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Velocity Offset
e Velocity Oset parameter also changes the velocity response, but in a more direct way, by
adding or subtracting a constant to the key velocity.
For example, if this is set to 25 (assuming a scale of 100%), then 25 is added to the velocity
of every key strike, usually making the sound that much louder. e softest possible key
strike will have a value of 25, while a key strike with velocity of 102 will produce the same
sound as a note with velocity 127 (102+25=127). Negative values diminish the response:
a setting of -25 means the loudest velocity available will be 102, while any key strike 25 or
below will produce a velocity of 1 (a velocity value of zero has a special meaning in MIDI
and cannot be used for Note Ons).
You can think of Scale as being a proportional change to the velocity, while Oset is a linear
change. e maximum values for Oset are ±127.
Oset and Scale work together. If scaling takes the velocity out of the ballpark — for
example, you want to set it to 300% but that puts all of your notes at maximum velocity —
using a negative oset, say around -60, can make it possible to still play at dierent volumes,
although your curve will still be a lot steeper than normal. If you use a negative scaling,
then you must use an oset: otherwise all of your velocities will end up as zeroes (well, ones
actually, since a MIDI note-on with velocity zero is interpreted by some modules as a note-
o message). So to get true inverse scaling (that is, minus 100%), you must set an oset of
127 to get the full range of velocities. Setting the oset to 127 and the scale to -100% (which
is the same as the reverse linear curve).
Note: Oset and Scale only aect incoming MIDI velocities; these parameters don’t change
Velocity Tracking in the programs themselves. erefore, programs which have low VelTrk
values may respond only subtly to Oset and Scale, or not at all.
Velocity Curve
e Velocity Curve parameter lets you taper the velocity response. e default setting is
Linear, which means that the output velocity changes directly proportionally to the played
velocity.
Expand produces a curve that is less steep than the linear curve at key strike velocities below
64, and steeper than the linear curve at key strike velocities above 64. In other words, when
you’re playing softly, you’ll notice velocity dierences less than with a linear curve, while
when you’re playing hard, you’ll notice velocity dierences more.
Compress produces a velocity curve that is the opposite of the expanded curve—that is,
you’ll notice velocity dierences more when you’re playing softly than when you’re playing
hard.
Crossfade is designed to be used in tandem with the Reverse Crossfade curve, enabling you
to perform smooth crossfades between dierent programs.