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1995-07-11
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Sound Blaster AWE32 Module Player
Copyright (C) 1995 by B.Boer
All rights reserved
Documentation
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What is AWEMP?
--------------
AWEMP is a module player programmed for Creative Labs' Sound Blaster AWE32.
The Sound Blaster AWE32 (for short AWE32) is capable of mixing the different
sound samples on different channels by hardware, in contrast with many other
soundcards that have only one (stereo) channel, so the computer has to mix the
different channels onto one channel by software at the cost of much processor
power. The AWE32 has 512 kb onboard RAM memory onto which you can load your
soundsamples, and let the AWE32 do the mixing.
Important note: AWEMP is programmed by using Creative Labs' Developer's
Information Package (AWEDIP). In the future I want to program
the AWE32 directly.
Is AWEMP freeware?
------------------
AWEMP is *cardware*, which means that if you like the program, you must send me
a nice postcard, so I can see how much it is used around the world. See the
section about how to contact the author for the mail address.
How do I use AWEMP?
-------------------
Well, this is plain and simple; just type AWEMP [module.ext]. AWEMP will give
error messages (if necessary) in case your module is not supported, or it
wouldn't fit into your AWE32's memory (see below), or simply because it couln't
find your module. If there are no error messages, AWEMP will load the samples
into the AWE32 and play the module.
For commandline options, type at the DOS prompt: AWEMP /?
While AWEMP is playing, press 'H' to display the helptext.
What about the many options there are?
--------------------------------------
Actually, there are only four options, so it isn't that difficult.
Here they are:
/F Forces AWEMP to load as many samples as possible. When AWEMP reports
that your module is too big, and you really want to play the module,
then you should add this option to your commandline. The more samples
are loaded, the better the module will sound.
/L Disables module looping, useful when using in combination with option
'/R'.
/R Plays the specified modules in a random order. Useful when you
specify more than one module at the DOS prompt, i.e. AWEMP *.MOD /R.
/V Uses linear volume table, instead of the non-linear one. When you use
this option, you won't be able to hear samples with low volumes,
unless your stereo is set at full volume. :) By default, AWEMP
creates a non-linear volume table with a math-formula based on
logarithms.
A few examples:
AWEMP D:\MODS\*.MOD play all MODs in directory D:\MODS.
AWEMP D:\MODS\*.MOD /R the same but in random order.
AWEMP D:\MODS\*.MOD D:\MODS2\*.MOD play all MODs in both directories.
AWEMP D:\MODS\B*.MOD play all MODs containing the B as
the first character in the filename.
To play the three specified modules type this:
AWEMP D:\MODS\CORTOUCH.MOD D:\MODS2\BEYOND.MOD D:\MODS3\WATERFNK.MOD
Or what do you think about this:
AWEMP D:\MODS\REAL????.MOD D:\MODS2\*.MOD D:\MODS3\WATERFNK.MOD
Note that all extensions may be omitted.
What keys can you use while AWEMP is playing?
---------------------------------------------
Following keys do something useful:
Esc Stop playing and exit AWEMP.
A Display the sample names of the current module. Use the cursor keys
to scroll through the sample names.
D Shell to DOS while music keeps playing.
H Display the helptext.
L Enter play list, you can then select a module by moving the selector
bar over a filename and then press the Enter key.
N Play the next module in the play list.
P Pause the playing of the song.
- Decrease main volume by one.
+ Increase main volume by one.
[ Decrease reverb depth by one.
] Increase reverb depth by one.
{ Decrease chorus depth by one.
} Increase chorus depth by one.
Left Decrease song position by one.
Right Increase song position by one, at the end of the song, AWEMP jumps
to position 0 (unless option '/L' is used).
Enter Play current pattern again at line 0.
Which effects are currently supported?
--------------------------------------
Because of the many difficulties I encounter when implementing effects, there
are only a few supported yet. In the next versions I will add more effects
as soon as I know how to implement them.
Effects supported (MOD): 0xy - arpeggio
1xx - portamento up
2xx - portamento down
3xx - portamento to note
5xx - tone portamento + volume slide
6xy - vibrato + volume slide (*)
8xx - pan set
Axy - volume slide up/down
Bxx - position jump
Cxx - volume set
Dxx - pattern break
E1x - fine portamento up
E2x - fine portamento down
E5x - set loop
E6x - jump to loop
E9x - retrig note
EAx - fine volume slide up
EBx - fine volume slide down
ECx - note cut
EDx - note delay
EEx - pattern delay
Fxx - speed/bpm set
Effects marked with an asterisk (*) are partly implemented, i.e. only the
volume slide works.
When the music plays, you will notice that some effects are shown in uppercase
and some in lowercase. The effects shown in uppercase are implemented, the
others not (yet).
Common Questions and Answers (Q&A).
-----------------------------------
Q: You said that 15-instruments MODs are supported, but AWEMP won't load my
MOD!!
A: AWEMP checks the module if it has some sort of identification (such as M.K.
or FLT8), if it hasn't, AWEMP assumes it's a 15-instruments MOD. Before
AWEMP loads the samples, a small check is processed on the module to see
whether it's a real 15-instruments MOD or not. AWEMP does this by comparing
the filesize with the total sum of <patterndata-offset + patterndatasize +
sampledatasize>. If this is not equal, the module will be discarded.
Q: What about all those clicks? It sounds just like I'm listening to an old
gramophone.
A: Because of the high frequency rate (44.1 khz, 16 bit) the AWE32 is playing,
you will hear every small detail of the samples played. Because the AWE32
only accepts 16 bit samples, AWEMP must convert the 8 bit samples used in
MODs to 16 bit samples. The clicks you hear, are probably caused by badly
set looppoints. In the future I will use sample smoothing, so those clicks
will be gone.
Q: Some samples are playing at a very low volume, is this a bug?
A: Previous versions of AWEMP did use the standard linear volume table, which
contains values from 0 to 127. From version 1.11 of AWEMP, the volume table
is calculated using a math-formula based on logarithms. The result is that
the samples will now play at the right volume.
Q: My system sometimes hangs when shelling to DOS. Am I doing something wrong?
A: You're doing nothing wrong. :( This is a known problem, it has something
to do with the timer. The timer interrupts the system at a specified
frequency. When you shell to DOS and the timer interrupts the system at
the same time, the system crashes, while the music keeps playing (or not).
This error seems not to occur when using NDOS or 4DOS as the commandline
interpreter (instead of COMMAND.COM).
Q: When will AWEMP support S3Ms or XMs?
A: I'm not sure about S3M, but XM will be supported as soon as I have
implemented all the effects used in MODs.
About the author.
-----------------
I am 17 years old and I attend the fifth class of a secondary school. I live
in the Netherlands, better known as Holland.
This program is my first real try to make a modplayer. I know it isn't perfect
yet, but it already sounds very nice. The future of this program depends on
how much reply I get and the difficulties I will encounter when implementing
new effects or improving the player.
I would like to thank two persons who have already helped me very much; they
are Gemini (Klaasjan Brand) and Raiden (Gerard Veldman), thanks guys.
How can I contact the author?
-----------------------------
If you experience problems when using AWEMP, or you have found bugs, or you
have some very nice ideas, or you know how to avoid AWEDIP, or you know how to
implement new effects, or you know something else I should know, write to me:
Mail address : Bert Boer
Schapendrift 30
8091 GW Wezep
The Netherlands
Internet : kjb@dds.nl (<= This is not my address! I have currently no
Internet access, but you can reach me via this
address.)
Remember, AWEMP is cardware, so if you haven't sent your postcard yet, please
send one now.
A final message to all GUS users.
---------------------------------
Now you can see that the AWE32 is capable of doing the same things as the GUS,
and a lot more, you all should stop those wars against Creative Labs and their
Sound Blasters. I think it's rather childish to say that the GUS is better,
only because *previous* Sound Blasters couldn't do what the GUS can do. Each
company has it's own specialities in making soundcards.
Advanced Gravis was the first to do the mixing of music channels by hardware,
Creative Labs the next. Only because Advanced Gravis was the first, the GUS
is very popular by the (demo)programmers. Imagine what would have happened
if Creative Labs was the first . . . .
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