Double-Size Algorithms - Korg WAVEDRUM Owner's Manual

Dynamic percussion synthesizer
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Double-size algorithms

Double-size algorithms are organized into three types,
each type with three or four algorithms. Algorithms of
the same type have the same parameters.
Controlling the sound when playing a double-size
algorithm
Programs that use a double-size algorithm allow you to
control the PCM sound source (PCM instrument) not
only by velocity (striking force) as on a conventional
PCM sound module, but also by the tone of your strike
on the head. Since the force and tone of your strike will
affect the sound, you'll be able to perform with feeling
that's closer to that of an acoustic instrument.
This sound control allows you to differentiate between
playing mellow (thick) tones and hard (thin) tones.
Here are three specific examples.
• Control by the striking position
Strike near the center of the head (soft sound), or near
the edge of the head (hard sound).
• Control by the striking object
Strike with a soft object, or with a hard object.
• Control by the striking method
Strike as when using hand percussion such as a conga
or djembe, using open (soft sound) or slap (hard
sound).
Parameter#: Parameter Name
Type 1:
27 Conga, 28 Bongo
The algorithms are appropriate for hand percussion such
as conga.
hd1: Switching
This parameter specifies the mix between the two PCM
instruments that are switched according to the tone or
position of your strike. With a setting of 100, the two are
completely separated.
hd2: PCM Balance
This parameter specifies the volume balance between the
two PCM instruments. With a setting of 0, they will have
the same volume. Negative (-) settings make PCM1
louder, and positive (+) settings make PCM2 louder.
hd3: Alg-PCM Balance
This parameter adjusts the volume balance between the
algorithm and the PCM instrument. With a setting of 0,
they will have the same volume. Negative (-) settings
make the algorithm louder, and positive (+) settings
make the PCM louder.
hd4: Sub Harmonics
This parameter adjusts the low-frequency component of
the sound. Increasing this value will reduce the amount
of low-frequency, producing a lighter and harder sound.
26
hd5: Brightness
Increasing this value will produce a sharper sound with
more high frequencies.
hd6: Slap Level
This parameter adjusts the level of the vibrating sound
that is added by a slap shot.
hd7: Slap Delay
This parameter adjusts the decay time of the slap sound.
hd8: Slap Color
This parameter adjusts the tone color of the slap sound.
Increasing this value will produce a sharp sound with
accentuated vibration.
Type 2:
29 Snare Drum 1, 30 Snare Drum 2,
31 Snare Drum 3, 32 Timbales
These algorithms are appropriate for drums that have an
attached snare and are played with a stick, such as a
snare drum.
hd1: Switching
This parameter specifies the mix between the two PCM
instruments that are switched according to the tone or
position of your strike. With a setting of 100, the two are
completely separated.
hd2: PCM Balance
This parameter specifies the volume balance between the
two PCM instruments. With a setting of 0, they will have
the same volume. Negative (-) settings make PCM1
louder, and positive (+) settings make PCM2 louder.
Value Min...Max
hd3: Alg-PCM Balance
This parameter adjusts the volume balance between the
algorithm and the PCM instrument. With a setting of 0,
they will have the same volume. Negative (-) settings
make the algorithm louder, and positive (+) settings
make the PCM louder.
hd4: Curve
000...100
This parameter adjusts the response of the shell to your
strike, and the resonance of the shell.
hd5: Brightness
Increasing this value will increase the high-frequency
components of the shell sound and the snare sound.
–50...50
hd6: Snappy Decay
This parameter adjusts the decay time for the sound of
the snare.
hd7: Snappy Level
This parameter adjusts the level of the sound of the
–50...50
snare.
hd8: Shell Type
Choose one of five types of tonal character for the shell.
000...100
000...100
000...100
000...100
000...100
000...100
–50...50
–50...50
000...100
000...100
000...100
000...100
0...4

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