Korg WAVEDRUM Owner's Manual page 18

Dynamic percussion synthesizer
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hd3/rm3: Drone Pitch
This parameter adjusts the pitch of the drones in relation
to the drum sound. With a setting of 0, the pitch of the
drum and the left string will be identical, and the right
string will be pitched a fifth above this. As the value of
this parameter is increased in the positive (+) direction,
the pitch of the left and right drones will rise. As the
value is increased in the negative (-) direction, the pitch
will fall.
hd4/rm4: Drone Decay
This parameter adjusts the decay time of the drones.
hd5/rm5: Drone Balance
This parameter adjusts the volume balance between the
two drone strings. Positive (+) settings will make the
unison-pitched string louder, and negative (-) settings
will make the fifth louder.
hd6/rm6: Brightness
This parameter adjusts the tone of the drum. Higher set-
tings will result in a metallic sound with a long decay,
and lower settings will result in a darker sound with a
short decay.
hd7/rm7: Drone Level
This parameter adjusts the volume level of the drones.
hd8/rm8: Drum Level
This parameter adjusts the volume level of the drum.
07 WindDrum
This algorithm produces a pitched sound similar to a
Baraphone (an ethnic marimba of Africa) with the addi-
tion of a percussive noise sound. Each time you hit the
instrument, a note of the scale is played at random. The
level and timbre of the noise sound will cange dramati-
cally in response to the strength of your hits.
Tune will adjust the basic pitch in chromatic steps over
the range of 39–70. With a setting of 50 the pitch will be
C.
You can adjust the balance of the component sounds and
select the scale to be used.
hd1/rm1: Fine Tuning
This parameter allows you to make fine adjustments over
a range of a whole tone to the pitch set by 'Tune'. When
this parameter is defined to a value of 50, the pitch will
be as set by the 'Tune' parameter.
hd2/rm2: Scale Select
This parameter allows you to select the scale to be
played from eight types of scale 0–7. For details on the
scales available, refer to "About the preset scales".
(See page 25)
hd3/rm3: Balance
This parameter allows you to adjust the volume balance
between the pitched sound and the noise sound. Positive
(+) settings will make the pitched sound louder, and neg-
ative (-) settings will make the noise sound louder.
hd4/rm4: Tone Decay
This parameter adjusts the decay time for the pitched
sound.
hd5/rm5: Interval
This parameter adjusts the pitch difference between the
two pitched sounds.
18
–50...50 (0)
hd6/rm6: Noise Filter
Adjust the amount of change for the resonance filter that
is applied to the noise sound according to how hard you
strike.
hd7/rm7: Noise Decay
This parameter adjusts the decay time of the noise sound.
hd8/rm8: Noise Color
This parameter makes dramatic changes in the tonal
character of the noise sound.
000...100 (100)
08 Triangle
–50...50 (2)
This algorithm produces the
sounds of small metal percus-
sion; cowbells, agogo bells, tri-
angles, etc. This algorithm uses
the DSP to create a physical
000...100 (37)
model of a cross-shaped metal
vibrating body as shown in the
following diagram.
You can adjust the length of the
four arms (projections) and their
000...100 (76)
thickness to create a variety of
metallic sounds.
000...100 (100)
hd1/rm1: Brightness
As this value is decreased, the resonance will become
shorter and the pitch will become lower. The result will
be similar to muting a triangle by holding it in your hand.
hd2/rm2: Pitch 1
In the physical model of the diagram above, this parame-
ter sets the value of length a (the length of arm 1).
hd3/rm3: Pitch 2
In the physical model of the diagram above, this parame-
ter sets the value of length b.
hd4/rm4: Pitch 3
This parameter sets the value of length c (the length of
arm 4).
Tune (53), Decay (93)
hd5/rm5: Metal Type 1
000...100 (50)
This parameter sets the thickness of arm 1.
hd6/rm6: Metal Type 2
This parameter sets the thickness of arm 2.
hd7/rm7: Metal Type 3
This parameter sets the thickness of arm 3.
0...7 (3)
hd8/rm8: Metal Type 4
This parameter sets the thickness of arm 4.
09 Water
–50...50 (30)
This algorithm produces a drum sound where the pitch
changes in a complex way like that of a talking drum,
together with the sound of flowing water when you apply
pressure to the head.
You can make adjustments to the pitch and timbre for
000...100 (70)
each of the component sounds.
hd1/rm1: Pitch Change
This parameter adjusts the amount that the drum's pitch
000...100 (10)
will change.
000...100 (10)
000...100 (53)
000...100 (46)
1
a
c
a+b
4
2
a+2b
a+2b
a+2b
3
Tune (76), Decay (98)
000...100 (99)
000...100 (90)
000...100 (90)
000...100 (90)
000...100 (8)
000...100 (18)
000...100 (24)
000...100 (13)
Tune (58), Decay (82)
000...100 (99)

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