Building A Drum Program; Using The Keymap Editor - Kurzweil K2600 - MUSICIANS GUIDE REV A PART NUMBER 910330 CHAP 20 Manual

Programming examples
Table of Contents

Advertisement

Programming Examples
The Þrst step in our PANNER example, therefore, will be to select the OUTPUT page. Select the
Pan parameter for the upper wire, and set it all the way to the right. Select the Pan parameter for
the lower wire and set it all the way to the left.
Now you can select the F3 POS page, and program it to move the sound around. First try
changing the value of the Adjust parameter. You should hear the sound move to the left when
the value is negative, and to the right when itÕs positive. Set it back to 0%, then select the Src1
parameter. Select LFO1 as the value, then select the Depth parameter and set it to 100%.
Now select the Src1 parameter again, and press Edit (or use the more> soft button to locate the
LFO button, then press it). You will now see the LFO page. Set the MnRate parameter for LFO1
to a value of 0.1 Hz. Set the MxRate parameter to a value of 2.00 Hz, and the RateCt parameter to
Data. Leave the Shape parameter set to Sine. You should hear the sound shift slowly from left to
right as the LFO cycles. You can adjust the speed of the shift with your MIDI controllerÕs data
slider (or a programmable control set to MIDI 06).
Example 5

Building a Drum Program; Using the Keymap Editor

With our next example, youÕll learn how to build a drum program using the Program and
Keymap Editors. To keep the example as brief as possible, weÕll include only a few timbres and
DSP examples. This wonÕt make for a terribly realistic drum program, but it will give you the
basic ideas you need to build your own. In this example, youÕll create a four-layer program, with
a different percussion timbre in each layer, each timbre having a different set of DSP functions
applied.
Start with the default program 199. Press Edit, then press the KEYMAP soft button. Select a
value of 168 Silence. This gives you a keymap with a single key range from C 0 to G 10. Select
the KeyTrk parameter, and change the value to 0. This will make the pitches of all the samples
you assign the same on each key (you wonÕt hear anything until you assign the samples). Next,
press the <more soft button once, then press the DupLyr soft button. Layer 2 will be created.
Repeat this twice, until you have four layers.
When youÕve created the four layers, youÕll notice that the top line of the display tells you that
youÕre looking at Layer 4 of a 4-layer program. Press the Chan/Bank Up button to return to
Layer 1. Press the LAYER soft button to select the LAYER page. Set the LoKey and HiKey
parameters to C 4 and D 4. The easiest way to do this is to select the LoKey parameter, hold the
Enter button, and strike C 4 on your MIDI controller. Do the same for the HiKey parameter,
#
striking D 4. Press the Chan/Bank Up button to select Layer 2. Set its LoKey and HiKey to D
4
#
#
and F 4. Repeat this for Layer 3, setting its LoKey and HiKey parameters to F
4 and G
4. Do
the same for Layer 4, setting its LoKey and HiKey parameters to A 4 and B 4. This might be a
good time to save what youÕve done so far.
Next, return to Layer 1 (Chan/Bank button), press the KEYMAP soft button, select the Keymap
parameter, and press Edit to enter the Keymap Editor. Select the Sample parameter, and select a
value of 64 15in Dry Tom-C 4. Press the Save soft button, and the K2600 will prompt you to save
the keymap. Rename it as Tom, and save it to an unused ID (donÕt replace 168 Silence). Press
Exit to return to the Program Editor, and select Layer 2 with the Chan/Bank buttons. Press Edit
to return to the Keymap Editor, select the Sample parameter, and assign a value of 47 Dry
Kick 1 C 4. Save the keymap, renaming it Kick. Press Exit to return to the Program Editor, and
select Layer 3. Return to the Keymap Editor, select the Sample parameter, assign a value of
55 Dry Snare 2-C 4, save the keymapÑrenaming it Snare. Return to the Program Editor, select
Layer 4, select the Keymap parameter, and assign a value of 42 Closed Hihat-C 4. Save the
keymap, renaming it HiHat. You now have a four-layer program, each layer having its own
keymap with a different sample assigned to each one.
20-9

Advertisement

Table of Contents
loading

This manual is also suitable for:

K2600

Table of Contents