home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Belgian Amiga Club - ADF Collection
/
BS1 part 60.zip
/
BS1 part 60
/
Multimedia FX.adf
/
MFXDOC
/
MFXD34
< prev
next >
Wrap
Text File
|
1992-07-24
|
2KB
|
85 lines
Multimedia FX Overview
*
There are three types of PLAYBACK files: IMAGE, SOUND, and PRESET.
Load ONE OF EACH for a complete
playback "set". They are located in
the 'PLAYBACK-DRAWER'. (They are
typically named in sets of three)
*
After loading a "set", press the
keys A through Z to change patches.
*
Be sure to listen in STEREO.
*
To edit patches, turn the EDIT
button on. (While editing, the
playback timing will be disturbed
by many operations ... such as
changing patches.)
*
You may SAVE any changes as
a PRESET file.
*
Although Multimedia FX multi-tasks, it is
dependent on system timing. For smooth
playing, Multimedia FX should be the only
application running.
*
Multimedia FX is intended for 7 MHz Amigas!
*
*
Principal of Operation
*
The basic idea of what is going
on, is: You get to load in three files. One
contains an image sample and another
contains a sound sample. A 'synthesizer'
plays both samples in concert ... with
its settings held as a PRESET file.
*
The Image file contains 32 pictures.
This file is in a special format. To
create image files you must use the tool
which is described elsewhere on this
disk (IFF2MFX).
*
The Sound file is any IFF SXV8 file.
Maximum size is 65K bytes. Anything over
this will be truncated.
*
The panel controls designate how the
pictures and sound sample will be
played. Both are controlled by a common
source. This common source consists of
four programmable oscillators
(operators ). Because both the animation
and sound share these four oscillators,
both are synchronized at a fundamental
level.
*
Each of these four operators
(oscillators) can be used to pick which
picture will appear, and when it will
appear. Each of the four oscillators can
be mixed together to produce a sum which
is between 1 and 32. For instance; if
only operator #1 is used (the others are
turned down), and it is programed for a
waveform that is a ramp (saw-tooth) that
goes from 1 to 32 ... the result will be
a standard looping animation where each
frame is shown in sequence at an even
time rate. If however, the waveform is
programmed to be a sine wave, the
resulting animation will be played
forward and then backward such that the
frame rate will vary according to a sine
curve ...
*
Each of the four operators can control
one of the four Amiga sound channels.
The playback of samples is triggered by
the activity of its respective operator.
All four channels share a common sound
sample.
*