Object type and id, Saving and naming, Object type and id -2 saving and naming -2 – Kurzweil KSP8 TM User Manual

Page 44

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5-2

Preliminary - Subject to Change

Editing Conventions

Object Type and ID

Master tables

The values that are set for the global control parameters on the
Master-mode page, as well as the settings for the parameters on the
CHANNELS page in MIDI mode, and the programs currently assigned to
each MIDI channel.

Name tables

Contains a list of dependent objects needed by the other objects in a file at
the time the file was saved.

Object Type and ID

The PC3 stores its objects in memory using a system of ID numbers that are generally organized
into banks. Each object is identified by its object type and object ID; these make it unique. An
object’s type is simply the kind of object it is, whether it’s a program, setup, song, or whatever.
The object ID is a number from 1 to the maximum that distinguishes each object from other
objects of the same type. For example, within a bank you can have a setup, a program, and an
effect, all with ID 201; their object types distinguish them. You can’t, however, have two programs
with ID 201.

ROM (factory preset) objects have ID numbers in a number of banks. When you save objects that
you’ve edited, the PC3 will ask you to assign an ID. If the original object was a ROM object, the
PC3 will suggest the first available ID. If the original object was a memory object, you’ll have the
option of saving to an unused ID, or replacing the original object.

Objects of different types can have the same ID, but objects of the same type must have different
IDs to be kept separate. When you’re saving an object that you’ve edited, you can assign the
same ID to an existing object of the same type, but if you do, the new one will be written over
the old one. For example, if you assign an ID of 1 to a program you’ve edited, the PC3 will ask
you if you want to “replace” the ROM program currently stored with that ID.

Many parameters have objects as their values—the VelTouch parameter on the Master mode
page, for example. In this case, the object’s ID appears in the value field along with the object’s
name. You can enter objects as values by entering their IDs with the alphanumeric pad. This is
especially convenient for programs, since their ID numbers are usually the same as their MIDI
program change numbers..

The object type and ID enable you to store hundreds of objects without losing track of them, and
also to load files from storage without having to replace files you’ve already loaded.

Saving and Naming

When you’ve edited an object to your satisfaction, you’ll want to store it in memory. There’s a
standard procedure for saving and naming, which applies to all objects. You can press the Save
soft button, of course, but it’s easier to press the Exit button, which means “I want to leave the
current editor.” If you haven’t actually changed anything while in the editor, you’ll simply exit
to the mode you started from. If you have made changes, however, the PC3 will ask you if you
want to save those changes. This is the first Save dialog, the EditProg: Exit page. Press Cancel to
resume editing, No to exit the editor, or Yes to save your edits and move to the EditProg: Save
page.

Object Type

Object ID

Object Name

Program

201

Hot Keys

Setup

404

Silicon Bebop

Velocity Map

1

Linear

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