Alesis qs6.1 Guía De Referencia

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Part 8: Editing Programs
152
QS6.1 Reference Manual
F
ILTER
Velocity>Filter (0 to 3)
Page 1
The Filter function (press [70]) lets you control the ÒbrightnessÓ of the selected Drum
by modulating the filter frequency with velocity. When set to 3, playing the
associated note harder will result in a brighter sound (more high frequencies), while
playing softer will result in a duller sound (fewer high frequencies). When this
parameter is set to 0, velocity will have no effect on the filter.
A
MP
/R
ANGE
Velocity Curve (13 choices)
Page 1
Page 1 of the Amp/Range function (press [80]) lets you select one of 13 velocity
curves. This determines how the Drum will respond to an increase in velocity values
from the keyboard or MIDI. A LINEAR curve is the norm, where the velocity values
increase the level evenly as you play harder. Many of the Velocity Curves are parts of
"sets" which can be used by 2, 3 or 4 Drums in setting up velocity-crossfading,
whereby a different Drum is played depending on how hard or soft the keyboard is
played. However, each Drum must be in a different Sound layer of the Program in
order to be stacked on the same note.
As explained earlier, many of the samples from which you can choose when
assigning voices are already "velocity-switching". These samples usually have the
word ÒVeloÓ or the letter ÒVÓ in their names, indicating that there is actually more
than one sample per note which can be selected by how hard or soft each note is
played. However, the velocity point at which these sounds change is fixed and
cannot be altered. If you want to create your own velocity crossfading Drum Mode
Program, assign the related versions of the same drum samples (ÒConga HighÓ and
ÒConga LoÓ) the same key in different Program Sound layers, then use the
appropriate velocity curves for each Drum (in a three-way velocity split, Drum 1
would use curve Ò1 of 3,Ó Drum 2 would use curve Ò2 of 3Ó while Drum 3 would use
Ò3 of 3Ó). For more details about the 13 velocity curves, see the illustration on page
62.
Note # (000 to 127/C-2 to G8)
Page 2
Each Drum can be assigned to a single note which will trigger the Drum sound when
played. You can also set the note assignment while on this page by holding [80] and
tapping a key on the keyboard.
Only one Drum can be assigned to a single note within a single Program Sound. If more than
one Drum in a Sound is assigned to the same note, only the higher-numbered Drum will
sound.
Note # Range (0 to +3)
Page 3
Each Drum can be assigned a range of notes above the root note which will trigger
the Drum sound when played. A setting of +3 assigns the Drum to a total of 4
consecutive keys.