ok why are these CRLF?!

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# instrument editor
the instrument editor allows you to edit instruments.
it can be activated by double-clicking on an instrument in the instrument list.
alternatively, window > instrument editor displays it.
## main
![top of instrument editor](instrument-editor-top.png)
**TODO: add descriptions to buttons in the image. it really needs them.**
- **Instrument Selector**: displays a list of instruments in the song.
- **Open**: open an instrument file.
- **Save**: save current instrument to a file.
- right-click to see additional options, such as saving in DefleMask preset format (.dmp).
- **Name**: changes the instrument name.
- **Type**: changes the instrument type (usually chip-specific).
- if changed, all applicable settings and macros will remain unchanged.
- you may have to adjust them afterwards.
## 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.
![macro view](macroview.png)
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 is a matching scrollbar at the bottom underneath all the macros.
each macro has the following parameters:
- macro type (explained below)
- timing options:
- **Step Length (ticks)**: determines the number of ticks between macro steps. default is 1.
- **Delay**: delays the macro until this many ticks have elapsed. default is 0.
- the button is highlighted if either of these parameters is set to non-default values.
- release mode: determines how macro release (`===` or `REL` in the pattern) is handled:
- **Active**: jumps to release position on release.
- **Passive**: does not jump to release position. this will result in delay if release position has not been reached yet.
## macro types
there are three macro types:
- ![sequence](macro-button-seq.png) **Sequence:** a sequence of numeric values.
- ![ADSR](macro-button-ADSR.png) **ADSR:** this is an attack/decay/sustain/release envelope.
- ![LFO](macro-button-LFO.png) **LFO:** Low Frequency Oscillator.
### sequence
this is the most basic macro type. when the instrument is played, every value in the macro will be output sequentially, from left to right.
![sequence macro editor](macro-seq.png)
![clipped sequence macro editor](macro-seq-clip.png)
![bitmask sequence macro editor](macro-seq-bitmask.png)
**TODO: once again, text in the image. this sucks.**
the Length field allows you to set the number of steps in the sequence.
the sequence view allows you to edit the macro.
- press and hold the left mouse button to start drawing. release to stop drawing.
- press and hold the right mouse button to draw a line.
- the start point will be set to the cursor position.
- move the cursor to change the end point.
- release to finish drawing the line.
the sequence view may be adjusted using the following combinations:
- hold Ctrl and use the scroll wheel to zoom horizontally.
- hold Ctrl-Shift and use the scroll wheel to zoom vertically.
- the scrollbar at the right allows you to scroll vertically (if possible).
- you may hold Shift and use the scroll wheel to scroll vertically as well.
right-click on the sequence view to open a menu:
- **copy**: copy this macro to clipboard.
- **paste**: pastes the macro.
- **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**.
arpeggio and pitch macros may have values above or below the visible area. indicators will be shown until they are scrolled into view.
bitmask-style macros show labels for each of their bits. these are edited as toggles.
- drawing lines is not possible in these macros.
under the sequence view there is a bar that allows you to set loop and release points.
- click to set the loop start point; the end point is the last step or release point.
- right-click to remove the loop point.
- shift-click to set the release point.
- the macro will stop at the release point until the note is released (`===` or `REL`).
- if the loop point is set, and it is placed before the release point, the macro will loop until note release instead.
- shift-right-click to remove the release point.
arpeggio macros have an additional bar under the sequence view to set steps to "relative" or "fixed":
- by default, step values are offsets **relative** to the note.
- if clicked on, a step value becomes **fixed** and will be played at its corresponding note without regard to the currently playing note.
- 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 or percussion.
the sequence can be edited in the text input field at the very bottom. the following symbols have special meanings:
- `|`: loop point.
- `/`: release point.
- in arpeggio macros, `@` prefixed to a value indicates that it is a fixed value as described above.
in bitmask-style macros, the values are added up in binary and converted to decimal.
### ADSR
![ADSR macro editor](macro-ADSR.png)
- **Bottom** and **Top** determine the macro's output range (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.
- the output starts at Bottom.
- **Attack** is how much the output moves toward Top with each tick.
- **Hold** sets how many ticks to stay at Top before Decay.
- **Decay** is how much the output moves to the Sustain level.
- **Sustain** is how far from Bottom the value stays while the note is on.
- **SusTime** is how many ticks to stay at Sustain until SusDecay.
- **SusDecay** is how much the output moves toward Bottom with each tick while the note is on.
- **Release** is how much the output 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 macro's output range (Bottom can be larger than Top to invert the waveform!).
- **Speed** is how quickly the LFO position moves.
- **Phase** defines the starting LFO position, measured in 1/1024 increments.
- **Shape** is the waveform of the LFO. there are three waveforms:
- Triangle: Bottom > Top > Bottom.
- Saw: moves from Bottom to Top, and then jumps back to Bottom.
- Square: alternates between Bottom and Top.
## wavetable
this tab appears for PC Engine, FDS, Namco WSG, and other wavetable-based instruments.
![wavetable tab](wavetable.png)
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.
![sample tab](sample-map.png)
see the [Generic Sample section](sample.md) for more information.
# instrument editor
the instrument editor allows you to edit instruments.
it can be activated by double-clicking on an instrument in the instrument list.
alternatively, window > instrument editor displays it.
## main
![top of instrument editor](instrument-editor-top.png)
**TODO: add descriptions to buttons in the image. it really needs them.**
- **Instrument Selector**: displays a list of instruments in the song.
- **Open**: open an instrument file.
- **Save**: save current instrument to a file.
- right-click to see additional options, such as saving in DefleMask preset format (.dmp).
- **Name**: changes the instrument name.
- **Type**: changes the instrument type (usually chip-specific).
- if changed, all applicable settings and macros will remain unchanged.
- you may have to adjust them afterwards.
## 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.
![macro view](macroview.png)
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 is a matching scrollbar at the bottom underneath all the macros.
each macro has the following parameters:
- macro type (explained below)
- timing options:
- **Step Length (ticks)**: determines the number of ticks between macro steps. default is 1.
- **Delay**: delays the macro until this many ticks have elapsed. default is 0.
- the button is highlighted if either of these parameters is set to non-default values.
- release mode: determines how macro release (`===` or `REL` in the pattern) is handled:
- **Active**: jumps to release position on release.
- **Passive**: does not jump to release position. this will result in delay if release position has not been reached yet.
## macro types
there are three macro types:
- ![sequence](macro-button-seq.png) **Sequence:** a sequence of numeric values.
- ![ADSR](macro-button-ADSR.png) **ADSR:** this is an attack/decay/sustain/release envelope.
- ![LFO](macro-button-LFO.png) **LFO:** Low Frequency Oscillator.
### sequence
this is the most basic macro type. when the instrument is played, every value in the macro will be output sequentially, from left to right.
![sequence macro editor](macro-seq.png)
![clipped sequence macro editor](macro-seq-clip.png)
![bitmask sequence macro editor](macro-seq-bitmask.png)
**TODO: once again, text in the image. this sucks.**
the Length field allows you to set the number of steps in the sequence.
the sequence view allows you to edit the macro.
- press and hold the left mouse button to start drawing. release to stop drawing.
- press and hold the right mouse button to draw a line.
- the start point will be set to the cursor position.
- move the cursor to change the end point.
- release to finish drawing the line.
the sequence view may be adjusted using the following combinations:
- hold Ctrl and use the scroll wheel to zoom horizontally.
- hold Ctrl-Shift and use the scroll wheel to zoom vertically.
- the scrollbar at the right allows you to scroll vertically (if possible).
- you may hold Shift and use the scroll wheel to scroll vertically as well.
right-click on the sequence view to open a menu:
- **copy**: copy this macro to clipboard.
- **paste**: pastes the macro.
- **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**.
arpeggio and pitch macros may have values above or below the visible area. indicators will be shown until they are scrolled into view.
bitmask-style macros show labels for each of their bits. these are edited as toggles.
- drawing lines is not possible in these macros.
under the sequence view there is a bar that allows you to set loop and release points.
- click to set the loop start point; the end point is the last step or release point.
- right-click to remove the loop point.
- shift-click to set the release point.
- the macro will stop at the release point until the note is released (`===` or `REL`).
- if the loop point is set, and it is placed before the release point, the macro will loop until note release instead.
- shift-right-click to remove the release point.
arpeggio macros have an additional bar under the sequence view to set steps to "relative" or "fixed":
- by default, step values are offsets **relative** to the note.
- if clicked on, a step value becomes **fixed** and will be played at its corresponding note without regard to the currently playing note.
- 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 or percussion.
the sequence can be edited in the text input field at the very bottom. the following symbols have special meanings:
- `|`: loop point.
- `/`: release point.
- in arpeggio macros, `@` prefixed to a value indicates that it is a fixed value as described above.
in bitmask-style macros, the values are added up in binary and converted to decimal.
### ADSR
![ADSR macro editor](macro-ADSR.png)
- **Bottom** and **Top** determine the macro's output range (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.
- the output starts at Bottom.
- **Attack** is how much the output moves toward Top with each tick.
- **Hold** sets how many ticks to stay at Top before Decay.
- **Decay** is how much the output moves to the Sustain level.
- **Sustain** is how far from Bottom the value stays while the note is on.
- **SusTime** is how many ticks to stay at Sustain until SusDecay.
- **SusDecay** is how much the output moves toward Bottom with each tick while the note is on.
- **Release** is how much the output 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 macro's output range (Bottom can be larger than Top to invert the waveform!).
- **Speed** is how quickly the LFO position moves.
- **Phase** defines the starting LFO position, measured in 1/1024 increments.
- **Shape** is the waveform of the LFO. there are three waveforms:
- Triangle: Bottom > Top > Bottom.
- Saw: moves from Bottom to Top, and then jumps back to Bottom.
- Square: alternates between Bottom and Top.
## wavetable
this tab appears for PC Engine, FDS, Namco WSG, and other wavetable-based instruments.
![wavetable tab](wavetable.png)
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.
![sample tab](sample-map.png)
see the [Generic Sample section](sample.md) for more information.

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# beeper instrument editor
used in PC Speaker and ZX Spectrum (SFX-like engine).
- **Volume**: on-off volume sequence.
- **Arpeggio**: pitch sequence.
- **Pulse Width**: pulse width sequence.
- only on ZX Spectrum.
- **Pitch**: fine pitch.
# beeper instrument editor
used in PC Speaker and ZX Spectrum (SFX-like engine).
- **Volume**: on-off volume sequence.
- **Arpeggio**: pitch sequence.
- **Pulse Width**: pulse width sequence.
- only on ZX Spectrum.
- **Pitch**: fine pitch.

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@ -1,16 +1,16 @@
# MSM5232 instrument editor
the instrument editor for MSM5232 consists of these macros:
- **Volume**: volume sequence.
- only has effect when the envelope mode of a group is set to External.
- **Arpeggio**: pitch sequence.
- **Group Ctrl**: group control sequence:
- **sustain**: enable sustain mode.
- **2'**: enable 2' overtone.
- **4'**: enable 4' overtone.
- **8'**: enable 8' overtone.
- **16'**: enable 16' overtone.
- **Group Attack**: set attack rate of group.
- **Group Decay**: set decay rate of group.
- **Noise**: toggle noise mode.
# MSM5232 instrument editor
the instrument editor for MSM5232 consists of these macros:
- **Volume**: volume sequence.
- only has effect when the envelope mode of a group is set to External.
- **Arpeggio**: pitch sequence.
- **Group Ctrl**: group control sequence:
- **sustain**: enable sustain mode.
- **2'**: enable 2' overtone.
- **4'**: enable 4' overtone.
- **8'**: enable 8' overtone.
- **16'**: enable 16' overtone.
- **Group Attack**: set attack rate of group.
- **Group Decay**: set decay rate of group.
- **Noise**: toggle noise mode.

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# NES instrument editor
the NES instrument editor consists of two tabs.
## DPCM
this tab is somewhat similar to [the Sample instrument editor](sample.md), but it has been tailored for use with NES' DPCM channel.
- **Sample**: specifies which sample should be assigned to the instrument.
- **Use sample map**: enables mapping different samples to notes. see next section for more information.
- when this option is disabled, 16 notes (from C-0 to D#1 and repeating) will map to the DPCM channel's 16 possible pitches.
### sample map
the sample map allows you to set a sample for each note.
after enabling this option, a table appears with the contents of the sample map.
- the first column represents the input note.
- the second column allows you to type in a sample number for each note.
- you may press Delete to clear it.
- the third one is used to set the DPCM pitch at which the specified sample will play.
- for possible values, refer to the table below.
- you may press Delete to clear it. if no value is specified, the last pitch is used.
- the fourth column allows you to set the initial delta counter value when playing the sample.
- this is an hexadecimal number.
- the range is `00` to `7F`.
- you may press Delete to clear it. if no value is specified, the delta counter isn't altered.
- the fifth and last column provides a combo box for selecting a sample.
you may right-click anywhere in the number, pitch and delta columns for additional options:
- **set entire map to this pitch**: sets the DPCM pitch of all notes to the selected cell's.
- **set entire map to this delta counter value**: sets the initial delta counter value of all notes to the selected cell's.
- **set entire map to this sample**: sets the sample number of all notes to the selected cell's.
- **reset pitches**: resets the sample map's DPCM pitches to defaults (15).
- **clear delta counter values**: removes all delta counter values from the map.
- **clear map samples**: removes all samples from the map.
## Macros
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Duty/Noise**: duty cycle and noise mode.
- pulse duty cycles:
- `0`: 12.5%
- `1`: 25%
- `2`: 50%
- `3`: 75%
- noise modes:
- `0`: long noise
- `1`: short noise
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.
# NES instrument editor
the NES instrument editor consists of two tabs.
## DPCM
this tab is somewhat similar to [the Sample instrument editor](sample.md), but it has been tailored for use with NES' DPCM channel.
- **Sample**: specifies which sample should be assigned to the instrument.
- **Use sample map**: enables mapping different samples to notes. see next section for more information.
- when this option is disabled, 16 notes (from C-0 to D#1 and repeating) will map to the DPCM channel's 16 possible pitches.
### sample map
the sample map allows you to set a sample for each note.
after enabling this option, a table appears with the contents of the sample map.
- the first column represents the input note.
- the second column allows you to type in a sample number for each note.
- you may press Delete to clear it.
- the third one is used to set the DPCM pitch at which the specified sample will play.
- for possible values, refer to the table below.
- you may press Delete to clear it. if no value is specified, the last pitch is used.
- the fourth column allows you to set the initial delta counter value when playing the sample.
- this is an hexadecimal number.
- the range is `00` to `7F`.
- you may press Delete to clear it. if no value is specified, the delta counter isn't altered.
- the fifth and last column provides a combo box for selecting a sample.
you may right-click anywhere in the number, pitch and delta columns for additional options:
- **set entire map to this pitch**: sets the DPCM pitch of all notes to the selected cell's.
- **set entire map to this delta counter value**: sets the initial delta counter value of all notes to the selected cell's.
- **set entire map to this sample**: sets the sample number of all notes to the selected cell's.
- **reset pitches**: resets the sample map's DPCM pitches to defaults (15).
- **clear delta counter values**: removes all delta counter values from the map.
- **clear map samples**: removes all samples from the map.
## Macros
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Duty/Noise**: duty cycle and noise mode.
- pulse duty cycles:
- `0`: 12.5%
- `1`: 25%
- `2`: 50%
- `3`: 75%
- noise modes:
- `0`: long noise
- `1`: short noise
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.

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# Pokémon Mini/QuadTone instrument editor
used in these two chips/systems. these macros are available:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Pulse Width**: pulse width sequence.
- **Pitch**: fine pitch.
# Pokémon Mini/QuadTone instrument editor
used in these two chips/systems. these macros are available:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Pulse Width**: pulse width sequence.
- **Pitch**: fine pitch.

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# Atari POKEY instrument editor
the instrument editor for POKEY consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **AUDCTL**: audio control register sequence:
- **poly9**: reduces size of LFSR. only on noise waveforms!
- **high1**: runs channel 1 at 1.79MHz.
- **high3**: runs channel 3 at 1.79MHz.
- **16-bit 1+2**: enables 16-bit frequency mode by combining channels 1 and 2.
- **16-bit 3+4**: enables 16-bit frequency mode by combining channels 3 and 4.
- **filter 1+3**: applies a high-pass "filter" by combining channels 1 and 3.
- **filter 2+4**: applies a high-pass "filter" by combining channels 2 and 4.
- **15KHz**: runs channels at 15KHz.
- **Waveform**: wave selection sequence:
- 0: harsh noise (poly5+17)
- 1: square buzz (poly5)
- 2: weird noise (poly4+5)
- 3: square buzz (poly5)
- 4: soft noise (poly17)
- 5: square
- 6: bass (poly4)
- 7: buzz (poly4)
- **Pitch**: fine pitch.
# Atari POKEY instrument editor
the instrument editor for POKEY consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **AUDCTL**: audio control register sequence:
- **poly9**: reduces size of LFSR. only on noise waveforms!
- **high1**: runs channel 1 at 1.79MHz.
- **high3**: runs channel 3 at 1.79MHz.
- **16-bit 1+2**: enables 16-bit frequency mode by combining channels 1 and 2.
- **16-bit 3+4**: enables 16-bit frequency mode by combining channels 3 and 4.
- **filter 1+3**: applies a high-pass "filter" by combining channels 1 and 3.
- **filter 2+4**: applies a high-pass "filter" by combining channels 2 and 4.
- **15KHz**: runs channels at 15KHz.
- **Waveform**: wave selection sequence:
- 0: harsh noise (poly5+17)
- 1: square buzz (poly5)
- 2: weird noise (poly4+5)
- 3: square buzz (poly5)
- 4: soft noise (poly17)
- 5: square
- 6: bass (poly4)
- 7: buzz (poly4)
- **Pitch**: fine pitch.

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# Sega PSG instrument editor
the instrument editor for Sega PSG (SMS, and other TI SN76489 derivatives) consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Duty**: noise mode.
- `0`: short noise; preset frequencies.
- `1`: long noise; preset frequencies.
- `2`: short noise; use channel 3 for frequency.
- `3`: long noise; use channel 3 for frequency.
- **Panning**: output for left and right channels.
- only on Game Gear!
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.
# Sega PSG instrument editor
the instrument editor for Sega PSG (SMS, and other TI SN76489 derivatives) consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Duty**: noise mode.
- `0`: short noise; preset frequencies.
- `1`: long noise; preset frequencies.
- `2`: short noise; use channel 3 for frequency.
- `3`: long noise; use channel 3 for frequency.
- **Panning**: output for left and right channels.
- only on Game Gear!
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.

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# T6W28 instrument editor
the instrument editor for T6W28 consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Noise Type**: noise type sequence:
- `0`: short noise
- `1`: long noise
- **Panning (left)**: output level for left channel.
- **Panning (right)**: output level for right channel.
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.
# T6W28 instrument editor
the instrument editor for T6W28 consists of these macros:
- **Volume**: volume sequence.
- **Arpeggio**: pitch sequence.
- **Noise Type**: noise type sequence:
- `0`: short noise
- `1`: long noise
- **Panning (left)**: output level for left channel.
- **Panning (right)**: output level for right channel.
- **Pitch**: fine pitch.
- **Phase Reset**: trigger restart of waveform.