This is the preliminary operating manual for the E-mu Systems Emulator digital
polyphonic keyboard instrument. Its purpose is to provide a concise description
of the functions and user controls of the instrument along with some
suggestions as to how to get the highest level of performance from the
machine. We are currently at work on a more complete user’s manual, which
will be sent to you upon its completion.
2 FUNCTIONAL OVERVIEW
The Emulator is a computer based digital instrument that allows you to record
any sound of up to two seconds in length and then to play that sound at any
pitch over a two-octave range, with four or eight voice polyphonic capability. Its
four octave split keyboard allows the simultaneous control of two independent
sounds, while a unique sustain loop function allows any sound to be sustained
indefinitely. Its integral mini-floppy disk drive is used for the storage and recall
of a potentially unlimited sound library. Additionally, performance oriented
effects wheels allow the real-time control of both pitch bend and vibrato depth.
To understand how the Emulator works, refer to the simplified flowchart in
figure 1. During the recording process, sound is input from a microphone or line
level source. In either case the signal is presented to the Emulator as an analog
voltage, which is filtered, and then processed by an analog to digital converter
(ADC). The ADC samples the incoming signal approximately 30,000 times a
second and, for each sample, stores a number in the computer’s memory that
corresponds to the level of the analog voltage. Once in memory, the numbers
representing the sampled sound can have various operations performed on
them, including truncating the recording and defining a loop portion of the
sound which will be repeated as long as a key is held down. The information in
memory (including the truncation and loop definition) can be stored on a floppy
diskette for reloading at any later time.
Once a sound is recorded in memory it can be played back by pressing a key
on the keyboard. When a key is pressed the computer outputs the numbers
stored in memory to a digital to analog converter (DAC), which decodes them
back into the analog voltage originally recorded. Which key is pressed controls
the speed at which the numbers are output. Output speeds faster than the
original sampling rate result in higher pitches while slower speeds result in
lower pitches. The output rate is also affected, in various ways, by the master
tune controls, the vibrato controls, and the pitch bend wheel. When the output
voltage is applied to an amplifier and speaker, the result is the recreation of the
originally recorded sound at pitches corresponding to the keys pressed
Your Emulator is basically a special purpose digital computer and, like all
computers, requires “software” in order to function. Software (as opposed to
“hardware” - the actual physical parts of which the Emulator is made) consists of
instructions to the computer telling it what to do (i.e. programs) and data for those
programs to work with (in the case of the Emulator, digital representations of
recorded sounds). Both types of Emulator software are stored on floppy
diskettes.
Of the ten diskettes supplied with your Emulator, eight contain pre-programmed
sounds and are shipped “write protected” (see section IV). The remaining two
have been left blank for you to record sounds of your own. You can, of course,
record over any of the other eight that you don’t wish to save. Additional diskettes
can be purchased from your E-mu Systems dealer.
In addition to sound storage, each diskette also contains the Emulator’s complete
operating program. This program is automatically loaded into the Emulator each
time it is turned on. Consequently, as new and improved software is developed
we can update your Emulator simply by sending you a diskette containing the
new program. Using the Software Replicate function (see Section 5) this new
software can be copied onto all your existing diskettes without disturbing any
sounds recorded on them. For this reason it is important that you always keep us
apprised of your current address so that we can notify you of any future software
updates. All Emulator owners who return their warranty card will be placed on a
permanent mailing list. If you should move, please send us one of the Change Of
Address Notices, included at the back of this manual.
Software Update
Both the blank and pre-recorded diskettes are shipped with the most recent
version of Emulator operating software. When you get a new diskette, check the
software version number on the diskette label. If it is numerically higher than the
number on the rest of your diskettes, it contains a more recent software version.
Use the software replication procedure described in Section 5 to copy this
software onto your other diskettes. Be sure to change the number on the labels
to reflect this.
When a software update corrects a newly found error in current software, you will
be sent a free diskette containing the new program. When an update adds a new
operating feature, you can purchase the software for the cost of a blank diskette,
or, if you send us one of your diskettes, we will copy the new software onto it and
return it at no charge.
We are currently in the process of recording a wide range of additional
instrumental sounds. Some of these sounds will be available for purchase and
others will be included among those sent free with each new Emulator. These
latter sounds will be available to current owners on the same basis described
above for software updates, i.e. for the cost of a blank diskette, or free if you
send us a diskette to copy it onto.
NOTE:
Unless you’ve
purchased the
optional User’s
Formatting program,
all Emulator
diskettes must be
purchased from
E-mu Systems, or
your Emulator
dealer.
The data representing recorded sounds are stored on mini-diskettes. To insure
reliable storage and recall it is necessary to observe the following precautions:
1. When not in use, always store diskettes in their boxes.
2. When using your Emulator, place the diskettes, in their white
envelopes, in the storage compartment on top of the instrument.
The only time a diskette should be out of its envelope is when it is
actually in the disk drive.
3. The diskette itself consists of a black jacket enclosing a thin disk of
plastic on which the magnetic medium is deposited. NEVER touch
the plastic disk where it is exposed through the jacket.
4. Never fold or bend a diskette.
5. Keep diskettes away from strong magnetic fields such as
telephones or tape head demagnetizers.
6. When writing on diskette labels, use only felt tip pen. A ballpoint
pen or pencil may damage the disk.
7. Diskettes should not be exposed to temperatures lower than 50
degrees F or higher than 125 degrees F.
8 As much as possible, keep diskettes away from dirt, dust and
smoke. Never lay them down without their protective envelope. If
someone holds a gun to your head and forces you to lay an
unprotected diskette down on a less than sterile surface, keep in
mind the fact that the data is recorded on the side of the diskette
opposite the side with the label, so lay it label side down.
Diskette Loading
The Emulator’s disk drive is located behind the slot to the left of the control
panel. To insert a diskette, first open the square plastic door at the center of the
drive by grasping its bottom edge and pulling out and up. Insert the diskette
(label side up) with the edge with the label facing you. Insert it into the open
drive until it stops. It should be completely inside the drive. The diskette should
slip in easily.
If you encounter any resistance, withdraw the disk and try again. If it still
doesn’t go in easily, inspect the diskette for damage and check to be sure there
isn’t already a diskette in the drive.
Once the diskette is in the drive, close the plastic door. To remove the diskette,
simply open the door and pull it out.
Near the lower right hand corner of the diskette label you will find a rectangular
cutout. This is the “write protect” slot. When this slot is exposed the Emulator can
write data onto the disk To “write protect” the disk peel one of the silver selfadhesive tabs from its backing sheet and press it around the edge of the diskette
so it completely covers both sides of the slot. When this tab is in place the
Emulator cannot write onto the disk. It is a good idea to keep all your sound disks
write protected.
Backing Up Diskettes
It is also a good idea to keep backup disks of any sounds that would be difficult
to replace. A backup disk is only used to load a sound into the Emulator for the
purpose of rewriting it onto a working disk. The working disk is employed for
everyday use. Should anything happen to the working disk the backup is always
available to generate a replacement
New Diskette Initialization
Each of your Emulator diskettes must be initialized for use in your particular
machine. The diskettes shipped with your instrument have already been
initialized at the factory.
When you buy new diskettes, either blank or with pre-recorded sounds, you must
initialize them before use. To do this, turn your Emulator off and then turn it back
on again (unless, of course, it’s already off, in which case merely turning it on will
be sufficient). Place a diskette to be initialized, with NO write protect tab, into the
drive and wait for the Emulator to finish loading. That diskette is now initialized. If
you have more new diskettes, place each one in the drive (also with no write
protect tab) and execute the software replication procedure as described in
Section 5. The diskettes are now ready for use.
With proper handling, diskettes should last almost indefinitely. During testing we
loaded sounds into an Emulator 56,000 times in succession from a single
diskette with no noticeable diskette wear. In cases where data files have been
lost, it has almost always been as the result of improper diskette handling. The
slightest scratch to the surface of a diskette is enough to render it useless.
The sound storage section consists of the disk drive and the following four
controls:
1 GET LOWER
With a sound diskette in the disk drive, pressing the GET LOWER button
causes the Emulator to load the Lower sound from the diskette into
memory for control by the lower two octaves of the keyboard This
process takes approximately seven seconds, during which time the GET
LOWER LED will flash. At the end of this time the LED will go out to
signify a successful load. If a problem is encountered during the load
procedure the Emulator will turn off the disk drive and light the GET
LOWER LED. Possible problems include:
There is no diskette in the drive
The diskette has been improperly inserted into the drive
There is damage to the diskette resulting in data errors
In the latter case, data up to the point of the error will have been loaded
into memory, so attempting to play the lower keyboard after an
unsuccessful load may bring unpredictable results. (On the other hand, if
the sound you were attempting to load was a very short one and the data
error happened after the truncation point (see Section 14) the sound
may, in fact, be usable despite the error.)
Whenever the LED is lit as the result of an unsuccessful load, it will
remain lit until a sound is successfully loaded into that half of’ the
keyboard If an improperly loaded sound is Swapped (see below) to the
opposite side of the keyboard the lit LED indication will also move to the
other Get button. For example, if you successfully load a sound into the
Upper keyboard section and then attempt to load a sound into the Lower
section from what turns out to be a damaged disk, you will end up with a
good sound in the Upper section, a garbled sound in the Lower section,
and a steadily lit GET LOWER LED. If you then hit the SWAP button, the
two sounds will be exchanged, the GET LOWER LED will go out and the
GET UPPER LED will light to indicate that the Upper section now
contains an improperly loaded sound.
Both halves of the keyboard remain active during the load procedure.
The results of playing on the half of the keyboard into which the load is
happening, depends to a great extent on the relative lengths of the
incoming and outgoing sounds. If they are both short sounds, it may be
possible to play the new sound after only a second or two of the load
cycle. However, if they are both fairly long or the outgoing sound is
substantially longer than the incoming one, playing a key during load will
result in a sound consisting of the first portion of the new sound followed
by the end of the old one. This, of course, does not in any way affect the
loading process, so feel free to experiment.
2 GET UPPER
This button functions exactly as GET LOWER except that it loads the
Upper Sound from a diskette into memory for control by the upper two
octaves of the keyboard.
With an unprotected diskette in the drive, pressing this button causes the
Emulator to store both sounds presently in memory along with the
sequences in bins #1 and #2 (see Section 19) onto the diskette. The
sound currently controlled by the lower half of the keyboard is stored as
the Lower Sound and, appropriately enough, the sound controlled by the
upper half is stored as the Upper Sound. This process takes
approximately 20 seconds, during which time the SAVE LED will blink. At
the end of this time the LED will go out to indicate a successful save. If a
problem is encountered during the Save process the disk drive will be
turned off and the SAVE LED will light.
If, when the SAVE button is pressed, the LED comes on immediately and
does not blink, the possible problems include:
There is no diskette in the drive
The diskette is improperly inserted in the drive
The diskette in the drive is write protected
If’ the LED blinks for a while and then comes on steadily, the Emulator
has been unable to successfully transfer the data to the diskette. This
almost always indicates a damaged diskette. In either case the data in
the Emulator’s memory is still intact. To make another attempt to save,
turn off the SAVE LED by hitting any key on the keyboard correct the
problem and press SAVE again. The keyboard and all other front panel
controls are inactive during the Save process
4 SWAP
Pressing the SWAP button causes control of the two sounds currently in
memory to be exchanged between the two halves of the keyboard; i.e.
the sound controlled by the lower half of the key board moves to the
upper half and vice versa. This process takes about five seconds, during
which time the SWAP LED remains lit. Both halves of’ the keyboard and
all panel controls remain active during the Swap process.
Power On Procedure
When the Emulator is first turned on, the disk drive motor will turn on and the disk
drive LED, and all the panel LED’s will light. Insert a sound diskette into the drive.
The panel LED’s that had lit will go out and the Emulator will automatically load
both the Lower and Upper sounds into memory. Neither the keyboard nor the
panel controls will become active until both sounds have been loaded.
It should be noted that the software (i.e. the computer program) that makes the
Emulator work is not stored in the machine but on each diskette. It is
automatically loaded into the Emulator during the power on procedure. If the
diskette that you use in this procedure is a faulty one, the Emulator may refuse to
work and give the appearance of being broken. In this case, turn the Emulator
off, turn it back on again, and try the procedure with a different diskette.
If you do not insert a diskette into the disk drive within about five seconds of
turning on the Emulator, or if the diskette is improperly inserted, the SAMPLE,
OVERLOAD, and SWAP LED’s will go out. This indicates a “Disk Not Ready”
error. Either insert a diskette or remove and reinsert an improperly inserted
diskette The Emulator should now load normally. If the Emulator encounters
other problems in the process of initial loading, other combinations of LED’s will
go out. If you cannot get your Emulator to successfully execute the power on
procedure, carefully note which LED’s go out and when. Call your nearest
service center or E-mu Systems with this information.
NOTE:
E-mu Systems no
longer formally
support the
Emulator.
The Software Replicate feature allows you to copy updated or special function
software onto previously formatted diskettes without disturbing any sounds
stored on them.
To update diskettes, start by powering up the Emulator with the diskette
containing the new software. Next remove that diskette and insert a diskette to
be updated (be sure it’s not write protected). Press the ‘B’ button followed by
the ‘8’ button (see Section 20 for details of using the sequencer buttons as
special function keys). The disk drive LED will come on and the software will be
written onto the diskette. If a problem is encountered in the write process, the
SAVE button LED will come on. This can indicate any of the problems
described above in the Save section, but it is usually the result of forgetting to
remove the write protection on the diskette that you are attempting to update.
Multi Button Commands
The Emulator will remember up to three presses of the GET, SWAP and GET
SEQUENCE buttons and execute them in sequence. It is not necessary, for
example, when getting both upper and lower sounds from a disk, to wait until
the GET LOWER cycle is finished before pressing the GET UPPER button.
Simply press the GET LOWER button followed immediately by the GET
UPPER button.
Another example is GET LOWER, SWAP, GET LOWER. This sequence would
put the same sound on both halves of the keyboard. The SAVE function can
not be part of a multi-button command.
Sound Reorganization
Using the GET and SWAP functions, it is easy to combine sounds from
different disks onto a single disk. Imagine that you need a diskette with a lower
sound of cellos and an upper sound of flutes. Your cello sound is currently the
lower sound on your diskette #1 and the flute sound is the lower sound on
diskette #2. Simply place diskette #2 in the drive and load the flute sound into
the lower section. Hit SWAP to move it to the upper section. Remove diskette
#2 and insert #1. Load the cellos into the lower section. Now place a blank
diskette in the drive and hit SAVE.
All Emulator sounds supplied by E-mu Systems are supplied in “short release”
mode. (Exceptions are sound effects and percussion sounds, which are preset in
natural release mode (see Section 7). Sounds recorded into the instrument using
the Input section are also initially in short release mode. In this mode, releasing a
key always results in the immediate termination of the sound, regardless of
whether or not the recorded sample has come to its end. Alternatively, a sound
may be put into “natural release” mode. In natural release mode, pressing a key
always results in the complete sample being played, regardless of when the key
is released. A sound may be put into natural release mode through use of the
special sound mode function (see Section 7) or by use of the release foot switch.
To use the supplied foot switch to control the release mode, insert its phone plug
into the Foot Switch jack on the Emulator’s rear panel. The foot switch can be
assigned to affect the sounds on either or both halves of the keyboard.
To assign the foot switch to the lower keyboard section only, press the ‘A’ button
followed by the ‘6’ button in the Sequencer section. (See section 20 for the
details of using the sequencer buttons as special function keys).
To assign it to the upper section only press ‘A 7’. To assign it to both sections
press ‘A 8’. If you don’t want it to affect either section, don’t step on it.
Depressing the foot switch causes the sounds in affected keyboard sections to
operate in natural release mode for as long as the switch is held down. Releasing
the switch causes all sounds whose keys are not currently pressed to
immediately terminate. The footswitch never affects sounds that have been put
into natural release mode through the use of the special sound mode procedure
described in Section 7.
7 DOUBLING MODE
Doubling mode allows you to play notes on the lower keyboard section and have
those notes automatically doubled by the sound on the upper keyboard section.
When playing in doubling mode, each key that you press uses up two of your
available channels so you have only half the polyphonic capability that you
usually have.
To use doubling mode, plug a foot switch into the Access. Switch jack on the rear
of the Emulator. Pressing the foot switch puts you in doubling mode. Once in
doubling mode you will remain in doubling mode until you press the switch again.
It is not necessary to keep your foot on the switch.
Each sound in the Emulator carries with it an identification of its sound type.
Sounds supplied by E-mu Systems on diskette are supplied in “normal” mode
(sound type 1). Sounds recorded into the instrument using the Input section are
also initially in normal mode. The current software has 4 modes:
sound type 1 – normal
sound type 2 – solo mode
sound type 3 – non-transposition mode
sound type 4 – natural release mode
Solo Mode (Sound Type 2)
Sounds in solo mode play on only one channel (i.e. monophonically). If a
second key is pressed before the previous one is released, the pitch changes
to that of the more recent key without any re-attack occurring. If a second key is
pressed while a previous note is decaying, the decay is terminated and a new
attack is begun. This latter effect works well with sounds having a percussive
attack, but less well with sounds that begin gradually.
Non-transposition Mode (Sound Type 3)
In non-transposition mode all keys within the keyboard section play the sound
at its recorded pitch. The vibrato and pitch wheels function normally.
Natural Release Mode (Sound Type 4)
Normally, when you release a pressed key, its sound will stop immediately,
whether or not the recorded sample has reached its end. In natural release
mode the complete sample will always be played, regardless of when the key is
released. This is equivalent to playing a normal sound with the release
footswitch always depressed. This mode is particularly useful for sound effects
and percussion sounds when you want to be able to trigger the entire sound
with just a quick press of a key. The release foot switch never affects a sound
in natural release mode.
Setting Sound Type
To set the type of the lower sound, use the special function buttons as
described in Section XVI.
A 1 sets sound type 1 (normal)
A 2 sets sound type 2 (solo)
A 3 sets sound type 3 (non-transposition)
A 4 sets sound type 4 (natural release)
It should be noted that sound type 4 functions somewhat differently from the
other types. Unlike types 1, 2, or 3, when you press the ‘A 4’ for sound type 4, it
toggles the sound in or out of natural release mode, depending on the sound’s
current state. If the sound is currently in short release mode it will be changed
to natural release mode, and vice versa. No other characteristics of the sound
are changed. If the sound is currently in another special sound mode, it remains
in that mode. It is therefore possible for a sound to be simultaneously in both
natural release mode, and either solo or non-transposition mode. This is not
true of the other sound types. A sound cannot be in both solo and nontransposition modes at the same time.
To set the type of the upper sound you must first Swap sounds, wait for the swap
to complete, set the lower sound type as described above, and then finally
reswap the sounds. Once the type of a sound has been set, that sound will
continue to play in the mode selected and can be stored and recalled from disk
while retaining the mode. The sound can be changed to a different mode
whenever desired.
9 BACKWARDS MODE
Overview
Backwards mode allows you to play any Emulator sound in reverse (i.e. as if it
had been recorded on tape and then played backwards). To put the lower sound
into backwards mode, press special function code ‘B 3’. Pressing ‘B 3’ again will
return the sound to normal mode. To place the upper sound into backwards
mode you must first swap it to the lower keyboard section, press ‘B 3’, and then
re-swap it. When you press ‘B 3’, it takes about one second to complete the
reversing process.
Truncation
In addition to being able to play sounds backwards, this mode also gives you the
ability to truncate the beginnings of samples. This is useful for fixing samples
which for some reason triggered early during recording, resulting in a delay at the
start of the sound (see Section 10). To do this, press ‘B 3’ to reverse the sound,
use the truncation function to shorten what is now the end of the sound, and then
press ‘B 3’ to reverse it back to normal.
Weird Stuff
Since backwards mode only reverses the un-truncated part of the sound and
leaves any currently truncated portion unaffected, it is possible to create a
sample that consists partially of forward sound and partially of backward sound.
One way to do this is to record a sample, truncate part of it, reverse it, and then
un-truncate it. When you press a key you will hear the originally un-truncated part
of the sound backwards followed by the part that had been truncated played
forwards. Subsequent truncating, reversing, and un-truncating will give you a
wide variety of bizarre results.
The Backwards Talking Game
Although it probably has limited practical usefulness, we’ve been having an awful
lot of fun with the following:
Record a word or short phrase into your Emulator. Reverse it and listen carefully
to the resulting sound. Try to speak this backwards version. This will take a bit of
practice since reversing speech results in some vocal sounds that are difficult to
reproduce. When you think you’ve got it, record this backward version into the
Emulator. Now reverse it and listen to the result. You’ll probably find that you’ve
invented an entirely new foreign accent.