Yamaha Recording Equipment DX21 User Manual

YAMAHA  
AUTHORIZED  
PRODUCT MANUAL  
DIGITAL PROGRAMMABLE ALGORITHM SYNTHESIZER  
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YAMAHA  
DIGITAL PROGRAMMABLE ALGORITHM SYNTHESIZER  
OWNER’S MANUAL  
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CONGRATULATIONS!  
Your Yamaha DX21 Digital Programmable Algorithm Synthsizer incorporates the  
state-of-the-art in digital FM tone generation technology, providing extraordinarily vi-  
brant, rich voices and outstanding playability. The DX21 actually has two FM tone  
generators, permitting two voices to be combined and played simultaneously, or in a  
split keyboard configuration. The DX21 has a 32-voice programmable RAM memory  
from which any voice can be selected at the touch of a button, a built-in 128-voice preset  
ROM memory from which voices can be called into the RAM memory as desired, 32  
special “performance” memories which can be programmed with combinations of voices  
and some function parameters, and a cassette interface that permits unlimited storage  
of FM voices. Of course, the DX21 is fully programmable, allowing you to create your  
own FM voices or sound effects. Broad MIDI compatibility is also provided so the DX21  
can control or be controlled via other MIDI compatible music equipment. To ensure  
that you gain maximum benefit from all the performance and flexibility provided by the  
DX21, we urge you to read this owner’s manual thoroughly while actually trying out  
all of the available functions.  
CONTENTS  
36  
Voices .....................................................  
Your Own  
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PRECAUTIONS  
Choose the installation location for the DX21 with caution. Avoid locations exposed  
to direct sunlight or other sources of heat. Also avoid locations subject to vibration,  
excessive dust, cold or moisture.  
1. Location  
2. Cleaning  
Do not attempt to clean the exterior with chemical solvents, as this may damage  
the finish. Clean with a soft, dry cloth.  
Do not open the cabinet or attempt to make your own repairs or modifications to  
any part of the instrument. Such actions may not only result in electrical shock or  
damage, but will also void the product warranty. Refer all servicing to a qualified  
Yamaha service center.  
3. Service and  
Modifications  
When moving the instrument be sure to unplug the AC mains cord as well as all  
other connecting cables.  
4. Relocation  
5. Handing  
Avoid applying excessive force to switches and slide controls, dropping or rough  
handling. The DX21 is ruggedly constructed using reliable solid-state circuitry,  
nonetheless it is a fine instrument that should be treated with care.  
Digital circuitry such as that used in the DX21 is sensitive to voltage spikes and  
surges. Because of this, the DX21 should be turned off and unplugged from the  
AC power outlet in the event of an electrical storm.  
6. Electrical Storms  
(Lightning)  
Digital circuitry is also sensitive to electromagnetic fields such as those produced  
by television sets, radio receivers, transmitters, transceivers, etc. The DX21 should  
kept at least several feet from such sources in order to prevent possible random  
malfunctions.  
7. Electromagnetic  
Fields  
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CHAPTER I: SETTING UP  
The DX21 has two audio outputs, one for each tone generator channel. These  
are labelled MIX/A and B. When a plug is plugged into the MIX/A output only,  
the sound from both the A and B tone generator channels will be mixed and delivered  
via the MIX/A output. When plugs are inserted into both MIX/A and B jacks,  
however, the channel A signal will be delivered via the MIX/A output and the  
channel B signal will be delivered via the B output. This permits sending a stereo  
signal to a stereo sound system giving you the full impact of the DX21’s dual and  
split play mode capability.  
1. Audio Outputs  
The remaining three phone jacks are for optional foot controllers and footswitches.  
The VOLUME jack accepts a Yamaha FC-7 or equivalent foot controller for volume  
or “swell” control. The SUSTAIN jack accepts a Yamaha FC-4 or FC-5 footswitch  
or equivalent for sustain control–press for sustain, release to damp. And the  
PORTAMENTO jack also accepts a Yamaha FC-4 or FC-5 footswitch or equivalent  
permitting ON/OFF switching of the programmed portamento effect.  
2. Optional Foot  
Controllers & Foot  
Switches  
Yamaha’s unique BC1 breath controller is plugged into the mini-jack on the rear  
panel.  
3. Optional BC1  
Breath Controller  
The PHONES jack accepts any standard pair of stereo headphones. When a plug  
is plugged into the B output only, the channel A and channel B signals are delivered  
to the headphones in stereo. When the B output is not connected, both A and B  
signals are mixed and output from PHONES jack. Headphone volume is controlled  
via the VOLUME control on the top panel.  
4. Headphones  
These terminals are used when connecting the DX21 to other MIDI (Musical In-  
strument Digital Interface) compatible equipment such as digital sequence re-  
corders, modular FM voice generators, drum machines, etc. The MIDI OUT terminal  
transmits MIDI data from the DX21 to other MIDI equipment. The MIDI OUT  
terminal will normally be connected to the MIDI IN terminal of the receiving  
equipment. The MIDI IN terminal accepts MIDI data from external MIDI equipment  
such as a digital sequence recorder, music computer or modular FM voice generator.  
THe DX21’s MIDI IN terminal will normally be connected to the MIDI OUT terminal  
of the transmitting equipment. The MIDI THRU terminal re-transmits the data re-  
ceived at the MIDI IN terminal. Thus, data received via the DX21 MIDI IN terminal  
can be simultaneously sent to other MIDI equipment.  
5. MIDI Terminals  
The DIN connector end of the supplied cassette cable is plugged into the DX21  
CASSETTE connector. The three plugs on the other end of the cable should be  
connected to a cassette data recorder (the kind normally used with personal  
computers, etc.) as follows:  
6. Cassette  
RED  
cassette deck microphone input.  
WHITE  
BLACK  
cassette deck earphone output.  
cassette deck remote input (The DX21 does not output cassette  
remote control signals, so this jack may be left unconnected).  
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Plug the DX21 AC power cord into an AC wall socket. Be sure that your local line  
voltage matches that specified on the DX21 rear panel. The POWER switch is located  
next to the AC cord on the rear panel. NOTE: When setting up your system, be  
sure to turn the DX21 and any effects units used on BEFORE turning the main  
amplifier system on. This will prevent the initial power-on shock surge from possible  
damaging your amplifier and speaker system.  
7. AC Power  
The music rack supplied with the DX21 fits into the two sockets on the rear panel  
(see diagram).  
8. Music Rack  
lnstallation  
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CHAPTER II: PLAYING THE DX21  
The DX21 has 32 RAM (Random Access Memory) locations which contain voices  
which may be immediately selected by pressing the appropriate memory button  
while the DX21 is in one of the three normal play modes described below. The two  
rows of 16 buttons- row A and row B-are the voice memory selectors. The row  
A and B selectors correspond to DX21 tone generator channels A and B.  
1. The 32 Voice RAM  
Memory  
These same buttons actually serve a number of functions. In the FUNCTION and  
EDIT modes--which are covered in later sections of this manual--they serve to select  
the function or edit parameter to be programmed.  
Since RAM memory can be written to as well as read from, it is possible to load  
new voice data into the 32 available RAM memory locations. This can be done  
by loading new voices from the DX21’s internal 128-voice ROM (Read Only  
Memory) into the RAM memory (see “5. The 128 Voice ROM Memory”, below),  
or by loading a new set of 32 voices from data stored on an external cassette tape  
(see CHAPTER III: THE FUNCTION MODE, Memory Management Functions).  
If you’re just starting out, you’ll want to try out the voices that are pre-programmed  
into the RAM memory. You can do this in any of the three play modes discussed  
below. Make sure your DX21 is properly connected to a sound system--or you  
could simply plug a pair of headphones into the PHONES jack (see CHAPTER  
I: SETTING UP), set the VOLUME control to about its center position, and set  
the A/B BALANCE control to its center position (you’ll feel a “click” stop at dead  
center). Now you can start experimenting with the DX21 voices in the SINGLE  
play mode.  
Enter the SINGLE play mode by pressing the PLAY SINGLE button to the left of  
the LCD (Liquid Crystal Display) panel. When you do this the LCD will look  
something like this.  
2. The SINGLE Play  
Mode  
The top line of the LCD reads “PLAY SINGLE”, indicating that you are in the SINGLE  
play mode, and the bottom display line will indicate the selected memory location  
number (A1 through A16, or B1 through B16) followed by the name of the selected  
voice.  
In this mode you can play any of the voices currently in the DX21’s RAM memory  
individually.  
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Enter the DUAL mode by pressing the PLAY DUAL button.  
3. The DUAL Play  
Mode  
“DU” in the upper left display corner indicates that the DUAL mode has been se-  
lected. The upper display line now shows the number and name of any voice selected  
from the “A” row of memory selectors, while the lower display line shows the number  
and name of any voice selected from the “B” row of voice selectors. The number  
in the lower left display corner indicates the value of the DUAL MODE DETUNE  
(see CHAPTER III: THE FUNCTION MODE).  
In this mode any of the 16 voices from tone generator “A” can be selected and  
combined with any voice from tone generator “B”. As you try out various com-  
binations of voices you’ll notice that some voices are louder than others, resulting  
in one voice overpowering the other when two are combined. This can be adjusted  
by using the A/B BALANCE control. Moving this control more towards the “A”  
end of the scale increases the volume of the “A” voice while decreasing the volume  
of the “B” voice. Moved in the opposite direction—towards “B”—it has the opposite  
effect. Use this control to achieve the best balance between the two selected voices  
in the DUAL play mode.  
Enter the SPLIT mode by pressing the PLAY SPLIT button.  
4. The SPLIT Play  
Mode  
“SP” in the upper left display corner indicates that the SPLIT mode has been selected.  
As in the DUAL mode the number and name of one voice selected from the “A”  
row will be shown on the upper display line, and the number and name of a voice  
selected from the “B” row will be shown on the lower display line. Unlike the DUAL  
mode, however, the two selected voices do not sound together. The “A” voice  
will be assigned to all keys to the left of and including the programmed “split” key,  
while the “B” voice will be assigned to all keys to the right of the split key. This  
type of arrangement lets you assign a bass voice, for example, to the left side of  
the keyboard and a piano voice to the right side of the keyboard so you can play  
bass and piano lines simultaneously.  
The next step is to decide on and program the desired split point. Note that at the  
extreme left of the lower display line there is a number followed by a colon. This  
is the number of the selected split point. To program the split point, simply press  
the S POINT button (notice that this is the same as the PLAY SPLIT button you  
used to enter the SPLIT mode) and while holding it down press the key on the  
DX21 keyboard at which you want the split point to be programmed (C3=60).  
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SPLIT POINT set at 60  
The split point number on the LCD will change to the number of the pressed key,  
the “A” voice will be playable on all keys to its left (Including the split key), and  
the “B” voice will be playable on all keys to the right of the split key. This process  
can be repeated as many times as necessary, but you must press and hold the S  
POINT key again every time you re-program the split point.  
As in the DUAL mode, the A/B BALANCE control can be used to balance the volume  
levels of the “A” and “B” voices.  
The DX21 comes with 128 different pre-programmed voices in an internal ROM  
5. The 128 Voice ROM (Read Only Memory). These voices can be loaded in groups of 8, or singly, into  
the DX21’s selectable 32-voice RAM memory. The ROM voices are organized into  
16 different categories, each containing 8 voices (see next page).  
Memory  
To load these voices into the DX21's RAM voice memory for selection and use,  
see A11: LOAD INTERNAL MEMORY and A12: LOAD SINGLE INTERNAL ME-  
MORY in the following chapter.  
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T H E 1 2 8 V O I C E S P R O V I D E D I N T H E I N T E R N A L R O M  
GROUP 5 : BRASS  
GROUP 9 : PERCUSSION 2  
GROUP 13 : BASS  
GROUP 1 : PIANO  
Electro Tom  
Timpani  
Solid Bass  
1
2
Deep Grand  
1
1
1
2
Horns  
Uprt Piano  
2
Pluck Bass  
Synthe Bass  
Brite Brass  
2
3
4
Breakin  
3
Honkey Tonk  
Ivory Ebony  
Phase Grand  
Elec Grand  
3
Flugel horn  
Trombone  
3
4
5
Xylo snare  
Mono Bass  
Flap Bass  
4
5
4
5
Hard Brass  
Power Brass  
BC1 Horns  
5
Synballs  
6
7
8
6
7
8
Hand Drum  
Clock werks  
Heifer Bell  
6
Elec Bass  
Uprt Bass  
Fretless  
6
Piano bells  
7
8
7
8
BC1 Trumpet  
Acous Elec  
SYNTH  
GROUP 14 : SOUND EFFECT 1  
GROUP 10 : LEAD  
PIANO  
GROUP 6 : PLUCKED  
GROUP 2 : ELECTRIC  
1
1
1
2
Racing Car  
Helicopter  
Alarm Call  
Ghosties  
Heavy synth  
1
Pluk guitar  
Old Electra  
2
2
2
Harmo solo  
Feed Lead  
Mono Lead  
Hollow lead  
Lyrisyn  
Brt Guitar  
New Electra  
3
4
5
3
4
5
6
7
8
Soft Harp  
S i t a r  
3
4
5
6
7
8
High Tines  
Hard Tines  
Perco Piano  
Wood Piano  
Vibra belle  
Piano brass  
3
4
5
6
Dopplar FX  
Storm Wind  
Space Talk  
B i r d s  
Jazz Guit  
Old Banjo  
Kotokoto  
Folk Guit  
6
7
8
Schmooh  
7
8
Huff Talk  
2
KEYBOARD  
EFFECT  
GROUP 15 : SOUND  
GROUP 11 : OTHER  
GROUP 7 : COMPING  
GROUP 3 : ORGAN  
1
Easy Synth  
Easy Clav  
Diesel  
1
Harpsi low  
1
C l i c k  
1
Organ  
Harpsi Hi  
2
Jazz Organ  
Ham < n > Eggs  
Drawbars  
2
3
2
Hole in 1  
2
3
3
>> WOW <<  
Metal Keys  
Cheeky  
<<Smash>>  
3
4
Fuzz Clav  
4
4
5
4
Clear Clav  
Mute Clav  
FM SQUARE  
FM PULSE  
Club Organ  
<6 Tease>  
Gentle Pipe  
5
6
5
6
7
5
6
7
FM SAW TOOTH  
Squeeze box  
Celeste  
Band  
Rubber  
6
Pick Pluck  
7
8
LFO NOISE  
PINK NOISE  
7
S/H Synth  
Circus time  
8 Full Ranks  
8
8
8
GROUP 12 : WIND REED  
STRINGS  
GROUP 4 :  
GROUP 16: SOUND EFFECT 3  
GROUP 8 : PERCUSSION 1  
1
2
3
4
G l o c k e n  
1
1
2
Wind bells  
1
S t r i n g s  
Claranette  
Silk Cello  
Orchestra  
Solo Violin  
Hamarimba  
Steel Drums  
Tube Bells  
2
Bassoon  
S y n v o x  
2
3
3
4
P u n k f u n k  
Whistling  
3
4
Pan Floot  
4
Lead Reed  
5
5
6
V o i c e s  
Box Cello  
Rich string  
5th String  
Pizzicato  
5
6
7
Temple gong  
Mamarimbs  
5
6
7
Mono Sax  
Z i n g P l o p  
Valve Plop  
6
7
8
Flute wood  
< B C 1 > S a x  
BC1 Hrmnca  
7
8
Good Vibes  
Bells Bells  
8
8
Mars to ??  
8
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CHAPTER III: THE FUNCTION MODE  
The FUNCTION mode permits access to four groups of functions: tuning functions, MIDI functions, memory  
management functions, and performance functions. In this chapter we’ll describe each of these functions; what  
they do and how they are programmed.  
The FUNCTION mode is accessed by pressing the FUNCTION button to the left  
of the LCD display. Individual parameters to be programmed are then called by  
pressing the appropriate voice selector button. Note that when the FUNCTION  
1. Accessing the  
FUNCTION Mode  
mode is active pressing a voice selector button calls the corresponding FUNCTION  
parameter—these are the functions printed in brown below each voice selector.  
Note that there are two exceptions: the PB (Pitch Bend) MODE SET and KEY SHIFT  
KEY SET buttons are NOT included among the voice selectors. These function  
selectors are located immediately above the DATA ENTRY -1 and +1 switches.  
When the FUNCTION mode is called, the LCD should look something like this.  
The top line of the display will. read “FUNCTION CONTROL”, indicating that the  
FUNCTION mode is active, and the lower display line will show the name of the  
selected function and its current data. In the example above, the MASTER TUNE  
function is called (press the Al button) and the data is currently set at 0.  
Once the desired function has been selected, its value can be altered using either  
the linear DATA ENTRY control located to the left of the panel, or the adjacent  
-1 /NO/OFF and +1 /YES/ON switches.  
2. Entering Function  
Data  
Moving the DATA ENTRY control away from you increases the value of the selected  
parameter, and moving the control towards you decreases the data value. Pressing  
the -1 switch decreases the value of the selected parameter by one (decrements),  
and pressing the +1 switch increases the value by one (increments). While the  
DATA ENTRY control is valuable for quickly approaching the desired value with  
parameters that have a large data range, the +1 and -1 switches permit precise  
step-wise location of a specific value. The switches are also easier to use with  
parameters that only have two values–e.g. ON (1) or OFF (0). In some cases you  
will be required to answer YES or NO to prompts which will appear on the LCD  
display. The -1 /NO/OFF and +1 /YES/ON switches are used for this.  
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“Performance parameters” are programmable parameters which pertain mainly to  
real-time performance effects such as how the pitch bend and modulation wheels  
affect the sound. All performance parameters can be memorized for each voice.  
If you wish that the edited data will remain in the memory, you have to store it  
using STORE function (see CHAPTER V: VOICE PROGRAMMING, “4. Storing  
Voice Data”).  
3. The Performance  
Parameters  
B1: POLY/MONO  
This function selects either the POLY or MONO note output mode.  
There are two possible settings: POLY and MONO. In the POLY mode the note  
output configuration depends on the currently selected play mode. When the play  
mode is set to SINGLE up to 8 notes can be played simultaneously. When set to  
SPLIT up to 4 notes may be simultaneously played on each side of the split point  
(4 + 4). When set to DUAL up to 4 notes may be played simultaneously. In the  
MONO mode, which can only be selected when the DX21 is in the SINGLE play  
mode, the DX21 acts as a last-note-priority monophonic keyboard. In the SPLIT  
mode it is possible to select one POLY voice and one MONO voice. In this case  
up to seven notes can be played simultaneously on the POLY voice and one on  
the MONO voice.  
Once the POLY/MONO function is selected, subsequent presses on the B1 button  
alternate between the POLY and MONO modes. The DATA ENTRY switches can  
also be used: the -1 switch selects POLY and the +1 switch selects MONO.  
B2: PITCH BEND RANGE  
This function sets the pitch range of the pitch bend wheel located to the left of  
the DX21 panel. The pitch bend wheel automatically centers at normal pitch. It then  
may be moved upward (away from the player to raise the pitch, or moved downward  
(toward the player) to lower the pitch by the specified amount.  
The data range is from 0 to 12. At 0 the pitch bend wheel is off. Each increment  
between 1 and 12 represents a semitone. Thus if this function is set to 12, maximum  
travel of the pitch bend wheel produces a one-octave pitch variation, both above  
and below center position–i.e. plus or minus one octave.  
The DATA ENTRY control and -1/+1 switches can be used to enter data. Once  
the PITCH BEND RANGE function is called, subsequent presses on the B2 button  
increment the data value.  
PB MODE: MODE SET  
This function selector, located immediately above the DATA ENTRY -1 button,  
offers a choice of three pitch bend wheel modes: Low, High and K-on. In the Low  
mode, the pitch bend wheel affects only the lowest note played on the keyboard.  
In other words, if a chord is played, the pitch bend wheel affects only the pitch  
of the lowest note in the chord—this makes it possible to produce some interesting  
effects. The High mode is just the opposite—only the highest note played will be  
affected by the pitch bend wheel. In the K-on (Key on) mode, all notes played  
are affected simultaneously by the pitch bend wheel, while notes sustained using  
the sustain footswitch will not be affected.  
The DATA ENTRY control and -1/+1 switches can be used to select the desired  
mode.  
B3: PORTAMENTO MODE  
Two different portamento modes are available: Full Time Portamento and Fingered  
Portamento. When the POLY/MONO function is set to POLY (button B1), only  
the Full Time Portamento mode is accessible. In the MONO mode, you have a choice  
between the Full Time and Fingered portamento modes.  
(1) “Full Time Porta” (MONO and POLY modes): Aconventional portamento effect  
in which portamento occurs whenever a new note is played.  
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(2) “Fingered Porta” (MONO mode only): Portamento only occurs if the previously  
played note is held while the next note is played. This mode is useful in re-  
creating the effect of guitar string bending techniques, wood bass slide effects,  
etc. If you lift your hand off the DX21 keyboard between notes, there will be  
no portamento effect.  
Once the PORTAMENTO MODE function is called, subsequent presses on the  
B3 button alternate between the two available portamento modes only if the MONO  
note output mode is selected. The DATA ENTRY switches can also be used to  
select the desired portamento mode.  
B4: PORTAMENTO TIME  
This function sets the speed of the portamento effect.  
The data range is from 0 to 99. At 0 portamento is off. A setting of 99 produces  
the longest portamento effect.  
Data can be entered using the DATA ENTRY control and -1/+1 switches. Once  
the PORTAMENTO TIME function has been called, subsequent presses on the  
B4 button increment the data value.  
B5: PORTAMENTO FOOT SWITCH  
This function turns the rear-panel PORTAMENTO footswitch jack ON or OFF.  
When OFF the PORTAMENTO footswitch will NOT function. When ON the  
PORTAMENTO footswitch connected to the PORTAMENTO jack can be used to  
turn the portamento effect ON or OFF. (accepts Yamaha FC-4 or FC-5 foot  
switches)  
Once the PORTAMENTO FOOT SW function has been called, subsequent presses  
on the B5 button alternate between the ON and OFF settings. The DATA ENTRY  
switches can also be used to turn this function ON and OFF.  
B6: FOOT CONTROL VOLUME  
This function sets the control range of a foot volume controller (Yamaha FC-7,  
optional) connected to the rear-panel VOLUME jack.  
The data range is from 0 to 99. At 0 the foot controller is OFF and will have no  
effect on the sound. At 99 the foot controller can be used to adjust output volume  
over the full range from maximum volume to zero volume. Intermediate settings  
permit corresponding degrees of “expression” or “swell” control.  
The DATA ENTRY control and -1/+1 switches can be used to enter the data for  
this function. Once the FOOT CONTROL VOLUME function is called, subsequent  
presses on the B6 button increment the data value.  
B7: FOOT CONTROL SUSTAIN  
This function turns the sustain footswitch (Yamaha FC-4 or FC-5, optional)  
connected to the rear-panel SUSTAIN jack ON or OFF. When ON the sustain pedal  
can be used to control the sustain effect. When OFF the sustain pedal will not  
function.  
Once this function is called subsequent presses on the B7 button alternate between  
the ON and OFF states. The DATA ENTRY switches can also be used to select the  
desired mode.  
B8: WHEEL RANGE (MODULATION WHEEL), PITCH  
As you move the DX21 modulation wheel away from you an increasing amount  
of LFO (Low Frequency Oscillator) modulation is applied to the selected voice.  
LFO modulation can be made to modulate the pitch of the voice producing a range  
of vibrato type effects. This function is used to set the maximum depth of pitch  
modulation which can be applied using the modulation wheel. The actual effect  
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produced depends on the settings of the LFO parameters—these will be discussed  
in CHAPTER V: VOICE PROGRAMMING. Note, however, that the appropriate  
voice PITCH MODULATION SENSITIVITY parameter must be set to a value higher  
than 0 for pitch modulation to be effective. The voice PITCH MODULATION  
SENSITIVITY parameter will also be discussed in CHAPTER V. The data range is  
from 0 to 99. At 0 pitch modulation is OFF, and rotating the modulation wheel  
will cause no pitch modulation to be applied to the voice. A setting of 99 produces  
the greatest possible pitch modulation depth.  
Data is entered using the DATA ENTRY controls or switches. Once this function  
is called, subsequent presses on the B8 button increment the data value.  
B9: WHEEL RANGE (MODULATION WHEEL), AMPLITUDE  
As you move the DX21 modulation wheel away from you an increasing amount  
of LFO modulation is applied to the selected voice. LFO modulation can be made  
to modulate the amplitude (level) of specified voice elements (operators), producing  
a range of tremolo or timbre modulation (wow-wow) type effects. This function  
is used to set the maximum depth of amplitude modulation which can be applied  
using the modulation wheel. The actual effect produced depends on the settings  
of the LFO parameters—these will be discussed in CHAPTER V: VOICE PRO-  
GRAMMING. Note, however, that the appropriate voice AMPLITUDE MODU-  
LATION SENSITIVITY parameter must be set to a value higher than 0 for amplitude  
modulation to be effective. The voice AMPLITUDE MODULATION SENSITIVITY  
parameter will also be discussed in CHAPTER V.  
The data range is from 0 to 99. At 0 amplitude modulation is OFF, and rotating  
the modulation wheel will cause no amplitude modulation to be applied to the voice.  
A setting of 99 produces the greatest possible amplitude modulation depth.  
Data is entered using the DATA ENTRY controls or switches. Once this function  
is called, subsequent presses on the B9 button increment the data value.  
The Yamaha Breath Controller  
The optional Yamaha BC1 Breath Controller is a unique way of adding expression  
to the sound as you play the DX21 keyboard. The BC1 is held in the mouth just  
like the mouthpiece of a wind instrument. Blowing harder or softer into the BC1  
mouthpiece then produces a corresponding effect. The Breath Controller can be  
used to apply varying amounts of pitch or amplitude LFO modulation, just like the  
modulation wheel. In addition it can be set up to directly affect pitch, amplitude  
or timbre in response to breath pressure. Set to directly affect amplitude (EG BIAS),  
for example, the Breath Controller can be used to apply realistic tonguing effects  
to brass and other wind instrument sounds.  
The four BREATH parameters listed below determine just how the Breath Controller  
will affect the DX21 sound. These parameters may be set individually, or combined  
for more complex effects.  
B10: BREATH RANGE, PITCH  
This function is used to set the maximum depth of LFO pitch modulation which  
can be applied using the Breath Controller. The actual effect produced depends  
on the settings of the LFO parameters—these will be discussed in CHAPTER V:  
VOICE PROGRAMMING. Note, however, that the appropriate voice PITCH  
MODULATION SENSITIVITY parameter must be set to a value higher than 0 for  
pitch modulation to be effective. The voice PITCH MODULATION SENSITIVITY  
parameter will be discussed in CHAPTER V: VOICE PROGRAMMING.  
The data range is from 0 to 99. At 0 pitch modulation is OFF, and applying breath  
pressure to the Breath Controller will cause no pitch modulation to be applied to  
the voice. A setting of 99 produces the greatest possible pitch modulation depth.  
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Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this  
function is called, subsequent presses on the B10 button increment the data value.  
B11: BREATH RANGE, AMPLITUDE  
This function is used to set the maximum depth of LFO amplitude modulation which  
can be applied using the Breath Controller. The actual effect produced depends  
on the settings of the LFO parameters—these will be discussed in CHAPTER V:  
VOICE PROGRAMMING. Note, however, that the appropriate voice AMPLITUDE  
MODULATION SENSITIVITY parameter must be set to a value higher than 0 for  
amplitude modulation to be effective. The voice AMPLITUDE MODULATION  
SENSITIVITY parameter will be discussed in CHAPTER V: VOICE PROGRAM-  
MING.  
The data range is from 0 to 99. At 0 amplitude modulation is OFF, and applying  
breath pressure to the Breath Controller will cause no amplitude modulation to  
be applied to the voice. A setting of 99 produces the greatest possible amplitude  
modulation depth.  
Data is entered using the DATA ENTRY controls or switches. Once this function  
is called, subsequent presses on the B11 button increment the data value.  
B12: BREATH RANGE, PITCH BIAS  
This function permits breath pressure applied to the BC1 Breath Controller to directly  
control the pitch of the voice. In other words the LFO has no effect—only your  
breath pressure directly affects the pitch of the voice.  
The data range is from 0 to 99. At 50 pitch bias is OFF. A setting of 99 permits  
the greatest pitch increase to be produced through the Breath Controller, while a  
setting of 0 permits the greatest pitch decrease.  
Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this  
function is called, subsequent presses on the B12 button increment the data value.  
B13: BREATH RANGE, EG BIAS  
This function permits breath pressure applied to the BC1 Breath Controller to directly  
control the amplitude or timbre of the voice, according to settings of the corre-  
sponding voice parameters which will be covered in CHAPTER V. The LFO has  
no effect—only your breath pressure directly affects the amplitude or timbre of the  
voice.  
The data range is from 0 to 99. At 0 EG bias is OFF. A setting of 99 permits the  
greatest amplitude or timbre variation to be produced through the Breath Controller.  
Data is entered using the DATA ENTRY controls and -1/+1 switches. Once this  
function is called, subsequent presses on the B13 button increment the data value.  
B14: CHORUS  
The DX21 has a built-in chorus effect which can be used to add a pleasant stereo  
chorus effect to any voice. Chorus is only effective, however, when both the DX21’s  
A and B audio outputs are connected to a sound system in a stereo configuration.  
The full impact of the chorus effect will not be heard if the A/MIX output only is  
used, or if the A and B outputs are externally mixed to a mono signal.  
This function turns the chorus effect ON or OFF. Once the CHORUS function is  
called, subsequent presses on the B14 button alternate between the ON and OFF  
states. The DATA ENTRY buttons can also be used to select the desired mode.  
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B15: TRANSPOSE  
This function permits transposing the pitch of the entire DX21 keyboard up or down  
two octaves in semitone steps.  
The data range is from C1 to C5 (C3 is middle C, C2 is one octave lower than  
middle C, C4 is one octave higher than middle C, etc.). Immediately after this  
function is called the desired new key can be selected simply by pressing any note  
on the keyboard between C1 and C5 (within a plus or minus two octave range  
of middle C). The keyboard’s C3 key then assumes the pitch of the key played,  
and all other keys are adjusted automatically. Pressing any key higher than C5  
on the keyboard results in a transposition to C5. This method of data entry can  
only be used once, immediately after the TRANSPOSE function is called. Further  
alterations may be made using the DATA ENTRY control or switches.  
KEY SHIFT: KEY SET  
During any of the normal DX21 play modes, pressing the KEY SHIFT button instantly  
transposes the pitch of the entire DX21 keyoard up or down to a key programmed  
using this function. When KEY SHIFT is engaged the letter “K” will appear at the  
upper left corner of the LCD display until the KEY SHIFT button is pressed again,  
returning the keyboard to normal pitch.  
Pressing this button in the FUNCTION mode permits programming the desired  
pitch to be shifted to when the KEY SHIFT button is pressed during any of the  
play modes.  
The transpose range for the KEY SHIFT function is plus or minus two octaves. The  
data range is from -24 to +24, with 0 corresponding to standard keyboard pitch.  
Each increment corresponds to a shift in pitch of one semitone—a setting of 2 would  
therefore raise the pitch of the entire keyboard a whole tone.  
Immediately after calling the KEY SET function, data can be entered simply by  
pressing a key on the keyboard within a plus/minus two octave range of C3 (middle  
C). The pressed key then assumes the pitch of C3 and all other keys are adjusted  
accordingly. Pressing the A2 key, for example, produces a setting of -3. Pressing  
a key higher than C5 results in a +24 setting, and pressing a key lower than C1  
results in a -24 setting. This method of data entry, however, can only be used once  
after this function is called. Subsequent changes can be made using the DATA  
ENTRY control and -1/+1 switches.  
This group includes just two functions: MASTER TUNE and DUAL MODE DETUNE.  
4. Tuning Functions  
A1: MASTER TUNE  
This is the DX21 MASTER TUNE function. All voices are affected simultaneously.  
The programmable data range is from  
-63 to +63. When set to +0 the pitch of  
the A3 key is the standard 440 Hz. At the lowest setting of -64 the overall pitch  
of the keyboard is 100 cents (1 semitone) lower than standard pitch, and at the  
highest setting of +63 the overall pitch of the keyboard is 100 cents higher than  
standard pitch.  
Use the DATA ENTRY control or -1/+1 switches to enter the data for this parameter.  
Once the MASTER TUNE function is called, subsequent presses on the A1 button  
increment the data value.  
A2: DUAL MODE DETUNE  
This function makes it possible to detune the pitches of channels A and B to create  
chorus-type effects. DUAL MODE DETUNE only functions when the DUAL play  
mode is selected.  
The data range is from 0 to 99. At 0 no detune effect is produced. The greatest  
(deepest) detune effect—a pitch difference between channels A and B of approx-  
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imately 1/4 semitone—is achieved with a setting of 99. The detune effect is produced  
by simultaneously increasing the pitch of channel A while decreasing the pitch  
of channel B.  
Use the DATA ENTRY control or -1/+1 switches to enter the data for this parameter.  
Once the DUAL MODE DETUNE function is called, subsequent presses on the  
A2 button increment the data value.  
The memory management functions include functions for loading voices from the  
DX21’s internal ROM voice memory, for storing and loading RAM memory voices  
to and from cassette tape, initializing the voice memory, recalling voice data from  
a special “safety” buffer memory, and turning the DX21 memory write protect  
function ON and OFF.  
5. Memory  
Management  
Functions  
A9: EDIT RECALL  
In addition to the voice edit buffer, the DX21 has a special edit recall buffer memory  
which maintains the last edited voice data. If, after editing or creating a new voice,  
you inadvertently call new data into the voice edit buffer by pressing one of the  
voice selector buttons before storing the edited voice data, the voice you had spent  
so much time editing will be erased from the edit buffer. If only one error of this  
type has been made, the edited data still resides in the edit recall buffer and can  
be recalled into the voice edit buffer using this function.  
When this function is initially called the LCD will read “Recall Edit ?". Confirm your  
intention to recall the data into the voice edit buffer by pressing the DATA ENTRY  
YES button. The DX21 will then reconfirm with “Are You Sure ?". Press the DATA  
ENTRY YES button again to actually execute the edit recall function. The EDIT  
mode will then be automatically entered, and the voice edit buffer will contain the  
data called from the edit recall buffer. Pressing another function button, a PLAY  
mode button or the EDIT mode button during the above process will abort the edit  
recall function.  
A10: INIT VOICE  
This function sets all voice parameters in the voice edit buffer to their “initialized”  
values, permitting voice programming from an effectively neutral set of values—a  
“clean slate”.  
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INITIALIZED VOICE DATA LIST  
When this function is called the LCD will read “Init. Voice ?“. Confirm your intention  
to initialize the voice edit buffer by pressing the DATA ENTRY YES button. The  
DX21 will then ask you to reconfirm your intention to initialize the voice with “Are  
You Sure ?“. Press the DATA ENTRY YES button again to actually execute the  
initialize operation. Once executed, the DX21 will automatically enter the EDIT  
mode, ready for voice programming.  
Pressing another function button, a PLAY  
mode button or the EDIT mode button prior to the final step in the above process  
will abort the voice initialize function.  
A11: LOAD INTERNAL MEMORY  
To load a ROM voice group, first make sure that the MEMORY PROTECT function  
is OFF (A16). Then enter the FUNCTION mode and press the A11 voice selector  
button to call the LOAD INTERNAL MEMORY function. The LCD should now look  
like this.  
FUNCTION CONTROL  
G r o u p t o B a n k ?  
Confirm your intention to load a group of 8 ROM voices into RAM memory by  
pressing the DATA ENTRY YES button. The top line of the LCD will now ask you  
to select the group you wish to load—“Group (1–16) ?“–and the lower display  
line will show the currently selected group. The 16 different ROM voice groups  
are selected by pressing the A1 through A16 voice memory selectors.  
G r o u p ( 1 - 1 6 ) ?  
G1: PIANOS  
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Once you have selected the desired ROM memory group, press the DATA ENTRY  
YES button to go on to the next step. If you press the NO button at this point the  
display will revert to the “Group to Bank?” stage. If you do press the YES button,  
the display will prompt you to select the group of 8 memory locations to which  
you will load the selected ROM voice group—A1 through A8, A9 through A16,  
B1 through B8, or B9 through B16. The desired memory location group is selected  
by pressing the A1 through A4 buttons. The selected group will be displayed on  
the lower line of the LCD.  
Now the selection of the source voices and the destination memory locations is  
complete, all you have to do to actually load the selected voices is press the DATA  
ENTRY YES button. If you press the NO button at this point the display will revert  
to the “Group to Bank?” stage. If you do press YES, the display will announce that  
the load job has been accomplished with the “COMPLETED !” display. You can  
now press any play mode selector to try out the newly loaded voices.  
* * Be sure to turn the MEMORY PROTECT function back ON after the load op-  
eration.  
A12: LOAD SINGLE INTERNAL MEMORY  
This function lets you load one ROM voice into the DX21 voice edit buffer, from  
which it can be stored in any of the 32 RAM memory locations using the STORE  
function. Make sure the MEMORY PROTECT function (A16) is OFF before at-  
tempting to use the LOAD SINGLE INTERNAL MEMORY function.  
When this function is first called the LCD will look like this.  
Confirm your intention to load a single ROM voice into the voice edit buffer by  
pressing the DATA ENTRY YES button. The upper line of the display will now show  
the currently selected ROM voice group, and the lower line will show the voice  
currently selected from that group.  
The various voice groups can be selected by using the A1 through A16 buttons,  
and the 8 voices within each group are individually selected using the B1 through  
B8 buttons. When the desired voice has been selected in this way, simply hold  
down the STORE button and press the memory selector button to which you want  
to store the selected voice.  
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You can now try out the newly loaded voice.  
** Be sure to turn the MEMORY PROTECT function back ON after the load op-  
eration.  
A13: CASSETTE SAVE/VERIFY  
This function actually incorporates two “sub-functions” —SAVE and VERIFY. After  
calling this function, subsequent presses on the B13 button alternate between the  
SAVE and VERIFY sub- functions. Normally, however, you will start with the SAVE  
function which saves the entire contents of the DX21 RAM voice memory onto  
cassette tape. The VERIFY function is then used to check the saved data against  
the data still in RAM memory, to ensure that no errors occured in the SAVE process.  
Before using this function, make sure that an appropriate data cassette recorder  
is properly connected to the DX21 as described in CHAPTER I: SETTING UP.  
When this function is initially called the LCD will read “Save to Tape ?”. Confirm  
your intention to save the contents of the 32 voice memory locations to cassette  
tape by pressing the DATA ENTRY YES button. The display will then read “from  
Mem to Tape, all ready ?“. At this point reconfirm that the cassette recorder is set  
up properly, make sure a suitable blank tape is loaded into the cassette recorder,  
and start the recorder running in the RECORD mode. To begin the actual save  
operation press the DATA ENTRY YES button. Pressing another function button,  
a PLAY mode button or the EDIT mode button prior to the final step in the above  
process will abort the CASSETTE SAVE function. As the DX21 saves each voice  
to tape, the upper line of the display will indicate the voice number being saved.  
When all 32 voices have been saved the DX21 will automatically go into the tape  
verify mode, permitting you to check that the data was recorded properly.  
Stop the cassette recorder. The LCD will now read “Verify Tape ?“. To verify, first  
rewind the tape to the beginning of the file just saved, then press the DATA ENTRY  
YES button in response to the “Verify Tape ?” display which should be showing.  
the display will now read “Verify Tape, ready?“. Press the DATA ENTRY YES button  
then start the cassette recorder running in the PLAY mode. The DX21 will now  
read each voice from the cassette tape, and compare it with the corresponding voice  
data in the RAM voice memory. If the cassette and RAM data matches, the display  
will read “VERIFY COMPLETED”. Any PLAY mode can then be entered simply  
by pressing the corresponding mode selector button.  
If an error is encountered this fact will be displayed on the LCD. If this happens,  
go back and try the SAVE process—followed by the VERIFY process—one more  
time. If the error persists then you may have to carefully adjust the record and/or  
playback level of the cassette recorder, or use a higher quality recorder or tape.  
Be sure to check that all cassette connections are made properly.  
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A14: CASSETTE LOAD  
This function loads a complete set of 32 voices from cassette tape into the DX21  
RAM voice memory. Before using this function make sure that all cassette con-  
nections have been properly made, as described in CHAPTER I: SETTING UP.  
Also make sure that the DX21 MEMORY PROTECT function (A16) is OFF.  
When this function is initially called the LCD will read “Load from Tape ?". Confirm  
your intention to load a complete set of 32 voices from cassette tape into the RAM  
voice memory (remember, this will erase any voices previously in the RAM memory)  
by pressing the DATA ENTRY YES button. The LCD will now read “from Tape to  
Mem, all ready ?". At this point make sure the appropriate cassette tape is loadeed  
into the recorder and is rewound to the beginning of the desired voice file. To execute  
the load operation press the DATA ENTRY YES button again and start the cassette  
recorder running in the PLAY mode. Pressing another function button, a PLAY  
mode button or the EDIT mode button prior to the final step in the above process  
will abort the CASSETTE LOAD function. The DX21 will indicate each voice on  
the LCD as it is loaded. When the load function is completed the LCD will read  
“LOAD COMPLETED”.  
Stop the cassette recorder and turn the DX21 MEMORY PROTECT function back  
ON. The LOAD function can be interrupted at any time by pressing the DATA ENTRY  
NO button. This can, however, result in incomplete data loading, possibly causing  
“garbled” voice data to appear in one memory location.  
** Be sure to turn the MEMORY PROTECT function back ON after a successful  
LOAD operation.  
A15: CASSETTE LOAD SINGLE  
This function allows you to load a single voice from a previously saved 32-voice  
cassette file into the DX21 voice edit buffer, from which it can be stored in any  
voice memory using the STORE function. Make sure the MEMORY PROTECT  
function (A16) is OFF before using the LOAD SINGLE function.  
When this function is initially called the LCD will read "Load Single ?". Press the  
DATA ENTRY YES button to go on to the next step. The LCD will now read “Tape  
# ? to Buff, (A1-A16,B1-B16)". You must now enter the voice number of the  
voice you wish to load from cassette—do this by pressing the corresponding voice  
memory seleactor button. The selected voice number will appear in place of, the “#  
?” portion of the upper display line. Then, make sure the appropriate cassette is  
loaded in the cassette recorder and is rewound to the beginning of the voice file  
containing the desired voice, press the DATA ENTRY YES button, and start the  
cassette recorder running in the PLAY mode. The DX21 will automatically locate  
the selected voice and load it into the voice edit buffer. When finished, the display  
will read “LOAD COMPLETED”. The LOAD SINGLE function can be interrupted  
by pressing the DATA ENTRY NO button. Doing this may, however, result in garbled  
voice data in the DX21 voice edit buffer.  
The loaded voice may now be stored into any voice memory location by holding  
down the STORE button while pressing the voice selector of the destination voice  
memory location. This must be done before another voice selector button is pressed  
if you desire to keep the loaded voice in memory, otherwise the loaded voice data  
in the voice edit buffer will be erased and replaced by the voice data called by the  
pressed voice selector button.  
** Be sure to turn the MEMORY PROTECT function (A16) back ON after a suc-  
cessful LOAD operation.  
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A16: MEMORY PROTECT  
This function turns the DX21 MEMORY PROTECT function ON or OFF. When  
ON, the internal RAM voice memory cannot be altered using the STORE, INTERNAL  
MEMORY LOAD, or CASSETTE LOAD functions. The MEMORY PROTECT  
function does not affect the voice edit buffer, so the INIT VOICE, EDIT RECALL,  
INTERNAL MEMORY LOAD SINGLE, and CASSETTE LOAD SINGLE functions  
will operate whether MEMORY protect is ON or OFF.  
When this function is called the LCD will read either "Mem Protect:ON" or "Mem  
Protect:OFF", according to the current state of the MEMORY PROTECT function  
(MEMORY PROTECT is automatically turned ON each time mains power to the  
DX21 is turned ON). The DATA ENTRY ON and OFF buttons are used to turn  
MEMORY PROTECT ON or OFF.  
This group of functions deals with parameters which control the transmission and  
reception of MIDI data via the DX21 MIDI OUT and MIDI IN terminals. This section  
will describe how each parameter is programmed, while actual operational details  
will depend entirely on the type of MIDI equipment with which the DX21 will be  
used.  
6. MIDI Functions  
A3: MIDI ON-OFF  
This function turns transmission and reception via the DX21’s MIDI terminals ON  
or OFF. When ON the DX21 can transmit or receive MIDI data to or from external  
MIDI equipment. When OFF, no MIDI data interchange is possible.  
This function is turned ON or OFF using the DATA ENTRY buttons.  
A4: RECEIVE CHANNEL  
The DX21 is capable of receiving data on any of the 16 available MIDI channels,  
or in the OMNI mode which enables reception on all channels simultaneously.  
This function is used to set the desired MIDI receive channel or activate the OMNI  
mode. The receive channel is normally set to match the transmission channel of  
the MIDI equipment from which the DX21 will be receiving MIDI data.  
Data is entered using the DATA ENTRY control or buttons, and the data range is  
from "Midi Omni: ON” (in this state the OMNI mode is ON) to "Midi Recv Ch =  
1" through "Midi Recv Ch = 16".  
A5: TRANSMIT CHANNEL  
The DX21 can transmit MIDI data on any of the 16 available MIDI channels. This  
function is used to set the desired transmission channel. The transmission channels  
will normally be set to match the receive channel of the MIDI equipment to which  
the DX21 will be transmitting data.  
Data is entered using the DATA ENTRY control or buttons, and the data range is  
from 1 to 16.  
A6: CHANNEL INFORMATION  
This is the MIDI channel information “switch”. It turns transmission and reception  
of all MIDI BASIC EVENT DATA and OTHER EVENT DATA (except for key event  
data, which is always transmitted when the MIDI ON-OFF function is ON) ON  
or OFF. This function is turned ON or OFF using the DATA ENTRY ON and OFF  
buttons.  
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The data turned ON or OFF by this function consists of the following:  
(a) KEY VELOCITY:  
Initial touch response data. Although the DX21  
does not have key velocity sensitivity (keyboard  
touch response), its tone generator is capable of  
receiving key velocity information from an external  
keyboard which has this capability.  
(b) MODULATION WHEEL:  
Modulation wheel position.  
(c) BREATH CONTROLLER: Breath controller pressure.  
(d) PORTAMENTO FOOT SW: Portamento footswitch on/off status.  
(e) PROGRAM CHANGE:  
(f) DATA ENTRY CONTROL: DATA ENTRY control position. Transmission only.  
Voice memory selection.  
(g) DATA ENTRY SW:  
DATA ENTRY +1 and -1 switch status. Trans-  
mission only.  
Pitch bend, sustain switch and “all keys off” status data are transmitted whether  
this function is ON or OF.  
NOTE:  
The above MIDI data is generally common to all keyboards and equipment  
compatible with the MIDI system. Due to differences in the features provided  
by some manufacturers, however, complete compatibility can not be guar-  
anteed.  
A7: SYSTEM INFORMATION  
This function turns transmission and reception of MIDI SYSTEM EXCLUSIVE  
INFORMATION data ON or OFF. The DATA ENTRY ON and OFF buttons are used  
to turn this function ON or OFF. MIDI SYSTEM EXCLUSIVE INFORMATION  
consists of voice parameters and related data which is transmitted by the BULK  
TRANSMIT function (A8) described below. When this function is ON voice pa-  
rameter changes made in the DX21 EDIT mode are transmitted in real time.  
A8: BULK TRANSMIT  
This function permits transmission of "32 Bulk Data”. That is, the data pertaining  
to the 32 voices contained in the DX21 RAM voice memory. This data could be  
transmitted, for example, to the RAM voice memory of another DX21.  
When this function is called the LCD will read "Midi Transmit ?". Pressing the DATA  
ENTRY YES button then begins actual transmission of the data. During transmission  
the LCD will go blank. Transmission takes about two seconds.  
NOTE:  
System exclusive communication data is only useable with compatible Yamaha  
MIDI equipment.  
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CHAPTER IV: THE PERFORMANCE MEMORY  
In addition to the DX21’s 32 voice RAM memories and 128-voice ROM memory,  
the DX21 also features a special 32 performance memory system. This performance  
1. Performance  
memory can be programmed with a voice number or pair of voice numbers (one  
from each channel), play mode, split mode split key number or dual mode detune  
data, key shift data, and pitch bend mode data. Thus, when one performance memory  
is called a voice or combination of voices in any play mode is automatically called  
along with the most important real-time performance parameters programmed for  
that voice or voice combination.  
Memory  
Organization  
To access the performance memory, hold down the FUNCTION key and press the  
EDIT/COMPARE key. The LCD will look something like this:  
2. Accessing the  
Performance  
Memory  
The 32 performance memories are then selected by pressing the voice selector  
buttons (A1 through A16 = 1 through 16, B1 through B16 = 17 through 32).  
The first data on the top LCD line is the selected performance memory and its  
performance name. This is followed by the programmed play mode: SI = SINGLE  
= SPLIT play mode. From left to right on  
play mode, DU = DUAL play mode, SP  
the lower display line we have the number of the voice or voices selected by this  
performance memory, the split or detune data (this depends on whether the SPLIT  
or DUAL play mode is selected), the key shift data, and the pitch bend mode.  
The performance memory is programmed quite simply by setting up the desired  
voice or voices in the desired play mode, with the desired performance parameters.  
Then, after making sure the MEMORY PROTECT function (A16) is OFF, access  
the performance memory by holding down the FUNCTION button and pressing  
the EDIT/COMPARE button. Now you can store the currently set up performance  
combination in any memory location by holding down the STORE button and  
pressing the performance memory selector button to which you wish to save the  
performance data. Before you do this, however, you might want to give your  
performance combination a name.  
3. Programming the  
Performance  
Memory  
** Be sure to turn the MEMORY PROTECT function (A16) back ON after a suc-  
cessful storage operation.  
The performance name can be programmed at any time while in the performance  
mode as follows. Hold down the FUNCTION/CHARACTER button. You’ll notice  
that a cursor begins flashing over the first letter of the current performance name.  
While holding down the CHARACTER button you can enter characters by pressing  
the appropriate character buttons (see CHAPTER V: VOICE PROGRAMMING,  
B16: VOICE NAME). The available characters are printed in white on the right  
of the voice selector buttons and the buttons to the left of the LCD. Pressing the  
4. The Performance  
Name  
The cursor can be moved backwards or  
PLAY SINGLE button inputs a space.  
forwards by pressing the DATA ENTRY +1 and -1 buttons. Once a performance  
name has been entered the entire performance combination must be stored using  
the STORE function, as described in "3. Programming the Performance Memory”,  
above.  
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CHAPTER V: VOICE PROGRAMMING  
Before you begin actually programming or editing your own voices, a basic un-  
1. The Basics Of FM  
Synthesis  
derstanding of how digital FM synthesis works will be necessary. In the following  
explanation we will discover how the DX21’s FM voice generator produces complex  
voices. This information will help you to understand the process and make it easier  
for you to create and edit your own voices.  
OPERATORS  
The Yamaha DX series FM digital synthesizers use pure sine waves that interact  
to create the full harmonic spectrum for any voice. Each digital sine wave oscillator  
is combined with its own envelope generator to form an “operator”.  
Note that the operator’s oscillator has two inputs: one for the oscillator pitch data,  
and one for modulation data.  
CARRIERS AND MODULATORS  
The DX21 voice generator has 4 operators. When the output of one operator is fed  
to the modulation input of a second operator—i.e. the first operator modulates the  
second—a whole spectrum of harmonics is created that can form an incredibly  
diverse range of complex waveforms (including the more conventional triangle,  
sawtooth, and square waveforms). All this from just two operators!  
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Operators do not have to be connected “vertically” in a modulator-carrier re-  
lationship, as shown above. The outputs of two operators can also be mixed—just  
as the stops in an organ are mixed. In this case the sounds are simply added together  
with no modulation effect.  
ALGORITHMS  
We have seen two different ways that two operators may be combined. The DX21  
uses four operators, offering a lot of potential connection possibilities. These dif-  
ferent configurations of operator relationships are called “algorithms”, and the DX21  
offers 8 algorithm choices. These are all printed right on the DX21 panel. In the  
algorithm diagrams on the panel the small boxes numbered 1 through 4 are the  
operators.  
HOW ALGORITHMS AFFECT THE SOUND  
By changing the relative frequencies between operators in a modulator-carrier re-  
lationship, you change not only the fundamental pitch of the note, but also the  
frequencies present in the harmonic structure. Thus, the timbre of the voice can  
be precisely controlled. In addition, since each operator has its own envelope  
generator (and a sophisticated one, too!), the harmonic structure of a note can  
be programmed to vary over time, just as a plucked string changes its overtones  
as the note decays.  
Depending on the selected algorithm, operators can be stacked vertically, connected  
horizontally, or both. In the vertical arrangement, when the output of one operator  
is connected to the input of another the result is modulation. By convention, the  
“output”  
operator at the bottom—or  
—of a stack of operators is known as a “carrier”.  
All operators in the same stack above the carrier are “modulators”. By increasing  
the output level of one or more modulators feeding a carrier, the number of harmonics  
in the resultant sound is increased (its “bandwidth” is increased), making it more  
brilliant.  
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The bottom operator of a  
stack is called a CARRIER.  
Any operators which are  
connected to the carrier’s  
inputs are called MODULA-  
TORS. YOU CAN’T HEAR A  
MODULATOR DIRECTLY,  
but you hear its effect by  
listening to the carrier’s  
altered (modulated) output.  
A given operator can be  
either a carrier or a modu-  
lator: the only difference is  
how it is “connected” in a  
given algorithm.  
Most algorithms have multiple modulators and carriers. In one algorithm a given  
operator may be a carrier, while in the next it might function as a modulator—the  
only difference being how it is connected. In algorithm number 5, for example, there  
are two vertical stacks of two operators, and the outputs of the carriers in these  
stacks are connected in parallel (horizontally). Algorithm 5 has an equal number  
of modulators and carriers—two modulators and two carriers.  
On the other hand, all operators in algorithm 8 function as carriers. Note that no  
modulation can occur in this algorithm (except for the feedback loop on operator  
4—we’ll discuss that later). But algorithm 8 is ideal for creating rich organ voices—  
think of each operator as different organ “stops”, which can be mixed together  
as desired.  
The algorithm alone, however, does not determine the actual sound of the voice.  
The vital characteristics of the voice you create depend mostly on the frequencies  
and levels you program into each operator. The 8 algorithms provided in the DX21  
were specially selected because they offer the broadest range of voice programming  
possibilities.  
The results of using different frequency ratios, as well as different algorithms, are  
shown graphically in the accompanying illustration. In the left column you see the  
waveforms created by 1:1, 2:1 and 3:1 ratios between one modulator and one carrier.  
In the right column you see the waveforms which result from the same three ratios,  
but when the two operators used are both carriers (connected horizontally, this  
is known as additive synthesis).  
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Still more variations can be achieved by changing the relative output levels between  
operators; the greater the level of the modulating operator, the more harmonics  
are present.  
FEEDBACK  
Note that every algorithm has one operator with a “feedback loop”—represented  
by a line from the output of the operator which feeds back to the input of the same  
operator. In effect, a feedback loop means that the operator is modulating itself.  
While every algorithm has one feedback loop, feedback is not necessarily used in  
every voice. One of the DX21 editing functions permits the feedback level to be  
set between 0 (no feedback) and 7 (maximum feedback).  
ENVELOPE GENERATORS  
Consider what happens when you play a note on, say, an acoustic instrument. The  
level of the sound initially goes up to some value, then eventually falls to nothing,  
following some sort of pattern that is characteristic of the particular instrument  
played. For example, a low note on a pipe organ starts slowly when you press a  
key, because it takes a while for the large column of air within the pipe to build  
up to maximum oscillation level, and takes a while to die down once the key is  
released a note played on a wood block, on the other hand, starts quickly as the  
mallet strikes the block, and stops quickly as the block stops resonating. The  
characteristic volume pattern of any note played on any instrument is known as  
its “volume envelope”. Most acoustic instruments also have a “timbre envelope”,  
in which the harmonic content of the note changes (the timbre changes) from the  
time the note is initiated to the time it decays.  
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Each of the 4 operators available in DX21 can be programmed with its own envelope.  
The envelope applied to a carrier will, generally, contribute to the overall volume  
envelope of the note, while an envelope applied to a modulator will contribute to  
the timbre envelope of the note.  
Here is a copy of the envelope diagram printed above the LCD on the DX21 panel.  
This envelope diagram can be used as a guide in visualizing DX21 envelope settings  
while you program or edit a voice.  
Each envelope generator can be programmed with five different parameters: AT-  
TACK RATE (AR), DECAY 1 RATE (D1R), DECAY 1 LEVEL (D1L), DECAY 2 RATE  
(D2R), and RELEASE RATE (RR). The RATE parameters determine how fast the  
envelope moves from one level to the next. The term LEVEL is used rather than  
“volume” because the envelope of the operator you're working on could affect  
volume or timbre, depending on whether it is a carrier or a modulator.  
Any note begins at zero level when you press a key, then begins to approach  
maximum EG level at a rate determined by the setting of AR (Attack Rate). The  
envelope may reach maximum level instantly, or it may take over 30 seconds de-  
pending on the setting of AR.  
When the envelope reaches maximum level it immediately begins moving towards  
the next level in the envelope—D1L (Decay 1 Level)—at a speed determined by the  
setting of D1R (Decay 1 Rate).  
The change from maximum EG level to D1R can be either a decrease in level or a  
sustain at maximum level, depending on the values you choose for D1L.  
After reaching D1L, the envelope then begins to decay toward zero level at a speed  
determined by the setting of the D2R (Decay 2 Rate) parameter. If D2R is set to  
0 (no decay), however, the note will be sustained at D1L for as long as you hold  
the key. Now, when you release the key you have been holding the envelope will  
immediately begin to decay towards 0 level at a speed determined by RR (Release  
Rate). In fact, at whatever point in the envelope you release the key the envelope  
will immediately begin moving toward 0 level at the set Release Rate. Thus ends  
the note envelope “history”.  
THE PITCH EG  
In addition to the EG functions just described, the DX21 also has a "PITCH EG".  
This pitch envelope generator is programmed in a similar way to the individual  
operator EGs, but it affects the overall pitch of the voice rather than level and timbre.  
This is useful for creating certain types of voices-whistling, for example, in which  
the pitch of the note usually starts out a bit low and then sweeps up to the proper  
pitch.  
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To actually program or edit a voice you need to enter the EDIT mode. This is done  
by pressing the EDIT/COMPARE switch in the group of switches to the left of the  
LCD panel.  
2. The EDIT and  
COMPARE Modes  
When the EDIT mode is activated the upper line of the LCD will indicate the currently  
selected algorithm, the operator ON/OFF status (the group of four 1s or 0s) and  
the currently selected operator. The lower disply line will indicate the currently  
selected voice parameter. The last voice selected in the PLAY mode will be selected  
for editing. The individual voice parameters are then selected by pressing the  
corresponding voice selector switches—all voice parameters are printed in violet  
above the voice selector switches. The selected parameter is then programmed using  
the DATA ENTRY control and/or switches. The individual parameters will be de-  
scribed in detail below.  
Once the EDIT mode has been called and any parameter change has been made,  
a small letter “e” will appear in the top left corner of the LCD, indicating that editing  
is in progress. You can play the DX21 keys and listen to how parameter changes  
are affecting the voice as you edit. In many cases you will be editing an existing  
voice and will want to compare the sound of the edited voice with the original  
voice. This is done simply by pressing the EDIT/COMPARE switch again. The small  
letter “e” in the top left corner of the LCD will change to a “c” indicating that the  
COMPARE mode has been activated, and that the voice you will now hear is the  
original voice before editing (the parameters displayed on the LCD will also revert  
to those of the original voice). You can then return to the voice being edited by  
pressing the EDIT/COMPARE switch again. This can be repeated as many times  
as needed during the editing process. The COMPARE mode can only be entered  
from the EDIT mode, however, after at least one data change has been made to  
the original voice.  
The EDIT/COMPARE mode can be exited by entering any PLAY mode or the  
FUNCTION mode. Please note, however, that if you exit the EDIT/COMPARE mode  
and then select a new voice ANY DATA YOU HAVE EDITED WILL BE ERASED!!!  
This is because all editing is performed in a special edit buffer memory which is  
the same memory to which a voice is called when its selector button is pressed.  
To save edited data you must use the STORE function to save the new data in one  
of the DX21’s 32 RAM voice memories. The STORE function will be discussed in  
CHAPTER III: MEMORY MANAGEMENT. If you do make a mistake and lose the  
edited data, the DX21 has been provided with a special temporary buffer memory  
from which the lost data can be recalled (assuming only one error has been made)  
using the EDIT RECALL function. The EDIT RECALL function will also be discussed  
in CHAPTER III: MEMORY MANAGEMENT.  
The following is a brief description of each available voice parameter, how it iS  
programmed, and its effect. These parameters are selected by pressing the appro-  
priately labelled (violet labels indicate voice parameters) panel switch while the  
DX21 is in the EDIT mode.  
3. The Voice  
Parameters  
PB MODE: OPERATOR SELECT  
-1 DATA ENTRY button) selects the  
This switch (located immediately above the  
operator to be worked on. Only one operator can be selected at a time. Only the  
parameters for the selected operator will be displayed on the LCD panel.  
In the EDIT mode the currently selected operator number is generally displayed  
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at the top right corner of the LCD: for example, “OP 3”. This only applies to pa-  
rameters which can be individually programmed for each operator, however, when  
parameters that affect all operators simultaneously are called (the LFO WAVE,  
SPEED and DELAY parameters, for example) the current operator display will di-  
sappear from the LCD and individual operators cannot be selected.  
A1-A4: OPERATORlAMS ON-OFFIEG COPY, 1—4  
Individually turns operators 1 through 4 ON or OFF. In many cases a voice will  
not require all operators in an algorithm. Operators that are not needed should  
be turned OFF while editing. Also, during the voice creation process, it is a good  
idea to start with all operators OFF and then turn them ON one at a time as you  
program and add them to the algorithm. The four digits immediately following the  
algorithm number on the upper display line represent the four operators, 1 through  
4, in order from left to right. When an operator is ON a “1” appears in the corre-  
sponding position, and when an operator is OFF a “0” appears in the corresponding  
position. Each press on the A1 through A4 buttons alternately turns the corre-  
sponding operator ON and OFF.  
When the AMPLITUDE MODULATION SENSITIVITY parameter is selected (A14),  
these switches are used to determine to which operators the sensitivity setting  
will apply.  
When the EG COPY function is in use these switches are used to select the operator  
to which the data from the currently selected operator will be copied. The parameters  
which can be copied are those of ENVELOPE GENERATOR and KEYBOARD  
SCALING.  
A5: ALGORITHM  
Permits selection of any of the 8 available algorithms. The desired algorithm number  
is selected using either the DATA ENTRY control or switches.  
A6: FEEDBACK  
Feedback can be applied to one operator in each algorithm. Pressing this switch  
permits setting the amount (level) of feedback which will be applied.  
The feedback level range is from 0 to 7. At 0 feedback is OFF, and at 7 maximum  
feedback is applied.  
Data is entered via the DATA ENTRY control or switches.  
A7: LFO WAVE  
Permits selection of the low frequency oscillator waveform. The available waveforms  
are SAW UP (a rising sawtooth waveform), SQUARE, TRIANGLE, and S/HOLD  
(sample and hold).  
These waveforms are selected using the DATA ENTRY control or switches.  
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A8: LFO SPEED  
Permits setting the speed of the low frequency oscillator. The data range is from  
0 to 99. 0 corresponds to the slowest LFO speed (0.06 Hz), and 99 corresponds  
to the fastest LFO speed (50 Hz).  
A9: LFO DELAY  
Permits setting a delay of between 0 and approximately 3 seconds before the LFO  
modulation effect begins after a key is played. This is particularly useful for simulating  
brass instruments, human voice, etc., in which the a vibrato effect is gradually applied  
after the note has been initiated.  
The data range is from 0 to 99. At 0 there is no delay, and a setting of 99 produces  
a delay of approximately 15 seconds. With longer delay settings the modulation  
effect begins gradually for a remarkably natural sound.  
A10: LFO PMD  
This parameter sets the depth of pitch variation produced by LFO modulation for  
all operators simultaneously. This function is independent from pitch modulation  
produced by the modulation wheel and breath controller, and is always ON once  
set.  
The data range is from 0 to 99. At 0 pitch modulation is OFF, and a setting of 99  
produces the greatest pitch variation, dependent on the PITCH MODULATION  
SENSITIVITY setting, described below (A13). When the PITCH MODULATION  
SENSITIVITY parameter is set to maximum (7), the maximum pitch variation (PM  
DEPTH = 99) will be plus and minus 1 octave.  
Even if this parameter is set to 0, pitch modulation can still be applied via the  
modulation wheel or breath controller.  
A11: LFO AMD  
This parameter sets the depth of amplitude variation (tremolo or wow) produced  
by LFO modulation for all operators simultaneously. This function is independent  
from amplitude modulation produced by the modulation wheel or breath controller,  
and is always ON once set.  
The data range is from 0 to 99. At 0 amplitude modulation is OFF, and a setting  
of 99 produces the greatest variation, dependent on the AMPLITUDE MODU-  
LATION SENSITIVITY setting (A14). When the AMPLITUDE MODULATION  
SENSITIVITY parameter is set to maximum (3), the maximum amplitude variation  
(AM DEPTH = 99) will be plus and minus 42 dB peak-to-peak.  
Even if this parameter is set to 0, amplitude modulation can still be applied via the  
modulation wheel and breath controller.  
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A12: LFO SYNC  
The beginning of the LFO cycle is normally synchronized with key-on timing. This  
parameter permits turning this synchronization ON or OFF. All operators are affected  
simultaneously.  
When this parameter is ON, the LFO cycle always begins from the peak of a positive  
half-cycle (90 degrees phase angle) when a key is played. This produces a clear,  
consistent attack on all notes.  
When LFO KEY SYNC is OFF, the LFO cycle starts from a random point when a  
key is played. This is the ideal setting when the LFO is being used to create na-  
tural-sounding chorus or phasing type effects.  
N O T E :  
When in DUAL or SPLIT mode, the “B” voice is affected by the LFO data  
of the “A” voice.”  
A13: PITCH MODULATION SENSITIVITY  
This parameter sets the sensitivity of all operators to pitch modulation applied either  
via the LFO PMD parameter, above, or via the modulation wheel of breath controller.  
The data range is from 0 to 7. At 0 no pitch modulation can be applied, and at 7  
the maximum pitch modulation can be achieved. When LFO PMD, above, is set  
to 99 a setting of 7 produces a plus and minus one-octave pitch variation.  
A14: AMPLITUDE MODULATION SENSITIVITY  
This sets the operator’s sensitivity to LFO and EG BIAS effects applied via the LFO  
PMD or AMD functions, or via the modulation wheel or breath controller.  
The application of LFO modulation to a carrier results in tremolo, and applied to  
a modulator the result is a periodic variation in timbre which is similar to wow effects.  
When EG BIAS is applied to a carrier via the breath controller the result is volume  
(expression) control, and applied to a modulator the result is brilliance control.  
The data range is from 0 to 3. At 0 amplitude modulation sensitivity is OFF and  
no LFO or EG BIAS effects can be applied to the selected operators. A setting of  
3 produces maximum sensitivity and therefore maximum effect depth.  
The operators to which modulation sensitivity is to be applied are selected using  
buttons A1 through A4. The four digits—1 or 0—at the top right corner of the LCD  
correspond to operators 1 through 4. When an operator is turned ON—i.e. able to  
receive amplitude modulation—the corresponding digit will be a “1”. When OFF  
the corresponding digit will be a “0”. The operators are turned ON and OFF al-  
ternately each time the corresponding OPERATOR/AMS ON-OFF/EG COPY button  
is pressed.  
A15: EC BIAS  
This sets the operator’s sensitivity to EG BIAS effects applied via the breath con-  
troller. EG bias changes the overall output level from the operator. The harder you  
blow into the breath controller, the higher the maximum envelope level. When EG  
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BIAS is applied to a carrier via the breath controller the result is volume (expression)  
control, and applied to a modulator the result is brilliance control.  
The data range is from 0 to 7. At 0 EG BIAS sensitivity is OFF and no EG BIAS  
effects can be applied to the selected operators. A setting of 7 produces maximum  
sensitivity and therefore maximum effect depth.  
A16: KEY VELOCITY  
While the DX21 has no key velocity sensitivity of its own, its voice generators will  
accept key velocity data from an external MIDI controller keyboard which does  
have this feature. This function determines the sensitivity of each operator to  
keyboard velocity sensitivity data from an external keyboard connected to the DX21  
MIDI IN terminal (key velocity sensitivity = the harder you play a key, the louder  
the note. Timbre variations are produced when keyboard sensitivity is applied to  
a modulator).  
The data range is from 0 to 7. At 0 key velocity sensitivity for the selected operator  
is OFF. A setting of 7 produces the highest sensitivity, and therefore the greatest  
effect.  
B1: FREQUENCY RATIO  
These parameters determine the actual frequency of each operator. For operators  
which function as carriers this determines the actual pitch of the sound produced.  
For operators functioning as modulators this determines the harmonic spectrum  
of the sound produced.  
Each operator can be set to any of 64 different frequency ratios as follows:  
DX21 OPERATOR FREQUENCY RATIOS  
0.50  
1.57  
0.71  
1.73  
1.41  
3.14  
0.78  
2.00  
0.87  
2.82  
1.00  
3.00  
4.24  
5.19  
3.46  
4.00  
4.71  
5.00  
5.65  
6.28  
7.00  
7.07  
6.00  
6.92  
7.85  
8.00  
9.00  
9.42  
8.48  
8.65  
9.89  
11.00  
13.00  
15.55  
18.37  
21.20  
11.30  
13.84  
15.57  
18.84  
21.98  
10.00  
12.11  
14.10  
16.96  
19.78  
23.55  
10.38  
12.56  
14.13  
17.27  
20.41  
24.22  
10.99  
12.72  
15.00  
17.30  
20.76  
25.95  
12.00  
14.00  
15.70  
19.03  
22.49  
These frequency ratios have been carefully chosen as the most useful for voice  
programming. A ratio of 1.00 sets the selected operator to standard pitch—a pitch  
of 440 Hz will be produced when the A3 (A above middle C) key is pressed. A  
ratio of 0.50 produces a pitch one octave lower, and a ratio of 2.00 produces a  
pitch one octave higher than standard pitch, and so on. The fractional ratios—1.73,  
for example—produce extremely complex waveforms when combined with operators  
set to other ratios, permitting the creation of an unlimited variety of sound effects  
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including extremely realistic bells, explosions, etc. More even ratios are more useful  
for creating musical instrument sounds. It is possible to combine a modulator set  
to a fractional ratio at a low operator level with even-ratio operators to add bite  
to a string sound and many other effects.  
The standard DX21 keyboard pitch is 8’, therefore in terms of footage: 0.50 = 16’,  
1.00 = 8’. and 2.00 = 4’.  
B2: DETUNE  
This parameter permits slight detuning of the selected operator in relation to the  
others, making it possible to create richer, fuller voice effects. If detune is applied  
to carriers, the result is a thick, multi-instrument effect. Applied to modulators the  
result is a slight periodic variation in timbre— sometimes similar to a phase shift  
effect.  
The data range is from -7 to +7, for a maximum detuning range of plus or minus  
2 cents (1/600th of an octave). At +0 no detune effect is produced.  
B3-B7: ENVELOPE GENERATOR, AR, D1R, D1L, D2R, RR  
These switches select the specific envelope generator parameters to be worked  
on: ATTACK RATE, DELAY 1 RATE, DELAY 1 LEVEL, DELAY 2 RATE and RELEASE  
RATE.  
The data range for AR, D1R, and D2R is 0 to 31, with 31 being the fastest rate  
(instantaneous) and 0 the slowest. RR and D1L have a data range of from 0 to  
15, with 15 being maximum level and 0 being zero level for D1L  
The following EG curve shows the relationship between the RATE and LEVEL  
parameters.  
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The following EG curves show the parameters for some common instruments.  
When creating voices on the DX21 you should apply these EG curves to the carrier  
operator.  
B8: OPERATOR OUTPUT LEVEL  
Permits setting the output level of the selected operator. The data range is from 0  
to 99. At 0 the operator is OFF, and a setting of 99 produces maximum output level  
from the selected operator.  
Varying the output level of an operator which is functioning as a carrier results in  
a change in the overall level of the sound contributed to the voice by that operator,  
while varying the output level of an operator which is functioning as a modulator  
results in a change in the harmonic spectrum produced by the carrier, thereby  
changing the timbre of the sound.  
Data is entered using the DATA ENTRY control or switches.  
B9: RATE SCALING  
This parameter makes it possible to gradually shorten the overall envelope length  
(increase EG rate) as higher notes on the keyboard are played. This is particularly  
useful for simulating the sound of stringed instruments such as piano or guitar, in  
which the envelope of the higher notes is noticeably shorter than the lower notes.  
The data range is from 0 to 3. At 0 RATE SCALING is minimum and at 3 the greatest  
variation in envelope length is produced.  
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B10: LEVEL SCALING  
This parameter produces a gradual decrease in note output level towards the right  
(high) end of the keyboard. Many acoustic instruments exhibit a gradual falloff in  
level towards the higher notes, and this function can be used to create the most  
natural overall keyboard response for any particular voice.  
The data range is from 0 to 99. At 0 no level scaling is applied. At 99 the deepest  
keyboard level scaling effect is produced, and highest note on the keyboard may  
be almost inaudible. Set this parameter for the most natural overall balance for the  
particular voice.  
B11-16: PITCH ENVELOPE GENERATOR, PR1, PL1, PR2, PL2, PR3, PL3  
These switches select the specific pitch envelope generator parameters to be worked  
on: PITCH RATE 1, PITCH LEVEL 1, PITCH RATE 2, PITCH LEVEL 2, PITCH RATE  
3 and PITCH LEVEL 3. Note that the parameters are slightly different from those  
of the volume envelope generator, and that there are six parameters instead of five.  
The data range for all pitch envelope generator RATE and LEVEL parameters is 0  
to 99. For the RATE parameters 99 is the fastest rate (instantaneous) and 0 the  
slowest. The LEVEL parameters actually correspond to pitch. 50 is standard pitch,  
99 is the highest pitch and 0 is the lowest pitch reachable with the pitch EG. The  
following chart shows the relationship between the pitch EG rate and level pa-  
rameters.  
PL3 (Pitch Level 3) is the level (pitch) at which the note begins and finishes. PR1  
(Pitch Rate 1) is the speed at which the pitch moves from PL3 to PL1 when a key  
is pressed. PR2 is the speed at which the EG curve moves from PL1 to PL2. The  
EG begins moving towards PL2 immediately after PL1 is reached. PL2 is the  
“sustain” pitch. The pitch determined by PL2 will be maintained as long as a key  
is held. Once the key is released the EG will begin moving back towards PL3 at a  
rate determined by the setting of PR3. PR3 can be thought of as the “release” rate.  
If all level parameters are set at 50 (standard pitch), the pitch envelope generator  
will have no effect.  
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B16 (FUNCTION MODE): VOICE NAME  
This function is accessed in the FUNCTION mode—press the FUNCTION button  
and then the B16 (VOICE NAME) button.  
The VOICE NAME function can be used to give voices in the voice memory an  
identifying name. Voice names can be up to 10 characters in length.  
When this function is called the flashing cursor will appear at the beginning of the  
voice name entry space on the lower display line, ready for you to enter the first  
character. The available characters are printed in white on the right side of the voice  
selector buttons and the group of six buttons to the left of the LCD. To enter a  
character in the FUNCTION: VOICE NAME mode, hold down the CHARACTER  
button (this is the same as the FUNCTION button) and press the corresponding  
character button. As each character is entered the flashing cursor moves one space  
to the right, ready for the next character. A character entered over an existing  
character will replace the original character. The PLAY SINGLE button can be used  
to enter a space. To correct errors, the cursor may be moved to the left and right  
using the - 1 /NO/OFF and +1 /YES/ON switches, respectively.  
If you have edited any of the above voice parameters and wish to keep the edited  
data, you must use the STORE function BEFORE PRESSING ANY VOICE SE-  
LECTOR AFTER EXITING THE EDIT OR FUNCTION MODES, and store the new  
data in one of the 32 RAM voice memories. Of course, this means it is a good idea  
to have a free memory location ready before you begin editing. If you are editing  
voices that were originally called from the internal ROM memory, don’t worry, you  
can recall the ROM memory voices any time you need to. If the RAM is full of original  
voices, however, make sure any voices you want to keep have been saved to cassette  
tape from which they can later be recalled.  
4. STORING Voice  
Data  
To STORE a newly edited voice, first exit the EDIT mode by pressing the PLAY  
SINGLE mode selector. Then, hold down the STORE button (this is the same as  
the EG COPY button) and press the voice selector to which you want to save the  
edited voice data. The MEMORY PROTECT function must be OFF before attempting  
to use the STORE function.  
There are two basic approaches which can be taken when programming voices  
5. Two Approaches to on the DX21. First, you can run through all the existing voices, choose one that  
is close to the sound you wish to create, and then edit that voice to create your  
own. Second, you can “initialize” the the voice edit buffer (see CHAPTER III:  
MEMORY MANAGEMENT, 1. The Initialize Voice Function) setting all parameters  
Creating Your Own  
Voices  
to their initial values and begin programming your voice from scratch.  
The first method, editing a preset voice, is generally a much more efficient approach,  
provided the sound you want is close to something that already exists. If, however,  
you are looking for a unique voice that is totally unlike any of the available presets,  
it is probably best to initialize and start from scratch.  
If you choose to program a voice from scratch, you’ll need to have a clear memory  
location (or one containing a voice that you either don’t want or have already backed  
up on cassette tape), so that when you’ve completed programming the voice, you  
can save it. Since all editing is done in the separate voice edit buffer, nothing is  
erased while you are actually programming the voice. But when you save the new  
voice whatever was in that memory location will be erased and replaced by the  
new data.  
36  
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GENERAL SPECIFICATIONS  
Keyboard  
61 keys, C1 ~ C6  
Sound Source  
FM Tone Generator: 4 operators x 2 (A,B), 8 Alogorithms  
Simultaneous Note Output  
Polyphonic: 8 notes (SINGLE), 4 notes (DUAL), 4 + 4 notes (SPLIT)  
Monophonic: 1 note (SINGLE, DUAL), 1 + 1 note (SPLIT)  
Internal Memory  
Controls  
128  
ROM voice memory  
32 RAM voice memory  
32 RAM performance memory  
PITCH BEND WHEEL, MODULATION WHEEL, VOLUME, BALANCE, DATA  
ENTRY  
LCD (16 characters x 2 lines)  
Display  
Connecting Terminals  
Control Terminals  
OUTPUT MIX/A, OUTPUT B, PHONES, CASSETTE  
FOOTSWITCH (SUSTAIN, PORTAMENTO), FOOT CONTROLLER (VOLUME),  
MIDI (IN, OUT, THRU)  
Dimensions/Weight  
Power Requirements  
909 (W) x 82 (H) x 270 (D) mm (35.8” x 3.2” x 10.6”)  
8 kg (17.6 Ibs)  
U.S. & Canadian Models: 120 V, 50/60 Hz  
General Models: 220 ~ 240 V, 50 Hz  
Power Consumption  
Standard Access  
Optional Access  
7
W
Music  
Stand, Cassette Cable  
FC7 Foot Controller, FC4 or FC5 Footswitch, BC1 Breath Controller, LC-21S or  
SC-21 Carrying Case, LG-21 Stand, MIDI-03 or MIDI-15 MIDI Cable  
37  
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MIDI DATA FORMAT  
1. Transmission  
Conditions  
All MIDI data is transmitted when the MIDI ON/OFF function is ON. The MIDI  
transmission channel is determined by the setting of the MIDI TRNS CH function.  
2. Transmission Data  
2-1. CHANNEL INFORMATION  
2-1-1. Channel Voice Message  
(1) Key Off  
Status  
Note no.  
Velocity  
1000nnnn  
0kkkkkkk  
01000000  
n=channel no.  
k=36(C1) ~ 96(C6)  
38  
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(2) Key On  
n=channel no.  
k=36(C1) ~ 96(C6)  
1000nnnn  
0kkkkkkk  
01000000  
Status  
Note no.  
Velocity  
(3) Control Change  
n=channel no.  
1011nnnn  
0ccccccc  
0vvvvvvv  
Status  
Control no.  
Control code  
a) Transmitted whether MIDI CH INFO is ON or OFF  
Control code.  
Control no.  
V=0:OFF, 127:ON  
C=64: Sustain SW.  
b) Transmitted when MIDI CH INFO is ON  
Control code  
Control No.  
V=0~127  
C=1 :  
modulation wheel  
V=0~127  
C=2:  
breath control  
V=0~127  
V=0~127  
V=0:OFF, 127:ON  
C=6: data entry slider  
C=7:  
foot volume  
C=65: portamento SW.  
(4) Program Change  
n=channel no.  
p=0~31  
1100nnnn  
0ppppppp  
Status  
Program no.  
This data is transmitted when a voice selector is pressed during the play mode,  
when MIDI CH INFO is ON and MIDI SYS INFO is OFF. Also transmitted when  
a performance selector is pressed in the performance mode.  
(5) Pitch Blend  
n=channel no.  
1110nnnn  
0uuuuuuu  
0vvvvvvv  
Status  
Code (LSB)  
Code (MSB)  
The transmitted data is as follows:  
LSB  
MSB  
Lowest value  
Center value  
Highest value  
00000000  
00000000  
01111110  
00000000  
01000000  
01111111  
2-2. SYSTEM INFORMATION  
2-2-1. System Real-time Message  
Active sensing  
11111110  
Status  
Transmitted once approximately every 200 milliseconds  
2-2-2. System Exclusive Message  
Transmitted only when MIDI SYS INFO is ON  
39  
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(1) Parameter Change  
Status  
ID no.  
Substatus/ch. no.  
Parameter group no.  
Perameter no.  
Data  
11110000  
01000011  
0001nnnn  
00010010  
0ppppppp  
0ddddddd  
11110111  
n=channel no.  
EOX  
This data is transmitted when voice or function parameters are changed in the EDIT  
or FUNCTION modes. The voice parameters transmitted are those given in voice  
parameter table 5-2, and the function parameters transmitted are shown in function  
parameter table 5-3.  
(2) 1 Voice Bulk Data  
Status  
ID no.  
11110000  
01000011  
0000nnnn  
00000011  
00000000  
01011101  
0ddddddd  
Substatus/ch. no.  
Format no.  
Byte count  
Byte count  
Data  
n=channel no.  
93 bytes  
0ddddddd  
0eeeeeee  
11110111  
Checksum  
EOX  
The data for one voice is transmitted when a voice selector is pressed in the PLAY  
SINGLE mode. Data in the voice edit buffer is transmitted when a format no. f=3  
dump request is received. The transmitted data is showm in voice parameter table  
5-2. The check sum is the lowest 7 bits of the two’s complement sum of all data  
bytes (the same applies below).  
(3) 32 Voice Bluk Data  
11110000  
01000011  
0000nnnn  
00000100  
00100000  
00000000  
0ddddddd  
Status  
ID no.  
Substatus/ch. no.  
Format no.  
Byte count  
Byte count  
Data  
n=channel no.  
4096 bytes  
0ddddddd  
0eeeeeee  
Checksum  
EOX  
11110111  
The data of all 32 voices in RAM memory will be transmitted if the YES (or BULK)  
“MIDI Transmit?” display which appears when  
key is pressed in response to the  
the BULK key is pressed in the FUNCTION mode. The data for all 32 voices will  
also be transmitted when a format no. f=4 dump request is received. The transmitted  
data is shown in voice data table 5-1. 55 bytes of 0’s are added to the 73 bytes  
in this table, so 128 bytes are transmitted for each voice. 4096 bytes are therefore  
transmitted for all 32 voices.  
40  
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3. Reception  
Conditions  
MIDI IN  
41  
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All MIDI data is received when the MIDI ON/OFF function is ON. When a specific  
MIDI receive channel has been selected using the MIDI RECV CH function, and  
the OMNI mode is OFF, MIDI data will be received only on the specified channel.  
MIDI data will be received on all channels when the OMNI mode is ON.  
4. Reception Data  
4-1. CHANNEL INFORMATION  
4-1-1. Channel Voice Message  
(1) Key off  
1000nnnn  
0kkkkkkk  
0vvvvvvv  
Status  
Note no.  
Velocity  
n=channel no.  
k=0(C-2) ~ 127 (G8)  
v is ignored  
(2) Key On/Off  
Status  
Note no.  
Velocity  
1001nnnn  
0kkkkkkk  
0vvvvvvvv  
n=channel no.  
k=0(C-2) ~ 127(G8)  
v=0: key off  
v=1 ~127: key on  
The key on note level will vary according to the received velocity value. The range  
of this instrument is C-1 to B6. If a higher or lower key number is received, it will  
be output within the range limits. For example, received C7 through B7 data will  
be output as notes in the C6 through B6 range.  
(3) Control Change  
1011nnnn  
0ccccccc  
0vvvvvvv  
n=channel no.  
Status  
Control no.  
Control code  
Received whether MIDI CH INFO is ON or OFF  
a)  
Control no.  
C=64: Sustain SW.  
Control no.  
C=1:  
Control code  
V=0:OFF, 127:ON  
Control code  
V=0~127  
modulation wheel  
C=2: breath control  
C=5: portamento time  
C=6: data entry slider  
C=7: foot volume  
V=0~127  
V=0~127  
V=0~127  
V=0~127  
C=65: portamento SW.  
V=0:OFF, 127:ON  
(4) Program Change  
Status  
Program no.  
1100nnnn  
0ppppppp  
n=channel no.  
Received only when MIDI CH INFO is ON. If received during the PLAY or PER-  
FORMANCE mode the voice or performance number will be changed accordingly.  
The lower five bits of the program no. contain the voice or performance number.  
(5) Pitch Bend  
Status  
Code (LSB)  
Code (MSB)  
1110nnnn  
0uuuuuuu  
0vvvvvvv  
n=channel no.  
42  
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Function s only on MSB data:  
MSB  
00000000  
01000000  
01111111  
Lowest value  
Center value  
Highest value  
4-1-2. Channel Mode Message  
Status  
1011nnnn  
0ccccccc  
0vvvvvvv  
n=channel no.  
a) Recived whether MIDI CH INFO is ON or OFF  
C=123  
b) Received only when MIDI CH INFO is ON  
V=0  
All notes OFF  
C=126  
C=127  
V=1  
V=0  
MONO mode ON  
POLY mode ON  
4-2. SYSTEM INFORMATION  
4-2-1. System Real-Time Message  
Active sensing  
Status  
11111110  
Sensing begins when this code is received once. If status and data are not received  
within 300 milliseconds the MIDI receive buffer will be cleared and the currently  
output note w ill be turned OFF.  
4-2-2. System Exclusive Message  
(1) parameter Change (swithch mode)  
Status  
ID no.  
Substatus/ch. no.  
Parameter group no.  
Switch no.  
Data  
11110000  
01000011  
0001nnnn  
00001000  
0mmmmrnmm  
n=channel no.  
0ddddddd  
11110111  
d=0:OFF, 1~127:ON  
EOX  
All panel swithces are controlled. The switch numbers are arranged as shown in  
the illustration below. Receiced only when MIDI SYS INFO is ON.  
(2) Parameter Change  
The format is the same as the transmitted parameter change data. Received only  
when MIDI SYS INFO is ON. Permits changing voice and function parameters  
while the EDIT mode is active. It is also possible to change modes: PLAY, EDIT,  
etc. The parameter no. and data received are shown in voice parameter table 5-2  
and function parameter table 5-3.  
43  
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(3) 1 Voice Bulk Data  
Received only when MIDI SYS INFO is ON. The format is the same as for the  
transmitted 1 voice bulk data. The 93 voice data bytes are read into the voice edit  
buffer, replacing the current voice data. The 93 received data bytes are shown in  
voice parameter table 5-2.  
(4) 32 Voice Bulk Data  
Received only when MIDI SYS INFO is ON. The format is the same as for the  
transmitted 32 voice bulk data. This data can be received only when the MEMOTY  
PROTECT function is OFF. The received voice data is stored in the 32 RAM voice  
memory locations. The “MIDI RECEIVED!!” display appears to confirm complete  
reception of 32 voice bulk data.  
(5) Dump Request  
Status  
ID no.  
Substatus/ch. no.  
Format no.  
EOX  
11110000  
01000011  
0010nnnn  
0 f f f f f f f  
11110111  
n=channel no.  
f=3,4  
Received only when MIDI SYS INFO is ON. When received the bulk data corre-  
sponding to the received format code will be dumped via MIDI OUT.  
f=3:  
f=4:  
1 voice bulk data  
32 voice bulk data  
44  
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5. System Exclusive  
Data  
5-1.  
VOICE DATA (VMEM format)  
Parameter no.  
Parameter  
P
0
1
ATTACK RATE  
DECAY 1 RATE  
DECAY 2 RATE  
RELEASE RATE  
DECAY 1 LEVEL  
KEYBOARD SCALING LEVEL  
AMPLITUDE MODULATION ENABLE/EG BIAS  
SENSITIVITY/KEY VELOCITY  
OUTPUT LEVEL  
2
3
4
5
6
O P 4  
7
8
9
OSCILLATOR FREQUENCY  
KEYBOARD SCALING RATE/DETUNE 1  
10  
SAME AS FOR OP4  
OP2  
OP3  
OP 1  
19  
20  
SAME AS FOR OP4  
SAME AS FOR OP4  
29  
30  
39  
LFO SYNC/FEEDBACK LEVEL/ALGORITHM  
LFO SPEED  
40  
41  
LFO DELAY  
42  
43  
44  
45  
PITCH MODULATION DEPTH  
AMPLITUDE MODULATION DEPTH  
PITCH MODULATION SENSITIVITY/AMPLITUDE  
MODULATION SENSITIVITY/LFO WAVE  
TRANSPOSE  
46  
47  
48  
PITCH BEND RANGE  
CHORUS SWITCH/PLAY MODE/SUSTAIN FOOT  
SWITCH/PORTAMENTO FOOT SWITH/PORTAMENTO  
MODE  
PORTAMENTO TIME  
49  
50  
51  
52  
53  
54  
55  
56  
57  
FOOT VOLUME  
MODULATION WHEEL PITCH MODULATION RANGE  
MODULATION WHEEL AMPLITUDE MODULATION RANGE  
BREATH CONTROL PITCH MODULATION RANGE  
BREATH CONTROL AMPLITUDE MODULATION RANGE  
BREATH CONTROL PITCH BIAS RANGE  
BREATH CONTROL EG BIAS RANGE  
VOICE NAME 1  
VOICE NAME 10  
66  
67  
68  
69  
70  
71  
PITCH EG RATE 1  
PITCH EG RATE 2  
PITCH EG RATE 3  
PITCH EG LEVEL 1  
PITCH EG LEVEL 2  
PITCH EG LEVEL 3  
72  
45  
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5-2. VOICE PARAMETERS (VCED format)  
Parameter no.  
Data  
Note  
LCD Display  
EG AR  
Parameter  
P
ATTACK RATE  
0 ~31  
0
1
DECAY 1 RATE  
0
~31  
EG D1R  
2
DECAY 2 RATE  
0 ~31  
0 ~15  
0 ~15  
0 ~ 9 9  
0 ~ 3  
0 ~ 7  
0 , 1  
EG D2R  
3
4
RELEASE RATE  
EG RR  
DECAY 1 LEVEL  
EG D1L  
5
6
KEYBOARD SCALING LEVEL  
KEYBOARD SCALING RATE  
EG BIAS SENSITIVITY  
AMPLITUDE MODULATION ENABLE  
LEVEL SCALE  
RATE SCALE  
E BIAS SENS.  
A MOD SENS.  
KEY VELOCITY  
OP4  
7
8
0 ~ 7  
9
KEY VELOCITY  
10  
11  
12  
OUTPUT LEVEL  
0 ~ 9 9  
0 ~ 6 3  
0 ~ 7  
OUTPUT LEVEL  
FREQUENCY  
DETUNE  
OSCILLATOR FREQUENCY  
DETUNE 1  
13  
OP2  
OP3  
OP1  
SAME AS FOR OP4  
25  
26  
SAME AS FOR OP4  
SAME AS FOR OF4  
38  
39  
51  
0 ~ 7  
0 ~ 7  
0 ~ 9 9  
0 ~ 9 9  
0 ~ 9 9  
0 ~ 9 9  
ALGORITHM SELECT  
52  
53  
54  
55  
56  
57  
ALGORITHM  
FEEDBACK  
LFO SPEED  
LFO DELAY  
LFO PMD  
FEEDBACK LEVEL  
LFO SPEED  
LFO DELAY  
PITCH MODULATION DEPTH  
AMPLITUDE MODULATION DEPTH  
LFO AMD  
0 , 1  
0 ~ 3  
0 ~ 7  
LFO SYNC  
LFO WAVE  
P MOD SENS.  
A MOD SENS.  
Middle C  
58  
59  
60  
61  
LFO SYNC  
LFO WAVE  
PETCH MODULATION SENSITIVITY  
AMPLITUDE MODULATION SENSITIVITY  
0 ~ 7  
0 ~ 48  
62  
63  
TRANSPOSE  
PLAY MODE POLY/MONO  
PITCH BEND RANGE  
Poly Mode  
0 ,  
1
64  
0 ~ 12  
0 , 1  
0 ~ 9 9  
0 ~ 9 9  
P Bend Range  
Full Time Porta  
Porta Time  
65  
66  
67  
PORTAMENTO MODE  
PORTAMENTO TIME  
FOOT VOLUME  
Foot Volume  
0
,
1
Foot Sustain  
Foot Porta  
68  
69  
SUSTAIN FOOT SWITCH  
PORTAMENTO FOOT SWITCH  
CHORUS SWITCH  
MODULATION WHEEL PITCH MODULATION RANGE  
MODULATION WHEEL AMPLITUDE MODULATION RANGE  
BREATH CONTROL PITCH MODULATION RANGE  
BREATH CONTROL AMPLITUDE MODULATION RANGE  
BREATH CONTROL PITCH BIAS RANGE  
BREATH CONTROL EG BIAS RANGE  
0 , 1  
0 , 1  
0 ~ 9 9  
0 ~ 9 9  
0~99  
0 ~99  
0 ~99  
0 ~ 9 9  
1 ASCII  
Chorus  
MW Pitch  
MW Amplitude  
70  
71  
72  
73  
74  
75  
76  
77  
BC Pitch  
BC Amplitude  
BC Pitch Bias  
BC EG Bias  
VOICE NAME  
10~99  
0 ~99  
86  
87  
PITCH EG RATE 1  
PEG RATE 1  
0 ~99  
0 ~99  
0 ~99  
0 ~99  
0 ~ 9 9  
2
3
PEG RATE  
PEG RATE  
LEVEL 1  
88  
PITCH EG RATE 2  
PITCH EG RATE 3  
PITCH EG LEVEL 1  
PITCH EG LEVEL 2  
PITCH EG LEVEL 3  
8 9  
90  
91  
92  
LEVEL 2  
LEVEL 3  
46  
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5-3. FUNCTION PARAMETERS  
Parameter no.  
Note  
Parameter  
OPERATOR ENABLE/DISABLE  
OPETATOR SELECT  
EDIT MODE 1=ON  
FUNCTION MODE 1=ON  
STORE MODE 1=ON  
PLAY DUAL MODE 1=ON  
PLAY SPLIT MODE 1=ON  
PLAY SINGLE MODE  
1=ON  
DUAL MODE DETUNE  
SPLIT POINT  
MASTER TUNE $40=CENTER  
MIDI SWITCH 1=ON  
MIDI CH INFO  
OMNI 0=OFF 1=ON  
MIDI TRANS CH  
LCD Display  
Data  
P
93  
94  
95  
96  
97  
98  
99  
0 ~15  
0~3  
0, 1  
0 , 1  
0, 1  
0 , 1  
0, 1  
0, 1  
0 ~ 99  
0 ~ 127  
0 ~ 127  
0, 1  
0, 1  
0, 1  
0 ~ 15  
0 ~ 16  
0, 1  
0, 1  
0, 1  
0, 1  
FUNCTION CONTROL  
MEMORY STORE  
100  
101  
PLAY SINGLE  
Dual Detune  
102  
103  
104  
105  
106  
107  
108  
Master Tune  
Midi Switch  
Midi is OFF!  
Midi Omni  
Midi Trns Ch  
Midi Recv Ch  
MIDI RECV CH 0=OMNl ON  
Sy Info  
Midi  
MIDI SYS INFO  
32 VOICE BULK DUMP  
EDIT RECALL  
109  
110  
Midi Transmit?  
Recall Edit?  
Init. Voice?  
111  
112  
113  
114  
115  
116  
117  
118  
119  
INIT VOICE  
0,1  
Mem Protect  
Key Shift  
Bend Mode  
MEMORY PROTECT 1=ON  
KEY SHIFT 24=CENTER  
PITCH BEND MODE 1=ON  
KEY SHIFT  
COMPARE  
PITCH BEND MODE  
0 ~ 48  
0, 1  
0, 1  
120  
121  
122  
123  
124  
125  
0,1  
0 ~2  
126  
127  
4 7  
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[ Digital Programmable Algorithm Synthesiser 3 Date : 3/9, 1985  
Model DX21 MIDI Implementation Chart Version : 1.2  
Transmitted  
Recognized  
Remarks  
Function...  
Basic Default  
Channel Changed  
1-16  
memorized  
1-16  
1-16  
1-16  
Default  
Mode Messages  
Altered  
3
P1,OLY2,, M3,ON4O(M=1) memorized  
x
**************  
x
36  
-
96  
Note  
0
-
127  
127  
Dumber : True voice  
**************  
0
-
Velocity Note ON  
Note OFF  
x 9nH,v=64  
o v=1-127  
x
x 8nH,v=64  
After Key's  
Touch Ch's  
x
x
x
x
Pitch Bender  
o
o 0-12 semi 7 bit resolution  
1 o  
*1 o  
*1 Modulation wheel  
*1 Breath control  
*1 Portamento time  
Data entry knob  
2
o
x
*1 o  
5
o
x
o
Control  
Change  
6 o  
*1  
*1  
7
*1 Foot volume  
o
o
o
64  
65  
o
Sustain foot sw  
Portamento f sw  
*1 o  
*1  
96  
o
o
*1  
*1  
x
x
Data entry +1  
Data entry -1  
97  
Prog  
o
0-31  
o
0-127  
Change : True #  
**************  
0-31  
System Exclusive  
o
*2 o  
*2 Voice parameters  
System : Song Pos  
:SongSel  
x
x
x
x
x
x
Common : Tune  
System :Clock  
x
x
x
x
RealTime :Commands  
x
Aux :Local ON/OFF  
:A11NotesOFF  
x
x
o
x
o (123,126,127)  
o
x
Mes- :Active Sense  
sages:Reset  
Notes: All MIDI communications are enabled if MIDI switch is on.  
*1 = transmit/receive if CH information switch is on.  
*2 = transmit/receive if system information switch is on.  
Mode 1 : OMNI ON, POLY Mode 2 : OMNI ON, MONO  
Mode 3 : OMNI OFF, POLY Mode 4 : OMNI OFF, MONO  
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o : Yes  
x : No  
49  
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50  
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FCC CERTIFICATION (USA)  
Relocate either the equipment or the electronic device  
that is being affected by the interference.  
While the following statements are provided to comply  
with FCC Regulations in the United States, the corrective  
measures listed below are applicable worldwide.  
This series of Yamaha combo equiptment uses fre-  
quencies that appear in the radio frequency range and  
if installed in the immediate proximity of some types of  
audio or video devices (within three meters), interference  
may occur.  
Utilize power for the combo equipment and the  
device being affected that are on different branch  
(circuit breaker of fuse) circuits, of install AC line filters.  
In the case or radio or TV interference, relocate the  
antenna or, if the antenna lead-in is 300 ohm ribbon  
lead, change the lead-in to co-axial type cable.  
If these corrective measures do not produce satis-  
factory results, please contact your authorized Yamaha  
combo equipment dealer for suggestions and/or corrective  
measures. If you can not locate a authorized Yamaha  
combo equipment dealer in your general area contact  
the Combo Service Departments, Yamaha International,  
6600 Orangethorpe Ave., Buena Park, CA 90620, USA.  
If for any reason, you should need additional infor-  
mation relating to radio or TV interference, you may  
find a booklet prepared by the Federal Communications  
Commission helpful; “How to Identify and Resolve  
Radio-W Interference Problems”. This booklet is  
available from the U.S. Government Printing Office,  
Washington D.C.  
This series of Yamaha combo equipment has been  
type tested and found the comply with the specifications  
set for a class B computing device in accordance with  
those specifications listed in subpart J of part 15 of the  
FCC rules. Those rules are designed to provide a reason-  
able measure of protection against such interference.  
However, this does not guarantee that interference will  
not occur. If your combo equipment should be suspected  
of causing interference with other electronic devices,  
verification can be made by turning your combo equipt-  
ment off and on. If the interference continues when  
your equipment is off, the equipment is not the source  
of interference. If your equipment does appear to be  
the source of the interference, you should try to correct  
the situation by using one or more of the following  
measures:  
20402-Stock No. 004-000-00345-4.  
YAMAHA  
NIPPON GAKKI CO., LTD. HAMAMATSU, JAPAN  
OMD-127-1 85 05 2.0 CR Printed in Japan  
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®
YAMAHA  
DX21 OM  
Yamaha Corporation of America  
6607 Orangethorpe Avenue, P.O. Box 6600, Buena Park, CA 80622-6600  
D X 2 1 O M  
9/10/98 29645  
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