FX (global multi-effects)

The multi-FX page contains settings for the programmable multi-effects units (dual delay units, chorus and reverb units).

Please also see the multi-FX documentation.


1. dL.Ln Delay 1 Length

Length of delay in beats (one beat is one quarter note) for delay unit 1. For song BPMs below 80, options will be reduced.


2. dL.Fb Delay 1 Feedback

Feedback ("repeat") strength for delay unit 1.


3. dL.Wd Delay 1 Width

Delay between left and right channel "ping-pong" for delay unit 1


5. dL.Ln Delay 2 Length

Length of delay in beats (one beat is one quarter note) for delay unit 2. For song BPMs below 80, options will be reduced.


6. dL.Fb Delay 2 Feedback

Feedback ("repeat") strength for delay unit 2.


7. dL.Wd Delay 2 Width

Delay between left and right channel "ping-pong" for delay unit 2.


8. d2.Al Delay2 Algorithm

Specifies the algorithm for the second delay unit. Choose between;

  • dly (delay); standard delay, identical to delay 1
  • spkl (sparkle); applies ring modulation and a one octave pitch shift (up). Depending on the patch this introduces "pleasant" high frequency overtones such "sparkles" and "shimmers".


9. ch.SP Chorus Speed

Speed by which chorus effects unit bounces between chorus time 1 ("ch.t1") and chorus time 2 ("ch.t1").


10. ch.t1 Chorus Time 1

Time delay 1 between original signal and output signal. Chorus unit will bounce between chorus time 1 ("ch.t1") and chorus time 2 ("ch.t2") according to speed ("ch.SP").


11. ch.t2 Chorus Time 2

Time delay 2 between original signal and output signal. Chorus unit will bounce between chorus time 1 ("ch.t1") and chorus time 2 ("ch.t2") according to speed ("ch.SP").


12. ch.AL Chorus Algorithm

Specifies the algorithm that should be used for the chorus FX unit;

  • 'Chrs' (chorus) uses a regular stereo chorus algorithm
  • 'Phas' (phaser) uses a phaser algorithm


13. rv.Fb Reverb Feedback

Specifies reverb feedback, impacting how long the "tail" of a sound will be.


14. rv.dM Reverb Damping

Specifies reverb damping, impacting how clear the "tail" of the reverb should be. This simulates objects and materials absorbing certain frequencies. Frequencies below above the specified frequency will be cut. A frequency of 3520 yields a "natural" reverb where high frequencies gradually decay, while "PaSS" performs no damping at all. The latter combined with a high feedback value can yield some extremely long reverbs.


15. rv.P.d Reverb Pre-Delay

Specifies a short delay in milliseconds before the reverb should kick in. This allows a sound's transient to play before it potentially gets "swallowed up" by its own reverb signal.


16. rv.Md Reverb Modulation

Modulates and offsets the delay lines to simulate moving/turbulent air. A value of 0 turns off the effect completely, while a value of 6 introduces extreme turbulence and random movement of air (the audio equivalent of heat haze).


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