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- GoldWaveÖ Manual
- Copyright ⌐ 1993-1996 Chris S. Craig
- September 1996
-
- This file contains the text of the GoldWave manual in plain
- ASCII format. Diagrams, figures, and equations are available
- only in the printed manual included with deluxe registrations.
- ----------------------------------------------------------------------------
-
- Table of Contents
-
- 1 Introduction. . . . . . . . . . . . . . . . . . . . . . . . .1
- Features. . . . . . . . . . . . . . . . . . . . . . . . . .1
- How to Use This Manual. . . . . . . . . . . . . . . . . . .2
- Notation Used in This Manual. . . . . . . . . . . . . . . .2
-
- 2 Getting Started . . . . . . . . . . . . . . . . . . . . . . .3
- System Requirements . . . . . . . . . . . . . . . . . . . .3
- Installation. . . . . . . . . . . . . . . . . . . . . . . .3
- Installation From a Downloaded Zip File. . . . . . . .4
- Installation From the Deluxe Diskette. . . . . . . . .4
-
- 3 Using GoldWave. . . . . . . . . . . . . . . . . . . . . . . .5
- Window Overview . . . . . . . . . . . . . . . . . . . . . .5
- Device Controls Overview. . . . . . . . . . . . . . . . . .5
- Setup. . . . . . . . . . . . . . . . . . . . . . . . .6
- Graph type. . . . . . . . . . . . . . . . . . . .6
- Controls. . . . . . . . . . . . . . . . . . . . .6
- Recording Options . . . . . . . . . . . . . . . .6
- User play button. . . . . . . . . . . . . . . . .7
- Positioning . . . . . . . . . . . . . . . . . . .7
- Buffer options. . . . . . . . . . . . . . . . . .7
- Save. . . . . . . . . . . . . . . . . . . . . . .8
- Output and Input buttons. . . . . . . . . . . . .8
- Playing Sounds . . . . . . . . . . . . . . . . . . . .8
- Pausing Playback . . . . . . . . . . . . . . . . . . .8
- Stopping Playback. . . . . . . . . . . . . . . . . . .9
- Rewinding and Fast Forwarding. . . . . . . . . . . . .9
- Recording Sounds . . . . . . . . . . . . . . . . . . .9
- Volume and Balance Scroll Bar. . . . . . . . . . . . .9
- Speed Scroll Bar . . . . . . . . . . . . . . . . . . 10
- Editing Overview. . . . . . . . . . . . . . . . . . . . . 10
- Selecting Part of a Sound. . . . . . . . . . . . . . 10
- Direct Editing with the Mouse. . . . . . . . . . . . 11
- Combining Audio Layers (Mixing). . . . . . . . . . . 11
- Storage Overview. . . . . . . . . . . . . . . . . . . . . 12
- Direct-to-Disk . . . . . . . . . . . . . . . . . . . 12
- RAM. . . . . . . . . . . . . . . . . . . . . . . . . 12
- Flash. . . . . . . . . . . . . . . . . . . . . . . . 12
- Keyboard Overview . . . . . . . . . . . . . . . . . . . . 13
- File Menu Commands. . . . . . . . . . . . . . . . . . . . 14
- New. . . . . . . . . . . . . . . . . . . . . . . . . 14
- Open and Supported File Types. . . . . . . . . . . . 14
- Close. . . . . . . . . . . . . . . . . . . . . . . . 15
- Save . . . . . . . . . . . . . . . . . . . . . . . . 16
- Save as. . . . . . . . . . . . . . . . . . . . . . . 16
- Exit . . . . . . . . . . . . . . . . . . . . . . . . 16
- File History . . . . . . . . . . . . . . . . . . . . 16
- Edit Menu Commands. . . . . . . . . . . . . . . . . . . . 17
- Undo . . . . . . . . . . . . . . . . . . . . . . . . 17
- Cut. . . . . . . . . . . . . . . . . . . . . . . . . 17
- Copy . . . . . . . . . . . . . . . . . . . . . . . . 17
- Paste new. . . . . . . . . . . . . . . . . . . . . . 18
- Paste and Paste at . . . . . . . . . . . . . . . . . 18
- Mix. . . . . . . . . . . . . . . . . . . . . . . . . 18
- Delete . . . . . . . . . . . . . . . . . . . . . . . 19
- Trim . . . . . . . . . . . . . . . . . . . . . . . . 19
- Insert silence . . . . . . . . . . . . . . . . . . . 19
- Select view. . . . . . . . . . . . . . . . . . . . . 20
- Channel. . . . . . . . . . . . . . . . . . . . . . . 20
- Deflash. . . . . . . . . . . . . . . . . . . . . . . 20
- Effects Menu Commands . . . . . . . . . . . . . . . . . . 20
- Special Controls for Effects . . . . . . . . . . . . 21
- Presets . . . . . . . . . . . . . . . . . . . . 21
- Shape Controls. . . . . . . . . . . . . . . . . 21
- Distortion . . . . . . . . . . . . . . . . . . . . . 22
- Doppler. . . . . . . . . . . . . . . . . . . . . . . 22
- Echo . . . . . . . . . . . . . . . . . . . . . . . . 22
- Exchange channels. . . . . . . . . . . . . . . . . . 23
- Filter . . . . . . . . . . . . . . . . . . . . . . . 23
- Noise gate. . . . . . . . . . . . . . . . . . . 23
- Low/Highpass. . . . . . . . . . . . . . . . . . 23
- Bandpass/stop . . . . . . . . . . . . . . . . . 24
- Parametric EQ . . . . . . . . . . . . . . . . . 25
- User defined. . . . . . . . . . . . . . . . . . 25
- Flange . . . . . . . . . . . . . . . . . . . . . . . 26
- Interpolate. . . . . . . . . . . . . . . . . . . . . 27
- Invert . . . . . . . . . . . . . . . . . . . . . . . 27
- Mechanize. . . . . . . . . . . . . . . . . . . . . . 27
- Offset . . . . . . . . . . . . . . . . . . . . . . . 27
- Pan. . . . . . . . . . . . . . . . . . . . . . . . . 28
- Reverse. . . . . . . . . . . . . . . . . . . . . . . 28
- Silence. . . . . . . . . . . . . . . . . . . . . . . 28
- Volume . . . . . . . . . . . . . . . . . . . . . . . 28
- Change. . . . . . . . . . . . . . . . . . . . . 28
- Fade in . . . . . . . . . . . . . . . . . . . . 29
- Fade out. . . . . . . . . . . . . . . . . . . . 29
- Maximize (Normalize). . . . . . . . . . . . . . 29
- Shape . . . . . . . . . . . . . . . . . . . . . 29
- Playback rate. . . . . . . . . . . . . . . . . . . . 30
- Resample . . . . . . . . . . . . . . . . . . . . . . 30
- Transpose. . . . . . . . . . . . . . . . . . . . . . 30
- View Menu Commands. . . . . . . . . . . . . . . . . . . . 31
- All. . . . . . . . . . . . . . . . . . . . . . . . . 31
- Selection. . . . . . . . . . . . . . . . . . . . . . 31
- User . . . . . . . . . . . . . . . . . . . . . . . . 32
- Other. . . . . . . . . . . . . . . . . . . . . . . . 32
- Zoom 10:1 and 5:1. . . . . . . . . . . . . . . . . . 32
- Zoom 1:1 . . . . . . . . . . . . . . . . . . . . . . 32
- Zoom 1:10, 1:100, 1:1000 . . . . . . . . . . . . . . 32
- Start and Finish . . . . . . . . . . . . . . . . . . 32
- Tools Menu Commands . . . . . . . . . . . . . . . . . . . 33
- Cue Points . . . . . . . . . . . . . . . . . . . . . 33
- Expression evaluator . . . . . . . . . . . . . . . . 34
- CD player. . . . . . . . . . . . . . . . . . . . . . 34
- Volume controls. . . . . . . . . . . . . . . . . . . 34
- Device Controls. . . . . . . . . . . . . . . . . . . 34
- Options Menu Commands . . . . . . . . . . . . . . . . . . 35
- Colours. . . . . . . . . . . . . . . . . . . . . . . 35
- File . . . . . . . . . . . . . . . . . . . . . . . . 35
- Sound files . . . . . . . . . . . . . . . . . . 35
- Temporary . . . . . . . . . . . . . . . . . . . 35
- Undo. . . . . . . . . . . . . . . . . . . . . . 35
- Flash open. . . . . . . . . . . . . . . . . . . 35
- Temporary storage . . . . . . . . . . . . . . . 36
- Clipboard . . . . . . . . . . . . . . . . . . . 36
- Window . . . . . . . . . . . . . . . . . . . . . . . 36
- Main window size. . . . . . . . . . . . . . . . 36
- Sound window size . . . . . . . . . . . . . . . 36
- User zoom . . . . . . . . . . . . . . . . . . . 36
- Window Menu Commands. . . . . . . . . . . . . . . . . . . 36
- Help Menu Commands. . . . . . . . . . . . . . . . . . . . 37
-
- 4 General Information . . . . . . . . . . . . . . . . . . . . 39
- Warranty, Trademarks, and Copyrights. . . . . . . . . . . 39
- Support and Updates . . . . . . . . . . . . . . . . . . . 40
-
- Appendix A: An Introduction to Digital Audio . . . . . . . . . 41
- Digital Audio Attributes. . . . . . . . . . . . . . . . . 41
- Problems with Recording . . . . . . . . . . . . . . . . . 43
- Frequency Spectrums . . . . . . . . . . . . . . . . . . . 44
-
- Appendix B: Expression Evaluator . . . . . . . . . . . . . . . 45
- Overview. . . . . . . . . . . . . . . . . . . . . . . . . 45
- Evaluation Range, Variables, and Constants. . . . . . . . 46
- Using Time in an Expression. . . . . . . . . . . . . 46
- Using the Sample Index in an Expression. . . . . . . 47
- User Variable f. . . . . . . . . . . . . . . . . . . 48
- Conversion Between Variables . . . . . . . . . . . . 48
- Group name and Expression name. . . . . . . . . . . . . . 48
- Valid Operators and Functions . . . . . . . . . . . . . . 50
- Signal Generation . . . . . . . . . . . . . . . . . . . . 51
- Filters . . . . . . . . . . . . . . . . . . . . . . . . . 52
-
- Appendix C: Troubleshooting and Q&A. . . . . . . . . . . . . . 53
- Troubleshooting . . . . . . . . . . . . . . . . . . . . . 53
- Common Questions and Answers. . . . . . . . . . . . . . . 55
-
- ----------------------------------------------------------------------------
-
- 1 Introduction
-
- GoldWaveÖ is a comprehensive digital audio editor that allows you to play,
- record, edit, and convert audio on your computer.
-
-
- Features
-
- o An Expression Evaluator allows you to generate everything from
- simple dial tones to bandpass filters. It supports more than 20
- common functions and operations. Expressions can be stored in
- groups for quick retrieval. Expressions for dial tones, waves, and
- effects are included.
- o An independent Device Controls window provides easy access to
- audio devices. It contains controls for playback, rewind / fast
- forward, recording, volume, and speed. LED meters and oscilloscopes
- graphically display the sound during playback and recording. The
- oscilloscopes can be configured to display graphs in several
- different formats.
- o A multiple document interface (MDI) allows many files to be
- opened at one time, making file-to-file editing easy.
- o All editing operations, such as paste and mix, are intelligent.
- This means that clipboard audio data is automatically converted to a
- compatible format before the data is used. When editing files with
- different sampling rates, bit resolution, or number of channels,
- intelligent editing simplifies the process.
- o Huge files can be edited using hard disk editing. Small files
- can be edited quickly using RAM based editing.
- o Sounds are displayed graphically and the level of detail can be
- changed by zooming in or out. Samples can be edited directly with
- the mouse when zoomed in to a sub-sample level (the level at which
- individual samples are easily visible).
- o Many audio effects, such as Reverse, Echo, Pan, Flange, and
- Distortion allow you to enhance, distort, or alter sounds in various
- ways.
- o Save as can convert sounds to many different file types. It can
- convert stereo to mono, 8 to 16 bits, or any combination of
- attributes supported by a file type.
- o A sophisticated and intuitive user interface makes learning easy.
- Control bar buttons perform commands with a single click of the
- mouse. Configurable status bars present information in a variety of
- formats.
-
- ------------------------------------ 1 ------------------------------------
-
- How to Use This Manual
-
- This manual presents and explains the features in GoldWave. Section 2,
- "Getting Started," discusses system requirements and installation. Section
- 3, "Using GoldWave," covers the menu structure. Topics are covered in the
- order that they appear in GoldWave's main menu. Section 4, "General
- Information," provides support, copyright, and warranty information.
- Please be sure to read this section.
-
- For users who are unfamiliar with digital audio, Appendix A briefly
- introduces some of the fundamentals. It also provides some solutions to
- common recording problems. Appendix C contains troubleshooting information
- and answers to common questions.
-
- Familiarity with the Windows 95 interface is recommend before reading this
- manual.
-
-
-
- Notation Used in This Manual
-
- Bold text and a vertical bar, "|", are used to indicate menu commands. For
- example, File | New means to select the New command from the File menu.
- This notation also is used to refer to other sections within this manual.
- In the above example, you can find information by looking for New under the
- File Menu Commands section.
-
- * A pointing hand emphasizes paragraphs containing helpful information and
- techniques.
-
-
- ! An exclamation mark emphasizes warnings and other important
- information.
-
-
- ------------------------------------ 2 ------------------------------------
-
- 2 Getting Started
-
-
- System Requirements
-
- The minimum system requirements for GoldWave are:
-
- o 66MHz 486 or Pentium PC or compatible
- o Microsoft« Windows« 95 or Windows NT 4.0
- o 8 Megabytes of RAM (16MB recommended)
- o 2 Megabytes of hard disk space
- o Mouse
- o Sound card with a 32-bit Windows software driver
-
- If you need to edit large files, you will need a large amount of hard disk
- space. One minute of CD-quality sound requires 10 megabytes of storage.
- GoldWave may require 20 to 40 megabytes per minute if you are editing an
- existing file and the Undo feature is enabled.
-
-
-
-
- Installation
-
- The following two sections give instructions for installing GoldWave on
- your system. Before running GoldWave make sure that you have installed an
- appropriate Windows 95 sound driver using the "Add New Hardware" item under
- Start | Settings | Control Panel. The driver and installation instructions
- should be included with your sound card. The current settings for your
- sound card are listed under Device Manager, which can be found by right
- clicking the mouse pointer over the "My Computer" icon and selecting
- Properties.
-
- To add a GoldWave icon to your desktop, right click the mouse pointer on an
- unused area of your desktop to display the pop up menu and select New |
- Shortcut. Choose Browse, find and double click on goldwave.exe, then click
- on Next. Type in "GoldWave" for the name of the shortcut, then click
- Finish. To run GoldWave, either double click on the new GoldWave icon or
- use the Start | Run command.
-
- GoldWave allows you to choose which devices to use for input and output.
- Choose the setup button on GoldWave's Device Controls window (the button
- with a check mark on it) and choose the Output button. A list of installed
- output devices and their capabilities is presented. Select an appropriate
- device from the list. The Input button presents a similar list, where you
- can choose what device to use for recording.
-
- ------------------------------------ 3 ------------------------------------
-
- The readme.txt file contains additional information not available at the
- time this manual was printed.
-
-
- Installation From a Downloaded Zip File
-
- To install GoldWave from a zip file, you will need PKUNZIP version 2.04g
- (or compatible). Create a new folder called "GoldWave" (see Window 95 help
- for more information about folders) and unzip the GoldWave zip file into
- it.
-
-
- Installation From the Deluxe Diskette
-
- To install GoldWave from the deluxe diskette, simply copy all the files
- from the diskette into a new GoldWave folder. To quickly copy all the
- files using Windows Explorer, select the floppy disk drive from the list of
- folders, choose Edit | Select All, then use the mouse to drag-and-drop the
- list to the new folder on your hard disk.
-
- ------------------------------------ 4 ------------------------------------
-
- 3 Using GoldWave
-
-
- Window Overview
-
- GoldWave is composed of three windows: the Main window, the Device Controls
- window, and Sound windows. The Main window contains the main menu, two
- rows of control bar buttons, and status bars. It groups together and
- manages all the Sound windows. The control bar buttons provide quick
- access to many of the frequently used commands. The upper bar holds File,
- Edit, and View commands, while the lower bar contains Effects and Tools
- commands. The function of each button is displayed in the lower status bar
- when the mouse pointer is positioned directly over it. The status bars
- show attributes of the Sound window, including the sampling rate, length,
- selected region, channels, and general file format information. By
- clicking the mouse pointer over any status item that shows time, the unit
- or format for that status item can be changed. If you click the mouse
- pointer over the length item, for example, you will be presented with a
- menu showing length in terms of storage size, time, and samples.
-
- Sound windows are created when you open a file. These windows contain a
- graph of the sound with a time axis near the bottom. For stereo sounds,
- two separate graphs are shown with the top green graph as the left channel
- and the bottom red graph as the right channel. The selected part of the
- sound is highlighted with a blue background. Near the bottom of the Sound
- window, a small "Overview" rectangle representing the entire sound shows
- you what part of the sound is selected (highlighted green and/or red), what
- part is displayed in the above graph (black background), and what part is
- not visible in the above graph (dark grey background). Initially, the
- entire sound is selected.
-
-
- The Device Controls window interacts directly with your audio hardware. It
- contains buttons to play and record sounds as well as controls for volume,
- balance, and playback speed (provided your audio device supports these
- features). LED meters and oscilloscopes graphically display audio data
- whenever a sound is played or recorded. Information about the graphical
- displays and controls is presented in the next section.
-
-
-
- Device Controls Overview
-
- The Device Controls window is an easy to use interface to your audio
- hardware and drivers. On the bottom half of this window are oscilloscopes
- in which sound is graphed during playback and recording. On the top left
- section of the window is a standard set of audio controls, including play,
- stop, record, rewind, pause, and fast forward. LED meters are located
- below these controls. In the top right section of the window are
- controls to set the device's output volume, balance, and playback speed.
-
- ------------------------------------ 5 ------------------------------------
-
- * The Device Controls window can be resized to change the size of the
- oscilloscopes or to hide them. Use the setup button to save the window's
- position and size for the next session.
-
-
- Setup
-
- The setup button presents a dialog containing many configurable options for
- the Device Controls window. These options are described in the following
- paragraphs.
-
- Graph type
- This group allows you to set the type of oscilloscopes to display.
- Clicking on an oscilloscope also changes the type. Amplitude shows the
- sound as a series of amplitudes. Spectrum shows the sound as a
- frequency spectrum. Spectrum bar displays a frequency bar graph
- commonly found on stereo systems. Spectrogram shows the sound as a
- coloured frequency spectrum, with frequency on the vertical axis and
- time on the horizontal axis. The colours represent the magnitude of
- the frequency. In order of increasing magnitude, they are black,
- purple, blue, cyan, green, yellow, red, and white.
-
- The frequency range of the three spectrum graph types depends on the
- sampling rate and the current device speed. For a speed of 1.00, the
- frequency range is 0 to one half the sampling rate. A sound sampled
- at 22050 Hz, for example, would have frequencies from 0 to 11025 Hz
- shown in the graph. More information about frequency spectrums is
- available in Appendix A.
-
- The Windowed check box enables or disables the use of a Hamming window
- during FFT/spectrum processing. With windowing enabled, pure tones
- such as sine waves generate a much cleaner spectrum. The Frames/s
- box sets the number of times per second that the oscilloscopes are
- updated. Values can range from 10 to 60 frames per second. If your
- computer is not fast enough to redraw the oscilloscopes, GoldWave
- automatically drops frames to reduce computer load.
-
- Controls
- This group lets you configure the speed of the fast forward and rewind
- buttons. By entering a value of 3.00 for the Rewind speed, for
- example, the rewind button plays the sound backwards three times
- faster than regular playback speed. By entering small numbers (such
- as 0.1) the rewind and fast forward buttons play very slowly. This is
- useful for finding pops or clicks, since the oscilloscopes move slowly
- through the data as well.
-
-
- ------------------------------------ 6 ------------------------------------
-
- Recording Options
- This group configures how recording should be performed. Monitor
- input connects the input to the oscilloscopes and LED meters so you
- can adjust input levels before recording. Loop keeps recording over
- and over until the stop button is pressed. This is useful for
- capturing quotes from a TV show or Freudian slips in a speech. By
- loop recording a 1 minute sound, you will always have the last minute
- of audio stored for editing. Countdown timer delays recording for the
- number of seconds specified in the Time box. This gives you some time
- to get ready after you start recording or lets you automatically
- record something at a later time. The Level activated feature pauses
- recording until the input is loud enough to record. The Threshold
- specifies how loud a sound should be before recording begins.
- Normally, this value should be small (less than 0.2). The Duration
- specifies how long to record after the input becomes quiet again.
- Note that entering a zero value causes recording to continue to the
- end, nonstop. Level activated recording is quite useful for
- synchronizing recording. For example, you can enable level activated
- recording, press the record button, then start up the CD player and
- play an audio CD (make sure you selected CD input for recording).
- GoldWave automatically starts recording when CD playback begins.
-
- User play button
- This group configures the user play button to play and/or loop
- sections of the sound. If All is selected, the entire sound will be
- played. If Selection is chosen, the sound between the start and
- finish markers will be played. With Unselected enabled, the regions
- outside the start and finish markers will be played. This lets you
- quickly test how a cut or delete will sound without actually changing
- the sound. Intro/loop/end is a special playback feature that plays
- the sound in three section. The beginning of the sound, outside the
- selection, is played first. Then the selection is played and looped.
- Finally the end of the sound, outside the selection, is played. This
- is useful for musical accompaniment or looped instrument samples.
- Loop, which applies to all of the above options, specifies the number
- of times playback should be repeated. A zero value loops forever.
-
- Positioning
- This group lists several methods for determining the device's current
- position during playback and recording. This position is used to
- synchronize the oscilloscopes and the white, current position line in
- Sound windows. GoldWave relies heavily on correct positioning for
- many of the device controls such as rewind, fast forward, and speed
- adjustment. If you notice any synchronization problems, select a
- different method.
-
- Buffer options
- The Triple buffering check box enables triple buffering (checked) or
- double buffering (unchecked) for playback and recording. Buffering
- acts as an moderator between storage and the audio driver. Triple
- buffering produces the best quality playback and recording and should
- be disabled only if you experience problems with your audio driver.
- The Record and Playback boxes control the size of the buffers, in
- seconds, to use for recording and playback. Three recording buffers
- and three playback buffers are created. Increasing the buffer
-
- ------------------------------------ 7 ------------------------------------
-
- size may reduce the number of gaps and clicks, but will require more
- memory (about half a megabyte per second for CD quality). Large
- buffers also take longer to fill, resulting in a slight delay before
- playback.
-
- Save
- If Setup is checked, all the values in the Device Controls Setup
- dialog will be saved. If Window position is checked, the position and
- size of the Device Controls window will be saved.
-
- Output and Input buttons
- These buttons allow you to select a new output or input device. A
- device selection dialog box is presented with a drop down list that
- shows you the names of audio device drivers. Below the list is a
- table that tells you what sound attributes the driver supports. All
- boxes with check marks in them are supported by the currently selected
- driver. You can select any driver to see its capabilities. To play
- or record CD quality, the driver must support 16 bit, stereo, 44100
- Hz.
-
-
- Playing Sounds
-
- After opening a sound, you can use the play button or the user play
- button to play it. The play button plays the selection only. The
- user play button can play or loop the entire sound or certain parts of it.
- This button is configured by using the Device Controls setup button
- described previously.
-
- While a sound is playing, it is shown graphically on the oscilloscopes and
- LED meters. The current position is displayed in the graph of the Sound
- window as a vertical, white line. In some cases, your audio hardware may
- not support the sound's format or attributes. You can use File | Save as
- to convert a sound to a playable format.
-
- * To play the entire sound, configure the user play button to play All.
- To select the entire sound, use the control bar buttons All and Sel Vw.
-
-
- Pausing Playback
-
- While a sound is playing, you can pause it with the pause button.
- Remember to use either play or stop later. Pause freezes the oscilloscopes
- and the current position marker so you can see the shape of the sound or
- move the selection markers.
-
- ------------------------------------ 8 ------------------------------------
- Stopping Playback
-
- Playback can be stopped immediately with the stop button. The current
- position is reset to the beginning. The audio device is released so that
- it may be used by other applications. Note that recording is stopped using
- a different button.
-
-
- Rewinding and Fast Forwarding
-
- During playback, you can use the rewind button or fast forward button
- to quickly move back and forward through the sound. The current position
- is displayed in the graph of the Sound window as a vertical white line.
- You can adjust the speed of rewind and fast forward with the Device
- Controls setup button as described in a previous section.
-
-
- Recording Sounds
-
- The record button allows you to record your own sounds. Audio is
- recorded into the selection of the Sound window overwriting any data that
- was previously there. To make room for recording without overwriting the
- selection, you can use Edit | Insert space or create a new file using File
- | New. Recording will automatically stop when the selection is full. You
- can stop recording at any time with the special stop button (purple) that
- appears in place of the record button. The behaviour of the record button
- can be configured using the Device Controls setup button.
-
- * Recording is successful only if the driver supports the Sound window's
- attributes and format. You can record a new sound (File | New) and use
- Edit | Copy and Edit | Paste to overcome any driver limitations.
-
- * When recording at high quality CD rates, you should resize the Device
- Controls window so that the oscilloscopes are hidden. This will reduce
- noise and CPU overhead associated with your video card. Changing the
- Record buffer value in the Device Controls setup may also improve quality.
-
-
- Volume and Balance Scroll Bar
-
- If your audio device supports volume control, you can use the volume scroll
- bar to change the output volume of your audio device. Move the thumb right
- or click the right arrow to increase the volume. Move it left to decrease
- the volume. The current volume is shown numerically to the left of the
- scroll bar. A value of 100 is full volume.
-
- ------------------------------------ 9 ------------------------------------
-
- If your audio device supports independent left and right volume control,
- you can use the balance scroll bar to change the device's left/right
- balance. Move the thumb in the direction you want to shift the balance.
-
-
- Speed Scroll Bar
-
- The playback speed of the audio device can be changed with the speed scroll
- bar. Move the thumb right to increase the speed, and left to decrease it.
- The relative speed is shown numerically to the left of the scroll bar. Note
- that changing the speed also changes the pitch.
-
-
-
-
- Editing Overview
-
-
- Selecting Part of a Sound
-
- Almost all commands in GoldWave operate on the currently selected part of a
- sound. The selected part, or selection, is the highlighted part of the
- sound between two vertical markers. The vertical markers are cyan lines
- located to the left side (start marker) and right side (finish marker) of
- the view.
-
- Note that GoldWave does not use Windows' standard "click-and-drag" method
- to make a selection because it does not allow accurate positioning of the
- markers. The method below allows you to independently set the start and
- finish markers to the nearest sample (when zoomed in at a 1:1 level or
- better).
-
- o To move the start marker, click the left mouse button on the
- graph at the point where you want to move it.
- o To move the finish marker, click the right mouse button on the
- graph at the point where you want to move it.
-
- Additional notes and techniques:
- o You cannot place the finish marker before the start marker. The
- same is true for setting the start marker after the finish marker.
- o To find a certain part of the sound, you can play the sound and
- mark it as it plays. GoldWave indicates the part being played with a
- white vertical line. You can use the rewind and fast forward buttons
- to accurately locate a specific sound.
- o Individual channels of a stereo sound can be selected using the
- Edit | Channel command.
-
- ------------------------------------ 10 ------------------------------------
-
- o In most cases, editing and effects are performed only on the
- selection. Some effects, such as the Expression evaluator, Resample,
- Transpose, and Playback rate may alter the entire sound.
- o Window's clipboard is used for most of the editing commands. If
- the selection is too large to copy into the clipboard, GoldWave will
- automatically create a temporary file to simulate the clipboard. The
- Options | File command has additional clipboard settings.
-
-
- Direct Editing with the Mouse
-
- Direct editing lets you edit individual samples with the mouse. You can
- use this to remove pops and clicks or draw new sound waves of almost any
- shape. To do this, you must first zoom in so that individual samples are
- visible (see View | Zoom 5:1 or View | Zoom 10:1). If the sound was flash
- opened, you will need to use the Edit | Deflash command to prepare the
- sound for editing.
- 1) Zoom in 2:1 or closer.
- 2) Place the mouse arrow directly over the sample you want to edit.
- The arrow will change into a thin horizontal line with two small
- arrows pointing to it.
- 3) Click and hold the left mouse button.
- 4) Move the mouse up or down to change the sample.
- 5) Move the mouse left or right to change neighbouring samples.
- 6) Release the mouse button to finish the changes.
-
-
- Combining Audio Layers (Mixing)
-
- The Edit | Mix command superimposes one sound on top of another. If you
- wanted to add vocals to music, for example, you would perform the following
- steps:
- 1) Open the sound containing the vocals.
- 2) Choose Copy from the Edit menu.
- 3) Open the sound containing the music.
- 4) Choose Mix from the Edit menu.
- 5) Enter a volume to mix the vocals (100 = full volume).
-
- * When mixing more than a couple of sounds, you should reduce the mixing
- volume and the destination volume to prevent clipping distortion. The
- volume of the destination sound can be reduced before mixing by using the
- Effects | Volume | Change command.
-
-
- ------------------------------------ 11 ------------------------------------
-
- Storage Overview
-
- GoldWave supports both direct-to-disk editing and RAM editing, along with a
- time saving flash feature. These features are configured by using the
- Options | File command.
-
-
- Direct-to-Disk
-
- In direct-to-disk editing, the entire sound is stored in a temporary file
- where it can be modified. This allows you to edit very large files (up to
- about 1 billion bytes in size) provided the required disk space is
- available. Only a small amount of RAM is required for each opened sound.
- The drawback is that editing and effects processing take more time since
- audio data must be transferred to and from the disk.
-
-
- RAM
-
- In RAM editing, the entire sound is stored in memory. This allows you to
- edit and process files very quickly. It saves time and reduces the burden
- on your hard disk. The drawback is that the size of the files must be
- small enough to fit in the available RAM (not including virtual memory).
-
-
- Flash
-
- The flash feature allows large files to be opened instantly. The entire
- file is not copied to temporary storage and only one second of the sound is
- initially graphed. This can save a great deal of time if you only want to
- play a file and not modify it. A flashed file can be deflashed at any time
- by using the Edit | Deflash command. In most cases, GoldWave will
- automatically deflash the file for you.
-
- A flashed file requires no extra disk space and only a small amount of RAM,
- which means that several large files can be opened at once, regardless of
- how much free space is available on the disk. The drawback is that you
- need a fast system, especially when a file has to be decompressed before it
- can be played.
-
-
- ------------------------------------ 12 ------------------------------------
-
- Keyboard Overview
-
- Table 1 summarizes keystrokes for GoldWave.
-
- Table 1: Keystrokes
- Keystroke Action
- Ctrl+O Open a sound.
- Ctrl+X or Shift+Del Remove selection and copy it into the clipboard.
- Ctrl+C or Ctrl+Ins Copy selection into the clipboard.
- Ctrl+V or Shift+Ins Pastes clipboard into the sound at the start
- marker's position.
- Ctrl+N Pastes clipboard into a new Sound window.
- Ctrl+B Pastes clipboard into the sound at the beginning.
- Ctrl+F Pastes clipboard into the sound at the finish
- marker's position.
- Ctrl+A Pastes clipboard into the sound at the end
- (appends the clipboard).
- Del Delete the selection, permanently.
- Ctrl+M or Shift+Ctrl+Ins Mix clipboard with the sound at the start marker's
- position.
- Ctrl+T Trim sound. Removes all audio outside the
- selection.
- Left Scrolls the Sound window view left.
- Right Scrolls the Sound window view right.
- Pg Up Scrolls the Sound window view left one page.
- Pg Dn Scrolls the Sound window view right one page.
- Home Moves the Sound window view to the start
- marker's position.
- End Moves the Sound window view to the finish marker's
- position.
- Ctrl+Home Moves the Sound window view to the beginning of
- the sound.
- Ctrl+End Moves the Sound window view to the end of the
- sound.
- Ctrl+Left, Ctrl+Right Move the start marker left or right.
- Ctrl+Shift+Left
- Ctrl+Shift+Right Move the finish marker left or right.
- Space Plays a sound (only when Main window is active).
- Plays/Stops a sound (when Device Controls window
- is active).
- F4, F5, F6, F7, F8 Plays, fast forwards, pauses, rewinds, and stops
- respectively (only when Main window is active).
- Ctrl+F9, Ctrl+F8 Start and stop recording respectively (only
- when Main window is active).
-
- Pause Pauses a sound (only when Main window is active).
- Esc Stops a sound (only when Main window is active).
- F1 Starts help.
- Ctrl+F4 Close the Sound window.
- Alt+F6 Switch between Main window and Device Controls
- window.
- Ctrl+F6 Switch between Sound windows.
-
- ------------------------------------ 13 ------------------------------------
-
- File Menu Commands
-
- The following commands create, open, close, save, and convert files.
- Several features for storing and handling files can be configured using the
- Options | File command.
-
-
- New
-
- Use New to create a new sound with attributes you specify. These
- attributes are discussed in Appendix A. Note that GoldWave allows you to
- create and edit sounds that may not be playable with your audio hardware.
- You can use the Output button on the Device Controls Setup dialog to
- determine compatible attributes. For Web and Java applications, you should
- specify 16-bits, mono, with a sampling rate of 8012Hz. For CD quality, use
- 16-bits, stereo, with a sampling rate of 44100Hz.
-
-
- Open and Supported File Types
-
- The Open command presents a list of files in your sound folder. The sound
- folder can be set by using the Options | File command. All file types
- having a recognized extension are listed. You can change the extension to
- search for different file types. After you select a file, a Sound window
- is opened and details about the sound are displayed in the status bar.
-
- ------------------------------------ 14 ------------------------------------
-
- GoldWave supports all the sound types listed in Table 2.
-
- Table 2: Supported File Types
- Extension Comments
- .au Sun or NeXT files. Supports 8 & 16-bit linear and u-law
- encoded files. The header block is preserved.
- .aif
- .afc Apple / Macintosh sound files. The blocks NAME, COPY, ANNO,
- AUTH, and CHAN are all preserved. Compressed files are not
- supported. Markers are not supported.
- .dwd DiamondWare sound files. Supports 8 & 16 bit PCM attributes.
- .iff Amiga 8SVX files. The blocks NAME, COPY, ANNO, AUTH, and
- CHAN are all preserved.
- .mat Matlab files. The data must be normalized (i.e. -1.0 to 1.0)
- for double precision data. If the "wavedata" variable is
- two dimensional, the data is assumed to be stereo. GoldWave
- saves audio data in the "wavedata" variable and the rate in
- the "samplingrate" variable. A 11025 Hz sampling rate is
- assumed if none is present.
- .raw Headerless files containing binary data in 8-bit, 12-bit,
- 16-bit, double precision, u-law, or A-law format.
- .sds MIDI sample dump standard format. Loop points are not
- supported.
- .smp Sample Vision 16-bit PCM sound files. Markers/Loops are not
- supported.
- .snd Raw or NeXT files. NeXT files are automatically detected.
- Raw files present the Raw File Format dialog for attributes.
- .wav This includes RIFF WAVE 8 & 16-bit PCM mono or stereo, A-law
- encoded, u-law encoded, and Microsoft ACM compressed files.
- Only files with one data chunk are supported. The chunks
- LIST INFO, LIST adtl, and cue are detected. All others are
- ignored.
- .voc Sound Blaster files. Supports: 8-bit mono/stereo, 16-bit
- mono/stereo, u-law encoded mono/stereo. ADPCM compressed
- files are not supported since the compression algorithm must
- be licensed from Creative Labs.
- .vox Dialogic ADPCM encoded raw files. The Raw File Format
- dialog is presented where you can specify the VOX format.
-
-
- GoldWave presents the Raw File Format dialog if the file is corrupted,
- unrecognized, or contains data without header information (often referred
- to as raw files). This dialog allows you to specify appropriate
- attributes. If you don't know, experiment with trial-and-error.
- Generally, sounds will be noisy if the format or number of bits is
- incorrect, in which case you will have to close and re-open the sound using
- a different format. If the sampling rate is wrong, the playback speed will
- be too fast or too slow. You can use Effects | Playback rate to quickly
- re-adjust this. Appendix A has more information about sound attributes.
-
-
- Close
-
- Use Close to close the current sound. If it has been modified, you will be
- asked to save changes.
-
- ------------------------------------ 15 ------------------------------------
-
- Save
-
- The sound is saved in a file using its original name and type. If memory
- or disk space is low, the file may not be saved successfully. GoldWave
- will inform you if this happens. If Save fails, try deleting some unneeded
- files or close other applications. Make sure that the file is saved
- successfully before closing GoldWave, otherwise part of the sound may be
- lost.
-
- ! Cue points are saved only in Wave files. If you have added cues to a
- non-Wave file, you can use File | Save as to convert it to Wave.
-
-
- Save as
-
- Save as allows you to save a sound using a different filename or file type.
- To save the sound using a different name, simply type in the new name in
- the File name box. To save the sound using a different type, select the
- type from the Save as type list box and select attributes from the
- Attributes list box. Since each file type supports different attributes,
- always select the type before selecting attributes. Java and Web sounds,
- for example, should be saved using the "Sun (*.au)" type and the "Java/Web"
- attribute.
-
- ! Note that just typing in a different extension for the filename does
- not convert the sound to the type associated with the extension. The
- extension must be selected from the type list box.
-
-
- Exit
-
- Exit closes all Sound windows and quits GoldWave. Any playback or
- recording is stopped. You will be asked to save any changed sounds.
-
-
- File History
-
- A list of five recently closed files is appended to the File menu. You can
- quickly open one of these files by selecting it from the menu.
-
-
- ------------------------------------ 16 ------------------------------------
-
- Edit Menu Commands
-
- These commands allow you to remove, insert, copy, and move sections of
- sound. For an introduction to the concepts and terms discussed in this
- section, refer to the Editing Overview section.
-
-
- Undo
-
- Undo reverses the most recent change made to a sound. Only one undo is
- possible across all Sound windows. The undo feature keeps a copy of the
- original data in a temporary file. This file is created in the undo folder
- specified by the Options | File command.
-
- Since the undo feature copies large amounts of data, you will notice a
- delay before each modification. It can be disabled using the Options |
- File command and unchecking the Undo box.
-
-
- Cut
-
- Use Cut to remove the selection from the sound and put it in the clipboard.
- The contents of the clipboard can then be superimposed or inserted into a
- Sound window using Mix or Paste. Note that if only one channel is selected
- in a stereo sound, then only that channel is removed. Since it is not
- possible for one channel to be longer than the other, the end of the cut
- channel is padded with silence (this is also true for Delete).
-
- * If you want to remove a section of sound and not put it in the
- clipboard, you should use the Delete command since it is quicker.
-
- To cut:
- 1) Move the start and finish markers to the part of the sound you
- want to cut.
- 2) Choose Cut from the Edit menu or click on the Cut button.
-
-
- Copy
-
- The Copy command copies the selection into the clipboard. The selection is
- not removed from the sound. The contents of the clipboard can then be
- superimposed or inserted into a Sound window using Mix or Paste.
-
- To copy:
- 1) Move the start and finish markers to the part of the sound you
- want to copy.
- 2) Choose Copy from the Edit menu or click on the Copy button.
-
- * You can copy individual channels of a stereo sound by using the Edit |
- Channel command.
-
- ------------------------------------ 17 ------------------------------------
-
- Paste new
-
- Creates a new Sound window containing the sound copied into the clipboard.
- The new sound will have the attributes and length of the clipboard sound.
- This command is useful when you need to save part of a sound to a new file.
-
- To paste part of a sound into a new sound:
- 1) Move the start marker and finish markers to the part of the sound
- you want to copy.
- 2) Choose Copy from the Edit menu or click on the Copy button.
- 3) Choose Paste new from the Edit menu or click on the PNew button.
-
-
-
- Paste and Paste at
-
- After copying a sound into the clipboard, you can use these commands to
- insert it into another sound. Paste inserts the clipboard at the start
- marker's position. Paste at inserts the clipboard at the location you
- specify. The length of the sound is increased so that the clipboard will
- fit. The clipboard is automatically converted to match the attributes of
- the sound.
-
- To insert the clipboard into the sound:
- 1) Move the start marker to the place where you want to paste the
- clipboard sound.
- 2) Choose Paste from the Edit menu or click on the Paste button.
-
- To append the clipboard to the end of the sound:
- 1) Choose Paste at from the Edit menu.
- 2) Choose End from the Paste at menu.
-
- * By copying a small selection and pasting it several times, a stutter
- effect can be achieved.
-
-
-
- Mix
-
- Use Mix to blend (superimpose) the clipboard with the sound. Mixing
- essentially allows two sounds to be played at the same time. You are asked
- for the volume to apply to the clipboard as it is being mixed. A value of
- 100 is full volume.
-
- ------------------------------------ 18 ------------------------------------
-
- To mix the clipboard with the sound:
- 1) Move the start marker to the place where you want to mix the
- clipboard.
- 2) Choose Mix from the Edit menu or click on the Mix button.
- 3) Enter the mix volume for the clipboard.
- 4) Choose OK.
-
-
- Delete
-
- Delete permanently removes the selection from the sound. The selection is
- not copied to the clipboard. Note that if only one channel is selected in
- a stereo sound, then only that channel is removed. Since it is not
- possible for one channel to be longer than the other, the end of the
- deleted channel is padded with silence (this is also true for Cut).
-
- To delete:
- 1) Move the start and finish markers to the part of the sound you
- want to delete.
- 2) Choose Delete from the Edit menu or click on the Delete button.
-
-
- Trim
-
- Trim permanently removes everything outside the selection. The selection
- is not affected. Use this command to keep a section of sound and discard
- everything else. Note that if only one channel of a stereo sound is
- trimmed, the end of that channel will be padded with silence.
-
- To trim:
- 1) Move the start and finish markers to the part of the sound you
- want to keep.
- 2) Choose Trim from the Edit menu or click on the Trim button.
-
-
- Insert silence
-
- This command inserts some blank space in the sound at the start marker's
- position. You are asked how long (in seconds) the silence should be. This
- command can be used to increase recording time or to insert a delay. The
- command appears on the control bar as the Silen button.
-
- ------------------------------------ 19 ------------------------------------
-
- Select view
-
- Use Select view to select all of the sound currently shown in the Sound
- window's graph. The start and finish markers are moved to the far left and
- far right of the view. This command appears on the control bar as the Sel
- Vw button.
-
- * By using the All button and the Sel Vw button, you can quickly select
- the entire sound.
-
-
-
- Channel
-
- The Channel pop-up menu controls which channel of a stereo sound will be
- used or modified by editing or effects. You can use this feature to copy a
- single channel from a stereo sound or apply an effect to only one channel.
- The currently selected channel is shown in the status bar. When recording
- or using effects such as the Expression evaluator, Resample, Transpose,
- Playback rate, Pan, Exchange channels, and Doppler, the channel setting has
- no effect and both the left and right channels will be modified.
-
-
- Deflash
-
- Usually a flashed file will be deflashed automatically. If you are trying
- to play a compressed file on a slow system or to convert a file to another
- type, you can use this command to decompress the file into temporary
- storage. The flash feature can be configured using the Options | File
- command.
-
-
-
-
- Effects Menu Commands
-
- With these commands, you can change a sound or create new sounds. The
- commands are similar to font menu commands in word processors. For
- example, using font commands, you can change the size of the letters. In
- GoldWave, using the "Volume" effect changes the "size" (amplitude/volume)
- of a sound. Note that even though the word "volume" is used throughout
- this section for readability, "amplitude" would be more precise. For an
- introduction to some of the terms discussed in this section, refer to the
- Editing Overview section.
-
- ------------------------------------ 20 ------------------------------------
-
- Special Controls for Effects
-
- Presets
- Presets store parameters and shapes (described below) in the
- gwpreset.ini file so they can be recalled again the next time the
- effect is used. Controls for presets consist of a drop down list box,
- a [+] button, and [-] button.
-
- To add a new preset:
- 1) Enter in all the new parameters and/or draw the new shape.
- 2) Type in a new name for the preset in the drop down list.
- This name cannot be the same as one currently in the list.
- 3) Choose the [+] button.
-
- To delete a preset:
- 1) Select the preset from the drop down list.
- 2) Choose the [-] button.
-
- To change a preset:
- 1) Delete the preset, as above. When you delete a preset, the
- current parameters and name remain on the screen so they
- can be changed.
- 2) Change the parameters and/or name.
- 3) Add the preset, as above.
-
-
- Shape Controls
- Several effects in GoldWave use Shape Controls to set graphical
- parameters or dynamically alter the effect across the selection.
- Shape Controls usually consists of a graph window, a Clear button
- and shape presets (described above).
-
- The graph window initially contains a single line with two endpoints
- (shown as large dots). By clicking the left mouse button anywhere
- inside this window, you can add new points to bend the line into a
- variety of zigzag shapes. To move a point, click on it and drag it to
- a new location. To remove a point, click the right mouse button over
- the point. The Clear button removes all the points and reset the end
- points. Note that endpoints cannot be removed.
-
- ------------------------------------ 21 ------------------------------------
-
- Distortion
-
- Distortion alters the amplitude mapping of the selection. It can limit,
- compress, or expand a range of amplitudes. The amplitude mapping is set
- using Shape Controls, where x-axis and y-axis both have a range of -1 to 1.
- When the line stretches diagonally from the lower left corner to the upper
- right corner, the input amplitude (x) and output amplitude (y) are the same
- for every point on the line. By changing the line, the output will differ
- from the input.
-
-
- Doppler
-
- The Doppler effect is defined as a change in frequency of a wave caused by
- motion. It is often heard during auto racing when a fast car passes in
- front of you. The pitch of the engine appears to drop as the car speeds
- away.
-
- In GoldWave the Doppler command dynamically alters or bends the pitch of
- the selection. Shape Controls are presented where the pitch can be varied
- over the selection from 0.5 to 1.5 times normal. You can use Effects |
- Volume | Shape to dynamically alter the volume as well.
-
-
- Echo
-
- Echo produces an echo or reverb effect in the selection. The echo delay,
- volume, and reverb parameters can be entered after choosing this command.
- The delay determines how long it takes for the echo to bounce back. Try
- values less than 0.1 for a large room, 0.3 for a baseball stadium, above
- 0.3 for a canyon echo. The volume controls how loud the echo will be.
- Values less than 50 give good results.
-
- Reverb makes the echo sound deeper. If you check the Reverb box, the echo
- will be regenerated at intervals specified by the delay. This means that
- if the delay was 0.1 seconds, the echo at 0.1s is regenerated at 0.2s, and
- this new echo is regenerated at 0.3s, and so on. The volume is applied to
- each regeneration. If the volume was 50%, the first echo volume is one
- half the original, the second echo volume is one quarter, and so on.
-
- * To make the echo sound correct, the effect extends slightly outside the
- end of the selection. This may increase the length of the sound or
- alter sound outside the selection.
-
- ------------------------------------ 22 ------------------------------------
-
- To add an echo:
- 1) Move the start and finish markers to the part of the sound you
- want to add an echo.
- 2) Choose Echo from the Effects menu.
- 3) Enter the delay time.
- 4) Enter the volume.
- 5) Check Reverb if preferred.
- 6) Choose OK.
-
-
- Exchange channels
-
- This command exchanges the left and right channels of a stereo sound (i.e.
- the right channel becomes the left channel and the left channel becomes the
- right channel).
-
-
- Filter
-
- Filters are used to remove a range of frequencies from a sound. They can
- produce a variety of effects. A pop-up menu is displayed listing several
- filter related commands.
-
-
- Noise gate
- Noise gates remove background hiss from quiet parts of the selection.
- You can use this after recording to clean up some of the noise created
- by the audio device when it converted the sound to digital data.
- Noise gates do not remove background hiss from louder parts of the
- selection.
-
- The Decay time is the amount of time (in milliseconds) that it takes
- for the noise gate to fully close. When the gate is closed, no sound
- can pass and this leaves only silence. Values less than 200
- milliseconds are common.
-
- The Threshold is the amplitude level at which the gate will start to
- open and let sound pass. If you specify a value of 0.05, for example,
- all samples with amplitudes from 0.05 to 1.0 will be allowed to pass,
- but samples with amplitudes from 0 to 0.05 are blocked. If you still
- notice a hiss in quiet sections, increase this value.
-
-
- Low/Highpass
- Lowpass filters block high pitched frequencies (treble), but allow low
- pitched frequencies (bass) to pass. They can be used to reduce high
- end hiss noise or remove unwanted sounds above the given cutoff
- frequency. If you were to apply a lowpass filter with a cutoff
- frequency of 1000Hz on speech, it would make it sound mumbled and
- deep. Lowpass filters can also be used to eliminate aliasing when
- used before downsampling.
-
- ------------------------------------ 23 ------------------------------------
-
- Highpass filters block low pitch frequencies, but allow high
- pitched frequencies to pass. They can remove deep rumbling noise or
- remove unwanted sounds below the given cutoff frequency. If you were
- to apply a highpass filter with a cutoff frequency of 1000Hz on
- speech, it would make it sound thin and hollow.
-
- Cutoff frequency
- The Initial box specifies the constant cutoff frequency for
- static filtering. If the Dynamic option is selected (see below),
- then a final cutoff frequency can be given in the Final box.
-
- Filter options
- Select Lowpass if you want to keep only the frequencies below the
- cutoff frequency. Select Highpass if you want to keep only the
- frequencies above the cutoff frequency.
-
- If you want the cutoff frequency to remain constant throughout
- the selection during processing, select the Static option. If
- you want the cutoff frequency to change from the initial value to
- the final value, select the Dynamic option. Note that dynamic
- filtering will take more processing time.
-
- The Steepness value specifies how sharply the filter cuts off
- frequencies outside the cutoff frequency. A higher steepness
- makes the filter sharper, but it also increases processing time.
- In technical terms, the steepness specifies the number of second
- order cascade filters used.
-
- Examples
- To make speech gradually become more hollow and thin:
- 1) Enter 60 in the Initial box.
- 2) Choose Dynamic.
- 3) Enter 1000 in the Final box.
- 4) Choose Highpass.
- 5) Choose OK.
-
- Filtering before downsampling from 44100Hz to 22050Hz:
- 1) Enter 11025 in the Initial box.
- 2) Choose Lowpass.
- 3) Choose Static.
- 4) Enter 20 in the Steepness box.
- 5) Choose OK.
-
-
- Bandpass/stop
- Bandpass filters block all frequencies outside the specified range,
- keeping only frequencies within the range.
-
- ------------------------------------ 24 ------------------------------------
-
- Bandstop filters block all frequencies within the specified
- range, keeping all other frequencies outside the range.
-
- Frequency range
- The From and To boxes specify the frequency range of the filter.
- If the Dynamic option is selected, then a final frequency range
- can be given in the other From and To boxes.
-
- Filter options
- Select Bandpass if you want to keep only the frequencies within
- the range. Select Bandstop if you want to keep only the
- frequencies outside the range.
-
- The remaining options are explained above under Low/Highpass
- filters.
-
-
- Parametric EQ
- A parametric equalizer is a flexible tool for reducing or enhancing
- ranges of frequencies. GoldWave presents an easy to use interface
- where all the parameters for up to 30 band can be configured quickly.
- The Presets contain some commonly used settings.
-
- Graph window
- The graph shows frequency on the x-axis in hertz and the gain on
- the y-axis in decibels. Each enabled band is displayed in the
- graph as a diamond shaped box located at its center frequency and
- gain. The width of the box shows the bandwidth. The currently
- selected band is shown in blue and its exact settings are shown
- by the scroll bars.
-
- Controls
- A band can be configured by selecting its number from the Select
- band box and adjusting the scroll bars. A quicker way is to
- drag-and-drop the band to a new location on the graph. Note that
- because of the logarithmic frequency scale, the width of a
- diamond changes as you move it left or right. The bandwidth,
- however, remains constant.
-
- Any unneeded can be disabled by unchecking the Enabled box.
- Disabling unused bands improves processing speed.
-
-
- User defined
- The User Defined Filter dialog allows you to specify coefficients to
- use for filtering. Up to 15 coefficients can be given. Almost any
- kind of linear filter can be created with this command because it
- exploits the general digital filter equation:
- In GoldWave, this becomes:
-
- b(0)y(n)+b(1)y(n-1)+ ... +b(14)y(n-14) = a(0)x(n)+a(1)x(n-1)+ ...
- +a(14)x(n-14)
-
- ------------------------------------ 25 ------------------------------------
-
- For speed, fixed point calculations are used. Coefficients can be
- floating point values with magnitudes from 0.0001 to 200. Values
- outside this range cannot be converted to fixed point values. The
- number of coefficients entered for a and b must be the same. For FIR
- filters, you would usually enter a one followed by a number of zeros
- for b.
-
- * You can use Ctrl+C and Ctrl+V to copy and paste coefficients. The
- Clear button quickly removes all coefficients from the coefficient
- edit boxes.
-
- Some predefined filters are included in the Coefficient Sets. The
- number following a lowpass filter preset indicates what percentage of
- frequencies are kept. Lowpass 25, for example, keeps the lower 25% of
- frequencies. The number following a highpass filter preset indicates
- the percentage discarded. Highpass 10, for example, discards the
- lower 10% of frequencies. The actual frequencies kept or discarded
- depends on the sampling rate of the sound. Lowpass 25 on a 22050 Hz
- sound will remove frequencies from about 2700 Hz to 11025 Hz.
-
- * To fully use this command requires detailed knowledge of digital
- filter theory, which is beyond the scope of this manual. A brief
- introduction is provided in Appendix B.
-
-
-
- Flange
-
- A flanging effect is similar to an echo effect in that the original sound
- can be mixed with a delayed copy of itself. Unlike an echo, where the
- delay is constant, flanging varies the delay over a specified range or
- depth. The speed, or frequency, at which the delay varies also can be
- controlled. In GoldWave, the Flange effect presents a dialog where you can
- set the depth, frequency, and fixed delay parameters and define how the
- sound should be mixed. Several presets are included to demonstrate the
- kinds of unusual audio effects that are possible with flanging.
-
- The Input volume specifies the volume of the original sound to mix with the
- final sound. A value of 0 means the original sound will not be mixed with
- the final sound. If this value is set to 100 and all other volumes are 0,
- no change will be made to the sound. The Mix volume specifies the volume
- of the flanged (delayed) sound to mix with the final sound. Usually, this
- value should be in the range of 50 to 100. Feedback specifies the level of
- feedback to mix with the final sound. This makes the effect sound more
- pronounced. Set this value to 0 if you do not want any feedback. Invert
- check boxes determine whether a sound is added or subtracted when mixed.
- Inverted sounds are subtracted.
-
- Depth specifies the maximum delay in milliseconds. A value of 40 will
- allow the delay to vary from 0 to 40 milliseconds. Frequency specifies how
- fast to vary the delay. A value of 2 will vary the delay over its
-
- ------------------------------------ 26 ------------------------------------
-
- depth twice a second. For a value of 0.2, the full delay depth is reached
- every five seconds. The Fixed delay is added to the depth to change the
- minimum delay. If the depth is 40 and the fixed delay is 10, the delay
- will vary from 10 to 50 milliseconds.
-
-
- Interpolate
-
- Interpolate uses linear interpolation to smooth out samples between the
- start and finish markers. Use this command on a tiny selection to remove a
- pop or click.
-
-
- Invert
-
- Invert reflects the selection about the time axis. The selection is
- essentially turned upside-down. This produces no noticeable effect in mono
- sounds and has a slight effect in stereo sounds. Inverting a single
- channel of a stereo sound produces an "in" or "out" effect.
-
-
- Mechanize
-
- Mechanize adds a robotic or mechanical characteristic to sounds. The
- percentage of quality can be entered after selecting this command. Low
- values produce an untuned radio effect. Higher values give a rough
- distorted effect.
-
- To mechanize part of a sound:
- 1) Move the start and finish markers to the part of the sound you
- want to mechanize.
- 2) Choose Mechanize from the Effects menu.
- 3) Enter the quality percentage, then choose OK.
-
-
- Offset
-
- Offset adjusts or removes a dc offset in the selection by shifting it up or
- down so that the wave is centered on the horizontal axis. When this command
- is selected, it first scans the selection for any existing offset. An
- offset to cancel the existing offset is then displayed in a dialog where it
- may be changed. A positive value shifts the graph up and a negative value
- shifts it down.
-
- To adjust the offset of part of a sound:
- 1) Move the start and finish markers to the part of the sound you
- want to adjust.
- 2) Choose Offset from the Effects menu.
- 3) Enter the offset, then choose OK.
-
- ------------------------------------ 27 ------------------------------------
-
- * You should check the offset from time to time after processing effects.
- Otherwise, the offset may increase with each effect, resulting in
- distortion.
-
-
- Pan
-
- Pan presents the Shape Controls where panning can be specified. The graph
- is divided into green and red regions, representing the left and right
- channels respectively. The line, initially located between the regions,
- represents the center for panning. By bending and/or moving the line, you
- can dynamically alter the selection's left/right balance or pan to and from
- each channel.
-
-
- Reverse
-
- This command reverses the selection so that it plays backward. Now you
- have an easy way to listen to all those "satanic verses". You can play a
- sound backwards by using the rewind button on the Device Controls window as
- well.
-
-
- Silence
-
- The Silence command erases the selection. The sound in the selection is
- muted (set to zero volume).
-
-
- Volume
-
- The Volume pop-up menu contains several volume related commands. Volumes
- are usually specified by a percentage of the sound's original amplitude.
- Unlike the volume scroll bar in the Device Controls window, which changes
- the audio device output volume, these commands alter the sound's data to
- change the volume.
-
- * To convert gain (in dB) to a percentage, you would use the formula:
-
-
-
- Change
- Change modifies the selection so that it sounds louder or quieter. The
- percentage of volume can be entered after selecting this command.
- Values less than 100 make the sound quieter and values greater than
- 100 make it louder. Enter 50 to halve the volume and 200 to double
- the volume. A value of 100 is normal volume and has no effect.
-
- ------------------------------------ 28 ------------------------------------
-
- To change the volume of part of a sound:
- 1) Move the start and finish markers to the part of the sound
- you want to change.
- 2) Choose Change from the Effects | Volume pop-up menu.
- 3) Enter the volume percentage, then choose OK.
-
-
- Fade in
- Fade in gradually increases the volume throughout the selection. The
- initial volume percentage can be entered after choosing this command.
- A value of 25 starts with one quarter volume and fades in to full
- volume. A value of 0 starts at silence and fades in to full volume.
-
- To fade in part of a sound:
- 1) Move the start and finish markers to the part of the sound
- you want to fade in.
- 2) Choose Fade in from the Effects | Volume pop-up menu.
- 3) Enter the initial volume percentage, then choose OK.
-
-
- Fade out
- Fade out gradually decreases the volume throughout the selection. The
- percentage of fade can be entered after choosing this command. The
- fade percentage is the amount that the volume should decrease. A
- value of 100 fades to complete silence. A value of 50 fades to half
- the original volume.
-
- To fade out part of a sound:
- 1) Move the start and finish markers to the part of the sound
- you want to fade out.
- 2) Choose Fade out from the Effects | Volume pop-up menu.
- 3) Enter the fade percentage, then choose OK.
-
-
- Maximize (Normalize)
- Maximize searches the selection for the maximum percent that the
- volume can be increased without producing distortion or clipping
- errors. The volume is then applied to the selection. This is often
- referred to as a "normalize" process. If the percentage is above
- 5000% or equal to 100%, no changes will be made.
-
- To maximize the volume of part of a sound:
- 1) Move the start and finish markers to the part of the sound
- you want to normalize.
- 2) Choose Maximize from the Effects | Volume pop-up menu.
-
-
- ------------------------------------ 29 ------------------------------------
-
- Shape
- Shape presents the Shape Controls where the volume envelope of the
- selection can be defined. The shape line is initially horizontal at
- 100. By bending/moving the line, you can dynamically change the
- volume over the selection. Several preset shapes are included,
- demonstrating fade in and fade out.
-
-
- Playback rate
-
- This command changes the playback rate of the entire sound. The sound will
- play faster (or slower) and its pitch will be higher (or lower).
- Essentially, this just changes the first number in the status bar. Values
- of 11025, 22050, and 44100 are recommended.
-
- To change the playback rate of the entire sound:
- 1) Choose Playback rate from the Effects menu.
- 2) Enter the new rate, then choose OK.
-
- * The playback rate of the audio device can be controlled using the speed
- scroll bar in the Device Controls window.
-
-
- Resample
-
- Resample changes the sampling rate of the entire sound. Unlike Playback
- rate, this command re-calculates and interpolates all the data so that the
- pitch and playback time are not affected. You are prompted to enter a new
- rate. Values of 11025, 22050, and 44100 are recommended.
-
- To change the sampling rate of the entire sound:
- 1) Choose Resample from the Effects menu.
- 2) Enter the new rate, then choose OK.
-
- * If you have a sound recorded at 44100Hz and do not need CD quality, you
- can save large amounts of disk space by resampling the sound to 22050Hz
- or 11025Hz. This reduces the size by 2:1 or 4:1. Before down-sampling
- (converting 22050Hz to 11025Hz, for example), the data should be
- lowpass filtered to prevent aliasing. See Effects | Filter.
-
-
- Transpose
-
- Transpose changes the sampling rate of the entire sound so that it plays
- back at a different pitch. This is useful for converting instrument
- samples from one note to another. Transpose combines the Resample and
- Playback rate effects. You are prompted to select the original pitch and
- the new pitch from notes provided in drop-down lists. By specifying "C" as
- the original pitch and "C2" as the new pitch, you can shift the pitch
- up one octave. Fine tune lets you make a slight pitch adjustment.
-
- ------------------------------------ 30 ------------------------------------
-
- View Menu Commands
-
- This section assumes that you are familiar with the terms introduced in the
- Windows Overview and Editing Overview sections.
-
- View commands allow you to see a more detailed graph of part of the sound.
- They are similar to zoom commands in the Windows Paint accessory. When you
- zoom in (or magnify) the sound, you see a smaller section, but with greater
- detail. When zoom out, you see the entire sound, but with less detail.
- The Overview box near the bottom of each Sound window gives you some
- information about what section of the sound is currently shown in the view.
-
- When zoomed in to a part of the sound, a scroll bar will appear at the
- bottom of the Sound window so you can move to different parts of the sound
- while still keeping the same level of magnification. The current level of
- magnification is displayed in the Main window's status bar next to the word
- "Zoom".
-
- Almost all View commands use the start marker's position as the starting
- location for magnification, so you should move the start marker to the
- position of interest first.
-
- * Note that if a file is flash opened, only one second of sound is
- initially display in the view. Otherwise, the entire sound is
- displayed.
-
-
- All
-
- The entire sound is graphed in the view. By using View | All and then
- Edit | Select view, you can quickly select the entire file.
-
-
- Selection
-
- The selection is magnified, increasing the detail of the graph. You can
- zoom in many times by changing the selection and magnifying it again until
- only a single sample is shown in the view.
-
- ------------------------------------ 31 ------------------------------------
-
- User
-
- A User button is provided in the controls bar so that you can quickly zoom
- to your favourite level. The sound is magnified to the level of detail
- specified under the Options | Window dialog. The level can be set to any
- value you find convenient.
-
-
- Other
-
- This magnifies the graph to any level you specify. The level is given as
- 1:X, where X is the number you enter in the box. A value of 10 gives a
- 1:10 level as described below. A value of 0.10 is equivalent to a 10:1
- zoom level. If the given level is not possible, the closest valid level is
- used.
-
-
- Zoom 10:1 and 5:1
-
- When the number to the left of the colon is greater than one, a very small
- section of sound is magnified at a high level of detail. At these levels,
- individual samples are easily visible and direct sample editing with the
- mouse is possible.
-
-
- Zoom 1:1
-
- At a level of 1:1, each audio sample is represented as a single pixel on
- the screen. This reveals a true representation of the shape of the sound.
-
-
- Zoom 1:10, 1:100, 1:1000
-
- When the number to right of the colon is greater than one, a larger section
- of sound is displayed, but with less detail. Levels beyond 1:10 show only
- an approximation of the shape of the sound with minimum detail.
-
-
- Start and Finish
-
- These commands scroll the view to either the start or finish marker's
- position. The view will be centered over the marker's position provided
- its position and the level of magnification permit it to be centered.
- These commands are especially useful when you need to move a marker to a
- precise position. For example, you can zoom in 1:1 and move the start
- marker to an exact position and then use View | Finish to set the finish
- marker's position.
-
- ------------------------------------ 32 ------------------------------------
-
- Tools Menu Commands
-
- Cue Points
-
- Cue points allow you to mark and describe specific positions within sounds.
- They have numerous uses. When recording speech, for example, you can use
- them to hold information about the speaker or a translation of what the
- speaker said. For music, you can store lyrics for each verse. If you
- design instrument samples, cue points can hold looping points. Some
- multimedia applications use them to play or loop specific sections of a
- sound.
-
- Cue points can be set at the start or finish marker's position. You can
- also move the start or finish marker back to a cue point.
-
- Currently, cue points are fixed and do not change position when a sound is
- modified. This should be considered when certain commands, such as delete,
- are used. Any cues inside the deleted selection will not be deleted and
- the cues outside the selection will not be adjusted to account for the new
- positions.
-
- ! Cue points are saved only in Wave files.
-
-
- To set a cue point at the start marker's position:
- 1) Move the start marker to the position where you want to create a
- cue point.
- 2) Choose Cue points from the Tools menu.
- 3) Choose the Start marker radio button.
- 4) Enter a name and description for the cue point.
- 5) Choose the Add button.
- 6) Choose OK.
-
- To delete a cue point:
- 1) Choose Cue points from the Tools menu.
- 2) Select the cue point from the list.
- 3) Choose the Delete button.
- 4) Choose OK.
-
- To change a cue point:
- 1) Move the start marker to the position where you want to move the
- cue point.
- 2) Choose Cue points from the Tools menu.
- 3) Select the cue point from the list.
- 4) Choose the Start marker radio button.
- 5) Change the name and description, if necessary.
- 6) Choose the Revise button.
- 7) Choose OK.
-
- ------------------------------------ 33 ------------------------------------
-
- * If you do not want to change the cue point's position, you should move
- the start marker to the cue point first by using the Set button.
-
- To move the start marker to a cue point:
- 1) Choose Cue points from the Tools menu.
- 2) Select the cue point from the list.
- 3) Choose the Start marker radio button.
- 4) Choose the Set button.
- 5) Choose OK.
-
-
- Expression evaluator
-
- The Expression Evaluator is a versatile tool for manipulating and
- generating audio data. For a detailed explanation, please see Appendix B.
-
-
- CD player
-
- If you installed the CD player bundled with Windows 95, you can use this
- command to start it. Note that the command will not be enabled if the CD
- player is not installed. For information about using or installing the CD
- player, please refer to Windows 95 help.
-
-
- Volume controls
-
- This command will starts the Volume Control accessory, if it is installed
- on your system. If this accessory is not installed, the command is
- disabled. The accessory initially shows volumes for output devices. To
- show input volumes, use Options | Properties on the menu, choose the
- Recording radio button, and make sure that the inputs you want to use are
- checked in the bottom list. After choosing OK, recording inputs can be
- selected and adjusted. For information about using or installing Volume
- Controls, please refer to Windows 95 help.
-
-
- Device Controls
-
- The Device Controls window is discussed in the Device Controls Overview
- section.
-
- ------------------------------------ 34 ------------------------------------
-
- Options Menu Commands
-
- Colours
-
- Use this command to change the colour scheme of Sound windows. The
- Preview box shows the Sound's current colour scheme. The Colour Settings
- group allow you to make changes. To set the colour of a particular item,
- select the item from the drop-down list or click on the item in the Preview
- box. Once the item is selected, you can change its colour by clicking on
- one of the colour boxes.
-
-
- File
-
- The File Options dialog lets you setup folders and file storage options.
- This sections assumes you are familiar with the terms introduced in the
- Storage Overview section.
-
- Sound files
- This specifies the folder where you keep your sound files. The File |
- Open command automatically lists files in this folder whenever you
- start GoldWave. If you prefer to use the Windows 95 Properties
- feature to specify a working folder, enter a period, ".", for this
- folder.
-
- Temporary
- This specifies the folder to use when creating temporary files. This
- folder should be located on a large disk with plenty of free space.
- Using a compressed drive is not recommended. It will slow processing
- and give poor results when recording if hard disk storage is enabled.
- Changing this folder does not affect opened files already in temporary
- storage.
-
- Undo
- Undo specifies the folder to use for storing undo data. In most
- cases, it should be the same as the temporary folder. Changing the
- undo folder does not affect the current session of GoldWave since the
- undo file will have been created already. Undo can be enable or
- disabled by checking or unchecking the check box.
-
- Flash open
- The Flash open radio buttons let you control the flash feature. If
- you usually edit small files or have a slow system, set this to Never.
- If you always play files and rarely modify them, choose Always. If
- you have a fast system and often modify files, choose Limit and
- specify the minimum size (in units of 1000 samples) for a file to be
- flash. Any file larger than this will be flashed.
-
- ------------------------------------ 35 ------------------------------------
-
- Temporary storage
- This specifies where files should be stored for processing. RAM
- storage is usually very fast, but limits the size of files. Hard disk
- is slower, but allow huge files to be processed. Changing this
- options does not affect files already opened.
-
- Clipboard
- Due to size limitations in the standard Windows clipboard, copying
- large sounds can cause some problems. If you encounter any unusual
- behaviour or you frequently work with large files (20 megabytes or
- more), choose GoldWave to use GoldWave's special clipboard. If you
- edit small files and need to copy and paste between different
- applications, choose Windows to use the standard clipboard. Technical
- note: Normally GoldWave automatically uses an appropriate clipboard,
- but recent developments have shown unreliability in the standard
- clipboard, making this manual option necessary.
-
-
- Window
-
- Use the Window Options dialog to configure the positions of the Main window
- and Sound windows and specify the zoom value for View | User.
-
- Main window size
- This controls the Main window's position and size when GoldWave is
- started. Normal gives control to Windows. Maximize makes the Main
- window occupy the entire screen. Save position saves the Main
- window's position and size when GoldWave is closed so that it will
- appear in the same location next time.
-
- Sound window size
- This controls the position and size of Sound windows. Normal gives
- control to Windows. Maximize makes a Sound window occupy the entire
- Main window. Auto-tile resizes all Sound windows whenever a new
- sound is opened or closed so that every one will be visible.
-
- User zoom
- This is where you specify the level of zoom for View | User and the
- User button. Values between 0.01 to 1000 are valid. Smaller values
- show more detail. Larger values show more of the sound.
-
-
-
-
- Window Menu Commands
-
- These commands organize Sound windows. Tile arranges Sound windows
- side-by-side so that they are all fully visible. Cascade layers Sound
- windows on top of each other so that their title bars are visible.
-
- ------------------------------------ 36 ------------------------------------
-
- Arrange icons arranges minimized Sound window in rows on the bottom of the
- Main window. Close all closes all Sound windows. You will be asked to
- save any sounds that have been modified. The bottom of the menu holds a
- list of all Sound windows currently opened.
-
-
-
-
- Help Menu Commands
-
- Contents starts Window's Help and gives a list of contents for GoldWave
- help. Using help provides instructions for using Window's Help utility.
- About displays version and registration information. The amount of
- available memory is shown under the GoldWave icon.
-
- ------------------------------------ 37 ------------------------------------
-
- ------------------------------------ 38 ------------------------------------
-
- 4 General Information
-
-
- Warranty, Trademarks, and Copyrights
-
- GoldWave ("the package") includes the following software and documentation:
- GOLDWAVE.EXE GoldWave application file
- GOLDWAVE.HLP GoldWave help
- EXPRESS.EQX Evaluator expressions
- GWPRESET.INI Effects presets and shapes
- ORDER.DOC Order form
- README.TXT Important notes/information
- WHATSNEW.TXT A list of new features
- BWCC32.DLL Borland's Windows control library
-
- The package is provided as is, without warranty of any kind. The author
- shall not be liable for damages of any kind. Use of this software
- indicates you agree to this.
-
- The package and this documentation are copyright ⌐ 1993-1996 by Chris S.
- Craig. All rights reserved.
-
- Borland is a registered trademark of Borland International Incorporated.
- GoldWave is a trademark of Chris S. Craig.
- Matlab is a trademark of The Math Works Incorporated.
- Windows and Microsoft are registered trademarks of Microsoft Corporation.
- Sound Blaster is a trademark of Creative Labs Incorporated.
- All other trademarks/registered names acknowledged.
-
- ------------------------------------ 39 ------------------------------------
-
- Support and Updates
-
- The latest information and updates can be found on the GoldWave World Wide
- Web home page:
-
- http://www.cs.mun.ca/~chris3/goldwave
-
-
- If you encounter any problems, please check the following information:
- o Appendix C: Troubleshooting and Q&A
- o The GoldWave home page under "Frequently Asked Questions and
- Troubleshooting"
-
- If a problem still cannot be resolved, please send a detailed description
- to the address below.
-
- Questions, comments, and suggestions are welcome. You can send e-mail to:
-
- chris3@cs.mun.ca
-
- and regular mail to:
-
- Chris Craig
- P.O. Box 51
- St. John's, NF
- CANADA A1C 5H5
-
- ------------------------------------ 40 ------------------------------------
-
- Appendix A: An Introduction to Digital Audio
-
-
- Digital Audio Attributes
-
- Digital audio is composed of thousands of pieces of data, called samples.
- Each sample holds the loudness, or amplitude, of a sound at a given instant
- in time. This is similar to computer graphics where each point of light
- (pixel) has a certain brightness and location. All these points combine to
- make a picture. In digital audio, all the samples combine to make a sound.
- There are several attributes that determine the quality and quantity of
- digital sound. They are the sampling rate, the number of bits, and the
- number of channels.
-
- The Sampling rate is the number of times, per second, that a sample is
- recorded. It is measured in Hertz (1/seconds, Hz). A high sampling rate
- will yield a high quality of digital sound in the same manner that high
- graphics resolution will show better picture quality. Compact disks, for
- example, use a sampling rate of 44100Hz, whereas telephone systems use a
- rate of only 8000Hz.
-
- The rate to use depends upon the type of sound and the amount of memory and
- disk space you have available on you system. Higher rates consume larger
- quantities of storage. In the above example, the compact disk requires
- over 5 times the amount of storage as the telephone system for the same
- digital sound. Certain types of sounds can be recorded at lower rates
- without loss of quality. Some standard rates are listed in Table A.1 at
- the end of this section.
-
- The number of bits determines how accurately the amplitude of a sample is
- recorded. The two most common are 8-bit and 16-bit formats. In an 8-bit
- sample, there are 256 different levels of amplitude. 16-bit samples have
- 65,536 levels. To compare the difference, let's say that you are a teacher
- grading tests and you can use one of two marking schemes. In scheme #1,
- the mark is out of 10. In scheme #2, the mark is out of 1000. All marks
- must be rounded off (no decimals allowed). If a student gets two thirds of
- the questions right, then in scheme #1, the grade will be 7 out of 10. In
- scheme #2, the grade will be 667 out of 1000. Obviously, scheme #2 is much
- more accurate. In digital sound, low levels of accuracy can cause noise
- due to quantization errors, as discussed in the next section.
-
- The number of channels also affects the quality and quantity of digital
- sound. Single channel sound, referred to as a monaural (or mono) sound,
- contains information for only one speaker and is similar to AM radio. Two
- channel sound, or stereo sound, contains data for two speakers, much like
- FM stereo. Stereo sounds can add depth, but they require twice as much
- storage as mono sounds.
-
- ------------------------------------ 41 ------------------------------------
-
- Table A.1: Sound attributes
- Attributes Quality and Sound type. Storage / second,
- Storage / minute
- 11025Hz, 8-bit, mono Fair quality. Good for speech and low
- pitch sounds. 11025 bytes, 662,000 bytes
- 11025Hz, 8-bit, stereo Fair quality stereo. 22050 bytes,
- 1,323,000 bytes
- 11025Hz, 16-bit, mono Less noise. 22050 bytes, 1,323,000 bytes
- 11025Hz, 16-bit, stereo Stereo, less noise. 44100 bytes,
- 2,646,000 bytes
- 22050Hz, 8-bit, mono Good quality. Good for music and
- relatively complex sounds. 22050 bytes,
- 1,323,000 bytes
- 22050Hz, 8-bit, stereo Good quality stereo. 44100 bytes,
- 2,646,000 bytes
- 22050Hz, 16-bit, mono Very good quality. Less noise. 44100
- bytes, 2,646,000 bytes
- 22050Hz, 16-bit, stereo Very good quality stereo. Less noise.
- 88200 bytes, 5,292,000 bytes
- 44100Hz, 8-bit, mono High quality. Good for all sounds.
- 44100 bytes, 2,646,000 bytes
- 44100Hz, 8-bit, stereo High quality stereo. 88200 bytes,
- 5,292,000 bytes
- 44100Hz, 16-bit, mono Excellent quality. Less noise. 88200
- bytes, 5,292,000 bytes
- 44100Hz, 16-bit, stereo Excellent quality stereo (CD quality).
- Large storage requirements. 176400
- bytes, 10,584,000 bytes
-
- ------------------------------------ 42 ------------------------------------
-
- Problems with Recording
-
- There are five potential problems when recording sound: aliasing,
- clipping, quantization, internal noise, and system configuration.
-
-
- Aliasing occurs when the sampling process does not get enough data to
- correctly determine the shape of the sound wave. The recorded sound will
- have missing tones or new tones that never existed in the original sound.
- These problem can be eliminated by using higher sampling rates or by using
- anti-aliasing filters.
-
- Higher sampling rates increase the number of sampling points. To see how
- this works, try adding a few points between each sampling point in the
- figure and redraw the graph. The recorded sound will more closely resemble
- the input.
-
- Anti-aliasing filters remove all tones that cannot be sampled correctly.
- They prevent high pitched tones from being aliased to low pitch. Many
- sound cards include anti-aliasing filters in hardware.
-
- Clipping errors occur when the sampled amplitude is outside the range of
- valid values. If, for example, the range is -1.0 to 1.0, and a value of
- 1.2 is sampled, then the value must be clipped to 1.0. This generates
- distortion. To eliminate clipping, adjust the input volume before
- recording. By using the Device Controls' monitor feature, you can analyse
- the input to determine a suitable volume. The volume is low enough when
- the red LEDs remain off.
-
- Quantization errors occur when the sample is rounded to the nearest level
- of amplitude. This can be explained by using the "marking schemes" example
- in the previous section. The number two thirds (2/3) is represented by
- 7/10 in scheme #1. This gives a quantization error of:
-
- | 7/10 - 2/3 | = 1/30
-
- Similarly, in scheme #2, the quantization error is:
-
- | 667/1000 - 2/3 | = 1/3000
-
- Clearly, scheme #2 has the smallest error. Therefore, using 16 bits
- instead of 8 bits is a good way to reduce quantization errors.
-
- The other two recording problems deal with computer hardware. To minimize
- internal noise, make sure your audio card is installed as far away from
- your graphics/monitor adaptor card as possible. If you use a microphone,
- keep it away from your monitor and computer fan. Remember to use shielded
- cables.
-
- ------------------------------------ 43 ------------------------------------
-
- System configuration can also affect audio quality. Recording to a
- compressed drive (DriveSpace) is not recommend. Compression ratios on
- audio are generally poor and the CPU overhead can cause gaps during
- recording. When recording 16-bit, 44100 Hz, you should resize the Device
- Controls windows to hide the oscilloscopes. This also reduces CPU
- overhead.
-
- Periodic defects can often be heard when playing pure tones (sine waves).
- With most audio hardware, these defects occur during DMA updates and are
- unavoidable.
-
-
- Frequency Spectrums
-
- GoldWave features built-in frequency spectrum analysers in the Device
- Controls window. Essentially, they allow you to see what frequencies (or
- pitches) are present in a sound. A rainbow is an example of a frequency
- spectrum of visible light. The sun's light is broken down into a set of
- fundamental colours. GoldWave's spectrum analysers do the same thing for
- sound.
-
- GoldWave generates the spectrum by using a radix-2 fast Fourier transform
- (FFT). FFTs require intensive computations, making them somewhat
- unsuitable for real-time applications. To speed up these computations,
- GoldWave makes extensive use of 32-bit 386 assembly language instructions.
- GoldWave optionally applies a windowing function to the data before
- performing the FFT (see Setup in the Device Controls Overview section).
- This reduces errors that occur when dividing data into small chunks. The
- Hamming window, as defined below, is used.
- To make the spectrum more realistic to human hearing, magnitudes are scaled
- logarithmically. This means that if one frequency "sounds" twice as loud
- as another, it will be graphed with twice the height (or the corresponding
- colour for the spectrogram).
-
- During playback with a spectrum oscilloscope, the following operations are
- performed each time the oscilloscope is updated:
- 1) The current position is obtained.
- 2) The position is drawn on the Sound window's graph.
- 3) The sample data is windowed.
- 4) The FFT is performed.
- 5) The logs of the magnitudes are calculated.
- 6) The result is converted to screen coordinates or colours.
- 7) The graph is drawn.
-
- All this requires a significant amount of CPU time. Under some
- circumstances, this may prevent dialogs from being displayed or stop
- controls from working. If you notice such behaviour, you should reduce the
- frames/s value under Device Controls Setup or resize the Device Controls
- window to so that the oscilloscopes are hidden.
-
- ------------------------------------ 44 ------------------------------------
-
- Appendix B: Expression Evaluator
-
-
- Overview
-
- The Expression Evaluator is a versatile tool for manipulating and
- generating audio data. After you select Expression evaluator from the Tools
- menu, you are presented with a dialog that is similar in appearance to a
- calculator.
-
- The Destination is the Sound window where results of the evaluation will be
- stored. The drop-down list contains all Sound windows in the form "X -
- NAME", where X is the wave identifier number of the Sound window and NAME
- is the filename of the sound. For example, a Sound window with the title
- "HELLO.SND" could appear as "1 - HELLO.SND" in the list. By default, the
- destination is set to the current Sound window. You can change the
- destination, if more than one Sound window is opened, by using the up and
- down keys or by selecting it with the mouse from the drop-down list.
-
- A Source is a Sound window containing existing audio data that will be used
- in the expression. By selecting a source from this list, the function
- waveX( will be placed in the expression. X is the wave identifer number as
- mentioned in the preceding paragraph. To double the volume of "1 -
- HELLO.SND", for example, you would select it as both the destination and a
- source and complete the expression wave1(n)*2.
-
- A large Expression box is located in the middle of the dialog. This is
- where an expression is entered. A list of valid operations and functions
- is given in a following section. In most cases, expressions will be some
- function of n or t, just as in regular math, where y is usually a function
- of x (i.e. y = f(x)). In the expression evaluator, we can have destination
- = f(t), where f(t) is any expression you enter.
-
- To enter an expression, you can:
- 1) Type it in using the keyboard.
- 2) Click on the "calculator" buttons with the mouse.
- or
- 3) Use the Group name and Expression name boxes to select a
- previously saved expression.
-
- The evaluator uses three special variables, which may be initialized in the
- Variables box. These variables are discussed later.
-
- After you have specified the destination, expression, and initial values,
- choose the Start button (or just press the "Enter" key) to begin
- evaluation. If you entered an expression incorrectly, a message will be
- displayed by the word Status. The Status area also gives the progress
- during evaluation. Since the evaluation process takes time, you can
-
- ------------------------------------ 45 ------------------------------------
-
- stop it at any time with the Cancel button. Pressing the Cancel button a
- second time will close the Expression Evaluator dialog.
-
- * You can copy, cut and paste expression in the Expression box using the
- usual keystrokes (Copy = Ctrl+C, Cut = Ctrl+X, Paste = Ctrl+V). You
- can also copy and paste expression from the online help.
-
- * To speed up evaluation, make sure that you are using RAM storage (see
- Options | File). A co-processor can dramatically increase the speed
- of the evaluation, since the evaluator uses floating point
- calculations. By creating a new mono sound with a low sampling
- rate (11025Hz), you can experiment with expressions quicker. You
- can then create a sound with a higher sampling rate for the final
- evaluation.
-
-
- Evaluation Range, Variables, and Constants
-
- Knowledge of the structure of digital audio is essential to understand how
- the evaluator works. To illustrate this structure, let's assume we have
- the following sound:
- Title bar: HELLO.SND
- Total length: 2.0 seconds
- Sampling rate: 8000Hz
- Start marker: 0.5 seconds
- Finish marker: 1.2 seconds
-
- Digital audio is stored as a series of amplitudes, which are often referred
- to as samples. The evaluator interprets each sample as a value between -1
- and 1, inclusive. If the result of an evaluation is outside this range, it
- will be clipped. Only samples between the start and finish markers are
- considered valid; all other values are assumed to be zero. The number of
- samples selected is defined as N.
-
- Each sample has a relative index number, n, and a time, t, associated with
- it. Since the time of each sample depends on the sampling rate, it is
- usually written in terms of the unit of time between each sample, T. You
- many have noticed that the time is related to the index number by the
- equation t=nT.
-
-
- Using Time in an Expression
-
- Let's assume we have entered the expression sin(t). Since expressions are
- evaluated over the selection range, the initial value for t is
- automatically set to start marker's position of 0.5. By choosing the Start
- button, the expression will be evaluated from t = 0.5 to t = 1.2 in steps
- of 1/8000 of a second. This means that the expression is calculated
-
- ------------------------------------ 46 ------------------------------------
-
- for each sample in the selection, changing each sample as follows:
-
- Sample4000 sin(0.500000)
- Sample4001 sin(0.500125)
- Sample4002 sin(0.500250)
- ...
- Sample9600 sin(1.200000)
-
-
- Using the Sample Index in an Expression
-
- The sample index is useful for modifying an existing sound. If we want to
- double the amplitude of HELLO.SND, for example, we need to multiply each
- sample by two and store it back into the sound. In this case, HELLO.SND
- will be both the destination and the source. To set it as the destination,
- we simply select it from the Destination list. To use it as a source, we
- need to determine its wave identifier number. These numbers are provided
- in the Source list. Assuming it is listed as "3 - HELLO.SND", we now know
- that its wave identifier number is 3. This number is necessary for the
- evaluator's wave function, which has the following syntax:
-
- waveX(n) where: X = wave identifer number
- n = sample index number
-
- * In the evaluator, the index number, n, is relative to the starting
- index. This means that the starting index is added to the index number
- (i.e. n+Start). The Start sample always has a relative index of 0.
-
- The final expression is wave3(n)*2. By choosing Start, this expression
- will be evaluated from n=0 to n=5600 (=N) in steps of 1. This produces the
- following changes (remember than n is relative):
-
- Sample4000 Sample4000 * 2
- Sample4001 Sample4001 * 2
- Sample4002 Sample4001 * 2
- ...
- Sample9600 Sample9600 * 2
-
- Note that N and n are always integers. The evaluator rounds indices to the
- nearest integer, so the expression wave3(.7) would be calculated as
- wave3(1).
-
- You can use the sample index number and the wave function to mix two or
- more wave together. If you have several sounds opened, you can obtain the
- wave identifier number for each sound from the Source list. If the sounds
- you wanted to mix were identified as 2 and 3, you would enter the
- expression:
-
- wave2(n) + wave3(n)
-
- ------------------------------------ 47 ------------------------------------
-
- Care must be taken when indexing signals with different sampling rates.
- Assume wave1 is a voice recorded at 11025Hz and wave2 is music recorded at
- 22050Hz. If you want to mix these two signals, with wave1 as the
- destination, then the expression
-
- wave1(n) + wave2(n*2)
-
- must be used (ideally, wave2 would have to be low-pass filtered first).
- Whereas, if wave2 is the destination, the expression should be
-
- wave1(n/2) + wave2(n)
-
- A variable N has several uses, such as reversing a sample. Assume wave2 is
- a new sound that has the same sampling rate and length of wave1. By
- setting the destination to wave2 and using the expression
-
- wave1(N-n)
-
- wave2 will be the reverse of wave1.
-
- User Variable f
-
- The user variable, f, can be set to any value you choose. In many cases,
- this value is used as a frequency, hence the letter "f". For example, if
- you entered the expression
-
- sin(2*pi*f*t)
-
- you can then generate any sine wave by specifying a frequency in the f box.
- This value does not change during evaluation, but stays at the value you
- assign to it.
-
-
- Conversion Between Variables
-
- The following equations convert between time and sample index number. The
- start parameter is the position of the start marker (in seconds).
-
-
- Group name and Expression name
-
- The Group name and Expression name boxes allow you to organize and store
- expressions in the express.eqx file located in your Windows folder.
- Similar expressions can be stored together in groups. The Group
-
- ------------------------------------ 48 ------------------------------------
-
- name box lists all of these groups, while the Expression name box lists all
- the expressions in a group.
-
- To retrieve an expression:
- 1) Select the group from the Group name list.
- 2) Select the expression from the Expression name list.
-
- To add an expression:
- 1) Enter the expression.
- 2) Type in the group name or select a group from the Group name
- list.
- 3) Type in an expression name.
- 4) Choose the Add button.
-
- To delete an expression:
- 1) Select the group from the Group name list.
- 2) Select the expression from the Expression name list.
- 3) Choose the Delete button.
-
- When a group becomes empty, it will be deleted automatically.
-
- ------------------------------------ 49 ------------------------------------
-
- Valid Operators and Functions
-
- The following table summarizes the operators and functions included in the
- evaluator.
-
- Table B.1: Evaluator Operators and Functions
- Label Operation, function
- (, ) Parenthesis
- +, *, -, / Add, multiply, subtract (negate), and divide
- % Modulus operator (remainder)
- ^ To the power of, yx
- pi Constant (3.14159...)
- cos Cosine
- sin Sine
- tan Tangent
- acos Arccosine
- asin Arcsine
- atan Arctangent
- cosh Hyperbolic cosine
- sinh Hyperbolic sine
- tanh Hyperbolic tangent
- sqrt Square root
- abs Absolute value
- log, ln Log base 10, natural logarithm
- exp Exponential base e
- step Unit step (0 for t < 0, 1 for t >= 0)
- int Integer value
- rand(n) Random number between 0 and n
- wavex(n) Sound amplitude at n. x specifies the Sound
- window as given in the Source list. If no x is
- specified, the destination Sound window data is
- used.
-
- ------------------------------------ 50 ------------------------------------
-
- Signal Generation
-
- Several signal generation expressions are listed below. Words given in
- italics represent numeric values that you must enter. To try one of the
- following expression, perform the following steps:
- 1) Choose New from the File menu.
- 2) Choose OK.
- 3) Choose Expression evaluator from the Tools menu.
- 4) Type in the expression as given in the example. For example:
- sin(2*pi*261.7*t)
- 5) Choose Start.
- 6) Wait for the "Finished" message.
- 7) Play the sound.
-
- Note that you can play the file during evaluation.
-
- Table B.2: Expressions
- Type
- General Expression
- Examples
-
- Sine wave
- sin(2*pi*frequency*t)
- Middle C:
- sin(2*pi*261.7*t)
- Telephone dial tone for "5":
- (sin(2*pi*773*t) + sin(2*pi*1336*t)) / 2
-
- Saw (triangle) wave
- 1 - 2*abs(1 - 2*frequency*t%2)
- 200Hz tone:
- 1 - 2*abs(1 - 2*200*t%2)
- White noise
- 1 - rand(2*amplitude)
- Full volume white noise:
- 1 - rand(2)
- Square wave
- int(2*t*frequency)%2*2-1
- 400Hz tone:
- int(2*t*400)%2*2-1
- Sweep
- sin(2*pi*t^rate)
- Slow sweep up to 20kHz:
- sin( 2*pi*160*(t%5)^3 )
- Exponential decay
- (1 - minimum)*exp(-t) + minimum
- 50% decay of a 500 Hz sine wave:
- (0.5*exp(-t) + 0.5) * sin(2*pi*500*t)
-
-
- ------------------------------------ 51 ------------------------------------
-
- Filters
-
- One of the easiest ways to create digital filters is to use MatlabÖ (The
- Student Edition of Matlab, by The Math Works Inc., published by
- Prentice-Hall, ISBN 0-13-855974-0). It has many built-in commands that
- generate filter coefficients. The coefficients can then used in the
- Expression Evaluator or the user defined filter command.
-
-
- Example of a Low-Pass Filter
-
- In preparation for down-sampling, you can use Matlab to generate the
- coefficients of a 4th order Butterworth low pass filter that will remove
- noise above half the Nyquist frequency (╝ the sampling rate). Enter:
-
- [b,a] = butter(4, 0.5)
-
- The result should be similar to:
- b = 0.0940 0.3759 0.5639 0.3759 0.0940
- a = 1.0000 0.0000 0.4680 0.0000 0.0177
-
- To implement this filter in the evaluator, let's assume that the sound to
- be filtered is in the Sound window titled SOUND.SND.
- 1) Use File | New to create a new Sound window with the same
- sampling rate as SOUND.SND.
- 2) Make sure the length of the new sound is as long (or longer) than
- the original. If it is not, use Edit | Insert space to increase
- its length.
- 3) Use Tools | Expression evaluator to open the expression evaluator
- dialog.
- 4) Set the destination to the new sound.
- 5) Enter the following expression (assuming SOUND.SND has a wave
- identifier of 1):
- wave1(n)*0.0940 + wave1(n-1)*0.3759 + wave1(n-2)*0.5639 +
- wave1(n-3)*0.3759 + wave1(n-4)*0.0940 - wave2(n-2)*0.4860 -
- wave2(n-4)*0.0177
- 6) Choose Start (you might want to get a coffee while you wait).
-
- ------------------------------------ 52 ------------------------------------
-
- Appendix C: Troubleshooting and Q&A
-
-
- Troubleshooting
-
- Problem
- Cause/Solution
-
- Cannot open large files
- - Make sure that hard disk storage is enabled in Options | File.
- - Make sure that you have plenty of free RAM and hard disk space. CD
- quality sound requires 10MB per minute and 30MB per minute when
- editing.
- Cannot play sounds
- - GoldWave or audio device/driver is incorrectly installed. Make sure
- an audio driver is installed in the Device Manager or use the Control
- Panel "Add New Hardware" option to install a driver.
- - Check that the Windows Sound Recorder accessory can play sounds. If
- it doesn't, the driver is not installed correctly.
- - Make sure that your audio device is selected by using the Output
- button in Device Controls Setup.
- Cannot record sounds
- - See above.
- - Make sure your audio device/driver can record sounds.
- - Sound may be in use by the output device; click on the stop button.
- Cannot use the stop or pause button or oscilloscopes do not work
- - The audio driver is synchronous. This means that Windows (and
- GoldWave) loses control until the sound has finished playing.
- - Your system may not be fast enough to draw the oscilloscopes. Try
- reducing the frames/s rate in Device Controls Setup or resize the
- Device Controls window so that the oscilloscopes are hidden.
- System freezes or crashes or a General Protection Fault occurs
- - Make sure that you have a 386 or better system. GoldWave will not
- run on a 286 system. A Pentium system is recommended.
- - If the system freezes after copying a large file, choose "GoldWave" as
- the clipboard under Options | File.
- - You may have encountered a problem. If you can duplicate the problem,
- contact the author for more information.
- After a crash, there is less free space on the hard disk
- - Delete files in the temporary storage folder specified under
- Options | File. These files usually have name like gw0.$$$.
- Oscilloscopes / LEDs are out of synch
- - Try using a different positioning method in Device Controls Setup.
- - Many audio drivers return inaccurate "current" positions. Make
- sure you have the most up-to-date device driver.
- Periodic popping or clicking while playing a pure sine wave
- - Most audio devices/drivers make periodic pop/clicks between DMA
- transfers and/or memory boundaries. It is most noticeable when
- playing pure sine waves.
- - Pops and clicks can occur at the beginning or ending of a sound if the
- first or last sample is not 0 (silence). Fading in/out a small
- selection can sometimes fix this.
- Expression Evaluator slow
- - Make sure that RAM storage is selected in Options | File. Remember
- to close and reopen your sounds for this setting to apply.
- - Your system does not have a co-processor.
-
- ------------------------------------ 53 ------------------------------------
-
- Problem
- Cause/Solution
-
- Editing seems to be getting slower and disk activity is increasing
- - Files on your hard disk are becoming fragmented. Use the Windows
- Disk Defragmenter system tool.
- Distortion in recording
- - You need to lower the input/recording volumes. On some sound cards,
- adjusting the volume for your speakers/headphones does not alter
- recording volume. See Tools | Volume control for information
- about selecting and controlling recording volume.
- - Check that all connections are correct and firm (do not connect a
- "line-out" to "mic-in", for example).
- Gaps in recording/playback or dialogs slow to appear
- - Your system may be too slow to display the oscilloscopes. Resize
- the Device Controls window so that the oscilloscopes are hidden.
- Sound won't play for more than a few seconds.
- - Make sure your driver is configured to play for more than few
- seconds. The PC-Speaker driver, for example, will play for only
- 4 seconds unless you configure it to play longer.
-
- ------------------------------------ 54 ------------------------------------
-
- Common Questions and Answers
-
- Can I edit individual samples with the mouse?
- Yes, see Editing Overview, Direct Editing with the Mouse.
-
- How can I improve recording quality?
- Do not use disk compression (DriveSpace). Resize the Device Controls
- window to hide the oscilloscopes. Increase the Record buffer value in the
- Device Controls Setup. See Appendix A, Problems with Recording section for
- more information.
-
- Will there be any new versions?
- Yes, a new version is being planned. If you have any suggestions, please
- pass them along.
-
- Have you written any other software?
- A multitrack editor is currently under development.
-
- Are there any plans to make a multilingual version?
- The effort and resources needed to develop a multilingual version is far
- too much for one person to handle. However, a French version of GoldWave
- v2.12 is available from SYBEX France.
-
- Can I play MOD files with GoldWave?
- No, but you can extract the instrument samples. After you select the file
- with File | Open, the Raw File Format dialog is displayed. Set the
- attributes to 8-bit, mono, signed, 16000Hz, no swap. By using the
- start/finish markers, you can extract the individual instruments. Warning:
- do not save the MOD file within GoldWave. GoldWave does not update the MOD
- header.
-
- Can I convert sound files to MIDI?
- No. MIDI files do not contain digital audio. They contain notes and
- timing information for instruments. In other words, they contain
- instructions for playing the music, but not the music itself.
-
- How are you?
- Fine, thanks.
-
- Why don't VOC files saved by GoldWave work with my Sound Blaster software?
- GoldWave uses version 1.20 of the VOC file format. You can save your files
- in the old format (version 1.0) by using the File | Save as command.
- GoldWave will use the old format if the file is an 8-bit, mono file with a
- sampling rate less than 23000Hz. You may have to use the Effects |
- Resample command to reduce the sampling rate. You can convert the file by
- selecting "VOC (*.voc)" and "8-bit mono unsigned" from the type and
- attributes lists.
-
- How do I record from the CD player?
- You need to select the CD-ROM as the input to your sound card. This is
- accomplished by using the Volume Control accessory (see Tools | Volume
- control).
-
- ------------------------------------ 55 ------------------------------------
-