/** TOP - Base template : ver3.00 **/
/*￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣￣
                 ■    小 さ な ツ ツ ジ と 大 き な 愛 を    ■

【 　作 　 曲　 】H.YAMANOI
【 　作 　 詞　 】桜井みお
【対  象  音  源】SRoland C-8850 2port
【使  用  音  源】Roland SC-8850
【再  生  確  認】TMIDI Player version 3.8.5 (release)
【 サクラのVer. 】2.375
【 連   絡   先 】blog : http://ykun.exblog.jp/
【 そ   の   他 】ニコニコ動画
＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿

ダウンロードしていただきありがとうございました。

◆曲のこと

M3-2013春にてSAKURA New Generation（1展 I 03a）より頒布する、
テキスト音楽サクラユーザーによる花がテーマのコンビアルバム「花束」へ
寄せた曲です。

ツツジの花言葉は「恋の喜び」「初恋」という事で、柄にもなく恋の唄です。

とてもおいらには詞を作れそうにないので作詞をされてる方にお願いしたところ、
おいらからは到底浮かんでこないような素敵な歌詞を書いて頂けました。


◆歌詞

あなたから見た私は
景色の一つでしかないのでしょう

気づけば視線は
いつでもあなたの
姿ばかりを追い求めては
心埋めるように
ツツジを抱き寄せた

ゆるゆるりと茎が伸びれば
私の心を侵食してゆく
ゆらゆらりと風に吹かれて
この想いどうか届きますようにと

咲き誇れ今宵満ちる時
恋を奏でる唇重ねれば
咲き誇れ闇夜照らす頃
止まらない燃える想いに愛の喜びを


季節が移り変わろうとも
凛と咲く花でありましょう

彩り綺麗な
たくさんの中で
あなたの瞳に映るように
強く祈りを込め
ツツジを抱き寄せた

ゆるゆるりと蕾つければ
溢れそうな恋心零れゆく
ゆらゆらりと満開なれば
どうかその手を掴めますようにと

咲き誇れ今宵満ちる時
恋を奏でる唇重ねれば
咲き誇れ闇夜照らす頃
止まらない燃える想いに愛の喜びを


初恋に舞い踊る想い
悟られぬよう言の葉で濁せば
私の想いを受け入れてなんて
あなたに言えるはずもないの

咲き誇れ花弁散らすまで
終わらない愛歌を紡ぎ続けば
咲き誇れ恋する乙女よ
止まらない燃える想いに愛の喜びを


◆更新履歴
2013/04/10　Ver1.00　完成
＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿＿*/

//------------------------------------------------------------------------------
/** HEADER **/
//------------------------------------------------------------------------------
//_System Setting
//------------------------------------------------------------------------------
Include			(stdmsg.h);
//System.MeasureShift	(4);
System.TimeBase		(96);
System.vAdd			(10);
System.qAdd			(10);
Str Tmp_Title	=	{"小さなツツジと大きな愛を"};
Str Tmp_Ver		=	{"1.00"};
Str Tmp_Copyright	=	{"10/04/2013  H.YAMANOI"}
Int PortNum		=	2;

//_Synth Type
Int	SynthType	=	4	; // 音源のタイプ
Int	UsePF		=	0	; // XG音源でPLG150-PFを使用する
Int	UseDX		=	0	; // XG音源でPLG150-DXを使用する

// SynthType Definition
If(SynthType == 8){
	Switch(SoundType){
		Case(1){	SynthType = 1;	}
		Case(2){	SynthType = 5;	}
		Default{	SynthType = 0;	}
	}
}
If((SynthType > 8) || (SynthType < -1)){
	SynthType = 0;
}

// Track Definition
For(Int Tmp_i = 0; Tmp_i < 32; Tmp_i++){
	TR(Tmp_i + 1) Port(Tmp_i / 16) CH(Tmp_i % 16 + 1)
}
TR(33) Port(0) CH( 1)
TR(34) Port(1) CH( 1)
For(Int Tmp_i = 34; Tmp_i < 43; Tmp_i++){
	TR(Tmp_i + 1) Port(0) CH(10)
}
For(Int Tmp_i = 44; Tmp_i < 53; Tmp_i++){
	TR(Tmp_i + 1) Port(0) CH(11)
}

//------------------------------------------------------------------------------
//_Function
//------------------------------------------------------------------------------
//_ Common
// 調号メタイベント
//	sf ＝ n:＃の数 -n:♭の数	mi ＝ 0:メジャー 1:マイナー
Function MetaKey(Int sf, Int mi){
	DirectSMF($FF,$59,$02,sf,mi);
}
// sinθの10,000倍を返す
Function SIN(Int Val){
	Int Tmp_Val = Val;
	Int Out = 0;
	If(Tmp_Val < 0){
		Tmp_Val = (Tmp_Val * -1) % 360;
		Tmp_Val = 360 - Tmp_Val;
	}
	If(Tmp_Val >= 360){
		Tmp_Val = Tmp_Val % 360;
	}
	If((Tmp_Val > 180) && (Tmp_Val <= 360)){
		Tmp_Val = 360 - Tmp_Val;
	}
	If((Tmp_Val > 90) && (Tmp_Val <= 180)){
		Tmp_Val = 180 - Tmp_Val;
	}
	Switch(Tmp_Val){
		Case( 0){ Out =     0; }	Case( 1){ Out =   175; }	Case( 2){ Out =   349; }
		Case( 3){ Out =   523; }	Case( 4){ Out =   698; }	Case( 5){ Out =   872; }
		Case( 6){ Out =  1045; }	Case( 7){ Out =  1219; }	Case( 8){ Out =  1392; }
		Case( 9){ Out =  1564; }	Case(10){ Out =  1736; }	Case(11){ Out =  1908; }
		Case(12){ Out =  2079; }	Case(13){ Out =  2250; }	Case(14){ Out =  2419; }
		Case(15){ Out =  2588; }	Case(16){ Out =  2756; }	Case(17){ Out =  2924; }
		Case(18){ Out =  3090; }	Case(19){ Out =  3256; }	Case(20){ Out =  3420; }
		Case(21){ Out =  3584; }	Case(22){ Out =  3746; }	Case(23){ Out =  3907; }
		Case(24){ Out =  4067; }	Case(25){ Out =  4226; }	Case(26){ Out =  4384; }
		Case(27){ Out =  4540; }	Case(28){ Out =  4695; }	Case(29){ Out =  4848; }
		Case(30){ Out =  5000; }	Case(31){ Out =  5150; }	Case(32){ Out =  5299; }
		Case(33){ Out =  5446; }	Case(34){ Out =  5592; }	Case(35){ Out =  5736; }
		Case(36){ Out =  5878; }	Case(37){ Out =  6018; }	Case(38){ Out =  6157; }
		Case(39){ Out =  6293; }	Case(40){ Out =  6428; }	Case(41){ Out =  6561; }
		Case(42){ Out =  6691; }	Case(43){ Out =  6820; }	Case(44){ Out =  6947; }
		Case(45){ Out =  7071; }	Case(46){ Out =  7193; }	Case(47){ Out =  7314; }
		Case(48){ Out =  7431; }	Case(49){ Out =  7547; }	Case(50){ Out =  7660; }
		Case(51){ Out =  7771; }	Case(52){ Out =  7880; }	Case(53){ Out =  7986; }
		Case(54){ Out =  8090; }	Case(55){ Out =  8192; }	Case(56){ Out =  8290; }
		Case(57){ Out =  8387; }	Case(58){ Out =  8480; }	Case(59){ Out =  8572; }
		Case(60){ Out =  8660; }	Case(61){ Out =  8746; }	Case(62){ Out =  8829; }
		Case(63){ Out =  8910; }	Case(64){ Out =  8988; }	Case(65){ Out =  9063; }
		Case(66){ Out =  9135; }	Case(67){ Out =  9205; }	Case(68){ Out =  9272; }
		Case(69){ Out =  9336; }	Case(70){ Out =  9397; }	Case(71){ Out =  9455; }
		Case(72){ Out =  9511; }	Case(73){ Out =  9563; }	Case(74){ Out =  9613; }
		Case(75){ Out =  9659; }	Case(76){ Out =  9703; }	Case(77){ Out =  9744; }
		Case(78){ Out =  9781; }	Case(79){ Out =  9816; }	Case(80){ Out =  9848; }
		Case(81){ Out =  9877; }	Case(82){ Out =  9903; }	Case(83){ Out =  9925; }
		Case(84){ Out =  9945; }	Case(85){ Out =  9962; }	Case(86){ Out =  9976; }
		Case(87){ Out =  9986; }	Case(88){ Out =  9994; }	Case(89){ Out =  9998; }
		Case(90){ Out = 10000; }
	}
	If(Val > 180 && Val < 360){
		Out = Out * -1;
	}
	Result = Out;
}
// cosθの10,000倍を返す
Function COS(Int Val){
	Int Out = 0;
	Out = SIN(Val + 90);
	Result = Out;
}
// Length => Tick
Function LEN2TICK(Str Length) {
	Int Len;
	If(ASC(MID(Length,0,2)) == ASC("!")){
		Len = StrToLen(Replace(Length,{!},{},off));
	}Else{
		Len = Length;
	}
	Result = Len;
}

//_ for GM
// Instrument SetUp
Function IsuGM(Int Ibm, Int Ibl, Int Ipc, Int Ivol, Int Ipan, Int Iexp, Int Irev, Int Icho, Int Idly, Int Ips) {
	// BankMSB, BankLSB, PC#
	y0(Ibm);r*%1 y32(Ibl);r*%1 @(Ipc);r*%1
	// Vol, Pan, Exp
	y7(Ivol);r*%1 y10(Ipan);r*%1 y11(Iexp);r*%1
	// Rev, Cho, Dly/Var
	y91(Irev);r*%1 y93(Icho);r*%1 y94(Idly);r*%1
	// PitchBendSensitivity
	y100(0);r*%1 y101(0);r*%1 y6(Ips);r*%1
}
// PitchBend Sensitivity Null
Function Null() {
	y101(127); r*%1 y100(127); r*%1
}
// Mono Mode
Function Mono() {
	y126(0); r*%1
}
// Poly Mode
Function Poly() {
	y127(0); r*%1
}
// Master Volume
Function MasterVolume(Int Value) {
	SysEx = $F0,$7F,$7F,$04,$01,$00,(Value),$F7;
}
// Polyphonic Key Pressure
Function PKP(Str Note, Int Val){
	Int No = NoteNo(Note);
	DirectSMF(($A0 + Channel - 1),No,Val);r*%1
}

//_ for GS
// System Exclusive
Function GS_EXCLUSIVE(Array Data) {
	SysEx = $F0,$41,$10,$42,$12,{(Data)},$F7;
}
// Instrument SetUp
Function IsuGS(Int Ibm, Int Ibl, Int Ipc, Int Ivol, Int Ipan, Int Iexp, Int Irev, Int Icho, Int Idly,
			Int Ivrt, Int Ivdp, Int Ivdl, Int Iflpf, Int Ires, Int Ieatk, Int Iedc, Int Ierel, Int Ips) {
	// BankMSB, BankLSB, PC#, Vol, Pan, Exp, Rev, Cho, Dly, PitchBendSensitivity
	IsuGM(Ibm, Ibl, Ipc, Ivol, Ipan, Iexp, Irev, Icho, Idly, Ips);r*%1
	// Vibrato  Rate, Depth, Delay
	y99(1);r*%1 y98(8);r*%1 y6(Ivrt);r*%1 y99(1);r*%1 y98(9);r*%1 y6(Ivdp);r*%1 y99(1);r*%1 y98(10);r*%1 y6(Ivdl);r*%1
	// Filter  LPF, Res
	y99(1);r*%1 y98(32);r*%1 y6(Iflpf);r*%1 y99(1);r*%1 y98(33);r*%1 y6(Ires);r*%1
	// Envelope  Attack, Decay, Release
	y99(1);r*%1 y98(99);r*%1 y6(Ieatk);r*%1 y99(1);r*%1 y98(100);r*%1 y6(Iedc);r*%1 y99(1);r*%1 y98(102);r*%1 y6(Ierel);r*%1
}
// System EQ
Function EQ(Int Ilf, Int Ilg, Int Ihf, Int Ihg){
	// LowFreq, LowGain, HiFreq, HiGain
	GS_EXCLUSIVE($40,$02,$00,(Ilf     ));r*%1	// EQ Low Freq
	GS_EXCLUSIVE($40,$02,$01,(Ilg + 64));r*%1	// EQ Low Gain
	GS_EXCLUSIVE($40,$02,$02,(Ihf     ));r*%1	// EQ Hi Freq
	GS_EXCLUSIVE($40,$02,$03,(Ihg + 64));r*%1	// EQ Hi Gain
}
// Setup User Drum
Function USER_DRUM(Int Iudno, Int Inno, Int Isrcmap, Int Isrcpc, Int Isrcnote, Int Ilv, Int Ipan) {
	// UserDrumNo[1,2], NoteNo, SourceMAP, SourcePC#, SorceNote, Level, Pan
	GS_EXCLUSIVE(($20 + Iudno),$0A,(Inno),(Isrcmap   )); r*%1	// SOURCE DRUM SET# (MAP)
	GS_EXCLUSIVE(($20 + Iudno),$0B,(Inno),(Isrcpc - 1)); r*%1	// SOURCE DRUM SET# (PC#)
	GS_EXCLUSIVE(($20 + Iudno),$0C,(Inno),(Isrcnote  )); r*%1	// SOURCE DRUM SET NUMBER
	GS_EXCLUSIVE(($20 + Iudno),$02,(Inno),(Ilv       )); r*%1	// LEVEL
	GS_EXCLUSIVE(($20 + Iudno),$04,(Inno),(Ipan      )); r*%1	// PAN
}
// Drum Instrument Assian Group
Function DAG(Int Map, Int No, Int Gp){
	Map--;
	GS_EXCLUSIVE($41,(Map * 16 + 3),(No),(Gp));r*%1
}
// Drum Instrument Rx Note Off
Function DRN(Int No){
	GS_EXCLUSIVE($41,$07,(No),$01);r*%1
}

//_ for XG
// System Exclusive [XG Common]
Function XG_EXCLUSIVE(Array Data) {
	SysEx	= $F0,$43,$10,$4C,(Data),$F7;
}
// System Exclusive [PLG150-DX]
Function DX_EXCLUSIVE(Array Data) {
	SysEx	= $F0,$43,$10,$62,(Data),$F7;
}
// System Exclusive [PLG150-PF]
Function PF_EXCLUSIVE(Array Data) {
	SysEx	= $F0,$43,$10,$67,(Data),$F7;
}
// Instrument SetUp
Function IsuXG(Int Ibm, Int Ibl, Int Ipc, Int Ivol, Int Ipan, Int Iexp, Int Irev, Int Icho, Int Idly,
			Int Ivrt, Int Ivdp, Int Ivdl, Int Iflpf, Int Ires, Int Ifhpf, Int Ieatk, Int Iedc, Int Ierel, Int Ips, 
			Int Ieqlf, Int Ieqlg, Int Ieqhf, Int Ieqhg) {
	// BankMSB, BankLSB, PC#, Vol, Pan, Exp, Rev, Cho, Dly
	// Vibrato  Rate, Depth, Delay
	// Filter  LPF, HPF, Res
	// Envelope  Attack, Decay, Release
	// PitchBendSensitivity
	IsuGS(Ibm, Ibl, Ipc, Ivol, Ipan, Iexp, Irev, Icho, Idly, Ivrt, Ivdp, Ivdl, Iflpf, Ires, Ieatk, Iedc, Ierel, Ips);
	// Filter  HPF
	y99(1);r*%1 y98(36);r*%1 y6(Ifhpf);r*%1
	// EQ Low Frequency, Low Gain, Treble Frequency, Treble Gain
	y99(1);r*%1 y98(52);r*%1 y6(Ieqlf);r*%1 y99(1);r*%1 y98(48);r*%1 y6(Ieqlg);r*%1
	y99(1);r*%1 y98(53);r*%1 y6(Ieqhf);r*%1 y99(1);r*%1 y98(49);r*%1 y6(Ieqhg);r*%1
}
// Drum Instrument  Pitch Fine
Function Dpf(Int Note,Int Value) {
	y99(25);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
// Drum Instrument  Fillter  LPF , Resonance , HPF
Function Dfl(Array Data) {
	y99(20);r*%1 y98(Data(0));r*%1 y6(Data(1));r*%1 y99(21);r*%1 y98(Data(0));r*%1 y6(Data(2));r*%1 y99(36);r*%1 y98(Data(0));r*%1 y6(Data(3));r*%1
}
// Drum Instrument  Envelope  Attack , Decay
Function Deg(Array Data) {
	y99(22);r*%1 y98(Data(0));r*%1 y6(Data(1));r*%1 y99(23);r*%1 y98(Data(0));r*%1 y6(Data(2));r*%1
}
// Drum Instrument  EQ  Low Frequency , Low Gain , Treble Frequency , Treble Gain
Function Deq(Array Data) {
	y99(52);r*%1 y98(Data(0));r*%1 y6(Data(1));r*%1 y99(48);r*%1 y98(Data(0));r*%1 y6(Data(2));r*%1
	y99(53);r*%1 y98(Data(0));r*%1 y6(Data(3));r*%1 y99(49);r*%1 y98(Data(0));r*%1 y6(Data(4));r*%1
}
// Delay Time => Data
Function XGDT(Int Tm){
	Array Out;
	If(Tm > 16383){
		Tm = 16383;
	}
	If(Tm < 0){
		Tm = 0;
	}
	Out(0) = Tm / 128;
	Out(1) = Tm % 128;
	Result = Out;
}

//_ for GS/XG
// Drum Instrument  Pitch Coarse
Function Dpt(Int Note, Int Value) {
	y99(24);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Dpt2(Int Note, Int Value) {
	r*-%3 Dpt(Note, Value);
}
// Drum Instrument  Level
Function Dlv(Int Note, Int Value) {
	y99(26);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Dlv2(Int Note, Int Value) {
	r*-%3 Dlv(Note, Value);
}
// Drum Instrument  Pan
Function Dpn(Int Note, Int Value) {
	y99(28);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Dpn2(Int Note, Int Value) {
	r*-%3 Dpn(Note, Value);
}
// Drum Instrument  Reverb Send Level
Function Drs(Int Note, Int Value) {
	y99(29);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Drs2(Int Note, Int Value) {
	r*-%3 Drs(Note, Value);
}
// Drum Instrument  Chorus Send Level
Function Dcs(Int Note, Int Value) {
	y99(30);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Dcs2(Int Note, Int Value) {
	r*-%3 Dcs(Note, Value);
}
// Drum Instrument  Delay/Variation Send Level
Function Dds(Int Note, Int Value) {
	y99(31);r*%1 y98(Note);r*%1 y6(Value);r*%1
}
Function Dds2(Int Note, Int Value) {
	r*-%3 Dds(Note, Value);
}
// Insertion Effect Output Level
Function FXOutputLevel(Array Data) {
	// GS:Gain  XG:FX No, Gain
	If(SynthType <= 7 && SynthType >= 6){
		XG_EXCLUSIVE($03,($00 + (Data(0))),$05,(Data(1)));r*%1
	}Else{If(SynthType <= 4 && SynthType >= 3){
		GS_EXCLUSIVE($40,$03,$16,(Data(0)));r*%1
	}}
}
// Polyphonic Key Pressure => Bend Up
Function PKP2BendUp(Int Rng){
	Int Chn = Channel;
	If(SynthType <= 7 && SynthType >= 6){
		XG_EXCLUSIVE($08,(MML(Port) * 16 + Chn - 1),$53,($40 + Rng));r*%1
	}Else{If(SynthType <= 4 && SynthType >= 3){
		If(Chn == 10){
			Chn = 0;
		}
		If(Chn > 10 && Chn <= 16){
			Chn--;
		}
		GS_EXCLUSIVE($40,($20 + Chn),$30,($40 + Rng));r*%1
	}}
}
// Rx MIDI Ch
Function Rx_CH(Int Val){
	Int Chn = Channel;
	If(SynthType <= 7 && SynthType >= 6){
		XG_EXCLUSIVE($08,(MML(Port) * 16 + Chn - 1),$04,(Val - 1));r*%1
	}Else{If(SynthType <= 4 && SynthType >= 3){
		If(Chn == 10){
			Chn = 0;
		}
		If(Chn > 10 && Chn <= 16){
			Chn--;
		}
		GS_EXCLUSIVE($40,($10 + Chn),$02,(Val - 1));r*%1
	}}
}
// Fine Tune
Function FINE(Int Data1, Int Data2){
	Int Chn = Channel;
	If(SynthType <= 7 && SynthType >= 6){
		XG_EXCLUSIVE($08,(MML(Port) * 16 + Chn - 1),$09,(Data1),(Data2));r*%1
	}Else{If(SynthType <= 4 && SynthType >= 3){
		If(Chn == 10){
			Chn = 0;
		}
		If(Chn > 10 && Chn <= 16){
			Chn--;
		}
		GS_EXCLUSIVE($40,($10 + Chn),$2A,(Data1),(Data2));r*%1
	}}
}

//_ Effect
// Bending
Function Ben(Int Gain, Int Len){
	If((Len <= 0) || (Gain < -8192) || (Gain > 8191)){
		Print("Function Ben : illegal argument.");
		End;
	}
	Sub{	p%.onTime=(Gain),0,(Len);	}
}
// Vibrato
Function Vib(Int Gain, Int Len){
	If((Len <= 0) || (Gain <= 0) || (Gain > 127)){
		Print("Function Vib : illegal argument.");
		End;
	}
	Sub{	y1.onTime=1,(Gain),(Len);r*%(Len)y1(0);	}
}
// Hand Vibrato
//   深さ, Vib1回の長さ(step), 全体の長さ
Function HVib(Int Gain,Int Rate, Int Len) {
	Int Loop;
	Str Tmp_MML;
	Int Tmp_i;
	Loop = Len / Rate;
	If((Len <= 0) || (Gain < -8192) || (Gain > 8191) || (Gain == 0) || (Loop <= 0)){
		Print("Function HVib : illegal argument.");
		End;
	}

	Tmp_MML = "p%.T=";
	If(Gain > 0){
		Tmp_MML = Tmp_MML + "1";
	}Else{If(Gain < 0){
		Tmp_MML = Tmp_MML + "-1";
	}}
	Tmp_MML = Tmp_MML + "," + Gain + "," + (Rate / 2) + ",";
	If(Gain > 0){
		Tmp_MML = Tmp_MML + (Gain - 1);
	}Else{If(Gain < 0){
		Tmp_MML = Tmp_MML + (Gain + 1);
	}}
	Tmp_MML = Tmp_MML + ",0," + (Rate / 2) + "; r%" + Rate;

	For(Tmp_i=0; Tmp_i < Loop; Tmp_i++){
		Tmp_MML;
	}
	Tmp_MML = "r%-" + (Rate*Loop);
	Tmp_MML;
}
// Mute
Function Mt(Int Len)	{
	If(Len <= 0){
		Print("Function Mt : illegal argument.");
		End;
	}
	Sub{	r%8 y11.onTime=126,64,(Len - 8); r%(Len - 8) y11=127;	}
}
// Unison (Unison.hより抜粋)
Function Unison(Str S, Int Value){
	Sub{ Key(Value); S; Key(0); } S;
}
// 3D Auto Pan (R社のパクリ)
//   周期の長さ, 半径(0〜63), 中心パン, 初期位相, 回転方向(1,-1:正,負), 回転回数, 書込頻度
Function TDAuto(Array Opt){
	Int Len = Opt(0);		// 周期（Step）
	Int Radii = Opt(1);	// 半径
	Int Center = Opt(2);	// 中心パン
	Int IPhase = Opt(3);	// 初期位相
	Int Direction = Opt(4);	// 回転方向
	Int Loop = Opt(5);	// 回転回数
	Int Freq = Opt(6);	// 書込頻度
	Int Num = 1;		// 1周期の書込回数
	Int DPhase = 0;		// 位相の変化量
	Int IPan = 64;		// 初期パン
	Str Tmp_MML = "";
	Int Tmp_Phase = 0;
	Int Tmp_Pan = 64;
	Int Tmp_i = 0;
	Int Tmp_j = 0;

	If(Radii < 1){
		Radii = 63;
	}
	If(Center < 1){
		Center = 64;
	}
	If(Center+Radii > 127){
		Radii = 127 - Center;
	}
	If(Center-Radii < 1){
		Radii = Center - 1;
	}
	If((Direction != 1) && (Direction != -1)){
		Direction = 1;
	}
	If(Loop < 1){
		Loop = 1;
	}
	If(Freq < 1){
		Freq = 96;
	}
	Num = Len / Freq;
	If(Num == 0){
		Num = 1;
	}
	DPhase = 36000 / Num;

	For(Tmp_j = 0; Tmp_j < Loop; Tmp_j++){
		For(Tmp_i = 0; Tmp_i < Num; Tmp_i++){
			Tmp_Phase = (IPhase + (DPhase * Tmp_i / 100)) % 360;
			Tmp_Pan = Center + ((Radii * COS(Tmp_Phase) / 10000) * Direction);
			If(Tmp_i == 0){
				IPan = Tmp_Pan;
			}
			Tmp_MML = "y10(" + Tmp_Pan + "); r%" + Freq + " ";
			Tmp_MML;
		}
	}
	Tmp_MML = "y10(" + IPan + "); r%-" + (Len * Loop);
	Tmp_MML;
}
// Auto Wah
//   初期カットオフ, ワウの深さ, 1周期の長さ, 全体の長さ
Function AutoWah(Int ICut, Int Dpt, Int Rate, Int Len){
	If(SynthType <= 0){
		Exit;
	}
	Int Loop;
	Str Tmp_MML;

	Loop = Len / Rate;

	If((SynthType == 1) || (SynthType == 2)){
		Tmp_MML = "FilterCutoff";
	}Else{
		Tmp_MML = "y74";
	}
	Tmp_MML = Tmp_MML + "(" + ICut + "); [" + Loop + " r%6 ";
	If((SynthType == 1) || (SynthType == 2)){
		Tmp_MML = Tmp_MML + "y6";
	}Else{
		Tmp_MML = Tmp_MML + "y74";
	}
	Tmp_MML = Tmp_MML + ".T=" + (ICut - 1) + "," + (ICut - Dpt) + "," + ((Rate / 2) - 8) + "; r%" + (Rate / 2);
	If((SynthType == 1) || (SynthType == 2)){
		Tmp_MML = Tmp_MML + " y6";
	}Else{
		Tmp_MML = Tmp_MML + " y74";
	}
	Tmp_MML = Tmp_MML + ".T=" + ((ICut - Dpt) + 1) + "," + ICut + "," + ((Rate / 2) - 8) + "; r%" + ((Rate / 2) - 6) + "]";
	Tmp_MML;
}
// Fade Out
Function FadeOut(Int Opt_Len){
	Int Len = MML(l);
	Int Tmp_i;

	Len = Len * Opt_Len;
	S{	r%(Len) MasterVolume(0);	}
	Len = Len / 127;
	For(Tmp_i=126; Tmp_i>0; Tmp_i--){
		MasterVolume(Tmp_i);
		r%(Len);
	}
}

//------------------------------------------------------------------------------
/** BODY **/
//------------------------------------------------------------------------------
//_Rhythm Macro
//------------------------------------------------------------------------------
Switch(SynthType){
	Case(7){
	}Case(6){
	}Case(5){
	}Case(4){
		$k{ n35,} $d{n107,} $D{n108,} $s{n117,} $S{n120,} $b{ n13,} $B{n121,}
		$T{ n39,} $h{ n42,} $i{ n44,} $H{ n46,} $c{ n49,} $C{ n57,}
	}Case(3){
	}Case(2){
	}Case(1){
	}Default{
		$k{ n35,} $K{ n36,} $s{ n38,} $S{ n40,} $T{ n39,}　
		$h{ n42,} $H{ n46,} $c{ n49,} $C{ n57,} $t{ n82,}　
	}
}

//------------------------------------------------------------------------------
//_Sequence
// マクロでパターンを定義
//------------------------------------------------------------------------------
//_ 音源初期化:XG PLG-150DX
#SetUpSynth_PLG150DX={
	XG_EXCLUSIVE($70,$02,$00,$0D);r*%1	// PLG150-DX Part Assign
//	DX_EXCLUSIVE($60,$0D,$0B, 75);r*%1	// Carrier1
//	DX_EXCLUSIVE($60,$0D,$0C, 64);r*%1	// Carrier2
//	DX_EXCLUSIVE($60,$0D,$0D, 92);r*%1	// Carrier3
//	DX_EXCLUSIVE($60,$0D,$0E, 64);r*%1	// Carrier4
//	DX_EXCLUSIVE($60,$0D,$0F,126);r*%1	// Carrier5
//	DX_EXCLUSIVE($60,$0D,$10, 64);r*%1	// Carrier6
//	DX_EXCLUSIVE($60,$0D,$13, 64);r*%1	// Modulator1
//	DX_EXCLUSIVE($60,$0D,$14, 69);r*%1	// Modulator2
//	DX_EXCLUSIVE($60,$0D,$15, 64);r*%1	// Modulator3
//	DX_EXCLUSIVE($60,$0D,$16, 56);r*%1	// Modulator4
//	DX_EXCLUSIVE($60,$0D,$17, 64);r*%1	// Modulator5
//	DX_EXCLUSIVE($60,$0D,$18, 51);r*%1	// Modulator6
//	DX_EXCLUSIVE($60,$0D,$1B, 65);r*%1	// FeedBack
}

//_ 音源初期化:XG PLG-150PF
#SetUpSynth_PLG150PF={
	XG_EXCLUSIVE($70,$04,$00,$00);r*%1	// PLG150-PF Part Assign
//	PF_EXCLUSIVE($60,$00,$00,$43);r*%1	// Bass Freq
//	PF_EXCLUSIVE($60,$00,$01,$3F);r*%1	// Bass Gain
//	PF_EXCLUSIVE($60,$00,$02,$3B);r*%1	// Treble Freq
//	PF_EXCLUSIVE($60,$00,$03,$44);r*%1	// Treble Gain
//	PF_EXCLUSIVE($60,$00,$04,$01);r*%1	// PF Mode
//	PF_EXCLUSIVE($60,$00,$05,$01);r*%1	// SusCurve
//	PF_EXCLUSIVE($60,$00,$06,$42);r*%1	// EL1 Level
//	PF_EXCLUSIVE($60,$00,$07,$41);r*%1	// EL2 Level
}

//_ 音源初期化:XG
#SetUpSynth_XG={
	#TR_SYSEXA

	// リセット
	XG_EXCLUSIVE($00,$00,$7E,$00);r*4	// XG System On

	// Map設定
	If(SynthType == 5){
		SysEx$ = F0,43,10,49,00,00,12,00,F7;r*8	// Select MU Basic MAP
	}Else{
		SysEx$ = F0,43,10,49,00,00,12,01,F7;r*8	// Select MU100 Native MAP
	}

	// パート設定
	XG_EXCLUSIVE($08,$00,$07,$02);r*%1	// Part Mode Drum1 [A10]
	XG_EXCLUSIVE($08,$0A,$07,$03);r*%1	// Part Mode Drum2 [A11]
	If(SynthType >= 6 && PortNum == 2){
		XG_EXCLUSIVE($08,$10,$07,$04);r*%1	// Part Mode Drum3 [B10]
		XG_EXCLUSIVE($08,$1A,$07,$05);r*%1	// Part Mode Drum4 [B11]
	}

	// XG PLG-150DX
	If(UseDX == 1){
		#SetUpSynth_PLG150DX
	}

	// XG PLG-150PF
	If(UsePF == 1){
		#SetUpSynth_PLG150PF
	}
}

//_ 音源初期化:GS
#SetUpSynth_GS={
	#TR_SYSEXA

	// リセット
	GS_EXCLUSIVE($40,$00,$7F,$00);r*4	// GS Reset

	// パート設定
	GS_EXCLUSIVE($40,$10,$15,$01);r*%1	// Use for Rhythm Part 1 [CH A10]
	GS_EXCLUSIVE($40,$1A,$15,$02);r*%1	// Use for Rhythm Part 2 [CH A11]
	If((SynthType >= 2 || SynthType <= 4) && PortNum == 2){
		TrackSync;
		#TR_SYSEXB
		GS_EXCLUSIVE($40,$10,$15,$01);r*%1	// Use for Rhythm Part 1 [CH B10]
		GS_EXCLUSIVE($40,$1A,$15,$02);r*%1	// Use for Rhythm Part 2 [CH B11]
	}
}

//_ 音源初期化:GM
#SetUpSynth_GM={
	#TR_SYSEXA

	// リセット
	SysEx$ = F0,7E,7F,09,01,F7;r*4	// GM System On
 	MasterVolume(127);r*4
}

//------------------------------------------------------------------------------
//_ エフェクタ設定:XG Reverb
#SetUpEffect_XG_Rev={
//	XG_EXCLUSIVE(  2,  1,  0,  1,  1);r*%1	// Reverb Type [HALL 2]
//	XG_EXCLUSIVE(  2,  1,  2,$0E);r*%1	// Reverb Time     0- 69(18)    0.3〜30.0s            T#4
//	XG_EXCLUSIVE(  2,  1,  3,$0A);r*%1	// Diffusion       0- 10(10)    0〜10
//	XG_EXCLUSIVE(  2,  1,  4,$1B);r*%1	// Initial Delay   0- 63(8)     0.1〜99.3ms           T#5
//	XG_EXCLUSIVE(  2,  1,  5,$14);r*%1	// HPF Cutoff      0- 52(13)    Thru〜8.0kHz          T#3
//	XG_EXCLUSIVE(  2,  1,  6,$34);r*%1	// LPF Cutoff     34- 60(49)    1.0k〜Thru            T#3
//	XG_EXCLUSIVE(  2,  1, 16,$0E);r*%1	// Rev Delay       0- 63(0)     0.1〜99.3ms           T#5
//	XG_EXCLUSIVE(  2,  1, 17,$04);r*%1	// Density         0-  4(4)     0〜4
//	XG_EXCLUSIVE(  2,  1, 18,$40);r*%1	// Er/Rev Balance  1-127(50)    E63>R〜E=R〜E<R63
//	XG_EXCLUSIVE(  2,  1, 19,$06);r*%1	// High Damp       1- 10(8)     0.1〜1.0
//	XG_EXCLUSIVE(  2,  1, 20,$40);r*%1	// Feedback Level  1-127(64)    -63〜+63
//	XG_EXCLUSIVE(  2,  1, 12,$40);r*%1	// Reverb Return                0-127(64)
//	XG_EXCLUSIVE(  2,  1, 13,$40);r*%1	// Reverb Pan                   1-127(64)
}

//_ エフェクタ設定:XG Chorus
#SetUpEffect_XG_Cho={
//	XG_EXCLUSIVE(  2,  1, 32, 65, 2);r*%1	// Chorus Type [CHORUS 3]
//	XG_EXCLUSIVE(  2,  1, 34,$0E);r*%1	// LFO Frequency      0-127(12)   0.00Hz〜39.7Hz      T#1
//	XG_EXCLUSIVE(  2,  1, 35,$19);r*%1	// LFO Depth          0-127(32)   0〜127
//	XG_EXCLUSIVE(  2,  1, 36,$45);r*%1	// Feedback Level     1-127(64)   -63〜+63
//	XG_EXCLUSIVE(  2,  1, 37,$00);r*%1	// Delay Offset       0-127(0)    0.0〜50             T#2
//	XG_EXCLUSIVE(  2,  1, 39,$1F);r*%1	// EQ Low Frequency   4- 40(28)   32Hz〜2.0kHz        T#3
//	XG_EXCLUSIVE(  2,  1, 40,$42);r*%1	// EQ Low Gain       52- 76(64)   -12〜+12dB
//	XG_EXCLUSIVE(  2,  1, 41,$30);r*%1	// EQ High Frequency 28- 58(46)   500Hz〜16.0kHz      T#3
//	XG_EXCLUSIVE(  2,  1, 42,$41);r*%1	// EQ High Gain      52- 76(64)   -12〜+12dB
//	XG_EXCLUSIVE(  2,  1, 52,$01);r*%1	// Input Mode         0-  1(0)    mono/stereo
//	XG_EXCLUSIVE(  2,  1, 45,$40);r*%1	// Chorus Pan                   1-127(64)
//	XG_EXCLUSIVE(  2,  1, 46,$00);r*%1	// Send Cho. to Rev.            0-127(0)
}

//_ エフェクタ設定:XG Variation
#SetUpEffect_XG_Var={
	XG_EXCLUSIVE($02,$01,$5A,$01);r*%1	// Variation Connect [System]
//	XG_EXCLUSIVE(  2,  1, 64,  5,  0);r*%1	// Variation Type [DELAY L,C,R]

	XG_EXCLUSIVE(  2,  1, 87, 64);r*%1	// Variation Pan                1-127(64)
	XG_EXCLUSIVE(  2,  1, 88,  0);r*%1	// Send Variation to Reverb     0-127(0)
	XG_EXCLUSIVE(  2,  1, 89,  0);r*%1	// Send Variation to Chorus     0-127(0)
}

//_ エフェクタ設定:XG Insertion1
#SetUpEffect_XG_INS1={
	XG_EXCLUSIVE(  3,  0,  0, 64,  0);r*%1	// Insertion1 Type [THRU]
	XG_EXCLUSIVE(  3,  0, 12,127);r*%1	// Insertion1 Part [0-63:Part 64-126:A/D 127:OFF]
}

//_ エフェクタ設定:XG Insertion2
#SetUpEffect_XG_INS2={
	XG_EXCLUSIVE(  3,  1,  0, 64,  0);r*%1	// Insertion2 Type [THRU]
	XG_EXCLUSIVE(  3,  1, 12,127);r*%1	// Insertion2 Part [0-63:Part 64-126:A/D 127:OFF]
}

//_ エフェクタ設定:XG Insertion3
#SetUpEffect_XG_INS3={
	XG_EXCLUSIVE(  3,  2,  0, 64,  0);r*%1	// Insertion3 Type [THRU]
	XG_EXCLUSIVE(  3,  2, 12,127);r*%1	// Insertion3 Part [0-63:Part 64-126:A/D 127:OFF]
}

//_ エフェクタ設定:XG Insertion4
#SetUpEffect_XG_INS4={
	XG_EXCLUSIVE(  3,  3,  0, 64,  0);r*%1	// Insertion4 Type [THRU]
	XG_EXCLUSIVE(  3,  3, 12,127);r*%1	// Insertion4 Part [0-63:Part 64-126:A/D 127:OFF]
}

//_ エフェクタ設定:XG 5-Band EQ
#SetUpEffect_XG_EQ={
	XG_EXCLUSIVE(  2, 64,  0,  0);r*%1	// EQ Type 0:FLAT 1:JAZZ 2:POPS 3:ROCK 4:CLASSIC
//	XG_EXCLUSIVE(  2, 64,  1, 65);r*%1	// EQ Gain1      52-76  (-12-+12dB)
//	XG_EXCLUSIVE(  2, 64,  5, 59);r*%1	// EQ Gain2      52-76  (-12-+12dB)
//	XG_EXCLUSIVE(  2, 64,  9, 64);r*%1	// EQ Gain3      52-76  (-12-+12dB)
//	XG_EXCLUSIVE(  2, 64, 13, 58);r*%1	// EQ Gain4      52-76  (-12-+12dB)
//	XG_EXCLUSIVE(  2, 64, 17, 62);r*%1	// EQ Gain5      52-76  (-12-+12dB)
//	XG_EXCLUSIVE(  2, 64,  2, 15);r*%1	// EQ Frequency1  4-40  (32-2000Hz)
//	XG_EXCLUSIVE(  2, 64,  6, 24);r*%1	// EQ Frequency2 14-54  (100-10kHz)
//	XG_EXCLUSIVE(  2, 64, 10, 32);r*%1	// EQ Frequency3 14-54  (100-10kHz)
//	XG_EXCLUSIVE(  2, 64, 14, 44);r*%1	// EQ Frequency4 14-54  (100-10kHz)
//	XG_EXCLUSIVE(  2, 64, 18, 51);r*%1	// EQ Frequency5 28-58  (500-16kHz)
//	XG_EXCLUSIVE(  2, 64,  3,  8);r*%1	// EQ Q1          1-120 (0.1-12.0)
//	XG_EXCLUSIVE(  2, 64,  7, 12);r*%1	// EQ Q2          1-120 (0.1-12.0)
//	XG_EXCLUSIVE(  2, 64, 11, 10);r*%1	// EQ Q3          1-120 (0.1-12.0)
//	XG_EXCLUSIVE(  2, 64, 15, 14);r*%1	// EQ Q4          1-120 (0.1-12.0)
//	XG_EXCLUSIVE(  2, 64, 19, 12);r*%1	// EQ Q5          1-120 (0.1-12.0)
//	XG_EXCLUSIVE(  2 ,64,  4,  0);r*%1	// EQ Shape1      0-1   (0:Shelving 1:Peaking)
//	XG_EXCLUSIVE(  2, 64, 20,  0);r*%1	// EQ Shape5      0-1   (0:Shelving 1:Peaking)
}

//_ エフェクタ設定:XG  
#SetUpEffect_XG={
	// Reverb
	#SetUpEffect_XG_Rev

	// Chorus
	#SetUpEffect_XG_Cho

	// Variation
	#SetUpEffect_XG_Var

	If(SynthType >= 6){
		// 5-BAND EQUALIZER
		#SetUpEffect_XG_EQ

		// Insertion1
		#SetUpEffect_XG_INS1

		// Insertion2
		#SetUpEffect_XG_INS2

		If(SynthType == 7){
			// Insertion3
			#SetUpEffect_XG_INS3

			// Insertion4
			#SetUpEffect_XG_INS4
		}
	}
}

//_ エフェクタ設定:GS Reverb
#SetUpEffect_GS_Rev={
//	GS_EXCLUSIVE($40,$01,$30,$04);r*%1	// Reverb Macro [Hall 2]
//	GS_EXCLUSIVE($40,$01,$31,  4);r*%1	// Reverb Character
//	GS_EXCLUSIVE($40,$01,$32,  0);r*%1	// Reverb Pre-LPF
//	GS_EXCLUSIVE($40,$01,$33, 64);r*%1	// Reverb Level
//	GS_EXCLUSIVE($40,$01,$34, 64);r*%1	// Reverb Time
//	GS_EXCLUSIVE($40,$01,$35,  0);r*%1	// Reverb Delay Feedback
//	GS_EXCLUSIVE($40,$01,$37,  0);r*%1	// Reverb Pre Delay Time
}

//_ エフェクタ設定:GS Chorus
#SetUpEffect_GS_Cho={
//	GS_EXCLUSIVE($40,$01,$38,$02);r*%1	// Chorus Macro [Chorus 3]
//	GS_EXCLUSIVE($40,$01,$39,  3);r*%1	// Chorus Pre-LPF
//	GS_EXCLUSIVE($40,$01,$3A, 64);r*%1	// Chorus Level
//	GS_EXCLUSIVE($40,$01,$3B,  8);r*%1	// Chorus Feedback
//	GS_EXCLUSIVE($40,$01,$3C, 80);r*%1	// Chorus Delay
//	GS_EXCLUSIVE($40,$01,$3D,  3);r*%1	// Chorus Rate
//	GS_EXCLUSIVE($40,$01,$3E, 19);r*%1	// Chorus Depth
//	GS_EXCLUSIVE($40,$01,$3F,  0);r*%1	// Chorus Send Level to Reverb
//	GS_EXCLUSIVE($40,$01,$40,  0);r*%1	// Chorus Send Level to Delay
}

//_ エフェクタ設定:GS Delay
#SetUpEffect_GS_Dly={
	GS_EXCLUSIVE($40,$01,$50,$04);r*%1	// Delay Macro [Pan Delay 1]
//	GS_EXCLUSIVE($40,$01,$51,  0);r*%1	// Delay Pre-LPF
//	GS_EXCLUSIVE($40,$01,$52,110);r*%1	// Delay Time Center
//	GS_EXCLUSIVE($40,$01,$53, 12);r*%1	// Delay Time Ratio Left
//	GS_EXCLUSIVE($40,$01,$54, 24);r*%1	// Delay Time Ratio Right
//	GS_EXCLUSIVE($40,$01,$55,  0);r*%1	// Delay Level Center
//	GS_EXCLUSIVE($40,$01,$56,127);r*%1	// Delay Level Left
//	GS_EXCLUSIVE($40,$01,$57, 64);r*%1	// Delay Level Right
//	GS_EXCLUSIVE($40,$01,$58, 48);r*%1	// Delay Level
//	GS_EXCLUSIVE($40,$01,$59, 80);r*%1	// Delay Feedback
//	GS_EXCLUSIVE($40,$01,$5A,  0);r*%1	// Delay Send Level to Reverbt
}

//_ エフェクタ設定:GS EFX
#SetUpEffect_GS_EFX={
	GS_EXCLUSIVE($40,$03,$00,$00,$00);r*%1	// EFX Type [Thru]
//	GS_EXCLUSIVE($40,$41,$22,  0);r*%1	// EFX On []
//	GS_EXCLUSIVE($40,$03,$03,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$04,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$05,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$06,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$07,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$08,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$09,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$0A,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$0B,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$14,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$15,  0);r*%1	//   
//	GS_EXCLUSIVE($40,$03,$16, 64);r*%1	// EFX Level
//	GS_EXCLUSIVE($40,$03,$17,  0);r*%1	// EFX Send Level to Reverb
//	GS_EXCLUSIVE($40,$03,$18,  0);r*%1	// EFX Send Level to Chorus
//	GS_EXCLUSIVE($40,$03,$19,  0);r*%1	// EFX Send Level to Delay
//	GS_EXCLUSIVE($40,$03,$1B,  0);r*%1	// EFX Control Sorce 1
//	GS_EXCLUSIVE($40,$03,$1C,127);r*%1	// EFX Control Depth 1
//	GS_EXCLUSIVE($40,$03,$1D,  0);r*%1	// EFX Control Sorce 2
//	GS_EXCLUSIVE($40,$03,$1E,127);r*%1	// EFX Control Depth 2
//	GS_EXCLUSIVE($40,$03,$1F,  1);r*%1	// EFX Send EQ Switch
}

//_ エフェクタ設定:GS EQ
#SetUpEffect_GS_EQ={
	EQ(  0,  4,  1,  8);r*%1
}

//_ エフェクタ設定:GS  
#SetUpEffect_GS={
	// Reverb
	#SetUpEffect_GS_Rev

	// Chorus
	#SetUpEffect_GS_Cho

	If(SynthType >= 2){
		// Delay
		#SetUpEffect_GS_Dly

		If(SynthType >= 3){
			// EQ
			#SetUpEffect_GS_EQ

			// EFX
			#SetUpEffect_GS_EFX
		}
	}
}

//------------------------------------------------------------------------------
//_ 音色設定:XG MU1000/2000
#SetUpInst_MU2000={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,LPF,Res,HPF,Atc,Dec,Rel,BR,LwF,LwG,HiF,HiG
	#TR_INST01	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST02	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST03	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST04	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST05	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST06	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST07	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST08	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST09	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST10	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST11	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST12	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST13	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST14	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST15	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST16	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST17	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST18	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST19	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST20	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST21	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST22	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST23	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST24	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST25	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST26	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST27	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST28	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM1	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM2	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM3	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM4	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
}

//_ 音色設定:XG MU100/128
#SetUpInst_MU100={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,LPF,Res,HPF,Atc,Dec,Rel,BR,LwF,LwG,HiF,HiG
	#TR_INST01	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST02	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST03	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST04	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST05	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST06	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST07	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST08	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST09	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST10	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST11	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST12	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST13	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST14	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST15	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST16	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST17	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST18	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST19	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST20	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST21	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST22	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST23	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST24	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST25	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST26	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST27	IsuXG(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_INST28	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM1	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM2	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM3	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
	#TR_DRUM4	IsuXG(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64, 64,12, 12, 64, 54, 64);Null;	// 
}

//_ 音色設定:XG MU50/80/90
#SetUpInst_XG={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,Cut,Res,Atc,Dec,Rel,BR
	#TR_INST01	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST02	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST03	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST04	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST05	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST06	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST07	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST08	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST09	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST10	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST11	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST12	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST13	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST14	IsuGS(  0,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM1	IsuGS(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM2	IsuGS(127,  0,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
}

//_ 音色設定:GS SC-8850
#SetUpInst_SC8850={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,Cut,Res,Atc,Dec,Rel,BR
	#TR_VOCAL1	IsuGS(  2,  4, 83,100, 64,127, 60,  0, 40, 69, 79, 69,127, 74, 54, 74, 54, 2);Null;Mono;	// 
	#TR_VOCAL2	IsuGS(  2,  4, 83, 90, 64,127, 60,  0, 40, 69, 79, 69,127, 74, 54, 74, 54, 2);Null;Mono;	// 
	#TR_BASS	IsuGS( 39,  4, 40,110, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;Mono;	// 
	#TR_SYNTH1	IsuGS( 15,  4, 82, 60, 32,127, 20,  0, 20, 64, 64, 64,127, 84,  0, 64,  0,12);Null;	// 
	#TR_SYNTH1S	IsuGS( 15,  4, 82, 60, 96,127, 20,  0, 20, 64, 64, 64,127, 84,  0, 64,  0,12);Null;FINE($54,$3D);Rx_CH( 4);	// 
	#TR_BELL	IsuGS( 13,  4, 99,110, 64,127, 30,  0, 30, 64, 64, 64, 84, 74, 64, 64, 64,12);Null;	// 
	#TR_STRING2	IsuGS(  0,  4, 49,100, 44,127, 60,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_PAD	IsuGS(  3,  4, 51, 70, 24,127, 80, 50,  0, 64, 64, 64, 64, 64, 64, 64, 59,12);Null;	// 
	#TR_PADS	IsuGS(  3,  4, 51, 70,104,127, 80, 50,  0, 64, 64, 64, 64, 64, 64, 64, 59,12);Null;FINE($54,$3D);Rx_CH( 8);	// 	// 
	#TR_STRING1	IsuGS(  5,  4, 49,120, 84,127, 30,  0, 50, 64, 64, 64, 64, 64, 54, 64, 64,12);Null;Mono;	// 
	#TR_SYNTH5L	IsuGS( 35,  4, 82,100,  1,127, 40, 80,  0, 64, 64, 64, 74, 74, 54, 64, 44,12);Null;Mono;	// 
	#TR_SYNTH5R	IsuGS( 35,  4, 82,100,127,127, 40, 80,  0, 64, 64, 64, 74, 74, 54, 64, 44,12);Null;Mono;	// 
	#TR_PIANO1	IsuGS(  9,  4,  1,120, 64,127, 50,  0,  0, 64, 64, 64, 84, 64, 64, 64, 64,12);Null;	// 
	#TR_SYNTH4	IsuGS( 13,  4, 39,120, 64,127, 20, 30, 40, 64, 64, 64, 79, 64, 64, 64, 64,12);Null;	// 
	#TR_PIANO2	IsuGS(  0,  4,  2,127, 64,127, 50,  0,  0, 64, 64, 64,104, 84, 64, 64, 64,12);Null;	// 
	#TR_SYNTH2	IsuGS( 39,  4,  8,120, 34,127,  0,  0, 40, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;Mono;	// 
	#TR_INST17	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST18	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST19	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST20	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST21	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST22	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST23	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST24	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST25	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST26	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST27	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST28	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM1	IsuGS(  0,  4, 14,120, 64,127, 40,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
		Dpn( 42, 84); Dpn( 44, 84); Dpn( 46, 84);
	#TR_DRUM2	IsuGS(  0,  4, 30,120, 64,127, 40,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
		Dpn( 42, 44); Dpn( 44, 44); Dpn( 46, 44);
		Dpn( 49, 32); Dpn( 57, 96);
	#TR_DRUM3	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM4	IsuGS(  0,  4,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
}

//_ 音色設定:GS SC-88pro
#SetUpInst_SC88pro={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,Cut,Res,Atc,Dec,Rel,BR
	#TR_INST01	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST02	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST03	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST04	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST05	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST06	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST07	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST08	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST09	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST10	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST11	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST12	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST13	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST14	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST15	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST16	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST17	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST18	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST19	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST20	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST21	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST22	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST23	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST24	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST25	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST26	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST27	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST28	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM1	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM2	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM3	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM4	IsuGS(  0,  3,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
}

//_ 音色設定:GS SC-88 
#SetUpInst_SC88={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,Cut,Res,Atc,Dec,Rel,BR
	#TR_INST01	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST02	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST03	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST04	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST05	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST06	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST07	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST08	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST09	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST10	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST11	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST12	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST13	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST14	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST15	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST16	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST17	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST18	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST19	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST20	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST21	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST22	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST23	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST24	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST25	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST26	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST27	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST28	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM1	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM2	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM3	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM4	IsuGS(  0,  2,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
}

//_ 音色設定:GS SC-55
#SetUpInst_GS={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,VRt,VDp,VDl,Cut,Res,Atc,Dec,Rel,BR
	#TR_INST01	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST02	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST03	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST04	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST05	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST06	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST07	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST08	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST09	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST10	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST11	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST12	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST13	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_INST14	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM1	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
	#TR_DRUM2	IsuGS(  0,  1,  1,100, 64,127,  0,  0,  0, 64, 64, 64, 64, 64, 64, 64, 64,12);Null;	// 
}

//_ 音色設定:GM
#SetUpInst_GM={
//			       BM, BL, PC,Vol,Pan,Exp,Rev,Cho,Dly,BR
	#TR_INST01	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST02	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST03	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST04	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST05	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST06	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST07	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST08	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST09	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST10	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST11	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST12	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST13	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_INST14	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_DRUM1	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
	#TR_DRUM2	IsuGM(  0,  0,  1,100, 64,127,  0,  0,  0,12);	// 
}

//------------------------------------------------------------------------------
//_ Kick
#bd1c1={	S{	v127 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(0){)	k1	(})
		(Case(1){)	[4k4]	(})
		(Case(2){)	[3k4]k8(v-)k8(v+)	(})
		(Case(3){)	[2k4k8(v-)k8(v+)]	(})
		(Case(4){)	[3k4](v-)kk(v+)k8	(})
		(Case(5){)	[2k4](v-)kk(v+)k8 k8(v-)k8(v+)	(})
		(Case(6){)	k4.(v-)k8(v+) [4k] [4k32][8k64]	(})
		(Case(7){)	[4k8(v-)k8(v+)]	(})
		(Case(8){)	k2r8(v--)k(v+)k(v+) k8.(v--)k(v++)	(})
		(Case(9){)	r2r8(v-)k8(v+)rk8(v--)k(v++)	(})
		(Case(10){)	[2k8(v-)k8(v+)] (v-)kk(v+)k8 k8(v-)[8k64](v+)	(})
	(})
	}}	r1
}

//_ Clap
#hc1c1={	S{	v120 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(0){)	T1	(})
		(Case(1){)	r4T4r4T4	(})
		(Case(2){)	r4T4r8T8T4	(})
		(Case(3){)	r4r4r4T4	(})
		(Case(4){)	r4r4r8T8T4	(})
		(Case(5){)	r4T4r4r4	(})
	(})
	}}	r1
}

//_ Snare1
#sd1c1={	S{	v120 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(0){)	d1	(})
		(Case(1){)	r4d4r4d4	(})
		(Case(2){)	r4d4r8d8d4	(})
		(Case(3){)	r4r4r4d4	(})
		(Case(4){)	r4r4r8d8d4	(})
	(})
	}}	r1
}

//_ Snare2
#sd2c1={	S{	v120 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(0){)	D1	(})
		(Case(1){)	r4D4r4D4	(})
		(Case(2){)	r4D4r8D8D4	(})
		(Case(3){)	r4r4r4D4	(})
		(Case(4){)	r4r4r8D8D4	(})
	(})
	}}	r1
}

//_ 909SD
#sd9c1={	S{	v120 l16 q100	Rhythm{
		s8(v--)s8(v++)S8(v--)s8(v++) sS(v--)s8(v++) S8s(v--)s(v++)
	}}	r1
}
#sd9c2={	S{	v120 l16 q100	Rhythm{
		[2 s(v--)s32s32(v++)S(v--)s(v++) S8s(v--)s32s32(v++)]
		[3 s(v--)s32s32(v++)S(v--)s(v++)] S(v--)s32s32(v++)s(v--)S32S32(v++)
	}}	r1^1
}
#sd9c3={	S{	v120 l16 q100	Rhythm{
		[2 s(v--)s(v++)S8 (v--)s8(v++)sS]
		s(v--)s(v++)S8 s(v--)s(v++)S8 s(v--)s32s32s(v++)S (v--)s8(v++)sS
	}}	r1^1
}
#sd9c4={	S{	v120 l16 q100	Rhythm{
		[2 r(v----)s(v++)s(v++)S (v--)s8(v++)sS]
		(v---)s(v+)s(v+)s(v+)S r(v--)s(v+)s(v+)S ssss ss32s32s32s32s
	}}	r1^1
}

//_ HiHat1
#hh1c1={	S{	v100 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(1){)	hr(v--)h(v++)h r(v--)h(v++)Hr (v--)hr(v++)hr (v--)hr(v++)H(v--)h(v++)	(})
		(Case(2){)	hr(v--)h(v++)h r(v--)h(v++)Hr (v--)hr(v++)hr r4	(})
	(})
	}}	r1
}
#hh1c2={	S{	v100 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(1){)	[2 rr(v--)h(v++)i8.h8]	(})
		(Case(2){)	   rr(v--)h(v++)i8.h8 rr(v--)h(v++)i8.r8	(})
	(})
	}}	r1
}

//_ HiHat2
#hh2c1={	S{	v100 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(1){)	[2h8H(v--)h8h(v++)H8]	(})
		(Case(2){)	  h8H(v--)h8h(v++)H8 h8H(v--)h8r(v++)r8	(})
	(})
	}}	r1
}
#hh2c2={	S{	v100 l16 q100	Rhythm{
	(Switch(#?1){)
		(Case(1){)	[2 h8(v--)h8(v++) h8(v----)h(v++)h(v++)]	(})
		(Case(2){)	   h8(v--)h8(v++) h8(v----)h(v++)h(v++) h8(v--)h8(v++) r4	(})
	(})
	}}	r1
}

//_ Break
#brkc1={	l16 q100	Rhythm{
	(v110	S){	brr(v-)b(v+) brbr	}
	(v110	S){	rBB(v--)B(v++) Br(v--)B(v++)B	}
	(r2)
}}

//------------------------------------------------------------------------------
//_Scene
// 関数でシーンを定義
// 必ずシーン終了ポイントでTrackSync
//------------------------------------------------------------------------------
//_ セットアップ
//    長さは合計２小節まで
//_  メタイベント
#SetUpMetaEvent={
	TR(0) Port(0) CH(1)
	Tmp_Title = {"[ "} + Tmp_Title + {" ] for "};
	Tmp_Ver = "ver" + Tmp_Ver + {" by H.YAMANOI"};
	Switch(SynthType){
		Case( 7){	TrackName = Tmp_Title + {"MU1000 "} + Tmp_Ver;	}
		Case( 6){	TrackName = Tmp_Title + {"MU100 "} + Tmp_Ver;	}
		Case( 5){	TrackName = Tmp_Title + {"MU80 "} + Tmp_Ver;	}
		Case( 4){	TrackName = Tmp_Title + {"SC-8850 "} + Tmp_Ver;	}
		Case( 3){	TrackName = Tmp_Title + {"SC-88pro "} + Tmp_Ver;	}
		Case( 2){	TrackName = Tmp_Title + {"SC-88 "} + Tmp_Ver;	}
		Case( 1){	TrackName = Tmp_Title + {"SC-55 "} + Tmp_Ver;	}
		Case(-1){	TrackName = Tmp_Title + {"TW-MUSIC2 "} + Tmp_Ver;	}
		Default{	TrackName = Tmp_Title + {"GM "} + Tmp_Ver;	}
	}
	Copyright = Tmp_Copyright;
	TimeSignature = 4, 4;
	MetaKey(-1, 1);	//	n:＃の数 -n:♭の数, 0:メジャー 1:マイナー

	// トラック割り当て
	#TR_VOCAL1={	TR( 1)	}	#TR_VOCAL1	TrackName = {"Vocal"}
	#TR_VOCAL2={	TR( 2)	}	#TR_VOCAL2	TrackName = {"Chorus"}
	#TR_BASS={		TR( 3)	}	#TR_BASS	TrackName = {"Bass"}
	#TR_SYNTH1={	TR( 4)	}	#TR_SYNTH1	TrackName = {"Synth1"}
	#TR_SYNTH1S={	TR( 5)	}	#TR_SYNTH1S	TrackName = {""}
	#TR_BELL={		TR( 6)	}	#TR_BELL	TrackName = {"Bell"}
	#TR_STRING2={	TR( 7)	}	#TR_STRING2	TrackName = {"Strings2"}
	#TR_PAD={		TR( 8)	}	#TR_PAD	TrackName = {"Pad"}
	#TR_PADS={		TR( 9)	}	#TR_PADS	TrackName = {""}
	#TR_DRUM1={		TR(10)	}	#TR_DRUM1	TrackName = {"Rhythm 1"}
	#TR_DRUM2={		TR(11)	}	#TR_DRUM2	TrackName = {"Rhythm 2"}
	#TR_STRING1={	TR(12)	}	#TR_STRING1	TrackName = {"Strings1"}
	#TR_SYNTH5L={	TR(13)	}	#TR_SYNTH5L	TrackName = {"Synth5L"}
	#TR_SYNTH5R={	TR(14)	}	#TR_SYNTH5R	TrackName = {"Synth5R"}
	#TR_PIANO1={	TR(15)	}	#TR_PIANO1	TrackName = {"Piano1"}
	#TR_SYNTH4={	TR(16)	}	#TR_SYNTH4	TrackName = {"Synth4"}
	#TR_PIANO2={	TR(17)	}	#TR_PIANO2	TrackName = {"Piano2"}
	#TR_SYNTH2={	TR(18)	}	#TR_SYNTH2	TrackName = {"Synth2"}
	#TR_INST17={	TR(19)	}	#TR_INST17	TrackName = {""}
	#TR_INST18={	TR(20)	}	#TR_INST18	TrackName = {""}
	#TR_INST19={	TR(21)	}	#TR_INST19	TrackName = {""}
	#TR_INST20={	TR(22)	}	#TR_INST20	TrackName = {""}
	#TR_INST21={	TR(23)	}	#TR_INST21	TrackName = {""}
	#TR_INST22={	TR(24)	}	#TR_INST22	TrackName = {""}
	#TR_INST23={	TR(25)	}	#TR_INST23	TrackName = {""}
	#TR_DRUM3={		TR(26)	}	#TR_DRUM3	TrackName = {"Rhythm 3"}
	#TR_DRUM4={		TR(27)	}	#TR_DRUM4	TrackName = {"Rhythm 4"}
	#TR_INST24={	TR(28)	}	#TR_INST24	TrackName = {""}
	#TR_INST25={	TR(29)	}	#TR_INST25	TrackName = {""}
	#TR_INST26={	TR(30)	}	#TR_INST26	TrackName = {""}
	#TR_INST27={	TR(31)	}	#TR_INST27	TrackName = {""}
	#TR_INST28={	TR(32)	}	#TR_INST28	TrackName = {""}
	#TR_SYSEXA={	TR(33)	}	#TR_SYSEXA	TrackName = {"Sys-Ex Port A"}
	#TR_SYSEXB={	TR(34)	}	#TR_SYSEXB	TrackName = {"Sys-Ex Port B"}
	#TR_KICK={		TR(35)	}	#TR_KICK	TrackName = {"Kick"}
	#TR_SNARE1={	TR(36)	}	#TR_SNARE1	TrackName = {"Snare1"}
	#TR_SNARE2={	TR(37)	}	#TR_SNARE2	TrackName = {"Snare2"}
	#TR_909SD={		TR(38)	}	#TR_909SD	TrackName = {"909SD"}
	#TR_HIHAT1={	TR(39)	}	#TR_HIHAT1	TrackName = {"HiHat1"}
	#TR_BREAK={		TR(40)	}	#TR_BREAK	TrackName = {"Break"}
//	#TR_SHAKER={	TR(40)	}	#TR_SHAKER	TrackName = {"Shaker"}
	#TR_CLAP={		TR(46)	}	#TR_CLAP	TrackName = {"HandClap"}
	#TR_HIHAT2={	TR(47)	}	#TR_HIHAT2	TrackName = {"HiHat2"}
	#TR_CYMBALL={	TR(48)	}	#TR_CYMBALL	TrackName = {"CymbalL"}
	#TR_CYMBALR={	TR(49)	}	#TR_CYMBALR	TrackName = {"CymbalR"}
}

//_  音源初期化
//     長さは最大１／２小節まで
#SetUpSynth={
	IF(SynthType <= 8 && SynthType >= 5){
		#SetUpSynth_XG
	}Else{If(SynthType >= 1){
		#SetUpSynth_GS
	}Else{
		#SetUpSynth_GM
	}}
}

//_  エフェクタ設定
//     長さは最大１／２小節まで
#SetUpEffect={
	#TR_SYSEXA

	If(SynthType <= 7 && SynthType >= 5){
		#SetUpEffect_XG
	}
	If(SynthType <= 4 && SynthType >= 1){
		#SetUpEffect_GS
	}
}

//_  音色設定
//     長さは最大１小節まで
#SetUpInst={
	Switch(SynthType){
		Case(7){	#SetUpInst_MU2000	}
		Case(6){	#SetUpInst_MU100	}
		Case(5){	#SetUpInst_XG	}
		Case(4){	#SetUpInst_SC8850	}
		Case(3){	#SetUpInst_SC88pro	}
		Case(2){	#SetUpInst_SC88	}
		Case(1){	#SetUpInst_GS	}
		Default{	#SetUpInst_GM	}
	}
}
Function SetUp(){
	l8
	#SetUpMetaEvent		// メタイベント

	S{#SetUpSynth}	r*2	// 音源初期化
	TrackSync;

	S{#SetUpEffect}	r*2	// エフェクタ設定
	TrackSync;

	S{#SetUpInst}	r*1	// 音色設定
	TrackSync;
}

//------------------------------------------------------------------------------
//_ イントロ
Function Intro(Int num){

	// Bass
	#bs11={	o3 v110 l16 q95
		[4	[2<da>dr cdr<a>]
			<da>dr cdr<a> <da>dr f^d^,66]
	}
	#bs12={	o3 v110 l16 q95
		[4	[2<da>dr cdr<a>]
		:	<da>dr cdr<a> <da>dr f^d^,66]
	}
	#bs13={	o3 v110 l16 q95	y65(127); y5(30);
		[2	[2	d4 <a>d<a>d <a^>cd ^^c^
			:	d4 <a>d<a>d >d^<ad ^^c^]
				d4 <a>d<a>d <a>cda ^^>d^<]
		y65(0);
	}

	// String
	#st11={	o7 v110 l16 q99
		[7r1]	<r2rrarg ar>c
	}
	#st12={	o7 v110 l16 q99
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r1	<r2rrarg ar>c
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r1	<dfga rgag ar>c<a rga>r
	}
	#st13={	o7 v110 l16 q99
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r1	r8e8r8d8r8c8<r8g8
		S{r8.p%.T=-1,-1365,!16;}a4r2.p%=0;	r1
		r1	r2rrarg ar>c
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;
	}
	#st14={	o7 v110 l16 q99
		r1	r1
		r1	<r2rrarg ar>c
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r1	<dfga rgag ar>c<a rga>r
	}
	#st15={	o7 v110 l16 q99
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
	}

	// Pad
	#pd11={	o5 v100 l1 q99
		[4	'dfa'	'dga'2'dfgb-'4'dga>c<'4]
	}
	#pd12={	o5 v100 l1 q99
		[3	'dfa'	'dga'2'dfgb-'4'dga>c<'4]
			'dfa'	'dga'2'cfa'4'cdfg'4
	}

	// Piano1
	#pf11={	o5 v100 l8 q100
		[4	'dfa'8.v-'dfa'16v+r'dfa'4'dfa'4v-'dfa'v+
			'dga'8.v-'dga'16v+r'dga''dfgb-'4v-'dga>c<'4v+]
	}
	#pf12={	o5 v100 l8 q100
		[4	'dfa'8.v-'dfa'16v+r'dfa'4'dfa'4v-'dfa'v+
		:	'dga'8.v-'dga'16v+r'dga''dfgb-'4v-'dga>c<'4v+]
			'dga'8.v-'dga'16v+r'dga''cfa'4v-'cdfg'4v+
	}

	// Piano2
	#pf21={	o6 v110 l16 q100
		[8	r>e^d ^^<a^ ^>e^^ d^<a^]
	}

	// Bell
	#bl11={	o7 v110 l2 q100
		[4	d^	<a>e]
	}

	// Synth1
	#sn11={S{	o6 v100 l16 q66
		[4	[2afdf <a>fdf]
			agdg <a>gdg b-fdf <a>gdg]
		}	o6 v110 l16 q66
		[4	[2fd<a>d <f>d<a>d]
			gd<a>d <g>d<a>d fd<b->d <g>d<a>d]
	}
	#sn12={S{	o6 v100 l16 q66
		[4	[2afdf <a>fdf]
		:	agdg <a>gdg b-fdf <a>gdg]
			agdg <a>gdg afcf <g>dcd
		}	o6 v110 l16 q66
		[4	[2fd<a>d <f>d<a>d]
		:	gd<a>d <g>d<a>d fd<b->d <g>d<a>d]
			gd<a>d <g>d<a>d fc<a>c cgdg
	}

	// Synth4
	#sn41={S{	o5 v90 l16 q80
		[8	rrdr rdrr drrd rrdr]
		}	o6 v110 l16 q80
		[4	fdra fr>d<a rfdr adrf
			gdra gr>d<a rgdr adrg]
	}
	#sn42={S{	o5 v90 l16 q80
		[7	rrdr rdrr drrd rrdr]
			rrdr rdrr crrc rrcr
		}	o6 v110 l16 q80
		[4	fdra fr>d<a rfdr adrf
		:	gdra gr>d<a rgdr adrg]
			gdra gr>d<a rfcr fcrd
	}
	
	// Synth5
	#sn51={	o5 v110 l8 q100
		[8	[4y11.T=0,127,!8.;'d'4]]
	}
	#sn52={	o5 v110 l8 q100
		[7	[4y11.T=0,127,!8.;'d'4]]
	}
	#sn53={	o5 v110 l8 q100
		[4	[4y11.T=0,127,!8.;'d'4]	[3y11.T=0,127,!8.;'d'4]r4]
	}
	#sn54={	o5 v110 l8 q100
		[4	[4y11.T=0,127,!8.;'d'4]	:	[3y11.T=0,127,!8.;'d'4]r4]
	}

	// Kick
	#bd12={
		[3	#bd1c1(1)]	#bd1c1(2)
		#bd1c1(1)	#bd1c1(2)	#bd1c1(3)	#bd1c1(6)
	}
	#bd13={
		[3	#bd1c1(1)]	#bd1c1(2)
		[2	#bd1c1(1)]	#bd1c1(3)	#bd1c1(4)
	}
	#bd14={
		[3	#bd1c1(1)]	#bd1c1(2)
		#bd1c1(1)	#bd1c1(2)	#bd1c1(7)	#bd1c1(8)
	}
	#bd15={
		[7	#bd1c1(1)]	#bd1c1(4)
	}
	#bd16={
		[6r1]	#bd1c1(7)	#bd1c1(6)
	}

	// Clap
	#hc11={	[7	#hc1c1(1)]	#hc1c1(2)	}
	#hc13={	[4	#hc1c1(1)	:	#hc1c1(5)]	#hc1c1(2)	}

	// Snare1
	#sd11={
		r2.#sd1c1(0)
	}

	// 909SD
	#sd91={	[6r1]	#sd9c4	}
	#sd92={	[6r1]	#sd9c3	}
	#sd93={	[6r1]	#sd9c2	}

	// HiHat1
	#hh11={	[8	#hh1c2(1)]	}
	#hh13={	[4	#hh1c2(1)	#hh1c2(2)]	}

	// HiHat2
	#hh21={	[8	#hh2c2(1)]	}
	#hh23={	[4	#hh2c2(1)	#hh2c2(2)]	}

	// Cymbal
	#cml1={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r1	r1
	}}
	#cmr1={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	r1	r1
	}}
	#cml2={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r2c2	r4c4c2
	}}
	#cmr2={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	C2r2	C4r4C2
	}}
	#cml3={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r1	r4c4c2
	}}
	#cmr3={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	r1	C4r4C2
	}}
	#cml4={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r2c2	c2r4c4
	}}
	#cmr4={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	C2r2	C2C4r4
	}}
	#cml5={	v100 l16 q100	Rhythm{
		c1
	}}
	#cmr5={	v100 l16 q100	Rhythm{
		C1
	}}

	// Break
	#brk1={	[7	r1]	r2 #brkc1	}

	// Play
	If(num == 1){
		S{
			#TR_BASS	#bs11
//			#TR_SYNTH5L	#sn51
//			#TR_SYNTH5R	#sn51
//			#TR_KICK	#bd11
			#TR_CLAP	#hc11
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml1
			#TR_CYMBALR	#cmr1
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_BASS	#bs11
			#TR_STRING1	#st11
			#TR_SYNTH5L	#sn51
			#TR_SYNTH5R	#sn51
			#TR_KICK	#bd12
			#TR_CLAP	#hc11
			#TR_909SD	#sd91
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml2
			#TR_CYMBALR	#cmr2
			#TR_BREAK	#brk1
		}
		l1	[8r*]	TrackSync;
	}
	If(num == 1 || num == 2){
		S{
			#TR_BASS	#bs11
			#TR_PIANO1	#pf11
			#TR_PIANO2	#pf21
			#TR_BELL	#bl11
			#TR_PAD	#pd11
			#TR_STRING1	#st12
			#TR_SYNTH1	#sn11
			#TR_SYNTH4	#sn41
			#TR_SYNTH5L	#sn51
			#TR_SYNTH5R	#sn51
			#TR_KICK	#bd13
			#TR_CLAP	#hc11
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml3
			#TR_CYMBALR	#cmr3
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_BASS	#bs12
			#TR_PIANO1	#pf12
			#TR_PIANO2	#pf21
			#TR_BELL	#bl11
			#TR_PAD	#pd12
			#TR_STRING1	#st13
			#TR_SYNTH1	#sn12
			#TR_SYNTH4	#sn42
			#TR_SYNTH5L	#sn52
			#TR_SYNTH5R	#sn52
			#TR_KICK	#bd14
			#TR_CLAP	#hc11
			#TR_909SD	#sd92
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml4
			#TR_CYMBALR	#cmr4
			#TR_BREAK	#brk1
		}
		l1	[8r*]	TrackSync;
	}
	If(num == 3){
		S{
			#TR_BASS	#bs13
		//	#TR_PIANO1	#pf11
		//	#TR_PAD	#pd11
			#TR_STRING1	#st12
		//	#TR_SYNTH1	#sn11
		//	#TR_SYNTH4	#sn41
			#TR_SYNTH5L	#sn53
			#TR_SYNTH5R	#sn53
			#TR_KICK	#bd15
			#TR_CLAP	#hc13
			#TR_HIHAT1	#hh13
			#TR_HIHAT2	#hh23
			#TR_CYMBALL	#cml3
			#TR_CYMBALR	#cmr3
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_BASS	#bs13
		//	#TR_PIANO1	#pf12
		//	#TR_PAD	#pd12
			#TR_STRING1	#st13
		//	#TR_SYNTH1	#sn12
		//	#TR_SYNTH4	#sn42
			#TR_SYNTH5L	#sn54
			#TR_SYNTH5R	#sn54
			#TR_KICK	#bd16
			#TR_CLAP	#hc11
			#TR_909SD	#sd92
			#TR_HIHAT1	#hh13
			#TR_HIHAT2	#hh23
			#TR_CYMBALL	#cml4
			#TR_CYMBALR	#cmr4
			#TR_BREAK	#brk1
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_SNARE1	#sd11
			#TR_CYMBALL	#cml5
			#TR_CYMBALR	#cmr5
		}
		l1	[1r*]	TrackSync;
	}
	If(num == 4){
		S{
			#TR_BASS	#bs11
			#TR_STRING1	#st13
			#TR_SYNTH5L	#sn51
			#TR_SYNTH5R	#sn51
			#TR_KICK	#bd11
			#TR_CLAP	#hc11
		//	#TR_909SD	#sd91
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml1
			#TR_CYMBALR	#cmr1
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_BASS	#bs11
			#TR_STRING1	#st11
//			#TR_SYNTH5L	#sn51
//			#TR_SYNTH5R	#sn51
//			#TR_KICK	#bd12
			#TR_CLAP	#hc11
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml2
			#TR_CYMBALR	#cmr2
			#TR_BREAK	#brk1
		}
		l1	[8r*]	TrackSync;
		S{
			#TR_STRING1	#st15
		}
		l1	[2r*]	TrackSync;
	}
}

//------------------------------------------------------------------------------
//_ Aメロ
Function Amero(Int num){

	// Vocal
	#vc11={	o5 v110 l8 q100
		a2.g4
		a4ra>d4c4<
		a2.g4
		a4raa>dc<g
		a2.g4
		a4ra>d4e4
		d4.f4.g4
		e2c2
	}
	#vc12={	o5 v110 l8 q100
		>r4d4dc<ag
		a4.e4.a4
		>r4d4dc<ag
		a4.>d4.e4<
		>r4d4dc<ag
		>dc<agaga>c<
		a2ra>c<a
		aga>dd4e4
	}

	// Chorus
	#vc21={	o6 v110 l8 q100
		[6	r1]
		<a4.>d4.d4
		c2<a2
	}
	#vc22={	o5 v110 l8 q100
		r4b-4b-afe
		e4.c4.e4
		r4b-4b-afe
		e4.a4.>c4<
		[2	r1]
		r2rfaf
		fefaa4>c4
	}

	// Bass
	#bs11={	o3 v110 l16 q95
		[2	[2<<a>ear gare>]
			<<a>ear gare> <cg>cr c^d^,66
		:	[2<<a>ear gare>]
			<<a>ear gare> <da>dr d^e^,66	]
			<cg>cr <b->cr<g> <da>dr cdr<a>
			<eb->er der<b-> <ca>cr c^<a^,66
	}

	// Piano1
	#pf11={	o5 v100 l8 q100
		[2	'<a>ce'8.v-'<a>ce'16v+r'<a>ce'4'<a>ce'4v-'<a>ce'v+
			'<a>cf'8.v-'<a>cf'16v+r'<a>cf''cfg'4v-'cdfa'4v+
		:	'<a>ce'8.v-'<a>ce'16v+r'<a>ce'4'<a>ce'4v-'<a>ce'v+
			'<a>cf'8.v-'<a>cf'16v+r'<a>cf''dfg'4v-'cega'4v+	]
			'ceg'8.v-'ceg'16v+r'ceg'4'dea'4v-'dea'v+
			'degb-'8.v-'degb-'16v+r'cegb-''cea'4v-'cega'4v+
//		[2	'<a>ce'1	'<a>cf'2'cfg'4'cdfa'4
//		:	'<a>ce'1	'<a>cf'2'dfg'4'cega'4	]
//			'ceg'2'dea'2	'degb-'2'cega'2
	}
	#pf12={S{	o7 v110 l8 q100
		[3	ed<a>ed<a>d<a>
			ed<a>ed<a>ed]
			ec<g>ed<a>d<a>
			ed<b->ec<a>ec
		}	o5 v100 l8 q100
		[2	'<a>ce'8.v-'<a>ce'16v+r'<a>ce'4'<a>ce'4v-'<a>ce'v+
			'<a>cf'8.v-'<a>cf'16v+r'<a>cf''cfg'4v-'cdfa'4v+
		:	'<a>ce'8.v-'<a>ce'16v+r'<a>ce'4'<a>ce'4v-'<a>ce'v+
			'<a>cf'8.v-'<a>cf'16v+r'<a>cf''dfg'4v-'cega'4v+	]
			'ceg'8.v-'ceg'16v+r'ceg'4'dea'4v-'dea'v+
			'degb-'8.v-'degb-'16v+r'cegb-''cea'4v-'cega'4v+
	}

	// Piano2
	#pf21={	o7 v110 l8 q100
		[3	ed<a>ed<a>d<a>
			ed<a>ed<a>ed]
			ec<g>ed<a>d<a>
			ed<b->ec<a>ec
	}

	// Synth2
	#sn21={	o4 v120 l16 q80
		[6	rarr araa rrar a>ad<a]
			>rcrr crcc rrdr d>d<gd<
			>rerr eree rrcr c>c<dc<
	}

	// Synth4
	#sn41={S{	o5 v90 l16 q80
		[2	<rrar rarr arra rrar>
			<rrar rarr> crrc rrdr
		:	<rrar rarr arra rrar>
			<rrar rarr> drrd rrer]
			rrcr rcrr drrd rrdr
			rrer rerr crrc rrcr
		}	o6 v110 l16 q80
		[2	c<ar>e crae rc<ar> e<ar>c
			c<ar>f craf rgcr adrf
		:	c<ar>e crae rc<ar> e<ar>c
			c<ar>e craf rgdr aerg]
			ecrg er>c<g redr adre
			gerb- gr>e<b- recr acre
	}

	// Synth5
	#sn51={	o5 v110 l8 q99
		[2	[4y11.T=0,127,!8.;'<a>'4]
			[2y11.T=0,127,!8.;'<a>'4] y11.T=0,127,!8.;'c'4 y11.T=0,127,!8.;'d'4
		:	[4y11.T=0,127,!8.;'<a>'4]
			[2y11.T=0,127,!8.;'<a>'4] y11.T=0,127,!8.;'d'4 y11.T=0,127,!8.;'e'4]
			[2y11.T=0,127,!8.;'c'4] [2y11.T=0,127,!8.;'d'4]
			[2y11.T=0,127,!8.;'e'4] [2y11.T=0,127,!8.;'c'4]
	}

	// String2
	#st21={	o7 v110 l16 q99
	}
	#st22={	o6 v110 l16 q99
		a1	g2d2	r4a2.	g4>c4d4<g4
		a1	g2>d2	c2d2	e2c2
	}

	// Kick
	#bd11={
		[3	#bd1c1(1)]	#bd1c1(2)
		[2	#bd1c1(1)]	#bd1c1(3)	#bd1c1(4)
	}
	#bd12={
		[3	#bd1c1(1)]	#bd1c1(2)
		#bd1c1(1)	#bd1c1(2)	#bd1c1(3)	#bd1c1(5)
	}

	// Clap
	#hc11={	[7	#hc1c1(1)]	#hc1c1(2)	}

	// 909SD
	#sd91={	[7r1]	#sd9c1	}
	#sd92={	[6r1]	#sd9c3	}

	// HiHat1
	#hh11={	[8	#hh1c2(1)]	}
	#hh12={	[8	#hh1c1(1)]	}

	// HiHat2
	#hh21={	[8	#hh2c2(1)]	}
	#hh22={	[8	#hh2c1(1)]	}

	// Cymbal
	#cml1={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r1	r2c2
	}}
	#cmr1={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	r1	C2r2
	}}
	#cml2={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r2c2	r4c4r4c4
	}}
	#cmr2={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	C2r2	C4r4C4r4
	}}

	// Break
	#brk1={	[7	r1]	r2 #brkc1	}

	// Play
	S{
		#TR_VOCAL1	#vc11
		#TR_VOCAL2	#vc21
		#TR_BASS	#bs11
		#TR_PIANO1	#pf11
		#TR_SYNTH2	#sn21
		#TR_SYNTH5L	#sn51
		#TR_SYNTH5R	#sn51
		#TR_KICK	#bd11
		#TR_CLAP	#hc11
		#TR_HIHAT1	#hh11
		#TR_HIHAT2	#hh21
		#TR_CYMBALL	#cml1
		#TR_CYMBALR	#cmr1
	}
	l1	[8r*]	TrackSync;
	S{
		#TR_VOCAL1	#vc12
		#TR_VOCAL2	#vc22
		#TR_BASS	#bs11
		#TR_PIANO1	#pf11
		#TR_PIANO2	#pf21
		#TR_SYNTH2	#sn21
		#TR_SYNTH4	#sn41
		#TR_SYNTH5L	#sn51
		#TR_SYNTH5R	#sn51
		#TR_STRING2	#st22
		#TR_KICK	#bd12
		#TR_CLAP	#hc11
		#TR_909SD	#sd92
		#TR_HIHAT1	#hh12
		#TR_HIHAT2	#hh22
		#TR_CYMBALL	#cml2
		#TR_CYMBALR	#cmr2
		#TR_BREAK	#brk1
	}
	l1	[8r*]	TrackSync;
}

//------------------------------------------------------------------------------
//_ Bメロ
Function Bmero(Int num){

	// Vocal
	#vc11={	o5 v110 l8 q100
		>dc<agfdga>
		d4
	}

	// Piano1
	#pf11={S{	l8
			r%8y64(127);r-%8r1r-%8y64(1);r%8
		}S{	o5 v100 l8 q100
		'dga'v--<dv++av+>dv--<gv+>dv+a<v--dv+>
		'<a>t8ct16et0'4
		}	o7 v110 l8 q100
		'<at4>dt0'c<v-agv-fdv-c<'et4gt0'v+++
		a4r2.>
	}
	
	// Pad
	#pd11={	o5 v100 l1 q99
		'dga'2.'dea'4
		'cea'4
	}

	// String1
	#st11={	o6 v110 l16 q99
		r1	S{r8.p%.T=-1,-1365,!16;}a4r2.p%=0;
	}

	// String2
	#st21={	o7 v110 l8 q85
		dc<agfdc<g
	}

	// Kick
	#bd11={
		#bd1c1(0)
	}

	// Snare1
	#sd11={
		r1	r2.#sd1c1(0)
	}

	// Cymbal
	#cml1={	v100 l16 q100	Rhythm{
		c1	r1
	}}
	#cmr1={	v100 l16 q100	Rhythm{
		C1	r1
	}}

	S{
		#TR_VOCAL1	#vc11
		#TR_PAD	#pd11
		#TR_PIANO1	#pf11
		#TR_STRING1	#st11
		#TR_STRING2	#st21
		#TR_KICK	#bd11
		#TR_SNARE1	#sd11
		#TR_CYMBALL	#cml1
		#TR_CYMBALR	#cmr1
	}
	l1	[2r*]	TrackSync;
}

//------------------------------------------------------------------------------
//_ サビ
Function Sabi(Int num){

	// Vocal
	#vc11={	o6 v110 l8 q100
		[2	[3	dc<agfd>fc]
			:	dc<aga4.r>	]
				dc<a>cd4.r
	}
	#vc12={	o6 v110 l8 q100
		[2	[2	dc<agfd>fc]
			:	dc<agfd>fc
				dc<aga4.r>	]
				dc<ag>ed<ag>
				fedc<agfc>
	}
	#vc13={	o5 v110 l8 q100
		d2
	}
	#vc14={	o5 v110 l8 q100
		d1
	}

	// Chorus
	#vc21={	o6 v110 l8 q100
		[2	[3	gfdc<ag>af]
			:	gfdcd4.r	]
				gfdfg4.r
	}
	#vc22={	o6 v110 l8 q100
		[2	[2	gfdc<ag>af]
			:	gfdc<ag>af
				gfdcd4.r	]
				gfdcagdc
				agfedc<ag>
	}
	#vc23={	o5 v110 l8 q100
		f2
	}
	#vc24={	o5 v110 l8 q100
		f1
	}

	// Bass
	#bs11={	o3 v110 l16 q95
		[2<da>dr cdr<d>]
		[2<da>dr cdr<d>]
		<f>cfr efrc <a>ear gare
		<g>dgr fgrd <eb->er der<b->
		[2<da>dr cdr<a>]
		[2<g>dgr fgrd]
		<f>cfr efrc <a>ear gare
		<g>dgr gard <da>dr f^c^,66
	}
	#bs12={	o3 v110 l16 q95
		[2<da>dr cdr<d>]
		[2<da>dr cdr<d>]
		<f>cfr efrc <a>ear gare
		<g>dgr fgrd <eb->er der<b->
		[2<da>dr cdr<d>]
		[2<g>dgr fgrd]
		<a>ear gare <g>dgr fgrd
		<f>cfr derc <da>dr <b->cr<a>
	}
	#bs13={	o3 v110 l16 q95
		d8
	}
	#bs14={	o3 v110 l16 q95
		[7	r1]
		<g>dgr gard <da>dr f^c^,66
	}

	// Pad
	#pd11={	o5 v100 l1 q99
		'dfa'	'dfgb-'	'dfa>c<'2'ega>c<'2	'dgb-'2'degb-'2
		'dfa'	'dfgb-'	'dfa>c<'2'ega>c<'2	'dgb-'4'cega'4'dga'2
	}
	#pd12={	o5 v100 l1 q99
		'dfa'	'dfgb-'	'dfa>c<'2'ega>c<'2	'dgb-'2'degb-'2
		'dfa'	'dfgb-'	'ega>c<'2'dgb-'2	'cfa'4'<b->eg'4'<b->dg'4'ceg'4
	}
	#pd13={	o5 v100 l1 q99
		'dfa'4
	}
	
	// Piano1
	#pf11={	o5 v100 l8 q100
		[2	'dfa'8.v-'dfa'16v+r'dfa'4'dfa'4v-'dfa'v+
			'dfgb-'8.v-'dfgb-'16v+r'dfgb-'4'dfgb-'4v-'dfgb-'v+
			'dfa>c<'8.v-'dfa>c<'16v+r'dfa>c<'4'ega>c<'4v-'ega>c<'v+
		:	'dgb-'8.v-'dgb-'16v+r'dgb-'4'degb-'4v-'degb-'v+	]
			'dgb-'8.v-'dgb-'16v+r'cega''dga'4v-'dga'4v+
	//	''8.v-''16v+r''4''4v-''v+
	}
	#pf12={	o5 v100 l8 q100
		[2	'dfa'8.v-'dfa'16v+r'dfa'4'dfa'4v-'dfa'v+
			'dfgb-'8.v-'dfgb-'16v+r'dfgb-'4'dfgb-'4v-'dfgb-'v+
		:	'dfa>c<'8.v-'dfa>c<'16v+r'dfa>c<'4'ega>c<'4v-'ega>c<'v+
			'dgb-'8.v-'dgb-'16v+r'dgb-'4'degb-'4v-'degb-'v+	]
			'ega>c<'8.v-'ega>c<'16v+r'ega>c<''dgb-'4v-'dgb-'4v+
			'cfa'8.v-'cfa'16v+r'<b->eg''<b->dg'8.v-'<b->dg'16v+r'ceg'
	//	''8.v-''16v+r''4''4v-''v+
	}
	#pf13={	o5 v100 l8 q100
			'dfa'4
	}

	// Bell
	#bl11={	o6 v110 l8 q100
		[2	f4.d2r	g4.b-2r	a4.g2r	:	f4.e2r]
		f4e4 l16 d<a>df a>d<ad
	}
	#bl12={	o6 v110 l8 q100
		[2	f4.d2r	g4.b-2r	a4.g2r	:	f4.e2r]
		f4e4d4c4
	}
	#bl13={	o6 v110 l8 q100
		d4
	}

	// Synth1
	#sn11={S{	o6 v100 l16 q66
		[2	[2afdf <a>fdf]
			[2b-gdg <b->gdg]
			>c<afa cafa >c<aea caea
		:	b-gdg <b->gdg b-geg <b->geg]
			b-gdg cgeg gdg>d dg>dd<<
		}	o6 v110 l16 q66
		[2	[2fd<a>d <f>d<a>d]
			[2gd<b->d <g>d<b->d]
			afcf <a>fcf aece <a>ece
		:	gd<b->d <g>d<b->d ge<b->e <g>e<b->e	]
			gd<b->d <g>ece d<a>dg a>dga<
	}
	#sn12={S{	o6 v100 l16 q66
		[2	[2afdf <a>fdf]
			[2b-gdg <b->gdg]
		:	>c<afa cafa >c<aea caea
			b-gdg <b->gdg b-geg <b->geg]
			b-gdg <b->gdg b-geg <b->geg
			>c<afa <b->geg b-gdg cgeg
		}	o6 v110 l16 q66
		[2	[2fd<a>d <f>d<a>d]
			[2gd<b->d <g>d<b->d]
		:	afcf <a>fcf aece <a>ece
			gd<b->d <g>drd ge<b->e <g>ere	]
			gd<b->d <g>d<b->d ge<b->e <g>e<b->e
			afcf <g>e<b->e gd<b->d <g>ece
	}

	// Synth4
	#sn41={S{	o5 v90 l16 q80
		[2	rrdr rdrr drrd rrdr
			rrdr rdrr drrd rrdr
			rrfr rfrr arra rrar
		:	rrgr rgrr erre rrer]
			rrgr rarr drrd rrdr
		}	o6 v110 l16 q80
		[2	fdra fr>d<a rfdr adrf
			gdrb- gr>d<b- rgdr b-drg
			adr>c< ar>fc< rger >c<erg
		:	gdrb- gr>d<b- rger b-erg]
			gdrb- gr>c<a rgdr adrg
	}
	#sn42={S{	o5 v90 l16 q80
		[2	rrdr rdrr drrd rrdr
			rrdr rdrr drrd rrdr
		:	rrfr rfrr arra rrar
			rrgr rgrr erre rrer]
			rrar rarr grrg rrgr
			rrfr rerr drrd rrcr
		}	o6 v110 l16 q80
		[2	fdra fr>d<a rfdr adrf
			gdrb- gr>d<b- rgdr b-drg
		:	adr>c< ar>fc< rger >c<erg
			gdrb- gr>d<b- rger b-erg]
			ger>c< gr>ec< rgdr b-drg
			afr>c< gr>e<b- rgdr gcre
	}

	// Synth5
	#sn51={	o5 v110 l8 q99
		[4y11.T=0,127,!8.;'d'4]
		[4y11.T=0,127,!8.;'d'4]
		[2y11.T=0,127,!8.;'f'4] [2y11.T=0,127,!8.;'a'4]
		[2y11.T=0,127,!8.;'g'4] [2y11.T=0,127,!8.;'e'4]
		[4y11.T=0,127,!8.;'d'4]
		[4y11.T=0,127,!8.;'g'4]
		[2y11.T=0,127,!8.;'f'4] [2y11.T=0,127,!8.;'a'4]
		y11.T=0,127,!8.;'g'4 y11.T=0,127,!8.;'a'4 [2y11.T=0,127,!8.;'d'4]
	}
	#sn52={	o5 v110 l8 q99
		[4y11.T=0,127,!8.;'d'4]
		[4y11.T=0,127,!8.;'d'4]
		[2y11.T=0,127,!8.;'f'4] [2y11.T=0,127,!8.;'a'4]
		[2y11.T=0,127,!8.;'g'4] [2y11.T=0,127,!8.;'e'4]
		[4y11.T=0,127,!8.;'d'4]
		[4y11.T=0,127,!8.;'g'4]
		[2y11.T=0,127,!8.;'a'4] [2y11.T=0,127,!8.;'g'4]
		y11.T=0,127,!8.;'f'4 y11.T=0,127,!8.;'e'4 y11.T=0,127,!8.;'d'4 y11.T=0,127,!8.;'c'4
	}

	// String1
	#st11={	o7 v110 l16 q99
		r1	r1
		r1	<edre rdre arb-a rgb->c
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r1	r2<rrar gar>c
	}
	#st12={	o7 v110 l16 q99
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r8e8r8d8r8c8<r8g8
		S{r8.p%.T=-1,-1365,!16;}a4r2.p%=0;	edre rdre arb-a rgb->c
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;	r1
		r8e8r8d8r8c8r8<b-8	r8a8r8g8r8f8r8e8
	}
	#st13={	o7 v110 l16 q99
		S{r8.p%.T=-1,-1365,!16;}d4r2.p%=0;
	}

	// String2
	#st21={	o7 v110 l16 q99
		r2.d4	c2d2	<a2g2	b-2a2>
		r2.d4	c2d2	<a2g2	f4c4d2
	}
	#st22={	o7 v110 l16 q99
		<r4d4e4f4	a4b-4>c4<b-4	a2g2	b-2a2
		r2.>c4<	a2g4>d4	r1	r1
	}

	// Kick
	#bd11={
		[3	#bd1c1(1)]	#bd1c1(2)
		[2	#bd1c1(1)]	#bd1c1(3)	#bd1c1(4)
	}
	#bd12={
		[3	#bd1c1(1)]	#bd1c1(2)
		#bd1c1(1)	#bd1c1(2)	#bd1c1(3)	#bd1c1(5)
	}
	#bd13={
		#bd1c1(0)
	}
	#bd14={
		[3r1]	#bd1c1(9)
		[2	#bd1c1(0)]	#bd1c1(5)	#bd1c1(10)
	}

	// Clap
	#hc11={
		[2	[3	#hc1c1(3)]	#hc1c1(4)]
	}
	#hc12={
		[2	[3	#hc1c1(1)]	#hc1c1(2)]
	}

	// Snare1
	#sd13={
		#sd1c1(0)
	}

	// Snare2
	#sd21={
		[8	#sd2c1(3)]
	}
	#sd22={
		[8	#sd2c1(1)]
	}
	
	// 909SD
	#sd91={	[7r1]	#sd9c1	}
	#sd92={	[6r1]	#sd9c2	}

	// HiHat1
	#hh11={	[8	#hh1c2(1)]	}
	#hh12={	[8	#hh1c1(1)]	}

	// HiHat2
	#hh21={	[8	#hh2c2(1)]	}
	#hh22={	[8	#hh2c1(1)]	}

	// Cymbal
	#cml1={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r1	r4c4c2
	}}
	#cmr1={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	r1	C4r4C2
	}}
	#cml2={	v100 l16 q100	Rhythm{
		c1	r1	r1	r1
		c1	r1	r2c2	c2r4c4
	}}
	#cmr2={	v100 l16 q100	Rhythm{
		C1	r1	r1	r1
		r1	r1	C2r2	C2C4r4
	}}
	#cml3={	v100 l16 q100	Rhythm{
		c1
	}}
	#cmr3={	v100 l16 q100	Rhythm{
		C1
	}}

	// Break
	#brk1={	r2 #brkc1	}

	// Play
	If(num != 3){
		S{
			If(num != 4){
				#TR_VOCAL1	#vc11
				#TR_VOCAL2	#vc21
			}
			#TR_BASS	#bs11
			#TR_PAD	#pd11
			#TR_PIANO1	#pf11
			#TR_BELL	#bl11
			#TR_SYNTH1	#sn11
			#TR_SYNTH4	#sn41
			#TR_SYNTH5L	#sn51
			#TR_SYNTH5R	#sn51
			#TR_STRING1	#st11
			#TR_STRING2	#st21
			#TR_KICK	#bd11
			#TR_CLAP	#hc11
			#TR_SNARE2	#sd21
			#TR_909SD	#sd91
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml1
			#TR_CYMBALR	#cmr1
		}
		l1	[8r*]	TrackSync;
	}Else{
		S{
			#TR_VOCAL1	#vc11
			#TR_BASS	#bs14
			#TR_PAD	#pd11
		//	#TR_PIANO1	#pf11
			#TR_BELL	#bl11
			#TR_SYNTH1	#sn11
			#TR_SYNTH4	#sn41
		//	#TR_SYNTH5L	#sn51
		//	#TR_SYNTH5R	#sn51
			#TR_STRING1	#st11
		//	#TR_STRING2	#st21
			#TR_KICK	#bd14
			#TR_CLAP	#hc11
			#TR_SNARE2	#sd21
			#TR_909SD	#sd91
			#TR_HIHAT1	#hh11
			#TR_HIHAT2	#hh21
			#TR_CYMBALL	#cml1
			#TR_CYMBALR	#cmr1
		}
		l1	[8r*]	TrackSync;
	}
	S{
		If(num != 4){
			#TR_VOCAL1	#vc12
			#TR_VOCAL2	#vc22
		}
		#TR_BASS	#bs12
		#TR_PAD	#pd12
		#TR_PIANO1	#pf12
		#TR_BELL	#bl12
		#TR_SYNTH1	#sn12
		#TR_SYNTH4	#sn42
		#TR_SYNTH5L	#sn52
		#TR_SYNTH5R	#sn52
		#TR_STRING1	#st12
		#TR_STRING2	#st22
		#TR_KICK	#bd12
		#TR_CLAP	#hc12
		#TR_SNARE1	#sd12
		#TR_SNARE2	#sd22
		#TR_909SD	#sd92
		#TR_HIHAT1	#hh12
		#TR_HIHAT2	#hh22
		#TR_CYMBALL	#cml2
		#TR_CYMBALR	#cmr2
	}
	l1	[8r*]	TrackSync;
	If(num == 1){
		S{
			#TR_VOCAL1	#vc13
			#TR_VOCAL2	#vc23
			#TR_BASS	#bs13
			#TR_PAD	#pd13
			#TR_PIANO1	#pf13
			#TR_BELL	#bl13
			#TR_STRING1	#st13
			#TR_KICK	#bd13
			#TR_SNARE1	#sd13
			#TR_CYMBALL	#cml3
			#TR_CYMBALR	#cmr3
			#TR_BREAK	#brk1
		}
		l1	[1r*]	TrackSync;
	}
	If(num == 2){
		S{
			#TR_VOCAL1	#vc13
			#TR_VOCAL2	#vc23
		}
		TrackSync;
	}
	If(num == 3){
		S{
			#TR_VOCAL1	#vc14
			#TR_VOCAL2	#vc24
			#TR_STRING1	#st13
		}
		TrackSync;
	}

}

//------------------------------------------------------------------------------
//_Play 
// シーン関数の呼び出しで演奏
//------------------------------------------------------------------------------
Time(  1:1: 0)	Tempo = 133;
SetUp();
/*
*/
Intro(1);
Amero(1);
Bmero(1);
Sabi(1);
Intro(2);
Amero(1);
Bmero(1);
Sabi(2);
Intro(3);
Sabi(3);
Sabi(4);
Intro(4);
/*
*/