The Details of the Preset Effects
The
Effects in DUAL MODE
• L.HALL (Large Hall)
L.HALL 1 | (Natural Large Hall) | : Conventional large hall, with sonic detail, clarity, and an appropriate amount of early reflections. | |
L.HALL 2 | : Large hall with lingering | ||
L.HALL 3 | (Vivid Large Hall) | : | Reverb with crispness and good presence. |
L.HALL 4 |
| : | Large hall surrounded by hard walls, many early reflections, and a strong high- frequency ratio. |
L. HALL 5 | : | Reverb with restrained | |
L. HALL 6 (Long | |||
L. HALL 7 (Cave) | : Reverb simulating a cave. Perhaps the thick moss accounts for the excellent | ||
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L. HALL 8 (Stadium) | : Stadium reverb with many long early reflections. | ||
L. HALL 9 (Vivid Stadium) | : Stadium reverb with a dry character. | ||
L. HALL 10 (Auditorium) | : Reverb simulating a space with little reverberation, such as a large auditorium. | ||
L. HALL 11 (Big Cave) | : | Simulates a more spacious volume than the cave of L. HALL 7. Reverb time is longer. |
* [ADJUST] knob: Adjust the Reverb Time.
INPUT
L. HALL
OUTPUT (L)
OUTPUT (R)
• S. HALL (Small Hall)
S. HALL 1 (Natural Small Hall) | : | Conventional small hall with sonic detail, clarity, and an appropriate amount of early reflections. | ||||||
S. HALL 2 | : | Small hall with lingering | ||||||
S. HALL 3 (Vivid Small Hall) | : | |||||||
S. HALL 4 | : | Small hall surrounded by hard walls, many early reflections, and a strong | ||||||
S. HALL 5 | : | Small hall with little |
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S. HALL 6 | (Long | Small hall with a long | ||||||
S. HALL 7 | (Narrow Small Hall) | : | Small hall simulating a long and narrow space where the reverberation is concentrated in the center. | |||||
S. HALL 8 (Dead Hall) | : | Relatively “dead” small hall with a low | ||||||
S. HALL 9 (Small Stadium) | : | Small hall simulating a space with | ||||||
S. HALL 10 (Out Door Stage) | : | Simulation of an outdoor stage. Extremely small amount of reverberation. | ||||||
S. HALL 11 (Flat Reverb) | : | Small hall with no early reflections, and the entire frequency range decays in the same way. | ||||||
* [ADJUST] knob: Adjust the Reverb Time. |
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• ROOM
ROOM 1 (Natural Room) | : Conventional room reverb simulating a nice space with just enough “sparkle.” | |
ROOM 2 (Garage) | : Room reverb with crisp presence simulating a small, live space such as a garage. | |
ROOM 3 (Dead Room) | : Room reverb simulating a small, dead room. Add just a bit of this to give warmth to a sound. Ideal for | |
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ROOM 4 (Live Room) | : Room reverb simulating a live space with | |
ROOM 5 (Vivid Room) | : | |
ROOM 6 (Off Mic) | : Room reverb with reverberation concentrated in the center. | |
ROOM 7 | (Hard Wall Drum Booth) | : Room reverb simulating a drum booth with hard walls. Crisp, and good for percussion as well. |
ROOM 8 | (Wood Wall Drum Booth) | : Room reverb simulating a drum booth with a boost in the low to |
ROOM 9 | (Live House) | : Room reverb simulating a small club. |
ROOM 10 | : Room reverb simulating the sound | |
ROOM 11 | : Room reverb with unique character in the |
* [ADJUST] knob: Adjust the Reverb Time.
INPUT
ROOM
OUTPUT (L)
OUTPUT (R)
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