184
Adding Effects

64: REVERB

Adds reverberation to the sound, simulating an acoustic space.

fig.MFX-64

65: GATED REVERB

This is a special type of reverb in which the reverberant sound is cut

off before its natural length.

fig.MFX-65

66: OVERDRIVE

CHORUS

fig.MFX-66

67: OVERDRIVE

FLANGER

fig.MFX-67

Parameter Value Explanation

Type ROOM1,
ROOM2,
STAGE1,
STAGE2,
HALL1, HALL2
Type of reverb

ROOM1:

dense reverb with
short decay

ROOM2:

sparse reverb with
short decay

STAGE1:

reverb with greater
late reverberation

STAGE2:

reverb with strong
early reflections

HALL1:

reverb with clear rever-
berance

HALL2:

reverb with rich rever-
berance
Pre Delay 0.0–100.0 ms Adjusts the delay time from the di-
rect sound until the reverb sound
is heard.
Time # 0–127 Time length of reverberation
HF Damp 200–8000 Hz,
BYPASS
Adjusts the frequency above
which the reverberant sound will
be cut.
As the frequency is set lower,
more of the high frequencies
will be cut, resulting in a softer
and more muted reverberance.
If you do not want to cut the
high frequencies, set this pa-
rameter to BYPASS.
Low Gain -15– +15 dB Gain of the low range
High Gain -15– +15 dB Gain of the high range
Balance # D100:0W–
D0:100W
Volume balance between the direct
sound (D) and the reverb sound
(W)
Level 0–127 Output Level

Parameter Value Explanation

Type NORMAL, REVERSE,
SWEEP1, SWEEP2
Type of reverb
NORMAL:
conventional
gated reverb
REVERSE:
backwards re-
verb
SWEEP1:
the reverberant
sound moves from right to
left
SWEEP2:
the reverberant
sound moves from left to
right
Pre Delay 0.0–100.0 ms Adjusts the delay time from
the direct sound until the re-
verb sound is heard.
L in
R in
L out
R out