The details of the preset effects, Effects in dual mode – Fostex DE-10 User Manual

Page 5

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5

DE-10 Owner’s Manual

• L.HALL (Large Hall)

L.HALL 1 (Natural Large Hall)

: Conventional large hall, with sonic detail, clarity, and an appropriate amount of early reflections.

L.HALL 2 (Lo-Freq Large Hall)

: Large hall with lingering low-frequency reverb components.

L.HALL 3 (Vivid Large Hall)

: Reverb with crispness and good presence.

L.HALL 4 (Hard-Wall Large Hall)

: Large hall surrounded by hard walls, many early reflections, and a strong high- frequency ratio.

L. HALL 5 (Soft-Wall Large Hall)

: Reverb with restrained high-frequency range and gentle character.

L. HALL 6 (Long Pre-Delay Large Hall): Reverb with an extremely long pre-delay time, simulating a fairly broad space.
L. HALL 7 (Cave)

: Reverb simulating a cave. Perhaps the thick moss accounts for the excellent high-frequency

absorption!

L. HALL 8 (Stadium)

: Stadium reverb with many long early reflections.

L. HALL 9 (Vivid Stadium)

: Stadium reverb with a dry character.

L. HALL 10 (Auditorium)

: Reverb simulating a space with little reverberation, such as a large auditorium.

L. HALL 11 (Big Cave)

: Simulates a more spacious volume than the cave of L. HALL 7. Reverb time is longer.

*

[ADJUST]

knob: Adjust the Reverb Time.

The Details of the Preset Effects

Effects in DUAL MODE

The DE-10 has 11 preset Effect Types available on both the Dual Mode and Single 1/2 Mode. Each Effect Type
further offers a maximum of 11 variations. See Operations on page 18 and 19 for how to set up the Preset Effects.

• ROOM

ROOM 1 (Natural Room)

: Conventional room reverb simulating a nice space with just enough “sparkle.”

ROOM 2 (Garage)

: Room reverb with crisp presence simulating a small, live space such as a garage.

ROOM 3 (Dead Room)

: Room reverb simulating a small, dead room. Add just a bit of this to give warmth to a sound. Ideal for

narrations.

ROOM 4 (Live Room)

: Room reverb simulating a live space with low-density reverberation.

ROOM 5 (Vivid Room)

: All-purpose room reverb with few early reflections and good definition.

ROOM 6 (Off Mic)

: Room reverb with reverberation concentrated in the center.

ROOM 7 (Hard Wall Drum Booth)

: Room reverb simulating a drum booth with hard walls. Crisp, and good for percussion as well.

ROOM 8 (Wood Wall Drum Booth)

: Room reverb simulating a drum booth with a boost in the low to mid-ranges.

ROOM 9 (Live House)

: Room reverb simulating a small club.

ROOM 10 (Back-Stage)

: Room reverb simulating the sound back-stage.

ROOM 11 (Hi-Freq Room)

: Room reverb with unique character in the mid-range.

*

[ADJUST]

knob: Adjust the Reverb Time.

• S. HALL (Small Hall)

S. HALL 1 (Natural Small Hall)

: Conventional small hall with sonic detail, clarity, and an appropriate amount of early reflections.

S. HALL 2 (Lo-Freq Small Hall)

: Small hall with lingering low-frequency reverb components.

S. HALL 3 (Vivid Small Hall)

: General-purpose small hall with crisp sound and few early reflections.

S. HALL 4 (Hard-Wall Small Hall)

: Small hall surrounded by hard walls, many early reflections, and a strong high-frequency ratio.

S. HALL 5 (Soft-Wall Small Hall)

: Small hall with little high-frequency range.

S. HALL 6 (Long Pre-Delay Small Hall): Small hall with a long pre-delay time, simulating a broad space.
S. HALL 7 (Narrow Small Hall)

: Small hall simulating a long and narrow space where the reverberation is concentrated in the center.

S. HALL 8 (Dead Hall)

: Relatively “dead” small hall with a low high-frequency ratio.

S. HALL 9 (Small Stadium)

: Small hall simulating a space with low-density reverberation such as a gymnasium.

S. HALL 10 (Out Door Stage)

: Simulation of an outdoor stage. Extremely small amount of reverberation.

S. HALL 11 (Flat Reverb)

: Small hall with no early reflections, and the entire frequency range decays in the same way.

*

[ADJUST]

knob: Adjust the Reverb Time.

OUTPUT (L)

OUTPUT (R)

L. HALL

INPUT

OUTPUT (L)

OUTPUT (R)

S. HALL

INPUT

OUTPUT (L)

OUTPUT (R)

ROOM

INPUT

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