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But... but... it worked fine in VSCode!
113 lines
6.2 KiB
Markdown
113 lines
6.2 KiB
Markdown
# instrument list
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![instrument list](list.png)
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click on an instrument to select it.
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double-click to open the instrument editor.
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# instrument editor
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every instrument can be renamed and have its type changed.
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depending on the instrument type, there are many different types of instrument editor:
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- [FM synthesis](fm.md) - for use with YM2612, YM2151 and FM block portion of YM2610.
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- [Standard](standard.md) - for use with NES and Sega Master System's PSG sound source and its derivatives.
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- [Game Boy](game-boy.md) - for use with Game Boy APU.
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- [PC Engine / TurboGrafx-16](pce.md) - for use with PC Engine's wavetable synthesizer.
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- [WonderSwan](wonderswan.md) - for use with WonderSwan's wavetable synthesizer.
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- [AY8930](8930.md) - for use with Microchip AY8930 E-PSG sound source.
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- [Commodore 64](c64.md) - for use with Commodore 64 SID.
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- [SAA1099](saa.md) - for use with Philips SAA1099 PSG sound source.
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- [TIA](tia.md) - for use with Atari 2600 chip.
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- [AY-3-8910](ay8910.md) - for use with AY-3-8910 PSG sound source and SSG portion in YM2610.
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- [Amiga / sample](amiga.md) for controlling Amiga and other sample based synthsizers 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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- [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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- [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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- [Namco 163](n163.md) - for use with Namco 163.
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- [Konami VRC6](vrc6.md) - for use with VRC6's PSG sound source.
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- [SNES](snes.md) - for use with SNES S-APU.
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- [Casio PV-1000](pv1000.md) - for use with Casio PV-1000.
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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.
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- Macro type (explained below).
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- Timing editor, which pops up a small dialog:
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- Step Length (ticks): Determines how many ticks pass before each change of value.
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- Delay: Delays the start of the macro until this many ticks have passed.
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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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- ![](macro-button-seq.png) **Sequence:** displayed as a bar graph, this is a sequence of numeric values.
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- ![](macro-button-ADSR.png) **ADSR:** this is a traditional ADSR envelope, defined by the rate of increase and decrease of value over time.
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- ![](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
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![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". Just beneath the box is shorter bar graph.
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- Click to set the start point of a loop; the end point is the last value or release point. Right-click to remove the loop.
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- Shift-click to set the release point. When played, the macro will hold here until the note is released. 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.
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- The loop start is entered as a `|`.
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- The release point is entered as a `/`.
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- In arpeggio macros, a value starting with a `@` is an absolute note (instead of a relative shift). No matter the note played, `@` values will be played at that exact note. This is especially useful for noise instruments with preset periods.
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### ADSR
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![ADSR macro editor](macro-ADSR.png)
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- **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.
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- **Hold** sets how many ticks to stay at Top before Decay.
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- **Decay** is how much the value moves to the Sustain level.
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- **Sustain** is how far from Bottom the value stays while the note is held.
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- **SusTime** is how many ticks to stay at Sustain until SusDecay.
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- **SusDecay** is how much the value moves toward Bottom with each tick while the note is held.
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- **Release** is how much the value 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 range of values generated by the macro. (Bottom can be larger than Top to invert the waveform!)
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- **Speed** is how quickly the values change - the frequency of the oscillator.
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- **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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# samples
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This tab appears for Generic PCM, SNES, Amiga, and other sample-based instruments.
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![](sample-map.png)
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- **Initial Sample**: the sample that the instrument will use.
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- **Use wavetable**: instead of samples, use wavetables. this causes the [Wavetables](../5-wave/README.md) tab to appear next to Sample.
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- depending on the system and use of the wavetable synthesizer, this may or may not be reproducible on hardware.
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- **Use sample map**: assigns a sample to each note.
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- samples will be played at their default pitch.
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- to set a note's sample, click the list entry in the `#` column then type the number of the sample.
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