Scenes

Scenes make it possible for you to change the entire song sound with a single button press. Each scene stores an entire environment: knob settings, mute settings, and the effects setup. You create the scene by setting up an environment and then storing it into scene memory. Once the scene is stored, you can recall it at any time by pressing the corresponding scene button.

If you store an environment into the top scene, the environment will be automatically recalled each time you return the song to its start position.

For detailed information about scenes, see pages 176 to 181.

Only sample tracks can store samples. Sample tracks come in three types—LOOP, COMPOSED LOOP, and FREE—as described in detail below. A sample track is nonempty if it contains a sample; empty if it does not contain a sample. Empty sample tracks are useless for your song, and cannot retain sequence data.

The AUDIO IN and MASTER tracks are special tracks that never store samples, but that can store sequence data.

The AUDIO IN track controls realtime audio input that you can supply during performance. If you record sequence events onto this track, these events will control the realtime input that you provide later during performance.

The MASTER track can be used to simultaneously control playback on all other 41 tracks. If you record a level-change event on the MASTER track, for example, the event will cause the level to go up on all other tracks. If you switch the mute on for the MASTER track, then all tracks will be muted.

When working at the SU700, you can only access the knobs and pads for one bank of sample tracks (ten sample tracks) at any given time. You can change the bank selection by pressing the appropriate track-bank selector. Note that the controls for the AUDIO IN and MASTER track are always available, and are not affected by bank selection.

AUDIO

Sample Tracks IN MASTER

BANK 1

BANK 2

BANK 3

BANK 4

TRACK BANK

These knobs and pads work on selected bank only

CHAPTER 3

Chapter 3 Basic Concepts, Track Types, and Memory

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