Microsoft DirectX 8.1 (Visual Basic)

Glossary

To find a term in the glossary, click the letter of the alphabet that is the first letter in the term you want to look up.

You can also read glossary terms within the text of Help by clicking the underlined glossary term links. After you click a glossary link, the glossary term and definition appear in a pop-up window. To close the window, click anywhere on the screen.

A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z

A

articulation

A series of adjustments applied by a synthesizer to the pitch, volume, and other parameters of an instrument sound to make it more realistic.

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B

bank select

A MIDI controller that enables instruments to be chosen from different groups, or banks, each identified by a 2-byte code.

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C

chordmap

A scheme of chord progressions, arranged in a flowchart along a time line.

curve

In DirectMusic, a continuous series of events with a start and end value, such as volume fade.

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D

DirectX Media Object (DMO)

A COM object that processes multimedia data streams from buffers allocated by the client.

DLS

See definition for: Downloadable Sounds (DLS)

DMO

See definition for: DirectX media object (DMO)

Downloadable Sounds (DLS)

A standard for synthesizing wave sounds from digital samples stored in software. The DLS level 1 and level 2 standards are published by the MIDI Manufacturers Association.

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G

groove level

A value given to music during style playback, determining which patterns can be selected at any given time. The author assigns a range of groove levels to each pattern.

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L

latency

A delay in response. For example, in DirectSound, it is the interval between the time at which a sound buffer plays and the time that the speakers actually reproduce the sound. In DirectPlay, it is the time that it takes for a packet to reach a specified destination.

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M

mix-in buffer

In DirectSound, a buffer that receives data from other DirectSound buffers rather than directly from the synthesizer.

See also: sink-in buffer

motif

In DirectMusic, a type of pattern played explicitly by an application to mark an event.

music value

In DirectMusic, a note in a pattern within a style whose pitch is defined only when it is transposed to the current chord according to the current play mode and subchord level.

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N

nonregistered parameter number (NRPN)

Nonregistered parameters can be used for different functions by different manufacturers and are accessed through MIDI controllers. For more information, see the MIDI specification.

NRPN

See definition for: nonregistered parameter number (NRPN)

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P

pan value

The relative volume, measured in hundredths of decibels, between the left and right audio channels.

pattern

In DirectMusic, a musical figure, one or more measures long, consisting of a basic sequence of music values for each instrument part.

PChannel

See definition for: performance channel (PChannel)

PCM

See definition for: pulse code modulation (PCM)

performance

In DirectMusic, an object that manages the flow of data from the source to the synthesizer, and controls global values, such as timing, tempo, and master volume.

performance channel (PChannel)

In DirectMusic, a set of parameters used to play one or more parts in a segment. Each performance channel has its own instrument, pan, volume, and transposition settings, and belongs to a single audiopath.

primary buffer

A buffer in which all data is mixed for the final time and then passed to the rendering device.

pulse code modulation (PCM)

An uncompressed wave data format in which each value represents the amplitude of the signal at the time of sampling.

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R

registered parameter number (RPN)

An identification number for a registered parameter that has been assigned a function by the MIDI Manufacturers Association and can be accessed through controllers.

rolloff

The attenuation of sound over distance.

RPN

See definition for: registered parameter number (RPN)

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S

script

In DirectMusic, a file containing variables and routines that can be accessed from within an application.

segment state

An object created each time a segment is played. It is used to get information about the state of playback and the audiopath for that instance of the segment being played.

send

A sound effect for a buffer that is applied by sending the sound data to a second buffer.

sink

In DirectX, an object that manages the distribution of data from the synthesizer through buses to DirectSound buffers.

sink-in buffer

A DirectSound buffer that receives data directly from the synthesizer rather than from other DirectSound buffers.

See also: mix-in buffer

static buffer

A secondary sound buffer that contains an entire sound; typically it is filled with data only once.

streaming buffer

A secondary sound buffer that contains only part of a sound. Its data must be refreshed as it is playing.

style

In DirectMusic, a collection of musical patterns and other data that can be used to create a dynamic score. A style defines a basic melody and rhythm with variations, motifs, and embellishments, contains a time signature and a tempo, and can contain one or more bands.

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T

template

In DirectMusic, a segment that can be used in combination with a chordmap to compose a new segment at run time. A template must contain a signpost track.

track

In DirectMusic, a component of a segment that contains timed data of a particular kind.

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V

velocity

In music, the speed at which a MIDI key is pressed, roughly equivalent to the dynamic level at which the note is played in some instrumental timbres.

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