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-
- Advanced DigiPlayer V3.0ß
-
- User's Guide
-
- Copyright (C) 1991 Sami Tammilehto
-
-
-
- -----------------------------------------------------------------------------
-
- HOW TO USE THIS MANUAL
-
- It is suggested that you print this manual and test the
- features described in the manual with the program right away.
- This makes it easier to understand the different functions.
-
- To test sample editing functions, load a sample by loading
- the program with DOS command line: DP <sample-file-name>
-
- In this manual the Advanced DigiPlayer is often referred to
- as ADP.
-
- -----------------------------------------------------------------------------
-
- CONTENTS
-
- 1 Executing the Advanced DigiPlayer
- 1.1 The DP batch file
- 1.2 Command line switches (all are non-case-sensitive)
- 1.3 Command line filenames
- 1.4 Program requirements
- 2 Memory usage
- 2.1 Virtual memory
- 2.2 Disk temporary file
- 3 Screen usage
- 3.1 Virtual screen technique
- 3.2 Pointer
- 3.3 Buttons
- 3.4 Sample windows
- 3.5 Info window
- 3.6 File window
- 3.7 Pop-up windows
- 4 Keyboard/Mouse
- 4.1 Mouse
- 4.2 Keyboard mouse
- 4.3 Global keys
- 4.4 Keys in message windows
- 4.5 Aborting processes
- 5 Sample windows
- 5.1 Selecting the current sample window
- 5.2 The sample outlook
- 5.3 Position indicator
- 5.3.1 What is a position indicator?
- 5.3.2 Moving sample position indicator
- 5.4 Area
- 5.4.1 What is an area?
- 5.4.2 Selecting an area
- 5.5 Loop
- 5.5.1 What is a loop?
- 5.5.2 Changing a loop
- 5.6 Infoline
- 6 Playing the sample
- 6.1 Selecting a playing mode
- 6.2 Selecting a loop mode
- 6.3 Select continuing
- 6.4 Playing
- 6.5 Stopping the sample
- 7 Viewing/Marking buttons
- 7.1 General
- 7.2 Commands
- 8 Info window usage
- 8.1 Different modes
- 8.2 Info window buttons
- 8.3 Scope options
- 8.4 Vars mode
- 9 Editing commands
- 9.1 General
- 9.2 Clipboard
- 9.3 Commands
- 10 Special editing commands
- 10.1 General
- 10.2 Commands
- 10.2.1 Commands: Misc.Modify
- 10.2.2 Commands: Filters
- 10.2.3 Commands: Volume
- 10.2.4 Commands: Chords
- 10.2.5 Commands: Position
- 10.2.6 Commands: Resampling
- 10.2.7 Commands: Special
- 11 File window
- 11.1 General
- 11.2 Scrolling the windows
- 11.3 Loading a sample
- 11.4 Saving a sample
- 11.5 Displaying a sample
- 11.6 Loading directly to window
- 11.7 Adding new empty samples
- 11.8 Marking samples in memory
- 11.9 Removing a sample
- 11.10 Renaming a sample
- 11.11 Changing directories
- 12 Digitizing
- 12.1 General
- 12.2 Commands
- 12.3 Using the scope
- 12.4 Hints for digitizing
- 12.5 SoundBlaster's oversampling problems
- 13 Options
- 13.1 General
- 13.2 Switches
- 14 SM-Lists
- 14.1 General
- 14.2 SM-List contents
- 14.3 Loading a SM-List
- 14.4 SM-List window
- 14.5 Commands
- 15 Miscellaneous commands
- 15.1 General
- 15.2 Commands
-
- -----------------------------------------------------------------------------
-
-
-
- 1. Executing the Advanced DigiPlayer
-
- 1.1 The DP batch file
-
- The ADP is normally executed with a batch file. This batch file
- is called by default DP.BAT. The batch file will then execute
- the actual executable file (DIGIPLAY.EXE) with correct command
- line parameters to specify configuration and other options.
-
- The basic DP.BAT should look something like this:
- DIGIPLAY %1 %2 %3 %4 %5
- Add all the switches between the 'DIGIPLAY' and '%1',
- for example:
- DIGIPLAY /P1 %1 %2 %3 %4 %5
-
- 1.2 Command line switches (all are non-case-sensitive)
- /H Displays a list of all available options
- /E Enables the EMS usage. If you have expanded
- memory (EMS) you can tell ADP to use it
- with this switch
- /F Force EGA mode. If you have an EGA card
- but the colors are weird etc the ADP may
- have recognized your card to be a VGA
- compatible one. In this case this option
- should help.
- /K Use keyboard mouse. This switch disables
- a mouse if one is on the system and orders
- ADP to use cursor keys for moving the pointer.
- If no mouse is found, this option is
- automatically used.
- /C Use Covox Sound Master II -sound card.
- /D Debugmode. With this switch the ADP shows
- some information while initializing. This
- may help you to pinpoint where the initialization
- fails (if the machine for example hangs because
- of wrong settings).
- /T Testmode. Do not check for soundcard. The switch
- orders the ADP to skip the soundcard presence check.
- If soundcard is not present and ADP is executed with
- /T ADP will seem to work properly until you start
- to play/digitize something. At this point the program
- will work incorrectly or even hang the machine. This
- switch should be used for test purposes only. Avoid
- it unless you fully understand it.
- /A### Specifies the address of the sound card
- (consult card manual for details)
- /I# Specifies the interrupt number of the sound card
- (consult card manual for details)
- /S#### Specifies the default samplerate for ADP.
- /P# Selects the color set for the screen.
- Following sets (palettes) are available:
- 0 = Gold-Velvet (default)
- 1 = Full-Metal
- 2 = Cream-Metal
- 3 = Wild-Neon! (VGA only)
- 4 = Arctic (VGA only)
- 5 = Desert (VGA only)
-
- 1.3 Command line filenames
-
- You can specify one or more files on the command line.
- For example: DP sample1 sample2 sample3
- The example loads all three samples to the memory
- (%#'es in the batch file will be replaced by DOS with
- the correct filenames. Consult your DOS manual
- for more information on passing command line
- parameters through batch files). First two samples
- are displayed in the two windows while others
- remain in memory and can be displayed with methods
- described later.
-
- 1.4 Program requirements
-
- The Advanced DigiPlayer requires a SoundBlaster-card (from
- Creative Labs, Inc.) or a Sound Master II -card (from Covox
- Inc.) and EGA/VGA compatible display and a hard disk. It also
- supports mouse and EMS (expanded memory) which both make the
- program easier and faster to use. The program also uses the
- hard disk as virtual memory, so the more diskspace you have,
- the larger samples you can edit.
- ADP practically requires an AT or higher to operate fast
- though it works with a fast PC as well. Mainly when playing/
- digitizing with high speeds or looping small loops may take
- more processing power than the PC is able to give. Also using
- the scope will slow down the program. With AT or higher there
- should be no speed problems.
-
-
- 2 Memory usage
-
- 2.1 Virtual memory
-
- The ADP can handle multiple samples (64 to be exact) with
- combined size up to 32MB. It uses virtual memory to accomplish
- this. In practice, it means that the ADP uses the harddisk as
- a temporary storage. ADP can also use EMS as virtual memory,
- and if EMS is enabled (with commandline parameter) it is filled
- first, and the hard disk is used only after EMS is full.
-
- 2.2 Disk temporary file
-
- The ADP uses a temporary file DIGIPLAY.TMP on the harddisk. ADP
- removes the file after the program has ended. If the program for
- some reason terminates abnormally, the DIGIPLAY.TMP will remain
- on the harddisk. Also a number of lost clusters may appear
- (because ADP fails to close the file). You can correct this
- problem by running DOS'es CheckDisk with parameter /F (for fix).
- Thus you type: CHKDSK /f and press enter. This will create some
- files to the root directory with the appendix .CHK. (the files
- have normally a format FILE####.CHK where #### is a number). You
- can remove these and after this all of the 'lost' diskspace is
- freed.
-
-
- 3 Screen usage
-
- 3.1 Virtual screen technique
-
- The ADP uses a virtual screen of 640x800 pixels. In practice
- this means that only a part of the screen is displayed at once,
- and the screen can be scrolled by moving the pointer near the
- top or bottom border. Horizontally the entire screen is always
- visible, but vertically you will only see about half of it
- (depending on your display. VGA shows 480 pixels, EGA 350).
- Because of this screen mode, the ADP requires either an IBM VGA
- or IBM EGA compatible display. VGA is preferred because it has a
- larger palette, and the program will thus look better.
-
- 3.2 Pointer
-
- The Pointer is a white arrow which you can move either
- with mouse or arrow keys (keyboard mouse mode).
- The pointer is used to point, press, and mark things
- and areas. Here are some words used for referring
- the usage of the pointer.
- Point - Move pointer to an object
- Click - Click object (with left button unless specified
- otherwise)
- Double Click - Click twice in rapid succession (with left
- button unless specified otherwise)
- Drag - Hold (left unless specified otherwise) button
- and move mouse to mark an area
-
- 3.3 Buttons
-
- There are three kinds of buttons in the screen. They differ
- by visual appearance (except in some nondefault palettes).
- The command buttons are (in default palette) gold colored,
- and can be clicked to activate commands. They descend when you
- press them and pop up when you release the button (there are some
- exceptions like the play/stop buttons which act like the ones in
- a tape recorder; for example play stays down as long as the sample
- is being played).
- The selection buttons are (in default palette) a bit more
- orange than the command buttons. They are always in (normally
- vertical) groups. Of a group, only one selection button can
- be selected at once. When you click a selection button, it
- goes down, and the previous selection pops up.
- Switches can be either on or off. They can be recognized
- from a little red (in default palette) light in their
- right end. When the light is on (red) the switch is on.
- You can click switches to toggle their state.
-
- 3.4 Sample windows
-
- There are two windows in the virtual screens topside where
- you can display samples. They are named 'upper' and 'lower'
- respectively. More about sample windows later in this
- document.
-
- 3.5 Info window
-
- Info window is a little window just below the sample windows
- on the right side. It can contain various kinds of information.
- You can select the information it shows with a selection
- group just left to it.
-
- 3.6 File window
-
- The file window is in the bottom-right corner of the
- virtual screen. It contains two smaller windows of
- which the left one displays the samples in memory and
- the right one samples in current disk directory. The
- file window and buttons related to it are separated
- from other buttons by being on a bit higher level.
-
- 3.7 Pop-up windows
-
- There are many different kinds of pop-up windows. In the
- default palette they are all metallically colored.
- Information windows only pop up and display information.
- They will disappear when the process they were informing
- about is finished.
- Warning/Message windows are similar to message windows,
- but they have an OK button which you must press before
- you can continue (You can also press ENTER).
- Query windows have two buttons, YES and NO. You must
- press the correct button according to the question
- the window asks.
- Question windows have a little subwindow to which
- you can enter a number or text based on the question.
- Number Question windows have a similar subwindow as the
- Question windows for entering data. The also have a bar above
- the subwindow from which you can by clicking/dragging select
- a value with mouse. Entering a number from keyboard is of course
- more exact, but if you don't need to be exact, using mouse may
- be easier.
-
-
- 4 Keyboard/Mouse
-
- 4.1 Mouse
-
- The different mouse methods (click, drag etc.) were
- specified earlier. The default mousebutton is the left one,
- and the right one is used only in special places. Normally it
- doesn't matter with which mouse button you press on a screen
- button, but in arrows for example, pressing the right button
- changes values/scrolls faster than the left button.
-
- 4.2 Keyboard mouse
-
- The keyboard mouse emulates a normal mouse with the numeric
- keypad. By pressing arrows the pointer will move
- (and accelerate) and by holding down shift simultaneously
- the pointer will go at faster steady rate. The two mouse
- buttons are emulated with INS (left button) and DEL (right button).
- For example to drag, just hold down the correct button.
-
- 4.3 Global keys
-
- By pressing ESC the program will generally abort whatever
- it's doing (although it may take a while). If nothing is
- happening the ADP will prompt whether or not you want to
- quit to DOS and acts accordingly to your answer.
- CTRL-PGUP/CTRL-PGDN scrolls the virtual screen up and down;
- It may be handy if you are using keyboard mouse. When you are
- using a normal mouse though, it may be easier just to go to
- the border and 'push' it.
- [ and ] (angle brackets) select the active sample window.
- The sample window can also be selected by clicking the desired
- window with the mouse.
- SHIFT-F1 will display quick keyhelp on all the buttons.
- These keyhelps appear as little letters in each buttons
- top-right corner. They specify the key(s) to press to activate
- that button. The buttons which have no keyhelps, must be
- activated by clicking them with the pointer. You will probably
- find the keyboard shortcuts more effective when you get used to
- the program, but in the beginning using mouse is simplier.
- F1 offers help by displaying a help window.
-
- 4.4 Keys in pop-up windows
-
- You can exit a message window with ENTER. For queries you
- can also press 'Y' or 'N' according to your selection.
-
- 4.5 Aborting processes
-
- You can abort the sample editing functions like CUT,COPY,SET
- VOLUME etc. Please avoid aborting these functions, because doing
- so will probably corrupt the sample you were processing because
- the operation couldn't be finished. If you do abort them, the
- part of the sample they already got processed will remain in
- processed state, and the part not yet processed will also remain
- so. Thus the result is probably very undesirable. You'd better
- save a sample before doing very complicated operations on it,
- for you cannot undo if something went wrong.
-
-
- 5 Sample windows
-
- 5.1 Selecting the current sample window
-
- The current sample window is selected by clicking
- on it with the pointer. You can also click on its
- border so that your click won't affect its contents.
- Dual vertical bars will be displayed on both sides of
- the selected window to identify it.
-
- 5.2 The sample outlook
-
- The sample is displayed in green and it represents
- the sound curve. The sample is shown as it would be
- shown on an oscilloscope though it is seldom in normal
- size and is often unzoomed, so that you could
- see the sample entirely. When the sample is unzoomed
- a lot, you can only see the general amplitude of the
- sound along the sample. The more the curve goes up und
- down, the higher the volume.
-
- 5.3 Position indicator
-
- 5.3.1 What is a position indicator?
-
- The sample position indicator is a white vertical line which is
- laid over the sample (it will show red on top of green (in
- default palette)). The position indicator specifies a position
- to which you will want to do something (like add silence, paste
- or mix other samples etc). When playing it also shows the place
- at which the sample is being played. The point the position
- indicator is on when playing is the point you hear from the
- speakers. The pointer returns to its original position when the
- playing is stopped.
-
- 5.3.2 Moving sample position indicator
-
- You can move it by clicking the right mousebutton at the
- location where you wish to move it. When playing, you
- cannot move the pointer for it automatically follows the
- playing position.
-
- 5.4 Area
-
- 5.4.1 What is an area?
-
- Area is displayed with grey background (and brighter sample
- color). It is used to specify a part of the sample you wish
- to edit/process. It can also be used as a boundary for
- playing; you can for example play the area over and over.
-
- 5.4.2 Selecting an area
-
- You can select an area by dragging it with the pointer. You can
- also change only one end of the area by dragging it (remember to
- point the end of the area as exactly as possible). If you want
- to reselect an area, but the new area is so close to the old one
- the program thinks you just want to adjust the previous
- area-ends, then click somewhere farther or unmark the area after
- which you can select a new one easily.
-
- 5.5 Loop
-
- 5.5.1 What is a loop?
-
- The loop is represented with two big arrow brackets on the
- sample (brown in default palette). The [ represents the
- loop start and the ] represents the loop end. The loop is
- saved into the header when you save a file. It's used to
- identify a part of the sample that can be played continuously.
- For example, if you are editing an instrument the loop can
- specify an area that can be looped to make the instrument
- sound longer. The loop is something you don't generally
- use in the ADP. It is information meant for the programs
- that will use the sample you have created with the ADP. Thus
- the loop can only be changed (see next chapter) or copied
- to the area or vice versa. Generally you'd seek a good
- looping point by using the area, and when the area sounds
- good, you can copy it to the loop and then perhaps try
- to enhance the area. If the enhanced result doesn't sound good,
- you can always revert to the loop by copying it to the
- area and try again.
-
- 5.5.2 Changing a loop
-
- You cannot create a loop directly. You can, however,
- change it by taking a hold of its ends with the right
- button (as you'd move the position indicator) and then
- drag the loop begin/end.
-
- 5.6 Infoline
-
- Infoline is displayed under both sample windows. It has
- several modes which can be changed by clicking on the line.
- In mode 1 you can see following things:
- Pos: position indicator's position in bytes
- from the beginning of the sample
- Size: size of the entire sample
- DispStart: first byte in display
- DispEnd: last byte in display
- 1:### zoom factor, where ### is a number.
- For example 1:10 means that every
- horizontal pixel in screen equals
- 10 bytes in the sample
- In mode 2 you will see same information except that the
- DispStart and DispEnd are changed to AreaStart and AreaEnd
- specifying the area you have selected.
- In mode 3 the AreaStart and AreaEnd are changed to
- AreaLength and LoopLength to inform the length of the
- area/loop (end-beginning+1).
- Mode 4 is same as mode 2 except that it shows LoopStart/
- end instead of AreaStart/End.
- In mode 4 you can see a time axis specifying the positon
- from the beginning of the sample in seconds: '\mm:ss.xx'
- '\' points to the point where this time value is correct and
- mm is minutes, ss second, and xx fractions of a second.
- mm and ss are omitted if they are zero.
-
-
- 6 Playing the sample
-
- 6.1 Selecting a playing mode
-
- There are four modes for you to select. They are displayed
- in a selection group beside the playbutton. They are the
- following:
- Area Play area
- Loop Play loop
- Screen Play entire window
- Sample Play entire sample
- If no area/loop is selected for the two first modes, entire
- window is considered to be an area.
-
- 6.2 Selecting loopmode
-
- The loop switch is below the play button. When it is on,
- the sample will be looped until you stop it with the
- stop button, otherwise it will stop automatically after
- the selected area has been played once.
-
- 6.3 Select continuing
-
- If the continuing button (beside the loop button; the one
- with a 'C' letter on it) is on, the playing will start
- at the position indicator and not at the beginning of
- the area/loop/screen/sample as normally.
-
- 6.4 Playing
-
- To play the sample, press the PLAY button. Note that
- scope can be used while played (More about the scope later).
- The sample will be played at the samplerate specified by the
- samplerate defined in the Vars mode of the Info window (the
- samplerate can be seen in the Memory mode of the Info window,
- too). Remark that the PLAY button stays down while the sound is
- being played and pops up only after you press STOP or HALT or
- the sound ends. Remark also, that if you loop very little areas
- at high speed, it may take a moment before the ADP can
- syncronize itself if your machine is not fast enough. Also if
- you play at very slow speed, it may take a while before the
- sound can be heard (around a second or so).
-
- As said, the samplerate is located in the Vars mode of the Info
- window. If you change this rate from the Info window, it will not
- effect the playing speed before PLAY is pressed. Thus if you are
- playing and change the samplerate, it will only take effect
- after the sample is restarted.
- There is also another option for setting the samplerate; a
- button right of the RECORD and ANALYZe buttons. If you change
- the rate with this button, it also effects the playing
- immediately.
-
- 6.5 Stopping the sample
-
- There are two options for stopping. The first option; STOP stops
- the sample and returns the position indicator to its original
- position before the playing started. The second option; HALT
- stops the sound, but leaves the position indicator to where it
- was when the HALT was pressed.
-
-
- 7 Viewing/Marking buttons
-
- 7.1 General
-
- These buttons are next to the playing/stopping buttons on
- their right. They are all in a single column.
-
- 7.2 Commands
-
- VIEW ALL This command adjusts the zoom factor
- to fit the entire sample to the window.
- ZOOM AREA This command adjusts the display
- start/end and zoom factor to fit
- the selected area to the window.
- UNZOOM This command divides the zoom factor
- by 2 while keeping the samples center
- at the sample position and thus enables
- you to see more of the sample.
- MARK SCRN Marks the entire window as on area.
- UNMARK Removes a marked area.
- <<< Scrolls the sample left.
- [F] Attempts to make a mathematical fix of
- the area looping. In practice:
- 1) select an area which sounds pretty good
- as a loop.
- 2) press [F]
- This button tries to align the area beginning
- and end so that there would be minimum cracks
- when the area loop. Remember though that this
- is a mathematical solution, and the human ear
- generally beats it. Also if a sample is very
- 'unloopable' this button can't accomplish much.
- Also the [F] may be unable to fix very small
- areas (in this case the area will disappear
- as the result of the fixing).
- >>> Scrolls the sample right.
- BEG Marks area beginning at the position
- indicator.
- POS Moves the position indicator to
- byte specified with a question window.
- END Marks area end at the position
- indicator.
- Ar>Lo Copies the current area to loop. This
- is the only way to actually create a loop
- if none is previously selected.
- Lo>Ar Like the previous, but vice versa.
- SampleRate Will change the samplerate. Also effects
- the sample being played.
-
-
- 8 Info window usage
-
- 8.1 Different modes
-
- The mode can be selected with a selection group left to the
- window. Following modes area available:
- MEMORY shows the amount of free memory and
- some other memory statistics and
- also the samplerate.
- VARS shows different variables (more about it
- later in this manual).
- SCOPE shows a scope (try it to see what it is)
- of the sound outputted or inputted.
-
- 8.2 Info window buttons
-
- Below the info window there are four arrow-buttons for adjusting
- values; use PREV and NEXT buttons to select a field, and SET VALUE
- button to set an exact value with a question window.
-
- 8.3 Scope options
-
- When the scope is displayed, you can halt it temporarily
- by holding down the arrow-buttons.
-
- 8.4 Vars mode
-
- In Vars mode you will see the samplerate (in Herz) and
- Mixing values (see the mixing command later in the manual)
- You can select a field you wish to change with PREV
- and NEXT buttons, and then adjust it with either the
- SET VALUE or arrow buttons. (note that the samplerate
- can also be set with an another button: SampleRate)
-
-
- 9 Editing commands
-
- 9.1 General
-
- Editing commands are arranged into a column right to the
- viewing commands. You must always select an area for
- most of these routines because they process it. Some routines
- need the position indicator, for they'll affect the position
- it points.
-
- 9.2 Clipboard
-
- There is one special sample, the <ClipBoard> which is
- used by the editing commands. It is the first sample
- in the memory list. It can NOT be edited (all editing
- commands except SAVE AREA and DUPLICATE are inoperative
- in clipboard), but it can be played and displayed to
- see what it happens to contain after a series of CUT
- etc. operations. Note that the Clipboard is NOT a place
- to store samples etc. for most of the editing commands
- will destroy its previous contents. For example cut
- clears the clipboard before it cuts the selected area.
- If you want to save the clipboards contents, you might
- DUPLICATE it (dealt later in this manual).
-
- 9.3 Commands
-
- CUT this command 'cuts' the selected area
- from the sample (thus removing it)
- and copies it to the clipboard.
- If you cut mistakenly, you can undo
- your cut by pressing PASTE which
- will paste the cutted block back.
- COPY this command only copies the area
- to the clipboard and does not remove it.
- DUPLICATE this command copies the area to a
- new sample it creates by asking its
- name in a question window. The new
- sample will be created to MEMORY and
- it is not saved to disk unless you
- save it from the filebox.
- PASTE this command inserts the clipboard
- to the current sample at the
- position indicator.
- MIX this command mixes the clipboard
- to the current sample at the position
- indicator. It will set the sample's volume
- to Mixvol/Sample percent (specified in
- Infowindow/Vars mode) of the original
- volume and the clipboard's to Mixvol/paste
- percent, and then mixes them together. The
- volume changes are only temporary during the
- mixing.
- ZERO this command zeroes (silences) the area.
- REMOVE this command cuts the area but does not
- copy it to the clipboard and thus destroys
- it. Take care with this option for the
- removed part can not be restored.
- PASTE ZERO this command inserts a number of zeroes
- (silence) bytes (specified with a question
- window) to the position indicator.
- SAVE AREA this command saves an area directly to
- the disk. (it will not be added to the
- memory list)
-
-
- 10 Special editing commands
-
- 10.1 General
-
- These commands are situated below the editing commands.
- They too process an area, but default to the entire
- window if no area is specified. They modify the sample
- in multiple different ways. If the sample is being
- played while you press any of these commands the sound
- is temporarily halted.
-
- 10.2 Commands
-
- The commands are divided to following categories:
-
- 10.2.1 Commands: Misc.Modify
-
- Amiga->PC will convert a signed sample to unsigned
- and vice versa. If a sample is copied
- from Amiga it'll by default sound terrible
- (a lot of hi frequency noise) but with this
- command you can covert it to the PC format
- and save your ears.
- SB/digfix will attempt to remove cracs caused by
- the poor digitizer on SoundBlaster. If you
- digitize at a 'too-high' volume and the
- curve overflows from the top or bottom,
- the SB may create nasty cracks to the sound.
- This command can generally remove them if
- they are not too big.
-
- 10.2.2 Commands: Filters
-
- Boost:hi this filter enhances high frequencies in
- the sample.
- F:Hi-pass will filter low frequncies away and pass
- the hi ones creating a very (normally
- too) clear sample.
- F:Lo-pass will filter hi frequencies and thus removes
- things like noise etc. with the cost of
- clarity.
-
- 10.2.3 Commands: Volume
-
- MaximizeVol if the sample has a lot of 'empty space'
- above or below it you can use this command
- to automaticly set the samples volume so
- that it is the highest possible without the
- sample going over edges. You often put the
- sample over edges a little with the Set volume
- command without any quality loss and it's generally
- a good idea if the sample has a lot of different
- volume levels.
- Set volume will set the volume to a specified precentage
- relative to its current percentage.
- Slide vol. will slide the volume. The command asks the
- volume for the beginning and end of the area
- and slides the volume in between.
- Smooth ends makes a little (100 byte) slide to the
- end and beginning of the area and thus
- assures the sample is 'quiet' in both
- the beginning and the end.
-
- 10.2.4 Commands: Chords
-
- MakeMajor Will make a major chord (CEG) of the sample.
- Generally usable for instruments.
- MakeMinor Will make a minor chord (CEbG or CD#G) of the
- sample. Generally usable for instruments.
- MakeCustom Will make a custom chord. The command asks you
- two half note adders to create a three note
- chord. The first note is always C, the two
- others are specified by half note additions to
- C. For example, if you want to create a CEA chord
- you can enter 4 and 8 for the two half-note adders.
- The half note adders are:
- 0:C 1:C# 2:D 3:D# 4:E 5:F 6:F#
- 7:G 8:G# 9:A 10:A# 11:B 12:C2
-
- 10.2.5 Commands: Position
-
- MoveCenter Moves the 'center' of the sample. For example
- RealSound samples are only 5 bit ones, so they
- are shown in the top area of the sample window
- (with often a weird effect when the emphaz.curve
- option on). A positive value moves the curve
- downwards, a negative one upwards.
- AutoCenter This function determines the center by taking an
- average of the sample and then moves the average
- point to the center. Generally works pretty well.
-
- 10.2.6 Commands: Resampling
-
- Resample resamples the sample to a new samplerate. For example
- if you have a sample digitized at 12000Hz and you'd
- like to put it into a program that plays it with
- 10000Hz, you can resample it to 10000Hz with this
- command. The sample length is of course changed.
- Also some quality will be lost if you resample
- to a lower frequency. When resampling up, multiplying
- the current samplerate by a power of 2 gives the
- best results. The Double command is a quick way
- to resample up by 2.
- Halve will resample to (current samplerate)/2.
- Double will resample to (current samplerate)*2.
-
- 10.2.7 Commands: Special
-
- Reverse will reverse the selected area and playing it
- after this command naturally plays it backwards.
- Reverb adds multiple close echoes to the sample like
- in a big room (though not just like so).
- You can specify the amount of reverbing.
- Very big values tend to garble the sample
- though.
- Echo echoes the sample/selected area. You will be
- first asked the number of echoes you wish. By
- answering 0 the program will produce an indefinite
- number of echoes. The second question asks the
- echo magnitude. 100 means the volume will never
- change, 50 means that every echo will be
- twice quieter than the original sample (echo
- volume=50% of the original volume). You can
- also specify number over 100, in which case
- echoes will be STRONGER than the original sample.
- The next question determines the amount of bytes
- between echoes. For example 5000 means that the
- first echo starts at the beginning of the area+5000.
- The last question specifies the maximum size for
- the sample. If you order the ADP to produce indefinite
- echoes, it will do so until the length of the sample
- is the one specified here. Note that the echoes can
- and generally will extend beyond the area you selected
- to be echoed.
- Blastecho will create an explosion like 'tzzhounng' to the
- beginning of the sample. It's best when used with
- sounds like explosions, drums, cymbals etc.
- Crossfade will mix the sample with itself backwards. Practically
- the effect makes the sample to be easier to loop.
- For example a crossfaded piano will start normally,
- but from the middle on the beginning attack of the
- sample will grow and the sample will end into a
- reverse bing of the piano-sample. Generally the
- crossfade is usable for pretty uniform samples
- (like strings) that can't be easily looped because
- of their sound characteristics.
- Robotize will make the sample sound like 'robot speech'
- by making small silence periods throughout the
- sample. Generally works best with speech.
- You can specify the amount of silence.
- Flanging will add multiple resamplings of the sample
- to itself generating a sort of a lenghtened
- blastecho effect. You can specify the amount
- of flanging. Very big values tend to garble
- the sample though.
-
-
- 11. File window
-
- 11.1 General
-
- The file window is situated in the lower-right-hand corner
- of the virtual screen. It has two subwindows of which the
- left one specifies the samples in memory and the right
- one the samples in current disk directory.
-
- 11.2 Scrolling the windows
-
- You can see the area the list window is displaying
- from the green bar between the arrows on the right.
- You can scroll a list by pressing the arrows.
- (right button scrolls faster).
-
- 11.3 Loading a sample
-
- Select a sample from the disk box and press the
- LOAD button (between the lists). You can alternatively
- doubleclick the samplename.
- Especially if you are using the keyboard, a quick
- way to load is to press 'l' (or the NAMELD button)
- after which ADP will prompt for a filename to load.
- This is especially handy if you remember the name
- of the file to be loaded. The loaded file is
- automatically placed into a sample window.
- To reload the sample you are currently editing (if
- some effect went wrong etc.) you can press the REVERT
- (or 'e') to revert to the saved copy of the sample.
- You'll be prompter if you're sure you want to overwrite
- the sample in memory.
-
- 11.4 Saving a sample
-
- Same as loading, except you must select the sample
- from the memory list and press SAVE. You can also
- press the SAVEC (or 's' at the keyboard) to save
- the current sample you are editing. Note that each
- sample in memory has the original path from which
- it was loaded stored so that if you use the SAVEC
- or REVERT button the sample will be saved/loaded
- to/from its original path. If you press the
- SAVE button between the two windows, the path
- will be discarded and the sample will be saved
- to the current directory. Also using RENAME
- will discard the path.
-
- 11.5 Displaying a sample
-
- To display a sample in memory, select it and press
- To^ to get the sample to the upper window,
- Tov to get the sample to the lower window or
- ToO to get the sample to the window NOT currently
- selected (you can also doubleclick in the memory
- window to view a sample clicked).
-
- 11.6 Loading directly to window
-
- Select the sample from the disk box and press directly
- To^/Tov/ToO button. Note that you must NOT doubleclick
- the sample in the diskbox.
-
- 11.7 Adding new empty samples
-
- To add a new empty sample for example for digitizing
- press the Add NoName button. The ADP will then add
- a sample called 'NoName' to the memory list. If
- there already is a sample called 'NoName' ADP will
- prompt you to rename the old one.
-
- 11.8 Marking samples in memory
-
- You can mark a selected sample in memory window
- with Mark button. A marked sample will be displayed
- in dimmer color. Marking is used when playing multiple
- samples; more about it later in this manual. Marking a
- marked sample will unmark it.
-
- 11.9 Removing a sample
-
- Select a sample and press REMOVE. This function
- will remove the sample from memory and it can NOT
- be restored. Take care with this function.
-
- 11.10 Renaming a sample
-
- Select a sample and press RENAME. ADP will prompt
- for the new filename.
-
- 11.11 Changing directories
-
- To change to a directory/drive, select it from
- the file window (directories are preceeded by a little
- arrow) and press LOAD or doubleclick the filename.
-
-
- 12 Digitizing
-
- 12.1 General
-
- The digitizing commands area is situated just below the
- playing buttons. The digitizing buttons act as the
- PLAY button and stay down until STOP is pressed.
-
- 12.2 Commands
-
- RECORD This command will record sound to the current sample.
- NOTE that the previous contents of the samples will be
- destroyed.
- ANALYZ This command acts otherwise as record, but it doesn't
- save the data digitized nor does it destroy the
- contents of the samples. It can be used to study the incoming
- sound in scope and to adjust volumes etc. correctly.
-
- 12.3 Using the scope
-
- You should never digitize with too big incoming volume, for this
- will ruin the sample. You can use the scope (press the scope
- button and scope will appear to the info window) to display the
- incoming sound. Remember to press ANALYZe as well to engage the
- analyzing process.
- To get the volume correctly, play the sample you are about to
- digitize and adjust the volume so that the scope WON'T go to red
- (at least not often). You can see this by looking at a green bar
- beside the scope on the right side. When this bar flashes to
- red, the volume is too high. It usually doesn't matter if the
- scope flashes only briefly in few places of the sample, but it
- is suggested that you try to avoid it getting to red in any
- case, for this will give better quality. Do not keep the volume
- too low either, for then you will also lose quality. The idea is
- to adjust the volume as high as possible without the scope going
- red.
-
- 12.4 Hints for digitizing
-
- Always record the voices you want to digitize first
- on a cassette (unless you have a very good microfone
- and a very bad tape recorder) for adjusting volume
- etc. will be easier when the source is stable. Also
- it's easy to record the desired sound multiple times
- to get a good one on the tape, and then digitize
- the tape multiple times on different options to
- get optimum quality. First ANALYZe the incoming sound
- with scope and adjust the volume correctly. Then rewind
- the cassette and RECORD the sample.
- It is also a generally good idea to record a bit
- extra before and after the actual voice you want to
- digitize. You can then DUPLICATE or SAVE AREA or CUT
- the wanted voice from the larger sample by selecting
- it to an area and then executing the correct command.
- Never digitize until your memory is filled, because
- then also your harddisk will be filled and you will
- be unable to save the sample unless you have multiple
- drives and save the sample to another drive. Of course
- you can digitize till the memory is full and then REMOVE
- the nondesired parts of the long sample to get free memory.
-
- 12.5 SoundBlaster's oversampling problems
-
- If the volume is too big, even a little, the SoundBlaster will
- create nasty clicks to the points where the sample goes 'out of
- scope'. Not to all of them, but pretty many depending on the
- amount of extra volume. There is a special command SB/digfix
- which can remove most of these clicks, and it's suggested that
- you use it if your sample goes near the edges. Also it's
- sometimes wise to digitize over if you have for example a music
- sequence which has noisy drums but quiet melody. If you
- digitize over you will get better accuracy on the melody, and
- the drums may not sound so bad if you use the SB/digfiz
- command. Experiment with the oversampling, and you'll learn
- what's the right amount (if any) in different cases.
-
-
- 13 Options
-
- 13.1 General
-
- The options are situated below the PLAY/STOP keys and are
- all switch buttons.
-
- 13.2 Switches
-
- EMPHAZ.CURVE When on, the curve in sample windows is
- enhanced so that it shows the amplitude
- of the sample clearer. When sample
- is zoomed enough the EMPHAZ.CURVE is
- automatically disabled. It only enhances
- the display when the zoom factor is big.
- DIG.PASS.THR (digitize pass through) When this option
- is on, the SoundBlaster's output is kept
- on when digitizing. This apparently
- doesn't work properly on all blasters,
- and it is thus suggested that you don't
- use it. Generally you should here the incoming
- sound but with terrible quality. The actual
- sound digitized is however as good as without
- this option. It's generally designed for you
- to be able to digitize from a headphone connector
- etc. which disables you to hear the equipment
- playing the sound. This option is for the
- SoundBlaster only.
- SCOPE HOLD This option, when set, causes the scope to
- try to hold waveforms steady so that for
- example sine waves of different frequency
- will not 'roll' in the scope window. This
- slows down the scope and is thus not suggested
- in slow machines. The best way to get a grip of
- the scope holding is to analyze incoming sound
- and connect a microphone to the sound input and
- then say for example letters and toggle the
- scope holding. The scope hold won't work well on
- very low or high frequencies.
- DIGITIZ.WAIT When enabled, the digitizer will start digitizing
- only when sound of some magnitude is coming from
- the sound input. When off, the digitizer will start
- digitizing immediately when the DIGITIZE button
- is pressed.
- SAVE HEADER When enabled, the ADP will save it's own header
- to the start of all the samples saved. When
- disabled no header is saved. It is suggested
- that you save headers unless you want to transfer
- samples to another program not supporting ADP
- headers (like ScreamTracker 2.x). If you do not
- use this option, no loop/samplerate information
- can be stored to the sample.
- SAVE SETTINGS Is a command button, and saves the above settings
- to a disk file DIGIPLAY.SET from where the settings
- will be loaded when ADP is executed.
-
-
- 14 SM-Lists
-
- 14.1 General
-
- The SM-Lists are lists with which you can order the ADP to
- play multiple samples in a specific order (you can also
- add specific spaces between the samples).
-
- 14.2 SM-List contents
-
- There are three different list entries. The primary
- entries are file (sample) names of the sounds to
- be played.
- There is also a special method for adding spaces.
- By entering a name with a ? (question mark) in the
- beginning you can enter a specific number of bytes
- of emptines (for example ?15000 will add 15000 bytes
- of silence). Remember NOT to put a space between
- the question mark and the number and also note that
- the maximum silence length is 32000 bytes. (you
- may chain multiple silences to make longer ones).
- You can also enter a special name * (asterisk).
- When an asterisk is to be played the ADP will restart
- the list and thus play the list round and round
- until you stop it.
- For example a SM-list: sample1 ?5000 sample2 *
- will first play sample1, then 5000 bytes of silence,
- the sample 2 and then again sample1 etc.
-
- 14.3 Loading a SM-List
-
- There are two options, either entering a string by hand
- (SM: LOAD ORDER STRING) or loading it from a file with
- SM: LOAD ORDER FILE.
- If you enter the string by hand you will only have
- one line to fill, but with files, you can specify up to
- 256 orders (or 2048 bytes) worth of list.
- Both buttons will load all samples entered to the list
- but not found in memory. You must not use path names in
- the SM-list.
-
- 14.4 SM-List window
-
- The little window situated to the left of the SM-buttons
- is named the SM-List window. It shows the samples in
- the list (or <LOOP> or <SPACE>). The highlighted name is
- the one being currently played and from this list you can
- see which sample is being played. When the list is not
- being played the first sample is highlighted.
-
- 14.5 Commands
-
- SM: Load order string This command will ask for a directory
- string as in SoundModule and load it to memory.
- All samples that have to be loaded are
- automatically marked. If a sample specified
- in the string is already in the memory, it
- is NOT loaded nor marked.
- SM: Load order file This command acts as the previous one
- but the oreder string will be loaded from
- a file whose name is asked. The string must
- be on the first row of the file.
- SM: Play This command plays the lastly entered order
- string at samplerate specified by the first
- sample of the list.
- SM: Remove marked This command removes all the
- marked samples from the memory. Remark
- that it DOES NOT individually check for
- each file for whether or not you want it
- to be deleted. It can be used to remove
- samples loadad by the last load order string/
- file command. If there is a sample you do not
- want to remove, unmark it first. You can also
- use this command to remove a group of samples
- from memory by marking them with the MARK key.
-
-
- 15 Miscellaneous commands
-
- 15.1 General
-
- These commands are situated below the infowindow.
-
- 15.2 Commands
-
- REDRAW ALL This command redraws the entire screen.
- It can be used if some garbage etc. appears.
- This may happen if you move the mouse
- a lot while playing. Also if some pop-up
- window pops on either the scope or the sample
- while you are playing some garbage may appear.
- You can remove it with this command.
- DOS SHELL This option will shell to dos.
- You can exit from the DOS SHELL by
- typing EXIT at the dos prompt.
- You will have aproximately 200KB of
- free memory, but it's suggested that
- you avoid running any complex programs.
- The DOS SHELL is mainly meant for
- file management when for example the
- disk fills. Be sure not to
- remove the temporary file DIGIPLAY.TMP
- or virtual memory will be corrupted and
- all the samples in memory will be lost!
-
-
-
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