Punch-FX map

Hello, new user here. I’d like to know how the Punch-FX are exactly mapped. For example, I’ve noticed the drum effects are not always properly balanced and can add too much hi-hats or too loud kicks or snares. That can be tempered by lowering the specific steps volume, but it’s a pain to guess which sample is involved in the FX, so a mapping would be helpful, but there’s nothing in the manual. A way to fine-tune those effects would be a nice update btw. Thx for your insights :wink:

Yes. I find that pretty annoying. So much so that I almost never use the punch FX at all!

That, and the fact that it’s hard to tell what is doing what all together.

It feels, to me, like a lot of instrument capability is lost on this weird, ambiguous and unnecessarily cryptic feature. I am all for discovery and play, but the punch in fx on op-xy are either too aggresive and not particularly pleasant to me, or too subtle, where I can barely tell if anything is actually happening. At the same time, rather than bringing some new dimension out in the tracks, it somehow makes all the tracks sound very similar, so feels counterproductive as exploratory tools…

Anyway, I dont mean this to sound like a complaint, more like a way of acknowledging my perspective, and confirming your confusion.

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i can only tell about the drums and there might be a few things where i am wrong about, but here is what i think i know:

i guess it’s clear that the lower part of the keys affects only the active drum track and the upper part affects all drum tracks.

there some fx that change the sound of a drum sample and some add extra notes (steps)

F: mute

F# : some kind of stutter

G: adds for every step that does not contain a sample the previous sample

g# : changes pan

A: similiar to G but only adds this for every second step

A#: transposes all samples one octave up

B: plays the note on the step also on each other drum tracks. e.g you have two drum tracks. snd on the first one F(kick) on step 1 and 9 and G(snare) on step 5 and 13, then this makes track 2 also play F on 1 and 9 and G on 5 snd 13

C: this is adding a drum pattern only played on F and G (it’s a bit hard to explain, but actually easy)

C#: cuts the samples a bit (i think it cuts the beginning and the end)

D : plys a drum pattern only played C# And D# (usualy hi hat samples)

D# : same as c# but i think it cuts the beginning more and not the end

E: randomizes the samples for each step

this is what i think i know. correct me if i am wrong with something and feel free to adc something:)

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Thank you for this sooo informative answer. You rule !

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