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CS2x-Drumkits (Data List, pages 15 - 17)
This type of kit involves “Material Voices” which can only be used in Performance Mode and assigned there
to Layers 1 -4 as well as Multi Parts 5 - 13. As these kits are “Normal Voices” rather than XG drumkits, you
cannot work at the individual key level - the EQ settings are global and affect all of the drumkit keys.
In contrast to the XG drumkits, the CS2x kits are primarily focused on modern music styles, i.e. Techno,
Dance, Trance, Hip Hop, House and Jungle.
Bank Preset 12 also contains kits with kicks, sound effects (“FX”) and drum loop segments (“Chop”) in addi-
tion the actual drumkits (programs 1 - 6).
Tip: the Bank Pre 12 voices contain drumkits in their initialised state. This can be problematic with a few
drum instruments (they cannot be heard! - e.g. “Ride + Crash”).
There are many voices in other banks that contain prepared versions of these kits: Pre00 - PGM 123 - 128.
You are better off using these voices for song production.
Part Mode and Drum Setups
Two drum setups are available for each of the 20 XG drumkits. These allow you to program each key individ-
ually. These setups allow you to program each key individually. The most important parameters that can be
used have already been listed in the “NRPN Parameter” table.
The XG drum kits are available to all Parts. The default settings however initialize all Parts, except drum Part
10, to Part Mode “normal”
.
Part 10 is automatically set to Part Mode
Drum Setup 1.
Choosing a drum kit for an additional Part will set its Part Mode to Drum Setup 2
.
You can use the above NRPN messages or System Exclusive messages to set each drum sound.
Should you decide on the latter, you can find the necessary data in the following table. The values used com-
municate with Drum Setup 1, i.e. MIDI channel 10:
Table: Drum Sound Editing using Sys-Ex
Byte no. 6 (rr)
represents the note number that is to be used, i.e. which drum sound is to be affected. The XG
Drum Map lists the note number for each instrument. Finally you will need to convert into hexadecimal. For
example: Snare H = Note # 40 = 28 (hexadecimal).
Parameter System -Exklusive message (hexadecimal)
Pitch Coarse (F0) 43 10 4C 30 rr 00 VAL (F7)
Pitch Fine (F0) 43104C30rr 01VAL(F7)
Level (F0) 43104C30rr 02VAL(F7)
Panorama (F0) 43 10 4C 30 rr 04 VAL (F7)
Reverb Send (F0) 43104C30rr 05VAL(F7)
Chorus Send (F0) 43 10 4C 30 rr 06 VAL (F7)
Variation Send (F0) 43 10 4C 30 rr 07 VAL (F7)
Cutoff Frequency (F0) 43 10 4C 30 rr 0B VAL (F7)
Resonance (F0) 43 10 4C 30 rr 0C VAL (F7)
EG Attack (F0) 43 10 4C 30 rr 0D VAL (F7)
EG Decay1 (F0) 43 10 4C 30 rr 0E VAL (F7)
EG Decay2 (F0) 43 10 4C 30 rr 0F VAL (F7)
EQ Bass Gain (F0) 43104C30rr 20VAL(F7)
EQ Treble Gain (F0) 43104C30rr 21VAL(F7)
EQ Bass Freq (F0) 43104C30rr 24VAL(F7)
EQ Treble Freq (F0) 43 10 4C 30 rr 25 VAL (F7)
Commentaires sur ces manuels