
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  | 
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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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  | S. HALL  | 
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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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