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11<h1 id="ADV_SSET_WSND">Wave Sound</h1>
12<p>Select the <B>Wave Sound</B> node in the project tree to show a list of the wave sounds in the <B>Sound Set</B> tab.<br> The list is split and displayed in upper and lower sections in the <B>Sound Set</B> tab.<br> The upper part of this split tab is called the Wave Sound Set List, and the lower part is called the Wave Sound List.<br>
13		</p>
14
15<h2>Role of Wave Sound Sets</h2>
16<p>
17Wave sounds are played by loading the referenced waveform data into memory. The main use of wave sounds is for sound effects, which require an extremely large variety of wave sounds. It would be inefficient to load all of these wave sounds individually into memory. The Wave Sound Set defines a combination of waveform data that can be loaded into memory all at once.<br> Usually, a set of waveform data for sound effects is collected together for each scene and loaded into memory. Sound data that assumes this approach to the loading of waveform data can be created by using a Wave Sound Set to efficiently gather together the effect sounds (wave sounds) to be used in a given scene.<br>
18</p>
19
20<h2>Creating and Adding Wave Sound Sets</h2>
21<p>To create or add a Wave Sound Set, select the list region in the <B>Sound Set</B> tab and then select <B>Project</B> → <B>Add Item</B> → <B>Wave Sound Sets</B>.<br>
22		</p>
23<p>
24To create or add a wave sound set, right-click the Wave Sound Set List and use the shortcut menu.
25</p>
26
27<h2>Elements Defining a Wave Sound Set List</h2>
28<p>
29This section describes the meaning of each of the elements that define a Wave Sound Set List.<br>
30</p>
31
32<h3>Name</h3>
33<p>
34Specifies the name of the wave sound set.<br> There are restrictions on the characters that can be used in a name. The following characters can be used.<br> - The first character must be a single-byte letter or an underscore. [a-zA-Z_]<br>- Other characters must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
35</p>
36
37<h3>Waveform archive.</h3>
38<p>Used to configure which waveform archive a given bank is associated with (in other words, chooses the waveform archive you want to share).</p>
39<ul>
40  <li>Automatic (Shared)<br>Generates a waveform archive automatically.<br> With this setting, the waveform archive will be <span>shared</span> with the other wave sounds and banks in the same group.<br> The Load Individually option cannot be used for waveform data within the waveform archive; the data will all be loaded together.</li>
41  <li>Automatic (Individual)<br>Generates a waveform archive automatically.<br> However, with this setting, the waveform archive will not be shared with other wave sounds and banks, even if they belong to the same group.<br> Waveform archives configured with this setting will not be shared with any other wave sounds. Such archives will all be loaded together.</li>
42  <li>Specify waveform archives explicitly<br> You can specify whether the waveform files within a waveform archive are loaded individually or all at once.<br> However, even if a given waveform archive is set to load individually, it will be loaded together with the other waveform archives if the group's output method is set to &quot;Embed.&quot;<br>
43  </li>
44</ul>
45
46<h2>Creating and Adding Wave Sounds</h2>
47<p>
48To create or add a wave sound, first select the Wave Sound List that you want to add the wave sound to using the Wave Sound Set List.<br> Next, select <B>Project</B> → <B>Add Item</B> → <B>Wave Sounds</B>.<br>
49		</p>
50
51<p>To create or add a wave sound, right-click the Wave Sound List and use the shortcut menu.</p>
52
53<h2>Editing Wave Sounds</h2>
54<p>
55Wave sounds are edited using the Wave Sound List.<br> Representing the elements required when defining a wave sound, each column in the Wave Sound List corresponds to an element that is required by the wave sound data in a sound archive.  <br>
56</p>
57<h2>Elements Defining a Wave Sound List<a name="WSND_ELM"></a></h2>
58<p>
59This section describes the meaning of each of the elements that define a Wave Sound List.<br>
60</p>
61
62<h3>Play</h3>
63<p>
64Clicking this button will register the selected sound in the Preview Player window, and will trigger playback of the wave sound.<br>
65</p>
66
67<h3>Name</h3>
68<p>
69Specifies the name of the wave sound. Programs use this name to play the wave sound through the snd library from the sound archive that is ultimately created.<br> There are restrictions on the characters that can be used in a name. The following characters can be used.<br> - The first character must be a single-byte letter or an underscore. [a-zA-Z_]<br>- Other characters must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
70</p>
71
72<h3>Compression Method</h3>
73<p>
74Specifies the compression method to use when the converter converts reference wave files.<br>
75</p>
76<ul>
77<li>ADPCM</li><br> Converts a waveform file into a dedicated ADPCM format. <br>Be aware that the loop header is automatically transferred to the block header when the file is compressed, so you need to be careful if you are using the loop position to control the timing of playback.
78<li>PCM16</li><br>Converts into 16-bit PCM data.
79<li>PCM8</li><br>Converts into 8-bit PCM data.
80</ul>
81
82<h3>File Path</h3>
83<p>
84Specifies the wave file to be referenced when creating a wave sound.<br>
85</p>
86<p>
87There are restrictions on the characters that can be used in a file name or path name. The following characters can be used.<br> - The first character of a file name must be a single-byte letter or an underscore. [a-zA-Z_]<br>- Other characters in a file name must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
88</p>
89
90<h3>Duration</h3>
91<p>
92Displays the playback time for sounds (the length of the waveform data expressed as time).<br> The units are displayed in the &quot;m:s.ms&quot; format. The milliseconds are rounded up to the nearest two decimal places.
93</p>
94
95<h3>Data size</h3>
96<p>
97Shows the size of the waveform data after compression conversion.<br> The content on display is updated when files are converted.<br>
98</p>
99
100<h3>Volume</h3>
101<p>
102Specifies the volume (from 0 to 255) to use when the SND library plays the wave sound.<br>
103</p>
104<p>
105If sound data volume is set to 127, playback is made at an equal volume (x1) as source data.<BR>
106</p>
107<p>
108However, volume can be set in various ways (data or program).<BR> The result after all setting values are applied is clamped between 0.0x and 2.0x versus the source volume.<br> For more details, see the chapter <EM>Operating Sound Parameter Controls</EM> in the <EM>Sound System Manual</EM>.
109</p>
110
111<h3>Channel Priority</h3>
112<p>
113Specifies the channel priority of the wave sound as a value from 0 through 127. The higher the value, the higher the priority. Channel priority is used as the voice priority passed to the AX library when a wave sound is actually voiced.
114</p>
115
116<h3>Player Priority</h3>
117<p>
118Specifies the player priority of the wave sound as a value from 0 through 127. The higher the value, the higher the priority.<br> Player Priority selects which sounds to play (or stop) when the Player attempts to play more than its sound limit, or more than the maximum number of sounds and tracks as configured in the system settings.<br> For details, see the <I>Sound System Manual</I>.
119</p>
120
121<h3>Player</h3>
122<p>
123Specifies the player to use when voicing a wave sound.
124</p>
125
126<h3>Actor Players</h3>
127<p>
128The values 0 through 3 represent the four types of actor players to be played.<br> Because actor players correspond to a real-world sound source or, specifically, the vocal chords of a certain voice, it is possible to limit the number of sounds that can be played at the same time for each actor player.<br> Just as with a player, if the set number of sounds is exceeded, the player priority set for each sound is compared, and the sound with the lowest priority is stopped. The initial value of the number of restricted sounds for each actor player is unlimited for actor player number 0, and 1 for all other actor player numbers 1 through 3.<br>
129</p>
130<p>
131Actor players are mainly used in conjunction with 3D sound actors. As an example, this is useful when you want to suppress the playback of a sound at the actor level in situations where the same sound might be played simultaneously by multiple 3D sound actors.<br>
132</p>
133
134<h3>Pan</h3>
135<p>
136Specifies the pan (from 0 to 127) to use when the SND library plays the wave sound.<br>
137</p>
138
139<h3>Pitch</h3>
140		<p>Specifies the pitch (as a percentage) to use when the snd library plays the wave sound.<br>
141		</p>
142		<p>You cannot enter a number smaller than 0.00001. When batch editing files, values less than 0.00001 will be corrected to 0.00001.
143		</p>
144		<h3>Env R</h3>
145		<p>
146Specifies the release time of the release envelope as a value from 0 through 127.<br>
147</p>
148
149<h3>Send AUX_A</h3>
150<p>
151Specifies the send amount for auxiliary bus A as a value from 0 through 127.<br>
152</p>
153
154<h3>Send AUX_B</h3>
155<p>
156Specifies the send amount for auxiliary bus B as a value from 0 through 127.<br>
157</p>
158
159<h3>Send MAIN</h3>
160<p>
161Specifies the send amount for the main bus as a value from 0 through 127.<BR>
162</p>
163<p>
164The send amount for the auxiliary and main buses are mixed as shown in the schematic below.<br> You can create sounds with just the auxiliary bus (effect) components by setting the value of send MAIN to 0.<br>
165</p>
166<p>
167<IMG src="../img/Mixing.gif" width="600">
168</p>
169
170<h3>Fix Priority at Release</h3>
171<p>
172If this option has been checked, the voice priority of the corresponding sound is not reduced even during release.
173</p>
174
175<h3>3D Vol</h3>
176<p>
177Sets whether 3D sound volume control is applied.<br> 3D sound volume control for sounds can be disabled by removing this check.<br>
178</p>
179
180<h3>3D Pan</h3>
181<p>
182Sets whether 3D sound pan control is applied.<br> 3D sound pan control for sounds can be disabled by removing this check.
183</p>
184
185<h3>3D Pri</h3>
186<p>
187Sets whether 3D sound voice priority control is applied.<br> 3D sound voice priority control for sounds can be disabled by removing this check.
188</p>
189
190<h3>3D Decay Curve</h3>
191<p>
192Selects the volume decay system to be applied to 3D sounds.<br>
193</p>
194
195<h3>3D Decay Ratio</h3>
196<p>
197Selects the volume decay ratio to be applied to 3D sounds.<br>
198</p>
199
200<h3>3D Doppler Factor</h3>
201<p>
202Sets the Doppler effect to be performed by the 3D sound.<br> Sets the pitch variation to be used by the Doppler effect as a value from 0 through 255.<br> The default value is 0. The larger the value, the greater the change in pitch, while a value of 0 represents absolutely no change in pitch.<br>
203</p>
204
205<h3>Pan Mode</h3>
206<p>
207Select Dual or Balance as the pan operational mode for stereo waveforms. Balance is the mode in which the left/right audio volume balance is adjusted, and Dual is the mode in which pan is set using the left and right channels as separate monaural voices.
208</p>
209<p>For more information about setting and using pan modes, see the &quot;Pan Operations&quot; section in the <I>Sound System Manual</I>.
210</p>
211
212<h3>Pan Curve</h3>
213<p>
214Pan curve sets the type of attenuation curve used to determine the audio volume on the left and right channels during pan operations.
215</p>
216<p>For more information about setting and using pan curves, see the &quot;Pan Operations&quot; section in the <I>Sound System Manual</I>.
217</p>
218
219<h3>Front Bypass</h3>
220<p>
221Sets whether to use the front bypass setting for 3D Surround. <br> When this check box is selected, the mode becomes Front Bypass mode.
222</p>
223<p>
224In Front Bypass  mode, the front L/R audio plays from the locations of the physical speakers.<br> In normal 3D Surround, the front L/R audio plays from the locations of the virtual speakers (which are wider than the physical speakers)
225</p>
226
227<h3>User Settings</h3>
228<p>
229Configures the 32-bit numerical value that the user is free to set.<br>
230</p>
231<p><br></p>
232
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