Liste des algorithmes
P
12 REVERB 1
B
fig.4-236
Input L
Input R
Simulation de la réverbération de différentes pièces ou salles de concert. Un delay peut être utilisé simultanément.
Dans cet algorithme, ce que vous avez affecté en DIRECT MIX (p.46) sera traité par l'effet.
4BAND EQ (Equalizer)
EFFECT
OFF, ON
LOW EQ
-20–+20 (dB)
HIGH EQ
-20–+20 (dB)
LEVEL
-20–+20 (dB)
LO-MD F
100–10.0 k (Hz)
LOW-MID Q
0.5–16.0
LOW-MID EQ
-20–+20 (dB)
HI-MD F
100–10.0 k (Hz)
HI-MID Q
0.5–16.0
HI-MID EQ
-20–+20 (dB)
REVERB
EFFECT
ROOM SIZE
REVERB TIME
BALANCE DIR:FX
EFFECT LEVEL
PRE DELAY
DENSITY
EARLY REF LEVEL
RELEASE DENSITY
LOW DAMP GAIN
LOW DAMP FREQUENCY
HIGH DAMP GAIN
HIGH DAMP FREQUENCY
HIGH CUT FILTER
66
4BAND EQ
FV
OFF, ON
5.6–32.6 (m)
0.1–32.0 (sec)
100:0–0:100
0–100
0–200 (msec)
0–100
0–100
0–100
-36.0–0.0 (dB)
55–4.0 k (Hz)
-36.0–0.0 (dB)
4.0 k–20.0 k (Hz)
200–20.0 k (Hz)
REVERB
DELAY
DELAY
EFFECT
OFF, ON
TYPE
SINGLE, 3TAP
(SINGLE)
DELAY TIME
0–1800 (msec), BPM:
FINE TIME
0–20 (msec)
FEEDBACK
0–100
FX LEVEL
0–120
HIGH DAMP GAIN
-50–0 (dB)
HIGH CUT FILTER
700–11 k (Hz), FLAT
(3TAP)
DELAY TIME [C]
0–1800 (msec), BPM:
FINE TIME [C]
0–20 (msec)
TIME [L]
1–400 (%)
TIME [R]
1–400 (%)
FEEDBACK
0–100
LEVEL [C]
0–100
LEVEL [L]
0–100
LEVEL [R]
0–100
FX LEVEL
0–120
HIGH DAMP GAIN
-50–0 (dB)
HIGH CUT FILTER
700–11 k (Hz), FLAT
MASTER
<MASTER>
LEVEL
0–100
BPM
40–250, MIDI, GLOBAL
<FV: FOOT VOLUME>
FOOT LEVEL
0–100
Output L
Output R