Yamaha Mo 8 Manual
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Internal Structure (System Overview) 131Owner’s Manual Basic Structure The following illustrations may help in understanding the memory structure of the Voices, Performances, and Mixings. .................. .................. Preset 1(128 Voices) 12......128 Preset 2(128 Voices) 12......128 Preset 3(128 Voices) 12......128Preset Drum(64 Voices) 12......64 GM Preset(128 Voices) 12......128 GM Drum(1 Voice) 1 User 1(128 Voices) 12......128 User 2(128 Voices) 12......128 Song 1(16 Voices) 12......16 Song 64(16 Voices) 12......16 Pattern 1(16 Voices) 12......16 Pattern 64(16 Voices) 12......16 User Drum(32 Voices) 12......32 User 1(128 Performances) 12......128 User 2(128 Performances) 12......128 ➞ .................. ..................Song 1(16 Parts) Pattern 1(16 Parts) Song 64(16 Parts) Template 1 2 ......32Pattern 64(16 Parts) ➞ ➞ PRE 1 A. PIANOPRE 1 A. PIANOPRE 2 KEYBOARD PRE 3 ORGAN USER 1 BASS USER 1 BASS USER 1 BASS USER 2 STRINGS USER 2 STRINGS GM BRASS GM BRASS Preset 4(128 Voices) 12......128 PRE 4 GUITAR PLUCKED FAVORITES DRUM KITS FAVORITES DRUM KITS FAVORITES DRUM KITS VOI CE PERFORMSONG PATTERN MIXING MIXING Normal Voice Normal Voices: 512 Drum Voices: 64 Drum Voice Voices Preset Voice Normal Voices: 128 Drum Voice: 1 GM Voice Normal Voices: 256 Drum Voices: 32 User Voice Normal Voices: up to 256 (Up to 16 Voices for each Song/ Pattern) Mixing Voices PerformanceMixing nThe Mixing Voices can be selected only in the Song mode/ Pattern mode. These cannot be selected in the Voice mode or assigned to each Part in the Performance mode.
Internal Structure (System Overview) 132Owner’s Manual Basic Structure ■Normal Voice and Drum Voice Internally, there are two Voice Types: Normal Voices and Drum Voices. Normal Voices are mainly pitched musical instrument-type sounds that can be played over the range of the keyboard. Drum Voices are mainly percussion/drum sounds that are assigned to individual notes on the keyboard. A collection of assigned percussion/drum waves or Normal Voices is known as a Drum Kit. ■GM Voices GM (General MIDI) is a worldwide standard for Voice organization and MIDI functions of synthesizers and tone generators. It was designed primarily to ensure that any song data created with a specific GM device would sound virtually the same on any other GM device—no matter the manufacturer or the model. The GM Voice bank on this synthesizer is designed to appropriately play back GM song data. However, keep in mind that the sound may not be exactly the same as played by the original tone generator. ■Tone generator parameters that produce the Voice sound Among various parameters that makes up one Voice, Oscillator, Pitch, Filter, Amplitude, LFO and three Envelope Generators (PEG, FEG, AEG) shown in the illustration on pages 132 – 134 are the basic parameters for creating the Voice sound. Parameters related to Oscillator, Pitch, Filter and Amplitude determine the three basic elements of the sound— Pitch (how low or high it is), Tone (or its overall sound quality), and Volume (how loud its volume level is) of the Voice. Parameters such as LFO and EG (Envelope Generator) determine the transition in these three basic elements of the sound from the moment the sound starts to the moment the sound stops.In the sections that follow, we’ll explain in detail about the sound-related parameters and provide an introduction to the basics of electronic synthesis. ●Oscillator This unit outputs the wave which deter mines the basic pitch. You can assign the wave (or basic sound material) to each Element of the Normal Voice or each Key of the Drum Voice. In the case of the Normal Voice, you can set the note range for Element (the range of notes on the keyboard over which the Element will sound) as well as the velocity response (the range of note velocities within which the Element will sound). For example, you could set one Element to sound in an upper range of the keyboard, and another Element to sound in a lower range. Thus, even within the same Voice, you can have two different sounds for different areas of the keyboard or you can make the two Element ranges overlap so that their sounds are layered over a set range. Furthermore, you can set each Element to respond to different velocity ranges so that one Element sounds for lower note velocities, whereas another Element sounds for higher note velocities. nYou can assign the wave with the following operation. [VOICE] → Voice selection → [EDIT] → Element selection/Drum Key selection → [F1] OSC → [SF1] WAVE ●Pitch This unit controls the pitch of the sound (wave) output from the Oscillator. In the case of the Normal Voice, you can detune separate Elements, apply Pitch Scaling and so on. Also, by setting the PEG (Pitch Envelope Generator), you can control how the pitch changes over time. PEG (Pitch Envelope Generator) Using the PEG, you can control the transition in pitch from the moment the sound starts the moment the sound stops. You can create the PEG by setting parameters as illustrated below. When you press a note on the keyboard, the pitch of the Voice will change according to these envelope settings. This is useful for creating automatic changes in pitch, which is effective for example in synth brass sounds. Fur thermore, different PEG parameters can be set for each Element or each Key. Key 1 Key 5 Key 10 Key 18 Key 21 Key 73 C0 C1 C6 Waveform (Preset 1 – 1859) Normal Voice One Voice Element 4 Element 1Element 2Element 3 Velocity Individual drum sounds (different for each key) Drum Voice [VOICE] ➞ Voice selection ➞ [EDIT] ➞ Element selection/ Drum Key selection ➞ [F1] OSC [VOICE] ➞ Voice selection ➞ [EDIT] ➞ Element selection/ Drum Key selection ➞ [F2] PITCH 0 Pitch Hold LevelAttack Level Decay1 Level Sustain Level (Decay2 Level) Release Level Hold TimeAttack TimeDecay1 TimeDecay2 TimeRelease TimeTime Pressing the key (Key on) Releasing the key (Key off)
Internal Structure (System Overview) 133 Basic Structure Owner’s Manual ●Filter This unit modifies the tone of the sound output from Pitch by cutting the output of a specific frequency portion of the sound. Cutoff Frequency and Resonance Here’s how filters work. In the example below (a low pass filter), a portion of the signal lower than a given frequency is allowed to pass, and signals above that frequency are cut. This frequency is referred to as the Cutoff frequency. You can produce a relatively bright or darker sound by setting the cutoff. Resonance is a parameter that boosts the level of the signal in the area of the cutoff frequency. By emphasizing the overtones in this area, this can produce a distinctive “peaky” tone, making the sound brighter and harder. About the main Filter types The Low Pass Filter is shown in the illustration above— however, this synthesizer features four other Filter types as shown below. • Low Pass Filter (above) This passes only those signals below the Cutoff frequency. You can then use the Reso (Resonance) parameter to add further character to the sound. • High Pass Filter This passes only those signals above the Cutoff frequency. You can then use the Reso (Resonance) parameter to add further character to the sound. • Band Pass Filter This passes only those a band of signals around the Cutoff frequency. The width of this band can be varied. • Band Elimination Filter This attenuates a band of signals around the Cutoff frequency, but passes everything else. FEG (Filter Envelope Generator) Using the FEG, you can control the transition in tone from the moment the sound starts to the moment the sound stops. You can create the FEG by setting parameters as illustrated below. When you press a note on the keyboard, the cutoff frequency will change according to these envelope settings. This is useful for creating automatic wah or filter sweep effects, for example. Furthermore, different FEG parameters can be set for each Element or each Key. [VOICE] ➞ Voice selection ➞ [EDIT] ➞ Element selection/ Drum Key selection ➞ [F3] FILTER These frequencies are “passed” by the filter.Cutoff frequency Frequency (pitch) Level Resonance Frequency (pitch) Cutoff frequency Level Resonance Cutoff frequencyThese frequencies are “passed” by the filter. Level Frequency Range passed Cutoff range Level Center frequency Level Cutoff range Range passedCenter frequencyFrequency 0 Cutoff Frequency Hold LevelAttack Level Decay1 Level Sustain Level (Decay2 Level) Release Level Hold TimeAttack TimeDecay1 TimeDecay2 TimeRelease TimeTime Pressing the key (Key on)Releasing the key (Key off)
Internal Structure (System Overview) 134Owner’s Manual Basic Structure ●Amplitude This unit controls the output level (amplitude) of the sound output from the Filter block. The signals are then sent at this level to the Effect block. Also, by setting the AEG (Amplitude Envelope Generator), you can control how the volume changes over time. AEG (Amplitude Envelope Generator) Using the AEG, you can control the transition in volume from the moment the sound starts is to the moment the sound stops. You can create the AEG by setting parameters as illustrated below. When you press a note on the keyboard, the volume will change according to these envelope settings. Furthermore, different AEG parameters can be set for each Element or each Key. ●LFO (Low Frequency Oscillator) As its name suggests, the LFO produces a wave of a low frequency. These waves can be used to vary the pitch, filter or amplitude of each Element to create effects such as vibrato, wah and tremolo. LFO can be set independently for each Element; it can also be set globally for all Elements. Single Timbre Tone Generator (Voice/ Performance mode) and Multi-timbral Tone Generator (Song/Pattern mode) The internal tone generator block operates in two different ways (Single timbre and Multi-timbral) depending on the selected mode. The difference between the two is whether or not they can handle multiple MIDI channels at the same time. ●Single Timbre Tone Generator (Voice/Performance mode) A MIDI tone generator that receives over a single MIDI channel and plays a single instrument par t is referred to as a “single timbre” tone generator. This is the operating status of the internal tone generator in the Voice and Performance modes. nTo set the MIDI receive channel for single timbre operation (Voice and Performance modes), use the following operation in the Utility mode. [UTILITY] → [F5] MIDI → [SF1] CH → BasicRcvCh ●Multi-timbral Tone Generator (Song/Pattern mode) A MIDI tone generator that simultaneously receives over multiple MIDI channels and plays multiple instrument par ts is referred to as a “multi-timbral” tone generator. This allows playback of multi-channel MIDI song data—such as on a MIDI sequencer or computer—with each inter nal part being assigned to and played by a different track or channel. This is the operating status of the internal tone generator in the Song and Pattern modes. nTo set the MIDI receive channel for multi-timbral operation (Song and Pattern modes), use the following operation in the Utility mode. [SONG] or [PATTERN] → [MIXING] → [EDIT] → Part selection → [F1] VOICE → [SF2] MODE → ReceiveCh nWhen using an external MIDI sequencer or computer to play this instrument, make sure to use the Song mode or Pattern mode. [VOICE] ➞ Voice selection ➞ [EDIT] ➞ Element selection/ Drum Key selection ➞ [F4] AMP [VOICE] ➞ Voice selection ➞ [EDIT] ➞ Element selection/ Drum Key selection ➞ [F5] LFO [VOICE] ➞ Voice selection ➞ [EDIT] ➞ [COMMON] ➞ [F5] LFO 0 Level (Volume) Initial LevelAttack Level Decay1 Level Sustain Level (Decay2 Level) Time Attack TimeDecay1 TimeDecay2 TimeRelease Level Release Time Pressing the key (Key on) Releasing the key (Key off) Maximum Polyphony Maximum polyphony refers to the highest number of notes that can be sounded simultaneously from the internal tone generator of the instrument. The maximum polyphony of this synthesizer is 64. When the internal tone generator block receives a number of notes exceeding the maximum polyphony, previously played notes are cut off. Keep in mind this may be especially noticeable with Voices not having decay. Furthermore, the maximum polyphony applies to the number of voice elements used, not the number of voices. When the normal voices that include up to four elements are used, the maximum number of simultaneous notes may be less than 64.
Internal Structure (System Overview) 135Owner’s Manual Basic Structure Part structure of the Tone Generator block The MO plays the sounds in its tone generator block in response to MIDI messages received from external controllers or sequencer. The MIDI messages are assigned to sixteen independent channels, and the instrument is capable of simultaneously playing sixteen separate Par ts, via the sixteen MIDI channels. However, the sixteen-channel limit can be overcome by using separate MIDI “ports,” each supporting sixteen channels. nThe USB cable supports up to eight separate MIDI ports. However, the tone generator in the MO supports only one port. nA single MIDI cable/connection cannot handle data over multiple MIDI ports. ■Part structure of the tone generator block in the Voice mode In this mode, a Voice is played using a single Part. The tone generator block in the Voice mode receives MIDI data over a single channel. For this reason, song data on an external sequencer consisting of multiple MIDI channels will not play back properly in this mode. If you are using an external MIDI sequencer or computer to play the instrument, make sure to use the Song or Pattern mode. n•To set the MIDI receive channel for single timbre operation (Voice and Performance modes), use the following operation in the Utility mode. [UTILITY] → MIDI display → BasicRcvCh •In the Voice mode, the instrument recognizes only data over MIDI Port 1. ■Part structure of the tone generator block in the Performance mode This mode lets you play a Performance (in which multiple Voices or Parts are combined—in a layer, or in other configurations). While a total of seven Parts are available in this mode (as shown below), a maximum of four Parts can be used simultaneously. Although this mode lets you play several Parts at the same time, all are set to receive over the same single MIDI channel, as in the Voice mode. For this reason, song data on an external sequencer consisting of multiple MIDI channels will not play back properly in this mode. If you are using an external MIDI sequencer or computer to play the instrument, make sure to use the Song or Pattern mode. n•To set the MIDI receive channel for single timbre operation (Voice and Performance modes), use the following operation in the Utility mode. [UTILITY] → MIDI display → BasicRcvCh •In the Performance mode, the instrument recognizes only data over MIDI Port 1. ■Part structure of the tone generator block in the Song mode/Pattern mode This mode lets you use multiple Parts and assign different Voices to be played back for each Part. Since different MIDI channels can be set for each Part of the tone generator block, you can use an external MIDI sequencer to play the sounds. As illustrated below, the sequence data of each track plays the corresponding Parts (those having the same MIDI channel assignment) in the tone generator block. The MIDI Transmit Channel/Port of the Song/Pattern can be set with the following operation. In the Song mode: [SONG] → Song selection→ [F3] TRACK → [SF1] CHANNEL In the Pattern mode: [PATTERN] → Pattern selection → [F3] TRACK → [SF1] CHANNEL When sounding the internal tone generator block, assign the tracks to Transmit Port 1 and use Parts 1 – 16. Keep in mind that data over Transmit Ports 2 or 3 cannot sound the internal tone generator block. The MIDI Receive Channel of the tone generator’s part can be set with the following operation. In the Song mode: [SONG] → Song selection → [MIXING] → [EDIT] → Part selection → [F1] VOICE → [SF2] MODE → ReceiveCh In the Pattern mode: [PATTERN] → Pattern selection → [MIXING] → [EDIT] → Part selection → [F1] VOICE → [SF2] MODE → ReceiveCh nFor details about MIDI, see page 223. nThe Voice and related settings (volume, pan, etc.) are sounded by the keyboard according to the Part parameters in the Mixing settings of the current Song/Pattern and Part. Other settings such as Controllers and Effect types correspond to the Common parameters in the Mixing settings of the current Song/Pattern. MIDI port Voice modePar t 1 Tone generator block MIDI Port 1 Par t 1 Par t 2 Par t 3 Par t 4 Par t 5 Par t 16 Tone generator block Performance Mode Parts for the internal tone generator Parts 5 – 16 are not used. MIDI Port 1 Par t 1 Par t 2 Par t 14 Par t 15 Par t 16 (for the internal tone generator) Tone generator block Song/Pattern Mode
Basic Structure Internal Structure (System Overview) 136Owner’s Manual Sequencer Block This block lets you create Songs and Patterns by recording and editing your performances as MIDI data (from the controller block), then playing it back with the tone generator block. The sequencer block can be operated in the Song mode, in the Pattern mode, and with the Arpeggio feature. When a Song or a Pattern is played back, the musical data of each sequence track is transmitted to the tone generator block according to the Transmit Channel settings. nSongs can be played back only in the Song mode. They cannot be played back in other modes. Patterns can be played back only in the Pattern mode. They cannot be played back in other modes. Arpeggios can be played back in any mode. Songs and Patterns Songs and Patterns are MIDI sequence data consisting of up to 16 tracks. A Song on this synthesizer is effectively the same as a Song on a MIDI sequencer, and playback automatically stops at the end of the recorded data. In the MO, the term “Pattern” refers to a relatively short musical or rhythmic phrase—1 to 256 measures—which is used for looped playback. Therefore, once Pattern playback starts, it continues until you press the [■] (Stop) button. This synthesizer features a variety of preset Phrase data that is used as the basic material in making up Patterns. ■Song data structure The following illustration shows the track structure of a Song. Songs are created by recording MIDI sequence data to individual tracks and by setting tone generator related parameters (in Song Mixing). Song 64 Musical performance data Song Mixing (Tone Generator related settings) Song 63 Song 02 Song 01 Tempo track Track 1 Track 2 Track 3 Track 16 Part 1 Part 2 Part 3 Part 16Mixing settings Mixing settings Mixing settings Mixing settings Mixing Voice 16 Mixing Voice 01 Set in the Song Play mode Created in the Song Record mode, Song Edit mode, and Song Job mode Created in the Mixing Voice Edit mode Set in the Song Mixing mode and Song Mixing Edit mode MIDI sequence data MIDI sequence data MIDI sequence data MIDI sequence dataGroove, Transmit Channel/Port, Track loop settings Groove, Transmit Channel/Port, Track loop settings Groove, Transmit Channel/Port, Track loop settings Groove, Transmit Channel/Port, Track loop settings Scene trackTempo change Scene 1 Scene 2 Scene 3 Scene 4 Scene 5 Mixing Common Edit Parameters applied to all the parts Track mute status/Scene memory change/Arpeggio type change (including tempo, transpose, etc.)
Internal Structure (System Overview) 137Owner’s Manual Basic Structure ●Song Mixing Even if you record your keyboard performance to a Song track, the setup data (non-note events such as voice, pan, volume) which for proper playback should be recorded at the top of the Song will not be recorded to it. For this reason, the setup data handled as Song Mixing settings should be stored in the Song Mixing Store mode. Because the Song Mixing is a collection of settings related to the tone generator, it can be applied to the sequence data transmitted from the external MIDI sequencer as well as this synthesizer’s Song playback. ●Scene A Song Scene is a “snapshot” of impor tant settings, and contains parameter settings such as transpose, tempo, and track mute and the tone generator related parameters controllable from the Knobs with the [PAN/SEND] or [TONE] lamp turned on, and the Control sliders. Five settings can be registered to the [SF1] – [SF5] buttons for each Song. ●Song Chain This function allows Songs to be “chained” together for automatic sequential playback. The Song Chain can be cr eated and played back from the [SONG] → [F6] CHAIN display. This instrument allows you to create one Song Chain data. ■Pattern data structure The following illustration shows the track structure of a Pattern. Patterns are created by recording MIDI sequence data to individual tracks, by assigning Phrases (Preset and User) which comprise the material for a Pattern to individual tracks, and by setting tone generator related parameters (in a Pattern Mixing). Song 1 Song 22 Song 15 User Phrase 1 - 256 (MIDI sequence data) 16 SectionsMixing Voice 01Mixing Voice 16 Part 1 Mixing settings Part 2 Mixing settings Part 3 Mixing settings Part 16 Mixing settings Pattern Chain A BP Set in the Pattern Play mode Created in the Pattern Record mode, Pattern Edit mode, and Pattern Job mode Created in the Mixing Voice Edit mode Created in the Pattern Chain mode Set in the Pattern Mixing mode and Pattern Mixing Edit mode Pattern 64 Pattern 01 Groove, Transmit Channel/Port, Track loop, Track Voice settings User Phrase 1 - 256 (MIDI sequence data) Preset Phrase 1 - 687 (MIDI sequence data) Mixing Common Edit Parameters applied to all the parts Copy the Phrase recorded to a track of another Pattern The Patch function lets you assign a Phrase to each track. Track 1 MIDI sequence data Track 2 MIDI sequence data Track 3 MIDI sequence data Track 16 MIDI sequence dataUser Phrase Preset Phrase Pattern Mixing (Tone Generator related settings)
Internal Structure (System Overview) 138Owner’s Manual Basic Structure ●Pattern Mixing Even if you record your keyboard performance to a Pattern track, the setup data (non-note events such as voice, pan, volume) which for proper playback should be recorded at the top of the Pattern will not be recorded to it. For this reason, the setup data handled as Pattern Mixing settings should be stored in the Pattern Mixing Store mode. Unlike the Song, only the voice number is recorded to a track as a Track Voice (Phrase Voice) which is used for playback nor mally. Because the Pattern Mixing is a collection of settings related to the tone generator, it can be applied to the sequence data transmitted from the external MIDI sequencer as well as this synthesizer’s Pattern playback. ●Section A Pattern consists of one or more “Sections” (Pattern variations). You can play the Pattern by specifying a Section after selecting a Pattern. ●Phrase This is the basic MIDI sequence data—and the smallest unit— used in creating a Pattern. “Phrase” is a short musical/ rhythmic passage for a single instrument, such as a rhythm pattern for the rhythm part, a bass line for the bass part, or a chord backing for the guitar part. This synthesizer features 687 Preset Phrases, and contains memory space for 256 of your own original User Phrases. ●Pattern Chain Pattern Chain allows you to string several different Sections (within a single Pattern) together to make a single Song. You can have the synthesizer automatically change Sections by creating Pattern Chains in this way beforehand. You can create the Pattern Chain by recording a Pattern playback with Section changes from the [PATTERN] → [F6] CHAIN display or by editing the timing of Section changes from the [PATTERN] → [F6] CHAIN → [EDIT] display. The created Pattern Chain can be played back when calling up the [PATTERN] → [F6] CHAIN display. You can also use them when creating Songs based on a certain Pattern, since the created Pattern Chain can be converted into a Song from the [PATTERN] → [F6] CHAIN → [EDIT] → [F3] SONG display. This synthesizer lets you create one Pattern Chain for each Pattern. ■MIDI tracks MIDI tracks are created by recording your keyboard performance in the Song Record mode/Pattern Record mode. ●MIDI track recording method The following explanations are important points for you to keep in mind as you record your User Songs/Patterns. The recording methods explained here should be set from the Setup display in the Song Record mode/Pattern Record mode before recording. ●Realtime recording and Step recording Realtime recording With realtime recording, the instrument functions in the same way as a tape recorder, recording the performance data as it is played. This allows you to capture all the nuances of an actual performance. This method is used for the Recording types explained below, such as Replace, Overdub, Loop, and Punch In/Out. Step recording (Type = step) With step recording, you can compose your performance by “writing” it down one event at a time. This is a non-realtime, step recording method—similar to writing music notation onto paper. ●Replace and Overdub (Song/Pattern) Replace You can use this method when you want to overwrite an already recorded track with new data. The first recording is lost, and the new one takes its place. Overdub You can use this method when you want to add more data to a track that already contains data. The first recording is kept, and the new one is added. This method lets you build up a complex phrase together with Loop recording (below). Pattern Chain Example Pattern track Section J Section H Section PScene track Tempo trackSection change Track mute setting Tempo change [SONG] or [PATTERN] ➞ [REC] (Record) ➞ [F1] SETUP ➞ Type
Internal Structure (System Overview) 139 Basic Structure Owner’s Manual ●Loop Recording (Pattern) Pattern repeats the rhythm pattern of several measures (1 to 256 measures) in a “loop,” and its recording is also done using loops. This method is used when recording a Pattern Phrase using the Overdub method (above). As shown in the example below, notes that you record will play back from the next repetition (loop), letting you record while hearing previously recorded material. When recording a rhythm of Bass Drum, Snare Drum, Hi-Hat cymbal in order: nLoop Recording can only be used with Realtime recording. ●Punch In/Out (Song) You can use this method when you want to re-record only over a specific area of the track. You’ll need to set the start and end points before re-recording. In the eight-measure example below, the third measures through the fifth measure are re-recorded. nPunch In/Out Recording can only be used with Realtime recording. nNote that the Punch In/Out method always replaces (destroys) the original data over the specified area. [PATTERN] ➞ [REC] (Record) ➞ [F1] SETUP ➞ loop = on Loop 1st round Loop 2nd round Loop 3rd round Bass Drum Snare Drum Bass Drum Hi-Hat Snare Drum Bass Drum 1234 567 8 1234 567 8 Recording start Recording stop Punch in Punch out Newly recorded data Before re-recording After re-recording
Internal Structure (System Overview) 140Owner’s Manual Basic Structure Effect Block This block applies effects to the output of the tone generator block, processing and enhancing the sound using sophisticated DSP (digital signal processing) technology. Effect structure The effect processing of this synthesizer features the System Effects, Insertion Effects, Master Effect, Part EQ (Equalizer), and Master EQ (Equalizer). ■System Effects (Reverb, Chorus) System Effects are applied to the overall sound, whether it be a Voice, Performance, Song, and Pattern. With System effects, the sound of each Part is sent to the effect according to the effect Send Level for each Part. The processed sound (referred to as “wet”) is sent back to the mixer, according to the Return Level, and output—after being mixed with the unprocessed “dry” sound. This arrangement lets you prepare an optimum balance of the effect sound and the original sound of the Parts. Reverb The Reverb effects add a warm ambience to the sound, simulating the complex reflections of actual performance spaces, such as a concert hall or a small club. A total of 20 different Reverb types are available. Chorus The Chorus effects use various types of modulation processing, including flanger and phaser, to enhance the sound in a variety of ways. A total of 49 types are available, including reverb and delay effects. ■Insertion Effects A, B Insertion effects can be applied individually to each par t. Insertion effects are mainly used to directly process a single part. The depth of the effect is adjusted by setting the dry/wet balance. Since an Insertion effect can only be applied to one particular part, it should be used for sounds you want to drastically change or for sounds that use an effect unintended for other sounds. You can also set the balance so that only the effect sound is heard, by setting Wet to 100%. This synthesizer features three sets of Insertion effects (one set has A and B units). They can be applied to three Parts (maximum) of the Performance, Song, and Pattern. A total of 116 different Chorus types are available. nIn the Voice mode, only one set of the Insertion effects is available. ■Master Effect This block applies effects to the final stereo output signal of the entire sound. A total of 8 different Master Effect types are available. Bypassing the Effects (Effect Off) You can bypass the Master Effect by turning on the [MASTER EFFECT] button with a single touch. The System Effect(s) or Insertion Effect(s) can be bypassed by turning on the [EFFECT BYPASS] button. nFrom the following display, you can select the specific effect(s) to be bypassed with the [EFFECT BYPASS] button. [UTILITY] → [F1] GENERAL → {SF3] EF BYPS Controlling the Master effect by using the Knobs When pressing the [ARP FX] button and the [EQ] button simultaneously (both lamps light), you can control the knobs to adjust the Master effect related parameters specified in the [UTILITY] → [F4] CTL ASN → [SF5] MEF display of the Utility mode.