Owner's Manual
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Performance, Tracks and Rom Sounds
THE ROM SOUNDS
This section takes a look at the Sounds permanently resident in the WX - in ROM (Read
Only Memory). The technology used to generate the sounds is the most up-to-date,
including PCM Samples, Wavetables, Multiloop, Crossfade Multiwave and Subtractive
synthesis.
Dual and Single Oscillator Sounds
The 32 Oscillators incorporated in WX are exploited in two ways to produce “Dual
Oscillator” and “Single Oscillator” Sounds.
Dual Oscillator” Sounds are generated by two oscillators which operate in synchronised
pairs. In one of the variations of the sophisticated sound generating system, called
“Multi-loop Crossfade Looping”, the sampled waveform “header” incorporated in a
Sound is “read” alternately with continuous fading to produce a more natural sound. The
graphical representation below illustrates how two oscillators are exploited to produce
a sound:
BrtPiano (Oscillator 1)
Multiloop Vector
BrtPiano (Oscillator 2)
In order to obtain this result, however, the 32 Oscillators are employed to produce 16 note
polyphony.
“Single Oscillator” Sounds are characterised by the use of a single oscillator for each
sound. The 32 oscillators are, therefore, fully exploited and the resulting sounds have a
maximum polyphony of 32 notes.
Therefore, if you play only one sound (a single track), you can obtain a maximum of 32
note polyphony using “Single Oscillator” sounds, or a maximum of 16 note polyphony
using a “Dual Oscillator” Sound.
Naturally, in situations consisting of two tracks, at the most, your polyphony is halved.
In multi-track situations, your maximum polyphony is governed by the sounds assigned
to the track of the currently selected Performance.
To distinguish between the two types of Sounds, you can refer to the ROM Sound table
in the Appendix which identifies the “Single Oscillator” sounds with an ASTERISK (*).
Drumkits and Sound Patches
A Drumkit is a percussion sound map where a different drum sound is assigned to each
note of the keyboard.
The 16 WX Drumkits occupy the second and third Banks of the Drums family. They are
recalled by selecting the relative Function button (F1…F8) after gaining access to the
Drums sound bank.
These type of “Sounds” incorporate a “Dynamic Switch”; this is a Dynamic threshold
below and above which different Sounds can be assigned so that playing harder triggers