Rhythm Group; Overview; About Rhythm Patterns; Global Parameters - Korg M3 Parameter Manual

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Rhythm Group

Overview

The Rhythm Group controls the rhythmic characteristics of
the Generated Effect. It can also have an influence when
"Auto Bend" pitch bending effects (set up on the Bend
Group) are generated.

About Rhythm Patterns

Rhythm Patterns control the timing with which notes will be
generated. A value derived from a Rhythm Pattern is the
size of the step between each generated note. Choices can be
made from "Random Pools" (☞p.541) of values as described
in detail later on. Furthermore, values can be tied to each
other; the ties can be absolute or random.
Rhythm Patterns may be multiplied by the "Rhythm
Multiplier," which gives them many more variations, in
addition to providing easy ways to experiment with fractal
and poly-rhythmic effects. A Rhythm Pattern of {8th, 16th,
16th} with a "Rhythm Multiplier" (☞p.542) of 200% will
play {Quarter, 8th, 8th}.
A Rhythm Pattern will loop as long as note generation
continues. It normally will not reset to the beginning of the
Pattern unless a new Trigger is received, or the Phase
Pattern has been configured to restart it at the beginning of
certain Phases. This means that a four step Rhythm Pattern
can be looping while an eight step Velocity Pattern and a
twelve step Cluster Pattern are also independently looping,
for example.

Global Parameters

The Global Parameters section contains parameters that
relate to shifting the overall timing of the notes that are
generated. The Humanize parameter allows subtle
randomizations of timing, while the other four Swing-
related RT Parameters deal with adding a "swing" or "hip-
hop" feel to the rhythms.
The four Swing-related RT parameters will not be available
if Swing On/Off is set to "Off."
Humanize
Sets a range in milliseconds within which each note/cluster
may be randomly shifted in time. For example, if set to
10 ms, then each cluster or note as it is generated has a
possibility of a random offset in time of between 0 to 10 ms.
This affects all of the notes in the cluster at the same time.
This can be used to impart a more "human," less machine-
like precision to generated notes. This can also be used to
totally destroy the timing!
Swing Note Value
0: 32th note
2: 8th note
1: 16th note
3: 4th note
Selects the base note value to be used in calculating swing.
For example, if you want to add a swing feel to a steady
string of 16th notes, you would select a 1: 16th note. Straight
8th notes would exhibit no change with this setting, since
they do not swing in such a feel unless they are syncopated.
On the other hand, if you swing 16th notes with a 2: 8th note
Swing Note selected, the 16th notes are swung in an 8th note
feel. While this is not necessarily natural "swing,"
interesting shiftings of timings can be produced. Note that
the setting of this parameter can be modified by the "Swing
Use Multiplier" parameter, explained below.
Swing %
Sets the percentage of swing/hip-hop feeling to be applied.
0% = no swing, 50% = triplets, while 100% pushes the
swung notes all the way to the next value of half the note
length set by the "Swing Note Value" (☞p.539). For
example, if swinging straight 1: 16th notes, 100% would
push the swung notes to 32nds. 200% would push the
swung notes all the way to the next 16th. Negative values
push the swung notes the other direction. Note that triplet
rhythm values may not be affected by swing, depending on
internal settings of the GE.
Triplets may or may not be swung depending on the setting
of the "Swing Triplets" parameter below.
Swing % 0–100,101,102
0...100: 0...+100%
101: 200%
102: –200%
This special variation of the Swing % parameter allows only
the most useful settings to be applied as a GE RT Parameter,
for assigning to a Real-Time Control. A setting of 0...100
corresponds to 0...100% swing factor, while a value of 101
selects +200%, and a value of 102 selects –200%. Using this
ensures that the most useful settings will be available over
the widest range of the assigned control, while allowing the
useful ±200% values to still be selected.
Swing Use Multiplier
0: Off
1: Ind-Independently
The "Rhythm Multiplier" (explained later on in this chapter)
causes the values in the Rhythm Pattern to be increased or
decreased by a percentage. The "Swing Use Multiplier"
specifies several options for selectively applying (or not
applying) the Rhythm Multiplier(s) to the "Swing Note
Value" also, thereby affecting the resulting swing feel.
0: Off-do not use Multipliers for Swing
[0...255 (ms)]
The "Rhythm Multipliers" in each Phase do not have any
affect on the "Swing Note Value". For example, if generating
16th notes with a "Rhythm Multiplier" of 100% and "Swing
Note Value" set to 1: 16th note, the resulting 16th notes will
be swung with a 16th note feel. If the "Rhythm Multiplier" is
changed to 50%, the resulting 32nd notes will still be swung
with a 16th note feel. If the "Rhythm Multiplier" is changed
to 200%, the resulting 8th notes will also be swung with a
16th note feel, resulting in no perceptible swing (unless the
rhythm is syncopated).
[0...3]
1: Ind-independently use each Phase's Multiplier
Each Phase's "Rhythm Multiplier" (☞p.542) will
independently affect swing calculations while generating
rhythms within that Phase. In other words, the "Swing Note
Value" will also have the "Rhythm Multiplier" applied to it.
For example, if generating 16th notes with a "Rhythm
Multiplier" of 100% and "Swing Note Value" set to 1: 16th
note, the resulting 16th notes will be swung with a 16th note
feel. If the "Rhythm Multiplier" is changed to 50%, the
resulting 32nd notes will be swung with a 32nd note feel. If
Rhythm Group Overview
[–200...200 (%)]
[0...100, 101, 102]
[0...3]
2: P1-Phase1
3: P2-Phase2
539

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