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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. 
    						
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