This is the reference manual for the Emulator Three Digital Sound
Production System. It contains detailed information on all aspects of
the EIII's operation.
If you are totally unfamiliar with samplers and synthesizers in
general, you may need more information than this manual provides.
We suggest that you read some of the many books and magazines on
the subject of music synthesis in order to learn the basics while you
are learning about the Emulator III. This will help you to get the most
out of this extremely powerful instrument.
The functions of the Emulator III are detailed in this manual by their
module. Screeen displays and step-by-step instructions are described for all aspects of use and operation. ■ Sidebars are used to
highlight important points or to give useful operational tips which
might not be readily apparent. A glossary at the end of this section
provides a reference for unfamiliar terms.
We encourage you to take a moment now to read the E-mu Systems
Warranty and to fill out and send in your warranty registration card.
By doing so, you are assured of receiving news of all updates and
manual revisions.
1-3
INTRODUCTION
1-4 Connection Diagram
EIII CONNECTION INSTRUCTIONS
ConnectingTo a Mixer
■Stereo: The Emulator III has provisions for a variety of output
connection schemes. The most common hookup will probably be for
stereo operation. Stereo operation allows the use of the EIII’s panning features and adds another dimension to the sound. Connect the
left and right audio out phone jacks to the inputs of your mixer or
stereo preamp. The EIII will also drive stereo headphones, which can
be plugged directly into the left/stereo output.
■ Mono: If a monophonic amplifier is used, connect the right/mono
output to the input of the amplifier. The output level of the EIII is
somewhere between instrument and line level. Care should be taken
when connecting to an instrument amplifier so that delicate nerve
cells in your ears are not damaged.
■Individual Outputs: There may be times when different equaliza-
tion or reverb settings are desired on the various instruments that
have been sampled. The EIII has sixteen channel outputs that can be
used when individual processing on specific instruments is desired.
Inserting a plug into an output channel jack removes that channel
from the stereo mix. Zones can be assigned to output channels.
Output impedance is 470 Ω.
General Instructions
1-5
Sample In Connection
The sample input jacks can accept any signal level from microphone
level to line level. The gain is adjusted with the data slider while in
VU/gain mode in the sample module. The levels can be read in the
display while in this mode. Input impedance is 10K Ω. If you need to
preamplify the signal being sampled, set the sample gain to 00 dB
(which is one third of the way up) and use an external, high-quality
mic preamp to increase the signal level going into the EIII.
MIDI Connection
The Emulator III provides a MIDI IN, a MIDI OUT, and a MIDI
THRU port.
■ The MIDI IN port on the EIII is connected to the MIDI OUT port
of an external MIDI controller which could be a keyboard, a sequencer, MIDI drum kit or whatever. Note that the EIII can only
respond to information that your controller transmits. If your MIDI
keyboard does not have velocity and pressure sensitivity, the EIII
will not respond to velocity and pressure.
1-6
■ MIDI OUT can be connected to another MIDI instrument or
sequencer. In MIDI OUT mode, only information from the EIII’s
keyboard, sequencer or realtime controls will be transmitted, except
when overflow mode is selected. Overflow mode allows a second
EIII to be connected to the MIDI OUT to allow 32 channel operation.
See Preset Definition, 6. MIDI for more details.
■ MIDI THRU simply retransmits any information that is received
at the MIDI IN port. Use cords that have been designed specifically
for MIDI. While regular 5 pin DIN cords may work, they are not
shielded correctly for MIDI use and may cause ground loops between equipment.
Footswitch and Pedal Connection
■ Two control footswitch jacks are provided for performance control of sequencer, arpeggiator, sustain, Xswitch, and preset increment/decrement. The footswitches need not be connected for the
unit to operate but they offer exciting control possibilities.
Footswitches should be of the momentary-contact type but can be
either normally-open or normally-closed.
■ The control pedal is used as a realtime control in the same manner
as the wheels. It can be programmably routed to a destination by
using the realtime control section of the Preset Definition module.
The pedal should be a voltage type (which varies 0-10 volts on the
tip of the jack).
SMPTE In and SMPTE Out Connection
■ The SMPTE (clock) In jack allows the Emulator III's sequencer to
read SMPTE time code at any of the four standard frame rates (24, 25,
30, 30 df). It also allows an external non-MIDI device such as a drum
machine or sequencer to control the tempo of the sequencer or
arpeggiator. The Emulator III can receive input clock rates of 24, 48,
or 96 pulses-per-quarter-note. The pulses should be at least one
millisecond wide and have a level of one to five volts.
■ The SMPTE Out jack allows the Emulator III to generate industry
standard SMPTE time code at any of the four frame rates (24, 25, 30,
30df).
RS-422 Connection
The RS-422 connector is a high-speed serial communication port
which allows data to be transferred to and from an external computer at a very high rate (500K baud). The connection cable to the
external computer will generally be supplied with a software package that you purchase.
SCSI
The SCSI connector is a high-speed parallel interface which is
normally used to interface the EIII with external mass storage
devices such as hard disks, optical discs, or WORM drives. The SCSI
port can also be used to link the EIII with an external computer for
extremely fast file transfers. When connecting multiple external
devices to the SCSI port, the external devices should be powered up
before the Emulator Three. For more information on installation, see
Master module, 7. Disk Utilities, 1. Mount Drive, or the manual that
accompanies the external device.
110V/220 V Selector
The 110V/220V selector allows the Emulator III to be used in either
110 volt or 220 volt environments at either 50 Hz or 60 Hz. In the USA,
110 volts is the standard. To change the voltage setting, first UNPLUG the unit; then use a flat blade screwdriver to change the
setting. WARNING: Operating EIII at the wrong setting will seriously
damage the unit.
AC Power Connection and Fuse
The AC power connector is how the Emulator III gets power. The
fuse receptacle is not as obvious. It is located directly over the power
receptacle. Before changing or checking a fuse, UNPLUG the power
cord. To remove the fuse holder, squeeze the two tabs located on
either side of the fuse holder together. The fuse holder will now pop
out with its two fuses. The Emulator III uses two 2-amp, 250 volt fastblo mini-fuses. The EIII should not normally blow fuses. If a fuse that
has been replaced blows again, do not attempt another replacement.
Have the unit serviced!
1-7
SAMPLE
In Out
SMPTE
Met
OUTPUTS
2 Pedal
1
FOOTSWITCH
MIDI
MIX
16
LR
SCSIRS 422ThruOutIn
13121110987654321RL
1514
1-8
Sampling Basics
SAMPLING BASICS
Each vertical line represents a sample. Each sample takes a "snapshot" of the instantaneous signal level.
Percussive Sample
1 second
DIGITAL SAMPLING. Each vertical line represents a sample. Each sample takes a snapshot of the instantaneous
signal level.
Throughout this manual we will use the terms and concepts described and defined below. Read through this section carefully, even
if you don’t retain it all. You can refer back periodically as you read
through the manual until you understand the basics and definitions.
The Emulator III is conceptually like a tape recorder in that it records
sound. However, the recording process is very different since the
EIII digitally records into its computer memory.
Computers can accept information only in the form of numbers, so
first the EIII converts audio signals into numbers. It does this by
examining (sampling) the incoming signal level at your choice of
either 44,100 times a second (for maximum fidelity) or 33,100 times
a second (to use less memory), and sequentially records these
different levels in memory. Once stored in the EIII’s memory bank,
these samples may be played back (in the proper sequence, of
course) to reconstruct the original signal. For instance, if a twosecond sound was being sampled at the highest sampling rate, it
would require (2 X 44,100) or 88,200 samples to be recorded. As you
might imagine, shorter sounds require fewer samples.
Just like tape, a sound can be manipulated once it has been recorded.
Playing back the samples in reverse order from which they were
stored plays the sound backwards. Playing back the samples at a
faster rate than the rate at which they were stored raises the pitch.
Playing back at a slower rate lowers the pitch, much like a tape
recorder’s variable speed control.
How the Emulator III Organizes Sounds
Sure, you’re anxious to start coaxing wonderful sounds from the
instrument—but the following is a necessary part of learning how to
play the Emulator III. It is important to understand how the EIII
organizes sounds in order to make best use of the instrument in the
shortest possible time. Many terms will be introduced now that
show up later in the manual.
You can think of the EIII as resembling a collection of soundorganizing modules, all contained within an EIII bank. Pathways
indicate how information flows within the EIII. Let’s take a closer
look at what makes up this information, and how it is transferred
from one section of the instrument to another. We’ll start with
individual samples, then work our way through the system.
1-9
The Sample
Sampling any sound in mono or stereo using the Emulator III’s
recording capabilities creates a sample, the raw material with which
the EIII works. The total available sampling time can be divided up
any way you like—one long sample, lots of short samples, a few
medium samples, or any combination thereof.
The term sample commonly means two different things:
1) A digital recording of a complete sound, or
2) each snapshot of the sound that makes up the complete sample.
Confusing? You bet! In this manual, we’ll assume sample means the
complete recorded sound unless indicated otherwise.
You can modify a raw sample in several ways:
■ Transposition: A sample can be transposed up or down in pitch to
cover a particular range of the keyboard. By doing this, it is not
necessary to record a sample for every key.
■ Digital Processing: Digital processing includes Looping a sample
■
Since wide-range transposition alters the sample’s timbre,
it is often necessary to use
multiple samples and transpose each one over a small
range to give the most realistic
sound. This is particularly true
with acoustic instruments.
1-10
DEFINITIONS
(allowing even short samples to play indefinitely), Truncating (cutting off unneeded parts of the sound, thus saving memory), and
many Special Effects, to name but a few. These functions are very
sophisticated and are described later in full.
■ Analog Processing: Just as a standard analog synthesizer includes
signal processors (filter, voltage-controlled amplifier, envelope generators, LFO, and so on) to modify the sounds produced by the
synth’s oscillators, the Emulator III includes similar modules for
modifying raw samples or combinations of samples.
The Zone
A particular range of the keyboard is called a zone. This can include
one or more samples. The zone’s boundaries need not be the same as
the boundaries of the samples contained in the zone. For example, if
one sample covers the range from C1 to Bb1, and a second sample
covers the range from C2 to C3, the zone could cover C1 to C3; but
F1 to F2, G1 to A2, and so on are also equally acceptable zones.
A zone can be sent to the Analog and Digital Processing modules.
The samples (or portions thereof) included in the zone will then be
processed as specified in the Analog and Digital Processing module
functions.
Every key potentially has two zones (primary and secondary) assigned to it. If a zone is selected which includes previously defined
zones, only the parameters that are altered in the new zone will be
altered in the previously defined zones. All other parameters will
remain as previously specified.
The Preset
As mentioned above, a sample can be assigned to a single note on the
keyboard, or transposed polyphonically to cover a wider keyboard
range. The process of assigning, and optionally transposing,
samples to specific ranges of the keyboard is called making a preset.
Making a preset is a three-step process:
1. Create the preset and give it a number and name.
hold up to 100 Presets (00-99).
2. Place samples to different keyboard ranges.
five samples you could assign each sample to cover one octave of the
The bank can
For example, with
Mic or Line
Inputs
Hard
Disk
Floppy
Disk
Drive
EIII BANK
Analog
Processing
Module
Zones can be
applied to any
area of the
keyboard
Central Computer
and Master Control
Preset Definition Module
Sample and Digital Processing Modules
Sample
01
PriPriPriPri
Filt.
Cutoff
Sample
02
Sec
LFO->VCAArpeg.
ANALOG PROCESSING ZONES
Sample
03
Vel/Level
Sample
04
Pan
Sample
99
Tun i ng
1-11Block Diagram
1-12
keyboard. A sample can be assigned more than once within a given
preset, and assigned to more than one preset.
3. Choose from a number of the available options that further
define the preset
tially or fully overlap other samples, thus producing doubling
effects, or assigning dynamic control to individual samples in a
preset. You can modify zone parameters, add arpeggiation, and set
up MIDI and analog processing parameters.
. Some examples are: assigning samples to par-
The Bank
The memory bank contains samples, presets, and sequence data.
Everything. Consider the bank as the central storehouse for all of the
Emulator III’s data. Although the memory is volatile, meaning that
the data disappears when you turn off power, all bank data can be
saved permanently to either the floppy disk or hard disk drive
(described below) to keep a record of your work.
The Internal Drives
A disk drive is a mass-storage memory device that stores banks. The
Emulator III has two built-in drives, the floppy drive and hard drive.
However, other types of drives, as described below, can connect to
the EIII and provide additional storage.
■ Floppy Disk Drive (Drive 0): The floppy disk drive accommodates
3.5", double-sided, double-density (DSDD) floppy disks. The floppy
drive has four major applications:
■ Saving Bank Data: The EIII’s volatile bank memory can be
saved to floppy disk for more permanent storage. Since the
bank memory may exceed the capacity of the floppy disk,
it may be necessary to save to more than one disk.
■ Backing up the Hard Disk: The hard disk data can be backed
up to floppy disks. If the hard disk is full, it is necessary to
save a lot of data—you’ll need about 40 floppy disks to do
the job. The EIII has a special backup routine that guides
you through the backup process.
■ Restoring the Hard Disk: If for some reason the hard disk
fails, you can take your backup floppies and re-construct
the hard disk data. As with backing up, the EIII has a special
routine that guides you through the restoration process.
■ Distributing New Software: When the E-mu wizards come
up with exciting new enhancements, the new software is
usually distributed on floppy disk. As described later in the
manual, this software can be copied on to the hard disk and
made a permanent part of the EIII.
■ Hard Disk Drive (Drive 1): Floppy disks have been used for years
as a mass memory storage unit for samplers. However, a hard disk
provides the advantages of much higher memory capacity (over 40
times that of a floppy disk) and far faster access time. In most cases,
you can treat the hard disk like a super-floppy. Transferring data to
and from the EIII is quite straightforward. However, you cannot
remove a hard disk and replace it with another one—the disk is a
permanent part of the drive. There are three main cautions involved
with hard disks:
■ Hard disks are sensitive to extreme mechanical shocks. If
your EIII falls off a keyboard stand, chances are the hard
disk will be damaged.
■ Make sure power is not interrupted when you write data
to the hard disk.
■ Hard disks have reached a very high level of reliability.
However, they can fail from time to time (as can any part of
a computer), so any data should be backed up periodically
and regularly on some other medium.
External Drives 2-7 (User Assigned Systems)
The EIII includes a SCSI (Small Computer Systems Interface) connector on the rear panel. This interface is commonly used in the
computer industry, so many devices made to work with computers—particularly mass storage devices—will also work with the EIII.
Here are some of the types of mass storage devices that can now, or
will soon be able to plug into the EIII’s SCSI connector.
■ CD-ROM Drive: A CD-ROM is a playback-only (data cannot be
written to it) mass storage memory device whose capacity is approximately 16 times greater than the Emulator III’s internal hard
disk (660 Megabytes instead of 40 Megabytes). Companies such as
Optical Media International produce CD-ROM disks that hold a
variety of high-quality digitized samples and sound effects. These
can be loaded into the bank as easily as you would load from a floppy
or hard disk.
■ WORM Drive: WORM stands for “Write Once, Read Many.” This
is like a CD-ROM, however, you get one shot at writing data to it,
after which that data is permanently stored in the WORM drive.
After writing, the WORM drive becomes a read-only device.
■ External Hard Disk Drives: If more memory is required, addi-
tional hard disk drives can connect to the SCSI port.
1-13
1-14
ADDITIONAL DEFINITIONS
The Primary and Secondary Sample
An Emulator III key provides for two channels. These contain the
primary and secondary samples. For example, the primary sample
might be a guitar note and the secondary sample a detuned version
of the same guitar note. When played together, you hear chorusing.
Also, a preset contains information about how the keyboard dynamics affect the primary and secondary samples. As an example, the
primary sample could be that of a drum hit played softly, and the
secondary of a drum hit played loudly. Thus, playing the keyboard
softly would play the primary sample, and playing the keyboard
more forcefully would play the secondary sample.
The Current Preset
When you load a bank, a preset will be ready to play and the display
will show the preset number. This is the current preset. If you select
another preset, or create a preset, that will become the current preset.
■
If a module is already active,
and you are finished with one
submodule, you do not need to
re-activate the module—just
key in the new submodule
number.
The Current Sample
When recording a sample, you will need to specify the sample
number and name into which the sound should be recorded. This is
called the current sample.
Modules
A module controls a particular set of functions in the Emulator III.
There are six main modules : Master, Preset Management, PresetDefinition, Sample, Digital Processing, and Analog Processing.
The sequencer is made up of: Management, Setup, Edit, and Mode.
The large module to the left of the sequencer is the Control Panel.
This provides several controls, many of which are designed to select
options when working with the main or sequencer modules.
■ Activating a Module and the Module Identifier: To work with a
module, you must first activate it. Press the button associated with
the desired module. The display will then show the Module Identifier and invite you to select a submodule.
■ Submodule: Each module contains several numbered submodules
that set controls for additional functions. There are two ways to
select a submodule within the module. You can move the data slider
until the display shows the desired submodule, then press ENTER.
As you work with the EIII, though, you will start to memorize the
submodule numbers and will probably find it faster to simply key in
the appropriate submodule number using the numeric keypad.
When using the keypad, it is not necessary to press ENTER. Pressing
the module button will cancel the operation.
Velocity-Sensitive Keyboard
A velocity-sensitive keyboard measures how long it takes for a key
to go from the key up to key down position, and uses this data to
control dynamics. If it takes a long time for the key to reach the key
down position, it is assumed you are playing that key less forcefully
(minimum dynamics). If the key goes to the key down position
almost instantaneously, it is assumed that you are playing the key
more forcefully (maximum dynamics). In this manual, we will refer
to playing the keyboard harder or softer, even though technically
speaking the keyboard is reacting to speed of key position change,
not force.
Pressure-Sensitive Keyboard
A pressure-sensitive (also called aftertouch) keyboard responds to
the pressure applied to a key after it is down. This pressure data
typically controls vibrato amount, pitch-bending, volume, and/or
other elements that add expressiveness to a part.
Saving
The bank only retains data for as long as the Emulator III is plugged
in and turned on. Of course, we don’t expect you to leave the thing
on all the time, which brings us to the subject of saving data.
Pressing the SAVE BANK button on the Control Panel shuttles all
the bank data (samples, presets, and sequences) to the drive of your
choice (usually the internal hard disk). The hard disk permanently
stores data (well, at least as long as the disk lasts) so that even after
turning off the Emulator III, the disk will contain a record of your
work. Data can also be saved to floppy disks.
IF YOU DO NOT SAVE A BANK, ALL BANK DATA WILL BE LOST
WHEN YOU TURN OFF THE MACHINE . Do not wait until the end
of a session to save. Save your work periodically in case of power
failure or some other unforeseen circumstance that might erase the
bank’s memory. Hard disks are not infallible. All hard disk banks
should be backed up periodically on floppy disk. Should you improve the preset, sample, or sequence later, you can always replace
the original with the revised version. And if something goes wrong,
the original will still be available to save you the ordeal of starting
from scratch. Individual presets, and the samples they contain, can
also be saved to disk. Whenever you have done enough work on a
preset, sample, or sequence that you would hate to lose it, back it up!
Since the disk (hard or floppy) contains a record of the bank data,
1-15
1-16
loading the disk back into the bank transfers all the sample, preset,
and sequencer data into the bank. This will replace the existing bank
data, if any.
The Channel Outputs
The Emulator III assigns the sounds you play to the various output
channels. For example, when you play a key, that key’s sound is
assigned to output channel one. If you hold this key and play another
key, the new key’s sound will be assigned to output channel two. The
EIII includes sixteen channels. You can play up to sixteen sounds
simultaneously. Each channel has its own output jack, and there are
also stereo output jacks (use one for mono) that mix the sixteen
channels together.
You can change the channel assignments.This process is described
in Analog Processing, 9. Output Channels.
Booting
Booting is a computer term that means “having the computer read
the software necessary for its operation from the disk.” (It’s easy to
see why this was shortened to booting.) The EIII automatically boots
itself from the hard disk when you turn it on. Once booted, the
instrument is ready to go. If the hard disk is damaged for some
reason, the EIII can be booted from a suitable floppy disk.
Default
A default setting is what we’ve judged to be a useful initial setting,
and remains in effect until you change it. For example, if you create
a new preset, the arpeggiator will default to Off. Had it defaulted to
the on position, all new presets would be arpeggiated.
The Cursor
The cursor is that small flashing line on the display. It sits under the
number or letter that will be altered if you enter data. Entering a new
value will overwrite the number or letter above the cursor, whereupon the cursor will move on to the next number or letter (if
applicable). If the EIII is expecting a two or three-digit number, in
most cases you must enter all the required digits even if some of these
are zeroes (called leading zeroes). For example, if the EIII is expecting a three-digit number and you want to enter 8, you would enter
008. If it is expecting a single-digit number, entering 8 would be
sufficient.
Data Slider & Increment/Decrement Buttons
In virtually all instances where the data slider selects options, the
Increment +/YES/ON and Decrement -/NO/OFF switches duplicate the slider. Press +/YES/ON to increase a value, or -/NO/OFF
to decrease.
Selecting
When the instructions say to select an option, you can use whatever
method is most comfortable for you: the data slider, the Increment/
Decrement buttons, the numeric keypad (if applicable) and, when
naming, the keyboard keys. Some functions do not implement all
these options; you can’t go wrong by trying, though. If a function
doesn’t respond to the numeric keypad, for instance, then pressing
the keypad will have no effect. Use the data slider or the Inc/Dec
buttons instead.
The Big Re-Cap
One more time: A sample is a raw sound that is recorded into the
bank. The sample can be processed or otherwise modified.
To create a new preset, make sure you have all the samples required
for the preset in the bank, number and name a preset, then assign
combinations of samples from the bank to specific sections of the
keyboard. By specifying one or more of these samples (or portions
thereof) as a zone, the zone may then be processed by the EIII’s
analog and digital signal processors.
After arranging a bank , it can be saved to one or more drives. Usually
this will be the internal hard drive or floppy drive.
Since loading from a floppy or hard disk fills the bank with samples
and presets, you can group these samples into new presets, process
the samples contained in particular zones, or alter existing presets.
1-17
1-18Keyboard Characters
■
The shaded area represents
the five octave keyboard on
the Emulator III.
M
W
0
2
3
5
7
8
:
<
>
?
A
C
D
F
H
J
K
O
P
R
T
V
Y
[
¥
^
`
b
c
e
g
h
j
l
n
o
q
s
t
v
x
z
{
}
<-
1
4
6
9
;
=
@
B
E
G
I
L
N
Q
S
U
X
Z
]
_
a
d
f
i
k
m
p
r
u
w
y
|
->
CC#DD#EFF#GG#AA#BPitch
1-19Available Characters
-1
0
1
2
3
4
5
6
blank
'()*+,-./012
3456789: ;<>=
?@ABCDEFGH I J
KLMNOPQRSTUV
WXYZ[¥]^_`ab
cdefghijklmn
opqrstuvwxyz
{|}
"!#$%&
Octave
No.
AVAILABLE CHARACTERS. Banks, drives, samples, presets, segments, and songs can be named or renamed
using these characters. Select the characters using the ten key pad, data slider, and keyboard. You can also use
the up cursor to insert spaces and the down cursor to delete spaces. Shaded characters are only available using
the data slider.
1-20
3-MASTER
1. MASTER TUNE 3-2
2. RENAME BANK 3-3
3. ERASE BANK 3-4
4. SUPERMODE 3-5
5. AUDIO TRIGGER 3-7
6. MEMORY 3-9
AVAILABLE
7. DISK UTILITIES 3-10
0. Change SCSI ID# 3-11
1. Mount Drives 3-11
2. Rename Drive 3-12
3. Erase Disk Bank 3-12
4. Copy Software 3-13
5. Lock Bank and Drive 3-14
6. Disk Status 3-15
7. Format Disk 3-16
8. Backup and Restore 3-17
9. Erase Software 3-20
8. SPECIAL 3-22
1. Audition Key 3-23
2. Disable Outputs 3-23
3. Recalibrate 3-24
4. Footswitch Polarity 3-25
5. Dynamic Allocation 3-26
6. Software Version 3-26
7. MIDI Globals 3-27
8. Volume Pedal Global 3-28
9. MIDI Load Bank 3-29
3-2
Master Tune
1. MASTER TUNE
Master Tune adjusts the tuning of all the samples in the current
bank, so that you can tune the Emulator III to other instruments.