22.10.2014 Views

Utilisation du dMIX-600 - UniqueSquared.com

Utilisation du dMIX-600 - UniqueSquared.com

Utilisation du dMIX-600 - UniqueSquared.com

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Using the DMIX-<strong>600</strong><br />

Effects Section<br />

Effects Section<br />

-<br />

The DMIX-<strong>600</strong> has three built in effects that can be assigned to either<br />

channel including the microphone channel indivi<strong>du</strong>ally, each effects volume<br />

mix can be adjusted by turning the DRY/WET rotary counter clock<br />

wise for DRY and clockwise for WET.<br />

These effects are:<br />

Filter<br />

The Filter effect is a band pass Filter and will filter out either the high<br />

frequencies or the low frequencies depending on the position of the<br />

parametr control slider, in the center position the parameter control slider<br />

has no effect on the sound, slide it to the left and the high frequencies<br />

will be removed gra<strong>du</strong>ally until there is just lowend (bass), and if you<br />

slide the parameter control slider to the right the low frequencies will<br />

gra<strong>du</strong>ally be removed until there is only high frequencies (treble).<br />

Fig 8.6 Effects section<br />

Fig 8.7 Channel assign switch<br />

Flanger<br />

Flanging is a time-based audio effect that occurs when two identical signals<br />

are mixed together, but with one signal time-delayed by a small<br />

and gra<strong>du</strong>ally changing amount, usually smaller than 20 ms (milliseconds).<br />

This pro<strong>du</strong>ces a swept '<strong>com</strong>b filter' effect: peaks and notches are<br />

pro<strong>du</strong>ced in the resultant frequency spectrum, related to each other in a<br />

linear harmonic series. Varying the time delay causes these to sweep up<br />

and down the frequency spectrum.<br />

By sliding the parameter control slide to the left the flanger gets slower<br />

and when you slide the paremeter control to the right the flanger gets<br />

faster.<br />

Reverb<br />

Reverberation is the persistence of sound in a particular space after the<br />

original sound is removed. When sound is pro<strong>du</strong>ced in a space, a large<br />

number of echoes build up and then slowly decay as the sound is<br />

absorbed by the walls and air, creating reverberation, or reverb. This is<br />

most noticeable when the sound source stops but the reflections continue,<br />

decreasing in amplitude, until they can no longer be heard. Large chambers,<br />

especially such as cathedrals, gymnasiums, indoor swimming pools,<br />

large caves, etc., are examples of spaces where the reverberation time<br />

is long and can clearly be heard. Different types of music tend to sound<br />

best with reverberation times appropriate to their characteristics.<br />

Fig 8.8 Adjusts the effects mix<br />

By sliding the parameter control slide to the left the reverb space gets<br />

smaller and when you slide the paremeter control to the right the the<br />

reverb space gets larger.<br />

28

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!