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The function of each parameter
Section 4
TREBLE
Adjusts the tone for the high frequency range.
PRESENCE
Adjusts the tone for the ultra high frequency range.
* If you have selected “MATCH DRIVE” or “VO DRIVE” as the
type, raising presence will cut the high range (the value will
change from “0” to “-100”).
MASTER
Adjusts the volume of the entire preamp.
BRIGHT
Turns the bright setting on/off.
OFF:
Bright is not used.
ON:
Bright is switched on to create a lighter and crisper tone.
* Depending on the “PREAMP TYPE” setting, this may not be
displayed.
GAIN
Adjusts the distortion of the amp. Distortion will
successively increase for settings of “LOW,” “MID” and
“HIGH.”
* The sound of each Type is created on the basis that the Gain is
set to “MID.” So, normally set it to “MID.”
MIC SETTING
This simulates the microphone position. “CENT (center)”
simulates the condition that the microphone is set in the
middle of the speaker cone. “1–10 cm” means that the
microphone is moved away from the center of the speaker
cone.
MIC LEVEL
Adjusts the volume of the microphone.
DIR (DIRECT) LEVEL
Adjusts the volume of the direct sound.
* If you’ve chosen “AC.GUITAR” for “PREAMP TYPE”, use
with MIC LEVEL=100 and DIRECT LEVEL=0.
* MIC SETTING, MIC LEVEL or DIR (DIRECT) LEVEL will
not be shown in the display if being set as follows:
• When the OUTPUT SELECT of the Global Sound Setting
(p.45) is set to other than ”LINE”.
• When the TYPE of the Preamp Speaker Simulator is set to
“OD1”, “OD-2 TURBO”, “DISTORTION” or “FUZZ”.
REVERB
Reverberation (or reverb) is the effect caused by sound
waves decaying in an acoustic space, or a digital simulation
thereof. This decay occurs because sound waves bounce off
many walls, ceilings, objects, etc. in a very complex way.
These reflections, coupled with absorption by various
objects, dissipate the acoustic energy over a certain period of
time (called the decay time). The ear perceives this
phenomenon as a continuous wash of sound.
EFFECT
This parameter turns the reverb effect on/off.
TYPE
This selects the Reverb Type. Various different simulations of
space are offered.
* The available types will depend on the algorithm which is used.
ROOM:
Simulates the reverberation in a small room.
HALL:
Simulates the reverberation in a concert hall.
ROOM1:
Simulates the reverberation in a small room. Provides the
bright reverberations.
ROOM2:
Simulates the reverberation in a small room. Provides warm
reverberations.
HALL1:
Simulates the reverberating in a concert hall. Provides clear
and spacious reverberations.
HALL2:
Simulates the reverberation in a concert hall. Provides warm
reverberations.
PLATE:
Simulates plate reverberation (a reverb unit that uses the
vibration of a metallic plate). Provides a metallic sound with
a distinct upper range.
(ROOM) SIZE
This parameter adjusts the size of the room which is
simulated.
REVERB TIME
This parameter adjusts the duration (time) of the reverb.