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Yamaha Dtxtreme 3 Manual

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    							 Basic Structure of the DTXTREME III 
    Reference
     
    DTXTREME III Owner’s Manual 61 
    Drum Kit modeReference
    Song mode
    Click mode
    Trigger mode
    File mode
    Utility mode
    Chain mode
    Sampling mode
     
    An entire pad, the particular section you hit and how you play the pad as a source of the trigger signal are collectively 
    referred to as a “Trigger Input Source.” One Trigger Source generates one type of trigger signal. Depending on the mod\
    el, up 
    to six Trigger Input Sources are provided in one pad. You can assign a Drum Voice to each Trigger Input Source on the DTX-
    TREME III by following the instructions on page 79. Refer to the following list when assigning a Drum Voice.  
    ■ 
    Trigger Input Source List 
    Trigger Input Sources 
    Trigger Source
    Trigger 
    Input jackHow the Trigger Signal is generatedLCD indicationFull spell
     
    snareHd Snare Head (1) SNARE Hitting the head section of the snare drum pad (e.g., TP120SD). 
    snareOp Snare Open Rim (1) SNARE Hitting the open rim shot section of the snare drum pad (e.g., TP120SD). 
    snareCl Snare Closed Rim (1) SNARE Hitting the closed rim shot section of the snare drum pad (e.g., TP120SD). 
    snrHdOff Snare Head Off (1) SNARE Hitting the head section of the snare drum pad (e.g., TP120SD) when the 
    snappy setting (SnaresOn/Off parameter) is turned off. 
    snrOpOff Snare Open Rim Off (1) SNARE Hitting the open rim shot section of the snare drum pad (e.g., TP120SD) 
    when the snappy setting (SnaresOn/Off parameter) is turned off. 
    snrClOff Snare Closed Rim Off (1) SNARE Hitting the closed rim shot section of the snare drum pad (e.g., TP120SD) 
    when the snappy setting (SnaresOn/Off parameter) is turned off. 
    tom1Hd Tom 1 Head (2) TOM1 Hitting the head section of the tom pad (e.g., TP100).
    tom1Rm1 Tom 1 Rim 1 (2) TOM1 Hitting the rim 1 section of the tom pad (e.g., TP100).
    tom1Rm2 Tom 1 Rim 2 (2) TOM1 Hitting the rim 2 section of the tom pad (e.g., TP100). :: ::
    tom4Hd Tom 4 Head (5) TOM4 Hitting the head section of the tom pad (e.g., TP100).
    tom4Rm1 Tom 4 Rim 1 (5) TOM4 Hitting the rim 1 section of the tom pad (e.g., TP100).
    tom4Rm2 Tom 4 Rim 2 (5) TOM4 Hitting the rim 2 section of the tom pad (e.g., TP100).
    r ideBw Ride Cymbal Bow (6) RIDE Hitting the bow section of the cymbal pad. 
    r ideEg Ride Cymbal Edge (6) RIDE Hitting the edge section of the cymbal pad. 
    r ideCp Ride Cymbal Cup (6) RIDE Hitting the cup section of the cymbal pad. 
    crash1Bw Crash Cymbal 1 Bow (7) CRASH1 Hitting the bow section of the cymbal pad. 
    crash1Eg Crash Cymbal 1 Edge (7) CRASH1 Hitting the edge section of the cymbal pad. 
    crash1Cp Crash Cymbal 1 Cup (7) CRASH1 Hitting the cup section of the cymbal pad. 
    crash2Bw Crash Cymbal 2 Bow (8) CRASH2 Hitting the bow section of the cymbal pad. 
    crash2Eg Crash Cymbal 2 Edge (8) CRASH2 Hitting the edge section of the cymbal pad. 
    crash2Cp Crash Cymbal 2 Cup (8) CRASH2 Hitting the cup section of the cymbal pad. 
    hhBwOp Hi-Hat Cymbal Open (9) HI-HAT Hitting the bow section of the cymbal pad when it is not closed by the hi-hat 
    controller. 
    hhEgOp Hi-Hat Cymbal Edge Open (9) HI-HAT Hitting the edge section of the cymbal pad when it is not closed by the hi-hat 
    controller. 
    hhBwCl Hi-Hat Cymbal Close (9) HI-HAT Hitting the bow section of the cymbal pad when it is closed by the hi-hat con-
    troller. 
    hhEgCl Hi-Hat Cymbal Edge Close (9) HI-HAT Hitting the edge section of the cymbal pad when it is closed by the hi-hat 
    controller. 
    hhFtCl Hi-Hat Cymbal Foot Close (9) HI-HAT Pressing and holding the hi-hat controller by your foot. 
    hhSplsh Hi-Hat Cymbal Foot Splash (9) HI-HAT Pressing and immediately releasing the hi-hat controller. 
    kick Kick (10) KICK Pressing the kick pad by your foot. 
    pad11 Pad 11 (11) PAD11 Hitting the snare pad or tom pad.
    pad12Hd Pad 12 Head (12) PAD12 Hitting the head section of the tom pad (e.g., TP100).
    pad12Rm1 Pad 12 Rim 1 (12) PAD12 Hitting the rim 1 section of the tom pad (e.g., TP100).
    pad12Rm2 Pad 12 Rim 2 (12) PAD12 Hitting the rim 2 section of the tom pad (e.g., TP100). :: ::
    pad15Hd Pad 15 Head (12) PAD15 Hitting the head section of the tom pad (e.g., TP100).
    pad15Rm1 Pad 15 Rim 1 (12) PAD15 Hitting the rim 1 section of the tom pad (e.g., TP100).
    pad15Rm2 Pad 15 Rim 2 (12) PAD15 Hitting the rim 2 section of the tom pad (e.g., TP100). 
    						
    							Basic Structure of the DTXTREME III
    Reference
    62DTXTREME III Owner’s Manual
    Tone Generator Block (Drum Kits and Drum Voices)
    The tone generator block is the section of the DTXTREME III which plays the Drum Voice assigned to the Trigger Input 
    Source which transmits the trigger signal. Assigning each of Drum Voices to each of the Trigger Input Sources makes up a 
    Drum Kit. A total of 50 Preset Drum Kits are provided in the DTXTREME III. Drum Kits can be edited or created as desired 
    and then stored to up to 50 User Drum Kit locations in internal memory, or stored to a maximum 1584 External Drum Kits 
    (16 Banks x 99 kits = 1584 kits) in an external USB storage device connected to the USB TO DEVICE connector. 
    The DTXTREME III is a comprehensive sound source in it own right just with the built-in Preset Drum Kits; however, you 
    get even more out of the instrument by understanding the internal structure and creating your own original Drum Kits. 
    ■Drum Voices assigned to each of the Trigger Input Sources
    You can create your own original Drum Kit by assigning the desired Drum Voice to each of the Trigger 
    Input Sources coming from the pad. For instructions, see page 61. 
    ■Convenient Voice Set assignment for each Trigger Input jack
    Assign Drum Voices to each of the Trigger Input Sources may be time-consuming and even tedious, 
    difficult work. This is why the DTXTREME III provides the Voice Set parameter. Simply by selecting 
    a value of the Voice Set parameter, you can assign the Drum Voices to all the Trigger Input Sources cor-
    responding to the respective Trigger Input jacks. For instructions, see page 79. 
    Assigning a Drum Voice to each of the Trigger Input Sources
    A: Assigning a Drum Voice to Trigger Input Source A. 
    B: Assigning a Drum Voice to Trigger Input Source B. 
    C: Assigning a Drum Voice to Trigger Input Source C. 
    Assigning a Voice Set to each of the Trigger Input jacks
    Assigning a Drum Voice to each of three Trigger Input 
    Sources by assigning the Voice Set to the Trigger Input jack. 
    ReferenceDrum Kit mode Song mode Click mode Trigger mode File mode Utility mode Chain mode Sampling mode 
    						
    							Basic Structure of the DTXTREME III
    Reference
    DTXTREME III Owner’s Manual63
    Drum Kit mode
    Reference
    Song mode
    Click mode
    Trigger mode
    File mode
    Utility mode
    Chain mode
    Sampling mode
    ■Drum Kits consisting of Voice Sets (Drum Voices)
    For many players and composers, the Preset Drum Kits have all the sound variations you need. How-
    ever, if you’re looking for something different or want to customize the Kits, you change the sound by 
    making Voice Set assignments for each of the Trigger Input jacks and create your original Drum Kit. If 
    you want to go even further, you change the sound and create a Drum Kit by assigning Drum Voices to 
    each of the Trigger Input Sources. 
    Mono Pad
    3-zone 
    pad
    3-zone 
    pad
    2-zone 
    pad Trigger Input Source
    Trigger signal
    Drum Voice
    Drum Voice
    Drum Voice
    Drum Voice
    Drum Voice Drum Voice Drum Voice
    Drum Voice
    Voice Set Voice Set Voice Set
    Voice Set Drum KitFor each Trigger Input Source
    (For each SOURCE) For each Trigger Input jack 
    (For each INPUT)[DRUM KIT] → [F2] VOICE → [SF1] SELECT
    [DRUM KIT] → [F1] PLAY
    Drum Voice 
    						
    							 Basic Structure of the DTXTREME III 
    Reference
     
    64 
    DTXTREME III Owner’s Manual ■ 
    Drum Voices and MIDI note numbers
     
    One important thing to understand is that separate Drum Voices are assigned to MIDI note numbers 
    when using the Stack/Alternate function (page 86). While you may not need to pay attention to MIDI 
    note numbers when using other functions, using the Stack/Alternate funct\
    ion requires that you set the 
    MIDI note number instead of the Drum Voice. 
    For the currently selected Drum Kit, you can confirm which Drum Voice is assigned to each MIDI note 
    number in the display called up by pressing the [DRUM KIT] , [F2] VOICE, [SF1] SELECT buttons in 
    order, setting the SOURCE to MIDI, then selecting a MIDI note number on the “\
    NOTE NO” column. 
    From this display, you can change the Drum Voice assigned to the MIDI note number, meaning that 
    you can change the Drum Voice assigned to the Trigger Input Source (pad). 
    In the examples above, the Trigger Input Sources and Drum Voices listed below are assigned to the MIDI note numbers C1, 
    C3 and C5 respectively.  
    MIDI note number
    Trigger Input SourceDrum Voice
     
    C1 Head section of the TP120SD Head shot sound of the snare drum
    C3 Edge section of the RHH135 Edge shot sound of the hi-hat cymbal
    C5 KP125 Kick sound of the bass drum
    C0
    24
    0
    C1
    36
    C2
    48
    C3
    60
    C4
    72
    C5C6C7
    84 96 108 127
    T rigger Input Source
    TP120SD RHH135 KP125
    Drum Voice
    Head Shot sound Hi-hat Edge 
    Shot soundBass Drum Kick 
    sound
    MIDI Note Number
     
    Reference
    Drum Kit mode Song mode Click mode Trigger mode File mode Utility mode Chain mode Sampling mode 
    						
    							Basic Structure of the DTXTREME III
    Reference
    DTXTREME III Owner’s Manual65
    Drum Kit mode
    Reference
    Song mode
    Click mode
    Trigger mode
    File mode
    Utility mode
    Chain mode
    Sampling mode
    Sampling
    The Sampling function lets you record audio signals such as vocals and CD playback sound to the DTXTREME III and play 
    those sounds by hitting the drum pads. Recording audio signals to the DTXTREME III is referred to as “sampling.” In addition 
    to being able to record audio signals directly to the DTXTREME III, you can also import existing audio data (in WAV or AIFF 
    file format) in the File mode. This lets you use audio you’ve recorded and edited on computer with the DTXTREME III. Once 
    you’ve recorded or loaded the audio, you’ll need to assign it to a User Voice which can be selected in the Drum Kit mode.
    •The User Voices created in the Sampling mode reside temporarily in the optionally installed DIMMs (pages 76 and 
    147). Because data contained in DIMM is lost when the power is turned off, you should always save the User 
    Voices created by recording, editing, and using Jobs to a USB storage device before turning off the power. For 
    information on how to save, see pages 54 and 114.
    IMPORTANT
    In order to use the Sampling features of the instrument, you’ll need to install DIMM 
    memory modules (sold separately) to the instrument.
    CAUTION
    Sampling source
    USB storage device
    AIFF, WAV 
    file, etc. Microphone, etc.CD, MD, etc.
    User VoiceSpecified before the Sampling is started in the display called up via [SAMPLING] → [F1] SELECT.
    or
    Specified before the Load is executed in the display called up via [FILE] → [F2] LOAD.
    DIMM (sold separately)
    Max. 512MB
    USB storage device
    File type 
    = AllData, AllVoice, 
    Wav, Aiff
    SamplingPerformed in the 
    Sampling modeLoadPerformed in the File mode 
    (File type = Wave )
    Destination to which the recorded audio signal is assigned
    Save/LoadPerformed in the File mode
    Pad (Trigger Input Source)Specified after Sampling is completed (Sampling mode).
    or
    Specified in the display called up via [DRUM KIT] → [F2] VOICE → [SF1] SELECT. 
    						
    							Basic Structure of the DTXTREME III
    Reference
    66DTXTREME III Owner’s Manual
    ■Trigger mode
    [SAMPLING] → [F6] REC → Trigger Mode
    The Trigger mode is a convenient feature in Sampling that lets you determine how recording is 
    started—manually or automatically, based on the audio level. 
    ●Starting recording manually
    [SAMPLING] → [F6] REC → Trigger Mode = manual
    Regardless of the audio input signal level, sampling starts soon after you press the [F6] START button 
    in the Sampling Standby display. 
    ●Starting recording when the input signal exceeds the Trigger Level
    [SAMPLING] → [F6] REC → Trigger Mode = level
    After pressing the [F6] START button in the Sampling Standby display, sampling starts as soon as a 
    strong enough audio signal is received. The threshold for this audio-triggered start is called the Trigger 
    Level (explained in the illustration below).
    As you can see, the higher the Trigger Level setting, the louder the input audio needs to be in order to 
    start sampling. On the other hand, if the Trigger Level is set too low, a soft noise may be enough to 
    inadvertently start sampling.
    ABC D E
    ABC D E
    ABC D E
    Sample recording starts here.
    Level
    Sample recording starts here.Recording 
    trigger level
    Level
    Recording 
    trigger level
    ReferenceDrum Kit mode Song mode Click mode Trigger mode File mode Utility mode Chain mode Sampling mode 
    						
    							Basic Structure of the DTXTREME III
    Reference
    DTXTREME III Owner’s Manual67
    Drum Kit mode
    Reference
    Song mode
    Click mode
    Trigger mode
    File mode
    Utility mode
    Chain mode
    Sampling mode
    Song
    A song consists of two sequence tracks (Tracks 1 and 2) and header data. 
    Each of two sequence tracks contains MIDI sequence data of 16 MIDI channels (channel 1 – 16). The DRUM, BASS and 
    OTHER parts correspond to MIDI channels 10, 3, and the other channels respectively. These parts can be muted, regardless 
    of which tracks they are on, by pressing the [SF1], [SF2] and [SF3] buttons. 
    The header data at the beginning of the song contains general song information such as Drum Kit number, tempo and time 
    signature (BEAT), as well as program change and volume data for each MIDI channel. These types of data are automatically 
    transmitted to the tone generator block when you select a song. 
    When song playback is started, this data is transmitted to the tone generator block for the sounds to be played back. 
    Playback of each Song can be started by hitting the specified pad as well as pressing the [>/■] (Start/Stop) button. The func-
    tion that lets you start/stop playback of a Song by hitting the specified pad is referred to as “Pad Song” (Page 93). Each Drum 
    Kit can feature up to four Trigger Input Sources to which a Pad Song is assigned. Some Preset Drum Kits provide special 
    Pad Song settings. 
    Since the DTXTREME III can play one main Song (normally started via the [>/■] button) and up to four Pad Songs at a 
    time, you can play short phrases, such as a guitar riff or a chorded brass hit by hitting pads while playing the drum kit along 
    with the main Song. 
    The Pad Song settings for each Drum Kit can be performed in the display called up via [DRUM KIT] → [F5] PAD → [SF3] 
    PADSONG.
    NOTE
    •All the Preset Songs are recorded to the track 1. 
    NOTE
    •Even if the [SF1] DRUM button is turned off, the drum part of only track 1 
    can be muted. 
    Song
    Track 1 Track 2
    DRUM — MIDI channel 10
    BASS — MIDI channel 3
    OTHER — MIDI channels 1, 2, 4-9, 11-16 
    						
    							Basic Structure of the DTXTREME III
    Reference
    68DTXTREME III Owner’s Manual
    ReferenceDrum Kit mode Song mode Click mode Trigger mode File mode Utility mode Chain mode Sampling mode
    Effects
    This block applies effects to the output of the tone generator block, processing and enhancing the sound using sophisticated 
    DSP (digital signal processing) technology. Effects are applied in the final stages of editing, letting you change the sound as 
    desired. 
    ■Effect Structure
    The Effects of the DTXTREME III consist of the following blocks.
    ●Reverb
    The Reverb effects add a warm ambience to the sound, simulating the complex reflections of actual 
    performance spaces, such as a concert hall or a small club. The Effect type of the Reverb block can be 
    selected for each Drum Kit in the display called up via [DRUM KIT] → [F4] EFFECT → [SF1] CON-
    NECT or [SF3] REVERB. The Effect of this block is applied to the overall sound of the DTXTREME 
    III.
    ●Chorus
    The Chorus effects use various types of modulation processing, including flanger and phaser, to 
    enhance the sound in a variety of ways. The Effect type of the Chorus block can be selected for each 
    Drum Kit in the display called up via [DRUM KIT] → [F4] EFFECT → [SF1] CONNECT or [SF4] 
    CHORUS. The Effect of this block is applied to the overall sound of the DTXTREME III. 
    ●Variation
    The Effects of this block is applied only to the current Drum Kit sound. The Effect type of the Variation 
    block can be selected for each Drum Kit in the display called up via [DRUM KIT] → [F4] EFFECT → 
    [SF1] CONNECT or [SF2] VAR. 
    ●Insertion A and Insertion B
    The Effects of these two blocks is applied only to the audio signal coming from the external audio 
    device or microphone. The Effect type for each of Insertion A and B can be selected in the display 
    called up via [UTILITY] → [F4] AUX IN → [SF3] INS A and [SF4] INS B respectively.
    ●Master Effect
    This block applies effects to the final stereo output signal of the entire sound. The Master Effect type 
    can be selected in the display called up via [UTILITY] → [F3] EFFECT → [SF2] MEF.
    ●Master EQ
    Master EQ is applied to the final, overall (post-effect) sound of the instrument. The Master EQ can be 
    set in the display called up via [UTILITY] → [F3] EFFECT → [SF1] MEQ.
    NOTE
    •For detailed information about the Effect Types and related parameters, 
    refer to pages 70 and 72 respectively. For a complete list of the available 
    Effect Types for each Effect block, refer to the Effect Type List in the sepa-
    rate Data List booklet.  
    						
    							Basic Structure of the DTXTREME III
    Reference
    DTXTREME III Owner’s Manual69
    Drum Kit mode
    Reference
    Song mode
    Click mode
    Trigger mode
    File mode
    Utility mode
    Chain mode
    Sampling mode
    ■Effect Connection
    Insertion Effect A
    Insertion Effect B
    Insertion Effect A
    Insertion Effect Bor
    [UTILITY] → [F4] AUX IN 
    → [SF2] INS TYPE
    External Audio signalvia
     AUX IN/
     SAMPLING IN
    Drum Voice
    (MIDI 10 ch)
    Other Voices
    (Other than
    MIDI 10 ch)
    Master 
    EffectMaster
    EQ
    Click Voice
    Variation*1
    Variation 
    Return*1
    Variation
    Send*2Chorus*1
    Reverb*1
    Reverb Send*2
    Chorus Send*2
    Reverb 
    Return*1
    Chorus 
    Return*1
    Reverb 
    Return*1
    Chorus 
    Return*1
    Chorus to 
    Reverb*1
    Reverb Send*2
    Chorus Send*2
    *1 [DRUM KIT] → [F4] EFFECT → [SF1] CONNECT
    *2 [DRUM KIT] → [F2] VOICE → [SF2] OUT-TUNE
    [UTILITY] 
    → [F3] EFFECT 
    → [SF2] MEF
    [UTILITY] 
    → [F3] EFFECT 
    → [SF1] MEQ Variation to Reverb*
    1
    Variation 
    to Chorus*1 
    						
    							 Basic Structure of the DTXTREME III 
    Reference
     
    70 
    DTXTREME III Owner’s Manual 
    ReferenceDrum Kit mode Song mode Click mode Trigger mode File mode Utility mode Chain mode Sampling mode
     
    The DTXTREME III provides such a wide and extensive 
    variety of Effect types that it may be difficult to find the 
    desired Effect type out of the great number that are avail-
    able. This is why all the Effect types are divided into con-
    v enient Effect categories. 
    This section explains the Effect categories and their types. 
    The Effect Type list described below for each category con-
    tains the columns: REV (Reverb), CHO (Chorus), VAR 
    (Variation), INS (Insertion) and MEF (Master Effect). The 
    checkmarks indicated in these columns means the Effect 
    T ype is available for each block. These Effect types (with 
    the checkmarks indicated in each list) can be selected from 
    the panel controls. 
    ■ 
    COMPRESSOR & EQ
     
    Compressor is an effect commonly used to limit and com-
    press the dynamics (softness/loudness) of an audio signal. 
    For signals that vary widely in dynamics, such as
    v ocals and guitar parts, it “squeezes” the dynamic range, 
    effectively making soft sounds louder and loud sounds 
    softer. When used with gain to boost the overall level, this
    creates a more powerful, more consistently high-level 
    sound. Compression can be used to increase sustain for 
    electric guitar, smooth out the volume of a vocal, or bring a 
    drum kit or rhythm pattern further up-front in the mix. 
    ■ 
    LO-FI
     
    This effect intentionally degrades the audio quality of the 
    input signal via several methods, including lowering of the 
    sampling frequency.  ■ 
    FLANGER & PHASER
     
    The flanger creates a swirling, metallic sound. The phaser 
    modulates cyclically to add movement and animation to the 
    sound. 
    ■ 
    DISTORTION
     
    This effect type is used mainly for guitar, adding distortion 
    with an edge to the sound. 
    ■ 
    WA H
     
    This effect cyclically modulates the tone brightness (cutoff 
    frequency of a filter). Auto Wah modulates the tone via 
    LFO, Touch Wah modulates the tone via volume (note-on 
    velocity) and Pedal Wah modulates the tone the pedal con-
    trol. 
    Effect Types and Effect Categories 
    Effect Type 
    VA R
      INS 
    MEF
      Description
     
    COMPRES-
    SOR  
    ✔✔✔
     
    Vintage sounding compres-
    sion.
    CLASSIC 
    COMPRES-
    SOR  
    ✔✔
     
    –
     
    Conventional type of com-
    pressor.
    MULTI BAND 
    COMP  
    ✔✔✔
     
    3-band type compressor.
    EQ  
    ✔✔
     
    –
     
    Vintage 5-band parametric 
    EQ.
    HARMONIC 
    ENHANCER  
    ✔✔
     
    –
     
    Adds new harmonics to the 
    input signal to make the 
    sound stand out. 
    Effect Type 
    VA R
      INS 
    MEF
      Description
     
    LO-FI  
    ✔✔✔  
    Degrades the audio quality of 
    the input signal for a lo-fi 
    sound.
    NOISY  
    ✔✔  
    –
     
    Adds noise to the current 
    sound.
    DIGITAL 
    TURNTABLE  
    ✔✔  
    –
     
    Simulates the noise, 
    scratches and pops of a vinyl 
    record.  Effect Type 
    VA R
      INS 
    CHO
      Description
     
    FLANGER
     
    ✔✔✔
     
    Vintage sounding flanger.
    CLASSIC 
    FLANGER
     
    ✔✔✔
     
    Conventional type of flanger.
    TEMPO 
    FLANGER
     
    ✔✔✔
     
    Tempo-synchronized flanger.
    D YNAMIC 
    FLANGER
     
    ✔✔
     
    –
     
    Dynamically controlled 
    flanger.
    PHASER 
    MONO
     
    ✔✔✔
     
    Vintage sounding mono 
    phaser.
    PHASER 
    STEREO
     
    ✔✔✔
     
    Vintage sounding stereo 
    phaser.
    TEMPO 
    PHASER
     
    ✔✔✔
     
    Tempo-synchronized phaser.
    D YNAMIC 
    PHASER
     
    ✔✔
     
    –
     
    Dynamically controlled phase 
    shifter. 
    Effect Type 
    VA R
      INS
    Description
     
    AMP 
    SIMULATOR 1
     
    ✔✔
     
    Simulation of a guitar amp.
    AMP 
    SIMULATOR 2
     
    ✔✔
     
    Simulation of a guitar amp.
    COMP 
    DISTORTION
     
    ✔✔
     
    Since compression is included in 
    the first stage, steady distortion can 
    be produced regardless of changes 
    in input level.
    COMP 
    DISTORTION 
    DELAY
     
    ✔✔
     
    Compressor, Distortion and Delay 
    effects are connected in series.
     
    Effect Type 
    VA R
      INS
    Description
     
    AUTO WAH
     
    ✔✔
     
    Modulates the tone via LFO.
    T OUCH WAH
     
    ✔✔
     
    Modulates the tone via volume 
    (note-on velocity). 
    						
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