Yamaha SPX2000 SPX2000 Owners Manual - Page 35
Early Reflection, Gate Reverb, Reverse Gate PRESET bank
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Early Reflection ER These effects add early reflections. Early reflections are the sounds that reach your ear after being reflected only once from the walls or ceiling. In contrast, the "wash" of sound that reaches your ear after reflecting multiple times from the walls and ceiling is called "subsequent reverberation." In nature, early reflections will be followed by subsequent reverberation, but the Early Reflection effects omit this, producing a tighter sound. These effects can produce interesting results when applied to drums, percussion, or guitar. The differences between the effects are summarized below. Type Early Reflection, Gate Reverb, Reverse Gate Early Reflection, Gate Reverb, Reverse Gate Bank PRESET CLASSIC No. of INs/OUTs 1IN/2OUT Explanation Parameters can be controlled in detail Simpler operation; fewer controllable parameters than the PRESET bank effects Early Reflection, Gate Reverb, Reverse Gate (PRESET bank) Early Reflection is the basic effect of this type, and Gate Reverb is based on the popular effect of the same name. Reverse Gate is also known as "backwards reverb." Each aspect of the sound is controlled by the following effect parameters. Level Original sound Early reflections: TYPE, ROOMSIZE, LIVENESS, INI.DLY, DIFF., DENSITY, ER NUM, FB.GAIN, HI.RATIO Filter/equalizer: HPF, LPF Output level: OUT LVL, MIX BAL. INI.DLY Time Parameter details ■Basic parameters Parameter name TYPE ROOMSIZE LIVENESS INI.DLY DIFF. DENSITY Range *a 0.1-20.0 0-10 0.0-500.0 ms 0-10 0-100% Explanation The pattern of early reflections; this determines the basic character of the effect. The characteristics of the early reflections will depend on the type you select here. Size of the reverberant space. Increasing this value simulates a larger space. You can use this to simulate the absorptiveness of the walls and ceiling. Decay characteristics of the early reflections. Increasing this value will reduce the decay, causing the repeats to continue. You can use this to simulate the absorptiveness of the walls and ceiling. Delay of the early reflections relative to the original sound. Diffusion of the sound to left and right. Increasing this value will make the reverberation more spaciousness. Density of the early reflections. Increasing this value will make the reverberation smoother. You can create unique effects by lowering this value. *a. For Early Reflection effects, choose from S-Hall, L-Hall, Random, Revers, Plate, and Spring. For Gate Reverb and Reverse Gate effects, choose from Type-A and Type-B. ■Fine parameters Parameter name MIX BAL. Range 0-100% OUT LVL ER NUM. 0-100% 1-19 HPF Thru, 21.2 Hz-8.00 kHz LPF 50.0 Hz-16.0 kHz, Thru FB.GAIN -99%-+99% HI.RATIO 0.1-1.0 Explanation Balance between the original sound and effect sound. At a setting of 0% only the original sound will be output; at a setting of 100% only the effect sound will be output. Output level after the original sound and effect sound have been mixed. Decrease this value if you want to lower the output. At a setting of 0% there will be no output. The number of early reflections. Increasing this value will increase the number of reflections. A filter that cuts the low-frequency portion of the effect. Frequency components lower than the frequency specified here will be cut. With a setting of Thru this filter will do nothing. This filter does not affect the original sound. A filter that cuts the high-frequency portion of the effect. Frequency components above the frequency specified here will be cut. With a setting of Thru this filter will do nothing. This filter does not affect the original sound. Amount of feedback for the early reflections. This indicates the ratio by which the level is reduced for each repetition of the effect. For example with a setting of +50, the level of the reflections will decay to 50% → 25% → 12.5% as they are repeated. Negative (-) values invert the phase of the feedback. Amount of feedback for the high-frequency portion of the reflections. This is specified as a proportion of FB.GAIN. If this value is 0.1, the feedback amount will be 1/10th of FB.GAIN; if this value is 1.0, the feedback amount will be the same as FB.GAIN. SPX2000-Owner's Manual 35