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En
10
Project structure
The data structure of this unit is as shown in the figure below.
PROJECT
SCENE
TRACK1
TRACK2
TRACK3
TRACK4
TRACK5
TRACK6
TRACK7
TRACK8
TRACK9
TRACK10
TRACK11
TRACK12
TRACK13
TRACK14
TRACK15
TRACK16
TRACK1 Sequence
TRACK2Sequence
TRACK3Sequence
TRACK4Sequence
TRACK5Sequence
TRACK6Sequence
TRACK7Sequence
TRACK8Sequence
TRACK9Sequence
TRACK10Sequence
TRACK11Sequence
TRACK12Sequence
TRACK13Sequence
TRACK14Sequence
TRACK15Sequence
TRACK16Sequence
PATTERN
ARRANGEMENT
ROUTING
PROJECT
A project represents one work unit for the user. Each project stores 16 scenes, one arrangement, and output routing information. This unit allows
multiple projects to be created as long as internal memory space is available.
TRACK
Tracks consist of sample players (sample tracks only), amplifier envelope (sample tracks only), insert effects, and sequences. Two track types exist:
sample tracks and through tracks.
A sample track is used when setting a sample in internal memory as a sound source. A through track is used when setting an external input as a sound
source.
Sound sources can thus be assigned like follows: a bass drum to track 1, a snare drum to track 2, and a synthesizer connected to an external input to
track 3.
SCENE
Scenes store 16 patterns and information on the assignments to sample tracks.
Since the samples to assign to tracks can be changed for each scene, the tune can be greatly changed by changing the scene.
PATTERN
A pattern combines the sequences to create in the 16 tracks and is one finished section of a performance. A pattern length can be set on a step level
from a minimum of 4 steps to a maximum of 4 bars (64 steps).
ARRANGEMENT
An arrangement is created by the ARRANGER function which arranges and plays patterns in order. The playback count and BPM can be set individu-
ally for each pattern. Editing of an arrangement is performed in the ARRANGER screen, and you can duplicate, paste, delete, and listen to patterns.
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