http://www.borg.com/~jglatt/tech/midispec.htm
:::
MIDI
SPEC
GM ::: Manufacturer's
ID# ::: MTC ::: SDS
::: midi-info
MIDI, (Musical Instrument Digital Interface), consists of both a simple
hardware interface, and a more elaborate transmission protocol.
Hardware
MIDI is an asynchronous serial interface. The baud rate is 31.25 Kbaud (+/-
1%). There is 1 start bit, 8 data bits, and 1 stop bit (ie, 10 bits total), for
a period of 320 microseconds per serial byte.
The MIDI circuit is current loop, 5 mA. Logic 0 is current ON. One output
drives one (and only one) input. To avoid grounding loops and subsequent data
errors, the input is opto-isolated. It requires less than 5 mA to turn on. The
Sharp PC-900 and HP 6N138 optoisolators are satisfactory devices. Rise and fall
time for the optoisolator should be less than 2 microseconds.
The standard connector used for MIDI is a 5 pin DIN. Separate jacks (and
cable runs) are used for input and output, clearly marked on a given device (ie,
the MIDI IN and OUT are two separate DIN female panel mount jacks). 50 feet is
the recommended maximum cable length. Cables are shielded twisted pair, with the
shield connecting pin 2 at both ends. The pair is pins 4 and 5. Pins 1 and 3 are
not used, and should be left unconnected.
A device may also be equipped with a MIDI THRU jack which is used to
pass the MIDI IN signal to another device. The MIDI THRU transmission may not be
performed correctly due to the delay time (caused by the response time of the
opto-isolator) between the rising and falling edges of the square wave. These
timing errors will tend to add in the "wrong direction" as more
devices are daisy-chained to other device's MIDI THRU jacks. The result is that
there is a limit to the number of devices that can be daisy-chained.
Schematic
A schematic of a MIDI (IN
and OUT) interface
Messages
The MIDI protocol is made up of messages. A message consists of a
string (ie, series) of 8-bit bytes. MIDI has many such defined messages. Some
messages consist of only 1 byte. Other messages have 2 bytes. Still others have
3 bytes. One type of MIDI message can even have an unlimited number of bytes.
The one thing that all messages have in common is that the first byte of the
message is the Status byte. This is a special byte because it's the only
byte that has bit #7 set. Any other following bytes in that message will not
have bit #7 set. So, you can always detect the start a MIDI message because
that's when you receive a byte with bit #7 set. This will be a Status byte in
the range 0x80 to 0xFF. The remaining bytes of the message (ie, the data bytes,
if any) will be in the range 0x00 to 0x7F. (Note that I'm using the C
programming language convention of prefacing a value with 0x to indicate
hexadecimal).
The Status bytes of 0x80 to 0xEF are for messages that can be broadcast on
any one of the 16 MIDI channels. Because of this, these are called Voice
messages. (My own preference is to say that these messages belong in the Voice
Category). For these Status bytes, you break up the 8-bit byte into 2 4-bit
nibbles. For example, a Status byte of 0x92 can be broken up into 2 nibbles with
values of 9 (high nibble) and 2 (low nibble). The high nibble tells you what type
of MIDI message this is. Here are the possible values for the high nibble, and
what type of Voice Category message each represents:
8 = Note Off
9 = Note On
A = AfterTouch (ie,
key pressure)
B = Control Change
C = Program (patch)
change
D = Channel
Pressure
E = Pitch Wheel
So, for our example status of 0x92, we see that its message type is Note
On (ie, the high nibble is 9). What's the low nibble of 2 mean? This means
that the message is on MIDI channel 2. There are 16 possible (logical) MIDI
channels, with 0 being the first. So, this message is a Note On on channel 2.
What status byte would specify a Program Change on channel 0? The high
nibble would need to be C for a Program Change type of message, and the low
nibble would need to be 0 for channel 0. Thus, the status byte would be 0xC0.
How about a Program Change on channel 15 (ie, the last MIDI channel). Again, the
high nibble would be C, but the low nibble would be F (ie, the hexademical digit
for 15).Thus, the status would be 0xCF.
NOTE: Although the MIDI Status byte counts the 16 MIDI channels as
numbers 0 to F (ie, 15), all MIDI gear (including computer software) displays a
channel number to the musician as 1 to 16. So, a Status byte sent on MIDI
channel 0 is considered to be on "channel 1" as far as the musician is
concerned. This discrepancy between the status byte's channel number, and what
channel the musician "believes" that a MIDI message is on, is accepted
because most humans start counting things from 1, rather than 0.
The Status bytes of 0xF0 to 0xFF are for messages that aren't on any
particular channel (and therefore all daisy-chained MIDI devices always can
"hear" and choose to act upon these messages. Contrast this with the
Voice Category messages, where a MIDI device can be set to respond to those MIDI
messages only on a specified channel). These status bytes are used for messages
that carry information of interest to all MIDI devices, such as syncronizing all
playback devices to a particular time. (By contrast, Voice Category messages
deal with the individual musical parts that each instrument might play, so the
channel nibble scheme allows a device to respond to its own MIDI channel while
ignoring the Voice Category messages intended for another device on another
channel).
These status bytes are further divided into two categories. Status bytes of
0xF0 to 0xF7 are called System
Common messages. Status bytes of 0xF8 to 0xFF are called System
Realtime messages. The implications of such will be discussed later.
Actually, certain Status bytes within this range are not defined by the MIDI
spec to date, and are reserved for future use. For example, Status bytes of
0xF4, 0xF5, 0xF9, and 0xFD are not used. If a MIDI device ever receives such a
Status, it should ignore that message. See Ignoring
MIDI Messages.
What follows is a description of each message type. The description tells
what the message does, what its status byte is, and whether it has any
subsequent data bytes and what information those carry. Generally, these
descriptions take the view of a device receiving such messages (ie, what the
device would typically be expected to do when receiving particular messages).
When applicable, remarks about a device that transmits such messages may be
made.
Category: Voice
Purpose
Indicates that a particular note should be released. Essentially, this means
that the note stops sounding, but some patches might have a long VCA release
time that needs to slowly fade the sound out. Additionally, the device's Hold
Pedal controller may be on, in which case the note's release is postponed until
the Hold Pedal is released. In any event, this message either causes the VCA to
move into the release stage, or if the Hold Pedal is on, indicates that the note
should be released (by the device automatically) when the Hold Pedal is turned
off. If the device is a MultiTimbral unit, then each one of its Parts may
respond to Note Offs on its own channel. The Part that responds to a particular
Note Off message is the one assigned to the message's MIDI channel.
Status
0x80 to 0x8F where the low nibble is the MIDI channel.
Data
Two data bytes follow the Status.
The first data is the note number. There are 128 possible notes on a MIDI
device, numbered 0 to 127 (where Middle C is note number 60). This indicates
which note should be released.
The second data byte is the velocity, a value from 0 to 127. This indicates
how quickly the note should be released (where 127 is the fastest). It's up to a
MIDI device how it uses velocity information. Often velocity will be used to
tailor the VCA release time. MIDI devices that can generate Note Off messages,
but don't implement velocity features, will transmit Note Off messages with a
preset velocity of 64.
Errata
An All Notes
Off controller message can be used to turn off all notes for which a device
received Note On messages (without having received respective Note Off
messages).
Category: Voice
Purpose
Indicates that a particular note should be played. Essentially, this means
that the note starts sounding, but some patches might have a long VCA attack
time that needs to slowly fade the sound in. In any case, this message indicates
that a particular note should start playing (unless the velocity is 0, in which
case, you really have a Note
Off). If the device is a MultiTimbral unit, then each one of its Parts may
sound Note Ons on its own channel. The Part that sounds a particular Note On
message is the one assigned to the message's MIDI channel.
Status
0x90 to 0x9F where the low nibble is the MIDI channel.
Data
Two data bytes follow the Status.
The first data is the note number. There are 128 possible notes on a MIDI
device, numbered 0 to 127 (where Middle C is note number 60). This indicates
which note should be played.
The second data byte is the velocity, a value from 0 to 127. This indicates
with how much force the note should be played (where 127 is the most force).
It's up to a MIDI device how it uses velocity information. Often velocity is be
used to tailor the VCA attack time and/or attack level (and therefore the
overall volume of the note). MIDI devices that can generate Note On messages,
but don't implement velocity features, will transmit Note On messages with a
preset velocity of 64.
A Note On message that has a velocity of 0 is considered to actually be a
Note Off message, and the respective note is therefore released. See the Note
Off entry for a description of such. This "trick" was created in
order to take advantage of running
status.
A device that recognizes MIDI Note On messages must be able to
recognize both a real Note Off as well as a Note On with 0 velocity (as a Note
Off). There are many devices that generate real Note Offs, and many other
devices that use Note On with 0 velocity as a substitute.
Errata
In theory, every Note On should eventually be followed by a respective Note
Off message (ie, when it's time to stop the note from sounding). Even if the
note's sound fades out (due to some VCA envelope decay) before a Note Off for
this note is received, at some later point a Note Off should be received. For
example, if a MIDI device receives the following Note On:
0x90 0x3C 0x40 Note On/chan 0, Middle C, velocity could be anything except 0
Then, a respective Note Off should subsequently be received at some time, as so:
0x80 0x3C 0x40 Note Off/chan 0, Middle C, velocity could be anything
Instead of the above Note Off, a Note On with 0 velocity could be substituted as
so:
0x90 0x3C 0x00 Really a Note Off/chan 0, Middle C, velocity must be 0
If a device receives a Note On for a note (number) that is already playing (ie,
hasn't been turned off yet), it the device's decision whether to layer another
"voice" playing the same pitch, or cut off the voice playing the
preceding note of that same pitch in order to "retrigger" that note.
Category: Voice
Purpose
While a particular note is playing, pressure can be applied to it. Many
electronic keyboards have pressure sensing circuitry that can detect with how
much force a musician is holding down a key. The musician can then vary this
pressure, even while he continues to hold down the key (and the note continues
sounding). The Aftertouch message conveys the amount of pressure on a key at a
given point. Since the musician can be continually varying his pressure, devices
that generate Aftertouch typically send out many such messages while the
musician is varying his pressure. Upon receiving Aftertouch, many devices
typically use the message to vary a note's VCA and/or VCF envelope sustain
level, or control LFO amount and/or rate being applied to the note's sound
generation circuitry. But, it's up to the device how it chooses to respond to
received Aftertouch (if at all). If the device is a MultiTimbral unit, then each
one of its Parts may respond differently (or not at all) to Aftertouch. The Part
affected by a particular Aftertouch message is the one assigned to the message's
MIDI channel.
Status
0xA0 to 0xAF where the low nibble is the MIDI channel.
Data
Two data bytes follow the Status.
The first data is the note number. There are 128 possible notes on a MIDI
device, numbered 0 to 127 (where Middle C is note number 60). This indicates to
which note the pressure is being applied.
The second data byte is the pressure amount, a value from 0 to 127 (where 127
is the most pressure).
Errata
See the remarks under Channel
Pressure.
Category: Voice
Purpose
Sets a particular controller's value. A controller is any switch, slider,
knob, etc, that implements some function (usually) other than sounding or
stopping notes (ie, which are the jobs of the Note On and Note Off messages
respectively). There are 128 possible controllers on a MIDI device. These are
numbered from 0 to 127. Some of these controller numbers are assigned to
particular hardware controls on a MIDI device. For example, controller 1 is the Modulation
Wheel. Other controller numbers are free to be arbitrarily interpreted by a
MIDI device. For example, a drum box may have a slider controlling Tempo which
it arbitrarily assigns to one of these free numbers. Then, when the drum box
receives a Controller message with that controller number, it can adjust its
tempo. A MIDI device need not have an actual physical control on it in order to
respond to a particular controller. For example, even though a rack-mount sound
module may not have a Mod Wheel on it, the module will likely still
respond to and utilize Modulation controller messages to modify its
sound. If the device is a MultiTimbral unit, then each one of its Parts may
respond differently (or not at all) to various controller numbers. The Part
affected by a particular controller message is the one assigned to the message's
MIDI channel.
Status
0xB0 to 0xBF where the low nibble is the MIDI channel.
Data
Two data bytes follow the Status.
The first data is the controller number (0 to 127). This indicates which
controller is affected by the received MIDI message.
The second data byte is the value to which the controller should be set, a
value from 0 to 127.
Errata
An All
Controllers Off controller message can be used to reset all controllers
(that a MIDI device implements) to default values. For example, the Mod
Wheel is reset to its "off" position upon receipt of this
message.
See the list of Defined
Controller Numbers for more information about particular controllers.
Category: Voice
Purpose
To cause the MIDI device to change to a particular Program (which
some devices refer to as Patch, or Instrument, or Preset, or whatever). Most
sound modules have a variety of instrumental sounds, such as Piano, and Guitar,
and Trumpet, and Flute, etc. Each one of these instruments is contained in a
Program. So, changing the Program changes the instrumental sound that the MIDI
device uses when it plays Note On messages. Of course, other MIDI messages also
may modify the current Program's (ie, instrument's) sound. But, the Program
Change message actually selects which instrument currently plays. There are 128
possible program numbers, from 0 to 127. If the device is a MultiTimbral unit,
then it usually can play 16 "Parts" at once, each receiving data upon
its own MIDI channel. This message will then change the instrument sound for
only that Part which is set to the message's MIDI channel.
For MIDI devices that don't have instrument sounds, such as a Reverb unit
which may have several Preset "room algorithms" stored, the Program
Change message is often used to select which Preset to use. As another example,
a drum box may use Program Change to select a particular rhythm pattern (ie,
drum beat).
Status
0xC0 to 0xCF where the low nibble is the MIDI channel.
Data
One data byte follows the status. It is the program number to change to, a
number from 0 to 127.
Errata
On MIDI sound modules (ie, whose Programs are instrumental sounds), it became
desirable to define a standard set of Programs in order to make sound modules
more compatible. This specification is called General
MIDI Standard.
Just like with MIDI channels 0 to 15 being displayed to a musician as
channels 1 to 16, many MIDI devices display their Program numbers starting from
1 (even though a Program number of 0 in a Program Change message selects the
first program in the device). On the other hand, this approach was never
standardized, and some devices use vastly different schemes for the musician to
select a Program. For example, some devices require the musician to specify a
bank of Programs, and then select one within the bank (with each bank typically
containing 8 to 10 Programs). So, the musician might specify the first Program
as being bank 1, number 1. Nevertheless, a Program Change of number 0 would
select that first Program.
Category: Voice
Purpose
While notes are playing, pressure can be applied to all of them. Many
electronic keyboards have pressure sensing circuitry that can detect with how
much force a musician is holding down keys. The musician can then vary this
pressure, even while he continues to hold down the keys (and the notes continue
sounding). The Channel Pressure message conveys the amount of overall pressure
on the keys at a given point. Since the musician can be continually varying his
pressure, devices that generate Channel Pressure typically send out many such
messages while the musician is varying his pressure. Upon receiving Channel
Pressure, many devices typically use the message to vary all of the sounding
notes' VCA and/or VCF envelope sustain levels, or control LFO amount and/or rate
being applied to the notes' sound generation circuitry. But, it's up to the
device how it chooses to respond to received Channel Pressure (if at all). If
the device is a MultiTimbral unit, then each one of its Parts may respond
differently (or not at all) to Channel Pressure. The Part affected by a
particular Channel Pressure message is the one assigned to the message's MIDI
channel.
Status
0xD0 to 0xDF where the low nibble is the MIDI channel.
Data
One data byte follows the Status. It is the pressure amount, a value from 0
to 127 (where 127 is the most pressure).
Errata
What's the difference between AfterTouch and Channel Pressure?
Well, AfterTouch messages are for individual keys (ie, an Aftertouch message
only affects that one note whose number is in the message). Every key that you
press down generates its own AfterTouch messages. If you press on one key harder
than another, then the one key will generate AfterTouch messages with higher
values than the other key. The net result is that some effect will be applied to
the one key more than the other key. You have individual control over each key
that you play. With Channel Pressure, one message is sent out for the entire
keyboard. So, if you press one key harder than another, the module will average
out the difference, and then just pretend that you're pressing both keys with
the exact same pressure. The net result is that some effect gets applied to all
sounding keys evenly. You don't have individual control per each key. A
controller normally uses either Channel Pressure or AfterTouch, but usually not
both. Most MIDI controllers don't generate AfterTouch because that requires a
pressure sensor for each individual key on a MIDI keyboard, and this is an
expensive feature to implement. For this reason, many cheaper units implement
Channel Pressure instead of Aftertouch, as the former only requires one sensor
for the entire keyboard's pressure. Of course, a device could implement both
Aftertouch and Channel Pressure, in which case the Aftertouch messages for each
individual key being held are generated, and then the average pressure is
calculated and sent as Channel Pressure.
Category: Voice
Purpose
To set the Pitch Wheel value. The pitch wheel is used to slide a note's pitch
up or down in cents (ie, fractions of a half-step). If the device is a
MultiTimbral unit, then each one of its Parts may respond differently (or not at
all) to Pitch Wheel. The Part affected by a particular Pitch Wheel message is
the one assigned to the message's MIDI channel.
Status
0xE0 to 0xEF where the low nibble is the MIDI channel.
Data
Two data bytes follow the status. The two bytes should be combined together
to form a 14-bit value. The first data byte's bits 0 to 6 are bits 0 to 6 of the
14-bit value. The second data byte's bits 0 to 6 are really bits 7 to 13 of the
14-bit value. In other words, assuming that a C program has the first byte in
the variable First and the second data byte in the variable Second,
here's how to combine them into a 14-bit value (actually 16-bit since most
computer CPUs deal with 16-bit, not 14-bit, integers):
unsigned short CombineBytes(unsigned char First, unsigned char Second)
{
unsigned short _14bit;
_14bit = (unsigned short)Second;
_14bit<<=7;
_14bit|=(unsigned short)First;
return(_14bit);
}
A combined value of 0x2000 is meant to indicate that the Pitch Wheel is
centered (ie, the sounding notes aren't being transposed up or down). Higher
values transpose pitch up, and lower values transpose pitch down.
Errata
The Pitch Wheel range is usually adjustable by the musician on each MIDI
device. For example, although 0x2000 is always center position, on one MIDI
device, a 0x3000 could transpose the pitch up a whole step, whereas on another
device that may result in only a half step up. The GM spec recommends that MIDI
devices default to using the entire range of possible Pitch Wheel message values
(ie, 0x0000 to 0x3FFF) as +/- 2 half steps transposition (ie, 4 half-steps total
range). The Pitch Wheel Range (or Sensitivity) is adjusted via an RPN controller
message.
Category: System Common
Purpose
Used to send some data that is specific to a MIDI device, such as a dump of
its patch memory or sequencer data or waveform data. Also, SysEx may be used to
transmit information that is particular to a device. For example, a SysEx
message might be used to set the feedback level for an operator in an FM
Synthesis device. This information would be useless to a sample playing device.
On the other hand, virtually all devices respond to Modulation Wheel control,
for example, so it makes sense to have a defined Modulation Controller message
that all manufacturers can support for that purpose.
Status
Begins with 0xF0. Ends with a 0xF7 status (ie, after the data bytes).
Data
There can be any number of data bytes inbetween the initial 0xF0 and the
final 0xF7. The most important is the first data byte (after the 0xF0), which
should be a Manufacturer's ID.
Errata
Virtually every MIDI device defines the format of its own set of SysEx
messages (ie, that only it understands). The only common ground between the
SysEx messages of various models of MIDI devices is that all SysEx messages must
begin with a 0xF0 status and end with a 0xF7 status.In other words, this is the
only MIDI message that has 2 Status bytes, one at the start and the other at the
end. Inbetween these two status bytes, any number of data bytes (all having bit
#7 clear, ie, 0 to 127 value) may be sent. That's why SysEx needs a 0xF7 status
byte at the end; so that a MIDI device will know when the end of the message
occurs, even if the data within the message isn't understood by that device (ie,
the device doesn't know exactly how many data bytes to expect before the 0xF7).
Usually, the first data byte (after the 0xF0) will be a defined Manufacturer's
ID. The IMA has assigned particular values of the ID byte to various
manufacturers, so that a device can determine whether a SysEx message is
intended for it. For example, a Roland device expects an ID byte of 0x41. If a
Roland device receives a SysEx message whose ID byte isn't 0x41, then the device
ignores all of the rest of the bytes up to and including the final 0xF7 which
indicates that the SysEx message is finished.
The purpose of the remaining data bytes, however many there may be, are
determined by the manufacturer of a product. Typically, manufacturers follow the
Manufacturer ID with a Model Number ID byte so that a device can not only
determine that it's got a SysEx message for the correct manufacturer, but also
has a SysEx message specifically for this model. Then, after the Model ID may be
another byte that the device uses to determine what the SysEx message is
supposed to be for, and therefore, how many more data bytes follow. Some
manufacturers have a checksum byte, (usually right before the 0xF7) which is
used to check the integrity of the message's transmission.
The 0xF7 Status byte is dedicated to marking the end of a SysEx message. It
should never occur without a preceding 0xF0 Status. In the event that a device
experiences such a condition (ie, maybe the MIDI cable was connected during the
transmission of a SysEx message), the device should ignore the 0xF7.
Furthermore, although the 0xF7 is supposed to mark the end of a SysEx
message, in fact, any status (except for Realtime Category messages) will cause
a SysEx message to be considered "done" (ie, actually
"aborted" is a better description since such a scenario indicates an
abnormal MIDI condition). For example, if a 0x90 happened to be sent sometime
after a 0xF0 (but before the 0xF7), then the SysEx message would be considered
aborted at that point. It should be noted that, like all System Common messages,
SysEx cancels any current running status. In other words, the next Voice
Category message (after the SysEx message) must begin with a Status.
Here are the assigned Manufacturer ID numbers:
Sequential Circuits 1
Big Briar 2
Octave / Plateau 3
Moog 4
Passport Designs 5
Lexicon 6
Kurzweil 7
Fender 8
Gulbransen 9
Delta Labs 0x0A
Sound Comp. 0x0B
General Electro 0x0C
Techmar 0x0D
Matthews Research 0x0E
Oberheim 0x10
PAIA 0x11
Simmons 0x12
DigiDesign 0x13
Fairlight 0x14
Peavey 0x1B
JL Cooper 0x15
Lowery 0x16
Lin 0x17
Emu 0x18
Bon Tempi 0x20
S.I.E.L. 0x21
SyntheAxe 0x23
Hohner 0x24
Crumar 0x25
Solton 0x26
Jellinghaus Ms 0x27
CTS 0x28
PPG 0x29
Elka 0x2F
Cheetah 0x36
Waldorf 0x3E
Kawai 0x40
Roland 0x41
Korg 0x42
Yamaha 0x43
Casio 0x44
Akai 0x45
The following 2 IDs are dedicated to Universal SysEx messages (ie, SysEx
messages that products from numerous manufacturers may want to utilize). Since
SysEx is the only defined MIDI message that can have a length longer than 3
bytes, it became a candidate for using to transmit long strings of data. For
example, many manufacturers make digital samplers. It became desirable for
manufacturers to allow exchange of waveform data between each others' products.
So, a standard protocol was developed called MIDI Sample Dump
Standard (SDS). Of course, since waveforms typically entail large amounts of
data, SysEx messages (ie, containing over a hundred bytes each) seemed to be the
most suitable vehicle to transmit the data over MIDI. But, it was decided not to
use a particular manufacturer's ID. So, a universal ID was created. There's a
universal ID meant for realtime messages (ie, ones that need to be responded to
immediately), and one for non-realtime (ie, ones which can be processed when the
device gets around to it).
RealTime ID 0x7F
Non-RealTime ID 0x7E
A general template for these two IDs was defined. After the ID byte is a SysEx
Channel byte. This could be from 0 to 127 for a total of 128 SysEx
channels. So, although "normal" SysEx messages have no MIDI channel
like Voice Category messages do, a Universal SysEx message can be sent on one of
128 SysEx channels. This allows the musician to set various devices to ignore
certain Universal SysEx messages (ie, if the device allows the musician to set
its Base SysEx Channel. Most devices just set their Base Sysex channel to the
same number as the Base Channel for Voice Category messages). On the other hand,
a SysEx channel of 127 is actually meant to tell the device to "disregard
the channel and pay attention to this message regardless". After the SysEx
channel, the next two bytes are Sub IDs which tell what the SysEx is
for.
Microsoft has an oddball manufacturer ID. It consists of 3 bytes, rather than
1 byte, and it is 0x00 0x00 0x41. Note that the first byte is 0. The MMA sort of
reserved the value 0 for the day when it would run out of the maximum 128 IDs
available with using a single byte, and would need more bytes to represent IDs
for new manufacturers.
Besides the SDS messages (covered later in the SDS section), there are two
other defined Universal Messages:
GM System Enable/Disable
This enables or disables the GM Sound module or GM Patch Set in a device. Some
devices have built-in GM modules or GM Patch Sets in addition to non-GM Patch
Sets or non-GM modes of operation. When GM is enabled, it replaces any non-GM
Patch Set or non-GM mode. This allows a device to have modes or Patch Sets that
go beyond the limits of GM, and yet, still have the capability to be switched
into a GM-compliant mode when desirable.
0xF0 SysEx
0x7E Non-Realtime
0x7F The SysEx channel. Could be from 0x00 to 0x7F.
Here we set it to "disregard channel".
0x09 Sub-ID -- GM System Enable/Disable
0xNN Sub-ID2 -- NN=00 for disable, NN=01 for enable
0xF7 End of SysEx
Master Volume
This adjusts a device's master volume. Remember that in a
multitimbral device, the Volume
controller messages are used to control the volumes of the individual Parts.
So, we need some message to control Master Volume. Here it is.
0xF0 SysEx
0x7F Realtime
0x7F The SysEx channel. Could be from 0x00 to 0x7F.
Here we set it to "disregard channel".
0x04 Sub-ID -- Device Control
0x01 Sub-ID2 -- Master Volume
0xLL Bits 0 to 6 of a 14-bit volume
0xMM Bits 7 to 13 of a 14-bit volume
0xF7 End of SysEx
A manufacturer must get a registered ID from the IMA if he wants to define
his own SysEx messages, or use the following:
Educational Use 0x7D
This ID is for educational or development use only, and should never appear in a
commercial design.
On the other hand, it is permissible to use another manufacturer's defined
SysEx message(s) in your own products. For example, if the Roland S-770 has a
particular SysEx message that you could use verbatim in your own design, you're
free to use that message (and therefore the Roland ID in it). But, you're not
allowed to transmit a mutated version of any Roland message with a Roland ID.
Only Roland can develop new messages that contain a Roland ID.
MTC Quarter Frame Message
Category: System Common
Purpose
Some master device that controls sequence playback sends this timing message
to keep a slave device in sync with the master.
Status
0xF1
Data
One data byte follows the Status. It's the time code value, a number from 0
to 127.
Errata
This is one of the MIDI Time Code (MTC) series of messages. See MIDI
Time Code.
Song Position Pointer
Category: System Common
Purpose
Some master device that controls sequence playback sends this message to
force a slave device to cue the playback to a certain point in the
song/sequence. In other words, this message sets the device's "Song
Position". This message doesn't actually start the playback. It just sets
up the device to be "ready to play" at a particular point in the song.
Status
0xF2
Data
Two data bytes follow the status. Just like with the Pitch Wheel, these two
bytes are combined into a 14-bit value. (See Pitch Wheel remarks). This 14-bit
value is the MIDI Beat upon which to start the song. Songs are always
assumed to start on a MIDI Beat of 0. Each MIDI Beat spans 6 MIDI Clocks.
In other words, each MIDI Beat is a 16th note (since there are 24 MIDI Clocks in
a quarter note).
Errata
Example: If a Song Position value of 8 is received, then a sequencer (or drum
box) should cue playback to the third quarter note of the song. (8 MIDI beats *
6 MIDI clocks per MIDI beat = 48 MIDI Clocks. Since there are 24 MIDI Clocks in
a quarter note, the first quarter occurs on a time of 0 MIDI Clocks, the second
quarter note occurs upon the 24th MIDI Clock, and the third quarter note occurs
on the 48th MIDI Clock).
Often, the slave device has its playback tempo synced to the master via MIDI
Clock. See Syncing
Sequence Playback.
Song Select
Category: System Common
Purpose
Some master device that controls sequence playback sends this message to
force a slave device to set a certain song for playback (ie, sequencing).
Status
0xF3
Data
One data byte follows the status. It's the song number, a value from 0 to
127.
Errata
Most devices display "song numbers" starting from 1 instead of 0.
Some devices even use different labeling systems for songs, ie, bank 1, number 1
song. But, a Song Select message with song number 0 should always select the
first song.
When a device receives a Song Select message, it should cue the new song at
MIDI Beat 0 (ie, the very beginning of the song), unless a subsequent Song
Position Pointer message is received for a different MIDI Beat. In other words,
the device resets its "Song Position" to 0.
Often, the slave device has its playback tempo synced to the master via MIDI
Clock. See Syncing
Sequence Playback.
Tune Request
Category: System Common
Purpose
The device receiving this should perform a tuning calibration.
Status
0xF6
Data
None
Errata
Mostly used for sound modules with analog oscillator circuits.
Category: System Realtime
Purpose
Some master device that controls sequence playback sends this timing message
to keep a slave device in sync with the master. A MIDI Clock message is sent at
regular intervals (based upon the master's Tempo) in order to accomplish this.
Status
0xF8
Data
None
Errata
There are 24 MIDI Clocks in every quarter note. (12 MIDI Clocks in an eighth
note, 6 MIDI Clocks in a 16th, etc). Therefore, when a slave device counts down
the receipt of 24 MIDI Clock messages, it knows that one quarter note has
passed. When the slave counts off another 24 MIDI Clock messages, it knows that
another quarter note has passed. Etc. Of course, the rate that the master sends
these messages is based upon the master's tempo. For example, for a tempo of 120
BPM (ie, there are 120 quarter notes in every minute), the master sends a MIDI
clock every 20833 microseconds. (ie, There are 1,000,000 microseconds in a
second. Therefore, there are 60,000,000 microseconds in a minute. At a tempo of
120 BPM, there are 120 quarter notes per minute. There are 24 MIDI clocks in
each quarter note. Therefore, there should be 24 * 120 MIDI Clocks per minute.
So, each MIDI Clock is sent at a rate of 60,000,000/(24 * 120) microseconds).
A slave device might receive (from a master device) a Song Select message to
cue a specific song to play (out of several songs), a Song Position Pointer
message to cue that song to start on a particular beat, a MIDI Continue in order
to start playback from that beat, periodic MIDI Clocks in order to keep the
playback in sync with the master, and eventually a MIDI Stop to halt playback.
See Syncing Sequence
Playback.
Tick
ategory: System Realtime
Purpose
Some master device that controls sequence playback sends this timing message
to keep a slave device in sync with the master. A MIDI Tick message is sent at
regular intervals of one message every 10 milliseconds.
Status
0xF9
Data
None
Errata
While a master device's "clock" is playing back, it will send a
continuous stream of MIDI Tick events at a rate of one per every 10
milliseconds.
A slave device might receive (from a master device) a Song Select message to
cue a specific song to play (out of several songs), a Song Position Pointer
message to cue that song to start on a particular beat, a MIDI Continue in order
to start playback from that beat, periodic MIDI Ticks in order to keep the
playback in sync with the master, and eventually a MIDI Stop to halt playback.
See Syncing Sequence
Playback.
MIDI Start
Category: System Realtime
Purpose
Some master device that controls sequence playback sends this message to make
a slave device start playback of some song/sequence from the beginning (ie, MIDI
Beat 0).
Status
0xFA
Data
None
Errata
A MIDI Start always begins playback at MIDI Beat 0 (ie, the very beginning of
the song). So, when a slave device receives a MIDI Start, it automatically
resets its "Song Position" to 0. If the device needs to start playback
at some other point (either set by a previous Song Position Pointer message, or
manually by the musician), then MIDI Continue is used instead of MIDI Start.
Often, the slave device has its playback tempo synced to the master via MIDI
Clock. See Syncing
Sequence Playback.
MIDI Continue
Category: System Realtime
Purpose
Some master device that controls sequence playback sends this message to make
a slave device resume playback from its current "Song Position". The
current Song Position is the point when the song/sequence was previously
stopped, or previously cued with a Song Position Pointer message.
Status
0xFB
Data
None
Errata
Often, the slave device has its playback tempo synced to the master via MIDI
Clock. See Syncing
Sequence Playback.
MIDI Stop
Category: System Realtime
Purpose
Some master device that controls sequence playback sends this message to make
a slave device stop playback of a song/sequence.
Status
0xFC
Data
None
Errata
When a device receives a MIDI Stop, it should keep track of the point at
which it stopped playback (ie, its stopped "Song Position"), in the
anticipation that a MIDI Continue might be received next.
Often, the slave device has its playback tempo synced to the master via MIDI
Clock. See Syncing
Sequence Playback.
Active Sense
Category: System Realtime
Purpose
A device sends out an Active Sense message (at least once) every 300
milliseconds if there has been no other activity on the MIDI buss, to let other
devices know that there is still a good MIDI connection between the devices.
Status
0xFE
Data
None
Errata
When a device receives an Active Sense message (from some other device), it
should expect to receive additional Active Sense messages at a rate of one
approximately every 300 milliseconds, whenever there is no activity on the MIDI
buss during that time. (Of course, if there are other MIDI messages happening at
least once every 300 mSec, then Active Sense won't ever be sent. An Active Sense
only gets sent if there is a 300 mSec "moment of silence" on the MIDI
buss. You could say that a device that sends out Active Sense "gets
nervous" if it has nothing to do for over 300 mSec, and so sends an Active
Sense just for the sake of reassuring other devices that this device still
exists). If a message is missed (ie, 0xFE nor any other MIDI message is received
for over 300 mSec), then a device assumes that the MIDI connection is broken,
and turns off all of its playing notes (which were turned on by incoming Note On
messages, versus ones played on the local keyboard by a musician). Of course, if
a device never receives an Active Sense message to begin with, it should not
expect them at all. So, it takes one "nervous" device to start the
process by initially sending out an Active Sense message to the other connected
devices during a 300 mSec moment of silence on the MIDI bus.
This is an optional feature that only a few devices implement (ie, notably
Roland gear). Many devices don't ever initiate this minimal "safety"
feature.
Here's a flowchart for implementing Active Sense. It assumes that the device
has a hardware timer that ticks once every millisecond. A variable named Timeout
is used to count the passing milliseconds. Another variable named Flag is
set when the device receives an Active Sense message from another device, and
therefore expects to receive further Active Sense messages.
The logic for active
sense detection
Reset
Category: System Realtime
Purpose
The device receiving this should reset itself to a default state, usually the
same state as when the device was turned on. Often, this means to turn off all
playing notes, turn the local keyboard on, clear running status, set Song
Position to 0, stop any timed playback (of a sequence), and perform any other
standard setup unique to the device. Also, a device may choose to kick itself
into Omni On, Poly mode if it has no facilities for allowing the musician to
store a default mode.
Status
0xFF
Data
None
Errata
A Reset message should never be sent automatically by any MIDI device.
Rather, this should only be sent when a musician specifically tells a device to
do so.
A Controller message has a Status byte of 0xB0 to 0xBF depending
upon the MIDI channel. There are two more data bytes.
The first data byte is the Controller Number. There are 128 possible
controller numbers (ie, 0 to 127). Some numbers are defined for specific
purposes. Others are undefined, and reserved for future use.
The second byte is the "value" that the controller is to be set to.
Most controllers implement an effect even while the MIDI device is generating
sound, and the effect will be immediately noticeable. In other words, MIDI
controller messages are meant to implement various effects by a musician while
he's operating the device.
If the device is a MultiTimbral module, then each one of its Parts may
respond differently (or not at all) to a particular controller number. Each
Part usually has its own setting for every controller number, and the Part
responds only to controller messages on the same channel as that to which the
Part is assigned. So, controller messages for one Part do not affect the sound
of another Part even while that other Part is playing.
Some controllers are continuous controllers, which simply means that
their value can be set to any value within the range from 0 to 16,384 (for
14-bit coarse/fine resolution) or 0 to 127 (for 7-bit, coarse resolution). Other
controllers are switches whose state may be either on or off.
Such controllers will usually generate only one of two values; 0 for off, and
127 for on. But, a device should be able to respond to any received switch value
from 0 to 127. If the device implements only an "on" and
"off" state, then it should regard values of 0 to 63 as off, and any
value of 64 to 127 as on.
Many (continuous) controller numbers are coarse adjustments, and
have a respective fine adjustment controller number. For example,
controller #1 is the coarse adjustment for Modulation Wheel. Using this
controller number in a message, a device's Modulation Wheel can be adjusted in
large (coarse) increments (ie, 128 steps). If finer adjustment (from a coarse
setting) needs to be made, then controller #33 is the fine adjust for Modulation
Wheel. For controllers that have coarse/fine pairs of numbers, there is thus a
14-bit resolution to the range. In other words, the Modulation Wheel can be set
from 0x0000 to 0x3FFF (ie, one of 16,384 values). For this 14-bit value, bits 7
to 13 are the coarse adjust, and bits 0 to 6 are the fine adjust. For example,
to set the Modulation Wheel to 0x2005, first you have to break it up into 2
bytes (as is done with Pitch
Wheel messages). Take bits 0 to 6 and put them in a byte that is the fine
adjust. Take bits 7 to 13 and put them right-justified in a byte that is the
coarse adjust. Assuming a MIDI channel of 0, here's the coarse and fine Mod
Wheel controller messages that a device would receive (coarse adjust first):
0xB0 0x01 0x40
Controller on chan 0, Mod Wheel coarse, bits 7 to 13 of 14-bit
value right-justified (with high bit clear).
0xB0 0x33 0x05
Controller on chan 0, Mod Wheel fine, bits 0 to 6 of 14-bit
value (with high bit clear).
Some devices do not implement fine adjust counterparts to coarse controllers.
For example, some devices do not implement controller #33 for Mod Wheel fine
adjust. Instead the device only recognizes and responds to the Mod Wheel coarse
controller number (#1). It is perfectly acceptable for devices to only
respond to the coarse adjustment for a controller if the device desires 7-bit
(rather than 14-bit) resolution. The device should ignore that controller's
respective fine adjust message. By the same token, if it's only desirable to
make fine adjustments to the Mod Wheel without changing its current coarse
setting (or vice versa), a device can be sent only a controller #33 message
without a preceding controller #1 message (or vice versa). Thus, if a device can
respond to both coarse and fine adjustments for a particular controller (ie,
implements the full 14-bit resolution), it should be able to deal with either
the coarse or fine controller message being sent without its counterpart
following. The same holds true for other continuous (ie, coarse/fine pairs of)
controllers.
Here's a list of the defined controllers. To the left is the controller
number (ie, how the MIDI Controller message refers to a particular controller),
and on the right is its name (ie, how a human might refer to the controller). To
get more information about what a particular controller does, click on its
controller name to bring up a description. Each description shows the controller
name and number, what the range is for the third byte of the message (ie, the
"value" data byte), and what the controller does. For controllers that
have separate coarse and fine settings, both controller numbers are shown.
MIDI devices should use these controller numbers for their defined purposes,
as much as possible. For example, if the device is able to respond to Volume
controller (coarse adjustment), then it should expect that to be controller
number 7. It should not use Portamento Time controller messages to
adjust volume. That wouldn't make any sense. Other controllers, such as Foot
Pedal, are more general purpose. That pedal could be controlling the tempo
on a drum box, for example. But generally, the Foot Pedal shouldn't be used for
purposes that other controllers already are dedicated to, such as adjusting Pan
position. If there is not a defined controller number for a particular,
needed purpose, a device can use the General Purpose Sliders and Buttons, or
NRPN for device specific purposes. The device should use controller numbers 0 to
31 for coarse adjustments, and controller numbers 32 to 63 for the respective
fine adjustments.
Defined Controllers
0 Bank Select
1 Modulation Wheel (coarse)
2 Breath controller (coarse)
4 Foot Pedal (coarse)
5 Portamento Time (coarse)
6 Data Entry (coarse)
7 Volume (coarse)
8 Balance (coarse)
10 Pan position (coarse)
11 Expression (coarse)
12 Effect Control 1 (coarse)
13 Effect Control 2 (coarse)
16 General Purpose Slider 1
17 General Purpose Slider 2
18 General Purpose Slider 3
19 General Purpose Slider 4
32 Bank Select (fine)
33 Modulation Wheel (fine)
34 Breath controller (fine)
36 Foot Pedal (fine)
37 Portamento Time (fine)
38 Data Entry (fine)
39 Volume (fine)
40 Balance (fine)
42 Pan position (fine)
43 Expression (fine)
44 Effect Control 1 (fine)
45 Effect Control 2 (fine)
64 Hold Pedal (on/off)
65 Portamento (on/off)
66 Sustenuto Pedal (on/off)
67 Soft Pedal (on/off)
68 Legato Pedal (on/off)
69 Hold 2 Pedal (on/off)
70 Sound Variation
71 Sound Timbre
72 Sound Release Time
73 Sound Attack Time
74 Sound Brightness
75 Sound Control 6
76 Sound Control 7
77 Sound Control 8
78 Sound Control 9
79 Sound Control 10
80 General Purpose Button 1 (on/off)
81 General Purpose Button 2 (on/off)
82 General Purpose Button 3 (on/off)
83 General Purpose Button 4 (on/off)
91 Effects Level
92 Tremulo Level
93 Chorus Level
94 Celeste Level
95 Phaser Level
96 Data Button increment
97 Data Button decrement
98 Non-registered Parameter (fine)
99 Non-registered Parameter (coarse)
100 Registered Parameter (fine)
101 Registered Parameter (coarse)
120 All Sound Off
121 All Controllers Off
122 Local Keyboard (on/off)
123 All Notes Off
124 Omni Mode Off
125 Omni Mode On
126 Mono Operation
127 Poly Operation
Number: 0 (coarse) 32 (fine)
Affects:
Some MIDI devices have more than 128 Programs (ie, Patches, Instruments,
Preset, etc). MIDI Program Change messages only support switching between 128
programs. So, Bank Select Controller (sometimes called Bank Switch) is sometimes
used to allow switching between groups of 128 programs. For example, let's say
that a device has 512 Programs. It may divide these into 4 banks of 128 programs
apiece. So, if you want program #129, that would actually be the first program
within the second bank. You would send a Bank Select Controller to switch to the
second bank (ie, the first bank is #0), and then follow with a Program Change to
select the first Program in this bank. If a MultiTimbral device, then each Part
usually can be set to its own Bank/Program.
On MultiTimbral devices that have a Drum Part, the Bank Select is sometimes
used to switch between "Drum Kits".
NOTE: When a Bank Select is received, the MIDI module doesn't actually
change to a patch in the new bank. Rather, the Bank Select value is simply
stored by the MIDI module without changing the current patch. Whenever a
subsequent Program Change is received, the stored Bank Select is then
utilized to switch to the specified patch in the new bank. For this reason, Bank
Select must be sent before a Program Change, when you desire changing to
a patch in a different bank. (Of course, if you simply wish to change to another
patch in the same bank, there is no need to send a Bank Select first).
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF.
NOTE: Most devices use the Coarse adjust (#0) alone to switch banks
since most devices don't have more than 128 banks (of 128 Patches each).
Number: 1 (coarse) 33 (fine)
Affects:
Sets the MOD Wheel to a particular value. Usually, MOD Wheel
introduces some sort of (LFO) vibrato effect. If a MultiTimbral device, then
each Part usually has its own MOD Wheel setting.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is no modulation
effect.
Number: 2 (coarse) 34 (fine)
Affects:
Whatever the musician sets this controller to affect. Often, this is used to
control a parameter such as what Aftertouch can. After all, breath control is a
wind player's version of how to vary pressure. If a MultiTimbral device, then
each Part usually has its own Breath Controller setting.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum breath
pressure.
Number: 4 (coarse) 36 (fine)
Affects:
Whatever the musician sets this controller to affect. Often, this is used to
control a parameter such as what Aftertouch may control. This foot pedal is a
continuous controller (ie, potentiometer). If a MultiTimbral device, then each
Part usually has its own Foot Pedal value.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum effect.
Number: 5 (coarse) 37 (fine)
Affects:
The rate at which portamento slides the pitch between 2 notes. If a
MultiTimbral device, then each Part usually has its own Portamento Time.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is slowest rate.
Number: 6 (coarse) 38 (fine)
The value of some Registered or Non-Registered Parameter. Which parameter is
affected depends upon a preceding RPN or NRPN message (which itself identifies
the parameter's number).
On some devices, this slider may not be used in conjunction with RPN or NRPN
messages. Instead the musician can set the slider to control a single parameter
directly, often a parameter such as what Aftertouch can control.
If a MultiTimbral device, then each Part usually has its own RPN and NRPN
settings, and Data Entry slider setting.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum effect.
Number: 7 (coarse) 39 (fine)
Affects:
The device's main volume level. If a MultiTimbral device, then each Part has
its own volume. In this case, a device's master volume may be controlled by
another method such as the Univeral
SysEx Master Volume message, or take its volume from one of the Parts, or be
controlled by a General Purpose Slider controller.
Expression
Controller also may affect the volume.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is no volume at all.
NOTE: Most all devices ignore the Fine adjust (#39) for Volume, and
just implement Coarse adjust (#7) because 14-bit resolution isn't needed for
this. In this case, maximum is 127 and off is 0.
Number: 8 (coarse) 40 (fine)
Affects:
The device's stereo balance (assuming that the device has stereo audio
outputs). If a MultiTimbral device, then each Part usually has its own Balance.
This is generally when Balance becomes useful, because then you can use Pan,
Volume, and Balance controllers to internally mix all of the Parts to the
device's stereo outputs. Typically, Balance would be used on a Part that had
stereo elements (where you wish to adjust the volume of the stereo elements
without changing their pan positions), whereas Pan is more appropriate for a
Part that is strictly a "mono instrument".
Value Range:
14-bit coarse/fine resolution. 16,384 possible setting, 0x0000 to 0x3FFF
where 0x2000 is center balance, 0x0000 emphasizes the left elements mostly, and
0x3FFF emphasizes the right elements mostly. Some devices only respond to coarse
adjust (128 settings) where 64 is center, 0 is leftmost emphsis, and 127 is
rightmost emphasis.
NOTE: Most all devices ignore the Fine adjust (#40) for Balance, and
just implement Coarse adjust (#8) because 14-bit resolution isn't needed for
this.
Number: 10 (coarse) 42 (fine)
Affects:
Where within the stereo field the device's sound will be placed (assuming
that it has stereo audio outputs). If a MultiTimbral device, then each Part
usually has its own pan position. This is generally when Pan becomes useful,
because then you can use Pan, Volume, and Balance controllers to internally mix
all of the Parts to the device's stereo outputs.
Value Range:
14-bit coarse/fine resolution. 16,384 possible positions, 0x0000 to 0x3FFF
where 0x2000 is center position, 0x0000 is hard left, and 0x3FFF is hard right.
Some devices only respond to coarse adjust (128 positions) where 64 is center, 0
is hard left, and 127 is hard right.
NOTE: Most all devices ignore the Fine adjust (#42) for Pan, and just
implement Coarse adjust (#10) because 14-bit resolution isn't needed for this.
Number: 11 (coarse) 43 (fine)
Affects:
This is a percentage of Volume (ie, as set by Main Volume Controller). In
other words, Expression divides the current volume into 16,384 steps (or 128 if
8-bit instead of 14-bit resolution is used). Volume Controller is used to set
the overall volume of the entire musical part, whereas Expression is used for
doing crescendos and decrescendos. By having both a master Volume and sub-Volume
(ie, Expression), it makes possible doing crescendos and decrescendos without
having to do algebraic calculations to maintain the relative balance between
instruments. When Expression is at 100% (ie, the maximum of 0x3FFF), then the
volume represents the true setting of Main Volume Controller. Lower values of
Expression begin to subtract from the volume. When Expression is 0% (ie,
0x0000), then volume is off. When Expression is 50% (ie, 0x1FFF), then the
volume is cut in half.
Here's how Expression is typically used. Let's assume only the MSB is used (ie,
#11) and therefore only 128 steps are possible. Set the Expression for every
MIDI channel to one initial value, for example 100. This gives you some leeway
to increase the expression percentage (ie, up to 127 which is 100%) or decrease
it. Now, set the channel (ie, instrument) "mix" using Main Volume
Controllers. Maybe you'll want the drums louder than the piano, so the former
has a Volume Controller value of 110 whereas the latter has a value of 90, for
example. Now if, at some point, you want to drop the volumes of both instruments
to half of their current Main Volumes, then send Expression values of 64 (ie, 64
represents a 50% volume percentage since 64 is half of 128 steps). This would
result in the drums now having an effective volume of 55 and the piano having an
effective volume of 45. If you wanted to drop the volumes to 25% of their
current Main Volumes, then send Expression values of 32. This would result in
the drums now having an effective volume of approximately 27 and the piano
having an effective volume of approximately 22. And yet, you haven't had to
change their Main Volumes, and therefore still maintain that relative mix
between the two instruments. So think of Main Volume Controllers as being the
individual faders upon a mixing console. You set up the instrumental balance (ie,
mix) using these values. Then you use Expression Controllers as "group
faders", whereby you can increase or decrease the volumes of one or more
tracks without upsetting the relative balance between them.
If a MultiTimbral device, then each Part usually has its own Expression
level.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum effect.
NOTE: Most all devices ignore the Fine adjust (#43) for Expression,
and just implement Coarse adjust (#11) because 14-bit resolution isn't needed
for this.
Number: 12 (coarse) 44 (fine)
Affects:
This can control any parameter relating to an effects device, such as the
Reverb Decay Time for a reverb unit built into a GM sound module.
NOTE: There are separate controllers for setting the Levels (ie,
volumes) of Reverb, Chorus, Phase Shift, and other effects.
If a MultiTimbral device, then each Part usually has its own Effect Control
1.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum effect.
Number: 13 (coarse) 45 (fine)
Affects:
This can control any parameter relating to an effects device, such as the
Reverb Decay Time for a reverb unit built into a GM sound module.
NOTE: There are separate controllers for setting the Levels (ie,
volumes) of Reverb, Chorus, Phase Shift, and other effects.
If a MultiTimbral device, then each Part usually has its own Effect Control
2.
Value Range:
14-bit coarse/fine resolution. 0x0000 to 0x3FFF where 0 is minimum effect.
Number: 16, 17, 18, 19
Affects:
Whatever the musician sets this controller to affect. There are 4 General
Purpose Sliders, with the above controller numbers. Often, these are used to
control parameters such as what Aftertouch can. If a MultiTimbral device, then
each Part usually has its own responses to the 4 General Purpose Sliders. Note
that these sliders don't have a fine adjustment.
Value Range:
0x00 to 0x7F where 0 is minimum effect.
Number: 64
Affects:
When on, this holds (ie, sustains) notes that are playing, even if the
musician releases the notes (ie, the Note Off effect is postponed until the
musician switches the Hold Pedal off). If a MultiTimbral device, then each Part
usually has its own Hold Pedal setting.
NOTE: When on, this also postpones any All Notes Off controller
message on the same channel.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 65
Affects:
Whether the portamento effect is on or off. If a MultiTimbral device, then
each Part usually has its own portamento on/off setting.
NOTE: There is another controller to set the portamento
time.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 66
Affects:
Like the Hold Pedal controller, except this only sustains notes that are
already on (ie, the device has received Note On messages, but the respective
Note Offs haven't yet arrived) when the pedal is turned on. After the
pedal is on, it continues to hold these initial notes all of the while that the
pedal is on, but during that time, all other arriving Note Ons are not held. So,
this pedal implements a "chord hold" for the notes that are sounding
when this pedal is turned on. If a MultiTimbral device, then each Part usually
has its own Sustenuto setting.
NOTE: When on, this also postpones any All Notes Off controller
message on the same channel for those notes being held.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 67
Affects:
When on, this lowers the volume of any notes played. If a MultiTimbral
device, then each Part usually has its own Soft Pedal setting.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 68
Affects:
When on, this causes a legato effect between notes, which is usually achieved
by skipping the attack portion of the VCA's envelope. Use of this controller
allows a keyboard player to better simulate the phrasing of wind and brass
players, who often play several notes with a single tonguing, or simulate guitar
pull-offs and hammer-ons (ie, where secondary notes are not picked). If a
MultiTimbral device, then each Part usually has its own Legato Pedal setting.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 69
Affects:
When on, this lengthens the release time of the playing notes' VCA (ie, makes
the note take longer to fade out after it's released, versus when this pedal is
off). Unlike the other Hold Pedal controller, this pedal doesn't permanently
sustain the note's sound until the musician releases the pedal. Even though the
note takes longer to fade out when this pedal is on, the note may eventually
fade out despite the musician still holding down the key and this
pedal. If a MultiTimbral device, then each Part usually has its own Hold 2 Pedal
setting.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 70
Affects:
Any parameter associated with the circuitry that produces sound. For example,
if a device uses looped digital waveforms to create sound, this controller may
adjust the sample rate (ie, playback speed), for a "tuning" control.
If a MultiTimbral device, then each Part usually has its own patch with its
respective VCA, VCF, tuning, sound sources, etc, parameters that can be adjusted
with this controller.
NOTE: There are other controllers for adjusting VCA attack and release
times, VCF cutoff frequency, and other generic sound parameters.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 71
Affects:
Controls the (VCF) filter's envelope levels. This controls how the filter
shapes the "brightness" of the sound over time). If a MultiTimbral
device, then each Part usually has its own patch with its respective VCF cutoff
frequency that can be adjusted with this controller.
NOTE: There are other controllers for adjusting VCA attack and release
times, and other generic sound parameters.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 72
Affects:
Controls the (VCA) amp's envelope release time, for a control over how long
it takes a sound to fade out. If a MultiTimbral device, then each Part usually
has its own patch with its respective VCA envelope that can be adjusted with
this controller.
NOTE: There are other controllers for adjusting VCA attack time, VCF
cutoff frequency, and other generic sound parameters.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 73
Affects:
Controls the (VCA) amp's envelope attack time, for a control over how long it
takes a sound to fade in. If a MultiTimbral device, then each Part usually has
its own patch with its respective VCA envelope that can be adjusted with this
controller.
NOTE: There are other controllers for adjusting VCA release time, VCF
cutoff frequency, and other generic sound parameters.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 74
Affects:
Controls the (VCF) filter's cutoff frequency, for an overall
"brightness" control. If a MultiTimbral device, then each Part usually
has its own patch with its respective VCF cutoff frequency that can be adjusted
with this controller.
NOTE: There are other controllers for adjusting VCA attack and release
times, and other generic sound parameters.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 75, 76, 77, 78, 79
Affects:
These 5 controllers can be used to adjust any parameters associated with the
circuitry that produces sound. For example, if a device uses looped digital
waveforms to create sound, one controller may adjust the sample rate (ie,
playback speed), for a "tuning" control. If a MultiTimbral device,
then each Part usually has its own patch with its respective VCA, VCF, tuning,
sound sources, etc, parameters that can be adjusted with these controllers.
NOTE: There are other controllers for adjusting VCA attack and release
times, and VCF cutoff frequency.
Value Range:
0 to 127, with 0 being minimum setting.
Number: 80, 81, 82, 83
Affects:
Whatever the musician sets this controller to affect. There are 4 General
Purpose Buttons, with the above controller numbers. These are either on or off,
so they are often used to implement on/off functions, such as a Metronome on/off
switch on a sequencer. If a MultiTimbral device, then each Part usually has its
own responses to the 4 General Purpose Buttons.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 91
Affects:
The effects amount (ie, level) for the device. Often, this is the reverb or
delay level. If a MultiTimbral device, then each Part usually has its own
effects level.
Value Range:
0 to 127, with 0 being no effect applied at all.
Number: 92
Affects:
The tremulo amount (ie, level) for the device. If a MultiTimbral device, then
each Part Parts usually has its own tremulo level.
Value Range:
0 to 127, with 0 being no tremulo applied at all.
Number: 93
Affects:
The chorus effect amount (ie, level) for the device. If a MultiTimbral
device, then each Part usually has its own chorus level.
Value Range:
0 to 127, with 0 being no chorus effect applied at all.
Number: 94
Affects:
The celeste (detune) amount (ie, level) for the device. If a MultiTimbral
device, then each Part usually has its own celeste level.
Value Range:
0 to 127, with 0 being no celeste effect applied at all.
Number: 95
Affects:
The Phaser effect amount (ie, level) for the device. If a MultiTimbral
device, then each Part usually has its own Phaser level.
Value Range:
0 to 127, with 0 being no phaser effect applied at all.
Number: 96
Affects:
Causes a Data Button to increment (ie, increase by 1) its current value.
Usually, this data button's value is being used to set some Registered or
Non-Registered Parameter. Which RPN or NRPN parameter is being affected depends
upon a preceding RPN or NRPN message (which itself identifies the parameter's
number).
Value Range:
The value byte isn't used and defaults to 0.
Number: 97
Affects:
Causes a Data Buttonto decrement (ie, decrease by 1) its current value.
Usually, this data button's value is being used to set some Registered or
Non-Registered Parameter. Which RPN or NRPN parameter is being affected depends
upon a preceding RPN or NRPN message (which itself identifies the parameter's
number).
Value Range:
The value byte isn't used and defaults to 0.
Number: 101 (coarse) 100 (fine)
Affects:
Which parameter the Data Button Increment, Data Button Decrement, or Data
Entry controllers affect. Since RPN has a coarse/fine pair (14-bit), the number
of parameters that can be registered is 16,384. That's a lot of parameters that
a MIDI device could allow to be controlled over MIDI. It's up to the IMA to
assign Registered Parameter Numbers to specific functions.
Value Range:
0 to 16,384 where each value stands for a different RPN. Here are the
currently registered parameter numbers:
Pitch Bend Range (ie, Sensitivity) 0x0000
NOTE: The coarse adjustment (usually set via Data Entry 6) sets the
range in semitones. The fine adjustment (usually set via Data Entry 38) set
the range in cents. For example, to adjust the pitch wheel range to go up/down
2 semitones and 4 cents:
B0 65 00 Controller/chan 0, RPN coarse (101), Pitch Bend Range
B0 64 00 Controller/chan 0, RPN fine (100), Pitch Bend Range
B0 06 02 Controller/chan 0, Data Entry coarse, +/- 2 semitones
B0 26 04 Controller/chan 0, Data Entry fine, +/- 4 cents
Master Fine Tuning (ie, in cents) 0x0001
NOTE: Both the coarse and fine adjustments together form a 14-bit
value that sets the tuning in semitones, where 0x2000 is A440 tuning.
Master Coarse Tuning (in half-steps) 0x0002
NOTE: Setting the coarse adjustment adjusts the tuning in semitones,
where 0x40 is A440 tuning. There is no need to set a fine adjustment.
RPN Reset 0x3FFF
NOTE: No coarse or fine adjustments are applicable. This is a
"dummy" parameter.
Here's the way that you use RPN. First, you decide which RPN you wish to
control. Let's say that we wish to set Master Fine Tuning on a device. That's
RPN 0x0001. We need to send the device the RPN Coarse and RPN Fine controller
messages in order to tell it to affect RPN 0x0001. So, we divide the 0x0001 into
2 bytes, the fine byte and the coarse byte. The fine byte contains bits 0 to 6
of the 14-bit value. The coarse byte contains bits 7 to 13 of the 14-bit value,
right-justified. So, here are the RPN Coarse and Fine messages (assuming that
the device is responding to MIDI channel 0):
B0 65 00 Controller/chan 0, RPN coarse (101), bits
7 to 13 of 0x0001, right-justified (with high bit clear)
B0 64 01 Controller/chan 0, RPN fine (100), bits
0 to 6 of 0x0001, (with high bit clear)
Now, we've just told the device that any Data Button Increment, Data Button
decrement, or Data Entry controllers it receives should affect the Master Fine
Tuning. Let's say that we wish to set this tuning to the 14-bit value 0x2000
(which happens to be centered tuning). We could use the Data Entry (coarse and
fine) controller messages as so to send that 0x2000:
B0 06 40 Controller/chan 0, Data Entry coarse (6), bits
7 to 13 of 0x2000, right-justified (with high bit clear)
B0 26 00 Controller/chan 0, Data Entry fine (38), bits
0 to 6 of 0x2000, (with high bit clear)
As a final example, let's say that we wish to increment the Master Fine Tuning
by one (ie, to 0x2001). We could use the Data Entry messages again. Or, we could
use the Data Button Increment, which doesn't have a coarse/fine pair of
controller numbers like Data Entry.
B0 60 00 Controller/chan 0, Data Button Increment (96),
last byte is unused
Of course, if the device receives RPN messages for another parameter, then the
Data Button Increment, Data Button Decrement, and Data Entry controllers will
switch to adjusting that parameter.
RPN 0x3FFF (reset) forces the Data Button increment, Data Button decrement,
and Data Entry controllers to not adjust any RPN (ie, disables those buttons'
adjustment of any RPN).
Number: 99 (coarse) 98 (fine)
Affects:
Which parameter the Data Button Increment, Data Button Decrement, or Data
Entry controllers affect. Since NRPN has a coarse/fine pair (14-bit), the number
of parameters that can be registered is 16,384. That's a lot of parameters that
a MIDI device could allow to be controlled over MIDI. It's entirely up to each
manufacturer which parameter numbers are used for whatever purposes. These don't
have to be registered with the IMA.
Value Range:
The same scheme is used as per the Registered Parameter controller. Refer to
that. By contrast, the coarse/fine messages for NRPN for the preceding RPN
example would be:
B0 63 00
B0 62 01
NOTE: Since each device can define a particular NRPN controller number
to control anything, it's possible that 2 devices may interpret the same NRPN
number in different manners. Therefore, a device should allow a musician to
disable receipt of NRPN, in the event that there is a conflict between the NRPN
implementations of 2 daisy-chained devices.
Number: 121
Affects:
Resets all controllers to default states. This means that all switches (such
as Hold Pedal) are turned off, and all continuous controllers (such as Mod
Wheel) are set to minimum positions. If the device is MultiTimbral, this only
affects the Part assigned to the MIDI channel upon which this message is
received.
Value Range:
The value byte isn't used and defaults to 0.
Number: 122
Affects:
Turns the device's keyboard on or off locally. If off, the keyboard is
disconnected from the device's internal sound generation circuitry. So when the
musician presses keys, the device doesn't trigger any of its internal sounds.
But, the keyboard still generates Note On, Note Off, Aftertouch, and Channel
Pressure messages. In this way, a musician can eliminate a situation where MIDI
messages get looped back (over MIDI cables) to the device that created those
messages. Furthermore, if a device is only going to be played remotely via MIDI,
then the keyboard may be turned off in order to allow the device to concentrate
more on dealing with MIDI messages rather than scanning the keyboard for
depressed notes and varying pressure.
Value Range:
0 (to 63) is off. 127 (to 64) is on.
Number: 123
Affects:
Turns off all notes that were turned on by received Note On messages, and
which haven't yet been turned off by respective Note Off messages. This message
is not supposed to turn off any notes that the musician is playing on the local
keyboard. So, if a device can't distinguish between notes played via its MIDI
IN and notes played on the local keyboard, it should not implement All
Notes Off. Furthermore, if a device is in Omni On state, it should ignore this
message on any channel.
NOTE: If the device's Hold Pedal controller is on, the notes aren't
actually released until the Hold Pedal is turned off. See All Sound Off
controller message for turning off the sound of these notes immediately.
Value Range:
The value byte isn't used and defaults to 0.
Number: 120
Affects:
Mutes all sounding notes that were turned on by received Note On messages,
and which haven't yet been turned off by respective Note Off messages. This
message is not supposed to mute any notes that the musician is playing on the
local keyboard. So, if a device can't distinguish between notes played via its MIDI
IN and notes played on the local keyboard, it should not implement All
Sound Off.
NOTE: The difference between this message and All Notes Off is that
this message immediately mutes all sound on the device regardless of whether the
Hold Pedal is on, and mutes the sound quickly regardless of any lengthy VCA
release times. It's often used by sequencers to quickly mute all sound when the
musician presses "Stop" in the middle of a song.
Value Range:
The value byte isn't used and defaults to 0.
Number: 124
Affects:
Turns Omni off. See the discussion on MIDI
Modes.
Value Range:
The value byte isn't used and defaults to 0.
NOTE: When a device receives an Omni Off message, it should
automatically turn off all playing notes.
Number: 125
Affects:
Turns Omni on. See the discussion on MIDI
Modes.
Value Range:
The value byte isn't used and defaults to 0.
NOTE: When a device receives an Omni On message, it should
automatically turn off all playing notes.
Number: 126
Affects:
Enables Monophonic operation (thus disabling Polyphonic operation).
See the discussion on MIDI
Modes.
Value Range:
If Omni is off, this Value tells how many MIDI channels the device is
expected to respond to in Mono mode. In other words, if Omni is off, this value
is used to select a limited set of the 16 MIDI channels (ie, 1 to 16) to respond
to.Conversely, if Omni is on, this Value is ignored completely, and the device
only ever plays one note at a time (unless a MultiTimbral device). So, the
following discussion is only relevant if Omni Off.
If Value is 0, then the number of MIDI channels that the device will respond
to simultaneously will be equal to how many voices the device can sound
simultaneously. In other words, if the device can sound at least 16 voices
simultaneously, then it can respond to Voice Category messages on all 16
channels. Of course, being Monophonic operation, the device can only sound one
note at a time per each MIDI channel. So, it can sound a note on channel 1 and
channel 2 simultaneously, for example, but can't sound 2 notes both on channel 1
simultaneously.
Of course, MultiTimbral devices completely violate the preceding theory.
MultiTimbral devices always can play polyphonically on each MIDI channel. If
Value is 0, what this means is that the device can play as many MIDI channels as
it has Parts. So, if the device can play 16 of its patches simultaneously, then
it can respond to Voice Category messages on all 16 channels.
If Value is not 0 (ie, 1 to 16), then that's how many MIDI channels the
device is allowed to respond to. For example, a value of 1 would mean that the
device would only be able to respond to 1 MIDI channel. Since the device is also
limited to sounding only 1 note at a time on that MIDI channel, then the device
would truly be a Monophonic instrument incapable of sounding more than one note
at a time. If a device is asked to respond to more MIDI channels than it has
voices to accomodate, then it will handle only as many MIDI channels as it has
voices. For example, if an 8-voice synth, on Base Channel 0, receives the value
16 in the Mono message, then the synth will play messages on MIDI channels 0 to
7 and ignore messages on 8 to 15.
Again, MultiTimbral devices violate the above theory. A value of 1 would mean
that the device would only be able to respond to 1 MIDI channel (and therefore
only play 1 Part), but would do so Polyphonically. If a MultiTimbral device is
asked to respond to more MIDI channels than it has Parts to accomodate, then it
will handle only as many MIDI channels as it has Parts. For example, if a device
can play only 5 Patches simultaneously, and receives the value 8 in the Mono
message, then the device will play 5 patches on MIDI channels 0 to 4 and ignore
messages on channels 5 to 7.
Most devices capable of Monophonic operation, allow the user to specify a Base
Channel. This will be the lowest MIDI channel that the device responds to.
For example, if a Mono message specifies that the device is to respond to only 2
channels, and its Base Channel is 2, then the device responds to channels 2 and
3.
NOTE: When a device receives a Mono Operation message, it should
automatically turn off all playing notes.
Number: 127
Affects:
Enables Polyphonic operation (thus disabling Monophonic operation).
See the discussion on MIDI
Modes.
Value Range:
The value byte isn't used and defaults to 0.
NOTE: When a device receives a Poly Operation message, it should
automatically turn off all playing notes.
Some MIDI devices can be switched in and out of Omni state.
When Omni is off, a MIDI device can only respond to Voice Category messages (ie,
Status bytes of 0x80 to 0xEF) upon a limited number of channels, usually only 1.
Typically, the device allows the musician to pick one of the 16 MIDI channels
that the device will respond to. This is then referred to as the device's Base
Channel. So for example, if a device's Base Channel is set to 1, and a
Voice Category message upon channel 2 arrives at the device's MIDI IN, the
device ignores that message.
NOTE: Virtually all modern devices allow the musician to manually
choose the Base Channel. A device may even define its own SysEx message that can
change its Base Channel. Remember that SysEx messages are of the System Common
Category, and therefore aren't (normally) tied to the Base Channel itself.
When Omni is on, a device doesn't respond to just one MIDI channel, but
rather, responds to all 16 MIDI channels. The only benefit of Omni On is that,
regardless of which channel any message is received upon, a device always
responds to the message. This mades it very foolproof for a musician to hook up
two devices and always have one device respond to the other regardless of any
MIDI channel discrepancies between the device generating the data (ie, referred
to as the transmitter) and the device receiving the data (ie, referred
to as the receiver). Of course, if the musician daisy-chains another
device, and he wants the 2 devices to play different musical parts, then he has
to switch Omni Off on both devices. Otherwise, a device with Omni On will
respond to messages intended for the other device (as well as messages intended
for itself).
NOTE: Omni can be switched on or off with the Omni
On and Omni
Off controller messages. But these messages must be received upon the
device's Base Channel in order for the device to respond to them. What this
implies is that even when a device is in Omni On state (ie, capable of
responding to all 16 channels), it still has a Base Channel for the purpose of
turning Omni On or Off.
One might think that MultiTimbral devices employ Omni On. Because you
typically may choose (upto) 16 different Patches, each playing its own musical
part, you need the device to be able to respond to more than one MIDI channel so
that you can assign each Patch to a different MIDI channel. Actually,
MultiTimbral devices do not use Omni On for this purpose. Rather, the device
regards itself as having 16 separate sound modules (ie, Parts) inside of it,
with each module in Omni Off mode, and capable of being set to its own Base
Channel. Usually, you also have a "master" Base Channel which may end
up having to be set the same as one of the individual Parts. Most MultiTimbral
devices offer the musician the choice of which particular channels to use, and
which to ignore (if he doesn't need all 16 patches playing simultaneously on
different channels). In this way, he can daisy-chain another multitimbral device
and use any ignored channels (on the first device) with this second device.
Unfortunately, the MIDI spec has no specific "MultiTimbral" mode
message. So, a little "creative reinterpretation" of Monophonic mode
is employed, as you'll learn in a moment.
In addition to Omni On or Off, many devices can be switched between
Polyphonic or Monophonic operation.
In Polyphonic operation, a device can respond to more than one Note On upon a
given channel. In other words, it can play chords on that channel. For example,
assume that a device is responding to Voice Category messages on channel 1. If
the device receives a Note On for middle C on channel 1, it will sound that
note. If the device then receives a Note On for high C also on channel 1 (before
receiving a Note Off for middle C), the device will sound the high C as well.
Both notes will then be sounding simultaneously.
In Monophonic operation, a device can only respond to one Note On at a time
upon a given channel. It can't play chords; only single note
"melodies". For example, assume that a device is responding to Voice
Category messages on channel 1. If the device receives a Note On for middle C on
channel 1, it will play that note. If the device then receives a Note On for
high C (before receiving a Note Off for middle C), the device will automatically
turn off the middle C before playing the high C. So what's the use of forcing a
device capable of playing chords into such a Monophonic state? Well, there are
lots of Monophonic instruments in the world, for example, most brass and
woodwinds. They can only play one note at a time. If using a Trumpet Patch, a
keyboard player might want to force a device into Monophonic operation in order
to better simulate a Trumpet. Some devices have special effects that only work
in Monophonic operation such as Portamento, and smooth transition between notes
(ie, skipping the VCA attack when moving from one Note On that
"overlaps" another Note On -- this is often referred to as legato
and makes for a more realistic musical performance for brass and woodwind
patches). That's in theory how Mono operation is supposed to work, but
MultiTimbral devices created long after the MIDI spec was designed, had to
subvert Mono operation into Polyphonic operation in order to come up with a
"MultiTimbral mode", as you'll learn.
NOTE: A device can be switched between Polyphonic or Monophonic with
the Polyphonic
and Monophonic
controller messages. But these messages must be received upon the device's Base
Channel in order for the device to respond to them.
Of course, a MIDI device could have Omni On and be in Polyphonic state. Or,
the device could have Omni On but be in Monophonic state. Or, the device could
have Omni Off and be in Polyphonic state. Or, the device could have Omni Off but
be in Monophonic state. There are 4 possible combinations here, and MIDI refers
to these as 4 Modes. For example, Mode 1 is the aforementioned Omni On
/ Polyphonic state. Here are the 4 Modes:
Mode 1 - Omni On / Poly
The device plays all MIDI data received on all 16 MIDI channels. If
a MultiTimbral device, then it often requires the musician to manually select
which one Patch to play all 16 channels, and this setting is usually saved in
"patch memory".
Mode 2 - Omni On / Mono
The device plays only one note out of all of the MIDI data received on all 16
MIDI channels. This mode is seldom implemented because playing one note out of
all the data happening on all 16 channels is not very useful.
Mode 3 - Omni Off / Poly
The device plays all MIDI data received on 1 specific MIDI channel. The
musician usually gets to choose which channel he wants that to be. If a
MultiTimbral device, then it often requires the musician to manually select
which one Patch to play that MIDI channel, and this setting is usually saved in
"patch memory".
Mode 4 - Omni Off / Mono
In theory, the device plays one note at a time on 1 (or more) specific MIDI
channels. In practice, the manufacturers of MultiTimbral threw the entire
concept of Monophonic out the window, and use this for "MultiTimbral
mode". On a MultiTimbral device, this mode means that the device plays
polyphonically on 1 (or more) specific MIDI channels. The Monophonic controller
message has a Value associated with it. This Value is applicable in Mode 4
(whereas it's ignored in Mode 2), and determines how many MIDI channels are
responded to. If 1, then on a non-MultiTimbral device, this would give you a
truly monophonic instrument. Of course, on a MultiTimbral device, it gives you
the same thing as Mode 3. If the Value is 0, then a non-MultiTimbral device uses
as many MIDI channels as it has voices. So, for an 8 voice synth, it would use 8
MIDI Channels, and each of those channels would play one note at a time. For a
MultiTimbral device, if the Value is 0, then the device uses as many MIDI
channels as it has Parts. So, if a MultiTimbral device can play only 8 patches
simultaneously, then it would use 8 MIDI Channels, and each of those channels
could play polyphonically.
Some devices do not support all of these modes. The device should ignore
controller messages which attempt to switch it into an unsupported state, or
switch to the next closest mode.
If a device doesn't have some way of saving the musician's choice of Mode
when the unit is turned off, the device should default to Mode 1 upon the next
power up.
On final question arises. If a MultiTimbral device doesn't implement a true
monophonic mode for Mode 4, then how do you get one of its Parts to play in that
useful Monophonic state (ie, where you have Portamento and legato features)?
Well, many MultiTimbral devices allow a musician to manually enable a "Solo
Mode" per each Part. Some devices even use the Legato
Pedal controller (or a General Purpose Button controller) to
enable/disable that function, so that you can turn it on/off for each Part over
MIDI.
NOTE: A device that can both generate MIDI messages (ie, perhaps from
an electronic piano keyboard) as well as receive MIDI messages (ie, to be played
on its internal sound circuitry), is allowed to have its transmitter set to a
different Mode and MIDI channel than its receiver, if this is desired. In fact,
on MultiTimbral devices with a keyboard, the keyboard often has to switch
between MIDI channels so that the musician can access the Parts one at a time,
without upsetting the MIDI channel assignments for those Parts.
RealTime Category Messages
Each RealTime Category message (ie, Status of 0xF8 to 0xFF) consists of only
1 byte, the Status. These messages are primarily concerned with timing/syncing
functions which means that they must be sent and received at specific times
without any delays. Because of this, MIDI allows a RealTime message to be sent at
any time, even interspersed within some other MIDI message. For example, a
RealTime message could be sent inbetween the two data bytes of a Note On
message. A device should always be prepared to handle such a situation;
processing the 1 byte RealTime message, and then subsequently resume processing
the previously interrupted message as if the RealTime message had never
occurred.
For more information about RealTime, read the sections Running
Status, Ignoring
MIDI Messages, and Syncing
Sequence Playback.
The MIDI spec allows for a MIDI message to be sent without its Status byte (ie,
just its data bytes are sent) as long as the previous, transmitted message
had the same Status. This is referred to as running status. Running
status is simply a clever scheme to maximize the efficiency of MIDI transmission
(by removing extraneous Status bytes). The basic philosophy of running status is
that a device must always remember the last Status byte that it received (except
for RealTime), and if it doesn't receive a Status byte when expected (on
subsequent messages), it should assume that it's dealing with a running status
situation. A device that generates MIDI messages should always remember the last
Status byte that it sent (except for RealTime), and if it needs to send another
message with the same Status, the Status byte may be omitted.
Let's take an example of a device creating a stream of MIDI messages. Assume
that the device needs to send 3 Note On messages (for middle C, E above middle
C, and G above middle C) on channel 0. Here are the 3 MIDI messages to which I'm
referring.
0x90 0x3C 0x7F
0x90 0x40 0x7F
0x90 0x43 0x7F
Notice that the Status bytes of all 3 messages are the same (ie, Note On,
Channel 0). Therefore the device could implement running status for the latter 2
messages, sending the following bytes:
0x90 0x3C 0x7F
0x40 0x7F
0x43 0x7
This allows the device to save time since there are 2 less bytes to transmit.
Indeed, if the message that the device sent before these 3 also happened to be a
Note On message on channel 0, then the device could have omitted the first
message's Status too.
Now let's take the perspective of a device receiving this above stream. It
receives the first message's Status (ie, 0x90) and thinks "Here's a Note On
Status on channel 0. I'll remember this Status byte. I know that there are 2
more data bytes in a Note On message. I'll expect those next". And, it
receives those 2 data bytes. Then, it receives the data byte of the second
message (ie, 0x40). Here's when the device thinks "I didn't expect another
data byte. I expected the Status byte of some message. This must be a running
status message. The last Status byte that I received was 0x90, so I'll assume
that this is the same Status. Therefore, this 0x40 is the first data byte of
another Note On message on channel 0".
Remember that a Note On message with a velocity of 0 is really considered to
be a Note Off. With this in mind, you could send a whole stream of note messages
(ie, turning notes on and off) without needing a Status byte for all but the
first message. All of the messages will be Note On status, but the messages that
really turn notes off will have 0 velocity. For example, here's how to play and
release middle C utilizing running status:
0x90 0x3C 0x7F
0x3C 0x00 <-- This is really a Note Off because of 0 velocity
RealTime Category messages (ie, Status of 0xF8 to 0xFF) do not effect running
status in any way. Because a RealTime message consists of only 1 byte, and it
may be received at any time, including interspersed with another message, it
should be handled transparently. For example, if a 0xF8 byte was received
inbetween any 2 bytes of the above examples, the 0xF8 should be processed
immediately, and then the device should resume processing the example streams
exactly as it would have otherwise. Because RealTime messages only consist of a
Status, running status obviously can't be implemented on RealTime messages.
System Common Category messages (ie, Status of 0xF0 to 0xF7) cancel any
running status. In other words, the message after a System Common message must
begin with a Status byte. System Common messages themselves can't be implemented
with running status. For example, if a Song Select message was sent immediately
after another Song Select, the second message would still need a Status byte.
Running status is only implemented for Voice Category messages (ie, Status is
0x80 to 0xEF).
A recommended approach for a receiving device is to maintain its
"running status buffer" as so:
- Buffer is cleared (ie, set to 0) at power up.
- Buffer stores the status when a Voice Category Status (ie, 0x80 to 0xEF)
is received.
- Buffer is cleared when a System Common Category Status (ie, 0xF0 to 0xF7)
is received.
- Nothing is done to the buffer when a RealTime Category message is
received.
- Any data bytes are ignored when the buffer is 0.
A sequencer is a software program or hardware unit that "plays" a
musical performance complete with appropriate rhythmic and melodic inflections (ie,
plays musical notes in the context of a musical beat).
Often, it's necessary to synchronize a sequencer to some other device that is
controlling a timed playback, such as a drum box playing its internal rhythm
patterns, so that both play at the same instant and the same tempo. Several MIDI
messages are used to cue devices to start playback at a certain point in the
sequence, make sure that the devices start simultaneously, and then keep the
devices in sync until they are simultaneously stopped. One device, the master,
sends these messages to the other device, the slave. The slave references its
playback to these messages.
The message that controls the playback rate (ie, ultimately tempo) is MIDI
Clock. This is sent by the master at a rate dependent upon the master's tempo.
Specifically, the master sends 24 MIDI Clocks, spaced at equal intervals, during
every quarter note interval.(12 MIDI Clocks are in an eighth note, 6 MIDI Clocks
in a 16th, etc). Therefore, when a slave device counts down the receipt of 24
MIDI Clock messages, it knows that one quarter note has passed. When the slave
counts off another 24 MIDI Clock messages, it knows that another quarter note
has passed.
For example, if a master is set at a tempo of 120 BPM (ie, there are 120
quarter notes in every minute), the master sends a MIDI clock every 20833
microseconds. (ie, There are 1,000,000 microseconds in a second. Therefore,
there are 60,000,000 microseconds in a minute. At a tempo of 120 BPM, there are
120 quarter notes per minute. There are 24 MIDI clocks in each quarter note.
Therefore, there should be 24 * 120 MIDI Clocks per minute. So, each MIDI Clock
is sent at a rate of 60,000,000/(24 * 120) microseconds).
Alternately, if a sequencer wishes to control playback independent of tempo,
it can use Tick messages. These are sent at a rate of 1 message every 10
milliseconds. Of course, it is then up to the slave device to maintain and
update its clock based upon these messages. The slave will be doing its own
counting off of how many milliseconds are supposed to be in each
"beat" at the current tempo.
The master needs to be able to start the slave precisely when the master
starts. The master does this by sending a MIDI Start message. The MIDI Start
message alerts the slave that, upon receipt of the very next MIDI Clock message,
the slave should start the playback of its sequence. In other words, the MIDI
Start puts the slave in "play mode", and the receipt of that first
MIDI Clock marks the initial downbeat of the song (ie, MIDI Beat 0).
What this means is that (typically) the master sends out that MIDI Clock
"downbeat" immediately after the MIDI Start. (In practice, most
masters allow a 1 millisecond interval inbetween the MIDI Start and subsequent
MIDI Clock messages in order to give the slave an opportunity to prepare itself
for playback). In essense, a MIDI Start is just a warning to let the slave know
that the next MIDI Clock represents the downbeat, and playback is to start then.
Of course, the slave then begins counting off subsequent MIDI Clock messages,
with every 6th being a passing 16th note, every 12th being a passing eighth
note, and every 24th being a passing quarter note.
A master stops the slave simultaneously by sending a MIDI Stop message. The
master may then continue to send MIDI Clocks at the rate of its tempo, but the
slave should ignore these, and not advance its "song position". Of
course, the slave may use these continuing MIDI Clocks to ascertain what the
master's tempo is at all times.
Sometimes, a musician will want to start the playback point somewhere other
than at the beginning of a song (ie, he may be recording an overdub in a certain
part of the song). The master needs to tell the slave what beat to cue playback
to. The master does this by sending a Song Position Pointer message. The 2 data
bytes in a Song Position Pointer are a 14-bit value that determines the MIDI
Beat upon which to start playback. Sequences are always assumed to start on
a MIDI Beat of 0 (ie, the downbeat). Each MIDI Beat spans 6 MIDI Clocks.
In other words, each MIDI Beat is a 16th note (since there are 24 MIDI Clocks in
a quarter note, therefore 4 MIDI Beats also fit in a quarter). So, a master can
sync playback to a resolution of any particular 16th note.
For example, if a Song Position value of 8 is received, then a slave should
cue playback to the third quarter note of the song. (8 MIDI beats * 6 MIDI
clocks per MIDI beat = 48 MIDI Clocks. Since there are 24 MIDI Clocks in a
quarter note, the first quarter occurs on a time of 0 MIDI Clocks, the second
quarter note occurs upon the 24th MIDI Clock, and the third quarter note occurs
on the 48th MIDI Clock).
A Song Position Pointer message should not be sent while the devices are in
play. This message should only be sent while devices are stopped. Otherwise, a
slave might take too long to cue its new start point and miss a MIDI Clock that
it should be processing.
A MIDI Start always begins playback at MIDI Beat 0 (ie, the very beginning of
the song). So, when a slave receives a MIDI Start, it automatically resets its
"Song Position" to 0. If the master needs to start playback at some
other point (as set by a Song Position Pointer message), then a MIDI Continue
message is sent instead of MIDI Start. Like a MIDI Start, the MIDI
Continue is immediately followed by a MIDI Clock "downbeat" in order
to start playback then. The only difference with MIDI Continue is that this
downbeat won't necessarily be the very start of the song. The downbeat will be
at whichever point the playback was set via a Song Position Pointer message or
at the point when a MIDI Stop message was sent (whichever message last
occurred). What this implies is that a slave must always remember its
"current song position" in terms of MIDI Beats. The slave should keep
track of the nearest previous MIDI beat at which it stopped playback (ie, its
stopped "Song Position"), in the anticipation that a MIDI Continue
might be received next.
Some playback devices have the capability of containing several sequences.
These are usually numbered from 0 to however many sequences there are. If 2 such
devices are synced, a musician typically may set up the sequences on each to
match the other. For example, if the master is a sequencer with a reggae bass
line for sequence 0, then a slaved drum box might have a reggae drum beat for
sequence 0. The musician can then select the same sequence number on both
devices simultaneously by having the master send a Song Select message whenever
the musician selects that sequence on the master. When a slave receives a Song
Select message, it should cue the new song at MIDI Beat 0 (ie, reset its
"song position" to 0). The master should also assume that the newly
selected song will start from beat 0. Of course, the master could send a
subsequent Song Position Pointer message (after the Song Select) to cue the
slave to a different MIDI Beat.
If a slave receives MIDI Start or MIDI Continue messages while it's in play,
it should ignore those messages. Likewise, if it receives MIDI Stop messages
while stopped, it ignores those.
A device should be able to "ignore" all MIDI messages that it
doesn't use, including currently undefined MIDI messages (ie Status is 0xF4,
0xF5, 0xF9, or 0xFD). In other words, a device is expected to be able to deal
with all MIDI messages that it could possibly be sent, even if it simply
ignores those messages that aren't applicable to the device's functions.
If a MIDI message is not a RealTime Category message, then the way to ignore
the message is to throw away its Status and all data bytes (ie, bit #7 clear) up
to the next received, non-RealTime Status byte. If a RealTime Category message
is received interspersed with this message's data bytes (remember that all
RealTime Category messages consist of only 1 byte, the Status), then the device
will have to process that 1 Status byte, and then return to the process of
skipping the initial message. Of course, if the next received, non-RealTime
Status byte is for another message that the device doesn't use, then the
"skip procedure" is repeated.
If the MIDI message is a RealTime Category message, then the way to ignore
the message is to simply ignore that one Status byte. All RealTime messages have
only 1 byte, the Status. Even the two undefined RealTime Category Status bytes
of 0xF9 and 0xFD should be skipped in this manner. Remember that RealTime
Category messages do not cancel running status and also could be sent
interspersed with some other message, so any data bytes after a RealTime
Category message must belong to some other message.
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