You are about to learn the fine art of General Midi! Go to TAMW to the Cubase page and there is a handy DEFAULT.ARR or MID there with everything set up for you as far as GM voices. This means if you click into the first track that says PIANO, it will bring up a piano sound on a GM module or sound card. If you click into STRINGS, it will play back a string part. I mostly use this Cubase arr, as I know if I post something to the net, it will more or less sound the same. This is the beauty of general Midi which allows us musicians to share files, while yet retaining sound mapping. The same with percussion as well. Read the instructions on the TAMW site. However, I do know that many here find GM rather limiting, and I agree, there are cool sounds that are NOT on the GM list. BUT, if we can stick to this platform when posting files, we can share our ideas, and that is the MAIN point! You can still be very creative with the GM set.There are lots of web sites on this that have posted what the mapping is. BTW: the DEFAULT.MID can be used in ANY sequencer for GM mapping, so Edit track, Master Track Pro and KCS users can use it as well. Also, if you use Omega II, in Tiger is an excellent utility that has all the sounds already mapped for you. When you save as a midi file (in Cubase) you have to bear some things in mind: 1. The tempo will be the one set under the MASTER TEMPO dialog, not the one you can manually set on the transport bar. 2. All MUTED tracks will NOT be part of the Midi file. This is a good thing! 3. It is best to use the sissors tool to cut off the ends of each track, and then using the Erasure tool to actually delete the over extending part. Kind of like WAVE editing.It gets to be second nature after while, right after recording a track. 4. Set your END points (by right clicking on that top point in the arrange window or by the RIGHT ending dialog)This way the midi file will only be as long as it is suppose to be. For example my default arr is set for 300 bars so I get lots of room to work with when I start a composition. (I don't know how many times I start recording and I had it set to 5 bars and it would STOP recording at 5 bars, and I would Mess up my take.:-) However 300 bars is a long leeway, so I end up cutting the tracks down appropriatly. 5. Now you can save your Midi file and it will be the correct lenth as well as the correct tempo. The GM sound set by Program Number and Instrument Name: 1Acoustic Grand Piano 44Contrabass 87Lead 7 (fifths) 2Bright Acoustic Piano 45Tremolo Strings 88Lead 8 (bass+lead) 3Electric Grand Piano 46Pizzicato Strings 89Pad 1 (new age) 4Honky-tonk Piano 47Orchestral Harp 90Pad 2 (warm) 5Electric Piano 1 48Timpani 91Pad 3 (polysynth) 6Electric Piano 2 49String Ensemble 1 92Pad 4 (choir) 7Harpsichord 50String Ensemble 2 93Pad 5 (bowed) 8Clavi 51SynthStrings 1 94Pad 6 (metallic) 9Celesta 52SynthStrings 2 95Pad 7 (halo) 10Glockenspiel 53Choir Aahs 96Pad 8 (sweep) 11Music Box 54Voice Oohs 97FX 1 (rain) 12Vibraphone 55Synth Voice 98FX 2 (soundtrack) 13Marimba 56Orchestra Hit 99FX 3 (crystal) 14Xylophone 57Trumpet 100FX 4 (atmosphere) 15Tubular Bells 58Trombone 101FX 5 (brightness) 16Dulcimer 59Tuba 102FX 6 (goblins) 17Drawbar Organ 60Muted Trumpet 103FX 7 (echoes) 18Percussive Organ 61French Horn 104FX 8 (sci-fi) 19Rock Organ 62Brass Section 105Sitar 20Church Organ 63SynthBrass 1 106Banjo 21Reed Organ 64SynthBrass 2 107Shamisen 22Accordion 65Soprano Sax 108Koto 23Harmonica 66Alto Sax 109Kalimba 24Tango Accordion 67Tenor Sax 110Bag pipe 25Acoustic Guitar(nylon)68Baritone Sax 111Fiddle 26Acoustic Guitar(steel)69Oboe 112Shanai 27Electric Guitar(jazz) 70English Horn 113Tinkle Bell 28Electric Guitar(clean)71Bassoon 114Agogo 29Electric Guitar(muted)72Clarinet 115Steel Drums 30Overdriven Guitar 73Piccolo 116Woodblock 31Distortion Guitar 74Flute 117Taiko Drum 32Guitar harmonics 75Recorder 118Melodic Tom 33Acoustic Bass 76Pan Flute 119Synth Drum 34Electric Bass(finger) 77Blown Bottle 120Reverse Cymbal 35Electric Bass (pick) 78Shakuhachi 121Guitar Fret Noise 36Fretless Bass 79Whistle 122Breath Noise 37Slap Bass 1 80Ocarina 123Seashore 38Slap Bass 2 81Lead 1 (square) 124Bird Tweet 39Synth Bass 1 82Lead 2 (sawtooth) 125Telephone Ring 40Synth Bass 2 83Lead 3 (calliope) 126Helicopter 41Violin 84Lead 4 (chiff) 127Applause 42Viola 85Lead 5 (charang) 128Gunshot 43Cello 86Lead 6 (voice) The GM Percussion set by Note# and Drum Sound: 35(B0) Acoustic Bass Drum 59 Ride Cymbal 2 36(C1) Bass Drum 1 60 Hi Bongo 37 Side Stick 61 Low Bongo 38 Acoustic Snare 62 Mute Hi Conga 39 Hand Clap 63 Open Hi Conga 40 Electric Snare 64 Low Conga 41 Low Floor Tom 65 High Timbale 42 Closed Hi-Hat 66 Low Timbale 43 High Floor Tom 67 High Agogo 44 Pedal Hi-Hat 68 Low Agogo 45 Low Tom 69 Cabasa 46 Open Hi-Hat 70 Maracas 47 Low Mid Tom 71 Short Whistle 48 Hi Mid Tom 72 Long Whistle 49 Crash Cymbal 1 73 Short Guiro 50 High Tom 74 Long Guiro 51 Ride Cymbal 1 75 Claves 52 Chinese Cymbal 76 Hi Wood Block 53 Ride Bell 77 Low Wood Block 54 Tambourine 78 Mute Cuica 55 Splash Cymbal 79 Open Cuica 56 Cowbell 80 Mute Triangle 57 Crash Cymbal 2 81 Open Triangle 58 Vibraslap What's that you don't own any GM modules?? Why not design your own GM style sounds and store them in your synth/midi module at the corresponding program location? The advantages of doing this are that it helps develop your synth programming skills firstly and secondly makes accessable a common musical language that is understood by many PCs and midi instruments, thereby allowing you to convey your music to large numbers of people via the internet. The following is a page about GM with percussion and sound set maps: http://kingfisher.cms.shu.ac.uk/midi/mt_gm.htm Cubase GM midi map: http://sites.netscape.net/timconrardy/cubase.htm ------------------------------------------------------- GM info Presented By Tim Conrardy and Adam Fandert 2001