 0001 All Prograa Paraaeter Duap Request Receives aessage. R t R or aessage (See (SOTE 1) 0111 t h i s aessage. and transaits receives aessage. and transaits or aessage ft (9) ALL Paraaeter Duap Description Byte EXCLUSIVE HEADER FO. 30. 38 0100 <4C) All Prograa Paraaeter Duap Data aessage (See (NOTE 2) _ _ or Func*24 aessage a e s s a g e ft T Duap... Byte (FT) Receives Vuaber Duap ( S e e TABLE 4) EOX aessage. and transaits aessage A T Description EXCLUSIVE HEADER All Protraa Duap Data FO. 30. 0100 Oddd dddd (FT) III (See TABLE 1) x aessage. and t r a n s a i t s T I1DI has coapleted ' r i t e Error EXCLUSIVE HEADER t r i t e Error EOX aessage then DATA fRITE has not been coapleted 1 Host Code Duap Byte Description FO. 42.30.31 EXCLUSIVE HEADER 1101 (TD) Prograa Host Code Duap Oppp pppp Packed Data llll Receives 4CH EOX EXCLUSIVE HEADER Prograa Paraaeter of Prograa Data 0111 Transaits F0. 0010 0010 l l l l QUI Transaits : ; ' EXCLUSIVE HEADER 0100 0000 (40) Prograa Paraaeter Duap (43) 0100 Onnn nnnn Oddd dddd Description HEADER Data Load • EOX aessage then DATA LOADING and PROCESSING have been Description Byte FO. 3J EXCLUSIVE READER 0010 0001 t r i t e Coapleted (FT) EOX Transaits aessage when DATA fRITE 3ytc Paraaeter data EXCLUSIVE HEADER Data Foraat Error EOX Transaits Then DATA LOADING and PROCESSING have not been c o a p l e t e d ( f o r protected). and t r a n s a i t s a e s s a g e . and t r a n s a i t s a e s s a g e . and t r a n s a i t s aessage Byte F0. 42. 30. 38 0100 Description HEADER Paraaeter Paraaeter Page Paraaeter Absolute valu e Sigh t. 1111 OUI (F7! Receives anc t r a n s a i t s • (7) Paraaeter FO. 42.30. 38 0100 (41) 0000 Onnn pppp Data Byte 0010 aessage Prograa f r i t e Byte Description EXCLUSIVE HEADER FO. 42.30. 3J 0001 (11) Prograa Oddd Prograa lusher IF7) EOX Receives t h i s aessage. and transaits Receives T Description HEADEI Send MIDI Channel i Channel aessage. 5) MIDI Channel Bequest Byte FO. 42.30. 38 EXCLUSIVE HEADER 0001 0010 Request FT) . EOX Receives t h i s and 8e c e i v e s Channel EOX (FT) aessage. and transaits 1 3yte 42. 30. 38 (TE) 00tt dddd Ocdd Oeee Offf Oppp dddd eeee ffff pppp llll Receives or aessage Duap Description HEADER 1 Prograa Algorisa Duap Duap Type Data Control Status 1 Data (Duap Control Status 2 Data (Duap Control Status 3 Data (Duap Control Status 4 Data (Duap Packed Data 7EH type •00) type tt •00) type tt •00) type tt •00) EOX aessage. and transaits Func*23 or Algorisa Duap for Byte Description EICLJS1VE HEADER FO. 42.30.38 ( P Algorisa Duap for dddd Duap Type Data Control Status 1 Data (Duap Ocdd dddd Control Status 2 Data (Duap Oeee eeee Control Status 3 Data (Duap Offf f f f f Control Status 1 Data (Duap Oppp pppp Packed Data aessage i llll TDH 'FT1 EOX R type type tt>00) type type www.wavedrum.net SOTE NOTE 2 Prograa Paraaeter Prograa Paraaeter PROGRAM i, PARAMETERS Paraaeter Page I Prograa Naae* (TABLE I) So Paraaeter 00 Algorisa (00—93) Prograa Naae 01 Prograa Naae (Tail) Paraaeter Page 2 'Sound Paraaeter' 2) Paraaeter 00 01 TUNE Value Sign Value Sign 5 Paraaeter 1 02 03 Lower 05 ; 20 Display Sign Value Sign Bange ! Display Sign ¡ Value Paraaeter 22 23 2! 25 Value Range Upper Sign Value Colua 3 | | 12 Sign Bange Upper Sign Display 13 Sign Value : Range Value Upper Sign Sign Display Sign Value 2T Value Colua Value Colua 29 Sign Range Sign Range Upper Value Sign Display Sign Value P Sign Value 9 Sign Value Paraaeter 4 Sign Value Paraaeter Sign Sign Value Range Upper Display Paraaeter 10 14 15 16 Range Sign Sign [araaeter 06 07 08 09 Sign Bange Upper Sign sign Value Lover Value Bange Upper Value Display 30 S Sign Range Value Range Upper 32 33 Colua Value Sign * . . ' 0'. Sign - . Value Colua I* Display Value Value Colua www.wavedrum.net 4 NOTICE are manufactured under strict and voltages required by each country. These products are warranted by the KORG distributor only in each country. Any KORG product not sold with a warranty card or carrying a serial number the product from the warranty and liability. Tbis is for your own protection and safety. KORG products f KORG 15-12, Shimotakaido ©KORG INC. 1994 Suginami-ku, Tokyo, Japan ">

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Key features
- SV Synthesis System
- Real-time processing
- Expressive capabilities
- 62 Algorithm types
- 100 Sound programs
- Rim sensor
- Expression pedal control
- MIDI capabilities
Frequently asked questions
The SV Synthesis System is a type of DSP technology used in the WAVEDRUM that provides a wide range of sounds and expressive capabilities by processing real-time audio input from the drum head.
Algorithms are combinations of sound sources and synthesis methods that define the tonal character of the resulting sound. Programs are pre-configured sets of algorithm parameters that can be easily selected and played.
You can use the front panel controls to adjust Tune and Decay parameters for each program, which affect the pitch and decay time of the sound respectively. These settings are remembered even when you power off the unit.
You can use the RESET switch on the rear panel to reset all internal settings and programs to their original factory defaults.