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Overview Basic Operation Adv. 1 (Kit) Adv. 2 (Phrase) Adv. 3 (Other) Appendix
Specifying the External Pad Type (PAD TYPE)

The “Pad Type” is a set of various pad-related parameters corresponding to specic pads. Those parameters are set to their

appropriate values automatically upon selecting the “Pad Type.

If the pad’s response is not as you wished , then you can still make ne adjustments to the pad parameters in order to adapt to

your playing dynamics.

Parameter Value Explanation
Pad Type
KD-7, KD-8, KD-85, KD-120, KD-140, PD-8, PDX-6, PDX-8, PD-85,
PD-105, PD-105X, PD-125, PD-125X, CY-5, CY-8, CY-14C, CY-12R/C,
CY-15R, VH-11, RT-10K, RT-10S, RT-10T
For each Pad, you can select the type of pad you’re using (the pad
type) so the OCTAPAD will accurately receive the signal from the
pad.
Adjusting the External Pad Sensitivity

When you specify the pad type, the following settings are automatically set to the values appropriate for each pad, meaning

that you will normally not need to adjust them. If you wish to make detailed adjustments, you can edit the following

parameters.

Parameter Value Explanation
Sensitivity 1–32 Refer to the explanation for “Sensitivity” (p. 59).
Threshold 0–16 Refer to the explanation for “Threshold” (p. 59).
Velocity Curve
LINEAR, EXP1,
EXP2, LOG1, LOG2,
SPLINE, LOUD1,
LOUD2
Refer to the explanation for “Velocity Curve” (p. 59).
Scan Time (ms) 0.1–4.0
Species the detection time for the trigger signal.
Since the rise time of the trigger signal waveform may dier slightly depending on
the characteristics of each pad or acoustic drum trigger (drum pickup), you may
notice that identical hits (velocity) may produce sound at dierent volumes. If this
occurs, you can adjust the “Scan Time” so that your way of playing can be detected
more precisely.
While repeatedly hitting the pad at a constant force, gradually raise the Scan Time value from 0.1 msec, until the
resulting volume stabilizes at the loudest level. At this setting, try both soft and loud hits, and make sure that the
volume changes appropriately.
* As the value is set higher, the time it takes for the sound to be played increases. Set this to the lowest value
possible.
Retrigger Cancel 1–16
This setting prevents spurious re-triggering.
Important if you are using acoustic drum triggers. Such triggers can produce
altered waveforms, which may also cause inadvertent sounding at Point A in
the gure (Re-trigger).
This occurs in particular at the decaying edge of the waveform. Retrig Cancel
detects such distortion in and prevents re-triggering from occurring.
While repeatedly striking the pad, raise the “Retrig Cancel” value until re-triggering no longer occurs.
* Although setting this to a high value prevents retriggering, it then becomes easy for sounds to be omitted
when the drums played fast (roll etc.). Set this to the lowest value possible while still ensuring that there is no
retriggering.
MEMO
You can also eliminate this problem of re-triggering with the Mask Time setting. Mask Time does not detect trigger
signals if they occur within the specied amount of time after the previous trigger signal was received. Re-trigger
Cancel detects the attenuation of the trigger signal level, and triggers the sound after internally determining which
trigger signals were actually generated when the head was struck, while weeding out the other false trigger signals
that need not trigger a sound.
Mask Time (ms) 0–64
This setting prevents double triggering.
When playing a kick trigger, the beater can bounce back and hit
the head a second time immediately after the intended note—with
acoustic drums sometimes the beater stays against the head—is
causes a single hit to “double trigger” (two sounds instead of one). The
Mask Time setting helps to prevent this. Once a pad has been hit, any
additional trigger signals occurring within the specied “Mask Time”
(0–64 msec) will be ignored.
Adjust the “Mask Time” value while playing the pad.
When using a kick trigger, try to let the beater bounce back and hit the head very quickly, then raise the “Mask Time”
value until there are no more sounds made by the beater rebound.
* When set to a high value, it will be dicult to play very quickly. Set this to as low a value as you can.
MEMO
If two or more sounds are being produced when you hit the head just once, then adjust Retrigger Cancel.
Scan Time
Time
Time
Mask Time
Time
Sound not produced