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********************************************************************
SoundFX-Blast User's Guide
********************************************************************
User's Guide for SoundFX-Blast sound editor
by Silicon Shack
W.S. and L.J. Foletta
6/17/91
for use with the Sound Blaster card
by Creative Labs, Inc.
******************* NOTE *********************
You can get an illustrated, enhanced bound version
of this User's Guide by registering this shareware.
See the ORDER-SB.DOC for information.
******* NOTICE TO SHAREWARE DISKETTE BUYERS ********
Any fees you paid to a shareware vendor for
this set of programs was to compensate the
vendor for the expense of duplicating the
programs. You are not purchasing the programs
or registering them by payment of those fees.
******************************************************
*******************************************
* Copyright 1991 Silicon Shack, Ltd., *
* San Jose, CA All Rights Reserved *
*******************************************
SoundFX-Blast Page 1
SoundFX-Blast Sound Editor Files
Although the SoundFX-Blast program will run without a Sound Blaster
installed in your computer, you need that card (or a 100% compatible)
to hear sounds that you create or to record.
Silicon Shack manufactures a number of IBM-PC sound products.
See the file CATALOG.TXT included with this set of SoundFX-Blast
files. For the latest product information contact Silicon Shack at
(408) 446-4521 for a free product catalog with specs and prices.
The files below are included in SoundFX-Blast Version 1.03 Disk #1:
SFXBLAST.EXE The main SoundFX-Blast sound editor program.
SFXBLAST.COM This program loads the drivers and SFXBLAST.EXE program.
SFXBLAST.HLP The on-line help file for SoundFX-Blast.
INSTALL.TXT Information on installation of the program.
SETUP.BAT Used to change video drivers.
MANUAL1.DOC This file - a User's Guide for SoundFX-Blast.
ORDER-SB.DOC Registration/License/Ordering Information.
CATALOG.TXT Information on Sound Products.
VGARUN.COM These are drivers used by SoundFX-Blast.
EGARUN.COM
CGARUN.COM
MCGRUN.COM
HGARUN.COM
ATT6300.COM
ADHDR-SB.EXE Program to add a VOC header to any file.
CONVS-US.EXE Program to convert signed data to unsigned data.
YOU-GUYS.VOC Digitized sound sample.
Optional files Disk #2: SoundByte - Digitized sound samples.
BLOCKS2.VOC
CLOCK2.VOC
DIESEL1.VOC
DOOR2.VOC
GONG2SB.VOC
JAWHARP2.VOC
TOOT1.VOC
TOOT4.VOC
TRAIN2.VOC
******************************************************************
Key Features of SoundFX-Blast Editor
* Fast, Easy-To-Use Graphical User Interface
* Complete Set of Basic Editing Functions
* Advanced Editor Features - Like Mix and Oversampling
* Special Effects Functions - Like Echo, Filter, and Reverse
* Infinite Zoom and Vertical Display Scale Control
* Built-In Sound Generators - with Wide Frequency Range
* Floating Point Math for Low Distortion
* Adjustable Pitch Control
* Mouse or Keyboard Control
* Sound Level Meter
SoundFX-Blast Page 2
Guide Summary
About This Guide
This guide has information about SoundFX-Blast, one of a series of
Silicon Shack sound editors. Depending on your application and use
of SoundFX-Blast you may need to read one or more of these
chapters. The information in this guide is written for persons
beginning with little technical experience and understanding of
sound, electronics, or software.
For advanced use of the SoundFX-Blast, Programmer's Guides for
popular languages are available. These guides cover SoundFX-Blast
utilities and Sound Blaster interface details for integrating
sounds into custom software applications. Everyone should read
Chapter 1 of this guide, which covers the installation of the
SoundFX-Blast. The other chapters are optional reading, because
you may find that you can operate SoundFX-Blast by referring only
to the on-line menu help screens.
Chapter 1 - Installation of the SoundFX-Blast
This chapter covers the installation of SoundFX-Blaster software
for use with Sound Blaster, sound digitizing/playback card. This
chapter is written for beginning level computer users.
Chapter 2 - Introduction to Digital Sound
This chapter gives information about sound, sound terminology, and
digital sound starting at a nontechnical level.
Chapter 3 - Using SoundFX-Blast
This chapter introduces SoundFX-Blast features and describes how to
use them. This chapter covers general uses for business or
entertaining applications at low technical level.
Chapter 4 - Using Sound Blaster
This chapter details the use of the Sound Blaster in other software
or applications. Readers should have covered Chapter 3 or have
working experience in sound and music.
Chapter 5 - Troubleshooting
This chapter helps you determine the cause and cure for common
problems in the installation and use of SoundFX-Blast.
**** NOTE: ****
This version of SoundFX-Blast uses conventional memory for
editing. The maximum editing space will be up to about 350 KB
with DOS 5.0. This gives about 27 s to 82 s recording time.
The protected mode version of SoundFX has an upper limit
of 16 MB editing space and records and plays directly to disk
or diskette.
SoundFX-Blast Page 3
*******************************************************************
Installing SoundFX-Blast Chapter 1
*******************************************************************
Installing SoundFX-Blast Sound Editor - Before You Start
Please read this section thoroughly before you begin the actual
installation of the SoundFX-Blast software. We know you are eager
to get going and create and edit sounds on your IBM PC, so we will
be brief.
SoundFX-Blast Requirements
What You Need to Get Started:
1. An IBM-PC/XT/AT or compatible computer equipped with at least
one 5 1/2" 360 Kbyte floppy disk drive and 512 Kbytes of memory.
More memory is desirable, since you can record or play longer
files. Also a math coprocessor (8087, 80287, or 80387) is desirable
when using some of the sound modify and create functions (which
have time consuming math operations),
2. A graphic display card such as one of the following: IBM Color
Graphics Adapter (CGA), IBM Enhanced Graphics Adapter (EGA), IBM
Monochrome Graphics adapter (MCG), IBM VGA, Hercules Graphics
Hercules Graphics Adapter (HGA), or 100% compatibles,
3. PC/MS-DOS 2.10 or later disk operating system,
4. Sound Blaster (tm) Card - IBM-PC plug-in sound board (made by
Creative Labs), headphones, speakers or a stereo home sound system
with external or audio line connections, and
5. Microphones and cables.
SoundFX-Blast Page 4
Installing the SoundFX-Blast Software
SoundFX-Blast Program Files
What are the SoundFX-Blast Program Files?
The SoundFX-Blast Program files are those necessary to operate the
SoundFX-Blast sound editor.
The following programs and files must remain on your hard drive or
program diskette after installation:
SFXBLAST.COM
This program load the drivers and SFXBLAST.EXE program.
SFXBLAST.EXE
This is the main SoundFX-Blast program.
<display>.COM
The display driver for the active display. One of the drivers below.
What are the SoundFX-Blast System Files?
The SoundFX-Blast system files are those programs and
device drivers necessary to install SoundFX-Blast.
Most of these programs and files may be removed from your hard
drive after you completed testing of the installation:
* VGARUN.COM
* EGARUN.COM
* CGARUN.COM
* MCGRUN.COM
* HGARUN.COM
* ATT6300.COM
These are drivers used by SoundFX-Blast to operate your graphics
display. Only one of them is used when you run SoundFX-Blast.
The unused drivers can be removed if you know your display type.
* INSTALL.TXT
This is installation information. You can read it to guide the
installation of the system or you can just do a direct COPY *.*
from each diskette to the directory and drive of your choice. It
takes less than 1 MBytes of hard drive space for all files. You can
remove some of these files, as indicated, after you have checked
out the installation.
* SETUP.BAT
This is used to change video drivers if you change your display
after installing the SoundFX-Blast software. It just copies the
proper driver into SYNRUN.COM.
SYNRUN.COM
This is the driver used by SoundFX-Blast to operate your mouse and
graphics display. Do not remove this file from your hard drive.
SoundFX-Blast Page 5
What are the SoundFX-Blast Utilities Files?
The SoundFX-Blast Utilities files are those programs for optional
use with the SoundFX-Blast editor.
SFXBLAST.HLP
This is an optional on-line help text file used by SoundFX-Blast.
* ADHDR-SB.EXE
This is a program to add a header to any unsupported sound file (or
even non-sound file) so that the file can be loaded into the sound
editor. (Most non-sound files will sound like noise when played.)
If the file sounds like a real sound but is distorted, try converting
from unsigned to signed data.
* CONVS-US.EXE
This is a program to convert (signed 8 bit PCM sound) data files to
unsigned 8 bit PCM format or vice versa. Use before adding header.
SoundByte - Digitized Sound Samples
* <filename>.VOC
These are examples of sound files created or modified by the
SoundFX-Blast editor. They are in type 1 Sound Blaster file format.
Making Copies of the Program Diskettes
SoundFX-Blast Diskettes Backup Copies
The SoundFX-Blast software is not copy-protected, so you can make
backup or archive copies. We recommended that you make a backup
copy of all SoundFX-Blast files before continuing with the
installation process. Put a write protect tab on the original
SoundFX-Blast diskettes. If you know how to backup files, continue
to the next step. If you are not sure, see your DOS manual for the
operating system commands to copy a diskette using the "diskcopy"
command. Of course, you should store the backup diskettes in a
suitable place.
SoundFX-Blast Software Installation Process:
You will be prompted for the type of system and peripherals that
you are using. To install SoundFX-Blast on your computer follow
the steps below:
For a Floppy Based System:
1. Format a floppy diskette and copy onto it COMMAND.COM from your
MS-DOS system diskette. SoundFX-Blast will operate properly only
if COMMAND.COM is in the system path.
2. Copy the SoundFX-Blast files to the diskette:
COPY SFXBLAST.* A:
and copy the video driver used by your active display (see SETUP.BAT)
to the diskette.
SoundFX-Blast Page 6
3. At the prompt A> type:
SFXBLAST
and press Enter again to start the program.
For a Hard Drive Based System:
1. Insert the SoundFX-Blast files diskette into a diskette drive
(A: for example) and change to the directory where you want to load
then and type:
COPY A:*.*
and press Enter.
2. To run the program type SFXBLAST.
Manual Video Display Setup - SETUP.BAT
SETUP.BAT assists you to select the proper video driver and copys
it into a file named SYNRUN.COM. If your system hangs up when you
execute SFXBLAST, it is probably because the incorrect video driver
has been copied into the SYNRUN.COM file.
If you change the graphics video adapter in your system after
setting up SoundFX-Blast, be sure to rerun SETUP.BAT before
running SoundFX-Blast. If SYNRUN.COM is not present SoundFX-Blast
will try automatically to select the right video driver.
If you have a floppy drive system and change your graphics video
adapter, you must reload the proper video driver to the diskette.
*******************************************************************
Sound Blaster Card - Installation of the SoundFX-Blast Hardware
See the documents that came with the Sound Blaster package for
proper installation of the board. After you have verified the
proper operation of Sound Blaster card make a note of which port
jumper you selected (220 hex is the factory jumper setting).
The SoundFX-Blast is now installed and ready to run. If you just
want to have fun without going into the theory of digital audio, go
to Chapter 3 - Using SoundFX-Blast. If you want a technical
description of digital audio and the hardware, go on to Chapter 2 -
Introduction to Digital Sound.
SoundFX-Blast Page 7
*******************************************************************
Silicon Shack, Ltd. User License Agreement
*******************************************************************
The SoundFX-Blast programs and data files are not copy protected
for your ease of use - but they are copyrighted.
USER LICENSE AGREEMENT
Silicon Shack, Ltd., provides these SoundFX-Blast programs and data
files (SOFTWARE) and licenses their use. This Software is
protected by both United States Copyright Law and International
Treaty provisions. This SOFTWARE is licensed for use by you as
follows: SOFTWARE is a "shareware program" and is provided at no
charge to the user for evaluation. Feel free to share it with your
friends, but please do not give it away altered or as part of
another system. The essence of "user- supported" software is to
provide personal computer users with quality software without high
prices, and yet to provide incentive for programmers to continue to
develop new products. If you find this program useful and find
that you are using the SOFTWARE and continue to use SOFTWARE after
a reasonable trial period, you must make a registration payment of
$35 to Silicon Shack, Ltd. The $35 registration fee will license
one copy for use by the registered user. The registered user only
is entitled to technical support during the warranty period.
All copies made must include the original copyright notice. You
may not change, modify, or improve the program without prior
written consent of Silicon Shack, Ltd. You may transfer the
program and data files to another party if the other party agrees
to accept the terms and conditions of this Agreement and then your
license is automatically terminated. This license is terminated
if you fail to comply with any term or condition of this
Agreement. You agree upon termination to destroy the program and
data files together with all copies. This License is governed by
the laws of the State of California.
LIMITED WARRANTY
Silicon Shack, Ltd., warrants the physical diskettes and
documentation supplied to registered users to be free of defects in
materials and workmanship for a period of ninety (90) days from the
date of purchase. In the event of notification of defects of
materials or workmanship within the warranty period, Silicon
Shack, Ltd., will at its option, repair or replace the defective
diskette or documentation, or refund the purchase price of the
product at no charge. The entire remedy for breach of this
warranty shall be limited to the replacement of any SoundFX-Blast
diskette or document which does not meet the Limited Warranty and
is returned to Silicon Shack, Ltd., and shall not encompass any
other damages, including but not limited to loss of profit,
incidental, special, consequential, or other similar claims. This
warranty does not apply if the product has been damaged by
accident, abuse, misuse, or misapplication, or has been modified
without written permission of Silicon Shack, Ltd.
SoundFX-Blast Page 8
*******************************************************************
SILICON SHACK, LTD., SPECIFICALLY DISCLAIMS ALL OTHER WARRANTIES,
EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
WITH RESPECT TO DEFECTS IN THE SOUNDFX-BLAST DISKETTES AND
DOCUMENTATION, AND THE PROGRAM LICENSE GRANTED HEREIN IN
PARTICULAR, AND WITHOUT LIMITING USE OF THE PROGRAM LICENSE WITH
RESPECT TO ANY PARTICULAR APPLICATION. IN NO EVENT SHALL SILICON
SHACK, LTD., BE LIABLE FOR ANY LOSS OF PROFIT OR SAVINGS OR ANY
OTHER COMMERCIAL DAMAGE, INCLUDING BUT NOT LIMITED TO SPECIAL,
INCIDENTAL, CONSEQUENTIAL OR OTHER DAMAGES.
*******************************************************************
*******************************************************************
SuperSound, SoundFX, SoundFX-Jr, SoundFX-Blast, SoundFX-Vox,
SoundCard, SoundBytes, SoundJr, and TurboSound
are trademarks of Silicon Shack, Ltd.
All other product names are trademarks of their manufacturers.
*******************************************************************
SoundFX-Blast Page 9
*******************************************************************
Digital Sound Introduction to Digital Sound Chapter 2
*******************************************************************
This chapter is for those SuperSound users who may not be familiar
digital sound or sound terminology. The chapter will introduce you
to digital sound using the SuperSound System.
What is Sound?
Let's review some science that we were exposed to in school and
explore sound. Sound is simply the movement of air molecules as
detected by our ear drum. The air molecules are a mixture of
Oxygen, Nitrogen gas, with a small percentage of atoms of other
gases, unless you live in a smoggy area! These atoms are
submicroscopic and the ear is not sensitive enough to detect just
a few molecules striking the ear drum. However, there is a very
large number of molecules of air in the even the ear canal and so
the ear drum responds to the average bombardment of these many
molecules. If rate of molecular bombardment changes, our ear, by
auditory nerves, tells our brain of the change. Another name for
this rate of bombardment or vibration of gas molecules is pressure.
The ear then is a pressure detector.
When the air pressure around us changes, as while driving a car
quickly over dip or rise, we notice something in our ears. If the
change is large, as when an airplane descend quickly during
landing, we may feel discomfort in the ear. These are examples of
very slowly changing pressure as detected by the ear. These slow
changes in pressure are not usually referred to as sound but they
are very closely related. When the air pressure changes at a faster
rate such that it is heard we refer to that as sound. For most
people the lowest rate we can hear is about 20 pressure changes
per second. These pressure changes are also called a wave or
waveform. When the pressure is at the maximum it is called the
compress part of the waveform. The low pressure or minimum is
called the rarefaction part of the waveform.
A common naturally occurring wave is the sine wave. The sine wave
is described by three characteristics, amplitude, frequency, and
phase. The sine wave is symmetrical with a positive peak and a
negative peak and repeats with time. A repeating portion of a wave
of positive and negative peaks is called a cycle.
Waveform - Amplitude
Amplitude is the maximum change the pressure wave shows over the
period of the time it repeats. A low level sound or pressure wave
has a low amplitude and a loud sound wave has a large amplitude.
For example, a pin dropping on a table in front of you would
create a very low amplitude sound wave. A fire engine with
screaming siren passing you by in the street would create a very
high amplitude sound wave. These sound sources produce sound wave
amplitudes near the limits of human sound detection.
SoundFX-Blast Page 10
If the dropping pin were farther away you may not hear it and if
the siren were any closer it would be painful. The intensity of
sound is perceived by humans in a nearly logarithmic sensitivity.
The smallest ratio of sound amplitude change which we perceive
varies with the sound frequency and loudness. The common unit of
this ratio is the decibel or dB as given by:
dB ratio x dB = 20 Log10(Amplitude1/Amplitude2)
A ratio of two sound amplitudes of 10:1 gives 20 dB. For humans
the typical just-noticed-ratio is about 0.3 dB for pure tones and
about 3 dB for voice.
Waveform - Frequency
Frequency refers to the number of peaks of the pressure wave per
second of time or cycles per second. Pitch is the related musical
term for frequency. There is a nonlinear relationship between
pitch perception and frequency. Pitch is perceived in a
logarithmic difference of frequency. The difference seems the same
if the ratio of the frequencies is the same.
For example, if the ratio is 2:1 or an octave, the interval between
the two frequencies seem the same at low (98Hz/49Hz or G2/G1) or
high (3136Hz/1568Hz or G7/G6) frequencies. The just noticed
difference in two frequencies of sound varies with the frequency
and loudness. The average person senses frequency changes as low as
a 3% at 100 Hz and 0.5% at 2 KHz.
The engineering unit name for frequency or cycles per second is
Hertz (Hz). Sound Frequency Range - Sound as heard by humans has
range of frequencies from a low of 10 Hz to a high of 20 KHz (1000
Hertz = 1 KHz).
Examples of low frequency sound wave are the humming sounds you
hear from AC line operated equipment such as electric motors,
fluorescent lights, and stereo systems. The frequency of these
sounds is 60 Hz, the AC line frequency.
Examples of high frequency sounds, such as a shrill whistle or the
jingling noise from a set of keys, are at 10 to 15 KHz. Most of
what we hear has frequencies between these extremes and towards
the lower frequencies. Normal human voices have frequencies from
300 Hz to 3 KHz and primary components of Western music ranges
from 100 Hz to 5 KHz.
Waveform - Phase
Phase of a wave indicates the start or reference of the waveform.
Phase is measured in units of a complete cycle. Two engineering
phase units are degrees and radians. A complete cycle is 360
degrees as with the 360 degrees in a circle. If you turn in a
circle of 360 degrees, you will come back to the same point from
which you started.
SoundFX-Blast Page 11
Phase is important in sound heard by humans because our brain uses
phase, as sensed by our two ears, to determine the direction of a
sound source. If we cover up one ear completely so no sound
reaches it, we can not tell the direction of a sound source unless
we move our head. If we move our head, we will get direction
information from the perceived change in peak amplitude of the
sound wave.
If you listen, with both ears, to exactly the same sound waveform
coming from a set of three speakers placed around you, the sound
source would be perceived as surrounding you. If the sound
waveform from two speaker is changed only in phase from 0 to 360
degrees with respect to the third speaker, the sound source would
seem to move as the phase is changed.
Sound - Spectrum
Most sounds we hear each day are complex and comprised of a number
of sine waves of different amplitude, frequency, and phase all
combined together. The sine wave is a basic building block of all
sounds. A simple pure sine wave sound or tone contains only a
single frequency sine wave of constant amplitude.
A rich and full sound wave is one that has a number of harmonically
related sine waves added together and is considered pleasing in the
Western world. A harsh or discordant sound wave is one that has a
number of non-harmonically related sine waves added together and is
considered unpleasing.
Sound - Envelope
The envelope of a sound is another term is used to describe a
typical sound waveform which has changes in amplitude and
frequency components over time. If the peaks of each positive
pressure wave are traced and the peaks of each negative pressure
wave are traced, these two traces are called the envelope of the
complex waveform. The envelope indicates relative amplitudes or
loudness of the sound over time but gives no information about
frequency content.
In music names have been given to the different parts of the sound
wave envelope. The beginning of the envelope is the attack and
decay parts, the middle is the sustain, and the trailing part is
the release.
Each musical instrument has envelope time and amplitude values that
are characteristic of that instrument. We recognize these
instruments by their envelope and the quantity, relationship and
loudness of the sine wave sound components.
What is digital sound?
Digital sound refers to process by which analog sound or pressure
waves have been measured and converted to a digital value and then
reconstructed back to represent the original sound. The values
have distinct steps with binary weighting most commonly.
SoundFX-Blast Page 12
A finite time is needed to make each measurement or sample with
practical electronic equipment. The rate at which the samples are
made is called the Sampling Rate. The analog to digital
conversion process is called Quantization.
Reconstruction is the reverse sampling process which, fortunately,
recovers the original sound waveform from the samples based on a
simple rule developed by Nyquist. He was the first to prove that
these time samples can reconstruct the original waveform exactly,
if the sampling rate is at least two times the maximum frequency
component of the waveform. For example, if the maximum frequency is
3 KHz (the maximum telephone quality voice frequency), the sampling
rate must be 6 kilo samples per second or higher.
If the sampling rate is less than two times the maximum frequency
component, the reconstructed waveform will have added lower
frequency components or distortion. This distortion of the
reconstructed waveform is called Aliasing because the lower
frequency components are false, having not been in the original.
So a big advantage of digital sound is that it never degrades no
matter how many times it is played back. Digital sound does not
use a direct mechanical process to record or play the sound
waveforms so there is nothing to wear out. Of course, the
speakers used to reproduce the sounds are electromechanical
devices, but practically they do not wear out.
Other advantages of digital sound are increased signal to noise
ratio and dynamic range.
Signal to noise ratio (S/N) is the measure of the power or loudness
or the sound you want to hear compared to the loudness of the
background noise. The signal to noise ratio of a recording can be
only as good as the input to the sound system, which is usually a
high quality analog microphone (since digital microphones really do
not exist yet).
In a common analog sound system everything in the signal path after
microphone contributes to the quality of the reproduction by
increasing the noise level. Digital sound systems can be built
that add no noise at all over that from the microphone itself by
increasing the number of bits in each sample. Since the
microphone noise can be a reduced to a very low level, a digital
sound system can have a large range from the lowest sound level to
the highest. This range is called the Dynamic Range of the system.
The compact disc (CD) sound system is an example of a digital sound
system and has 16 bit samples. The Sound Blaster uses digital
sampling techniques like those used in a CD sound system.
However, the more limited memory storage in personal computer
requires a compromise of fewer bits in each sample. Like the
Apple Macintosh and Commodore Amiga, the Sound Blaster card uses a
8 bit sample.
SoundFX-Blast Page 13
___________________________________________________________________
How SoundFX-Blast Displays Sound
SoundFX-Blast displays a graph of mono sound representing the sound
pressure waveform as converted to a digital byte by the Sound
Blaster. When the graph has been expanded to maximum each sample
value is displayed (up to 600 samples with high resolution display
cards). When the graph is not at maximum expansion a regularly
spaced sample is taken from the file. If the average display mode
is selected the average of a number of file samples values is
displayed.
This graph of mono sound values indicates the loudness of the sound
in each channel. For example, if the graph is a straight line of
zero or near zero value, the sound is no sound or relative quiet.
If the graph shows full swings from maximum to minimum values, the
sound is a very loud sound and may be distorted. If the graph
displays a waveform between those two extremes, the sound output
will be at a more normal level.
As you will see when you look at some of the prerecorded sound
files or your own recordings, music sounds tend to fill the
display and be constant. Voice or many non-musical sound tend to
irregular periods of high and low level sound. After you have
seen a number of different sounds graphed you will known the
general nature of the sound displayed before it is played.
____________________________________________________________________
Sound Blaster - How Sound Blaster Captures Sound
The Sound Blaster card captures sound by taking a sample of the
sound at an instant of time over and over again and storing each
sample. The sound must be sampled at a rate determined from its
maximum frequency content.
This sound sampling process is somewhat like that used to make
movies. There the allusion of motion is created from a series of
samples or frames quickly flashed to the eye. For the human eye,
most motion in the movie scene appears smoothly reproduced when the
flashing rate is 24 frames per second. For the human ear, good
sound reproduction requires a much higher sampling rate, usually
greater than 6000 samples per second.
Sampling Sound
Sampling sound is the process of taking a piece of the sound
waveform, at regularly spaced time intervals, and saving it to
memory. This process is also referred to as digitizing when the
sample is stored in digital form. The names digital sound and
digital audio are applied when digitizing or sampling is used.
SoundFX-Blast Page 14
Sampling Sound - Aliasing
Aliasing in the sampling of sound is the effect that comes from not
taking enough samples of a quickly changing sound waveform. Sounds
that were at a high frequency get shifted down as false lower
frequency sounds. Aliasing does not occur if at least two samples
are taken per unit of time corresponding to the waveform period of
the highest sound frequency.
The maximum sound frequency allowed before aliasing is displayed as
a guide in the various dialog boxes in SoundFX-Blast. As a rule of
thumb, keep the actual sound frequencies below 50% of the displayed
maximum.
Sampling Sound - Quantization
Quantization of sound is the process of converting a continuous or
analog waveform to one with distinct steps or levels. The Sound
Blaster uses 256 levels like the Apple Macintosh and other personal
computer. A more common example of quantization occurs in
newspaper publishing. If you look closely at an ordinary 35mm
color photo print you will see a continuous range of colors and
brightness. This print could be called an analog print.
However, if you look closely at any picture or image in a newspaper
or magazine you will see something quite different. The image is
not continuous in color or brightness, but is a mixture of up to 3
or 4 different color dots of varying size. If it a black and white
image, there are only black dots of varying size. This print form
could be called a digital print because the image has distinct
steps of color and brightness. Before you examined it closely,
you may not have even noticed this printing process. The same is
true for quantization of sound, if the steps are small.
Sampling Sound - Clipping
Clipping is the effect that occurs when the signal amplitude in an
electronic circuit exceeds the range it was designed to handle.
Normally the clipping occurs first on the output of the signal
path. This effect causes the sound to be distorted greatly with
an added harshness or fuzziness. Clipping occurs in the Sound
Blaster when the amplified input exceeds the range of the digitizer
( 0 to 127 for the positive part of the waveform and 255 to 128
for the negative part). Clipping is visible in waveform graphs as
flat tops at 127 or bottoms at 128. A slight amount of clipping
of occasional peaks of sound is okay.
Sampling Sound - Dynamic Range
The allowable range of amplitude of the signal in an electronic
circuit is called the dynamic range. This range is bounded by
noise on the low level end and distortion and clipping on the high
level end. For 8 bit sound digitizing circuits this gives a
dynamic range of 0 to 255 or 48 decibels (dB). This range is less
that the human ear's range of 120 dB, but it is fine for most
application. Higher bits of resolution would require more storage
space also.
SoundFX-Blast Page 15
*******************************************************************
Using SoundFX-Blast Chapter 3
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About SoundFX-Blast
SoundFX-Blast is a full feature graphical mono sound editor for use
with the Sound Blaster by Creative Labs. Sound Blaster is a
plug-in card used to add digital audio to the IBM PC family of
computers. With this Silicon Shack SoundFX-Blast editor and Sound
Blaster you can record, create, edit, modify, play, and store
sounds. There is no limit to the type of sounds you can capture,
create or play. You can record music, voice, and other natural
sounds. The sound fidelity is under your control. You can use the
editing and modifying features to add special effects to a
recording.
Using SoundFX-Blast
Before You Start
You may want to make available a supply of formatted floppy
diskettes, after you have installed the SoundFX-Blast System. You
will need these diskettes to store your recording, if you are using
a floppy based system. If you are recording many files on a hard
disk system, use these floppies to keep from filling your hard
disk.
Starting on Floppy Drive System
Starting SoundFX-Blast
You can run SoundFX-Blast from a floppy or a hard disk. After you
have completed the installation covered in Chapter 1, follow the
steps below.
For a Floppy Based System:
Insert the backup SoundFX-Blast Program Diskette in drive A and
change the default drive to A by typing:
A:
and press the Enter key.
Starting on Hard Drive System - For a Hard Disk System: Change to
the directory that contains the SoundFX-Blast files. Then for
either system continue by typing:
SFXBLAST
and press the Enter key.
The SoundFX-Blast screen will appear shortly after a check of your
system is made to determine the speed of your computer and
available memory.
SoundFX-Blast Page 16
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Mouse Input
You can operate SoundFX-Blast from the keyboard or with a mouse.
If you have installed a mouse, a pointer will appear in the
SoundFX-Blast screen. Use this pointer to control and operate the
program. The program controls and functions are in pull-down
menus, at the top of the SoundFX-Blast screen. Placing the mouse
pointer at the Menu Bar will cause a menu to expand down.
While in the menus the mouse buttons are set up so that:
Left Button = Select or Enter
Middle Button = Escape
Right Button = Escape
Also, a fast double click of the Left button will cause a select
and enter command where it is required. If your mouse has only
two buttons, they are set so that:
Left Button = Select or Enter
Right Button = Escape
Selecting an item from the pull down menus will cause a dialog box
to appear. While in the dialog boxes press any mouse button to
select or enter an item.
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Keyboard Inputs
Note: While you can use the keyborad for operation of SoundFX-Blast
the graphical user interface of the editor has been optimized for
mouse control. It is strongly suggested that you try the program
using a mouse to see the real power and speed of the sound editor.
If you are using the keyboard, press the Escape key to view the
pull down menus. You select the control or operation by first
highlighting the menu item and then pressing the Enter key. Change
the highlighted item by using the keyboard cursor keys. To move up
or down within the menu, use the up or down cursor keys. To move
along the menu bar, use the left or right cursor keys. Press the
Escape key to leave a menu or dialog box with no changes. Press
the Enter key to store any changes and leave a dialog box or menu.
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Your first recorded sounds! General Operation of SoundFX-Blast
Before you installed the SoundFX-Blast System, the only sounds you
heard from your computer were just beeps and simple tones. Now is
the time to record and hear your own voice, if you have a
microphone. If you are not using a microphone, skip to How to
Play a Record.
Go to the menu bar and pull down the Play/Record Menu.
Next select Monitor and press Enter or click the left mouse button.
SoundFX-Blast Page 17
Speak into your microphone and your voice will come out of
speakers. If you have any trouble, see the Troubleshooting Chapter.
Adjust your voice level or distance to the microphone for the best
sound. Let's go on to the next step.
Stop the Monitor Sounds mode by pressing any key. Pull the
Play/Record Menu down again and this time select Record Whole.
A Record Whole Dialog Box will appear showing the current settings.
You will use the default values for now.
Select the Start button and begin speaking (say your name, for
example), continuing while the recording process-in-progress
message and dialog box is visible.
Now pull the Play/Record Menu down and select the Playback Whole
item. From the Playback Whole Dialog Box select the Play Loop
button. You will hear what you just recorded. It will play in a
loop over and over until you press any key. Now you have
demonstrated a high-tech digital mono recorder with built-in
looping.
Okay, go up to the menu bar and pull down the Modify/Create Menu
and select Reverse Sounds.
The Reverse Sounds Dialog Box will appear. Select the Do Whole
button. A Process-In-Progress message will appear.
After the Process-In-Progress message disappears pull down the
Play/Record Menu and select the Playback Whole/Play Loop mode.
How does that sound? Practice saying what you hear. After you
think you have mimicked the reversed sounds, rerecord yourself
saying the sounds in reverse. Now select the Reverse Sounds
operation again and reverse what you recorded speaking in reverse.
Depending on how well you mimicked yourself in reverse, the
results will vary from something completely unintelligible, to
something sounding like you speaking with a strange accent.
Record your normal voice again. Go up to the menu bar and select
the Settings Menu. Select the Play/Record item.
Move the highlighting in the Play/Record Settings Dialog Box to the
box next to 12 KBytes/Sec and select it. Select the Continue
button.
Now play the recording. Your voice will sound higher pitched
because the Sampling Rate number was increased. Select the 5.5
KBytes/Sec box from the Play/Record Settings Dialog Box to reduce
the pitch of the recording.
You have just used a small sampling of the things you can do with
SoundFX-Blast. To get full use and enjoyment from all of the
features of the SoundFX-Blast System, be sure to read the rest of
this guide.
SoundFX-Blast Page 18
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SoundFX-Blast Basic Features
Pull Down Menus - SoundFX-Blast Menus
SoundFX-Blast is a menu driven program with pull-down menus and
pop-up dialog boxes for control and operation. You access all
menus from the menu bar at the top of the SoundFX-Blast screen.
SoundFX-Blast operates in a mono mode. Pressing the Escape
keyboard key or moving the mouse to the menu bar causes the menus
to pull down.
The menus available are:
File, Edit, Play/Record, Modify/Create, Settings, Help, and
SoundFX-Blast.
The File Menu lists file operations for getting and saving sound
files.
The Edit Menu lists sound editing operations that are similar to
those in a text editor.
The Play/Record Menu covers all playback and recording operations.
The Modify/Create Menu lists operations that modify or create a
sound recording. You use these operations similarly to the way you
use a graphic paint program to draw pictures.
The Settings Menu covers the settings of various operations and the
display.
The Help Menu lists the help topics on the use of SoundFX-Blast
and the Sound Blaster card.
The SoundFX-Blast Menu item gives information about SoundFX-Blast
such as version, serial number and registration. Use this
information when calling technical support.
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How to Record a New Sound File
Pull down the File Menu and select New File. The New File Dialog
Box will appear and warn you that memory will be cleared. Also the
filename will be reset to untitled. Use the Save As file operation
to name the file. This file name will show just below the top menu
bar. Pull down the Play/Record Menu list and select Record Whole.
The Record Whole Dialog Box will appear. The box will show the
current operating settings. If you want to change any item use
Play/Record from the Settings Menu.
SoundFX-Blast Page 19
How to Record Over an Existing Sound File
Pull down the File Menu and select Get File. You will see a
display of sound files in the current directory. To change the
current directory, select the Get File box and type in the new
path. You can use wildcards as in DOS. Select the file you want
to record over. This file will become the active sound file and
show in the graph windows. Recording conditions for that file
(obtained from the file header) will become the current settings.
If you want to record over the entire file with the same
conditions, just select Record Whole from the Play/Record Menu and
start the recording.
How to Play a Record
Pull down the Play/Record Menu and select Play Whole. You will see
a Play Whole Dialog Box appear with the current settings for
playing. See the Settings Menu Play/Record Settings Dialog Box
description to see how these setting are changed. Use the default
values for most applications. When you open an existing sound
file, recording values for that file replace the previous playback
settings.
How to Save a Sound File
Pull down the File Menu and select Save. This will save the active
sound file, using the current file name as shown. To save a sound
file under a name different from the current file name, select the
Save As option. You can then type in another file name. The
record settings used in the Record Whole (or the default values if
Record Whole was never used) operation are saved in the file
header, even if you may have changed the playback settings.
How to Get a Sound File
Pull down the File Menu and select Get File. You will see a
display of sound files in the default directory. To change the
default directory, select the Get File Box and type in the new
path. Select the file you want to open. This file becomes the
active sound file displayed in the Waveform Windows. The
recording settings of this file will replace the previous playback
values. Click on the file data box to type a file name or
directory path. Press the Home key to access the data box if you
are not using a mouse.
How to Loopback a Sound
Pull down the Play/Record Menu and select Play Whole or Play Block.
From the dialog box select Play Loop. The active sound file will
play and loopback. The loopback play will continue until you
press a key. To adjust the loopback position in the sound file,
see the sections on waveform marking or selection.
SoundFX-Blast Page 20
How to Zoom or View Part of the Sound Record
Adjust the left cursor position by selecting and dragging it with
the mouse. Without a mouse installed you use the F3/F4 keys and
cursor control keys. See the section on cursor control in editing
for more detail. Once you position the two cursors or marks,
click on the Zoom In Button (press the + key if no mouse is
installed) to zoom in to the portion of the sound file between the
cursor or mark positions.
Select the Scroll Bar, between the left/right channel displays, and
move the mouse to scroll the display. Press the F2 key and use
the cursor keys if no mouse is installed. The waveform position
get updated after release of the Scroll Bar. The Waveform Window
display scale is not changed by scrolling.
Sound Level
You can determine the average input sound level by selecting Sound
Level from the Play/Record Menu. The Sound Level mode shows the
average level of the sound signal into the Sound Blaster by a bar
graph for each channel.
You can adjust the volume controls or sound levels for each channel
to obtain the largest level without clipping. Higher levels give
good sound quality. Too low of a level produces noise in your
recording.
Waveform Windows - Cursors
There are different kinds of cursors used in SoundFX-Blast. One is
the control Arrow Cursor that appears only if you have installed a
mouse as a pointer. You position the Arrow Cursor over the item
you want selected. The Arrow Cursor changes to a Highlighted Bar
in the menus. When you press the left mouse button, a highlighted
item is selected. If you are not using a mouse, then use the cursor
keys to move the Highlighted Bar or blinking Cursor Bar.
Another kind of cursor is a Waveform Cursor. These cursors appear
as vertical lines in the sound Waveform Windows. These cursors
mark the positions within the files. You use these positions to
control various operations in playback, record, editing, and
special effects.
Waveform Marking or Selection
You use the Waveform Marks to fix the selected part of the active
sound file waveform while using the cursors to zoom into another
part. The marks are toggled on or off by selecting them. If no
mouse is installed use the F5 key for the left Waveform Mark and
the F6 key for the right Waveform Mark (both toggle on/off).
The Waveform Cursor and Mark locations are shown in the boxes at
the bottom of the SoundFX-Blast screen. The readout is in seconds
of time or Kbytes as controlled by the Display Settings Dialog Box.
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Waveform Record Length
The total length of the current sound waveform is shown in the
Record Length Box at the bottom of the SoundFX-Blast Window. The
length of the record is in units of time or Kbytes. This
information is useful in planning scripts and storage. The record
length is set in the Play/Record Setting Dialog Box accessed from
the Settings Menu. You can set the record length to as short as
600 bytes. The maximum length of a single editable record is
limited to the total amount of available memory.
Moving Around in the SoundFX-Blast Screen
You move around in the SoundFX-Blast screen as you do in most
graphic or paint programs. You can use both a mouse and the
keyboard. SoundFX-Blast is easy to use with either input method
once you read over the information.
Using the Mouse Cursor
If you have installed a mouse on your computer, SoundFX-Blast will
display an Arrow Cursor in the SoundFX-Blast screen. You can
freely move the Arrow anywhere on the screen. If the Arrow touches
the menu bar, the underlying menu will come down. An item in the
menu gets highlighted and replaces the Arrow.
Pressing the left mouse button will select the highlighted item.
If a dialog box appears from that selection, use the Arrow to
select the desired data or command box.
Pressing any mouse button while a dialog box will select the
highlighted command for execution. If the Arrow was touching a
data box, the box will now accept data. You enter data by typing
on the keyboard.
Selecting and Entering with the Mouse
You can use a double click to select and enter a highlighted item
while in the Save As or Get File Dialog Boxes and the Help menu. A
double click is two quick clicks of the left mouse button.
Marking and Selecting the Waveform with the Mouse
To mark parts of a waveform, place the arrow cursor over one of the
Waveform Cursors. Then press and hold the left mouse button. Drag
the arrow left or right to move the attached Waveform Cursor.
Magnifying the Waveform
To magnify or zoom in on the waveform, move the Waveform Cursors to
the desired portion of the sound waveform and select the Zoom-In
button at the bottom of the screen. The waveform will expand to
fill the Waveform Window. The left Waveform Cursor gets fixed at
left edge of the window. The right Waveform Cursor will expand to
the right unless the scale is 1:1.
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Scrolling the Waveform Window with the Mouse
To scroll a waveform through a magnified window, select the Scroll
Box between the left/right sound Waveform Windows. The waveform
will scroll in the window with the left or right motion of the
mouse. Release the Scroll Bar to view the new waveform position.
Using the Keyboard Cursor
You can use keyboard inputs for SoundFX-Blast if you prefer, even
if you have installed a mouse on your computer. Pressing the
Escape key will access the menu bar. The File Menu by default will
pull down, with the first item highlighted. You can change to
other items by pressing the up or down cursor keys. If you press
the left or right cursor keys you move to the other menus.
Pressing the Enter key will select any item that is highlighted.
If a dialog box appears from that selection, one of the data or
command boxes will show highlighted.
Pressing the Enter key again will select a highlighted command for
execution. If a data box was highlighted, that box will accept
data. The data is entered by typing on the keyboard.
Moving in the Waveform Window with the Keyboard
Press the F3 key to get into the Waveform Window and select the
left Waveform Cursor. Press the F4 key to select the right
Waveform Cursor. Use the keyboard cursor control keys to move the
Waveform Cursors in the window. Press the Escape key when you are
done, to release the Waveform Cursor.
Marking the Waveform with the Keyboard
Press the F3 key to select the left Waveform Cursor (F4 key for the
right Waveform Cursor). Press the left or right keyboard cursor
keys to move the cursor to the desired position. Press the F5 key
to toggle the left Waveform Mark on and off (F6 key for the right
Waveform Mark).
Magnifying the Waveform
To magnify the waveform or zoom in, press the + key. Press the -
key to shrink the waveform or zoom out. The waveform will expand
from the left waveform cursor location to fill the window.
Scrolling the Waveform Window with the Keyboard
To scroll a waveform through a magnified window, toggle the Scroll
Bar on by pressing the F2 key. Press the left/right keyboard
cursor keys to move the waveform in the window. Press Escape to
toggle the Scroll Bar off to view the new waveform position.
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SoundFX-Blast Page 23
*************** Description of Menus ******************
The File Menu
The File Menu lists commands used for SoundFX-Blast file
operations. Some of these items will prompt you for information
through a Dialog Box.
Save
To save the current sound waveform under its present name select
Save. If a file already exists with present file name, a warning
message is given. All the current settings for that waveform will
be save in the file header. The current sound waveform replaces
what ever was in the named file. Choose Save As and select an
unused file name if you do not want to write over the original
sound file.
Save As
To save the current sound waveform under a name different from its
present name select Save As. Then type the new file name in the
Save As Data Box. All the current settings for the active sound
waveform get saved in the new file header. No warning message is
given with Save As if an old file with the present name already
exists.
Get File
To open an old file select the Get File item. A Get File Dialog
Box will pop up listing the sound files in current directory.
Select and enter a sound file name from the list. This sound file
will load into the Waveform Windows and the playback/recording
conditions from its file header will replace the current settings.
New File
To open a new sound file select the New File item. A dialog box
will pop up warning you that the current sound memory will get
cleared. If you want to save the current sound waveform select
Cancel.
Quit to DOS
To exit the SoundFX-Blast program and return to DOS select Quit to
DOS. The Quit to DOS Dialog Box will appear. If you still want to
exit, select Yes, otherwise select No or Escape.
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SoundFX-Blast Page 24
The Play/Record Menu
Use this menu to access the play and recording operations in
SoundFX-Blast. Move the highlighting to the desired menu item.
Press the Enter key or left mouse button to select the item.
A Dialog Box will appear with addition information about the
selected operation.
Playback Whole
Select the Playback Whole Menu item to play the whole current sound
file once. The Playback Whole Dialog Box will appear. This box
will show the present parameter settings. If you want to change
any setting use the Settings Menu. See the Setting Menu
Play/Record Settings for details. When all settings are what you
want select Play Loop or Play Once to begin the playback. You can
escape the dialog box without a playback by selecting Cancel.
Playback Block
Select the Playback Block Menu item to play a part or all of the
current sound file. The playback begins in the file at the left
Waveform Cursor or Mark and ends or loops back at the right cursor
or mark position. Adjust the cursors or marks to play to desired
portion of the sound file.
Monitor Sounds
To put SoundFX-Blast into a real-time sound monitoring mode select
Monitor Sounds from the menu list. A Process-In-Progress message
will appear after selecting the Start button, showing that the
monitoring operation is in effect. The process will continue
until you press any key.
Sound Level
Use the Sound Level function to view a bar graph of the average
input sound level. You can use this level indication to adjust
the volume level controls or microphone locations.
Record Whole
To record into the whole current sound file select Record Whole
from the Play/Record Menu list. A Record Whole Dialog Box will
appear showing the present recording settings. If you want to
change any setting use the Settings Menu Play/Record Settings
item.
After you have finished with any changes come back to the Record
Whole Dialog Box and select Start to begin the recording. You can
escape the dialog box by selecting Cancel or by pressing the
Escape key. After selecting Start, a Recording-In-Progress message
will appear during the actual recording.
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Record Block
To record part of the current sound file (the portion between
Waveform Cursors or Marks) select Record Block from the
Play/Record Menu list. A Record Block Dialog Box will appear
showing the present recording settings. You can not change any
setting unless you use the Settings Menu Play/Record Settings item
and select Record Whole or New File.
The Record Block uses the base recording parameters stored in the
current file header and these values are set only with Record Whole
or New File. You can escape the Record Block Dialog Box by
selecting Cancel. After selecting Start a Recording-In-Progress
message will appear.
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The Edit Menu
Use the Edit Menu to access the sound file editing functions in
SoundFX-Blast. These functions are like those you may have used in
a text editor or paint program. Move the highlighting to desired
menu item. Press the Enter key or left mouse button to start the
operation. A dialog box will appear with addition information or
prompts aboutthat operation.
Clear Block
The Clear Block operation will set the marked section of the
current sound file waveform to zero. Use the Clear Block function
to create quiet periods or to selectively erase a sound file.
Delete Block
The Delete Block operation removes the marked section of the
waveform and discards it. Each time you Delete Block a section
the size of the current sound file is reduced by the size of the
deleted section. The Delete Block operation is like a cut and throw
away operation on magnetic recording tape. If you want to save the
marked section choose the Cut to Buffer Menu item instead.
Cut to Buffer
The Cut to Buffer operation removes the marked section of the
waveform and stores it in the temporary buffer. Only one
selection is held in the temporary buffer. Each new selection
replaces the last one. Each time you use Cut to Buffer the size of
the current sound file gets shortened by the size of the cut
section. The Cut to Buffer operation is like a cut and save
operation on magnetic recording tape. If you want to discard the
marked section choose the Delete Block Menu item instead.
SoundFX-Blast Page 26
Copy to Buffer
The Copy to Buffer operation moves a copy of the marked waveform in
the temporary buffer. The section marked in the current sound
waveform is not changed in any way. The copied section of the
waveform will stay in the buffer until you use the Copy to Buffer
or Cut to Buffer function again.
Replace from Buffer
Use the Replace from Buffer operation to paste a copy of the
temporary buffer into the sound file starting at the left Waveform
Cursor or Mark location. Any previous sounds between the starting
point and the length of the buffer contents will be loss. The
active sound file does not change in size by this operation unless
the replacement does not fit in between the left Waveform Cursor
or Mark and the end of the sound file.
Insert from Buffer
Use the Insert from Buffer operation to add into the current sound
file a copy of the buffer contents. The sound file is lengthened
by the size of the buffer contents if memory is available. The
insertion point is the left Waveform Cursor or Mark (if it is set
on) location.
Overlay from Buffer
The Overlay from Buffer operation mixes a copy of the temporary
buffer into the current sound file starting at the insertion
point. The insertion point is the left Waveform Cursor or Mark
location. The sound file is not increased in size by this
operation unless the buffer contents does not fit in between the
left Waveform Cursor or Mark and the end of the sound file.
Switch Channels
This function is available only with the stereo version of the
Sound Blaster (two channel digitizer card). Use the Switch
Channels function to swap the left channel sound to the right
channel and vice versa. This function is an automatic copy and
replace operation in the same time slot.
SoundFX-Blast Page 27
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Modify/Create Menu
The Modify/Create Menu is used to create or modify sound waveforms.
Modify/Create operations work on part or all of the current sound
file. If the Do Whole option is selected the entire sound file is
modified. Selecting Do Block modifies only the section between the
Waveform Marks (if they are set on) or the Waveform Cursors.
Modify Existing Sounds
These functions are used to modify an existing sound file. You can
use any number or combination of these modifying effects. All of
these modifying functions produce sound files that you can save in
the regular manner.
Filter Sounds
Use the Filter function to restrict or modify sound waveform
frequencies. This function uses advanced digital filtering
techniques and will work best on unclipped sound waveforms. The
Filter Sounds Dialog Box contains On/Off Switches and data boxes
for setting the filter corner frequencies.
Echo
The Echo function creates the effect of reverberation or repeated
sounds. Two echo constants are used to create different echo
effects.
The amplitude or loudness of each repeat of the sound is controlled
by the Damping Factor Data Box value. A damping factor of 20%
gives a slight echo that dies out quickly.
Delay Time. The Delay Time Data Box value set the time delay
between echoes.
Amplify/Attenuate
Use the Amplify function to scale a sound waveform up or down in
amplitude or loudness. The scale factor range is from 0.01 to
100.00 (or 0 to +/- 40 dB) and is set in the Amplify/Attenuate
Dialog Box.
Envelope
Use the Envelope function to adjust the loudness or amplitude of a
sound waveform file in an nonlinear way (similar to the way natural
sounds build or decay). Position the cursors or mark to section of
sound that you want to modify then set the loudness range. The
loudness changes in a linear-logarithmic way between three
Envelope Pins or points set in the current sound file. Set the
range of amplitude change with the Scale Factor in the Envelope
Dialog Box. The Scale Factor value will appear on the right edge
of the Waveform Window along with the three Envelope Pins on the
0 dB line.
SoundFX-Blast Page 28
The Pins are moved by selecting and dragging. If a Pin is dragged
up above the 0 dB line the sound file amplitude is increased. If
the Pin is dragged down below the 0 dB line the amplitude is
decreased. The center Pin can move left and right also.
Reverse Sounds
The Backwards function reverses the data in the current sound file.
This has the effect of reversing time in the recording. There is
no change of the sound wave amplitude with this function.
Create Sounds
Sounds are created with the Generator functions. These functions
create noise, simple tones, and complex multiple tones or FM
sounds. These Generator functions replace any sounds in the active
sound file starting at the left Waveform Mark or Cursor location.
The replacement sound effect ends at the right Waveform Mark or
Cursor. These functions are executed one at time. Each time they
are executed they replace what was in the current sound file.
Noise Generator
Select the Noise Generator to replace the marked section of the
waveform with random white or broadband noise. The Noise
Generator sound is like the noise that you hear between FM radio
stations with muting off. Use the Data Box in the Noise Generator
Dialog Box to set the amplitude of the noise. Use the Filter
function to produce pink or colored noise.
Tone Generator
The Tone Generator is used to create simple pure sine waves, square
waves, and triangle waves. Use the Tone Generator Dialog Box to
select the type of tone, the amplitude, frequency, and duty cycle.
The frequency range is 1 Hz to 20 KHZ. The duty cycle range 1 %
to 99 %.
AM Generator
Use the AM Generator function to create a sine wave with amplitude
modulation. The carrier frequency, the amplitude of the carrier,
and the percent of modulation are all set in the AM Generator
Dialog Box. AM sounds can range from beating tones to rising or
decaying tones.
FM Generator
The FM Generator function creates more complex sounds using a
frequency modulated sine wave. The carrier frequency, amplitude,
and deviation factor are set in the FM Generator Dialog Box. FM
sounds can range from a siren wail to ray gun zaps depending on
the settings.
SoundFX-Blast Page 29
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Settings Menu
Use the Settings Menu to view, change or save settings used in the
operation of SoundFX-Blast. You use these settings for recording,
playback, file operations, and display of sound files.
Display Settings
You use the Display Settings Dialog Box to control the Waveform
Window display. Select the Display Settings from the Settings
pull-down menu to open the dialog box. The box will show all the
current settings. Use the boxes in this dialog box to toggle the
settings for:
Display Vertical Scale: 1X, 2X, or 4X
Display Vertical Units: +/- Decimal or Average Envelope
Display Horizontal Units: Time in seconds or KBytes
A vertical scale of 1X gives a range of -128 to +128. A vertical
scale of 2X expands the display to a range of -64 to +64. A 4X
scale expands the display to a range of -32 to +32. The sampled
sound file waveform gets displayed when you set the vertical units
to +/- decimal. However, because of the finite horizontal
resolution of the display, not every file data point is displayed.
This causes an aliasing effect in the display for certain sound
waveforms.
Sampling Rate / Record Length
Select the Play/Record Settings Menu item to set the play and
record conditions. You can change the sampling rate for a
tradeoff of record size versus fidelity. Since the sampling rate
directly changes the sound playing time the seconds box is updated
when you change the sample rate. If you change the time the value
in the record length box is updated.
Sound Frequency/Memory Storage Tradeoffs
To set the sampling rate to common values used by other software
click or select the boxes for 12, 11, 7.5, or 5.5 KB/s. For
special effects use the data boxes to set either the desired
maximum sound frequency or sampling rate and type in the sample
rate in Ksamples/s.
Use the Record Length Data Box in the Play/Record Settings Dialog
Box to set sound file length. You can set the sound length in
units of time or bytes of memory. The sound file length in bytes
of memory does not change with rate changes, but the recording or
playback time does change.
SoundFX-Blast Page 30
Resample
Use the Resample operation to convert a sound file from one sample
rate to another. The Resample Dialog Box will display the file
header information for the current sound file.
Calibrate
You need to use the Calibrate function to correct SoundFX-Blast's
internal constants only after you make a computer speed change with
SoundFX-Blast running. You do not need to Calibrate if you have a
single speed computer.
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Help Menu
Use the Help Menu to get information on the operation and use of
SoundFX-Blast and the Sound Blaster without referring to this
guide. The Help topics are grouped by menu location and subject
matter.
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SoundFX-Blast
Use the About and Registration items to view information about the
version of the software and registration.
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Using SoundFX-Blast and Sound Blaster Chapter 4
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You can use the SoundFX-Blast editor and digitized sound for fun,
education, or business in many different applications. You can use
any sound file created by SoundFX-Blast or translated from other
software products that use 8 bit samples in ASCII format. There is
no limit to the use of digitized sound in software but it may take
a while to discover effective techniques for specific programs.
As covered in Chapter 2 - Introduction to Digital Sound, the
tradeoff of sound fidelity versus sound memory storage
requirements is one of the first items to consider in the design
of your application. This is important because generally computer
memory may always be valuable and should be conserved. The amount
of memory needed is:
x KBytes = Total recording time(sec) x Sample Rate(KB/sec)
where the sample rate must be at least two times the maximum sound
frequency you want to record. You should limit the maximum sound
frequency to minimize aliasing and to conserve memory. A sampling
rate of 11 KB/sec is good for general purposes using both voice and
simple music.
Additionally, as a sound application designer, you should consider
the following sound use factors:
1. Random access
2. Short bites of sound
3. Natural sounds
Random access is a unique property of computer stored files that
you can use to your advantage in applications. Most other forms
of stored sound information are linear. That is, the information
is read from beginning to end. It is difficult and time consuming
to select or find specific parts in a tape recording, for example.
The access time for most hard drives is much faster than for even
the CD ROM type of storage.
Random access allows the software user to customize the information
flow. You, as the software designer, can set the information or
sounds for requested play only. If the user does not need the
help sounds or information, they do not have to hear it play.
Sound information can be presented without annoying the user if
random access is optimized.
Although very long playing times are possible with a hard drive
based PC, you should use short bites of sound. The short bites
give you fast access to different sounds and better listener
focus. The short play segments give the user the more efficient
use of an application.
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The Sound Blaster card is capable of playing any type of sound but
its best use is with natural sounds. Natural sounds are those
which the application user would normally hear, like pleasant,
understandable digitized voices - not synthesized computer robot
voices, or like real animals and sounds of the countryside. Very
few quality natural sounds are available on low cost synthesizers.
A sound player program, PLAYSB.EXE, and example source code for C
and Quick Basic are included in the SoundFX-Blast Utilities files
you get if you register. (Unregistered users can use the sound
player that comes with the Sound Blaster card - Creative Labs.)
These programs will demonstrate how you use the Sound Blaster with
existing software. PLAYSB.EXE plays sound files created by
SoundFX-Blast. This program is small since it just plays a
sound file and does not have complex functions like editing or
creation that are part of SoundFX-Blast.
PLAYSB.EXE
The PLAYSB.EXE program is a simple stand-alone sound player that
you can use outside of SoundFX-Blast to play any SoundFX-Blast
sound file from the DOS command line. You start the program by
changing to the directory where the SoundFX-Blast utility programs
are located and typing:
PLAYSB <flag> <filename>
where <flag> tells the program how to play a sound file or list of
sound files created by SoundFX-Blast.
PLAYSB.INI
Each time PLAYSB.EXE is executed it looks for a calibration file,
PLAYSB.INI. If this file not found PLAYSB.EXE will create it based
on the current speed of your computer. If this file is found the
calibration process is bypassed in PLAYSB.EXE, which minimizes any
delay before a single sound file (or the first sound file in a
list) is played. If you change the speed of your computer after
the PLAYSB.INI file has been created at one speed you should delete
the old PLAYSB.INI.
Play once
You can play a file once if no flag is given, for example:
PLAYSB VOICE1.VOC
plays the VOICE1.VOC sound file once and terminates.
Play in Loop - /L Flag
You can play the sound file in a loop if you give a /L flag to the
play program. For example:
PLAYSB /L ECHO1.VOC
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The ECHO1.VOC file will play in a loop until you press a keyboard
key. The file extension of VOC must be present.
Play a Map File List - /M Flag
You can play the list of sound files in a map file if you give a /M
flag to the play program. For example:
PLAYSB /M TEST.MAP
will play the list of sound files defined in the list of files in
TEST.MAP. The general format of this sound file list is detailed
below.
You can define up to 5 sound files for each keyboard key sequence,
and the maximum number of sets of key sequences is 100 per map
file. The sound file list can not have more than 80 characters per
line and the group of files on a line must end with a semicolon
(;).
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The general format of the map file is:
comments
comments
;keys file names
!CONTinuous Play (or !SINGLE Play)
!FIXed length characters(or !VARied length characters or !SCAN
codes) <keys> <filename #1><filename #2 >... <filename #5>; <keys>
<filename> ... ; comments
.
.
<keys> <filename>;
where 'comments' is any text on the lines before the first '!' and
after a semicolon following the file name (any comments will be
ignored).
The keywords in the first line beginning with an exclamation mark
are:
!CONT tells the player to go into the continuous play mode after
it takes control. That is, it will continue to translate key
strokes to sound files until it is toggled off. This action is
used only by the Programmer's Libraries but the keyword must be
included in the file at the location indicated.
!SINGLE tells player to play a single sound file set and toggle
off after the first set of key strokes is matched in the map file.
This action is used only by the Programmer's Libraries but the
keyword must be included in the file at the location indicated.
The keywords in the second line are:
!FIX is used to if all keystroke sequences are the same length. A
carriage return is not needed to end the fixed length keystrokes
sequence.
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!VAR is used for variable keystroke sequences with a carriage
return to signal the end of the sequence.
!SCAN is used to indicate that the keystroke definitions are in
IBM key scan code form.
The key-to-sound-file map is defined by:
<keys> denotes the keyboard key or key sequence (Maximum of 16 key
strokes per definition).
<filename> is the sound filename (maximum of 5 filenames per key
sequence).
The same sound file may be played by more than one keyboard key.
That is, the same sound can be part of a number of key or map
definitions.
For example:
Example - ASCII map file named TEST1.MAP:
!SINGLE ;single play
!FIXED ;keystroke sequence same length, no return needed a
A.VOC ; the 'a' sound
b B.VOC ; the 'b' sound
1 1.VOC 2.VOC ; the '1' sound then the '2' sound
When this map file, TEST1.MAP is played by the command:
PLAYSB /M TEST1.MAP
You will hear 'a', 'b', '1', '2' assuming the corresponding sound
files exist and are in the same directory as the player.
PLAYERR.TXT
PLAYSB.EXE will create an error file, PLAYERR.TXT, if it has any
problem in finding or playing a sound file.
If you having a hardware problem contact Creative Labs technical
support for assistance.
If you believe that are having a problem related to Silicon Shack's
software or would like to registered user, contact us for technical
support.
Notice: Silicon Shack, Ltd. reserves the right to make changes or
improvements in the products decribed in this guide at any time and
without notice.
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* *
* SoundFX-Blast User's Guide 9/3/91 *
* Copyright 1991 Silicon Shack, Ltd., *
* San Jose, CA All Rights Reserved *
* *
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