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<address>
<a NAME="top"></a><font color="#FFFFFF">.</font><font color="#666666"><font size=-1>The
official Csa2 (comp.sys.apple2) Usenet newsgroup Apple II FAQs originate</font></font></address>

<address>
<font size=-1><font color="#666666">&nbsp; from the</font> <b><font color="#009900">Gr</font><font color="#FF9900">o</font><font color="#FF0000">u</font><font color="#CC33CC">n</font><font color="#3366FF">d
</font></b><font color="#666666">Apple II site. Ground Apple II administrator:
Steve Nelson</font></font></address>

<br><b><tt><font color="#FFFFFF"><font size=-2>.</font></font><font color="#666666">Csa2
FAQs-on-Ground Resource file: R015SNDNMUS.htm</font></tt></b>
<br><b><font color="#FFFFFF"><font size=+2>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
.<a href="A2FAQs1START.html"><img SRC="entrance.jpg" BORDER=0 height=14 width=69></a>..<a href="A2FAQs2CONTENT.html"><img SRC="contents.jpg" BORDER=0 height=14 width=67></a>.</font></font></b>
<br>&nbsp;
<br>&nbsp;
<p><b><font size=+3>Apple II Sound &amp; Music</font></b>
<p>&nbsp; <b>Version 1.51 (2-JAN-97)</b>
<p><b>&nbsp; Written by Ian Schmidt (irsman@iag.net)</b>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Thanks for corrections and updates to Joe
Walters, Dave Lyons, Dave</tt>
<br><tt>Huang, Mitchell Spector, and Scott Gentry.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Send additional questions/comments/blatent
error reports to</tt>
<br><tt>irsman@iag.net.</tt>
<p><tt>A quickie what's new:</tt>
<p><tt>&nbsp;* Added to the Other Systems table.</tt>
<br><tt>&nbsp;* Various additional info and editing.</tt>
<br><tt>&nbsp;* Started the 8-bit section</tt>
<p><tt>&nbsp;&nbsp;&nbsp; I know some of you emailed me info on the Phasor,
Mockingboard, etc, a</tt>
<br><tt>while ago but I can't find it now, so please e-mail anything you've
got to</tt>
<br><tt>irsman@iag.net. Also, additional info (like the name) on the program
which</tt>
<br><tt>plays GS sampled sounds on 8-bit IIs would be a good thing.</tt>
<br>&nbsp;
<p><tt>&nbsp;Table of Contents</tt>
<p><tt>&nbsp;* An introduction to music and sound</tt>
<br><tt>&nbsp;* 8-bit music and sound</tt>
<br><tt>&nbsp;* Types of sound files used on the IIgs</tt>
<br><tt>&nbsp;* How to digitize sounds</tt>
<br><tt>&nbsp;* How to edit sounds</tt>
<br><tt>&nbsp;* Types of music files</tt>
<br><tt>&nbsp;* An overview of SoundSmith-style editors</tt>
<br><tt>&nbsp;* An overview of MIDI</tt>
<br><tt>&nbsp;* Technical specifications for the IIgs Ensoniq chip</tt>
<br><tt>&nbsp;* About IIgs stereo cards</tt>
<br><tt>&nbsp;* What about them other machines? And video games?</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>An introduction to music and sound on computers</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Music and sound have been a computerized
pursuit since at least the</tt>
<br><tt>1960s, when enterprising hackers discovered that by programming
the large</tt>
<br><tt>mainframes of the time to do different operations, different tones
could be</tt>
<br><tt>generated on a common AM radio from the interference&nbsp; (this
is still a</tt>
<br><tt>problem today :-).</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Early synthesizers developed at the time
(known as Mellotrons)</tt>
<br><tt>consisted of a huge bank of tape loops, with each key playing a
different</tt>
<br><tt>tape. Primitive analog tone generators were also in use. These
early</tt>
<br><tt>synthesizers first got wide industry exposure via Walter aka Wendy
(never</tt>
<br><tt>mind) Carlos' "Switched-On Bach" album.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; At this time (mid to late 60s), Robert
Moog developed the direct</tt>
<br><tt>ancestors of today's synthesizer. Moog's synthesizers were programmed
via</tt>
<br><tt>'patch bays', wherein the user would connect a series of jacks
in a specific</tt>
<br><tt>configuration via patch cords to get a certain tone. This use of
the word</tt>
<br><tt>'patch' for a sound setting on a synthesizer persists, despite
that today a</tt>
<br><tt>'patch' is usually a data file stored on disk or in ROM.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The Moog's debut in a Top 40 song was Del
Shannon's "Runaway". A Moog</tt>
<br><tt>was used along with a tube-based analog synthesizer called a theremin
in the</tt>
<br><tt>Beach Boys' classic "Good Vibrations". The possibilities of synthesizers</tt>
<br><tt>weren't really exploited until the onslaught of 70s 'art-rock'
bands such as</tt>
<br><tt>the Who, Supertramp, ELP (Emerson, Lake, and Palmer), Genesis,
Yes, Pink</tt>
<br><tt>Floyd and Rush.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Synthesizers have continued to advance
to the point where they are now</tt>
<br><tt>the only instrument needed to make a typical Top 40 or rap album.
This was</tt>
<br><tt>foreseen somewhat by Boston, who included a "No Keyboards!" logo
on&nbsp; one of</tt>
<br><tt>their early albums despite the obvious inclusion of a Hammond&nbsp;
organ on</tt>
<br><tt>several songs. Computer control of music developed somewhat later,
however.</tt>
<br><tt>Several&nbsp; companies in the early 1980s had competing systems
for allowing</tt>
<br><tt>electronic synthesizers to interface to computers and each other,&nbsp;
Roland's</tt>
<br><tt>"CV-Gate" system being among the most popular.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Around 1983 or so, a group of companies
developed the now ubiqitous</tt>
<br><tt>MIDI (Musical&nbsp; Instrument Digital Interface) standard. It
is now very</tt>
<br><tt>difficult to find a synthesizer without MIDI capabilities, and
all popular</tt>
<br><tt>computers can be interfaced to MIDI instruments, including the
Apple&nbsp; II.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The first development after MIDI was introduced
was the "sequencer"</tt>
<br><tt>program, a program which allowed the recording and playback of
MIDI data</tt>
<br><tt>streams, as well as sophisticated editing functions. This allowed&nbsp;
perfect</tt>
<br><tt>playback of songs every time, as well as more advanced&nbsp; functionality
such</tt>
<br><tt>as the ability to synchronize MIDI data with SMPTE&nbsp; (Society
of Motion</tt>
<br><tt>Picture and Television Engineers) time code, a fact&nbsp; which
made it very</tt>
<br><tt>simple to add MIDI-based music to television shows and theatrical
films and</tt>
<br><tt>synchronize to a resolution finer than 1 frame. SMPTE and MIDI
were used</tt>
<br><tt>heavily in the production of the&nbsp; soundtrack for the recent
blockbuster</tt>
<br><tt>"Jurassic Park" for example.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; At about the same time as the first sequencers
were arriving,</tt>
<br><tt>computers began to get sound chips with some semi-decent capabilities.</tt>
<br><tt>Machines such as the TI-99/4A and Atari 800 had chips capable of&nbsp;
playing at</tt>
<br><tt>least 3 independent tones at any one time. However, the tones were
preset,</tt>
<br><tt>usually to a square wave, which has very little&nbsp; musical interest.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; This went to the next step when a young
engineer&nbsp; developed the SID</tt>
<br><tt>sound chip for the Commodore 64 computer. The SID chip could play
3 tones at</tt>
<br><tt>once [plus 1 channel devoted to 'white&nbsp; noise' percussive
sounds], and each</tt>
<br><tt>of the tones could be selected from a range of several waveforms.
In</tt>
<br><tt>addition, advanced effects such as "ring modulation" were avalible
on this</tt>
<br><tt>chip. The C=64 soon allowed&nbsp; many to compose some amazing
tunes, but the</tt>
<br><tt>best was yet to come.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The engineer who designed the SID went
on to join a company called</tt>
<br><tt>Ensoniq, where he designed the DOC (Digital Oscillator Chip) which
powered</tt>
<br><tt>the company's now legendary Mirage synthesizer. The Mirage was
unique in</tt>
<br><tt>that it was the first major synthesizer to offer sampling, wherein
you could</tt>
<br><tt>digitally record any sound you wanted, from trumpets to snare drums
to water</tt>
<br><tt>dripping, and use it as an instrument. Best of all, the DOC chip
could play</tt>
<br><tt>up to 32 samples at any one time, making it useful to emulate a
whole</tt>
<br><tt>orchestra with one Mirage. The DOC chip&nbsp; also powered Ensoniq's
ESQ-1 and</tt>
<br><tt>SQ-80 synthesizers.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Now, to get some Apple II-ish relevance.
During the design of the</tt>
<br><tt>Cortland (aka IIgs), Apple was planning on using a chip not unlike
the one</tt>
<br><tt>on the Mac II series. This chip played 4 samples at once, but was&nbsp;
limited</tt>
<br><tt>in it's stereo capabilities (you got 2 samples on the left,&nbsp;
and 2 on the</tt>
<br><tt>right, and that's it) as well as overall flexibility&nbsp; (it's
limited to 1</tt>
<br><tt>fixed sampling rate of 22,052 Hz).</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Luckily, Ensoniq sent a sample of the DOC
chip to Apple, and it ended</tt>
<br><tt>up in the hands of a music enthusiast working on the IIgs project.
This</tt>
<br><tt>engineer fought with management until they decided to use the DOC
chip for</tt>
<br><tt>the&nbsp; IIgs. However, up until nearly the last minute, the DOC
and it's 64k</tt>
<br><tt>of RAM were to be an extra-cost feature, which would have killed
the GS</tt>
<br><tt>music software market dead. Luckily, price drops on components
allowed the</tt>
<br><tt>DOC to be standard, so all IIgs owners could hear great sound.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Back to generalized things, the next development
was to combine</tt>
<br><tt>sampling and sequencing software on capable computers. This resulted
in the</tt>
<br><tt>*Tracker genre on the Amiga, as well as Music Construction Set,
Music</tt>
<br><tt>Studio, and other programs on many platforms. These programs typically
had a</tt>
<br><tt>sequence file and a series of sample files used as instruments,
with some</tt>
<br><tt>notable exceptions (the *Tracker series on the&nbsp; Amiga had
all-in-one</tt>
<br><tt>'modular' files, hence the name MOD).</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>8-bit music and sound</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The 8-bit IIs are quite underpowered in
the sound department compared</tt>
<br><tt>to the IIgs. However, anyone who's played Dung Beetles or Sea Dragon&nbsp;
knows</tt>
<br><tt>that some pretty sophisticated stuff is still possible. The&nbsp;
8-bit sound</tt>
<br><tt>normally consists simply of an ability for programs to make the
speaker</tt>
<br><tt>click.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; If a program toggles the speaker very fast,
tones are generated. And</tt>
<br><tt>using other techniques beyond the scope of this FAQ, you can even
play</tt>
<br><tt>digitized samples on the speaker, although the quality isn't very
good. This</tt>
<br><tt>capability is best known from it's use in some of the classic Apple
II</tt>
<br><tt>games, but there is also a program&nbsp; available that allows
you to play any</tt>
<br><tt>arbitrary IIgs-style sampled&nbsp; sound on any Apple II.</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>Types of sound files found on the IIgs</tt>
<p><tt>&nbsp;Several types of sample files are used. Here are the most
common.</tt>
<br>&nbsp;
<p><tt>Name&nbsp;&nbsp; Ext.&nbsp;&nbsp;&nbsp;&nbsp; FType&nbsp;&nbsp;&nbsp;
Description</tt>
<br><tt>---------------------------------------------------</tt>
<br><tt>Raw&nbsp;&nbsp;&nbsp; no std.&nbsp; BIN&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Contains only raw sample data. The</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
auxtype is normally the sample rate</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
divided by 51. (See section CA for</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
more on why this is).</tt>
<p><tt>ACE&nbsp;&nbsp;&nbsp; .ACE&nbsp;&nbsp;&nbsp;&nbsp; $CD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Contains raw sample data compressed with</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ACE, Apple's Tool029 sound compressor.</tt>
<p><tt>ASIF&nbsp;&nbsp; no std.&nbsp; $D8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Contains sample data plus additional data.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Notable due to its use by SoundSmith.</tt>
<p><tt>AIFF&nbsp;&nbsp; .AIFF&nbsp;&nbsp;&nbsp; $D8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Interchange format popular on the</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Macintosh. Not used much on the IIgs.</tt>
<br><tt>Hyper</tt>
<br><tt>Studio no std.&nbsp; $D8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Contains
raw or ACE compressed data plus</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
additional information.</tt>
<p><tt>rSound no std.&nbsp; $D8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resource
fork contains one or more rSound</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
and rResName resources.&nbsp; Used by HyperCard</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
IIgs and the Sound CDev.</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>An introduction to sampling</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Sampling is conceptually simple; an incoming
analog sound signal is</tt>
<br><tt>converted to a digital number (0-255 on the IIgs). Getting good
samples</tt>
<br><tt>depends on a number of factors:</tt>
<p><tt>* Sampling rate. This is how often in samples per second the</tt>
<br><tt>&nbsp; incoming signal is actually noticed and saved. In general,
you</tt>
<br><tt>&nbsp; want to have a sampling rate of twice the frequency of the
highest</tt>
<br><tt>&nbsp; pitch sound you intend to sample. (The reasoning behind
this is</tt>
<br><tt>&nbsp; known as the Nyquist Sampling Theorem). Compact discs sample
at</tt>
<br><tt>&nbsp; 44,100 Hz, which means they can accurately track signals
up to</tt>
<br><tt>&nbsp; 22,050 Hz, beyond the range of human hearing. Long-distance</tt>
<br><tt>&nbsp; telephone calls are sampled at 8,000 Hz, since the characteristic</tt>
<br><tt>&nbsp; part of human voices is generally from 1000-3000 Hz.</tt>
<br><tt>* Stereo card quality and shielding (the Audio Animator makes the</tt>
<br><tt>&nbsp; best samples of any card I've tried, by far).</tt>
<br><tt>* Input signal level (the higher the better, except that there
is a</tt>
<br><tt>&nbsp; threshold known as the 'clipping level' above which the
sampler</tt>
<br><tt>&nbsp; will be unable to track the signal. Analog tape recorders
do</tt>
<br><tt>&nbsp; something very similar).</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Once a sample is made, it can be manipulated
in a variety of ways via</tt>
<br><tt>mathematics. Because this processing is digital, no degradation
of the</tt>
<br><tt>signal can occur, unlike with analog processing. Some effects which
can be</tt>
<br><tt>done include:</tt>
<p><tt>* Cut and pasting parts of the sample around.</tt>
<br><tt>* Mixing/overlaying two samples.</tt>
<br><tt>* Flanger/Chorus effects.</tt>
<br><tt>* Amplification and deamplification.</tt>
<br><tt>* Echoing</tt>
<br><tt>* Filtering and equilization</tt>
<p><tt>and much more...check out a modern rack-mounted guitar digital signal</tt>
<br><tt>processor for all the things possible :)</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; To digitize a sound (I'll use AudioZap
as the example, others are</tt>
<br><tt>similar):</tt>
<p><tt>* Hook everything up.</tt>
<br><tt>* Check the oscilloscope. The wave should be barely touching the
top</tt>
<br><tt>&nbsp; and bottom of the 'scope. Any higher and the sound is clipping;</tt>
<br><tt>&nbsp; any lower and you'll get a poor quality recording. Adjustment</tt>
<br><tt>&nbsp; methods vary by card; for the Sonic Blaster card AZ can
adjust it</tt>
<br><tt>&nbsp; in software. Otherwise, consult your card's manual.</tt>
<br><tt>* Select a recording rate (lower numbers on AZ = faster).</tt>
<br><tt>* Click Record and cue up your tape or CD.</tt>
<br><tt>* Select Ok and then start the tape or CD.</tt>
<br><tt>* Click the mouse and stop the tape or CD when you are done.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; You've just made a sample! congratulations!
Experiment...you can't hurt</tt>
<br><tt>anything, but may discover fun/neat things to do!</tt>
<br>&nbsp;
<p><tt>_________________________________________________________________</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>Some basics on editing sounds.</tt>
<p><tt>&nbsp;&nbsp; (This section attempts to be program-independent, but
in some cases</tt>
<br><tt>&nbsp;&nbsp; specific refrences to AudioZap may sneak in :-)</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; I'll assume you now have a sound loaded
up, and whatever program is</tt>
<br><tt>showing you a nice wave graph. Now, you can pick out portions of
the wave by</tt>
<br><tt>simply clicking and dragging the mouse over a part of the wave,
and letting</tt>
<br><tt>go when you have as much as you want. If you now try to Play, you'll
only</tt>
<br><tt>hear the portion you have selected. If you need to adjust your
selection</tt>
<br><tt>range, many programs allow you to shift or apple-click and extend
the</tt>
<br><tt>endpoints instead of just starting over with a new range.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Once you have an area selected, you can
cut/copy/paste/clear just like</tt>
<br><tt>you would text in a word processor. When pasting a waveform, you
simply</tt>
<br><tt>click once where you'd like, and select Paste. The program inserts
the</tt>
<br><tt>previously cut or copied piece of wave and moves the wave over
to make room,</tt>
<br><tt>just like with a word processor.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; For more specific information, consult
the documentation for the</tt>
<br><tt>program you use.</tt>
<p><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>AE Types of music files</tt>
<p><tt>Name&nbsp;&nbsp; Ext.&nbsp;&nbsp; FType&nbsp; Description</tt>
<br><tt>---------------------------------------------------</tt>
<br><tt>MCS&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp; MUS&nbsp;&nbsp;&nbsp; Music
Construction Set tune.</tt>
<br><tt>TMS&nbsp;&nbsp;&nbsp; .SNG&nbsp;&nbsp; BIN&nbsp;&nbsp;&nbsp; Music
Studio song.</tt>
<br><tt>SS&nbsp;&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp; MUS&nbsp;&nbsp;&nbsp;
SoundSmith song.</tt>
<br><tt>NTMOD&nbsp; None&nbsp;&nbsp; INT&nbsp;&nbsp;&nbsp; NoiseTracker
GS module</tt>
<br><tt>NTSNG&nbsp; None&nbsp;&nbsp; BIN&nbsp;&nbsp;&nbsp; NoiseTracker
GS song.</tt>
<br><tt>MOD&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp; $F4&nbsp;&nbsp;&nbsp; Amiga
ProTracker module ($F4 is temporary).</tt>
<br><tt>MIDI&nbsp;&nbsp; .MID&nbsp;&nbsp; MDI&nbsp;&nbsp;&nbsp; Standard
MIDI file.</tt>
<br><tt>_______________________________________________________________</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>A Brief Overview of SoundSmith Style Editors</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; SoundSmith (and all other MOD derived editors)
use a very simplistic</tt>
<br><tt>way to representing music, to wit:</tt>
<p><tt>0&nbsp; C5&nbsp; 1000&nbsp; --- 0000</tt>
<br><tt>1&nbsp; --- 0000&nbsp; --- 0000&nbsp; ... additional tracks here</tt>
<br><tt>2&nbsp; G5&nbsp; 33FF&nbsp; G5&nbsp; 53FF</tt>
<br><tt>3&nbsp; --- 0000&nbsp; --- 0000</tt>
<br><tt>4&nbsp; C5&nbsp; 1000&nbsp; --- 0000</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; This is often known as a 'spreadsheet'
format since there are rows and</tt>
<br><tt>columns much like a spreadsheet. Let's take a look at an individual
cell:</tt>
<br>&nbsp;
<p><tt>&nbsp;Number of cell</tt>
<br><tt>&nbsp;|&nbsp;&nbsp;&nbsp;&nbsp; Instrument number</tt>
<br><tt>&nbsp;|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp; Effect data</tt>
<br><tt>&nbsp;|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; | /|</tt>
<br><tt>&nbsp;2&nbsp; G5&nbsp; 33FF</tt>
<br><tt>&nbsp;&nbsp;&nbsp; /\&nbsp;&nbsp; |</tt>
<br><tt>&nbsp;&nbsp;&nbsp; ||&nbsp;&nbsp; Effect number</tt>
<br><tt>&nbsp;&nbsp;&nbsp; ||</tt>
<br><tt>&nbsp;&nbsp; Note and octave</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; For this note, it's #2 of 63 in the pattern,
it's a G in octave 5,</tt>
<br><tt>using instrument number 3, effect 3, and data FF. What effect 3
actually</tt>
<br><tt>means depends on the tracker in question. On SoundSmith and derivatives,
it</tt>
<br><tt>means "Set the volume to --", in this case set it to $FF (255)
which is the</tt>
<br><tt>maximum.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Now, into a larger structure. 64 lines
of cells m akes up a block, or</tt>
<br><tt>pattern as it is sometimes called. (MED on the Amiga allows blocks
of</tt>
<br><tt>varying lengths, but we won't consider those here). You can terminate
a</tt>
<br><tt>block early with a special effect. On the Amiga, an actual effect
number is</tt>
<br><tt>used. On SoundSmith, entering the note/octave as NXT makes that
line of</tt>
<br><tt>cells the last line played in that block.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Now that we've covered cells and blocks,
we can get into the</tt>
<br><tt>large-scale structure of things. To make a complete song, we can
give the</tt>
<br><tt>player a 'block list' which tells it to play a specific sequence
of blocks</tt>
<br><tt>in a specific order. For instance, we could have it play block
4, then block</tt>
<br><tt>0, then block 1, then block 2, then block 2. An entry in the block
list is</tt>
<br><tt>known as a 'position'. MOD-derived formats typically allow 128
positions,</tt>
<br><tt>and 64 (MOD) or 71 (SoundSmith) blocks.</tt>
<br>&nbsp;
<p><tt>A Practical Example:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Crank up MODZap 0.9 or later and a favorite
tune. Set it to the</tt>
<br><tt>"Classic Player". Now, remember those numbers you never understood
before,</tt>
<br><tt>off to the left of the scrolling cells? Here's what they mean,
in terms of</tt>
<br><tt>what you just learned: *grin*</tt>
<br>&nbsp;
<p><tt>This is the # of entries in the block list&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
>&nbsp; 35&nbsp; --- 0000</tt>
<br><tt>This is the current block list entry playing&nbsp;&nbsp;&nbsp;&nbsp;
>&nbsp; 04&nbsp; --- 0000</tt>
<br><tt>This is the block # currently playing&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
>&nbsp; 01&nbsp; --- 0000</tt>
<br><tt>This is the current cell # in the current block&nbsp; >&nbsp; 36&nbsp;
A#4 0384</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; As you watch, the current cell # will normally
(barring certain</tt>
<br><tt>effects) smoothly go from 00 to 63. When it hits 63, it will go
to 00 again</tt>
<br><tt>and the current block list entry number will increment by 1. When
it does,</tt>
<br><tt>the current block number will change if needed (remember, a block
can appear</tt>
<br><tt>multiple places in the block list).</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>An Overview of MIDI</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; MIDI is a specification developed to allow
computers and electronic</tt>
<br><tt>musical instruments to communicate with each other. Physical MIDI
hookups</tt>
<br><tt>can get rather complicated; here is a brief primer:</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; MIDI hookups are a lot like your stereo,
in that each device has IN and</tt>
<br><tt>OUT ports. However, MIDI devices also have a port known as THRU,
which</tt>
<br><tt>retransmits information from the In port (more on why this is a
Good Thing</tt>
<br><tt>later). MIDI devices are thus connected in a modfified daisy-chain</tt>
<br><tt>arrangement, with the Out of the master (usually a computer) connected
to</tt>
<br><tt>the In of Slave #1, and Slave #1's Thru connected to Slave #2's
In, and so</tt>
<br><tt>on. The Outs of all devices go to the In of the master.</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>Here is a diagram of a simple hookup:</tt>
<br>&nbsp;
<p><tt>&nbsp; -----------------------------------</tt>
<br><tt>&nbsp;|&nbsp;&nbsp;&nbsp; ----------------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
|</tt>
<br><tt>&nbsp;|&nbsp;&nbsp; |&nbsp;&nbsp; ___________&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;
-----&nbsp;&nbsp;&nbsp; |</tt>
<br><tt>&nbsp;|&nbsp;&nbsp; |&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
| |&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp; |</tt>
<br><tt>&nbsp;In In Out&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
In Out Thru&nbsp;&nbsp; In Out Thru</tt>
<br><tt>&nbsp;Computer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Synth&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Drum Machine</tt>
<br><tt>&nbsp;(Master)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(Slave #1)&nbsp;&nbsp;&nbsp; (Slave #2)</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; MIDI is based on 16 'channels'. Each channel
is typically assigned to</tt>
<br><tt>one specific device you have connected in your chain. In the example
above,</tt>
<br><tt>you might have the synth set to listen to channels 1-9, and the
drum machine</tt>
<br><tt>set to listen to channel 10 (this is a typical assignment).</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; With this setup, when the computer transmits
a note on channel 10, it</tt>
<br><tt>will first go to the IN of the synth, which will simultaneously
retransmit</tt>
<br><tt>it via it's THRU port and note that it doesn't want to use the
data. The</tt>
<br><tt>note will then appear on the drum machine's IN port. The drum machine
will</tt>
<br><tt>transmit it on it's THRU port (to which nothing is connected in
the example)</tt>
<br><tt>and start the note.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; This allows flexibility; if for instance
you wanted you could connect a</tt>
<br><tt>second drum machine with different sounds, set it to channel 10
also, and</tt>
<br><tt>have a unique mix :)</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; I will not cover MIDI recording and editing
here, to avoid getting too</tt>
<br><tt>technical :)</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>Technical Specs for the GS Ensoniq chip</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The 5503 Ensoniq Digital Oscillator Chip
(DOC) contains 32</tt>
<br><tt>fundamentalsound-generator units, known as 'oscillators'. Each
oscillator is</tt>
<br><tt>capable of either making an independent tone by itself, or of being
paired</tt>
<br><tt>up cooperatively with it's neighbor in a pairing known as a 'generator'.
The</tt>
<br><tt>generator arrangement is used by most programs, for it allows more</tt>
<br><tt>flexibility and a thicker, lusher sound.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The DOC plays 8-bit waveforms, with the
centerline at $80 (128</tt>
<br><tt>decimal). $00 (0 decimal too) is reserved for 'stop'. If a sample
value of 0</tt>
<br><tt>is encounter.cgied by a DOC oscillator, the oscillator will immediately
halt</tt>
<br><tt>and not produce any more sound. The DOC additionally has an 8-bit
volume</tt>
<br><tt>register for each oscillator, with a linear slope. The dynamic
range of the</tt>
<br><tt>DOC (the 'space' between the softest and loudest sounds it can
produce) is</tt>
<br><tt>approximately 42 dB, or about on par with an average cassette tape.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Each oscillator has it's own 16 bit frequency
register, ranging from 0</tt>
<br><tt>to 65535. In a normal DOC configuration, each step of the frequency
register</tt>
<br><tt>increases the play rate by 51 Hz, and computing the maximum theoretical
play</tt>
<br><tt>rate is left as an exercise for the student. :)</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; When oscillators are paired to create generators,
there are 4 possible</tt>
<br><tt>modes:</tt>
<p><tt>* Free-run: the oscillator simply plays the waveform and stops.
No</tt>
<br><tt>&nbsp; interaction with it's 'twin' occurs.</tt>
<br><tt>* Swap: Only one oscillator of the pair is active at a time. When</tt>
<br><tt>&nbsp; one stops, the other immediately starts.</tt>
<br><tt>* Loop: The oscillator simply plays the waveform and if it hits
the</tt>
<br><tt>&nbsp; end without encounter.cgiing a zero, it starts over at the</tt>
<br><tt>&nbsp; beginning.</tt>
<br><tt>* Sync/AM: One oscillator of the pair modulates the volume of the</tt>
<br><tt>&nbsp; other with the waveform it's playing. Not commonly used.</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; Oscillators play waves stored in up to
128k of DRAM. The Ensoniq has</tt>
<br><tt>it's own memory refresh system. Note that Apple only supplies 64k
of</tt>
<br><tt>DRAM for the DOC (this is known as the DOC RAM).</tt>
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp; The output of an oscillator can be directed
to any one of 16 possible</tt>
<br><tt>channels. Apple only makes 8 channels avalible via the 3 bits on
the sound</tt>
<br><tt>expansion molex connector, and all current stereo cards limit this
to 1 bit,</tt>
<br><tt>or two channels.</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<p><tt>About IIgs Stereo Cards</tt>
<br>&nbsp;
<p><tt>Mfr&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Notes</tt>
<br><tt>---&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-----</tt>
<br><tt>MDIdeas&nbsp;&nbsp;&nbsp;&nbsp; SuperSonic&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
First IIgs stereo card.&nbsp; Not very well</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
constructed, but sounds nice.</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Digitizer option is pretty good.</tt>
<p><tt>MDIdeas&nbsp;&nbsp;&nbsp;&nbsp; Digitizer Pro&nbsp;&nbsp; Daughterboard
for SuperSonic, but also</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
takes up another slot in your GS. Pretty</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
good, but very few were sold.</tt>
<p><tt>Applied&nbsp;&nbsp;&nbsp;&nbsp; GStereo&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
I've never used one; included for</tt>
<br><tt>Ingenuity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
completeness.</tt>
<p><tt>Applied&nbsp;&nbsp;&nbsp;&nbsp; FutureSound&nbsp;&nbsp;&nbsp;&nbsp;
Most advanced card made.&nbsp; Includes</tt>
<br><tt>Visions&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
sophisticated noise reduction,</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
coprocessor, and timing generator for</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
ultimate control of sampling rates.</tt>
<p><tt>Applied&nbsp;&nbsp;&nbsp;&nbsp; Sonic Blaster&nbsp;&nbsp; Generally
poor to average card; bad</tt>
<br><tt>Engineering&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
decision to use non-shielded ribbon</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
cable results in hissier than average</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
output and digitizing.</tt>
<p><tt>Applied&nbsp;&nbsp;&nbsp;&nbsp; Audio Animator&nbsp; The one they
got right. Has digitizing</tt>
<br><tt>Engineering&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
circuitry external to the GS itself to</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
avoid noise, plus a MIDI interface.</tt>
<p><tt>Econ Tech.&nbsp; SoundMeister&nbsp;&nbsp;&nbsp; Generally above
average quality. Nothing</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
much to say. Pro version with direct-to-</tt>
<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
harddisk recording cancelled.</tt>
<br><tt>_________________________________________________________________</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>What about them other machines?</tt>
<p><tt>&nbsp;Here's a rundown of sound on other computers...</tt>
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wavetable</tt>
<br><tt>Computer/Card&nbsp;&nbsp;&nbsp; voices&nbsp;&nbsp;&nbsp;&nbsp;
WT bits&nbsp;&nbsp;&nbsp; FM voices&nbsp; Stereo?&nbsp; Digitize?</tt>
<br><tt>--------------------------------------------------------------------</tt>
<br><tt>Apple IIgs&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes(4) Yes 8</tt>
<br><tt>Soundblaster&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No&nbsp;&nbsp;&nbsp;&nbsp; Yes 8(4)</tt>
<br><tt>&nbsp;Pro&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes&nbsp;&nbsp;&nbsp;
Yes 8</tt>
<br><tt>&nbsp;16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes&nbsp;&nbsp;&nbsp;
Yes 16</tt>
<br><tt>&nbsp;16 AWE32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes&nbsp;&nbsp;&nbsp;
Yes 16</tt>
<br><tt>Pro Audio</tt>
<br><tt>&nbsp;Spectrum 16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 16</tt>
<br><tt>Gravis</tt>
<br><tt>&nbsp;UltraSound&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8/16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None(2)&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 16(4)</tt>
<br><tt>&nbsp;UltraSound Max&nbsp;&nbsp; 32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8/16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None(2)&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 16</tt>
<br><tt>&nbsp;UltraSound PnP&nbsp;&nbsp; 32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8/16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None(2)&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 16(11)</tt>
<br><tt>Logitech</tt>
<br><tt>&nbsp;SoundMan Wave&nbsp;&nbsp;&nbsp; 20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 22&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 16</tt>
<br><tt>Commodore</tt>
<br><tt>&nbsp;Amiga (all)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes&nbsp;&nbsp;&nbsp; Yes 8(4)</tt>
<br><tt>Mac</tt>
<br><tt>&nbsp;non AV, 0x0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; None&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes(3) Yes 8(4)</tt>
<br><tt>&nbsp;AV 0x0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Infinite(1)&nbsp;
8/16(10)&nbsp;&nbsp; Infinite(1) Yes&nbsp;&nbsp;&nbsp; Yes 16</tt>
<br><tt>&nbsp;PowerPC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
None&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes&nbsp;&nbsp;&nbsp; Yes
16</tt>
<br><tt>&nbsp;AV PowerPC&nbsp;&nbsp;&nbsp;&nbsp; Infinite(9)&nbsp; 8/16(10)&nbsp;&nbsp;
Infinite(9) Yes&nbsp;&nbsp;&nbsp; Yes 16</tt>
<br>&nbsp;
<br>&nbsp;
<br>&nbsp;
<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Wavetable&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Other</tt>
<br><tt>Game Machine&nbsp;&nbsp;&nbsp;&nbsp; voices&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
WT bits&nbsp;&nbsp; FM voices&nbsp;&nbsp; voices&nbsp; Stereo?</tt>
<br><tt>--------------------------------------------------------------------</tt>
<br><tt>Atari 2600&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; No</tt>
<br><tt>Intellivision&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4(8)&nbsp;&nbsp;&nbsp; No</tt>
<br><tt>Nintendo Ent.</tt>
<br><tt>&nbsp;System&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
1(5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
No</tt>
<br><tt>Sega Genesis&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1(5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes</tt>
<br><tt>Sega CD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
3(7)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 8/16(7)&nbsp;&nbsp;&nbsp;
6&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes</tt>
<br><tt>Super NES&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12(6)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Yes</tt>
<br><tt>Sega Saturn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 32(12)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
8/16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 32(12)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Yes</tt>
<br>&nbsp;
<br>&nbsp;
<p><tt>Notes:</tt>
<p><tt>"Wavetable" as used here means "a channel capable of playing back
a</tt>
<br><tt>digitized waveform". This is NOT the generally musically accepted
meaning of</tt>
<br><tt>the term, but it IS how it is commonly used when referring to computer
sound</tt>
<br><tt>boards.</tt>
<p><tt>"8/16" for WT playback bits means the chip is capable of directly
processing</tt>
<br><tt>8-bit or 16-bit samples without conversion (the GUS's GF1 chip
and the AV</tt>
<br><tt>Mac's DSP chip obviously fit these criteria).</tt>
<p><tt>1- The AV Mac's DSP chip can theoretically mix an infinite number
of</tt>
<br><tt>wavetable voices or synthesize an infinite number of FM voices.
However,</tt>
<br><tt>this is limited in practice by the speed of the chip and any other
things</tt>
<br><tt>you have it doing (voice recognition, modem replacement, etc).</tt>
<p><tt>2- The Gravis UltraSound can emulate FM synthesis in software.</tt>
<p><tt>3- Macs before the Mac II were mono-only.</tt>
<p><tt>4- This requires additional hardware.</tt>
<p><tt>5- The Genesis and NES's wavetable channel is pretty hackish, and
not very</tt>
<br><tt>high quality; nonetheless it works for speech.</tt>
<p><tt>6- The SNES's sound chip accepts 12 bit samples which have been
ADPCM</tt>
<br><tt>compressed (the same type method as ACE on the GS).</tt>
<p><tt>7- The Sega CD has two channels of 44.1khz stereo 16-bit CD audio
in</tt>
<br><tt>addition to the capabilities of the Genesis.</tt>
<p><tt>8- The Intellivision uses the General Instruments AY-3-8192 chip
found on</tt>
<br><tt>Apple II boards such as the Phasor and Mockingboard.&nbsp; This
provides three</tt>
<br><tt>tones and one percussive noise at once.</tt>
<p><tt>9- The PowerPC AV Macs have no dedicated DSP chip; they use the
main CPU,</tt>
<br><tt>which can cause application performance degradation (see also note
1).</tt>
<p><tt>10-AV Macs of both CPU types have a 2-channel 16-bit CODEC to actually</tt>
<br><tt>reproduce the audio, but the DSP or 60x chip are capable of conversion.</tt>
<p><tt>11-The Gravis UltraSound PnP specs also apply to other AMD InterWave-chip</tt>
<br><tt>based boards such as the Reveal WavExtreme 32.</tt>
<p><tt>12-The Saturn's 32 voices can each be set to either waveform playback
or FM.</tt>
<br><tt>FM is not limited to sine waves as on older chips, however.</tt>
<br>&nbsp;
<p><tt>__________________________________________________________________________</tt>
<br>&nbsp;
<p><tt>Copyright (c) 1993-97 Ian Schmidt and Cygnix Development. Contents
may be</tt>
<br><tt>freely distributed as long as no editing occurs without permission,
and no</tt>
<br><tt>money is exchanged.&nbsp; Exceptions are hereby explicitly provided
for Joe</tt>
<br><tt>Kohn's Shareware Solutions II, the services America Online, GEnie,
and</tt>
<br><tt>Delphi, and for user groups everywhere.&nbsp; The Apple II: It
just keeps going</tt>
<br><tt>and going and going....</tt>
<p><tt>Oh, and for the benefit of Marc:</tt>
<br><tt>-30-</tt>
<p><tt>Ian Schmidt / irsman@iastate.edu / irsman@cs.iastate.edu / BAZ IS
RIGHT!!!</tt>
<p><b><a href="#top">to top</a></b>
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