Editing Conventions
Object Type and ID
Object Type and ID
The K2500 stores its objects in RAM using a system of ID numbers that are generally organized
into banks of 100. Each object is identified by its object type and object ID; these make it unique.
An object's type is simply the kind of object it is, whether it's a program, setup, song, or
whatever. The object ID is a number from 1 to 999 that distinguishes each object from other
objects of the same type. For example, within the 200s bank, you can have a setup, a program,
and a preset effect, all with ID 201; their object types distinguish them. You can't, however, have
two programs with ID 201.
OBJECT TYPE
Program
Setup
Velocity Map
Sample
ROM (factory preset) objects have ID numbers from 1 to 199. When you save objects that
you've edited, the K2500 will ask you to assign an ID. If the original object was a ROM object,
the K2500 will suggest the first available ID, starting with 200. If the original object was a RAM
object, you'll have the option of saving to an unused ID, or replacing the original object.
Objects of different types can have the same ID, but objects of the same type must have
different IDs to be kept separate. When you're saving an object that you've edited, you can
assign the same ID to an existing object of the same type, but if you do, the new one will be
written over the old one. For example, if you assign an ID of 1 to a program you've edited, the
K2500 will ask you if you want to "replace" the ROM program currently stored with that ID.
We'll discuss this further in "Saving and Naming," later in this chapter.
Many parameters have objects as their values—the VelTouch parameter on the Master mode
page, for example. In this case, the object's ID appears in the value field along with the object's
name. You can enter objects as values by entering their IDs with the alphanumeric pad. This is
especially convenient for programs, since their ID numbers are the same as their MIDI program
change numbers (when you're using the Extended or Kurzweil Program Change format—see
"Program Change Formats" in Chapter 10).
The object type and ID enable you to store hundreds of objects without losing track of them,
and also to load files from disk without having to replace files you've already loaded. See
"Memory Banks" later in this chapter for more information on object type and ID.
Saving and Naming
When you've edited an object to your satisfaction, you'll want to store it in RAM. There's a
standard procedure for saving and naming, which applies to all objects.
You can press the Save soft button, of course, but it's easier to press the EXIT button, which
means "I want to leave the current editor." If you haven't actually changed anything while in
the editor, you'll simply exit to the mode you started from. If you have made changes, however,
the K2500 will ask you if you want to save those changes. This is the first Save dialog. A dialog
is any display that asks a question that you need to answer before the K2500 can proceed.
5-2
OBJECT ID
OBJECT NAME
201
Hot Keys
404
Silicon Bebop
1
Linear
3
Hey Moe
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