Single-Size Algorithm - Korg WAVEDRUM Owner's Manual

Dynamic percussion synthesizer
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Single-size algorithm

Tune (Default Value), Decay (Default Value)
Parameter#: Parameter Name Value Min...Max (Default Value)
01 Udu
This algorithm creates the sound of a ceramic pot being
struck. When you strike near the center of the head, the
sound will be as if you struck the mouth of the pot. The
length of the resonance is controlled by the setting of
Decay, and by the length of time your hand is in contact
with the head. The pitch of the sound of the mouth being
struck can be set by Tune, but if you press down on the
head with a certain amount of pressure, it will sound as
though the mouth of the pot has been closed, and the
pitch will be one octave lower than the setting. By
increasing and decreasing the pressure you apply, you
can create vibrato-like effects.
hd1/rm1: Clang Pitch
This parameter adjusts the pitch of the "clang" produced
by striking the side of a ceramic pot.
hd2/rm2: Clang Decay
This parameter adjusts the decay time of the sound pro-
duced by striking the side of the pot.
hd3/rm3: Clang Color
Higher settings of this parameter will result in a longer
resonance after the side of the pot is struck, and also a
more metallic sound with more overtones.
hd4/rm4: Clang Height
Increasing this value will increase the height of the pot.
hd5/rm5: Clang Width
Increasing this value will increase the diameter of the
mouth of the pot.
hd6/rm6: Clang Level
This parameter adjusts the volume of the sound when
struck.
hd7/rm7: Boom Level
This parameter adjusts the volume of the sound when the
mouth of the pot is struck.
hd8/rm8: Clang Type
Increasing this value will increase the number of over-
tones, producing a more complex resonance. The amount
of change will depend on the Clang Pitch value.
02 Temple
This algorithm produces the sound of a temple bell, but
also allows you to create continuous changes in pitch by
pressing the head. When you press even harder, you will
hear a metallic noise. The pitch and decay of the overall
sound can be adjusted using Tune and Decay, but the
other parameters allow you to make detailed adjustments
to the bell's tone, the direction of pitch change (whether
the pitch will rise or fall when you apply pressure).
The parameters in this algorithm have an important and
complex effect on each other. This means that modify-
16
ing the value of one parameter will change the way that
the other parameters affect the sound. Tune (50), Decay (97)
hd1/rm1: Bell Color
As this value is increased the sound will become
brighter, and as it is decreased the sound will become
darker.
hd2/rm2: Harmonic Shift
This parameter makes the overtones change. Depending
on the settings of Bell Color and Bell Type, the results of
adjusting this parameter may differ greatly, from simple
pitch changes to complex changes where the timbre itself
changes dramatically.
hd3/rm3: Bell Type
As this value is increased, the pitch and overtones of the
bell will change, resulting in a rougher sound. Depend-
ing on the settings of Bell Color and Harmonic Shift, it is
also possible to create sounds similar to a bass guitar.
hd4/rm4: Bend Range
This parameter adjusts the amount and direction that the
Tune (18), Decay (76)
pitch will change when you press the head. Positive (+)
000...100 (78)
settings of this parameter will cause the pitch to rise
when you press the head. Negative (-) settings will cause
the pitch to fall when you press the head.
000...100 (80)
hd5/rm5: Pressure Level
This parameter adjusts the level of the continuous noise
that is heard when you press the head.
000...100 (87)
hd6/rm6: Bell Height
Increasing this value will change the height of the bell.
hd7/rm7: Bell Width
Increasing this value will change the diameter of the bell.
000...100 (13)
hd8/rm8: Bell Thickness
Increasing this value will increase the thickness of the
000...100 (33)
bell.
03 WoodDrum
000...100 (35)
This algorithm creates a conga-like sound. Open shots
will produce a ringing resonance, and slap shots or mutes
can also be used to in the same way as on a conga drum.
000...100 (100)
You can create effects similar to adjusting the resonance
on an analog filter. Depending on the settings, you can
create continuous oscillating sounds similar to an analog
000...100 (80)
synthesizer that change in pitch when you press the head.
hd1/rm1: Wood Type
As this value is increased, the sound will have more
overtones, a longer resonance, and a more metallic tim-
bre. The result is similar to striking a PVC pipe.
hd2/rm2: Shell Decay
This parameter adjusts the time over which the shell
body resonance will decay.
hd3/rm3: Shell Pitch
This parameter adjusts the pitch at which the shell reso-
nates.
hd4/rm4: Shell Level
This parameter adjusts the volume level of the shell reso-
nates.
000...100 (60)
–50...50 (0)
000...100 (100)
000...100 (74)
000...100 (55)
000...100 (20)
000...100 (32)
000...100 (75)
Tune (85), Decay (70)
000...100 (48)
000...100 (76)
000...100 (95)
000...100 (62)

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