Alesis Quadrasynth Plus Users Manual 163284 (071 140)
Alesis Quadrasynth Plus Users Manual 163284 (071 140)
Alesis Quadrasynth Plus Users Manual 163284 (071 140)
messages from your sequencer (one for each channel) for every note; a layered
program would need only one Note On message.
• When you want to layer more than four voices. In Mix Play Mode, it is
possible (though not advisable) to stack all 64 voices onto a single key.
Voice
This digitally-based oscillator provides the actual raw sounds from the
24 megabyte library of on-board samples. The oscillator's pitch can be
tuned to a fixed frequency or modulated. Modulation is the process of
varying a parameter dynamically over time; the oscillator pitch can be
modulated by envelope, keyboard, pressure, pedal, LFO, and other
control sources (described later).
Note that the waveforms in the QuadraSynth Plus are different from
those found in samplers or many sample-playback units. Because the
QuadraSynth Plus has its own filter module and amplitude module for
each voice, the pure waveforms are relatively bright--as bright as the
original instrument can be--and have a constant sustaining amplitude,
like an organ. So if you listen to a piano voice without setting the filter
or amp to the correct settings, it won't decay after it is hit, as you might
expect. This gives you the freedom to create the timbre and dynamics
you want, instead of being chained to the parameters of the original
sample.
Lowpass Filter
A lowpass filter varies a signal's harmonic content by progressively
increasing attenuation above a specified cutoff frequency. The higher
frequencies are filtered, while the lower frequencies are allowed to
“pass-thru.” When the cutoff frequency is set high, the sound becomes
brighter; when set low, the sound becomes bassier since fewer harmonics
are present.
Static (non-changing) filter settings can be useful, but varying the filter
cutoff dynamically over time often produces more interesting effects.
Modulating with velocity produces brighter sounds with louder
dynamics, which produces a more accurate acoustic instrument
simulation. Modulating with an envelope can create a pre-defined
change in harmonic structure, such as having a brighter attack and
bassier decay.
Amp
Each voice/filter combination is followed by an amplifier whose level
can be controlled by a variety of modulation sources. This allows for
creating sounds with percussive or slow attacks, particular types of
decays, tremolo, etc.
Filter and amp settings can interact. If the filter cutoff is extremely low,
then no signal will get through, no matter how the amp is set. Similarly,
setting the amp for a short decay won’t let you hear any filtering set for a
longer decay. This is because the volume will reach zero before the filter
decay finishes.
About Modulation
Modulation modifies some aspect of a sound over time. Since oscillators make
static sounds (unlike acoustic instruments, whose timbre and dynamics change—
often radically—over the duration of a note), modulation is the key to making
rich and expressive sounds. The vibrato of a flute, the expression pedal of an
organ, a wah-wah pedal on a guitar--all of these are examples of modulation.
You're probably familiar with the mod wheel of a synthesizer, that typically adds
vibrato to a Program as it is raised. But in synthesizer programming, modulation
is used to control even the basic characteristics of a voice: its attack, decay, and
release times, for example. Every box in the signal diagram on page 51 pointing
towards the Voice, Filter, or Amp boxes is a modulation source. The amount of
modulation, the time it takes place, and what controls (such as key velocity,
footpedals, aftertouch, mod wheel etc.) affect it are important parameters in
every Program. The QuadraSynth Plus provides the modulation flexibility of
patch cord-based instruments, but with the convenience and ease of use of digital
technology.
The QuadraSynth Plus lets you assign several modulation sources to one
modulation “target” parameter, which allows for interaction between two
modulation signals. Example: If the amp parameter responds to both the
envelope generator and a pedal, the parameter will follow the general envelope
shape but will also be influenced by the pedal.
Envelopes
Envelope generators provide a modulation signal that varies over time,
from the time you strike the key until after you let go. There are three
independent envelope generators (for pitch, filter, and amp) in each
Program Sound. An envelope generator has different effects on different
modules. Example: The Amp Envelope creates level changes. Amplitude
that decays over time creates percussive effects (plucked strings, drums,
etc.). Amplitude that increases over time gives the effect of brass,
woodwind, and some bowed instruments.
Each envelope generator has the standard attack, decay, sustain, and
release parameters found on most synthesizers, along with delay, sustain
decay, and different triggering options.
Effects parameters are edited separately from either the Program or the Mix,
using Effects Edit Mode (more in Chapter 7). In Program Edit Mode, each of the
four sounds in the Program has its own Effect Level control and can be assigned
to any one of the four effect buses. Effects settings, Effect Level and Bus
information is saved with the Program when you store it back into memory.
Drum Mode
Any one or all of the four sounds in a Program can be put in Drum Mode. The
Drum Mode parameter is found in the Misc. Function (see last section of this
chapter). Note that Drum Mode isn’t the only way to hear drums or percussion
from a Program. In Standard mode, if you select a kit (such as “Rock Kit 1”) as
the voice of a Program sound, an entire arrangement of preset, pre-mapped
drum sounds will be assigned across the keyboard. If you select a single drum
(such as “Tympani”) as the voice, that single drum sound will sound across the
keyboard range, with a different pitch on each note (the original sample pitch
will appear on C3).
However, Drum Mode changes the nature of the ASSIGN VOICE function,
allowing you to make up your own drum kit from a selection of over 80 different
samples: 7 kicks, 8 snares, 4 hi-hats, 14 toms, 5 cymbals, 31 percussion, 17
percussion effects and 3 synth waves. Plus, there are 44 rhythm beats to choose
from (pre-sequenced drum grooves). You can map any of these samples to any
note on the keyboard that does not already have a drum assigned to it in that
layer. When a sound is in Drum Mode, you can assign 10 different drum sounds
to 10 different keys in that layer. If all four sounds in a Program are placed in
Drum Mode, you could assemble 40 drum sounds. In Drum mode, individual
drums cannot be “stretched” across a wide range of the keyboard -- each
occupies up to 4 keys.
Each of the 10 drum sounds has its own set of parameters in each of the functions
in the display (Pitch, Filter, Range, Effects Level, etc.). You can use Quad Knob
[4] in each Function page to select which one of the 10 drum sounds to edit.
When Drum Mode is enabled, the sound will have fewer parameters for editing.
Consequently, not all Function labels will appear in the LCD display as when
Drum Mode is turned off. Specifically, the LFOs and all Envelopes (with the
exception of the Amp Envelope) are unavailable. In addition, the parameters in
most other functions will differ.
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When using Edit 4 mode, sounds using Drum Mode will be unavailable for editing; only
sounds not in Drum Mode will be editable in the bargraph display. If a sound is in Drum
mode, the display will show “drmX,” whereby X is the sound number (1–4).
If you enable Drum Mode for a sound while in Edit 4 mode, the QuadraSynth
Plus will automatically switch to Edit 1 mode for that layer.
Name
Selects one of the available samples by name from the selected
group, or OFF (no sample selected). Each group has a variety of
samples from which you can choose, although some groups
(such as waves) have more samples than others.
Group Voice
Piano GrandPiano, Dark Piano, No Hammer, Piano wave, BrtRhdsHrd, BrtRhdsSft,
BrtRhdsVel, MidRhdsHrd, MidRhdsSft, MidRhdsVel, Rhdes Hard, Rhdes Soft, Rhdes
Velo, DynaRhds 1, DynaRhds 2, FM Piano, Wurlser, AcousPiano, BritePiano,
PianoModul
Organ FullDrwbar, 3 Drawbars, Jazz Tone, Percus 2nd, Percus 3rd, Mellow, DrtyChurch, 60’s
Combo
Keybrd Clavinet, FMClav Hrd, FMClav Sft, FMClav Vel, Harpsicord, FM Harpsi, Marimba
Hd, Marimba Sf, Marimba V, FMMrmba Hd, FMMrmba Sf, FMMrmba V,
MrmbaWave, Vibraphone, VibesWave, Glock, FM Pluck H, FM Pluck S, FM Pluck V,
FMPlukWave
Synth SyncSweep1, SyncSweep2, SyncSweep3, SyncSweep4, SyncSweep5, SncSweepV1,
SncSweepV2, MicroWave1, MicroWave2, MicroWave3, MicroWave4, MicroWaveV,
FiltSweep1, FiltSweep2, FiltSweep3, FiltSweep4, FiltSweep5, FiltSweep6, FiltSweep7,
FltSweepV1, FltSweepV2, DigtlStik1, DigtlStik2, DigtlStik3, DigtlStikV, AnalogSqr1,
AnalogSqr2, AnalogSqr3, AnalogSqr4, AnalogSqrV, SyncLead 1, SyncLead 2,
SyncLead 3, SyncLead 4, SyncLead 5, SyncLead V,MicroPerc1, MicroPerc2,
MicroPerc3, MicroPercV, Perc Filt1, Perc Filt2, Perc FiltV, Analog Buzz1, AnalogBuzz2,
AnalogBuzz3, AnalogBuzz4, Analog Res, FM Bell, Whistle
Wave Pure Sine, 10% Pulse, 15% Pulse, 20% Pulse, 25% Pulse, 33% Pulse, 50% Pulse, Velo
Pulse, Mini Saw, Saw Fltr 1, Saw Fltr 2, Saw Fltr 3, Saw Fltr 4, Saw Fltr 5, Saw Fltr 6,
Saw Fltr 7, Velo Saw, MiniSquare, Sqr Fltr 1, Sqr Fltr 2, Sqr Fltr 3, Sqr Fltr 4, Sqr Fltr 5,
Sqr Fltr 6, Velo Sqr, Mini Peak, Mini Tri, Tri Fltr 1, Tri Fltr 2, Tri Fltr 3, Tri 4, Velo Tri,
Rectanglar, Rct Fltr 1, Rct Fltr 2, Rct Fltr 3, Rct Fltr 4, Rct Fltr 5, Rct Fltr 6, Rct Fltr 7,
Velo Rect, Mini Thin, Thn Fltr 1, Thn Fltr 2, Thn Fltr 3, Velo Thin, HardSync 1,
HardSync 2, HardSync 3, HardSync 4, HardSync 5, HardSync 6, HardSync 7, Velo
HSync, Additive 1, Additive 2, Additive 3, Additive 4, Additive 5, Digital 1, Digital 2,
Digital 3, Digital 4, Digital 5, Digital 6, Digital 7, Digital 8, Digital 9, Science 1, Science
2, Science 3, Science 4, Science 5, Science 6, Noise
Bass Brite Bass, StudioBass, Slap Bass, Velo Bass, Slap w/pop, Bass Pops, Fretless, Stik,
Acoustic, Fat Synth, SynAcoustc, FM Bass, FilterBass, Bass Wave1, Bass Wave2, Bass
Wave3
Guitar Nylon, Nylon Vel, Nylon Harm, Acoustic, AcoustcVel, AcoustHarm, 12Str Elec, 6 Str
Elec, 6 Str Velo, 6 Str Harm, Power Gtr, AcoustHrm2, NylonHrm2, 6 Str Hrm2
Brass Ensemble, "Pows", Trumpet, Mute Trmpt, TrmpySplit, Trombone, Mute FHorn, Soft
FHorn, Velo FHorn, Tuba Hard, Tuba Soft, Tuba Velo, Tuba Blats
Wdwind Bassoon, Oboe, Clarinet, Flute Vibr, Flute, Bari Sax, Tenor Hard, Tenor Brth, Tenor
Velo, Alto Sax, Soprano, Bari Combo, Sax Combo, FlutAtkVib
String SoloViolin, Solo Viola, Solo Cello, Violin Ptz, Cello Ptz, Bass Ptz, Harp, Elect Harp
Ensmbl Strings, AttkString, SynthStrng, TapeString
Ethnic Harmonia, FM Harmnca, EuroAccrdn, Elec Banjo, Asian Drum, Waterphone
Voice Choir Aahs, Choir Oohs, Voice EFX1, Voice EFX2, Voice EFX3, Aahs Wave, Oohs
Wave
SndFX Zap Attk 1, Zap Attk 2, Zap Attk 3, Mini Attk, Pop, Pop Attk, Bottle Hit, Metal Attk1,
Metal Attk2, SambaWhstl, Alert, Android, Cyborg, Meteor, Supernova
Drums Stndrd Kit, Rock Kit 1, Rock Kit 2, Dance Kit, Stab Kick, Deep Kick, Spike Kick, Flap
Kick, GarageKick, PillowKick, Elect Kick, Studio Snr, TurboSnare, PiccoloSnr, Crisp
Snr, Power Snr, Dance Snr, Rimshot, Side Stick, Power Tom, Mid Tom, Floor Tom,
Slam Tom, Cannon Tom, Closed Hat, Edge Hat, Open Hat, FootClosed, Cym Ride,
Cym Bell, Cym Crash, Cym China, Cym Splash, Analog Kit, Brush Kit, Tribal Kit
Percus Tympani, TbularBell, Orch Combo, Agogo, Bongo, Cabasa, Castanet, Clave, Conga
Hit, Conga Slap, Cowbell, FingerSnap, Guiro Long, GuiroShort, Hand Clap, Log
Drum, Maracas, Shaker, ShortWhstl, Tambourine, Timbale, Triangle, TriangleMt,
Vibrasmack, Wood Block
Rhythm PsiBeat 1, PsiBeat 2, PsiBeat 3, PsiBeat 4, PsiBeat 5, Kick Loop1, Kick Loop2, Kick
Loop3, Kick Loop4, Kick Loop5, SnareLoop1, SnareLoop2, SnareLoop3, Backbeat,
ClsdHHLoop, OpenHHLoop1, OpenHHLoop2, FootHHLoop, Ride Loop1, Ride
Loop2, Ride Loop3, Tick Talk, Swingset, Bongo Loop, BlockLoop1, BlockLoop2,
BlockLoop3, HiTriLpHd, HiTriLpSf, LoTriLpHd, LoTriLpSf, Tamb Loop1, Tamb
Loop2, ShakerLoop, ShuflShakr, PopperLoop, BottleLoop, Motor, MiniNoizLp,
HvyMetalLp, Machine Lp, Kah Loop, Bass Loop, SynBass Lp
QSPlus Piano L, Piano R, BritePno1L, BritePno1R, DarkPno1 L, DarkPno1 R, PnoKnock L,
PnoKnock R, Piano Trem, El.Piano1, El.Piano2, Drawbars, Perc.Organ, Pipe Organ,
Clavinet, Varimba, Fretless, BritePno2L, BritePno2R, DarkPno2 L, DarkPno2 R,
BritePno3L, BritePno3R, DarkPno3 L, DarkPno3 R, TapPiano L, TapPiano R,
El.Spinet1, El.Spinet2, Toy Pno L, Toy Pno R, KeyTrack1, KeyTrack2, Stretch L, Stretch
R, Analog Pad
Level
Each sound in a program can have its own level, pan position, and
output assignment. With up to four sounds per program, this allows for
a wide variety of stereo effects and level balances between the sounds.
Effect Level
The QuadraSynth Plus isn’t just a synthesizer; it also has a built-in effects
system and mixer, with four effect buses and sends. This section lets you
feed the sound to one of the effect buses for processing. See Chapter 7 for
more information on editing Effects.
Bus (1 to 4)
Selects which of the four buses the sound will feed, thereby
determining which effect(s) will process the sound. Each
Program has its own unique arrangement of effects. Example: In
Program #12, bus 1 may be a Chorus/Delay/Reverb, while in
Program #27, bus 1 may just be a Flanger.
Pitch
Pitch (Page 1)
Semitone (-24 to +24 semitones)
Sets the oscillator pitch in semitone steps, from -24 (transposed
down two octaves) to +24 (transposed up two octaves).
Pitch (Page 2)
Pitch Wheel Range (0 to 12 semitones)
Determines the maximum amount of pitch bend when the pitch
bend wheel is either full forward or back. Example: When set to
12, the pitch wheel will bend ±1 octave (12 semitones).
Pitch (Page 3)
About portamento: When you play a key and then a second key,
normally the sound jumps instantly from one pitch to another.
Portamento provides a sweeping glide from one note to another
over a variable amount of time. A good example of this type of
sound is a steel guitar, where a note slides from one pitch to
another.
Rate (0 to 99)
Sets the glide duration. Higher numbers give longer glide times.
The Rate value is affected by the Portamento value (see above).
Tip: With a feedback guitar patch that uses one sound for the
guitar and one sound for the feedback, setting the feedback
sound to Mono Keyboard Mode insures that your feedback
“whistle” will be monophonic, which more accurately mimics
what happens when you play lead guitar.
Filter
Filter (Page 1)
Frequency (00 to 99)
This sets the filter's initial cutoff frequency. Lower values give a
duller sound since this removes more harmonics; higher values
let through more harmonics, which gives a brighter sound.
Tip: Signals with complex harmonic structures are most affected
by the filter. Examples: A sine wave has virtually no harmonics so
you will not hear any significant changes as long as the filter
cutoff is higher than the note pitch. If the filter cutoff is lower
than the note pitch, you will either not hear the note, or it will be
very soft. A harmonically-rich sample (such as brass or white
noise) will be greatly affected by the filter.
Filter (Page 2)
Modulation Wheel Depth (-99 to +99)
Determines how moving the modulation wheel affects the filter
cutoff frequency. Example: With positive settings, moving the
modulation wheel up raises the filter cutoff frequency and
moving it down lowers the filter cutoff frequency. With negative
settings, moving the modulation wheel up lowers the filter
cutoff frequency and moving it down raises the filter cutoff
frequency .
Tip: Filter LFO is good for giving wah-wah effects at slower LFO
speeds, and for adding “shimmering” with higher LFO speeds.
Amp
Velocity Curve (13 choices)
This selects how the sound will respond to the dynamics of your
playing the keyboard. A LINEAR curve is the norm, whereby
the increase in level is equal to the increase in velocity; the
velocity values increase as you play harder. Many of the Velocity
Curves make up sets to be used by 2, 3 or 4 sounds in order to
facilitate velocity crossfading, whereby a different sound is
played depending on how hard or soft the keyboard is played.
Range
Each sound can be restricted to a specific range of the keyboard. This is
ideal for creating splits (e.g., bass in the lower octave and a half, piano in
the middle three octaves, and strings in the upper octave).
Tip: By setting the lower limit above the high limit, you can
create a “hole in the middle” effect. This makes the sound
appear to have two zones. All notes from the bottom of the
keyboard to the high limit note will play, and all notes from the
lower limit to the top of the keyboard will play, but the notes
between the high limit and the lower limit will not play. This can
be further enhanced in Mix Mode by using the Range function in
Mix Edit Mode to cap-off the lower and high limits.
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It is important to note that Sound Overlap can have a negative effect on
polyphony.
If you have Sound Overlap set to 99, hold the sustain pedal and
play a series of notes, you will run through all 64 voices in no
time. By adjusting the Sound Overlap to a lower value, you
decrease the number of voices used by each new note, and
thereby ensure there are voices available to play other sounds, if
necessary.
Mod
About General Purpose Modulation
Although there are several dedicated modulators in the
QuadraSynth Plus (e.g., the pitch can always be modulated by
the pitch LFO and pitch envelope), sophisticated synthesizer
programming demands the ability to use as many modulation
sources as possible to modulate as many modulation
destinations as desired.
Modulation Source
Quad Knob [1] selects one of several modulation sources:
Modulation Destination
Quad Knob [2] selects one of several modulation destinations.
You can find out more about these parameters and how they
affect the sound in their respective sections (for example, to learn
how Pitch Envelope Attack affects the sound, see page 72 on
Pitch Envelopes).
• Pitch • Filter Cutoff • Amplitude
• Effect Send • PLFO Speed • PLFO
Amp
• PLFO Delay • PENV Delay • PENV
Attack
• PENV Decay • PENV Sustain Decay •
PENV Release
• PENV Amp • FLFO Speed • FLFO
Amp
• FLFO Delay • FENV Delay • FENV
Attack
• FENV Decay • FENV Sustain Decay •
FENV Release
• FENV Amp • ALFO Speed • ALFO
Amp
• ALFO Delay • AEnvelope Delay •
AEnvelope Attack
• AEnvelope Decay• AEnvelope Sustain Decay •
AEnvelope Release
• AEnvelope Amp • Portamento Rate
Pitch LFO
Pitch LFO (Page 1)
The Pitch LFO is most often used to apply vibrato to a sound.
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The following Pitch LFO variables will make a difference in the sound
only if the PITCH LFO DEPTH (on Page 2 of the PITCH function) is
set to a value other than 0, or, if the Pitch LFO is a source in the MOD
function.
Wave (8 choices)
The waveform determines the shape of the LFO. Use Quad Knob
[1] to select either Sine, Triangle, Square, Up Saw, Down Saw,
Random+-, Noise or Random+.
Wheel is moved up, and lowers the level when moved down.
Negative settings of this parameter will decrease the output level
of the PLFO as the Mod Wheel is raised. Since the output level of
the PLFO cannot be less than zero, a negative setting of the Mod
Wheel parameter will have no effect unless either the Aftertouch
or the Level is set to raise the PLFO output. If both the Level and
Aftertouch are set to 00, and the Mod Wheel parameter is set to -
99, the Mod Wheel will have no effect on the vibrato from the
PLFO.
Filter LFO
Filter LFO (Page 1)
The Filter LFO is most often used to apply tremolo-like or "wah-
wah" effects to a sound.
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The following Filter LFO variables will affect the sound only if the
FILTER LFO DEPTH (on Page 2 of the FILTER function) is set to a
value other than 0 , or, if Filter LFO is a source in the MOD function.
Also note that the Filter LFO may have no effect if some other
modulation source or setting has already pushed the filter cutoff
frequency to its maximum.
Wave (8 choices)
The waveform determines the shape of the LFO. Use Quad Knob
[1] to select either Sine, Triangle, Square, Up Sawtooth, Down
Sawtooth, Random+-, Noise or Random+. For a graphic
representation of these waveforms, see the diagram in the Wave
section of the PLFO description on page 67.
Amp LFO
Amp LFO (Page 1)
The Amp LFO is usually used to add tremolo to a sound.
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The Amp LFO variables will have an effect only if the AMP LFO
DEPTH (in the AMP function) is set to a value other than 0 , or, if
Amp LFO is a source in the MOD function.
Wave (8 choices)
The waveform determines the shape of the LFO. Use Quad Knob
[1] to select either Sine, Triangle, Square, Up Sawtooth, Down
Sawtooth, Random+-, Noise or Random+. See the diagram in the
Wave section of the PLFO description on page 67.
Pitch Envelope
Pitch Envelope (Page 1)
Pitch Envelope can lead to dramatic effects, since it can cause the
pitch of a single key to change drastically over time. It’s
typically used in special-effect synthesizer programs, but it may
also be used more subtly in an acoustic program to simulate the
characteristic of some instruments to go sharp on the initial
attack, especially when played hard.
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The following Pitch Envelope variables will have an effect only if the
PITCH ENVELOPE DEPTH (on Page 2 of the PITCH function) is set
to a value other than 0, or, if Pitch Envelope is a source in the MOD
function.
If the Delay is set above 99, the display will read “Hold”. This
indicates that the Delay stage of the envelope will wait
indefinitely until the key is released before continuing on to the
remaining envelope stages (Attack, Decay, etc.). This requires
that the Pitch Envelope’s Trigger parameter (see next page) is set
to “Freerun”. However, when the Delay is set to “Hold”,
“Freerun” mode is forced on regardless of the Trigger
parameter’s setting.
not already there) when the note is released and the sustain
pedal is held down. If a long attack is set, and the envelope does
not reach the end of the attack segment when the note is
released, it will be skipped and the envelope will jump
immediately to the release segment. If a long delay is set, and the
envelope has not reached the attack segment before the note is
released, the envelope will remain at 0. However, if Freerun is
turned on, the envelope will continue through the delay, attack,
decay and sustain segments and remain at the sustain decay
segment. This is exactly the same as holding down the note on
the keyboard. When the Sustain Pedal parameter is turned off,
the Sustain Pedal will have no effect on the envelope.
Filter Envelope
Filter Envelope (Page 1)
Filter Envelope is crucial whenever you want the tonal quality of
a note to change over time, differently from its overall level.
Example: When you want the initial attack of a note to be bright,
but want the sustaining part to be filtered.
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The following Filter Envelope variables will only have any effect if the
FILTER ENVELOPE DEPTH (on Page 2 of the FILTER function) is
set to a value other than 0, or, Filter Envelope is a source in the MOD
function.
Also note that the Filter Envelope may have no effect if some other
modulation source, or the basic setting of the filter, has already pushed
the filter cutoff frequency to its maximum.
If the Delay is set above 99, the display will read “Hold”. This
indicates that the Delay stage of the envelope will wait
indefinitely until the key is released before continuing on to the
remaining envelope stages (Attack, Decay, etc.). This requires
that the Filter Envelope’s Trigger parameter (see next page) is set
to “Freerun”. However, when the Delay is set to “Hold”,
“Freerun” mode is forced on regardless of the Trigger
parameter’s setting.
Amp Envelope
Amp Envelope (Page 1)
The Amp Envelope is crucial for all sounds because it sets the
basic characteristics of the note--whether it attacks quickly or
slowly, sustains or decays. Some Programs may leave the Amp
Envelope in a sustaining mode, and provide attack and decay
using the Filter Envelope; the effect is slightly different. Unlike
Pitch and Filter Envelope, the Amp Envelope is always fully
active (there is no second-page to the AMP function adjusting
how much envelope is applied to the amp).
If the Delay is set above 99, the display will read “Hold”. This
indicates that the Delay stage of the envelope will wait
indefinitely until the key is released before continuing on to the
remaining envelope stages (Attack, Decay, etc.). This requires
that the Amp Envelope’s Trigger parameter (see next page) is set
to “Freerun”. However, when the Delay is set to “Hold”,
already there) when the note is released and the sustain pedal is
held down. If a long attack is set, and the envelope does not
reach the end of the attack segment when the note is released, it
will be skipped and the envelope will jump immediately to the
sustain decay segment. If a long delay is set, and the envelope
has not reached the attack segment before the note is released,
the envelope will remain at 0. However, if Freerun is turned on,
the envelope will continue through the delay, attack, decay and
sustain segments and remain at the sustain decay segment. This
is exactly the same as holding down the note on the keyboard.
When the Sustain Pedal parameter is turned off, the Sustain
Pedal will have no effect on the envelope.
Tracking Generator
The Tracking Generator is used to scale a modulation source. For
example, normally you could modulate the Amp (volume) of a sound
using velocity; the harder you play, the louder the sound gets. The
amount of change in volume is equal to the change in velocity; this is
called linear control. If instead, however, you set the Tracking
Generator’s input to “velocity”, and then routed the Tracking Generator
to the Amp (using the Mod function), you can make your own
customized "map" of the control velocity has over the sound’s level.
The Tracking Generator divides the range of the input into 11 points (0—
10), each of which can be set between 0 and 100. If you boost the value of
one of the lower points, you make the input more sensitive in its lower
register. By creating a non-linear curve using the velocity example above,
you can scale the velocity’s control over the sound’s volume just the way
you want.
LINEAR
100
POINTS: 0 1 2 3 4 5 6 7 8 9 10
NON-LINEAR
100
POINTS: 0 1 2 3 4 5 6 7 8 9 10
NON-LINEAR STEPPED
100
POINTS: 0 1 2 3 4 5 6 7 8 9 10
Tip: The Tracking Generator can be used to turn a variable control, such
as the Mod Wheel or velocity, into a switch by setting all of the points to
0 except for point 10. Only near the maximum input will anything other
than 0 come out of the Tracking generator. You can patch the Mod Wheel
somewhere else in addition to the Tracking Generator, giving you
gradual control of one function with the full range of the Mod Wheel,
while switching on a second function only at the top of the wheel.
Input
In Page 1 of the TRACK function, Quad Knob [1] selects the
input of the Tracking Generator:
Points 0 — 10 (00—100)
Quad Knobs [2], [3] and [4] in page 1 of the TRACK function
control the levels of points 0 —2. Points 3—6 are found on page
2, while points 7—10 are on page 3.
Name
The Name Function allows you to change the Program’s name. The
Program name can be up to 10 characters long. Use the PAGE [♦] and
[∅] buttons to position the cursor. Quad Knob [1] selects the character.
Here is a chart of available characters:
! " # $ % & ’ ( ) * + , - . / 0 1 2 3
4 5 6 7 8 9 : ; < = > ? @ A B C D E F G
H I J K L M N O P Q R S T U V W X Y Z [
¥ ] ^ _ ` a b c d e f g h i j k l m n o
p q r s t u v w x y z { | } ∅ ♦
Misc.
Drum Mode
This enables and disables Drum Mode which allows you to
assign individual drum sounds to individual keys. To Program a
sound in Drum Mode, refer to the next section “Programming
Drum Sounds.”
Sound Enable
This is the master on/off switch for the selected sound (1—4) of
the current Program.
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When using Edit 4 mode, sounds using Drum Mode will be unavailable for editing; only
sounds not in Drum Mode will be editable in the bargraph display. If a sound is in Drum
mode, the display will show “drmX,” whereby X is the sound number (1—4).
If you enable Drum Mode for a sound while in Edit 4 mode, the QuadraSynth
Plus will automatically switch to Edit 1 mode for that layer.
Assign Voice
The Assign Voice function is where you choose the particular sample for
the selected drum (1—10). Similar to the normal Assign Voice function,
sounds are divided into groups. After selecting the group (using Quad
Knob [1]), you then select the sample within the group (using Quad
Knob [2]). Here is a chart listing the various drum samples in their
respective groups.
Group Voice
Kick Stab Kick, Deep Kick, Spike Kick, Flap Kick, GarageKick, PillowKic, Elect Kick
Snare Studio Snr, TurboSnare, PiccoloSnr, Crisp Snr, Power Snr, Dance Snr, Rimshot,
Side Stick
Hi Hat Closed Hat, Edge Hat, Open Hat, FootClosed
Toms Hi Pwr Tom, Lo Pwr Tom, Hi Mid Tom, Mid Tom, Lo Mid Tom, Hi Flr Tom,
Floor Tom, Lo Flr Tom, Hi Slam Tom, Md Slam Tom, Lo Slam Tom, Hi Cannon,
Mid Cannon, Lo Cannon
Cymbal Cym Ride, Cym Bell, Cym Crash, Cym China, Cym Splash
Percus Tympani, TbularBell, Asian Drum, Cabasa, Castanet, Clave, High Agogo, Low
Agogo, High Bongo, Lo Bong, Conga High, Conga Lo, Conga Slap, Cowbell,
Triangle, TriangleMt, Guiro Long, GuiroShort, Hand Clap, Shaker, Maracas,
Tambourine, Timbale Hi, Timbale Lo, Log Drum, Vibrasmack, WoodBlk Hi,
WoodBlk Lo, Waterphone, SambaWhstl, ShortWhstl, Alert, Android, Cyborg,
Meteor, Supernova
Percus Zap Attk 1, Zap Attk 2, Zap Attk 3, Mini Attk, Pop, Pop Attk, Bottle Hit, Metal
FX Attk1, Metal Attk2, Fingersnap,Voice EFX1, Voice EFX2, Voice EFX3
Wave High Sine, Low Sine, Noise
Rhythm PsiBeat 1, PsiBeat 2, PsiBeat 3, PsiBeat 4, PsiBeat 5, Kick Loop1, Kick Loop2,
Kick Loop3, Kick Loop4, Kick Loop5, SnareLoop1, SnareLoop2, SnareLoop3,
Backbeat, ClsdHHLoop, OpenHHLoop1, OpenHHLoop2, FootHHLoop, Ride
Loop1, Ride Loop2, Ride Loop3, Tick Talk, Swingset, Bongo Loop, BlockLoop1,
BlockLoop2, BlockLoop3, HiTriLpHd, HiTriLpSf, LoTriLpHd, LoTriLpSf, Tamb
Loop1, Tamb Loop2, ShakerLoop, ShuflShakr, PopperLoop, BottleLoop, Motor,
MiniNoizLp, HvyMetalLp, Machine Lp, Kah Loop, Bass Loop, SynBass Lp,
Level
Each of the 10 drums in a sound can have its own level, pan position,
and output assignment. The Level function provides these controls. Use
Quad Knob [1] to adjust the selected drum’s level (00 to 99), Quad Knob
[2] to adjust pan position (<3 to >3), and Quad Knob [3] to select the
Output assignment (Main, Aux or Off). Use Quad Knob [4] to select the
drum (1—10) you wish to edit.
Effects Level
The Effects Level function determines how much of the selected drum is
being routed to the effects processor, and on which bus. Quad Knob [1]
adjusts the Effect Send level (00 to 99), and Quad Knob [2] selects the
Effects Bus (1, 2, 3 or 4). Use Quad Knob [4] to select the drum (1—10)
you wish to edit.
Pitch
Pitch (-12.00 to +12.00)
The Pitch function lets you transpose the selected drum up or
down one octave in micro-step (1/4th of a half step) increments,
and lets you modulate the drum’s pitch with velocity. Quad
Knob [1] determines the tuning of the selected drum (±12.00).
Use Quad Knob [2] to select how much you wish velocity to
affect the selected drum’s tuning (0—7). When this value is set to
7, the drum will be played sharp when the associated note is
played hard; when played soft, the drum’s tuning will be
unaltered. Use Quad Knob [4] to select the drum (1—10) you
wish to edit.
Filter
Velocity>Filter (0 to 3)
The Filter function lets you control the “brightness” of the
selected drum by modulating the filter frequency with velocity.
Use Quad Knob [1] to set the Velocity>Filter parameter (0—3).
When set to 3, playing the associated note will result in a
brighter sound (more high frequencies), while playing softer will
result in a duller sound (less high frequencies). When this
parameter is set to 0, velocity will have no affect on the filter.
Use Quad Knob [4] to select a drum (1—10) to edit.
Amp
Velocity Curve (13 choices)
Quad Knob [1] in the Amp function lets you select one of 13
velocity curves. This determines how the drum will respond to
the dynamics of your playing the keyboard. Use Quad Knob [4]
to select the drum (1—10) you wish to edit.
For more details about the 13 velocity curves, see the illustration
on page 64.
Range
Note (000 to 127/C-2 to G8)
Each drum can be assigned to a single note which will trigger
the drum sound when played. Quad Knob [1] specifies the note
assignment of the selected drum (000 to 127/C-2 to G8). You can
also set the note assignment by holding Quad Switch [1] and
tapping the key on the keyboard you want to set as the note for
the drum.
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Only one drum can be assigned to a single note within a single
Program sound layer. If more than one drum in a single sound is
assigned to the same note number, only the higher number drum will
sound.
Range (0 to +3)
Each drum can be assigned a range of notes (up to 3) above the
root note which will trigger the drum sound when played. Quad
Knob [2] specifies the note range of the selected drum (0 to +3).
The pitch of the drum will remain the same no matter which key
is played.
Amp Envelope
Decay (0 to 99, Gate00 to Gate99)
Quad Knob [1] in the Amp Envelope (AENV) Function lets you
adjust the Decay time of the selected drum (00 to 99, Gate00 to
Gate99). If this is set to 0, only the very beginning of the drum
sample is played; setting this to 99 will cause the entire drum
sample to play. When set above 99, the Decay uses a gated
mode. The Decay can still be set between 0 and 99, but in 5-step
Copying Sounds
While editing a Program, it is helpful to be able to copy a sound to another sound
in either the same Program or a different Program, especially if you are building
a split or layered Program. This can be done very easily from within the Store
function.
To copy a sound to another sound in the same Program, or to the same sound in
a different Program:
¬ Use Quad Knob [1] to select which sound (1–4) in the currently selected
Program to copy from.
Use Quad Knob [2] to select which sound (1–4) in the currently selected
Program to copy to; or to select which Program (0–127) to copy to.
The selected sound will be copied into the same sound location in the selected Program. If
you select to copy sound 2 to Program 45, the sound will be copied into sound 2 of
Program 45.
Copying Effects
While editing a Program, it is helpful to be able to copy the Effects Patch from a
different Program. This can be done very easily from within the Store function.
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Be sure to save your changes to the edited Program before going to a new Program.
Otherwise, all your changes will be lost.
¿ Recall the Program which contains the Effects Patch you wish to copy,
using the methods described on page 14.
¡ Press [STORE].
Use Quad Knob [1] to select “EFFECT”, which is the Effects Patch in the
currently selected Program to copy from.
ƒ Use Quad Knob [2] to select which Program (0–127) in the User Bank to
copy to.
The selected sound will be copied into the same sound location in the selected Program. If
you select to copy sound 2 to Program 45, the sound will be copied into sound 2 of
Program 45.
Initializing Programs
If you want to start programming from “scratch”, you can easily reset all
parameters to their default settings by re-initializing the software. Make sure
your mod wheel is all the way down before re-initializing, otherwise the "zero"
position of the mod wheel will be incorrect.
¬ While holding down both Quad Buttons [1] and [4], turn on the power.
The QuadraSynth Plus will come on showing Program 00, with the EDITED flag
showing in the display. This is the Program Mode edit buffer, set to the default
settings. Re-initializing will also reset all Global parameters to their default
settings, and will initialize all edit buffers so that all Mix and Program
parameters are reset to their default settings. However, none of the Programs or
Mixes are changed when re-initializing the unit. You can proceed to edit, then
[STORE] at any Program location you like.
CHAPTER 7
EDITING EFFECTS
About Signal Processing
The built-in effects processor of the QuadraSynth Plus is similar to that of the
Alesis QuadraVerb 2, capable of generating multiple, fully digital effects
simultaneously. The QuadraSynth Plus effects processor has four inputs, called
effect sends. You might think of these as the typical post-fader sends found on a
mixing console. In a Program, each of the four Sounds can be assigned to one of
the four effect sends. In a Mix, each Program can use its own effects level and bus
routing or you may override these by assigning the entire Program (all 4 sounds)
to one of the four effect sends and all at the same level. Once you assign a Sound
(in Program Edit Mode) or a Program (in Mix Edit Mode) to an effect send, you
can adjust the Sound’s/Program’s Effect Send Level.
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To route a Sound/Program only to an effect send, and not the Main or Aux outputs,
assign the Output parameter of the Sound/Program to “OFF,” assign its Effect Bus to
one of the four effect sends, and adjust the Effects Level.
Example: In one configuration, effect send 3 has its own separate reverb, while in
another configuration it has its own delay and a level control feeding a reverb
shared with send 1. When you’re programming effects, you will need to refer to
the charts on pages 92—97 for the effect configuration you’re using, so you know
how the paths from different effect functions interact.
The Effect functions consist of: Pitch, Delay, Reverb and in some cases Misc.
(which provides access to special effects such as EQ and Overdrive). Each
function has several types to choose from. For example, the Pitch effect can be
either a chorus, a flange, a resonator, etc. The Reverb can be a large hall, plate,
gated, etc. The effect types available for each effect function depends on the
Configuration you are using. The parameters available for an effect function
depend on the selected effect type. Some effect types have very few parameters,
while others have many. For example, the stereo delay effect has about twice as
many parameters as the mono delay effect (since the stereo delay has two
adjustments– left and right – for several parameters). Consequently, the more
parameters an effect has, additional pages become available for that function.
The number of pages the currently selected function has and the current page are
always shown in the bottom left of the display.
Each effect has stereo outputs, which may be routed to the Main Left and Right
outputs using the Mix function (the Aux Left and Right outputs do not use the
internal effects processing).
Use the FUNCTION [♦] and [∅] buttons to scroll through the functions in the
display until the word EFFECT is underlined, then press Quad Button [4]. The
display should look like this:
MIDI
1 2 3 4 5 6 7 8 9 10 1 1 12 13 14 15 16
CHAN
M
M II XX PROG EFFECT
EDITING: MIX
P AGE: 1
Quad Knob [4] (FX-CHAN) lets you select which Channel (1—16) of the Mix
whose Effects Patch you wish to use. If you set the Effect Channel to 1, the Mix
will use the Effects Patch used by the Program on Channel 1. The Effect Channel
is also used to determine what MIDI channel the Effects Patch will be set to for
receiving MIDI controller information for the Modulators (see the Mod section
later in this chapter for more on real-time MIDI control).
Quad Knob [2] turns on and off the FX-MIDI function. The FX-MIDI parameter
determines whether or not a program change received on the Effects Channel
should only recall a new Program (“Off”) or if the Effects of the newly selected
Program should be recalled as well (“On”). This can be set on or off. Usually you
would want this off, so that the Effects in a Mix do not change even though you
may select different Programs for the Effects Channel.
order to have your changes remembered and heard the same way in the future.
The actual arrangement of depth of reverb, delay time, etc., is saved as part of the
Effects Edit parameters when a Program is stored. It is possible for different
Mixes to share the same Effects Patch. So keep in mind that when you edit an
Effects Patch, it may affect the sound of any other Mixes that also use it.
Clip
While routing sounds into the effects processor, the word “CLIP” will
temporarily appear in the display if an input is overloading the effects. If this
should occur, try reducing the Input Levels for each of the effects devices in the
current configuration, and (if necessary) reduce the Effects Levels in the
Mix/Program.
Editing Effects
The Effects Patches themselves are not edited in Program Edit Mode or Mix Edit
Mode, but (could you guess it?) Effects Edit Mode. You can enter Effects Edit
mode by pressing the [SELECT] button until the display looks something like
this:
MIDI
CHAN
PPRROOGG
PRESET
EDITING: 1 EFFECT
PITCH MOD
P AGE: 1 2
The basic method of navigating through the displays in Effects Edit mode is
similar to that in Program Edit Mode and Mix Edit Mode.
• The FUNCTION [♦] and [∅] buttons and the DIRECT SELECT buttons
are used to select a function (Pitch, Mod, Name, Configuration, Reverb, Delay
and Mix).
• If a function has more than one page, the display will indicate the
number of pages available in the bottom left corner. Use the PAGE [♦] and [∅]
buttons to scroll through a function’s pages.
• Use the [EDIT 1] button to select which of the four effect sends you want
to edit (the [EDIT 4] button will not let you edit multiple sends, but rather will
switch the display back to Program Edit mode and enable Edit 4 mode).
Not all effects are available in each Configuration. For example, if you were to
select the Pitch function on effect send 4 in Configuration #1, the display would
read, “(NOT IN THIS CONFIG).” This is because a Pitch module is available on
sends 1, 2 and 3 in Configuration #1, but not on send 4—as you can see in the
chart on page 92.
Although only used in Configuration #s 4 and 5, the word “MISC.” will appear
in the display. This can be selected in the same manner as any other function
using the FUNCTION [♦] and [∅] buttons. The MISC function is where you
access the EQ parameters used in Configuration #4, and the Overdrive effect’s
parameters in Configuration #5. If you are using Configuration #s 1–3, and you
select the MISC function, the display will read “(NOT IN CONFIG)”, since there
are no EQ or Overdrive parameters in these configurations.
While in Effects Edit mode, press [STORE] at any time to go to Store mode. Store
mode has several pages, but the main storing function is found in the first page.
MIDI
1
CHAN
PPRROOGG
PRESET
P AGE: 1 2 3 4 5 6
To store the edited Program along with its Effect Patch into the same location it
was recalled from, simply press [STORE] again, and it will be stored. To store the
edited Program into a different location, use Quad Knob [2] to select a different
Program number (000—127) in the User Bank to store it to. If a RAM Sound Card
is inserted, you can use Quad Knob [1] to select a Card Bank to store the Program
to.
• If [STORE] is pressed twice while editing a Mix (Mix Edit Mode), only
the Mix parameters will be stored, not the individual Programs or the Effects
Patch.
Configurations
A Configuration is essentially the starting point of any Effects Patch. You must
select the Configuration you are going to use before making any other edits,
since all routings and parameters change to their default settings each time you
change the configuration. Each Configuration is a unique arrangement of
multiple effect blocks, distributed across the four effect sends. Some effect sends
may have three different effects (pitch, delay and reverb) on them.
Configurations also determine where the signal to a block comes from, and
where the output of each block goes to -- the main outputs, the next effect in line,
or even to an effect block belonging to another effect send. The Configuration
diagrams on the next six pages provide a crucial “road map” you’ll need to guide
you through the many paths that are possible in each configuration. Refer to
them as you program the effect.
The Configuration function is used to select the Configuration for the Effects
Patch you are editing. Use the FUNCTION [♦] and [∅] buttons to scroll through
the functions in the display until the word CONFIG is underlined. The display
should look like this (from Mix Edit Mode):
MIDI
CHAN
4-SENDS, 1 REVERB
PPRROOGG
CONFIGURATION
PRESET
EDITING: 1 EFFECT
PITCH MOD
P AGE: 1
Quad Knob [1] selects the Configuration. As you scroll through the various
Configu-rations, each one’s name will appear in the upper right section of the
display.
Think of the diagram as a "road map" showing all possible paths from
the starting points (FX SEND 1 through 4) to the ultimate destinations
(MAIN LEFT and MAIN RIGHT at the top of the page). The dotted lines
indicate the divisions between different functional blocks, and the solid
lines indicate signal paths between the blocks and controls. The diagram
This Configuration #1 provides three Pitch effects, four Delay effects and
one Reverb effect. The Pitch effects are found on effect sends 1, 2 and 3,
but while the Pitch effects on sends 1 and 2 are stereo and their types are
selectable (Mono Chorus, Mono Flange or Resonator), the Pitch effect on
send 3 is mono and can only be used as a Resonator. Effect send 4 has no
Pitch effect.
Each of the four sends has its own Delay effect, but while the Delay
effects on sends 1 and 2 are stereo, the Delay effects on sends 3 and 4 are
mono.
Each effect send can be routed through the Reverb. Since there is only
one Reverb effect, it is found in the first effect send (see next section on
Reverb). Reverb parameters that set the sound of the reverb itself (such
as high and low decay, reverb type, predelay, etc.) are found only when
"EDITING: 1" is displayed. However, each of the 4 effect sends has
controls for how much dry signal and how much effected signal are sent
to the Reverb effect.
Example: The Reverb 2 block allows you to send signal to the reverb from
four different points in the second effects chain: a) directly from effects
send 2, b) the output of Pitch 2, c) the input of Delay 2, or d) the output
of Delay 2. You can even send a combination of these to the reverb. But
to change any other reverb parameters, you must return to editing
Reverb 1.
Each Pitch, Delay and Reverb module has its own independent Mix
output level (i.e., how much of their output is routed directly to the Main
Left and Right outputs). The Mix function is where you determine how
the effects will actually be heard.
Mix 1, for example, is where you can control the outputs of Pitch 1,
Delay 1, and Reverb 1 to the main outputs. The Mix parameter controls
how much an effect block feeds directly to the main outputs, but doesn't
control how much it feeds to any other blocks that may follow it. For
example, when Pitch 1’s Mix control is set to 0, it is still available as an
input to Delay 1 and Reverb 1.
Effect send 1’s Delay, Pitch, and Reverb can feed the Mix output directly.
Unlike the first configuration, however, Pitch 3 can be routed to the Mix
only after passing through Reverb 3.
A UX RIGHT A UX RIGHT
1 2 3 1 2 3 4 MIX 1
BAL.
FX SEND 1
LEZLIE DELA Y1 BAL.
REVERB
AMP
BAL.
AMP
BAL.
FX SEND 3 PITCH 3
DELA Y3 BAL.
AMP
BAL.
FX SEND 4
DELA Y4
AMP
DELA Y 4 REVERB 4
Send 4 has only a Mono Delay effect, which may also be routed to
Reverb 1.
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If you are using Configuration #4, routing any of the Program’s Sounds to
Send #s 3 or 4 will have no effect. In other words, it’s as if you routed channels
of your mixing console to effects sends that aren't connected to anything.
The MISC function is where you access the EQ parameters used in this
configuration. This can be selected in the same manner as any other
function using the FUNCTION [♦] and [∅] buttons. The shelving EQ
provides bass and treble boost, and affects the entire main output.