GUIDE Playstation Sound artist DTL-H700 , DTL-S710 docs

Discussion in 'Sony Programming and Development' started by ASSEMbler, Jun 1, 2006.

  1. ASSEMbler

    ASSEMbler Administrator Staff Member

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    I was completely unaware that there were two sound artist boards, I can only guess one is isa and one is pci.

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    CHAPTER 1


    OVERVIEW


    1 Features


    The PlayStation sound artist board (DTL-H700, hereinafter referred to as the PlayStation
    sound board) and the PlayStation sound artist tool (DTL-S710, hereinafter referred to as the
    PlayStation sound tool) are applications executed on Apple Macintosh. They are tools for
    creating sound data for the PlayStation unit. Using the tools along with existing sound tools
    enables music creation for the PlayStation unit.
    The following are other features of the PlayStation sound tool:
    * Sound chip SPU for the PlayStation unit is mounted.
    The PlayStation sound board is equipped with the same sound chip (SPU) as for the
    PlayStation unit and with a sound source memory of 4 M-bits (= 512 k-bytes). Hence,
    sound data equivalent to data for the PlayStation unit can be reproduced on Macintosh.
    SPU is provided with DSP for reverb effect implementation.
    * Optical digital output is covered.
    The PlayStation sound board is equipped with a square optical digital output terminal
    (TOSLINK). The terminal allows data creation under high-quality music reproduction
    environment.
    * MIDI is supported.
    A sound board driver included in the PlayStation sound tool is applicable to the Apple
    MIDI manager (version 2.0 or later). The sound tool can be operated directly from
    sequencer software and the MIDI keyboard.
    * A standard MIDI file (SMF) and an audio interchange file format (AIFF) are
    covered.
    The sound tool supports SMF and AIFF as source data, being highly compatible other
    general sound tools.
    File format
    The PlayStation sound tool supports the following sound data formats.
    * SMF: Standard MIDI file (Format 1)
    * AIFF: 16-bit audio interchange file format (AIFF)
    * SDII: SoundDesignerII file format


    The PlayStation sound tool supports the following sound formats for the PlayStation unit.
    * SEQ: PlayStation sound sequence format
    * VAG: PlayStation waveform format
    * VAB: PlayStation wave bank format
    * DA: PlayStation CD-DA format
    * XA: PlayStation CD-ROM XA audio channel format
    The PlayStation sound tool also supports the following sound formats for the
    PlayStation unit.
    * SEP: PlayStation sound sequence chuck format
    * VH: PlayStation wave bank header format
    * VB: PlayStation wave bank body format
    The XA format supported by RAW2XA is based on the following specifications.
    • CD-ROM XA
    SYSTEM DESCRIPTION CD-ROM XA
    Copyright May 1991
    For details of the formats, see Chapter 4, References.


    2 System Configuration and Music Creation


    The use of the PlayStation sound tool involves the following devices and software.
    • Apple Macintosh II/Quadra series and Power Macintosh series

    * NuBus slot x 1 or more
    * Memory area of 8 M-bytes or more
    * Hard disk (of 100 or more MB) for saving sound source data
    * Peripheral devices
    * Display of 13 or more inches
    * D/A converter (such as DAT) with square optical (TOSLINK) input
    * Reproducing devices including an amplifier, speaker and headphone
    * Software
    * KEIS Talk 7 Rel 7.1 or later
    For the comfortable use of the PlayStation sound tool, it is recommended that the following
    environment be set up.
    * Apple Macintosh II/Quadra series and Power Macintosh series
    * MC68040 processor rated at 33 MHz or PowerPC 601 rated at 66 MHz, or more
    powerful device
    * NuBus slot x 3 or more
    * Memory area of 16 M-bytes or more
    * Hard disk (500 MB or more) for saving sound source data
    * Peripheral device
    * High-resolution display of 17 inches or more


    Environment for music creation
    Actual music creation by the PlayStation tool involves the following system in addition to
    the items given in the preceding paragraph for operating environment.

    @@@
    Function@@@@@@@@@
    @@@
    Device
    Sampler
    Records data from DAT, CT
    and other devices to HD.
    Audiomedia II (Digidesign)
    Pro Tools (Digidesign)
    S-100 (AKAI)
    Waveform editing
    software
    Edits stored waveforms.
    Sound Desinger II (Digidesign)
    Alchemy (Passport Desingn)
    INFINITY (Jupier)
    MIDI keyboard
    Enters score data from the keyboard.

    Sequence software
    Enters, edits and reproduces
    score data.
    Perfomer (Mark of Unicom)
    Vision (Opcode System)
    MIDI interface
    Connects a MIDI device to the
    Macintosh serial port.
    MIDI Interface (Apple Computer)
    MIDI Translator (Opcode Systems)
    MIDI Timepiece (Mark of Unicom)
    MIDI Manager
    Patches software and devices
    for MIDI.
    Apple MIDI Manger (Apple Computer)
    Free MIDI (Mark of Unicom)
    OMS (Opcode System)

    Table 1 Equipment Needed for Creation Environment
    Example of music creation environment

    Figure 1-1 Example of Music Creation Environment


    * On Macintosh
    * HD recording and waveform editing
    * Waveform data conversion
    * Sound source set development and editing
    * Sequence development and editing
    * Sequence data conversion

    Figure 1-2
    * PC/AT-compatible machine
    * Programming and linking
    * Final sequence and SE checking
    * Inspection of real time effects
    * Data conversion and interleave (MovConv *)
    * CD-ROM fixing (CD-ROM generator *)
    * Completion

    Figure 1--3
    * MovConv (MOVCONV.EXE) belongs to the PlayStation Runtime library (DTL-
    S590 / DTL-S2100).
    * The CD-ROM generator is a CD-ROM generation tool (DTL-S2030).


    CHAPTER 2

    INSTALLATION





    1 Setting up DTL-H700
    Setting up the PlayStation sound board (DTL-H700) requires the following operation.

    • PlayStation sound board installation
    • Connection of board output to the D/A converter
    Installing PlayStation sound board
    In accordance with the manual for Macintosh, draw out the power cable and remove the cover of the computer used (1).
    Install DTL-H700 in an empty NuBus slot (2) and set the cover (3).

    Figure 2-1 Installing Board
    Connecting board output and D/A converter
    The rear panel of DTL-H700 is provided with a set of square TOSLINK optical digital
    output terminals. Apply board output to the D/A converter (DAT) using a square optical
    cable as an option.


    2 Installing DTL-S710
    Installation involves a sound artist tool disk for Macintosh.
    (1) Start up Macintosh.
    (2) Insert the sound artist tool into the floppy disk drive.
    (3) Drag the disk icon to the place where DTL-S710 is to be installed.

    Figure 2-2 Installing Software
    Now, DTL-S710 has been installed.
    Should the application icon not be displayed correctly (default icon) after the installation,
    reconstruct the desktop computer. The desktop computer can be reconstructed by starting up
    Macintosh with the option key and the command key (with the Apple mark) pressed. For
    details, refer to the user's guide for Macintosh.


    3 Testing System


    Immediately after having installed the PlayStation sound board (DTL-H700) and the
    PlayStation sound tool (DTL-S710), carry out the following tests to check that the system is
    installed correctly.
    * Connection test
    Check that the PlayStation sound board is installed correctly in the NuBus slot and
    that the square optical cable is connected validly.
    * Reproduction test Use sample data for the PlayStation sound tool to check actual
    sound reproduction.
    Should an error be detected during the test, make sure that the system is connected validly
    and the software is installed correctly. Should the cause not be isolated, please contact our
    business department whose address and phone number are written on the back cover of this
    manual.
    (1) Open the "sample" folder in the installed sound artist tool folder.

    Figure 2-3 Error Message Panel
    (2) Open the VAB folder, double click the file with a name of "sample.vab", and start up
    sound tool SoundDelicatessen. If the following dialogue box is displayed, this indicates
    that the board is not correctly installed. Immediately terminate the system to check
    board setup.
    If double clicking the file does not lead to the startup of SoundDelicatessen, double
    click and initiate SoundDelicatessen in the "Bank Editor" folder in the installed sound
    artist tool folder. Then, open the "sample.vab" file in the applications.


    (3) After SoundDelicatessen has been started up, select the"Mac -> SPU" menu in the
    "SoundBoard" menu to transfer sound data to the SPU sound source memory.




    Figure 2-4 "SoundBoard" Menu




    Upon the end of the data transfer, the Keyboard window is displayed.

    Figure 2-5 "Keyboard" Window
    (4) Clicking the displayed Keyboard window by the mouse causes piano sound to be
    reproduced. Should no piano sound be reproduced, check the connection of the D/A
    converter and amplifier, and the potentiometer.
    (5) Select "Quit" in the "File" menu to terminate SoundDelicatessen.





    CHAPTER 3
    TUTORIALS



    nnn CHAPTER 3. TUTORIALS
    1 Creating Sound Data for PlayStation Unit
    The following are the sound data formats that can be handled by the PlayStation unit:
    * SEQ PlayStation sound sequence data
    format



    • SEP
    PlayStation sound multi-track sequence data format



    * VAB PlayStation sound bank data
    format
    * VH PlayStation sound bank data format (Attribute part)
    * VB PlayStation sound bank data format (Waveform part)
    * DA PlayStation CD-DA format
    * XA PlayStation CD-ROM XA voice channel format
    In addition, the PlayStation sound tool handles the following data format as the intermediate
    format.
    * VAG PlayStation waveform data
    format


    The PlayStation sound tool supports the following five applications to create and edit data.
    * SMF2SEQ Sequence data
    converter




    Figure 3-1 SMF2SEQ Icon




    * AIFF2VAG Waveform data
    converter

    Figure 3-2 AIFF2VAG Icon
    * VAG Player Waveform
    data player

    Figure 3-3 VAG Player Icon
    * SoundDelicatessen Sound source bank editor (including the
    sound board driver)

    Figure 3-4 SoundDelicatessen Icon
    * RAW2DA Endian converter for CD-
    DA data

    Figure 3-5 RAW2DA Icon


    nnn CHAPTER 3. TUTORIALS
    • RAW2XA
    Data encoder for CD-ROM XA voice channel


    Figure 3-6 RAW2XA Icon

    The PlayStation programmer tool supports the following two applications for DOS/V to
    simplify data and memory management.

    * VABSPLIT.EXE VAB data
    separation tool
    * SEQ2SEP.EXE
    SEP creation tool
    For these DOS/V applications, refer to the manual for the programmer tool.


    2 SMF2SEQ - Creates Sequence Data
    SMF2SEQ converts a format 1 standard MIDI file (SMF) created by such existing
    sequence software (score editing software) as Performer (Mark of the Unicorn) and Vision
    (Opcode) into the sequence data format SEQ file for the PlayStation unit.

    Appropriate
    format@@@@
    SMFi Format 1j
    Sampling frequency
    Optional
    Appropriate message
    Note On/Off
    Program Change
    Pitch Bend
    Control Change@

    Table 3-1 Appropriate Format (SMF)
    Resolution in SEQ is optional. But the highest resolution depends on the actual
    reproduction mode (1/60 sec., 1/120 sec., 1/240 sec., etc.).
    Setting up SMF file
    Before using SMF2SEQ, save the sequence to be converted by your sequence
    software in the SMF format (format 1).

    Figure 3-7 SMF Output in Performer


    nnn CHAPTER 3. TUTORIALS
    Using SMF2SEQ


    (1) Double click the SMF2SEQ icon to start up the application.

    (2) Select "Convert" in the "File" menu, and specify the file to be converted.

    (3) In response to the prompt message of the name of a file to be output, enter a file name
    to be assigned after the conversion.

    (4) Select the "Quit" menu in the "File" menu to terminate the application.

    Figure 3-8 SMF2SEQ
    An SMF file can also be converted by dragging it to the SMF2SEQ icon. (Two or
    more SMF files can be selected.)


    3 AIFF2VAG - Creates Waveform Data
    AIFF2VAG converts an Apple AIFF (Audio Interchange File Format) file created by such
    existing waveform editing software as SoundDesigner II (Digidesign) and Alchemy (Passport
    Designs) into the waveform data format VAG file for the PlayStation unit.
    For VAG, a multiple of 28 of samples are handled as one block because of hardware
    characteristics. Thus, handling a sound source with a loop requires that the loop length be a
    multiple of 28.

    Appropriate format
    AIFF
    Sampling frequency
    Channel
    Resolutio
    n16
    Block length
    Transparent
    1 (Monophonic)
    bits
    28 samples

    Table 3-2 Appropriate Format (AIFF)
    Setting up AIFF file
    Before using AIFF2VAG, save waveform data to be converted by your waveform
    editing software in the AIFF format (16 bits, monophonic and not compressed).

    Figure 3-9 AIFF Output in SoundDesingerII


    nnn CHAPTER 3. TUTORIALS
    Using AIFF2VAG


    (1) Double click the AIFF2VAG icon to start up the application.

    (2) In response to the request of an AIFF file to be converted as a result of selecting
    "Convert ..." in the "File" menu, specify a file.


    Figure 3-10 AIFF2VAG Conversion File
    (3) Specify the number of samples to be converted and the loop start point.
    (4) In response to the prompt message of an output file name, enter a file name to be
    assigned after the conversion.
    (5) Select the "Quit" menu in the "File" menu to terminate the application.
    An AIFF file can also be converted by dragging it to the AIFF2VAG icon. (Two or more
    AIFF files can be selected.)


    4 VAG Player - Reproduces Waveform Data
    VAG Player is a tool for using the PlayStation sound board to reproduce a waveform data
    format VAG file for the PlayStation unit converted by AIFF2VAG.
    This reproduction is based on the AIFF sampling frequency during the conversion, and
    changes the reproduction pitch.



    Using VAG Player






    (1) Double click the VAG Player icon to start up the application.
    (2) Select "Open" in the "File" menu, and select a VAG file to be reproduced.
    (3) Upon file selection, VAG data is transferred to the PlayStation sound board, which in
    turn reproduces sound.
    (4) In response to the request of a VAG file to be reproduced next, select a file. Pressing
    "Cancel" sets up the initial state.
    (5) Select "Quit" in the "File" menu to terminate the application.
    A VAG file can also be reproduced by dragging it to the VAG Player icon. (Two or more
    VAG files can be selected.)
    The file name and size of the selected VAG file, and the sampling frequency are displayed.
    Pressing the "Play" button reproduces VAG. (If two or more files have been selected, press the
    "Play" button for each BAG file.) When reproducing no VAG file, press "Skip". When
    canceling the reproduction of all VAG files, select "Skip All".

    Figure 3-11 Dialogue Box for Dragging and Dropping VAG Player Icon


    5
    SoundDelicatessen - Implements Sound Source
    Data


    This section describes the structure of VAB data of created by SoundDelicatessen and
    how to use SoundDelicatessen, and briefly explains the components of the window.
    For the screen configuration and component sections, and for the dialogue messages, see
    chapter 4.
    VAB data structure
    This paragraph first explains the structure of VAB data briefly.
    VAB data is composed of tone attributes (including program attributes) comprising
    two hierarchies, and of a list of waveforms (VAG list).

    Figure 3-12 VAB Structure
    Up to 128 program attributes can be cataloged in one unit of VAB. A program
    corresponds to a sound source number in MIDI, being equivalent to music instrument
    levels of "piano", "guitar", "drum", etc. Changing sequence data is accomplished by
    updating the program.
    The tone attributes are program components. Up to 16 tone attributes can be
    cataloged in one program. Up to 2,048 tone attributes can be cataloged in VAB.
    A VAG list can contain up to 254 VAG files converted by AIFF2VAG. Restrictions
    of the SPU sound source memory requires that the total of VAG data be 520,160 bytes or
    less.


    The following gives an example of VAB.




    Figure 3-13 Example of VAB




    In a program (instrument) level, VAB in the above example is composed of "piano",
    "drum", "guitar" and "effect sound".
    The "drum" comprises four tones of "kick", "cymbals", "sneer" and "tambourine".
    The tones are based on an independent VAG list.
    Developing needed data
    SoundDelicatessen involves a VAG file created by above AIFF2VAG as waveform
    data. Sample data includes VAG file "Tom.vag".
    The test of a VAB sound source by the sequencer uses VAG files of "sample.vab",
    "sample.vab.s" and "sample.mid" included in sample data.


    Startup

    Starting up SoundDelicatessen requires that the SoundDelicatessen icon be clicked.





    Figure 3-14 Error Message Panel during Startup
    If the PlayStation sound board is not correctly installed, the following message is
    displayed.
    If the message is displayed, immediately terminate the system and check system
    setup in accordance with chapter 2, Installation.
    If SoundDelicatessen has been started up correctly, the following message is
    displayed for several seconds.

    Figure 3-15 Message Displayed during Startup
    Termination
    To terminate SoundDelicatessen, select "Quit" in the "File" menu, or enter
    Command-Q.


    Creating new VAB
    (1) Double click the SoundDelicatessen icon to start up the application.
    (2) Select "New" in the "File" menu to open new VAB.
    (3) The gray window is displayed.

    Figure 3-16 Program List Window
    This is the program list window. In the program list window, tone names and volume
    balance can be set for panning.
    First, enter "drum" in the program name column for program number (Prog#) 0 and,
    then, press the tab key. Enter "127" for volume (vol) and press the tab key again. Then,
    enter "64" for panning. Now, the program (instrument) can be developed which provides
    for the highest volume and center panning, and has a name of the drum.


    (4) Press the tone list display button (">>") on the top (Prog#0) in the program list window
    to have the cream window displayed.





    Figure 3-17 Tone List Window
    This is the tone list window. In the tone list window, catalog the actual waveforms
    constituting tones in the above program window.
    Also, selecting "Show Tones" in the "Windows" menu allows the tone list window to
    be displayed.


    (5) With the tone list window left as it is, press the VAG link button (">>") on its top
    (Tone#) to have the orange window displayed.




    Figure 3-18 VAG List Window




    This is the VAG list window. In the VAG list window, catalog the waveform data VAG
    file created by AIFF2VAG.
    Also, selecting "Show VAGs" in the "Window" menu allows the VAG list window to
    be displayed.
    (6) The next step is to actually catalog VAG. First, click the "append VAG"
    button on the window. In response to the prompt message of a VAG file to be cataloged,
    select "Tom.vag" in sample data.

    Figure 3-19 Cataloging to VAG List


    If there are other types of VAG created, catalog them.
    (7) Use cataloged VAG in the tone list window. Click the top "Use This" button ("<<").
    Then, the tone list window is displayed, with the default tone attribute value entered
    automatically.





    Figure 3-20 Setting Tone Attribute
    The tone attributes are: tone number (Tone#); VAG link button (VAG); tone name
    (name); priority (prior); waveform mode (mode); volume (vol); pan pot (pan); center pitch
    (center note); fine center pitch (center fine); effective interval (note limit min/max);
    vertical pitch bend (pit. bend minus/plus); ADSR settings (settings); and VAG reference
    number (VAG#).
    The above tone attributes are arranged from the left in that order.
    For the tone attributes, see chapter 4.
    (8) Now, the simple sound source has been implemented. Given below is a
    description of actual sound reproduction.
    First, select "Mac -> SPU" in the SoundBoard menu, and transfer waveform data to the SPU
    sound source memory. Then, the violet keyboard window appears.

    Figure 3-21 Keyboard Window


    This is the keyboard which allows sound production inspection through clicking the mouse.
    Clicking and dragging keys on the keyboard enable reproduction in various intervals.
    Pressing the mouse button causes the note on message to be sent to the sound board. Releasing
    the button causes the note off message to be sent to the sound board. Clicking the button with
    the shift key pressed causes the note off message to be ignored. When carrying on loop sound
    reproduction, click the keyboard with the shift key pressed.
    (9) Finally, save created sound source data VAB and terminate SoundDelicatessen.
    Saving VAB data requires the selection of "Save ..." or "Save As ..." in the "File"
    menu. For the first saving or if "Save As ..." has been selected, enter the name of the file
    to be saved in response to request. Because data is handled by a PC, it is recommended
    that the file name be "????????.vab" (eight half-size alphabetic characters plus . vab).
    To terminate SoundDelicatessen, select "Quit" in the "File" menu.
    Editing VAB
    (1) Double click the created VAB file and start up SoundDelicatessen. Double clicking the
    VAB file to start up SoundDelicatessen causes the VAB file to be opened
    automatically after the startup.
    With SoundDelicatessen started up and the file opened, press the "Save" button when
    saving the edited VAB data, the "Don't Save" button when saving is not needed, and the
    "Cancel" button when carrying on editing, in response to the prompt message of saving.

    Figure 3-22 Dialogue Box for Saving File
    (2) The VAB file is opened, with the program list window displayed.
    (3) Press the tone list display button (">>") for program number zero to have the tone list
    for program number zero displayed.


    (4) Select "Mac -> SPU" in the "SoundBoard" menu to transfer sound data to the SPU
    sound source memory.
    (5) Click the displayed keyboard window to check that sound is produced. Then, click the
    tone list again for display nearest you.
    (6) Change the "Pan" item from 64 (center) to 0 (left) or 127 (right). Click the keyboard to
    make sure that the reproduced sound is accompanied by pan pot effects.
    (7) Change the "note limit/max" item from 127 to 60. Then, drag the keys from the leftmost
    position to the most right position. With the note limit set at 60, make sure that, only for
    the intervals below set 60, sound is produced.
    (8) Press the "ADSR ..." button to have the ADSR setting screen displayed.

    Figure 3-23 ADSR Setting Window
    On the ADSR setting screen, the following can be carried out. 1) Set ADSR. 2) Set the
    waveform reproduction mode. 3) Test the pitch bend.


    (a) For ADSR, the change rate or level can be set for any of the following items. The
    change rate can be set to provide for exponential or linear changes (only in AR, SR
    and RR). Further, for SR, the mode of increase or decrease can also be set.


    AR: Attack rate: Change rate after key-on until the highest volume
    DR: Decay rate: Change rate from the highest volume to the threshold level
    SL: Sustain level: Continued sound level
    SR: Sustain rate: Change rate after the threshold level has been reached
    RR: Release rate: Change rate of attenuation after key-off


    (b) In the waveform reproduction mode, the following items can be set.
    Vibrate, Portamento
    depth: Sets the amplitude of vibration in the range from 0 to 127 in
    units of 1/4 of half tone.
    time: Sets the time of one period of vibration in the range from 0 to 254
    in units of ticks (1/60 seconds).
    reverb: Specifies the use of reverb effects during tone reproduction.
    Using MIDI to check VAB
    SoundDelicatessen serves Apple MIDI Manager. SoundDelicatessen allows VAB to be
    checked by the MIDI sequence software (Performer and Vision) on Macintosh and from
    the keyboard.
    (1) Double click and open VAB file "sample.vab" included in sample data.
    With VAB opened by SoundDelicatessen, the dialogue box pops up to inquire whether
    to save and close the file. (See the Figure below.) Click the "Save" button when saving the
    file, the "Don't Save" button when opening the VAB file without saving, and the "Cancel"
    button when stopping opening the VAB file and carrying on editing currently opened
    VAB.

    Figure 3-24 Dialogue Box for Saving File


    (2) Select "Mac -> SPU" in the SoundBoard menu to transfer VAB to the SPU sound
    source memory.
    (3) Next, start up the sequence software to open SMF file "sample.mid" included in
    sample data.
    (4) Start up PatchBay belonging to Apple MIDI Manager. Connect the sequence software
    and the MIDI interface to SoundDelicatessen.

    Figure 3-25 Example of PatchBay Using Apple MIDI Manager
    The above example shows the state of PatchBay with input via the standard MIDI interface
    and output from Vision connected to SoundDelicatessen.

    Figure 3-26 Example of PatchBay Using FreeMIDI
    In the above example, FreeMIDI is installed.
    (5) Use the sequence software to reproduce the opened SMF data, and make sure that
    sound is output from SoundBoard via DAT, etc.


    If the MIDI message is sent correctly from the sequence software to
    SoundDelicatessen, the red point is blinked in the keyboard window, with the right
    indicator extended and contracted.





    Figure 3-37 Keyboard Window
    If no sound is reproduced and no changes are observed on the keyboard window,
    MIDI may not be connected validly. Check PatchBay connection and the MIDI output
    of the sequence software.
    Checking reverb
    The PlayStation unit can access nine kinds of reverb effects. This paragraph explains
    how to set the reverb.
    (1) Double click and open VAB file "sample.vab" included in sample data.
    (2) Select "Mac -> SPU" in the SoundBoard menu to transfer VAB to the SPU sound
    source memory.
    (3) Click the tone list display button (">>") to the left of "piano" on the top line in the
    program list to have the tone list for program number zero displayed.
    (4) Next, click the ADSR setting button ("ADSR ...") on top line "piano2" in the tone list
    to have the ADSR setting window displayed.


    (5) Click the check box where "reverb" is written, and declare the use of the reverb in this
    tone. Then, press the "Apply" button to fix settings.







    Figure 3-28 Setting Reverb
    In the tone list, the item of "mode" for "piano2" is changed to "4". This sets the use of the
    reverb by this tone. Also, the reverb can be set by entering a number of "4" for this item. For
    "piano3", "piano4" and "piano5" as well, a number of 4 is so entered that the reverb may be
    operated.
    Now, the reverb for VAB data can be applied.
    (6) Next, in the "DSP" menu, select the "5: Hall" type.
    Thus, SPU starts to operate the reverb.
    (7) With the keyboard window displayed, click the keyboard to check effects of reverb
    sound.
    The depth of the reverb can be set. In the "7:Echo" type, delay and feedback can be set. In
    the "8:Delay" type, delay can be set.
    The use of the reverb involves a reverb operation work area of several k-bytes to several tens
    of k-bytes. The following gives the needed size. The DSP menu also covers the size.



    Type
    Work size (bytes)
    Effect
    Room
    9,920
    Small room

    Studio A9,000
    Studio (Small)
    Studio B
    1 8,496
    Studio (Medium)

    Studio
    C28,640Stu
    dio
    (Large)
    Hall
    44,512Hall


    Space63,16
    8Universal
    space

    Echo98,3
    68Echo


    Delay98,3
    68Delay

    Pipe
    7,072
    In a metal pipe

    Table 3-3 Reverb Type
    Printing VAB attribute table
    SoundDelicatessen can print the set program, tone and VAG lists. A printed sheet
    providing effect tone sound layout in a program allows the efficient utilization of the effect
    sound. The program can use the output sheet along with data for smoother data exchange.
    (1) With the VAB file opened, select "Preferences ..." in the "File" menu to have the
    print setting dialogue box displayed. Specify a printer font to be used for output, the
    number of printing lines per page, a program, tones, and whether the VAG list is to
    be printed.

    Figure 3-29 Printing Option Dialogue Box


    (2) Next, select "Page Setup ..." in the "File" menu to have the printing setting
    dialogue box displayed. Check the form size and the printing direction, and press
    the "OK"button.





    Figure 3-30 Printing Setting Dialogue Box
    (3) Select "Print ..." in the "File" menu to
    have the printing dialogue box displayed. Check the number of prints and press the
    "Print" button.

    Figure 3-31 Printing Dialogue Box
    Note: In the above example, printer driver LaserWrite 8 is used to display the
    dialogue box for output to Apple LaserWrite II NTX-J. For other printers, the
    displayed screen may be different.


    6 RAW2DA - Creates CD-DA Data
    RAW2DA converts the SoundDesigner II format (a sampling rate of 44.1 kHz, 16-bit
    straight PCM stereophonic (LRLR) data, big Endian) created by such existing
    waveform editing software as SoundDesigner II (Digidesign) and Alchemy (Passport Designs)
    into the CD-DA file (little Endian) for PlayStation.

    Appropriate format
    Sound DesingerII format
    Sampling
    frequencyFixed
    Channel
    Resolution
    Block length
    at 44.1 kHz
    2 (Stereophonic)
    16 bits
    Any

    Table 3-4 Appropriate Format (RAW2DA)
    Developing DA data
    Before using RAW2DA, save sound data to be converted by
    your waveform editing (HD recording) software in the
    SoundDesigner II format (16 bits, stereophonic, 44.1 kHz). Make
    sure that the sampling rate is 44.1 kHz for stereophonic sound
    (two channels).
    Note: The converter does not convert the sampling rate nor make monophonic sound stereophonic. Be sure to
    use stereophonic data of 16 bits.
    Using RAW2DA
    (1) Double click the RAW2DA icon to start up the application.
    (2) In response to the request of a SoundDesigner II file to be converted upon the
    selection of "Convert ..." in the "File" menu, specify a file.


    (3) In response to the prompt message of an output file name, enter a file name to be
    assigned after the conversion.





    (4) Select "Quit" in the "File" menu to
    terminate the application.
    A SoundDesigner II format file can also be converted by dragging its icon to the
    RAW2DA icon. (Two or more icons can be selected at a time.) With "Auto" selected in
    the "OutputMode" menu after having started up the application, the selected files from the
    second onward are converted consecutively into the corresponding DA data. (An
    extension of ".da" is appended automatically.)


    7 RAW2XA - Creates CD-ROM XA Voice Data
    RAW2XA converts the SoundDesigner II format (a sampling rate
    of 18.9 or 37.8 kHz, 16-bit straight PCM monophonic or stereophonic data, big Endian) created by
    such existing
    waveform editing software (HD recording software) as SoundDesigner II (Digidesign) and
    Alchemy (Passport Designs) into the CD-ROM XA voice data file for PlayStation.
    Unlike such typical straight PCM (not compressed) data, XA voice data is compressed by ADPCM
    and, thus, its data amount can be regulated. Depending on the mode, 4 to 16 channels of voice data
    can be interleaved during ordinary speed CD reproduction, and 8 to 32 channels of voice data can be
    interleaved during double speed reproduction. Interleaved desired XA multi-channel voice data on the
    CD can be selected and reproduced by specifying the channel.
    Appropriate format
    Sound Designer II format
    Sampling frequency
    Channel
    Resolution
    Block length
    18.9 or 37.8 kHz
    1 or 2 (Monophonic or stereophonic)
    16 bits
    Any

    Table 3-5 Appropriate Format (RAW2XA)
    Developing XA data
    Before using RAW2XA, save sound data to be converted by
    your waveform editing (HD recording) software in the
    SoundDesigner II format (16 bits, monophonic or stereophonic, 18.9
    or 37.8 kHz).
    The PlayStation unit supports the XA voice data formats for the
    following four modes.
    * 37.8 kHz: Stereophonic 8 channels. Interleave supported.
    * 37.8 kHz: Monophonic 16 channels. Interleave supported.
    * 18.9 kHz: Stereophonic 16 channels. Interleave supported.
    * 18.9 kHz: Monophonic 32 channels. Interleave supported.
    Note: The converter does not convert sampling rates, and the monophonic mode into the stereophonic mode and
    vice versa. Be sure be develop data for the mode during reproduction.
    Using RAW2XA
    (1) Double click the RAW2XA icon to start up the application.


    (2) Select "Convert ..." in the "File" menu, and specify a file in the SoundDesigner II
    format to be converted.
    (3) In response to the prompt message of an output file name, enter a file name to be
    assigned after the conversion.





    (4) Select "Quit" in the "File" menu to terminate the application.
    A SoundDesigner II format file can also be converted by dragging its icon to the
    RAW2DA icon. (Two or more icons can be selected at a time.) With "Auto" selected in the
    "OutputMode" menu after having started up the application,
    the selected files from the second onward are converted consecutively into the
    corresponding DA data. (An extension of ".da" is appended automatically.)
    If the data to be converted is not stereophonic at a frequency of 37.8 kHz, select the
    appropriate data format in the "Format" menu before the conversion.

    Figure 3-34 "Format" Menu
    Interleaving the converted XA file with other data involves programmer movie tool MovPack (MOVPACK.EXE). For
    details, refer to the manual for the programmer tool.


    CHAPTER 3. TUTORIALS nnn
    8 Reproduction by DTL-H2000
    This section briefly explains a procedure for using sound data (SEQ and VAB) created
    by the PlayStation sound tool for reproduction by the programmer tool (DTLH2000).
    For details of the program and compiler, refer to the manual for the programmer tool.
    Developing sound data and program
    This paragraph describes sound reproduction using sequence data (SEQ) and sound source data (VAB). The needed sample
    program is stored in the following directory for the programmer tool.
    ¥psx¥sample¥sound¥simple

    The following are the files to be used:

    ¥psx¥sample¥sound¥simple¥readme.pc
    ¥psx¥sample¥sound¥simple¥makefile.mak
    ¥psx¥sample¥sound¥simple¥main.c
    ¥psx¥sample¥sound¥simple¥sample.vh
    ¥psx¥sample¥sound¥simple¥sample.vb
    ¥psx¥sample¥sound¥basic¥fuga.seq
    .. Sample program description file
    .. Make file
    .. Main program
    .. VH (VAB attribute)
    .. VB (VAB waveform)
    .. SEQ
    Using DTL-H2000 to reproduce sound data (1) Compile the program.
    Compiling the program involves movement to the ¥psx¥sample¥sound¥simple and the
    entry of "make all". The following are the contents of makefile.mak:
    makefile.mak
    all:
    ccpsx -g -Xo$80100000 -Xm main.c -omain.cpe.main.sym.main.map
    load:
    pqbload sample.vh 80015000 pqbload
    sample.vb 80020000 pqbload
    ..¥basic¥fuga.seq 80010000


    clean:
    del *.?~ del
    *.??~ del
    *.cpe del
    *.sym del
    *.map
    Entering "make all" causes the following command to be issued in accordance with the
    description of makefile.mak.
    ccpsx -g -Xo$80100000 -Xm main.c -omain.cpe.main.sym.main.map
    Now, the program has been compiled.
    (2) Load data.
    To load data, enter "make load". The following three commands are executed in
    accordance with the description of makefile.mak.
    pqbload sample.vh 80015000 pqbload
    sample.vb 80020000 pqbload
    ..¥basic¥fuga.seq 80010000
    Each of the commands transfers sound data of sample.vh, sample.vb and fuga.seq to the
    specified address.
    (3) Use the debugger to execute the program.
    Executing the program requires that "dbugpax main/r50 /2" be entered. The debugger is
    started up, with the main program loaded to the debugger. Pressing "F-9" causes the
    program to be started up. Operate the control pad to reproduce sound.
    The current tempo, volume and status are displayed.




    Figure 3-35 Monitor Output of Sample Program


    The following are the keys on the control pad:


    "START" button:
    "SELECT" button:
    " " button: "?"
    button: "R1"
    button: "L1"
    button: " " button: "
    " button: " " button:
    " " button:


    P
    l
    a
    y

    (
    S
    t
    a
    r
    t
    s
    p
    l
    a
    y
    i
    n
    g
    .
    )
    S
    t
    o
    p

    (
    S
    t
    o
    p
    s
    p
    l
    a
    y
    i
    n
    g
    .
    )
    R
    e
    p
    l
    a
    y
    Pause
    Gradually
    increases
    the tempo.
    Gradually
    decreases
    the tempo.
    Increases
    the
    volume.
    Decreases
    the
    volume.
    Gradually decreases
    the volume to zero.
    Gradually increases
    the volume to 127.


    "SELECT" button plus "START" button: Close


    Program flow
    This paragraph briefly explains the program flow used for the sample. The items not related
    to sound are omitted.


    main.c /*
    * sample. .simple
    */
    #include <sys/types.h>
    #include <libgte.h>
    #include <libgpu.h> ~ Declares the header file of the library to be used.
    #include <libetc.h>
    #include <libsnd.h>
    short vab; ~ Declares the variable where the VAB ID is to be stored.
    short seq; ~ Declares the variable where the SEQ ID is to be stored.
    char seq_table[SS_SEQ_TABSIZ * 1 * 1];
    ~ Acquires the attribute table for SEQ to be used.
    main()
    {
    SsInit(); ~ Initializes the sound library.
    SsSetTableSize (seq_table, 1, 1);
    ~ Passes the SEQ attribute table to the library.
    SsSetTickMode(SS_NOTICK); ~ Declares the sound interrupt mode.
    vab = SsVabOpenHead ((u_char *) VAB_HADDR, -1);
    ~ Passes the VAB attribute section to the library.
    if (vab == -1) {
    printf ("SsVabOpenHead : failed ! ! !Â¥n");
    return; }
    if (SsVabTransBody ((unsigned char *)VAB_BADDR, vab) != vab) {
    ~ Starts transferring the VAB waveform section to the sound buffer.
    printf ("SsVabTransBody : failed ! ! !Â¥n");
    return; }
    SsVabTransCompleted (S S_WAIT_COMPLETED);
    ~Waits for the completion of the transfer.


    DDR, vab); ~ Passes SEQ to the library.
    ~ Sets the main volume. ~ Sets the SEQ
    volume.
    ~ Starts sound interrupt (play).
    ~ Main loop
    ~ Waits for the V blank.
    ~ Sound processing function
    ~ Closes SEQ.
    ~ Closes VAB.
    ~ Stops sound library utilization.
    ~ Terminates sound library utilization.


    }





    CHAPTER 4
    REFERENCES



    1 Sound File Format
    This section explains the following file formats.





    SEQ is the PlayStation sequence data format. The typical extension in DOS is
    ".SEQ".
    Figure 4-1 SEQ Format


    SEP
    SEP is the PlayStation multi-track sequence data format. The typical extension in DOS
    is ".SEP".
    Byte count





    Figure 4-2 SEP Format


    VAG
    VAG is the PlayStation single waveform data format. The typical extension in DOS
    is ".VAG".





    Figure 4-3 VAG Format


    VAB
    VAB is the PlayStation sound source data format. The typical extension in DOS is
    ".VAB".
    Byte count
    IDi VABpj 4
    Version 4
    VAB ID 4
    Waveform size 4
    Reserved 2
    Number of programs 2
    Number of tones 2
    VAG count 8
    Reserved 1 6x1 28
    Program attribute table 512 x applicable program
    VAG data offset table 256
    Any (Up to 516,096 bytes)
    Score data
    Figure 4-4 VAB Format


    The program attribute table has the following structure.

    Byte count
    Volume1
    Volume1
    Reserved 2 Pan pot1
    Reserved 1
    Attribute2
    Reserved8







    Figure 4-5 VAB Program Attribute Table
    The tone attribute table has the following structure.


    Priority
    Reproduction mode
    Volu me
    Pan pot
    Center note
    Fine pitch
    Low note limit
    High note limit
    Width of vibration
    Period of vibration
    Width of portamento
    Period of portamento
    Pitch bend (Upper)
    Pitch bend (Lower)
    Reserved
    ADSR
    Parent program number
    Reference VAG number
    Reserved



    Figure 4-6 VAB Tone Attribute Table


    VH
    VH is the VAB attribute table section. The typical extension in DOS is ".VH".
    Figure 4-7 VH Format
    VB
    VB is the VAB waveform data section. The typical extension in DOS is ".VB".
    Byte count




    Waveform data



    Figure 4-8 VB Format


    DA
    DA is the PlayStation CD-DA data format. The typical extension in DOS is ".DA".




    L
    R
    L
    R
    L
    R




    Figure 4-9 DA Format

    XA


    XA is the PlayStation CD-ROM XA voice
    DOS is ".XA".
    The XA format is based on the following
    RAW2XA has a sub-header.
    data format. The typical extension in
    specifications. The XA file output by

    n CD-ROM XA
    SYSTEM DESCRIPTION CD-ROM XA
    Copyright May 1991


    2
    Commands and Names of Window
    Components
    SMF2SEQ
    Upon the startup of SMF2SEQ, the following dialogue box pops up.




    Figure 4-10 SMF2SEQ Panel






    Figure 4-11 SMF2SEQ: "File" Menu
    [File] menu
    [File] - [Convert ...]
    Starts conversion from SMF into SEQ.
    Upon the selection of the [Convert ...] command, the SMF file selection dialogue box
    pops up. Specify an SMF file to be converted.

    Figure 4-12 SMF2SEF File Selection Dialogue Box
    When the [Open] button is pressed, the SEQ file name specification dialogue box pops
    up.





    Figure 4-13 SMF2SEQ: SEQ File Specification Dialogue Box
    Pressing the [Save] button starts conversion.
    [File] - [Quit]
    Terminates the SMF2SEQ application.
    AIFF2VAG
    Upon the startup of AIFF2VAG, the following dialogue box pops up.

    Figure 4-14 AIFF2VAG Panel

    Figure 4-15 AIFF2VAG: "File" Menu
    [File] menu
    [File] - [Convert ...]
    Starts conversion from AIFF into VAG.
    Upon the selection of the [Convert ...] command, the AIFF file selection dialogue box
    pops up. Specify an AIFF file to be converted.



    Cancel button
    Opening button



    Figure 4-16 AIFF2VAG: AIFF File Selection Dialogue Box
    When the [Open] button is pressed, the loop point specification dialogue box pops





    Retry button
    Figure 4-17 AIFF2VAG: Conversion Panel
    When the [Convert] button is pressed, the VAG file name specification dialogue box
    pops up.

    Figure 4-18 AIFF2VAG: VAG File Specification Dialogue Box
    Pressing the [Save] button starts conversion.


    [File] - [Quit]
    Terminates the AIFF2VAG application.

    Figure 4-19 AIFF2VAG: "Compression" Menu


    [Compression] menu:
    Specifies the type of compression.
    [Compress] - [Standard]:
    Selects a typical compression type.
    [Compress] - [High Band]:
    Selects the compression type adapted to the waveform comprising more
    high-frequency components.
    [Compress] - [Low Band]:
    Selects the compression type adapted to the waveform comprising more
    low-frequency components.
    [Compress] - [4-bit Straight]:
    Selects the type for compressing 16-bit data simply to 4-bit data.
    VAG Player
    Starting up VAG Player causes the following dialogue box to pop up.

    Figure 4-20 VAG Player Panel

    Figure 4-21 VAG Player: "File" Menu
    [File] menu
    [File] - [Select VAG ...]
    Select VAG to be reproduced.


    Upon the selection of the [Select VAG . . .] command, the VAG file selection
    dialogue box pops up. Select VAG to be reproduced.
    Cancel button
    Opening button
    Figure 4-22 VAG Player: VAG File Selection Dialogue Box
    [File] - [Quit]
    Terminates the VAG Player application.
    Dragging the VAG file to the VAG Player application icon causes the following dialogue
    box to pop up. Two or more VAG units can be dropped.





    Total cancel button (Two or Reproduction cancel button more
    VAG units are selected.)
    Figure 4-23 VAG Player: Dialogue box for dragging and dropping
    SoundDelicatessen
    When SoundDelicatessen is started up, the following dialogue box is displayed until
    the completion of setup.

    Figure 4-24 SoundDelicatessen Panel


    nnn CHAPTER 4. REFERENCES


    [File] menu
    Figure 4-25 SoundDelicatessen: "File" menu

    [File] - [NEW]
    Opens new VAB.
    Upon the selection of the [NEW] command, the following program list window
    pops up.
    Main volume (0-127)

    Tone display button
    Program number
    Volume (0-127)
    Program name
    Total capacity for
    waveform (VB)

    Total VAG count

    Upward movement by item
    Upward movement by line

    Number of tones included in
    program

    Program attribute
    (0-255)

    Program pan pot
    (0-127)

    Downward movement
    by line
    Downward movement
    by item
    Empty buffer capacity

    Figure 4-26 SoundDelicatessen: Program list window


    [File] - [Open ...]
    Opens an existing VAB file.
    [File] - [Close]
    Closes the VAB file currently edited.
    [File] - [Save ...]
    Saves the VAB file currently edited.
    [File] - [Save As ...]
    Saves the VAB file currently edited under an alias.
    [File] - [Import program ...] Loads a program unit.
    Select the [IMport program...] command and, then, a program file to be loaded. In
    response to the prompt message of the order of the program in the selected file, enter a
    number of 0 to 127, and click the [Import] button.

    Figure 4-27 SoundDelicatessen: Program Selection
    [File] - [Export program...]
    Writes a program unit.
    When using the [Export program...] command to output a program, click the tone
    display button for the program to be output, and select the [Export program...] command
    with the tone list window displayed.
    In response to the prompt message for the number of the program to be output, click the
    [Export] button if the program is correct.

    Figure 4-28 SoundDelicatessen: Program output


    [File] - [Page Setup...] Sets
    up the printer.
    Set the paper size. The paper setting dialogue box displayed may vary with the printer
    used.





    Figure 4-29 SoundDelicatessen: Print setting dialogue box
    [File] - [Print]
    Prints the attribute table (VH section).
    Clicking the [print] button with the print count set starts printing. The printer dialogue
    box displayed may vary with the printer used.

    Figure 4-30 SoundDelicatessen Printer Dialogue Box
    [File] - [Preferences...]
    Sets a printing option.
    Specify the printer font to be used.


    Program list output
    Tone list output
    VAG list output

    Printer font
    Setting button



    Figure 4-31 SoundDelicatessen: Print option dialogue box
    [File] - [Quit]
    Terminates the SoundDelicatessen application.

    Figure 4-32 SoundDelicatessen: "Edit" menu
    [Edit] menu
    [Edit] - [Cut]
    Cuts the character pointed to by the inverted cursor.
    [Edit] - [Copy]
    Copies the character pointed to be the inverted cursor.
    [Edit] - [Paste]
    Pastes the previously cut or copied character to the current cursor position.
    [Edit] - [Insert new line]
    Inserts a new program, tone or VAG into the line pointed to by the
    inverted cursor.


    [Edit] - [Copy this line]
    Copies the program or tone pointed to by the inverted cursor. For a program,
    all tones contained in it are copied.
    [Edit] - [Paste this line]
    Copies the previously copied program or tone to the line pointed to by the
    cursor. For a program, all tones contained in it are pasted.
    [Edit] - [Delete this line]
    Deletes the program or tone pointed to by the inverted cursor. For a
    program, all tones contained in it are deleted.
    [Edit] - [Top]
    Movement to the start program, tone or VAG
    [Edit] - [Top]
    Movement to the end program, tone or VAG

    Figure 4-33 SoundDelicatessen: "Windows" menu
    [Windows] menu
    [Windows] - [Show Programs]
    Displays the program list window.
    [Windows] - [Show Tones]
    Displays the tone list window.


    Figure 4-34 SoundDelicatessen: Tone list window
    Clicking the "ADSR..." button for the tone list allows tone ADSR to be set.





    Pitch bend test
    Figure 4-35 SoundDelicatessen: ADSR setting window


    nnn CHAPTER 4. REFERENCES
    [Windows] - [Show VAGs]
    Displays the VAG list window.

    VAG number
    UseThis button

    Upward movement
    by item
    Upward movement
    by line
    VAG name
    VAG waveform
    capacity
    Downward
    movement by line

    Downward
    movement by item
    New VAG cataloging

    Total waveform
    (VB) capacity


    Empty buffer capacity


    Figure 4-36 SoundDelicatessen: VAG list window
    Clicking the [<<(UseThis)] button allows the VAG file to be used in the tone list. (A
    link is applied.)
    Clicking the [append VAG] button allows new VAG to be cataloged to the end of the
    VAG list.
    [Windows] - [Show Keyboard] Displays
    the keyboard window.

    Keyboard
    Figure 4-37 SoundDelicatessen: Keyboard window


    [Windows] - [Regist new VAG...]
    Catalogs new VAG in the VAG list window.
    This command is equivalent to [append VAG] on the VAG list window.







    Figure 4-38 SoundDelicatessen: "SoundBoard" menu
    [SoundBoard] menu
    [SoundBoard] - [MAC -> SPU]
    Transfers the VB (waveform data) section of cataloged VAG to the sound
    board.
    [SoundBoard] - [MIDI] Sets MIDI.
    With Apple MIDI Manager and MIDI Driver installed correctly, MIDI is connected
    automatically and this item is checked. Use this function to temporarily disconnect MIDI.
    [SoundBoard] - [All Note Off]
    Forcibly stops sound production from the sound board.
    When the sequence is suspended or if the low release rate (ADSR RR) for the loop
    sound source has been set, sound may be left. Use this function for muting.


    [SoundBoard] - [Select SEQ...]
    [SoundBoard] - [Play]
    [SoundBoard] - [Pause]
    [SoundBoard] - [Stop]
    [SoundBoard] - [Crescendo]
    [SoundBoard] - [Decrescendo]
    [SoundBoard] - [Accelerando]
    [SoundBoard] - [Ritardando]
    The above commands are used to operate SEQ.


    * The PlayStation sound board is not equipped with the PlayStation CPU. Thus, SEQ is
    reproduced at different timing than the actual device. Use the MIDI sequence to check the
    sequence.

    Figure 4-39 SoundDelicatessen: "DSP" menu
    [DSP] menu
    [DSP] - [Depth]
    This is a sub-menu for setting reverb depth (reverb volume).
    [DSP] - [Feed Back]
    This is a sub-menu for setting the feedback amount of reverb.
    * The [Feed Back] command can be set, only when the "Echo" type reverb is used


    [DSP] - [Delay Time]
    This is a sub-menu for setting reverb delay.
    * The [Feed Back] command can be set, only when the reverb of the "Echo" or "Delay"
    type is used.
    The following are specifications of each reverb type:

    Type
    Work size (bytes)
    Effect
    Room
    9,920
    Small room

    Studio A9,000
    Studio (Small)
    Studio B
    1 8,496
    Studio (Medium)

    Studio
    C28,640Stu
    dio
    (Large)
    Hall
    44,512Hall


    Space63,16
    8Universal
    space

    Echo98,3
    68Echo


    Delay98,3
    68Delay

    Pipe
    7,072
    In a metal pipe

    Table 4-1 Reverb Type
    RAW2DA
    Upon the startup of RAW2DA, the following dialogue box pops up.

    Figure 4.40 RAW2A Panel

    Figure 4-41 RAW2DA: "File" menu


    [File] menu
    [File] - [Convert...]
    Selects a RAW file to be selected and starts conversion.
    Like the SoundDelicatessen II format (44.1 kHz, stereophonic), the RAW file contains
    16-bit straight PCM data in the order of L, R, L and R.



    [File] - [Quit]
    Terminates the RAW2DA application.





    Figure 4-42 RAW2DA: "OutputMode" menu
    [OutputMode] menu
    [OutputMode] - [Auto]
    [OutputMode] - [Interactive]
    Sets conversion in the automatic or interactive mode.
    Upon the selection of more than one RAW file through dragging and dropping, the
    prompt message for an output file name is displayed for each file. Conversion with an
    extension of ".DA" appended can be selected automatically.
    RAW2XA
    Upon the startup of RAW2XA, the following dialogue box pops up.

    Figure 4-43 RAW2XA Panel



    Figure 4-44 RAW2XA: "File" menu
    [File] menu
    [File] - [Convert...]
    Selects a RAW file to be converted and starts conversion.
    Like the SoundDesigner II format (44.1 kHz, stereophonic), the RAW file contains 16-bit
    straight PCM data in the order of L, R, L and R.
    [File] - [Quit]
    Terminates the RAW2XA application.

    Figure 4-45 RAW2XA: "Format" menu
    [Format] menu
    [Format] - [37.8 kHz - stereo]
    [Format] - [37.8 kHz - mono]
    [Format] - [18.9 kHz - stereo]
    [Format] - [18.9 kHz - mono]
    Specify the mode for a file to be converted.
    RAW2XA does not convert the sampling frequency, and stereophonic sound to
    monophonic sound and vice versa. Thus, develop RAW data adapted to the format in
    advance.

    Figure 4-46 RAW2XA: "OutputMode" menu


    [OutputMode] menu
    [OutputMode] - [Auto]
    [OutputMode] - [Interactive]
    Sets conversion in the automatic or interactive mode.

    Upon the selection of more than one RAW file through dragging and dropping, the
    prompt message for an output file name is displayed for each file. Conversion with an
    extension of ".DA" appended can be selected automatically.


    3 Supporting MIDI in Sound Library
    Setting VAB attribute data by Control Change
    NRPN data is so defined that NRPN for MIDI standard Control Change can be used to
    set VAB attribute data.
    Operation
    Sequentially sending bnH 99 data1 (NRPN MSB), bnH 98 data2 (NRPN LSB), and bnH 06
    data3 (Data Entry) when using the sequence to create an SMF file enables VAB attribute data to
    be set.
    Given below is a description of data 1, data2 and data3.
    The tone number ranges from 0 to 15. When changing attributes for all tones, set a number of
    16.
    Because of hardware specifications, however, only one set of such factors as reverb depth
    can be set by SPIU. The reverb type, depth and the feedback amount cannot be set for each
    channel for tones and MIDI.
    The reverb can be turned on and off only for each voice.
    This setting requires that the reverb switch on the ADSR setting screen for
    SoundDelicatessen be checked. 'Mode' for NRPN can be used to change setting in real time
    from the MIDI sequence.


    ATTRIBUTEdata1(CC
    99)

    data2(CC98)
    data3(CC06)
    PriorityTone

    Number0
    0' 15
    ModeV

    10'
    4 (*)
    Limit low
    V

    20'
    127
    Limit high
    V

    3V
    ADSR (AR-L)
    V


    4V
    ADSR (AR-E)
    V


    5V
    ADSR (DR)
    V


    6V
    ADSR (SL)V


    7V
    -V
    A DSR(SRL)



    8V
    ADSR (SR-E)
    V


    9V
    ADSR (RR-L)
    V

    10
    V
    ADSR (RR-E)V

    11
    V
    ADSR (SR-+- )
    V
    1265'
    0' 64F +
    127F -
    VibratetimeV


    130'
    255
    Portamento depth
    V
    140'
    127
    Reverb type

    1615
    0'
    9 (**)
    Reverb depth

    1616
    0'
    127
    Echofeed back

    1617V

    Echodelay time

    1618V

    Delaydelay time

    1619V

    Vibrate
    depthTone

    Numbe
    r210'
    127
    Portamento time
    V
    22
    0' 255



    (*) Mode Type
    Number
    Mode

    0
    Off

    1Vibrate

    2Portame
    nto

    31
    & 2
    4
    Reverb



    (**) Reverb Type

    Numbe
    rMode

    0
    Off
    1
    Room

    2StudioA

    3StudioB

    4StudioC

    5Hall

    6Space

    7Echo

    8Delay
    9
    Pipe
    Repeated setting in music by Control Change
    A music part repetition function has been implemented by NRPN data. Repetition
    symbol "||:" serves for Loop1, while ":||" serves for Loop2. The function can be used in a
    music piece as many times as you desire. A nest of (Loop 1 ...(Loop1'...Loop2') ...Loop2)
    for repetition cannot be used.
    ATTRIBUTEdata
    1
    (CC99)da
    ta2
    (CC06)

    Loop1
    (start)
    200'
    127 (Æ’ )
    Loop2
    (end)
    30


    (***) For endless repetition, set a value of 127(0x7f).


    Note 1:
    For some sequencers, input even in proper order may result in invalid data
    disordered during conversion into SMF if the data has been set under the
    same delay time. Avoid setting the same delay time. For VAB attribute data
    setting, values become valid from key-on immediately after the loading of
    entered data.


    Note 2:
    In the past, Loop1 settings are CC99 and CC98. Now, they are CC99 and
    CC06. Because SMF where data has been created under CC99 and CC98 is
    covered, however, data need not be modified.
    Marking function Supported by Control Change

    A function for marking a position of music has been implemented by NRPN data. In
    the library, functions invoked when this mark is detected are supported. The following
    gives the marking format.
    ATTRIBUTEdat
    a1

    (CC99)data2
    (CC06)
    Mark
    40
    Value of 0 to 127 (Passed
    to the callback function)
     
  2. Alchy

    Alchy Illustrious Member

    Joined:
    Apr 6, 2004
    Messages:
    6,216
    Likes Received:
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    This is great stuff assembler, thanks a lot.
     
  3. Nihonfreak

    Nihonfreak Active Member

    Joined:
    Aug 11, 2007
    Messages:
    49
    Likes Received:
    0
    Hey Assembler, do you have the PDF files?
     
  4. asm2psx

    asm2psx Member

    Joined:
    May 24, 2013
    Messages:
    7
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    0
    Pardon me for raping the graveyard thread...
    Maybe a few years later someone has dumped the hardcopy of these docs?
     
  5. Shad0w

    Shad0w Member

    Joined:
    Aug 9, 2013
    Messages:
    20
    Likes Received:
    4
    If you're going to read the documents, at least do it properly :)

    http://www.psxdev.net/downloads.html

    DTL-S2003 Release 2.3 for Runtime Library 4.3 | 08/SEP/98 -> \DEVREFS\SOUND20.PDF
    DTL-S2003 Release 2.1 for Runtime Library 4.1 | 10/DEC/97 -> \DEVREFS\SOUND20.PDF
    DTL-S2003 Release 1.8 for Runtime Library 3.6 | 12/DEC/96 -> \DEVREFS\SOUND.PDF
     
    Last edited: Sep 14, 2015

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