I am among those v-Synth users who was initially a bit frustrated with using it as a multi-timbral (MT) device.
I have come to realize not to expect much in that regard.
First of all, the voices will run out, so I would never expect to use more than about four parts.
Even so, sometimes it is convenient to use multiple parts, especially when you desire to edit MIDI of parts that are musically interactive.
Here is a desription yet another workaround.
The main sources of frustration are
1. that only the patch in part one is editable (not channel one - a common mis-statement). (Part - channel assignment is done in the system mode).
2. the effects that are in the part1 patch are used by all parts.
however, note that the routing (send levels) is maintained by all patches.
this approach works best if the patches are not too dependant upon the effects section for the primary sonic characateristic. (for example, distortion, hard compression, or heavy eq boosting.)
in other words, for MT effects should be thought of more traditionally, as in reverbs and delays, chorus / phasers. (though it is FUN and contructive to apply whacked effects to all the parts).
OK, so that said, here is the main kernel of this approach:
do NOT use part one in the sequence.
i.e. use part one as an editing area, and also in "run time" as the patch that holds your effects config.
example. you want three parts, so you plan to use:
part2 (channel 2)= Bass
part3 (chan3)= pads
part4 (chan4) = lead
you have not necessarily set this up yet, but that's the plan.
ok, so first you should create and store a patch that will hold the effects you want to use. maybe you will accumulate a library of patches for this purpose. this we will call the runtimeEffectsPatch
in part one, you select / edit your bass patch, and remember, don't depend too much on what it's effects settings happen to be. (in fact, you could use data transfer to copy the effects from the runtimeEffectsPatch). play in your bass part, and freelyedit the patch since it's in part1. you may also wish to set up controller routings so that youcan "tweak" the patch, even when it gets put into another part.
when you are ok with the bass part and sound, store the patch and recall it in part two, and at the same time switch the midi output of the track to vSynth channel2. this whole process can be done in several ways. it may work to dump the patch via sysex , or write a PC while still on channel ONE, then swtich channel and run sequencer, and voila, the patch is in part2.
(this approach will involve a lot of switching of patches and channels, so automating the patch changes, including that of restoring the runtimeEffectsPatch, will optimise your efficiency)
ok, now you got the bass on part2. you now repeat the process with another part. in partONE, you create your pad sounds, play it, play with it, (make control assignments), maybe transfer the effects from your runtimeEffectsPatch.
when happy, dump or store, switch midi channel of sequencer track to 3. load to part3.
repeat for all parts.
when you wish to edit a patch to better suit any of the parts, load it into part one, and switch it's track channel to one.
so, to recap, here is the method.
1. edit a sound in part1
2. record /edit midi part while in part one*
2b. (if desired) edit the patch some more for the part.
3. dump / store patch.
4. switch midi channel of track
5. load / recall patch in the runtime part.
6. load / recall runtimeeffectsPatch into part1
7. (if desired) record / edit midi part
repeat for additional parts.
and, remember that you can always refine the patch for the track by swapping it back into part1 temporarily.
i know it seems tedious, and it is, but it does work.
it is a recursive process.
let me know know if this works for you, or if you have any suggestions or additional ideas..
E3