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.
bitbang: to achieve PCM sound by sending a rapid stream of volume commands to a non-PCM channel.
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.
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.
.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.
.fui: a Furnace instrument file.
.fur: a Furnace module file.
.fuw: a Furnace wavetable file.
hard-pan: sounds can only be panned all the way to one side or the other, not in-between.
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.
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.
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.
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.
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.
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.
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.
.zsm: ZSound Music. a VGM-like file meant specifically for the Commander X16 computer.