Here's the patch and some screen shots with some explanations. I built this patch silently. It was meant to show routing and control, not show off sounds, so don't expect it to sound good. It was built with FW 17.03.
Row 1 is your "acoustic guitar" row. The VOL block in this row mutes in Scene 1 to silence the AG signal. It un-mutes in Scene 2 to enable the AG signal. The VOL block is tied to External Controller 1 for volume control from your expression pedal.
Row 3 is your "electric guitar" row. The VOL block in row is un-muted in Scene 1 to enable the EG signal and it's muted in Scene 2 to stop it from passing.
I have it set up to Scene Controller 1 to control the mixer blocks. The mixer blocks are setup so the signal routes through *only* Row 3 in Scene 1 and *only* Row 1 in Scene 2.
The CAB block switches from X state in Scene 1 to Y state in Scene 2. Both scenes use the CAB block in Stereo Ultra-Res mode.
Both DEL blocks have their bypass assigned to External Controller 12 -- this lets you use one IA switch on the MFC to enable/disable *both* delay blocks so it's the same switch no matter which scene you're on. This setup has the DEL block in series, but you could easily route them in parallel on both the AG and EG signals using Row 2 and 4 respectively. Also, if the AG and EG share a common delay setup you could route the signals through
The MIX blocks, post-CAB, are technically unnecessary -- I wanted to conserve some CPU so I share a CAB block between the AG and EG setups and flip it's X/Y state depending on which signal I'm routing through it. You've got enough headroom on this patch to use two separate CAB blocks, one for AG one for EG, if you wanted to go that route instead. I threw a bunch of extra blocks in there just to see how CPU went up. I think you could safely pack a bunch more in to this patch, don't you?![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
The really beautiful thing about Scenes is you have eight of them! You could use this single patch for 8 different EG and AG setups if you exploit more blocks and X/Y states on blocks. This really just shows you the tip of the iceberg (so many metaphors today, sorry!).
Here's a screen shot showing the Scene Controller 1 setup:
Here's a screen shot of the MIX block on Row 1 (the AG row). As you can see, in Scene 1 it has all the inputs to the block muted:
And then on Scene 2 it has the second row input at 100%. The MIX block on Row 3 works in a similar, but inverse, fashion to this one:
Row 1 is your "acoustic guitar" row. The VOL block in this row mutes in Scene 1 to silence the AG signal. It un-mutes in Scene 2 to enable the AG signal. The VOL block is tied to External Controller 1 for volume control from your expression pedal.
Row 3 is your "electric guitar" row. The VOL block in row is un-muted in Scene 1 to enable the EG signal and it's muted in Scene 2 to stop it from passing.
I have it set up to Scene Controller 1 to control the mixer blocks. The mixer blocks are setup so the signal routes through *only* Row 3 in Scene 1 and *only* Row 1 in Scene 2.
The CAB block switches from X state in Scene 1 to Y state in Scene 2. Both scenes use the CAB block in Stereo Ultra-Res mode.
Both DEL blocks have their bypass assigned to External Controller 12 -- this lets you use one IA switch on the MFC to enable/disable *both* delay blocks so it's the same switch no matter which scene you're on. This setup has the DEL block in series, but you could easily route them in parallel on both the AG and EG signals using Row 2 and 4 respectively. Also, if the AG and EG share a common delay setup you could route the signals through
The MIX blocks, post-CAB, are technically unnecessary -- I wanted to conserve some CPU so I share a CAB block between the AG and EG setups and flip it's X/Y state depending on which signal I'm routing through it. You've got enough headroom on this patch to use two separate CAB blocks, one for AG one for EG, if you wanted to go that route instead. I threw a bunch of extra blocks in there just to see how CPU went up. I think you could safely pack a bunch more in to this patch, don't you?
The really beautiful thing about Scenes is you have eight of them! You could use this single patch for 8 different EG and AG setups if you exploit more blocks and X/Y states on blocks. This really just shows you the tip of the iceberg (so many metaphors today, sorry!).
Here's a screen shot showing the Scene Controller 1 setup:
![Screen%20Shot%202014-12-31%20at%2012.36.50%20PM.png](/proxy.php?image=https%3A%2F%2Fdl.dropboxusercontent.com%2Fu%2F870088%2FAxeFx%2Fpictures%2FScreen%2520Shot%25202014-12-31%2520at%252012.36.50%2520PM.png&hash=d00cbbac113f8e0b205cce73da7f9932)
Here's a screen shot of the MIX block on Row 1 (the AG row). As you can see, in Scene 1 it has all the inputs to the block muted:
![Screen%20Shot%202014-12-31%20at%2012.36.58%20PM.png](/proxy.php?image=https%3A%2F%2Fdl.dropboxusercontent.com%2Fu%2F870088%2FAxeFx%2Fpictures%2FScreen%2520Shot%25202014-12-31%2520at%252012.36.58%2520PM.png&hash=90cb68054f5e8f85a6ef5e975dc1e2db)
And then on Scene 2 it has the second row input at 100%. The MIX block on Row 3 works in a similar, but inverse, fashion to this one:
![Screen%20Shot%202014-12-31%20at%2012.37.01%20PM.png](/proxy.php?image=https%3A%2F%2Fdl.dropboxusercontent.com%2Fu%2F870088%2FAxeFx%2Fpictures%2FScreen%2520Shot%25202014-12-31%2520at%252012.37.01%2520PM.png&hash=70ec4efbc20b4f465231fce96975e330)