22.10.2014 Views

Utilisation du dMIX-600 - UniqueSquared.com

Utilisation du dMIX-600 - UniqueSquared.com

Utilisation du dMIX-600 - UniqueSquared.com

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Using the DMIX-<strong>600</strong><br />

Effects Section<br />

Effects Section<br />

-<br />

The DMIX-<strong>600</strong> has three built in effects that can be assigned to either<br />

channel including the microphone channel indivi<strong>du</strong>ally, each effects volume<br />

mix can be adjusted by turning the DRY/WET rotary counter clock<br />

wise for DRY and clockwise for WET.<br />

These effects are:<br />

Filter<br />

The Filter effect is a band pass Filter and will filter out either the high<br />

frequencies or the low frequencies depending on the position of the<br />

parametr control slider, in the center position the parameter control slider<br />

has no effect on the sound, slide it to the left and the high frequencies<br />

will be removed gra<strong>du</strong>ally until there is just lowend (bass), and if you<br />

slide the parameter control slider to the right the low frequencies will<br />

gra<strong>du</strong>ally be removed until there is only high frequencies (treble).<br />

Fig 8.6 Effects section<br />

Fig 8.7 Channel assign switch<br />

Flanger<br />

Flanging is a time-based audio effect that occurs when two identical signals<br />

are mixed together, but with one signal time-delayed by a small<br />

and gra<strong>du</strong>ally changing amount, usually smaller than 20 ms (milliseconds).<br />

This pro<strong>du</strong>ces a swept '<strong>com</strong>b filter' effect: peaks and notches are<br />

pro<strong>du</strong>ced in the resultant frequency spectrum, related to each other in a<br />

linear harmonic series. Varying the time delay causes these to sweep up<br />

and down the frequency spectrum.<br />

By sliding the parameter control slide to the left the flanger gets slower<br />

and when you slide the paremeter control to the right the flanger gets<br />

faster.<br />

Reverb<br />

Reverberation is the persistence of sound in a particular space after the<br />

original sound is removed. When sound is pro<strong>du</strong>ced in a space, a large<br />

number of echoes build up and then slowly decay as the sound is<br />

absorbed by the walls and air, creating reverberation, or reverb. This is<br />

most noticeable when the sound source stops but the reflections continue,<br />

decreasing in amplitude, until they can no longer be heard. Large chambers,<br />

especially such as cathedrals, gymnasiums, indoor swimming pools,<br />

large caves, etc., are examples of spaces where the reverberation time<br />

is long and can clearly be heard. Different types of music tend to sound<br />

best with reverberation times appropriate to their characteristics.<br />

Fig 8.8 Adjusts the effects mix<br />

By sliding the parameter control slide to the left the reverb space gets<br />

smaller and when you slide the paremeter control to the right the the<br />

reverb space gets larger.<br />

28

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!