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Difference between revisions of "X/Y switching (legacy)"

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=User contributions=
 
=User contributions=
  
==X/Y-switching==
+
==X/Y Switching==
 
* Cliff: "The idea behind X/Y is that people often have multiple distortion/chorus/delay/etc. pedals on their board but they rarely have more than one on at a time. So rather than creating more instances of effects, which sucks up CPU, have each instance capable of more than one sound." [http://forum.fractalaudio.com/axe-fx-ii/35997-axe-fx-ii-vtechnical-questions-thread-42.html#post492028 Source]
 
* Cliff: "The idea behind X/Y is that people often have multiple distortion/chorus/delay/etc. pedals on their board but they rarely have more than one on at a time. So rather than creating more instances of effects, which sucks up CPU, have each instance capable of more than one sound." [http://forum.fractalaudio.com/axe-fx-ii/35997-axe-fx-ii-vtechnical-questions-thread-42.html#post492028 Source]
 
* X/Y-switching occurs at block level, not on preset level.
 
* X/Y-switching occurs at block level, not on preset level.
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* MFC-101: X is green, Y is red. If you prefer the default state to be green, use Y as the default state.
 
* MFC-101: X is green, Y is red. If you prefer the default state to be green, use Y as the default state.
  
==X/Y: modifiers==
+
==X/Y Switching: modifiers==
 
* An assigned [[Controllers and modifiers|modifier]] always applies to both block states: X and Y. It's not possible to have different modifier settings for X and Y.
 
* An assigned [[Controllers and modifiers|modifier]] always applies to both block states: X and Y. It's not possible to have different modifier settings for X and Y.
  
==X/Y: Recall Effect==
+
==X/Y Switching: Recall Effect==
 
* [[Recall Effect]] always imports the entire block: X and Y. You can't recall only X or Y.  
 
* [[Recall Effect]] always imports the entire block: X and Y. You can't recall only X or Y.  
  
==X/Y: compare sounds and check settings==
+
==X/Y Switching: compare sounds and check settings==
 
* When tweaking, X/Y is an easy way to compare sounds. Example:
 
* When tweaking, X/Y is an easy way to compare sounds. Example:
 
*# Go to the Amp block, state "X".
 
*# Go to the Amp block, state "X".
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* You can also do this in Axe-Edit.
 
* You can also do this in Axe-Edit.
  
==X/Y: configuring floor controllers==
+
==X/Y Switching: configuring floor controllers==
 
* If you have an effect block with X/Y, you can configure the floor controller to turn engage effect in either X or Y mode. [http://forum.fractalaudio.com/axe-fx-ii/38230-ia-x-y-control-how-turn-switch-xy.html Source]
 
* If you have an effect block with X/Y, you can configure the floor controller to turn engage effect in either X or Y mode. [http://forum.fractalaudio.com/axe-fx-ii/38230-ia-x-y-control-how-turn-switch-xy.html Source]
 
*# IA Switch 1, ON message: DELAY 1 ON, DELAY 1 X (CC#47:127, CC#106: 127)
 
*# IA Switch 1, ON message: DELAY 1 ON, DELAY 1 X (CC#47:127, CC#106: 127)
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* Or use the controller's group/switch-link functionality.
 
* Or use the controller's group/switch-link functionality.
  
==X/Y: tutorial==
+
==X/Y Switching: tutorial==
 
* [http://www.g66.eu/nl/support/fractal-audio-support X/Y tutorial on G66 site]  
 
* [http://www.g66.eu/nl/support/fractal-audio-support X/Y tutorial on G66 site]  
  
 
[[category:Presets and effects]]
 
[[category:Presets and effects]]

Revision as of 14:37, 5 May 2014

File:Axe-fx-ii-fx.jpg

Manual

User contributions

X/Y Switching

  • Cliff: "The idea behind X/Y is that people often have multiple distortion/chorus/delay/etc. pedals on their board but they rarely have more than one on at a time. So rather than creating more instances of effects, which sucks up CPU, have each instance capable of more than one sound." Source
  • X/Y-switching occurs at block level, not on preset level.
  • The X/Y state of an effect can vary per Preset scenes.
  • There's no crossfading when switching between X and Y. If you want crossfading, you can use Scene controllers as an alternative to X/Y switching.
  • In Axe-Edit press the "x" key to switch a block between X and Y.
  • Axe-Edit shows the X/Y-states of the blocks on the grid without needing to select the block first.
  • MFC-101: X is green, Y is red. If you prefer the default state to be green, use Y as the default state.

X/Y Switching: modifiers

  • An assigned modifier always applies to both block states: X and Y. It's not possible to have different modifier settings for X and Y.

X/Y Switching: Recall Effect

  • Recall Effect always imports the entire block: X and Y. You can't recall only X or Y.

X/Y Switching: compare sounds and check settings

  • When tweaking, X/Y is an easy way to compare sounds. Example:
    1. Go to the Amp block, state "X".
    2. Double-click the "Y" knob on the front panel, to copy the "X" settings to "Y".
    3. Select "Y" and re-select the amp type to reset the model's more advanced settings to default. Or doubleclick Bypass and to reset the block entirely.
    4. Now alternate between X and Y on every tab page of the Amp block to see the differences.
  • You can also do this in Axe-Edit.

X/Y Switching: configuring floor controllers

  • If you have an effect block with X/Y, you can configure the floor controller to turn engage effect in either X or Y mode. Source
    1. IA Switch 1, ON message: DELAY 1 ON, DELAY 1 X (CC#47:127, CC#106: 127)
    2. IA Switch 1, OFF message: DELAY 1 OFF, DELAY 1 X (CC#47:0, CC#106: 127)
    3. IA Switch 2, OFF message: DELAY 1 ON, DELAY 1 Y (CC#47:127, CC#106: 0)
    4. IA Switch 2, OFF message: DELAY 1 OFF, DELAY 1 Y (CC#47:0, CC#106: 0)
  • Or use the controller's group/switch-link functionality.

X/Y Switching: tutorial