2-op, 3-op, 4-op...: the number of FM operators used to generate a sound. more operators allow for more complex sounds.
ADPCM: adaptive differential pulse code modulation. this is a variety of DPCM with a more complex method of storing the amplitude differences.
ADSR: attack, decay, sustain and release. these are elements that comprise a basic envelope.
algorithm: the way in which the operators in an FM instrument interact.
asset: an instrument, wavetable or sample.
bit: a single binary on-off value.
bitbang: to achieve PCM sound by sending a rapid stream of volume commands to a non-PCM channel.
bit depth: the number of bits used for each sample in a PCM stream. 16-bit is considered high quality; lower bit depths introduce more noise and distortion, especially for quieter samples.
bitmask: a set of bits which represent individual single-bit toggles or groups representing small numbers. these are explained fully in the hexadecimal primer.
BRR: a lossy sample format used by the SNES. it has a fixed compression ratio; groups of 32 bytes (16 samples) are encoded in 9 bytes each.
.brr files.clipping: when a sample or playback stream exceeds the maximum or minimum values. this can cause audible distortion.
clock rate: the timing at which a chip operates, expressed as cycles per second (Hz).
cursor (1): the marker of input focus. anything typed will happen at the cursor's location.
cursor (2): the pointer controlled by a mouse or similar input. clicking when the cursor(2) is in a valid area will place the cursor(1) there.
DAC: digital analog converter. this converts a digital representation of sound into actual output.
.dmf: DefleMask Module File.
.dmf files may be read, and compatibility flags will be set to make them play as accurately as possible, but there may still be glitches..dmf files may be saved, but full compatibility isn't guaranteed and many features will be missing. this isn't recommended unless absolutely necessary..dmp: DefleMask Preset. an instrument file.
.dmw: DefleMask Wavetable. a wavetable file.
DPCM: differential/delta pulse code modulation. this is a variety of PCM that stores each amplitude as its difference from the previous.
duty cycle: usually called pulse width. in a pulse wave, this is the ratio of the high part to the high and low combined.
feedback: in FM instruments, this adds some of an operator's output into itself to create complex harmonics.
FM: frequency modulation. this is a method of generating sound that uses one operator's amplitude to modify another operator's frequency.
.ftm: FamiTracker Module.
.fui: a Furnace instrument file.
.fur: a Furnace module file.
.fuw: a Furnace wavetable file.
hard-pan: sounds can only be panned to the center, 100% left, or 100% right. this often appears in the instrument editor's panning macro as on/off toggles for the left and right channels.
Hz: hertz. a unit representing divisions of one second. 1 Hz means once per second; 100 Hz means one hundred times per second. also, kHz (kilohertz, one thousand per second) and MHz (megahertz, one million per second).
interpolate: to fill in the area between two values with a smooth ramp of values in between.
.it: Impulse Tracker module.
ladder effect: an inaccurate yet common term for the DAC distortion that affects some Yamaha FM chips.
LFO: low frequency oscillator. a wave with a slow period (often below hearing range) used to alter other sounds.
LFSR: linear-feedback shift register. a method to generate pseudo-random noise that loops, also known as "periodic noise". within a sequence of on-off bits, it does math to combine the bits at specified locations called "taps", then shifts the whole sequence and adds the resulting bit on the end, guaranteeing a different state for the next pass. depending on the locations of the taps, different lengths of noise loops are generated; for short loops, this will affect their tone.
macro: a sequence of values automatically applied while a note plays.
noise bass: the technique of using a PSG's periodic noise generator with a very short period to create low-frequency sounds.
normalize: to adjust the volume of a sample so it is as loud as possible without adding distortion from clipping.
operator: in FM, a single oscillator that interacts with other oscillators to generate sound.
oscillator: a sine wave or other basic waveform used as sound or to alter sound.
PCM: pulse code modulation. a stream of data that represents sound as a rapid sequence of amplitudes.
period: the length of a repeating waveform. as frequency rises, the period shortens.
periodic noise: an approximation of random noise generated algorithmically with an LFSR.
phase reset: to restart a waveform at its initial value.
PSG: programmable sound generator. any sound chip is a PSG, though the term is often used to specifically refer to chips that produce only simple waveforms and noise.
pulse wave: a waveform with a period consisting of only two amplitudes, high and low. also known as a rectangular wave.
pulse width: sometimes called duty cycle. in a pulse wave, this is the ratio of the high part to the high and low combined.
release: the part of a note that plays after it's no longer held, or the part of a macro the plays after it stops looping. usually applies at key off.
resample: to convert a sample to a different playback rate.
raw: a sample or wavetable file without a header. when loading such a file, the format must be set properly or it will be a mess.
register: a memory location within a sound chip. "register view" shows all the relevant memory of all chips in use.
.s3m: ScreamTracker 3 Module.
sample (1): a digitally recorded sound. usually stored as some variant of PCM.
sample (2): a single value taken from a digitally recorded sound. a sample(1) is made up of samples(2).
signed: a digital representation of a number that may be negative or positive.
software mixing: mixing multiple channels of sound down to a single stream to be sent to a PCM channel.
square wave: a wave consisting of only two values, high and low, with equal durations within the wave's period.
supersaw: a sound made up of multiple saw waves at slightly different frequencies to achieve a chorusing effect.
tap: a specified bit location within an LFSR.
tick rate: the number of times per second that the sound engine moves forward. all notes and effects are quantized to this rate.
unsigned: a digital representation of a number that can only be positive.
.vgm: Video Game Music. a file containing the log of data sent to a sound chip during sound playback.
.vgm file may be compared to "converting text to outlines" or similar irreversible processes. the results cannot be loaded back into the tracker.waveform: a very short period of repeating sound.
wavetable (1): a very short looping sample.
wavetable (2): an ordered group of wavetables(1) used in sequence within a single instrument.
.xm: eXtended Module. the file format of songs made with FastTracker 2.
.zsm: ZSound Music. a VGM-like file meant specifically for the Commander X16 computer.