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1514 you may not use this file except in compliance with the License. 1515 You may obtain a copy of the License at 1516 1517 http://www.apache.org/licenses/LICENSE-2.0 1518 1519 Unless required by applicable law or agreed to in writing, software 1520 distributed under the License is distributed on an "AS IS" BASIS, 1521 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 1522 See the License for the specific language governing permissions and 1523 limitations under the License. 1524 </pre> 1525 1526 <div class=Section1> 1527 1528 <p class=MsoTitle align=left style='text-align:left'><a name="_Toc203298075"></a><a 1529 name="_Toc203292246"><span style='mso-bookmark:_Toc203298075'><span lang=EN-IE 1530 style='font-size:20.0pt'>JET Content Authoring Guidelines</span></span></a><span 1531 lang=EN-IE style='font-size:20.0pt'><o:p></o:p></span></p> 1532 1533 <p class=MsoTitle align=left style='text-align:left'><a name="_Toc194831970"></a><a 1534 name="_Toc194830086"></a><a name="_Toc194740814"></a><a name="_Toc194738556"></a><a 1535 name="_Toc203298078"></a><a name="_Toc203292249"><span style='mso-bookmark: 1536 _Toc203298078'><span style='mso-bookmark:_Toc194738556'><span style='mso-bookmark: 1537 _Toc194740814'><span style='mso-bookmark:_Toc194830086'><span style='mso-bookmark: 1538 _Toc194831970'><span lang=EN-IE>JET Interactive Music Engine</span></span></span></span></span></span></a></p> 1539 1540 <p class=MsoTitle align=left style='text-align:left'><span lang=EN-IE 1541 style='font-size:12.0pt'>Vrs 1.0<o:p></o:p></span></p> 1542 1543 <p class=MsoTitle align=left style='text-align:left'><span lang=EN-IE 1544 style='font-size:12.0pt'>Authored by SONiVOX<o:p></o:p></span></p> 1545 1546 <p class=MsoTitle align=left style='text-align:left'><span lang=EN-IE 1547 style='font-size:12.0pt'><a href="http://www.sonivoxrocks.com/">www.sonivoxrocks.com</a><o:p></o:p></span></p> 1548 1549 <p class=MsoTitle align=left style='text-align:left'><span lang=EN-IE 1550 style='font-size:12.0pt'>Copyright 2009 Sonic Network, Inc.<o:p></o:p></span></p> 1551 1552 <p class=MsoCommentText><span lang=EN-IE><o:p> </o:p></span></p> 1553 1554 <p class=MsoHeader><span lang=EN-IE><o:p> </o:p></span></p> 1555 1556 <h1><a name="_Toc482161515"></a><a name="_Toc203298082"><span style='mso-bookmark: 1557 _Toc482161515'><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family: 1558 Arial'><span style='mso-list:Ignore'>1<span style='font:7.0pt "Times New Roman"'> 1559 </span></span></span><![endif]><span lang=EN-IE>Introduction</span></span></a></h1> 1560 1561 <h2><a name="_Toc203298083"><![if !supportLists]><span lang=EN-IE 1562 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>1.1<span 1563 style='font:7.0pt "Times New Roman"'> 1564 </span></span></span><![endif]><span lang=EN-IE>Overview</span></a></h2> 1565 1566 <p class=MsoNormal><span lang=EN-IE>This document contains content creation 1567 guidelines for composers and sound designers authoring music and sound effects 1568 for the SONiVOX JET platform.<span style='mso-spacerun:yes'> </span>JET is an 1569 interactive music player for small embedded devices, including the Google Android 1570 platform. It allows applications to include interactive music soundtracks, in <st1:place 1571 w:st="on">MIDI</st1:place> format, that respond in real-time to game play 1572 events and user interaction. </span></p> 1573 1574 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1575 1576 <p class=MsoNormal><span lang=EN-IE>JET works in conjunction with SONiVOXs 1577 Embedded Audio Synthesizer (EAS) which is the <st1:place w:st="on">MIDI</st1:place> 1578 playback device for Android.<span style='mso-spacerun:yes'> </span>Both the 1579 JET and EAS engines are integrated into the Android embedded platform as well 1580 as inherent in the JET Creator application. As such, the JET content author can 1581 be sure that the playback will sound exactly the same in both the JET Creator 1582 and the final Android application playing back on Android mobile devices.</span></p> 1583 1584 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1585 1586 <p class=MsoNormal><span lang=EN-IE>The JET content author works in up to three 1587 different applications to create JET content; a standard <st1:place w:st="on">MIDI</st1:place> 1588 sequencer (Logic, Cubase, etc.), optionally a DLS2 instrument editor (Awave), 1589 and the JET Creator application to add and audition JET interactive elements. </span></p> 1590 1591 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1592 1593 <p class=MsoNormal><span lang=EN-IE>The final result is a .jet file that the 1594 content author gives to the application programmer for use in the game or 1595 application.</span></p> 1596 1597 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1598 1599 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1600 1601 <h2><a name="_Toc203298084"><![if !supportLists]><span lang=EN-IE 1602 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>1.2<span 1603 style='font:7.0pt "Times New Roman"'> 1604 </span></span></span><![endif]><span lang=EN-IE>Abbreviations and Common Terms</span></a></h2> 1605 1606 <p class=MsoNormal><span lang=EN-IE>It is important to use a common set of 1607 terms to minimize confusion. Since JET uses <st1:place w:st="on">MIDI</st1:place> 1608 in a unique way, normal industry terms may not always suffice. Here is the 1609 definition of terms as they are used in this document and in the JET Creator 1610 application:</span></p> 1611 1612 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1613 1614 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>Channel</span></i><span 1615 lang=EN-IE>: MIDI data associated with a specific <st1:place w:st="on">MIDI</st1:place> 1616 channel. Standard MIDI allows for 16 channels of <st1:place w:st="on">MIDI</st1:place> 1617 data each of which are typically associated with a specific instrument. </span></p> 1618 1619 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1620 1621 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>Controller</span></i><span 1622 lang=EN-IE>: A <st1:place w:st="on">MIDI</st1:place> event consisting of a 1623 channel number, controller number, and a controller value. The <st1:place 1624 w:st="on">MIDI</st1:place> spec associates many controller numbers with 1625 specific functions, such as volume, expression, sustain pedal, etc. JET also 1626 uses controller events as a means of embedding special control information in a 1627 <st1:place w:st="on">MIDI</st1:place> sequence to provide for audio 1628 synchronization.</span></p> 1629 1630 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1631 1632 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>DAW</span></i><span 1633 lang=EN-IE>: Digital Audio Workstation. A common term for <st1:place w:st="on">MIDI</st1:place> 1634 and audio sequencing applications such as Logic, SONAR, Cubase and others. </span></p> 1635 1636 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1637 1638 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>EAS:</span></i><span 1639 lang=EN-IE> Embedded <st1:place w:st="on">MIDI</st1:place> Synthesizer. The 1640 name of the SONiVOX MIDI synthesizer engine.</span></p> 1641 1642 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1643 1644 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>JET</span></i><span 1645 lang=EN-IE>: Jet Interactive Engine. The name of the SONiVOX JET interactive 1646 music engine.</span></p> 1647 1648 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1649 1650 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>Segment</span></i><span 1651 lang=EN-IE>: A musical section such as a chorus or verse that is a component of 1652 the overall composition. In JET, a segment can be an entire MIDI file or a 1653 derived from a portion of a <st1:place w:st="on">MIDI</st1:place> file.</span></p> 1654 1655 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1656 1657 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>SMF-0</span></i><span 1658 lang=EN-IE>: Standard MIDI File Type 0, a MIDI file that contains a single 1659 track, but may be made up of multiple channels of <st1:place w:st="on">MIDI</st1:place> 1660 data.</span></p> 1661 1662 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1663 1664 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>SMF-1</span></i><span 1665 lang=EN-IE>: Standard MIDI File Type 1, a MIDI file that contains a one more 1666 tracks, and each track may in turn be made up of one or more channels of <st1:place 1667 w:st="on">MIDI</st1:place> data. By convention, each channel is stored on a 1668 separate track in an SMF-1 file. However, it is possible to have multiple MIDI 1669 channels on a single track, or multiple tracks that contain data for the same <st1:place 1670 w:st="on">MIDI</st1:place> channel.</span></p> 1671 1672 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1673 1674 <p class=MsoNormal><i style='mso-bidi-font-style:normal'><span lang=EN-IE>Track</span></i><span 1675 lang=EN-IE>: A single track in a DAW containing a timed sequence of <st1:place 1676 w:st="on">MIDI</st1:place> events. Be careful not to confuse Tracks with 1677 Channels. A MIDI file may contain many tracks with several tracks utilizing the 1678 same <st1:place w:st="on">MIDI</st1:place> channel. </span></p> 1679 1680 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1681 1682 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1683 1684 <h1><a name="_Toc203298085"></a><a name="_Toc135723076"></a><a 1685 name="_Toc135723793"></a><a name="_Toc135724016"></a><a name="_Toc135724241"></a><a 1686 name="_Toc135724464"></a><a name="_Toc135724687"></a><a name="_Toc135724909"></a><a 1687 name="_Toc135725132"></a><a name="_Toc135726607"></a><a name="_Toc135727776"></a><a 1688 name="_Toc137004452"></a><a name="_Toc135724689"></a><a name="_Toc135724467"></a><![if !supportLists]><span 1689 style='mso-bookmark:_Toc203298085'><span lang=EN-IE style='mso-fareast-font-family: 1690 Arial'><span style='mso-list:Ignore'>1<span style='font:7.0pt "Times New Roman"'> 1691 </span></span></span></span><![endif]><span style='mso-bookmark:_Toc203298085'><span 1692 lang=EN-IE>The JET Interactive Music Concept</span></span></h1> 1693 1694 <p class=MsoNormal><span lang=EN-IE>Interactive music can be defined as music 1695 that changes in real-time according to non-predictable events such as user 1696 interaction or game play events. In this way, interactive music is much more 1697 engaging as it has the ability to match the energy and mood of a game much 1698 closer than a pre-composed composition that never changes. In some applications 1699 and games, interactive music is central to the game play. Guitar Hero is one 1700 such popular game. When the end user successfully captures the musical notes 1701 coming down the fret board, the music adapts itself and simultaneously keeps 1702 score of successes and failures. JET allows for these types of music driven 1703 games as well.</span></p> 1704 1705 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1706 1707 <p class=MsoNormal><span lang=EN-IE>There are several methods for making and 1708 controlling interactive music and JET is one such method. This section 1709 describes the features of JET and how they might be used in a game or software 1710 application. It also describes how JET can be used to save memory in small 1711 footprint devices such as Android enabled mobile handsets.</span></p> 1712 1713 <h3><a name="_Toc203298086"><![if !supportLists]><span class=Heading2Char><span 1714 lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size:10.0pt;mso-fareast-font-family: 1715 Arial;mso-bidi-font-weight:normal'><span style='mso-list:Ignore'>1.1.1<span 1716 style='font:7.0pt "Times New Roman"'> </span></span></span></span><![endif]><span 1717 class=Heading2Char><span lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size: 1718 10.0pt;font-weight:normal'>Data Compression</span></span></a><span 1719 style='mso-bookmark:_Toc203298086'></span><span class=Heading2Char><span 1720 lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size:10.0pt;mso-bidi-font-weight: 1721 normal'><o:p></o:p></span></span></h3> 1722 1723 <p class=MsoNormal><span lang=EN-IE>JET supports a flexible music format that 1724 can be used to create extended musical sequences with a minimal amount of data. 1725 A musical composition is broken up into segments that can be sequenced to 1726 create a longer piece. The sequencing can be fixed at the time the music file 1727 is authored, or it can be created dynamically under program control.</span></p> 1728 1729 <h3><a name="_Toc203298087"><![if !supportLists]><span class=Heading2Char><span 1730 lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size:10.0pt;mso-fareast-font-family: 1731 Arial;mso-bidi-font-weight:normal'><span style='mso-list:Ignore'>1.1.2<span 1732 style='font:7.0pt "Times New Roman"'> </span></span></span></span><![endif]><span 1733 class=Heading2Char><span lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size: 1734 10.0pt;font-weight:normal'>Linear Music Example</span></span></a><span 1735 style='mso-bookmark:_Toc203298087'></span><span class=Heading2Char><span 1736 lang=EN-IE style='font-size:12.0pt;mso-bidi-font-size:10.0pt;mso-bidi-font-weight: 1737 normal'><o:p></o:p></span></span></h3> 1738 1739 <p class=MsoNormal><span lang=EN-IE><!--[if gte vml 1]><v:shapetype id="_x0000_t75" 1740 coordsize="21600,21600" o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" 1741 filled="f" stroked="f"> 1742 <v:stroke joinstyle="miter"/> 1743 <v:formulas> 1744 <v:f eqn="if lineDrawn pixelLineWidth 0"/> 1745 <v:f eqn="sum @0 1 0"/> 1746 <v:f eqn="sum 0 0 @1"/> 1747 <v:f eqn="prod @2 1 2"/> 1748 <v:f eqn="prod @3 21600 pixelWidth"/> 1749 <v:f eqn="prod @3 21600 pixelHeight"/> 1750 <v:f eqn="sum @0 0 1"/> 1751 <v:f eqn="prod @6 1 2"/> 1752 <v:f eqn="prod @7 21600 pixelWidth"/> 1753 <v:f eqn="sum @8 21600 0"/> 1754 <v:f eqn="prod @7 21600 pixelHeight"/> 1755 <v:f eqn="sum @10 21600 0"/> 1756 </v:formulas> 1757 <v:path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"/> 1758 <o:lock v:ext="edit" aspectratio="t"/> 1759 </v:shapetype><v:shape id="_x0000_i1025" type="#_x0000_t75" style='width:431.25pt; 1760 height:294.75pt' o:ole=""> 1761 <v:imagedata src="JET_Authoring_Guidelines_files/image002.emz" o:title=""/> 1762 </v:shape><![endif]--><![if !vml]><img border=0 width=575 height=393 1763 src="JET_Authoring_Guidelines_files/image013.gif" v:shapes="_x0000_i1025"><![endif]><!--[if gte mso 9]><xml> 1764 <o:OLEObject Type="Embed" ProgID="Visio.Drawing.11" ShapeID="_x0000_i1025" 1765 DrawAspect="Content" ObjectID="_1298963276"> 1766 </o:OLEObject> 1767 </xml><![endif]--></span></p> 1768 1769 <p class=MsoCaption><span lang=EN-IE>Figure <span style='mso-field-code:" SEQ Figure \\* ARABIC "'><span 1770 style='mso-no-proof:yes'>1</span></span>: Linear Music Piece</span></p> 1771 1772 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1773 1774 <p class=MsoNormal><span lang=EN-IE>This diagram shows how musical segments are 1775 stored. Each segment is authored as a separate <st1:place w:st="on">MIDI</st1:place> 1776 file. A post-processing tool combines the files into a single container file. 1777 Each segment can contain alternate music tracks that can be muted or un-muted 1778 to create additional interest. An example might be a brass accent in the chorus 1779 that is played only the last time through. Also, segments can be transposed up 1780 or down.</span></p> 1781 1782 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1783 1784 <p class=MsoNormal><span lang=EN-IE>The bottom part of the diagram shows how 1785 the musical segments can be recombined to create a linear music piece. In this 1786 example, the bridge might end with a half-step key modulation and the remaining 1787 segments could be transposed up a half-step to match.</span></p> 1788 1789 <h3><a name="_Toc203298088"><![if !supportLists]><span lang=EN-IE 1790 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>1.1.3<span 1791 style='font:7.0pt "Times New Roman"'> 1792 </span></span></span><![endif]><span lang=EN-IE>Non-linear Music Example</span></a></h3> 1793 1794 <p class=MsoNormal><span lang=EN-IE><!--[if gte vml 1]><v:shape id="_x0000_i1026" 1795 type="#_x0000_t75" style='width:6in;height:291.75pt' o:ole=""> 1796 <v:imagedata src="JET_Authoring_Guidelines_files/image004.emz" o:title=""/> 1797 </v:shape><![endif]--><![if !vml]><img border=0 width=576 height=389 1798 src="JET_Authoring_Guidelines_files/image014.gif" v:shapes="_x0000_i1026"><![endif]><!--[if gte mso 9]><xml> 1799 <o:OLEObject Type="Embed" ProgID="Visio.Drawing.11" ShapeID="_x0000_i1026" 1800 DrawAspect="Content" ObjectID="_1298963277"> 1801 </o:OLEObject> 1802 </xml><![endif]--></span></p> 1803 1804 <p class=MsoCaption><span lang=EN-IE>Figure <span style='mso-field-code:" SEQ Figure \\* ARABIC "'><span 1805 style='mso-no-proof:yes'>2</span></span>: Non-linear music piece</span></p> 1806 1807 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1808 1809 <p class=MsoNormal><span lang=EN-IE>In this diagram, we see a non-linear music 1810 piece. The scenario is a first-person-shooter (FPS) and JET is providing the 1811 background music. The intro plays as the level is loading and then transitions 1812 under program control to the Searching segment. This segment is repeated 1813 indefinitely, perhaps with small variations (using the mute/un-mute feature) 1814 until activity in the game dictates a change.</span></p> 1815 1816 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1817 1818 <p class=MsoNormal><span lang=EN-IE>As the player nears a monster lair, the 1819 program starts a synchronized transition to the Danger segment, increasing the 1820 tension level in the audio. As the player draws closer to the lair, additional 1821 tracks are un-muted to increase the tension.</span></p> 1822 1823 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1824 1825 <p class=MsoNormal><span lang=EN-IE>As the player enters into combat with the 1826 monster, the program starts a synchronized transition to the Combat segment. 1827 The segment repeats indefinitely as the combat continues. A Bonus Hit 1828 temporarily un-mutes a decorative track that notifies the player of a 1829 successful attack, and similarly, another track is temporarily un-muted to 1830 signify when the player receives Special Damage.</span></p> 1831 1832 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1833 1834 <p class=MsoNormal><span lang=EN-IE>At the end of combat, the music transitions 1835 to a victory or defeat segment based on the outcome of battle.</span></p> 1836 1837 <h3><a name="_Toc203298089"><![if !supportLists]><span lang=EN-IE 1838 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>1.1.4<span 1839 style='font:7.0pt "Times New Roman"'> 1840 </span></span></span><![endif]><span lang=EN-IE>Mute/Un-mute Synchronization</span></a></h3> 1841 1842 <p class=MsoNormal><span lang=EN-IE>JET can also synchronize the muting and 1843 un-muting of tracks to events in the music. For example, in the FPS game, it 1844 would probably be desirable to place the musical events relating to bonuses and 1845 damage as close to the actual game event as possible. However, simply un-muting 1846 a track at the moment the game event occurs might result in a music clip 1847 starting in the middle. Alternatively, a clip could be started from the 1848 beginning, but then it wouldnt be synchronized with the other music tracks.</span></p> 1849 1850 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1851 1852 <p class=MsoNormal><span lang=EN-IE>However, with the JET sync engine, a clip 1853 can be started at the next opportune moment and maintain synchronization. This 1854 can be accomplished by placing a number of short music clips on a decorative 1855 track. A <st1:place w:st="on">MIDI</st1:place> event in the stream signifies 1856 the start of a clip and a second event signifies the end of a clip. When the 1857 application calls the JET clip function, the next clip in the track is allowed 1858 to play fully synchronized to the music. Optionally, the track can be 1859 automatically muted by a second <st1:place w:st="on">MIDI</st1:place> event.</span></p> 1860 1861 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1862 1863 <p class=MsoNormal><span lang=EN-IE><!--[if gte vml 1]><v:shape id="_x0000_i1027" 1864 type="#_x0000_t75" style='width:6in;height:116.25pt' o:ole=""> 1865 <v:imagedata src="JET_Authoring_Guidelines_files/image006.emz" o:title=""/> 1866 </v:shape><![endif]--><![if !vml]><img border=0 width=576 height=155 1867 src="JET_Authoring_Guidelines_files/image008.gif" v:shapes="_x0000_i1027"><![endif]><!--[if gte mso 9]><xml> 1868 <o:OLEObject Type="Embed" ProgID="Visio.Drawing.11" ShapeID="_x0000_i1027" 1869 DrawAspect="Content" ObjectID="_1298963279"> 1870 </o:OLEObject> 1871 </xml><![endif]--></span></p> 1872 1873 <p class=MsoCaption><span lang=EN-IE>Figure <span style='mso-field-code:" SEQ Figure \\* ARABIC "'><span 1874 style='mso-no-proof:yes'>3</span></span>: Synchronized Mute/Unmute</span></p> 1875 1876 <h2><a name="_Toc203298090"><![if !supportLists]><span lang=EN-IE 1877 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>1.2<span 1878 style='font:7.0pt "Times New Roman"'> 1879 </span></span></span><![endif]><span lang=EN-IE>Audio Synchronization</span></a></h2> 1880 1881 <p class=MsoNormal><span lang=EN-IE>JET provides an audio synchronization API 1882 that allows game play to be synchronized to events in the audio. The mechanism 1883 relies on data embedded in the <st1:place w:st="on">MIDI</st1:place> file at 1884 the time the content is authored. When the JET engine senses an event during 1885 playback it generates a callback into the application program. The timing of 1886 the callback can be adjusted to compensate for any latency in the audio 1887 playback system so that audio and video can be synchronized. The diagram below 1888 shows an example of a simple music game that involves pressing the left and 1889 right arrows in time with the music.</span></p> 1890 1891 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1892 1893 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1894 1895 <p class=MsoNormal><span lang=EN-IE><!--[if gte vml 1]><v:shape id="_x0000_i1028" 1896 type="#_x0000_t75" style='width:6in;height:100.5pt' o:ole=""> 1897 <v:imagedata src="JET_Authoring_Guidelines_files/image015.emz" o:title=""/> 1898 </v:shape><![endif]--><![if !vml]><img border=0 width=576 height=134 1899 src="JET_Authoring_Guidelines_files/image010.gif" v:shapes="_x0000_i1028"><![endif]><!--[if gte mso 9]><xml> 1900 <o:OLEObject Type="Embed" ProgID="Visio.Drawing.11" ShapeID="_x0000_i1028" 1901 DrawAspect="Content" ObjectID="_1298963280"> 1902 </o:OLEObject> 1903 </xml><![endif]--></span></p> 1904 1905 <p class=MsoCaption><span lang=EN-IE>Figure <span style='mso-field-code:" SEQ Figure \\* ARABIC "'><span 1906 style='mso-no-proof:yes'>4</span></span>: Music Game<span style='mso-no-proof: 1907 yes'> with Synchronization<o:p></o:p></span></span></p> 1908 1909 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1910 1911 <p class=MsoNormal><span lang=EN-IE>The arrows represent events in the music 1912 sequence where game events need to be synchronized. In this case, the blue 1913 arrow represents a time where the player is supposed to press the left button, 1914 and the red arrow is for the right button. The yellow arrow tells the game 1915 engine that the sequence is complete. The player is allowed a certain time 1916 window before and after the event to press the appropriate key.</span></p> 1917 1918 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1919 1920 <p class=MsoNormal><span lang=EN-IE>If an event is received and the player has 1921 not pressed a button, a timer is set to half the length of the window. If the 1922 player presses the button before the timer expires, the game registers a 1923 success, and if not, the game registers a failure. </span></p> 1924 1925 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1926 1927 <p class=MsoNormal><span lang=EN-IE>If the player presses the button before the 1928 event is received, a timer is set to half the length of the window. If an event 1929 is received before the timer expires, the game registers a success, and if not, 1930 the game registers a failure. Game play might also include bonuses for getting 1931 close to the timing of the actual event. </span></p> 1932 1933 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1934 1935 <h1><a name="_Toc203298091"><![if !supportLists]><span lang=EN-IE 1936 style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>2<span 1937 style='font:7.0pt "Times New Roman"'> 1938 </span></span></span><![endif]><span lang=EN-IE>JET Content Authoring Overview</span></a></h1> 1939 1940 <p class=MsoNormal><span lang=EN-IE>To author JET files and hear them playback interactively, 1941 the content author will work in two or three applications which are designed to 1942 work together smoothly. The first is application is any off-the-shelf <st1:place 1943 w:st="on">MIDI</st1:place> sequencing application or Digital Audio Workstation 1944 that supports VST (for PC) or AU (for Mac) plugins. (Logic, SONAR, Cubase, etc) 1945 Here the author will compose their <st1:place w:st="on">MIDI</st1:place> music 1946 files using the SONiVOX EAS Synth plugin as the playback synthesizer. </span></p> 1947 1948 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1949 1950 <p class=MsoNormal><span lang=EN-IE>Once the composer has completed their <st1:place 1951 w:st="on">MIDI</st1:place> file(s), they import them into the JET Creator application. 1952 Here the author will setup and audition the conditions for interactive playback 1953 within the JET enabled game.</span></p> 1954 1955 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1956 1957 <p class=MsoNormal><span lang=EN-IE>Optionally, the author may elect to create 1958 a custom DLS soundbank. This can be created in any off-the-shelf DLS authoring 1959 application, such as Awave from MJSoft, and loaded into JET Creator along with 1960 the <st1:place w:st="on">MIDI</st1:place> files.</span></p> 1961 1962 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1963 1964 <p class=MsoNormal><span lang=EN-IE>Below is an overview of this process. A 1965 more detailed explanation of each step follows.</span></p> 1966 1967 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1968 1969 <ul style='margin-top:0in' type=disc> 1970 <li class=MsoNormal style='mso-list:l10 level1 lfo12;tab-stops:list .5in'><span 1971 lang=EN-IE>Launch digital audio workstation (DAW) </span></li> 1972 <ul style='margin-top:0in' type=circle> 1973 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1974 lang=EN-IE>Assign the SONiVOX EAS Synth plugin as the playback 1975 synthesizer</span></li> 1976 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1977 lang=EN-IE>Optionally load a custom DLS2 soundset </span></li> 1978 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1979 lang=EN-IE>Compose and save <st1:place w:st="on">MIDI</st1:place> file(s)</span></li> 1980 </ul> 1981 <li class=MsoNormal style='mso-list:l10 level1 lfo12;tab-stops:list .5in'><span 1982 lang=EN-IE>Launch the JET Creator application</span></li> 1983 <ul style='margin-top:0in' type=circle> 1984 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1985 lang=EN-IE>Create segments using the <st1:place w:st="on">MIDI</st1:place> 1986 and DLS2 source files</span></li> 1987 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1988 lang=EN-IE>Add interactive elements</span></li> 1989 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1990 lang=EN-IE>Audition interactive elements</span></li> 1991 <li class=MsoNormal style='mso-list:l10 level2 lfo12;tab-stops:list 1.0in'><span 1992 lang=EN-IE>Save and Export JET files for use in the Android application</span></li> 1993 </ul> 1994 </ul> 1995 1996 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 1997 1998 <p class=MsoNormal><span lang=EN-IE>Launch DAW Content authors will need to 1999 use a third party MIDI authoring application to compose their <st1:place w:st="on">MIDI</st1:place> 2000 files. It is recommended they use a digital audio workstation (DAW) application 2001 that supports VST or AU plugins as this will enable them to listen to the EAS 2002 MIDI Synthesizer and DLS2 soundsets that will be utilized in the Android 2003 application itself. Some examples of popular DAWs include SONAR (PC) and LOGIC 2004 (MAC). </span></p> 2005 2006 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2007 2008 <p class=MsoNormal><span lang=EN-IE>Assign SONiVOX EAS Synth plugin as the 2009 playback synthesizer The SONiVOX EAS Synth plugin is a VST and AU compatible 2010 virtual instrument that plugs into VST or AU compatible DAWs. This software 2011 plugin uses the same SONiVOX EAS MIDI synthesizer engine and default General 2012 MIDI<span style='mso-spacerun:yes'> </span>wavetable soundset inherent in 2013 Android. Using this plugin allows content authors to hear the exact audio 2014 rendering of the instruments and <st1:place w:st="on">MIDI</st1:place> file 2015 that will be used in their Android applications.</span></p> 2016 2017 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2018 2019 <p class=MsoNormal><span lang=EN-IE>Optionally Load DLS2 Soundset The SONiVOX 2020 EAS Synth plugin allows for the loading of any DLS2 compatible soundset for 2021 playback. These could include a new GM wavetable set, or a small collection of 2022 just a few custom instruments for a given application. Note, the DLS file does 2023 not replace the internal GM wavetable used by the EAS engine. DLS soundsets 2024 play in conjunction with the internal GM wavetable. </span></p> 2025 2026 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2027 2028 <p class=MsoNormal><span lang=EN-IE>Compose MIDI File Compose <st1:place 2029 w:st="on">MIDI</st1:place> soundtracks for the Android application.</span></p> 2030 2031 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2032 2033 <p class=MsoNormal><span lang=EN-IE>Launch JET Creator Once all DLS2 and <st1:place 2034 w:st="on">MIDI</st1:place> source files have been authored, the content author 2035 should launch the JET Creator and begin creating JET Segments. The segments 2036 will reference the <st1:place w:st="on">MIDI</st1:place> files and any custom 2037 DLS2 soundbanks.</span></p> 2038 2039 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2040 2041 <p class=MsoNormal><span lang=EN-IE>Assign JET Segment Attributes After 2042 creating segments the content author interactive elements. Interactive elements 2043 include mute and unmute settings of individual tracks in the MIDI file(s) as 2044 well as <st1:place w:st="on">MIDI</st1:place> controller numbers that serve as 2045 events in the game. These attributes tell the JET engine how and when to play 2046 the different musical segments according to the JET API commands in the Android 2047 application. See below for more detail on this.</span></p> 2048 2049 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2050 2051 <p class=MsoNormal><span lang=EN-IE>Audition Interactive Playback After 2052 assigning the segment attributes and creating the JET file, the content author 2053 can audition all interactive playback elements in the JET Audition window.</span></p> 2054 2055 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2056 2057 <p class=MsoNormal><span lang=EN-IE>Save .jtc File After the author is 2058 satisfied with the result, it is recommended they save the JET Creator .jtc 2059 file which will save their settings, references to source files, etc.</span></p> 2060 2061 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2062 2063 <p class=MsoNormal><span lang=EN-IE>Export Files Exporting the JET Creator 2064 file will bundle all source files and their attributes into a single .zip file. 2065 The zip file will also contain a .jet file for use by the Android application.</span></p> 2066 2067 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2068 2069 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2070 2071 <h1><a name="_Toc203298092"></a><a name="_Toc135724912"></a><a 2072 name="_Toc135725135"></a><a name="_Toc135726610"></a><a name="_Toc135727779"></a><a 2073 name="_Toc137004455"></a><![if !supportLists]><span style='mso-bookmark:_Toc203298092'><span 2074 lang=EN-IE style='mso-fareast-font-family:Arial'><span style='mso-list:Ignore'>3<span 2075 style='font:7.0pt "Times New Roman"'> 2076 </span></span></span></span><![endif]><span style='mso-bookmark:_Toc203298092'><span 2077 lang=EN-IE>EAS Synth Virtual Instrument Plugin</span></span></h1> 2078 2079 <p class=MsoNormal><span lang=EN-IE>Included in the JET Creator package is the 2080 EAS software synthesizer in plug-in format. The EAS plugin synth allows the 2081 composer to hear the instruments used in Android as they are composing their <st1:place 2082 w:st="on">MIDI</st1:place> sequence. The EAS Synth plugin allows for the 2083 loading of custom DLS2 sounds as well.</span></p> 2084 2085 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2086 2087 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2088 style='mso-list:Ignore'>3.1<span style='font:7.0pt "Times New Roman"'> 2089 </span></span></span><![endif]><span lang=EN-IE>Installing the EAS Synth Plugin</span></h2> 2090 2091 <p class=MsoNormal><span lang=EN-IE>Follow the instructions for your individual 2092 DAW to install and utilize the plugin. For Mac users this will typically 2093 involve copying the EAS Synth.componant file into your plugins folder which 2094 is usually located at /Library/Audio/Plug-ins/Components. PC users will want to 2095 install the EAS Synth.dll into the plugin folder that their DAW requires. </span></p> 2096 2097 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2098 2099 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2100 style='mso-list:Ignore'>3.2<span style='font:7.0pt "Times New Roman"'> 2101 </span></span></span><![endif]><span lang=EN-IE>Requirements and Settings for 2102 using the EAS Synth Plugin</span></h2> 2103 2104 <p class=MsoNormal><span lang=EN-IE>The EAS Synth is an embedded synthesizer 2105 for small mobile devices. This means it does not have the flexibility of high 2106 end synthesizers typically utilized in a professional application such as 2107 Logic, Digital Performer, etc. As such, only the following attributes are 2108 supported.</span></p> 2109 2110 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2111 2112 <p class=MsoNormal><span lang=EN-IE>Macintosh:</span></p> 2113 2114 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2115 2116 <p class=MsoNormal><span lang=EN-IE>Mac OSX (Intel) Macs </span></p> 2117 2118 <p class=MsoNormal><span lang=EN-IE>ASIO Supported Soundcards </span></p> 2119 2120 <p class=MsoNormal><span lang=EN-IE>Sample Rate:<span style='mso-tab-count: 2121 1'> </span>44100 hz</span></p> 2122 2123 <p class=MsoNormal><span lang=EN-IE>Buffer Size:<span style='mso-tab-count: 2124 1'> </span>256 kbytes</span></p> 2125 2126 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2127 2128 <p class=MsoNormal><span lang=EN-IE>PC:</span></p> 2129 2130 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2131 2132 <p class=MsoNormal><span lang=EN-IE>Windows 2000 or <st1:place w:st="on">Vista</st1:place> 2133 operating systems</span></p> 2134 2135 <p class=MsoNormal><span lang=EN-IE>ASIO supported soundcards</span></p> 2136 2137 <p class=MsoNormal><span lang=EN-IE>Sample Rate:<span style='mso-tab-count: 2138 1'> </span>44100 hz</span></p> 2139 2140 <p class=MsoNormal><span lang=EN-IE>Buffer Size:<span style='mso-tab-count: 2141 1'> </span>256 kbytes</span></p> 2142 2143 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2144 2145 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2146 style='mso-list:Ignore'>3.3<span style='font:7.0pt "Times New Roman"'> 2147 </span></span></span><![endif]><span lang=EN-IE>Assigning <st1:place w:st="on">MIDI</st1:place> 2148 Tracks to use the EAS Synth</span></h2> 2149 2150 <p class=MsoNormal><span lang=EN-IE>Each DAW has its own particular method of 2151 assigning <st1:place w:st="on">MIDI</st1:place> tracks to virtual instrument 2152 plugins such as the SONiVOX EAS Synth. Please consult the user manual for your 2153 DAW for detailed instructions. Below are some general guidelines for Logic 2154 (Mac) and SONAR (PC).</span></p> 2155 2156 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2157 style='mso-list:Ignore'>3.3.1<span style='font:7.0pt "Times New Roman"'> 2158 </span></span></span><![endif]><span lang=EN-IE>LOGIC 8</span></h3> 2159 2160 <p class=MsoNormal><span lang=EN-IE>The SONiVOX EAS Synth virtual instrument is 2161 a multi-timbral synthesizer. (i.e. it plays back multiple instruments on unique 2162 <st1:place w:st="on">MIDI</st1:place> channels in a single instance) In Logic 2163 8, however, youll want to set up 16 Logic <i style='mso-bidi-font-style:normal'>Instruments,</i> 2164 each with their own instance of the EAS Synth. Each Instrument should be assigned 2165 its own <st1:place w:st="on">MIDI</st1:place> channel. Use Channel 10 for 2166 Drums. The reason for this is that MIDI controller messages, such as Volume 2167 (CC7) and Pan (CC10) will not be channelized if the plugin is assigned to only 2168 a single Instrument and all <st1:place w:st="on">MIDI</st1:place> tracks are 2169 set to playback on that Instrument. In order for each <st1:place w:st="on">MIDI</st1:place> 2170 channel to respond to its own controller messages, you must assign 16 different 2171 EAS Synth instances to 16 unique Logic Instruments.</span></p> 2172 2173 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2174 2175 <p class=MsoNormal><span lang=EN-IE>A Logic 8 template file has been included 2176 in the Android Cupcake release to facilitate the above.</span></p> 2177 2178 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2179 2180 <p class=MsoNormal><span lang=EN-IE>Playback in Logic 8 may require you to be 2181 in record enable mode for each track you are auditioning. To record enable 2182 multiple tracks hold down the Option key.</span></p> 2183 2184 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2185 2186 <p class=MsoNormal><span lang=EN-IE>To write out a standard <st1:place w:st="on">MIDI</st1:place> 2187 (type 1) file from Logic, you need to use the File Export command. IMPORTANT: 2188 Most edits in Logic are non-destructive edits meaning they are not modifying 2189 the actual data but rather adding an overlay onto to the data. Quantize is one 2190 such non-destructive edit. Therefore when you export a <st1:place w:st="on">MIDI</st1:place> 2191 file, you may not see your quanitization settings. </span></p> 2192 2193 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2194 2195 <p class=MsoNormal><span lang=EN-IE>In addition, the mix parameters for volume, 2196 pan and program changes may not appear in the event list and therefore may not 2197 write out with the <st1:place w:st="on">MIDI</st1:place> file. Before exporting 2198 a <st1:place w:st="on">MIDI</st1:place> file in Logic it is recommended you do 2199 the following:</span></p> 2200 2201 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2202 2203 <p class=MsoNormal><span lang=EN-IE>Select All and use the Insert MIDI > 2204 Insert MIDI Settings as Events command.</span></p> 2205 2206 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2207 2208 <p class=MsoNormal><span lang=EN-IE>Select All and use the Apply Quantization 2209 Settings Destructively command. </span></p> 2210 2211 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2212 2213 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2214 style='mso-list:Ignore'>3.3.2<span style='font:7.0pt "Times New Roman"'> 2215 </span></span></span><![endif]><span lang=EN-IE>Cakewalk SONAR 7</span></h3> 2216 2217 <p class=MsoNormal><span lang=EN-IE>Sonar 7 is a bit easier to set up, use and 2218 save than Logic 8. Simply open or start a new <st1:place w:st="on">MIDI</st1:place> 2219 file. Go to the Insert menu and select Insert Soft Synth>SONiVOX>EAS 2220 Synth. Then assign each <st1:place w:st="on">MIDI</st1:place> tracks output to 2221 the EAS Synth. There is no need to record enable a track to hear it play back. 2222 When saving, be sure to select MIDI Type 1.</span></p> 2223 2224 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2225 2226 <p class=MsoNormal><span lang=EN-IE>SONAR 8 works similarly to SONAR 7.</span></p> 2227 2228 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2229 2230 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2231 style='mso-list:Ignore'>3.3.3<span style='font:7.0pt "Times New Roman"'> 2232 </span></span></span><![endif]><span lang=EN-IE>Digital Performer</span></h3> 2233 2234 <p class=MsoNormal><span lang=EN-IE>Weve seen some instances when creating 2235 content with Digital Performer where notes with a release velocity of non-0 2236 will generate an extra note-on event in the EAS synth. If you are hearing a 2237 doubling, editing the release velocity events to zero should fix this problem.</span></p> 2238 2239 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2240 2241 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2242 style='mso-list:Ignore'>3.4<span style='font:7.0pt "Times New Roman"'> 2243 </span></span></span><![endif]><span lang=EN-IE>Using Custom DLS2 Soundsets</span></h2> 2244 2245 <p class=MsoNormal><span lang=EN-IE>The SONiVOX EAS Synthesizer supports two 2246 simultaneous soundsets or wavetables. One is the internal General MIDI wavetable 2247 inherent to the SONiVOX EAS Synthesizer. The other is a Downloadable Sounds 2248 Level 2 (DLS2) soundset. The internal wavetable is a GM Level 1 compliant 2249 wavetable with 127 melodic instruments and 1 drumkit. It is in a proprietary 2250 SONiVOX format. The DLS2 soundsets are an open format published by the MIDI 2251 Manufactures Association. </span></p> 2252 2253 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2254 2255 <p class=MsoNormal><span lang=EN-IE>In the Android Cupcake release, the 2256 internal wavetable is only 200 kbytes, very small, in order to be compliant 2257 with all Android devices which may not have a lot of memory. DLS2 soundsets can 2258 be any size that a particular device supports. Upgraded (larger) internal 2259 wavetables as well as custom DLS2 instruments can be licensed from SONiVOX.</span></p> 2260 2261 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2262 style='mso-list:Ignore'>3.4.1<span style='font:7.0pt "Times New Roman"'> 2263 </span></span></span><![endif]><span lang=EN-IE>Loading a DLS2 Soundset</span></h3> 2264 2265 <p class=MsoNormal><span lang=EN-IE>To load a custom soundset, click on the 2266 Load DLS button in the EAS Synth plugin interface. Browse to the DLS2 file you 2267 wish to load and say OK. <b style='mso-bidi-font-weight:normal'><i 2268 style='mso-bidi-font-style:normal'>Only DLS Level 2 formatted soundsets are 2269 supported.<o:p></o:p></i></b></span></p> 2270 2271 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2272 2273 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2274 style='mso-list:Ignore'>3.4.2<span style='font:7.0pt "Times New Roman"'> 2275 </span></span></span><![endif]><span lang=EN-IE>Using a DLS2 Soundset</span></h3> 2276 2277 <p class=MsoNormal><span lang=EN-IE>Since both the internal EAS GM wavetable 2278 and a custom DLS2 soundset are used simultaneously, you must be sure you have 2279 your MIDI Program Changes set correctly. DLS2 instruments must be assigned to a 2280 Bank <i style='mso-bidi-font-style:normal'>other</i> than the default GM bank 2281 used by the internal synthesizer. </span></p> 2282 2283 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2284 2285 <p class=MsoNormal><span lang=EN-IE>The internal EAS synthesizer is assigned to 2286 Banks 121 (melodic instruments) and 120 (drum instruments). This follows the 2287 General MIDI Level 1 specification. Note: Most <st1:place w:st="on">MIDI</st1:place> 2288 sequencers require you to use Bank 0 to select the default wavetable. Custom 2289 DLS2 soundsets, therefore, should utilize a different Bank. We recommend Bank 2290 1.</span></p> 2291 2292 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2293 2294 <p class=MsoNormal><span lang=EN-IE>The EAS synth supports MSB (Controller 0), 2295 LSB (Controller 32) Bank change messages. There are two places you need to set 2296 this Bank and Program Change number. The first is in your DLS2 soundset. Using 2297 Bank 1, each Instrument would be assigned MSB 1, LSB 0, then the Instrument 2298 Program Change number. The second place to use the Bank and Program Change 2299 number is in your <st1:place w:st="on">MIDI</st1:place> sequence. </span></p> 2300 2301 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2302 2303 <p class=MsoNormal><span lang=EN-IE>In your <st1:place w:st="on">MIDI</st1:place> 2304 track, the MSB should be sent first followed by the LSB and then the Instrument 2305 number. For example, if your DLS2 instrument is assigned MSB 1, LSB 0, 2306 Program1, you would send CC0, 1 followed by CC32, 0 followed by Program Change 2307 Message 1. This might look like the following in an event window:</span></p> 2308 2309 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2310 2311 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2312 2313 <p class=MsoNormal><span lang=EN-IE><!--[if gte vml 1]><v:shape id="_x0000_i1029" 2314 type="#_x0000_t75" style='width:278.25pt;height:504.75pt'> 2315 <v:imagedata src="JET_Authoring_Guidelines_files/image011.png" o:title="Event List"/> 2316 </v:shape><![endif]--><![if !vml]><img border=0 width=371 height=673 2317 src="JET_Authoring_Guidelines_files/image012.gif" v:shapes="_x0000_i1029"><![endif]></span></p> 2318 2319 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2320 2321 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2322 2323 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2324 2325 <h1><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2326 style='mso-list:Ignore'>4<span style='font:7.0pt "Times New Roman"'> 2327 </span></span></span><![endif]><span lang=EN-IE>JET Creator Guidelines</span></h1> 2328 2329 <p class=MsoNormal><span lang=EN-IE>JET Creator is the desktop application 2330 where youll edit and audition the JET interactive music elements. For details 2331 on the JET Creator application please see the JET Creator User Manual. Below 2332 are some additional guidelines to help you out.</span></p> 2333 2334 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2335 2336 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2337 2338 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2339 2340 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2341 style='mso-list:Ignore'>4.1<span style='font:7.0pt "Times New Roman"'> 2342 </span></span></span><![endif]><span lang=EN-IE>Order of Tasks</span></h2> 2343 2344 <p class=MsoNormal><span lang=EN-IE>As with all projects, its best to discuss and 2345 design the interactive music scheme with the game designer and programmer 2346 before beginning your composition. An outline and/or specification can go a 2347 long way in saving you from having to redo things after the game is in place.</span></p> 2348 2349 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2350 2351 <p class=MsoNormal><span lang=EN-IE>In general youll want to first write your 2352 music in your DAW of choice the way youre used to composing, then break up the 2353 final <st1:place w:st="on">MIDI</st1:place> file as needed for the application. 2354 Next, move to JET Creator and create all of your music segments in the order 2355 easiest to preview them when played in order. Finally, add the JET Events to 2356 control the segments via the Android game and Audition them as needed in JET 2357 Creator. Finally, save the project in JET Creator and hand off the .jet file to 2358 the programmer to integrate it in the game. After previewing there will likely 2359 be changes to the <st1:place w:st="on">MIDI</st1:place> file(s) and JET Creator 2360 attributes. </span></p> 2361 2362 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2363 2364 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2365 style='mso-list:Ignore'>4.2<span style='font:7.0pt "Times New Roman"'> 2366 </span></span></span><![endif]><span lang=EN-IE>Conserving Memory</span></h2> 2367 2368 <p class=MsoNormal><span lang=EN-IE>If youre trying to conserve memory, 2369 compose as few MIDI files as possible, and create several segments from that <st1:place 2370 w:st="on">MIDI</st1:place> file. For example a 12 bar <st1:place w:st="on">MIDI</st1:place> 2371 file with three sections of 4 bars, A, B, C, can create a much longer song. 2372 Simply create multiple segments that reference the one <st1:place w:st="on">MIDI</st1:place> 2373 file, then order them however you like. For example, A, A, B, A, C, A, B, A, A 2374 would create a 36 bar song. Use JET to add repeats, transpose segments, and 2375 interactively mute and unmute tracks to keep it even more interesting.</span></p> 2376 2377 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2378 2379 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2380 style='mso-list:Ignore'>4.3<span style='font:7.0pt "Times New Roman"'> 2381 </span></span></span><![endif]><span lang=EN-IE>Replicate</span></h2> 2382 2383 <p class=MsoNormal><span lang=EN-IE>To make adding segments or events faster, 2384 use the Replicate command. Replicate can add multiple segments or events at one 2385 time and uses an offset parameter and prefix naming convention to keep things 2386 easy to read. The MOVE command is also useful for moving multiple events by a 2387 set number of measures, beats or ticks.</span></p> 2388 2389 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2390 2391 <h2><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2392 style='mso-list:Ignore'>4.4<span style='font:7.0pt "Times New Roman"'> 2393 </span></span></span><![endif]><span lang=EN-IE>Interactive Options</span></h2> 2394 2395 <p class=MsoNormal><span lang=EN-IE>There are several interactive audio 2396 concepts possible in JET. Below are a few examples although we hope developers 2397 will come up with others we havent thought of! These are:</span></p> 2398 2399 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2400 style='mso-list:Ignore'>4.4.1<span style='font:7.0pt "Times New Roman"'> 2401 </span></span></span><![endif]><span lang=EN-IE>Multiple Segment Triggering</span></h3> 2402 2403 <p class=MsoNormal><span lang=EN-IE>In this method the application is 2404 triggering specific segments based on events in the game. For example a hallway 2405 with lots of fighting might trigger segment 1 and a hallway with no fighting 2406 might trigger segment 2. Using JET TriggerClips in conjunction with this method 2407 creates even more diversity.</span></p> 2408 2409 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2410 style='mso-list:Ignore'>4.4.2<span style='font:7.0pt "Times New Roman"'> 2411 </span></span></span><![endif]><span lang=EN-IE>Mute Arrays</span></h3> 2412 2413 <p class=MsoNormal><span lang=EN-IE>In this method the application is 2414 triggering mute and unmute events to specific tracks in a single <st1:place 2415 w:st="on">MIDI</st1:place> sequence. For example a hallway with lots of 2416 fighting might play <st1:place w:st="on">MIDI</st1:place> tracks 1-16 and a 2417 hallway with no fighting might play the same midi file but mute tracks 9-16. 2418 Using JET TriggerClips in conjunction with this method creates even more 2419 diversity.</span></p> 2420 2421 <h3><![if !supportLists]><span lang=EN-IE style='mso-fareast-font-family:Arial'><span 2422 style='mso-list:Ignore'>4.4.3<span style='font:7.0pt "Times New Roman"'> 2423 </span></span></span><![endif]><span lang=EN-IE>Music Driven Gameplay</span></h3> 2424 2425 <p class=MsoNormal><span lang=EN-IE>Music driven gaming is similar to what 2426 Guitar Hero and JETBOY have done in that the music content determines how 2427 graphic events are displayed. The application then queries the user response to 2428 the graphic events and interactively modifies the music in response. In this 2429 method the game is utilizing JET Application Events, MIDI controllers that are 2430 embedded in the <st1:place w:st="on">MIDI</st1:place> file and read by the game 2431 in real-time. Based on the user response, multiple segment triggering and/or 2432 mute arrays can be set.</span></p> 2433 2434 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2435 2436 <p class=MsoNormal><span lang=EN-IE><o:p> </o:p></span></p> 2437 2438 </div> 2439 2440 </body> 2441 2442 </html> 2443