1<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML//EN"> 2<html> <head> 3<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 4<meta http-equiv="Content-Style-Type" content="text/css"> 5<link href="../../css/manpage.css" rel="stylesheet" type="text/css"> 6 7<title>Elements Making Up a Sound Set</title> 8</head> 9 10<body> 11<h1>Elements Making Up a Sound Set</h1> 12<p> 13This section describes the elements that make up a sound set.<br> 14</p> 15 16<h2>Stream Sounds (STRM)</h2> 17<p> 18Sounds that are played back via software streaming from a DVD are called "stream sounds."<br> Instruments reference external waveform files as resources. <br> 19</p> 20<p> 21Stream sounds are suitable for content playback such as background music that uses a large waveform file.<br> 22</p> 23 24<h2>Wave Sounds (WAVESOUND)</h2> 25<p> 26Sounds that are played using waveform data loaded into memory are called "wave sounds."<br> Instruments reference external waveform files as resources. <br> 27</p> 28<p> 29Wave sounds are suitable for the playback of effects that use, for example, one-shot waveform files.<br> 30</p> 31 32<h2>Sequence Sounds (SEQ)</h2> 33<p> 34Sounds that are played using sequence (MIDI) performance information and tones (banks) loaded into memory are called "sequence sounds."<br> Either an external standard MIDI file created with a sequencer or a text sequence file created with a text editor is referenced as a resource.<br> 35<p> 36With sequence sounds you have greater freedom to change the tempo and make other manipulations, so they are well suited for background music and the playing of musical sound effects.<br> 37</p> 38 39<h2>Banks (BANK)</h2> 40<p> 41Sounds used by a sequence are referred to as a "bank."<br> A bank file created under SoundMaker is referenced as a resource.<br> 42</p> 43 44<h2>Waveform Archives (WARC)</h2> 45<p> 46Collections of more than one instance of waveform data are referred to as a "waveform archive."<br> Waveform data is much larger than bank data, therefore, bank data and waveform archive data are handled separately.<br> Memory can be used more efficiently because they are handled separately.<br> 47</p> 48 49<h2>Players (PLAYER)</h2> 50<p> 51The concept used to control playback of stream, wave, sequence sounds, etc., is called a "Player."<br> A Player must be specified for all sounds.<br> 52</p> 53<p> 54A sound limit can be specified for a Player. This sound limit value can control the specified number of sounds that can be played back with a given Player.<br> 55</p> 56 57<h2>Groups (GROUPS)</h2> 58<p> 59Waveform data and playback data must be loaded into memory in order to play sequence sounds (banks), wave sounds, etc.<br> These items, included in a sound set, can be registered and gathered together in a group.<br> The application can then operate at a group level to load the waveform data and playback data into memory.<br> 60</p> 61<p> 62With SoundMaker only, group creation and registration of items to groups is not necessary when confirming sounds.<br> 63</p> 64 65 66<hr><p>CONFIDENTIAL</p></body> </html> 67