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- WaveEdit 2.50 help.
- -------------------
-
- Ok, this file should enable you to start using WaveEdit, but it is fairly
- brief. So, if you find any features which are not described here, write a few
- lines about them, and you will end up with a really good help-file! :-)
-
- WaveEdit is used to generate and edit samples, and to sample them with the
- sampler built in 'Egebladet'.
- When you've started it, click menu on the icon. The interesting thing here
- is 'Create', which will enable you to enter the length of the sample you wish
- to draw/generate/sample. The other way is to load a file by dragging it to
- the icon.
-
- Files loaded by WaveEdit:
- &FFD (Data) WaveEdit's format. The data is logarithmic and there is no
- other information in them.
- You can double-click on a Data file while WaveEdit is running
- to have it loaded and played once.
- &FFF (Text) Textfiles containing information about loops etc. They are used
- for exchanging information with Mascom2 (my musicprogram), but
- you can use them for storing information about loops.
- Other types can be loaded, if you confirm the question asked. E.g. modules
- with samples in them.
-
- Using the editor.
- -----------------
-
- The large window displays the sample. The toolbox contains various tools.
- There are two main modes in the toolbox: Mark and Draw.
-
- Mark is used for marking an area of the sample. It is this area which will
- be affected by most other functions. It is also used for defining the loop.
- When in 'Mark' mode, the sample window will react like this:
- Select-click: No reaction.
- Select-drag: To mark an area.
- Select-doubleclick: To place the cursor (see below).
- Adjust-click: Adjust the marked area.
- Adjust-drag: No reaction (yet).
- Adjust-doubleclick: No reaction.
-
- Draw is used 1 or 2 times until you find out that it is virtually impossible
- to draw a useful sound. Usually it is used for correcting the sample for minor
- faults (e.g. a scratch in the record, a single distorted peak etc.).
- Draw by dragging Select in the window. The close values will gradually
- approach the mouse position. By adjusting the number in the toolbox, you can
- specify how many values are actually 'close'.
-
- The rest of the toolbox are the actual tools:
- 'Dots', 'Amp', 'Line' and 'Full' is 4 different ways of displaying the
- sample. 'Full' will always draw all the bytes, and is therefore slow at low
- zoom-factors.
- 'In' and 'Out' is used to zoom.
- When clicking 'Start' or 'End', the window will scroll to the start or end
- of the marked area.
- The arrows beside these will adjust the area 1 byte at a time.
- The note to the left will play the sound until you release Select.
- The note with the dark grey area will only play the marked part.
- The small button with the 'L' will, if you have specified a loop, play the
- loop indefinitly. You can alter the loop while it is playing, to get a good
- one. Stop it by clicking 'L' again.
- Loop/No loop turns the looping on and off.
-
- The menu.
- ---------
-
- 'About' contains a submenu, with information about the sample and the marked
- area. Please note, that the frequency displayed in the 'Marked' window has got
- nothing to do with the sample frequency, which WaveEdit knows nothing about.
- It is the frequency which the tone will have if the marked area contains one
- wave and is looped. This can be used for hitting the right frequency when
- looping.
-
- 'Save' is used for saving of course.
-
- 'Save loop' will be accessible when the sound isn't called '<Untitled>' for
- technical reasons. is saves the afore-mentioned Mascom control file, which you
- can use to store loops.
-
- 'Make module' will generate a module, which can be used to play the sound
- with the normal 'Sound_...' SWIs (or SOUND from Basic). You can specify whether
- some of the parametres should be held constant. This is useful if the sound
- is going to replace the system beep.
- Loops are not implemented in the module yet.
- Drag the module-icon to a filer-window to generate the module.
-
- 'Marked' leads to a menu which will be described later.
-
- 'Sample' leads to a window whwre you can sample sounds.
- The 'Trigger' is a level which the sampler will wait for, before it starts
- sampling. Don't set this too high if you can't supply a full signal. The
- sampler will _wait_, forever if neccessary.
- While it is waiting, the screen colour changes according to the input. When
- The trigger level is exceeded, the colour freezes.
- All DMA and interrupts are suspended while sampling, to get the best quality.
-
- 'Bypass' will activate the bypass-function. It is stopped by moving the
- mouse, so don't. It will continuously feed the input from the sampler directly
- to the sound output after a short delay. The frequency will be the same as
- set in the sample window. Bypass is very useful if you want to make good
- samples. You can hear how it is going to sound, and adjust your filters
- accordingly.
-
- 'Resample' will open the resample-window and the keyboard. To resample a
- sample means to extend or compress the sound as if it had been sampled at
- another frequency. It is a 'No Compromises' routine (i.e. slow), and the result
- is comparatively good. It uses 4th degree polynomials to estimate the missing
- values. The new frequency is entered in the window, or played on the keyboard.
- You play the tone you want to get when the resampled sound is played at the
- nominal 20.833 kHz (the o on the keyboard).
- It is used mainly for altering the frequency of sampled records, which is
- probably different to the rest of your samples.
- The polynomials are calculated 1 by 1 at _each_ byte using _floating_point_ in
- _Basic_, so it can take a while (several minutes). Check the parametres before
- you start it.
-
- 'Toolbox' will open or close the toolbox, and specify whether it is to be
- opened each time you load a sample.
-
- 'Keyboard' is the same for the keyboard.
- Select on the keyboard will play the sample at various frquencies, Adjust will
- only play the marked area. Tuning is used for fine-tuning the frequency before
- resampling.
-
- The 'Marked'-menu.
- ------------------
-
- Mark all will mark the entire sample.
- Clear will clear the marking.
- To start will move the start-mark to the start of the sample.
- To end moves the end-mark to the end of the sample.
- Save will save the marked area.
- Process will be described below.
- Cut out will delete everything _but_ the marked area.
- Repeat will make a copy of the marked area and mark both copies. 'Repeat'
- again afterwards will therefore result in 4 copies and so on.
- Delete will delete (remove) the marked area from the sample.
- Move will move the marked area to the cursor position.
- Copy will copy the marked area to the cursor position.
- PingPong is a special function for looping. It will copy the marked area
- twice, reverse the middle piece, and mark the 2 first pieces.
- The practical upshot of which is, that the loop will run
- alternately forwards and backwards. This is very useful for
- difficult loops.
-
- The 'Process' submenu contains various functions to process the marked area.
- Some of these are shaded, because they are not really in a useful state yet.
-
- The filters are off. They are partly converted to mc and doesn't work yet.
-
- The logical operations are simple:
- 'Silence' will put zeroes in the marked area.
-
- 'Reverse' will swap the byte-sequence.
-
- 'Straighten' will make a straight line between the start and the end level.
- This is mainly used for removing noise manually.
-
- 'De-offset' ought to be called 'De-Amiga'; it will calculate the DC-level
- of the marked area, and then subtract it. A non-zero DC-level causes audible
- clicks when played and is present in samplings from cheap Amiga samplers.
-
- 'Amplify' will amplify the sound by a number of dB. Due to the logarithmic
- nature of the Arc's D/A converters, amplification is nearly loss-free as long
- as it doesn't get distorted, of course.
-
- 'Maximise' is an easy way of amplifying. It will calculate how much
- amplification is needed to maximise the dynamic level without distorting.
- The limit is adjustable, even though I've only ever needed 100%.
-
- 'Fade in' will start amplifying by 'Start level' and end at 0. It will follow
- a linear or logarithmic curve.
-
- 'Fade out' is similar, only it starts at 0 and ends at 'Final level'.
-
- 'Antidust' was made for a specific purpose, but you may find it useful for
- removing wrong peaks. The sensitivity is specified in 'Dots' as this is
- usually the only thing one knows about them. All peaks which are less than the
- sensitivity will be replaced by an approximated value.
-
- The only modulation function is 'Amplitude', which will amplify by the
- specified curve.
-
- The only effect is 'Echo', which will generate echoes.
-
- Generate will generate various waves.
- 'Sine' makes a sine wave with a changing amplitude. The Start and End
- amplitude can be over 100% if required.
-
- 'Square' will make a square wave.
-
- 'Noise' will generate noise. The 'Quality' specifies different kinds of
- noise, 10000 is white and pink is about 6500.
-
- 'MoreNoise' will generate another kind of noise, which has a dominant
- frequency. The freqency can change from 'Init' to 'Final'.
-
- The 'Convert' menu is used for converting samples from a linear format.
-
- Load & Save
- -----------
-
- The preferred format of samples is Data-files, containing the logarithmic
- values for the VIDC. Information about loops etc. is stored in text-files
- of the following format:
-
- Fixed string : 'MascomCrew<10>'
- A number of blocks (always 1 in WaveEdit), consisting of LF terminated lines:
- sss... = The leafname of the sample
- xxxxxxxx = Start offset, as 8 hex digits. (Always 0 in WaveEdit)
- xxxxxxxx = As above, but this is the number of loops. (Always &FFFFFFFF
- in WaveEdit)
- xxxxxxxx = Start-offset of loop. Jumped to when the end is reached.
- xxxxxxxx = End-offset of loop (byte included).
- '@' = Means 'end-of-block'.
-
- WaveEdit uses the module 'WESound' for manipulating sounds. Refer to the docs
- on this module for more information.
-
- Thomas Olsson, Wed, 29 Sep 1993.
-