General Midi Specifications

Total Page:16

File Type:pdf, Size:1020Kb

General Midi Specifications General MIDI 11/5/03 8:28 AM GENERAL MIDI Not everyone becomes involved with MIDI and electronic instruments because they want to create all kinds of new sounds. Some of us are just musicians who want a palette of good sounds with which to compose and perform. A need arose in the computer world for better sounds in games and multimedia. Those needs were recognized, and a new part of the MIDI standard was born. Welcome to General MIDI. No, not a high ranking musical military officer, General MIDI (GM) is an unusual part of the MIDI specification called a recommended practice. It isn't a MIDI message or command. Instead, it is a description of a class of musical instruments that all share a consistent set of feature and capabilities. This means that music created for playback on a GM instrument will sound musically consistent on any GM instrument. A typical MIDI system is very personalized. You choose the instruments you want to use and the sounds that are in each instrument. Manufacturers developing new synthesizers are free to put any kind of sounds in teh machine as they wish, in any order. Sequences you record in your studio with your equipment will not automatically fit into other MIDI systems. You will need to put some amount of effort in to redirecting channels and changing pitch change messages to fit the new gear you are using. SPECIFICATIONS All of this extra noodling disappears with GM. Any instrument that bears the mighty GM logo must adhere to a predetermined list of feature and patch assignments. They include: http://www.mtsu.edu/~dsmitche/rim419/midi/HTMLs/GENMID~3.HTM#anchor%20intro Page 1 of 5 General MIDI 11/5/03 8:28 AM 24 voices of polyphony in order to play back very full arrangements Respond to all 16 MIDI channels Each channel can access any number of voices (dynamic voice allocation) Each channel can play a different timbre A full set of percussion instruments is available on Channel 10 All percussion instruments are mapped to specific MIDI note numbers A minimum of 128 presets available as MIDI Program numbers All sounds are available on all MIDI channels (except 10, which is for percussion) All GM instruments and percussion respond to Note On velocity Middle C is always note number 60 All GM instruments can respond to these MIDI Controllers: 1 Modulation 7 Volume 10 Pan 11 Expression 64 Sustain Pedal 121 Reset All Controllers 123 All Notes Off GM instruments respond to all Registered Parameters: 0 Pitch Bend Sensitivity 1 Fine Tuning 2 Coarse Tuning GM instruments all respond to these additional MIDI messages: Channel Pressure (Aftertouch) Pitch Bend (with a default of two semitones) http://www.mtsu.edu/~dsmitche/rim419/midi/HTMLs/GENMID~3.HTM#anchor%20intro Page 2 of 5 General MIDI 11/5/03 8:28 AM INSTRUMENTS Perhaps most importantly, GM doesn't leave the order of the patches in a synthesizer's memory to chance. At the heart of the GM system is the GM Sound Set. It specifies the exact sound, by name, for each of the 128 sound in the synthesizer. For example, Patch #1 must always be an acoustic grand piano on all channels (except 10 which is reserved for drums and percussion) on all GM instruments. All other patch locations are also organized to conform to the GM Sound Set. The patches are arranged into 16 "families" of instruments, with each family containing 8 instruments. For example, there is a Reed family. Among the 8 instruments within the Reed family, you will find Saxophone, Oboe, and Clarinet. GENERAL MIDI SOUND SET PIANO BASS REED SYNTH EFFECTS 1. Acoustic Grand Piano 33. Acoustic Bass 65. Soprano Sax 97. FX 1 (rain) 2. Bright Acoustic Piano 34. Electric Bass (finger) 66. Alto Sax 98. FX 2 (soundtrack) 3. Electric Grand Piano 35. Electric Bass (pick) 67. Tenor Sax 99. FX 3 (crystal) 4. Honky-tonk Piano 36. Fretless Bass 68. Baritone Sax 100. FX 4 (atmosphere) 5. Electric Piano 1 37. Slap Bass 1 69. Oboe 101. FX 5 (brightness) 6. Electric Piano 2 38. Slap Bass 2 70. English Horn 102. FX 6 (goblins) 7. Harpsichord 39. Synth Bass 1 71. Bassoon 103. FX 7 (echoes) 8. Clavi 40. Synth Bass 2 72. Clarinet 104. FX 8 (sci-fi) CHROMATIC STRINGS PIPE ETHNIC PERC. 9. Celesta 41. Violin 73. Piccolo 105. Sitar 10. Glockenspiel 42. Viola 74. Flute 106. Banjo 11. Music Box 43. Cello 75. Recorder 107. Shamisen 12. Vibraphone 44. Contrabass 76. Pan Flute 108. Koto 13. Marimba 45. Tremelo Strings 77. Blown Bottle 109. Kalimba 14. Xylophone 46. Pizzicato Strings 78. Shakuhachi 110. Bag Pipe 15. Tubular Bells 47. Orchestral Harp 79. Whistle 111. Fiddle 16. Dulcimer 48. Timpani 80. Ocarina 112. Shanai ORGAN ENSEMBLE SYNTH LEAD PERCUSSIVE 17. Drawbar Organ 49. String Ensemble 81. Lead 1 (square) 113. Tinkle Bell 18. Percussive Organ 50. String Ensemble 82. Lead 2 (sawtooth) 114. Agogo 19. Rock Organ 51. SynthStrings 1 83. Lead 3 (calliope) 115. Steel Drums 20. Church Organ 52. SynthStrings 2 84. Lead 4 (chiff) 116. Woodblock 21. Reed Organ 53. Choir Aahs 85. Lead 5 (charang) 117. Taiko Drum 22. Accordian 54. Voice Oohs 86. Lead 6 (voice) 118. Melodic Tom 23. Harmonica 55. Synth Voice 87. Lead 7 (fifths) 119. Synth Drum 24. Tango Accordian 56. Orchestra Hit 88. Lead 8 (bass + lead) 120. Reverse Cymbal GUITAR BRASS SYNTH PAD SOUND EFFECTS 25. Acoustic Guitar (nylon) 57. Trumpet 89. Pad 1 (new age) 121. Guitar Fret Noise 26. Acoustic Guitar (steel) 58. Trombone 90. Pad 2 (warm) 122. Breath Noise http://www.mtsu.edu/~dsmitche/rim419/midi/HTMLs/GENMID~3.HTM#anchor%20intro Page 3 of 5 General MIDI 11/5/03 8:28 AM 27. Electric Guitar (jazz) 59. Tuba 91. Pad 3 (polysynth) 123. Seashore 28. Electric Guitar (clean) 60. Muted Trumpet 92. Pad 4 (choir) 124. Bird Tweet 29. Electric Guitar (muted) 61. French Horn 93. Pad 5 (bowed) 125. Telephone Ring 30. Overdriven Guitar 62. Brass Section 94. Pad 6 (metallic) 126. Helicopter 31. Distortion Guitar 63. SynthBrass 1 95. Pad 7 (halo) 127. Applause 32. Guitar Harmonics 64. SynthBrass 2 96. Pad 8 (sweep) 128. Gunshot GENERAL MIDI PERCUSSION SET 51. Ride Cymbal 1 35. Acoustic Bass Drum 52. Chinese Cymbal 67. High Agogo 36. Bass Drum 1 53. Ride Bell 68. Low Agogo 37. Side Stick 54. Tambourine 69. Cabasa 38. Acoustic Snare 55. Splash Cymbal 70. Maracas 39. Hand Clap 56. Cowbell 71. Short Whistle 40. Electric Snare 57. Crash Cymbal 2 72. Long Whistle 41. Low Floor Tom 58. Vibraslap 73. Short Guiro 42. Closed Hi-Hat 59. Ride Cymbal 2 74. Long Guiro 43. High Floor Tom 60. Hi Bongo 75. Claves 44. Pedal Hi-Hat 61. Low Bongo 76. Hi Wood Block 45. Low Tom 62. Mute Hi Conga 77. Low Wood Block 46. Open Hi-Hat 63. Open Hi Conga 78. Mute Cuica 47. Low-Mid Tom 64. Low Conga 79. Open Cuica 48. Hi Mid Tom 65. High Timbale 80. Mute Triangle 49. Crash Cymbal 1 66. Low Timbale 81. Open Triangle 50. High Tom Quicktime Files of some General MIDI samples MIDI AND THE COMPUTER Perhaps the most exciting field where GM has had an impact is with personal computers. The market for computer soundcards (a special electronic card that fits into an internal slot in a computer) has become enormous, primarily for video game sound enhancement. These cards provide sound capabilities far beyond what is built into most standard PCs. In order for game designers to take advantage of better sounds for http://www.mtsu.edu/~dsmitche/rim419/midi/HTMLs/GENMID~3.HTM#anchor%20intro Page 4 of 5 General MIDI 11/5/03 8:28 AM their scores, they must know exactly what card the game will use. The industry standard in the IBM world has been the SoundBlaster series form Creative Labs for many years. The original was a simple, 11 voice synthesizer with relatively crude sound quality and basic sample playback for sound effects. The newer SoundBlaster versions come with many more voices and much better sound quality. Virtually every video game for the IBM PC supports these cards for enhanced sound capabilities. With the introduction of GM, computer-game software companies recognized that the far superior sound quality and musical sophistication of these instruments were a much desired upgrade from the current crop of relatively simple sound cards. GM-compatible synthesizer cards that plug inside a PC are available from several companies. Many games offer the option of either SoundBlaster or General MIDI. Of course, while the music and sound effects for games using the SoundBlaster will work with only that one card, games using GM can use any GM synthesizer. Creative Labs released a GM add-on for the SoundBlaster called the WaveBlaster. While some multimedia systems rely only on digitally recorded sound from disk, MIDI sequences sent to a GM synthesizer module have become an attractive alternative for some software makers. Recording to hard disks takes up a huge amount of space, while even a very complex MIDI sequence takes up very little space and still sounds great. The use of GM-compatible MIDI sequences and the proper hardware can allow for hours instead of minutes of music on a small disk. MIDI can also be used to supplement audio recordings in a multimedia presentation. http://www.mtsu.edu/~dsmitche/rim419/midi/HTMLs/GENMID~3.HTM#anchor%20intro Page 5 of 5.
Recommended publications
  • General MIDI 2 February 6, 2007
    General MIDI 2 February 6, 2007 Version 1.2a Including PAN Formula, MIDI Tuning Changes and Mod Depth Range Recommendation Published By: The MIDI Manufacturers Association Los Angeles, CA PREFACE Abstract: General MIDI 2 is a group of extensions made to General MIDI (Level 1) allowing for expanded standardized control of MIDI devices. This increased functionality includes extended sounds sets and additional performance and control parameters. New MIDI Messages: Numerous new MIDI messages were defined specifically to support the desired performance features of General MIDI 2. The message syntax and details are published in the Complete MIDI 1.0 Detailed Specification version 1999 (and later): MIDI Tuning Bank/Dump Extensions (C/A-020) Scale/Octave Tuning (C/A-021) Controller Destination Setting (C/A-022) Key-Based Instrument Controll SysEx Messages (C/A-023) Global Parameter Control SysEx Message (C/A-024) Master Fine/Course Tuning SysEx Messages (C/A-025) Modulation Depth Range RPN (C/A-026) General MIDI 2 Message: Universal Non-Realtime System Exclusive sub-ID #2 under General MIDI sub-ID #1 is reserved for General MIDI 2 system messages (see page 21 herein). Changes from version 1.0 to version 1.1: o Section 3.3.5: changed PAN formula per RP-036 o Section 4.7: Added new recommendations per RP-037 Changes from version 1.1 to version 1.2: o Section 3.4.4: added recommendation for Mod Depth Range Response per RP-045 o V 1.2a is reformatted for PDF distribution General MIDI 2 Specification (Recommended Practice) RP-024 (incorporating changes per RP-036, RP-037, and RP-045) Copyright ©1999, 2003, and 2007 MIDI Manufacturers Association Incorporated ALL RIGHTS RESERVED.
    [Show full text]
  • Creative® Sound Blaster® Audiopci TM
    ® ® TM Creative Sound Blaster AudioPCI 128 MODEL CT5801 Creative’s Industry-Standard 1373-Based Sound Card Delivers High Quality Digital Audio The model CT5801 Sound Blaster® AudioPCITM 128 for Hewlett-Packard, is an outstanding sound card solution that delivers excellent audio quality and features at an affordable price. The Sound Blaster AudioPCI 128 is driven by Creative’s industry-standard ES1373 DSP engine, coupled with AC97 version 2.1 CODEC, providing the next generation of audio performance while maintaining full Sound Blaster 16 legacy compatibility. Audio - Primary Features The Sound Blaster AudioPCI 128 is a complete digital audio recording and playback system, capable of 16- bit/48KHz fidelity. The Sound Blaster AudioPCI 128 delivers 128-voice polyphony for wavetable audio, real- time DSP effects including reverb, chorus and spatialization, plus real-time bass and treble equalization control. In addition, the Sound Blaster AudioPCI 128 supports 3D Positional Audio, Microsoft’s DirectSound, DirectSound 3D, Environmental Audio Extensions (EAX) for DirectSound3D, and support for the Aureal A3D API, which allows applications written to the A3D API to run on the Sound Blaster AudioPCI 128. A stereo 2w/channel amplifier is also included. Compatibility The Sound Blaster AudioPCI 128 is fully Plug and Play compliant for ease of use in either genuine DOS, DOS Box, Windows Millenium, Windows 95/98/98SE, Windows NT, and Windows 2000 applications, and is fully Sound Blaster 16 compatible in MS-DOS utilizing a patented method of Sound Blaster emulation developed by Creative. In addition, the AudioPCI 128 offers full General MIDI capability, and also supports Microsoft’s PC98, PC99, and Multimedia PC Level II and III specifications.
    [Show full text]
  • Foundations for Music-Based Games
    Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games.
    [Show full text]
  • MP7SE Owner's Manual
    Introduction Main Operation EDIT Menu STORE Button & SETUPs Owner’s Manual Recorder USB Menu SYSTEM Menu Appendix Thank you for purchasing this Kawai MP7SE stage piano. This owner’s manual contains important information regarding the instrument’s usage and operation. Please read all chapters carefully, keeping this manual handy for future reference. About this Owner’s Manual Before attempting to play this instrument, please read the Introduction chapter from page 10 of this owner’s manual. This chapter provides a brief explanation of each section of the MP7SE’s control panel, an overview of its various jacks and connectors, and details how the components of the instrument’s sound are structured. The Main Operation chapter (page 20) provides an overview of the instrument’s most commonly used functions, beginning with turning zones on and off, adjusting their volume, and selecting sounds. Later on, this chapter introduces basic sound adjustment using the four control knobs, before examining how reverb, EFX, and amp simulation can all be applied to dramatically change the character of the selected sound. Next, the MP7SE’s authentic Tonewheel Organ mode is outlined, explaining how to adjust drawbar positions using zone faders and control knobs, and change the organ’s percussion characteristics. The chapter closes with an explanation of the instrument’s global EQ and transpose functions. The EDIT Menu chapter (page 38) lists all available INT mode and EXT mode parameters by category for convenient reference. The STORE Button & SETUP Menus chapter (page 64) outlines storing customised sounds, capturing the entire panel configuration as a SETUP, then recalling different SETUPs from the MP7SE’s internal memory.
    [Show full text]
  • Ohjelmallinen Audion Generointi
    Cecilia Matilainen OHJELMALLINEN AUDION GENEROINTI Tradenomi Tietojenkäsittely Syksy 2015 TIIVISTELMÄ Tekijä: Cecilia Matilainen Työn nimi: Ohjelmallinen audion generointi Koulutusala: Luonnontieteiden ala, tradenomikoulutus Asiasanat: pelit, peliäänet, audio, peliohjelmointi, äänisynteesi, digitaalinen ääni, digitaaliset signaalit Tässä opinnäytetyössä esitellään vaihtoehtoinen tapa tuottaa pelin audiosisältö eli äänisynteesin käyttäminen äänitiedostojen sijasta. Äänisynteesi on analogisessa muodossaan ollut ainoa tapa tuottaa peliaudiota menneinä vuosikymmeninä. Kun muistia oli erittäin vähän, sisälsivät kotikonsolit ja kolikkopelit rautatasolla äänipiirin, joka huolehti äänisynteesistä ohjelmakoodissa annettujen komentojen mukaisesti. Nykyään kovalevytilan ja keskusmuistin suuri määrä mahdollistavat esiäänitettyjen äänitiedostojen käyttämisen peleissä. Toisaalta, digitaalisten äänitiedostojen koko on edelleen suuri. Prosessorit taas ovat kehittyneet niin tehokkaiksi, että reaaliaikaisen digitaalisen äänisynteesin mahdollisuudet ovat suuremmat kuin koskaan aikaisemmin. Äänisynteesillä pystytään, toteutuksen laadusta riippuen, jopa korvaamaan äänitiedostojen käyttö. Tämän uuden mahdollisuuden haluaa opinnäytetyö nostaa tietoisuuteen. Tutkielmaa voi ehkä pitää jopa haasteena tai provokaationa uuden (vai pitäisikö sanoa unohdetun) taidelajin harjoittamiseen: kuinka hyvä musiikkikappale tai mehukas ääniefekti voidaan aikaansaada pelkästään ohjelmakoodia käyttäen? Tutkielman aihe syntyi sitä kautta, että siinä yhdistyy ohjelmointi, retropelien
    [Show full text]
  • Scoring Percussion and Drum Set Parts in Sibelius Tom Rudolph, Presenter Email: [email protected] Website
    Scoring Percussion and Drum Set Parts in Sibelius Tom Rudolph, presenter Email: [email protected] Website: www.tomrudolph.com The PAS Standard Sibelius uses the Percussive Arts Society (PAS) standard for drum set notation. There are three basic rules for this style of notation: About Drum Maps • Sibelius uses percussion maps or drum maps that assign sounds and percussion notation to specific lines and spaces. • There are many different drum maps in Sibelius and the sounds and noteheads are frequently assigned differently in each map. • Sibelius gives you two options when entering into percussion staves with a MIDI keyboard. You can play the MIDI drum pitch or play the staff notes to which the percussion sound is assigned. I find playing the MIDI note on a MIDI keyboard to be the most efficient entry method and it usually requires the least amount of editing. First, you must tell Sibelius which entry method you are going to use. 1. Select Preferences: a. Mac: Select Sibelius > Preferences > Note Input. b. Win: Select File > Preferences > Note Input. 2. Under Percussion staves, check “The MIDI Device’s drum map.” 3. Click OK to close the Preferences window Below is a partial list of the standard General MIDI percussion map note assignments. You can download the complete file from www.sibeliusbook.com in the Downloads page: 1. Open the sample file: DrumNotation.sib. 2. Select the percussion staff. 3. Press Esc to clear the selection. 4. Play the notes on your MIDI keyboard. You should hear the corresponding drum sound as the notes are played.
    [Show full text]
  • General MIDI Patch List
    General MIDI Patches This chart shows the names of all 128 GM Instruments, and the MIDI Program Change numbers which select those Instruments. Prog# Instrument Prog# Instrument PIANO CHROMATIC PERCUSSION 1 Acoustic Grand 9 Celesta 2 Bright Acoustic 10 Glockenspiel 3 Electric Grand 11 Music Box 4 Honky-Tonk 12 Vibraphone 5 Electric Piano 1 13 Marimba 6 Electric Piano 2 14 Xylophone 7 Harpsichord 15 Tubular Bells 8 Clavinet 16 Dulcimer ORGAN GUITAR 17 Drawbar Organ 25 Nylon String Guitar 18 Percussive Organ 26 Steel String Guitar 19 Rock Organ 27 Electric Jazz Guitar 20 Church Organ 28 Electric Clean Guitar 21 Reed Organ 29 Electric Muted Guitar 22 Accordion 30 Overdriven Guitar 23 Harmonica 31 Distortion Guitar 24 Tango Accordion 32 Guitar Harmonics BASS SOLO STRINGS 33 Acoustic Bass 41 Violin 34 Electric Bass(finger) 42 Viola 35 Electric Bass(pick) 43 Cello 36 Fretless Bass 44 Contrabass 37 Slap Bass 1 45 Tremolo Strings 38 Slap Bass 2 46 Pizzicato Strings 39 Synth Bass 1 47 Orchestral Strings 40 Synth Bass 2 48 Timpani ENSEMBLE BRASS 49 String Ensemble 1 57 Trumpet 50 String Ensemble 2 58 Trombone 51 SynthStrings 1 59 Tuba 52 SynthStrings 2 60 Muted Trumpet 53 Choir Aahs 61 French Horn 54 Voice Oohs 62 Brass Section 55 Synth Voice 63 SynthBrass 1 56 Orchestra Hit 64 SynthBrass 2 REED PIPE 65 Soprano Sax 73 Piccolo 66 Alto Sax 74 Flute 67 Tenor Sax 75 Recorder 68 Baritone Sax 76 Pan Flute 69 Oboe 77 Blown Bottle 70 English Horn 78 Skakuhachi 71 Bassoon 79 Whistle 72 Clarinet 80 Ocarina SYNTH LEAD SYNTH PAD 81 Lead 1 (square) 89 Pad 1 (new
    [Show full text]
  • Aspectos Funcionais Da Trilha Sonora Para Videogame No Gênero Rpg: Um Estudo Do Jogo Final Fantasy Vii
    UNIVERSIDADE DO ESTADO DO AMAZONAS ASPECTOS FUNCIONAIS DA TRILHA SONORA PARA VIDEOGAME NO GÊNERO RPG: UM ESTUDO DO JOGO FINAL FANTASY VII DAVID MICHAEL MIN YOUNG AN MANAUS – AM 2018 DAVID MICHAEL MIN YOUNG AN ASPECTOS FUNCIONAIS DA TRILHA SONORA PARA VIDEOGAME NO GÊNERO RPG: UM ESTUDO JOGO FINAL FANTASY VII Trabalho de Conclusão de Curso apresentado à Universidade do Estado do Amazonas como requisito parcial à obtenção do título de Bacharel em Música com habilitação em Piano. Orientador: Prof. Dr. Gabriel Neves Coelho MANAUS – AM 2018 DAVID MICHAEL MIN YOUNG AN ASPECTOS FUNCIONAIS DA TRILHA SONORA PARA VIDEOGAME NO GÊNERO RPG: UM ESTUDO DO JOGO FINAL FANTASY VII Trabalho de Conclusão de Curso apresentado à Universidade do Estado do Amazonas como requisito parcial à obtenção do título de Bacharel em Música com habilitação em Piano. Orientador: Prof. Dr. Gabriel Neves Coelho COMISSÃO EXAMINADORA _______________________________________ Prof. Dr. Gabriel Neves Coelho Orientador ______________________________________ Prof. Mc. Gabriel de Sousa Lima _____________________________________ Prof. Mc. Fabiano Cardoso de Oliveira Manaus, Novembro de 2018. RESUMO Este trabalho procura investigar os diferentes aspectos funcionais da trilha sonora para jogos de videogame do gênero RPG, tendo como objeto de estudo o jogo Final Fantasy VII. Em um primeiro momento, busca elucidar, através de um panorama histórico, o desenvolvimento estético da música para videogame, focando na transformação do som e da música ao longo dos anos e tendo como fio condutor os limites impostos pela tecnologia. Após isto, baseado no conceito central de imersão, explora algumas das diferentes funções da música nos jogos de RPG, identificando as principais técnicas composicionais utilizadas pelos compositores Por fim, analisa-se alguns dos diferentes elementos funcionais da trilha sonora do jogo Final Fantasy VII.
    [Show full text]
  • Contents: Sound Blaster Live! Value Sound Card User's Guide
    Contents: Sound Blaster Live! Value Sound Card User's Guide Sound Blaster Live! Value Sound Card User's Guide Safety Instructions Introduction Setup Using the Sound Card Software Troubleshooting Specifications Internal Connectors Regulatory Information in this document is subject to change without notice. © 1998-2000 Creative Technology Ltd. All rights reserved. Trademarks used in this text: Sound Blaster and Blaster are registered trademarks, and the Sound Blaster Live! logo, the Sound Blaster PCI logo, EMU10K1, E-mu Environmental Modeling, Environmental Audio, Creative Multi Speaker Surround, and DynaRAM are trademarks of Creative Technology Ltd. in the United States and/or other countries. E-Mu and SoundFont are registered trademarks of E-mu Systems, Inc. Microsoft, Windows, and Windows NT are registered trademarks of Microsoft Corporation. Other trademarks and trade names may be used in this document to refer to either the entities claiming the marks and names or their products. Creative Technology Ltd. disclaims any proprietary interest in trademarks and trade names other than its own. This product is covered by one or more of the following U.S. patents: 4,506,579; 4,699,038; 4,987,600; 5,013,105; 5,072,645; 5,111,727; 5,144,676; 5,170,369; 5,248,845; 5,298,671; 5,303,309; 5,317,104; 5,342,990; 5,430,244; 5,524,074; 5,698,803; 5,698,807; 5,748,747; 5,763,800; 5,790,837. Version 1.00 July 2000 file:///C|/Terrys/index.htm [1/2/2001 1:47:24 PM] Using the Sound Card: Sound Blaster Live! Value Sound Card User's Guide Back to Contents Page
    [Show full text]
  • SAM2695 Datasheet
    SAM2695 LOW POWER SINGLE CHIP SYNTHESIZER WITH EFFECTS AND BUILT-IN CODEC Single chip all-in-one design. o MIDI control processor, serial and parallel interface o Synthesis, General MIDI wavetable implementation o General MIDI compatible effects: reverb + chorus o Spatial Effect o 4-band stereo equalizer o Stereo DAC. DR: 86dB typ, THD+N: -75dB typ o Mike input. DR: 86dB typ, THD+N: -75dB typ o Mike echo State of the art synthesis for best quality/price products o 64-voice polyphony (without effects) o 38-voice polyphony + effects o On-chip CleanWave™ wavetable data, firmware, RAM delay lines Audio stereo line output. Typical applications: battery operated musical keyboards, portable phones, karaokes. QFN48 (6 x 6mm) package: small footprint, small pin count Low power o 18 mA typ Operating / 17 µA typ Power down o Single 3.3V power supply Audio MIDI IN SAM2695 Out Parallel MIDI Typical hardware configuration Cited trademarks belong to their respective owners, General MIDI logo under license of MIDI Manufacturers Association © 2013-2014 DREAM S.A.S. FRANCE - All rights reserved SAM2695 1- PIN DESCRIPTION 1-1- PINS BY FUNCTION – 48-lead QFN Package - 5VT indicates a 5 volt tolerant Input or I/O pin. - DR4, DR8 indicates driving capability at VOL, VOH (see § 4- D.C. CHARACTERISTICS) Power supply group Pin name Pin # Type Description GND 9, 13, 18, 25, PWR DIGITAL GROUND 36, 45, 48 All pins should be connected to a ground plane GND exposed die PWR DIGITAL GROUND pad Ground supply; down bonded to the exposed die pad (heatsink).
    [Show full text]
  • General MIDI Patch Map
    General MIDI Patch Map 1-8 PIANO 9-16 CHROMATIC PERCUSSION 17-24 ORGAN 1 Acoustic Grand 9 Celesta 17 Drawbar Organ 2 Bright Acoustic 10 Glockenspiel 18 Percussive Organ 3 Electric Grand 11 Music Box 19 Rock Organ 4 Honky-Tonk 12 Vibraphone 20 Church Organ 5 Electric Piano 1 13 Marimba 21 Reed Organ 6 Electric Piano 2 14 Xylophone 22 Accordion 7 Harpsichord 15 Tubular Bells 23 Harmonica 8 Clavinet 16 Dulcimer 24 Tango Accordion 49-56 ENSEMBLE 57-64 BRASS 65-72 REED 49 String Ensemble 1 57 Trumpet 65 Soprano Sax 50 String Ensemble 2 58 Trombone 66 Alto Sax 51 Synth Strings 1 59 Tuba 67 Tenor Sax 52 Synth Strings 2 60 Muted Trumpet 68 Baritone Sax 53 Choir Aahs 61 French Horn 69 Oboe 54 Voice Oohs 62 Brass Section 70 English Horn 55 Synth Voice 63 Synth Brass 1 71 Bassoon 56 Orchestra Hit 64 Synth Brass 2 72 Clarinet 97-104 SYNTH EFFECTS 105-112 ETHNIC 113-120 PERCUSSIVE 97 FX 1 (rain) 105 Sitar 113 Tinkle Bell 98 FX 2 (soundtrack) 106 Banjo 114 Agogo 99 FX 3 (crystal) 107 Shamisen 115 Steel Drums 100 FX 4 (atmosphere) 108 Koto 116 Woodblock 101 FX 5 (brightness) 109 Kalimba 117 Taiko Drum 102 FX 6 (goblins) 110 Bagpipe 118 Melodic Tom 103 FX 7 (echoes) 111 Fiddle 119 Synth Drum 104 FX 8 (sci-fi) 112 Shanai 120 Reverse Cymbal 25-32 GUITAR 33-40 BASS 41-48 STRINGS 25 Acoustic Guitar (nylon) 33 Acoustic Bass 41 Violin 26 Acoustic Guitar (steel) 34 Electric Bass (finger) 42 Viola 27 Electric Guitar (jazz) 35 Electric Bass (pick) 43 Cello 28 Electric Guitar (clean) 36 Fretless Bass 44 Contrabass 29 Electric Guitar (muted) 37 Slap Bass 1 45 Tremolo
    [Show full text]
  • Version History.Pdf
    VERSION HISTORY NotePerformer 3.3.2 Fixed problem with “always tenuto” not working The switch for turning on tenuto permanently (CC #108, value 1) didn't work as expected. The bug was fixed. In Dorico on Windows, there's no longer a bug where NotePerformer could put the Steinberg ASIO driver into a state of malfunction Due to a bug in NotePerformer, the ASIO driver for Dorico could be sent into a state of malfunction, producing only a strange “carpet of sound” during playback. The bug was fixed. In Finale, percussion sounds in the lowest octave now work Sounds in the lowest octave of the orchestral percussion map wouldn't trigger, because they collided with the key switches. The problem was fixed. In Sibelius, strings and woodwinds now ignore “let ring” Strings and woodwinds no longer respond to sustain pedal messages. This could previously trigger a never-ending build up of sound, when writing “let ring” in Sibelius. This is a relatively common technique for contrabass pizzicato. The problem doesn't apply to Finale or Dorico, because these notation programs don't automatically respond to “let ring” (sustain pedal down). When they are manually setup to send a sustain pedal event, the fix will naturally apply also to these notation programs. Log files now rotate To make it easier for us to track down bugs during startup of notation programs, NotePerformer now rotates older log files. The files are in order (starting with the most recent log file) NotePerformer64.log NotePerformer64.log.1 NotePerformer64.log.2 NotePerformer64.log.3 Dorico 3.5-specific expression map was added Our expression map was updated to take advantage of some of the new features in Dorico 3.5, and the installer was updated to reflect these version changes.
    [Show full text]