1page.title=SONiVOX JETCreator User Manual 2@jd:body 3 4 5 6<p>Content Authoring Application for the JET Interactive Music Engine</p> 7 8 9<h1>1 Introduction</h1> 10 11<h2>1.1 Overview</h2> 12 13<p>This document contains the user guidelines 14for the SONiVOX JET Creator, an authoring application for creating and 15auditioning JET files. JET is an interactive music player for small embedded 16devices, including the those running the Android platform. It allows applications to 17include interactive music soundtracks, in MIDI 18format, that respond in real-time to game play events and user interaction.</p> 19 20 21<p>JET works in conjunction with SONiVOX's 22Embedded Audio Synthesizer (EAS) which is the MIDI 23playback device for Android. Both the 24JET and EAS engines are integrated into the Android embedded platform through the 25{@link android.media.JetPlayer} class, as well 26as inherent in the JET Creator application. As such, the JET content author can 27be sure that the playback will sound exactly the same in both the JET Creator 28and the final Android application playing back on Android mobile devices.</p> 29 30 31<p>In addition to the graphical user 32interface, there are two main functionalities taking place in JET Creator. The 33first involves gathering all the source data (MIDI 34files and DLS file), adding JET's real-time attributes and building a JET 35(.jet) file that the Android application will use. The second functionality 36involves auditioning the interactive playback elements as they will take place 37in the Android application.</p> 38 39 40<p>The JET Creator application is written in 41the Python programming language, therefore you need to have the current version 42of Python and WXWidgets installed. There is both a Mac and Windows version.</p> 43 44 45<h2>1.2 Abbreviations and Common Terms</h2> 46 47<p>It is important to use a common set of 48terms to minimize confusion. Since JET uses MIDI 49in a unique way, normal industry terms may not always suffice. Here is the 50definition of terms as they are used in this document and in the JET Creator 51application:</p> 52 53 54<p><i>Channel</i>: MIDI data associated with a specific MIDI 55channel. Standard MIDI allows for 16 channels of MIDI 56data each of which are typically associated with a specific instrument. </p> 57 58 59 60<p><i>Controller</i>: A MIDI event consisting of a 61channel number, controller number, and a controller value. The MIDI 62 spec associates many controller numbers with 63specific functions, such as volume, expression, sustain pedal, etc. JET also 64uses controller events as a means of embedding special control information in a 65MIDI sequence to provide for audio synchronization.</p> 66 67 68 69<p><i>DAW</i>: Digital Audio Workstation. A common term for MIDI 70and audio sequencing applications such as Logic, SONAR, Cubase and others. </p> 71 72 73 74<p><i>EAS:</i> Embedded MIDI Synthesizer. The 75name of the SONiVOX MIDI synthesizer engine.</p> 76 77 78 79<p><i>JET</i>: Jet Interactive Engine. The name of the SONiVOX JET interactive 80music engine.</p> 81 82 83 84<p><i>M/B/T</i>: Measures, Beats and Ticks</p> 85 86 87 88<p><i>Segment</i>: A musical section such as a chorus or verse that is a component of 89the overall composition. In JET, a segment can be an entire MIDI file or a 90derived from a portion of a MIDI file.</p> 91 92 93 94<p><i>SMF-0</i>: Standard MIDI File Type 0, a MIDI file that contains a single 95track, but may be made up of multiple channels of MIDI 96data.</p> 97 98 99 100<p><i>SMF-1</i>: Standard MIDI File Type 1, a MIDI file that contains a one more 101tracks, and each track may in turn be made up of one or more channels of MIDI 102 data. By convention, each channel is stored on a 103separate track in an SMF-1 file. However, it is possible to have multiple MIDI 104channels on a single track, or multiple tracks that contain data for the same MIDI 105channel.</p> 106 107 108 109<p><i>Track</i>: A single track in a DAW containing a timed sequence of events. Be careful not to confuse Tracks with 110Channels. A MIDI file may contain many tracks with several tracks utilizing the 111same MIDI channel. </p> 112 113 114 115 116 117<h1>2 The JET Interactive Music Concept</h1> 118 119<p>Interactive music can be defined as music 120that changes in real-time according to non-predictable events such as user 121interaction or game play events. In this way, interactive music is much more 122engaging as it has the ability to match the energy and mood of a game much 123closer than a pre-composed composition that never changes. In some applications 124and games, interactive music is central to the game play. Guitar Hero is one 125such popular game. When the end user successfully captures the musical notes 126coming down the fret board, the music adapts itself and simultaneously keeps 127score of successes and failures. JET allows for these types of music driven 128games as well.</p> 129 130 131 132<p>There are several methods for making and 133controlling interactive music and JET is one such method. This section 134describes the features of JET and how they might be used in a game or software 135application. It also describes how JET can be used to save memory in small 136footprint devices such as Android enabled mobile handsets.</p> 137 138<h3>2.1.1 Data Compression</h3> 139 140<p>JET supports a flexible music format that 141can be used to create extended musical sequences with a minimal amount of data. 142A musical composition is broken up into segments that can be sequenced to 143create a longer piece. The sequencing can be fixed at the time the music file 144is authored, or it can be created dynamically under program control.</p> 145 146<h3>2.1.2 Linear Music Example</h3> 147 148<p> 149<img border=0 width=575 height=393 src="{@docRoot}images/jet/linear_music.png"> 150<br>Figure 1: Linear Music Piece</p> 151 152<p>This diagram shows how musical segments are 153stored. Each segment is authored as a separate MIDI 154file. A post-processing tool combines the files into a single container file. 155Each segment can contain alternate music tracks that can be muted or un-muted 156to create additional interest. An example might be a brass accent in the chorus 157that is played only the last time through. Also, segments can be transposed up 158or down.</p> 159 160 161<p>The bottom part of the diagram shows how 162the musical segments can be recombined to create a linear music piece. In this 163example, the bridge might end with a half-step key modulation and the remaining 164segments could be transposed up a half-step to match.</p> 165 166<h3>2.1.3 Non-linear Music Example</h3> 167 168<p> 169<img border=0 width=576 height=389 170src="{@docRoot}images/jet/nonlinear_music.png"> 171<br>Figure 2: Non-linear music piece</p> 172 173 174<p>In this diagram, we see a non-linear music 175piece. The scenario is a first-person-shooter (FPS) and JET is providing the 176background music. The intro plays as the level is loading and then transitions 177under program control to the Searching segment. This segment is repeated indefinitely, 178perhaps with small variations (using the mute/un-mute feature) until activity 179in the game dictates a change.</p> 180 181 182 183<p>As the player nears a monster lair, the 184program starts a synchronized transition to the Danger segment, increasing the 185tension level in the audio. As the player draws closer to the lair, additional 186tracks are un-muted to increase the tension.</p> 187 188 189 190<p>As the player enters into combat with the 191monster, the program starts a synchronized transition to the Combat segment. 192The segment repeats indefinitely as the combat continues. A Bonus Hit 193temporarily un-mutes a decorative track that notifies the player of a 194successful attack, and similarly, another track is temporarily un-muted to 195signify when the player receives Special Damage.</p> 196 197 198 199<p>At the end of combat, the music transitions 200to a victory or defeat segment based on the outcome of battle.</p> 201 202<h3>2.1.4 Mute/Un-mute Synchronization</h3> 203 204<p>JET can also synchronize the muting and 205un-muting of tracks to events in the music. For example, in the FPS game, it would 206probably be desirable to place the musical events relating to bonuses and 207damage as close to the actual game event as possible. However, simply un-muting 208a track at the moment the game event occurs might result in a music clip 209starting in the middle. Alternatively, a clip could be started from the 210beginning, but then it wouldn't be synchronized with the other music tracks.</p> 211 212 213<p>However, with the JET sync engine, a clip 214can be started at the next opportune moment and maintain synchronization. This 215can be accomplished by placing a number of short music clips on a decorative 216track. A MIDI event in the stream signifies 217the start of a clip and a second event signifies the end of a clip. When the 218application calls the JET clip function, the next clip in the track is allowed 219to play fully synchronized to the music. Optionally, the track can be 220automatically muted by a second MIDI event.</p> 221 222 223<p> 224<img border=0 width=576 height=155 225src="{@docRoot}images/jet/sync_muteunmute.png"> 226<br>Figure 3: Synchronized Mute/Unmute</p> 227 228 229<h2>2.2 Audio Synchronization</h2> 230 231<p>JET provides an audio synchronization API 232that allows game play to be synchronized to events in the audio. The mechanism 233relies on data embedded in the MIDI file at 234the time the content is authored. When the JET engine senses an event during 235playback it generates a callback into the application program. The timing of 236the callback can be adjusted to compensate for any latency in the audio 237playback system so that audio and video can be synchronized. The diagram below 238shows an example of a simple music game that involves pressing the left and 239right arrows in time with the music.</p> 240 241<p><img border=0 width=576 height=134 242src="{@docRoot}images/jet/music_game.png"> 243<br>Figure 4: Music Game</p> 244 245 246 247<p>The arrows represent events in the music sequence 248where game events need to be synchronized. In this case, the blue arrow 249represents a time where the player is supposed to press the left button, and 250the red arrow is for the right button. The yellow arrow tells the game engine 251that the sequence is complete. The player is allowed a certain time window 252before and after the event to press the appropriate key.</p> 253 254 255 256<p>If an event is received and the player has 257not pressed a button, a timer is set to half the length of the window. If the 258player presses the button before the timer expires, the game registers a 259success, and if not, the game registers a failure. </p> 260 261 262 263<p>If the player presses the button before the 264event is received, a timer is set to half the length of the window. If an event 265is received before the timer expires, the game registers a success, and if not, 266the game registers a failure. Game play might also include bonuses for getting 267close to the timing of the actual event. </p> 268 269 270 271<h1>3 JET Content Authoring Overview</h1> 272 273<p>To author JET files and hear them playback 274interactively, the content author will work in two applications which are 275designed to work together smoothly. The first is application is any 276off-the-shelf MIDI sequencing application that 277supports VST (for PC) or AU (for Mac) plugins. Here the author will compose 278their MIDI music files using the plugin as the 279synthesizer device. The second application is the JET Creator application. Here 280the author will import their MIDI music files 281(and optionally a DLS2 soundset) and setup the conditions for interactive 282playback within the JET enabled game. Optionally the content author may create 283a custom set of DLS instruments using an instrument editor that supports the 284DLS Level 2 format. One such application is Awave from MJSoft. </p> 285 286<p>Please see the JET Content Authoring Guidelines</i> documentation for additional 287details on content authoring.</p> 288 289 290 291<h1>4 Installing and Launching JET Creator</h1> 292 293<p>JET Creator is a python language 294application, therefore, you must have Python and wxPython installed on your 295machine. </p> 296 297 298<p>JetCreator was created and tested with:</p> 299 300<p>Python Version 2.5.4</p> 301 302<p>wxPython Version 2.8.7.1</p> 303 304 305<p>These can be downloaded here:</p> 306 307 308 309<p>PC:</p> 310<ul> 311<li>http://www.python.org/download/releases/2.5.4/</li> 312 313<li>http://www.wxpython.org/download.php</li> 314</ul> 315 316 317<p>MAC:</p> 318<ul> 319<li>http://wiki.python.org/moin/MacPython/Leopard</li> 320 321<li>http://www.wxpython.org/download.php</li> 322</ul> 323 324 325<p>After installing Python and wxPython, 326simply unzip or copy all the files in the JET Creator application directory to 327a folder on your hard drive.</p> 328 329 330<p>To launch JET Creator go to a command 331prompt and set the directory to where you've installed Python. Next run python 332with the command:</p> 333 334<p><pre>python jetcreator.py</pre></p> 335 336 337 338 339 340<h1>5 Using JET Creator</h1> 341 342 343 344<h2>5.1 File Types</h2> 345 346<p>There are a few different file types 347associated with JET Creator.</p> 348 349 350 351<p>.jtc JET 352Creator project file. This file contains all the information associated with a 353JET Creator project. When you Save or Save-as out of JET Creator, this file 354type is saved.</p> 355 356 357 358<p>.jet JET 359File. This output file is automatically generated from JET Creator whenever you 360save your JET Creator project. This is the file that bundles all JET assets 361together into a single file that the Android application will use. Give this 362file to the Android application developer.</p> 363 364 365 366<p>.mid File. This is the standard MIDI 367type 1 file that JET Creator will use to make segments.</p> 368 369 370 371<p>.seg Segment 372File. This is a JET Segment file. It has the same name as the MIDI 373file which it references but contains additional Segment information.</p> 374 375 376 377<p>.zip Zip 378Archive file. When you Export a JET Archive, a zip file is created that 379contains all the assets (files) necessary for JET Creator. Use this to transfer 380JET Creator projects to other people.</p> 381 382 383 384<h2>5.2 Open Dialog</h2> 385 386<p>When 387you first launch JET Creator you are presented with an open dialog like the 388following.</p> 389 390 391 392<p><img border=0 width=450 height=285 393src="{@docRoot}images/jet/jc_open_dlg.png" 394</p> 395 396 397 398 399 400<p> <b>Open</b> will open an existing .jtc (JET Creator file) file. Use the browser 401button to browse to the directory where you have saved your .jtc file.</p> 402 403 404 405<p> <b>New</b> will create a new .jtc file.</p> 406 407 408 409<p> <b>Import</b> will import a JET Archive (.zip) file.</p> 410 411 412 413<p> <b>Cancel</b> will cancel the dialog and exit the application.</p> 414 415 416 417 418 419<h1>5 Main Window </h1> 420 421<p>The main window of the JET Creator 422application looks like the picture below. There are three main sections from 423top to bottom: segment view, event view, and timeline. </p> 424 425 426 427<p>The segment view section displays a list of 428the current segments, which MIDI file and 429(optionally) DLS2 file each segment is derived from. It also shows each 430segments start and stop time and each segments quantize, transpose, repeat and 431mute flag settings.</p> 432 433 434 435<p>Just below the Segment view is the event 436view. The event view section displays all events associated with a given 437segment. Events only display when the segment they are assigned to is 438highlighted. Each event displays its type, start and end points, track and midi 439channel assignment, and its event ID.</p> 440 441 442 443<p>Just below the Event view is the timeline 444display. The timeline shows how many measures a given segment is as well as any 445events associated with that segment. The timeline changes to display the 446currently selected or playing segment. You can trigger an event in this window 447while the segment is play by simply clicking on the event in the timeline 448display.</p> 449 450 451<p><img border=0 width=554 height=378 452src="{@docRoot}images/jet/jc_main_wnd.png"> 453<br><i>JET 454Creator Main Window<o:p></o:p></i></p> 455 456 457<p>The buttons along the left side of main 458window do the following:</p> 459 460<p>Add: 461Displays the segment or event window for adding a new segment or event</p> 462 463<p>Revise: 464Displays the segment or event window for updating an existing segment or event</p> 465 466<p>Delete: 467Deletes the selected segment or event (will ask for confirmation)</p> 468 469<p>Move: 470Displays the move window which allows you to move selected segments or events 471in time</p> 472 473<p>Queue All: Queue's 474(selects) all segments for playback</p> 475 476<p>Dequeue All: Dequeues 477(deselects) all segments</p> 478 479<p>Play: 480Starts playback of all queued segments. This button changes to Stop if any 481segments are playing</p> 482 483<p>Audition: 484Displays the Audition window (see below)</p> 485 486 487 488<h2>5.1 Segment Window</h2> 489 490<p>The segment window is where a given 491segment's attributes are assigned and auditioned, as shown in the picture 492below. The left side of the window displays the segments attributes that are 493stored in the JET file. The right side of the window allows the author to set 494mute flags, repeat and transpose settings and audition the segment as it will 495play in the JET game.</p> 496 497 498 499<p><b>Note</b>: the audition attributes (mute flags, repeat and transpose) are <i 500>not</i> stored in the JET content file 501(.jet) but rather are defined by the game or application itself. In programming 502language, these settings correspond directly with the API calls to the JET 503engine. By including them here, the JET content author can simulate how the 504segment will respond to the applications API commands during game play.</p> 505 506 507 508<p><img border=0 width=553 height=295 509src="{@docRoot}images/jet/jc_seg_wnd.png" > 510</p> 511 512<p>The segment parameters do the following:</p> 513 514<ul> 515<li>Segment Name - Sets 516the name of the segment</li> 517 518<li>MIDI File - 519The name and location of the MIDI file from which 520the segment is derived. The button to the immediate right will bring up a 521browser for locating a midi file on the hard drive.</li> 522 523<li>DLS File - 524The name and location of the DLS2 file, if any, that the MIDI 525file uses for that segment.</li> 526 527<li>Starting M/B/T - 528Starting measure, beat and tick of the segment</li> 529 530<li>Ending M/B/T - 531Ending measure, beat and tick of the segment</li> 532 533<li>Quantize - 534Quantize value for quantizing the current segment during playback</li> 535 536</ul> 537 538<p>The audition fields are as follows:</p> 539 540<ul> 541<li>Track Mutes - 542Shows the MIDI <b>tracks</b> (not channels) 543in the MIDI file. Clicking on a track's 544checkbox will mute that track. </li> 545 546<li>Channel - 547Displays the MIDI channel assigned to each 548track</li> 549 550<li>Name - 551Displays the track name meta event (if present) for each track</li> 552 553<li>Repeat - 554Indicates the number of times a segment should repeat during playback</li> 555 556<li>Transpose - 557Indicates the transposition in semi-tones or half-steps a segment should 558transpose during playback</li> 559 560<li>To the right of the Audition window are a few additional buttons. 561These do as follows:</li> 562 563<li>OK - 564Selecting OK confirms all segment settings and closes the segment window</li> 565 566<li>Cancel - 567Selecting Cancel cancels any changes and closes the segment window</li> 568 569<li>Replicate - 570Displays the Replicate Segment window for entering multiple segments at once. 571See below.</li> 572 573<li>Play/Stop Segment - Starts 574or Stops playback of the segment using the segment attributes assigned. </li> 575 576<li>Play/Stop MIDI File - 577Starts or Stops playback of the MIDI file 578which the segment is assigned to. </li> 579 580<li>Pause/Resume - 581Pauses or Resumes playback.</li> 582 583</ul> 584 585 586 587<h2>5.2 Event Window</a></h2> 588 589<p>The event window is where a given segment's 590event attributes are assigned and auditioned, as shown in the picture below. To 591add an event to a segment, the author must first select the segment which will 592contain the event, then select the Add button. This will bring up the Event 593window.</p> 594 595 596 597<p> 598<img border=0 width=554 height=294 599src="{@docRoot}images/jet/jc_event_wnd.png"></p> 600 601 602 603 604 605<p>There are two main sections to the event 606window. The segment section on the left side of the event window is for display 607only. It shows what the segment attributes are for the given segment. The Event 608section, on the right side, is where events can be assigned. The following 609parameters are available:</p> 610 611 612 613<p>Event Name - 614Assigns a name to an event</p> 615 616<p>Event Type - 617Selects which type of event to assign.</p> 618 619<p>Starting M/B/T - 620Sets the starting measure, beat, and tick for the event</p> 621 622<p>Ending M/B/T - 623Sets the ending measure, beat, and tick for the event, if applicable</p> 624 625<p>Track - 626Sets which track in the given segment the event will apply to</p> 627 628<p>Channel - 629Sets which MIDI channel the event will apply 630to. The MIDI channel should match the MIDI 631channel of the track</p> 632 633<p>Event ID - 634Sets the event ID for the event. Multiple events can be assigned to the same 635segment and therefore the Event ID is used to identify them</p> 636 637 638 639<p>To the right of the Audition window are a few additional buttons. 640These do as follows:</p> 641 642<p> 643 644<p>OK - 645Selecting OK confirms all event settings and closes the event window</p> 646 647<p>Cancel - 648Selecting Cancel cancels any changes and closes the event window</p> 649 650<p>Replicate - 651Displays the Replicate Event window for entering multiple events at once. See 652below.</p> 653 654<p>Play/Stop - 655Starts or Stops playback of the segment using the segment attributes assigned. 656While the segment is playing, events can be triggered and auditioned.</p> 657 658<p>Trigger - 659Triggers the event assigned. This replicates the API command that the JET game 660will use to trigger the event, therefore giving the content author a method for 661auditioning the behaviour of the event.</p> 662 663<p>Mute/UnMute - 664Mute/UnMute will mute or unmute the track that the event is assigned to</p> 665 666<p>Pause/Resume - 667Pauses or Resumes playback.</p> 668 669 670 671<p>To audition the behaviour of an event, you 672can select the Play button. This will initiate playback. The trigger button 673will send the trigger event when pressed. This is equivalent to selecting the 674green trigger event in the timeline. </p> 675 676 677 678<p>Note: Trigger events are meant to unmute a 679single track of a segment when triggered, then mute that track at the end of 680the trigger segment. Therefore you should make sure the mute flag is set to 681mute the track that a trigger event will be unmuting when receiving a trigger event. 682</p> 683 684 685 686<p>Please read Section <i>6 Under The Hood</i> 687below for details on how trigger events work and behave. </p> 688 689 690 691<h2>5.3 Replicate Windows</h2> 692 693<p>Often in creating JET files, you'll need to 694create tens or even hundreds of events. You may also need to move events. The 695Replicate and Move windows allow for this. There are two Replicate windows for 696creating multiple segments or events. They look like the following:</p> 697 698 699 700<p><img border=0 width=395 height=419 701src="{@docRoot}images/jet/jc_rep_wnd.png" ></p> 702 703<p>Replicate Segment Window</p> 704 705 706<p><img border=0 width=398 height=425 707src="{@docRoot}images/jet/jc_repseg_wnd.png"></p> 708 709 710 711<p>Replicate Event Window</p> 712 713 714 715<p>Both Replicate windows function the same. 716After creating an initial segment or event, you can select the Replicate 717button. The parameters are as follows:</p> 718 719 720 721<p>Name Prefix - 722Sets the prefix for the name of each segment or event created</p> 723 724<p>Starting M/B/T - 725Sets the starting time for the first segment or event</p> 726 727<p>Increment M/B/T - 728Sets the time between segments or events created. </p> 729 730<p>Number - 731Sets the number of segments or events you wish to create. If the number 732overflows the length of the MIDI file (for 733segments) or segment (for events), those objects will not be created.</p> 734 735<p>Preview - 736Preview allows you to examine the objects created before saying OK to insert 737them.</p> 738 739 740 741 742 743<h2>5.4 Move Windows</h2> 744 745<p>The Move function acts similarly to the 746Replicate function in that it allows you to edit multiple segments or events at 747one time, in this case move them in time. Like Replicate, there are two Move 748windows, one for Segments and one for Events. The windows look like the 749following:</p> 750 751 752 753<p><img border=0 width=400 height=424 754src="{@docRoot}images/jet/jc_moveseg_wnd.png"></p> 755 756 757 758<p>Move Event Window</p> 759 760 761 762<p>To use Move, first select the segments or 763events you wish to move in time, then click the Move button. The parameters are 764as follows:</p> 765 766 767 768<p>Starting M/B/T - 769Sets the starting time for the first segment or event</p> 770 771<p>Increment M/B/T - 772Sets the time in M/B/T you wish to move the objects by. </p> 773 774<p>Preview - 775Preview allows you to examine the objects created before saying OK to move 776them.</p> 777 778 779 780 781 782<h2>5.5 Audition Window</a></h2> 783 784<p>Clicking the Audition button in the main 785window of the JET Creator application will open the Audition window. This is 786where the content author or application programmer can simulate the interactive 787playback as it may occur in the mobile application or game itself.</p> 788 789 790 791<p><img border=0 width=554 height=370 792src="{@docRoot}images/jet/jc_audition_wnd.png"></p> 793 794 795 796<p>JET Audition Window</p> 797 798 799 800 801 802<p>There are four main sections to the 803audition window. The left most section displays the available segments and 804their length in seconds. The middle section displays a running list of what 805segments are queued for playback and what their playback status is. The far 806right section displays the mute flags for the currently playing segment. The 807timeline section at the bottom is the same as in the main window. It displays 808the currently playing segment as well as a visual display of any event triggers 809associated with that segment. </p> 810 811 812 813<p>The Audition window allows you to queue up 814any segment in any order for playback. To do this simply select the segment you 815wish to cue and hit Queue. That segment will appear in the queue window and 816start playing (if it is the first segment). Subsequently you can select any 817other segment or segments and cue them up for playback. As the segments 818complete playback, the next segment in the queue will begin playing. As is the 819other windows of JET Creator, you can mute, unmute, trigger event clips, etc. 820in realtime as each segment is playing back.</p> 821 822 823 824<p>Specifically the buttons behave as follows:</p> 825 826 827 828<p>Queue - 829loads the selected segment into the queue and starts playback</p> 830 831<p>Cancel and Queue - 832cancels the currently playing segment before queueing the selected segment for 833playback</p> 834 835<p>Cancel Current - 836cancels the currently playing segment in the queue and begins playback of the 837next segment</p> 838 839<p>Stop - 840stops playback of all queued segments</p> 841 842<p>Mute All - 843mutes all tracks in the current segment</p> 844 845<p>Mute None - 846unmutes all tracks in the current segment</p> 847 848<p>Original Mutes - 849sets the original mute flags for the current segment</p> 850 851 852 853<p>The combination of these playback options 854allows an author or application programmer to audition any behaviour an 855interactive music application may encounter. </p> 856 857 858 859 860 861<h2>5.6 JET Creator Menus </h2> 862 863<p>The JET Creator menus provide access to 864many of the parameters in the main window plus a few additional parameters.</p> 865 866<h3>5.6.1 File Menu</h3> 867 868<p>The File Menu contains the following 869elements:</p> 870 871 872 873<p>New - 874Creates a new JET Creator file (.jtc)</p> 875 876<p>Open - 877Opens an existing JET Creator file</p> 878 879<p>Save - 880Saves the currently opened JET Creator file</p> 881 882<p>Save As - 883Saves the currently opened JET Creator file to a new file</p> 884 885<p>Import Project - Imports a JET Creator archive (.zip)</p> 886 887<p>Export Project - Exports a JET Creator archive (.zip)</p> 888 889<p>Exit - 890Exits the application</p> 891 892 893 894<h3>5.6.2 Edit Menu</h3> 895 896<p>The Edit Menu contains the following 897elements:</p> 898 899 900 901<p>Undo - 902Undo will undo the last edit made</p> 903 904<p>Redo - 905Redo will redo the last undo</p> 906 907<p>Cut - 908Copy selected parameter into clipboard and Delete selection</p> 909 910<p>Copy - 911Copy selected parameter into clipboard and keep selection</p> 912 913<p>Paste - 914Paste selected parameter</p> 915 916 917 918<h3>5.6.3 JET</h3> 919 920<p>The Edit Menu contains the following 921elements:</p> 922 923 924 925<p>Properties - 926Brings up the JET Creator priorities window. This window allows you to set the 927following conditions for a given JET file:</p> 928 929<p>Copyright Info - Contains copyright info to be inserted into JET file</p> 930 931<p>Chase Controllers - Option to chase controllers (on/off). This should usually 932be ON.</p> 933 934<p>Delete Empty Tracks - Deletes any empty MIDI tracks</p> 935 936 937 938<h3>5.6.4 Segments</h3> 939 940<p>The Segments Menu contains the following 941elements:</p> 942 943 944 945<p>Add Segment - 946Brings up the Segment window</p> 947 948<p>Update Segment - Updates segment attributes</p> 949 950<p>Delete Segment - Deletes the current segment from the 951Segment List</p> 952 953 954 955<h3>5.6.5 Help</h3> 956 957<p>The Help Menu will contain at least the 958following elements:</p> 959 960 961 962<p>JET Creator Help - will launch PDF help document or go to on-line help</p> 963 964<p>About - 965JET Creator version number, SONiVOX info</p> 966 967 968 969 970 971<h1>6 Trigger Events Explained</h1> 972 973<p>Breaking a MIDI 974file into individual (non-linear) segments and queueing up those segments for 975playback in a game based on events within the game is one way JET music files are 976interactive. Trigger events are an additional method for interactive playback. 977Both would be used together in an interactive game or application.</p> 978 979 980 981<p>Trigger events allow for the following:</p> 982 983 984<ol> 985 <li><span 986 lang=EN-IE>Tracks <i>within</i> a MIDI segment can be turned on or off based on game 987 events. For example the composer could author two drum tracks, one fast 988 and one slow. If the action in a game is fast, the fast drum track could 989 play. If the action in the game is slow, the slow drum track can play.</li> 990 <li><span 991 lang=EN-IE>User actions can be compared to trigger events which are 992 pre-inserted into a music file at musically correct places. Based on the 993 results, scoring or other game actions can take place. </li> 994 <li><span 995 lang=EN-IE>Musical transitions between levels or action sequences can be 996 synchronized to be musically seamless.</li> 997</ol> 998 999 1000 1001<p>Under the hood, JET uses standard MIDI CC 1002events to accomplish these actions and to synchronize audio. The controllers 1003used by JET are among those not defined for specific use by the specification. The specific controller definitions 1004are as follows:</p> 1005 1006 1007 1008<p> Controllers 100980-83 Reserved for use by 1010application</p> 1011 1012<p> Controller 1013102 JET event marker</p> 1014 1015<p> Controller 1016103 JET clip marker</p> 1017 1018<p> Controllers 1019104-119 Reserved for future use</p> 1020 1021 1022 1023<h2>6.1 JET Clip Marker (CC103)</h2> 1024 1025<p>Controller 103 is reserved for marking 1026clips in a MIDI track that can be triggered by 1027the JET_TriggerClip API call. The clip ID is encoded in the low 6 bits of the 1028controller value. Bit 6 is set to one to indicate the start of a clip, and set 1029to zero to indicate the end of a clip.</p> 1030 1031 1032 1033<p>For example, to identify a clip with a clip 1034ID of 1, the author inserts a MIDI controller 1035event with controller=103 and value=65 at the start of the clip and another 1036event with controller=103 and value=1 at the end of the clip. When the 1037JET_TriggerClip() function is called with a clip ID of 1, the track will be 1038un-muted when the controller value 65 is encountered and muted again when the 1039controller value 1 is encountered.</p> 1040 1041 1042 1043<p><img border=0 width=492 height=367 1044src="{@docRoot}images/jet/clip_marker.png"></p> 1045 1046<p>Figure 5: Synchronized Clip</p> 1047 1048 1049 1050<p>In the figure above, if the 1051JET_TriggerClip() function is called prior to the first controller event, Track 10523 will be un-muted when the first controller event occurs, the first clip will 1053play, and the track will be muted when the second controller event occurs. If 1054the JET_TriggerClip() function is called after the first controller event has 1055occurred, Track 3 will be un-muted when the third controller event occurs, the 1056second clip will play, and the track will be muted again when the fourth 1057controller event occurs.</p> 1058 1059 1060 1061<p><b>Note:</b> Normally, the track containing the clip is muted by the application 1062when the segment is initially queued by the call to JET_QueueSegment(). If it 1063is not muted, the clip will always play until Jet_TriggerClip() has been called 1064with the clip ID.</p> 1065 1066 1067 1068<h2>6.2 JET Event Marker (CC102)</h2> 1069 1070<p>Controller 102 is reserved for marking 1071events in the MIDI streams that are specific 1072to JET functionality. Currently, the only defined value is 0, which marks the 1073end of a segment for timing purposes. </p> 1074 1075 1076 1077<p>Normally, JET starts playback of the next 1078segment (or repeats the current segment) when the MIDI 1079end-of-track meta-event is encountered. Some MIDI 1080authoring tools make it difficult to place the end-of-track marker accurately, 1081resulting in synchronization problems when segments are joined together.</p> 1082 1083 1084 1085<p>To avoid this problem, the author can place 1086a JET end-of-segment marker (controller=102, value=0) at the point where the 1087segment is to be looped. When the end-of-segment marker is encountered, the 1088next segment will be triggered, or if the current segment is looped, playback 1089will resume at the start of the segment.</p> 1090 1091 1092 1093<p>The end-of-segment marker can also be used 1094to allow for completion of a musical figure beyond the end of measure that 1095marks the start of the next segment. For example, the content author might 1096create a 4-bar segment with a drum fill that ends on beat 1 of the 5<sup>th</sup> 1097bar, a bar beyond the natural end of the segment. By placing an end-of-segment 1098marker at the end of the 4<sup>th</sup> bar, the next segment will be 1099triggered, but the drum fill will continue in parallel with the next segment 1100providing musical continuity.</p> 1101 1102 1103 1104<p><img border=0 width=467 height=185 1105src="{@docRoot}images/jet/event_marker.png"></p> 1106 1107<p>Figure 6: End-of-segment Marker</p> 1108 1109<h2>6.3 Application Controllers (CC80-83)</h2> 1110 1111<p>The application may use controllers in this 1112range for its own purposes. When a controller in this range is encountered, the 1113event is entered into an event queue that can be queried by the application. 1114Some possible uses include synchronizing video events with audio and marking a 1115point in a MIDI segment to queue up the next 1116segment. The range of controllers monitored by the application can be modified 1117by the application during initialization.</p> 1118 1119<h1>7 JET Creator Guidelines</h1> 1120 1121<p></p> 1122 1123<h2>7.1 Order of Tasks</h2> 1124 1125<p>As with all projects, its best to discuss and design the interactive music scheme with the game designer and programmer before beginning your composition. An outline and/or specification can go a long way in saving you from having to redo things after the game is in place.</p> 1126 1127<p>In general you’ll want to first write your music in your DAW of choice the way you’re used to composing, then break up the final MIDI file as needed for the application. Next, move to JET Creator and create all of your music segments in the order easiest to preview them when played in order. Finally, add the JET Events to control the segments via the Android game and Audition them as needed in JET Creator. Finally, save the project in JET Creator and hand off the .jet file to the programmer to integrate it in the game. After previewing there will likely be changes to the MIDI file(s) and JET Creator attributes. </p> 1128 1129<h2>7.2 Conserving Memory</h2> 1130 1131<p>If you’re trying to conserve memory, compose as few MIDI files as possible, and create several segments from that MIDI file. For example a 12 bar MIDI file with three sections of 4 bars, A, B, C, can create a much longer song. Simply create multiple segments that reference the one MIDI file, then order them however you like. For example, A, A, B, A, C, A, B, A, A would create a 36 bar song. Use JET to add repeats, transpose segments, and interactively mute and unmute tracks to keep it even more interesting.</p> 1132 1133<h2>7.3 Replicate</h2> 1134 1135<p>To make adding segments or events faster, use the Replicate command. Replicate can add multiple segments or events at one time and uses an offset parameter and prefix naming convention to keep things easy to read. The MOVE command is also useful for moving multiple events by a set number of measures, beats or ticks.</p> 1136 1137<h2>7.4 Interactive Options</h2> 1138 1139<p>There are several interactive audio concepts possible in JET. Below are a few examples although we hope developers will come up with others we haven’t thought of! These are:</p> 1140 1141<h3>7.4.1 Multiple Segment Triggering</h3> 1142 1143<p>In this method the application is triggering specific segments based on events in the game. For example a hallway with lots of fighting might trigger segment 1 and a hallway with no fighting might trigger segment 2. Using JET TriggerClips in conjunction with this method creates even more diversity.</p> 1144 1145<h3>7.4.2 Mute Arrays</h3> 1146 1147<p>In this method the application is triggering mute and unmute events to specific tracks in a single MIDI sequence. For example a hallway with lots of fighting might play MIDI tracks 1-16 and a hallway with no fighting might play the same midi file but mute tracks 9-16. Using JET TriggerClips in conjunction with this method creates even more diversity.</p> 1148 1149<h3>7.4.3 Music Driven Gameplay</h3> 1150 1151<p>Music driven gaming is similar to what Guitar Hero and JETBOY have done in that the music content determines how graphic events are displayed. The application then queries the user response to the graphic events and interactively modifies the music in response. In this method the game is utilizing JET Application Events, MIDI controllers that are embedded in the MIDI file and read by the game in real-time. Based on the user response, multiple segment triggering and/or mute arrays can be set.</p> 1152 1153