MONTAGE MIDI Settings Explained

When set to communicate with external devices, knowing about MONTAGE and how it does MIDI will be important. One thing that we need to make clear is the MONTAGE can and does work internally without you ever concerning yourself with MIDI commands. It does not address itself with MIDI. But you need to know that moves and gestures you make on the MONTAGE can and do generate MIDI messages that can be documented Out via MIDI. Those messages can be used to trigger and control external devices; they can be recorded and played back to the MONTAGE to recreate every move you make, both subtle and dynamic. But an important thing to know is that what the MONTAGE sends OUT via MIDI can largely be determined by you. We’ll begin with the eight key parameters that you need to be familiar with when setting up the MONTAGE to communicate via MIDI. 

We will concern ourselves with the three major situations where you will be addressing things via MIDI: 
1) you are using the MONTAGE as a MIDI Keyboard Controller
2) you are recording MIDI to an external DAW or Sequencer
3) you are using the MONTAGE as a MIDI Tone Generator

The messages that are generated by playing and moving controllers of MONTAGE come in two categories: those intended to be returned to the MONTAGE in order to control the internal tone engine; and, those intended to control external devices. What this means is there is a specific function within each Performance that allows you make sense of what gets transmitted Out via MIDI. (We’ll cover this in more detail with the advanced features).

 – Press [UTILITY]
 – Touch “Setting” > “MIDI I/O”:
MIDI IO
Here you can see the various MIDI settings and the MIDI Signal Flow diagram for how MIDI is configured at the time you recall this screen. Notice the *shortcut* box in the lower right hand corner (“Control Number”). This will take you directly to the current PERFORMANCES Controller Assignment page, where you can see what CONTROLS are sending Out via MIDI.

1 – MIDI IN/OUT – USB, MIDI 

Determines how MIDI communication is going to be established between the MONTAGE and the external MIDI devices.

USB

When you have selected USB, you will be connecting to a computer or an iOS device (iPad/iPod/iPhone) via the USB “TO HOST” jack with a standard USB cable. USB-MIDI is a multi-port connection. A Port is defined as the equivalent of a MIDI IN and a MIDI Out – 16 Channels, coming and going. Each port is used for a different purpose… here Yamaha has opted for the following functions: 

There are three Ports on MIDI IN/OUTs via the USB connection:
Port 1 – used by the MONTAGE internal tone generator for music performing (note-ons, controllers, tempo);
Port 2 – not used currently… but typically would be for Remote Control commands between the front panel of the hardware and DAW software;
Port 3 – connect one external device via standard 5-pin MIDI I/O Ports. Items routed from the computer on “MONTAGE Port 3” will be passed through the MONTAGE and go OUT the 5-pin jack on the back panel. And conversely, any information arriving at the 5-pin MIDI IN of the MONTAGE will be routed through to the DAW as “MONTAGE Port 3”. 

Important Note: If you select MIDI I/O = USB, MONTAGE will send and receive via the USB connection; while the 5-pin MIDI IN/OUT jacks will allow you to connect an external device discreetly to the computer (as port 3). So it is NOT that the 5-pin MIDI ports don’t work when you select MIDI I/O = USB, they work to address one external device (both IN/OUT, to and from the computer). You can trigger that device by looping the signal through the computer: Port 1 In to Port 3 Out.

 Most Frequently Asked Question (USB): What generates the most questions is how to play the MONTAGE keys and trigger an external MIDI device (that is connected via 5-pin MIDI cable) all while connected MIDI I/O = USB to the computer. The answer is: literally, through the computer. Here is the MIDI Signal Flow: 

 – MONTAGE key press, Local Control is Off, MIDI messages go Out via USB on Port 1 to a MIDI Track set to receive MONTAGE Port 1 as MIDI IN.
 – Set the Track’s MIDI OUT to MONTAGE Port 3.
 – Port 3 is the 5-Pin MIDI Out jack that goes to the external synth. So DAW signal routed on Port 3 triggers whatever you connect to the MONTAGE MIDI OUT.
 – You can trigger that external keyboard module while connected to your DAW. You simply THRU the data (it passes thru the MONTAGE on PORT 3) – because typically, when working with an external DAW “Local Control” is Off, only if you set the MIDI Track’s Out PORT to 1 will it trigger the MONTAGE tone generator.

USB-MIDI communication also includes bulk data transfers. When the size of the data allows, you can bulk Performance data from your computer, phone or tablet making it convenient to transport your favorites. This communication is handled on Port 1 between the MONTAGE and the “host” device.

MIDI

When you have selected MIDI IN/OUT = “MIDI”, MONTAGE will typically be playing the role of master keyboard controller connected directly to other synths or modules via standard 5-pin MIDI cables: OUT-to-IN for transmitting. You can also setup to control the MONTAGE from an external MIDI device; connect the OUT of your external controller to the MIDI IN of the MONTAGE.

If you wish, you can connect the MONTAGE via standard MIDI cables to a computer, however, you will need to send and receive messages via an external (MIDI interface) device. Computers do not feature 5-pin DIN connectors in this particular reality timeline.

Most Frequently Asked Question (MIDI): What generates the most questions is how to play the MONTAGE from an external controller that can only transmit on a single MIDI channel. A MONTAGE Performance can occupy 16 Parts, one per MIDI Channel. You can link as many as eight of them, via what is called KBD CTRL, for simultaneous play. Unlike its workstation predecessors the MONTAGE multi-timbral Mode is not built around a Sequencer. This means that you do not play multiple Parts by changing the Part‘s MIDI Receive Channel and transmitting to them via the Track’s MIDI Out Channel; in MONTAGE, your Parts maintain their own discreet channel, and you can transmit to them (when necessary) on separate MIDI Channels. The MONTAGE keyboard can transmit data Out simultaneously on as many as eight channels simultaneously.

If each MONTAGE Part is on a different MIDI channel, 1-16, how can you play those big Multi Part (8) Performances from a single channel Controller? The answer is, “MIDI I/O Mode” = Single. Found in [UTILITY] > “Settings” > “Advanced”, you can select a Single Channel on which to communicate to the MONTAGE Tone Generator. This allows you to play the MONTAGE sounds in the same fashion as if you were playing the MONTAGE keys.

When you successfully connect devices, the top line of the screen will indicate either a 5-pin MIDI jack icon or the familiar three forks of the USB jack icon, in blue. The icon will light bright blue when you have a working connection. All Signal Flow screen diagrams update to show what is happening.

2 – Local Control – ON/OFF

Normally, when playing the MONTAGE, Local Control is set to On. This allows the MONTAGE keyboard and physical controllers to address the synthesizer tone generator – this is referred to as “local control”. When set to Off, the “local” connection is broken, and the key presses and controller messages are only sent Out as coded messages via MIDI, to be received by the DAW MIDI Track, which echoes back (also called “Thru”) the data to the MONTAGE tone generator… which then generates audio. When Local Control is set to Off your musical interactions with the keyboard and it’s physical controllers are translated into MIDI messages — you are not directly in touch with the tone engine, instead, all communication is via the external DAW and the routing as setup in the MIDI Track.

localContrlWhen working with a computer-based DAW, it is common practice to work with Local Control Off when recording MIDI data – placing the DAW MIDI Track, literally, between the MONTAGE keyboard and the MONTAGE Tone Generator. You will notice that when Local Control is Off, moving a Control or striking a key gives you no response unless you “complete the circuit” through the DAW MIDI Track(s) back to the MONTAGE Tone Generator.

In the illustration you see a diagram of the MONTAGE LOCAL CONTROL OFF scenario: In this example the Keyboard transmits OUT on Channel 1 – this arrives in the DAW MIDI Track. It is the active (currently selected) MIDI Track’s MIDI OUT, Channel (3), which determines what Tone Generator PART is going to recognize the data and generate sound.

It is a fact everything that you do with the MONTAGE keyboard and controllers is sent Out via MIDI as some kind of coded message. You can record and have the MONTAGE faithfully reproduce every musical gesture and nuance. However, we will mention that there are some things that MONTAGE does that can only faithfully be captured as audio.

For example, the A/D INPUT can be used as a modifier/modulation source in the synthesis engine and because that A/D INPUT could be another hardware music synthesizer, its interaction is “live” in the real time sense. It must be captured fresh (particularly if the source is a non-MIDI controllable source)!

The messages that MONTAGE generates via MIDI are both standard Channel-based Control Change, PB, AT, etc., type messages and global System Exclusive (Parameter Change) messages. You will want to activate or ensure your DAW is set to Record and Thru Sysex Data. Do not assume that it automatically records it, many DAW (including Cubase) filter Sysex data by default. You want to be able to both record it and play it back. If your DAW cannot or does not handle System Exclusive, you will want to know — if this is the case, you will opt to use Channel based CC (Control Change) numbers instead.

Specifically, the Super Knob position and movement can generate either System Exclusive messages or standard Control Change messages. The significant difference is if you opt to send a standard Control Change (cc) message, it will be merged with the data on MIDI Channel 1. If you select to send System Exclusive, it does not have a specific Channel but can address the MONTAGE from any Track (convention is to see the messages on Track 1, however, many “pro” DAWs will allow you isolate and record this data to its own Track. 

Why this is important: having the functions that use System Exclusive messages on a separate Track will allow you to have this track active along with any other MIDI Track. Since the Super Knob (being “super”) can address any and all of the 16 Parts at any time, if you wish to isolate a track and yet still have it respond to Super Knob movement, you can simply activate (‘solo’) both the Sysex Track and the Track in question. The Syesterday Exclusive messages can ”automate” things within your setup. When Local Control = OFF, you can activate this Sysex Track so that MIDI message “complete the circuit” back to the Tone Generator. This allows you to activate and deactivate the “automation” of the effected parameters, when desired. If your Super Knob is “frozen” while connected to a DAW. this is the likely cause. You must ensure the “round trip” of these messages – be they Sysex or cc.

3 – Arp MIDI Out – ON/OFF

Determines if the Arpeggiators are sending MIDI data or whether the direct key presses/controller movements you make are output via MIDI. A DAW Track cannot differentiate between keys pressed by you and notes output by one of the Arpeggiators. To the receiving DAW they are just MIDI events. Logically, it can record one or the other but not both, simultaneously. This is an important thing to understand – there is a difference between you pressing a key and creating a note-on event, and the Arpeggiator creating a note-on event. But unless we sort that out for the DAW it will not appreciate which ones you want to keep.

When “Arp MIDI Out” parameter is set to On, this literally shifts the location of the ARPEGGIATOR block so that all key messages for a PART with an assigned ARPEGGIO, must pass through it prior to going to the MIDI OUT. This way it can determine if your actual key presses or the notes generated by the Arp phrase should be sent to the MIDI Out. The Arpeggio block can prevent your key presses from ‘confusing’ the receiving device:
ArpRec
In most instances, you want the receiving device to receive one or the other, not both.

4 – MIDI Sync – Internal, MIDI, A/D IN

Determines where MONTAGE is looking for tempo commands… “Internal” would be its own clock. It is typical when working with a computer-based DAW that it, the computer, becomes the clocking source (master) and other all devices (slave) external to the computer run in sync with that clock. Cubase, for example, does not slave to standard MIDI clock, it must be made the master MIDI Clock… set MONTAGE MIDI SYNC = “MIDI”. You would use the “A/D IN” when using an external device to create an audio derived tempo. The source can be any playback device, a microphone or direct signal. The Auto Beat Sync detection can analyze tempo from audio input sources.

5 – Clock Out – ON/OFF 

Determines if MONTAGE sends Clock. Defaults to ON. There is one master clock for user functions. It serves as the timing reference for all tempo driven functions. By setting this On you can use the MONTAGE clock as a reference for external devices. Please ensure that your external device can slave to standard MIDI clock.

6 – Receive/Transmit Seq Control – ON/OFF

When you want send and/or receive Start/Stop messages to control the MONTAGE’s internal PLAY/REC function. The messages sent here will start and stop hardware sequencer. (The Remote Control commands for computer based DAW control are not yet available from the MONTAGE transport buttons). You can use you computer software to start/stop the MONTAGE Play/Rec function.

7 – Controller Reset – RESET, HOLD

Determines how your MIDI Controller Reset protocol defaults when a new Program is recalled. This will change the behavior of your controllers when you initially recall a PERFORMANCE – will the values *reset* to the default as specified in the MIDI Specification when a RESET ALL CONTROLLERS message is sent. If HOLD is selected, the Controller values will remain as they were left last – meaning you inherit the current values.  Many players prefer that the Foot Controller controlling overall VOLUME remain “live” at all times, rather than having a pre-determined stored VOLUME setting recalled. This is the function that will determine your instrument’s behavior.

8 – Global Controller Settings for FS Assign, Super Knob CC, Scene CC

Determines what messages are generated by the Foot Switch, the Super Knob, and the Scene buttons:
 
 – Foot Switch – this is the one Assignable controller that is globally assigned. The reason is simple, in order to be useful you want it to apply across all programs. For example, say you want a FS to advance through a set list of Performances, you would create your set list as a “Live Set”; you could then set the FS to “Live Set +” (advance). This now applies to all Performances without having to enter each one and set FS to “advance”.
 – Super Knob CC – when set to “OFF” the Super Knob generates Sysex. When set to a number 1-95 it generates that Control Change message on MIDI Channel 1.
 – Scene CC – when set to “OFF” the Scene buttons generate Sysex. When set to a number 1-95 it generates that Control Change message on MIDI Channel 1.

“Best Practice” concerning MIDI I/O and the computer DAW

If you use standard MIDI In and Out cables, you need an external MIDI interface. Those I/O cables equal Port 1.
If you use a USB connection (multi port connection), the standard 5-pin MIDI jacks work as an external MIDI interface for one external device (and this port will be identified in your DAW as MONTAGE-Port 3), and the MONTAGE engine itself uses MONTAGE-Port 1.

These eight MIDI related settings, described above, are memorized in the three Templates: [SHIFT] + [UTILITY]. 

QUICK SETUP

Think of the above MIDI settings as your “preferences” – and the three user definable Quick Setups as your places to store your MONTAGE setup configurations for when you connect to your computer. It is recommended to have at least three configurations for immediate recall:

 – For regular standard MIDI recording
 – For recording Arpeggio generated MIDI data
 – For basic audio recording 

You should decide what you need to add/change from the factory default “MIDI Rec on DAW” template and the “Arp Rec on DAW” both of which require MIDI routing changes, especially concerning the “Super Knob CC and Scene CC” assignments – and update the Quick Setups. Likewise in your DAW, lock in your “preferences” for basic MIDI recording.

Factory Defaults for QUICK SETUP #1: MIDI Record on DAW

 – MIDI I/O = USB
 – LOCAL CONTROL = Off
 – ARP MIDI OUT = Off
 – MIDI SYNC = MIDI
 – CLOCK OUT = On
 – REC/TRANS SEQ CONTROL = On/On
 – CONTROLLER RESET = Reset
 – GLOBAL ASSIGN (FS/SK/SCENE) = Arp Sw, 95, 92

Factory Defaults for QUICK SETUP #2: Arp Record On DAW

 – MIDI I/O = USB
 – LOCAL CONTROL = Off
 – ARP MIDI OUT = On
 – MIDI SYNC = MIDI
 – CLOCK OUT = On
 – REC/TRANS SEQ CONTROL = On/On
 – CONTROLLER RESET = Reset
 – GLOBAL ASSIGN (FS/SK/SCENE) = Arp Sw, 95, 92

Next time we’ll take a look at some of the more advanced MIDI features of the MONTAGE. 

May is indeed MIDI Month! Please take the time to visit the official MIDI organization website. You can join for free and take advantage of the information and exchange of ideas offered to members. And, if you’ve ever found MIDI musically useful, support the future development of the specification.  Visit the site here: www.midi.org

 Want to discuss this article? Join the conversation on the Forum here.

 

MONTAGifying MOTIF: “Smooth It Over”

Part 1 – Hyper Standard Kit (Drums w/Arp Hold)
Part 2 – Mega Finger + Slap (Bass w/Arp Hold)
Part 3 – DynoStraightMW (left hand chords)
Part 4 – Tenor Growl AF1 (right hand lead)

Shown below are the two [PERFORMANCE (HOME)] screens – pressing the button toggles between the two screens.

“Smooth It Over” Performance on MONTAGE:
HOME = VIEW

ViewHOME

HOME = MAIN

SmoothItMain
We will see a practical application of how parameter settings, once changed, remain in that changed state until new commands force it to change again. When this Performance is initially recalled, the [PERFORMANCE CONTROL] button is lit. This means that the right front panel is divided into four rows of eight buttons:

  • PART SELECT 1-8
  • PART MUTE 1-8
  • MOTION SEQ SELECT 1-8
  • ARP SELECT 1-8

ArpSelect
When [PERFORMANCE CONTROL] (1) is lit, you read the items as listed down the left side of the front panel buttons for their current function. Row 4, ARP SELECT 1-8 (2) recalls the assigned Arpeggio phrases. If no phrase is assigned the ARP function will simply STOP.
 
Let’s play with this PERFORMANCE as it is and discover a couple of things. You can see that the “Tenor Growl AF1” (PART 4) is in the right hand, while you can trigger chords below middle “C” on a Rhodes sound. You can use the first five [ARP SELECT 1] – [ARP SELECT 5] buttons on the right front panel to move to different musical sections. These represent different ‘sections’ of a musical composition. ARP 4 is clearly a break, and ARP 5 is a fill-in, for example.

We can control the overall Drum Kit PART Volume using FADER 1 when we are on common ground – meaning the upper [COMMON] button is lit. But we can use the FADERS to control individual levels of the prinicipal Drum Kit sound (BD, SD, HHc, HHp, HHo, etc) by going to the PERFORMANCE (HOME) > “View” screen and selecting PART 1 (as shown below):
DrumView
You can adjust the principal Drums using the FADERS as long as they are assigned to the following KEY Mapping:

  • BD (Bass Drum) = C1;
  • SD (Snare Drum) = D1;
  • HHC (High hatclosed) = F#1;
  • HHP (High hat pedal) = G#1;
  • HHO (High hat open = A#1

You may notice that certain Arp phrases do not use the prinicipal Drum Key assignments. In this example, the phrase does not use the Snare (SD) controlled by the FADER (D1). You can either use the ELEMENT EXCHANGE function to swap KEY assignments, placing the SD you want on D1, or, you can try the FIXED SD/BD function – which substitutes C1 and D1 for Kick and Snare:*

  • Go to [EDIT] > [PART SELECT 1] > Lower [COMMON] > “Arpeggio” > “Advanced”
  • Activate the “Fixed SD/BD”:

FixedSDBD
This will allow you to use the BD/SD and HH levels. Adjust the balance of Bass Drum, Snare Drum and HHC/HHP/HHO that works for your taste. You can choose to use any KICK and SNARE you prefer… remember once you identify which NOTE number is playing a particular sound you can swap it with the principal KYES: C1 and D1, then using this “FIXED SD/BD” function you will have control over those drums via the Faders.

You will notice that Drums and the Bass Arps have some groove quantize happening. Adjusting the Clock parameter for swing can make a huge difference to how an arp phrase “feels”. Just playing along with this Performance you get a sense of this feel… now, lets take closer look. To do so, let’s go the [PERFORMANCE (HOME)] Main screen, then:

  • Press the [PART SELECT 1] button
  • Press the [ARP/MS] button on the left front panel so we can view the 8 Rotary Encoder assignments in the screen (PART 1 ARP/MS):

P1ArpMS

  • SWING = +20
  • UNIT MULTIPLY = 100%
  • GATE TIME = 0%*
  • VELOCITY = 100%

The first four offset parameters affect the arp timing:

1) The SWING = +20 gives this particular drum groove a little bit of attitude. Swing is a real time quantize grid that offsets the position of the offbeats. A positive value delays the even numbered counts. SOLO the Drums (You do so by pressing the upper [SOLO] button on the right front panel.

2) UNIT (MULTIPLY) changes how the Arp phrase references the current Tempo. 100% means the phrase plays at normal tempo; while a setting of 50% would cause the phrase to complete in half of the time (musicians refer to this as “double time”), and a setting of 200% would take twice as long to play the same phrase (cut time)… and so on. Please notice changing this time reference can easily cause the phrase to become badly out of sync with the downbeat. This is why this parameter is ideally changed by storing the exact setting in a “snapshot” by storing the reference to a Scene; allowing the change to occur instantaneously.

3) *GATE TIME on Drum Kits will only apply to Drum Elements that are set to “Receive Note-Off.” Drums sounds typically are set to ignore Note-Off, so you do not have to hold the key down for it to complete its envelope.

4) VELOCITY allows you to offset the original phrase velocity. When triggering principal drum kit instruments, you can switch between samples stacked on a particular Key. And while Velocity is akin to Volume, we’ll discover just how they are differently interpreted by our ear/brain. Each Part can have its own Arp Play FX offsets.

Select PART 2 and view the Bass PART:
P2ArpMS
Swing = +16

“Swing”, is altering the timing of the offbeats. In a situation when a mega program and mega Arp phrase data are paired, the “offsets” to timing are best heard in the ghost notes and articulations. Feel is all about subtlety.

Here the “Gate Time” parameter is applied to a normal (non-drum kit) sound and works this way: to keep the original note duration, as originally played, set it to 100%, and either lengthen or shorten the note duration by increasing or decreasing this setting, respectively. Very useful in applying “attitude” to a bass line. The Bass Part (“Mega Finger + Slap”) and the Arp are designated “Mega” – these Mega instruments are constructed with as many as 8 Velocity Zones, each being a different bass articulation. The so-called “Mega” Arp Phrases are specifically created to use the corresponding “Mega” program – allowing thumb slaps, muted notes, finger noises, etc. precisely triggered by the Arp phrase. Adjusting the Velocity up or down you can create some very interesting variations. You will not know until you try!

Arps and Scenes

You can recall an Arp directly using the dedicated right front panel [ARP SELECT 1-8] buttons. Additionally, the currently selected ARP can be associated with any of the blue SCENE buttons. In fact, you can link a specific ARP and any Motion Sequence to a particular SCENE (we’ll take a look at that in another article), you can mix and match them as you desire. This was originally a Motif XF Performance with five associated Arp phrases and just five Scene snapshots. Let’s take a look at how these five ARPS are linked to the SCENE buttons: 

  • From the [(HOME)] screen:
  • Touch “Scene” to recall the Scene Memory screen:

SceneView 
Screen translation: In this PERFORMANCE there are five Scenes (out of eight possible Scenes). “Scene 1”, highlighted in blue, is currently selected – from the top line we can see that Scenes 2, 3, 4 and 5 also contain data. Scene 6, 7 and 8 are currently not used (greyed out).

On the MEMORY ON/OFF line, you can see that the “Arp” Memory Switch is ON. But although it could be shown here, the “Motion Seq” Memory Switch is OFF. (This particular Performance has no Motion Sequences – Arps and Motion Seqs appear together so you can mix and match any Arp and any Motion Seq in the same Scene). Only when the Arp Memory Switch is activated does it cause a change – in other words, if no particular Arp Select number is memorized, the currently playing phrase will continue; meaning that the phrase current selection will remain playing and we can apply other changes to that phrase.

At the bottom: The ARP MASTER is ON and “ARP SELECT 1” is linked with SCENE 1.

None of the other Memory switches (Motion Seq, Super Knob, Mixing1-Mixing2, AEG, or ARP/MS FX1-FX2) are active. So only the fact that “ARP SELECT 1” should be recalled in SCENE 1.

If you were to select SCENE 2, you would discover that what is different about SCENE 2 is that ARP SELECT 2 is associated with SCENE 2.
If you were to select SCENE 3, you would discover that what is different about SCENE 3 is that ARP SELECT 3 is associate with SCENE 3, and so on.

What we will learn next is how you can creatively use SCENE memory to recall different situations. Here they are only recalling an Arp Select number.

What’s in a Scene:

Memory Switches when ON (green) means that you can memorize (take a snapshot) of the current condition of the parameter position for recall with the particular SCENE: 

  • ARP SELECT / MOTION SEQ SELECT can be independently set to On, but are treated together allowing you to link any Arp phrase with any Motion Sequence. This can be seen as a way to have a noted phrase (Arp) treated with particular controller movement. Imagine a guitar Arp phrase that in one Scene plays straight, and in the next Scene has a Motion Seq applied to it that sends it flying around the stereo field. 
  • SUPER KNOB position is recallable. The Super Knob can be responsisble for a myriad of parameter changes… from Filters, to what sound is active, to changes in EQ, Effects, orchestra size, etc., etc., etc., etc. (In future articles, we will deep dive into this area).
  • LINK (Super Knob) you can store which Assign Knobs are currently “linked” to the Super Knob
  • MIXING 1 memorizes your “Rev Send”, “Var Send”, “Dry Level” and “Pan” position. Amazing effect transitions can be recalled instantly 
  • MIXING 2 memorizes your Filter Offsets for “Cutoff”/”Resonance”, “FEG Depth”, and “Mute” status. Instrument and sonic conditions can be instantly recalled
  • KBD CTRL you can store which Part(s) are active from the Keyboard — allows to to change which KBD CTRL Parts without cutting off the sound (seamless transition)
  • AEG – is Attack-Decay-Sustain-Release Offsets to the Amplitude Envelope Generator for the PART 
  • ARP/MS FX 1 – Swing*, “Unit Multiply*, “Gate Time” and “Velocity“ offsets that affect Arp Phrases.
  • ARP/MS FX 2 – Amplitude, Shaper, Smooth, Random. Offsets applied to Motion Sequences.

*Swing and Unit Multiply are functions of the Clock functions; Gate Time applies to the Envelope of non-drum arpeggiated sounds and Velocity applies to the note-on strength of the arpeggiated notes. The Amplitude, Shaper, Smooth and Random parameters apply only to Motion Sequences:
ArpMS FX 
Above, I have tapped “ARP/MS FX1”. Let’s turn ON the Memory Switch to add these Arp Play FX parameters to SCENE 1:
ArpMS FXon
The Settings shown are now memorized into SCENE 1. Nothing more need be done – these settings are now apart of the SCENE 1

Before we begin adding more Scenes, we need to state one of the things you need to know that will affect what you do: MIDI settings persist. 
What that means is, if you change the value of a MIDI setting, like Volume, Pan, Filter Cutoff, etc., it will remain at the new value until it gets another command to change it again. The last setting you make remains, until a Controller Reset is sent, or a new value is sent for that parameter. 

We can make use of that fact when working with Scenes. In playing with the five currently stored SCENEs you can conclude that:

  • SCENE 1 could represent the Main groove
  • SCENE 2 would be the “B” Section or Chorus groove
  • SCENE 3 would function as the “C” Section or Vamp
  • SCENE 4 = a Break
  • SCENE 5 = a Fill-in

You can name about thousand songs that use just 3 main sections, a break and a fill-in. With SCENEs 6-8 I want to establish several different intensities and feels for the exisiting five sections. Instead of using them to create a “musical section”, we are going to use the three Scenes to create changes to the “feel and attitude” of whatever Arp phrase happens to be playing.

Here’s how to activate SCENE 6:

  • Press the blue button for [SCENE 6]
  • There is currently absolutely nothing memorized in SCENE 6  (all Memory Switches are OFF) – and all I want to add is the “ARP/MS FX1” functions… to do so turn the MEMORY switch above “ARP/MS FX1” = ON:

Scene6FX1

  • Currently, this will be the only thing that is active in SCENE 6. Significantly, the SCENE is NOT associated with a specific ARP number, which means we can use this SCENE to simply apply changes to how the current ARP phrase feels using the “Play Effects” parameters (Velocity, Gate Time, Unit Multiply and Swing).
  • Touch the “Velocity” setting for PART 1 and using the DATA DIAL, turn it down so that it starts to trigger the less intense snare (this Kit features a 4-way Velocity switching Snare Drum) – when you reach a value of 94%, you will hear the third of four different snare drums samples stacked on KEY. 
  • Lower the Bass in PART 2 to 94% as well:

Scene6 94

  • Next, activate SCENE 7
  • Again, initially there is absolutely nothing stored in this SCENE as yet. Turn the “ARP/MS FX1” switch = ON
  • Lower the “Velocity” until you reach the 2nd of the four snare samples stacked at about 77%
  • Lower the Bass in PART 2 to 77% as well. Try changing the GATE TIME on the bass; values below 100% will shorten the notes and change the feel of the bass line. I’ve reduced the Gate Time of the Bass in Part to 88%:

Scene7 77

  • Next, activate SCENE 8
  • Again an empty SCENE. Turn the “ARP/MS FX1 Switch = ON
  • Again, lower the “Velocity” of PART 1 until you get to about 55%.
  • Lower the Bass in PART 2 to 55%, as well.

Since all that we have stored in Scenes 6, 7 and 8 is the change in Drum Kit and Bass Arp “Velocity” and “Gate Time,” we can now apply these different intensities to any of the five original Scenes.

Start with SCENE 1, play by triggering a left hand chord:

  • You get the #4 (hard) snare
  • Press [SCENE 6], the same groove plays with Velocity reduced
  • Press [SCENE 7], the same groove plays with the Velocity further reduced – and the bass notes shortened
  • Press [SCENE 8], the same groove plays with the Velocity further reduced – and the bass notes shortened

Because we did not activate a specific ARP SELECT button with any of our additions, our Velocity reduction will apply to any subsequent selections. So once you hit Scene 6, your groove will play with snare #3; if you go to Scene 2, Scene 2 will play with snare #3. It will remain at snare #3 in all Scenes 2, 3, 4 and 5, because MIDI commands persist, so the Velocity value will reamin where it was last set… until you select a SCENE that specifically tells it to change. If, for example, you select [SCENE 1], you are back to the most intense groove – with the #4 snare.

So at any time while performing you can bring the band down. Yes, you could do much of this by changing the channel VOLUME level (which can be memorized in SCENEs under the MIXING1/2 Memory Switch), but as you can hear/feel, Velocity changes the snare hit, which gives a more dramatic change in the feel. Velocity does affect volume, but by switching to a different snare drum hit, you get more of a feel of a real drummer on a kit.

Experiment and see what you can come up with – controlling the backing band’s “groove” in this manner is often more useful than trying to come up with a completely different SECTION. You can experiment with the SWING – positive (+) values delay the even numbered beats (you detect it most in the Hihats).

ARP “Easter Egg” – Chord Voicings

One of the things that separates the ARPEGGIATOR engine that Yamaha has implemented in the synthesizers (MONTAGE, Motif XF/XS, MOXF) is the lack of adhering to any strict set of rules about chord voicing that universally applies. In many keyboards where chord recognition is used you must follow specific chord voicing rules in order for the ‘tech’ to know what you intend. For those new to chord recognition we’ll mention that there is no perfect system for all chords to be recognized by a computer chip. In the very elementary modules they work where you must include the lowest note for the Bass phrase to play properly – meaning it recognizes the ROOT note and builds the chord from that position. It can recognize some (but not all) chord inversions. This typically works because the direct notes used to trigger the chord intelligence are not heard. But in this instance we are going to hear the chord on the electric piano sound and control the bass phrase recognition of key.

For example, Dminor7 (D-F-A-C) can easily be recognized in any inversion, except when the flat 3rd (F) is in the bass. When the flat 3rd is in the bass (F – A – C – D)  the technology has to see this as an F6 chord.

It is because of this (musical theory) conundrum, only certain specific chord voicings can be used in “chord intelligent” systems relying on real time input from just the keys. Therefore, when using the chord intelligent Arpeggio phrases, you must experiment to determine what is going to happen. Not all Arp phrases behave the same way. When a genre or style of music suggests that certain type of chords are commonplace, you may find that a phrase has a hidden gem or two – you have to play with an arp to understand how you can use it. You may find this less disciplined that the typical Arranger STYLE System where the chord rule strive for consistency – the synth is flexible.

Playing with this PERFORMANCE you have a drummer, and a bass under arp control, the electric piano is “live’ in the left end of the keyboard, therefore you can voice any chord you like and it will sound, directly. Notice the “bass player” (arp) must recognize what you are playing and choose a note or series of notes from the chord you are voicing – it then uses that data to control the generated bass phrase. Bass phrases that contain the 3rd, 5th and 7th will have the bass line adjust based on the chord quality you voice. In SCENE 2 (ARP 2) the phrase includes a 7th – whether it plays the major 7 or the flat 7 will be defined by the chord you play. If you only provide a single note in the left hand, the bass will only play the root.

You do not always have to have the root note as the lowest note.
If you play a C major triad, in any inversion, the ‘bass player’ (arp) will recognize you want the bass line rooted in C. 
If you play a C minor triad, in any inversion, it recognizes and adjusts the bass phrase

If you play a Cmajor7 (four notes) you will find any inversion will work.
But again the minor7 will not work with the b3rd in the bass – the conundrum.

Because very few songs ever use the Major7b5 chord quality in this particular genre/style, this chord voicing triggers an entirely different (but not completely unexpected) result. For example, if you play EbMajor7b5 voiced: Eb – A – D  the technology here will see this as you voicing an F7/6 or F13. Now jazz players will immediately see this as a hip voicing for the 13th (7th on the bottom, followed by 3rd, and the 6th on the top). You can also voice the 13th as F6/7, 6 on the bottom and 7 on the top: D – A – Eb would be result in the root “F”. So even though you are not hitting an “F” at all, the ‘bass player’ will play an F as the root. If you ever played with a bass player, doing funk, jazz or disco, there is nothing more they hate than a keyboard player stepping on the root all of the time. You can play this in any inversion and the tech will see it as an “F”.

We should mention again, this is not universal – so do not expect every Arpeggio phrase to behave in this manner. This is a “hidden” feature or exception – depending on how you look at it. How will you know when an Arp Phrase behaves this way? You must explore and discover it. (This is what we mean when we say the rules are not as strict as they might be in some chord intelligent systems).

Notice that the Velocity value changes immediately when the SCENE is changed but the ARP Phrases always start at the top of the ‘next’ measure (following Change Timing = Measure setting for the ARP).

Summary:

As you can see, you can choose to use a SCENE in other ways. They do not always have to be linked to a specific Arp, instead you can choose exactly which parameters are memorized. Just because there are 8 SCENE buttons does not mean you have to have 8 Sections in your song. Thinking outside of the box, learn to use the Scene Memory Switches to surgically apply just the changes you desire. When you consider that Super Knob position is a function that can be memorized and recalled, you can let you imagination roam. If you are new to “snapshot” memory, it is called this because it freezes the parameter settings much like a photograph documents a scene. When you understand the type of memory it is, you can appreciate what types of things can be captured and recalled. It does not memorize everything, but can be used very effectively as mixing and remixing tool when performing “live”.

This type of snapshot memory was used in recording studio consoles as an important part of mix automation. It was developed as a sort of “program change” for your mixer settings. Implemented here in the synthesizer engine, the concept includes offsets to specific synth settings. Scenes can bring (morph) in your A/D Input PART, which could be your vocal mic, triggering the Vocoder, or could be control of an external synth you are processing in the MONTAGE’s Motion Control Synthesis Engine.

The Download Data

The Download data below are the edits discussed above with “Smooth It Over” as a Quartet. Next time we’ll take a look at adding additional PARTs.

PART 4: “Tenor Dynamic AF1” has been substituted for the original “Tenor Growl AF1”.
Pressing [AsSw1] will ‘latch’ the Saxophone in mono play mode. 
Pressing [AsSw2] ‘momentary’ will darken the Sax timbre via the FEG Depth
The Ribbon (reset) will control the balance of the Tempo Cross Delay on the Saxophone.

PART 3: “Dyno Straight MW” is a late model Fender Rhodes for left chording direct (also controls the chord intelligence for the Bass arp phrase). The Sustain pedal will work to hold the Chord and the Chord Intelligence.

So test it out! And if you have questions or comments, join the conversation on the Forum here.

And there are a variety of other Performances that have undergone MONTAGification – so check out the list and access to them here.

Download files here:
Smooth_It_Over_4.X7B

© 2024 Yamaha Corporation of America and Yamaha Corporation. All rights reserved.    Terms of Use | Privacy Policy | Contact Us