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What is the flow of sound production at Sega Saturn?

Q)
What kind of data do you need to produce on the sound side?

A)
The general work procedure for sound production with the built-in sound source of Sega Saturn is shown below. )

  1. First, sample the waveform for use in BGM (song) or SE (sound effect).
    When using an FM sound source, create an FM tone.

  2. Set the envelope, LFO, etc., assign a sound to each MIDI program number, and transfer this sound data to the Sega Saturn Sound Box (or CartDev).
    Now you can think of Sega Saturn as a MIDI sound module.

  3. Decide how to apply the effect and create a DSP program (effect data).

  4. Create sequence data with sequence software.
    Connect the Sega Saturn sound box via MIDI to create songs and SEs while actually playing the sounds.

  5. Converts the sequence data into a form that can be incorporated into the Sega Saturn sound box, and transfers the data.

  6. In addition to tone data, DSP programs, and sequence data, the "sound driver" that acts as a sequencer on Sega Saturn is transferred to the Sega Saturn board.
    Now you have everything you need to make a sound with Sega Saturn alone.

  7. Actually play a song or SE with the Sega Saturn board alone, and once the final adjustments such as volume balance are completed, it will be completed for the time being.
    You will have to submit all the files to the programmer for inclusion in the game.
    If you try to incorporate it and encounter problems, you will have to go back a few steps and correct the data.

The above is the general flow when using the built-in sound source.

The following is a rough procedure for creating sounds for Sega Saturn CD-DA.

  1. Do pre-production. When superimposing live sounds such as vocals and guitar, the back is driven in.
    If you do not want to superimpose the raw sound, it will be completed as sequence data at this stage.

  2. I will record in the studio. You will actually record each part with a plain sound without any effect.

  3. Track down in the studio. Determines the effect, localization, and volume balance.

  4. Drop it on a DAT to create a master tape and record it on a hard disk into a computer-friendly file.

  5. Convert the data format into a form to be incorporated with CD-DA and pass it to the software.

The above is the general flow at the time of CDDA.

What kind of data do you need to produce on the sound side?

Q)
What kind of data do you need to produce on the sound side?

A)
There are four main types of data created on the sound side: timbre data, DSP programs, sequence data, and sound drivers. The sound creator himself creates three types of data other than the sound driver.

Information such as waveform data of all sounds, volume envelope, LFO of volume and pitch, send amount to effect, localization, key span, etc. is recorded in the timbre data.
These are the data needed to consider the Sega Saturn board as a MIDI sound module.
Waveform data to be incorporated into sound data is created using commercially available waveform editing software (Alchemy, SoundDesigner II, etc.) or Wave Editor (waveform editing tool developed by Yamaha for Sega Saturn sound production). Then, the tone data is edited and created using the tone editor (tone data creation tool developed by Yamaha).

The DSP program records information about what effects to connect and how to set parameters.
For example, connect a reverb after the delay, set the delay time to 150msec, and make the reverb lighter. DSP programs are edited and created using a DSP linker (an effect program creation tool developed by Yamaha).

The sequence data records information on the pitch (pitch), length (gate time or duration), and strength (velocity) of each song. The sequence data file created by Vision, Performer, etc. cannot be directly incorporated into the Sega Saturn board, and it is necessary to take several steps.

First, create a standard MIDI file with Vision, Performer, etc.
Then, by compressing the data and concatenating the compressed files using the sound simulator, the sequence data can finally be incorporated into the Sega Saturn board.

Knowledge for creating tone data, DSP programs, and sequence data is indispensable for sound development at Sega Saturn.
It is important to know how to use the software and tools named here.
Please refer to the other documents for how to use each tool.


Is there anything I should consider about volume settings?

Q)
Is there anything I should consider about volume settings?

A)
There are four types of SCSP registers related to volume settings for sounds produced on Sega Saturn.

TL (0-255)
Total volume level.
It affects each slot (the tone changes during FM).

DISDL (0-7)
Direct data (sound data without effects such as DSP) transmission level.
-6dB unit Affects slot by slot.

MVOL (0-15)
Master volume.
-3dB unit 32 slots + CD-DA + DSP output, affects everything.

EFSDL (0-7)
Audio transmission level after applying effects such as DSP to direct data. -6dB unit Affects CD-DA and DSP output.

Also, although not directly, as it is related to the uppering of the sound.

IMXL (0-7)
Input mixing level.

there is.

caution
For DISDL, EFSDL, and IMXL, if a waveform with the maximum amplitude is input, it may be distorted by two notes.


Please tell us about the outline of Sega Saturn's sound specifications.

Q)
Please tell us about the outline of Sega Saturn's sound specifications.

A)
The sound part of Sega Saturn is a PCM sound source and FM sound source with a maximum polyphony of 32 sounds.
As the waveform memory capacity of the PCM sound source,

Maximum 468KByte (= approx. 0.46MByte = approx. 3.7MBit)

is.

Compared to general sound modules, for example, the waveform memory capacity of the KORG 01R / W is 48Mbit, which is about 12 times the amount of Sega Saturn's sound memory.
However, the contents of Sega Saturn's sound memory can be replaced during the game, and if you use methods such as PCM stream playback or CD-DA, you can play tens of minutes of CD quality sound that cannot be reproduced with a general MIDI sound source. Is possible.


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