SFX-Software on D64-Image Zip packed (copyprotection removed) |
Scan of my cartridge |
Keyboard |
|
Scan of the funny cartridge box |
WHAT IS THE COMMODORE SOUND SAMPLER?
Sound sampling is a technique in which sound waves (e.g. from a microphone or direct input) are converted into numbers and stored in the Computer's memory. lt can then be converted back into sound again, or the Computer can be used to alter the sound. The sound sample can be replayed forwards, backwards, at a high pitch or low pitch, or with a repeating loop. The Commodore sound sampler also has software included for Converting it into a drum machine. You can record any sound you want, e.g. a dog's bark, and play it back using the keyboard (or optional overlay keyboard) over a lO-octave range. Thus a tune can be played using the sampled sound. Tbe sampler can store 1.4 seoonds of sound, but endless loops can be set up using the editing software. Many of the sound effects that are heard in Pop music today can be reproduced on your sound sampler One example is "pitch shitifting" which can be used to dramatically change the sound of your voice. Whilst you speak inte the microphone, the sampler will shift your voice up or down in pitch - e.g. a man's voice can be made to sound lika a woman's voice or vice versa. Your sound sampler can also be used as a drum machine. Up to four sounds can be stored in the Computer's memory at once, e.g. tom-tom, cymbal, bass drum and snare, either recorded by you from a miorophone or loaded from pre-recorded sounds available on disk or cassette. You can then set a sequence of up to 16 drum notes and play them bank at any speed. These drums are real, not syntesised, sounds! PACKAGE CONTENTS Commodore Sound Sampler Module. Miorophone. Audio/video cable. Software on disk or cassette. User's guide. |
SETTING UP - WHAT YOU NEED
For sampling and playback you will require the following: Commodore C64 or C128 Computer TV or Monitor 1530 Cassette Deck or 1541 Disk Drive (or similar). INPUT 1. A microphone or line input. 2. The sampler software on disk or cassette. OUTPUT 1 A TV - use Ihe cable supplied to connect the Sampler OUT socket to the computer's video socket. Turn up the volume to hear the output. 2. An amplifier and speaker - connect up the sampler OUT to the amplifier IN socket, using a suitable cable. 3. A monitor - use a suitable connector to link the Sampler DUT socket 10 the audio IN socket on the monitor, e.g. (a phono to phono lead). SETTING UP - WHAT YOU DO 1. BEFORE switching on slot Ihe Sampler unit into the expansion port on the back right hand edge of the Commodore 64 or 128. 2. Check that your Commodore disk drive or cassette und is correctly plugged in. 3. Make sure your TV or monitor unit is correctly plugged in and ready (Cassette users should ensure that the cassette unit is as far away from the TV as possible). 4. Switch on your computer and TV or monitor If you are using Ihe TV or monitor as Ihe sound output, turn up the volume on your set. 5. Plug Ihe microphone into the IN socket on the Sampler - (see markings underneath Sampler). LOADING THE PROGRAM FROM CASSETTE 1.Check that the TV or monitor screen is displaying the "READY" signal with a flashing cursor. 2.Insert Ihe cassette into the cassette unit. 3.Ensure the tape is fully rewound to the beginning. 4.Hold down the SHIFT key and press Ihe RUN/STOP key. 5.Press PLAY on the cassette unit. 6.The Menu screen appears once the program has been loaded. 7.Press STOP on the cassette unit. LOADING THE PROGRAM FROM DISK 1.Before switching on the computer, check that your disk drive is correctly plugged in then switch it on so that it is ready for use. Switch on computer and the TV or monitor Check that the screen is displaying the "READY" signal with a flashing cursor 2.Type LOAD "*",8,1 then press RETURN. 3.The menu screen appears once the program has been loaded. OVERLAY KEYBOARD You have the Music Maker keyboard overlay, place it on your computer so that it fits and operates correctly If you are not using the Music Maker keyboard the QWERTY keys may be used as shown in the table on the back page. OPERATION USING THE PULL DOWN MENU Now the program has loaded you can use the function keys to move up and down the menu options by pressing F3, for cursor down, or F1, for cursor up. The menu Option highlighted to that which is current. Select your choice by pressing F7. Most of the menu selections work in this way, so as you get further into this guide it will be assumed that you are familiar with the menu selection procedure. |
MAIN SCREEN MENU
The main screen menu allows you to select one of five main activities or, if required, preset three *MIDI options (for which you need a MIDI interface). A MIDI interface will allow the Sampler to be played by MIDI synthesizer keyboards. (see page 5 of this guide). *MIDI = Musical Instrument Digital Interface. The five activities on tbe main screen menu are as follows: 1. SOUND SAMPLING. 2. QUATTRO SAMPLING. 3. PITCH CONVERTER. 4. ECHO. 5. DISKUTILTIES (or TAPE LOAD/SAVE). SOUND SAMPLING Selecting this option displays a menu from which you can chonse: 1. RECORD. 2. TUNING FORK. 3. DRAW WAVEFORM. 4. REPLAY. 5. LOOP. 6. SAMPLE EDITOR. 7. OCTAVE. 8. TRIGGER LEVEL. 1. RECORD To select, press F3 to move the menu bar down from EXIT, then press F7. An instruction text appears at the base of the screen: PRESS SPACE BAR TO RECORD Watch the sound level on the LEVEL METER at the left of the screen and speak into the microphone to obtain a suitable sound level for sampling. If the meter level does not appear, adjust the volume control on the Sampler. The ideal level lies between 5 and 7. lt Ihe meter shows overload (red bar appears at the top of the meter!.) then it is possible to turn down the level by using tite volume control on the sampler unit. Enter your sound via the microphone after you have pressed the space bar. The sound can now be replayed, using the keyboard, over two octaves. In order that the sampler can record, the sound level must be greater than the TRIGGER LEVEL. Note Ihat the blue marker at the side ot the meter is the "trig" pointer. When the Program is rirst loaded the trigger level is always set at zero, so all sounds input should be sampled. lt you have not altered the trigger level the sample will have been recorded and will be ready to play to the keyboard over a two octave range. Do not be alarmed by the screen blanking, this is needed to allow the computer's microprocessor enough time to do the sampling. USING THE TUNING FORK The tuning fork can be switched 'on' or 'off' by selecting the tuning tork option using key F7. lt is only necessary to use the tuning tork when a mountain plot is tobe drawn, so a tidy display is obtained. (See DRAW WAVEFORM). The note from the tuning fork can be heard trom your TV or monitor when you enter sound sampling RECORD mode. Remember to check you have the correct volume level by adjusting the volume control on your TV. First tune your instrument or voice so it produces a note at the same pitch as the fork (or any octave above or below). Note that the fork pitch is NOT a standard pitch so you may have to tune your instrument to match it. lt you cannot tune your instrument, play a note as near in pitch as possible. Record Ihe sound as normal. 3. DRAW WAVEFORM Once you have selected this option you may display your sample's wavetorm in any of three ways: 1, GENERAL MOUNTAIN PLOT. 2. SPECIFIG MOUNTAIN PLOT. 3. OSCILLOGRAM. A GENERAL MOUNTAIN PLOT is a display which shows the wavetorm ot the sound throughout the entire 1.4 second sample time. The sample memoty is divided into 112 pages (each page is a unit of memory equal to 256 bytes). |
The SPECIFIC MOUNTAIN PLOT enables a
range of page numbers which are of most interest to be chosen and plotted for a given tange of pages of memory. If you wish to plot specific ranges of waveforms for the Quattro Sampler it will be useful to note the following: Sample #l oocupies pages 1 to 27. Sample #2 occupies pages 28 to 53. Sample #3 occupies pages 54 to 83. Sample #4 occupies pages 84 to 112. The OSCILLOGRAM will plot one selected page of sample memory at a time. You can then choose to seleot one page forwards or backwards and replot one at a time, using the F1 and F3 keys. 4, REPLAY When this mode is selected from the sound sampling menu Ihe direction of replay of Ihe sound is switched from FORWARD to REVERSE. This will cause your sample to play backwards when it is played by using the keyboard. 5.LOOP This causes the sound to repeat as long as a key is depressed. The sample editor can select Ihe exact point to begin the repeat (see below). Using Ihe loop feature enables sustained sample sounds to be obtained. 6. SAMPLE EDITOR This plots the sampled sound's loudness versus time information. This type of piel is also called an amplitude envelope. If you select this Option you will obtain a screen display of the sound's amplitude envelope below which you will see two large arrows. The arrow on the left is the REPEAT marker and the one on Ihe right is the TRUNCATE marker. The repeat marker sets the point from which the sample starts repeating. The TRUNCATE marker allows you to cut off the end of a sound completely. To make you more familiar with the sample editor try the following tests. Enter record mode and record the words 'one two three four five six.' Remember you have 1.4 seconds of record time. Playing the keyboard will of course play back 'one two three four five six.' Now select the sample editor and you will see a plot of 6 patterns corresponding to the words 'one twe three four five six.' Use F5 (SWAP key) to select the arrow that you want to move (this arrow will change to yellow). Move the repeat arrow to a point between the third and fourth peaks and then exit the sample editor. Select LOOP ON and play back the sound. You will hear 'one two three four five six four five six four five six' etc. Now go back to the sample edior and select the right hand arrow (TRUNCATE) to be between peaks 5 and 6. Exit the sample editor and on playing the keyboard you will hear 'one twe three four five four five four five four five' etc. The sample editor is useful for tidying up the sound and setting loop points for sounds that are required to play continuously. It is also useful to edit drums for special effects. OCTAVE To change the octave in which the sample is played, press Fl or F3 to move the menu bar to OCTAVE. Then press F7 and you can use F1 and F3 to change the octave. The octave range of the keyboard can be extended to a lO-octave range although some of your samples may not be recognised when you replay them in an octave range far from that in which the sample was taken. The pitch at which you record will be played back at middle C (or I) on the keybeard, when octave 6 is selected. TRIGGER LEVEL This is Ihe thrashold at which the sampler will commence the recording. If the microphone is sampling background noise it is possible eliminate this by raising the trigger level. TRIGGER LEVEL is to ensure that silence is not obtained at the start of a sample. |
Letzte Änderung: 2019-01-03 12:09:29