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Creative Emu 1820m Manual

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    							5 - Effects
    Core Effects Descriptions
    E-MU Digital Audio System71
    Freq Shifter
    This unusual effect is sometimes called “spectrum shifting” or “single sideband 
    modulation”. Frequency shifting shifts every frequency in the signal by a fixed number 
    of Hz which causes the harmonics to lose their normal relationship. The more common 
    pitch shifter, in contrast, preserves the harmonic relationships of the signal and so is 
    better suited to creating “musical” harmonies.
    fYou can also type in 
    exact frequencies to a 
    resolution of 1/10 Hz.This isn’t to say that the frequency shifter can’t be used musically. Small intervals of 
    frequency shifting (1 Hz and below) can produce a wonderful, lush chorusing or 
    phasing effect. For bizarre frequency shifting effects, simply crank up the frequency 
    knob. Frequencies can be shifted up or down by any specified amount from .1 Hz to 24 
    kHz. You can also shift pitch up on one side and down on the other if you wish.
     
    Comparison between Pitch and Frequency Shifting 
     HarmonicOriginal 
    (Hz)Pitch Shifted
    (100 Hz)
    Frequency Shifted
    (100 Hz)
    1200 300300
    2400600500
    3600900700
    48001200900
    5100015001100
    6120018001300
    7140021001500
    8160024001700
    ParameterDescription
    FrequencySets the number of Hz that will be added or subtracted with every 
    harmonic in the signal. Range: .01Hz to 24kHz
    Left DirectionSets pitch shift up or down for the left channel.
    Right DirectionSets pitch shift up or down for the right channel. 
    						
    							5 - Effects
    Core Effects Descriptions
    72Creative Professional
    Leveling Amp
    The first compressors developed in the 1950’s were based on a slow-acting optical gain 
    cells which were able to control the signal level in a very subtle and musical way. This 
    effect is a digital recreation of the leveling amps of yesteryear. 
    The leveling amp uses a large amount of “lookahead delay” to apply gentle gain 
    reduction. Because of this delay, the leveling amp is not suitable for applications which 
    require realtime monitoring of the signal. This smooth and gentle compressor is 
    designed to be used in situations where delay does not pose a problem, such as 
    mastering a mix or compressing prerecorded stereo material.
    Post Gain is the only control on the leveling amp. This control is used to make up the 
    volume lost by the compression. The Compression Ratio is fixed at about 2.5:1. If a 
    large peak is detected, the effect will automatically increase the compression ratio to 
    keep the audio output controlled.
    The gain reduction meter shows you how much gain reduction is being applied. Since 
    the gain reduction meter displays how much the gain is being turned down, the meter 
    moves from right to left, instead of left to right like most meters.
    Post GainAmplifies the signal after it has been compressed to 
    bring up the volume. Range 0dB to 36dB 
    						
    							5 - Effects
    Core Effects Descriptions
    E-MU Digital Audio System73
    Lite Reverb
    Reverberation is a simulation of a natural space such as a room or hall. The Lite Reverb 
    algorithm is designed to simulate various rooms and reverberation plates while using 
    fewer DSP resources than the Stereo Reverb. Up to five Lite Reverbs can be used at once.
    Decay time defines the time it takes for the reflected sound from the room to decay or 
    die away. The diagram below shows a generalized reverberation envelope.
    After a short pre-delay period, the echoes from the closest walls or ceiling are heard. 
    These first echoes, or Early Reflections, vary greatly depending on the type of room. Some 
    time after the early reflection cluster ends, the actual Reverberation (a dense cloud of 
    complex wall reflections) begins and decays according to the time set by the Decay Time 
    parameter. The Reverberance parameter controls the density and smearing of both the 
    early reflections and the reverberation cloud.
    High frequency energy tends to fade away first as a sound is dissipated in a room. The 
    High Frequency Decay Factor adjusts the time it takes for the high frequency energy to 
    die away and thus changes the characteristics of the room. Rooms with smooth, hard 
    surfaces are more reflective and have less high frequency damping. Rooms filled with 
    sound absorbing materials, such as curtains or people, have more high frequency 
    damping.
    The Low Frequency Decay Factor parameter adjusts the time it takes for the low 
    frequencies to die away. This control adjusts the “boominess” of the room.
    ParameterDescription
    Decay TimeSets the reverb decay time. Range: 0% to 100%
    HF Decay FactorSets the rate at which high frequencies die away. The high 
    frequencies last longer as the percentage is increased. 
    Range: 0% to 100%
    LF Decay FactorSets the rate at which low frequencies die away. The low 
    frequencies last longer as the percentage is increased.
    Range: 0% to 100%
    Early ReflectionsSets the volume of the initial wall reflections.
    Range: 0% to 100%
    ReverberanceSets the amount of scattering of the early reflections and 
    the reverberation cloud. Range: 0% to 100%
    TimeEarly ReflectionsReverberation 
    						
    							5 - Effects
    Core Effects Descriptions
    74Creative Professional
    Mono Delays - 100, 250, 500, 750, 1500, 3000
    A delay line makes a copy of the incoming audio, holds it in memory, then plays it back 
    after a predetermined time. The delay number refers to the maximum delay time that 
    can be produced by the delay line. The six lengths, from 100 ms to 3 seconds, allow you 
    to make the most efficient use of the effect memory resource.
    Long delays produce echoes, short delays can be used for doubling or slapback effects. 
    Very short delays can be used to produce resonant flanging and comb filter effects or 
    create monotone robotic-sounding effects (Hint: use feedback). Stereo signals are 
    summed together before entering the Mono Delay.
    There is also a feedback path to send the delayed audio back through the delay line. 
    When creating echo effects, the feedback controls how many echoes will be produced. 
    With short delays, the feedback control acts as a resonance control, increasing the 
    amount of comb filtering produced by the delay line. Comb fi
    ltering: See page 70.
    A High Frequency Rolloff filter in the feedback path cuts some of the high frequency 
    energy each time the audio goes through the delay line. This simulates the natural 
    absorption of high frequencies in a room and can also be used to simulate tape-based 
    echo units.
    The Wet/Dry mix controls how loud the echoes are in relation to the original signal.
    ParameterDescription
    Delay Time
    Mono Delay 100
    Mono Delay 250
    Mono Delay 500 
    Mono Delay 750
    Mono Delay 1500
    Mono Delay 3000
    Sets the length of the delay in milliseconds.
    (.01ms. minimum increment between settings)
    Range: 1 millisecond to 100 milliseconds
    Range: 1 millisecond to 250 milliseconds
    Range: 1 millisecond to 500 milliseconds
    Range: 1 millisecond to 750 milliseconds
    Range: 1 millisecond to 1.5 seconds
    Range: 1 millisecond to 3 seconds
    FeedbackSets the amount of delayed signal that will be recirculated through 
    the delay line. Range: 0% to 100%
    High Freq. RolloffDamps high frequencies in the feedback path.
    Range: 0% to 100% 
    Delay
    L InFeedback
    Delay Time
    R InL Out
    R Out
    HF
    Rolloff 
    						
    							5 - Effects
    Core Effects Descriptions
    E-MU Digital Audio System75
    Phase Shifter
    A phase shifter produces a fixed number of peaks and notches in the audio spectrum 
    which can be swept up and down in frequency with a low frequency oscillator (LFO). 
    This creates a swirly, ethereal sound with harmonically rich sound sources of a type of 
    pitch shift with simpler sounds. The phase shifter was invented in the 1970’s and the 
    characteristic sound of this device evokes emotions of that musical era.
    By setting the LFO Depth to zero and tuning the LFO Center, a fixed multi-notch filter is 
    created.
    Rotary
    This is a simulation of a rotating speaker used on organs. The rotating speaker was 
    invented to give static organ tones a pipe organ type of animation, but this distinctive 
    sound became a legend in its own right. Spinning a sound around the room creates a 
    doppler pitch shift along with many other complex and musically pleasing sonic effects. 
    The Rotary incorporates acceleration and deceleration as you switch between the two 
    speeds.
    ParameterDescription
    LFO CenterSets the initial offset of the LFO and changes the position of the 
    peaks and notches. Range: 0% to 100%
    FeedbackIncreases the depth of the notches and height of the peaks.
    Range: 0% to 100%
    LFO RateControls the sweep rate of the Low Frequency Oscillator.
    Range: .01Hz to 10Hz
    LFO DepthControls how much the Center Frequency is swept by the LFO.
    Range: 0% to 100%
    WaveformSelects a Sine or Triangle wave for the LFO
    LFO L/R PhaseControls the stereo width by adjusting the phase difference 
    between the left and right sweeps. Range: -180° to +180°
    ParameterDescription
    SpeedSwitches between slow or fast rotor speeds with 
    acceleration and deceleration as the speed changes.
    Phase
    Shifter
    LFO
    In
    Ou
    t
    Feedback
    LFO Center
    LFO Rate
    Signal path = Stereo 
    						
    							5 - Effects
    Core Effects Descriptions
    76Creative Professional
    Speaker Simulator
    The Speaker Simulator provides realistic guitar speaker responses and is designed for use 
    with guitar, bass or synthesizer. Twelve popular guitar amp speaker cabinets are 
    modeled.
    There is only one parameter on this effect. Just select the speaker you want and listen. 
    Normally this effect should be used with the Mix control set to 100%.
    Speaker TypeDescription
    British Stack 1 & 2Modeled from a British 8-speaker high power amplifier stack.
    British Combo 1-3Modeled from a British 2-speaker combo amplifier.
    Tweed Combo 1-3Modeled from an American, 1950’s era, 2-speaker combo amplifier.
    2 x 12 ComboModeled from an American, 1960’s era, 2-speaker combo amplifier.
    4 x 12 ComboModeled from an American, 1960’s era, 4-speaker amplifier set.
    Metal Stack 1 & 2Modeled from a modern era, power amplifier stack. 
    						
    							5 - Effects
    Core Effects Descriptions
    E-MU Digital Audio System77
    Stereo Delays - 100, 250, 500, 750, 1500
    The Stereo Delays are true stereo delay lines in that the left and right channels are kept 
    entirely separate from each other. The delay number refers to the maximum delay time 
    that can be produced by the delay lines. The five different lengths, from 100 ms to 1.5 
    seconds, allow you to make the most efficient use of the effect memory resource.
    Because the left and right channels can have different delay times, you can create a 
    panning effect by setting one delay long and the other short. Very short delay times 
    combined with a high feedback amount can be used to create monotone robotic-
    sounding effects. Using the longer stereo delays, you can “overdub” musical lines one 
    on top of the other with the feedback control turned up.
    ParameterDescription
    Left Delay TimeSets the length of the delay for the left channel in milliseconds.
    Right Delay TimeSets the length of the delay for the right channel in milliseconds.
    Delay Time (L & R)
    Stereo Delay 100
    Stereo Delay 250
    Stereo Delay 500 
    Stereo Delay 750
    Stereo Delay 1500
    (.01ms. minimum increment between settings)
    Range: 1 millisecond to 100 milliseconds
    Range: 1 millisecond to 250 milliseconds
    Range: 1 millisecond to 500 milliseconds
    Range: 1 millisecond to 750 milliseconds
    Range: 1 millisecond to 1.5 seconds
    FeedbackSets the amount of delayed signal that will be recirculated through 
    the delay line. Range: 0% to 100%
    High Freq. RolloffDamps high frequencies in the feedback path. Range: 0% to 100% 
    Delay
    In
    Ou
    t
    Feedback
    R Delay
    TimeL Delay
    Time
    HF
    Rolloff
    Signal path = Stereo 
    						
    							5 - Effects
    Core Effects Descriptions
    78Creative Professional
    Stereo Reverb
    Reverberation is a simulation of a natural space such as a room or hall. The stereo reverb 
    algorithm is designed to simulate various halls, rooms and reverberation plates.
    Decay time defines the time it takes for the reflected sound from the room to decay or 
    die away. The diagram below shows a generalized reverberation envelope.
    After a short pre-delay period, the echoes from the closest walls or ceiling are heard. 
    These first echoes, or early reflections, vary greatly depending on the type of room. Some 
    time after the early reflection cluster ends (late reverb delay), the late reverberation (a 
    dense cloud of complex wall reflections) begins and decays according to the time set by 
    the Decay Time parameter.
    Diffusion is the amount of scattering and density of the late reverberation cloud. Rooms 
    with many complex surfaces have more diffusion than bare rooms.
    High frequency energy tends to fade away first as a sound is dissipated in a room. The 
    High Frequency Damping parameter adjusts the time it takes for the high frequency 
    energy to die away and thus changes the characteristics of the room. Rooms with 
    smooth, hard surfaces are more reflective and have less high frequency damping. Rooms 
    filled with sound absorbing materials, such as curtains or people, have more high 
    frequency damping.
    The Low Frequency Damping parameter adjusts the time it takes for the low frequencies 
    to die away. This control adjusts the “boominess” of the room.
    ParameterDescription
    Decay TimeSets the length of the Late Reverb. Range 1.5 to 30seconds
    Early Reflections LevelSets the volume of the initial wall reflections.
    Range: 0% to 100%
    Early/Late Reverb BalAdjusts the balance between early refections and late reverb. 
    Range: 0% to 100%
    Late Reverb DelaySets the time between early reflections and the onset of the late 
    reverb cloud. Range: 1ms to 350ms
    DiffusionSets the amount of scattering of the late reverb cloud.
    Range: 0% to 100%
    High Freq. DampingSets the rate at which high frequencies die away.
    Range: -10.0 to +3.0 damping factor
    Low Freq. DampingSets the rate at which low frequencies die away.
    Range: -10.0 to +3.0 damping factor
    Time
    Early ReflectionsLate Reverb 
    						
    							5 - Effects
    Core Effects Descriptions
    E-MU Digital Audio System79
    Vocal Morpher
    This unique effect allows you to select two vocal phonemes and morph between them 
    using an LFO. Phonemes are the consonants and vowels we use in articulating speech 
    sounds and these sounds are very distinctive and evocative. 30 different phonemes are 
    available and these can be shifted up or down in pitch for even more effects.
    To use the Vocal Morpher, you just select Phoneme A and Phoneme B from the list of 
    thirty. Now the LFO automatically morphs back and forth between the two selected 
    phonemes, creating interesting vocal articulations. The rate of the LFO is adjustable and 
    you can select between Sine, Triangle or Sawtooth waveforms. The sine and triangle 
    waves fade smoothly. The sawtooth wave gradually fades, then jumps abruptly back.
    When the frequency of the A or B Phonemes is shifted up or down, entirely new effects 
    can be produced. These frequency controls can also be used to tune the phoneme 
    frequencies to the range of audio you are processing.
    List of Available Phonemes
    AE IOUAA
    AEAHAOEHERIH
    IYUHUWBDF
    GJKLMN
    PRSTVZ
    ParameterDescription
    Phoneme ASelect any of the available Phonemes for Phoneme A.
    Phoneme A 
    TuningAdjusts the frequency of Phoneme A up or down 2 octaves in 
    semitone intervals. Range: -24 semitones to +24 semitones
    Phoneme BSelect any of the available Phonemes for Phoneme B.
    Phoneme B 
    TuningAdjusts the frequency of Phoneme B up or down 2 octaves in 
    semitone intervals. Range: -24 semitones to +24 semitones
    LFO RateControls how fast the phonemes morph back and forth.
    Range: .01Hz to 10Hz
    LFO WaveformSelects the waveform for the morph: Sinusoid, Triangle, Sawtooth
    Frequency
    Time
    Phoneme APhoneme B 
    						
    							5 - Effects
    Core Effects Descriptions
    80Creative Professional
    Gate
    This stereo noise gate is useful both for background noise reduction applications and 
    also for special effects.
    The gate uses an envelope follower and threshold detector to turn on its output when 
    the input signal is above the turn-on threshold, and shut down its output when the 
    signal falls below the shut-off threshold. When ”turned on” the Gate passes the input 
    signal through to the output at unity gain and when “shut off” the Gate silences the 
    output or attenuates it by an adjustable gain factor. While the Gate is a stereo effect, the 
    left and right signals are gated in unison, with the envelope follower defaulting to the 
    louder of the two signals.
    In normal operating mode, Gate turn-on is nearly instantaneous when the input signal 
    exceeds the Threshold level, while Gate Release time is an adjustable parameter. The 
    effect of the fast turn-on can be enhanced by using an optional 1 millisecond lookahead 
    in the Gates envelope detector.
    Together with the Threshold setting, tuning the Release time parameter is very useful in 
    order to achieve the least-obtrusive, most natural-sounding gating effect, which is highly 
    dependent on the specific program material being processed.
    The gate does not offer an adjustable wet/dry mix parameter but does supply a Bypass 
    switch for effectively removing the effect from the signal path.
    Applications
    •Basic Gating - reduce background noise during periods of low signal level
    •Re-Enveloping - extreme release time/attenuation can be used to re-sculpt the 
    signal envelope
    •Punch Enhancement - high threshold+fast shuttoff+modest attenuation perform 
    an expander-like function that accentuates transients
    Out
    Threshold Max Gain
    Reduction Lookahead
    Release 
    Gate1mS
    Delay
    Signal path = Stereo
    Envelope Follower/
    Threshold Detector
    In
    The Gate behaves exactly as a straight wire, except when activated by a signal level 
    below the Threshold (with Lookahead Off). 
    						
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