
W561XXX DESIGN GUIDE
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less than 3 notes are played at the same time in the whole song, reveration effect could be
enabled and this effect would make the synthesized music more beautiful.
Tips for Making Percussion Effect
one-shot timbre
Head
Loop
Loop[0:7]
change dynamically thought their duration, are not suitable for looped playback techniques.
Percussive sounds often fit this description. These sounds should be played once through with no
looping and are referred to as 'one-shot' timbres.
To make a one-shot timbre, the percussive sound could be stored only in the Head
section of a timbre, and the Loop section is filled in a silent signal. The figure shown above is an
example of a one-shot timbre. As mentioned, when W56000 utilize this timbre for synthesis, the
Head section is played once, and the Loop section is played recursively. Because the Loop is
filled in a silent signal, the loop playing function can be regard as being virtual-disabled.
Therefore, a one-shot sound is generated with the cost of wasting the 1/4 of the timbre memory.
In making a one-shot timbre, the conflict of the recording time and the memory
consumption is a problem. If the duration of the original percussive sound is long, the recording
time must be long enough, or else the playback sound may not be recognized. However, it cost
large memory size if the recording is too long.
Here is a way to increase the recording time with the same memory consumption.
Usually, the quality requirement of the one-shot sounds or percussive sounds is not as high as
musical timbres, so they don't need to be recorded in such a high sampling rate, 12544 Hz. For
example, if the recording sampling rate is down to 6272 Hz, and the quality is acceptable, the
recording time will be doubled and stored in the same size of memory. When playing this one-
shot sound back, the phase increment value 'dT' must be set to 0.5 rather than 1. Therefore, the
median between every 2 recorded samples is interpolated and can be played in the rate of 12544
samples per second.
How to set the dT value to 0.5 when playing back The dT value is decided by the Midi
Converter in converting a midi file. A G3 note utilizes the dT of 1 to play the timbre while a G2
note utilizes the dT of 0.5. If a one-shot timbre is recorded in 6272 sampling rate, the dT in
playing back should be 0.5 and the notation on the midi track should be transposed to G2. There
Some sounds, particularly sounds of short duration or sounds which characteristics