Reason 5 Operation Manual
Reason 5 Operation Manual
Reason 5 Operation Manual
Version 5
Operation Manual by:
Fredrik Hylvander
Anders Nordmark, Scribe
The information in this document is subject to change without notice and does not represent a commitment on the
part of Propellerhead Software AB. The software described herein is subject to a License Agreement and may not
be copied to any other media except as specifically allowed in the License Agreement. No part of this publication
may be copied, reproduced or otherwise transmitted or recorded, for any purpose, without prior written permission
by Propellerhead Software AB.
©2010 Propellerhead Software and its licensors. All specifications subject to change without notice. Reason and
Record are trademarks of Propellerhead Software. All other commercial symbols are protected trademarks and
trade names of their respective holders. All rights reserved.
Tool Tips 39
Welcome! 20
Context menus 40
About this chapter 20 Parameter context menus 40
Device context menus 41
About this manual 20 Rack “background” context menu 42
Sequencer context menus 42
About the Reason operating system
versions 20 Undo and Redo 43
4 TABLE OF CONTENTS
Sequencer Functions 61 Toolbar details 84
Toolbar tools 84
Alternate tools 87
About this chapter 62 Snap 87
Sequencer Toolbar keyboard shortcuts 88
Introduction 62
Ruler details 89
Sequencer area overview 62
Song View and Edit Mode 62 Transport Panel details 89
Toolbar overview 64 Transport keyboard commands 93
Track List overview 64
Tracks overview 64
Lanes overview 65
About the Inspector 94
Clips overview 65 About subticks in the Position and Length displays 94
Inspector overview 65 About the “Match Values” function 94
Ruler overview 66
Edit/Arrangement Pane overview 66
Song Navigator overview 66
Transport Panel overview 66 Recording in the Sequencer 95
Track details 67 About this chapter 96
Track definition 67
Master Keyboard Input 67
The relationship between tracks, lanes, clips and General recording functions 96
events 68 Record enabling 96
Track types 69 Click and Pre-count 98
Track List elements 70 Loop mode 100
Creating tracks 71 General recording procedure 100
Selecting tracks 72 Undoing a recording 101
Moving tracks 72
Deleting tracks 73 Note recording details 102
Duplicating/copying tracks and devices 73 Setting up the instrument track 102
Coloring tracks 74 Recording notes 102
Naming tracks 74 Recording notes in Loop mode 102
Folding tracks 74 Recording over or into an existing note clip 103
Muting tracks 75 Recording notes using the “Dub” and “Alt” functions 104
Soloing tracks 75
Parameter automation recording
Lane details 76 details 106
Note lane 76 Performance controllers vs. track parameter
Parameter automation lane 77 automation 106
Pattern lane 78 Recording performance controller automation 107
Creating/adding lanes 78 Recording parameter automation into Note Clips 108
Deleting lanes 81 Recording performance controller automation over or
Moving note lanes 83 into an existing clip 108
Copying (duplicating) note lanes 83 About performance controller automation on multiple
Muting lanes 83 lanes 109
Recording parameter automation 109
Clip basics 84 Recording parameter automation in Loop mode 110
Clip types 84
TABLE OF CONTENTS 5
Recording parameter automation over or into an existing About this chapter 136
clip 111
Adjusting automated parameters during playback - “Live
The Edit Mode 136
mode” 112
Selecting what to edit 137
Recording parameter automation on multiple tracks 112
Opening note and automation clips for editing 137
Edit Mode elements 139
Pattern automation recording details 113 Edit Mode window handling 141
Recording pattern automation 113 Note Edit Modes 141
Creating empty clips 144
Tempo automation recording 114
Recording tempo automation 114 Tool Window editing tools 145
6 TABLE OF CONTENTS
Working with Blocks in the Naming devices 209
Folding and unfolding devices 210
Sequencer 183
About this chapter 184
Sounds and Patches 211
Introduction 184
The idea behind Blocks 184 About this chapter 212
TABLE OF CONTENTS 7
About cables 239 Exporting Audio 257
Cable appearance 239
Checking and following cable connections 240
Cable color 241 About this chapter 258
Importing audio to Reason devices 258
Automatic routing 241
Auto-routing of Instrument devices 241 Exporting audio 258
Auto-routing of Effect devices 242 Exporting Songs or parts of Songs 258
Auto-routing of CV/Gate signals 242
Auto-routing devices after they have been created 242
8 TABLE OF CONTENTS
The ReGroove Mixer 287 Remote Override 315
Activating Remote Override Edit mode 315
Remote Override mapping 316
Introduction 288
ReGroove basics 288
Additional Remote Overrides... 319
Assigning Additional Overrides 320
The ReGroove Mixer 289
Global parameters 289
Channel parameters 290
Keyboard Control 321
Copy, Paste and Initialize ReGroove channels 294 Enabling Keyboard Control 321
Editing Keyboard Control 321
TABLE OF CONTENTS 9
Synchronization and Sampling Input section 345
Advanced MIDI 329 Advanced MIDI Device 346
10 TABLE OF CONTENTS
Using the Programmer 361 Introduction 382
Key Mapping instrument devices 362 Loading and Saving Patches 382
Setting Velocity Ranges for instrument devices 363
Using Modulation Routing 364 The Oscillator Section 383
CV Connections 367 Oscillator 1 Waveform 383
Setting Oscillator 1 Frequency - Octave/Semitone/
Cent 385
Oscillator Keyboard Tracking 385
Mixer 14:2 369 Using Oscillator 2 385
Oscillator 2 Waveform 386
Noise Generator 386
Introduction 370 Phase Offset Modulation 387
Frequency Modulation (FM) 389
The Channel Strip 370 Ring Modulation 390
Channel Strip Controls 371
The Filter Section 391
The Mixer signal flow 372 Filter 1 Type 391
Filter 1 Frequency 394
About the EQ modes 372 Resonance 394
Filter Keyboard Track (Kbd) 394
Filter 2 395
The Auxiliary Return Section 373
Envelopes - General 396
The Master Fader 373 Amplitude Envelope 397
Filter Envelope 397
Connections 373 Mod Envelope 398
TABLE OF CONTENTS 11
Thor Polysonic The Filter section 455
The Filters 456
Synthesizer 407 The Filter Envelope 458
The Shaper 459
Introduction 408
Loading and Saving Patches 408 Routing 461
Routing examples 462
Thor elements 409 The output controls 465
Connections 445
NN-19 Sampler 473
The Modulator section 453 About Key Zones and samples 477
Modulator parameters 453 Loading a Sample into an empty NN-19 477
Destinations 454 Loading SoundFont samples 478
Loading REX slices as samples 478
Creating Key Zones 478
12 TABLE OF CONTENTS
Selecting Key Zones 479 Sampling in NN-XT 496
Setting the Key Zone Range 479
Deleting a Key Zone 479
Panel overview 497
About Key zones, assigned and unassigned
The main panel 497
samples 480
The Remote Editor panel 497
Adding sample(s) to a Key Map 480
Setting the Root Key 480
Removing sample(s) from a Key Map 481 Loading complete Patches and REX
Removing all unassigned samples 481 files 498
Rearranging samples in a Key Map 481 Loading NN-XT Patches 498
Setting Sample Level 481 Loading NN-19 Patches 498
Tuning samples 481 Loading SoundFonts 498
Looping Samples 482 Loading complete REX files as Patches 499
About the Solo Sample function 482
Using the main panel 500
Automap Samples 483 The Pitch and Modulation wheels 500
Mapping samples without Root Key or Tuning The External Control wheel 500
information 483 High Quality Interpolation 501
How Mapping Information is saved 483 Global Controls 501
NN-19 synth parameters 484 Overview of the Remote Editor panel 503
The Oscillator Section 484 The Key Map display 503
The Filter Section 485 Sample parameters 504
Envelope Section 486 Group parameters 504
LFO Section 487 Synth Parameters 505
TABLE OF CONTENTS 13
Working with Grouping 514 Group parameters 532
About Groups 514 Key Poly 532
Creating a Group 514 Legato and Retrig 533
Moving a Group to another position in the List 515 LFO 1 Rate 533
Moving a Zone from one Group to another 515 Portamento 533
Selecting a Group and/or Zones in a Group 516
The Group Parameters 516 Synth parameters 534
The Modulation controls 534
Working with Key Ranges 516 The Velocity controls 536
About Key Ranges 516 The Pitch section 537
Setting up Key Ranges 516 The Filter section 538
About the Lock Root Keys function 520 The Modulation Envelope 539
About the Solo Sample function 521 The Amplitude Envelope 541
Sorting Zones by Note 522 The LFOs 542
14 TABLE OF CONTENTS
Slice handling 556 Loading a patch 576
Selecting Slices 556 Checking the sounds in a patch 576
Editing individual Slices 556 Creating a new patch 576
Editing in the Waveform Display 557 Creating an empty patch 577
The Slice Edit Mode 558
Programming patterns 577
Dr. Octo Rex panel parameters 559 Pattern basics 577
Pitch and Mod wheels 559 Pattern tutorial 579
Trig Next Loop 559 Setting pattern length 580
Note To Slot 559 Setting pattern resolution 581
Loop Slot buttons 560 Step dynamics 581
Enable Loop Playback and Run 561 Pattern Shuffle 582
Volume 561 Flam 582
Global Transpose 561 The Pattern Enable switch 583
The Enable Pattern Section switch 583
Pattern functions 584
Dr. Octo Rex synth parameters 562
Chaining patterns 584
Select Loop & Load Slot 562
Converting Pattern data to notes in the main
Loop Transpose 562
sequencer 584
Loop Level 563
Oscillator section 563
Mod. Wheel 564 Redrum parameters 586
Velocity section 564 Drum sound settings 586
The Filter Section 565 Global settings 589
Envelope section 566
LFO section 567 Using Redrum as a sound module 590
Pitch Bend Range 568
Setting number of voices - polyphony 569
Connections 591
Audio Quality settings 569
Connections 570
Modulation Inputs 570
Modulation Outputs 570 Kong Drum Designer 593
Gate Inputs 570
Gate Output 570 Introduction 594
Slice Outputs 571
Main Outputs 571
Overview 594
The Pad Section 594
The Drum Control Panel 595
The Drum and FX Section 595
Redrum Drum Computer 573 About using custom backdrops 595
TABLE OF CONTENTS 15
Pad Settings 599 Main Audio Out 633
Assigning Drums to Pads 599
Renaming Pads 600 Using Kong as an effect device 633
Copying & Pasting Drums between Pads 600
Assigning Hit Type to Pads 600
Using external effects with Kong 634
Muting and Soloing Pads 601
Working with Pad Groups 602
16 TABLE OF CONTENTS
BV512 Vocoder 663 PH-90 Phaser 700
TABLE OF CONTENTS 17
RPG-8 Parameters 726 Menu and Dialog
MIDI-CV Converter parameters 726
Arpeggiator parameters 727 Reference 739
Pattern editor 729
Reason menu (Mac OS X) 740
CV connections 732
File menu 741
Tips and tricks 734
Edit menu 744
Preferences – General 760
Preferences – Audio 763
ReBirth Input Machine Preferences – Keyboards and Control Surfaces 766
Preferences – Advanced Control 769
(Windows Only) 735 Preferences - Language and Computer Keyboard 770
Index 779
18 TABLE OF CONTENTS
Chapter 1
Introduction
Welcome!
This is the Operation Manual for Propellerhead’s Reason music production software. The information in this manual
is also available as html files in the on-line Reason Help system.
If you haven’t already, don’t forget to check out the Video Tutorials, available in the Reason Help system.
Also, be sure to regularly check out the Propellerhead web site at www.propellerheads.se for for the latest news!
Text conventions
The text conventions are pretty straightforward. The examples below describe when certain text styles are used:
D This style instructs the user to perform the task(s) described in the sentence.
! This text style means IMPORTANT INFORMATION. Read carefully to avoid problems!
q This text style is used for tips and additional info.
20 INTRODUCTION
However, some modifier keys are different on Windows and Mac computers. Whenever this is the case, the manual
separates the commands with “(Win)” and “(Mac)” indications as in the following example:
D Hold down [Ctrl](Win) or [Cmd](Mac) and press [S] to save your song.
Rack
Sequencer
In pictures throughout this manual there might be circles and/or rectangles highlighting certain areas or objects.
These are indicated by filled lines according to the examples in the picture above. Sometimes these highlighting
frames/circles might also be accompanied by descriptive texts. The different colors of the frames and texts are only
to enhance the contrast to the background picture.
Dashed arrows
A dashed arrow in a picture indicates the directions in which the pointer (or other tool) should be dragged to perform
the desired operation. The example in the picture above shows in which directions (up and down) to drag the pointer
to change the knob’s setting.
INTRODUCTION 21
22 INTRODUCTION
Chapter 2
Common Operations
and Concepts
About this chapter
This chapter gives a basic overview of the Reason application and describes general methods and techniques em-
ployed throughout the Propellerhead Reason software. It also explains the terminology used throughout the program,
manuals and help files.
Rack
Sequencer
Transport Panel
Rack
Scrollbar
The Rack with a number of devices, and the Rack scrollbar to the right
In the Rack, all instruments, effects and mixer devices of the Reason song are visible. You can scroll vertically in the
Rack by clicking and dragging the Rack scrollbar.
By clicking the Maximize button at the top right of the Rack Area, you can maximize the Rack to cover the entire Rea-
son Song window.
Track List
Edit/Arrangement Pane
Sequencer scrollbar
Song Navigator
At the bottom of the Reason Song window is the sequencer Transport Panel. From here you control the sequencer
transport functions, such as Rewind, Fast Forward, Stop, Play and Record. You can also set Tempo and Time Signa-
ture and various other parameters.
The Transport Panel is always available together with the Sequencer. If you have detached the Sequencer, a dupli-
cate of the Transport Panel will be also present in the Rack window.
To the left on the Transport Panel are indicators for Audio In and Out levels, DSP Load, Audio Calculation and Auto-
mation Override status.
By clicking the small grey triangle button to the far upper right you can hide the Transport Panel if you like.
For more details about the Transport Panel, please refer to “Transport Panel details”.
To the right of the Toolbar in the Sequencer is a big “G” button. Clicking this will bring up the ReGroove Mixer.
The ReGroove Mixer is used for adding advanced grooves to your instrument tracks in the Sequencer.
To hide the ReGroove Mixer, just click the “G” button again.
For more details about the ReGroove Mixer, please refer to “The ReGroove Mixer”.
D To zoom in horizontally, click on the “+” button to the left in the Song Navigator.
D To zoom out horizontally, click on the “-” button to the left in the Song Navigator.
D To zoom in and out horizontally, click and drag a Song Navigator handle sideways.
The pointer changes to a double arrow symbol and you can now zoom in by resizing the Song Navigator Frame.
D [Shift]-click on a Song Navigator handle and drag horizontally to zoom in and out symmetrically.
D By right-clicking (Win) or [Ctrl]-clicking (Mac) inside the Song Navigator frame you can both scroll (drag side-
ways) and zoom (drag up or down) simultaneously.
Knobs
D To “turn” a knob, point at it, hold down the mouse button and drag up or down (as if the knob was a vertical
slider).
Dragging upwards turns the knob clockwise and vice versa.
D If you press [Shift] and drag, the knob will turn slower, allowing for higher precision.
You can also adjust the knob precision with the “Mouse Knob Range” setting on the General page in Preferences.
This dialog is opened from the Edit menu (or from the Reason menu if you are running Mac OS X).
D To reset a knob to its default value (usually zero, center pan or similar), press [Ctrl](Win) or [Cmd](Mac) and
click on the knob.
D You can also click anywhere on the fader/slider to instantly move the handle to that position.
D If you press [Shift] and drag, the fader/slider will move more slowly, allowing for higher precision.
D To reset a fader/slider to its default value (usually zero, 100, center pan or similar), press [Ctrl](Win) or
[Cmd](Mac) and click on the fader/slider handle.
Many functions and modes are controlled by clicking buttons. Many of the buttons in Reason have a “built-in” LED, or
the button itself lights up, indicating whether the button is on or not.
Fold/Unfold buttons
Fold/Unfold buttons are distinguished by a small triangle at the top to the left on a device. Clicking on a Fold/Unfold
button will unfold the device panel so that more controls are visible and can be accessed for editing on the screen.
On some devices, such as the RV7000 Advanced Reverb, there are more than one Fold/Unfold button. Clicking on
the second Fold/Unfold button on the unfolded front panel will open up the Remote Programmer panel from which
more parameters can be accessed:
D Click the button to step through the modes or click directly on one of the modes printed on the panel, or click
on the corresponding LED, to select mode.
The currently selected mode is indicated by a lit LED.
The multi mode selector type below is a switch with more than two positions:
D To change mode, click and drag the switch, or click directly at the desired switch position (just as when adjust-
ing a slider).
Numerical controls
In Reason, numerical values are often displayed in numerical displays with “spin controls” (up/down arrow buttons) on
the side. Some parameter values, such as oscillator and LFO waveforms, are displayed graphically in the displays.
There are two ways of changing values in these types of controls:
or
or
Click on the left display segment to select the “whole BPM” value.
Then, either click and drag up or down or click on the up/down arrow
buttons to change tempo in steps of 1 BPM.
Alternatively, type in the new tempo and press [Enter] on the computer
keyboard.
You can also type in a number preceded by [+] or [-] to add or subtract
the number from the current tempo value. Then, press [Enter] on the
computer keyboard.
Click on the right display segment to select the “1/1000 BPM” value.
Then, either click and drag up or down or click on the up/down arrow
buttons to change tempo in steps of 1/1000 BPM.
Alternatively, type in the new tempo and press [Enter] on the computer
keyboard.
You can also type in a number preceded by [+] or [-] to add or subtract
the number from the current tempo value. Then, press [Enter] on the
computer keyboard.
The other segment displays on the Transport Panel can be edited in the same way as described above.
The other segment displays in the sequencer Inspector can be edited in the same way as described above.
Tool Tips
If you hover with the mouse over a control on a device panel and wait a moment, a tool tip appears. The tool tip shows
the name of the parameter associated with that control and its current value. This helps you fine-tune settings, set
several parameters to the same value, etc.
D You can turn off the Tool Tips function by deactivating the option “Show Parameter Value Tool Tip” in the “Ap-
pearance” section on the General page in Preferences.
• Functions for editing and clearing the recorded automation data for the control.
• Functions for associating computer keyboard commands and/or MIDI messages to the parameter.
This allows you to remote control parameters from a MIDI device or from the computer keyboard.
• A Paste Devices and Tracks item, allowing you to paste any copied or cut devices and tracks.
• A duplicate of the Create menu, allowing you to create new devices.
The action to be undone is indicated next to the Undo command on the Edit menu. For example, if your latest ac-
tion was to delete some device(s) from the rack, the Edit menu will display “Undo Delete Devices and Tracks”.
D To redo the last undone action (“undo the undo operation”), select “Redo” from the Edit menu, or hold down
[Ctrl](Win) or [Cmd](Mac) and press [Y].
Similarly, the action to be redone is shown on the Edit menu.
| UNDO
5. Adjust tempo
4. Change pan
3. Adjust Attack
2. Create Synth Device
1. Create Mixer Device
If you now select Undo, your latest action (the tempo change) will be undone, and moved to a “Redo list”:
| UNDO | REDO
4. Change pan
3. Adjust Attack
2. Create Synth Device
1. Create Mixer Device 5. Adjust tempo
| UNDO | REDO
3. Adjust Attack
2. Create Synth Device 4. Change pan
1. Create Mixer Device 5. Adjust tempo
If you now select Redo, the most recently undone action will be redone. In this case, your panning adjustment will be
performed again (and added to the Undo History again):
| UNDO | REDO
4. Change pan
3. Adjust Attack
2. Create Synth Device
1. Create Mixer Device 5. Adjust tempo
At this point, you still have the option to Redo the tempo change. But if you instead perform another action (e.g.
change the level of the synth device in the mixer), this would become the action at the top of the Undo History - and
the Redo list would be cleared.
| UNDO | REDO
5. Change level
4. Change pan
3. Adjust Attack
2. Create Synth Device
1. Create Mixer Device (Empty)
Mode buttons.
• Regardless of mode, the On-screen Piano Keys window always follows Master Keyboard input.
This means that the Piano Keys will trigger the device associated with the track that has Master Keyboard Input.
The Piano Keys input is merged with any attached keyboard/control surface input so you can use both simultane-
ously.
• The available note range is 10 octaves (C -2 to E 8).
• When the On-screen Piano Keys window is in Mouse mode, you can resize it by clicking and dragging the win-
dow frame according to standard procedures.
This is especially useful in “Mouse” mode, since you can adapt the window to show the desired note range.
Keyboard Navigator
Keys that produce sound are indicated by a gray strip above the keyboard in the Keyboard Navigator. This is useful
when playing a patch where only certain keys or key ranges produce sound, e.g. a REX file or a sampler patch.
D Click and drag the green key range area in the Keyboard Navigator.
The current octave number is always shown for the leftmost key - by default the [A] key on the computer keyboard.
Mouse mode
When Mouse Mode is selected, the Piano Keys window will show a standard piano keyboard.
D To enter notes, simply click on the keyboard with your mouse.
As described above, the record enabled track governs what instrument device is played.
Velocity=40
Velocity=127
Adding sustain
If you press [Shift] when entering notes, the notes will sustain, just like when using a sustain pedal.
When Computer Keys Mode is selected, the On-screen Piano Keys window shows a graphic (partial) representation
of a computer keyboard. The window cannot be resized in this mode.
Octave range
D Press [Z] or [X] on your computer keyboard to shift one octave down or up, respectively.
There are also “Z” and “X” Octave buttons in the On-screen Piano Keys window that function in the same way.
See “Setting Octave range” for more ways of changing the Octave range.
Adding sustain
D Press [Shift] when entering notes to make the notes sustain, just like when using a sustain pedal.
There is also a Sustain button in the On-screen Piano Keys window that has the same functionality.
Velocity
In Computer Keys Mode, note velocity for notes you enter is set using the numerical keys in the top row. The currently
set value is also shown in the Velocity value field. The numerical keys correspond to the following velocity values:
This feature will randomly vary the velocity values for the notes you enter. There are four modes; None (default),
Light, Medium and Heavy. The degree of velocity variation is as follows.
| Item | Variation
None (default) 0
Light +/- 5%
Medium +/- 10%
Heavy +/- 25%
In this case, Inputs 1 and 2 are available, but not connected, Outputs 1 and 2 are available and
connected, whereas Output 3 is unavailable, but connected on the back of the Hardware Interface.
52 AUDIO BASICS
To send the sound of a device in the Rack to a specific output, you route the device output to the corresponding Out-
put jack on the Hardware Interface. This is done by using the patch cables on the back of the rack, as described in
“Manual routing”. If we flip the rack around, by pressing the [Tab] key, the Hardware Interface looks like this:
On the rear of the Hardware Interface, Inputs 1 and 2 are available but not connected,
Outputs 1 and 2 are available and connected, whereas Output 3 is connected but unavailable.
Audio quality
The audio quality in a computer based recording system depends on two things:
• The quality of the software calculating the audio.
In our case, this is the Reason DSP (Digital Signal Processing) code.
• The quality of the hardware audio interface used for recording and playing back the sound.
Software
• Reason uses 32-bit floating point arithmetic for all internal audio operations.
This ensures the highest possible audio quality throughout the entire signal chain.
• Reason supports 16, 20, and 24 bit resolution for input and output audio.
• Reason supports all standard sample rates between 44.1 kHz and 192 kHz.
Reason also supports lower sampling frequencies, but using a sample rate of less than 44.1 kHz is not recom-
mended since it might affect the audio quality negatively.
• A number of digital audio techniques that reduce the risk of “aliasing”, background noise, unwanted distortion
and “zipper noise” are implemented in Reason.
Audio hardware
How good a hardware audio interface actually sounds depends on a number of things; its frequency range and fre-
quency response curve, the resolution (bit depth), the signal to noise ratio, the distortion under various circumstances,
etc. Furthermore, some designs are more prone to disturbance from the other electronics in the computer than oth-
ers. Such disturbance might add hum or high pitched noise to the signal.
The only advice we can give is that if you are serious about sound, choose your audio hardware carefully!
Audio settings
Sample rate and resolution are properties of digital audio which determine the quality of the sound. Generally, higher
sample rate and resolution result in better audio quality (but also larger audio files and higher demands on computer
performance and audio hardware). The table below shows some common sample rate/resolution combinations:
To cater for all different situations, Reason supports multiple sample rates and resolutions.
AUDIO BASICS 53
Sample Rate settings for recording and playback
Reason handles all internal audio processing in 32-bit floating point resolution. However, the resolution of the input
and output audio is determined by the hardware audio interface. That is, if you have a 24-bit audio card, Reason will
record and output audio in 24-bit resolution, and if you have a 20-bit audio card, audio will be recorded and played
back in 20-bit resolution.
The recording and playback sample rate can be specified on the Audio tab in the Preferences dialog (accessed from
the Edit menu (Win) or Reason menu (Mac)):
The CALC progress indicator on the Transport Panel appears when Reason performs high quality audio calculation
54 AUDIO BASICS
See “About latency” for more information about buffer size and latency.
In the “Miscellaneous” section on the “General” page in Preferences, you can define an upper limit for the CPU us-
age. If the DSP Load should exceed this set limit, the Reason application will stop receiving and outputting sound. If
this happens, you might have to change the audio settings (see “Sample Rate settings for recording and playback”
and “Buffer Size settings”) - or remove tracks and/or devices from your song. By default, the “CPU Usage Limit” is set
to 80%. This is where the CPU load usually starts to make the sound crackle and distort.
D If you like, you can also adjust the Master Tune during playback.
! The Master Tune setting affects the tuning of all sound sources in Reason. It also affects the tuning of the Re-
drum and Dr.Rex loop player.
AUDIO BASICS 55
About audio levels
When recording and playing back in Reason, you should keep an eye on the Audio In and Audio Out Clip indicators
on the Transport Panel, or on the Hardware Interface and the Big Meter. If any of the clip indicators light up, the audio
level is too high, resulting in clipping (digital distortion).
The Clip indicators on the Audio In and Audio Out meters on the Transport Panel
Reset
button
Channel Selection knob
for the “Big Meter” Clip indicators
The Big Meter on the Hardware Interface
D To remedy Audio In clipping, adjust the level at the input source, i.e. on the hardware audio interface or on the
preamp connected to the hardware audio interface.
! When sampling external audio signals, clipping cannot be adjusted in the Reason application - it must be ad-
justed at the audio input source!
! When sampling audio internally from devices in the rack, you have to adjust the Output Level on the source de-
vice to make sure clipping doesn’t occur in the Hardware Interface.
D To remedy Audio Out clipping, lower the master level on the Mixer (or other device) that is connected to the
Hardware Interface, until Audio Out clipping doesn’t light up on playback.
You could also use the MClass Maximizer as an insert effect after the Mixer to ensure that clipping never occurs -
see “The MClass Maximizer”.
D To get a better overview of the levels, bring up the Big Meter on the Hardware Interface, by clicking the “Big
Meter” button on the front panel. Then, select the input or output pairs to view in the Big Meter by clicking on
the corresponding channel selection button below each input or output pairs. Alternatively, select channel by
turning the channel selection knob.
If the audio level is, or has been, too high, the Clip indicators on the Big Meter will stay lit until you click the Reset
button, or select new audio channels for the Big Meter.
! In some situations, the Audio Out Clip indicator on the Transport Panel and the Output Clip indicators on the
Reason Hardware Interface might light up if the metronome Click is active in the sequencer during playback
(see “Click and Pre-count”). This is nothing to worry about and won’t cause any distortion in your song. To de-
termine if the metronome is causing the clipping indication, just disable Click and see if the clipping stops.
56 AUDIO BASICS
! Note that it doesn’t matter if the level meters on the individual devices (effects, MIxer channels, etc.) “hit the
red”. Output clipping can only occur in the Hardware Interface.
The technical reason for this is that internally, Reason uses high resolution floating point processing, which en-
sures highest audio quality and virtually limitless headroom. In the Hardware Interface, the floating point audio is
converted to the resolution used by the computer’s audio interface, and that’s where audio out clipping might oc-
cur.
Output 7 indicates
audio clipping.
AUDIO BASICS 57
General information about audio and computers
About latency
On any personal computer system, there is a delay between the moment you input a sound, or “tell” the hardware to
play a sound, and when you actually hear it. This delay is referred to as the “latency” of the design. This imposes a
problem for any system where you want real-time user input to affect the sound.
What is acceptable?
On a regular PC, the latency can vary quite a lot. This is an effect of the fact that computers and their operating sys-
tems were created for many purposes, not just for recording and playing back audio. For multimedia and games, a la-
tency of a 100 ms might be perfectly acceptable, but for recording and playing back audio it is definitely not!
• PC audio cards running under Windows with a MME driver might at best give you a latency of around 160ms.
• The same card with a DirectX driver running under Windows provides at best around 40ms.
• A card specifically designed for low latency, with an ASIO driver under Windows, or a Core Audio driver under
Mac OS X, can usually give you figures as low as 2-3 ms. This is definitely good enough for audio applications.
That’s also why ASIO or Core Audio drivers are required to run Reason.
58 AUDIO BASICS
ReWire and Latency
When you run Reason as a ReWire slave, it is the other program, the ReWire master, that is responsible for actually
rendering the audio and playing it back via the audio card. It means that any latency is present in the ReWire master.
! When Reason runs as a ReWire slave, what audio hardware you have, what audio driver you use, and the audio
settings you have made in the Preferences dialog are of no importance at all! All audio hardware settings are
then instead made in the ReWire host application.
For information on ReWire, see “ReWire”.
Reducing latency
There are a few general methods for making sure latency is as low as possible:
D Make sure you are using the latest version of the drivers for your hardware audio interface.
D Adjust the Sample Rate and Buffer Size parameters as described in “Audio settings”.
D Remove unnecessary background tasks on your computer.
This might be any background utility you have installed as well as networking, background internet activities etc.
D Optimize your songs.
You might run into situations where you have to raise the Output Latency setting to be able to play back a very de-
manding song on your computer. Another option would be to actually optimize the song. See “Optimizing Perfor-
mance” for details.
D Get a better audio interface.
This is only required if you find that you need to increase Output Latency because your audio card can’t really cope
with the songs you try to play.
D Get a faster computer.
This is only required if you find that you need to increase Output Latency because your computer can’t really cope
with the songs you try to play.
About processors
When you run Reason, the clock speed of the processor is a major factor determining how many audio tracks and de-
vices you can use at the same time.
If you plan to buy a computer specifically for Reason, you could play it safe and choose a computer with at least an
Intel P4, or equivalent AMD processor, running at 2.0 GHz or faster. MultiCore processors will give better perfor-
mance and are highly recommended.
About RAM
Another important performance factor is the amount of installed RAM in the computer. Generally, one could say: the
more the better, especially if you’re running several applications simultaneously. To run Reason, a minimum of 1 GB
RAM is required, but more is recommended for even better performance.
AUDIO BASICS 59
Mac specific information
About using the built-in audio inputs and outputs
All Mac models come with a built-in audio interface, providing stereo input and output jacks (and in some cases a
built-in microphone). Depending on your needs, the quality of these inputs and outputs may be fully sufficient for use
with Reason. However, in Mac OS X 10.4 the system presents the built-in inputs and outputs as two or three individ-
ual audio devices. This means that, by default, you can only select the "Built-in Output" option in Reason's Prefer-
ences. This works fine for playback, but since you get no inputs at all, you cannot record audio.
To get access to both built-in inputs and outputs in Mac OS X 10.4, you need to create an "Aggregate Device", com-
bining inputs and outputs into one "virtual" audio device. This is done in the Aggregate Device Editor.
! Although Aggregate Devices can be used, regular audio devices with both inputs and outputs have proven to
be more reliable and allow lower latencies. Therefore, we recommend using external audio hardware with
good Core Audio drivers instead.
! In Mac OS X 10.5 and later, the Core Audio drivers support combinations of audio inputs and outputs. If you
run Reason under Mac OS X 10.5 or later you do not have to create an Aggregate Device!
Proceed as follows to create an Aggregate Device:
1. In OS X, open “Audio MIDI Setup” in the “Utilities” folder in “Applications”.
2. Select “Open Aggregate Device Editor” from the Audio menu.
60 AUDIO BASICS
Chapter 5
Sequencer Functions
About this chapter
This chapter describes the layout and general functions of the main sequencer. Recording, editing clips and events,
arranging and working with Blocks in the sequencer are described in detail in the chapters “Recording in the Se-
quencer”, “Note and Automation Editing”, “Arranging in the Sequencer” and “Working with Blocks in the Sequencer”.
Introduction
The sequencer is where you record your songs. The sequencer can be used to record instrument tracks, performance
controllers, parameter automation and pattern automation. You can also arrange your songs, or parts of your songs,
in Blocks. In Blocks mode you can build complete “sections” - consisting of a desired number of bars and tracks - that
can be reused throughout the song. This chapter mainly describes the Song View and Edit Mode. Functions specific
to Blocks and the Blocks View are described in the separate chapter “Working with Blocks in the Sequencer”.
Ruler
Blocks Track
Edit/Arrangement Pane
Note Clips
Automation
Lanes Clips
Pattern Clips
Song Navigator
Tracks
Blocks On/Off Transport Panel
62 SEQUENCER FUNCTIONS
If the Blocks button on the Transport Panel is activated, you can click the Block View button to enter Block View. In
Block View you arrange the clips you want to include in specific Blocks (see “Working with Blocks in the Se-
quencer”). Edit Mode is where you edit the contents of the clips in your song. In Edit Mode the Edit Pane shows de-
tailed information about the content of one track (see “Tracks overview”), or lane (see “Lanes overview”) at a time and
you can edit the events in individual clips (see “Clips overview”).
q When you open a note clip by double-clicking it in Song View or Block View, the sequencer automatically
switches to Edit Mode. However, if you double-click a parameter automation clip, it opens up for editing di-
rectly in the Song View or Block View.
Song View
In the Song View, all clips on all tracks can be viewed. Use this mode to get an overview of your arrangement, and
when you want to perform clip-based editing such as rearranging whole sections of your song, etc.
! Note that when the Blocks button on the Transport Panel is off, there is no separate Song View button in the
Toolbar, simply because Song View is the default view here.
Edit Mode
SEQUENCER FUNCTIONS 63
In Edit Mode, you get a close-up look at the recordings on a track. In Edit Mode, the Edit Pane can be divided into
several horizontal edit rows, showing different types of events (notes, velocity, parameter automation, etc.). This is the
view mode of choice for fine editing the content of your recorded clips, and for drawing notes, performance control-
lers and other events manually.
Toolbar overview
The sequencer Toolbar features various sequencer editing tools as well as the Snap function. The tools can be used
in both Edit Mode and the Song/Block Views, with slightly different purposes in the respective modes. See “Toolbar
details” for details about each tool.
To the left in the sequencer, all tracks are listed in the Track List. Each track in the sequencer is associated with a
specific device in the rack. By clicking on a device icon in the Track List you automatically set Master Keyboard Input
(see “Setting Master Keyboard Input”) to the corresponding device in the rack for playing and/or recording.
Tracks overview
Tracks
Most rack devices in a song automatically get their own dedicated track in the sequencer when you create the device.
Each track can feature one or several lanes on which note, performance controller, pattern and parameter automation
events can be recorded - in clips. See “Track details” for more details about tracks.
! If the Blocks button on the Transport Panel is on, the Blocks Track is also shown at the top in the Track List.
64 SEQUENCER FUNCTIONS
Lanes overview
Lanes
Each track consists of one (default) or several parallel lanes. The lanes can contain clips that feature note events. A
track can also feature automation lanes that contain clips with parameter automation events - or pattern automation
for pattern based devices. See “Lane details” for more details about lanes.
Clips overview
Note Clips
Automation Clips
Pattern Clips
Note, performance controller, pattern and parameter automation events are always contained in clips. A clip is basi-
cally a “container” for recorded data. Note events are displayed in a “piano roll” fashion in the clip. Performance con-
trollers and parameter automation events are displayed as continuous lines, and pattern events are displayed as
repeated rectangles in the clips. See “Clip basics” for information about the different clip types.
Inspector overview
The context sensitive Inspector shows the properties of whatever is currently selected in the sequencer: clips, notes,
automation events, etc. The properties of the selected item can be edited by changing the values in the various dis-
plays. See “About the Inspector” for more info.
SEQUENCER FUNCTIONS 65
Ruler overview
The Ruler is the song’s “time line”, measured in bars. In the Ruler, the Song Position Pointer indicates the current po-
sition in the song, i.e. in which bar the song is, or will begin, playing. The Ruler also shows the Left and Right Loop Lo-
cators as well as the Song End Marker. See “Ruler details” for more details.
The big center section of the sequencer is called the Edit/Arrangement Pane. This is where all recorded events re-
side in clips - on one or more lanes on the respective track.
Below the Edit/Arrangement Pane is the Song Navigator. With the Song Navigator you can scroll and zoom horizon-
tally on the Edit/Arrangement Pane. The Song Navigator also features indicators for the Ruler’s Loop Locators, Song
Position Pointer and Song End Marker. In the Song Navigator, all clips on all lanes are displayed as colored lines, in-
dicating their positions in the song. See “Scrolling” and “Zooming in the Sequencer” for more details.
The Transport Panel features the sequencer transport controls (Rewind, Fast Forward, Stop, Play and Record) as well
as controls for Tempo, Time Signature, Position, Time and Loop Locator placements and some other functions. See
“Transport Panel details” for more details.
66 SEQUENCER FUNCTIONS
Track details
Track definition
The tracks in the sequencer are where you record your audio, note and automation to create your songs. A track is al-
ways associated with a device in the rack (except for the Transport track and Blocks track). An icon with a picture of
the associated device is shown in the Track List on the left hand side in the sequencer. In the Track List, the name of
the associated device is shown, as well as icons and buttons related to the specific track. Each track can incorporate
various lane types (depending on track type). To the right of the Track List - on the Edit/Arrangement pane - each
track has its own dedicated area for recorded events.
In the picture below, six sequencer tracks are shown. From the top down are the Transport Track (which is always
present and cannot be moved or deleted) and five instrument tracks associated with one instrument device each.
Transport Track
Instrument Tracks
SEQUENCER FUNCTIONS 67
Setting Master Keyboard Input
D To set Master Keyboard Input to a track and its associated device, click the device icon in the Track List.
Clip Lane
Clip Lane
Track
Clip Lane
Clip Lane
Note Events
An instrument track with four note lanes featuring clips with note events.
• A device in the rack can never have more than one track in the sequencer.
• A clip is a “container” for various types of events (note, performance controller, parameter automation or pat-
tern events).
68 SEQUENCER FUNCTIONS
Track types
These are the different track types:
• The Blocks track.
The Blocks track is present at the top of the Track List only when the Blocks button on the transport Panel is on.
On the Blocks track you can create Block Automation clips to decide which Blocks should play back. Refer to
“Working with Blocks in the Sequencer” for more information about the Blocks feature.
• The Transport track.
The Transport track is always present at the top of the Track List and cannot be moved or deleted. The Transport
Track can have a maximum of two lanes: one containing time signature automation, and the other containing
tempo automation. See “Automating time signature” and “Editing tempo automation” for more details.
• Instrument tracks
Devices that can receive MIDI notes, such as the Combinator device, will automatically be assigned a record en-
abled track when created. On an instrument track you can create a number of separate note lanes that can incor-
porate clips containing a combination of note and performance controller events. Multiple lanes are perfect if you,
for example, are recording a drum track and want to record each drum sound on a separate lane. An instrument
track can also have a number of parameter automation lanes that can contain clips with instrument parameter au-
tomation events.
• Parameter automation (“non-instrument”) tracks
Tracks for devices that do not receive MIDI note data (e.g. effects and mixer devices) can only contain parameter
automation lanes. These “non-instrument” devices are not automatically assigned a track when created. To auto-
mate parameters for non-instrument devices you need to manually create a track for these. The number of avail-
able lanes is limited by the number of parameters of each device. There can be one lane for each automatable
parameter in the device.
SEQUENCER FUNCTIONS 69
Track List elements
In the picture below, a Track List with four tracks is shown. From the top down are the Transport Track (which is al-
ways present and cannot be moved or deleted), an Instrument Track associated with an NN-XT device, an Instrument
Track associated with a Combinator device and an Automation Track associated with an RV7000 device.
The Transport Track in the picture features two parameter Automation Lanes (for Time Signature and Tempo) that
have been manually created for the track. The NN-XT track features only a single note lane. The Combinator track
features four note lanes and has two parameter automation lanes added. The RV7000 track is associated with the
RV7000 device and has three parameter automation lanes added.
Device Icons
with names
Parameter Automation
Transport Track Lanes
Instrument Track
Note Lanes
Instrument Track
Parameter Automation
Lanes
Automation Track
70 SEQUENCER FUNCTIONS
Creating tracks
Creating an instrument track
To create an instrument track, you need only create the instrument device. An instrument track is automatically cre-
ated when you create a device which can receive MIDI notes:
1. Select desired instrument type from the “Create” menu.
Alternatively, to select an Instrument patch and automatically load the patch into the appropriate device type, hold
down [Ctrl](Win) or [Cmd](Mac) and press [I], or select “Create Instrument” from the “Create” menu to bring up the
Patch Browser. Under Windows, you can also press [Insert] to open the Patch Browser. In the Patch Browser you
can select and preview patches before loading them into the instrument.
D Alternatively, drag and drop or double-click the desired instrument device from the “Device Palette” tab on the
Tool Window. Or, to bring up the Patch Browser, click the “Create Instrument” button on the “Device Palette”
tab.
2. An instrument device is created in the rack and the associated track is automatically created in the sequencer.
RV7000 device
A border around a device in the Rack indicates that it has been selected.
2. Select ”Create Track for (name of device)” from the Edit menu or the device context menu.
! Note that if a track already exists for the device, this menu item will not be available - a device can only have
one track.
• The new track will be automatically associated with the device and will get the same name as the device.
RV7000 device
D Another way of creating a parameter automation track is by holding [Alt](Win) or [Option](Mac) and clicking
on a parameter on the device panel. Alternatively, select “Edit Automation” from the parameter context menu.
q If you press [Alt](Win) or [Option](Mac) when you create a non-instrument device, this will automatically create
an associated automation track for the device.
SEQUENCER FUNCTIONS 71
Selecting tracks
D Select a track by clicking on it in the Track List.
A selected track gets a darker color.
q Selecting a track in the sequencer will automatically scroll the corresponding device into view in the rack.
D You can also select the next or previous track in the Track List list by using the up and down arrow keys on the
computer keyboard.
! By default, selecting a track will automatically set Master Keyboard Input to that track. If you’d rather select
tracks independent of the Master Keyboard Input selection, select “Separated” mode in the Preferences menu
(“Keyboards and Control Surfaces” page). In “Separated” mode, you can select another track without auto-
matically changing Master Keyboard Input. To change Master Keyboard Input, click the device icon on the de-
sired track in the Track List.
D It is possible to select several tracks by using standard [Shift], or [Ctrl](Win) or [Cmd](Mac), selection tech-
niques.
This allows you to e.g. move or delete several tracks in one go.
Moving tracks
D To move a track to another position in the Track List, click on the track handle (the leftmost area of the track)
and drag the track up or down.
A red insertion line is shown, indicating where the track will be placed after releasing the mouse button. All clips on
all lanes of the track will be moved along with the track.
You can use the same technique to move several selected tracks at once. Use standard [Shift]-select or use
[Ctrl](Win) or [Cmd](Mac) to select non-adjacent tracks.
72 SEQUENCER FUNCTIONS
Deleting tracks
The most common scenario would probably be to delete a track together with its associated device(s). However, it’s
also possible to delete only the track while keeping the associated device(s) in the rack.
SEQUENCER FUNCTIONS 73
Coloring tracks
A track can be assigned a color in the sequencer as follows:
D To assign a new color to a selected track, select “Track Color” from the Edit menu or from the track’s context
menu and then select color from the palette.
The track color is shown in the track background in the Track List. The selected track color will be reflected in all
new clips you record or draw on this track. Any previously recorded clips on this track will not change color. To
change color of previously recorded clips, refer to “Coloring clips”.
D To automatically set a new color for new tracks, make sure the “Auto-color New Sequencer Tracks” box in the
Options menu is ticked.
The track color will be automatically selected from the palette when you create a new track.
Naming tracks
D Name, or rename, a track by double-clicking its name tag in the Track List, typing in a name and pressing [Re-
turn].
Note that naming/renaming a track also changes the name of the associated Source Device in the rack (and vice
versa).
See “About Device Groups” for more information about device groups.
Folding tracks
To minimize the visible height of the track, and thus allow for a better overview of the tracks in the sequencer, it’s pos-
sible to fold tracks.
D To fold/unfold a track, click on the small triangle on the track handle.
An unfolded track
74 SEQUENCER FUNCTIONS
Muting tracks
To mute a track means to silence it, so that no data is sent from the track during playback. This can be useful when
you are trying out different versions of an arrangement, for bringing elements in and out of the mix during playback.
D To mute a track, click the corresponding Mute (M) button in the Track List.
Everything present on the track will be muted.
A red “M” button in the Track List indicates that the track is muted.
D To unmute the track, click the “M” button again.
D Several tracks can have Mute active at the same time, in which case you can unmute them all by clicking the
master “M” button at the top of the Track List.
q It’s also possible to mute individual lanes and individual clips on a track. Refer to “Muting lanes” and “Muting
clips”.
Soloing tracks
To solo a track means that all tracks in the sequencer, except for the soloed track, are muted.
D To solo a track, click the corresponding Solo (S) button in the Track List.
This mutes all other (un-soloed) tracks. Soloed tracks have green S buttons.
Here, the “Filter Chords” track is soloed (indicated by the green “S” button).
All other tracks are automatically muted (indicated by red “M” buttons)
D To turn solo off, click the green “S” button again.
D Several tracks can have Solo active at the same time, in which case you can turn off Solo for all of them by
clicking the master “S” button at the top of the Track List.
SEQUENCER FUNCTIONS 75
Lane details
A track consists of one (default) or several parallel lanes. Depending on track type, the clips on the lanes can contain
various types of events. A lane can also contain clips with performance controller and parameter automation events -
or pattern selection for pattern based devices.
Note lane
Note Lane
As the name implies, the note lane can contain clips that feature note events. Clips on a note lane can also contain
performance controller events. One or several note lanes can be present on an instrument track.
• Name
At the top to the left is the name of the lane. As soon as you create a note lane it will automatically be named
“Lane n” where “n” is the number of the lane - in chronological order. You can change the name of the lane by dou-
ble-clicking in the name field, typing in a new name and then pressing [Return] on the computer keyboard.
! Note that depending on the current magnification of the Edit/Arrangement Pane, the note lane names could
sometimes be hidden. To make the note lane names visible, increase the vertical magnification of the Edit/Ar-
rangement Pane, for example, by clicking the + magnification button.
Increase the vertical magnification by clicking the + magnification button above the Sequencer scrollbar
• Record Enable button
Below the note lane name is the “Record Enable” button. Make sure this button is on (red) before recording on the
lane. By default, the “Record Enable” button on the latest created/added note lane is automatically activated when
you select an instrument track.
• Groove Select drop-down list
To the right of the “Record Enable” button is the “Groove Select” drop-down list. Here you can select a ReGroove
channel for all clips on the lane. See more about ReGroove in “The ReGroove Mixer”.
• M (Mute) button
Clicking the “M” button will mute the playback from the lane.
76 SEQUENCER FUNCTIONS
• Activity bar
To the right of the “M” button is the note lane Activity bar. As soon as there is any note playing in a clip on the lane,
the bar lights up in green. The note lane Activity bar also reflects the velocity of the played back notes.
• Delete (X) button
To the far right is the “Delete Note Lane” (X) button. Clicking this button will delete the lane (and all clips on it). If
there are clips on the lane, a dialog appears prompting you to confirm deletion.
Parameter Automation
Lanes
• Fold/Unfold button
Parameter automation lanes in a track can be folded/unfolded, as a group, by clicking the small triangle on the
handle to the far left on the parameter automation lane tab.
D To fold/unfold all parameter automation lanes on all tracks in the sequencer, hold down [Alt](Win) or
[Option](Mac) and click on the triangle on a parameter automation lane tab.
• Name
The name of the automated parameter is displayed on the parameter automation lane tab. Since the name reflects
the original device/channel strip parameter name, this cannot be changed.
• On button
The “On” button is active by default and enables the automated parameter in the clip on the lane to have effect.
You can switch off automation lanes by clicking the yellow “On” for a lane button so it goes dark. This will freeze
whatever value the parameter had when switching off the automation lane. Clicking the button again reactivates
the automation.
• Delete Automation Lane (X) button
To the far right is the “Delete Automation Lane” (X) button. Clicking this button will delete the lane (and all clips on
it). If there are clips on the lane, a dialog appears prompting you to confirm deletion. See “Deleting parameter au-
tomation lanes” for alternative ways of deleting parameter automation lanes.
SEQUENCER FUNCTIONS 77
Pattern lane
Pattern Lane
• Name
The name of the automated parameter is displayed on the pattern automation lane tab. Since the name reflects
the original device parameter name, this cannot be changed.
• On button
Click the “On” button for the pattern automation in the clip on the lane to have effect. Deselecting “On” is the same
as muting the pattern lane.
• Delete Pattern Lane (X) button
To the far right is the “Delete Pattern Lane” (X) button. Clicking this button will delete the lane (and all clips on it).
If there are clips on the lane, a dialog appears prompting you to confirm deletion. See “Deleting pattern lanes” for
alternative ways of deleting pattern lanes.
Creating/adding lanes
Adding note lanes
You can add additional note lanes on an instrument track. This can be useful under the following circumstances:
• If you want to overdub notes or performance automation but don’t want to record in existing clips.
• If you want to record a series of takes on separate note lanes, to later decide which take is the “best” (or to
edit together a composite).
• If you want to apply different ReGroove grooves to different parts of a track, or want different grooves on sep-
arate drums on a drum track.
You can create new note lanes for selected instrument tracks in the following ways:
D Select “New Note Lane” from the Edit menu or from the context menu.
A new note lane will be created and automatically record enabled.
D Click on the “New Note Lane” (Lanes +) button at the top of the Track List.
78 SEQUENCER FUNCTIONS
D Click on the “New Dub” button on the Transport Panel.
A new note lane will be created and automatically record enabled. See “Recording notes using the “Dub” and “Alt”
functions” for more details.
D Click on the “New Alt” button on the Transport Panel.
A new note lane will be created and automatically record enabled. At the same time, the previous note lane, or (if
loop is activated and the Song Position Pointer is between the Left and Right Locators) the clips between the Left
and Right Locators, will be muted. See “Recording notes using the “Dub” and “Alt” functions” for more details.
q Note that the “New Dub” and “New Alt” functions can also be used on-the-fly during recording without stop-
ping the sequencer.
SEQUENCER FUNCTIONS 79
Alternatively, if you want to automate several parameters in one go:
1. Select “Parameter Automation” from the Edit menu or the context menu.
The Track Parameter Automation dialog opens up.
D If the parameters you want to automate aren’t visible in the dialog, uncheck the “Show Frequently Used Only”
box to view all available device parameters that can be automated.
2. Place a tick in the boxes for the parameters you want to automate and click OK.
3. One parameter automation lane for each of the selected parameters will show up on the track.
The automated parameters on the device in the rack will get green borders, indicating that they have been auto-
mated.
D Select “Create Pattern Lane” from the Edit menu or from the context menu.
D Hold down [Alt](Win) or [Option](Mac) and click on the “Pattern” button section of the device in the rack.
D Right-click (Win) or [Ctrl]-click (Mac) on the “Pattern” button section of the device in the rack and select “Edit
Automation” from the context menu.
When you create a pattern lane, the bank buttons on the device in the rack get a green border to indicate that they
have been automated.
D Clicking the Pattern and/or Bank buttons on the device during recording will automatically create a pattern
lane. See “Recording pattern automation” for more details.
80 SEQUENCER FUNCTIONS
Deleting lanes
Deleting note lanes
A note lane can be deleted as follows:
D Click the “Delete Note Lane” (X) button on the lane tab in the Track List.
This will delete the lane (and all clips on it). If there are clips on the lane, a dialog appears prompting you to confirm
deletion.
D To delete the lane without the dialog, hold down [Ctrl](Win) or [Cmd](Mac) and click the Delete Note Lane but-
ton.
D To delete the lane without the dialog, hold down [Ctrl](Win) or [Cmd](Mac) and click the Delete Automation
Lane button.
Another way is this:
D Right-click (Win) or [Ctrl]-click (Mac) on the automated device parameter in the rack and select “Clear Automa-
tion” from the context menu.
The green border around the device parameter disappears and the corresponding parameter automation lane is
deleted from the track.
Alternatively, do the following:
1. Select a track by clicking on it.
2. Click on the “Track Parameter Automation” drop-down list at the top of the Track List.
SEQUENCER FUNCTIONS 81
Alternatively:
1. Select a track by clicking on it.
2. Select “Parameter Automation” from the Edit menu or from the context menu.
The Track Parameter Automation dialog opens up.
3. Uncheck the checked boxes for the parameter automation lanes you want delete and click OK.
The corresponding parameter automation lanes, with their clips, will be removed from the track. If there are clips on
the lane, a dialog appears prompting you to confirm deletion. The green borders that surrounded the automated
parameters on the device will also be removed.
D To delete the lane without the dialog, hold down [Ctrl](Win) or [Cmd](Mac) and click the Delete Pattern Lane
button.
Alternatively:
D Right-click (Win) or [Ctrl]-click (Mac) on the automated pattern section on the device in the rack and select
“Clear Automation” from the context menu.
The green border around the device pattern section disappears and the corresponding pattern lane is deleted from
the track.
82 SEQUENCER FUNCTIONS
Moving note lanes
A note lane has a “handle” and can be moved vertically together with all clips on the lane. Move a note lane to another
position on the same track like this:
1. Click on the lane handle (the leftmost area of the lane).
2. Drag the note lane up or down and release at the desired destination.
Just as when moving tracks, a red insertion line is shown indicating where the note lane will be placed after you re-
lease the mouse button.
• It is also possible to move note lanes, with their clips, between tracks.
! Parameter automation lanes and pattern lanes cannot be moved since they are tightly connected with their as-
sociated devices However, you can move or copy clips from one lane to another.
Muting lanes
Muting a note lane
D To mute a note lane, click its “M” (Mute) button.
SEQUENCER FUNCTIONS 83
Clip basics
Only the basic properties and functions pertaining to clips are described here. See “Arranging in the Sequencer” for
in-depth details about what you can do with clips.
Clip types
Here are the different clip types:
• Block automation clips (only if Blocks are on) that contain information of which Block should play back.
• Note clips contain note events with velocity values. Note clips can also contain performance controller events.
• Parameter automation clips contain events for an automated device/channel strip parameter.
A parameter automation clip can easily be distinguished by the shape of its frame: the top right corner is “cut off”.
• Pattern automation clips contain device bank+pattern number.
Toolbar details
The Sequencer Toolbar can be found to the top left in the Sequencer Area. From the Sequencer Toolbar you can se-
lect various sequencer editing tools.
Toolbar tools
Selection Tool
The Selection (arrow) Tool is the main tool for selecting and moving tracks, note lanes, clips and events and record-
ings in clips. It’s also used for resizing clips and events in clips. It is selected by default when a song is opened.
D You can also select the Selection Tool by pressing [Q] on the computer keyboard.
D Press [Alt](Win) or [Cmd](Mac) to momentarily switch from the Selection Tool to the Pencil Tool.
84 SEQUENCER FUNCTIONS
Pencil Tool
The Pencil Tool is used for manually drawing clips and events in clips. It can also be used to edit the velocity values
of notes in open note clips.
D You can also select the Pencil Tool by pressing [W] on the computer keyboard.
D Press [Alt](Win) or [Cmd](Mac) to momentarily switch from the Pencil Tool to the Selection Tool.
Eraser Tool
Razor Tool
Mute Tool
The Mute Tool is used for muting clips in the arrangement - or lanes in Block automation clips (see “Muting lanes in
Block Automation Clips”).
D You can also select the Mute Tool by pressing [T] on the computer keyboard.
D Press [Alt](Win) or [Cmd](Mac) to momentarily switch from the Mute Tool to the Razor Tool.
The Magnifying Glass Tool lets you zoom in and out both horizontally and vertically on the Arrangement Pane. The
Magnifying Glass Tool offers a couple of possibilities:
SEQUENCER FUNCTIONS 85
D To zoom in with the Magnifying Glass Tool, click in the Arrangement Pane where you want the origin of mag-
nification.
Place the Magnifying Glass Tool in After three clicks, the Arrangement Pane
the Arrangement Pane and click. looks like this. The magnification is equal
in vertical and horizontal directions
D To zoom out with the Magnifying Glass Tool, hold down [Ctrl](Win) or [Option](Mac) and click.
You’ll notice that the “+” sign in the Magnifying Glass Tool changes to a “-” sign.
D You can also click and drag with the Magnifying Glass Tool to create a selection rectangle.
The view will then be zoomed in so that the selected area fills the entire Arrangement Pane.
Place the Magnifying Glass Tool After releasing the mouse button, the zoomed selection fills up the
on the Arrangement Pane, click Arrangement Pane. The magnification can be different in vertical and
and drag to create a selection. horizontal directions depending on the shape of the selection rectangle.
D You can also select the Magnifying Glass Tool by pressing [Y] on the computer keyboard.
D Press [Alt](Win) or [Cmd](Mac) to momentarily switch from the Magnifying Glass Tool to the Hand Tool.
q It’s also possible to zoom horizontally in the Arrangement Pane by using the Song Navigator in the sequencer
as described in “Zooming in the Sequencer”.
Hand Tool
86 SEQUENCER FUNCTIONS
D You can also select the Hand tool by pressing [U] on the computer keyboard.
D Press [Alt](Win) or [Cmd](Mac) to momentarily switch from the Hand Tool to the + Magnifying Glass Tool.
D Press [Ctrl]+[Alt](Win) or [Cmd]+[Option](Mac) to momentarily switch from the Hand Tool to the - Magnifying
Glass Tool.
q It’s also possible to scroll horizontally in the Edit/Arrangement Pane by using the Song Navigator in the se-
quencer as described in “Scrolling with the scrollbars and the Song Navigator”.
Alternate tools
For every tool mode described earlier, there is a so called alternate tool that can be momentarily selected by holding
down [Alt](Win) or [Cmd](Mac) on the computer keyboard. Below is a summary of the alternate tools:
Snap
The Snap function in the sequencer toolbar is used for “restricting” editing of clips and events to a user-selectable
note value grid. When moving clips or events, the Snap function always works relative to the original position(s) of the
clip(s) or event(s).
D Select the grid you wish to snap to by selecting the note value from the drop-down list:
D Activate the Snap function by pressing [S], or by placing a tick in the Snap checkbox:
SEQUENCER FUNCTIONS 87
! Note that you can select different Snap values for selected clips and for open clips (see “About separate Snap
values for selected clips and for open clips”).
The Snap function effects the following operations:
• Moving the Song Position Pointer, Loop Locators and Song End Marker.
When you adjust the Locators with Snap activated, they will snap to the selected Snap value on an absolute grid.
• Moving clips and events.
When you move objects with Snap activated, they will keep their relative distance to the Snap value positions.
• Drawing clips.
When you create clips with the Pencil tool, their start and end positions will snap to the selected note value posi-
tions on an absolute grid.
• Drawing events in open clips.
The Snap value determines the absolute grid points on which you can draw a note or an automation point. The
Snap value also determines the shortest possible note length that you can draw.
• Splitting clips with the Razor tool.
The Snap value determines the absolute grid to which a clip can be split.
• Nudging clips, events and recording.
When you nudge clips, events or recordings with Snap activated, they will keep their relative distance to the Snap
value positions.
About separate Snap values for selected clips and for open clips
There are two different Snap settings, one for when a clip is open for editing in Edit Mode, and one for when no clip
is open (e.g. in Song/Blocks View). Typically, you would set a fine Snap value (e.g. 1/16) for open clips in Edit Mode
and have the other Snap value set to “Bar” for convenient clip arranging in the Song/Blocks View. You can also
choose to turn Snap off in either of these modes, independently of the other setting.
• The Snap value for editing is used whenever a note clip or automation clip is open (including when an automa-
tion clip is opened in Arrange Mode).
However, there’s one exception: If a note clip is open in Edit Mode and you click in the Clip Overview (see “Edit
Mode elements”), the clip will remain open but the Snap value for arranging will be selected. This allows you to e.g.
move or resize the clip in the Clip Overview just like in the Song/Blocks View, without closing it first.
88 SEQUENCER FUNCTIONS
Ruler details
The Ruler is the song’s time line. In the Ruler, the Song Position Pointer indicates the current position in the song, i.e.
in which bar the song is, or will start, playing. The Ruler also shows the Left (L) and Right (R) Loop Locators as well
as the Song End Marker (E).
You can change the positions of the Song Position Pointer, Locators and Marker in the Ruler by clicking and drag-
ging them to desired positions in the Ruler. Note that you have to click and drag the “flags” in the Ruler - not the lines.
The Song Position Pointer and Loop Locators can also be moved by typing in new positions in the respective Position
displays in the Sequencer Transport Panel (see “Song Position” and “Left and Right Locator Position”). Another way
of moving the Song Position Pointer is by using the Rewind and Fast Forward controls on the sequencer Transport
Panel (see “Rewind and Fast Forward”).
New Overdub
Blocks On/Off Tempo Signature Q Rec Go to Right
New Alternative take Locator
Click Level Tap Tempo Right Locator Pos
Blocks On/Off
D Activate/deactivate the Blocks Track by clicking the Blocks button.
See “Working with Blocks in the Sequencer” for more information.
Click On/Off
D Click this button to hear an audible metronome click as the sequencer plays.
The click will sound on every beat, with the first beat in every bar accented (higher pitched). See “Click and Pre-
count” for more details.
SEQUENCER FUNCTIONS 89
Pre(-count) On/Off
D Click the Pre button to hear a pre-count (count-in) click sound before recording.
Pre-count will only be present before recording - not before regular playback. See “Click and Pre-count” for details
about selecting number of pre-count bars etc.
Click Level
D Adjust the audio level of the metronome (and Pre-count) click by turning this knob.
See “Click and Pre-count” for more details.
Tap Tempo
Instead of setting the Tempo with the Tempo control (see below), you can manually tap in the desired tempo in real-
time.
D Click the Tap Tempo button repeatedly to set desired sequencer tempo.
The tempo is defined by averaging the time between a minimum of two clicks and a maximum of 16 clicks. The
more clicks, the more “steady” the tempo. The time-out between two series of clicks is 2 seconds. The detectable
tap tempo range is 30-999.999 BPM.
Song Position
The current song position is shown in the display. The song position is where the Song Position Pointer in the Ruler
(see Ruler details) is at the moment. The display is divided into Bars, Beats, 1/16th Note and Ticks (there are 240
Ticks for each 16th note) segments. You can edit the position of the Song Position Pointer, and thus change the
song playback position, according to the descriptions in “Transport Panel segment displays”.
D To adjust the Song Position Pointer to the closest tick value, press [Ctrl](Win) or [Cmd](Mac) and click on the
asterisk in the display.
The Song Position Pointer will now adjust to the closest tick value and the asterisk disappears.
Time
The current position of the Song Position Pointer in the Ruler (see Ruler details) is shown in time format (hours, min-
utes, seconds and milliseconds) in the display. You can change the position in time of the Song Position Pointer, and
thus change the song playback time position, according to the descriptions in “Transport Panel segment displays”.
90 SEQUENCER FUNCTIONS
Tempo
The current song tempo is shown in the display in BPM (Beats Per Minute) and 1/1000 of a BPM. You can edit the
tempo according to the descriptions in “Transport Panel segment displays”. The Tempo range is 1.000-999.999
BPM.
Signature
The current song time signature is shown in the display. You can edit the time signature according to the descriptions
in “Transport Panel segment displays”.
The available Signatures are: 1/2-16/2, 1/4-16/4, 1/8-16/8 and 1/16-16/16.
Record
D Click the Record button to begin recording on the selected track/lane in your song.
Alternatively, press [*] on the numeric keypad or hold down [Ctrl](Win) or [Cmd](Mac) and press [Return] on the
computer keyboard. If Pre-count has been activated (see Pre(-count) On/Off above), the recording will begin after
the set number of pre-count bars.
! Nothing you play during the pre-count period will be recorded.
SEQUENCER FUNCTIONS 91
Q Rec
D Click the Q Rec (Quantize during Recording) button to quantize notes as they are being recorded.
When the Q Rec button is on, all recorded MIDI notes will be quantized to the currently selected quantization grid.
Refer to “Quantizing notes” for more information on quantization.
Loop On/Off
D Click the Loop button or press [L] to activate the Loop function.
When the loop function is activated, recording and playback will be continuously looped between the Left and Right
Locators. Some general rules regarding loop mode are these:
• If the Song Position Pointer is to the left of (before) the Right Locator when playback is started, the song will
play to the Right Locator and then immediately jump back and seamlessly continue from the Left Locator.
• If the Song Position Pointer is to the right of (after) the Right Locator when playback is started, the Locators
will be ignored and the song will continue to play “un-looped”.
• If the Left Locator is to the right of the Right Locator, i.e. in “reversed” order, the song will play to the Right Lo-
cator and then immediately jump and seamlessly continue from the Left Locator, skipping the part of the song
in-between the Locators. The song will then continue to play “un-looped”.
92 SEQUENCER FUNCTIONS
Transport keyboard commands
Below is a complete list of the computer keyboard shortcuts for the Sequencer Transport functions:
! If you are using ReWire for remote controlling Reason, the transport functions can be handled by either appli-
cation. See “ReWire” for details.
SEQUENCER FUNCTIONS 93
About the Inspector
Inspector (context sensitive)
The Inspector, located above the Edit/Arrangement Pane, can be used for a number of different editing purposes
pertaining to clips, events and recordings. The Inspector is context sensitive, meaning it will have different content
and functionality depending on what is currently selected. How to edit using the Inspector is described in detail in the
sections “Resizing clips using the Inspector”, “Moving clips using the Inspector” and “Editing notes and events in the
Inspector”.
! When the Pencil Tool is selected, the Inspector isn’t visible. Instead, menus pertaining to Time Signature, Pat-
tern Automation and Blocks Automation are displayed.
D To adjust the clip or event position (or length) to the closest tick value, press [Ctrl](Win) or [Cmd](Mac) and
click on the asterisk in the display.
The position or length value will now adjust to the closest tick value and the asterisk disappears.
The “Match Values” function in the Inspector can be used to match the positions, lengths and/or values of several se-
lected clips, notes, events or recordings to the position, length and/or value of the topmost (or leftmost) selected clip,
note, event or recording. Refer to “Matching clips using the “Match Values” function” and “Matching notes or events
using the “Match Values” function”.
94 SEQUENCER FUNCTIONS
Chapter 6
Recording in the
Sequencer
About this chapter
This chapter describes the different recording techniques that you can use in Reason. The chapter covers both notes
and parameter automation recording. Before you read this chapter, it’s recommended that you are familiar with the
basic sequencer functions and definitions described in the “Sequencer Functions” chapter. A lot of functions are
common for all types of recording methods. These will be described first in this chapter. Later in the chapter we will
go into functions specific to notes and parameter automation recording.
Four tracks with their Record Enable and Record Enable Parameter Automation buttons
Activated Enable Record and Enable Record Parameter Automation buttons are indicated with a red color. Recording
of notes can normally be enabled on one note lane at a time. However, if you have locked several MIDI keyboard con-
trollers to specific instrument devices in the rack - using Remote (see “Locking a surface”) - you can record MIDI on
these instrument tracks simultaneously. Recording of parameter automation can be simultaneously enabled on as
many tracks as you like.
D To record enable an instrument track, click on the Record Enable button on a note lane on the instrument
track.
The Record Enable button lights up red and the track has Master Keyboard Input.
If you have selected “Standard” mode in the “Master Keyboard Input” section on the “Keyboard and Control Sur-
faces” page in the Preferences dialog (see “The Master Keyboard Input setting”), selecting an instrument track will
automatically set Master Keyboard Input to that track. An instrument track that has Master Keyboard Input will au-
tomatically be record enabled, and will also be enabled for parameter automation recording, indicated by the red
Record Enable Parameter Automation button.
D If you want to record on another note lane on the instrument track, just click the corresponding Record Enable
button on the note lane.
! Only one note lane on one instrument track can have Record Enable active at a time, unless you have locked
additional MIDI keyboard controllers to specific instrument devices in the rack (see “Locking a surface” in the
Remote chapter). If you only have one MIDI keyboard controller (assigned as Master Keyboard), you can only
record notes on one note lane at a time (see “Setting Master Keyboard Input”).
The “Combinator 3” track with Master Keyboard Input and the “Combinator 1” and “Combinator 2” tracks controlled from additional
MIDI keyboards locked to the corresponding devices in the rack.
D To manually enable/disable any additional record enabled instrument tracks that are locked to specific MIDI
keyboard controllers, click the Record Enable buttons on a note lane on any of these the tracks.
D Click on the Record Enable Parameter Automation button(s) on the desired track(s) in the Track List to enable
parameter automation recording.
All tracks enabled for parameter automation recording will be indicated by red Record Enable Parameter Automa-
tion buttons.
D Setting Master Keyboard Input to a track will also automatically enable parameter automation recording, indi-
cated by the red Record Enable Parameter Automation button.
Click
D Click the Click button to get an audible metronome click as the sequencer plays. Alternatively, press [C].
The click will sound on every beat, with the first beat in every bar accented (higher pitched).
Pre-count
D Click the Pre button to get a pre-count (count-in) click sound before the recording starts. Alternatively, press
[Ctrl](Win)/[Cmd](Mac)+[P]
Pre-count will only be present before you record - not when you start regular playback.
Click Level
Adjust the audio level of the metronome click (and pre-count click) by turning the knob.
! Note that since the click sound is also routed via the selected audio card/interface on your computer, the click
sound will be summed to the rest of the sounds playing in your song. A high Click Level setting could therefore
cause the Audio Output Meter on the Transport Panel, and the “Big Meter” in the Reason Hardware Interface,
to indicate clipping. If this should occur, either lower the Click Level or deactivate Click to determine if it’s the
click sound or the recorded sounds that cause clipping.
Loop mode activated by clicking the Loop button on the Transport Panel
The behavior when recording in loop mode differs depending on what you’re recording - MIDI or parameter automa-
tion. Refer to “Recording notes in Loop mode” and “Recording parameter automation in Loop mode”.
During pre-count, only the Record button is active (red) and nothing will be recorded.
During recording, both the Play and Record buttons are active and any input data will be recorded.
If the lane is currently empty, a new clip is automatically created on the record enabled lane on the track. As the re-
cording progresses, the clip expands following the Song Position Pointer. The clips are shaded in red during re-
cording according to the picture below:
5. When you’re done recording, click the Stop button on the Transport Panel. Alternatively, press [Spacebar], [0]
on the numeric keypad, or hold down [Shift] and press [Return].
The Record and Play buttons turn grey, the Song Position Pointer stops and the red shading of the clip(s) disap-
pears. The clip(s) show the recorded events as different types of graphical objects, depending on clip type.
! If nothing was recorded in a note clip, clicking Stop will automatically remove the empty note clip.
Undoing a recording
D If you’re not satisfied with the finished recording, you can select “Undo Record Track” from the Edit menu or
select the clip on the Edit/Arrangement Pane and press [Delete] or [Backspace].
This will delete the clip and its contents.
Recording notes
1. Set up the instrument track according to the description in “Setting up the instrument track”.
2. Record the track according to the description in “General recording procedure”.
3. When the recording is finished, the note clip on the lane shows the recorded note events in a piano-roll fashion
inside the clip:
A new note clip recorded on bars 1-4 on the same note lane
The new clip is partly recorded over the original clip. The part of the original clip that has been recorded over is incor-
porated in the new clip; the events from the original clip are now contained in the new clip, and the start of the original
clip has been moved to bar 5, where the new clip ends.
! If you’re recording over or into a masked clip and the new clip engulfs masked events, the masked events will
be permanently deleted! See more about masked events in “About masked recordings and events”.
q Another, perhaps more convenient, way of overdubbing on an instrument track is to create additional note
lanes and record new clips on these using the New Dub or New Alt functions described in “Recording notes us-
ing the “Dub” and “Alt” functions”. This way, you will get a better overview of exactly what you added in each
of your recordings.
The “Dub” function used for creating two additional lanes for overdub purposes. Loop mode is Off.
The “Dub” function used for creating two additional lanes for overdub purposes in Loop mode.
q Creating a new note lane using the “Dub” button can also be done on-the-fly while recording.
The “Alt” function used for creating two additional lanes for alternative takes. Loop mode is Off.
When using the “Alt” function with Loop mode off, the previous note lane will be automatically muted.
The “Alt” function used for creating two additional lanes for alternative takes in Loop mode.
When using the “Alt” function in Loop mode, the clips between the locators will be muted - not the entire note lane. If
the locators are placed over an existing clip, as in the example above, clicking the “Alt” button in Loop mode will split
the clip and mute the clip between the locators.
q Creating a new note lane using the “Alt” button can also be done on-the-fly while recording.
Performance controllers are shown as curves in the note clip. In this picture, Mod Wheel, Pitch Bend and Sustain Pedal
controllers have been used.
Green borders will appear around the automated device parameters to indicate that they are automated.
The Pitch Bend and Mod Wheel parameters have been automated, indicated by the green borders.
! After you stop recording, you need to click Stop again, or click the “Automation Override” indicator above the
audio meters on the Transport Panel, for the green automation borders to appear on the device panel.
Performance Controller
Edit Lanes
2. While recording on a note lane according to the description in “Recording notes”, tweak the parameter(s) you
want to automate on the instrument device panel in the rack - or use a Remote MIDI controller (see “Remote -
Playing and Controlling Devices”).
Any parameter you tweak on the device will be recorded as automation inside the note clip - just like Performance
Controller automation.
Green borders will appear around the automated device parameters to indicate that they are automated.
! After you stop recording, you need to click Stop again, or click the “Automation Override” indicator above the
audio meters on the Transport Panel, for the green automation borders to appear on the device panel.
q While this method is perfect for making a note clip self-contained, there are some trade-offs. If you use this
method to record device parameters, you won’t have the same overview as with track parameter automation.
You also won’t be able to later mute a separate parameter automation lane, or move to parameter lanes inde-
pendently.
! It is possible to have overlapping track parameter automation and automation inside a note clip for the same
parameter. In such a case, the track parameter automation overrides the note clip automation. As soon as the
track parameter automation clip ends, any automation inside the remaining part of the note clip takes over.
The clip on Lane 2 has Mod Wheel automation, and the clip on Lane 1 also has Mod Wheel automation - plus
Pitch Bend and Sustain Pedal automation and note events. The Mod Wheel automation affecting the notes will fol-
low the automation curve of the clip on Lane 2 for its duration. As soon as the clip on Lane 2 ends, the notes will
be affected by the Mod Wheel automation in the clip on Lane 1.
This “resets” the parameter to the previously recorded value and the automation recording will stop (making the
previously recorded automation active again, from that position). You are still in record mode, so as soon as you ad-
just the parameter again, the Automation Override indicator will light up.
From this point onward, the recorded automation for the parameter is temporarily disabled.
2. To activate the previously recorded automation again, click the “Automation Override” indicator.
This returns the control of the parameter to the parameter automation lane in the sequencer.
q Note that you can also temporarily turn off automation for a parameter by clicking the “On” button (so that it
goes dark) on the parameter automation lane in the sequencer (see “Muting a parameter automation lane”).
The “Enable Pattern” buttons on the Redrum (top) and Matrix (bottom) devices
3. Set the desired start pattern on the pattern device.
4. Start recording on the track from the desired position.
When recording starts, the pattern device will automatically start. Although no clip will be created until you change
pattern on the device for the first time, the start pattern is still being recorded.
5. During recording, change patterns with the “Bank” and “Pattern” buttons on the device panel.
As soon as a Pattern or Bank value is changed on the device, a pattern lane is automatically created on the track.
On the lane, a pattern clip is automatically created and the pattern selection is recorded in the clip. Make sure you
change the patterns slightly in advance - the actual pattern change will be recorded (and happen) on the next
downbeat according to the sequencer time signature setting.
6. When you are done, click “Stop” on the Transport Panel to stop recording.
The automated pattern selection buttons on the device in the rack will marked with a green border, indicating that
they have been automated. A pattern automation lane with pattern clips has also been created on the Edit/Ar-
rangement Pane.
or
or
q You can also manually draw Tempo automation events in the parameter automation clip, using the Pencil tool
- see “Drawing tempo automation events”.
Clip handling
Clip arrangement in the sequencer is done mainly in the Song View - but could also be done in Edit Mode, if the clips
you’re arranging are on the same lane. The descriptions in this chapter refer to arrangement in the Song View, unless
otherwise stated.
Selecting clips
D To select any type of clip in the Song View, just click on it.
A selected clip is indicated with a thick black border with Clip Resize handles on either side. In Edit Mode, the Clip
Resize handles appear in the Clip Overview area.
Click, hold and draw a rectangle with the Selection Tool to select multiple clips
All clips that are touched by the selection rectangle will be automatically selected when the mouse button is re-
leased.
D If you hold down [Shift] when you select clips with the selection rectangle technique, any previously selected
clips will remain selected.
This allows you to make multiple, non-contiguous selections: first select some clips, then hold [Shift] and select
some more clips, and so on.
D Use the “Select All” function on the Edit menu or on the clip context menu to select all clips in the song.
Alternatively, hold down [Ctrl](Win) or [Cmd](Mac) and press [A].
• You can also select multiple clips in the Clip Overview area in Edit Mode - if the clips are on the same lane.
Select the Eraser Tool and click on the clip you want to delete
Alternatively, if you want to delete multiple clips:
D Select the Eraser Tool, click and hold the mouse button and draw a selection rectangle on the Edit/Arrange
Pane background.
Click, hold and draw a rectangle with the Eraser Tool to erase multiple clips
All clips that are touched by the selection rectangle will be deleted once you release the mouse button.
The position of the white corners indicate on which side of the clip boundary the masked events exist:
Masked
events
An 8-bar note clip with notes and The same note clip resized to 4 bars
performance controller events
After resizing the clip from 8 to 4 bars, all events that begin in bars 5-8 are now masked and won’t play back. All
masked events will still be there - and follow along with the clip if the clip should be moved, cut or copied.
Masked events will be a blue color on the Note Edit Lane, to indicate that they won’t play back. The first three-note
chord in the masked area is still an orange color. That’s because the notes begin in bar 4 (just before the downbeat)
and thus will play back in their entirety, also after resizing the clip.
Masked performance controller events, parameter automation events and pattern automation events will be inactive
- but could still affect the masked clip (see “About masked performance controllers and automation events” below).
Outside a masked clip, the controller/parameter/pattern values will default to their Static Values in the masked area
(see “Static Value Handles”).
The first Mod Wheel automation event to the right of the masked part of the clip determines the direction of the au-
tomation curve from the last event in the unmasked area. These types of automation events are not blue, but black
and white, just like unmasked events.
The result in this example is that the Mod Wheel value will continue to rise all the way to the end of the masked clip,
at which point the value will drop down to the Static Value - in this case “0”.
3. Hold down [Ctrl](Win)/[Option](Mac) and click and drag the cursor sideways in either direction to scale the
tempo of the clip contents.
In this example, we make the “stretched” clip four bars longer by dragging the right clip handle one bar to the right.
Now, all clips have been tempo scaled and the clip content have been stretched to match the new clip length. Note
that the content of all selected clips have been scaled proportionally. The Pattern Clip has only been resized,
though. The pattern tempo in the source device has NOT been scaled.
If a note clip is moved from a note lane to a parameter automation lane, for example, the clip becomes alien.
An alien clip can be distinguished by its red stripes, which indicate that the clip is currently inactive. If you place the
cursor over an alien clip, a tool tip appears with detailed information:
! If both clips start at the same position and have the same length, the clip which was moved last will sound.
Consequently, the “hidden” clip won’t play back at all.
Duplicating clips
D To duplicate selected clips, hold down [Ctrl](Win) or [Option](Mac), then click with the Selection Tool and drag
a copy of the clip(s) to the desired destination.
As you begin dragging, the cursor displays a “+” sign next to it to indicate duplication.
• It’s also possible to duplicate only a part of one or several clips by using the Razor Tool as described in “Dupli-
cating a part of one or several clips”
Naming clips
1. You can name an individual clip by selecting it and then selecting “Add Labels to Clips” from the Edit menu or
context menu.
A text field is opened.
2. Type in a name for the clip and then press [Return].
When adding labels to several selected clips in one go, they will all receive generic names according to the clip type
(e.g. “untitled note clip”). Double-clicking on a label in a clip opens the text field where you can type in the label text.
Renaming clips
D To rename a clip, double-click on the label, type in a new name and press [Return].
Coloring clips
D You can color selected clips independently of track color by selecting “Clip Color” from the Edit menu or the
context menu and then choosing a color from the palette on the sub-menu.
All selected clips will be colored according to the selected color. If you record new clips on the lane, they will be
colored according to the set track color.
2. Click with the Razor Tool to split the clip at the cross-hair’s position.
The clip is now split into two separate clips.
2. Click and drag the Razor Tool in either direction on the Ruler to make a range selection.
3. Release the mouse button to split the clips on all tracks and lanes in the song.
! Clips on tracks and lanes that might be scrolled out of view on the Arrange Pane will also be split.
Joining clips
Separate clips on the same lane can be joined into one clip. You can also join clips that aren’t directly adjacent on the
lane, or clips that overlap each other.
1. Select the clips you wish to join.
2. Select “Join Clips” from the Edit menu or from the clip context menu. Alternatively, hold down [Ctrl](Win) or
[Cmd](Mac) and press [J].
A single clip is created. If there was a gap between the clips before the operation, this area will be empty - the
original positions of all events in the original clips will be preserved in the joined clip.
• Only clips on the same lane can be joined.
It’s possible to select several clips on several lanes, but only selected clips on the same lanes will be joined.
• You can also join selected clips that have other non-selected clips in-between them.
The non-selected clips in-between will then overlap and mask the joined clip at their current positions.
! If you join note or parameter automation clips that contain masked events in the area(s) between the clips, the
masked events will be permanently deleted! This is to make the resulting clip play back the same as the origi-
nal clips did before joining. (See “Masked events in note and parameter automation clips”).
! If you join overlapping note or parameter automation clips, the events in the clip which lies on top will replace
and permanently delete the events in the overlapped region of the “hidden” clip.
Muted clips are indicated with gray stripes, borders and events:
Muted clips
D Select the clips and then select “Mute Clips” from the Edit menu or from the clip context menu. Alternatively,
select the clips and press [M] on the computer keyboard to mute them.
Unmuting clips
Muted clips can be unmuted as follows:
D Click on muted clips with the Mute Tool.
D Select muted clips with the Arrow Tool and select “Unmute Clips” from the Edit menu or context menu - or
press [M].
! Muted clips cannot be joined with other clips.
! Muted note clips will not be included when using the “Merge Note Lanes on Tracks” function described in the
“Merging clips on note lanes” section.
The “Match Value” function in the Inspector can be used for matching the positions or lengths of several selected
clips to the position and/or length of the topmost selected clip (or leftmost if the clips are on the same lane).
All selected clips are moved to the start position of the topmost selected clip.
! Note: If you match the position of several clips on the same lane, they will all start at the same position, and
thus overlap.
All selected clips are resized to a length of 6 bars - the same as the topmost selected clip.
Inserting bars
The “Insert Bars Between Locators” function on the Edit menu, or context menu, can be used for inserting empty bars
between the Left and Right Locators. All clips that intersect the locator positions on all tracks after the Left Locator
are split and moved to the Right Locator to make room for the inserted bars.
Different tracks with lanes before and after insertion of 4 extra bars between bars 13-17
Different tracks with lanes before and after removal of 4 bars starting at bar 13
! Any removed note and parameter automation events between the Left and Right Locators will be deleted!
Click the Edit Mode button or the Back button to revert to the Song/Blocks View.
D Toggle between the Song/Block View and Edit Mode by pressing [Shift]-[Tab] or by holding [Ctrl](Win) or
[Cmd](Mac) and pressing [E].
...opens it for editing in Edit Mode. An open clip in Edit Mode is highlighted.
D Double-click on a closed (grayed out events) note clip in Edit Mode to open it for editing in Edit Mode.
You can double-click in the Clip Overview, Note Edit Lane or any of the Performance Controller Edit Lanes (if any).
D To close a clip, press [Esc], click outside the open clip in the Clip Overview, or click the Edit Mode or Back but-
ton.
If you opened the clip from the Song/Block View, pressing [Esc] will automatically switch the sequencer back to
the Song/Block View.
A parameter automation clip before and after opening it in the Song/Block View
D To close an open parameter automation clip in the Song/Block View, press [Esc] or click anywhere on another
lane.
Performance Controller
Automation Selector
Note Edit Lane
Parameter Automation
Lanes
The picture shows three note clips in Edit Mode. The center clip is open for editing and therefore highlighted. Adjacent (closed)
clips on the same lane are visible but the events are grayed out.
Where applicable, individual zoom controls and scrollbars are available to the right of each Edit Lane.
D The Magnifying Glass tool can be used for zooming in and out (see “Magnifying Glass Tool”).
D The Hand tool can be used for scrolling the view in any direction (see “Hand Tool”).
D Use the Song Navigator to scroll and zoom horizontally (see “Areas, windows and basic navigation”).
D Click on a Song Navigator Handle and drag horizontally to zoom in and out horizontally (see “Areas, windows
and basic navigation”).
D Shift-click on a Song Navigator Handle and drag horizontally to zoom in and out horizontally, symmetrically
(see “Areas, windows and basic navigation”).
D Shift-click or Right-click (Win) or Ctrl-click (Mac) inside the Song Navigator and drag up or down to zoom in
and out horizontally, symmetrically (see “Areas, windows and basic navigation”).
D Use the Scrollbars to scroll vertically in the respective Edit Lanes.
D Click the Zoom buttons to the right to zoom in and out vertically in the respective Edit Lanes.
• For extensive editing, you may want to maximize the sequencer and/or have it in a separate window covering
the entire computer screen. Refer to “Areas, windows and basic navigation”.
2. Place the Pencil on the lane where you want the clip to begin.
If you want to create a note clip, draw it on a note lane. If you want to create a parameter automation clip, draw it
on a parameter automation lane. If Snap is activated, the clip start and end boundaries will snap to the set Snap
value (see “Snap”).
3. Click and drag the Pencil to the right where you want the clip to end.
An empty note clip in the Song View created using the Pencil Tool
D You can also draw empty clips in Edit Mode. A note clip should then be drawn in the Clip Overview and a pa-
rameter automation clip on the corresponding Parameter Automation Lane.
If you draw on the Edit Pane in Edit Mode, a note will be created instead. If necessary, a new clip will be automat-
ically created to surround the note.
q See also “Drawing notes” and “Drawing parameter automation events”.
Fold/unfold buttons
The Sequencer Tools page has a number of panes, each with a separate function.
D Click on the arrow buttons to the right of the function name to fold/unfold the corresponding pane.
D Hold down [Alt](Win) or [Option](Mac) an click an arrow button to fold/unfold all panes simultaneously.
The values in the displays on the various panes can be edited in similar ways as in the Inspector. For single-segment
displays, you can either use the spin controls or click in the display and select a value from a list, or drag up or down
to change the value. For multi-segment displays, click on a specific segment (e.g. bars, beats, 1/16ths or ticks) and
then use the spin controls to set the value. Alternatively, click on a segment and drag up or down.
Selecting notes
To select notes in an open clip in Edit Mode, use one of the following methods:
D Click on a note event with the Selection (Arrow) Tool.
A selected note is distinguished by a darker color and by the handle at the right edge
D To select several notes, hold down [Ctrl](Win) or [Shift](Mac) and click on the desired notes, one after the
other. You can de-select individual notes by [Ctrl](Win)-clicking or [Shift](Mac)-clicking them again. In Win-
dows it’s also possible to select a range of notes by [Shift]-clicking the first and last note in the range.
D You can also click and drag a selection rectangle around the notes you want to select.
D You can select the next or previous note on the lane by pressing the right or left arrow key on the computer
keyboard.
Holding down [Shift] and using the arrow keys allows you to make multiple selections.
D To select all notes of the same pitch (note value) in a clip, first select one or several notes and then use the
function "Select Notes of Same Pitch" on the Edit menu or context menu.
D To select all notes in the open clip, use the “Select All” function on the Edit menu. Alternatively, hold down
[Ctrl](Win) or [Cmd](Mac) and press [A].
D To deselect all notes, click somewhere in an empty area in the clip (where there are no events).
Deleting notes
You can delete notes by doing any of the following:
D Select one or several notes with the Selection (Arrow) tool and press [Backspace] or [Delete], or select “De-
lete” from the Edit or context menu.
D Select the Eraser tool and click on the notes you want to delete.
q With the Selection (Arrow) tool selected, you can toggle temporarily between the Selection tool and the Pencil
tool by holding down [Alt](Win) or [Cmd](Mac).
3. Click at the desired position on the Note Edit Lane.
A note will be inserted at the closest Snap value position. By default, the note will be given the Velocity value ‘100’.
(This can be edited afterwards according to the descriptions in “Editing note velocity”). If an open or closed clip is
already present on the Note Lane, at the position where you draw the note, the note will be placed in that clip. If no
clip is available, refer to “About drawing notes outside an open clip” and “About drawing notes outside a closed
clip” below.
• If you just click, and Snap is activated, the note will get the length of the set Snap value.
If Snap is off, the note will get the length of the shortest possible Snap value, i.e. 1/64th note.
• If you click and keep the mouse button depressed, you can drag to the right to set the length of the note.
If Snap is on, the length will be a multiple of the Snap value.
! If you are drawing drum notes for a Redrum device, refer to the info about drum note lengths in “About resiz-
ing drum notes”.
Here, we’re going to draw a note in beat 3 of bar 5... The open clip expands by the set Arrange Mode Snap
value (1 bar) to fit in the new note.
Here, we’re going to draw a note in beat 3 of bar 8... The note is placed in the existing clip at beat 3 of bar 8.
Here, we’re going to draw a note in beat 1 of bar 12... A new clip is created at bar 12 with a length of the set
Snap value (1 bar) and the new note is placed in beat 1
• If Snap is on (see “Snap”), the end of the note will be magnetic to the Snap value positions.
• If several notes are selected, all will be resized by the same amount.
• When resizing notes the event may extend outside the right clip boundary.
As long as the start position of events is inside the clip, the note will play for the whole duration, i.e. it won’t be cut
off when the clip ends.
A group of notes before and after applying the “Side By Side (Abut)” legato function
A group of notes before and after applying the “Overlap” legato function with an overlap of 1/16th note
D “Gap by” introduces a gap between selected notes, which you specify in the “Gap by:” display.
A group of notes before and after applying the “Gap” legato function with a gap value of 1/16th note
• By default, when manually moving notes to new pitches (note numbers), the notes will trigger and sound. This
makes it easier to move (transpose) the notes to where you want them.
If you don’t want notes to sound during editing, it’s possible to disable the function in the Preferences dialog by de-
selecting the “Trigger Notes While Editing” box:
We’re going to move the last three notes in the clip to The open clip expands by the set Song/Block View
beat 3 in bar 5. Snap value (1 bar) to fit in the moved notes.
Here, we’re going to move the last three notes in the The notes are placed in the other existing clip at beat 4
clip to beat 4 in bar 10. in bar 10.
Here, we’re going to move the last three notes in the A new clip is created at bar 12 with a length of the set
clip to beat 1 in bar 12. Snap value (1 bar) and the notes are placed in beat 1.
Moving notes with the “Extract Notes to Lanes” and “Explode” functions
It’s possible to move defined notes in a clip to new clips on new, additional lanes. See “Extract Notes to Lanes”.
Duplicating notes
Duplicating notes manually
D To duplicate selected notes, hold down [Ctrl](Win) or [Option](Mac) and click and drag a copy of the selection,
similar to when moving notes manually (see “Moving notes”).
D You can also duplicate selected notes to a new note clip by right-clicking (Win) or [Ctrl]-clicking (Mac) and se-
lecting “Duplicate Selected Notes to New Lane” from the context menu.
This will automatically copy the selection and paste it in a new note clip on a new, additional note lane.
We’re going to cut the last three notes in the open clip The open clip expands by the set Song/Block View
and paste at beat 3 in bar 5. Snap value (1 bar) to fit in the pasted notes.
Here, we’re going to cut the last three notes in the open The notes are pasted in the other existing clip at beat 4
clip and paste at beat 4 in bar 10. in bar 10.
Here, we’re going to cut the last three notes in the open A new clip is created at bar 12, with a length of the set
clip and paste at beat 1 in bar 12. Snap value (1 bar), and the notes are pasted in beat 1.
Quantizing notes
The “Quantize Notes” function on the Sequencer Tools tab in the Tool Window is used for applying quantization to
notes. Clicking the Apply button will automatically align the start positions of the selected notes to a pre-defined, ab-
solute grid. You can also choose to automatically quantize notes as they are being recorded - see “Quantizing notes
during recording”.
q You could also use the ReGroove functions for groove quantizing. See “The ReGroove Mixer”
A sloppily recorded hi-hat pattern is quantized to straight 1/4 notes (Quantize Value 1/4, Amount 100%).
D Quantization can also be applied to note(s), clip(s) and track(s) by right-clicking(Win) or [Ctrl]-clicking(Mac)
and selecting “Quantize” from the context menu.
The current settings on the “Quantize” pane in the Tool Window will apply when performing this operation.
Random
You can offset the quantized notes using the Random function. The notes will be quantized according to the Value
and Amount settings, but the note positions will be randomly offset by the set tick value. E.g. if you set Random to 10
ticks, the notes positions will randomly vary within a +/- 10 tick range after applying quantization.
The Quantize Notes During Recording check box on the Sequencer Tools tab
D Alternatively, click the Q Rec button on the Transport Panel.
Transposing notes
Semi-tones
D Click the “Semi-tones” radio button and then select the number of semi-tones to transpose the selected notes
up or down. Click “Apply” to transpose.
q You can also transpose notes by manually moving them using the mouse or arrow keys, as described in “Mov-
ing notes manually” and “Changing note pitches (transpose) with the arrow keys”.
q You can also transpose notes numerically in the inspector. See “Note and automation editing in the Inspec-
tor”.
Randomize
D Click the “Randomize” radio button and then select the note range to which to transpose the selected notes.
Click “Apply” to transpose.
The selected notes will be randomly transposed within the set note range.
Click in the Clip Overview to enable the Extract Notes to Lanes function
3. Define which notes you want to move on the “Extract Notes to Lanes” pane in the Tool Window.
We want to move the open and closed hi-hat notes, i.e. the note range from G#1 to B1. We therefore click the
“Note Range” radio button and then select the note range in the “From:” and “To:” displays.
The original clip and the new clip in the Song/Block View
D If you want to move or duplicate notes of a certain note number only, click the “Single Note” radio button and
select the note pitch in the display. Then click, the “Move” or “Duplicate” button.
Only the notes of the selected note number will be moved or duplicated to a new clip on a new note lane.
• The “Extract Notes to Lanes” function is available both in Edit Mode and the Song/Block View, since it’s ap-
plied to defined notes in clips and not to manually selected notes.
! Any recorded performance controller automation will remain on the original note lane.
The result of applying Scale Tempo on note events with the Scale factor 200% (double speed).
• The “Scale to” function can be used for scaling selected clips, or selected events in an open clip, to a fix length.
The segments in the “Scale to” box are divided into, bars, beats, 1/16th notes and tics.
! The Scale Tempo function affects note, performance controller, parameter automation, pattern change and
tempo automation events! It does NOT affect time signature automation.
! Note that Pattern Automation Clips will only be resized - the pattern tempo in the source device will NOT be
scaled but will still be synced to the main sequencer tempo!
The velocity values are shown as bars, with taller bars indicating higher velocity.
Note also that the color intensity of the notes and velocity bars reflect the velocity values.
D To change the velocity of a note, click on its velocity bar with the Pencil tool and drag the bar up or down. Click-
ing above or below a bar immediately adjusts the velocity to the level at which you click.
You can also edit the velocity of several notes at once by clicking and dragging with the Pencil tool.
D When the Pencil Tool is selected and you press [Ctrl](Win) or [Option](Mac) on the Velocity Edit Lane, the pen-
cil will change to a cross.
This is the Line Tool which is a special tool only available on the Velocity Edit Lane. By dragging across the velocity
“bars”, at the desired height, you can quickly draw velocity ramps.
Automation lanes for a Mixer 14:2 Level slider (top), Mute button (middle) and Aux Send slider (bottom) in Edit Mode. The Aux
Send automation clip at the bottom is open for editing.
• Parameter automation is contained in automation clips on Parameter Automation Lanes (see “Edit Mode ele-
ments”).
Each automated parameter has its own Parameter Automation Lane.
• Performance controller automation is stored on Performance Controller Edit Lanes in note clips (see “Edit
Mode elements”).
Selected parameter
automation event
The event’s position and value can be edited numerically in the displays - see “Note and automation editing in the
Inspector”.
D To close an open parameter automation clip in the Song/Block View, press [Esc] or click on another lane on
the Arrangement Pane.
D If you resize the automation clip and make it longer, the first and/or last automation value will be extended all
the way to the clip boundary.
In the picture above, a Mixer 14:2 Mute button is automated. The clip only contains a single automation point, but
as we extend the clip in both directions, the value is automatically extended to the start and end of the clip. This
means you can adjust the Mute automation time by moving and resizing the clip, without having to open the clip.
Parameter automation
clips in Edit Mode
An instrument track in Edit Mode with parameter automation clips at the bottom
2. Open the parameter automation clip for editing by double-clicking it or by selecting it and pressing [Return].
The parameter automation clip is now open for editing.
Parameter automation
clip open for editing
Stepped automation
Performance Controller
Edit Lanes
Performance controllers (Mod Wheel and Pitch Bend in the example above) are shown on separate Performance
Controller Edit Lanes at the bottom of the open note clip. The performance controller curves are also indicated in
the Clip Overview (top), and in the clip in the Song/Block View.
D You can edit performance controller events using the Selection (Arrow), Pencil and Eraser tools, just like when
editing parameter automation events in Edit Mode (see “Editing parameter automation in Edit Mode”).
Performance Controller
Automation Selector
4. Now, you can draw Aftertouch performance controller events in the clip using the Pencil Tool as described in
“Drawing parameter automation events”.
Afterwards, you can edit the performance controller events the same way as with regular parameter automation
events (see “Editing parameter automation in Edit Mode”).
D It’s also possible to add any of the available device panel parameters as a performance controller.
Just select the “More Parameters...” alternative in the Performance Controller Automation Selector pop-up and se-
lect desired parameter from the list.
This automatically removes superfluous automation events next time you record or draw events and simplifies the
curves. Note that Snap (see “Snap”) also governs the number of events when drawing events.
Drawing automation with “Normal” Cleanup (left), and with “Maximum” Cleanup (right).
Pattern Selector
Pattern changes are shown as clips with a Pattern Selector at the top (when the clip is selected). A single pattern au-
tomation clip can only contain data for a single pattern. In practice this means that each pattern automation clip only
contains one pattern automation “event”. All pattern changes in the song will therefore require unique clips.
• Pattern (group and number)
The Pattern (group and number) indicate which pattern in the source device is playing in this clip. For Dr. Octo Rex
devices, the Bank is of no importance.
• Pattern Selector
Click the Pattern Selector triangle, or double-click anywhere in the clip, to bring up a pop-up list featuring all avail-
able patterns (groups and numbers) of the source device. Select another pattern from the list if you wish to change
pattern in the selected clip. If several pattern clips are selected, selecting a pattern for one of them will set them all
to play that pattern.
• Clip Resize handles
Click and drag any of the Clip Resize handles horizontally to resize the clip and thus change the pattern playback
start position and/or duration.
! If there is pattern automation for a device, it will only play patterns where there are pattern clips.
3. Draw a clip for length you want the selected pattern to play.
4. Continue using the same method to draw clips for all the patterns you wish to use.
q Don’t draw pattern change clips with Snap turned off, unless you want chaotic pattern changes!
Matrix specifics:
• Make sure that the correct track is selected (normally the track for the device that the Matrix is connected to)!
Creating notes for the Matrix itself is pointless, as the Matrix cannot produce any sound.
• You may want to disconnect or even remove the Matrix device after performing this function.
This is because you probably don’t want both the Matrix and the sequencer notes to play the device at the same
time.
If you want higher tempi than 250 BPM, or lower than 60 BPM, you can easily expand the range, either by select-
ing and moving a tempo automation event above, or below, the clip border, by double-clicking the max or min val-
ues (“250” or “60” in the left column in the picture above) and typing in a new value, or by selecting an event and
changing its value in the Value display in the Inspector.
D If you select “Other” the Edit Time Signature dialog appears where you can specify another time signature.
The available signatures are: 1/2-16/2, 1/4-16/4, 1/8-16/8 and 1/16-16/16. The Time Signature display in the
dialog can be edited according to the descriptions in “Transport Panel segment displays”.
4. Draw a clip over the area on the Time Signature lane in the Transport track where you want the time signature
to change.
The time signature will change for the duration of the clip.
5. Continue using the same general method wherever you want the time signature to change in your song.
D You can change the time signature for the automation clip at any time by simply double-clicking the clip with
the Selection (Arrow) Tool and changing the value on the pop-up that appears. Alternatively, select the clip and
then click the small triangle in the clip to bring up the time signature pop-up.
There is no need to switch to Edit Mode unless you wish to change the time signature’s Static Value.
If you select a parameter automation event, two displays appear, showing the event’s Position and Value:
If you select a pattern automation clip, three displays appear, showing the clip’s Position, Length and Pattern Offset:
D Edit the values by clicking on a segment in a display and then drag up/down, use the up/down spin controls, or
type in new values. Snap is not taken into account.
See “Inspector segment displays” for details on how to edit in the Inspector displays.
! Note that when moving the position of events, these may end up outside the clip and be masked (not played).
There will be no warning or indication if this should happen. However, since the clip is open in Edit Mode, you
will be able to see if events are masked.
• If the Tick segment in the Position and/or Length displays shows an asterisk (*), it means that the value is a
fraction of a Tick - a subtick. See “About subticks in the Position and Length displays” for more info.
Matching notes
Here’s an example on how to match note values:
1. In Edit Mode, select several notes.
or or
Matching automation events positions can be useful under the following circumstances:
• If you want to match the position of two adjacent automation events in a clip to create an instant “jump” be-
tween the two values.
Matching the positions of several automation events in a single clip is not really useful. It will only place them in a
“pile” on the same position. The effect during playback would be an instant jump between the extreme values. In
practice, all events in between the extreme values will be disregarded.
Introduction
The arrangement in the sequencer has two basic views: the Song View, which is exactly the same as the “Arrange
Mode” in previous versions of the program, and the Blocks view. The Block View is designed for creating shorter
multi-track “sections” that can be repeated anywhere in the song arrangement. In most situations a Block would
probably consist of 4-8 bars.
An analogy to a Block would be a traditional drum machine pattern where you would record several (drum) instru-
ment tracks and save as a complete “pattern”. Then, you would build up your song arrangement by arranging your
patterns, one after another, with repetitions etc.
The Song and Block Views share the same Track List but use separate clips and recordings. Any track and clip types
can be used when working with Blocks, e.g. instrument tracks with note clips, automation tracks with parameter au-
tomation clips and pattern tracks with pattern automation clips.
32 different Blocks are available in the program and each Block can be reused and repeated in the song arrange-
ment as many times as you like. By working with Blocks you can create complete verse and chorus blocks and ar-
range and reuse them as desired in the song. When you arrange your Blocks in the song - using Block Automation
Clips - you can also choose to temporarily mute desired lanes for the duration of each Block Automation Clip to cre-
ate variations.
Linear clips override Block data to create nice variations in the final arrangement.
Blocks Track
Block Area
Renaming Blocks
If you don’t want to use the default Block names you can easily rename them:
D Double-click the Block name on the Blocks Track in the Block Arrange view, type in a new name and press [Re-
turn].
• The Block length is always defined from the beginning of the Ruler to the End Marker.
The Left and Right Loop Locators have no influence on the Block length.
• When the sequencer is running in Block View, it will automatically loop at the End Marker.
The Loop Locators can also be used in Block View to loop at other positions, if Loop On/Off is activated on the
Transport Panel. However, in Song View the Loop Locator settings used in the Block View will be ignored.
• The Block length can be set individually for each of the 32 Blocks.
• The Block length can be changed at anytime by adjusting the End Marker in the Blocks view.
Blocks Track
Block contents
A Block Automation Clip drawn on the Blocks Track in the Song View
The contents (clips and events) of Block 1 are displayed on the respective sequencer tracks in a ghosted fashion
on a colored background. This way you will see what events the Block will play back. This also allows for muting of
individual lanes in the Block (see “Muting lanes in Block Automation Clips”).
The following rules apply to Block Automation Clips:
• If the Block Automation Clip is longer than the actual Block length (defined by the End Marker in the Block
View), the Block is repeated over and over for as many times as necessary.
In the picture above, the Block length is 8 bars and the Block Automation Clip is 20 bars. This means that Block 1
is repeated at bars 9 and 17. The repetitions are indicated with thin vertical lines in the Block Automation Clip and
on the sequencer tracks (similar to a Pattern Automation clip).
• If the Block Automation Clip is shorter than an even multiple of the Block length, the remaining content of the
Block is masked out (muted) in the Song View arrangement.
In the picture above, the last 4 bars of the third repetition are masked out.
Block Offset = 0
Block Offset =
-6 Bars
The Block Automation Clip color changes to the color of the new Block and the ghosted clips on the tracks switch
to show the contents of the new Block.
Clips recorded in
the Block View
The Block Automation Clip assigned to Block 1 copied and pasted twice, with the last Block Automation Clip resized to 16 bars.
Now, we want to mute individual lanes for the duration of each Block Automation Clip to create our intro. We select
the Mute tool from the Toolbar and click on the lanes we want to mute in each Block Automation Clip:
Selected Block
Automation Clip
Converted Clips
Before and after the “Convert Block Automation To Song Clips” command used on the first Block Automation Clip
Converted Clips
Before and after the “Convert Block Automation To Song Clips” command used in the Track List
D If you want to activate the Blocks Track again, click the “On” button on the Blocks Track.
Song Clips
Song clips and Block Automation Clips in combination in the Song View.
If we play back the song in the picture above, this is what we will hear:
• In Bars 1-8 the song clips on the Piano and Bass tracks will play. Any Block data “underneath” these clips will
be silent.
• In Bars 9-16 the Block data for the Piano, Drums and Bass tracks will play back since there are no overlapping
Song Clips.
• In Bars 17-32 the Block data for the Drums, Bass and Synth Pad tracks will play back since there are no over-
lapping Song Clips.
Short Song Clips combined with Block Automation Clips in the Song View to create nice variations.
q Since Song Clips automatically mute (mask) the “underlying” Block data, short Song Clips are prefect for in-
troducing temporary variations in a Block based song.
• The song only plays Block data from the start to bar 28.
During this time, the Rotary 4 automation is active. (However, no notes are played back in bars 1 through 16 since
the note lane in the Block is muted.)
• At bar 17 the note lane is played back together with the Mod Wheel Performance Controller data in the Block.
The Rotary 4 automation is still active.
• At bar 28 the (blue) Song Clip takes over the note playback and Mod Wheel Performance Controller automa-
tion.
Since the Mod Wheel isn’t touched at all in the Song Clip, its value is set to zero. However, note that the Song Clip
is still affected by the Rotary 4 automation in the Block!
• At bar 30 the note clip in the Block takes over again and controls note playback and Mod Wheel Performance
Controller automation.
The Rotary 4 automation is still active.
Scrollbar
The rack.
The rack houses all the devices you use in your song. To navigate in the rack, use one of the following methods:
D Click and drag the scrollbar up or down to continuously scroll in the rack.
D If you’re using a mouse equipped with a scroll wheel, you can use it to scroll up or down in the rack.
D Press the [Page Up] and [Page Down] buttons on the computer keyboard to move the view one “full screen” up
or down in the rack column currently in view.
Note that the rack area must have Edit Focus, i.e. there must be a frame surrounding the rack area. Set Edit Focus
by clicking anywhere in the rack area.
D Press the [Home] and [End] buttons on the computer keyboard to scroll the top or bottom of the rack column
currently in view.
Note that the rack area must have Edit Focus.
q When you select a track in the sequencer the rack will automatically scroll to bring the associated device into
view.
Maximize button
D To select several devices, hold down [Shift] and click on the desired devices.
In other words, [Shift]-clicking a device selects it without de-selecting any other selected devices.
D To de-select all devices, click in the empty area at the bottom of, or next to, the rack.
D To de-select a device in a multiple selection, hold down [Shift] and click on it.
All other selected devices remain selected.
D You can also use the arrow keys on the computer keyboard to select the device directly above, below or next
to the currently selected one.
When you use this method, Reason will automatically scroll the rack so that the selected device is fully visible. This
is a quick way of “stepping through” the rack. Narrow devices (e.g. half-width devices such as some effects) are or-
dered left-to-right, i.e. pressing the down arrow key will step through the devices from left to right before moving
on the next device row.
D If you hold down [Shift] when using the up or down arrow keys, the currently selected device will remain se-
lected.
This allows you to select a range of devices.
D Adjusting a parameter in a device will automatically select the device.
In other words, you don’t have to select a device as a separate operation before editing its parameters.
Deleting devices
To delete one or several devices, select them and use one of the following methods:
D Press [Backspace] or [Delete].
An alert appears asking you to confirm the deletion. Any cable connections to the device will also be deleted (or
re-routed).
! If you have selected a Source device and the “Auto-Group Devices and Tracks” on the Options menu is se-
lected, an alert appears asking if you want to delete the device or the whole Device Group, including sequencer
tracks. (See “About Device Groups”).
D To delete devices or Device Groups without alerts, hold down [Ctrl](Win) or [Cmd](Mac) and press [Backspace]
or [Delete].
Re-ordering devices
If the “Auto-group Devices and Tracks” on the “Options” menu is selected, all devices in the Device Group will follow
along when you drag and drop a device included i a Device Group. However, it’s still possible to re-order devices
within each Device Group. See “About Device Groups” for more details. See also “About the “Sort Selected Device
Groups” function” for information about automatic sorting of several Device Groups.
If the “Auto-group Devices and Tracks” on the “Options” menu is not selected, you can re-order and move devices in-
dividually in the rack - even outside the Device Groups:
1. If you want to move more than one device at the same time, [Shift]-click the devices to select them.
2. Click on the panel of one of the devices (but not on a parameter or display).
Duplicating devices
Duplicating devices will have different results depending on the “Auto-group Devices and Tracks” setting on the Op-
tions menu (see “About Device Groups”):
D To duplicate a device or a Device Group in the rack, hold down [Ctrl](Win) or [Option](Mac) and drag the device
to a new position.
• If “Auto-group Devices and Tracks” is not selected, a copy of the selected device will be created without any
connections.
• If “Auto-group Devices and Tracks” is selected, a copy of the entire Device Group will be created with all con-
nections preserved. A new track will also be created in the sequencer.
D Select the device(s) and select “Duplicate Devices and Tracks” from the Edit menu or context menu.
A duplicate (copy) of the device(s) or Device Group(s) will be created. New tracks for the device(s) or Device
Groups will also be created in the sequencer.
D If you hold down [Shift] when you duplicate devices, Reason will attempt to automatically route them, just as
when you move devices.
See “Automatic routing”.
Naming devices
Each device has a “tape strip” which shows the name of the device. When you create a new device it is automatically
named according to the device type, with an index number (so that the first Subtractor synthesizer you create is
called “Subtractor 1”, the next “Subtractor 2” and so on). If you like, you can rename a device by clicking on its tape
strip and typing a new name (up to 16 characters).
For instrument devices the device names are automatically copied to their corresponding sequencer tracks. Similarly,
the names of the FX Returns in the Mixer show the names of the effect devices connected to the corresponding FX
Return inputs.
• When you create a device for which an associated sequencer track is created, the track in the sequencer will be
assigned the same name as the device. Renaming the device will also rename the corresponding sequencer
track, and vice versa.
About patches
A patch contains settings for a specific device. Patches can be either separate files on your hard disk or files embed-
ded in a ReFill (see “About ReFills” for info about ReFills).
! Note that switching patches on a device this way can also change the actual device! See “About browse lists”.
D If you click on the Patch Name display on the device panel, a pop-up menu will appear, listing all patches in the
currently selected folder - see “About browse lists”).
This allows you to quickly select another patch, without having to step through the patches one by one. You can
also choose to open the Patch browser from this pop-up menu.
When you select a patch in any of the ways described above, the device’s parameters will be set according to the val-
ues stored in the patch, and the name of the patch will be shown in the Patch Name display.
! Any parameter adjustments you make on the device panel after selecting a patch will not affect the actual
patch file. For this to happen, you need to save the patch - see “Saving patches”.
! You can also select patches from a MIDI Master Keyboard or Control Surface - see “Remote - Playing and Con-
trolling Devices”.
Saving patches
Saving device settings in a song
When you save a Reason song, all settings for all devices are automatically included in the song file - there is no need
to save the patches separately.
! It’s important to realize that it’s the actual settings that are saved in the Song - not references to patches on
disk. The next time you open the song, all devices will be set as they were when you saved it (regardless of
whether you have removed or edited any patches on disk).
! Note that device samples are not stored with the Song by default. This means that if you edit any Redrum or
NN19/NN-XT samples in an external application and then open a Song containing devices that use these sam-
ples, the sound will be different. It’s possible, however, to store actual device samples together with the Song
using the “Self-Contain” feature. See “About Self-Contained Songs”.
2. In the file dialog that appears, specify a location and name for the patch file and click Save.
• Under Windows, the different types of patch files have different file extensions.
File extensions are automatically added by Reason when you save. Under Mac OS X, file extensions are not
needed but it may be a good idea to keep them if you want the saved files to be usable under Windows.
• If you have selected a patch, modified it and want to save it with the modifications, you could either save a sep-
arate, modified version of the patch (with a new name) or simply overwrite the old patch file on disk.
As usual, you will be asked whether you really want to replace the existing patch file.
! Note that you can save a patch under the same name and location without having the save dialog appear by
holding down [Alt](Win) or [Option](Mac) and clicking the “Save Patch” button on the device panel. Be aware
that this overwrites the original patch!
! Note also that you cannot save into a ReFill! This means that if you have opened a patch from within a ReFill,
modified it and want to save it, you need to save it as a separate file in a new location (outside the ReFill). Pref-
erably, you should also rename the modified patch file, to avoid confusion.
Initializing patches
Sometimes it is useful to start with a “clean slate” when creating a synth sound, a drum kit or a sampler patch. This is
achieved by selecting “Initialize Patch” from the Edit menu or from the device context menu. This sets all parameters
to “default” values. Initializing NN19, NN-XT, Dr. Octo Rex or Redrum devices will also remove all sample/REX file
references, allowing you to start from scratch.
About ReFills
A ReFill is a kind of component package for Reason which can contain sounds and effects patches, samples, REX
files, SoundFonts and demo songs. If you like, you can compare ReFills to ROM cards for a hardware synthesizer. On
your computer, ReFills appear as large files with the extension “.rfl”.
All sounds included with Reason are embedded in a ReFill named “Reason Sound Bank” which was copied to the
Reason Program folder during installation.
Additional Propellerhead ReFills are available for purchase. You can also download ReFills from other Reason users
on the Internet, purchase them from other sample manufacturers, etc.
• Samples (Wave and AIFF files) are compressed to about half their original file size when stored in ReFills,
without loss of quality.
In Reason, you can use the browser to list and access the embedded sounds and other components within the Re-
Fills, just as if the ReFills were folders on your hard disk.
Furthermore, if a song makes use of components from ReFills, Reason will tell you which ReFills are required.
This is the main browser list, showing the contents of a selected folder - see “Navigating in the Browser”.
This is only available in the Patch Browser (it is otherwise grayed out). It determines what patch types are shown in
the files and folder list view and thus which patches can be selected. See “Cross-browsing patch files”.
The field above the file and folder list displays the name of the currently selected root folder.
D Click in the name field, or on the arrow button, to bring up a drop-down list where you can move up in the
folder hierarchy.
Search results and Favorites lists, however, are shown as “flat” lists - with no folder hierarchy.
D Click on the (arrow) button to the right of the root folder list to move up in the hierarchy one level at a time.
Back/Forward buttons
These arrow buttons allow you to move between the browser locations opened while browsing, much like pages in a
web browser. When the browser dialog is closed, the location list is cleared.
This list contains shortcuts to various locations. You can manually add any locations (on any local drive) to the bottom
section of the list below the gray divider. The locations above the gray divider are default and cannot be changed. Se-
lecting an item in the “Locations and Favorites” list will open the corresponding folder/ReFill as the root in the main
files and folder list - see “Navigating in the Browser”.
In the “Locations and Favorites” list you could also create your own “Favorites Lists”. The “Favorite Lists” can contain
shortcuts to your favorite patches, samples or song files - see “Favorites Lists”.
These items allow you to specify a search location and to enter a text string to search for, respectively. The Search
function is described in “Using the “Search” function”.
The “Info” section in the left corner can show Song/ReFill splash images and the “Details” section shows information
about the item currently selected in the “Files and Folders” list. Exactly which information is shown depends on the
file type. For example, samples or REX files contain information about the file format and length of the selected file,
while a selected song file can display comments from the author (see “Including Song Information”) etc. If the se-
lected file is part of a ReFill, this will be indicated regardless of the file type.
This section contains controls for auditioning audio files, samples and REX files - see “Selecting and auditioning sam-
ples”. For all other file types, the “Audition” section will be grayed out.
Loading indicator
This icon will light up to indicate that a patch or sample is being loaded. You cannot play or audition the sound until it
is loaded and the indicator switches off.
The Patch Browser opened from a Combinator device, allowing you to browse for Combinator patches - or other instrument
patches.
When navigating in the Browser, items are shown as a hierarchical list in a selected root folder, just like in your com-
puter’s file browser (Finder on Mac and Explorer on Windows).
All folders and sub-folders within a root folder are shown, but only files of the relevant type (i.e. songs/samples/
patches etc.) can be viewed/selected in the Browser. For example, if you have selected to browse samples for a NN-
XT device, only audio samples and REX files will be shown in the Browser.
D Click on the plus sign (Win) or arrow (Mac) next to a closed folder to open it. If the folder contains files of the
relevant type, these will be shown.
D Double-clicking a folder in the list opens it as the root folder in the Browser.
• The “Name”, “Modified” and “Size” columns show the name of the folder or file, the modification date and the
size (files only), respectively.
Clicking on a column header sorts the files accordingly (i.e. alphabetically, by modification date or by file size).
D You can use the “Back/Forward” buttons to move between the different locations you have opened in the
Browser.
When you close the Browser the “location list” is cleared.
D Use the “Select Previous/Next” arrow buttons to step between files in the current “Files and Folders” list.
Only files will be stepped through, while folders are skipped.
• The Root Folder drop-down list to the right of the “Back/Forward” buttons allows you to move up in the folder
hierarchy when the Browser points to a specific folder location (see “About hierarchic and flat lists” below).
Favorites Lists
“Favorites Lists” provide a way to group and order files that may be physically located at different places on your local
drives. Any file that can be loaded in Reason (songs, patches, samples etc.) can be added to a “Favorites List”. Only
shortcuts to the files are added - the original files aren’t moved.
This is particularly useful for handling patches. By adding the patches you need for a given situation to a Favorite List,
you can determine exactly which patches will be selectable for a device, and in what order. You can then sequentially
step through these patches using patch select buttons on your MIDI keyboard or control surface device. See “Using
Favorites - a practical example”.
D To add a New Favorite List, click the “Create New Favorite Lists” button.
• When a “Favorites List” folder is selected in the Browser, an additional “Parent column” is shown (just like
Search results), listing the name of the containing folder for each file in the list.
• Files in a “Favorites List” folder cannot be sorted by clicking the column headers. However, they can be reor-
dered by using drag and drop.
D To remove files from a “Favorite List” folder, select the folder and then select the files in the Browser list and
press [Delete], or select “Remove” from the context menu.
This removes the shortcut only - the original file isn’t affected.
D To remove a “Favorite List” folder, select it and press [Backspace] or [Delete] - or select “Remove” from the
context menu.
7. Continue to add new patches in the same way until you have all the patches you need.
D You can also activate the Autoplay checkbox and simply select the file you want to audition.
The selected file is automatically played back. Again, click the Stop button to stop playback.
Cross-browsing - an example:
1. You are playing a Subtractor device but feel that the sound isn’t quite what you had in mind, so you open the
Browser to check out some other patches.
2. After browsing Subtractor patches for a while, you still haven’t found the type of sound you wanted, so you
click the “Show” pop-up and select “All Instruments” from the menu.
Now you can select instrument patches for any device. You decide to browse a folder containing Malström
patches. You can use the Previous/Next buttons to step through the files in the selected folder.
The Search function allows you to search for files by name and/or type. The Browser mode (patch, song etc.) deter-
mines what file type(s) you can search for, just as when you are manually navigating in the Browser.
• A new “Parent” column also appears, listing the name of the parent folder for each file.
If you select a file, you can pull down the “Root Folder” drop-down list and select “Go to Parent folder” - this opens
the parent folder for the selected file.
• Folder names are also included in the search result (given that it contains patch files of the appropriate type).
This means that if you are searching for “Guitar”, all samples or patches with “Guitar” in the filename will be shown,
but also all samples or patches contained in folders with “Guitar” in the name.
• If you have opened the Browser and searched for patches from an instrument device, you can select to show
all patches that match the search criteria by selecting to show “All Instruments” on the Show drop-down list.
This will extend the search result to show all patches that matches the search text. Note that you do not have to
repeat the search to do this.
• If you have opened the Browser and searched for patches using the “Create Instrument” or “Create Effect”
item on the “Create” menu, the “Show” drop-down list will be grayed out.
In this situation, the search result will always include “All Instrument Patches” or “All Effect Patches”.
Opening files
When you have navigated to the desired folder (on your hard disk or within a ReFill) and located the desired file, you
open it by double clicking it in the file display or by selecting it and clicking the “OK” button.
As described earlier, patches and samples are loaded directly upon selection, so clicking ”OK” doesn’t actually “open”
the file, it simply confirms the selection, and closes the Browser dialog.
| Column | Description
Device Shows the name of the device in which the missing sound is used, along with a device type icon.
Sound Shows the name of the missing file, along with a file type icon.
Part of ReFill/SoundFont If the missing file is part of a ReFill, or a SoundFont within a ReFill, this column shows the name of
the ReFill/SoundFont If there is an URL (Internet address) associated with a ReFill, you can down-
load the necessary ReFill(s) from this dialog, as described below.
Status When the dialog appears, all files will have the status “Missing”. Files that are found by the auto-
search function or manually replaced will be indicated with “OK”.
D Click on the “Locate Sounds” button to open the “Missing Sounds” dialog.
See “The Missing Sounds dialog”.
D Click on the “Cancel” button to cancel the operation
No song or patch will be opened.
D Click on the “Help” button to get to the “Missing Sounds” help section in the application.
Selecting files
The “Search Locations”, “Search Folder”, “Browse Manually” and “Download ReFill” functions (see below) are per-
formed on the files that are selected in the list. This allows you to replace some files manually (necessary if the files
have been renamed or are outside the Locations), have the program find other files automatically and skip the rest of
the files.
D To select a file, click on it in the list.
You can use the standard [Shift], or [Ctrl](Win) or [Cmd](Mac) selection techniques to select several files.
D To select all files in the list, click the “Select All” button above the list.
When the dialog first appears, all files in the list are selected by default.
Search Locations
If you click the “Search Locations” button, Reason will search for the selected files in all Locations set up in the
Browser (except the Desktop). If the program finds a file with the matching name and file type, the new path is stored
in the song/patch and the file is shown as “OK” in the Status column.
! Since the file search looks at the file names, files that have been renamed will not be found!
This also means that if your Locations contain several files with the same name, the wrong sounds may be found.
Search Folder
This function is useful when you need to replace a whole lot of samples and you know where these samples are lo-
cated. A typical example would be if you have reorganized the folder structure on your computer, and the sample
folder has been moved in relation to the folder with a sampler patch or song.
Browse Manually
This function opens the Browser dialog, allowing you to manually locate each missing file. This allows you to use files
that have been renamed. The Browser dialog will appear once for each selected file in the list. The name of the file
to look for is shown in the Browser window’s title bar.
D If you click “Browse Manually”, the Browser opens, asking you to select the sample indicated in the Browser’s
title bar.
Select the sample and click “OK”.
D If you have selected several samples in the Missing Sounds dialog, the Browser remains open, promting you to
select the next sample, as indicated in the Browser’s title bar.
Download ReFill
If a missing sound is part of a ReFill (as indicated in the Part of ReFill/SoundFont column), and there is a valid URL
(Internet address) for this ReFill, you can download the ReFill directly from this dialog (provided you have a working
Internet connection):
1. Select the sound(s) that use the ReFill.
! You should only select several sounds if they use the same ReFill.
2. Click the “Download ReFill” button.
This launches your Internet browser and takes you to the URL associated with the ReFill.
3. A dialog appears, asking you to download the ReFill. Do so.
4. Click OK.
Reason automatically scans the downloaded ReFill and locates the files.
Proceeding
At any point, you can click the “Done” button to close the dialog and open the song or patch. There are a couple of
things to note, though:
• For the files you have found (status “Replaced”), the new paths will be stored in the song or patch.
However, you need to save the song or patch for the changes to become permanent!
• If any file is still missing when you click OK, there will be sounds missing in the song/patch.
Sometimes, you may want to proceed with sounds missing, and then remove or replace the sounds from the de-
vice panels in the rack instead.
On the device panels, missing samples are indicated with an asterisk (*) before the file names:
D Clicking “Cancel” will abort the operation, i.e. the song or patch will not be opened.
Signal types
The following signal types are used in Reason:
Audio signals
Apart from the Spider CV, Matrix Pattern Sequencer and the RPG-8 Arpeggiator, all devices have audio connectors
on the back. The audio connectors carry audio signals to or from devices via virtual cables.
D Audio connectors are shown as large quarter inch jacks.
D Audio Effects devices, which are used to process audio, have both audio inputs and outputs.
D Instrument devices, which generate audio, have either mono or stereo left/right audio output connectors.
You do not have to use both outputs for devices with stereo outputs. Use the left output to use a mono signal from
a stereo device.
D To monitor audio outputs from devices, the signals can be routed, either via the Mixer or directly, to the physi-
cal outputs of your audio interface via the Reason Hardware Interface (see “Manual audio routing”).
Typically, if you are using an audio interface with stereo outputs, you will most likely use the Mixer to mix the audio
signals to the master outputs.
CV/Gate signals
In the early days of synthesizers, before the MIDI protocol was invented, analog synthesizers could be interconnected
using Control Voltage (CV) cables. For example, one cable would be used for controlling pitch while another would
send a Gate voltage, basically telling a synth when to play a note and when to stop. The CV signal cables in Reason
emulate this analog control system. CV signals are typically used to modulate parameter values, and do not carry au-
dio.
D CV/Gate connectors are shown as smaller mini jacks.
D CV is typically used for modulation purposes.
For example, you could modulate a parameter with a CV signal generated by an LFO or an envelope generator on
another device.
D Gate outputs/inputs are typically used to trigger events, such as note on/off values, envelopes etc.
Gate signals produce on/off values, plus a “value” which could be likened to (and used as) velocity.
D You can only route CV/Gate signals from an output to an input (or vice versa).
You cannot route an input to another input or an output to another output.
• In “normal” mode, i.e. with the option “Reduce Cable Clutter” deselected, all cables for all devices are dis-
played at the back of the rack.
• With “Reduce Cable Clutter” selected, the cable appearance depends on the settings in the “Appearance” sec-
tion on the “General” page in Preferences:
D Select “Show For Selected Devices Only” to only display the cables for selected devices.
All other (non-selected) devices will have “transparent” cables to make it easier to distinguish the cables of se-
lected devices.
D Select “Hide Auto-Routed Cables” to only display manually routed cables.
All devices with auto-routed cables will have “transparent” cables to make it easier to distinguish the manually
routed cables.
“Reduce Cable Clutter” selected with the “Hide All Cables” appearance
• In “Reduced Cable Clutter” mode, it’s still possible to connect and disconnect cables in the same way as when
they are shown.
See “Manual routing” for a description of routing methods.
• Audio connections between instrument and mixer devices are different shades of red.
• Connections to and from effect devices are different shades of green.
• CV connections are different shades of yellow.
• Combinator connections are blue.
Automatic routing
Auto-routing enables the automatic routing of cables between devices according to certain rules. Auto-routing is per-
formed under the following circumstances:
• When you create a new (Empty) Song, the Master Out L & R on the Mixer 14:2 device are by default connected
to Outputs 1 & 2 of the Reason Hardware Interface via the Mastering Suite Combinator.
• When a new device is created.
• When moving, duplicating or pasting devices with [Shift] pressed.
• When selecting “Auto-route Device” from the Edit or context menu, with one or several devices selected in the
rack.
When applicable, auto-routing is performed in stereo.
Bypassing Auto-Routing
D If you wish to create a new device without any auto-routing taking place, press [Shift] when creating the de-
vice.
On the back of each device you will find connectors of two different types: audio and CV (Control Voltage, used for
controlling parameters - see “Using CV and Gate”). Audio inputs and outputs are shown as large quarter inch jacks,
while CV input and output jacks are smaller. For now, we’ll stick to the audio connections.
Audio connectors
CV connectors
• If a device is grayed out on the pop-up menu, there are no suitable connections on the device.
• An asterisk (*) next to the connector name on the sub-menu indicates that the connection is already occupied.
It’s possible, however, to select an occupied connection. Doing so will disconnect the existing connection and re-
place it.
3. Select the desired connector from the submenu.
The connection is created.
Disconnecting devices
It’s also possible to disconnect all cables from selected devices in one go:
D Select the device(s) and then choose “Disconnect Device” from the Edit menu or device context menu.
All cables on the selected device(s) are now disconnected simultaneously.
Opening Songs
Opening a Song
To open a Reason Song:
1. Hold down [Ctrl](Win) or [Cmd](Mac) and press [O], or select “Open” from the File menu.
The Reason Song Browser window appears.
2. Use the browser to navigate to the desired folder on disk or within a ReFill.
See “Using the Browser” in the “Sounds and Patches” chapter.
3. When you have located the Reason Song file (.rns, .rps or .rsb), select it and click “Open” (or double click on
the file).
The song opens in a new document window.
q You can have several Songs open at the same time if you like. This allows you to copy and paste patterns, clips
and patches between songs. However, all open songs consume some memory and processing power, so you
might want to close songs you don’t need for the moment.
q It’s possible to have Reason open the last song you worked on as soon as you launch the program. See “Open-
ing the last Song at program launch” for more information.
Creating Songs
Creating a new empty Song
D To create a new song, hold down [Ctrl](Win) or [Cmd](Mac) and press [N], or select “New” from the File menu.
A new Song document window appears. By default, the new Song contains the following:
• The Reason Hardware Interface.
• A 14:2 Mixer device connected to a Mastering Suite Combinator device in the Rack.
The Mixer 14:2 device’s Master Out L & R are connected to the Reason Hardware Interface’s Audio Out 1 & 2 via
the Mastering Suite Combinator’s audio connectors.
• The Transport Track at the top of the Sequencer.
q Instead of creating an empty song each time you select “New”, it’s possible to automatically load an existing
song to use as template for your new songs. For example, if you want to start with your own unique selection
of devices, you can create and save a song and then instruct Reason to use this song each time you create a
new song. See “Setting up the Default Song”.
“Un-self-containing” a Song
If you have opened a self-contained song which contains one or several sounds embedded in the song file, you may
want to extract these sounds and make the song refer to them on disk as usual. This is done in the following way:
1. Select “Song Self-Contain Settings...” from the File menu.
The “Song Self-Contain Settings” dialog appears.
2. Locate the sounds you want to extract from the song file, and deactivate their checkboxes (or click the “Un-
check All” button).
3. Click “OK” to close the dialog.
Now, Reason will check for each “extracted” sound file whether it is available (at its original, stored location) or not.
• If the program finds the sound file at the location stored in the song, it is simply removed from the song file,
and the original file reference path is used.
This would be the case if you made the song self-contained yourself, and un-self-contain it on your own computer
(provided that you haven’t removed the original sound files from disk since you made the song self-contained).
• If the program doesn’t find the sound file, a file dialog appears, allowing you to select a folder and name for
the sound file.
The extracted file will be saved in the specified folder, and the path in the song will be adjusted. This would be the
case if you were given the self-contained song by another user, for example.
! Note that it is not possible to un-self-contain samples that originate from ReFills!
! If you un-self-contain samples that were modified in the Edit Sample Window and feature Start and End Mark-
ers and/or loop crossfades, the Lossy Sample Export dialog appears. The available options are described fur-
ther down in the “Exporting samples” section in the Sampling chapter. Note that the option you select in the
Lossy Sample Export applies to all samples you have deselected in the Song Self-contain Settings dialog!
Self-contained samples that were originally from a ReFill cannot be un-self-contained!
Green frames will appear for automated parameters on the Combinator device panels. This helps you locate any unwanted
controller automation.
Exporting audio
You can export audio from Reason in some different ways. You can choose a variety of sample rates for the exported
audio, and also various audio file formats and resolutions.
Select Sample Rate, Bit Depth and Dithering of the audio to be exported
Overview
The sampling feature allows you to sample external audio (or internally from the outputs of any device) and use in any
of the devices that support sample files, i.e. NN-XT, NN-19, Redrum and Kong.
One-click sampling
The sampling workflow has been designed to be as quick and easy as possible, so you don’t lose any inspiration. Re-
gardless which device you use when sampling - be it the NN-XT, NN-19, Redrum or Kong - sampling can be instantly
accessed by simply clicking, or by clicking and holding the Sampling button(s) on these devices:
262 SAMPLING
About sample format, rate and resolution
Whenever you sample in Reason, the resulting audio files are stored in WAV format. The sample rate is determined
by the settings on the Audio tab in Preferences (see “Audio settings”). The resolution (bit depth) is defined in the
setup application for your specific audio hardware (consult the manual for your audio hardware for information). Ac-
tually, Reason is totally agnostic about what sample rate and resolution you use. If you like, you can change audio set-
tings at any time without affecting the pitch, playback speed etc. of your samples. What you have once sampled will
always sound the same, regardless of the current audio settings!
Audio Inputs 1&2 connected to Sampling Inputs L&R for sampling in stereo
SAMPLING 263
Setting audio input level
Once you have made the desired connections to the Sampling Input(s) on the Hardware Interface, it’s important to
check the audio input level to avoid clipping. If you are going to sample external audio via the audio hardware of your
computer, you have to adjust the level at the source, i.e. on the pre-amp of the audio hardware (or connected instru-
ment). A good suggestion is to use the Big Meter on the Hardware Interface to be able to monitor the input level(s)
more easily.
D Adjust the level at the source and make sure the level doesn’t exceed 0 dB to avoid clipping.
D If you sample internally, from the output(s) of a device in the rack, adjust the Output Level on the source device
and check the levels with the Sampling Inputs selected on the Big Meter:
D Click the Monitor button to activate monitoring of the signals present at the Sampling Inputs.
Monitoring will always be active, regardless of if you sample or not.
D Click the Auto button to activate monitoring only during sampling.
Monitoring will only be active during the actual sampling. When you don’t sample, monitoring will be off.
D Turn the Monitor knob to adjust the monitor signal level.
! The Monitor Level knob does not affect the level of the audio to be sampled - only the monitored signal.
264 SAMPLING
Sampling
The Sample buttons
The NN-XT, NN19, Redrum and Kong devices feature one or several Sample buttons. There is also a Sample button
on the Song Samples tab in the Tool Window (see “Recording unassigned samples”). The Sample buttons are located
on the devices as follows:
Sampling procedure
Sampling can be made in two basic ways:
• Sampling “assigned samples” directly into a device by clicking, or clicking and holding the Sample button on
the device’s panel.
• Sampling “unassigned samples” that are not (yet) assigned to any sampler device.
Regardless of which method you use to sample, the sample rate will be according to your current audio hardware set-
tings (see “Audio settings”).
Play head
SAMPLING 265
3. Start playing or singing what you want to sample.
As soon as any audio is present on the Sampling Inputs on the Hardware Interface, the waveform display will indi-
cate this by drawing a wave.
! The buffer size for sampled audio is 30 seconds. After 30 seconds, the play head will start over again from the
beginning and start erasing any previously sampled audio.
D If you want to restart the sampling manually, click the Restart Sampling button:
By default, the sample is named “Sample ‘n’” where ‘n’ is a serial number. As you will notice, any silence preceding the
actual audio in the sample will be automatically disregarded. The entire sample is preserved, but this is done so you
won’t have to edit the sample start before playback.
266 SAMPLING
Besides ending up in the device, a shortcut to the sample is also placed under the corresponding device icon in the
Assigned Samples folder on the Song Samples tab in the Tool Window:
Here, all samples you use in your song are listed (see “The Song Samples tab”). Here is also where you can open
samples for editing (see “Editing samples”).
The Sample button on the Song Samples tab in the Tool Window
! Note that you cannot use the “click and hold” method when sampling from the Song Samples tab!
The same waveform display shows up with the moving play head. When you’re satisfied with your recording, click the
Stop Sampling button in the waveform display. The sample is now placed in the All Self-contained Samples folder on
the Song Samples tab, with a shortcut in the Unassigned Samples folder. The sample is automatically named “Sam-
ple ‘n’” where ‘n’ is an integer. To play back the sample, select it in the All Self-contained Samples folder and click the
Play button on the Song Samples tab (see “The Song Samples tab”).
SAMPLING 267
The Song Samples tab
The Song Samples tab in the Tool Window is where all samples in your song are listed and can be accessed for pre-
view and editing purposes. Besides your own samples, all Factory samples and any ReFills samples used in the song
are also accessible for previewing and editing!
268 SAMPLING
The Song Samples tab in the Tool Window contains the following items:
• Assigned Samples folder
Here, all samples that are assigned to devices in the song are listed. All devices that contain assigned samples are
listed as “sub-folders”. Each device “sub-folder” shows the samples currently assigned to it. Since samples can
originate either from the Factory Soundbank, from external ReFills or your own samples, they are all listed as
shortcuts in the list. See “Assigned Samples” for more details.
• Unassigned Samples folder
Here are all sounds that you have sampled yourself in your song, by using the Sample button at the bottom of the
Tool Window (see “Sample button”). When you sample using the Tool Window Sample button, the samples auto-
matically become unassigned (since they weren’t sampled from a device). See “Unassigned Samples” for more de-
tails.
• All Self-contained Samples folder
All sounds you have sampled yourself, plus any duplicated samples from the Factory Soundbank and/or ReFills,
automatically becomes self-contained and are always stored with the song. These samples are listed in the All
Self-contained Samples folder. See “About self-contained samples” for more details.
• Play button and Autoplay checkbox.
To audition a sample, select it in the Song Samples list and click the Play button. If you tick the Autoplay box, sim-
ply selecting a sample in the list will automatically play it back.
• Volume slider
Adjust the preview volume of the sample with the slider. This does not affect the samples original volume.
• Sample button
Click the Sample button to sample the signal present at the Sampling Inputs of the Hardware Interface.
See “Recording unassigned samples” for more details.
• Edit button
Click the Edit button to open the selected sample for editing in the Edit Sample window (see “The Edit Sample
window”).
• Duplicate button
Click the Duplicate button to create a duplicate of the selected sample. The duplicated sample is placed in the All
Self-contained Samples and Unassigned Samples folders. See “Duplicating samples” for more details.
• Delete button
Click to permanently delete the selected sample from the song. Note that samples from the Factory Soundbank
and from ReFills will not be deleted from their original locations - only from the song document. See “Deleting
samples from a song” for more details. Any samples you have recorded yourself will be permanently erased unless
you have previously exported them to disk (see “Export button” below).
• Export button
Click to export the selected sample to disk. A dialog appears where you can select file format. Note that it is not
possible to export samples from the Factory Soundbank or from ReFills. See “Exporting samples” for more details.
SAMPLING 269
Editing samples
The Edit Sample window
Any sample present in the All Self-contained Samples folder on the Song Samples tab in the Tool Window can be ed-
ited.
Double-clicking a sample or a short-cut icon in any of the folders on the Song Samples tab, or selecting a sample and
then clicking the Edit button, opens the sample in the Edit Sample window:
270 SAMPLING
The Edit Sample window can be resized in all directions by clicking and dragging the window frame. If you resize the
window vertically, the displayed waveform will be resized vertically as well.
• Undo and Redo buttons
The Undo and Redo buttons work like the regular undo and redo functions in the main window menu, but these
are used locally only for the Sample Edit window. The number of Undo and Redo steps in the Sample Edit window
are limited to 10. Once you have clicked the Save button, you can still undo the entire sample editing procedure by
using the Undo function in the main window.
• Crop button
Click the Crop button to crop the sample so that only the content between the Start (S) and End (E) locators is
preserved. The rest of the sample will be permanently deleted. See “Cropping samples” for more info.
• Normalize button
Click the Normalize button to amplify the entire sample so that the loudest peak touches 0 dB. Note that the entire
sample is normalized, regardless of any locator settings. See “Normalizing samples” for more info.
• Reverse button
Click the Reverse button to reverse (play backward) the entire sample. Note that the entire sample is reversed, re-
gardless of any locator settings. See “Reversing samples” for more info.
• Fade In and Fade Out buttons
The Fade In and Fade Out buttons can be used to apply a fade in or fade out of the sample volume. See “Fading
in/out samples” for more info.
• Loop Mode buttons
Click one of the Loop Mode buttons to select loop type. The default (leftmost) setting is “no loop”. Then follow
“Loop Forward” and “Loop Forward + Backward”. See “Looping samples” for more info.
• Waveform pane
Here, the currently open sample is displayed as one (mono) or two (stereo) waveforms. The Start (S) and End (E)
locators are also displayed. By default the Start locator is placed where the audio begins in the sample. This means
that if you have started sampling before there were any audio present, the playback will automatically start where
the audio begins. This way you won’t have to manually move the Start locator in most situations.
• Waveform Navigator
Below the waveform pane is the horizontal Waveform Navigator. This can be operated in the same way as the
Song Navigator in the sequencer (see “Scrolling with the scrollbars and the Song Navigator”, “Zooming horizontally
in the Sequencer” and “Scrolling and zooming using a wheel mouse”).
• Set Sample Start/End button
Set the desired sample playback region by clicking and dragging on the waveform pane. Then, click the Set Sam-
ple Start/End button to automatically place the Start and End locators at the beginning and end of the sample re-
gion. See “The Set Start/End function” for more info.
• Snap Sample Start/End To Transients button
Click the Snap Sample Start/End To Transients button to make the Start and End locators snap to suitable tran-
sients in the sample as you move the locators. This makes it easier to find appropriate start and end locations for
the sample playback.
• Crossfade Loop checkbox
Tick the Crossfade Loop box to introduce a crossfade in the loop. Crossfade is useful to even out any clicks in the
loop points, especially for sounds with fairly even volume throughout the loop region. See “The Crossfade Loop
function” for more info.
• Set Loop button
Set the desired loop region by clicking and dragging on the waveform pane. Then, click the Set Loop button to au-
tomatically place the Left and Right Loop locators at the beginning and end of the loop region. See “The Set Loop
function” for more info.
SAMPLING 271
• Play button, Solo checkbox and Volume slider
Click the Play button to play back the sample from the current position of the play head until the end of the sample.
As soon as playback is started the button switches to display Stop instead, giving you the option of stopping play-
back. This is especially useful if your sample is looped. As an alternative to clicking the Play/Stop button you can
press [Spacebar] to toggle between Play and Stop.
Tick the Solo checkbox to solo sample playback. This is useful if your song is playing in the background and you
only want to listen to the sample.
Adjust the sample playback volume with the Volume slider to the right.
• Root Key
Set the sample Root Key (pitch) by clicking the spin controls, or by entering the desired note value in the display.
• Name
Type in desired name for your sample. Note that this will overwrite the original name of the sample in the Song
Samples list in the Tool Window once you click Save. See “Renaming samples” for more info.
• Save and Cancel buttons
Click Save to save your sample. The sample will appear in the Song Samples list in the Tool Window. See “Saving
edited samples” for more info.
Click Cancel to exit the Edit Sample window and discard from any edits you’ve made in the current sample.
If you have recorded the sample yourself in Reason, the Start (S) locator has been automatically placed at the first
significant transient in the sound. The play head is also automatically placed at the Start locator.
2. If necessary, adjust the Start locator by clicking and dragging it back or forth in the Edit Sample window ruler.
Play back the sample by clicking the Play button, or by pressing the [Spacebar].
272 SAMPLING
q To make it easier to fine adjust the locators, it could be wise to magnify the waveform pane horizontally using
the Waveform Navigator. The Waveform Navigator works exactly as the Song Navigator in the Sequencer - see
“Zooming horizontally in the Sequencer” and “Scrolling and zooming using a wheel mouse”.
D Tick the “Snap Sample Start/End To Transients” check box if you want the locators to snap to significant tran-
sients in the sample.
3. Adjust the End locator by clicking and dragging it back or forth in the Edit Sample window ruler.
The Start and End locators are automatically placed at the beginning and end of the defined playback zone.
3. Click anywhere on the Waveform pane to remove the highlight.
SAMPLING 273
Cropping samples
Cropping a sample means deleting parts you don’t want to keep, e.g. any silence in the beginning and/or in the end
of a sample. The Crop function in the Edit Sample window deletes everything except what’s in between the Start and
End locators, or everything outside any highlighted part of the sample. To crop a sample, proceed as follows:
1. Set the Start and End locators where you want them - see “Setting Sample Start and End”.
Alternatively, click and drag in the Edit Sample window to highlight the section you want to keep.
2. Click the Crop button in the Edit Sample window.
• If you highlighted a section by clicking and dragging in the Edit Sample window, everything except the high-
lighted part gets permanently deleted.
• If you didn’t highlight a section of the sample, everything before the Start locator and after the End locator
gets permanently deleted.
Normalizing samples
Normalizing means amplifying the volume of the sample so that the loudest peak in the sound touches 0 dB. The
Normalize function normalizes either the entire sample, or the highlighted part of the sample.
1. Click and drag in the Edit Sample window to highlight the part of the sample you want to normalize.
To normalize the entire sample, you don’t have to do anything.
2. Click the Normalize button in the Edit Sample window.
• If you highlighted a section of the sample, the highlighted part gets normalized.
• If you didn’t highlight a section of the sample, the entire sample gets normalized regardless of any Locator set-
tings.
Since the entire sample is normalized, this means that any noise present in the sound will also be amplified.
After the Normalize operation, the waveform is redrawn with the new volume values.
! Note that normalizing a sample that already use the full headroom (touches 0 dB) won’t have any effect.
Reversing samples
Reversing a sample means playing it backwards, from the end to the start. The Reverse function reverses either the
entire sample, or the highlighted part of the sample.
1. Click and drag in the Edit Sample window to highlight the part of the sample you want to reverse.
To reverse the entire sample, you don’t have to do anything.
2. Click the Reverse button in the Edit Sample window.
• If you highlighted a section of the sample, the highlighted part gets reversed.
274 SAMPLING
• If you didn’t highlight a section of the sample, the entire sample gets reversed regardless of any Locator set-
tings.
After the Reverse operation, the waveform is redrawn with the reversed shape.
Clicking the Fade In button creates a fade in from complete silence at the beginning of the highlighted zone to the
current volume at the end of the highlighted zone:
Clicking the Fade Out button creates a fade out from the current volume at the beginning of the highlighted zone
to complete silence at the end of the zone.
After the Fade operation, the waveform is redrawn with the new volume values.
3. Click anywhere on the Waveform pane to remove the highlight.
SAMPLING 275
Looping samples
Looping a sample means playing back the sample from the start and then playing back a defined zone in the sample
over and over again (usually as long as a key is pressed on the MIDI master keyboard). In practice, looping samples
can be used to create “longer” sounds out of shorter ones. For example, if you have a flute sample you may want to
loop the middle part of it so that you could make the sound sustain as for long as you like.
There are two different loop modes available in the Edit Sample window (besides the default non-loop mode):
• Loop Forward
In Loop Forward mode the sample is played back from the Start locator to the Right Loop locator, then playback
starts over from the Left Loop locator and continues to the Right Loop locator over and over again.
• Loop Forward + Backward
In Loop Forward + Backward mode the sample is played back from the Start locator to the Right Loop locator,
then the playback is reversed from the Right Loop locator to the Left Loop locator and then forward again to the
Right Loop locator over and over again.
The Left (L) and Right (R) Loop locators appear on the Waveform pane.
2. Play back the sample and adjust the Loop locators to your liking.
If necessary, zoom in horizontally to more easily find suitable loop positions.
D To make loops sound smoother, try using crossfades as described in “The Crossfade Loop function”.
276 SAMPLING
The Set Loop function
Another way of defining a sample’s loop positions is by using the Set Loop function:
1. Set the desired loop zone by clicking and dragging on the waveform pane.
SAMPLING 277
The Crossfade Loop function
Crossfades are useful for evening out clicks or transients at the loop points, especially in sounds with fairly constant
volume throughout the loop zone. The Crossfade Loop function creates smooth volume crossfade around the Loop
Locators.
D Tick the Crossfade Loop box to automatically introduce a crossfade in the loop.
• When the Crossfade Loop function is active, moving the Left and/or Right Loop Locators will force them to au-
tomatically “snap” to suitable loop positions. If you move the Left Loop Locator, the Right Loop Locator will
automatically self-adjust to a suitable loop position.
This way you will quickly reach a good result.
q Experiment by alternating the Loop Modes between Loop Forward and Loop Forward + Backward. Just chang-
ing Loop Mode can make the loop transitions much smoother in many situations.
q A general tip when trying to create a smooth loop is to locate the loop zone where the volume and timbre is
fairly constant over time. Big changes in volume and/or timbre in the loop zone will often result in quite pro-
nounced or strange “pulsating” loops. Also, very short loop zones often tend to sound unnatural and “static”.
The sample is saved, complete with all the edits you have made in the Edit Sample Window (Start, End, Loop set-
tings, Name etc.) The sample will appear in the Song Samples list in the Tool Window, with the new name if this
has been changed.
! If you have opened and edited a ReFill sample, a copy of this sample (including any edits) will be saved with its
original name in the All Self-contained Samples folder.
Renaming samples
1. Type in the desired name of your sample in the Name field in the Edit Sample Window.
2. Click the Save button to save the sample with the new name.
! Note that saving a sample under a different name will simply replace the current name - it will not create a copy
of the original sample!
278 SAMPLING
Sample management
About Assigned and Unassigned samples
Assigned Samples
Samples can be assigned to devices that support sample playback, such as the NN-XT, NN19, Redrum and Kong.
Samples that are assigned to a device can be found in the Assigned Samples folder on the Song Samples tab in the
Tool window:
The Assigned Samples folder can contain various sub folders, one for each sampler device used in the current song.
The song in the picture above contains two sampler devices; the “NN-XT 1” and the “Redrum 1”. The instrument fold-
ers can be unfolded to display their current sample contents. Sounds you have sampled yourself as well as samples
from the Factory Soundbank and from ReFills are displayed with shortcut icons.
The reason the samples are displayed with shortcut icons here is that they merely point to the original samples’ loca-
tions on your computer, or in the Self-contained Samples folder (see “About self-contained samples”).
Unassigned Samples
Samples that are not (yet) assigned to a sampler device are displayed in the Unassigned Samples folder:
Here are shortcuts to the samples you have previously recorded in the Reason song using the Sampling button in the
Tool Window (see “Recording unassigned samples”). These unassigned samples can easily be assigned to any of the
sampler devices at any time by loading them into a sampler device - see “Loading samples into a device”.
SAMPLING 279
Saving samples in a song
When you have recorded a sample, either by clicking a Sample button on a sampler device or on the Song Samples
tab in the Tool Window, the sample is automatically stored in the All Self-contained Samples folder in the Tool Win-
dow.
The samples you have recorded are automatically named “Sample ‘n’” where ‘n’ is a serial number.
You can rename a sample by double clicking it in the All Self-contained Samples folder, renaming it in the Edit Sam-
ple Window and then clicking the Save button.
As soon as you save your song, all samples you have recorded will be automatically saved as self-contained samples
in the song document. This way you don’t have to keep track of any “loose” samples on your computer.
280 SAMPLING
Loading samples into a device
To load samples into a sampler device (NN-XT, NN19, Redrum and Kong) proceed as follows:
1. Click on a Browse Sample button on the device.
2. Click the Song Samples folder in the Locations and Favorites section to the left.
The Assigned Samples, Unassigned Samples and All Self-contained Samples folders appear in the Browse List.
SAMPLING 281
3. Unfold desired folder(s) and select the sample you want to assign to your device.
You can select a sample in any of the folders. If you like to audition a sample, click the Play button in the Audition
section of the window. To make samples automatically play upon selection, tick the Autoplay check box.
4. Click OK to load the selected sample into the device.
When the selected sample has been loaded into the device, the corresponding sample file icon in the Tool Window
has been placed under the device’s icon in the Assigned Samples folder. If the loaded sample was originally in the
Unassigned Samples folder, it has now been moved from this folder to the Assigned Samples folder.
Duplicating samples
If you want to use an existing sample as base for new edits, you can do this by first duplicating the existing sample
and then performing the edits on the duplicate. It’s even possible to duplicate samples from the Factory Soundbank
and from any existing ReFills! However, duplicated samples from the Factory Soundbank or from ReFills cannot be
exported to disk as separate files, but can only be saved as self-contained samples inside the song document.
To duplicate a sample, proceed as follows:
1. Select a desired sample in the Song Samples list in the Tool Window.
282 SAMPLING
2. Click the Duplicate button at the bottom of the Song Samples tab.
The duplicated sample appears - with its original name followed by the word “Copy” - in the All Self-contained
Samples folder. A shortcut icon to the duplicated sample also appears in the Unassigned Samples folder:
To edit and/or rename the duplicated sample, refer to “Editing samples” and “Renaming samples”.
Exporting samples
If you like you can export samples that you have recorded in your song and save them as separate WAV or AIFF files
to disk. Proceed as follows:
1. Select desired sample(s) in the Song Samples list in the Tool Window.
! Note that it is not possible to export samples that originate from the Factory Soundbank or from a ReFill.
2. Click the Export button at the bottom of the Song Samples tab.
SAMPLING 283
• If your sample(s) are not cropped, or use a Crossfade Loop, the Lossy Sample Export dialog appears:
4. Choose location for your sample file, type in desired name and choose WAV or AIFF file format.
5. Click Save to export the sample file to disk.
The sample is saved to disk using its original resolution (bit depth) and sample rate. The original self-contained
sample in your song will remain intact.
284 SAMPLING
About self-contained samples
All samples you record in a song automatically become self-contained. Self-contained means that the samples are
automatically stored within the song when you save it. A great advantage with this is that you never have to keep
track of any “loose” custom samples you use in your song - they are always included in the song document.
All self-contained samples in a song can be viewed by unfolding the All Self-contained Samples folder on the Song
Samples tab in the Tool Window:
Self-contained samples can also be loaded into any sampler device from the Sample Browser window:
The Sample Browser window opens when you click any of the Browse Sample buttons on a sampler device. See
“Loading samples into a device” for more details.
Un-self-containing samples
There might be situations where you want to “un-self-contain” your own samples, i.e. export the samples to disk as
separate files and at the same time remove them from the song document. This can be done by selecting “Song Self-
Contain Settings...” from the File menu - see “About Self-Contained Songs” for more details.
SAMPLING 285
286 SAMPLING
Chapter 16
The ReGroove Mixer
Introduction
The ReGroove Mixer combines all the benefits of quantization, shuffle, and groove templates into a single integrated
environment, giving you real-time creative control over the feel and timing of individual note lanes. The ReGroove
Mixer, which extends from the top of the Transport Panel puts 32 channels of interactive groove control at your fin-
gertips.
If you're familiar with mixing, you're already well on your way toward understanding the ReGroove Mixer. Think of it as
a mixer with 32 busses but, instead of these busses modifying the volume of the input tracks, they modify the feel (or
groove) of the input tracks. You can route any note lane to one of ReGroove's 32 channels, and that lane's feel and
timing are modified, in real-time, by the channel's settings. Each ReGroove channel can use its own groove template
or shuffle amount. In addition, each channel can slide notes forward or backward in time, allowing you to put certain
tracks slightly ahead or behind the beat, which greatly alters the feel of your music.
q It’s also possible to lock a control surface to control the ReGroove Mixer parameters via Remote - see “Lock-
ing a surface”.
ReGroove basics
When working with grooves, you'll make use of three interacting sections within Reason's interface:
• First, in the Sequencer, each note lane can be assigned to any of ReGroove's 32 channels.
You assign a note lane to a groove channel by selecting it with the Select Groove pop-up in each note lane.
• Second is the ReGroove Mixer, which contains both global groove settings and channel-specific ones.
This is described on the following pages.
• Finally, there's the Groove Settings section of the Tool Window, which is accessed by clicking a ReGroove
channel's Edit button.
Groove Settings allow you to set the intensity of various groove patch parameters. This is also where you save your
own ReGroove patches. See “Groove Settings”.
The ReGroove mixer is divided into two sections. On the left are the Global parameters, and on the right are the
Channel parameters.
Global parameters
Channel parameters
Global parameters
Channel Banks
The ReGroove mixer consists of 32 channels, grouped into 4 banks (labeled A through D). Click a Channel Bank but-
ton to see and edit its corresponding bank of 8 channels.
Global Shuffle
This knob adjusts Reason's global shuffle amount, and is used by any devices that employ patterns, such as Re-
drum's internal sequencer, the Matrix pattern sequencer, and the RPG-8 arpeggiator. It also defines the shuffle value
for any ReGroove channel for which the Global Shuffle option is activated.
Setting the Global Shuffle to a value of 50% results in a “straight” beat, with no swing applied. Setting the Global
Shuffle to a value of 66% results in a perfect sixteenth-note triplet shuffle. Values between 50% and 66% have a
less pronounced swing feel, and values greater than 66% are more exaggerated.
Channel parameters
On button
Edit button
Channel number
Slide knob
Groove Amount slider
Shuffle knob
Pre-align button
Global Shuffle button
These parameters operate on a per-channel basis. Each of ReGroove's 32 channels (arranged in 4 banks of eight)
contains an identical set of parameters.
Edit Button
Click this button to open Reason's floating Tool Window, and show the Groove tab, where you can view and edit ad-
ditional “Groove Settings” for each channel.
Each ReGroove channel has its own groove settings, so clicking the Edit button in different channels will fill the Tool
Window with groove settings specific to that channel.
Channel Number
This is a non-editable channel number label. Channels are numbered 1-8 and are grouped into 4 banks (A-D). Chan-
nel numbers are named accordingly. For example, A2 is the second channel in Bank A, and B5 is the fifth channel in
Bank B.
For example, if you wanted to create a slightly “in the pocket” groove, you could create a snare lane and assign it to
a ReGroove channel with a small amount of positive slide. This would delay the snare track slightly, giving your music
a relaxed, laid back feel.
q If you have a track that you want to rush (set to a negative slide value), you should put an empty bar at the be-
ginning of your sequence, making sure to set the Anchor Point to “2” (see “Anchor Point”). This insures that
any notes assigned to Bar 1/Beat 1 will indeed play ahead of the beat (since you created an empty measure
into which the early note can shift).
Shuffle
At its most basic level, this knob adds a sixteenth note “swing” feel to the ReGroove channel. A value of 50% results
in a straight (no shuffle) feel, and a value of 66% creates a perfect triplet feel.
You can also use this knob to “de-shuffle” a beat by dialing in values below 50%. For example, if you had a recording
that was played with a perfect triplet feel, setting the Shuffle value to 34% will make the beat straight again!
Pre-Align
Enabling this button causes any incoming notes to be quantized to a rigid, sixteenth note grid prior to having any ad-
ditional groove modifications applied to them. This quantization, which occurs in real time and is non-destructive, is an
easy way to align all incoming notes to a “straight” grid, so that any shuffle, slide, or groove modifications have the ex-
pected effect on the notes.
Global Shuffle
Enabling this button causes the ReGroove channel to use the “Global Shuffle” setting, rather than the channel's own
shuffle setting. The channel's Shuffle knob will have no effect when a channel uses global shuffle. Using global shuf-
fle is a good way to synchronize notes in a particular channel with those in pattern-based devices, such as Redrum’s
internal sequencer, the Matrix pattern sequencer, and the RPG-8 arpeggiator, all of which get their shuffle values
from the Global Shuffle value.
A groove patch consists of a groove template, which contains timing and dynamics information extracted from a per-
formance, plus a collection of Impact parameters, which determine how strongly the groove patch applies the tem-
plate settings. This section discusses the settings on the Groove tab in the Tool window, which is where all the
Groove Patch settings are viewed and edited.
Groove Channel
The Groove Settings display one mixer channel at a time. To select which ReGroove channel is currently displayed,
select it from this pop-up (or click the Edit button for the channel in the ReGroove Mixer).
Timing Impact
This determines the extent to which timing information embedded in the groove template affects the position of your
notes. A 50% setting means that notes are moved halfway to the positions defined in the groove template. 100%
means they are moved exactly to the positions in the groove, and 200% means they are moved just as far past the
groove template positions.
D This parameter works in conjunction with the ReGroove Mixer's Groove Amount fader, which can scale back
the groove's timing impact.
For example, if the Groove Amount fader is set to 100%, then notes are moved by the indicated Timing Impact
amount, but if the Groove Amount fader is set to 50%, then notes are moved by only half the Timing Impact
amount.
Random Timing
This determines the extent to which note positions are randomized. This value defines the maximum distance that a
note can be randomly shifted (in either a positive or negative direction). You may set an amount between 0 ticks (no
randomization occurs) and 120 ticks, which allows notes to shift as much as a thirty-second note in either direction.
The effect is “polyphonic,” meaning that any notes originally beginning at the same position will still be moved by dif-
ferent amounts. It is also “semi-deterministic,” meaning that if you play a clip several times, without editing anything,
all notes will play back at exactly the same positions each time. However, as soon as you edit the clip in any way, all
random positions are recalculated.
D This parameter works in conjunction with the ReGroove Mixer's Groove Amount fader, which can scale back
the randomization.
For example, if the Groove Amount fader is set to 100%, then notes are randomized by the indicated Random Tim-
ing amount, but if the Groove Amount fader is set to 50%, then notes are randomized by only half the Random
Timing amount.
2. Decide which note lane you are going to apply the groove to.
For the most obvious effect the track should contain a drumbeat based on straight (as opposed to shuffled) six-
teenth notes. A hi-hat lane, for example, might be a good source for experimentation.
3. Use the Groove Select pop-up on the chosen note lane to route those notes to a specific ReGroove mixer chan-
nel.
Groove Select pop-up
D The “Enabled” item at the top of the pop-up menu allows you to turn ReGroove off for individual note lanes.
This is useful for comparing with the original, ungrooved beat. If you want to do this for several note lanes set to a
particular ReGroove channel, use the “On” button for the channel in the ReGroove mixer instead (see “On Button”).
D To turn ReGroove off for a note lane, select “No Channel”.
4. In the ReGroove Mixer, make sure the channel you are using is activated - the On button should be lit.
The music on that note lane (and any other note lane assigned to the same ReGroove channel) will start playing
with a shuffle feel.
6. Turn down Shuffle to its middle position (50%), and turn up the channel's Slide knob to hear its effect.
D Note that, because slide shifts all notes by the same amount, you won't hear the results unless you play the
track in conjunction with another track whose notes are not being slid (or with Click activated in the se-
quencer).
8. Open the Vinyl folder, select the first groove patch in the list and click Open to load the groove patch and close
the browser.
9. Pull up the Groove Amount fader on the channel, to about 80%.
10.Click the Next Patch button to step through the groove patches in the folder and hear what they do to your mu-
sic.
11.On the ReGroove Mixer channel, click the Edit button to open that channel's groove settings in the floating
Tool Window.
12.Move the various horizontal faders and listen for their effect.
Note that none of the patches in the Vinyl folder make use of Note Length, so the Note Length Impact will have
no effect.
q There are all sorts of creative and useful ways to apply grooves to your music. See “Groovy tips & tricks”, later
in this chapter, for some suggested techniques.
MPC-60
These grooves were created by analyzing the audio output of an Akai MPC-60. Use these patches to get the same
shuffle feeling as an original MPC-60. Note that these patches do not contain any velocity or note length information.
There are some additional patches that use the Random Timing feature, which emulates the original MPC-60's be-
havior when loaded with a lot of information.
Vinyl
These grooves were created by sampling snippets from classic groove records, analyzing them with a special signal
processing tool, then extracting both timing and velocity information from the samples. These grooves do not contain
any note length information.
Programmed
These grooves were created by a session drum groove programmer. They were hand-crafted to emulate the feel of
certain styles, and are divided into two genres: Hiphop and Pop-Rock. These grooves do not contain any note length
information.
About Remote
MIDI from control surfaces (keyboards, remote control units etc.) is handled by a protocol called Remote. The Remote
protocol allows for seamless integration between Reason and control surface devices. It is basically a mapping sys-
tem that provides direct hands-on control of parameters for each Reason device - including transport and sequencer
track selection!
At the time of this writing, Reason supports a large number of control surfaces and keyboards - the knobs, faders and
buttons on the devices are automatically mapped to parameters on each Reason device.
Remote drivers for more control surfaces will be added continuously. Check the Propellerhead web page in case your
model isn’t listed on the Preferences - Control Surfaces and Keyboards page.
Remote controlling Reason devices couldn’t be made any simpler. Set up your control surface once and for all for use
with Reason - the program handles the rest!
7. Use the MIDI Input pop-up to select the input port to which you have connected the surface.
If in doubt, you can click the Find button and then tweak a control or play a key on the control surface to have Rea-
son find the correct input port for you.
D Some control surfaces may have more than one MIDI Input pop-up menu.
You need to select ports on all MIDI Input pop-up menus.
D Some control surfaces will have a MIDI Output pop-up menu.
In some cases this labeled “Optional” - then you don’t have to make a selection. In other cases, a MIDI Output is re-
quired. This is the case if the control surface uses MIDI feedback - motor fader, displays, etc. See the separate
“Control Surface Details” pdf document for details.
D Reason only “grabs” the MIDI inputs you are actually using.
MIDI inputs not selected here or on the Advanced MIDI page (see “Advanced MIDI - The External Control Bus in-
puts”) are available to other programs.
D Note that other MIDI programs may “grab” all MIDI ports in your system when you launch them!
8. If you like, you can rename your control surface in the Name field.
9. Click OK to add the surface.
D Depending on the surface model, alerts may appear, reminding you to select a specific preset etc.
In some cases, Reason can restore a preset in the control surface to factory settings for you. In such cases you will
be informed about this.
Finally you return to the Control Surfaces and Keyboards Preferences page, where your added surface is now listed.
Other functions
D To edit a surface, double click it in the list (or select it and click Edit).
This lets you change its name and MIDI port settings, if needed.
D To delete a surface, select it in the list and click Delete.
D You can turn off a surface by deactivating its “Use with Reason” checkbox.
This could be useful if the surface is connected to your system but you only want to use it with another program.
There is also an “Advanced MIDI” page in the Preferences. This is only used for External Control MIDI buses and for
MIDI Clock Sync input. All hands-on MIDI control is set up on the Keyboards and Control Surfaces page.
Example Setups
There are several possible variables when it comes to what type of setup you are using. Please read on.
Remote basics
Parameters and functions for each Reason device are mapped to controls on supported control surface devices. As
soon as you have added your control surface(s) in the Preferences, you can start tweaking parameters!
• By default, all connected control surfaces follow the sequencer’s current Master Keyboard Input.
This means that you set Master Keyboard Input to a track in the sequencer to route the control surface(s) to the
track’s device in the rack. You can bypass this functionality by locking a control surface to a specific device - see
“Locking a surface to a device”. Or you can simply use Remote Override mapping (see “Remote Override” for spe-
cific parameters - these will then be mapped to the selected controls regardless of Master Keyboard Input.
• The Reason device associated with the track with Master Keyboard Input will have its parameters standard
mapped to logical controls (faders, buttons etc.) on the control surface device.
E.g. if a Subtractor has Master Keyboard Input, your control surface will control the most important Subtractor pa-
rameters. If you set Master Keyboard Input to a track connected to an NN-XT, the control surface will now control
parameters on the NN-XT device, and so on for each device. There are standard mapping variations for most de-
vices as well - see “About mapping variations”.
! Please refer to the separate “Control Surface Details” pdf document for device related information.
• Supported control surfaces with dedicated transport controls will be standard mapped to the equivalent trans-
port controls in Reason.
If you do not have transport controls on your control surface you can still map transport controls to controllers us-
ing Remote Override mapping - see “Remote Override mapping”.
• Other important functions such as switching target track in the sequencer, selecting patches, Undo/Redo can
also be remote controlled.
See “Additional Remote Overrides...”.
Locking a surface
There are basically two methods you can use to lock a Surface:
In this picture, the dialog has the master keyboard as the selected control surface - this cannot be locked.
2. Pull down the Surface pop-up from at the top of the dialog and select the control surface you wish to lock to a
device.
4. Select the device you wish to lock to the selected control surface from the list.
D If the selected control surface supports keyboard shortcuts for selecting mapping variations (see “About map-
ping variations”) an additional “Always use Mapping” pop-up appears.
On this pop-up you can set whether you wish to lock a specific standard mapping variation or whether the device
should switch mapping variations according to keyboard shortcuts. If the former is the case, select the mapping
variation from the list. If the latter is the case, select “Follow Keyboard Shortcut”.
q It’s also possible to lock a control surface to the ReGroove Mixer (see “The ReGroove Mixer”) to control its pa-
rameters via Remote!
Unlocking a surface
D To unlock a locked device, bring up the context menu for the locked device, and untick the “Lock to” item.’
This unlocks the device and the control surface will now follow master keyboard input.
D Another way to unlock a surface is to open the Surface Locking dialog and selecting “Follow Master Key-
board” on the Lock to device pop-up.
Remote Override Edit mode enabled with the mixer device selected
To be able to see which parameters are currently mapped for a device, you have to direct Master Keyboard input to
the sequencer track it is connected to:
2. Select a device in the rack and enable Master Keyboard input for its sequencer track.
Standard-mapped parameters are tagged with yellow knob symbols.
Method 1:
1. Select the parameter you wish to map.
The arrow (or knob) changes to orange, indicating it is selected.
2. Select “Edit Remote Override Mapping...” from the Edit menu.
You can also right-click (Win) or [Ctrl]-click (Mac) on the parameter to select the same item from the context
menu.
The “Edit Remote Override Mapping” dialog opens. From here you have two ways to proceed:
D Either manually select the control surface and the control you wish to map the parameter to from the two cor-
responding pop-ups.
The Control Surface pop-up lists all installed control surface devices, and the Controls pop-up lists all the mappa-
ble controls for the selected control surface.
D Or you can activate “Learn From Control Surface Input” and simply move (or press) the control you want to
map the parameter to.
The “Control Surface Activity” field momentarily flickers as you turn the knob, and then the dialog shows the con-
trol surface and control it is mapped to.
D If the control surface has a keyboard, you can also select keys as controls.
Keys work just like on/off buttons. If “Keyboard” is selected from the Controls pop-up, a Note Number field ap-
pears in the dialog.
4. To exit Remote Override Edit Mode, deselect it from the Options menu.
You can also leave this mode by pressing [Esc].
Method 2:
1. Double-click the parameter you wish to map.
A rotating lightning bolt appears for the parameter - this indicates that “Learn From Control Surface” mode is ac-
tive. You can leave this mode by pressing [Esc].
2. Now move (or press) the control you want to map the parameter to.
The parameter is now mapped to the control.
You do not always have to edit override mapping when Remote Override Edit mode is activated - see below.
On the Options menu there is an item named “Additional Remote Overrides...”. Selecting this opens a dialog with re-
mote functions that cannot be assigned using Remote Override Edit mode, such as switching target tracks, Undo/
Redo etc.
Although most of the items in this dialog are self-explanatory, some need to be described. These are as follows:
Select Patch for Target Device and Select Previous/Next Patch for Target Device
The target device is the device connected to the target track.
D Patch selection is usually standard-mapped to buttons on a control surface.
If you wish to override this standard patch selection mapping for devices globally to select patches for any patch
device that currently has Master Keyboard Input, you can assign this here.
For example, you may always want to use the same buttons on a specific control surface for selecting patches.
D Select Patch for Target Device is also meant to be assigned to a Delta-type control (see above).
This allows you to select patches for a device connected to the target track by spinning the wheel clockwise or
anti-clockwise.
Undo/Redo
You can assign Undo/Redo to controls. This works just like the corresponding items on the Edit menu.
Document Name
This allows you show the name of the song in the display of the control surface. This only works for control surfaces
that support this feature.
A section of a Redrum drum machine with Keyboard Control Edit Mode enabled.
Introducing ReWire!
To make this integration between two audio programs possible, Propellerhead Software has developed ReWire. This
technology provides the following possibilities and features:
In ReWire version 1
• Real time streaming of separate audio channels, at full bandwidth, into another audio program.
• Automatic, sample accurate, synchronization between the audio in the two programs.
• The possibility to have the two programs share one audio card.
• Linked transport controls that allows you to play, rewind etc., from either program.
• Less total system requirements than when using the programs together in the conventional way.
In ReWire 2
A number of features were added in ReWire version 2. The following are the most important:
• Up to 256 audio channels (previously 64).
• Bi-directional MIDI communication of up to 4080 MIDI channels (255 devices with 16 channels each)
• Automatic querying and linking features that (among other things) allow a host to display the slave’s devices,
controllers, drum sounds etc. by name.
324 REWIRE
ReWire and the Reason Engine are common resources to the two programs (the other application and Reason) that
generate the audio and passes it onto the other audio application.
Terminology
In this text we refer to Reason as a ReWire slave and the application receiving audio from Reason (this could be
Steinberg Cubase, Apple Logic Audio or MOTU Digital Performer, for example) as the host application.
About synchronization
All synchronization to other equipment is handled from the host application - not in Reason. In fact there are no spe-
cial synchronization issues. All that is said in the host application’s documentation about synchronizing audio chan-
nels is true for ReWire channels as well.
For information about MIDI Clock synchronization - without using ReWire - refer to “Synchronization to MIDI Clock”.
REWIRE 325
Launching both programs without using ReWire
We don’t know exactly why you would want to run Reason and a Rewire host application at the same time on the
same computer, without using ReWire, but you can:
1. First launch Reason.
2. Then launch the host application.
You may get a warning message in the host application, regarding ReWire, but you can safely ignore it. Please also
note that the two programs now compete for system resources such as audio cards, just as when running either with
other, non-ReWire, audio applications.
Loop settings
The Loop in Reason and the corresponding feature (Loop, Cycle etc.) in the host application are also linked. This
means that you can move the start and end point for the Loop/Cycle or turn the Loop/Cycle on/off in either program,
and this will be reflected in the other.
Tempo settings
As far as tempo goes, the host application is always the Master. This means that both program will run in the tempo
set in the host application. However, if you are not using automated tempo changes in the host application, you can
adjust the tempo on the transport in either program, and this will immediately be reflected in the other application.
! If you are using automated tempo changes in the host application, do not adjust the tempo on the Reason
Transport Panel, since that tempo the doesn’t have any effect on playback!
Routing audio
Preparations in Reason
When you route audio from Reason to a ReWire host application, you make use of the Reason Hardware Interface at
the top of the rack. Basically, each output in the Hardware Interface is connected to a separate ReWire channel.
• To take full advantage of the mixing features in the host application you need to connect the different Reason
devices directly to the Hardware Interface.
For example, if your Reason Song contains eight different instrument devices and you connect these to separate
audio outputs on the Hardware Interface, they will appear on separate ReWire channels in the host application.
You can then use the mixing facilities in the host application to adjust volume and pan, add effects and equalizing
etc. - individually for each Reason device.
If you instead connect all your Reason devices via the Mixer to the stereo input pair on the Hardware Interface, all
sounds will appear mixed on a single ReWire stereo channel pair. While this works perfectly fine, you won’t be able
to mix and process the devices separately in the host application.
326 REWIRE
Routing in the ReWire host application
The following description is based on using Reason with Cubase as the host application. For descriptions on how to
activate and route ReWire channels in other host applications, please go to www.propellerheads.se/rewirehelp.
1. Pull down the Devices menu in Cubase and select the menu item with the name of the ReWire application (in
this case Reason). All recognized ReWire compatible applications will be available on the Devices menu.
The ReWire panel appears. This consists of a number of rows, one for each available ReWire channel.
2. Click on the green buttons in the “Active” column to activate/deactivate the desired channels.
The buttons light up to indicate activated channels. How many and what channels you need to activate depends on
to which Hardware Interface inputs you have connected your Reason devices, as discussed above.
3. If desired, double click on the labels in the right column, and type in another name.
These labels will be used in the Cubase Mixer to identify the ReWire channels.
4. Open the Cubase Mixer.
You will find that new channels have been added - one for each activated ReWire channel. If the channels aren’t
visible, you may need to scroll the Mixer window or check the Mixer View options (different channel types can be
shown or hidden as desired in the Cubase Mixer).
5. Start playback (in Reason or Cubase - it doesn’t matter as both programs will automatically be synchronized).
You will now see the level meters moving for the playing ReWire channel, and hear the sound of the Reason de-
vices through Cubase’s Mixer. Of course, this requires that your Reason Song contains some music!
6. Use the mixing features in Cubase to add effects, EQ, etc.
REWIRE 327
Converting ReWire channels to audio tracks
Most often, there is no need to convert individual ReWire channels to regular audio tracks. The channels already ap-
pear in the host application’s Mixer, and you can typically perform the same kind of real-time processing as with reg-
ular audio channels (effects, EQ, volume, pan and mute automation, etc.).
Still, you may need to convert the ReWire channels to audio tracks, for example if you want to continue working in
Cubase only.
In Cubase, you would proceed as follows:
1. Make sure your Reason devices and/or audio tracks play back properly via ReWire.
2. In the Cubase Mixer, activate Solo for the ReWire channel you want to convert to a regular audio track.
Make sure no other channel is Soloed.
3. Go to Cubase’s Project window and set the left and right locator to encompass the whole song (or a section, if
that’s what you want).
Make sure the Cycle (loop) function is turned off.
4. Pull down the File menu in Cubase and select “Audio Mixdown” from the Export submenu.
The Export Audio Mixdown dialog appears.
5. Activate the “Import to Pool” and “Import to Track” options and fill in the rest of the dialog as desired.
You can choose to include any Cubase mixer automation, select a file format and file name, etc.
6. Click Save.
The ReWire channel is now rendered to a new audio file on disk. A clip referring to the file will appear in the Pool,
and an audio event playing this clip will be created and placed on a new audio track, starting at the left locator.
• If you now play back the audio track you will hear exactly what was played on the ReWire channel.
This means you should keep that ReWire channel muted (or deactivated) now, since otherwise you would hear the
sound twice - once via ReWire and once from the audio track.
D To convert all your ReWire channels this way, simply proceed as above (but solo another ReWire channel in
the Cubase Mixer).
! Converting ReWire channels this way results in a number of audio files that can be very large (depending on
the length of the song). Make sure you have enough disk space!
328 REWIRE
Chapter 19
Synchronization and
Advanced MIDI
About this chapter
This chapter describes how to synchronize Reason to MIDI Clock, and how to use the External Control Bus inputs for
advanced MIDI routing when you’re not using ReWire.
Master/Slave
In a synchronized system there is always one master and one or more slaves. In our case, the master is the one that
controls the tempo. In other words, it is only the tempo setting on the master device that is of any relevance, since the
slaves slavishly follow the master's tempo.
• Reason always acts as a slave. That is, it receives MIDI Clock signals, it never transmits them.
! Before you create any serious projects that require sync, try out the features described in “Slaving Reason to
an external MIDI application or instrument” and “Slaving Reason to another program on the same computer”,
and check out “Synchronization considerations”.
4. Pull down the MIDI Clock Sync pop-up and select the MIDI Input to which you connected the other device.
5. Close the dialog.
Synchronization considerations
Adjusting for Latency
Latency compensation.
Because of the latency problem described in “ReWire and Latency”, you might need to adjust Reason’s playback in
relation to the sync master, so that they are in perfect time. The tempo will not differ between the two, but Reason
might play ahead or behind the other application. You might need to adjust this. However, this is something you only
need to do once. The setting is stored with your other preferences, so you don’t need to adjust it again.
Proceed as follows:
1. Set up the other application so that it generates a solid click, on for example quarter or eighth notes, prefera-
bly with a special sound on the downbeat.
This click can either come from an internal metronome or from a MIDI source. If you use a MIDI source, make sure
you pick one that has solid MIDI timing.
2. Set up Reason so that it plays a similar rhythm as the other application.
You might for example use the sequencer Click or a Redrum drum computer for this.
3. Start the two applications in sync.
4. Make sure you hear both applications at approximately equal level.
5. Open the Preferences dialog in Reason and select the Audio page.
D Select a separate MIDI port for each bus you plan to use.
Each bus provides 16 MIDI channels, for a total of up to 64 MIDI input channels. For example, if you have an ex-
ternal sequencer with two MIDI outputs, you connect these to two MIDI inputs on your MIDI interface and select
these two inputs for the first two busses on the Advanced MIDI page. You will then be able to send MIDI on up to
32 channels from the external sequencer to Reason.
D Make sure you don’t select a MIDI port that is already selected on the Control Surfaces and Keyboards page
(or in the MIDI Clock Sync section).
3. Below the Bus Select buttons there are fields for the 16 MIDI channels. Click the arrow button for the desired
MIDI channel and select a Reason device from the menu that appears.
Incoming MIDI data on that bus and channel will now be sent directly to the selected device. In other words, the
master keyboard routing in the sequencer is bypassed.
Global
• Delete unused devices.
If a device isn’t actually doing anything, delete it from the rack.
• Use fewer devices.
For example, instead of using several similar reverbs as separate insert effects, replace them all with one, set up as
a send effect in the Mixer. By the same token, try to use one sampler playing several different samples instead of
numerous samplers playing one sample each.
• Don’t use stereo unless it is required.
For example, if a sampler or Dr. Octo Rex loop player is playing mono material, only connect the Left output and
leave the Right output unconnected.
Filters – Subtractor, Thor, Malström, NN19, NNXT and Dr. Octo Rex
• Deactivate filters that are not used.
Observe that if the Cutoff is all the way up or the envelope is set to open the filter fully, then the filter doesn’t affect
the sound. Conserve processing power by disabling the filter altogether.
• Where applicable, use the 12dB lowpass filter instead of the 24dB lowpass filter.
See if you can get the same sonic result by using the 12dB filter, since it uses up less processing power.
Polyphonic Devices – Subtractor, Thor, Malström, NN19, NNXT, Dr. Octo Rex and
Redrum
• Try making the device play fewer voices.
This can be done for example by lowering the release and setting the Polyphony setting to exactly the maximum
number of notes played simultaneously by this device.
! Note that just lowering the polyphony setting has no effect. Unused voices do not consume processing power.
• Where applicable, try the Low Bandwidth (Low BW) setting.
This will remove some high frequency content from the sound of this particular device, but often this is not notice-
able (this is especially true for bass sounds).
Thor
• In general, unload any filters or oscillators that aren’t used.
Malström
• If it isn’t necessary, refrain from using Osc B at all.
If you can produce the desired sound by using Osc A only, this will save a lot of processing power.
• If one or both Oscillators are routed to one Filter only, and/or the Spread parameter is set to “0”, only connect
one of the outputs (the one to which the filter is connected) to the mixer, and leave the other one unconnected.
• Try to see if you can achieve the desired effect by using only one of the filters, and without using the shaper.
Using both of the filters and the shaper in conjunction requires considerably more processing power than using
just one of the filters and/or the shaper.
Redrum
• Do not use the Tone feature available on channels 1, 2 and 9.
Make sure the Tone controls and their accompanying Vel knobs are set to “0” (“twelve o’ clock” position).
Mixer devices
• Avoid using stereo inputs when not required.
For example, if your sampler or Dr. Octo Rex player is playing mono material, only connect it to the Left input on a
mixer channel. Leave the Right input unconnected.
• Do not activate EQ (Mixer 14:2 only) unless required.
If a channel doesn’t make use of EQ, make sure it’s EQ button is deactivated.
Distortion
• The D-11 Foldback Distortion will use up less CPU power than the Scream 4 Distortion device.
Reverb
• The RV-7 uses much less power than the RV7000.
For some applications the RV-7 might do just fine, and will use up much less power.
• If you are running out of processing power, try the Low Density algorithm for the RV-7.
This uses up much less power than other algorithms.
RAM requirements
Songs not only use up system resources in terms of processing power and hard disk space, they also require RAM
(memory) to load at all. The amount of RAM required for loading a song, is directly proportional to the amount of sam-
ples used in the song. For example, a song only using Subtractors and effects requires very little RAM.
If you are running out of RAM try the following:
• Close other Song documents.
All open songs compete for RAM.
• Terminate other applications.
All running applications compete for the RAM available in the computer.
• Use mono samples instead of stereo ones.
Mono samples require half the amount of RAM.
• Try sample rate converting sample files to a lower sample rate.
Note that this could affect sound quality negatively. Also note that it will require an external sample editor with
good sample rate conversion facilities.
The Hardware Interface device is where you connect Reason to the “outside world”. This is where MIDI is received,
and where audio signals are routed from physical inputs and to physical outputs of your audio hardware. Here is also
where audio output signals are routed to ReWire channels. The Hardware Interface is always present at the top of
the rack, and cannot be deleted. This chapter is meant to serve as a panel reference, describing the various sections
of the device. How to set up your audio hardware is described in the “Audio Basics” chapter.
The Hardware Interface is normally unfolded, showing a panel with 2 Sampling Inputs, 16 Audio Inputs and 16 Audio
Outputs and a couple of buttons.
• On the right hand side at the top of the panel are the Input Focus and Play Focus buttons - these are described
in “Input Focus and Play Focus”.
• The Sampling Input, Audio Input and Audio Output sections feature a LED meter for each input and output
channel.
! Remember that the Hardware Interface is where any possible audio clipping will occur in Reason. Keep an eye
on the clipping indicator on the Transport Panel, and also on the individual meters on the Hardware Interface
panel. If a channel pushes the meter into the red, the level should be reduced at the source - see “About audio
levels” in the “Audio Basics” chapter.
• The multi-color LEDs below each channel indicate the following:
Green LED: Available and used channel (cable connected to the channel jack on the rear panel).
Yellow LED: Available but unused channel (no cable connected to the channel jack on the rear panel).
Red LED: Unavailable channel but with a connected cable on the rear panel. No audio will be present on channels
with red LEDs.
Unlit LED: Unavailable and unconnected channel (no cable connected to the channel jack on the rear panel).
• By clicking the “ADVANCED MIDI” button at the top on the panel, the Advanced MIDI Device panel is shown:
The Sampling section features two audio inputs (L & R) to which you should route the audio signals you want to sam-
ple. There is also a Level knob and two Monitor buttons. See “Setting up for sampling” for details on how to sample.
This is opened by clicking the “ADVANCED MIDI” button on the Hardware Interface panel. The Advanced MIDI de-
vice is only used if you are controlling Reason from an external sequencer, using the External Control Bus inputs.
Normally, you send MIDI to a track via the sequencer, by selecting the sequencer track.
You can select MIDI ports for up to four External Control Busses (on the Advanced Control page in Preferences).
Each bus can host 16 MIDI channels, for a total of up to 64 MIDI input channels. The Advanced MIDI Device is where
you can route each MIDI channel to a specific device in the Reason rack:
1. Select one of the External Control Busses by clicking the corresponding Bus Select button at the top of the Ad-
vanced MIDI device.
2. Pull down the device pop-up menu for a MIDI channel and select a device.
The menu lists all devices in the current song.
Now, incoming MIDI data on the selected bus and MIDI channel is sent directly to the selected device, bypassing the
Reason sequencer. The name of the device is shown in the name field for that MIDI particular channel.
3. Try sending MIDI notes from the external sequencer, on the selected bus and MIDI channel.
The indicator below the channel's name field should light up.
See also “Advanced MIDI - The External Control Bus inputs” in the Advanced MIDI and Synchronization chapter.
More Audio
Reason supports up to 64 audio input and 64 audio output channels. The additional 48 inputs and 48 outputs can be
found on the “More Audio” panel.
D To view inputs 17-64 and outputs 17-64, click the “More Audio” button.
Each additional input and output features a meter and a multi-color LED indicator which will be lit in different colors
depending on current state - see “Introduction”.
The Combinator is a special device that allows you to save and recall any combination of Reason devices (instru-
ments, effects, mixers etc.) and their internal connections. A saved Combinator setup can be loaded as a patch, called
a “Combi”. The Combinator device itself acts as a container for the devices in a Combi.
The basic idea behind the Combinator device is simple, but very powerful. Being able to save multiple devices as a
Combi enables you to instantly recall any type of setup, however complex, as simply as loading a patch!
Some typical applications of the Combinator:
D Create split or layered multi-instruments.
Add any number of instrument devices and play them as a single layered instrument. Instrument devices in a
Combi can also be assigned to specific keyboard/velocity zones.
D Save instrument/effect combinations.
Save an instrument together with your favorite effect(s).
D Create multi-effect devices.
You can create and save complex effect chains as Combis.
The front of the Combinator consists of the following elements (from the top down):
D The narrow panel at the top is always shown, even when the whole Combinator is folded.
It contains a display which (amongst other things) shows the name of the currently loaded Combi, and standard
Select/Browse/Save patch buttons.
D Next is the Controller panel, which is always shown if the Combinator is unfolded.
See “The Controller panel”.
D The Programmer panel contains settings for Key and Velocity Zone mapping as well as Modulation Routing
settings.
The Programmer can be shown/hidden by clicking the “Show Programmer” button on the Controller panel. See
“Using the Programmer”.
D At the bottom are the devices included in the Combi.
Devices can be shown or hidden by clicking the “Show Devices” button on the Controller panel. The empty space
at the bottom is used for adding more devices to a Combi by drag and drop. Clicking the empty space so that the
red Insertion line appears also makes the Combi the target container for new created devices (from the Create
menu). See “About the Insertion line”.
External connections
D The “Combi Output L/R” connectors carry the audio output of the Combinator.
This output connects with a device outside the Combi, normally a mixer. Internally, this output is connected to the
“From Devices” connectors. When you create a new Combinator this output will be auto-routed to the first avail-
able mixer input channel.
D The “Combi Input L/R” connectors is the input to the Combinator (used for effect Combis only).
Internally, this input is connected to the “To Devices” connectors.
Internal Connections
D The “From Devices L/R” inputs is where the outputs from devices in the Combi are connected.
D The “To Devices L/R” outputs connect to an input on a device in the effect Combi.
It is still possible to use a Combi with External Routing connections within the context of a song (where all routings
are saved with the song). Just keep in mind that the external routing connections will not be part of the patch!
Instrument devices and effects connected to a Line Mixer 6:2 within the Combi.
q The Line Mixer 6:2 is ideally suited for mixing device outputs in Combis (see “The Line Mixer 6:2”).
When the Insertion line is shown, new created devices will be added to the Combinator device.
D To be able to select the Insertion line you have make sure that the “Show Devices” button is lit on the Combi-
nator Controller panel.
D The Insertion line is shown in the empty space at the bottom of the Combinator holder (below any devices cur-
rently in the Combi).
If the Combi doesn’t contain any devices, the empty space is located just below the Controller panel.
Combi handling
Moving the entire Combi
This works much the same as for other devices in the rack.
D Select the Combinator by clicking on the holder and drag to a new position.
An outline of the Combinator is shown when you drag, and a red line shows the insert position. All connections are
kept.
D If you press [Shift] when dragging the Combinator will attempt to auto-route to the insert position in the rack
according to standard rules.
The auto-routing will take into account whether it is an effect Combi or an instrument Combi.
Uncombining devices
You can uncombine a whole Combi or selected devices within a Combi in the following way:
D If you select a Combinator and then select “Uncombine” from the Edit menu, the Combinator device will be re-
moved, and all devices contained in the Combi will be connected as a single device to the rack.
The devices previously connected to the To/From Devices connectors will now be connected to the rack in the
same way the Combinator device was (via the Combinator output and input).
D If you uncombine a few selected devices in a Combi these will be removed from the Combi and added to the
rack below the Combi.
Connections are unchanged, so external routing is likely to happen.
This is the main Combinator panel. Like standard instrument devices it features Pitch and Mod wheels and various
controls.
Bypass All FX
This button allows you bypass all effect devices in a Combi. It works as follows:
• All insert effect devices in the Combi are switched to Bypass mode.
• All effects connected as send effects to a mixer device are switched off.
• Clicking this button will not affect effect devices that were bypassed or turned off already.
This function allows you to change the “skin” of the Controller panel. You can design your own labels for the assign-
able controls, and change the color and look of the whole panel.
D Select the Combinator and choose “Select Backdrop...” from the Edit menu.
The Image browser opens, allowing you to select image file in the JPEG (.jpg) format.
D The dimensions of the image file should be 754 x 138 pixels.
D The knobs, buttons, patch name display and patch buttons cannot be redesigned.
D If you wish to design your own text labels for the virtual controls, you should first remove the original text la-
bels.
Click on a label, remove the current text and press [Enter].
D To remove a Backdrop, select “Remove Backdrop” from the context menu.
The original look of the Combinator panel is restored.
D To the left on the Programmer panel the devices in the current Combi are listed in the same order they appear
in the Combinator holder.
Clicking on a device in the list selects it for editing.
D The middle Key Mapping section features a keyboard with a horizontal scroll bar at the top. In the area below
it the key range for each instrument device is shown.
D To the right is the Modulation Routing section where you can assign parameters to the controls on the Control-
ler panel.
See “Using Modulation Routing”.
There are several ways you can change the current key range:
D By clicking in the Key Range Lo and Hi value fields and moving the mouse up or down.
D By moving the handles of the horizontal bar in the middle display.
You may have to use the scrollbar at the top to “see” the handles.
D By dragging the horizontal bar itself you can also move entire key zones horizontally, thereby changing their
key ranges.
3. Using either method, set the desired key range for the selected device.
When done, the device will only play back notes in the set key range.
D By setting up key ranges for devices in a Combi, you can create split instruments.
For example playing notes below C 2 could trigger a device playing a bass sound, whereas playing notes above C
2 could trigger a device playing a pad sound.
D Instrument devices in a Combi that share the same key range will be layered - i.e. play at the same time.
This given that no velocity ranges have been set up - see below.
D You can of course set up overlapping ranges where notes within a set key range will layer two (or more) de-
vices, but notes above and below the set range will play separate devices.
D If you deactivate the “Receive Notes” checkbox the selected device will not respond to incoming MIDI note
messages.
If a non-instrument device is selected this checkbox is always deactivated.
D If you deactivate any of the Performance Controllers, the corresponding controller(s) will not be received by
the selected instrument device.
All are on by default.
127
100
80
60
40
Device 3
Device 3
20 Device 2
Device 2
Velocity Device 1
Velocity 0 Device 1
Now, velocity values between 41 and 60 will trigger notes from both Device 1 and Device 2. Likewise, velocity values
between 81 and 100 will trigger sounds from Device 2 and Device 3.
The name of the selected device is now shown in the Modulation Routing Device field. The Modulation Routing sec-
tion contains four columns:
D In the Source column, the four Rotary and Button controls are by default listed but each field can be changed
to any Rotary/Button/CV Input or Performance controller by clicking the arrow and selecting from the pop-up.
The last two fields are unassigned by default.
D The pop-ups in the Target column contain all parameters for the selected device.
D Lastly in each Target pop-up list is the option to receive note data or not.
D The Min/Max columns allow you to specify a value range for the virtual control.
4. If you wish the selected device to receive notes this option should be checked.
5. If you move or press the assigned Rotary or Button it will now control the parameter you assigned to it.
6. You can specify a range for the parameter by clicking in the Min and Max columns and moving the mouse up
or down.
By default the maximum available range is set.
7. If you select another device in the Device list to the left, you can assign another parameter to the same Rotary
or Button control using the same basic method.
This means that you can create multi-function controls that operate simultaneously on several parameters. E.g. if
you have two Subtractors and a Malström in a Combi you could create a “master” filter cutoff knob, that controls
this parameter for all three devices.
CV Connections
CV connections between devices in the Combi are saved with the Combi patches. This is also true for CV connec-
tions between devices in Combi and the Combi itself - e.g. if you have connected a Matrix in the Combi to one of the
CV inputs on the back of the Combi panel.
The following CV connectors can be found at the back of the Combinator:
Modulation Inputs
In this section you will find standard CV Mod Wheel and Pitch Bend modulation inputs, as well as modulation inputs
for the four Rotary controls.
! Parameter(s) that are assigned to a Rotary control can thus be modulated by CV, which allows you to use CV
control for almost any Reason parameter!
Programmer CV Inputs
Here you can connect external CV modulation sources for modulating any of the Target parameters in the Program-
mer (see “Using Modulation Routing”). Next to each CV Input are one sensitivity knob and one polarity switch that
work as follows:
• The sensitivity knobs can be used for attenuating the CV Input signal.
• The polarity switches should be used for defining the polarity of the CV Input signal.
For example, if you have connected a CV signal from an envelope generator, the switch should be set to Unipolar.
If you are modulating from a standard LFO, the polarity switch should be set to Bipolar.
The Mixer 14:2 allows you to control the level, stereo placement (Pan), tone (EQ) and effect mix (AUX Sends) of
each connected audio device.
If you have ever used a conventional hardware audio mixer, you will most likely find the Mixer very straightforward to
use. It is configured with 14 (stereo) input channels, which are combined and routed to the Left and Right Master
outputs. The vertical channel “strips” are identical and contain - from the top down - four Auxiliary Sends, an EQ sec-
tion, Mute and Solo buttons, Pan control, and a Level fader.
Every mixer parameter can of course be automated.
Channel Fader
Channel Meter
Channel Label
Each channel strip in the Mixer 14:2 contains the items listed in “Channel Strip Controls”.
Note that the Solo function is true “in-place” solo, meaning that if the channel uses Auxiliary sends routed to effect
devices, the soloed output signal will also include the soloed channel(s) including any Aux Send effects.
Note also that if the pre-fader send mode is activated for Aux 4 the send is tapped after the EQ and Pan controls but
before the channel fader.
With Reason 2.5, the EQ modules in the Mixer were improved to get an even better sound and character. However, if
you want to play back songs made in previous Reason versions, you may want to use the “old” EQ mode to ensure
that the songs sound exactly the same.
On the back of the Mixer 14:2 you will find a switch for this - select “Improved EQ” for the new EQ types or “Compat-
ible EQ” for the old-style EQ. The parameters are exactly the same in both cases.
The Auxiliary Returns provide an “extra” four stereo inputs in addition to the Mixer 14:2’s 14 stereo channels. The
main function of Return channels is to provide inputs for connected Send effects devices. Each Aux Return channel
has a level control, and a read-only tape label that display the name of the device connected to the Return channel.
The Master L/R fader controls the summed output level of all channels in the Mixer 14:2. Use this to change the rel-
ative level of all channels, to make fade-outs etc.
Connections
All input and output connectors are as usual located on the back panel of the Mixer 14:2. Special connectors are
used for “chaining” two or more Mixer 14:2 devices together. This is described on “Chaining several Mixer 14:2 de-
vices”.
D There are four stereo Send Out connectors, which normally are used to connect to the inputs of effect devices.
To connect a send to a mono-input device, use the Left (Mono) output.
When a Send is connected to an effects device, the corresponding AUX Send knob determines the level of the signal
sent to the effect device for each channel. The Send Output is taken post-channel fader but you have the option of
selecting pre-fader mode for AUX Send 4.
D Note that some effects (for example the Comp-01 compressor or the PEQ2 parametric EQ) are effect types
which are not designed to be used as AUX Send effects, but rather as insert effects, where the whole signal is
passed through the effect.
Alternatively, you could use AUX Send 4 in pre-fader mode and lower the channel fader completely.
• The Master outputs are auto-routed to the first available output pair on the Hardware interface.
This in turn sends the audio to the outputs of your audio hardware.
q Note that the Master outputs don’t have to be routed directly to the Hardware Interface. You could for example
route the Master outputs to an effect, and then route the effect outputs to the Hardware Interface instead.
Two chained Mixer 14:2 devices are connected like this, the top Mixer being the “Master” Mixer.
If you want more Mixer channels, you can chain several Mixer 14:2 devices.
D Select the existing Mixer 14:2 device and choose “Create:Mixer 14:2” from the Create menu or context menu.
The new Mixer is automatically connected via the “Chaining Master” and “Chaining Aux” connectors of the se-
lected Mixer.
• The newly created Mixer’s Master Output is connected to the original Mixer’s Chaining Master input.
The Master Out Level for the new Mixer is now controllable from the original Mixer’s Master fader - so that this
fader now controls the Master output level of both mixers.
• The newly created Mixer’s four stereo Aux Send outputs is connected to the original Mixer’s Chaining Aux con-
nectors.
The new Mixer will now have access to any Aux Send effects connected to the original Mixer, via the same corre-
sponding Aux Send(s).
This way, the two Mixers operate as “one”.
! One exception is the Mute/Solo function, which is not chained. Thus, soloing a channel in one of the Mixers,
will not mute the channels in the other Mixer.
You can create as many Mixers as you like, they will be chained in the same way, with one Mixer remaining the “mas-
ter” (i.e. it controls the Master level of all chained Mixers and supplies the Aux Send effect sources).
The Line Mixer 6:2 allows you to control the level, stereo placement (Pan) and effect mix (AUX Send) of each con-
nected audio device.
The Line Mixer is configured with 6 (stereo) input channels, which are combined and routed to the Left and Right
Master outputs.
Channel parameters
The channels are identical and contain an Auxiliary Send, Mute and Solo buttons, a Pan control, and a Level control:
| Item | Description
Level control This controls the output level of each corresponding channel, allowing you to set the desired mix (balance)
between different devices connected to the Line Mixer.
Channel label Each channel in the mixer that has a device connected to it, displays a read-only label with the name of the
device.
Channel meter The meter is a graphical representation of the channel output level. If the signal level pushes the meter into the
range of the red area, try lowering either the output level of the device connected to the channel, or the Level
control itself, to avoid distortion.
Pan control Use this control to set the left/right position of the channel in the stereo field. [Ctrl]-click (Win) or the Pan knob
to set Pan to the default “0” (center position).
Mute (M) and Clicking a channel’s Mute button silences the output of that channel. Click the button again to unmute the
Solo (S) Buttons channel.
Clicking a channel’s Solo button silences all other mixer channels, so that you only hear the soloed channel.
Several channels can be soloed at the same time. If this is the case, note that soloed channels can’t be muted
with the Mute button. To mute one of several channels in solo mode you simply “unsolo” it.
Auxiliary (AUX) Effect Send The AUX Send controls the amount of channel signal that is to be sent to other devices - typically effect
processors. The effect output is then normally returned to the Mixer via the AUX Return input where it is mixed
with the dry (non-processed) signal. If you create an effect device when the Mixer is selected, the effect is auto-
routed to the Send/Return connectors. You can then control the amount of effect that is to be applied to any
device connected to a Line Mixer channel via the AUX Send knob. The Send can be taken pre or post channel
level - see “Auxiliary (AUX) Send”.
Master level
The Master L/R fader controls the summed output level of all channels in the Mixer. Use this to change the relative
level of all channels, to make fade-outs etc.
Subtractor provides two oscillators. Oscillators are the main sound generators in Subtractor, the other features are
used to shape the sound of the oscillators. Oscillators generate two basic properties, waveform and pitch (frequency).
The type of waveform the oscillator produces determines the harmonic content of the sound, which in turn affects the
resultant sound quality (timbre). Selecting a oscillator waveform is usually the starting point when creating a new
Subtractor Patch from scratch.
Oscillator 1 Waveform
Oscillator 1 provides 32 waveforms. The first four are standard waveforms, and the rest are “special” waveforms,
some of which are suitable for emulating various musical instrument sounds.
q It is worth noting here that all waveforms can be radically transformed using Phase offset modulation (see
“Phase Offset Modulation”).
D To select a waveform, click the spin controls to the right of the “Waveform” LED display.
The first 4 basic waveforms are shown as standard symbols, and the special waveforms are numbered 5 - 32.
| Waveform | Description
Sawtooth This waveform contains all harmonics and produces a bright and rich sound. The Sawtooth is perhaps the
most “general purpose” of all the available waveforms.
Square A square wave only contains odd number harmonics, which produces a distinct, hollow sound.
Triangle The Triangle waveform generates only a few harmonics, spaced at odd harmonic numbers. This produces
a flute-like sound, with a slightly hollow character.
Sine The sine wave is the simplest possible waveform, with no harmonics (overtones). The sine wave produces
a neutral, soft timbre.
5 This waveform emphasizes the higher harmonics, a bit like a sawtooth wave, only slightly less bright-sound-
ing.
6 This waveform features a rich, complex harmonic structure, suitable for emulating the sound of an acoustic
piano.
7 This waveform generates a glassy, smooth timbre. Good for electric piano-type sounds.
8 This waveform is suitable for keyboard-type sounds such as harpsichord or clavinet.
9 This waveform is suitable for electric bass-type sounds.
10 This is a good waveform for deep, sub-bass sounds.
11 This produces a waveform with strong formants, suitable for voice-like sounds.
12 This waveform produces a metallic timbre, suitable for a variety of sounds.
13 This produces a waveform suitable for organ-type sounds.
14 This waveform is also good for organ-type sounds. Has a brighter sound compared to waveform 13.
15 This waveform is suitable for bowed string sounds, like violin or cello.
16 Similar to 15, but with a slightly different character.
17 Another waveform suitable for string-type sounds.
18 This waveform is rich in harmonics and suitable for steel string guitar-type sounds.
19 This waveform is suitable for brass-type sounds.
20 This waveform is suitable for muted brass-type sounds.
21 This waveform is suitable for saxophone-like sounds.
22 A waveform suitable for brass and trumpet-type sounds.
23 This waveform is good for emulating mallet instruments such as marimba.
24 Similar to 23, but with a slightly different character.
25 This waveform is suitable for guitar-type sounds.
26 This is a good waveform for plucked string sounds, like harp.
27 Another waveform suitable for mallet-type sounds (see 23-24), but has a brighter quality, good for vibra-
phone-type sounds.
By clicking the corresponding up/down buttons you can tune, i.e. change the frequency of Oscillator 1 in three ways:
D In Octave steps
The range is 0 - 9. The default setting is 4 (where “A” above middle “C” on your keyboard generates 440 Hz).
D In Semitone steps
Allows you to raise the frequency in 12 semitone steps (1 octave).
D In Cent steps (100th of a semitone)
The range is -50 to 50 (down or up half a semitone).
Oscillator 1 has a button named “Kbd. Track”. If this is switched off, the oscillator pitch will remain constant, regard-
less of any incoming note pitch messages, although the oscillator still reacts to note on/off messages. This can be
useful for certain applications:
D When Frequency Modulation (FM - see “Frequency Modulation (FM)”) or Ring Modulation (see “Ring Modula-
tion”) is used.
This produces enharmonic sounds with very varying timbre across the keyboard.
D For special effects and non-pitched sounds (like drums or percussion) that should sound the same across the
keyboard.
Using Oscillator 2
You activate Osc 2 by clicking the button next to the text “Osc 2“. Setting oscillator frequency and keyboard tracking
is identical to Oscillator 1.
Oscillator Mix
The Osc Mix knob determines the output balance between Osc 1 and Osc 2. To be able to clearly hear both oscilla-
tors, the “Osc Mix” knob should be set somewhere around the center position. If you turn the Mix knob fully to the left,
only Osc 1 will be heard, and vice versa. [Command]/[Ctrl]-clicking the knob sets the Mix parameter to center posi-
tion.
Oscillator 2 Waveform
The waveform alternatives for Oscillator 2 are identical to those of Oscillator 1.
However, the Noise Generator provides a third sound generating source (in addition to the two oscillators) in Sub-
tractor, and could be regarded as an “extra” waveform for Oscillator 2, as it is internally routed to the Oscillator 2 out-
put. See below for a description of the Noise Generator.
Noise Generator
The Noise Generator could be viewed as an oscillator that produces noise instead of a pitched waveform. Noise can
be used to produce a variety of sounds, the classic example being “wind” or “rolling wave” sounds, where noise is
passed through a filter while modulating the filter frequency. Other common applications include non-pitched sounds
like drums and percussion, or simulating breath noises for wind instruments. To use the Noise Generator, select an
Init Patch and proceed as follows:
1. Turn Osc 2 off.
2. Click the button (in the Noise Generator section) to activate the Noise Generator.
If you play a few notes on your MIDI instrument you should now hear Osc1 mixed with the sound of the Noise
Generator.
3. Turn the Mix knob fully to the right, and play a few more notes.
Now just the Noise Generator will be heard.
D Thus, the output of the Noise Generator is internally routed to Osc 2.
If you switch Osc 2 on, the noise will be mixed with the Osc 2 waveform.
| Parameter | Description
Noise Decay This controls how long it takes for the noise to fade out when you play a note. Note that this is inde-
pendent from the Amp Envelope Decay parameter, allowing you to mix a short “burst” of noise at the
very beginning of a sound, i.e. a pitched sound that uses oscillators together with noise.
Noise Color This parameter allows you to vary the character of the noise. If the knob is turned fully clockwise, pure
or “white” noise (where all frequencies are represented with equal energy) is generated. Turning the
knob anti-clockwise produces a gradually less bright sounding noise. Fully anti-clockwise the noise
produced is an earthquake-like low frequency rumble.
Level Controls the level of the Noise Generator.
Each oscillator has it's own Phase knob and a selector button. The Phase knob is used to set the amount of phase
offset, and the selector switches between three modes:
• Waveform multiplication (x)
• Waveform subtraction (–)
• No phase offset modulation (o).
t.
t.
t.
In synthesizer-speak, Frequency Modulation, or FM, is when the frequency of one oscillator (called the “carrier”) is
modulated by the frequency of another oscillator (called the “modulator”). Using FM can produce a wide range of har-
monic and non harmonic sounds. In Subtractor, Osc 1 is the carrier and Osc 2 the modulator. To try out some of the
effects FM can produce, proceed as follows:
1. Select an Init Patch by selecting “Initialize Patch” from the Edit menu.
2. Activate Osc 2.
As you need both a carrier and a modulator to produce FM, turning the FM knob will not produce any effect unless
you first activate Osc 2. For classic FM sounds, use sine wave on oscillator 1 and triangle wave on oscillator 2.
3. Use the FM knob to set the FM amount to a value of about 50.
As you can hear, the timbre changes, but the effect isn’t very pronounced yet.
4. Turn the Osc Mix knob fully to the left, so that only the sound of Osc 1 is heard.
The modulator (Osc 2) still affects Osc 1, even though the Osc 2 output is muted.
5. Now, hold down a note on your MIDI keyboard and tune Osc 2 a fifth up from the original pitch by setting the
Osc 2 frequency “Semi” parameter to a value of 7.
As you can hear, for each semitone step you vary the Osc 2 frequency, the timbre changes dramatically. Setting
Osc 2 frequency to certain musical intervals (i.e. fourth, fifth or octave semitone steps) produces harmonic, rich
timbres, almost like tube distortion. Setting Osc 2 to non-musical intervals usually results in complex, enharmonic
timbres.
q Experiment with different oscillator parameters such as phase offset modulation, changing the waveforms etc.
and listen to how they affect the sound of frequency modulation.
Ring Modulators basically multiply two audio signals together. The ring modulated output contains added frequencies
generated by the sum of, and the difference between, the frequencies of the two signals. In the Subtractor Ring Mod-
ulator, Osc 1 is multiplied with Osc 2 to produce sum and difference frequencies. Ring modulation can be used to
create complex and enharmonic, bell-like sounds.
1. Select an Init Patch by selecting “Initialize Patch” from the Edit menu.
Save any current settings you wish to keep before initializing.
2. Activate Ring Modulation with the button in the lower right corner of the oscillator section.
3. Activate Osc 2.
You need to activate Osc 2 before any ring modulation can happen.
4. Turn the Osc Mix knob fully to the right, so that only the sound of Osc 2 is heard.
Osc 2 provides the ring modulated output.
5. If you play a few notes while varying the frequency of either oscillator, by using the Semitone spin controls,
you can hear that the timbre changes dramatically.
If the oscillators are tuned to the same frequency, and no modulation is applied to either the Osc 1 or 2 frequency,
the Ring Modulator won’t do much. It is when the frequencies of Osc 1 and Osc 2 differ, that you get the “true”
sound of ring modulation.
In subtractive synthesis, a filter is the most important tool for shaping the overall timbre of the sound. The filter sec-
tion in Subtractor contains two filters, the first being a multimode filter with five filter types, and the second being a
low-pass filter. The combination of a multimode filter and a lowpass filter can be used to create very complex filter ef-
fects.
Filter 1 Type
With this multi-selector you can set Filter 1 to operate as one of five different types of filter. The five types are illus-
trated and explained on the following pages:
• 24 dB Lowpass (LP 24)
Lowpass filters lets low frequencies pass and cuts out the high frequencies. This filter type has a fairly steep roll-
off curve (24dB/Octave). Many classic synthesizers (Minimoog/Prophet 5 etc.) use this filter type.
The darker curve illustrates the roll-off curve of the 24dB Lowpass Filter. The lighter curve in the middle represents the filter
characteristic when the Resonance parameter is raised.
The darker curve illustrates the roll-off curve of the 12dB Lowpass Filter. The lighter curve in the middle represents the filter
characteristic when the Resonance parameter is raised.
• Bandpass (BP 12)
A bandpass filter cuts both high and low frequencies, while midrange frequencies are not affected. Each slope in
this filter type has a 12 dB/Octave roll-off.
The darker curve illustrates the roll-off curve of the Bandpass Filter. The lighter curve in the middle represents the filter
characteristic when the Resonance parameter is raised.
The darker curve illustrates the roll-off curve of the Highpass Filter. The lighter curve in the middle represents the filter
characteristic when the Resonance parameter is raised.
• Notch
A notch filter (or band reject filter) could be described as the opposite of a bandpass filter. It cuts off frequencies
in a narrow midrange band, letting the frequencies below and above through. On its own, a notch filter doesn’t re-
ally alter the timbre in any dramatic way, simply because most frequencies are let through. However, by combining
a notch filter with a lowpass filter (using Filter 2 - see “Filter 2”), more musically useful filter characteristics can be
created. Such a filter combination can produce soft timbres that still sound “clear”. The effect is especially notice-
able with low resonance (see “Resonance”) settings.
The darker curve illustrates the roll-off curve of the Notch Filter. The lighter curve in the middle represents the filter
characteristic when the Resonance parameter is raised.
Resonance
The filter resonance parameter is used to set the Filter characteristic, or quality. For lowpass filters, raising the filter
Res value will emphasize the frequencies around the set filter frequency. This produces a generally thinner sound, but
with a sharper, more pronounced filter frequency “sweep”. The higher the filter Res value, the more resonant the
sound becomes until it produces a whistling or ringing sound. If you set a high value for the Res parameter and then
vary the filter frequency, this will produce a very distinct sweep, with the ringing sound being very evident at certain
frequencies.
• For the highpass filter, the Res parameter operates just like for the lowpass filters.
• When you use the Bandpass or Notch filter, the Resonance setting adjusts the width of the band. When you
raise the Resonance, the band where frequencies are let through (Bandpass), or cut (Notch) will become nar-
rower. Generally, the Notch filter produces more musical results using low resonance settings.
q Try the “Singing Synth” patch (in the Monosynth category of the Factory Sound Bank) for an example of how
dual filters can be used.
Filter Link
When Link (and Filter 2) is activated, the Filter 1 frequency controls the frequency offset of Filter 2. That is, if you
have set different filter frequency values for Filter 1 and 2, changing the Filter 1 frequency will also change the fre-
quency for Filter 2, but keeping the relative offset.
q Try the “Fozzy Fonk” patch (in the Polysynth category of the Factory Sound Bank) for an example how linked
filters can be used.
! Caution! If no filter modulation is used, and the filters are linked, pulling down the frequency of Filter 2 to zero
will cause both filters to be set to the same frequency. If combined with high Res settings, this can produce
very loud volume levels that cause distortion!
Sustain
(level)
Time
Attack Decay Release
(time) (time) (time)
Attack
When you play a note on your keyboard, the envelope is triggered. This means it starts rising from zero to the maxi-
mum value. How long this should take, depends on the Attack setting. If the Attack is set to “0”, the maximum value
is reached instantly. If this value is raised, it will take time before the maximum value is reached.
For example, if the Attack value is raised and the envelope is controlling the filter frequency, the filter frequency will
gradually rise up to a point each time a key is pressed, like an “auto-wha” effect.
Decay
After the maximum value has been reached, the value starts to drop. How long this should take is governed by the
Decay parameter.
If you wanted to emulate the volume envelope of a note played on a piano for example, the Attack should be set to
“0” and the Decay parameter should be set to a medium value, so that the volume gradually decreases down to si-
lence, even if you keep holding the key down. Should you want the decay to drop to some other value than zero, you
use the Sustain parameter.
Sustain
The Sustain parameter determines the level the envelope should rest at, after the Decay. If you set Sustain to full
level, the Decay setting is of no importance since the volume of the sound is never lowered.
Release
Finally, we have the Release parameter. This works just like the Decay parameter, except it determines the time it
takes for the value to fall back to zero after releasing the key.
Amplitude Envelope
The Amplitude Envelope is used to adjust how the volume of the sound should change from the time you press a key
until the key is released. By setting up a volume envelope you sculpt the sound’s basic shape with the four Amplitude
Envelope parameters, Attack, Decay, Sustain and Release. This determines the basic character of the sound (soft,
long, short etc.).
Filter Envelope
The Filter Envelope affects the Filter 1 Frequency parameter. By setting up a filter envelope you control the how the
filter frequency should change over time with the four Filter Envelope parameters, Attack, Decay, Sustain and Re-
lease.
If this button is activated, the envelope will be inverted. For example, normally the Decay parameter lowers the filter
frequency, but after activating Invert it will instead raise it, by the same amount.
Mod Envelope
The Mod Envelope allows you to select one of a number of parameters, or Destinations, to control with the envelope.
By setting up a modulation envelope you control the how the selected Destination parameter should change over
time with the four Mod Envelope parameters, Attack, Decay, Sustain and Release.
The available Mod Envelope Destinations are as follows:
| Destination | Description
Osc 1 Selecting this makes the Mod Envelope control the pitch (frequency) of Osc 1.
Osc 2 Same as above, but for Osc 2.
Osc Mix Selecting this makes the Mod Envelope control the oscillator Mix parameter. Both oscillators must be acti-
vated for this to have any effect.
FM Selecting this makes the Mod Envelope control the FM Amount parameter. Both oscillators must be acti-
vated for this to have any effect.
Phase Selecting this makes the Mod Envelope control the Phase Offset parameter for both Osc 1 and 2. Note
that Phase Offset Modulation (Subtraction or Multiplication) must be activated for this to have any effect.
Freq 2 Selecting this makes the Mod Envelope control the Frequency parameter for Filter 2.
LFO stands for Low Frequency Oscillator. LFO’s are oscillators, just like Osc 1 & 2, in that they also generate a wave-
form and a frequency. However, there are two significant differences:
• LFOs only generate waveforms with low frequencies.
• The output of the two LFO’s are never actually heard. Instead they are used for modulating various parameters.
The most typical application of an LFO is to modulate the pitch of a (sound generating) oscillator, to produce vibrato.
Subtractor is equipped with two LFO’s. The parameters and the possible modulation destinations vary somewhat be-
tween LFO 1 and LFO 2.
LFO 1 Parameters
Waveform
LFO 1 allows you to select different waveforms for modulating parameters. These are (from top to bottom):
| Waveform | Description
Triangle This is a smooth waveform, suitable for normal vibrato.
Inverted Sawtooth This produces a “ramp up” cycle. If applied to an oscillator’s frequency, the pitch would sweep up to a set point
(governed by the Amount setting), after which the cycle immediately starts over.
Sawtooth This produces a “ramp down” cycle, the same as above but inverted.
Square This produces cycles that abruptly changes between two values, usable for trills etc.
Random Produces random stepped modulation to the destination. On some vintage synths, this is called “sample & hold”.
Soft Random The same as above, but with smooth modulation.
Destination
The available LFO 1 Destinations are as follows:
| Destination | Description
Osc 1&2 Selecting this makes LFO 1 control the pitch (frequency) of Osc 1 and Osc 2.
Osc 2 Same as above, but for Osc 2.
Filter Freq Selecting this makes the LFO 1 control the filter frequency for Filter 1 (and Filter 2 if linked).
FM Selecting this makes the LFO 1 control the FM Amount parameter. Both oscillators must be activated for this to
have any effect.
Phase Selecting this makes the LFO 1 control the Phase Offset parameter for both Osc 1 and 2. Note that Phase Off-
set Modulation (Subtraction or Multiplication) must be activated for this to have any effect.
Osc Mix Selecting this makes the LFO 1 control the oscillator Mix parameter.
Rate
The Rate knob controls the LFO’s frequency. Turn clockwise for a faster modulation rate.
Amount
This parameter determines to what degree the selected parameter destination will be affected by LFO 1. Raising this
knob’s value creates more drastic results.
LFO 2 Parameters
LFO 2 is polyphonic. This means that for every note you play, an independent LFO cycle is generated, whereas LFO
1 always modulates the destination parameter using the same “cycle”. This can be used to produce subtle cross-
modulation effects, with several LFO cycles that “beat” against each other. This also enables LFO 2 to produce mod-
ulation rates that vary across the keyboard (see the “Keyboard Tracking” parameter below).
Destination
The available LFO 2 Destinations are as follows:
| Destination | Description
Osc 1&2 Selecting this makes LFO 2 modulate the pitch (frequency) of Osc 1 and Osc 2.
Phase Selecting this makes the LFO 2 modulate the Phase Offset parameter for both Osc 1 and 2. Note that
Phase Offset Modulation (Subtraction or Multiplication) must be activated for this to have any effect.
Filter Freq 2 Selecting this makes the LFO 2 modulate the filter frequency for Filter 2.
Amp Selecting this makes the LFO 2 modulate the overall volume., to create tremolo-effects.
LFO 2 Delay
This parameter is used to set a delay between when a note is played and when the LFO modulation “kicks in”. For ex-
ample, if Osc 1 & 2 is selected as the destination parameter and Delay was set to a moderate value, the sound would
start out unmodulated, with the vibrato only setting in if you hold the note(s) long enough. Delayed LFO modulation
can be very useful, especially if you are playing musical instrument-like sounds like violin or flute. Naturally it could
also be used to control more extreme modulation effects and still retain the “playability” of the sound.
Rate
The Rate knob controls the LFO’s frequency. Turn clockwise for a faster modulation rate.
Amount
This parameter determines to what degree the selected parameter destination will be affected by LFO 2. Raising this
knob’s value creates more drastic results.
Play Parameters
This section deals with two things: Parameters that are affected by how you play, and modulation that can be applied
manually with standard MIDI keyboard controls.
These are:
• Velocity Control
• Pitch Bend and Modulation Wheel
• Legato
• Portamento
• Polyphony
Velocity Control
Velocity is used to control various parameters according to how hard or soft you play notes on your keyboard. A com-
mon application of velocity is to make sounds brighter and louder if you strike the key harder. Subtractor features
very comprehensive velocity modulation capabilities. By using the knobs in this section, you can control how much the
various parameters will be affected by velocity. The velocity sensitivity amount can be set to either positive or negative
values, with the center position representing no velocity control.
| Destination | Description
Amp This let’s you velocity control the overall volume of the sound. If a positive value is set, the volume will in-
crease the harder you strike a key. A negative value inverts this relationship, so that the volume decreases
if you play harder, and increases if you play softer. If set to zero, the sound will play at a constant volume,
regardless of how hard or soft you play.
FM This sets velocity control for the FM Amount parameter. A positive value will increase the FM amount the
harder you play. Negative values invert this relationship.
M. Env This sets velocity control for the Mod Envelope Amount parameter. A positive value will increase the enve-
lope amount the harder you play. Negative values invert this relationship.
Phase This sets velocity control for the Phase Offset parameter. This applies to both Osc 1 & 2, but the relative
offset values are retained. A positive value will increase the phase offset the harder you play. Negative val-
ues invert this relationship.
Freq 2 This sets velocity control for the Filter 2 Frequency parameter. A positive value will increase the filter fre-
quency the harder you play. Negative values invert this relationship.
F. Env This sets velocity control for the Filter Envelope Amount parameter. A positive value will increase the en-
velope amount the harder you play. Negative values invert this relationship.
F. Dec This sets velocity control for the Filter Envelope Decay parameter. A positive value will increase the Decay
time the harder you play. Negative values invert this relationship.
Osc Mix This sets velocity control for the Osc Mix parameter. A positive value will increase the Osc 2 Mix amount
the harder you play. Negative values invert this relationship.
A. Attack This sets velocity control for the Amp Envelope Attack parameter. A positive value will increase the Attack
time the harder you play. Negative values invert this relationship.
The Pitch Bend wheel is used for “bending” notes, like bending the strings on a guitar. The Modulation wheel can be
used to apply various modulation while you are playing. Virtually all MIDI keyboards have Pitch Bend and Modulation
controls. Subtractor features not only the settings for how incoming MIDI Pitch Bend and Modulation wheel mes-
sages should affect the sound. Subtractor also has two functional wheels that could be used to apply real time mod-
ulation and pitch bend should you not have these controllers on your keyboard, or if you aren’t using a keyboard at all.
The Subtractor wheels mirror the movements of the MIDI keyboard controllers.
| Parameter | Description
F. Freq This sets modulation wheel control of the Filter 1 Frequency parameter. A positive value will increase the
frequency if the wheel is pushed forward. Negative values invert this relationship.
F. Res This sets modulation wheel control of the Filter 1 Resonance parameter. A positive value will increase the
resonance if the wheel is pushed forward. Negative values invert this relationship.
LFO 1 This sets modulation wheel control of the LFO 1 Amount parameter. A positive value will increase the
Amount if the wheel is pushed forward. Negative values invert this relationship.
Phase This sets modulation wheel control of the Phase Offset parameter for both Osc 1 and 2. Note that Phase
Offset Modulation (Subtraction or Multiplication) must be activated for this to have any effect.
FM This sets modulation wheel control of the FM Amount parameter. A positive value will increase the FM
amount if the wheel is pushed forward. Negative values invert this relationship. Both oscillators must be
activated for this to have any effect.
Legato
Legato works best with monophonic sounds. Set Polyphony (see below) to 1 and try the following:
D Hold down a key and press another key without releasing the previous.
Notice that the pitch changes, but the envelopes do not start over. That is, there will be no new “attack”.
D If polyphony is set to more voices than 1, Legato will only be applied when all the assigned voices are “used
up”.
For example, if you had a polyphony setting of “4” and you held down a 4 note chord, the next note you played
would be Legato. Note, however, that this Legato voice will “steal” one of the voices in the 4 note chord, since all
the assigned voices were already used up!
Retrig
This is the “normal” setting for playing polyphonic patches. That is, when you press a key without releasing the previ-
ous, the envelopes are retriggered, like when you release all keys and then press a new one. In monophonic mode,
Retrig has an additional function; if you press a key, hold it, press a new key and then release that, the first note is
also retriggered.
Portamento (Time)
Portamento is when the pitch “glides” between the notes you play, instead of instantly changing the pitch. The Porta-
mento knob is used to set how long it takes for the pitch to glide from one pitch to the next. If you don’t want any Por-
tamento at all, set this knob to zero.
This determines the polyphony, i.e. the number of voices a Subtractor Patch can play simultaneously. This can be
used to make a patch monophonic (=a setting of “1”), or to extend the number of voices available for a patch. The
maximum number of voices you can set a Subtractor Patch to use is 99. In the (unlikely) event you should need more
voices, you can always create another Subtractor!
! Note that the Polyphony setting does not “hog” voices. For example, if you have a patch that has a polyphony
setting of ten voices, but the part the patch plays only uses four voices, this won’t mean that you are “wasting”
six voices. In other words, the polyphony setting is not something you need to consider much if you want to
conserve CPU power - it is the number of voices actually used that counts.
External Modulation
Subtractor can receive common MIDI controller messages, and route these to various parameters. The following MIDI
messages can be received:
• Aftertouch (Channel Pressure)
• Expression Pedal
• Breath Control
If your MIDI keyboard is capable of sending Aftertouch messages, or if you have access to an Expression Pedal or a
Breath controller, you can use these to modulate parameters. The “Ext. Mod” selector switch sets which of these
message-types should be received.
These messages can then be assigned to control the following parameters:
| Destination | Description
F. Freq This sets External modulation control of the Filter 1 Frequency parameter. A positive value will increase
the frequency with higher external modulation values. Negative values invert this relationship.
LFO 1 This sets External modulation control of the LFO 1 Amount parameter. A positive value will increase the
LFO 1 amount with higher external modulation values. Negative values invert this relationship.
Connections
Flipping the Subtractor around reveals a plethora of connection possibilities, most of which are CV/Gate related. Us-
ing CV/Gate is described in the chapter “Routing Audio and CV”.
Audio Output
This is Subtractor’s main audio output. When you create a new Subtractor device, this is auto-routed to the first avail-
able channel on the audio mixer.
Sequencer Control
The Sequencer Control CV and Gate inputs allow you to play the Subtractor from another CV/Gate device (typically
a Matrix or a Redrum). The signal to the CV input controls the note pitch, while the signal to the Gate input delivers
note on/off along with velocity.
! For best results, you should use the Sequencer Control inputs with monophonic sounds.
Modulation Outputs
The Modulation outputs can be used to voltage control other devices, or other parameters in the same Subtractor de-
vice. The Modulation Outputs are:
• Mod Envelope
• Filter Envelope
• LFO 1
Gate Inputs
These inputs can receive a CV signal to trigger the following envelopes. Note that connecting to these inputs will
override the normal triggering of the envelopes. For example, if you connected an LFO output to the Gate Amp input,
you would not trigger the amp envelope by playing notes, as this is now controlled by the LFO. In addition you would
only hear the LFO triggering the envelope for the notes that you hold down. The following Gate Inputs can be se-
lected:
• Amp Envelope
• Filter Envelope
• Mod Envelope
Thor’s user interface consists of the following elements (from the top down):
• The Controller panel, which is always shown if Thor is unfolded.
See “The Controller panel”.
• The main Programmer panel contains all the synth parameters.
The Programmer can be shown/hidden by clicking the “Show Programmer” button on the Controller panel. See
“Using the Programmer”.
• The Modulation bus routing section.
See “Modulation bus routing section”.
• The Step Sequencer section, where you can program up to 16 steps to produce short melody lines/grooves or
use it as a modulation source.
See “Step Sequencer”.
The Controller panel contains standard Master Volume and Pitch and Mod controls, Keyboard Mode/Note Triggering
sections and four virtual (freely assignable) controls. The panel also has a patch display and standard Select/
Browse/Save patch buttons (these are always shown even if Thor is folded).
| Function | Description
Polyphony This setting determines the number of voices that you can play simultaneously when Polyphonic mode
is selected. The maximum number of voices is 32.
Release This governs the number of voices that are allowed to naturally decay/ring out (in the release phase of
Polyphony the envelope) when new notes are triggered and Polyphonic mode is selected. E.g. if you set this to “0”,
any new note(s) will cut off the release of any previously triggered notes.
Mono Legato Mono Legato mode is monophonic regardless of the Polyphony setting. It works as follows:
D Hold down a key and then press another key without releasing the previous.
Notice that the pitch changes, but the envelopes do not start over. That is, there
will be no new “attack”.
Mono Retrig Mono Retrig is also monophonic and this mode means that when you press a key the envelopes are al-
ways retriggered.
Polyphonic This is the standard polyphonic play mode - you can play the number of voices set with the Polyphony
parameter.
Portamento On/Off/Auto The knob is used for controlling portamento - a parameter that makes the pitch glide between the
notes you play, rather than changing the pitch instantly as soon as you hit a key on your keyboard. By
turning this knob you set how long it should take for the pitch to glide from one note to the next as you
play them. There are three basic portamento modes:
• In Auto mode, there will only be any portamento when playing more than one
note. If any of the Mono modes is selected, portamento will only affect the le-
gato notes.
• When set to On, portamento is applied to all notes.
• Off means no portamento.
Master volume
This is the main volume control for outputs 1 & 2.
D The Programmer panel is divided into two sections; the Voice section to the left and the Global section to the
right. The Global section has a separate brown panel to differentiate it from the Voice section.
The Voice section contains the basic synth parameters and the parameters are “per-voice”, i.e. all envelope and
LFO cycles are triggered individually for each voice. The Global section to the right contains global parameters that
affect all voices.
D There are three open Oscillator slots, a Mixer, two open Filter slots, a Shaper, three Envelope generators, an
LFO and an Amplifier in the Voice section.
The open Oscillator and Filter slots allow you to select between different types of oscillators and filters.
D The Global section contains a second LFO, a Global Envelope, a third open Filter slot and Chorus and Delay ef-
fects.
• The upper row of routing buttons determine which of the Oscillators 1 to 3 are routed to Filter 1, and the lower
row which of the Oscillators 1 to 3 are routed to Filter 2.
All three oscillators can be simultaneously routed to both filters, serially or in parallel (or any combination of these
variations). This is explained later in this tutorial.
By activating one or more of these buttons means that the oscillator (1 to 3) is routed to the corresponding Filter.
Currently, Oscillator 1 is connected to Filter 1 slot (which is pre-loaded with a Ladder LP filter).
This is indicated by the “1” routing button being lit. The Filter 2 slot is currently not active, which is indicated by a
blank panel.
3. Click the “2” button to the left of the Filter 1 section so that it lights up to activate a connection for Oscillator 2.
Now if you play a few notes you should hear both Oscillator 1 and Oscillator 2, via the Filter 1 section.
• The Filter 1 output passes via the Shaper (currently not activated), on to the Amp section, and finally to the
Main Outputs.
Actually, the Amp section output is routed via the Global section before being sent to the Main Outputs, but as cur-
rently nothing is activated in the Global section the signal passes through unprocessed.
5. Select a type of filter, e.g. a Comb filter for the Filter 2 slot.
Now that the Filter 2 slot in the Voice section is active, you can connect the oscillators to it by using the lower row
of routing buttons.
6. Click the routing buttons “1” and “2” to the left of the Filter 2 slot so that the buttons are lit.
Now the two oscillators are connected to Filter 2.
7. Make sure the arrow routing button that points to the Amp section just above the Filter 2 section is activated.
Now if you play a few notes, both oscillators are routed via both filter sections in parallel. You could of course se-
lect to pass only one of the oscillators via one filter and both oscillators via the other - any combination is possible.
You can also connect the Filter 1 and 2 sections serially, meaning that the output of Filter 1 is passed through Filter
2 before reaching the Amp section. This is done as follows:
8. Switch off the routing buttons “1” and “2” to the left of the Filter 2 slot.
If you leave them on the oscillators will pass through Filter 2 twice; both via Filter 1 and directly. This is also per-
fectly “allowable”, but to make things clearer in this tutorial we will use a standard serial filter setup.
9. Click the Arrow “left” button below the Shaper.
Now the filters are connected serially, with the output of Filter 1 (via the for now inactive Shaper) being connected
to the Filter 2 input. Both oscillators are processed by both filters connected in series.
That concludes this tutorial on how the pre-wired connections in the Voice section can be used, but note that you can
also use the Modulation bus to make connections - see “Modulation bus routing section”.
Oscillators generate the basic raw sound (pitch and waveform) that can in turn be processed by the other parame-
ters. The Oscillator section contains three open slots which can each be loaded with one of six oscillator types. The
three Oscillator slots are numbered 1-3, with the top slot housing Oscillator 1, the middle slot Oscillator 2 and the
bottom slot Oscillator 3.
D The Arrow button in the top left corner of each slot opens a pop-up menu where an oscillator type can be se-
lected for the corresponding slot.
Common parameters
The specific parameters of the various oscillator types are described separately, but there are also common parame-
ters that apply to all oscillator types. These are:
D Octave (OCT) knob - this changes the pitch of the oscillator in octave steps.
The range is ten octaves.
D The Semi knob changes the pitch of the oscillator in semi-tone steps.
The range is 12 semitone steps (1 octave).
D The Tune knob fine tunes the pitch of the oscillator in cent steps.
The range is +/- 50 cents (down or up half a semitone).
D Keyboard Track (KBD) - this knob sets how much the oscillator pitch tracks incoming note data.
Turned fully clockwise the pitch tracks the keyboard normally, i.e. a semitone per key.
D All oscillators also have waveform selectors and a modifier parameter. How the waveform selection works,
and what parameter is the modifier varies according to the selected oscillator type.
D Important to note is that if you have made a modulation routing to an oscillator parameter e.g. the modifier,
and then change the oscillator type, the modulation will be transferred to the corresponding parameter in the
new oscillator.
The same goes for all common parameters (tuning and tracking). If you switch oscillator type, all common param-
eters are left unchanged.
D Oscillators can be synced - see “About Oscillator Sync”.
D Any oscillator type loaded into the Oscillator 1 slot can also be amplitude modulated by Oscillator 2 - see
“About Amplitude Modulation (AM)”.
Analog oscillator
This is a classic analog oscillator with 4 standard waveforms. The waveform selector button is in the lower left corner
of the oscillator panel, but you can also click directly on the waveform symbols to switch waveform. The four available
waveforms are from the top down (as displayed on the panel): Sawtooth, Pulse, Triangle and Sine.
• The Mod parameter (PW) controls pulse width and only affects the pulse waveform.
By modulating the PW parameter the width of the pulse wave changes, allowing for PWM (Pulse Width Modula-
tion) which is a standard feature in most vintage analog synths.
q For a perfect square wave, set pulse width (PW) to 64.
Wavetable oscillators has been the basis of several vintage synths (PPG, Korg Wavestation and many others).
• With the Wavetable oscillator, you select between 32 wavetables, where each wavetable contains several (up
to 64) different waveforms. By using an envelope or a LFO you can sweep through a wavetable to produce tim-
bre variations.
The parameters are as follows:
D Position is the modifier (Mod) parameter and controls the position within the selected wavetable, i.e. which
waveform is active at a given time.
By modulating the Position you can sweep through the waveforms in the selected wavetable. You can of course
also use a single static waveform in a wavetable if you so wish, by not applying any modulation to this parameter.
D The X-Fade button determines whether the change between waveforms in a wavetable should be abrupt (X-
Fade off), or smooth (X-Fade on).
If set to on, the waveform transitions are cross-faded.
D There are 32 wavetables that can be selected using the up/down buttons or by clicking in the Wavetable dis-
play.
Some of the wavetables have waveforms that sequentially follow the harmonic series, i.e. each following waveform
adds a harmonic. Others have waveform series that produce a sound similar to oscillator sync when swept, and other
wavetables are simply mixed waveforms. The last 11 wavetables are based on wavetables used in the original PPG
2.3 synthesizer.
The Phase Modulation oscillator is inspired by the Casio CZ series of synthesizers. Phase modulation is based on
modulating the phase of digital waveforms to emulate common filter characteristics.
D You have a First and Second waveform which can be combined. Instead of mixing the two waveforms they are
played in series, one after the other.
This adds a fundamental one octave below the pitch of the original sound.
D The PD parameter (Mod) changes the shape of the wave, much like a filter does.
The following waveforms (sequentially from the first) are available as the First waveform:
• Sawtooth
• Square
FM Pair oscillator
As the name implies, this oscillator generates FM, where one oscillator (Carrier) is frequency modulated by a second
oscillator (Modulator). Although very simple to use (unlike most hardware FM synths), this oscillator can produce a
very wide range of FM sounds.
D The Carrier and Modulator selector buttons set the frequency ratio between these two oscillators (the range is
1-32).
The frequency ratio is what determines the basic frequency content, and thus, the timbre of the sound.
D The FM knob sets the amount of frequency modulation.
This is also the Modifier parameter. If FM amount is set to zero, there is no FM and the output will be a pure sine
wave.
• If you set FM Amount to zero and step through the values of the Carrier oscillator, you can hear that the pitch
is changed according to the harmonic series.
• Stepping through the Mod oscillator values will change the pitch in the same way, although FM Amount has to
be set to a value other than zero to be able to hear it.
Thus, 2:2 is the same wave shape as 1:1 but one octave higher in pitch, 3:3 is the same wave shape as 2:2 but a fifth
higher in pitch and so on.
This versatile oscillator can simultaneously generate multiple detuned waveforms (of a set type) per voice. It is great
for producing complex timbres e.g. to simulate cymbal or bell sounds, but can also generate a wide range of harmonic
sounds.
D The following basic waveforms are available: Sawtooth, Square, Soft Sawtooth, Soft Square, Pulse.
You switch waveforms using the button in the lower left corner, or by clicking directly on the waveform symbol.
D The Amount (AMT) parameter governs the amount of detune.
Turn clockwise for more detune. This is also the modifier (Mod) parameter. Using low Amount settings can pro-
duce subtle detune variations that makes the sound shift and move endlessly, like an advanced chorus effect,
whereas higher Amount settings can produce wild, detuned timbres.
D The Detune Mode parameter sets the basic operational mode of the detuning.
If Amount is set to 0, only the “Octave” and “Fifth” Detune modes actually change the sound, as these modes start
off with dual waveforms tuned one octave and a fifth apart, respectively. The “Fifth Up” and “Oct UpDn” modes de-
tune waveforms as the names imply between zero to full Amount settings. “Linear” will change the amount of de-
tune according to where on the keyboard you play; in lower keyboard ranges the amount of detune is stronger
than in higher keyboard ranges and vice versa. The other modes (Interval and Random) basically add multiple
waveforms and detune them in various ways that will produce different results.
Noise oscillator
The Noise oscillator can not only produce white and colored noise, but can also be used either as a pitched oscillator
or as a modulation source.
It has the following basic parameters:
D There is a single Noise parameter (apart from the standard tuning and kbd track knobs).
This is the Noise modifier parameter, that controls different parameters depending on the selected Oscillator
mode, see below.
| Mode | Description
Band In this mode, the Oscillator knob controls bandwidth. Turned fully clockwise, the oscillator produces pure noise.
Turning the knob counter-clockwise gradually narrows the bandwidth until a pitch is produced. The pitch will
track the keyboard normally if the keyboard (KBD) knob is set fully clockwise.
S/H S/H stands for “sample and hold”, which is a type of random generator. The Oscillator knob controls the rate of
the sample and hold. With high Oscillator knob settings, it produces colored noise with a slightly “phased” sound
quality. With lower rate settings you can use the oscillator as a modulation source like a LFO with random values.
For example, if you modulate the pitch of another oscillator using S/H with a low Rate setting as the source, you
will get stepped random modulation of the pitch.
Static As the name implies, this can generate the sound of static interference if you use low Oscillator settings. The
Oscillator parameter controls Density, i.e. the amount of static. High Density settings generates noise.
Color This produces colored noise, which is basically noise where certain frequency areas are filtered, i.e. cutting or
boosting certain frequency areas in the noise. The Oscillator knob controls Color. With a maximum Color setting
you get white noise, and lower settings produces noise emphasizing lower frequencies.
White This produces pure white noise, where all frequencies have equal energy. There is no associated Oscillator pa-
rameter for White noise.
Master oscillator
Slave oscillator
A synced oscillator that resets the other oscillator(s) is called the master, and any synced oscillator that is reset by an
other oscillator is called a slave. In Thor, oscillator 1 is the master, i.e. this controls the base pitch of the oscillators,
and oscillators 2 and 3 are slaves.
D The Sync “BW” sliders to the left of Oscillator slots 2 and 3 allows you to adjust the sync bandwidth.
This allows you to change the character of the oscillator sync. The parameter basically sets how abrupt the reset
is - high bandwidth settings produces a more pronounced sync effect and vice versa. The picture above illustrates
high bandwidth reset - if lower bandwidth settings are used the slave osc curve will be more rounded at the reset
points.
The Mix section allows you to adjust the levels and the relative balance of the three oscillators.
D The two sliders controls the output levels of oscillators 1-2 and oscillator 3, respectively.
D The Balance knob sets the balance between oscillator 1 and 2.
The Balance parameter is also a modulation destination, allowing you to modulate the balance of the two oscilla-
tors with e.g. an LFO. Note that the oscillators have to be connected to the filter(s) via the numbered routing but-
tons for the Mix section settings to have any effect.
Filter slots
Thor has three open Filter slots, two in the Voice section (which act per-voice) and one in the Global section which is
global for all voices (see “Global Filter slot”).
D You select (or change) filter type for a slot by clicking the arrow button in the top left corner of a slot.
On the pop-up you can select between 4 filter types and bypass mode. Available filter types are Ladder LP, State
Variable, Comb and Formant, each described separately below.
The following general rules apply:
D Filters are pre-wired to the Filter Envelope (see “Filter Envelope”).
Common parameters
As with the open oscillator slots, there are certain parameters which are common for all filter types.
These are as follows:
D All the filter types have large knobs for the filter frequency (FREQ) parameter and the filter resonance (RES)
parameter.
This works slightly differently for the Formant filter - see “Formant filter”.
D The “KBD” parameter sets how the filter frequency tracks incoming note pitch data.
Some filter types (Ladder/State Variable/Comb) can “self oscillate” and be used as extra oscillator sources.
D The “ENV” parameter sets how much the filter frequency responds to the Filter Envelope.
D The “VEL” parameter sets how much incoming note velocity affects the Filter Envelope Amount.
In other words, for this parameter to have any effect it requires that the “ENV” parameter is set to a value other
than zero.
D The “INV” button inverts how the filter frequency responds to Envelope settings.
D The “Drive” parameter allows you to adjust the input gain to the filter.
By driving the filter harder you can add further character to the sound.
D Any parameter settings, as well as any modulation assigned to parameters, will be kept even if you change the
filter type.
Ladder LP Filter
The Ladder LP filter is a low-pass filter inspired by the famous voltage controlled filter patented by Dr. Robert Moog
in 1965. The name originates from the ladder-like shape of the original transistor/capacitor circuit diagram.
The original filter also had certain non-linear characteristics which contributed to the warm, musical sound it is re-
nowned for. These characteristics are faithfully reproduced in the Ladder LP filter.
There is also a built-in shaper in the feedback (self-oscillation) loop. If self-oscillation is activated (see below), the
shaper will distort the sound to produce these non-linear characteristics. To adjust the intensity of this distortion you
use the Drive parameter.
D There are 4 different Filter slopes available; 24, 18, 12 and 6 dB/oct.
24dB slope comes in two different types:
• Type I - The shaper (controlled with the Drive parameter) is placed at the filter output but before the feedback
loop.
• Type II - The shaper (controlled with the Drive parameter) is placed at the filter input after the feedback loop.
This is a multi-mode filter which offers 12 dB/octave slope Lowpass (LP), Bandpass (BP), Highpass (HP), plus
Notch and Peak filter modes which are sweepable between HP/LP states, similar to the vintage Oberheim SEM fil-
ter.
The filter modes are as follows:
D LP 12 (12 dB lowpass)
Lowpass filters let low frequencies through and cut off high frequencies. This filter type has a 12dB/Octave slope.
D BP 12 (12 dB bandpass)
Bandpass filters cut both high and low frequencies, leaving the frequency band in between unaffected. Each slope
in this filter type is 12 dB/Octave.
D HP 12 (12 dB highpass)
Highpass filters let high frequencies pass and cut off low frequencies. This filter type has a 12dB/Octave slope.
D The “Notch” and “Peak” filter modes employ a combination of two outputs from the same filter combining LP
and HP set to the same the filter frequency.
The “LP/HP” knob associated to these two filter modes can modulate the state of the filter from low-pass to high-
pass. If the knob is in the mid-position, you get a Peak or Notch filter slope (depending on the mode). The HP/LP
parameter can be assigned as a modulation destination.
D This filter can self-oscillate and will produce a pitch with high Resonance settings if this is activated.
Self-oscillation can be switched on or off by using the “SELF OSC” button. The “KBD” knob governs how the fre-
quency tracks the keyboard, turned fully clockwise will produce 12 semitones/octave tracking.
The Comb filter can add subtle pitch variations and phasing-like effects to sounds.
D Comb filters are basically very short delays with adjustable feedback (controlled with the Resonance knob).
A comb filter causes resonating peaks at certain frequencies. Comb filters are used in various signal processing
devices like flangers, and produces a characteristic swooshing sound when the frequency is swept.
D The difference between the “Comb +” and “Comb –” modes is the position of the peaks in the spectrum.
The main audible difference is that negative Comb mode causes a bass cut.
D The Resonance parameter in both cases controls the shape and size of the peaks.
This filter will produce a pitch with high Resonance settings combined with low frequency settings.
Formant filter
The Formant filter type can produce vowel sounds. There are no Frequency or Resonance parameters, instead you
have a horizontal “X” parameter slider and a vertical “Y” parameter slider that operate together to produce the various
filter formant characteristics.
D You can alter the settings of both the “X” and “Y”parameters simultaneously by moving the “dot” inside the
gray rectangle on the filter panel.
Horizontal movement changes the “X” parameter, and vertical movement the “Y” parameter.
Shaper
Waveshaping is a synthesis method for transforming sounds by altering the waveform shape, thereby introducing var-
ious types of distortion. The Shaper can radically transform the sound or just add a little warmth, depending on the
mode and other settings.
D The Shaper input is taken from the Filter 1 output.
D The Shaper is activated with the button in the top left corner of the section.
Amp section
The Amp (amplifier) section has two inputs (from Filter 1 & 2) and one output that is routed to the Global section (and
on to the Master Level and the Main Outputs).
D The Gain knob controls the level and the Velocity knob controls the Gain modulation, i.e. how much velocity af-
fects the level - positive values means that you get higher level the faster you strike a key.
D The Pan knob controls the relative stereo position of the individual voices.
By applying modulation to this parameter, you can make individual voices appear in different stereo positions when
you play.
An LFO (Low Frequency Oscillator) is used for generating cyclic modulation. A typical example is to have an LFO
modulate the pitch of an oscillator to produce vibrato, but there are countless other applications for LFOs.
D LFO 1 will apply modulation polyphonically.
I.e. if LFO 1 modulation of a parameter is assigned, an individual LFO cycle will be triggered for each note you play.
D You select a LFO waveform by using the spin controls beside the waveform display, or by clicking in the dis-
play and moving the mouse up or down.
The following parameters are available for LFO 1:
| Parameter | Description
Rate This sets the frequency or rate of the LFO.
Waveform This sets the LFO waveform. Apart from standard waveforms (sine, square etc.) there are various
different random, non-linear and stepped waveforms. The shape of the waveforms are shown in
the display, and these shapes basically reflect how a signal is affected.
Delay This introduces a delay before the LFO modulation onset after a note is played. Turn clockwise for
longer delay.
KBD Follow This determines if (or how much) the Rate parameter is affected by note pitch. If you turn the knob
clockwise, the modulation rate will increase the higher up on the keyboard you play.
Key Sync As explained previously, LFO 1 is polyphonic and will produce a separate LFO cycle for each note
played. If Key Sync is off, the cycles are free running, meaning that when you play a note the mod-
ulation may start anywhere in the LFO waveform cycle. If Key Sync is on, the LFO cycles are reset
for each note played.
Tempo sync If this is on, the Rate will be synced to the sequencer tempo.
There are three Envelope generators in the Voice section. These are the Amp envelope, the Filter envelope and the
Mod envelope. Each voice played has a separate envelope. There is also an additional Global Envelope which is de-
scribed separately - see“Global Envelope”.
D The Filter envelope is pre-wired to control the frequency of Filter 1 and 2.
Note that envelope control of filter frequency can be switched off in each Filter section (the Env parameter can be
set to 0), so the Filter Envelope can be used to control other parameters as well.
D The Amp Envelope is pre-wired to control the amplitude (volume).
Similarly, the Amp envelope can also be used to control other parameters, but in the Voice section you cannot
switch off or bypass the Amp Envelope - if no voice is active (i.e. if there is no gate trigger input to the Amp enve-
lope) there will be no output from oscillators or any external audio source routed to the Voice section.
D The Mod Envelope can be freely assigned to control parameters.
This is done in the Modulation section.
Filter Envelope
The Filter Envelope is a standard ADSR envelope as used in the Subtractor.
D By setting up a filter envelope you control the how the filter frequency or some other parameter should change
over time with the four parameters, Attack, Decay, Sustain and Release.
Please refer to the Subtractor chapter for a description of these parameters.
D The “Gate Trig” button can be used to switch off the envelope triggering from notes (which is the normal
mode) and allow the envelope to be triggered by some other parameter.
“Gate Trig” should normally be activated.
D The time ranges of each step are as follows:
Attack: 0 ms - 10,3 s / Decay and Release: 3 ms - 29,6 s. Sustain is not set as a time but as a level (from Off to
0dB).
Mod Envelope
This is a general purpose ADR (Attack, Decay, Release) envelope with a pre-delay stage before the Attack phase.
The Delay to Decay phase can also be looped. Apart from standard Attack, Decay and Release stages the Mod Env
has the following parameters:
| Parameter | Description
Delay This can set a delay before the onset of the envelope.
Loop If this is activated, the envelope phase from Delay to Decay will continuously loop.
Tempo Sync If this is on, each stage will have a length that corresponds to beat increments of the current
sequencer tempo. E.g. you can have a 1/4 delay before a 1/16 attack phase followed by a
1/8 decay. Each stage can be set a range from 1/32 to 4/1 (4 bars).
If this is off, the envelope times are free running and can be set in seconds (same time
ranges as for the Filter Envelope).
Gate Trigger The “Gate Trig” button can be used to switch off the envelope triggering from notes (which
is the normal mode) and allow the envelope to be triggered by some other parameter. “Gate
Trig” should normally be activated.
Global section
The Global section contains parameters that affect all voices. It contains two effects, an open filter slot, the Global
Envelope and LFO 2.
Global Envelope
The Global Envelope 4 is an advanced envelope that is free to use for whatever purpose, but remember it is “single
trigger” so it will not retrigger legato notes as explained above. It is an ADSR envelope with a pre-delay stage and a
hold stage before the decay phase. You can make it Loop and Sync the time settings to the song tempo.
Apart from standard ADSR parameters, the Global Envelope has the following parameters:
| Parameter | Description
Delay This can set a delay before the onset of the envelope.
Loop If this is activated, the envelope phase from Delay to Decay will continuously loop.
Hold This allows you to set a “hold” phase before the Decay.
Tempo Sync If this is on, each stage will have a length that corresponds to beat increments of the current
sequencer tempo. E.g. you can have a 1/4 delay before a 1/16 attack phase followed by a
1/8 decay. Each stage can be set a range from 1/32 to 4/1 (4 bars).
If this is off, the envelope times are free running and can be set in seconds (same time
ranges as for the Filter Envelope).
Gate Trigger The “Gate Trig” button can be used to switch off the envelope triggering from notes and al-
low the envelope to be triggered by some other parameter. This button is normally activated.
| Parameter | Description
Rate This sets the frequency or rate of the LFO.
Waveform This sets the LFO waveform. Apart from standard waveforms (sine, square etc.) there are various
different random, non-linear and stepped waveforms. The basic shape of the waveforms are
shown in the display, and illustrate how a signal is affected.
Delay This introduces a delay before the LFO modulation onset after a note is played. Turn clockwise for
longer delay.
Key Sync If Key Sync is off, the LFO cycle is free running, meaning that when you play a note the modula-
tion may start anywhere in the LFO waveform cycle. If Key Sync is on, the LFO cycle is reset for
each note played.
Tempo sync If this is on, the Rate will be synced to the sequencer tempo in beat increments (4/1 to 1/32).
A modulation bus is used to connect a modulation source to a modulation destination. Both audio signals and control
(CV) parameters are available. This creates a flexible routing system that complements the pre-wired routing in the
Voice panel.
This means that Osc 1 pitch is now assigned to be modulated by LFO 1. Next step is to set the amount of modulation
to be applied.
6. Click in the top row Amount column to the right of the Source column, and move the mouse pointer up and
down to set an Amount value.
Both positive and negative Amount values can be set (+/- 100%).
D If you now play a few notes you can hear the oscillator pitch being modulated by the LFO to produce vibrato.
But the vibrato will be constant, which you probably don’t want. This is solved by assigning a Scale parameter,
which allows you to assign another parameter to control the modulation Amount.
This means that Osc 1 pitch is now assigned to be modulated by LFO 1, and the amount of modulation is controlled
by the Mod wheel. How much the Scale parameter controls the Amount is set using the “Amount” column for the top
row (to the left of the Scale column).
9. Click in the top row Amount column and move the mouse pointer up and down to set an Amount value.
Both positive and negative Scale Amount values can be set (+/- 100%). To fully control the LFO modulation so
that there is no vibrato when the Mod wheel is set to zero, set the Amount to 100%.
D There are four “Source –> Destination 1 –> Destination 2 –> Scale” busses.
These are the four top rows in the right half of the Modulation section. This works after the same principle but the
Source parameter can affect two different Destination parameters (with variable Amount settings) and a Scale pa-
rameter that affects the relative modulation Amount for both Destinations.
D Lastly, there are two “Source –> Destination –> Scale 1 –> Scale 2” busses.
This means that a modulation Amount can use two Scale parameters.
An example: You have the Mod Envelope as Source and Oscillator Pitch as the Destination (Amount set whatever
you like). As the first Scale parameter we use the Mod Wheel (Amount set to 100 so that no modulation is applied
when the Mod wheel is at zero), and LFO 1 as the second Scale parameter (Amount set to whatever you like).
When you move the Mod wheel, the pitch modulation amount will be modulated by both the Mod Envelope and
LFO 1 simultaneously.
| Parameter | Description
Voice Key Voice Key lets you assign modulation according to notes. There are 4 modes selectable from the
sub-menus:
• Note - this is keyboard tracking. If a positive Amount value is used and the
destination is filter frequency, the filter frequency will track the keyboard,
i.e. increase with higher notes.
• Note2 - this works similarly to Note but within a repeated octave range.
E.g. if Note2 modulates Amp Pan the pan position will move from left to
right within an octave range then start over. If you play chords normally
over the keyboard the effect will be that notes are randomly spread across
the stereo field.
• Velocity - this applies modulation according to velocity (how hard or soft
you strike the keys).
• Gate - this is Gate on/off. E.g. if applied to oscillator pitch you will get one
pitch value (set by Amount) when a key is pressed, and another value (the
unmodulated pitch) when the key is released.
Osc 1/2/3 This allows you to route the audio output from the oscillators to a destination.
Filter 1/2 This is the audio output of the filters. All filter parameters affect the destination.
Shaper This is the audio output of the Shaper module. Note that anything connected to the Shaper, e.g.
Filter 1, affects the Shaper output, and thus the resulting modulation.
Amp This is the audio output of the Amp Gain section.
LFO 1 This allows you to modulate parameters with LFO 1.
Filter Envelope This allows you to modulate parameters with the Filter Envelope.
Amp Envelope This allows you to modulate parameters with the Amp Envelope.
Mod Envelope This allows you to modulate parameters with the Mod Envelope.
| Parameter | Description
Global Envelope This allows you to modulate parameters using the Global Envelope.
Voice Mixer This allows you to modulate parameters using the Left and Right Mixer inputs.
Last Key This will apply modulation according to the last note played (monophonic), either via MIDI, or
from the Step Sequencer. For example, you can use Last Key to make a filter’s frequency
track notes played by the Step Sequencer.
MIDI Key This applies modulation according to notes globally, not per-voice so in other words it is
monophonic. E.g. if you use MIDI Note as Source and a self-oscillating filter’s frequency as
the destination, the filter will track but you will only be able to play one voice at a time. MIDI
Note is handy for transposing Step patterns in real time.
There are 3 modes selectable from the sub-menus:
• Note - this is keyboard tracking. If a positive Amount value is used and
the destination is filter frequency, the filter frequency will track the
keyboard, i.e. increase with higher notes.
• Velocity - this applies modulation according to velocity (how hard or
soft you strike the keys).
• Gate - this is Gate on/off. E.g. if applied to oscillator pitch you will get
one pitch value (set by Amount) when a key is pressed, and another
value (the unmodulated pitch) when the key is released.
LFO 2 This allows you to modulate parameters with LFO 2.
Performance parameters On this sub-menu you can assign the one of the standard Performance controllers to modu-
late/scale parameters; Mod Wheel/Pitch Bend/Breath/AfterTouch/Expression.
Modifiers This is where you assign parameters and functions to be controlled with the virtual 2 Rotary
and 2 Button controls on the Controller panel.
Sustain Pedal This allows you to assign the Sustain Pedal as a modulation source.
Polyphony This allows you to apply modulation according to how many notes you play. E.g. you could
have a short envelope attack when you play single notes, and a long attack when you play
chords.
Step Sequencer This allows you to apply modulation according to the settings for each step in the Step Se-
quencer.
On the sub-menu you can chose to apply modulation according to Gate/Note/Curve 1 and
2/Gate Length/Step Duration settings for each step.
In addition you have Start and End Trig, which sends a gate trigger at the start and end of the
Step sequence, respectively.
CV Inputs 1-4 These are CV inputs on the back panel which facilitates the use of external modulation
sources, (e.g. the Matrix) in Thor. If connected you can freely assign the external CV to any
modulation destination in Thor.
Audio Inputs 1-4 These are Audio inputs on the back panel which allows you to connect external audio signals
and process these using Thor parameters, or use them as modulation sources. See “About
using the Audio inputs”.
| Parameter | Description
Osc 1 There are four modulation destinations available on the Osc 1 sub-menu:
• Pitch - this will affect oscillator pitch (frequency).
• FM - this will frequency modulate the oscillator.
The difference between Pitch and FM is that if a high frequency audio signal (i.e. an oscillator
or an external audio signal) is the source, FM will not alter the basic pitch of the source, only
the timbre. If Pitch is used both the pitch and the timbre will be affected.
• There is also a modifier parameter, which differs depending on what
oscillator type is selected. See “The Oscillator section” for details.
• Osc 2 AM Amount - this will control AM modulation amount from Osc
2. See “About Amplitude Modulation (AM)”.
Osc 2/ Osc 3 Oscillator slots 2 and 3 have the same Destination parameters as Osc 1, except that there is
no AM.
Filter 1/ Filter 2 The following destinations are available on the Filter 1 and 2 sub-menus:
• Audio In - this allows you to connect an audio source (e.g. an oscilla-
tor or an external audio signal) to the filter input.
• Frequency - this controls the filter frequency.
• Frequency (FM) - this will apply filter frequency modulation.
The difference between Frequency and FM is that if a high frequency audio signal (i.e. an os-
cillator or an external audio signal) is the source, FM will not alter the basic frequency of the
source, only the timbre. If Frequency is used both the pitch and the timbre will be affected.
• Resonance - this controls filter resonance.
• Drive - this controls the filter’s Drive parameter.
• Gender - this controls the Gender parameter (Formant filter only).
• LPHPMix - this controls the LP/HP parameter (State Variable filter
only).
Shaper Drive This will control the Shaper Drive parameter.
Amp The Amp section has three destinations on the sub-menu:
• Input - this allows you to connect a source (e.g. an oscillator or an ex-
ternal audio signal) to the Amp input.
• Gain - this controls the Amp Gain.
• Pan - this controls the Pan for each voice. Modulating this parameter
with for example LFO 1 means that the Pan position will modulate dif-
ferently for each voice you play.
Mix The Mixer has three destinations on the sub-menu:
• Osc 1+2 Level - this controls the level of both oscillator 1 and 2.
• Osc 1:2 Balance - you can modulate the level balance between oscilla-
tor 1 and 2, e.g. to sweep from one oscillator to the other.
• Osc 3 Level - this controls the level of oscillator 3.
| Parameter | Description
Portamento This allows you to control the Portamento time parameter.
LFO 2 Rate This allows you to control the LFO 2 Rate parameter.
Global Envelope The Global Envelope mod destinations are as follows:
• Gate - this is the gate input of the envelope. A gate signal applied to
this input will trigger the envelope.
• Attack - this controls the attack time of the envelope.
• Decay - this controls the decay time of the envelope.
• Release - this controls the release time of the envelope.
Filter 3 The following destinations are available on the Filter 3 sub-menu:
• Left/Right In - this allows you to connect an a source to the filter in-
put.
• Frequency - this controls the filter frequency.
• Frequency (FM) - this will apply filter frequency modulation.
• Resonance - this controls filter resonance.
• Drive - this controls the filter’s Drive parameter.
• Gender - this controls the Gender parameter (Formant filter only).
• LPHPMix - this controls the LP/HP parameter (State Variable filter
only).
Chorus The Chorus effect has the following destinations:
• DryWet balance
• Delay (time)
• ModRate
• ModAmount
• Feedback
Scale parameters
The available scale parameters are the same as the Source parameters.
Thor’s Step Sequencer is a further development of the step sequencers which were often present in vintage analog
modular systems. It can be used for programming arpeggios or short melody sequences. Alternatively, it can be used
purely as a modulation source.
You can have up to 16 steps, and each step can be programmed with various values such as Note pitch, Velocity,
Step Duration etc.
Basic operation
The main parameters and functions are as follows:
D The row of 16 buttons are used to program each step’s on or off status.
A lit button means that the step is active, and a dark button means that the step will be a rest (silent).
D Each step button has a knob above it, which is used to set values for the corresponding step.
D The Edit knob determines what value you set with the step knobs.
The available Edit values are Note (pitch), Velocity, Gate length, Step duration and Curve 1 and 2.
D The Run button starts/stops the step sequencer.
What exactly happens when you press Run depends on the Run mode - see below.
The Run mode is set with the lever beside the Run button. The set mode governs how the step sequencer is played
back when you press Run. The options are as follows:
D Repeat mode - this will repeat the sequence continuously.
Click the Run button again or use the Transport to stop.
D 1 Shot mode - this will play the sequence once then stop.
D Step mode - the Run button steps the sequencer forward one step at a time.
D Off - the step sequencer is inactive.
The Direction parameter is used to set the direction of the step sequence. The following options are available:
D Forward - plays the sequence from the first step to the last.
D Reverse - plays the sequence from the last step to the first.
D Pendulum 1 - plays the sequence from the first step to the last, then from the last step to the first.
I.e. the last and first step is played twice when the sequencer reverses direction.
D Pendulum 2 - plays the sequence from the first step to the last, then from the second last step to the first, i.e.
without repeating the last/first step when reversing direction.
D Random - plays the steps in a random order.
D You can set the knob’s note range by using the Octave lever to the left of the step buttons.
Available note ranges are 2 Octaves (i.e. one octave up and down from the middle knob position (C3), 4 Octaves
(i.e. two octaves up and down from the middle position (C3), or Full (-C2 to G8).
q Note that the octave range can be set independently for each step. Each step memorizes the current octave
range when the pitch is set for that step, and will keep this octave range until you change the pitch for the step
with a different octave range setting.
D You can either program steps “on the fly” (with the Step sequencer running) or step by step (Step mode).
In Step mode, you press Run to forward the step number one position so you can set step parameters for one step
at a time.
By using this general method you can continue to enter note pitch for other steps.
Inserting rests
To make step sequences more rhythmically interesting, you can program rests for steps.
D This is simply done by pressing one or several step buttons so they go dark.
Dark steps will be rests.
D Note that the Step Duration value still “counts” for rests.
| Function | Description
Randomize Sequencer Pattern The Randomize Pattern function creates random patterns. The function only randomizes the se-
lected Edit value (e.g. if set to Note, only the note pitch values are randomized, not velocity, gate
length etc.).
Shift Pattern L/R The Shift Pattern functions move the pattern one step to the left or right. All parameters (rests,
note pitch, velocity etc.) are shifted one step.
Modulation Inputs
D The Rotary control voltage (CV) inputs (with associated voltage trim pots), can modulate the two virtual Rotary
controls.
Thus, any parameter(s) assigned to a Rotary control can be modulated by CV.
D The Filter 1x allows for CV control of the Filter 1 frequency.
If the Formant filter is used this is the “X” parameter - see “Formant filter”.
D The four CV Inputs can receive CV from external sources that will be available as Sources in the Modulation
bus.
Modulation Outputs
Here you can find CV outputs from the Global Envelope and LFO 2, as well as the 4 user assignable CV outputs.
Audio Inputs
The Audio inputs can be used to connect audio outputs from other Reason devices. When connected, you can route
the Audio inputs as a Modulation source to for example one of the filters and process the external signal. See “About
using the Audio inputs”.
Audio Outputs
Thor has 4 outputs:
• 1 Left (Mono)/2 Right - these are the main stereo outputs.
• 2 additional outputs (3 and 4), which can be assigned in the Modulation section.
Features
The following are the basic features of the Malström:
• Two Oscillators, based on Graintable Synthesis.
See “The Oscillator section” for details.
• Two Modulators, featuring tempo sync and one-shot options.
See “The Modulator section”.
• Two Filters and one Shaper.
A number of different filter modes in combination with several routing options and a Waveshaper makes it possible
to create truly astounding filter effects.
• Three Envelope generators.
There is one amplitude envelope for each oscillator and a common envelope for both filters. See “The amplitude
envelopes” and “The Filter Envelope” for details.
• Polyphony of up to 16 voices.
• Velocity and Modulation control.
See “The Velocity controls”.
• A number of CV/Gate Modulation possibilities.
See “Modulation Input”.
• A variety of Audio Input/Output options.
You can for instance connect external audio sources for input to the Malström, and you can also control its output.
See “Audio Input” for more details.
The two oscillators (osc:A and osc:B) of the Malström are the actual sound generators, and the rest of the controls
are used for modulating and shaping the sound. The oscillators actually do two things; they play a graintable and gen-
erate the pitch:
• A graintable is several short, contiguous segments of audio (see above).
• Pitch is the frequency at which the segments are played back.
When creating a Malström patch, the fundamental first building block is usually to select a graintable for one or both
of the oscillators.
D To activate/deactivate an oscillator, click the On/Off button in the top left corner.
When an oscillator is activated, the button is lit.
An activated oscillator
D To select a graintable, either use the spin controls or click directly in the display to bring up a pop-up menu
with the available graintables.
The graintables are sorted alphabetically into a number of descriptive categories, giving a hint as to the general
character of the sound. Note that the categories are only visible in the pop-up menu, not in the display.
D The Octave knob changes the frequency in steps of one full octave (12 semitones).
The range is -4 – 0 – +4 where 0 corresponds to middle “A” on your keyboard at 440 Hz.
D The Semi knob changes the frequency in steps of one semitone.
The range is 0 to +12 (one full octave up).
D The Cent knob changes the frequency in steps of cents, which are 100ths of a semitone.
The range is -50 – 0 – +50, i.e. down or up by up to half a semitone.
D The Index slider sets the playback starting point in the graintable.
By dragging the slider, you set which index point in the graintable should be played first when the Malström re-
ceives a Note On message. Playback will then continue to the next index point according to the active graintable.
With the slider all the way to the left, the first segment in the graintable is also the one that will be played back first.
! Note that the Malström’s Graintables are not all of the same length, and that the range for the Index slider (0-
127) does not reflect the actual length of the graintables. I.e. regardless of whether a graintable contains 3 or
333 grains, the Index slider will always span the entire graintable even though the slider range says 0-127.
D The Motion knob controls how fast the Malström should move forward to play the next segment in the graint-
able, according to its motion pattern (see below).
If the knob is kept in the middle position the speed of motion is the normal default. Turning the knob to the left
slows it down and turning it to the right results in higher speed. If the knob is set all the way to the left, there will
be no motion at all, which means that the initial segment, as set with the Index slider, will play over and over as a
static waveform.
D The Shift knob changes the timbre of the sound (the formant spectrum).
What it actually does is change the pitch of a segment up or down by re-sampling. However, since the pitch you
hear is independent of the actual pitch of the graintable (see above), pitch-shifting a segment instead means that
more or less of the segment waveform will be played back, resulting in a change of harmonic content and timbre.
Each oscillator features a standard ADSR (Attack, Decay, Sustain, Release) envelope generator, and a Level control.
These are used for controlling the volume of the oscillator. One thing that makes the Malström different from many
other synths though, is the fact that the amplitude envelopes are placed before the filter and routing sections in the
signal path.
The amplitude envelopes control how the volume of a sound should change from the moment you strike a key on
your keyboard to the moment that you release it again.
Vol
The Volume knobs set the volume level out from each oscillator.
! For an overall description of the general envelope parameters (Attack, Decay, Sustain, Release), please refer
to the Subtractor chapter.
The Malström features two Modulators (mod:A and mod:B) These are in fact another type of oscillators, called LFOs
(Low Frequency Oscillators). They each generate a waveform and a frequency, much like osc:A and osc:B. However,
there are a couple of important differences:
• Mod:A and mod:B do not generate sound. They are instead used for modulating various parameters to change
the character of the sound.
• They only generate waveforms of low frequency.
Furthermore, both modulators are tempo syncable and possible to use in one shot mode, in which case they will ac-
tually work like envelopes.
Modulator parameters
The two Modulators have a few controls in common, but there are also some differences. Both the common param-
eters and the ones that are unique for each Modulator (the destinations) are described below.
D To activate/deactivate a Modulator, click the On/Off button in the top left corner.
When a Modulator is activated, the button is lit.
An activated Modulator
Curve
This lets you select a waveform for modulating parameters. Use the spin controls to the right of the display to cycle
through the available waveforms. Some of these waveforms are especially suited for use with the Modulator in one
shot mode (see below).
Rate
This knob controls the frequency of the Modulator. For a faster modulation rate, turn the knob to the right.
The Rate knob is also used for setting the time division when synchronizing the Modulator to the song tempo (see
below).
Sync
Clicking this button so that it is lit synchronizes the Modulator to the song tempo, in one of 16 possible time divisions.
! When sync is activated, the Rate knob is used for selecting the desired timedivision. Turn the Rate knob and
observe the tool tip for an indication of the time division.
A/B selector
This switch is used for deciding which oscillator and/or filter the Modulator should modulate - A, B or both. With the
switch in the middle position, both A and B will be modulated.
Destinations
The following knobs are used for determining what each of the two modulators should modulate.
• Note that these knobs are bi-polar, which means that if a knob is in the middle position, no modulation is ap-
plied. If you turn a knob either to the left or to the right, an increasing amount of modulation is applied to the
parameter. The difference is that if you turn a knob to the left, the waveform of the modulator is inverted.
Mod:A
The filter section lets you further shape the overall character of the sound. Contained herein are two multimode fil-
ters, a filter envelope and a waveshaper.
Both filter:A and filter:B have the exact same parameters, all of which are described below.
D To activate/deactivate a filter, click the On/Off button in the top left corner.
When a filter is activated, the button is lit.
An activated filter
Filter types
To select a filter type, either click the Mode button in the bottom left corner or click directly on the desired filter name
so that it lights up in yellow:
• LP 12 (12 dB lowpass)
Lowpass filters let low frequencies through and cut off high frequencies. This filter type has a roll-off curve of
12dB/Octave.
• BP 12 (12 dB bandpass)
Bandpass filters cut both high and low frequencies, leaving the frequency band in between unaffected. Each slope
in this filter type has a 12 dB/Octave roll-off.
• AM
AM (Amplitude Modulation) is often referred to as Ring Modulation. A Ring Modulator works by multiplying two
signals together. In the case of the Malström, the filter produces a sine wave which is multiplied with the signal
from osc:A or osc:B. Resonance controls the mix between the clean and modulated signals. The Ring Modulated
output will then contain added frequencies which are generated by the sum of, and the difference between the
two signals. This can be used for creating complex, non-harmonic sounds.
Filter controls
Each filter contains the following four controls:
• Kbd (keyboard tracking)
By clicking this button so that it is lit, you activate keyboard tracking. If keyboard tracking is activated, the fre-
quency of the filter will change according to the notes you play on your keyboard. That is, if you play notes higher
up on the keyboard, the filter frequency will increase and vice versa. If keyboard tracking is deactivated, the filter
frequency will remain at a fixed value regardless of where on the keyboard you play.
This is a standard ADSR envelope with two additional controls; inv and amt. The filter envelope is common for both fil-
ter:A and filter:B, and controls how the filter frequency should change over time.
Inv (inverse)
This button toggles inversion of the envelope on and off. The Decay segment of the envelope will for instance nor-
mally lower the frequency, but if the envelope is inverted it will instead raise the frequency.
Amt (amount)
This controls to which extent the filter envelope affects the filters, or rather - the set filter cutoff frequencies. For ex-
ample; if the cutoff frequency is set to a certain value, the filter will already be opened by this amount when you hit a
key on your keyboard. The amount setting then controls how much more the filter will open from that point. Turn the
knob to the right to increase the value.
! For an overall description of the general envelope parameters (Attack, Decay, Sustain, Release), please refer
to the Subtractor chapter.
Before filter:A is an optional waveshaper. Waveshaping is a synthesis method for transforming sounds by altering the
waveform shape, thereby creating a complex, rich sound. Or, if that’s more to your taste, truncating and distorting the
sound to lo-fi heaven!
A guitar distortion box could be viewed as a type of waveshaper for example. An unamplified electric guitar produces
a sound with fairly pure harmonic content, which is then amplified and transformed by the distortion box.
D To activate/deactivate the Shaper, click the On/Off button in the top left corner.
When the Shaper is activated, the button is lit.
Mode
You can select one of five different modes for shaping the sound, each with its own characteristics.
To select a mode, either click the Mode button in the bottom left corner or click directly on the desired mode name
so that it lights up in yellow.
• Sine
This produces a round, smooth sound.
• Saturate
This gives a lush, rich character to the sound.
• Clip
This introduces clipping - digital distortion - to the signal.
• Quant
This lets you truncate the signal by bit-reduction, thus making it possible to achieve that noisy, characteristic 8 bit
sound for example.
• Noise
This is actually not strictly a shaper function. Instead it multiplies the sound with noise.
Sine
Saturate
Clip
Quant
Input Signal
Amt (amount)
This controls the amount of shaping applied. By turning the knob to the right you increase the effect.
If this button is lit, the signal from filter:B is routed to filter:A via the shaper. The signal
from filter:B can originate from either osc:A, osc:B or both. If this is not lit, the signal from
filter:B will go straight to the outputs.
! Note that the result depends both on the routing buttons and on whether the filters and shaper are activated or
not!
With this configuration, the signals from the oscillators will bypass the filters and the shaper and go directly to the re-
spective output. Using both oscillators allows you to use the Spread parameter to create a true stereo sound.
Both oscillators routed to filter:B only. Both oscillators routed to filter:A only.
With these configurations, the signal from osc:A and/or osc:B will go to either filter:A or filter:B and then to the out-
puts. This is essentially a mono configuration and hence Spread should probably be set to “0”.
With this configuration, the signals from osc:A and osc:B will go to filter:A and filter:B respectively, and then to the
outputs.
Again, this configuration allows you to work in true stereo.
With this configuration, the signal from osc:A will go to both filter:A and filter:B, with the filters in parallel.
! This configuration is only possible with osc:A. Osc:B can be routed to both filters as well, but only in series
(see below).
Osc:A routed through both filters in series. Osc:B routed through both filters in series.
With these configurations, the signal from osc:A and/or osc:B will go to both filter:A and filter:B, with the filters in se-
ries (one after the other).
In the left figure, the signal from osc:A is routed to the shaper and then directly to the outputs. In the right figure, the signal from
osc:B is routed to filter:B, then to the shaper and then to filter:A.
These two parameters control the output from the Malström in the following way:
Volume
This knob controls the master volume out from the Malström.
Spread
This controls the stereo pan-width of the outputs from Osc:A/B and Filter:A/B respectively. The farther to the right
you turn the knob, the wider the stereo image will be. In other words, the signals will be panned further apart to the
left and right.
! If you are only using one output (A or B), it is strongly recommended that you set Spread to “0”.
To the far left on the Malström’s “control panel” are various parameters that are affected by how you play, and lets you
apply modulation by MIDI controls. The following is a description of these controls.
This lets you set the polyphony for the Malström. Polyphony is the number of voices it can play simultaneously. The
maximum number is 16 and the minimum is 1, in which case the Malström will be monophonic.
! The number of voices you can play depends of course on the capacity of your computer. Even though the max-
imum number is 16 it doesn’t necessarily mean that your system is capable of using that many voices. Also
note that voices do not consume CPU capacity unless they are really “used”. That is, if you are using a patch
that plays two voices but have polyphony set to four, the two “unused” voices do not consume any of your sys-
tem resources.
Porta (portamento)
This is used for controlling portamento. This is a parameter that makes the pitch glide between the notes you play,
rather than changing the pitch instantly as soon as you hit a key on your keyboard. By turning this knob you set how
long it should take for the pitch to glide from one note to the next as you play them.
With the knob turned all the way to the left, portamento is disabled.
Legato
By clicking this button you activate/deactivate Legato. Legato in Malström is unique in that it allows you to control
whether the sound is monophonic or polyphonic by using your playing style:
D If you play legato (hold down a key and then press another key without releasing the previous), the sound is
monophonic.
Also note that the pitch changes, but the envelopes do not start over. That is, there will be no new “attack”.
D If you play non-legato (separated notes), with polyphony set to more voices than 1, each note will decay sepa-
rately (polyphonic).
This will be most apparent with longer release times.
• The Pitch Bend wheel is used for bending the pitch of notes, much like bending the strings on a guitar or other
string instrument.
• The Modulation wheel can be used for applying modulation while you are playing.
Virtually all MIDI keyboards have Pitch Bend and Modulation controls. The Malström does not only feature the set-
tings for how incoming MIDI Pitch Bend and Modulation wheel messages should affect the sound, but also two func-
tional wheels that can be used for applying real time modulation and pitch bend if you don’t have these controllers on
your keyboard, or if you aren’t using a keyboard at all. The wheels on the Malström also mirror the movements of the
wheels on your MIDI keyboard.
Velocity is used for controlling various parameters according to how hard or soft you play notes on your keyboard. A
typical use of velocity control is to make sounds brighter and louder if you strike a key harder. By using the knobs in
this section, you can control how much the various parameters will be affected by velocity.
! All of the velocity control knobs are bi-polar, which means that the amount can be set to either positive or neg-
ative values, while keeping the knobs in the center position means that no velocity control is applied.
The following parameters can be velocity controlled:
• Lvl:A
This lets you velocity control the output level of osc:A.
• Lvl:B
This lets you velocity control the output level of osc:B.
The Modulation wheel can be set to control a number of parameters. You can set positive or negative values, just like
in the Velocity Control section (see above).
The following parameters can be affected by the modulation wheel:
• Index
This sets modulation wheel control of the currently active graintable’s index (see “Controlling playback of the
graintable”) for osc:A and/or osc:B. Positive values will move the index position forwards if the modulation wheel
is pushed forward. Negative values will move it backwards.
• Shift
This sets modulation wheel control of the Shift parameter of osc:A and/or osc:B (see “Controlling playback of the
graintable”).
• Filter
This sets modulation wheel control of the Filter Frequency
parameter (see “Filter controls”). Positive values will raise the frequency if the
wheel is pushed forward and negative values will lower the frequency.
• Mod
This sets modulation wheel control of the total amount of modulation from mod:A and/or mod:B. Positive values
will increase the settings if the wheel is pushed forward and negative values will decrease the settings.
! You can set whether these parameters on either or both oscillator/modulator/filter A and B will be affected by
the modulation wheel. This is done with the A/B selector switch.
Flipping the Malström around reveals a wide array of connection possibilities. Most of these are CV/Gate related. Us-
ing CV/Gate is described in the chapter “Routing Audio and CV”.
Audio Output
These are the Malström’s audio outputs. When you create a new Malström device, they are auto-routed to the first
available channel on the audio mixer:
• Shaper/Filter:A (left) & Filter:B (right)
These are the main stereo outputs. Each of the two filters are connected to a separate output, and by connecting
both, you can have stereo output. Whether the output really will be in stereo however, is determined by the routing
and the Spread parameter. See “Routing” for details about this.
• Osc:A & osc:B
These make it possible to output the sound directly after the Amp Envelope of each oscillator, bypassing the filter
section. Connecting one or both of these to a channel on the audio mixer will break the Malström’s internal signal
chain. That is, it is not possible to process the sound by using the filters and the shaper of the Malström. the sound
instead goes directly to the mixer.
q Note also that you can connect the outputs Osc:A & Osc:B to the Audio Inputs on the Malström for some inter-
esting effects - see “Routing external audio to the filters”.
Audio Input
• Shaper/Filter:A
• Filter:B
These inputs let you connect either other audio sources, or the Malström’s own internal signal directly to the filters
and the shaper - see “Routing external audio to the filters”.
Sequencer Control
The Sequencer Control CV and Gate inputs allow you to play the Malström from another CV/Gate device (typically a
Matrix or a Redrum). The signal to the CV input controls the note pitch, while the signal to the Gate input delivers note
on/off along with velocity.
! For best results, you should use the Sequencer Control inputs with monophonic sounds.
Modulation Input
These control voltage (CV) inputs (with associated voltage trim pots and A/B selector switches), can modulate vari-
ous Malström parameters from other devices, or from the modulation outputs of the same Malström device. These in-
puts can control the following parameters:
• Oscillator Pitch
• Filter Frequency
• Oscillator Index offset
• Oscillator Shift
• Amp Level
• Mod Amount
• Mod Wheel
Modulation Output
The Modulation outputs can be used to voltage control other devices, or other parameters in the same Malström de-
vice.
The Modulation Outputs are:
• Mod:A
• Mod:B
• Filter Envelope
The audio inputs on the back of the Malström allows you to connect any audio signal to the filters and Shaper.
To use this feature, it’s important to understand the following background:
Normally the Malström behaves like any regular polyphonic synthesizer, in that each voice has its own filter. The filter
settings are the same, but each filter envelope is triggered individually when you play a note.
However, when you connect a signal to the audio inputs, it is routed to an “extra” filter. The envelope for this filter is
triggered each time any of the other filter envelopes is triggered. In other words, the “extra” filter envelope is triggered
each time you play a note on the Malström.
There are two different uses for the audio inputs:
If you connect one or both oscillator outputs to the audio input(s), the internal signal path from the oscillators to the
filters is broken. In other words, no signals will pass internally from the oscillators to the filters, and the three routing
buttons for the oscillators are ignored.
This may seem pointless at first, but there are several uses for this:
D When you play the Malström in this mode, the filter envelope will be triggered for each note you play, affecting
all sounding notes.
This is due to the monophonic “extra” filter described above. On older synthesizers, this feature is called “Multiple
triggering”.
D Since all notes you play are mixed before being sent into the filter, the result of using the Shaper will be totally
different (if you play more than one note at a time).
This is similar to playing a guitar chord through a distortion effect, for example.
D You can patch in external effects between the oscillators and the filters.
Just connect an oscillator output to the input of the effect device, and the effect output to the Malströms’s audio
input.
q You can use combinations of connections and routing. You could for instance connect an external audio signal
to one of the inputs, one of the Malström’s oscillators to the other input and then use the routing options on
the front panel for the other oscillator. All of these signals will then be mixed and sent to the Malström’s main
outputs.
Sampling in NN-19
The sampling procedure is generic for all Reason devices that can sample (NN-19, NN-XT, Redrum and Kong). The
sampling and sample editing procedures are described in detail in the “Sampling” chapter.
D To sample your own sound and automatically load it into the NN-19 device, click the Sample button.
Refer to the “Sampling” chapter for details on how to set up and use the sampling feature.
q When you browse samples, you can preview them before loading using the browser Play button. If you select
the Preview “Autoplay” function, the samples play back once automatically when selected.
3. Use the browser to select a sample and open it.
When you load the first sample into an empty NN-19, this will be assigned a key zone that spans the entire range of
the keyboard, and the default Init Patch settings will be used.
Below the keyboard, the range, sample name, root key, tuning, level and loop status of the current key zone is dis-
played, each with a corresponding knob.
The light blue strip above the keyboard indicates the currently selected key zone, which is in this case the full range of the
keyboard.
The inverted note on the keyboard indicates the “root key” of the sample. All samples contain a root key, tuning and
level setting. If NN-19 is empty, a sample will have its root key placed on the middle “C” (C3) key.
4. If desired, click on the keyboard to change the root key.
! You can audition a loaded sample patch or sample by holding down [Option] (Mac)/[Alt] (Windows) and click-
ing on a key in the Keyboard display. The mouse will take on the shape of a speaker symbol to indicate this.
D By using the “Lowkey” and “Highkey” knobs to set a lower and upper range, respectively.
Tuning samples
Sometimes you might find that the samples you wish to use in a key map are slightly out of tune with each other. This
parameter allows you to tune each sample in a map by +/– half a semitone.
D Select the key zone(s) that contains the out of tune sample(s), and use the Tune knob below the keyboard dis-
play.
q If all samples originate from different sources, and all or most of them are pitched slightly different (a not un-
common sampling scenario), you could first tune them so that they all match each other, and then, if neces-
sary, use the Sample Pitch controls in the Osc section to tune them globally to the “song” you wish to use the
samples in.
D Note that if all the samples were slightly out of tune by the same amount in relation to the song you intend to
use the samples in, it would be much simpler to use the Sample Pitch controls in the Osc section directly.
A sample, unlike the cycles of an oscillator for example, is a finite quantity. There is a sample start and end. To get
samples to play for as long as you press down the keys on your keyboard, they need to be looped.
For this to work properly, you have to first set up two loop points which determine the part of the sample that will be
looped, and make this a part of the audio file. You cannot set loop points in the NN-19, this has to be done in the Edit
Sample window (see “Looping samples”) or in an external sample editor.
All included samples already have set loop points (if needed).
For each sample (or key zone), you can select the following Loop modes by using the Loop knob below the keyboard
display:
D OFF
No looping is applied to the sample.
D FWD
The part between the loop points plays from start to end, then the cycle is repeated. This is the most common loop
mode.
D FWD - BW
The part between the loop points plays from start to end, then from end to start, and then repeats the cycle.
! For samples without any loop points, the whole sample will be looped.
For a sample patch, the actual samples are what oscillators are for a synthesizer, the main sound source. The follow-
ing settings can be made in the Osc section of the NN-19:
Sample Start
This changes the start position of samples in a sample patch. Turning the knob clockwise gradually offsets the sam-
ples’ start position, so that they will play back from a position further “into” the samples’ waveform. This is useful
mainly for two things:
D Removing “air” or other unwanted artefacts from the start of less than perfect samples.
Occasionally (although not in any samples supplied with Reason) you may come across samples where the start
point of the sample is slightly ahead of the start of the actual sound. There may be noise or silence in the begin-
ning which was not intended to be part of the sample. By adjusting the sample start position, this can be removed.
D Changing the start point as an effect.
For example, if you had a sample of someone saying “one, two, three”, you could change the start position so that
when you played the sample it would start on “three”.
q You can also assign velocity sample start allowing to use your playing to determine the exact sample start.
See later in this chapter.
Keyboard Tracking
The Osc section has a button named “Kbd. Track”. If this is switched off, the sample’s pitch will remain constant, re-
gardless of any incoming note pitch messages, although the oscillator still reacts to note on/off messages. This could
be useful if you are using non-pitched samples, like drums for example. You could then play a sample in a zone using
several keys, allowing for faster note triggering if you wanted to play a drum roll, for example.
Filters are used for shaping the overall timbre of the sound. The filter in NN-19 is a multimode filter with five filter
types.
Filter Mode
With this selector you can set the filter to operate as one of five different types of filter. These are as follows:
• 24 dB Lowpass (LP 24)
Lowpass filters lets low frequencies pass and cuts out the high frequencies. This filter type has a fairly steep roll-
off curve (24dB/Octave). Many classic synthesizers (Minimoog/Prophet 5 etc.) used this filter type.
• 12 dB Lowpass (LP 12)
This type of lowpass filter is also widely used in classic analog synthesizers (Oberheim, TB-303 etc.). It has a gen-
tler slope (12 dB/Octave), leaving more of the harmonics in the filtered sound compared to the LP 24 filter.
• Bandpass (BP 12)
A bandpass filter cuts both high and low frequencies, while midrange frequencies are not affected. Each slope in
this filter type has a 12 dB/Octave roll-off.
• High-Pass (HP12)
A highpass filter is the opposite of a lowpass filter, cutting out the lower frequencies and letting the high frequen-
cies pass. The HP filter slope has a 12 dB/Octave roll-off.
Filter Frequency
The Filter Frequency parameter (often referred to as “cutoff”) determines which area of the frequency spectrum the
filter will operate in. For a lowpass filter, the frequency parameter could be described as governing the “opening” and
“closing” of the filter. If the Filter Freq is set to zero, none or only the very lowest frequencies are heard, if set to max-
imum, all frequencies in the waveform are heard. Gradually changing the Filter Frequency produces the classic syn-
thesizer filter “sweep” sound.
! Note that the Filter Frequency parameter is usually controlled by the Filter Envelope (see “Envelope Section”
below) as well. Changing the Filter Frequency with the Freq slider may therefore not produce the expected re-
sult.
Resonance
The filter resonance parameter (sometimes called Q) is used to set the Filter characteristic, or quality. For lowpass fil-
ters, raising the filter Res value will emphasize the frequencies around the set filter frequency. This produces a gen-
erally thinner sound, but with a sharper, more pronounced filter frequency “sweep”. The higher the resonance value,
the more resonant the sound becomes until it produces a whistling or ringing sound. If you set a high value for the
Res parameter and then vary the filter frequency, this will produce a very distinct sweep, with the ringing sound being
very evident at certain frequencies.
• For the highpass filter, the Res parameter operates just like for the lowpass filters.
• When you use the Bandpass or Notch filter, the Resonance setting adjusts the width of the band. When you
raise the Resonance, the band where frequencies are let through (Bandpass), or cut (Notch) will become nar-
rower. Generally, the Notch filter produces more musical results using low resonance settings.
Envelope Section
Envelope generators are used to control several important sound parameters in analog synthesizers, such as pitch,
volume, filter frequency etc. Envelopes govern how these parameters should respond over time - from the moment a
note is struck to the moment it is released.
Standard synthesizer envelope generators have four parameters; Attack, Decay, Sustain and Release (ADSR).
There are two envelope generators in the NN-19, one for volume, and one for the filter frequency.
! Please refer to the Subtractor chapter for a description of the basic envelope parameters.
Amplitude Envelope
Filter Envelope
The Filter Envelope can be used to control two parameters; filter frequency and sample pitch. By setting up a filter
envelope you control the how the filter frequency and/or the sample pitch should change over time with the four Fil-
ter Envelope parameters, Attack, Decay, Sustain and Release.
LFO Section
LFO stands for Low Frequency Oscillator. LFOs are oscillators in the sense that they generate a waveform and a fre-
quency. However, there are two significant differences compared to normal sound generating oscillators:
• LFOs only generate waveforms with low frequencies.
Waveform
LFO 1 allows you to select different waveforms for modulating parameters. These are (from the top down):
| Waveform | Description
Triangle This is a smooth waveform, suitable for normal vibrato.
Inverted This produces a “ramp up” cycle. If applied to an oscillator’s frequency, the pitch would sweep up to a set
Sawtooth point (governed by the Amount setting), after which the cycle immediately starts over.
Sawtooth This produces a “ramp down” cycle, the same as above but inverted.
Square This produces cycles that abruptly changes between two values, usable for trills etc.
Random Produces random stepped modulation to the destination. Some vintage analog synths called this fea-
ture “sample & hold”.
Soft Random The same as above, but with smooth modulation.
Destination
The available LFO Destinations are as follows:
| Destination | Description
Osc Selecting this makes LFO control the pitch (frequency) of the sample patch.
Filter Selecting this makes the LFO control the filter frequency.
Pan Selecting this makes the LFO modulate the pan position of samples, i.e. it will move the sound from left
to right in the stereo field.
Sync
By clicking this button you activate/deactivate LFO sync. The frequency of the LFO will then be synchronized to the
song tempo, in one of 16 possible time divisions. When sync is activated, the Rate knob (see below) is used for set-
ting the desired time division.
Turn the knob and check the tooltip for an indication of the time division.
Amount
This parameter determines to what degree the selected parameter destination will be affected by the LFO. Raising
this knob’s value creates more drastic results.
Play Parameters
This section deals with two things: Parameters that are affected by how you play, and modulation that can be applied
manually with standard MIDI keyboard controls.
These are:
• Velocity Control
• Pitch Bend and Modulation Wheel
• Legato
• Portamento
• Polyphony
• Voice Spread
• External Controllers
Velocity Control
Velocity is used to control various parameters according to how hard or soft you play notes on your keyboard. A com-
mon application of velocity is to make sounds brighter and louder if you strike the key harder. By using the knobs in
this section, you can control how much the various parameters will be affected by velocity. The velocity sensitivity
amount can be set to either positive or negative values, with the center position representing no velocity control.
The following parameters can be velocity controlled:
| Destination | Description
Amp This let’s you velocity control the overall volume of the sound. If a positive value is set, the volume will in-
crease the harder you strike a key. A negative value inverts this relationship, so that the volume de-
creases if you play harder, and increases if you play softer. If set to zero, the sound will play at a constant
volume, regardless of how hard or soft you play.
F. Env This sets velocity control for the Filter Envelope Amount parameter. A positive value will increase the
envelope amount the harder you play. Negative values invert this relationship.
F. Dec This sets velocity control for the Filter Envelope Decay parameter. A positive value will increase the De-
cay time the harder you play. Negative values invert this relationship.
S.Start This sets velocity control for the Sample Start parameter. A positive value will increase the Start Time
amount the harder you play. Negative values invert this relationship.
A. Attack This sets velocity control for the Amp Envelope Attack parameter. A positive value will increase the At-
tack time the harder you play. Negative values invert this relationship.
Modulation Wheel
The Modulation wheel can be set to simultaneously control a number of parameters. You can set positive or negative
values, just like in the Velocity Control section. The following parameters can be affected by the modulation wheel:
| Destination | Description
F. Freq This sets modulation wheel control of the Filter Frequency parameter. A positive value will increase the
frequency if the wheel is pushed forward. Negative values invert this relationship.
F. Res This sets modulation wheel control of the Filter Resonance parameter. A positive value will increase the
resonance if the wheel is pushed forward. Negative values invert this relationship.
F. Dec This sets modulation wheel control for the Filter Envelope Decay parameter. A positive value will increase
the decay if the wheel is pushed forward. Negative values invert this relationship.
LFO This sets modulation wheel control of the LFO Amount parameter. A positive value will increase the
Amount if the wheel is pushed forward. Negative values invert this relationship.
Amp This sets modulation wheel control for the Amp level parameter. A positive value will increase the level if
the wheel is pushed forward. Negative values invert this relationship.
Legato
Legato works best with monophonic sounds. Set Polyphony (see “Setting Number of Voices - Polyphony”) to 1 and
try the following:
D Hold down a key and then press another key without releasing the previous.
Notice that the pitch changes, but the envelopes do not start over. That is, there will be no new “attack”.
D If polyphony is set to more voices than 1, Legato will only be applied when all the assigned voices are “used
up”.
For example, if you had a polyphony setting of “4” and you held down a 4 note chord, the next note you played
would be Legato. Note, however, that this Legato voice will “steal” one of the voices in the 4 note chord, as all the
assigned voices were already used up!
Retrig
This is the “normal” setting for playing polyphonic patches. That is, when you press a key without releasing the previ-
ous, the envelopes are retriggered, like when you release all keys and then press a new one. In monophonic mode,
Retrig has an additional function; if you press a key, hold it, press a new key and then release that, the first note is
also retriggered.
Voice Spread
This parameter can be used to control the stereo (pan) position of voices. The Spread knob determines the intensity
of the panning. If this is set to “0”, no panning will take place. The following pan modes can be selected:
| Mode | Description
Key This will shift the pan position gradually from left to right the higher up on the keyboard you play.
Key 2 This will shift the pan position from left to right in 8 steps (1/2 octave) for each consecutive higher note you play,
and then repeat the cycle.
Jump This will alternate the pan position from left to right for each note played.
Low Bandwidth
This will remove some high frequency content from the sound, but often this is not noticeable (this is especially true
if you have “filtered down” samples). Activating this mode will save you some extra computer power, if needed.
Controller Section
NN-19 can receive common MIDI controller messages, and route these to various parameters. The following MIDI
messages can be received:
• Aftertouch (Channel Pressure)
• Expression Pedal
• Breath Control
If your MIDI keyboard is capable of sending Aftertouch messages, or if you have access to an Expression Pedal or a
Breath controller, you can use these to modulate NN-19 parameters. The “Source” selector switch determines which
of these message-types should be received.
These messages can then be assigned to control the following parameters:
F. Freq This sets external modulation control of the filter frequency parameter. A positive value will increase the fre-
quency with higher external modulation values. Negative values invert this relationship.
LFO 1 This sets external modulation control of the LFO Amount parameter. A positive value will increase the LFO
amount with higher external modulation values. Negative values invert this relationship.
Amp This let’s you control the overall volume of the sound with external modulation. If a positive value is set, the vol-
ume will increase with higher external modulation values. A negative value inverts this relationship.
Audio Outputs
These are the main left and right audio outputs. When you create a new NN-19 device, these are auto-routed to the
first available channel on the audio mixer.
Modulation Inputs
! Remember that CV connections will not be stored in the sample patch, even if the connections are to/from the
same NN-19 device!
These control voltage (CV) inputs (with associated voltage trim pots), can modulate various NN-19 parameters from
other devices, or from the modulation outputs of the same NN-19 device. These inputs can control the following pa-
rameters:
• Osc (sample) Pitch
• Filter Cutoff
• Filter Resonance
• Amp Level
• Mod Wheel
Modulation Outputs
The Modulation outputs can be used to voltage control other devices, or other parameters in the same NN-19 device.
The Modulation Outputs are:
• Filter Envelope
• LFO
Sampling in NN-XT
The sampling procedure is generic for all devices that can sample (NN-19, NN-XT, Redrum and Kong). The sampling
and sample editing procedures are described in detail in the “Sampling” chapter.
D To sample your own sound and automatically load it into the NN-XT device, click the Sample button.
Refer to the “Sampling” chapter for details on how to set up and use the sampling feature.
Remote
Editor
Fold/Unfold
button
The remote editor panel is where you load individual samples, create key maps, modify the sound of the samples with
synth parameters etc.
! The main panel of the NN-XT can be folded like any other Reason device. Note that folding the main panel will
also fold the remote editor regardless of its current state.
Loading SoundFonts
The SoundFont format was developed by E-mu systems in collaboration with Creative Technologies. It is a standard-
ized data format containing wavetable synthesized audio and information on how it should be played back in wavet-
able synthesizers - typically on audio cards. The SoundFont format is an open standard so there is a vast amount of
SoundFont banks and SoundFont compatible banks developed by third parties.
Loading SoundFonts is no different from loading NN-XT Patches. As with NN-19 Patches, the NN-XT does its best
to map all the SoundFont settings to NN-XT parameters.
You can load SoundFont presets by using the patch browser, and single SoundFont samples by using the sample
browser.
Most MIDI keyboards come equipped with Pitch Bend and Modulation wheels. The NN-XT features settings for how
incoming MIDI Pitch Bend and Modulation wheel messages should affect the sound. The wheels on the NN-XT will
also mirror the movements of the wheels on your MIDI keyboard.
If you don’t have Pitch Bend or Modulation controls on your keyboard, or if you aren’t using a keyboard at all, you can
use the two fully functional wheels on the NN-XT to apply real time modulation and pitch bend.
• The Pitch Bend wheel is used for “bending” the played notes up and down to change their pitch - much like
bending the strings on a guitar or other string instrument. The Pitch Bend Range is set on the remote editor
panel (see “Pitch Bend Range”).
• The Modulation wheel can be used for applying modulation to the sound while you’re playing. It can also be
used for controlling a number of other parameters, as described in “The Modulation controls”.
This switch turns High Quality Interpolation on and off. When it is activated, the sample pitch is calculated using a
more advanced interpolation algorithm. This results in better audio quality, especially for samples with a lot of high
frequency content.
• High Quality Interpolation uses more computer power - so if you don’t need it, it’s a good idea to turn it off! Lis-
ten to the sounds in a context and determine whether you think this setting makes any difference.
Global Controls
All of these knobs change the values of various parameters in the remote editor panel and affect all loaded samples.
Thus they can be used for quickly adjusting the overall sound.
The knobs are bi-polar, which means that when they are centered, no parameter change is applied. By turning them
to the right you increase the corresponding value, and by turning them to the left, you decrease the value.
Again, the movements of these parameters can be recorded as automation. This is done just as with any other auto-
mation recording, see “Recording parameter automation”.
The controls are, from left to right:
Amp Envelope
These three knobs control the Amplitude Envelope (see “The Amplitude Envelope”) in the following way:
• Attack
This changes the Attack value of the Amplitude Envelope. That is, how long it should take for the sound to reach
full level after you press a key on your keyboard.
• Decay
This changes the Decay value of the Amplitude Envelope. Decay determines how long it should take for the sound
to go back to the sustain level after it has reached full value (see “The Amplitude Envelope”) and the key that trig-
gered the sound is still being pressed.
• Release
This changes the Release value of the Amplitude Envelope. Release works just like Decay with the exception that
it determines how long it should take for the sound to become silent after the key has been released.
Mod Envelope
This knob controls the Decay value of the Modulation Envelope (see “The Modulation Envelope”). Also see above
for a brief description of Decay.
Master Volume
This controls the main volume out from the NN-XT. Turn the knob to the right to increase the volume.
The Sample
area
The Group
area
The Scrollbars
There are both horizontal and vertical scrollbars that work just like regular scrollbars. Whenever there is more infor-
mation in the key map display than what fits on a “single screen”, you can use the scrollbars to reveal it. Either click
on the arrows or click and drag the scrollbar handles.
Sample parameters
This area shows the current values of basic parameters you can set for zones, such as root key, play mode, output
etc. The parameters are changed by using the knobs directly below the key map display.
Group parameters
These parameters are adjusted on a per group basis (see “Group parameters” for more information on groups). Most
of them relate to performance or playing style.
The bulk of the parameters on the remote editor are used for adjusting the sound of the samples by applying filtering,
envelope shaping, modulation (like vibrato and tremolo) and so on. We call these the synth parameters, since they are
to a large extent identical to those on a regular synthesizer.
Here the middle zone is selected but does not have edit focus.
Here the middle zone has edit focus but is not selected. Notice the thicker border and the additional handles in the key range area.
Here, all three zones are selected, but the middle one has edit focus.
Note that the zones don’t have to be completely encompassed by the selection box. The selection box only have to
intersect parts of the zones to include them in the selection.
This way, you can select a zone and give it edit focus by pressing a key that lies within the zone’s key range (see later
in this chapter for information about setting up key ranges).
In this case, this zone can be selected by pressing any key between C2 - C3 on your MIDI keyboard.
Note also, that selection via MIDI is velocity sensitive. Zones may have specific velocity ranges. This means that they
won’t be played unless the key that triggers the zone is played with a certain velocity. The same rules apply when se-
lecting via MIDI, only zones that meet the velocity criteria will be selected. Read more about setting up velocity ranges
on “Setting velocity range for a Zone”.
Adjusting parameters
Adjusting Synth parameters
The synth parameters are the ones that occupy the bulk of the remote editor panel (see “Synth Parameters”).
Changes you make to synth parameters always apply to all selected zones.
D The panel always shows the settings for the zone with edit focus.
More about this below.
D To make adjustments to one zone, select it (which also gives it edit focus) and adjust the parameter on the
front panel.
D To set several zones to the same value, select them and adjust the parameter.
All zones will be set to the same value for the parameter you adjusted.
Sample parameters
The Sample parameters allow you to specify various properties for one or several selected zones, such as tuning, key
and velocity ranges.
D To set several zones to the same value, select them and adjust the parameter.
All zones will be set to the same value for the parameter you adjusted.
Replacing a sample
To replace the sample in a zone, proceed as follows:
1. Make sure the zone has edit focus and do one of the following:
D Click the Browse Samples button.
D Select Browse Samples from the Edit menu or the NN-XT context menu.
D Double click in the zone.
Any of these methods will open the standard file browser in which you can select a new sample for the zone.
2. Select one and only one sample in the Sample Browser.
If you select more than one sample in the browser the samples you load will not replace the one with edit focus.
They will instead be added below it.
Removing samples
D To remove a sample from a zone, select it by clicking on it and then select “Remove Samples” from the Edit
menu or the NN-XT context menu.
This will remove the sample from the zone, leaving it empty. Note that you can remove the samples from several
selected zones at the same time.
Auditioning samples
You can audition the loaded samples in two ways:
D By pressing [Alt](Win) or [Option](Mac) and clicking a sample in the sample column.
The mouse pointer will take on the shape of a speaker symbol when you move it over the sample column.
Clicking a sample will play it back at its root pitch (see “About the Root Key”). Furthermore, the sample will play
back in its unprocessed state. That is, without any synth-parameters applied (see “Synth parameters”).
D By pressing [Alt](Win) or [Option](Mac) and clicking a sample in the keyboard column.
The difference here is that you will hear the sample at the pitch corresponding to the key you clicked and with any
and all processing applied. The click mimics a key played with velocity 100. Also note that this may trigger several
samples, depending on whether they are mapped across the same or overlapping key ranges, and the velocity
range settings (see “Setting up Key Ranges” and “Setting velocity range for a Zone” respectively).
Duplicating Zones
You can duplicate any number of already existing zones (containing samples or empty).
1. Select the zone(s) you want to copy.
2. Pull down the edit menu or the NN-XT context menu and select “Duplicate Zones”.
The selected zones will now be copied and automatically inserted below the last one in the key map display.
The duplicated zones will contain references to the same samples as the original zones. They will also have the exact
same key ranges and parameter settings.
Removing Zones
To remove one or several zones, select them and do one of the following:
D Press [Delete] or [Backspace] on the computer keyboard.
D Select “Delete Zones” from the Edit menu or the NN-XT context menu.
When removing zones, you will remove any samples in them as well.
Creating a Group
1. Select the zones you want to group together.
The zones don’t have to be contiguous in order to be grouped. Regardless of their original positions in the samples
column, they will all be put together in succession.
...will create these two groups instead of the original one large group.
D Clicking on a zone in the samples column selects the group (and that zone).
4. Repeat the procedure with as many zones as you wish, to create a complete key map.
These can be used for setting the low key and the high key of a zone’s key range.
1. Make sure the zone which you want to set the key range for is selected.
2. Use the Lo Key/Hi Key knobs to change the key range.
Check the display right above the knobs for an indication of the key. You can also keep an eye on the lines extend-
ing from the zone edges to the keyboard area.
Setting key ranges for multiple zones
You can set key ranges for multiple selected zones simultaneously. This can only be done by using the Lo and Hi Key
controls. It works as follows:
D If any selected zone’s low key setting is higher than the edit focused zone’s high key before turning the Hi Key
knob, the zone range will be scaled down to one semitone, starting from the low key setting.
The high key can naturally never be set to a value lower than one semitone above its low key setting - the zone
would otherwise disappear!
D The inverse is also true - i.e. turning the Lo Key knob for several selected zones will apply the edit focused low
key setting to all selected zones.
A low key can never be set higher than one semitone below the high key in a zone, so if the edit focused zone has
a low key above the high key of another zone, the other zone will be scaled to the minimum semitone range.
In the example in the picture above, the zone in the middle has edit focus. Its left handle (the low key) is placed dif-
ferently from any of the other zones, but all of the zones have the same high key setting. This means that...
• Dragging the left handle will only move the low key position of the zone with edit focus (the pictures show be-
fore and after dragging).
• Dragging the right handle will move the high key position for all of the zones at the same time, since they all
have the same high key position (again, the picture shows before and after dragging).
Normally, when you move zones (as described above), the root note of the zone(s) you move will change accordingly.
In other words, the zone(s) will be transposed. If this is not desired, you can activate the Lock Root Keys function prior
to moving the zone(s) by clicking on the button above the key map display.
Moving zones without changing their root notes can be used for some interesting effects, since it will completely
change the timbre of the sample(s) as they are played back.
The Solo Sample function lets you play a selected sample over the entire keyboard and disregarding any velocity
range assigned to the sample. All other loaded samples are temporarily muted.
This is useful if you for example want to check how far up and down from its root key a sample can be played on the
keyboard before starting to sound “unnatural”. The solo sample function can therefore be useful as a guide for setting
up key ranges, as described in “Setting up Key Ranges”.
1. Select one and only one zone, or - if you have a selection of multiple zones - make sure the one you want to
hear has edit focus.
2. Activate Solo Sample by clicking on the button so that it lights up.
3. Play the MIDI keyboard
D Press [Ctrl](Win) or [Cmd](Mac) and click on the desired root key in the keyboard area.
The set root key is shaded so you can easily distinguish it.
Using Automap
The automap function can be used as a quick way of creating a key map, or as a good starting point for further ad-
justments of a key map.
Automap works under the assumption that you intend to create a key map for a complete instrument, for example a
number of samples of a piano, all at different pitches.
1. Load the samples you want to Automap.
Now you have three options:
D Trust that the root note information in the files is already correct.
D Manually adjust the root notes (and tuning) for all the samples.
D Use “Set Root Notes from Pitch Detection” to automatically set up the root notes.
2. Select all zones you want to automap.
3. Select Automap Zones from the Edit menu or the NN-XT context menu.
All the selected zones will now be arranged automatically in the following way:
D The zones will be sorted in the display (from top to bottom - lowest key first) according to the root keys.
D The zones will be assigned key ranges according to the root keys.
The key ranges are set up so that the split between two zones is exactly in the middle between the zones’ root
notes. If two zones have the same root key they will be assigned the same key range.
In the picture above, you can see a set of piano samples at the top, mapped across the key range.
Below these are a set of string samples that also span the entire key range.
Whenever you play a key within this keyboard range, the sound produced will be a combination of the piano and the
string sample.
In addition, in the example above, the user has arranged the piano samples into one group and the string samples in
another. This is convenient since it allows for quick selection of the entire piano map, for example for balancing its
level against the strings.
127
100
80
60
40
Zone 3
20
Zone 2
Velocity 0 Zone 1
127
100
80
60
40
Zone 3
20
Zone 2
Velocity 0 Zone 1
Now, velocity values between 41 and 60 will trigger samples from both Zone 1 and Zone 2. Likewise, velocity values
between 81 and 100 will trigger sounds from Zone 2 and Zone 3.
The top zone has a full velocity range (1-127), and the lower zone has a partial velocity range (any other range), which is indicated
by stripes
127
100
80
60
40
20
Zone 2
Velocity 0 Zone 1
Another example:
Crossfading can be used to only fade in or fade out a certain sound. One common example is to set things up so that
one sound plays the entire velocity range and another is faded in only at high velocity values.
• Zone 1 is set to play the entire velocity range with no crossfade.
• Zone 2 is set to play the velocity range 80 to 127, with a fade in value of 110.
This means that this zone will start fading in from velocity values 80 and will play at full level in the velocity range
110 to 127.
127
100
80
60
40
20
Zone 2
Velocity 0 Zone 1
This can be used for example to add a rimshot to a regular snare sound or a harder attack to a softer violin sample.
q You can change the values with finer precision by pressing [Shift] while turning the knobs, and you can reset
the standard values by pressing [Command] (Mac)/[Ctrl] (Windows) and clicking on the knobs.
Automatically
If you find it tedious to manually set up crossfades between zones, NN-XT can do it for you! The Edit menu and the
NN-XT context menu contain an item called “Create Velocity Crossfades”.
1. Set up the zones so that their velocity ranges overlap, as desired.
2. Select the zones.
You can select as many zones as you wish, not just one pair of overlapping zones.
3. Select “Create Velocity Crossfades” from the Edit menu.
NN-XT will analyze the overlapping zones and automatically set up what it deems to be appropriate fade in and
fade out values for the zones.
D This operation will not work if both zones have full velocity ranges.
At least one of the zones must have a partial velocity range (see “About full and partial velocity ranges”).
D This operation will not work if the zones are completely overlapping.
Using Alternate
About the Alternate function
At the bottom right in the sample parameters area is a knob marked “Alt”. It only has two states - On and Off. This is
used for semi-randomly alternating between zones during playback.
There are several practical uses for this. Here follows two examples:
• Layering several recordings of the same snare drum. By alternating between them you get a more natural rep-
etition.
• Layering string up- and down strokes. By alternating you get the realistic effect of switching between the two
directions of the stroke.
Sample parameters
The Sample parameter area is found below the screen. They allow you to adjust parameters for one or several se-
lected zones. Adjusting a parameter with multiple zones selected, will set the parameter to the same value for all se-
lected zones. Below follows a run-down of the various parameters:
Alt
This parameter is described in “About the Alternate function”.
Out
The NN-XT features eight separate stereo output pairs (see “Audio Output”). For each zone, you can decide which of
these output pairs to use. Thus, if you have created a key map consisting of eight zones, each of these can have a
separate stereo output from NN-XT, and can then be routed to a separate mixer channel if you so wish.
D To select which output a selected zone should be directed to, use the knob marked “Out” in the sample param-
eter area.
The output pairs are indicated above the button.
! Note that you still have to route the outputs the way you want them on NN-XT’s back panel. If you assign a
zone to an output pair other than 1-2 (which is the default) no connections or auto routing are made. You have
to do that manually.
Group parameters
The group parameters are located at the top left on the remote editor panel. These are parameters that in various
ways are directly related to playing style.
Group parameters apply to a group, that is they are settings that are shared by all zones in a group.
D To make adjustments to one group, select one or more zones that belong to the group, and adjust the param-
eter on the front panel.
D To set several groups to the same value, select at least one zone in each group you want to adjust, and adjust
the parameter on the front panel.
Key Poly
This setting determines the number of keys that you can play simultaneously (the polyphony). The maximum number
is 99 and the minimum is 1, in which case the group will be monophonic.
Users of other samplers may want to note that the polyphony often means setting the number of voices that should
be able to play. The NN-XT is different in this aspect, since the polyphony setting instead determines the number of
keys, regardless of how many voices each key plays.
Retrig
Retrig is the “normal” setting for playing polyphonic patches. That is, when you press a key without releasing the pre-
vious, the envelopes are triggered, like when you release all keys and then press a new one. In monophonic mode,
Retrig has an additional function; if you press a key, hold it, press a new key and then release that, the first note is
also retriggered.
LFO 1 Rate
This is used for controlling the rate of LFO 1 if it is used in “Group Rate” mode. In that case, this knob will take pre-
cedence over the rate parameter in the LFO 1 section. See “The LFOs” for detailed information about this.
Portamento
This is used for controlling portamento - a parameter that makes the pitch glide between the notes you play, rather
than changing the pitch instantly as soon as you hit a key on your keyboard. By turning this knob you set how long it
should take for the pitch to glide from one note to the next as you play them.
In legato mode, there will only be any portamento when actually playing legato (tied) notes.
With the knob turned all the way to the left, portamento is disabled.
As previously described, the Modulation wheel (and the External Control wheel) can be used for controlling various
parameters. These controls allow you to define which parameters the wheels should modulate and to what extent.
D Below each of the knobs are the letters “W” and “X”.
These are used for selecting the source that should control the parameter, and represent the “Modulation Wheel”
and the “External Control wheel” respectively.
D By clicking on any of the letters, you decide which source should control the parameter.
You can select either, both or none. When a letter is “lit”, the corresponding source is set to control the parameter.
D By turning the knobs, you decide how much the modulation and/or external control wheel should modulate
the corresponding parameter.
Note that all of the control knobs are bi-polar, which means that they can be set to both positive and negative values.
Positive values are set by turning the knobs to the right, and negative values are thus set by turning the knobs to the
left:
• Setting them to positive values means that the value of the controlled parameter will be raised if the source
wheel is pushed forward.
• Setting them to negative values means that the value will be lowered when a wheel is pushed forward.
• Keeping the knobs in the center position means that no modulation control is applied.
There is one exception to these rules, and that is the LFO 1 Amt control, which works in a slightly different way. See
below for more information about this.
The following parameters can be modulated:
F.Freq
This sets modulation control of the Filter’s cutoff frequency (see “The Filter section”).
Mod Dec
This sets modulation control of the Decay parameter in the Modulation Envelope (see “The Modulation Envelope”).
F.Res
This sets modulation control of the Resonance parameter in the Filter (see “The Filter section”).
Level
This sets the amount of amplitude envelope modulation of each zone’s level. The level set here will be the level of the
highest point of the Amp Envelope.
LFO 1 Rate
This sets modulation control of the Rate parameter in LFO 1 (see “The LFOs”).
Velocity is used for controlling various parameters according to how hard or soft you play notes on your keyboard. A
typical use of velocity control is to make sounds brighter and louder if you strike a key harder. By using the knobs in
this section, you can control if and how much the various parameters will be affected by velocity.
Just like the modulation controls, all of the velocity control knobs are bi-polar, and can be set to both positive and
negative values.
• Setting them to positive values means that the value of the controlled parameter will be raised the harder you
play.
• Setting them to negative values means that the value will be lowered the harder you play.
• Keeping the knobs in the center position means that no velocity control is applied.
The following parameters can be velocity controlled:
F.Freq
This sets velocity control of the Filter’s cutoff frequency (see “The Filter section”).
Mod Dec
This sets velocity control of the Decay parameter in the Modulation Envelope (see “The Modulation Envelope”).
Level
This sets velocity control of the Amp Envelope.
Sample Start
This sets velocity control of the Sample Start parameter (see “Sample Start and End”), so that it will be offset for-
wards or backwards, according to how hard or soft you play.
This allows you to control how much of the attack portion of the sample you hear when playing harder or softer.
To be able to make use of negative values for this parameter, you must increase the sample parameter Sample Start.
This section contains various parameters related to controlling the pitch, or frequency, of the zones.
K. Track
This knob controls Keyboard Tracking of the pitch.
• In the center position, each key represents a semitone This is the normal setting.
• When turned all the way down, all keys play the same pitch. This can be useful for percussion like timpani
where you might want to play the same pitch from a range of keys.
• When turned all the way up, each key on the keyboard shifts the pitch one octave.
Filters can be used for shaping the character of the sound. The filter in NN-XT is a multimode filter with six different
filter types.
D To activate/deactivate the filter, click the On/Off button in the top right corner.
When the filter is activated, the button is lit.
Filter mode
To select a filter mode, either click the Mode button in the bottom right corner or click directly on the desired filter
name so that it lights up:
• Notch
The notch filter is used for cutting off frequencies in a narrow frequency range around the set cutoff frequency,
while letting the frequencies below and above through.
• HP 12
This is a highpass filter with a 12 dB/Octave roll-off slope. A highpass filter cuts off low frequencies and lets high
frequencies pass. That is, frequencies below the cutoff frequency are cut off and frequencies above it pass
through.
• BP 12
This is a bandpass filter with a 12 dB/Octave roll-off slope. A bandpass filter could be viewed as the opposite of
a notch filter. It cuts off both the high and the low frequencies, while frequencies in the band range pass through.
• LP 6
This is a lowpass filter with a gentle, 6 dB/Octave slope. A lowpass filter is the opposite of a highpass filter. It lets
the low frequencies through and filters out the high frequencies. This filter has no Resonance.
• LP 12
This is a lowpass filter with a 12 dB/Octave roll-off slope.
• LP 24
This is a lowpass filter with a fairly steep roll-off slope of 24 dB/Octave.
The Modulation Envelope parameters let you control how certain parameters, or destinations, should change over
time - from the moment a note is struck to the moment it is released again.
The destinations you can use are:
• Pitch
• Filter frequency
Destinations
The following are the available Mod Envelope destinations:
• Pitch
This will make the envelope modulate the pitch, as set in the Pitch section (see “The Pitch section”). Turn the knob
to the right to raise the pitch and to the left to lower the pitch. In the middle position, pitch will not be affected by
the envelope.
• Filter
This will make the envelope modulate the cutoff frequency of the Filter (see “The Filter section”). Turn the knob to
the right to increase the frequency and to the left to lower the frequency. In the middle position, the envelope will
have no effect on the cutoff frequency.
The Amplitude Envelope parameters let you control how the volume of a sound should change over time - from the
moment a note is struck to the moment it is released again.
Parameters
Most of the Amplitude Envelope parameters are identical to those of the Modulation Envelope. So for a detailed de-
scription of the following parameters, please refer to the modulation envelope section in “The Modulation Envelope”:
• Attack
• Hold
• Decay
• Sustain
• Release
• Delay
• Key To Decay
The following are the parameters that are unique for the Amp Envelope section:
• Level
This knob sets the level of the zone. Turn it to the right to raise the level.
• Spread and Pan modes
These two parameters are used for controlling the stereo (pan) position of the sound. The Spread knob deter-
mines the sound’s width in the stereo image (how far left – right the notes will be spread out). If this is set to “0”,
no spread will take place. The Mode selector switch is used for choosing which type of spread you want to apply:
• Pan
This controls the stereo balance of the output pair to which a zone is routed. In the middle position, the signal ap-
pears equally strong on the left and right channel in a stereo pair. By turning the knob to the left or right, you can
change the stereo balance.
Note that if you for instance turn the Pan knob all the way to the left, you cause the signal to be output from the left
channel of the stereo pair only.
You can use this to treat a stereo output as two independent mono outputs, if required.
See “Out” for information on routing zones to output pairs.
The LFOs
NN-XT features two Low Frequency Oscillators - LFO 1 and LFO 2. “Normal” oscillators generate a waveform and a
frequency, and produce sound. Low frequency Oscillators on the other hand, also generate a waveform and a fre-
quency, but there are two major differences:
• LFOs only generate sounds of a low frequency.
• LFOs don’t produce sound, but are instead used for modulating various parameters.
The most typical use of an LFO is to modulate the pitch of a sound (generated by an oscillator or - in the case of NN-
XT - a sample), to produce vibrato.
| Waveform | Description
Triangle This is a smooth waveform, suitable for normal vibrato.
Inverted Sawtooth This produces a “ramp up” cycle. If applied to an oscillator’s frequency, the pitch would sweep up,
after which the cycle immediately starts over.
Sawtooth This produces a “ramp down” cycle, the same as above but inverted.
Square This produces cycles that abruptly change between two values, usable for trills etc.
Random Produces random stepped modulation to the destination. Some vintage analog synths called this
feature “sample & hold”.
Soft Random The same as above, but with smooth modulation.
Connections
On the back panel of NN-XT are a number of connectors. Many of these are CV/Gate related. Using CV/Gate is de-
scribed in the chapter “Routing Audio and CV”.
Sequencer Control
The Sequencer Control CV and Gate inputs allow you to play the NN-XT from another CV/Gate device (typically a
Matrix or a Redrum). The signal to the CV input controls the note pitch, while the signal to the Gate input delivers note
on/off along with velocity.
Modulation Input
These control voltage (CV) inputs (with associated voltage trim pots), can modulate various NN-XT parameters from
other devices. These inputs can control the following parameters:
• Oscillator Pitch
• Filter Cutoff Frequency
Gate Input
These inputs can receive a CV signal to trigger the following envelopes:
• Amplitude Envelope
• Modulation Envelope
Note that connecting to these inputs will override the normal triggering of the envelopes. For example, if you connect
a Matrix Gate Out to the Gate In Amp Envelope, you would not trigger the amp envelope by playing notes, as this is
now controlled by the Matrix Gate Out. In addition you would only hear the Gate Out triggering the envelope for the
notes that you hold down.
Audio Output
There are 16 audio output jacks on the NN-XT’s back panel - eight separate stereo pairs. When you create a new
NN-XT device, the first output pair (1L & 2R) is auto-routed to the first available channel on the audio mixer.
The other output pairs are never automatically routed. If you wish to use any of the other output pairs, you have to
manually connect them to the desired device - typically a Mixer device. The basics on Routing is described in “Routing
Audio and CV”.
! Note that when you use any other output pair than the first, you also have to route one or more zones to it if
you want it to actually output sound, since all zones by default are routed to outputs 1 & 2. How to route zones
to other outputs is described in the “Out” section.
The Dr. Octo Rex Loop Player is the successor to the trusty Dr. Rex Loop Player, introduced in Reason Version 1. The
Dr. Octo Rex can hold up to eight different REX loops at once, in eight pattern memories, and allows you to switch
between loops and slices in very flexible ways. The Dr. Octo Rex Loop Player is fully backwards compatible with the
discontinued Dr. Rex device. This means that all REX loops that previously used Dr. Rex devices in your songs will
now open and play back in Dr. Octo Rex devices instead. The loops will sound exactly the same as they did in Dr. Rex.
The Dr. Octo Rex Loop Player is capable of playing back and manipulating files created in ReCycle, another product
created by Propellerhead Software. ReCycle is a program designed especially for working with sampled loops. By
“slicing” an audio loop and making separate samples of each beat, ReCycle makes it possible to change the tempo of
loops without affecting the pitch and to edit the loop as if it was built up of individual sounds.
ReCycled Loops
To fully understand Dr. Octo Rex you need to understand what it means to ReCycle a drum loop. Imagine that you
have a sample of a drum loop that you want to use in a track you are working on. The loop is 144 BPM and your track
is 118 BPM. What do you do? You can of course lower the pitch of the loop, but that will make the loop sound very
different, and if the loop contains pitched elements they will no longer match your song. You can also time stretch it.
This won’t alter the pitch, but will make the loop sound different. Usually it means that you loose some “punch” in the
loop.
Instead of stretching the sample, ReCycle slices the loop into little pieces so that each drum hit (or whatever sound
you are working with) gets its own slice. These slices can be exported to an external hardware sampler or saved as a
REX file to be used in Reason. When the loop has been sliced you are free to change the tempo any way you want.
You can also create fills and variations since the slices can be moved around in the sequencer.
D Activate the Bar button to make the loops switch at the next bar of the current loop.
D Activate the Beat button to make the loops switch at the next beat of the current loop.
D Activate the 1/16 button to make the loops switch at the next 1/16th note of the current loop.
Slot 5 play
Slot 7 play
Loop stop
Slot 1 play
Slot 2 play
Slot 4 play
Slot 6 play
Slot 8 play
C0 D0
• To maintain backwards compatibility with Dr. Rex, the D0 key can be used to play back the REX loop in the
Loop Slot that currently has Note To Slot focus (see “Note To Slot”).
The loop is played back once (single-shot) and cannot be stopped during this time.
Adding Loops
To add one or several (max 8) loops into the Dr. Octo Rex Loop Player, proceed as follows:
1. Unfold the Loop Editor panel.
2. Select the Loop Slot you wish to add the (first) REX loop to.
3. Open the REX Loop browser by clicking the folder button to the left of the Loop Slot buttons.
Alternatively, select “Browse Loops...” from the Edit menu or the device context menu.
4. In the browser, locate and select the desired loop(s).
You can listen to the loops before loading by using the Preview function in the browser.
D To select several loops, hold down [Ctrl](Win)/[Cmd](Mac) and click.
To select a range of loops, hold down [Shift] while clicking the last file.
5. Click Open to load the selected file(s) in the Loop Slot(s).
! If you have selected and opened several loops, the first loop will load in the selected Loop Slot and the rest will
load in consecutive Loop Slots.
! Loading new REX files will replace any files currently in the slots.
Removing Loops
D To remove a loop from a Loop Slot, select “Remove Loop” from the Edit menu or device panel context menu.
The range is 1-8 corresponding to Loop Slots 1-8. Selected Slot is indicated with a lit LED.
Now, the program will create clips containing a note for each slice of the REX loop in the selected Loop Slot, posi-
tioned according to the timing of the slices. The notes will be distributed in semitone steps, with the first note on C1,
the second on C#1 and so on, with one note for each slice.
In addition to the created notes, the Note To Slot parameter (see “Note To Slot”) is copied into the clips as a Perfor-
mance Controller. This way, Dr. Octo Rex will always know which Note Slot the generated notes originated from and
will thus automatically play back the loop slices from the correct Loop Slot.
This is because you probably don’t want the loop playback to be controlled by the regular Run function but from
note playback in the sequencer. If the Enable Loop Playback parameter is on, there will be double notes during
playback from the sequencer.
Activating playback in the sequencer will now play back the notes on the sequencer track. These in turn will play back
the slices of the REX loop in the Loop Slot defined by the Note To Slot parameter, in the correct order and with the
original timing maintained. Now the fun begins!
• If the space between the Left and Right locators is greater than the length of the REX loop, the clips will be re-
peated on the note lane.
The REX loop is 1 bar long and the space between the locators is 4 bars, thus the clip is repeated four times on the note lane.
Here, the REX loop is 4 bars long. Since there are only two bars between the locators, the clip will stick out after the right
locator.
! If you are using the Alt function for slices in the REX loop, these slices will output different note numbers each
time you use the Copy Notes To Track function. See “About the Alt parameter” for details.
q If you like, you can manually resize the clip to two bars by clicking and dragging the right clip handle. The last
two bars of the clip will then be masked and won’t play (see “Resizing (masking) clips”).
• You can change the groove in the loop by quantizing or moving notes.
• You can transpose notes to change the order of the slices on playback.
• You can use the Alter Notes function (see “Moving notes with the “Alter Notes” function”) to scramble the
loop notes - without destroying the original loop timing.
• You can remove and draw new notes, creating any kind of variation.
• You can use the User Groove function to apply the rhythmic feel of the loop to notes on other sequencer
tracks.
For details about editing in the sequencer, see the “Note and Automation Editing” chapter.
! Note that if you have created sequencer notes from a REX file in one Loop Slot, selecting another Loop Slot
with another REX loop could make the playback sound awkward. This is because the notes generated from the
original REX loop will in most situations not correspond to the slices in the other REX loops. However, in some
situations this could produce really interesting results so don’t be afraid to experiment.
• You can automate Loop Slot selection using the Notes To Slot function, see “Note To Slot”.
You can also export the REX file as a MIDI file, as described in “Export REX as MIDI File...”.
A selected slice is indicated by being highlighted in the waveform display. To select a slice, use one of the following
methods:
D By clicking in the waveform display.
If you hold down [Alt](Win) or [Option](Mac) and click on a slice in the waveform display, it will be played back. The
pointer takes on the shape of a speaker symbol to indicate this.
D By using the “Slice” knob below the waveform display.
D Via MIDI.
If you activate “Select Slice Via MIDI”, you can select and “play” slices using your MIDI keyboard. Slices are always
mapped to consecutive semitone steps, with the first slice always being on the “C1” key.
D If you play back a loop with “Select Slice via MIDI” option activated, each consecutive slice is selected in the
waveform display as you play the keys.
You can edit parameters during playback.
Here you are able to edit several parameters for each slice, by first selecting the slice and then using the knobs be-
low the waveform display. If you want to edit a single parameter for several slices at once, a more convenient way
would be to use the Slice Edit Mode, see “The Slice Edit Mode”. The following slice parameters can be set:
| Parameter | Description
Pitch Allows you to transpose each individual slice in semitone steps, over a range of more than eight octaves.
Pan The stereo position of each slice.
Level The volume of each slice. The default level is 100.
Decay Allows you to shorten individual slices.
Rev Allows you to play back individual slices reversed (backwards)
F.Freq Allows you to modify the Filter (cutoff) Frequency of individual slices. This value is added to, or subtracted
(if negative) from the FREQ value of the synth panel, see “Filter Frequency”.
Alt Allows you to assign slices to an Alternate group (1-4). Slices assigned to any of these four Alt groups will
be played pack in a random fashion within each group, see “About the Alt parameter”.
Output Allows you to assign individual slices to separate audio outputs (1-8). If the REX loop is in stereo, there is
also an option to select individual output pairs (1+2, 3+4, 5+6 or 7+8) for individual slices.
! If you have made settings to any of the parameters listed above, these will be lost if you load a new REX file
into that Loop Slot.
This randomization within each Alt group also occurs when you play back the REX loop using the Run function - and
when you use Pattern Automation in the main sequencer.
The waveform display switches to show the REX loop in Slice Edit Mode.
2. Select the parameter you want to edit by clicking on its name below the REX loop.
The parameters that can be selected are: Pitch, Pan, Level, Decay, Reverse, Filter Frequency, Alt Group and Out-
put.
Now, the Pitch parameter can be edited for all slices in a single sweep.
D To reset the selected parameter to its default value for one or several slices, hold down [Ctrl](Win) or
[Cmd](Mac) and click on the desired slice(s), or draw across the slices in the waveform display.
4. When you are finished with one parameter, select another parameter and repeat the procedure by drawing val-
ues for the slices in the waveform display.
! If you have made settings to any of the parameters listed above, these will be lost if you load a new REX file
into that Loop Slot.
The Pitch wheel to the left is used for “bending” the pitch up or down. The Mod wheel can be used to apply various
modulation while you are playing the loop(s). Virtually all MIDI keyboards have Pitch Bend and Modulation controls.
Dr. Octo Rex also has two “wheels” on the panel that could be used to apply real time modulation and pitch bend
should you not have these controllers on your keyboard, or if you aren’t using a keyboard at all. The wheels mirror the
movements of the corresponding MIDI keyboard controllers.
The Pitch bend range and Mod destination parameters are set on the synth parameter panel, see “Pitch Bend Range”
and “Mod. Wheel”.
The Trig Next Loop parameter determines the timing when switching between Loop Slots See “The Trig Next Loop
function”.
Note To Slot
Automation of the Note To Slot parameter to automatically switch between Loop Slots
In the picture above slice 1 is played from Loop Slot 1, slices 2 and 3 from Loop Slot 2, slice 4 and 5 from Loop Slot
3, slice 6 from Loop Slot 2 and so on.
The eight Loop Slot buttons are located in the center of the front panel. You can load one REX loop per Slot. Loading
REX loops are done from the Loop Editor panel, see “Select Loop & Load Slot”.
D Click a Loop Slot button to select its REX loop for playback.
Play back the REX loop in the selected Loop Slot by clicking the Run button (or Play in the main sequencer).
! Note that selecting a Loop Slot only selects the corresponding REX loop for playback using the Run function
(see “Enable Loop Playback and Run”) or Play from the main sequencer. Which Loop Slot the master keyboard
or sequencer notes control is defined with the Note To Slot button, see “Note To Slot”.
D Click the Enable Loop Playback button to make it possible to play back the REX loops using the Run button or
Play function in the main sequencer.
If the Enable Loop Playback button is off, clicking Run or Play in the sequencer won’t play back the loops. This can
be useful if you only want to control the individual slices of the REX loops from a master keyboard or from re-
corded notes in the main sequencer.
Volume
The Master Volume parameter acts as a general volume control for the loops in all Loop Slots.
Global Transpose
Set the global transposition of the loops in all Loop Slots by using the Global Transpose spin control. You can raise
or lower the pitch in 12 semitone steps (+/– 1 octave).
D Click any of the eight Select Loop & Load Slot buttons to select a loaded REX loop for editing, or to load a new
REX file to.
If no loop is already present in the selected Loop Slot, the Waveform Display will be blank. Otherwise, the display
shows a graphical readout of the REX loop and info (name, original loop tempo, number of bars and signature).
D Click the Follow Loop Playback button to “synchronize” the Select Loop & Load Slot buttons to the Loop Slot
buttons on the front panel.
This way, the currently playing loop will always be displayed in the Waveform Display. If you’re using Pattern Auto-
mation in the sequencer, where the Slots are switched during playback, you might want to deactivate the Follow
Loop Playback function to make it easier to edit a specific loop.
Refer to “Adding Loops” for info on how to load REX files and to “Editing in the Waveform Display” for info about ed-
iting the REX loop.
Loop Transpose
D Set the transposition of individual loops in the Dr. Octo Rex by using the Loop Transpose knob to the bottom
left on the panel, or by clicking on the keyboard display below the knob.
You can raise or lower the pitch in 12 semitone steps (+/–1 octave).
Loop Level
D Set the individual levels for the loops in the Loop Slots with the Loop Level knob.
This lets you match the levels of the loops in the 8 Loop Slots.
Oscillator section
For a REX file, the audio contained in the slices are what oscillators are for a synthesizer, the main sound source. The
following settings can be made in the Osc Pitch section of the Dr. Octo Rex:
Env. A
This parameter determines to what degree the overall pitch of all the REX files will be affected by the Filter Envelope
(see “Filter Envelope”). You can set negative or positive values here, which determines whether the envelope curve
should raise or lower the pitch.
The Modulation wheel can be set to simultaneously control a number of parameters. You can set positive or negative
values, just like in the Velocity Control section. The following parameters can be affected by the modulation wheel:
| Parameter | Description
F. Freq This sets modulation wheel control of the filter frequency parameter. A positive value will raise the fre-
quency if the wheel is pushed forward. Negative values invert this relationship.
F. Res This sets modulation wheel control of the filter resonance parameter. A positive value will increase the
resonance if the wheel is pushed forward. Negative values invert this relationship.
F. Decay This sets modulation wheel control for the Filter Envelope Decay parameter. A positive value will increase
the decay if the wheel is pushed forward. Negative values invert this relationship.
Velocity section
Velocity is usually used to control various parameters according to how hard or soft you play notes on your keyboard.
A REX file does not contain velocity values on its own. And when you create sequencer track data by applying the
“Copy Loop To Track” function, all velocities are set to a default value of “64”. As velocity information is meant to re-
flect variation, having them all set to the same value is not meaningful if you wish to velocity control Dr. Octo Rex pa-
rameters.
There are basically two ways you can apply “meaningful” velocity values to REX files:
• After creating track data, you can edit velocity values in the Velocity Lane in the sequencer.
• You can play slices in real time on your keyboard. The resulting data will have velocity values reflecting how
the notes were struck when you played.
When velocity values have been adjusted, you can control how much the various parameters will be affected by ve-
locity. The velocity sensitivity amount can be set to either positive or negative values, with the center position repre-
senting no velocity control.
The following parameters can be velocity controlled:
| Parameter | Description
F. Env This sets velocity control for the Filter Envelope Amount parameter. A positive value will increase the en-
velope amount with higher velocity values. Negative values invert this relationship.
F. Decay This sets velocity control for the Filter Envelope Decay parameter. A positive value will increase the De-
cay time with higher velocity values. Negative values invert this relationship.
Amp This let’s you velocity control the overall volume of the file. If a positive value is set, the volume will in-
crease with higher velocity values.
Filters are used for shaping the overall timbre of all REX files in all 8 Loop Slots. The filter in Dr. Octo Rex is a multi-
mode filter with five filter modes.
D Activate or deactivate the filter completely by clicking the Filter On button.
The filter is active when the button is lit.
Mode
With this selector you can set the filter to operate as one of five different types of filter. These are as follows:
• Notch
A notch filter (or band reject filter) could be described as the opposite of a bandpass filter. It cuts off frequencies
in a narrow midrange band, letting the frequencies below and above through.
• High-Pass (HP12)
A highpass filter is the opposite of a lowpass filter, cutting out lower frequencies and letting high frequencies pass.
The HP filter slope has a 12 dB/Octave roll-off.
• Bandpass (BP 12)
A bandpass filter cuts both high and low frequencies, while midrange frequencies are not affected. Each slope in
this filter type has a 12 dB/Octave roll-off.
• 12 dB Lowpass (LP 12)
This type of lowpass filter is also widely used in classic analog synthesizers (Oberheim, early Korg synths, etc.). It
has a gentler slope (12 dB/Octave), leaving more of the harmonics in the filtered sound compared to the LP 24 fil-
ter.
• 24 dB Lowpass (LP 24)
Lowpass filters lets low frequencies pass and cuts out the high frequencies. This filter type has a fairly steep roll-
off curve (24dB/Octave). Many classic synthesizers (Minimoog/Prophet 5 etc.) used this filter type.
Filter Frequency
The Filter Frequency parameter (often referred to as “cutoff”) determines which area of the frequency spectrum the
filter will operate in. For a lowpass filter, the frequency parameter could be described as governing the “opening” and
“closing” of the filter. If the Filter Freq is set to zero, none or only the very lowest frequencies are heard, if set to max-
imum, all frequencies in the waveform are heard. Gradually changing the Filter Frequency produces the classic syn-
thesizer filter “sweep” sound.
! Note that the Filter Frequency parameter is usually controlled by the Filter Envelope (see “Filter Envelope”) as
well. Changing the Filter Frequency with the Freq slider may therefore not produce the expected result.
Envelope section
Envelope generators are used to control several important sound parameters in analog synthesizers, such as pitch,
volume, filter frequency etc. In a conventional synthesizer, envelopes govern how these parameters should respond
over time - from the moment a note is struck to the moment it is released. In the Dr. Octo Rex device however, the en-
velopes are triggered each time a slice is played back.
There are two envelope generators in the Dr. Octo Rex, one for volume, and one for the filter frequency (and/or
pitch). Both have the standard four parameters; Attack, Decay, Sustain and Release
! Please refer to “Envelopes - General” in the Subtractor chapter for a description of the basic envelope param-
eters.
Amplitude Envelope
The Amp Envelope governs how the volume of each slice should change over time, from the time it is triggered (the
slice note starts) until the slice note ends. This can be used to make a loop more distinct (by having a snappy attack
and a short decay time) or more spaced-out (by raising the attack time).
The Filter Envelope can be used to control two parameters for all REX loops in the 8 Loop Slots; filter frequency and
overall loop pitch. By setting up a filter envelope you control how the filter frequency and/or the pitch should change
over time for each slice.
The Amount parameter determines to what degree the filter frequency will be affected by the Filter Envelope. The
higher the Amount setting, the more pronounced the effect of the envelope on the filter.
q Try lowering the Frequency slider and raising Resonance and Envelope Amount to get the most effect of the
filter envelope!
LFO section
LFO stands for Low Frequency Oscillator. LFOs are oscillators in the sense that they generate a waveform and a fre-
quency. However, there are two significant differences compared to normal sound generating oscillators:
• LFOs only generate waveforms with low frequencies.
• The output of the two LFOs are never actually heard. Instead they are used for modulating various parameters.
The most typical application of an LFO is to modulate the pitch of a (sound generating) oscillator or sample, to pro-
duce vibrato. In the Dr. Octo Rex device, you can also use the LFO to modulate the filter frequency or panning.
Waveform
LFO 1 allows you to select different waveforms for modulating parameters. These are, from top to bottom:
| Waveform | Description
Triangle This is a smooth waveform, suitable for normal vibrato.
Inverted This produces a “ramp up” cycle. If set to control pitch (frequency), the pitch would sweep up to a set point (governed by
Sawtooth the Amount setting), after which the cycle immediately starts over.
Sawtooth This produces a “ramp down” cycle, the same as above but inverted.
Square This produces cycles that abruptly changes between two values, usable for trills etc.
Random Produces random stepped modulation to the destination. Some vintage analog synths called this feature “sample & hold”.
Destination
The available LFO Destinations are as follows:
| Destination | Description
Osc Selecting this makes LFO control the pitch (frequency) of the REX file.
Filter Selecting this makes the LFO control the filter frequency.
Pan Selecting this makes the LFO modulate the pan position of the REX file, i.e. it will move the sound from
left to right in the stereo field.
Sync
By clicking the SYNC button you activate/deactivate LFO sync. The frequency of the LFO will then be synchronized
to the song tempo, in one of 16 possible time divisions. When sync is activated, the Rate knob (see below) is used for
setting the desired time division.
Turn the knob and check the tooltip for an indication of the time division.
Rate
The Rate knob controls the LFO’s frequency. Turn clockwise for a faster modulation rate.
Amount
This parameter determines to what degree the selected parameter destination will be affected by the LFO 1, i.e. the
amount of vibrato, filter wah or auto-panning.
The Pitch Bend Range parameter sets the amount of pitch bend when the wheel is turned fully up or down. The max-
imum range is 24 semitones (=up/down 2 Octaves).
This determines the polyphony, i.e. the number of voices, or slices, Dr. Octo Rex can play simultaneously. For normal
loop playback, it is worth noting that slices sometimes “overlap”. Therefore, it is recommended that you use a polyph-
ony setting of about 3-4 voices when playing REX files. If you are “playing” slices via MIDI, the polyphony setting
should be set according to how many overlapping slices you want to have.
! Note that the Polyphony setting does not “hog” voices. For example, if you are playing a file that has a polyph-
ony setting of ten voices, but the file only uses four voices, this doesn’t mean that you are “wasting” six voices.
In other words, the polyphony setting is not something you need to consider if you want to conserve CPU
power - it is only the number of voices actually used that counts.
Low Bandwidth
This will remove some high frequency content from the sound, but often this is not noticeable (this is especially true
if you have “filtered down” your loop). Activating this mode will save you some extra computer power, if needed.
On the rear panel of Dr. Octo Rex you will find the connectors. The left part of the panel houses a number of CV/Gate
inputs and outputs. Using CV/Gate is described in “Routing Audio and CV”.
Modulation Inputs
These control voltage (CV) inputs (with trim pots), allow you to modulate various Dr. Octo Rex parameters from other
devices (or from the modulation outputs of the Dr. Octo Rex device itself). The following CV inputs are available:
• Master Volume
• Mod Wheel
• Pitch Wheel
• Filter Cutoff
• Filter Resonance
• Osc Pitch
Modulation Outputs
The Modulation outputs can be used to voltage control other devices, or other parameters in the Dr. Octo Rex device
itself. The Modulation Outputs are:
• Filter Envelope
The Filter Envelopes in Dr. Octo Rex are polyphonic (one per voice). Only the filter envelope of voice 1 is output
here.
• LFO
Gate Inputs
These inputs can receive a CV/gate signal to trigger the two envelopes. Note that connecting to these inputs will
override the “normal” triggering of the envelopes. For example, if you connected an LFO CV output on another device
to the Gate Amp input on the Dr. Octo Rex, the amplitude envelope would not be triggered by the incoming MIDI
notes to the Dr. Octo Rex device, but by the LFO CV signal. In addition you would only hear the LFO triggering the en-
velope for the slices that were playing at the moment of the trigger.
• Amp Envelope
• Filter Envelope
Gate Output
This outputs a gate signal for each triggered slice in the loop.
Main Outputs
To the right are the main left and right audio outputs. When you create a new Dr. Octo Rex device, these are auto-
routed to the first available channel on the audio mixer.
At first glance, Redrum looks styled after pattern-based drum machines, like the legendary Roland 808/909 units. In-
deed, it does have a row of 16 step buttons that are used for step programming patterns, just like the aforementioned
classics. There are significant differences, however. Redrum features ten drum “channels” that can each be loaded
with an audio file, allowing for completely open-ended sound possibilities. Don’t like the snare - just change it. Com-
plete drum kits can be saved as Redrum Patches, allowing you to mix and match drum sounds and make up custom
kits with ease.
In addition, Redrum also has sampling capability. This means that you can sample your own sounds straight into each
of the ten drum channels with just a click of a button!
Sampling in Redrum
The sampling procedure is generic for all devices that can sample (NN-19, NN-XT, Redrum and Kong). The sampling
and sample editing procedures are described in detail in the “Sampling” chapter.
D To sample your own sound and automatically load it into a drum channel in the Redrum device, click the Sam-
ple button for the desired drum channel.
Refer to the “Sampling” chapter for details on how to set up and use the sampling feature.
Redrum Patches
A Redrum patch (Windows extension “.drp”) contains all settings for all ten drum sound channels, including file refer-
ences to the used drum samples (but not the actual drum samples themselves). Switching patches is the same as se-
lecting a new drum kit.
Drum Samples
Redrum can read and play back sample files of the following formats:
• Wave (.wav)
• AIFF (.aif)
• SoundFonts (.sf2)
• REX file slices (.rex2, .rex, .rcy)
• Any bit depth
• Any sample rate
• Stereo or Mono
Wave and AIFF are the standard audio file formats for the PC and Mac platforms, respectively. Any audio or sample
editor, regardless of platform, can read and create audio files in at least one of these formats, and some of them in
both formats.
SoundFonts are an open standard for wavetable synthesized audio, developed by E-mu systems and Creative Tech-
nologies.
SoundFont banks store wavetable synthesized sounds, allowing users to create and edit multi-sampled sounds in
special Soundfont editing programs. The sounds can then be played back in wavetable synthesizers, typically on au-
dio cards. The samples in a SoundFont are stored hierarchically in different categories: User Samples, Instruments,
Presets etc. The Redrum allows you to browse and load single SoundFont samples, not entire soundfonts.
REX files are files created in ReCycle – a program designed for working with sampled loops. It works by “slicing” up
a loop and making separate samples of each beat, which makes it possible to change the tempo of loops without af-
fecting the pitch and to edit the loop as if it was built up of individual sounds. The Redrum lets you browse REX files
and load separate slices from it as individual samples.
Loading a patch
To load a patch, use one of the following methods:
D Use the browser to locate and open the desired patch.
To open the browser, select “Browse Redrum Patches” from the Edit menu or device context menu, or click the
folder button in the patch section on the device panel.
D Once you have selected a patch, you can step between all the patches in the same folder by using the arrow
buttons next to the patch name display.
D If you click on the patch name display on the device panel, a pop-up menu will appear, listing all patches in the
current folder.
This allows you to quickly select another patch in the same folder, without having to step through each one in turn.
Programming patterns
Pattern basics
Redrum contains a built-in pattern sequencer. Unlike the main sequencer in Reason, the Redrum sequencer repeat-
edly plays back a pattern of a specified length. The typical analogy in the “real world” is a drum machine which plays
drum patterns, usually one or two bars in length.
Having the same pattern repeat throughout a whole song may be fine in some cases, but most often you want some
variations. The solution is to create several different patterns and program pattern changes (automatic switching from
one pattern to another) at the desired positions in the song.
Selecting patterns
The Redrum has 32 pattern memories, divided into four banks (A, B, C, D).
The Bank and Pattern buttons for the Redrum pattern sequencer.
D To select a pattern in the current bank, click on the desired Pattern button (1-8).
If you like, you can assign computer key commands and/or MIDI messages to pattern selection.
D To select a pattern in another bank, first click the desired Bank button (A, B, C, D) and then click the Pattern
button.
Nothing happens until you click the Pattern button.
D If you select a new pattern during playback, the change will take effect on the next downbeat (according to the
time signature set in the transport panel).
If you automate pattern changes in the main sequencer, you can make them happen at any position - see “Record-
ing pattern automation”.
D Note that you cannot load or save patterns - they are only stored as part of a song.
However, you can move patterns from one location to another (even between songs) by using the Cut, Copy and
Paste Pattern commands.
Pattern tutorial
If you are unfamiliar with step programming patterns, the basic principle is very intuitive and easy to learn. Proceed as
follows:
1. Load a Redrum patch, if one isn’t already loaded.
2. Make sure an empty pattern is selected.
If you like, use the Clear Pattern command on the Edit menu or device context menu to make sure.
D Use the “Steps” spin controls to set the number of steps you wish the pattern to play.
The range is 1 to 64. You can always extend the number of steps at a later stage, as this will merely add empty
steps at the end of the original pattern. You could also make it shorter, but that would (obviously) mean that the
steps “outside” the new length won’t be heard. These steps aren’t erased though; if you raise the Steps value
again, the steps will be played back again.
Redrum always follows the tempo setting on the transport panel, but you can also make Redrum play in different
“resolutions” in relation to the tempo setting. Changing the Resolution setting changes the length of each step, and
thereby the “speed” of the pattern.
Step dynamics
When you enter step notes for a drum sound, you can set the velocity value for each step to one of three values:
Hard, Medium or Soft. This is done by setting the Dynamic switch before entering the note.
The color of the step buttons reflect the dynamics for each step. Soft notes are light yellow, Medium notes are orange and Hard
are red.
D When the Medium value is selected, you can enter Hard notes by holding down [Shift] and clicking.
In the same way, you can enter Soft notes by holding down [Option] (Mac) or [Alt] (Windows) and clicking. Note
that this doesn’t change the Dynamic setting on the device panel - it only affects the notes you enter.
D When you use different dynamics, the resulting difference in the sound (loudness, pitch, etc.), is governed by
the “VEL” knob settings for each drum channel (see “Redrum parameters”).
If no velocity amount is set for a drum channel, it will play back the same, regardless of the Dynamic setting.
D To change the dynamics for an already programmed step, set the switch to the dynamic value you wish to
change it to and click on the step.
! Note that if you are triggering Redrum via MIDI or from the main sequencer, the sounds will react to velocity
like any other audio device. The Dynamic values are there to offer velocity control when using the built-in pat-
tern sequencer.
The amount of shuffle is set globally with the Global Shuffle control in the ReGroove Mixer - see “The ReGroove
Mixer”.
Flam
A flam is when you double-strike a drum, to create a rhythmic or dynamic effect. Applying flam to a step entry will add
a second “hit” to a drum sound. The flam amount knob determines the delay between the two hits.
To add a flam drum note, proceed as follows:
1. Activate flam by clicking the Flam button.
2. Click on a step to add a note (taking the Dynamic setting into account as usual).
A red LED is lit above the step to indicate that flam will be applied to that step.
3. Use the Flam knob to set the desired amount of flam.
The flam amount is global for all patterns in the device.
D To add or remove flam to or from an existing step note, click directly on the corresponding flam LED.
You can also click and drag on the LEDs to add or remove several flam steps quickly.
D Applying flam to several consecutive step entries is a quick way to produce drum rolls.
By adjusting the Flam knob you can create 1/32 notes even if the step resolution is 1/16, for example.
If you deactivate the “Pattern” button the pattern playback will be muted, starting at the next downbeat (exactly as if
you had selected an empty (silent) pattern). For example, this can be used for bringing different pattern devices in
and out of the mix during playback.
q You can also mute Redrum devices in the sequencer using the Mute button for the track connected to the Re-
drum. If you do so, this will mute the Redrum output instantly, and the Mute indicator on the Redrum panel
lights up. Note that all tracks connected to this Redrum device must be muted for this to work.
If this is off, Redrum will function as a pure “sound module”, i.e. the internal Pattern sequencer is disengaged. Use this
mode if you wish to control Redrum exclusively from the main sequencer or via MIDI (see “Using Redrum as a sound
module”).
| Function | Description
Shift Pattern Left/Right These functions move all notes in the pattern one step to the left or right.
Shift Drum Left/Right The Shift Drum functions move all notes for the selected drum channel (the channel for
which the Select button is lit) one step to the left or right.
Randomize Pattern Creates a random pattern. Random patterns can be great starting points and help you get
new ideas.
Randomize Drum Creates a random pattern for the selected drum sound only - the notes for the other
drum sound channels are unaffected.
Alter Pattern The Alter Pattern function modifies the selected pattern by “shuffling” the current pattern
notes and redistributing them among the drum sounds at random. This creates a less
chaotic pattern than the “Randomize Pattern” function.
Note that there must be something in the pattern for the function to work on - using an
Alter function on an empty pattern will not do anything.
Alter Drum Works like the “Alter Pattern” function, but affects the selected drum sound only.
Chaining patterns
When you have created several patterns that belong together, you most probably want to make these play back in a
certain order. This is done by recording or inserting pattern changes into the main sequencer. See “Recording pattern
automation”.
At the top of each drum sound channel, you will find a Mute (M) and a Solo (S) button. Muting a channel silences its
output, while Soloing a channel mutes all other channels. Several channels can be muted or soloed at the same time.
You can also use keys on your MIDI keyboard to mute or solo individual drum sounds in real time.
D The keys C2 to E3 (white keys only) will mute individual drum channels starting with channel 1.
The sounds are muted for as long as you hold the key(s) down.
D The keys C4 to E5 (white keys only) will solo individual drum channel, starting with channel 1.
The sounds are soloed for as long as you hold the key(s) down.
C2 C3 C4 C5
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Mute Solo
This is a great way to bring drum sounds in and out of the mix when playing Reason live. You can also record the
drum channel Mutes in the main sequencer, just like any other controller (see “Recording parameter automation”).
On the back panel of Redrum you will note two audio connections labeled “Send Out” 1 and 2. When you create a
Redrum device, these will by default be auto-routed to the first two “Chaining Aux” inputs on the Mixer device (pro-
vided that these inputs aren’t already in use).
This feature allows you to add effects to independent drum sounds in the Redrum.
D Also note that if Redrum is soloed in the Mixer the effect sends will be muted.
D Another way to add independent effects to drum sounds is to use the independent drum outputs.
See “Connections”.
Pan
The Level knob sets the volume for the channel. However, the volume can also be affected by velocity (as set with the
Dynamic value, or as played via MIDI). How much the volume should be affected by velocity is set with the “Vel” knob.
D If the Vel knob is set to a positive value, the volume will become louder with increasing velocity values.
The higher the Vel value, the larger the difference in volume between low and high velocity values.
D A negative value inverts this relationship, so that the volume decreases with higher velocity values.
D If the Vel knob is set to zero (middle position), the sound will play at a constant volume, regardless of the ve-
locity.
When Vel is set to zero, the LED above the knob goes dark.
The Length knob determines the length of the drum sound, but the result depends on the setting of the Decay/Gate
switch:
D In Decay mode (switch down), the sound will decay (gradually fade out) after being triggered. The decay time is
determined by the Length setting.
In this mode, it doesn’t matter for how long a drum note is held (if played back from the main sequencer or via
MIDI) - the sound will play the same length for short notes as for long notes. This is the traditional “drum machine”
mode.
Pitch
Pitch Bend
By setting the Bend knob to a positive or negative value, you specify the start pitch of the sound (relative to the Pitch
setting). The pitch of the sound will then be bent to the main Pitch value. Thus, selecting a positive Bend value will
cause the pitch to start higher and bend down to the original Pitch, and vice versa.
D The Rate knob determines the bend time - the higher the value, the slower the bend.
D The Vel knob determines how the Bend amount should be affected by velocity.
With a positive Vel value, higher velocity results in wider pitch bends.
D The Bend and Vel knobs have LEDs that light up when the functions are activated (i.e. when a value other than
zero is selected).
! Pitch bend is available for drum sound channels 6 and 7 only.
The Tone knob determines the brightness of the drum sound. Raising this parameter results in a brighter sound. The
Vel knob determines whether the sound should become brighter (positive Vel value) or darker (negative Vel value)
with higher velocity.
D The Tone and Vel knobs have LEDs that light up when the functions are activated (i.e. when a value other than
zero is selected).
! The Tone controls are available for drum sound channels 1, 2 and 10 only.
Sample Start
The Start parameter allows you to adjust the start point of the sample. The higher the Start value, the further the start
point is moved “into” the sample. If you set the Start Velocity knob to a positive amount, the sample start point is
moved forward with higher velocities. A negative Start Velocity amount inverts this relationship.
D When Start Velocity is set to any other value than zero, the LED above the knob lights up.
D A negative Start Velocity amount is only useful if you have set the Start parameter to a value higher than 0.
By raising the Start value a bit and setting Start Velocity to a negative value, you can create rather realistic velocity
control over some drum sounds. This is because the very first transients in the drum sound will only be heard when
you play hard notes.
! The Sample Start settings are available for drum sound channels 3-5, 8 and 9.
Global settings
Channel 8 & 9 Exclusive
If this button is activated, the sounds loaded into drum channels 8 and 9 will be exclusive. In other words, if a sound
is played in channel 8 it will be silenced the moment a sound is triggered in channel 9, and vice versa.
The most obvious application for this feature is to “cut off” an open hi-hat with a closed hi-hat, just like a real one
does.
When this is activated, the sample playback is calculated using a more advanced interpolation algorithm. This results
in better audio quality, especially for drum samples with a lot of high frequency content.
D High Quality Interpolation uses more computer power - if you don’t need it, it’s a good idea to turn it off!
Listen to the drum sounds in a context and determine whether you think this setting makes any difference.
Master Level
The Master Level knob in the top left corner of the device panel governs the overall volume from Redrum.
2 4 7 9
1 3 5 6 8 10
This allows you to play Redrum live from a MIDI keyboard or a MIDI percussion controller, or to record or draw drum
notes in the main sequencer. If you like, you can combine pattern playback with additional drum notes, such as fills
and variations. However:
! If you want to use Redrum purely as a sound module (i.e. without pattern playback) you should make sure that
the “Enable Pattern Section” button is deactivated (see “The Enable Pattern Section switch”), otherwise the
Redrum pattern sequencer will start as soon as you start the main sequencer.
On the back of the Redrum you will find the following connections:
Other
| Connection | Description
Send Out 1-2 Outputs for the send signals controlled with the S1 and S2 knobs.
Stereo Out This is the master stereo output, outputting a mix of all drum sounds (except those for which you use
individual outputs).
Overview
Kit Patches
A Kong Kit Patch (Windows extension “.kong”) contains all settings for all 16 Drum sound channels, including file ref-
erences to any used drum samples (but not the actual samples themselves). Switching patches is the same as se-
lecting a new drum kit.
Drum Patches
A Kong Drum Patch (Windows extension “.drum”) contains all settings for the selected Drum sound channel, includ-
ing file references to any used drum samples (but not the actual samples themselves). Switching Drum Patches is
the same as selecting a new drum sound.
Drum Samples
The NN-Nano Sampler module in Kong can read and play back sample files of the following formats:
• Wave (.wav)
• AIFF (.aif)
• SoundFonts (.sf2)
• REX file slices (.rx2, .rex, .rcy)
• Bit depths up to 24 bits
• Most standard sample rates
• Stereo or Mono
Wave and AIFF are the standard audio file formats for the PC and Mac platforms, respectively. Any audio or sample
editor, regardless of platform, can read and create audio files in at least one of these formats, and some of them in
both formats.
REX Files
The REX Player module in Kong can read and play back files of the following formats:
• REX files (.rx2, .rex, .rcy)
See “Nurse Rex Loop Player” for details.
Using patches
When you create a new Kong device it is loaded with a default kit. If you like you can use the default kit - or you can
load another Kong Kit patch (or create one from scratch, by loading individual Drum patches). A Kong Kit patch con-
tains settings for the 16 Drum channels, complete with parameter settings and file references to any samples used.
D Once you have selected a patch, you can step between all the patches in the same folder by using the arrow
buttons next to the patch name display.
D If you click and hold on the patch name display on the device panel, a pop-up menu will appear, listing all Kong
Kit patches in all currently expanded folders in the Patch Browser.
This allows you to quickly select another patch without having to step through each one in turn.
! Note that the vertical click position on the pad determines the Velocity value. If you click towards the bottom of
a pad, the velocity is low and at the top of each pad the velocity value is high.
Velocity = 127
Velocity = 4
This will give you a vary good idea about the dynamics behavior of each drum sound. This also allows you to record
in the main sequencer using the full dynamic range of each drum sound, even without a connected MIDI key-
board/control surface.
D By playing the keys C1 to D#2 or C3 to B6 on your MIDI keyboard or on the On-screen Piano Keyboard.
Pad 11
Pad 14
Pad 16
Pad 10
Pad 11
Pad 11
Pad 12
Pad 13
Pad 14
Pad 15
Pad 15
Pad 16
Pad 2
Pad 4
Pad 7
Pad 9
Pad 1
Pad 2
Pad 3
Pad 3
Pad 4
Pad 5
Pad 6
Pad 7
Pad 7
Pad 8
Pad 9
Pad 10
Pad 12
Pad 13
Pad 15
Pad 10
Pad 10
Pad 11
Pad 12
Pad 12
Pad 13
Pad 13
Pad 14
Pad 14
Pad 15
Pad 16
Pad 16
Pad 1
Pad 3
Pad 5
Pad 6
Pad 8
Pad 1
Pad 1
Pad 2
Pad 2
Pad 3
Pad 4
Pad 4
Pad 5
Pad 5
Pad 6
Pad 6
Pad 7
Pad 8
Pad 8
Pad 9
Pad 9
C1 C2 C3 C4 C5 C6
In the C1-D#2 range, each MIDI note will trig one pad each, from Pad 1 to Pad 16. In the C3-B6 MIDI note range
each pad can be triggered from three adjacent keys on your MIDI keyboard. C3-D3 trigs Pad 1, D#3-F3 trigs Pad
2 and so on. The C3-B6 note range is perfect if you want to play fast passages by triggering the same pad from
several keys on your MIDI keyboard.
D Alternatively, right-click (Win) or [Ctrl]-click (Mac) on the Pad and select “Browse Drum Patches...” from the
context menu.
The Patch Browser opens.
3. Locate and open a Kong Drum Patch (extension ‘.drum’) or a sample or REX file.
You will find a selection of Kong Drum Patches in the Factory Sound Bank (in the Kong Drum Patches folder).
Loading a sample will automatically open it in an NN-Nano Sampler module (see “NN-Nano Sampler”) and loading
a REX file will automatically open it in a Nurse Rex Loop Player module (see “Nurse Rex Loop Player”).
You can also sample your own sound into a Drum, see “Sampling in Kong”.
4. Change some parameter settings for the drum sound channel using the knobs on the Drum Control Panel.
These parameters are described in “The Drum Control Panel”. Note that the Drum Control Panel parameters are
“global” for each Drum channel. Each drum sound can consist of a number of different sound and FX modules,
each with their separate set of parameters. Refer to “The Drum modules”, “The Support Generator modules” and
“The FX modules” for details about all the modules that can be used to build up a complete Drum sound.
5. Repeat steps 1 and 4 for the other drum sound channels.
6. When you’re satisfied with the drum kit, you can save the patch by clicking the Floppy Disk button in the patch
section on the Drum panel.
Note however, that you don’t necessarily need to save the Drum patch - all settings are included when you save a
Kong Kit Patch (see “Saving Kit Patches”) and/or your song.
Now, Pad 2 is also assigned to play Drum 1. Below Pad 2 it now says “Drum 1” to indicate the current assignment.
Renaming Pads
D Double click on the Pad name below the corresponding Pad, enter a new name and press [Enter].
For example, a Synth Hi-Hat Drum sound has four Hit Types by default: “Closed”, “Semi-Closed”, “Semi-Open” and
“Open”. By selecting a different Hit Type for each of the pads assigned to the same Drum, you can create a very nice
and “live” sound.
D Click the Mute button to mute the assigned Drum for the selected Pad.
This will also mute MIDI control of the assigned Drum. Muted pads are displayed in red color.
D Click the Solo button to solo the assigned Drum for the selected Pad.
Soloed pads are displayed in green color. All other pads are automatically muted. This also affects MIDI control of
the Drum channels.
D Click the CLR button to remove all Mute and Solo assignments.
Kong features 9 Pad Groups, divided into 3 Mute Groups, 3 Link Groups and 3 Alt Groups. Each Pad can be as-
signed to one or more of these 9 Pad Groups independently. Pad Groups are useful if you, for example, want to trig
several pads from a single pad, have one pad mute another, or randomly trig other pads from one pad.
Mute Groups
Mute Groups can be used if you want one pad to automatically mute another sound in the same Mute Group. For ex-
ample, if you assign an open hi-hat and a closed hi-hat sound to the same Mute Group, playing on one pad will auto-
matically mute the sound assigned to the other pad.
Link Groups
Pads assigned to the same Link Group will play together when you trig any of the pads in that group.
Alt Groups
If you play pads assigned to the same Alt Group, the pads will be triggered in a random fashion, one by one. It doesn’t
matter which pad you play in the group, the pad triggering is always random.
In the picture above, Pads 9 and 10 are assigned to Alt Group “G”, which means they will trigger alternating when
you play any of these Pads.
Pads 11 and 12 are assigned to Mute Group “B”, which means that playing Pad 11 will mute Pad 12 and vice
versa.
3. When you are done, click the Quick Edit button or press [Esc] to exit.
The Drum and FX section in Kong is built up of the Drum Control Panel and the Drum and FX section.
D Click the Show Drum and FX button below the Drum Control Panel to unfold the Drum and FX section.
The Drum and FX section consists of five slots:
• The Drum Module Slot
• The FX1 Slot
• The FX2 Slot
• The Bus FX Slot
• The Master FX Slot
The Drum, FX1 and FX2 slots are unique to each of the 16 Drum channels in Kong. The Bus FX and Master FX slots
are shared between all Drum channels in the Kong device. You can activate/deactivate any of the slots by clicking
the On button at the upper left of each slot.
Output 3 & 4
Signal flow when Drum Output is set to any of the separate output pairs “3-4” to “15-16”
The Drum Control Panel features a set of “macro controls” that affect parameters in each Drum. These controls scale
the parameters in the Drum module and FX modules in the Drum and FX section. There are also some standard pa-
rameters that are identical for each Drum: Pan, Tone and Level.
• The Pitch Offset knob affects the Pitch parameters in all Drum modules.
No FX modules are affected, even if they feature a Pitch parameter.
Editing the Drum Control Panel parameters using the Quick Edit function
A quicker way of editing the Drum Control Panel parameters for several Drum channels at once is by using the Quick
Edit function. The Drum Control Panel features four Quick Edit buttons.
1. Click the Quick Edit button below the Pitch and Decay Offset section.
Each Pad now shows the current Pitch and Decay Offset settings for each assigned Drum channel.
2. Edit the Pitch and Decay Offsets by clicking and dragging the “crosshair” on the desired Pads.
The Decay Offset is on the horizontal X-axis and the Pitch Offset is on the vertical Y-axis, as shown in plain text
on the big red frame around the Pad section. As you move the crosshair, the corresponding knobs on the Drum
Control Panel move as well - and vice versa.
3. When you are done, click the Quick Edit button or press [Esc] to exit - or click another Quick Edit button to
change other sets of parameters.
Loading and Saving Kong Drum patches (“.drum”) are done in the same way as with any other Reason device - see
“Loading patches” and “Saving patches”.
A Kong Drum patch contains all parameter settings on the Drum Control Panel, including modules and parameter
settings in the Drums and FX section - with references to any used samples.
It’s also possible to load samples and REX loops in the Drum Control Panel section. Loading a sample will automati-
cally open it in an NN-Nano Sampler module (see “NN-Nano Sampler”) and loading a REX file will automatically open
it in a Nurse Rex Loop Player module (see “Nurse Rex Loop Player”).
Sampling in Kong
The sampling procedure is the same for all devices that can sample (Kong, NN-19, NN-XT and Redrum). The sam-
pling and sample editing procedures are described in detail in the “Sampling” chapter.
D To sample your own sound and automatically load it into an NN-Nano Sampler module in the Drum and FX
section, click the Sample button for the desired Drum channel.
Refer to the “Sampling” chapter for details on how to set up and use the sampling feature.
Each Drum channel in Kong has a main module slot - the Drum Module slot - to which you can load one of 9 different
types of drum sound modules for designing drum sounds.
The Pitch Bend Range knob for each of the 16 Drum channels
The FX slots
Each Drum channel also has 2 insert effect slots - the FX 1 and FX 2 Slots - to which you can load one of two dif-
ferent types of support sound generators or one of 9 different effect modules.
D Select Module type by clicking the button to the right of the On button and selecting module from the pop-up.
the following module types can be selected for the FX 1 and FX 2 Slots: Noise generator, Tone generator, Room
Reverb, Transient Shaper, Compressor, Filter, Parametric EQ, Ring Modulator, Rattler, Tape Echo and Overdrive/
Resonator. See “The Support Generator modules” and “The FX modules” for details about each module type.
! Note that only two pre-defined parameters per FX/Support Generator Module can be automated!
• For the Bus FX and Master FX slots, all module types except the Noise and Tone generators can be selected.
NN-Nano Sampler
The NN-Nano Sampler is based on the NN-XT Sampler and was designed to be ideal for drums and percussion
sounds.
The NN-Nano can handle samples or sets of samples for each of the four different Hit Types described in “Assigning
Hit Type to Pads”. Each Hit Type can contain one or several samples which can be layered and/or altered and con-
trolled individually via velocity.
Loading samples
1. Select the Hit you want to load the sample(s) into by clicking in the display.
2. Click the Browse Samples (folder) button and select one or several WAV, AIFF or SoundFont Samples or REX
slice files.
3. Click Open in the Sample Browser.
The sample(s) are loaded in the selected Hit.
If you selected several samples, these will be loaded as separate Layers in the selected Hit.
If you like you can load additional samples, either into another Hit or into a new Layer in the same Hit. To load a new
sample in a new Layer in the same Hit, proceed as follows:
1. Select the Hit and then click the Add Layer button.
Replacing samples
D To replace one or several samples, select the sample(s) in the display and then load new samples according to
the description in “Loading samples”.
This way it is possible to e.g. replace three selected samples with three new samples in one go.
Refer to the “Sampling” chapter for details on how to set up and use the sampling feature.
If you click the Edit Sample button with a sample selected in the display, the sample will open in the generic Edit
Sample window. In this window you can edit the sample and save as a self-contained Song Sample. See “The Edit
Sample window” in the Sampling chapter for details about editing samples.
Sample parameters
There are a number of parameters that are unique to each individual sample and Hit in the NN-Nano. These param-
eters are visible in the display for the selected (highlighted) sample:
• Velocity
The Velocity range can be set, either by clicking and dragging the Velocity bar sideways to the right of the sample,
or by clicking and dragging the Vel Lo and Hi values vertically at the bottom of the display.
• Level
Set the sample level by clicking and dragging the Level value up or down in the display.
• Pitch
Set the sample pitch by clicking and dragging the Pitch value up or down in the display.
• Alt
Click the Alt box for several samples in the same Hit to make them play back alternating.
• Hit Name
Edit the Hit Name if you like by clicking in the Hit Name box, typing in a new name and then pressing [Enter]. The
name will appear in the Hit Type display on the main panel (see “Assigning Hit Type to Pads”).
• Polyphony
“Full” is, as the word implies, full polyphony. This means that all Hits can sound with full polyphony. Several Hits can
also sound together if controlled from separate Pads that are assigned to different Hit Types.
“Exclusive Hits” means that when one Hit plays it will automatically mute any other sounding Hits. The polyphony
is still full within each Hit, though.
“Monophonic” is... well, monophonic.
• Mod Wheel
If you want the Mod Wheel to affect the pitch and/or decay of the sound, you can set this with the Mod Wheel ->
Pitch and/or the Mod Wheel -> Decay knobs. Both parameters are bipolar (+/-).
• Velocity
In the Velocity section you can control how the velocity should affect a number of parameters. The parameters are:
Pitch, Decay, Level, Bend and Sample Start. All parameters are bipolar (+/-).
• Pitch
Here you can set the global Pitch, Pitch Bend Amount and Pitch Bend Time for all samples. The Pitch and Pitch
Bend Amount parameters are bipolar (+/-).
• Osc
In the Osc section you can set the global Sample Start and Reverse parameters for all samples in the NN-Nano.
• Amp Env
The Amp Env section contains an Attack-Decay Envelope and the global Level parameter for all samples. There is
also an envelope trig mode selector for choosing between Gate and Trig mode. In Gate mode (the square symbol),
the Decay time defines the minimum gate time. If you hold down a key or pad on your MIDI keyboard/control sur-
face, the Decay stage will set in after you released the key/pad.
The Nurse Rex Loop Player is based on the Dr. OctoRex Loop Player but has been modified to be ideal for playing
and triggering drum and percussion sounds.
The Nurse Rex can load standard REX files and play back the loops and/or slices in a variety of ways depending on
the selected Hit Type (see “Assigning Hit Type to Pads”).
Four pads assigned to the same REX loop and Hit Type set to “Chunk Trig”
D Set the size of the chunks by clicking and dragging the right edges of the “tabs” above the REX loop in the dis-
play.
Doing so will automatically move the start position of the subsequent chunk so that the chunks will always be ad-
jacent to each other.
Editing the start position of the first chunk and end position of the last chunk
• Slice Trig
In Slice Trig mode, you can assign a pad to play back one single slice of the REX loop - or several slices alternat-
ingly. By default, Slice 1 of any REX loop loaded into the Nurse Rex is set to play back when you have selected
“Slice Trig” as Hit Type.
Slices 3, 5, 8 and 11 selected for playback in Slice Trig mode, forcing them to play back alternating
Selected slices are displayed with a red background. The currently “focused” slice is displayed with an orange
background. Selected slices also get their corresponding Trig checkbox ticked automatically.
“Stop” selected as Hit Type for a pad assigned to a Nurse Rex module
1. Assign one pad to a REX loop in Nurse Rex and select any of the Hit Types “Loop Trig” or “Chunk Trig”.
2. Assign another pad to the same Nurse Rex module and select “Stop” as Hit Type.
Now, when you play the first pad, the loop or chunk will play. Once you hit the second pad, the loop/chunk play-
back will immediately stop.
Eight pads assigned to the same Nurse Rex module, with the pads set to different Hit Types (in Quick Edit mode).
If we click the Hit Type Quick Edit button, we can see that Pad 1 is set to Loop Trig, Pads 2-6 are set to Chunk Trig,
Pad 7 is set to Slice Trig and has four slices set to Trig in the REX loop display for alternate playback. Finally Pad 8
is set to Stop so we could stop the loop and chunks playback whenever we like.
Slice parameters
• Env Type
Sets the amplitude envelope type to “Gate” or “ADSR” (Attack, Decay, Sustain, Release). In Gate mode, the gate
time is set with the Decay parameter.
• Attack with Velocity control
Sets the attack time for the amplitude envelope when ADSR is selected as Env Type. The attack time can also be
velocity controlled according to the sensitivity set with the Vel knob.
• Decay with Velocity and Modulation controls
Sets the decay time for the amplitude envelope when ADSR is selected as Env Type. When Gate is selected as
Env Type, the Decay parameter sets the gate time. The decay/gate time can also be velocity controlled according
to the sensitivity set with the Vel knob. You can also control the decay/gate time from the Mod Wheel with the
amount set with the Mod knob.
• Sustain
Sets the sustain level of the amplitude envelope when ADSR is selected as Env Type. In Gate mode, the Sustain
parameter has no effect.
The Physical Bass Drum, Snare Drum and Tom Tom use very faithful mathematical models for generating acoustic
drum sounds. The sounds of the PM drums are generated using physical modelling; mathematical real-time calcula-
tions of physical acoustic phenomena. The physical modelling technique allows for a lot more creative freedom, and
much wider sonic ranges, compared to sample playback.
General parameters
• Level
This controls the overall output level of the Drum module to the FX1 and FX2 Slots (see “Signal flow”). The Level
is also affected by velocity.
The Synth Bass Drum, Snare Drum and Tom Tom use analog modelling to generate classic synth drum sounds. The
Synth Tom Tom was faithfully modelled after a famous hexagonal shaped analog drum system from the 80’s.
General parameters
• Level
This controls the overall output level of the Drum module to the FX1 and FX2 Slots (see “Signal flow”). The Level
is also affected by velocity.
Drum parameters
The Synth Drums feature the following parameters:
• Pitch
This sets the overall pitch of the drum. The Noise pitch is not affected by this parameter.
• Tone (Synth Bass Drum)
This is a filter similar to the one used in Redrum and affects the tone of the drum. The Noise is not affected by this
parameter.
• Attack (Synth Bass Drum)
Sets the attack time of the drum sound. This also affects the Noise.
• Decay
Sets the Decay time of the drum sound. This also affects the Noise decay on the Synth Bass Drum and is added
to the Noise Decay parameter on the Synth Snare and Synth Tom Tom drums. It is also added to the Harmonic
Decay value on the Synth Snare Drum. The Decay time is also affected by velocity.
• Harmonic Balance (Synth Snare Drum)
Sets the level balance between the fundamental tone and the harmonic tone.
• Harmonic Frequency (Synth Snare Drum)
Sets the frequency of the harmonic tone.
• Harmonic Decay (Synth Snare Drum)
Sets the decay time of the harmonic tone. This is also affected by the Decay parameter.
• Click Frequency (Synth Bass Drum)
Sets the frequency of the click sound in the attack.
• Click Resonance (Synth Bass Drum)
Sets the resonance amount of the click sound in the attack.
• Click Level (Synth Bass Drum and Synth Tom Tom)
Sets the level of the click sound in the attack.
• Bend Time (Synth Bass Drum and Synth Tom Tom)
Sets the time it should take to change the pitch from the Bend Amount value (se below) back to the original pitch.
Synth Hi-hat
The Synth Hi-hat uses analog modelling to generate sounds. The Synth Hi-hat can be used for generating the typical
hi-hat sounds of the early analog drum machines.
Parameters
• Pitch
This sets the overall pitch of the hi-hat sound.
• Decay
This sets the decay time of the hi-hat sound.
• Level
This controls the overall output level of the Synth Hi-hat module to the FX1 and FX2 Slots (see “Signal flow”). The
Level is also affected by velocity.
• Click
This controls the click level in the attack of the hi-hat sound.
• Tone
This is a filter similar to the one used in Redrum and affects the frequency content of the hi-hat sound.
• Ring
Sets the level of the resonance peaks in the sound. The higher the value, the more “metallic” the sound.
Noise Generator
The tool tip shows which CV modulation input on the back of the unfolded Kong panel will control that parameter. For
FX modules loaded in the Bus FX slot, the tool tip displays “Bus FX P1: nn” for the first FX module parameter and
“Bus FX P2: nn” for the second one. For FX modules loaded in the Master FX slot, the tool tip instead reads “Master
FX P1: nn” for the first FX module parameter and “Master FX P2: nn” for the second one. The “nn” in the tool tip in-
dicates the current parameter value.
By connecting cables to the CV modulation inputs on the back of the Kong panel, you can modulate the correspond-
ing FX module parameters in the Bus FX and/or Master FX slots.
D Control the FX parameter modulation amounts with the corresponding attenuation knobs.
If you decide to replace the FX modules in the Bus FX and/or Master FX slots, the modulation routing will be pre-
served - but the CV signals will now control the first two parameters of the replacement module(s).
The Drum Room Reverb is a reverb with a room-type reverb algorithm. It’s perfect for adding ambience to single drum
sounds or to the entire mix of all 16 drum channels. The parameters are as follows:
• Size
This sets the “size” of the room, from small to large.
• Decay
This sets the reverb decay time.
• Damp
This sets the high frequency damping amount of the reverb effect, from none to heavy.
• Width
This sets the stereo effect of the reverb, from mono to wide stereo.
• Dry/Wet
This sets the mix between Dry (no effect) and Wet (reverb) signal.
Transient Shaper
The Transient Shaper is a type of dynamics processor which produces a result that could be compared to that of a
compressor. As opposed to a “normal” compressor, the Transient Shaper mainly affects the signal’s attack, or tran-
sients in the signal, making the signal transients cut through in the mix. The parameters are as follows:
• Attack
A positive Attack value will produce an amplified attack/transient whereas a negative value will reduce the attack/
transient volume.
Compressor
The Compressor levels out the audio, by making loud sounds softer. To compensate for the volume loss, the Com-
pressor has a make-up gain control for raising the overall level by a suitable amount. The result is that the audio levels
become more even and the sounds can get more “power” and longer sustain. The parameters are as follows:
• Amount
This sets the sensitivity of the compressor. A high amount will make the compressor more sensitive and react to
weak input signals.
• Attack
This sets how fast the compression should be applied to the incoming signal. A low value will make the compres-
sion set in immediately whereas a high value will let the attack/transients through before compression sets in.
• Release
This sets how long it should take before the compressor lets the sound through unaffected again. Set this to short
values for more intense, “pumping” compressor effects, or to longer values for a smoother change of the dynamics.
• Make up gain
This sets the overall level compensation. A low value will produce a softer output signal whereas a high value will
amplify the output signal.
The Filter is a state variable filter with a switch for selecting Lowpass, Bandpass or Highpass state. It has controls for
cutoff/center frequency and resonance amount and can also be controlled from a built-in MIDI controlled envelope
generator for sweeping the frequency. When used in the Bus FX Slot, MIDI Note E2 (#52) trigs the envelope. When
used in the Master FX Slot, MIDI Note F2 (#53) trigs the envelope. The parameters are as follows:
• Frequency
Sets the cutoff frequency in the LP and HP states and center frequency in the BP state.
• Resonance
This sets the amplification amount of the frequencies around the cutoff/center frequency.
• LP/BP/HP
Sets the state of the filter to either Lowpass, Bandpass or Highpass.
• MIDI Trig EG Amount
This sets the amount of the MIDI controlled filter envelope. The Amount value is bipolar (+/-). Set to a positive
value, the envelope will sweep the filter frequency from a high value down to the set Frequency value. Set to a neg-
ative Amount, the envelope will sweep the filter frequency from a low value up to the set Frequency value. The
Amount is also affected by velocity.
• MIDI Trig EG Decay
This sets the MIDI controlled envelope decay time.
Parametric EQ
The Parametric EQ is a single-band parametric equalizer with controls for center frequency, gain and bandwidth (Q-
value). The parameters are as follows:
Ring Modulator
The Ring Modulator takes the input signal and multiplies it with an internal sinewave signal. The result is often a syn-
thetic metallic sound. The Ring Modulator also features a MIDI controlled envelope generator for sweeping the inter-
nal sinewave frequency. When used in the Bus FX Slot, MIDI Note E2 (#52) trigs the envelope. When used in the
Master FX Slot, MIDI Note F2 (#53) trigs the envelope. The parameters are as follows:
• Frequency
Sets the frequency of the internal sinewave oscillator. The higher the frequency, the higher the resulting output
signal pitch.
• Amount
Sets the level of the internal sinewave oscillator. The higher the level, the more the ring modulation effect.
• MIDI Trig EG Amount
This sets the amount of the MIDI controlled envelope. The Amount value is bipolar (+/-). Set to a positive value, the
envelope will sweep the internal sinewave oscillator frequency from a high value down to the set Frequency value.
Set to a negative Amount, the envelope will sweep the oscillator frequency from a low value up to the set Fre-
quency value. The Amount is not affected by velocity.
• MIDI Trig EG Decay
This sets the MIDI controlled envelope decay time.
The Rattler adds the effect of a snare “attached” to whatever sound is fed through it. Using the Rattler in combination
with other types of sounds than “usual” snare drum sounds can produce really interesting results! Ever played a snare
bass drum, or a snare hi-hat, for example? The parameters are as follows:
• Snare Tension
This sets the tension of the snare. Note that when the Snare Tension is increased, the effect will actually be less
pronounced since the snare will have “less contact” with the sound source.
• Tone
This is a filter similar to the one used in Redrum and affects the frequency content of the output signal.
• Decay
This sets how long the snare will “ring”.
• Tune
This sets the snare tuning, from low to high, and affects the frequency content of the signal.
• Level
This sets the overall level of the Rattler. The level is also affected by velocity.
Tape Echo
The Tape Echo is based on the principles of classic tape echo effects. The original tape echo effects were electro-
mechanical devices that used an endless magnetic tape in combination with recording and playback heads inside the
box. Depending on the speed of the tape, and on which playback heads were used, the echo repetition and echo pat-
terns could be controlled. Later on, a lot of tape echo effects were replaced by digital delay effects. The Tape Echo
in Kong simulates the classic tape echo effect and features the following parameters:
Overdrive/Resonator
The Overdrive/Resonator is a combined distortion and resonator module. It can be used to add a nice distortion to
the input signal. There is also a resonator section with a number of selectable characteristics, similar to the Body sec-
tion in the Scream 4 Sound Destruction Unit. The parameters are as follows:
• Drive
Sets the overdrive distortion amount.
• Resonance
Sets the resonance amount for the resonator.
• Size
Sets the size of the virtual “resonance chamber”, from small to large.
• Model
Click to select one of five different resonator “body” characteristics.
Sequencer Control
The Sequencer Control CV and Gate inputs allow you to play Kong from another CV/Gate device (typically a Matrix
or a Redrum). The signal to the CV input controls the note pitch, while the signal to the Gate input delivers note on/
off along with velocity.
Modulation Input
These control voltage (CV) inputs (with associated voltage trim pots), can modulate various Kong parameters from
other devices. These inputs can control the following parameters:
• Volume
This controls the Master Level in Kong.
• Pitch
This controls the Pitch Bend wheel in Kong.
• Mod
This controls the Mod Wheel in Kong.
These audio jacks can be used for connecting external devices and processing their audio in Kong. As you can see,
the signal flow for processing external audio is printed on the back panel. Even if you want to use Kong for process-
ing external signals, you can still play and use its internal Drum channels just like before.
Proceed as follows to connect an external device for audio processing in Kong:
1. Connect the outputs of your other device (a synth, for example) to the Audio Inputs to the left.
If your device only has a mono output, connect it to the Left Audio Input on Kong.
An RV7000 Reverb connected to Kong for processing the Kong audio signals
! Note that if you have selected “Master FX” or “Separate Out” as output in the Drum Output selector, the BUS
FX Send knob on the Drum Control Panel controls the signal level also to the External Effect, see “Signal
flow”.
Selecting the MClass Mastering Suite will create a Combinator device containing all four MClass effects with all in-
ternal routing between the devices already made, and with the first patch in the “MClass Mastering Patches” folder
loaded.
This Reason Sound Bank folder contains many MClass Combi patches, with descriptive names indicating how the ef-
fects will affect the sound - use the patch selectors on the Combinator panel to try out different mastering patches!
In addition, most of these Combis have logical parameters and functions linked to the knobs and buttons on the Com-
binator Programmer panel, which makes the MClass Mastering Suite Combi very simple and intuitive to operate.
By using the rotaries and buttons on the Combinator you can fine-tune the sound to your liking. If you need more
control, click “Show Devices” and make settings on the individual MClass devices.
The MClass Equalizer consists of two independent, fully parametric bands plus high and low shelving bands and a lo
cut switch.
This is most often used as an insert effect, in mono or stereo.
Lo Cut
The Lo Cut switch will simply cut frequencies below 30 Hz (by 12 dB/Octave). This is useful for removing low fre-
quency “rumble”.
q When you are using the MClass Equalizer with a compressor or Maximizer, activating the Lo Cut switch pre-
vents subsonic sound from “topping” the compressor/limiter, and allows them to operate as efficiently as pos-
sible.
| Parameter | Description
Frequency This determines the center frequency of the EQ, i.e. at which frequency the level should be de-
creased or increased. The range is 39 Hz to 20 kHz.
Gain Specifies how much the level of the selected frequency range should be boosted or cut. The gain
range is ±18 dB.
Q This governs the width of the affected area around the set center frequency. The higher the value,
the narrower the affected frequency range.
| Parameter | Description
Frequency Frequencies below (Lo Shelf) or above (Hi Shelf) the selected frequency will be boosted or cut.
• The Lo Shelf range is 30 Hz to 600 Hz.
• The Hi Shelf range is 3 kHz to 12 kHz.
Gain Specifies how much the level should be boosted or cut. The gain range is ±18 dB.
Q This governs the slope of the shelving curve. The higher the value, the steeper the curve slope. High
Q settings will also produce a “bump” in the opposite cut/boost direction at the set frequency.
The MClass Stereo Imager splits the signal into two frequency bands; “Hi” and “Lo” and allows you to widen or narrow
the stereo image of each band. A typical application of the Stereo Imager is to widen the higher frequencies and nar-
row the lower frequencies. This will make the bass end “tight” whilst “opening up” the higher frequencies.
This is most often used as an insert effect in stereo.
! The MClass Stereo Imager does not create stereo from mono input! For the device to work properly it must
connected with stereo in/out, and the input signal must contain a stereo audio signal.
Parameters
The following parameters are available:
| Parameter | Description
X-Over This determines the crossover frequency between the Hi and Lo band. Range is 100 Hz - 6 kHz. Frequen-
Frequency cies below this will be affected by the Lo Width setting; frequencies above will be affected by the Hi Width
setting.
Lo Width This adjusts the stereo width for the Lo band. Turn anti-clockwise to narrow the stereo width (i.e. to make
it more “mono”), and clockwise to widen the stereo image. Center position means no change from original
signal. The “Active” LED indicates whether Low Width is activated or not. Note that for the Lo band, it is
more common to narrow the stereo image, as the low frequency content in a mix is usually mixed center
and can become less defined if widened.
Hi Width This adjusts the stereo width for the Hi band. Turn anti-clockwise to narrow the stereo width (i.e. to make
it more “mono”), and clockwise to widen the stereo image. Center position means no change from original
signal. The “Active” LED indicates whether Hi Width is activated or not.
Solo switch This allows you to listen to the Lo and Hi bands separately, for reference purposes. “Normal” is the stan-
dard operating mode.
Apart from standard L/R inputs and outputs, there are also “Separate” L/R outputs on the back panel. The Separate
outputs can either carry the Lo or Hi band output, which is set by the switch beside the outputs. These outputs can
be used to apply processing separately to either the Lo or Hi band.
q If you set the Solo switch to “Lo” and the Separate output switch to “Hi”, the device will operate as a basic
crossover filter, delivering the Lo band signal from the main output and the Hi band signal from the Separate
out.
This is a single-band compressor capable of everything from subtle compression to aggressive pumping effects. Like
all dynamics processors it is best used as an insert effect.
The features include “soft-knee” compression for more musical and unobtrusive compression, program-adaptive re-
lease time and a sidechain input for de-essing and other dynamics processing. Additionally, you have a CV output, al-
lowing you to have the amount of gain reduction control other Reason parameters.
Parameters:
| Parameter | Description
Input Gain The Input Gain controls the ”drive” of the compression. This determines how much compression the signal will have in
conjunction with the Threshold. Range: ±12 dB.
Threshold This sets the level at which onset of compression occurs. When the input level is below the Threshold setting the sig-
nal is unaffected. When the input level exceeds the threshold, compression kicks in.
In practice, this means that the lower the Threshold setting (and the higher the Input Gain), the more compression will
be applied. Range: -36 dB to 0 dB
Soft Knee Normally signals above the threshold will be compressed immediately at whatever ratio is set. This can be very notice-
able, especially when using high compression ratios. When Soft Knee is activated, the onset of compression will be
more gradual, producing a less drastic result.
Ratio This lets you specify the amount of gain reduction applied to the signals above the set threshold. The Ratio can be set
from 1:1 (no reduction) to ∞:1 (Infinite).
Gain meter This shows the amount of gain reduction (in dB).
Solo Sidechain This allows you to monitor the signal connected to the sidechain input (see below).
Attack This governs how quickly the compressor will apply its effect when signals rise above the set threshold. If you raise this
value, the response will be slower, allowing more of the signal to pass through the compressor unaffected. Typically,
this is used for preserving the attacks of the sounds. Range: 1ms to 100ms.
Release When the signal level drops below the set threshold, this determines how long it takes before the compressor lets the
sound through unaffected. Set this to short values for intense, “pumping” compressor effects, or to longer values for a
smoother change of the dynamics. Range: 50ms to 600ms.
Adapt When this is used, set Release to the time you want for short peaks - when longer peaks occur, the Release time is au-
Release tomatically increased.
Output Gain This controls the output gain and can be used to compensate for the gain reduction caused by compression. Range:
±12 dB.
4. Turn up the corresponding AUX Send level for Device B on the mixer.
This means that the Device B signal now feeds both the mixer's input, and the sidechain input on the compressor,
which in turn triggers the gain reduction.
5. If you now start playback of both devices, the level of Device A will be lowered whenever Device B sounds, and
be raised again when Device B stops.
The amount of gain reduction, how quickly it lowers the level, and the time it take for the level to return to normal
again is determined by the corresponding Gain/Threshold/Ratio and Attack/Release parameters.
CV Outs
On the back of the MClass Compressor you can find a “Gain Reduction” CV out connector. This can be used to mod-
ulate other parameters with the amount of gain reduction applied by the compressor. This means that the compres-
sor works as an envelope follower. You could for example have the audio signal level control pan in a mixer or a synth
parameter.
This is a loudness maximizer, a special type of limiter which can significantly raise the perceived loudness of a mix
without risk of hard clipping distortion. Features include a 4 ms look ahead function for “brick wall” limiting and a Soft
Clip function.
The MClass Maximizer should be used as an insert effect, and is designed to be placed at the end of the signal chain
between the mixed final output and the Hardware Interface.
Parameters
| Parameter | Description
Input Gain The Input Gain sets the basic volume of a mix. If this is set very high, you should use Look
Ahead mode or the Soft Clip function to eliminate the risk of hard clipping distortion. Range:
±12 dB.
Limiter On/Off This turns the Limiter section on or off.
Look Ahead On/Off If activated, this will introduce a very short delay (4 ms) to the signal. This delay is used to de-
tect peaks in the signal before they actually occur. If high peaks are detected the limiter is
“ready for them” and gain reduction is applied to transparently control the peaks.
Attack This governs how quickly the Limiter will apply its effect. If set to Fast with Look Ahead acti-
(Fast/Mid/Slow) vated (and the Output Gain is set to 0 dB) you will get “brick wall” limiting - no signal peaks
over 0 dB will pass.
Release This determines how long it takes before the Limiter lets the sound through unaffected. If
(Fast/Slow/Auto) Auto is activated, the Release time will automatically adapt to the program material.
Output Gain This controls the output gain and should normally be set to 0 dB.
Soft Clip On/Off If this is activated, it also acts a 0 dB brick wall limiter but in a slightly different way. The signal
will be “soft-clipped” which adds a pleasant, warm sounding distortion to the signal. It can be
used simply to get this effect, or as a safeguard against hard clipping distortion if Look Ahead
with Mid or Slow attack settings are used (or if Look Ahead is deactivated).
Soft Clip Amount This controls the amount of soft-clipping distortion. Note that if Soft Clip is on but the
Amount is set to zero, the distortion will be like hard clipping, and thus less pleasing to the
ear.
Output level meter This is a more detailed meter than found on the mixer. You can switch the meter characteris-
(Peak/VU) tics between Peak (faster response to peaks) and VU mode (average levels).
The RV7000 is a high quality reverb processor. It features nine different reverb and echo algorithms, ranging from
rooms and halls to special effects. Since the RV7000 comes with a number of useful reverb presets, you could simply
select one and tweak the most important parameters on the main panel - or you could use the Remote Programmer
panel to fine-tune the reverb in great detail.
The RV7000 also contains an equalizer and a gate section. Both of these are for processing the actual reverb sound,
making it possible to get virtually any kind of reverb character, including gated reverb.
Connections
Typically you connect the RV7000 as a send effect, as this allows you to use it for processing several different mixer
channels. However, it’s also possible to use it as an insert effect - use the Dry/Wet control on the main panel to ad-
just the balance between the dry, unprocessed sound and the reverb. Note:
D The RV7000 is a true stereo reverb, which means that it will use the stereo input information when processing
both channels (without summing the input channels).
It’s also possible to use it as a mono in - stereo out effect. Which type of connection to use (mono or stereo in) de-
pends on the material. If the audio sources are in mono (or in stereo but with no important difference between the
left and right channel) using a mono input is sufficient.
D If you want to use RV7000’s Reverse reverb effect, you should consider connecting it as an insert effect or us-
ing Send 4 on the Mixer, with Pre-fader mode selected (and the channel fader lowered).
This is because you typically don’t want to hear the dry sound when using the Reverse effect. See “The Gate sec-
tion”.
This is where you make detailed settings for the reverb. Note:
• The Edit Mode button to the left determines which section to make settings for, Reverb, EQ or Gate.
• Settings are made with the eight dials around the graphic display. The functions of the dials differ depending
on the selected Edit Mode and the selected reverb algorithm. Next to each dial, the display shows the name
and value of the corresponding parameter.
• Not all modes and algorithms use all eight dials. If a dial isn’t used in the selected mode, nothing will be shown
next to it in the display.
• You cannot make settings in the graphic display itself - this is for showing a graphic representation of the se-
lected reverb.
On the main panel you find three parameters that are available for all algorithms:
| Parameter | Description
Decay This governs the length of the reverb or the feedback if an echo algorithm is selected.
HF Damp Controls how quickly the high frequencies should decay in the reverb. Raise it to gradually remove high
frequencies, making the reverb sound warmer and less bright.
HI EQ This is a high-shelving EQ that works much like a typical treble control on a mixer or amplifier. Lower the
setting for a softer reverb sound or raise it to get more high frequencies.
Selecting an algorithm
You select a reverb algorithm in the remote programmer panel:
1. Click the remote programmer arrow button on the main panel to display the remote programmer panel.
2. Make sure the Edit Mode button is set to Reverb.
3. Use the top left dial to select a reverb algorithm.
The selected algorithm is shown in the display next to the dial.
| Algorithm | Description
Small Space Emulates a small enclosed space (a small room or a resonant body).
Room Emulates a room with adjustable shape and wall character.
Hall Emulates a hall.
Arena Emulates a large arena, with separate pre-delay for the left, right and center reverbs.
Plate Emulates a classic plate reverb.
Spring Emulates a spring reverb, as used in e.g. guitar amplifiers.
Echo An echo effect with gradually diffusing echo repeats. Can be synced to Reason’s tempo.
Multi Tap A multi-tap delay with four different delay lines and tempo sync.
Reverse A reverse reverb that “pushes” the dry sound to appear after the reverb. The result is a backwards reverb
leading up to the direct sound.
Small Space
This algorithm places the sound in a small enclosed space, ranging from a tiny resonant body to a room. The param-
eters are:
| Parameter | Description
Size The size of the emulated space.
Mod Rate The reverb can be randomly modulated for a more even sound (or for special effects). This parameter
sets the rate of modulation (the amount is set with Mod Amount).
Room Shape Select from four different room shapes, affecting the character of the reverb.
LF Damp Controls how quickly the low frequencies should decay in the reverb. Raise it to gradually remove low
frequencies, making the reverb sound “thinner” and less boomy.
Wall Irreg Adjusts the positioning of the emulated walls in the small space. The lowest setting emulates two di-
rectly opposed walls while higher settings emulate more walls and angles, for a more complex reso-
nance.
Predelay Sets the predelay time, i.e. the delay between the source signal and the start of the reverb.
Mod Amount Sets how much the reverb will be modulated. Use fairly low settings when emulating real rooms and
resonant bodies, and higher settings for special effects.
Room
Emulates a medium-sized room, with the following parameters:
| Parameter | Description
Size The size of the emulated room.
Diffusion At low Diffusion settings, you will hear the individual reverb “bounces” more clearly, while higher set-
tings produce a more “smeared”, dense and even reverb.
Room Shape Select from four different room shapes, affecting the character of the reverb.
ER->Late The first “answers” in the reverb are called early reflections (ER) and are typically more pronounced
than the actual reverb tail. This parameter sets the time between the early reflections and the reverb
tail. This is set as a percentage - the actual delay time depends on the Size setting.
ER Level Adjusts the level of the early reflections. “0” is normal level.
Predelay Sets the predelay time, i.e. the delay between the source signal and the start of the early reflections
and reverb.
Mod Amount Sets how much the reverb will be modulated. Moderate modulation gives a natural, less static sound.
Arena
Emulates the ambience in an arena or concert hall, with long pre-delay times (separate for left, right and center):
| Parameter | Description
Size The size of the emulated arena or hall.
Diffusion At low Diffusion settings, you will hear the individual reverb “bounces” more clearly, while higher set-
tings produce a more “smeared”, dense and even reverb.
Left Delay The predelay time for the left side of the reverb.
Right Delay The predelay time for the right side of the reverb.
Stereo Level Adjusts the level of the left and right sides of the reverb. “0” is normal level.
Mono Delay The predelay time for the mono (center) reverb signal.
Mono Level Adjusts the level of the mono (center) reverb signal. “0” is normal level.
Plate
A classic plate reverb, excellent for vocals for example. The parameters are:
| Parameter | Description
LF Damp Controls how quickly the low frequencies should decay in the reverb. Raise it to gradually remove low
frequencies, making the reverb sound “thinner” and less boomy.
Predelay Sets the predelay time, i.e. the delay between the source signal and the start of the reverb.
Spring
An emulation of a spring reverb as can be found in guitar amplifiers, organs, etc. The spring reverb has the following
parameters:
| Parameter | Description
Length Sets the length of the simulated spring.
Diffusion At low Diffusion settings, you will hear the individual reverb “bounces” more clearly, while higher set-
tings produce a more “smeared”, dense and even reverb.
Disp Freq When sending a signal to a real-life spring reverb, the initial transient will produce a quick, character-
istic sweeping tonal noise. This is because different frequencies in the sound are delayed by different
amounts (a phenomenon called dispersion). This parameter controls the frequency of that sound.
LF Damp Controls how quickly the low frequencies should decay in the reverb. Raise it to gradually remove low
frequencies, making the reverb sound “thinner” and less boomy.
Stereo (on/off) Determines whether the output of the spring reverb should be in mono or stereo.
Predelay Sets the predelay time, i.e. the delay between the source signal and the start of the early reflections
and reverb.
Disp Amount Sets the amount of dispersion effect (see Disp Freq above).
| Parameter | Description
Echo Time Sets the time between each echo.
When Tempo Sync (see below) is off, the echo time is set in milliseconds (10 - 2000 ms); when
Tempo Sync is on you set the echo time as a number of 1/16 notes or 1/8 triplet notes, in relation to
the current song tempo.
Diffusion When this is set to 0, the echo will sound as a standard delay with clear, precise repeats. Raising the
Diffusion setting will introduce additional echoes very close to the “main” echo repeats, causing a
“smeared” echo sound. This will also expand the echo stereo image.
Tempo Sync Determines whether the echo time should be freely set (“off”) or synchronized to Reason’s tempo
(“on”).
LF Damp Controls how quickly the low frequencies should decay in the echoes. Raise it to gradually remove low
frequencies.
Spread Adjusts the spacing of the additional echoes added by the Diffusion parameter. For a very smeared
echo (sound more like a reverb), set both Diffusion and Spread to their maximum values.
Predelay Sets an additional delay time before the first echo repeat.
Multi Tap
The Multi Tap delay produces up to four different delays with separate delay times, panning and level. The whole set
of four delay taps can then be repeated at a given rate. Again, the Decay control on the main panel controls the feed-
back (the number of repeats for the whole multi tap set). All delay times can be tempo synced.
Note: this algorithm is handled a bit differently since you make separate settings for each delay tap:
• The parameters to the left of the display are common for all taps.
• You use the Edit Select parameter in the top right corner to select which tap to make settings for - the three
parameters below affect the currently selected tap.
| Parameter | Description
Tempo Sync Determines whether the delay times and repeat times should be freely set (“off”) or synchronized to
Reason’s tempo (“on”).
Diffusion Raising the Diffusion setting will introduce additional echoes very close to the “main” repeats, caus-
ing a “smeared” delay sound.
LF Damp Controls how quickly the low frequencies should decay in the echoes. Raise it to gradually remove
low frequencies.
When Tap 1 - 4 is selected with the Edit Select parameter, you can make the following settings for the selected delay
tap:
| Parameter | Description
Tap delay Sets the delay - the time from the source signal to the tap.
When Tempo Sync is off, the delay time is set in milliseconds (10 - 2000 ms); when Tempo Sync
is on you set the delay as a number of 1/16 notes or 1/8 triplet notes, in relation to the current
song tempo.
Tap level Adjusts the level of the selected tap.
Tap pan Adjusts the pan of the selected tap.
When Repeat Tap is selected with the Edit Select parameter, there is only one parameter to the right in the display:
| Parameter | Description
Repeat Time Sets the time between each repeat of the whole multi tap set. The number of repeats is set with the
Decay control on the main panel.
When Tempo Sync is off, the repeat time is set in milliseconds (10 - 2000 ms); when Tempo Sync
is on you set the repeat time as a number of 1/16 notes or 1/8 triplet notes, in relation to the cur-
rent song tempo.
| Parameter | Description
Length This sets the time from when the source signal is fed into the reverb until it is played back again. It
is during this time you will hear the reverse reverb, as shown in the display.
The time can be set in milliseconds or as note values, depending on whether Tempo Sync is off or
on.
Note: As stated above, the Decay setting determines the length of the actual reverse reverb - in es-
sence how soon it starts after the source signal. But of course, the reverse reverb cannot start be-
fore the original source signal! If you set Decay to a longer time than the Length setting, the
reverse reverb will start abruptly, immediately when the source signal is fed into the reverb. If this
sounds complicated, just take a look at the RV7000 display and try the settings - you will soon see
how it works.
Note also that very high Length settings demand a lot of processor power. This can be reduced by
adjusting the Density parameter, see below.
Density Density governs the “thickness” of the Reverse effect. If this parameter is turned down to zero, the
effect produces individual delays rather than a dense “wash”, which can be used as a special effect.
Worth noting is that if Density is set to around 50%, this can considerably reduce the CPU load
without altering the sound of the effect too much. Exactly how much the Density parameter can be
reduced without altering the sound depends on the source material.
Rev Dry/Wet Sets the balance between the “moved” source signal (“dry”, low values) and the reverse reverb
(“wet”, high values).
Tempo Sync Determines whether the Length setting should be freely set (“off”) or synchronized to Reason’s
tempo (“on”).
The equalizer in RV7000 affects the wet reverb sound only and is used for shaping the character of the reverb. There
are two EQ bands, one for low frequencies (shelving) and one full-range parametric EQ.
D To activate the EQ, click the EQ Enable button on the main panel so that the indicator lights up.
D To make EQ settings, select “EQ” with the Edit Mode button to the left in the remote programmer panel.
D In this mode, the remote programmer display shows a frequency curve, indicating the settings you make with
the EQ parameters.
The parameters are:
| Parameter | Description
Low Gain The amount of cut or boost of the low-shelving filter.
Low Freq The frequency below which the Low Gain cut or boost is applied.
Param Gain The amount of cut or boost for the parametric EQ.
Param Freq The center frequency of the parametric EQ, e.g. at which frequency the level should be decreased or
increased.
Param Q This governs the width of the affected area around the set center frequency. The higher the value, the
narrower the affected frequency range.
D Remember that you have a third EQ band at your disposal - the HI EQ parameter on the main panel.
The reason why this is on the main panel and not in the EQ section is simply that it’s a setting you may want to ad-
just often, without having to open the remote programmer panel.
The Gate section allows you to create gated reverb effects with a lot of options and possibilities. You can either trig-
ger the gate from the source audio signal or via MIDI or CV.
When triggering the gate from the source audio signal, it works like this:
• The gate “listens” to the source (dry) signal and opens whenever the signal reaches a certain threshold level.
• The reverb sound is sent through the gate - when the gate is closed you won’t hear the reverb.
• When the source signal level drops below the threshold level, the gate closes after a time that depends on the
Hold parameter and the level of the source signal (see the parameter table).
D If you need the gate to be open for an exact duration (time), you should trigger it via MIDI or CV.
In audio trigger mode, the actual gate time will vary depending on the source signal.
When triggering the gate via MIDI or CV, it works like this:
• The reverb sound is sent through the gate - when the gate is closed you won’t hear the reverb.
• Whenever the gate receives any MIDI note (sent to the RV7000) or a gate signal (connected to the Gate Trig CV
input on the back of the RV7000), the gate opens for the duration of the note or gate signal.
Note:
D To activate the Gate, click the Gate Enable button on the main panel so that the indicator lights up.
D To make Gate settings, select “Gate” with the Edit Mode button to the left in the remote programmer panel.
D In this mode, the remote programmer display shows two meters - one showing the signal level (with an indica-
tion of the threshold level) and one showing the status of the gate.
This is useful for checking what happens, how the gate triggers, etc.
| Parameter | Description
Threshold When Trig Source is set to “Audio”, this determines the audio signal level at which the gate opens. If
you raise this setting, only very loud sounds will open the gate.
Decay Mod This modulates the reverb Decay parameter so that the decay time is lowered when the gate closes.
When this is set to zero, no decay modulation happens - this means that if the gate is closed and then
opened again, you may hear “previous” reverb tails that are still ringing. If you raise the Decay Mod
setting, the decay will automatically be lowered when the gate is closed, eliminating this effect.
Trig Source Determines whether the gate should be triggered by audio or MIDI/CV, as described above.
High Pass A high-pass filter that affects the audio that triggers the gate (only active when Trig Source is set to
“Audio”). If you raise this setting, sounds with low frequencies only will not open the gate. Note that
this setting doesn’t affect the sound of the reverb, only the triggering mechanism.
Attack Determines how long it takes for the gate to open after a triggering signal has been received.
Hold This parameter is only active when Trig Source is set to “Audio”. Hold affects how quickly the gate
closes, in the following way:
Internally, the gate is controlled by an envelope follower that analyzes the source signal level and gen-
erates a “level CV signal” accordingly. This signal is compared to the Threshold level to determine
whether the gate should be opened or closed. The Hold parameter affects how quickly the envelope
follower responds when the source signal level drops - you could say that this is the decay control for
the envelope follower. The higher the Hold setting, the longer it will take for the envelope follower sig-
nal to drop below the threshold level and close the gate. But the resulting time also depends on the
source signal level - with a loud signal, it will take longer time for the envelope follower to drop to the
threshold level. Therefore, the actual gate time depends both on the Hold setting and on the charac-
ter of the source audio.
Release Determines how long it takes for the gate to close after the Hold time.
CV Inputs
On the back of the RV7000 you find three CV inputs. These are:
| Parameter | Description
Decay Controls the reverb decay or echo/delay feedback via CV.
HF Damp Controls the HF Damp parameter on the main panel.
Gate Trig Used for triggering the Gate section with a gate signal. The length of the gate signal determines the
length of the gated reverb.
Scream 4 is a very versatile stereo in/out sound destruction device, capable of warping any sound literally beyond
recognition, but also capable of producing more subtle musical effects. Scream 4 features a wide range of algorithms
for distortion and sound mangling which can be combined with an EQ and a resonant “Body” section to provide ev-
erything you need to add an edge to your sounds. This effect is most often used as an insert effect.
Parameters
Scream 4 contains three main sections; Damage (distortion and other types of sound destruction), Cut (EQ) and
Body (places the sound in a resonant environment - can serve as anything from a cabinet emulator to a wah-wah to
completely new special effects) which can be switched on or off independently. The parameters in each section are
as follows:
The “Damage” section is where you specify the basic sound mangling algorithm and make settings to inflict the de-
sired amount of damage to the sound. There are ten basic algorithms to chose from, ranging from classic distortion
effects to digital-sounding warping and modulation effects.
| Parameter | Description
Damage button This switches the Damage section on or off.
Damage Control knob This controls the input gain which in turn determines the amount of damage inflicted. The
higher the value, the more destruction!
When raising the Damage Control you may need to lower the Master level to maintain the
same output level (and vice versa).
Damage Type knob This selects the type of effect - see the table below for a description of the available
damage methods.
P1/P2 knobs The functionality of these knobs vary according to the selected Damage Type - see the
table below for a description.
| Type | Description
Overdrive This produces an analog-type overdrive effect. Overdrive is quite responsive to varying dynamics. Use
lower Damage Control settings for more subtle “crunch” effects.
- The P1 knob controls the basic tone of the effect. Turn clockwise for a brighter sound.
- The P2 knob controls Presence. Presence boosts frequencies in the high midrange before the distortion
stage which in turn affects the character of the distortion. Turn clockwise for more Presence boost.
Distortion Similar to Overdrive, but produces denser, thicker distortion. The distortion is also more “even” across the
Damage Control range compared to Overdrive.
- The P1/P2 knobs control Tone and Presence, respectively - see Overdrive for a description.
Fuzz Fuzz produces a bright and distorted sound even at low Damage Control settings.
- The P1/P2 knobs control Tone and Presence, respectively - see Overdrive for a description.
Tube This emulates tube distortion.
- The P1 knob controls Contour, which is somewhat like a high pass filter, changing the tone and character
of the distortion.
- The P2 knob controls Bias, which changes the “symmetry” of the tube distortion. Setting this to the min-
imum or maximum value will produce asymmetrical distortion (typical of a real-life tube amplifier), while a
12 o’clock setting will produce symmetrical distortion (odd harmonics only).
Tape This emulates the soft clipping distortion produced by magnetic tape saturation and also adds compres-
sion which adds “punch” to the sound.
- The P1 knob controls Speed, which simulates tape running at different speeds. The higher the Speed
setting the more of the original high frequency material in the signal. Turn clockwise for a brighter sound.
- The P2 knob controls the amount of Compression. Turning the knob clockwise increases the compres-
sion ratio.
Feedback This effect combines distortion in a feedback loop which can produce many interesting and sometimes
unpredictable results. Feedback is basically when a sound source is fed back to itself. An open micro-
phone picking up sound from a nearby loudspeaker that is also being used to amplify sound from the mi-
crophone will produce a feedback loop with the associated typical howling. For this effect the Damage
Control knob controls the gain of the feedback loop.
- The P1 knob controls Size, which could be described as the “length” (i.e. the distance between the micro-
phone and the loudspeaker in the above example) of the feedback loop.
- The P2 knob controls Frequency, which for this effect determines which overtones will “howl”.
Modulate Modulate first multiplies the signal with a filtered and compressed version of itself, and then adds distor-
tion. This can produce resonant, ringing distortion effects.
- The P1 knob controls Ring, which is the resonance of the filter. Turn clockwise for more pronounced
ringing effects.
- The P2 knob controls Frequency, which is the filter frequency. Turn clockwise to raise the filter frequency
which generally produces a sharper, more piercing effect.
The sliders in the Cut section are tone controls, allowing you to cut or boost the level by up to 18dB in the low, mid
and high frequency areas. The Cut section is activated with the Cut button above the sliders.
Move the slider from the middle upwards to boost the level, and from the middle downwards to cut the level of the
corresponding frequency area.
Body section
The Body section is just what it says - it places the sound in a resonant “body”. Depending on the settings, the result
can be similar to a speaker cabinet simulator, an auto-wah effect, or effects with no real-world counterpart. The sec-
tion is based on 5 basic body types, which simulate how a sound is affected by different physical enclosures. The size
and resonance of the Body types can be changed, and the section also features an envelope follower.
| Parameter | Description
Body button This switches the Body section on or off.
Body Type knob This is used to select one of the five available Body types (A-E).
Body Reso knob This simulates the resonance of the selected Body. Turning the knob clockwise gives a more
resonant effect.
Body Scale The Body Scale parameter could be said to control the “size” of the Body. Note that this is “in-
verted” - turning the knob clockwise reduces the emulated size.
Auto knob Determines the amount of envelope follower effect on the Scale parameter - see below.
The Master level control should be used when you need to increase or decrease the output level, while retaining the
basic character of the effect. It can also be used to balance the level between the distorted sound and the “clean”
(unprocessed) sound if the effect is to be switched in and out in the mix.
If the output level is too high, turning down the Damage Control setting would lower the output, but it would also
change the character of the distortion, as would changing eq or presence settings.
Simply lowering the mixer channel level (for the channel that Scream 4 is connected to) would also work of course,
but this would also mean that the level difference between the unprocessed and processed sound would increase.
So if the clip indicator lights up on the Transport, or if the distorted sound is too loud compared to the normal sound,
the solution is to lower the Master output level.
As pointed out elsewhere in the manual, audio out clipping (indicated by the red clip indicator lighting up on the
Transport Panel) can only happen in the Reason Hardware Interface. In other words, you never have to worry about
levels passed internally from device to device. However, bear in mind that if you use high Master output settings (or
a lot of boost in the Cut section) Scream 4 can quite easily cause audio out clipping - and that is most likely not a dis-
tortion effect you want!
On the back of the Scream 4 you will find CV inputs for controlling the following four parameters:
D Damage Control
Use this for dynamically changing the amount of damage effect.
D P1
The use for this depends on the selected Damage Type. For example, if the Feedback effect is selected, this will
control the Size parameter - connect it to the CV Out on a Matrix or synth LFO for strange, flanger-like sweeps.
D P2
The use for this depends on the selected Damage Type. For example, if the Scream effect is selected, this will
control the Frequency parameter, producing a distorted wah wah sound.
D Scale
Lets you control the Scale parameter in the Body section from another CV source, for wah wah-like effects, etc.
In addition, you find a CV output from the “Auto” (envelope follower) function in the Body section. By connecting this
to a CV input for a parameter in another device, the level of the signal going into the Scream 4 will affect that param-
eter. See below for an example on how to use this.
The BV512 is an advanced vocoder device with a variable number of filter bands. It also has a unique 1024-point
FFT vocoding mode (equivalent of 512-band vocoding) for very precise and high quality vocoded speech. By con-
necting the BV512 to two instrument devices, you can produce anything from vocoded speech, singing or drums to
weird special effects.
Even if you have worked with a vocoder before, please read the following section. Knowing the basic terms and pro-
cesses will make it much easier to get started with the BV512!
Filter bands
Technically, a vocoder works in the following way: The modulator signal is divided into a number of frequency bands
by means of bandpass filters (called the “modulator filters” or “analyzing filters”). The signal in each of these bands is
sent to a separate envelope follower (which continuously analyzes the level of the signal). The carrier signal is sent
through the same number of bandpass filters (the “carrier filters”), with the same frequency ranges as the filters for
the modulator signal. The gain of each bandpass filter is controlled by the level from the corresponding envelope fol-
lower, and the filtered signals are combined and sent to the vocoder’s output.
In this way, the carrier is filtered to have roughly the same frequency characteristics as the modulator. If the modula-
tor signal has a lot of energy in one of the frequency bands, the gain of the corresponding filter band for the carrier
signal will be high as well, emphasizing those frequencies in the output signal. If there is no signal at all within a fre-
quency band in the modulator signal, the corresponding band in the output signal will be silent (as the gain will be
zero for that filter).
There are several factors determining the quality of the vocoder sound, but the most important is the number of filter
bands. The larger the number of filter bands, the closer will the output signal follow the modulator’s frequency char-
acteristics. The BV512 offers 4, 8, 16 or 32-band vocoding.
q Even if a high number of bands will make the sound more precise and intelligible, this isn’t always what’s de-
sired! Vocoding with a lower number of bands can give results that sound different, fit better in a musical con-
text, etc.
FFT vocoding
The BV512 has an additional FFT mode, in which the vocoding process isn’t based on bandpass filters as described
above. Instead, FFT (Fast Fourier Transform) analysis and processing is used. This equals 512 “conventional” fre-
quency bands and results in a very precise and detailed vocoder sound. Note:
4. Connect a microphone to your audio interface and manually patch the appropriate Audio in jack on the Reason
Hardware Interface to the Modulator Input on the BV512.
5. Make sure the Master Keyboard Input is set to the carrier device track.
6. Also make sure the “Dry/Wet” knob on the BV512 Vocoder is turned to “Wet” (fully clockwise).
8. Try the different filter band options and note the difference in sound.
The upper display shows the spectrum of the modulator signal, for display only.
D To reset a band to ±0 dB, press [Ctrl](Win) or [Cmd](Mac) and click on it.
You can also reset all bands to zero by bringing up the context menu for the Vocoder device and selecting “Reset
Band Levels”.
10.If the vocoder sound is “muddy” or indistinct, try raising the “HF Emph” knob on the Vocoder.
This parameter (High Frequency Emphasis) boosts the high frequencies in the carrier signal.
11.Try out the other parameters if you like.
See “BV512 parameters” for details.
Setting up
1. Select the device that you want to process through the BV512.
2. Create a BV512 device.
It is automatically connected as an insert effect, using the Carrier Input jacks.
3. Set the switch to the left of the displays to “Equalizer”.
In use
BV512 parameters
On the front panel of the BV512 Vocoder, you will find the following parameters and displays:
| Parameter | Description
Bypass/On/Off switch In Bypass mode, the carrier signal passes through the device unaffected and the modulator signal is disregarded.
In On mode, the device outputs the vocoded or equalized signal. Off mode cuts the output, silencing the device.
Level meters Show the signal level of the carrier and modulator signals, respectively.
Band switch Selects the number of filter bands (4, 8, 16 or 32) or FFT (512) mode.
Equalizer/Vocoder switch Determines whether the BV512 should work as a vocoder or an equalizer. In Equalizer mode, the Modulator input
is disregarded.
Modulation level display The upper display shows the spectrum of the modulator signal.
Frequency band level adjust The lower display allows you to adjust the level of each filter frequency band, by clicking and dragging the corre-
sponding bar. In vocoder mode this affects the vocoded sound. In equalizer mode, this is where you cut or boost
frequencies. To reset a band to ±0 dB, press [Command] (Mac) or [Ctrl] (Win) and click on its bar in the display. To
reset all bands, select “Reset Band Levels” from the device context menu.
Note: when FFT (512) mode is selected, each of the 32 bars in the display corresponds to several frequency
bands, with bars to the right in the display controlling progressively more bands (due to the FFT bands being lin-
early distributed over the frequency range).
Hold button Clicking this button “freezes” the current filter settings. While the button is lit, the modulator signal doesn’t affect
the sound - the carrier signal is filtered with the settings as they were the moment you activated Hold. Click the
button again to turn off Hold. Hold is also automatically reset (turned off) when you stop sequencer playback - just
like the pitch bend and modulation wheels on synth devices.
This function can be controlled via CV or MIDI, for sample and hold-like effects.
The Hold button is not available in Equalizer mode.
Other CV connections
| Connection | Description
Shift (CV in) This allows you to control the Shift parameter from an external CV source. A sensitivity knob determines how much
the Shift setting is affected by the CV signal.
Hold (Gate in) When a gate signal is sent to this input, the Hold function is activated (see “Hold button”). Hold remains on until the
gate signal “goes low” (falls to zero). By connecting e.g. a Matrix to this input, you can create “stepped” vocoder
sounds, sample and hold-like effects, etc.
Audio connections
| Connection | Description
Carrier input This is where you connect the instrument device that provides the carrier signal (or the device to be processed in
Equalizer mode) - typically a synth or sampler device. The vocoder can handle mono or stereo carrier signals.
Modulator input This is where you connect the instrument device that provides the modulator signal, in mono. This connection is not
used in Equalizer mode.
Output In Vocoder mode, the outputs carry a mix between the vocoded signal and the modulator signal (as set with the
Dry/Wet control on the front panel). In Equalizer mode the output is the carrier signal, processed through the equal-
izer filter.
Note that the output will be in mono if the Carrier input is in mono, and vice versa - the BV512 does not process
mono into stereo.
All parameters on the front panel can be automated in the standard manner. The individual band levels (the bars in
the lower display) will be edited on separate lanes in the sequencer. Note:
• As with the other effect devices, you have to manually create a sequencer track for the BV512.
• Although the band level adjustments can be edited individually, they are treated as one automatable parame-
ter on the device panel.
This means that if any single band level control is automated, there will be a frame around the whole lower display
on the device panel. Right-clicking (Win) or [Ctrl]-clicking (Mac) in the lower display and selecting “Clear Automa-
tion” will remove the automation for all bands. Similarly, selecting “Edit Automation” will open the sequencer with
lanes for all band levels shown.
The frame indicates that one or more band level controls are automated.
The output of the Redrum goes into the splitter section of the Spider, and is split into two signals. One signal goes into the
carrier input of the vocoder, the other goes into the modulator input.
This is essentially the required connections, but for best results it’s a good idea to add some distortion and/or com-
pression to the carrier signal - this increases the amount of high frequencies in the carrier signal:
5. Press [Shift] and create a Scream 4 distortion device.
6. Connect the distortion device as an insert effect between the Spider and the carrier input of the vocoder.
Now, the carrier signal will be processed in the distortion device, but not the modulator signal.
7. Play back the pattern and experiment with the settings on the vocoder and distortion device.
D This technique can also be used to process vocals and speech.
D Try adjusting the Shift parameter for new effects and sounds.
Remember that you can route CV to the Shift parameter on the back of the BV512 - use e.g. a Matrix or an LFO
output on a synth device!
By connecting outputs to inputs in alternative configurations, you can drastically change the result of the vocoding.
For example, you could have low frequencies in the modulator signal give high frequencies in the vocoded sound and
vice versa. Note:
• In 4 band and 8 band mode, only the 4/8 first output/input pairs are used.
• In 32 band mode and FFT (512) mode, each connection corresponds to two or several frequency bands.
This means that connecting an output to the input with the same number is not the same as using the internal sig-
nal path (no CV cable connected). You can hear this quite clearly in FFT (512) mode: connect all outputs to the
corresponding inputs and gradually remove the CV cables while listening to the vocoder sound - the sound will
progressively get more detailed.
The vocoder bands are now solely controlled by the gate signals from the drum channels - the modulator input isn’t used.
Note that you can use a Spider CV Merger & Splitter device to split a gate signal, sending it to several bands. Also, note that the
velocity of the programmed drum notes govern the level of the corresponding filter bands.
5. Set the vocoder to FFT (512) mode, turn the Decay knob to between 6 and 7 and turn the Dry/Wet control to
“wet” (fully right).
Now we want the Subtractor to play a continuous noise. You could just route MIDI to it, play a note and keep it
pressed, but that will probably wear you out in the long run. Better to use a Matrix:
7. Create a Matrix and route it to the Subtractor.
We really only need the Gate connection - the note number isn’t important with the noise patch.
8. Set up a one step pattern with a tied gate (press [Shift] and draw the gate) and start playback on the Matrix.
Now the vocoder gets a continuous noise signal as carrier.
9. Create a suitable drum pattern on the Redrum and start pattern playback.
10.Gradually turn up send 1 for the Redrum channel in the mixer.
This now serves as a balance control between the dry drum sound and the reverb, generated by the voccoded
noise! Set it to a suitable reverb level.
11.Use the Decay control on the vocoder to adjust the reverb decay time.
12.Use the Noise Color control on the Subtractor to make the reverb darker or brighter.
You could use the filter cutoff for this as well.
That’s it - a pretty good reverb sound with a lot of control. Although the settings above give the most natural sound,
you can vary the sound and create special-FX reverb in the following ways for example:
D Switch the vocoder to a lower band mode.
D Lower the cutoff and add some resonance in the Subtractor filter.
D Modulate the Subtractor filter with a fast LFO.
D Set the Subtractor filter to HighPass mode to remove the bottom end from the reverb.
D Turn off the Matrix controlling the Subtractor and “play” the noise patch yourself (or from the sequencer). This
way you can create gated reverb effects, etc.
This shows the level of the incoming audio signal, giving you an indication of which devices are active, connected and
playing. However, you don’t need to worry about clipping in effect devices, even if the meter goes into the red.
| Mode | Description
Bypass In this mode, the input signal is passed directly to the audio output, without being affected by the effect device.
This is useful when the effect device is connected as an insert effect, and you want to compare the effect
sound with the dry sound.
On This is the default mode, in which the device processes the incoming signal.
Off In this mode, the effect device is turned off and neither dry nor effect sound is sent out. This is useful when the
device is connected as a send effect and you want to turn it off temporarily.
About Connections
• All effect devices have stereo inputs and outputs, and can be connected as send effects or as insert effects.
However, some effects are best used as one of these only. This is stated for each effect on the following pages.
See also the section about the signal flow graphs below.
• Most of the effect devices have one or several CV inputs on the back panel.
These allow you to control various effect parameters in real-time, from another device in the rack. See “Routing CV
and Gate signals” for details about routing CV.
On the back of each effect device, you will find two or three small “graphs”. These indicate how the effect device han-
dles mono and stereo signals, depending on the connections. The selection of graphs for a device tells you how it
should be used, according to the following rules:
| Graph | Description
Can be connected as a mono-in, mono-out device.
(Of course, all effect devices can be connected in mono. However, if this graph isn’t shown for a device, this
means that a mono-in, mono-out connection may not give the proper results).
Can be connected as a mono-in, stereo-out device. This means that the device creates some sort of stereo ef-
fect (e.g. a reverb) or a mono effect that can be panned.
If you connect both inputs and outputs in stereo, the two sides will be processed independently (dual mono pro-
cessing).
If you connect both inputs and outputs in stereo, the two sides are summed before the effect processing. How-
ever, the actual effect is in stereo (and the dry signal will remain in stereo, if it is passed through the effect).
“True stereo” processing, or “stereo in - stereo out” processing. When you connect the inputs in stereo, each
channel in the effect uses the signal information from both inputs. However, the inputs are not summed - the
two channels are processed differently.
This mode is available on the RV7000 Advanced Reverb - see “RV7000 Advanced Reverb”.
This is a mono delay (where the output can be panned in stereo) that can be synchronized to the song tempo. The
delay can be used as a send effect or an insert effect.
Parameters
| Parameter | Description
Delay time The display to the left on the device panel shows the delay time, either as note value steps (based on the sequencer
tempo and the Step Length parameter) or in milliseconds, depending on the setting of the Unit switch.
The maximum delay time is two seconds (2000 ms) while the maximum number of steps is 16.
Note that if the tempo is low, you may reach the maximum delay time at a lower number of steps than 16 (in which
case raising the steps value will not make any difference).
Unit This is where you select whether you want a tempo-based delay (“Steps” mode) or a free time delay (“MS” mode).
In the Steps mode, you specify the delay time in note value-based steps. This means that if you change the tempo in
the transport panel, the delay will maintain its rhythmic relation to the music (provided that the resulting delay time
doesn’t reach the maximum value). This mode is useful for creating rhythmic patterns.
If you change the tempo when using the delay in MS mode, the delay time will remain the same.
See also the note about switching Unit modes below.
Step length Governs whether each step in Steps mode should be a sixteenth note (1/16) or an eighth triplet note (1/8T).
Feedback Determines the number of delay repeats.
Pan Pans the delay effect to the left or to the right.
Wet/Dry If you are using the delay as an insert effect, you use this parameter to adjust the balance between the unprocessed
audio signal (dry) and the delay effect (wet).
If the delay is used as a send effect, this should be set all the way to wet only, since you can control the balance by us-
ing the AUX send controls in the Mixer.
CV Inputs
The following CV inputs are available on the back panel of the device:
D Pan CV.
This allows you to control the panning of the delay signal. Connect an LFO to this for moving delay effects, or use
a Matrix pattern to simulate random delay panning.
D Feedback CV.
This allows you to control the amount of feedback (the number of delay repeats) from another device. Useful for
dub-type echoes on certain beats or notes only.
The CF-101 is a combined chorus and flanger effect. It adds depth and movement to the sound by adding a short
modulated delay to the audio signal. The delayed signal is then mixed with the original (either in the effect device or
manually by you - see below). The CF-101 can be used as an insert or send effect.
Parameters
| Parameter | Description
Delay This is a manual control for the delay time used to create the chorus/flanger effect. Usually, flanger-type effects use fairly
short delay times while chorus-type effects use medium long delays.
Feedback This governs the amount of effect signal fed back to the input, which in turn affects the intensity and character of the ef-
fect. Turning this to the extreme left (negative feedback) or right (positive feedback) produces different flanger effects
with a pronounced resonance “tone”, while keeping it in between produces a more gentle chorus effect.
LFO Rate This is the frequency of the LFO modulating the delay time. The higher the value, the faster the sound will oscillate.
LFO Sync This button lets you activate/deactivate LFO sync. When it is activated, the frequency of the LFO is synchronized to the
song tempo, in one of 16 possible time divisions. The LFO Rate knob is then used for setting the desired time division.
Turn the knob and check the tooltip for an indication of the time division.
LFO Mod Amount This determines the depth of the LFO modulation, i.e. by how much the delay time should be modulated. If you set this to
0, the effect will be “frozen” (most effective if you add some feedback).
Send Mode This determines whether the delayed signal and the dry signal should be mixed in the effect device or not. If you use CF-
101 as an insert effect, you should turn this off - the device will then output a mix of the dry signal and the modulated de-
lay signal.
If you use the device as a send effect, you should activate Send mode. Then, the device will only output the modulated de-
lay signal, allowing you to mix it with the dry signal using the AUX send controls in the mixer. See also the note below
about using the CF-101 as a vibrato effect!
CV Inputs
The following CV inputs are available on the back panel of the device:
D Delay CV.
Allows you to control the delay time from another device. This may give best results if you turn off the LFO modu-
lation in the device (turn LFO Mod Amount to zero). For example, by controlling the delay parameter from a Matrix,
you can create “stepped flanger” effects, in sync with the tempo.
q If you use the Delay CV input for “playing” the feedback tone, note that a higher delay value gives a lower
pitch.
D Rate CV.
Lets you control the rate of the modulating LFO from another device.
The Spider Audio Merger & Splitter is not an effect device, but a utility. It has two basic functions:
D To merge up to four audio input signals into one output.
D To split one audio input signal into four outputs.
There are no controls on the front panel of this device, only signal indicators.
Merging audio
On the back panel of the Spider are several audio connectors. The left half of the panel contains four stereo audio in-
put connectors, and to the right of these, one merged stereo output.
D The principle is simple; all audio signals connected to any of the four inputs will be merged and output via the
output connectors.
If you connect a mono signal (to a L/Mono input, with nothing connected to the corresponding R input) it will be
output on both merged outputs. This way you can merge stereo and mono signals freely.
If you connect a signal to the R input only (with nothing connected to the corresponding L/Mono input) it will be
output on the R output only.
The Spider CV Merger & Splitter is not an effect device, but a utility. It has two basic functions:
D To provide one merged CV output from up to four CV input sources.
D To split CV or Gate inputs into several outputs.
Two inputs, A and B, are provided, each with four outputs, where one of the outputs will invert the polarity of the
control signal. One reason for having two splitable inputs is to make it possible to split Gate and Note CV, to con-
trol several instrument devices with one Matrix for example.
There are no controls on the front panel of this device, only CV signal indicators. The four horizontal indicators light
up to indicate signals connected to the corresponding merge input. The two indicators to the right indicate signals
connected to the corresponding split inputs.
Merging CV
Four CV inputs with The merged CV
trim controls signal output.
On the back panel of the Spider there are several CV connectors. The left half of the panel contains four CV/Gate in-
put connectors with associated trimpots, and to the right of these, one merged CV output.
D The merged CV output will produce a CV signal that represents the “sum” of all connected CV inputs.
A few things to note:
• Gate CV signals typically trigger notes or envelope cycles and are normally routed to a Gate input.
• CV signals typically control note pitch or for modulating parameters and are typically routed to CV Note or
Modulation inputs.
There are no strict rules involved, but the facts mentioned above means that it is generally better to stick to using ei-
ther Gate CV signals or CV signals but not a mixture when merging. simply because the CV/Gate signals usually go
to different input destinations.
For instance, merging Note CV and Gate CV from a Matrix does not make much sense if you want to use Matrix to
play melodic patterns via the Sequencer Control inputs of an instrument device. There would only be one merged out-
put whereas the instrument device would need a separate Gate and Note CV signal to work properly.
Note that the Note CV output from Matrix 1, and the Curve CV output of Matrix 2 should be connected to the Spider. The
merged output is connected to the Sequencer Control Note CV input on the Subtractor.
4. On the Spider CV, turn the trimpot for the input connected to the Note CV output fully to the right.
This setting will retain the correct pitch relationship for the notes played by the pattern.
5. On the Spider CV, turn the trimpot for the input connected to the Curve CV output to “32”.
This will produce a Curve CV output that corresponds to semitone steps.
9. If you now activate Play from the transport, the pattern you programmed for Matrix 1 is played back. By care-
fully adjusting the Matrix 2 Curve step 1 up or down the Matrix 1 pattern is transposed in semitone steps.
By programming different values for the “pattern” played by Matrix 2 and saving them in different pattern locations,
you can use the Pattern selectors to transpose the Matrix 1 pattern to different keys!
Splitting CV
Two CV Split Inputs (A & B)
On the right half of the back panel you will find two split inputs “A” and “B”, each with four output connectors. The sig-
nal connected to a Split input will be output by all four corresponding outputs, where one is inverted.
Reverb adds ambience and creates a space effect. Normally, reverb simulates some kind of acoustic environment
such as a room or a hall, but you could also use it as a special effect.
• The Reverb device can be used as a send effect or an insert effect.
If several devices uses the same type of reverb, you should connect the reverb as a send effect, to conserve com-
puter power.
Parameters
The display to the left on the panel shows the selected reverb algorithm - the general type of reverb. By clicking the
arrow buttons you can change algorithm, with the following options available:
| Algorithm | Description
Hall Emulates a fairly large, smooth hall.
Large Hall Emulates a larger hall, with pronounced pre-delay.
Hall 2 A hall reverb with a brighter attack than “Hall”.
Large Room Emulates a large room with hard early reflections.
Medium Room Emulates a medium-sized room with semi-hard walls.
Small Room A smaller room, suitable for “drum booth”-type reverbs.
Gated A gated reverb, that is abruptly cut off.
Low Density A thinly spaced reverb, where you clearly can here the individual echoes. Useful for strings and
pads and as a special effect.
Stereo Echoes An echo effect with the repeats alternating between stereo sides.
Pan Room This is slightly similar to “Stereo Echoes”, but the echo repeats have soft attacks.
q If you need to conserve computer power, try using the Low Density algorithm. This uses much less power than
the other algorithms.
| Parameter | Description
Size Adjusts the emulated room size. Middle position (value 0) is the default size for the selected algorithm.
Lowering this parameter results in a closer and gradually more “canned” sound. Raising this parameter
results in a more spacey sound, with longer pre-delay.
For the “Stereo Echoes” and “Pan Room” algorithms, the Size parameter adjusts the delay time.
Decay This governs the length of the reverb effect. Middle position is the default decay time for the selected al-
gorithm.
Note: Decay is not used for the “Gated” algorithm.
Damp Raising the Damp value cuts off the high frequencies of the reverb, thereby creating a smoother, warmer
effect.
Dry/Wet If you are using the reverb as an insert effect, you use this parameter to adjust the balance between the
unprocessed audio signal (dry) and the effect (wet).
If the reverb is used as a send effect, this should be set all the way to wet only, since you can control the
balance by using the AUX send controls in the Mixer.
CV Inputs
You can control the Decay parameter via the CV input on the back of the Reverb device.
The D-11 is a simple but effective distortion effect, capable of producing anything from just a whisper soft touch of
distortion, to complete thrashing. This effect is most often used as an insert effect.
Parameters
The distortion has the following parameters:
| Parameter | Description
Amount This controls the amount of distortion. The higher the value, the more distortion.
Foldback This adjusts the character of the distortion by introducing foldback, which makes the waveform
more complex.
The default value is in the middle position. This produces a “flat” clipping distortion, which is the
most common type. Lowering the parameter makes the sound rounder and more gentle, raising it
makes the sound sharper and more evil.
CV Inputs
On the D-11 you will find a CV input for controlling the Amount parameter. This can produce very drastic effects, es-
pecially if you control parameters in the instrument device (such as filter frequency and resonance) at the same time.
The ECF-42 is a multimode filter with a built in envelope generator. It is mainly designed to be used together with
pattern devices to create pattern controlled filter and envelope effects, but it can also be triggered via MIDI, or used
as a “static” filter for shaping the sound of an instrument device or a whole mix.
Usage
The Envelope Controlled Filter is best connected as an insert effect. However, unlike the other effects it is not a pure
“stand-alone” device. To make the most of the ECF-42, you need either CV/Gate from an external device or MIDI
notes from a sequencer track.
• If you connect a device to the ECF-42 using audio inputs/outputs only, it will simply act as a filter with no ve-
locity or envelope modulation.
Hence, all filter parameters are “static”, unless you manually turn the knobs or automate them in the sequencer.
• Connecting a gate signal to the Env Gate input on the back panel of the device allows you to trigger the enve-
lope generator for the filter.
Note that the ECF-42 envelope generator is not triggered by the audio itself - the envelope parameters won’t do
anything unless the device receives gate signals.
• By creating a sequencer track connected to the ECF-42, you can have the envelope triggered by MIDI notes on
the track.
The envelope is affected by the position, length and velocity of the MIDI notes (but not by their pitch).
q If you are unfamiliar with basic filter and envelope parameters, please refer to “Envelopes - General” in the
Subtractor chapter for a description of these.
| Parameter | Description
Mode This button sets the desired filter mode. Three modes are available: 24dB/octave lowpass, 12dB/octave
lowpass and 12dB/octave bandpass.
Freq This is the filter cutoff frequency. When using the ECF-42 in “static” mode (without triggering the enve-
lope), this parameter adjusts the frequency content of the sound.
When using the envelope, the Freq parameter serves as the start and end frequency for the filter sweep.
Res This is the filter resonance. Raising this produces a more extreme, “synthy” effect.
Env Amt Determines how much the filter frequency should be affected when the envelope is triggered. The higher
the value, the more drastic the effect. Note though, that if the Freq parameter is set high, raising the Enve-
lope Amount will not make any difference over a certain value! This is because the filter is already fully
opened - try lowering the Freq parameter in that case.
Velocity This parameter determines how much the gate velocity value should affect the envelope amount.
This is a standard envelope generator with Attack, Decay, Sustain and Release parameters. It is triggered by a gate
signal connected to the Env Gate input on the back panel, or by MIDI notes on a sequencer track connected to the
ECF-42. The parameters have the following functionality:
| Parameter | Description
A (Attack) When the envelope is triggered, this is the time it takes before the envelope signal reaches its max
value.
D (Decay) After reaching its max value, this is the time it takes for the envelope signal to reach the sustain level.
S (Sustain) If the gate remains open (or the MIDI note is held), the envelope signal will remain on this level.
R (Release) When the gate is closed (gate CV goes back to 0) or the MIDI note ends, this is the time it takes for the
envelope signal to drop from its current value to the start value (set by the Freq parameter).
• The Gate indicator lights up when the device receives a signal to the Env. Gate input on the back panel or a
MIDI note from a sequencer track.
CV/Gate Inputs
On the back panel of the ECF-42, you can find the following CV/Gate inputs:
• Freq CV.
Use this for controlling the filter frequency from another device. For smooth filter modulation, try connecting an
LFO to this input.
• Decay CV.
For controlling the envelope decay parameter from another device.
• Res CV.
Allows you to control the filter resonance from another device. Can be very effective in combination with filter fre-
quency sweeps.
• Env. Gate.
This is where you connect a gate signal (e.g. from a Matrix or Redrum device) for triggering the envelope.
6. Select the Track connected to the Subtractor (given that you are handling MIDI input via the sequencer) so that
you can play it from your keyboard.
If you play a few notes and turn the ECF-42 filter freq knob, you should hear the sound being filtered.
7. Draw a Gate pattern in the Matrix, using mixed velocity values.
Draw only a Gate pattern, not a Curve pattern.
8. Set both the Env.Amt and Vel knobs on the ECF-42 to about “40”.
9. Click the Run button on the Matrix panel.
10.While in Run mode, hold a chord down on your keyboard.
Now you should hear the envelope (controlling the filter) being triggered with every gate step.
D By increasing the Env.Amount, you determine how much the envelope parameters should affect the filter fre-
quency.
D By increasing the Vel. parameter, you determine how much the gate velocity should affect the filter frequency.
D If the filter effect isn’t very noticeable, try lowering the filter frequency, and raising the Res value.
11.Set both the Env.Amt and Vel knobs on the ECF-42 to “0”.
12.With the Matrix still playing, draw a Curve pattern in the Matrix pattern window.
Now, you should hear the filter frequency being modulated by the curve pattern. By combining the various param-
eters you can create many new filter effects.
q You can also control the ECF-42 from other devices with CV and/or Gate outputs.
The PH-90 Phaser is a classic phaser effect with some special features for fine-tuning the sound. It can create the
classic sweeping phaser sounds suitable for pads or guitars, but also more extreme effects if you like. The phaser is
best used as an insert effect.
Theory
A phaser works by shifting portions of the audio signal out of phase, and then adding the processed signal back to
the original one. This way, narrow bands of the frequency range (“notches”) are filtered out. When these frequencies
are adjusted, a sweeping phaser sound is created.
The PH-90 is a four-stage phaser, which means that there are four “notches” in the frequency response curve (this
is a little like using four notch filters with different filter frequencies - see “Notch” in the Subtractor chapter for an ex-
planation of notch filters).
When the phaser frequency is adjusted (manually or by the built-in LFO), these notches will move in parallel in the
frequency spectrum. Furthermore, you can adjust the distance between the notches (Split) and their Width. Adding
feedback raises the filter gain just below each notch in the frequency range, creating a more pronounced effect.
Parameters
| Parameter | Description
Frequency Sets the frequency of the first notch. Adjusting this will move the other notches correspondingly. This is the parameter
modulated by the LFO to create phaser sweeps.
Split This adjusts the distance between the notches in the frequency range, thereby changing the character of the effect.
Width Determines the width of the notches. Raising the Width deepens the effect and simultaneously makes the sound
more hollow and thin. This will also have an effect on character of the feedback “tone”.
LFO Rate This is the speed of the LFO modulating the frequency parameter. The higher the value, the faster the phaser sweeps.
LFO Sync This button lets you activate/deactivate LFO sync. When it is activated, the frequency of the LFO is synchronized to
the song tempo, in one of 16 possible time divisions. The LFO Rate knob is then used for setting the desired time di-
vision. Turn the knob and observe the tooltip that appears for an indication of the time division.
LFO Freq. Mod This determines the depth of the LFO modulation, i.e. by how much the frequency parameter should be modulated.
If you turn this to zero, the effect will be a static, formant-like sound (most effective if you add a little feedback).
Feedback This is similar to the resonance control on a filter. Raising the feedback gives a more pronounced “tone” in the effect.
For “singing” phaser sounds, try raising this to the maximum.
CV Inputs
The following CV inputs are available on the back panel of the device:
• Freq CV.
Adjusts the frequency parameter. Use this e.g. for creating envelope controlled phasing (preferably with LFO Freq.
Mod turned off in the device).
• Rate CV.
Lets you control the speed of the modulating LFO from another device.
The UN-16 simulates the sound of several detuned voices playing the same notes simultaneously. The voices are in-
dividually slightly delayed and also pitch modulated by low frequency noise. This produces a rich chorus effect with
the voices spread across the stereo field (given that stereo outputs are used).
The UN-16 can be used as an insert effect or a send effect.
Parameters
| Parameter | Description
Voice Count This switch sets the number of voices for the effect; 4. 8 or 16.
Detune This sets the amount of detuning for the voices. Turn clockwise for stronger detuning effects.
Dry/Wet If you are using the UN-16 as an insert effect, you use this parameter to adjust the balance between
the unprocessed audio signal (dry) and the effect (wet).
If the UN-16 is used as a send effect, this should be set all the way to wet only, since you can control
the balance by using the AUX send controls in the Mixer.
CV Input
One CV input is available on the back panel of the device. This controls the Detune parameter.
The COMP-01 compressor levels out the audio, by making loud sounds softer. To compensate for the volume loss,
the device has an automatic make-up gain, that raises the overall level by a suitable amount. The result is that the au-
dio levels become more even and individual sounds can get more “power” and longer sustain.
The COMP-01 should be used as an insert effect, either for a single instrument device or for a whole mix (e.g. in-
serted between a Mixer device and the Hardware Interface). There are no CV inputs for this device.
Parameters
| Parameter | Description
Ratio This lets you specify the amount of gain reduction applied to the signals above the set threshold. The
value is expressed as a ratio, from 1:1 (no reduction) to 16:1 (levels above the threshold are reduced by
a factor 16).
Threshold This is the threshold level above which the compression sets in. Signals with levels above the threshold
will be affected, signals below it will not.
In practice, this means that the lower the Threshold setting, the more the compressor effect.
Attack This governs how quickly the compressor will apply its effect when signals rise above the set threshold.
If you raise this value, the response will be slower, allowing more of the signal to pass through the com-
pressor unaffected. Typically, this is used for preserving the attacks of the sounds.
Release When the signal level drops below the set threshold, this determines how long it takes before the com-
pressor lets the sound through unaffected. Set this to short values for intense, “pumping” compressor
effects, or to longer values for a smoother change of the dynamics.
Gain meter This shows the amount of gain reduction or increase (in dB), caused by the combined compression and
make-up gain.
While there is a simple two-band shelving equalizer available for each channel in the mixer, the PEQ-2 gives you
much more precise control over the tone color. The device consists of two independent, fully parametric equalizers
and is most often used as an insert effect, in mono or stereo.
Parameters
For both EQs (A and B), the following parameters are available:
| Parameter | Description
Frequency This determines the center frequency of the EQ, e.g. at which frequency the level should be de-
creased or increased. The range is 31 Hz to 16 kHz.
Q This governs the width of the affected area around the set center frequency. The higher the value,
the narrower the affected frequency range.
Gain Specifies how much the level of the selected frequency range should be boosted (positive values) or
lowered (negative values). The gain range is ±18 dB.
CV Inputs
The following CV inputs are available on the back panel of the device:
• Freq 1 CV.
Allows you to control the frequency of EQ A from another device, creating subtle or dramatic EQ sweeps depend-
ing on the Q and Gain settings.
• Freq 2 CV.
Allows you to control the frequency of EQ B in the same way.
The Matrix is a pattern-based device. Matrix doesn’t generate sound on its own, but has to be connected to another
instrument device. It basically works by sending pattern data in the form of Note CV (pitch) and Gate CV (note on/off
plus velocity) or Curve CV (for general CV parameter control) signals to a device or device parameter. The patterns
can be up to 32 steps, and there are 32 memory locations for storing pattern data. The Matrix is monophonic and can
control one voice in an instrument device.
Unlike most other devices in Reason, the user interface of the Matrix is not modeled on any existing hardware equiv-
alent. The hardware devices that could be said to have similar functionality are analog step sequencers, which usually
had rows of knobs that controlled the note pitch and gate values for each step.
Programming patterns
Pattern basics
Matrix contains a built-in pattern sequencer. Unlike the main sequencer in Reason, the Matrix sequencer repeatedly
plays back a pattern of a specified length. The typical example in the “real world” (as well as in Reason) is a drum ma-
chine which plays drum patterns, usually one or two bars in length.
Having the same pattern repeat throughout a whole song may be fine in some cases, but most often you want some
variations. The solution is to create several different patterns and program pattern changes (automatic switching from
one pattern to another) at the desired positions in the song.
How the Matrix pattern sequencer integrates with the main Sequencer
The built-in pattern sequencer in the Matrix interacts with the main Reason sequencer in the following ways:
• The tempo set on the transport panel is used for all playback.
If the Tempo track (see “Recording tempo automation”) is used, Matrix will follow this.
• If you start playback for the main sequencer (on the transport panel), the Matrix will automatically start as well
(provided the pattern sequencer hasn’t been disabled - see below).
• You can mute and solo Matrix tracks in the sequencer.
If the Matrix has a track in the sequencer and you mute this track, Matrix will automatically be muted as well. This
is indicated by a Mute indicator on the device panel. If there are several note lanes on the Matrix track, their re-
spective mute status will not be indicated on the device panel.
D You can also run Matrix separately (without starting the main sequencer) by clicking the Run button on the de-
vice panel.
This starts the built-in pattern sequencer in the device. To stop playback, click the Run button again or click the
Stop button on the Transport panel.
• If you are running Matrix separately and start playback of the main sequencer, the pattern device will automat-
ically restart in sync with the sequencer.
Selecting Patterns
The Matrix has 32 pattern memories, divided into four banks (A, B, C, D).
The Bank and Pattern buttons for the Matrix pattern sequencer.
D To select a pattern in the current bank, click on the desired Pattern button (1-8).
D To select a pattern in another bank, first click the desired Bank button (A, B, C, D) and then click the Pattern
button.
Nothing happens until you click the Pattern button.
The pattern change takes effect on the next downbeat according to the time signature set in the transport panel or
on the transport track.
Steps
Matrix patterns consist of a number of discrete steps. For each step, you can enter a note, a CV value and a Curve
value. When you run the pattern, each step will be played back in turn and will play a sound or send out the informa-
tion programmed for this step. If you have ever used a drum machine, this will be obvious to you.
Clearing a Pattern
To clear (empty) a pattern, select it and use the Clear Pattern command on the Edit menu or device context menu.
! Note that clearing a pattern doesn’t affect the pattern length, resolution or shuffle settings!
3. Make sure that the switch to the left of the pattern window is set to “Keys” position.
As you can see, there are two rows of red rectangles. The one with horizontal rectangles at the bottom of the up-
per field in the pattern window represent note pitch, for each step in a pattern. At the moment they are all set to
the same note pitch. The row of vertical rectangles in the lower field represent Gate velocity values - currently
these are all set to a velocity value of 100 for all steps.
7. By using a combination of the methods described in the above steps, you can program suitable note values for
each step, decide which steps should be played and set their velocity with the gate values.
On the back panel of the Matrix you will find a switch, allowing you to select between “Unipolar” or “Bipolar” Curves.
The difference is as follows:
D A unipolar curve has values starting from “0” and up.
“0” is the value produced by all steps when they are “empty” (not visible). Unipolar is the default setting of this
switch when a new Matrix is created.
Unipolar curve
Bipolar curve
Bipolar curves are essential in some instances. If you want to use the Matrix to CV control the Pan parameter for a
mixer channel for example, a unipolar curve would start at zero - which for Pan equals center position. This means
that you would only be able to use the curve to pan in one direction from this center position. A bipolar curve however,
will have the zero value in the middle, allowing you to draw pan curves in both directions. Bipolar curves can also be
used for controlling parameters with positive and negative values.
You may want to make settings for Pattern length, i.e. the number of steps the pattern should play before repeating:
D The “Steps” spin controls are used to set the number of steps you wish the pattern to play.
The range is 1 to 32. You can always extend the number of steps at a later stage, as this will merely add empty
steps at the end of the original pattern. You could also make it shorter, but that would (obviously) mean that the
steps you remove won’t play back. The steps you remove aren’t erased though, if you set the step number back
again, anything recorded in the previously removed step locations will be played back.
Pattern Shuffle
Shuffle is a rhythmic feature, that gives the music a more or less pronounced swing feel. It works by delaying all six-
teenth notes that fall in between the eighth notes.
The Shuffle on/off switch in Matrix and the Pattern Shuffle control on the transport panel.
Pattern Mute
If you deactivate the “Pattern” button above the Pattern select buttons, the pattern playback will be muted, starting at
the next downbeat (exactly as if you had selected an empty (silent) pattern). For example, this can be used for bring-
ing different pattern devices in and out of the mix during playback.
If you mute the Matrix track in the sequencer, it is muted instantly and the Mute indicator lights up on the panel. Note
that all tracks connected to the Matrix must be muted for this to work.
Randomize Pattern
The Randomize Pattern function create random patterns. These can often be great starting points and help you get
new ideas. Both Note, Gate and Curve CV values will be created.
Alter Pattern
The Alter Pattern function modifies existing patterns. Note that there must be something in the pattern for the func-
tion to work on - using an Alter function on an empty pattern will not do anything.
! Note that Randomize and Alter affects both the Gate, Note and Curve CV!
Chaining Patterns
When you have created several patterns that belong together, you will most probably want to make these play back
in a certain order.
D Simply activate record for the track with the Matrix as the destination in the sequencer and use the Pattern and
Bank buttons to determine the playback order as the Song is playing.
The Patterns play to the end before changing, so you won’t have worry too much over the “timing” of the pattern
changes you input manually. When you are done, the sequencer track will contain pattern change data, and the
patterns will automatically switch according to the order set while recording. More on recording pattern changes
on “Recording pattern automation”.
D An alternative way to do this is editing directly in the Pattern Edit lane in the sequencer.
Editing in the Pattern lane is described in the Sequencer chapter.
Triggering samples
The Gate CV output can be used to trigger samples, either in Redrum or Kong or in the NN-19 or NN-XT Sampler.
D Connect the Matrix Gate CV out to the Gate (Sequencer Control) in on the NN-19/NN-XT or to one of the indi-
vidual Gate Channel inputs of Redrum or Kong.
Gate values will now trigger the sample on each step with Gate values above “0”.
An arpeggiator generates rhythmic note patterns (arpeggios) from notes or chords. The RPG-8 Arpeggiator doesn’t
generate sound on its own, but has to be connected to another instrument device (just like the Matrix). It works by
converting MIDI note data (input to the RPG-8) to Note CV (pitch) and Gate CV (note on/off plus velocity) signals.
These CV/Gate signals are sent to the corresponding Sequencer Control inputs of an instrument device.
In addition to standard arpeggiator features the RPG-8 is equipped with a 16 step pattern editor for creating rhyth-
mic variations.
The RPG-8 is monophonic and can control one voice in a connected instrument device.
3. Make sure the Arpeggiator Enable (“On”) button on the upper part of the panel is activated.
• The display shows the notes played by the arpeggio pattern, with small bars indicating pitch for each step. The
display is continuously updated as you play.
• The arpeggio will play in sync with song tempo by default in new RPG-8 devices.
• You do not need to start playback to generate arpeggios.
D Try changing the arpeggiator mode using the Mode knob.
The various modes govern how the notes are arpeggiated. For example “Up” means from lowest note to highest
note, Up+Down from lowest to highest note, then back down to lowest note again. For a description of all the
modes see “Mode switch”.
D By activating the Hold button the arpeggio will continue to play even if you release the keys.
If you play a new chord the arpeggio will continue to play, using the new notes. To stop the arpeggio, deactivate
the Hold button or hit Stop on the transport. See “Hold On/Off”.
D The “Insert” buttons can be used to introduce further variations to the arpeggio.
See “Insert buttons”.
D If you change the Rate parameter the rate of the arpeggiated notes will follow the song tempo at the selected
note value resolution.
Straight, triplet and dotted note values are available. The arpeggiator can also be free running, i.e. not synced to
tempo - see “Rate”.
D The Gate Length knob allows you to adjust the length of the arpeggiated notes.
If the knob is turned fully clockwise (“Tie”), the gate is always open (the notes will be played legato). If it is turned
fully counter-clockwise, the gate is closed (no sound). See “Gate Length”.
D By using the Octave buttons beside the Mode knob you can increase or decrease the octave range of the ar-
peggio.
With “1 Oct” selected the arpeggiated notes will be those that you press down on the keyboard. If “2 Oct” is se-
lected the range will be expanded so that the arpeggiated notes play over two octaves, and so on - see “Octave
range buttons”.
D You can transpose the arpeggio up or down in octave steps using the Octave Shift buttons.
See “Octave Shift”.
D By using the Velocity knob you can set the arpeggio to play with a fixed velocity value (selectable between 1 to
127) for all notes. Turning the knob fully clockwise to the “Manual” position means that the arpeggio notes will
use the same velocity as the MIDI notes you input.
By using the Manual mode and varying the velocity for individual notes the arpeggio will become more animated
and rhythmic. See “Velocity”.
The arpeggio you “recorded” is actually still being generated rather than played back. The only difference is that now
the arpeggio is generated from the notes you recorded on the track rather than from the notes you played live. Thus,
if you change any RPG-8 parameters like Rate or Mode this will change the arpeggio you hear.
D Performance data (e.g. Pitch Bend or Mod Wheel) recorded on the Arp track are not included in the “Arpeggio
Notes to Track” operation.
If you have performance data that should be played back with the arpeggio, you need to copy it manually to the
rendered note clip.
The MIDI-CV Converter section to the left contains parameters that affect the CV output from the RPG-8, regardless
of whether the Arpeggiator section is activated or not. The following parameters are available:
Velocity
The Velocity knob can be used to set a fixed velocity value for the notes that are output via the Gate CV Out jacks on
the back of the RPG-8. If you set the Velocity knob to a value between “0” and “127”, the Gate CV Out will be fixed
(at the set value) regardless of the velocity of the incoming MIDI notes.
Turning the knob fully to the right activates Manual (“Man.”) mode (a LED is lit when activated). In Manual mode the
velocity levels will be sent out via the Gate CV Out with the same velocity value as they are input, i.e. “what goes in,
will come out”. Manual mode is on by default in new devices.
There is also a “Velocity CV” input at the back. If this is connected to a controller source (a LFO modulation output for
example), the output will be a merge between the Velocity setting and the applied CV modulation by the LFO - see
“CV Inputs”.
Hold On/Off
If the Hold parameter is activated (lit button), an arpeggio will continue to run even if you release all keys. It will con-
tinue to arpeggiate the last notes played until a new note-on is received.
• If you continue to hold down at least one key when Hold is on, any new notes will be added to the existing ar-
peggio as opposed to starting a new arpeggio.
• If the Arpeggiator section is off, and the Hold function is activated, there will be no note-offs for incoming
notes played (i.e. the CV Gate stays open).
• The Hold On/Off status responds to Sustain Pedal messages - as long as the pedal is pressed down, Hold will
stay activated.
Octave Shift
This allows you to transpose the RPG-8 Note CV output in octave steps. You can octave shift up or down 3 octaves.
Octave Shift can also be CV controlled.
The middle section contains the Arpeggiator parameters that govern how the arpeggio is played. The following pa-
rameters are available:
Mode switch
This determines the direction of the arpeggio notes.
| Mode | Description
Up This will generate an arpeggio that plays from the lowest note to the highest note.
Up+Down Notes are played from lowest note to highest, then from highest back down to the lowest. The very lowest
and the highest arpeggio notes are not repeated. I.e. the arpeggiator will play the lowest note to the sec-
ond highest note, then the highest note to the second lowest note.
Down Notes are played from the highest note to the lowest note.
Random The notes you input will be arpeggiated randomly.
Manual Notes are arpeggiated in the same order they are played when input.
Rate
This sets the rate of the arpeggio. There are two basic modes for the Rate parameter:
D If Sync is activated, the Arpeggiator will play in sync with the sequencer tempo. By changing the Rate you can
make the Arpeggiator play in different tempo resolutions in relation to the tempo setting.
Straight, dotted or triplet note values are available in 1/2 to 1/16 resolutions. In addition, there are also 1/32, 1/
64 and 1/128 (straight) note resolutions.
D If the “Free” button is activated, the arpeggio rate is free running, and not synced to tempo.
The Rate is then selectable from 0.1 to 250Hz.
Gate Length
This determines the length of the arpeggio notes. Minimum value is 0 (Gate closed - no output). Maximum value is
“Tie”, meaning the gate is open all the time. This parameter can be controlled via CV.
The Shuffle on/off switch in RPG-8 and the Global Shuffle control in the ReGroove Mixer.
Pattern editor
The Pattern editor allows you to introduce rests for arpeggio steps which can produce more rhythmic results. The
Pattern editor has 16 step buttons at the top, and a main grid display where the arpeggio notes are represented as
horizontal bars for each step in the arpeggio. The pitch of the arpeggio notes are shown on the vertical axis. Notes
within the C-1 to C7 octave range are shown. Notes cannot be edited in the display, they are only a visual represen-
tation of the arpeggio.
D The Pattern editor is activated with the “Pattern” button.
When activated, the Pattern button and the 16 Step buttons light up.
Pattern functions
When the Pattern editor is activated, you will find some specific pattern functions on the Edit menu (and on the de-
vice context menu). These are as follows:
| Function | Description
Alter Pattern The Alter Pattern function modifies existing step patterns. Note that there has to be a pattern to
start with - using the Alter function if all step buttons are active (or inactive) won’t do anything.
Randomize Pattern The Randomize Pattern function creates random patterns.
Invert Pattern This will invert the pattern, i.e. active steps will become rests and vice versa.
Shift Pattern L/R The Shift Pattern functions move the pattern one step to the left or right.
3. Start the sequencer in play mode, and set up the buttons as you want them (except one - see below) for the
new pattern combination.
Note that the Automation override indicator on the transport will light up, but this is as it should be.
To record the button’s status, you need to press at least one button after entering record mode. Thus, you need to
save one “last” button to press during record to automate the Pattern editor to an exact combination of the 16 but-
ton’s on/off status.
4. Enter record mode and press the “last” step button where you want the automation to happen. Continue re-
cording for as long as you wish the pattern to play, then click stop.
A clip has been added on the Pattern automation lane.
5. If you open the clip by double-clicking on it in the Arrange view you can see that the clip has one automation
point.
Note that it is the clip that governs the start and duration of the automation, not the point itself.
D If the snapshot automation is not in the right time position, you can simply reposition the clip so that it starts
where you want the change to occur using the usual methods.
When the clip you recorded ends, the buttons will revert to the static value you set up in step 1.
6. By using this general method you can continue to add further clips to the Pattern lane, each containing a
“snapshot” of the Pattern editor buttons.
On the back of the RPG-8 you can find a number of useful CV connectors. These are as follows:
CV Inputs
There are five CV inputs, of which four can be used to control RPG-8 parameters that have associated controls on
the front panel. These parameters are Gate Length, Velocity, Rate and Octave Shift.
If you use an external source to modulate these parameters, the incoming CV is merged with the setting on the front
of the device.
An example: Velocity is set to 50 on the front panel. A Matrix (bi-polar curve) that varies between +- 20, with the volt-
age trim pot set to 64 (50%) is connected to the Velocity CV input. The resulting Velocity should then vary between
40-60.
In addition to the above CV inputs, there is a “Start of Arpeggio Trig In” connector. This restarts the arpeggio figure
from step 1 when this input receives a gate trigger. See “Triggering arpeggios” for a tip on how this can be used. If
something is connected to this input the RPG-8 will not generate arpeggios unless a Gate trigger is received.
Note: If you are modulating the arpeggio using the CV Input jacks, this will not affect the rendered arpeggio notes.
Triggering arpeggios
On the back panel there is a “Start of Arpeggio Trig In” CV connector. This restarts the arpeggio figure from step 1
when this input receives a gate trigger. You could use this in the following way:
D One or more Redrum channels Gate out can reset the step pattern to create rhythmic patterns in sync.
D You could use the Matrix in the same way - each positive Gate signal will restart the arpeggio figure.
! Note that no arpeggio will be generated unless a Gate trigger is received when something is plugged in to the
“Start of Arpeggio Trig In” CV connector.
Triggering samples
The Gate CV output can be used to trigger samples, either in Redrum or Kong or in the NN-19 or NN-XT Sampler.
D Connect the RPG-8 Gate CV out to the Gate (Sequencer Control) in on the NN-19/NN-XT or to one of the indi-
vidual Gate Channel inputs of Kong or Redrum.
Gate values will now trigger the sample on each step with Gate values above “0”.
The ReBirth Input Machine is a device dedicated to receiving audio from the Propellerhead program “ReBirth RB-
338” (version 2.01 and later). This is achieved by using ReWire technology (see “ReWire”), where Reason will act as
master and ReBirth as a slave device. If you don’t have ReBirth installed, you cannot use this device. If you have the
Windows version of ReBirth on your computer, you can use the ReBirth Input Machine for the following:
D Receive up to eighteen channels of streaming ReBirth channels in Reason.
You can create more ReBirth Input Machines, but only one can be active at a time.
D Sample accurate synchronization between the audio in the two programs.
D The two programs can share the same audio card and take advantage of multiple outputs on that card.
! Note that ReBirth is only available for Windows, which means that the ReBirth Input Machine is only available
in the Windows versions of Reason.
Preparations
For the ReBirth Input Machine to correctly operate together with ReBirth, the launch and quit order is very important.
Proceed as follows:
Launching
1. Launch Reason.
2. Create a ReBirth Input Machine.
You may want create a Mixer prior to this step, otherwise the L/R Mix channels will be routed directly to the Hard-
ware Interface. If you have a Mixer, the L/R Mix output from the ReBirth Input Machine will be automatically con-
nected to the mixer’s first available audio inputs.
3. Launch ReBirth.
4. When ReBirth is launched, select Reason as the application in focus.
If both the “Reason is Rewire Master” and the “Active” indicator on the ReBirth Input Machine are lit, this indicates
that the launch procedure was correct and that Reason and ReBirth are now locked and in sync.
• If only the “Active” indicator is lit, either the launch order was wrong, or ReBirth is not installed properly.
5. Activate playback on the Transport Panel in Reason.
ReBirth and Reason are locked in perfect sync, and will follow any transport commands in either of the programs.
! Note that there is no master/slave relationship for the transport controls when using ReWire, as either device
will control the other device’s transport. The audio, however, is streamed from ReBirth to Reason, so in this as-
pect Reason is the master device.
Quitting
1. First quit ReBirth.
2. Then quit Reason.
Preferences...
This menu item opens up the Preferences dialog. See “Preferences – General”, “Preferences – Audio”, “Preferences
– Keyboards and Control Surfaces”, “Preferences – Advanced Control” and “Preferences - Language and Computer
Keyboard” for detailed descriptions about the functions and settings in this dialog.
Services
The Reason menu contains the standard Mac OS X Services item. Please consult the Macintosh Help for descrip-
tions about these.
Show/Hide
These are the standard Mac OS X Hide/Show options which lets you choose what to view.
Quit Reason
This allows you to quit the program. If there are any documents open with unsaved changes you will be asked
whether you want to save those changes before quitting.
Open...
To open a Song, proceed as follows:
1. Pull down the File menu and select Open.
The Reason song browser window appears.
2. Use the browser to navigate to the desired folder on disk or within a ReFill.
3. When you have located the song file, select it and click Open (or double click on the file).
The song appears in its own document window.
q You can have several songs open at the same time if you like. This allows you to copy and paste note and au-
tomation clips, tracks, devices and patches between songs. However, all open songs consume some memory
and performance, so you may want to close songs you don’t need.
See “Opening a Song” for more details.
Close
D Select “Close” to close the active window.
If the window is a song document window and has unsaved changes, you will be asked whether you want to save
those changes.
Closing the last open song document window will quit Reason (Windows only).
Save
This saves the active song document to disk.
• If the song document hasn’t yet been saved, the “Save As” dialog appears, requesting you to enter a file name
and specify a location for the file on disk (see “Save As...”).
• If the document has already been saved at least once, the document will simply be saved without any ques-
tions.
Save As...
This saves the active song document to disc. A standard Save As dialog appears requesting you to enter a file name
and specify a location for the file on disk.
q You can set things up so that any non-ReFill samples used in the song are included in the song file itself by
specifying self-contained settings (see “About Self-Contained Songs”).
Song Information...
This brings up a dialog that allows you to add contact information and comments etc. about your song.
See “Including Song Information” for information.
Quit (Windows)
This allows you to quit the program. If there are any song documents open with unsaved changes you will be asked
whether you want to save those changes before quitting.
Redo
D To redo an undone action (“undo the undo operation”), select “Redo” from the Edit menu or hold [Ctrl](Win) or
[Cmd](Mac) or and press [Y].
The action to be redone is indicated next to the Redo command on the Edit menu. You can undo/redo up to 30
actions.
See “Undo and Redo” for more detailed information.
Delete Tracks
This deletes the currently selected sequencer track(s) without removing the corresponding rack device(s).
Auto-route Device
Auto-routing is when devices’ audio and CV/gate connections are automatically routed according to default rules.
Auto-routing is normally performed when:
• A new device is created.
• Moving, duplicating or pasting devices with [Shift] pressed.
However, if a device is already in the rack, you can “force” it to be auto-routed by selecting it and then select this
menu item.
For more information about auto-routing rules, see “Automatic routing”.
Disconnect Device
This disconnects all audio and CV/gate connections from the selected device(s).
Combine/Uncombine
D By selecting several devices in the rack and selecting “Combine”, a Combinator device will be created contain-
ing the selected devices.
D By selecting the Combinator (or one or several devices contained in a Combinator) and then selecting “Un-
combine” will remove the devices from the Combinator and into the rack.
In case the whole Combinator is selected, this will be removed and the devices it contains will be moved into the
rack.
See “The Combinator” for more details.
Initialize Patch
Sometimes it is useful to start with a “clean slate” when creating a synth sound, a drum kit or a sampler patch. This is
done by selecting Initialize Patch from the device context menu or Edit menu. This sets all parameters to “standard”
values. Initializing NN-19, NN-XT, Dr. Octo Rex, Redrum or Kong devices will also remove samples from the device,
allowing you to start from scratch.
Cut Pattern
Moves the current pattern in the selected Redrum or Matrix to the clipboard. The pattern is then cleared.
Copy Pattern
Copies the current pattern in the selected Redrum or Matrix to the clipboard.
Paste Pattern
Copies the pattern on the clipboard to the current pattern location in the selected Redrum or Matrix device. This over-
writes the current pattern with the one on the clipboard. Note that this can be used to transfer patterns between dif-
ferent Reason songs.
Browse Patches...
This menu item allows you to select a new Patch for a device. The menu item reflects which device is selected - in
other words, you must select the device for the corresponding Browse Patches item to appear on the Edit menu.
When you select the menu item, the Browser dialog appears, allowing you to locate and select the patch, on disk or
within a ReFill.
When you select a patch, the device’s parameters will be set according to the values stored in the patch, and the
name of the patch will be shown in the patch name display. As with any change you make, this operation can be un-
done.
! Any parameter adjustments you make on the device panel after selecting a patch will not affect the actual
patch file (for this you need to re-save the patch).
• If referenced samples are missing
Patches for the Redrum, Combinator (if any sampler devices are part of the Combi), NN-19, NN-XT Kong and Dr.
Octo Rex devices contain references to samples. Just like patches, samples can be independent files on the hard
disk or elements within a ReFill or a SoundFont. However, if sample files have been moved or renamed after a
patch was saved, the sample file references in the patch will not be accurate.
If this is the case when you select a patch, the program will tell you so. You can then choose to either manually lo-
cate the missing files, to have the program search for them in all stored locations and ReFills or to proceed without
the missing sounds.
Browse Loops...
This menu item is used to add a loop to the selected Dr. Octo Rex Loop Slot. Files to be imported can be in REX, RCY
or RX2 file format.
Loading a new REX file will replace any currently loaded file in the selected Loop Slot.
Browse Samples...
This menu item lets you load samples into the devices that use them; the Redrum, the NN-19 and NN-XT. The fol-
lowing sample formats can be loaded:
• Wave (.wav)
This is the standard audio format for the PC platform.
• AIFF (.aif)
This is the standard audio format for the Mac platform.
• SoundFont samples (.sf2)
This is an open standard format for wavetable synthesized audio, developed by E-mu systems and Creative Tech-
nologies.
• REX file slices (.rx2, .rex, .rcy)
REX files are music loops created in the ReCycle program. This program “slices” up loops into multiple samples.
These samples - or slices - can be loaded into the devices mentioned.
NN19:
This menu item can also be used to add a sample to a key zone in a key map in the NN19 sampler.
1. Select a key zone.
This can be empty, or contain a sample - it doesn’t matter for now.
2. Use the browser to add one or several (see below) sample(s).
The following will happen:
D If the zone contained a sample prior to loading, this will be replaced, both in the zone and in the sample mem-
ory, unless the sample was also used by another key zone.
D If you loaded several samples, one of the samples (the sample that was selected furthest down in the Browser
list) will be loaded into the key zone, and the other samples will be loaded into the sample memory.
NN-XT:
This menu item is used for adding one or more sample(s) to a key zone in the NN-XT:
1. Make sure the Remote Editor panel is folded out, by clicking the small arrow in the bottom left corner.
If the remote editor panel is folded in, you will only be able to browse for NN-XT patches.
2. Use the sample browser to add one or several sample(s).
The sample(s) will be placed in separate zones and mapped across the same key range.
D If a zone is selected when you browse for samples, the sample will be loaded into that zone, replacing any pre-
vious sample.
Replacing samples this way is only possible when you load a single sample.
Automap Samples
This menu item applies to the NN19 Sampler. If you have a number of samples that belong together but haven’t been
mapped to key zones, you can use the “Automap Samples” function. This is used in the following way:
1. Select all samples that belong together and load them in one go, using the sample browser.
One of the samples will be loaded to a key zone spanning the whole range, and the rest will reside in the sample
memory.
2. Select Automap Samples from the Edit menu.
Now the samples currently in memory will be arranged automatically so that:
• Each sample will be placed correctly according to its root note, and will be tuned according to the information
in the sample file.
Most audio editing programs can save root key information as part of the file.
• Each sample will occupy half the note range to the next sample’s root note.
The root key will always be in the middle of each zone, with the zone extending both down and up in relation to the
root position. Hence, no key zone high or low limits have to be manually set!
NN19:
D To remove a sample from an NN19 Sampler’s memory, select the zone it belongs to, and then select “Delete
Sample” from the Edit menu.
The sample is removed from the zone and from sample memory.
NN-XT:
D To remove a sample from an NN-XT Sampler’s memory, select the zone it belongs to, and then select “Remove
Samples” from the Edit menu.
The sample is removed from the zone and from sample memory. The zone still remains though. To delete a zone,
you must use the option “Delete Zones”.
Add Zone
This menu item is used with the NN-XT sampler. It is used for adding an empty zone to the key map. An empty zone
can be resized, moved and edited in the same way as zones that contain samples.
An empty zone is indicated with the text “**No Sample**”. After you have added an empty zone, you can assign a sam-
ple to it.
Copy Zones
This menu item is used with the NN-XT sampler. It copies the selected zone(s), and all of its settings - including ref-
erences to any sample it may contain - and places it in the clipboard buffer. You can then select “Paste Zones” to cre-
ate a new zone that is an exact replica of the copied zone(s). Note that copying/pasting zones can also be performed
between separate NN-XT devices.
Paste Zones
This menu item is used with the NN-XT sampler. If you have used the “Copy Zones” command, with any number of
selected zones, you can create exact duplicates of these by using the “Paste Zones” command. The pasted zones will
then be added below any existing zones in the key map.
Duplicate Zones
This menu item is used with the NN-XT sampler. It lets you duplicate any number of already existing zones (contain-
ing samples or empty).
1. Select the zone(s) you want to copy.
2. Select “Duplicate Zones”.
The selected zones will now be copied and automatically inserted below the last one in the key map display.
The duplicated zones will contain references to the same samples as the original zones. They will also have the exact
same key ranges and parameter settings.
Delete Zones
This menu item is used with the NN-XT sampler. Selecting this option will remove both the selected zones, and any
samples they may contain.
Automap Zones
This menu item is used with the NN-XT sampler. The automap function can be used as a quick way of creating a key
map, or as a good starting point for further adjustments of a key map.
Automap works under the assumption that you intend to create a key map for a complete instrument, for example a
number of samples of a piano, all at different pitches.
1. Load the samples you want to Automap.
Now you have three options:
D Trust that the root note information in the files is already correct.
D Manually adjust the root notes (and tuning) for all the samples.
D Use “Set Root Notes from Pitch Detection” to automatically set up the root notes.
2. Select all zones you want to automap.
3. Select Automap Zones.
All the selected zones will now be arranged automatically in the following way:
D The zones will be sorted in the display (from top to bottom - lowest key first) according to the root keys.
D The zones will be assigned key ranges according to the root keys.
The key ranges are set up so that the split between two zones is exactly in the middle between the zones’ root
notes. If two zones have the same root key they will be assigned the same key range.
Randomize Pattern
This menu item is used for the Redrum, Matrix and RPG-8 Arpeggiator (when the Pattern editor is activated).
The Randomize Pattern function create random patterns. These can often be great starting points and help you get
new ideas.
! Note that for the Matrix, Randomize affects both the Gate, Note and Curve CV!
Randomize Drum
The Randomize Drum functions creates random patterns for the selected drum sound channel in the Redrum drum
machine.
Alter Pattern
This menu item is used for the Redrum, Matrix and RPG-8 Arpeggiator (when the Pattern editor is activated).
Alter Drum
This function modifies existing patterns for the selected drum sound in Redrum. Note that there must be something
in the pattern for that channel for the function to work - using an Alter function on an empty pattern will not do any-
thing.
Invert Pattern
This menu item is used for the RPG-8 Arpeggiator device, when the Pattern editor is activated. This inverts the pat-
tern, so that active steps become rests and vice versa.
Go To Track for
D With a device selected in the rack, select “Go To Track for [device name]” to bring the corresponding se-
quencer track for the device into view.
Commit to Groove
This function is available if the track list has focus and one or several note lanes on the selected track have ReGroove
Mixer channels assigned.
Commit to Groove will move all notes (on all note lanes on the selected track) to their grooved positions and then re-
set the groove settings to “No Channel” for the note lanes. In other words, this makes the groove “permanent” - the
track will play back exactly as before, but you can now view and edit the grooved notes.
Parameter Automation...
The parameter automation dialog allows you to add or remove automation lanes for the selected sequencer track.
Join Clips
This requires that more than one clip is selected on the same lane. Join Clips will join the selected clips together.
! If note or automation clips contain masked-out events in the range between the clips, these events will be de-
leted. Also, if note or automation clips overlap, any hidden events are deleted - see “Joining clips”.
Clip Color
Allows you to select a color for the selected clip(s). See “Coloring clips” for more details.
Track Color
Allows you to select a color for the selected track(s). The selected color is shown in the track list and will be assigned
to all new clips you create on the track. However, clips that are already on the track will not be affected - to change
color of existing clips, select the clips and use the “Clip Color” setting.
q If “Auto-color New Sequencer Tracks” is activated on the Options menu, tracks will get colors assigned auto-
matically when they are created.
See “Coloring tracks”.
Preferences – General
Cable Animation
Cables in Reason are animated in a lifelike fashion when flipping the Rack and making connections. Should you so
wish, you can choose to disable the cable movement animation by deactivating this checkbox.
Default Song
It’s possible to specify a certain song document which will automatically open as a “template” each time you select
“New” from the File menu. The Default Song could be an empty document, a song you have created earlier, or a fac-
tory made song. See “Setting up the Default Song” for information on how to select Default Song.
Master Tune
This lets you adjust the global tuning in Reason. Standard tuning is “middle A” at 440 Hz. You can adjust this by +/-
100 cents. The Master Tune setting affects the tuning of all sound sources in Reason. It also affects the tuning of the
Redrum and Dr. Octo Rex loop player.
Sample Rate
Reason handles all internal audio processing in 32-bit floating point resolution. However, the resolution of the input
and output audio is determined by the hardware audio interface. That is, if you have a 24-bit audio card, Reason will
record and output audio in 24-bit resolution, and if you have a 20-bit audio card, audio will be recorded and played
back in 20-bit resolution.
The Sample Rate can be specified on the Audio tab in the Preferences dialog. See “Sample Rate settings for record-
ing and playback” for more details.
Buffer Size
The Buffer Size determines the Input and Output Latency of the audio. Generally, the smaller the Buffer Size, the
lower the latency. However, too low a Buffer Size setting could result in clicks, pops, dropouts, etc. in the audio.
Therefore, the Buffer Size should be set to an “optimal” value rather than to the lowest value. See “Buffer Size set-
tings” for more information.
Active inputs and outputs will be also indicated with yellow and green LEDs in the Reason Hardware Interface - see
“How Reason communicates with your audio hardware”.
Control Panel
If you have selected an ASIO or Core Audio driver, this button brings up a control panel window specifically for that
audio hardware. This may contain buffer settings, routing options, synchronization alternatives etc.
This is where you set up your MIDI hardware; keyboards and control surfaces.
D The “Attached Surfaces” list in the middle shows the currently added surfaces/MIDI keyboards.
Selecting a surface in the list allows you to edit its settings or delete it from the list, by clicking the corresponding
“Edit” or “Delete” button.
D Clicking the “Auto-detect Surfaces” button will scan for connected control surfaces.
This requires a USB connection or a two-way MIDI connection. Note that not all control surfaces support auto-de-
tection - but you can always add control surfaces manually.
D If you have surfaces added in the “Attached Surfaces” list that you do not wish to use with Reason, you can un-
check the “Use with Reason” checkbox.
D The “Use No Master Keyboard” button allows you to disable MIDI note input in the sequencer.
The surface designated as Master Keyboard cannot be locked to a specific device - it always follows the se-
quencer Master Keyboard Input. By selecting the Master Keyboard surface in the Attached Surfaces list and click-
ing this button allows you use Surface locking, although you will not be able to play the device. See “Locking a
surface” in the Remote chapter for details.
4. Use the MIDI Input pop-up to select the input port to which you have connected the surface.
If in doubt, you can click the “Find” button and then tweak a control or play a key on the control surface to have
Reason find the correct input port for you.
• Some control surfaces may have more than one MIDI Input pop-up menu.
You need to select ports on all MIDI Input pop-up menus.
• Some control surfaces will have a MIDI Output pop-up menu.
In some cases this is labeled “Optional” - then you don’t have to make a selection. In other cases, a MIDI Output is
required. This is the case if the control surface uses MIDI feedback - motor fader, displays, etc.
5. If you like, you can rename your control surface in the Name field.
6. Click OK to add the surface.
D Depending on the surface model, alerts may appear, reminding you to select a specific preset etc.
In some cases, Reason can restore a preset in the control surface to factory settings for you. If so, you will be in-
formed about this.
Finally you return to the Control Surfaces Preferences page, where your added surface is now listed.
q Since many keyboard keys are already “locked” to other functions and commands in Reason, it’s not really ap-
plicable to reassign all the actual “play” keys. It’s more useful to reassign the Octave and Velocity (numeric)
keys.
D Click the Reset to Defaults button to revert to the preset keyboard keys assignment.
See the “On-screen Piano Keys” chapter for information on how to use the On-screen Piano Keys.
Device List
D To create a new device, select the desired item from the Create menu.
Depending on what type of device you create, the result can be different. See “Creating devices” for a complete
description of what happens when you create different device types.
Surface Locking...
This opens a dialog where you can lock a control surface to a specific device.
This means that the locked device is always “tweakable”, regardless of which track has MIDI input in the sequencer.
This enables you to play and record notes for one device and at the same time control parameters for another device
from a control surface.
For example, you could lock a control surface to control the main mixer, so you can always control overall levels while
playing/tweaking other devices.
Follow Song
When this is activated, the sequencer Arrangement and Edit Panes will automatically scroll along with the song posi-
tion pointer on playback. When this item is deactivated, the Arrangement and Edit Panes will remain stationary.
In the picture above, the “Fredriks Second Song.rns (Rack)” window is the currently active window, and consequently
the “Fredriks Second Song.rns” song is the currently active song. The Sequencer of this song is currently detached in
a separate window. The asterisks (*) to the right of some of the windows show that the song currently contains un-
saved edits.
Zoom
This toggles the selected window between the default and the user defined size and position, according to the Apple
guidelines. For detached Mixer and rack windows, the default state equals maximized across the screen.
In the picture above, the “Demo Song (Rack)” window is the currently active window, and consequently also the cur-
rently active song. The Sequencer of this song is currently detached in a separate windows and Minimized, as indi-
cated by the symbols to the left. The round dots to the left of some of the windows show that the song currently
contains unsaved edits.
Video Tutorials...
This opens up the Video Tutorial page in the Propellerhead Help Viewer application. From the Video Tutorial page
you can choose to watch any of the included tutorials. The tutorials come with narration in English and with selectable
sub-titles in English, German, French or Japanese.
780 INDEX
Browser Clips
About 216 About Overlapping... 127
Favorites Lists 224 Adjust Alien Clips to Lane 126
Locations and Favorites 223 Alien 126
Search 229 Coloring 128
Buffer Size Creating 144
Settings 54 Cropping 758
Slider 337 Cut, Copy and Paste 127
Bus FX Parameter 1 & 2 625 Deleting 120
Bypass/On/Off Switch (on Effect Devices) 682 Duplicating 127
Duplicating Parts of Clips 130
C Joining 130, 757
Cables
Length Display 118
Appearance 239
Masking Recordings or Events in... 122
Automatic Routing 241
Match Values 132
Checking Connections 240
Moving 125
Color 241
Muting 131, 757
Connecting by Dragging 244
Naming 128, 758
Connecting using Pop-up Menus 244
Nudging 125
Deactivating Animation 761
Position Display 118
Disconnecting 245
Remove Label from... 128
Hiding and Showing 239
Renaming 128
Manual Routing 243
Repeating 128
Scroll to Connected Device 240
Resizing 121
CF-101 Chorus/Flanger 685
Scaling Tempo 123
Channel 8 & 9 Exclusive 589
Selecting 118
Channel Strips
Multiple 119
Sort Selected Device Groups 208
Selecting with the Arrow Keys 119
Chorus 685
Splitting 129
Chunk Trig (Kong) 615
Clock Source (Preferences - Audio) 765
Clear All Keyboard Remote 759
Close (Songs) 249, 741
Clear Keyboard Control Mapping 759
Combi Patches 350
Click
Combinator
Button 89
Adding Devices 355
Level 90, 99
Bypass All FX 359
Click and Pre-count 98
Combining Devices 351
Clip Color 128, 758
Creating 351
Clip Overview
Creating by Browsing Patches 351
Note Clips 140
Creating New Devices 355
Clipping (Audio) 56
External Routing 353
Insertion Line 355
Internal CV Connections 367
Key Mapping 362
Receive Notes 363
Run Pattern Devices 359
Select Backdrop 360
Setting Velocity Ranges for Devices 363
Uncombining Devices 358
Using Modulation Routing 364
Using the Programmer 361
Commit to Groove 301, 756
Comp-01 Compressor 703
INDEX 781
Compatible EQ (Mixer 14-2) 372 D
Compressor (Kong) 627 D-11 Foldback Distortion 695
Context Menus 40 DDL-1 Delay Line 684
For Devices 41 Decay/Gate Switch 587
For Parameters 40 Default Song 249, 761
For the Rack 42 Delay 684
For the Sequencer 42 Delete Track for... 755
Control Panel (Preferences - Audio) 765 Delete Unused Samples 481
Control Surfaces Detach Sequencer Window
Adding and setting up 766 Mac OS X Version 777
Convert Pattern Automation to Notes 175 Windows Version 776
Matrix 716 Device Groups
Redrum 585 About 201
Copy Devices and Tracks 208 Cut, Copy and Paste 208
Copy Loop to Track 753 Duplicating 208
Copy Loop To Track (Dr. Octo Rex) 553 Sort Selected Device Groups 208
Copy Parameters to Selected Zones 750 Devices
Copy Patch 215 Creating 203
Copy Pattern 709 Cut, Copy and Paste 208
Copy Pattern to Track 753 Deleting 205
Matrix 716 Deleting with their Tracks 73
Redrum 584 Device Groups 201
Copy Zones 514 Disconnecting 245
CPU Usage Limit 55, 762 Duplicating 208
Create Effect 228 Duplicating and Copying with their Tracks 73
Create Effect... (Create Menu Item) 771 Folding/Unfolding 35, 210
Create Instrument 228 Naming 209
Create Instrument... (Create Menu Item) 771 Re-ordering in the Rack 206
Create Menu 771 Routing 241
Create Track for... 755 Selecting 205
Create Velocity Crossfades 752 Sort Selected Device Groups 208
Crop (Edit Sample Window) 274 Disconnect
Crop Events to Clips 123, 758 Cables 245
Cross-browsing Device 242, 245
Patches 227 Distortion
Samples and REX files 229 D-11 695
Crossfade Loop 278 Scream 4 656
Curve (Matrix) 712 Dither (Audio Export) 258
About 706 Download Reason ReFills 778
Cut Devices and Tracks 208 Download Reason Songs 778
Cut Pattern 709 Download ReFill 234
Cut Tool (Audio Clips) 85 Dr. Octo Rex
CV About 548
About 238 Adding REX Loops 551
Merging 689 Copy Loop To Track 553
Routing 245 Editing Slices 556
Splitting 692 Panel Parameters 562
Trim Knobs 246 Playing from Sequencer 553
vs. Gate 712 Playing REX Loop Slices 552
Playing REX Loops 550
782 INDEX
Dr.Rex Loops F
Opening in Dr. Octo Rex 549 Factory Sound Bank 215
Drum Assignment (Kong) 599 Fade In/Out (Edit Sample Window) 275
Drum Edit Mode (Note Clips) 143 Fast Forward Button (Transport Panel) 91
Drum Output (Kong) 604 Favorite Lists (Browser) 224
Drum Room Reverb (Kong) 626 FFT (Vocoder) 664
Dub File Formats 235
On Instrument Tracks 104 Filter
Dub Button (Transport Panel) 91 Dr. OctoRex 565
Duplicate Devices and Tracks 208, 745 Effect Device 696
Dynamics 581 Malström 455
E NN-19 485
NN-XT 538
ECF-42 Envelope Filter 696
Subtractor 391
Edit Menu 744
Filter (Kong) 628
Edit Mode
For Automation Clips 136 Flam (Redrum) 582
Flanger 685
For Note Clips 136
FM 389
Edit Remote Override Mapping 316
Folding/Unfolding Device Panels 35
Editing
Buttons 35 Follow Song 774
Buttons (Multi Mode) 36 G
Display Values 36, 37, 38 Gate
Faders and Sliders 34 About 238
Knobs 34 Programming in Matrix 711
Effects Routing 245
Creating 228 vs. CV 712
Empty (Default Song) 761 Gate (Matrix) 706
Enable Keyboard Control (Remote) 321 Gate (RV7000 Advanced Reverb) 653
Enable Loop Playback (Dr. Octo Rex) 561 Gate mode (Redrum) 587
Enable Pattern Section 585 Get Groove From Clip 757
Enable Pattern Section (Redrum) 583 Global Shuffle 290
Enter Arrange Mode 775 Go To Left/Right Locator (Transport Panel) 92
Enter Edit Mode 775 Go To Track for... 755
Envelope Controlled Filter 696 Groove
Envelopes 396 Assigning to Note Lanes 298
EQ Committing to 756
Mixer 14-2 371 Creating from Clips 302
Parametric 704 Extracting 757
RV7000 Advanced Reverb 652 Factory Patches 304
Eraser Tool 85 Making Permanent 301
Explode 162 Mixer Parameters 289
Export Loop as Audio File 258 Settings in Tool Window 295
Export MIDI File 255, 742 Group Selected Zones 751
Export REX as MIDI File 743 Groups
Export Song as Audio File 258 NN-XT 514
Ext Mod (Subtractor) 404
External Effect (Kong) 634 H
External Sync Offset 337 Hardware Device 52
Hardware Interface 344
Help 778
Help Menu 778
INDEX 783
Hide All Cables 240 Key Zones
Hide Auto-Routed Cables 239 NN-19 478
Hide On-screen Piano Keys NN-XT 497
Mac OS X Version 777 Keyboard Control (Remote) 321
Windows Version 776 Editing 321
Hide Tool Window Keyboard Control Edit Mode (Remote) 321, 772
Mac OS X Version 777 Keyboard Shortcuts
Windows Version 776 Transport Panel 93
High Quality Interpolation Keyboards (MIDI) 766
NN-XT 501 Keys (Matrix) 706
Redrum 590 Kit Patches 596
Hit Type (Kong) 600 Kit Patches (Kong) 596
Host Application (ReWire) 325 Knobs 34
Kong 596
I Copying and Pasting Drums 600
Import MIDI File 254
MIDI Note Assignment 597
Improved EQ (Mixer 14-2) 372
Init Patch L
Kong 598 Lanes
Init patch Adding/Creating 78
Redrum 577 Deleting 81
Subtractor 382 Muting 83
Initialize Patch 215, 746 Latency 58
Input Focus Button (Hardware Interface) 333 Compensation 331, 337
Input Meter (Effect Devices) 682 Otimization and Reduction 336
Insert Bars Between Locators 133, 755 Legato Adjustments (Tool Window function) 150
Inspector Length Display (Clips) 118
Automation Editing in the... 178 Levels (Audio) 56
Note Editing in the... 178 LFO Sync
Instrument Tracks Dr. OctoRex 568
Creating 71 NN-19 488
Record Enabling 97 Subtractor 400
Setting Up 102 Line Mixer 6-2
Instruments About 378
Creating 228 AUX Send and Return 379
Interpolation Channel Parameters 378
Dr. OctoRex 569 Connections 379
Invert Line Tool (Velocity Editing) 164
Pattern (RPG-8) 730 Load Default Sound in New Devices 762
Load Last Song On Startup 248
J Locations and Favorites (Browser) 223
Join Clips 130, 757 Locator Displays (Transport Panel) 92
K Loop Locators 89
Keep Events in Clip While Editing 148, 153, 154, 156 Loop Mode 100
Key Commands Recording Instrument Track in... 102
Syntax in Manual 20 Recording Parameter Automation in... 110
Key Edit Mode (Note Clips) 142 Loop Mode (Edit Sample Window) 276
Key Maps Loop On/Off Button (Transport Panel) 92
NN-19 480 Loop Trig (Kong) 614
NN-XT 511 Loops
In Drum Samples 588
In Samples 482
784 INDEX
Low BW 491 Mono
Low BW (Dr. OctoRex) 569 Considerations 339
More Audio (Hardware Device) 346
M Mouse Knob Range 34, 760
Magnifying Glass Tool 85
Mouse Mode (On-screen Piano Keys) 47
Malström
MultiCore Audio Rendering 55
About 448
Mute
Filters 455 Mixer 378
Graintables 451
Mixer 14-2 371
Modulators 453
Redrum 586
Oscillators 450
Mute (M) Buttons 75
Routing 461
Mute Clips 131, 757
Routing external audio to 471
Mute Tool 85
Shaper 459
Mapping Variations (Remote) 311 N
Master FX Parameter 1 & 2 625 New (Song) 249, 741
Master Keyboard Input 67, 768 NN-19
Bypassing 334 About 474
Master Tune 55, 763 Loading Samples 477
Matrix Parameters 484
About 706 NN-Nano Sampler (Kong) 610
Application Examples 717 NN-XT
Programming 707 About 496
MClass Compressor 639 Group Parameters 532
MClass Effects Groups 514
About 636 Loading Samples 498
MClass Equalizer 637 Main Panel 500
MClass Mastering Suite Combi 636 Remote Editor Panel 503
MClass Maximizer 642 Sample Parameters 530
MClass Stereo Imager 638 Synth Parameters 534
Merge Note Lanes on Tracks 131, 757 Velocity Ranges 525
Metronome (Click) 98 Noise Generator (Kong) 623
MIDI Clock 330 Normalize (Edit Sample Window) 274
MIDI Files Note Clips
Exporting 255, 742 Merging Note Lanes on Tracks 131
Importing 254 Opening for Editing 137
MIDI Focus Button (Hardware Interface) 333 Note Edit Lane (Note Clips) 140
Minimize (Mac OS X) 777 Note Edit Mode Selector (Note Clips) 140
Missing Sounds 231, 233 Note Edit Modes 141
Browse Manually 234 Note Lanes
Dialog 248 Adding/Creating 78
Download ReFill 234 Deleting 81
Search Folder 233 Duplicating/Copying 83
Search Locations 233 Moving 83
Mixer 14-2 Muting 83
About 370 Note Lengths (Tool Window function) 149
Auxillary Return Section 373 Note To Slot (Dr. Octo Rex) 559
Chaining 375 Note Velocity (Tool Window function) 165
Channel Strip 370
Channel Strip Controls 371
Connections 373
Signal Flow 372
INDEX 785
Notes On Multiple Tracks 112
Altering 154 Over Existing Clips 111
Cut, Copy and Paste 155 Parameter Automation Dialog 756
Deleting 146 Parameter Automation Lanes 140
Drawing 147 Adding/Creating 79
Outside a Closed Clip 148 Deleting 81
Outside an Open Clip 148 Folding/Unfolding 77
Duplicating 155 Muting 83
Editing Velocity 164 Parameter Automation Track
Extracting to Lanes 160 Creating 71
Matching 179 Parametric EQ 704
Moving 152 Parametric EQ (Kong) 628
Outside or Between Clips 153 Paste Devices and Tracks 208
Nudging 154 Paste Patch 215
Outside an Open Clip 154 Paste Pattern 709
Pasting Outside an Open Clip 156 Paste Zones 514
Quantizing 156 Patch Cables 241, 243
Random 158 Patches
To Shuffle 159 About 212
Recording in the Sequencer 102 Auditioning (in Browser) 226
In Loop Mode 102 Browsing 747
Over Existing Clips 103 Copy and Paste 215
Resizing 149 Cross-browsing 227
Selecting 146 Exporting 742
Transposing 153, 159 File Formats 235
Nudging Initializing 215, 746
Note Positions 154 Kong 596
Nurse Rex Loop Player (Kong) 614 Missing Sounds 214, 747
NN-XT 498
O Opening 230
On-screen Piano Keys Window 47
Redrum 576
Opening 46
RV7000 644
Resizing 46
Saving 214
Open (Songs) 248, 741
Scream 4 656
Open Documents List
Selecting 213
Mac OS X Version 777
Subtractor 382
Windows Version 776
Pattern Automation
Optimizing RAM Usage 341
Deleting Clips 175
Optimizing Songs 339
Drawing 174
Optimizing Your Computer 338
Editing 173
Options Menu 772
Moving, Resizing and Duplicating Clips 174
Overdrive/Resonator (Kong) 631
Record Enabling 98
P Recording in the Sequencer 113
P Button (Mixer 14-2) 371 Pattern Automation Lanes
Pad Group (Kong) 602 Creating 80
Pad Settings (Kong) 599, 601 Deleting 82
Pads (Kong) 597 Pattern Changes
Parameter Automation Converting Patterns to Notes 175
Record Enabling 98 Pattern Controlled Filter - an Example 697
Recording in the Sequencer 109 Pattern Shuffle 582
In Loop Mode 110
786 INDEX
Patterns Q
Cut, Copy and Paste 709 Q Rec 92
Muting in Matrix 708 Quantize During Recording 159
Muting in Redrum 583 Quantize Notes 156, 759
Redrum 577 Random 158
Running 578 To Shuffle 159
Selecting in Matrix 708 Quit
Selecting in Redrum 579 Mac OS X 740
PEAK (Big Meter) 347 Windows 743
Pencil Tool 85
Drawing Notes 147 R
PEQ-2 EQ 704 Rack
Performance Controller Automation Detaching 201
Creating New Lanes 171 Device Groups 201
Deleting Lanes 171 Flipping Around 243
Editing 170 Navigating 200
Recording in the Sequencer 107 Resizing 201
Over Existing Clips 108 Rack Area 25
Performance Controller Automation Selector 140 RAM 341
Performance Controller Edit Lanes (Note Clips) 140 Random Sequencer Pattern 754
PH-90 Phaser 700 Random Timing (ReGroove Mixer) 297
Phase Controls (Subtractor) 387 Randomize
Phaser 700 Pattern (Redrum) 584
Physical Bass Drum (Kong) 619 Pattern (RPG-8) 730
Physical Snare Drum (Kong) 619 Randomize Pattern (Matrix) 715
Physical Tom Tom (Kong) 619 Rattler (Kong) 630
Pitch Bend Range (Kong) 609 Razor Tool 85
Play Button (Transport Panel) 91 RCY files 549
Please Insert Disk (Missing ReFill) 232 Reason Menu (Mac OS X) 740
Polyphony Reason Tech Info and Support 778
Dr. OctoRex 569 ReBirth Input Machine 736
Malström 466 Record Automation as Performance Controllers 775
NN-19 491 Record Automation into Note Clip 108
NN-XT 532 Record Automation into Note Clips 775
Subtractor 404 Record Button (Transport Panel) 91
Position Display (Clips) 118 Record Enabling
Post-fader Sends (Mixer 14-2) 371 Instrument Track 97
PPM (Big Meter) 347 Parameter Automation 98
Pre-Align (ReGroove Mixer) 293 Pattern Automation 98
Preferences Sequencer Tracks 96
(Language and) Computer Keyboard 770 Recording in the Sequencer
Advanced Control 769 General Procedure 100
Audio 763 Notes 102
General 760 In Loop Mode 102
Keyboards and Control Surfaces 766 Over Existing Clips 103
Preview (Dr. Octo Rex) 551 Parameter Automation 109
Programmer CV In (Combinator) 365, 367 In Loop Mode 110
Publish Song 742 On Multiple Tracks 112
Publish Song... 252 Over Existing Clips 111
Pattern Automation 113
Performance Controller Automation 107
INDEX 787
Over Existing Clips 108 Reverse (Edit Sample Window) 274
Tempo Automation 114 Rewind Button 91
Undoing 101 ReWire
ReCycle 548 Audio Routing in Host 327
Redo 43, 744 Audio Routing Preparations 326
Multiple 43 Converting ReWire Channels to Audio Tracks 328
Redrum Latency 59
Individual Outputs 591 MIDI Routing in Host 327
MIDI Notes for 590 Setting Up 325
Parameters 586 Synchronization to Host 325
Patches 576 Transport and Tempo Controls 326
Programming Patterns 577 With ReBirth 736
Reduce Cable Clutter 239 REX Edit Mode (Note Clips) 143
ReFills REX files 235
About 215 Loading in Dr.Rex 549
Downloading from Browser 234 Loading in NN-19 476
Missing 232 Loading in NN-Nano 610
Register reason Now 778 Loading in NN-XT 499
ReGroove Mixer Loading in Nurse Rex Loop Player 614
Assigning to Note Lanes 298 Loading in Redrum 577
Creating ReGroove Patches 302 REX Loops
Factory Patches 304 Creating Sequencer Notes 553
Making Grooves Permanent 301 Editing Slices 556
Parameters 289 Editing Sound 562
Settings in Tool Window 295 Loading 551
Reload Samples 750 Playing in Dr. Octo Rex 550, 552
Remote Ring Modulation (Subtractor) 390
About 306 Ring Modulator (Kong) 629
Adding a Control Surface/Keyboard 307 Routing (Cables)
Basics 310 Automatic 241
Example Setups 309 Manual 243
Locking a Control Surface 312 RPG-8
Mapping Variations 311 About 720
Standard vs Remote Override Mapping 311 Arpeggiator parameters 727
Surface Locking 312 Arpeggio Notes to Track 725
Surface Locking Dialog 312 MIDI-CV Converter Parameters 726
Unlocking a Control Surface 314 Setting up 721
Remote Override RPS Song Format 742
Additional 319 Ruler 89
Assigning 320 Run button 580
Edit Mode 315, 773 Run Button (Redrum) 578
Mapping 316 RV-7 Digital Reverb 693
Remove Bars Between Locators 134, 755 RV7000 Advanced Reverb 644
Remove Labels From Clips 128
Reset (Automation) 111
S
S1/S2 controls (Redrum) 586
Reset Band Levels (Vocoder) 668
Sample Rate
Resizing Areas in Song Window 30
For Playback 338
Resolution (Redrum Pattern) 581
Settings 54
Reverb
RV-7 693
RV7000 644
788 INDEX
Samples Sequencer Area 26
Auditioning (in Browser) 226 Sequencer Tools (Tool Window) 145
Browsing 747 Set Loop (Edit Sample Window) 277
Cropping 274 Set Root Notes from Pitch Detection 751
Cross-browsing 229 Set Sample Start/End (Edit Sample Window) 273
Crossfading 278 Shift
Deleting 280 Pattern (Matrix) 715
Duplicating 282 Pattern (Redrum) 584
Editing 270 Pattern (RPG-8) 730
Exporting 283 Show For Selected Devices Only (Cables) 239
Extracting from Self-contained Songs 253 Show On-screen Piano Keys
Fading In/Out 275 Mac OS X Version 777
File Formats 235 Windows Version 776
Including in Self-contained Songs 252 Show Parameter Value Tool Tip 761
Kong 595 Show Tool Window
Looping 276 Mac OS X Version 777
Missing 231, 233 Windows Version 776
NN-19 477 Shuffle
NN-XT 505 Global 290
Normalizing 274 ReGroove Mixer 292
Opening 230 Setting for Pattern Devices 290
Redrum 575 Shuffle (Redrum) 582
Renaming 278 Signal Flow Graphs (on Effect Devices) 683
Reversing 274 Signature Display (Transport Panel) 91
Saving 278 Slice Edit Mode (Dr. Octo Rex) 558
Sampling 265 Slice Trig (Kong) 616
About 262 Slices
Kong 608 About 548
Setting up 263 Creating Sequencer Notes 553
Save (Songs) 250, 741 Making Settings for (Dr. Octo Rex) 557
Save Device Patch As... 742 Selecting 556
Scale Tempo (Tool Window function) 163 Slide (ReGroove Mixer) 292
Scream 4 656 SMF (Standard MIDI Files) 254
Scroll to Connected Device 240 Snap 87
Scrolling and Zooming with Wheel Mouse 33 Snap Sample Start/End To Transients (Edit Sample
Scrolling in the Song Window 31 Window) 273
Search (in Browser) 229 Solo
Select All in Device Group 205 Mixer 378
Select Slice Via MIDI (Dr. OctoRex) 556 Mixer 14-2 371
Selection Tool 84 Redrum 586
Self-contain Samples When Loading From Disk 762 Solo (S) Button (in Sequencer) 75
Self-contained Songs 252 Song End Marker 89
Send Out (Redrum) 586 Song Information 741
Sends Including 251
Mixer 14-2 371 Song Position Display (Transport Panel) 90
Redrum 586 Song Position Pointer 89
Sequencer Song Samples Tab (Tool Window) 268
Adjust Alien Clips to Lane 126 Song Window 24
Bypassing Master Keyboard Input 334 Resizing Areas 30
Inspector 178 Scrolling in the... 31
INDEX 789
Songs Support Generators (Kong) 623
Closing 249, 741 Surface Locking (Remote) 312, 773
Creating 249, 741 Switch to Block View 775
Default... 249 Switch to Song View 775
Exporting as Audio Files 258 Sync
File Formats 235 About 330
Opening 230, 248, 741 Internal/MIDI Clock/ReWire 772
Optimizing 339 Latency 331
Saving 250 Setting Up 330
Self-contained... 252 Synth Bass Drum (Kong) 621
Setting up the Default Song 761 Synth Hi-Hat (Kong) 622
Splash Picture 251 Synth Snare Drum (Kong) 621
Sort Selected Device Groups 208 Synth Tom Tom (Kong) 621
Sort Zones by Note 751
Sort Zones by Velocity 751
T
Tap Tempo Button (Transport Panel) 90
Soundfont files 236
Tape Echo (Kong) 630
SoundFonts
Template (Default Song) 761
Kong 595
Tempo
NN-19 478
Scaling 163
NN-XT 498
Tempo Automation
Redrum 575
Drawing Events 176
Sounds
Editing 176
Missing 231, 233
Recording in the Sequencer 114
Source Device (In Device Group) 201
Tempo Data
Spider
In Exported Audio Files 259
Audio Merger and Splitter 687
Tempo Display (Transport Panel) 91
CV Merger and Splitter 689
Thor
Splash Picture 251
Assignable Controls 411
Split Clips 129
Oscillator section 416
Startup Song 248
Using the Programmer 412
Static Value (For Automated Parameter) 168
Tie Switch (Matrix) 713
Static Value Handles 140
Time Display (Transport Panel) 90
Stay on Top 776
Time Signature Automation 176
Stereo
Deleting Clips 178
Considerations 339
Moving, Resizing and Duplicating Clips 177
Stop Button (Transport Panel) 91
Toggle Rack Front/Rear 243, 774
Stop Hit Type (Kong) 617
Tone Generator (Kong) 624
Subticks
Tool Tips 39, 761
In the Inspector 94
Tool Window 28
In the Position Display (Transport Panel) 90
Tool Window Sequencer Tools 145
Subtractor
Toolbar Tools 84
About 382
Alternate 87
External Modulation 404
Keyboard Shortcuts 88
Filter 391
Track Color 758
Oscillators 383
Track Parameter Automation Dialog 756
Waveforms 384
790 INDEX
Tracks Unison 702
Coloring 74 Unmute Clips 757
Creating 71 Use MultiCore Audio Rendering 55
Deleting 73 Use MultiCore Audio Rendering (Preferences) 338
Duplicating and Copying 73
Folding/Unfolding 74
V
Velocity
Moving 72
Editing 164
Muting 75
Naming 74
Velocity Edit Lane (Note Clips) 140
Velocity Lane 164
Record Enabling 96
Video Tutorials 778
Routing Master Keyboard Input to 67
Vocoder
Selecting 72
About 664
Soloing 75
How it Works 664
Sort Selected Device Groups 208
Parameters 668
Types 69
Setting up 665
Transient Shaper (Kong) 626
Using as EQ 667
Transport Panel
VU (Big Meter) 347
Keyboard Shortcuts 93
VU Offset (Big Meter) 347
Transpose Notes 159
Trig Next Loop (Dr. Octo Rex) 550 W
Trigger Buttons (Redrum) 576 Wheel Mouse
Trigger Notes while Editing 761 Scrolling and Zooming with... 33
Trim Knobs 246 Window Menu
Tuning 55 Mac Os X Version 777
U Windows Version 776
UN-16 Unison 702 Z
Unassigned Samples 279 Zoom (Mac OS X) 777
Undo 43, 744 Zooming in the Sequencer 32
Multiple 43
Unipolar Curves (Matrix) 712
INDEX 791
792 INDEX