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- GoldWave Manual
-
- Copyright (C) 1993-1995 Chris S. Craig
-
- This file contains the text of the GoldWave manual in plain
- ASCII format. Diagrams, figures, and equations are available
- only in the printed manual included with deluxe registrations.
- -----------------------------------------------------------------
-
- Table of Contents
-
- 1 Introduction. . . . . . . . . . . . . . . . . . . . . . . . .1
- Features. . . . . . . . . . . . . . . . . . . . . . . . . .1
- How to Use This Manual. . . . . . . . . . . . . . . . . . .2
- Notation Used in This Manual. . . . . . . . . . . . . . . .2
-
- 2 Getting Started . . . . . . . . . . . . . . . . . . . . . . .3
- System Requirements . . . . . . . . . . . . . . . . . . . .3
- Installation. . . . . . . . . . . . . . . . . . . . . . . .3
- Installation From a Downloaded Zip File. . . . . . . .4
- Installation From the Deluxe Diskette. . . . . . . . .4
-
- 3 Using GoldWave. . . . . . . . . . . . . . . . . . . . . . . .5
- Window Overview . . . . . . . . . . . . . . . . . . . . . .5
- Device Controls Overview. . . . . . . . . . . . . . . . . .6
- Setup. . . . . . . . . . . . . . . . . . . . . . . . .6
- Graph type. . . . . . . . . . . . . . . . . . . .6
- Controls. . . . . . . . . . . . . . . . . . . . .7
- Save. . . . . . . . . . . . . . . . . . . . . . .7
- User play button. . . . . . . . . . . . . . . . .7
- Positioning . . . . . . . . . . . . . . . . . . .7
- Options . . . . . . . . . . . . . . . . . . . . .7
- Output and Input buttons. . . . . . . . . . . . .8
- Playing Sounds . . . . . . . . . . . . . . . . . . . .8
- Pausing Playback . . . . . . . . . . . . . . . . . . .8
- Stopping Playback. . . . . . . . . . . . . . . . . . .8
- Rewinding and Fast Forwarding. . . . . . . . . . . . .9
- Recording Sounds . . . . . . . . . . . . . . . . . . .9
- Volume and Balance Scroll Bar. . . . . . . . . . . . .9
- Speed Scroll Bar . . . . . . . . . . . . . . . . . . .9
- Editing Overview. . . . . . . . . . . . . . . . . . . . . 10
- Selecting Part of a Sound. . . . . . . . . . . . . . 10
- Direct Editing with the Mouse. . . . . . . . . . . . 11
- Combining Audio Layers (Mixing). . . . . . . . . . . 11
- Storage Overview. . . . . . . . . . . . . . . . . . . . . 11
- Direct-to-Disk . . . . . . . . . . . . . . . . . . . 11
- RAM. . . . . . . . . . . . . . . . . . . . . . . . . 12
- Flash. . . . . . . . . . . . . . . . . . . . . . . . 12
- Keyboard Overview . . . . . . . . . . . . . . . . . . . . 12
- File Menu Commands. . . . . . . . . . . . . . . . . . . . 13
- New. . . . . . . . . . . . . . . . . . . . . . . . . 13
- Open and Supported File Types. . . . . . . . . . . . 14
- Close. . . . . . . . . . . . . . . . . . . . . . . . 15
- Save . . . . . . . . . . . . . . . . . . . . . . . . 15
- Save as. . . . . . . . . . . . . . . . . . . . . . . 15
- Exit . . . . . . . . . . . . . . . . . . . . . . . . 15
- File History . . . . . . . . . . . . . . . . . . . . 15
- Edit Menu Commands. . . . . . . . . . . . . . . . . . . . 16
- Undo . . . . . . . . . . . . . . . . . . . . . . . . 16
- Cut. . . . . . . . . . . . . . . . . . . . . . . . . 16
- Copy . . . . . . . . . . . . . . . . . . . . . . . . 16
- Paste and Paste at . . . . . . . . . . . . . . . . . 17
- Mix. . . . . . . . . . . . . . . . . . . . . . . . . 17
- Delete . . . . . . . . . . . . . . . . . . . . . . . 17
- Trim . . . . . . . . . . . . . . . . . . . . . . . . 18
- Insert silence . . . . . . . . . . . . . . . . . . . 18
- Select view. . . . . . . . . . . . . . . . . . . . . 18
- Channel. . . . . . . . . . . . . . . . . . . . . . . 18
- Deflash. . . . . . . . . . . . . . . . . . . . . . . 19
- Effects Menu Commands . . . . . . . . . . . . . . . . . . 19
- Special Controls for Effects . . . . . . . . . . . . 19
- Presets . . . . . . . . . . . . . . . . . . . . 19
- Shape Controls. . . . . . . . . . . . . . . . . 20
- Distortion . . . . . . . . . . . . . . . . . . . . . 20
- Doppler. . . . . . . . . . . . . . . . . . . . . . . 20
- Echo . . . . . . . . . . . . . . . . . . . . . . . . 21
- Exchange channels. . . . . . . . . . . . . . . . . . 21
- Filter . . . . . . . . . . . . . . . . . . . . . . . 21
- Noise Gate. . . . . . . . . . . . . . . . . . . 21
- User defined. . . . . . . . . . . . . . . . . . 22
- Interpolate. . . . . . . . . . . . . . . . . . . . . 23
- Invert . . . . . . . . . . . . . . . . . . . . . . . 23
- Mechanize. . . . . . . . . . . . . . . . . . . . . . 23
- Offset . . . . . . . . . . . . . . . . . . . . . . . 23
- Pan. . . . . . . . . . . . . . . . . . . . . . . . . 24
- Reverse. . . . . . . . . . . . . . . . . . . . . . . 24
- Silence. . . . . . . . . . . . . . . . . . . . . . . 24
- Volume . . . . . . . . . . . . . . . . . . . . . . . 24
- Change. . . . . . . . . . . . . . . . . . . . . 25
- Fade in . . . . . . . . . . . . . . . . . . . . 25
- Fade out. . . . . . . . . . . . . . . . . . . . 25
- Maximize (Normalize). . . . . . . . . . . . . . 25
- Shape . . . . . . . . . . . . . . . . . . . . . 26
- Playback rate. . . . . . . . . . . . . . . . . . . . 26
- Resample . . . . . . . . . . . . . . . . . . . . . . 26
- Transpose. . . . . . . . . . . . . . . . . . . . . . 26
- View Menu Commands. . . . . . . . . . . . . . . . . . . . 27
- All. . . . . . . . . . . . . . . . . . . . . . . . . 27
- Selection. . . . . . . . . . . . . . . . . . . . . . 27
- User . . . . . . . . . . . . . . . . . . . . . . . . 28
- Other. . . . . . . . . . . . . . . . . . . . . . . . 28
- Zoom 10:1 and 5:1. . . . . . . . . . . . . . . . . . 28
- Zoom 1:1 . . . . . . . . . . . . . . . . . . . . . . 28
- Zoom 1:10 and 1:100. . . . . . . . . . . . . . . . . 28
- Start and Finish . . . . . . . . . . . . . . . . . . 28
- Tools Menu Commands . . . . . . . . . . . . . . . . . . . 29
- Cue Points . . . . . . . . . . . . . . . . . . . . . 29
- Expression evaluator . . . . . . . . . . . . . . . . 30
- CD Player. . . . . . . . . . . . . . . . . . . . . . 30
- Device Controls. . . . . . . . . . . . . . . . . . . 30
- Options Menu Commands . . . . . . . . . . . . . . . . . . 31
- Colours. . . . . . . . . . . . . . . . . . . . . . . 31
- File . . . . . . . . . . . . . . . . . . . . . . . . 31
- Sound files . . . . . . . . . . . . . . . . . . 31
- Temporary . . . . . . . . . . . . . . . . . . . 31
- Undo. . . . . . . . . . . . . . . . . . . . . . 31
- Flash open. . . . . . . . . . . . . . . . . . . 31
- Temporary storage . . . . . . . . . . . . . . . 31
- Window . . . . . . . . . . . . . . . . . . . . . . . 32
- Main window size. . . . . . . . . . . . . . . . 32
- Main window size. . . . . . . . . . . . . . . . 32
- User zoom . . . . . . . . . . . . . . . . . . . 32
- Window Menu Commands. . . . . . . . . . . . . . . . . . . 32
- Help Menu Commands. . . . . . . . . . . . . . . . . . . . 32
-
- 4 General Information . . . . . . . . . . . . . . . . . . . . 33
- Warranty, Trademarks, and Copyrights. . . . . . . . . . . 33
- Support and Updates . . . . . . . . . . . . . . . . . . . 33
-
- Appendix A: An Introduction to Digital Audio . . . . . . . . . 35
- Digital Audio Attributes. . . . . . . . . . . . . . . . . 35
- Problems with Recording . . . . . . . . . . . . . . . . . 37
- Frequency Spectrums . . . . . . . . . . . . . . . . . . . 38
-
- Appendix B: Expression Evaluator . . . . . . . . . . . . . . . 41
- Overview. . . . . . . . . . . . . . . . . . . . . . . . . 41
- Evaluation Range, Variables, and Constants. . . . . . . . 42
- Using Time in an Expression. . . . . . . . . . . . . 43
- Using the Sample Index in an Expression. . . . . . . . . . . . 43
- User Variable f. . . . . . . . . . . . . . . . . . . 44
- Conversion Between Variables . . . . . . . . . . . . 45
- Group name and Expression name. . . . . . . . . . . . . . 45
- Valid Operators and Functions . . . . . . . . . . . . . . 46
- Signal Generation . . . . . . . . . . . . . . . . . . . . 47
- Filters . . . . . . . . . . . . . . . . . . . . . . . . . 48
-
- Appendix C: Trouble Shooting and Q&A . . . . . . . . . . . . . 49
- Troubleshooting . . . . . . . . . . . . . . . . . . . . . 49
- Common Questions and Answers. . . . . . . . . . . . . . . 50
-
-
- -----------------------------------------------------------------
- 1 Introduction
-
- GoldWave is a comprehensive digital audio editor that allows you
- to play, record, edit, and convert audio on your computer.
-
-
- Features
-
- * An Expression Evaluator allows you to generate
- everything from simple dial tones to bandpass filters.
- It supports more than 20 common functions and
- operations. Expressions can be stored in groups
- for quick retrieval. Expressions for dial tones,
- waves, and effects are included.
- * An independent Device Controls window provides easy
- access to audio devices. It contains controls for
- playback, rewind / fast forward, recording, volume,
- and speed. LED meters and oscilloscopes graphically
- display the sound during playback and recording. The
- oscilloscopes can be configured to display graphs in
- several different formats.
- * A multiple document interface (MDI) allows many files
- to be opened at one time, making file-to-file editing
- easy.
- * All editing operations, such as paste and mix, are
- intelligent. This means that clipboard audio data is
- automatically converted to a compatible format before
- the data is used. When editing files with different
- sample rates, bit resolution, or number of channels,
- intelligent editing simplifies the process.
- * Huge files can be edited using hard disk editing.
- Small files can be edited quickly using RAM based
- editing.
- * Sounds are displayed graphically and the level of
- detail can be changed by zooming in or out. Samples can
- be edited directly with the mouse when zoomed in to a
- sub-sample level (the level at which individual samples
- are easily visible).
- * Many audio effects, such as Reverse, Echo, Pan, Flange,
- and Distortion allow you to enhance, distort, or alter
- sounds in various ways.
- * Save as can convert sounds to many different file
- types. It can convert stereo to mono, 8 to 16 bits, or
- any combination of attributes supported by a file type.
- * A CD Player plays audio CDs in your CD-ROM drive.
- * A sophisticated and intuitive user interface makes
- learning easy. Control bar buttons perform commands
- with a single click of the mouse. Configurable status
- bars present information in a variety of formats.
-
- Page 1
-
- -----------------------------------------------------------------
- How to Use This Manual
-
- This manual presents and explains the features in GoldWave.
- Section 2, "Getting Started," discusses system requirements and
- installation. Section 3, "Using GoldWave," covers the menu
- structure. Topics are covered in the order that they appear in
- GoldWave's main menu. Section 4, "General Information," provides
- support, copyright, and warranty information. Please be sure to
- read this section.
-
- For users who are unfamiliar with digital audio, Appendix A
- briefly introduces some of the fundamentals. It also provides
- some solutions to common recording problems. Appendix C contains
- troubleshooting information and answers to common questions.
-
- This manual assumes that you are familiar with Microsoft Windows.
-
-
-
-
- Notation Used in This Manual
-
- Bold text and a vertical bar, "|", are used to indicate menu
- commands. For example, File | New means to select the New
- command from the File menu. This notation also is used to refer
- to other sections within this manual. In the above example, you
- can find information by looking for New under the File Menu
- Commands section.
-
- * An asterisk emphasizes paragraphs containing helpful
- information and techniques.
-
-
- ! An exclamation mark emphasizes warnings and other important
- information.
-
- Page 2
-
- -----------------------------------------------------------------
- 2 Getting Started
-
-
- System Requirements
-
- The minimum system requirements for GoldWave are:
-
- * 16MHz 386 (or better) IBM PC or compatible
- * Microsoft Windows 3.1
- * 6 Megabytes of RAM
- * 2 Megabytes free on your hard disk
- * Mouse
- * VGA card and monitor
- * Sound card and an MPC software driver (or PC speaker
- driver)
-
- A math co-processor is not required, but it is recommended if you
- will be using the expression evaluator.
-
- If you need to edit large files, you will need a large amount of
- hard disk space. One minute of CD-quality sound requires 10
- megabytes of storage. GoldWave may require 20 to 40 megabytes
- per minute if you are editing an existing file and the Undo
- feature is enabled.
-
-
-
- Installation
-
- The following two sections give instructions for installing
- GoldWave on your system. Before running GoldWave make sure that
- you have installed an appropriate Windows sound driver using the
- Control Panel "Drivers" Applet. The driver and installation
- instructions should be included with your sound card. If you do
- not have a sound card, then you can use the PC-Speaker driver
- (you may have to search BBS or ftp sites to find this, since it
- is not included with Windows). Note: Since the PC-Speaker driver
- does not return control to Windows until after the sound has
- finish playing, the oscilloscopes and many of the control buttons
- will not work.
-
- To add a GoldWave icon to a Program Group use File | New on the
- Program Manager's menu, select Program Item then click on OK.
- Type "GoldWave" as the description. Choose Browse, find and
- double click on goldwave.exe, then click on OK. To run GoldWave,
- either double click on the new GoldWave icon or use File | Run on
- the Program Manager's menu.
-
- If you are upgrading to a new version, hold the Alt key and
- double click on the GoldWave icon. You can then update the
- information for the new version.
-
- Page 3
-
- -----------------------------------------------------------------
- GoldWave allows you to choose which devices to use for input and
- output. Choose the setup button from the Device Controls window
- (the button with a check mark on it) and choose the Output
- button. A list of installed output devices and their
- capabilities is presented. Select an appropriate device from the
- list. A similar list is presented for the Input button.
-
- Be sure to check the readme.txt file for any additional
- information not available at the time this manual was printed.
-
-
- Installation From a Downloaded Zip File
-
- To install GoldWave from a zip file, you will need pkunzip
- version 2.04g (or compatible). Unzip the file in your GoldWave
- directory. If you have created and saved new expressions, do not
- copying the express.eqx file into your windows directory. Doing
- so will erase any expressions you have added to the file. In
- this case, you may have to edit the old and new files to combine
- them.
-
- For example, to install GoldWave in the directory "c:\wave":
- C:> pkunzip gldwav30.zip c:\wave
- C:> copy c:\wave\express.eqx \windows
-
-
- Installation From the Deluxe Diskette
-
- To install GoldWave from the deluxe diskette, you can simply copy
- all the files from the GoldWave disk to a GoldWave directory or
- you can use the install file included on the disk.
-
- For example, to install GoldWave from drive "a:" to the directory
- "c:\wave":
- C:> copy a:*.* c:\wave
- or
- C:> a:install c:\wave
-
- Page 4
-
- -----------------------------------------------------------------
- 3 Using GoldWave
-
-
- Window Overview
-
- GoldWave is composed of three windows: the Main window, the
- Device Controls window, and Sound windows. The Main window
- contains the main menu, two rows of control bar buttons, and
- status bars (see figure 1). It groups together and manages all
- the Sound windows. The function of each button is displayed in
- the lower status bar when the mouse pointer is positioned
- directly over it. The status bars show attributes of the current
- Sound window, including the sampling rate, length, selected
- region, channels, and file type. By clicking the mouse pointer
- over any status item that shows time, the unit or format for the
- status item can be changed.
-
- Sound windows (figure 2) are created when you open a file. These
- windows contain a graph of the sound with a time axis near the
- bottom. For stereo sounds, two separate graphs are shown with
- the top green graph as the left channel and the bottom red graph
- as the right channel. The selected part of the sound is
- highlighted with a blue background. Near the bottom of the Sound
- window, a small "Overview" box shows you what part of the sound
- is selected (highlighted green and/or red), what part is
- displayed in the above graph (black background), and what part is
- not visible in the above graph (dark grey background).
- Initially, the entire sound is visible and selected.
-
- The Device Controls window interacts directly with your audio
- hardware. It contains buttons to play and record sounds as well
- as controls for volume, balance, and playback speed (provided
- your audio device supports these features). LED meters and
- oscilloscopes graphically display audio data whenever a sound is
- played or recorded. Information about the graphical displays and
- controls is presented in the next section.
-
- Page 5
-
- -----------------------------------------------------------------
- Device Controls Overview
-
- The Device Controls window (see figure 3) is an easy to use
- interface to your audio hardware and drivers. On the bottom half
- of this window are oscilloscopes in which sound is graphed during
- playback and recording. On the top left section of the window is
- a standard set of audio controls, including play, stop, record,
- rewind, pause, and fast forward. A descriptions for each control
- is provided in the online help. LED meters are located below
- these controls. In the top right section of the window are
- controls to set the device's output volume, balance, and playback
- speed.
-
- * The Device Controls window can be resized to change the size of
- the oscilloscopes or to hide them. Use the setup button to save
- the window's position and size for the next session.
-
-
- Setup
-
- The setup button presents a dialog containing many configurable
- options for the Device Controls window. These options are
- described below.
-
- Graph type
- This group allows you to set the type of oscilloscopes to
- display. Clicking on an oscilloscope also changes the type.
- Amplitude shows the sound as a series of amplitudes (right
- oscilloscope, figure 3). Spectrum shows the sound as a
- frequency spectrum. Spectrum bar displays a frequency bar
- graph commonly found on stereo systems (left oscilloscope,
- figure 3). Spectrogram shows the sound as a coloured
- frequency spectrum, with frequency on the vertical axis and
- time on the horizontal axis. The colours represent the
- magnitude of the frequency. In increasing magnitude, they
- are black, purple, blue, cyan, green, yellow, red, and white.
-
- Page 6
-
- -----------------------------------------------------------------
-
- The frequency range of the three spectrum graph types
- depends on the sampling rate and the current device speed.
- For a speed of 1.00, the frequency range is 0 to one half
- the sampling rate. A sound sampled at 22050 Hz, for
- example, would have frequencies from 0 to 11025 Hz shown in
- the graph. More information about frequency spectrums is
- available in Appendix A.
-
- Controls
- This group lets you configure the speed of the fast forward
- and rewind buttons. By entering a value of 3.00 for the
- Rewind speed, for example, the rewind button will move the
- current position backwards through the sound three times
- faster than regular playback speed. By entering small
- numbers (such as 0.1) the rewind and fast forward buttons
- will play very slowly. This is useful for finding pops or
- clicks, since the oscilloscopes will move slowly through the
- data.
-
- Save
- If Setup is checked, all the values in the Device Setup
- dialog will be saved. If Window position is checked, the
- position and size of the Device Controls window will be
- saved.
-
- User play button
- This group configures the user play button to play and/or
- loop sections of the sound. If All is selected, the entire
- sound will be played. If Selection is chosen, the sound
- between the start and finish markers will be played. If
- Unselected is chosen, the regions outside the start and
- finish markers will be played. This lets you quickly test
- how a cut or delete will sound without actually changing the
- sound. Intro/loop/end is a special playback feature that
- plays the sound in three section. The beginning of the
- sound, outside the selection, is played first. Then the
- selection is play and looped. Finally the end of the sound,
- outside the selection, is played. This is useful for
- musical accompaniment or looped instrument samples. Loop
- specifies the number of times playback should be repeated.
- A zero value loops forever.
-
- Positioning
- This group lists several methods for determining the current
- position when a sound is played or recorded. This position
- is used to synchronize the oscilloscopes and the white,
- current position line in Sound windows. GoldWave relies
- heavily on correct positioning for many of the device
- controls such as rewind, fast forward, and speed adjustment.
-
- Options
- Monitor input connects the input to the oscilloscopes and
- LED meters so you can adjust input levels before recording.
- The Triple buffering check box enables triple buffering
- (checked) or double buffering (unchecked) for playback and
- recording. Buffering acts as an intermediary between
- storage and the audio driver. Triple buffering produces the
- best quality playback and recording and should be disabled
- only if you experience problems with your audio driver. The
- Input and Output buffer boxes control the size of the
- buffers, in seconds, to use for recording and playback.
- Three input buffers and three output buffers are 7created.
- Increasing the buffer size may reduce the number of pops and
- clicks, but will require more memory (about half a megabyte
- per second for CD quality). Large buffers also take longer
- to fill, resulting in a delay before playback.
-
- Output and Input buttons
- These buttons allow you to select a new output or input
- device. A device selection dialog box is presented with a
- drop down list that shows you the names of audio device
- drivers. Below the list is a table that tells you what
- sound attributes the driver supports. All boxes with check
- marks in them are supported by the currently selected
- driver. You can select any driver to see its capabilities.
- To play or record CD quality, the driver must support 16
- bit, stereo, 44100 Hz.
-
-
- Playing Sounds
-
- After opening a sound, you can use the play button or the user
- play button to play it. The play button plays the selection.
- The user play button can play or loop the entire sound or certain
- parts of the sound. This button is configured by using the
- Device Controls setup button described previously.
-
- While a sound is playing, it is shown graphically on the
- oscilloscopes and LED meters. The current position is displayed
- in the graph of the Sound window as a vertical white line. In
- some cases, your audio hardware may not support the sound's
- format or attributes. You can use File | Save as to convert a
- sound to a playable format.
-
- * To play the entire sound, configure the user play button to
- play All. To select the entire sound, use the control bar
- buttons All and Sel Vw.
-
-
- Pausing Playback
-
- While a sound is playing, you can pause it with the pause button.
- Remember to use either play or stop later. Pause freezes the
- oscilloscopes and the current position marker so you can see the
- shape of the sound or move the selection markers.
-
-
- Stopping Playback
-
- Playback can be stopped immediately with the stop button. The
- current position is reset to the beginning. The audio device is
- released so that it may be used by other applications. Recording
- is stopped using a different button.
-
- Page 8
-
- -----------------------------------------------------------------
- Rewinding and Fast Forwarding
-
- During playback, you can use the rewind button or fast forward
- button to quickly move back and forward through the sound. The
- current position is displayed in the graph of the Sound window as
- a vertical white line. You can adjust the speed of rewind and
- fast forward with the Device Controls setup button described in a
- previous section.
-
-
- Recording Sounds
-
- The record button allows you to record your own sounds. Audio is
- recorded into the selection of the Sound window overwriting any
- data that was previously there. To make room for recording
- without overwriting the selection, you can use Edit | Insert
- space or create a new file using File | New. Recording will
- automatically stop when the selection is full. You can stop
- recording at any time with the special stop button that appears
- in place of the record button.
-
- * Recording is successful only if the driver supports the Sound
- window's attributes and format. You can record a new sound
- (File | New) and use Edit | Copy and Edit | Paste to overcome
- any driver limitations.
-
- * When recording at high quality CD rates, you should resize the
- Device Controls window so that the oscilloscopes are hidden.
- This will reduce noise and CPU overhead associated with your
- video card. Increasing the Record buffer value in the Device
- Controls setup may also improve quality.
-
-
- Volume and Balance Scroll Bar
-
- If your audio device supports volume control, you can use the
- volume scroll bar to change the output volume of your audio
- device. Move the thumb right or click the right arrow to
- increase the volume. Move the thumb left or click the left arrow
- to decrease the volume. The current volume is shown numerically
- to the left of the scroll bar. A value of 100 is full volume.
-
- If your audio device supports independent left and right volume
- control, you can use the balance scroll bar to change the
- device's left/right balance. Move the thumb in the direction you
- want to shift the balance.
-
- Page 9
-
- -----------------------------------------------------------------
- Speed Scroll Bar
-
- The playback speed of the audio device can be changed with the
- speed scroll bar. Move the thumb right to increase the speed,
- and left to decrease it. The relative speed is shown numerically
- to the left of the scroll bar. Note that changing the speed also
- changes the pitch.
-
-
-
- Editing Overview
-
- Selecting Part of a Sound
-
- Almost all commands in GoldWave operate on the currently selected
- part of a sound. The selected part, or selection, is the
- highlighted part of the sound between two vertical markers (see
- figure 2). The vertical markers are cyan lines located to the
- left side (start marker) and right side (finish marker) of the
- view.
-
- Note that GoldWave does not use Windows' standard
- "click-and-drag" method to make a selection because it does not
- allow accurate positioning of the markers. The method below
- allows you to independently set the start and finish markers to
- the nearest sample (when zoomed in at a 1:1 level or better).
- The mouse pointer in figure 4, indicates when the markers can be
- moved.
-
- * To move the start marker, click the left mouse button
- on the graph at the point where you want to move it.
- * To move the finish marker, click the right mouse button
- on the graph at the point where you want to move it.
-
- Additional notes and techniques:
- * You cannot place the finish marker before the start
- marker. The same is true for setting the start marker
- after the finish marker.
- * To find a certain part of the sound, you can play the
- sound and mark it as it plays. GoldWave indicates the
- part being played with a white vertical line. You can
- use the rewind and fast forward buttons to accurately
- locate a specific sound.
- * Individual channels of a stereo sound can be selected
- using the Edit | Channel command.
- * In most cases, editing and effects are performed only
- on the selection. Some effects, such as the Expression
- evaluator, Resample, Transpose, and Playback rate may
- alter the entire sound.
- * Window's clipboard is used for most of the editing
- commands. If the selection is too large to copy into
- the clipboard, GoldWave will automatically create a
- temporary file to simulate the clipboard.
-
- Page 10
-
- -----------------------------------------------------------------
- Direct Editing with the Mouse
-
- Direct editing lets you edit individual samples with the mouse.
- You can use this to remove pops and clicks or draw new sound
- waves of almost any shape. To do this, you must first zoom in so
- that individual samples are visible (see View | Zoom 5:1 or View
- | Zoom 10:1).
- 1) Zoom in 5:1 or closer.
- 2) Place the mouse arrow directly over the sample you want
- to edit. The arrow will change into a thin horizontal
- line with two small arrows pointing to it (figure 5).
- 3) Click and hold the left mouse button.
- 4) Move the mouse up or down to change the sample.
- 5) Move the mouse left or right to change neighbouring
- samples.
- 6) Release the mouse button.
-
-
- Combining Audio Layers (Mixing)
-
- The Edit | Mix command superimposes one sound on top of another.
- If you wanted to add vocals to music, for example, you would
- perform the following steps:
- 1) Open the sound containing the music.
- 2) Open the sound containing the vocals.
- 3) Choose Copy from the Edit menu.
- 4) Activate the Sound window containing the music (or
- select it from the Window menu).
- 5) Choose Mix from the Edit menu.
- 6) Enter a volume to mix the vocals (100 = full volume).
-
- * When mixing more than a couple of sounds, you should reduce the
- mixing volume and the destination volume to prevent clipping
- distortion. The volume of the destination sound can be reduced
- before mixing by using the Effects | Volume | Change command.
-
-
-
-
- Storage Overview
-
- GoldWave supports both direct-to-disk editing and RAM editing,
- along with a time saving flash feature. These features are
- configured by using the Options | File command.
-
-
- Direct-to-Disk
-
- In direct-to-disk editing, the entire sound is stored in a
- temporary file where it can be modified. This allows you to edit
- very large files (up to about 1 billion bytes in size) provided
- the required disk space is available. Only a small amount of RAM
- is required for each opened sound. The drawback 11is that
- editing and effects processing take more time since audio data
- must be transferred to and from the disk.
-
-
- RAM
-
- In RAM editing, the entire sound is stored in memory. This
- allows you to edit and process files very quickly. It saves time
- and reduces the burden on your hard disk. The drawback is that
- the size of the files must be small enough to fit in the
- available RAM (not including virtual memory).
-
-
- Flash
-
- The flash feature allows large files to be opened instantly. The
- entire file is not copied to temporary storage and only the first
- second of the sound is graphed. This can save a great deal of
- time if you only want to play a file and not modify it. A
- flashed file can be deflashed at any time by using the Edit |
- Deflash command.
-
- A flashed file requires no disk space and only a small amount of
- RAM, which means that several large files can be opened at once,
- regardless of how much free space is available on the disk. The
- drawback is that you need a fast system, especially when a file
- has to be decompressed before it can be played.
-
-
-
- Keyboard Overview
-
- Table 1 summarizes keystrokes used in GoldWave.
-
- Table 1: Keystrokes
- Keystroke Action
- Ctrl+X or Shift+Del Remove selection and copy it into the
- clipboard.
- Ctrl+C or Ctrl+Ins Copy selection into the clipboard.
- Ctrl+V or Shift+Ins Pastes clipboard into the sound at the
- start marker's position.
- Ctrl+B Pastes clipboard into the sound at the
- beginning.
- Ctrl+F Pastes clipboard into the sound at the
- finish marker's position.
- Ctrl+A Pastes clipboard into the sound at the
- end (appends the clipboard).
- Del Delete the selection, permanently.
-
- Page 12
-
- -----------------------------------------------------------------
- Keystroke Action
- Ctrl+M & Shift+Ctrl+Ins Mix clipboard with the sound at the start
- marker's position.
- Ctrl+T Trim sound. Removes all audio outside
- the selection.
- Left Scrolls the Sound window view left.
- Right Scrolls the Sound window view right.
- Pg Up Scrolls the Sound window view left one
- page.
- Pg Dn Scrolls the Sound window view right one
- page.
- Home Moves the Sound window view to the start
- marker's position.
- End Moves the Sound window view to the finish
- marker's position.
- Ctrl+Home Moves the Sound window view to the
- beginning of the sound.
- Ctrl+End Moves the Sound window to the end of the
- sound.
- F1 Starts online help.
- Space Plays a sound (only when Main window is
- active).
- Plays/Stops a sound (when Device Controls
- window is active).
- F4, F5, F6, F7, F8 Plays, fast forwards, pauses, rewinds,
- and stops respectively (only when Main
- window is active).
- Pause Pauses a sound (only when Main window is
- active).
- Esc Stops a sound (only when Main window is
- active).
- Alt+F6 Switch between Main window and Device
- Controls window.
- Ctrl+F6 Switch between Sound windows.
-
-
-
-
- File Menu Commands
-
- The following commands create, open, close, save, and convert
- files. Several features for storing and handling files can be
- configured using the Options | File command.
-
-
- New
-
- Use New to create a new sound with attributes you specify. These
- attributes are discussed in Appendix A. Note that GoldWave
- allows you to create and edit sounds that may not be playable
- with your audio hardware. You can use the Output button on the
- Device Controls Setup dialog to determine compatible attributes.
-
- Page 13
-
- -----------------------------------------------------------------
- Open and Supported File Types
-
- The Open command presents a list of files in your sound
- directory. The sound directory can be set by using the Options
- | File command. All file types having a recognized extension are
- listed. You can change the extension to search for different
- file types. After you select a file, a Sound window is opened
- and its attributes are displayed in the status bar.
-
- GoldWave supports all the sound types listed in Table 2.
-
- Table 2: Supported File Formats
- Extension Comments
- .au Sun or NeXT format. Supports 8 & 16-bit linear and
- mu-law encoded files.
- The header block is preserved.
- .aif Apple / Macintosh sound files. The blocks NAME,
- .afc COPY, ANNO, AUTH, and CHAN are all preserved.
- Compressed files are not supported. Markers are not
- supported.
- .iff Amiga 8SVX format. The blocks NAME, COPY, ANNO,
- AUTH, and CHAN are all preserved.
- .mat Matlab file. It should contain only one variable.
- The data must be normalized (i.e. -1.0 to 1.0) for
- double precision data. If the "wavedata" variable is
- two dimensional, the data is assumed to be stereo.
- GoldWave saves audio data in the "wavedata" variable
- and the rate in the "samplingrate" variable. A
- 11025 Hz sampling rate is assumed if none is present.
- .raw Headerless files containing binary data in 8-bit,
- 12-bit, 16-bit, double precision, mu-law, or A-Law
- format.
- .snd Raw or NeXT format. NeXT format is automatically
- detected. Raw format presents a dialog to specify
- the attributes.
- .wav This includes RIFF WAVE 8-bit and 16-bit PCM mono or
- stereo, A-Law encoded files, mu-law encoded files,
- and Microsoft ADPCM compressed files.
- Only files with one data chunk are supported. The
- chunks LIST INFO, LIST adtl, and cue are detected.
- All others are ignored.
- .voc Sound Blaster files. The following formats are
- supported: 8-bit mono/stereo, 16-bit mono/stereo,
- mu-law encoded mono/stereo. ADPCM compressed files
- are not supported since the compression algorithm
- must be licensed from Creative Labs.
-
-
- GoldWave presents the Raw File Format dialog if the file is
- corrupted, unrecognized, or contains data without header
- information (raw files). This dialog allows you to specify
- appropriate attributes. If you don't know, experiment with
- trial-and-error. Generally, sounds will be noisy if the format
- or number of bits is incorrect, in which case you will have to
- close and re-open the sound using a different format. If the
- sampling rate is wrong, the playback speed will be too fast or
- too slow. You can use Effects | Playback rate to quickly
- re-adjust this. Appendix A has more information about sound
- attributes.
-
- Page 14
-
- -----------------------------------------------------------------
- Close
-
- Use Close to close the current sound. If it has been modified,
- you will be asked to save changes.
-
-
- Save
-
- The sound is saved in a file using its original name and type.
- If memory or disk space is low, the file may not be saved
- successfully. GoldWave will inform you if this happens. If
- Save fails, try deleting some unneeded files and close other
- applications. Make sure that the file is saved successfully
- before closing GoldWave, otherwise part of the sound may be lost.
-
- ! Cue points are saved only in Wave files. If you have added
- cues to a non-Wave file, you can use File | Save as to convert
- it to Wave.
-
-
- Save as
-
- Save as allows you to save a sound using a different filename or
- file type. To save the sound using a different name, simply type
- in the new name in the File Name box. To save the sound using a
- different type, select the type from the Save File as Type
- listbox and select attributes from the Attributes listbox. Since
- each type supports different attributes, always select the type
- before selecting attributes.
-
- ! Note that just adding a different extension to the filename
- does not convert the sound to the type associated with the
- extension. The extension must be selected from the type
- listbox.
-
-
- Exit
-
- Exit closes all Sound windows and quits GoldWave. Any playback
- or recording is stopped. You will be asked to save any changed
- sounds.
-
-
- File History
-
- A list of five recently closed files is appended to the File
- menu. You can quickly open one of these files by selecting it
- from the menu.
-
- Page 15
-
- -----------------------------------------------------------------
- Edit Menu Commands
-
- This section assumes that you are familiar with the terms
- introduced in the Editing Overview section.
-
-
- Undo
-
- Undo reverses the most recent change made to a sound. Only one
- undo is possible across all Sound windows. The undo feature
- keeps a copy of the original data in a temporary file. This file
- is created in the undo directory specified by the Options | File
- command.
-
- Since the undo feature copies large amounts of data, you will
- notice a slight delay before each modification. It can be
- disabled by using the Options | File command.
-
-
- Cut
-
- Use Cut to remove the selection from the sound and put it in the
- clipboard. The contents of the clipboard can then be superimposed
- or inserted into a Sound window using Mix or Paste. Note that if
- only one channel is selected in a stereo sound, then only that
- channel is removed. Since it is not possible for one channel to
- be longer than the other, the end of the cut channel is padded
- with silence (this is also true for Delete).
-
- To cut:
- 1) Move the start and finish markers to the part of the
- sound you want to cut.
- 2) Choose Cut from the Edit menu or click on the Cut
- button.
-
-
- Copy
-
- The Copy command copies the selection into the clipboard. The
- selection is not removed from the sound. The contents of the
- clipboard can then be superimposed or inserted into a Sound
- window using Mix or Paste.
-
- To copy:
- 1) Move the start and finish markers to the part of the
- sound you want to copy.
- 2) Choose Copy from the Edit menu or click on the Copy
- button.
-
- * You can copy individual channels of a stereo sound by using the
- Edit | Channel command.
-
- Page 16
-
- -----------------------------------------------------------------
- Paste and Paste at
-
- These commands insert the clipboard into the sound. For Paste,
- the clipboard is inserted at the start marker's position. For
- Paste at, the sound is inserted at the location you specify. The
- length of the sound is increased so that the clipboard will fit.
- The clipboard is automatically converted to match the attributes
- of the sound.
-
- To insert the clipboard into the sound:
- 1) Move the start marker to the place where you want to
- paste the clipboard sound.
- 2) Choose Paste from the Edit menu or click on the Paste
- button.
-
- To append the clipboard to the end of the sound:
- 1) Choose Paste at from the Edit menu.
- 2) Choose End from the Paste at menu.
-
- * By copying a small selection and pasting it several times, a
- stutter effect can be achieved.
-
-
- Mix
-
- Use Mix to blend (superimpose) the clipboard with the sound.
- Mixing essentially allows two sounds to be played at the same
- time. You are asked for the volume to apply to the clipboard as
- it is being mixed. A value of 100 is full volume.
-
- To mix the clipboard with the sound:
- 1) Move the start marker to the place where you want to
- mix the clipboard.
- 2) Choose Mix from the Edit menu or click on the Mix
- button.
- 3) Enter the mix volume for the clipboard.
- 4) Choose OK.
-
-
- Delete
-
- Delete permanently removes the selection from the sound. The
- selection is not copied to the clipboard. Note that if only one
- channel is selected in a stereo sound, then only that channel is
- removed. Since it is not possible for one channel to be longer
- than the other, the end of the deleted channel is padded with
- silence (this is also true for Cut).
-
- To delete:
- 1) Move the start and finish markers to the part of the
- sound you want to delete.
- 2) Choose Delete from the Edit menu or click on the Delete
- button.
-
- Page 17
-
- -----------------------------------------------------------------
- Trim
-
- Trim permanently removes everything outside the selection. The
- selection is not affected. Note that if only one channel of a
- stereo sound is trimmed, the end of that channel will be padded
- with silence.
-
- To trim:
- 1) Move the start and finish markers to the part of the
- sound you want to keep.
- 2) Choose Trim from the Edit menu or click on the Trim
- button.
-
-
- Insert silence
-
- This command inserts some blank space in the sound at the start
- marker's position. You are asked how long (in seconds) the space
- should be. This command can be used to increase recording time
- or to insert a delay. The command appears on the control bar as
- the Space button.
-
-
- Select view
-
- Use Select view to select all of the sound currently shown in the
- Sound window. The start and finish markers are moved to the far
- left and far right of the view. This command appears on the
- control bar as the Sel Vw button.
-
- * By using the All button and the Sel Vw button, you can quickly
- select the entire sound.
-
-
-
- Channel
-
- The Channel pop-up menu controls which channel of a stereo sound
- will be used or modified by editing or effects. You can use this
- feature to copy a single channel from a stereo sound or apply an
- effect to only one channel. The currently selected channel is
- shown in the status bar. When recording or using effects such as
- the Expression evaluator, Resample, Transpose, and Playback rate,
- Pan, Exchange channels, the channel setting has no effect and
- both the left and right channels will be modified.
-
- Page 18
-
- -----------------------------------------------------------------
- Deflash
-
- Usually a flashed file will be deflashed automatically. If you
- are trying to play a compressed file on a slow system or convert
- a file to another type, you can use this command to decompress
- the file into temporary storage. The flash feature can be
- configured using the Options | File command.
-
-
-
- Effects Menu Commands
-
- This section assumes that you are familiar with the terms
- introduced in the Editing Overview section.
-
- With these commands, you can change a sound or create new sounds.
- The commands are similar to font menu commands in word
- processors. For example, using font commands, you can change the
- size of the letters. In GoldWave, using the "Volume" effect
- changes the "size" (amplitude/volume) of a sound. Note that even
- though the word "volume" is used throughout this section for
- readability, "amplitude" would be more precise.
-
-
- Special Controls for Effects
-
- Presets
- Presets store parameters and Shapes (described below) in the
- gwpreset.ini file so they can be recalled again the next
- time the effect is used. Controls for presets consist of a
- drop down list box, a [+] button, and [-] button.
-
- To add a new preset:
- 1) Enter in all the new parameters and/or draw the
- new shape.
- 2) Type in a new name for the preset in the drop down
- list. This name cannot be the same as one
- currently in the list.
- 3) Choose the [+] button.
-
- To delete a preset:
- 1) Select the preset from the drop down list.
- 2) Choose the [-] button.
-
- To change a preset:
- 1) Delete the preset, as above. When you delete a
- preset, the current parameters and name remain on
- the screen so they can be changed.
- 2) Change the parameters and/or name.
- 3) Add the preset, as above.
-
- Page 19
-
- -----------------------------------------------------------------
- Shape Controls
- Several effects in GoldWave use Shape Controls to set
- graphical parameters or dynamically alter the effect across
- the selection. Shape Controls usually consists of a graph
- window, a Clear button and shape presets (described above).
-
- The graph window initially contains a single line with two
- endpoints (shown as large dots). By clicking the left mouse
- button anywhere inside this window, you can add new points
- to bend the line into a variety of zigzag shapes. To move
- a point, click on it and drag it to a new location. To
- remove a point, click the right mouse button over the point.
- The Clear button removes all the points and reset the end
- points. Note that endpoints cannot be removed.
-
-
- Distortion
-
- Distortion alters the amplitude mapping of the selection. It can
- limit, compress, or expand a range of amplitudes. The amplitude
- mapping is set using Shape Controls, where x-axis and y-axis both
- have a range of -1 to 1. When the line stretches diagonally from
- the lower left corner to the upper right corner, the input
- amplitude (x) and output amplitude (y) are the same for every
- point on the line. By changing the line, the output will differ
- from the input.
-
- Figure 6 shows an example of amplitude mapping. Point P1 has an
- input value of -0.4 and an output value of -0.4. Therefore no
- change occurs to the amplitude. Point P2, on the other hand, has
- an input value of 0.8 and an output value of 0.5. In this
- example, all input amplitudes in the range of -0.5 to 0.5 remain
- unchanged. Any values outside this range will be limited to
- +/-0.5. This means that the sound will have no amplitude
- magnitudes greater than 0.5.
-
-
- Doppler
-
- The Doppler effect is defined as a change in frequency of a wave
- caused by motion. It can often be heard during auto racing when
- a fast car passes in front of you. The pitch of the engine
- appears to drop slowly as the car speeds away.
-
- In GoldWave the Doppler command dynamically alters or bends the
- pitch of the selection. Shape Controls are presented where the
- pitch can be varied over the selection from 0.5 to 1.5 times
- normal. You can use Effects | Volume | Shape to dynamically
- alter the volume as well.
-
- Page 20
-
- -----------------------------------------------------------------
- Echo
-
- Echo produces an echo or reverb effect in the selection. The
- echo delay, volume, and reverb parameters can be entered after
- choosing this command. The delay determines how long it takes
- for the echo to bounce back. Try values less than 0.1 for a
- large room, 0.3 for a baseball stadium, above 0.3 for a canyon
- echo. The volume controls how loud the echo will be. Values less
- than 50 give good results.
-
- Reverb makes the echo sound deeper. If you check the Reverb box,
- the echo will be regenerated at intervals specified by the delay.
- This means that if the delay was 0.1 seconds, the echo at 0.1s is
- regenerated at 0.2s, and this new echo is regenerated at 0.3s,
- and so on. The volume is applied to each regeneration. If the
- volume was 50%, the first echo volume is one half the original,
- the second echo volume is one quarter, and so on.
-
- * To make the echo sound correct, the effect extends slightly
- outside the end of the selection. This may increase the length
- of the sound or alter sound outside the selection.
-
- To add an echo:
- 1) Move the start and finish markers to the part of the
- sound you want to add an echo.
- 2) Choose Echo from the Effects menu.
- 3) Enter the delay time.
- 4) Enter the volume.
- 5) Check Reverb if appropriate.
- 6) Choose OK.
-
-
- Exchange channels
-
- This command exchanges the left and right channels of a stereo
- sound (i.e. the right channel becomes the left channel and the
- left channel becomes the right channel).
-
-
- Filter
-
- Filters are used to remove a range of frequencies from a sound.
- They can produce a variety of effects. A pop-up menu is
- displayed listing several filter related commands.
-
- Noise Gate
- Noise gates remove background hiss from quiet parts of the
- selection. You can use this after recording to clean up
- some of the noise created by the audio device when it
- converted the sound to digital data. Noise gates do not
- remove background hiss from louder parts of the selection.
-
- Page 21
-
- -----------------------------------------------------------------
- The Decay time is the amount of time (in milliseconds) that
- it takes for the noise gate to fully close. When the gate
- is closed, no sound can pass and this leaves only silence.
- Values less than 200 milliseconds are common.
-
- The Threshold is the amplitude level at which the gate will
- start to open and let sound pass. If you specify a value of
- 0.05, for example, all samples with amplitudes from 0.05 to
- 1.0 will be allowed to pass, but samples with amplitudes
- from 0 to 0.05 are blocked. If you still notice a hiss in
- quiet sections, increase this value.
-
- User defined
- The User Defined Filter dialog allows you to specify
- coefficients to use for filtering. Up to 15 coefficients
- can be given. Almost any kind of linear filter can be
- created with this command because it exploits the general
- digital filter equation:
- In GoldWave, this becomes:
-
- b(0)y(n)+b(1)y(n-1)+ ... +b(14)y(n-14)
- = a(0)x(n)+a(1)x(n-1)+ ... +a(14)x(n-14)
-
- For speed, fixed point calculations are used. Coefficients
- can be floating point values with magnitudes from 0.0001 to
- 500. Values outside this range cannot be converted to fixed
- point values. The number of coefficients entered for a and
- b must be the same. For FIR filters, you would usually
- enter a one followed by a number of zeros for b.
-
- * You can use Ctrl+C and Ctrl+V to copy and paste
- coefficients. The Clear button quickly removes all
- coefficients from the coefficient edit boxes.
-
- Some predefined filters are included in the Coefficient
- Sets. The number following a lowpass filter preset
- indicates what percentage of frequencies are kept. Lowpass
- 25, for example, keeps the lower 25% of frequencies. The
- number following a highpass filter preset indicates the
- percentage discarded. Highpass 10, for example, discards
- the lower 10% of frequencies. The actual frequencies kept
- or discarded depends on the sampling rate of the sound.
- Lowpass 25 on a 22050 Hz sound will remove frequencies from
- about 2700 Hz to 11025 Hz.
-
- * To fully use this command requires a detailed knowledge of
- digital filter theory, which is beyond the scope of this
- manual. A brief introduction is provided in Appendix B.
-
- Page 22
- -----------------------------------------------------------------
- Interpolate
-
- Interpolate uses linear interpolation to smooth out samples
- between the start and finish markers. Use this command on a tiny
- selection to remove a pop or click.
-
-
- Invert
-
- Invert reflects the selection about the time axis. The selection
- is essentially turned upside-down. This produces no noticeable
- effect in mono sounds and has a slight effect in stereo sounds.
- Inverting a single channel of a stereo sound produces an "in" or
- "out" effect.
-
-
- Mechanize
-
- Mechanize adds a robotic or mechanical characteristic to sounds.
- The percentage of quality can be entered after selecting this
- command. Low values produce an untuned radio effect. Higher
- values give a rough distorted effect.
-
- To mechanize part of a sound:
- 1) Move the start and finish markers to the part of the
- sound you want to mechanize.
- 2) Choose Mechanize from the Effects menu.
- 3) Enter the quality percentage, then choose OK.
-
-
- Offset
- Offset adjusts or removes a dc offset in the selection by
- shifting it up or down (see figure 7) so that the wave is
- centered on the horizontal axis. When this command is selected,
- it first scans the selection for any existing offset. An offset
- to cancel the existing offset is then displayed in a dialog where
- it may be changed. A positive value shifts the graph up and a
- negative value shifts it down.
-
- To adjust the offset of part of a sound:
- 1) Move the start and finish markers to the part of the
- sound you want to adjust.
- 2) Choose Offset from the Effects menu.
- 3) Enter the offset, then choose OK.
-
- * You should check the offset from time to time after processing
- effects. Otherwise, the offset may increase with each effect,
- resulting in distortion.
-
- Page 23
-
- -----------------------------------------------------------------
- Pan
-
- Pan presents the Shape Controls where panning can be specified.
- The graph is divided into green and red regions, representing the
- left and right channels respectively. The line, initially
- located between the regions, represents the center for panning.
- By bending and/or moving the line, you can dynamically alter the
- selection's left/right balance or pan to and from each channel.
- Figures 8 to 10 show several examples of panning shapes.
-
-
- Reverse
-
- This command reverses the selection so that it plays backward.
- Now you have an easy way to listen to all those "satanic verses".
-
-
- Silence
-
- Silence erases the selection. The sound in the selection is
- muted (set to zero volume).
-
-
- Volume
-
- The Volume pop-up menu contains several volume related commands.
- Volumes are usually specified by a percentage of the sound's
- original amplitude. Unlike the volume scroll bar in the Device
- Controls window, which changes the audio device output volume,
- these commands alter the sound's data to change the volume.
-
- Page 24
-
- -----------------------------------------------------------------
-
- Change
- Change modifies the selection so that it sounds louder or
- quieter. The percentage of volume can be entered after
- selecting this command. Values less than 100 make the sound
- quieter and values greater than 100 make it louder. Enter
- 50 to halve the volume and 200 to double the volume. A
- value of 100 is normal volume and has no effect.
-
- To change the volume of part of a sound:
- 1) Move the start and finish markers to the part of
- the sound you want to change.
- 2) Choose Change from the Effects | Volume pop-up
- menu.
- 3) Enter the volume percentage, then choose OK.
-
- Fade in
- Fade in gradually increases the volume throughout the
- selection. The initial volume percentage can be entered
- after choosing this command. A value of 25 starts with one
- quarter volume and fades in to full volume. A value of 0
- starts at silence and fades in to full volume.
-
- To fade in part of a sound:
- 1) Move the start and finish markers to the part of
- the sound you want to fade in.
- 2) Choose Fade in from the Effects | Volume pop-up
- menu.
- 3) Enter the initial volume percentage, then choose
- OK.
-
- Fade out
- Fade out gradually decreases the volume throughout the
- selection. The percentage of fade can be entered after
- choosing this command. The fade percentage is the amount
- that the volume should decrease. A value of 100 fades to
- complete silence. A value of 50 fades to half the original
- volume.
-
- To fade out part of a sound:
- 1) Move the start and finish markers to the part of
- the sound you want to fade out.
- 2) Choose Fade out from the Effects | Volume pop-up
- menu.
- 3) Enter the fade percentage, then choose OK.
-
- Maximize (Normalize)
- Maximize searches the selection for the maximum percent that
- the volume can be increased without producing distortion or
- clipping errors. The volume is then applied to the
- selection. This is often referred to as a "normalize"
- process. If the percentage is above 5000% or equal to 100%,
- no changes will be made.
-
- To maximize the volume of part of a sound:
- 1) Move the start and finish markers to the part of
- the sound you want to normalize.
- 2) Choose Maximize from the Effects | Volume pop-up
- menu.
-
- Page 25
-
- -----------------------------------------------------------------
- Shape
- Shape presents the Shape Controls where the volume envelope
- of the selection can be defined. The shape line is
- initially horizontal at 100. By bending/moving the line,
- you can dynamically change the volume over the selection.
- Several preset shapes are included, demonstrating fade in
- and fade out.
-
-
- Playback rate
-
- This command changes the playback rate of the entire sound. The
- sound will play faster (or slower) and its pitch will be higher
- (or lower). Essentially, this just changes the first number in
- the status bar. Values of 11025, 22050, and 44100 are
- recommended.
-
- To change the playback rate of the entire sound:
- 1) Choose Playback rate from the Effects menu.
- 2) Enter the new rate, then choose OK.
-
- * The playback rate of the audio device can be controlled using
- the speed scroll bar in the Device Controls window.
-
-
- Resample
-
- Resample changes the sampling rate of the entire sound. Unlike
- Playback rate, this command re-calculates and interpolates all
- the data so that the pitch and playback time are not affected.
- You are prompted to enter a new rate. Values of 11025, 22050,
- and 44100 are recommended.
-
- To change the sampling rate of the entire sound:
- 1) Choose Resample from the Effects menu.
- 2) Enter the new rate, then choose OK.
-
- * If you have a sound recorded at 44100Hz and do not need CD
- quality, you can save large amounts of disk space by resampling
- the sound to 22050Hz or 11025Hz. This reduces the size by 2:1
- or 4:1. Before down-sampling (converting 22050Hz to 11025Hz,
- for example), the data should be lowpass filtered to prevent
- aliasing. See Effects | Filter.
-
-
- Transpose
-
- Transpose changes the sampling rate of the entire sound so that
- it plays back at a different pitch. This is useful for
- converting instrument samples from one note to another.
- Transpose combines the Resample and Playback rate effects. You
- are prompted to select the original pitch and the new pitch from
- notes provided in drop-down lists. By specifying "C" as the
- original pitch and "C2" as26 the new pitch, you can shift the
- pitch up one octave. Fine tune lets you make a slight pitch
- adjustment.
-
-
-
- View Menu Commands
-
- This section assumes that you are familiar with the terms
- introduced in the Windows Overview and Editing Overview sections.
-
- View commands allow you to get more (or less) detail about the
- actual shape of the sound. They are similar to Paintbrush's
- zoom commands. When you zoom in (or magnify) the sound, you see
- a smaller section, but with greater detail. When zoom out, you
- see the entire sound, but with less detail. The Overview box
- near the bottom of each Sound window gives you some information
- about what section of the sound is currently shown in the view
- (see figure 2).
-
- When zoomed in to a part of the sound, a scroll bar will appear
- at the bottom of the Sound window so you can move to different
- parts of the sound while still keeping the same level of
- magnification. The current level of magnification is displayed
- in the Main window's status bar next to the word "Zoom".
-
- Almost all View commands use the start marker's position as the
- starting location for magnification, so you should move the start
- marker to the position of interest first.
-
- * If a file is flash opened, only the first second of sound is
- initially display in the view. Otherwise, the entire sound is
- displayed.
-
-
- All
-
- The entire sound is graphed in the view. By using View | All and
- then Edit | Select view, you can quickly select the entire file.
-
-
- Selection
-
- The selection is magnified, increasing the detail of the graph
- (see figure 11). You can zoom in many times by changing the
- selection and magnifying it again until a single sample is shown
- in the view.
-
- Page 27
-
- -----------------------------------------------------------------
- User
-
- A User button is provided in the controls bar so that you can
- quickly zoom to your favourite level. The sound is magnified to
- the level of detail specified under the Options | Window dialog.
- The level can be set to any value you find convenient.
-
-
- Other
-
- This magnifies the graph to any level you specify. The level is
- given as 1:X, where X is the number you enter at the prompt. A
- value of 10 gives a 1:10 level as described below. A value of
- 0.10 is equivalent to a 10:1 zoom level. If the given level is
- not possible, the closest valid level is used.
-
-
- Zoom 10:1 and 5:1
-
- When the number to the left of the colon is greater than one, a
- very small section of sound is magnified at a high level of
- detail. At these levels, individual samples are easily visible
- and direct sample editing with the mouse is possible.
-
-
- Zoom 1:1
-
- At a level of 1:1, each audio sample is represented as a single
- pixel on the screen. This reveals a true representation of the
- shape of the sound.
-
-
- Zoom 1:10 and 1:100
-
- When the number to right of the colon is greater than one, a
- larger section of sound is displayed, but with less detail.
- Levels beyond 1:10 show only an approximation of the shape of the
- sound with minimum detail.
-
-
- Start and Finish
-
- These commands scroll the view to either the start or finish
- marker's position. The marker will be in the center of the view
- provided its position and the level of magnification permit it to
- be centered. These commands are especially useful when you need
- to move a marker to a precise position.
-
- Page 28
-
- -----------------------------------------------------------------
- Tools Menu Commands
-
- Cue Points
-
- Cue points allow you to mark and describe specific positions
- within sounds. They have numerous uses. When recording speech,
- for example, you can use them to hold information about the
- speaker or a translation of what the speaker said. For music,
- you can store lyrics for each verse. If you design instrument
- samples, cue points can hold looping points. Some multimedia
- applications use them to play or loop specific sections of a
- sound.
-
- Cue points can be set at the start or finish marker's position.
- You can also move the start or finish marker back to a cue point.
-
- Currently, cue points are fixed and do not change position when a
- sound is modified. This should be considered when certain
- commands, such as delete, are used. Any cues inside the deleted
- selection will not be deleted and the cues outside the selection
- will not be adjusted to account for the new positions.
-
- ! Cue points are saved only in Wave files.
-
-
- To set a cue point at the start marker's position:
- 1) Move the start marker to the position where you want to
- create a cue point.
- 2) Choose Cue points from the Tools menu.
- 3) Choose the Start marker radio button.
- 4) Enter a name and description for the cue point.
- 5) Choose the Add button.
- 6) Choose OK.
-
- To delete a cue point:
- 1) Choose Cue points from the Tools menu.
- 2) Select the cue point from the list.
- 3) Choose the Delete button.
- 4) Choose OK.
-
- To change a cue point:
- 1) Move the start marker to the position where you want to
- move the cue point.
- 2) Choose Cue points from the Tools menu.
- 3) Select the cue point from the list.
- 4) Choose the Start marker radio button.
- 5) Change the name and description, if necessary.
- 6) Choose the Revise button.29
- 7) Choose OK.
-
- * If you do not want to change the cue point's position, you
- should move the start marker to the cue point first by using
- the Set button.
-
- To move the start marker to a cue point:
- 1) Choose Cue points from the Tools menu.
- 2) Select the cue point from the list.
- 3) Choose the Start marker radio button.
- 4) Choose the Set button.
- 5) Choose OK.
-
-
- Expression evaluator
-
- The Expression Evaluator is a versatile tool for manipulating and
- generating audio data. For a detailed explanation, please see
- Appendix B.
-
-
- CD Player
-
- The CD Player provides access to your CD-ROM device for playing
- audio CDS. Before using the CD Player, you should carefully
- follow the CD-ROM installation instructions and make sure that
- all the necessary CD-ROM drivers have been installed (in DOS and
- Windows).
-
- The buttons from left to right are play( ), pause( ), stop( ),
- track up, track down, and eject( ). The track can be changed by
- using the track up/down buttons or by using the scroll bar. The
- status gauge shows how much of the current track has been played.
- You can jump to any point in the track by clicking the mouse
- inside the gauge.
-
- If a CD contains both computer data and audio, attempting to play
- the data track generates an error message.
-
-
- Device Controls
-
- The Device Controls window is discussed in the Device Controls
- Overview section.
-
- Page 30
-
- -----------------------------------------------------------------
- Options Menu Commands
-
- Colours
-
- Use this command to change the colour scheme of Sound windows.
-
-
- File
-
- The File Options dialog lets you setup directories and file
- storage options. This sections assumes you are familiar with the
- terms introduced in the Storage Overview section.
-
- Sound files
- This specifies the directory where you keep your sound
- files. The File | Open command will automatically list
- files in this directory whenever you start GoldWave. If you
- prefer to use Program Manager's Properties feature to
- specify a working directory, enter a period, ".", for this
- directory.
-
- Temporary
- This specifies the directory to use when creating temporary
- files. This directory should be located on a large disk
- with plenty of free space. Using a compressed drive is not
- recommended. It will slow processing and give poor results
- when recording if hard disk storage is enabled. Changing
- this directory does not affect opened files already in
- temporary storage.
-
- Undo
- Undo specifies the directory to use for storing undo data.
- In most cases, it should be the same as the temporary
- directory. Changing the undo directory does not affect the
- current session of GoldWave since the undo file will have
- been created already. Undo can be enable or disabled by
- checking or unchecking the check box.
-
- Flash open
- The Flash open radio buttons let you control the flash
- feature. If you usually edit small files or have a slow
- system, set this to Never. If you always play files and
- rarely modify them, choose Always. If you have a fast
- system and often modify files, choose Limit and specify the
- minimum size (in units of 1000 samples) for a file to be
- flash. Any file larger than this will be flashed.
-
- Temporary storage
- This specifies where files should be stored for processing.
- RAM storage is very fast, but limits the size of files.
- Hard disk is slower, but allow huge files to be processed.
- Changing 31this options does not affect files currently
- opened.
-
-
- Window
-
- Use the Window Options dialog to configure the positions of the
- Main window and Sound windows and specify the zoom value for View
- | User.
-
- Main window size
- This controls the Main window's position and size when
- GoldWave is started. Normal gives control to Windows.
- Maximize makes the Main window occupy the entire screen.
- Save position saves the Main window's position and size when
- GoldWave is closed so that it will appear in the same
- location next time.
-
- Main window size
- This controls the position and size of Sound windows.
- Normal gives control to Windows. Maximize makes a Sound
- window occupy the entire Main window. Auto-tile resizes all
- Sound windows whenever a new sound is opened or closed so
- that every one will be visible.
-
- User zoom
- This is where you specify the level of zoom for View | User
- and the User button. Values between 0.01 to 1000 are valid.
-
-
-
- Window Menu Commands
-
- These commands organize Sound windows. Tile arranges Sound
- windows side-by-side so that they are all fully visible.
- Cascade layers Sound windows on top of each other so that their
- title bars are visible. Arrange icons arranges minimized Sound
- window icons in rows on the bottom of the Main window. Close all
- closes all Sound windows. You will be asked to save any sounds
- that have been modified. The bottom of the menu holds a list of
- all Sound windows currently opened.
-
-
-
- Help Menu Commands
-
- Contents starts Window's online help utility and gives a list of
- contents for GoldWave help. Using help provides instructions for
- using Window's Help utility. About displays version and
- registration information. The amount of available memory is
- shown under the GoldWave icon.
-
- Page 32
-
- -----------------------------------------------------------------
- 4 General Information
-
-
- Warranty, Trademarks, and Copyrights
-
- GoldWave ("the package") includes the following software and
- documentation:
- GOLDWAVE.EXE GoldWave application file
- GOLDWAVE.HLP GoldWave help
- EXPRESS.EQX Evaluator expressions
- GWPRESET.INI Effects presets and shapes
- ORDER.TXT Order form
- README.TXT Important notes/information
- WHATSNEW.TXT A list of new features
- BWCC.DLL Borland's Windows control library
-
- The package is provided as is, without warranty of any kind. The
- author shall not be liable for damages of any kind. Use of this
- software indicates you agree to this.
-
- The package and this documentation are copyright ⌐ 1993-1995 by
- Chris S. Craig. All rights reserved.
-
- Borland is a registered trademark of Borland International
- Incorporated.
- GoldWave is a trademark of Chris S. Craig.
- IBM is a registered trademark of International Business machines.
- Matlab is a trademark of The Math Works Incorporated.
- Microsoft is a registered trademark of Microsoft Corporation.
- Sound Blaster is a trademark of Creative Labs Incorporated.
- Windows is a registered trademark of Microsoft Corporation.
- All other trademarks/registered names acknowledged.
-
-
-
- Support and Updates
-
- The GoldWave World Wide Web home page:
-
- http://www.cs.mun.ca/~chris3/goldwave
-
- contains the latest information and updates for GoldWave.
-
- Page 33
-
- -----------------------------------------------------------------
- If you encounter any problems, please check the following
- information:
- Appendix C: Troubleshooting and Q&A
- The GoldWave home page under "Frequently Asked
- Questions and Troubleshooting"
- If a problem still cannot be resolved, please send a detailed
- description to the address below.
-
- Questions, comments, and suggestions are welcome. You can send
- e-mail to:
-
- chris3@cs.mun.ca
-
- and regular mail to:
-
- Chris Craig
- P.O. Box 51
- St. John's, NF
- CANADA A1C 5H5
-
- Page 34
-
- -----------------------------------------------------------------
- Appendix A: An Introduction to Digital Audio
-
-
- Digital Audio Attributes
-
- Digital audio is composed of thousands of pieces of data, called
- samples. Each sample holds the loudness, or amplitude, of a
- sound at a given instant in time. This is similar to computer
- graphics where each point of light (pixel) has a certain
- brightness and location. All these points combine to make a
- picture. In digital audio, all the samples combine to make a
- sound. There are several attributes that determine the quality
- and quantity of digital sound. They are the sampling rate, the
- number of bits, and the number of channels.
-
- The Sampling rate is the number of times, per second, that a
- sample is recorded. It is measured in Hertz (seconds-1, Hz). A
- high sampling rate will yield a high quality of digital sound in
- the same manner that high graphics resolution will show better
- picture quality. Compact disks, for example, use a sampling rate
- of 44100Hz, whereas telephone systems use a rate of only 8000Hz.
-
- The rate to use depends upon the type of sound and the amount of
- memory and disk space you have available on you system. Higher
- rates consume larger quantities of storage. In the above
- example, the compact disk requires over 5 times the amount of
- storage as the telephone system for the same digital sound.
- Certain types of sounds can be recorded at lower rates without
- loss of quality. Some standard rates are listed in Table A.1 at
- the end of this section.
-
- The number of bits determines how accurately the amplitude of a
- sample is recorded. The two most common are 8-bit and 16-bit
- formats. In an 8-bit sample, there are 256 different levels of
- amplitude. 16-bit samples have 65,536 levels. To compare the
- difference, let's say that you are a teacher grading tests and
- you can use one of two marking schemes (figure 12). In scheme
- #1, the mark is out of 10. In scheme #2, the mark is out of
- 1000. All marks must be rounded off (no decimals allowed). If
- a student gets two thirds of the questions right, then in scheme
- #1, the grade will be 7 out of 10. In scheme #2, the grade will
- be 667 out of 1000. Obviously, scheme #2 is much more accurate.
- In digital sound, low levels of accuracy can cause noise due to
- quantization errors, as discussed in the next section.
-
- The number of channels also affects the quality and quantity of
- digital sound. Single channel sound, referred to as a monaural
- (or mono) sound, contains information for only one speaker and is
- similar to AM radio. Two channel sound, or stereo sound,
- contains data for two speakers, much like FM stereo. Stereo
- sounds can add depth, but they require twice as much storage as
- mono sounds.
-
- Page 35
-
- -----------------------------------------------------------------
- Table A.1: Sound attributes
- Attributes Quality and Sound type. Storage / second,
- Storage / minute
- 11025Hz, 8-bit, mono Fair quality. Good for speech and low
- pitch sounds. 11025 bytes, 662,000 bytes
- 11025Hz, 8-bit, stereo Fair quality stereo. 22050 bytes,
- 1,323,000 bytes
- 11025Hz, 16-bit, mono Less noise. 22050 bytes, 1,323,000 bytes
- 11025Hz, 16-bit, stereo Stereo, less noise. 44100 bytes,
- 2,646,000 bytes
- 22050Hz, 8-bit, mono Good quality. Good for music and
- relatively complex sounds. 22050 bytes,
- 1,323,000 bytes
- 22050Hz, 8-bit, stereo Good quality stereo. 44100 bytes,
- 2,646,000 bytes
- 22050Hz, 16-bit, mono Very good quality. Less noise. 44100
- bytes, 2,646,000 bytes
- 22050Hz, 16-bit, stereo Very good quality stereo. Less noise.
- 88200 bytes, 5,292,000 bytes
- 44100Hz, 8-bit, mono High quality. Good for all sounds.
- 44100 bytes, 2,646,000 bytes
- 44100Hz, 8-bit, stereo High quality stereo. 88200 bytes,
- 5,292,000 bytes
- 44100Hz, 16-bit, mono Excellent quality. Less noise. 88200
- bytes, 5,292,000 bytes
- 44100Hz, 16-bit, stereo Excellent quality stereo (CD quality).
- Large storage requirements. 176400
- bytes, 10,584,000 bytes
-
-
- Page 36
-
- -----------------------------------------------------------------
- Problems with Recording
-
- There are five potential problems when recording sound:
- aliasing, clipping, quantization, internal noise, and system
- configuration.
-
- Aliasing occurs when the sampling process does not get enough
- data to correctly determine the shape of the sound wave. The
- recorded sound will have missing tones (figure 13, top) or new
- tones that never existed in the original sound (figure 13,
- bottom). These problem can be eliminated by using higher
- sampling rates or by using anti-aliasing filters.
-
- Higher sampling rates increase the number of sampling points.
- To see how this works, try adding a few points between each
- sampling point in the figure and redraw the graph. The recorded
- sound will more closely resemble the input.
-
- Anti-aliasing filters remove all tones that cannot be sampled
- correctly. They prevent high pitched tones from being aliased
- to low pitch. Many sound cards include anti-aliasing filters in
- hardware.
-
- Clipping errors occur when the sampled amplitude is outside the
- range of valid values. If, for example, the range is -1.0 to
- 1.0, and a value of 1.2 is sampled, then the value must be
- clipped to 1.0 (see figure 14). This generates distortion. To
- eliminate clipping, adjust the input volume before recording.
- By using the Device Controls' monitor feature, you can analyse
- the input to determine a suitable volume. The volume is low
- enough when the red LEDs remain off.
-
- Quantization errors occur when the sample is rounded to the
- nearest level of amplitude. This can be explained by using the
- "marking schemes" example in the previous section. The number
- two thirds (2/3) is represented by 7/10 in scheme #1. This gives
- a quantization error of:
-
- | 7/10 - 2/3 | = 1/30
-
- Similarly, in scheme #2, the quantization error is:
-
- | 667/1000 - 2/3 | = 1/3000
-
- Clearly, scheme #2 has the smallest error. Therefore, using 16
- bits instead of 8 bits is a good way to reduce quantization
- errors.
-
- Page 37
-
- -----------------------------------------------------------------
- The other two recording problems deal with computer hardware. To
- minimize internal noise, make sure your audio card is installed
- as far away from your graphics/monitor adaptor card as possible.
- If you use a microphone, keep it away from your monitor and
- computer fan. Remember to use shielded cables.
-
- System configuration can also affect audio quality. Recording to
- a compressed drive (DriveSpace) is not recommend. Compression
- ratios on audio are generally poor and the CPU overhead can cause
- gaps during recording. When recording 16-bit, 44100 Hz, you
- should resize the Device Controls windows to hide the
- oscilloscopes. This also reduces CPU overhead.
-
- Periodic defects can often be heard when playing pure tones (sine
- waves). With most audio hardware, these defects occur during DMA
- updates and are unavoidable.
-
-
-
- Frequency Spectrums
-
- GoldWave features built-in frequency spectrum analysers in the
- Device Controls window. Essentially, they allow you to see what
- frequencies (or pitches) are present in a sound. A rainbow is an
- example of a frequency spectrum of visible light. The sun's
- light is broken down into a set of fundamental colours.
- GoldWave's spectrum analysers do the same thing for sound.
-
- GoldWave generates the spectrum by using a radix-2 fast Fourier
- transform (FFT). FFTs require intensive computations, making
- them somewhat unsuitable for real-time applications. To speed up
- these computations, GoldWave makes extensive use of 32-bit 386
- assembly language instructions. For accuracy, 64-bit temporary
- results are used.
-
- GoldWave optionally applies a windowing function to the data
- before performing the FFT (see Setup in the Device Controls
- Overview section). This reduces errors that occur when dividing
- data into small chunks. The Hamming window, as defined below, is
- used.
- To make the spectrum more realistic to human hearing, magnitudes
- are scaled logarithmically. This means that if one frequency
- "sounds" twice as loud as another, it will be graphed with twice
- the height (or the corresponding colour for the spectrogram).
-
- Page 38
-
- -----------------------------------------------------------------
- During playback with a spectrum oscilloscope, the following
- operations are performed each time the oscilloscope is updated:
- 1) The current position is obtained.
- 2) The position is drawn on the Sound window's graph.
- 3) The sample data is windowed.
- 4) The FFT is performed.
- 5) The logs of the magnitudes are calculated.
- 6) The result is converted to screen coordinates or
- colours.
- 7) The graph is drawn.
-
- All this requires a significant amount of CPU time. Under some
- circumstances, this may prevent dialogs from being displayed.
- If you notice that a dialog is taking an unusually long time to
- appear, press the pause or stop button to free up some CPU time
- or hide the oscilloscopes by resizing the Device Controls window.
-
- Page 39
-
- -----------------------------------------------------------------
- Appendix B: Expression Evaluator
-
-
- Overview
-
- The Expression Evaluator is a versatile tool for manipulating and
- generating audio data. After you select Expression evaluator from
- the Tools menu, you are presented with a dialog that is similar
- in appearance to a calculator.
-
- The Destination is the Sound window where results of the
- evaluation will be stored. The drop-down list contains all Sound
- windows in the form "X - NAME", where X is the wave identifier
- number of the Sound window and NAME is the filename of the sound.
- For example, a Sound window with the title "HELLO.SND" could
- appear as "1 - HELLO.SND" in the list. By default, the
- destination is set to the current Sound window. You can change
- the destination, if more than one Sound window is opened, by
- using the up and down keys or by selecting it with the mouse from
- the drop-down list.
-
- A Source is a Sound window containing existing audio data that
- will be used in the expression. By selecting a source from this
- list, the function waveX( will be placed in the expression. X is
- the wave identifer number as mentioned in the preceding
- paragraph. To double the volume of "1 - HELLO.SND", for example,
- you would select it as both the destination and a source and
- complete the expression wave1(n)*2.
-
- A large Expression box is located in the middle of the dialog.
- This is where an expression is entered. A list of valid
- operations and functions is given in a following section.
-
- To enter an expression, you can:
- 1) Type it in using the keyboard.
- 2) Click on the "calculator" buttons with the mouse.
- or
- 3) Use the Group name and Expression name boxes to select
- a previously saved expression.
-
- The evaluator uses three special variables, which may be
- initialized in the Variables box. These variables are discussed
- later.
-
- After you have specified the destination, expression, and initial
- values, choose the Start button (or just press the "Enter" key)
- to begin evaluation. If you entered an expression incorrectly, a
- message will be displayed by the word Status. The Status area
- also gives the progress during evaluation. 41 Since the
- evaluation process takes time, you can stop it at any time with
- the Cancel button. Pressing the Cancel button a second time
- will close the Expression Evaluator dialog.
-
- * You can copy, cut and paste expression in the Expression box
- using the usual keystrokes (Copy = Ctrl+C, Cut = Ctrl+X, Paste
- = Ctrl+V). You can also copy and paste expression from the
- online help.
-
- * To speed up evaluation, make sure that you are using RAM
- storage (see Options | File). A co-processor can dramatically
- increase the speed of the evaluation, since the evaluator uses
- floating point calculations.
-
-
-
- Evaluation Range, Variables, and Constants
-
- Knowledge of the structure of digital audio is essential to
- understand how the evaluator works. To illustrate this
- structure, let's assume we have the following sound:
- Title bar: HELLO.SND
- Total length: 2.0 seconds
- Sampling rate: 8000Hz
- Start marker: 0.5 seconds
- Finish marker: 1.2 seconds
-
- Digital audio is stored as a series of amplitudes, which are
- often referred to as samples (see figure 15). The evaluator
- interprets each sample as a value between -1 and 1, inclusive.
- If the result of an evaluation is outside this range, it will be
- clipped. Only samples between the start and finish markers are
- considered valid; all other values are assumed to be zero. The
- number of samples selected is defined as N.
-
- Each sample has a relative index number, n, and a time, t,
- associated with it. Since the time of each sample depends on the
- sampling rate, it is usually written in terms of the unit of time
- between each sample, T. You many have noticed that the time is
- related to the index number by the equation t=nT. Figure 15
- shows how all these variables relate to the structure of the
- sound.
-
- Page 42
-
- -----------------------------------------------------------------
- Using Time in an Expression
-
- Let's assume we have entered the expression sin(t). Since
- expressions are evaluated over the selection range, the initial
- value for t is automatically set to start markers position of
- 0.5. By choosing the Start button, the expression will be
- evaluated from t = 0.5 to t = 1.2 in steps of 1/8000 of a second.
- This means that the expression is calculated for each sample in
- the selection, changing each sample as follows:
-
- Sample4000 sin(0.500000)
- Sample4001 sin(0.500125)
- Sample4002 sin(0.500250)
- ...
- Sample9600 sin(1.200000)
-
-
- Using the Sample Index in an Expression
-
- The sample index is useful for modifying an existing sound. If
- we want to double the amplitude of HELLO.SND, for example, we
- need to multiple each sample by two and store it back into the
- sound. In this case, HELLO.SND will be both the destination and
- the source. To set it as the destination, we simply select it
- from the Destination list. To use it as a source, we need to
- determine its wave identifier number. These numbers are provided
- in the Source list. Assuming it is listed as "3 - HELLO.SND", we
- now know that its wave identifier number is 3. This number is
- necessary for the evaluator's wave function, which has the
- following syntax:
-
- waveX(n) where: X = wave identifer number
- n = sample index number
-
- * In the evaluator, the index number, n, is relative to the
- starting index. This means that the starting index is added to
- the index number (i.e. n+Start). For the example in figure 15, a
- relative index of n=0 has an absolute index of 4000. The Start
- sample always has a relative index of 0.
-
- The final expression is wave3(n)*2. By choosing Start, this
- expression will be evaluated from n=0 to n=5600 (=N) in steps of
- 1. This produces the following changes (remember than n is
- relative):
-
- Sample4000 Sample4000 * 2
- Sample4001 Sample4001 * 2
- Sample4002 Sample4001 * 2
- ...
- Sample9600 Sample9600 * 2
-
- Page 43
-
- -----------------------------------------------------------------
- Note that N and n are always integers. The evaluator rounds
- indices to the nearest integer, so the expression wave3(.7)
- would be calculated as wave3(1).
-
- You can use the sample index number and the wave function to mix
- two or more wave together. If you have several sounds opened,
- you can obtain the wave identifier number for each sound from the
- Source list. If the sounds you wanted to mix were identified as
- 2 and 3, you would enter the expression:
-
- wave2(n) + wave3(n)
-
- You must be careful when indexing signals with different sampling
- rates. Assume wave1 is a voice recorded at 11025Hz and wave2 is
- music recorded at 22050Hz. If you want to mix these two signals,
- with wave1 as the destination, then the expression
-
- wave1(n) + wave2(n*2)
-
- must be used (ideally, wave2 would have to be low-pass filtered
- first). Whereas, if wave2 is the destination, the expression
- should be
-
- wave1(n/2) + wave2(n)
-
- A variable N has several uses, such as reversing a sample.
- Assume wave2 is a new sound that has the same sampling rate and
- length of wave1. By setting the destination to wave2 and using
- the expression
-
- wave1(N-n)
-
- wave2 will be the reverse of wave1.
-
- User Variable f
-
- The user variable, f, can be set to any value you choose. In
- many cases, this value is used as a frequency, hence the letter
- "f". For example, if you entered the expression
-
- sin(2*pi*f*t)
-
- you can then generate any sine wave by specifying a frequency in
- the f box. This value does not change during evaluation, but
- stays at the value you assign to it.
-
- Page 44
-
- -----------------------------------------------------------------
- Conversion Between Variables
-
- The following equations convert between time and sample index
- number. The start parameter is the position of the start marker
- (in seconds).
-
-
- Group name and Expression name
-
- The Group name and Expression name boxes allow you to organize
- and store expressions in the express.eqx file located in your
- Windows directory. Similar expressions can be stored together
- in groups. The Group name box lists all of these groups, while
- the Expression name box lists all the expressions in a group.
-
- To retrieve an expression:
- 1) Select the group from the Group name list.
- 2) Select the expression from the Expression name list.
-
- To add an expression:
- 1) Enter the expression.
- 2) Type in the group name or select a group from the Group
- name list.
- 3) Type in an expression name.
- 4) Choose the Add button.
-
- To delete an expression:
- 1) Select the group from the Group name list.
- 2) Select the expression from the Expression name list.
- 3) Choose the Delete button.
-
- When a group becomes empty, it will be deleted automatically.
-
- Page 45
-
- -----------------------------------------------------------------
- Valid Operators and Functions
-
- The following table summarizes the operators and functions
- included in the evaluator.
-
- Table B.1: Evaluator Operators and Functions
- Label Operation, function
- (, ) Parenthesis
- +, *, -, / Add, multiply, subtract (negate), and divide
- % Modulus operator (remainder)
- ^ To the power of, yx
- pi Constant (3.14159...)
- cos Cosine
- sin Sine
- tan Tangent
- acos Arccosine
- asin Arcsine
- atan Arctangent
- cosh Hyperbolic cosine
- sinh Hyperbolic sine
- tanh Hyperbolic tangent
- sqrt Square root
- abs Absolute value
- log, ln Log base 10, natural logarithm
- exp Exponential base e
- step Unit step (0 for t < 0, 1 for t >= 0)
- int Integer value
- rand(n) Random number between 0 and n
- wavex(n) Sound amplitude at n. x specifies the Sound
- window as given in the Source list. If no x is
- specified, the destination Sound window data is
- used.
-
- Page 46
-
- -----------------------------------------------------------------
-
- Signal Generation
-
- Several signal generation expressions are listed below. Words
- given in italics represent numeric values that you must enter.
- To try one of the following expression, perform the following
- steps:
- 1) Choose New from the File menu.
- 2) Choose OK.
- 3) Choose Expression evaluator from the Tools menu.
- 4) Type in the expression as given in the example. For
- example:
- sin(2*pi*261.7*t)
- 5) Choose Start.
- 6) Wait for the "Finished" message.
- 7) Play the sound.
-
- Table B.2: Expressions
- Type
- General Expression
- Examples
-
- Sine wave
- sin(2*pi*frequency*t)
- Middle C:
- sin(2*pi*261.7*t)
- Telephone dial tone for "5":
- (sin(2*pi*773*t) + sin(2*pi*1336*t)) / 2
-
- Saw (triangle) wave
- 1 - 2*abs(1 - 2*frequency*t%2)
- 200Hz tone:
- 1 - 2*abs(1 - 2*200*t%2)
- White noise
- 1 - rand(2*amplitude)
- Full volume white noise:
- 1 - rand(2)
- Square wave
- int(2*t*frequency)%2*2-1
- 400Hz tone:
- int(2*t*400)%2*2-1
- Sweep
- sin(2*pi*t^rate)
- Slow sweep up to 20kHz:
- sin( 2*pi*160*(t%5)^3 )
- Exponential decay
- (1 - minimum)*exp(-t) + minimum
- 50% decay of a 500 Hz sine wave:
- (0.5*exp(-t) + 0.5) * sin(2*pi*500*t)
-
- Page 47
-
- -----------------------------------------------------------------
- Filters
-
- One of the easiest ways to create digital filters is to use
- Matlab (The Student Edition of Matlab, by The Math Works Inc.,
- published by Prentice-Hall, ISBN 0-13-855974-0). It has many
- built-in commands that generate filter coefficients. The
- coefficients can then used in the expression evaluator.
-
-
- Example of a Low-Pass Filter
-
- In preparation for down-sampling, you can use Matlab to generate
- the coefficients of a 4th order Butterworth low pass filter that
- will remove noise above half the Nyquist frequency (1/2 the
- sampling rate). Enter:
-
- [b,a] = butter(4, 0.5)
-
- The result should be similar to:
- b = 0.0940 0.3759 0.5639 0.3759 0.0940
- a = 1.0000 0.0000 0.4680 0.0000 0.0177
-
- To implement this filter in the evaluator, let's assume that the
- sound to be filtered is in the Sound window titled SOUND.SND.
- 1) Use File | New to create a new Sound window with the
- same sampling rate as SOUND.SND.
- 2) Make sure the length of the new sound is as long (or
- longer) than the original. If it is not, use Edit |
- Insert space to increase its length.
- 3) Use Tools | Expression evaluator to open the expression
- evaluator dialog.
- 4) Set the destination to the new sound.
- 5) Enter the following expression (assuming SOUND.SND has
- a wave identifier of 1):
- wave1(n)*0.0940 + wave1(n-1)*0.3759 + wave1(n-2)*0.5639
- + wave1(n-3)*0.3759 + wave1(n-4)*0.0940
- - wave2(n-2)*0.4860 - wave2(n-4)*0.0177
- 6) Choose Start (You might want to get a coffee while you
- wait).
-
- Page 48
-
- -----------------------------------------------------------------
- Appendix C: Trouble Shooting and Q&A
-
-
- Troubleshooting
-
- Problem
- Cause/Solution
-
- Cannot open large files
- * Make sure that hard disk storage is enabled in Options |
- File. Make sure that you have plenty of free RAM and hard
- disk space.
- Cannot play sounds
- * GoldWave or audio device/driver is incorrectly installed.
- Make sure a WAVE driver is installed in the Control Panel's
- Drivers applet.
- * Check that Window's Sound Recorder can play sounds. If it
- doesn't, the driver is not installed correctly.
- * Make sure that your audio device is selected by using the
- Output button in Device Controls Setup.
- Cannot record sounds
- * See above.
- * Make sure your audio device/driver can record sounds.
- * Sound may be in use by the output device; click on the stop
- button.
- Cannot use the stop or pause button
- Oscilloscopes do not work
- * The audio driver is synchronous. This means that Windows
- (and GoldWave) loses control until the sound has finished
- playing.
- System freezes or crashes or a General Protection fault occurs
- * Make sure that you have a 386 or better system. GoldWave
- will not run on a 286 system.
- * You may have encountered a problem. If you can duplicate
- the problem, contact the author for more information.
- Oscilloscopes / LEDs are out of synch
- * Try using a different positioning method in the Device
- Controls Setup dialog.
- * Many audio drivers return inaccurate "current" positions.
- Make sure you have the most up-to-date device driver.
- Periodic popping or clicking while playing a pure sine wave
- * Most audio devices/drivers make periodic pop/clicks between
- DMA transfers and/or memory boundaries. It is most
- noticeable when playing pure sine waves.
- * Pops and clicks can occur at the beginning or ending of a
- sound if the first or last sample is not 0 (silence).
- Fading in/out a small selection can sometimes fix this.
- Expression Evaluator slow
- * Make sure that RAM storage is selected in Options | File.
- Remember to reopen your sounds for the setting to apply.
- * Your system does not have a co-processor.
- Gaps in recording or dialogs do not appear
- * Your system may be too slow to display the oscilloscopes.
- Resize the Device Controls window so that the oscilloscopes
- are hidden.
- Sound won't play for more than a few seconds.
- * Make sure your driver is configured to play for more than
- few seconds. The PC-Speaker driver, for example, will play
- for only 4 seconds unless you configure it to play longer.
-
- Page 49
-
- -----------------------------------------------------------------
- Common Questions and Answers
-
- Can I edit individual samples with the mouse?
- Yes, see Editing Overview, Direct Editing with the Mouse.
-
- How can I improve recording quality?
- Do not use disk compression (DriveSpace). Resize the Device
- Controls window to hide the oscilloscopes. Increase the Record
- buffer value in the Device Controls Setup. See Appendix A,
- Problems with Recording section for more information.
-
- Will there be any new versions?
- Yes, version 3.20 is being planned. It will be a 32-bit Windows
- 95 application. If you have any suggestions, please pass them
- along.
-
- Have you written any other software?
- Not yet, but I have several ideas.
-
- Are there any plans to make a multilingual version?
- The effort and resources needed to develop a multilingual version
- is far too much for one person to handle. However, a French
- version of GoldWave v2.12 is available from SYBEX France.
-
- Can I play MOD files with GoldWave?
- No, but you can extract the instrument samples. After you select
- the file with File | Open, the Raw File Format dialog is
- displayed. Set the attributes to 8-bit, mono, signed, 16000Hz,
- no swap. By using the start/finish markers, you can extract the
- individual instruments. Warning: do not save the MOD file within
- GoldWave. GoldWave does not update the MOD header.
-
- Can I convert sound files to MIDI?
- No. MIDI files do not contain digital audio. They contain notes
- and timing information for instruments. In other words, they
- contain instructions for playing the music, but not the music
- itself.
-
- How are you?
- Fine, thanks.
-
- Why don't VOC files saved by GoldWave work with my Sound Blaster
- software?
- GoldWave uses version 1.20 of the VOC file format. You can save
- your files in the old format (version 1.0) by using the File |
- Save as command. GoldWave will use the old format if the file is
- an 8-bit, mono file with a sampling rate less than 23000Hz. You
- may have to use the Effects | Resample command to reduce the
- sampling rate. You can convert the file by selecting
- "VOC (*.voc)" and "8-bit mono unsigned" from the type and
- attributes lists.
-
- Page 50
-
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-
-