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- Nov 23 1988
-
- Tips and Tricks - impress your friends, mystify your enemies
-
- RGS.doc has a few tricks mentioned it it, but I thought I'd give a few
- more as a tutorial.
-
- Educational Division:
-
- One of the things which is a little hard to understand about RGS is the
- phase or frequency axis. What exactly is this, and what are those numbers?
- RGS works by summing sine waves together. Sinewaves repeat themselves
- endlessly. The number of complete cycles which occur in a second is the
- frequency of the sinewave, measured in Cyles/Second or Hertz (Hz). If you
- use digital synthesis to make a sinewave, you must approximate the true
- shape of the wave with little stair-steps. When the frequency is high, the
- number of sinewaves per second is also high. Since a sample is a fixed
- length, the wavelength of the sinewave must correspondingly decrease.
- Clearly, you cannot have a representation of a wave which has a wavelength
- less than 1 sample long. As a matter of fact, you should have at least two
- samples per wave-cycle if you hope to have even the least accurate sine
- representation. So, the little number with the decimal point in D)oodle mode
- is the number of samples needed to represent one wave-cycle. It usually
- increases toward the bottom of the screen geometrically. The is because
- lower sounds have longer wavelengths. How is it possible to have fractional
- samples/cycle? Because I precisely line each sinewave up after the previous
- on on its left, on the average the number of samples will be fractional. In
- the long run, it will sound correctly. Remember that each spot on the screen
- represents several samples (up to 256). The reason this number is multiplied
- by 100 in the R)eset and B)PF mode dialogs is merely laziness.
- There is no number corresponding to frequency: The frequency of the sound
- will change when the Amiga Period changes. The Amiga period is a number
- which governs the delay between the playing of successive samples, and
- runs from 124 up. The time represented by one of these delay units (color
- clocks) is 0.279365 microseconds.
-
-
- About IFF 8SVX files.
-
- The IFF 8SVX sound file format is documented in the Rom Kernal Guide:Exec
- volume. Each sound has a name, some idea of its tuning, and a number
- of octaves of different samples. The reason separate octaves are used
- is that the normal way of playing samples on an Amiga involves playing
- with the Amiga preiod number. While it is best for fidelity to have a long
- sample played at a high speed, high notes bump into that 124 color clock
- limit. So, at some sacrifice in fidelity , a sample half as long is used,
- with the sound of the lower octave sped up. RGS places the sample you
- hear in play mode as the lowest octave (most accurate). The higher octaves
- are derived from this high-quality sample by choosing every other sample
- in the lower octave. This is, strictly speaking, inaccurate (the average
- should really be done, at least. True frequency changing involves much
- more complex mathematics). However, it's usually OK.
-
-
- Neat Stuff Department:
-
- Set the harmonic space to 400,0 (4 sample on the top line).
- Draw a spectrogram in buffer A and synthesize it. Flip to Buffer B
- with the A key. Draw the 'top octave' of the spectrum in the usual way,
- resetting the space to 200,400. Flip back to the A buffer. Zone the
- entire screen. Turn on the Real time synthesis. Do Copy Zone A/B. It will
- mix the new synthesis into the existing sound, adding the top octave to
- the sound! Future versions of RGS may have similar mixing and harmonic
- appendage tricks built in. This works best if you work with the volume
- set to '1' (highest). Make sure not to overload!
-
- Rhythm effects can be done by making skinny Blobs and laying them down
- while the time is grid-locked (the keypad 4 and 6 keys). Use the
- Filt mode to ramp up to a beat, or use ramp up or down. Throw some
- Ramps on top of this mess - if you lock the frequencies you can make a quick
- Buzz on the beat.
-
- Develop a spectrogram, but leave a frequency band clear across the whole
- sample. Zone this empty band. Find a nice Amiga period (Play mode) and lock
- it with the ~ key. Set sample mode 3 (real 3 key). X)ynth the zone,
- clearing the sound, but stay in Real-time synth mode. Now , stick your
- fingers on the x and y keys. Use Z to zone a block of spectrum. Use X
- to synthesize it. Repeat endlessly. I restart the playback after Xynthing,
- but otherwise, you can mix in bands of various hoo-hah in realtime.
-
- Time lock to 2 or 3 (hit keypad 6 once or twice). Using a tiny Blob
- or Dot, sprinkle dotty lines on the screen. Nice, ratchety sound, eh?
- Sounds vocal almost. Blur the dots with Filt. If you like, gridlock
- the frequencies as well. Or use Formant.
-
- Using a big blob, with the synthesis off, Make a colorful mess on the
- screen. Use FilC and Filt to smooth the colors out. Select Xclude and
- carve a harmonic staff through the mess. Filter to taste. Go to UltraMidi
- and wake the neighbors.
-
- Bandpassfilter a sample with a voice and accompaniment. Make it Accurate
- (K=10). Save the spectrogram - it took forever to do didn't it? Now
- copy it to the other buffer as insurance. Look at the harmonic lines
- in the voice's spectrum - they should be distinguished from the
- accompaniment. Find the highest continuous harmonic in the voice you can.
- (If not strictly continuous, it's OK) . Reset the Harmonic handle to
- this harmonic's number (Up and Down Arrows). Use xclud to carve the
- voice out of the background by following the selected harmonic with the
- pointer. You can fix mistakes by zoning and using Copy zone A/B (see
- why you saved it to the other buffer?) Now synthesize. Voice should be
- isolated.
-
-