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- Frequently Asked Questions for SB AWE32
-
- ---------------------------------------------------------------------------
-
- This is a frequently asked question document for the Creative SB
- AWE32 sound card. This document summarizes many frequently asked
- questions and answers about the SB AWE32. If you have a question,
- please check this file before calling Creative Technical Support
- as you may find the answer contained in this document.
-
- ---------------------------------------------------------------------------
-
- This FAQ is organized into the following sections:
-
- * [A] SB AWE32 in General
- * [B] Editing Tools
- * [C] Programming Information
- * [D] SoundFont(TM) Banks
- * [E] Introduction to the EMU8000 chip
- * [F] How do I ...
- * [G] References
- * [H] NRPN Table
-
- Before you continue ...
-
- This document assumes you have a basic understanding of how MIDI works, the
- different MIDI messages, and how your MIDI sequencer works. If you are not
- familiar with these topics, please consider consulting a friend who has
- experience with MIDI, or consulting books on MIDI. A list of recommended
- reading on MIDI can be found in section G of this document.
- ---------------------------------------------------------------------------
-
- Contents
-
- SECTION A - SB AWE32 IN GENERAL
-
- 1. What is the SB AWE32? How does it differ from the SB16?
- 2. How much memory is shipped with the SB AWE32 card?
- 3. Can I upgrade the memory on my SB AWE32 card?
- 4. What is the recommended SIMM memory access speed?
- 5. How do I upgrade the memory on the card?
- 6. What are the uses of the 512 KB DRAM on the SB AWE32?
- 7. Would adding DRAM to the SB AWE32 increase the performance of WAVE
- file editing or manipulation?
- 8. Is it possible to use AWE32 sounds (16 channels) together with FM
- sounds from the OPL-3 chip (16 channels) in Cakewalk?
- 9. How many MIDI channels can the SB AWE32 handle in Windows?
- 10. What MIDI sequencers will work with SB AWE32? Are special drivers
- required?
- 11. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?
- 12. What I/O port addresses are used by the EMU8000?
- 13. Why doesn't the EMU8000 have a built in MIDI interpreter?
- 14. Does the SB AWE32 support MIDI Sample Dump to transfer samples to the
- EMU8000?
- 15. What is CC0 documented in Appendix G-4 and G-5 of the SB AWE32 Getting
- Started Manual? How are these variation tones accessed?
- 16. What "drum kits" are available in GS mode?
- 17. Does the SB AWE32 respond to MIDI Aftertouch?
- 18. My PC system does not have a working NMI. What can I do to use
- AWEUTIL?
- 19. Is there a WaveBlaster upgrade option on the SB AWE32?
- 20. What is the benefit of adding a WaveBlaster to the SB AWE32?
- 21. Is it possible to load AWEUTIL into high memory?
- 22. Does AWEUTIL have to stay memory resident?
- 23. What are the long term plans to solve the problem with DOS extender
- games?
- 24. Will software written for the SB16 work with the SB AWE32?
- 25. Does Creative have any plans for a SCSI version of the SB AWE32?
- 26. What CD-ROM drives does the SB AWE32 support?
- 27. What are the different reverb and chorus variations available on the
- SB AWE32?
- 28. What are the undocumented JP6, JP8 and JP9 jumpers on the card?
- 29. How does the AWE32 Value Edition differ from the Sound Blaster AWE32?
-
- SECTION B - EDITING TOOL
-
- 1. Is there a preset editor for the SB AWE32?
- 2. Is it possible to patch multiple sounds across different keys, such as
- a drum kit?
- 3. How are new instruments on the SB AWE32 created?
- 4. What functionality does Vienna SF Studio offer?
- 5. Where do I get my copy of Vienna?
- 6. Can Vienna load samples for other systems e.g. Akai S1000 or Yamaha
- TG55?
-
- SECTION C - PROGRAMMING INFORMATION
-
- 1. Is programming information available for the SB AWE32?
- 2. Is the effect engine on the SB AWE32 programmable?
-
- SECTION D - SOUNDFONT BANK
-
- 1. What are SoundFont Collections?
- 2. How do SoundFont Banks work?
- 3. Where can I purchase SoundFont Banks?
- 4. What can I do with SoundFont Banks?
- 5. Will having 28 MB on the SB AWE32 improve the sound quality over a
- standard 512 KB SB AWE32?
-
- SECTION E - INTRODUCTION TO THE EMU8000 CHIP
-
- SECTION F - HOW DO I ...
-
- 1. How do I make use of RPN documented in the SB AWE32 MIDI
- Implementation chart?
- 2. How do I change an instrument's sound parameter in real time?
- 3. How do I select the SB AWE32's reverb and chorus variation type
- through MIDI?
- 4. How can I maximize my system's memory so that I still have plenty of
- room to run games after installing the SB AWE32?
- 5. How do I load a SoundFont Bank?
- 6. How do I setup my sequencer software to access the user bank that I
- have downloaded into the RAM?
- 7. How do I get the latest drivers for the SB AWE32?
-
- SECTION G - REFERENCES
-
- SECTION H - SB AWE32 NRPN IMPLEMENTATION
-
- ---------------------------------------------------------------------------
-
- Section A - SB AWE32
-
- 1. What is the SB AWE32? How does it differ from the SB16?
-
- The SB AWE32 is a standard SB16 MultiCD with the EMU 8000 Advanced
- WavEffect music synthesizer chip. The card includes all the standard
- SB16 features. Additionally, the SB AWE32 includes the Advanced Signal
- Processor and multiple interfaces supporting Creative, Mitsumi and
- Sony CD-ROM drives.
-
- The EMU8000 is a sub-system offering high quality music synthesis
- using advanced wave effects technology. It comes with an onboard
- dedicated effect engine. The effect engine provides high quality
- effects like reverb and chorus to MIDI playback. The EMU8000 supports
- up to 32 voices, and the effect amount for each voice can be
- controlled via MIDI.
-
- The EMU8000 comes integrated with 1MB of General MIDI samples and
- 512kB of DRAM for additional sample downloading. It can address up to
- 28 MB of external DRAM memory. The SB AWE32 supports General MIDI,
- Roland GS and Sound Canvas MT- 32 emulation.
-
- Note: MT-32 Emulation on the SB AWE32 is similar to that of the Sound
- Canvas; e.g., MT-32 sysex is not supported.
-
- 2. How much memory is shipped with the SB AWE32 card?
-
- The card ships with 1 MB of General MIDI ROM samples and 512 KB of
- DRAM for user sample downloading.
-
- 3. Can I upgrade the memory on my SB AWE32 card?
-
- The Sound Blaster AWE32 has a pair of SIMM sockets for upgrading the
- DRAM to as much as 28 megabytes. The SB AWE32 Value Edition card does
- not allow the memory to be upgraded.
-
- 4. What is the recommended SIMM memory access speed?
-
- Hardware specifications call for SIMM modules with 80 nanosecond or
- better access times.
-
- 5. How do I upgrade the memory on the card?
-
- To upgrade the memory, you can purchase standard SIMM modules and
- insert them into the SIMM sockets provided on the SB AWE32. (If you
- are not familiar with inserting SIMM modules, check with a technician
- where you purchased the SIMM modules. They should be able to help).
- You will also need to reconfigure the memory selector jumper on the SB
- AWE32 card.
-
- The SIMM sockets on the SB AWE32 were designed to accommodate industry
- standard 30-pin SIMM modules. You will need to insert two SIMMs of the
- same memory size into both of the sockets. The available memory
- options are:
-
- o 2 MB (using 2 1 MB SIMMs)
- o 8 MB (using 2 4 MB SIMMs)
- o 32 MB (using 2 16 MB SIMMs)
-
- Note that you cannot mix different size (that is, 2 MB and 8 MB) SIMM
- modules together on a single SB AWE32 card.
-
- There are also 72 pins SIMM modules on the market. Such SIMMs can be
- found on motherboards that use 8 or 16 megabit SIMMs or as cache RAM.
- They are incompatible with the SIMM sockets on the SB AWE32 card.
-
- The EMU8000 treats the first 4 MB of its DRAM address space as ROM
- memory. As a result, when you insert two 16 MB SIMMs onto the SB
- AWE32, only 28 MB will be addressable.
-
- Note: SB AWE32 Value Edition does not allow memory upgrade.
-
- 6. What are the uses of the 512 KB DRAM on the SB AWE32?
-
- The on-board 512 KB of memory is used to hold user samples. In GS
- synthesizer mode, this 512 KB is used to hold the sound effects of GS.
- In GM synthesizer mode, the 512 KB DRAM is free, so it can hold
- SoundFont banks containing samples.
-
- MT-32 Synthesizer mode uses a small portion of the 512 KB of memory,
- therefore you can still load your own SoundFont bank samples into the
- rest of the free RAM space.
-
- 7. Would adding DRAM to the SB AWE32 increase the performance of WAVE
- file editing or manipulation?
-
- Addition of SIMM DRAM to the SB AWE32 will allow you to accommodate
- more SoundFont bank data. This, however, will not increase the
- performance of WAVE file editing or manipulation as the latter does
- not make use of the SIMM DRAM on the SB AWE32.
-
- 8. Is it possible to use AWE32 sounds (16 channels) together with FM
- sounds from the OPL-3 chip (16 channels) in Cakewalk?
-
- You can use both the AWE32 sounds AND the OPL-3 FM sounds together in
- Cakewalk. As both the AWE32 and OPL-3 appear under Microsoft Windows
- as two separate MIDI devices, you can play both devices
- simultaneously. There are two methods that you can use. You can either
- changed the MIDI Mapper settings OR change it within Cakewalk. The
- following is a step-by-step guide:
-
- Method 1
- 1. Start the Control Panel, and enter the MIDI Mapper applet.
- 2. Select "SB16 ALL FM" as the output setup
- 3. Select "Edit" to go into MIDI Setup
- 4. Locate the "Port" column
- 5. If you want a channel to be playing back using the AWE32, then
- select "Sound Blaster AWE32 MIDI Synthsizer". On the other hand,
- if you want the channel to be playing back using the OPL3, then
- select "Voyetra Super Sapi FM Driver" . Repeat steps 4 and 5 on
- other channels to assign the output port as desired.
- 6. Startup Cakewalk. Select "Settings" , then "MIDI Devices"
- 7. Select "Microsoft MIDI Mapper" as MIDI devices.
-
- Now you will have the sound playing back according to what you have
- set in the MIDI Mapper.
-
- Method 2
- 1. Startup Cakewalk.
- 2. Select "Settings", then "MIDI Devices"
- 3. You will see a dialog box with MIDI IN devices on the left, and
- MIDI OUT devices on the right. Click on both "Sound Blaster AWE32
- MIDI Synth" and "Voyetra Super Sapi FM Driver".
- 4. Select "OK"
- 5. Activate the "Track/Measure" Window.
- 6. Locate the "Port" column in the Track/Measure Windows
- 7. If you want a track to be playing back using AWE32, double click
- on the tracks "Port" section, and select "1:Sound Blaster AWE32
- MIDI Synth." On the other hand if you want the track to be
- playing back using the OPL-3 then select "2:Voyetra Super Sapi FM
- Driver."
-
- You can repeat steps 6 and 7 on other Cakewalk tracks to assign
- the output port as desired.
-
- Note: These methods could also be used if you have a WaveBlaster
- attached to your SB AWE32. The WaveBlaster will appear as "SB16 MIDI
- Out" in the "Port" column.
-
- 9. How many MIDI channels can the SB AWE32 handle in Windows?
-
- Under Windows, the SB AWE32 has two MIDI synthesizer devices, EMU8000
- and OPL3. Each MIDI device is capable of supporting 16 MIDI channels,
- with 15 being melodic, and one channel (MIDI channel 10) being
- percussive. Using the two devices at once allows 32 MIDI channels to
- be available in Windows.
-
- 10. What MIDI sequencers will work with SB AWE32? Are special drivers
- required?
-
- The SB AWE32 package ships with a Windows SB AWE32 MIDI driver.
- Therefore, the SB AWE32 can be used with any Windows based MIDI
- sequencer software. For DOS, the sequencer software needs to have
- native SB AWE32 support.
-
- 11. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?
-
- The SB AWE32 OS/2 driver is currently available with OS/2 Warp 3.0.
- The Windows NT driver is available as ntawe32.exe on Creative's BBS,
- CompuServe Forum, and Internet FTP site. See the item "How do I get
- the latest drivers for the SB AWE32?" in Section F for further
- information.
-
- 12. What I/O port addresses are used by the EMU8000?
-
- The addresses used by the EMU8000 are relative to the base I/O address
- of the SB16. EMU8000 Addresses are at 6xxH, AxxH and ExxH. It occupies
- the first four addresses at each location. For example, if the SB16
- base I/O address is 220H, the EMU8000 addresses are 620H-623H,
- A20H-A23H and E20H- E23H.
-
- 13. Why doesn't the EMU8000 have a built in MIDI interpreter?
-
- One of the design goal of the SB AWE32 is to offer high quality music
- at an affordable price. The EMU8000 is just like any other synthesizer
- chip such as OPL2, OPL3 or OPL4. It does not have the capability to
- interpret MIDI commands. For it to understand MIDI commands, a MIDI
- interpreter is required, and this will involve adding an additional
- processor to process the MIDI commands and other components adding to
- the cost of the product. After our analysis of price and performance,
- we decided that our current implementation offers the best in terms of
- price as well as performance.
-
- To support existing games that use MPU-401, we provide a feature known
- as MIDI feedback using NMI (non-maskable- interrupt) which installs a
- small TSR program, AWEUTIL. AWEUTIL works by trapping data going out
- to the MPU-401 port and program the EMU8000 using the data. AWEUTIL
- provides compatibility with many games that support the MPU-401
- interface, but will not always work with protected mode games due to
- the complicated ways in which DOS extenders handle NMI. Note that you
- can still continue to play your favorite DOS protected mode game with
- the on-board OPL3 FM chip.
-
- We are working closely with the game developer community to port their
- MIDI driver to support the SB AWE32. We have a porting laboratory at
- Creative Labs, Inc., where we invite developers to port their drivers
- to natively support the SB AWE32. We believe that in the near future
- the SB AWE32 will be widely supported. Currently, we already have
- support from several major audio driver developers for the SB AWE32
- platform.
-
- 14. Does the SB AWE32 support MIDI Sample Dump to transfer samples to the
- EMU8000?
-
- No. The sample transfer between PC and SB AWE32 is through the PC bus,
- and does not dump via the SB AWE32 MIDI port.
-
- 15. What is CC0 documented in Appendix G-4 and G-5 of the SB AWE32 Getting
- Started Manual? How are these variation tones accessed?
-
- CC0 is short form for Continuous Controller 0 (zero), which is MIDI
- Bank Change.
-
- The SB AWE32 offers Sound Canvas compatibility by including the user
- bank instruments found on the Sound Canvas. User bank instruments are
- simply instruments of a similar class or variation. For example,
- General MIDI instrument number 25 is the Steel Acoustic Guitar, and
- its variation is the Ukulele.
-
- A user bank tone is just like any other General MIDI instrument. Take
- for example the Ukulele variation tone. Lets assume you are currently
- doing MIDI editing under Cakewalk Apprentice, and you sequenced a
- track that uses Steel Acoustic Guitar. You play the track back, and
- feel that the Steel Acoustic Guitar does not quite cut it, so you
- decide to give Ukulele a try. What you would need to do is to insert a
- MIDI bank change of value 8 (the user bank for Ukulele) in that track,
- follow immediately by a program change of 25 (Steel Acoustic Guitar)
- to select the user bank tone.
-
- What you have just accomplished is to set the MIDI channel in which
- the Steel Acoustic Guitar instrument is playing to the user bank
- instrument Ukulele.
-
- 16. What "drum kits" are available in GS mode?
-
- A drum kit is a collection of percussive instruments (snare drum, bass
- drum, hi-hats) laid across the entire MIDI keyboard. Under General
- MIDI, MIDI channel 10 is reserved for percussion instruments. General
- MIDI defines only one drum kit, which is the Standard Kit. Under the
- GM synth mode of the SB AWE32, channel 10 automatically uses the
- Standard Kit. MIDI music would be very boring if everybody used the
- same drum kit in every MIDI song. Imagine all MIDI songs using the
- same snare drum and the same bass drum, and you will have an idea of
- how similar every MIDI song will sound.
-
- Under the GS synth mode of the SB AWE32 there are 11 (including the
- Standard Drum Kit) different drum kits you can use on MIDI Channel 10.
- These drum kits are:
-
- Name Program Description
- Number
- Standard/Jazz 0/32 Standard General MIDI drum kit.
- Jazz is similar to the Standard
- drum kit.
- Room 8 Similar to that of the Standard
- kit except that it has more room
- ambiance.
- Power 16 A gain similar to that of the
- Standard kit, but with more
- power kick and snare drums.
- Electronic 24 Electronic drum kit. Most of the
- percussion instruments in this
- drum kit are reminiscence of old
- analogue and digital rhythm
- machines (such as the Roland TR-
- 707 and TR-909 rhythm machine)
- TR-808 25 Electronic drum kit,
- reminiscence of the Roland TR-
- 808 rhythm machine.
- Brush 40 Similar to the Standard kit
- except that brushes have been
- added. This kit is mostly used
- for Jazz MIDI pieces.
- Orchestra 48 An immense collection of concert
- drums and timpani.
- SFX 56 A collection of Sound Effects.
- CM-64/32L 127 Same as the Roland MT-32 drum
- kit. This drum kit contains
- standard percussion at the lower
- range of the keyboard, and sound
- effects at the higher range of
- the keyboard.
-
- Drum kits are very easy to access under MIDI. Each drum kit is
- essentially an instrument and you select a drum kit by selecting an
- instrument, just as if you would select a melodic instrument. For
- example, if you want to select the TR-808, all you have to do is to
- perform a program change to 25 on MIDI channel 10. After the program
- change, all percussion sounds will be played back through the TR-808
- drum kit.
-
- 17. Does the SB AWE32 respond to MIDI Aftertouch?
-
- The SB AWE32 Windows MIDI driver prior to version 1.03 does not
- support MIDI Channel Aftertouch. The current SB AWE32 driver supports
- MIDI Channel Aftertouch AND MIDI Controller 11 (expression).
-
- See the item "How do I get the latest drivers for the SB AWE32?" in
- section F for further information.
-
- 18. My PC system does not have a working NMI. What can I do to use
- AWEUTIL?
-
- One of the most common causes of a system not having a working NMI is
- that the system's memory parity checking has been turned off. You can
- check your system's memory parity checking status by activating your
- system's BIOS setup. Consult your system's user manual on how to
- activate BIOS/CMOS setup and memory parity checking.
-
- If your system does not have a working NMI or you have a DOS protected
- mode game, then you can only play games using FM music.
-
- Note that this NMI problem only applies to DOS games or applications,
- not to Windows games or applications. Under Windows, all applications
- play music and sound effects through the standard SB AWE32 Windows
- drivers.
-
- As more developers include native SB AWE32 support, this NMI problem
- will gradually disappear.
-
- Some of the protected mode games already have SB AWE32 support via
- special drivers. You can obtain more information on these drivers in
- the Sound Blaster forum on CompuServe, or on Creative's BBS. See the
- item "How do I get the latest drivers for the SB AWE32?" in Section F
- for further information.
-
- 19. Is there a WaveBlaster upgrade option on the SB AWE32?
-
- Yes, the SB AWE32 features a WaveBlaster connector. The AWE32 Value
- Edition, however, does not have a WaveBlaster connector.
-
- 20. What is the benefit of adding a WaveBlaster to the SB AWE32?
-
- The WaveBlaster connector was included on the SB AWE32 to provide
- users an alternative wave-sample synthesis method other than the
- EMU8000 on the SB AWE32. By incorporating a WaveBlaster onto the SB
- AWE32, the total polyphony of this combination will be increased to
- 64, the total number of channels expanded to 32, and you will have
- access to a secondary palette of sampled sounds.
-
- 21. Is it possible to load AWEUTIL into high memory?
-
- AWEUTIL automatically searches for high memory and will attempt to
- load itself high if enough high memory is available.
-
- 22. Does AWEUTIL have to stay memory resident?
-
- AWEUTIL serves two purposes; to initialize and control the reverb and
- chorus effects of the FM hardware on the SB AWE32 card, and to provide
- NMI MIDI Feedback.
-
- AWEUTIL /S
-
- will initialize and set the reverb and chorus effect of the FM
- hardware, and then terminate. It will not stay resident in memory.
-
- If you want to activate NMI MIDI Feedback, then run
-
- AWEUTIL /EM:XX (XX = GM, GS, MT32)
-
- before starting your game.
-
- When you finish the game, remember to run
-
- AWEUTIL /U
-
- to unload AWEUTIL from memory.
-
- 23. What are the long term plans to solve the problem with DOS extender
- games?
-
- We are currently getting developers to natively support the SB AWE32.
- So far we have had good support from John Miles Inc. with their SB
- AWE32 Miles (real and protected mode) drivers, from Accolade, from HMI
- and from John Ratcliff with his MIDPAK drivers. As more and more
- developers support the SB AWE32, the DOS extended game's problem will
- gradually disappear.
-
- 24. Will software written for the SB16 work with the SB AWE32?
-
- Definitely. The SB AWE32 uses the same base system as the SB16, so it
- is fully compatible.
-
- 25. Does Creative have any plans for a SCSI version of the SB AWE32?
-
- We will deliver a SCSI version of the SB AWE32 when there is
- sufficient demand.
-
- 26. What CD-ROM drives does the SB AWE32 support?
-
- The SB AWE32 supports Creative, Sony and Mitsumi CD-ROM drives, but
- not IDE or SCSI CD-ROM drives.
-
- 27. What are the different reverb and chorus variations available on the
- SB AWE32?
-
- Reverb and chorus effects add warmth and movement to MIDI playback.
- There are eight reverb types and eight chorus types available on the
- SB AWE32.
- Room 1 - 3
- This group of reverb variation simulates the natural ambiance of
- a room. Room 1 simulates a small room, Room 2 simulates a
- slightly bigger room, and Room 3 simulates a big room.
- Hall 1 - 2
- This group of reverb variation simulates the natural ambiance of
- a concert hall. It has greater depth than the room variations.
- Again, Hall 1 simulates a small hall, and Hall 2 simulates a
- larger hall.
- Plate
- Back in the old days, reverb effects were sometimes produced
- using a metal plate, and this type of reverb produces a metallic
- echo. The SB AWE32's Plate variation simulates this form of
- reverb.
- Delay
- This reverb produces a delay, that is, echo effect.
- Panning Delay
- This reverb variation produces a delay effect that is
- continuously panned left and right.
- Chorus 1 - 4
- Chorus produces a "beating" effect. The chorus effects are more
- prominent going from chorus 1 to chorus 4.
- Feedback Chorus
- This chorus variation simulates a soft "swishing" effect.
- Flanger
- This chorus variation produces a more prominent feedback chorus
- effect.
- Short Delay
- This chorus variation simulates a delay repeated in a short time.
- Short Delay (feed back)
- This chorus variation simulates a short delay repeated (feedback)
- many times.
-
- These effect variations can be selected by the following sysex
- messages:
-
- Reverb sysex macro
-
- F0 41 10 42 12 40 01 30 XX 00 F7
-
- where XX denotes the reverb variation to be selected. The valid values
- for XX are
-
- 00 - Room 1
- 01 - Room 2
- 02 - Room 3
- 03 - Hall 1
- 04 - Hall 2
- 05 - Plate
- 06 - Delay
- 07 - Panning Delay
-
- Chorus sysex macro
-
- F0 41 10 42 12 40 01 38 XX 00 F7
-
- again, XX denotes the chorus variation to be selected. The valid
- values for XX are
-
- 00 - Chorus 1
- 01 - Chorus 2
- 02 - Chorus 3
- 03 - Chorus 4
- 04 - Feedback chorus
- 05 - Flanger
- 06 - Short Delay
- 07 - Short delay (FB)
-
- 28. What are the undocumented JP6, JP8 and JP9 jumpers on the card?
-
- JP8 Is a digital (SPDIF) out from the EMU8000.
-
- Pin definition:
- o 0 - signal,
- o 1 - signal ground.
-
- JP9 provides another means to control the volume of the mixer on the
- SB AWE32.
-
- Pin definition :
- o 1 - increase volume
- o 2 - Analog Ground
- o 3 - decrease volume
-
- J6 is an audio feature connector.
-
- Pin definition :
- o 1 - AG (Analog Ground)
- o 2 - Line out (Right)
- o 3 - AG (Analog Ground)
- o 4 - AG (Analog Ground)
- o 5 - Line out (Left)
- o 6 - AG (Analog Ground)
- o 7 - -12V
- o 8 - Reserved
- o 9 - Mic In
- o 10 - +12V
- o 11 - AG (Analog Ground)
- o 12 - AG (Analog Ground)
- o 13 - AG (Analog Ground)
- o 14 - AG (Analog Ground)
- o 15 - PC Speaker In
- o 16 - Mono Speaker out
-
- 29. How does the AWE32 Value Edition differ from the Sound Blaster AWE32?
-
- The Sound Blaster AWE32 Value Edition is a low-cost alternative for
- users who want the Advanced WavEffects realistic instrument and sound
- effects capabilities of the AWE32, but do not need all of the features
- of the AWE32 standard edition. The AWE32 Value Edition has most of the
- features of the Sound Blaster AWE32 card, but does not have a Wave
- Blaster connector, an Advanced Signal Processor, or memory upgrade
- capability. Also, the AWE32 Value Edition does not contain Cakewalk
- Apprentice, TextAssist and Vienna SF Studio software. TextAssist
- software is available with the CSP upgrade, and Cakewalk Apprentice is
- available with the Creative MIDI Kit.
-
- ---------------------------------------------------------------------------
-
- Section B - Editing Tool
-
- 1. Is there a preset editor for the SB AWE32?
-
- Vienna SF Studio is a SoundFont bank editing software package that
- allows you to create, edit and download sounds onto the Sound Blaster
- AWE32. You can create WAVE files to import into Vienna to create your
- own instruments. Vienna also allows you to program your own presets
- (tweaking the envelopes' generators, the LFOs and such).
-
- 2. Is it possible to patch multiple sounds across different keys, such as
- a drum kit?
-
- Yes, Vienna was designed for making drum kits as well.
-
- 3. How are new instruments on the SB AWE32 created?
-
- As mentioned above, you can create your own samples (using Wave Studio
- or Soundo'Le, for example) to import into Vienna. As an example, let's
- say you have a Steinway piano you would like to sample it and use the
- Steinway sound on your SB AWE32. What you need to do is sample your
- Steinway in 16 bit mono WAVE files. Then you can use Vienna to edit
- its preset and save it as a SoundFont-compatible bank file and load it
- as a user bank into your SB AWE32 to play just like any normal MIDI
- instrument.
-
- 4. What functionality does Vienna SF Studio offer?
-
- Here is what you can do with Vienna:
-
- - Multi-sample arrangement
- Multi-sampling is the technique of sampling a musical instrument
- at different musical intervals, arranging the samples across a
- MIDI keyboard and assigning key ranges (for example, from key C3
- to C4) to these samples. Vienna allows you to visually assign
- samples to key ranges.
- - Preset editing
- Once you arrange your samples across the keyboard, you can then
- start to program the instruments' envelopes and LFOs to your
- liking. Refer to Section E, Introduction to EMU8000, for
- information on envelopes and LFOs.
- - Loop point selection
- Vienna allows you to visually select the loop points of a sample.
- - Drum kit arrangement
- Vienna is not limited to just creating musical instruments; you
- can also layout and save a drum kit using any samples you desire.
-
- 5. Where do I get my copy of Vienna?
-
- Vienna is now packaged with the SB AWE32 standard edition. SB AWE32
- Value owners who wish to purchased the software may contact Creative
- Labs directly.
-
- 6. Can Vienna load samples for other systems e.g. Akai S1000 or Yamaha
- TG55?
-
- Vienna can load any instrument bank that is compliant with Creative's
- SBK format. Vienna will not load instrument banks in other formats.
-
- ---------------------------------------------------------------------------
-
- Section C - Programming Information
-
- 1. Is programming information available for the SB AWE32?
-
- The SB AWE32 Developer's Information Pack is available on the Creative
- Labs BBS, on CompuServe, and at the Creative Labs FTP site. The
- filename is ADIP.EXE/ADIP.ZIP. It contains both Windows and DOS
- programming information. It is made for developers who intend to
- program the EMU8000 subsystem on the SB AWE32. Programming of other
- features, such as digitized sound I/O etc, is exactly same as the
- Sound Blaster 16. You could refer to the "Developer Kit for Sound
- Blaster Series, 2nd Edition" for programming in DOS and/or Windows
- Multimedia API for programming in Windows.
-
- For DOS environments, we have created library functions based on MIDI
- messages such as NoteOn, NoteOff, ProgramChange, etc. Special care has
- been taken to ensure that the library can be used for building TSR
- drivers or embedded MIDI drivers in an application.
-
- For Windows environments, we provide the API for sample downloading
- and effect control.
-
- 2. Is the effect engine on the SB AWE32 programmable?
-
- The effect engine on the SB AWE32 is dedicated to produce reverb,
- chorus and QSound effect, and is not intended to be programmable. You
- can, however, select different reverb or chorus variations using
- sysex. Refer to the item "What are the different reverb and chorus
- variations available on the SB AWE32?" in Section A for more
- information.
-
- ---------------------------------------------------------------------------
-
- Section D - SoundFont Bank
-
- 1. What are SoundFont Collections?
-
- E-mu SoundFont Collections are CD-ROMs that contain SoundFont Banks of
- varying sizes (0.5 MB to 8 MB). E-mu's SoundFont Banks include both
- instruments and sound effects. Many of E-mu's traditional instrument
- sounds will be included (for example Proteus 1-3) as well as some new
- sounds.
-
- 2. How do SoundFont Banks work?
-
- SoundFont Banks can be loaded into RAM on the SB AWE32. They can then
- be used in conjunction with a MIDI sequencer to create soundtracks or
- other kinds of audio creations.
-
- 3. Where can I purchase SoundFont Banks?
-
- SB AWE32 customers will be pleased to know that the first E-mu
- SoundFont Banks are now available for purchase directly from E-mu
- Systems.
-
- For the latest information on available SoundFont banks, call (408)
- 438-1921 x148 from 8am to 5pm Pacific Time, and ask for the Sounds
- Department.
-
- Fax orders should be sent to (408) 438-7854 Attention: SoundFont
- Order.
-
- Internet inquiries should be sent to SoundFont@emu.com.
-
- All orders should include the customer's Name, Address, Phone Number
- and Credit Card Information (including expiration date) and the part
- numbers of the SoundFont Banks being ordered.
-
- 4. What can I do with SoundFont Banks?
-
- You can:
- o Load SoundFont banks of your choice into the RAM of your SB AWE32
- and use this set of sounds as you compose with a MIDI sequencer.
- o Create your own SoundFont-compatible bank with SoundFont Objects
- from various SoundFont Banks you already have using Vienna SF
- Studio software.
- o Edit individual SoundFont parameters with Vienna to create your
- own version of the sounds and then assemble your own SoundFont
- Objects into a SoundFont Bank. Creating your own
- SoundFont-compatible Objects and Banks gives you the freedom to
- create your own unique instruments and sound effects to
- differentiate your soundtracks.
-
- 5. Will having 28 MB on the SB AWE32 improve the sound quality over a
- standard 512 KB SB AWE32?
-
- Absolutely! The more RAM memory on your SB AWE32 the larger and fuller
- the sound samples you can include in your SoundFont Banks.
-
- ---------------------------------------------------------------------------
-
- Section E - Introduction to the EMU8000 Chip
-
- The EMU8000 has its roots in E-mu's Proteus sample playback modules and
- their renowned Emulator sampler. The EMU8000 has 32 individual oscillators,
- each playing back at 44.1 kHz. By incorporating sophisticated sample
- interpolation algorithms and digital filtering, the EMU8000 is capable of
- producing high fidelity sample playback.
-
- The EMU8000 has an extensive modulation capability using two sine-wave LFOs
- (Low Frequency Oscillator) and two multi- stage envelope generators.
-
- What exactly does modulation mean? Modulation means to dynamically change a
- parameter of an audio signal, whether it be the volume (amplitude
- modulation, or tremolo), pitch (frequency modulation, or vibrato) or filter
- cutoff frequency (filter modulation, or wah-wah). To modulate something we
- would require a modulation source, and a modulation destination. In the
- EMU8000, the modulation sources are the LFOs and the envelope generators,
- and the modulation destinations can be the pitch, the volume or the filter
- cutoff frequency.
-
- The EMU8000's LFOs and envelope generators provide a complex modulation
- environment. Each sound producing element of the EMU8000 consists of a
- resonant low-pass filter, two LFOs, in which one modulates the pitch
- (LFO2), and the other modulates pitch, filter cutoff and volume (LFO1)
- simultaneously. There are two envelope generators; envelope 1 contours both
- pitch and filter cutoff simultaneously, and envelope 2 contours volume. The
- output stage consists of an effects engine that mixes the dry signals with
- the Reverb/chorus level signals to produce the final mix.
-
- What are the EMU8000 sound elements?
-
- Each of the sound elements in an EMU8000 consists of the following:
-
- Oscillator
- An oscillator is the source of an audio signal.
- Low Pass Filter
- The low pass filter is responsible for modifying the timbres of an
- instrument. The low pass filter's filter cutoff values can be varied
- from 100 Hz to 8000 Hz. By changing the values of the filter cutoff, a
- myriad of analogue sounding filter sweeps can be achieved. An example
- of a GM instrument that makes use of filter sweep is instrument number
- 87, Lead 7 (fifths).
- Amplifier
- The amplifier determines the loudness of an audio signal.
- LFO1
- An LFO, or Low Frequency Oscillator, is normally used to periodically
- modulate, that is, change a sound parameter, whether it be volume
- (amplitude modulation), pitch (frequency modulation) or filter cutoff
- (filter modulation). It operates at sub-audio frequency from 0.042 Hz
- to 10.71 Hz. The LFO1 in the EMU8000 modulates the pitch, volume and
- filter cutoff simultaneously.
- LFO2
- The LFO2 is similar to the LFO1, except that it modulates the pitch of
- the audio signal only.
- Resonance
- A filter alone would be like an equalizer, making a bright audio
- signal duller, but the addition of resonance greatly increases the
- creative potential of a filter. Increasing the resonance of a filter
- makes it emphasize signals at the cutoff frequency, giving the audio
- signal a subtle wah-wah, that is, imagine a siren sound going from
- bright to dull to bright again periodically.
- LFO1 to Volume (Tremolo)
- The LFO1's output is routed to the amplifier, with the depth of
- oscillation determined by LFO1 to Volume. LFO1 to Volume produces
- tremolo, which is a periodic fluctuation of volume. Lets say you are
- listening to a piece of music on your home stereo system. When you
- rapidly increase and decrease the playback volume, you are creating
- tremolo effect, and the speed in which you increases and decreases the
- volume is the tremolo rate (which corresponds to the speed at which
- the LFO is oscillating). An example of a GM instrument that makes use
- of LFO1 to Volume is instrument number 45, Tremolo Strings.
- LFO1 to Filter Cutoff (Wah-Wah)
- The LFO1's output is routed to the filter, with the depth of
- oscillation determined by LFO1 to Filter. LFO1 to Filter produces a
- periodic fluctuation in the filter cutoff frequency, producing an
- effect very similar to that of a wah-wah guitar (see resonance for a
- description of wah-wah) An example of a GM instrument that makes use
- of LFO1 to Filter Cutoff is instrument number 19, Rock Organ.
- LFO1 to Pitch (Vibrato)
- The LFO1's output is routed to the oscillator, with the depth of
- oscillation determined by LFO1 to Pitch. LFO1 to Pitch produces a
- periodic fluctuation in the pitch of the oscillator, producing a
- vibrato effect. An example of a GM instrument that makes use of LFO1
- to Pitch is instrument number 57, Trumpet.
- LFO2 to Pitch (Vibrato)
- The LFO1 in the EMU8000 can simultaneously modulate pitch, volume and
- filter. LFO2, on the other hand, modulates only the pitch, with the
- depth of modulation determined by LFO2 to Pitch. LFO2 to Pitch
- produces a periodic fluctuation in the pitch of the oscillator,
- producing a vibrato effect. When this is coupled with LFO1 to Pitch, a
- complex vibrato effect can be achieved.
- Volume Envelope
- The character of a musical instrument is largely determined by its
- volume envelope, the way in which the level of the sound changes with
- time. For example, percussive sounds usually start suddenly and then
- die away, whereas a bowed sound might take quite some time to start
- and then sustain at a more or less fixed level.
-
- A six-stage envelope makes up the volume envelope of the EMU8000. The
- six stages are delay, attack, hold, decay, sustain and release. The
- stages can be described as follows:
- Delay
- The time between when a key is played and when the attack phase
- begins
- Attack
- The time it takes to go from zero to the peak (full) level.
- Hold
- The time the envelope will stay at the peak level before starting
- the decay phase.
- Decay
- The time it takes the envelope to go from the peak level to the
- sustain level.
- Sustain
- The level at which the envelope remains as long as a key is held
- down.
- Release
- The time it takes the envelope to fall to the zero level after
- the key is released.
-
- Using these six parameters can yield very realistic reproduction of
- the volume envelope characteristics of many musical instruments.
- Pitch and Filter Envelope
- The pitch and filter envelope is similar to the volume envelope in
- that it has the same envelope stages. The difference between them is
- that whereas the volume envelope contours the volume of the instrument
- over time, the pitch and filter envelope contours the pitch and filter
- values of the instrument over time. The pitch envelope is particularly
- useful in putting the finishing touches in simulating a natural
- instrument. For example, some wind instruments tend to go slightly
- sharp when they are first blown, and this characteristic can be
- simulated by setting up a pitch envelope with a fairly fast attack and
- decay. The filter envelope, on the other hand, is useful in creating
- synthetic sci-fi sound textures. An example of a GM instrument that
- makes use of the filter envelope is instrument number 86, Pad 8
- (Sweep).
- Pitch/Filter Envelope Modulation
- These two parameters determine the modulation depth of the pitch and
- filter envelope. In the wind instrument example above, a small amount
- of pitch envelope modulation is desirable to simulate its natural
- pitch characteristics.
-
- This rich modulation capability of the EMU8000 is fully exploited by the SB
- AWE32 MIDI drivers. The driver also provides you with a means to change
- these parameters over MIDI in real time. Refer to the item "How do I change
- an instrument's sound parameter in real time" in Section F for more
- information.
- ---------------------------------------------------------------------------
-
- Section F - How Do I ...
-
- 1. How do I make use of RPN documented in the SB AWE32 MIDI
- Implementation chart?
-
- RPN is a short form for "Registered Parameter Number." Registered
- Parameter Numbers are used to represent sound or performance
- parameters. MIDI 1.0 specified three RPNs: RPN 0 for Pitch Bend
- Sensitivity, RPN 1 for Coarse Tune and RPN 2 for Fine Tune. The SB
- AWE32 implements only RPN 0, Pitch Bend Sensitivity.
-
- Before going into how to set pitch bend sensitivity, let's go into how
- pitch bending is used in MIDI. Pitch Bending is normally used to pitch
- shift (that is, make the pitch go higher or lower) a sustained note to
- achieve a "pitch gliding" effect. The default pitch bend sensitivity
- of the SB AWE32 is +/- 2 semitones, that is, you can go high or low of
- the current note by 2 semitones when using the pitch bend wheel. If
- you desire a more dramatic pitch bending effect, then you would need
- to change the pitch bend sensitivity to a higher value.
-
- Following are step-by-step instructions to set a pitch bend
- sensitivity value other than the default 2 semitones. Cakewalk
- Apprentice will be used as an example.
-
- 1. Bring up the "Event List" window for the track you want to set
- pitch bend sensitivity.
- 2. Go to the top of the event list (page up) and insert a MIDI
- controller event, with controller number 101 and a controller
- value of 0
- 3. Insert another MIDI Controller event immediately, with controller
- number 100 and controller value of 0.
- 4. Insert another MIDI controller event immediately, with controller
- number 6, and set the controller value to the desired pitch bend
- sensitivity.
-
- 2. How do I change an instrument's sound parameter in real time?
-
- You can change an instrument's SoundFont parameters (for example, LFO
- depth and speed, envelope contour) through MIDI in real time via NRPN,
- or Non Registered Parameter Number control.
-
- NRPN is identical to that of RPN, except that Registered Parameter
- Numbers are agreed upon by the MMA (MIDI Manufacturers Association)
- and JMSC (Japan MIDI Standards Committee), and Non Registered
- Parameter Number may be assigned as needed by individual
- manufacturers.
-
- As NRPN and Data Entry messages are MIDI controller messages, any MIDI
- sequencer software that supports editing of controller messages (such
- as Cakewalk, MasterTracks Pro) is capable of sending them.
-
- For SB AWE32 NRPN to be functional, NRPN MSB has to be 127, and NRPN
- LSB set to the desired parameter to be controlled (see Section H for a
- list of available NRPN LSB).
-
- To control the AWE32's NRPNs, enter the following series of controller
- events:
-
- Controller Parameter Description
- ------------------------------------------------------------
- 99 127 This is the NRPN MSB. It is always 127.
- 98 NRPN LSB # The number of the effect as
- listed in Section H.
- 6 Data Entry MSB # (See equations below.)
- 38 Data Entry LSB # (See equations below.)
-
- Data Entry MSB # = (Actual Value + 8192) / 128
- Data Entry LSB # = (Actual Value + 8192) % 128
-
- Where "Actual Value" represents the desired increment in a specified
- range (see Section H). For example, here is a listing from Section H:
-
- NRPN LSB 26 (Reverb Effects Send)
- Realtime : No
- Range : [0, 255]
-
- In the example above, reverb may be controlled from levels 0 to 255.
- Select the desired reverb level, and use that number as the Actual
- Value in the equations above. These equations determine the parameters
- for controllers 6 and 38, respectively. For example, if you wanted to
- have a reverb value of 140, you would put 140 into the equations
- above, and come up with the value of 65 for Controller 6, and 12 for
- Controller 38.
-
- If you need to determine the Actual Value of an NRPN already present
- in a MIDI file, use the formula below:
-
- Actual value = (MSB * 128 + LSB) - 8192
-
- A "Reset All Controllers" message (MIDI controller 121) restores the
- instrument's original SoundFont parameters.
-
- Refer to Section H for a table of NRPN implementation.
-
- 3. How do I select the SB AWE32's reverb and chorus variation type
- through MIDI?
-
- You can select the reverb and chorus variation via sysex. The SB AWE32
- Windows (not DOS) driver recognizes two strings of sysex; one for
- selecting reverb variation, and the other for selecting chorus
- variation.
-
- Reverb sysex string:
- F0 41 10 42 12 40 01 30 XX 00 F7
- Where XX indicates the reverb variations (from 0 to 7).
-
- Chorus sysex string:
- F0 41 10 42 12 40 01 38 XX 00 F7
- Where XX indicates the chorus variation (from 0 to 7).
-
- 4. How can I maximize my system's memory so that I still have plenty of
- room to run games after installing the SB AWE32?
-
- There are two drivers (CTMMSYS.SYS and CTSB16.SYS) you can remove from
- CONFIG.SYS. These two drivers provide digital playback and recording
- interface under DOS. They are not used by the EMU8000 subsystem.
-
- By removing these two drivers, you will not be able to run PLAY.EXE,
- RECORD.EXE and SB16SET.EXE under DOS, but you will gain approximately
- 30K of memory. (SB16SET.EXE can be made to function without the above
- mentioned drivers if you download the file AWEUP.EXE.)
-
- 5. How do I load a SoundFont Bank?
-
- Loading SoundFont Banks is easy. Just use the SB AWE32 Windows Control
- Panel Applet, AWECP.EXE, as follows:
-
- 1. Use the up or down arrow keys next to the user bank number to
- select the desired bank. A dialog box appears.
- 2. Select the directory that contains the *.SBK files.
- 3. Double-click the desired file to load it into the particular user
- bank.
-
- 6. How do I setup my sequencer software to access the user bank that I
- have downloaded into the RAM?
-
- In order for a sequencer software to access the user bank, you will
- need to issue MIDI Continuous Controller 0 (which is a MIDI Bank
- Select) at the channel that you need to access the instrument. After
- that, follow by a MIDI Program Change to select the patch/intrument
- within the user bank. Using the SAMPLE.SBK (located at \SB16\SFBANK
- subdirectory) that is bundled with the SB AWE32 as an example, we will
- illustrate how this can be done. The patches contains in SAMPLE.SBK
- are:
-
- o 0 - bubble
- o 1 - dog
- o 2 - door
- o 3 - carstop
- o 4 - carpass
- o 5 - laughing
- o 6 - screaming
- o 7 - punch
-
- Supposing that you would like to use the "door" sound in Channel 5 of
- a piece of music. Here is the step-by-step guide that what you should
- do:
-
- 1. Activate the SB AWE32 Control Panel
- 2. Download the SAMPLE.SBK as user bank 1 (Note: you can download to
- any user bank that is empty ranging from 1 to 127. Bank 0 is
- ALWAYS reserved for Syhthesizer Bank.)
- 3. Activate sequencer software
- 4. Insert MIDI CC0 1 at Channel 5 (CC0 1 means do a Bank Select to
- Bank 1. We do it at Channel 5 since we wish to apply it to this
- channel.)
- 5. Insert MIDI Program Change 2. (Since "door" patch number is 2.
- Please take note of the numbering convention used in your MIDI
- sequencer. It can be either from 0-127 OR 1-128. If you are using
- numbering convention from 1-128 , then you should do a MIDI
- Program Change 3 instead of 2.)
-
- If you do any Note On in Channel 5 now, you will be able to hear the
- "door" sound.
-
- 7. How do I get the latest drivers for the SB AWE32?
-
- The latest SB AWE32 drivers, utilities and game compatibility list can
- be found at the following sites:
-
- Inside U.S.A., Canada and South America
- Creative Labs, Inc. BBS : (405)742-6660
-
- Inside Europe
- CL-UK BBS : (44)743-360287
- CL-Germany BBS : (49)2131-919820
-
- Inside Asia Pacific
- Creative Technology Ltd BBS : (65)776-2423
-
- CompuServe
- type GO BLASTER to enter the Creative Labs Forum
-
- Internet FTP site
- ftp.creaf.com
-
- ---------------------------------------------------------------------------
-
- Section G - References
-
- The definitive guide to MIDI would be "MIDI 1.0 Detailed Specification",
- published and distributed exclusively by :
- The International MIDI Association
- 5316 W.57th St.
- Los Angeles, CA 90056
-
- Other MIDI related publications are :
- Music Through MIDI
- Using MIDI to create your own electronic music system
- by Michael Boom
- published by Microsoft Press
- Catalog number : ISBN 1-55615-0260-1
- The MIDI Manual
- by David Miles Huber
- published by SAM
- Catalog number : ISBN 0-672-22755-6
- ---------------------------------------------------------------------------
-
- Section H - SB AWE32 NRPN Implementation
-
- NRPN LSB 0 (Delay before LFO1 starts)
- Realtime : No
- Range : [0, 5900]
- Unit : 4 milliseconds
- Delay from 0 to 22 seconds.
-
- NRPN LSB 1 (LFO1 Frequency)
- Realtime : Yes
- Range : [0, 127]
- Unit : 0.084Hz
- LFO1 frequency from 0Hz to 10.72 Hz.
-
- NRPN LSB 2 (Delay before LFO2 starts)
- Realtime : No
- Range : [0, 5900]
- Unit : 4 milliseconds
- Delay from 0 to 22 seconds.
-
- NRPN LSB 3 (LFO2 Frequency)
- Realtime : Yes
- Range : [0, 127]
- Unit : 0.084Hz
- LFO2 frequency from 0Hz to 10.72 Hz.
-
- NRPN LSB 4 (Envelope 1 delay time)
- Realtime : No
- Range : [0, 5900]
- Unit : 4 milliseconds
- Envelope 1 Delay from 0 to 22 seconds.
-
- NRPN LSB 5 (Envelope 1 attack time)
- Realtime : No
- Range : [0, 5940]
- Unit : Milliseconds
- Envelope 1 attack time from 0 to 5.9 seconds.
-
- NRPN LSB 6 (Envelope 1 hold time)
- Realtime : No
- Range : [0, 8191]
- Unit : Milliseconds
- Envelope 1 hold time from 0 to 8 seconds.
-
- NRPN LSB 7 (Envelope 1 decay time)
- Realtime : No
- Range : [0, 5940]
- Unit : 4 Milliseconds
- Envelope 1 decay time from 0.023 to 23.7 seconds.
-
- NRPN LSB 8 (Envelope 1 sustain level)
- Realtime : No
- Range : [0, 127]
- Unit : 0.75dB
- Envelope 1 sustain level from full level down to off (0.75
- dB step).
-
- NRPN LSB 9 (Envelope 1 release time)
- Realtime : No
- Range : [0, 5940]
- Unit : 4 milliseconds
- Envelope 1 release time from 0.023 to 23.7 seconds.
-
- NRPN LSB 10 (Envelope 2 delay time)
- Realtime : No
- Range : [0, 5900]
- Unit : 4 milliseconds
- Envelope 2 Delay from 0 to 22 seconds.
-
- NRPN LSB 11 (Envelope 2 attack time)
- Realtime : No
- Range : [0, 5940]
- Unit : Milliseconds
- Envelope 2 attack time from 0 to 5.9 seconds.
-
- NRPN LSB 12 (Envelope 2 hold time)
- Realtime : No
- Range : [0, 8191]
- Unit : Millisecond
- Envelope 2 hold time from 0 to 8 seconds.
-
- NRPN LSB 13 (Envelope 2 decay time)
- Realtime : No
- Range : [0, 5940]
- Unit : 4 milliseconds
- Envelope 2 decay time from 0.023 to 23.7 seconds.
-
- NRPN LSB 14 (Envelope 2 sustain level)
- Realtime : No
- Range : [0, 127]
- Unit : 0.75dB
- Envelope 2 sustain level from full level down to off.
-
- NRPN LSB 15 (Envelope 2 release time)
- Realtime : No
- Range : [0, 5940]
- Unit : 4 milliseconds
- Envelope 2 release time from 0.023 to 23.7 seconds.
-
- NRPN LSB 16 (Initial Pitch)
- Realtime : Yes
- Range : [-8192, 8191]
- Unit : cents
- Pitch tuning between -8192 and 8191 cents.
-
- NRPN LSB 17 (LFO1 to Pitch)
- Realtime : Yes
- Range : [-127, 127]
- Unit : 9.375 cents
- If data value is greater than 0, this will cause a positive
- (from 0 to maximum) 1 octave shift at LFO peak. On the other
- hand, if data value is smaller than 0, this will cause a
- negative (from 0 to minimum) 1 octave shift at LFO peak.
-
- NRPN LSB 18 (LFO2 to Pitch)
- Realtime : Yes
- Description :
- Range : [-127, 127]
- Unit : 9.375 cents
- If data value is greater than 0, this will cause a positive
- (from 0 to maximum) 1 octave shift at LFO peak. On the other
- hand, if data value is smaller than 0, this will cause a
- negative (from 0 to minimum) 1 octave shift at LFO peak.
-
- NRPN LSB 19 (Envelope 1 to Pitch)
- Realtime : No
- Range : [-127, 127]
- Unit : 9.375 cents
- If data value is greater than 0, this will cause a positive
- (from 0 to maximum) 1 octave shift at envelope peak. On the
- other hand, if data value is smaller than 0, this will cause
- a negative (from 0 to minimum) 1 octave shift at envelope
- peak.
-
- NRPN LSB 20 (LFO1 to Volume)
- Realtime : Yes
- Range : [0, 127]
- Unit : 0.1875 dB
- Data values smaller than 64 causes a positive phase (from 0
- to maximum) volume modulation via LFO1 with magnitude of 12
- dB at LFO peak. On the other hand, data values greater than
- or equal to 64 causes a negative phase (from 0 to minimum)
- volume modulation via LFO1 with magnitude of 12 dB at LFO
- peak.
-
- NRPN LSB 21 (Initial Filter Cutoff)
- Realtime : Yes
- Range : [0, 127]
- Unit : 62Hz
- Filter cutoff from 100Hz to 8000Hz
-
- NRPN LSB 22 (Initial Filter Resonance Coefficient)
- Realtime : No
- Range : [0, 127]
- The EMU8000 has a built in resonance coefficient table
- comprising 16 entries. Values 0-7 will select the first (0)
- entry, values 8-15 selects the second (1) entry and so on.
-
- Coeff Low Fc(Hz)Low Q(dB)High Fc(kHz)High Q(dB)DC Attenuation(dB)
- 0 92 5 Flat Flat -0.0
- 1 93 6 8.5 0.5 -0.5
- 2 94 8 8.3 1 -1.2
- 3 95 10 8.2 2 -1.8
- 4 96 11 8.1 3 -2.5
- 5 97 13 8.0 4 -3.3
- 6 98 14 7.9 5 -4.1
- 7 99 16 7.8 6 -5.5
- 8 100 17 7.7 7 -6.0
- 9 100 19 7.5 9 -6.6
- 10 100 20 7.4 10 -7.2
- 11 100 22 7.3 11 -7.9
- 12 100 23 7.2 13 -8.5
- 13 100 25 7.1 15 -9.3
- 14 100 26 7.1 16 -10.1
- 15 100 28 7.0 18 -11.0
-
- NRPN LSB 23 (LFO1 to Filter Cutoff)
- Realtime : Yes
- Description :
- Range : [-64, 63]
- Unit : 56.25 cents
- Data values smaller than 64 causes a positive phase (from 0
- to maximum) filter modulation via LFO1 with magnitude of 3
- octaves at LFO peak. On the other hand, data values greater
- than or equal to 64 causes a negative phase (from 0 to
- minimum) filter modulation via LFO1 with magnitude of 3
- octaves at LFO peak.
-
- NRPN LSB 24 (Envelope 1 to Filter Cutoff)
- Realtime : No
- Description :
- Range : [-127, 127]
- Unit : 56.25 cents
- Data values greater than 0 cause a positive phase (from 0 to
- maximum) filter modulation via Envelope 1 with magnitude of
- 6 octaves at envelope peak. On the other hand, values
- smaller than 0 cause a negative phase (from 0 to minimum)
- filter modulation via Envelope 1 with magnitude of 6 octaves
- at envelope peak.
-
- NRPN LSB 25 (Chorus Effects Send)
- Realtime : No
- Range : [0, 255]
- Chorus send, with 0 being the driest (no chorus effects
- processing), and 255 being the wettest (full chorus effect
- processing).
-
- NRPN LSB 26 (Reverb Effects Send)
- Realtime : No
- Range : [0, 255]
- Reverb send, with 0 being the driest (no reverb effects
- processing), and 255 being the wettest (full reverb effect
- processing).
-
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- Creative Labs Technical Support
-