Operations, Samples – Gemini CFX-30 User Manual

Page 5

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Pressing the SINGLE (24) button a third time deactivates the CONTIN-

UOUS function (the CD will play through once and then stop).
CONTINUOUS & AUTO-CUE functions appear in the display to indicate
which mode the unit is in. When deactivated, no play function will
appear in the LCD (12). SEE LCD (12).

13. TIME: The TIME (25) button switches the TIME display between the

3 available choices listed under LCD(12):

- TIME ELAPSED on the track,
- TOTAL TIME remaining on the disc
- TIME REMAINING on the track.

14. LOOP IN: Pressing the LOOP IN (40) button while a track is playing

will enter a loop point into the memory, and the LOOP IN's green LED
will blink rapidly while memorizing the entry point. This is the first step in
creating a SEAMLESS LOOP.

15. LOOP OUT: After a loop entry point is memorized, pressing LOOP

OUT (41) in play mode will complete the loop with an exit point. This will
repeat the section between the loop's entry point, programmed with the
pressing of the LOOP IN (40) button, and a second exit loop point, when
the LOOP OUT (41) button is pressed. Press LOOP OUT (41) again to
stop the loop from repeating and continue play from the point where the
loop ends.

16. RELOOP: Press the RELOOP (42) for the unit to return to the previ-

ously set loop. Press the RELOOP (42) repeatedly for stuttering the loop
entry point. The RELOOP (42) function automatically returns the music
to the loop point and will play the loop until it is released with the LOOP
OUT
(41) button.

17. B-EDIT: Use the B-EDIT (43) button to edit the SEAMLESS LOOP.

This feature allows you to adjust the exit point saved in your LOOP OUT
(41) setting. When pressing B-EDIT (43), the LCD (12) will read the
frame where the LOOP OUT (41) is set to. You may adjust it with the
use of the JOG WHEEL (23), by turning the wheel left or right examin-
ing frame by frame while the loop repeates itself. You should be able to
hear the difference in each frame until you are satisfied with your loop
exit point. Press B-EDIT (43) when you are satisfied with your exit point
and your loop will continue to play until you press LOOP OUT (41).

18. PITCH: Pressing the PITCH (19) buttons enable you to select pitch

levels ranging from 4%, 8%, 16%, & 100%. Press the 2 buttons labeled
PITCH OFF (4% & 16%) together to turn OFF the PITCH CONTROL
SLIDE
(21). Press all 3 buttons to select the 100% pitch setting.

19. PITCH BEND: Pushing the PITCH BEND (20) buttons will automati-

cally raise the pitch up to +4% or lower the pitch down to -4% from the
existing pitch setting. Releasing the PITCH BEND (20) buttons will
return the pitch to the original pitch setting. You can use the PITCH
BEND
(20) to match beats when mixing from one song to another.

20. PITCH CONTROL SLIDE: Moving the PITCH CONTROL SLIDE (21)

up or down will lower or raise the pitch percentage up to the selected
PITCH (19) setting.

21. DIRECT SELECT: Use the DIRECT SELECT (14) section to create a

programmed set list (see PROGRAM). You may also key in the specific
track you would like to play, in order to instantly scan through the track
list to the selected track.

22. DSP EFFECTS: The CFX-30 comes equipped with 8 Digital Signal

Processors (DSP) Effects. ECHO, PAN, TRANSFORM, ZOOM,
BRAKE, FILTER, REVERSE, and SCRATCH, are all DSP effects that
can be futher modified by the DRY/WET (28), START (30), and BRAKE
(31) rotary control knobs. See respective functions for more information:

23. ECHO: ECHO (34) is when the original signal is delayed when being

input and then fed back into the signal creating the Echo effect. The
length of the echo increases or decrease when increasing or decrease-
ing the parameter setting.

24. PAN: PAN (35) simply pans the sound from the left and to the right. It

will speed up or slow down as you increase or decrease the parameter
setting.

25. TRANSFORM: TRANSFORM (37) simply cuts the sound from the left

and right stereo levels. It will speed up or slow down as you increase or
decrease the parameter setting.

26. ZOOM: Mixing the signal with a slightly delayed copy of itself, where

the length of the delay is constantly changed, creates zooming. This
resembles the sound of a plane taking off and landing. The depth of the
ZOOM (33) will increase or decrease with the parameter increase or
decrease.

27. BRAKE: The BRAKE (38) button simulates the sound of a record

stopping/starting on a turntable. The larger or smaller the parameter the
longer or shorter it takes for the record to stop.

28. FILTER: The FILTER (32) goes through three passes during parame-

ter adjustment:
- Low Pass filters out the other frequencies except the low frequency.

With a lower parameter you will hear it more.
- High Pass filters out the other frequencies except the high frequency.

With a higher parameter you will hear it more.

- Band Pass filters out the other frequencies except the mid-range fre-

quency. With the parameter setting in the middle you will hear it more.

29. REVERSE: The REVERSE (36) button simply plays the track in

reverse.

30. SCRATCH: SCRATCH (39) will simulate scratching with a record on a

turntable. Use the JOG WHEEL (23) with this feature to create precise
cuts and scratches.

31. MEMO: The MEMO (15) button allows you to begin storing your CUE

POINT(S) (16) and SAMPLE(S) (18).

32. SAMPLER: Use the SAMPLE (18) button(s) to play a section of a

track, stored in sample memory, over the track playing to provide an
extra layer to your mix. You may store 4 samples in the SAMPLE (18)
button(s). Once a sample is stored the respective LED will remain lit
indicating that the sample is ready to be used at the press of the but-
ton(s).

33. CUE POINTS: There are 5 CUE POINT(S) (16) that may be created

on the fly. You may create an entry point in a track from which you will
begin play instantly. By pressing the CUE POINT(S) (16) you may jump
to different sections of a song or a CD without any breaks. This feature
helps you eliminate pauses involved in track search and/or play various
points of a song to shorten or enhance a mix.

34.CUE: The purpose of the CUE (7) button is to preset a point in a track

from which play will begin. Use the CUE (7) button to aid in program
mixing.

35. HOT START: The HOT START (17) button is used for instant play at

the master CUE (7) point. Once a CUE (7) point has been stored and
set to play, press HOT START (17) for instant play. SEE CUE instruc-
tion for more info.

36. BPM: Use the BPM (27) button to count the beats per minute on a

track. This feature will allow you to beat match faster and easier. Press
the BPM (27) button once to activate the BPM (27); the LCD (12) will
show the BPM icon and tempo info. Press the button again to deactivate
the BPM (27), the LCD (12) will hide the BPM icon and not show the
tempo info.

37. DRY/WET: Use the DRY/WET (28) rotary control to adjust the volume

of the effects entered into the program output via the DSP effects but-
tons. Turn the rotary control clockwise for WET effects. The WET effect
occurs when the music is drowned out with effects. Turn the rotary con-
trol counterclock wise for DRY effects, a lower volume for effects. The
DRY effect occurs when when the music will be heard clearly over the
effect.

38. DIMMER: Use the DIMMER (29) rotary control to adjust the brightness

of the LCD (12). Turn the rotary control clockwise to brighten the LCD
(12). Turn the rotary control counterclockwise to dim the LCD (12).

39. START: Use the START (30) rotary control in conjunction with the

BRAKE (38) button and PLAY/PAUSE (8) button to adjust the delay
time in starting a track.

40. BRAKE: Use the BRAKE (31) rotary control in conjunction with the

BRAKE (38) button and PLAY/PAUSE (8) button to adjust the delay
time in stopping a track.

OPERATIONS:

1. Place a CD in the DISC IN SLOT (10) and push it in so the unit
accepts the CD. The disc will enter into the unit.

2. Adjust the TRACK SKIP (13) rotary control or press the track number
in the DIRECT SELECT (14) section to select the track you want to play.

3. Press the PLAY/PAUSE (8) buttons and the unit will instantly play.

SAMPLES:

To store a sample, first you must press the MEMO (15) button, the blue

MEMO (15) LED will be lit indicating that the unit is ready for sample
storage. When the track has reached the desired point at which you
would like the sample to begin, select a SAMPLE (18) button where you
would like the sample to be stored. Press the button. The green
SAMPLE (18) LED will blink indicating that the MEMO (15) is actively
recording the sample.

When the desired selection has reached the point at which you want

the sample to end press the same SAMPLE (18) button you have cho-
sen to save the sample again to end recording. The green SAMPLE (18)
LED will remain lit once you have ended the recording. The sample is
now stored and ready for play. You may press the SAMPLE (18) button
to layer the sample over any song. While the sample is playing, the
green SAMPLE (18) LED will blink.

To stop a sample from playing, press the SAMPLE (18) button again

while the sample is playing to cut it short. If you are not satisfied with the
recording of the sample or its location, simply press the MEMORY (15)
button. Then the select a SAMPLE (18) button at the point which you
would like the sample to begin.

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