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SOUND ManualSound simulator manual
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sound simulator manual

1. Sound simulator


Main Window

■What is a sound simulator?

A sound simulator is a simulator that allows sound data created with sound tools to be produced in the same state as when it is incorporated into a game. This is to simulate pronunciation control using software on the Macintosh instead of the game program, which would normally be tested only after the game program has been created and the sounds have been incorporated. Functionally, they are classified as follows.

●Starting the sound system

Just like a real device, the sound system will be erased when the power is turned off. Therefore, the sound system must be started whenever the sound board is powered on. Click " Startup System " in the sound simulator to perform the following series of processes that are performed when incorporating the game.

●Transfer of tone data and song data

In preparation for pronunciation, tone data and song data are transferred to the sound memory according to the sound area map. You can freely replace tone data and song data as long as it is within the area size of the map information, so you can prepare several areas for tone data and song data and change different song data while the song is playing. You can also do things like swap them out.

●Pronunciation control

You can control the start, stop, pause, fade in, fade out, etc. of songs and sound effects. In addition to mouse clicks, you can assign the above functions to the Macintosh keyboard (1-8) to control pronunciation in real time. We evaluate the sound effects while playing the song, evaluate the coexistence of sound effects, and match the levels.

●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 "Change DSP Effect." A DSP program will not work just by transferring it, so be sure to click "Change DSP Effect" even if there is only one DSP program.

●Creating, compressing, and combining Saturn format data

Converts song data created with a MIDI sequencer to Saturn format in compressed form. Since multiple songs can be stored in one song data bank (sequence bank), you can combine multiple pieces of compressed data using the "Create Sequence Bank" function. It is assumed that the sequence bank contains data for multiple songs (sound effects), so please perform "Create Sequence Bank" even if you only have one song.

●Creating a sound area map

Sound is controlled individually for each scene (area) of the game. A memory map is created for each scene based on the size of the tone and song data for each scene and the effect program used.
The game program looks at this map and transfers tones and song data, and the sound driver also controls tones and pronunciation based on this map, so the sound area map is a very important memory that is central to sound development (control). It's a 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 starts.

●Simple editing of sound memory

References sound memory on the target and writes memory in bytes, words, and long sizes. This function is mainly used to check sent data, confirm data, and directly rewrite parameters.

■Changes

●(Ver3.00→Ver3.01)

  1. Fixed a bug where the built-in SDDRVS.tsk was not sent when SDDRVS.tsk was not in the current folder.

  2. There was an issue with loading the collect file.
    Due to the format change of the map file, the format of the collect file was not supported, so only collect files created with Ver3.00 could not be read.

  3. Fixed a bug that caused the 68000 CPU to stop when using the memory dump function in CartDev.

●(Ver3.01→Ver3.21)

  1. I replaced the built-in sound driver with the latest version 2.20.

  2. Enhanced file search function by alias

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SOUND ManualSound simulator manual
Copyright SEGA ENTERPRISES, LTD. 1997