Deja Vu #05: Капля припоя: Обзор возможностей Sound Forge 4.0c для обработки звука

SoundTrack:  BY KASPUTIS SERGEY/SSG'97    
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(C) MDV/BD
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Professional audio processing on PC

Once I wondered: is it possible to perform audio processing on a PC at a level close to professional? I read in some magazine that there is currently no software for PC, and that it would not appear anytime soon. Despairing, I was not counting on anything anymore. But one day, on a pirated CD, I discovered a cool thing called Sound Forge 4.0c + Plugin's. The program has a ton of effects and functions that are necessary for professional work with sound. It is worth noting the convenient user interface and the display of ongoing processes on the screen. The Sound Forge program supports a large number of different audio file formats and can use various audio data compression algorithms. The program works without problems with large audio files.

So what can Sound Forge??? Let's take a look together:

1. Reverb and chorus, modern life is not possible without these two effects ;-).

2. Compression and expansion of sound (without affecting its absolute pitch). Not bad, is it!

3. Pitch shifting.

4. Equalizers (2 types, can easily give the sound the desired timbral color).

5. Dynamic processing (using dynamic processing, you can narrow or widen the dynamic range of the signal, limit the sound signal level, remove noise below a specified level, there is a multiband dynamic filter).

6. Restoration and cleaning tools for audio tracks (removing unwanted noise from audio files => the possibility of restoring old recordings).

7. Spectral analysis (allows you to observe the spectral picture of the entire file or a selected section of the sound wave).

8. A multitude of special effects.

9. Sound synthesis (allows you to create complex sound effects or imitate sounds of analog synthesizers).

10. Sample editing.

One of the strongest features of Sound Forge is its vast editing capabilities for sounds to be used later in samplers. Sound Forge includes Loop Tuner - a tool for creating and special editing of samples. This technique (looping) allows for the prolonged playback of short sounds in a sampler. To start editing with Loop Tuner, you first need to select with the mouse the part of your sample that you want to turn into a loop and execute the command Special/Edit Sample. Then, in the auxiliary menu that appears, you need to check the boxes next to Sustaining (or Sustaining with Release), Infinite Loop and click OK. Now you can use the Loop Tuner tool with the command View/Loop Tuner. In the upper window, the entire track you recorded is displayed in full, while in the lower window, you see the "joint" area of the beginning and end of the selected section in maximum zoom. Our task now is to match the "splice points" as closely as possible. Essentially, the wave at the end of the selected section (the left half of the lower window) should be a natural continuation of the wave at its beginning. The start and end points of the loop can be easily moved using the available control tools: you can move both points at once, having previously fixed the length of the looped section with a button.

Conclusion:
^^^^^

Anyone willing to spend a small amount of money can equip a sound studio at home and produce audio products of quite professional quality. Audio processing on a computer has enormous advantages over traditional methods that use analog tape recorders, mixers, and other expensive and bulky equipment that cannot be placed at home. Such equipment would cost tens of times more than a music studio based on a computer.

Contents of the publication: Deja Vu #05

  • Аперативчик - Max
    Detailed instructions on managing the DEJA VU interface, highlighting different input methods and navigation commands. Explanation of the new and old interfaces for enhanced user experience. Discussion on additional features like frame scrolling and music management.
  • Аперативчик - Max
    Discussion on supporting machines with more than 128k memory, leading to separate shells for 128k and 256k systems. Testing was mainly done on Scorpion and Profi, with functionality on other models anticipated. Article includes guidance on unpacking source files and insights on using improved algorithms.
  • Тема - M.M.A
    This article explores the theory behind digitizing sound on ZX Spectrum, focusing on sampling and quantization processes. It provides practical insights into converting sound files using specific hardware and software. Additionally, it offers methods to enhance sound quality while working within the hardware limitations.
  • Theme
    The article discusses the Save Our Scene initiative aimed at uniting Spectrum users and developers to promote software distribution and enhance the scene's development.
  • Charter of the Amazing Soft Making Association
    Discussion of the founding charter of the Amazing Soft Making association, detailing its goals, membership criteria, and operational principles.
  • Theory of Magazine Creation
    The article provides a detailed guide for aspiring magazine creators, focusing on technical aspects such as interface design, memory management, text formatting, and music integration for ZX Spectrum publications.
  • Solder Drop
    The article provides a personal account of purchasing and using the General Sound device for ZX Spectrum, detailing installation and sound performance. It discusses the initial issues encountered and praises the enhanced audio experience in compatible games. The author encourages further software adaptation for the device and reflects on multimedia capabilities with simultaneous hardware use.
  • Solder Drop
    The article discusses the capabilities of Sound Forge 4.0c for professional audio processing on PCs, highlighting its extensive features such as sound editing, effects, and restoration tools.
  • SOFTWARE
    The article reviews the latest software developments for the ZX Spectrum from Samara, including updates to MAXSOFT SCREEN PACKER, File Commander, and new applications like S-Terminal.
  • SOFTWARE - Card!nal
    Review and walkthrough of the logical graphic adventure game 'Operation R.R.' with detailed level instructions. Discussion on game elements like music choice and graphic design. Mentions new coder MAX/CYBERAX/BINARY DIMENSION's involvement.
  • SOFTWARE
    Discussion on the current state and evolution of the demoscene, highlighting the rise of 4K intros and upcoming competitions like FUNTOP'98.
  • CODING
    Article discusses assembly language coding techniques for optimizing screen scrolling on ZX Spectrum, featuring example code and performance analysis.
  • CODING - RLA
    The article explores stack manipulation techniques during second type interrupts for graphical effects on ZX Spectrum. It discusses solutions for preserving data integrity when interrupts disrupt graphical operations. Practical examples are provided to handle stack issues efficiently.
  • CODING
    The article describes the MS-PACK packer and its DEPACKER, detailing usage scenarios and providing BASIC and assembly code examples for handling packed files. It emphasizes optimizing performance by allowing unpacking with interrupts enabled and separating the DEPACKER from packed files. Additionally, it includes insights on programming techniques for loading and executing BASIC files on ZX Spectrum.
  • CODING
    The article discusses various coding techniques for ZX Spectrum, focusing on sprite rendering, rotation algorithms, and optimization methods to enhance performance.
  • ANOTHER WORLD
    Discussion on the evolution of multimedia technologies and their impact on various fields, including education and entertainment. It covers advances in computer hardware and software that have facilitated the integration of audio, video, and text. The article reflects on past developments and speculates on the future of multimedia systems.
  • ANOTHER WORLD
    Comparison of PC and Amiga systems highlighting performance, software costs, and user experience with multimedia capabilities.
  • Honor Roll
    Interview with PROGRESS discusses their creative journey on ZX Spectrum and AMIGA, addressing challenges in demomaking and the current state of the scene.
  • Honor Roll
    The article details the activities and future projects of the Eternity Industry team, based in Kovrov, including successful releases and collaborations with other groups.
  • Honor Roll
    Discussion of the Artcomp'98 festival, focusing on its mail-in format and guidelines for various competitions, including demo, graphics, and music categories.
  • Honor Roll
    The article provides a glossary of terms used in the demo scene, explaining roles such as musician, coder, and graphician, as well as different types of demos and effects. It serves as a useful resource for understanding the terminology and dynamics of the community. This is a descriptive piece aimed at educating readers about the jargon of the demo scene.
  • Honor Roll
    The article discusses the issues with mouse support in various ZX Spectrum magazines and the frustrations of users when encountering compatibility problems. It critiques developers for not adhering to standards, leading to poor user experiences. The author expresses the importance of consistent improvements in software for the ZX Spectrum community.
  • Honor Board
    The article discusses the process of creating tricolor images for ZX Spectrum using Photoshop and a simplified approach. It outlines how to divide an image into RGB channels and convert them for use on the Spectrum. Additionally, it provides tips on how to manage the files for optimal results.
  • Honor Roll
    The article discusses the comparison and perspectives on various computer systems, particularly emphasizing the strengths of AMIGA over PC and advocating for appreciation of all machines.
  • Seven and a Half
    Article discusses the humorous absurdities and peculiarities of military training and academia, blending satire with real anecdotes and witty observations.
  • Seven and a Half
    The article provides a satirical manual on programming methodologies, mocking the rigidity of formal programming practices and advocating for a more creative approach to coding.
  • Seven and a Half
    Instructions on safe sex practices, including guidelines on eligibility, preparation, and actions during and after the sexual session, along with handling emergency situations.
  • Seven and a Half
    The article discusses a call for a talented artist in Krasnodar for a ZX Spectrum group, raises concerns about the unethical practices of Scorpion regarding software rights, and critiques a video review of E'97.
  • Seven and a Half
    The article 'Семь и 1/2' narrates a humorous picnic adventure involving the editorial team of Deja Vu, highlighting their camaraderie and mishaps while preparing a barbecue.
  • Trial of the Pen
    The article is a humorous take on the fictional adventures of Winnie the Pooh as he interacts with computers and friends, discussing the absurdities of technology and daily life.
  • First Pen
    The article discusses the new section in Deja Vu dedicated to fantasy and science fiction literature, featuring book reviews and reader participation in content creation.
  • Advertisement
    The article is an advertisement section from Deja Vu #05, promoting collaborations with designers and musicians for future issues, and offering various software and hardware for ZX Spectrum.
  • News
    The article announces the launch of a new magazine, AMIGA RULES, focused on the AMIGA computer, addressing the lack of quality Russian-language publications. It aims to provide information on programming, hardware, software, and gaming, while fostering a community among AMIGA enthusiasts. The magazine will include contributions from readers and regular updates on the AMIGA scene.