INTRODUCTION
© 1985, 1986, 1987 E-mu Systems, Inc. Page 21
The Bank
The Bank contains all of the Emulator II’s memory (where, among other things, the sounds are
recorded), plus a high-performance Central Computer. The Bank is the central storehouse for all
of the Emulator II’s data. Although the memory is volatile, meaning that the data disappears
when you turn off power, the Bank data can be saved permanently on disk to keep a record of
your work. (This process is somewhat like saving the data in a regular polyphonic synthesizer to
cassette, but using disks results in far more efficient operation.)
Also note that because the memory is volatile, when you first turn on the Emulator II there’s
nothing in the Bank. Before you can make any sounds, data must be loaded into the Bank from
disk or by sampling sounds.
Since we now have a place to store information temporarily (the Bank), and a way to store
information permanently (saving to disk), let’s take a look at the different kinds of information
being stored.
The Voice
Sampling a sound using the instrument’s “Recording Studio” capabilities (upper left-hand block)
creates what the Emulator II calls a Voice, the “raw material” with which the instrument works.
(Voices can also be loaded in the Bank from disks, as described later.) This Voice could be a
sampled drum sound, violin note, jet plane, zither, oboe, steam press, or whatever. And if
having the entire world, as a potential sound source isn’t enough for you, the Emulator II can
also process Voices in a wide variety of ways (as we’ll discuss in “Voice Processing”).
The Bank can store up to 99 Voices, each with its own two-digit Voice number and name (i.e.
V21 Grand Piano). The total available sampling time is 17.6 seconds (484,000 samples); the
Bank Voices can divide up the 17.6 seconds any way you like (i.e. ten 1.76 second samples,
eighty-eight 200 millisecond samples, one 17.6 second sample, etc.).
A Voice can be assigned to a single note on the keyboard, but may be transposed
polyphonically to cover up to a two-octave range. The process of assigning, and optionally
transposing, Voices to specific ranges of the keyboard is called making a Preset. Note: It is
often necessary to use multiple Voices to make up a Preset, since wide-range transposition
alters the Voice’s timbre. Therefore, using multiple samples and transposing each over a small
range usually gives the most realistic sound.
The Preset
Making a Preset is a three-step process:
1. Give the Preset a number (i.e. P03) and name. The Bank can hold up to 99 Presets.
2. Assign the desired Bank Voices to different ranges of the keyboard (for example, with
five Voices you could assign each Voice to cover one octave of the keyboard.) This is
represented in
Figure 2
by the path connecting the Voice Locations to the Preset
Creation/Voice Assignment Area. Note that the same Voice can be assigned to more
than one range of the keyboard in a given Preset, and also, Voices can be combined in
more than one way to make more than one Preset.
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