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Cloudschatze
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« on: August 15, 2005, 07:18:01 PM » |
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Written by Martin Sant, of Blue Ridge Music, many moons ago:
Ah, the MT-32; a great little box - for the money. I dearly love mine, even though it is kind of noisy. I have gotten a lot of requests for info on the MT, so I will attempt to share what I know about it. Most of this info also applies to the D110, except the D110 has more reverb modes, more PCM samples, battery backup, a card slot, and killer drum samples.
First, the obvious. The MT is a multi-timbral sound module that uses Roland's now famous (infamous ?) sound generation method called LA (Linear Arithmetic) synthesis. This is really just a fancy name for mixing PCM samples with 'normal' sawtooth/square wave kinds of sounds While the timbres produced by the LA method sound complex, programming the sounds is actually rather easy.
Of course, to change any of the MT's parameters, you need a computer and the proper software; there are only a few things you can change from the front panel.
The MT is logically divided into several sections. First are the synth parts. There are 8 of these, each of which has its own midi channel number, volume and pan setting. Kind of like 8 synths and a mixer in one box.
The next section is the drum section. This area allows you to assign a canned rhythm sound or any sound loaded into RAM to a particular note number. You can also set the pan, volume and turn the reverb on or off for each of these sounds.
Now, all of the synth parts and the drum section draw from a 'pool' of sounds arranged in banks of 64. There are two banks of 'musical' sounds in ROM (A and B), one bank of 'drum' sounds in ROM (actually only 30 of these, abbreviated R) and one bank of RAM sound locations (called M for memory).
You can get to the ROM A and B sounds in two ways. The first way is to select a part button and spin the knob. The little micro inside the MT dutifully loads the sounds into the part as the knob goes round. You can also use MIDI program change commands to pull up the sounds. There is a difference tho, 'cause when you use the program change commands to pull up a sound, the MT uses an area called the patch map to get to them.
The patch map is an area of 128 locations, each of which corresponds to one of the 128 possible MIDI program change numbers. Each entry in the map specifies a bank (A,B,R or M) and a number (1-64). When you power up your MT, this map is defaulted so that program change numbers 1-64 will 'point' to ROM bank A and numbers 65-128 point to bank B. Using a computer and editor, you can change these map entries to point to any sound in any bank. And, not only can you specify the bank and sound number, each map entry allows you to specify the bend range, the keyshift (in semitones), the polymode (whether the next note on cuts off the previous note or triggers a new one) and the whether the reverb is on or off. Note that there is only one patch map. If you send a program change to one part on a certain channel and then send the same program change the another part on another channel, they will both be set according to that particular patch map entry.
The last group is the system section which controls the global things such as master volume, tuning and the reverb. The MT has four kinds of reverb: room, hall, plate and discrete echo. You can set the reverb time from 1-8 and the level from 0 to 7. Note that the reverb on the MT is global. You can turn the reverb on or off for each part or drum sound, but you can't have one part set to one thing and another part set to something else.
So all in all the MT is really very flexible in terms of setting things up and pulling up sounds via midi. Now I will try to break down the parameters that make up a sound.
The smallest unit of sound generation is called a partial. Four partials are grouped together to form a timbre. You can make a timbre using all four partials if you want, or you can use just one or two. There is a section of the timbre refered to as the common parameters. This area contains the 'switches' to turn on or off any of the four partials and the partial structures (see below) All together the MT can generate 32 partials at any one instant. These are all dynamically allocated between the synth and drum parts.
Let's look at a partial. Each one of these is made up of a Waveform Generator (WG), Time Variant Filter (TVF) and a Time Variant Amplifier (TVA). Each of these blocks has several parameters and a five stage envelope generator associated with it. The WG has controls which affect the coarse and fine pitch, select the waveform (sawtooth, square or PCM #) and control the amount of envelope effect. The TVF parameters include cutoff frequency, resonance, velocity sensitivity, several keyfollow parameters and a five stage envelope generator (the last stage of the envelope is fixed as the sustain level and release time). The TVA has an overall level adjustment, velocity sensitivity controls, a five stage envelope and two programmable keyfollow controls.
Partials can be one of two types: Synth or PCM partials. In the Synth partials, all of the above mentioned blocks are active. You can set up a sawtooth on the WG, filter it with the TVF and adjust the volume with the TVA. In a PCM partial, instead of using the standard square or sawtooth kind of waveform, a sampled waveform is selected. Some of these samples are looped so they sustain, while others only sound during the initial attack of a note. Also, in a PCM partial, the TVF has no effect.
As mentioned above, partials are combined into blocks called timbres. Each timbre is made up of two pairs of partials. These pairs are combined by setting a parameter called a structure. The structure tells the partials what kind they are (Synth or PCM) and how their output is combined. Depending on the structure setting, the partials can be set up as 2 synth partials, a PCM partial and a synth partial, 2 PCM partials, stereo PCM/synth partials (one partial out the left and one out the right) and ring modulated synth and/or PCM partials. (13 all total) Very flexible. I should note here that the MT firmware has a bug which does not allow the volume to be controlled properly if structures 10-13 are used. (Maybe this is just a H/W limitation) Cloudschatze: This bug was addressed in the final MT-32 ROM revision, 2.07.[/i]
Now for the MT insides:
The MT-32 uses an Intel 8097 microcontroller as the main CPU. It has a total of 64K of ROM and 32K of RAM. The RAM is not battery backed, so you have to reload all of your sounds and the patch map when you power up. The CPU (and the operating system in the ROMs) controls the custom LA32 chip. The LA chip has connections for the PCM sample ROMs (two 256Kx8 Toshiba Mask ROMs on board rev 0 or one Hitachi 512Kx8 ROM on board rev 1) and the digital reverb chip. Contrary to popular opinion, the LA chip sends all it's data to the reverb chip in digital format, not in analog form. The data is routed to the D/A converter (a BurrBrown PCM54 chip) and out to 6 sample/hold chips. With a few exceptions, this is the same circuitry as in the D110. (And probably the D10 and 20, but I don't have them so I can't look inside) For some reason, one of the data lines from the LA chip to the D/A is LEFT OFF, killing the S/N ratio. Also, (as near as I can tell with the trusty 1240 logic analyzer) the sample data in the ROMs has no data for this bit. Note that the D110 runs ALL 16 bits to the D/A which explains its better S/N ratio.
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NewRisingSUn
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« Reply #1 on: August 15, 2005, 08:01:36 PM » |
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For some reason, one of the data lines from the LA chip to the D/A is LEFT OFF, killing the S/N ratio. Is this also the case on the CM-32L? If not, maybe that's the reason why the CM sounds cleaner than the MT-32, even though all the chips are reportedly the same.
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Cloudschatze
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« Reply #2 on: August 15, 2005, 08:41:41 PM » |
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For some reason, one of the data lines from the LA chip to the D/A is LEFT OFF, killing the S/N ratio. Is this also the case on the CM-32L? If not, maybe that's the reason why the CM sounds cleaner than the MT-32, even though all the chips are reportedly the same. I'll have to check on this later. Laust may know The author of the above text also posted an MT-32 Noise Modification, to rid your MT-32 of "grunge". Being from the Seattle area, mine will be grungy forever. http://groups-beta.google.com/group/rec.music.synth/browse_frm/thread/846dcea068c4f670/ebcd3f5d0331b6cc
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Laust
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« Reply #3 on: August 15, 2005, 08:42:39 PM » |
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snip Blah, and here I was hoping for something new and interesting, not a text that's been on the net for years... 
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Cloudschatze
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« Reply #4 on: August 15, 2005, 10:41:31 PM » |
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For some reason, one of the data lines from the LA chip to the D/A is LEFT OFF, killing the S/N ratio. Is this also the case on the CM-32L? If not, maybe that's the reason why the CM sounds cleaner than the MT-32, even though all the chips are reportedly the same. Well, the CM-64 schematics show all 16-bits to the DAC, as do the schematics for the revised, MT-32 01 mainboard. The "left off" bit must have applied solely to the 00 mainboards. I'm now wondering how much cleaner this 01 board sounds, and thinking that the noise level is probably very close to, if not exactly the same as that of the CM-series.
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Great Hierophant
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« Reply #5 on: August 15, 2005, 11:27:34 PM » |
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There is a guy on eBay claiming that the old-revision MT-32s without the headphone jack are superior because they use a "faster processor." If so, this could be another reason why some MT-32 songs don't playback correctly on later modules if they also use a slower processor.
Or maybe only the later MT-32s suffer from this problem and that is why some games experience sound buffer overruns with the MT-32 but not the other modules, i.e. the slower processor cannot process the midi data fast enough for the game. Roland had other ways to cut corners from the later CM modules.
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Laust
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« Reply #6 on: August 16, 2005, 02:06:33 AM » |
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Well, the CM-64 schematics show all 16-bits to the DAC, as do the schematics for the revised, MT-32 01 mainboard. The "left off" bit must have applied solely to the 00 mainboards.
I can confirm that bits 13-16 (didn't bother checking the lower ones) are indeed routed from LA chip and reverb chip to the DAC. I believe the samples only have 15 bits worth of resolution, but it should still improve the quality a bit (no pun intended), as all the processing the LA32 or the reverb chip does on those samples will be output in the full 16 bit resolution. BTW, the schematics for the revision 0 board are quite confusing when it comes to the DAC routing and contain at least a couple of bugs (the biggest one being that they reversed the entire bit order, so it looked like output 16 from the LA chip was routed to bit 1 on the DAC, output 15 to bit 2, etc.). If the schematic is to be trusted, then not only is bit 16 on the DAC grounded, but output 16 is routed to bit 15, and output 15 is skipped entirely (not routed anywhere). That is: LA/Reverb bus|DAC 1 | 1 ... |... 14 | 14 15 |gnd 16 | 15 ground | 16
However, I have serious doubts about the accuracy of the schematic. Would be best to have it confirmed by someone with an actual unit. I'm now wondering how much cleaner this 01 board sounds, and thinking that the noise level is probably very close to, if not exactly the same as that of the CM-series.
Too late for me to check the rev 01 board now. Will do so tomorrow. There is a guy on eBay claiming that the old-revision MT-32s without the headphone jack are superior because they use a "faster processor." True or false?
Uh, off-hand I'd say the statement was false, if only for the fact that superiour is so vague a definition as to make it useless.
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Cloudschatze
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« Reply #7 on: August 16, 2005, 02:39:17 AM » |
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There is a guy on eBay claiming that the old-revision MT-32s without the headphone jack are superior because they use a "faster processor." If so, this could be another reason why some MT-32 songs don't playback correctly on later modules if they also use a slower processor. According to Martin Sant's information, the revision 00 board has an Intel 8097 MCU. The revision 01 MT-32, and CM-variants contain an 8098 MCU. Which songs will not play correctly on the later modules?
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Laust
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« Reply #9 on: August 16, 2005, 11:40:44 AM » |
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[...]he must be talking out his ass. I think that sums it up very nicely 
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Great Hierophant
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« Reply #10 on: August 16, 2005, 11:42:46 PM » |
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I believe that the more common revision 00 boards may be better suited to playback of music composed for an MT-32, the noisier output being a defining characteristic of the module. Less noisier revision 01 MT-32s seem to equal CM-32Ls or LAPC-Is without the extra sound effects. I would get a revision 00 for MT-32 optimized music and keep a spare CM module for the CM specific stuff.
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NewRisingSUn
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« Reply #11 on: August 17, 2005, 01:17:02 AM » |
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I would get a revision 00 for MT-32 optimized music I personally prefer the cleaner sound of the CM modules. In fact, I'm currently thinking about setting up a way to grab the digital sound from the mainboard itself before it even reaches the DAC, instead of recording the analog output, giving me the purest LA sound conceivable AND preserving the integrity of the digital chain (resulting in true DDD CDs). As far as "optimization" goes, it's hard to tell what a game is "optimized" for. Most game composers, apart from Sierra that is, used a LAPC-I because that's what most gamers had. And even if you know from the composer himself that it was an MT-32, you still don't know if it was a revision 00 (and most likely, the composer doesn't know either). Just look at how complicated it was to find out that Larry 5 actually was composed with a CM/LAPC. But if what we learned in this thread is true, you can get the revision 00 noisiness from a CM-32L/revision 01 recording by just substituting the lowest bit of every sample in the recording with 1-bit noise.  I find it actually very interesting that people would find the revision 00 to sound "warmer" --- noise resulting from inadequate digital processes and especially from bad D/A conversion is usually is perceived as "cold" and "lifeless" (like early CD palyers), not "warm".
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Alistair
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« Reply #12 on: August 17, 2005, 04:07:57 AM » |
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I find it actually very interesting that people would find the revision 00 to sound "warmer" --- noise resulting from inadequate digital processes and especially from bad D/A conversion is usually is perceived as "cold" and "lifeless" (like early CD palyers), not "warm". I think that's a good point. I think I understand why though- it all depends on your digital playback equipment. Like, I run some 3 Sound Blaster cards (AWE32, SB Live!, SB Audigy 2) and the MT-32 sounds lovely with that 'warm' sound. I assume that's to do with the bass and treble. My better quality equipment, my new TB Santa Cruz and my M-Audio FireWire Audiophile both sound starkly different (in terms of recording WAV's and mixing Sierra CD's). All instruments are much more 'well-defined'. I find SB output 'blurry', because of that warmness. I find the Santa Cruz middle-o-the-road, and my expensive Audiophile's high quality means I can hear MT-32 hiss and the coldness you describe, NRS, how it really sounds. I assume therefore that the majority of folks run a Sound Blaster digital card and thusly the D->A and A->D conversion is done worse, or the cards just sound different because of their different processing, or something. (I get the ideas, but not the specifics, if you know what I mean..) Of course, I could be talking out my ass.  That's just what my ears tell me from detailed listening with all MIDI devices and sound cards. - Alistair
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Great Hierophant
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« Reply #13 on: August 17, 2005, 12:47:48 PM » |
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As far as "optimization" goes, it's hard to tell what a game is "optimized" for. Most game composers, apart from Sierra that is, used a LAPC-I because that's what most gamers had. And even if you know from the composer himself that it was an MT-32, you still don't know if it was a revision 00 (and most likely, the composer doesn't know either). Just look at how complicated it was to find out that Larry 5 actually was composed with a CM/LAPC. I understand the difficulty, so I advocate getting both. As the LAPC-I and CM-32L were released in March and April 1989 or thereabouts, and given the time it took for those devices to penetrate to the market I would suggest that only VGA games would have been composed for LAPC-I or CM-32Ls. Additionally, I hear that revision 0 LAPC-Is had the same noise issue that the early MT-32s had. Leisure Suit Larry 5 is among the last games Sierra had designated the MT-32 as the optimal music device. Somehow I doubt it is the only late Sierra title that supported the LAPC-I/CM-32L specific sound effects. Of course, when King's Quest VI came out supporting General Midi/GS devices for the best music, it didn't much matter anymore.
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Alistair
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« Reply #14 on: August 18, 2005, 01:04:16 AM » |
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Leisure Suit Larry 5 is among the last games Sierra had designated the MT-32 as the optimal music device. Somehow I doubt it is the only late Sierra title that supported the LAPC-I/CM-32L specific sound effects. Of course, when King's Quest VI came out supporting General Midi/GS devices for the best music, it didn't much matter anymore. Well, assuming the premise about LSL5 is correct, I'd say it's because Safan composed it, as opposed to a more regular 'in-house' Sierra composer. I guess PQ3 and PQ1VGA could have also been composed for the CM (PQ1VGA doesn't quite sound right on the MT-32 sometimes, even though i's composed for it, as far as I'm aware, and I bring up PQ3 because it was Jan Hammer). But not having one, I wouldn't know. .anyone else know of any others? - Alistair
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