Saving Styles To A Flash Memory; Loading A User Program Set From The Flash Memory; Removing Songs From The Flash Memory - Roland Interactive Arranger EXR-46 OR Owner's Manual

Hide thumbs Also See for Interactive Arranger EXR-46 OR:
Table of Contents

Advertisement

Available languages

Available languages

r EXR-46 OR
The available characters are:
_ ! # $ % & ' - @ ^ '
0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
(5) Repeat steps (3) and (4) to assign the desired characters to
the remaining positions.
Note: Each time you press another numeric button (for entering
characters), the cursor advances automatically to the next posi-
tion. This works like a mobile phone.
(6) After entering the name, press the [YES/+] button to save
the User Program set to the EXR-46 OR's Flash memory.
The display first shows the "Writing" message. At the
end of the saving operation, the display briefly shows the
"Complete" message.
Note: Press [NO/–] if you do not wish to archive the User Pro-
gram Set after all.
(7) Press another "big" button in the DATA ENTRY section to
leave this function.

Saving Styles to a Flash memory

Music Styles you load from floppy disk (and which are copied to
the USER STL memory at that time) can be saved to a Flash
memory.
(1) Press [FUNCTION].
(2) Use FAMILY [√][®] to select the "WriteSTL" parameter.
Wait until the display looks as follows, then proceed with the
next step:
TANGO
The EXR-46 OR automatically selects a Flash destination
memory that doesn't yet contain data. (The first character
flashes.)
Note: If no vacant Flash memory remains or if the memory
capacity is exhausted, the display shows the "Mem Full"
message when you select this function. In that case, it will be
impossible to save the Music Style. You can, however, delete
another Style ("Remove") and repeat step (2) and following.
Note: The "No Style" message means that there are no
Style data that could be saved.
50
(3) If necessary, use the SELECT [√][®] buttons to move the
cursor to another character position (that character
flashes).
(4) Use the numeric buttons to assign a character to that
position.
The available characters are:
_ ! # $ % & ' - @ ^ '
0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
(5) Repeat steps (3) and (4) to assign the desired characters to
the remaining positions.
Note: Each time you press another numeric button (for entering
characters), the cursor advances automatically to the next posi-
tion. This works like a mobile phone.
(6) After entering the name, press the [YES/+] button to save
the Style to the EXR-46 OR's Flash memory.
The display now counts down:
At the end of the saving operation, the display briefly shows
the "Complete" message.
Note: Press [NO/–] if you do not wish to save the Music Style
after all.
(7) Press another "big" button in the DATA ENTRY section to
leave this function.

Loading a User Program set from the Flash memory

yes
=
This "ReadUPG" function allows you to transfer a set of 200
User Programs (i.e. for all memories) to the EXR-46 OR's internal
memory. This will overwrite the User Programs that currently
reside in the internal memories. You cannot load individual User
Programs from an archived set.
Note: If you wish to use the User Programs in the internal memory
at a later stage, first archive them (page 49) or save them to disk
before proceeding. See p. 54.
(1) Press [FUNCTION].
(2) Use FAMILY [√][®] to select the "ReadUPG" parameter.
(3) Wait until the display shows the name of the first User
Program set, then proceed with the following step.
Writing
(4) Use the SELECT [√][®] buttons to select the set you wish to
load.
(5) Press the [YES/+] button.
The display now shows the "Sure?" message, while Yes
starts flashing.
(6) Press the [YES/+] button again to load the User Program
set (or [NO÷–] if you do not want to load it after all).
While the data are being loaded, the display shows the
"Reading" message. Once the file has been loaded, the
display briefly shows the "Complete" message.
(7) Press another "big" button in the DATA ENTRY section to
leave this function.

Removing songs from the Flash memory

Songs you no longer need can be deleted (which is called
"Remov" here) to make room for new songs.
(1) Press [FUNCTION].
FUNCTION
(2) Use FAMILY [√][®] to select the "RemovSNG" parameter.
FAMILY
Wait until the display shows the name of the first song
memory (101), then proceed with the following step.
Note: The "No Song" message means that there are no song
data that could be deleted.

Advertisement

Table of Contents
loading

Table of Contents