Lexicon 480L | PDF - Freeverb3
Lexicon 480L | PDF - Freeverb3 Lexicon 480L | PDF - Freeverb3
Bank 8: the Pitch Change and Doppler Programs Programs — Bank 8: Pitch Shift 1Pitch Change MOD SNC PCH FIN PCH FIN Stereo +null +null +null +null PDL PDR FBL FBR MIX 0ms 0ms 0% 0% All Fx MIDI REF MIR GLL SPL +null 48c2 +Off +null 16 MIDI REF MIR GLR +null 72c4 +Off +null 2 Pitch Chorus MOD SNC PCH FIN PCH FIN Mono -3c -3c +6c +6c PDL PDR FBL FBR MIX 6.48 ms 9.81 ms +23% +13% All Fx MIDI REF MIR GLL SPL -3c 48c2 +Off +Off -3c 16 MIDI REF MIR GLR +6c 72c4 +Off +Off +6c 3 1% Up 1% Dwn MOD SNC PCH FIN PCH FIN Mono +10c +10c -10c -10c PDL PDR FBL FBR MIX 39.27 ms 32.69 ms +10% +10% All Fx MIDI REF MIR GLL SPL +10c 48c2 +Off +10c 16 MIDI REF MIR GLR -10c 72c4 +Off -10c 4 Barber Pole MOD SNC PCH FIN PCH FIN Stereo -3c -3c -3c -3c PDL PDR FBL FBR MIX 0.0 ms 0.0 ms -41% +41% All Fx MIDI REF MIR GLL SPL -3c 48c2 +Off -3c 16 MIDI REF MIR GLR -3c 72c4 +Off -3c 5 Half Steps MOD SNC PCH FIN PCH FIN Stereo -m2nd0c -m2nd0c -m2nd0c -m2nd0c PDL PDR FBL FBR MIX 600.03ms600.03ms +44% +44% All Fx MIDI REF MIR GLL SPL -m2nd0c 48c2 +Off -m2nd0c 16 MIDI REF MIR GLR -m2nd0c 72 +Off -m2nd0c 6 Stair Case MOD SNC PCH FIN PCH FIN Mono +m3rd+47c+m3rd+47c+M3rd+2c +M3rd+2c PDL PDR FBL FBR MIX 29.03 30.95 +55% -60% 20%Fx MIDI REF MIR GLL SPL +m3rd+2c 48c2 +Off +m3rd+47c 16 MIDI REF MIR GLR +M3rd+2c 72c4 +Off +M3rd+2c 7-4
Bank 8: the Pitch Change and Doppler Programs Page One PLAY Play Trigger TYP Play Type FG Amp Q/Pch Q SPD Speed TIM Time DST Distance Page Two PLAY Play Doppler TRIG Trigger Doppler The Doppler Program Everyone is familiar with the Doppler effect heard when a train or truck goes zooming by. The Doppler program recreates this effect with startling realism by reproducing the panning, amplitude and pitch variations heard as a sound source moves past the listener. These programs were designed specifically for film and video applications. An audio trigger allows the Doppler to be cued into a mix. The Cascade mode allows audio to be captured and looped in a sampling program in Machine A, and a Doppler program to be loaded into Machine B that will trigger the effect. Try very short times (one second or less) and small distances (0.3 meters) to produce an illusion of a sound zooming by your head. Note that using a combination of high settings for all parameters can result in noise and aliasing becoming audible. About the Doppler Parameters Page One PLAY (Play Trigger) When triggering the doppler effect manually, press PLAY to trigger. The sound must have started at some time before PLAY is pressed. This is called memory preload and is equal to the amount of time it takes the sound to travel from the starting point of the object to the listener. The amount of time required depends on the settings of SPEED and TIME. At maximum speed and time the sound must be started up to 1.3 seconds before PLAY is pressed. At minimum SPEEDs and TIMEs, the time needed to preload the machine's memory is quite short. If an audio trigger has been set up on page two, pressing PLAY does not start the effect immediately; it arms the effect, and then waits for the appropriate level to start the effect. The memory preload time is built in, so the effect starts shortly after the trigger. TYPE (Play Type) TYPE affects the rate of change of the level of the sound. It has two modes--NORMAL and ZOOM. In NORMAL, the level is inversely proportional to the distance from the object to the listener. The object moves in a straight line from one side to the other. In ZOOM, the level is inversely proportional to the distance squared. The sound moves in a parobola, moving rapidly toward the listener and then away. FG (Fudge Factor) FG is AMP Q/Pitch Q * 64. The amplitude Q (i.e., the sharpness of the amplitude increase as the object goes by) is set only by DISTANCE Q. When FG is set to 64, the pitch change follows the amplitude change in a theoretically accurate manner. Sometimes it sounds better to have the pitch vary more gradually. This can be achieved by raising FG. For example, when FG is set to 128, the pitch acts as if the object is twice as far away, while the amplitude remains at the distance set with DISTANCE Q. SPEED SPEED sets the total pitch shift that will occur. When SPEED is set to 0, there will be no pitch shift. The pitch shift set with SPEED is quite accurate. TIME TIME sets the time between when the device is triggered and when the sound is midway between the two loudspeakers.The total time of the effect is twice the value set with TIME. TIME has great impact on perceived speed. Short times and small distances make the object appear to be moving quite fast. DISTANCE Q DISTANCE Q sets the sharpness of the effect in both amplitude and frequency. The control displays the distance of closest approach, and the displayed distance depends on the TIME selected. For an accurate emulation of a real event, time should be set first. 7-5
- Page 25 and 26: Basic Operation Using Two LARCs to
- Page 27 and 28: Basic Operation Level Calibration A
- Page 29 and 30: Basic Operation Setting Analog Inpu
- Page 31 and 32: Basic Operation Using Digital Signa
- Page 33 and 34: Basic Operation Storing and Naming
- Page 35 and 36: Basic Operation MIDI SysEx Program
- Page 37 and 38: Basic Operation A dumped register b
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- Page 55 and 56: Lexicon 480L Owner's Manual WANDER
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- Page 63 and 64: Lexicon 480L Owner's Manual Introdu
- Page 65 and 66: Lexicon 480L Owner's Manual How to
- Page 67 and 68: Lexicon 480L Owner's Manual Time Va
- Page 69 and 70: Lexicon 480L Owner's Manual Stereo
- Page 71 and 72: Lexicon 480L Owner's Manual HEAD TR
- Page 73 and 74: 7 Bank 8: the Pitch Change and Dopp
- Page 75: Bank 8: the Pitch Change and Dopple
- Page 79 and 80: 8 Bank 9: the Mastering Programs Th
- Page 81 and 82: Bank 9: the Mastering Programs If s
- Page 83 and 84: Bank 9: the Mastering Programs Page
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- Page 89 and 90: Bank 9: the Mastering Programs LFB
- Page 91 and 92: 9 Bank 10: the Compressor Programs
- Page 93 and 94: Bank 10: the Compressor Programs AT
- Page 95 and 96: 10 Banks 11-12: the Random Halls an
- Page 97 and 98: Banks 11-12: the Random Halls and S
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- Page 103 and 104: 11 Banks 13-14: the Ambience Progra
- Page 105 and 106: Banks 13-14: the Ambience Programs
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- Page 109 and 110: Banks 13-14: the Ambience Programs
- Page 111 and 112: 12 Bank 15: the Prime Time III Prog
- Page 113 and 114: Bank 15: the Prime Time III Program
- Page 115 and 116: 13 Bank 16: the Freq. Stuff Program
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- Page 125 and 126: A MIDI and the 480L This section de
Bank 8: the Pitch Change and Doppler Programs<br />
Page One<br />
PLAY<br />
Play Trigger<br />
TYP<br />
Play Type<br />
FG<br />
Amp Q/Pch Q<br />
SPD<br />
Speed<br />
TIM<br />
Time<br />
DST<br />
Distance<br />
Page Two<br />
PLAY<br />
Play Doppler<br />
TRIG<br />
Trigger Doppler<br />
The Doppler Program<br />
Everyone is familiar with the Doppler effect heard when<br />
a train or truck goes zooming by. The Doppler program<br />
recreates this effect with startling realism by reproducing<br />
the panning, amplitude and pitch variations<br />
heard as a sound source moves past the listener.<br />
These programs were designed specifically for film<br />
and video applications. An audio trigger allows the<br />
Doppler to be cued into a mix. The Cascade mode<br />
allows audio to be captured and looped in a sampling<br />
program in Machine A, and a Doppler program to be<br />
loaded into Machine B that will trigger the effect. Try<br />
very short times (one second or less) and small distances<br />
(0.3 meters) to produce an illusion of a sound<br />
zooming by your head.<br />
Note that using a combination of high settings for all<br />
parameters can result in noise and aliasing becoming<br />
audible.<br />
About the Doppler Parameters<br />
Page One<br />
PLAY (Play Trigger)<br />
When triggering the doppler effect manually, press<br />
PLAY to trigger. The sound must have started at some<br />
time before PLAY is pressed. This is called memory<br />
preload and is equal to the amount of time it takes the<br />
sound to travel from the starting point of the object to<br />
the listener. The amount of time required depends on<br />
the settings of SPEED and TIME. At maximum speed<br />
and time the sound must be started up to 1.3 seconds<br />
before PLAY is pressed. At minimum SPEEDs and<br />
TIMEs, the time needed to preload the machine's<br />
memory is quite short.<br />
If an audio trigger has been set up on page two,<br />
pressing PLAY does not start the effect immediately;<br />
it arms the effect, and then waits for the appropriate<br />
level to start the effect. The memory preload time is<br />
built in, so the effect starts shortly after the trigger.<br />
TYPE (Play Type)<br />
TYPE affects the rate of change of the level of the<br />
sound. It has two modes--NORMAL and ZOOM. In<br />
NORMAL, the level is inversely proportional to the<br />
distance from the object to the listener. The object<br />
moves in a straight line from one side to the other. In<br />
ZOOM, the level is inversely proportional to the distance<br />
squared. The sound moves in a parobola, moving<br />
rapidly toward the listener and then away.<br />
FG (Fudge Factor)<br />
FG is AMP Q/Pitch Q * 64. The amplitude Q (i.e., the<br />
sharpness of the amplitude increase as the object goes<br />
by) is set only by DISTANCE Q. When FG is set to 64,<br />
the pitch change follows the amplitude change in a<br />
theoretically accurate manner. Sometimes it sounds<br />
better to have the pitch vary more gradually. This can<br />
be achieved by raising FG. For example, when FG is<br />
set to 128, the pitch acts as if the object is twice as far<br />
away, while the amplitude remains at the distance set<br />
with DISTANCE Q.<br />
SPEED<br />
SPEED sets the total pitch shift that will occur. When<br />
SPEED is set to 0, there will be no pitch shift. The pitch<br />
shift set with SPEED is quite accurate.<br />
TIME<br />
TIME sets the time between when the device is triggered<br />
and when the sound is midway between the two<br />
loudspeakers.The total time of the effect is twice the<br />
value set with TIME. TIME has great impact on perceived<br />
speed. Short times and small distances make<br />
the object appear to be moving quite fast.<br />
DISTANCE Q<br />
DISTANCE Q sets the sharpness of the effect in both<br />
amplitude and frequency. The control displays the<br />
distance of closest approach, and the displayed distance<br />
depends on the TIME selected. For an accurate<br />
emulation of a real event, time should be set first.<br />
7-5