Details of 2.8 tone data
Classification of tone data
The tone data file has the following four groups roughly separately. Setting it by each four sets in total 16 is prepared by the standard.
Attention
Please note the following respect about the following marks.
""is file name given to the PLAYINIT instruction and the TLIST instruction.
. In the head of each tone data, the tone data for the BEEP instruction (error sound) is common and exists ("GM_FM1" "GM_FM2 -" is excluded).
. The sound source following afterwards includes sound sources of musical instruments different according to the set.

y 1 z
Standard Set standard "STANDARD":set
Orchestra Set "ORCHEST"/orchestra set
Rock Set "ROCK"/lock music set
Dance Set "DANCE"/dance music set
As the game sound set, the tone data file that contains the effect sound data is easy ..special registration.. (In the head of four files, there is data for the effect sound more than once) easily availably. There are a lot of sound sources in one file for these tone data files to correspond to all-round music.

y 2 z
Piano Solo Set : "PIANO" ; Piano solo set
Heavy Metal Set heavy "METAL":metal set
"ETHNIC"/native musical instrument of Ethnic Set set
MUSIC BOX&Pipe Organ Set "MBOXPO"/music box & pipe organ set
It is a high quality set that specializes in a specific music genre. It is data that omits the effect sound data, and gives priority and samples the quality or more within the range of the limited tone data area.
For instance, only the compass that is basic can be taken to put the sounds of other musical instruments, the frequency is changed on the program side now, and tone quality decreases while parting from the taken compass because it sounds it though there is a piano sound also in "ORCHEST".
On the other hand, the piano solo set is sampling only of a piano sound by omitting all the sounds of other musical instruments, and using the size of one file full. It is data that separately samples a different compass, and brings it close to as actual a sound as possible. The compass is separated in detail, the sampling data used by the music scale is switched, and the frequency change by the program has been reduced.

y 3 z
Extra Set 1 "EXTRA1"/extra set 1
Extra Set 2 "EXTRA2"/extra set 2
Extra Set 3 "EXTRA3"/extra set 3
Extra Set 4 "EXTRA4"/extra set 4
It is a tone set that assumes the rearrangement by the TARG instruction and use. High-quality BGM can be made by selecting, uniting necessary tone data by the TARG instruction, and returning though it is possible to use under such a condition like the set of y1z and y2z.
Attention
y1z In program No.0(tone number 0) of the tone file of - y3z, there is tone data used by the BEEP instruction.

y 4 z
"GM_FM1"/GM of GM FM Set 1 array frequency modulation oscillator set 1
"GM_FM1"/GM of GM FM Set 2 array frequency modulation oscillator set 2
"GM_FM1"/GM of GM FM Set 3 array frequency modulation oscillator set 3
"GM_FM1"/GM of GM FM Set 4 array frequency modulation oscillator set 4
It is GM(General MIDI) array set (The tone number is "0~127") by the frequency modulation oscillator. It is also possible to combine with the tone data that exists in the PCM sound source file and to use it. The over memory flow doesn't occur easily when rearranging it by the TARG instruction because the frequency modulation oscillator doesn't consume a lot of wavy memories, and there is an advantage that tone quality is constant by the whole tone region compared with PCM that samples a specific compass. A high-quality performance can be achieved by supplementing release like cymbals etc. not good a long, long one with PCM in drum and FM when performing by GM array.
Attention
Only as for this set, the BEEP tone is different.

Explanation of common tone (effect sound)
It comparatively explains a common tone (effect sound). Please use it while playing a game when you use the effect sound etc.
Tone explanation
No.Voice Name Layer NameRecommended compassTone
00 BEEP BEEP 000- 127
01 HEY!Men's voice HEY 000- 127For men's voice grapple
02HUA men's voice HUA 000- 127For men's voice grapple
03POH men's voice POH 000- 127For men's voice grapple
04KYA female voice KYA 000- 127For female voice grapple
05TAH female voice TAH 000- 127For female voice grapple
06TOH female voice TOH 000- 127For female voice grapple
07WAH female voice WAH 000- 127For female voice grapple
08YAH female voice YAH 000- 127For female voice grapple
09HAH men's voice HAH 000- 127For men's voice grapple
10TOH2 men's voice TOH2 000- 127For men's voice grapple
11 CHUKIN CHUKIN 000- 127Tukin(docking)
12 NOISE NOISE 000- 127White noise(explosion)
13 BA BA 000- 127Batsu(door)
14 BASHA BASHA 000- 127Basha(scratch sound)
15 DOKA DOKA 000- 127Doca(shock sound)
16 KACHA KACHA 000- 127Cacha(opening and shutting sound)
17 SHU SHU 000- 127Shutsu(launching sound)
18 SAW WAVE SAW WAVE 000- 127Nocogiri wave(system sound etc.)
19 SINE WAVE SINE WAVE 000- 127Signature wave(system sound etc.)
20 SQUARE WAVE SQUARE WAVE 000- 127Rectangular wave(system sound etc.)
21 SAW SE1 SAW SE1 000- 127Nocogiri wave application(energy)
22 SINE SE1 SINE SE1 000- 127Signature wave application(in spaceship)
23 SQUARE SE1 SQUARE SE1 000- 127Rectangular wave application(machine sound in the future)
24 SAW SE2 SAW SE2 000- 127Nocogiri wave application(comical)
25 SINE SE2 SINE SE2 000- 127Signature wave application(flight of UFO)
26 SQUARE SE2 SQUARE SE2 000- 127Rectangular wave application(flight of UFO)
27 SINE SE3 SINE SE3 000- 127Signature wave application(sound in space)
28 Crystal Bell Crystal Bell 000- 127Crystal bell
29 GLOCKEN GLOCKEN 000- 127Metallic shock sound
30 RUM RUM 000- 127Beam launching sound

View of list
Item nameItem number specified with TPROPExplanation
No Tone number(tone program number)
Voice Name( Layer Name )Musical instrument name
Bd 0 Pipe bend cooking stove
Ly 1 Layer number
sn 10 Start note
en 11 End note
bn 12 Base note
ft 13 Fineness tune
AR 20 Attack rate
DR 21 Dekkei rate
SR 22 Sastan rate
RR 23 Release rate
SL 24 Sastan level
KS 27 Key rate scaling
RE 50 LFO reset
LF 51 LFO frequency
AW 52 LFO amplitude modulation wave form
AS 53 LFO amplitude modulation degree
PW 54 LFO frequency modulation wave form
PS 55 LFO frequency modulation degree
MX 71 Input mixture level
DS 72 Direct data sending level
DP 73 Direct data location
The numerical value under each item is an item number given by the TPROP instruction. The one to be specified of the numerical value under the musical instrument name of the following tables is a range of the recommendation and specification. It is meant for features of specified musical instruments to appear when sounding it by the note number within the range or to use it for other usages.
It is possible to deal by copying only the shape of waves of a necessary compass by using the layer edit mode when necessary tone data doesn't enter the memory.
For instance, when you use only the compass with a high strings of "STANDARD"
DATA "BUILDLAYER" DATA "STANDARD", 44, 1, -1, -1, -1 DATA "ENDLAYER" Set..compass..provide..suffice.
< STANDERD standard > set
< ORCHEST > orchestra set
< ROCK > lock music set
< DANCE > dance music set
< PIANO > piano set
< METAL heavy > metal set
< ETHNIC ethnical > set
< MBOXPO > musical box/pipe organ set
< EXTRA1 > extra set 1
< EXTRA2 > extra set 2
< EXTRA3 > extra set 3
< EXTRA4 > extra set 4
< GM FM1 > GM FM set 1~ < GM FM4 > GM FM set 4
There are four kinds of frequency modulation oscillator files of GM array about 1~4. The tone name of each set is the same, and the parameter (tone) is different.
000 Acoustic Grand Piano
001 Bright Acoustic Piano
002 Electric grand Piano
003 Honke Tonk Piano
004 Electric Piano 1
005 Electric Piano 2
006 Harpsichord
007 Clavinet
008 Celesta
009 Glockenspiel
010 Music Box
011 Vibraphone
012 Marimba
013 Xylophone
014 Tubular bells
015 Dulcimer
016 Drawbar Organ
017 Percussive Organ
018 Rock Organ
019 Church Organ
020 Reed Organ
021 Accordion
022 Harmonica
023 Tango Accordion
024 Nylon Accustic Guitar
025 Steel Acoustic Guitar
026 Jazz Electric Guitar
027 Ciean Electric Guitar
028 Muted Electric Guitar
029 Overdrive Guitar
030 Distorted Guitar
031 Guitar Harmonics
032 Acoustic Bass
033 Electric Fingered Bass
034 Electric Picked Bass
035 Fretless BAss
036 Slap Bass 1
037 Slap Bass 2
038 Syn Bass 1
039 Syn Bass 2
040 Violin
041 Viola
042 Cello
043 Contrabass
044 Tremolo Strings
045 Pizzicato Strings
046 Orchestral Harp
047 Timpani
048 String Ensemble 1
049 String Ensemble 2( Slow )
050 Syn String 1
051 Syn String 2
052 Choir Aahs
053 Voice Oohs
054 Syn Choir
055 Orchestral Hit
056 Trumpet
057 Trombone
058 Tuba
059 Muted Trumpet
060 French Horn
061 Brass Section
062 Syn Brass 1
063 Syn Brass 2
064 Soprano Sax
065 Alto Sax
066 Tenor Sax
067 Baritone Sax
068 Oboe
069 English Horn
070 Bassoon
071 Clarinet
072 Piccolo
073 Flute
074 Recorder
075 Pan Flute
076 Bottle Blow
077 Shakuhachi
078 Whistle
079 Ocarina
080 Syn Square Wave
081 Syn Sawtooth Wave
082 Syn Calliope
083 Syn Chiff
084 Syn Charang
085 Syn Voice
086 Syn Fifths Sawtooth Wave
087 Syn Bass & Lead
088 New Age Syn Pad
089 Warm Syn Pad
090 Polysynth Syn Pad
091 Choir Syn Pad
092 Bowed Syn Pad
093 Metal Syn Pad
094 Halo Syn Pad
095 Sweep Syn Pad
096 SFX Rain
097 SFX Soundtrack
098 SFX Crystal
099 SFX Atmosphere
100 SFX Brightness
101 SFX Goblins
102 SFX Echoes
103 SFX Sci-fi
104 Sitar
105 Banjo
106 Shamisen
107 Koto
108 Kalimba
109 Bag Pipe
110 Fiddle
111 Shanai
112 Tinkle Bell
113 Agogo
114 Steel Drums
115 Woodblock
116 Taiko Drum
117 Melodic Tom
118 Syn Drum
119 Reverse Cymbal
120 Guitar Fret Noise
121 Breath Noise
122 Seashore
123 Bird Tweet
124 Telephone Ring
125 Helicopter
126 Applause
127 Gun Shot