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User manual E-MU EMULATOR III - REFERENCE MANUAL

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User guide E-MU EMULATOR III - REFERENCE MANUAL

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E-mu Systems, Inc. applied magic for the arts E M U L AT O R T H R E E DIGITAL SOUND PRODUCTION SYSTEM REFERENCE MANUAL Emulator Three Digital Sound Production System Reference Manual © 1988 by E-mu Systems, Inc. s FI 351 Rev H Manual by Craig Anderton, Nancy Enge, and Riley Smith E-mu Systems, Inc. 1600 Green Hills Road P.O. Box 660015 Scotts Valley, California 95067-0015 (831) 438-1921 CONTENTS 1-GENERAL INSTRUCTIONS Introduction Connection Instructions Sampling Basics Definitions Additional Definitions Character Charts 1-3 1-5 1-7 1-10 1-14 1-18 s MODULES 3-MASTER 1. Master Tune 2. Rename Bank 3. Erase Bank 4. Supermode 5. Audio Trigger 6. Memory Available 7. Disk Utilities 8. Special 3-2 3-3 3-4 3-5 3-7 3-9 3-10 3-24 2-CONTROLS 4-SAMPLE 1. Load Sample 2. Rename Sample 3. Erase Sample 4. Copy Sample 5. Setup 6. Place Sample 7. Arm Sampling 8. Force Sampling 9. MIDI Sample Dump 0. Select Sample 4-2 4-4 4-5 4-6 4-7 4-9 4-11 4-12 4-13 4-15 5-PRESET MANAGEMENT 1. Load Preset 2. Rename Preset 3. Erase Preset 4. Copy Preset 5. Create Preset 6. Preset Size 7. Stack Mode 8. Velocity Switch Level 5-2 5-4 5-5 5-6 5-7 5-8 5-9 5-10 CONTENTS 6-DIGITAL PROCESSING Background 1. Setup 2. Loop 3. Truncation 4. Copy Section 5. Cut Section 6. Paste Section 7. Sample Rate Conversion 8. Digital Effects 9. Undo 0. Select Sample 6-2 6-10 6-13 6-16 6-17 6-19 6-21 6-25 6-26 6-52 6-54 s SEQUENCER 9-BACKGROUND TRANSPORT CONTROLS 10-MANAGEMENT 1. Load Segment/Song 2. Tempo 3. Clock 4. Track Status 5. Track Mix 6. Data Filters 7. MIDI Options 8. SMPTE Start 9. Write SMPTE 10-2 10-3 10-4 10-6 10-7 10-8 10-9 10-10 10-11 7-PRESET DEFINITION 1. Load Zone 2. Edit Assignment 3. Erase Zone 4. Copy Zone 5. Crossfade/Switch 6. MIDI 7. Arpeggiator 8. Pitch Blend Range 9. Velocity Curve 0. Realtime Controls Keyboard Velocity Curves 7-2 7-6 7-9 7-11 7-14 7-18 7-23 7-27 7-28 7-29 7-34 11-SETUP 1. Length 2. Time Signature 3. Countdown 4. Autocorrect 5. Metronome 6. Looping 7. Preset Assignment 8. Cue List Mode 11-2 11-3 11-4 11-5 11-7 11-8 11-9 11-10 8-ANALOG PROCESSING Background 1. Setup 2. VCA 3. VCF 4. LFO 5. Auxiliary Envelope 6. Velocity To 7. Keyboard Mode 8. Realtime Control Enable 9. Output Channels 0. Select Zone 8-2 8-4 8-6 8-9 8-12 8-14 8-16 8-20 8-22 8-23 8-24 CONTENTS 12-EDIT SEGMENT/CUE LIST 1. Step Edit 2. Rename Segment 3. Erase Segment 4. Copy Segment 5. Cut Segment 6. Paste Segment 7. Erase Track 8. Bounce Track 9. Punch-in 0. Special Functions SONG 1. Step Edit 2. Rename Song 3. Erase Song 4. Copy Song 5. Cut Song 6. Paste Song 12-2 12-5 12-6 12-8 12-13 12-15 12-18 12-19 12-21 12-23 12-31 12-34 12-35 12-37 12-39 12-40 13-EPILOGUE Glossary MIDI Charts Transposition Charts Error Codes Troubleshooting Warranty Registration Card 13-3 13-20 13-22 13-24 13-26 13-33 13-35 1-GENERAL INSTRUCTIONS INTRODUCTION CONNECTION INSTRUCTIONS SAMPLING BASICS DEFINITIONS ADDITIONAL DEFINITIONS 1-3 1-5 1-7 1-10 1-14 CHARACTER CHARTS 1-18 1-2 1-3 INTRODUCTION This is the reference manual for the Emulator Three Digital Sound Production System. It contains detailed information on all aspects of the EIII's operation. If you are totally unfamiliar with samplers and synthesizers in general, you may need more information than this manual provides. We suggest that you read some of the many books and magazines on the subject of music synthesis in order to learn the basics while you are learning about the Emulator III. This will help you to get the most out of this extremely powerful instrument. The functions of the Emulator III are detailed in this manual by their module. Screeen displays and step-by-step instructions are described for all aspects of use and operation. s Sidebars are used to highlight important points or to give useful operational tips which might not be readily apparent. A glossary at the end of this section provides a reference for unfamiliar terms. We encourage you to take a moment now to read the E-mu Systems Warranty and to fill out and send in your warranty registration card. By doing so, you are assured of receiving news of all updates and manual revisions. 1-4 Connection Diagram General Instructions 1-5 EIII CONNECTION INSTRUCTIONS ConnectingTo a Mixer s Stereo: The Emulator III has provisions for a variety of output connection schemes. The most common hookup will probably be for stereo operation. Stereo operation allows the use of the EIII's panning features and adds another dimension to the sound. Connect the left and right audio out phone jacks to the inputs of your mixer or stereo preamp. The EIII will also drive stereo headphones, which can be plugged directly into the left/stereo output. s Mono: If a monophonic amplifier is used, connect the right/mono output to the input of the amplifier. The output level of the EIII is somewhere between instrument and line level. Care should be taken when connecting to an instrument amplifier so that delicate nerve cells in your ears are not damaged. s Individual Outputs: There may be times when different equalization or reverb settings are desired on the various instruments that have been sampled. The EIII has sixteen channel outputs that can be used when individual processing on specific instruments is desired. Inserting a plug into an output channel jack removes that channel from the stereo mix. Zones can be assigned to output channels. Output impedance is 470 . Sample In Connection The sample input jacks can accept any signal level from microphone level to line level. The gain is adjusted with the data slider while in VU/gain mode in the sample module. The levels can be read in the display while in this mode. Input impedance is 10K . If you need to preamplify the signal being sampled, set the sample gain to 00 dB (which is one third of the way up) and use an external, high-quality mic preamp to increase the signal level going into the EIII. MIDI Connection The Emulator III provides a MIDI IN, a MIDI OUT, and a MIDI THRU port. s The MIDI IN port on the EIII is connected to the MIDI OUT port of an external MIDI controller which could be a keyboard, a sequencer, MIDI drum kit or whatever. Note that the EIII can only respond to information that your controller transmits. If your MIDI keyboard does not have velocity and pressure sensitivity, the EIII will not respond to velocity and pressure. 1-6 s MIDI OUT can be connected to another MIDI instrument or sequencer. In MIDI OUT mode, only information from the EIII's keyboard, sequencer or realtime controls will be transmitted, except when overflow mode is selected. Overflow mode allows a second EIII to be connected to the MIDI OUT to allow 32 channel operation. See Preset Definition, 6. MIDI for more details. s MIDI THRU simply retransmits any information that is received at the MIDI IN port. Use cords that have been designed specifically for MIDI. While regular 5 pin DIN cords may work, they are not shielded correctly for MIDI use and may cause ground loops between equipment. Footswitch and Pedal Connection s Two control footswitch jacks are provided for performance control of sequencer, arpeggiator, sustain, Xswitch, and preset increment/decrement. The footswitches need not be connected for the unit to operate but they offer exciting control possibilities. Footswitches should be of the momentary-contact type but can be either normally-open or normally-closed. s The control pedal is used as a realtime control in the same manner as the wheels. It can be programmably routed to a destination by using the realtime control section of the Preset Definition module. The pedal should be a voltage type (which varies 0-10 volts on the tip of the jack). SMPTE In and SMPTE Out Connection s The SMPTE (clock) In jack allows the Emulator III's sequencer to read SMPTE time code at any of the four standard frame rates (24, 25, 30, 30 df). It also allows an external non-MIDI device such as a drum machine or sequencer to control the tempo of the sequencer or arpeggiator. The Emulator III can receive input clock rates of 24, 48, or 96 pulses-per-quarter-note. The pulses should be at least one millisecond wide and have a level of one to five volts. s The SMPTE Out jack allows the Emulator III to generate industry standard SMPTE time code at any of the four frame rates (24, 25, 30, 30df). RS-422 Connection The RS-422 connector is a high-speed serial communication port which allows data to be transferred to and from an external computer at a very high rate (500K baud). The connection cable to the external computer will generally be supplied with a software package that you purchase. 1-7 SCSI The SCSI connector is a high-speed parallel interface which is normally used to interface the EIII with external mass storage devices such as hard disks, optical discs, or WORM drives. The SCSI port can also be used to link the EIII with an external computer for extremely fast file transfers. When connecting multiple external devices to the SCSI port, the external devices should be powered up before the Emulator Three. For more information on installation, see Master module, 7. Disk Utilities, 1. Mount Drive, or the manual that accompanies the external device. 110V/220 V Selector The 110V/220V selector allows the Emulator III to be used in either 110 volt or 220 volt environments at either 50 Hz or 60 Hz. In the USA, 110 volts is the standard. To change the voltage setting, first UNPLUG the unit; then use a flat blade screwdriver to change the setting. WARNING: Operating EIII at the wrong setting will seriously damage the unit. AC Power Connection and Fuse The AC power connector is how the Emulator III gets power. The fuse receptacle is not as obvious. It is located directly over the power receptacle. Before changing or checking a fuse, UNPLUG the power cord. To remove the fuse holder, squeeze the two tabs located on either side of the fuse holder together. The fuse holder will now pop out with its two fuses. The Emulator III uses two 2-amp, 250 volt fastblo mini-fuses. The EIII should not normally blow fuses. If a fuse that has been replaced blows again, do not attempt another replacement. Have the unit serviced! SAMPLE L R 1 2 3 4 5 6 7 OUTPUTS 8 9 10 11 12 13 14 15 16 MIX L R In Out SMPTE Met 2 Pedal 1 FOOTSWITCH In MIDI Out Thru RS 422 SCSI 1-8 Sampling Basics SAMPLING BASICS Each vertical line represents a sample. Each sample takes a "snapshot" of the instantaneous signal level. Percussive Sample 1 second DIGITAL SAMPLING. Each vertical line represents a sample. Each sample takes a snapshot of the instantaneous signal level. Throughout this manual we will use the terms and concepts described and defined below. Read through this section carefully, even if you don't retain it all. You can refer back periodically as you read through the manual until you understand the basics and definitions. The Emulator III is conceptually like a tape recorder in that it records sound. However, the recording process is very different since the EIII digitally records into its computer memory. Computers can accept information only in the form of numbers, so first the EIII converts audio signals into numbers. It does this by examining (sampling) the incoming signal level at your choice of either 44,100 times a second (for maximum fidelity) or 33,100 times 1-9 a second (to use less memory), and sequentially records these different levels in memory. Once stored in the EIII's memory bank, these samples may be played back (in the proper sequence, of course) to reconstruct the original signal. For instance, if a twosecond sound was being sampled at the highest sampling rate, it would require (2 X 44,100) or 88,200 samples to be recorded. As you might imagine, shorter sounds require fewer samples. Just like tape, a sound can be manipulated once it has been recorded. Playing back the samples in reverse order from which they were stored plays the sound backwards. Playing back the samples at a faster rate than the rate at which they were stored raises the pitch. Playing back at a slower rate lowers the pitch, much like a tape recorder's variable speed control. How the Emulator III Organizes Sounds Sure, you're anxious to start coaxing wonderful sounds from the instrument--but the following is a necessary part of learning how to play the Emulator III. It is important to understand how the EIII organizes sounds in order to make best use of the instrument in the shortest possible time. Many terms will be introduced now that show up later in the manual. You can think of the EIII as resembling a collection of soundorganizing modules, all contained within an EIII bank. Pathways indicate how information flows within the EIII. Let's take a closer look at what makes up this information, and how it is transferred from one section of the instrument to another. We'll start with individual samples, then work our way through the system. The Sample Sampling any sound in mono or stereo using the Emulator III's recording capabilities creates a sample, the raw material with which the EIII works. The total available sampling time can be divided up any way you like--one long sample, lots of short samples, a few medium samples, or any combination thereof. The term sample commonly means two different things: 1) A digital recording of a complete sound, or 2) each snapshot of the sound that makes up the complete sample. Confusing? You bet! In this manual, we'll assume sample means the complete recorded sound unless indicated otherwise. You can modify a raw sample in several ways: s Transposition: A sample can be transposed up or down in pitch to cover a particular range of the keyboard. By doing this, it is not necessary to record a sample for every key. s Digital Processing: Digital processing includes Looping a sample s Since wide-range transposition alters the sample's timbre, it is often necessary to use multiple samples and transpose each one over a small range to give the most realistic sound. This is particularly true with acoustic instruments. 1-10 (allowing even short samples to play indefinitely), Truncating (cutting off unneeded parts of the sound, thus saving memory), and many Special Effects, to name but a few. These functions are very sophisticated and are described later in full. s Analog Processing: Just as a standard analog synthesizer includes signal processors (filter, voltage-controlled amplifier, envelope generators, LFO, and so on) to modify the sounds produced by the synth's oscillators, the Emulator III includes similar modules for modifying raw samples or combinations of samples. DEFINITIONS The Zone A particular range of the keyboard is called a zone. This can include one or more samples. The zone's boundaries need not be the same as the boundaries of the samples contained in the zone. For example, if one sample covers the range from C1 to Bb1, and a second sample covers the range from C2 to C3, the zone could cover C1 to C3; but F1 to F2, G1 to A2, and so on are also equally acceptable zones. A zone can be sent to the Analog and Digital Processing modules. The samples (or portions thereof) included in the zone will then be processed as specified in the Analog and Digital Processing module functions. Every key potentially has two zones (primary and secondary) assigned to it. If a zone is selected which includes previously defined zones, only the parameters that are altered in the new zone will be altered in the previously defined zones. All other parameters will remain as previously specified. The Preset As mentioned above, a sample can be assigned to a single note on the keyboard, or transposed polyphonically to cover a wider keyboard range. The process of assigning, and optionally transposing, samples to specific ranges of the keyboard is called making a preset. Making a preset is a three-step process: 1. Create the preset and give it a number and name. The bank can hold up to 100 Presets (00-99). 2. Place samples to different keyboard ranges. For example, with five samples you could assign each sample to cover one octave of the Mic or Line Inputs Hard Disk Floppy Disk Drive EIII BANK Analog Processing Module Zones can be applied to any area of the keyboard Central Computer and Master Control Preset Definition Module Sample and Digital Processing Modules Sample 01 Sec Sample 02 Sample 03 Sample 04 Sample 99 Pri Pri Pri Pri Block Diagram Filt. Cutoff LFO->VCA Arpeg. Vel/Level Pan Tu n i ng ANALOG PROCESSING ZONES 1-11 1-12 keyboard. A sample can be assigned more than once within a given preset, and assigned to more than one preset. 3. Choose from a number of the available options that further define the preset. Some examples are: assigning samples to partially or fully overlap other samples, thus producing doubling effects, or assigning dynamic control to individual samples in a preset. You can modify zone parameters, add arpeggiation, and set up MIDI and analog processing parameters. The Bank The memory bank contains samples, presets, and sequence data. Everything. Consider the bank as the central storehouse for all of the Emulator III's data. Although the memory is volatile, meaning that the data disappears when you turn off power, all bank data can be saved permanently to either the floppy disk or hard disk drive (described below) to keep a record of your work. The Internal Drives A disk drive is a mass-storage memory device that stores banks. The Emulator III has two built-in drives, the floppy drive and hard drive. However, other types of drives, as described below, can connect to the EIII and provide additional storage. s Floppy Disk Drive (Drive 0): The floppy disk drive accommodates 3.5", double-sided, double-density (DSDD) floppy disks. The floppy drive has four major applications: s Saving Bank Data: The EIII's volatile bank memory can be saved to floppy disk for more permanent storage. Since the bank memory may exceed the capacity of the floppy disk, it may be necessary to save to more than one disk. s Backing up the Hard Disk: The hard disk data can be backed up to floppy disks. If the hard disk is full, it is necessary to save a lot of data--you'll need about 40 floppy disks to do the job. The EIII has a special backup routine that guides you through the backup process. s Restoring the Hard Disk: If for some reason the hard disk fails, you can take your backup floppies and re-construct the hard disk data. As with backing up, the EIII has a special routine that guides you through the restoration process. s Distributing New Software: When the E-mu wizards come up with exciting new enhancements, the new software is usually distributed on floppy disk. As described later in the manual, this software can be copied on to the hard disk and made a permanent part of the EIII. s Hard Disk Drive (Drive 1): Floppy disks have been used for years 1-13 as a mass memory storage unit for samplers. However, a hard disk provides the advantages of much higher memory capacity (over 40 times that of a floppy disk) and far faster access time. In most cases, you can treat the hard disk like a super-floppy. Transferring data to and from the EIII is quite straightforward. However, you cannot remove a hard disk and replace it with another one--the disk is a permanent part of the drive. There are three main cautions involved with hard disks: s Hard disks are sensitive to extreme mechanical shocks. If your EIII falls off a keyboard stand, chances are the hard disk will be damaged. s Make sure power is not interrupted when you write data to the hard disk. s Hard disks have reached a very high level of reliability. However, they can fail from time to time (as can any part of a computer), so any data should be backed up periodically and regularly on some other medium. External Drives 2-7 (User Assigned Systems) The EIII includes a SCSI (Small Computer Systems Interface) connector on the rear panel. This interface is commonly used in the computer industry, so many devices made to work with computers--particularly mass storage devices--will also work with the EIII. Here are some of the types of mass storage devices that can now, or will soon be able to plug into the EIII's SCSI connector. s CD-ROM Drive: A CD-ROM is a playback-only (data cannot be written to it) mass storage memory device whose capacity is approximately 16 times greater than the Emulator III's internal hard disk (660 Megabytes instead of 40 Megabytes). Companies such as Optical Media International produce CD-ROM disks that hold a variety of high-quality digitized samples and sound effects. These can be loaded into the bank as easily as you would load from a floppy or hard disk. s WORM Drive: WORM stands for "Write Once, Read Many." This is like a CD-ROM, however, you get one shot at writing data to it, after which that data is permanently stored in the WORM drive. After writing, the WORM drive becomes a read-only device. s External Hard Disk Drives: If more memory is required, additional hard disk drives can connect to the SCSI port. 1-14 ADDITIONAL DEFINITIONS The Primary and Secondary Sample An Emulator III key provides for two channels. These contain the primary and secondary samples. For example, the primary sample might be a guitar note and the secondary sample a detuned version of the same guitar note. When played together, you hear chorusing. Also, a preset contains information about how the keyboard dynamics affect the primary and secondary samples. As an example, the primary sample could be that of a drum hit played softly, and the secondary of a drum hit played loudly. Thus, playing the keyboard softly would play the primary sample, and playing the keyboard more forcefully would play the secondary sample. The Current Preset When you load a bank, a preset will be ready to play and the display will show the preset number. This is the current preset. If you select another preset, or create a preset, that will become the current preset. The Current Sample When recording a sample, you will need to specify the sample number and name into which the sound should be recorded. This is called the current sample. Modules A module controls a particular set of functions in the Emulator III. There are six main modules : Master, Preset Management, Preset Definition, Sample, Digital Processing, and Analog Processing. The sequencer is made up of: Management, Setup, Edit, and Mode. The large module to the left of the sequencer is the Control Panel. This provides several controls, many of which are designed to select options when working with the main or sequencer modules. s Activating a Module and the Module Identifier: To work with a module, you must first activate it. Press the button associated with the desired module. The display will then show the Module Identifier and invite you to select a submodule. s Submodule: Each module contains several numbered submodules that set controls for additional functions. There are two ways to select a submodule within the module. You can move the data slider until the display shows the desired submodule, then press ENTER. As you work with the EIII, though, you will start to memorize the submodule numbers and will probably find it faster to simply key in the appropriate submodule number using the numeric keypad. s If a module is already active, and you are finished with one submodule, you do not need to re-activate the module--just key in the new submodule number. 1-15 When using the keypad, it is not necessary to press ENTER. Pressing the module button will cancel the operation. Velocity-Sensitive Keyboard A velocity-sensitive keyboard measures how long it takes for a key to go from the key up to key down position, and uses this data to control dynamics. If it takes a long time for the key to reach the key down position, it is assumed you are playing that key less forcefully (minimum dynamics). If the key goes to the key down position almost instantaneously, it is assumed that you are playing the key more forcefully (maximum dynamics). In this manual, we will refer to playing the keyboard harder or softer, even though technically speaking the keyboard is reacting to speed of key position change, not force. Pressure-Sensitive Keyboard A pressure-sensitive (also called aftertouch) keyboard responds to the pressure applied to a key after it is down. This pressure data typically controls vibrato amount, pitch-bending, volume, and/or other elements that add expressiveness to a part. Saving The bank only retains data for as long as the Emulator III is plugged in and turned on. Of course, we don't expect you to leave the thing on all the time, which brings us to the subject of saving data. Pressing the SAVE BANK button on the Control Panel shuttles all the bank data (samples, presets, and sequences) to the drive of your choice (usually the internal hard disk). The hard disk permanently stores data (well, at least as long as the disk lasts) so that even after turning off the Emulator III, the disk will contain a record of your work. Data can also be saved to floppy disks. IF YOU DO NOT SAVE A BANK, ALL BANK DATA WILL BE LOST WHEN YOU TURN OFF THE MACHINE . Do not wait until the end of a session to save. Save your work periodically in case of power failure or some other unforeseen circumstance that might erase the bank's memory. Hard disks are not infallible. All hard disk banks should be backed up periodically on floppy disk. Should you improve the preset, sample, or sequence later, you can always replace the original with the revised version. And if something goes wrong, the original will still be available to save you the ordeal of starting from scratch. Individual presets, and the samples they contain, can also be saved to disk. Whenever you have done enough work on a preset, sample, or sequence that you would hate to lose it, back it up! Since the disk (hard or floppy) contains a record of the bank data, 1-16 loading the disk back into the bank transfers all the sample, preset, and sequencer data into the bank. This will replace the existing bank data, if any. The Channel Outputs The Emulator III assigns the sounds you play to the various output channels. For example, when you play a key, that key's sound is assigned to output channel one. If you hold this key and play another key, the new key's sound will be assigned to output channel two. The EIII includes sixteen channels. You can play up to sixteen sounds simultaneously. Each channel has its own output jack, and there are also stereo output jacks (use one for mono) that mix the sixteen channels together. You can change the channel assignments.This process is described in Analog Processing, 9. Output Channels. Booting Booting is a computer term that means "having the computer read the software necessary for its operation from the disk." (It's easy to see why this was shortened to booting.) The EIII automatically boots itself from the hard disk when you turn it on. Once booted, the instrument is ready to go. If the hard disk is damaged for some reason, the EIII can be booted from a suitable floppy disk. Default A default setting is what we've judged to be a useful initial setting, and remains in effect until you change it. For example, if you create a new preset, the arpeggiator will default to Off. Had it defaulted to the on position, all new presets would be arpeggiated. The Cursor The cursor is that small flashing line on the display. It sits under the number or letter that will be altered if you enter data. Entering a new value will overwrite the number or letter above the cursor, whereupon the cursor will move on to the next number or letter (if applicable). If the EIII is expecting a two or three-digit number, in most cases you must enter all the required digits even if some of these are zeroes (called leading zeroes). For example, if the EIII is expecting a three-digit number and you want to enter 8, you would enter 008. If it is expecting a single-digit number, entering 8 would be sufficient. Data Slider & Increment/Decrement Buttons In virtually all instances where the data slider selects options, the Increment +/YES/ON and Decrement -/NO/OFF switches duplicate the slider. Press +/YES/ON to increase a value, or -/NO/OFF 1-17 to decrease. Selecting When the instructions say to select an option, you can use whatever method is most comfortable for you: the data slider, the Increment/ Decrement buttons, the numeric keypad (if applicable) and, when naming, the keyboard keys. Some functions do not implement all these options; you can't go wrong by trying, though. If a function doesn't respond to the numeric keypad, for instance, then pressing the keypad will have no effect. Use the data slider or the Inc/Dec buttons instead. The Big Re-Cap One more time: A sample is a raw sound that is recorded into the bank. The sample can be processed or otherwise modified. To create a new preset, make sure you have all the samples required for the preset in the bank, number and name a preset, then assign combinations of samples from the bank to specific sections of the keyboard. By specifying one or more of these samples (or portions thereof) as a zone, the zone may then be processed by the EIII's analog and digital signal processors. After arranging a bank , it can be saved to one or more drives. Usually this will be the internal hard drive or floppy drive. Since loading from a floppy or hard disk fills the bank with samples and presets, you can group these samples into new presets, process the samples contained in particular zones, or alter existing presets. 1-18 Keyboard Characters 2 3 7 8 < s The shaded area represents the five octave keyboard on the Emulator III. 0 5 : ? 1 4 6 9 ; = @ B E G I > A C F H K M P R V W [ ¥ b g j l q v z { o ` e D J L O Q T Y ^ c h n p s r u x } | -> w X Z ] _ a d f i k m S U N t y <- Available Characters 1-19 C C# D D# E F blank F# G G# A A# B Pitch ! 9 E Q ] i u " . : F R ^ j v # / ; G S _ k w $ 0 < H T ` l x % 1 = I U a m y & 2 > J V b n z -1 0 1 2 3 4 5 6 ' 3 ? K W c o { ( 4 @ L X d p | ) 5 A M Y e q } * 6 B N Z f r + 7 C O [ g s , 8 D P ¥ h t Octave No. AVAILABLE CHARACTERS. Banks, drives, samples, presets, segments, and songs can be named or renamed using these characters. Select the characters using the ten key pad, data slider, and keyboard. You can also use the up cursor to insert spaces and the down cursor to delete spaces. Shaded characters are only available using the data slider. 1-20 3-MASTER 1. MASTER TUNE 2. RENAME BANK 3. ERASE BANK 4. SUPERMODE 5. AUDIO TRIGGER 6. MEMORY AVAILABLE 7. DISK UTILITIES 0. Change SCSI ID# 1. Mount Drives 2. Rename Drive 3. Erase Disk Bank 4. Copy Software 5. Lock Bank and Drive 6. Disk Status 7. Format Disk 8. Backup and Restore 9. Erase Software 3-2 3-3 3-4 3-5 3-7 3-9 3-10 3-11 3-11 3-12 3-12 3-13 3-14 3-15 3-16 3-17 3-20 8. SPECIAL 1. Audition Key 2. Disable Outputs 3. Recalibrate 4. Footswitch Polarity 5. Dynamic Allocation 6. Software Version 7. MIDI Globals 8. Volume Pedal Global 9. MIDI Load Bank 3-22 3-23 3-23 3-24 3-25 3-26 3-26 3-27 3-28 3-29 3-2 Master Tune 1. MASTER TUNE Master Tune adjusts the tuning of all the samples in the current bank, so that you can tune the Emulator III to other instruments. 1. Activate Master module. 2. Select Submodule 1. 3. Select the desired tuning offset. This is variable from -100 (one semitone below concert pitch) to +100 (one semitone above concert pitch). MASTER TUNE Offset: + 0.0 cents Select Tuning Offset 4. Press ENTER to exit the submodule. The EIII will return to the Module Identifier. Rename Bank 3-3 2. RENAME BANK This submodule allows you to rename any bank. 1. Activate Master module. 2. Select Submodule 2. 3. Rename the bank. Choose the characters to be changed with the left and right cursor buttons. Select the desired characters by using the ten key pad, data slider and keyboard. You can also use the up cursor to insert spaces and the down cursor to delete spaces. s Use the data slider to access the full character set. The keyboard does not have enough keys to access all available characters. RENAME BANK B01 Current Bank [0-9]/Slider/Keyboard 4. Press ENTER to exit the submodule. The EIII will return to the Module Identifier 3-4 Erase Bank 3. ERASE BANK Erasing a bank erases ALL the memory in the Emulator III, which includes all samples, presets, and sequences. 1. Activate Master module. 2. Select Submodule 3. 3. Decide if you really want to erase the bank. The display will inform you that you are about to erase all samples, presets, and sequences in the current bank. s After erasing the bank, the EIII will automatically create an empty preset for you. ERASE BANK Erases All Presets, Samples & Sequences! Are You Sure? Y/N 4. Press Yes to erase the bank or No to cancel the operation. In either case, the EIII will return to the Module Identifier. Supermode 3-5 4. SUPERMODE Supermode is a wonderful MIDI function that maps data occurring on a specific MIDI channel to a specific preset within the bank. This is similar to MIDI's standard Omni Off/Mono mode but much more flexible, since each channel will not only be directed to its own preset, but can contain polyphonic note data as well. Supermode allows up to 16 individual presets to be addressed and play simultaneously over MIDI. When used in conjunction with Supermode, the internal sequencer built into the EIII is capable of simultaneously recording data received on multiple MIDI channels and routing the data received on each individual MIDI channel to a separate sequencer track. For more information, refer to the Sequencer section. s Enable Supermode by pressing the Supermode button located in the Controls section. 1. Activate Master module. 2. Select Submodule 4. 3. Select a MIDI channel. As you scroll through the MIDI channels, the EIII displays the currently mapped preset on line three. SUPERMODE MIDI Channel: 01 P00 Mapped Preset Select a Channel 4. Move the cursor to line three and select a preset. The EIII will default to the first non-empty preset, if the previous mapped preset was empty. s Even in Supermode, the total number of voices sounding on all channels cannot exceed 16. SUPERMODE MIDI Channel: 01 P01 Current Preset Select a Preset 5. Move the cursor to line two and repeat steps 3 and 4 to map additional MIDI channels. s Only one set of Supermode preset assignment parameters can be stored in each bank. 3-6 Supermode 6. Press ENTER to exit the submodule. The EIII will return to the Module Identifier. In addition, Supermode preset assignments can be changed in realtime over MIDI. For preset changes to occur, Supermode must be enabled by pressing the Supermode button. (Its associated LED will light, and remain lit until Supermode is disabled.) Also, you must set preset change parameters to On for the current preset in the Preset Definition module, 6. MIDI, as shown on line three of that window: MIDI Send Preset Chg: Recv Preset Chg: Send Start/Stop: on on on s To Execute a Supermode Preset Change Over MIDI: 1. Send the preset change command on the MIDI channel that the desired change is to occur upon. SUPERMODE MIDI Channel 1 MIDI Channel 2 MIDI Channel 3 MIDI Channel 15 MIDI Channel 16 Preset 20 Preset 01 Preset 12 Preset 02 Preset 10 MIDI IN Audio Trigger 3-7 5. AUDIO TRIGGER The Audio Trigger function allows the Emulator III to be triggered from an audio source or directly from electronic drum pads. Applications include replacing sounds recorded on tape with sampled sounds, using the EIII as a fast, 16-bit drum set with two pads, or perhaps as a high-fidelity, sonically triggered burglar alarm. In the Audio Trigger mode, the sample inputs function as the trigger inputs. Standard (Simmons-type) electronic drum pads work well as trigger sources, as do acoustic drums recorded on tape. Use the sample input slider to adjust the level. A microphone serves well to help learn the operation of the various functions. s Audio Trigger assignments and parameters are stored for each individual bank. They also affect the current preset. 1. Activate Master module. 2. Select Submodule 5. There are two pages. The first page shows the following parameters: AUDIO TRIGGER:Both Threshold: | Left: Off | Right: C#1 ||||||||| 3. Select page two by pressing the right cursor button. The display shows: AUDIO TRIGGER Duration: 999ms Capture Time: 20ms Recovery Time: 5ms 4. Use the cursor buttons to select one of the following parameters to edit: ___________________________ s Audio Trigger: Allows you to select whether you are viewing and editing the trigger parameters for the left, right, or both channels. s Threshold: This is the level at which a sound is triggered. The trigger threshold should be set at a point high enough so that the background noise does not trigger the sound and low enough so that 3-8 Audio Trigger Capture Time Recovery Time Noise Floor Trigger Threshold Percussion Transient Note Duration AUDIO TRIGGER FUNCTIONS. This chart displays trigger threshold, capture and recovery times and the note duration of a percussion transient. s Experiment with the Gate/ Trigger Keyboard modes (Analog Processing, 7. Keyboard Mode) and/or the VCA Envelope generator (Analog Processing, 2.VCA) for best triggering results, and also for special effects. the sound will trigger accurately. It should be noted that the trigger threshold "rides" the noise floor. The EIII constantly measures the noise floor and keeps track of the minimum value. The minimum value is reset after every trigger. s Left: This allows you to set the keyboard note to be triggered by the left input. The VU meter shows the relative input level as controlled by the sample input slider. s Right: This allows you to set the keyboard note to be triggered by the right input. The VU meter shows the relative input level as controlled by the sample input slider. s Duration: The note duration is the time between note on and note off. If you were playing the keyboard, this would be the amount of time that you held the note. This also affects the MIDI OUT note duration. Re-triggering the input will cause an immediate note off to occur. s When a sound is re-triggered using the Audio Trigger function, each new trigger will cause the sound to be played on a new output channel. This may cause the sounds to overlap and may not always be desirable. To re-trigger the same channel, assign the selected key to only one output channel in Analog Processing, 9. Output Channels. s Capture Time: This is the amount of time that the EIII will analyze the trigger input signal to determine the maximum level that is used to determine velocity.This should be kept at a minimum to avoid unnecessary delay. Since this function does delay the trigger, it should be set to 0ms if velocity is not being routed to any analog parameters as set in Analog Processing, 6.Velocity To. s Recovery Time: This is the time period which must elapse before the EIII will allow re-triggering of the sound. 5. Press ENTER to exit the submodule. The EIII will return to the Module Identifier. Memory Available 3-9 6. MEMORY AVAILABLE Memory Available shows how much of each type of memory is available, both as a percentage of available memory and as memory units. For example, if you have used up 90.0% of the available preset memory, the display will show that there is 10.0% preset memory remaining. This is equivalent to 5,555 memory units. 4 Mbyte 8 Mbyte MEMORY AVAILABLE (EMPTY BANK) Preset Sample Sequence 55,554 2,092,032 523,008 55,554 4,189,184 1,047,296 1. Activate Master module. 2. Select Submodule 6. 3. Observe the display. Line two shows the percentage and amount of preset memory available. Line three shows the percentage and amount of sample memory available. Line four shows the number of sequencer events available. MEMORY AVAILABLE Preset: 99.7% 55512 Sample: 100% 2092032 Seq Events: 523008 4. Press ENTER to exit the submodule. The EIII will return to the Module Identifier. s The EIII uses the same block of memory for samples as it does for sequences. Creating samples will eat up sequence events and vice versa. The ratio is four sample words for each sequence event. 3-10 Disk Utilities 7. DISK UTILITIES Disk Utilities include several additional numbered sub-sections. Here are brief descriptions of each sub-section. More extensive descriptions follow. s 0. EIII SCSI ID#: Allows you to change the EIII's SCSI ID number. s 1. Mount Drives: Instructs the Emulator III to check the SCSI bus for the presence of SCSI devices. s 2. Rename Drive: Changes the name of a particular drive. s 3. Erase Disk Bank: Erases a bank from any of the available hard drives. s 4. Copy Software: Allows you to update and make new copies of the operating software supplied on a floppy disk by E-mu Systems or your authorized dealer. s 5. Lock Bank and Drive: Prevents a specific bank and/or drive from being overwritten. s 6. Disk Status: For a hard disk drive, this function displays the amount of space that is available, and if the drive is locked or not. For floppy disks this function indicates if it is a software disk, the name and number of a bank disk, and if the disk is blank. s 7. Format Disk: Initializes a floppy disk, or the hard drive, to store Emulator III data. s 8. Backup and Restore: Although E-mu has taken every precaution to ensure reliable components, hard disk drives can fail from time to time. This function allows you to backup the hard disk contents on to multiple floppy disks, and if necessary, re-construct the hard disk from the data on those floppies. s 9. Erase Software: Erases the operating software from any of the available hard disk drives. s All external SCSI devices should be turned on before the Emulator Three. s To Access Any of the Disk Utilities: 1. Activate Master module. 2. Select Submodule 7. 3. Select the desired disk utility within Submodule 7. Disk Utilities 3-11 s 0. CHANGE SCSI ID# This utility allows you to change the SCSI ID number of the EIII (not it's internal hard disk) or the HD300 in the event that they conflict with a device on the SCSI bus having the same ID number. The SCSI interface, located as a 25-pin connector on the back panel, allows the EIII to communicate with external storage devices. The EIII can support seven SCSI devices (including it's internal HD). Each device on the SCSI bus has it's own ID number so that it can distinguish its data from data meant for other SCSI devices. If a SCSI device is added to your system which has the same ID number as an existing device, a SCSI error would occur. To remedy this situation, the ID number on the new device will have to be changed. Consult the operation manual of the external device for information on changing the SCSI ID number. 1. Activate Master module. 2. Select 7. Disk Utilities, 0. Change SCSI ID# (7/0). 3. Select a SCSI Device (either the EIII or the HD300). 4. Select the new SCSI ID number. CHANGE SCSI ID# Device Type: EIII 5. Press ENTER to exit the submodule. The EIII will save your choice to the System and return to the Module Identifier. s 1. Mount Drives This utility instructs the EIII to check the SCSI bus for the presence of SCSI devices. If a SCSI device has been powered up after the Emulator III, it will not appear in the list of available devices. The Mount Drives utility tells the EIII to check the SCSI bus and to add any SCSI devices that it finds to its list of available SCSI devices. Normally, if the external devices are powered up before the EIII, this will be done automatically. s Use the "Mount Drives" utility whenever an external SCSI device does not appear on the list of available devices. 3-12 Disk Utilities 1. Activate Master module. 2. Select 7. Disk Utilities, 1. Mount Drives (7/1). 3. The Emulator III will mount the drives, then return to the Module Identifier. s 2. Rename Drive 1. Activate Master module. 2. Select 7. Disk Utilities, 2. Rename Drive (7/2). 3. Select an installed drive, then press ENTER. RENAME DRIVE D01 Current Drive Select a Drive 4. Rename the drive. Choose the characters to be changed with the left and right cursor buttons. Select the desired characters by using the ten key pad, data slider and keyboard. You can also use the up cursor to insert spaces and the down cursor to delete spaces. RENAME DRIVE D01 Current Drive [0-9]/Slider/Kybd 5. Press ENTER to exit the submodule. The EIII will return to the Module Identifier. s 3. Erase Disk Bank With this utility, banks can be erased from any of the available drives. 1. Activate Master module. Disk Utilities 3-13 2. Select 7. Disk Utilities, 3. Erase Bank (7/3). 3. If you wish to select a different drive, press the up cursor. If not, proceed to step 5. 4. Select the drive containing the bank to be erased, then press ENTER. s The display will advise you if you try to erase a bank or drive that is locked. Unlock the bank and/or drive before proceeding. ERASE DISK BANK D1 Internal HD Select a Drive 5. Select the bank to be erased, then press ENTER. ERASE DISK BANK D1 Internal HD B00 Current Bank Select a Bank 6. Decide if in fact you want to erase the selected bank. The display will ask if you're sure. 7. Press Yes to erase the bank or No to cancel the operation. In either case, the EIII will return to the Module Identifier. s If the disk you are copying to is an un-formatted floppy, you will be asked if you wish to format the disk. Press Yes to format the floppy disk, or insert a formatted disk and press No. s 4. Copy Software From time to time, E-mu engineers devise new operating system software intended to enhance or add new features to the EIII's existing capabilities. This software is distributed on a floppy disk. Software should be copied over to the hard disk so that the new system will automatically load whenever you turn on the EIII. The system software should be resident on only one hard disk drive in your equipment setup. If you do not install new software on the hard disk you will have to load it from the floppy disk each time you power up the machine. Each version of the operating system is numbered, and is indicated when you select 8. Special, 6. Software Version (8/6). Copying software on to the hard disk will not change any other data like samples, presets, and sequences. It is a good idea to keep at least two backup copies of the system software on floppy disk. s It is also possible to copy the system software from the hard disk back to a floppy, although sounds and software cannot coexist on a floppy. 3-14 Disk Utilities s If there is not enough sample memory left to accomodate the new software, the display will ask if you want to erase the bank. Press Yes to erase the bank and continue loading software from the drive. Press No to cancel the operation so that you can save the bank first, before copying the new software. 1. Activate Master module. 2. Select 7. Disk Utilities, 4. Copy Software (7/4). 3. Select the drive containing the new software and press ENTER. Usually this will be the floppy drive. After pressing ENTER, the display will inform you that the new software is being loaded. COPY SOFTWARE from D0 Floppy Drive Select a Drive s If you copied new software to the boot drive, now is a good time to power the Emulator III off and on. 4. Select the destination drive for the new software and press ENTER. Typically, this will be the Emulator III's internal hard disk drive. After pressing ENTER, the software will be copied and the EIII will return to the Module Identifier. COPY SOFTWARE into D0 Floppy Drive D1 Internal Drive Select a Drive No C al Ca l Hard Disk Drive w/software After copying new software from a floppy disk to the internal hard disk drive, it is a good idea to save the software from the internal hard disk back to a floppy disk. Floppy Software This process will save the EIII's calibrations as well as the software on the floppy disk. The calibrations include important information pertaining to the panel controls and individual channel trims. l l leg Cal al Hard Disk Drive No software Disk Utilities 3-15 s 5. Lock Bank and Drive If you don't want to risk curious hands unintentionally erasing a bank or drive, here's a safeguard. A complete drive or any bank within that drive can be locked against inadvertent erasure or tampering, and subsequently unlocked as needed. 1. Activate Master module. 2. Select 7. Disk Utilities, 5. Lock Bank/Drive (7/5). 3. If you want to lock a drive or change the current drive, press the up cursor button. If not, go on to step 6. The display will show the current drive and its lock status, whether on or off. LOCK DRIVE: off D1 Current Drive Select a Drive 4. Select the drive to be locked or unlocked, then press ENTER. 5. Select whether lock is on or off, then press ENTER. 6. Select the bank to be locked or unlocked, then press ENTER. The display will show the current bank and its lock status, whether on or off. LOCK BANK: off D1 Selected Drive B00 Current Bank Select a Bank 7. Select whether lock is on or off, then press ENTER. The EIII will return to the Module Identifier. s This function will not let you lock a floppy disk. To lock a floppy, open the write-protect window on the disk. s 6. Disk Status This function displays the amount of space that is available on a hard disk drive and if the drive is locked or not. For floppy disks, this function indicates if it is a software disk, the name and number of a bank disk, or if the disk is blank. 3-16 Disk Utilities 1. Activate Master module. 2. Select 7. Disk Utilities, 6. Disk Status (7/6). 3. Select a drive, then press ENTER. If selecting the floppy drive, insert a disk before pressing ENTER. DISK STATUS D1 Internal HD Select a Drive 4. One of the following displays will appear: DISK STATUS D1 Internal HD Avail: 20.7% 8.49Mb 88 Banks Unlocked DISK STATUS D0 Floppy Drive Software: v1.00 Software Floppy Disk DISK STATUS D0 Floppy Drive Piano Bank Disk 4 of 8 DISK STATUS D0 Floppy Drive Floppy Disk is Blank Disk Utilities 3-17 5. To select another disk, press ENTER and return to step 3. 6. Press the Master button to exit the submodule. The EIII will return to the Module Identifier. s 7. Format Disk Before a new floppy disk or hard disk can record or store any data, it first must be told how to record this data. This is called formatting. The floppy disk formatting procedure should be run on any new disk, or on recycled disks previously used with other systems (such as home computers), since these will not be formatted correctly for the Emulator III. s Use only 3.5 inch DSDD (double-sided, double-density) disks. Avoid bargain disks. To save money, consider purchasing disks in large quantities. 1. Activate Master module. 2. Select 7. Disk Utilities, 7. Format Disk (7/7). 3. Select the drive to be formatted and press ENTER. The EIII will default to the floppy drive. FORMAT DISK D0 Floppy Drive Select a Drive 4. Consider the implications of your action. Formatting a floppy or hard disk erases all information on that disk completely. The display will inquire if in fact you want to do this. s Formatting a floppy disk will not erase the bank currently in memory. FORMAT DISK D0 Floppy Drive Are You Sure? Y/N 5. Press Yes to continue the formatting procedure or No to cancel the operation and return to the Module Identifier. 6. If in step 3 you selected the floppy drive, insert a floppy disk, and press ENTER. Formatting takes about 20 seconds. 3-18 Disk Utilities 7. After formatting a floppy disk, format another, if desired. The display will ask if you want to format another floppy. To do this, press Yes, remove the current disk, insert a new disk, and press ENTER. Otherwise, press No to cancel the operation and return to the Module Identifier. FORMATTING HARD DISKS This works exactly like formatting a floppy disk except when the display asks you to "Select a Drive", you should select the hard disk instead of the floppy. If the hard disk is not listed, use Disk Utilities 1, to Mount Drive. The hard disk drive should now be listed. Formatting a hard drive takes about 15 to 45 minutes, depending on the size of the HD. R/W OPTICAL DISKS s The recommended type of R/W Optical drive for the EIII uses the Sony type cartridge. Brand names include Sony, Pinnacle, PLI, and Alphatronics to name a few. Read/Write Optical disks are formatted in the same way as a hard disk. Use optical disk cartidges with 512 bytes/sector rather than the 1024 byte/sector type. New optical disk cartidges usually come with the "low level" formatting already in place. If so, the disk will format normally. If this low level formatting has not been performed, the EIII will interrupt the formatting process and show a "SCSI Hardware Error". If this happens, follow the procedure for Low Level formatting on the next page, then format the disk in the normal way. Note: Optical disks always verify the data as it is written and so do not require the long verify process that occurs after formatting has been completed. You can save hours of time by ejecting the cartridge and re-booting the system after the "VERIFYING FORMAT" message appears in the EIII display (about 10 seconds). HARD DISK INTERLEAVE The Emulator Three contains an internal list of recognized hard disk drives. The list contains parameter information designed to optimize the interface between the EIII and the drive. The following hard disk drive brands are currently listed: s Miniscribe s Rodime s Conner s Seagate s CDC s Syquest s Qume 2:1 interleave 2:1 interleave 3:1 interleave 3:1 interleave 1:1 interleave 1:1 interleave 4:1 interleave Other hard disk brands will probably also work. If in doubt, the best idea is to try out the drive with the EIII before you buy it. If your brand of hard drive is not listed but works with the EIII, you may be able to optimize its performance even further. 8. There is a hidden menu when the display asks: "Are You Disk Utilities 3-19 Sure?". Before choosing Yes or No you may choose one of the following hard disk interleave options: FORMAT DISK D1 Internal HD Are You Sure? Y/N Fast Slow 0 --1 --2 --3 --4 --5 --6 --7 --8 --9 --- Uses the EIII's default interleave for the type of HD. 1:1 interleave 2:1 interleave (this is the EIII's default setting) 3:1 interleave 4:1 interleave 5:1 interleave 6:1 interleave 7:1 interleave 8:1 interleave Optical Disk Low Level Formatting After formatting the HD, measure the time it takes to save a file to the hard disk using the different interleaves. The fastest one wins! The lower the interleave ratio, the faster the hard disk. Option #9 allows you to perform a low level format on a "virgin" optical platter (of the Sony type only). Most optical disks that you buy will already have this low level formatting, but some don't and will not be recognized by the EIII. This utility allow you to perform the function. This takes about 25 minutes, so don't do it unless absolutely necessary. 3-20 Disk Utilities s 8. Backup and Restore This module allows you to backup and restore a portion or the entire contents of the hard disk. This function makes it so easy that you really will have no excuse for not backing up all your hard disk banks. If you'd hate to lose it, BACK IT UP. There are two ways to back up your sound banks: s To Backup to Floppy Disk: We suggest labeling bank sets numerically. Keep your bank sets organized, and try to backup regularly, at least once a week. 1. Activate Master module. 2. Select 7. Disk Utilities, 8. Backup & Restore (7/8). 3. Select the source drive. The source drive is the drive that contains the data you wish to backup. The display shows: BACKUP/RESTORE from D1 Internal HD Select a Drive s Use only 3.5 inch DSDD (double-sided, double-density) disks. Avoid bargain disks. To save money, consider purchasing disks in large quantities. 4. Use the data slider to select the internal hard disk drive and press ENTER. BACKUP/RESTORE into D1 Internal HD D0 Floppy Drive Select a Drive 5. Use the data slider to select the destination, D0 Floppy Drive, then press ENTER. You now have the option to backup all banks or updated banks, which are the banks that have changed since you last backed up. Saving a bank to the hard disk constitutes a change s If the disk you are copying to is an un-formatted floppy, you will be asked if you wish to format the disk. Press Yes to format the floppy disk or insert a formatted disk and then press No. Disk Utilities 3-21 If you select all banks, then you may choose from any bank on the hard disk. If you select updated banks, you may choose only from the updated list. 6. Press ENTER after you have selected the Backup mode. The display will say Erases Bank! OK? Y/N. Press Yes if you want to erase the bank, or press No to cancel the operation and return to the Module Identifier. BACKUP/RESTORE from D1 Internal HD D0 Floppy Drive Bank Type: All If you selected Yes, the display will say Select a Bank and the cursor will flash under the lowest numbered bank. BACKUP/RESTORE into B01 Stereo Grand Select a Bank 7. When you have selected a bank to be backed up, press ENTER. The display will prompt you to insert the first disk of the bank. 8. Press ENTER after inserting each disk in the drive as directed by the Emulator III. BACKUP/RESTORE from B01 Stereo Grand to Floppy Drive Insert Disk 1 of 5 3-22 Disk Utilities s To Backup to an External Hard Disk: If you have another hard disk drive, you will be able to save even more time when backing up. 1. When the display asks you for the destination drive, select the external hard disk drive, then press ENTER. BACKUP/RESTORE into D1 Internal HD D2 External HD Select a Drive 2. Select between Automatic or Interactive backup modes. BACKUP/RESTORE from D1 Internal HD to D2 External HD Mode: Interactive s Automatic Mode : transfers the complete contents of the source hard disk (or just the updated banks) to the destination drive without prompting you at each bank. Existing destination disk banks will be overwritten with the like-numbered source bank files. For example, if you have banks one, three, and five on the internal hard disk, those same banks will be overwritten on the destination drive. The other banks will be left untouched. BACKUP/RESTORE into D01 Floppy Drive D1 Internal HD Select a Drive

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