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1991-07-20
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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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