★ SOUND Manual ★ Sound Simulator Manual
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Sound simulator manual 1. Sound simulator
- Main Window

■ What is a sound simulator?
- The sound simulator is a simulator that allows you to pronounce the sound data created by the sound tool in the same state as when it was incorporated into the game. This is for simulating pronunciation controls that would normally only be tested after the game program has been created and the sound built in, with software on the Mackintosh instead of the game program. Functionally, it is classified as follows.
● Start the sound system
- As with the actual sound board, if you turn off the power, the entire sound system will be erased. Therefore, the sound system must be started whenever the sound board is turned on. In the sound simulator, click "Startup System " to perform the following series of processing that is performed when the game is installed.
- Hardware initialization
- System table, sound area map transfer
- Sound program transfer
- Launching the sound driver
● Transfer of tone data and song data
- To prepare for pronunciation, transfer the tone data and song data to the sound memory according to the sound area map. Since you can freely replace the tone color data and song data within the area size of the map information, prepare several areas for tone color data and song data and use different song data while playing the song. You can also replace them.
● Pronunciation control
- Controls pronunciation such as start / stop / pause and fade-in / fade-out of songs and sound effects. In addition to mouse clicks, you can assign the above functions to the Macintosh keyboard (1-8) to control pronunciation in real time. We will evaluate the sound effects while smoothing the song, evaluate the coexistence of the sound effects, and adjust the level.
● Switching DSP (effect) programs
- If there are several DSP (effect) programs on the map, you can switch the DSP program by selecting the DSP program you want to switch and clicking "Change DSP Effect". Be sure to click "Change DSP Effect" even if there is only one DSP program, because the DSP program will not work just by transferring it.
● Saturn format data creation, compression, and combination
- The song data created by the MIDI sequencer is converted to the Saturn format in a compressed form. Since multiple songs can be stored in one song data bank (sequence bank), multiple compressed data can be combined with the "Create Sequence Bank" function. Since it is assumed that the sequence bank contains multiple song (sound effect) data, please perform "Create Sequence Bank" even if there is only one song.
● Creating a sound area map
- Sound is controlled individually for each scene (area) of the game. Create a memory map for each scene according to the tone color and song data size for each scene and the effect program used.
The game program looks at this map and transfers the tone and song data, and the sound driver also controls the tone and pronunciation based on this map, so the sound area map is a very important memory that is the center of sound development (control). It is a map. One sound area map is created for one game, and this data is passed to the game programmer when the game is installed and transferred to the sound system at system startup. ● Simple editing of sound memory
- Refers to the sound memory on the target and writes memory in bytes, words, and long sizes. This function is mainly used for checking transmitted data, checking data, and directly rewriting parameters.
■ Changes
● (Ver3.00 → Ver3.01)
- Fixed a bug that the built-in SDDRVS.tsk is not sent when SDDRVS.tsk is not in the current folder.
- There was a problem reading the collect file.
Since the format of the collect file was not supported due to the format change of the map file, it was not possible to read only the collect file created with Ver3.00. - Fixed a bug that 68000 CPU is stopped when using the memory dump function with CartDev.
● (Ver3.01 → Ver3.21)
- Replaced the built-in sound driver with the latest Ver2.20
- Enhanced the file search function by alias
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★ SOUND Manual ★ Sound Simulator Manual
Copyright SEGA ENTERPRISES, LTD. 1997