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New csa2 FAQs: F002s3SOUND (Part 1 of 2)



Apple II Sound Manual III

Csa2 FAQs-on-Ground file: Fxxxs3Sound.txt

This material compiled by the Ground Apple II site, 1997.
 It may be freely distributed.

Note: This is a pure Text file which includes no Font, Color, etc.
formatting. To correctly view tables and diagrams on a super-res
display, use a mono-spaced Font such as CoPilot or PCMononspaced.
____________________________



             AUDIO FILE FORMAT RESOURCE GUIDE (Version 1.1)

                         by Dave Huizing



1 TABLE OF CONTENTS

2 GENERAL INFORMATION
2.1 Foreword
2.2 Printed Version
2.3 Copyrights
2.4 Disclaimer
2.5 Contributrors
3 TX WAVE FORMAT
4 YAMAHA TYPHOON WAVE FILE FORMAT
4.1 DWVW v1.2 compression
4.2 DWVW sample delta bit frame
5 D009
5.1 The D00 header
5.2 The Instrument data
5.3 The SpFX data
5.4 The Arrangement data
5.5 The Sequence data
6 MIDI SAMPLE DUMP STANDARD
6.1 INTRODUCTION
6.2 SPEC: SAMPLE DUMP FORMATS
6.3 SPEC: SAMPLE DUMP MESSAGES
6.4 HANDSHAKING MESSAGES:
6.5 DUMP PROCEDURE: MASTER (DUMP SOURCE)
6.6 DUMP PROCEDURE: SLAVE (DUMP DESTINATION)
6.7 SDS OVERVIEW
7 ROL
7.1 Structure of .ROL files
7.2 Notes
8 8SVX
8.1 FORMblock [VHDR]
8.2 FORMblock [BODY]
9 AIFF
10 AU
11 FSM
12 GF1 PATCH
13 S3I
14 UWF
15 WAVE
15.1 RiffBLOCK [data]
15.2 RiffBLOCK [fmt ]
15.3 RiffBLOCK [loop]
16 ZYXEL
17 CREATIVE LABS FILE FORMATS
17.1 Sound Blaster Instrument File Format (SBI)
17.2 Creative Music File Format (CMF)
17.3 The CMF Instrument Block
17.4 The CMF Music Block
17.5 Sound Blaster Instrument Bank File Format (IBK)
18 CREATIVE VOICE (VOC) FILE FORMAT
19 REVISION HISTORY


2 General information

2.1 Foreword

I started to compile this document after I thought there was a need for
it. By surfing all around the web I collected these descriptions and
brought them to this document.I have planed to keep this document
updated so if theres any file format description thats not in this
document, or you have any comments on this document please send me an
email message at: stallion@worldonline.nl.

Happy developping,

Dave Huizing



2.2 Printed Version

If you need a printed send an email


2.3 Copyrights

Only the title and the compilation is copyrighted by Dave Huizing. As
far as I know all this information is free for use. See the disclaimer
part for more details. All trademarks, technical information and file
extensions belong to their respectfull owners.


2.4 Disclaimer

This document is provided on a as is base. The information has been
verified as far as possible, but I cannot be held responsible for any
problems caused by use or misuse of the information. All due I think I
wont happen I am also not responseble for any damage to any knid of
computer system after or while
using parts form this documentation. Use this document on your own risk.


2.5 Contributrors

Dave Huizing, stallion@worldonline.nl
DJ, Producer, DTP designer, etc

muki pakesch, mpakesch@t0.or.at
Maintainer of the TX16W mailinglist

Markus - Jvnsson , f93-maj@nada.kth.se
Author of the Awave sample convertor


3 TX Wave Format

The file consists of a 32 byte header followed by the actual waveform
(the first 16 bytes only identifies the file type).  In C syntax the
header would look like this:

char filetype[6] = "LM8953"


char nulls[10]


char dummy_aeg[6]
space for the AEG (never mind this

char format
0x49 = looped, 0xC9 = non-looped

char sample_rate
1 = 33 kHz, 2 = 50 kHz, 3 = 16 kHz

char atc_length[3]
I'll get to this...

char rpt_length[3]


char unused[2]
set these to null, to be on the safe side


The "atc_length" and "rpt_length" fields are quite complex.  First of
all you should know that there is no such thing as a looping point in a
TX wave. Instead a wave is split into two parts, the attack part and the
repeat part (of course the actual wave data isn't split, this is just a
logical definition).  As you might guess, the attack part is played
first and the repeat part is looped until the key is released. Each of
these parts are limited to a maximum of 128k words in length. That is
the reason why waves can't be longer than 256k words (4096 blocks).

The length of a part is stored LSB first (Intel).  And only the least
significant _bit_ of the third byte (bit 0) is used (representing the
most significant bit of the length). Are you confused yet?  Then hold
your breath. It seems that Yamaha has chosen to squeeze in the sample
rate(!) of the wave in the unused _bits_ of these last bytes.  Although
they already have a separate byte for the sample rate, this isn't
enough.  I won't go into details on this now (or you would be even more
confused).  You only need to know that the possible values are:

  0x06, 0x52 = 33 kHz
  0x10, 0x00 = 50 kHz
  0xF6, 0x52 = 16 kHz

(The first value is located in byte three of "atc_length" and the second
value is located in byte three of "rpt_length".) To wrap it up, this is
the format of the two length fields on a bit level:

[0]
[1]
[2]

atc_length
AAAAAAAA
BBBBBBBB
DDDDDDDC

rpt_length
EEEEEEEE
FFFFFFFF
HHHHHHHG


A
 LSB of the attack length

B
 MSB of the attack length (except for one bit)

C
 the utterly most significant _bit_ of the attack length

D
 the first value of the magic sample rate constant (0x06, 0x10 or 0xF6)

E
 LSB of the repeat length

F
 MSB of the repeat length (except for one bit)

G
 the utterly most significant _bit_ of the repeat length

H
 the second value of the magic sample rate constant (0x52, 0x00)


Now for the most important (and probably most interesting) part. The
waveform data.  As you certainly know the TX uses 12-bit sampling
resolution, and this requires some kind of encoding if we are not
willing to waste one fourth of our disk space.  Yamaha has chosen to
group the samples two by two, making three bytes of data in the file for
each pair.  I'll illustrate this on a bit level (as with the lengths
above):


AA CD BB

A
 MSB of the first sample

B
 MSB of the second sample

C
 least significant nybble (oh, is that the correct spelling?) of the
first sample

D
 least signiticant nybble of the second sample


4 Yamaha Typhoon wave file format

This specification describes the compression algorithm for Typhoon
format waves. It does not cover the file format, which is AIFF-C. The
documentation for AIFF-C is available at the site ftp.sgi.com in the
directory /sgi/aiff-c.9.26.91.ps.Z (compressed Postscript file).

4.1 DWVW v1.2 compression

DWVW was invented 1991 by Magnus Lidstrom and is copyright 1993 by
NuEdge Development. You have the right to use the algorithm freely as
long as you make no false claims on its origin. DWVW is a lossless (or
bit faithful) compression method for digital audio data. Lossless means
that the exact original data will be preserved when compressing and
decompressing.

The compression utilize the fact that the delta between the sample
points is generally less than the full dynamic width. Each sample point
is subtracted from the previous one and the difference is enthropy
encoded in a special format. Therefore the compression works best on low
frequency sounds with low noise ratio, where the difference between each
sample is small.

DWVW can be applied on samples of any bit resolution and with any number
of channels. As opposed to AIFF standard, sample bits are not "left
justified". Instead the necessary translation should be done when
decompressing. Also, while AIFF interleaves multichannel sounds, DWVW
doesn't as this complicates compression and decompression.

Each channel follows one another with only a slight break in the bit
run. The first delta for each channel should be put at an even 16-bit
word position. The encoding stores the delta points with only as many
bits as is required (hence the name "variable word width").

Thus, the number of bits used by each delta has to be stored as well.
Since this count varies very little we apply a (simpler) delta encoding
on this information.

To wrap it up, each compressed sample point consists of two values: the
delta from the last sample and the difference in word width of this
delta from the last delta (hereby referred to as "the WWM" - the word
width modifier).

Even though the word width modifier is stored first in each delta frame
we will describe the delta information first. The delta is always stored
as an absolute difference (i.e. unsigned) in a varible number of bits.
An extra bit follows that tells the sign (if the delta isn't zero). The
number of bits required for the delta (i.e. the word width) is decided
by the position of the most significant high bit in the absolut value.
One bit less than this is actually stored since the first bit is always
high.

For instance, the delta 11 (binary 1011) has a required word width of
four bits ,but only the least significant three bits are stored. A zero
delta will have a zero word width and consequently requires neither
delta bits nor sign bit. A delta of one will require only a sign bit.

One special case requires attention. A normal two's complement number's
lowest negative number is one less than the highest positive number.
Treating zero as a positive value this gives exactly as many negative as
positive numbers. The delta encoding on the other hand does not consider
zero to be of any sign and does therefore not include the one extra
negative value. If this value is encountered in the delta stream it is
encoded as one greater than it actually is (putting it within the
expressable range of values).

To distinguish it from the next lowest value one extra bit is inserted
after the sign bit. The bit is high for the lowest value and low for the
next lowest value.

For example, a 16-bit two's complement number can be -32768. It would be
encoded as negative 32767 with an extra high bit. The value - 32767
would also be encoded as negative 32767 but with the extra bit low. Of
course, only these two values require the extra bit.

The WWM preceeds the delta bits. It is encoded as a series of low bits
(0) terminated by a high bit (1) (in most cases). The count of low bits
tells the modifier amount. If the modifier isn't zero an extra bit
follows that tells the modifier sign. A high bit means negative
modifier. Word width "wraps" at the used bit resolution (new-width =3D
(original-width + modifier) modula bit- resolution).

This enables us to go from a small width to a large width by using a
negative modifier. Because of this fact a WWM will never need to be
larger than the sound bit resolution divided by two (rounded downwards).
If the modifier is the maximum the terminating high bit would be
superfluous, so in this case it isn't inserted. (However; the sign bit
is always included, even if the bit resolution is even.)

For encoding the current word width and sample value should be initially
reset to zero for each channel (the first delta will thus be the sample
value). A compressed channel always starts on an even 16-bit word
boundary. Notice that the highest possible compression ratio is eight
times, i.e. one bit per sample. This occurs when the source is continous
series of zero samples.


4.2 DWVW sample delta bit frame:

0...
WWM is the count of low bits (can be none)

1
terminating high bit (if not max W=WM)

ms
WWM sign, high is negative (only on non-zero WWM)

delta
(word width - 1) sample delta bits (if delta  1)

sb
delta sign bit (only on non-zero delta)

xb
extra bit (only on lowest and next lowest possible delta value)


Some encoding examples (the examples all represent extreme situations
with unusually poor
compression):
Bit resolution
 16

Delta
 923 (bin 00000011 10011011=)

Current width
 1

New width
 10

Modifier
 -7 (mod 16 =3D 10)

Yields
 0000000 1 1 110011011 0


Bit resolution
 12

Delta
 -2048 (bin 1000 00000000)

Current width
 0

New width
 11

Modifier
 -1 (mod 12 =3D 11)

Yields
 0 1 1 1111111111 1 1
(-2048 is encoded as 2047 with extra bit and negative high)


Bit resolution
 8

Delta
 -12 (bin 11110100, negated 00001100)

Current width
 0

New width
 4

Modifier
 +4

Yields
 0000 0 100 1 (no terminating bit for WWM)


5 D00

This part describes the D00 music format (used by the AdLib player v4.01
coded by JCH/Vibrants) in more detail than the docs of EdLib (the
respective tracker, also coded by JCH) do. This document assumes that
you already own EdLib and have some experience with it. Also, the
availability of the EdLib docs as well as of the docs for the player
included with EdLib is assumed. You should know some basics about AdLib
programming and data formats (byte, word etc.) as well as the EdLib
structures (Instruments, SpFX etc.) and with hexadecimal notation.


5.1 The D00 header

A description of the D00 header can be found in the player's docs. So I
won't show it again here. But JCH gives very cryptic names to the other
file structures, so I'll call them differently:

JCH's names
 My names

TPoin tables
 Arrangment data

SeqPointer tables
 Sequence data

Instrument data
 Instrument data

DataInfo text
 Song description

Special tables
 SpFX data


Also, I should mention that all the pointers to these tables are meant
relative to the beginning of the D00 file.


5.2 The Instrument data

The instrument data simply consists of all instruments used in the song.
Since the number of instruments is stored nowhere inside the file,
loaders should the start offset of the next structure for determining if
they have read enough data. The data for each instrument consists of 16
bytes, which occur in the same order as the corresponding bytes in the
EdLib Instrument table:

 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx
    +------------+ +------------+ &  &  &  &  &  &
     Carrier data  Modulator data &  &  &  &  +---Unused
                                  &  &  &  +Hard restart SR value
                                  &  &  +Hard restart timer
                                  &  +Fine-tune
                                  +AM/FM + Feedback

For the exact meaning of these bytes, read the EdLib manual. Note that
in the Carrier and Modulator data the ADSR parts are not stored
word-oriented, but byte-oriented. That means, they aren't stored as a
word whose High byte is the AD part and whose Low byte is the SR part
(although the display in EdLib creates that assumption).

Instead they're simply stored as two bytes of which the first one's the
AD part and the second one's the SR part. 5.3 The SpFX data The SpFX
data ist stored more or less like the Instrument data, but one single
table entry consists of only 8 bytes arranged like this:

 xxxx xx xx xx xx xxxx (note xx's are BYTES and xxxx's are WORDS!)
    &    &  &  &  &  &
    &    &  &  &  &  +Pointer to next SpFX entry
    &    &  &  &  +Duration of SpFX entry in Frames
    &    &  &  +Modulator Level add
    &    &  +New Modulator level
    &    +Note add value
    +Instrument to use

Again, to really understand the meaning of these parts, you should read
the EdLib docs.


5.4 The Arrangement data

The arrangement data determines which sequence is to be played on which
channel at which moment and in which way, if you understand what I mean
:) It consists of two parts: The Pointer part and the Data part (I
simply call them that way now :). The Pointer part consists of 16 word
pointers and one endmark (all endmarks are FFFFh, by the way). Only the
first nine pointers are used at the moment: one for each one of the nine
AdLib channels. Each one of these nine pointers points to the part of
the Data part which belongs to its channel. The Data part consists, as
you'd have guessed before, of nine independent arrangement streams. Each
one of tese streams has the following format:

First comes a word telling the speed of that stream. Since this
information is stored at the beginning of EVERY stream, I assume that
every channel may have its own unique speed, and EdLib simply doesn't
support this.
 
After that, the real arrangement data is stored. This data is organized
like this: If a word below 8000h is read, it's the number of a sequence
to be played. In that case, the saved transpose data is used.

But if a word 8XYYh is read, with X and YY being any value, the
transpose data is updated to X and YY (see  the EdLib docs for
information on the meaning of X and YY).

I have found out that the first arrangement entry for an arrangement
stream that contains at least one sequence is always such a command to
set the
internal transpose data. So no default value is required to be loaded
into the transpose data before playing. And looping the arrangement
stream becomes easier.

If the word FFFFh is read, the arrangement stream has arrived at its
looping point. The word following the FFFFh is an offset into the
arrangement stream telling at which position the stream should be
restarted. If the word FFFEh is read, the arrangement stream has reached
its end. Unlike the Loop command (FFFFh), the stream mustn't get
restarted but halted. Also, there is no word following the FFFEh
command.


5.5 The Sequence data

The Sequence data again consists of a pointer part and a data part. But
this time these two parts aren't stored in different parts of the file,
the data part is stored directly after the pointer part. Therefore, a
reference to a specific pattern should be seen as a reference to a word
counted from the beginning of the Sequence data.

This word (e.g. the first word for Pattern 0000h) then points to the
offset of the actual sequence data inside the file. I hope you got my
point... Then, each sequence is stored as follows: Read a word. If it's
high byte is below 20h, then it's a note. Note that RESTs and HOLDs are
also counted as notes. In this case, the low byte can contain the
following values:

00h = REST
The high byte tells the number of rests to insert minus one! e.g. a REST
with a high byte of 01h means "Two RESTs"

01h - 7Dh = Note
The value of this note byte tells the amount of halfnotes to add to C-0
(e.g. 01h would mean C#0). In this case, the high byte tells the number
of HOLDs to insert after the note.

7Fh = HOLD
The high byte tells the number of HOLDs minus one again!

If the high byte is 20h or above, but below 40h, it's a note again, but
this time with Tienote switched on. The high word is used as repetition
count again, but don't forget to substract 20h before evaluating it!!
If the high bzte is 40h or above, it's an effect. In this case, the
complete word can simply be interpreted like any EdLib effect (set
instrument, set volume etc.). See the EdLib docs for a list of them.

The note word this effect refers to follows directly after the ceffect
word.
If the read word is FFFFh, it indicates the end of that sequence. In
that case, the next sequence to be played should be determined and
loaded and the first effect/note of it should be played.


6 MIDI SAMPLE DUMP STANDARD

6.1 INTRODUCTION

The  MIDI  SDS was  adopted  in  January  1986   by   the   MIDI
Manufacturers Association  and the Japanese MIDI Standards Committee.
The SDS defines the standard method for transfer of sound sample  data
between  MIDI-equipped devices.  Sample dumps may be accomplished with
either an 'open loop' or 'closed loop' system.

The open loop method simply involves the straight dump of all sample
data from its source to the destination, with no timeouts, packet
acknowledgements, or any other form of handshaking, much as in the
manner of a sysex bulk dump, usually intiated at the source.

The closed loop method allows the use of handshaking messages between
the dump source and  destination,  and usually  places  the  dump
process under the control of the slave,  to allow it time to process the
incoming data as necessary.  As with  any standard, it can not be
assumed that a device adheres to it unless the accompanying
documentation specifically indicates it. Even then, it is best to check
its conformity with non-critical data.


6.2 SPEC: SAMPLE DUMP FORMATS

DUMP HEADER: F0 7E cc 01 ss ss ee ff ff ff gg gg gg hh hh hh ii ii ii jj
F7

cc
channel number

ss ss
sample number (LSB first)

ee
sample format (number of significant bits; 8->28)

ff ff ff
sample period (1/sample rate) in nanoseconds (LSB first)

gg gg gg
sample length, in words

hh hh hh
sustain loop start point (word number) (LSB first)

ii ii ii
sustain loop end point (word number) (LSB first)

jj
loop type (00:forwards only; 01:alternating)



DATA PACKET: F0 7E cc 02 kk <120 bytes> mm F7

cc
channel number

kk
running packet count (00->7F)

mm
checksum (XOR of 7E, cc, 02, kk <120 bytes>)


The  total  size of a data packet is 127 bytes.  This is to avoid
overflow of the MIDI input buffer of a device that may want to receive
an entire packet before processing it. A data packet consists of its own
header,  a packet number,  120 bytes of data, a checksum, and an EOX. 
The packet number begins at 00 and increments with each new packet.  It
resets to 00 after it reaches 7F, and continues counting.

The packet number is used by the receiver to distinguish between a new
data packet,  or a resend of  a  previous packet. The packet number is
followed by 120 bytes of data, which form 60,  40,  or 30 words (MSB
first for multiword samples),  depending on the length of a single data
sample. Each data byte hold seven bits,  with the msb in each byte set
to 0,  in order to conform to the requirements of MIDI data
transmission. Information is left justified within the 7-bit bytes,  and
unused bits are filled with 0. Example:  Assume  a data point in the
memory of a 16-bit sampler, with the value 87E5. In binary, that would
be:

1000 0111 1110 0101

and would be encoded as the following MIDI data stream:

01000011 01111001 00100000

The checksum is the running XOR of all the data after  the  SYSEX byte,
up to but not including the checksum itself.


6.3 SPEC: SAMPLE DUMP MESSAGES

DUMP REQUEST: F0 7E cc 03 ss ss F7

cc
     channel number

ss ss
     sample number requested (LSB first)

Upon receiving the request,  the sampler checks the sample number to see
if it is within legal range.  If it  is  not,  the  request  is ignored.
If it is, the sample dump is started. One packet at a time is sent,
under control of the handshaking messages outlined below.


6.4 HANDSHAKING MESSAGES:

For all below:
cc
channel number

pp
packet number

Packet  numbers  are  included  in  the  handshaking  messages to
accomodate machines that have the intelligence to re-transmit specific
packets after an entire dump is finished,  or  if  synchronization  is
lost.

ACK
F0 7E cc 7F pp F7

Means  last  packet  was  recieved correctly (checksum OK,  etc), please
send next one.  Packet number is packet being  acknowledged  as correct.

NAK
F0 7E cc 7E pp F7

Means  last  packet  not  received correctly,  please send again. Packet
number is packet being rejected.

CANCEL
F0 7E cc 7D pp F7

Means abort dump immediately.  Packet number is packet  on  which abort
occurs.

WAIT
F0 7E cc 7C pp F7

Means pause dump indefinitely, until next message is sent. Allows the 
unit recieving the dump to perform other functions (disk access, etc),
before receiving the remainder of the dump.  The next message it sends
(eg ACK, ABORT) will determine if the dump continues or aborts.


6.5 DUMP PROCEDURE: MASTER (DUMP SOURCE)

Once a dump has been requested,  either via MIDI or through the front
panel, the DUMP HEADER is sent.

After sending the header,  the master  must time out for at least two
seconds, to allow the receiver to decide if it will accept this sample
(has enough memory, etc).If it receives a  CANCEL,  within  this  time, 
it  should  abort immediately.

If  it  receives  an CAK, it will start sending packets immediately. If
it receives a WAIT, it pauses until another message is received,  and
then processes that  mesage  normally.  If  nothing  is recieved 
within  the timeout, an open loop is assumed, and the dump starts with
the first packet.
After sending each packet,  the master should  time  out  for  at least
20 milliseconds and watch its MIDI In.

If an ACK is received, it sends  the  next  packet immediately.  If it
receives an NAK,  and the packet number matches the number of the last
packet  sent,  it resend that  packet  If  the  packet  numbers don't
match,  and
the device is incapable of sending packets out of order, the NAK will be
ignored.

If a WAIT is received,  the master should watch its MIDI In  port
indefinitely for another ACK,  NAK, or CANCEL message, which it should
then process normally.

If no  messages  are  received  within  20  milliseconds  of  the
transmission of  a  packet,  the  master  may  assume  an  open  loop
configuration, and send the next packet.

This process continues until there are less than 121 data bytes to send.
The final packet will still consist of 120n bytes, regardless of  how 
many significant bytes actually remain, and the unused bytes will be
filled  with zeroes.  The  receiver  should  handshake  after receiving
the last packet.


6.6 DUMP PROCEDURE: SLAVE (DUMP DESTINATION)

When receiving a sample dump, a device should keep a running checksum
during reception. If its checksum matches the checksum in the data
packet,  it will send an ACK and wait for the next packet.

If it does  not  match,  it  will  send  an NAK containing the number of
the packet that caused the error, and wait for the next packet.  If,
after sending an NAK, the packet number of the next packet doesn't match
the previous  packet number (the one that was NAK'd),  and the unit is
not capable of accepting packets out of order,  the error is  ignored 
and the dump continues as if the checksums had matched.

If a receiver runs out of memory before the dumpo is completed, it
should send a CANCEL to stop the dump.


6.7 SDS OVERVIEW

DUMP DATA FORMAT: DUMP HEADER

Sysex

ID: Universal Non-Real Time

Channel Number

Sub ID: Header

Sample Number (2 bytes, LSB first)

Sample Format

Sample Period (3 bytes, LSB first)

Sample Length (3 bytes, LSB first)

Sustain Loop Start Point (3 bytes, LSB first)

Sustain Loop End Point (3 bytes, LSB first)

Loop Type

Eox


SAMPLE DUMP DATA FORMAT: DATA PACKET

Sysex

ID: Universal Non-Real Time

Channel Number

Sub ID: Data Packet

Packet Number

Sample Data (120 bytes)

Checksum

Eox


SAMPLE DUMP MESSAGES: DUMP REQUEST

Sysex

ID: Universal Non-Real Time

Channel Number

Sub ID: Dump Request

Sample Number (2 bytes, LSB first)

Eox


SAMPLE DUMP MESSAGES: HANDSHAKING FLAGS:

Sysex

ID: Universal Non-Real Time

Channel Number

Sub ID: ACK or NAK or CANCEL or WAIT

Packet Number

Eox


7 ROL

This part contains details of .ROL files used by AdLib and compatible
cards on PC It is also used by Visual Composer (TM).

7.1 Structure of .ROL files:

fld #
size
(bytes)
type
description

1
2
int
file version, major

2
2
int
file version, minor

3
40
char
unused

4
2
int
ticks per beat

5
2
int
beats per measure

6
2
int
editing scale (Y axis)

7
2
int
editing scale (X axis)

8
1
char
unused

9
1
char
0 = percussive mode
1 = melodic mode

10
90
char
unused

11
38
char
filler

12
15
char
filler

13
4
float
basic tempo


Field 14 indicates the number of times to repeat fields 15 and 16:
fld #
size
type
description (bytes)

14
2
int
number of tempo events

15
2
int
time of events, in ticks

16
4
float
tempo multiplier (0.01 - 10.0)


The remaining fields (17 to 34) are to be repeated for each of 11
voices:
fld #
size
type
description (bytes)

17
15
char
filler

18
2
int
time (in ticks) of last note +1


Repeat the next two fields (19 and 20) while the summation of field 20
is less than the value of field 18:
fld #
size
type
description (bytes)

19
2
int
note number: 0 => silence from 12 to 107 => normal note (you
must subtract 60 to obtain the correct value for the sound driver)

20
2
int
note duration, in ticks

21
15
char
filler


Field 22 indicates the number of times to repeat fields 23 to 26:
fld #
size
type
description (bytes)

22
2
int
number of instrument events

23
2
int
time of events, in ticks

24
9
char
instrument name

25
1
char
filler

26
2
int
unused

27
15
char
filler


Field 28 indicates the number of times to repeat fields 29 and 30:
fld #
size
type
description (bytes)

28
2
int
number of volume events

29
2
int
time of events, in ticks

30
4
float
volume multiplier (0.0 - 1.0)

31
15
char
filler


Field 32 indicates the number of times to repeat fields 33 and 34:
fld #
size
type
description (bytes)

32
2
int
number of pitch events

33
2
int
time of events, in ticks

34
4
float
pitch variation (0.0 - 2.0, nominal is 1.0)


7.2 Notes
Fields #1 and #2 should be set to 0 and 4 respectively. Field #10 should
be filled with zeros.