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- *********************************************************************
- ** **
- ** S U P E R S A M **
- ** **
- *********************************************************************
- ** The Superb Sample Editor v1.01 **
- *********************************************************************
- ** A Terrosaur Systems Production for the Falcon030 **
- ** (C) Copyright 1994 by Daniel Hastings **
- *********************************************************************
-
- SuperSam is Shareware!
- To enable the program's full functionality you must send the
- registration fee to the author.
-
- The files SUPERSAM.PRG, SUPERSAM.RSC and SUPERSAM.DOC may be
- freely distributed on the following conditions:
-
- 1) No alterations are made to the files.
-
- 2) The files are kept together.
-
- 3) The files may not be coverdisk mounted by either ST Format or
- Atari ST User magazines.
-
-
- Disclaimer:
- The Author takes no responsibility whatsoever for any harm, damage
- or inconvenience caused by the use or misuse of this software
- package. This software is intended to run on an ATARI FALCON030
- computer under TOS. The author takes no responsibility for its
- success or failure on other machines or under other operating
- systems.
-
- *********************************************************************
-
- Contents:
-
- 1. Introduction
- 1.1 What is SuperSam?
- 1.2 Features of SuperSam
- 1.3 Shareware : Version limitations
- 1.4 Shareware : Registering
-
- 2. Quick Start
- 2.1 General Use
- 2.2 The File Menu
- 2.3 The Options Menu
- 2.4 The Help Menu
- 2.5 The Sound Buttons
- 2.6 The Block Buttons
- 2.7 The Clipboard Buttons
- 2.8 The Misc. Buttons
- 2.9 The Convert Buttons
- 2.10 The Playback buttons
-
- 3. The Controls In Depth
- 3.1 General Use
- 3.2 The File Menu
- 3.3 The Options Menu
- 3.4 The Help Menu
- 3.5 The Sound Buttons
- 3.6 The Block Buttons
- 3.7 The Clipboard Buttons
- 3.8 The Misc. Buttons
- 3.9 The Convert Buttons
- 3.10 The Playback buttons
- 3.11 Sampling Sounds
-
- 4. Editing Techniques
- 4.1 Sound Effects
- 4.2 Ripping Samples
- 4.3 Converting Other Formats
- 4.4 Correcting bad samples
-
- 5. Program Notes
- 5.1 Why was SuperSam written?
- 5.2 Compatibility
- 5.3 Version Revisions
- 5.4 In Future Versions
- 5.5 Credits
- 5.6 Contact addresses
-
- 1. Introduction *****************************************************
-
- 1.1 What is SuperSam?
- ----------------------
-
- SuperSam is a sound sample editor for the Falcon030.
- A sound sample is a digitally stored sound. Hence with SuperSam
- you can digitally store sounds on disk, and edit them in a variety
- of ways including reversing them to play them backwards, cutting
- and pasting, combining multiple sounds and many more functions.
- SuperSam eventually aims to be able to do anything you could
- possibly wish to do to a sound sample.
-
- 1.2 Features
- --------------
-
- SuperSam has many features including:
-
- * Handles 6 sample file formats
- * Handles 8 bit mono, 8 bit stereo and 16 bit stereo samples
- * Clipboard cut, copy, load, paste, replace, overlay
- * Ability to import/export from the GEM clipboard
- * Ability to sign and unsign samples
- * Ability to fade in/ fade out samples
- * Ability to boost volume by 25% or to the max possible
- * Ability to reduce volume by 25% or to zero
- * Ability to zoom in for finer editing
- * Flexible deleting
- * Ability to swap the channels on a stereo sample
- * Ability to pan the stereo image left to right or vice versa
- * Ability to edit only the left or right stereo channel
- * Ability to shift sample playback frequency
- * Ability to create samples from the MIC input
- * Supports all Falcon playback frequencies
- * Customisable
- * Can be installed as an application to play samples when they
- are double clicked
- * Will play or load a sample dropped on its desktop icon
- * Online HELP system
- * Batch conversion between file formats
- * Jukebox mode to play all samples in a folder
- * Fully GEM legal programming
- * MultiTOS compatible
- * Dynamic Memory Allocation
-
- 1.2 Shareware : Version Limitations
- --------------------------------------
-
- SuperSam is shareware. This means that if you intend to keep the
- software you should pay the registration fee. As an extra
- incentive to register, this program has some limitations which can
- only be removed by registering.
-
- The limitations are these:
-
- - Save, Save As and Block Save are disabled.
-
- - Export Clipboard is disabled.
-
- - Batch Convert is disabled.
-
- When you register you will receive a .KEY file which will remove
- these limitations and register the program to you. It will also
- disable the shareware reminder at the beginning of the program.
-
- 1.3 Shareware : Registering
- -----------------------------
-
- To register the program, fill in the form below and send it with
- the registration fee to the address below. The registration fee is
- currently 15 pounds sterling, or equivalent in other countries.
- Please make cheques payable to Mr D. L. Hastings. Please enclose
- an SAE, or International Reply Coupon, and a disk with your
- registration fee - this will vastly speed up the registration
- process. Alternatively, if you have an Internet email account, or
- a BBS account in TurboNet, AtariNet, FidoNet or NeST then enclose
- your network address and your KEY will be sent to you through the
- network. My contact addresses in these networks are below.
-
- Note to foreign users:
- I regret that I cannot accept cheques made out in a foreign
- currency, nor can I accept credit card numbers. I can accept
- Eurocheques, travellers cheques or of course cash sent through the
- post, although this last may be risky. Proof of posting will not
- be accepted as proof of receipt. I hope to be able to set up
- agreements with foreign user groups or public domain libraries to
- handle foreign registrations, so it may be worth your while to
- contact me first, before sending any money.
-
- When you register you will receive the following:
- - a KEY file to unlock the program limitations
- - the latest version of the program if it is later than the
- one you have.
- - Notification by post or email of new versions.
-
- The registration form:
- (Please complete and send the information with your registration
- fee)
-
- Full Name:_________________________________________________
- Address:___________________________________________________
- ___________________________________________________________
- ___________________________________________________________
- ___________________________________________________________
- Country:___________________________________________________
-
- Computer System:___________________________________________
- RAM/Hard drive:____________________________________________
- TOS/MultiTOS version:______________________________________
-
- SuperSam Version:__________________________________________
-
- Comments:__________________________________________________
- ___________________________________________________________
- ___________________________________________________________
- ___________________________________________________________
-
- Alternatively, simply send the above information in a written
- letter.
-
- Send your form and fee to:
-
- Daniel Hastings,
- Aspenglow,
- Rectory Road,
- Alderbury,
- Salisbury,
- Wiltshire.
- SP5 3AD
- (ENGLAND)
-
- Network contact addresses:
- InterNet: cs93dlh@dcs.ex.ac.uk
- TurboNet: 100:1011/0.6
- FidoNet : 2:440/108.6
- AtariNet: 51:502/100.6
- NeST : 90:102/140.6
-
- Please use the InterNet address if possible, a fast response is
- much more likely from this address.
- I strongly recommend that you contact me via the InterNet address
- if possible before registering.
-
- 2. Quick Start **************************************************
-
- This section is designed for those who already know about sound
- samples and editing them, and is intended simply to tell the user
- the function of each control. If you are a complete novice, skip
- to the in depth instructions in section 3.
-
- 2.1 General Use
- ------------------
-
- You can start SuperSam in 3 ways.
-
- 1) Double click on SUPERSAM.PRG.
- The program will load, display the tools window and it's menu bar.
-
- 2) Drop a sample file onto the SUPERSAM.PRG icon.
- The program will load, play the sample and quit. If you hold the
- shift key down during loading, the program will load, load the
- sample into the edit buffer and then go into edit mode.
-
- 3) Install SUPERSAM.PRG as an application for a sample file type,
- then double click on a sample file.
- As for (2), the program will load and play the sample, or load it
- into the edit buffer, depending on whether the shift key is
- pressed during loading.
-
- Once the program is running, you have a menu bar and a tools
- window, the functions of with are detailed below. If a sample is
- loaded then the sample display window will also be open.
-
- The Sample Window
- ------------------
-
- Closing the sample window clears the sample from memory.
- Clicking in the window with the left mouse button sets mark 1, and
- clicking in the window with the right button sets mark 2.
- The scroll bar at the right hand side of the window, is the sample
- shifter, it shifts the sample data relative to the green zero
- position. The up arrow shifts it up, the down arrow shifts it
- down. The slider determines the size of the shift, if it is at the
- top then the minimum shift is made, if it is at the bottom the
- maximum shift is made.
- The Sample window name is the file name of the current sample, and
- the name that is used by the save function.
- The information line shows the current file format and the playing
- time of the sample.
-
-
- The Tools Window
- -----------------
-
- The editing tools are described below. Closing the tools window
- exits the program. Most of the tools are inactive if no sample has
- been loaded.
- The information line shows the largest block of free memory and
- the name of the person to whom the program is registered.
- The display below this shows the position of mark 1, the size of
- the edit buffer and the position of mark 2. The button marked <--
- moves mark 1 to the beginning of the display, the button marked
- --> moves mark 2 to the end of the display.
-
- The Keyboard
- --------------
-
- A lot of functions have keyboard shortcuts, these are given with
- the functions below. In addition are three others:
- ESC: Force all windows to redraw.
- CLR/HOME: Set mark 1 to the beginning of the sample and mark 2 to
- the end.
- HELP: summon the online help system.
-
- 2.2 The File Menu
- -------------------
-
- This menu contains program functions relating to files:
-
- Open:
- Load a sample file from disk into memory. This will clear any
- sample already in memory. SuperSam can load 6 sample formats:
-
- - AVR (Audio Visual Research). This is the preferred sample
- format on Atari systems. It saves all the data about the sample
- including the mark positions. File extension is .AVR.
-
- - RAW (raw sample data). This format contains raw data only, with
- no playback information. File extension can be .RAW, .SAM, .SND or
- .SPL among others.
-
- - IFF (Amiga Interchange File Format). The preferred sample
- format on Amiga platforms. SuperSam can recognise two different
- versions, VHDR, which stores all sample information including mark
- positions and PARA, which is a cut down version used by Protracker
- and stores only mark positions, no other data. This implementation
- cannot handle stereo or 16 bit samples. File extensions are .IFF
- for VHDR samples and .SPL for PARA samples.
-
- - AU (Sun/NeXT audio format). The sample format used by Sun and
- NeXT computers. SuperSam cannot load all samples of this type,
- only those stored in 8 bit or 16 linear form. It cannot load mu-
- law samples. File extensions are .AU and .SND.
-
- - WAV (Microsoft RIFF-WAVE). The preferred sample format of
- Windows users on the PC. This format stores all information except
- for mark positions. File extension is .WAV.
-
- - VOC (Creative Voice). Another PC format, usually used by those
- who prefer MS-DOS to Windows. This is a completely brain-dead
- format which cannot handle stereo or 16 bit samples, and stores
- very little playback data. It cannot even store the playback
- frequency exactly. File extension is .VOC.
-
- SuperSam will attempt to automatically determine the file type, if
- it cannot then it assumes it is raw data. The keyboard shortcut
- for open is [control]+[O].
-
- Save:
- This function saves the current sample to disk, using the filename
- as displayed at the top of the sample window, in the current
- format. Keyboard shortcut is [control]+[S].
-
- Save As:
- This function allows you to rename a sample when you save it.
- Keyboard shortcut is [control]+[M].
-
- Import Block:
- This function imports sample data from the GEM clipboard directory
- into the program clipboard buffer. Keyboard shortcut is
- [control]+[I].
-
- Export Block:
- This function exports sample data from the program clipboard
- buffer to the GEM clipboard directory. Keyboard shortcut is
- [control]+[E].
-
- File Format:
- Select current file format. This option determines the format used
- by all save and export options. The current format is displayed in
- the information line of the sample window. Keyboard shortcut is
- [control]+[F].
-
- Convert:
- Batch conversion system. Select the source path and file mask and
- the destination path and the destination file format, then hit
- okay to start conversion. Press Escape to abort conversion after
- the current file. Keyboard shortcut is [alternate]+[C].
-
- Jukebox:
- Play all samples in a directory. Select the path and file mask
- then hit okay to start playing. Press a key to skip to the next
- sample, or Escape to stop playing. Keyboard Shortcut is
- [control]+[J].
-
- Save Setup:
- Save the program set up to disk. This creates a file called
- supersam.inf which is read in at start up. This saves the default
- file format, window positions, dialog colours and file paths.
- Keyboard shortcut is [alternate]+[S].
-
- Quit:
- Exit the program. Keyboard shortcut is [control]+[Q].
-
- 2.3 The Options Menu
- -----------------------
-
- This menu holds playback and configuration options.
-
- 8 Bit Sound: Playback sample as 8 bit data.
- 16 Bit Sound: Playback sample as 16 bit data. [Alternate]+[R]
- toggles between 8 and 16 bit playback.
-
- Mono Sound: Playback sample as mono data.
- Stereo Sound: Playback sample as stereo data. Note that the
- hardware prevents 16 bit mono playback. [control]+[P] toggles
- between mono and stereo playback.
-
- Speed:
- Calls a dialog from which you can select the playback frequency.
- Keyboard shortcut is [control]+[R].
-
- Alerts:
- Toggles the confirmation alert boxes on and off. These boxes
- appear when the program thinks you are trying to do something
- dangerous. Keyboard shortcut is [control]+[A].
-
- Dialog Colour:
- Allows you to select the background colour and fill style of the
- dialog boxes used in the program. Keyboard shortcut is
- [control]+[C].
-
- 2.4 The Help Menu
- --------------------
-
- This is a link to the online help system. Selecting the subject
- you want help on brings up the appropriate help page.
-
- 2.5 The Sound Buttons
- ------------------------
-
- Play Once:
- Play the marked block through once. Keyboard shortcut is [SPACE].
-
- Stop:
- Stop playing. Keyboard shortcut is [BACKSPACE].
-
- Play Loop:
- Play the sample from the beginning and then play the marked block
- in a continuous loop. Keyboard shortcut is [RETURN].
-
- Compress:
- Half the sample size by stripping every other piece of data.
-
- Interpolate:
- Double the sample size by calculating values between each data
- item.
-
- 2.6 The Block Buttons
- -----------------------
-
- These buttons all act only on the marked block.
-
- Zoom:
- Zoom in the marked block to fill the window.
-
- Unzoom:
- Zoom out to display the whole sample.
-
- Keep:
- Keep the marked block, but delete everything else.
-
- Delete:
- Delete the marked block but keep everything else.
-
- Reverse:
- Reverse the sample data.
-
- Zero:
- Zero the sample data.
-
- Sign:
- If the data is unsigned, sign it. If the data is signed, unsign
- it.
-
- Save:
- Save the block to disk.
-
- Fade In:
- Fade the sound in from zero volume to maximum volume.
-
- Fade Out:
- Fade the sound out from maximum to zero volume.
-
- Vol Up:
- Boost the volume by 25%.
-
- Vol Down:
- Reduce the volume by 25%.
-
- Vol Max:
- Boost volume to the maximum possible without causing clipping.
-
- Exchange: (Stereo samples only)
- Swap the left and right channels over.
-
- Pan L->R: (Stereo samples only)
- Pan the stereo image from the left channel to the right channel.
-
- Pan R->L: (Stereo samples only)
- Pan the stereo image from the right channel to the left channel.
-
- 2.7 The Clipboard Buttons
- ---------------------------
-
- These functions control the program clipboard buffer.
-
- Cut:
- Copy the marked block into the clipboard and then delete it from
- the sample.
-
- Copy:
- Copy the marked block into the clipboard.
-
- Load:
- Load a sample into the clipboard. Note - no check is made that the
- sample is the same type as that in the main buffer.
-
- Paste:
- Insert data from the clipboard into the sample at mark 1.
-
- Replace:
- Replace the marked block with data from the clipboard.
-
- Overlay:
- Combine the marked block with data from the clipboard. This is
- used to mix two sounds together, although some quality is lost.
-
- Swap:
- Swap the buffers. The main sample buffer becomes the clipboard
- buffer, the clipboard buffer becomes the main sample buffer. This
- allows you to edit the data in the clipboard.
-
- Clear:
- Clear the clipboard buffer and free the memory it used.
-
- 2.8 The Misc. Buttons
- ------------------------
-
- Buttons that didn't seem to fit anywhere else...
-
- Sample:
- Switch to sampling mode. The control panel will change to the
- sampling controls. Connect your sound source to the MIC socket.
- Click DMA Oscilloscope to toggle the oscilloscope on or off, use
- the arrowed buttons to control gain and attenuation. Click Start
- to start recording. Press any mouse button to stop recording.
- Click Return to go back to the editor controls.
-
- Resample:
- Change the playback frequency of a file. Select the source and
- destination frequencies. Note - if OTHER is selected you should
- type the frequency in.
-
- LEFT/RIGHT/BOTH: (stereo samples only)
- This button toggle between editing the left channel only, the
- right channel only and both channels together. It affects all
- editing operations EXCEPT sign, save and resample, and of course
- the convert and playback controls.
-
- 2.9 The Convert Buttons
- --------------------------
-
- Mono <-> Stereo:
- If mode is mono, the sample is converted to stereo and vice versa.
-
- 8 Bit <-> 16 Bit:
- If mode is 8 bit, the sample is converted to 16 Bit and vice
- versa.
-
- 2.10 The Playback Buttons
- ----------------------------
-
- These control the sample playback and are equivalent to the
- controls in the Options menu.
-
- Mono/Stereo:
- Toggle between mono and stereo playback. (Keyboard shortcut is
- [control]+[P])
-
- 8 Bit/16 Bit:
- Toggle between 8 bit and 16 bit playback. (Keyboard Shortcut is
- [alternate]+[R])
-
- xxxxx Hz: (where xxxxx is a number)
- Select the sample playback frequency. (Keyboard shortcut is
- [control]+[R])
-
- Jukebox Mode:
- Activates the jukebox mode, see Jukebox under the File menu.
-
- 3 The Controls In Depth ******************************************
-
- This section is designed to help the beginner learn how to use the
- editing functions to edit the sound.
-
- 3.1 General Use
- ------------------
-
- The program will normally be started by double clicking on the
- SUPERSAM.PRG icon on the desktop. The program will now load. When
- loading has been completed, the SuperSam menu bar will appear at
- the top of the screen and a window (called the tools window) will
- open containing a panel of control buttons.
-
- The Information line of the tools window shows the largest block
- of memory available to the program, and some text which is either
- Please Register if the program is unregistered, or else the user's
- name. Beneath this are 5 white boxes. The first shows the position
- of the start of block marker, mark 1, and the last shows the
- position of the end of block marker, mark 2. The number is the
- offset of the marker from the beginning of the sample, in bytes.
- The middle box shows the size of the current edit buffer. All of
- these three will show 00000000 at the moment as nothing has been
- loaded.
- The remaining two boxes are buttons marked <-- and --> . These
- move the first marker to the beginning of the buffer and the
- second marker to the end of the display respectively.
- Under these are the sample editing controls, divided into sound,
- block, clipboard, misc, convert and playback sections.
-
- Buttons in the tools window are activated by clicking on them with
- either the left or right mouse buttons.
-
- When a sample is loaded, see below for how to do this, a second
- window opens, called the display window. It shows a graphic
- representation of the sound wave.
- The information line here shows the current sample file format
- (see below) and the length of the sound in seconds.
- Clicking in this window sets the block markers. The left mouse
- button sets mark 1 and the right button sets mark 2.
-
- On the right hand edge of the window are two arrow buttons and a
- slider. Together these make up the sample shifter. Display across
- the window is a green line, called the zero line. The sample data
- should be centered on this line. If it isn't then you can use the
- sample shifter to center it - the up arrow moves the data up and
- the down arrow moves the data down. The slider controls how big a
- step is used - at the very top is a very small step and at the
- very bottom is a very small step.
-
- There are keyboard shortcuts for most menu options, which are
- listed next to the entry in the menu. ^ indicates the Control key
- and the little box indicates the Alternate key. In addition to
- these are the following keyboard controls:
-
- ESC: Force both windows to redraw. If the windows become corrupted
- by another program, or by a redraw failure under TOS 4.01, then
- press ESC to make them redraw.
-
- CLR/HOME: This button zooms out the display to show the entire
- sample and sets the markers to the beginning and end. This is
- frequently used before saving.
-
- HELP: Pressing HELP is equivalent to selecting General from the
- HELP menu (see below).
-
- 3.2 The File Menu
- --------------------
-
- This menu holds all of the functions to do with files. Sample data
- is held in various files.
-
- Open:
- This allows you to load a sound sample into the edit buffer so
- that you can play and edit it. Click Open or press control+O. The
- familiar fileselector appears, use it to select the sample you
- wish to load. The program will now attempt to determine the type
- of the sample and load it into memory. SuperSam currently
- recognises 6 different sample file formats. These are:
-
- 1) Audio Visual Research.
- This is the best format to use on Atari computers because it
- stores everything about the sample as well as the sample itself.
- It is by far the best supported sample format on the Atari.
- If you do not intend to use your samples on another system, like a
- PC or something, then stick with AVR. It's tried and tested.
- Files in this format have the extension .AVR, e.g. FRED.AVR
-
- 2) Sun/NeXT Audio Format.
- This is a file format used by the Sun and NeXT series of
- computers. Whilst it is a comprehensive format in most respects,
- one of its major drawbacks is that it does not store the marker
- positions, so if you save a sound in this format you will lose
- the mark positions when you reload it.
- Another drawback is that most samples in this format are in what's
- called a mu-law format. Your Falcon cannot play these files and
- SuperSam will complain if you try and load them. However SuperSam
- will load files containing 8 or 16 bit linear data.
- Files in this format have the extension .AU or .SND.
-
- 3) Amiga Interchange File Format.
- This sample format is very popular on Amiga computers. It stores
- all the sample information, but you cannot load or save either
- stereo or 16 bit samples in this format. There are two forms of
- this format, called VHDR and PARA. VHDR is the better of the two
- and stores all sample information. PARA is a cut down version used
- by (among other things) Protracker ST. PARA version does not save
- the sample frequency so SuperSam will probably not get the correct
- playback frequency with PARA files.
- File extensions are .IFF for VHDR files and .SPL for PARA files.
-
- 4) Microsoft RIFF-WAVE
- This format was designed by Microsoft for use with Windows on the
- PC. It stores all sample information except for the mark
- positions.
- File extension is .WAV.
-
- 5) Creative Voice
- This is another common PC sample format. It is very cumbersome and
- awkward to use and does not store mark positions. It cannot handle
- 16 bit or Stereo samples and does not store the sample rate
- exactly. Basically don't use it unless you have to.
- File extension is .VOC.
-
- 6) Raw data files
- These are sample files containing only the sample data and no
- playing information. If SuperSam cannot identify a sample format
- then it will assume it contains raw data only.
- Because these files don't have playback data you will have to set
- up the 8 bit/16 bit, mono/stereo and playback rate manually.
- File extension include .RAW, .SAM, .SND, .SPL.
-
- When the file loads if all goes well the display window will open
- ready for you to start editing. There are also two warnings that
- may appear. The first says:
- "Playback rate does not match available hardware frequencies" and
- then gives a frequency. This means that the sample was made at a
- frequency which the Falcon cannot play. SuperSam will then use the
- nearest frequency which is possible. This means the sample may
- sound too fast or too slow when you play it back. See Resample,
- below, to see how to correct this.
- The second warning occurs if the file contains 16 bit mono sound
- data. The Falcon cannot play 16 bit mono data and so to play this
- sample you must convert the data to 8 bit mono or 16 bit stereo.
- See below under Interpolate and the Convert controls for how to do
- this.
-
- Save:
- This selection saves the current edit buffer to disk using the
- current filename (as displayed at the top of the display window) in
- the current file format (as displayed in the display window
- information line). If a file with the same name is present on the
- disk already, then it will be overwritten.
-
- Save As:
- This option allows you to save the edit buffer to disk under a new
- name. Use the fileselector to enter the new filename then click
- okay to proceed or cancel to abort the operation.
-
- Import Block:
- This function looks in the GEM Clipboard directory (usually
- c:\clipbrd\ for sample data in the current format. If it finds
- some then it loads it into the clipboard buffer. (See Clipboard
- buttons, below).
-
- Export Block:
- This function does the reverse of above - it looks in the program
- clipboard and if it finds data there it saves it into the GEM
- clipboard directory in the current file format.
- This function combined with the preceding one allow you to cut
- and paste between different programs, for example between SAM and
- SuperSam. (No relation...)
-
- File Format:
- This allows you to change the current file format. It calls a
- dialog from which you click on the format you want to save things
- in. I firmly recommend that you stick with AVR format unless you
- are importing or exporting files from another computer system.
-
- Convert:
- This function allows you to convert a whole batch of samples from
- one format to another. Suppose you had a whole batch of .WAV
- samples you want to use in a program that will only load .AVR
- files. Select Convert... and a dialog appears. The source path is
- the location of the files you wish to convert, the dest. path is
- where you want the converted files saved and dest. format is the
- format you want them converted to. Suppose your WAV files are in
- F:\WAVFILES\ and you want them converted to AVR and stored in
- F:\AVRFILES\. Click on Source path. Use the fileselector to change
- directories to F:\WAVFILES\ and then type *.WAV into the filename
- slot to select all WAV files in the directory. Click Okay.
- Now click on Dest. Path. Use the fileselector to change the
- directory to F:\AVRFILES\. You do not need to add a filename.
- Click OKAY. Now click on Dest. Format. Select AVR from the dialog.
- Now click on OKAY and the program will convert the files.
- Note that in the Source Path you can use any file mask, *.WAV,
- *.*, SOUND??.* and so on to select files, or select a file to just
- convert one file. You can press Escape during the conversion to
- stop converting after the current file.
-
- Jukebox:
- The jukebox plays all the sound samples in a directory. Its use is
- very similar to convert, except that you only have to set the
- source path and then hit OKAY. Again, any file mask can be used,
- including ? and * wildcards. Pressing any key skips to the next
- sample, pressing Escape aborts playing altogether.
-
- Save Setup:
- This selection saves the current program configuration into a file
- called SUPERSAM.INF. This file is read when the program is run and
- used to set the defaults. Information saved includes the position
- and size of the windows, the dialog colour and fill, the default
- file load path, a default file save path for each file type and
- the current file format.
-
- Quit:
- Exit the program. Don't click it unless you really want to!
-
-
- 3.3 The Options Menu
- -----------------------
-
- This menu contains entries to set up the sound playback system and
- the program configuration.
-
- 8 Bit Sound and 16 Bit Sound:
- These options determine whether the data in the edit buffer is
- played as 8 bit data or 16 bit data. The currently active option
- is ticked. 16 bit data generally has higher quality than 8 bit
- data. Playing a sample in the wrong mode with result is a very
- hissy or corrupted sample.
-
- Mono Sound and Stereo Sound:
- These options determine whether the edit buffer data is
- interpreted as stereo data or mono data. The currently active
- option is ticked. Playing a mono sample in stereo mode results in
- the sound seeming twice as fast as it should be. Conversely play a
- stereo sample in mono mode makes it sound twice as slow as it
- should be.
-
- Speed:
- This option calls the dialog used to set the sample playback rate.
- Chose the frequency required and click on it or select cancel to
- abort the operation. If your sample sounds too slow, try using a
- higher frequency. If your sound sounds too fast, try using a lower
- frequency. All the frequencies are given in Hertz. 1 Hz is 1 cycle
- per second.
-
- Alerts:
- Whenever SuperSam thinks what you are trying to do could
- permanently corrupt your sample data it will pop up an Alert box
- asking you to confirm what you are trying to do. Some people find
- these annoying, so this option allows you to turn them on and off.
- If they are on then the option will be ticked.
-
- Dialog Colour:
- If you don't like the colour of the dialogs then select this
- option to change it. Select the colour and fill style you prefer
- from the dialog then select OKAY to install it.
-
- 3.4 The Help Menu
- -------------------
-
- This menu is part of the online help system. Simply choose the
- subject you want help with and the appropriate help page will
- appear. The HELP key on the keyboard is equivalent to selecting
- General from this menu. You can go from the selected page to the
- next page by click NEXT or by pressing RETURN. Go back a page by
- clicking PREVIOUS and exit the help system by clicking CANCEL or
- pressing RETURN on the last page.
-
- 3.5 The Sound Buttons
- -----------------------
-
- This section of the edit window is used for various sound
- functions.
-
- Play Once:
- This button simply plays the marked block through once. (see the
- Block section below for how to mark a block). Pressing SPACE on
- the keyboard also triggers this function.
-
- Stop:
- This button simply stops the sound system if it is currently
- playing. Pressing BACKSPACE on the keyboard is equivalent to
- clicking on STOP.
-
- Play Loop:
- This button also plays the sample, but in a slightly different
- way. First it plays from the beginning of the sample up to mark 1.
- Then it plays the marked block in a continuous loop. To stop
- playing, click STOP or press BACKSPACE.
-
- Compress:
- This function is designed to make big samples smaller. It does
- this by deleting every other piece of data in the edit buffer.
- This reduces the sample to half its former size. You will also
- need to half the playback frequency or the sample will sound twice
- as fast. Although you get a big reduction in sample size by using
- Compress, you also lose sound quality, so only use it if you have
- to.
-
- Interpolate:
- This function does the opposite of above. It inserts extra data
- between each piece of data in the edit buffer. This doubles the
- sample size but does increase the sound quality slightly. You will
- have to double the sample playback frequency to maintain the same
- apparent speed. Of course you will not get the same quality as you
- would have got by making the sample at the higher frequency.
- This function can be used to convert mono sample data into stereo
- data. For example if you load a sample and SuperSam warns you it
- is 16 bit mono the you need to convert it to stereo. You can't use
- the MONO <-> STEREO conversion button here because SuperSam won't
- let you change the mode to 16 bit mono. By clicking on Interpolate
- you create a fake extra channel, making the data playback
- correctly in 16 bit stereo mode - providing you don't change the
- sample frequency.
-
- 3.6 The Block Buttons
- -----------------------
-
- All of these buttons act only on the marked block of data in the
- edit buffer. To mark a block just click in the display window with
- the left button where you want the block to start and the right
- button where you want the block to end. The marked block will be
- displayed in reverse video - i.e. green on black instead of red on
- white.
- The only time a marked block is not reversed in the display is if
- it fills the entire display window.
-
- Zoom:
- Zoom in the display so that the marked block fills the display.
-
- Unzoom:
- Zoom out the display so that the whole sample is displayed.
-
- Keep:
- This function will delete all the sample data except for the block
- you have marked, i.e. it will keep the marked block and throw away
- the rest. For example if you have a sample of someone saying "I am
- Fred" and you mark "Fred" as a block, after clicking KEEP you will
- have only a sample saying "FRED".
-
- Delete:
- This function will delete the block you have marked and keep
- everything else, i.e. it keeps everything except the marked block.
- For example if you have a sample of "I am Fred" and mark "Fred" as
- a block, after clicking delete you will have only a sample saying
- "I am".
-
- Reverse:
- This function reverses the data in the marked block. This allows
- you to play things backwards. For example if you reverse a sample
- of "I am Fred" you will end up with something sounding roughly
- like "dreefhh eeeemmm eeeeeiiii"!
-
- Zero:
- This allows you to wipe a section of a sample. Mark the block then
- click Zero and the block is reduced to a silent flat line. E.g. if
- you have "I am Fred" and block mark "am", after hitting Zero you
- get "I Fred". Zero is usually used to get rid of unwanted
- clicks or glitches in a sample.
-
- Sign:
- This button signs or unsigns sample data. If you try and play
- unsigned data you will hear an incredibly noisy and hissy version
- of the sound, to correct it hit Sign.
-
- Save:
- This function saves the marked block to disk in the current
- format. Use the fileselector to choose the path and enter a
- filename.
-
- Fade In:
- This button fades in the sound in the marked block. This means it
- starts from zero volume at the beginning of the block and
- gradually increasing to maximum volume at the end of the block.
-
- Fade Out:
- The opposite of Fade in. It starts at maximum volume at the
- beginning of the block and gradually fades it out to zero volume
- by the end of the block.
-
- Vol Up:
- This is short for volume up. This button increases the volume of
- the sound in the marked block by 25%. Be careful of increasing the
- volume too far - you will get an effect called clipping which
- distorts the sound.
-
- Vol Down:
- The opposite of above. This button decreases the volume of the
- sound in the marked block by 25%. Note that as you decrease the
- volume of the sound you lose information, so if you lower the
- volume and then raise it again you lose some sound quality.
-
- Vol Max:
- This is a useful button which increases the volume of the marked
- block to the maximum possible without clipping occurring. Note
- that occasionally a single volume peak will prevent any increase
- in volume. If this is the case then you should locate the peak
- using zoom, block mark it and then either ZERO or VOL DOWN. You
- can now unzoom and VOL MAX the sample.
-
- Exchange: (stereo samples only)
- This function swaps the left and right stereo channels on stereo
- samples. Everything that was on the left speaker is now on the
- right and vice versa. In mono mode this button is greyed out and
- is not selectable.
-
- Pan L->R: (stereo samples only)
- This performs a fade out on the left channel followed by a fade in
- on the right stereo channel. The effect of this is to cause the
- sound to slide from the left speaker to the right speaker as you
- move through the block. In mono mode this button is greyed out and
- is not selectable.
-
- Pan R->L: (stereo samples only)
- This is the same as above except that it slides the sound from the
- right speaker to the left speaker.
-
- 3.7 The Clipboard Buttons
- ---------------------------
-
- These buttons control SuperSam's clipboard buffer. This buffer is
- used to store data so that you can cut bits out of the sound and
- stick them in elsewhere.
-
- Cut:
- This button copies the marked block into the clipboard buffer and
- then deletes the marked block. So if you had our "I am Fred"
- sample and marked "am" as a block, after using Cut you would have
- "I Fred" in the edit buffer and "am" in the clipboard buffer.
-
- Copy:
- This button just copies the marked block into the clipboard
- buffer. With the "I am Fred" sample, marking "am" and selecting
- Copy leaves you with "I am Fred" still in the edit buffer and "am"
- in the clipboard buffer.
-
- Load:
- This is the other way to get data into the clipboard buffer. (See
- also Import Block, above). This allows you to load a sample
- straight into the clipboard buffer ready to mix with the edit
- buffer. Note, SuperSam tends to assume you know what you are doing
- and does not check that the sample is the same type as the data in
- the edit buffer.
-
- Paste:
- This button allows you to insert the data from the clipboard into
- the edit buffer at the position marked by mark 1, the beginning of
- the block. For example if you had "I Fred" in the edit buffer and
- "am" in the clipboard buffer, positioning mark 1 just before Fred
- and clicking Paste would give you "I am Fred" in the edit buffer.
- This button is greyed out and not selectable if there is no data
- in the clipboard.
-
- Replace:
- This button allows you to replace the data in the marked block
- with the data in the clipboard. For example if you had "I am Fred"
- in the edit buffer and "Fred" in the clipboard, if you marked "am"
- as a block and hit Paste you would end up with "I Fred Fred" in
- the edit buffer.
- This button is greyed out and not selectable if there is no data
- in the clipboard.
-
- Overlay:
- This is used to mix the sound in the clipboard buffer with that in
- the edit buffer. For example if you had "oooooooooooo" in the edit
- buffer and "I am Fred" in the clipboard and used Overlay, you
- would get a "I am Fred" with "oooooooooooo" in the background in
- the edit buffer. Try it and see. It is usually a good idea to use
- Vol Max after using Overlay.
- This button is greyed out and not selectable if there is no data
- in the clipboard.
-
- Swap:
- This button swaps the data in the edit buffer with the data in the
- clipboard buffer. For example if you had "I am Fred" in the edit
- buffer and "I'm not Fred" in the clipboard buffer, after using
- Swap you would have "I'm not Fred" in the edit buffer and "I am
- Fred" in the edit buffer. This allows you to cut data into the
- clipboard and then edit it, although you should beware that any
- time you use Cut, Copy, Load or Import Block the clipboard
- buffer is changed.
- This button is greyed out and not selectable if there is no data
- in the clipboard.
-
- Clear:
- This button deletes all the data in the clipboard buffer, thus
- freeing the memory it used.
- This button is greyed out and not selectable if there is no data
- in the clipboard.
-
- 3.8 The Misc. Buttons
- ------------------------
-
- These are a few buttons which did not have an obvious heading.
- They control editing and sampling.
-
- Sample:
- This button changes the program mode from editing to sampling,
- i.e. recording sound from the MIC port. When you click this button
- the tools window changes from the editing tools to the sampling
- controls. See below for instructions on using the sampling
- controls.
-
- Resample:
- This button allows you to change the playback frequency of a
- sample without altering its apparent speed. Click the Resample
- button and a dialog appears with two sets of radio buttons and a
- couple of exit buttons. The top set is used to select the source
- frequency - i.e. the current playback frequency of the sample. If
- you select OTHER then you should type the frequency into the Other
- Frequency: box. The lower set of radio buttons is used to set the
- destination frequency - the frequency you want the sample to play
- back at. Again if you select OTHER you should enter the frequency
- into the Other Frequency box. Then click on RESAMPLE to change the
- frequency or CANCEL to abort.
-
- NOTE - When typing in a frequency that is less than 10000Hz, you
- must type leading zeros. Typing 6069 is equivalent to typing
- 60690, you must type 06069 to get 6069Hz.
-
- This function is very useful for samples imported from other
- systems. For example if you load a WAV file produced on a PC then
- the chances are you will get a message saying:
- "Sample frequency does not match available hardware frequencies.
- The frequency is 22050 Hz."
- Since the Falcon cannot play samples at 22050 Hz, you have to
- resample it to get the right speed. Click Resample. Select Other
- in the source frequency box and type in 22050. Select 24585 Hz in
- the lower box, the click resample. Change the playback frequency
- to 24585 Hz and you can now play the sample at the correct speed.
-
- Note that there is always a loss in sound quality when resampling,
- although generally changing to a higher frequency is less
- distorting than going to a lower frequency. Moving to a
- destination frequency that is an exact multiple of the source
- frequency will not cause quality loss.
-
- Both/Left/Right: (stereo samples only)
- This button controls the editing mode for stereo samples. When you
- click on it it cycles through Both, Left and Right modes, meaning
- edit both channels, the left channel only or the right channel
- only. This setting affects all operations except SIGN and SAVE and
- of course the Sound Buttons.
-
- 3.9 The Convert Buttons
- -------------------------
-
- MONO <-> STEREO:
- This button converts a mono sample into a stereo sample, or a
- stereo sample into a mono sample. Which conversion occurs depends
- on the current mode, if SuperSam is in mono mode, then it will
- convert the sample to stereo and change the mode to stereo. If
- SuperSam is in stereo mode it will convert the sample to mono and
- switch to Mono mode. Note that the Falcon cannot play 16 bit mono
- samples, so whilst you can convert a 16 bit stereo sample to 16
- bit mono, you will no longer be able to play it back as the sound
- system won't allow you to change to 16 bit mono.
- Also, as you cannot switch the program mode to 16 bit mono, it is
- not possible to use this function to convert 16 bit mono to 16 bit
- stereo.
-
- 8 Bit <-> 16 Bit:
- This button is similar to the previous one except that it converts
- between 8 bit and 16 bit samples.
- You should note that as SuperSam cannot be switched to 16 bit mono
- mode, in order to convert 8 bit mono to 16 bit stereo you need to
- convert to stereo first and then do the conversion to 16 bit.
- Similarly when converting 16 bit stereo to 8 bit mono you should
- convert to 8 bit first and then convert to mono.
-
- 3.10 The Playback Buttons
- ---------------------------
-
- These buttons duplicate the first 5 functions in the Options menu
- and both control and display the current playback mode.
-
- Mono/Stereo:
- This button toggles the playback mode between mono and stereo. As
- the hardware prevents 16 bit mono playback, it will not allow you
- to switch to mono if SuperSam is in 16 bit mode.
-
- 8 Bit/16 Bit:
- This button toggles the playback between 8 bit and 16 bit modes.
- As the hardware prevents 16 bit mono playback, if you change to 16
- bit mode, SuperSam will automatically change to Stereo mode.
-
- xxxxx Hz: (where xxxxx is a frequency value)
- This button displays the current playback frequency. Clicking on
- it calls the dialog box from which you can select a new playback
- frequency.
-
- Jukebox Mode:
- This is equivalent to selecting Jukebox... from the File menu.
-
- 3.11 Sampling
- ---------------
-
- Sampling is converting analogue sound into a digital form stored
- inside the computer. SuperSam has not been designed with sampling
- as a priority, but it is included for those who need it.
- To sample a sound, first select the frequency you wish to sample
- at. The higher the frequency, the larger the sample but the higher
- the quality. Then select switch the the mode you want, 8 bit mono,
- 8 bit stereo or 16 bit stereo. Normal settings for amateur
- sampling are 12 or 16 Khz and 8 bit mono. Then click SAMPLE, in
- the Misc... buttons section. The tools window will change to show
- the sampling controls. Also, any sound coming into the MIC socket
- at the rear of the machine can now be heard through the computer.
-
- You should now plug your sound source into the MIC socket at the
- rear of the computer. If you are sampling from a Hi-fi or cassette
- deck rather than a microphone, you should turn its volume down to
- zero before attaching it to prevent damage to the Falcon's input
- circuits.
-
- Now turn on the oscilloscope by clicking on DMA Oscilloscope. The
- oscilloscope shows the volume of the input. Increase the volume of
- your sound source until a clear wave shows, but do not increase it
- so far that the wave goes flat on the top or bottom - this means
- that clipping is occurring and your volume is too high. If you are
- using a microphone then you will probably need to increase the
- input gain to get a reasonable wave. Do this by clicking on the up
- arrows at the top of the left and right gain controls. If you find
- you are getting feedback from the computer's sound output then
- either turn its volume down or increase the left and right
- attenuation with the attenuation controls.
-
- When you are ready to begin recording, click start. The system
- will now record all the sound that comes in the MIC socket until
- either you run out of memory, or you press a mouse button to stop.
-
- Now click Return to go back to the editing controls.
-
- 4. Editing Techniques *********************************************
-
- This section is intended to help the user learn some useful
- techniques I have discovered in editing samples.
-
- 4.1 Sound Effects
- -------------------
-
- 1) Echo
- Adding an echo is fairly easy to do, using the clipboard overlay
- function. Load the sample you want to add an echo to into the edit
- buffer. Now block mark a small chunk of it, and copy it into the
- clipboard. Click Swap to edit the clipboard data, and then click
- Zero, and swap again. You now have a few seconds of silence in the
- clipboard. Add this to the beginning of the sample by clicking <--
- to move mark 1 to the beginning and then clicking Paste.
- Now make sure the marks are at the beginning and end of the sample
- and click Copy. Now you have a second copy of the sample in the
- clipboard. Hit Swap again to edit it. Block mark a small segment
- of the silent bit at the beginning, and hit Delete. If you want
- the echo to be quieter than the original, hit Vol Down until you
- are satisfied with the volume. Hit Swap again to return to the
- main buffer. Now click overlay. This adds the clipboard data to
- the edit buffer. Select Vol Max and then play the sample. Voila -
- one echo. This can of course be repeated to get multiple echoes.
-
- 2) Morphing
- Yes morphing is possible with sound too! Morphing with sound
- samples is a way of gradually turning one sample into another.
- The two sounds you want to morph must be of the same type and
- playback frequency, and ideally about the same length.
-
- Load in the first sample. Block mark the second half of the sample
- and then select fade out. Now change to AVR format and save the
- sample (AVR is used so that the block marks are preserved). Load
- in the second sample. Block mark a section at the beginning of the
- sample, roughly the same length as the fade out you made at the
- end of the first sample. Hit Fade In. Now change to AVR format,
- and then hit the BLOCK SAVE button, to save just the marked block.
- Call the sample FADEIN.AVR or something similar. Now hit Delete to
- remove the fade in from the current sample. Select BLOCK SAVE
- again to save the rest of the sample, call it REST.AVR.
- Now reload the first sample. The fade out section should still be
- marked. Hit Clipboard LOAD and load the file FADEIN.AVR into the
- clipboard. Now select Overlay to mix the fade in into the fade out
- on the original. Hit Vol Max. Now hit clipboard load and select
- REST.AVR. Position mark 1 as close to the end of the sample as you
- can, repeatedly zooming in on the sample end will help to do this.
- Then select Paste to add the rest of the second sample to the end
- of the first.
- Now hit Unzoom, and then <-- and --> to reset the marks to the
- beginning and end of the new sample. Press Play to hear the
- resulting morph.
-
- 4.2 Ripping Samples
- ---------------------
-
- This section is intended to help you to 'rip' samples used in
- other programs. Suppose you have a game or demo with some
- interesting sound effects which you think might be sound samples.
- here's how to find them and strip them out of the program file.
-
- First you must make sure the program is not packed, i.e. all the
- data in it is uncompressed. The easiest way to do this is to load
- it into the Mega Depacker program, which will decompress it if
- possible and allow you to save the uncompressed program.
-
- Now run SuperSam and click Open. Select the program file with the
- fileselector and SuperSam will load it as raw data. Change the
- playback frequency to about 12 Khz and make sure the mode is 8 bit
- mono. Click Play Once. You will hear a variety of buzzing, beeping
- and hissing as SuperSam plays data that is not sound data, but you
- will be able to hear any sounds that are present. If there doesn't
- seem to be any clear samples, change to 16 bit mode and try again.
- If you still can't hear any samples then you are out of luck.
-
- Otherwise you should be able to locate the section of the data
- which contains the samples. Mark this section and select Keep to
- remove all the other unwanted data. Now you must determine the
- correct playback frequency. Do this simply by increasing the
- frequency if the sounds are too slow, or decreasing it if they are
- too fast.
-
- Now you can save the samples in any form you like.
-
- Note that by careful editing in RAW 8 bit mono mode it is possible
- to replace samples in a game program with your own. Load the
- program in as RAW data as before and locate the samples you want
- to change. Note - you must not change the program mode from 8 bit
- mono! If you do then the program file format may be corrupted
- meaning you cannot run the program any more because SuperSam will
- automatically correct a stereo sample to an even length and a 16
- bit stereo sample to a length divisable by 4.
- Load the sample you wish to have in the program into the
- clipboard. Mark the sample you wish to replace in the edit buffer
- very carefully, then select replace. Make sure the program is in
- RAW mode and then save the file.
- The sample you replace it with must be of the same type, mode and
- playback frequency as the original and you must be very careful
- not to disturb the actual program data or the program will no
- longer run.
-
- It is possible to use this technique to change the voice of the
- Talking Clock.
-
- Remember that under UK law, whilst it is legal to modify programs
- for your own use it is _NOT_legal_ to distribute the modified
- program, UNLESS it is public domain software. Public domain is not
- the same as freeware - if the program has a copyright message
- anywhere in it you may not distribute an altered version without
- the express permission of the Copyright holder.
- YOU MAY NOT DISTRIBUTE AN ALTERED VERSION OF SUPERSAM!
-
- 4.3 Converting Other Formats
- ------------------------------
-
- Although at present SuperSam only knows 6 sample formats, it is
- possible to load others as RAW data. You will then have to find
- the correct playback speed and mode by trial and error - keep
- trying until it sounds right. You will also need to delete the
- header information at the beginning of the sample, or you may hear
- a click as it is interpreted as sound data. You will not be able
- to load compressed or mu-law samples in this way, but 8 and 16 bit
- linear samples can usually be loaded.
-
- 4.4 Correcting Bad Samples
- ----------------------------
-
- Correcting bad samples is not easy. However there are some ways to
- improve the sound.
-
- If your sample is very hissy, then this may be improved by
- resampling the data to a lower sample frequency as this cuts out a
- lot of higher frequencies. If your sound source tends to produce a
- lot of hiss then you can make better samples by sampling at a much
- higher frequency than you want (32 Khz rather than 12Khz) and then
- using resample to shift the playback frequency down. Another way
- is to use the graphic equaliser or tone control on your sound
- source to turn down the higher frequencies.
- If your source produces hiss or hum at the same volume regardless
- of the volume setting, you can minimise it by reducing the gain
- controls on the Sampling control panel to zero, and carefully
- increasing the volume on the source.
-
- If you have a stereo sample from a record or tape, you may find
- that there are in places clicks or scratches on either one channel
- or the other. You can remove these by selecting LEFT or RIGHT as
- the editing mode and then zooming right in on the click, block
- marking it and then using ZERO to wipe it. Don't use DELETE here
- or you will end up with the channels out of sync, which is good
- for a laugh occasionally, but not really very useful.
-
- 5 Program Notes ***************************************************
-
- 5.1 Why was SuperSam written?
- -------------------------------
-
- It came to my attention that there were no cheap sample editors
- suitable for amateur sound enthusiasts using the full power of the
- Falcon030. Whilst there are huge numbers of public domain and
- shareware direct-2-disk recording programs, these are great for
- creating samples and generally speaking extremely lacking in the
- editing samples department. There are Replay 16 and Clarity Falcon
- from Hisoft, but these sell at 80 and 100 pounds respectively and
- so are not really accessible to the poor students like me. So, I
- decided one boring winter afternoon that I could always write my
- own...
- 5 months and much work later, SuperSam is completed. Well, I say
- completed but actually it will probably never be complete as I
- keep adding more to it, but if I don't release it now I probably
- never will. And besides - I need the money!
-
- 5.2 Compatibility
- -------------------
-
- SuperSam was written on a Falcon030 running TOS 4.01, and so
- should be 100% compatible with any other Falcon with TOS 4.01. It
- has also been extensively tested on a Falcon030 with TOS 4.02 so
- that should be okay too. I have not been able to test the program
- under TOS 4.04 so although all the code is legal OS calls, because
- of radical changes in the sound subsystem between 4.01 and 4.04 I
- cannot guarentee that everything will work properly.
-
- SuperSam also runs happily under MultiTOS with MiNT version 1.04+.
- Although it is not really designed to be multitasked, it happily
- runs alongside any other programs that are MultiTOS friendly.
- However, there may be some conflict if you try and multitask
- SuperSam and another program that uses the DMA sound system. Even
- running two copies of SuperSam is not guarenteed to work. SuperSam
- will not happily coexist with SAM, the System Audio Manager, or
- other programs which assign samples to system events. This is due
- to the nature of the DMA sound system and is unavoidable. If you
- have problems, or functions don't seem to work, you should turn
- off any system event sounds and try again.
-
- SuperSam can run in virtual RAM (as provided by OUTSIDE or VRAM),
- with a slight problem. The DMA sound system cannot access virtual
- RAM, so you will be unable to play samples if SuperSam is set to
- run in virtual RAM. However you will be able to load and edit
- those HUGE samples you made by d2d recording with another program.
- I take no responsibility for the speed of SuperSam running with a
- large virtual RAM buffer - it can get _very_ slow. Improved
- virtual RAM support will be added in a later version.
- The correct settings for SUPERSAM.PRG to use virtual RAM are:
- Run in ST RAM,
- Malloc from alternative RAM.
-
- SuperSam requires a horizontal resolution of 640 pixels, and will
- not run in less. It looks at its best in 16 or more colours, with
- a vertical resolution of at least 400 pixels, but will run in
- less. SuperSam will not run on a computer without a 68030
- processor, DSP, 16 bit CODEC DMA sound and a DMA sound connection
- matrix. At present, the only computer with all these features is a
- Falcon030 so SuperSam will only run on a Falcon.
-
- 5.3 Version Revisions
- -----------------------
-
- 23/05/94 - v1.00 Exclusive ST Review version.
- 12/06/94 - v1.01 First freely distributable version.
-
- 5.4 In Future Versions
- ------------------------
-
- There are many things I intend to add to SuperSam in the future.
- Among these are:
-
- - Direct to Disk recording, playing, _and_ editing.
-
- - Improved Virtual RAM/Alternative FAST RAM support.
-
- - DSP sound effects
-
- - DSP Fast Fourier Transform
-
- - DSP frequency filtering
-
- 5.5 Credits
- -------------
-
- Credit where credit is due:
-
- Programming done in 68030 assembler by Daniel Hastings.
-
- Thanks to:
-
- Hisoft for Devpac-3 which made it painless.
-
- Daron Brewood for much testing, suggestions and general
- encouragement without which development would have ground to a
- halt months ago.
-
- Steve Taylor and Mark Baker for advice on GEM legal programming
- and how to get event_multi to check for either mouse button.
-
- Michael Fung for clarifying how the Falcon sound system works.
-
- Robert Cooper for help in deciphering the DMA sound interrupts.
-
- Bjork for the Debut album which made hours of programming much more
- enjoyable. (Okay, so it's a free ad for her... Wanna make
- something of it?)
-
- 5.6 Contact addresses
- ------------------------
-
- Postal letters should be sent to:
-
- Daniel Hastings,
- Aspenglow,
- Rectory Road,
- Alderbury,
- Salisbury,
- Wiltshire.
- SP5 3AD
- (ENGLAND)
-
- Please enclose an SAE or IRC if you want a fast reply.
-
- I can also be reached on many computer networks.
- InterNet is preferred if possible and is much more likely to get a
- fast response. My InterNet email address is:
-
- cs93dlh@dcs.ex.ac.uk
-
- I can also be reached through four BBS networks. Send netmail to
- the following addresses:
-
- TurboNet: 100:1011/0.6
- FidoNet : 2:440/108.6
- AtariNet: 51:502/100.6
- NeST : 90:102/140.6
-
- Its only fair to warn you that mail to these addresses may not be
- collected immediately.
-
- ********************END OF DOCUMENT********************************
-
-