 ef5ab90be5
			
		
	
	
		ef5ab90be5
		
			
		
	
	
	
	
		
			
			* Fixing typos in docs. * Small doc updates. * Minor doc changes as requested. * Docs: Macro right-click menu. I only just discovered that this exists! * Recommended wording. * One more little edit.
		
			
				
	
	
		
			187 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # instrument editor
 | |
| 
 | |
| the instrument editor always starts with this section:
 | |
| 
 | |
| 
 | |
| 
 | |
| - top-left numeric dropdown: instrument selector.
 | |
| - folder icon: open an instrument file.
 | |
| - save icon: save current instrument as a file.
 | |
|   - right-clicking gives the option to save a .dmp format DefleMask preset.
 | |
| - **Name**: instrument name.
 | |
| - **Type**: the system for which the instrument is intended.
 | |
|   - if changed, all applicable settings and macros will remain as they are. numbers will not be adjusted.
 | |
| 
 | |
| ## instrument types
 | |
| 
 | |
| the following instrument types are available:
 | |
| 
 | |
| - [SN76489/Sega PSG](psg.md) - for use with TI SN76489 and derivatives like Sega Master System's PSG.
 | |
| - [FM (OPN)](fm-opn.md) - for use with YM2612, YM2203, YM2608, YM2610 and YM2610B.
 | |
| - [Game Boy](game-boy.md) - for use with Game Boy APU.
 | |
| - [C64](c64.md) - for use with Commodore 64 SID.
 | |
| - [Generic Sample](sample.md) for controlling Amiga and other sample channels/chips like YM2612's Channel 6 PCM mode, NES channel 5, Sega PCM, X1-010 and PC Engine's sample playback mode.
 | |
| - [PC Engine](pce.md) - for use with PC Engine's wavetable synthesizer.
 | |
| - [AY-3-8910/SSG](ay8910.md) - for use with AY-3-8910 PSG sound source and SSG portion in YM2610.
 | |
| - [AY8930](ay8930.md) - for use with Microchip AY8930 E-PSG sound source.
 | |
| - [TIA](tia.md) - for use with Atari 2600 chip.
 | |
| - [SAA1099](saa.md) - for use with Philips SAA1099 PSG sound source.
 | |
| - [VIC](vic.md) - for use with VIC-20 sound chip.
 | |
| - [PET](pet.md) - for use with Commodore PET.
 | |
| - [VRC6](vrc6.md) - for use with VRC6's PSG sound source.
 | |
| - [FM (OPLL)](fm-opll.md) - for use with YM2413.
 | |
| - [FM (OPL)](fm-opll.md) - for use with YM3526 (OPL), YM3812 (OPL2) and YMF262 (OPL3).
 | |
| - [FDS](fds.md) - for use with Famicom Disk System sound source.
 | |
| - [Virtual Boy](virtual-boy.md) - for use with Virtual Boy.
 | |
| - [Namco 163](n163.md) - for use with Namco 163.
 | |
| - [Konami SCC/Bubble System WSG](scc.md) - for use with Konami SCC and Wavetable portion in Bubble System's sound hardware.
 | |
| - [FM (OPZ)](fm-opz.md) - for use with YM2414.
 | |
| - [POKEY](pokey.md) - for use with Atari 8-bit computers and their POKEY sound source.
 | |
| - [Beeper](beeper.md) - for use with PC Speaker and ZX Spectrum Beeper (SFX-like engine).
 | |
| - [WonderSwan](wonderswan.md) - for use with WonderSwan's wavetable synthesizer.
 | |
| - [Atari Lynx](lynx.md) - for use with Atari Lynx handheld console.
 | |
| - [VERA](vera.md) - for use with Commander X16 VERA.
 | |
| - [Seta/Allumer X1-010](x1_010.md) - for use with Wavetable portion in Seta/Allumer X1-010.
 | |
| - [ES5506](es5506.md) - for use with Ensoniq ES5506 sound chip.
 | |
| - [SNES](snes.md) - for use with SNES.
 | |
| - [Sound Unit](su.md) - for use with Sound Unit chip.
 | |
| - [Namco WSG](wsg.md) - for use with Namco WSG wavetable chips, including C15 and C30.
 | |
| - [FM (OPM)](fm-opm.md) - for use with YM2151.
 | |
| - [NES](nes.md) - for use with NES.
 | |
| - [MSM6258](msm6258.md) - for use with MSM6258 sample chip.
 | |
| - [MSM6295](msm6295.md) - for use with MSM6295 sample chip.
 | |
| - [ADPCM-A](adpcm-a.md) - for use with ADPCM-A sample chip.
 | |
| - [ADPCM-B](adpcm-b.md) - for use with ADPCM-B sample chip.
 | |
| - [SegaPCM](segapcm.md) - for use with SegaPCM sample chip.
 | |
| - [QSound](qsound.md) - for use with QSound sample chip.
 | |
| - [YMZ280B](ymz280b.md) - for use with YMZ280B sample chip.
 | |
| - [RF5C68](rf5c68.md) - for use with RF5C68 sample chip.
 | |
| - [MSM5232](msm5232.md) - for use with MSM5232 PSG sound source.
 | |
| - [T6W28](t6w28.md) - for use with Toshiba T6W28 PSG sound source.
 | |
| - [K007232](k007232.md) - for use with K007232 sample chip.
 | |
| - [GA20](ga20.md) - for use with GA20 sample chip.
 | |
| - [Pokémon Mini/QuadTone](pokemini.md) - for use with these systems.
 | |
| - [SM8521](sm8521.md) - for use with SM8521 chip, used in Tiger Game.com.
 | |
| - [PV-1000](pv1000.md) - for use with Casio PV-1000.
 | |
| - [K053260](k053260.md) - for use with K053260 sample chip.
 | |
| - [TED](ted.md) - for use with Commodore Plus/4 and Commodore 16's TED chip.
 | |
| - [C140](c140.md) - for use with C140 sample chip.
 | |
| - [C219](c219.md) - for use with C219 sample chip.
 | |
| 
 | |
| ## macros
 | |
| 
 | |
| macros are incredibly versatile tools for automating instrument parameters.
 | |
| 
 | |
| after creating an instrument, open the Instrument Editor and select the "Macros" tab. there may be multiple macro tabs to control individual FM operators and such.
 | |
| 
 | |
| 
 | |
| 
 | |
| the very first numeric entry sets the visible width of the bars in sequence-type macros. the scrollbar affects the view of all macros at once. there's a matching scrollbar at the bottom underneath all the macros.
 | |
| 
 | |
| each macro has two buttons on the left.
 | |
| - macro type (explained below).
 | |
| - timing editor, which pops up a small dialog:
 | |
|   - **Step Length (ticks)**: determines how many ticks pass before each change of value. default is 1.
 | |
|   - **Delay**: delays the start of the macro until this many ticks have passed. default is 0.
 | |
|   - the button is highlighted if either of these is set differently from default.
 | |
| - release mode. this determines how macro release is handled:
 | |
|   - **Active**: jumps to release position.
 | |
|   - **Passive**: does not jump to release position. if release position hasn't been reached yet, there will be a delay.
 | |
| 
 | |
| ## macro types
 | |
| 
 | |
| every macro can be defined though one of three methods, selectable with the leftmost button under the macro type label:
 | |
| 
 | |
| -  **Sequence:** displayed as a bar graph, this is a sequence of numeric values.
 | |
| -  **ADSR:** this is a traditional ADSR envelope, defined by the rate of increase and decrease of value over time.
 | |
| -  **LFO:** the Low Frequency Oscillator generates a repeating wave of values.
 | |
| 
 | |
| ### sequence
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| the number between the macro type label and the macro type button is the macro length in steps. the `-` and `+` buttons change the length of the macro. start out by adding at least a few steps.
 | |
| 
 | |
| the values of the macro can be drawn in the "bar graph" box.
 | |
| - arpeggio and pitch macros may have values above or below the visible area; small chevrons will be shown until they are scrolled into view.
 | |
| - bitmask-style macros show labels for each of their bits, and these are edited as toggles.
 | |
| 
 | |
| arpeggio macros have a short bar for setting whether to interpret the values as being "relative" or "fixed".
 | |
| - by default, values are offsets **relative** to the note.
 | |
| - if clicked on, a value becomes **fixed** and will be played at its corresponding note without regard to the note entered into the pattern.
 | |
|   - values are counted from `C-0`. for example, a fixed value of 48 produces a `C-4` note.
 | |
|   - fixed values are especially useful for noise instruments with preset periods.
 | |
| 
 | |
| below this is a short bar that controls macro loop and release.
 | |
| - click to set the start point of a loop; the end point is the last value or release point. it appears as half-height bars. right-click to remove the loop.
 | |
| - shift-click to set the release point. when played, the macro will hold here until the note is released. it appears as a full-height bar. right-click to remove the release point.
 | |
| 
 | |
| finally, the sequence of values can be directly edited in the text box at the bottom.
 | |
| - the loop start is entered as a `|`.
 | |
| - the release point is entered as a `/`.
 | |
| - in arpeggio macros, a value starting with a `@` is a fixed value as described above.
 | |
| - in bitmask-style macros, the values are added up in binary and converted to decimal. see [the hexadecimal guide](../1-intro/hex.md) for more info.
 | |
| 
 | |
| in all cases except bitmask macros, right-clicking on the graph opens up an editing menu:
 | |
| - **copy**: copies the macro.
 | |
| - **paste**: pastes the macro in the clipboard.
 | |
| - **clear**: clears the macro.
 | |
| - **clear contents**: resets all values to 0.
 | |
| - **offset**:
 | |
|   - **X**: slides the data "horizontally" within the macro, filling the gap with zeroes. data moved past the start or end is lost.
 | |
|   - **Y**: increases or decreases all values, clipping them if they would move past the allowed range.
 | |
| - **scale**:
 | |
|   - **X**: stretches the macro.
 | |
|   - **Y**: multiplies all values by the scale factor, clipping them if they would exceed the allowed range.
 | |
| - **randomize**: replaces all values with random values between **Min** and **Max**.
 | |
| 
 | |
| ### ADSR
 | |
| 
 | |
| 
 | |
| 
 | |
| - **Bottom** and **Top** determine the range of outputs generated by the macro. (Bottom can be larger than Top to invert the envelope!) All outputs will be between these two values.
 | |
| - Attack, Decay, Sustain, SusDecay, and Release accept inputs between 0 to 255. these are scaled to the distance between Bottom and Top.
 | |
| - **Attack** is how much the value moves toward Top with each tick.
 | |
| - **Hold** sets how many ticks to stay at Top before Decay.
 | |
| - **Decay** is how much the value moves to the Sustain level.
 | |
| - **Sustain** is how far from Bottom the value stays while the note is held.
 | |
| - **SusTime** is how many ticks to stay at Sustain until SusDecay.
 | |
| - **SusDecay** is how much the value moves toward Bottom with each tick while the note is held.
 | |
| - **Release** is how much the value moves toward Bottom with each tick after the note is released.
 | |
| 
 | |
| 
 | |
| 
 | |
| ### LFO
 | |
| 
 | |
| 
 | |
| 
 | |
| - **Bottom** and **Top** determine the range of values generated by the macro. (Bottom can be larger than Top to invert the waveform!)
 | |
| - **Speed** is how quickly the values change - the frequency of the oscillator.
 | |
| - **Phase** is which part of the waveform the macro will start at, measured in 1/1024 increments.
 | |
| - **Shape** is the waveform used. triangle is the default, and Saw and Square are exactly as they say.
 | |
| 
 | |
| 
 | |
| 
 | |
| ## wavetable
 | |
| 
 | |
| this tab appears for PC Engine, FDS, Namco WSG, and other wavetable-based instruments.
 | |
| 
 | |
| 
 | |
| 
 | |
| when **Enable synthesizer** is off, the wavetable used for the instrument may be selected by creating a Waveform macro with a single value.
 | |
| 
 | |
| to use the wavetable synthesizer, refer to [the wavetable synthesizer section](wavesynth.md).
 | |
| 
 | |
| 
 | |
| ## sample
 | |
| 
 | |
| this tab appears for Generic PCM DAC, Amiga and SNES.
 | |
| 
 | |
| 
 | |
| 
 | |
| see the [Generic Sample section](sample.md) for more information.
 |