Korg WAVEDRUM Owner's Manual

Korg WAVEDRUM Owner's Manual

Dynamic Percussion Synthesizer

Synthétiseur Dynamique de Percussion

Precautions

Location

  • In direct sunlight
  • Locations of extreme temperature or humidity
  • Excessively dusty or dirty locations
  • Locations of excessive vibration
  • Close to magnetic fields

Power supply

Please connect the designated AC adapter to an AC outlet of the correct voltage. Do not connect it to an AC outlet of voltage other than that for which your unit is intended.

Interference with other electrical devices

Radios and televisions placed nearby may experience reception interference. Operate this unit at a suitable distance from radios and televisions.

Handling

To avoid breakage, do not apply excessive force to the switches or controls.

Care

If the exterior becomes dirty, wipe it with a clean, dry cloth. Do not use liquid cleaners such as benzene or thinner, or cleaning compounds or flammable polishes.

Keep this manual

After reading this manual, please keep it for later reference.

Keeping foreign matter out of your equipment

Never set any container with liquid in it near this equipment. If liquid gets into the equipment, it could cause a breakdown, fire, or electrical shock. Be careful not to let metal objects get into the equipment. If something does slip into the equipment, unplug the AC adapter from the wall outlet. Then contact your nearest Korg dealer or the store where the equipment was purchased.

THE FCC REGULATION WARNING (for USA)

This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:

  • Reorient or relocate the receiving antenna.
  • Increase the separation between the equipment and receiver.
  • Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
  • Consult the dealer or an experienced radio/TV technician for help.

Unauthorized changes or modification to this system can void the user's authority to operate this equipment.

Notice regarding disposal (EU only)

When this "crossed-out wheeled bin" symbol is displayed on the product, owner's manual, battery, or battery package, it signifies that when you wish to dispose of this product, manual, package or battery you must do so in an approved manner. Do not discard this product, manual, package or battery along with ordinary household waste. Disposing in the correct manner will prevent harm to human health and potential damage to the environment. Since the correct method of disposal will depend on the applicable laws and regulations in your locality, please contact your local administrative body for details. If the battery contains heavy metals in excess of the regulated amount, a chemical symbol is displayed below the "crossed-out wheeled bin" symbol on the battery or battery package.

Cautions for use

Each individual WAVEDRUM unit will differ slightly depending on the type of head used, how it is tuned or played, and how it has been maintained. Please take note of the following points as well as the preceding "Cautions for safety."

Do not place heavy objects on the head for long periods

If pressure is applied to the surface of the head for a long period, the rubber cushion and sensor under the head will become deformed, and this can harm the playability of the instrument.

Avoid placing heavy objects on the head or placing the WAVEDRUM upside down for long periods.

Feedback

The sensors in the WAVEDRUM detect the vibrations that occur in the head and body when you strike the WAVEDRUM with your hand or a drum stick. In some situations, the WAVEDRUM may also act as a microphone and pick up loud sounds from nearby high output speakers in addition to vibrations produced by directly striking the WAVEDRUM.

Especially when monitoring the WAVEDRUM with a large PA setup, the WAVEDRUM sounds emitted by the speakers can be transmitted through the floor or stand (or directly through the air) and be picked up once again by the WAVEDRUM.

When such vibrations are detected by the WAVEDRUM and sent back through the speakers, feedback will occur, and an uncontrollable and continuous sound will result. Feedback places severe stress on amps and speakers, and can cause serious damage to equipment. Thus, when a powerful monitoring system is used, the equalizers and limiters of the PA system should be adjusted to prevent the WAVEDRUM from producing feedback, similar to preventing feedback for vocal and acoustic instrument mics.

Data handling

Unexpected malfunctions can result in the loss of memory contents. Korg cannot accept any responsibility for any loss or damage which you may incur as a result of data loss.

Contents

  • Precautions ................................................................ 2
  • Cautions for use ......................................................... 3
  • Introduction ............................................................... 4
  • Parts of the WAVEDRUM ............................................ 5
  • Preparations .............................................................. 6
  • Performing ................................................................ 7
  • Editing ...................................................................... 8
  • Parameter list ........................................................... 12
  • Appendix ................................................................... 28
  • Error messages ........................................................ 30
  • Troubleshooting ...................................................... 30
  • Specifications ........................................................... 30
  • Index ....................................................................... 31

*This product was developed under license of physical modeling tone generator patents (http://www.sondius-xg.com) owned by Stanford University USA and Yamaha Corporation.

*All product names and company names are the trademarks or registered trademarks of their respective owners.

Introduction

Main features

Revolutionary synthesis technology

The WAVEDRUM generates sound by detecting the sound of your strike via the head and rim sensors, and processing this audio source by DSP (Digital Signal Processing) sound synthesis technology to create unique sounds. At the same time, a PCM sound source is also played using your strike as the trigger. Using this combination of methods, the WAVEDRUM produces a rich variety of percussion sounds that give you an extremely wide range of freedom for performance expression. By using subtle motions of your fingers or hand to strike, rub, or scratch the WAVEDRUM, or by playing it using sticks, mallets, or brushes, you can obtain a high degree of expressive and dynamic range that rivals that of acoustic drums or percussion instruments.

Unique sounds generated by 36 different algorithms

The WAVEDRUM uses DSP technology to carry out a variety of software synthesis methods including analog, additive, non-linear, and physical modeling, and combines these sounds to create the final output sound. Such combinations are called "algorithms," and the WAVEDRUM contains 36 different single-size and double-size algorithms. By specifying different algorithms you can create completely new sounds that can be produced only by the WAVEDRUM, as well as a variety of instrumental sounds or sounds of nature.

200 different PCM instruments for head and rim

The PCM instruments (PCM sound sources produce a rich variety of sounds in addition to the algorithms. Programs that use a single-size algorithm allow you to freely assign a different algorithm and PCM instrument to the head and the rim, giving you a very broad array of sounds. Programs that use a double-size algorithm are optimized for simulating acoustic instruments such as a snare, djembe, or cajon; within the algorithm, these programs analyze your performance in realtime, and based on this analysis control the PCM instrument to create natural response that cannot be obtained from a conventional PCM sound generator.

100 preset programs, 100 user programs

There are 100 built-in preset programs that combine percussion, drums, and sound effects in complex ways that can produce completely different sounds according to your playing technique. Programs that you edit can be saved in the 100 user programs.

Live mode

You can register twelve frequently-used programs (four programs x three banks) in buttons 1–4 for immediate recall. This is convenient for live performances.

100 loop phrases

The built-in 100 loop phrases cover a broad range of genres and tempos, allowing you to play along for a one-person jam session.

AUX IN connector

The AUX IN connector lets you connect another WAVEDRUM unit, an audio device, or an external sound module, and play along with that audio source.

Lightweight and compact design

The WAVEDRUM features a lightweight and compact design for comfortable playing on your lap as well as easy portability. You can also perform with it attached to a stand (sold separately) for stand-up performance (Percussion Stand ST-WD) or a commercially-available snare stand.

Parts of the WAVEDRUM

The WAVEDRUM is depicted with its main components labeled. The top view shows the Head, Rim, Notch, Sensor cover, and Tension bolts. The side view illustrates the Power switch, DC IN connector, Cable hook, Headphone jack, OUTPUT L,R jacks, and AUX IN jack. The Operating panel is shown in detail, featuring the VOLUME knob, WRITE button, Display, VALUE knob, Buttons 1-4, and the BANK/MODE button.

Preparations

Connecting audio devices

Before making connections to other equipment, ensure all volumes are turned down and power is off to prevent damage. Refer to the preceding page for a connection diagram.

Connecting the output jacks to powered monitors or a mixer

Connect the WAVEDRUM's OUTPUT L, R jacks to your powered monitors or mixer. For headphone monitoring, connect headphones to the WAVEDRUM's headphone jack. The VOLUME knob controls both the main outputs and headphone volume.

Connecting an audio device to the input jack

Connect the OUTPUT L, R jacks of another WAVEDRUM unit or other audio devices to the WAVEDRUM's AUX IN jack. The input sound will be output from the main OUTPUT L, R jacks and the headphone jack. To hear sound from the AUX IN jack, the AUX IN jack mix level must be raised in Global mode (default is 0, see page 15).

Turning the power on

Connecting the AC adapter

  1. Ensure the WAVEDRUM's power switch is off.
  2. Connect the included AC adapter to the WAVEDRUM's rear panel DC IN jack. Use only the included adapter.
  3. Plug the AC adapter into an AC outlet matching the adapter's voltage requirements.
  4. Secure the power cable using the WAVEDRUM's cable hook to prevent accidental disconnection.

Turning the power on

  1. Ensure the WAVEDRUM and all connected equipment are powered off, with all volume controls set to 0.
  2. Power on equipment connected to the AUX IN jack.
  3. Press the WAVEDRUM's power switch to turn it on. Avoid resting hands or objects on the head during power-on to prevent malfunction.
  4. Turn on your powered monitors or other equipment connected to the OUTPUT L, R jacks.
  5. Adjust the volume of each device. Use the WAVEDRUM's VOLUME knob for its output. Adjust the AUX IN jack mix level as needed (see page 15). Be cautious of sudden high volumes that could damage equipment or hearing.

Turning the power off

  1. Minimize volume and power off connected monitors or other equipment.
  2. Turn the WAVEDRUM's VOLUME knob fully counter-clockwise, then press the power switch to turn it off.
  3. Power off any equipment connected to the AUX IN jack.

Attaching the WAVEDRUM to a stand

The WAVEDRUM is compatible with standard 14-inch three-arm snare stands. For standing performances, the optional Percussion Stand ST-WD or a commercially-available snare stand can be used. Ensure the stand is placed on a stable surface and secure all cables to prevent tripping hazards.

Performing

Performance techniques

The WAVEDRUM responds dynamically to various playing techniques, including striking, rubbing, and scratching with fingers or hands, or using sticks, mallets, or brushes. The response varies based on striking the center, edge, or rim of the head. It offers a wide expressive and dynamic range, comparable to acoustic instruments, from light touches to hard strikes.

Some programs simulate acoustic percussion, while others offer pitch changes or scale-based phrases. Pressure applied after striking can control pitch or decay, and sustained sounds can be achieved without striking. Refer to the "Voice Name List" leaflet and pages 16 onwards for program-specific details. Avoid striking below the sensor cover or on the operating panel area.

Selecting programs

  1. Hold the BANK/MODE button and press button 1 to enter Live mode. The display will show 'LIU' followed by the program number (00-99 or P00-P99). The default program is button 1 of bank A upon power-on.
  2. Press the BANK/MODE button to cycle through banks (A, B, C). The corresponding indicator will light up.
  3. Press buttons 1–4 to select a program within the current bank. The selected button's indicator will light up, and the program number will appear on the display. Strike the head or rim to hear the selected program.
  4. Repeat steps 2 and 3 to select programs from different banks.

Note: The WAVEDRUM includes loop phrases that can be played along with (see page 15).

About the programs

The WAVEDRUM features 100 preset programs (P00-P99) and 100 user programs (00-99). User programs can be saved after editing. Preset programs cannot be overwritten. By default, user programs mirror the preset programs.

Assigning programs to buttons 1–4

You can assign up to 12 favorite programs (four per bank across three banks) to buttons 1–4 for quick access during live performances.

  1. Select the desired bank and button (e.g., Bank A, Button 1).
  2. Turn the VALUE knob to select the program you wish to assign.
  3. Press the WRITE button. The button's indicator will blink, and the display will show the assigned bank and button number (e.g., A-1) along with the program number.
  4. Press the WRITE button again to confirm the assignment. Press any other button to cancel.

Editing

Editing allows customization of programs to suit playing styles or to create entirely new sounds. Parameters like pitch, decay time, volume, tone, reverb, and delay can be adjusted. Algorithm parameters offer deeper sound transformation, enabling unique sonic possibilities beyond traditional instruments. You can also switch algorithms or PCM instruments to create sounds from scratch.

Basic editing procedure

Note: A program must first be selected in Live mode before editing.

  1. Select the desired Edit mode:
    • Edit 1: Hold BANK/MODE, press button 2. Display shows 'Ed1'. Adjusts parameters like Tune, Decay, Level, Curve, Effect, Algorithm, and PCM instrument (see page 12).
    • Edit 2: Hold BANK/MODE, press button 3. Display shows 'Ed2'. Adjusts algorithm parameters (see page 14).
    • Global: Hold BANK/MODE, press button 4. Display shows 'GLb'. Adjusts global settings like panning, loop phrases, and calibration (see page 15). Note that Edit 1/2 affect individual programs, while Global settings apply system-wide.
  2. Select the page to edit: Press BANK/MODE or turn the VALUE knob to cycle through pages (e.g., Tune, Decay, Level in Edit 1).
  3. Select a parameter: Press buttons 1–4. The corresponding button indicator lights up, and the parameter name and value are displayed. A blinking button indicator signifies an edited parameter.
  4. Edit the value: Turn the VALUE knob. The display updates, and a decimal point indicates the change. The decimal point disappears if the value returns to its original setting.
  5. Navigate to other pages: Use BANK/MODE to switch pages and repeat steps 3 and 4.
  6. Save changes: Essential for retaining edits. Failure to save before powering off or changing programs may result in data loss. A blinking button indicator and decimal point on the display signal an unsaved program.

Saving your edited settings

To reuse edited programs, saving is necessary. Unsaved changes are lost upon power-off or program change. Global settings also require saving.

Saving a program

Saves all Edit 1 and Edit 2 parameters for the current program.

  1. In Edit 1 or Edit 2 mode, press the WRITE button. The button blinks, and the save-destination program number (00-99) blinks.
  2. Turn the VALUE knob to select the desired save location. Note: The destination program's contents will be overwritten.
  3. Press the WRITE button again to save and return to Live mode. Press any other button to cancel. The assigned button will now point to the newly saved program.

Saving global settings

Saves all Global mode parameters except loop phrase start/stop.

  1. In Global mode, press the WRITE button. It blinks, and the display shows 'GLb'.
  2. Press the WRITE button again to save. Press any other button to cancel.

Important editing parameters

Tune and decay

Edit 1 - Tune (tun): Adjusts pitch, affecting skin vibration or body resonance. For PCM instruments, pitch can be adjusted in semitones across four octaves.

Edit 1 - Decay (dcy): Adjusts sound decay time, affecting skin vibration or body resonance. For PCM instruments, decay time is adjusted.

Head and rim volume and pan

Edit 1 - Level (LEU): Balances volume between head and rim.

Edit 1 - Pan (Pan): Adjusts panning for head and rim.

Reverb and delay

Edit 1 - Reverb (reb): Adjusts reverberation type and depth.

Edit 1 - Delay (dLY): Adjusts delay time and depth.

Algorithm

The WAVEDRUM uses DSP for synthesis methods like analog, additive, non-linear, and physical modeling. 36 algorithms combine these methods to create diverse sounds. Algorithms define sound characteristics, allowing for unique sonic textures and realistic instrument simulations.

Parameter List

Edit 1 (Ed1)

Refer to "Basic editing procedure" (page 8) for parameter access. 'S' denotes single-size, 'D' denotes double-size algorithm explanations. Parameters may vary based on the selected algorithm (01-26 for single-size, 27-36 for double-size).

Page# Parameter Button 1 Button 2* Button 3* Button 4*
1. Tune (tun) hd.A 000...100 S*: Head algorithm pitch. D*: Algorithm pitch. (See page 9) hd.P -24...24 S*: Head PCM instrument pitch in semitones (4 octaves range). D*: --- r.A 000...100 S*: Rim algorithm pitch. (See page 9) D*: --- r.P -24...24 S*: Rim PCM instrument pitch in semitones (4 octaves range). D*: ---
2. Decay (dcy) hd.A 000...100 S*: Head algorithm decay time. D*: Algorithm decay time. (See page 9) hd.P -99...99 S*: Head PCM instrument decay time. D*: --- r.A 000...100 S*: Rim algorithm decay time. (See page 9) D*: --- r.P -99...99 S*: Rim PCM instrument decay time. D*: ---
3. Level (LEU) hd.A 000...100 S*: Head algorithm volume. D*: Algorithm volume. hd.P 000...100 S*: Head PCM instrument volume. D*: --- r.A 000...100 S*: Rim algorithm volume. D*: --- r.P 000...100 S*: Rim PCM instrument volume. D*: ---
4. Pan (Pan) hd.A L50...r50 S*: Head algorithm pan (L=left, r=right, 00=center). D*: Algorithm pan. hd.P L50...r50 S*: Head PCM instrument pan. D*: --- r.A L50...r50 S*: Rim algorithm pan. D*: --- r.P L50...r50 S*: Rim PCM instrument pan. D*: ---
5. Algorithm Select (ALG) hd.A 01...36 Selects algorithm. 01-26: Single-size head. 27-36: Double-size. hd.P 001...100 S*: Selects head PCM instrument. D*: --- r.A 01...25 S*: Selects rim single-size algorithm (page 16). 26: Not selectable if head algorithm is single-size. D*: --- r.P 001...100 S*: Selects rim PCM instrument. D*: ---
6. Velocity Curve (U.Cr) hd.P 0...9 S*: Head PCM instrument velocity curve for volume/tone. D*: --- r.P 0...9 S*: Rim PCM instrument velocity curve for volume/tone. D*: ---

Edit 2 (Ed2)

Refer to "Basic editing procedure" (page 8) for parameter access. 'S' denotes single-size, 'D' denotes double-size algorithm explanations. Parameters vary based on algorithm selection.

Page# Parameter Button 1 Button 2 Button 3 Button 4
1. Pre EQ (Eq) tyP H-H...s-n Specifies playing method (hand/stick) for head/rim.
2. Head Algorithm1 (H.14) hd1* hd2* hd3* hd4* S*: Head single-size params 1-4 (p.16). D*: Double-size params 1-4 (p.26).
3. Head Algorithm2 (H.58) hd5* hd6* hd7* hd8* S*: Head single-size params 5-8 (p.16). D*: Double-size params 5-8 (p.26).
4. Rim Algorithm1 (r.14) r1* r2* r3* r4* S*: Rim single-size params 1-4 (p.16). D*: ---
5. Rim Algorithm2 (r.58) r5* r6* r7* r8* S*: Rim single-size params 5-8 (p.16). D*: ---

Global (GLb)

Refer to "Basic editing procedure" (page 8) for parameter access.

Page# Parameter Button 1 Button 2* Button 3* Button 4*
1. Common (Co) Pan L50...r50 Pan following delay effect. (Default: 0) AUX IN 000...100 Mix level for AUX IN. (Default: 0) Loop Phrase 001...100 Selects loop phrase. (Default: 0) Play/Off PLy,OFF/000...100 Plays loop phrase. Adjust volume with VALUE knob. (Default: off/38)
2. Head Calibration (H.ca) Lo 000...100 Input signal from head attenuated below threshold. (Default: 7) SEn 000...100 Sensitivity of head strike affecting PCM instrument. (Default: 20)
3. Rim Calibration (r.ca) Lo 000...100 Input signal from rim attenuated below threshold. (Default: 7) SEn 000...100 Sensitivity of rim strike affecting PCM instrument. (Default: 20)
4. Pressure Calibration (P.ca) UaL 000...100 Current pressure sensor value. (Default: 7) P.Lo 00...99 Minimum pressure value detected. (Default: 5) P.Hi 001...100 Maximum pressure value detected. (Default: 100)

Adjusting the volume of a device connected to the AUX IN connector: Connect device, power on, enter Global mode, select 'Common' (Co), then 'AUX IN' (A.In). Adjust volume using device controls and WAVEDRUM's mix level.

Playing back a loop phrase: Enter Global mode, select 'Common' (Co), press button 4 to play/stop loop. Adjust volume with VALUE knob. Select loop phrase using button 3 and VALUE knob.

Parameter List: Algorithms

Single-size algorithm

Tune (Default Value), Decay (Default Value)

01 Udu

Creates the sound of a ceramic pot. Strike near the center for mouth sound, or side for clang. Pitch and decay are adjustable. Pressure can create vibrato effects. Tune (18), Decay (76).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Clang Pitch000...100 (78)
hd2/rm2: Clang Decay000...100 (80)
hd3/rm3: Clang Color000...100 (87)
hd4/rm4: Clang Height000...100 (13)
hd5/rm5: Clang Width000...100 (33)
hd6/rm6: Clang Level000...100 (35)
hd7/rm7: Boom Level000...100 (100)
hd8/rm8: Clang Type000...100 (80)

02 Temple

Produces temple bell sounds with adjustable pitch changes via pressure. Metallic noise occurs with harder pressure. Tune (50), Decay (97).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Bell Color000...100 (60)
hd2/rm2: Harmonic Shift-50...50 (0)
hd3/rm3: Bell Type000...100 (100)
hd4/rm4: Bend Range000...100 (74)
hd5/rm5: Pressure Level000...100 (55)
hd6/rm6: Bell Height000...100 (20)
hd7/rm7: Bell Width000...100 (32)
hd8/rm8: Bell Thickness000...100 (75)

03 WoodDrum

Simulates a conga drum with open shots producing resonance, and slap/mute techniques. Offers analog filter-like effects and oscillating sounds. Tune (85), Decay (70).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Wood Type000...100 (48)
hd2/rm2: Shell Decay000...100 (76)
hd3/rm3: Shell Pitch000...100 (95)
hd4/rm4: Shell Level000...100 (62)

04 Analog

Creates analog synth-like sounds with two oscillators. Strike force affects pitch difference or filter cutoff. Pressure can alter filter cutoff. Tune (2), Decay (97).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Filter Cutoff000...100 (15)
hd2/rm2: Resonance000...100 (0)
hd3/rm3: Pitch EG Depth000...100 (0)
hd4/rm4: Filter EG Depth000...100 (100)
hd5/rm5: Pressure Resonance-50...50 (-25)
hd6/rm6: Filter EG Decay000...100 (22)
hd7/rm7: Mute Depth000...100 (1)
hd8/rm8: Effects Level000...100 (30)

05 Arimbao

Simulates a large double-headed drum (e.g., conga) with marimba-like sounds, two-skin vibrations, and body resonance. Pitch changes with strike force and pressure. Tune (70), Decay (61).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Tone Pitch000...100 (55)
hd2/rm2: Tension Balance000...100 (0)
hd3/rm3: Tone Level000...100 (87)
hd4/rm4: Drum Type000...100 (26)
hd5/rm5: Damping000...100 (50)
hd6/rm6: Bark Level000...100 (12)
hd7/rm7: Pitch Interval000...100 (74)
hd8/rm8: Dry Level000...100 (35)

06 Sawari-A

Produces Indian drum sounds with Tambura drones added when pressure is applied. Allows adjustment of drum and tambura parameters. Tune (50), Decay (56).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Buzz Intensity000...100 (21)
hd2/rm2: L-R Delay000...100 (10)

07 WindDrum

Produces pitched sounds similar to a Baraphone with percussive noise. Random scale notes sound with each strike. Noise level and timbre vary with strike strength. Tune affects basic pitch. Scale selection and balance adjustment are possible. Tune (53), Decay (93).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Fine Tuning000...100 (50)
hd2/rm2: Scale Select0...7 (3)
hd3/rm3: Balance-50...50 (30)
hd4/rm4: Tone Decay000...100 (70)
hd5/rm5: Interval000...100 (10)
hd6/rm6: Noise Filter000...100 (10)
hd7/rm7: Noise Decay000...100 (53)
hd8/rm8: Noise Color000...100 (46)

08 Triangle

Simulates small metal percussion sounds (cowbells, agogo bells, triangles). Uses DSP for physical modeling of a vibrating metal body. Arm length and thickness can be adjusted for metallic sounds. Tune (76), Decay (98).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Brightness000...100 (99)
hd2/rm2: Pitch 1000...100 (90)
hd3/rm3: Pitch 2000...100 (90)
hd4/rm4: Pitch 3000...100 (90)
hd5/rm5: Metal Type 1000...100 (8)
hd6/rm6: Metal Type 2000...100 (18)
hd7/rm7: Metal Type 3000...100 (24)
hd8/rm8: Metal Type 4000...100 (13)

09 Water

Produces drum sounds with complex pitch changes like a talking drum, plus flowing water sounds when pressure is applied. Tune (58), Decay (82).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Pitch Change000...100 (99)

10 BigHand

Creates aggressive attack and lingering resonance, simulating striking a metal oil drum. Edge hits produce sharp slap sounds. Offers analog filter-like effects. Tune (46), Decay (86).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Drum Type000...100 (66)
hd2/rm2: Bass Tone Level000...100 (98)
hd3/rm3: Slap Level000...100 (40)
hd4/rm4: Slap Decay000...100 (80)
hd5/rm5: Slap Color000...100 (37)
hd6/rm6: Slap Filter000...100 (86)
hd7/rm7: Slap Resonance000...100 (55)
hd8/rm8: Threshold000...100 (25)

11 Steel ST

Simulates the Berimbau, a Brazilian instrument. Pitch and tone are varied by touching the string or moving the gourd. Effects are produced by pressing the head. Tune (40), Decay (94).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Brightness000...100 (75)
hd2/rm2: Pressure Pitch000...100 (21)
hd3/rm3: Pressure Color000...100 (6)
hd4/rm4: Pressure Range-50...50 (15)
hd5/rm5: Threshold000...100 (50)
hd6/rm6: Balance-50...50 (10)
hd7/rm7: Wah Depth000...100 (59)
hd8/rm8: Gauge000...100 (82)

12 Mo'Daiko

Produces a taiko drum sound with vibrato. Pressure varies pitch and decay. Adjusts vibrato speed, depth, and pitch change. Tune (80), Decay (87).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Drum Type000...100 (94)
hd2/rm2: Pitch EG Depth000...100 (18)
hd3/rm3: LFO Rate000...100 (12)
hd4/rm4: LFO Depth000...100 (25)
hd5/rm5: Damping000...100 (52)
hd6/rm6: Pressure Pitch000...100 (100)
hd7/rm7: Resonance Sweep000...100 (10)
hd8/rm8: Mute Depth000...100 (100)

13 Sawari-B

Simulates Indian string instruments (Sitar, Tambura). Sitar pitch controlled by pressure, with scale options. Tambura provides a drone. Adjusts buzz, tone color, and decay balance. Tune (50), Decay (96).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Bend Range000...100 (48)
hd2/rm2: Decay Balance-50...50 (0)
hd3/rm3: Level Balance-50...50 (0)
hd4/rm4: Top Color000...100 (89)
hd5/rm5: Drone Color000...100 (89)
hd6/rm6: Buzz Intensity000...100 (20)
hd7/rm7: Scale Select0...7 (3)
hd8/rm8: Bend/Scale Select0...1 (1)

14 Tabla

Produces sounds of Indian Tabla and Baya drums. Tabla uses finger muting for 'na' sound; Baya uses wrist pressure for 'ge' sound. Adjusts pitch, volume, decay, and tone. Tune (47), Decay (89).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Baya Pitch000...100 (66)
hd2/rm2: Baya Level000...100 (100)
hd3/rm3: Baya Decay000...100 (61)

15 Gong1

Creates metal percussion sounds like gongs with slow attacks and oscillation. Pressure mutes decay. Uses virtual resonators and LFO for beating effects. Tune (39), Decay (95).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Gong Color000...100 (41)
hd2/rm2: LFO Depth-50...50 (-5)
hd3/rm3: LFO Rate000...100 (4)
hd4/rm4: Damping000...100 (4)
hd5/rm5: Gong Type000...100 (7)
hd6/rm6: Harmonic Shift000...100 (90)
hd7/rm7: Thickness000...100 (7)
hd8/rm8: Model Select0...7 (0)

16 Wah Harp

Simulates mouth harps (Jew's Harp, etc.) with dynamic wah effects created by the filter. Especially suited for rim sounds. Tune (54), Decay (90).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Damping000...100 (68)
hd2/rm2: Wah Color000...100 (16)
hd3/rm3: String Character000...100 (27)
hd4/rm4: Wah Balance000...100 (50)
hd5/rm5: LoDamp000...100 (72)
hd6/rm6: Attack Level000...100 (30)
hd7/rm7: Attack LoDamp000...100 (78)
hd8/rm8: Bend Range-50...50 (25)

17 TalkDrum

Produces the sound of an African Talking Drum. Pressure on the head bends pitch. Adjusts tone color and rim sound level. Tune (26), Decay (78).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Bend Range000...100 (68)
hd2/rm2: Brightness 1000...100 (15)
hd3/rm3: Brightness 2000...100 (45)
hd4/rm4: Decay Interval000...100 (40)
hd5/rm5: Tension000...100 (80)
hd6/rm6: Drum Type000...100 (90)
hd7/rm7: Attack000...100 (51)
hd8/rm8: Pressure Filter000...100 (20)

18 Jingle

Simulates instruments with small bells (jingles). Pitch and decay adjustable by pressure. Tune (55), Decay (20).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Jingle Type000...100 (99)
hd2/rm2: Jingle Size-50...50 (-2)
hd3/rm3: Repeat000...100 (89)
hd4/rm4: Bell Decay000...100 (83)
hd5/rm5: Brightness000...100 (100)
hd6/rm6: Pressure Decay-50...50 (32)
hd7/rm7: Pressure Pitch-50...50 (0)
hd8/rm8: Model Select0...2 (0)

19 Bonga

Creates sounds of barrel-shaped drums like bongos or congas. Offers detailed adjustment of mute and slap sounds. Tune (73), Decay (43).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Shell Size000...100 (16)
hd2/rm2: Shell Damp000...100 (41)
hd3/rm3: Sub Harmonics000...100 (2)
hd4/rm4: Brightness000...100 (45)
hd5/rm5: Drum Size000...100 (66)
hd6/rm6: Slap Level000...100 (80)
hd7/rm7: Slap Decay000...100 (1)
hd8/rm8: Slap Color000...100 (21)

20 Koto

Produces Japanese Koto sounds with random scale notes. Pressure simulates string bends. Tune adjusts basic pitch. Pluck position and string range are adjustable. Tune (50), Decay (78).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Fine Tune-50...50 (0)
hd2/rm2: Pluck Position-50...50 (47)
hd3/rm3: Damping000...100 (25)
hd4/rm4: String Type 1000...100 (22)
hd5/rm5: String Type 2000...100 (0)
hd6/rm6: Plucked Noise000...100 (30)
hd7/rm7: Bottom String0...12 (3)
hd8/rm8: String Range0...12 (7)

21 Bamboo

Creates bamboo percussion sounds playable like a marimba. Striking force determines notes within a scale, allowing phrases. Tune adjusts basic pitch. Scale type and striking force range are adjustable. Tune (50), Decay (90).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Fine Tune-50...50 (0)
hd2/rm2: Accent Level000...100 (35)
hd3/rm3: Velocity Range000...100 (15)
hd4/rm4: 2nd Pitch-50...50 (0)
hd5/rm5: Pressure Pitch-50...50 (0)
hd6/rm6: Pressure Range-50...50 (24)
hd7/rm7: Scale Select0...7 (4)
hd8/rm8: Sequence Type0...2 (0)

22 JingDrum

Produces drum sounds with attached jingling bells. Bells sound with the drum. Pressing the head raises pitch. Tune and Decay affect only the drum sound. Tune (74), Decay (74).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Jingle Level000...100 (42)
hd2/rm2: Drum Level000...100 (100)
hd3/rm3: Brightness 1000...100 (34)

23 Don-Hya

Each strike produces four drum notes. Soft strikes yield same pitch; stronger strikes change pitch smoothly via portamento. Pressing the head creates sustaining noisy sounds with pitch/timbre changes. Tune affects drum sound. Rhythm patterns and tone color adjustable. Tune (70), Decay (84).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Seq. Note Volume000...100 (50)
hd2/rm2: Motif Select0...7 (7)
hd3/rm3: Delay Time000...100 (20)
hd4/rm4: Portamento000...100 (69)
hd5/rm5: Brightness000...100 (38)
hd6/rm6: Noise-Color000...100 (40)
hd7/rm7: Noise-Level000...100 (62)
hd8/rm8: Pitch Interval000...100 (100)

24 Mariko

Produces normal tom sounds. Striking the outer head area yields marimba-like wood percussion sounds with pitch varying by strike force. Rim strikes produce high, short-decay sounds. Tune adjusts drum pitch. Marimba pitch/volume adjustable. Tune (53), Decay (78).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Tone Pitch000...100 (14)
hd2/rm2: Pitch Response000...100 (100)
hd3/rm3: Pressure Pitch000...100 (40)
hd4/rm4: Tone Level000...100 (100)
hd5/rm5: Resonance Balance000...100 (70)
hd6/rm6: Brightness000...100 (19)
hd7/rm7: Drum Type1000...100 (86)
hd8/rm8: Drum Type2000...100 (44)

25 Upo

Produces normal tom sounds. Pressing and releasing the head creates a popping sound. Tune/Decay adjust pitch/decay. Strike force affects pitch. Tune (63), Decay (71).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1/rm1: Pitch EG Depth000...100 (36)
hd2/rm2: Harmonics000...100 (43)
hd3/rm3: HiDamp000...100 (28)
hd4/rm4: Filter Level000...100 (25)
hd5/rm5: Filter Cutoff000...100 (9)
hd6/rm6: Pop Level000...100 (100)
hd7/rm7: Pop Pitch000...100 (13)
hd8/rm8: Pop Random000...100 (23)

26 1812

An ensemble of five snare drums. Open rim shots sound like a cannon shot. Tune/Decay apply to snare sound only. Head use only. Tune (86), Decay (32).

Parameter#: Parameter NameValue Min...Max (Default Value)
hd1: Pressure Pitch000...100 (30)
hd2: Brightness000...100 (8)
hd3: Ensemble Size000...100 (58)
hd4: Delay Control000...100 (50)
hd5: Snappy Level000...100 (50)
hd6: LoDamp000...100 (12)
hd7: HiDamp000...100 (100)
hd8: Resonance000...100 (50)

Double-size algorithms

Double-size algorithms are organized into three types, each with three or four algorithms sharing common parameters.

Type 1: 27 Conga, 28 Bongo

Appropriate for hand percussion like conga.

Parameter#: Parameter NameValue Min...Max
hd1: Switching000...100
hd2: PCM Balance-50...50
hd3: Alg-PCM Balance-50...50
hd4: Sub Harmonics000...100
hd5: Brightness000...100
hd6: Slap Level000...100
hd7: Slap Delay000...100
hd8: Slap Color000...100

Type 2: 29 Snare Drum 1, 30 Snare Drum 2, 31 Snare Drum 3, 32 Timbales

Appropriate for drums played with sticks, like snare drums.

Parameter#: Parameter NameValue Min...Max
hd1: Switching000...100
hd2: PCM Balance-50...50
hd3: Alg-PCM Balance-50...50
hd4: Curve000...100
hd5: Brightness000...100
hd6: Snappy Decay000...100
hd7: Snappy Level000...100
hd8: Shell Type0...4

Type 3: 33 Cajon, 34 Djembe, 35 Bass Drum + Snare Drum 1, 36 Bass Drum + Snare Drum 2

Appropriate for percussion where one instrument produces two sounds, like a cajon.

Parameter#: Parameter NameValue Min...Max
hd1: Switching000...100
hd2: PCM Balance-50...50
hd3: Alg-PCM Balance-50...50
hd4: Curve000...100
hd5: Brightness000...100
hd6: Snappy Decay000...100
hd7: Snappy Level000...100
hd8: Shell Type0...4

Default Value Table: A table lists default values for Tune, Decay, and parameters hd1 through hd8 for algorithms 27 through 36.

Appendix

Restoring the factory settings

To reset the WAVEDRUM to factory default settings:

  1. While holding the WRITE button, turn on the power. The display will show 'PLd'.
  2. Hold the blinking WRITE button for about one second. Loading will begin and display 'End' upon completion. Never turn off power during loading.
  3. Turn off and then on the power again.

Replacing the drum head

Use the optional Replacement Head HD-WD or 10" drum heads from Remo Inc. Note that sound may change depending on the head installed.

Drum head replacement procedure

Before starting, unplug all power and equipment cables. Perform on a stable, flat surface.

  1. Using the tuning key, loosen the five tension bolts and remove the rim. Ensure no stress is applied to the connecting sheet.
  2. Replace the old head with the new one. Avoid touching internal components or allowing foreign objects into the WAVEDRUM.
  3. Reposition the rim and tighten the tension bolts. Refer to "Tuning the drum head" for details.
  4. After tuning, calibrate the head, rim, and pressure sensors, and adjust sensitivity as needed (see page 29).

Tuning the drum head

Use the tuning key to tighten tension bolts evenly, skipping one bolt each step. Avoid overtightening to prevent deformation or malfunction. Uneven tuning can warp the head and cause issues.

Standard drum head tuning method

  1. With tension bolts loosened, tighten each bolt lightly, skipping one bolt each step, until resistance is felt. Repeat for all five bolts.
  2. Tighten each tension bolt one full turn, skipping one bolt each step. Repeat for all five bolts.
  3. Tighten each tension bolt approximately 45 degrees, skipping one bolt each step. Repeat for all five bolts.

Strike the outer edge of the head to check for even tension and make fine adjustments if necessary.

Calibration

Calibration adjusts reference values and sensitivity for accurate response based on head tension and rim state. Perform calibration if the WAVEDRUM responds inaccurately, after tuning/replacing the head, or if external sounds cause unintended triggering or feedback.

Calibrating the head sensor

  1. Enter Global mode (hold BANK/MODE, press 4).
  2. Select Head Calibration ('H.ca').
  3. Press button 1 for 'Lo' value. Adjust with VALUE knob so light strikes produce sound; higher values require harder strikes.
  4. Press button 2 for 'SEn' value. Adjust sensitivity so normal dynamic range produces appropriate sound change; higher values mean coarser sensitivity.
  5. Save settings by pressing WRITE twice.

Calibrating the rim sensor

Follow the head sensor calibration procedure, selecting 'r.ca' (Rim Calibration) and adjusting rim sensitivity.

Calibrating the pressure sensor

  1. Enter Global mode (hold BANK/MODE, press 4).
  2. Select Pressure Calibration ('P.ca').
  3. Press button 1 for 'UaL' (Value).
  4. Verify sensor height: If 'UaL' is not 0, adjust sensor height. If too low (value > 0), turn adjustment screw counter-clockwise slowly until 0, then an additional 45 degrees. If too high (value = 0 but unresponsive), turn clockwise slowly until value appears, then counter-clockwise 45 degrees.
  5. Apply pressure to the head and verify the effect is within the desired range.
  6. Press button 2 for 'P.Lo' (minimum value) and adjust with VALUE knob.
  7. Press button 3 for 'P.Hi' (maximum value) and adjust with VALUE knob.
  8. Save settings by pressing WRITE twice.

Error messages

Upon power-on, the WAVEDRUM performs an internal check. Error messages indicate issues:

  • E.00: Invalid pressure sensor value. Calibrate pressure sensor ('UaL' to 0, see page 29).
  • E.01: User data lost. Initialize data by restoring factory settings (see page 28).
  • E.10: Pressure sensor malfunction. Ensure no object is on the head. Remove object, power cycle. If persists, start WAVEDRUM and calibrate pressure ('UaL' to 0). Contact dealer if unable to set to 0.
  • E.11: System error. Stop use and contact dealer.

Troubleshooting

Sound is different than another WAVEDRUM

Individual WAVEDRUM units may have slight sound variations due to tuning, maintenance, and playing conditions, similar to other instruments. Identical settings may not produce identical sounds.

The sound of another instrument causes the WAVEDRUM to resonate and be triggered unintentionally

Calibrating the head sensor may help prevent this (see page 29).

Feedback occurs

Use an equalizer or limiter on your PA system to prevent feedback and protect equipment (see page 3). Calibrating the head sensor may also help (see page 29).

Does not respond to pressure applied to the head

Check if the drum head is too tight; this can affect pressure sensor function. Tuning the head appropriately may resolve this (see page 28). Performing pressure calibration might also correct sensor response (see page 29).

No sound from the device connected to the AUX IN jack

Ensure the AUX IN jack mix level is raised in Global mode (see page 15). Verify the connected device's volume is up (see page 6) and connections are correct, with power on (see page 6).

Specifications

Dynamic Percussion Synthesizer

  • Algorithms: Single-size 26, Double-size 10
  • PCM instruments: Head 100, Rim 100
  • Programs: 200 (User 100, Preset 100)
  • Loop phrase: 100
  • Effect: Reverb, Delay
  • Controls: VOLUME knob, WRITE button, Buttons 1-4, BANK/MODE button, VALUE knob
  • Input/Output jacks: Output L, R (Monaural phone jack), Phones (Stereo mini phone jack), AUX IN (Stereo mini phone jack)
  • Display: 3-character 7-segment LED
  • Sampling frequency: 48 kHz
  • A/D, D/A conversion: 24 bit
  • Power supply: DC9V 1.7A
  • Dimensions (WxDxH): 344×349×75 mm / 13.54"x13.74"x2.95"
  • Weight: 2.0 kg / 4.41 lbs.
  • Included items: AC Adapter, Tuning key, Allen wrench
  • Options: Replacement Head HD-WD, Percussion Stand ST-WD

* Specifications and appearance are subject to change without notice for improvement.

Index

Symbols

  • ALG (Algorithm Select) 12
  • Co (Common) 15
  • dcy (Decay) 12
  • dLY (Delay) 13
  • Ed 1 12
  • Ed2 (Edit 2) 14
  • Eq (Pre EQ) 14
  • GLb (Global) 15
  • H.14 (Head Algorithm1) 14
  • H.58 (Head Algorithm2) 14
  • H.ca (Head Calibration) 15
  • LEU (Level) 12
  • P.ca (Pressure Calibration) 15
  • P.Cr (Pressure Curve) 13
  • P.dc (Pressure Decay) 13
  • P.tn (Pressure Tune) 13
  • Pan (Pan) 12
  • r.14 (Rim Algorithm1) 14
  • r.58 (Rim Algorithm2) 14
  • r.ca (Rim Calibration) 15
  • reb (Reverb) 13
  • U.Cr (Velocity Curve) 12

A

  • AC adaptor 6
  • algorithm 9, 14
  • algorithm select 12
  • assigning 7
  • audio devices 6
  • AUX IN 6, 15

B

  • bank 7

C

  • calibration 15, 29
  • common 15

D

  • decay 9, 12
  • delay 13
  • double-size algorithm 11, 26
  • playing 26
  • drum head 28

E

  • Edit 1 8, 12
  • Edit 2 8, 14
  • Editing 8

F

  • factory settings 28
  • feedback 3, 30

G

  • Global 8, 15

H

  • hand 14

I

  • input 6

L

  • level 12
  • Live mode 7
  • loop phrase 15
  • volume 15

N

  • notches 14

O

  • OUTPUT L, R 6

P

  • pan 12, 15
  • PCM instrument 11, 12
  • Performing 7
  • power on 6
  • pre EQ 14
  • preset program 7
  • preset scales 25
  • pressure curve 13
  • pressure decay 13
  • pressure tune 13
  • programs 7

R

  • replacing 28
  • reverb 13

S

  • saving
  • global settings 9
  • program 9

Index Continued

  • sensor height adjustment screw 29
  • single-size algorithm 11, 16
  • specifications 30
  • stand 6
  • stick 14

T

  • tune 9, 12
  • tuning 28

U

  • user program 7

V

  • velocity curve 12

IMPORTANT NOTICE TO CONSUMERS

This product has been manufactured according to strict specifications and voltage requirements applicable in the country of intended use. If purchased via internet, mail order, or telephone, verify the product is intended for use in your country of residence. Use in unintended countries may be dangerous and could invalidate the warranty. Retain your receipt as proof of purchase.

Models: WAVEDRUM Dynamic Percussion Synthesizer, WAVEDRUM, Dynamic Percussion Synthesizer, Percussion Synthesizer, Synthesizer

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KORG WAVEDRUM (01)

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