public Patch createNewPatch()
public IPatch createNewPatch()
    public Patch createNewPatch()    {	byte [] sysex = new byte[266];	sysex[0]=(byte)0xF0; 	sysex[1]=(byte)0x00;	sysex[2]=(byte)0x00;	sysex[3]=(byte)0x7e;	sysex[4]=(byte)0x46;	sysex[5]=(byte)((getChannel()-1)&0x7f);	sysex[6]=(byte)0x02;	sysex[7]=(byte)0x00;	for(int i=0; i<256; ++i)	    sysex[8+i] = 0x00;	sysex[8+0x10] = 0x7f; // volume	sysex[8+0x19] = 0x01; // Filter mode	sysex[8+0x1a] = 0x40; // cutoff frq.	sysex[8+0x20] = 0x40; // V1 transpose	sysex[8+0x21] = 0x40; // V1 finetune	sysex[8+0x22] = 0x02; // V1 pitchrange	sysex[8+0x24] = 0x04; // V1 waveform	sysex[8+0x25] = 0x40; // V1 pulsewidth	sysex[8+0x2a] = 0x7f; // V1 sustain	sysex[8+0x30] = 0x40; // V2 transpose	sysex[8+0x31] = 0x3e; // V2 finetune	sysex[8+0x32] = 0x02; // V2 pitchrange	sysex[8+0x34] = 0x12; // V2 waveform (off)	sysex[8+0x35] = 0x40; // V2 pulsewidth	sysex[8+0x3a] = 0x7f; // V2 sustain	sysex[8+0x40] = 0x40; // V3 transpose	sysex[8+0x41] = 0x42; // V3 finetune	sysex[8+0x42] = 0x02; // V3 pitchrange	sysex[8+0x44] = 0x14; // V3 waveform (off)	sysex[8+0x45] = 0x40; // V3 pulsewidth	sysex[8+0x4a] = 0x7f; // V3 sustain	sysex[8+0x52] = 0x7f; // vel. depth	sysex[8+0x55] = 0x7f; // mod. depth	sysex[8+0x58] = 0x7f; // aft. depth	sysex[8+0x5a] = 0x20; // WT P1 assign	sysex[8+0x5b] = 0x10; // WT P2 assign	sysex[8+0x5c] = 0x2e; // WT P3 assign	sysex[8+0x60] = 0x07; // LFO1 mode	sysex[8+0x61] = 0x10; // LFO1 rate	sysex[8+0x62] = 0x7f; // LFO1 depth	sysex[8+0x63] = 0x07; // LFO2 mode	sysex[8+0x64] = 0x20; // LFO2 rate	sysex[8+0x65] = 0x00; // LFO2 depth	sysex[8+0x66] = 0x01; // LFO3 mode	sysex[8+0x67] = 0x30; // LFO3 rate	sysex[8+0x68] = 0x7f; // LFO3 depth	sysex[8+0x69] = 0x01; // LFO4 mode	sysex[8+0x6a] = 0x40; // LFO4 rate	sysex[8+0x6b] = 0x00; // LFO4 depth	sysex[8+0x6c] = 0x01; // LFO5 mode	sysex[8+0x6d] = 0x50; // LFO5 rate	sysex[8+0x6e] = 0x7f; // LFO5 depth	sysex[8+0x6f] = 0x01; // LFO6 mode	sysex[8+0x70] = 0x60; // LFO6 rate	sysex[8+0x71] = 0x00; // LFO6 depth	sysex[8+0x72] = 0x7f; // ENV1 depth	sysex[8+0x73] = 0x40; // ENV1 attack	sysex[8+0x74] = 0x40; // ENV1 decay	sysex[8+0x75] = 0x40; // ENV1 sustain	sysex[8+0x76] = 0x40; // ENV1 release	sysex[8+0x77] = 0x00; // ENV2 depth	sysex[8+0x78] = 0x60; // ENV2 attack	sysex[8+0x79] = 0x60; // ENV2 decay	sysex[8+0x7a] = 0x20; // ENV2 sustain	sysex[8+0x7b] = 0x40; // ENV2 release	sysex[265]=(byte)0xF7;	Patch p = new Patch(sysex, this);	setPatchName(p,"New Patch");	calculateChecksum(p);	 	return p;    }