Basic concepts 3•5
SOUNDS
WK4 Sounds are divided in four different types:
• ROM-Sounds
• RAM-Sounds
• RAM
-Sounds (need sample RAM)
• Drumkits / SoundPatches
Sounds can be modified via the «Edit Perf
Sound» or «Edit Sound» features. The WK4 op-
erating system contains a quick edit method
which forms part of the Edit Performance func-
tions and an advanced Edit Sound method which
takes you deep into the heart of sound synthesis
technology.
In the «Edit Perf Sound» environment, the re-
sulting modifications are stored in the track to
which the Sound is assigned, consequently, all
Sounds subsequently assigned to the same track
inherit the same modifications. Tracks that con-
tain modified Sound parameters are identified by
the symbol
shown as a suffix in the display.
In the more advanced «Edit Sound» environment,
you intervene on the Sound parameters and the
resulting modifications are stored to RAM.
Sounds created with the advanced «Edit Sound»
system are identified by an asterisk (
*
) after the
Sound name.
Disk based edited sounds can be loaded into
memory and conserved in the battery-backed
Sample RAM.
ROM-Sound
Sounds contained in ROM. These sounds are
permanent and cannot be cancelled. They are
based on the internal samples archive (ROM-
Waves).
RAM-Sound
Sounds loaded from floppy disk (WK4 or WX/
SX), or created by the more advanced «Edit
Sound» method.
RAM -Sound
RAM-Sounds based on RAM samples. WK4 has
an incorporated Sample Translator which allows
you to load disk-based Samples and edit them
with dedicated parameters.
WARNING - RAM -Sounds are conserved in
memory when the instrument is turned off
provided that the Backed Sample-RAM is installed.
Note: It is not possible to load RAM -
Sounds unless the optional Sample-RAM is
installed.
Drumkit / SoundPatch
These are Sound combinations comprising the
three sound types described above. Drumkits
assign a different percussive Sound to each note
of the keyboard. SoundPatches superimpose two
Sounds, separated by a dynamic threshold (ve-
locity switch).
The structure of the Drumkit and SoundPatch can
be fused, in order to obtain, for example, a
Drumkit in which a percussive instrument re-
sponds with two different Sounds, each on a dif-
ferent dynamic level.
A Performance can store a user-programmed
Drumkit/SoundPatch which remains tied to the
accompaniment part. When you change Perform-
ances, the DrumKit/SoundPatch follows the
tracks of the accompaniment.
The Drumkit / SoundPatch changes when a Style
or a Performance is selected with STYLE LOCK
off.
Performances which contain a user-programmed
Drumkit/SoundPatch are identified by the
sym-
bol.