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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. What is the recommended SIMM memory access speed?
- 4. How do I upgrade the memory on the card?
- 5. What are the uses of the 512 KB DRAM on the SB AWE32?
- 6. Would adding DRAM to the SB AWE32 increase the performance of WAVE
- file editing or manipulation?
- 7. Is it possible to use AWE32 sounds (16 channels) together with FM
- sounds from the OPL-3 chip (16 channels) in CakeWalk?
- 8. How many MIDI channels can the SB AWE32 handle in Windows?
- 9. What MIDI sequencers will work with the SB AWE32? Are special drivers
- required?
- 10. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?
- 11. What I/O port addresses are used by the EMU8000?
- 12. Why doesn't the EMU8000 have a built in MIDI interpreter?
- 13. Does the SB AWE32 support MIDI Sample Dump to transfer samples to the
- EMU8000?
- 14. What is "CC0" documented in Appendix G-4 and G-5 of the SB AWE32
- Getting Started Manual? How are these variation tones accessed?
- 15. What "drum kits" are available in GS mode?
- 16. Does the SB AWE32 respond to MIDI aftertouch?
- 17. My PC system does not have a working NMI. What can I do to use AWEUTIL?
- 18. Is there a WaveBlaster upgrade option on the SB AWE32?
- 19. What is the benefit of adding a WaveBlaster to the SB AWE32?
- 20. Is it possible to load AWEUTIL into high memory?
- 21. Does AWEUTIL have to stay memory resident?
- 22. What are the long term plans to solve the problem with DOS extender games?
- 23. Will software written for the SB16 work with the SB AWE32?
- 24. Does Creative have any plans for a SCSI version of the SB AWE32?
- 25. What CD-ROM drives does the SB AWE32 support?
- 26. What are the different reverb and chorus variations available on the
- SB AWE32?
- 27. What are the undocumented "JP6," "JP8" and "JP9" jumpers on the card?
-
- SECTION B - EDITING TOOL
-
- 1. Will there be a preset editor for the SB AWE32?
- 2. Will it be possible to patch multiple sounds across different keys,
- such as a drum kit?
- 3. How are new instruments created on the SB AWE32?
- 4. What functionality will the preset editor offer?
- 5. What is SoundFont Bank Maker for SB AWE32? How do I get this
- application?
- 6. Will the bank editing software load samples from 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?
- 3. When will the developer kit become available? What will be the cost of
- the developer kit?
-
- SECTION D - SOUNDFONT BANK
-
- 1. What are SoundFont Collections?
- 2. How do SoundFont Banks work?
- 3. When will SoundFont Banks become available?
- 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 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 Enhanced
- 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. There are two SIMM sockets on board for DRAM
- expansion. 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. There is a pair of SIMM sockets for DRAM
- upgrades.
-
- 3. What is the recommended SIMM memory access speed?
-
- Hardware specifications call for SIMM modules with 80 nanosecond or
- better access times.
-
- 4. 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's. They should be able to help). You will also need
- to reconfigure the memory selector jumper on the SB AWE32 card.
- The SIMM socket 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:
-
- 2 MB (using 2 1 MB SIMMs)
- 8 MB (using 2 4 MB SIMMs)
- 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.
-
- 5. 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.
-
- 6. 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.
-
- 7. 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. The
- following is a step-by-step guide:
-
- 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 track's "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.
-
- 8. 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.
-
- 9. 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.
-
- 10. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?
-
- The SB AWE32 OS/2 driver is currently in beta stage. The Windows NT
- driver is currently in development.
-
- 11. 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.
-
- 12. 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 handle
- 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 re-directs it back to the SB AWE32. 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.
-
- 13. 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.
-
- 14. 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 Acoustic Value 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."
-
- Note that the user bank instruments are available only in the "GS" mode
- of the SB AWE32. You can switch to "GS" mode via the Windows AWE Control
- Panel applet.
-
- 15. What "drum kits" are available in GS mode?
-
- A drum kit is a collection of percussive instruments (snare drum, bass
- drum, hi-hats, etc.) 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 No. Description
-
- Standard/Jazz 1 or 33 Standard General MIDI drum kit.
- Jazz is similar to the Standard
- drum kit.
-
- Room 9 Similar to that of the Standard
- kit except that it has more room
- ambiance.
-
- Power 17 Again similar to that of the
- Standard kit, but with more power
- kick and snare drums.
-
- Electronic 25 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 26 Electronic drum kit, reminiscence
- of the Roland TR-808 rhythm
- machine.
-
- Brush 41 Similar to the Standard kit except
- that brushes have been added. This
- kit is mostly used for Jazz MIDI
- pieces.
-
- Orchestra 49 An immense collection of concert
- drums and timpani.
-
- SFX 57 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.
-
- 16. Does the SB AWE32 respond to MIDI aftertouch?
-
- The SB AWE32 Windows MIDI driver prior to version 1.03 does not support
- MIDI aftertouch. The current SB AWE32 driver supports 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.
-
- 17. 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 (such as Miles Design Inc's AIL 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.
-
- 18. Is there a WaveBlaster upgrade option on the SB AWE32?
-
- Yes. Each SB AWE32 features a WaveBlaster connector.
-
- 19. 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 timbres expanded to 32, and you will have access to a secondary
- palette of sampled sounds.
-
- 20. 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.
-
- 21. 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 or MT32)
-
- before starting your game.
-
- When you finish the game, remember to run
-
- AWEUTIL /U
-
- to unload AWEUTIL from memory.
-
- 22. 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.
-
- 23. 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.
-
-
- 24. 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.
-
- 25. What CD-ROM drives does the SB AWE32 support?
-
- The SB AWE32 supports Creative, Sony and Mitsumi CD-ROM drives.
-
- 26. 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, This chorus variation simulates a short delay repeated
- (feedback) (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 CS F7
-
- where XX denotes the reverb variation to be selected, and CS denote a
- checksum value that is ignored. The valid values for XX are:
-
- 0 - Room 1
- 1 - Room 2
- 2 - Room 3
- 3 - Hall 1
- 4 - Hall 2
- 5 - Plate
- 6 - Delay
- 7 - Panning Delay
-
- Chorus sysex macro
-
- F0 41 10 42 12 40 01 38 XX CS F7
-
- again, XX denotes the chorus variation to be selected, and CS notes a
- checksum value that is ignored. The valid values for XX are:
-
- 0 - Chorus 1
- 1 - Chorus 2
- 2 - Chorus 3
- 3 - Chorus 4
- 4 - Feedback chorus
- 5 - Flanger
- 6 - Short Delay
- 7 - Short delay (FB)
-
- 27. What are the undocumented "JP6," "JP8" and "JP9" jumpers on the card?
-
- JP8 Is a digital (SPDIF) out from the EMU8000.
-
- Pin definition: 0 - signal,
- 1 - signal ground.
-
- JP6 and JP9 are meant for manufacture diagnostic purpose, and should not
- be used by end user.
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
-
- Section B - Editing Tool
-
- 1. Will there be a preset editor for the SB AWE32?
-
- We are currently working on a preset editor for the SB AWE32, code-named
- "Vienna." Vienna will allow you to create and customize your own SoundFont
- bank files. You can create WAVE files to import into Vienna to create your
- own instruments. Vienna also allows you to program you own presets
- (tweaking the envelopes' generators, the LFOs and such).
-
- 2. Will it be 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 WaveStudio)
- 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
- bank file and load it as a user bank into your SB AWE32 to play just like
- any normal MIDI instrument.
-
- 4. What functionality will the preset editor offer?
-
- Here is what you will be able to 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 instrument's envelopes and LFOs to your liking. Refer
- to the section on "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. What is SoundFont Bank Maker for SB AWE32? How do I get this application?
-
- SoundFont bank Maker for SB AWE32 is a simple utility for you to
- experiment with SB AWE32 sample downloading capability. It is not a
- substitute for Vienna. Refer to the section "How do I..." for more
- information on obtaining this utility.
-
- 6. Will the bank editing software load samples for other systems e.g. Akai
- S1000 or Yamaha TG55?
-
- There is no plans at this time.
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
-
- Section C - Programming Information
-
- 1. Is programming information available for the SB AWE32?
-
- We are working on a SB AWE32 Developer Information Pack, which will
- contain both Windows and DOS programming information. For DOS
- environments, we have created library functions based on common MIDI
- commands 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 will 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 section "What are the different reverb and chorus variations
- available on the SB AWE32?" for more information.
-
-
- 3. When will the developer kit become available? What sort of prices will
- the developer kit be?
-
- There will not be a SB AWE32 developer kit available for sale. Once the
- Developer Information Pack is ready, we will make it publicly available
- for free. Keep a look out in Compuserve and Creative BBS for SB AWE32
- developer kit announcement.
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
-
- Section D - SoundFont Bank
-
- 1. What are SoundFont Collections?
-
- E-mu SoundFont Collections are CD-ROMs that contains SoundFont Banks of
- varying sizes (0.5 MB to 8 MB). E-mu's SoundFont Banks will 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 Bank 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. When will SoundFont Bank be available?
-
- SoundFont Banks will be available this summer. SoundFont catalogs should
- be available in June, and E-mu will start taking orders once the catalog
- is available.
-
- 4. What can I do with SoundFont Banks?
-
- You can:
-
- a. 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.
-
- b. Create your own SoundFont Bank with SoundFont Objects from various
- SoundFont Banks you already have using E-mu's SoundFont Editor
- software.
-
- c. Edit individual SoundFont parameters with E-mu's SoundFont Editor to
- create your own version of the sounds and then assemble your own
- SoundFont Objects into a SoundFont Bank. Creating your own SoundFont
- 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. E-mu will be
- providing 8 MB of SoundFont Banks in our collection that will be of
- interest to serious musicians.
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
-
- 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
- LFO's (Low Frequency Oscillator) and two multi-stage envelope generators.
-
- 1. 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.
-
- 2. 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 section "How do I
- change an instrument's sound parameter in real time" 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 in semitones.
-
- 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.
-
- NRPN consists of:
-
- NRPN MSB MIDI Controller 99
- NRPN LSB MIDI Controller 98
-
- NRPN MSB and LSB form a value that indicates the desired sound parameter.
- After sending NRPN MSB and LSB, MIDI controllers 6 (Data Entry MSB) and
- 38 (Data Entry LSB) are sent to pass in the value for the sound parameter.
-
- To send a NRPN message, the following steps are required:
-
- send NRPN MSB with MSB of sound parameter
- send NRPN LSB with LSB of sound parameter
- send Data Entry MSB with MSB of sound parameter value
- send Data Entry LSB with LSB of sound parameter value
-
- As NRPN and Data Entry messages are MIDI controller messages, any MIDI
- sequencer software that supports editing of controller message (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 (refer to the section "SB
- AWE32 NRPN Implementation" for a list of NRPN implemented on the SB AWE32.)
-
- Data entry MSB with Data entry LSB together forms a 14bit number. The
- middle value 8192 (0x2000, Data MSB = 64 and Data LSB = 0) is taken as
- value 0. To convert from MSB and LSB to actual value, here is the
- equation:
-
- Actual value = (MSB * 128 + LSB) - 8192
-
- To convert an actual value into MSB and LSB, here are the steps:
-
- MSB = (actual value + 8192) / 128
- LSB = (actual value + 8192) % 128
-
- 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 CS F7
-
- Where XX indicates the reverb variations (from 0 to 7), and CS indicate a
- checksum for this sysex string. CS is ignored by the MIDI driver.
-
- Chorus sysex string:
-
- F0 41 10 42 12 40 01 38 XX CS F7
-
- Where XX indicates the chorus variation (from 0 to 7), and CS indicate a
- checksum for this sysex string. CS is ignored by the MIDI driver.
-
- 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.
-
- 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:
-
- a. Use the up or down arrow keys next to the user bank number to select
- the desired bank. A dialog box appears.
-
- b. Select the directory that contains the *.SBK files.
-
- c. Double-click the desired file to load it into the particular user
- bank.
-
- 6. 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
- UK BBS : (44)743-360287
- Germany BBS : (49)2131-919820
-
- Inside Asia
- Creative Technology BBS : (65)776-2423
-
- CompuServe
- type GO BLASTER to enter the Creative Labs Forum
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
-
- Section G - References
-
- The definitive guide to MIDI would be "MIDI 1.0 Detailed Specification",
- published and distributed exclusively by :
-
- International MIDI Association
- 23634 Emelita Street
- Woodland Hills, CA 91367
- USA
-
- 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 : [0, 127]
- 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).
-
- -----===-----===-----===-----===-----===-----===-----===-----===-----===-----
- 100694/FG-R1
-