            Frequently Asked Questions for SB AWE32
            =======================================

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.

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.

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

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 AWE32s 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

-----------------------------------------------------------------
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:

          2  MB (using 2 1 MB SIMMs)
          8  MB (using 2 4 MB SIMMs)
          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 2  methods
     that  you  can used. You can either changed the MIDI  Mapper
     settings  OR changed 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  Wave
     Blaster  attached  to your SB AWE32. The Wave  Blaster  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 currently in development.


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 systems 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.


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 or 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.



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:     0 - signal,
                              1 - signal ground.
     
     JP9  provides  another means to control the  volume  of  the
     mixer on the SB AWE32.
     
          Pin definition :    1 - increase volume
                              2 - Analog Ground
                              3 - decrease volume
     
     J6 is an audio feature connector.
     
          Pin definition :
                         1 - AG (Analog Ground)
                         2 - Line out (Right)
                         3 - AG (Analog Ground)
                         4 - AG (Analog Ground)
                         5 - Line out (Left)
                         6 - AG (Analog Ground)
                         7 - -12V
                         8 - Reserved
                         9 - Mic In
                         10 - +12V
                         11 - AG (Analog Ground)
                         12 - AG (Analog Ground)
                         13 - AG (Analog Ground)
                         14 - AG (Analog Ground)
                         15 - PC Speaker In
                         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.

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

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, lets 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 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  the  section  on
          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 owner 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
     Creatives  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  section  "What
     are the different reverb and chorus variations available  on
     the SB AWE32?" 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-mus
     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.  Five SoundFont Banks are available  and
     additional  banks will be added each month.  Each  SoundFont
     Bank  costs  US$29.95 and can be ordered by  phone,  fax  or
     internet.

     Phone orders should go to (408) 438-1921 x148

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

     Internet orders 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.

     The following SoundFont Banks are available :

     Bank Description              Part Number
     ==================            ============
     1) 9 Foot Grand Piano         EMU8120-01FP
     2) Haunt Fonts                EMU8160-01FP
     3) World Sounds               EMU8130-01FP
     4) Rock Instruments           EMU8140-01FP
     5) B-3 Organ                  EMU8120-02FP

     Questions may be referred to soundfont@emu.com or (408) 439-
     0338.

     ============================================================
     Below is a listing of the SoundFont  Objects  in each bank
     ============================================================
     SoundFont Bank:    Haunt Fonts
     HAUNTFNT.SBK   1MB

     SoundFont Object
     0       Horror Complete
     1       Hells Bells
     2       Door Screech
     3       Druid Drone
     4       Banshee Wind
     5       Gong Scrape
     6       Fear Strings
     7       Scary Choir
     8       The Creek
     9       Reverb Slam
     10      Break Glass
     11      Pipe Hit
     12      Perc Combos
     13      Foots
     14      Vox&Tremolo
     15      Vox&HBells
     16      Druid&Vox
     17      Fear&HBells
     18      Creepy Breath
     19      Two Gongs
     20      Vox From Hell
     21      Door Monster
     22      Plethora

     SoundFont Bank:    9 Foot Grand Piano
     GRPIANO.SBK    525Kb
     SoundFont Object
     0       9 Foot Grand
     1       Mello Piano
     2       Rock Piano
     3       Bowed Piano
     4       Chorused Piano
     5       Pitch/LFO Piano
     6       Filter Piano
     7       Wild Piano1
     8       Wild Piano2

     SoundFont Bank:    World Instruments
     WORLD.SBK       450Kb
     SoundFont Object
     0       Koto
     1       Sitar
     2       Siku
     3       Bagpipe Drone & Chant
     4       Buzz/Likembe
     5       Didjeridu
     6       Gamelan
     7       Latin Drums
     8       Koto & Sitar
     9       Koto Vibrato
     10      Koto Detuned
     11      Koto Korus
     12      Sitar Satire
     13      Wet Drum
     14      Timbale Plus
     15      Didjeridrone

     SoundFont Bank:    Rock Instruments
     ROCK1.SBK      503Kb
     SoundFont Object
     0       Rock Guitar
     1       Chds/Mute/Lo
     2       Rock Guitar Slide
     3       Drums 1
     4       Drums 2
     5       Drums 3

     SoundFont Bank:    B3 Organ
     B3ORGAN.SBK    534Kb
     SoundFont Object
     0       Chorus B3 w/ Lo Perc
     1       B3 w/Lo Perc
     2       Chorus B3 Dist
     3       B3 Distortion
     4       Wow B3
     5       Pitched B3
     6       Wild B3
     7       HF Feedthru
     8       B3 Percussion

4.   What can I do with SoundFont Banks?
     You can:
     
     a.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.
     
     b.Create  your  own  SoundFont Bank with  SoundFont  Objects
       from  various  SoundFont  Banks  you  already  have  using
       Vienna SF Studio software.
     
     c.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 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 section "How do I change  an
     instrument's  sound  parameter  in  real  time"   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 instruments 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 systems 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 :

     0 - bubble
     1 - dog
     2 - door
     3 - carstop
     4 - carpass
     5 - laughing
     6 - screaming
     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 @ 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(kHzHigh 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).


