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# instrument editor
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the instrument editor always starts with this section:
![top of instrument editor ](instrument-editor-top.png )
- 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.
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## instrument types
the following instrument types are available:
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- [SN76489/Sega PSG ](psg.md ) - for use with TI SN76489 and derivatives like Sega Master System's PSG.
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- [FM (OPN) ](fm-opn.md ) - for use with YM2612, YM2203, YM2608, YM2610 and YM2610B.
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- [Game Boy ](game-boy.md ) - for use with Game Boy APU.
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- [C64 ](c64.md ) - for use with Commodore 64 SID.
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- [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.
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- [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.
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- [AY8930 ](ay8930.md ) - for use with Microchip AY8930 E-PSG sound source.
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- [TIA ](tia.md ) - for use with Atari 2600 chip.
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- [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.
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- [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.
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- [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.
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## macros
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macros are incredibly versatile tools for automating instrument parameters.
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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.
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![macro view ](macroview.png )
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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.
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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.
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## macro types
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every macro can be defined though one of three methods, selectable with the leftmost button under the macro type label:
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- ![sequence ](macro-button-seq.png ) **Sequence:** displayed as a bar graph, this is a sequence of numeric values.
- ![ADSR ](macro-button-ADSR.png ) **ADSR:** this is a traditional ADSR envelope, defined by the rate of increase and decrease of value over time.
- ![LFO ](macro-button-LFO.png ) **LFO:** the Low Frequency Oscillator generates a repeating wave of values.
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some macros are "bitmap" style. they represent a number of "bits" that can be toggled individually, and the values listed represent the sum of which bits are turned on.
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### sequence
![sequence macro editor ](macro-seq.png )
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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.
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the values of the macro can be drawn in the "bar graph" box.
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just beneath the box is a shorter bar that controls looping.
- 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.
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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 an absolute note (instead of a relative shift). no matter the note entered in the pattern, `@` values will be played at that exact note. this is especially useful for noise instruments with preset periods.
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### ADSR
![ADSR macro editor ](macro-ADSR.png )
- **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.
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- attack, Decay, Sustain, SusDecay, and Release accept inputs between 0 to 255. these are scaled to the distance between Bottom and Top.
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- **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.
![macro ADSR chart ](macro-ADSRchart.png )
### LFO
![LFO macro editor ](macro-LFO.png )
- **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.
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- **Shape** is the waveform used. triangle is the default, and Saw and Square are exactly as they say.
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## wavetable
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this tab appears for PC Engine, FDS, Namco WSG, and other wavetable-based instruments.
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![wavetable tab ](wavetable.png )
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when **Enable synthesizer** is off, the wavetable used for the instrument may be selected by creating a Waveform macro with a single value.
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to use the wavetable synthesizer, refer to [the wavetable synthesizer section ](wavesynth.md ).
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## sample
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this tab appears for Generic PCM DAC, Amiga and SNES.
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![sample tab ](sample-map.png )
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see the [Generic Sample section ](sample.md ) for more information.