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- Sound Blaster AWE32 Module Player
- Copyright (C) 1995 by B.Boer
- All rights reserved
- Documentation
- - - - - - - --------------------*-*-*-*-*-------------------- - - - - - -
-
-
- What is AWEMP?
- --------------
-
- AWEMP is a module player programmed for Creative Labs' Sound Blaster AWE32.
- The Sound Blaster AWE32 (for short AWE32) is capable of mixing multiple (max.
- 30) channels by hardware, i.e. the EMU8000 chip. The AWE32 has 512 kb onboard
- RAM, which you can upgrade to 28 Mb (unless you've got the VE version).
- Music sounds very real with this card, because there are two LFO's, two
- envelopes and a reverb & chorus effects processor for each of the 30 channels.
- With these LFO's and envelopes you can create very special (and natural)
- effects to the sound samples, and if you select one of the 16 effect types or
- one of the 26 filters, you'll get superb sound!
-
-
- Is AWEMP freeware?
- ------------------
-
- AWEMP is *cardware*, which means that if you like the program, you must send me
- a nice postcard, so I can see how much it is used around the world. See the
- section about how to contact the author for the mail address.
-
-
- How do I use AWEMP?
- -------------------
-
- Well, this is very easy; just type AWEMP [module.ext]. AWEMP will give error
- messages (if necessary) in case your module is not supported, or it doesn't
- fit into your AWE32's memory (see below), or simply because it couldn't find
- your module(s). If there are no error messages, AWEMP will load the samples
- into the AWE32 and play the module.
-
- For commandline options, type at the DOS prompt: AWEMP /?
- While AWEMP is playing, press 'H' to display the helptext.
-
-
- Commandline options for AWEMP.
- ------------------------------
-
- /Cxxx Sets chorus depth, range for xxx is 0-255.
-
- /D Doubles sampling RAM on AWE32. AWEMP will convert all 8 bit samples to
- 16 bit while the samplesize remains the same. With this option added
- to the commandline you can load modules up to 512 kb with 512 kb
- onboard RAM, 4 Mb modules with 4 Mb, etc. You will however hear some
- loss of sample quality, especially with hi-hats and high quality
- strings, but this is totally dependant on the sample rate at which
- the samples are recorded.
- => This option is temporarily disabled in this version (v1.31).
-
- /Exy Set reverb and chorus effect types, where x is the reverb effect and
- y the chorus effect. Range for both x and y is 1-8;
-
- /I Ignores all warning messages, that is, they don't appear at all.
-
- /L Disables module looping, useful when using in combination with option
- '/O'.
-
- /O Plays the specified modules in a random order. Useful when you
- specify more than one module at the DOS prompt, i.e. AWEMP *.MOD /O.
-
- /Rxxx Sets reverb depth, range for xxx is 0-255.
-
- /Vxxx Sets main volume, range for xxx is 0-255.
-
- A few examples:
-
- AWEMP D:\MODS\*.MOD play all MODs in directory D:\MODS.
- AWEMP D:\MODS\*.MOD /O the same but in random order.
- AWEMP D:\MODS\*.MOD D:\MODS2\*.MOD play all MODs in both directories.
- AWEMP D:\MODS\B*.MOD play all MODs containing the B as
- the first character in the filename.
-
- To play three specified modules type this:
- AWEMP D:\MODS\CORTOUCH.MOD D:\MODS2\BEYOND.MOD D:\MODS3\WATERFNK.MOD
-
- Or what do you think about this:
- AWEMP D:\MODS\REAL????.MOD D:\MODS2\*.MOD D:\MODS3\WATERFNK.MOD
-
- Note that all extensions may be omitted.
-
-
- What keys can you use while AWEMP is playing?
- ---------------------------------------------
-
- Following keys do something useful:
-
- Esc Stop playing and exit AWEMP.
-
- A Display the sample names of the current module. Use the cursor keys
- to scroll through the sample names.
- B Play the previous module in the play list.
- D Shell to DOS while music keeps playing.
- E Select reverb and chorus effects.
- H Display the helptext.
- L Enter play list, you can then select a module by moving the selector
- bar over a filename and then press the Enter key.
- N Play the next module in the play list.
- P Pause the playing of the song.
-
- - Decrease main volume by 8.
- + Increase main volume by 8.
-
- [ Decrease reverb depth by 8.
- ] Increase reverb depth by 8.
-
- { Decrease chorus depth by 8.
- } Increase chorus depth by 8.
-
- Left Decrease song position by one.
- Right Increase song position by one, at the end of the song, AWEMP jumps
- to position 0 (unless option '/L' is used).
-
- Enter Play current pattern again at line 0.
-
-
- Which effects are currently supported?
- --------------------------------------
-
- Nearly all effects are supported, except for a few which I do not know how to
- implement them.
-
- Effects supported (MOD): 0xy - arpeggio
- 1xx - portamento up
- 2xx - portamento down
- 3xx - portamento to note
- 4xy - vibrato
- 5xx - tone portamento + volume slide
- 6xx - vibrato + volume slide
- 7xy - tremolo
- 8xx - set pan position
- 9xx - sample offset
- Axy - volume slide up/down
- Bxx - position jump
- Cxx - set volume
- Dxx - pattern break
- E1x - fine portamento up
- E2x - fine portamento down
- E4x - set vibrato waveform
- E5x - set looppoint
- E6x - jump to looppoint
- E7x - set tremolo waveform
- E9x - retrig note
- EAx - fine volume slide up
- EBx - fine volume slide down
- ECx - note cut
- EDx - note delay
- EEx - pattern delay
- Fxx - set speed/bpm
-
-
- Common Questions and Answers (Q&A).
- -----------------------------------
-
- Q: You said that 15-instruments MODs are supported, but AWEMP won't load my
- MOD!!
-
- A: AWEMP checks the module if it has some sort of identification (such as M.K.
- or FLT8), if it hasn't, AWEMP assumes it's a 15-instruments MOD. Before
- AWEMP loads the samples, a small check is processed on the module to see
- whether it's a real 15-instruments MOD or not. AWEMP does this by comparing
- the filesize with the total sum of <patterndata-offset + patterndatasize +
- sampledatasize>. If this is not equal, the module will be discarded.
-
- Q: I've got an AWE32 with 8 Mb onboard, but AWEMP tells me that there's only
- 512 kb onboard.
-
- A: There is only one possible reason that AWEMP detects only 512kb: you did
- forget to remove jumper JP7 on the card, which is necessary to use the SIMM
- banks. See also the manual which came with your card.
-
- Q: What about all those clicks? It sounds just like I'm listening to an old
- gramophone.
-
- A: Because of the high frequency rate (44.1 khz, 16 bit) the AWE32 is playing,
- you will hear every small detail of the samples played. Because the AWE32
- only accepts 16 bit samples, AWEMP must convert the 8 bit samples used in
- MODs to 16 bit samples. The clicks you hear, are probably caused by badly
- set looppoints. In the future I will use sample smoothing, so those clicks
- will be gone.
-
- Q: Some samples are playing at a very low volume, is this a bug?
-
- A: Previous versions of AWEMP did use the standard linear volume table, which
- contains values from 0 to 127. From version 1.11 of AWEMP, the volume table
- is calculated using a math-formula based on logarithms. The result is that
- the samples will now play at the right volume.
-
- Q: My system sometimes hangs when shelling to DOS. Am I doing something wrong?
-
- A: You're doing nothing wrong. :( This is a known problem, it has something
- to do with the timer. The timer interrupts the system at a specified
- frequency. When you shell to DOS and the timer interrupts the system at
- the same time, the system crashes, while the music keeps playing (or not).
- This error seems not to occur when using NDOS or 4DOS as the commandline
- interpreter (instead of COMMAND.COM).
-
- Q: When will AWEMP support S3Ms or XMs?
-
- A: I'm not sure about XM, but S3M will be supported as soon as I have
- implemented all the effects used in MODs. At the moment I'm busy figuring
- out the MTM module format.
-
-
- About the author.
- -----------------
-
- I am 17 years old and I attend the sixth class of a secondary school. I live
- in the Netherlands, better known as Holland.
-
- This program is my first real try to make a modplayer. I know it isn't perfect
- yet, but it already sounds very nice. The future of this program depends on
- how much reply I get and the difficulties I will encounter when implementing
- new effects or improving the player.
-
- I would like to thank two persons who have already helped me very much; they
- are Gemini (Klaasjan Brand) and Raiden (Gerard Veldman), thanks guys.
-
-
- How can I contact the author?
- -----------------------------
-
- If you experience problems when using AWEMP, or you have found bugs, or you
- have some very nice ideas, or you know how to implement new effects, or
- something else I should know, write to me:
-
- Mail address : Bert Boer
- Schapendrift 30
- 8091 GW Wezep
- The Netherlands
-
- Internet : kjb@dds.nl (<= This is not my address! I have currently no
- Internet access, but you can reach me via this
- address.)
-
- Remember, AWEMP is cardware, so if you haven't sent your postcard yet, please
- send one now. As soon as I receive your card, your name will be added to the
- people-who-encouraged-me list (see the file SUPPORT.ERS).
-
-
- Where can I get AWEMP?
- ----------------------
-
- AWEMP is spread across the world via the SDC, this net covers almost every
- country in the world. In case there isn't any board in your country which has
- access to SDC, you can always get the latest version of AWEMP on this board:
-
- Sound Distribution Channel (SDC) Dutch HQ
- TH Rijswijk (THR)
- +31(0)70-3401534 (speeds up to 28k8 V34/VFC)
-
- The filename of the archive looks like this: AWEMPxyy.RAR or AWEMPxyy.ZIP,
- where x is the major and yy the minor version number, e.g. AWEMP131.RAR is
- the archive of AWEMP version 1.31.
-
-
- A final message to all GUS users.
- ---------------------------------
-
- Now you can see that the AWE32 is capable of doing the same things as the GUS,
- and a lot more, you all should stop those wars against Creative Labs and their
- Sound Blasters. I think it's rather childish to say that the GUS is better,
- only because *previous* Sound Blasters couldn't do what the GUS can do. Each
- company has it's own specialities in making soundcards.
- Advanced Gravis was the first to do the mixing of music channels by hardware,
- Creative Labs the next. Only because Advanced Gravis was the first, the GUS
- has become very popular by the (demo)programmers. Imagine what would have
- happened if Creative Labs was the first . . . .
-
-
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-