home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Turnbull China Bikeride
/
Turnbull China Bikeride - Disc 2.iso
/
STUTTGART
/
FROMUTS
/
DSEDIT
/
!DSEdit
/
!Help
< prev
next >
Wrap
Text File
|
1991-06-23
|
17KB
|
464 lines
Help for !DSEdit v1.03 by Jason Williams
========================================
****************************************************
* *
* This version of !DSEdit is PUBLIC DOMAIN *
* © Copyright '89,'90,'91 Jason Williams *
* *
****************************************************
DSEdit is a raw-digitised-sound editor. It can be
used to edit/play samples from the Armadillo range of
sound samplers as well as EMR's SoundSynth samples
(Note that loading a soundsynth sample converts it to
DSEdit raw sample format, so it will no longer be
compatible with soundsynth unless loaded as a raw
sample). Up to 16 samples can be edited at one time.
To load a sample, double-click the sample's file
icon in a directory viewer, or drag the icon to the
DSEdit iconbar icon.
A window will appear containing a graphical
representation of the sample, and some other icons.
The main sample display. This shows the sample.
Initially it is all inverted, indicating that the
entire sample is selected. You can select any small
portion of the sample by dragging across the display.
The selected portion is acted on by most of the
editing options, so it is important to select the area
you are interested in before you use editing options.
(Note that dragging with the Select button will select
a new area of the sample, while dragging with the
Adjust button will adjust one end of the selected area)
[To vaguely explain the picture of the sample:
A DSEdit raw sample is a sequence of bytes
representing sampled values. These are actually
'amplitude' or 'speaker deflection' values for
playback. A typical sound sample will be at 22kHz,
which means that 22,000 bytes are 'played' through the
speaker every second. The value of each byte is in
the range 0 to 255, whith a value of 128 meaning
silence (no speaker deflection), and values 0..127
represent negative deflection (volume/amplitude) and
values 129..255 representing positive deflection
(volume/amplitude). The displayed picture shows the
values of bytes across the entire sample- silence
would be a line across the centre of the display. The
higher the 'peaks' on this display, the louder the
sound is when played. If any bytes of the sound
(through amplification, for example) go outside the
range 0..255 (i.e. move off the top or bottom of the
picture) distortion and static-like sounds may
result.]
The purpose and usage of the icons across the top
of the editor window is as follows (from left to
right):
* Left arrow
This allows you to scroll the display 1/4 of a
screenful to the left (When you have zoomed in on the
sample, see below)
* Speaker
This will play the selected portion of the sound
sample at the current speed and volume settings.
* Zoom
Clicking Select on this button increases the zoom
factor. Clicking Adjust decreases it. The icon changes
to display the number of bytes displayed within the
area shown in the window. Once you have zoomed in,
you can scroll the displayed area using the left
and right arrow icons.
* Right Arrow
To scroll right.
* Selection display
This text line shows how many bytes of the file are
in the current selection.
(e.g. "Selection 6420 of 32984 bytes")
* Speed keyboard
This 'piano keyboard' display allows you to alter
the speed at which the sample is played. This has
the effect of changing the pitch of the sound.
Clicking near the left end will give a very low
note, while towards the right the note becomes
higher. Marked in red on this display are the
approximate positions that give playback speeds of
7, 12.5, and 22kHz, the most common sample speeds.
Clicking on the keyboard will alter the playback
speed, and then play back the entire sample at the
new speed. When clicked, this changes the speed, and
then plays back the selected area of the sample.
Clicking Menu anywhere inside a DSEdit editor window
will bring up the main menu with the following
options:
Play Sound
==========
This plays the entire sound at the current speed and
volume.
Try Sound
=========
This is for people like me who like to have a quick
and simple way of trying out new sounds- it amplifies
the sound as much as possible without corrupting it,
and then plays it.
Save ⇨
======
Following the arrow on this option leads to a
standard Save box. This will save the entire sample.
Select all
==========
This selects the entire sound.
Selection ⇨
===========
This leads to a submenu which allows you to:
* Save the selected area only.
* Play the selected area only.
* Delete the selected area.
Edit ⇨
======
This gives the main suite of editing functions. Four
of the functions are currently greyed-out, as although
they exist within DSEdit, the interface has not yet
been connected up to them!
* Ramp Up will modify the amplitude (volume) of the
sample across the area that is selected. This
alters the volume from left to right across the
selected area from 0 to full volume, acheiving a
'fade in' effect.
* Ramp down is the opposite of Ramp Up. It causes a
'Fade out' effect.
* Amplify ⇨ Leads to a writeable menu. Type in the
percentage by which you wish to amplify the sample.
Examples:
50 (50%) will halve the volume, making the sound quieter.
100 (100%) will leave the volume exactly as it is!
200 (200%) will double the volume, making the sound
much louder.
Note that if over-amplification occurs (When bytes
start to 'wrap' or have to be clipped, i.e. the
values are amplified outside the range 0..255),
distortion and crackle may result. The only way to
avoid this is to amplify by a smaller value, or to
amplify quieter parts of the sound independantly of
louder parts.
* Max Amplify is very similar to Amplify, but DSEdit
works out the best value to amplify by to get the
maximum possible amplification before the sound is
corrupted. (essentially, it expands the sound's byte
values to fill the full 0..255 range, thus maximising
the amplitude)
* Move Centre ⇨ Leads to a writeable menu. Type in the
new byte-value for the 'centre' of the sound (the
"silence" level). The selected area of the sample
will be moved 'up' or 'down' (by adding a constant)
to shift the byte-value entered up/down to 128
(normal silence value).This is very similar to the
'Add Const' option, i.e. a value of 160 in this
option is identical to a value of (128-160=) -32.
This is used to correct badly-sampled sounds.
* Auto Centre is similar to move centre, above, but
DSEdit moves the centre of the sound to the centre
byte value in the range used by the sound (i.e. it
finds the range of values used by the sound, and
places the centre half-way between the minimum and
maximum values). This is a quick-and easy way of
moving the centre close to where it should be.
* Limit up ⇨
* Limit down ⇨
These options are very similar. Enter a byte-value
limit into the writeable menu. Any values in the
selected area of the sound that are greater than (for
limit up) or smaller than (for limit down) this value
will be truncated to this value.
This can be used to add an unclear-static-y effect
(if you want one!), but can also sometimes be used to
'tidy away' spurious (noise) values when these
functions are applied to very small selected regions
(Use the zoom).
* Squeeze ⇨
This allows you to alter the size/length/playback
time of the sample. Enter a percentage between 1% and
999% in the writeable menu box. A value of 1%-99%
will decrease the length (in bytes, and hence the
playback time, and cause the frequency to rise), e.g.
A value of 50% will halve the sample size (e.g. 24kB
sample will become 12kB), and double the frequency
(pitch). The sample should now be played at half the
sample-rate (i.e. a 22kHz sample now should be
played at 12kHz).
A value of 100% has no effect.
Values greater than 100% will increase the length of
the sample, hence increasing the playback time and
decreasing the frequency (pitch). Play the sample at
a higher playback-rate to correct the pitch. Note
that this option could easily cause DSEdit to crash,
as it increases the sample size (e.g. 200% DOUBLES
the sample size)
Both these options take a while (They process about
1kB every second). Note also that the quality of a
sample that has been processed in this way will be
adversely affected. Note also that performing squeeze
twice with values of (for example) 50% and 200% will
return the sound to it's original length and speed,
but will DEGRADE the quality of the sample
considerably (As half the original information is
completely lost)
* Make silence ⇨ leads to a writeable menu. Enter the
number of bytes worth of silence you wish to insert
at this point in the sample. Look at the main
window display of the sound length as a guide to
how many bytes will be needed to get the right
length of play-time inserted.
Special FX ⇨
============
This submenu offers the special effect and conversion
options. They are:
* Add const ⇨ Adds a constant value to each byte of
sound data in the selected region. See later
("Clipping" option) for further information
relating to this option. Enter the constant value
(0..255) in the writeable menu.
Remember that adding too large a number may 'shift'
the sample up or down so that clipping/wrapping
occurs, which will degrade the playback quality.
* Eor const ⇨ Exclusive-Ors a constant value with
each byte of sound data in the selected region.
This is most useful for converting some sounds
(e.g. Amiga formats), by EORing with a value of
128. Enter a value (0..255) in the writeable menu.
* Reverse will reverse the selected region of the
sample. This results in it playing backwards.
* Echo ⇨ adds an echo to the sample. Enter the delay
(in bytes) at which each echo occurs into the
writeable menu.
* Flange Echo ⇨ adds a Flange Echo to the sample.
Enter the delay (in bytes) at which each echo
occurs into the writeable menu.
Options ⇨
=========
This submenu offers four extra 'preference' options:
* Set speed ⇨ Enter a byte value for playback speed
into the writeable menu. This has been superceded
by the keyboard in the editor window, though it can
still be used to set the speed. The speed displayed
on this menu is also altered by clicking on the
keyboard.
* Set volume ⇨ This sets the volume at which the
sample is played. Enter a number between 0 (quiet)
and 15 (loud) into the writeable menu.
* Clipping. This option controls what happens to the
bytes of sound data when they are modified (By Add
const, Eor const, Amplify, merging sounds, etc.)
When clipping is ticked, then any values that
become larger than 255 are 'clipped' to a value of
255, and any going below zero become zero. With
clipping off, values 'wrap' around (MOD 256), so a
value of 256 will become 0, 257 will become 2, ...
-1 will become 255, -2 will become 254,... and so
on.
* Lines alters the way in which samples are displayed
in the main window- With lines ticked, lines are
drawn between values, with it off, dots are placed
at each value. Experiment and see.
* Filetype. This tells DSEdit to set the filetype of
any file you load to 'RawSound' (&ED0). It is very
useful for setting the filetype of downloaded files
(which normally appear as 'data' files) when
loading them into DSEdit for the first time.
However, most of the time you are unlikely to want
this turned on, as DSEdit will do this to ANY file
that you attempt to load, as it has no way of
knowing whether the file really is/isn't a sample!
These options are not saved and will be reset each
time you run !DSEdit.
Convert ⇨
=========
This submenu offers options for converting foreign file
formats (From Macintosh, Atari ST, and Amiga computers
generally, but also from other Arc sound programs)
* Logarithmic
This converts logarithmic sounds to DSEdit's RAW
format. Many relocatable-module sounds on the Arc
are stored in this format.
* Bit signed
This converts 'Bit signed' sounds to DSEdit's RAW
format. If a sound doesn't work, then try this one on
it!
* Amiga
This converts "Amiga" format sounds by EORing each
byte with 128 (inverts the sign bit).
** This will also work with Soundsynth and **
** Amiga SoundTracker files. **
* Sun
This converts a SUN SparcStation format sound.
Extra functions
===============
DSEdit has several other extra functions that
aren't immediately obvious:
Merging sounds:
===============
To merge two sounds together, load the first sound
into DSEdit, then drag the file icon of the second
sound into the edit window of the first sound. A
dialogue window will appear with the following
options:
* Insert at selection start
This will load the second sample, and insert it
into the first sample at the point where the
selected area STARTS (i.e. the LEFT end of the
inverted area). It inserts the ENTIRE sample, and
does not take any notice of the end of the selected
area.
* Overwrite from sel. start
This loads the second sample, and *overwrites* the
first sample, starting from the start of the
selected area. NOTE that this carries on until the
second sample runs out, and is not limited in any
way by the length of the selected area.
* Add sounds together
This takes each byte in turn from both samples and
mixes them by ADDing the two bytes.
(Clipping/wrapping occurs depending on whether the
"clipping" option is ticked in the Options
submenu). This usually results in a louder sound, and
can result in distortion. In such cases, either
quieten one or both sounds before addition (using
amplify of 0 to 99%), or by using the Average
option (see below). Note that this only affects the
sample in the selected area, adding in the second
sound from the start of the selected area until the
end of the selected area is reached, EVEN if the
second sample is longer than that.
* Average sounds together
This is the same as Add, above, except the bytes
are averaged instead of added. This stops the sound
having to be clipped (as happens in Adding), which
improves the end-product quality. This results in a
quieter sound.
Click on the radio-button of the method of your
choice, and then click "OK", or click "CANCEL" to
abort the merge.
Keyboard shortcuts
==================
After you have clicked in any editor window, it's
title-bar will turn cream (it becomes the input
focus). Now, you can use the following keys to
duplicate some of the menu functions:
SPACE will play the selection
RETURN will play the entire sound
DELETE or ⇦ will delete the selected part of the
sound
Page up will increase the volume of the sound
(=Amplify by 150%)
Page down will decrease the volume
(=Amplify by 75%)
Copy will select the entire sound
------------------------------------------------------
Please note: This program is not guaranteed to work as
expected. In fact, I can practically guarantee that it
will crash (locking up the computer entirely) at some
time! Usually, this only happens when insufficient
memory is available in the RMA for an operation to be
carried out, so I suggest you check the free memory
before trying to load big sound files!
This tends to happen when "Squeeze"ing a sound by
values larger than 100%, when the size of the sample
increases quite considerably.
I accept no responsibility for any loss or annoyment
caused by any crash or inadequacy of DSEdit.
Note also that because sounds are loaded into the RMA
area, if you run any applications or load any modules
while any sounds are loaded, the RMA space left when
the sound windows are closed may not be recoverable...
in other words, your RMA will gradually fill with
empty bits of memory that can't be reclaimed! This
will eventually cause the system to grind to a halt.
The only way to fix this at present is to CTRL-Break
(Reset the system), so I advise that to prevent this
becoming necessary, you only run other apps when
there are no sound windows open.
And now for something completely different...
=============================================
If you have any suggestions, bug reports (accepted by
the dozen only, due to high infestation levels!), or
whatevers, or would like a copy of the latest version
of anything I have written, or would like to donate a
sound sampler board, hard drive, or lots of money
towards the further development of DSEdit, then you
can contact me at:
Jason Williams, | or by email:
R.D.2, Manuel Road, |
Silverdale, | jwil1@cs.aukuni.ac.nz
North Auckland, |
NEW ZEALAND. |
"Now go away, or I shall taunt you a second time!"
-Quest for the Holy Grail