
		       Advanced DigiPlayer V3.0
			
			     User's Guide
			   
		 Copyright (C) 1991 Sami Tammilehto
		 
		 
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	HOW TO USE THIS MANUAL

	It might be a good idea to actually use the ADP when
	reading the manual. In this way understanding the different
	commands is much easier.
	
	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 Setup program
	1.2	The DP batch file
	1.3	Command line filenames
	1.4	Program requirements
2	Memory usage
	2.1	Virtual memory
	2.2	Disk temporary file
	2.3	Notes about EMS memory.
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	Pop-up windows
	4.5	Aborting processes
5	Sample windows
	5.1	Selecting the current sample window
	5.2	The sample outlook
	5.3	Position indicator
	5.4	Area
	5.5	Loop
	5.6	Infoline
6	Info window usage
	6.1	Different modes
	6.2	Info window buttons
	6.3	Scope options
	6.4	Vars mode
	6.5	Spectrum Analyzer
7	Playing the sample
	7.1	General
	7.2	Selecting a playing mode
	7.3	Selecting loop and continue mode
	7.4	Playing
	7.5	Stopping the sample
	7.6	Commands
8	Viewing/Marking buttons
	8.1	General
	8.2	Commands
9	Editing commands
	9.1	General
	9.2	Clipboard
	9.3	Backup Buffer
	9.4	Commands
10	Special editing commands
	10.1	General
	10.2	Commands
		10.2.1	Commands: Misc.Modify
		10.2.2	Commands: Q-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
		10.2.8	Commands: Spectrum
		10.2.9	Commands: FIR-Filters
11	The File system
	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
	11.12	Handling different file formats
	11.13	Commands
12	Digitizing
	12.1	General
	12.2	Using the scope
	12.3	Hints for digitizing
	12.4	SoundBlaster's oversampling problems
	12.5	Commands
13	SM-Lists
	13.1	General
	13.2	SM-List contents
	13.3	Loading a SM-List
	13.4	SM-List window
	13.5	Playing and stopping an SM-list
	13.6	Commands
14	Options and Miscellaneous commands
	14.1	General
	14.2	Options
	14.3	Miscellaneous commands
15	Technical Information
	15.1	File header format
	15.2	The Spectrum Analyzer
	15.3	Command line switches 
	
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1	Executing the Advanced DigiPlayer

	This chapter describes how to install and execute the
	ADP.

1.1	The Setup program

	To first-time install the ADP, go to the disk-drive where
	the original disk is contained, and execute the SETUP
	(enter "SETUP" and press enter) and follow instructions.
	  If you later want to resetup the program, just run
	the setup from the directory the ADP was set up into.
	If you prefer to reinstall the entire ADP, you can do so
	by running the SETUP from the original disk.
	  If the ADP asks you to run the SETUP program when you
	try to start it, this means that the ADP has detected
	that your machine configuration has changed. Just rerun
	the SETUP and the ADP will load.

1.2	The DP batch file

	The ADP is normally executed with a batch file. This batch file
	is named DP.BAT. It must reside in the same directory the
	DIGIPLAY.EXE does and neither of the files must be renamed.
	The batch file will execute the DIGIPLAY.EXE with correct
	parameters to specify the configuration and other options.
	The setup program creates the DP.BAT file and generally you
	shouldn't modify it. If you prefer some other name for the
	batch file, for example "ADP.BAT" you can do the following:
	  Create the file (in this case ADP.BAT) and enter
	"<directory>DP %1 %2 %3 %4 %5 %6 %7 %8 %9" into it (replace 
	the <directory> with the directory in which the ADP resides).
	In this way your batch file will load the DP.BAT which should
	be used for loading the program. If you have DOS 3.3 or higher
	you can add a '@'-character to the beginning so that dos
	won't show the command line when executing.
		
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.
	First two samples are displayed in the two windows
	while others remain in memory and can be displayed 
	as any files loaded into the ADP.
	
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 a 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 space you have
	on your disk, the larger samples you can edit.
	  ADP works with any 100% IBM-compatible PC. However an AT-
	class computer is recommended. Namely the Scope-hold,
	FIR-Filters, Spectrum effects and especially the Spectrum
	analyzer require quite a lot of processing power to work
	well. Also very small loops might cause speed problems,
	so if the output 'cracles' a little with a very small loop,
	you might duplicate its length using the normal editing
	functions.
	  DOS version 3.x or higher is recommended but the ADP will 
	work with 2.x as well if the ADP is run from the current 
	directory.
	

2	Memory usage

	This chapter describes the virtual memory system used
	by the ADP.

2.1	Virtual memory

	The ADP can handle multiple samples (64 to be exact) with 
	combined size of up to 32MB. It uses virtual memory techniques
	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 fully
	utilized.
	
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 machine for example gets
	unintentionally rebooted) the DIGIPLAY.TMP will remain on the 
	harddisk. Also a number of lost clusters may appear (because the
	ADP couldn't close the files). 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.
	
2.3	Notes about EMS memory

	The EMS (expanded) memory can be used to store the sample. This
	is naturally faster then using hard disk. However, since not
	all computers have EMS, this option must be enabled with the SETUP
	or with a command line switch. When enabled, the ADP will still
	check that EMS is truly present, and if it's not, the ADP will
	simply ignore the switch. If you have enabled the EMS but the ADP
	doesn't operate properly, there might be a conflict with the ADP
	and your Expanded Memory Manager (EMM). In this case please disable
	the EMS memory usage.
	

3	Screen usage

	This chapter describes the various elements of the screen.
	More specific instructions on their usage can be found in
	later chapters.

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
	wider choice of colors, and the program thus looks better.
	
3.2	Pointer

	The Pointer is the 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 the 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/move.
	
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 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 where you can display samples. They are
	situated in the upper portion of the virtual screen. These windows
	named 'upper' and 'lower' respectively. Each of these windows can
	display a sample, or a portion of it. There are also different
	kinds of markers for each sample shown inside the sample window.
	These include the position indicator, area (inverted color), and
	loop (sort of a big angle brackets). Below each window there
	is a little one row high window telling information about the
	sample. This window is the infoline.
	
3.5	Info window

	Info window is a little window just below the sample windows
	in 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. By default the info window displays
	the current memory status.
	
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 their own 'platform'.
	
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. (You can also press 'Y' or 'N')
	  Question windows have a little subwindow to which
	you can enter a number or text to answer the displayed
	question.
	  Number Question windows have a similar subwindow as the 
	Question windows for entering data. They 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 using the mouse may be faster if accuracy is
	not important.


4	Keyboard/Mouse

	This chapter tells you how to control the ADP with keyboard
	and mouse.

4.1	Mouse
	
	The ADP does not require a mouse, but one is greatly recommended.
	If no mouse is present, ADP will use the keyboard mouse emulation.
	The different mouse methods (click, drag etc.) were specified in 
	the previous chapters. 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 and move the cursor with the cursor
	keys.
	
4.3	Global keys

	There are several 'global' keys which can be used to quickly
	activate different functions. By pressing SHIFT-F1 a little text
	will appear into each button which can be activated with a key.
	If there are multiple letters in the key specification, then the
	first one specifies if S(hift), A(lt) or C(trl) should be held
	down when pressing the other key. If a button has no global key
	specified in its top-right corner after SHIFT-F1, then the button
	can only be activated by clicking it. You will probably	find the 
	keyboard shortcuts more effective when you get used to the program,
	but in the beginning using the mouse is probably simpler. The 
	global key info can be removed by pressing the SHIFT-F1 again.
	  There are also some global keys which don't have their own 
	button but which globally indicate the same function:
	  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 (or the screen beside it to avoid changing area/position
	pointers inside the sample).
	
4.4	Pop-up windows

	Generally you can select the correct selection from a pop-up
	window by clicking the corresponding button with the pointer.
	With keyboard you can exit a message window with ENTER. For
	queries you can also press 'Y' or 'N' according to your
	selection. It doesn't matter whether or not you use the mouse
	or keyboard.
	
4.5	Aborting processes
	
	You can abort the sample editing functions like CUT,COPY,SET
	VOLUME etc. by pressing ESC. It may take a few seconds before
	the ADP notices you have pressed ESC if a complex operation
	is in process. Generally avoid aborting functions, since
	doing so will leave the functions unfinished; for example
	aborting a SET VOLUME will leave the sample only partially
	modified. Thus the result is probably very undesirable. You'd 
	better save the sample or use the backup buffer before doing 
	any very complicated operations on the sample so that you
	can undo if something doesn't go as desired.


5	Sample windows

	In this chapter the sample window and the pointers inside
	it are specified. Also the methods for changing them
	are specified.

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 are 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 wave, in other word the signal. The sample
	is generally shown as it would be shown in an 
	oscilloscope; the time runs along the horizontal axis,
	and the vertical axis indicates the value (or voltage)
	of the signal. The frequency of the signal specifies
	how often it repeats itself, for example if a sample
	is the shape of the sine wave, the faster the wave
	goes up and down, the higher the frequency is. The amplitude,
	or volume, of the signal can be seen from the amount the
	wave goes up or down from the center. 
	  If is important to notice, that the ADP scales the sample
	into the sample window, that is if the sample is longer
	than the window (as it almost always is) the ADP displays
	several bytes of the sample in the same pixel. In this way
	you can see the general outlook of the sample but the
	wave is visually compressed. Thus for example a very low
	frequency sine wave might look to be a very high frequency
	one if the display is much unzoomed. The zoom factor is displayd
	on the infoline (described later). To see the sample with more 
	accuracy you can zoom it with methods specified later.
	  When the zoom factor is very large, the sample's display
	method is altered to better display the samples nature (if
	the EMPHAZ.CURVE is enabled). This means that the wave outlook
	of the sample disappears, but the amplitude is closer to the 
	actual amplitude.
	
5.3	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 (unless you press HALT, as described later).
	  You can move the indicator 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

	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.
	  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's 
	ends, then click somewhere farther or unmark the area after
	which you can select the new one easily.
	  If you move close to the sample windows left or right end
	while marking an area the ADP will scroll the window to allow
	you to select an area larger than the screen (if the sample
	has been zoomed). Generally it is though easier to first
	unzoom and then select the area so that you can see the
	entire area you are selecting.
	
5.5	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 (if the selected
	file format supports such informatiom). It's used to
	identify a part of the sample that can be played continuously
	without any ill-hearing-effects. 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 or copied to the area or vice versa. Generally 
	you'd seek a good loop 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.
	  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. A
	loop can be created, or more accurately copied from the area,
	with commands described later.
	
5.6	Infoline

	Infoline is displayed under both sample windows. It has
	several modes which can be changed by clicking on the line.
	  In the first mode 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 start and end of the area you have selected
	(in bytes relative to the start of the sample). 
	  In mode 3 the AreaStart and AreaEnd are changed to 
	AreaLength and LoopLength to inform the length of the
	area or loop in bytes.
	  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	Info window usage

	This chapter describes how to use the info window and what
	information it can contain.

6.1	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 affecting
			some commands. From here you can also
			change the samplerate 
	SCOPE		shows a scope (try it to see what it is)
			of the sound outputted or inputted.
	SPECTR		selects the spectrum analyzer
			for the sound outputted or inputted.

6.2	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.
	
6.3	Scope options

	The scope displays an oscilloscope style real-time display of
	the signal being played/digitized. There is also a SCOPE HOLD
	option described later which can be used to set the scope on
	a syncronization mode to study waveforms appearance. When the
	scope is displayed, you can halt it temporarily by holding 
	down the arrow-buttons.
	
6.4	Vars mode

	In Vars mode you will see the samplerate (in Herz or
	sample/bytes per second) 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 another button: SAMPLERATE)
	
6.5	Spectrum Analyzer

	The SPECTR button selects the digital spectrum analyzer
	which displays the spectrum of the sound being inputted
	or outputted. The spectrum can be used to analyze
	the "color" of the signal. The more color there is in 
	the right, the more high frequencies there are in the signal
	and vice versa. The analyzer currently uses floating point 
	to calculate the results with good accuracy and is thus 
	unfortunately very slow. With a 486 the analyzer is however
	very fast indeed. Because of the high power requirements 
	the analyzer has to be enabled with a command line 
	parameter /Z.


7	Playing the sample

	This chapter tells how to actually play samples. Also
	the different playing methods are described.
	
7.1	General
	
	The play commands are situated just below the sample windows
	in the left side of the virtual screen.
	
7.2	Selecting a playing mode
	
	There are four modes for you to select. They are displayed
	in a selection group beside the PLAY-button. They are the
	following:
	AREA	Play current area
	LOOP	Play current loop
	SCREEN	Play entire sample-window
	SAMPLE	Play entire sample
	If no area/loop is selected for the two first modes, entire
	window is played.

7.3	Selecting loop and continue mode
	
	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.
	  The other button with only a "C" stands for continue. When
	this option is enabled, the playing starts at the position
	indicator. If it's not, the playing starts from the beginning
	of the area selected with the playing mode.
	
7.4	Playing

	To play the sample, press the PLAY button. The sample will be
	played at the samplerate specified by the samplerate variable
	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 SAMPLERATE-button right of the RECORD and ANALYZe buttons. 
	If you change the rate with this button, it also effects the
	playing	immediately.
	
7.5	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 in the same
	position it was when the HALT was pressed.

7.6	Commands

	PLAY		starts playing the current sample
	STOP		stops the playing and moves the position
			indicator back to the start of the
			area that was played.
	HALT		stops the playing and leaves the position
			indicator intact.
	LOOP		selects the loopmode.
	C		selects the continue mode.
	AREA,LOOP,	these four buttons select the playing
	SCREEN,SAMPLE	mode.


8	Viewing/Marking buttons

	This chapter describes the commands for zooming a sample
	and selecting areas and loops.

8.1	General
	
	These buttons are next to the playing/stopping buttons. 
	They are all in a single column.
	
8.2	Commands

	VIEW ALL	This command adjusts the zoom factor
			of the sample window to fit the entire 
			sample to the screen.
	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 the marked area if any.
	<<<		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 loops. 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). The [F] won't
			check the spectrum contents of the loop, only
			that the beginning and end are at the same level
			and the wave is increasing in the same direction.
	>>>		Scrolls the sample right.
	BEG		Marks area beginning at the position indicator.
	POS		Moves the position indicator to the byte specified
			with a question window. This command can be used
			to move to an exact position.
	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.


9	Editing commands

	This chapter describes the commands for editing (cutting,
	pasting and the like) the sample.

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
	use the position indicator as a reference to the position
	they affect to, so place it to the required position
	selecting the editing command.

9.2	Clipboard

	There is a special sample, the <ClipBoard> which is
	used by the editing commands as a temporary storage (like
	the clipboard in Microsoft Windows). 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	Backup Buffer

	There is also file called <Backup> in the memory which 
	is pretty similar to the clipboard in the sense it
	cannot be edited, only viewed if so wanted. This buffer
	is used to store a backup for undo features. This system
	is best understood with an example: If you have modified
	a sample and it now sounds good but you want to do some
	test if some special effects might be nice. First you'd
	press the BACKUP> button (the button can be found under the
	playing/digitizing buttons) to store a copy of the current
	sample to the backup buffer. Then you'd do your tests. 
	If they go fine, no problem. If the result is not what
	you wanted, you can press the RESTORE button to get the
	older version you stored with BACKUP> back and then retry
	with other options. Remark that there is only a single
	backup buffer. When you press the BACKUP> button the 
	previous contents of the backup buffer are destroyed!

9.4	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. Remember to set
			the position indictator into the
			desired position before selecting
			this command.
	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 (adds) them together. 
			The volume changes are only temporary during the
			mixing; the clipboard's volume is the same after
			the mixing as before it.
	ZERO		this command zeroes (silences) the selected 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 unless
			the backup buffer was used.
	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)
	CLEAR SAMPLE	this command erases the contents of the current sample
			

10	Special editing commands

	This chapter describes the special editing commands
	and their effects to the sample. The best way to actually
	know how they effect is to experiment, since most voice
	effects are hard to describe.

10.1	General
	
	These commands occupy most of the lower virtual screen.
	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 convert it to the PC format
			and save your ears. Converting an PC (unsigned) 
			sample with this command will turn the sample into
			an Amiga (or signed) sample.
	SB/digfix	will attempt to remove cracks caused by
			the digitizer on SoundBlaster. If you
			digitize at a 'too-high' volume and the 
			wave overflows from the top or bottom,
			the SB may create nasty cracks to the sound.
			This command can generally remove most of them 
			if they are not too big (the sample didn't overflow
			much).
	
10.2.2	Commands: Q-Filters

	Note that there are also FIR-Filters, which are more exact
	but also considerably slower.

	Boost-hi	this filter enhances high frequencies in
			the sample and thus adds the treble of 
			the signal.
	F:Hi-pass	will filter low frequencies away thus 
			creating a very high treble signal.
	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 automatically set the sample's volume so
			that it is the highest possible without the
			sample going over the edges. You can often adjust
			the sample a little over edges 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 the current volume.
	Slide vol.	will slide the volume. The command asks the
			volume for the beginning and end of the area
			and slides the volume softly 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. This option is useful
			for creating different samples that can be 
			combined without any cracks etc.
			
10.2.4	Commands: Chords

	All the Chords commands require that the entire sample 
	is selected. They also use the clipboard thus erasing
	its possible contents. If you want to make a chord
	out of a part in a sample, you may DUPLICATE the 
	desired area into a new sample, for which you can
	then use the Chords commands.

	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 all samples can
			be centered automatically with this command.

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 quite much.
	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. If the resulted sample is longer than
			the original one, you have to press the VIEW ALL button
			to display the entire sample with the echoes.
	Blastecho	will create an explosion/bullet-sound 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 easier to loop. For 
			example a crossfaded piano will start normally,
			but starting from the middle, the beginning attack
			of the sample will grow in reverse 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 length of the silence period
			added to the sample.
	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.

10.2.8	Commands: Spectrum

	FreqBend#	These commands alter the signal spectrum
			with 'bended' filters. That is they enhance
			different frequencies in different ways
			and alter the color of the sound. With these
			commands you can make the sample sound quite
			different without losing much of its clarity.

10.2.9	Commands: FIR-Filters

	Note that there are also Q-Filters, which are a lot more
	faster but not as accurate as the FIR-filters. The FIR-filters
	have wavelengths which specify the area of frequencies they affect.
	The wavelength specifies the number of bytes a sine wave of 
	a certain frequency takes to repeat.

	Lop: ###	These (lowpass-) filters filter all frequencies 
			with wavelength of under ### or so. The smaller
			the number the higher the frequency. For
			example <Lop:  5> filters out all frequencies
			whose 'sinewave' is shorter than five bytes;
			in practice the timbre is decreaced.

	HiP: ###	These (hipass-) filters are the opposite of the
			LoP-filters. They remove all the frequencies
			lower than the ###. For example <HiP: 10> will
			remove just about all bass frequencies.

	Sub: ###	These (substractive-) filters decrease the amount
			of a specific frequency area around the ### wave-
			length. For example <Sub:  3> will decrease the
			pretty high frequencies still leaving the most
			highest into their previous intensity.

	Add: ###	These (additive-) filters increase the amount
			of a specific frequency area around the ### wave-
			length. For example <Add: 30> will increase the
			bass contents of the sample.


11	The File system

	This chapter describes the file system and how to load and save
	samples.

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). You can also drag the green
	bar with the pointer to move fast inside the list.
	
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 the current sample window.
	  To reload the sample you are currently editing (if
	some effect went wrong etc.) you can press the REVERT
	button 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. Remark also that you could use
	the backup buffer for undo-style features.
	
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 SAVECUR (or 's' at the keyboard) to save
	the current sample you are editing. Note that each
	sample in memory knows the original path from which
	it was loaded so that if you use the SAVECUR 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. Doubleclicking a samplename in the memory
	window will put it into the current sample window.
	
11.6	Loading directly to window

	Select the sample from the disk box and press directly
	To^/Tov/ToO button. Note that in this case 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.	

11.12	Handling different file formats
	
	The ADP automatically recognizes the following sample file formats:
	.DP3 (ADP's own format)
	.VOC (Creative Labs/SoundBlaster) and
	.V8/.VMF/.VMD (Covox SoundMaster II). 
	  When saving, you can also save to different formats. There is 
	a selection group just right of the file system (though on the same
	platform) marked as "Format" which contains six buttons which 
	control the saving in the following way:
	.???	Save the file in the same format it was loaded
	.   	Save the file in without any header (.VMD)
	.VOC	Save the file as a .VOC
	.V8	Save the file as a .V8
	.VMF	Save the file as a .VMF
	The above buttons all add the currect extension to the file
	if no extension already exists. Thus note that if you select
	for example .VOC and save a file named "SOUND.V8", the extension
	is NOT changed. You can use the RENAME command to do so before
	saving.
	  Remark that ADP doesn't support all .VOC files. It can only
	read 8-bit files (with or without silence encoding). For other
	files you have to use the software supplied with the SoundBlaster
	to convert them into unpacked .VOC:s. 
	  The SoundMaster has various other fileformats than the .V8, .VMF
	and .VMF, but any of them can be converted into one of the supported
	with the software accomplied with the SoundMaster Card.
	  If you have a file which the ADP won't detect it'll laod it as
	a no-header plain samplefile. Generally this works fine though
	there might be some extra bytes in the beginning or the end of 
	sample which crack when played. You can use the REMOVE command to
	remove these.
	
11.13	Commands

	<LOAD<		loads a sample from the disk window into the 
			memory window.
	>SAVE>		saves a file from the disk window into the
			memory window.
	RENAME		renames a file in either window.
	REMOVE		permanently(!) remove a file from either window.
	SAVECUR		saves the current sample.
	REVERT		reloads the current sample (overwriting the
			previous version in memory).
	NAMELD		loads a file from disk into the current samplewindow
			by asking the filename.
	ADDNONAME	adds empty samples to the memory
	MARK		marks/unmarks samples in the memory window
	To^		displays a sample from the memory window into
			the upper sample window.
	Tov		displays a sample from the memory window into
			the lower sample window.
	ToO		displays a sample from the memory window into
			the unactive sample window.
	.???,.DP3,	select the format in which to save
	.   ,.VOC,	files.
	.V8 ,.VMF
	
	  
	

12	Digitizing

	This chapter tells you how to digitize your own samples
	with the ADP and how to get as good results as possible.

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. The
	ANALYZe button digitizes the input but does not store
	it while the DIGITIZE button stores the input into
	the current sample (whose previous contents will be
	destroyed!)
	
12.2	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.

12.3	Hints for digitizing

	If possible, record the voices you want to digitize first
	on a cassette (unless you have a very good microphone
	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. Although using a cassette
	will decrease the quality it often makes digitizing easier;
	if you for example want to say a sentence, just when it
	goes right the volume at which you said might not be the
	optimal and so on.
	  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 till your memory is filled, because
	then also your hard disk 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.
	
12.4	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.
		
12.5	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.
		

13	SM-Lists

	This chapter tells you how to operate the SM-LISTS, whose
	commands are situated just above the file commands.

13.1	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 pauses between the samples). 
	
13.2	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.
	
13.3	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.
	  It is generally a good idea to use short file names with
	SM-lists and thus minimize the writing that has to be
	done when testing them with SM: LOAD ORDER STRING.
	  When you load an SM-list, the ADP automatically loads
	the samples in the list that aren't already in memory.
	The samples must be in the current directory.
	
13.4	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.
	
13.5	Playing and stopping an SM-list

	To play an SM-list you can simply press the SM: PLAY button.
	Remark that all the samples in the list will be played
	with the same samplerate, the one in the first sample.
	Note also that you cannot shell to dos while an SM-list 
	is being played. To stop the list, just press STOP.

13.6	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 neither 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. Please 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.
			

14	Options and Miscellaneous commands

	This chapter describes the different option and
	miscellaneous buttons available.

14.1	General

	The options are situated in the bottom-left corner of the
	virtual screen and are all switch buttons. The miscellaneous
	commands are situated just below the infowindow (except
	the QUIT button which is in the top-right corner of the 
	virtual screen).
	
14.2	Options

	EMPHAZ.CURVE	When on, the curve in sample windows is 
			enhanced so that it shows the amplitude
			of the sample better. When sample
			is zoomed enough the EMPHAZ.CURVE is
			automatically disabled. It only enhances
			the display when the zoom factor is big.
			To see the difference, try loading a large
			sample and toggling this option.
	DIG.PASS.THR	(digitize pass through) When this option
			is on, the SoundBlaster's (this option doesn't
			work for the SoundMaster) 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 sound
			when digitizing.
	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 SETTINGS	Is a command button, and saves the above settings
			to the DP.BAT so that the settings will be the 
			same when you load the ADP for the next time.

14.3	Miscellaneous commands

	QUIT		This commands quits to DOS if you confirm
			your choice. Note that QUIT doesn't save
			any changed files!
	ABOUT		This command gives the copyright and
			version information of the ADP.
	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 using resident programs
			might leave some undesired marks to the screen.
	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 approximately 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!


15	Technical Information

	This chapter describes some technical information not
	necessary for using the program. 

15.1	File header format

	The default extension used by the ADP is .DP3 though the
	format is detected from the "SCRS" string so that no
	fixed extension exists.

         0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
       Ŀ
 0000: [T] Dos filename (12345678.ABC)                   00h[Offse]
       Ĵ
 0010: Length         LoopBegin      LoopEnd        VolDsk[P][F]
       Ĵ
 0020: Samplerate      x  x  x  x  x  x  x  x  x  x  x  x 
       Ĵ
 0030:  Sample name, 28 characters max... (incl. NUL)                 
       Ĵ
 0040:  ...sample name...                             'S''C''R''S'
       Ĵ
 xxxx:	sampledata
 
  	Not all fields (like Sample Name) are used inside the ADP, but
	it preserves their values. They are intended for music programs
	utilizing samples. Header uses a 'standard' LoHi ordering. 
	The variables with four bytes are signed long variables.
	    Vol: volume for the sample, default 64 
	    Dsk: sample disk on which the sample can be found
	[Offse]: specifies the offset/16 at which the actual sampledata starts
	 [T]ype: 1=Sample
	[F]lags: +1=loop on
	 [P]ack: 0=8 bit normal
	     x : reserved for future usage

15.2	The Spectrum Analyzer

	This option uses fast fourier transfer (FFT) to calculate the
	spectrum of the signal. Some approximation is made in order to
	speed up the calculation. However, the routine uses floating
	point and thus it still requires a very fast machine (preferably
	a 80486). The software also actually does three FFT's to get
	more accuracy into the lower spectrum (left). Thus the created
	bar-spectrum is not 'linear' in a way a normal FFT is. Practically
	this doesn't matter (but makes it easier to see the variations
	in the bass-spectrum). The main thing is that the Spectrum Analyzer
	should not be thought to be a direct and exact FFT.

15.3	Command line switches 
	
	These switches can be added to the DP.BAT or entered at the
	dos command line. All of them 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. If this switch is enabled
		and no EMS driver is loaded, the ADP will
		detect this and won't use EMS. If you have
		problems with the EMS memory, this option
		might be left out thus disabling the EMS usage.
	/Z	Enables the spectrum analyzer.
	/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 -soundcard.
	/T	Testmode. Do not check for soundcard. The switch 
		orders the ADP to skip the soundcard presence check. 
		If soundcard is not present when this switch is 
		used, the ADP will not notice it, and you can test
		the program's features. Beware, however, playing or
		digitizing/analyzing anything for this will not
		work and may cause unpredicted results. Please avoid
		using this switch unless you fully understand it.
	/A###	Specifies the address of the sound card
		(consult your card manual for details)
	/I#	Specifies the interrupt number of the sound card
		(consult your card manual for details)
	/S####	Specifies the default samplerate for ADP.
	/P#	Selects the color scheme for the screen. 
		Following schemes (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)
	/@##	This option is used internally to save
		the settings. Do not change or truncate it.


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