Yamaha Electronic Keyboard DX7 User Manual

YAMAHA  
AUTHORIZED  
PRODUCT MANUAL  
DX7  
DIGITALPROGRAMMABLE  
ALGORITHMSYNTHESIZER  
Download from Www.Somanuals.com. All Manuals Search And Download.  
YAMAHA  
DigitalProgrammable  
Algorithm Synthesizer  
OPERATION MANUAL  
Download from Www.Somanuals.com. All Manuals Search And Download.  
PRECAUTIONS  
Location  
Cartridge Care  
IfThe Sound is Too Quiet  
Avoid placing the DX7 in direct sunlight or close to a  
The RAM (user programmable) and ROM (factory  
Check the FOOT CONTROL. There are two foot con-  
troller jacks, VOLUME and MODULATION. Two addi-  
tionaljacksareforfootswitches, SUSTAIN and  
PORTAMENTO. Ifthefootcontrollerispluggedintothe  
SUSTAIN or PORTAMENTO jack, it will not work. Also,  
when the controller is plugged into the VOLUME jack  
and is tilted forward, there will be little or no sound  
regardless of how you set the VOLUME control on the  
front panel.  
source of heat. Also, avoid locations in which the instru- preset) cartridges have no moving parts, other than their  
ment is likely to be subjected to vibration, excessive  
dust, cold, or moisture. Extreme temperatures can ruin  
theLCDdisplay  
memory protect or bank selector switches, nor do they  
have batteries. They should, however, be kept clean and  
dry to protect their connectors. They should also be kept  
away from strong electrostatic fields, as produced by  
sparking electric motors and solenoids, fluorescent  
lights, and so forth; as with all electronic memories, the  
data (voices) could be accidentally altered. As a further  
precaution against voice loss in the event of a synthe-  
sizer malfunction, it is a good idea to remove the RAM  
cartridge from its slot in the DX7 before you turn power  
on or off.  
Handling  
Avoid applying excessive force to the slide knobs,  
dropping or rough handling. While the internal circuitry  
is of reliable, solid state design, the DX7 is nonetheless a  
fine instrument that should be treated with care.  
Some voices are inherently quieter than others. Often  
this is due to the amount of touch sensitivity which may  
be programmed into a voice. If the voice is programmed  
so that the note will become louder if you press the key  
harder, or if you press it faster, then a less vigorous play-  
ing style will result in a quieter note. Played the same  
way another voice which is less touch sensitive will  
sound louder. The voice which is initially louder, how-  
ever, may not become much louder (if at all) as you play  
the notes harder. These qualities are user-programma-  
ble, even for the preset voices, as explained elsewhere  
in this manual.  
Power Cord  
Always grip the plug directly when removing it from  
an AC receptacle. Removing the plug from the AC  
receptacle by pulling the cord can result in damage to  
the cord, and possibly a short circuit. It is also a good  
idea to disconnect the DX7 from the AC receptacle if  
you don't plan to use the instrument for an extended  
period of time.  
Cleaning  
Use only a mild detergent on a cloth, and dry with a  
soft cloth. Never use solvents (such as benzine or thin-  
ner) since they can melt or discolor the instrument.  
Electrical Storms (Lightning)  
Computer circuitry including that in the DX7, is sensi-  
tive to voltage spikes. For this reason, the DX7 should  
be turned off and unplugged from the AC receptacle in  
the event of an electrical storm. This precaution will  
avoid the chance that a high voltage spike caused by  
lightning will damage the instrument.  
Relocation  
If you plan to move the DX7 once it has been set up,  
first be sure to disconnect all cables that connect it to  
other equipment. This will help prevent accidental dam-  
age to the instrument or shorting of the cables.  
Save This Manual  
The information in this manual is likely to be useful  
for future reference. Even if you feel reasonably familiar  
with the instrument, save this manual; reviewing it a  
few months from now, after you have had considerable  
experience with the DX7, may prove to be very informa-  
tive.  
Connections  
Electromagnetic Fields  
Carefully follow the "Setup" instructions in this man-  
ual when you set up the DX7. Improper connection of  
cables can lead to serious damage of the instrument,  
amplifier, and/or speakers.  
Computer circuitry is also sensitive to electromagnetic  
radiation. Television sets, as well as radio receivers,  
transmitters and transceivers, and wireless microphone  
or intercom systems are all potential sources of such  
radiation, and should be kept at least several feet from  
the DX7 to avoid possible interference or random "errors."  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
INTRODUCTION  
offered to the public, providing greater control over the  
sound than large or modular systems.  
voices 1-32 in Bank A or 1-32 in Bank B — access for  
playing, editing, or loading into the synthesizers internal  
memories. Before the DX7 is shipped, 32 of the 128  
The DX7 is the world's first fully user programmable  
and preset FM digital synthesizer. If you're used to con-  
ventional synthesizers, one look at the DX7 will tell you  
that something unique has happened. There are no  
knobs: just two linear controls, one of which is for vol-  
ume, an LED digital display a small alphanumeric liquid  
crystal display (LCD), and a number of flat panel mem-  
brane switches. There are no voltage controlled oscilla-  
tors, amplifiers or filters (VCOs, VCAs, or VCFs), nor are  
there any conventional envelope generators (EGs).  
Instead, the DX7 utilizes a totally unique method to  
create the richest, most naturally expressive sound avail-  
able in any electronic keyboard. This special sound  
generation technology is called FM Digital Synthesis. FM  
Digital Synthesis enables the DX7 to create the over-  
tones that would be present in an actual acoustic instru-  
ment, and to vary them over time in a precise,  
The DX7 keyboard is fully polyphonic with 16-note  
simultaneous capability, so the sustain of previous notes voices called the "Master Group" are loaded from the  
bank A of the #3 ROM cartridge into the synthesizer's  
internal memories. This means that a cartridge does not  
have to be installed in order for you to open the carton,  
plug in headphones or an amplifier/speaker system,  
turn on power, and begin playing.  
will not be cut short when you're playing with all 10  
fingers. It is also highly responsive to player expression.  
The harder or faster a key is played, the louder the  
initial attack of the note — just like a piano. Unlike a  
piano, however, the degree of touch response is pro-  
grammable... both in sensitivity to the speed (velocity) at  
which the key is pressed, and in sensitivity to how hard  
you press after the kit hits the stop (after touch).  
You can program voices from scratch (using a voice  
initialize function). If you like an existing voice, you can  
edit it to make subtle changes, or transform its character  
completely.  
You can edit the preset voices, or make voices from  
scratch, but you cannot permanently store your own  
voices on the ROM cartridges. For this purpose, a third  
storage method is provided: an EEPROM (Electrically  
Eraseable Programmable Read Only Memory) cartridge  
which, forsimplicity,wecallaRAMcartridge(Random  
Access Memory). The RAM cartridges go in the same  
Because the DX7 employs unique FM tone generation slot as the ROM cartridges, and superficially they look  
techniques and lets you program them with the preci-  
sion and repeatability of digital control, you'll be able to  
create voices that are a giant step beyond the capability  
of former synthesizers. Pure sounds. Richly textured  
sounds. Outer space sounds. Bold, heavy sounds. Sub-  
tle, delicate sounds. Uncannily accurate acoustic sounds.  
All are possible with the high fidelity that FM digital  
tone generation can provide.  
controllable manner to produce uncanny realism when  
you're playing an acoustic voice — or to produce incred-  
ible fantasy sounds — the possibilities are without limit.  
the same. However, because of the added complexity of  
RAM memory, only 32 voices will fit in one of these car-  
tridges. The slide switch on the RAM cartridge is actually  
an additional "write protect" feature that prevents accci-  
dental erasure of voices you have stored; it is not a bank  
A-B selector.  
Because the DX7 creates sounds differently than con-  
ventional analog or purely digital synthesizers, you'll  
have to spend some time re-educating yourself with the  
aid of this manual. After you've become familiar with  
the panel, a few new terms, and the general concept of  
FM digital synthesis, you'll love the precision and tre-  
mendous versatility at your disposal. If you're already an  
experienced synthesist, you will soon be able to go right  
for a particular sound. Whether you're a beginner or a  
world class performer, you can enjoy the large library of  
preset sounds that come with the DX7.  
The DX7 is delivered ready to play, loaded with 32  
beautifully voiced, useful, factory preset sounds. These  
sounds can be instantly changed, or can be replaced by  
additional factory-supplied sounds from a library of 128  
that are supplied on special solid state cartridges. Liter-  
ally hundreds of exciting sounds can be at your finger-  
tips with just the press a few selector buttons. You don't  
have to program a single thing... unless you want to.  
Presets won't handle every job, and there's nothing that  
says you have to use ours. You can make your own  
voices.  
This arrangement lets you have a total of 96 voices at  
your fingertips since you can have any 32 voices you  
Once you've edited a voice or created an entirely new wish loaded in the internal memories, then install one  
of the 64-voice ROM cartridges. You switch between  
internal and cartridge voices with the press of a button,  
one, you can store it in the internal memory and/or in  
special solid state cartridges. A battery prevents loss of  
memory — even after the instrument is unplugged from and between cartridge banks A & B with a slide switch.  
the AC receptacle.  
Of course, if you allow for changing cartridges, which  
takes just a second, your live performance voice library  
is really unlimited.  
Up to 96 Voices Can Be "On Line" Ready for  
Instant Recall  
NOTE Portions of the front panel are used to illustrate  
the text throughout this manual; it should be relatively  
easy to see where these "spot" illustrations fit in the con-  
text of the entire instrument ifyou are reading the man-  
ual with the DX7 in front of you. If the instrument is not  
handy we suggest opening this cover fully revealing an  
overall front panel illustration that will remain visible as  
you flip through the inside pages. Originally ROM car-  
tridges were numbered #1 & 2. Later models were  
shipped with ROM cartridges #3 & 4 instead. Both sets  
have similar voices.  
Voices (sounds or ''instruments") may be saved in 3  
different ways with the DX7. As mentioned above, the  
synthesizer has 32 internal voice memories that can  
hold any combination of factory preset sounds or voices  
you create. In addition to the internal memories, one of  
two types of memory cartridges may be inserted in the  
instrument for additional "on line" memory. Pushbuttons  
enable you to select from the internal and cartridge  
voices.  
A total of 128 factory preset voices are provided. Obvi-  
ously they all cannot fit in the 32 internal memories at  
once; these voices are actually supplied to you stored in  
2 solid state ROM (Read Only Memory) cartridges that  
each hold 64 voices, arranged in two banks of 32. You  
move a slide switch on the cartridge to gain access to  
The compact size and relatively few controls of the  
DX7 can be deceiving. Almost every button and knob  
have multiple functions (depending on the selected  
operating mode) so that a total of some 168 parameters  
can be altered. In fact, the DX7 has more programmabil-  
ity than any synthesizers Yamaha has ever before  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
Download from Www.Somanuals.com. All Manuals Search And Download.  
NOTE FORSYNTHESIZERSSOLD BY THE U.S.A.  
2
Internally, the DX7 generates signals in the radio frequency spectrum. If the instrument is installed  
in the immediate proximity of some types of audio or video devices (within ten feet), interference  
mayoccur.  
Federal Communications Commission (FCC) Rule Part 15, Subpart J, establishes design and  
manufacturing standards that will provide a reasonable level of protection against the possibility  
that two electronic devices, operating simultaneously, might interfere with each other.  
The DX7 has been type tested and found to be in compliance with the design and manufacturing  
standards established for "Class B" computing devices. Compliance with the standards established  
by the FCC does not guarantee that interference will be eliminated. If your instrument is suspected  
of causing interference with other electronic devices, verification can be made by turning your  
instrument on and off. If the interference continues when your instrument is off, the instrument is  
not the source of the interference. If your instrument does indeed appear to be the source of the  
interference, one or more of the following corrective measures should be tried.  
(1) Relocate either the instrument or the electronic device that is being affected by the interference.  
(2) Utilize power outlets for the instrument and the device being affected that are on different branch  
circuits (different circuit breakers or fuses), or install AC line filters.  
(3) In the case of radio or TV interference, relocate the antenna; if the antenna lead-in wire is 300  
ohm ribbon lead, change it to 75 ohm co-axial type cable (utilizing the necessary transformer/  
adaptors at either end, as required to match the cable).  
If these corrective measures do not produce satisfactory results, please ask for suggestions or  
seek corrective measures by contacting your Authorized Yamaha Dealer or:  
Music Marketing Group  
Service Division  
YamahaInternationalCorporation  
6600 Orangethorpe Avenue  
P.O. Box 6600  
Buena Park, CA 90622  
If, for any reason, you should need additional information relating to radio or TV interference, you  
mayfindhelpfulabookletpreparedbytheFCC: "HowtoIdentifyandResolveRadio-TVInterference  
Problems." This booklet, (stock number 004-000-00345-4) is available from:  
U.S.GovernmentPrintingOffice  
Washington,DC20402  
Download from Www.Somanuals.com. All Manuals Search And Download.  
Operators  
23  
Memory Protect  
49  
Audio Output  
12  
PROGRAMMING VOICES: A TUTORIAL  
the DX7  
27  
27  
Playing the Internal Voices  
14  
How to create Frequency Modulation: getting acquainted  
and ON-OFF edit features  
33  
PERFORMANCE PARAMETERS  
LFO Modulation: The relationship between the "LFO"  
how to program these  
15  
20  
20  
21  
21  
MIDI: A STANDARD INTERFACE FOR REMOTELY  
SYNTHESIZERS  
55  
40  
MIDI  
EDITING A VOICE  
47  
MAINTENANCE AND TROUBLESHOOTING  
Internal Memory Battery Backup  
58  
58  
Voice Initialize  
Modulation Wheel  
After Touch  
Download from Www.Somanuals.com. All Manuals Search And Download.  
CONVENTIONS  
illustrate two or more adjacent panel buttons, whereas  
in other cases we illustrate just one; the multiple buttons  
are to help you identify the one button we are discus-  
sing.  
changes to suit whichever of the button's several func-  
tions is under discussion, yet the button is always illus-  
trated the same way:  
Nearly every button on the DX7 has several functions.  
Typically, the editing parameters are labeled in violet,  
the overall instrument functions are labeled in brown,  
and yet other functions are labeled in white or by  
reversing out the color of the button. Since this manual  
is not printed in full color, we have adopted the follow-  
ing conventions when referring to buttons. First, even  
though the button has several labels, we name only the  
button label which applies to the particular step being  
discussed. That button name will be bracketed to denote  
a button. In addition, in many cases we actually illustrate  
the button so there is no confusion as to which control  
is being discussed.  
3
In EDIT mode, press the  
[OPERATOR ON-OFF 1]  
button once to turn off  
operator #1 and again  
to turn it on.  
This illustration  
In FUNCTION mode,  
press the [MASTER  
Lets look at a few examples to illustrate the conven-  
tions. Find the 32 numbered green buttons, and look at  
the upper left corner of that area. This is how we illus-  
trate the first two buttons:  
TUNE ADJ] button to set  
the [DATA ENTRY] slider  
so it can alter the tuning  
of the keyboard.  
is the same as this one  
We alternate between showing you the complete  
display window, including the LED voice number read-  
out, and just the LCD portion of the display. There is no  
particular signficance to this; the abbreviated display  
saves space on the printed page, and when we don't  
consider the voice number readout significant for an  
instruction, we omit it. Similarly in some cases we  
Both buttons are part of a group of 6 that are labeled  
inviolet"OPERATORON-OFF/EGCOPY". Whenthe  
DX7 is in the EDIT mode, this label indicates that two  
different functions can be selected or activated by each  
button: (a) turning the output of an operator on or off,  
and (b) copying an envelope from one operator to  
another. Don't worry about what this means right now;  
we describe operators and envelopes and so forth later.  
Suffice it to say there are multiple uses for the buttons.  
To continue, when we are discussing the left button in  
the context of (a) above, the printed reference to the  
button looks like this: [OPERATOR ON-OFF 1]. The  
same button, used in context (b), is described like this:  
(EG COPY 1]. When the DX7 is in the FUNCTION  
mode rather than the EDIT mode, the brown label  
below it applies instead of the violet label above it. In  
this case, the identical button now prepares the DX7 so  
that its master tuning can be adjusted, and the text  
describes the button like this: (MASTER TUNE ADJ.).  
When the DX7 is in PLAY mode, the green buttons  
serve as Voice Selectors. The label "Voice Selector" does  
not actually appear on the front panel, but when the  
text asks you to play internal or cartridge voice #1 by  
pressing Voice Selector [1], the #1 green button is the  
correct choice. As you can see, the text reference  
This illustration  
is the same as this one  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
"QUICK"BASICFEATURES  
4
For example, if the DX7 asks you "are you sure", you  
can reply [NO] or [YES] with the left and right buttons.  
If you want to turn the glissando or some other pro-  
gramming function on or off, the [OFF] and [ON] labels  
apply — same buttons. If you want to change the fre-  
quency ratio or some other programming value by one  
unit at a time, the [-1] and [ +1] labels apply. If you just  
want to move the cursor to a different position when  
naming a voice, the [<] (move left) and [>] (move right)  
labels apply Usually you will be able to get the same  
effect by moving the adjacent slider up and down.  
These controls are used primarily in the FUNCTION  
and EDIT modes, but also continue to modify the last  
selected FUNCTION parameter after returning to the  
PLAY mode (MEMORY SELECT INTERNAL or CAR-  
TRIDGE).  
This section is provided for reference so you  
can quickly locate a control or access a function.  
It is meant more for review than as a learning  
tool. If this is your first time reading the manual,  
we suggest you either skim this section, or skip  
it altogether and go on to the section titled "Play-  
ing the Factory Preset Voices".  
These are used for labeling voices, as explained in the  
[VOICE NAME] button description.  
NOTE Refer to the illustration in the foldout front  
cover to identify the following features.  
Rear panel connectors  
These jacks include the line level output from the  
DX7 to an amplifier, foot control jacks, and MIDI interface  
connections. Refer to the "Setup" and "MIDI" sections of  
this manual for details.  
The DX7 has 3 basic operating modes:  
• PLAY (MEMORY SELECT) Mode  
This is the "normal" performance mode in which pre-  
programmed voices can be selected.  
Volume and Data Entry Controls  
VOLUME  
•EDIT mode  
This mode is used to edit an existing voice or to create  
an entirely new voice. Some of the "editing" functions  
do not alter the structure of the voice directly yet can  
have a major effect on the sound: for example, chang-  
ing the sensitivity of a given voice to various modula-  
tion sources, transposing the voice, or changing the  
keyboardscaling.  
This adjusts the overall output level at the rear panel  
OUTPUTjack and the front panel HEADPHONE jack.  
Some presets are inherently louder than others, and this  
can be used to compensate, or to do overall fades. If  
volume is too low, and the foot controller is plugged into  
the VOLUME jack, make sure the pedal is tilted flat for  
maximum level. It is also possible that amplitude modu-  
lation sensitivity has been programmed into a voice, in  
which case, to make the voice play louder, you may  
want to use the MODULATION WHEEL, BREATH CON-  
TROLLER, FOOT CONTROLLER (plugged into the  
MODULATION jack), or the AFTER TOUCH (pressing  
harder after the key hits bottom). See the FUNCTION  
mode information on page 10 for more information on  
these modulation controls.  
These buttons are for increas-  
ing or decreasing the values by  
1, for turning a function on or  
off, and for moving the cursor  
when writing a voice name.  
• FUNCTION mode  
This mode is used to adjust parameters that affect  
more than 1 voice, including the effect of the Modula-  
tion Wheel, Foot Controller, Breath Controller and  
AfterTouch (pressuresensitivity). FUNCTION mode  
also provides access to certain utility functions such as  
loading voices from a cartridge, saving voices onto a  
cartridge, checking the internal backup battery volt-  
age, and initializing the instrument when you want to  
program a voice "from scratch" (which then automati-  
cally places the instrument in EDIT mode).  
Thisslider is used for rapidor large changes. Moving it  
all the way down and up covers the full range available  
foreachparameter.  
The DX7 front panel is unlike any conventional syn-  
thesizer. There are many more functions than buttons. It  
is important to bear in mind that the [DATA ENTRY]  
controls are assignable by means of the other buttons on  
the DX7. They take the place of the many knobs and  
sliders on conventional synthesizers. Another thing to  
remember is that, depending on the operating mode,  
the front panel controls may be used in different group-  
ings. For example, in one place we may refer to VOICE  
SELECT button [1]. This is the same physical button as  
[OPERATOR ON-OFF 1] and the [MASTER TUNE]  
function selector. The 2 rows of 16 buttons at the right of  
the synthesizer are, among other things, the [VOICE  
SELECT] buttons. They include large white numerals  
[1] to [32], which apply when the buttons are used to  
select voices from the correspondingly numbered inter-  
nal or cartridge memories. Many of the buttons include  
a small letter, number, or word at the right, inside edge.  
Mode Select and Editing Control Section  
These buttons let you see & changethe MEMORY  
PROTECT status-  
DATA  
This group of a slider and two buttons serve as the  
main programming controls for the DX7. The two green  
buttons are single-step increment/decrement controls  
that do the same thing as the slider; the slider is faster  
for large changes and the buttons are better for small  
adjustments.  
This button is used for  
copying EG data and for  
storing individual voices on  
an internal or RAM car-  
tridgememory  
This button selects the  
current operator (the one  
being adjusted) when the  
synthesizer is in edit mode  
Each of the buttons has four different labels. The  
specific labels apply to different programming functions.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
5
FUNCTION  
OPERATOR SELECT  
When you are programming or editing a voice, this  
button lets you select the operator which is to be modi-  
fied, as shown in the upper right corner of the LCD  
display. (It sets the "current operator".) Remember that  
some programming parameters affect the overall voice,  
in which case this button will have no effect. You can  
only select from operators that are turned on, as shown  
by the six 1's or 0's in the top line of the programming  
display.  
This button places the DX7 in the FUNCTION mode,  
which is used to program the entire keyboard rather  
than individual voices. This mode is also used for check-  
ing battery voltage, storing all the internal memories  
onto cartridge at once, and vice-versa, and a few other  
specialized functions. The functions designated by  
brown labels beneath other buttons are available after  
pressing this button.  
These buttons select the internal or cartridge  
memory and activate the PLAY mode; they also  
designate where individualvoices may bestored  
This button selects the  
FUNCTION mode  
This button selects the  
EDIT mode and com-  
pares editedtooriginal  
voices  
LED & LCD Display Panel  
The LED (Light Emitting Diode) window indicates the  
number of the selected internal or cartridge voice mem-  
ory. If the voice being played is in the midst of being  
edited, a decimal point appears to the right of the voice  
number. If you then press the [EDIT/COMPARE] button  
to hear the original voice before the editing, the LED  
numbers blink on and off. The LCD (Liquid Crystal  
Display) window displays the current status of the syn-  
thesizer, which may be the voice name and source, or  
the FUNCTION or EDIT mode parameter which was  
most recently selected. Refer to the paragraph "How to  
interpret the display," on page 28.  
EDIT/COMPARE-CHARACTER  
STORE  
This button places the DX7 in the EDIT mode,  
wherein you can edit any of the preset voices to change  
them slightly, or create completely new voices. Once in  
the EDIT mode, if you have changed a preset, then  
pressing this button lets you compare the edited version  
with the original. Once in the EDIT mode, if you have  
pressed the [VOICE NAME] button, then pressing this  
button [CHARACTER] and holding it enables you to  
press other buttons to enter the name of the voice in the  
display  
This button can be used to store whatever voice you  
have selected from cartridge or internal memory, or  
whatever voice you have just programmed. A voice can  
be stored into any of 32 internal memories or into any  
of the 32 memories in a RAM cartridge (provided the  
memory protect is turned off). This button is also used  
in conjunction with the [EG COPY] buttons for copying  
envelopes from one operator to another.  
LCDsynthesizer stains and voice namedisplay  
MEMORYPROTECT  
This pair of buttons enable you to set the internal and  
cartridge memories so that voices cannot be accidentally  
erased. When you press one of the buttons, the display  
shows you whether the associated memories are  
protectedor not, andyoucan use the[DATA ENTRY]  
controls to change the status. Remember, however, that  
even if you turn off the cartridge memory protect, you  
still cannot save a voice on a ROM cartridge, nor can  
you save a voice if the On/Off switch on the RAM car-  
tidge itself is set to the ON position.  
MEMORYSELECT-PLAY  
Pressing either of these buttons prepares the DX7 to  
PLAY any of the voices that are stored in the 32 INTER-  
NAL memories, or in 32 memories of whatever CAR-  
TRIDGEis installed. Oncethe[INTERNAL]or  
[CARTRIDGE] source is designated, specific voices are  
accessed by pressing the VOICE SELECT buttons [1] to  
[32]. These buttons are also used to designate where  
individual voices can be stored, in the internal or car-  
tridge memories, either after being created or edited, or  
when you want to rearrange the location of voices  
within these memories.  
Voice number LED display  
Voice/Edit/Function select section  
In PLAY mode. these 32 buttons select either the  
voices in the DX7's internal memory or on the external  
cartridge, as determined by the [MEMORY SELECT]  
buttons and indicated by the large numbers inside the  
buttons. However, these same buttons actually have  
multiple functions (up to 5 per button) which are accessi-  
ble when the DX7 is placed in the FUNCTION and EDIT  
modes. All labels on these buttons are color and posi-  
tion coded: white numbers on the inside left of the  
buttons for PLAY mode, dark brown (reversed) type on  
the inside right of the buttons for naming voices, violet  
characters above the buttons for EDIT mode parameters,  
Download from Www.Somanuals.com. All Manuals Search And Download.  
PMD  
6
and light brown characters below the buttons for FUNC-  
TION mode parameters. A brief example for two buttons  
is shown here, with the specific references for these two  
buttons noted in parentheses:  
ALGORITHM  
This lets you set the Pitch Modulation Depth. This is  
the amount of modulation that will be applied to shift  
the pitch of whatever notes are played (according to  
the set waveform and speed). However, the modula-  
tion can only affect the note if the pitch modulation  
sensitivity is set to a value greater than zero (see  
[MOD SENSITIVITY-PITCH]).  
In EDIT mode, this button activates the [DATA  
ENTRY] section so its controls can be used to select any  
of the 32 available algorithms.  
Violet EDIT mode parameters (Pitch and Amplitude  
Modulation Sensitivity)  
Reverse printed  
White PLAY mode  
EDIT mode Voice  
voice number (15  
Name character  
&16)  
AMD  
FEEDBACK  
Like PMD, this button lets you set the Amplitude  
Modulation Depth, the amount of modulation that  
will be applied when you play but it affects the  
amplitude (level), not the pitch. Likewise, the modu-  
lation can only affect the note if the Amplitude modu-  
lation sensitivity is set to a value greater than zero  
(see [MOD SENSITIVITY-AMPLITUDE]). The same  
LFO speed and waveform controls both the [PMD]  
and [AMD].  
(E&F)  
In EDIT mode, this button activates the [DATA  
ENTRY] section so its controls can be used to alter the  
amount of feedback in whatever algorithm is displayed  
from none (0) to a maximum value (7).  
Brown FUNCTIONmode parameters (SAVEall 32  
voices from internal memory to cartridge, or LOAD 32  
voices from cartridge to the internal memory)  
To simplify the presentation, we have further sub-  
divided these buttons into the EDIT (violet) and FUNC-  
TION (brown) groupings. Therefore, if you don't see the  
operational description that applies to what you're doing  
with a particular button as you read through the para-  
graphs on the EDIT parameters, check the correspond-  
ing button in the FUNCTION parameter descriptions  
(and vice-versa).  
LFO  
SYNC  
In EDIT mode, these 6 buttons each activate the  
[DATA ENTRY] section so it can be used to program or  
edit individual voices with regard to Low Frequency  
Oscillator modulation. When the modulation is used to  
change the pitch, vibrato can be obtained. When it is  
used to change the amplitude of a carrier, tremolo may  
result; changing the amplitude of a modulator can create  
"wah-wah."  
This lets you turn on or off the LFO Key Synchroni-  
zation. When Sync is ON, the LFO is automatically  
reset to the beginning of the selected waveform each  
time you play a note. When sync is OFF the LFO  
waveform continues, and when you play a note, the  
result will vary depending on where the LFO is in  
the cycle. The effect can be easily detected at low  
LFO frequencies (SPEED settings below 10).  
EditParameterSelection (violetlabels)  
OPERATOR ON/OFF-EG COPY (1-6)  
MOD SENSITIVITY  
These buttons have two functions, (a) to turn individ-  
ual operators on and off while you are programming a  
voice, and (b) to designate the operator into which you  
wish to copy an envelope. When you are in the EDIT  
mode, the top center portion of the LCD display shows 6  
number 1's or 0's, corresponding to the 6 operators:  
1 =ON, and 0=OFF To toggle operator's output on or  
off, press the corresponding [OPERATOR ON-OFF]  
button. To copy the envelope, set the operator whose  
envelope you wish to copy as the current operator using  
[OPERATOR SELECT], then press [STORE] and hold  
it while pressing [EG.COPY] button for operator 1 to 6;  
all 4 rates and levels are instantly copied.  
In EDIT mode, this pair of buttons activate the [DATA  
ENTRY] section so it can be used to set the sensitivity  
of individual voices to LFO modulation. The modulation  
sensitivity is like a master control for all the modulation,  
whether it is "built into" the voice with the adjacent  
[AMD] and/or [PMD] buttons, or whether it comes from  
the "real time" modulation controls such as the Modula-  
tion Wheel, the Foot Control, the Breath Control or the  
keyboard After Touch. If the Pitch or Amplitude Modula-  
tion Sensitivity is set at zero, then none of the external  
controllers can affect the voice, regardless of how much  
Depth is set with their FUNCTION mode controls.  
WAVE  
This lets you set the LFO waveform to any of the  
following: triangle, sawtooth down, sawtooth up,  
square, sine, sample & hold.  
SPEED  
This lets you adjust the LFO frequency in a 100 step  
range, 0 being the slowest and 99 the fastest.  
DELAY  
This lets you set the LFO so modulation does not  
begin until after a specified time after you press the  
key, 0 being no delay, and 99 the maximum delay.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
PITCH  
7
FREQUENCY FINE  
simulations. Extreme settings can also be used for "split  
keyboard" effects.  
This lets you set the sensitivity of the voice to LFO  
pitch modulation from no sensitivity (0) to maximum  
(7). One setting affects the overall voice.  
This lets you make small changes in the current  
operator's frequency With this control, the maximum  
available increase in frequency is just under the next  
available "Coarse" setting (1.99 times "F COARSE").  
AMPLITUDE  
This lets you set the sensitivity of the individual  
operators in a voice to amplitude modulation from no  
sensitivity (0) to maximum (3).  
DETUNE  
Detune is like a "super fine" frequency adjustment for  
each operator. You can shift the frequency over a  
range of -7 to +7. Mild detuning can enrich the  
harmonic structure and more closely simulate the  
imperfect nature of a real acoustic instrument. Maxi-  
mum detuning between carriers can be used to cause  
"beating" within a voice to help simultate chorusing  
or multiple instrument effects.  
BREAK POINT  
OSCILLATOR  
The level can be scaled up or down differently on  
either side of the Break Point in the curve. You can  
set this break point from 1-1/3 octaves below the  
lowest key on the keyboard (A -1) to 2 octaves above  
the highest note on the keyboard.  
In EDIT mode, these 4 buttons each activate the  
[DATA ENTRY] section so it can be used to program or  
edit the frequency of individual operators in a voice.  
CURVE  
EG  
Pressing this button successive times gives you ac-  
In EDIT mode, this pair of Envelope Generator but-  
tons activate the [DATA ENTRY] section so it can be  
used to program or edit the envelopes of individual  
operators in a voice. 4 parameters are programmable  
with each button, and the range of adjustment is from  
the minimum of 0 to a maximum of 99 (100 steps).  
cess to programming the scaling curve for the  
or  
right side of the break point. Either curve may ltehften  
be set to any of four characteristics: negative linear,  
negative exponential, positive exponential, positive  
linear. The linear curves will give you a more exag-  
gerated boost or cut in level at any given depth set-  
ting as you play up and down the keyboard,where as  
the exponential curves tend to give more natural  
sounding scaling.  
MODE/SYNC  
The DX7 toggles between two different programming  
functions when you press this button successive  
times. One function, MODE, enables you to set the  
current operator so it tracks the keyboard pitch (this  
is Frequency Ratio Mode), or so the keyboard does  
not affect that operator's frequency (Fixed Pitch  
Mode). The other function, SYNC, enables you to set  
the operator so its "oscillator" begins at the start of  
the sine wave cycle each time you play a note. When  
Oscillator Key Sync is OFF, the sine wave continues  
so that subtle differences will occur even when you  
play the same note repeatedly. You may not be able  
to hear much difference in some voices.  
DEPTH  
Pressing this button successive times gives you ac-  
cess to programming the depth of the selected left or  
right curve. At a minimum setting (0), there is no  
scaling, and you can increase or decrease the level  
up to a maximum of 99. To increase the level, there  
has to be some "headroom," some operator output,  
level available for increase. For example, if the OP-  
ERATOR OUTPUT LEVEL is set at 90, and a positive  
(+) curve is set, the greatest curve depth that can be  
achieved is 9. This is because 90 + 9 = 99, and 99  
is the maximum possible output level. While the  
curve depth can be set to a value greater than 9.  
there will be no more effect than if it were set at 9; if  
you want more boost as you move up or down the  
keyboard, then you'll have to set the Operator Out-  
put Level at a lower value so that more "headroom"  
is available for the scaling to boost the level to the  
maximum of 99. For your reference, a -L1N curve set  
to a depth of 99 produces a roll-off of 22 dB per oc-  
tave.  
RATE  
Pressing this button 4 successive times gives you  
access to programming the 4 rates in the EG.  
LEVEL  
Pressing this button 4 successive times gives you  
access to programming the 4 levels in the EG.  
FREQUENCY COARSE  
This lets you make large changes in the current  
operator's frequency It operates in conjunction with  
the adjacent [FREQUENCY FINE] button. Assum-  
ing the Fine setting is all the way down, then in  
Frequency Ratio mode the ratio increases from 0.50  
to 1.00 and then by integer values to a maximum of  
31.00. In Fixed Frequency mode, this lets you set the  
beginning frequency to 1 Hz, 10 Hz, 100 Hz, or  
1000 Hz.  
KEYBOARD LEVEL SCALING  
In EDIT mode, these 3 buttons each activate the  
[DATA ENTRY] section so it can be used to program or  
edit individual operators so their output levels change as  
you play up and down the keyboard. Each operator can  
be programmed to have any of 4 curves on either side  
of an adjustable break point. The scaling can be used to  
make the tone and/or volume change as you move to  
different octaves, for more realistic acoustic instrument  
Download from Www.Somanuals.com. All Manuals Search And Download.  
8
KEYBOARD RATE SCALING  
press that key fast, and you'll get the maximum  
output level you have set with [OUTPUT LEVEL]. If  
the operator is a carrier, this function causes the  
notes to be louder when you play faster, whereas if  
the operator is a modulator, the timbre changes as  
you play faster. This is the parameter that determines  
why some preset voices have touch sensitivity and  
others do not.  
so that middle C (C3) is 262 Hz. When you press [KEY  
TRANSPOSE], the first key you then press becomes  
the pitch which is produced when you play middle C  
(you won't hear anything until you play a subsequent  
note). The transposition range is great enough that mid-  
dle C can be set to sound the pitch of any note for 2  
octaves up or down.  
In EDIT mode, this button activates the [DATA EN-  
TRY] section so its controls can be used to program or  
edit each operator so its envelope rates become faster as  
you move up the keyboard. The minimum setting (0)  
produces no scaling, so rates Rl, R2, R3 and R4 are the  
same on all keys, whereas the maximum setting (7)  
speeds up the rates more and more as you move from  
the lowest to the highest notes. The scaling is useful for  
simulating the natural scaling of envelope rates that  
characterizes many acoustic instruments.  
PITCH EG  
In EDIT mode, this pair of buttons activate the [DATA  
ENTRY] section so its controls can be used to change a  
special envelope generator that alters the frequency of  
each note you play. The Pitch EG affects all 6 operators  
equally. The "shape" of the envelope follows the same  
rules as the individual operators' level envelopes, with  
four rates and four "levels", although the levels actually  
refer to frequency excursions. The Pitch EG can be used  
for automatic pitch bending effects, including the slight  
pitch changes that occur with plucked strings. However,  
the 8 octave range of this feature permits all sorts of  
special effects to be achieved.  
VOICE NAME  
In EDIT mode, this button DOES NOT RELY ON THE  
[DATA ENTRY] section either. Instead, it converts the  
[EDIT/COMPARE] button to the (CHARACTER] but-  
ton so you can enter up to 10 letters, numbers, spaces  
or punctuation marks to name a voice. Once you've  
pressed [VOICE NAME], you hold down the [CHAR-  
ACTER] button and then press each character you wish  
to enter (indicated by the reversed dark brown type in  
the right corner of most buttons). A flashing "cursor"  
shows you the position of the character you are about to  
enter, and you can move the cursor without entering a  
character by pressing the [<] and [>] buttons. You can  
"write" new-characters on top of previous names, or  
erase a name by using the [CHARACTER] and  
[SPACE] buttons.  
OPERATOR  
In EDIT mode, this pair of buttons activate the [DATA  
ENTRY] section so its controls can be used to change  
the output level of each of the 6 operators.  
RATE  
OUTPUT LEVEL  
Pressing this button 4 successive times gives you  
access to programming the 4 rates in the EG.  
This button gives you "direct" programming access to  
setting the output level of each operator from no  
output (0) to maximum (99). Remember that the  
[OPERATOR ON- OFF] buttons only have an effect  
while you are programming a voice so if you want to  
keep an operator turned off when you store a voice  
(because you don't need its effect), then you have to  
set its output level to zero. The scaling is such that  
half the numerical value (i.e. 50 instead of 99)  
produces much less than half the audible volume.  
LEVEL  
Pressing this button 4 successive times gives you  
access to programming the 4 "levels" in the EG. If  
you don't want any pitch bend, then all 4 levels  
should be programmed to a value of 50. When you  
set a level below 50, the pitch decreases (a zero value  
is down 4 octaves from the note you play), and when  
you set it above 50, the pitch increases (a 99 value is  
up 4 octaves). The [PITCH] wheel can further add 1  
octave above or below this "automatic" pitch bend.  
Function Control Parameters  
(light brown labels)  
MASTER TUNE ADJ  
In FUNCTION mode, this button activates the [DATA  
ENTRY] slider so it can be used to tune the overall  
pitch of the keyboard plus or minus 75 cents. (The [-1]  
and (+1] DATA ENTRY buttons are not used in this  
case because the tuning adjustment is already very fine.)  
Larger pitch shifts can be programmed into a voice by  
using the [KEY TRANSPOSE] button or by resetting  
the frequencies of all operators.  
KEY VELOCITY SENSITIVITY  
This button lets you program the velocity "touch"  
sensitivity of each operator so that the faster you  
press a key the greater the output level. This function  
interacts with the [OUTPUT LEVEL] function so  
that, if you set a maximum [KEY VELOCITY SEN-  
SITIVITY] of 7, and then press a key very slowly  
there will be virtually no output from the operator;  
KEYTRANSPOSE  
In EDIT mode, this button DOES NOT RELY ON THE  
[DATA ENTRY] section. Instead, it activates the key-  
board so it can be used to transpose the pitch of the  
entire voice. The "normal" pitch of the keyboard is set  
Download from Www.Somanuals.com. All Manuals Search And Download.  
9
change, depending on whether the DX7 is in Poly or  
Mono mode.  
POLY/MONO  
EDIT RECALL  
In FUNCTION mode, this button activates the [DATA  
ENTRY] section so its controls can set the keyboard to  
play polyphonically (up to 16 notes simultaneously) or  
monophonically (one note at a time).  
This button activates the DATA ENTRY [YES] and  
[NO] buttons so they can be used to recall a voice that  
you had been editing in the event you inadvertently  
leave the editing mode and select another voice to play  
To "recapture" or recall the edited voice, press [FUNC-  
TION], then [EDIT RECALL], then answer [YES] to the  
two display prompts "Edit Recall?" and "Are You Sure?"  
MODE  
When the keyboard is in Mono mode, this lets you  
select "FINGERED PORTA" or "FULL TIME PORTA"  
functions. Fingered Portamento is a glide that occurs  
only when you hold one key down and then press  
another while holding the first. Full Time Portamento  
gives you the glide from one note to the next even  
when you release one key before pressing the next.  
PITCH BEND  
In FUNCTION mode, this pair of buttons activate the  
[DATA ENTRY] section so its controls can program the  
range and "smoothness" of the [PITCH] wheel. If the  
RANGE is set to zero, the [PITCH] wheel will have no  
effect.  
VOICE INIT  
The Voice Initialize button lets you create a neutral  
starting point for programminq a new voice. After you  
select VOICE INIT from the FUNCTION mode by press-  
ing the button and then answering [YES] to the two  
display prompts, the DX7 sets itself to the EDIT mode. A  
neutral "voice" then exists with no modulation, algo-  
rithm 1, operator 1 output level at 99 and all others off,  
"square" envelopes, and all frequency ratios at 1.00.  
When the keyboard is in Poly mode, this lets you  
select "SUS-KEY P FOLLOW" or "SUS-KEY P  
RETAIN". In Sustain-Key Pitch Follow mode, ifyou  
play a note or chord and then play another note or  
chord, the sustain from the original note/chord glides  
to the pitch of the most recently played note/chord.  
In Sustain-Key Pitch Retain mode, the pitch of the  
new note or chord glides from that original pitch(es)  
without disturbing the sustain of the original note or  
chord.  
RANGE  
This lets you program the maximum amount of pitch  
bend from no effect (0) to plus or minus an octave  
(12 semitones). The numbers in the programming  
display indicate how many semitones the wheel can  
change the pitch in each direction. The [RANGE]  
may only be adjusted when the [STEP] is set to zero.  
If [STEP] is at 1 or higher, the [RANGE] is automati-  
cally fixed at 12 semitones. Remember that a zero  
setting turns off the pitch bend.  
GLISSANDO  
When the Glissando feature is turned ON, the glide  
in pitch occurs in discrete steps. This effect is best  
heard with a slower rate and when two widely sepa-  
rated notes are played one after the other. When  
Glissando is turned OFF then normal Portamento  
(continuous glide) is available.  
CART FORM  
NOTE: Since the format of a RAM cartridge used for  
other purposes, such as DX1 performance memories,  
will vary' from that of a cartridge used for voice memo-  
ries, make sure you observe the following procedure  
when storing or saving DX7 internal voices into such a  
cartridge.  
STEP  
This permits you to set the size of the increments by  
which the wheel changes the pitch. A setting of zero  
(0) will cause perfectly smooth pitch bending. Each  
unit above zero represents the number of semitones  
by which the pitch will "jump" as you move the  
wheel. The maximum setting of 12, for example, will  
cause the wheel to change the pitch in a single,  
1octave jump.  
TIME  
This sets the time of the Portamento or Glissando  
effect. A setting of 0 produces no effect, while a set-  
ting of 99 produces the longest (slowest) pitch  
changes. This is contrary to the operation of most DX7  
rate controls whose fastest setting is 99. You don't  
have to change the Time to zero to turn the effect off.  
Instead, once an effect is selected, it can also be  
turned On and Off by plugging an FC-4 or FC-5 foot  
pedal into the PORTAMENTO jack on the rear panel;  
stepping on the pedal then turns ON the portamento.  
The Cartridge Format button lets you "initialize" all  
the voices in a RAM cartridge much like you initialized  
the single voice in the edit buffer using the [VOICE  
INIT] button. It is like a cartridge "eraser." To use this  
function you first have turn off the hardware memory  
protect switch on the cartridge, then turn off the soft-  
ware [MEMORY PROTECT-CARTRIDGE] function  
on the DX7. Then press [CART FORM] and answer  
[YES] to the two displayed prompts. THINK BEFORE  
YOU DO THIS; IF THERE WERE ANY VOICES YOU  
WANTED ON THAT CARTRIDGE, THEY WILL BE  
GONE FOREVER. (You can load one or more cartridge  
PORTAMENTO  
In FUNCTION mode, these 3 buttons activate the  
[DATA ENTRY] section so its controls can be used to  
set portamento (glide) and glissando (stepped glide)  
effects, and to control certain sustain characteristics of  
the keyboard. The particular effects available will  
NOTE: For [MIDI] information, see page 55.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
RAM or ROM cartridge voices into the DX7 internal  
memories. Again, you have to answer [YES] twice  
before the voices are loaded (which erases any exist-  
ing voices in the internal memories). The actual  
transfer occurs instantaneously  
voices into the DX7 internal memory and then format if  
you like.) You cannot format a ROM (factory preset) car-  
tridge.  
level with the corresponding modulation control  
(Foot, Breath, etc.). In this case, the LFO is not in-  
volved. Again, this will produce changes in brilliance  
or volume or "wah" depending on the amplitude  
sensitivity programmed into each operator in the  
voice.  
10  
MODULATION  
The bottom row of 16 Function buttons is used to set  
the Modulation available from 4 control sources: the  
MODULATION WHEEL, FOOT CONTROL, BREATH  
CONTROL and key AFTER TOUCH. Since the 4 groups  
are identical in nature, we'll cover the buttons just once.  
Pressing any of these buttons activates the [DATA EN-  
TRY] section so you can program different settings.  
Voice Cartridge socket  
BATTERY CHECK  
This socket accepts the ROM cartridges which each  
hold 64 pre-programmed voices (two are supplied with  
the DX7), or the RAM cartridges which each hold 32  
user-programmed voices. A protective door automati-  
cally swings away when a cartridge is inserted. The  
cartridges have a slot in their end connector, and the  
socket has a keyway so that the cartridges can only be  
inserted fully when properly oriented. If a cartridge does  
not seat properly turn it around and try again. DO NOT  
FORCE a cartridge into place.  
In function mode, this button causes the display to  
show the voltage level of the battery which preserves  
the DX7 internal voice and programming memories  
when power is turned off. The acceptable range is 2.3 to  
3.5 volts. If the battery is below 2.2 volts, contact your  
Yamaha dealer to arrange for replacement; this is NOT a  
do-it-yourself repair.  
NOTE: if the Amplitude or EG Bias is turned On, with a  
low Range setting, certain voices may be inaudible or  
nearly so due to their high modulation sensitivity.  
CARTRIDGE  
This pair of buttons sets the DX7 to transfer  
a
full 32  
voices between the internal and the cartridge memory  
Before voices can be transferred TO a cartridge or TO  
the DX7, the corresponding (MEMORY PROTECT)  
features must be turned off. (Individual voices can be  
transferred by first using the Play mode to "pick" the  
voice, then pressing the [STORE] button and whatever  
Voice Selector you like from 1 to 32.)  
RANGE  
This lets you program the amount of modulation  
from none (0) to a maximum value (99). Bear in  
mind, however, that the Pitch and Amplitude modu-  
lation "range" may be zero (off) even if this control is  
set at 99 unless the particular voice being played  
includes some modulation sensitivity. Since sensitivity Power Switch  
differs between voices, the identical Range setting  
may produce different results with different voices.  
This rear panel switch turns power on, permitting  
the DX7 to be played and/or programmed. The inter-  
nal voices are preserved even when power is turned  
off, so long as the internal battery can deliver at least  
2.3 volts (which can be verified by selecting the  
FUNCTION/Battery Check mode).  
PITCH  
This lets you turn On LFO modulation of the voice's  
pitch forvibrato-likeeffects.  
SAVE  
Pressing this button in FUNCTION mode stores all 32  
internal memories to a RAM cartridge. You have an  
opportunity to cancel the command by answering  
[NO] to either displayed prompt; otherwise any  
voices in the cartridge will be erased when the tran-  
ter occurs. The display shows "Under Writing" for 20  
seconds while the voices are being "written" to the  
cartridge.  
AMPLITUDE  
This lets you turn On LFO modulation of the ampli-  
tude (level) of those individual operators within a  
voice that are programmed to be sensitive to it. The  
effect may therefore be tremolo-like, or wah-like  
depending on whether a carrier or modulator is  
being modulated.  
EG BIAS  
LOAD  
This lets you directly control the operator output  
Pressing this button in FUNCTION mode loads 32  
Download from Www.Somanuals.com. All Manuals Search And Download.  
11  
Keyboard  
PitchBendWheel  
The Pitch Bend wheel permits you to shift the key-  
board pitch up and down;  
the range of this shift  
This is a 61-key keyboard which has initial (veloc-  
ity) and after (pressure) sensitivity, although these  
parameters must be programmed into the voice in  
order to be useable. The keyboard has 16-note poly-  
phonic capability or can be switched to monophonic  
mode. The overall keyboard pitch produced can be  
altered + 75 cents using the Master Tune Adjust  
parameter in FUNCTION mode, and the pitch of a  
particular voice can be transposed over a 4 octave  
range using the Key Transpose parameter in EDIT  
mode. Each voice also may have an inherently  
higher or lower pitch depending on the frequency  
settings of components within the voice (the Opera-  
tors).  
depends on how far the  
wheel is deflected from  
the spring-return center  
position, and on the  
FUNCTIONmode[PITCH  
BEND RANGE] setting,  
with a maximum range of  
plus or minus one octave.  
The smoothness depends on  
the [PITCH BEND STEP]  
setting.  
Modulation Wheel  
The Modulation wheel permits you to introduce LFO  
modulation of pitch and/or amplitude and/or EG bias  
as you move the wheel away from you. The range and  
nature of the effect obtained depends on several factors  
(1) how the Modulation Wheel  
Headphone & Breath Controller Jacks  
The Headphone jack lets you listen without an exter-  
nal amplifier/speaker system by plugging in almost any  
pair of mono or stereo headphones that has a standard  
1/4" (6.3 mm) diameter phone plug. The Breath Con-  
troller jack accepts the miniature stereo phone plug from  
a Yamaha BC-1 Breath Controller, which may be used to  
introduce LFO modulation or EG bias into most voices  
depending upon how the FUNCTION mode Breath  
Control parameters are set, and on whether modulation  
sensitivity is programmed into the voice. (If they are not  
set appropriately the BC-1 will have no effect.)  
parameters are set in  
FUNCTION mode, and(2)  
whether the voice has modu-  
lation sensitivity programmed  
into it; if either factor is  
not set appropriately the  
wheel will have no effect.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
SETUP  
After all connections have been made, turn down the  
mixer or amplifier volume as a precaution. Then turn  
ON the POWER switch located at the rear of the instru-  
ment (on the right side viewed from the keyboard). The  
display panel will look like the illustration here for a few  
seconds, and will then change to display the mode  
which had been engaged before the DX7 was last turned  
off.  
goes into the BREATH CONT. jack on the front of the  
DX7; DO NOT plug anything else into this jack.  
NOTE: Do not turn power On until all other connections  
have been made.  
12  
AudioOutput  
MIDI Connectors  
The DX7 has a built in headphone amplifier, so  
stereo headphones may be plugged into the front  
panel jack. However, the instrument does not have a  
built in power amplifier, and thus requires an exter-  
nal amplifier/speaker system. The OUTPUT jack is  
suitable for connection to any unbalanced, low line  
level input. This includes the input of the self-pow-  
ered speaker systems, and the 600 ohm or higher  
impedance line inputs of any Yamaha mixer. Remem-  
ber (hat the audio output level not only depends on  
the VOLUME setting, but also on the selected voice,  
the playing style, and the position of the foot control  
if it is plugged into the VOLUME jack.  
These multi-pin DIN connectors are for the Musical  
Instrument Digital Interface system (MIDI), a standard  
adopted by several leading synthesizer manufactur-  
ers. MIDI allows the DX7 to remotely control (or be  
controlled by) other keyboards, sequencers and com-  
puter interfaces. See the "MIDI" section of this man-  
ual for additional information.  
AC Power  
Plug the DX7 power cord into any 120 volt, 50 or 60  
Hz grounded (3-prong) AC receptacle. It draws 40 watts  
maximum. When using the DX7 with an amplifier or  
mixer that has an unbalanced input, it is a good idea to  
plug both units into the same AC receptacle box or the  
same "leg" of the AC service. This will reduce the  
chance of hum.  
InstallationofMusicRack  
The music rack which comes with the DX7 fits into  
two sockets on the rear panel (see diagram).  
Use a single conductor shielded cable with a standard  
1/4" (6.3 mm) tip/sleeve phone plug. Coiled guitar  
cords are not recommended since they typically degrade  
the high frequency response more than a straight cord.  
Standard guitar cord, 20 feet maximum recommended  
length.  
The low impedance XLR inputs of Yamaha mixers  
may be used with an adaptor cable or a "direct box," as  
explained in the technical notes at the end of this sec-  
tion.  
External Foot Controller Jacks  
There are 4 phone jacks designed for use with exter-  
nal foot controls. The VOLUME and MODULATION  
jacks each accept a Yamaha FC-3A foot pedal, which has  
a tip/ring/sleeve (stereo type) phone plug. The PORTA-  
MENTO and SUSTAIN jacks each accept a Yamaha FC-4  
or FC-5 foot switch, which has a tip/sleeve phone plug.  
None of these jacks needs to be used for normal opera-  
tion of the DX7, but if the foot controllers are used, be  
sure you plug in the proper type of controller. The picto-  
rial diagrams on the rear panel should make this clear.  
Breath Controller  
The optional Yamaha BC-1 Breath Controller is a  
pressure transducer that is designed for use with this  
synthesizer. Its miniature tip/ring/sleeve phone plug  
Download from Www.Somanuals.com. All Manuals Search And Download.  
     
Additional Technical Installation Notes  
When connecting the DX7 to an amplifier or mixer, a  
maximum unbalanced cable length of 20 feet will  
reduce susceptibility to hum, noise, and high frequency  
losses; if a longer cable is needed, utilize a "direct box"  
which uses a transformer or amplifiers to convert the  
output to a balanced line, and then run 2- conductor  
shielded cable with XLR-3 or 1/4" Tip/Ring/Sleeve  
phone plugs to a balanced input on the mixer or ampli-  
fier.  
13  
The nominal output level is -20 dBm (77.5 mV),  
although the actual level depends on the voice, the  
VOLUME setting, and how many notes are being played  
at once. The OUTPUT jack will drive low impedance  
(600 ohm) or higher impedance inputs. Maximum out-  
put may be considerably higher; since power amplifiers'  
nominal input levels are those levels that drive the  
amplifier to maximum power, an amplifier rated at 0  
dBm or +4 dBm input level may be well matched to  
the DX7 output. Mixers with adjustable input sensitivity  
may have to be set anywhere from -20 to +4 dBm  
nominal, depending on the selected voice, the playing  
style, and the DX7 VOLUME setting.  
If the cable length is under 20 feet, but the mixer or  
amplifier input requires an XLR connector, a direct box  
may not be necessary; a simple adaptor cable will often  
do the job, so long as complex grounding problems  
don't cause excessive hum. To adapt the phone jack  
OUTPUT of the DX7 to an XLR input, first check the  
manual on the other equipment to see which pin of its  
XLR is the "hot" or "signal" pin. In Yamaha equipment,  
pin 2 is "hot." Cut the phone plug off one end of a stand-  
ard guitar-type cable, and connect the center conductor  
to XLR's "hot" pin. Then wire the shield to the other two  
pins of the XLR; if hum is a problem, cut the shield  
connection to pin 1 of the XLR.  
As is the case with any electric or electronic instru-  
ment, the AC power receptacle should be checked for  
correct voltage and polarity. To find out what to do about  
operation with power mains that do not meet these  
specifications, contact a Yamaha dealer or authorized  
Yamaha DX service center.  
Phone-to-XLR adaptor cable.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
PLAYING THE FACTORY PRESET VOICES  
14  
Playing the Internal Voices  
NOTE Don't worry ifyou try to play a chord and the  
keyboard acts monophonically rather than polyphoni-  
cally This simply means the synthesizer is in mono-  
phonic mode, and the change to polyphonic mode is  
described in the following section of this manual.  
1. If the DX7 happens to be on, turn it off. Then turn it  
back on while observing the display window. This  
will let you see the initial displays we are about to  
Set the VOLUME so  
describe. (In the future, you won't have to turn off the  
instrument just to change modes.) When you first turn  
on the DX7, the LCD display will briefly show:  
you'll be able to hear  
something  
AVOID FRUSTRATION Although weencourage you to  
explore all of the DX7 features on your own, please  
try not to jump ahead and press buttons other than  
voice selectors 1 to 32 at this time. This can place the  
DX7 in a different operating mode so try to resist.  
There's nothing wrong with pressing any buttons —  
you can't damage the instrument — but if you do go  
off on your own, these instructions may no longer  
make sense. You may think something is wrong with  
the instrument, and to get back to anything recognize-  
able you will have to start all over again. Bear with  
these step by step instructions the first few times, and  
then after you really know what the controls do, you  
can go ahead and have fun.  
3. Enter the PLAY mode by pressing the [MEMORY  
#
SELECT-INTERNAL] button, then select the 1  
internal memory by pressing the [1] button.  
The number 88 may or may not appear in the LED  
voice number display; in any case, after a few sec-  
onds, the display will change. However, we don't  
know what it will show when it changes.  
Press this... Then... Press this  
Playing the Cartridge Voices  
The display will change to show the new voice  
1. Locate the cartridge labeled "DX7 VOICE ROM" on  
the top, with a large numeral "3" on one side of the  
cartridge. Slide the switch on that cartridge upward  
(away from the connector) to gain access to the 32  
voices in bank A. These are labeled "Master Group".  
2. Insert the cartridge into the slot near the right side of  
the keyboard, orienting it so its switch faces away  
from the keyboard.  
NOTE: A voice number will be shown in the RED  
window, but its number will depend on the voice that  
was last selected before the DX7 was turned off; we  
have used question marks even though an actual  
number will appear. Similarly we placed question  
marks in the LCD display because we don't know  
what will show in that window... it could be an inter-  
nal (INT) voice name, a cartridge (CRT) voice name,  
or a function; again, it depends on that which was  
last used before power was turned off. In order that  
you can explore the internal voices and find out for  
yourself what they are, do the following:  
3. Select the cartridge voice called "BRASSHORNS",  
There won't be question marks. However, the 32  
internal memories may have been loaded with any of  
the 4 factory preset banks, something you or another  
musician left in memory or something the dealer  
placed there during checkout of your instrument prior  
to delivery Therefore, we don't know what voice  
name will appear. The LCD display "INT 1" is really  
redundant here; it tells you that internal voice 1 is  
selected, which you can read from the top line of the  
LCD window and the red LED voice number display  
(Later, when you are editing voices, the "INTERNAL  
VOICE" and "INT 1" areas will have different labels,  
and the red LED display will become an important  
reminder of the voice you have selected.)  
#
#
which is in location A-5 of the DX7 VOICE ROM 3  
cartridge. Do this by pressing the [MEMORY  
SELECT-CARTRIDGE] button and then the [5]  
button.  
Press this... Then press this  
The display will change to show the new voice  
2. If you are using an amplifier/speaker system with the  
DX7, make sure that system is turned on and its  
volume controls are set appropriately Whether you're  
using an external amplifier/speaker system, or the  
DX7 headphone jack and a pair of headphones, be  
sure to set the DX7 VOLUME control so there is some  
output; mid scale is a good starting point.  
4. Play the keyboard, and explore this voice. In fact,  
explore all the voices in the internal memories. You  
can do this by simply pressing selector buttons [1]  
through [32]. You don't have to press [MEMORY  
SELECT- INTERNAL] each time.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
FUNCTIONMODE:  
SETTING OVERALL PERFORMANCE PARAMETERS  
IMPORTANT NOTE  
[DATA ENTRY]  
NOTE Yamaha reserves the right to continue to refine  
and update factory preset voices. For this reason,  
some ROMs may have this voice in a different loca-  
tion, or may have a different voice altogether. Refer to  
the notes which are packaged with the ROMs.  
15  
In order to provide meaningful examples as we explain  
the various buttons and functions on the DX7, we will  
refer to specific pre-programmed voices that are pro-  
vided in the "MASTER GROUP", which is found in bank  
A slider and two buttons at the left side of the control  
panel are marked [DATA ENTRY]. This group of con-  
trols is used for adjusting the settings of almost all the  
programmable levels and modes. Moving the slider  
down and up may turn one item OFF and ON, set  
another for a level of from 0 to 7, and set still another  
for a level or rate of from 0 to 99, and so on. For now,  
just remember that [DATA ENTRY] is an assignable  
group of controls that you use to change whatever you  
have selected with other controls on the DX7.  
#
A of the DX7 VOICE ROM 3 cartridge that comes with  
4. Play the keyboard, and explore this voice.  
Observe the change in the sound when you  
press the key gently and when you hit it hard  
(not all voices have this touch sensitivity pro-  
grammed into them). You'll probably want to  
play all the voices in Bank A of this ROM car-  
tridge. You can do this by pressing selector but-  
tons [1] through [32]; you don't have to press  
[MEMORY SELECT-CARTRIDGE] each  
time.  
the instrument. (These procedures are virtually the same  
for the internal voices, but since we don't know what  
particular voices are loaded in the instrument, we are  
using a known set of voices for now. Then our exam-  
ples should match what your instrument actually does.)  
Some control functions have no effect unless the voice  
with which they are used is already programmed to be  
sensitive to the control.  
To play the voice we are using in this portion of the  
manual as an example, you will need to set the DX7 to  
select the cartridge voice called "ELEC PIANO 1" (Elec-  
tric Piano 1), which is in location A-8 of the DX7 VOICE  
NOTE At this point, the voice may not sound  
"fight" or some of the features of the synthesizer  
may not appear to work. This is likely to be due  
to the settings of the FUNCTION controls, as  
explained in the following section. WHAT  
YOU'VEHEARDSOFARMAYBEDRAMATI-  
CALLY CHANGED BY MOVING JUST A FEW  
CONTROLS. This is demonstrated in the next sec-  
tion of the manual.  
#
ROM 3 cartridge. From the previous instuctions we'll  
assume that cartridge is installed, the [MEMORY  
SELECT- CARTRIDGE] button has already been  
pressed and the top line of the LCD display already indi-  
cates "CARTRIDGE VOICE" (ifnot,do so now). There-  
fore you should only have to press the [8] button.  
Whatever EDIT mode or FUNCTION mode program-  
ming parameter value happens to be displayed may sud-  
denly "jump" to a different value as soon as the [DATA  
ENTRY] slide control is operated, or it may change  
gradually, depending on the specific value and the posi-  
tion of the slider. Think of the slider as having a scale  
(from bottom to top) of 0-3, 0-7, 0-12, 0-99or OFF-ON,  
depending on the function. If the slider is positioned at a  
different point on its relative scale than the value dis-  
played in the LCD window, then as soon as the slider is  
moved at all, the displayed value will jump to the slider-  
position value. In most cases, the two buttons next to  
the slider will increment or decrement the displayed  
value by 1 unit, with no "jump." The last selected FUNC-  
TION parameter can be adjusted while in the PLAY  
mode.  
Press this  
5. If you want to explore the "Keyboard & Plucked  
Group" voices that are stored in Bank B of this  
cartridge, slide the switch on the cartridge down  
to "B" position, and again press the voice selector  
buttons [1] to [32]. The same procedures apply  
to the "Orchestral & Percussive Group" voices in  
Bank A, and the "Complex & Effects Group"  
voices in Bank B of the DX7 VOICE ROM #2 car-  
tridge.  
The display will change to show the voice  
NOTE There is no "right way" or "wrong way" to  
approach programming of the DX7, although some  
methods may be rather inefficient. This chapter is pro-  
vided to familiarize you with the use of some of the  
programming functions. Ifsomething isn't perfectly clear  
to you at first, don't spend too much time on it; it will  
eventually make sense as you play the instrument and  
become familiar with its basic features and functions. We  
suggest you re-read these instructions after you've gained  
a certain degree of confidence with the DX7.  
[FUNCTION]  
There are 3 main modes of operation: PLAY mode,  
EDIT mode and FUNCTION mode. The parameters  
which can be adjusted in FUNCTION mode are those  
that affect the overall sound, no matter which voice you  
select (provided, in some cases, that the voice itself is  
programmed to accept the function control). This in-  
cludes such parameters as the tuning of the keyboard,  
whether or not the portamento is active and how it  
works, and the effects of the modulation wheel, foot  
control, breath control, and the pressure sensitivity of  
Download from Www.Somanuals.com. All Manuals Search And Download.  
     
the keys(AfterTouch). Velocity sensitivity is NOT set in  
this mode; it is programmed into individual voices.  
ALL THE PERFORMANCE PARAMETERS AFFECTED  
BY FUNCTION MODE ARE MARKED IN BROWN on  
the control panel. The Edit Recall and Voice Initialize  
functions are also marked in brown, as are the Cartridge  
Store/Load and Battery Check functions; even though  
these items do not affect the sound of all the voices, they  
are accessible from FUNCTION mode.  
3. While playing a note or chord, move the [DATA  
ENTRY] slider up and down. The pitch will move  
with the slider because you have selected MASTER  
TUNE mode.  
and forth between polyphonic and monophonic  
modes.  
16  
Press this  
Move slider up to  
raise the pitch,  
The display will now look like this  
1. In order to examine and/or change the various per-  
formance parameters, you first have to press the  
brown [FUNCTION] button.  
-or-  
Move it down to  
lower the pitch  
Press this  
unless MONO mode had last been selected in which  
case the bottom line will indicate "MONO MODE".  
And you will see this  
4. The two buttons next to the (DATA ENTRY] slider  
normally serve as "fine" adjustments to do the same  
thing the slider does as a "coarse" adjusment. In this  
particular case, however, the slider by itself is enough  
to tune the instrument since it is already programmed  
to have fine resolution in MASTER TUNE mode. Tune  
the DX7 to A = 440 Hz (slider approximately cen-  
tered).  
2. If it is not already in MONO mode, set the instrument  
to that mode by pressing the [>] button (or by pushing  
the slider to the top) and see how the keyboard  
reacts. Observe that if you hold down one key then  
hit a higher or lower note, you will hear the most  
recent key you press. Thereafter, the keyboard is set  
correspondingly to high or low note priority until you  
release all keys. There is no "fixed" low or high note  
priority.  
(The message on the second tine of the display could be  
one of many It doesn't matter now.)  
NOTE: This function is primarily fortuningthe synthe-  
sizer to other instruments. By limiting the adjustment  
to a narrow range (+ 75 cents), we make it easier to  
tune precisely with the slider. However, since each  
voice can, itself, be programmed to a unique pitch...  
or can be easily transposed (as explained elsewhere),  
there is really no limit to the actual pitch you can  
create when you press a given key  
The red LED diplay will continue to indicate the  
#
selected voice number ( 8), and you can still play that  
voice, but the LCD display will change to indicate that  
the FUNCTION mode has been selected. As with  
voice selection, the particular FUNCTION that appears  
in the LCD display will be the last one selected, so we  
don't know exactly what that is.  
Press  
this  
2. Press the [MASTER TUNE] button. This sets the  
[DATA ENTRY] slider so it can adjust the overall  
pitch of the keyboard.  
And see  
this  
POLY/MONO  
The DX7 is a polyphonic instrument capable of play-  
ing 16 notes simultaneously This means that while you  
are playing additional notes, up to 16 of them can sus-  
tain at one time. As soon as all 16 notes have been  
played, the DX7 will drop the first of the 16 notes when  
the next one is played. Sometimes, however, you may  
wish to have the instrument act as a monophonic (single  
note) synthesizer... for example, when you're playing a  
lead line. When FUNCTION mode is selected, pressing  
the [MONO/POLY] button sets the DATA ENTRY con-  
trols so you can make the choice.  
3. Experiment with moving the [DATA ENTRY] slider  
up and down. Notice the display toggle between  
"MONO MODE" (slider up) and "POLY MODE" (slider  
down). Now try pressing the adjacent [<] and [>]  
buttons. Notice they do the same thing as moving the  
slider down (<) and up (>). This relationship is true  
for most programming functions.  
Press this  
The display will now look like this  
4. Set the instrument to POLY mode by pressing the [<]  
button or by pulling the slider to the bottom. See how  
the keyboard reacts. Observe that you can play  
chords, and if you hold one key pressing another  
1. Press the [POLY/MONO] button. This sets the [DATA  
ENTRY] slider and buttons so they can toggle back  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
3. Notice that if you hold a key and hold the PITCH  
wheel at a given position, moving the [DATA  
ENTRY] slider will not have an effect. You have to  
release the wheel first and then play to hear the effect  
of the new pitch bend range setting. (This "set-then-  
test" rather than "set-while-testing" function character-  
izes many of the DX7 programming controls.)  
4. Go back and experiment with different step sizes by  
pressing [PITCH BEND-STEP] and moving the  
slider and/or pressing the [+1] and [-1] buttons. The  
bend was continuous with the step size at 0. A step  
size of 1 enables you to hear each semitone as you  
move the wheel, and, at the other extreme, a step  
size of 12 means you'll hear the note or chord "jump"  
a full octave.  
Any step size above 0 sets the range to 12, but spe-  
cific step sizes affects the maximum available range; it  
may not always be as much as plus or minus an  
octave. For example, if you choose a step size of 5  
steps, and move the PITCH wheel slightly you'll get a  
jump up or down of 5 semitones. Full deflection of  
the wheel from its resting position will cause the pitch  
to jump up or down a total of 10 semitones... and  
that'sit. A range of 6 steps, however, would allow for  
an octave of pitch "bend" in 2 increments.  
does not cancel the original note. Leave the instru-  
ment set to POLY mode for the time being.  
17  
Then use either of these  
PITCH BEND RANGE & STEP  
The PITCH bend wheel located at the far left side of  
the keyboard can be used to "bend" notes or chords,  
provided the Pitch Bend Range is set to some non-zero  
value. The wheel is spring-loaded to return to center  
from either direction.  
When the DX7 is set for a pitch bend step size of  
zero, the display should look like this:  
The maximum pitch bend range is adjustable from 0  
(no pitch bend) to a as much as 12 semitones in either  
direction (plus or minus an octave). Additionally the  
PITCH wheel can be programmed for a smooth, contin-  
uous bend, or the change can occur in "steps" of a size  
you set (from 0 to 12 semitones). The RANGE adjust-  
ment works only when the step size is set to 0; when  
discrete steps are selected, the maximum range is 1  
octave, with the step size determining the highest and  
lowest pitch actually available.  
2. Press the [PITCH BEND-RANGE] button and move  
the [DATA ENTRY] slider up and down to get differ-  
ent range values displayed in the window. Play a note  
or chord and use the PITCH wheel to try each setting.  
When you've experimented, leave the system set for a  
maximum 12 semitone pitch bend range. (As soon as  
you select a [STEP] size other than zero, the  
PORTAMENTO FUNCTIONS  
NOTES  
Several related functions are qrouped under the  
FUNCTION heading "PORTAMENTO." The actual  
effects obtained will depend upon more than the  
PORTAMENTO settings.  
[RANGE] is automatically reset to 12 semitones.)  
What you hear will change when the synthesizer is  
settoPOLYorMONOmode.Weinitiallyexplorethe  
PORTAMENTO and GLISSANDO effects in POLY  
mode since that is the mode to which we have.  
already set the DX7.  
Specific effects also change based on the inherent  
sustain programmed into a given voice, and whether  
or not you use the SUSTAIN foot pedal. We recom-  
mend that you have the FC-4 or FC-5 foot switch  
plugged into the rear panel SUSTAINjack in order to  
fully benefit from these instructions. Ifa footswitch is  
not plugged into the PORTAMENTOjack, then the  
portamento will be ON.  
1. Press the [PITCH BEND-STEP] button first. This sets  
the [DATA ENTRY] slider and buttons so they can  
adjust the size of the steps that will be produced when  
you operate the PITCH bend wheel. Try it — move  
the [DATA ENTRY] slider(or press the adjacent [<]  
and [>] buttons) — then play a note and move the  
PITCH wheel.  
Since the RANGE function works only when the step  
size is zero (continuous glide), move the [DATA  
ENTRY] slider, or instead press the adjacent [-1] but-  
ton as many times as may be necessary to obtain a  
step size of zero.  
Then use either of these  
When the DX7 is set for a pitch bend range of plus or  
minus an octave, the display should look like this:  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
PORTAMENTO & GLISSANDO IN POLY MODE  
4. Now play several notes, one after the other, while-  
stepping on the SUSTAIN pedal. Play a bass chord,  
then a high note. Observe that the pitch glides from  
the previously played note(s) to the next note(s), but  
the sustain of the earlier notes remains at their origi-  
nal pitch. Experiment with this effect.  
Sustain: Key Pitch Retain  
1. Press [PORTAMENTO TIME] and use the [DATA  
ENTRY] controls to set a time of 80, as indicated in  
the LCD window. (If the TIME is set at or near zero,  
there will be no discernable portamento or glissando  
effect, regardless of what you do with the other POR-  
TAMENTO functions. Higher values than 80 are OK,  
but will take more of your time than necessary when  
exploring these functions.)  
Then, ifnecessary, movethe  
slider down or press this but-  
tonso the display indicates  
"GLISSANDO=OFF"  
Sustain: Key Pitch Follow  
Assuming you have just completed the previous  
instructions, the DX7 is in "SUSTAIN: KEY PITCH  
RETAIN" mode, with SUSTAIN mode engaged(i.e., GLIS-  
SANDOturnedoff), anda moderatePORTAMENTO  
time of 80. Now let's explore "SUSTAIN: KEY PITCH  
FOLLOW" mode.  
The display should look like this  
1. Since the DX7 is already in PORTAMENTO mode,  
press the [>] DATA ENTRY button or push up the  
slider to set the DX7 to SUSTAIN-KEY PITCH FOL-  
LOW mode.  
Then adjust this  
slider or the adja-  
centbuttons  
3. Now press [PORTAMENTO-MODE] to see which of  
Push up the slider or press this  
button so the display indicates  
"SUS-KEY P FOLLOW"  
two possible modes is engaged; the display will indi-  
cate either "SUS-KEY P FOLLOW" or "SUS-KEY P  
RETAIN." Lets make sure it is set to "SUS-KEY P  
RETAIN."  
Until the display looks like this  
The display should look like this  
Then, ifnecessary, movethe  
slider down or press this but-  
ton so the display indicates  
"SUS-KEY P RETAIN"  
2. Now press [GLISSANDO] to see whether the Glis-  
sando is turned on or not; the display will indicate  
one of two modes ,"GLISSANDO=ON"or "GLISSAN-  
DO =OFF." For now let's make sureit off  
means the DX7 is in PORTAMENTO rather than  
GLISSANDO mode.  
, which  
2. Now play several widely spaced notes or chords, one  
after the other, while stepping on the SUSTAIN pedal.  
Observe that the pitch again glides from the previ-  
ously played note(s) to the next note(s), but the sus-  
tain of the earlier notes also moves up to the latest  
note or chord played (FOLLOWS) instead of RETAIN-  
ING the original pitch.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
MODE], you no longer have a choice of "RETAIN" or  
"FOLLOW" functions; instead, you can choose between  
"FINGERED PORTA" and "FULL TIME PORTA" (where  
"PORTA" refers to portamento or glissando); These differ-  
ences are explained below.  
Glissando (Key Pitch Retain & Key Pitch Follow)  
Glissando is similar to the Portamento effects you just  
explored, with this exception; the pitch glide in Porta-  
mento is continuous, whereas in Glissando it moves up  
or down in 1/2 step increments. Glissando works with  
cither the "Follow" or "Retain" functions.  
19  
at the new one, whereas if you continue holding the  
first key and release the second key, the pitch glides  
back to the original.  
5. Now play several notes in succession, releasing one  
before playing the nest. Notice that there is no porta-  
mento. THIS EXPLAINS "FINGERED PORTA" MODE:  
you only get portamento when one key is pressed  
while another is still being held down.  
Fingered Portamento (and Glissando)  
1. It is OK to leave the Portamento Time at 80, but for  
now, let's turn off glissando by pressing [GLIS-  
SANDO] and then the DATA ENTRY [OFF] button.  
2. Set the DX7 to MONO mode by pressing [POLY/  
MONO]andthentheDATAENTRY[>]button.  
1. Press [PORTAMENTO/GLISSANDO], and then  
press the DATA ENTRY [ON] button to place the  
instrument in glissando mode.  
6. You can obtain a "Fingered Glissando" effect in much  
the same way (with stepped pitch shift instead of a  
continuous glide); just press (GLISSANDO) and then  
the DATA ENTRY [ON] button.  
Full Time Portamento (and Glissando)  
1. It is OK to leave the [PORTAMENTO TIME] at 80,  
although interesting effects can be obtained at lower  
values, too. Leave the keyboard in MONO mode, with  
glissando turned off.  
Then move the slider up or  
press this buttonso the display  
indicates "GLISSANDO=ON"  
2. Select the full time portamento mode by pressing  
[PORTAMENTO-MODE] and then the DATA ENTRY  
[>] button.  
3. Select the Fingered Portamento mode by pressing  
[PORTAMENTO-MODE] and then the DATA ENTRY  
[<]button.  
2. Again play several widely spaced notes or chords  
while stepping on theSUSTAIN pedal. Observe how  
the pitch moves to the most recent note(s) in 1/2 step  
increments. The speed can be changed by pressing  
[PORTAMENTO-TIME] and adjusting [DATA  
ENTRY].  
3. The portamento will work the same as in FINGERED  
PORTA mode if you hold a key and then press a  
second key However, if you now play several notes in  
succession, releasing one before playing the next,  
you'll find the portamento remains active. THIS  
EXPLAINS "FULL TIME PORTA" MODE; you always  
getportamento. even if one key is released before the  
next one is pressed down.  
3. The instrument is still in "FOLLOW" mode, so the  
glissando effect cancels the sustain of previous notes.  
Now try the effect in "RETAIN" mode by pressing  
[PORTAMENTO-MODE] and the DATA ENTRY [<]  
button.  
NOTE Ifa foot switch is plugged into the Portmento  
jack, itwillhave noeffect in the FINGEREDPORTA  
mode. In FULLTIME PORTA mode, the footswitch  
can be used to turn the effect on and off.  
4. Observe that if you hold down one key, then press a  
second key that is a higher or lower note, you will  
hear the pitch from the original note move to the new  
pitch. If you then release the first key the pitch stays  
PORTAMENTO & GLISSANDO IN MONO MODE  
When the DX7 is placed in MONO mode rather than  
POLYmode, theavailableportamento/glissandoeffects  
change somewhat. When you press [PORTAMENTO  
Download from Www.Somanuals.com. All Manuals Search And Download.  
       
20  
4. You can obtain a "Full Time Glissando" effect in much  
the same way (with stepped pitch shift instead of a  
continuous glide); just press [GLISSANDO] and then  
the DATA ENTRY [ON] button.  
button again shows either "SYS INFO AVAIL" or "SYS  
CARTRIDGE FORMAT  
INFO  
depending on how you press the  
[YES]UaNnAdV[ANIALOV"],AbILu"ttons.  
Voice selector button [11] serves a special purpose in  
the FUNCTION mode. Pressing this button selects the  
cartridgeFORM(format)function.Formattingerasesall  
the voices in a RAM cartridge. Don't experiment with  
this feature unless you're willing to loose the voices on  
the RAM. Instead, read the description in the "FUNC-  
TION mode" portion of the "Quick Basic Features" sec-  
tion of this manual. See page 9.  
"SYS INFO  
enables you to program other  
5. Enough work — take a fun break! Now that you've  
been exposed to some of the FUNCTION control  
features, try using them with other voices. You can  
select any voice by pressing either [MEMORY  
SELECT-INTERNAL]or[MEMORYSELECT-  
CARTRIDGE] and then any voice selector button  
from 1 to 32. Once you've selected a voice, press  
[FUNCTION] to experiment with the Master Tuning,  
Poly/Mono, Pitch Bend and Portamento functions.  
When you've finished experimenting, select the "E.  
PIANO 1" voice again.  
devices connected by MIDI cable — to send every  
parameter for one voice or all 32 internal voices from  
the Master to the Slave, and you can also select and play  
voices on the Slave(s). To send all 32 voices to aAnVoAthILe"r  
DX7 (or 20 of them to  
a
DX9), once "SYS INFO  
is  
displayed, press the MIDI button [8] again and, when  
the display asks "MIDI TRANSIT?" press the [YES] but-  
ton (memory protect must be OFF in the other synthe-  
sizer). Individual voices or parts of voices can also be  
transferred. If you set the instrument so it displays "SYS  
INFO UNAVAIL," then you can change programs(select  
different voices) and play the Slave from the Master, but  
you cannot transfer voice parameters from one instru-  
ment to the other.  
BATTERY CHECK  
The battery backup preserves the internal RAM voice  
memories when the AC power is turned off. The normal  
batteryvoltagerangesfrom2.3to3.5volts.Ifthebattery  
voltage is too low, the synthesizer will operate normally  
but any voices in the internal memories may be lost or  
altered when power is turned off. Therefore, it is advis-  
able to check the battery voltage prior to turning off the  
instrument and, if it is low, be sure the internal voices  
are saved on a cartridge. (Refer to page 49 for instruc-  
tions on storing your voices in the RAM cartridges.)  
NOTE The following modes should be reset as indica-  
ted so that the rest ofthe instructions in this section  
can be accomplished without confusion from any  
portamento, glissando, orpitch bendeffects. Press  
[FUNCTION], then:  
A. Return to polyphonic mode by pressing [POLY/  
MONO] and then [<].  
EDIT RECALL  
B. Turn off glissando mode, if engaged, by pressing  
[GLISSANDO] and [OFF].  
This function is used as an "emergency backup" to  
recall a voice that was "lost" while it was being edited or  
created from scratch. Please do not press this button  
right now; if you already have, just press [NO] or an-  
other FUNCTION button, like [BATT CHECK]. This  
button's operation is described in the "FUNCTION  
Mode" portion of the "Quick Basic Features" section of  
this manual. See page 9.  
C. Set the portamento time to zero by pressing [POR-  
TAMENTOTIME] and pullingthe[DATA  
ENTRY] slider down so the display indicates  
"PORTATIME=0".  
Press the [BATTERY CHECK] button and examine  
the voltage. If it is below 2.2 volts, the battery must  
be replaced; if it is over 3.6 volts, something may be  
wrong with the DX7.  
D. It doesn't make any difference which portamento  
mode is set since, with the time at zero, there is no  
effect.  
MIDI  
MIDI is an acronym for Musical Instrument Digital  
Interface. The MIDI connectors on the back of the DX7  
permit 16 channels of digital information to be shared  
with other synthesizers, sequencers, and computer con-  
trollers. MIDI permits two or more synthesizers to be  
played from one keyboard, as well as remote-controlled  
voice selection and even remote-controlled voicing  
within the DX series. Voice selector button [8], the  
[MIDI] button, actually selects multiple functions in the  
FUNCTION mode when it is pressed successive times.  
When the display shows "MIDI CH ?" you use the [<]  
and [>] to select any of the 16 MIDI channels for receiv-  
ing information: only Channel 1 is needed to remotely  
program or play multiple synthesizers (the other chan-  
nels are reserved for sequencers, computer interface and  
as yet undetermined future uses). Pressing the [MIDI]  
VOICE INTT (Initialize)  
This function is used to create a new voice "from  
scratch," and pressing it is the first step of an alternative  
method of entering the EDIT mode. Please do not press  
this button right now; if you already have, the display  
shows "VOICE INIT?"; press [NO] or any other FUNC-  
TION button to cancel the mode. This button's operation  
is described in the "FUNCTION mode" portion of the  
"Quick Basic Features" section of this manual. See page  
9.  
The voltage should be between 2.3 and 3.5  
CAUTION The battery is a long-life Lithium  
type, and when it is exhausted (below 2.2  
volts) it must be replaced by your Yamaha  
dealer. Be sure you save any internal voice on  
Download from Www.Somanuals.com. All Manuals Search And Download.  
     
a RAM cartridge before submitting the instru-  
ment for a new battery or repair. See page 49  
for Cartridge Save and Load descriptions and  
directions. Please do not try to change the  
batteryyourself;expensivedamagethatisnot  
covered by your Warranty may result.  
(Actually each operator or "sub-component" of a voice  
may or may not be internally programmed to be sensi-  
tive to these modulation sources.) The fourth button,  
RANGE, lets you set the maximum amount of modula-  
tion that can be applied to each of the adjacent three  
voice components.  
2. For now, the object is to turn off all modulation.  
Therefore, if the display shows "WHEEL  
21  
PITCH=ON", use [DATA ENTRY] to turn if off.  
The only difference between the four groups of four  
FUNCTION controls is the means you use to control the  
LFO modulation. It can be introduced:  
MODULATIONWHEEL  
FOOT CONTROL  
BREATH CONTROL  
AFTER TOUCH  
Moresliderdownorpressthis  
button to turn offthemodula-  
tion  
A) when you move the modulation wheel at the left of  
the keyboard,  
B) when you tilt an FC-3A foot controller plugged into  
the MODULATION jack,  
C) when you blow into the BC-1 breath controller  
plugged into the BREATH CONT jack, or  
D) when you press hard on a key (or keys) to activate  
the after touch sensors within the keyboard.  
Because the four groups of modulation controls all  
operate similarly we will concentrate primarily on just  
one modulation source: the MODULATION WHEEL.  
First, make sureall modulation is OFF  
NOTE While you may not be using a given source of  
modulation, it can still affect the voice if its FUNC-  
TION control parameters are inappropriately set.  
SOME SETTINGS COULD RESULT IN LITTLE OR NO  
AUDIBLE OUTPUTFROM THE SYNTHESIZER.  
Therefore, to simplify the operation as we go through  
the following explanations, we first instruct you to turn  
off all the modulation sources except the MODULA-  
TION WHEEL. Later when you actually play the  
instrument, you can turn on the modulation as you  
wish.  
3. Repeat steps 1 and 2 above, but instead of pressing  
[MODULATION WHEEL PITCH], press [MODULA-  
TION WHEEL- AMPLITUDE] and then [MODULA-  
TION WHEEL-EG BIAS]. In each instance, use  
[DATA ENTRY] as required to turn OFF the modula-  
tion.  
1. If the instrument is not still in FUNCTION mode  
(upper line of the LCD display showing "FUNCTION  
CONTROL), press the [FUNCTION] button. Then  
press [MODULATION WHEEL-PITCH] and see  
whether the modulation is on.  
And press this if necessary to  
ensure all the modulation  
sources are turned off  
4. Now repeat steps 1 through 3 above for the Pitch,  
Amplitude and EG Bias functions of the FOOT CON-  
TROL, BREATH CONTROL, and AFTER TOUCH  
groups; in each case. make sure the LCD display  
indicates the function is OFF or else use (DATA EN-  
TRY] to turn it off.  
When we arrange these four groups of FUNCTION  
controls above one another on this page (for the Modu-  
lation Wheel, Foot Control, Breath Control and After  
Touch), you can see the groups are essentially identical.  
There are three main components of a voice to which  
LFO modulation can be applied: to the PITCH, to the  
AMPLITUDE, or to the EG (envelope generator) BIAS.  
NOTE It is not necessary to press the [RANGE] but-  
tons to set the range for any of these modulation  
sources because the range has no effect when the  
modulation is turned off.  
(The ??? will either be "OFF"or "ON")  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
22  
5. Play the keyboard and then move the MODULATION  
WHEEL toward "MAX". Notice it does not change the  
sound; that's because you just turned OFF the Wheel's  
effect.  
modulation achieved with the wheel will depend not  
only on the setting of the wheel itself, but also on the  
set Range, and on the Pitch Modulation Sensitivity of  
individual voices.  
4. If you don't hear pitch modulation with the "WHEEL  
PITCH= ON", the Wheel at MAX, and the "WHEEL  
RANGE= 99", leave these controls set, and try other  
voices. Other voices may be programmed to be sensi-  
tive to pitch modulation.  
From this point, you can access other voices by press-  
ing [MEMORY SELECT-INTERNAL] or [MEMORY  
SELECT-CARTRIDGE]. Then press each voice selec-  
tor button, [1] through [32], and move the MODULA-  
TION WHEEL back and forth to test these voices.  
When you find a voice that sounds interesting with  
the pitch modulation, again press the [FUNCTION]  
button and try moving the [DATA ENTRY] slider to  
change the modulation RANGE so you can hear how  
the wheel works at other than maximum available  
range.  
3. Set the MODULATION Wheel at maximum (notch in  
the wheel toward the back of the instrument). Then  
press [MODULATION WHEEL-RANGE] and use  
the [DATA ENTRY] slider to set different values from  
0 (no modulation) to 99 (maximum modulation) while  
playing the keyboard. IF YOU DON'T HEAR THE  
MODULATION, BE SURE YOU'RE HOLDING DOWN  
THE KEYS FOR AT LEAST A FEW SECONDS.  
Set this wheel  
at maximum  
NOTE You will now be asked to turn on the MODU-  
LATION WHEEL effects and see how they can be  
used to alter the sound of different voices.  
5. Now that you've explored the Modulation Wheel  
PITCH modulation, try applying AMPLITUDE modu-  
lation.  
Selectively turn ON and try the modulation  
1. Press [MODULATION WHEEL-PITCH] and then  
press the DATA ENTRY [ON] button to activate the  
pitch modulation effect.  
And set this wheel to take  
advantage of the maximum set  
modulation  
To work without confusing two types of modulation,  
you'll want to turn ON only one effect at a time.  
Therefore first turn OFF Pitch modulation by pressing  
[MODULATION WHEEL-PITCH] and then DATA  
ENTRY [OFF]. Then turn ON Amplitude modulation  
by pressing [MODULATION WHEEL-AMPLITUDE]  
and DATA ENTRY [ON].  
NOTE Applying AMPLITUDE modulation makes  
individual operators (voice sub-components) louder  
and softer, which can affect the volume or the tone or  
both, depending on the particular voice's internal  
structure. Once again, the voice must be programmed  
to be sensitive to the type of modulation. The voice we  
have been using as an example, "E.PIANO 1 " is sensi-  
tive to pitch modulation, but not to amplitude modula-  
tion, so the wheel will not have any effect on the voice  
with only amplitude modulation turned on. Try the  
other voices to find one which is sensitive to amplitude  
modulation; a saxophone voice would be a likely  
choice.  
Then move this slider up to  
achieve the maximum possible  
range of modulation  
Then move slider up or press  
this button to turn on the  
modulation  
And see this  
6. In a similar fashion to step 5 above, turn OFF the  
[MODULATION WHEEL-AMPLITUDE] and turn  
ON the [MODULATION WHEEL- EG BIAS]. The  
EG bias does not utilize LFO modulation, but instead  
it varies the amplitude of any envelopes whose Modu-  
lation Sensitivity is programmed to a value greater  
than zero. As a result, you can use the MODULATION  
Wheel (or any modulation controller such as the  
IMPORTANT NOTE At this point it is still possible that  
you won't hear any pitch modulation, even when the  
wheel is at maximum and the [MODULATION  
WHEEL-RANGE] is set to 99. This is because the  
voice itself must first have been programmed to be  
sensitive to pitch modulation.  
2. Play the keyboard and operate the MODULATION  
WHEEL.  
AT THIS POINT YOU MAY OR MAY NOT HEAR THE  
PITCH CHANGE IN A VIBRATO-LIKE FASHION.  
THERE REMAIN SEVERAL VARIABLES WHICH WE  
HAVE NOTYET DISCUSSED. Theamount ofpitch  
Download from Www.Somanuals.com. All Manuals Search And Download.  
HOW THE DX7 CREATES SOUNDS  
Breath Controller or Foot Controller) to turn notes up  
and down within the existing envelopes, provided  
you are also playing the notes on the keyboard. The  
more EG bias, the less amplitude is present when you  
play a note; the level increases when you add EG bias  
by advancing the Wheel.  
Operators  
The Yamaha DX Series FM digital synthesizers use  
pure tones (sine waves) that interact to create all the  
overtones needed for any voice. Each sine wave oscilla-  
tor has its own envelope generator. The combination of  
the two is called an "operator."  
7. When you've experimented with [MODULATION  
WHEEL-EG BIAS], turn it OFF, and try each of the 3  
types of modulation with the other sources (Foot  
Control, Breath control and After Touch).  
Each of the above sources of modulation can be pro-  
grammed to function differently, so this is not neces-  
sarily a redundant system. For example, you might  
use the after touch to add pitch modulation, the mod-  
ulation wheel to add amplitude modulation, and the  
breath controller to alter EG bias (blowing notes,  
provided you first hold down the key(s)) for a given  
voice.  
8. After you've explored all the modulation functions,  
we recommend that you go through them and set  
them in a way that will be useful as you work  
through other sections of this manual. Therefore,  
please set the modulation as follows:  
The primary functional circuit in the DX7 is comprised  
of the digital SINE WAVE OSCILLATOR plus a digital  
ENVELOPEGENERATORwithmultiple inputsandjust  
one output. This is called an OPERATOR.  
When the outputofone OPERATOR is "patched"to the  
input ofanother Operator, the result is a complex wave-  
form. This is the essence of FM SYNTHESIS.  
If you could look inside an operator (which is just a  
digital circuit), you might see a block structure that looks  
like this:  
FUNCTION  
CONTROLLER  
PITCH  
ON  
RANGE  
50  
AMPLITUDE  
OFF  
EG BIAS  
OFF  
MODULATION WHEEL  
FOOT CONTROL  
BREATH CONTROL  
AFTER TOUCH  
ON  
OFF  
51)  
50  
50  
OFF  
ON  
OFF  
OFF  
ON  
OFF  
OFF  
(These settings are not ideal for all voices. If, for in-  
stance. you're playing the voice called "SAX - BC1", you  
will want to turn ON the Breath Controller EG bias, and  
perhaps set Us range to 99.)  
Carriers, Modulators and FM  
The DX7 has 6 operators. When the output of one  
operator is connected to the input of another, modula-  
tion occurs. Harmonics are generated — up to a whole  
spectrum of frequencies that are the equivalent of a  
triangle wave or a sawtooth or a square wave, etc. — all  
from a pair of sine waves. Additionally, operator's sine  
wave outputs can be mixed together. The two processes,  
mixing and modulating (whereby the sine waves inter-  
act and produce complex sounds), are called FM synthe-  
sis.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
24  
ADlgifoferrietnht marrasngements of operators are known as  
can be programmed to change over time, just as a  
of the sound you achieve is highly dependent upon the  
frequencies and levels you program into the operators  
(modulators and carriers). The 32 algorithms available in  
the DX7 were selected because they offer a broad spec-  
trum of useful programming possibilities.  
plucked string changes its overtones as the note decays.  
"algorithms." An algorithm is something like a "patch"  
on a modular synthesizer; it defines the way the opera-  
tors are interconnected, only instead of using patch  
cords, the DX synthesizers digitally switch the operators  
to make up the various algorithms. The DX7 lets you  
select among 32 different algorithms. Referring to the  
diagrams on the top panel of the synthesizer, the small  
boxes numbered 1-6 are the operators, and each "map"  
pf operators (numbered 1-32) is an algorithm:  
Depending on the selected algorithm, operators can  
be stacked up vertically ("series connected"), arranged  
side by side ("parallel connected") or both. In the vertical  
arrangement, when the output of one operator is con-  
nected to the input of the next, the result is modulation  
— the essence of FM synthesis. By convention, we call  
the operator at the bottom of a vertical stack the "car-  
rier", and any operators that are above and which feed  
its input are known as "modulators." By increasing the  
output level of the modulators) going into a given the  
carrier, you increase the number of harmonics present,  
extending the bandwidth of the voice (making it more  
"brilliant").  
#
ALGORITHM 5  
has 3 carriers and 3 modulators  
#
Algorithm  
5
#
ALGORITHM 1  
Algorithm 1 has 2 carriers and 4 modulators  
stack of  
3 modulators  
& 1 carrier  
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 CANT 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.  
#
ALGORITHM I6  
Algorithm 16 has 1 carrier and 5 modulators.  
#
Most algorithms have multiple carriers and modula-  
tors. In one algorithm a given operator may be a carrier,  
while in the next algorithm it may be a modulator —  
the only difference is how it is connected. In algorithm  
#
5, for example, there are 3 vertical stacks connected in  
A given arrangement of OPERATORS is called an AL-  
GORITHM. The available Algorithmsare numbered.  
parallel, and each stack has a single modulator con-  
nected to a single carrier. Thus algorithm 5 has an equal  
number of carriers and modulators (3 of each). In con-  
#
Illustrated here is Algorithm 1, which happens to have  
2 parallel STACKS, one with 2 operators, and the other  
with 4 operators.  
#
trast, all 6 operators in algorithm 32 are carriers... there  
#
are no modulators, while in algorithm 16 there are 5  
modulators and just 1 carrier.  
#
#
As you move from algorithm 32 to 1, there is a  
greater potential for increased harmonic complexity due  
to the structure of the algorithm. However, the algorithm  
alone does not determine the sound. The actual nature  
The relationship between algorithms and the  
sound  
#
ALGORITHM 32  
#
By changing the relative frequencies of each operator,  
you can change not only the fundamental pitch of the  
note, but also the frequencies present in the note's har-  
monic structure. Thus, the timbre of the voice can be  
precisely controlled. In addition, because each operator  
has its own envelope, the harmonic structure of a note  
Algorithm 32 has 6 carriers and no modulators.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
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 resulting waveforms created by 1:1,2:1 and 3:1  
frequency ratios when a modulator is stacked atop a  
carrier — for example, operators 1 and 2 in Algorithm 5  
or 16. In the right column you see the resulting wave-  
forms from these same 3 frequency ratios when the two  
operators are side-by-side, both serving as carriers so  
there is no frequency modulation, but instead there is  
additive synthesis.  
relative output levels between operators; the greater the  
level of the modulator, the more harmonics are present.  
feedback paths are part of every algorithm, feedback is  
not used in every voice; an editing function permits the  
amount of feedback to be set to any of 8 values from  
none (0) to a maximum (7).  
Often, the only difference between two algorithms is  
the location of the feedback loop. This is true with algo-  
rithms #3 and #4, and with algorithms #5 and #6, as  
illustrated. If you were to switch between either of the  
two algorithms in a pair with the feedback level at 0,  
there would be no difference in the sound, whereas  
with the feedback at a higher setting, the sound could  
differ significantly.  
25  
Feedback is available in every algorithm  
Notice that every algorithm includes one FEEDBACK  
path. The feedback is usually "wrapped around" a single  
operator, with a few exceptions noted below. The feed-  
back returns a portion of the operators output back to  
an additional input on the same operator (except in  
algorithms #4 & #6, where the feedback is returned to  
the top modulator on the "stack". In effect, the operator  
is modulating itself when feedback is used. While the  
Still more variations can be achieved by changing the  
If FEEDBACK is at 0, these two algorithms become  
identical  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
Envelopes and Envelope Generators  
Consider what happens when you play a note. The  
volume goes up to some value, then eventually falls to  
nothing, with some sort of reasonably well defined pat-  
tern that is characteristic of the particular instrument.  
For example, a low note on a pipe organ starts slowly  
when you press a key due to the time the column of air  
takes to build up in the long pipe, and the note takes a  
while to die away as the column of air collapses in the  
pipe. In contrast, a note played on a wood block starts  
quickly as the mallet strikes the block, and dies quickly  
as the block stops resonating. The overall pattern of the  
volume when you play a note — how loud the note  
becomes at any instant, and how long it takes to change  
in level — is known as the "volume envelope." Organs  
and wood blocks have very different envelopes. With  
some unusual "synthesizer" voices, a note may not end  
at zero volume, so the next note won't start at zero  
volume. In some cases, notes can start at maximum,  
then go to zero when you press a key then come back  
to maximum level when you release the key; These are  
exceptions to the rule, and such notes still have enve-  
lopes, even if they are inverted.  
When the operator reaches LEVEL 1, it doesn't stay  
there. Instead it immediately begins moving toward the  
next level in the envelope, LEVEL 2, and it moves to  
LEVEL 2 at RATE 2 (R2).  
26  
The change from LEVEL 1 to LEVEL 2 can be an  
increase in level, or a decrease in level, depending on  
the values you have chosen for these points in the enve-  
lope. If, for example, you set LEVEL 1 at the mid point,  
and LEVEL 2 at maximum, when you play a note, the  
level of the operator will increase to LEVEL 1 and con-  
tinue increasing to LEVEL 2. If RATE 1 and RATE 2 are  
similar, you won't hear two distinct envelope segments.  
Instead there will be one smoothly increasing sound.  
Suppose, however, that RATE 1 and RATE 2 are quite  
different — say RATE 1 is slow and RATE 2 is fast. In  
that case, you'll hear a distinct "knee" as the sound  
slowly reaches LEVEL 1 and then jumps to LEVEL 2 at  
the faster rate.  
If LEVEL 2 is lower than LEVEL 1, then the sound  
will begin decreasing in level as soon as it reaches  
LEVEL 1. falling to LEVEL 2 at RATE 2. If LEVEL 1 and  
LEVEL 2 are both set to the same level (other than  
zero), RATE 2 has no meaning since the sound is  
already at LEVEL 2 the instant it reaches LEVEL 1;  
therefore set it to 99. In any case, the sound continues  
to move on to LEVEL 3.  
Similarly, changes in timbre occur from the onset of a  
note to the time it dies away; these changes can also be  
defined by an envelope.  
In the DX7, each of the 6 operators can be pro-  
The sound moves from LEVEL 2 to LEVEL 3 (which  
may be higher, lower or the same as LEVEL 2); the  
transition occurs at RATE 3. You may see the similarity  
between the second and third segments of the DX7  
envelope illustrated (LEVEL 1 to LEVEL 2 and LEVEL 2  
to LEVEL 3) and the decay portion of a standard ADSR.  
If LEVEL 1 is the highest level in the envelope, LEVEL 2  
is lower, and LEVEL 3 is still lower, you have a 2-stage  
decay to LEVEL 3. If, on the other hand, LEVEL 3 is set  
higher than LEVEL 2, then only the LEVEL 1 to LEVEL  
2 segment is a decay, and the LEVEL 2 to LEVEL 3  
segment becomes a secondary attack (at RATE 3) to the  
higher level.  
LEVEL 3 is different than the first two because when  
it is reached, the sound does not automatically move  
toward the next level. Instead, the sound remains at  
LEVEL 3 for as long as you hold down the key.. or if a  
sustain pedal is used, for as long as you step on the  
pedal. LEVEL 3 thus corresponds to the sustain level in  
a conventional ADSR envelope.  
When you stop pressing on a key (or lift your foot  
from the sustain pedal), the sound immediately begins  
moving toward LEVEL 4 at RATE 4. It makes no differ-  
grammed with its own envelope. Generally speaking, if  
an operator acts as a carrier in a given algorithm, its  
envelope controls the volume of the note. If an algo-  
rithm acts as a modulator, its envelope controls the  
timbre. (This is a useful conceptual model, although  
somewhat of an over simplification.)  
Illustrated here is a copy of the envelope diagram near  
the upper right corner of the synthesizer front panel. We  
have a few additional notes of explanation. The illustra-  
tion is an aid to visualizing the DX7 envelope settings as  
you program or edit a voice. There are actually trillions  
of possible envelopes you can define with these EGs.  
Each envelope generator in the DX7 permits you to  
set 4 different LEVELs and to set 4 specific RATEs at  
which the envelope moves from each level to the next.  
We use the term "level" rather than "volume" or "tonal  
value" because the envelope of the operator you're  
adjusting could affect the volume or timbre depending  
on the operator's location within the algorithm.  
over a half a minute to reach LEVEL 1, depending on  
the setting of RATE 1 (R1).  
NOTE Ifyou are familiar with analog synthesizers that  
have Attack-Decay-Sustain-Release envelope genera-  
tors (ADSR EGs), you may recognize the line defined  
by R1 and L1 as the "attack"portion of the envelope.  
There are parallels between a conventional ADSR EGs  
and the DX7's EGs. However the DX7 envelopes are  
much more flexible than ADSR types because the DX7  
offers 8 precisely programmable parameters (R1, L1,  
R2,L2. R3,L3, R4, L4) insteadof4(A-D-S-R). It's not  
really important for you to understand ADSR enve-  
lopes when you're programming the DX7, but ifyou  
already do and are curious about the comparison, see  
the envelope discussion in the Advanced Program-  
ming Notes section of this manual.  
LEVEL 1 (L1) is the level to which the operator begins  
moving as soon as you press down the key The opera-  
tor may reach L1 almost instantaneously, or it may take  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
PROGRAMMING VOICES: A TUTORIAL  
Twobasicapproachestocreatingyour  
own sounds on the DX7.  
In this section of the manual, we present information  
ence whether the envelope had reached LEVEL 3 and  
was sustaining, had just reached LEVEL 2, or had not  
yet reached LEVEL 1. Whatever the level when you  
release the key, the sound immediately moves toward  
LEVEL 4 at RATE 4. At the slowest setting for RATE 4,  
the sound can linger for so long that you think the note  
is stuck (up to 3 minutes). Typically LEVEL 4 is set at  
zero (minimum or "off") so that the note eventually turns  
off. RATE 4 is analogous to the release time in a stand-  
ard ADSR.  
A major advantage of the DX7 envelope is that each  
of the 8 parameters can be set to any of 100 values, pro-  
viding precision and repeatability The maximum value  
of each LEVEL setting is 99, with a minimum value of  
zero (off). Similarly, the maximum rate is also 99 (fastest  
change in level). Mathematically, this works out to pro-  
vide something over 1,000,000,000,000,000 different  
envelopes (that's right, 15 zeroes!).  
27  
in an order which should make it possible for you to  
achieve immediate, audible and satisfying results as you  
learn to program a voice. To aid in organization of the  
information, we have used subheadings that often use  
the name of the button, or that describe the use of sev-  
eral buttons which, together, achieve the programming  
function being discussed. Many of these subheads  
There are two basic approaches to programming the  
DX7. First, you can run through all the available preset  
voices, choose one that is close to the sound you want,  
and then edit that voice to create the sound you want.  
Second, you can "initialize" the editing buffer of the DX7  
and create a voice "from scratch," one that does not rely  
at all upon any previously created voice.  
include their own step-by-step instructions. Weintention-  
ally restart with Step 1 for each subhead so that you can  
later review a single subhead and follow the steps for  
programming that particular parameter. Once you have  
become familiar with the DX7, there is no "rule" that  
you have to follow this order. For now, however, please  
read and follow these instructions as presented.  
NOTE If you do jump ahead and "get lost" or should  
you accidentally program one parameter when you  
thought you were working on something else, an  
"emergency bail out" is always available: return to the  
[VOICE INIT] function presented here at Ihe beginning  
of this section. Turning power off and on will NOT  
reset your voice.  
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. (We don't  
mean to say that you can't edit an existing voice into  
something radically different, but the knowledge and  
effort required to do that in a predictable fashion are  
formidable.) If you are looking for a unique voice that is  
totally unlike any preset, it is probably best to start "from  
scratch." The decision about which approach to use will  
become easier as you gain experience with the DX7.  
Initially we urge you to read this section and follow  
instructions carefully as we give you a "guided tour" of  
the DX7 and show you how to program a voice "from  
scratch." This may seem more difficult, but it is actually  
a much better way for you to learn how each of the  
editing parameters (functions) really works. In the begin-  
ning, it may seem almost overwhelming due to the  
unfamiliar terminology and technology. However, as you  
become familiar with the instrument and gain a working  
knowledge of envelopes, frequency ratios, keyboard  
scaling, and so forth, you'll find creating a voice "from  
scratch" will become much easier, and editing an exist-  
ing voice (a preset or one of your own prior creations)  
will become a fast, relatively simple process.  
NOTE: Ifyou program a carrier envelope so LEVEL 4  
is greater than 0, the sound will not die. Ifyou pro-  
gram RATE 4 at or new 0, the sound will seem to last  
"forever" Even if you then reset LEVEL 4 to 0 and  
RATE 1 to 99, the sound will continue until you play  
16 notes, the 16th note cancels the last "lingering"note  
that was programmed with the previous settings.  
VOICE INITiaIization  
When you want to program a voice "from scratch,"  
you do it by initializing a voice. That is, regardless of  
which voice you are currently playing, you reset all its  
parameters to a starting point which is about the sim-  
plest setting that will still produce a sound. This could  
take many minutes of button pushing if you had to  
manually check each programmable item. To save time,  
you can instead use the [VOICE INIT] function.  
Although you gain access to "Voice Initialize" from the  
FUNCTION mode, the actual voice is not programmed  
with the DX7 in FUNCTION mode. As soon as you have  
performed the steps below to initialize the voice, the  
DX7 is automatically placed in the EDIT mode, and then  
the programming begins.  
Programmingavoice"fromscratch"  
In order to begin programming a voice "from scratch,"  
you'll want to have a clear memory location so that  
when you've completed working on the voice, you can  
save it. Actually, any of the DX7 internal memories can  
be used. Nothing is erased while you are creating a  
voice, but when you're done and you store the new  
voice in one of the memories, whatever voice had been  
in that memory will be erased.  
1. To gain access to the "Voice Initialize" function, press  
[FUNCTION], and then [VOICE INIT], and answer  
the displayed prompts.  
CAUTION Ifyou are using the synthesizer after  
someone else has been programming voices,  
make sure those voices have first been stored  
on a RAM cartridge before proceeding. Other-  
wise you might accidentally "erase" or change  
someone else's efforts.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
     
28  
2. Assuming you want to initialize the voice edit mem-  
ory (buffer), answer affirmative by pressing [YES]. (If  
you changed your mind and don't want to initialize a  
voice, press [NO]; the display won't change, but the  
voice will not be initialized and you can select any  
other function you wish.)  
What is intialization?  
HNoowwtleot'sIn"dteecordpe"rtehtetdhisepldayissopylaouycan understand  
the useful programming information being presented.  
What have you just done? You have created a "blank"  
in a special memory called the editing buffer. That buffer  
memory normally contains the same cartridge or inter-  
nal memory voice you have selected to PLAY or EDIT  
However, once you have "initialized" the editing buffer, it  
no longer contains the same information. Instead, it  
contains a special "initialized" voice. That voice is noth-  
ing more than a sine wave (a pure tone) which is either  
on or off.  
Remember there are 6 operators. Again, you can  
think of these as 6 individually pre-settable sine wave  
oscillators each with its own envelope generator that  
defines how the operator level changes when you play a  
note. In the "initialized" voice, all the operator's EG are  
set to produce an envelope with a "square" shape. That  
is, when you press a key to play a note, the operator  
(the sine wave carrier in this case) is on, and when you  
release the key and the operator is immediately off. Try  
playing a few notes and hear for yourself.  
3. The DX7 gives you one last opportunity to avoid  
wiping out any voice which you might have been  
creating by asking "are you sure you want to initialize  
the voice editing memory?" In this case you are sure,  
so answer [YES] again. (If you answer [NO], the  
display won't change, but the voice will not be initial-  
ized and you can select any other function you wish.)  
All operators' output levels are set at 0 except operator  
1, which is set at maximum output level (99). In this  
case, algorithm 1 is automatically selected by the initiali-  
zation. This algorithm has 2 carriers and 4 modulators:  
operator 1 is a carrier (at the bottom of one stack).  
Because operator 1's output level is fully on, you can  
hear the sine wave it produces. You hear only a pure  
tone because the other operator's levels are at 0, effec-  
tively turning them off even though the operators are  
"available" because their envelopes are "on". Thus there  
is nothing to modulate operator 1, nothing to produce  
the harmonics which might create various timbres.  
The pitch of each operator is set to frequency ratio  
mode at 1.00, so when you play a "C" you hear a corre-  
sponding pitch, as explained in one of the following sub-  
sections. There is no transposition, keyboard scaling,  
detuning of the operators, feedback, etc. In other words,  
all "enhancements" are turned off.  
LookingattheinitialEGsettings  
Since the envelope is one of the primary factors that  
you use to distinguish different sounds, we'll begin pro-  
gramming with the EG (envelope generator) parameters.  
1. Press the [EG LEVEL] button, and observe the dis-  
play You can now examine and/or change one level  
at a lime in the envelope for whichever operator is  
the "current" operator. DO NOTPRESSANYOTHER  
BUTTONS OR MOVE ANYTHING UNTIL YOU FOL-  
LOW THE NEXT STEP.  
4. The memory number in the LED display will be  
whatever had been last selected, but this has no effect  
here. Also, the particular operator displayed at the top  
right, and the editing parameter displayed on the  
bottom line may vary because the DX7 will show the  
last used functions or settings. However, it will always  
initialize to algorithm 1 with all 6 operators enabled  
(turned on).  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
29  
This envelope, with all maximum levels (except Level  
4) and maximum rates defines a "square" envelope  
that turns on to maximum level the instant you press  
a key and turns off completely the instant you release  
the key If you could see the envelope, it would look  
like this:  
The "current" operator is that one whose parameters  
are being displayed, and which is ready to be repro-  
grammed. You can see which one is current (OP1  
through OP6) by looking at the upper right hand  
comer of the LCD display A"?" is illustrated here  
because we don't know which operator is current  
(that is not reset by the VOICE INIT function).  
2. Press [OPERATOR SELECT] as many times as nec-  
essary until the upper right corner of the display  
shows OP1; if OP is already displayed, you can skip  
this step.  
This is what the "initialized" envelope would look like if  
you could see it. You can hear it, though.  
ALG1 1 1 1 1 1 1 OP1  
EG LEVELS =99  
ALG1 1 1 1 1 1 1  
EG LEVELS =99  
OP1  
Actually, since L1 and L2 and L3 are the same, R2  
and R3 should be set to 99 here to avoid anomalies.  
This rate does not affect the "square" envelope;  
because the level does not have to change in this part  
of the envelope, the rate of change is inconsequential.  
R1 (where the sound first builds to L1) and R4 (where  
thesound fallsto L4)dohaveaneffect, as we are  
about to demonstrate.  
NOTE At this point, operator 1, a carrier, is the only  
operator contributing to the sound because the output  
levels of operators 2 through 6 were set at zero when  
youinitializedthevoice.Ifyouweretoplaythekey-  
boardwiththedisplayshowing"OP2"oranyother  
operator you would be hearing only operator 1. If you  
were to then go ahead and adjust the envelope of an  
operator other than OP1, you would not hear any-  
thing change because only operator 1 is contributing  
to the sound in the DX7's current status. This step,  
selecting the "current operator" to be OP1, is necessary  
so that you will hear the results of the adjustments we  
ask you to make in subsequent steps.  
ALG1 1 1 1 1 1 1 OP1  
EG LEVEL 4 = 0  
4. Lets look at the 4 envelope rates. Press the [EG  
RATE] button, and the display will now show you  
Rate 1. Press it 3 additional times to see the remain-  
ing 3 rates. Both EG Rate and EG Level work like  
this, in a continuous cycle through the 4 available  
points.  
ExperimentingwiththeEG  
Now lets alter the initial envelope to cause the volume  
to gradually work up to the maximum (the L1/L2/L3  
level), and then gradually reduce to zero (the L4 level)  
1. Press EG RATE as many times as required so the  
display shows Rate 1 (it should be just once if you  
followed the previous instructions to the letter.) Then  
move the [DATA ENTRY] slider until the rate  
changes from 99 to 25, stopping several times to play  
the same note so you can hearthe changes that recur  
at slower and slower rates.  
3. Lets just look at the 4 levels for this envelope without  
changing them. The display should already show you  
that Level 1 is set at 99 (the maximum), as illustrated  
above. Press [EG LEVEL] 3 additional times, examin-  
ing the display each time you press the button. Notice  
that Level 1, Level 2, and Level 3 are all set at 99, but  
Level 4 is at zero. Normally Level 4 will be set to zero  
because if it is at a non-zero point the sound will not  
fall to silence when you release the key (A Level 4  
value higher than zero is something like latching the  
Voltage Controlled Amplifier (VCA) open in a conven-  
tional synthesizer.)  
And watch  
the display  
You may find it easier to press the [<] and/or [>]  
buttons to precisely set the rate after using the [DATA  
ENTRY] slider to get close to 25. When you're done  
experimenting with Rate 1, leave it set at 25.  
NOTE The slower the rate, the longer it takes for the  
note to build to the maximum level. You can experi-  
ment with rates below 25, but you'll have to wait a  
long time for each note to develop. \Vhen Rate 1 is 0  
and Level 1 is 99, the sound will take about 40 sec-  
onds to reach maximum intensity;  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
30  
3. Press a key, wait for the note to build to maximum  
volume, release the key and observe how long the  
sound lingers. At the slowest rate (0), it takes about 3  
minutes for the sound to decrease to complete  
silence. (You'll need to push the DX7 [VOLUME]  
slider up and/or turn up the volume of the amplifier  
in order to hear the last portion of-a long release  
time.)  
With all maximum levels at 99 (except Level 4), Rate  
1 at 25 and Rate 4 at 25, the note builds up slowly  
when you press a key and turns off even more slowly  
when you release the key This points out an interest-  
ing fact about the DX7 envelope rates. Given any  
setting (25 in this case), the actual rate of change in  
level will be faster when the level is increasing, and  
slower when the level is decreasing. In other words,  
the actual rate is dependent on the relative levels.  
With all levels at the maximum of 99 (except Level 4,  
which is at 0) and with Rate 1 at 25 instead of the 99  
to which the other rates are set, the note builds up  
slowly when you press a key and turns off the instant  
you release the key If you could see the envelope, it  
would look something like this:  
If you could see the envelope, it would look some-  
thing like this:  
4. To explore the middle of the envelope, press [EG  
LEVEL] until Level 3 is displayed, then adjust [DATA  
ENTRY] to obtain a Level 3 value of 80. When you  
now play a note, observe that it builds to a maximum  
value (L1 and L2=99), then instantly drops to a lower  
value (L3=80), where it will remain as long as you  
hold down the key.  
2. To change the envelope so the sound gradually falls to  
silence when you release the key you must lower  
Rate 4. Press [EG RATE] 3 times so that Rate 4  
appears in the display and then use [DATA ENTRY]  
to change the rate from 99 to 25.  
5. The drop to Level 3 from the peak at Level 1 (which  
is the same as Level 2 right now), is very abrupt due  
to the fast setting of Rate 3. To slow it, press [EG  
Download from Www.Somanuals.com. All Manuals Search And Download.  
NOTE Ifyou are familiar with ADSR envelope genera-  
tors, you'll probably see the similarity between this  
envelope and the typical ADSR envelope. However, we  
have not yet "used" Level 2, and it can significantly  
alterthesituation, asyou'll now learn.  
6. Press [EG LEVEL] until LEVEL 2 appears in the  
display then adjust [DATA ENTRY] for a value of 45.  
Then press [EG RATE] until RATE 2 appears in the  
display and adjust [DATA ENTRY] for a value of 50.  
Play a note and hold the key down for a full minute,  
then release the note.  
RATE] as required so you can use [DATA ENTRY] to  
adjust Rate 3 to a value of 50.  
long it takes for the sound to die away. Even though  
Rate 2 and Level 2 are the next segment programmed  
in the envelope, the sound is not moving toward  
Level 2. Instead, because you released the key the  
sound moves from Level 1 directly toward Level 4.  
That's why Rate 4 (the slower rate) applies.  
Remember, what you hear is coming from the same  
EG settings you had established in Step 6 above. If  
you could see what happens when you "prematurely"  
let go of the key. the envelope might look like this.  
31  
When you play the note, observe how the sound  
builds to a maximum, then falls to almost nothing, then  
builds to the intermediate sustain level and stays there  
until you release the key after which the sound slowly  
fades. This "double" note is made possible by the 4-  
segment envelope which, if it were visible, would look  
something like this:  
When you play a note, observe how the sound builds  
to a maximum, then falls to the sustain level at a  
moderate rate and stays there until you release the  
key, after which the sound slowly fades. If you could  
see this new envelope, it would look something like  
this:  
Learning to change the operator  
FREQUENCY settings  
The frequency of the sine wave produced by each  
operator can be set so it follows the keyboard. This  
characteristic is set with the [OSCILLATOR-MODE/  
SYNC] button, and is called "Frequency Ratio" mode  
because the frequency produced when you play a key is  
not necessarily tuned to the pitch of that key; it can be  
multiplied by almost any number you wish by using the  
[OSCILLATOR-FREQUENCY COARSE] and [OSCIL-  
LATOR-FREQUENCY FINE] adjustments to repro-  
gram the operator. For most voices, the DX7 is set to  
this ratio mode. (The Voice Intialize function also-sets  
the DX7 to ratio mode.)  
7. At this point, you're ready to see one more "fine  
point" about how the envelope functions. We showed  
you how Rate 4 adjusts the release of the note as it  
fades from Level 3 (the sustain level) to Level 4 (the  
final level) which was set at zero. In fact. Rate 4 sets  
the release time from whatever level the envelope has  
achieved at the instant you release the key  
This may seem a subtle distinction, but you can hear  
it by experimenting with the envelope you have just  
created.  
*The DX7 envelope rates are internally programmed so that each  
The frequency does not have to follow the keyboard,  
however. Instead, it can be set to a single frequency that  
does not change regardless of which key you play. The  
segment of the envelope behaves similarly.  
A
level of 99, whether it  
8. Hold down the key until the note is well info Level 3  
(the sustain level). Then release the key, and listen to  
the length of time it takes for the sound to decay Play  
several more notes, and compare that time to the  
rather short time it takes for the sound to fall from the  
initial peak at Level 1 to the low point at Level 2. The  
difference is because Rate 2 is 50, which is considera-  
bly faster than Rate 4, which is 25.  
is LEVEL I, 2, 3 or 4, is always the same. However, as mentionned  
in the preceeding text, when a given rate is used for moving from a  
lower to  
a
higher level, that rate will be faster than if the envelope  
"REFS WHISTL" voice of the "Master Group" on the  
#3  
is moving from a higher to a lower level. This is done because  
naturally occuring "attack" times are typically faster than "decay"  
or ,"release" times. If all rates were scaled identically you might  
have to work with the highest numbers for attacks and the lowest  
numbers for decay or release. Instead, the DX7's "smart" program-  
ming lets you maintain a full 100 step resolution within the range  
you need it. This explains why even though Rate 1 and Rate 4 are  
both 25 in this case. Rate 1 is faster; it is an upward moving rate.  
DX7 VOICE ROM uses this "Fixed Frequency" mode.  
While you can adjust the frequency characteristics of  
operator 1 (fixed/ratio mode and actual frequency) using  
the envelope you just created, we recommend changing  
the envelope. The sustain level (Level 3) is now at 80,  
and if you hold down a key to experiment with the fre-  
quency settings, you will not hear it at full volume.  
9. Now play a note and let go of the key just as the  
sound reaches the first peak at Level 1. Notice how  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
CAUTION Don't turn up the volume too high  
or hold a note very long at the higher fre-  
quency ratios or you can easily damage the  
high frequency driver (tweeter) in your  
Instea d of taking the time to reprogram the envelope ,  
we ask you to again use the Voice Initialize feature.. . it  
save s time .  
1. To gai n acces s to the "Voice Initialize " function , press  
[FUNCTION], and then [VOICE INIT], and answer  
the displayed prompts .  
know , the "initialized " envelop e has al l rates a t 99 .  
Play a note an d you'l l hea r the DX7 is back to the  
"square " envelope .  
3. No w pres s [OSCILLATOR-FREQUENCY COARSE ]  
and operat e the [DATA ENTRY] slide r and/o r but -  
ton s while playin g a note . Watch the display a s you  
listen to the pitch change .  
32  
speaker system. There's nothing "wrong" with  
the synthesizer for "letting you" program such  
high frequencies. The very high frequencies  
are useful at low levels as part of a voice, or  
for modulating with other frequencies in order  
to produce lower frequencies that are clearly  
audible. Unless you're programming dog whis-  
tles or ultrasonic alarm simulations, you  
won't ever use a ratio near 31.00 as a funda-  
mental pitch tor a carrier.  
NOTE The pitches you hear as you move the [DATA  
ENTRY ] slider constitute the Harmonic Series of the  
note you are playing. When the diplay indicates "F  
COARSE= 1.00" the "1.00" part is the frequency ratio.  
The "FCOARSE" part merely tells you that the adjust-  
ments you make will be coarse. With the exception of  
the "0.50" ratio, all COARSE adjustments are integer  
multiples of the fundamental frequency of the note.  
Thenusethesliderand/or  
these buttons while continuing  
to play Middle C  
2. Then press [YES] twice to initialize the edit memory  
(buffer).  
That is. "1.00" is the fundamental, "2.00" is  
2
times  
the fundamental frequency and so forth. If you play a  
middle C, "1.00" is 262 Hz, "0.50" is 131 Hz (262 x  
0.5), "2.00" is 524 Hz (2 x 262), and "31.00" is 8.122  
Hz (31 x 262). The reason we suggest playing Middle  
C is that if you play notes at the higher end of the  
keyboard, by the time you increase to a ratio of  
31.00, you will not be able to hear the pitch because  
it will be above the range of human hearing. Speaker  
performance is also a factor at these very high fre-  
quencies. If you play the A which is normally 440 Hz  
when the ratio is "1.00" but change the ratio to  
"31.00", the actual frequency is 13,640 Hz. That is  
near or beyond the point where many speaker sys-  
tems "rolloff," so even ifyour ears are good, you may  
have difficulty hearing it. Play an A one octave lower  
and the frequency is cut in half, so you'll have no  
trouble hearing this same 31.00 ratio.  
The display shows "EG RATE 2 = 99 " for two rea -  
sons. First , the programming paramete r displaye d is  
whateve r paramete r you had last adjusted . In this  
case , going back to Ste p 6 of the previous instructions ,  
you had set Rate 2 a t 50 , so "RAT E 2" is diplayed . The  
value , however , is not 50 , bu t is 99 , since , a s you  
4. Adjust [DATAENTRY]so the ratio is 1.00 again .  
5. Now pres s [OSCILLATOR-FREQUENC Y FINE]  
and operate the [DATA ENTRY] slider and/or  
buttons while playing a not e Watch the display a s  
you listen to the pitc h change .  
Download from Www.Somanuals.com. All Manuals Search And Download.  
7. Press [OSCILLATOR-FREQUENCY FINE] again,  
and slowly move the (DATA ENTRY] slider all the  
way up. The increments you get with the Fine adjust-  
ment will depend on the beginning Coarse setting.  
The pitch change will seem continuous when the  
Fine adjustment is selected and you move the [DATA  
ENTRY] slider, rather than discretely stepped, as it  
does with the Coarse setting.  
too high to be audible on all but the lowest notes of  
the keyboard.  
33  
8. Slowly bring the [DATA ENTRY] slider all the way  
down so the pitch returns to a ratio of 2.00. Then  
press [OSCILLATOR-FREQUENCY COARSE] and  
then the [-1] DATA ENTRY button to reset the ratio to  
1.00. (This should now be identical to the "starting"  
initialized voice.)  
Then slowly move this slider  
up and down fully, or use these  
buttonswhile continuing to  
play a note  
HowtocreateFrequencyModulations  
getting acquainted with the OPERATOR  
SELECT, OUTPUT LEVEL and ON - OFF edit  
featurec  
Up to now you have manipulated only OPERATOR 1  
which, in ALGORITHM 1, happens to be a carrier. We'll  
now leave Operator 1 set at the "square" envelope at a  
frequency ratio of 1.00 (as initialized), and begin ex-  
ploring what happens when Operator 2 is used to mod-  
ulate Operator 1. For review, we again point out the  
Operator On/Off display (which you are about to use)  
and illustrate Algorithm 1, but with additional informa-  
tion you may now begin to understand.  
NOTE If you 're "lost" or if it has been a while since  
you read and followed the instructions in the previous  
sections, you can start "from scratch" here by pressing  
[FUNCTION], then [VOICE INIT], then answering  
[YES] [YES]. The DX7 will now be set as we assume  
it is for the following instructions. The display how-  
ever, may not match: ifa different editing parameter is  
shown, press [OSCILLATOR-FREQUENCY  
COARSE]. Now your diplay should match the follow-  
ing illustration.  
6. Slide [DATA ENTRY] all the way down so the fre-  
quency returns to 1.00, and then press [OSCILLA-  
TOR-FREQUENCY COARSE] and use DATA  
ENTRY [+1] to set the frequency ratio to 2.00.  
If the ratio does not quite reach 3.98 when you push the  
slider up, press the increment button [>] once or more.  
Notice the maximum increase available with the Fine  
frequency adjustment is always a little less than twice  
the beginning Coarse frequency The "Fine" control  
multilplies the "Coarse" value by up to 1.99. For ex-  
ample, if you start at a ratio of 1.00, the Fine adjust-  
ment will go only as high as 1.99 (just under twice  
1.00). Start at 2.00, and the Fine adjustment will go  
only as high as 3.98. Start at 3.00, and the Fine ad-  
justment will go only as high as 5.94. Start at 31.00,  
and Fine will take you up to 61.69. Thus you can use  
a combination of Coarse and Fine adjustments to  
achieve anywhere from 1/2 the "normal" keyboard  
pitch to nearly 62 times that frequency — which is  
Remember the display of 6 1 's tell you the correspond-  
ing 6 operators are turned ON at this point in the pro-  
gramming process. The On/Off "switches" are shown in  
the following algorithm diagram.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
34  
ALGORITHM  
#I  
Thesebracketednumbers  
show you where the on/off  
switchingisdone in thealgo-  
rithm. Operatorscan be dis-  
abled (turned Off) using the  
[OPERATOR ON/OFF] buttons,  
but they remain Offonly while  
programming.Storedvoices  
havealloperatorsOn. The  
reasonyou have heard only  
Operator 1 in the "intialized"  
voice eventhoughall Opera-  
tors are On, is thatall output  
levels are set to 0, except  
Operator 1, whoseoutput level  
is at 99.  
And watch the current operator change: 1-2-3-4-5-6-1-2-  
3 etc.  
Leave the display showing OP3.  
Since you're only going to be working with operators  
1 and 2 at first, this can be annoying if you have to  
move from operator 2 to operator 1; it requires that  
you cycle through 3, 4, 5 and 6 to get back to 1. In  
subsequent steps we show you how to speed the  
process of selecting the current operator.  
As you can see, the DX7 automatically performs the  
OPERATOR SELECT function if you turn OFF an  
operator that is set as the current operator.  
3. Now press [OPERATOR SELECT] several times and  
observe that the display only moves between OP1  
and OP2. Leave it set to OP2.  
2. Since you will not yet be using operators 3, 4, 5 or 6,  
you can turn them OFF by pressing the correspond-  
ing [OPERATOR ON/OFF] buttons once. You won't  
hear any change in the sound as you play because  
those operators are not contributing to the sound  
(their output levels are set to zero).  
Press eachofthese buttons once and watch the display  
change  
The heavy lineshows which operatorscontribute to the  
sound: Operator 1 alone inthiscase  
4. In the last 3 steps you have pressed a lot of buttons,  
but if you bothered to play any notes, you will have  
noticed that the sound did not change. In order to  
modulate operator 1 and create harmonics, you have  
to bring up the output level of operator 2.  
matically goes to t#he next  
So the current OP auto-  
operator which is On  
As soon as you turn off  
OP3, itcannot be ad-  
justed  
1. Press [OPERATOR SELECT] to change the operator  
which is set as the "current" operator. The current  
operator is the one whose parameters are displayed,  
and which you can program with the DATA ENTRY  
controls. Even when several operators are turned ON  
and are contributing to the sound, only one at a time  
can be adjusted or examined by selecting it as the  
current operator.  
Press [OPERATOR-OUTPUT LEVEL] and then  
move the [DATA ENTRY] slider up to increase the  
level from 0 to 99. Play the note repeatedly as you  
increase the settings. You probably won't hear much  
until the level is up near 50.  
So the current OP# goes  
to the next operator  
which is turned On  
When you then turn off  
OP4, itcannot be adjusted  
Each time you press the [OPERATOR SELECT]  
button, the current operator increments by one, and  
then jumps from 6 to 1 and continues.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
35  
Only the frequency should change in the display  
Press this button(Don't  
confuse it with[EG  
LEVEL], button 22)  
Just to review the changes you  
have made, notice that the  
right hand stack (Operators 3  
to 6) are turned off, while  
Operator 2's output level is  
now increased to 99.  
From a minimum of 0.50 to a maximum of 31.00.  
Listen to each ratio.  
You are changing the entire harmonic structure of the  
sound by changing the frequency of the modulator.  
However, because the modulator output level is at  
maximum, the bandwidth of the harmonics is great  
(there are a lot of very high frequencies caused by a  
lot of modulation). Musically, most of these sounds are  
"extreme". You can achieve rather different sounding  
results by simply reducing the amount ot modulation,  
as demonstrated in the next step.  
This is the  
modulator  
which creates  
the harmonics  
Then move this  
slider upward slowly  
6. Press [OPERATOR-OUTPUT LEVEL] and thin  
move the [DATA ENTRY] slider down to decrease  
the level from 99 to 69 Then press [OSCILLATOR-  
FREQUENCY COARSE] and again try playing notes  
as you adjust the modulator frequency.  
And repeatedly play notes until the display shows maxi-  
mum output level  
Make sure OP2 is current  
And see this  
5. Press the [OSCILLATOR-FREQUENCY COARSE]  
button and play a note while slowly adjusting [DATA  
ENTRY]. In fact play several notes at each frequency  
setting, and observe the sound.  
If you are familiar with analog synthesizers, you may  
see a parallel between this sound and that of a saw-  
tooth wave which is going through a filter that has a  
lot of resonance. In fact you are frequency modulating  
one sine wave with another sine wave; both are set to  
the same frequency and the same level. There are no  
filters involved.  
Then move this slider  
down slowly or press the  
[-1] button  
Until the display shows this output level  
Then move this slider down  
and gradually raise it or use  
the [-1] and [+1] buttons while  
playing  
Download from Www.Somanuals.com. All Manuals Search And Download.  
7. To compare what the sound is like with and without  
modulation, you don't have to turn down the output  
level of operator 2; you can simply turn it off. Press  
[OPERATOR ON/OFF 2] to turn off the modulator,  
play a few notes, then press the button again to turn  
the modulation back on.  
36  
Then move [DATA ENTRY] while playing a note (or  
And again adjust [DATA ENTRY] to hear the results of  
several)  
different frequency ratios as you play  
And see the display change from this  
Listen and watch the display as the ratio changes from  
a minimum of 0.50 to a maximum of 31.00  
Leave Operator 2 set to a frequency ratio of 2.00  
The sound you now hear will  
be simitar to that of a square  
wave in a conventional synthe-  
sizer. In this case, it is created  
by sine wave modulation of  
the carrier by another sine  
wave at twice the frequency,  
and at a somewhat lower level  
than the carrier.  
Note that the current operator has  
automatically switched to OP1;  
remember it can only be set to an  
operator that is on.  
In this case, the effect you get  
as you move [DATA ENTRY] is  
similar to sweeping a high  
pass filter in an analog synthe-  
sizer. You're not moving a  
filter, ofcourse, but instead  
you are controlling the entire  
harmonic structure of the note  
by changing the carrier fre-  
quency relative to a particular  
modulator frequency.  
This is the  
And see the  
display change  
to this  
modulator  
which creates  
the harmonics  
Note the current operator stays at  
OP1. If you again want to adjust  
any parameters for Operator 2, you  
will have to press the [OPERATOR  
SELECT]button.  
8. Now lets see what happens when we leave the modu-  
lator (Operator 2) set at a frequency ratio of 2.00, and  
change the frequency ratio of the carrier (Operator 1).  
Since the current operator automatically switched to  
OP1 when you turned off OP 2 above, you can just  
pressthe[OSCILLATOR-FREQUENCYCOARSE]  
button and play a note while slowly adjusting [DATA  
ENTRY].  
Download from Www.Somanuals.com. All Manuals Search And Download.  
9. To compare what the sound is like with and without  
the carrier, you don't have to turn down the output  
level of operator 1; you can simply turn it off. Press  
[OPERATOR ON/OFF 1] to turn off the carrier, and  
try to play few notes. (Don't adjust anything else right  
now.)  
10. Press [OPERATOR ON/OFF 1] again to turn on  
operator 1 and restore the sound.  
13. Now change the envelope of operator 2 the same  
way so that the modulator has the same envelope as  
the carrier. This is not necessarily desirable in all  
voicing. In fact the modulators usually have different  
envelopes. However, right now we want to show you  
something.  
37  
In the previous Step, the reason we asked you not to  
adjust anything is that the current operator changed  
to operator 2, and if you were to try pressing edit  
buttons and moving the slider you would be repro-  
gramming the modulator without realizing it. You  
would not hear what you were doing.  
You could press [OPERATOR SELECT], then press  
the [EG LEVEL] button and adjust the [DATA EN-  
TRY] slider all over again, but there's an easier way.  
Use the [EG COPY] function by holding down the  
[STORE] button and then pressing the [EG COPY  
2] button. (The 6 Operator ON/OFF buttons are also  
EG COPY buttons that you use to designate which  
operator will receive the envelope which is being  
copied.)  
And see the display change from this  
11. Now press [OPERATOR SELECT] to set operator 1  
as the current operator (the one to be adjusted), and  
adjust its frequency to be 0.50 using the [OSCILLA-  
TOR- FREQUENCY COARSE] parameter.  
The display should look like this  
EG COPY copies the entire envelope of the current  
operator (the one displayed in the corner of the  
window) into whatever other operator or operators  
you specify. BE SURE YOU START WITH OP1 in the  
upper right corner of the display.  
NOTHING HAPPENS! NO  
SOUND! That's because you  
just turned offthe carrier, and  
you cannot hear a modulator  
(Operator 2) directly; you can  
only here its effect on a carrier.  
With the carrier shut off, there  
is no sound.  
12. To make the sound more interesting, you'll want to  
change the envelopes of the two operators. Begin-  
ning with the current operator (1), change its initial  
attack rate (Rate 1) and its release rate (Rate 4) using  
the [EG RATE] button.  
Play a few notes and see how the sound is some-  
what more clarinet-like. The square envelope of the  
modulator causes the note to become "pure" when  
you release the key We'll correct that situation next.  
(There is no need to change the EG levels for now.)  
That's it, let go of both buttons. You have just trans-  
ferred 4 levels and 4 rates from operator 1 to opera-  
tor 2. Play a few notes. Now the timbre doesn't go  
"pure" as soon as you release the key  
NOTE There are still many more editing functions to  
explore, and we'll use the settings you've just created  
as a point of departure for the additional functions. If  
you are ready to go on, please continue, ffyou want  
to take a break and relax or have some fun with the  
Initialized levels  
Operator 1levels  
forOperator 1  
remain unchanged  
EG LEVEL 1 = 99  
EG LEVEL 2 = 99  
EG LEVEL 3 = 99  
EG LEVEL 1 = 99  
EG LEVEL 2 = 99  
EG LEVEL 3 = 99  
EG LEVEL 4=  
0
EG LEVEL 4 =  
0
Download from Www.Somanuals.com. All Manuals Search And Download.  
preset voices, you can do so without "losing" this  
voice. There are two approaches to this.  
(A) You can store this voice in its current state on  
a RAM cartridge by following the instructions on  
page 49, or...  
(B) You can press the [MEMORY SELECT-IN-  
TERNAL] or [MEMORY SELECT-CARTRIDGE]  
button and then play any preset voices you like.  
Later, even if you've turned power off and then on  
again, you can return to this voice by doing the  
following; press [FUNCTION], the [EDIT RE-  
CALL], then [YES] [YES].  
38  
This chart represents what you have programmed so  
far:  
In these fragments of several algorithms, operator 2 is  
always modulating operator 1. This is characteristic of  
Algorithms 1-19 and 28:  
OPERATOR  
EDITmode  
1
2
PARAMETER  
99  
69  
OUTPUT LEVEL  
FREQUENCY RATIO  
EG RATE 1  
0.50  
2.00  
43  
99  
99  
50  
99  
99  
99  
0
43  
99  
99  
50  
99  
99  
EG RATE 2  
EG RATE 3  
EG RATE 4  
EG LEVEL 1  
EG LEVEL 2  
EG LEVEL 3  
EG LEVEL 4  
Additionaleditingfeatures:ALGORITHM SE-  
LECT, KEYBOARD RATE SCALING, and KEY-  
BOARD LEVEL SCALING  
99  
0
At this point you have programmed Operators 1 and  
2, which serve respectively as a carrier and modulator  
(as arranged in Algorithm 1), so the frequency modula-  
tion creates a woodwind-like character. You have also  
modified the initialized "square" envelopes to more  
closely resemble a woodwind instrument. We have not  
yet created a particularly realistic or even pleasing voice,  
but that's not the object for now. We are more concerned  
with showing you how the DX7 may be programmed.  
Some of the settings we suggest are calculated to most  
clearly present concepts to you, not to produce the  
"best" voice. This will continue to be the case as we go  
on to show you a number of ways to refine the voice.  
We ask that you continue to use the settings we rec-  
ommend. Otherwise, future instructions may not make  
any sense — sometimes a slight difference in one setting  
will cause another setting to have no effect or far too  
much effect. After you've learned how the instrument  
works, you'll be able to program voices that are pleasing  
to you.  
1. The difference between algorithms is the difference in  
the way operators are arranged. Let's try switching the  
two operators that are turned on and see what hap-  
pens to the sound. Press the [ALGORITHM] button  
and then press the DATA ENTRY [ +1] button repeat-  
edly to step through algorithms 1 through 32 (or  
move the slider up slowly). Play a few notes each  
time you press [>] so you can hear how each algo-  
rithm affects the sound.  
In these fragments of two algorithms, operators 1 and  
2 are always adding together. This is characteristic of  
algorithms 20-27 and 29-32:  
To move from algorithm 1 through  
algorithm 32. Be sure to play and  
listen to each one.  
NOTE These instructions assume you have followed  
the instructions in the previous section, and that the  
DX7 is in the EDIT mode. Before you go on, the dis-  
play should appear as shown here, and Operators 1  
and 2 should be programmed as indicated in the  
chart.  
Surprised? You can get JUST TWO sounds from the 32  
algorithms! This is predictable if you look at the algo-  
rithm diagrams; in all cases, operator 2 either feeds  
into operator 1 (is modulating it) or is adjacent to it (so  
the sine waves add instead of causing FM synthesis).  
If Operators 3 through 6are ON(display 111111), turn  
them off for now (display 110000)  
Operator 1 should be  
the current operator,  
as shown here  
This parameter doesn't matter for now because you're  
about to select another one anyway  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
When you later try switching algorithms after adding  
FEEDBACK and activating the other 4 operators,  
you'll hear much more variation.  
Alternately play very low and then very high notes  
and listen to the envelope attack and release rates.  
Then press the [KEYBOARD RATE SCALING]  
button, and, for the most noticeable effect, push the  
[DATA ENTRY] slider all the way up so you get a  
maximum rate scaling value of 7. Then play the same  
notes again and listen to the rates. The low notes will  
not change much, but the highest notes will have  
significantly shorter times. The scaling is not continu-  
ously changing with each note, but instead changes  
the rates for each group of 3 keys on the keyboard.  
When you've tried the maximum, reset the scaling to  
a value of 4.  
39  
KEYBOARD LEVEL SCALING  
2. Pull down the [DATA ENTRY] slider and/or use the  
[-1] button until you've selected algorithm 1 again.  
Useeither  
of these  
controls  
To return to algorithm 1  
*With a (-) linear curve set to a depth of 99, the attenua-  
tion is 22 dB per octave.  
And push up [DATA ENTRY]; leave it set like this  
5. If necessary, reset the current operator to operator 1  
by pressing (OPERATOR SELECT).  
3. It you play the lowest note on the keyboard, then the  
highest, you can hear the same attack and release  
time. In a natural, acoustic instrument the times  
would tend to be faster as you move up the scale.  
This is because a vibrating reed or string, or a reso-  
nating column of air can be excited more quickly and  
will stop moving more rapidly when the string, pipe,  
etc. isshorter.  
In this case, the rate scaling for the modulator (opera-  
tor 2) will have little effect, so you don't have to  
change it from the "initialized" value of zero.  
4. Much like the envelope rates can be varied across the  
keyboard, so, too, can the operator output levels. By  
using the multiple functions of the 3 KEYBOARD  
LEVELSCALING buttons, you can obtain 99  
[DEPTH] settings on either side of a [BREAK  
POINT] that you select, and you can also choose any  
of 4 [CURVE] settings on each side of that break  
point. You can do this for each of the 6 operators.  
These selections are diagrammed at the upper right  
corner of the synthesizer.  
The DX7 is still in rate scaling mode from the pre-  
viousstep.  
6. In order to show you an extreme setting, we will "split  
the keyboard" so that this woodwind-like voice com-  
ponent appears on the upper portion of the keyboard  
only (When we program operators 3 through 6, we'll  
scale them so they work primarily on the lower por-  
tion of the keyboard.)  
You can achieve this effect by scaling the envelope  
rates across the keyboard to any of 8 values (from 0 to  
7), as illustrated.  
KEYBOARD RATE SCALING  
Press [BREAK POINT] and then move the [DATA  
ENTRY] controls as required to obtain a break point  
ofE4.  
These 3 buttons provide access So all the level scaling  
parameters  
Download from Www.Somanuals.com. All Manuals Search And Download.  
In this case scaling operator 2 is not necessary so you  
can omit the process of setting its break point (which  
would be done by pressing [OPERATOR SELECT]  
and adjusting the value as desired).  
Now play some scales and notice that the sound is  
still reasonably uniform across the keyboard. That's  
because, while we have selected a break point for the  
carrier, we have not yet assigned any depth to the  
curves on either side of the break point.  
40  
Now play up the scale from E4 and hear how you  
have removed just a bit of volume from the highest  
notes.  
NOTE In the examples just given, the keyboard level  
scaling may seem to have an effect mostly at the  
higher number values, but that's because you were  
adjusting a carrier Modulator levels tend to be more  
critical, and you'll hear  
a
greater difference in some  
voices than others, depending on the algorithm, the  
particular location of the modulator within the "stack",  
and the actual output level setting of the operator  
Remember, also, that ifyou are "boosting" the level  
with a positive (+) linear or exponential curve, you  
have to begin with an Operator Output Level that is  
less than 99; the lower the Operator Output Level  
setting, the more range available for Keyboard Level  
Scalingboost.  
7. Basically there are two types of level scaling curves,  
LINEAR and EXPONENTIAL. Linearcurvesseem to  
cause a more rapid boost or cut and are useful for  
exaggerated scaling effects, such as keyboard splitting.  
Exponential curves are similar to the inherent loga-  
rithmic sensitivity of our ears and therefore seem  
more "natural". These curves are useful for simulating  
the natural changes in level that occur across the  
range of an acoustic instrument. Of course, the depth  
and break point make a big difference, as does the  
operator to which the scaling is applied (modulator or  
carrier).  
Press [CURVE] and observe the display It will either  
show the curve set for the left or the right side of the  
break point. If necessary press the button a second  
time to ensure that the LEFT curve is displayed. Then  
adjust [DATA ENTRY], if necessary, to select a "-LIN"  
curve.  
Now play some scales and notice how the sound  
"goes away" as you move down the keyboard. While  
the break point is set at E4, you probably won't hear  
the sound getting quieter until you get to C4. By the  
time you reach middle C, however, the level is down  
about 22 dB. That's about 1/14 as loud. As you move  
down the keyboard, the sound disappears. This is an  
extreme example of level scaling, and a useful one as  
you will hear. Lets leave the lower portion of the  
keyboard "rolled off" for now.  
9. As you play the highest notes on the keyboard, you  
may find the sound to be unnaturally loud. In order  
to scale this portion of the sound, you can set the  
right curve and depth as follows:  
10. Press [OPERATOR SELECT], then use the KEY-  
BOARD LEVEL SCALING buttons and [DATA EN-  
TRY] to set operator 2 to a [BREAK POINT) of E4  
with a "LIN" left [CURVE] and a left [DEPTH] of 99.  
LFOModulation:Therelationship  
betweenthe"LFO" settingsandthe  
"MOD SENSITIVITY" settings,andhow  
toprogramthese  
The LFO section enables you to set the waveform  
[WAVE] and frequency [SPEED] of a sub-audible oscilla-  
tor. The LFO section has a button [PMD] that permits  
you to preset the voice so a portion of that modulation is  
applied to change the pitch of the voice (for anything  
from vibrato-like effects to exaggerated, continuous pitch  
bending). Simultaneously or instead, the same LFO  
wave can be assigned to modulate the amplitude (level)  
of each operator by using the [AMD] button. Amplitude  
modulation can produce tremolo when applied to a  
carrier, or "wah-wah" effects when applied to a modula-  
tor — among other effects.  
Press the [CURVE] button to see what curve is set for  
the right side, and adjust [DATA ENTRY], if neces-  
sary to obtain a (-) exponential curve. Then press  
[DEPTH] once or twice to see the RIGHT scaling  
value and adjust [DATA ENTRY] to get a value of 80.  
And adjust the [DATA ENTRY]  
controls to see this  
8. Set the depth of the left curve (the slope at which the  
sound will roll off below the break point). Do so by  
pressing [DEPTH] and observing the display which  
will either indicate the LEFT or RIGHT depth; if nec-  
essary press the button a second time to ensure that  
the LEFT depth setting is displayed. Then push up  
[DATA ENTRY] to obtain a maximum depth setting  
of 99.  
A critical concept to grasp is that the modulation you  
select with these LFO buttons does not go directly to the  
operators. It does not necessarily do what you've set it to  
do unless you "open the gates" for the amplitude and/or  
pitch modulation output of the LFO to get to the opera-  
tors.- These "gates" are the Modulation Sensitivity adjust-  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
41  
LFO SECTION BLOCK DIAGRAM  
ments.OneMODULATIONSENSITIVITYcontrolis  
provided for PITCH, and another for AMPLITUDE. In  
order for you to hear the result of any LFO PMD or  
AMD settings, the corresponding [MOD SENSITIVITY-  
PITCH] or [MOD SENSITIVITY-AMPLITUDE] param-  
eter must be greater than zero.  
Lets program a small amount of sine wave modula-  
tion of the pitch to give the sound some ''character"  
1. Press the [WAVE] button. You can now use the  
[DATA ENTRY] section to select any of 6 waveforms.  
triangle, sawtooth down, sawtooth up, square, sine, or  
sample & hold. Set the waveform to SINE.  
And adjust the [DATA ENTRY] controls to see this  
2. Press [SPEED] and adjust [DATA ENTRY] for a  
speed of 50 as a starting point.  
And adjust the [DATA ENTRY] controls to sec this  
Download from Www.Somanuals.com. All Manuals Search And Download.  
42  
3. Press [PMD] (Pitch Modulation Depth), and adjust  
[DATA ENTRY] for a value of 50, again, just to begin.  
Now play a few notes. You probably won't hear any  
change from when you started... even with [PMD] set  
at the maximum of 99! That's because while the LFO  
is now generating a reasonably fast (SPEED = 50)  
waveform (SINE) at a high intensity (DEPTH = 50) for  
use by the pitch modulation circuitry the "gate" is still  
closed to the frequency shifting inputs of the opera-  
tors.  
8. There are several additional, related controls we have  
not yet explored: [SYNC] and [AMD] in the LFO  
section, and [MOD SENSITIVITY-AMPLITUDE].  
Lets begin with the [SYNC] function.  
And adjust the [DATA ENTRY] controls to see this  
[SYNC] lets you use [DATA ENTRY] to turn LFO  
Key Synchronization ON or OFF When Sync is ON,  
the LFO wave form starts at the beginning of its cycle  
each time you play a note. When Sync is OFF the  
LFO just keeps running, and each note you play  
"catches" the modulating waveform wherever it hap-  
pens to be in its cycle. This effect is difficult to hear at  
the moderate LFO speed and depth you have pro-  
grammed, so let's temporarily increase the depth and  
slow down the speed.  
NOTE By now you should know how to set [SPEED],  
[DELAY], [PMD] and [MOD SENSITIVITY-PITCH]  
so TEMPORARILYchange these values. Set a Speed  
of 3, a Delay of 0, a Depth of 99 and a Pitch Mod  
Sensitivity of 7. This "swooping" may sound strange,  
but bear with us.  
6. This is an improvement, assuming you're attempting  
to program a clarinet-like voice (we are for now), but  
the modulation is still much too fast to be natural.  
Press [SPEED] and then adjust the LFO speed to a  
more natural-sounding frequency... a value of 27  
should be about right. Play a few notes and see how  
it sounds.  
And adjust the [DATA ENTRY] controls to see this  
4. Press [MOD SENSITIVITY PITCH], and now slowly  
raise the PMod Sensitivity value using the [DATA  
ENTRY] controls as you play a note. As the sensitiv-  
ity value ranges from 0 (none or "closed gate") to 7  
(maximum), the sound can quickly become weird.  
Leave the [MOD SENSITIVITY- PITCH] set at the  
lowest value that still gives you a noticeable effect,  
which is a value of about 2.  
And adjust the [DATA ENTRY] controls to see this  
Temporarily reset these values as shown  
7. You have now set the LFO section to automatically  
add a small amount of vibrato to the voice, simulating  
the natural vibrato in a reed instrument. However, the  
effect is there all the time, whereas in a "real" instru-  
ment the vibrato might begin a short time after the  
note first becomes audible. This delayed onset of LFO  
modulation is available in the DX7 by using the LFO  
[DELAY] button; press it and set the delay value to 75  
with the [DATA ENTRY] controls. Now play, a few  
notes and listen after you press a key to the elapsed  
time before the vibrato commences. This is probably  
a bit too much delay so readjust it to a value of 55 for  
now.  
Try all values of[DATAENTRY] while playing, then set  
at 2  
5. This is probably giving you far too much pitch modu-  
lation, but if you reduce the sensitivity further, there  
may not be enough sensitivity for modulation from  
other controls (like the after touch, breath controller,  
etc.). Therefore, leave the sensitivity set at 2, and  
instead lower the Pitch Modulation Depth in the LFO  
section. Press [PMD] and then adjust the value to 15.  
9. Press the LFO [SYNC] button and observe the dis-  
play The Sync should be ON. Play a note and hold  
the key down long enough to hear the modulation  
"swing" as the LFO wavform repeats. Then play the  
same note several times, holding the key down for a  
very brief time, and hear how each note starts chang-  
ing pitch from the same initial frequency.  
And adjust the [DATA ENTRY] controls to see this  
Download from Www.Somanuals.com. All Manuals Search And Download.  
43  
"open the gate" for each operator that you want the  
modulation to affect.  
of the carrier through which all the sound in the  
stack must travel. Now reduce the sensitivity to 1.  
The display should look like this. Play several brief  
notes  
And adjust the [DATA ENTRY] controls to see this  
and adjust [DATA ENTRY] to maximum (3) then (1)  
13. Press [MOD SENSITIVITY-AMPLITUDE] and then  
press [OPERATOR SELECT] to set Operator 2 as  
the current operator. Then use [DATA ENTRY] to  
bring up the sensitivity to a maximum of 3. Play a  
note, and listen to the timbre change. This modula-  
tion will be very pronounced, so you'll probably  
want to lower the sensitivity to about 1. The timbre  
changes because the LFO is modulating the modula-  
tor which produces the harmonics.  
10. Now use [DATA ENTRY] to turn the sync OFF  
Again, play the same brief note several times, and  
listen to the pitch each time. You'll hear the initial  
pitch of each note change slightly as the randomly  
timed notes interact with the regularly oscillating  
LFO. With less exaggerated settings, leaving the LFO  
Sync OFF will cause minor changes from note to  
note that result in a more natural simulation of an  
acoustic instrument.  
15. The amount of amplitude modulation is probably  
still much too high, but we may want some ampli-  
tude modulation SENSITIVITY for use by an external  
modulation source (like the wheel or breath control-  
ler). Therefore, leave the sensitivity settings alone.  
Instead, press [AMD] and use [DATA ENTRY] to  
bring the amplitude modulation depth down to  
about 10 (very little depth compared to the maxi-  
mum of 99).  
Then adjust [DATA ENTRY] so the display looks like  
this, and again play several brief notes  
And adjust the [DATA ENTRY] controls to see this  
And the display should look like this  
The two amplitude modulation functions, LFO [AMD]  
and[MODSENSITIVITY-AMPLITUDE],worksimilarly  
to the pitch modulation depth and sensitivity, except that  
the amplitude sensitivity can be programmed separately  
for each operator. The SAX-BC1 voice in the Master  
Group is a good example of the use of LFO amplitude  
modulation, where the breath controller can be used to  
change the level of several operators.  
16. Add some pitch modulation depth (it should be at  
zero) to obtain a pleasing frequency variation for  
some interest. Press [PMD] and set it to 15. Then  
press [DELAY] and set it to 55, press [SYNC] and  
turn off the key sync, and press [SPEED] and reset  
it to 27.  
to select OP2, and adjust [DATA ENTRY] to 3 first, then  
to 1  
To see how the amplitude modulation works, lets turn  
off the pitch modulation temporarily and turn on the  
amplitudemodulation.  
Now reset all these  
parameters for a  
more natural  
sound  
11. Turn LFO Sync ON again by pressing [SYNC] and  
the [ON] button. Then set the pitch modulation  
depth at 0 by pressing [PMD] and pulling down the  
[DATA ENTRY] slider.  
Now lets see what happens when you modulate the  
carrier's level.  
14. Press [OPERATOR SELECT] as needed to select  
operator 1, and then adjust its amplitude sensitivity  
to the maximum (3). Play a note in the upper part of  
the keyboard, and hear the wide deviations in vol-  
ume. The wide deviations in volume occur because  
the LFO is being applied to change the output level  
12. Press [AMD] and bring the amplitude modulation  
depth up to a high value (from 50 to 99), and play a  
note on the upper section of the keyboard. (Remem-  
ber that the Keyboard Level Scaling has "rolled off"  
this sound on the lower part of the keyboard). Notice  
there is no amplitude modulation yet. You need to  
Download from Www.Somanuals.com. All Manuals Search And Download.  
3. You won't hear anything yet because those operator  
output levels are still set at the initialized value (zero).  
Reset the levels as indicated below; first press [OPER-  
ATOR OUTPUT LEVEL], and adjust the level of the  
current operator. Then press [OPERATOR SELECT],  
and set the output level for the next operator, and so  
forth.  
You could press [OPERATOR SELECT] to set opera-  
tor 4 as the current operator, then press [EG RATE]  
and [EG LEVEL] 4 times each while using [DATA  
ENTRY] to set the desired values. There is an easier  
method, as you may recall; use the "EG COPY" func-  
tion.  
Programmingthe remaining  
44  
4Soopfearrwateohra*ve used just 2 of the 6 available operators  
within the algorithm to create the voice you are hearing.  
The remaining 4 operators can be used to add to the  
voice and richen it. However, for the purpose of demon-  
stration, we'll show you how to program a completely  
different sound with them. Then, by using Keyboard  
Level Scaling, you can roll off this second voice in the  
upper part of the keyboard so you end up with a split  
keyboard.  
To copy the envelope FROM operator 3 to operator 4,  
first make sure that operator 3 is still set as the cur-  
rent operator. Then press the [STORE] button and  
hold it down while pressing the [4] button. This cop-  
ies all rates and levels from operator 3 to operator 4.  
There is one change to be made for operator 4 in that  
Rate 2 must be set at 29 instead of 20, where it had  
been for operator 3. Press [OPERATOR SELECT] to  
set operator 4 as current. Then press [EG RATE] until  
rate 2 appears in the display and adjust it with the  
DATA ENTRY [+1] button. The envelopes for opera-  
tors 3 and 4 now complement one another. The set-  
tings are shown below for operator 4:  
OUTPUT LEVEL  
OPERATOR  
93  
93  
70  
75  
3
4
5
6
NOTE In this part of the manual, we'll assume you  
are beginning to gain some familiarity with the DX7,  
so we won't use quite as many illustrations, nor will  
we always instruct you to use [DATA ENTRY] to  
alter a value if it should be obvious that that's how the  
value is changed. If we say "adjust the frequency ratio  
to 3.00" we'll assume that you know how to push the  
slider or use the [-1] and [ +1] buttons.  
Play a few notes and listen to the sound. The "square"  
envelopes can be altered, making a major improve-  
ment toward obtaining a sound like an electronic  
piano.  
4. If necessary, press [OPERATQR SELECT] until oper-  
ator 3 is current. Then press [EG RATE] and adjust  
[DATA ENTRY] for each of the 4 rates, setting them  
as shown in the following chart. Then press [EG  
LEVEL] and set the 4 levels for operator 3, also accor-  
ding to the chart.  
This segment of the voice will become a piano-like  
sound. Remember that this is not supposed to be a  
"great" sound, just one for learning. In fact, we're eager  
for you to experiment with the voice after you create it  
so you can make improvements.  
OPERATOR 4 EG SETTINGS  
LEVEL 1 = 99  
LEVEL 2 = 95  
LEVEL 3 = 0  
RATE 1 = 95  
RATE 2 = 29  
RATE 3 = 20  
RATE 4 == 50  
OPERATOR 3 EG SETTINGS  
1. Press [OSCILLATOR-FREQUENCY COARSE].  
Turn ON operators 3, 4, 5 and 6, then turn OFF oper-  
ators 1 and 2 by pressing the corresponding [OPERA-  
TOR ON-OFF] buttons.  
RATE1  
RATE 2  
RATE 3  
RATE 4  
95  
20  
20  
50  
LEVEL  
1
99  
95  
0
LEVEL 4 = 0 .  
LEVEL2  
LEVEL3  
LEVEL4  
6. The envelope for operator 6 will be set identically to  
that of operator 4. Since OP4 is still set as the current  
operator, just press and hold [STORE] and then press  
[6] to copy the envelope from OP4 to OP6.  
0
The display will show  
Play a few notes and observe how the sound now  
resembles a hammer strike. This effect occurs because  
you have a fast rate to maximum level (R1,L1) for the  
"hammer strike", followed by a slow fall to an inter-  
mediate decay level (R2.L2), which has the effect of  
"widening" the hammer strike and making less of a  
"click". There is no sustain level (L3=0) because a  
piano string will not sustain indefinitely However, it  
will continue vibrating for a long time if you do not  
release the key so a very slow rate is set for the fall to  
Level 3 (Rate 3=20). If you release the piano key  
shortly after striking the note, the sound will fall  
rather quickly to zero due to the damper. For this  
reason, Rate 4 is set to a moderately fast rate of 50.  
Level 4 is, of course, zero so that the sound will even-  
tually fall to silence.  
7. Similarly the envelope from operator 3 can be copied  
to operator 5. Do so by pressing [OPERATOR SE-  
LECT] until OP3 is current. Then press down the  
[STORE] button and hold it while pressing [5] to copy  
the envelope to OP5.  
Note that the current operator automatically changes  
to operator 3 (OP3) when you turn off the first two  
operators.  
2. Change the frequency of operator 3 to a ratio of 2.00.  
Then press (OPERATOR SELECT] and adjust the  
frequency of each remaining operator as follows:  
8. Play a few notes, and observe how the sound has  
improved, with much more of an electric piano feel to  
it. The "piano" sound now appears across the entire  
keyboard. Let's see what happens when the "clarinet"  
sound is again introduced.  
OPERATOR  
FREQUENCY  
9. Press the (OPERATOR ON-OFF] buttons [1] and [2]  
to turn on the clarinet-like sound. Now play from the  
bottom of the keyboard to the top. Notice how there  
is only piano sound on the bottom, and how the  
clarinet enters in the top half of the keyboard due to  
the previous keyboard level scaling of operators 1 and  
2.  
2.00  
2.00  
3
4
5
6
12.00  
4.00  
5. You want to have a similar envelope for operator 4,  
although a few of the rates can be changed so that the  
harmonic structure changes at a different rate than  
the overall volume.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
45  
In this case, we do not want these two segments of  
the voice (OP1-OP2 and OP3-OP6) to combine; we  
want a "split" keyboard instead. (With another voice,  
you might want the two voice segments to play to-  
gether, complementing one another.) Since we don't  
want the piano mixed with the clarinet, let's use the  
keyboard level scaling feature to "roll off" the piano  
(OP3-OP6).  
To illustrate this feature, lets program the piano-like  
portion of the voice to get louder and more brilliant  
when you press the keys faster. We'll do something  
similar with the clarinet-like portion of the voice. (We'd  
say "play harder," which is what we mean, but we don't  
want to confuse this parameter with the After Touch  
modulation that depends on the pressure you apply alter  
the key "bottoms out.")  
and adjusting [DATA ENTRY] to suit your taste  
while playing the piano-like sound on the lower  
portion of the keyboard. We recommend starting  
with a Detune value of + 3 for OP4.  
15. The entire keyboard can be transposed if you like.  
Press the [KEY TRANSPOSE] button and then  
press the key which you want middle C to become.  
Now play and see what happens. If you want to  
transpose again, press [KEY TRANSPOSE] again  
and press the new "middle C" key This transposes  
both portions of the voice.  
1.Press[KEYVELOCITYSENSITIVITY]andthen  
press [OPERATOR SELECT] as required to set oper-  
ator 1 as the current operator.  
10. If necesary press [OPERATOR SELECT] to set  
operator 3 as current. Then press [BREAK POINT]  
and use [DATA ENTRY] to set the break point as  
shown below. Next press [OPERATOR SELECT] to  
set operator 4 as current, and set its break point as  
indicated in the chart. Operators 5 and 6 will not  
need any level scaling because their effects will be  
adequately contoured by operator 4 (through which  
bath must travel).  
Suppose, however, that you just want to transpose  
the piano portion of the voice. To do this, you do not  
use the transpose feature. Instead, you change the  
frequency ratios of the operators in that part of the  
voice (operators 3, 4, 5 & 6).  
and use (DATA ENTRY] to set OP1 like this  
16. Press [OPERATOR SELECT] as many times as  
needed to set operator 3 as current. Then press  
[OSCILLATOR FREQUENCY COARSE] and  
you'll see the ratio is now set at 2.00. To transpose  
an octave, double this ratio to 4.00. At this point, the  
voice will seem to "change" because the modulator  
frequencies have not yet been transposed, so the  
modulation will, in fact, be producing a different  
effect.  
17. To "correct" and completely transpose the piano-like  
sound, double the frequency ratio of each of opera-  
tors 4, 5 and 6 by pressing [OPERATOR SELECT]  
and adjusting [DATA ENTRY]. Operator 4 increases  
from 2.00 to 4.00, operator 5 from 12.00 to 24.00,  
and operator 6 from 4.00 to 8.00. Now play across  
the keyboard and listen to what has happened... two  
lead voices!  
BREAKPOINT  
OPERATOR  
3
A2  
C3  
4
(Doesn't matter)  
(Doesn't matter)  
5
6
2. Then press (OPERATOR SELECT] and use [DATA  
ENTRY] to set each of the other operators' for key  
velocity sensitivities as shown in the accompanying  
chart.  
11. Now that the break points are set, you'll need to  
establish the curves for each of these operators.  
Press [CURVE] and use [DATA ENTRY] to set oper-  
ator 4 to a negative linear curve on the right side of  
the break point. Remember you may have to press  
[CURVE] once or twice to see the "R CURVE = ?"  
display  
12. Set operator 3 as the current operator, and then use  
[DATA ENTRY] to set it to a -LIN Right curve.  
13. Now set the depth of the right curves for operator 3  
by pressing [DEPTH] once, to see the "R DEPTH =  
?" display and adjusting [DATA ENTRY] to a value  
of 99 (maximum roll off). Press [OPERATOR SE-  
LECT] to set operator 4 as current, and set its depth  
to 99 also.  
KEY VELOCITY SENSITIVITY  
OPERATOR  
VALUE  
1
2
3
4
5
6
3
0
2
7
7
7
Programmingvelocitysensitivity  
The output level of each operator can be programmed  
to increase based on how rapidly a key is pressed down.  
This is accomplished with the [KEY VELOCITY SEN-  
SITIVITY] button. Since the maximum output level of  
any operator is always 99, if an operator is already set to  
99, it might seem that no further output can be achieved  
using the velocity sensitivity. To get around this problem,  
the DX7 is designed so that the nominal operator output  
level decreases as you program the operator for more  
key velocity sensitivity If an operator is programmed for  
maximum key velocity sensitivity (7), and you play a  
note very slowly, that operator will have a very low  
output level; play the same note quickly, and the output  
level will increase substantially  
3. The resulting voice will change as you press keys  
faster. If you experiment with different velocity sensi-  
tivity values, you may find that no combination is  
"ideal." It may be necessary to go back and change  
the operator output level settings,  
You can now play the keyboard and observe how  
the sound changes from the piano-like voice on the  
bottom to the clarinet-like voice at the top. It's all one  
voice, but the component "stacks" of carriers and  
modulators are uniquely programmed and scaled to  
produce two distinct sounds.  
Namingandstoringthenewly  
created voice  
1. Now that you've created the voice, perhaps you'd like  
to give it a name all of your own. Press [VOICE  
NAME] and you'll see a blinking cursor (a box) ap-  
pear at the starting position of the 10 available charac-  
ter spaces for the name. To actually enter a name,  
14. To obtain a slightly altered harmonic structure, you  
may want to shift the pitch just a little bit for opera-  
tor 4, the primary modulator in the piano portion of  
the voice. You can do this by pressing [DETUNE]  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
46  
press and hold down the [CHARACTER] button,  
then press individual buttons which correspond to the  
letters, numbers, or punctuation you wish to use.  
4. The voice is stored, but it is also still in the edit/play  
buffer memory where you can continue to experi-  
ment with it. For example, press [EDIT/COMPARE]  
to return to the editing mode, and then try adjusting  
some parameters. One change we recommend is to  
trythedifferent algorithms. Press(ALGORITHM  
SELECT] and then change from algorithm #1 to #9.  
Notice the improvement in the piano portion of the  
voice (at least we think it's an improvement), and the  
change in the clarinet side of the voice.  
Try all the algorithms to hear the differences they  
make in the sound. You may want to experiment with  
different EG settings, keyboard rate scaling, and so  
forth. If you stumble across something you want to  
keep, rename it and store it in another memory loca-  
tion.  
5. When you're done with your editing session, press  
whichever [MEMORY PROTECT] button you had  
originally pressed to turn off the protection (cartridge  
or internal), and use the [DATA ENTRY-ON] button  
to restore protection so you or someone else cannot  
accidentally erase any voices. If the RAM cartridge is  
where you saved the voice, also remember to turn on  
its hardware memory protect switch once again.  
You can determine which buttons produce which  
alphanumeric characters by looking at the small dark  
brown "reversed" type in the right comer of each  
button. If you want to correct a character, continue  
holding [CHARACTER] and use the DATA ENTRY  
[<] or [>] buttons to move the cursor to the position  
you want to change. Then re-enter the new character  
(or press [SPACE] to leave a blank space).  
2. Now that the voice is reasonably complete, you may  
wish to store it on a RAM cartridge, or to store it in an  
internal memory Ifyou're going to use the RAM  
cartridge, make sure its On-Off slide switch is set to  
OFF so that the memory is not protected. You will  
then have to turn off the software memory protection  
in the DX7 for the cartridge or internal memories by  
pressing the corresponding [MEMORY PROTECT]  
button and then pressing the [OFF] DATA ENTRY  
button. The memory is now ready to accept the voice.  
3. Pressthe [MEMORYSELECT-INTERNAL]or  
[MEMORYSELECT-CARTRIDGE]button,depend-  
ing on where you want to store the voice, then press  
and hold down the [STORE] button. While holding  
[STORE], press the voice selector button correspond-  
ing to the specific location (1-32) in which you want to  
place the voice.  
That covers just about all the basic programming  
functions of the DX7. If you've mastered this informa-  
tion, you're ready to create any voice you wish. It may  
take a bit of practice, but soon the instrument can be-  
come an "intuitive" extension of your creative mind.  
That's it. The voice is now stored.  
NOTEIfyouaccidentallypressavoiceselectorbutton  
without holding down the [STORE] button, you will  
lose the voiceyou havejustcreated and will. instead,  
hearthenewlyselectedinternalorcartridgevoice.  
HAVE NO FEAR, you can recover the "lost" voice by  
using the following "EDIT RECALL" procedure:  
Hint Ifyou'replayingonstage, eitherpresetsorvoices  
you've programmed on RAM, you may want to ID these  
voices by applying a length ofwhite masking tape (ap-  
propriate width) to the front paneland writing the voice  
names next to the voice selector buttons.  
Edit Recall "Emergency Voice Recovery"  
Instructions  
a) Press the [FUNCTION] button to place the DX7 in  
FUNCTIONmode.  
b) Press the [EDIT RECALL] button, then press the  
[DATA ENTRY] [YES] button to answer the two  
prompts "edit recall?" and "are you sure?".  
c) You have now recovered the "lost" voice; repeat  
step 3 to store the voice.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
Any of the preset voices can be edited to change them  
slightly, or totally In fact, the term "primary voice" might  
be better than "preset voice," since these voices are not  
permanent like the presets of most other synthesizers. In  
fact, all DX7 presets are completely programmable. So,  
too, are any voices you may have created from scratch  
or copied from another DX synthesizer.  
A special EDIT mode is provided for editing the  
voices, preset or personally programmed. We'll provide  
a brief example of editing a preset voice, and you'll see  
that the process is almost identical to that of program-  
ming from scratch, as previously detailed.  
[OPERATOR OUTPUT LEVEL] and then press  
[OPERATOR SELECT] until operator 2 is set as the  
current operator.  
47  
You can see that this is exactly the same way you use  
the controls to create a voice "from scratch" using the  
[VOICE INIT] function. In fact, [VOICE INIT) really  
does nothing more than to set all parameters to a  
default value, and then places the DX7 in the EDIT  
mode. If you want to change any other parameters,  
just press the appropriate selector butlon(s) and use  
[DATA ENTRY] or any other buttons required to  
program the new values. We strongly recommend  
that you rename an edited voice by using the [VOICE  
NAME]function.  
6. If you wish to save the edited voice, you have sev-  
eral choices. If you have edited a preset ROM voice.  
you cannot save that voice on a ROM... ROMs are  
Read Only Memories. You can, however, save the  
edited preset on a RAM (Random Access Memory)  
cartridge or in an internal memory within the DX7.  
If the "original" voice you edited was selected from  
a RAM or an internal memory, you can over-store  
the edited voice in the same place, or in a different  
memory location so you retain the original and  
edited versions. The method of storing the edited  
voice is identical to that for storing a voice you  
created "from scratch"; we repeat this below for  
convenience.  
1. Select the Electric Piano 1 voice from the Master  
Group of the DX7 voice ROM cartridge. Play the  
voice. Lets suppose you want to change the timbre of  
the sound so it becomes more penetrating... but not  
alter any of the envelopes, fundamental pitches, mod-  
ulation, or touch sensitivity.  
So far, the only clue you have that you are in the Edit  
mode is that the LCD display shows editing functions  
such as "Algorithm Select" and "Output Level." You  
are about to see that another aspect of the display can  
showyouwhetheranything has yet been changed.  
(So far, you have not actually changed the voice.)  
4. Play a few notes, varying the velocity with which you  
press the keys. Then move the [DATA ENTRY]  
slider to change the output level of operator 2 to 90.  
Notice that the instant you change this parameter, a  
decimal point appears to the right of the voice num-  
ber in the LED display This decimal is your clue that  
the voice is no longer the same as the preset. Play a  
few notes and hear for yourself.  
The display should look like this  
7. You can store the edited voice on a RAM cartridge, or  
store it in an internal memory If you're going to use  
the RAM cartridge, make sure its On-Off slide switch  
is set to OFF so that the memory is not protected. You  
will then have to turn off the software memory protec-  
tion in the DX7 for the cartridge or internal memories  
by pressing the corresponding [MEMORY PRO-  
TECT] button and then pressing the [OFF] DATA  
ENTRY button. The memory is now ready to accept  
the voice.  
2. Press the [EDIT/COMPARE] button, and notice that  
the display changes to show the last programming  
function which had been used. If you've been going  
straight through the manual, that function would be  
"algorithm select," though it is not important really  
8. Press the [MEMORY SELECT-INTERNAL] or  
[MEMORYSELECT-CARTRIDGE]button,depend-  
ing on where you want to store the voice, then press  
and hold down the [STORE] button. While holding  
[STORE], press the voice selector button correspond-  
ing to the specific location (1-32) in which you want to  
place the voice. If this is the same location where the  
original voice was located, the edited voice will erase  
(and replace) the original. The moment you store the  
voice, the decimal point in the LED voice number  
window disappears, and you are out of the EDIT  
mode.  
Notice this decimal point appears  
when the output level changes  
5. If you want to compare the newly edited sound to the  
original sound, you can press the [EDIT/COMPARE]  
button once. Notice the decimal point in the LED  
voice number display disappears, and the number  
itself begins to flash. While the number is flashing,  
you can play the original, unedited voice. Press  
[EDIT/COMPARE] again and the edited voice reap-  
pears, decimal point and all.  
3. From the diagram for algorigthm 5 (which the display  
tells us is the algorithm of this voice), we see that  
operator 2 is the modulator of one stack, and there-  
fore increasing its output level may "brighten" the  
voice. We won't know for sure until we try it. Press  
Download from Www.Somanuals.com. All Manuals Search And Download.  
TOR FREQUENCY-COARSE]. Finally press [OPERA-  
TOR SELECT] repeatedly and examine the frequency  
ratios for the 6 operators. With most voices, you'll see a  
lot of 1.00 and 2.00 ratios, but mixed in with these there  
may be one ratio which is unusual, a fine-tuned ratio  
forms as you wish). The accompanying form has been  
filled out as you might do it to describe the voice created  
in the Tutorial section of this manual.  
Analyzing and keeping a record  
48  
of voices  
You can use the EDIT mode to examine all the param-  
eters of each preset... or of any voice. You don't have to  
change anything, but the envelope or frequency ratios  
or touch sensitivity of a voice may be useful to you in  
creating a new voice. In the event a voice is accidentally  
erased, the written record can be used to guide you in  
reprogramming the voice. We recommend using the  
handy form provided on the inside of the back cover of  
this manual (unrestricted permission is hereby granted  
for you to reproduce as many of the DX7 Voice Data List  
In fact, we recommend using the EDIT mode to ana-  
lyze and record the parameters of several preset voices  
strictly as a learning tool for you. Play the voices, look at like 1.53, or a a very high ratio like 24.00. If you then  
the way the voice is programmed, and try to understand  
adjust the [OUTPUT LEVEL] of that "unusual" opera-  
how the settings affect the sound and touch of the voice. tor's frequency ratio, or change its frequency ratio with  
Here's a hint on how to make useful edits on complex coarse or fine control, you can make interesting and  
voices without excessive analysis or trial-and-error.  
Select a voice such as a flute, french horn, piano, etc.  
Then press [EDIT/COMPARE], and press [OSCILLA-  
useful changes to the character of the sound.  
DX7 VOICE DATA LIST  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
THE INTERNAL AND CARTRIDGE MEMORIES  
StoringindividualvoicestoRAM  
We have already described how to play voices that are  
stored intheinternal memoriesorcartridgememories.  
As part of the tutorial, we have also described how to  
store a single voice. The following instructions provide  
additional detail on the use of these memories for  
storing and rearranging voices. To remain consistent  
with the panel labels on the DX7, we use the term  
"Store" to describe the process of placing the currently  
selected voice (the one which is being played or edited)  
into any location (1-32) in the internal or cartridge mem-  
ories. We use the term "Save" to describe the process of  
simultaneously placing all 32 internal memory voices  
into the correspondingly numbered cartridge memories.  
We use the term "Load" to describe the process of trans-  
ferring the 32 voices from one bank of a ROM cartridge,  
or from a RAM cartridge, into the 32 internal memories.  
you wish).  
49  
cartridge  
3. Because you are about to erase whatever voices are in  
the RAM cartridge, the DX7 gives you one more  
opportunity to change your mind by asking "SAVE  
MEMORY, ARE YOU SURE?" If you indeed want to  
save the 32 internal voices in the RAM cartridge,  
press [YES] this second time (if not, press [NO]).  
4. The display will indicate "SAVE MEMORY, UNDER  
WRITING!" for stout 20 seconds as the voices are  
being written (saved) onto the cartridge. The d i s p l a y  
will then indicated "SAVE MEMORY COMPLETED", at  
which point you can select whatever mode you wish  
5. Once the 32 voices are saved, press [MEMORY  
PROTECT- CARTRIDGE] and [YES] to reactivate  
the software memory protection, and then reset the  
switch on the RAM cartridge to reactivate its hardware  
memory protection.  
1. First make sure the Memory Protect switch on the  
RAM cartridge is turned OFF (switch positioned away  
from the connector).  
2. Whether you have been playing an internal voice,  
editing a voice, or creating one from scratch in the  
VOICE INIT mode, turn off the software memory pro-  
tect. Press [MEMORY PROTECT-CARTR1DGE],  
and the display will indicate "MEMORY PROTECT  
CARTRIDGE???".If "???" is"OFF",thesoftwarepro-  
tection is already off and you can go directly to Step 3.  
If the"???" is "ON", then press the [OFF] button.  
3. Press the [MEMORY SELECT-CARTRIDGE] but-  
ton, and then press the [STORE] button and hold it  
down while pressing the voice selector button (1-32)  
which corresponds to the RAM cartridge memory in  
which you wish to store the voice. The LCD display  
will briefly indicate "Under Writing", and will then  
return to the voice name and number, indicating the  
voice has been stored.  
Memory Protect  
When you store a voice (or voices) into an internal or  
cartridge memory, whatever voice had been in that  
memory location is automatically erased... just like  
recording new material over an old tape (although  
recording tape is not involved). To help you avoid the  
frustration and inconvenience of accidentally erasing  
any voices, the DX7 is equipped with several types of  
Memory Protection. The [MEMORY PROTECT] but-  
tons provide independent "software" protection for the  
internal and cartridge memories. In addition, the RAM  
cartridges themselves have "hardware" memory protect  
switches. You can always "read" or "load" a voice from a  
memory regardless of memory protect status. However,  
you cannot store a voice in any internal memory (or  
load the RAM voices into the internal memories) unless  
the internal memory protect is first disabled (turned  
OFF). Similarly, you cannot store a voice in any internal  
memory (or save the 32 internal voices to RAM car-  
tridge) unless the cartridge's hardware memory protect  
switch is OFF and the DX7's software memory protect-  
cartridge feature is also OFF  
Loadingall32 ROM or RAM cartridge  
voicestointernalmemory  
1. First turn off the internal memory protect. Press  
[MEMORY PROTECT-INTERNAL], and the dis-  
play will indicate "MEMORY PROTECT INTERNAL  
???". If "???" is "OFF", the internal memory protection  
is already off and you can go directly to Step 2. If the  
"???" is "ON", then press the [OFF] button.  
NOTE: If you attempt this step with either the software  
or hardware cartridge memory protection ON, the dis-  
play will indicate "MEMORY PROTECTED"as soon  
as you press [STORE]. If, when you release  
[STORE], the voice name reappears, then the soft-  
ware memory protect is ON; perform Step 2 as above,  
then Step 3 again. If, when you release [STORE], the  
"MEMORY PROTECTED"message remains dis-  
played, the hardware protect is ON; perform Step 1,  
then Step 3 again.  
2. Press [FUNCTION] to place the DX7 in FUNCTION  
mode, and then press [LOAD]. When the display  
asks "LOAD MEMORY ALLOF MEMORY?", press  
[YES] (unless you change your mind, in which case  
you should press [NO] and go on to whatever func-  
tion you wish). Because you are about to erase what-  
ever 32 voices are in the internal memory, the DX7  
gives you one more opportunity to change your mind  
by asking "LOAD MEMORY, ARE YOU SURE?" If you  
indeed want to load the 32 RAM voices into the inter-  
nal memory press [YES] this second time (if not,  
press [NO]). After a second or so, the message "LOAD  
MEMORY COMPLETED" appears, telling you the  
voices are loaded.  
4. Once the voice is stored, press [MEMORY PRO-  
TECT- CARTRIDGE] and [YES] to reactivate the  
software memory protection, and then reset the  
switch on the RAM cartridge to reactivate its hardware  
memory protection.  
Savingall32internalmemoryvoices  
toRAM cartridge  
The following instructions describe the procedure for  
turning the memory protect off; they also instruct you to  
turn ON the memory protect as soon as the voice(s)  
have been stored. It is a good idea to always turn ON  
the memory protect unless you specifically need to store  
a voice. This habit may someday avoid accidental era-  
sure of your voices.  
1. First make sure the Memory Protect switch on the  
cartridge is turned OFF (switch positioned away from  
the connector). Then turn off the software memory  
protect by pressing [MEMORY PROTECT-CAR-  
3. Once the 32 voices are loaded, press [MEMORY  
PROTECT- INTERNAL] and [YES] to reactivate  
the internal memory protection.  
TRIDGE] followed by [OFF].  
Transferingasinglevoicefromone  
cartridgeorinternalmemRorAyM  
locationtoanother inthe  
2. Press [FUNCTION] to place the DX7 in FUNCTION  
mode, and then press [SAVE]. When the display asks  
"SAVE MEMORY ALL OF MEMORY?", press [YES]  
(unless you change your mind, in which case you  
should press [NO] and go on to whatever function  
You may wish to rearrange the voices so they fall in a  
particular order as, for example, when you are going to  
Download from Www.Somanuals.com. All Manuals Search And Download.  
       
play a live performance and you want memories 1-32 to  
contain the voices you plan to play in numerical order.  
This can be done either in the internal memory or in  
the RAM cartridge memory Its best to have at least 1  
"blank" or unwanted voice which you can erase when  
doing this. If you need all 32 voices, but simply in a dif-  
ferent order, make a copy of them (either by saving from  
internal to RAM cartridge, or loading from RAM car-  
tridge to internal, as appropriate).  
To move the next voice from a RAM cartridge to an  
internal location, repeat Step 2 and Step 3b.  
50  
4. The process can be continued, selecting a voice and  
moving it to a new location. As you can see, its like  
one of the puzzles where you have 15 numbered  
squares and 1 blank space, and you have to rear-  
range the squares in numerical order — you always  
have to use at least one memory location as the  
"blank" square so you can shuttle the others around.  
That's why we suggest making a copy of all 32 voices  
if you plan to move them around within the internal  
or cartridge memory. Once you've done most of the  
rearranging, you can go to the copied voices and  
transfer the "erased" voices back where you want  
them using the procedure in Step 3b above.  
1. Determine whether you want to work with the RAM  
cartridge or internal memory and turn off the corre-  
sponding sofware memory protection by pressing  
[MEMORY PROTECT-INTERNAL] or [MEM-  
ORY PROTECT-CARTRIDGE] and then pressing  
[OFF]. If you're working with the RAM cartridge,  
also be sure its hardware memory protect switch is  
OFF.  
2. Select a voice you wish to move by pressing [MEM-  
ORY SELECT-INTERNAL] or [MEMORY  
SELECT-CARTRIDGE], and then the appropriate  
voice selector button, from [1] to [32].  
5. As always, when you have completed the operation,  
turn the memory protection back ON.  
NOTE: If a "FORMAT CONFLICT "ID CONFLICT  
or "READ PROTECT message is displayed during a  
STORE or SAVE operation using a RAM cartridge, it  
means the cartridge must be formatted. For details,  
please refer to the CARTRIDGE FORMATTING sec-  
tion on page 9.  
3a. Assuming you want to move the voice into a differ-  
ent position within the same memory area (internal  
or RAM cartridge) from which you selected it, press  
and hold [STORE]. Then press the voice selector  
button corresponding to the memory location into  
which you wish to move the voice. THIS NEW  
LOCATION SHOULD BE BLANK, OR ONE YOU  
DONT MIND ERASING, UNLESS YOU HAVE  
ALREADY MADE A COPY OF ALL 32 VOICES AS  
DESCRIBED PREVIOUSLY.  
The voice has now been stored in the new location.  
(It still exists in its original location.) Now you can  
release the [STORE] button, press the voice selector  
of the next voice you want to move, and then press  
[STORE] and the voice selector of the memory in  
which you wish to store this voice.  
3b. If you want to move the voice into the same or a dif-  
ferent position within the other memory area (i.e.,  
from RAM cartridge memory 6 to internal memory  
2), the procedure is similar. You have already pressed  
[MEMORY SELECT-CARTRIDGE] and [6] to  
select RAM cartridge voice number 6. To assign this  
to internal memory 2, press [MEMORY SELECT-  
INTERNAL], then press and hold [STORE] while  
you press voice selector [2]. (If you want to move  
from an internal location to a RAM cartridge loca-  
tion, substitute the opposite [MEMORY SELECT]  
buttons for those in this example.)  
Download from Www.Somanuals.com. All Manuals Search And Download.  
ADVANCED PROGRAMMING NOTES  
Playing style and programming of  
dynamic control  
the break point, and to use adequate scaling Depth to  
You can simulate an ADSR if you set the envelope as  
follows: L1 =99, L2=99, L4=0, and R2=99. With these  
settings, then R1 becomes Attack time, R3 is Decay  
time, L3 is Sustain level, and R4 is Release time.  
To get the "whap" sound of brass, try using [VOICE  
INIT] Then, from the initialized voice, leave OP1 as it  
is. Change from ALG 1 to ALG 2, change from Feed-  
back=0 to Feedback=7. and then bring up the OP2  
output level to 75. This produces the modulation you  
need for brass, but not the "whap," Reset OP2 EG Rate 1  
from 99 to 70, which causes the modulation to "ramp  
up," rapidly increase the harmonics and produce the  
characteristic brass attack sound.  
51  
"smooth out" the response.  
By now you should be familiar with some of the ways  
the DX7's keyboard can be programmed to be touch  
responsive. If you have read the programming instruc-  
tions in this manual and tried to create or edit voices,  
you are probably aware of the wide range of sensitivity  
settings that are available to you. If not, you can still  
experience a good deal of this flexibility by playing the  
presets. Excellent preset examples can be found in the  
DX7VOICE ROM#3MasterGroup, includingElectric  
Piano, and Jazz Guitar. Flexibility and variety in pro-  
gramming can be virtues, if used wisely When it comes  
to programming the touch response of the instrument,  
there is more to consider than "how wide a range can I  
obtain?"  
One approach to achieving consistency is to first find  
or create a few voices whose keyboard response you  
like. Then document the FUNCTION mode modulation  
settings as well as the EDIT mode's settings for LFO  
(speed, PMD and AMD), Modulation Sensitivity (ampli-  
tude and/or pitch), Keyboard Rate Scaling, and Key-  
board Velocity Sensitivity settings. Then try to use  
settings in this same general range for most of your  
voices. Naturally there will be exceptions, but at least  
this will give you a framework which suits your own  
playing style and taste.  
The envelope generator (EG) settings can also have a  
signficant effect on the playing response of the key-  
board. If the envelope attacks are slow and you're play-  
ing a staccatto passage, the notes may not fully develop  
— or you may find yourself tending to slow your playing  
in order to hear the sound you want. In this case, it  
would be worthwhile to reprogram the attack rate, or to  
add some Keyboard Rate Scaling if the problem is pri-  
marily at the upper end of the keyboard.  
Delayed turn-on usiing the envelopes  
If you want the Operator attack to begin a while after  
you press the key, there are two approaches. One way is  
to set the first level (L1) to 99, and to set the attack rate  
to a low number (0 to 30). This will result in a gradual  
turn-on of the note, with almost no sound at first. If you  
want an abrupt (fast) attack, but you don't want it to start  
for a while after the key is pressed, you'll need to take a  
second approach. Set EG Level 1 to 0; Rl should be set  
to 99. Then set Level 2 to 0, and set Rate 2 to achieve  
whatever delay time you want. Be sure you press the  
key long enough while programming these delayed  
turn-on envelopes... it can take over a half a minute  
before you hear anything. Set Level 3 to 99 (or some  
reasonably high level), and set Rate 3 for whatever  
attack time you want on the note. Level 4 should be 0,  
and Rate 4 can be set to whatever release rate you  
desire.  
Consistency is a primary consideration. We speak of  
consistency in terms of your playing style, not the sound  
of the voice itself. Use your ears to determine how loud  
or bright a sound is created in relation to how forcefully  
you play the keyboard. If you strive to program your  
voices so the keyboard "plays" similarly the DX7 will  
take on a characteristic "feel." If you program each voice  
independently you may never become accustomed to  
the keyboard because it will behave like many different  
instruments. You'll make your job much easier if you  
program the DX7 to sound like many different instru-  
ments, but to play like one.  
All of the preceding suggestions may be completely  
inappropriate if you are using the DX7 for creating spe-  
cial effects. Then you may want odd level scaling,  
extreme touch sensitivity and so forth.  
Additionalenvelopeconsiderations  
Two notes can be sounded from a single keystroke  
(for double-tongued trumpet or mandolin like sounds) if  
the envelope is programmed as follows:  
When you set out to create a voice that will have  
touch sensitivity (Keyboard Velocity Sensitivity and/or  
After Touch modulation sensitivity), we recommend that  
you work on it while playing and listening at moderate  
volume levels. Program the parameters for a mellow,  
almost pianissimo sound. Then, when you hit the keys  
hard, the voice will have "somewhere to go." Of course,  
you have to use some judgement because if you set  
things too low to begin with, you provide enough "head  
room" in the instrument so that a vigorous "fortissimo"  
chord could saturate a tape recording or damage a  
speaker system.  
L1 = 99 (high)  
L2 = 20 Qow)  
L3 = 95 (high)  
L4 = 0 (off)  
R1 = 99 (fast)  
R2 = 35 (slow)  
R3 = 90 (fast)  
Howtoselectanalgorithm  
R4 = 50 (not critical)  
There are 32 algorithms; all have the same 6 opera-  
tors and one feedback loop, yet each algorithm is capa-  
ble of creating sounds that the others cannot. Sometimes  
the differences between algorithms are negligible, yet at  
times the difference can be dramatic. It may help you to  
picture a voice as a the result of two interactive ele-  
ments, (1) the algorithm, and (2) the frequencies and  
relative level of the operators within that algorithm.  
An algorithm is nothing more or less than an arrange-  
ment of operators. Ultimately, there are just two ways  
that the operators can be connected: (1) side by side for  
additive synthesis, and (2) one on top of the other for  
frequency modulation. "Branching" where one operator  
feeds or is fed by two or three other operators, is just a  
The resulting envelope will have a rapid initial attack  
upon pressing the key Then the sound begins falling to  
Level 2, which will sound like zero even if it is set as  
high as 30 or so. The sound then jumps rapidly to Level  
3, at which it sustains as long as the key is held down.  
However, if you release the key as soon as Level 3 is  
attained, the sustain is truncated and you hear a "double  
attack" sound. If Level 2 is set at an intermediate point,  
say between 40 and 60, the double attack still works.  
but the effect is as though Rate 2 and Rate 3 were sped  
up. This apparent rate increase occurs because R2  
doesn't have to fall to as low a level, and R3 doesn't  
have as far to climb, so the time is reduced.  
The Keyboard Level Scaling is also an important  
adjunct to dynamic playing style in that it can be used to  
change the output level when you play with the same  
touch at different areas of the keyboard. The human ear  
tends to be more sensitive to higher frequencies, and  
the DX7 normally creates equally intense sound across  
its entire keyboard so the net result is that higher notes  
can sound too loud or shrill. Therefore, it is often desir-  
able to program a -EXP or -LIN curve on the right side of  
Download from Www.Somanuals.com. All Manuals Search And Download.  
       
52  
fundamental) can be simulated by using the [DETUNE]  
function, and thereby changing the modulator frequen-  
cies to be slightly "off" from the perfect integer ratios.  
(Even though the frequency might still indicate some-  
thing like "2.00", Detune causes it to be more like "2.001  
or 1.998".)  
variation of the second category. Another variation simi-  
lar to category (2) is feedback, which creates frequency  
modulation through regeneration.  
what algorithms the presets use, or by logical reasoning  
(after you learn a little more about programming the  
DX7.) Within a given group of algorithms, begin with  
the least complex algorithm that you feel will do the job  
— that is, the algorithm with the highest number. (We  
realize that decision, in itself, requires a reasonable  
amount of experience and insight... which should come  
more quickly if you follow our guidelines.) You may also  
find that it is sometimes possible to get precisely the  
same results with different algorithms — it depends on  
whether you're using feedback, and on the actual output  
level settings of each operator. At other times, two or  
more algorithms may at first seem to be the same, and  
as you refine the voice, you find that only one algorithm  
will do the job.  
If you were to set the 6 operators to any frequency  
ratios you choose, and set their envelopes and output  
levels to "typical" values (i.e., values like those found in  
several preset voices), you would find that changing the  
algorithm would change the sound very markedly  
Notice that the 32 algorithms, as illustrated on the DX7  
front panel, are sub-divided into 4 major groups (as  
shown by the boxes). While we are about to make a  
gross generalization, it can be useful in planning an  
approach to programming.  
If you're working on a bowed or plucked string sound,  
you can probably visualize the string being stretched  
initially then, as the vibration settles down, the note gets  
quieter. The initial stretch not only leads to a louder  
sound, it also raises the pitch, which then falls steadily  
toward the "normal" pitch of the note as the amplitude  
also falls. This effect can be simulated by using the Pitch  
Envelope. Set it for a slight increase in pitch initially (L1  
slightly higher than 50), and then set the pitch of the  
rest of the voice to be "normal" (L2, L3 and L4 at 50). R1  
should be at 99 so that the pitch initially starts at the  
higher frequency and then R2 can be set to a moderate  
rate so the pitch falls to normal at a rate resembling that  
of the plucked or bowed string. LFO pitch modulation  
can simulate vibrato, and so forth.  
By following this logical approach, you should be able  
to figure out how to program more complex sounds with  
less guessing... or at least with more directed guessing.  
This is not to say that other methods are invalid or will  
not work — there are many ways to obtain a pleasing  
sound. Some piano voices, for example, can be achieved  
using Algorithm 19, which has just one carrier. The  
multiple stacks of modulators which all affect that carrier  
can be programmed to achieve the hammer strike and  
string sounds.  
The most complex algorithms are at the upper left (1  
through 6). Theseare examples of straight FM synthesis  
with two or three "stacks" of operators per algorithm.  
Many of the piano voices or orchestra voices are done  
with these algorithms because each stack can be pro-  
grammed as though it were a separate voice within a  
voice (hence multiple strings on a piano note, or brass,  
bell and flute together).  
A different type of complex algorithm appears in the  
upper right (7 through 18). These are useful for voices  
whose harmonic structure undergoes complex changes,  
yet with fewer different "sub voices" within a voice (bass,  
harp, and stringed instruments, for example). Of this  
cateogry algorithms 7 through 15 include two carriers  
each, one of which has multiple stacks of modulators  
feeding it through two different carrier inputs (good for  
electric pianos as an example). Algorithms 16 through  
18 also have branching, but they all have a singe carrier  
whose three inputs are fed by different stacks of modula-  
tors (good for brass sounds, as an example).  
Algorithm Selection Hints:  
Two carriers, side by side, can be functionally equiva-  
lent to having two distinct sound sources that are  
simply added together. You can also program the two  
carriers with nearly the same parameters for a "richer"  
or "thicker"texture.  
Regardless of the algorithm you select, use the fewest  
number of operators you can when you begin to pro-  
gram. Turn off the others while programming by using  
the [OPERATOR ON-OFF] buttons; if you want them  
to remain off alter the voice is stored, turn their  
[OPERATOR OUTPUT LEVEL] to zero.  
Learntoprogrambystudyinghow  
acoustic Instruments work  
It is important to consider how an acoustic instrument  
creates sound, and to think about the relationship  
between particular "patches" on the DX to the method of  
sound generation in the acoustic instrument. For exam-  
ple, if you are trying to duplicate the sound of a piano,  
you would observe that many piano keys cause a ham-  
mer to strike two or three strings. Therefore, you might  
want to use an algorithm with two or three carrier/  
modulator stacks. Each stack can then be programmed  
to duplicate the sound of a different string, emulating the  
2 or 3 strings struck by the hammer. There are other  
considerations, such as the sound of the hammer itself.  
You may program one stack to synthesize the sound of  
the felt striking the string(s), and then use the remaining  
stack(s) to create the string sound. The shifting harmonic  
structure of the acoustic piano note can be simulated by  
using different envelopes for each modulator. The inhar-  
monicity (where harmonics are not in tune with the  
Thereismorethan 1 wayto create  
a pitch  
Less complex still are the algorithms pictured at the  
lower left (19 through 25). Each includes one modulator  
which feeds 2 or more carriers, and the number of carri-  
ers form a progression: algorithms 19 and 20 each have  
3 carriers, 21 to 23 each have 4 carriers, 25 and 26 each  
have 5 carriers. These are useful for sounds with more  
discrete attacks and less harmonic complexity — a pipe  
organ for example. Algorithms in the lower right (26  
through 32) are arranged with a similar progression of 3,  
4, 5 and 6 carriers, but these are the least complex  
algorithms in terms of the amount of modulation availa-  
ble. They are useful for such sounds as electric organs,  
simple wind instruments like a recorder, and so forth.  
When you set out to create a given sound, you'll have  
to find the group of algorithms that you feel may be able  
to do the job; this judgement can be based on looking at  
There are many ways to achieve a given pitch within  
a particular voice. At first, it may seem that the carrier  
frequency determines the fundamental pitch of the  
voice, and the modulator(s) affect primarily the har-  
monics or overtones. However, you will find this is not  
necessarily the case. For example, changing the carrier  
to a frequency ratio of 6.00 and the first modulator  
above it to a ratio of 2.00 can produce tones that have a  
fundamental pitch which is considerably lower than the  
6.00 ratio would suggest. This is due to the strength of  
the sum and difference products of modulation — the  
so-called "sub harmonics" which are produced. When  
you are trying to get a particular sound, take the time to  
experiment with many different frequency ratios, not  
just the "obvious" choice. Moreover, be sure to try differ-  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
ent modulator output levels for each combination of  
frequencies, since this can make a world of difference in  
the sound.  
50. Then press [BREATH CONTROLLER-AMPLI-  
TUDE] and turn it ON. Within the voice itself, the  
amplitude modulation sensitivity of one or more opera-  
tors must be set to 1 or higher. In this case, the BC-1  
may alter the volume, the timbre, or both depending on  
whethertheAMsensitivityisturneduponthecarriers)  
or modulator(s). Play the instrument and blow into the  
BC-1 to hear what happens.  
NOTE If you have to blow too hard while playing a  
voice which is known to be modulation sensitive, you  
may want to adjust the sensitivity ofthe BC-1 itself.  
Useasmallslot-bladescrewdrivertoturn the recessed  
screw on the bottom ofthe unit. You can also cover up  
the small vent hole in the BC-1 withyour fingeror  
adhesive tape; this will increase theeffectivenessof  
yourbreath, but will restricttheplayingstyle some-  
what(italsoquietsthe BC-1).  
Pitch modulation with the BC-1  
53  
Turn on the pitch modulation (we assume the range is  
still set between 50 and 99). You will also need to set the  
pitch modulation sensitivity within the voice itself to a  
value of 1 or higher (check this in EDIT mode, and  
change if necessary). Hold down a key, and blow on the  
breath controller. You should hear a vibrato effect — the  
speed has nothing to do with how you blow since it is  
set by the LFO speed which is programmed into the  
voice — your breath affects the vibrato depth.  
Ensemble voices m ay differ from  
solo voices  
When a musician plays an instrument as part of an  
ensemble, whether 2 or 70 people are playing, the  
sound of his instrument will interact with the other  
sounds. There is a certain balance to be struck between  
blending with the other instruments, yet retaining a  
distinct identity. The need to retain an identity in the  
midst of this complex group texture (even if the "group"  
is nothing more than tape recorded Overdubs of the  
same DX synthesizer) calls for a more "penetrating"  
sound, sometimes one with more exaggerated LFO  
modulation or a slightly "edgy" harmonic structure. The  
same voice might sound too harsh or exaggerated in a  
solo performance. When you are programming a voice,  
be sure to evaluate it in the musical context where it will  
be used. You may want to program and store two varia-  
tions of the same voice, one for ensemble and one for  
solo use. Some of the preset voices include the term  
"ensemble" (ENS) in their title; these voices often work  
better in an ensemble than as solo voices.  
Breath controller techniques  
You can use the breath controller several ways. Take it  
into your mouth and grip it with your teeth. Touch a key  
on the keyboard, and begin to blow gently If the voice is  
set up for breath controller EG bias, the note will begin  
to sound, and will become louder the harder you blow  
If the voice is set up for pitch modulation, the vibrato  
will increase as you blow harder. If the voice is set up for  
amplitude modulation, the tremolo and/or wah-wah will  
increase as you blow harder.  
EG BIAS modulation with the BC-1  
When you turn up the EG bias (99 max), the actual  
level of each operator whose AM sensitivity is above 0  
will go down. With a maximum AM sensitivity of 3, and  
EG BIAS of 99, the operator level will be zero. Then,  
when you blow hard into the BC-1, the level comes  
back up to the maximum level permitted by the enve-  
lope at any given instant; you must have played the  
note first on the keyboard so that the EG bias is bringing  
up the level within the programmed envelope. The rates  
of the envelope remain unchanged, but the sound will  
disappear instantly if the BC-1 is not blown.  
The EG bias is perhaps the most interesting modula-  
tion for thebreath controller. When you blow normally.  
the notes start softly By tongueing the note (forming the  
breath with a "T" sound), you can get a harder edge. By  
finishing the blowing with a "T" sound, you can get the  
note to end abruptly Of course, you have to coordinate  
the blowing with the playing of the notes on the key-  
board. Given maximum EG bias modulation and maxi-  
mum amplitude modulation sensitivity within the voice,  
there will be no sound when you play a key; the sound  
will come only when you hold the key and then blow  
into the BC-1. It may take some practice to achieve the  
proper coordination.  
Youcanachievea"growling" effectbyhumminginto  
the BC-1 while you are blowing. This can create an  
occasionally useful "gritty" sound for playing saxophone.  
for instance, or an overdriven lead guitar. You'll want to  
experiment with combinations of humming, tongueing  
by meansof "T-ing", "D-ing" or "F-ing", and so forth. An  
"F" or "CH" sound may be better for whistles, while a  
"too-kah" sound may do the job for a birdsong. The  
possibilities are particularly exciting when you blend the  
breath controller effect with the pitch bend wheel or  
other modulation sources.  
Breath controller applications  
and hints  
There are certain types of instruments that are difficult  
to phrase or articulate with a keyboard, such as brass or  
vocal sounds. The BC-1 breath controller may be used  
to phrase and shape the envelope or to add modulation  
of pitch and amplitude. The BC-1 is sensitive to pres-  
sure; the harder you blow into it, the more voltage it  
applies to the synthesizer's Breath Controller input. This  
voltage can be programmed to affect different aspects of  
the voice. The changes it brings about can be made  
very quickly — a great asset when performing. However,  
in order to use the breath controller, various parameters  
must be programmed into both the voice and the  
FUNCTION modeofthe instrument.  
For creating a voice like the "SAX - BC1" preset,  
where you may want all the sound controlled by the BC-  
1, you might set all the operators' amplitude modulation  
sensitivities to 3, and the BC range to 99. In something  
like the E.P-BRS BC (Electric piano-Brass Breath Con-  
trolled) voice in the complex & effects group, the piano  
portion of the voice is not affected by the breath control-  
lerbecausetheseoperators' AM sensitivities are at 0, but  
the operators in the brass portion of the voice have their  
AM sensitivities set at 3; the [BREATH CONTROL-  
LER-RANGE] should be 99 for this voice.  
With the "Sax - BC1" voice you may want to use the  
BC-1 for phrasing (EG bias), use after touch for vibrato  
(Pitch), and use the foot control for overall volume. The  
Modulation Wheel can be used to apply LFO amplitude  
modulation.  
To explore the use of the breath controller, select a  
voice which includes amplitude modulation sensitivity  
such as the "SAX-BC1" voice from the Master Group.  
Then plug in the Yamaha BC-1 breath controller.  
Special effects from [DATA ENTRY] while  
in PLAY mode  
The DX7 [DATA ENTRY] section continues to be  
Amplitude modulation with the BC-1  
Press the [FUNCTION] button and then press  
[BREATH CONTROL-RANGE] and set the range to  
Download from Www.Somanuals.com. All Manuals Search And Download.  
     
ReferenceSourcesonFMSynthesis  
FM digital synthesis, of the type used in the DX syn-  
thesizers, was pioneered by Dr. John M. Chowning and  
his associates at Stanford University in the early 1970's.  
A number of research papers have been published, and  
offer the technically-inclined reader ample opportunity  
to understand the theory and mathematics of FM syn-  
thesis.  
54  
"live"after you exit the FUNCTION mode by pressing  
one of the [MEMORY SELECT] buttons (internal or  
cartridge). The [DATA ENTRY] controls only change  
the last used parameter prior to pressing the [MEM-  
ORY SELECT] button. This feature can be useful as an  
additional live performance control. For example, you  
might go into the EDIT mode and select [LFO  
SPEED]. Then go back to the PLAY mode and you can  
play any voice you like and change its LFO speed by  
moving the [DATA ENTRY] controls. Similarly, you can  
go into FUNCTION mode and adjust [MASTER  
TUNE], then go back into PLAY mode and use [DATA  
ENTRY] to tune a voice. One application of this charac-  
teristic is to achieve simulated "doppler shift" with the  
train bell or whisltle (Doppler effect is the increase in  
pitch that occurs as two objects move closer togther at a  
rapid rate, and the decrease in pitch as they move  
apart).  
[ON] and [OFF] buttons will toggle the keyboard  
between polyphonic and mono operation.  
5. Press [MEMORY SELECT] (internal or cartridge) to  
enter the PLAY mode.  
When you select a voice like the Fretless Bass, push  
up [DATA ENTRY] or press [>] to set the DX7 to  
MONO mode. You can now use fingered portamento  
(holding one key while pressing and releasing  
another) to achieve a pitch bending glide to the next  
note, or play notes sequentially to avoid portamento.  
If you select another voice, such as Electric Piano, pull  
down [DATA ENTRY] or press [<] to return to poly-  
phonic operation; since the portamento jack is  
shorted, there will be no portamento on that voice. If  
you want, you can use a foot switch in the Porta-  
mento jack, in which case the portamento would be  
active in POLY mode when you step on the pedal.  
If you don't want to accidentally have a parameter  
change whenever you're in PLAY mode, select a non-  
critical parameter before you exit the FUNCTION  
mode. From FUNCTION mode, for example, you  
might press [BATT CHECK] before going into PLAY  
mode. This will avoid accidental, unexplained  
changes while you are playing.  
John M. Chowning, "The Synthesis of Complex Audio  
Spectra by Means of Frequency Modulation," Journal  
#
of the Audio Engineering Society Vol. 21, 7 pp 526-  
534 (Sept. 1973); reprinted in Computer Music Jour-  
#
nal, Vol. 1, 1, pp 46-54 (April 1977).  
John Grey, "An Exploration of Musical Timbre," PhD  
Dissertation, Dept. of Psychology Stanford University  
(Feb. 1975); distributed through the Dept. Music, Tech.  
Rep. Stan-M2.  
James A. Moorer, "The Synthesis of Complex Audio  
Spectra by Means of Discrete Summation Formulas,"  
One of the most important parameters to access dur-  
ing performance is the POLY/MONO mode selection.  
You can exit FUNCTION mode after first pressing  
[POLY/MONO], and then toggle between these modes  
while playing various voices.  
#
Journal of the Audio Engineering Society, vol. 24, 9,  
pp 717-727 (Nov. 1976).  
James A. Moorer and John Grey, "Lexicon of Analyzed  
Tones (analysis and plotting programs), Part I: A Violin  
Tone," Computer MusicJournal (Box E, Menlo Park,  
CA 94025), 1(1): 39-45 (1977).  
The ability to change the last selected FUNCTION  
parameter is particularly useful for changing the  
portamento characteristics. For example, you can enter  
FUNCTION mode and adjust the [PORTAMENTO  
TIME], then play a voice and alter that time as you play.  
A very useful "trick" relies upon the difference in por-  
tamento that occurs between polyphonic and mono  
modes. As explained here, you can use [DATA  
ENTRY] to switch between fingered portamento with a  
mono keyboard (useful for a Fretless Bass voice), and no  
portamento with a polyphonic voice (Electric Piano, for  
example).  
Bill Schottstaedt, "The Simulation of Natural Instru-  
ment Tones using Frequency Modulation with a Com-  
plex Modulating Wave," Computer Music Journal, pp  
46-50 (Nov. 1977)  
Marc LeBrun, "A Derivation of the Spectrum of FM  
with a Complex Modulating Wave," Computer Music  
Journal, pp 51-52 (Nov. 1977)  
1. Wire a standard phone jack so its tip is shorted out to  
its sleeeve (jumper from tip to sleeve). Insert this plug  
in the Portamento Foot Switch jack on the back of the  
DX7. It has the same effect as though you plugged in  
a foot switch but did not step on it.  
2. Enter FUNCTION mode. press [POLY/MONO], and  
set the instrument for MONO operation.  
3 Press [PORTAMENTO MODE] and select "FIN-  
GEREDPORTA".You'llnoticethatfingeredporta-  
mento is not sensitive to the portamento foot switch,  
so it will work even though the shorted jack is  
present.  
4. Press [POLY/MONO] again before leaving FUNC-  
TION mode so that the [DATA ENTRY] slider or  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
MIDI: A STANDARD INTERFACE  
FORREMOTELY PLAYINGAND/OR PROGRAMMINGMULTIPLE SYNTHESIZERS  
the keyboard, or adjust almost any FUNCTION mode  
parameter remotely and, of course, you can play one  
instrument from the other's keyboard.  
MIDIconnections  
MIDI is an acronym for Musical Instrument Digital  
Interface, a specification which several manufacturers  
have already agreed to use for designing equipment  
which is compatible. MIDI is a non-proprietary "lan-  
guage" which allows different (or identical) synthesizers  
to "talk" to each other. There are many, many parame-  
ters described by MIDI. MIDI-compatible instruments  
made by any one manufacturer should generally be  
capable of causing other manufacturers' MIDI compati-  
ble instruments to play and to switch from one voice to  
the next. Computer or sequencer control of multiple  
synthesizers will be possible using MIDI, and many  
independent computer software and hardware concerns  
are working on MIDI related products. Computers will  
also be able to provide "hard copy" manuscript of an  
improvisation or composition, and permit video synthe-  
sis to be integrated with music synthesis. Almost any  
computer should be suitable, provided it is fitted with a  
special hardware interface capable of communicating at  
31.25 kilobaud (31,250 bits per second), and pro-  
grammed to satisfy the MIDI specifications. The standard  
MIDI interconnect utilizes 5-pin DIN male plugs (Swit-  
chcraft 05GM5M or equivalent) on twisted-pair shielded  
cable (shield to pin 2 of both ends). To avoid data distor-  
tion due to cable capacitance, a maximum of 50 feet (15  
meters) of interconnect cable may be used.  
55  
To utilize MIDI, you'll need a suitable cable, available  
from your Yamaha DX dealer. One instrument will be  
designated as the Master, and the other instruments) as  
the Slave(s). The Master is the DX which you primarily  
use to play or program the other DX(s). In the simplest  
setup, you connect the MIDI OUT jack of the Master to  
the MIDI IN jack of the Slave.  
With two or more DX synthesizers connected together,  
you can use the controls on the Master to control the  
Slave(s), yet each synthesizer retains its own sensitivity  
and voice assignments. For example, moving the Mas-  
ter's MODULATION Wheel to full forward deflection  
might cause a slight bit of LFO pitch modulation on that  
instrument, while on the Slave there might be a large  
amount of LFO amplitude modulation with a completely  
different waveform — it depends on how the two instru-  
ments' voices and FUNCTION modes are programmed.  
Similarly operating the Master's PITCH Wheel would  
cause a change in each instrument's voice that depends  
on the individually programmed Range and Step values.  
This "differential" sensitivity can be helpful as an effect,  
for example with a steel guitar voice; you can program  
the same voice into both instruments, then play the  
Master and use its PITCH Wheel to bend one "string"  
(one note) on one DX, but not bend the same "string"  
which MIDI is playing on the other DX. In other cases,  
you could set the Master to move up in pitch in a con-  
tinuous slide until, at full PITCH Wheel deflection, the  
keyboard is up 1/5 octave; at the same time, the Slave  
could be programmed to move up in pitch by 1/3 step  
jumps until it reaches a full octave above the starting  
pitch.  
Many of these same .things can be done with a DX7  
connected to a DX9; the interface automatically compen-  
sates for the different algorithms and different numbers  
of operators. What's more, several synthesizers can be  
"daisy chained" together for simultaneous playing, and  
you can switch the voice memories on all of them by  
pressing a single button. Individual voices on the vari-  
ous MIDI-connected instruments can then be "brought  
out" or faded by using individual foot controls to adjust  
the volume.  
Standard MIDI setup with two DX7s. You play and/or  
program voices for both instruments from the Master  
(which is the one whose MIDI OUT jack is used You  
can also play the Slave directly if you wish.  
#
In this setup, the Master (instrument 1) can be used to  
#
play and/or program the first Slave (instrument 2)  
Some brands of MIDI-compatible instruments may be  
able to cause other brands to bend pitch, tune the key-  
board, and perhaps respond to touch sensitivity, but total  
compatibility is not nececessarily guaranteed by the  
label "MIDI". In fact, the very methods of sound genera-  
tion differ between instruments that use MIDI, limiting  
the remote programming capability. Within a single  
manufacturer's product line, such as the Yamaha DX  
series, MIDI can permit extensive programming of one  
instrument through the controls of another by com-  
municating so-called "system exclusive" information.  
When dissimilar synthesizers are fed this type of infor-  
mation, they simply ignore it.  
However, the the second Slave, (instrument 3) cannot be  
remotely controlled by the Master — the fir#st Slave  
#
(instrument 2) can control the second Slave (instru-  
#
ment 3). In other words, when MIDI IN/OUTjacks are  
used to interconnect several instruments, remote play-  
ing or programming is possible only from one instru-  
ment to the next along the "chain." As always, each  
instrument can be played or programmed locally  
Yimaha utilizes extensive system information so,  
within the DX series, you can perform most functions  
from a single keyboard. For example, you can program  
a voice on one DX7 and then transfer that voice to  
another DX7. You can transfer part of a voice to the  
other DX7, making it possible to merge parts you like in  
different voices to create a new voice (this could be done  
by manually programming each parameter, but MIDI  
makes it faster and easier). You can transfer all 32 voices  
from one DX7 to another. You can bend the pitch, tune  
In this setup, the Master can be used to play or program  
both Slaves. The difference, compared to the previous  
setup, is that here the THRU connector of the first Slave  
(instrument #2) is used to feed IN connector of the sec-  
ond Slave. Additional instruments can also be con-  
trolled by the Master by feeding from the THRU  
connector ofone to the IN connector of the next, and so  
on.  
NOTE One further MIDI connection diagram is shown at  
the end of this section of the manual.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
Transmitting32voicesfromtheMaster  
to the Slave  
in Step 2.)  
56  
occurs, there is no more MIDI communication  
between the two synthesizers, so pressing [NO]  
on the Master cannot return the Slave to the  
proper channel. You may not find out about  
this inadvertent change untilyou again try to  
play the two instruments together. The only  
way to get the Slave back on Channel 1 is to  
manually press its [NO] button.  
Playing the Slave from the Master  
1. Set the Master synthesizer to MIDI channel 1 by  
pressing [FUNCTION], then press [MIDI] (button 8)  
until thedisplayshows"FUNCTIONCONTROL, MIDI  
CH = ?", where the question mark may be any num-  
ber from 1 to 16. If it's at 1, go on to the next step; if  
not, use the [-1] DATA ENTRY button to set the instru-  
mentsotheLCDdisplays"FUNCTIONCONTROL,  
MIDI CH=1."  
2. Now set the Slave to communicate on MIDI channel 1  
by repeating Step 1 on that instrument. It is not nece-  
sary to set "SYS INFO AVAIL" in order to play or select  
voices via MIDI; the "system information" need be  
available only when you are transmitting voices or  
parts thereof from one instrument to the other.  
3. Press [MEMORY SELECT-INTERNAL] or [MEM-  
ORY SELECT-CARTRIDGE] on the Master, and  
do the same on the Slave, selecting whichever source  
of 32 voices you wish to play on the particular instru-  
ment. That's it. Now, any time you press a voice selec-  
tor (buttons 1-32), both instruments will go to that  
numbered voice memory Both will play and will  
respond to modulation controls (if the FUNCTION  
mode programming is appropriately set in each  
instrument).  
For this discussion, we will assume the simple setup  
shown with just two DX7 synthesizers. Basically, the  
same procedure is used when playing more DX7s, or a  
mixture of other DX synthesizers.  
1. Load the 32 voices you wish to transmit into the Mas-  
ter's internal memory  
2. Set the Master synthesizer to MIDI channel 1 by  
pressing [FUNCTION], then press [MIDI] (button 8)  
untilthedisplayshows"FUNCTIONCONTROL,MIDI  
CH= ?", where the question mark may be any num-  
ber from 1 to 16. If it's at 1, go on to the next step, if  
not. Use the [-1] DATA ENTRY button to set the  
instrument so the LCD displays "FUNCTION CON-  
TROL, MIDI CH= 1."  
This same effect can cause problems in Master  
Tune mode, since editing a voice parameter on  
the Master would throw the Slave out of tune.  
In order to prevent such Inadvertent channel  
switching or FUNCTION modification on the  
Slave, it is a good idea to select an inconse-  
quential FUNCTION mode parameter before  
entering the PLAY mode - [BATT CHECK] is a  
good choice. Then the [DATA ENTRY] controls  
will have no effect so you cannot accidentally  
switch the Slave(s) to an inoperative channel.  
NOTE You can use the "live" [DATA ENTRY] con-  
trols to advantage. For example, you miqht go into the  
FUNCTION mode and select [PORTAMENTO  
TIME. Then go back to the PLAY mode and you can  
play both instruments and change the time it takes to  
glide from one note to the next (assuming the porta-  
mento effect is in use) through MIDI. This works with  
multiple DX7s or with a DX7 MIDI connected to a  
DX9. If you do not want the Slave voice to be modi-  
fied when you alter the Master voice, select a FUNC-  
TION mode parameter such as [BATT CHECK]  
prior to selecting PLAY mode on the Slave.  
3. Now press [MIDI] once more and the LCD will proba-  
blydisplay"FUNCTIONCONTROL,SYSINFO  
UNAVAIL". This means that the synthesizer's MIDIsys-  
tem communication on channel 1 is turned off. Press  
the [ON] button, and the display will change to  
"FUNCTION CONTROL, SYS INFO AVAIL". The Mas-  
ter synthesizer is now set to transmit voice data.  
4. Now set the Slave to receive on MIDI channel 1 by  
repeating Steps 2 and 3 above on that instrument.  
5. From now on, most changes of the Master's EDIT or  
FUNCTION mode programming controls will affect  
the Slave.  
6. Press [MIDI] once more on the Master, and its LCD  
will display "FUNCTION CONTROL, MIDI TRANS-  
MIT?" to which you answer [YES]. In about a second,  
the 32 voices will be transmitted to the next DX syn-  
thesizer (the Slave). When the operation is over, the  
Slave's LCD will display "FUNCTION CONTROL, MIDI  
RECEIVED".  
CAUTION With or without MIDI, a DX synthe-  
siser's [DATA ENTRY] section continues to be  
"live" after you exit the EDIT mode or the  
FUNCTION modeby pressingone ofthe [MEM-  
ORY SELECT] buttons (internalor cartridge).  
This feature can, in some cases, be useful.  
However, it can also cause problems when you  
are using the MIDI system. For example, when  
you set up the instruments to communicate via  
MIDI, as they are now, the MIDI channel func-  
tion may be the last FUNCTION mode opera-  
tion you perform prior to entering PLAY mode.  
Ifyou then place the Master synthesizer in  
EDIT mode to change its voice, the Slave  
remains in PLAY mode. As soon as you press  
the [YES] DATA ENTRY button on the Master  
to change a voice parameter on that instru-  
ment, the same [YES] command is sent, via  
MIDI, to the Slave. On the Slave, however, that  
command is interpreted to change from MIDI  
channel 1 to channel 2. The instant this  
Transmitting individual voices from the Master  
to the Slave  
You can transmit a voice to the Slave's internal or car-  
tridge memory, provided you first turn OFF the corre-  
sponding protection.  
1. Make sure that both Synthesizers are set to communi-  
cate on MIDI channel 1, as described in Steps 1 to 3  
of the "Transmitting 32 voices..." instructions.  
2. Turn OFF the memory protection on the Slave by  
pressing the [MEMORY PROTECT] button corre-  
sponding to the memory area you wish to use  
(INTERNALorCARTRIDGE),andthenpressingthe  
[OFF] button. If you're using a cartridge, be sure to  
turn OFF its hardware memory protect switch, too.  
3. Select the voice on the Master that you want to trans-  
mit by pressing [MEMORY SELECT-INTERNAL]  
NOTE If the Slave is a DX9, only the first 20 voices  
will be transmitted, and they will be truncated to the  
closest sounding voice that can be achieved with 4  
instead of 6 operators. Operators 3, 4, 5 and 6 are  
transmitted to the DX9, but operators 1 and 2 are not.  
This will affect some voices more than others. A simi-  
lar translation will occur when moving voices from  
DX9 to DX7.  
If the Slave did not receive the voices, there are two  
things to check. First, be sure its memory protection  
was OFF. Second, be sure both synthesizers were set  
to MIDI channel 1. (If one is not, you'll have to manu-  
ally change it from the FUNCTION mode as described  
Download from Www.Somanuals.com. All Manuals Search And Download.  
   
or [MEMORY SELECT-CARTRIDGE] and then  
pressing the appropriateVOICESELECTOR(1-32).  
4. The voice you just selected on the Master is now  
located in the edit buffer within the Slave. To save it,  
press and hold the Slave's [STORE] button, and then  
press the Slave's voice selector corresponding to the  
memory number you wish to use (1-32). The voice is  
now stored in that internal or cartridge memory  
5. Turn the memory protection back ON unless you plan  
to transmit additional voices.  
to create a voice "from scratch" then it doesn't matter  
what voice is selected on the Slave. However, you can  
program some parameters on the Master which will  
then automatically be transmitted to the slave, while  
other aspects of the Slave's selected voice will remain  
as they were. In this way, components of two (or  
more) different voices can be merged.  
57  
the first connection shown, with one Master and one  
Slave. However, you might wish to stack each DX atop  
different keyboards, so it might be more convenient to  
use one DX as the Master for part of your performance,  
and the other DX as the Master for another part of your  
performance. This can be done by using a second MIDI  
cable as shown here. Then, by setting both synthesizers  
to"MIDICH=1",youcanuseeithersynthesizerasthe  
Master. DO NOT USE THE THRU connector in this type  
of setup unless you also want to control an additional  
DX from either of the first two.  
3. Press [EDIT/COMPARE] on the Master.  
4. You can now transmit an operator's envelope, fre-  
quency ratio, or any EDIT mode information from 1  
voice on the Master and apply it to another voice on  
the Slave. As soon as you select or alter any EDIT  
parameter on the Master, that value change is auto-  
matically transmitted to the Edit buffer of the Slave.  
5. During this process, you can still play the Master key-  
board and listen to either the Master or the Slave by  
selectively adjusting their VOLUME controls (which  
are not MIDI interconnected) or by using Volume foot  
controls, or by playing the Slave keyboard to hear just  
that instrument.  
UsingDX7  
DX9 voicesRAM  
cartridgestosave  
MIDI makes it possible to take voices from the DX9,  
transmit by MIDI to the DX7, and store them on the  
DX7 RAM cartridge instead of on the DX9 tape. While the  
RAM storage is more expensive than the tape, the car-  
tridgcs are sometimes more convenient in live perform-  
ance situations — or if one's tape recorder fails. This  
type of alternate storage can be done in the other direc-  
tion, storing DX7 programmed voices on DX9 cassette.  
You might wish to do this to save money or if you tem-  
porarily run out of cartridge space. It is true that the DX9  
tape storage cannot save some of the touch sensitivity  
parameters, and that the DX7's 6 operators will be trun-  
cated to 4, but in some cases the loss of 2 operators will  
not significantly alter the voice so you may wish to try  
this technique.  
Special MIDI setup with two DX7s. You play and/or  
program voices for both instruments from either one. If  
you use the THRU connector of either synthesizer to  
feed the MIDI IN connector of a third synthesizer then  
eitheroftheseMasterswillcontrolallthreeinstrumnets.  
6. When you wish to store the voice on the Slave, press  
its [STORE] button and hold it while pressing the  
appropriatelynumberedVOICESELECTOR(1-32).  
MIDI DOES NOT PERMIT YOU TO PRESS THE MAS-  
TERS [STORE] BUTTON AND STOREAVOICE 0N  
THE SLAVE. YOU HAVE TO PRESS THE SLAVE'S  
[STORE] BUTTON.  
More information on MIDI  
MIDI opens up an exciting new world to synthesists.  
Because MIDI is relatively new, its full potential has yet  
to be explored. Certainly, the DX7 is capable of more  
MIDI operations than have been outlined in this text.  
In addition, there is already a "MIDI users' group" to  
share MIDI information. At the time this manual was  
prepared, informationwasavailablefrom: IMA(Interna-  
tional Midi Association), 8426 Vine Valley Drive, Sun  
Valley, CA 91352, USA. Phone (213) 768-7448.  
7. Turn the memory protection back ON.  
When going from a DX9 to a DX7, the key level scal-  
ing will always be set to the exponential curve, with a  
value corresponding to whatever scaling value had been  
set the DX9. You may wish to reprogram the voice to  
have a linear curve after you transmit it to the DX7.  
Escaping from MIDI control  
You can "turn off" MIDI in any of several ways. The  
most immediate way is to unplug the cable, although  
this is not always convenient, and can prematurely wear  
out the connectors if you do it often. You can also enter  
the FUNCTION mode on the Master or the Slave and  
Programming remotely with MIDI  
As already stated, you can remotely control FUNC-  
TION mode parameters by setting both instruments to  
"MIDI CH 1" and setting them to "SYS INFO AVAIL". You  
can also remotely control EDIT mode parameters.  
1. Turn OFF the memory protection on the Slave by  
pressing the [MEMORY PROTECT] button corre-  
sponding to the memory area you wish to use  
(INTERNALorCARTRIDGE),andthenpressingthe  
[OFF] button. If you're using a RAM cartridge, be  
sure to turn OFF its hardware memory protect switch,  
too.  
#
press the [MIDI] button ( 8) and either change one  
instrument to a different channel (press [ +1] when the  
displayshows"FUNCTIONCONTROL. MIDICH= 1). If  
you just want to play remotely but not program  
remotely set it so that system information is not availa-  
ble (press [NO] when the display shows "FUNCTION  
CONTROL, SYSTEM INFO AVAILABLE").  
A special setup with two Masters and  
no Slave  
If you are playing on stage and you wish to be able to  
play two DX synthesizers simultaneously, you could use  
2. Select a voice on the Master that you wish to use as a  
starting point for editing. You can, if you wish, select  
the same or a different voice on the Slave. If you plan  
Download from Www.Somanuals.com. All Manuals Search And Download.  
       
MAINTENANCE AND TROUBLESHOOTING  
Cleaning  
58  
IF THE DISPLAY SHOWS "GARBAGE", LOCKS  
UP, OR SOME OTHER FUNCTION REFUSES TO  
OPERATE PROPERLY  
display They should be "111111" indicating all operators  
The DX7 should be cleaned with a soft, moistened  
cloth. To remove more stubborn dirt, use a mild deter-  
gent solution on the cloth. Do not allow fluid to run into  
the instrument, and do not use special cleaners since  
solvents can mar the finish.  
are turned ON. If there are zeros, that may be why you  
hear nothing. Try pressing the [EDIT/COMPARE] but-  
ton to get to the "original" voice and see if the sound  
returns. Another possibility is that the operator output  
level is turned down. Press [OPERATOR OUTPUT  
LEVEL] and then press [OPERATOR SELECT] to look  
at the level of at least the carriers. If the level is below  
30, there will be almost no sound; try 99 and see if  
things improve.  
The DX7 is really a very sophisticated computer.  
Sometimes a random power surge or static spark —  
even a powerful single cosmic ray believe it or not —  
can temporarily destroy information in a digital memory  
When this occurs, the results are unpredictable. Such  
malfunctions are known as "soft" errors because they  
are not caused by actual component failure. Turning the  
DX7 power switch OFF waiting a half minute, and then  
turning the power back ON will usually clear this type of  
"soft" malfunction.  
InternalMemoryBatteryBackup  
If the internal battery voltage drops below 2.2 volts  
(see [BATT CHECK] on page 20), the battery should be  
replaced by an authorized Yamaha DX service center or  
dealer. Make sure you have saved any internal voices on  
a RAM cartridge before unplugging the instrument; there  
is a chance the voices will be lost due to the low voltage  
(or zero voltage while the battery is being changed).  
Special lithium batteries are used, and this operation  
should not be attempted by the owner. The battery life is  
expected to be from 3 to 5 years.  
Another possibility is that you have selected a voice  
which has a lot of amplitude modulation sensitivity  
programmed into its carriers, and that one of the modu-  
lation controls is programmed with a significant amount  
of amplitude modulation range. Lets say for example,  
that the voice you are trying to play has its carriers set  
for an [MOD SENSITIVITY-AMPLITUDE] value of 3  
(the maximum), and that the keyboard AFTER TOUCH  
section has been set, in FUNCTION mode, to a  
IF THE LCD WINDOW REMAINS DARK  
The Liquid Crystal Display (LCD) can be permanently  
damaged by extreme heat or cold. A symptom is a dark  
or non-operating display This problem calls for a  
replacement display  
If something goes wrong  
[RANGE] of 99 and that the [AMPLITUDE] is ON. This  
means that there will be absolutely no sound at all  
when you play notes unless you begin to press hard on  
the keys after they "bottom out". You can remedy the  
situation by several means: turn OFF the AFTER  
TOUCH amplitude response in the FUNCTION mode or  
reduce the RANGE for that parameter, select a different  
voice which does not have as much amplitude modula-  
tion sensitivity or reprogram the voice in EDIT mode to  
have less amplitude modulation sensitivity The same  
type of problem can occur if the voice has amplitude  
modulation sensitivity and the DX7 BREATH CONTROL,  
FOOT CONTROL or MOD WHEEL sections are pro-  
grammed (from FUNCTION mode) to have an extreme  
amount of amplitude modulation range.  
The DX7 circuitry largely consists of a few very special  
integrated circuits ("chips"). These are generally quite  
reliable, although malfunctions can occur. If you do not  
get sound out of the DX7, there is always a chance that  
the circuitry is malfunctioning. More often, however, the  
reason can be traced to something less drastic, like a  
foot controller plugged into the VOLUME jack and set  
for zero level.  
WHEN ALL ELSE FAILS, READ THE  
INSTRUCTIONS  
The DX7 is a deceptively simple looking instrument,  
one which has many functions that are not obvious at  
first glance. We realize this is a long manual, and there  
is a strong temptation to skim over portions of it or skip  
them altogether. If you are having difficulty, we urge you  
to spend a little time re-reading the appropriate sections  
of this manual to make sure you understand how the  
instrument is supposed to work. Then, if things still  
don't seem right, contact your Yamaha DX dealer for  
assistance.  
IF THERE'S NO SOUND, OR ALMOST NONE  
If you cannot get sound out of the instrument, first  
recheck all connections to be sure they are made to the  
proper jacks, including your amplifier and speaker sys-  
tem. Make sure all equipment is turned on, and that the  
volume controls are set at a reasonable level. Check the  
DX7 to be sure its foot controller, if plugged into the  
VOLUME jack, is tilted flat so there is at least some  
output volume, and, of course, make sure the DX7 front  
panel VOLUME control is pushed up. If you still hear  
nothing, unplug the cable from the DX7 output and plug  
it into another instrument which is known to work, or  
use a test oscillator, to verify that the cables and the  
sound system are indeed working. If they are, there are  
still other reasons why you may not be getting sound  
from the DX7.  
IF THE KEYBOARD IS MONOPHONIC  
The problem may simply be that the instrument is set  
to MONO mode. Press [FUNCTION] then press [POLY/  
MONO] and see if the display shows "MONO MODE"  
— if it does, use the [DATA ENTRY] controls to change  
to "POLY MODE."  
IF THE PITCH WHEEL HAS NO EFFECT OR TOO  
LITTLE RANGE  
The PITCH Wheel can and must be programmed to  
be effective. Press [FUNCTION] and then press [PITCH  
BEND- RANGE] and use [DATA ENTRY] to set the  
range to whatever maximum you wish. See page 17 for  
more details.  
If the DX7 is in EDIT mode, make sure that all the  
operators are turned ON by selecting a parameter which  
shows you the algorithm number (such as [EG RATE])  
and then look at the six digits in the top row of the LCD  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
DX SYNTHESIZER GLOSSARY  
ADSR This is an acronym for "Attack-Decay-Sustain-Release"  
which, in turn, refers to the four controls provided on a con-  
ventional synthesizer's envelope generators. While the DX  
synlhesizers can simulate ADSR-type EGs, the DX EGs are  
more complex. ADSR EGs have 4 variables, whereas DX EGs  
have 8 variables.  
in the DX synthsizers may also be programmed to have  
the envelope rates may be scaled to increase or decrease delay in that it may not begin sounding the note until  
Break point In the DX7, the operator output level and  
59  
some time after the key is depressed (this is a different  
type of delay than the modulation delay). In a broader  
sense, delay may describe a signal processing effect  
which is used to produce echo (i.e., analog delay or  
digital delayunits).  
EDIT mode This mode permits you to program individ-  
ual parameters of a voice (such as the envelope, opera-  
tor frequency, keyboard scaling, and so forth). EDIT  
mode may be entered by pressing [EDIT/COMPARE].  
EEPROM This is an acronym for "Electrically Erase  
able, Programmable, Read Only Memory" The RAM  
cartridges contain EEPROMs which store the voice data.  
There are no moving parts nor any batteries in an  
EEPROM; the data is stored by means of an electric  
current that "burns a pattern" in the memory, and erased  
by a different electric current, both of which arc supplied  
by the DX7.  
EG This is an abbreviation for "Envelope Generator" An  
envelope generator is the circuit which creates the  
"shape" of a note — the rates at which it turns on and  
dies away and the intermediate levels. The DX7 has 6  
primary EGs, one to shape the output level of each  
operator, plus another EG which changes the pitch of all  
6 operators.  
Envelope This is the overall "shape" of a note in terms  
of its output level. When you play a note. typically the  
sound rises to some level, then falls to another level,  
and, when you release the key, falls to zero level —  
although there are many exceptions. The specific rates  
at which the levels change, and the intermediate and  
final levels, together define the envelope. In the DX7,  
envelopes may apply to carriers (which change the  
volume of the sound), to modulators (which change the  
timbre) or to the pitch (which changes the frequency of  
the note). Envelopes are programmed with the EG  
(envelope generator).  
as notes are played across the keyboard. With the key-  
board level scaling in particular, almost any note may be  
chosen as the starting point for a boost or cut curve to  
either side. This starting point is knon as the "break  
point." The break point for keyboard rate scaling is not  
adjustable, and falls below the lowest note on the key-  
board.  
Carrier When an operator is at the bottom of a stack  
within an algorithm, where it contributes directly to the  
output of the synthesizer, it is considered to be a carrier.  
There is no difference between a carrier and a modula-  
tor in that both are operators; their relative arrangement  
within the algorithm is what differentiates the two.  
Cartridge In the DX7, therearetwo typesofnon-  
volatile voice storage. One way to store a voice is on the  
internal memory, which, while it is electronic, is not  
erased when power is turned off due to an internal  
battery. The other voice storage medium is the cartridge.  
There are two types of cartridges, RAM and ROM (see  
these definitions).  
Cartridge Form This is an abbreviation for cartridge  
format. Formatting a RAM cartridge on the DX7 erases  
all voices and instead sets the 32 memory locations to  
the "initializedvoice" (see INIT). ROM cartridgescannot  
be formatted.  
After Touch The DX7 keyboard has pressure transduc-  
ers beneath the keys that permit the player to alter the  
sound based on how hard the key is pressed after it  
"bottoms out." This aspect of touch sensitivity is known  
as After Touch. It may be used to apply LFO modulation  
to the pitch or amplitude, or to alter the envelope gener-  
ator bias, depending on the way the DX7 FUNCTION  
mode is programmed, and depending on the pro-  
grammed values within the particular voice.  
Algorithm An algorithm is an arrangement of opera-  
tors. It is roughly the equivalent of a "patch" in an older  
style, modular synthesizer. The DX7 has 32 different  
algorithms.  
AMD This is an abbreviation for "Amplitude Modulation  
Depth." Increasing the AMD value applies more LFO  
modulation to the operators, which causes their output  
levels to go up and down according to the set LFO  
speed and waveform. AMD will have an effect only if  
the Amplitude Modulation Sensitivity isset higherthan  
0 for individual operators.  
Amplitude This refers to the output level of an opera-  
tor. Amplitude may or may not be related to "volume,"  
depending on whether the operator whose amplitude is  
being varied is a modulator or a carrier. When the  
amplitude of a carrier is changed, the "volume" or out-  
put level of the synthesizer changes. When the modula-  
tor amplitude is varied, the timbre of the voice changes,  
and, subjectively, the volume may also change (loudness  
depends on timbre as well as level).  
Attack This is the beginning of a sound or the initial  
transient of a musical note. In the DX synthesizer enve-  
lopes, L1 generally determines the maximum level of  
the attack, while Rl determines how rapidly the note  
reaches L1. Rl can thus be considered the attack rate. In  
a conventional synthesizer, there is no attack level (L1);  
it is always at maximum (equal to 99 on the DX), and  
the attack time is adjustable. The DX envelope's attack  
time is indirectly set by the attack rate since, if the level  
is made higher at a given rate, it will take more time to  
reach that level. If L1 and L2 are zero, however, then R3  
and L3 determine the attack time and level, while R2  
sets the turn-on delay; Rl should be at 99.  
CRT In the DX7, CRT is an abbreviation for "cartridge."  
(In most other situations, CRT stands for "Cathode Ray  
Tube,"  
Current operator In the EDIT mode, this is the opera-  
tor whose parameters are displayed, and which you can  
program with the DATA ENTRY controls. Even when  
several operators are turned ON, you can only adjust or  
examine one at a time, the "current operator."  
Decay In a typical musical note, the initial fading of  
sound after the attack.  
Default The "default" values for programmed parame-  
ters are the values which the synthesizer automatically  
selects if not otherwise programmed. This primarily  
applies to the initialized voice or the cartridge format  
voices.  
Delay In the DX synthesizers, it is possible to program  
a voice so that its built-in LFO modulation does not  
begin as soon as you play a note, but after a certain  
time. That time span is known as "delay," An envelope  
Feedback In general, feedback is the return of the  
output from a circuit to the circuit's input. The DX7  
allows for feedback from the output of an operator back  
to its input, or to the input of an operator higher up in  
the same "stack" of the algorithm. All 32 algorithms  
have feedback paths, but there is feedback only if the  
voice is so programmed. Feedback may be set to any of  
8 levels from 0 (no feedback) to 7 (maximum). The effect  
of feedback is similar to the use of an additional modula-  
tor, though not precisely the same.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
Fingered Porta This is an abbreviation for "fingered  
portamento." This is a functional mode of the DX7  
which is available only when the keyboard is set to  
MONO operation. Provided the unit is set to fingered  
portamento, and the portamento time is greater than 0  
(actually greater than 30 for any significant effect), you  
will hear portamento only when you continue holding  
down one key and then press and release another key  
Pressing one key at a time will produce no portamento.  
60  
contain varying amounts of overtones (harmonics) in  
addition to the fundamental; the overtones create the  
unique timbre of a given instrument. In the DX synthe-  
sizers, the carrier often defines the fundamental pitch of  
a voice, but not always; sometimes, due to the effects of  
the modulators, the frequency of the fundamental may  
be higher or lower than the set frequency of the carrier.  
Harmonics These are integer multiples of a fundamen-  
tal frequency The "first harmonic" is the fundamental.  
The second harmonic is twice the fundamental, and so  
forth. Harmonics are similar to overtones, except the  
first overtone is the second harmonic. In the DX synthe-  
sizers, harmonics are generally created by the interac-  
tion of the modulator(s) with the carrier(s), although  
parallel carriers set at integer multiples can also produce  
harmonics.  
Key Pitch Retain This is one of the two ways the  
portamento or glissando effect can be set when the  
synthesizer is in the POLY (polyphonic) mode. If you  
play a note or chord and hold down the sustain pedal,  
then release that note or chord and play any other note  
or chord, the sustaining pitch(es) from the first note/  
chord will continue to sustain at their original pitches. At  
the same time, the most recently played note or chord  
will begin at the pitch of the sustaining note/chord, and  
will then slide up or down to the proper pitch(es).  
FM An abbreviation; see "Frequency Modulation."  
kHz An abbreviation for "kiloHertz," or 1,000 Hz.  
Frequency Modulation When the output level of one  
waveform is made to vary in frequency by a circuit  
which combines it with a second waveform, the result-  
ing complex waveform is said to be the result of fre-  
quency modulation. This is not the simple mixing of two  
frequencies, but rather it is a process which results in  
the creation of sum and difference frequencies (the fun-  
damental plus the modulating frequency, the fundamen-  
tal plus twice the modulation frequency and so forth,  
and the fundamental minus the modulating frequency  
and so forth). Some of these "sidebands" theoretically  
extend below 0 Hz, which is actually impossible in an  
analog synthesizer. However, the FM digital synthesizer  
correctly follows the equation for FM by "reflecting" the  
negative frequency components back into the positive  
frequency domain, but with their phase shifted 180  
degrees. In some cases, these "reflected" components  
will subtract from the level of the fundamental or certain  
harmonics. Therfore, frequency modulation not only  
creates side frequencies, it also changes the balance  
between the fundamental, harmonics and subhar-  
monics. This is one reason why FM synthesis can create  
such interesting harmonic structures.  
LCD This is an abbreviation for "liquid crystal display."  
This is the type of display technology used to indicate  
the name of selected edit parameters, functions and  
voices on the DX7. Liquid crystal displays operate by  
means of special chemicals which change their light  
polarization characteristics when voltage is applied to  
them. In combination with a constant polarized layer,  
the voltage-altered crystal cancels out the light comple-  
tely forming the black dots which create the alphabetical  
and numerical symbols in the display. You can test this  
effect by looking at the LCD with polaroid sunglasses —  
at a certain angle, the display will be completely black.  
LCD displays do have a limited viewing angle due to the  
effect of light polarization, and at very high or very low  
temperatures they may not function correctly However,  
they are reliable, quite visible in bright light, and they  
use very little power (making them popular for wrist-  
watches and calculators).  
LED This is an abbreivaition for "light emitting diode."  
This is the type of display technology used to indicate  
the number of the selected internal or cartridge voice on  
the DX7. Numerical light emitting diode displays actu-  
ally consist of 7 segments for each number. Voltage  
applied to the diodes is converted to light, red light in  
this case. The DX7 LEDs are very visible in low light  
levels and can be viewed over a wide angle.  
Hz This is an abbreviation for "Hertz," the unit of mea-  
surement for frequency 1 Hz is equal to one cycle per  
second(1 cps).  
INIT This is an abbreviation for "initialize." In the DX  
synthesizers, there is no such thing as erasing a voice  
memory. The memory including the editing buffer, will  
always contain some data... some numbers that describe  
a voice. If all data were set to zero, you would hear  
nothing, and it would take a lot of programming to get  
any sound at all. Therefore, when you INITialize the  
buffer memory or the entire RAM cartridge (which you  
can do with the [CART FORM] button in FUNCTION  
mode), the DX7 stores a very simple, basic voice in the  
memory This voice has all "square" envelopes (all rates  
and levels at 99 except level 4, which is 0 — operator 1  
output level at 99 and all others at 0 — all frequency  
ratios at 1.00 — all modulation and other parameters set  
to 0 or minimum value).  
INT This is an abbreviation for "internal," as in "internal  
voice". The DX7 has two primary places to store voices,  
in the cartridges or in its internal memory The LCD  
display often abbreviates the source of an internal voice  
as "INT."  
Key Pitch Follow This is one of the two ways the  
portamento or glissando effect can be set when the  
synthesizer is in the POLY (polyphonic) mode. If you  
play a note or chord and hold down the sustain pedal,  
then release that note or chord and play any other note  
or chord, the sustaining pitch(es) from the first note/  
chord will slide up or down to the most recently played  
note/chord.  
In the DX7, all the various, complex waveforms are  
created by means of frequency modulation with sine  
waves.  
FUNCTION mode This is a mode of operation wherein  
the overall performance parameters of the instrument  
are programmed, such as polyphonic or monophonic  
operation, or modulation from the modulation wheel,  
after touch, breath conroller and foot controller. FUNC-  
TION mode is also used to tune the keyboard, to check  
the backup battery condition, to save or load voices  
from a RAM cartridge, and so forth.  
LFO This is an abbreviation for "low frequency oscilla-  
tor." Like the sine wave "oscillators" in the operators, the  
LFO in the DX7 is actually a digital oscillator. However, it  
can be set to create a square wave, a triangle wave, an  
upward moving sawtooth, a downward moving saw-  
tooth, or a sample-and-hold wave (random output) as  
well as a sine wave. The LFO output can be varied in  
"speed" over a range from under 1 Hz to about 50 Hz.  
The LFO can be assigned to vary the amplitude of indi-  
vidual operators, or the pitch of the entire voice.  
Fundamental This is the basic pitch of a musical note.  
A note consisting only of the fundamental is a "pure"  
tone, a sine wave. Most instruments play notes that also  
Download from Www.Somanuals.com. All Manuals Search And Download.  
Load In the DX7, "Load" describes the process of trans-  
ferring the 32 voices from one bank of a ROM cartridge,  
or from a RAM cartridge, into the 32 internal memories.  
Parameter In general terms, a parameter is any defin-  
able characteristic of a device or system. In the DX syn-  
thesizers, "performance parameters" refer to those  
characteristics of the instrument that, when adjusted  
from the FUNCTION mode, affect the overall keyboard  
— or at least affect more than a single voice. For exam-  
ple, adjusting the keyboard's pressure sensitivity (After  
Touch) is considered to be a "performance parameter"  
because it affects any voice which is programmed to be  
modulation sensitive. "Editing parameters" refer to those  
internal memory (although that is, in fact, a RAM mem-  
ory). Instead, the term refers to an electronic secondary  
memory — the EEPROM cartridge — and its size is  
defined not in bytes, but in voices. The RAM cartridges  
each hold 32 voices. The RAM cartridges are truly ran-  
dom access memories since each voice can be written to  
or read from the cartridge independently of the others,  
or all 32 voices may be moved at once. However, the  
DX7 RAM cartridgesdifferfromconventional RAM in  
that the cartridges retain their memory after power is  
61  
MIDI This is an acronym for Musical Instrument Digital  
Interface, a specification which several manufacturers  
have already agreed to use for designing equipment  
which is compatible. MIDI is a non-proprietary "lan-  
guage" which allows different (or identical) synthesizers  
to "talk" to each other. MIDI-compatible instruments  
made by any one manufacturer should generally be  
capable of causing other manufacturers' MIDI-compati-  
ble instruments to play, and to switch from one voice to  
the next. Computer or sequencer control of multiple  
synthesizers will be possible using MIDI. Within a single  
manufacturer's product line, such as the Yamaha DX  
series, MIDI can permit extensive programming of one  
instrument through the controls of another by com-  
municating so-called "system exclusive" information;  
when dissimilar synthesizers are fed this type of infor-  
mation, they simply ignore it.  
characteristics that can be programmed for an individual turned off, without the use of backup batteries.  
voice when the instrument is in the EDIT mode (such as  
Release In a synthesizer, this is the time it takes for the  
the choice of an algorithm).  
note to die away after you let go of the key In the DX7,  
PLAY mode In the DX7, this is the operating mode  
rate 4 of the envelope is equivalent to the release rate;  
from which you can select and play voices stored in a  
the release time will depend on the level at the moment  
cartridge or an internal memory. You select PLAY mode  
the key is released, since, for a given rate. the time is  
by pressing either [MEMORY SELECT-INTERNAL]  
greater if the level is greater.  
OR[MEMORYSELECT-CARTRIDGE].  
ROM This is an acronym for "Read Only Memory." In  
computers, ROM is generally provided for storage of  
PMD This is an abbreviation for "Pitch Modulation  
Depth." Higher PMD values apply more LFO modulation  
small to medium sized, often-used programs such as  
Modulation This is the process of varying one signal  
with another. See "Frequency Modulation."  
toward changing the pitch of a voice when you play a  
self-test routines, BASIC language, input/output drivers,  
note, provided the [MODULATION SENSITIVITY-  
and so forth. ROM is generally provided on 1C chips that  
PITCH] setting is greater than zero.  
Modulation Index This refers to the ratio between the  
output level of a modulator and the level of the carrier  
which it is modulating. The greater the modulation  
index, the more harmonics are produced (the wider the  
bandwidth of the FM-generated complex tone). When  
you turn up the level of a modulator, you increase the  
modulation index.  
Modulator In general terms, this is the circuit which  
allows one signal to modulate another. In the DX syn-  
thesizers, a modulator is an operator which sends its  
signal to another operator (either another modulator or a  
carrier) rather than directly to the output. The only thing  
that differentiates a modulator from a carrier is its posi-  
tion within the algorithm; carriers are on the bottom  
row of the stack(s) and modulators are above them.  
cannot be altered. In the DX7, the factory "preset" voices  
are stored in ROM chips inside the ROM cartridges.  
Each of these cartridges holds 64 voices. Simple ROM  
chips can only be programmed at the time of manufac-  
ture, like those in the DX7 voice ROM cartridges. Semi-  
ROM chips can be programmed after their manufacture  
by using special equipment; these are known as PROMS  
(Programmable Read Only Memories). Some PROMs  
can also be erased (usually by exposure to ultra- violet  
light) and can then be reprogrammed; these are known  
as EPROMs (Eraseable Programmable Read Only Memo-  
ries). Finally, some EPROMs are electrically eraseable so  
that they can be reprogrammed easily without special  
equipment; these are called EEPROMs (Electrically  
Eraseable Progrmmable Read Only Memory) — and  
Yamaha calls them RAM in the DX7, although they  
differfromconventionalRAM(seeRAMdefinition).  
EEPROMs mayalsobecalled EAROMs(Electrically  
Alterable Read Only Memories).  
Preset A preset is a voice which can be played without  
having to be programmed. Some synthesizers force the  
player to program any voice which is to be played.  
Other instruments have only factory presets — basically  
fixed, unalterable voices. Still other synthesizers offer a  
combination of programmable and preset voices. The  
DX synthesizers go a step further. They offer complete  
programmability plus presets (in the form of internal and  
cartridge memories on the DX7), but the presets are,  
themselves, completely programmable. Because the DX  
preset voices can be edited, a better term might be "pri-  
mary voices." Yamaha uses the term "preset" only  
because it is familiar to synthesists, and the DX series  
require enough new terminology without coining  
another new term.  
RAM This is an acronym for "Random Access Memory"  
In computers, RAM is the "main memory" the solid state  
area where programs are stored while they are active,  
and where data is temporarily stored until it is trans-  
ferred to secondary storage such as a floppy disk, hard  
disk, magnetic bubble memory or magnetic tape. Such  
computer RAM memories are ususally categorized in  
terms of how many bytes of 8 bits each they can store; a  
1K RAM holds about 1,000 bytes (actually 1K is 1,024  
bytes). In the DX synthesizers, RAM does not refer to the  
OP This is an abbreviation; see "operator."  
Operator This is a functional block within the circuitry  
of the DX synthesizer. An operator can be thought of as  
an oscillator, but it is somewhat more complex. It is  
actually a digital sine wave oscillator which includes a  
digital envelope generator. The frequency and output  
level of an operator are adjustable. Operators actually  
have multiple inputs so that they can be fed signals from  
more than one source (i.e., an operator serving as a  
carrier may accept signals from two or three modula-  
tors). The DX7 has 6 operators, all identical.  
Sample andholdThis is a random "waveform." It  
jumps from one level to another in a non-periodic fash-  
ion, unlike the regular, uniform changes in level asso-  
ciated with sine, sawtooth, square or triangle waves. In  
the DX synthesizers, a sample and hold signal may be  
selected for use in the LFO section.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
62  
Save In the DX7, "Save" describes the process ofsimul-  
taneously placing all 32 internal memory voices into the  
correspondingly numbered RAM cartridge memories.  
the key is held down. In the DX synthesizers, L3 in the  
envelope determines the sustain level.  
Sync This is an abbreviation for "synchronize" or "syn-  
chronization." In the DX7 there are two types of sync  
that may be programmed. One is the LFO KEY SYNC;  
when it is ON, the LFO waveform re-starts at the same  
point each time you play a note; when it's OFF the LFO  
wave continues with each note. The second type of sync  
in the DX7 is OSCILLATOR KEY SYNC. When KEY  
SYNC is ON, the phase of each note begins at zero,  
whereas when the sync is OFF; a smoother transition  
occurs to the next note played because the oscillator  
does not re-start at zero phase. (We use the term "oscilla-  
tor" loosely here; the DX actually has digital circuits  
which simulate oscillators.) Sometimes a voice will  
sound more natural with sync OFF because, when you  
play a note successive times, it may sound slightly differ-  
ent — just like an acoustic instrument.  
Transient An abrupt increase in signal level. In music,  
transients are produced by percussive or plucked instru-  
ments, such as a drum head being struck or a guitar  
string being plucked. A transient may also be an unde-  
sirable signal, such as a "click" or "thud" caused by an  
amplifier being switched on or off. In synthesis, the tran-  
sient of a note often refers to its initial attack, as created  
by the envelope generator.  
Triangle wave This is similar to a sine wave, but with  
some harmonic content. A triangle wave at a sub-audi-  
ble frequency may be selected in the DX7 LFO section.  
Voice This is a programmed sound for a synthesizer.  
Another term might be "instrument." Some polyphonic  
keyboards use the term "voice" to describe the number  
of keys that may be played simultaneously but DX syn-  
thesizers use the word "note" to express this concept.  
Thus, the DX7 is a 16-note polyphonic synthesizer that  
can store 32 voices in its internal memory.  
Sawtooth wave A waveform that contains the funda-  
mental and both odd and even harmonics. In conven-  
tional synthesizers, a sawtooth wave may be used to  
create rich, "brassy" sounds. In the DX synthesizers,  
such sounds are created by the frequency modulation of  
sine waves. However, two sawtooth waves (saw up and  
saw down) may be selected at sub-audible frequencies  
for use in the LFO section.  
Sine wave A pure waveform that contains only the  
fundamental and no harmonics. The operators in the  
DX synthesizers produce only sine waves. A sine wave  
also may be selected at sub-audible frequencies for use  
in the LFO section.  
Squarewave A waveform consisting ofthe fundamen-  
tal plus its odd-order harmonics. In conventional synthe-  
sizers, square waves may be used to create hollow,  
reedy sounds. In the DX synthesizers, such sounds are  
created by the frequency modulation of sine waves.  
However, a square wave may be selected at sub-audible  
frequencies for use in the LFO section.  
Stack In the DX synthesizers, the term refers to a verti-  
cally related column of operators. The operator at the  
bottom is always a carrier, and those above it in the  
stack are modulators. Some algorithms have no stacks  
because all the operators are on the bottom row (DX7  
#
algorithm 32, for example), whereas others have two or  
three stacks (DX7 algorithms #1 and #5, for example).  
Store In the DX7, "Store" describes one of two proc-  
esses. In the edit mode, the [STORE] button is used to  
copy an envelope from one operator to the next. In the  
play mode, the same [STORE] button is used to place  
the currently selected voice (the one which is being  
played or edited) into any location (1-32) in the internal  
or RAM cartridge memories.  
Sus-Key Pitch Follow This is an abbreviation for  
"Sustain-Key Pitch Follow." See "Key Pitch Follow."  
Sus-Key Pitch Retain This is an abbreviaiton for  
"Sustain-Key Pitch Retain." See "Key Pitch Retain."  
Sustain In a synthesizer, the sustain describes the level  
which a note "settles into" while a key is held down, or  
while the sustain foot pedal is pressed down. Some  
voices have no sustain (no sustain level) in that they  
continue to fade out after the initial sound even when  
Download from Www.Somanuals.com. All Manuals Search And Download.  
DX7SPECIFICATIONS  
63  
Keyboard  
OSCILLATOR:  
MODE*  
AFTER TOUCH:  
RANGE  
61 keys, Cl to C6: velocity and pressure sensitive  
(Initial & After touch): 16 note polyphonic, and may  
be set to monophonic  
RATIO/ FIXED (Hz)  
ON/OFF*  
0-99  
ON/OFF  
ON/OFF  
ON/OFF  
SYNC  
PITCH  
AMPLITUDE  
EG BIAS  
Signal Connections  
FREQUENCYCOARSE* 0.5-31 (1 Hz-10 kHz)  
FREQUENCYFINE*  
FREQ.COARSE  
Sound Source  
FM digital tone generators: 6 operators and 32 algo-  
rithms  
times 1.00 -1.99*  
DETUNE*  
EG:  
RATE (1-4)*  
LEVEL (1-4)*  
-7-+7  
OUTPUT (T.S. PHONE JACK) -10 dBm, 600 ohm  
unbalanced  
Internal Memory  
0-99  
0-99  
HEADPHONES (TS. PHONE JACK)  
mono or stereo phones  
8 - 150 ohm  
RAM memory with 32-voice capacity; battery back-  
up prevents loss when AC power is turned OFF  
Lithium battery has 3 to 5 year service life.  
KEYBOARDLEVELSCALING:  
BREAK POINT*  
Control Connections  
FOOT SWITCH (2 T.S. phone jacks):  
SUSTAIN  
A-l to C8  
± LINEAR, ± EXP  
0-99  
CURVE (L, R)*  
DEPTH (L, R)*  
External Memory  
ON/OFF  
ON/OFF  
RAM cartridge with 32-voice capacity; non-volatile  
EEPROM does not require battery These cartrdiges  
are used to save user-programmed voices or edited  
presets.  
PORTAMENTO  
KEYBOARD RATE SCALING*  
OPERATOR OUTPUT LEVEL*  
0-7  
FOOT CONTROL (2 T.S. phone jacks):  
VOLUME  
0-99  
0 - maximum  
KEY VELOCITY SENSITIVITY*  
PITCH EG:  
0-7  
MODULATION .. 0 - MaxMOD WHEEL RANGE  
ROM cartridge with 64-voice capacity (2 banks of 32  
voices, with switch): these cartridges hold the preset  
voices,  
MIDI  
RATE (1-4)  
0-99  
0 - 99 (± 4 octaves)  
± 2 octaves  
(5-pin DIN type female jacks)  
IN,OUT,THRU  
LEVEL (1-4)  
KEY TRANSPOSE  
VOICENAME  
Other Features  
LCD DISPLAY  
LEDDISPLAY  
CARTRIDGE INTERFACE  
only  
Mode Selectors  
Upto 10characters  
16 char. x 2 lines  
2 numbers w/decimal  
For DX RAM or ROM  
STORE, MEMORY PROTECT-INTERNAL, MEMORY  
PROTECT-CARTRIDGE, OPERATOR SELECT, EDIT/  
COMPARE, MEMORY SELECT-INTERNAL, MEM-  
ORY SELECT-CARTRIDGE, FUNCTION  
Function Parameters  
(FUNCTION mode)  
MASTER TUNE  
POLY/MONO  
PITCH BEND:  
RANGE  
± 75 cents  
16 note polyphonic/1 note mono  
Dimensions/Weight  
WIDTH  
Controls  
40" (101.2 cm)  
4" (10.2 cm)  
VOLUME, DATAENTRY(sliderpluspairofadjacent  
buttons for Yes/No, On/Off, >/<, or +1/-1), PITCH  
WHEEL, MODULATION WHEEL, OPERATOR ON-  
OFF; EG COPY (For other controls, see "Voice  
Parameters" and "Function Parameters" in these  
specifications)  
0 -12 (1 octave)  
0-12  
HEIGHT  
STEP  
DEPTH  
13"(32.9cnn)  
PORTAMENTO MODE:  
POLY  
WEIGHT  
31.2 lbs (14.2 kg)  
RETAIN/ FOLLOW  
FULL TIME/FINGERED  
ON/OFF  
Temperature Range  
32°F (0°C) to 104°F (40°C)  
MONO  
GLISSANDO  
TIME  
Accessories*  
*
0-99  
Voice Parameters  
2 ROM cartridges, RAM cartridge, music stand.  
FC-3A foot controller (for VOLUME or MODULA-  
TION) , FC-4 or FC-5 foot switch (for PORTA-  
MENTO or SUSTAIN), BC-1 breath controller.  
MODULATION WHEEL:  
RANGE  
(EDIT MODE)  
1-32  
0-7  
0-99  
ON/OFF  
ON/OFF  
ON/OFF  
ALGORITHM  
FEEDBACK  
LFO:  
PITCH  
AMPLITUDE  
EG BIAS  
WAVE triangle, saw down, saw up, square, sine,  
FOOT CONTROL:  
RANGE  
S
&
H
0-99  
ON/OFF  
ON/OFF  
ON/OFF  
0-99  
0-99  
SPEED  
PITCH  
DELAY  
AMPLITUDE  
EG BIAS  
0-99  
PITCHMODULATIONDEPTH  
AMPLITUDEMODULATIONDEPTH  
SYNC  
*Those voice parameters marked with an asterisk may be pro-  
grammed individually for each of the 6 operators; other voice  
parameters apply to the voice as a whole.  
"Certain accessories are standard, and others are optional,  
depending upon the part of the world where the instrument is  
sold. Check with your dealer.  
0-99  
BREATH CONTROL:  
RANGE  
ON/OFF  
0-99  
ON/OFF  
ON/OFF  
ON/OFF  
PITCH MODULATION  
SENSITIVITY  
AMPLITUDE MODULATION  
SENSITIVIT*  
PITCH  
AMPLITUDE  
EG BIAS  
0-7  
0-3  
Specifications are subject to change without notice or obligation.  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
INDEX  
64  
AC power C*,12-14,20,27,58,59,61,63  
Internal memoryC,4-6,9,10,14,15,20,22,38,46,47,49,50,54,56-63  
Key Pitch Follow 9,18,19,60,62,63  
Key Pitch Retain 9,18,19,60,62,63  
Sus-Key Pitch Follow (see "key pitch follow")  
Sus-Key Pitch Retain (see "key pitch retain")  
sync 6,7,31,42,43.62,63  
after touch C,4,10,16,21,23,42,44,52,58,59,61,63  
algorithm6,9,24-26,28,33,34,38,39,44,46,47,52,55,59,62,63  
AMD(amplitudemodulation depth)6,40-43,51,59,63  
amplitudemodulation4,6,7,10,11,22,23,40,43,53,58,59,63  
audiooutput4,12-14,23,63  
key transpose (see "transpose")  
transpose 8,11,16,63  
keyboard level scaling 4,7,38-40,43-45,51,57,59,63  
keyboardratescaling 8,38,39,46,51,59,63  
key sync (see "sync")  
velocity sensitivity 8,11,16,45,47,51,63  
voice initialization C,4,9,16,20,27-29,32,33.37,3S,47,49,51,59,60  
voice name 4,6,8,45.47,49,54,63  
voice ROM(see "ROM")  
volume C,4,7,8,10,12-14,22,26,29-32,40,43,44,51,53,57-59,63  
volume foot control C,4,12,55,57,58,63  
battery (batt check) C,4,5,10.16,20,54,56,58-61,63 BC-1 (see  
"breath controller")  
LCD C,3,5,6,14-16,18,21,22,47,49,56,58,60,63  
bias (see "E.G. Bias")  
breakpoint39,40,45,51,59,63  
breath controller 4,6,10,11,12,16,21,23,42,43,53,63  
buffer10,27,28,32,46,57,60  
carrier 6-8,10,23-29,32,33,35-38,40,42,43,45,52,53,58-62  
LFO (includes LFO: AMD, delay, modulation, PMD, speed,  
sync, wave) 6,7,10,11,21,22,40-43,51-56,59-63  
load C,4,6,9,10,14-16,49,56,60,61  
memory C,4-6,9,10,14,15,22,32,38,46,47,49,50,54,56-63  
MIDI 4,12,20,55-57,63  
cartridge C,3-6,9,10,14-16,20,22,27,28,38,46,47,49,50,54,56,57,59-  
modulation(see "LFO" and "frequencymodulation")  
63  
modulation foot control C,4,6,10,12,15,21,23,53,60,63  
modulation sensitivity 6,7,10,11,21,22,40-43,51,53,58,59,61,63  
modulation wheel C,4,6,10,11,15,21.22,43,53,55,60,63  
modulator 6,8,10,35-40,43,45,47,52,53,59,60,61  
musicrack 12  
operator 3-8,10,11,20,22,31,33-35,37-40,42-45,47,48,51-53,55-63  
operator output level 7,10,33-36,39,40,44,45,51-53,48,49,63  
oscillator C,6,7,31,40,58,60-63  
cartridge form(at) 9,20,59  
character5,6.8,45,46,63  
compare (see "edit/compare")  
connections C,4,10,12,13,20,55-58,63  
data entry C,3,4,6.8-10,15-22,28-35,37-;47,53,54,56,58,59,63  
display C,3,5,6.9,10.12,14,20,21,28-30,32,33,37,38,40,47,49  
edit/compare4,5,8,47,48,57-59  
edit mode 3-9,11,15,20,26-28,33,38,46-18,51,53,54,56-59,61-63  
edit recall 9,16,20,38,46,63  
output 3,4,16,12-14,21,51,58,59,61,63  
pitch 6-8,10,11,16,18,19,21-23,31-33,39,40,42,43,45,47,51-55,59-  
EEPROM C, 59,61,63  
61,63  
EG C,3.4,6,7,21,26,28-32,37,38,44,51,58,59,63  
EG bias 10,11,21-23,53,63  
pitch(bend)wheel8,9,11,17,53,55,58,63  
pitchEGC,8,52,59,63  
EG copy 4,6,37.44,63  
play mode 3-6,10,14,15,53,54,56,61,63  
envelope 3,5-9,23,24,26-30,37-39,44,51-53,57,59-63  
feedback 6,25,28,39,51,52,59,63  
fingeredporta(mento)9,19,54,60,63  
FORM (see "cartridge format")  
PMD(pitchmodulationdepth)6,40-43,51,61  
poly(polyphonic) C,9,11,14,16-20,54,58,60,62,63  
portamento C,4,9,12,15,17-20,54,60,63  
presetC,4,5,8,9,14,27,38,40,46- 48,51-53,61,63  
pressuresensitivity 4,11,15,44,53  
FM C,23,24,38,52,54,60,61,63  
frequency 4,6-9,11-13,25,27,31-33,35-38,40,42-45,48,52,57,59-63  
frequency modulation 25,33,35,38,51,52,54,60-63  
full time porta(mento) 9,19,20,63  
program/programming C,4-11,15-17,20-23,31-34,37,38-45,47.  
RAM 0,4,5,9,10,20,27,38,46,47,49,50,58-63  
range 8-11,17,20-23,40,51,53,55,58,63  
reference C,3-5,55,57  
function mode/parameter 3,4-11,15-17,20-23,32,33,37,38,46,  
49,51,53-61,63  
glissando 4,9,17-20,60,63  
harmonic 7,32,34-36,43-45,51-53,60-62  
headphones C,11,12,14,63  
INIT (see "voice Initialize")  
Initialtouch C,11,63  
ROM C,5,9,10,14,15,47,49,51,59,61-63  
Save C,5,6,10,27,46,47,49,57,58,60,62,63  
splitkeyboard7,39,40,44,45  
stack 24,25,28,35,39,43,45,47,52,57,59,61,62  
step 4,5,7,9,11,17,19,20,55,63  
*"C" designates the front cover, which includes the "Precautions"  
INT 14,60  
and "Introduction" sections.  
Store C,5,6,8,10,14,27,34,37,44,46,47,49,50,52,53,57,59-63  
Download from Www.Somanuals.com. All Manuals Search And Download.  
 
VOICE DATA LIST  
YAMAHA  
Download from Www.Somanuals.com. All Manuals Search And Download.  
DX7 OM  
5/20/99 19E0112  
international Corp., Box 6600, Buena Park, Calif. 90622  
Download from Www.Somanuals.com. All Manuals Search And Download.  
YAMAHA  
Yamaha Corporation of America  
6600 Orangethorpe Avenue, P.O. Box 6600  
Buena Park, CA 90622-6600  
DX7 OM  
10/11/99 19J0062  
Download from Www.Somanuals.com. All Manuals Search And Download.  

Weed Eater Trimmer 530087729 User Manual
Westinghouse Blender 1097958 User Manual
Whistler Radar Detector 1655 User Manual
Yamaha Electronic Keyboard CS 60 User Manual
Yamaha Stereo Amplifier A150 User Manual
Zanussi Cooktop ZKT 662 LN User Manual
Zanussi Freezer DV17 User Manual
Zanussi Freezer ZU 9120 F User Manual
Zanussi Range ZKT 641 H User Manual
Zanussi Washer FJE 1207 User Manual