1<html lang="ja"> 2<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<title>Introducing SoundMaker</title> 7</head> 8<body> 9 10<h1 id="SUMMARY">Introducing SoundMaker</h1> 11<p> 12SoundMaker is a Windows application for creating sound data to be used in the NintendoWare sound development environment. 13</p> 14 15<!-- ====================================================================== --> 16<h2 id="ABOUT_SoundMaker">SoundMaker Overview</h2> 17 18<p> 19In the NintendoWare sound development environment, sound data is normally handled as a single binary file called a sound archive.<br> Sound data used as resources for the sound archive are created using a wave editor tool or the sequencer of your choice. SoundMaker creates a sound archive from said sound data so that it may be used by the runtime library of the NintendoWare sound development environment.<br> SoundMaker supports Viewer and can be used to check sounds on actual hardware that has been connected to a computer. In addition, emulation on the computer can be used to check some sounds during the creation process. 20</p> 21 22 23<p> SoundMaker's playback on actual hardware can also be done using the special sound programs SoundPlayer and HioSoundPlayer.<br> 24</p> 25 26<!-- ====================================================================== --> 27<h2 id="FEATURES">Main Features of SoundMaker</h2> 28<p> 29The main features and characteristics of SoundMaker are described below. 30</p> 31<h3>Creating Sound Projects and Outputting Sound Archives</h3> 32 <p> 33Projects in SoundMaker are called Sound Projects. More than one collection of sounds, called a sound set, can be created for reference by a Sound Project. A single Sound Project corresponds to a single sound archive.</strong> Sound Projects are saved in files having the extension <span>.cspj</span> (indicated hereafter as sound project files), while sound sets are saved in files having the extension <span>.csst</span> (indicated hereafter as sound set files). 34 </p> 35 36 <h3>Creating Stream Sounds</h3> 37 <p> 38Sequence sounds are created using a sound set. The waveform files that serve as the resources should be prepared as AIFF or WAV files using an existing waveform editing application or DAW software.<br> Stereo or monaural sound (16-bit or 8-bit), and any sampling rate can be selected for wave data. Stream sounds are played back (using snd library) while reading the minimum amount of data necessary from disk. 39 </p> 40 41 <h3>Creating Wave Sounds</h3> 42 <p> 43Sequence sounds are created using a sound set. A group called a wave sound set is created and wave sounds are created for each wave sound set. The wave data used as a wave sound resource is the same data that is used for stream sounds.<br> When playing wave sounds using snd library, you must first load waveform data once into memory at the wave sound set level. 44 </p> 45 46 <h3>Creating Sequence Sounds</h3> 47 <p> 48Sequence sounds are created using a sound set. Sequence data to be used as a resource can be either a standard MIDI file or a text sequence file (extension <span>.cseq</span>) written in plain text.<br> Be sure to prepare standard MIDI files using your sequencer and text sequence files using your text editor. Control changes supported in each file type and how to code text sequence files called sequence commands are described in the separately provided Sequence Data Manual. 49 </p> 50 51 <h3>Creating a Bank and Specifying Sequence Sounds</h3> 52 <p> 53Create banks using sound sets. Specify a bank for each sequence sound that has been created. The bank functions as a tone when playing a sequence sound.<br> Bank data to be used as a resource supports special bank files (extension <span>.cbnk</span>). 54 </p> 55 56 <h3>Editing Bank Files</h3> 57 <p>Bank files are edited in the Bank tab. The Bank tab is a special pane inside the main window for editing bank files, which are the material of banks. More than one voice, called an instrument, can be created for a bank file. Such instruments are placed on a list called the Instrument list. The program number corresponding to the MIDI program change is defined. Instruments reference waveform files as resources. The waveform data used as resources for bank files is the same as that used with stream sounds or wave sounds.<br> When playing banks using snd library, you must first load waveform data once into memory at the instrument level, just as with a wave sound. 58 </p> 59 60 <h3>Creating 3D Sounds</h3> 61 <p> 623D sounds are created using a sound set. Operations when playing a sound using 3D sound are set for each sound. 63 </p> 64 65 <h3>Creating a Player and Specifying a Player for Each Sound</h3> 66 <p> 67Create a Player using the sound set. Specify a Player for each sound. 68 </p> 69 70 <h3>Creating Groups and Registering Sound Data with Groups</h3> 71 <p> 72Create a group using a sound set. Register each sound with the created group as an item.<br> snd library loads the playback data and waveform data required to play each sound into memory at the group level. 73 </p> 74 75 <h3>Importing Existing File Formats</h3> 76 <p> 77DLS files and effect sound definition files with the extension .stxt (hereafter ".stxt files") are imported into the sound project.<br> An .stxt file is the name of an effect sound definition file used by the sysdolphin audio library. This library is used as the development environment for the Nintendo GameCube. This feature is used when taking game projects created using sysdolphin and porting them to the CTR. 78 </p> 79 80 <h3>Creating Sound Archives</h3> 81 <p> 82A sound archive is created from a Sound Project. All files referenced use a special converter. 83 </p> 84 85 <h3>Sound Verification through PC Emulation</h3> 86 <p> 87SoundMaker supports the playback of instruments using PC emulation. This allows you to check sounds to a certain degree even without the development hardware (PARTNER-CTR Debugger).<br> PC emulation can also be used to play MIDI signals connected to the computer. 88 89</p> 90 91<h3>Starting SoundPlayer and Checking Sounds on CTR Hardware</h3> 92 <p> 93Sound archives created with SoundMaker can be checked by starting SoundPlayer from inside the tool.<br> 94 </p> 95 96 <h3>Checking Sounds on the Actual Hardware with Viewer</h3> 97 <p> 98You can check sounds by sending sound archives created with SoundMaker to Viewer.<br> 99 </p> 100 101<p><br></p> 102 103<hr><p>CONFIDENTIAL</p></body> 104</html> 105