‘TFSounds’ is a shareware. If you could enjoy this demo version, please register and pay $10.00 for shareware fee to unlock your copy. To register your copy, please use ‘Register’ application which comes with this copy. Also you could register by using on-line registration system. Please access to the <http://www.bekkoame.or.jp/~setorika/apli2.html>.
In addition to using ‘Register’ application, you can send cash or international money order to the mailing address which appears in ‘About T Factory’ dialog box from the apple menu after this software launches. Also please inform us your E-mail address by sending E-mail to the address which appears on the main screen of ‘TFSounds’. After we confirm your payment, we will send a password for your registration by E-mail you inform us.
Taro's Factory or distributors shall not be liable for any damages that result from the use or inability to use the software or related documentation, even if Taro's Factory has been advised of the possibility of such damages. This software is copyright by Taro's Factory, all rights reserved. It is distributed as shareware. You may examine this software without any charge and may distribute it freely to others, provided it is unmodified and this READ ME file is included. Distribution of this software is restricted without permission of Taro's Factory.
If you find any bugs or problems, please let us know by e-mail to the address which appears on the main screen of ‘TFSounds’. We are also looking foreword to have your comments.
OVERVIEW
By using ‘TFSounds’, you could modify and edit sound files, ‘AIFF’, ‘System7 sounds’ and ‘snd resource’ in applications which are standard sound file format for Mac. Also you could manipulate ‘WAVE’ sound file which is a standard sound file format for Windows. In addition, you could make, play and record your own music through QuickTime musical instruments. You could modify and edit your own recorded sounds. ‘TFSounds’ could not handle compression sound file.
- System requirement -
* Power Machintosh Only.
* System7 or later.
* Must be Capable to display 256 colors at 640 X 480 pixels.
* SoundLib must be installed.
* QuickTime 2.0 or later.
* 400k free space on hard disk.
* 8MB of free memory (depends on sound files size you manipulate. Please allocate 6~10 times of files size to RAM if you want to fully utilize ‘TFSounds’.
Some functions such as Echo are not effect for an extremely short sound data.
Basic issue for Sound Data.
#Sound bit number (8-bit or 16-bit sound)
Sound data are made up by enormous continuous digit numbers. Each digit number presents a movement length of a speaker corn. Actual procedure is different, but you can imagine that minus number means backward movement of a speaker corn, plus number means forward movement of a speaker corn. Lager the number is, lager the movement length of speaker corn is. A Maximum length of physical speaker corn movement is constant, no matter which procedure you use. But you can use alternative procedure to handle this movement of a speaker corn. This is as that physical length ‘1m’ could be described as ‘1m’ and ‘100cm’ alternatively. Regarding sound date, 2 methods are used to describe this speaker corn movement length, ‘8-bit’ and ‘16-bit’. In ‘8-bit’, you could describe the speaker corn movement length from ’-128’ to ‘127’. And from ‘-32,768’ to ‘32,767’ in ‘16-bit’ method. I want you to pay attention here that <‘127’ in ‘8-bit’ method and ‘32,767’ in ‘16-bit’ indicate the same physical speaker corn movement length>. The difference is that in ‘8-bit’ you describe all the speaker movement length by 256 numbers, and in ‘16-bit’ all length by 65,536 numbers. This means that you could describe the movement length in detail by using ‘16-bit’ method (this is called ‘high quality sounds’). But you need more memory for this ‘16-bit’ method. ‘TFSounds’ can handle both ‘8-bit’ and ‘16-bit’ sounds.
*khz (frequency)
Sound data are made up by enormous continuous digit numbers as explained above and a speaker corn moves back and forth according to digit numbers which comes out from a file each by each. This makes sound date to be heard. At this point, it is important how many digit numbers are handled per unit time. For example, 100 digit numbers or 200 digit numbers per second. This ratio is described by ‘khz’. ‘11,025’ and ‘22,050’ are common. Like sound bit, sound can be described in detail in ‘22,050’, but need more memory. ‘TFSounds’ can handle both ‘11,025’ and ‘22,050’ sounds.
How to use ‘TFSounds’
1. Operation screen
You operate all functions of ‘TFSounds’ through this screen above. Above half of the screen is for a manipulation of ‘AIFF’, ‘System7 sound’, ‘WAVE’ and ‘snd resource’. You can handle three sound dates at the same time (from the left, channel1, channel2 and channel3). Functions for channel1 and channel2 are quite same as each other, but functions for cahnnel3 are little different from chanel1 and channel2.
A file name and file type will appear on the top columns after you read sound file. Below these columns, sound data-wave for right channel, sound data-wave for left channel (if sound data for stereo) will appear. Below sound data-wave, you can see four columns, from the left, for stereo/mono, bit, khz and 1/100 second.
Sound data-wave is drawn by the data which are extracted from whole data, so sound data-wave does not indicate all data. This helps you to grasp the image of sound data.
Below four columns, there are three groups of function buttons for 3 channels. You can manipulate sound data you read by clicking these buttons. As explained above, channel1 and channel2 have same buttons but channel3. Each function for button are explained later.
The rest of the screen is for operations regarding to the QuickTime Instruments. You can play music by clicking keyboards. Clicking keyboard records the keyboard you clicked on the music score right to the keyboard.
Below the music score, there are buttons for manipulation of records you make. You can click buttons to proceed the operations.
2. Operations
These are explanation for functions of each button.
*For ‘AIFF’, ‘System7 sound’, ‘WAVE’ and ‘snd resource’.
This button is for reading sound data from files. After you click this button, standard get-file dialogue will appear. If you select an application from this get-file dialogue, list of snd resource will appear next. Select a snd resource you want to read. The channel3 does not have this function.
This button is for recording sound from microphone and CD. After you click this button, you can see a recording dialogue. You should switch a sound input device for microphone and CD through ‘Sound’ file which is included in ‘Control Panel’ folder of ‘System’ folder. You can record sound from CD only while you play CD. Time lengths you can record depends on the rest of the memory you allocate for “TSSounds’.
This button is for discarding data you read.
This button is for playing sound you read. This button is disable unless there is sound date. While you are playing sound, the color of the sound-wave will change. So you can check the sound date from the state of sound wave’s color change. Sound data-wave is drawn by the data which are extracted from whole data, so sound data-wave does not indicate all data exactly.
You can set the scope of sound you play by moving two knobs between right channel window and left channel window. According the scope you set sound data wave’s color shall change.
This button is for reversing sound you read. This function converts sound data, not backspins the sound data.
This button is for maximizing the sound volume without distortion. This converts sound date.
This button is for reduce the sound volume by half. This converts sound date.
This button makes the left sound date zero. This function is effective only for stereo sound. This does not convert stereo sound to mono. Converted sound data remains stereo. I will explain a good example for this function later.
This button makes the right sound date zero.
You can convert mono sound date to stereo sound data. This function works only for mono sound data.
You can convert stereo sound date to mono sound data. This function works only for stereo sound data.
This function gives your sound depth by adding a fading echo effect. You can set two parameters, delay and decline (amplitude factor) through the dialogue which appears when you click this button. This function does not work for extremely short sound.
This function adds partially one octave pitched-up and pitched-down sound to an original sound. When you click this button, the dialogue will appear. You set two two parameters, sway and original. This function does not work for extremely short sound.
Ramps the sound's relative amplitude from 0 to 1 over the left part out of the selected scope, and ramps the sound's relative amplitude from 1 to 0 over the right part out of the selected scope. You can set the scope by moving two knobs.
You can delete the sound out of the scope you set. You can set the scope by moving two knobs.
When clicking this button you will be presented with a dialog which displays the ten knobs which allow you to dynamically change the stereo position of a sound. In this procedure, sound data is divided into nine parts. Each knob represents the point of this division. Sound data between each knob are linearly procedure to make modified sound smooth. This function does not work for mono sound.
This button allows you to dynamically change the pitch of the sound. When you click this button, you will see the dialog which displays the ten knobs. By setting these ten knobs, you can manipulate pitch of the sound you read. In this procedure, sound data is divided into nine parts. Each knob represents the point of this division. Sound data between each knob are linearly procedure to make modified sound smooth. This function does not work for mono sound.
This function allows you to change the sample rate of a sound while not changing the way it sounds when played back. ‘11,025’ sound is converted to ‘22, 050’ sound and ‘22, 050’ sound is converted to ‘11,025’ sound.
This function allows you to restore the sound to its state just prior to the last undo-able operation (most operations are undo-able). The method behind this function involves saving the entire sound in the memory you allocate for ‘TSFSounds’. Then, when you click this button, the sound will revert to its state just before the last undo-able operation was performed.
You can make a copy of the sound of channel1 or channel2 onto the channel3 if there is no sound date on channel3. If sound date exists on channel3 already, you add the sound of channel1 or channel2 onto the sound of channel3. You can set the start point of added sound by moving the left knob for channel3. This function modifies bit number of both sounds but stereo/mono nor khz. You have to match stereo/mono and khz before use this function.
If you want combine two different sound as one for left channel and the other for right channel, first you read one sound on channel1, convert to stereo if the sound is mono, make left sound zero (don’t convert to mono), then you read another sound on channel2, convert to stereo if the sound is mono, make right sound zero (don’t convert to mono), and combine channel1 and channel2 on channel3.
This button is for saving the sound you edit. You can save your sound data as ‘AIFF’, ‘System7 sound’, ‘WAVE’ or ‘snd resource’ in an application. If you want to save your sound data as ‘snd resource’, you just exchange the snd resource you select. So you could not save the snd resource into an application which has no snd resources in it.
* This function is enable only for registered ‘TFSounds’.
* For QuickTime Instruments.
This button puts a note column forward. This makes a current column blank. A blank column makes no sound when you play notes.
This button puts a note column backward.
This button clears all notes you put on the score.
When you click this button, dialogue for instrument-select will appear. You select your favorite instrument from this dialogue.
When you click this button, dialogue for sound-length will appear. You select your favorite sound-length from this dialogue.
This button is for reading note data from files. After you click this button, standard get-file dialogue will appear. Try a sample we provide.
This button is for playing note. While you play note, you can not do anything, just listen.
When you click this button, note you put are played and recorded into channel3 simultaneously. This function is enable only when 1) your machine is capable of asynchronous recording, 2) sound input device for note sound is installed on your system. When this function doesn’t work, switch a sound input device from ‘sound’ control panel in System folder.
This button is for saving the note date you make. When you click this button, standard put-file dialogue will appear. Input your file name and save it. Instrument and sound length data are not saved. So After you read the file you save, please set these data again.
Other
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