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1. General Notice When using this document keep the following in mind 1 This document is confidential By accepting this document you acknowledge that you are bound by the terms set forth in the non disclosure and confidentiality agreement signed separately and in the possession of SEGA If you have not signed such a non disclosure agreement please contact SEGA immediately and return this document to SEGA This document may include technical inaccuracies or typographicalerrors Changes are periodi cally made to the information herein these changes will be incorporated in new versions of the document SEGA may make improvements and or changes in the product s and or the program s described in this document at any time No one is permitted to reproduce or duplicate in any form the whole or part of this document without SEGA S written permission Request for copies of this document and for technical information about SEGA products must be made to your authorized SEGA Technical Services representative No license is granted by implication or otherwise under any patents copyrights trademarks or other intellectual property rights of SEGA Enterprises Ltd SEGA of America Inc or any third party Software circuitry and other examples described herein are meant merely to indicate the character istics and performance of SEGA s products SEGA assumes no responsibility for any intellectual property claims or other problems that m
2. N PLFO data 0 PLFO data N Voice data 0 1 1 Voice data N Wave data 0 Wave data N Mixer top of fset The offset address of mixer data start location VL top offset The offset address of velocity level conversion data start location e PEG top offset The offset address of PEG data start location PLFO top offset The offset address of PLFO data start location Voice offset The offset address of each Voice data Mixer data Mixer data VL data Velocity level conversion data PEG data Pitch envelope data PLFO data Pitch LFO data Voice data Voice data Wave data Wave data AN 54 Mixer Data 0 EFSDL EFPAN EFSDL EFPAN EFSDL EFPAN VL Data 0 Slope gradient signed value O Velocity Point 0 Slope gradient signed value 1 Slope gradient signed value 2 Velocity Point 2 Slope gradient signed value 3 PEG Data 0 PEG DLY OL AR AL DL SL RL PLFO Data 0 PLFO DLY Tone Editor User s Manual Addendum Lila Lovan ato 1 byte each for a total of 18 bytes 1 byte each 1 byte each 1 byte each 55 Voice Data 0 BN Play mode bend range width 1byte NI rerom five KO Number of layers 1 tbyte Signed Volume Bias tbyte Layer data 0 1l Layer data N 1 Layer Data Start Midi Note lbyte End Midi Note 1byte SCSP register 0 24byte SCSP register 22 Base note by
3. ay result from applications based on the examples describe herein It is possible that this document may contain reference to or information about SEGA products development hardware software or services that are not provided in countries other than Japan Such references information must not be construed to mean that SEGA intends to provide such SEGA products or services in countries other than Japan Any reference of a SEGA licensed prod uct program in this document is not intended to state or simply that you can use only SEGA s licensed products programs Any functionally equivalent hardware software can be used instead SEGA will not be held responsible for any damage to the user that may result from accidents or any other reasons during operation of the user s equipment or programs according to this document NOTE A reader s comment correction form is provided with this document Please address comments to SEGA of America Inc Developer Technical Support att Evelyn Merritt 150 Shoreline Drive Redwood City CA 94065 SEGA may use or distribute whatever information you supply in any way it believes appropriate without incurring any obligation to you 6 27 95 002 SEGA SEGA OF AMERICA INC onsumer Products Division Tone Editor User s Manual Addendum File Formats Doc ST 235 030795 1995 SEGA All Rights Reserved READER CORRECTION COMMENT SHEET Keep us updated If you should come acr
4. ime The time table contains the number of counts per time unit The number of counts is determined first from the RELEASE time input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Number of counts RELEASE TIME msec Delay This is the time table number that is used for the PLFO delay time The time table contains the number of counts per time unit The number of counts is determined first from the PLFO DELAY time input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Count value PLFO DELAY TIME msec unit time FRQ This is increment decrement range per unit time of a PLFO triangle wave DEPTH LEVEL FRQ TIME msec unit time FDR This is the change range of the fade in amplitude per unit time DEPTH LEVEL FADE TIME 2 msec unit time FDT This is the time table number that is used for the fade in time The time table con tains the number of counts per time unit The number of counts is determined first from the PLFO FADE time input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Count value PLFO FADE TIME msec unit time 60
5. in format LayerData 1 This is voice data The 16 bytes of ASCII code is used for the voiceName data at the beginning and the data below follows Play Mode Specifies the poly mono legato portamento legato amp portamento play back mode Bend Range Specifies the pitch bend range up to 14 steps 0 D Portamento time Specifies the time in 128 steps 0 7F NumberOfLayers Number of layers used in this voice VolBias Specifies the volume of the layer within the voice It can be specified as signed data LayerName Name of the layer that is being used WaveNumber The wave number used in this layer is entered here WaveSize The wave size used in this layer is entered here Tone Editor User s Manual Addendum 51 Lila Lovan ato Wave e WaveName e SamplingRate e Bit e PCM data VLChunk 52 pr Wave data 0 SamplingRate 2byte PCM Data The source AIFF file name incorporating this waveform Sampling rate of this wavform The bit resolution of this waveform 8 bits or 16 bits PCM data VELO NumberOfVLs PEG Chunk SPEG PEGNumber PEGName PLFO Chunk Tone Editor User s Manual Addendum Lila Lovan ato 53 SCSPBIN Format The SCSPBIN format is as follows Voice 0 offset 2byte 2byte 2byte 2byte Voice N offset Mixer data 0 Mixer data N VL data 0 VL data N PEG data 0 PEG data
6. kID ckSize 4byte 4byte Data size 10H formType 48 MixerChunk CkID MIXR 4byte ckSize 4byte 18 Mixer Mixert Mixer L This data is equivalent to the 16 channels of the mixer and becomes the MixerChunk data with the header data m1xr takes up 4 bytes in ASCII code for the header ID after which the number of mixer data bytes is entered in 4 bytes It can have mul tiple mixers Mixer EFSDLO 2 0 EFPANO 4 0 tbyte EFSDL1 2 0 EFPAN1 4 0 1byte EFSDL17 2 0 EFPAN1714 0 ibyte Bits 0 4 are pan data and 5 7 are send return data This configuration is the same as the SCSP register and is equivalent to 100017H if slot 0 Tone Editor User s Manual Addendum 49 TU TD i VoiceChunk ckID ckSize NumberOfVoices NumberOfLayers NumberOfWaves Voice n 4byte 4byte 1byte 2byte 2byte The voiceChunk data is composed of the layer data that contains voice parameter data as well as PCM data The voicecnunk data is completed with the addition of the header data vocE takes up 4 bytes in ASCII code as the header ID The total number of bytes for the voice data layer data and wave data PCM data are then entered in 4 bytes after which the number of voices number of voice patches is entered AN 50 Voice 16byte VoiceName LayerName 16byte Layer data O WaveNumber 2byte WaveSize 4byte SAOFSET MSB 2byte LayerData 32byte See B
7. ns the number of counts per time unit The number of counts is determined first from the ATTACK TIME input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Number of counts ATTACK TIME 2 msec Tone Editor User s Manual Addendum 59 Lila Unova ato DR This is the level change range per time unit DECAYLEVEL DT DT This is the time table number that is used for the decay level time The time table contains the number of counts per time unit The number of counts is determined first from the DECAY time input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Number of counts DECAY TIME msec SR This is the level change range per time unit SUSTAIN LEVEL ST ST This is the time table number that is used for the sustain level time The time table contains the number of counts per time unit The number of counts is determined first from the SUSTAIN time input in the Tone Editor Then the closest number of counts is obtained from a time table by the absolute difference of the two count values The resulting value is set here Number of counts SUSTAIN TIME msec RR This is the level change range per time unit RELEASE LEVEL RT RT This is the time table number that is used for the release level t
8. oss any incorrect or outdated information while reading through the attached document or come up with any questions or comments please let us know so that we can make the required changes in subsequent revisions Simply fill out all information below and return this form to the Developer Technical Support Manager at the address below Please make more copies of this form if more space is needed Thank you General Information Your Name Phone Document number ST 235 030795 Date Document name Tone Editor User s Manual Addendum File Formats Corrections Questions comments Where to send your corrections 415 802 1717 Mail SEGA OF AMERICA Attn Evelyn Merritt Attn Evelyn Merritt Developer Technical Support Developer Technical Support 150 Shoreline Dr Redwood City CA 94065 Tone Editor User s ManuaAddendum File Formats This supplement describes the SCSP file format on the Macintosh that contains detailed information and the SCSPBIN file format that only includes data trans ferred to the 68000 s sound memory and the Macintosh file resource data SCSP Format The SCSP format is as follows MixerChunk VLChunk PEGChunk PLFOChunk VoiceChunk First scs is entered as an ID in 4 bytes of ASCII code after which the total number of bytes of the MixerChunk and VoiceChunk is contained as a 4 byte long word Next VOCE is entered in 4 bytes of ASCII code as Type The MixerChunk and voiceChunk data follow c
9. s as follows RENE ae ER eee DE ae O lt slope lt 1 The following two tables are referred to when determining the D6 D3 value of the Approximation Value Table D6 D3 Slope D2 D0 1 or 7 Slope D2 D0 3 or 5 IO Prohibited Prohibited js il The approximation values include 1 0 and the values indicated in the above table Determine a value that is closest to the actual slope in absolute difference terms The resulting D0 2 and D6 3 values are set as the approximation value 58 PEG Related OFFSET LEVEL ATTACK LEVEL DECAY LEVEL SUSTAIN LEVEL RELEASE LEVEL DELAY TIME ATTACK TIME DELAY TIME SUSTAIN TIME RELEASE TIME DLY This is the table number of the time table for the PEG delay time The time table contains the number of counts per time unit The number of counts is first deter mined from the delay time input in the Tone Editor That value is then compared with the count values contained in the Time Table A difference of the two values are taken The number of counts in the Time Table that produces the smallest difference in absolute terms is determined and its Time Table number is set here Number of counts delay time msec unit time OL This is the offset level from the key on note when the key is activated OFFSET LEVEL AR This is the level change range per unit time ATTACKLEVEL AT AT This is the time table number that is used for the attack level time The time table contai
10. te Signed fine tune ibyte SN Tae sunter ets icone VS eve Sa aver runter se conection Vos ty pe Wave Data 0 Wave data 0 Wave data N VL Conversion Approximation value This is the approximation value table number used for velocity data It is determined by calculating the velocity points 0 3 and the velocity levels 0 3 56 Calculation Method Level Velocity level 3 Velocity level 1 XL Pott tet mn naa Velocity level 0 Velocity level 2 0 Velocity Velocity Velocity 127 point 0 point 1 point 2 Velocity Point The relationship between the velocity point and velocity level data is as shown be low The curve of the levels is drawn as shown above for velocities 0 127 The D6 D3 that is closest to one of the slope values out of these four curves is determined from the table on the following page and entered in the Approximation Value Table The slope value is determined as follows Approximation value 0 Velocity level 0 Velocity point 0 Approximation value 1 Velocity level 1 Velocity level 0 Velocity point 1 Velocity point 0 Approximation value 2 Velocity level 2 Velocity level 1 Velocity point 2 Velocity point 1 Approximation value 3 127 Velocity level 2 127 Velocity point 2 Tone Editor User s Manual Addendum 57 Lila Cavamate Approximation Mue Table o ps ps ps ps ba pr po The bit relationship of the Approximation Value Table i

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