Programming the Soundblaster AWE-32

                    Frequently Asked Questions for SB AWE32

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      This is a frequently asked question document for the Creative SB
      AWE32 sound card. This document summarizes many frequently asked
      questions and answers about the SB AWE32. If you have a question,
      please check this file before calling Creative Technical Support
      as you may find the answer contained in this document.

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 This FAQ is organized into the following sections:

    * [A] SB AWE32 in General
    * [B] Editing Tools
    * [C] Programming Information
    * [D] SoundFont(TM) Banks
    * [E] Introduction to the EMU8000 chip
    * [F] How do I ...
    * [G] References
    * [H] NRPN Table

 Before you continue ...

 This document assumes you have a basic understanding of how MIDI works, the
 different MIDI messages, and how your MIDI sequencer works. If you are not
 familiar with these topics, please consider consulting a friend who has
 experience with MIDI, or consulting books on MIDI. A list of recommended
 reading on MIDI can be found in section G of this document.
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 Contents

 SECTION A - SB AWE32 IN GENERAL

   1. What is the SB AWE32? How does it differ from the SB16?
   2. How much memory is shipped with the SB AWE32 card?
   3. Can I upgrade the memory on my SB AWE32 card?
   4. What is the recommended SIMM memory access speed?
   5. How do I upgrade the memory on the card?
   6. What are the uses of the 512 KB DRAM on the SB AWE32?
   7. Would adding DRAM to the SB AWE32 increase the performance of WAVE
      file editing or manipulation?
   8. Is it possible to use AWE32 sounds (16 channels) together with FM
      sounds from the OPL-3 chip (16 channels) in Cakewalk?
   9. How many MIDI channels can the SB AWE32 handle in Windows?
  10. What MIDI sequencers will work with SB AWE32? Are special drivers
      required?
  11. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?
  12. What I/O port addresses are used by the EMU8000?
  13. Why doesn't the EMU8000 have a built in MIDI interpreter?
  14. Does the SB AWE32 support MIDI Sample Dump to transfer samples to the
      EMU8000?
  15. What is CC0 documented in Appendix G-4 and G-5 of the SB AWE32 Getting
      Started Manual? How are these variation tones accessed?
  16. What "drum kits" are available in GS mode?
  17. Does the SB AWE32 respond to MIDI Aftertouch?
  18. My PC system does not have a working NMI. What can I do to use
      AWEUTIL?
  19. Is there a WaveBlaster upgrade option on the SB AWE32?
  20. What is the benefit of adding a WaveBlaster to the SB AWE32?
  21. Is it possible to load AWEUTIL into high memory?
  22. Does AWEUTIL have to stay memory resident?
  23. What are the long term plans to solve the problem with DOS extender
      games?
  24. Will software written for the SB16 work with the SB AWE32?
  25. Does Creative have any plans for a SCSI version of the SB AWE32?
  26. What CD-ROM drives does the SB AWE32 support?
  27. What are the different reverb and chorus variations available on the
      SB AWE32?
  28. What are the undocumented JP6, JP8 and JP9 jumpers on the card?
  29. How does the AWE32 Value Edition differ from the Sound Blaster AWE32?

 SECTION B - EDITING TOOL

   1. Is there a preset editor for the SB AWE32?
   2. Is it possible to patch multiple sounds across different keys, such as
      a drum kit?
   3. How are new instruments on the SB AWE32 created?
   4. What functionality does Vienna SF Studio offer?
   5. Where do I get my copy of Vienna?
   6. Can Vienna load samples for other systems e.g. Akai S1000 or Yamaha
      TG55?

 SECTION C - PROGRAMMING INFORMATION

   1. Is programming information available for the SB AWE32?
   2. Is the effect engine on the SB AWE32 programmable?

 SECTION D - SOUNDFONT BANK

   1. What are SoundFont Collections?
   2. How do SoundFont Banks work?
   3. Where can I purchase SoundFont Banks?
   4. What can I do with SoundFont Banks?
   5. Will having 28 MB on the SB AWE32 improve the sound quality over a
      standard 512 KB SB AWE32?

 SECTION E - INTRODUCTION TO THE EMU8000 CHIP

 SECTION F - HOW DO I ...

   1. How do I make use of RPN documented in the SB AWE32 MIDI
      Implementation chart?
   2. How do I change an instrument's sound parameter in real time?
   3. How do I select the SB AWE32's reverb and chorus variation type
      through MIDI?
   4. How can I maximize my system's memory so that I still have plenty of
      room to run games after installing the SB AWE32?
   5. How do I load a SoundFont Bank?
   6. How do I setup my sequencer software to access the user bank that I
      have downloaded into the RAM?
   7. How do I get the latest drivers for the SB AWE32?

 SECTION G - REFERENCES

 SECTION H - SB AWE32 NRPN IMPLEMENTATION

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 Section A - SB AWE32

   1. What is the SB AWE32? How does it differ from the SB16?

      The SB AWE32 is a standard SB16 MultiCD with the EMU 8000 Advanced
      WavEffect music synthesizer chip. The card includes all the standard
      SB16 features. Additionally, the SB AWE32 includes the Advanced Signal
      Processor and multiple interfaces supporting Creative, Mitsumi and
      Sony CD-ROM drives.

      The EMU8000 is a sub-system offering high quality music synthesis
      using advanced wave effects technology. It comes with an onboard
      dedicated effect engine. The effect engine provides high quality
      effects like reverb and chorus to MIDI playback. The EMU8000 supports
      up to 32 voices, and the effect amount for each voice can be
      controlled via MIDI.

      The EMU8000 comes integrated with 1MB of General MIDI samples and
      512kB of DRAM for additional sample downloading. It can address up to
      28 MB of external DRAM memory. The SB AWE32 supports General MIDI,
      Roland GS and Sound Canvas MT- 32 emulation.

      Note: MT-32 Emulation on the SB AWE32 is similar to that of the Sound
      Canvas; e.g., MT-32 sysex is not supported.

   2. How much memory is shipped with the SB AWE32 card?

      The card ships with 1 MB of General MIDI ROM samples and 512 KB of
      DRAM for user sample downloading.

   3. Can I upgrade the memory on my SB AWE32 card?

      The Sound Blaster AWE32 has a pair of SIMM sockets for upgrading the
      DRAM to as much as 28 megabytes. The SB AWE32 Value Edition card does
      not allow the memory to be upgraded.

   4. What is the recommended SIMM memory access speed?

      Hardware specifications call for SIMM modules with 80 nanosecond or
      better access times.

   5. How do I upgrade the memory on the card?

      To upgrade the memory, you can purchase standard SIMM modules and
      insert them into the SIMM sockets provided on the SB AWE32. (If you
      are not familiar with inserting SIMM modules, check with a technician
      where you purchased the SIMM modules. They should be able to help).
      You will also need to reconfigure the memory selector jumper on the SB
      AWE32 card.

      The SIMM sockets on the SB AWE32 were designed to accommodate industry
      standard 30-pin SIMM modules. You will need to insert two SIMMs of the
      same memory size into both of the sockets. The available memory
      options are:

         o 2 MB (using 2 1 MB SIMMs)
         o 8 MB (using 2 4 MB SIMMs)
         o 32 MB (using 2 16 MB SIMMs)

      Note that you cannot mix different size (that is, 2 MB and 8 MB) SIMM
      modules together on a single SB AWE32 card.

      There are also 72 pins SIMM modules on the market. Such SIMMs can be
      found on motherboards that use 8 or 16 megabit SIMMs or as cache RAM.
      They are incompatible with the SIMM sockets on the SB AWE32 card.

      The EMU8000 treats the first 4 MB of its DRAM address space as ROM
      memory. As a result, when you insert two 16 MB SIMMs onto the SB
      AWE32, only 28 MB will be addressable.

      Note: SB AWE32 Value Edition does not allow memory upgrade.

   6. What are the uses of the 512 KB DRAM on the SB AWE32?

      The on-board 512 KB of memory is used to hold user samples. In GS
      synthesizer mode, this 512 KB is used to hold the sound effects of GS.
      In GM synthesizer mode, the 512 KB DRAM is free, so it can hold
      SoundFont banks containing samples.

      MT-32 Synthesizer mode uses a small portion of the 512 KB of memory,
      therefore you can still load your own SoundFont bank samples into the
      rest of the free RAM space.

   7. Would adding DRAM to the SB AWE32 increase the performance of WAVE
      file editing or manipulation?

      Addition of SIMM DRAM to the SB AWE32 will allow you to accommodate
      more SoundFont bank data. This, however, will not increase the
      performance of WAVE file editing or manipulation as the latter does
      not make use of the SIMM DRAM on the SB AWE32.

   8. Is it possible to use AWE32 sounds (16 channels) together with FM
      sounds from the OPL-3 chip (16 channels) in Cakewalk?

      You can use both the AWE32 sounds AND the OPL-3 FM sounds together in
      Cakewalk. As both the AWE32 and OPL-3 appear under Microsoft Windows
      as two separate MIDI devices, you can play both devices
      simultaneously. There are two methods that you can use. You can either
      changed the MIDI Mapper settings OR change it within Cakewalk. The
      following is a step-by-step guide:

      Method 1
        1. Start the Control Panel, and enter the MIDI Mapper applet.
        2. Select "SB16 ALL FM" as the output setup
        3. Select "Edit" to go into MIDI Setup
        4. Locate the "Port" column
        5. If you want a channel to be playing back using the AWE32, then
           select "Sound Blaster AWE32 MIDI Synthsizer". On the other hand,
           if you want the channel to be playing back using the OPL3, then
           select "Voyetra Super Sapi FM Driver" . Repeat steps 4 and 5 on
           other channels to assign the output port as desired.
        6. Startup Cakewalk. Select "Settings" , then "MIDI Devices"
        7. Select "Microsoft MIDI Mapper" as MIDI devices.

      Now you will have the sound playing back according to what you have
      set in the MIDI Mapper.

      Method 2
        1. Startup Cakewalk.
        2. Select "Settings", then "MIDI Devices"
        3. You will see a dialog box with MIDI IN devices on the left, and
           MIDI OUT devices on the right. Click on both "Sound Blaster AWE32
           MIDI Synth" and "Voyetra Super Sapi FM Driver".
        4. Select "OK"
        5. Activate the "Track/Measure" Window.
        6. Locate the "Port" column in the Track/Measure Windows
        7. If you want a track to be playing back using AWE32, double click
           on the tracks "Port" section, and select "1:Sound Blaster AWE32
           MIDI Synth." On the other hand if you want the track to be
           playing back using the OPL-3 then select "2:Voyetra Super Sapi FM
           Driver."

           You can repeat steps 6 and 7 on other Cakewalk tracks to assign
           the output port as desired.

      Note: These methods could also be used if you have a WaveBlaster
      attached to your SB AWE32. The WaveBlaster will appear as "SB16 MIDI
      Out" in the "Port" column.

   9. How many MIDI channels can the SB AWE32 handle in Windows?

      Under Windows, the SB AWE32 has two MIDI synthesizer devices, EMU8000
      and OPL3. Each MIDI device is capable of supporting 16 MIDI channels,
      with 15 being melodic, and one channel (MIDI channel 10) being
      percussive. Using the two devices at once allows 32 MIDI channels to
      be available in Windows.

  10. What MIDI sequencers will work with SB AWE32? Are special drivers
      required?

      The SB AWE32 package ships with a Windows SB AWE32 MIDI driver.
      Therefore, the SB AWE32 can be used with any Windows based MIDI
      sequencer software. For DOS, the sequencer software needs to have
      native SB AWE32 support.

  11. Are there any plans for OS/2 and Windows NT SB AWE32 drivers?

      The SB AWE32 OS/2 driver is currently available with OS/2 Warp 3.0.
      The Windows NT driver is available as ntawe32.exe on Creative's BBS,
      CompuServe Forum, and Internet FTP site. See the item "How do I get
      the latest drivers for the SB AWE32?" in Section F for further
      information.

  12. What I/O port addresses are used by the EMU8000?

      The addresses used by the EMU8000 are relative to the base I/O address
      of the SB16. EMU8000 Addresses are at 6xxH, AxxH and ExxH. It occupies
      the first four addresses at each location. For example, if the SB16
      base I/O address is 220H, the EMU8000 addresses are 620H-623H,
      A20H-A23H and E20H- E23H.

  13. Why doesn't the EMU8000 have a built in MIDI interpreter?

      One of the design goal of the SB AWE32 is to offer high quality music
      at an affordable price. The EMU8000 is just like any other synthesizer
      chip such as OPL2, OPL3 or OPL4. It does not have the capability to
      interpret MIDI commands. For it to understand MIDI commands, a MIDI
      interpreter is required, and this will involve adding an additional
      processor to process the MIDI commands and other components adding to
      the cost of the product. After our analysis of price and performance,
      we decided that our current implementation offers the best in terms of
      price as well as performance.

      To support existing games that use MPU-401, we provide a feature known
      as MIDI feedback using NMI (non-maskable- interrupt) which installs a
      small TSR program, AWEUTIL. AWEUTIL works by trapping data going out
      to the MPU-401 port and program the EMU8000 using the data. AWEUTIL
      provides compatibility with many games that support the MPU-401
      interface, but will not always work with protected mode games due to
      the complicated ways in which DOS extenders handle NMI. Note that you
      can still continue to play your favorite DOS protected mode game with
      the on-board OPL3 FM chip.

      We are working closely with the game developer community to port their
      MIDI driver to support the SB AWE32. We have a porting laboratory at
      Creative Labs, Inc., where we invite developers to port their drivers
      to natively support the SB AWE32. We believe that in the near future
      the SB AWE32 will be widely supported. Currently, we already have
      support from several major audio driver developers for the SB AWE32
      platform.

  14. Does the SB AWE32 support MIDI Sample Dump to transfer samples to the
      EMU8000?

      No. The sample transfer between PC and SB AWE32 is through the PC bus,
      and does not dump via the SB AWE32 MIDI port.

  15. What is CC0 documented in Appendix G-4 and G-5 of the SB AWE32 Getting
      Started Manual? How are these variation tones accessed?

      CC0 is short form for Continuous Controller 0 (zero), which is MIDI
      Bank Change.

      The SB AWE32 offers Sound Canvas compatibility by including the user
      bank instruments found on the Sound Canvas. User bank instruments are
      simply instruments of a similar class or variation. For example,
      General MIDI instrument number 25 is the Steel Acoustic Guitar, and
      its variation is the Ukulele.

      A user bank tone is just like any other General MIDI instrument. Take
      for example the Ukulele variation tone. Lets assume you are currently
      doing MIDI editing under Cakewalk Apprentice, and you sequenced a
      track that uses Steel Acoustic Guitar. You play the track back, and
      feel that the Steel Acoustic Guitar does not quite cut it, so you
      decide to give Ukulele a try. What you would need to do is to insert a
      MIDI bank change of value 8 (the user bank for Ukulele) in that track,
      follow immediately by a program change of 25 (Steel Acoustic Guitar)
      to select the user bank tone.

      What you have just accomplished is to set the MIDI channel in which
      the Steel Acoustic Guitar instrument is playing to the user bank
      instrument Ukulele.

  16. What "drum kits" are available in GS mode?

      A drum kit is a collection of percussive instruments (snare drum, bass
      drum, hi-hats) laid across the entire MIDI keyboard. Under General
      MIDI, MIDI channel 10 is reserved for percussion instruments. General
      MIDI defines only one drum kit, which is the Standard Kit. Under the
      GM synth mode of the SB AWE32, channel 10 automatically uses the
      Standard Kit. MIDI music would be very boring if everybody used the
      same drum kit in every MIDI song. Imagine all MIDI songs using the
      same snare drum and the same bass drum, and you will have an idea of
      how similar every MIDI song will sound.

      Under the GS synth mode of the SB AWE32 there are 11 (including the
      Standard Drum Kit) different drum kits you can use on MIDI Channel 10.
      These drum kits are:

           Name              Program   Description
                             Number
           Standard/Jazz     0/32     Standard  General MIDI drum  kit.
                                      Jazz  is  similar to the Standard
                                      drum kit.
           Room              8        Similar  to that of the  Standard
                                      kit  except that it has more room
                                      ambiance.
           Power             16       A gain  similar  to  that  of  the
                                      Standard   kit,  but  with   more
                                      power kick and snare drums.
           Electronic        24       Electronic drum kit. Most of  the
                                      percussion  instruments  in  this
                                      drum kit are reminiscence of  old
                                      analogue   and   digital   rhythm
                                      machines (such as the Roland  TR-
                                      707 and TR-909 rhythm machine)
           TR-808            25       Electronic       drum        kit,
                                      reminiscence  of the  Roland  TR-
                                      808 rhythm machine.
           Brush             40       Similar   to  the  Standard   kit
                                      except  that  brushes  have  been
                                      added.  This  kit is mostly  used
                                      for Jazz MIDI pieces.
           Orchestra         48       An  immense collection of concert
                                      drums and timpani.
           SFX               56       A collection of Sound Effects.
           CM-64/32L         127      Same  as  the Roland  MT-32  drum
                                      kit.   This  drum  kit   contains
                                      standard percussion at the  lower
                                      range  of the keyboard, and sound
                                      effects  at the higher  range  of
                                      the keyboard.

      Drum kits are very easy to access under MIDI. Each drum kit is
      essentially an instrument and you select a drum kit by selecting an
      instrument, just as if you would select a melodic instrument. For
      example, if you want to select the TR-808, all you have to do is to
      perform a program change to 25 on MIDI channel 10. After the program
      change, all percussion sounds will be played back through the TR-808
      drum kit.

  17. Does the SB AWE32 respond to MIDI Aftertouch?

      The SB AWE32 Windows MIDI driver prior to version 1.03 does not
      support MIDI Channel Aftertouch. The current SB AWE32 driver supports
      MIDI Channel Aftertouch AND MIDI Controller 11 (expression).

      See the item "How do I get the latest drivers for the SB AWE32?" in
      section F for further information.

  18. My PC system does not have a working NMI. What can I do to use
      AWEUTIL?

      One of the most common causes of a system not having a working NMI is
      that the system's memory parity checking has been turned off. You can
      check your system's memory parity checking status by activating your
      system's BIOS setup. Consult your system's user manual on how to
      activate BIOS/CMOS setup and memory parity checking.

      If your system does not have a working NMI or you have a DOS protected
      mode game, then you can only play games using FM music.

      Note that this NMI problem only applies to DOS games or applications,
      not to Windows games or applications. Under Windows, all applications
      play music and sound effects through the standard SB AWE32 Windows
      drivers.

      As more developers include native SB AWE32 support, this NMI problem
      will gradually disappear.

      Some of the protected mode games already have SB AWE32 support via
      special drivers. You can obtain more information on these drivers in
      the Sound Blaster forum on CompuServe, or on Creative's BBS. See the
      item "How do I get the latest drivers for the SB AWE32?" in Section F
      for further information.

  19. Is there a WaveBlaster upgrade option on the SB AWE32?

      Yes, the SB AWE32 features a WaveBlaster connector. The AWE32 Value
      Edition, however, does not have a WaveBlaster connector.

  20. What is the benefit of adding a WaveBlaster to the SB AWE32?

      The WaveBlaster connector was included on the SB AWE32 to provide
      users an alternative wave-sample synthesis method other than the
      EMU8000 on the SB AWE32. By incorporating a WaveBlaster onto the SB
      AWE32, the total polyphony of this combination will be increased to
      64, the total number of channels expanded to 32, and you will have
      access to a secondary palette of sampled sounds.

  21. Is it possible to load AWEUTIL into high memory?

      AWEUTIL automatically searches for high memory and will attempt to
      load itself high if enough high memory is available.

  22. Does AWEUTIL have to stay memory resident?

      AWEUTIL serves two purposes; to initialize and control the reverb and
      chorus effects of the FM hardware on the SB AWE32 card, and to provide
      NMI MIDI Feedback.

      AWEUTIL /S

      will initialize and set the reverb and chorus effect of the FM
      hardware, and then terminate. It will not stay resident in memory.

      If you want to activate NMI MIDI Feedback, then run

      AWEUTIL /EM:XX (XX = GM, GS, MT32)

      before starting your game.

      When you finish the game, remember to run

      AWEUTIL /U

      to unload AWEUTIL from memory.

  23. What are the long term plans to solve the problem with DOS extender
      games?

      We are currently getting developers to natively support the SB AWE32.
      So far we have had good support from John Miles Inc. with their SB
      AWE32 Miles (real and protected mode) drivers, from Accolade, from HMI
      and from John Ratcliff with his MIDPAK drivers. As more and more
      developers support the SB AWE32, the DOS extended game's problem will
      gradually disappear.

  24. Will software written for the SB16 work with the SB AWE32?

      Definitely. The SB AWE32 uses the same base system as the SB16, so it
      is fully compatible.

  25. Does Creative have any plans for a SCSI version of the SB AWE32?

      We will deliver a SCSI version of the SB AWE32 when there is
      sufficient demand.

  26. What CD-ROM drives does the SB AWE32 support?

      The SB AWE32 supports Creative, Sony and Mitsumi CD-ROM drives, but
      not IDE or SCSI CD-ROM drives.

  27. What are the different reverb and chorus variations available on the
      SB AWE32?

      Reverb and chorus effects add warmth and movement to MIDI playback.
      There are eight reverb types and eight chorus types available on the
      SB AWE32.
      Room 1 - 3
           This group of reverb variation simulates the natural ambiance of
           a room. Room 1 simulates a small room, Room 2 simulates a
           slightly bigger room, and Room 3 simulates a big room.
      Hall 1 - 2
           This group of reverb variation simulates the natural ambiance of
           a concert hall. It has greater depth than the room variations.
           Again, Hall 1 simulates a small hall, and Hall 2 simulates a
           larger hall.
      Plate
           Back in the old days, reverb effects were sometimes produced
           using a metal plate, and this type of reverb produces a metallic
           echo. The SB AWE32's Plate variation simulates this form of
           reverb.
      Delay
           This reverb produces a delay, that is, echo effect.
      Panning Delay
           This reverb variation produces a delay effect that is
           continuously panned left and right.
      Chorus 1 - 4
           Chorus produces a "beating" effect. The chorus effects are more
           prominent going from chorus 1 to chorus 4.
      Feedback Chorus
           This chorus variation simulates a soft "swishing" effect.
      Flanger
           This chorus variation produces a more prominent feedback chorus
           effect.
      Short Delay
           This chorus variation simulates a delay repeated in a short time.
      Short Delay (feed back)
           This chorus variation simulates a short delay repeated (feedback)
           many times.

      These effect variations can be selected by the following sysex
      messages:

      Reverb sysex macro

      F0 41 10 42 12 40 01 30 XX 00 F7

      where XX denotes the reverb variation to be selected. The valid values
      for XX are

             00 - Room 1
             01 - Room 2
             02 - Room 3
             03 - Hall 1
             04 - Hall 2
             05 - Plate
             06 - Delay
             07 - Panning Delay

      Chorus sysex macro

      F0 41 10 42 12 40 01 38 XX 00 F7

      again, XX denotes the chorus variation to be selected. The valid
      values for XX are

             00 - Chorus 1
             01 - Chorus 2
             02 - Chorus 3
             03 - Chorus 4
             04 - Feedback chorus
             05 - Flanger
             06 - Short Delay
             07 - Short delay (FB)

  28. What are the undocumented JP6, JP8 and JP9 jumpers on the card?

      JP8 Is a digital (SPDIF) out from the EMU8000.

      Pin definition:
         o 0 - signal,
         o 1 - signal ground.

      JP9 provides another means to control the volume of the mixer on the
      SB AWE32.

      Pin definition :
         o 1 - increase volume
         o 2 - Analog Ground
         o 3 - decrease volume

      J6 is an audio feature connector.

      Pin definition :
         o 1 - AG (Analog Ground)
         o 2 - Line out (Right)
         o 3 - AG (Analog Ground)
         o 4 - AG (Analog Ground)
         o 5 - Line out (Left)
         o 6 - AG (Analog Ground)
         o 7 - -12V
         o 8 - Reserved
         o 9 - Mic In
         o 10 - +12V
         o 11 - AG (Analog Ground)
         o 12 - AG (Analog Ground)
         o 13 - AG (Analog Ground)
         o 14 - AG (Analog Ground)
         o 15 - PC Speaker In
         o 16 - Mono Speaker out

  29. How does the AWE32 Value Edition differ from the Sound Blaster AWE32?

      The Sound Blaster AWE32 Value Edition is a low-cost alternative for
      users who want the Advanced WavEffects realistic instrument and sound
      effects capabilities of the AWE32, but do not need all of the features
      of the AWE32 standard edition. The AWE32 Value Edition has most of the
      features of the Sound Blaster AWE32 card, but does not have a Wave
      Blaster connector, an Advanced Signal Processor, or memory upgrade
      capability. Also, the AWE32 Value Edition does not contain Cakewalk
      Apprentice, TextAssist and Vienna SF Studio software. TextAssist
      software is available with the CSP upgrade, and Cakewalk Apprentice is
      available with the Creative MIDI Kit.

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 Section B - Editing Tool

   1. Is there a preset editor for the SB AWE32?

      Vienna SF Studio is a SoundFont bank editing software package that
      allows you to create, edit and download sounds onto the Sound Blaster
      AWE32. You can create WAVE files to import into Vienna to create your
      own instruments. Vienna also allows you to program your own presets
      (tweaking the envelopes' generators, the LFOs and such).

   2. Is it possible to patch multiple sounds across different keys, such as
      a drum kit?

      Yes, Vienna was designed for making drum kits as well.

   3. How are new instruments on the SB AWE32 created?

      As mentioned above, you can create your own samples (using Wave Studio
      or Soundo'Le, for example) to import into Vienna. As an example, let's
      say you have a Steinway piano you would like to sample it and use the
      Steinway sound on your SB AWE32. What you need to do is sample your
      Steinway in 16 bit mono WAVE files. Then you can use Vienna to edit
      its preset and save it as a SoundFont-compatible bank file and load it
      as a user bank into your SB AWE32 to play just like any normal MIDI
      instrument.

   4. What functionality does Vienna SF Studio offer?

      Here is what you can do with Vienna:

      - Multi-sample arrangement
           Multi-sampling is the technique of sampling a musical instrument
           at different musical intervals, arranging the samples across a
           MIDI keyboard and assigning key ranges (for example, from key C3
           to C4) to these samples. Vienna allows you to visually assign
           samples to key ranges.
      - Preset editing
           Once you arrange your samples across the keyboard, you can then
           start to program the instruments' envelopes and LFOs to your
           liking. Refer to Section E, Introduction to EMU8000, for
           information on envelopes and LFOs.
      - Loop point selection
           Vienna allows you to visually select the loop points of a sample.
      - Drum kit arrangement
           Vienna is not limited to just creating musical instruments; you
           can also layout and save a drum kit using any samples you desire.

   5. Where do I get my copy of Vienna?

      Vienna is now packaged with the SB AWE32 standard edition. SB AWE32
      Value owners who wish to purchased the software may contact Creative
      Labs directly.

   6. Can Vienna load samples for other systems e.g. Akai S1000 or Yamaha
      TG55?

      Vienna can load any instrument bank that is compliant with Creative's
      SBK format. Vienna will not load instrument banks in other formats.

 ---------------------------------------------------------------------------

 Section C - Programming Information

   1. Is programming information available for the SB AWE32?

      The SB AWE32 Developer's Information Pack is available on the Creative
      Labs BBS, on CompuServe, and at the Creative Labs FTP site. The
      filename is ADIP.EXE/ADIP.ZIP. It contains both Windows and DOS
      programming information. It is made for developers who intend to
      program the EMU8000 subsystem on the SB AWE32. Programming of other
      features, such as digitized sound I/O etc, is exactly same as the
      Sound Blaster 16. You could refer to the "Developer Kit for Sound
      Blaster Series, 2nd Edition" for programming in DOS and/or Windows
      Multimedia API for programming in Windows.

      For DOS environments, we have created library functions based on MIDI
      messages such as NoteOn, NoteOff, ProgramChange, etc. Special care has
      been taken to ensure that the library can be used for building TSR
      drivers or embedded MIDI drivers in an application.

      For Windows environments, we provide the API for sample downloading
      and effect control.

   2. Is the effect engine on the SB AWE32 programmable?

      The effect engine on the SB AWE32 is dedicated to produce reverb,
      chorus and QSound effect, and is not intended to be programmable. You
      can, however, select different reverb or chorus variations using
      sysex. Refer to the item "What are the different reverb and chorus
      variations available on the SB AWE32?" in Section A for more
      information.

 ---------------------------------------------------------------------------

 Section D - SoundFont Bank

   1. What are SoundFont Collections?

      E-mu SoundFont Collections are CD-ROMs that contain SoundFont Banks of
      varying sizes (0.5 MB to 8 MB). E-mu's SoundFont Banks include both
      instruments and sound effects. Many of E-mu's traditional instrument
      sounds will be included (for example Proteus 1-3) as well as some new
      sounds.

   2. How do SoundFont Banks work?

      SoundFont Banks can be loaded into RAM on the SB AWE32. They can then
      be used in conjunction with a MIDI sequencer to create soundtracks or
      other kinds of audio creations.

   3. Where can I purchase SoundFont Banks?

      SB AWE32 customers will be pleased to know that the first E-mu
      SoundFont Banks are now available for purchase directly from E-mu
      Systems.

      For the latest information on available SoundFont banks, call (408)
      438-1921 x148 from 8am to 5pm Pacific Time, and ask for the Sounds
      Department.

      Fax orders should be sent to (408) 438-7854 Attention: SoundFont
      Order.

      Internet inquiries should be sent to SoundFont@emu.com.

      All orders should include the customer's Name, Address, Phone Number
      and Credit Card Information (including expiration date) and the part
      numbers of the SoundFont Banks being ordered.

   4. What can I do with SoundFont Banks?

      You can:
         o Load SoundFont banks of your choice into the RAM of your SB AWE32
           and use this set of sounds as you compose with a MIDI sequencer.
         o Create your own SoundFont-compatible bank with SoundFont Objects
           from various SoundFont Banks you already have using Vienna SF
           Studio software.
         o Edit individual SoundFont parameters with Vienna to create your
           own version of the sounds and then assemble your own SoundFont
           Objects into a SoundFont Bank. Creating your own
           SoundFont-compatible Objects and Banks gives you the freedom to
           create your own unique instruments and sound effects to
           differentiate your soundtracks.

   5. Will having 28 MB on the SB AWE32 improve the sound quality over a
      standard 512 KB SB AWE32?

      Absolutely! The more RAM memory on your SB AWE32 the larger and fuller
      the sound samples you can include in your SoundFont Banks.

 ---------------------------------------------------------------------------

 Section E - Introduction to the EMU8000 Chip

 The EMU8000 has its roots in E-mu's Proteus sample playback modules and
 their renowned Emulator sampler. The EMU8000 has 32 individual oscillators,
 each playing back at 44.1 kHz. By incorporating sophisticated sample
 interpolation algorithms and digital filtering, the EMU8000 is capable of
 producing high fidelity sample playback.

 The EMU8000 has an extensive modulation capability using two sine-wave LFOs
 (Low Frequency Oscillator) and two multi- stage envelope generators.

 What exactly does modulation mean? Modulation means to dynamically change a
 parameter of an audio signal, whether it be the volume (amplitude
 modulation, or tremolo), pitch (frequency modulation, or vibrato) or filter
 cutoff frequency (filter modulation, or wah-wah). To modulate something we
 would require a modulation source, and a modulation destination. In the
 EMU8000, the modulation sources are the LFOs and the envelope generators,
 and the modulation destinations can be the pitch, the volume or the filter
 cutoff frequency.

 The EMU8000's LFOs and envelope generators provide a complex modulation
 environment. Each sound producing element of the EMU8000 consists of a
 resonant low-pass filter, two LFOs, in which one modulates the pitch
 (LFO2), and the other modulates pitch, filter cutoff and volume (LFO1)
 simultaneously. There are two envelope generators; envelope 1 contours both
 pitch and filter cutoff simultaneously, and envelope 2 contours volume. The
 output stage consists of an effects engine that mixes the dry signals with
 the Reverb/chorus level signals to produce the final mix.

 What are the EMU8000 sound elements?

 Each of the sound elements in an EMU8000 consists of the following:

 Oscillator
      An oscillator is the source of an audio signal.
 Low Pass Filter
      The low pass filter is responsible for modifying the timbres of an
      instrument. The low pass filter's filter cutoff values can be varied
      from 100 Hz to 8000 Hz. By changing the values of the filter cutoff, a
      myriad of analogue sounding filter sweeps can be achieved. An example
      of a GM instrument that makes use of filter sweep is instrument number
      87, Lead 7 (fifths).
 Amplifier
      The amplifier determines the loudness of an audio signal.
 LFO1
      An LFO, or Low Frequency Oscillator, is normally used to periodically
      modulate, that is, change a sound parameter, whether it be volume
      (amplitude modulation), pitch (frequency modulation) or filter cutoff
      (filter modulation). It operates at sub-audio frequency from 0.042 Hz
      to 10.71 Hz. The LFO1 in the EMU8000 modulates the pitch, volume and
      filter cutoff simultaneously.
 LFO2
      The LFO2 is similar to the LFO1, except that it modulates the pitch of
      the audio signal only.
 Resonance
      A filter alone would be like an equalizer, making a bright audio
      signal duller, but the addition of resonance greatly increases the
      creative potential of a filter. Increasing the resonance of a filter
      makes it emphasize signals at the cutoff frequency, giving the audio
      signal a subtle wah-wah, that is, imagine a siren sound going from
      bright to dull to bright again periodically.
 LFO1 to Volume (Tremolo)
      The LFO1's output is routed to the amplifier, with the depth of
      oscillation determined by LFO1 to Volume. LFO1 to Volume produces
      tremolo, which is a periodic fluctuation of volume. Lets say you are
      listening to a piece of music on your home stereo system. When you
      rapidly increase and decrease the playback volume, you are creating
      tremolo effect, and the speed in which you increases and decreases the
      volume is the tremolo rate (which corresponds to the speed at which
      the LFO is oscillating). An example of a GM instrument that makes use
      of LFO1 to Volume is instrument number 45, Tremolo Strings.
 LFO1 to Filter Cutoff (Wah-Wah)
      The LFO1's output is routed to the filter, with the depth of
      oscillation determined by LFO1 to Filter. LFO1 to Filter produces a
      periodic fluctuation in the filter cutoff frequency, producing an
      effect very similar to that of a wah-wah guitar (see resonance for a
      description of wah-wah) An example of a GM instrument that makes use
      of LFO1 to Filter Cutoff is instrument number 19, Rock Organ.
 LFO1 to Pitch (Vibrato)
      The LFO1's output is routed to the oscillator, with the depth of
      oscillation determined by LFO1 to Pitch. LFO1 to Pitch produces a
      periodic fluctuation in the pitch of the oscillator, producing a
      vibrato effect. An example of a GM instrument that makes use of LFO1
      to Pitch is instrument number 57, Trumpet.
 LFO2 to Pitch (Vibrato)
      The LFO1 in the EMU8000 can simultaneously modulate pitch, volume and
      filter. LFO2, on the other hand, modulates only the pitch, with the
      depth of modulation determined by LFO2 to Pitch. LFO2 to Pitch
      produces a periodic fluctuation in the pitch of the oscillator,
      producing a vibrato effect. When this is coupled with LFO1 to Pitch, a
      complex vibrato effect can be achieved.
 Volume Envelope
      The character of a musical instrument is largely determined by its
      volume envelope, the way in which the level of the sound changes with
      time. For example, percussive sounds usually start suddenly and then
      die away, whereas a bowed sound might take quite some time to start
      and then sustain at a more or less fixed level.

      A six-stage envelope makes up the volume envelope of the EMU8000. The
      six stages are delay, attack, hold, decay, sustain and release. The
      stages can be described as follows:
      Delay
           The time between when a key is played and when the attack phase
           begins
      Attack
           The time it takes to go from zero to the peak (full) level.
      Hold
           The time the envelope will stay at the peak level before starting
           the decay phase.
      Decay
           The time it takes the envelope to go from the peak level to the
           sustain level.
      Sustain
           The level at which the envelope remains as long as a key is held
           down.
      Release
           The time it takes the envelope to fall to the zero level after
           the key is released.

      Using these six parameters can yield very realistic reproduction of
      the volume envelope characteristics of many musical instruments.
 Pitch and Filter Envelope
      The pitch and filter envelope is similar to the volume envelope in
      that it has the same envelope stages. The difference between them is
      that whereas the volume envelope contours the volume of the instrument
      over time, the pitch and filter envelope contours the pitch and filter
      values of the instrument over time. The pitch envelope is particularly
      useful in putting the finishing touches in simulating a natural
      instrument. For example, some wind instruments tend to go slightly
      sharp when they are first blown, and this characteristic can be
      simulated by setting up a pitch envelope with a fairly fast attack and
      decay. The filter envelope, on the other hand, is useful in creating
      synthetic sci-fi sound textures. An example of a GM instrument that
      makes use of the filter envelope is instrument number 86, Pad 8
      (Sweep).
 Pitch/Filter Envelope Modulation
      These two parameters determine the modulation depth of the pitch and
      filter envelope. In the wind instrument example above, a small amount
      of pitch envelope modulation is desirable to simulate its natural
      pitch characteristics.

 This rich modulation capability of the EMU8000 is fully exploited by the SB
 AWE32 MIDI drivers. The driver also provides you with a means to change
 these parameters over MIDI in real time. Refer to the item "How do I change
 an instrument's sound parameter in real time" in Section F for more
 information.
 ---------------------------------------------------------------------------

 Section F - How Do I ...

   1. How do I make use of RPN documented in the SB AWE32 MIDI
      Implementation chart?

      RPN is a short form for "Registered Parameter Number." Registered
      Parameter Numbers are used to represent sound or performance
      parameters. MIDI 1.0 specified three RPNs: RPN 0 for Pitch Bend
      Sensitivity, RPN 1 for Coarse Tune and RPN 2 for Fine Tune. The SB
      AWE32 implements only RPN 0, Pitch Bend Sensitivity.

      Before going into how to set pitch bend sensitivity, let's go into how
      pitch bending is used in MIDI. Pitch Bending is normally used to pitch
      shift (that is, make the pitch go higher or lower) a sustained note to
      achieve a "pitch gliding" effect. The default pitch bend sensitivity
      of the SB AWE32 is +/- 2 semitones, that is, you can go high or low of
      the current note by 2 semitones when using the pitch bend wheel. If
      you desire a more dramatic pitch bending effect, then you would need
      to change the pitch bend sensitivity to a higher value.

      Following are step-by-step instructions to set a pitch bend
      sensitivity value other than the default 2 semitones. Cakewalk
      Apprentice will be used as an example.

        1. Bring up the "Event List" window for the track you want to set
           pitch bend sensitivity.
        2. Go to the top of the event list (page up) and insert a MIDI
           controller event, with controller number 101 and a controller
           value of 0
        3. Insert another MIDI Controller event immediately, with controller
           number 100 and controller value of 0.
        4. Insert another MIDI controller event immediately, with controller
           number 6, and set the controller value to the desired pitch bend
           sensitivity.

   2. How do I change an instrument's sound parameter in real time?

      You can change an instrument's SoundFont parameters (for example, LFO
      depth and speed, envelope contour) through MIDI in real time via NRPN,
      or Non Registered Parameter Number control.

      NRPN is identical to that of RPN, except that Registered Parameter
      Numbers are agreed upon by the MMA (MIDI Manufacturers Association)
      and JMSC (Japan MIDI Standards Committee), and Non Registered
      Parameter Number may be assigned as needed by individual
      manufacturers.

      As NRPN and Data Entry messages are MIDI controller messages, any MIDI
      sequencer software that supports editing of controller messages (such
      as Cakewalk, MasterTracks Pro) is capable of sending them.

      For SB AWE32 NRPN to be functional, NRPN MSB has to be 127, and NRPN
      LSB set to the desired parameter to be controlled (see Section H for a
      list of available NRPN LSB).

      To control the AWE32's NRPNs, enter the following series of controller
      events:

           Controller     Parameter        Description
           ------------------------------------------------------------
           99             127              This is the NRPN MSB. It is always 127.
           98             NRPN LSB #       The number of the effect  as
                                           listed in Section H.
           6              Data Entry MSB # (See equations below.)
           38             Data Entry LSB # (See equations below.)

                Data Entry MSB # = (Actual Value + 8192) / 128
                Data Entry LSB # = (Actual Value + 8192) % 128

      Where "Actual Value" represents the desired increment in a specified
      range (see Section H). For example, here is a listing from Section H:

           NRPN LSB 26  (Reverb Effects Send)
           Realtime  :    No
           Range     :    [0, 255]

      In the example above, reverb may be controlled from levels 0 to 255.
      Select the desired reverb level, and use that number as the Actual
      Value in the equations above. These equations determine the parameters
      for controllers 6 and 38, respectively. For example, if you wanted to
      have a reverb value of 140, you would put 140 into the equations
      above, and come up with the value of 65 for Controller 6, and 12 for
      Controller 38.

      If you need to determine the Actual Value of an NRPN already present
      in a MIDI file, use the formula below:

                Actual value = (MSB * 128 + LSB) - 8192

      A "Reset All Controllers" message (MIDI controller 121) restores the
      instrument's original SoundFont parameters.

      Refer to Section H for a table of NRPN implementation.

   3. How do I select the SB AWE32's reverb and chorus variation type
      through MIDI?

      You can select the reverb and chorus variation via sysex. The SB AWE32
      Windows (not DOS) driver recognizes two strings of sysex; one for
      selecting reverb variation, and the other for selecting chorus
      variation.

           Reverb sysex string:
             F0 41 10 42 12 40 01 30 XX 00 F7
                   Where XX indicates the reverb variations (from 0  to 7).

           Chorus sysex string:
             F0 41 10 42 12 40 01 38 XX 00 F7
                   Where XX indicates the chorus variation (from 0 to 7).

   4. How can I maximize my system's memory so that I still have plenty of
      room to run games after installing the SB AWE32?

      There are two drivers (CTMMSYS.SYS and CTSB16.SYS) you can remove from
      CONFIG.SYS. These two drivers provide digital playback and recording
      interface under DOS. They are not used by the EMU8000 subsystem.

      By removing these two drivers, you will not be able to run PLAY.EXE,
      RECORD.EXE and SB16SET.EXE under DOS, but you will gain approximately
      30K of memory. (SB16SET.EXE can be made to function without the above
      mentioned drivers if you download the file AWEUP.EXE.)

   5. How do I load a SoundFont Bank?

      Loading SoundFont Banks is easy. Just use the SB AWE32 Windows Control
      Panel Applet, AWECP.EXE, as follows:

        1. Use the up or down arrow keys next to the user bank number to
           select the desired bank. A dialog box appears.
        2. Select the directory that contains the *.SBK files.
        3. Double-click the desired file to load it into the particular user
           bank.

   6. How do I setup my sequencer software to access the user bank that I
      have downloaded into the RAM?

      In order for a sequencer software to access the user bank, you will
      need to issue MIDI Continuous Controller 0 (which is a MIDI Bank
      Select) at the channel that you need to access the instrument. After
      that, follow by a MIDI Program Change to select the patch/intrument
      within the user bank. Using the SAMPLE.SBK (located at \SB16\SFBANK
      subdirectory) that is bundled with the SB AWE32 as an example, we will
      illustrate how this can be done. The patches contains in SAMPLE.SBK
      are:

         o 0 - bubble
         o 1 - dog
         o 2 - door
         o 3 - carstop
         o 4 - carpass
         o 5 - laughing
         o 6 - screaming
         o 7 - punch

      Supposing that you would like to use the "door" sound in Channel 5 of
      a piece of music. Here is the step-by-step guide that what you should
      do:

        1. Activate the SB AWE32 Control Panel
        2. Download the SAMPLE.SBK as user bank 1 (Note: you can download to
           any user bank that is empty ranging from 1 to 127. Bank 0 is
           ALWAYS reserved for Syhthesizer Bank.)
        3. Activate sequencer software
        4. Insert MIDI CC0 1 at Channel 5 (CC0 1 means do a Bank Select to
           Bank 1. We do it at Channel 5 since we wish to apply it to this
           channel.)
        5. Insert MIDI Program Change 2. (Since "door" patch number is 2.
           Please take note of the numbering convention used in your MIDI
           sequencer. It can be either from 0-127 OR 1-128. If you are using
           numbering convention from 1-128 , then you should do a MIDI
           Program Change 3 instead of 2.)

      If you do any Note On in Channel 5 now, you will be able to hear the
      "door" sound.

   7. How do I get the latest drivers for the SB AWE32?

      The latest SB AWE32 drivers, utilities and game compatibility list can
      be found at the following sites:

                Inside U.S.A., Canada and South America
                Creative Labs, Inc. BBS : (405)742-6660

                Inside Europe
                CL-UK BBS           : (44)743-360287
                CL-Germany BBS      : (49)2131-919820

                Inside Asia Pacific
                Creative Technology Ltd BBS : (65)776-2423

                CompuServe
                  type GO BLASTER to enter the Creative Labs Forum

                Internet FTP site
                  ftp.creaf.com

 ---------------------------------------------------------------------------

 Section G - References

 The definitive guide to MIDI would be "MIDI 1.0 Detailed Specification",
 published and distributed exclusively by :
 The International MIDI Association
 5316 W.57th St.
 Los Angeles, CA 90056

 Other MIDI related publications are :
 Music Through MIDI
 Using MIDI to create your own electronic music system
 by Michael Boom
 published by Microsoft Press
 Catalog number : ISBN 1-55615-0260-1
 The MIDI Manual
 by David Miles Huber
 published by SAM
 Catalog number : ISBN 0-672-22755-6
 ---------------------------------------------------------------------------

 Section H - SB AWE32 NRPN Implementation

 NRPN LSB 0 (Delay before LFO1 starts)
      Realtime  : No
      Range     : [0, 5900]
      Unit      : 4 milliseconds
      Delay from 0 to 22 seconds.

 NRPN LSB 1 (LFO1 Frequency)
      Realtime  : Yes
      Range     : [0, 127]
      Unit      : 0.084Hz
      LFO1 frequency from 0Hz to 10.72 Hz.

 NRPN LSB 2 (Delay before LFO2 starts)
      Realtime  : No
      Range     : [0, 5900]
      Unit      : 4 milliseconds
      Delay from 0 to 22 seconds.

 NRPN LSB 3 (LFO2 Frequency)
      Realtime  : Yes
      Range     : [0, 127]
      Unit      : 0.084Hz
      LFO2 frequency from 0Hz to 10.72 Hz.

 NRPN LSB 4 (Envelope 1 delay time)
      Realtime  : No
      Range     : [0, 5900]
      Unit      : 4 milliseconds
      Envelope 1 Delay from 0 to 22 seconds.

 NRPN LSB 5 (Envelope 1 attack time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : Milliseconds
      Envelope 1 attack time from 0 to 5.9 seconds.

 NRPN LSB 6 (Envelope 1 hold time)
      Realtime  : No
      Range     : [0, 8191]
      Unit      : Milliseconds
      Envelope 1 hold time from 0 to 8 seconds.

 NRPN LSB 7 (Envelope 1 decay time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : 4 Milliseconds
      Envelope 1 decay time from 0.023 to 23.7 seconds.

 NRPN LSB 8 (Envelope 1 sustain level)
      Realtime  : No
      Range     : [0, 127]
      Unit      : 0.75dB
      Envelope  1 sustain level from full level down to off  (0.75
      dB step).

 NRPN LSB 9 (Envelope 1 release time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : 4 milliseconds
      Envelope 1 release time from 0.023 to 23.7 seconds.

 NRPN LSB 10 (Envelope 2 delay time)
      Realtime  : No
      Range     : [0, 5900]
      Unit      : 4 milliseconds
      Envelope 2 Delay from 0 to 22 seconds.

 NRPN LSB 11 (Envelope 2 attack time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : Milliseconds
      Envelope 2 attack time from 0 to 5.9 seconds.

 NRPN LSB 12 (Envelope 2 hold time)
      Realtime  : No
      Range     : [0, 8191]
      Unit      : Millisecond
      Envelope 2 hold time from 0 to 8 seconds.

 NRPN LSB 13 (Envelope 2 decay time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : 4 milliseconds
      Envelope 2 decay time from 0.023 to 23.7 seconds.

 NRPN LSB 14 (Envelope 2 sustain level)
      Realtime  : No
      Range     : [0, 127]
      Unit      : 0.75dB
      Envelope 2 sustain level from full level down to off.

 NRPN LSB 15 (Envelope 2 release time)
      Realtime  : No
      Range     : [0, 5940]
      Unit      : 4 milliseconds
      Envelope 2 release time from 0.023 to 23.7 seconds.

 NRPN LSB 16 (Initial Pitch)
      Realtime  : Yes
      Range     : [-8192, 8191]
      Unit      : cents
      Pitch tuning between -8192 and 8191 cents.

 NRPN LSB 17 (LFO1 to Pitch)
      Realtime  : Yes
      Range     : [-127, 127]
      Unit      : 9.375 cents
      If  data value is greater than 0, this will cause a positive
      (from 0 to maximum) 1 octave shift at LFO peak. On the other
      hand,  if  data value is smaller than 0, this will  cause  a
      negative (from 0 to minimum) 1 octave shift at LFO peak.

 NRPN LSB 18 (LFO2 to Pitch)
      Realtime       : Yes
      Description    :
      Range          : [-127, 127]
      Unit           : 9.375 cents
      If  data value is greater than 0, this will cause a positive
      (from 0 to maximum) 1 octave shift at LFO peak. On the other
      hand,  if  data value is smaller than 0, this will  cause  a
      negative (from 0 to minimum) 1 octave shift at LFO peak.

 NRPN LSB 19 (Envelope 1 to Pitch)
      Realtime  : No
      Range     : [-127, 127]
      Unit      : 9.375 cents
      If  data value is greater than 0, this will cause a positive
      (from 0 to maximum) 1 octave shift at envelope peak. On  the
      other hand, if data value is smaller than 0, this will cause
      a  negative  (from 0 to minimum) 1 octave shift at  envelope
      peak.

 NRPN LSB 20 (LFO1 to Volume)
      Realtime  : Yes
      Range     : [0, 127]
      Unit      : 0.1875 dB
      Data values smaller than 64 causes a positive phase (from  0
      to  maximum) volume modulation via LFO1 with magnitude of 12
      dB  at LFO peak. On the other hand, data values greater than
      or  equal  to 64 causes a negative phase (from 0 to minimum)
      volume  modulation via LFO1 with magnitude of 12 dB  at  LFO
      peak.

 NRPN LSB 21 (Initial Filter Cutoff)
      Realtime  : Yes
      Range     : [0, 127]
      Unit      : 62Hz
      Filter cutoff from 100Hz to 8000Hz

 NRPN LSB 22 (Initial Filter Resonance Coefficient)
      Realtime  : No
      Range     : [0, 127]
      The  EMU8000  has  a  built in resonance  coefficient  table
      comprising 16 entries. Values 0-7 will select the first  (0)
      entry, values 8-15 selects the second (1) entry and so on.

 Coeff   Low Fc(Hz)Low Q(dB)High Fc(kHz)High Q(dB)DC Attenuation(dB)
 0           92       5       Flat       Flat     -0.0
 1           93       6       8.5        0.5      -0.5
 2           94       8       8.3        1        -1.2
 3           95       10      8.2        2        -1.8
 4           96       11      8.1        3        -2.5
 5           97       13      8.0        4        -3.3
 6           98       14      7.9        5        -4.1
 7           99       16      7.8        6        -5.5
 8           100      17      7.7        7        -6.0
 9           100      19      7.5        9        -6.6
 10          100      20      7.4        10       -7.2
 11          100      22      7.3        11       -7.9
 12          100      23      7.2        13       -8.5
 13          100      25      7.1        15       -9.3
 14          100      26      7.1        16       -10.1
 15          100      28      7.0        18       -11.0

 NRPN LSB 23 (LFO1 to Filter Cutoff)
      Realtime       : Yes
      Description    :
      Range          : [-64, 63]
      Unit           : 56.25 cents
      Data values smaller than 64 causes a positive phase (from  0
      to  maximum) filter modulation via LFO1 with magnitude of  3
      octaves  at LFO peak. On the other hand, data values greater
      than  or  equal  to 64 causes a negative phase  (from  0  to
      minimum)  filter  modulation via LFO1 with  magnitude  of  3
      octaves at LFO peak.

 NRPN LSB 24 (Envelope 1 to Filter Cutoff)
      Realtime       : No
      Description    :
      Range          : [-127, 127]
      Unit           : 56.25 cents
      Data values greater than 0 cause a positive phase (from 0 to
      maximum) filter modulation via Envelope 1 with magnitude  of
      6  octaves  at  envelope  peak. On the  other  hand,  values
      smaller  than 0 cause a negative phase (from 0  to  minimum)
      filter modulation via Envelope 1 with magnitude of 6 octaves
      at envelope peak.

 NRPN LSB 25 (Chorus Effects Send)
      Realtime  : No
      Range     : [0, 255]
      Chorus  send,  with  0 being the driest (no  chorus  effects
      processing),  and 255 being the wettest (full chorus  effect
      processing).

 NRPN LSB 26 (Reverb Effects Send)
      Realtime  : No
      Range     : [0, 255]
      Reverb  send,  with  0 being the driest (no  reverb  effects
      processing),  and 255 being the wettest (full reverb  effect
      processing).

 ---------------------------------------------------------------------------
 Creative Labs Technical Support

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