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- ~GENERAL INTRODUCTION
-
- Welcome to SYNTHWORKS for D10, D20, D110 and MT32!
-
- First of all, let's introduce Steinberg's help system...
-
- A. HELP MODE
- This program is capable of explaining itself to you!
- If you choose the menu option "HELP MODE" (or press <HELP>
- on the ATARI) the mouse cursor becomes a question mark. You
- can then move this question mark onto a menu option and
- click, a window will open displaying information about it.
-
- Where an item is obvious enough (example: the menu option
- "Quit"), no explanation is given.
-
- In order to use this option, you need to have your program
- disk in the drive.
-
- Re-Calling the help mode will take you out of that mode (the
- mouse cursor returns to its usual form).
-
- Another way of getting help is to select the menu option
- "HELP". In this case, a window opens and displays
- all the available topics (some of them are not available in
- help mode). Click on a topic and its related information
- will appear in a new window.
-
- You close a window by clicking on its upper left
- corner, or by pressing <Esc> on the ATARI.
-
- This help system contains most of the information covered
- by the manual supplied with the package.
-
-
- C. SURVEY OF THE PROGRAM
-
- The program is split into three main parts, each having a
- dedicated screen:
-
- 1. TONE EDIT PAGE
-
- From this page, you are able to create and modify TONES. In
- other words, this page deals with SOUNDS.
-
- 2 CONFIGURATION PAGE
-
- From this page, you are able to create or modify PATCHES and
- MULTI TIMBRAL configurations. In other words, this page
- helps you to choose the sounds and configure your synth for
- a musical performance.
-
- 3. LIBRARIAN PAGE
-
- From this page you manage your TONE, TIMBRE and PATCH
- memories via two banks and a large library.
-
- Besides these 3 software areas, several important utilities
- are provided, such as a multi tasking sequencer, some
- automatic sound creation functions, a virtual keyboard, a
- drum kit editor, etc...
-
- The manual is built around these different parts.
-
- D. BEFORE GOING FURTHER...
-
- Before going further you will have to MIDI-connect your
- synth:
- MIDI-IN of the ATARI to MIDI-OUT of the synth.
- MIDI-OUT of the ATARI to MIDI-IN of the synth.
-
- If you have an MT32 or D110 expander and use a master
- Keyboard, simply join the MIDI OUT of the ATARI to the MIDI
- IN of the expander and the MIDI OUT of the Master keyboard
- to the MIDI IN of the ATARI (Note that if you want to
- transfer a bank you will have to connect the MIDI IN of the
- ATARI with the MIDI OUT of the synth).
- In that configuration, you will use the SYNTHWORKS MIDI
- MERGE function to direct the MIDI data coming from the
- keyboard to the ATARI MIDI OUT port.
-
- When you have an expander and a master keyboard, it is a
- good idea to have an external MIDI merge box. Such a device
- can merge the data coming from the master keyboard and from
- the ATARI into one stream which goes into the MIDI IN of the
- expander, leaving the MIDI IN of the ATARI free to receive
- the MIDI OUT of the expander.
-
- If you do not completely understand your synth, we advise
- you to read the chapter "SYNTH INTRODUCTION".
-
-
- E. REMARKS
-
- The information in this manual is presented under the
- assumption that you are familiar with the basic operations
- of your ATARI. In other words, if you don't know how to use
- the mouse, to select a menu option, or drag an icon, you
- should probably review your ATARI owners guide.
-
- 1. Keyboard Equivalents
- When a menu option is ended by a symbol, pressing the
- corresponding key on the ATARI keyboard calls the option as
- if you selected it from the menu.
- Using keyboard equivalents is a matter of personal
- preference, but they can be faster than the standard menu
- selection process.
-
- 2. Windows
- SYNTHWORKS windows are not "GEM windows", for fast operation!
-
- * When a window is open, you can close it by
- clicking on the upper left corner or by pressing the "Esc"
- key on the ATARI.
-
- * To scroll rapidly through the data displayed in a window,
- you have to click on the arrows of the window's right side.
- Depending on the arrow you click on, you can move from line
- to line, or from page to page, or you can directly jump to
- the beginning or to the bottom of a list. If you click with
- the right mouse button, then the scrolling is slower.
-
- When only one window is active, you can also use the Atari
- keyboard: if you press the vertical cursor keys then you
- move from line to line and if you also press <Control> at
- the same time, then you move from page to page.
-
- * The presence of an arrow in the upper right corner of a
- window means that a menu is available: clicking on this
- arrow pulls down this menu.
-
- 3. Miscellaneous
-
- * About the term 'inverse video' used in this manual:
- In the b/w version of the program 'inverse video' display
- means 'white letters on black background'; in the colour
- version it is exactly the opposite.
-
- This manual will give you some tips and hints about how to
- use your synth, yet it is assumed that you have already read
- your synth owner's manual! It is a good idea to have it
- within reach while using SYNTHWORKS.
-
- SYNTHWORKS is very easy to understand, but read the manual
- in any case; you might find it handy! (especially for
- discovering things you would not expect!).
-
- ~SYNTH INTRODUCTION
-
- SYNTHWORKS is fully compatible with the following Roland
- gear: D10, D20, D110 and MT32. These synthetizers have many
- common points; here follows a basic description of their
- architecture:
-
- They have 3 kinds of sound memories: TONE, TIMBRE and PATCH
- memories (The MT32 has only 2 kinds). When you use your
- synth for playing, you select TIMBRES or PATCHES. When you
- create new sounds, you work on TONES.
-
- A. TONES
-
- A TONE memory is the actual SOUND memory, that is to say a
- collection of 246 parameters that control the sound
- generator of your synth. (For some unknown reason, a "tone"
- is called a "timbre" in the MT32 manual unlike the
- D10/20/110 manuals. We shall use the vocabulary of the
- D10/20/110 manual. In the D50 manual, a "tone" represents
- something different still!).
-
- A TONE has got a 10 character name.
-
- There are 191 preset TONES in the D10/20/110 (63 being
- dedicated to percussion sounds) and 64 programmable TONES.
-
- There are 158 preset TONES in the MT32 (30 being dedicated
- to percussion sounds) and 64 programmable TONES (that are
- always erased when you switch off the instrument(!)).
-
- B. TIMBRES
-
- A TIMBRE memory does not produce a sound "by itself"
- (unlike a TONE) but it is a group of 8 parameters which is
- linked with a TONE memory (preset or programmable) and that
- use this TONE as sound source (this concept is very
- important to understand). Therefore modifying the TONE means
- also modifying the TIMBRE sound.
-
- A TIMBRE attributes a key transpose to the TONE, a bender
- range, etc...The name of a TIMBRE is in FACT the name of
- the TONE.
-
- There are 128 programmable TIMBRE memories. A TIMBRE is
- called a PATCH in the MT32 manual.
-
- TIMBRES are used to create multi timbral CONFIGURATIONS: the
- synth has 8 "PARTS", each with an individual MIDI channel
- and TIMBRE. When working with a sequencer, a TIMBRE for each
- PART can be called with a PROGRAM CHANGE message, and the
- PART volume and panning can be monitored through CONTROL
- CHANGE messages.
-
- Using TIMBRES has a meaning mostly when working with a
- sequencer.
-
- C. PATCHES
-
- A PATCH memory (not for the MT32) is a group of parameters
- that memorize a combination of sounds READY for playing.
- Like TIMBRES and unlike TONES, a PATCH does not produce a
- sound "by itself" but uses TONE memories as sound sources.
-
- A PATCH is a combination of 2 TONES (D10/20) or 8 TONES
- (D110) with individual key transpose, bender range, etc...,
- as well as a reverb setting.
-
- A PATCH has got a 16 character name (D10/20) or 10 character
- name (D110).
-
- There are 128 programmable PATCHES in the D10/20 and 64 in
- the D110 (because they use more memory).
-
- When working with a sequencer, PATCHES can be called by
- PROGRAM CHANGE message. But they can also be used for "live"
- application.
-
- SYNTHWORKS stores these memories in one big bank containing
- 64 TONES, 128 TIMBRES and up to 128 PATCHES (depending on
- the synth). Since TIMBRES and PATCHES have a meaning ONLY
- through TONE memories, it would have been clumsy to provide
- separate banks for these 3 sort of memories.
-
- D. PARTIAL RESERVATION
-
- This is a very important concept in these instruments, yet
- not often well understood.
-
- We shall see later that a TONE is made of 4 sound units
- called PARTIALS, each one being able to be muted. To produce
- a sound, a TONE needs between 1 and 4 active PARTIALS
- (usually the more PARTIALS, the more complex the sound can
- be).
-
- The synth has the capacity to play 32 PARTIALS at the same
- time. In other words you can play simultaneously 8 TONES
- which are made up of 4 PARTIALS, or 16 TONES of 2 PARTIALS,
- or 32 TONES of 1 PARTIAL, or 10 TONES of 3 PARTIALS and
- 1 TONE of 2 PARTIALS, etc...The polyphony is not fixed, it
- floats depending on which TONES are being played at the
- time. The synth organizes itself internally in real time
- to provide the necessary number of PARTIALS to the notes
- that you play at the time.
-
- "PARTIAL RESERVE" is an option that allows you to reserve a
- certain number of PARTIALS to a certain PART in order to
- never have a lack of polyphony on that PART. If a PART
- requests more PARTIALS than are reserved for it (for
- instance you play a big chord), then the synth will check
- in real time for unused PARTIALS and will use them
- temporarily, if any are available. If a PART needs some
- PARTIALS that are reserved and if all PARTIALS are used at
- that time, then a note being played and using unreserved
- PARTIALS will be switched off to provide free PARTIALS.
-
- E. SYNTH TYPE
-
- Before you start to experiment with the program and your
- synth, it is necessary to tell SYNTHWORKS which is the synth
- you are using: D10, D20, D110 or MT32. As a matter of fact,
- each one works in a slight different way!
-
- Select the type of synth in the very left menu. When you
- have selected the right synth, you should save the setup.
-
- ~TONE EDIT PAGE
-
- 1. INTRODUCTION
-
- When you start up the program this will be the first page
- you see. When you are on another page, you can switch to the
- TONE EDIT page by selecting "EDIT TONE" in the menu
- "Edition" (or you can press '1' on the ATARI numeric keypad).
-
- As a first approach, you could "click around" and see what
- happens. If this program is your first one from the
- SYNTHWORKS series, then read the chapter on EDIT MODES: this
- explains the different ways to change parameter values.
-
- If you have read the chapter "SYNTH INTRODUCTION", you
- certainly understood that if you want to create or modify
- SOUNDS, then you must edit "TONES".
-
- What is a TONE ?
- A TONE is a COMBINATION of up to 4 PARTIALS.
- What is a PARTIAL then ?
- A PARTIAL is a simple synthesis module based on one
- oscillator with various modulation options. A PARTIAL can be
- in two distinct modes: PCM or SYNTH. In the first case the
- module produces a sampled sound (PCM); in the other case, a
- "synthetic" wave associated to a filter is the start point.
-
- And what is a COMBINATION ?
- The 4 PARTIALS are organized in 2 STRUCTURES of 2 PARTIALS.
- For example PARTIAL 1 and 2 can inter modulate through a
- process known as "RING MODULATION" in order to produce more
- harmonics, or they can be mixed or output in stereo, etc...
- 13 structures are possible (see your synth manual for more
- information).
-
- A PARTIAL can also be muted.
-
- Any TONE is made of 1 TO 4 PARTIALS.
-
- The screen has been designed in a manner
- to show the architecture of the sound at the first glance.
- You will for instance identify at once the 4 PARTIALS.
-
- Each PARTIAL section displays, in order:
-
- * THE PITCH PARAMETERS
- * THE WAVE PARAMETERS
- * THE FILTER PARAMETERS (TVF)
- * THE AMPLIFIER PARAMETERS (TVA)
-
-
- B. TONE BUFFERS
-
- You can see four buttons labelled A,B,C and D (you will also
- find them on the LIBRARIAN page). These buttons symbolize
- the four available TONE buffers.
-
- Every synthesizer programmer has probably come across the
- following situation at some point:
-
- You find a good sound, try to improve it and fail; and
- retracing your steps produces a less than satisfying result.
- The 4 buffers have been designed to solve this problem. The
- buffers can be copied quickly so you can always make a
- backup of any sound improvement and, when re-editing fails,
- immediately return to the previous sound stored in the
- buffer.
-
- Another advantage is high speed access. Comparing sounds is
- much easier. This is how to proceed:
-
- When you start up SYNTHWORKS, A is black while B, C and D
- are light gray. This means that the parameters and graphics
- on screen display the sound stored in buffer A. Changing a
- parameter means changing the sound in A as A is black and
- thus active.
-
- Now move the pointer to B and click with the left mouse
- button. You will now see the parameters and graphics of the
- sound in buffer B (if you have just started up the program
- the contents of A and B are identical, so you will see no
- difference; modify A a little beforehand, perhaps).
-
- If you click on C or D their content is displayed. It is
- important to know that when selecting a buffer the sound
- is sent from your ST to your synth, so you can play it
- straight away from the keyboard.
-
- How to copy a buffer:
-
- Simply click on the source buffer with the RIGHT mouse
- button: a "sprite" is created. Drag this sprite to the
- destination buffer and click again thus creating a backup
- of your sound. Now you can continue editing it in the
- active buffer.
-
- How to save a sound:
-
- On the librarian page, the same buffer display exists. By
- dragging the TONE name onto a bank or library, you can save
- the buffer. This is explained in detail in the chapter
- about the banks and the library.
-
- At the left side of the buffer buttons lies a single button
- displaying a number ranging from 1 to 8. This button
- represents the synth TONE buffer to which SYNTHWORKS sends
- editing changes, as well as TONE dumps.
- Your synth has 8 TONE buffers, one for each multi timbral
- PART.
-
- When you set the destination buffer, and if the AUTO
- RECHANNELIZING function is on (see the dedicated chapter),
- then the SYNTHWORKS MIDI channel is automatically modified
- according to the CONFIGURATION page (This is important for
- the AUTO NOTE and MIDI MERGE functions).
-
- Note:
-
- When creating a new sound on a D10 or D20, your synth can be
- in PERFORMANCE or MULTI TIMBRAL mode. If you are in
- PERFORMANCE mode, then you must work with PART 1 or 2. In
- MULTI TIMBRAL mode, it does not matter but do remember that
- you can play only PARTS 1 and 2 from the keyboard.
-
- If you are in PERFORMANCE mode on the D10/20, the sounds
- that you can select and play are the "PATCHES". When working
- on a TONE, you should rather select a PATCH in mode "WHOLE".
- If the PATCH was in mode "DUAL", then you would hear 2
- TONES at the same time, which is not too good when editing.
- If you work with a master keyboard (controlling an MT32 or
- D110), be sure to set the right MIDI channel on your
- keyboard in order to play the PART that you are editing
- (see the chapter "AUTO RE-CHANNELIZING" about this subject).
-
- ~TONE PARAMETER DESCRIPTION
- Here follows a brief description of the parameters that can
- be edited from the TONE edit page.
-
- 1. PITCH
- The parameters that affect the PITCH:
- * LFO: Low Frequency Oscillator; used for Vibrato. You can
- adjust the Rate and the Depth of the effect, as well as the
- Depth when the Modulation lever of the keyboard is pushed.
-
- * ENVELOPE: to modify the pitch of the sound along time.
- Used for a guitar attack for example, or for effects. See
- the chapter dedicated to the envelopes for more details.
- One hint: you can adjust how much the pitch can be changed
- with velocity; if one or two PARTIAL(S) are sligthly
- sensitive to this parameter but not the other ones, then
- you can get interesting flange effects dependent on your
- performance. Interesting for lead and "synth" sounds.
-
- * BASIC PITCH: you can adjust the key transposition of the
- PARTIAL from C1 to C9, and tune it to +-50 cents. A slight
- detune between PARTIALS can produce nice chorusing effects.
- The bender icon lets you set if you want the bender to
- modulate the pitch of the PARTIAL or not.
-
- The one octave keyboard icon is an interesting but often
- unrecognized parameter: you can set if you want 12 keys to
- represent 1 octave (usual case) or half an octave (then you
- have a quarter tone scale as used in India), etc...
- The S1 and S2 values mean STRETCH 1 and 2. They need a bit
- of explanation: Experience has proved that people playing
- violin (having only their ear for reference)
- tend to play high pitched notes higher than they should.
- The "STRETCH" setting simulates this effect:
- the higher the note on the keyboard, the greater the
- difference between the theoritical and the 'real' pitch
- value. This function can definitely add a realistic touch
- to your sounds.
-
- 2. WAVE
- If the PARTIAL is in PCM mode (look just below the PARTIAL
- box), then you can see the name of the PCM wave which is
- used. Above this name lies the type of PCM (percussion,
- attack, sustain, etc...).
-
- To modify this wave, simply click on it: a window opens and
- displays all the available PCM waves sorted by category. You
- can scroll quickly through the 256 waves; to select the one
- you like, simply click on it: it becomes reverse video. When
- you have found what you looked for, you can close the window
- by clicking in the upper left corner of the window, or by
- pressing <Esc> on the ATARI keyboard. Another possibility is
- to click on the desired name with the right mouse button:
- the wave is selected and the window closes at once. It is
- strongly advised to be in "AUTO NOTE" mode when looking for
- the right wave (see the corresponding chapter).
-
- The D10, D20, D110 have got 256 waves, and the MT32 128,
- only. Besides, there is no correspondance between those
- waves: if you have both a MT32 and D10/20/110, then you
- might be interested in the SYNTHWORKS sound convertor
- (on the Librarian page).
-
- SYNTHWORKS will show the right PCM names according to the
- synth type.
-
- Note: in the PCM list, you will see two sets of identical
- percussion PCM waves. The second set is different from the
- first one only by the fact that the synth master tuning does
- not affect these waves.
-
- If the PARTIAL is in SYNTH mode, then you can select SQUARE
- or SAWTOOTH wave, as well as the WIDTH of the wave (simply
- think of this parameter as a spectrum modifier). The small
- icon symbolizes velocity: you can adjust how much velocity
- can change the WIDTH of the wave, and therefore its
- harmonic content.
-
- 3. FILTER (TVF)
- IF the PARTIAL is in SYNTH mode, then a filter is available.
- SYNTHWORKS displays clearly if there is a filter or not
- so you can always see the right PARTIAL structure.
-
- * If you click on the left mini graph, a window opens and
- displays the filter frequency response curve from 20Hz to
- 20Khz. You can edit the frequency and resonance parameters
- by pointing the mouse on the values as for any other
- parameter, or you can directly draw the curve with the
- mouse. For this simply point the mouse anywhere in the
- curve field and drag the mouse. If you move in the
- horizontal direction then you modify the frequency response
- of the filter, and if you move vertically you modify its
- resonance. SYNTHWORKS provides this editing method because
- experience has proved that it is useful to edit both the
- frequency and the resonance in real time for instant feed
- back (the point is that these two parameters are very
- related to each other).
-
- If you click on the buttons labelled 1,2,3,4 you can
- edit the filter of any other PARTIAL (which is much faster
- than closing the window and opening a new one). Instead of
- clicking on the buttons, you can also press 1 to 4 on the
- ATARI numeric keypad.
- Clicking on the LINK button turns it reverse video, you are
- then in a mode where all 4 filters are edited simultaneously.
- More exactly it works like this: when you modify a filter,
- then the OTHER filters are modifyed in the same PROPORTION
- (when you release the mouse). The advantage of this option
- is obvious: you can modify the overall timbre of a sound with
- a single operation.
-
- In the upper right corner of the window lies a small symbol:
- click on it to get into a mode where the curve background is
- not refreshed. Try to modify the filter, espescially from
- the numerical values, and you will produce nice looking
- curves!
-
- To get out of the window, click in the upper left corner
- or press <Esc> on the ATARI.
-
- * At the right side of the filter mini graph lie two other
- graphs. One represents the envelope that modifies the
- frequency of the filter against time (see the chapter about
- envelopes).The other one represents the amount of filtering
- according to the keyboard area. Click on this graph to open
- a window:
-
- Two curves are displayed. If you modify the parameters by
- dragging them, then the curves are redrawn accordingly.
- The one octave keyboard icon is the same as the one
- described above, in PITCH. Often it is set to value 1
- to remove an equal amount of harmonics wherever the
- sound is played on the keyboard. If you select a value above
- 1, then high pitched sounds will have a lesser NUMBER of
- harmonics compared with low pitched sounds, which is a
- natural effect.
-
- The parameters BIAS POINT and BIAS LEVEL can precisely
- adjust the amount of filtering for a certain part of the
- keyboard.The curve shows you where the filtering is modified.
-
- Here again you can pass from PARTIAL to PARTIAL without
- closing the window, as described for the filter curve.
-
- 4. VOLUME (TVA)
- Two mini graphs are dedicated to the volume of the PARTIAL.
- The right one is of course the envelope (see the dedicated
- chapter). Click on the other one: a window opens and
- displays the volume of the PARTIAL according to the place
- you play on the keyboard.
-
- There are 2 BIAS POINTS. The two points can be combined in
- several ways: for instance you could cut completely the
- volume at the right side or left side or both sides of the
- keyboard to simulate a split. You can also set small
- slopes to pass progressively from one PARTIAL to
- another accross the keyboard, or for attenuating high
- pitched notes and thus simulate acoustic sounds, etc...
-
- From this window you can adjust the OVERALL PARTIAL
- VOLUME by pointing on the dedicated numerical cell,
- or by pointing the mouse in the curve field and dragging
- the curve up and down.
-
- The parameter below the volume setting represents how
- velocity affects the volume (it is therefore a very
- important parameter for expressiveness).
-
- Here again you can pass from PARTIAL to PARTIAL without
- closing the window, as described for the filter curve.
-
- 5. STRUCTURES
- As we explained above, two PARTIALS are combined
- through a "STRUCTURE". There are 13 available STRUCTURES.
- A STRUCTURE sets:
-
- * The PCM or SYNTH mode for each PARTIAL
- * The RING MODULATOR On/Off state
- * The OUTPUTS of the PARTIALS
-
- * If you look at all the available STRUCTURES in your synth
- manual, you will find "sub groups". STRUCTURES differ from
- each other only by the PCM / SYNTH mode of the PARTIALS.
- Instead of scrolling through the different STRUCTURES with
- the aim of changing the PCM / SYNTH mode of one PARTIAL
- you can simply click on the PARTIAL SYNTH/PCM button: if a
- STRUCTURE with the PCM/SYNTH mode exists, then it will be
- selected. For instance, STRUCTURE 1: PARTIAL 1 can change
- its PCM/SYNTH mode (i.e. clicking on the button labelled
- "SYNTH" switches from STRUCTURE 1 to 3 and vice versa),
- and PARTIAL 2 can not (i.e. there is no STRUCTURE with
- PARTIAL 1 in SYNTH mode and PARTIAL 2 in PCM mode, together
- with a MIXING of the PARTIALS OUTPUTS).
-
- Note: You can also type in a STRUCTURE number via the Atari's
- numeric keypad: Press <CONTROL>+<SHIFT> and click on the
- appropriate number (bottom left of each of the two STRUCTURES.
- Now you can enter the desired number.
-
- * The RING MODULATOR is ON when there is a BELL icon
- shown in the middle of the STRUCTURE area. A RING
- MODULATION between PARTIALS usually provides non natural
- harmonics (as in Bell sounds).
-
- * The STRUCTURE drawing will also display if the PARTIALS
- are output in stereo, or mixed together and output in mono,
- or mixed with the output of the RING MODULATOR.
-
- 6. NAME
- Click on the TONE name at the right side of the menu bar and
- a dialogue box will appear. Now you can type in a new name
- or generate one automatically!
- This is an exclusive Steinberg utility: a computer analysis
- of the english language has given us basic rules for creating
- pronounceable names! Do not expect to find words you already
- know, it is not a dictionary! But we are sure you will make
- some use of it as normally after the effort of creating a
- sound, there is no inspiration left to find a name for it!
-
- 7. PARTIAL MUTING
- PARTIAL MUTING is not only important for increasing the synth
- polyphony, but can also be used to hear the PARTIALS
- individually. You can analyze the make up of a TONE by muting
- its different PARTIALS one after the other.
- Try analyzing the factory TONES to understand your synth
- better.
-
- There are several possibilities:
- * If you click at the left side of a PARTIAL header (where
- there is a small arrow), then you can mute/unmute the
- PARTIAL.
- * If you click on the small box at the right side of a
- PARTIAL header, then this PARTIAL is activated and all the
- OTHER PARTIALS are muted.
- If you click once again, all muted PARTIALS are unmuted.
- This function is very useful for quick PARTIAL testing.
- It can be compared with a SOLO switch on a mixing desk.
- * If you click anywhere on the PARTIAL header while pressing
- <CONTROL> on the ATARI, then all PARTIALS are activated.
-
- Note: SYNTHWORKS removes muted PARTIALS from the screen.
-
- ~ENVELOPES
-
- 1. PRINCIPLE
-
- Envelopes are extremely important in sound synthesis. This
- is why we have provided an extremely complete, flexible and
- fast tool for envelope editing...Click one of the small
- envelope graphs ...a large window opens displaying the
- envelope in enlarged format.
-
- Below the envelope curve you will find the numerical values
- of the curve parameters. You now have the choice between two
- editing methods:
-
- 1.
- You edit the parameters from their numerical values as you
- would do with any other parameter (the envelope graph will
- change its shape accordingly in real time)
-
- 2.
- You can directly draw the envelope!
- The envelope consists of small points displayed as small
- square boxes. If you point to one of these mini square boxes
- and press the mouse, you can drag the box and thus modify the
- corresponding part of the envelope. At the same time the
- numerical values of the envelope parameters will change and
- the synth buffer is updated so you can have real time
- feedback. Speed and no flickering graphics!
-
- Please note ...
-
- * the sustain point is symbolized by two adjacent square
- boxes.
-
- * Some points can be moved only in horizontal or in vertical
- direction, depending on the parameter they are related to.
-
- 2. OPTIONS
-
- At the right of the window, there is a rectangle with
- the words: "Copy", "Select", "Back".
-
- 1. If "Select" is reverse video...
-
- You are in the default mode. You can switch to
- any other envelope, whatever its type (PITCH, TVF or TVA) of
- any PARTIAL (1-4). To select the envelope you can:
-
- * Click in the array (upper right side of the window)
-
- * Use the ATARI keyboard: press the horizontal CURSOR keys to
- pass from PARTIAL to PARTIAL, or the vertical CURSOR keys
- to scroll through the PITCH, TVF and TVA envelopes of the
- current PARTIAL. You might also press 1 to 4 on the numeric
- key pad, to switch from PARTIAL to PARTIAL.
-
- Note: even if "Select" is not inverse video, you can use
- the ATARI keyboard as described above to switch from an
- envelope to another.
-
- 2. If "Copy" is selected...
-
- If you click on another envelope number in the array,
- the envelope displayed is copied to the envelope you have
- clicked on.
- If you do the same procedure while pressing <ALTERNATE>, then
- it is the opposite: the envelope you have clicked on is
- copied to the current envelope. The currently displayed curve
- will be redrawn with new values.
- You can copy TVF and TVA envelopes between each other, but
- can not utilize PITCH envelopes for such operation, as their
- envelope format is different.
-
- You can also copy envelopes when the window is closed: click
- on an envelope mini graph with the RIGHT mouse button: the
- mini graph turns reverse video, and the mouse cursor changes
- its form. You can move the cursor towards another envelope
- and release the button: the first envelope is copied to the
- second one.
-
- 3. If "Back" is selected...
-
- Clicking on the selection array draws the corresponding
- envelope in the background of the actual curve. This was
- provided to help you editing an envelope by comparison with
- other envelopes.
- To clear the background, simply click on the button labelled
- "CLEAR" in the lower right side of the window, or select a
- new envelope.
-
- 4. EXIT
-
- At the left side of the window lie several buttons... EXIT is
- the first one. A click on it closes the window.
- You can press <Esc> on the ATARI for the same result.
-
- 5. UNDO
-
- If you are not happy with the way you have modifyed the
- envelope, you can click "UNDO" (or use the ATARI key <Undo>)
- and the envelope will switch back to the form it had before
- the previous click. If you click "UNDO" once again, the
- envelope is reset to the form it had when you opened the
- window ! (or the form it had when you selected it from the
- selection array).
-
- 6. ZERO
-
- This option is a short cut to be used with PITCH envelopes:
- it resets the envelope to a shape which has no effect on
- pitch.
-
- 7. SUST
-
- If the label is light gray, then the sustain point is ignored
- by the synth: there is no sustain, whatever the value of
- the sustain level parameter. This has been designed by Roland
- for percussion sounds. This parameter is common to all
- envelopes of all PARTIALS.
-
- 8. 5/6 Pts
-
- If you have an MT32 or D110, then this button is always
- labelled "6Pts" and is of no use. If you have a D10 or D20,
- you can switch from "5Pts" to "6Pts", i.e. from 5 points
- envelopes to 6 points envelopes.
- The D10/20 manuals describe the TVA and TVF envelopes as
- 5 point envelopes. When you edit from the synth you can thus
- only edit them as 5 point envelopes. But editing via the
- SYNTHWORKS software you have the opportunity to create
- 6 points envelopes. Make your choice.
-
- Note: a PITCH envelope for the MT32 has an adjustable sustain
- level. This is not the case for D10/20/110 envelopes.
-
- 9. LINK
-
- If the Link button is selected (i.e. displayed in inverse
- video), then when editing an envelope, the 3 other envelopes
- of the same type will be affected as well, in the SAME
- PROPORTION. This feature helps to speed up your work because
- it allows you to work directly on the general envelope of a
- sound. Espescially interesting for the volume envelope.
-
- For instance if you have a violin sound with an attack that
- is a bit too slow, go into link mode and edit the attack of
- any of the 4 TVA envelopes: the overall sound will be
- modifyed because the TVA envelope of each PARTIAL is modifyed
- accordingly.
-
- Note:
- * In link mode, the envelope that you see is updated in the
- synth in real time, as normal, but the other 3 envelopes
- are updated only when you release the mouse button.
- * Only one envelope is drawn to keep the graphics clear.
- * The shape of the envelopes displayed in the background (if
- you have selected this option before) will not be updated
- * In LINK mode, the UNDO function will only affect the
- current envelope.
-
- 10. ENVELOPE PRESETS
-
- 8 envelope presets are available. Their main purpose is to
- provide several types of common envelopes that can quickly be
- selected or adjusted to suit your needs. Click on the micro
- graphs on the upper right side of the window to select one.
-
- 11. ENVELOPE ADDITIONAL PARAMETERS
-
- Apart from the curve parameter, the envelopes have several
- other parameters (different for PITCH, TVF, and TVA
- envelopes). You can edit them the same way as any other
- parameter. You will notice that descriptive names are
- displayed to identify these parameters (instead of the usual
- abbreviations generally encountered in synth LCD displays).
-
-
- ~COPYING PARTIALS
-
- This function allows you to copy any PARTIAL from any TONE
- buffer A to D over any PARTIAL(S) of the active TONE buffer.
- Copying a PARTIAL can be useful e.g. when creating TONES made
- of 4 slightly detuned identical PARTIALS (chorus effect).
- Also it can be interesting to create new sounds by combining
- PARTIALS from several other TONES.
-
- Proceed as follows: Click on the "PARTIAL COPY" function in
- the "EDITION" menu or press the 'Y' key on the ATARI. A
- dialogue box will appear: select any PARTIAL from any buffer
- as a source PARTIAL, and 1 to 4 destination PARTIALS in the
- destination buffer (the active buffer at that time).
-
- There is another quick way of copying one PARTIAL to another
- of the same TONE on the edit page: click on the header of
- the source PARTIAL with the RIGHT mouse button, then move
- towards the destination PARTIAL and release the mouse.
- That's it!
-
- ~INIT TONE
-
- When creating a TONE from scratch, it is advisable to start
- from a simple TONE that you know, including "classical"
- settings.
-
- You can define this init TONE: select the menu option
- "REDEFINE Init TONE" and the current TONE buffer will
- be saved on disk.
-
- From that time on, every time you use SYNTHWORKS, you can
- recall this init TONE: simply select the menu options "INIT
- TONE". The init TONE will then be put into SYNTHWORKS' active
- buffer and simultaneously be sent to the synth.
-
- ~GETTING A SYNTH TONE
-
- Selecting the menu option "GET TONE from synth" asks your
- synth to send one of its 8 internal buffers into SYNTHWORKS
- active buffer. The number of the buffer which is received is
- the one specified by the button beside the SYNTHWORKS TONE
- buffer A-D. A main application for this feature is to load
- ROM TONES from the synth for modification.
-
- ~PRINTING A TONE
-
- If you own a printer, you can print-out all parameters of a
- TONE. Simply select the menu options "PRINT TONE".
-
- It can be handy to have your favourite sounds on paper for
- security purpose. Also you could give some of your sounds to
- a friend who does not own a computer.
-
- Note: the printout will just fit onto an average 12 inch
- page.
-
- ~LIBRARIAN PAGE
-
- A. INTRODUCTION
-
- You can switch to this page by selecting "Access LIBRARIAN"
- in the menu "Library" or by pressing '3' on the ATARI.
-
- The Librarian page offers several innovative tools to manage
- your sound memory. It includes the most powerful library
- ever done on a micro computer so far. This library can
- include up to 1000 TONES in central memory!
- These sounds can be accessed through an exclusive STEINBERG
- concept: DYNAMIC SEMANTIC GROUPING.
-
- Besides this large library, SYNTHWORKS holds two banks of
- PATCHES, TIMBRES and TONES in memory.
-
- 2. PAGE DESCRIPTION
-
- You can see 3 windows and several icons. Contrary to usual
- GEM windows, these windows are all active at the same time!
- They also allow scrolling between 20 and 85 times faster
- that GEM can achieve! Each of these window has got one or
- two menus.
-
- As we said in a previous chapter, SYNTHWORKS stores PATCH,
- TIMBRE and TONE memories in one single bank, because of the
- synth's design. A SYNTHWORKS sound bank contains the same
- amount of memory as a synth bank (128 TIMBRES, 64 TONES,
- and 0, 64 or 128 PATCHES). The two windows at the left are
- designed to display the bank contents. The third window
- displays the TONE library.
-
- Each bank and the library has a name (at the window's
- header). This is the same name under which the bank is
- stored on disk.
-
- ~BANKS INTRODUCTION
-
- Each bank window can display any of the two SYNTHWORKS banks
- (we shall call them bank A and bank B). Banks can be switched
- to display either the PATCHES, the TIMBRES or the TONES of
- the bank. This technique has been chosen for its flexibility:
- you can VERY QUICKLY display any part of any bank on the same
- screen. For instance the window 1 can display the PATCHES
- of bank A, and the other window the TONES of bank B. Or both
- windows can display PATCHES of the SAME bank, sorted in
- different order.
-
- You can switch the display of a window..
- * from bank A to bank B by clicking on the buttons on the
- left side of the window header,
- * from PATCHES to TIMBRES to TONES by clicking on the
- buttons in the lower part of the window.
-
- To access the bank menu, you have to click on the arrow on
- the right side of the window header. The appearing menu
- concerns the bank that is displayed in that window.
-
- PATCHES and TIMBRES are numerated from A11 to A88 and B11 to
- B88 to use the Roland classification. If you see "A27 VIOLIN"
- in the window, that means that the PATCH number 7 of bank 2
- of group A in the synth memory is called "VIOLIN".
-
- The D110 has only got 64 PATCHES, contrary to the D10/20
- which have got 128 (but they are more complete). Also, please
- recall that the MT32 has got no PATCH, only TIMBRES
- and TONES (see the chapter "SYNTH INTRODUCTION").
-
- The TONES are numbered from i1 to i64, again same as the
- Roland classification ("i" standing for "Internal").
-
- ~BANK MENU OPTIONS
-
- Several menu options have a keyboard correspondence, as well
- as an icon operation correspondence (see the dedicated
- chapter).
-
- 1. LOAD
- This function enables you to load a bank from disk and put
- it in SYNTHWORKS internal bank A or B, or to send it directly
- to your synth. If you load a D110 bank while D10 or D20 is
- selected in the setup, or vice versa, then no PATCH will be
- loaded since they are not compatible (but of course the
- TIMBRES and the TONES will be loaded).
-
- 2. UPDATE
- If you have made some changes in a bank that was previously
- loaded, then this option will save these changes to disk.
- Please note that no fileselector box will appear !
-
- 3. SAVE AS...
- Use this option if you want to save the bank with a different
- name.
-
- 4. SEND TO SYNTH
- The bank that is displayed in the window will be sent to
- your synth. SYNTHWORKS utilizes the "Handshake dump" for
- error free transmission (checksums testing). To transmit
- a bank, the MIDI IN and OUT of the synth must be connected
- to the MIDI OUT and IN of the ATARI.
-
- If you have an MT32 or D110, there is nothing to do, but if
- you have a D10 or D20, then press the following switches
- before sending the bank:
-
- *DATA TRANSFER
- *DISPLAY up
- *DISPLAY up again
- *UPPER
- *DISPLAY up
- *LOWER
- *ENTER
- *WRITE (only if the memory protection is on)
- *ENTER
-
- Now the synth display should read "H-shake Load Snd, Waiting".
-
- 5. RECEIVE FROM SYNTH
-
- SYNTHWORKS allows you to load the TONES resident in your
- synth's ROM (these sounds being Roland's "display sounds",
- it is a good idea to analyze them as it can help you to
- understand the TONES' architecture).
-
- To get the user TONES; if you have an MT32 or D110 you have
- nothing to do, if you have a D10 or D20 then press
- the following switches before receiving the bank:
-
- *DATA TRANSFER
- *DISPLAY up
- *DISPLAY up again
- *LOWER
- *DISPLAY up
- *LOWER
- *ENTER
-
- At this point the synth display should read
- "H-shake Dump Snd, Waiting".
-
- When the bank has been received by SYNTHWORKS, you can put
- it into bank A or B, or save it on disk.
-
- 6. COPY
- If "COPY" is selected (i.e. a tick lies in front of the menu
- line), you can copy any PATCH, TIMBRE or TONE inside the same
- bank, or to the other bank: click on the source sound with
- the RIGHT mouse button: the sound name turns inverse video
- and a "sprite" is created; you can move the sprite anywhere
- on screen and click on the desired destination memory: it
- will be overwritten with the source sound.
-
- Of course, you cannot make copies between different types of
- memory (you can not copy a TIMBRE into a PATCH memory!).
-
- As already mentioned, a PATCH or a TIMBRE is worth
- nothing without its related TONE(S). Therefore when
- a bank to bank copy of a PATCH or TIMBRE is done,
- SYNTHWORKS will automatically copy the TONES that are
- used by the PATCH or the TIMBRE. Be aware that these TONES
- are copied to the same location number in the destination
- bank that they had in the source bank. For instance if TONE
- i54 of bank A is copied to bank B, it is copied to location
- i54. If for any reason you do not want this parallel copy of
- TONES, then press <ALTERNATE> on the ATARI when clicking on
- the destination.
-
- For a copy from the bank into the library, refer to the
- chapter about the library.
-
- Note: GEM usually obliges the user to hold the mouse button
- down when moving an object. Yet experience proves that
- unwanted button releases occur sometimes. That's why a safer
- method is used by SYNTHWORKS.
-
- 7. INSERT/ROTATE
- Usually Librarians provide COPY and SWAP functions. STEINBERG
- introduces a new possibility called INSERT/ROTATE. This
- function works differently depending whether you make a
- transfer inside the same bank, or between the two banks
- (BANKS, not WINDOWS!!!).
-
- * Inside the same bank:
- If you click on a sound, drag the sound name, and click on
- another sound of the SAME bank, then the sound is moved and
- inserted where you click, and all the sounds BETWEEN the
- source and destination locations are shifted one place to
- enable the insertion. It is as if there was a rotation of
- all the memories between the source and the destination
- memories. Try out and you will see that this function is
- much more powerful than the usual SWAP function to sort a
- bank in a desired order.
-
- * Between banks
- If the destination memory is free (no name), then the
- source sound is simply copied to this place.
- If there already is a sound, then all sounds between the
- destination sound and the first free location of the bank
- BELOW the destination will be shifted one place to enable
- the insertion.
-
- If you press <CONTROL> on the ATARI when clicking on the
- destination, SYNTHWORKS will check for a free location
- ABOVE the destination location (therefore the memories
- above the destination memory will be shifted instead of
- those below).
-
- Note: The parallel copy of TONES decribed in the previous
- chapter is also active in this mode !
-
- 8. SWAP
- The program also provides a SWAP function. You can swap two
- sound memories inside the same bank or between banks. Simply
- drag the source sound to the sound you want to swap and
- click.
-
- Note: it is possible to swap or move TONES, but it is not
- advisable. When you change the location of a TONE, the
- TIMBRES and PATCHES that were linked to that TONE are lost
- (the preset TONES will remain linked). It is useful to move
- TIMBRES and PATCHES to sort banks, as these are the memories
- you call when using your synth to make music.
-
- 9. LOCK
- In this mode, no sound transfer is possible (it was provided
- to avoid any accident).
-
- Note: a small letter in the low left corner of the screen
- displays the transfer mode at all times, i.e. COPY, INSERT,
- SWAP or LOCK.
-
- 10. ALPHABETIZE
- You can independently sort PATCHES, TIMBRES and TONES:
- The memory that is selected in the window at that time will
- be alphabetized. For the reasons outlined above, TONE
- alphabetizing is not advisable.
-
- 11. SWAP BANKS
- The content of bank A and B are swapped (banks, not
- windows!). This can be useful when the bank B has been
- filled up with TONES by the automatic creation functions
- (see the relevant chapter).
-
- 12. CLEAR
- The displayed bank (PATCHES, TIMBRES and TONES) will be
- cleared.
-
- 13. WRITE COMMENTS
- When you select this option, a dialogue box appears: you can
- type in any comment you like. These comments will be stored
- with the bank when you save it on disk.
-
- 14. PRINT
- This function enables you to print lists of the PATCHES,
- TIMBRES and TONES.
-
- 15. MT32 <=> D10/20/110
- MT32 sounds and D10/20/110 sounds are NOT compatible.
- They use completely different PCM wave tables!
- SYNTHWORKS provides a utility which converts the PCM table
- from one format to another. Some compromises have to be made:
- an MT32 has half the PCM waves of a D10/20/110, and they are
- of poorer quality. When converting an MT32 sound to a
- D10/20/110 sound, you will usualy get very good results.
- This is less true for the other way round as waves are
- missing. When calling this function, the whole bank is
- treated.
-
- Note:
- * The conversion process is not accurately reversible: if you
- convert the bank in one direction and then vice versa, the
- the sounds will differ from the originals. This is due to
- the loss of information in the conversion process: The MT32
- sounds are based on the 128 waves that the device offers
- while D10/20/110 sounds are based on 256 waves. So, when
- converting from D10/20/110 to MT32 half of the possible
- waves are not available. Nevertheless this is a useful
- function. Check it out !
- * TONES which use no PCM wave are completely compatible at
- all time.
- * As a TONE is usually not compatible with an MT32 AND
- D10/20/110 AT THE SAME TIME, if you have both synths
- you should have a separate library related to each
- instrument.
-
- 16. TONES -> LIBRARY
- All the TONES of the bank are copied into the library with
- this single operation (see the chapter about the library).
-
- ~BANK MISCELLANEOUS
-
- 1. Selecting a TONE
-
- If you click with the LEFT mouse button on any TONE on screen
- (in the library or in a bank), then this TONE is at the same
- time sent to your synth (into PART 1 to 8, as specified by
- the button left of the 4 buffer buttons). It is also put into
- buffer A, which becomes active.
-
- At the same time the previous content of buffer A is moved to
- buffer B, the previous content of B is moved to C, etc... The
- content of D is lost. This allows you to quickly fill the
- 4 buffers with different TONES (for instance, to compare them
- on the editor page).
-
- If you want to overwrite the contents of the active buffer
- and not to move the 4 buffers' contents, press <ALTERNATE>
- when clicking on the TONE: all buffers will keep their
- original contents, and the active buffer will receive the
- new TONE memory.
-
- Now you can either play the TONE on your keyboard or edit
- it on the TONE edit page. If the sequencer is playing
- you will at once hear the TONE you have selected. This is
- very useful when searching for the right TONE. You can also
- use the AUTO NOTE feature (see dedicated chapter) !
-
- 2. Saving a TONE buffer
-
- The name of the active buffer (A to D) appears in the lower
- part of the screen. You can click on it and drag it into a
- bank or the library to save it. Both COPY and INSERT
- are possible when transferring a TONE buffer.
-
- 3. Renaming a memory
-
- Click on any sound with the LEFT mouse button while pressing
- <CONTROL>. The cell becomes inverse video and you can rename
- the sound. If you do not type anything and press <RETURN>,
- the old name is restored.
-
- 4. Selecting a PATCH
-
- If you click with the LEFT mouse button on any PATCH of a
- bank, then this PATCH is sent to your synth. If you have a
- D110, you can edit this PATCH by switching to the
- CONFIGURATION page, and if you use a D10 or D20, then you
- can call the menu option "EDIT D10/20 Patch". Once again, a
- PATCH does not contain TONES, therefore do remember that the
- TONES used by a PATCH must be resident in the synth memory!
-
- 5. Selecting a TIMBRE
-
- Click with the LEFT mouse button on any TIMBRE and it will
- be sent to the synth.
-
- 6. MIDI transmission errors
-
- SYNTHWORKS 'speaks synth..'. In case the software or the
- synth receives wrong data, SYNTHWORKS will cancel
- communication and display an alert message. This is an
- advantage of Handshake communications: when a transmission
- has ended you are sure that no wrong data has been received
- by the software or the synth, otherwise you will be informed.
-
- In case you get a MIDI error transmission:
-
- * Check the MIDI In/Out port correspondence (see the first
- chapter)
- * check your MIDI leads: are they too long ? (5 meters max.)
- * Do you use a MIDI patch bay or merger ? (normally the
- should be okay, but some devices on the market are
- unhappily allergic to long MIDI exclusive transmissions !)
- * Have you set the right mode (D10/20/110/MT32) in the
- setup ?
- * If you try to receive a Bank from the synth that was sent
- to it by an other software that does not use the MIDI
- Handshake mode, you might have problems in case wrong data
- was sent. This remark bases on the fact that some 'public
- domain' banks contain false data (for instance a single
- resonance parameter set to 31 - while the maximum value is
- 30 - can cause trouble.
- * It is better not to click the mouse or type on the
- keyboard while MIDI data is transmitted....
-
- ~LIBRARY INTRODUCTION
-
- TONES being the most important memories, SYNTHWORKS provides
- a library where you can store up to 1000 TONES. You can
- look through your library every time you need sounds to
- create PATCHES and TIMBRES. Of course there is no TIMBRE or
- PATCH library since these memories are not independent
- entities (making sense only in conjunction with a bank).
-
- A special feature of the Steinberg library is the way TONES
- are stored and re-called. Until now we have identified
- sounds by their names. This becomes more and more
- difficult when you have hundreds of them. Of course you can
- classify them in banks ("bank strings"...etc) but that is a
- single degree classification.
-
- This is why Steinberg has invented an exclusive way of
- classifying sounds which is more musician-minded...
-
- You can associate each sound with up to 8 terms that describe
- the sound: we call them "semantic terms". Use them to build
- up an identity for your TONES.
-
- Let's discuss a general example:
- You have created a BASS sound with an AGRESSIVE attack and
- METALLIC resonances. SYNTHWORKS allows you to store your TONE
- in the library, for instance with terms like BASS, AGRESSIVE
- and METALLIC.
-
- Now let's imagine that three months later you are looking for
- an "agressive metallic bass sound"...SYNTHWORKS will check
- the library and extract the sound you have created three
- months earlier, as well as any other sound answering to that
- description!!!
-
- You have to make the effort of describing your new sounds,
- this can not be done by the computer since it is a
- subjective matter! But once it is done you will have a
- usable library of sounds, and not simply a collection of
- anonymous sounds lost on some disks...
-
- A lot of work has been done to provide lightning fast
- operations. There is almost no human detectable delay when
- requesting a sound research in the library.
-
- The following chapters will explain in detail all possible
- operations (access these chapters from the chapter window)
-
-
- ~LIBRARY EXTRACTION
-
- Before going further, you should load the library which is
- furnished with this software package. For this purpose, pull
- down the first library menu by clicking on the right side of
- the library window header, and select the menu option "LOAD".
- Then select a file with the extension ".LIB".
-
- Thanks to the window, it is possible to scroll through all
- the library sounds or only a selection of them. If the
- scrolling is too fast (100 lines per second!) you can click
- with the RIGHT mouse button in order to slow it down.
-
-
- Important :
- A SELECTION of TONES is a sub group of the library,
- constitued of all TONES answering to a certain description.
-
- For instance if you press <SHIFT>+<S> on the ATARI, then all
- the TONES with a name beginning by an 'S' will appear in the
- window. These sounds are extracted from the library, they
- represent a SELECTION of the library.
-
- We are now going to see all the possibilities of selection:
-
- 1. SEMANTIC EXTRACTION
-
- This is the most useful method and also the main originality
- of the library.
-
- At the right side of the screen you will find an icon called
-
- "SEMANTIC". Click on that icon (you can also click on the
- arrow at the bottom of the library window: the second library
- menu shows up: select "SEMANTIC Links").
-
- A window opens. If you click in the upper right corner of the
- window, you will open a menu. If you click in the upper
- left side of the window, you will close the window (you can
- also press <Esc> on the ATARI).
-
- In this window you can scroll through all the terms which can
- be used to describe your sounds. There can be up to 255 terms
- in that list, and you can of course define your own terms
- (explained later).
- You can scroll through the list as in the other windows.
- You can also use the ATARI cursor keys to move up or
- down (if besides you press <CONTROL>, then you scroll
- faster).
-
- This list is always sorted alphabetically. You can jump
- directly anywhere in the list. If for instance you press <P>
- on the ATARI, then the window will display a list of those
- terms that start with the letter "P".
-
- When you click on a term with the LEFT mouse button, it turns
- reverse video and appears simultaneously in
- the control box at the left side of the window. If you click
- on a term which is already inverse video, then it is
- displayed normally again and disappears from the selection
- box.
-
- You can select between 1 and 8 terms. These terms will be the
- "key" that SYNTHWORKS uses to extract all the library
- sounds that match to the description.
-
- For instance, select the term "PIANO TYPE". Then open
- the windows menu and select the option "SCAN Library" (or
- press <ALTERNATE>+<S> on the ATARI). Immediately the semantic
- window closes by itself and the library window is filled up
- with all sounds described as "PIANO TYPE" !
- Note that the extracted sounds might also answer to
- other terms, but they respond AT LEAST to "PIANO TYPE".
-
- If you do the same operation again, but this time select
- "PIANO TYPE" and "ELECTRIC", fewer sounds will be extracted.
- To be extracted a sound must have labels that match with
- both terms.
-
- If you do the same operation again, but this time select
- "PIANO TYPE" and "ELECTRIC" and "STRINGS", then there is a
- big chance that no sound will appear in the window at all!
-
- You might want to extract sounds whose semantic relations
- only partially correspond to your research terms.
- In this case, select the option "SCANNING DEPTH..." from the
- sub menu, and type in the desired percentage (from 20 to 100%
- in steps of 10).
-
- Let's take an example: If you ask for sounds answering to
- "PIANO TYPE", "ELECTRIC" and "STRINGS" semantic, then there
- is about no chance to extract anything with a scanning depth
- of 100%. But if you specify a scanning depth of 70% for
- instance, then any sound answering to 70% of the terms will
- be extracted. 70% of 3 terms represents 2 terms, thus the
- sounds responding to:
-
- * PIANO TYPE and ELECTRIC
- or * PIANO TYPE and STRINGS
- or * ELECTRIC and STRINGS
- will be extracted!
-
-
- A few short cuts:
- * When the semantic window is open, you can de-select all
- terms by pressing <UNDO> on the ATARI.
- * Instead of scrolling through the whole list press: <TAB> or
- <BACKSPACE> on the ATARI. All the inverse video terms will
- appear one after another (<TAB> lets you move "forward" and
- <BACKSPACE> "backwards").
- * If you click on a term with the RIGHT mouse button, then
- you select the term (or unselect it), and automatically
- cause a library extraction.
-
-
- 2. NAME EXTRACTION
-
- Open the lower library menu and select the option "NAME
- Elements": a dialogue box appears. This method allows you to
- extract all the sounds whose name matches with certain
- specifications. You can specify:
-
- * a string of 1 to 10 letters
- * whether you want to find the sounds whose name begins
- with the specified letters, OR the names which include
- the specified string of letter Anywhere in them.
- * whether you want to make a difference between upper and
- lower case letters (usually not).
- * the research field: whether you want to scan the whole
- library, or the current selection.
-
- For example you could extract all the sounds whose name
- includes "pia". A selection of all sounds including "pia"
- (and therefore certainly Piano sounds) will appear in the
- window library.
-
- 3. FIRST LETTER
-
- This is a short cut to the previous function: if you press
- <SHIFT> + any letter on the ATARI keyboard, then all the
- library sounds whose name begin by this letter will be
- extracted in a flash. In the menu wording ^? is the
- abbreviation for <SHIFT> + letter.
-
- 4. PARTIAL SELECT
-
- This feature allows you to extract all the TONES which have a
- number of PARTIALS equal or below a number that you specify.
-
- The TONES are extracted from the current selection, not from
- the whole Library (unless you choose the whole Library as
- current selection).
- Application: when you make a CONFIGURATION, you might
- sometimes need some sounds with only few PARTIALS, in order
- not to run short of polyphony.
-
- 5. UNDEFINED TONES
-
- If you select the option "Select UNDEFINED'S" in the library
- lower menu (or press </> on the ATARI), all sounds that have
- not been attached to any semantic relation will be selected.
- This function is useful to check whether all sounds have a
- semantic description. It helps you to keep your library
- organized at any time.
-
- 6. GENERAL EXTRACTION
-
- If you select the option "Select ALL" in the library lower
- menu (or press <A> on the ATARI), then all existing sounds of
- the library are selected.
-
- 7. SELECTION PRESET
-
- In the lower library menu, the 10 upper items represent 10
- preset selection keys. These are short cuts to the semantic
- extraction process described previously.
-
- For instance, if you select the first menu line, then all
- sounds answering to this semantic description will be
- extracted. You can also press the ATARI function key F1 for
- the same result.
-
- How to define a selection preset ?
- Open the semantic window, select between 1 and 8 terms and
- select the option "Redefine SELECTION PRESET" in the semantic
- menu. You are then requested to assign this semantic descrip-
- tion to a menu line: type 1 to 10.
-
- From now on, if you select the menu option or press the
- corresponding function key on the ATARI, all the desired
- sounds will be extracted in a flash.
-
- The menu option has got the name of the first semantic term
- selected in the list. If the selection key has more than one
- term, then the menu line is ended by a "+" sign, as a
- reminder.
- With this feature, you could imagine your library as a group
- of TONES classified by category which has following
- advantages:
-
- * categories are freely definable, with much precision. They
- are not fixed and can be changed at any time. The number of
- possible categories is huge.
- * categories are not size limited (..well, 1000 sounds)
- * Sounds can be part of several categories at once and yet
- they are memorized only once in the library.
-
- When the library is updated on disk, all selection presets
- are saved with the library so you automatically find them
- again next time you load the library.
-
- ~TONE IDENTIFICATION
-
- This chapter describes how to attach semantic terms to TONES.
-
- 1. IDENTIFY ONE TONE
-
- Click on a library TONE with the RIGHT mouse button, drag it
- towards the semantic icon and click: the semantic window
- opens. Instead of dragging the TONE, you can also click on it
- with the LEFT mouse button while pressing <SHIFT> on the
- ATARI.
-
- Notice that the TONE name appears below the window
- header (when you open the window for a scanning, no TONE name
- appears at that place).
-
- If the sound already had terms attached to it, they appear
- inverse video in the list. They also appear in the selection
- box at the right side of the semantic window.
-
- At this point you can select new terms for the sound
- (maximum 8). When the selection is done, simply close the
- window and the terms are attached to the sound.
-
- A short cut: clicking on a term with the RIGHT mouse button
- selects (or de-selects) the term and closes the window
- automatically, attaching the new terms to the sound.
-
- How to create new semantic terms?...
-
- To create a new term, click on a free location in the list
- while pressing <CONTROL> on the ATARI. Now you can type in a
- name of up to 16 letters. You can use the same method if you
- want to modify the spelling of an already defined term (If
- you press <Return> without having typed anything, the old
- term is restored).
-
- The list is then automatically sorted in alphabetical order
- by SYNTHWORKS.
-
- When you have created new terms, select the semantic
- menu option "UPDATE LIST on disk" and the semantic list will
- be updated on disk. Do not forget to do this! It is a good
- idea to make a regular back-up of the semantic list file.
-
- The number of semantic terms has been limited to 255 to keep
- speed and memory needs in optimal proportions.
- Remember:
- If you overwrite a term A with a new term B, and re-create
- the term A somewhere else in the list, then SYNTHWORKS will
- not be able to extract the sounds associated with A in the
- past (these sounds are now associated with B).
-
- When you copy a TONE from the library to a bank, the semantic
- relations of that TONE are NOT part of the transfer. As a
- matter of fact, there is no semantic classification in the
- Roland bank format.
-
- 2. IDENTIFY SEVERAL TONES
-
- It is possible to assign new terms to a whole selection of
- TONES in the library.
-
- Select some TONES; for instance you could select all the
- TONES with "PIANO" included in the name.
-
- Open the semantic window and select some terms; for instance
- select "PIANO TYPE".
-
- Open the semantic menu, two possibilies exist:
-
- * "AFFECT current selection"
- If you select this option, then all the sounds selected in
- the library at that time will be assigned to the new terms.
- They will LOOSE any old term attached to them.
-
- * "ADD to current selection"
- If you select this option, then the terms selected in the
- window will be ADDED to those already assigned to each
- selected sound of the library. If that means more than 8
- terms for a sound, the older terms have priority: there
- will be no erasure of old terms.
-
- Usually, this second option will be used more often since you
- do not loose old terms.
-
- ~LIBRARY FILLING
-
- 1. COPYING ONE TONE
-
- You can INSERT a sound in the library, or OVERWRITE an
- existing sound. The COPY, INSERT/ROTATE and SWAP options
- of the bank menus do not apply to the library.
-
- 1.1 INSERT
- Simply drag a TONE from the bank (or from the TONE buffer)
- over to the library window and click anywhere (it does not
- matter if you click on a free location or not). The
- sound is copied and inserted at the end of the current
- selection (the sound list is automatically shifted to the end
- so that you can see the recorded TONE).
- The most important thing is that the newly copied TONE is
- automatically assigned to the semantic terms that were used
- last to make a library selection.
-
- Let's take an example: you select the "STRING" sounds of the
- library, then you transfer a TONE from a bank: this TONE will
- be recorded in the library as a "STRING" sound. This feature
- makes the inclusion of new TONES in the library very easy and
- gives them an identity at once.
-
- If you want to avoid an identity for that TONE, you should
- select the menu option "Select ALL" or "Select UNDEFINED'S"
- beforehand.
-
- 1.2 OVERWRITE
- If, when dragging a source TONE over the library window, you
- click on an existing TONE while pressing <CONTROL> on the
- ATARI, then this TONE is overwritten with the new TONE. The
- new TONE will inherit the semantic relations of the previous
- TONE.
-
- This overwriting possibility has been provided espescially
- for the case when you want to store a TONE that you had
- previously taken from the library for editing. Overwriting
- the old TONE, you only keep the edited version in the library.
-
- 2. COPYING SEVERAL TONES
-
- The option "TONES -> LIBRARY" in the banks menu allows you
- to transfer all the bank TONES into the library in one
- operation. There is no overwriting: all the sounds are
- inserted. The newly copied sounds will have no identity.
- After such a transfer, SYNTHWORKS automatically extracts and
- displays all undefined TONES of the library (so you can see
- the new TONES).
-
- ~LIBRARY UPPER MENU
-
- The lower menu has been covered in the chapter "LIBRARY
- EXTRACTION".
-
- 1. LOAD
- To load a library. You can have as many libraries as you like.
- The library file name appears in the library window header.
-
- 2. UPDATE
- When you have done some changes (new TONES in the library,
- semantic assignment, alphabetizing, etc...), you should
- update the library before quitting the program.
-
- 3. SAVE AS...
- You can save the library with any name you like. This is
- useful when making backups. One common method for a good
- backup management is to use 3 disks (single sided is okay).
- Everytime you make a backup, do it over the oldest version
- on disk...
-
- 4. CREATE
- If you want to create an empty library on disk, use this
- option. The library currently in memory will be cleared.
-
- 5. DEFINE AUTO LIBRARY
- This option allows you to set a library which will be loaded
- automatically everytime you start the program. When you
- select the option, a fileselector box appears. Select the
- library file you want to define (from any folder on any
- disk). This function is handy especially if you work with
- a hard disk.
-
- 6. SAVE / IMPORT SELECTION
- You can copy any selection of a library into any other
- library. Use the menu option "SAVE Selection" to save the
- current selection as a file on disk.
- Now you can load a new library. Then use the menu option
- "IMPORT Selection", to choose a selection file from disk.
- All the TONES will be inserted in the library together with
- their semantic identities. Twin copies are avoided
- automatically.
-
- 7. FREE UPDATING
- If a tick lies in front of this menu line, you will have to
- update the library. Select the menu option "UPDATE" when
- you have completed your editing, espescially before you quit
- the program.
-
- 8. PARALLEL UPDATING
- In this mode, everytime a change is done in the library,
- SYNTHWORKS updates the library file accordingly, on the
- library disk.
- In other words the library on disk will at all times be a
- replica of what is in memory. Therefore you never need to
- think of updating the library yourself. In case of
- power failure, you loose nothing!. The disadvantage is that
- your work speed is slowed down because of the disk access
- operations. With a hard disk, this is not a big problem.
-
- This function will only be active if you have loaded a
- library before as only then SYNTHWORKS knows which file
- to update.
-
- 9. CLOCK UPDATING
- In this mode, the library on disk will be updated
- automatically every 20, 40 or 60 minutes (click on the
- menu line to select the time span).
- Use this option if you tend to forget to save your
- work or if you fear power failure.
- Of course if you have made some changes after the last
- automatic update and want to quit the program, you
- still have to think of updating the library yourself.
-
- 10. AUTO TWIN CLEARING
-
- You will certainly find this option very useful: everytime a
- TONE is copied to the library, it is compared to all the
- library sounds to find out if it already exists OR not!
-
- SYNTHWORKS will check the sound parameters, not the name;
- therefore if two sounds have the same name but are in fact
- different because of their parameter settings, then they
- will of course not be considered as twin.
-
- Even if the library has got 1000 sounds, STEINBERG technique
- is so quick that the comparison process is not humanly
- detectable !
-
- If a tick lies in front of this menu line, then SYNTHWORKS
- will not copy the TONE and will show a warning message at
- the top of the screen.
-
- If there is no tick, then an alert message will appear to
- warn you that this sound is already present in the library.
- Then you can confirm or cancel the copy.
-
- The function will work both when you copy a single TONE, or
- a whole bank of TONES. This is very useful when you receive a
- new bank from a friend for example. When transferring
- the sounds to the library, only those sounds that you haven't
- got already will be copied. When copying a whole bank, and in
- case some twins were traced, SYNTHWORKS will tell you
- the real number of copied TONES.
-
- 11. ALPHABETIZE
- If you alphabetize the library, any selection of sounds
- that you ask for will appear in alphabetical order.
-
- 12. INFOS
- Just try out clicking on it...
-
- 13. PRINT
- The TONES of the current selection will be printed.
-
- 14. BANK A <- TONES
- You can transfer all the TONES of the current library
- selection into bank A. The sounds are copied to the free
- locations of the bank (bank TONES will not be overwritten).
-
- 15. BANK B <- TONES
- Like the previous function. Both functions are short
- cuts which prevent that you have to drag the TONES one by
- one.
-
- ~LIBRARY: MISCELLANEOUS
-
- * Click on a sound name while pressing <CONTROL> to
- rename the sound.
-
- * If you click on a TONE while pressing both <ALTERNATE> and
- <SHIFT>, then all the sounds which at least have the same
- semantic relations as the clicked TONE will be selected.
- The scanning depth parameter also works for this function,
- therefore you can select all sounds which have a certain
- percentage of the semantic terms of the clicked sound.
-
- * If you click on a TONE while pressing both <ALTERNATE> and
- <CONTROL>, then all sounds that have in common at least
- ONE semantic term with the clicked TONE, will be selected.
-
- * Click on a TONE while pressing both <SHIFT> and <CONTROL>.
- This sound will then be removed from the current
- selection (we mean REMOVED, not ERASED from the library!)
- Example of application: you can remove TONES from a
- selection in order to print, or copy, or assign new
- semantic terms to the remaining group of TONES.
-
- ~ICON OPERATIONS
-
- On the Librarian page, many objects can be moved in order
- to emulate several functions; It can make the page management
- user friendly and easy to remember. These are the
- possibilities:
-
- 1. MOVING A TIMBRE OR PATCH NAME TO...
- * TRASH icon: the memory is erased
-
- 2. MOVING A TONE NAME TO...
- * SYNTH icon: the TONE is sent to the synth, and put in
- buffer A (as if you simply click on the sound)
- * PRINTER icon: the TONE parameters are printed on paper.
- * SEMANTIC icon: the semantic window opens and you can
- redefine the TONE identity.
- * TRASH icon: the TONE is erased
-
- 3. MOVING A BANK NAME TO...
- * SYNTH icon: the bank is sent to the synth
- * DRIVE icon: the bank is saved on disk
- * PRINTER icon: the TONES, TIMBRES or PATCHES of the bank
- are printed.
- * TRASH icon: the bank is cleared
- * LIBRARY WINDOW: the TONES of the bank are transferred to
- the library.
- * BANK WINDOW: If the windows display different banks,
- then the source bank is copied over the other bank. This
- function has no menu equivalence.
-
- 4. MOVING THE LIBRARY NAME TO...
- * DRIVE icon: the bank is updated on disk
- * PRINTER icon: the currently selected sounds are printed
- * TRASH icon: the current selection is erased.
-
- 5. MOVING THE SYNTH ICON TO...
- * DRIVE icon: receive the synth bank (for disk saveguard)
- * BANK WINDOW: receive the synth bank (for bank filling)
-
- 6. MOVING THE DRIVE ICON TO...
- * SYNTH icon: load a bank (to send to synth)
- * BANK WINDOW: load a bank (for bank filling)
-
- ~CONFIGURATION PAGE
-
- From this page, you are able to configure the 8 SYNTH PARTS
- and the RHYTHM PART. As you can see from the graphics,
- this CONFIGURATION editor has the lay-out of a mixing desk,
- each section representing a SYNTH PART with a fader, a pan
- knob, and various parameters! We think that this
- representation allows easiest access to all the
- sophisticated multi timbral synth capabilities.
- Besides, this organization recalls today's famous "Music
- Workstation" concept, espescially in conjunction with a D20.
-
- If you have a D110, then every setting on screen can be saved
- as a PATCH. The 64 PATCHES of a D110 bank are 64 such
- CONFIGURATIONS. Each PATCH can be called up by a Program
- change message, for instance if you use a Sequencer.
-
- If you have an MT32, D10 or D20, then unfortunately you can
- not store these important CONFIGURATIONS as your device does
- not provide any memory to do so.
- SYNTHWORKS can partially solve this problem: you can save any
- CONFIGURATION on disk and recall it at any time.
- Another possibility to solve the problem is to create system
- exclusive files of small PRO-24 patterns made of system
- exclusive data describing a CONFIGURATION (which you can
- insert anywhere in a song).
-
- Besides the other chapters about CONFIGURATIONS, you should
- read the chapter about "AUTO RE-CHANNELIZING" for
- complementary information.
-
- If you have a D10 or D20, then switch your synth to MULTI
- TIMBRAL mode (not to PERFORMANCE mode!).
-
- ~EDITING A CONFIGURATION
-
- We are going to describe the parameters starting from the
- top of a SYNTH PART area.
-
- * The first parameter is the TONE number. When clicking on
- the TONE name, you can choose the TONE that you wish to
- attribute to that PART. The number of the TONE appears in
- the cell below the name. SYNTHWORKS stores in memory the
- names of all preset TONES, for the MT32 as well as for the
- D10/20/110; therefore you will always see the right name.
- If you click on the TONE number cell, then you select the
- TONE group: preset A, preset B, user memory, preset Rhythm.
- The user memory TONE names are related to the TONES of
- SYNTHWORKS internal bank A. If you wish to see the names of
- bank B instead, simply swap the bank contents beforehand.
-
- PLEASE REMEMBER that a CONFIGURATION is based on TIMBRES in
- your synth ! If you select user TONE memories in some of the
- PARTS, then these must be present in your synth if you want
- to hear them!!!
- The best way is to have the same bank in SYNTHWORKS'
- internal bank A as in your synth.
-
- As you can assign a "Rhythm sound" to a non-rhythm PART,
- you can change its tuning, which is not possible from the
- dedicated RHYTHM PART itself.
-
- * The parameter at the left, under the TONE name, is the
- TIMBRE number. A CONFIGURATION is made of 8 TIMBRES. A
- TIMBRE covers all parameters of a PART EXCEPT the level,
- the panning, the MIDI channel and the partial reserve !
- When you edit a TIMBRE number, then you scroll through
- the TIMBRES of SYNTHWORKS' Bank A. When you release the
- mouse, the parameters that constitute the TIMBRE are
- displayed.
-
- Our opinion is that the TIMBRE concept developped by Roland
- makes sense when using an MT32 without a computer, but it
- complicates everything in other cases.
- Our advice : you should create CONFIGURATIONS without
- thinking about the TIMBRE concept. That will make life much
- easier.
-
- * The next two parameters are the Key shift (+-24 half tones)
- and the Fine tuning (+-50 cents). It can be interesting to
- slightly detune some PARTS in order to get chorus effects.
- If you want to get a fat mono sound, you can attribute the
- same TONE to each PART, detune the different PARTS
- relatively to each other, and set the same MIDI channel for
- each PART, then open your ears!
-
- * Bender range.
- This can be set independently for each PART.
-
- Note: if you have two PARTS with the same sound and set to
- the same MIDI channel, and if the bender range of one PART
- is 11 and the other is 12, then when bending you will not
- only get the usual effect, but also a flange between the
- two PARTS due to the detune introduced by the difference
- of bender range.
-
- * Assign mode.
- There are 4 types of note assignment. If you play the
- same key twice, the older note can be cut or not.
- The icons let you see that. Besides, when playing many
- notes together and reaching the polyphony limits, a new
- note can either be ignored (FIRST note priority) or can
- switch off the oldest note (LAST note priority).
- This can be set clicking on that icon (LAST or FIRST).
-
- * Keyboard Range.
- This parameter is only available for the D110. It allows to
- limit any PART to any keyboard area.
-
- * Partial reservation
- The partial reservation concept is fully explained in the
- chapter "SYNTH INTRODUCTION". Please read it.
- The synth having 32 PARTIALS all together, the sum of the
- PARTIAL reservation for the 9 PARTS will never exceed 32.
- If you edit a PARTIAL reserve and you can not reach the
- desired number, then you will have to decrease the PARTIAL
- reservation for another PART.
-
- The little number at the right side of the main number, is
- the number of PARTIALS that the currently selected TONE needs
- to be able to play 1 note. If, for instance, the little
- number is 3 and the PARTIAL reservation is 6, then there will
- be at least 2 notes reserved for that PART at all time.
- If it is set to 4, then 1 note will be reserved for sure at
- all time (but DO UNDERSTAND that you can play more notes if
- PARTIALS from other PARTS are free at that time). If it
- is set to 5, you still have one note reserved for sure
- at all time, but statistically there's a greater chance
- that a second note is available.
-
- * MIDI channel.
- This sets the MIDI channel on which the PART will receive
- note, control change and program change data. This is also
- the MIDI channel used by SYNTHWORKS for the AUTO
- RE-CHANNELIZING function. As explained in the MIDI CHANNEL
- chapter, the D10 and D20 MIDI channels will have to
- be set from the synth itself.
-
- * Audio Output
- This parameter is available for the D110 only. The picture
- represents the rear of a D110 rack with its 8 possible
- audio outputs.
-
- * Reverb switch.
- This parameter is available for the MT32, D10, D20 only.
-
- * Panning and Level parameters are obvious. You might find
- it interesting to know that the level and panning of each
- PART can be controlled independently with MIDI control
- change messages. This allows you to do some automated
- mixing in conjunction with a sequencer. (Level is MIDI
- control number 7, and Panning MIDI control number 10).
-
- Note: If you move the fader of a PART while a note is
- being played on this very PART at the same time (AUTO NOTE
- case), then the synth updates the volume only when you play a
- NEW note. If the AUTO NOTE feature is used, then after
- releasing the mouse button, you will have to press it again
- to generate a new note. Play short notes on your keyboard
- to have immediate feedback on the volume.
-
- * CONFIGURATION name.
- If you click on the name field at the right part of the menu
- bar, then if you have a D110 you can name the CONFIGURATION
- (remember: a CONFIGURATION is a PATCH for a D110).
-
- If you have another synth, clicking on this field is the
- same as calling the menu option "SAVE CONFIGURATION". The
- name of the CONFIGURATION is the one under which you save
- it on disk.
-
- * Besides all these parameters, the REVERB setting as set in
- the dedicated window, is part of a CONFIGURATION.
-
- * Click on the RHYTHM icon in the RHYTHM part, to access
- the DRUM KIT.
-
- * We did not provide a specific printout for a CONFIGURATION,
- as a matter of fact using the option "Print SCREEN", you
- will get a hardcopy of the CONFIGURATION screen which could
- hardly be clearer for archiving!
-
- ~LOAD/SAVE CONFIGURATION
-
- As mentioned in the CONFIGURATION chapter, only the D110
- synth has the capability of storing a whole CONFIGURATION, as
- a "PATCH". One of the 3 SYNTHWORKS solutions for the other
- synths is to simply provide the storage of CONFIGURATIONS on
- disk. Every setting that you see on screen can be saved and
- loaded (when it is loaded, it will also automatically be sent
- to your synth).
- Of course the REVERB setting, part of a CONFIGURATION (and
- part of a D110 PATCH), is saved or loaded as well.
- You can find the LOAD and SAVE options in the menu LIBRARY.
-
- ~SYSTEM EXCLUSIVE PATTERNS
-
- As we said earlier, a whole CONFIGURATION can be memorized
- only on a D110, hence this function is provided for the
- other synths. Find it in the LIBRARY menu.
-
- Its purpose is to create a PRO-24 pattern file containing all
- the necessary system exclusive data for a whole
- configuration. If you insert it on a PRO-24 track, you can
- set any CONFIGURATION you like to be installed at any time
- in a song.
- The PRO-24 must be set to send out SYSTEM EXCLUSIVE
- data!!! The SYNTH PARTS will even be set to the memorized
- MIDI channels, except for the D10 and D20 because of their
- limitation mentioned earlier in this manual.
-
- If you use a PRO-24 compatible sequencer, it must be able
- to read system exclusive patterns. The patterns created by
- SYNTHWORKS will work with the PRO-24.
-
- If the configuration uses some TONES from the user memory,
- then your synth must have the corresponding sound bank in
- memory.
-
- If your sequencer is not GEM-based, and if it cannot load
- system exclusive files, then (apart from our advice to buy a
- new sequencer) you can still use program and control change
- messages to install the desired CONFIGURATION (but only
- partly).
-
- ~SYSTEM EXCLUSIVE FILE
-
- This is another way to memorize a CONFIGURATION and send
- it to your synth later. Find the function in the LIBRARY
- menu.
-
- A file is created containing the whole CONFIGURATION, as
- well as any TONE data and the DRUM KIT that is used in the
- configuration.
-
- This file consists of "pure" system exclusive data with all
- necessary headers, and is ready to be sent. That means you
- can use it in any sequencer which can record system exclusive
- files.
-
- The main purpose of this option is to work in
- conjunction with the desk accessory that is provided with
- SYNTHWORKS (called MIDIDUMP.ACC). Using it, you can load any
- system exclusive file created by SYNTHWORKS (or any other
- file not exceeding 3 Kbytes) and send it to your synth. This
- is very useful in conjunction with a GEM-based sequencer.
- (although this desk accessory also works without protection
- key, it is part of the copyright of SYNTHWORKS).
-
- When using the desk accessory with a program such as a
- sequencer, then you should prevent the sequencer from playing
- at the time you send the system exclusive file, to avoid any
- mixture of MIDI data.
- You must clearly understand the difference between the PRO-24
- patterns of the previous chapter and this option.
- In the patterns, only the CONFIGURATION is memorized and
- therefore the right sound bank must be resident in the synth.
- The system exclusive files also memorizes all TONES as well
- as the DRUM KIT. In other words: when you use a system
- exclusive file it does not matter which sound bank is in the
- synth. (To be more exact, it could matter in case you are
- utilizing user TONES in the DRUM KIT).
-
- A system exclusive file can have a size of about 500 to 2500
- bytes, depending on the number of user TONES in the
- CONFIGURATION. A Pattern file is about 240 bytes only. That
- means a pattern file is transferred very quickly, unlike
- a system exclusive file. This is an advantage for a sequencer
- application if you have to change the CONFIGURATION several
- times in the course of a song.
-
- With both patterns and system exclusive files, you will never
- need to worry about any MIDI transmission channel thanks to
- Roland's UNIT NUMBER system.
-
- ~CONFIGURATION INIT
-
- This is your favourite or standard CONFIGURATION that is sent
- automatically when you load SYNTHWORKS and that you can
- recall at any time. Use the menu option "Redefine Conf. Init"
- to save the desired preset CONFIGURATION on disk, and the
- option "CONFIGURATION INIT" to call it back.
-
- Note: If you have a D10/20, when saving an INIT
- CONFIGURATION, you will also save the D10/20 specific PATCH
- parameters (in other words, this function is also an "INIT
- PATCH").
-
- ~STORE TIMBRES
-
- The CONFIGURATION page lets you edit 8 TIMBRES
- simultaneously. Using the menu option "STORE TIMBRES" you
- can store these 8 TIMBRES that constitute a CONFIGURATION
- in SYNTHWORKS' internal bank A or B.
- If, for instance, a PART is assigned to TIMBRE number A25,
- the parameters of that PART will be stored in location A25
- of the bank.
-
- ~STORE D110 PATCH
-
- As we said earlier, CONFIGURATION and PATCH are the same
- for a D110. The menu option "STORE D110 PATCH" lets you store
- the whole CONFIGURATION in the last PATCH location you
- clicked on (or on the first one if you did not select any
- PATCH yet). Usually you should proceed as follows...
-
- * Click on a PATCH in bank A or B (the PATCH is sent to the
- D110)
- * Access the CONFIGURATION page: the PATCH is displayed, you
- can edit it.
- * Select "STORE D110 Patch" to store the result.
-
- Shortcut: If you press <SHIFT> while clicking on a PATCH in
- the bank, you automatically switch to the CONFIGURATION
- page and the PATCH is displayed.
-
- Note: you can store a PATCH only if it has got a name
- (to name it click on the name field at the right side of
- the menu bar on the CONFIGURATION page).
-
- ~EDIT D10/D20 PATCH
-
- A PATCH for a D10 or D20 is a combination of two TONES. When
- you select the menu option "EDIT D10/20 PATCH", a dialogue
- box with all the PATCH parameters shows up. You can then
- edit these parameters normally. The REVERB setting is also
- part of a PATCH.
-
- Switch your synth to PERFORMANCE mode (not to MULTI TIMBRAL
- mode!).
-
- Usually you should proceed as follows...
- * Click on a PATCH in bank A or B (the PATCH is sent to the
- D10/20)
- * Select the menu option: the PATCH is displayed, you can
- edit it.
- * Select the STORE button to update the PATCH memory in the
- bank.
-
- Note: If your PATCH is in DUAL mode, and if both TONES have
- 4 PARTIALS, the polyphony is limited to 4 (in this special
- case). This might sound like a disadvantage but on the other
- hand you usually get very nice sounds.
-
- Shortcut: If you press <SHIFT> while clicking on a PATCH in
- the bank, then the dialogue box automatically shows up,
- displaying the PATCH.
-
- ~EDIT REVERB
-
- The REVERB is edited from the dialogue box that you access
- via the menu option "Edit REVERB". The REVERB setting
- is altered everytime you select a D10/20 or D110 PATCH, or
- when you load a CONFIGURATION, as these memories include
- REVERB parameters.
-
- The parameters are not exactly the same for an MT32 and a
- D10/20/110.
-
- ~DRUM KIT EDITOR
-
- A. INTRODUCTION
-
- You can access the drum kit editor from the EDITION menu.
- As you certainly know, your synth has got 8 SYNTH PARTS and 1
- RHYTHM PART. The RHYTHM PART is different from the SYNTH PART
- for the following reasons:
-
- * Each keyboard key is linked to an individual TONE (64 keys
- for an MT32, and 85 for a D10/20/110 synth). These TONES
- can be the same ones as those used in the Synth PARTS. This
- is a very interesting point as it allows you to create your
- own drums, which is a big advantage over most existing
- dedicated drum machines.
-
- * Each TONE has got its own memorizable level, panning,
- reverb switch (for MT32,D10,D20), audio output (D110).
-
- * Each TONE has no sustain point. Even if a TONE is memorized
- with one, it will be ignored when played.
-
-
- B. EDITION
-
- * Clicking on a TONE name lets you choose which TONE you want
- to link to a key. You can choose among the preset Rhythm
- TONES (30 for a MT32, 63 for D10/20/110) and among the user
- 64 TONE memories. The user TONE names come from the memory
- of bank A. If you want to refer to the TONES of bank B,
- simply swap the bank contents beforehand.
-
- * Click and drag on a horizontal bargraph for setting the
- drum level.
-
- * Click on the Pan field to set the TONE stereo position.
- Press the left mouse button to move the sounds to the left
- and vice versa.
-
- * You can set the audio outout or the reverb switching
- depending whether you are in D110 mode or other.
-
- * Clicking on a key at the left side of the window lets you
- play the TONE. When the DRUM KIT window opens, SYNTHWORKS
- is automatically re-channelized on the Rhythm PART channel
- as set on the CONFIGURATION page. This lets you test at
- once the drum sounds from a master keyboard or from the
- window keys. If you hold the mouse button down the sound is
- repeated.
-
- * If you click on a TONE name while pressing <ALTERNATE> on
- the ATARI, the line turns inverse video and the mouse
- cursor is transformed.
-
- Release the mouse on another line to copy the source key
- setting to the destination key. By assigning the same user
- memory TONE to a whole range of "Rhythm" keys, you can
- create a keyboard map for that TONE in which each key can
- have its own pan position and reverb on/off (or audio
- output). The only limitation is that Rhythm TONES have no
- sustain (but what about a killer Piano sound, where each
- key is affected to a different TONE which matches exactly
- the right sound at that keyboard position !?!).
-
- * Note: it is a good idea to edit the drum kit with a
- headphone on, because the AUTO NOTE feature gives an
- instant accurate feedback of any drum in the stereo field.
-
- C. MENU
-
- There is a menu that you can pull down by clicking on the
- window's right upper corner.
-
- * LOAD (and SEND)
- A Drum kit can be loaded from disk, displayed in the window
- and sent to the synth.
-
- * RECEIVE from Synth.
- This allows you to receive the Drum kit from the synth and
- have it displayed it in the window for editing.
-
- * SAVE to disk.
- The Drum kit, as set in the window, is saved to disk. Do
- remember that, as for TIMBRES and PATCHES, the Drum kit can
- use user TONE memories. In that case, a Drum kit is
- dependent on a sound bank. If the sound bank in the synth
- is not the one the Drum kit was based upon, then your Drum
- kit will of course not respond the same way, as it uses
- different TONES.
-
- * STORE in SYNTH
- This function is for the D10 and D20. Unlike the MT32,
- those synths have a Drum kit memory that is not erased
- when you switch off the instrument and which is not
- affected when you edit the keys (when you edit a key, it
- is a buffer which is affected). If you call this menu
- option, then the Drum kit displayed in the window is sent
- to this memory, not into the buffer (unlike when you load
- a Drum kit from disk).
- The D110 hasn't got such a memory.
-
- * REDEFINE Preset Kit
- This is the Drum kit that appears in the window by default.
-
- * PRINT
- This can be useful if for instance you want to control the
- RHYTHM PART from a sequencer (you need then to know which
- key plays what).
-
- ~AUTOMATIC PATCH CREATIONS
-
- SYNTHWORKS provides you with some unique functions that
- automatically create new sounds from old sounds
- ("crossbreedings"). Other functions slightly modify existing
- sounds. These functions have been designed with the synth
- voice architecture in mind, using many dedicated mathematical
- non linear randomizing functions (!) that produce a high
- percentage of usable sounds (in contrast to what usually can
- be found in other music software).
-
- ~RANDOMIZING MASK
-
- Idea:
- Before you select the VARIATIONS or RANDOMIZATION functions
- (CREATIONS menu) in order to create new versions of TONES you
- can choose which parameters of the TONES you want to be
- affected.
-
- Instead of having control over each individual parameter
- (complicated thus not useful), you have control over the
- blocks of parameters which are significant within a TONE's
- architecture.
-
- How it works:
- Call the dedicated dialogue box by clicking on REDEFINE MASK
- in the CREATIONS menu. The different parameter groups plus 4
- PARTIAL switches will be displayed. A group will be affected
- by SYNTHWORKS treatment if it is selected (i.e. displayed in
- inverse video). Please note that if the name of a PARTIAL
- (e.g. "PARTIAL 2") is not selected, then whatever the status
- of the buttons below it, no parameter of this PARTIAL will be
- affected.
-
- ~OUTPUT
-
- Each time you select a creation function, you can produce one
- TONE or 32 TONES.
-
- * In the first case, the resulting TONE will be stored in a
- SYNTHWORKS TONE buffer and simultaneously be sent to your
- synth.
- * In the second case, the TONES will be stored in bank B free
- locations (one of the two windows must be set to display
- the TONES of bank B beforehand). The new sounds are also
- sent continuously to the synth (although you don't have
- much time to play one before a new one is generated).
-
- When SYNTHWORKS is processing 32 TONES, you can stop it at
- any time by pressing <Esc> on the ATARI.
-
- A tick in front of the appropriate item in the CREATIONS menu
- defines the number of TONES to be produced
-
- ~QUADRATIC MIXTURE
-
- This method of creating a sound utilizes from 2 to 4 existing
- TONES. Fill the TONE buffers with the desired TONES, first.
- Then call the function.
-
- A window opens and you can see the 4 TONE names in the corner
- of a square. There is a cross in the middle of this square
- that you can move with the mouse. When you release the mouse
- button, a mixture of the 4 TONES is produced according to the
- cross position, and sent to your synth. If you find the
- result satisfying, then you can store it in bank B (a random
- name being automatically created for it).
-
- How is the mixture done ?
- SYNTHWORKS mixes parameters. Some parameters can be mixed
- linearly (like envelopes), some can not (like mixing PCM
- waves). In order to produce interesting results, SYNTHWORKS
- mixes each parameter according to its nature.
-
- In which proportion each TONE is mixed ?
- You can see on the picture that each square corner is the
- center of a quarter circle. If the cross is outside a quarter
- circle, then the TONE associated to the corner will not be
- part of the mixture. It will be as much representated in the
- mixture as the cross will be closer to its corner.
-
- 3 examples:
-
- * If the cross is exactly in a corner, then the generated
- TONE will be simply the exact TONE of the corner.
- * If the cross is in the middle of the square, then the
- mixture will contain each TONE in equal proportion.
- * If the cross lies on a square side, then the mixture will
- contain only 2 TONES (in equal proportion if the cross is
- in the middle of the side).
-
- This creation method works best when mixing same kinds of
- sounds. For instance you have several string sounds and you
- would like to obtain intermediary sounds.
-
- Keyboard equivalents:
-
- * Press <RETURN> instead of clicking on "STORE"
- * Press <Esc> to exit
- * Press the space bar to show the virtual keyboard.
-
- Please note that if the sequencer is playing, you can hear
- the new sound without having to use the virtual keyboard.
-
- ~PARTIAL FANTASY
-
- This function starts from existing TONES that are randomly
- taken in the current library selection. A new TONE is created
- by taking parts of these TONES (a bit in a Frankenstein
- fashion!). Very interesting results can be produced (try
- combining different types of TONES, contrary to the
- QUADRATIC mixture).
-
- Note: you can kind of pre-determine the results, for
- instance select all the string and brass sounds in the
- library: you will get crossbreedings of brass and string
- sounds most of the time.
-
- ~SLIGHT AND MEDIUM VARIATIONS
-
- As they imply these functions produce minor or medium
- variations of sounds. Yet they have a lot of power when used
- together with the RANDOMIZING MASK option.
-
- We have tried to implement this function as sensibly as
- possible in order not to erase the original TONE:
-
- 1.
- When selecting SLIGHT VARIATION or MEDIUM VARIATION, always
- the sound in buffer A is PROCESSED...... WHATEVER BUFFER IS
- ACTIVE AT THAT TIME.
-
- 2.
- * If only one TONE is PRODUCED (Creations menu function:
- '1 TONE'), it is stored in buffer B which will automatically
- be selected (thus the TONE of buffer A will not be erased).
-
- * When you PRODUCE 32 TONES (Creations menu function:
- '32 TONES') they are stored in the free locations of bank B.
- So you can produce whole series of variations on the source
- sound and still return to it.
-
- ~BLIND RANDOM
-
- This function also uses the RANDOMIZING MASK. If all
- parameter groups are selected 1 or 32 totally new TONES will
- be created. It is called "BLIND" because contrary to the
- other functions, there is no intelligent control over the
- randomizing generation. Hence .....
- * The percentage of interesting sounds will be much lower.
- * some totally incredible sounds might be produced.
-
- This function is very good at producing strange effects!
-
- If you select only few parameters of the RANDOMIZING MASK,
- SYNTHWORKS will take the current TONE buffer and randomize
- only the selected parameters, the others remain untouched.
- The main sound will still be recognizable. This can be useful
- to increase the percentage of interesting sounds.
-
- ~SEQUENCER
-
- SYNTHWORKS provides a simple but accurate sequencer. Its main
- purpose is to enable interactive work: You can edit your
- sounds WHILE the sequencer plays.
-
- FEATURES:
-
- * RECORDS up to 3000 notes with 1/96 ppq accuracy. Records
- any MIDI data like pitch bend, pressure, but no system
- exclusive. Besides, there is no limit of polyphony.
-
- * PLAYBACK of a loop pattern.
-
- * TEMPO ADJUSTABLE at any time.
-
- * COMPATIBILITY with PRO-24 patterns: you can load a pattern
- recorded with PRO-24 and play it back (menu option "LOAD
- PATTERN"). Reciprocally, you can save a pattern recorded
- with SYNTHWORKS and later use it with your PRO-24 (if e.g.
- you had an interesting musical idea during your editing
- session). When you load a pattern, it will automatically
- be played.
-
- * "TRANSPARENT": you can do anything (..edit,..load or save
- files,..play the virtual keyboard,..send individual TONES,
- ..automatically create sounds,...etc.) and the sequencer
- will continue to play. This really is a useful feature for
- an all time feedback of ones work.
-
-
- ~VIRTUAL KEYBOARD
-
- This is an exclusive Steinberg utility:
- The virtual keyboard has got 88 notes and you can play it in
- different ways...
-
- Before clicking on the keyboard, you can choose a velocity by
- moving the mouse up and down on the screen: the keyboard will
- follow the mouse cursor...the higher the keyboard on screen,
- the higher the velocity!
-
- 1.
- When you click on a note with the LEFT mouse button, the note
- will be played (via the current SYNTHWORKS MIDI channel).
- If you keep the button down and move the mouse...
-
- * right or left: you generate pitch-bend data
- * down: you generate Aftertouch data
- * up: you generate modulation wheel data
-
- When you release the button, the note is off.
-
- 2.
- If you click the RIGHT mouse button, you will
- be able to play arpeggios by moving the mouse right and left.
- While moving the mouse up or down you can also change the
- velocity (the on-screen keyboard will not follow you in this
- case).
-
- 3.
- If you press <ALTERNATE> on the ATARI while you click on the
- keyboard with any mouse button, then you can play chords.
- When you release <ALTERNATE>, an "ALL NOTE OFF" message is
- sent to your synth.
-
- This feature is very useful to quickly test sounds if for
- instance you work with a synth expander without a master
- keyboard (or if your keyboard is not in reach).
-
- Press any ATARI key or both mouse buttons to leave the
- VIRTUAL KEYBOARD.
- You can also press ATARI keys 'K' or the Space bar to call
- and leave this function.
-
- ~BACKUPS
-
- Click on the option "FLAGS" of the first menu (unfolding from
- the mini Steinberg Logo)...if there is a tick in front of the
- sub menu line "Auto Backup '.BAK' Files", then everytime you
- overwrite a bank on disk, the old file will be renamed with
- the extension ".BAK".
-
- Therefore if you made a mistake by overwriting a bank, you
- can find the last bank version again (it has the same file
- name but the extension ".BAK")
-
- ~AUTO NOTE
-
- This feature is provided to give you maximum feedback on your
- editing work. While editing a TONE parameter or selecting
- TONES on the Librarian page press <ALTERNATE> on the ATARI
- keyboard and click on a mouse button. A note will be played.
- You can achieve the same effect when you set <CAPS LOCK>
- (being the key that you normally use to switch between small
- and big letters) and click. In both cases, the note will be
- sustained as long as you keep <ALTERNATE> down (if you have a
- non sustained sound and if the Caps lock is set, you do not
- need to use <ALTERNATE>).
-
- Besides your definable auto note, there are 9 preset auto
- notes at your disposal:
- press F1 to F9 on the ATARI, while pressing <CONTROL>, and
- you will select C1, C3 or C5 with different degrees of
- velocity (1,64,127). Press F10 and <CONTROL> to select your
- personal auto note.
-
- This simple feature is extremely powerful when you get used
- to it: click, change a value, click again, etc... This step
- by step method gives you real time feedback of your editing.
-
- This feature works in all mouse modes, and even when you
- graphically edit the envelopes (very useful when editing an
- attack time for instance).
-
- On the Librarian page:
- You select a TONE by clicking on its name. When at the same
- time <CAPS LOCK> is set or <ALTERNATE> is pressed, the AUTO
- NOTE will be played as long as you keep the mouse button
- pressed. It will take about 1/5th of a second before the TONE
- is played because of the TONE dump time. You can quickly
- check the different sounds of a bank.
-
- Note: instead of pressing the Caps lock, you can also select
- the option "AUTO NOTE" (click on "FLAGS" in the first menu to
- reach a sub-menu).
-
-
- ~DISK UTILITY
-
- The Steinberg file selector box is a happy improvement upon
- the current GEM box. Its features are:
-
- 1.
- Switching from any disk drive to any other at ease. Simply
- click on the desired DRIVE button A to F.
- SYNTHWORKS will always keep a backup of the folder path of
- the different drives (if for example you switch from drive C
- to D and then switch back from D to C, you will find the
- original path of C again). If you work with a hard disk, you
- will enjoy this feature!
-
- 2.
- Pressing on the already selected DRIVE button leads you
- directly to the top of the drive directory (useful if you
- were in a folder in a folder...).
-
- 3.
- Setting common file extensions (for file researches) at ease
- thanks to the 4 dedicated buttons at the right side of the
- scroll box.
-
- 4.
- Floppy disk formatting.
- You can format your single or double sided floppy disk. This
- operation has an advantage over the usual ones: if you
- suddenly realize that you are formatting a wrong disk then
- you can stop the operation by pressing <Esc>. The directory
- track being the last one to be formatted with SYNTHWORKS
- method, you have a chance to re-trace your files.
-
- 5.
- Erasing any file: if a disk is full, then you can do some
- dumping!
-
- 6.
- Possibility to look at the ASCII content of any file. This is
- useful if you want to consult any documentation.
-
- 7.
- Reading and editing the READ/WRITE status and DATE/TIME
- settings of any file.
-
- 8.
- Printing the current folder contents: interesting if you want
- to have your disk's contents printed on paper
- (if you have many disks, you will understand what we mean!)
-
- 9.
- All the previous features are available everytime the file
- selector is displayed.
-
- ~MOUSE ACCELERATION
-
- Two scales are available to make the mouse cursor movement
- dependant on your hand's speed.
- * If you move the mouse slowly the cursor on screen moves
- normally
- * if you move faster, the cursor will move EVEN faster than
- that.
- This is useful since it allows you to work faster with the
- mouse and also because you do not need so much room for the
- mouse on the table.
-
- ~CURSOR DEFAULT SHAPE
-
- This is the cursor form that the mouse will adopt all through
- the program.
-
-
- ~EDIT MODES
-
- A word on editing:
- On screen the parameters that constitute a TONE, a PATCH or a
- CONFIGURATION, are represented by numerical values, graphs or
- icons. Use the mouse cursor to point and click on these items
- in order to change (EDIT) them.
-
- The sub-menu EDIT MODE (accessible when you click on
- "MOUSE..." in the first menu) offers no less than five
- different approaches to modify a parameter!
-
- 3.1 CLICK BUTTON LEFT/RIGHT
-
- * Clicking the right mouse button increases the value;
- clicking the other button decreases the value.
-
- * If while pressing a button you click the other one, then
- the value will jump directly to its maximum or minimum
- value (according to the button pressed first)
-
- * If while pressing a button you press <SHIFT> on the ATARI,
- the values will change at a higher rate.
-
- 3.2 CLICK BUTTON RIGHT/LEFT
-
- * This mode is similar to the previous method with the
- exception that clicking the right mouse button decreases a
- value, and vice versa.
-
- 3.3 CLICK AND MOVE HORIZONTALLY
-
- * To edit a parameter, click on it and while keeping the
- button down (any button), move the mouse horizontally.
- Moving right increases the value, moving left decreases it.
-
- * This method has the advantage of allowing you to scroll
- quickly through the different values of a parameter, but is
- less accurate when changing a value in small steps.
-
- There is another advantage to this mode: when you use the
- AUTO NOTE function you can listen to the note being affected
- by your edition while you press the mouse button. It can be
- useful when setting the detune parameter for instance.
-
- It is advisable to use a mouse acceleration setting with this
- method.
-
- 3.4 CLICK AND MOVE VERTICALLY
-
- This works exactly as the previous method, but in the
- vertical direction: moving upwards has the effect of
- incrementing the parameter and vice versa.
-
- 3.5 CLICK AND TYPE
-
- If you click on a parameter, an empty inverse video field
- shows up: type in the desired value from the ATARI keyboard
- and press <RETURN> or <ENTER> to confirm your input.
-
- If you type nothing before pressing <RETURN> or <ENTER>, the
- old value will be restored.
-
- This mode works with all numerical parameters and even with
- notes (C-1 / C9). When a parameter can not be edited from the
- keyboard, then method 1 is automatically set by default for
- that parameter.
-
- This method is very quick when you want to build a sound
- published in a magazine for instance.
-
-
- REMARKS:
-
- While keeping a mouse button down to edit a parameter, the
- mouse cursor will always disappear so that you can clearly
- see the numerical value or the icon changing.
-
- When you are in mode 3, 4 or 5, you can temporarily get to
- mode 1 pressing <CONTROL> on the ATARI. This was provided to
- allow accurate and quick modification of a parameter by only
- 1 or 2 units.
-
- If mode 5 is not set you can temporarily get into it by
- pressing both the <SHIFT> and <CONTROL> keys on the ATARI,
- and clicking with the left mouse button. Now you can quickly
- set a parameter to a specific value.
-
- When you press both the <SHIFT> and <CONTROL> keys on the
- ATARI, and click with the right mouse button onto a TONE
- parameter, then it will adapt the value that has been set
- for it in the INIT TONE setting. Let us see the use of
- this feature through an example: imagine that the 4 PARTIALS
- are much detuned. With 4 quick mouse clicks you can tune
- them as the INIT TONE is tuned (usually a common tune). This
- feature is a kind of short cut.
-
- Being in the "CLICK and MOVE" mode, you can use these key
- combinations to temporarily access mode 1 or 5, which
- probably makes this edit mode the most powerful...
- Make your choice!
-
- * When you edit in modes 1 to 4 and a parameter reaches its
- minimum or maximum value it will either stop changing or
- cycle depending on its characteristics.
-
- ~MERGE MIDI IN
-
- This feature is much more powerful than a simple THRU
- function since it mixes the incoming MIDI data (from a master
- keyboard for instance) with the system exclusive MIDI data
- generated by SYNTHWORKS (while editing or sending a sound).
-
- In other words, this feature allows you to play on a master
- keyboard and edit or select sounds from SYNTHWORKS at the
- same time for maximum feedback.
-
- A tick in front of the menu line shows that the merge
- function is activated.
-
- If you do not use a master keyboard, do NOT switch
- this function on, you could create "MIDI loops" (for instance
- if your setup simply includes an ATARI and D10 or D20, do not
- use MIDI merge!).
-
- ~MERGE RE-CHANNELIZED
-
- It is possible to force any incoming MIDI data to adopt
- SYNTHWORKS current MIDI channel. A tick in front of the menu
- line shows that this feature is activated.
- Example of application:
- You are using an old DX7 as master keyboard (it transmits
- MIDI only on channel 1) and your synth is set to Channel 4.
-
- ~SEQUENCER RE-CHANNELIZED
-
- It is possible to force a pattern which is played back, to
- adopt SYNTHWORKS current MIDI channel. A tick in front of the
- menu line shows that this feature is activated.
-
- Example of application:
- * Play back a pattern recorded on channel 6 of your
- PRO-24 while your synth is set to another channel. Use
- the function to rechannelize the pattern to the synth's
- MIDI channel.
-
- ~MIDI CHANNEL AND UNIT NUMBER
-
- In the past we had MIDI channels...now we also have UNIT
- numbers! But don't worry, that makes life easier!
-
- 1.1 MIDI CHANNEL
- Each of the Synth's multi timbral PARTS can receive note,
- program change and control change messages on a particular
- channel. This helps to control the instrument from a
- sequencer for instance. SYNTHWORKS allows you to set a MIDI
- channel on which the internal sequencer and the MIDI merge
- function can be re-channelized. The MIDI virtual keyboard
- sends its notes on this channel as well. Therefore by setting
- this channel to match the desired SYNTH PART, you can play
- this PART.
- Note: In the D10 and D20 "performance" mode, there is only
- one MIDI channel to set on your synth (opposed to the "multi
- timbral" mode where each PART has its own MIDI channel). If
- you have one of these synths, you should store this MIDI
- channel in the setup.
-
- If you have an MT32, never forget that everytime you switch
- it on, the MIDI channel of the first PART is always 2.
- So you should save this channel in the setup.
-
- For more information about MIDI channels, please read the
- important chapter about AUTO RE-CHANNELIZING.
-
- 1.2 UNIT NUMBER
-
- This is a clever innovation from Roland: understand it as a
- kind of additionnal MIDI channel reserved for System
- Exclusive data. Thanks to one unique UNIT number, any multi
- timbral synth PART can receive system exclusive data
- independently from its MIDI channel. In other words, the
- system exclusive communications are always all right,
- whatever the MIDI channels set on SYNTHWORKS and on the
- synth.
-
- SYNTHWORKS and your synth must be set to the same UNIT
- number for communication. This unit number is always 17
- when you switch on your synth. Unless you are a MIDI
- wizard with several Roland expanders, there is no reason
- to change this number. In most cases you can forget this
- unit number and everything will work normally!
-
- ~AUTO RE-CHANNELIZING
-
- This is a very important feature of the program: SYNTHWORKS
- automatically re-channelizes the Sequencer, the MIDI merging
- and the virtual keyboard everytime you edit a parameter on a
- particular PART.
-
- For instance if you change the volume on PART 2 and an AUTO
- NOTE is played, this note will be played automatically on the
- MIDI channel of that PART. If just after that, you change the
- panning on PART 7, then the AUTO NOTE will be re-channelized
- to play the SYNTH PART 7. It is also handy when working with
- the internal sequencer, or when using an external Master
- keyboard as they too are also automatically re-channelized.
-
- Note:
-
- * A PART is re-channelized to the MIDI channel that is
- displayed on the CONFIGURATION page ("Mixing desk").
-
- * You must not necessarily change a parameter to re-
- channelize a PART. You can simply click anywhere above the
- PART area on the CONFIGURATION page.
-
- * For unknown reasons Roland's D10 and D20 MIDI
- specifications do not allow to set the different MIDI
- channels of the synth's PARTS via MIDI! Therefore everytime
- you change a MIDI channel on the CONFIGURATION page, you
- will have to change it "manually" on your synth. A flash
- message will recall you to do so. In case that you forget
- it, SYNTHWORKS will re-channelize to a different MIDI
- channel than the one set in the synth and you will not be
- able to hear the PART you are editing.
- You will not have this stupid problem if you own an MT32
- or D110.
-
- If you have a D10 and D20, please understand that this
- feature is a SYNTHWORKS feature: do not expect to play the
- right PART from the synth keyboard itself. But of course you
- can hear the PART with an external master keyboard using
- SYNTHWORKS' MIDI merge function, and thanks to the internal
- sequencer or the virtual keyboard.
-
- ~SETUP
-
- The setup is a group of parameters that are automatically set
- when you start up the program.
-
- The setup memorizes the following parameters:
-
- * MOUSE CURSOR SHAPE
- * MOUSE ACCELERATION
- * MOUSE EDIT MODE
- * SYNTHWORKS MIDI channel.
- * MERGE On/Off
- * MERGE RECHANNELIZED On/Off
- * SEQUENCER RECHANNELIZED On/Off
- * AUTO NOTE On/Off
- * AUTO NOTE Value and Velocity
- * BACKUP Files On/Off
- * LIBRARY UPDATE MODE
- * AUTO LIBRARY PATH and NAME
- * AUTO TWIN CLEARING
- * COLORS (for the color version only!)
-
- The menu option "SAVE setup" updates the setup on your
- program disk, so that next time you start up, they will
- automatically be loaded.
-
-
- ~DESK ACCESSORIES
-
- If you have any desk accessories you can click on the
- "ACCESSORIES" option; a new screen will be displayed from
- which you can call your desk accessories. When switching
- back to the SYNTHWORKS page, click once on the menu bar to
- activate it.
-
- ~LOAD/SAVE D10/D20 RHYTHM MEMORY
-
- The D10 and D20 synths have an integrated drum machine. The
- RHYTHM MEMORY (32 USER PATTERNS and the RHYTHM TRACK of these
- synths is part of the DRUM KIT. The two menu options in the
- LIBRARY menu let you receive and save this RHYTHM MEMORY,
- or LOAD it from disk and SEND it to the synth. You will have
- to set your synth similar to the settings for sound bank
- transfer in the DATA TRANSFER MODE (refer to the chapter
- on BANK MENU OPTIONS).
-
- ~D50 CONVERTOR
-
- The D50 is the "spiritual father" of the MT32, D10/20/110 !
- There are many good sounds available for it. The architecture
- of these synths is close enough to enable "sound
- conversions". You should not expect to obtain exact copies,
- that would be misunderstanding of how these instruments are
- built: the D50 has a digital equalizer, stereo chorus, more
- LFOs, a complete synth section, longer PCM waves, etc...
-
- Connect the D50 MIDI OUT to the ATARI MIDI IN and select the
- menu option "D50 CONVERTOR". You are then requested to send
- the bank from the D50 (use the method described in the D50
- manual under the name of "One way Dump"). When the bank is
- received, SYNTHWORKS processes it and generates 64 TONES.
- These sounds are written into bank A. The TONE names are
- those of the D50 patches truncated to 10 characters.
-
- SYNTHWORKS uses two different algorithms depending whether
- you are in MT32 or D10/20/110 mode. Since the D10/20/110
- synths have many more PCM waves to choose from, the D50 to
- D10/20/110 conversion gives a much better result than the
- D50 to MT32 conversion. We think that you should consider
- this function as a good means of quickly getting some nice
- new sounds, rather than D50 clones. Espescially for the
- D10/20/110 we achieved good results.
-
- Note: the word "TONE" in the D50 manual does not mean the
- same thing in the MT32 and D10/20/110 manuals.
-
- ~~
-
- If you want to make some modifications or to translate this
- manual you must observe the following simple rules to keep
- it readable by the program:
-
- 1.
- A chapter begins with the sign ~. Its end is determined by
- the beginning of the next chapter.
- 2.
- The last chapter is followed by the simple line ~~
- All text afterwards will be ignored.
- 3.
- The order of the chapters must not be changed.
- 4.
- You can change the size of a chapter; but a chapter can not
- have more than 255 lines.
- 5.
- Do not add or remove any chapter.
- 6.
- A line's length can not exceed 61 characters!!!
- A chapter Heading can not exceed 40 characters.
- 7.
- The total length of the file can not exceed 128 kilo bytes.
- 8.
- To test whether your changes are understood by the program,
- run it, have a look at the "Help dispatch" window and select
- the last topic. If this topic appears normally, then it is a
- good sign!
-
-
-