Fostex DE-10 Musical Instrument User Manual


 
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