## Making an SE

Here we will explain the functions that will be used primarily in making SE's, while examining the SE's (Songs Number 1 ~ 11) used in the demonstration.

INDEX Making an SE

        1. Using Direct Sounds
            (1) One Shot Sounds
            (2) Changing Frequency with Pitch Bending in Loop Sounds
            (3) Adding Vibrato to Looped Sounds
        2. Using Compatible Sounds (CGB Sound Source)
            (1) Changing Frequency with Pitch Bending
            (2) Adding Sweep
            (3) Using Sound 3
            (4) Using Sound 4 (Noise)
        3. Using Direct Sounds and Compatible Sounds Simultaneously
        4. Other Points to Keep in Mind

#### 1. Using Direct Sounds

(1) One Shot Sounds
This is the most common method of making one-time sounds like a pistol or an explosion.
If there is no need to change the pitch, the tone color settings are specified as "F."
(This is to lighten the processing load)
Match up the sampling frequency and the playback frequency at this time.
One more thing you need to be aware of is that you have to extend the note length in the Standard Midi File
(hereinafter SMF) for the same length of time as the time of the sampled waveform.
Reference Example: Song Number 01

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(2) Changing Frequency with Pitch Bending in Loop Sounds
Set the Tone Color Setting to A.
Set the range of the Scale Change Amount to -8192 ~ 8191 using the pitch bend
specified with MIDI Controller Number 20 (the default is 2, which is a whole note)
as shown in the SMF Settings diagram.
Reference Example: Song Number 02
Song Number 08

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Table 1 (Time Base of 480)
Measure(s) | Tempo | Clock | Type | Value 1 | Value 2 | Scale | Velocity | Gate Time (Tempo | Clock)
--- | --- | --- | --- | --- | --- | --- | --- | ---
1 | 1 | 000 | tempo | 120 |  |  |  |
1 | 1 | 000 | time | 4/4 |  |  |  |
1 | 1 | 000 | note |  |  | c3 | 127 | 0|360
1 | 1 | 000 | program | 5 |  |  |  |
1 | 1 | 000 | bend | 0 |  |  |  |
1 | 1 | 000 | control | 20 | 18 |  |  |
1 | 1 | 000 | control | 10 | 64 |  |  |
1 | 1 | 000 | control | 7 | 10 |  |  |
1 | 1 | 020 | bend | 453 |  |  |  |
1 | 1 | 040 | bend | 907 |  |  |  |
1 | 1 | 060 | bend | 1361 |  |  |  |
1 | 1 | 080 | bend | 1814 |  |  |  |
1 | 1 | 100 | bend | 2268 |  |  |  |
1 | 1 | 120 | bend | 2722 |  |  |  |
1 | 1 | 140 | bend | 3176 |  |  |  |
1 | 1 | 160 | bend | 3629 |  |  |  |
1 | 1 | 180 | bend | 4083 |  |  |  |
1 | 1 | 200 | bend | 4537 |  |  |  |
1 | 1 | 220 | bend | 4991 |  |  |  |
1 | 1 | 240 | bend | 5444 |  |  |  |
1 | 1 | 260 | bend | 5898 |  |  |  |
1 | 1 | 280 | bend | 6352 |  |  |  |
1 | 1 | 300 | bend | 6806 |  |  |  |
1 | 1 | 320 | bend | 7259 |  |  |  |
1 | 1 | 340 | bend | 8190 |  |  |  |

(3) Adding Vibrato to Looped Sounds
The SMF settings use the MIDI Controller Numbers like those specified in Table 2 for the
Depth (01), Speed (21), Type (22) and Delay Time (26).
* There are links from the above mks$agb System Manual to the "Making Song Data (8)
MIDI Event Table."
Reference Example: Song Number 03

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Table 2 (Time Base of 480)
Measure(s) | Tempo | Clock | Type | Value 1 | Value 2 | Scale | Velocity | Gate Time (Tempo | Clock
--- | --- | --- | --- | --- | --- | --- | --- | ---
1 | 1 | 000 | tempo | 120 |  |  |  |
1 | 1 | 000 | time | 4/4 |  |  |  |
1 | 1 | 000 | note |  |  | c3 | 127 | 0|240
1 | 1 | 000 | program | 11 |  |  |  |
1 | 1 | 000 | control | 10 | 64 |  |  |
1 | 1 | 000 | control | 7 | 127 |  |  |
1 | 1 | 000 | control | 1 | 40 |  |  |
1 | 1 | 001 | control | 21 | 60 |  |  |
1 | 1 | 002 | control | 22 | 0 |  |  |
1 | 1 | 003 | control | 26 | 0 |  |  |
1 | 1 | 120 | control | 7 | 127 |  |  |
1 | 1 | 140 | control | 7 | 108 |  |  |
1 | 1 | 160 | control | 7 | 89 |  |  |
1 | 1 | 180 | control | 7 | 69 |  |  |
1 | 1 | 200 | control | 7 | 50 |  |  |
1 | 1 | 220 | control | 7 | 31 |  |  |
1 | 1 | 240 | control | 7 | 11 |  |  |

#### 2. Using Compatible Sounds (CGB Sound Source)

(1) Changing Frequency with Pitch Bending
As in Section (2) in Part 1 above, the SMF bend range is specified and set to a range Z
of -8192 ~ 8191.
Reference Example: Song Number 04
Song Number 09

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(2) Adding Sweep
This uses the Sound 1 sweep function of the CGB Sound Source. The waveform name
is taken as a sc1dt?? (?? = Duty 12, 25, 50, 75 (%)) and the Tone Color Number
registered in the Tone Color Setup, is designated as the Program Number. Also, a
sweep will take place if the values 00 ~ 7F (hexadecimal numbers), are set up after the
Tone Color numbers which are registered in MKS4agb.ini. The upper three bits are the
sweep time, the lower three are the shift count. The third bit determines the degree of
increase or decrease. (Please refer to the "Game Boy Programming Manual" register list.)
Reference Example: Song Number 05
Song Number 10

    ----- Example of mks4agb.ini Syntax --------------------------
    ;Tone Color Settings
    vgroup = 0
    p009 = Q, sc1dt50,    99,  99,  99,  99,,,,1c
    --------------------------------------------------------------

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(3) Using Sound 3
Waveform patterns to be written into the waveform RAM (4 bit * 32 steps) are written
where the waveform settings belong in the mks4agb.ini file. The label names (up to 16
alphanumeric) specified there or the Tone Color Numbers (sc3w??? registered with
the Tone Color Setup) will be designated as SMF Program Change Numbers and
used.
Reference Example: Song Number 07

    ----- Example of mks4agb.ini Syntax --------------------------
    ;Tone Color Settings
    vgroup = 0
    p027 = Q, sc3w001,    99,  99,  99,  99

    ;Sound 3 Waveform Settings
    w001 = 0123456789ABCDEFFEDCBA9876543210, triangle
    --------------------------------------------------------------

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(4) Using Sound 4 (Noise)
The Waveform name is taken as sc4st?? (?? = the step number (15 or 7) and the
Tone Color Number registered with the mks4agb.ini Tone Color Setup is set up in
the SMF. Please look here for a table of noise frequencies and corresponding note
numbers.
*This is linked to the mks4agb System Manual Table.
(For more information concerning the hardware register for setting the noise frequency
"NR43," please refer to the "Game Boy Programming Manual.")

Reference Example: Song Number 06

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#### 3. Using Direct Sounds and Compatible Sounds Simultaneously

Since the Direct Sound and CGB compatible sounds are both handled by the tone color setup in the same way, the MUSIC PLAYER AGB 2000 can use them simultaneously.
Reference Example: Song Number 11

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#### 4. Other Points to Keep in Mind

If you want to input data in one-frame units, we recommend setting the TEMPO to 150, and inputting the clocks(ticks) with the quarter note resolution (time base) of this driver set to 24. For example, if you are using sequencing software with a time base of 480, the input would be in units of 20 clocks.

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This concludes "Making an SE." Proceed to the next section. Next: Making Background Music

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