Detailed instructions for use are in the User's Guide.
[. . . ] ®, KDFX®, Pitcher®, and LaserVerb®, KSP8 TM, K2661TM, K2600TM, K2500TM, and K2000TM are trademarks of Young Chang Co. , Ltd. All other products and brand names are trademarks or registered trademarks of their respective companies. Product features and specifications are subject to change without notice. You may legally print up to two (2) copies of this document for personal use. [. . . ] As in all naming dialogs on the K2661, you can do a double-press of the Left/Right cursor buttons to put the naming cursor on the last character of the string. Left/Right cursor button double-press -> Move cursor to the end of the name The Relink-by-Name feature (described earlier) relies on there being unique names for dependent objects of the same type, so it is a good practice to make object names unique, particularly samples. You can also use the string-replacement feature to make multiple changes to object names. See Renaming Multiple Objects on page 3-7 for details.
Delete
The Delete Objects utility is very useful for reclaiming unused object and sample RAM in your K2661. This utility allows you to select any arbitrary group of objects for deleting, and audition them if necessary before getting rid of them. This can be a convenient way to delete individual or selected groups of objects. However, if you want to delete an entire bank or everything in RAM, the Delete soft button on the Master-mode page is quicker.
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Master Mode Object Utilities
If any of the selected objects have dependents that were not selected, you will see the question:
|||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| Delete|dependent|objects?||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||Yes||||No||
If you answer Yes to this question, all dependent objects of the selected objects are deleted, unless they are being used as dependents of other objects that are to remain in memory. Answering No will delete only those objects that were selected.
Dump
This utility is for dumping selected objects over MIDI. If any of the selected objects have dependents that were not selected, you will be asked the question "Dump dependent objects?" Press OK to initiate a MIDI System Exclusive dump of the selected set of objects, one by one out the MIDI Out port of the K2661. Dumping everything can generate massive dumps, so you should know the limits of the device you're dumping to. You can cancel the dump at any time with the Cancel soft button. Note that only sample objects (which contain the Start, Alt, Loop, and End points, as well as the values of all parameters found on the MISC page in the Sample Editor) are dumped by this utility, and not RAM sample data. (RAM sample data can be dumped via the MIDI Sample Dump Standard from within the EditSample page. See Chapter 6 of the Musician's Reference for more information on the MIDI Sample Dump Standard. ) Dumping the sample object of a RAM sample is not very useful because the sample memory address ranges are fixed in the object. This means that if you load the sample object back into the K2661 via MIDI, there is virtually no way it will point to and play back the same area of sample memory as when it was dumped, let alone the same sample data. Sample objects that reference the K2661's ROM sample area will reference the same area when you load them back in via MIDI.
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Master Mode Object Utilities
Using the Object Utilities from the Editor
You can get to the object utilities while editing any object. This is provided as a convenience, for example to be able to do certain housekeeping work such as deleting samples to free up room in your sample RAM, or making copies of objects. Access to the utilities can be done by pressing the Object soft button from any Save/Replace dialog in the editor:
EditProgram:Save|||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| Save|Train|Wreck|as:|ID#412||||||||||||| (replace|Train|Wreck)||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||| Object|||||||||||||Rename|Replace|Cancel
You can get to this Save/Replace dialog when editing an object by either exiting after you have modified the object, or pressing the Save soft button. If you try to use the Copy utility to copy the exact object you are in the process of editing, you will make a copy of the edited version. With sample objects this would be one way to save off a copy sample that references a small part of a much larger sample. You could remain in the Sample Editor, and continue to edit the larger sample, by pressing Done followed by Cancel after making the copy. This may be a faster way to save many "snippets" out of a sample than continually reentering the Sample Editor after saving copy samples to different IDs. When using the Object Utilities from within the editor, you must be careful not to delete any of the objects you are currently editing. [. . . ] You can either use them as they are or as a good starting point for your own work. There are many ways to put expressivity and variety in a single program by assigning controllers to the various DSP functions in its layers. This list describes how each of the preset programs can be modulated or altered by various controllers. Only those control assignments that may not be immediately evident are listed. [. . . ]