Chapter 5
Editing Conventions
Introduction to Editing
Programming (editing) the PC3K always involves three basic operations: mode selection,
navigation, and data entry.
First, select the mode that relates to the object you want to edit—a program, a setup, etc. Then
select the object you want to edit, and press the Edit button to enter the editor within that mode.
For programs, setups, songs, and quick access banks, these objects are "selected" when you are
on the main page of their corresponding mode. In these cases you can press the Edit button with
anything selected on their main page to access their editor. Often there will be more objects
inside of these "main page" editors, such as shift patterns and velocity patterns, and they can be
edited by selecting their parameter with the cursor and pressing the Edit button. An editor
contains all the parameters that define the object you're programming.
Next, you navigate around the editor's page(s) with the soft buttons, and select parameters with
the cursor (arrow) buttons. When you've selected a parameter (its value is highlighted by the
cursor), you can change its value with one of the data entry methods. When you change a value,
you'll normally hear its effect on the object you're editing. The PC3K doesn't actually write your
editing changes to memory until you save the object you're working on. It then allows you to
choose between writing over the original object, or storing the newly edited version in a new
memory location.
What's an Object?
If you've been wondering what we mean by the term "object," it's an expression we use for
anything that can be named, saved, deleted, or edited. Here's a list of all the types of objects:
Programs
Algorithms
Setups
Songs
Chains
Quick Access banks Factory‐preset or user‐programmed banks of ten entries each, that store
Intonation maps
Factory‐preset or user‐programmed sounds stored in ROM or flash
memory. A program is one or more layers of sound, with programmable
DSP functions applied to the keymaps within each layer.
Factory‐preset or user‐programmed V.A.S.T. DSP Functions stored in
ROM or flash memory. An Algorithm contains the DSP configuration and
settings that are used in a program.
Factory‐preset or user‐programmed MIDI performance presets consisting
of up to 16 zones, each with its own program, MIDI channel, and
controller assignments, and (optionally) arpeggiation specifications.
Sequence files loaded into memory, or MIDI data recorded in Song mode.
Factory‐preset or user‐programmed configurations of the PC3K's
onboard digital audio effects processor.
programs and setups for single‐button access in Quick Access mode.
Factory‐preset or user‐programmed pitch offsets for each note in all
octaves. Set from master mode, intonation maps are used to change the
PC3K's intonation in all modes.
Editing Conventions
Introduction to Editing
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