★ SGL User's Manual ★ SOUND STRUCTNow let's actually capture the sound.
This work is called sampling, and by using the Wave editor of Sega Sound Tool, the read sound can be output directly from the target.
Capture sounds in the following order.
Figure 2-2 Creating a new file
Figure 2-3 Target module settings
Figure 2-4 Capture settings
In the case of HD, please note that a file is created after sampling and you need to reopen the file yourself.
Therefore, if you use the Wave editor, please try to fit it in a size that can be remembered as much as possible.
If you select HD, the following screen will appear. Normally, select “ON” and click “OK”.
Figure 2-5 HD settings
Figure 2-6 Selection of “Play Audio”
Figure 2-7 Keyboard screen
Figure 2-8 Loop settings
Figure 2-9 Loop mode
| Resample | 11K-44.1K | Change the number of samples (If you lower it too much, the sound will not be smooth) |
| Pitch Shift | 0-127 | Larger is faster (standard is 60) |
| Size Shift | Max FFFEh | Resize (affects all parameters) |
| Scale | 100% | Volume adjustment |
| Filter LPF (Low Pass Filter) HPF (High Pass Filter) | 500-16000Hz 32-2200Hz | Cut frequencies above the set value Cut frequencies below the set value |
| Compressor Threshold Compression Ratio | -90 ~ 0 1-90 | The louder the volume, the lower the volume. The louder the volume, the lower the volume. |
| Noise Gate Threshould Release Hold | -90 ~ 0 0-2000 0-2000 | Time to fade out to silence the part that does not reach this Time to fade in |
★ SGL User's Manual ★ SOUND STRUCT