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FAQ/Sound related

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What is the flow of sound production on the Sega Saturn?

Q)
What kind of data do I need to produce on the sound side?

A)
The following is a general procedure for producing sound using the Sega Saturn's built-in sound source. )

  1. First, sample the waveform to use for BGM (song) and SE (sound effects).
    When using an FM sound source, create an FM sound.

  2. Set the envelope, LFO, etc., assign a sound to each MIDI program number, and transfer this tone data to the Sega Saturn Sound Box (or CartDev).
    Now you can treat the Sega Saturn as a MIDI sound source.

  3. Decide how to apply effects and create a DSP program (effect data).

  4. Create sequence data using sequence software.
    Connect the Sega Saturn Sound Box via MIDI and create songs and sound effects while actually playing the sounds.

  5. Converts sequence data into a format that can be incorporated into the Sega Saturn Sound Box and transfers the data.

  6. In addition to tone data, DSP programs, and sequence data, the "sound driver" that plays the role of the sequencer on the Sega Saturn is transferred to the Sega Saturn board.
    Now you have everything you need to make sounds on your Sega Saturn.

  7. Once you've actually played the songs and SE on the Sega Saturn board alone, and made final adjustments such as volume balance, you're done.
    All files will be submitted to the programmer to be incorporated into the game.
    If you try to incorporate it and a problem occurs, you will have to go back several steps and correct the data.

The above is the general flow when using the built-in sound source.

Next, the rough steps for producing sound for the Sega Saturn CD-DA are shown below.

  1. We do pre-production. If you want to layer live sounds such as vocals or guitar, you will need to create the background by typing.
    If you don't particularly want to layer live sounds, you will already have completed the sequence data at this stage.

  2. We record in the studio. You will actually record each part using the raw sound without applying any effects.

  3. We do a trackdown in the studio. Decide on effects, stereo location, and volume balance.

  4. DAT to create a master tape, which is then recorded onto a hard disk and converted into a file that can be handled by a computer.

  5. Convert the data format to a format that can be embedded in CD-DA and pass it on to the software.

The above is the general flow of CDDA.

What kind of data do I need to produce on the sound side?

Q)
What kind of data do I need to produce on the sound side?

A)
There are mainly four types of data produced on the sound side: tone data, DSP program, sequence data, and sound driver.The other three are created by the sound producer himself.

Recorded in the tone data is information such as the waveform data of all sounds, volume envelopes, LFOs for volume and pitch, amount of send to effects, panning, and key span.
These are the data required to treat the Sega Saturn board as a MIDI sound source.
The waveform data to be incorporated into the tone data is created using commercially available waveform editing software (Alchemy, SoundDesigner II, etc.) or a waveform editor (a waveform editing tool developed by Yamaha for Sega Saturn sound production). The tone data is then edited and created using the Tone Editor (a tone data creation tool developed by Yamaha).

A DSP program records information about what effects should be connected, how they should be connected, and the parameter settings.
For example, connect reverb after delay, set the delay time to 150msec, and make the reverb light. DSP programs are edited and created using the DSP linker (an effect program creation tool developed by Yamaha).

Sequence data records information about the height (pitch), length (gate time or duration), and strength (velocity) of each note in a song. Sequence data files created with Vision, Performer, etc. cannot be directly installed on the Sega Saturn board; several steps must be taken.

First, create a standard MIDI file using Vision or Performer.
Then, by compressing the data and concatenating the compressed files using a sound simulator, it becomes sequence data that can be incorporated into the Sega Saturn board.

When developing sound on the Sega Saturn, it is essential to have the knowledge to create three things: tone data, DSP programs, and sequence data.
It is important to know how to use the software and tools named here.
Please refer to other documents for instructions on how to use each tool.


Is there anything I should consider about volume settings?

Q)
Is there anything I should consider about volume settings?

A)
There are four types of SCSP registers that are related to volume settings for the sounds produced on the Sega Saturn.

TL(0-255)
Total volume level.
Affects each slot (the tone also changes when playing FM).

DISDL(0-7)
Direct data (sound data that is not passed through effects such as DSP) output level.
-6dB unit Affects each slot.

MVOL(0-15)
Master volume.
-3dB step Affects all 32 slots + CD-DA + DSP output.

EFSDL(0-7)
Audio output level after applying effects such as DSP to direct data. -6dB increments Affects CD-DA and DSP output.

Also, although not directly related to determining the upper limit of the sound,

IMXL(0-7)
Input mix level.

there is.

Note
For DISDL, EFSDL, and IMXL, if you input a waveform with the maximum amplitude, there is a possibility that 2 sounds will be distorted.


Please give me an overview of the Sega Saturn's sound specs.

Q)
Please give me an overview of the Sega Saturn's sound specs.

A)
The sound part of the Sega Saturn is a PCM sound source and FM sound source with a maximum polyphony of 32 notes.
The waveform memory capacity of the PCM sound source is:

Maximum 468KByte (= approx. 0.46MByte = approx. 3.7MBit)

is.

Compared to general sound source modules, for example, the waveform memory capacity of the KORG 01R/W is 48Mbit, which is approximately 12 times the sound memory capacity of the Sega Saturn.
However, the contents of the Sega Saturn's sound memory can be replaced during the game, and if you use methods such as PCM stream playback or CD-DA, you can play back dozens of CD-quality sounds that are impossible to reproduce with regular MIDI sound sources. is possible.


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