ZX Forum #04
19 ноября 1997
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world of sound Spectrum - chapter 7.1: Editor, Sound Effects SUPER SOUND.

<b>world of sound Spectrum</b> - chapter 7.1: Editor, Sound Effects SUPER SOUND.
      7.1 Sound Effects Editor

                SUPER SOUND


   Program SUPER SOUND v2.2 allows
select and customize to suit your needs
one of eleven different sound effects with subsequent discharge 
to a disk or tape, depending on the version. All files

unloaded SUPER SOUND'om are fully relocatable finished routines 
in machine code and can be called from both BASIC and assembly 
language. 

   SUPER SOUND works on all types of
Spectrum-compatible computers and musical co-processor 
(AY-3-8912) does not need. 

   The program is managed with the cursor and menu. The choice 
of functions performed by pointing the cursor to the 
appropriate item in the current window and pressing

"Fire". To control the cursor can be
use a Kempston joystick Sinklerdzhoystik or keyboard (the keys 
O, P, Q, A and SPACE - left, right, up, down and fire

respectively). All control devices
active simultaneously.

   The main menu contains twelve points. The first eleven - 
various effects, and the last (Info) - about program, the date 
of its creation and author. 


             7.1.1. Effects


   I will describe all the effects in turn. If you choose any 
of them before you will open a window with the current 
parameters of this effect and several official functions. In 
each of the eleven windows, there are three general functions: 
Main Menu - return to Main Menu, Play - Play the effect and 
Save - Record adjusted effect on magnetic media. The remaining 
functions vary from effect to effect. 

   Input Sound - sound input. This item
main menu allows you to enter into the memory
sound bites fed to the tape input of the computer and play
them at different speeds. In the window of this effect than the 
three standard functions of a few of its own: 

   Input Speed: XX - the input speed. Than
less than this setting, the better the quality of the input 
sound, the more memory it takes and the less number of times it 
can be accelerated. If you need the highest quality, the rate 
of input must be equal to 0, but then what you typed, you can 
play with either real fast or slow. 

   Play Speed: XX - playback speed. If the parameter of the 
item is equal to the parameter Input Speed, a sound clip 
reproduced with the real rate if it is smaller, the sound 
speeds up, but if he more - the sound is slowed down.


   Length: XXXXX - the length of the sound fragment.

   Reverse - reverse playback.
This item allows you to "flip" your
sound clip on its head, that is
play it at the end of the beginning. When the front of the item 
checked, this mode is enabled. 

   Input - input sound. If you choose this
paragraph immediately starts recording sound
memory. Therefore, before you do this, check your tape and 
cords, connecting it with the computer.



   Double Beep - a double BEEP. Title
this paragraph speaks for itself - it
analogue of the operator BASIC BEEP, but reproduces the two 
frequencies simultaneously. Frequency 1: XXX and Frequency 2: 
XXX - the first and second frequency. Duration: XXX - duration 
of effect. Items Main Menu, Play and Save described above.


   Exploding 1 - blast simulator 1. This
effect is a noise with a slowly varying frequency. Besides the 
three standard functions in this screen you will find the 
following: Frequency: XXX - initial frequency effect. Duration: 
XXX - duration of the sound one step frequency. Length: XXX - 
length effect. Group: XX - this option affect the sound 
slightly. Its value determines the address of the ROM, from 
which the data are taken to generate the noise. Increase - If 
you choose this option, it will change its name to Decrease 
(reduction). If you this will seem a little, and Once again you 
stop your choice on this paragraph, he again turned to Increase

(Increase). This item determines the direction of frequency 
offset noise. 

   Exploding 2 - blast simulator 2. This
effect is similar to the previous one, but the moments of 
change of frequency is much more noticeable. When editing this 
effect you can cause trouble only item Length: XXX - this is 
the length of the effect. Others (Frequency: XXX, Increase, Main

Menu, Play and Save) are completely analogous
the same as those described above.

   Volume FX - gromkostny effect. This is one of the main 
attractions program SUPER SOUND. This main menu lets you create 
effects from the varying the volume and even change

it during playback. Items Frequency: XXX, Duration: XXX and 
Length: XXX completely analogous to the same in the Exploding 
1. Item Volume: XX establishes the initial

volume effect.

   The following three points should be explained
detail. This is: FQ: Increase, DR: Increase
and VL: Decrease. These items determine the change in 
frequency, duration and volume respectively. They can take the 
values ​​Increase, Decrease and No change (increase, decrease, 
and unchanged). Please note that due to the organization of 
this effect, if you set the change volume, it is necessary to 
compensate for the frequency change in the opposite side. 
Otherwise, this frequency will be shifted. The last three of 
this effect standard (see above).


   Flowing 1 - a smooth effect 1. This effect is a smooth tone 
with varying frequency. All items in this box similar to the 
same in the Exploding 1, and therefore give only a list, 
without description: Frequency: XXX, Duration: XXX, Length: XXX,

Increase (Decrease), Main Menu, Play and
Save.

   Flowing 2 - smooth effect 2. This effect is more 
sophisticated than the previous one. Tone frequency at a given 
time consists of two components, which can vary independently 
of each other. In menu, these components are called Frequency

1: XXX and Frequency 2: XXX, and how they change in F1: <mode> 
and F2: <mode>, where <mode> The following values ​​are 
Increase, Decrease and No change (see above). Item Duration: 
XXX entirely similar to that in Exploding 1, and the Main Menu, 
Play and Save - standard.


   Cycle 1 - the effect of cyclic 1. This and
following effects are based on BEEP routine from ROM 
ZX-Spectrum. Cycle 1 is very similar in properties to the 
Flowing 1, but the timbre its sound is much different. Items 
Frequency: XXXX, Duration: XXXX, Increase (Decrease), Main 
Menu, Play and Save similar to the same in Flowing 1. Item

Quantity: XXX - determines the number of passes of the loop. It 
is similar to setting Length: XXX preceding effects. The last 
unknown item - Step: XXX. He defines step change in frequency.


   Cycle 2 - cycle effect 2. From Cycle 1
This effect differs only in that the frequency change is 
limited and the transition a certain threshold, its value 
becomes close to the original, which allows create some 
interesting options. All items of this effect is completely 
analogous to the same in Cycle 1. 

   Noise 1 - noise 1. This effect is a common noise. Items 
Frequency: XXX, Length: XXXX, Group: XX, Main Menu, Play and 
Save similar to the same in Exploding 1. Bounds - horse racing. 
If this click checkmark, then the noise becomes

like jumping.

   Noise 2 - Noise 2. This noise analog
Flowing 2, so that the descriptions of all items
This effect can be found in the Flowing 2.
The only exception is Group: XX, it
description is Exploding 1.


      7.1.2. Using Effects


   Now a little about using unloaded effects. Any of them can 
be loaded into memory by typing with the keyboard 

 LOAD "name" CODE addr tape
 and RANDOMIZE USR 15619: REM: LOAD "name" CODE addr disc

where the name - the name of the file on tape or disk, and
addr - the address where you want to get the effect. To run the 
downloaded effect, enter



   RANDOMIZE USR addr.


   Please note that files saved from the window Input Sound, as 
a rule, very large in size, so their

downloading, make sure that they are not blocked
System of RAM.


             7.1.3. Version


   There are several different versions
SUPER SOUNDa:


   1.0 - This is a trial version. She suffers from almost all 
the disadvantages that You can imagine, and it is better to 
nobody see.


   2.0 - The program significantly improved.
It contains a dynamic screen saver. This
version served as the basis for all subsequent ones.

   2.1 - Removed the splash screen, added to the control range 
in Cycle 1 and a new effect - Volume FX.


   2.2 - Improved design, Minor
errors in the routines play.


   Planned output version 3.0, which
will be an order of magnitude greater than its predecessors. 
Supposed to empower Information, Input Sound and Double Beep, 
add the compiler and the possibility of creating effects for 
the coprocessor, several new effects and useful features. 

   Version 1.0 exists only in cassette version. 2.0 and 2.1 - 
as in cassette and in the disk. Version 2.2 -

only in the disk. Version 3.0 will be calculated on the 
Spectrum 128K and on computers with less memory, some functions 
will not work. 






Other articles:

Help - Description of the shell of an electronic book "ZX-FORUM 4.

Secrets of Successful Design - Head for the book "Design your Programs

screen effects - Running a string of R-Type.

screen effects - clearing the screen of Zynaps.

screen effects - "minimize" the screen from Comando Tracer.

screen effects - smooth "decay" of the screen Sommando Tracer.

screen effects - changed the character set for the original stylized font from the game Rockstar.

screen effects - "running out the string" out of the game Rockstar.

screen effects - "pouring" the screen of the game Rockstar.

screen effects - a complex multi-effects from the game Bubbler.

New top 40 procedures - scrolling display, a fusion of two images, inverting screen, rotate characters, replacement of attributes, fill a closed loop, the calculation of addresses in the screen, copy of the screen, etc.

Technology sprites - Part 1: Introduction.

Technology sprites - Part 2: The hunt for sprites (search and pulling).

Technology sprites - Part 3: Format of sprites.

Technology sprites - Part 4: Format of sprites with a mask.

Technology sprites - Part 5: Structure sprite blocks (both co-exist in memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)

Technology sprites - Part 6: preparation of data for publication.

Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).

Technology sprites - Part 9: Printing sprites (coordinates given in pixels).

Technology sprites - Part 10: a review of programs to work with sprites and graphics.

world of sound Spectrum - Chapter 1: The Physics of Sound.

world of sound Spectrum - Chapter 2: Operator BEEP, Creating effects on BEEPe, Making Music on BEEPe.

world of sound Spectrum - Chapter 3: How is the sound device (BEEP'ra and methods of sound production).

world of sound Spectrum - Chapter 4: Programming sound in assembler.

world of sound Spectrum - Chapter 4.1: Programming sound effects - Tone, Noise, Complexes effects.

world of sound Spectrum - Chapter 4.2: Programming Sound Effects - Volume Control.

world of sound Spectrum - chapter 4.3: Sound Effects - Management timbre.

world of sound Spectrum - Chapter 4.4: Programming sound effects - music programming.

world of sound Spectrum - Chapter 4.5: Programming sound effects - Polyphonic ringtones (polyphonic).

world of sound Spectrum - chapter 4.6: Treatment of external signals - digitization.

world of sound Spectrum - Chapter 4.7: Handling of external signals - Reverberation.

world of sound Spectrum - chapter 4.8: Synthesis of speech.

world of sound Spectrum - Chapter 4.9: audio playback interrupt.

world of sound Spectrum - Chapter 5: The operator PLAY for music coprocessor AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 5.1: Creating effects operator PLAY.

world of sound Spectrum - Chapter 5.2: Making Music on PLAYe.

world of sound Spectrum - Chapter 6.1: Description of the coprocessor registers of the musical AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 6.2: Programming effects and music under the musical coprocessor AY- 3-8910 (AY-3-8912).

world of sound Spectrum - Chapter 7: Software Review ZX-Spectrum to create sounds and music.

world of sound Spectrum - chapter 7.1: Editor, Sound Effects SUPER SOUND.

world of sound Spectrum - Chapter 7.2: Music Editor Wham the Music Box.

world of sound Spectrum - Annex 1, 2: Listings sound effects SUPER SOUND'a, tips assembler.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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