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- /---
- |
- | S o u n d M a c h i n e I I I
-
- -thenewgenerationofplayerzz- |
- |
- ---/
-
- =========| Contents |===========================================================
-
- 1. Quick description of Sound Machine III
- 2. Presentation of the main dialog box
- 3. Technical informations, bugs and limitations
-
- =========| Part 1 |=============================================================
-
- Sound Machine is a soundchip player. It should work on all Atari computers
- (on 520 STFM/STE, you will perhaps have to start your computer without any
- programs in memory). This software has been tested on an STE with 4 Mb memory
- and a standard Falcon in VGA mode. It will surely runs on STFM, Mega ST and Mega
- STE. Problems may appear with TT and clones about some music formats which don't
- run on Falcon.
-
- Another player ? Yeah, but this one is different. First of all, it has been
- fully rewritten with GEM-compatible code, it means you can use it in all the
- resolutions but in multitask (despite of a GFA bug). It is particularly easy to
- use, even for a person who doesn't know the wonderful world of soundchips.
- Furthermore, Sound Machine is the only software which allows to play unknown
- soundchips by setting the different parameters. Of course, it is possible to
- save these unknown musics into Sound Machine's built-in format. Sound Machine
- III is fully compatible with the files created by the good old Sound Machine
- 2.5 and 3.0. And that's only a little part of its abilities.
-
- What is a soundchip ? That's a 3 voice music which uses Yamaha sound co-
- processor's synthetic sounds. Some musics allow sampled sounds, for the drums
- for example : those are digidrums (also called halftracks). Other musics sound
- like the good old C 64 tunes : they are called Sid-Voice musics.
-
- =========| Part 2 |=============================================================
-
- The main dialog box can be divided into 3 parts : file information, the
- parameters and the GEM buttons.
-
- * The first lines give some useful information such as the file name or its
- length. You will find bellow these info a short description on the file loaded
- in memory (format, author, more info, etc.).
-
- * Parameters are numerous, I'm going to describe them :
- - 1st init : the first offset to initialize the music.
- - 2nd init : another offset to initialize digidrum musics.
- - Play : the main offset, it will play the music at each VBL.
- - 1st stop : the first offset to stop the music.
- - 2nd stop : another offset to stop digidrum musics.
- You'll note it is possible to (un)select a button in the front of "2nd init"
- and "2nd stop". It means you can decide to call or not these two offsets. They
- are especially used for digidrum musics.
- IMPORTANT : if you're a beginner, avoid modifying these parameters else Sound
- Machine will crash.
- - Music number at the beginning : sometimes, a file can contain several tunes.
- The right values must be included between -1 and 15.
- - Music number at the end : when a music ends, the routine sometimes need a
- particular music number (e.g. : -1 for the Lotus format).
- - Several musics in the file : now you know that a file can contain several
- tunes. If this option is activated, you will be able to change tune with the
- "+" and "-" keys when the music is playing. Some formats dislike this possibi-
- lity and crash, so be careful. Please note that with the "+" and "-" keys,
- the values must are included between 0 and 31. Beware to the bombs !
- - This music should run on Falcon : if you own an ST, you don't mind. If you
- habe got a Falcon, activate this option if you are sure that the music in RAM
- will work on you computer. Anyway, when a file is loaded, Sound Machine verify
- if this music can be played on a Falcon.
-
- * The buttons are quite numerous too :
- - LOAD : you can load a file into the memory. Sound Machine attempts to iden-
- tify the format of the file (among 72 recognized formats). If the file is
- recognized, Sound Machine will display the right parameters in the main dialog
- box. Of course you can modify them if you want.
- - PLAY : allows to play the music. If the format is unknown, Sound Machine
- asks you if you want to play it regarding to the parameters in the main dialog
- box. If you own a Falcon and if the music can't be played on it, you can force
- Sound Machine playing the music (e.g. if you use Backward). Moreover, all the
- recognized formats aren't played by Sound Machine, such as soundtracks and
- samples. Indeed, Sound Machine has been coded in GFA Basic and better players
- for these kind of files exist (MegaTracker Player or Paula for soundtracks,
- BackGround Player or SAM for samples).
- - SAVE : the file in memory will be saved.
- - See header : allows you to see the first 200 bytes of the file in memory.
- - Convert & save : the file currently in memory will be converted into the
- Sound Machine III and then saved on disk.
- - About : some information about Sound Machine.
- - Options : allows you to have some useful info : kind of computer (if you are
- using an emulator), free RAM and used RAM. You can set the software up too :
- you can choose Sound Machine asks you a confirmation before playing an unknown
- type of music. You should activate this option if you're a beginner. Thanks to
- the second option, you can limit the size of the reserved memory for the GEM.
- Of course, this size will only be taken into consideration the next time you
- will start Sound Machine (if you've saved the options before).
- - Extract & save : when a music is converted into the built-in format, Sound
- Machine just add some bytes at the beginning of the original file. So, this
- option will do the contrary and will remove these bytes. The new file will be
- saved.
- - Exit : guess what... Sound Machine will ask you no confirmation.
-
- =========| Part 3 |=============================================================
-
- In order to be played, a soundchip generally contains at the beginning of
- the file a routine which have to be called at each VBL. Indeed, at each VBL, the
- Atari will go and see in a special list which are the routines to be executed.
- But there can be only 8 places in this list. So, when you run Sound Machine, it
- will go to this list and, if there is room enough, it will note this place and
- will use it to play soundchips later. If there is no room enough then Sound
- Machine will go back to the GEM Desktop. So be carefull is you really want to
- use Sound Machine under a multitasking OS. There is a problem with the VBL : if
- your screen isn't in the 50 Hz mode (e.g. VGA, monochrom...), the musics won't
- be played at the right speed. The solution consists in playing the music with
- the timers of the MFP instead of the VBL, but the MFP programmation is very
- difficult with GFA. For the moment, only the Sid Sound Designer musics use the
- timers instead of the VBL.
-
- I've recently noted that Millenium Brothers musics are a bit particular...
- If you want to play such tunes, click first on "Several musics in the file", hit
- the "-" key and click on "Play". Another problem, but on Falcon with Backward
- only : after a Count Zero music, your computer could stop if you want to load
- another file or to exit Sound Machine. I don't know the reason why it bugs...
-
- Concerning the limitations, you can't run Sound Machine as an accessory.
- Well, in fact you can virtually do it, but you will only be able to use it once
- because it wasn't made for this ! You can't use it in a multitask OS as a back-
- ground application because its dialog boxes don't enjoy multitasking very much.
- Why ? Because Sound Machine plays soundchips and it must be very carefully and
- clean if you don't want your system crash. Playing soundchips in background is
- more difficult than playing samples or soundtracks.
-
-
- End of doc - Have a lot of fun !
-