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ZOOM RFX-2000
This section lists all the effects and parameters available in the RFX-2000. For effects from the EXTRA bank (which can be
called up only from a computer), only the parameters that can be adjusted with the front-panel controls of the RFX-2000 are
described.
Effects suitable for a send/return connection (p. 4) are marked with this symbol.
Effects for which tap input (p. 9) can be used are marked with this symbol.
The parameter that can be set by tap input is marked with a "TAP" indication besides the name.
BYPASS indicates the operation of the unit in bypass mode (p. 6). This can be either WET MUTE (effect
sound only is muted) or DRY THRU (original sound is passed through unprocessed).
RFX-2000 Effects
RFX-2000 Effects
REVERB Bank
1 HALL
These effects simulate the reverb in various types of medium to large size buildings.
2 ROOM
These effects simulate the reverb in various types of interior spaces, ranging from
small rooms to large clubs.
3 PLATE
These effects simulate the so-called "plate reverb" sound (as produced by a pickup
mounted to a large, free-hanging iron plate).
4 VOCAL
Reverb effects best suited for vocals and narration.
6 PERCUSS
(PERCUSSION)
These reverb effects are most suitable for drums and percussion.
5 AMBIENCE
These effects lend a natural sounding ambience to the sound source which is suitable
not only for single instruments but also for stereo music sources.
7 ENSEMBLE
These effects are best for ensemble sections such as strings or brass.
8 POWER
These effects add a feeling of power and energy to sound sources.
REV CHARACTER
REV TIME REV EQ LOW REV EQ HIGH
TAP BYPASS
Character Reverb Time EQ Low EQ High
WET
MUTE
1 - 11 1 - 30 -12 - +12 -12 - +12
Control knob
Parameter
Setting range
Description
Adjusts the reverb
time.
Adjusts EQ Low
boost/cut.
Adjusts EQ High
boost/cut.
Selects the reverb
character (see table).
S/R
S/R
S/R
S/R
S/R
S/R
S/R
S/R
This bank contains only reverb effects. The parameters REV CHARACTER, REV TIME, REV EQ LOW, and REV EQ HIGH
adjusted with the respective controls are common to all of these effects. For each effect, there are 11 character settings selected
with the REV CHARACTER control, producing a different tone and style.
1. HALL
1 Large Hall
••••••••••••• Simulates a large concert hall.
2 Bright Hall
•••••••••••• Simulates a medium-size hall with
strong, bright reverb.
3 Recital Hall
•••••••••• Simulates a small hall.
4 Municipal
••••••••••••• Simulates a fairly large municipal style
hall.
5 Wood Hall
•••••••••••• Simulates a medium-size hall with
predominantly wooden interior.
6 Cathedral
•••••••••••• Simulates a large cathedral.
7 Medconcert
••••••••• Simulates a medium-size concert hall.
8 Strings Hall
•••••••••• Simulates a concert hall designed for
classical music.
9 Castle Hall
••••••••••• Simulates a medieval castle.
10 Small Hall
•••••••••••• Simulates a small hall with warm sound
character.
11 Gymnasium
••••••••• Simulates a gymnasium.
2. ROOM
1 Tile Chamber
••••••• Simulates the acoustics of a tiled room.
2 Warm Room
•••••••• Simulates the acoustics of a room with
warm sound character.
3 Big Wooden
••••••••• Simulates the acoustics of a fairly large
room made of wood.
4 Meeting Room
••••• Simulates the acoustics of a conference
room.
5 Large Club
••••••••••• Simulates the acoustics of a large club
with strong reverb.
6 GtrSpace
••••••••••••• Reverb with a pronounced midrange.
7 Strings Room
•••••• Reverb emphasizing the low range and
midrange.
8 Small Chamber
•••• Reverb which makes the spoken voice
stand out clearly.
9 Glass Room
••••••••• Reverb with lean low end.
10
Rehearsal Space
•••• Simulates a rehearsal room with strong
reverb.
11 Garage
•••••••••••••••• Simulates the reverb character of a
garage.
Reverb Character Table
14


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