Precautions For The Wave Editor Version 1.13 - Sega SATURN Device Manual Supplement

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14. Precautions for the Wave Editor Version 1.13

· When recording audio, be sure to record after creating a new file with the New
command.
· When playing back audio from memory, noise will be output after 7FFEH if the
SCSP version being used is ES2.
· The only waveforms that can be played back in a loop are those with a sample size
of less than 65535 (FFFEH) bytes. A sample size greater than FFFEH cannot be
played back during memory playback, and therefore the unnecessary
parts should be cut and the loop switched off or the loop should be reset.
· The Play Audio playback in the SCSP menu results in the Play button being de-
pressed, and therefore Stop should be applied when appropriate. When the
Macintosh itself is used for playback, notes at the high end of the keyboard are not
played because the Macintosh Sound Manager will not produce sounds above
65.535 Hz. Also note that popping sounds may be emitted; however, this not a bug.
· Since the DRAM of the 68000 is used as a work area during hard disk recordings,
everything above address 10000H is destroyed.
· Due to hardware limitations, stereo hard disk recording is not possible.
· Only 44.1 kHz can be used as the input sampling frequency (fs). Do not input audio
data at other sampling frequencies.
· When using DAT output, second generation digital data recording (copying)
cannot be performed due to the Serial Copy Management System (SCMS).
· The bug that prevented the loading of AIFF files created by Sound Designer II in
version 1.00 has been corrected. However, since the LoopStartPoint, LoopEndPoint,
BaseNote and other settings are ignored, reset them after loading the data in with
the Wave Editor. Also, since files loaded in with the Wave Editor are forcibly
overwritten by default (a warning in English is displayed when opening), make
sure to save a copy if necessary.
· Be sure to set the loop start and end points. Since these settings enable the
Tone Editor to generate sounds, no sound will be generated if 0's or other incorrect
values are used. In the case of single-shot playback samples in which a loop is not
used, be sure to set loop start to 1 and end point to the same value as the sample
size.
SEGA SATURN Sound Tools Manual Supplement
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