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Transmission of tone data and song data H3>
- In preparation for pronunciation, the sound data and song data are transferred to the sound memory according to the sound area map. Tone data and song data can be exchanged as long as they are within the area size of the map information, so you can prepare several tone data and song data areas and use another song data while playing a song. You can also replace it.
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Pronunciation control
- Performs sound generation control such as start / stop / pause and fade-in / fade-out of songs and sound effects. In addition to mouse clicks, the above functions can be assigned to the Macintosh keyboard (1-8) to control pronunciation in real time. Evaluate sound effects while leveling a song, coexistence evaluation between sound effects, and level adjustment.
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DSP (effect) program switching
If there are several DSP (effect) programs on the - map, you can switch DSP programs by selecting the DSP program you want to switch and clicking "Effect Change". Since the DSP program does not work just by transferring, be sure to click “Effect Change” even if there is only one DSP program.
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Create, compress, and combine Saturn format data H3>
- The song data created by the MIDI sequencer is converted into the Saturn format in a compressed form. Multiple songs can be stored in one song data bank (sequence bank), so you can combine multiple compressed data with the “Make Sequence Bank” function. Since it is assumed that the sequence bank contains multiple songs (sound effects) data, even if there is only one song, please do “Make Sequence Bank”.
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Create sound area map
The - sound is controlled individually for each scene (area) of the game. Create a memory map for each scene according to the tone and song data size for each scene and the effect program to be used.
The game program looks at this map and transfers timbres and song data, and the sound driver also controls timbre and pronunciation based on this map, so the sound area map is a very important memory that is the center of sound development (control) Map. One sound area map is created for one game, and this data is passed to the game programmer when the game is installed and transferred to the sound system when the system is started.
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