Pitch; Filter; Amp/Range - Alesis QS6 Reference Manual

Voice expandable synthesizer
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Each of the 10 drums in a sound can have its own level, pan position, and output
assignment. The Level function (press [50]) provides these controls. Use page 1 to
adjust the selected drum's level (00 to 99), page 2 to adjust pan position (<3 to >3),
page 3 to select the Output assignment (Main, Aux or Off). Page 4 lets you adjust the
Effect Send level (00 to 99), and page 5 lets you select the Effects Bus (1, 2, 3 or 4).
To send a drum to an individual output, use Output in conjunction with Pan. Example:
Panning a drum full left and selecting the Aux outputs means that the drum will
appear at only the left Aux output.
P
ITCH
The Pitch function (press [60]) 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.
Tune (-12.00 to +12.00)
Determines the tuning of the selected drum (±12.00).
Velocity>Pitch (0 to 7)
Selects how much velocity will 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.
F
ILTER
Velocity>Filter (0 to 3)
The Filter function (press [70]) lets you control the "brightness" of the selected drum
by modulating the filter frequency with velocity. 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.
A
/R
MP
ANGE
Velocity Curve (13 choices)
Page 1 of the Amp/Range function (press [80]) lets you select one of 13 velocity
curves. This determines how the drum 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 drums in order to facilitate
velocity crossfading, whereby a different drum is played depending on how hard or
soft the keyboard is played. However, each drum must be in a different sound layer of
the Program in order to be stacked on the same note.
If you want to create your own velocity crossfading Program, assign the related
versions of the same drum samples ("Conga High" and "Conga Lo") the same key in
different Program Sound layers, then use the appropriate velocity curves for each
drum (in a three-way velocity split, drum 1 would use curve "1 of 3," drum 2 would
QS6 Reference Manual
Editing Programs: Chapter 6
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