Random Weighting Parameters- Rests; Associated Parameters - Korg KRONOS SGX-2 Parameter Manual

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KARMA GE guide
Random Weighting Parameters– Rests
The Random Weighting Parameters - Rests are made
available when at least one column in the grid has a rest and
at least one other Drum Sound turned on. This will happen
with either the 1: pool or 2: poly selected, since you can
have random rests in both modes; they just operate
differently (see the description under "Pools/Poly," below).
Whenever this step is encountered in playing through the
pattern and a random choice must be made, the likelihood of
a rest occurring can be favored by the use of a separate
weighting curve.
Rests-Random Factor
Controls the degree of slope to the Weighting Curve. 0 = a
Linear Curve with any Weighting Curve. Negative values
not only invert but rotate the curve. For examples, see
"Random Weighting Curves" on page 1104.
Rests-Weighting Curve
0: Exponential
2 different shapes are available, which affect the likelihood
of a rest occurring when a random choice is made. For more
information, see "Random Weighting Curves" on page 1104.

Associated Parameters

Pools/Poly
0: Poly
1: Pools
Chooses one of 2 modes of operation for the entire grid
when columns contain more than one Drum Sound and/or a
rest.
0: Poly
If there is more than one Drum Sound selected in a column
(and no rest), then all of the Drum Sounds at that step will be
played; if you had a kick, snare, and hi-hat in the same
column, all 3 would be played when that step was reached.
This is the typical operation of most grid-based rhythm
pattern software. However, if a rest is also selected, then
there will be a random possibility of a rest or a Drum Sound
for each of the Drum Sounds; in other words, if you had a
kick, snare, hi-hat and rest in the same column, for each of
the 3 Drum Sounds a choice between the sound and the rest
would be made (subject to the Random Rest Weighting
Curve described previously). This would result in one of 8
possible combinations:
• kick, snare, hi-hat
• (rest), snare, hi-hat
• kick, (rest), hi-hat
• kick, snare, (rest)
• (rest), snare, (rest)
• (rest), (rest), hi-hat
• kick, (rest), (rest)
• (rest), (rest), (rest)
1: Pools
If there is more than one Drum Sound selected in a column,
then those sounds form a "pool" of choices from which only
one will be chosen at random. If a rest is also selected, then
1096
[–99...+99]
1: Logarithmic
kick, snare, hi-hat
snare, hi-hat
kick, hi-hat
kick, snare
snare
hi-hat
kick
rest (nothing)
0: Exponential
With a positive Factor (+), choices will be exponentially
weighted towards the Drum Sounds/Notes more often. With
a negative Factor (-), choices will be exponentially
weighted towards the rests more often.
1: Logarithmic
With a positive Factor (+), choices will be logarithmically
weighted towards the Drum Sounds/Notes more often. With
a negative Factor (-), choices will be logarithmically
weighted towards the rests more often.
A Factor of 0 with any shaped curve yields a linear table
(straight diagonal line), and each of the values in the pool
will have an equal chance of getting chosen.
The following table summarizes the effect of the various
Weighting Curves and the Factor field on random rests:
[0, 1]
Weighting
Curve
Exp/Log
[0, 1]
there will be a possibility of a rest or only one of the Drum
Sounds. For example, if you had a kick, snare, hi-hat and rest
in the same column, there would first be a choice of one of
the 3 Drum Sounds (subject to the Random Pool Weighting
Curve described previously), then a choice as to whether to
play the single chosen Drum Sound or a rest (subject to the
separate Random Rest Weighting Curve described
previously). This would result in one of 4 possible choices:
• kick
• snare
• hi-hat
• rest
Keyboard Track
0: Off
Allows the Drum Pattern to track the input notes if desired,
thereby changing keys depending on the chord. 0: Off is
normal for Drum Patterns while 1: On is normal for Melodic
Patterns.
0: Off
The Drum or Melodic Pattern is "fixed" - it doesn't matter
what notes you play on the keyboard. The pattern will
always produce the same pitches, according to the settings of
the Drum Sound/Note settings. This is most typical for Drum
Patterns.
1: On
The pitches of the notes generated "track" the lowest key
played on the keyboard (or other input device), related to C2
(MIDI Note #36). This is most useful for Melodic Patterns.
In other words, when you play a C2, the pattern will be
produced using the Note Numbers as specified by the Drum
Sound/Note settings, and any other applicable parameters. If
Values that receive priority:
Factor
+ (positive)
– (negative)
less rests
more rests
1: On
[0, 1]

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