SGI Audio Tools: Difference between revisions

(Add envelope, keymap, and sound properties.)
 
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== Introduction ==
The Nintendo 64 SDK comes with two "batteries included" audio libraries, the SGI Audio Tools and the N64SoundTools. The SGI Audio Tools are a collection of command-line tools for preparing samples and MIDI sequences for playback on the Nintendo 64. The N64SoundTools was written by Acclaim Studios Manchester (formerly Software Creations) and encompasses a kind of DAW for authoring and editing songs for the Nintendo 64.
TODO
 
This article hopes to give a step-by-step reference for authoring sounds and music with the SGI Audio Tools and playing them in a NuSystem-based game. While not as intuitive and straightforward as the N64SoundTools, there are advantages to having a collection of command-line tools as they're entirely scriptable and can help automate compiling/editing of sound data.
 
== Prerequisites ==
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Programs such as [https://musescore.org/ MuseScore] likely export in Type 1, so it's usually a good idea to convert to Type 0 before continuing.
 
[[File:Midicvt_sample_image.png|frameless|Screenshot of <code>midicvt</code> run successfully.|alt=|500x500px]]
 
For each of your original MIDI files, run the following:
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The NuSystem library is written to use compressed MIDI files for songs. If you inspect the library, you'll notice that it uses a <code> ALCSPlayer</code> for storing/playing songs. It is possible to use uncompressed Type 0 MIDI, but you'll need to look into editing/rebuilding NuSystem or your own audio code with Nintendo's core audio library.
 
[[File:Midicomp usage.png|frameless|Midicomp being successfully used.|alt=|600x600px]]
 
For each of your converted MIDI files, run the following:
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<br ><code>sbc -Osongs.sbk first_song_compressed.cmf second_song_compressed.cmf third_song_compressed.cmf</code>
 
[[File:Sbc used.png|frameless|sbc successfully used here|alt=|600x600px]]
 
The '''ordering is important''' here! Keep note of the order of each parameter, as when you're selecting your songs in your game's source code, you'll be indexing them as they're ordered here (eg: <code>first_song_compressed.cmf</code> will be <code>0</code>, second_song_compressed.cmf </code> will be <code>1</code>, etc.).
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* <code>envelope</code> section(s), indicating an [https://en.wikipedia.org/wiki/Envelope_(music) ADSR]
* <code>keymap</code> section(s), indicating the range of "piano keys" a sound occupies, as well as other data
* <code>sound</code> section(s), indicating a sampled sound andas well as the <code>envelope</code> and <code>keymap</code> it uses
* <code>instrument</code> section(s), indicating a "MIDI instrument" with a volume, pan, and various <code>sound</code>s
* A single <code>bank</code> section, indicating the sample rate, and which <code>instrument</code>s correspond to which MIDI instrument numbers in your sequences. This will include a specialized instrument for the drumset channel.
 
==== envelope ====
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==== sound ====
A <code>sound</code> combines a <code>keymap</code>, <code>envelope</code>, and ana <code>aifc</code>compressed sample file together into a unit. A <code>sound</code> also has properties for stereo panning and volume from <code>0</code> to <code>127</code> each.
 
An example might look like:
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==== instrument ====
An <code>instrument</code> models a single MIDI instrument. It consists of one or more <code>sound</code>s.
 
An example <code>instrument</code> might look like:
 
instrument AnExampleInstrument
{
volume = 127;
pan = 64;
sound = AnExampleSound;
}
 
Note how <code>sound</code> property matches the name of an existing sound above.
 
An <code>instrument</code> can specify multiple <code>sound</code>s. For example, <code>GenMidiBank.inst</code> in the N64 SDK uses four sounds for a MIDI Cello:
 
instrument Cello
{
volume = 127;
pan = 64;
vibratoType = 128; /* 128, 129, 130, 131 */
vibratoRate = 222; /* 0 to 255 */
vibratoDepth = 6; /* 0 to 255 */
vibratoDelay = 1; /* 1 to 255 */
sound = Cello00;
sound = Cello01;
sound = Cello02;
sound = Cello03;
}
Each of the corresponding <code>sound</code>s have different <code>keymap</code>s and samples that cover different ranges of notes. This can produce nicer-quality audio as the pitch of a sample doesn't need to be distorted as much. The tradeoff being more audio memory required for your <code>instrument</code>, especially at higher sampling frequencies such as 44100Hz.
 
For more information, review the N64 SDK Documentation at [http://n64devkit.square7.ch/pro-man/pro18/18-01.htm#02-02 18.1.2.2].
 
==== bank ====
The <code>bank</code> section is a collection of <code>instrument</code> and the final piece of the puzzle for our file. Each [http://fmslogo.sourceforge.net/manual/midi-instrument.html MIDI instrument number] gets assigned a particular <code>instrument</code>.
 
An example <code>bank</code> might look like:
=== A very simple example ===
bank SongBank
TODO
{
sampleRate = 32000;
percussionDefault = Percussion_Kit;
instrument [0] = AnExampleSound;
instrument [65] = AnExampleAltoSax;
instrument [107] = AnExampleKoto;
}
Here we associate various <code>instrument</code>s with different MIDI instrument numbers. <code>0</code> represents MIDI notes that are played with an Acoustic Grand Piano, and we've told the audio library that we should use <code>AnExampleSound</code> as the voice of Acoustic Grand Piano. MIDI notes that use instrument <code>65</code> get associated with an instrument called <code> AnExampleAltoSax</code>.
 
You'll want the value for <code>sampleRate</code> to match the frequency your sample files are tuned to. This is the reason we converted all of our samples to the same rate with SoX above.
 
<code>percussionDefault</code> is explained in the following section.
 
Note that you aren't required to have an <code>instrument</code> associated with every MIDI instrument number. If your song, for example, is only a solo piano piece then you'd only need to worry about an <code>instrument</code> for <code>0</code>. It's best to only include sounds for MIDI instruments that you need. Anything else is audio memory that could be better spent elsewhere, such as sound effects or higher-frequency samples.
 
For more information, review the N64 SDK Documentation at [http://n64devkit.square7.ch/pro-man/pro18/18-01.htm#02-01 18.1.2.1]. Note that the example for <code>bank</code> in the manual says to use <code>program</code> for referencing an <code>instrument</code>. This isn't correct and the <code>ic</code> tool will give you an error if <code>program</code> is used.
 
==== Percussion Sounds ====
Percussion in MIDI is a bit unique in that [https://en.wikipedia.org/wiki/General_MIDI#Percussion channel 10 is reserved for percussion] and that each note maps to a specific instrument. "Middle C" has a note number of 60 which is always a high bongo sound on the percussion channel.
 
To accommodate this, we create a special <code>instrument</code> for percussive sounds. Each different instrument will have its own <code>sound</code>, <code>envelope</code>, and <code>keymap</code> that only covers its corresponding key.
 
An example percussion setup for an Electric Base Drum (MIDI key <code>36</code>) might look like the following:
keymap Percussive_Bass_Drum_1Keymap
{
velocityMin = 0;
velocityMax = 127;
keyMin = 36;
keyMax = 36;
keyBase = 36;
detune = 0;
}
 
sound Percussive_Bass_Drum_1Sound
{
use ("electric_bass_drum_sample.aifc");
pan = 64;
volume = 127;
keymap = Percussive_Bass_Drum_1Keymap;
envelope = SomeBassDrumEnvelope;
}
 
Which would then integrate into an example percussion <code>instrument</code>:
instrument Percussion_Kit
{
volume = 127;
pan = 64;
sound = Percussive_Bass_Drum_1Sound;
sound = Percussive_Acoustic_SnareSound;
sound = Percussive_Low_TomSound;
sound = Percussive_Open_Hi_HatSound;
sound = Percussive_High_Mid_TomSound;
sound = Percussive_Crash_Cymbal_1Sound;
sound = Percussive_High_TomSound;
sound = Percussive_Ride_Cymbal_1Sound;
sound = Percussive_High_BongoSound;
sound = Percussive_Low_BongoSound;
sound = Percussive_CabasaSound;
sound = Percussive_MaracasSound;
sound = Percussive_ShakerSound;
}
 
The <code>bank</code> would then set <code>percussionDefault</code> to be <code>Percussion_Kit</code>.
 
==== N64 SDK Example Instrument Bank ====
The N64 SDK has reference Instrument Banks at <code>ultra/usr/src/pr/assets/banks</code>. If you're ever stuck on how something should look or are getting errors with <code>ic</code>, they can be a helpful guide to see how things are done.
 
==== Compiling the Instrument Bank ====
We use the instrument compiler program (<code>ic</code>) to turn our Instrument Bank file into <code>.tbl</code> and <code>.ctl</code> files for running ingame.
 
Run <code>ic</code> on your <code>.ins</code> file like the following:
ic -OSongBank SongBank.ins
Note that <code>SongBank</code> in this case whatever you called your <code>.ins</code> file. Also, note the lack of space before the <code>-O</code> argument. This seems to be correct for the tool.
 
If your <code>.ins</code> file doesn't have any errors, you should see an output like this:
 
[[File:Ic success.png|frameless|A bunch of garbled output from the instrument compiler, but no specific line numbers.|alt=|600x600px]]
 
You should also then have <code>.tbl</code> and <code>.ctl</code> files in the same directory with the name you put before the <code>-O</code> parameter.
 
[[File:Ic new files.png|frameless|The CTL and TBL output files shown via the DIR command.|alt=|500x500px]]
 
If there are syntax or other errors in your <code>.ins</code> file, you might get an error message like this:
 
[[File:Ic error.png|frameless|The instrument compiler showing an error.|alt=|600x600px]]
 
Even though the output looks garbled, try not to be discouraged! The final bit of output will show the line number of the error. The first place to look is often the associated line.
 
[[File:Screen Shot 2020-10-06 at 10.05.28 PM.png|frameless|An Instrument Bank file with a missing semicolon on line 28/29.|alt=|500x500px]]
 
In this case, the example error message was caused by a missing semicolon on line 28/29.
 
Much like the C-family of programming languages, semicolons indicate the start/end of statements. If you're missing one, the instrument compiler might associate two lines as a whole. Be sure to check the lines above and below if you're not initially sure where the error might be.
 
=== Finishing up ===
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== Playing a song with NuSystem ==
TODO
 
=== Linking the Audio Library ===
TODO
 
=== Setting up playback ===
TODO
 
=== Starting/stoping playback ===
TODO
 
== Making an Instrument Bank for Sound Effects ==
TODO
 
=== Looping ===
==== Looping Compressed Audio ====
TODO
 
See [http://n64devkit.square7.ch/pro-man/pro20/20-05.htm#01 20.5] of the N64 SDK for more information on this.
 
==== Looping Non-Compressed Audio ====
As NuSystem is primarily compiled to use compressed sequenced audio, this is outside the scope of this article. However, [http://n64devkit.square7.ch/pro-man/pro17/17-03.htm#04 17.3.4] in the N64 SDK can help with non-compressed sequences.
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