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@ -1,221 +1,221 @@
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# instrument editor
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the instrument editor allows you to edit instruments.
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it can be activated by double-clicking on an instrument in the instrument list.
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alternatively, window > instrument editor displays it.
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## main
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![top of instrument editor](instrument-editor-top.png)
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**TODO: add descriptions to buttons in the image. it really needs them.**
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- **Instrument Selector**: displays a list of instruments in the song.
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- **Open**: open an instrument file.
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- **Save**: save current instrument to a file.
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- right-click to see additional options, such as saving in DefleMask preset format (.dmp).
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- **Name**: changes the instrument name.
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- **Type**: changes the instrument type (usually chip-specific).
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- if changed, all applicable settings and macros will remain unchanged.
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- you may have to adjust them afterwards.
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## instrument types
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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.
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- [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.
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- [VIC](vic.md) - for use with VIC-20 sound chip.
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- [PET](pet.md) - for use with Commodore PET.
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- [VRC6](vrc6.md) - for use with VRC6's PSG sound source.
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- [FM (OPLL)](fm-opll.md) - for use with YM2413.
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- [FM (OPL)](fm-opll.md) - for use with YM3526 (OPL), YM3812 (OPL2) and YMF262 (OPL3).
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- [FDS](fds.md) - for use with Famicom Disk System sound source.
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- [Virtual Boy](virtual-boy.md) - for use with Virtual Boy.
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- [Namco 163](n163.md) - for use with Namco 163.
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- [Konami SCC/Bubble System WSG](scc.md) - for use with Konami SCC and Wavetable portion in Bubble System's sound hardware.
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- [FM (OPZ)](fm-opz.md) - for use with YM2414.
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- [POKEY](pokey.md) - for use with Atari 8-bit computers and their POKEY sound source.
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- [Beeper](beeper.md) - for use with PC Speaker and ZX Spectrum Beeper (SFX-like engine).
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- [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.
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- [VERA](vera.md) - for use with Commander X16 VERA.
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- [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.
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- [SNES](snes.md) - for use with SNES.
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- [Sound Unit](su.md) - for use with Sound Unit chip.
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- [Namco WSG](wsg.md) - for use with Namco WSG wavetable chips, including C15 and C30.
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- [FM (OPM)](fm-opm.md) - for use with YM2151.
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- [NES](nes.md) - for use with NES.
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- [MSM6258](msm6258.md) - for use with MSM6258 sample chip.
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- [MSM6295](msm6295.md) - for use with MSM6295 sample chip.
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- [ADPCM-A](adpcm-a.md) - for use with ADPCM-A sample chip.
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- [ADPCM-B](adpcm-b.md) - for use with ADPCM-B sample chip.
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- [SegaPCM](segapcm.md) - for use with SegaPCM sample chip.
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- [QSound](qsound.md) - for use with QSound sample chip.
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- [YMZ280B](ymz280b.md) - for use with YMZ280B sample chip.
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- [RF5C68](rf5c68.md) - for use with RF5C68 sample chip.
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- [MSM5232](msm5232.md) - for use with MSM5232 PSG sound source.
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- [T6W28](t6w28.md) - for use with Toshiba T6W28 PSG sound source.
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- [K007232](k007232.md) - for use with K007232 sample chip.
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- [GA20](ga20.md) - for use with GA20 sample chip.
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- [Pokémon Mini/QuadTone](pokemini.md) - for use with these systems.
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- [SM8521](sm8521.md) - for use with SM8521 chip, used in Tiger Game.com.
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- [PV-1000](pv1000.md) - for use with Casio PV-1000.
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- [K053260](k053260.md) - for use with K053260 sample chip.
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- [TED](ted.md) - for use with Commodore Plus/4 and Commodore 16's TED chip.
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- [C140](c140.md) - for use with C140 sample chip.
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- [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 is a matching scrollbar at the bottom underneath all the macros.
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each macro has the following parameters:
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- macro type (explained below)
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- timing options:
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- **Step Length (ticks)**: determines the number of ticks between macro steps. default is 1.
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- **Delay**: delays the macro until this many ticks have elapsed. default is 0.
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- the button is highlighted if either of these parameters is set to non-default values.
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- release mode: determines how macro release (`===` or `REL` in the pattern) is handled:
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- **Active**: jumps to release position on release.
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- **Passive**: does not jump to release position. this will result in delay if release position has not been reached yet.
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## macro types
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there are three macro types:
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- ![sequence](macro-button-seq.png) **Sequence:** a sequence of numeric values.
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- ![ADSR](macro-button-ADSR.png) **ADSR:** this is an attack/decay/sustain/release envelope.
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- ![LFO](macro-button-LFO.png) **LFO:** Low Frequency Oscillator.
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### sequence
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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.
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![sequence macro editor](macro-seq.png)
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![clipped sequence macro editor](macro-seq-clip.png)
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![bitmask sequence macro editor](macro-seq-bitmask.png)
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**TODO: once again, text in the image. this sucks.**
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the Length field allows you to set the number of steps in the sequence.
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the sequence view allows you to edit the macro.
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- press and hold the left mouse button to start drawing. release to stop drawing.
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- press and hold the right mouse button to draw a line.
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- the start point will be set to the cursor position.
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- move the cursor to change the end point.
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- release to finish drawing the line.
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the sequence view may be adjusted using the following combinations:
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- hold Ctrl and use the scroll wheel to zoom horizontally.
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- hold Ctrl-Shift and use the scroll wheel to zoom vertically.
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- the scrollbar at the right allows you to scroll vertically (if possible).
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- you may hold Shift and use the scroll wheel to scroll vertically as well.
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right-click on the sequence view to open a menu:
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- **copy**: copy this macro to clipboard.
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- **paste**: pastes the macro.
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- **clear**: clears the macro.
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- **clear contents**: resets all values to 0.
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- **offset**:
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- **X**: slides the data "horizontally" within the macro, filling the gap with zeroes. data moved past the start or end is lost.
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- **Y**: increases or decreases all values, clipping them if they would move past the allowed range.
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- **scale**:
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- **X**: stretches the macro.
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- **Y**: multiplies all values by the scale factor, clipping them if they would exceed the allowed range.
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- **randomize**: replaces all values with random values between **Min** and **Max**.
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arpeggio and pitch macros may have values above or below the visible area. indicators will be shown until they are scrolled into view.
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bitmask-style macros show labels for each of their bits. these are edited as toggles.
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- drawing lines is not possible in these macros.
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under the sequence view there is a bar that allows you to set loop and release points.
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- click to set the loop start point; the end point is the last step or release point.
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- right-click to remove the loop point.
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- shift-click to set the release point.
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- the macro will stop at the release point until the note is released (`===` or `REL`).
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- if the loop point is set, and it is placed before the release point, the macro will loop until note release instead.
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- shift-right-click to remove the release point.
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arpeggio macros have an additional bar under the sequence view to set steps to "relative" or "fixed":
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- by default, step values are offsets **relative** to the note.
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- if clicked on, a step value becomes **fixed** and will be played at its corresponding note without regard to the currently playing note.
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- values are counted from `C-0`. for example, a fixed value of 48 produces a `C-4` note.
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- fixed values are especially useful for noise or percussion.
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the sequence can be edited in the text input field at the very bottom. the following symbols have special meanings:
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- `|`: loop point.
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- `/`: release point.
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- in arpeggio macros, `@` prefixed to a value indicates that it is a fixed value as described above.
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in bitmask-style macros, the values are added up in binary and converted to decimal.
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### ADSR
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![ADSR macro editor](macro-ADSR.png)
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- **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.
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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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- the output starts at Bottom.
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- **Attack** is how much the output moves toward Top with each tick.
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- **Hold** sets how many ticks to stay at Top before Decay.
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- **Decay** is how much the output moves to the Sustain level.
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- **Sustain** is how far from Bottom the value stays while the note is on.
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- **SusTime** is how many ticks to stay at Sustain until SusDecay.
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- **SusDecay** is how much the output moves toward Bottom with each tick while the note is on.
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- **Release** is how much the output moves toward Bottom with each tick after the note is released.
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![macro ADSR chart](macro-ADSRchart.png)
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### LFO
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![LFO macro editor](macro-LFO.png)
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- **Bottom** and **Top** determine the macro's output range (Bottom can be larger than Top to invert the waveform!).
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- **Speed** is how quickly the LFO position moves.
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- **Phase** defines the starting LFO position, measured in 1/1024 increments.
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- **Shape** is the waveform of the LFO. there are three waveforms:
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- Triangle: Bottom > Top > Bottom.
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- Saw: moves from Bottom to Top, and then jumps back to Bottom.
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- Square: alternates between Bottom and Top.
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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.
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# instrument editor
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the instrument editor allows you to edit instruments.
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it can be activated by double-clicking on an instrument in the instrument list.
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alternatively, window > instrument editor displays it.
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## main
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![top of instrument editor](instrument-editor-top.png)
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**TODO: add descriptions to buttons in the image. it really needs them.**
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- **Instrument Selector**: displays a list of instruments in the song.
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- **Open**: open an instrument file.
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- **Save**: save current instrument to a file.
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- right-click to see additional options, such as saving in DefleMask preset format (.dmp).
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- **Name**: changes the instrument name.
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- **Type**: changes the instrument type (usually chip-specific).
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- if changed, all applicable settings and macros will remain unchanged.
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- you may have to adjust them afterwards.
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## instrument types
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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.
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- [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.
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- [VIC](vic.md) - for use with VIC-20 sound chip.
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- [PET](pet.md) - for use with Commodore PET.
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- [VRC6](vrc6.md) - for use with VRC6's PSG sound source.
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- [FM (OPLL)](fm-opll.md) - for use with YM2413.
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- [FM (OPL)](fm-opll.md) - for use with YM3526 (OPL), YM3812 (OPL2) and YMF262 (OPL3).
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- [FDS](fds.md) - for use with Famicom Disk System sound source.
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- [Virtual Boy](virtual-boy.md) - for use with Virtual Boy.
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- [Namco 163](n163.md) - for use with Namco 163.
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- [Konami SCC/Bubble System WSG](scc.md) - for use with Konami SCC and Wavetable portion in Bubble System's sound hardware.
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- [FM (OPZ)](fm-opz.md) - for use with YM2414.
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- [POKEY](pokey.md) - for use with Atari 8-bit computers and their POKEY sound source.
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- [Beeper](beeper.md) - for use with PC Speaker and ZX Spectrum Beeper (SFX-like engine).
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- [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.
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- [VERA](vera.md) - for use with Commander X16 VERA.
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- [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.
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- [SNES](snes.md) - for use with SNES.
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- [Sound Unit](su.md) - for use with Sound Unit chip.
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- [Namco WSG](wsg.md) - for use with Namco WSG wavetable chips, including C15 and C30.
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- [FM (OPM)](fm-opm.md) - for use with YM2151.
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- [NES](nes.md) - for use with NES.
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- [MSM6258](msm6258.md) - for use with MSM6258 sample chip.
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- [MSM6295](msm6295.md) - for use with MSM6295 sample chip.
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- [ADPCM-A](adpcm-a.md) - for use with ADPCM-A sample chip.
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- [ADPCM-B](adpcm-b.md) - for use with ADPCM-B sample chip.
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- [SegaPCM](segapcm.md) - for use with SegaPCM sample chip.
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- [QSound](qsound.md) - for use with QSound sample chip.
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- [YMZ280B](ymz280b.md) - for use with YMZ280B sample chip.
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- [RF5C68](rf5c68.md) - for use with RF5C68 sample chip.
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- [MSM5232](msm5232.md) - for use with MSM5232 PSG sound source.
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- [T6W28](t6w28.md) - for use with Toshiba T6W28 PSG sound source.
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- [K007232](k007232.md) - for use with K007232 sample chip.
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- [GA20](ga20.md) - for use with GA20 sample chip.
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- [Pokémon Mini/QuadTone](pokemini.md) - for use with these systems.
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- [SM8521](sm8521.md) - for use with SM8521 chip, used in Tiger Game.com.
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- [PV-1000](pv1000.md) - for use with Casio PV-1000.
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- [K053260](k053260.md) - for use with K053260 sample chip.
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- [TED](ted.md) - for use with Commodore Plus/4 and Commodore 16's TED chip.
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- [C140](c140.md) - for use with C140 sample chip.
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- [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 is a matching scrollbar at the bottom underneath all the macros.
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each macro has the following parameters:
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- macro type (explained below)
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- timing options:
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- **Step Length (ticks)**: determines the number of ticks between macro steps. default is 1.
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- **Delay**: delays the macro until this many ticks have elapsed. default is 0.
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- the button is highlighted if either of these parameters is set to non-default values.
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- release mode: determines how macro release (`===` or `REL` in the pattern) is handled:
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- **Active**: jumps to release position on release.
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- **Passive**: does not jump to release position. this will result in delay if release position has not been reached yet.
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## macro types
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there are three macro types:
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- ![sequence](macro-button-seq.png) **Sequence:** a sequence of numeric values.
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- ![ADSR](macro-button-ADSR.png) **ADSR:** this is an attack/decay/sustain/release envelope.
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- ![LFO](macro-button-LFO.png) **LFO:** Low Frequency Oscillator.
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### sequence
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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.
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![sequence macro editor](macro-seq.png)
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![clipped sequence macro editor](macro-seq-clip.png)
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![bitmask sequence macro editor](macro-seq-bitmask.png)
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**TODO: once again, text in the image. this sucks.**
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the Length field allows you to set the number of steps in the sequence.
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the sequence view allows you to edit the macro.
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- press and hold the left mouse button to start drawing. release to stop drawing.
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- press and hold the right mouse button to draw a line.
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- the start point will be set to the cursor position.
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- move the cursor to change the end point.
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- release to finish drawing the line.
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the sequence view may be adjusted using the following combinations:
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- hold Ctrl and use the scroll wheel to zoom horizontally.
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- hold Ctrl-Shift and use the scroll wheel to zoom vertically.
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- the scrollbar at the right allows you to scroll vertically (if possible).
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- you may hold Shift and use the scroll wheel to scroll vertically as well.
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right-click on the sequence view to open a menu:
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- **copy**: copy this macro to clipboard.
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- **paste**: pastes the macro.
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- **clear**: clears the macro.
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- **clear contents**: resets all values to 0.
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- **offset**:
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- **X**: slides the data "horizontally" within the macro, filling the gap with zeroes. data moved past the start or end is lost.
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- **Y**: increases or decreases all values, clipping them if they would move past the allowed range.
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- **scale**:
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- **X**: stretches the macro.
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- **Y**: multiplies all values by the scale factor, clipping them if they would exceed the allowed range.
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- **randomize**: replaces all values with random values between **Min** and **Max**.
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arpeggio and pitch macros may have values above or below the visible area. indicators will be shown until they are scrolled into view.
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bitmask-style macros show labels for each of their bits. these are edited as toggles.
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- drawing lines is not possible in these macros.
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under the sequence view there is a bar that allows you to set loop and release points.
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- click to set the loop start point; the end point is the last step or release point.
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- right-click to remove the loop point.
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- shift-click to set the release point.
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- the macro will stop at the release point until the note is released (`===` or `REL`).
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- if the loop point is set, and it is placed before the release point, the macro will loop until note release instead.
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- shift-right-click to remove the release point.
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arpeggio macros have an additional bar under the sequence view to set steps to "relative" or "fixed":
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- by default, step values are offsets **relative** to the note.
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- if clicked on, a step value becomes **fixed** and will be played at its corresponding note without regard to the currently playing note.
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- values are counted from `C-0`. for example, a fixed value of 48 produces a `C-4` note.
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- fixed values are especially useful for noise or percussion.
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the sequence can be edited in the text input field at the very bottom. the following symbols have special meanings:
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- `|`: loop point.
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- `/`: release point.
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- in arpeggio macros, `@` prefixed to a value indicates that it is a fixed value as described above.
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in bitmask-style macros, the values are added up in binary and converted to decimal.
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### ADSR
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![ADSR macro editor](macro-ADSR.png)
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- **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.
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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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- the output starts at Bottom.
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- **Attack** is how much the output moves toward Top with each tick.
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- **Hold** sets how many ticks to stay at Top before Decay.
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- **Decay** is how much the output moves to the Sustain level.
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- **Sustain** is how far from Bottom the value stays while the note is on.
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- **SusTime** is how many ticks to stay at Sustain until SusDecay.
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- **SusDecay** is how much the output moves toward Bottom with each tick while the note is on.
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- **Release** is how much the output moves toward Bottom with each tick after the note is released.
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![macro ADSR chart](macro-ADSRchart.png)
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### LFO
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![LFO macro editor](macro-LFO.png)
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- **Bottom** and **Top** determine the macro's output range (Bottom can be larger than Top to invert the waveform!).
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- **Speed** is how quickly the LFO position moves.
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- **Phase** defines the starting LFO position, measured in 1/1024 increments.
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- **Shape** is the waveform of the LFO. there are three waveforms:
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- Triangle: Bottom > Top > Bottom.
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- Saw: moves from Bottom to Top, and then jumps back to Bottom.
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- Square: alternates between Bottom and Top.
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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.
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