31RE1: Not used.RE2: Compression RatioDisplayed as: C1RatioInitial value: 1.0Range of adjustment: 1.0 to 13.7With the minimum value of 1.0 set, the compressor has no effect as 1.0 means that everychange in input level results in an equal change in output level. The parameter sets thedegree to which sounds which are louder than the Threshold level (set by RE3) getreduced in volume. If the Ratio is set to 2.0, a change in input level results in a changein output level of only half the magnitude, thus the overall dynamic range of the signal isreduced. The higher the setting of Ratio, the more compression is applied to those partsof the sound which are above the Threshold level.RE3: Threshold LevelDisplayed as: C1ThrshInitial value: -20Range of adjustment: -60 to 0Threshold deines the signal level at which compressor action starts. Signals below thethreshold (i.e. the quieter parts of the sound) are unaltered, but signals exceeding thethreshold (the louder sections) are reduced in level - in the ratio set with RE2 - resulting inan overall reduction of the dynamic range of the sound.Note that any alteration in volume resulting from compressor action has nothingto do with how the output level of the synth is set. Whether you are using theUltranova’s MASTER VOLUME control or an Expression pedal to control youroverall volume, any compression in the FX section is applied ‘before’ these volume controlmethods, and thus will remain constant.RE4: Attack TimeDisplayed as: C1AttackInitial value: 0Range of adjustment: 0 to 127The Attack Time parameter determines how fast the compressor applies gain reduc-tion to a signal exceeding the threshold. With percussive sounds - such as struck drumsor plucked bass - it may be desirable to compress the main envelope of the sound whileretaining the distinctive front edge or “attack phase” of the sound. A low value gives a fastattack time, and compression will be applied to the front edge of the signal. High valuesgive slow response times, and percussive leading edges will not be compressed, to give a“punchier” sound. The range of attack times available is from 0.1 ms to 100 ms.RE5: Release TimeDisplayed as: C1RelInitial value: 64Range of adjustment: 0 to 127This parameter should be adjusted in conjunction with the Hold Time parameter (seeRE6 below). Release Time determines the time period over which the gain reduction isremoved (resulting in no compression) after the completion of the Hold Time. Low valuesgive a short Release Time, high values a long one. The range of release times available isfrom 25 ms to 1 second.RE6: Hold TimeDisplayed as: C1HoldInitial value: 32Range of adjustment: 0 to 127Hold Time determines for how long any gain reduction applied to a signal exceeding theThreshold remains applied after the signal level drops below the Threshold. At the end ofthe Hold Time, the amount of gain reduction is reduced over the Release Time, set withRE5. Low values give a short Hold Time, high values a long one. The range of hold timesavailable is from 0.5 ms to 500 ms.Compressor times are of particular importance with repetitive, rhythmic sounds.For example, setting too short a Hold Time may result in audible “pumping” ofbackground noise between notes, which can be quite unpleasant.Hold, Release and Attack Times are usually best adjusted in conjunction with oneanother, by ear, to obtain an optimum effect with the particular sound you are using.RE7: Auto GainDisplayed as: C1GainInitial value: 127Range of adjustment: 0 to 127A consequence of compression is that the overall volume of the sound may be reduced.The UltraNova’s compressors automatically “make up” for this loss of level, and ensure thatthe level of the compressed signal remains as near as possible to that of the input. AutoGain provides additional gain, which may be useful in situations where heavy compressionis used.RE8: Not used.Distortion MenuDistortion is usually regarded as something undesirable, and although we all take greatpains most of the time to avoid it, there are circumstances when adding some carefully-controlled distortion gives you exactly the sound you’re after.Distortion arises when a signal is passed through a non-linear channel of some kind, thenon-linearity producing alterations to the waveform which we hear as distortion. The natureof the circuitry exhibiting the non-linearity dictates the precise nature of the distortion. TheUltraNova’s distortion algorithms are able to simulate various types of non-linear circuitry,with results ranging from a slight thickening of the sound to something really quite nasty.Care should be taken when selecting different Distortion Types, as the samesetting of the FXAmnt control will produce very different volumes depending onthe Distortion Type in use.The UltraNova has two distortion effect devices. These may be loaded into any two FXslots. Their facilities are identical; the example below illustrates Distortion 1.RE1: Not used.RE2: Distortion 1 TypeDisplayed as: Dst1TypeInitial value: DiodeRange of adjustment: see belowDiode - Simulation of analogue circuitry producing distortion where the waveform isprogressively “squared-off” as the amount of distortion is increased.Valve - Simulation of analogue circuitry producing distortion similar to Diode, but atextreme settings alternate half-cycles of the waveform are inverted.Clipper - Simulation of a digital overload.XOver - Simulation of the crossover distortion generated by bi-polar analogue circuitry,e.g., ampliier output stages.Rectify - All negative-going half-cycles are inverted, simulating the effect of rectiication.BitsDown - Reproduces the “grainy” quality associated with lower bit rates, as found inolder digital devices.RateDown - Gives the effect of reduced deinition and HF loss, similar to the use of a lowsample rate.RE3: Distortion 1 CompensationDisplayed as: Dst1CompInitial value: 100Range of adjustment: 0 to 127Distortion Compensation only has an effect on Diode and Valve distortion types.Increasing compensation reduces the harshness of the distortion effect.RE4 to RE8: Not used.Delay MenuThe Delay FX processor produces one or more repetitions of the note played. Although thetwo are intimately related in an acoustic sense, delay should not be confused with reverb interms of an effect. Think of delay simply as “Echo”.The UltraNova has two delay lines. These can be loaded into any two FX slots. Their facili-ties are identical; the example below illustrates Delay 1.DISTORT1 Dst1Type Dst1CompDiode 100FX - EQ EQ EQBasLvl EQMidLvl EQTrbLvl EQBasFrq EQMidFrq EQTrbFrq0 0 0 64 64 64FX - DELAY 1/2 DELAY1 Dly1Time Dly1Sync Dly1Fbck Dly1L/R Dly1Wdth DLy1Slew64 Off 64 1/1 127 127FX - CHORUS 1-4CHORUS1 Ch1Type Ch1Rate Ch1Sync Ch1Fbck Ch1Depth Ch1DelayChorus 20 Off +10 64 64FX- GATOR GATOR GtOn/Off GtLatch GtRSync GtKSync GtSlew GtDecay GtL/RdelOn Off 16th On 16 64 0GATOR GtMode EditGroup EEEE---- -------- ❚❚❚ ❚ ❚ ❚ ❚ ❚ ❚