
		       Advanced DigiPlayer V3.0á
			
			     User's Guide
			   
		 Copyright (C) 1991 Sami Tammilehto
		 

		 
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	HOW TO USE THIS MANUAL
	
	It is suggested that you print this manual and test the
	features described in the manual with the program right away.
	This makes it easier to understand the different functions.
	
	To test	sample editing functions, load a sample by loading
	the program with DOS command line:  DP <sample-file-name>
	
	In this manual the Advanced DigiPlayer is often referred to 
	as ADP.

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	CONTENTS
	
1 	Executing the Advanced DigiPlayer
	1.1	The DP batch file
	1.2	Command line switches (all are non-case-sensitive)
	1.3	Command line filenames
	1.4	Program requirements
2	Memory usage
	2.1	Virtual memory
	2.2	Disk temporary file
3	Screen usage
	3.1	Virtual screen technique
	3.2	Pointer
	3.3	Buttons
	3.4	Sample windows
	3.5	Info window
	3.6	File window
	3.7	Pop-up windows
4	Keyboard/Mouse
	4.1	Mouse
	4.2	Keyboard mouse
	4.3	Global keys
	4.4	Keys in message windows
	4.5	Aborting processes
5	Sample windows
	5.1	Selecting the current sample window
	5.2	The sample outlook
	5.3	Position indicator
		5.3.1	What is a position indicator?
		5.3.2	Moving sample position indicator
	5.4	Area
		5.4.1	What is an area?
		5.4.2	Selecting an area
	5.5	Loop
		5.5.1	What is a loop?
		5.5.2	Changing a loop
	5.6	Infoline
6	Playing the sample
	6.1	Selecting a playing mode
	6.2	Selecting a loop mode
	6.3	Select continuing
	6.4	Playing
	6.5	Stopping the sample
7	Viewing/Marking buttons
	7.1	General
	7.2	Commands
8	Info window usage
	8.1	Different modes
	8.2	Info window buttons
	8.3	Scope options
	8.4	Vars mode
9	Editing commands
	9.1	General
	9.2	Clipboard
	9.3	Commands
10	Special editing commands
	10.1	General
	10.2	Commands
		10.2.1	Commands: Misc.Modify
		10.2.2	Commands: Filters
		10.2.3	Commands: Volume
		10.2.4	Commands: Chords
		10.2.5	Commands: Position
		10.2.6	Commands: Resampling
		10.2.7	Commands: Special
11	File window
	11.1	General
	11.2	Scrolling the windows
	11.3	Loading a sample
	11.4	Saving a sample
	11.5	Displaying a sample
	11.6	Loading directly to window
	11.7	Adding new empty samples
	11.8	Marking samples in memory
	11.9	Removing a sample
	11.10	Renaming a sample
	11.11	Changing directories
12	Digitizing
	12.1	General
	12.2	Commands
	12.3	Using the scope
	12.4	Hints for digitizing
	12.5	SoundBlaster's oversampling problems
13	Options
	13.1	General
	13.2	Switches
14	SM-Lists
	14.1	General
	14.2	SM-List contents
	14.3	Loading a SM-List
	14.4	SM-List window
	14.5	Commands
15	Miscellaneous commands
	15.1	General
	15.2	Commands

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1.	Executing the Advanced DigiPlayer

1.1	The DP batch file

	The ADP is normally executed with a batch file. This batch file
	is called by default DP.BAT. The batch file will then execute
	the actual executable file (DIGIPLAY.EXE) with correct command
	line parameters to specify configuration and other options.
		
	The basic DP.BAT should look something like this:
		DIGIPLAY %1 %2 %3 %4 %5
	Add all the switches between the 'DIGIPLAY' and '%1', 
	for example:
		DIGIPLAY /P1 %1 %2 %3 %4 %5
		
1.2	Command line switches (all are non-case-sensitive)
	/H	Displays a list of all available options
	/E	Enables the EMS usage. If you have expanded
		memory (EMS) you can tell ADP to use it 
		with this switch
	/F	Force EGA mode. If you have an EGA card
		but the colors are weird etc the ADP may
		have recognized your card to be a VGA
		compatible one. In this case this option
		should help.
	/K	Use keyboard mouse. This switch disables
		a mouse if one is on the system and orders
		ADP to use cursor keys for moving the pointer.
		If no mouse is found, this option is 
		automatically used.
	/C	Use Covox Sound Master II -sound card.
	/D	Debugmode. With this switch the ADP shows
		some information while initializing. This
		may help you to pinpoint where the initialization
		fails (if the machine for example hangs because
		of wrong settings).
	/T	Testmode. Do not check for soundcard. The switch 
		orders the ADP to skip the soundcard presence check. 
		If soundcard is not present and ADP is executed with 
		/T ADP will seem to work properly until you start 
		to play/digitize something. At this point the program
		will work incorrectly or even hang the machine. This
		switch should be used for test purposes only. Avoid 
		it unless you fully understand it.
	/A###	Specifies the address of the sound card
		(consult card manual for details)
	/I#	Specifies the interrupt number of the sound card
		(consult card manual for details)
	/S####	Specifies the default samplerate for ADP.
	/P#	Selects the color set for the screen. 
		Following sets (palettes) are available:
			0 = Gold-Velvet (default)
			1 = Full-Metal
			2 = Cream-Metal
			3 = Wild-Neon! (VGA only)
			4 = Arctic (VGA only)
			5 = Desert (VGA only)

1.3	Command line filenames

	You can specify one or more files on the command line.
	For example: DP sample1 sample2 sample3
	The example loads all three samples to the memory
	(%#'es in the batch file will be replaced by DOS with
	the correct filenames. Consult your DOS manual 
	for more information on	passing command line 
	parameters through batch files). First two samples
	are displayed in the two windows while others 
	remain in memory and can be displayed with methods
	described later.
	
1.4	Program requirements

	The Advanced DigiPlayer requires a SoundBlaster-card (from
	Creative Labs, Inc.) or a Sound Master II -card (from Covox
	Inc.) and EGA/VGA compatible display and a hard disk. It also
	supports mouse and EMS (expanded memory) which both make the
	program easier and faster to use. The program also uses the
	hard disk as virtual memory, so the more diskspace you have, 
	the larger samples you can edit.
	  ADP practically requires an AT or higher to operate fast
	though it works with a fast PC as well. Mainly when playing/
	digitizing with high speeds or looping small loops may take 
	more processing	power than the PC is able to give. Also using
	the scope will slow down the program. With AT or higher there
	should be no speed problems.
	

2	Memory usage

2.1	Virtual memory

	The ADP can handle multiple samples (64 to be exact) with 
	combined size up to 32MB. It uses virtual memory to accomplish
	this. In practice, it means that the ADP uses the harddisk as
	a temporary storage. ADP can also use EMS as virtual memory, 
	and if EMS is enabled (with commandline parameter) it is filled
	first, and the hard disk is used only after EMS is full.
	
2.2	Disk temporary file
	
	The ADP uses a temporary file DIGIPLAY.TMP on the harddisk. ADP
	removes the file after the program has ended. If the program for
	some reason terminates abnormally, the DIGIPLAY.TMP will remain
	on the harddisk.  Also a number of lost clusters may appear
	(because ADP fails to close the file). You can correct this
	problem by running DOS'es CheckDisk with parameter /F (for fix).
	Thus you type: CHKDSK /f and press enter. This will create some
	files to the root directory with the appendix .CHK.  (the files
	have normally a format FILE####.CHK where #### is a number). You
	can remove these and after this all of the 'lost' diskspace is
	freed.
	

3	Screen usage

3.1	Virtual screen technique

	The ADP uses a virtual screen of 640x800 pixels. In practice
	this means that only a part of the screen is displayed at once,
	and the screen can be scrolled by moving the pointer near the
	top or bottom border. Horizontally the entire screen is always
	visible, but vertically you will only see about half of it
	(depending on your display. VGA shows 480 pixels, EGA 350).
	Because of this screen mode, the ADP requires either an IBM VGA
	or IBM EGA compatible display. VGA is preferred because it has a
	larger palette, and the program will thus look better.
	
3.2	Pointer

	The Pointer is a white arrow which you can move either
	with mouse or arrow keys (keyboard mouse mode).
	The pointer is used to point, press, and mark things
	and areas. Here are some words used for referring
	the usage of the pointer.
	Point		- Move pointer to an object
	Click		- Click object (with left button unless specified
			  otherwise)
	Double Click	- Click twice in rapid succession (with left
			  button unless specified otherwise)
	Drag		- Hold (left unless specified otherwise) button
			  and move mouse to mark an area
	
3.3	Buttons

	There are three kinds of buttons in the screen. They differ
	by visual appearance (except in some nondefault palettes).
	  The command buttons are (in default palette) gold colored,
	and can be clicked to activate commands. They descend when you 
	press them and pop up when you release the button (there are some
	exceptions like the play/stop buttons which act like the ones in
	a tape recorder; for example play stays down as long as the sample
	is being played).
	  The selection buttons are (in default palette) a bit more 
	orange than the command buttons. They are always in (normally
	vertical) groups. Of a group, only one selection button can 
	be selected at once. When you click a selection button, it 
	goes down, and the previous selection pops up.
	  Switches can be either on or off. They can be recognized
	from a little red (in default palette) light in their 
	right end. When the light is on (red) the switch is on.
	You can click switches to toggle their state.
	
3.4	Sample windows

	There are two windows in the virtual screens topside where
	you can display samples. They are named 'upper' and 'lower'
	respectively. More about sample windows later in this
	document.
	
3.5	Info window

	Info window is a little window just below the sample windows
	on the right side. It can contain various kinds of information.
	You can select the information it shows with a selection
	group just left to it.
	
3.6	File window

	The file window is in the bottom-right corner of the
	virtual screen. It contains two smaller windows of
	which the left one displays the samples in memory and
	the right one samples in current disk directory. The
	file window and buttons related to it are separated
	from other buttons by being on a bit higher level.
	
3.7	Pop-up windows

	There are many different kinds of pop-up windows. In the
	default palette they are all metallically colored.
	  Information windows only pop up and display information.
	They will disappear when the process they were informing
	about is finished.
	  Warning/Message windows are similar to message windows,
	but they have an OK button which you must press before
	you can continue (You can also press ENTER).
	  Query windows have two buttons, YES and NO. You must
	press the correct button according to the question
	the window asks.
	  Question windows have a little subwindow to which
	you can enter a number or text based on the question.
	  Number Question windows have a similar subwindow as the 
	Question windows for entering data. The also have a bar above
	the subwindow from which you can by clicking/dragging select
	a value with mouse. Entering a number from keyboard is of course
	more exact, but if you don't need to be exact, using mouse may
	be easier.


4	Keyboard/Mouse

4.1	Mouse
	
	The different mouse methods (click, drag etc.) were
	specified earlier. The default mousebutton is the left one, 
	and the right one is used only in special places. Normally it
	doesn't matter with which mouse button you press on a screen
	button, but in arrows for example, pressing the right button
	changes values/scrolls faster than the left button.
	
4.2	Keyboard mouse

	The keyboard mouse emulates a normal mouse with the numeric
	keypad. By pressing arrows the pointer will move 
	(and accelerate) and by holding down shift simultaneously
	the pointer will go at faster steady rate. The two mouse
	buttons are emulated with INS (left button) and DEL (right button).
	For example to drag, just hold down the correct button.
	
4.3	Global keys

	  By pressing ESC the program will generally abort whatever
	it's doing (although it may take a while). If nothing is
	happening the ADP will prompt whether or not you want to
	quit to	DOS and acts accordingly to your answer.
	  CTRL-PGUP/CTRL-PGDN scrolls the virtual screen up and down;
	It may be handy if you are using keyboard mouse. When you are 
	using a normal mouse though, it may be easier just to go to
	the border and 'push' it.
	  [ and ] (angle brackets) select the active sample window.
	The sample window can also be selected by clicking the desired
	window with the mouse.
	  SHIFT-F1 will display quick keyhelp on all the buttons.
	These keyhelps appear as little letters in each buttons
	top-right corner. They specify the key(s) to press to activate
	that button. The buttons which have no keyhelps, must be
	activated by clicking them with the pointer. You will probably
	find the keyboard shortcuts more effective when you get used to
	the program, but in the beginning using mouse is simplier.
	  F1 offers help by displaying a help window.
	
4.4	Keys in pop-up windows

	You can exit a message window with ENTER. For queries you
	can also press 'Y' or 'N' according to your selection.
	
4.5	Aborting processes
	
	You can abort the sample editing functions like CUT,COPY,SET
	VOLUME etc. Please avoid aborting these functions, because doing
	so will probably corrupt the sample you were processing because
	the operation couldn't be finished. If you do abort them, the
	part of the sample they already got processed will remain in
	processed state, and the part not yet processed will also remain
	so. Thus the result is probably very undesirable. You'd better
	save a sample before doing very complicated operations on it,
	for you cannot undo if something went wrong.


5	Sample windows

5.1	Selecting the current sample window

	The current sample window is selected by clicking
	on it with the pointer. You can also click on its
	border so that your click won't affect its contents.
	Dual vertical bars will be displayed on both sides of
	the selected window to identify it.
	
5.2	The sample outlook
	
	The sample is displayed in green and it represents
	the sound curve. The sample is shown as it would be
	shown on an oscilloscope though it is seldom in normal
	size and is often unzoomed, so that you could
	see the sample entirely. When the sample is unzoomed
	a lot, you can only see the general amplitude of the
	sound along the sample. The more the curve goes up und
	down, the higher the volume.
	
5.3	Position indicator

5.3.1	What is a position indicator?

	The sample position indicator is a white vertical line which is
	laid over the sample (it will show red on top of green (in
	default palette)). The position indicator specifies a position
	to which you will want to do something (like add silence, paste
	or mix other samples etc). When playing it also shows the place
	at which the sample is being played. The point the position
	indicator is on when playing is the point you hear from the
	speakers. The pointer returns to its original position when the
	playing is stopped.
	
5.3.2	Moving sample position indicator

	You can move it by clicking the right mousebutton at the
	location where you wish to move it. When playing, you 
	cannot move the pointer for it automatically follows the 
	playing position.
	
5.4	Area

5.4.1	What is an area?

	Area is displayed with grey background (and brighter sample 
	color). It is used to specify a part of the sample you wish
	to edit/process. It can also be used as a boundary for 
	playing; you can for example play the area over and over.
	
5.4.2	Selecting an area

	You can select an area by dragging it with the pointer.  You can
	also change only one end of the area by dragging it (remember to
	point the end of the area as exactly as possible). If you want
	to reselect an area, but the new area is so close to the old one
	the program thinks you just want to adjust the previous
	area-ends, then click somewhere farther or unmark the area after
	which you can select a new one easily.
	
5.5	Loop

5.5.1	What is a loop?

	The loop is represented with two big arrow brackets on the
	sample (brown in default palette). The [ represents the
	loop start and the ] represents the loop end. The loop is
	saved into the header when you save a file. It's used to
	identify a part of the sample that can be played continuously.
	For example, if you are editing an instrument the loop can
	specify an area that can be looped to make the instrument 
	sound longer. The loop is something you don't generally
	use in the ADP. It is information meant for the programs
	that will use the sample you have created with the ADP. Thus
	the loop can only be changed (see next chapter) or copied
	to the area or vice versa. Generally you'd seek a good
	looping point by using the area, and when the area sounds
	good, you can copy it to the loop and then perhaps try
	to enhance the area. If the enhanced result doesn't sound good,
	you can always revert to the loop by copying it to the
	area and try again.
	
5.5.2	Changing a loop

	You cannot create a loop directly. You can, however, 
	change it by taking a hold of its ends with the right
	button (as you'd move the position indicator) and then
	drag the loop begin/end.
	
5.6	Infoline

	Infoline is displayed under both sample windows. It has
	several modes which can be changed by clicking on the line.
	  In mode 1 you can see following things:
		Pos:		position indicator's position in bytes
				from the beginning of the sample
		Size:		size of the entire sample
		DispStart:	first byte in display
		DispEnd:	last byte in display
		1:###		zoom factor, where ### is a number.
				For example 1:10 means that every
				horizontal pixel in screen equals
				10 bytes in the sample
	  In mode 2 you will see same information except that the
	DispStart and DispEnd are changed to AreaStart and AreaEnd
	specifying the area you have selected. 
	  In mode 3 the AreaStart and AreaEnd are changed to 
	AreaLength and LoopLength to inform the length of the
	area/loop (end-beginning+1).
	  Mode 4 is same as mode 2 except that it shows LoopStart/
	end instead of AreaStart/End.
	  In mode 4 you can see a time axis specifying the positon
	from the beginning of the sample in seconds: '\mm:ss.xx'
	'\' points to the point where this time value is correct and
	mm is minutes, ss second, and xx fractions of a second.
	mm and ss are omitted if they are zero.
	
	
6	Playing the sample

6.1	Selecting a playing mode
	
	There are four modes for you to select. They are displayed
	in a selection group beside the playbutton. They are the
	following:
	Area	Play area
	Loop	Play loop
	Screen	Play entire window
	Sample	Play entire sample
	If no area/loop is selected for the two first modes, entire
	window is considered to be an area.

6.2	Selecting loopmode
	
	The loop switch is below the play button. When it is on,
	the sample will be looped until you stop it with the
	stop button, otherwise it will stop automatically after
	the selected area has been played once.
	
6.3	Select continuing

	If the continuing button (beside the loop button; the one
	with a 'C' letter on it) is on, the playing will start
	at the position indicator and not at the beginning of
	the area/loop/screen/sample as normally.

6.4	Playing

	To play the sample, press the PLAY button. Note that
	scope can be used while played (More about the scope later).
	The sample will be played at the samplerate specified by the
	samplerate defined in the Vars mode of the Info window (the
	samplerate can be seen in the Memory mode of the Info window,
	too). Remark that the PLAY button stays down while the sound is
	being played and pops up only after you press STOP or HALT or
	the sound ends. Remark also, that if you loop very little areas
	at high speed, it may take a moment before the ADP can
	syncronize itself if your machine is not fast enough. Also if
	you play at very slow speed, it may take a while before the
	sound can be heard (around a second or so).
	
	  As said, the samplerate is located in the Vars mode of the Info
	window. If you change this rate from the Info window, it will not
	effect the playing speed before PLAY is pressed. Thus if you are
	playing and change the samplerate, it will only take effect
	after the sample is restarted.
	  There is also another option for setting the samplerate; a
	button right of the RECORD and ANALYZe buttons. If you change
	the rate with this button, it also effects the playing
	immediately.
	
6.5	Stopping the sample

	There are two options for stopping. The first option; STOP stops
	the sample and returns the position indicator to its original
	position before the playing started.  The second option; HALT
	stops the sound, but leaves the position indicator to where it
	was when the HALT was pressed.


7	Viewing/Marking buttons

7.1	General
	
	These buttons are next to the playing/stopping buttons on
	their right. They are all in a single column.
	
7.2	Commands

	VIEW ALL	This command adjusts the zoom factor
			to fit the entire sample to the window.
	ZOOM AREA	This command adjusts the display 
			start/end and zoom factor to fit
			the selected area to the window.
	UNZOOM		This command divides the zoom factor
			by 2 while keeping the samples center
			at the sample position and thus enables
			you to see more of the sample.
	MARK SCRN	Marks the entire window as on area.
	UNMARK		Removes a marked area.
	<<<		Scrolls the sample left.
	[F]		Attempts to make a mathematical fix of
			the area looping. In practice:
			1) select an area which sounds pretty good
			as a loop.
			2) press [F]
			This button tries to align the area beginning
			and end so that there would be minimum cracks
			when the area loop. Remember though that this
			is a mathematical solution, and the human ear
			generally beats it. Also if a sample is very
			'unloopable' this button can't accomplish much.
			Also the [F] may be unable to fix very small
			areas (in this case the area will disappear
			as the result of the fixing).
	>>>		Scrolls the sample right.
	BEG		Marks area beginning at the position
			indicator.
	POS		Moves the position indicator to
			byte specified with a question window.
	END		Marks area end at the position
			indicator.
	Ar>Lo		Copies the current area to loop. This
			is the only way to actually create a loop
			if none is previously selected.
	Lo>Ar		Like the previous, but vice versa.
	SampleRate	Will change the samplerate. Also effects
			the sample being played.


8	Info window usage

8.1	Different modes
	
	The mode can be selected with a selection group left to the
	window. Following modes area available:
	MEMORY		shows the amount of free memory and
			some other memory statistics and 
			also the samplerate.
	VARS		shows different variables (more about it
			later in this manual).
	SCOPE		shows a scope (try it to see what it is)
			of the sound outputted or inputted.

8.2	Info window buttons

	Below the info window there are four arrow-buttons for adjusting
	values; use PREV and NEXT buttons to select a field, and SET VALUE
	button to set an exact value with a question window.
	
8.3	Scope options

	When the scope is displayed, you can halt it temporarily
	by holding down the arrow-buttons.
	
8.4	Vars mode

	In Vars mode you will see the samplerate (in Herz) and
	Mixing values (see the mixing command later in the manual)
	You can select a field you wish to change with PREV
	and NEXT buttons, and then adjust it with either the
	SET VALUE or arrow buttons. (note that the samplerate
	can also be set with an another button: SampleRate)


9	Editing commands

9.1	General

	Editing commands are arranged into a column right to the 
	viewing commands. You must always select an area for 
	most of these routines because they process it. Some routines
	need the position indicator, for they'll affect the position
	it points.
	
9.2	Clipboard

	There is one special sample, the <ClipBoard> which is
	used by the editing commands. It is the first sample
	in the memory list. It can NOT be edited (all editing
	commands except SAVE AREA and DUPLICATE are inoperative
	in clipboard), but it can be played and displayed to 
	see what it happens to contain after a series of CUT 
	etc. operations. Note that the Clipboard is NOT a place
	to store samples etc. for most of the editing commands 
	will destroy its previous contents. For example cut 
	clears the clipboard before it cuts the selected area. 
	If you want to save the clipboards contents, you might 
	DUPLICATE it (dealt later in this manual).
	
9.3	Commands

	CUT		this command 'cuts' the selected area
			from the sample (thus removing it)
			and copies it to the clipboard.
			If you cut mistakenly, you can undo
			your cut by pressing PASTE which
			will paste the cutted block back.
	COPY		this command only copies the area
			to the clipboard and does not remove it.
	DUPLICATE	this command copies the area to a 
			new sample it creates by asking its
			name in a question window. The new
			sample will be created to MEMORY and
			it is not saved to disk unless you
			save it from the filebox.
	PASTE		this command inserts the clipboard
			to the current sample at the 
			position indicator.
	MIX		this command mixes the clipboard
			to the current sample at the position
			indicator. It will set the sample's volume
			to Mixvol/Sample percent (specified in
			Infowindow/Vars mode) of the original 
			volume and the clipboard's to Mixvol/paste
			percent, and then mixes them together. The
			volume changes are only temporary during the
			mixing.
	ZERO		this command zeroes (silences) the area.
	REMOVE		this command cuts the area but does not
			copy it to the clipboard and thus destroys
			it. Take care with this option for the 
			removed part can not be restored.
	PASTE ZERO	this command inserts a number of zeroes 
			(silence) bytes (specified with a question
			window) to the position indicator.
	SAVE AREA	this command saves an area directly to
			the disk. (it will not be added to the
			memory list)


10	Special editing commands

10.1	General
	
	These commands are situated below the editing commands. 
	They too process an area, but default to the entire
	window if no area is specified. They modify the sample
	in multiple different ways. If the sample is being 
	played while you press any of these commands the sound
	is temporarily halted. 
	
10.2	Commands

	The commands are divided to following categories:
	
10.2.1	Commands: Misc.Modify

	Amiga->PC	will convert a signed sample to unsigned
			and vice versa. If a sample is copied
			from Amiga it'll by default sound terrible
			(a lot of hi frequency noise) but with this
			command you can covert it to the PC format
			and save your ears.
	SB/digfix	will attempt to remove cracs caused by
			the poor digitizer on SoundBlaster. If you
			digitize at a 'too-high' volume and the 
			curve overflows from the top or bottom,
			the SB may create nasty cracks to the sound.
			This command can generally remove them if
			they are not too big.
	
10.2.2	Commands: Filters

	Boost:hi	this filter enhances high frequencies in
			the sample.
	F:Hi-pass	will filter low frequncies away and pass
			the hi ones creating a very (normally
			too) clear sample.
	F:Lo-pass	will filter hi frequencies and thus removes
			things like noise etc. with the cost of
			clarity.

10.2.3	Commands: Volume

	MaximizeVol	if the sample has a lot of 'empty space' 
			above or below it you can use this command
			to automaticly set the samples volume so
			that it is the highest possible without the
			sample going over edges. You often put the
			sample over edges a little with the Set volume
			command without any quality loss and it's generally
			a good idea if the sample has a lot of different
			volume levels.
	Set volume	will set the volume to a specified precentage 
			relative to its current percentage.
	Slide vol.	will slide the volume. The command asks the
			volume for the beginning and end of the area
			and slides the volume in between.
	Smooth ends	makes a little (100 byte) slide to the
			end and beginning of the area and thus 
			assures the sample is 'quiet' in both
			the beginning and the end.

10.2.4	Commands: Chords

	MakeMajor	Will make a major chord (CEG) of the sample. 
			Generally usable for instruments.
	MakeMinor	Will make a minor chord (CEbG or CD#G) of the 
			sample. Generally usable for instruments.
	MakeCustom	Will make a custom chord. The command asks you
			two half note adders to create a three note 
			chord. The first note is always C, the two
			others are specified by half note additions to
			C. For example, if you want to create a CEA chord
			you can enter 4 and 8 for the two half-note adders.
			The half note adders are: 
			0:C  1:C#  2:D  3:D#  4:E  5:F  6:F# 
			7:G  8:G#  9:A  10:A# 11:B 12:C2

10.2.5	Commands: Position

	MoveCenter	Moves the 'center' of the sample. For example
			RealSound samples are only 5 bit ones, so they
			are shown in the top area of the sample window
			(with often a weird effect when the emphaz.curve
			option on). A positive value moves the curve
			downwards, a negative one upwards.
	AutoCenter	This function determines the center by taking an 
			average of the sample and then moves the average
			point to the center. Generally works pretty well.

10.2.6	Commands: Resampling

	Resample	resamples the sample to a new samplerate. For example
			if you have a sample digitized at 12000Hz and you'd
			like to put it into a program that plays it with 
			10000Hz, you can resample it to 10000Hz with this
			command. The sample length is of course changed.
			Also some quality will be lost if you resample
			to a lower frequency. When resampling up, multiplying
			the current samplerate by a power of 2 gives the
			best results. The Double command is a quick way
			to resample up by 2.
	Halve		will resample to (current samplerate)/2.
	Double		will resample to (current samplerate)*2.

10.2.7	Commands: Special

	Reverse		will reverse the selected area and playing it
			after this command naturally plays it backwards.
	Reverb		adds multiple close echoes to the sample like
			in a big room (though not just like so).
			You can specify the amount of reverbing. 
			Very big values tend to garble the sample
			though.
	Echo		echoes the sample/selected area. You will be
			first asked the number of echoes you wish. By
			answering 0 the program will produce an indefinite
			number of echoes. The second question asks the
			echo magnitude. 100 means the volume will never 
			change, 50 means that every echo will be
			twice quieter than the original sample (echo
			volume=50% of the original volume). You can
			also specify number over 100, in which case
			echoes will be STRONGER than the original sample.
			The next question determines the amount of bytes
			between echoes. For example 5000 means that the
			first echo starts at the beginning of the area+5000.
			The last question specifies the maximum size for
			the sample. If you order the ADP to produce indefinite
			echoes, it will do so until the length of the sample
			is the one specified here. Note that the echoes can 
			and generally will extend beyond the area you selected
			to be echoed.
	Blastecho	will create an explosion like 'tzzhounng' to the
			beginning of the sample. It's best when used with 
			sounds like explosions, drums, cymbals etc.
	Crossfade	will mix the sample with itself backwards. Practically
			the effect makes the sample to be easier to loop.
			For example a crossfaded piano will start normally,
			but from the middle on the beginning attack of the
			sample will grow and the sample will end into a 
			reverse bing of the piano-sample. Generally the
			crossfade is usable for pretty uniform samples 
			(like strings) that can't be easily looped because
			of their sound characteristics.
	Robotize	will make the sample sound like 'robot speech'
			by making small silence periods throughout the
			sample. Generally works best with speech.
			You can specify the amount of silence.
	Flanging	will add multiple resamplings of the sample
			to itself generating a sort of a lenghtened
			blastecho effect. You can specify the amount
			of flanging. Very big values tend to garble
			the sample though.


11.	File window

11.1	General

	The file window is situated in the lower-right-hand corner
	of the virtual screen. It has two subwindows of which the
	left one specifies the samples in memory and the right
	one the samples in current disk directory.
	
11.2	Scrolling the windows

	You can see the area the list window is displaying
	from the green bar between the arrows on the right. 
	You can scroll a list by pressing the arrows.
	(right button scrolls faster).
	
11.3	Loading a sample

	Select a sample from the disk box and press the
	LOAD button (between the lists). You can alternatively
	doubleclick the samplename.
	  Especially if you are using the keyboard, a quick
	way to load is to press 'l' (or the NAMELD button)
	after which ADP will prompt for a filename to load.
	This is especially handy if you remember the name
	of the file to be loaded. The loaded file is
	automatically placed into a sample window.
	  To reload the sample you are currently editing (if
	some effect went wrong etc.) you can press the REVERT
	(or 'e') to revert to the saved copy of the sample.
	You'll be prompter if you're sure you want to overwrite
	the sample in memory.
	
11.4	Saving a sample

	Same as loading, except you must select the sample 
	from the memory list and press SAVE. You can also
	press the SAVEC (or 's' at the keyboard) to save
	the current sample you are editing. Note that each
	sample in memory has the original path from which
	it was loaded stored so that if you use the SAVEC
	or REVERT button the sample will be saved/loaded
	to/from its original path. If you press the
	SAVE button between the two windows, the path
	will be discarded and the sample will be saved
	to the current directory. Also using RENAME
	will discard the path.
	
11.5	Displaying a sample

	To display a sample in memory, select it and press
	To^ to get the sample to the upper window,
	Tov to get the sample to the lower window or
	ToO to get the sample to the window NOT currently
	selected (you can also doubleclick in the memory
	window to view a sample clicked).
	
11.6	Loading directly to window

	Select the sample from the disk box and press directly
	To^/Tov/ToO button. Note that you must NOT doubleclick
	the sample in the diskbox.
	
11.7	Adding new empty samples

	To add a new empty sample for example for digitizing
	press the Add NoName button. The ADP will then add
	a sample called 'NoName' to the memory list. If 
	there already is a sample called 'NoName' ADP will
	prompt you to rename the old one.
	
11.8	Marking samples in memory

	You can mark a selected sample in memory window
	with Mark button. A marked sample will be displayed
	in dimmer color. Marking is used when playing multiple
	samples; more about it later in this manual. Marking a
	marked sample will unmark it.
	
11.9	Removing a sample

	Select a sample and press REMOVE. This function
	will remove the sample from memory and it can NOT
	be restored. Take care with this function.
	
11.10	Renaming a sample

	Select a sample and press RENAME. ADP will prompt
	for the new filename.

11.11	Changing directories

	To change to a directory/drive, select it from
	the file window (directories are preceeded by a little
	arrow) and press LOAD or doubleclick the filename.	


12	Digitizing

12.1	General

	The digitizing commands area is situated just below the
	playing buttons. The digitizing buttons act as the
	PLAY button and stay down until STOP is pressed.
	
12.2	Commands

	RECORD	This command will record sound to the current sample.
		NOTE that the previous contents of the samples will be
		destroyed.
	ANALYZ	This command acts otherwise as record, but it doesn't
		save the data digitized nor does it destroy the
		contents of the samples. It can be used to study the incoming
		sound in scope and to adjust volumes etc. correctly.
		
12.3	Using the scope

	You should never digitize with too big incoming volume, for this
	will ruin the sample. You can use the scope (press the scope
	button and scope will appear to the info window) to display the
	incoming sound. Remember to press ANALYZe as well to engage the
	analyzing process.
	  To get the volume correctly, play the sample you are about to
	digitize and adjust the volume so that the scope WON'T go to red
	(at least not often). You can see this by looking at a green bar
	beside the scope on the right side. When this bar flashes to
	red, the volume is too high. It usually doesn't matter if the
	scope flashes only briefly in few places of the sample, but it
	is suggested that you try to avoid it getting to red in any
	case, for this will give better quality.  Do not keep the volume
	too low either, for then you will also lose quality. The idea is
	to adjust the volume as high as possible without the scope going
	red.

12.4	Hints for digitizing

	Always record the voices you want to digitize first
	on a cassette (unless you have a very good microfone
	and a very bad tape recorder) for adjusting volume
	etc. will be easier when the source is stable. Also
	it's easy to record the desired sound multiple times
	to get a good one on the tape, and then digitize
	the tape multiple times on different options to 
	get optimum quality. First ANALYZe the incoming sound 
	with scope and adjust the volume correctly. Then rewind 
	the cassette and RECORD the sample. 
	  It is also a generally good idea to record a bit 
	extra before and after the actual voice you want to
	digitize. You can then DUPLICATE or SAVE AREA or CUT
	the wanted voice from the larger sample by selecting 
	it to an area and then executing the correct command.
	  Never digitize until your memory is filled, because
	then also your harddisk will be filled and you will
	be unable to save the sample unless you	have multiple
	drives and save the sample to another drive. Of course
	you can digitize till the memory is full and then REMOVE
	the nondesired parts of the long sample to get free memory.
	
12.5	SoundBlaster's oversampling problems

	If the volume is too big, even a little, the SoundBlaster will
	create nasty clicks to the points where the sample goes 'out of
	scope'. Not to all of them, but pretty many depending on the
	amount of extra volume. There is a special command SB/digfix
	which can remove most of these clicks, and it's suggested that
	you use it if your sample goes near the edges. Also it's
	sometimes wise to digitize over if you have for example a music
	sequence which has noisy drums but quiet melody.  If you
	digitize over you will get better accuracy on the melody, and
	the drums may not sound so bad if you use the SB/digfiz
	command. Experiment with the oversampling, and you'll learn 
	what's the right amount (if any) in different cases.


13	Options

13.1	General

	The options are situated below the PLAY/STOP keys and are
	all switch buttons.
	
13.2	Switches

	EMPHAZ.CURVE	When on, the curve in sample windows is 
			enhanced so that it shows the amplitude
			of the sample clearer. When sample
			is zoomed enough the EMPHAZ.CURVE is
			automatically disabled. It only enhances
			the display when the zoom factor is big.
	DIG.PASS.THR	(digitize pass through) When this option
			is on, the SoundBlaster's output is kept
			on when digitizing. This apparently 
			doesn't work properly on all blasters,
			and it is thus suggested that you don't
			use it. Generally you should here the incoming
			sound but with terrible quality. The actual
			sound digitized is however as good as without
			this option. It's generally designed for you
			to be able to digitize from a headphone connector
			etc. which disables you to hear the equipment
			playing the sound. This option is for the
			SoundBlaster only.
	SCOPE HOLD	This option, when set, causes the scope to 
			try to hold waveforms steady so that for 
			example sine waves of different frequency
			will not 'roll' in the scope window. This
			slows down the scope and is thus not suggested
			in slow machines. The best way to get a grip of
			the scope holding is to analyze incoming sound
			and connect a microphone to the sound input and
			then say for example letters and toggle the 
			scope holding. The scope hold won't work well on
			very low or high frequencies.
	DIGITIZ.WAIT	When enabled, the digitizer will start digitizing
			only when sound of some magnitude is coming from 
			the sound input. When off, the digitizer will start
			digitizing immediately when the DIGITIZE button
			is pressed.
	SAVE HEADER	When enabled, the ADP will save it's own header
			to the start of all the samples saved. When 
			disabled no header is saved. It is suggested 
			that you save headers unless you want to transfer
			samples to another program not supporting ADP 
			headers (like ScreamTracker 2.x). If you do not
			use this option, no loop/samplerate information
			can be stored to the sample.
	SAVE SETTINGS	Is a command button, and saves the above settings
			to a disk file DIGIPLAY.SET from where the settings
			will be loaded when ADP is executed.
		

14	SM-Lists

14.1	General

	The SM-Lists are lists with which you can order the ADP to
	play multiple samples in a specific order (you can also
	add specific spaces between the samples). 
	
14.2	SM-List contents

	There are three different list entries. The primary
	entries are file (sample) names of the sounds to 
	be played.
	  There is also a special method for adding spaces.
	By entering a name with a ? (question mark) in the
	beginning you can enter a specific number of bytes
	of emptines (for example ?15000 will add 15000 bytes
	of silence). Remember NOT to put a space between
	the question mark and the number and also note that
	the maximum silence length is 32000 bytes. (you 
	may chain multiple silences to make longer ones).
	  You can also enter a special name * (asterisk).
	When an asterisk is to be played the ADP will restart
	the list and thus play the list round and round
	until you stop it.
	  For example a SM-list: sample1 ?5000 sample2 *
	will first play sample1, then 5000 bytes of silence,
	the sample 2 and then again sample1 etc.
	
14.3	Loading a SM-List

	There are two options, either entering a string by hand
	(SM: LOAD ORDER STRING) or loading it from a file with
	SM: LOAD ORDER FILE.
	  If you enter the string by hand you will only have
	one line to fill, but with files, you can specify up to
	256 orders (or 2048 bytes) worth of list.
	  Both buttons will load all samples entered to the list
	but not found in memory. You must not use path names in
	the SM-list.
	
14.4	SM-List window

	The little window situated to the left of the SM-buttons
	is named the SM-List window. It shows the samples in
	the list (or <LOOP> or <SPACE>). The highlighted name is
	the one being currently played and from this list you can
	see which sample is being played. When the list is not 
	being played the first sample is highlighted.

14.5	Commands

	SM: Load order string   This command will ask for a directory
			string as in SoundModule and load it to memory.
			All samples that have to be loaded are 
			automatically marked. If a sample specified
			in the string is already in the memory, it 
			is NOT loaded nor marked.
	SM: Load order file   This command acts as the previous one
			but the oreder string will be loaded from 
			a file whose name is asked. The string must
			be on the first row of the file.
	SM: Play	This command plays the lastly entered order
			string at samplerate specified by the first 
			sample of the list.
	SM: Remove marked   This command removes all the
			marked samples from the memory. Remark
			that it DOES NOT individually check for
			each file for whether or not you want it
			to be deleted. It can be used to remove
			samples loadad by the last load order string/
			file command. If there is a sample you do not
			want to remove, unmark it first. You can also
			use this command to remove a group of samples
			from memory by marking them with the MARK key.
			

15	Miscellaneous commands

15.1	General

	These commands are situated below the infowindow.
	
15.2	Commands

	REDRAW ALL	This command redraws the entire screen.
			It can be used if some garbage etc. appears.
			This may happen if you move the mouse
			a lot while playing. Also if some pop-up
			window pops on either the scope or the sample
			while you are playing some garbage may appear.
			You can remove it with this command.
	DOS SHELL	This option will shell to dos.
			You can exit from the DOS SHELL by
			typing EXIT at the dos prompt.
			You will have aproximately 200KB of 
			free memory, but it's suggested that
			you avoid running any complex programs.
			The DOS SHELL is mainly meant for 
			file management when for example the
			disk fills. Be sure not to
			remove the temporary file DIGIPLAY.TMP
			or virtual memory will be corrupted and
			all the samples in memory will be lost!
			
			

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