Mastering MONTAGE 2: Super Knob Common

The video below is a great accompaniment to this article. Check it out:

PERFORMANCE 1: Super Knob Common

Let’s begin our look at the Super Knob with a basic assignment on the uppermost level of the Performance architecture. One that could affect all Parts in common – no matter how many Parts were added under Keyboard Control. We will use a single PART Performance to keep things simple. But recognize if additional PARTS were added to this Performance they would also be able to avail themselves of these COMMON level settings. This is a very simple Super Knob programming example using just two Common Effect parameters. (Please note: The Live Set that is used in the Mastering MONTAGE series is located here.)

Example #1: “Super Knob Common”
New Terms and Concepts: The Super Knob automatically controls the eight Performance Common Assign Knobs 1-8. No special assignment needs to be made to have these upper level functions respond to the Super Knob. What they do exactly, as we will see, will depend on the deep levels of programming. 

The Super Knob sends minimum value (0) when fully counterclockwise (at 7 o’clock) thru to maximum (127) when fully clockwise (at 5 o’clock).

Polarity = Uni (Unipolar) describes a parameter that moves in just one direction, as in a minimum value moving toward a maximum value or from a maximum toward a minimum. Minimum-to-Maximum is the polarity that is used in the first example.
Ratio Applying a positive Ratio will increase, while applying a negative Ratio will decrease the parameter value. Ratio is a comparison between two items and in this case represent the DEPTH of application. How it is, and how it changes.
Curve Type is a parameter that allows you deeper control over the application of modulation. In the first examples, we’ll limit ourselves to the “Standard” Curve Type. Which is very easy to hear and understand.

This is a very simple Super Knob programming example using just two Common Effect parameters. Like its predecessors, the MONTAGE has “shared” Send/Return type Effects (called the “System Effects”) and each PART has access to them. The shared Effects would be considered among the COMMON parameter settings – because they are available to all PARTS via a AUXILIARY-type Send/Return scenario as you would find on any professional mixing console. There are two SYSTEM EFFECT processors. One is called “Reverb” and provides the overall acoustics of the virtual room for your instrument ensemble; and the other is called the “Variation” which provides time delay and other types you might wish to apply to several music parts. In this example, the Variation Effect is assigned to a Chorus type called “2 Modulator” (a dual chorus effect that was extremely popular back in the 1970s-80s). Any PART with the Variation (VAR SEND) amount turned up will be sent to this dual chorus effect and therefore the changes assigned here would be applied to all the Parts using the Variation Effect, in common. 

The Variation Effect parameters LFO Speed and PM Depth are assigned to the Assignable Knobs 1 and 2, respectively. The assignments are done on the “Edit – Common/Audio” > Controller Assign screen. The very top line in the screen will always identify exactly where you are “Edit – Common/Audio”. Let’s navigate there using the front panel buttons:

From the main HOME screen (touch the “Home” icon in the extreme upper left corner of the screen or press the dedicated [PERFORMANCE (HOME)] button).
• When you are “HOME” the PERFORMANCE NAME is highlighted: “Super Knob Common”
• Press [EDIT]
• Press the [COMMON] button (right side; the upper [COMMON] button). You arrive at the “Edit – Common/Audio” edit screen.

EditCommonAudio

• In the screen select “Control” (the left column in the screen) > then in second column select “Control Assign”.
• Make sure the AUTO SELECT option is active (green). This allows you to touch/turn/move a controller to immediately access its parameters in the screen.
• Move ASSIGN KNOB 1 to immediately view its assignment. (Vari LfoSpd) “Variation Low Frequency Oscillator Speed”. See first screenshot below.
• Move ASSIGN KNOB 2 to view its assignment (Vari PmDpth) Variation Pitch Modulation Depth. See second screenshot below.

DSNAP 0

DSNAP 1

The Polarity setting in each is Uni (Unipolar). You can see that one has a Curve showing increase (a positive value) while the other has a Curve applying a decrease (a negative value). This means, that the leftmost position of the Super Knob corresponds to the parameter value settings of the Effect window, which are:
LFO Speed = 0.21Hz
PM Depth = 80.
The parameter value is not 0, rather, it starts at the value as set, and is offset by the Super Knob.

To view the Variation Effect: touch “EFFECT” in the left column and “VARIATION” in the second column.
So when the Super Knob is at minimum (fully counterclockwise) the LFO Speed is 0.21Hz and the PM Depth is 80. (Screenshot below)

LFOSpd1

Listen while moving the Super Knob to the right; This increases the LFO Speed (Ratio is +22, the positive value indicates how steep the change is) and decreases the PM Depth (Ratio -19, the negative value indicates how steep the decline is). The LFO Speed starts at 0.21Hz and will increase from there. While the PM Depth starts at a setting 80, the -19 (negative value) setting ensures it will be decreased from there – the RATIO determines what happens (direction and depth of application) to that parameter as the Super Knob is moved from minimum (0) toward maximum (127).

Because the Common Assign Knobs are routed automatically to the Super Knob only the two assignments for Knob 1 + 2 are needed here.

Experiment with different values for both the Ratio values and the initial LFO Speed/PM Depth values to gain an understanding of what you are changing and how they interact.

Param 1 (Parameter 1) – experiment with this and observe how it changes the incline of the application of the control. It alters the shape of the Curve! So turning the Super Knob does not have to be a straight line increase or decrease (not at all), you can customize this “curve type” by an astounding degree – additional “Parameters” will be added according the Curve Type selection; more on that in a future article. For now let’s just stick to the Standard Curve.

EXPERIMENTS
Important Hint
: If LFO Speed is initially set to 0.0Hz you will hear no modulation when the Super Knob is set to 0. By having an initial setting of 0.21Hz there is a slight movement to the sound initially. This, of course, is a programming preference. Often you want a certain amount of movement to start, and then have the controller adjust that amount. Controlling the range of application is a programmer’s choice.

Try this: Highlight and adjust the LFO Speed parameter directly to hear its adjustment to the speed of modulation from a minimum of 0.0Hz to a maximum of 39.7Hz. You can do so by highlighting the parameter directly in the Variation Effect screen (above) and use the Data Dial to change the actual setting value. The initial setting of 0.21Hz is approximately one cycle every 5 seconds – as you approach 20 times a second, you will notice that the speed of modulation/movement itself is creating a low frequency pitch of its own – it practically becomes a buzzer – at the maximum of 39.7Hz the LFO is an audible oscillator. The LFO crosses over from being a (low frequency) “rate” into being an audible pitch.

Next, try this at different settings for the PM Depth. Notice that if PM Depth is 0, naturally, you hear no modulation, no matter what the speed.

Here’s a theoretical situation where this programming would be used: You want to increase the LFO SPEED but not have it go into the bizarre (pitch) range that happens as you approach maximum speed. So you want to increase the Speed but decrease the Depth, simultaneously! (This is a job for either two hands, or the Super Knob!)

This is just one of many different scenarios for assigning items to the Super Knob. One gesture accomplishes multiple things.

Summary: Here we have learned that COMMON Assign Knobs 1-8 are automatically assigned to be controlled by the Super Knob. The significance of this will become more clear when we begin to program the PART 1-8 Assign Knobs 1-8, where you can assign a PART parameter to an Assignable Knob and then link the Part’s Knob to the Super Knob.

Depending on your front panel EDIT selection (COMMON or PART 1-8) the Assign Knobs 1-8 take on different roles. If you envision a full front panel – every Knob is a separate entity – you would have 8 Assign Knobs for the COMMON edit parameters, you would have 8 Assign Knobs for PART 1 edit parameters, another 8 Assign Knobs for PART 2 edit parameters, another 8 Assign Knobs for PART 3 edit parameters, and so on. That would be a total of 72 physical Assignable Knobs in a Keyboard Controlled Performance.

Now the reason for the Super Knob comes into focus. You would probably never need to assign this many controls to a single playable sound _ it would be difficult for your ear/brain to take in what was happening. But if you think of the 8 Parts of a Keyboard Controlled Performance program as one big modular synth that has 64 Oscillators, 64 Filters, 64 Filter EGs, 64 Amplifiers, 64 Amplitude EGs, etc., etc., etc. you begin to understand the scale and scope of the controller matrix on tap here with MONTAGE. The word “massive” is not hype. 

Each PART can have 16 assignable Destination (parameters) for the various controllers – you also have Assignable Switches 1/2, Ribbon, Mod Wheel, PB Wheel, Foot Controllers, Aftertouch and more. You can choose to use the Assignable Knobs directly or linked to the Super Knob. You can assign functions to multiple controller or spread them out as you desire. As we go deeper into the Motion Control Synthesis Engine we will explore these possibilities. And pickup some tips on how to navigate and view exactly what’s going on. We highly recommend you take your time – unfold this a layer at a time.

In the example above, we see that the Super Knob can control multiple parameters simultaneously to achieve a specific result – in this case, the Chorus’ LFO speed is increased, at the same time its Depth is reduced. By adjusting the CURVE you can fine tune this dual action with a single controller gesture.

EXTRA CREDIT: Using the navigation Shortcuts
Shortcuts: Call up the PERFORMANCE “Super Knob Common” and press the HOME icon.
Press [SHIFT] + [INFO] (HOME) buttons to jump to the Motion Control OVERVIEW screen. (Shown below)

Overview1a
Here you can select to view Controller Wheels/Ribbon, Assignable Knobs/Buttons, Fader, and Super Knob assignment. Touch those words directly in the screen to toggle its connectors on and off. Shown are the “Assignable” Knobs (green) and the “Super Knob” (blue). Turned off in the viewer are the “Controller” and “Fader“. You can see how the two knobs and the Super Knob are linked to COMMON.

TIP: In the “Part” box the word “COMMON” appears, change this using the [INC/YES] button or the DATA DIAL. You can select any of the numbered Parts 1-16 (Assignable Knob parameters are available for PART 1-8). Please notice how changing the value from “COMMON” to “PART 1”, “PART 2”, and so on, actually changes the lighted front panel buttons on your right front panel. Selecting Parts, even selecting ‘Common’ can be done in the screen or by pressing an available corresponding button. Begin to make sense out of the lighted buttons. They always tell a story about what’s going on in your screen! 

  • Return the item to “COMMON” on the OVERVIEW screen.

The box next to the PART > COMMON is a direct shortcut to the Controller Setting screen of the currently selected Part: “EDIT COMMON CONTROL SETTINGS”.
Touch “Edit Common Control Settings” to drop directly to the Common Edit Control screen.
This shortcut from the Controller Assignment jumps you directly to the controlled parameter.
“Aha!”

POWER TIP: Once you arrive on the Controller Settings screen, you can view the 16 assigned Source/Destination functions to any ‘Part’ or to the ‘Common/Audio’ level, four at a time, by highlighting the DISPLAY FILTER box and selecting to view “ALL”. (Shown below).
 
Use the PAGE function to view up to 16 Destinations per programming level. MONTAGE will keep track of the number of assignments per ‘Part’ and for the ‘Common/Audio’ level of editing. The “+” sign in a Destination box would allow you to ADD a new Source/Destination parameter assignment. The “DELETE” box in the lower right corner will remove the selected Source /Destination assignment.

DisplayFilterALL
If the [AUTO SELECT] is green, you can move a controller to see what is assigned to it or you can move the cursor to the DISPLAY FILTER box and use the Data Dial to view the available options (shown below). This Display Filter allows you to *view* assignments made to a specific controller – this must be stated less you believe you are making an assignment – when you change the Display Filter you are changing what you are viewing.

New in version 1.60 and later, you can view all items assigned to the SUPER KNOB. This greatly simplifies finding what parameters are being changed when you move the Super Knob.

SK dispFilt

It is a Display *Filter* because it is allowing you to see just what is assigned to the various CONTROL SOURCE options:

• Assign Knobs 1-8
• Super Knob
• Motion Sequence Lanes 1-4
• Envelope Follower Parts 1-16, the AD, and the Master.
All:

DisplayOptions

In this first programming example, we see how the Super Knob is linked to COMMON and that COMMON is assigned to vary two Destination parameters. The Destination 1 box is assigned to control the Var LfoSpd. The box with a “+” sign will allow you to ADD a control routing (called a Destination). The “DELETE” box in the lower right corner will allow you to undo a Destination. There can be 16 Destinations (assignments) per PART. Destination 2 in our example assigns Assignable Knob 2 to Var PmDpth.

At this upper COMMON/Audio level of the architecture this includes the following PARAMETER DESTINATIONS:

CommonAssign
• INSERT A (when assigned to the A/D INPUT)_
• INSERT B (when assigned to the A/D INPUT)_
The significance here is that you can control, in real time, the Insertion Effects that are assigned to the A/D INPUT Part. Each MONTAGE PART (including the A/D Input) has its own dedicated dual Insertion Effect processor – which now can be automated by the Motion Control Synthesis Engine. A Microphone can use a pair of Insert Effects (a Delay LCR and something else) and you can, for example, control the Dry/Wet Balance and number of repeats (Feedback level) by assigning control to one or more of the available COMMON Assignable Knobs

• REVERB (System Effect)
• VARIATION (System Effect)
The significance here is that on the top COMMON level, all eight Parts can be influenced, or not, depending on how much signal you send into the shared System Effect processors. In other words, every PART has a SEND amount into the Reverb and Variation processors, you determine *how much* per Part. Effect parameters for the chosen Effect TYPE will be available as assignable Destinations. We see this in the first example where we are controlling parameters within the 2 Modulator Chorus TYPE.

• AD INPUT Parameters
Here you can control the VOLUME, and SEND amounts to the Reverb and Variation SYSTEM EFFECTS for the AD INPUT Part. This gives you full automation of audio signal coming into MONTAGE – which could be anything you place in front of a microphone or another keyboard, or other playback source.

• MASTER EFFECT
The significance here is that you can automate control over the Master Effects – making it a PART of the Motion Control situaton.

• PART 1 – AS1 through AS8
• PART 2 – AS1 through AS8
• PART 3 – AS1 through AS8
• PART 4 – AS1 through AS8
• PART 5 – AS1 through AS8
• PART 6 – AS1 through AS8
• PART 7 – AS1 through AS8
• PART 8 – AS1 through AS8
• PART 9 – AS1 through AS8
• PART 10 – AS1 through AS8
• PART 11 – AS1 through AS8
• PART 12 – AS1 through AS8
• PART 13 – AS1 through AS8
• PART 14 – AS1 through AS8
• PART 15 – AS1 through AS8
• PART 16 – AS1 through AS8

It is very important to understand these assignments. They allow the Super Knob to control specific items within each separate PART. We stated at the beginning, the Super Knob automatically controls the eight COMMON Assignable Knobs 1-8 and it works directly on those upper level/shared parameters. Notice that listed here is each of the 8 Keyboard Controlled PARTS, and each of their 8 Knobs. This means with an assignment selection here, you are linking the individual PART’s control of a Destination parameter to the movement of the Super Knob. Additionally, any of the 16 PARTS, even those not directly under the KBD CTRL, can still be affected by the movement of the Super Knob (via changes to the shared System and Master Effects).

In our next example, we will see how this intermediate step opens the door to a wide, wide world of synth patching. We will drop down a level to the individual Part and parameters that will only affect a single Part within a Performance. We will assign PART 1’s Assignable Knob 1 so that it follows the movement of Super Knob and yet controls a parameter exclusively (locally) within just one Part, PART 1. The selection of potential Destinations will change and will include parameters specific to this particular PART as an individual component within the PERFORMANCE.

If you have any questions or comments about this article, please join us to discuss them on the Forum here.

Catch up on the previous article in the series – “Mastering MONTAGE 1: The Super Knob”

Next Article: “Mastering MONTAGE 3: Super Knob Unipolar”

Mastering MONTAGE 3: Super Knob Unipolar

The videos below are great accompaniments to this article. Check them out:

PERFORMANCE 2: Super Knob Unipolar+
PERFORMANCE 3: Super Knob Unipolar-

The next two PERFORMANCE examples show the assignment of a Part’s parameters to the Super Knob, which are a bit more complex than using Common parameters. (Please note: The Live Set that is used in the Mastering MONTAGE series is located here.)

Example 2: Super Knob Unipolar+
The first step is assigning the used Part Assignable Knob 1 to the Common Assignable Knob 1, which must be done on the Common > Control Assign screen. Instead of assigning directly to a parameter – we are assigning control of PART 1’s Assignable Knob to COMMON (Super Knob) control. Remember the Super Knob automatically controls all 8 Common Assignable Knobs. And the Part Assign Knob 1 can be used to control parameters within this specific Part.

This means that whatever we assign to PART 1’s Assignable Knob will automatically be controlled by the Super Knob. Recall PERFORMANCE 2: Super Knob Unipolar +:

UniPolar1

We will, again, navigate to the upper level of editing (Common/Audio) and will assign Part 1’s first Knob to the COMMON Assign 1.

From the HOME screen (press the “Home” icon in the upper left corner of the screen):
• This highlights the PERFORMANCE NAME: “Super Knob Unipolar+”.
• Press [EDIT].
• Press the [COMMON] button (right side upper COMMON button).
• In the screen select “Control” (left column of the screen) > “Control Assign” (second column).
• Make sure the AUTO SELECT option is active (green).
• The SOURCE is AsgnKnob 1; The DESTINATION 1 is Part 1’s Assignable Knob 1; and this is linked to SUPER KNOB movement. 

The upper Common level has 8 Assign Knobs which are linked to the Super Knob.
The first of these, AssignKnob 1, will control “Destination 1 = Part 1 Assign 1” (Part 1’s Assignable Knob 1).

SK P1As1

Translation: the first COMMON assignable destination (Destination 1) for this Performance concerns the program occupying PART 1. This assignment gives the Super Knob control over Part 1’s Assignable Knob 1. To see exactly what “PART 1 Assign 1” is controlling, we must drop into edit the Program occupying PART 1. Remember, if we think about the playable Performance as having 72 Assignable Knobs (Common has 8 Knobs, and each of the 8 possible Parts can have 8 Assignable Knobs…) – we are assigning the Super Knob to control a parameter within PART 1. We do so by linking Part 1’s Assign Knob #1 here.

In this Example Performance we are assigning the first of the eight (Common) Assignable Knobs to PART 1 of this PERFORMANCE. To manually navigate to the actual parameter that is being controlled, the EDIT – PART 1 – Common screen. Here’s how:

• Press the [PART SELECT 1/1] top right front panel. Selecting PART 1.

This will, coincidentally, light the lower [COMMON] button for ELEMENT/OPERATOR.

If the lower COMMON button does not light, it means you were last viewing an individual ELEMENT within this program, press the lower [COMMON] button. For convenience there’s also radio buttons for both “Part 1” and “Common” found in the lower left corner of the screen (blue) along with access to Elements 1-8, or a view that will let you see all eight together.

InsAlfospd

In this simple example, you can turn AssignKnob 1 directly, and view its controller box – and if you turn the Super Knob the Display Filter will show the same parameter assignment (as we have only linked this one thing to the Super Knob).

Please observe the control range when you move AssignKnob 1 from minimum-to-maximum, and that this starts out as the same range when you move the Super Knob, minimum-to-maximum – they both control the same range. Observe how the Super Knob controls the movement of AssignKnob 1, but AssignKnob 1 can be moved directly and independent of the Super Knob. You can imagine that the Super Knob can be linked to other PARTS and other functions (we are just looking at one).

Hint
: to understand the second Common button you must realize that a playable PERFORMANCE can have 8 KBD CTRL PARTS; together they share the PERFORMANCE NAME, the SYSTEM EFFECTS, the MASTER EFFECTS, the MASTER EQ, and they include the AUDIO IN settings. Each PART is a like a complete Motif XF level VOICE with 8 Elements and each with its own Part COMMON parameters. Each Part has its own Name, its own Insertion Effects, and its own 8 Assignable Knobs! So if you think of each PART as a separate synthesizer, with its own complete set of parameters, what we are doing is linking control of this synthesizer with a, well, you know, a “SUPER KNOB”. A single KNOB that when moved can send a message that is divided out among the rest of the separate synthesizers. It takes a minute or two to let this sink in. But it is as if we are dealing with a large ‘modular’ synth; where a Keyboard Controlled program (with 8 complete) synthesizers is linked to this MOTION CONTROL ENGINE. And like patching cables in an old style analog synth, we are linking control, and later we’ll see how we can fine tune the control range of scores of controllers. It is quite fasinating when you get a glimpse of the whole thing!

For former Motif/MOXF users, this is very much like being in a Song/Pattern Mixing setup, then dropping into VCE EDIT – when creating a Mix Voice. However, in MONTAGE every edit has room to be stored and you are editing the Part directly. This second level of Common parameters are Part Common parameters.

Select “MOD/CONTROL” (left column of the screen) > “Control Assign”. The Controller setting is Unipolar with Ratio +32 (giving a linear response – shown above).

With the AUTO SELECT highlighted, you can turn Assignable Knob 1 and view the assigned Destination = InsA LfoSpd. This happens to be the LFO Speed of the CLASSIC FLANGER assigned to PART 1

• Press [EFFECT] (second item left side of the screen to view the Effect) > select “Routing” for PART 1.
• INSERT A is the Classic Flanger.

Prt1EffRoute

You can drop into edit the Effect parameters by touching “INS A” in the second column.

The LFO Speed of the Classic Flanger is set to a minimum level in the Part Effect window (shown below).

LfoClscFlangr

The Super Knob position 0 (left) is the start position. It corresponds to the parameter setting of LFO Speed = 0.00Hz.

The Super Knob moved from left to right controls the complete parameter range from LFO Speed 0.00Hz to 39.7Hz.

[Note: the values do not animate in the MONTAGE screen when the Super Knob is moved. You can clearly hear the Speed change as you move the Super Knob. The potential here is tremendous as one KNOB can be assigned to do multiple things with different ranges for different areas of the PERFORMANCE].

Summary: At the upper COMMON (overall level) we have assigned Super Knob control over PART 1’s Assign 1 Knob. This is done by linking the “PART 1 ASSIGN 1” (PART 1’s Assignable Knob 1) part to the Super Knob, whatever parameter is selected for this knob to control will be influenced by the Super Knob. The “DESTINATION 1” within PART 1 indicates that this is the first controller assignment for PART 1. There are a maximum of 16 Destinations per PART. In this example, the LFO SPEED of the Classic Flanger is the selected parameter within PART 1. 

We must state again, we are limiting ourselves to a single Part Performance in this case. Each additional PART added under Keyboard Control will have the same opportunities to be programmed with their own set of 8 Assignable Knobs, and destination parameters. The assignment we make for Part 1 will only apply to Part 1; the Classic Flanger is an Insertion Effect and belongs only to this Part, Part 1.

Example 3: Super Knob Unipolar-
This example shows the modulation of the LFO Speed in opposite direction (negative). This is achieved here by starting the Classic Flanger at its highest Speed (39.7Hz), and by selecting the Polarity as a NEGATIVE value, so that applying the same movement reduces the LFO SPEED from Maximum-to-Minimum. 

The Classic Flanger LFO Speed is set to the maximum level in the Part Effect window: 39.7Hz.

ClscFlngr397

The Part Controller setting is Unipolar with Ratio -32.
Select “Mod/Control” > “Control Assign”

BiNeg32

The Super Knob position 0 (left) is the start position. It corresponds to the parameter setting of LFO Speed at maximum = 39.7Hz.

SKovervw

The Super Knob moved from left to right controls the complete parameter range in reversed order from LFO Speed 39.7Hz to 0.00Hz.

Extra Credit Exploration:
In this example, the COMMON ASSIGN KNOB 1 has been tasked with controlling PART 1’s Assign Knob 1. PART 1’s ASSIGN KNOB 1 is set to control the Part 1 INSERTION EFFECT “A” parameter (LFO SPEED).

Touch the parameter contained within the “DESTINATION 1” box, to reveal the list of potential assignment destinations that can be selected. There are a ton of potential options. More than you might first think. Use the DATA DIAL to explore the options. In this particular example, by selecting PART 1 > PART 1 Assign 1 we are linking PART 1’s first knob with the Super Knob.

CommonAssign
The potential Destinations will give you an idea of the depth of the engine. These are the parameters available via the upper overall “COMMON/Audio” level of the program. When you see the top line indicate “EDIT – Common/Audio” you are able to assign these parameters to the Super Knob. The INSERT A and B referred to here are those dedicated to the A/D (Audio) INPUT PART. It now, like every other PART, has its own Dual Insertion Effect. The A/D INPUT is grouped with the COMMON overall parameters. This is why this level of the architecture is referred to as “Common/Audio”.

EditCommonAudio

If you select an Ins A or (A/D Part), the Reverb, the Variation, or the Master Effect each can have as many as 24 potential parameter destinations (the actually number of available parameters will vary depending on the effect TYPE currently active in the processor). When an Effect Type is assigned to the processor, automatically the parameter names that are available to be controlled will appear on the list. Those parameters not available for real time control will not appear. (Only parameters that are deemed musically useful are available for real time control). If you select the “AD Param” you can control Volume, Rev Send, and Variation Send amounts of an incoming signal. [This is new!!! A very common request was to be able to control the AD PART with an assignable controller]. These are followed by each of the 16 Montage synth PARTS which each have 8 assignable knob destinations. [Wow!] That’s 128 Assignable Knobs plus the 8 for the Common/Audio level.

As we’ll learn, Parts 1-8 can be linked with the Super Knob, but every Part has its own 8 Assignable Knobs for when that Part is individually selected (highlighted).

Press the “X” in the screen to exit or press [ENTER] to make a selection assignment.

If you touch the “DISPLAY FILTER” box, you can see all of the assignable devices. Changing the Display Filter does not change anything but what you are currently viewing. (More on this later).

Overview shortcut:
Again, let’s practice navigating using the available shortcuts. Recall the PERFORMANCE and touch the HOME icon.
[SHIFT] + [INFO] = Overview screen (shown below)
Notice in the PART box, “PART 1” is selected and in the diagram a highlight box also appears around the number “1”.

OvrVw

The Part Assign Knob 1 is linked to PART 1 (green line); which is under control of the Super Knob (blue line); Notice you can drop from here directly to “Edit Part 1 Control Settings” from this information screen. This shortcut will take you directly to the Part Mod/Control > Control Assign screen. If you then activate the AUTO SELECT box, touching/moving a controller will display its assignment. Or simply set the “Display Filter” = ALL to view all assignments for the currently selected PART.

Important Note: Parameter Destinations for the COMMON/Audio level of the PERFORMANCE are different from the available parameter Destinations for an individual synth PART.
The INSERT EFFECT A and B that appear among the COMMON/Audio Destinations refer to the A/D INPUT (AUDIO IN) PART; While the INSERT A and B that appear among the synth PART parameter Destinations are those applied to this particular PART.

If you have any questions or comments about this article, please join us to discuss them on the Forum here.

Catch up on the previous article in the series  – Mastering MONTAGE 2: Super Knob Common.

Next article: Mastering MONTAGE 4: Super Knob Bipolar.

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