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-
- ΓòÉΓòÉΓòÉ 1. Introduction ΓòÉΓòÉΓòÉ
-
- The RAP-10 Editor is an Presentation Manager application (for OS/2 2.x) that
- displays and allows you to edit the settings of a Roland RAP-10 audio card. It
- displays the settings for the 15 Parts and the Drum Part (ie, the GM Sound
- module), as well as the Digital Audio Tracks, and Effects and Master settings
- that affect all sound output. These settings can be saved to disk, and later
- loaded and sent back to the RAP-10 to quickly restore the RAP-10 to these
- settings. The editor saves a standard MIDI file (Format 0) so that this can be
- "played back" by any sequencer, or prepended to any MIDI song file in order to
- setup the RAP-10 as desired automatically and immediately before playing a
- particular MIDI song file.
-
- To a certain extent, some of the parameters of the RAP-10 Editor will also work
- with other sound cards that have an MPUDEV.SYS compatible driver. For example,
- setting many of the parameters for each Part and Rhythm Part such as Volume,
- Reverb, Chorus, Pan, and Instrument should work with any sound card. Other
- settings such as Master Volume may work if the card supports it. The
- individual Drum key parameters may work with the SCC-1 (although this is
- untested).
-
- The actual executable is RAP10_ED.EXE.
-
-
- Some of the words in this manual are highlighted in bold text, such as
- Brightness. These are words that refer to RAP-10 settings which can be edited
- using the RAP-10 Editor software. Other words are in italics such as Tone.
- This refers to some aspect of the RAP-10 which may be preset (ie, unable to be
- altered) or is a part of the hardware. Underlined words, such as Open, refer
- to menu items in the RAP-10 Editor's windows. Words that are in colored text
- such as Channel Pressure refer to types of MIDI messages (ie, data). Words
- that are in colored text such as Read This are meant to be emphasized.
-
-
- ΓòÉΓòÉΓòÉ 2. Copyright ΓòÉΓòÉΓòÉ
-
- This OS/2 Online Book and the related files RAP10_ED.EXE, RAP10_ED.HLP,
- RXDLG.DLL, RXDLG.INF, MPUDEV.SYS, MPUDEV.INF, and GENMIDI.DLL are all copyright
- 1995 by Jeff Glatt. These files are freely redistributable, provided that
- these files are not internally modified, nor specifically sold as a complete
- product by themselves, and are distributed together. The only price that you
- have to pay is the one that you're already paying by spending all of your time
- in front of a computer instead of developing healthier outlets.
-
- NOT SO STANDARD DISCLAIMER:
-
- These programs are provided "as is" without warranty of any kind either
- expressed or implied or tatooed in a place that only a few people have ever
- seen, including but not limited to the implied warranties of merchantability,
- fitness for a particular purpose, and the dubious assumption that the software
- has been created by a sane individual who would never do anything that may hurt
- you. The entire risk as to the results and performance of the programs is
- assumed by you or someone who looks exactly like you. Jeff Glatt does not
- guarantee that the functions in these programs will meet your requirements,
- especially if your requirements involve lots of latex and some docile,
- domesticated animal. Nor does Jeff Glatt warranty the programs to be
- uninterruptable or error-free, although mercifully free of "General Protection
- Faults". If you use said programs, you can not say anything nasty about the
- author, even if the programs inadvertently cause the erasure of your collection
- of X-rated GIFs of a conservative, overweight and overrated TV "personality"
- plooking himself vigorously with his royalty checks from some rancid paperback.
- Jeff Glatt is not responsible for any damages as a result of anything that he
- has done, or hasn't done, or was supposed to do but never got around to it, and
- furthermore, he doesn't even care so leave him alone, ratface. You may have
- more or less protections in certain states of the union, depending upon how far
- your local politician is willing to bend over for some bribe from a business
- lobbyist. Just remember that Jeff Glatt has no money, so don't bother suing
- him as a result of any damages caused by this OS/2 program. Tell your greasy
- lawyer to go after IBM, and make sure that you pick 12 really stupid pinheads
- for the jury. If swallowed, induce vomiting immediately by contemplating the
- asthetics of Microsoft Windows.
-
- OS/2 is a trademark (and mismarketed product) of International Business
- Machines Corporation.
-
- Windows is a trademark of Microsoft Incorporated, and furthermore, Bill Gates
- is to blame for it.
-
- If you have unreasonably presumptuous suggestions (ie, an enduser who expects
- outrageous amounts of free support), snide comments, criticisms, and anything
- else other than dollar bills, then send them to someone else because you got it
- for free, and you know what you get for nothing? On the other hand, any type
- of positive contribution from other programmers is very much welcome and
- encouraged as these are the only folks who can made things happen for OS/2.
- IBM ain't gonna do it. If you do need to contact the author, then either phone
- some of the more prominent psychiatrict clinics in central New York state, or
- try this:
-
- Jeff Glatt
- 6 Sycamore Drive East
- New Hartford, NY 13413
- (315) 735-5350
-
- Sure, this copyright notice has attitude. Get used to it, or kill yourself.
-
-
- ΓòÉΓòÉΓòÉ 3. Driver Requirements and Setup ΓòÉΓòÉΓòÉ
-
- Of course, your computer needs a Roland RAP-10 card to fully exploit the
- Editor, although as mentioned, certain parameters may be set for other sound
- cards too, provided that you can find an MPUDEV.SYS compatible driver for the
- card. The RAP-10 Editor requires that your card has an OS/2 driver compatible
- with my MPUDEV.SYS driver (included). The MPUDEV.SYS driver will work with not
- only a RAP-10, but also any card that is hardware compatible with the MPU-401.
-
- Note: The RAP-10 Editor does not use MMPM. An MMPM driver will not work with
- it. MMPM is going to die a horrible death anyway due to lack of useful
- support, as well as IBM introducing a new protocol. You may as well get
- your shovel and bury MMPM right now. The Editor probably also doesn't
- support IBM's "Realtime MIDI subsystem". I wouldn't know. I didn't
- look at it, and I don't intend to buy $300 worth of CD-ROMs in order to
- find out that it may not be for me anyway, plus I'm not too keen upon
- tying my stuff to an "IBM MIDI subsystem" given IBM's disinterest in
- pursuing vertical markets like the music market to the extent that
- Microsoft does. Who's to say that IBM won't traipse off with the
- development and promotion budget, fawning after their big buck corporate
- client accounts, and we won't end up with another OS/2 item of
- "secondary importance" like MMPM on our hands?
-
- Of course, you need to add a DEVICE= statement to your CONFIG.SYS file to
- install the driver upon boot-up. If using MPUDEV.SYS, see the documentation
- MPUDEV.INF for installation and usage instructions. You should specify the /R
- option (but NOT /I) for any RAP-10 card when using MPUDEV.SYS.
-
- You must also know your driver's internal name (which might be different than
- the filename of the driver). Often, this is the driver filename minus the .SYS
- extension.
-
- If you own an MPU-401, or some card that has an MPU-401 compatible interface
- (UART mode is good enough, but it must be actual hardware compatibility, not
- just some TSR software driver emulation such as what you get with cheesy sound
- cards), such as an SCC-1, RAP-10, MusicQuest MQX-16 or MQX-32, etc, then you
- can use my MPUDEV.SYS OS/2 driver.
-
- By default, the Editor will use my MPUDEV.SYS driver (ie, the first port
- MPUDEV1$), and so you don't have to supply it with that name. But, if you want
- the Editor to use a different (but MPUDEV compatible) driver, then you must
- supply the name of the driver to the Editor. If you run the Editor from an
- OS/2 Command Prompt, then simply type the name of your driver as an argument,
- prepended with /D. For example, to use a driver with the internal name BLORT,
- you would specify /DBLORT.
-
- If you run the Editor from a Desktop icon, open up the Settings menu for the
- Editor. In the Parameters field, type the name of your driver, preceded by /D.
- Now whenever you run the Editor from the Desktop, it will use that driver.
-
- Note: You must omit the .SYS extension from the driver name.
-
- If the Editor can't open the specified driver, it will display an error message
- and its template, and then terminate.
-
- There are other startup parameters that you can pass to the Editor, either by
- adding them to the command line, or entering them in the Parameters field of
- the Desktop icon. These will be covered later.
-
- The Editor also requires that the files GENMIDI.DLL and RXDLG.DLL be placed
- somewhere along the LIBPATH as specified in your CONFIG.SYS file. Usually,
- placing them in the same directory as RAP10_ED.EXE will suffice.
-
- If you want to be able to invoke the Editor's online help, then copy the file
- RAP10_ED.HLP to where the other help files are located on your system (or
- putting it in the same directory as the Editor executable also usually works).
- If you want to save some disk space, and RAM while running the Editor, and
- don't need the online help, remove RAP10_ED.HLP from your hard drive. All of
- the info in the online help is also available in the RAP10_ED.INF doc file,
- which isn't automatically opened when the Editor is run.
-
-
- ΓòÉΓòÉΓòÉ 4. Errata ΓòÉΓòÉΓòÉ
-
- This version of the Editor seems to occasionally have some problems properly
- refreshing its Window, especially when you move a dialog that is open within an
- Editor window. On occasion (usually only upon start-up), the cursor seems to
- disappear when moved to certain areas of the window. I haven't tracked down
- these video problems, but it's merely cosmetic (and perhaps has something to do
- with the video drivers for my particular video card). You can easily cause the
- window to properly refresh by resizing the window, or maximizing/minimizing it
- followed by a restore. So, I've left this bug for the day when I have the time
- to trace it down.
-
-
- ΓòÉΓòÉΓòÉ 5. The RAP-10 ΓòÉΓòÉΓòÉ
-
- Before you start using the RAP-10 Editor, it's important to understand what
- features the RAP-10 audio card has, and in what way those features can be
- customized by you.
-
- The following sections describe the RAP-10 audio card itself.
-
-
- ΓòÉΓòÉΓòÉ 5.1. GM Sound Module ΓòÉΓòÉΓòÉ
-
- The RAP-10 has a built-in General MIDI (ie, GM) Sound Module. What this means
- is that the RAP-10 has built-in sounds as opposed to needing a MIDI sound
- module attached to its MIDI interface, or needing to load WAVE files (ie,
- sampled data) off of a hard drive in order to make sound.
-
- Note: In fact, the RAP-10 also has the ability to play back sampled data
- files, as well as play external MIDI devices attached to its built-in
- MIDI interface (which requires an external connector box attached to the
- DB-15 connector on the RAP-10 in order to provide the actual MIDI In and
- Out jacks). But since the RAP-10 already has some very nice built-in
- sounds, you aren't required to load WAVE files or attach external MIDI
- sound modules. Of course, you could do that, and furthermore, the
- RAP-10 can play sampled data files, external MIDI sound modules, AND its
- internal GM sounds ALL AT THE SAME TIME.
-
- The RAP-10's GM Sounds consist of CD-quality (ie, 16-bit, 44KHZ sample rate)
- waveforms burned into a ROM chip on the RAP-10 itself. You can modify the way
- that these waveforms play back to a certain extent. For example, you can
- control the Brightness of a waveform by adjusting the RAP-10's filter cutoff
- (via Channel Pressure MIDI messages). But, you can't edit any waveform's
- sample data per se, or replace those GM waveforms with new waveforms.
-
-
- ΓòÉΓòÉΓòÉ 5.1.1. Instruments ΓòÉΓòÉΓòÉ
-
- The RAP-10's GM waveforms are organized into 128 different Tones, plus 6 Drum
- Kits (each kit being comprised of numerous waveforms of various drums and
- percussion). I like to refer to the Tones as Instruments, since each tone
- happens to consist of a single waveform, and each Tone's waveform is preset to
- sound like a different musical instrument than the other Tones. For example,
- the RAP-10 has a Tone referred to as Trumpet. As you might guess, this Tone
- consists of a waveform of a Trumpet. So, I prefer to call it an Instrument
- since that's exactly what a Trumpet is. Refer to the chart, GM Instruments, in
- order to see what the names of the 128 Instruments are. Most of these are
- self-explanatory. For example, the Instrument referred to as Flute is indeed
- comprised of a Flute waveform. The Instruments numbered after 80 are mostly
- synthesizer type of sounds, so the Instrument names can be rather arbitrary.
- For example, how do you describe an Instrument that sounds like
- "whuh-aah-oohzzzzz"? Well, maybe you refer to it as Sweep Pad. Whatever.
- This chart is essentially the same as the one on pages 16/17 of your RAP-10
- Owner's Manual.
-
- The RAP-10 Instruments are played by sending MIDI data to the RAP-10's internal
- MIDI port. This may be done by using Sequencer software with a RAP-10 device
- driver in order to play a MIDI file through the RAP-10. Alternately, you can
- attach a MIDI controller to the external MIDI connector box for the RAP-10, and
- play the GM sounds via the controller's keyboard. Each RAP-10 Instrument is
- designed so that it can playback over the entire MIDI note range. So for
- example, the Clavinet can play all of the MIDI note numbers from 0 to 127, for
- over a 10 octave range. Obviously, some Instruments that are waveforms of real
- instruments, such as Trumpet, won't sound very natural if played outside of
- their natural note ranges. But, each Instrument can sound across the entire
- MIDI note range (and will do so if it receives MIDI messages on its respective
- Part's channel. You'll learn about Parts later).
-
-
- ΓòÉΓòÉΓòÉ 5.1.2. Drum Kits ΓòÉΓòÉΓòÉ
-
- The RAP-10 also has 6 Drum Kits. Each Drum Kit is comprised of dozens of
- waveforms of various drum and percussion sounds. In this respect, a Drum Kit
- is different than the 128 Instruments (each of which is only 1 waveform
- transposed across the entire MIDI note range). For the Drum Kit, each MIDI
- note from 27 to 88 (inclusive) is assigned a different drum sound (for a total
- of 62 drum sounds per kit). For example, MIDI note #36 may play a Kick drum,
- whereas MIDI note #38 may play a Snare drum. Think of the MIDI note numbers
- not as pitches, but as triggers (or "drum pads or drum Keys") for the 62 drums
- in a kit. The assignment of drum sounds within each of the 6 kits is
- hard-wired. In other words, you can't change which drum sounds are assigned to
- which MIDI note numbers, nor can you change sounds within kits. But, for each
- drum sound in a kit, you can alter its volume, panning, reverb and chorus
- levels, and also transpose it up or down 2 octaves (although it is always
- triggered by the one MIDI note number to which it is assigned). The 6 kits are
- referred to as Standard, Power, Electric, TR-808 (analog drum machine), Brush,
- and Orchestra. Some of the kits share sounds. For example, the Power kit has
- all of the same sounds as the Standard kit except that MIDI notes #36 and #38
- are MONDO Kick and Gated Snare instead of the Standard kit's normal Kick 1 and
- Snare. Refer to the chart, Drum Kits, to see what drum sounds are assigned to
- which MIDI notes for the 6 kits. This chart is essentially the same as the one
- on page 18 of your RAP-10 Owner's Manual.
-
-
- ΓòÉΓòÉΓòÉ 5.1.3. Voices ΓòÉΓòÉΓòÉ
-
- The RAP-10 can play upto 26 Voices at any given time. Usually, this equates to
- playing 26 MIDI notes at any given time, but if you're using Instruments that
- require 2 Voices per each MIDI note, then you'll be limited to playing less
- notes simultaneously. For example, all at the same time, you could have a
- Piano Instrument playing a 9 note chord, a Picked Bass Instrument playing a
- bass note (ie, 1 note), a Jazz Guitar Instrument playing a 6 note chord, and
- the Drum Part sounding a hihat and kick drum together (ie, 2 notes). All of
- these Instruments use one Voice per note, so you're using 9+1+6+2=18 Voices.
- But, if you switched the Piano Instrument for an Instrument that uses 2 Voices
- per note (such as Fantasia), then you'd be trying to use (9x2)+1+6+2=27 Voices.
- This is 1 above the RAP-10's Voice limit, so one note of one of those
- Instruments wouldn't play. Maybe one of those Jazz Guitar notes wouldn't
- sound. Whenever you send the RAP-10 enough MIDI Note Ons to surpass the 26
- Voice limit, the RAP-10 may "steal" notes from certain Instruments in order to
- play notes on other Instruments. Consult the GM Sound Module chart for how
- many Voices each Instrument uses per MIDI note.
-
-
- ΓòÉΓòÉΓòÉ 5.1.4. Parts ΓòÉΓòÉΓòÉ
-
- So, can the RAP-10 play all 128 of its GM Instruments simultaneously? No.
- First of all, there are only 16 MIDI channels, so it would be very difficult,
- if not impossible, to send 128 musical parts over MIDI. Secondly, the RAP-10
- only has 26 Voices, so 128 Instruments couldn't simultaneously play even one
- note each. But of course, who wants to hear a piece of music with 128
- different instruments squawking away simultaneously?
-
- What the RAP-10 does is allow you pick out 15 of those 128 Instruments to play
- simultaneously. In effect, what you have is 15 Parts, referred to as Parts 1
- to 15. Furthermore, you can pick out 1 of the 6 Drum Kits, which can also play
- simultaneously with the 15 Instruments. We'll call this the Drum Part.
- Together, these 15 Parts and Drum Part can sound upto 26 Voices at any given
- instant.
-
- For example, you might assign the following Instruments to the 15 Parts.
-
- Part #
- 1 - Grand Piano
- 2 - Trombone
- 3 - Trumpet
- 4 - Steel Guitar
- 5 - Fingered Bass
- 6 - Alto Sax
- 7 - Tenor Sax
- 8 - Baritone Sax
- 9 - Muted Trumpet
- 10 - Flute
- 11 - Violin
- 12 - Viola
- 13 - Cello
- 14 - Acoustic Bass
- 15 - Vibraphone
-
- Typically, you'll have each Instrument play its own musical part (although some
- Instruments might play unison lines). Therefore, you must assign each Part to
- a different MIDI channel so that you can send its musical performance (ie, MIDI
- data) on its own channel, separated from the data sent to the other Parts. (Of
- course, if you did want 2 Instruments to always play the exact same notes, you
- could assign them to 2 Parts which were set to the same MIDI channel).
- Furthermore, so that the Drum Part doesn't try to play some other Part's MIDI
- data, and vice versa, the Drum Part must be set to its own MIDI channel.
- That's where the 16 MIDI channels are used; 15 channels for the 15 Instrumental
- Parts, and 1 channel for the Drum Part.
-
- Note: Usually, the Drum Part is set to MIDI channel #10. Most MIDI sequencer
- files assume this to be the case.
-
- So, then you're limited to playing only 15 different Instruments throughout the
- course of a musical piece? No. You're limited to playing only 15 Instruments
- simultaneously. There's nothing that prevents a Part from switching to a
- different Instrument at any given moment. For example, maybe Part #1 starts
- out playing a Violin for the first 16 bars of a piece, then it switches to a
- Trumpet Instrument. Remember that these Instrument waveforms are in the
- RAP-10's ROM, so it takes very little time for a Part to "put down one
- Instrument and pick up another". In fact, you can quickly tell the Part to do
- so by sending it a MIDI Program Change message.
-
-
- ΓòÉΓòÉΓòÉ 5.1.5. Conclusion ΓòÉΓòÉΓòÉ
-
- The RAP-10's GM Instruments and Drum Kits(ie, ROM waveforms) are of sufficient
- quality and quantity to make them useful for most any musical purpose, and
- there are enough settings which can be adjusted for each Instrument and each
- drum sound in a Kit such that the RAP-10 has versatile sound capabilities using
- merely its internal GM sounds without needing digital audio (ie, WAVE) playback
- or attaching external MIDI sound modules to it. The 26 Voice polyphony means
- that the GM Sound Module can play fairly complete band arrangements (ie, with
- several Instruments and a Drum Kit playing simultaneously).
-
-
- ΓòÉΓòÉΓòÉ 5.2. Digital Audio ΓòÉΓòÉΓòÉ
-
- The RAP-10 also has the ability to play and record 2 tracks of CD-quality
- Digital Audio. Normally, you do this using software that works with the RAP-10
- device driver to record audio data onto your hard drive, and then play that
- data back off of your hard drive. In this way, the size of your Digital Audio
- waves is limited only by the free space on your hard drive. The most common
- use of these Digital Audio tracks is to record acoustic instruments (or vocals)
- for playback in sync with a sequencer that is playing the RAP-10's GM sounds
- and any external MIDI units. This is possible because, with the proper
- software, the RAP-10 can record/play Digital Audio while also playing its GM
- Sound Module and doing MIDI input/output to external modules. Think of the 2
- Digital Audio tracks as the digital equivalent of a stereo magnetic tape
- recorder (with really great frequency response and noise suppression, and
- overdub ability for each of the 2 tracks. Plus, you don't have to use tape
- sync to get it in sync with your MIDI sequencer).
-
- Note: If desired, you could use the Digital Audio tracks to make a stereo
- master mixdown of all of your MIDI sequenced sound modules, including
- the RAP-10's GM Module, playing some MIDI file. But a big disadvantage
- is that this takes up much more hard drive space than saving the MIDI
- sequencer file only. An advantage is that, in order to play back the
- mixdown, you don't have to hook up all of the MIDI sound modules that
- were used to create the mixdown. So, you have the choice of using the
- Digital Audio as 2 more tracks of your MIDI sequencer (which just happen
- to record acoustic instruments instead of MIDI gear), or to record and
- playback a master mixdown of your MIDI gear.
-
- The Digital Audio tracks offer a choice of 44KHz, 22KHz, or 11KHz sampling
- rates. They also offer a choice of recording 8-bit or 16-bit waveforms at
- those rates. Furthermore, the 2 tracks can be used in a stereo mode (ie, both
- tracks recording the signal at the stereo Mic/Line Input jack on the RAP-10
- card, and then subsequently playing back that stereo waveform), or in a mono
- mode (ie, one track can be recording a mono waveform coming into the Mic/Line
- Input while the other is playing back a different mono waveform to the RAP-10's
- stereo Audio Output jack, and then subsequently each plays back its own mono
- waveform through the Audio Output).
-
-
- ΓòÉΓòÉΓòÉ 5.3. MIDI Interface ΓòÉΓòÉΓòÉ
-
- As mentioned, the RAP-10's GM Sound Module taps off of its internal MIDI
- interface. But, by adding an external connector box to the RAP-10's DB-15
- joystick connector (which provides the actual MIDI In and Out jacks), any MIDI
- data not used by the GM Sound Module is allowed to pass on out to external MIDI
- sound sources. So, the RAP-10 can be used as an interface to external MIDI
- units through which MIDI sequencer files can be played on those units (in
- addition to the GM Sound Module, simultaneously).
-
-
- ΓòÉΓòÉΓòÉ 5.4. Audio Mixing/Effects/Output ΓòÉΓòÉΓòÉ
-
- The RAP-10 has a Stereo Audio Output jack. (The one jack is a stereo plug).
- All 15 Instrumental Parts, the Drum Part, and the Digital Audio tracks produce
- sound through this one jack.
-
- Because the RAP-10 has a stereo output, that implies that you have the ability
- to Pan each of the 15 Instrumental Parts, the Drum Part, and each of the 2
- Digital Audio tracks anywhere within the stereo spectrum. In fact, there are
- 127 different positions across the stereo field. So, for example, you could
- pan one Instrument hard left, another Instrument off to the right a little bit,
- one of the Digital tracks halfway between center and hard right, and the Drum
- Part to the center. In other words, think of the RAP-10 as having an 18
- channel stereo mixer built into it (ie, 15 channels for the 15 instrumental
- parts, 1 channel for the Drum Part, and 1 channel for each Digital Audio
- track). These 18 channels automatically mix down to the RAP-10's stereo output
- jack. Of course, the RAP-10 doesn't have any physical "pan pots" on it, but
- using a program like the RAP-10 Editor, you can adjust software "pan pots" for
- the 15 Instruments, Drum Part, and 2 Digital Audio tracks.
-
- Likewise, each of the 15 Instruments, Drum Parts, and each Digital Audio track
- has its own Volume setting. Again, there are no physical "faders" on the
- RAP-10, but via software, you can adjust the volume of each component
- separately.
-
- Furthermore, each Instrumental Part, the Drum Part, and each Digital Audio
- track has its own individual settings for Tuning (+/- in cents), Transpose (in
- half-steps, ie, to transpose the musical key in which a MIDI file plays without
- having to alter the MIDI data), Reverb Level (ie, the RAP-10 has a built-in
- digital reverb that can be added to any of the Instruments, Drum Part, and even
- Digital Audio tracks, and whose sound goes out of the Audio Output too), and
- Chorus Level (ie, the RAP-10 also has a Chorus unit that can be applied to any
- Parts and tracks).
-
- In addition, the Brightness (ie, Filter cutoff) of the Instrumental Parts, Drum
- Part, and Digital Audio tracks can be controlled separately. While this is
- basically just akin to having a "Treble" knob, it does offer some broad,
- individual control over the timbre of each component. For the Parts,
- Brightness is controlled by MIDI Channel Pressure messages sent to a particular
- Part. (The Digital Audio tracks' Brightness is set via MIDI SYSEX messages).
-
- Also, you can individually set how each of the 15 Instrumental Parts and Drum
- Part respond to MIDI Mod Wheel Controller messages. The MOD wheel can control
- the Depth (ie, amount) of vibrato applied to a Part, and/or the Speed of that
- vibrato. (The Digital Audio tracks do not respond to any such MIDI messages).
- In fact, MIDI Channel Pressure messages can also control Vibrato Depth, Vibrato
- Speed, and Volume, in addition to Brightness.
-
- Finally, each of the 15 Instrumental Parts has a separate adjustment for its
- Pitch Bend Range which determines how far the pitch can be "slid" (ie, for
- slides, glissandos, and other pitch effects) when MIDI Pitch Wheel messages are
- sent. (The Drum Part and Digital Audio tracks do not respond to those MIDI
- messages).
-
- Note: The Drum Part is actually more than just a mono Instrument (like the
- other 15 Parts). As mentioned previously, the Drum Part (ie, 1 of the drum
- kits) consists of upto 62 different drum sounds (or Keys as I refer to them).
- In fact, besides having overall Pan, Volume, and Reverb and Chorus Levels for
- the entire Drum Part (ie, affecting all 62 Keys at once), you also can
- individually set the Volume, Pan, Reverb and Chorus Levels, and Transpose
- amount for each Drum Key. So, that channel on the mixer for the Drum Part is
- really 62 individual channels! For example, you can have the Mid Tom 1 panned
- hard left and the Mid Tom 2 panned off to the right. So, the RAP-10 can do a
- true stereo drum mix. The way that the master Drum Part settings work is to
- "offset" the individual settings. For example, if you moved the master Pan
- setting to the right, that Mid Tom 1 sound would start to travel right, as well
- as the Mid Tom 2 sound which would always be further right than Mid Tom 1
- (until the master Pan setting was moved all of the way to the right, in which
- case both sounds would end up forced hard right). The master settings are
- convenient for making general, sweeping changes to the Volume, Pan, and Reverb
- and Chorus levels of the entire Drum Part after you've adjusted individual Key
- settings.
-
- In conclusion, the RAP-10 has a mixing console inside of it. It has 15
- channels for the 15 Parts, 2 channels for the 2 Digital Audio tracks, and 62
- channels for the Drum Part (with a master submix control for all 62). These
- all mixdown to a stereo output jack on the RAP-10. In addition, each channel
- has a "MIDI" volume fader, pan knob, brightness control, tuning knob, transpose
- knob, reverb level, and chorus level. For the 15 Instrumental Parts, you can
- also apply vibrato, pitch, and volume effects via certain MIDI messages.
-
-
- ΓòÉΓòÉΓòÉ 5.5. Real-time Control ΓòÉΓòÉΓòÉ
-
- As just mentioned, virtually all of the RAP-10's settings for the 15 Parts, the
- Drum Part, and the Digital Audio tracks (playback) are adjusted via MIDI
- messages. Some settings such as Volume, Pan, Reverb and Chorus Levels, etc,
- use MIDI controller messages. Most of the settings for the 15 Instrumental
- Parts, and the Drum Part, are adjusted by such MIDI messages. Some other
- settings, particularly for the Digital Audio tracks, are made by MIDI SYSEX
- messages. You can send the RAP-10 these MIDI messages at any time and it will
- make the appropriate adjustments instantly (to the human ear). You can even
- send these MIDI controller and SYSEX messages interspersed with MIDI note data
- (assuming that you have some sequencer software that supports SYSEX in this
- manner). In other words, you can make adjustments to such things as Volume,
- Pan, Reverb and Chorus Levels, Pitch Bend, MOD wheel, Tuning, Transpose,
- Brightness, etc while the RAP-10 is playing its GM Sounds and Digital Audio.
- The RAP-10 will not "stop" or make some sort of audible "glitch" when it is
- asked to change a setting. Instead, you will hear the change while the notes
- are playing. This is referred to as "real-time control". For example, you
- could raise the Volume of a Trumpet Instrument which is about to play a solo,
- Pan that Trumpet from left to right across the stereo spectrum while it is
- playing the solo, and then lower the Volume after the solo is finished, all
- without interrupting the musical performance, nor affecting the other Parts and
- Digital Audio. You can do this by inserting the appropriate MIDI messages (ie,
- on the MIDI channel to which the Trumpet Part is assigned) at the appropriate
- places within your MIDI file. From that point on, everytime that you play that
- MIDI file, it will have the exact same effect on the Trumpet's Volume and
- Panning. This is referred to as "automated mixdown" because the computer does
- the control of settings during playback that a recording engineer would do
- while seated at a mixing console.
-
-
- ΓòÉΓòÉΓòÉ 5.6. Effects ΓòÉΓòÉΓòÉ
-
- Reverb/Delay
- The RAP-10 has a built-in digital Reverb, which can alternately be used as a
- digital Delay device. You have a choice of 5 different Reverb Types. They
- are:
-
- Room 1
- Room 2
- Room 3
- Hall 1
- Hall 2
-
- Alternately, you can use the reverb unit as a digital delay, in which case you
- have 2 types of delay.
-
- Delay
- Panning Delay
-
- When the Reverb Type is set to one of the Rooms or Halls, you can adjust the
- Time (ie, how long it takes for the reverb to fade away) and the reverb master
- Volume (although each Part and Digital track has an individual Reverb Level).
-
- When the Reverb Type is set to Delay or Panning Delay, then you can also adjust
- the Repeats (ie, how many subsequent echoes continue to sound after the first
- echo), and the Time (ie, how long it takes before the first echo sounds, and
- the time inbetween subsequent echoes if Repeats is high enough to cause
- subsequent echoes to be heard).
-
- Note: For Panning Delay, each subsequent echo bounces back and forth between
- hard left and hard right Pan).
-
- Chorus
- The RAP-10 also has a built-in Chorus. You can adjust the master Volume
- (although each Part and Digital track has an individual Chorus Level),
- Feedback, Delay, Rate, and Depth.
-
-
- ΓòÉΓòÉΓòÉ 5.7. Master Settings ΓòÉΓòÉΓòÉ
-
- The RAP-10 has a few Master settings that affect all 15 Parts, the Drum Part,
- and the Digital Audio tracks simultaneously. There settings are Volume (ie, a
- master "fader" that controls the Volume of all RAP-10 generated audio), Tuning
- (in cents), and Transpose (in half steps, ie, to quickly change the musical key
- of not only the GM Sound module, but also the Digital Audio tracks).
-
-
- ΓòÉΓòÉΓòÉ 6. RAP-10 Editor Usage ΓòÉΓòÉΓòÉ
-
- As mentioned, the RAP-10's settings for the 15 Parts, the Drum Part, and the
- Digital Audio tracks (playback) are adjusted via MIDI messages. Of course, you
- don't have to deal with MIDI messages when using the RAP-10 Editor. It simply
- has "displayed settings" that you adjust for such things as Volume, Pan, etc.
- The RAP-10 Editor does the job of sending the appropriate MIDI messages to the
- RAP-10 in order to implement those settings. In other words, if you want to
- assign the Violin to Part #1, you just change the displayed setting for Part
- #1's Instrument to Violin. You don't have to know what MIDI message the RAP-10
- Editor is sending to the RAP-10 in order to implement the setting. All that
- you need to know is that after you make this change, Part #1 will be playing
- the Violin Instrument. The RAP-10 Editor takes advantage of the fact that the
- RAP-10 can implement changes in real-time in order to allow you to change
- settings while playing the RAP-10 GM Sounds.
-
- After you adjust all of the settings for the 15 Parts, Drum Part (and
- individual settings for each of its 62 Keys), the 2 Digital Audio tracks
- (playback settings), the Reverb and Chorus settings, and Master settings, you
- can save all of these settings to disk. The Editor makes a standard MIDI file
- (format 1), which can be read by a number of programs (including the Editor)
- and "played back" to the RAP-10 to restore those settings. So, for example, if
- you have a MIDI file for which you'd like to have it automatically setup the
- RAP-10's drum sounds panned to specific positions, you'd do the following:
-
- 1. Edit the Pan settings for each of the 62 Drum Keys as desired.
-
- 2. Save a MIDI file of those settings.
-
- 3. Using a sequencer program that supports importing and "mixing" MIDI files,
- insert the RAP-10 MIDI data before the MIDI note data in the song file.
-
- Note: Some MIDI files already have MIDI controller and program change
- messages at the beginning of tracks, which you may wish to filter out.
-
- 4. Save this new MIDI file.
-
- Now, when you play that MIDI file, it will first setup the RAP-10 to the same
- settings that you made via the RAP-10 Editor (regardless of what the current
- RAP-10's state is), and then play the song file.
-
-
- ΓòÉΓòÉΓòÉ 6.1. Starting the Editor ΓòÉΓòÉΓòÉ
-
- If invoking the Editor from an OS/2 Command Prompt window, the syntax is as
- follows:
-
- rap10_ed [Filename /Ddrivername]
-
- Filename is the name of some MIDI file that you wish initially loaded. This
- arg is optional.
-
- drivername is the name of the MIDI driver that the Editor will use. This is
- optional, and if not specified defaults to MPUDEV1$, the first unit of
- MPUDEV.SYS.
-
- The Editor can also be run from the Desktop. Simply copy the RAP10_ED.EXE file
- to some folder on the desktop, and you will see its icon (ie, object). Or, you
- can copy the Program object from OS/2's Templates folder. Open up the Settings
- and specify the path where RAP10_ED.EXE resides. You can also associate the
- Editor with MIDI type files. Then, when you click upon the icon for any one of
- those MIDI files, it will automatically load up into the Editor.
-
-
- ΓòÉΓòÉΓòÉ 7. Edit Windows ΓòÉΓòÉΓòÉ
-
- The RAP-10 Editor separates the RAP-10's settings into 2 Presentation Manager
- windows.
-
- One window is called the Parts window because it displays the settings for the
- 15 Instrumental Parts. It also displays the Reverb/Delay and Chorus settings.
- Furthermore, it displays the Master Volume, Fine Tune, and Transpose that
- affect the entire system.
-
- The other window is called the Drums/Digital Audio window because it displays
- the settings for the Drum Part (including the 62 Keys) as well as the settings
- for the 2 Digital Audio tracks.
-
- The Editor has a third window called the QWERTY Keyboard which doesn't alter
- any settings on the RAP-10, but allows you to play the RAP-10's GM Sound Module
- (so that you can hear the results of your edits).
-
- Note: You can immediately bring up an appropriate Help panel in the "Parts" or
- "Drums/Digital Audio" windows, by pressing the F1 key. For example, if
- the Current Part is Instrument, and you press F1, then a help panel pops
- up for the Instrument setting. If you then move over to the Pan setting
- and press F1, the Pan help panel pops up. Pressing F1 while the mouse
- pointer is over a menu item also brings up an appropriate help panel.
- For example, if the mouse pointer is over the Save As menu item, and you
- press F1, the Save As help panel pops up. If you want to save some
- memory and don't need online help, then you can remove the RAP10_ED.HLP
- file from your hard drive.
-
- The Window Menu allows you to select 1 of the 3 windows (ie. opens the window
- if it isn't already open, restores the window if it is minimized, or brings the
- window to the front and active if it is behind other windows). In addition,
- clicking Mouse Button 2 in either the Parts or Drums/Digital Audio windows will
- cause the QWERTY keyboard window to open (if it isn't already open), pop to the
- front, and become active. Clicking Mouse Button 3 in the Parts Window will
- open and bring the Drums/Digital Audio window to the front. Clicking Mouse
- Button 3 in the Drums/Digital Audio Window will bring the Parts window to the
- front.
-
-
- ΓòÉΓòÉΓòÉ 7.1. Parts Window ΓòÉΓòÉΓòÉ
-
- By default, the Parts window opens when you start the RAP-10 Editor.
-
- Note: The Parts Window opens with a default size and position determined by
- OS/2. But, you can subsequently resize the Parts Window, and
- maximize/minimize it. You should maximize the window now for the sake
- of this discussion. This window's size and position can also be
- adjusted from a REXX script (including a configuration REXX script) via
- the RAPPOS command.
-
- This window displays and allows you to edit the settings for the 15
- Instrumental Parts, Reverb, Chorus, and Master settings. The initial settings
- are all defaults that the RAP-10 uses when it powers up. You always begin from
- this "clean slate" (unless you load a MIDI file of previous settings, or have a
- REXX configuration file that alters settings).
-
- The RAP-10 can play any 15 of its 128 Instruments simultaneously. You pick out
- the 15 desired instruments, and assign each to 1 of the 15 Parts. Each Part
- has its own settings for such things as Volume, Panning, Reverb and Chorus
- levels, Transpose (in half steps), Tuning (in cents), the minimum amount of
- voices reserved to it (beyond which voice stealing by other Parts won't occur),
- and its MIDI channel (ie, which MIDI data the Part "plays"). Furthermore, each
- Part has its own way of reacting to MIDI data such as Channel Pressure, MOD
- wheel, and Pitch bend. For example, one Part can cause its instrument to sound
- brighter when it receives Channel Pressure messages that increase in value. On
- the other hand, another Part could make its vibrato speed up when it receives
- increasing Channel Pressure messages.
-
- The 15 Parts' settings are displayed on the bottom part of the window in a
- grid. Each Part's settings are on 1 horizontal line, starting with the
- Instrument assigned to this Part, and ending on the right side of the window
- with the Part's Fine Tune setting. Part #15 is at the very bottom of the
- window. You'll note that on the left side of the Window, the lines are labeled
- with the Part number. Since all of the Parts have the same total and type of
- settings to edit (ie, all Parts are alike), their settings are arranged on a
- grid. Atop of the grid, there are labels over the columns such as Instrument,
- Pan, Reverb, etc, which identify what the values in that column signify. For
- example, if you start at the label Instrument and go down that column beneath
- it, all of the way to the bottom of the window, you'll see which Instruments
- are assigned to each of the 15 Parts.
-
- Note that all of the Labels for settings (whose values you edit) are displayed
- in a black color. The Labels that merely group settings together into
- "sections" (ie, so aren't related to any specific setting) such as the Part
- numbers are in a dark gray color. Notice that the actual values for the
- settings are displayed in a blue color, except for only 1 setting which is
- displayed in red. (By default, this is Part #1's Instrument setting). I'll
- refer to the setting in red as the Current Setting. It's highlighted in red to
- inform you that this is the setting that you're currently editing. There are 2
- ways to change the value of this setting.
-
- If you want to increment or decrement the setting through all of its possible
- values, you use the PAGEUP and PAGEDOWN keys. For example, if you press the
- PAGEUP key now, you'll see Part 1's Instrument change to Bright Piano. This is
- because Bright Piano is the next GM Instrument after Grand Piano. If you press
- the PAGEUP key again, Part 1's Instrument will change to Elec. Grand. Of
- course, you could go backwards with the PAGEDOWN key. If you press PAGEDOWN
- now, Part 1's Instrument will go back to Bright Piano. Press PAGEDOWN again,
- and you'll be back to Grand Piano. Of course, if you press PAGEDOWN again, the
- Instrument will remain at Grand Piano because that's the first (ie, lowest
- numbered) GM Instrument available.
-
- Using the PAGEUP and PAGEDOWN keys is fine if you need to step through the
- possible values one at a time, and perhaps listen to the results of each
- change. But, what if you wanted to set Part 1's Instrument to Gun Shot? You
- probably don't want to be forced to step through all 128 Instruments (even
- though as you hold the PAGEUP key down, it will automatically continue to
- increment the setting). For this reason, there is a method to Direct Enter a
- new value. If you press the ENTER key, then a dialog box will pop up which
- allows you to quickly choose the exact value that you want for this setting.
- In this case, you're presented with a LIST BOX that contains all 128 available
- Instrument names. Using the mouse (or arrow keys and ENTER key), peruse the
- list and select the desired Instrument (by clicking Mouse button 1 twice over
- the desired name, or highlighting the name and pressing ENTER). The LIST BOX
- will disappear, and Part 1's Instrument will change to your chosen selection.
- To dismiss the LIST BOX without changing the setting, press ESC or select the
- Close menu for the LIST BOX.
-
- Note: You can also invoke a Direct Enter by moving the mouse pointer over the
- setting that you wish to edit, and clicking the Mouse button 1 twice,
- very fast (ie, double-clicking). Make sure that you place the pointer
- over the actual value that you wish to change, not its Label.
-
- Ok, so how do you make some other setting the Current Setting so that you can
- change that? You use the 4 cursor (ie, arrow) keys to move from setting to
- setting. For example, if you press the Right Arrow key now, you'll notice that
- Part 1's Instrument setting turns blue, and Part 1's Pan setting turns red (ie,
- you moved over one setting to the right. Now, you can change Part 1's Pan
- setting by using the PAGEUP and PAGEDOWN keys, or Direct Enter a new value.
- Note that the UP and DOWN ARROW keys can move from line to line.
-
- Note: You can also change the Current Setting by moving the mouse pointer over
- the setting that you wish to make current, and clicking the Mouse button
- 1 once only (ie, no double-clicking). Make sure that you place the
- pointer over the actual value that you wish to make current, not its Label.
-
- If you Direct Enter a new value for Pan, you'll note that the GM Instrument
- LIST BOX doesn't pop up. Rather, a STRING ENTRY dialog pops up, asking you to
- type in a numeric value. This is because the Pan setting wants to know where
- in the stereo spectrum you wish to place this Part, and it needs a numeric
- value with a < prepended for values off to the left, a > prepended for values
- off to the right, or a 0 for center. Note that the STRING ENTRY's titlebar
- informs you of the maximum range of values from which you can choose the one
- that you want to enter. For example, <63 would pan the Part hard left. A pan
- of < 64 is not allowed. The Editor will clip any value outside of the allowed
- range to the nearest allowed value. You simply type in the desired value,
- press ENTER, and the new value will be applied to the setting.
-
- Different RAP-10 settings have different allowed ranges. For example, the
- Transpose can be from -24 to 24. On the other hand, the Volume must be in the
- range 0 to 127. When you increment/decrement a setting using the PAGEUP and
- PAGEDOWN keys, these will stop changing the value when the range limit is met.
- When you Direct Enter a value, the dialog will clip the value to an allowed
- value (and will tell you the allowed range in the titlebar).
-
- Note: Because a window can only display a limited amount of information, not
- all of the Parts' settings appear on the grid. For example, you'll notice
- that, above the grid, there are 4 settings under the Label Channel Pressure
- called Brightness, Volume, Vibrato Speed, and Vibrato Depth. There are 2
- settings under the Label Modulation Wheel called Vibrato Speed and Vibrato
- Depth. There is 1 setting under the Label Pitch Wheel called Range. Every
- Part has its own values for these 7 settings. So, whose settings are being
- displayed right now? These are the values for the Current Part, which is
- simply the last Part whose settings you altered in the grid. To the left of
- the grid, before the Part number labels, there is a small, green arrow that
- shows you which Part is the Current Part. Position the Mouse pointer over the
- grid setting for Part 15's Instrument (ie, which by default says Fingered
- Bass), and click Mouse Button 1 once. Notice that not only have you made that
- setting the Current Setting, but you have also made Part 15 the Current Part.
- The settings displayed for Channel Pressure, Modulation Wheel, and Pitch Wheel
- are now those for Part 15. (By default, these settings are the same values for
- all 15 Parts). Press the RIGHT ARROW key to move over to Part 15's Pan
- setting. Although the Current Setting is now Pan, you'll still editing Part
- 15, so the green arrow remains on Part 15. Now, press the UP ARROW key to move
- up to Part 14's Pan. Note that Part 14 is now the Current Part, and the
- settings displayed for Channel Pressure, Modulation Wheel, and Pitch Wheel
- change to those for Part 14. This scheme allows you to access the settings for
- all Parts, and yet still fit all of this information into one window.
- Generally, you'll adjust the Channel Pressure, Modulation Wheel, and Pitch
- Wheel settings once only, and don't need to reference them to the settings for
- the other Parts. On the other hand, the settings on the grid are often
- adjusted complimentary to other Parts (ie, if you Pan Part 1 hard left, you
- might want to Pan Part 2 hard right), so you'll want to see them all displayed
- simultaneously.
-
- Note: If you use the UP ARROW key to move off of the Parts grid to Channel
- Pressure, Modulation Wheel, and Pitch Wheel settings, then you'll always
- end up seeing Part 1's settings. This is because as the Current Setting
- is moved up along the grid, so too is the Current Part. You should use
- the Mouse to click once on any Channel Pressure, Modulation Wheel, or
- Pitch Wheel setting in order to make it the Current Setting. That way,
- you don't change the Current Part. Remember that the green arrow tells
- you which Part those Channel Pressure, Modulation Wheel, and Pitch Wheel
- settings represent.
-
- Here now are all of the settings in the Parts window. The descriptions for
- each tell you what this setting affects on the RAP-10, what the range of
- allowed values is, and what is involved with Direct Enter for this setting.
-
- Instrumental Part
-
- Instrument
- Pan
- Reverb
- Chorus
- Volume
- Chan
- Min Voices
- Transpose
- Fine Tune
- MOD Vibrato Speed
- MOD Vibrato Depth
- CHANNEL PRESSURE Brightness
- CHANNEL PRESSURE Volume
- CHANNEL PRESSURE Vibrato Speed
- CHANNEL PRESSURE Vibrato Depth
- PITCH Range
-
- Reverb
-
- Type
- Volume
- Time
-
- Delay
-
- Time
- Repeat
-
- Chorus
-
- Volume
- Feedback
- Delay
- Rate
- Depth
-
- Master
-
- Volume
- Fine Tune
- Transpose
-
-
- ΓòÉΓòÉΓòÉ 7.2. Sliders ΓòÉΓòÉΓòÉ
-
- There are two sliders in the Parts window, beneath the Channel Pressure
- settings. They are labeled as Pressure and Modulation. These 2 sliders
- generate MIDI Channel Pressure and Modulation Wheel respectively. After you
- change the Mod Wheel and/or Pressure settings for a Part, you need some way to
- generate those MIDI messages in order to test the effects of your settings.
-
- You operate a slider by "grabbing" its knob with mouse button 1 and moving it
- to a new position. You have to "let go" (ie, release the mouse button) before
- any MIDI message is sent to the RAP-10 (and you perhaps hear the result
- depending upon whether you've set Channel Pressure or Mod Wheel to control some
- aspect of the Part's sound). Alternately, if you want to increment/decrement
- the knob's position, move the mouse pointer inside of the slider's shaft, but
- not on top of the knob itself (ie, to either side of the knob), and click the
- mouse button 1 once. If you're to the left of the knob, it will increment by 1
- position, and a MIDI message will be sent. If you're to the right of the knob,
- it will decrement by 1 position, and a MIDI message will be sent.
-
- Note: The slider broadcasts MIDI events according to the settings of the
- QWERTY keyboard. If you have the QWERTY keyboard set to MIDI channel 1,
- then the sliders will broadcast on channel 1 (ie, affect any Parts set
- to channel 1). If you have the QWERTY keyboard set to Track Part, then
- the sliders will broadcast on the Current Part's channel.
-
- You can hold down a key on the QWERTY keyboard to sound a note on the RAP-10.
- Then, without releasing the key (ie, so that the note is still sounding), you
- can operate a slider to hear the result on the currently sounding note. In
- fact, that's really how AfterTouch and Channel Pressure are meant to be
- applied. For example, set the Channel Pressure's Vibrato Depth to 127, pick
- out a sustaining Instrument such as Drawbar Organ, and hold a note. Now, move
- the slider labeled Pressure and hear how these MIDI messages make the Vibrato
- fade in and out on the sustaining note. Moving the slider's knob all of the
- way to the left corresponds to Channel Pressure (or Modulation Wheel) off. All
- of the way to the right is full Channel Pressure (or Modulation Wheel).
-
- You don't have to be playing a note when you move a slider. You can simply
- move the slider, and then play a note to hear the result. It's just that
- moving a slider while listening to a note sounding can give you a much clearer
- sonic idea of what that slider is doing to the sound.
-
- If you move the sliders, before you proceed to edit a Part on another channel,
- it's good practice to return the sliders to full left (ie, off) position. This
- ensures that Channel Pressure and Mod Wheel are off on that first channel.
-
- Note: Remember that if you "grab and move" the slider's knob with the mouse,
- you must eventually "let go" of the knob in order for Piano to send any
- MIDI message.
-
- The settings of these sliders are for playback only. They aren't saved in a
- MIDI file. In that respect, they're really only part of the QWERTY keyboard,
- except that it's more convenient to have them in the same window near the
- settings that pertain to these MIDI events.
-
- The Drum Part's window also has the sliders. Remember to set the QWERTY
- keyboard to the Drum Part's MIDI channel, or have Track Part selected before
- using these sliders.
-
-
- ΓòÉΓòÉΓòÉ 7.3. Drums/Digital Audio Window ΓòÉΓòÉΓòÉ
-
- This window displays and allows you to edit the Drum Part settings (including
- the settings for all 62 Drum Keys), and the Digital Audio Tracks settings.
-
- The Drum Part settings are on the bottom half of the window. On the bottom
- left are some Master settings for the entire Drum Part (ie, affect all 62
- Keys). Furthermore, the 4 Channel Pressure settings and 2 Modulation Wheel
- settings are for the entire Drum Part. Most of these settings are just like
- the same settings for an Instrumental Part, except that these are for the Drum
- Part. For example, the Master Volume goes from 0 to 127, and controls the
- entire Drum Part's volume.
-
- As mentioned, there are 62 Drum sounds, or Keys in a Drum Kit. Now, there
- isn't enough room in the window to show you the settings for all 62 Keys, so
- only 1 Key's settings are displayed at a time. Under the Label Current Drum
- Key is the name of the Key whose settings are currently being displayed. By
- default, this is High Q. Each Drum Key has its own settings for Volume, Pan,
- Reverb and Chorus levels, and Transpose. These are much like the settings for
- an Instrumental Part. You can step through the 62 drum keys by highlighting
- the Name setting (ie, making it the Current Setting) and using the PAGEUP and
- PAGEDOWN keys. Alternately, you can double-click on the current Name setting,
- and this will bring up a LIST BOX with the names of all Drum Keys. Choose the
- one that you want to edit, and its settings will be displayed.
-
- There is a Play Drum Key button below the Key settings. Clicking this will
- cause the current Drum Key to be triggered. This is a convenient way to hear
- the results of your adjustments to the current Key. Of course, you could set
- the QWERTY keyboard to the Drum Part's MIDI channel (which is 10, by default),
- or select Track Part, and play the Drum Part with the QWERTY keyboard. But,
- remember that each MIDI note number is a different drum sound. So, to play the
- High Q sound (which is note #27), you'd have to set the QWERTY keyboard to
- Octave 3 and play the low D#. That's the one key that High Q is assigned to
- (ie, note 27). Consult the Drum Kit chart for a list of which sounds are
- assigned to which note numbers.
-
- One of the master settings is the Kit. You have your choice of 1 of 6 kits.
- Note that if you change to the Orchestra Kit, then High Q changes to Closed HH.
- Why is this so? That's because, if you look at the chart for Drum Kits, you'll
- see that while note 27 is High Q for the Standard kit, note 27 is Closed HH for
- the Orchestra kit. Note that some kits share the same sounds. For example,
- the Shaker appears in all 6 kits. Does this mean that you can pan the Shaker
- in the Orchestra kit to a different position than the Shaker in the Standard
- kit? No. The 2 Shakers are really the same, and so have only 1 pan position.
- If you pan the Standard's Shaker hard left, then the Shaker will be hard left
- in the other kits as well. Each unique drum sound has its own Volume, Pan,
- Transpose, and Chorus and Reverb levels. The Editor only displays and saves
- one kit worth of drum keys. For example, if you set the Low Tom 1's Volume to
- 80 and then switch to the Orchestra kit, the display will show the Timpani G
- with a Volume of 80, although that may not be the actual setting on the RAP-10.
- Furthermore, the Timpani G can have a different volume than Low Tom 1 even
- though they are assigned to the same MIDI note number (in different kits).
- But, only one of those settings gets saved. So, it's best to only edit the
- sounds in the kit that you intend to save.
-
- The only other Drum Part setting which is different than the Instrumental Parts
- is Receive NRPN. This is sort of a "memory protect" switch for the Drum Part.
- If you turn it on, then any adjustments that you make to a Drum Part Key won't
- be accepted by the RAP-10. So, it prevents you (and any other MIDI device)
- from inadvertently altering the settings for individual keys. Make sure that
- this is off if you want to edit individual Key settings.
-
- Here are the settings that are for the Drum Part.
-
- Master Drums
-
- Kit
- Min Voices
- MIDI Channel
- Receive NRPN
- Volume
- Pan
- Reverb
- Chorus
- MOD Vibrato Speed
- MOD Vibrato Depth
- CHANNEL PRESSURE Brightness
- CHANNEL PRESSURE Volume
- CHANNEL PRESSURE Vibrato Speed
- CHANNEL PRESSURE Vibrato Depth
-
- Drum Keys
-
- Name
- Volume
- Pan
- Reverb
- Chorus
- Transpose
-
- The settings for the Digital Audio tracks are on the top half of the window.
- These settings are for playback only. Normally, the program that you use to
- record digital audio will allow you to adjust settings for recording.
-
- If you're going to be using the 2 tracks as 2 MONO tracks (ie, each one plays
- back a different WAVE file), then you'll use the Left and Right track settings.
- If you're going to be playing a stereo WAVE file, you're use the Stereo
- settings, which affect both tracks equally. Note that, just like the 15
- Instrumental Parts, the Digital Audio tracks settings are arranged on a grid.
-
- Here are the settings that are for Digital Audio tracks.
-
- Left/Right/Stereo
-
- Volume
- Pan
- Reverb
- Chorus
- Brightness
- Rate
- Transpose
- Fine Tune
-
-
- ΓòÉΓòÉΓòÉ 7.4. QWERTY Keyboard ΓòÉΓòÉΓòÉ
-
- This window displays the settings for the QWERTY keyboard.
-
- The QWERTY keyboard is just the bottom 2 rows of your computer keyboard, which
- are setup as if they were the black and white keys on a piano keyboard. The z
- key corresponds to a D note. Therefore, the x key next to it would correspond
- to a E note. You'll note that the s key is above and inbetween the z and x
- keys. As you might expect, this would be a D# key. This physical piano
- keyboard extends all of the way up to the RIGHT SHIFT key which represents a
- high G. In other words, it has an octave and a fifth range.
-
- When you press down one of these keys, it sends a MIDI Note On message to the
- RAP-10 on each of the MIDI channels that you have selected. The net result is
- that it will play this one note on each Part that is assigned to one of the
- selected MIDI channels.
-
- Note: By default, the QWERTY keyboard is set to Track Part.
-
- You can even press down several keys simultaneously and play a chord. For
- example, press the RIGHT SHIFT, x, and v keys simultaneously to hear a C Major
- chord on whichever Part (or Parts) is assigned to the selected channel(s).
- When you release the keys, the QWERTY keyboard sends the appropriate Note Off
- messages to that Part(s).
-
- You'll notice that there is a picture of a piano keyboard in the QWERTY window.
- You can move the mouse pointer over one of the keys on this graphical piano,
- and click the mouse button 1 to sound that note (ie, in lieu of using the
- computer keyboard). When you release the mouse button, the note stops playing.
- (ie, A Note Off is sent).
-
- There is a checkbox for each of the 16 MIDI Channels. Make sure that a
- channel's box is checked if you want the QWERTY keyboard to output upon that
- channel. You can check as many of those channels as desired, and the QWERTY
- keyboard will broadcast its notes on all of those channels simultaneously.
- Because the QWERTY keyboard is "multi-channel", it allows you to play any
- combination of Parts (set to various MIDI channels), at any time. So, you can
- use the QWERTY keyboard to play each Part individually, or a combination of
- Parts, to check your settings of those Parts. To the right of the MIDI Channel
- boxes is a box for Track Part. When checked, instead of broadcasting on each
- of the selected MIDI channels, the QWERTY keyboard broadcasts only on the MIDI
- channel of the Current Part. For example, assume that the Current Part's MIDI
- channel happens to be 1. If you make some other Part the Current Part (by
- selecting one of its settings as the Current Setting), then the QWERTY
- keyboard will switch to broadcasting on that Part's channel. If that Part
- happened to be on channel 2, then the QWERTY keyboard would switch to that
- channel regardless of the state of the 16 MIDI Channel boxes. Track Part makes
- it easy to switch the Current Part back and forth between Parts on different
- MIDI channels, and have the QWERTY keyboard follow the Current Part without
- having to constantly change the MIDI Channel boxes. Note that if the Drum Part
- window is made active, then the QWERTY keyboard switches to playing the Drum
- Part if Track Part is enabled.
-
- Note: You must have at least one Channel box selected in order for any MIDI
- messages to be sent, unless Track Part is enabled.
-
- By default, the RIGHT SHIFT key is middle C, but you can change the octave that
- the QWERTY keyboard plays within by using the Octave spin button. Click on
- either the up or down arrows to increment/decrement the octave, or click into
- the text field, type the desired octave (1 to 10), and press ENTER.
-
- By default, MIDI Note On messages are sent with a velocity of 100. On the
- RAP-10's GM sound module, velocity is used to control the volume on a per note
- basis (and may also affect the "tone" of an Instrument). Your computer
- keyboard does not generate velocity information (which is how fast you press
- and release the keys). The QWERTY window allows you to set the QWERTY keyboard
- to one of 12 preset velocity ranges. The 12 Function keys represent those 12
- levels, with function key 12 being full velocity (ie, 127). So, you can change
- the velocity while you're playing by pressing the function keys.
-
- Note: OS/2 uses the F1 and F10 keys for its own use, so these do not control velocity.
-
- If you ever get any "stuck" notes, use the Panic button to turn them off. This
- also resets all controllers (ie, MOD and Pitch wheels, Channel Pressure).
-
- Note: The bottom two rows of the computer's keyboard function as a piano
- keyboard in all 3 windows (ie, not just the QWERTY window). So, you
- don't need to use the QWERTY window in order to play notes, but you do
- need this window to set the MIDI channel(s) it plays upon (unless Track
- Part is enabled), the octave, and velocity. You can always pop up the
- QWERTY keyboard by clicking Mouse Button 2 in the Parts or Drums/Digital
- Audio windows.
-
-
- ΓòÉΓòÉΓòÉ 8. File Menu ΓòÉΓòÉΓòÉ
-
- The File menu contains commands that you use to create, load, and save data
- files. This menu appears in both the Parts and Drums/Digital Audio windows.
- The following commands appear in the File menu:
-
- New Creates a new, untitled (default) setup
-
- Open Opens an existing MIDI file
-
- Save Saves any changes to current MIDI file
-
- Save As Saves the current settings using a new MIDI file name
-
- Filter Chooses which settings are saved to disk (and subsequently
- transferred to the RAP-10 upon load of that file)
-
-
- ΓòÉΓòÉΓòÉ 8.1. New ΓòÉΓòÉΓòÉ
-
- You can create a new, default setup by using New. The defaults are values that
- the RAP-10 normally powers up with. To create a default setup, do the
- following:
-
- 1. Select the File menu and choose New.
-
- Note: The word "Untitled" appears in the title bar of the new setup. There
- will be no * before the "Untitled" until you make your first change to
- the setup. The * indicates that you have made an edit that hasn't yet
- been saved to disk.
-
-
- ΓòÉΓòÉΓòÉ 8.2. Open ΓòÉΓòÉΓòÉ
-
- You can open a MIDI file that exists on any drive or in any directory by using
- Open. To open a file, do the following:
-
- 1. Select the File menu and choose Open.
-
- 2. Using the File dialog box that appears and which shows you a list of .mid
- files in the current directory, select a file either by typing in the name
- or double-clicking the mouse on the desired name in the list.
-
- As the file is loaded, the settings in it are sent over to the RAP-10. So,
- after the load, the RAP-10's state is changed to reflect the loaded settings.
- Note that only those settings that are loaded are sent to the RAP-10. Some
- settings might not be present in a file if they were filtered out when the file
- was saved.
-
- Note: The Editor can only read a MIDI file that it made. So, always save the
- original copy if you mix the MIDI file with another MIDI file.
-
-
- ΓòÉΓòÉΓòÉ 8.3. Save ΓòÉΓòÉΓòÉ
-
- You use Save to save changes you've made to your setup. The changes are saved
- to the last MIDI file that you loaded or already saved to.
-
- Note: If you haven't yet used Save As to pick out a filename and saved data to
- a MIDI file, or haven't loaded a MIDI file, then this will present the
- File Dialog to allow you to pick out a new name. The next time that you
- use Save, it will not present this dialog and instead use the last
- filename that you saved or loaded.
-
- To Save, do the following:
-
- 1. Select the File menu and choose Save.
-
- The settings that are saved are those which are check-marked using the Filter
- dialog (ie, see Filter Selections). You may wish to review those settings
- before saving a file. Any Filter selections that you made previously are used
- for the current save.
-
- Note: If the save is successful, the filename appears in the title bar of the
- Parts window with no * before the name (until you make another change to
- the setup). The * indicates that you have made an edit that hasn't yet
- been successfully saved to disk. If you try to exit the Editor with
- unsaved changes, you'll be asked whether you want to discard them.
-
-
- ΓòÉΓòÉΓòÉ 8.4. Save As ΓòÉΓòÉΓòÉ
-
- You use Save As to name and save a new MIDI file.
-
- Follow these steps to save a new file:
-
- 1. Select the File menu and choose Save As.
-
- 2. Using the File dialog box that appears and which shows you a list of MIDI
- (ie, .mid) files in the current directory, type in the desired name.
-
- Note: You must type in the name. The list of file names is only for a
- reference so that you can type in a unique name assuming that you
- don't want to overwrite an existing file. The Editor will prompt
- you before it ever overwrites an existing file, giving you the
- option of aborting the save.
-
- The settings that are saved are those which are check-marked using the Filter
- dialog (ie, see Filter Selections). You may wish to review those settings
- before saving a file. Any Filter selections that you made previously are used
- for the current save.
-
- Note: If the save is successful, the filename appears in the title bar of the
- Parts window with no * before the name (until you make another change to
- the setup). The * indicates that you have made an edit that hasn't yet
- been successfully saved to disk. If you try to exit the Editor with
- unsaved changes, you'll be asked whether you want to discard them.
-
-
- ΓòÉΓòÉΓòÉ 8.5. Filter Parameters ΓòÉΓòÉΓòÉ
-
- Sometimes, you may want to save a MIDI file that only has a few of the many
- RAP-10 settings saved in it. Such a MIDI file is smaller than a MIDI file in
- which all of the RAP-10's settings are saved. The smaller MIDI file also takes
- less time to transmit to the RAP-10.
-
- For example, if you wanted to save a MIDI file that was going to be prepended
- to a sequencer MIDI file that contained no digital audio WAVE events, then you
- would have no need to save the RAP-10's Digital Audio settings. Prior to
- saving the MIDI file, you would bring up the Filter dialog, and turn off the
- check on the Digital Audio settings.
-
- As another example, maybe you don't intend to use the RAP-10's drum sounds.
- You could make a much smaller MIDI file by turning off all of the drum keys so
- that none of their settings get saved. The Clear All button does this. (Or,
- if you were only going to play a few of the drum sounds, you could select only
- those keys that you intend to use. You wouldn't care how the other keys were
- setup). Note that the Drum Keys are listed by name in a LIST BOX. A selected
- Key has a dark background, and not selected have a lighter (ie, yellow)
- background. The names reflect the current kit.
-
- You also can save selected Parts. This saves all of that Parts' settings in
- the grid as well as its Channel Pressure, Modulation Wheel, and Pitch Wheel
- settings.
-
- A very good use of the Filter dialog is to allow you to save and combine
- "pieces" of various setups. For example, say that you want to take Part 1 and
- Part 2's settings from one MIDI file and combine them with the settings in
- another MIDI file named "Blort". Here's what you do:
-
- 1. Open the file with the desired Part 1 and 2.
-
- 2. Bring up the Filter dialog and turn off ALL checkmarks except the ones for
- Part 1 and Part 2.
-
- 3. Use Save As to make a new MIDI file. This MIDI file has only Part 1 and
- Part 2's settings in it.
-
- 4. Open the file named "Blort".
-
- 5. Now, Open that new MIDI file you made. Because that MIDI file only
- contains the settings for Part 1 and Part 2, the RAP-10 Editor will not
- disturb your other settings. Therefore, Part 1 and Part 2's new settings
- will overwrite the old Part 1 and Part 2 settings, but all other settings
- will remain as they were before loading. You've now combined these new
- settings with the rest of the settings in the "Blort" setup. You can now
- use Save As to save this brand new setup, but make sure that you go back to
- the Filter dialog and check all of the settings that you want saved. (You
- still have only the Part 1 and Part 2 settings checked).
-
- Note: If a Part (ie, Instrumental or Drum Part) has its MIDI channel set to
- OFF, then the following parameters will not be saved, even if the Part
- is selected with the Filter dialog: Instrument (or Drum Kit), Pan,
- Reverb Level, Chorus Level, Volume, Fine Tune, Transpose, and Pitch
- Wheel Range. If the Drum Part's MIDI channel is OFF, then none of the
- Key settings are saved (ie, individual Volume, Reverb and Chorus Levels,
- and Transpose for each Key).
-
-
- ΓòÉΓòÉΓòÉ 9. Rexx ΓòÉΓòÉΓòÉ
-
- REXX is a computer language. It's interpreted, like BASIC, which means that
- you simply write your program as an ordinary text file, and some interpreter
- runs that text file directly. There's no need for you to compile and link your
- source code into an executable program. Your text file *IS* your program. So,
- REXX is a script language. But, it has lots of features, including variables,
- string processing, looping, etc. Consult the "Rexx User's Guide" on the OS/2
- PDK, or the "Rexx Procedures/2" online book for a description of fundamental
- things that can be done with REXX.
-
- The REXX interpreter is built into OS/2. That's why you can run a REXX script
- (ie, text file containing REXX source code) just by typing its name from an
- OS/2 Command Prompt window.
-
- OS/2 programs may be written to also start up REXX scripts. The RAP-10 Editor
- is one such program. It allows you to bind 23 REXX scripts to 23 Function keys
- on your computer keyboard. When you press 1 of those function keys, it runs
- its respective REXX script.
-
- There's a very important difference between running a REXX script from the
- RAP-10 Editor, and running a script from a Command Prompt window. When you run
- a REXX script from the RAP-10 Editor, the Editor allows your script to use 7,
- "special" commands (in addition to all of the standard REXX commands) which
- directly manipulate the RAP-10 Editor. These special commands allow your
- script to find out the value of any RAP-10 setting, change that setting (and
- send the new setting to the RAP-10), load and save MIDI files, change the
- Filter Dialog selections, sound notes, and do just about anything that you can
- manually do with the program. In other words, this offers a very powerful
- scripting language for the RAP-10 Editor. Among the things that you might do
- with it are: have the program come up with a customized configuration, write a
- random "patch" generator that also had some intelligent features to it (using
- the standard RANDOM command in conjunction with RAPSET), create a script to
- save Settings in your own, customized file format, create a script that plays a
- sequence of notes, etc.
-
- Note: It's advisable to first read the OS/2 documentation on REXX, and
- experiment with the standard commands and features. The REXX examples
- here may use some standard features without explaining them. Mostly,
- the examples will illustrate the 9, special commands for the RAP-10 Editor.
-
- The RAP-10 Editor also uses Rexx Dialog, which means that in addition to the 7
- special REXX commands for the Editor, you can also use all of Rexx Dialog's
- commands (ie, RXDLG, RXSET, etc) in order to create Presentation Manager
- windows with controls such as menus, sliders, list and drop boxes, etc.
- Consult the Rexx Dialog manual for an explanation and examples of those
- commands.
-
- You can start a REXX script by pressing F2 to F24 in either the Drums/Digital
- Audio or the Parts window. Whichever window that you choose is usually the one
- where message boxes and dialogs invoked by the REXX script pop up.
-
- Note: Some computer keyboards do not have 24 function keys. Also, OS/2 uses
- function keys 10 and 12 for its own use, so you should not use these
- (ie, don't name any script RAP10.CMD or RAP12.CMD). Furthermore,
- remember that the function keys in the QWERTY window (ie, when it's the
- active window) instead set the velocity for the QWERTY keyboard.
-
-
- ΓòÉΓòÉΓòÉ 9.1. Writing a Script ΓòÉΓòÉΓòÉ
-
- Writing a script is easy. You just start up some text editor (such as the OS/2
- System Editor, or the Enhanced Editor), write your program, and then save the
- file. You must follow these rules when saving a REXX script:
-
- 1. Save the file in the same directory that the RAP-10 Editor is in.
-
- 2. Name the script RAPn.CMD where n is a number from 1 to 24 depending upon
- which function key that you want to invoke the script. For example, to
- write a REXX script that is invoked by function key 2, then the script name
- is RAP2.CMD.
-
- The script named RAP1.CMD is a special script. As you'll note, the F1 key in
- the RAP-10 Editor is used for Help. RAP1.CMD is automatically run (if it
- exists) when the RAP-10 Editor first starts up. After that, you can't run this
- script from the Editor. This script will obviously be used to implement things
- that you want to be done automatically when the Editor first starts (ie,
- configuration). Do not create this filename if you don't desire this feature.
-
- Note: Scripts are loaded off of disk when you invoke them. They are not
- stored in the computer's RAM.
-
-
- ΓòÉΓòÉΓòÉ 9.2. RAP-10 Commands ΓòÉΓòÉΓòÉ
-
- The 7 special commands that directly communicate between your script and the
- RAP-10 Editor all begin with the 3 letters RAP. Here are the 7 commands:
- RAPSET
- RAPQUERY
- RAPLOAD
- RAPSAVE
- RAPDLG
- RAPFILT
- RAPKEYS
-
- You can begin a line in your REXX script with one of these commands. Then,
- when the script is run, the REXX interpreter executes the command when it gets
- to that line.
-
- Most of the commands will have arguments. This is just additional text that
- you place after the command, on the same line. Arguments modify the way that a
- RAP-10 command works, or provide necessary additional information for the
- RAP-10 Editor to use.
-
- Note: It's OK to put blank spaces before and after commands, and inbetween
- arguments. This makes your script easier for you to read.
-
- All commands return either a string or number (depending upon RXERR, but some
- commands always return strings). The return is stored in the special REXX
- symbol RC. As each command is issued, RC reflects what that command returns.
- The return usually tells you whether a command worked or failed (although
- sometimes the return provides other info instead). In the case of a command
- that could fail as a result of something that goes wrong within the Editor, you
- should always check RC after issuing that command.
-
- Some commands always work if they make it past the REXX interpreter to the
- Editor. But of course, any command can fail as a result of some syntax error
- (ie, you typed it in incorrectly) or other errors that occur before the REXX
- interpreter ships the command off to the Editor to process. In this case, the
- ERROR or FAILURE flag is usually raised by the REXX interpreter itself, and it
- will return an RC value (usually a number that is not 0, instead of an empty
- string). Or, the interpreter may abort the script and return an error number
- to the Editor.
-
- If the Editor has a problem launching the REXX script or REXX aborts the script
- (ie, the script can't be found, or it doesn't begin with a comment, etc), then
- REXX will return an error number. The Editor will display this number in a
- message box. The message box will have a heading that says "REXX INTERPRETER
- ERROR:". This is different than the RXSAY box you may use in your script,
- which always has a heading of "Rexx Dialog". So, you can visually
- differentiate between errors with the REXX interpreter (ie, usually with the
- standard commands), and errors with the Editor processing your 7 special
- commands (or Rexx Dialog commands). For the meaning of REXX INTERPRETER ERROR
- numbers, consult the Rexx Dialog manual.
-
- The following descriptions of each command tell what the template for the
- command is (ie, how you notate it in your script), what the command does, what
- the arguments are, what it returns to your REXX script, and examples of using
- the command.
-
-
- ΓòÉΓòÉΓòÉ 9.2.1. RAPSET ΓòÉΓòÉΓòÉ
-
- Template RAPSET SettingNumber Value
-
- Description This is used by your script to set a particular Setting in the
- Editor to a specific value, and also send that value to the
- RAP-10. It also can be used to change which part becomes the
- Current Part, and which drum key becomes the Current Key. The
- RAP-10 Editor's display is automatically updated to reflect the
- results of this command.
-
- Args SettingNumber is a number from 0 to 74, or the number 10,000.
- It tells the RAP-10 Editor which Setting you want to change. If
- SettingNumber is 0, then this means that you want to change the
- Current Part number (without altering its settings). You may
- need to do this since RAPSET works on one part's Settings at a
- time; the Current Part. In this case, the Value arg is the
- desired Part number. For example, say that you want to set the
- Current Part to Part 3. Here's the complete command:
-
- RAPSET 0 3 /* Note: SettingNumber=0 for "set current part",
- Value=3 for "part 3" */
-
- SettingNumbers from 1 to 16 edit the settings for the Current
- Part. The settings that you can edit are as so:
-
- Instrument is setting 1. Value is 0 to 127 for the 128 GM
- Instruments (ie, a Value of 6 selects Harpsichord. Consult the
- Instruments chart).
- Pan is setting 2. Value is -63 to 63, where negative values are
- panned to the left.
- Reverb Level is setting 3. Value is 0 to 127.
- Chorus Level is setting 4. Value is 0 to 127.
- Volume is setting 5. Value is 0 to 127.
- MIDI Channel is setting 6. Value is 1 to 16 for the 16 MIDI
- channels, or 0 for OFF.
- Min Voices is setting 7. Value is 0 to 26.
- Transpose is setting 8. Value is -24 to 24.
- Fine Tune is setting 9. Value is -1638.4 to 1638.2.
-
- Channel Pressure:
- Brightness is setting 10. Value is -64 to 63.
- Volume is setting 11. Value is -64 to 63.
- Vibrato Speed is setting 12. Value is -64 to 63.
- Vibrato Depth is setting 13. Value is 0 to 127.
-
- Modulation Wheel:
- Vibrato Speed is setting 14. Value is -64 to 63.
- Vibrato Depth is setting 15. Value is 0 to 127.
-
- Pitch Wheel:
- Range is setting 16. Value is 0 to 24.
-
- Remember that the above affect the Current Part. So, if you
- wanted to set the Reverb and Chorus Levels for Part 2 to 80, and
- then set the Volume of Part 15 to 127, here's the commands:
-
- RAPSET 0 2 /* Set the Current Part to 2 */
- RAPSET 3 80 /* Set Part 2's Reverb to 80 */
- RAPSET 4 80 /* Set Part 2's Chorus to 80. Note that I don't
- have to
- do RAPSET 0 2 again because the Current Part is still
- 2. */
- RAPSET 0 15 /* Now change the Current Part to 15 */
- RAPSET 5 127 /* Set Part 15's Volume to 127 */
-
- A SettingNumber from 17 to 29 is for the other Settings in the
- Parts window as so:
-
- Master:
- Volume is setting 17. Value is 0 to 127.
- Fine Tune is setting 18. Value is -100.0 to 100.0.
- Transpose is setting 19. Value is -24 to 24.
-
- Reverb:
- Type is setting 20. Value is 0 to 6 for the 7 reverb types.
- Volume is setting 21. Value is 0 to 127.
- Time is setting 22. Value is 0 to 127.
-
- Delay:
- Time is setting 23. Value is 0 to 127.
- Repeats is setting 24. Value is 0 to 127.
-
- Chorus:
- Volume is setting 25. Value is 0 to 127.
- Feedback is setting 26. Value is 0 to 127.
- Delay is setting 27. Value is 0 to 127.
- Rate is setting 28. Value is 0 to 127.
- Depth is setting 29. Value is 0 to 127.
-
- A SettingNumber from 30 to 49 is for Drum Settings (and Current
- Drum Key) as so:
-
- Master Chorus Level is setting 30. Value is 0 to 127.
-
- Channel Pressure:
- Brightness is setting 31. Value is -64 to 63.
- Volume is setting 32. Value is -64 to 63.
- Vibrato Speed is setting 33. Value is -64 to 63.
- Vibrato Depth is setting 34. Value is 0 to 127.
-
- Master Reverb Level is setting 35. Value is 0 to 127.
- Master Pan is setting 36. Value is -63 to 63, where negative
- values are panned to the left.
- Master Volume is setting 37. Value is 0 to 127.
-
- Modulation Wheel:
- Vibrato Speed is setting 38. Value is -64 to 63.
- Vibrato Depth is setting 39. Value is 0 to 127.
-
- NRPN Receive is setting 40. Value is 0 (OFF) or 1 (ON).
- MIDI Channel is setting 41. Value is 1 to 16 for the 16 MIDI
- channels, or 0 for OFF.
- Min Voices is setting 42. Value is 0 to 26.
-
- The following 5 are for the Current Drum Key. Just like with
- the Current Part, you may want to set the Current Key before
- changing these settings.
- Volume is setting 43. Value is 0 to 127.
- Pan is setting 44. Value is -63 to 63.
- Reverb Level is setting 45. Value is 0 to 127.
- Chorus Level is setting 46. Value is 0 to 127.
- Transpose is setting 47. Value is -24 to 24.
-
- Drum Kit is setting 48. Value is 0 to 5 for 1 of the 6 kits.
- Drum key is setting 49. Value is 0 to 61 for one of the 62 drum
- keys. Use this to set the Current Drum Key.
-
- So, if you wanted to set the Volume for Drum key 0 (ie, High Q
- in the Standard Kit) to 80, and then set the Volume of Drum Key
- 1 to 127, here's the commands:
-
- RAPSET 49 0 /* Set the Current Drum Key to 0 */
- RAPSET 43 80 /* Set Key 0's Volume to 80 */
- RAPSET 49 1 /* Now change the Current Drum Key to 1 */
- RAPSET 43 127 /* Set Key 1's Volume to 127 */
-
- SettingNumbers from 50 to 74 edit the settings for the Digital
- Audio tracks. The settings that you can edit are as so:
-
- Right Channel:
- Volume is setting 50. Value is 0 to 127.
- Pan is setting 51. Value is -63 to 63.
- Reverb Level is setting 52. Value is 0 to 127.
- Chorus Level is setting 53. Value is 0 to 127.
- Brightness is setting 54. Value is 0 to 127.
- Sample Rate is setting 55. Value is 0, 1, or 2 for 11, 22, or
- 44 KHz.
- Transpose is setting 56. Value is -24 to 24.
- Fine Tune is setting 57. Value is -1638.4 to 1638.2.
-
- Left Channel:
- Volume is setting 58.
- Pan is setting 59.
- Reverb Level is setting 60.
- Chorus Level is setting 61.
- Brightness is setting 62.
- Sample Rate is setting 63.
- Transpose is setting 64.
- Fine Tune is setting 65.
-
- Stereo:
- Volume is setting 66.
- Pan is setting 67.
- Reverb Level is setting 68.
- Chorus Level is setting 69.
- Brightness is setting 70.
- Sample Rate is setting 71.
- Transpose is setting 72.
- Fine Tune is setting 73.
-
- Master Volume is setting 74. Value is 0 to 127.
-
- A SettingNumber of 10,000 means to change the current Setting in
- the active window, whatever it may be. For example, if the
- Parts window is active and its current Setting is Reverb Time,
- then this sets it to 100.
-
- RAPSET 10000 100
-
- Returns If you try to change a Setting in the Drums/Digital Audio
- window, and that window isn't open, then the Editor will pop it
- open. If, for some reason, OS/2 won't open that window, the
- Setting won't be changed, and an error message or number
- (depending upon RXERR) will be returned for RC. If all goes
- well, RC will be an empty string (ie, '') or 0 (depending upon
- RXERR). For an error, the Editor raises the REXX ERROR
- condition.
-
- Examples
-
- If you omit the Value arg after a SettingNumber arg, then the RAP-10 Editor
- will bring up a dialog to get the value from the user just as if he invoked
- Direct Enter on the Setting. For example, this forces the Instrument LIST BOX
- to come up to choose the Instrument for Part 5.
-
- RAPSET 0 5 /* Set Current Part to 5 */
- RAPSET 1 /* Set Part 5's Instrument, but notice no Value arg */
-
- The RAPSET command can contain multiple pairs of SettingNumber and Value args,
- if you want to change several settings with one invocation of the command. For
- example, if you wanted to change the Current Part to 7, and then set its
- Volume, Pan, and Reverb, you could do the following:
-
- RAPSET 0 7 5 127 2 -63 3 80
-
- The 0 7 sets the Current Part to 7. The 5 127 sets Part 7's Volume to 127.
- The Pan is set hard left. And, the Reverb Level is set to 80. Note that it
- isn't important in which order the settings are changed, except that the
- Current Part must be changed first (if you want all changes to affect Part 7).
- In fact, you could change Part 8 identically in the same command as so:
-
- RAPSET 0 7 5 127 2 -63 3 80 0 8 5 127 2 -63 3 80
-
- Note: The extra blank space inbetween pairs of args is just for readability.
-
- Of course, you can even include arg pairs for other settings, for example to
- set the Current Drum key to 3 and set its Volume.
-
- RAPSET 0 7 5 127 2 -63 3 80 0 8 5 127 2 -63 3 80 49 3 43 99
-
- Any and all arg pairs can be included in a RAPSET. The display isn't redrawn
- until all of the arg pairs for a given RAPSET command are completed, so it's
- more efficient to use one RAPSET command rather than several.
-
- Of course, you can also use REXX variables. Here's a loop that sets the volume
- of all 15 Parts to 127.
-
- volume=127
- DO i=1 to 15 /* Do 15 times, for the 15 parts */
- RAPSET 0 i /* Set the Current Part */
- RAPSET 5 volume /* Set the Current Part's Volume to 127 */
- END
-
- Of course, we could have condensed it as so:
-
- volume=127
- DO i=1 to 15
- RAPSET 0 i 5 volume /* Set the Current Part, and then its volume */
- END
-
- If you include multiple arg pairs, don't omit any Value args (except for
- perhaps the last one on the line).
-
-
- ΓòÉΓòÉΓòÉ 9.2.2. RAPQUERY ΓòÉΓòÉΓòÉ
-
- Template RAPQUERY SettingNumber
-
- Description RAPQUERY is the exact opposite of RAPSET. RAPQUERY fetches the
- current value of the SettingNumber, returning it to your REXX
- script in a REXX variable (ie, not in RC). Use this to find out
- what some Setting's value is. The SettingNumber corresponds to
- the RAPSET. For example, to query what the Current Part is, use
- SettingNumber 0. To query what the Current Part's Volume is,
- use SettingNumber 5.
-
- Args Refer to RAPSET for which SettingNumbers query which RAP-10
- settings.
-
- Returns This sets a REXX variable. The variable is a stem variable
- whose name is RAP.n where n (ie, the stem) is the SettingNumber.
- For example, to query the Current Part, and then display that
- Part number:
-
- RAPQUERY 0 /* Returns the Current Part number in RAP.0 */
- RXSAY 'The Current Part is #'RAP.0
-
- This may return an error message or number (depending upon
- RXERR) for RC if there's a problem setting the value of the REXX
- variable. If all goes well, an empty string or 0 is returned
- for RC. For an eerror, the Editor raises the REXX ERROR
- condition.
-
- Examples
-
- Just like with RAPSET, you can query several Settings with one invocation.
- Here I set the Current Part to 1, and then query its Volume, Pan, and Reverb
- settings which will be returned in the REXX variables RAP.5, RAP.2, and RAP.3
- respectively. I store those values and then repeat the query for Part 2.
-
- RAPSET 0 1 /* Set to Part 1 */
- RAPQUERY 5 2 3 /* Ask for Volume, Pan, and Reverb of Current Part */
- PART1.VOL=RAP.5 /* Copy volume to another variable */
- PART1.PAN=RAP.2 /* Copy pan to another variable */
- PART1.REV=RAP.3 /* Copy reverb to another variable */
- RAPSET 0 2 /* Set to Part 2 */
- RAPQUERY 5 2 3 /* Ask for Volume, Pan, and Reverb of Current Part */
- PART2.VOL=RAP.5 /* Copy volume to another variable. NOTE Part2 variable */
- PART2.PAN=RAP.2 /* Copy pan to another variable */
- PART2.REV=RAP.3 /* Copy reverb to another variable */
-
- This queries the value of the current Setting in the active window, whatever
- Setting that may be.
-
- RAPQUERY 10000
-
- Here I ask for the volumes of all 62 drum keys, and stuff those into a stem
- variable.
-
- DO i=0 to 61 /* Do all 62 keys */
- RAPSET 49 i /* Set the Current Key */
- RAPQUERY 43 /* Ask for its volume */
- IF RC \= '' THEN DO /* Here's some error checking. This isn't necessary if
- you already have SIGNAL ON ERROR since your script will jump there if there's
- an error */
- RXSAY 'ERROR:'RC
- RAP.43=127 /* whatever */
- END
- Volumes.i = RAP.43 /* Store it in the next stem */
- END
-
-
- ΓòÉΓòÉΓòÉ 9.2.3. RAPLOAD ΓòÉΓòÉΓòÉ
-
- Template RAPLOAD Filename
-
- Description This causes the Editor to load the specified MIDI file, sending
- all of the loaded Settings to the RAP-10 too.
-
- Args Filename arg is the complete name of the file to load (ie,
- C:\mydir\myfile). If you omit the arg, then the Editor brings
- up the File Dialog for the user to pick a file to load.
-
- Returns This may return an error message or number (depending upon
- RXERR) for RC if the file can't be found or opened, or it's not
- a MIDI file created by the Editor, or there's not enough memory
- to read it in, or there's a problem reading it in (ie, perhaps
- corrupted), or the File Dialog was cancelled by the user (if he
- needs to choose a name). If all goes well, an empty string or 0
- will be returned for RC. If an error, the Editor raises the
- REXX ERROR condition.
-
- Examples
-
- RAPLOAD 'C:\OS2\MY FILE.MID'
-
- fn='.\myfile.mid' /* Note: in the current directory */
- RAPLOAD fn
- IF RC \= '' THEN RXSAY 'ERROR:'RC /* If an error, then print the error message
- or number. If you've already got SIGNAL ON ERROR, then this test is unnecessary
- since the Editor will raise a REXX ERROR if there's a problem. You'll jump to
- your ERROR label */
-
-
- ΓòÉΓòÉΓòÉ 9.2.4. RAPSAVE ΓòÉΓòÉΓòÉ
-
- Template RAPSAVE Filename
-
- Description This saves the Settings in a MIDI file (as if the user selected
- the Save menu item) with the specified filename. Note that no
- warning will be given if the filename that you specify already
- exists. If desired, use the standard REXX STREAM command to
- test the name first.
-
- Note: The Filter Dialog Selections determine which Settings get
- saved. See RAPFILT.
-
- Args Filename arg is the complete name of the file to save. If it
- has imbedded spaces, double quote it. If omitted, the Editor
- will bring up the File Dialog for the user to pick a name.
-
- Returns This may return an error message or number if the file can't be
- created, or there's a problem writing it out, or there's not
- enough memory to write it out, or the File Dialog is cancelled
- by the user (if he has to choose the name). If all goes well,
- an empty string or 0 will be returned for RC. If an error, the
- Editor raises the REXX ERROR condition.
-
- Examples
-
- See RAPLOAD.
-
-
- ΓòÉΓòÉΓòÉ 9.2.5. RAPFILT ΓòÉΓòÉΓòÉ
-
- Template RAPFILT Selection State
-
- Description This sets or clears or queries the state of one of the
- Selections (ie, checkmarks) in the Filter Dialog. It is used
- before a Save in order to determine which RAP-10 Settings get
- saved.
-
- Args Selection refers to which Filter Dialog checkmark you want to
- set/clear/query. The Selections are as so:
-
- Set/Clear Effects (ie, Reverb, Chorus, Delay) is Selection #0.
- Set/Clear Parts 1 through 15 are Selection #'s 1 through 15. In
- other words, Selection #3 determines whether Part 3's Volume,
- Pan, Reverb, Chorus, Transpose, and Fine Tune get saved.
- Set/Clear the Drum Part is Selection #16.
- Set/Clear Min Voice is Selection #17.
- Set/Clear Master Tune/Transpose/Volume is Selection #18.
- Set/Clear Digital Audio Tracks is Selection #19.
- Set/Clear Drum Keys 1 through 62 are Selection #'s 20 through
- 81.
-
- For the above, the State arg should be a 0 if you want to clear
- the Selection (and omit those respective Settings from the saved
- MIDI file). State should be a 1 to set the Selection.
-
- Here's how to set the Filter Dialog's check for Part 15.
-
- RAPFILT 15 1
-
- If you set the Selection arg to 82, and the State arg is also
- less than 82, that means that you want to query the state of one
- of the above checkmarks. In this case, your State arg will be
- the Selection # that you wish to query (as above). Just like
- with RAPQUERY, this command sets a REXX stem variable. The
- variable name is FILT.n where n is the Selection #. For
- example, to request the current state of Part 15's checkmark:
-
- RAPFILT 82 15 /* Tell the Editor to return the checkmark state
- of Part 15 in FILT.15 */
- IF RC = '' THEN DO /* This error check is unnecessary if you
- have SIGNAL ON ERROR */
- IF FILT.15 = 1 THEN RXSAY "Part 15 is checked and will be
- saved."
- IF FILT.15 = 0 THEN RXSAY "Part 15 isn't checked and won't be
- saved."
- END
-
- If you set the Selection arg to 82, and the State is also set to
- 82, this means that you want to clear all checkmarks in the
- Filter Dialog (as well as all Drum Keys). If the Selection is
- 82, and the State is 83, this will set all checkmarks and select
- all Drum Keys.
-
- Returns This may return an error message or number for RC if there's a
- problem setting the value of the REXX variable. If all goes
- well, an empty REXX string or 0 is returned for RC. For an
- error, the Editor raises the REXX ERROR condition. Note that an
- error would only happen with a query of some Selection.
-
- Examples
-
- RAPFILT 82 83 /* First make sure that everything is selected */
- RAPFILT 1 0 /* Clear the checkmark on Part 1 */
- RAPFILT 20 0 /* Clear the checkmark on Drum Key 0 */
-
- Like the RAPSET and RAPQUERY, you can condense pairs of Selection #'s and
- States into 1 invocation. Here's how to condense the above.
-
- RAPFILT 82 83 1 0 20 0
-
-
- ΓòÉΓòÉΓòÉ 9.2.6. RAPDLG ΓòÉΓòÉΓòÉ
-
- Template RAPDLG Type Title | Choice1 | Choice2 | Choice3 etc...
-
- Description This is used to get input directly from the user via a dialog
- that opens in the Editor's Parts or Drums/Digital Audio window
- (whichever is active). Since you aren't running the script from
- an OS/2 Command Prompt window, you can't use the PULL command.
- Use this to get input instead. This will open either a STRING
- (ENTER) dialog, or a LIST BOX dialog. Since the dialog pops up
- within an Editor window, it will not suspend other apps or the
- Desktop, and will minimize along with the Editor window. The
- user operates the dialogs in the same way that he uses similiar
- dialogs for Direct Entering settings in the Editor.
-
- Note: Alternately, you can use Rexx Dialog's RXDLG command to
- create a PM window with various controls, but that PM
- window will not open in the Parts or Drums/Digital Audio
- windows, but rather, as a seperate window upon the Desktop.
-
- Args The Type arg is a 0 if you want an ENTER dialog, or a 1 if you
- want a LIST BOX. The Title arg is a string that you want to be
- presented in the dialog's title bar. This should tell the user
- what to do with the dialog. You must place a | character after
- the title in order to separate it from the following args. If
- the Type is a LIST BOX, then you can have more args, and these
- will be the strings that are displayed in the LIST BOX (of which
- the user chooses one). You can add as many Choice args as you
- like, but each must be separated from the next by a | character.
- If Type is an ENTER dialog, then if you supply an additional
- arg, that is the text that appears in the ENTER control by
- default.
-
- Returns If the Type is an ENTER dialog, RC will be the text that the
- user typed (which could be the default string if he simply
- pressed ENTER). If the Type is LIST BOX, then RC will be the
- number of the item chosen (where the first Choice in the list is
- 0, the second is 1, etc). If the user presses ESC or selects
- the CLOSE menu item, then an empty string will be returned, and
- the Editor will raise the REXX ERROR condition.
-
- Examples
-
- /* Present a LISTBOX with four items in it; Apples, Oranges, Bananas, and
- Grapes */
- myvar='Bananas' /* just to stick a variable in here */
- RAPDLG 1 '"Pick one:"' 'Apples' 'Oranges' myvar 'Grapes'
- IF RC=1 THEN RXSAY "He picked Oranges"
-
- /* Present an ENTER dialog, and then just echo what he typed in (if he typed
- something) */
- RAPDLG 0 '"Type something, stupid:"'
- IF RC \= '' THEN DO
- RXSAY RC
- END
-
-
- ΓòÉΓòÉΓòÉ 9.2.7. RAPKEYS ΓòÉΓòÉΓòÉ
-
- Template RAPKEYS ParamNumber [Arg2]
-
- Description This command is closely tied to the QWERTY keyboard. It allows
- your script to sound notes and set the channels that those notes
- are broadcast upon.
-
- Args If ParamNumber is 0, then this sets or clears the checkmark for
- Track Part, depending upon whether Arg2 is 0 (clear) or 1 (set).
-
- If ParamNumber is 1 to 16, then this sets or clears the
- checkmarks for the 16 MIDI channel checkmarks, depending upon
- whether Arg2 is 0 (clear) or 1 (set). For example, to set the
- QWERTY keyboard to broadcast on channel 9 (as well as any other
- channels that are already checked):
-
- RAPKEYS 9 1
-
- If ParamNumber is 17, then this clears all 16 MIDI channel
- checkmarks. There is no Arg2.
-
- If ParamNumber is 18, then Arg2 is the Octave number for the
- QWERTY keyboard.
-
- If ParamNumber is 19 to 55, these play 1 of the 36 notes on the
- QWERTY keyboard in the current octave. The Arg2 is the MIDI
- velocity, where 0 would indicate a Note Off.
-
- If ParamNumber is 56, this is the same as pressing the QWERTY's
- PANIC button. It turns off all notes and controllers on all 16
- MIDI channels.
-
- Returns This always returns an empty string or 0 for RC.
-
- Examples
-
- RAPKEYS 0 0 /* Turn off Track Part */
- RAPKEYS 17 /* Turn off all 16 MIDI channels */
- RAPKEYS 1 1 /* Now turn on only channel 1 */
-
- You can perform several operations with 1 invocation. Here's the above
- condensed.
-
- RAPKEYS 0 0 17 1 1
-
- This example uses the REXXUTIL SysSleep function to sustain notes (ie, pause
- inbetween the Note On and Note Off).
-
- CALL RxFuncAdd 'SysSleep', 'RexxUtil', 'SysSleep'
- RAPKEYS 19 127 /* Play a low C (in the current octave) with full velocity */
- CALL SysSleep 2 /* Give the note time to sustain */
- RAPKEYS 19 0 /* Turn off that note */
- RAPKEYS 19 127 23 127 26 127 /* Play a C Major chord */
- CALL SysSleep 2
- RAPKEYS 19 0 23 0 26 0 /* Release that chord */
-
- Note: By using the SysSleep function with various timeouts, inbetween RAPKEYS
- commands that play notes and turn those notes off, you can make a
- sequenced playback.
-
-
- ΓòÉΓòÉΓòÉ 9.2.8. RAPPOS ΓòÉΓòÉΓòÉ
-
- Template RAPPOS Flags WindowNum X Y Width Height
-
- Description Allows you to move, minimize, maximize, or restore (ie, from min
- or max) the Drums/Digital Audio or Parts windows. Also allows
- you to set the window position (ie, X and Y coordinates of the
- bottom left window corner, where 0 for both X and Y is the
- bottom left corner of the desktop). For the Parts window, you
- can also specify the width and height of the window. Finally,
- this command can be used to activate the Parts or Drums window.
-
- Args The Flags arg determines what operation(s) are performed. Here
- are the possible values, and what they do:
-
- 1 Resize the window. The Width and Height args specify the
- size in pels. This is only applicable to the Parts window.
-
- 2 Move the window. The X and Y args specify where the
- window's bottom left corner falls upon the Desktop.
-
- 128 Make this window the active one.
-
- 1024 Minimize the window.
-
- 2048 Maximize the window. This is only applicable to the Parts
- window.
-
- 4096 Restore the window (from min or max).
-
- Simply add up the values that you wish. For example, to resize
- and move the window, specify 1+2.
-
- The WindowNum arg is 0 for the Parts window, 1 for the
- Drums/Digital Audio window, or 2 for the QWERTY window. If you
- specify either of the latter two windows, and the window isn't
- open, then it will be opened.
-
- Depending upon the Flags arg, you can either omit certain args
- or set them to 0. For example, if you aren't specifying a
- resize, then the X and Y args can be set to 0 or omitted.
-
- Examples
-
- /* Set the size of the Parts window to open just enough to display all of the
- parameters in it, and move it to the bottom left corner of desktop. Assume
- SuperVGA */
- RAPPOS 3 0 0 0 648 480
- EXIT
-
- /* Minimize the Parts window */
- RAPPOS 1024 0
- EXIT
-
- /* Restore the Drums window. If it isn't open, this simply opens it and makes
- it active. If it was minimized, this restores it. */
- RAPPOS 4096 2
- EXIT
-
-
- ΓòÉΓòÉΓòÉ 9.3. Errors ΓòÉΓòÉΓòÉ
-
- Whenever some or error is encountered, such as a RAPLOAD where the specified
- Filename can't be found, the Editor raises the ERROR flag and returns either a
- message (string) or a positive, non-zero number for RC. (You can choose
- whether you want messages or numbers with the NUMS Flag of RXERR. The default
- is messages).
-
- The error number is the same as the display level. For example, if you want an
- error message box to be automatically displayed when RAPLOAD returns a "Can't
- open MIDI file." error, then set the display level (via Rexx Dialog's RXERR) to
- 89 or above.
-
- Here's a list of the error messages and their numbers which might be returned
- for each Editor command. If any of these errors happen, then the Editor raises
- the REXX ERROR flag, so if you have a SIGNAL ON ERROR, your script will
- automatically jump to your ERROR label with RC being the message or number.
-
- RAPLOAD
- "Not a MIDI file made by this program." 94
- "Not enough memory." 95
- "Can't open MIDI file." 89
- "Error reading file." 88
- "File Dialog cancel" 199
-
- Note: "File Dialog cancel" indicates that either the user cancelled the File
- Dialog, or it couldn't open. This may happen only if you don't specify
- the Filename arg when issuing RAPLOAD and therefore the File Dialog is
- utilized, and an error or cancellation occurs. This particular error
- does not set the REXX ERROR condition, so you should explicitly check
- the RC return value for this error message or number if you wish to
- determine whether the user aborted the filename selection.
-
- RAPSAVE
- "Not enough memory." 95
- "Can't open MIDI file." 99
- "Error writing file." 98
- "File Dialog cancel" 199
-
- RAPQUERY
- "Failed to create/set REXX variable." XXXXXXXX
-
- Note: The Editor couldn't setup some REXX return variable for the parameter
- that is being queried. See the comments on this error in the Rexx
- Dialog manual's Errors section.
-
- RAPFILT
- "Failed to create/set REXX variable."
-
- Note: The above would only happen if you queried the state of a Filter
- Selection (ie, checkmark). Doing a Set/Clear of a Filter Selection
- always succeeds.
-
- RAPSET
- "Can't create window." 97
- "Unable to load help manager." 198
-
- Note: The above 2 may happen if the Drum/Digital Audio window can't open when
- you try to set the value of one of the Settings in that window. The
- second error is trivial, and won't prevent RAPSET from changing the
- setting. So, it can be ignored. The first error means that RAPSET
- didn't change the Setting.
-
- If you receive the "REXX dialog unknown command" error message, consult the
- Rexx Dialog manual for an explanation.
-
-
- ΓòÉΓòÉΓòÉ 10. Settings ΓòÉΓòÉΓòÉ
-
- What follows are the Settings that the RAP-10 Editor allows you to edit. For
- each Setting, I describe what the Setting affects on the RAP-10, its allowed
- range, and what is involved with Direct Enter.
-
- There are remarks about how each Setting is adjusted over MIDI. You don't have
- to know this information when using the RAP-10 Editor, because it takes care of
- sending the RAP-10 those MIDI messages when you manipulate the values in the
- RAP-10 edit windows. But, if you're using a sequencer program and wish to
- manually add MIDI messages at various places within some MIDI song file, to
- adjust various RAP-10 settings, you'll need to know this info.
-
-
- ΓòÉΓòÉΓòÉ 10.1. Instrument ΓòÉΓòÉΓòÉ
-
- Affects Which GM Instrument the Part will play.
-
- Note: If the Part receives a MIDI Program Change message on the
- channel to which it is assigned, then its Instrument will
- change to the program number embedded in that message.
- For example, assume that Part 1 is set to MIDI channel 1,
- and its Instrument is set to Grand Piano. If a Program
- Change message with a program number of 41 is sent on
- MIDI channel 1, then Part 1's Instrument will switch to
- Violin (ie, which is GM Instrument #41). A Program
- Change can be sent while the RAP-10 is playing -- even
- while Part 1 is playing some Grand Piano notes. The Part
- will simply play subsequent MIDI notes using the new
- Instrument. So, even though you can only play 15
- Instruments simultaneously, you can change a Part's
- Instrument at any given time, and over the course of
- playing a MIDI file, even use all 128 Instruments (15 at
- any one instant).
-
- Range One of the 128 GM Instruments.
-
- Direct Enter A LIST BOX with the 128 GM Instrument names.
-
-
- ΓòÉΓòÉΓòÉ 10.2. Pan ΓòÉΓòÉΓòÉ
-
- Affects Where within the stereo field the Instrumental Part, Drum Part,
- Drum Key, or Digital Audio track will be placed.
-
- Note: If the Part receives a MIDI Pan Controller message on the
- channel to which it is assigned, then its pan will change
- to the value embedded in that message. For example,
- assume that Part 1 is set to MIDI channel 1, and is
- panned hard left. If a Pan Controller message with a
- value of 64 (ie, center) is sent on MIDI channel 1, then
- Part 1's Instrument will switch to center position. A
- Pan Controller can be sent while the RAP-10 is playing --
- even while Part 1 is playing some notes. The Part will
- simply play with a new pan position.
-
- For Digital Audio tracks, a SYSEX message is used rather than
- Pan Controller.
-
- For each individual Drum Key, an NRPN Controller message is used
- with the respective Key number on the Drum Part's MIDI channel.
- Otherwise, a Pan Controller will affect the entire Drum Part.
-
- Of course, the RAP-10 Editor takes care of which MIDI message to
- send when you change a Pan setting.
-
- Range 128 possible positions, with <63 being hard left, 0 being
- center, and 63> being hard right.
-
- Direct Enter Type a < followed by a value from 1 to 63 to pan off to the
- left. Type a 0 for center. Type a value from 1 to 63 followed
- by > to pan off to the right.
-
- Note: The > is optional for panning to the right. You can omit
- it when direct entering the value. But, the < is
- required for left panning.
-
-
- ΓòÉΓòÉΓòÉ 10.3. Reverb ΓòÉΓòÉΓòÉ
-
- Affects The reverb amount (ie, level) for this Part, Drum Key, or
- Digital Audio track.
-
- Note: If the Part receives a MIDI Effects Controller message on
- the channel to which it is assigned, then its Reverb
- Level will change to the value embedded in that message.
- For example, assume that Part 1 is set to MIDI channel 1,
- and has a Reverb Level of 64. If an Effects Controller
- message with a value of 0 is sent on MIDI channel 1, then
- Part 1's Instrument will switch to having no reverb (ie,
- reverb level=0). An Effects Controller can be sent while
- the RAP-10 is playing -- even while Part 1 is playing
- some notes. The Part will simply play with a new reverb
- level.
-
- For Digital Audio tracks, you send a SYSEX message rather than
- Effects Controller.
-
- For each individual Drum Key, you must send an NRPN Controller
- message with the respective Key number on the Drum Part's MIDI
- channel. Otherwise, an Effects Controller will affect the
- entire Drum Part.
-
- Of course, the RAP-10 Editor takes care of which MIDI message to
- send when you change a Reverb setting.
-
- Range 0 to 127, with 0 being no reverb at all.
-
- Direct Enter Type a value from 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.4. Chorus ΓòÉΓòÉΓòÉ
-
- Affects The chorus effect amount (ie, level) for this Part, Drum Key, or
- Digital Audio track.
-
- Note: If the Part receives a MIDI Chorus Controller message on
- the channel to which it is assigned, then its Chorus
- Level will change to the value embedded in that message.
- For example, assume that Part 1 is set to MIDI channel 1,
- and has a Chorus Level of 64. If a Chorus Controller
- message with a value of 0 is sent on MIDI channel 1, then
- Part 1's Instrument will switch to having no chorus (ie,
- chorus level=0). A Chorus Controller can be sent while
- the RAP-10 is playing -- even while Part 1 is playing
- some notes. The Part will simply play with a new chorus
- effect level.
-
- For Digital Audio tracks, a SYSEX message is used rather than
- Chorus Controller.
-
- For each individual Drum Key, an NRPN Controller message is used
- with the respective Key number on the Drum Part's MIDI channel.
- Otherwise, a Chorus Controller will affect the entire Drum Part.
-
- Of course, the RAP-10 Editor takes care of which MIDI message to
- send when you change a Chorus setting.
-
- Range 0 to 127, with 0 being no chorus effect applied to this Part or
- Track at all.
-
- Direct Enter Type a value from 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.5. Volume ΓòÉΓòÉΓòÉ
-
- Affects There are many components of the RAP-10 whose volume can be
- adjusted. Of course, there are each of the 15 Instrumental
- Parts, the Drum part, each of the 62 Drum Keys, and each Digital
- Audio track. Furthermore, there are Volume settings for the
- Reverb/Delay and Chorus units, and a Master Volume for the
- system.
-
- Note: If the Part receives a MIDI Volume Controller message on
- the channel to which it is assigned, then its Volume will
- change to the value embedded in that message. For
- example, assume that Part 1 is set to MIDI channel 1, and
- has a Volume of 127. If a Volume Controller message with
- a value of 64 is sent on MIDI channel 1, then Part 1's
- Instrument Volume will drop by half. (Actually, there is
- a logarithmic taper). A Volume Controller can be sent
- while the RAP-10 is playing -- even while Part 1 is
- playing some notes. The Part will simply play with a new
- Volume.
-
- For Digital Audio tracks, a SYSEX message is used rather than
- Volume Controller.
-
- For each individual Drum Key, an NRPN Controller message is used
- with the respective Key number on the Drum Part's MIDI channel.
- Otherwise, a Volume Controller will affect the entire Drum Part.
-
- For the Reverb/Delay and Chorus units, and Master Volume, SYSEX
- messages are used.
-
- Of course, the RAP-10 Editor takes care of which MIDI message to
- send when you change a Volume setting.
-
- Range 0 to 127, with 0 being no volume at all.
-
- Note: A volume of 0 doesn't turn a Part OFF. In order to do
- that, you must set its MIDI channel to OFF. A volume of
- 0 would make the Part not be heard, but unless its MIDI
- channel was OFF as well, the Part would still be
- "playing" MIDI data on its channel (and using up RAP-10 voices).
-
- Direct Enter Type a value from 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.6. MIDI Channel ΓòÉΓòÉΓòÉ
-
- Affects The MIDI channel that the Part is set to play upon. Any MIDI
- messages sent to the RAP-10 on that channel will be played by
- the Part, including Note-On, Channel Pressure, Program Change,
- Pitch Wheel (not for the Drum Part), MOD Wheel, and many other
- controllers which adjust the Part's Pan, Volume, Reverb and
- Chorus Levels, Tuning/Transpose, and Pitch Bend Range (not for
- the Drum Part) during playback.
-
- Note: Digital Audio tracks are not assigned to a MIDI channel.
- This is because all of their settings are adjusted via
- MIDI SYSEX messages, which have no channel. What this
- also means is that the Digital Audio tracks can't be
- controlled by such MIDI controllers as Channel Pressure,
- Pitch Wheel, MOD Wheel, and many other controllers that
- send Pan, Volume, Reverb and Chorus controller messages,
- but not SYSEX messages. Digital Audio tracks can only be
- adjusted by sending SYSEX messages.
-
- Range 1 to 16 for the 16 MIDI channels, or OFF.
-
- Note: When no Part is set to a particular MIDI channel, then
- MIDI data on that channel simply passes through to some
- external device connected to the RAP-10's MIDI interface.
- Otherwise, a Part uses MIDI data on the channel to which
- it is assigned. For example, if no Part is set to
- channel 16, then any data on that MIDI channel will pass
- through to the external MIDI connector box, and the
- RAP-10 will not attempt to play that data on its internal
- GM Sound Module. So, how do you use external MIDI
- devices connected to the RAP-10 as well as the RAP-10 GM
- Module, without having each playing the others' musical
- parts, if you only have 16 MIDI channels? Well, you've
- got to divide up those MIDI channels between the RAP-10
- and the external devices. Even though a MIDI device may
- be capable of listening to all 16 MIDI channels
- simultaneously (ie, is multitimbral, or in omni mode),
- you'll have to set each device to listen to only a few
- MIDI channels. How do you do that on the RAP-10? Well,
- you can turn some of the 15 Instrumental Parts or the
- Drum Part OFF. If you don't need 15 instruments all
- playing at once, then this is a good approach. Since
- you'll have less than the 15 Parts and Drum Part going,
- you won't need all 16 MIDI channels for the RAP-10. Set
- the external modules to those MIDI channels that aren't
- being used by one of the RAP-10 Parts left on.
- Alternately, you could set 2 RAP-10 Parts to the same
- channel if they are always going to be playing the same
- musical part, and that will free a channel for external
- use. This second method means that MIDI messages such as
- Program Change will change both Part's Instruments to the
- same Instrument. Furthermore, you lose individual
- control over MOD and Pitch Wheel, Channel Pressure, and
- many other MIDI controllers such as Pan, Volume, Reverb
- and Chorus Levels, and Tuning. Unless you don't intend
- to send such MIDI messages on that MIDI channel (after
- the initial setup done by the MIDI file), you run the
- risk of altering both Parts simultaneously. Otherwise,
- you must treat the 2 Parts as if they were a single
- Instrument.
-
- Also, note that if a Part is turned OFF, then its other settings
- should not be adjusted with the Editor. Otherwise, when you
- turn the Part back on, those settings won't reflect the actual
- settings on the computer display. You would have to adjust each
- setting again with the Part ON.
-
- Direct Enter Type 1 to 16, or type a 0 for OFF.
-
-
- ΓòÉΓòÉΓòÉ 10.7. Min Voices ΓòÉΓòÉΓòÉ
-
- Affects The number of Voices below which another Part can't steal notes
- from this Part. The RAP-10 has a 26 Voice limit. When enough
- Instruments are sounding enough notes such that another arriving
- MIDI Note-on exceeds the Voice limit, then a Voice is stolen
- from another Part. Of course, that other Part must be currently
- sounding more notes than its Min Voice setting in order for the
- RAP-10 to steal a Voice from it. If this isn't the case, then
- the RAP-10 can't steal a Voice from that other Part. You use
- the Min Voice settings of all 15 Parts and the Drum Part to
- determine which Parts will get priority when Voice stealing must
- occur (ie, who loses notes and who doesn't when the 26 Voice
- limit is surpassed, and how few Voices is a Part allowed to play
- simultaneously that can't be stolen).
-
- Note: The total number of Voices between all 15 Parts and the
- Drum Part can't exceed 26. For example, if Part 1's Min
- Voices is set to 16, then even if you set Part 2's Min
- Voices to 26, it will only have an effective Min Voices
- setting of 10.
-
- Range 0 to 26, with 0 meaning that another Part can steal all of this
- Part's currently playing notes, if need be.
-
- Direct Enter Type 0 to 26.
-
-
- ΓòÉΓòÉΓòÉ 10.8. Transpose ΓòÉΓòÉΓòÉ
-
- Affects The transpose amount in half steps. Used to change the musical
- key that a Part or Digital Track plays back in, or change the
- pitch of a Drum Key. There is also a Master Transpose setting
- for the RAP-10.
-
- Note: If the Part receives a MIDI Data Entry Controller message
- (with RPN=Transpose) on the channel to which it is
- assigned (Drum Part uses NRPN instead for each key), then
- its Transpose will change to the value embedded in that
- message. For example, assume that Part 1 is set to MIDI
- channel 1, and has a Transpose of 0. If a Data Entry
- Controller message with a value of 65 (one more than
- center pitch) is sent on MIDI channel 1, then Part 1's
- Instrument will transpose up a half step. A Data Entry
- Controller can be sent while the RAP-10 is playing --
- even while Part 1 is playing some notes. The Part will
- simply transpose subsequent notes in half steps.
-
- For Digital Audio tracks, a SYSEX message is used rather than
- Data Entry Controller.
-
- For each individual Drum Key, an NRPN Controller message is used
- with the respective Key number on the Drum Part's MIDI channel.
-
- Master Transpose is adjusted with a SYSEX message.
-
- Of course, the RAP-10 Editor takes care of which MIDI message to
- send when you change a Transpose setting.
-
- Range -24 to 24, with 0 being no transposition.
-
- Direct Enter Type -24 to 24.
-
-
- ΓòÉΓòÉΓòÉ 10.9. Fine Tune ΓòÉΓòÉΓòÉ
-
- Affects The tuning amount in cents. Used to make fine tuning
- adjustments to a Part or Digital Track. There is also a Master
- Fine Tune for the RAP-10.
-
- Note: If the Part receives MIDI Data Entry Controller messages
- (with RPN=Tuning) on the channel to which it is assigned
- (Drum Part not applicable), then its Tuning will change
- to the value embedded in those messages. For example,
- assume that Part 1 is set to MIDI channel 1, and has a
- Transpose of 0. If Data Entry Controller messages with
- values of 40h 01h (one more than center tuning) are sent
- on MIDI channel 1, then Part 1's Instrument will shift
- its pitch up a cent. A Data Entry Controller can be sent
- while the RAP-10 is playing -- even while Part 1 is
- playing some notes. The Part will simply shift its pitch
- by cents.
-
- For Digital Audio tracks and Master Tune, SYSEX messages are
- used rather than Data Entry Controller.
-
- Range For Parts and Digital tracks, -1638.4 to 1638.2, in .2 steps,
- with 0.0 being A440 tuning. For Master Fine Tune, -100 to 100
- in increments of .1, with 0.0 being A440.
-
- Direct Enter For Parts and Digital tracks, type -1638 to 1638. If you add
- the decimal portion, it should be in increments of .2 (ie,
- 1001.2 instead of 1001.1). For Master Fine Tune, type -100 to
- 100, and you can add one decimal place (ie, 50.1).
-
- Note: Adding the decimal place is optional. If you omit it, it
- defaults to .0, so typing a 0 is the same as 0.0.
-
-
- ΓòÉΓòÉΓòÉ 10.10. Vibrato Speed ΓòÉΓòÉΓòÉ
-
- Affects The Vibrato speed (ie, how fast the pitch "wavers") can be
- affected by MIDI Modulation Wheel Controller and/or Channel
- Pressure messages. Messages sent on a Part's MIDI channel can
- speed up or slow down that Part's Vibrato. Messages with lower
- values make the vibrato slower. Messages with higher values
- make the vibrato faster. This is applicable to the 15 Parts and
- Drum Part.
-
- Note: Although the Digital Audio tracks have Fine Tune and
- Transpose settings, the RAP-10 can't automatically apply
- a Vibrato effect to Digital Audio.
-
- Range -64 to 64, where more positive values mean "give me faster
- vibrato as I receive Modulation Wheel Controller and/or Channel
- Pressure MIDI messages with increasing values", more negative
- values mean "give me slower vibrato as I receive MIDI messages
- with increasing values" (ie, reverse logic), and 0 means "don't
- change the vibrato speed when I receive MIDI messages".
-
- Direct Enter Type -64 to 64.
-
-
- ΓòÉΓòÉΓòÉ 10.11. Vibrato Depth ΓòÉΓòÉΓòÉ
-
- Affects The Vibrato depth (ie, how much the pitch "wavers") can be
- affected by MIDI Modulation Wheel Controller and/or Channel
- Pressure messages. Messages sent on a Part's MIDI channel can
- make that Part's Vibrato more or less pronounced. Messages with
- lower values make the vibrato waver less. Messages with higher
- values make the vibrato waver more. This is applicable to the
- 15 Parts and Drum Part.
-
- Note: Although the Digital Audio tracks have Fine Tune and
- Transpose settings, the RAP-10 can't automatically apply
- a Vibrato effect to Digital Audio.
-
- Range 0 to 127, where higher values mean "give me even wider vibrato
- as I receive Modulation Wheel Controller and/or Channel Pressure
- MIDI messages with increasing values", and 0 means "don't give
- me any vibrato effect at all when I receive MIDI messages".
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.12. Brightness ΓòÉΓòÉΓòÉ
-
- Affects For the 15 Parts and Drum Part (ie, only certain drum sounds,
- see the Drum Kits chart), the Brightness (ie, Filter cutoff) can
- be affected by MIDI Channel Pressure messages. Messages sent on
- a Part's MIDI channel can make that Part more or less bright
- (ie, give it more or less of a boost to the high end). Messages
- with lower values make the Part less bright. Messages with
- higher values make the Part brighter.
-
- Note: The Digital Audio tracks' Brightness can be set via SYSEX
- messages, but it can't be controlled via Channel Pressure.
-
- Range If editing a Part's Channel Pressure Brightness setting, the
- range is -64 to 64, where more positive values mean "make me
- brighter as I receive Channel Pressure MIDI messages with
- increasing values", more negative values mean "make me less
- bright as I receive MIDI messages with increasing values" (ie,
- reverse logic), and 0 means "don't change my timbre at all when
- I receive MIDI messages".
-
- If editing a Digital Tracks' Brightness setting, then the range
- is 0 to 127, where 127 is as bright as possible (ie, the filter
- is wide open, and actually not being applied to the Digital
- Audio at all, so that what you hear is what you recorded. You
- can only make a Digital Audio track less bright by lowering its
- Brightness below 127).
-
- Direct Enter Type -64 to 64 for a Part's Channel Pressure Brightness. Type 0
- to 127 for a Digital Audio track's Brightness.
-
-
- ΓòÉΓòÉΓòÉ 10.13. Volume (Channel Pressure) ΓòÉΓòÉΓòÉ
-
- Affects For the 15 Parts and Drum Part, the Volume can be affected by
- MIDI Channel Pressure messages. Messages sent on a Part's MIDI
- channel can make that Part softer or louder. Messages with
- lower values make the Part softer. Messages with higher values
- make the Part louder.
-
- Note: The Digital Audio tracks' Volume can be set via SYSEX
- messages, but it can't be controlled via Channel Pressure.
-
- Range -64 to 64, where more positive values mean "make me louder as I
- receive Channel Pressure MIDI messages with increasing values",
- more negative values mean "make me softer as I receive MIDI
- messages with increasing values" (ie, reverse logic), and 0
- means "don't change my volume at all when I receive Channel
- Pressure messages".
-
- Note: You can also change a Part's Volume with Volume
- Controller messages. What's the difference? Well, you
- usually generate Channel Pressure by pressing down harder
- on the piano keyboard. You usually generate Volume
- Controller by moving a volume knob. It's your preference.
-
- Direct Enter Type -64 to 64.
-
-
- ΓòÉΓòÉΓòÉ 10.14. Pitch Range ΓòÉΓòÉΓòÉ
-
- Affects For the 15 Instrumental Parts, you can set the range that the
- pitch is shifted by MIDI Pitch Wheel messages. Messages sent on
- a Part's MIDI channel can make that Part's pitch smoothly shift
- up and down (ie, for glissandos, slides, etc).
-
- Note: Although the Digital Audio tracks' Fine Tune can be set
- via SYSEX messages, it can't be controlled via Pitch
- Wheel. The Drum Part also does not respond to Pitch
- Wheel., although each key can have its pitch altered in
- half steps via Transpose.
-
- Range 0 to 24, in half steps, where 0 means "no pitch bend when I
- receive Pitch Wheel messages". Note that a value of 2, for
- example, means that when you move the pitch wheel fully upward,
- it will bend the pitch up 2 half steps. When you move the pitch
- wheel fully downward, it will bend the pitch down 2 half steps.
- At a setting of 24, you can slide a Part's pitch up or down 2
- entire octaves using a pitch wheel.
-
- Direct Enter Type 0 to 24.
-
-
- ΓòÉΓòÉΓòÉ 10.15. Reverb Type ΓòÉΓòÉΓòÉ
-
- Affects Sets the Reverb to one of the 3 Rooms, 2 Halls, or 2 types of
- Delay.
-
- Range One of the 7 Reverb types.
-
- Direct Enter A LIST BOX with the 7 Reverb Types.
-
-
- ΓòÉΓòÉΓòÉ 10.16. Reverb Time ΓòÉΓòÉΓòÉ
-
- Affects How long it takes the Reverb to fade away.
-
- Range 0 to 127, where 0 is the shortest possible reverb.
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.17. Delay Time ΓòÉΓòÉΓòÉ
-
- Affects How long it takes before the first echo sounds, and the time
- inbetween subsequent echoes if Repeats is high enough to cause
- subsequent echoes to be heard.
-
- Note: This setting has no effect on the RAP-10 unless the
- Reverb Type is set to either Delay or Panning Delay. In
- other words, you can use the Reverb/Delay unit as a
- reverb or a delay, but not both.
-
- Range 0 to 127, where 0 is the shortest possible time between echoes.
-
- Note: Echo times shorter than 30 will start to produce a
- "doubling" effect, because you won't be able to hear a
- distinct echo. For doubling, you'll also probably want
- to keep Repeat set to low values or 0.
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.18. Delay Repeat ΓòÉΓòÉΓòÉ
-
- Affects How many subsequent echoes sound after the first echo.
-
- Note: This setting has no effect on the RAP-10 unless the
- Reverb Type is set to either Delay or Panning Delay. In
- other words, you can use the Reverb/Delay unit as a
- reverb or a delay, but not both.
-
- Range 0 to 127, where 0 is no repeats (ie, only 1 echo).
-
- Note: The setting of Repeat does not correlate to the number of
- actual echoes that you hear. (ie, If Repeat is 2, you
- won't hear 2 echoes). This is because the RAP-10
- automatically makes each subsequent echo softer than the
- previous so that they "fade out". So, in order to hear 2
- echoes, you may have to adjust Repeat higher than 2. Use
- your ears. That's what you bought a RAP-10 for.
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.19. Chorus FeedBack ΓòÉΓòÉΓòÉ
-
- Affects The "complexity" of the Chorus effect (as opposed to the
- Volume). Lower values give a more subtle, less "detuned"
- effect.
-
- Range 0 to 127
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.20. Chorus Delay ΓòÉΓòÉΓòÉ
-
- Affects The "complexity" of the Chorus effect (as opposed to the
- Volume).
-
- Range 0 to 127
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.21. Chorus Rate ΓòÉΓòÉΓòÉ
-
- Affects Speed of the Chorus. A fast rate can produce a noticeable
- "warbling" effect, whereas slower rates provide a more subtle,
- gradually shifting sound.
-
- Note: The range is set by Chorus Depth.
-
- Range 0 to 127
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.22. Chorus Depth ΓòÉΓòÉΓòÉ
-
- Affects Depth of the Chorus effect. Higher values give more of a
- "vibrato" effect.
-
- Note: The speed of this effect set by Chorus Rate.
-
- Range 0 to 127
-
- Direct Enter Type 0 to 127.
-
-
- ΓòÉΓòÉΓòÉ 10.23. Drum Kit ΓòÉΓòÉΓòÉ
-
- Affects Which of the 6 Kits the Drum Part plays. Each kit has
- approximately 62 drum sounds mapped out across its MIDI note
- range, where each MIDI note plays a different drum sound. The
- Drum Part plays 1 of the 6 Kits.
-
- Note: If the Drum Part receives a MIDI Program Change message
- on the channel to which it is assigned, then its Kit will
- change based upon the program number embedded in that
- message. Program #'s 1 to 16 select the Standard kit.
- Program #'s 17 to 24 select the Power kit. Program #'s
- 25 or 27 to 40 select the Electric kit. Program # 26
- selects the TR-808 kit. Program #'s 41 to 48 select the
- Brush kit. Program #'s 49 to 56 select the Orchestra
- kit. For example, assume that the Drum Part is set to
- MIDI channel 10, and its Kit is Standard. If a Program
- Change message with a program number of 49 is sent on
- MIDI channel 10, then the Drum Part will switch to
- Orchestra. A Program Change can be sent while the RAP-10
- is playing -- even while the Drum Part is playing some
- drum sounds. The Drum Part will simply play subsequent
- MIDI notes using the new kit. So, even though you can
- only play 1 kit at a time, you can change the kit at any
- given time, and over the course of playing a MIDI file,
- even use all 6 kits.
-
- Range One of the 6 Kits.
-
- Direct Enter A LIST BOX with the names of the 6 Kits.
-
-
- ΓòÉΓòÉΓòÉ 10.24. Receive NRPN ΓòÉΓòÉΓòÉ
-
- Affects Whether the RAP-10 allows the individual Drum Keys' settings to
- be altered. This is sort of a "memory protect" switch for the
- Drum Keys. If you turn it on, then any adjustments that you
- make to a Drum Part Key won't be accepted by the RAP-10. So, it
- prevents you (and any other MIDI device) from inadvertently
- altering the settings for individual keys. Make sure that this
- is off if you want to edit individual Key settings. You may
- wish to turn this Off before saving a MIDI file, so that after
- that MIDI file sets up the RAP-10, it prevents any other MIDI
- data from altering the Drum Keys. On the other hand, if you
- want to be able to adjust individual Keys' Volume, Pan, Reverb
- and Chorus levels, and Transpose during playback, leave this On.
-
- Range On or Off.
-
- Direct Enter There is no direct enter for this setting. If you click the
- Mouse Button 1 over the setting, it will toggle between On and
- Off.
-
-
- ΓòÉΓòÉΓòÉ 10.25. Drum Key Name ΓòÉΓòÉΓòÉ
-
- Affects Chooses the Current Drum Key whose settings are displayed and
- which you can then edit.
-
- Range One of the Drum Keys in the Drum Part's Kit.
-
- Direct Enter A LIST BOX with the names of the available Keys.
-
- Note: The names in this list will be determined by the Drum
- Part's Kit. For example, the Key name for the first
- sound in the Standard kit is High Q, but the first sound
- in the Orchestra kit is Pedal HH. Indeed, High Q is not
- even in the Orchestra kit.
-
-
- ΓòÉΓòÉΓòÉ 10.26. Sampling Rate ΓòÉΓòÉΓòÉ
-
- Affects The playback sampling rate of the Digital Audio track.
-
- Note: It is possible to playback a WAVE at a different rate
- than what it was recorded at. You usually won't want to
- do this. But, when a WAVE has been recorded at a rate
- that the RAP-10 doesn't support, you'll need to select
- the closest rate, and perhaps use the Transpose and Fine
- Tune to arrive at the correct playback. The RAP-10
- Editor does not playback WAVE files.
-
- Range 11KHz, 22Khz, or 44KHz (CD-quality).
-
- Direct Enter A LIST BOX with the 3 rates.
-
-
- ΓòÉΓòÉΓòÉ 11. Hints ΓòÉΓòÉΓòÉ
-
- You may playback a MIDI song file that someone else made, and hear a
- wonderfully "thick" and complex string sound out of your RAP-10. "Why don't I
- hear that string sound out of my RAP-10 when I play my own MIDI song files?
- What do I have to do?", you may ask.
-
- Actually, what may likely be happening is that the MIDI file is sending the
- same MIDI data to 2 or more similiar sounding Instruments (ie, assigned to 2 or
- more Parts), and they are all playing the exact same notes simultaneously.
- These Instruments (ie, Parts) may be panned in stereo, and have different
- effects applied to them. But because they're all playing the exact same
- musical notes in perfect (to the human ear) sync, your ear doesn't so much hear
- separate Instruments so much as it hears one, really complex Instrument.
-
- Here's an experiment. Follow these steps:
-
- 1. Make sure that Part 1 is the only Part set to MIDI Channel 1.
-
- 2. Assign the Instrument Strings to Part 1, and pan it center.
-
- 3. Set the QWERTY keyboard to play only on channel 1.
-
- 4. Play some notes and chords on the QWERTY keyboard, and listen to the sound.
-
- Now try this:
-
- 1. Make sure that Part 2 is the only Part set to MIDI Channel 2.
-
- 2. Assign the Instrument Syn. Strings 1 to Part 2, and pan it hard right (ie,
- 63>).
-
- 3. Pan Part 1 hard left (ie, <63).
-
- 4. Set the QWERTY keyboard to play both channels 1 and 2.
-
- 5. Play some notes and chords on the QWERTY keyboard, and listen to the sound.
-
- You'll note a fuller string sound with the second example. That's because each
- note is playing 2 Instruments simultaneously, but because they are similiar
- sounding Instruments and therefore blend well together, and because each
- Instrument is playing in sync with the other, your ear tends to perceive them
- as one Instrument. But because there are some differences in the sounds of the
- Instruments, and because they are panned in stereo, your ear does detect that
- there is something more complex (and therefore "fuller", "thicker", etc) about
- this sound than with the first example. In essense, we've got a stereo string
- sound here, whereas before we had a mono string sound. We're getting into
- Psycho-Acoustics here, which include ways to fool the ear into hearing things a
- certain way.
-
- Note: Taking 2 Parts, perhaps altering them in slightly different ways (ie,
- panning them in opposite directions, assigning different Instruments to
- them, Fine Tuning them slightly apart, applying different levels of
- Reverb or Chorus, etc), and then making them play the exact same MIDI
- data is the basis for getting fuller, "stereo" sounds out of the RAP-10.
- The Editor's grid layout makes it easy to compare differences and
- similiarities between Parts.
-
- Of course, there is a price to pay for such stereo shenanigans. When you had
- 15 Parts playing in mono (ie, each playing its own MIDI part), you could have
- 15 musical parts. Now, if you pair up Parts to play the same musical part, the
- RAP-10 can play less musical parts. And there's the 26 voice limit to
- consider. With a stereo sound, each MIDI note is going to use up twice as many
- voices as with a mono part.
-
- Here are my favorite techniques for getting more complex or "stereo" sounds out
- of the RAP-10. All of them involve 2 Parts, usually panned in stereo (ie, one
- Part is hard left and the other is hard right). You can pan them not so far
- apart if you want to make the sound "tighter" or more focused toward center
- without losing much complexity. Also, who's to say that you can't add a third
- or fourth Part with slightly different settings, and make it play the same MIDI
- data, in order to thicken the sound even more? In any event, I think that,
- beyond 2 Parts, you get diminishing returns.
-
- In all of these examples, we'll assume using Parts 1 and 2. One is panned <63,
- and the other is 63>.
-
- Note: You can mix and match these Techniques. For example, you can use both
- Technique 1 and Technique 2 on the same pair of Parts for an even more
- dramatic stereo effect.
-
- Technique 1
-
- 1. Increase Part 1's Fine Tune to some positive value (ie, 5.0).
-
- 2. Decrease Part 2's Fine Tune to an opposite, negative value (ie, -5.0).
-
- Note: This is my favorite for when using the same Instrument for both Parts.
- Sometimes, if I can't find another Instrument that blends well with the
- desired Instrument, or I want the sound to be distinctly perceived to be
- one instrument, I'll assign the same Instrument to both Parts, pan in
- stereo, and alter the Fine Tune. This is particularly good at improving
- the RAP-10 piano by using Grand Piano for both Parts and making a stereo
- piano. Of course, that doesn't mean that this Technique is any less
- effective combined with Technique 2. Indeed, the combo is the most
- effective way to get the fullest stereo sounds.
-
- You can increase the difference between the Fine Tune settings for the 2 parts
- (ie, 6.0 and -6.0) for more depth to the sound, but the farther that you widen
- the difference, the more of a "detuned" sound you get (which may be what you
- want). Always make the Fine Tune settings complimentary (ie, don't set one to
- 3.0 and the other to -5.0) so that the ear hears a "centered" tuning.
-
- Technique 2
-
- 1. Pick out the desired Instrument for Part 1.
-
- 2. Now find a different Instrument for Part 2, but one that blends well with
- (ie, sounds similiar to) Part 1.
-
- Note: Take a look at the default setup when running the Editor. Note how I
- pair up Strings/Syn. Strings 1, Perc. Organ/Drawbar Organ,
- Vibraphone/Elec. Piano 1, Jazz Guitar/Steel Guitar, and Picked
- Bass/Fingered Bass. Use the QWERTY keyboard to play each pair of Parts.
- Compare the sound to each Instrument alone.
-
- Technique 3
-
- 1. Transpose one of the Parts 12 or 24 steps above the other Part (or -12 or
- -24 steps below).
-
- Note: If you want to create some sort of "overtone" sound, generally you'll
- make the higher transposed Part much softer volume than the lower Part ;
- just enough to flavor the sound. It's also more subtle to not pan the
- Parts in stereo.
-
- Technique 4
-
- 1. Set both Part's Channel Pressure to control Brightness, but use opposite
- values. For example, if Part 1's Brightness is 63, then set Part 2's
- Brightness to -63.
-
- Note: As varying MIDI Channel Pressure arrives, each Part will respond
- differently and contrary, creating a sensation of "movement" to the
- sound. Alternately, you could send only one Channel Pressure message to
- the Parts before playing any notes, and then do not allow any more
- Channel Pressure to be sent to the Parts. For example, if you send
- Channel Pressure with a value of 100 or so, then Part 1 will have less
- high end than Part 2 throughout the performance of a song. The
- difference in the timbre of the 2 Parts yields a stereo effect that
- doesn't shift about. This is particularly useful for when both Parts
- use the same Instrument.
-
- Technique 5
-
- 1. Set both Part's Modulation Wheels to control Vibrato Speed, but use
- opposite values. This is the same concept as Technique 4, but now
- Modulation Controller controls the stereo effect.
-
- Technique 6
-
- 1. Add lots of Reverb to one Part, but no Reverb to the other Part.
-
- Note: Because the RAP-10's reverb unit is mono (ie, the reverb sound always
- ends up in the center), this is not as effective as it could be. So, to
- get something useful out of this Technique, you should combine it with
- one of the other Techniques.
-
- Technique 7
-
- 1. Add Chorus to one Part, but no Chorus to the other Part.
-
- Note: Again, because the RAP-10's chorus unit is mono, this is not as
- effective as it could be. So, use this Technique in combination with
- one of the other Techniques.
-
-
- ΓòÉΓòÉΓòÉ 12. GM Charts ΓòÉΓòÉΓòÉ
-
- These charts give information about the RAP-10's GM Sound Module (ie, the 128
- Instruments and 6 Drum Kits).
-
- The GM Instruments chart shows the names of all 128 Instruments, the MIDI
- Program Change numbers which select those Instruments, the number of Voices
- used per each MIDI note (for each Instrument), and whether the Instrument's
- Brightness can be controlled by MIDI Channel Pressure messages.
-
- The Drum Kits chart shows what drum sounds are assigned to each MIDI note for
- the 6 Drum Kits. It also shows which drum sounds cutoff other drum sounds, as
- well as which sounds can have their Brightness controlled by MIDI Channel
- Pressure messages. It shows what MIDI Program Change numbers select which Drum
- Kit.
-
-
- ΓòÉΓòÉΓòÉ 12.1. GM Instruments ΓòÉΓòÉΓòÉ
-
- Nowadays, most MIDI modules have specific Patches setup in a specific order
- according to a standard known as General MIDI (or GM). All this means is that
- on every GM module, a Grand Piano patch must be the very first patch. Patch
- #49 must be a Flute. Patch #25 must be a Nylon String Guitar. Etc. There are
- 128 defined Patches that a GM module must have, in the proper order. The
- following chart shows you the names of all Patches (referred to as Instruments
- in this manual), and their respective Program Numbers.
-
- Furthermore, all patches must sound a middle C when receiving a MIDI note
- number of 60. This corresponds to setting the QWERTY keyboard octave to 6 and
- pressing the LEFT SHIFT key.
-
- If the GM module also has a built-in "drum module" (ie, as the RAP-10 does),
- then each of that Drum Part's MIDI notes triggers a different drum sound. The
- assignments of drum sounds to MIDI notes is shown in the Drum Kits chart, and
- that is also standardized under GM. The Drum Part is should be set to receive
- MIDI data on channel 10.
-
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- Γöé24 Γöé17hΓöé Tango Accordion Γöé 2 Γöé Γöé Γöé88 Γöé57hΓöé Bass & Lead Γöé 2 Γöé Γöé
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- Γöé25 Γöé18hΓöé Nylon Guitar Γöé 1 Γöé Γöé Γöé89 Γöé58hΓöé Fantasia Γöé 2 Γöé Γöé
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- Γöé29 Γöé1ChΓöé Muted Guitar Γöé 1 Γöé Γöé Γöé93 Γöé5ChΓöé Bowed Glass Γöé 2 Γöé Γöé
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- Γöé30 Γöé1DhΓöé Overdrive GuitarΓöé 1 Γöé Γöé Γöé94 Γöé5DhΓöé Metal Pad Γöé 2 Γöé Γöé
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- Γöé31 Γöé1EhΓöé Distorted GuitarΓöé 1 Γöé Γöé Γöé95 Γöé5EhΓöé Halo Pad Γöé 2 Γöé Γöé
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- Γöé37 Γöé24hΓöé Slap Bass 1 Γöé 1 Γöé Γöé Γöé101Γöé64hΓöé Brightness Γöé 2 Γöé Γöé
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- Γöé38 Γöé25hΓöé Slap Bass 2 Γöé 1 Γöé Γöé Γöé102Γöé65hΓöé Goblin Γöé 2 Γöé Γöé
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- Γöé39 Γöé26hΓöé Synth Bass 1 Γöé 1 Γöé Γöé Γöé103Γöé66hΓöé Echo Drops Γöé 1 Γöé Γöé
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- Γöé40 Γöé27hΓöé Synth Bass 2 Γöé 1 Γöé Γöé Γöé104Γöé67hΓöé Star Theme Γöé 2 Γöé Γöé
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- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé51 Γöé32hΓöé Synth Strings 1 Γöé 1 Γöé Γöé Γöé115Γöé72hΓöé Steel Drums Γöé 1 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │52 │33h│ Synth Strings 2 │ 1 │ │ │116│73h│ Woodblock │ 1 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé53 Γöé34hΓöé Choir Aahs Γöé 1 Γöé Γöé Γöé117Γöé74hΓöé Taiko Γöé 1 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │54 │35h│ Choir Oohs │ 1 │ │ │118│75h│ Melodic Tom │ 1 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │55 │36h│ Synth Voice │ 1 │ │ │119│76h│ Synth Drum │ 1 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │56 │37h│ Orchestra Hit │ 1 │ √ │ │120│77h│ Reverse Cymbal │ 1 │ √ │
- Γò₧ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓòí Γò₧ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓò¬ΓòÉΓòÉΓòÉΓòí
- │57 │38h│ Trumpet │ 1 │ │ │121│78h│ Gtr Fret Noise │ 1 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé58 Γöé39hΓöé Trombone Γöé 1 Γöé Γöé Γöé122Γöé79hΓöé Breath Noise Γöé 1 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé59 Γöé3AhΓöé Tuba Γöé 1 Γöé Γöé Γöé123Γöé7AhΓöé Seashore Γöé 1 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │60 │3Bh│ Muted Trumpet │ 1 │ │ │124│7Bh│ Bird │ 2 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │61 │3Ch│ French Horn │ 1 │ │ │125│7Ch│ Telephone Ring │ 1 │ √ │
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé62 Γöé3DhΓöé Brass 1 Γöé 1 Γöé Γöé Γöé126Γöé7DhΓöé Helicopter Γöé 1 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- Γöé63 Γöé3EhΓöé Synth Brass 1 Γöé 1 Γöé Γöé Γöé127Γöé7EhΓöé Applause Γöé 2 Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ Γö£ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöñ
- │64 │3Fh│ Synth Brass 2 │ 1 │ │ │128│7Fh│ Gun Shot │ 1 │ √ │
- ΓòÿΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓò¢ ΓòÿΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓò¢
-
- PGM # refers to the MIDI Program Change message that causes this Instrument to
- be selected. For example, sending a Program Change with a value of 64 to the
- RAP-10 causes the Synth Brass 2 Instrument to be selected for playing MIDI
- data. The number with the appended "h" is the hexidecimal equivalent program
- number, which is the way that some software displays the values in MIDI
- messages. The RAP-10 Editor does not use hexidecimal notation when displaying
- the values of any RAP-10 settings.
-
- V stands for how many voices are used for each note played. For example, the
- Harpsichord uses only 1 of the RAP-10's 26 voices for every MIDI note that it
- plays. So, if a 4 note chord is played by the Harpishord (ie, 4 MIDI notes
- received), then it uses up 4 voices. On the other hand, if the Square Wave
- plays those same 4 MIDI notes, then it will use 8 voices, because each note
- uses up 2 of the RAP-10's 26 voices.
-
- A check under TVF means that the Instrument's Brightness (ie, Filter Cutoff)
- can't be changed via MIDI Channel Pressure messages.
-
-
- ΓòÉΓòÉΓòÉ 12.2. Drum Kits ΓòÉΓòÉΓòÉ
-
- This chart shows the RAP-10 assignments of drum sounds to MIDI notes for each
- Kit. The Standard Kit is more or less the GM kit, except that it has some
- extra sounds on the bottom and top. Specifically, notes 27 to 34, and notes
- above 81 are not on all GM Instruments. You should not use those sounds if you
- want to make a GM MIDI file. Furthermore, you should only use the Standard
- kit. The Drum Part should be set to receive MIDI data on channel 10.
-
- ΓòöΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòù
- Γòæ Γöé Standard Γöé Power Set Γöé Electric Γöé TR-808 Γöé Brushes Γöé Orchestra Γòæ
- Γòæ PGM #
- Γòæ Γöé 1-16 Γöé 17-24 Γöé 25,27-40 Γöé 26 Γöé 41-48 Γöé 49-56 Γòæ
- ΓòÜΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓò¥
- Note #
- ΓòÆΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòñΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòò
- Γöé27 D#1 ΓöéHigh Q Γöé Γöé Γöé Γöé ΓöéClosed HH 8Γöé
- Γöé28 E1 ΓöéSlap Γöé Γöé Γöé Γöé ΓöéPedal HH 8Γöé
- Γöé29 F1 ΓöéScratch Push Γöé Γöé Γöé Γöé ΓöéOpen HH 8Γöé
- Γöé30 F#1 ΓöéScratch Pull Γöé Γöé Γöé Γöé ΓöéRide Cymbal Γöé
- Γöé31 G1 ΓöéSticks Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé32 G#1 ΓöéSquare Click Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé33 A1 ΓöéMetro Click Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé34 A#1 ΓöéMetro Bell Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé35 B1 ΓöéKick 2 Γöé Γöé Γöé Γöé ΓöéConcert BD 2 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé36 C2 ΓöéKick 1 ΓöéMONDO Kick ΓöéElec BD Γöé808 BD Γöé ΓöéConcert BD 1 Γöé
- Γöé37 C#2 ΓöéSide Stick Γöé Γöé Γöé808 Rim Shot Γöé Γöé Γöé
- Γöé38 D2 ΓöéSnare 1 ΓöéGated SnareΓöéElec Snare Γöé808 Snare ΓöéBrush Swish ΓöéConcert Snare Γöé
- Γöé39 D#2 ΓöéHand Clap Γöé Γöé Γöé ΓöéBrush Slap ΓöéCastanets Γöé
- Γöé40 E2 ΓöéSnare 2 Γöé ΓöéGated SnareΓöé ΓöéBrush SwirlΓöéConcert Snare Γöé
- Γöé41 F2 ΓöéLow Tom 2 Γöé ΓöéE. LowTom 1Γöé808 LowTom 2 Γöé ΓöéTimpani F Γöé
- Γöé42 F#2 ΓöéClosed HiHat 1Γöé Γöé Γöé808 Closed HH 7Γöé ΓöéTimpani F# Γöé
- Γöé43 G2 ΓöéLow Tom 1 Γöé ΓöéE. LowTom 2Γöé808 LowTom 1 Γöé ΓöéTimpani G Γöé
- Γöé44 G#2 ΓöéPedal HiHat 1Γöé Γöé Γöé808 Closed HH 7Γöé ΓöéTimpani G# Γöé
- Γöé45 A2 ΓöéMid Tom 2 Γöé ΓöéE. MidTom 2Γöé808 MidTom 2 Γöé ΓöéTimpani A Γöé
- Γöé46 A#2 ΓöéOpen HiHat 1Γöé Γöé Γöé808 Open HH 7Γöé ΓöéTimpani A# Γöé
- Γöé47 B2 ΓöéMid Tom 1 Γöé ΓöéE. MidTom 1Γöé808 MidTom 1 Γöé ΓöéTimpani B Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé48 C3 ΓöéHigh Tom 2 Γöé ΓöéE. Hi Tom 2Γöé808 Hi Tom 2 Γöé ΓöéTimpani c Γöé
- Γöé49 C#3 ΓöéCrash Cym. 1 Γöé Γöé Γöé808 Cymbal Γöé ΓöéTimpani c# Γöé
- Γöé50 D3 ΓöéHigh Tom 1 Γöé ΓöéE. Hi Tom 1Γöé808 Hi Tom 1 Γöé ΓöéTimpani d Γöé
- Γöé51 D#3 ΓöéRide Cym. 1 Γöé Γöé Γöé Γöé ΓöéTimpani d# Γöé
- Γöé52 E3 ΓöéChinese Cym. Γöé ΓöéReverse CymΓöé Γöé ΓöéTimpani e Γöé
- Γöé53 F3 ΓöéRide Bell Γöé Γöé Γöé Γöé ΓöéTimpani f Γöé
- Γöé54 F#3 ΓöéTambourine Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé55 G3 ΓöéSplash Cym. Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé56 G#3 ΓöéCowbell Γöé Γöé Γöé808 Cowbell Γöé Γöé Γöé
- Γöé57 A3 ΓöéCrash Cym. 2 Γöé Γöé Γöé Γöé ΓöéCymbal 2 Γöé
- Γöé58 A#3 ΓöéVibra-slap Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé59 B3 ΓöéRide Cym. 2 Γöé Γöé Γöé Γöé ΓöéCymbal 1 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé60 C4 ΓöéHigh Bongo Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé61 C#4 ΓöéLow Bongo Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé62 D4 ΓöéMuteHi Conga Γöé Γöé Γöé808 Hi Conga Γöé Γöé Γöé
- Γöé63 D#4 ΓöéOpenHi Conga Γöé Γöé Γöé808 Mid Conga Γöé Γöé Γöé
- Γöé64 E4 ΓöéLow Conga Γöé Γöé Γöé808 Low Conga Γöé Γöé Γöé
- Γöé65 F4 ΓöéHigh Timbale Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé66 F#4 ΓöéLow Timbale Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé67 G4 ΓöéHigh Agogo Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé68 G#4 ΓöéLow Agogo Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé69 A4 ΓöéCabasa Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé70 A#4 ΓöéMaracas Γöé Γöé Γöé808 Maracas Γöé Γöé Γöé
- Γöé71 B4 ΓöéHigh Whistle 2Γöé Γöé Γöé Γöé Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé72 C5 ΓöéLow Whistle 2Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé73 C#5 ΓöéShort Guiro 3Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé74 D5 ΓöéLong Guiro 3Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé75 D#5 ΓöéClaves Γöé Γöé Γöé808 Claves Γöé Γöé Γöé
- Γöé76 E5 ΓöéHi WoodBlock Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé77 F5 ΓöéLow WoodBlock Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé78 F#5 ΓöéMute Cuica 4Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé79 G5 ΓöéOpen Cuica 4Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé80 G#5 ΓöéMute Triangle 5Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé81 A5 ΓöéOpen Triangle 5Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé82 A#5 ΓöéShaker Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé83 B5 ΓöéJingle Bell Γöé Γöé Γöé Γöé Γöé Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé84 C6 Γöé ---- Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé85 C#6 ΓöéCastanets Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé86 D6 ΓöéMute Surdo 6Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé87 D#6 ΓöéOpen Surdo 6Γöé Γöé Γöé Γöé Γöé Γöé
- Γöé88 E6 Γöé ---- Γöé Γöé Γöé Γöé ΓöéApplause Γöé
- ΓòÿΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòºΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓòÉΓò¢
-
- Blank positions have the same sound as the Standard kit. For example, you'll
- note that the Power Set has no sound listed for note #27. This means that the
- Power kit has the High Q sound assigned to note #27. On the other hand, for
- the Orchestra kit, a Closed HiHat sound is assigned to note #27 (as opposed to
- the High Q sound).
-
- A ---- means that no sound is assigned to that particular note number. For
- example, in the Standard kit, note #88 has no drum sound assigned to it.
-
- A number after the drum sound indicates that it cuts off any drum sounds with
- the same number. For example, you'll note that both the Mute Surdo and Open
- Surdo have the number 6 after them. This means that if the Mute Surdo is
- sounding and a note #87 is received (ie, to play the Open Surdo), then the Open
- Surdo sound will cut off the Mute Surdo sound. This is a useful feature since
- if a musician was playing a real Surdo, then he wouldn't be able to make "open"
- and "mute" sounds simultaneously.
-
- A after the sound indicates that Channel Pressure MIDI messages can alter the
- Brightness (ie, Filter cutoff) for this drum sound. Sounds without a can't
- have their Brightness altered.