User's Manual
KARMA GE guide
950
Also shown above is a 65th column, known as the 
“Always Column” and indicated by the abbreviation 
“a” underneath it. When a row is selected in this 
column, it will cause any values in that row of the 
Drum Pattern to always be played, regardless of any 
randomization that is going on, or regardless of the 
“Poly/Pools” setting (discussed later on).
Pattern grids cannot be viewed or edited on the 
OASYS.
Associated Parameters
Play On/Off [0, 1]
When 1: On, the Drum Pattern is played during Note 
Generation. When 0: Off, the Grid may contain values 
but will not be played during Note Generation. This 
can be used to temporarily “mute” one or more 
patterns during playback.
On/Off Combinations [0…7]
Controls all 3 Drum Pattern On/Off at the same time, 
in various combinations. The values 0–7 select one of 8 
different combinations, shown in the following table:
Row1…7 Note [0…127]
Selects a Drum Sound/MIDI Note Number for each of 
the 7 rows of the selected Drum pattern.
Row1…7 Vel. Offset [–127…+127]
Allows the velocity for notes from that row only to be 
offset with regards to other rows. For example, you can 
use this to make a snare softer overall than a kick. Note 
that this is subtractive/additive: “0” leaves velocities 
at the Initial Velocity they would normally be 
generated with based on the Velocity Group settings. 
So setting positive amounts may interfere with the 
Velocity control that you have specified elsewhere. One 
example is controlling the velocity sensitivity of the 
Drum Pattern with the keyboard. Regardless of your 
Velocity Group settings, if the Row Velocity Offset here 
was a large positive value, you would get no apparent 
velocity sensitivity from the keyboard for this row, 
since this value would be added and effectively cancel 
out the effects of the Velocity Mode and Value.
Rhythm Multiplier [1…800 (%)]
Multiplies the current Rhythm Pattern. Note that this is 
entirely independent of the same parameter in the 
Rhythm Group. This means that each Drum Pattern 
can have a different “Rhythm Multiplier.” (☞p.912) 
For example, if you set the Rhythm Pattern to 32nds, 
you could drive one Drum Pattern with a “Rhythm 
Multiplier” of 100% at 32nd note speed, and another 
Drum Pattern at 200% for 16th note speed. If they were 
the same number of steps, it would take twice as long 
to perform the entire 16th-based pattern as the 32nd-
based pattern. This also means that the Rhythm 
Pattern driving the underlying Riff (that may be 
applied as Pitch Bend or used to randomize the Drum 
Patterns) can be operating at a different rhythmic 
relationship. For example, if the Rhythm Pattern was 
set to 16ths, and the Drum Pattern “Rhythm 
Multiplier” to 50%, the Drum Pattern would be 
generated as 32nd-based, while any arpeggiated pitch 
bend would be 16th-note based, or 1 bend every 2 
steps of the Drum Pattern.
Straight Multipliers [0…5]
Selects from a quantized set of “straight” values for the 
“Rhythm Multiplier” field of the associated Drum 
Pattern(s). In other words, when applied to a Rhythm 
pattern containing values such as 16th notes, the 
resulting rhythmic values will be straight values such 
as 8th notes, quarter notes, etc.
Straight/Trip Mults [0…10]
Selects from a quantized set of “straight & triplet” 
values for the “Rhythm Multiplier” field of the 
associated Drum Pattern(s). In other words, when 
applied to a Rhythm pattern containing values such as 
16th notes, the resulting rhythmic values will be 
straight values such as 8th notes, quarter notes, etc. or 
various triplet values.
Strt/Dot/Trip Mults [0…15]
Selects from a quantized set of “straight, triplet & 
dotted” values for the “Rhythm Multiplier” field of the 
associated Drum Pattern(s). In other words, when 
applied to a Rhythm pattern containing values such as 
16th notes, the resulting rhythmic values will be 
straight values such as 8th notes, quarter notes, etc., 
various triplet values, or various dotted values.
0: Off 1: On
0…127: C–1…G9
0: 25% 2: 100% 4: 200%
1: 50% 3: 200% 5: 800%
0: 25% 3: 68% 6: 200% 9: 544%
1: 34% 4: 100% 7: 272% 10: 800%
2: 50% 5: 136%  8: 400%
0: 25% 4: 68% 8: 150% 12: 400%
1: 34% 5: 75%  9: 200% 13: 544%
2: 37% 6: 100% 10: 272% 14: 600%
3: 50% 7: 136% 11: 300% 15: 800%










