The details of the preset effects, Effects in dual mode, L.hall (large hall) – Fostex DE-1 User Manual

Page 5: S. hall (small hall), Room

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5

DE-1 Owner’s Manual

The Details of the Preset Effects

Effects in DUAL MODE

L.HALL (Large Hall)

L.HALL 1 (Normal Large Hall)

(a)

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

L.HALL 2 (Lo-Freq Large Hall)

(a)

Large hall with lingering low-frequency reverb components.

L.HALL 3 (Presence Large Hall)

(a)

Reverb with crispness and good presence.

L.HALL 4 (Hard-Wall Large Hall)

(a)

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

L. HALL 5 (Wet Large Hall)

(a)

Reverb with restrained high-frequency range and gentle character.

L. HALL 6 (Extensive Large Hall)

(a)

Reverb with an extremely long pre-delay time, simulating a fairly broad space.

L. HALL 7 (Cave)

(a)

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

L. HALL 8 (Stadium 1)

(a)

Stadium reverb with many long early reflections.

L. HALL 9 (Stadium 2)

(a)

Stadium reverb with a dry character.

L. HALL 10 (Large Auditorium)

(a)

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

L. HALL 11 (Large Cave)

(a)

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

* ADJUST knob: Reverb Time (adjust the length of the reverberation)

S. HALL (Small Hall)

S. HALL 1 (Normal Small Hall)

(a)

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

S. HALL 2 (Lo-Freq Small Hall)

(a)

Small hall with lingering low-frequency reverb components.

S. HALL 3 (Presence Small Hall)

(a)

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

S. HALL 4 (Hard-Wall Small Hall)

(a)

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

S. HALL 5 (Wet Small Hall)

(a)

Small hall with little high-frequency range.

S. HALL 6 (Spacious Small Hall)

(a)

Small hall with a long pre-delay time, simulating a broad space.

S. HALL 7 (Long and Narrow Hall) (a)

Small hall simulating a long and narrow space where the reverberation is concentrated

in the center.

S. HALL 8 (Dead Small Hall)

(a)

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

S. HALL 9 (Gymnasium)

(a)

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

S. HALL 10 (Live Stage)

(a)

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

S. HALL 11 (No-E/R Hall)

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

way.

* ADJUST knob: Reverb Time (adjust the length of the reverberation)

ROOM

ROOM 1 (Normal Room)

(a)

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

ROOM 2 (Garage)

(a)

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

ROOM 3 (Dead Room)

(a)

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)

(a)

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

ROOM 5 (Presence Room)

(a)

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

ROOM 6 (Mono Room)

(a)

Room reverb with reverberation concentrated in the center.

ROOM 7 (Hard-Wall Drum Booth)

(a)

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

ROOM 8 (Lo-Freq Drum Booth)

(a)

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

The DE-1 has 11 preset Effect Types available on both the Dual Mode and Single Mode. Each Effect
Type further offers a maximum of 11 variations. See Operations on page 16 and 17 for how to set up
the Preset Effects. In the following list, the numbers attached to the Preset Effects are categorized
from (a) ~ (f), (A) ~ (J) and refer to the “Algorithm Reference Numbers”. They tell you how the DE-
1 operates internally in each Preset Effect. See page 12 and 13 for more details of the algorithm.

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