PROJECT 15:
CREATING AND EDITING
MUSIC ON YOUR COMPUTER
(Sound Forge XP 4.5)
Objectives
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Learn how to manipulate music and sound in a desktop audio editing environment.
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Experiment with various editing techniques for digital audio including
copy, paste, and cropping; fade in and fade out; amplitude and envelope
alterations; reverb and echo; and others.
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Record digital audio from a live or prerecorded source.
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Add additional tracks to a digital audio clip.
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Learn how to convert a variety of digital audio file types.
Directions
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Read through the hands-on tutorial to gain an overview of the process
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Follow the hands-on tutorial, step-by-step, to experiment with various
prerecorded music and sound clips
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Digitally record some live music and/or sound on your own
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Use the Worksheet for Project 15 (see below)
to record your work.
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Submit the completed Worksheet with the Evaluation Form for Viewport
VII
Software
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The Worksheet for Project 15 is an Adobe Acrobat file. From the
Acrobat reader you can print out copies of the form.
- Click here to view the Worksheet form directly from those Web browsers that
will automatically display Acrobat files (e.g., Netscape, Microsoft Internet
Explorer, NCSA Mosaic browsers).
- For those Web browsers that will not display Acrobat files (e.g., I-View
HTML Viewer) download the Project 4 Worksheet to your hard disk. Then drag
the file onto the icon of the Acrobat reader application.
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Sound Forge XP Demo. You will need a digital audio software package like
Sonic Foundry's Sound Forge XP. The project below is tailored to Sound
Forge XP 4.5. We suggest you use the demo version of Sound Forge provided
on the EMT CD-ROM disk just for practicing the exercises in the workbook
(this version will not allow saving your work). Then, when you are ready
to create your own digital sounds and music clips, use a full-working version
of Sound Forge, or whatever comparable software you have available.
Caution: There are several limitations on the Sound Forge demo version.
The most critical one is that it will quit every 15 minutes and
you will need to restart Sound Forge.
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Guidesheet files. A folder of files especially prepared for Project 15
is available on the EMT CD-ROM disk. You will need these to complete the
activities below.
Project 15 Guidesheet
Introduction
Project 15 is designed to show you how software like Sound Forge XP can
be used for desktop digital audio editing (DTP) to produce a wide variety
of digital speech, sound effect, and music clips. Sound Forge XP will let
you record, edit, and transform digital audio in many very sophisticated
ways with very little effort on your part.
If you have not done so, take time to read the modules in Viewport VII
on music sampling and digital audio. The data concepts in Module 25 (and
earlier in Module 10) will be very helpful for you especially for terminology.
We have provided a folder of short digital audio clips. Look at the
files in the "sndproj" folder shown below. Notice the extensions on the
files. These are all different file types for audio and audio compression.
Here briefly is the application of each audio file type:
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wav
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DOS or Windows sound files
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aif
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Audio Interchange File Format (AIFF)
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au
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ULAW sound format commonly used across the Internet - (pronounced 'mu-law'
audio files as the U is really the Greek mu)
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Sound Forge, like many good sound editing software, will read and convert
many different files types.
Let's begin. There are six steps to the tutorial on the use of Sound Forge.
Steps:
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Finding Your Way Around Sound Forge
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Copying, Pasting, and Cropping a Digital Audio Clip
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Fades, Amplitude, and Envelope Editing of Digital
Audio
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Combining Audio Clips by Manipulating Tracks
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Reverb, Echo, Equalizing, and other Digital Audio
Goodies
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Recording Your Own Digital Audio Clips
Return to
the project menu
Step 1: Finding Your Way Around Sound Forge
Take a look at the Sound Forge window below:
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Using either the demo version of Sound Forge XP provided with the EMT CD
or a full-working version of your own, load the file "purplepg.aif" in
the folder "sndproj" with Sound Forge. You can either double click on the
purplepg.aif file (in Windows 95), or Run Sound Forge (Windows 3.1) and
select Open from the File menu and then select the "purplepg.aif" file.
You will need to select "All Types (*.*)" or "Macintosh AIFF (*.aif, *.snd)"
from the "List of File Types:" menu in the Open file dialog box.
(Hint: If you have the Auto Play box checked, Sound Forge will automatically
preview the file for you when it is highlighted. Plus it will display
any information it can tell from the file in the bottom half of the Open
file dialog box.)
When done, your screen should look something close to the one shown
in the figure below.

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Let's look around the screen to get our bearings. Using the figure above
as a guide, look for the menubar and the toolbar at the very top. The toolbar
has two rows of graphic icons that replicate many of the commands accessible
from the menubar. Find the main Audio Edit window for the sound file your
are working on (the purplepg.gif file for our example). This is the window
with the a blue graphic of the amplitude envelope of the sound sample and
is labeled "PURPLEPG.AIF".
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Find the Player Controls, they are in two places: on the second row of
the toolbar and at the bottom left-hand corner of the Audio Edit window.
These serve the same function as the controls on a tape recorder. You can
play, stop, pause, record, and loop the sound clip in the Audio Edit window.
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Find the Zoom controls in the lower right-hand and left-hand corners of
the Audio Edit window; the small and large magnifying glass for Zoom In
and Zoom Out. Try clicking on the two icons to see what affect they have
on the display of your sound clip in the Audio Edit window. The lower right-hand
glasses control the horizontal time element: how much of the sound clip
you will see on the screen and the amount of detail you will see. To change
the vertical dimension (Level), the height of the sound wave, just click
on the magnifying glasses in the left-hand corner of the Audio Edit window.
Set the zoom controls so your Audio Edit window looks similar to the figure
above.
Before we start messing around with this sound clip, we will examine one other
feature of Sound Forge. Go to File => Properties. When the new window
appears, click on the Format Tab as shown below.
This dialog box gives you some key information about this sound clip.
The
sampling rate is 8 kHz and the sample size is 16 bits.
The sampling rate could also have been 8 kHz, 11 kHz, 22 kHz, or 44 kHz.
The sample size could also have been 8 bits. What rate and size you select
is always a trade off between the quality of the audio you want and the
size of the audio file. See Module 25 in the EMT textbook for more information
on this.
(Note that the "Summary" tab is grayed out. The summary tab allows
you to annotate or more importantly "Watermark" your sound file.
You can place vital information such as copyright info, engineer info etc...
Unfortunately, this is only available with Microsoft PCM *.WAV formats.)
Check yourself off on the
Project 15 Worksheet when you have completed all of the work for Step 1
Return to
the project menu
Step 2: Copying, Pasting, and Cropping a Digital Audio Clip
It is time to start experimenting with the toolbar and the features of a sound
editing program like Sound Forge XP. The sound clip that you currently have
loaded into Sound Forge is a clip from a recording of Northwestern University's
Marching Band (purplepg.aif).
Place the mouse cursor anywhere over the graphic representation of the
sound clip. You will notice that the cursor now changes to an "I
- beam" tool. Click and drag over any section of the clip to select
a smaller portion of the sound file. Now, take a close look at the
transport buttons above and below the sound clip. The upper and lower
bars have similar but different functions. The upper transport controls
are for more global control of the sound file, while the lower controls
are more specific to the sound file.
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Upper Controls
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The button functions are described from left to right:
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Record
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Begins Recording.
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Play All
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Plays the entire sound file
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Play
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Plays a selected portion of the file (If nothing is selected it
plays all)
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Pause
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Pauses Play
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Stop
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Stops Play
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Go to Start
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Jumps to Start of sound file
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Rewind
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Rewinds file (scrolling manner)
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Fast Forward
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F. Forwards file (scrolling manner)
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Go to End
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Jumps to End of sound file
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Lower Controls
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Go to Start
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Jumps to Start of sound file
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Go to End
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Jumps to End of sound file
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Stop
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Stops Play
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Play (Normal)
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Works like Play button above
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Play (Looped)
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Plays selected portion in loop mode (If nothing is selected, this
will loop the entire file)
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Experiment with the transport toolbars to see for yourself how they
work. When you feel you have a good idea of their functions
and how to play selections from a larger sound clip, make sure you have
the file "purplepg.aif" open and proceed to the tutorial below.

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Play the clip.
- Let's try copying and pasting the waveform. Select the entire sound clip.
You can double-click inside of the waveform or pick Select All from the Edit
menu. Click on the Copy icon in the toolbar or select Copy from the Edit menu.

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We are now going to paste the audio clip at the end of the current selection.
This will repeat the the audio clip. Click with the mouse at the end of
the current selection as shown on the screen above. Then select the Paste
button in the toolbar (to the right of the Copy button).
Position the mouse at the end of this sound clip (or hit the Go
to End button) and paste it again. The end result should look like the
figure below.
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Let's save our work. Select Save As (not Save) under the File menu so we
can save our new version of the work. Change the file format in the "File
Save Type:" to "Wave (Microsoft) (*.wav)" and the extension to the file
name so it reads "purplepg.wav". See the figure below.
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If you were to click on the Summary button right now you would be able
to "Watermark" your sound file.
Before saving your work click on the Summary button to preview what
you could do with this option.
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To remove a portion of a sound from an audio clip, just select an area
of the sound and choose the Cut or Clear option from the Edit menu (or
Cut button on the toolbar). The Cut option places the clip in the clipboard
so you can paste it somewhere else. The Clear option just erases it completely.
Try the Cut and Clear options on the purplepg.wav sound sample.
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Try copy and pasting from two different sound files. You can open the "salsaton.aif"
file in a second window in Sound Forge. Copy a brief clip from this drum
routine in the "salsaton" window, click on the "purplepg.snd" window, and
paste in the sound at the beginning of the clip. (Thanks to the drum line
of the Northwestern University band for this clip from their Internet web
page.)
Check yourself off on the
Project 15 Worksheet when you have completed all of the work for Step 2
Return to
the project menu
Step 3: Fades, Amplitude, and Envelope Editing of Digital Audio
For this step let's begin to explore many of the powerful tools that sound
editing software provide. We will load the "salsaton.aif" file from the "sndproj"
folder and experiment with tools that let you control amplitude.
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Load the "salsaton.aif" file into Sound Forge. Adjust the zoom until your
screen looks like the one below.
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Look at the General/Format option tabs under the Properties menu to see
that this sound sample was recorded at a 8 kHz sampling rate, with an 16-bit
sample size.
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Play the sound sample.
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Let's try the Fade option to produce a fade in and a fade out. We can simulate
the drums gradually fading in and then fading away as if they were passing
us in a street parade (in fast motion!). Examine the figure below. Select
the black portion of the sound sample which has been highlighted and then
select the Fade option under the Process menu. When you select the Fade
option, another menu will pop-up off to the side showing three more options:
Graphic, In, and Out. Pick "Fade In" for now.
When you select the Fade In option it will automatically adjust the
amplitude from the beginning to the end of the selection area you have
marked in the sound sample. The computer will now process the sound
sample and reduce the amplitude of the selection starting very low at the
beginning and ending with no change. When it is done the display should
look like the one below.
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Play the sound sample now and hear the effect.
Do the same thing to create a Fade Out starting about two-thirds
of the way through the sound sample (where the cursor is positioned below)
and continuing to the end of the sample. The Fade Out option is right under
the Fade In option in the Process menu. Your result should look like the
graph below. Play the sound sample and listen.
When done with this step, close the window and load the original SALSATON.AIF
file again. This will bring back the original "salsaton.aif" file without
any of the fade effects. If you want to save the fade effects, then first
select Save As and give the file a different file name.
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Two other amplitude techniques are changing the overall amplitude and altering
the sound envelope. Let's say we need to reduce the amplitude of the entire
sound sample to make it soft for background music.
From the Edit menu choose Select All (or double-click inside of
the Audio Edit window). Then select the Volume option from the Process
menu. When the dialog box is displayed (see below), set the amplitude to
30% and click on the OK button. When the processing is completed, you should
visually see the difference in your graphic. Select the Play button and
listen to the result.
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HINT: If you place a check mark next to the "Create Undo" you
will be able to "Undo" the transformations to the sound file in case you
don't like them.
Furthermore, an important feature in Sound Forge XP 4.5 is the ability
to have a list of multiple "Undo" |
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You can use the same process to increase the amplitude of a sound. If something
was recorded too low, set the amplitude to a percentage higher than 100%,
for example, 200%.
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Let's try creating an envelope effect next. Do an Undo from the Edit menu
to revert back to the previous "salsaton.aif" file (or reload the original
file). We can create the effect of the sound of the drum line fading quickly
in and out with an envelope effect using the Fade option from the Process
menu.
Select all of the sound sample (double-click in the Audio Edit window).
Under the Process menu go down until you can select the Fade option, then
select Fade Graphic from the pop-up menu. A large dialog box will appear
with a graph representing the selection you made from the sound sample.
There is a straight line across the top with handles on it. With your mouse,
click on a point (open square box) on the line and pull it down to shape
the envelope. If you find that you need to add a point, click on the line
and a new box will appear. Make your graph look like the one above.
When you are done, click on the OK button in the upper, right-hand corner
to process the sound.
Play the clip and hear the effect. Go back and experiment with some
other envelope shapes as well.
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That concludes this step which has introduced you to fade, envelope, and
amplitude effects in sound sampling software. Use Save As from the File
menu to save a version of the file which you have modified using the techniques
learned in this step.
Check yourself off on the
Project 15 Worksheet when you have completed all of the work for Step 3.
Return to
the project menu
Step 4: Combining Audio Clips by Manipulating Tracks
We will now show you how to work with tracks in a sound sampling program. In
Sound Forge, you can edit and manipulate audio information in the two channels
of a stereo recording as if they were two tracks. In the "sndprog" folder there
are two files: "waterfal.wav" is a penny whistle recording and "voice.wave"
is a recording of spoken voice made on the computer with a microphone. Both
recordings are WAVE files meaning they were recorded on a Windows/PC computer.
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Your task is to import the "voice.wave" file as a second track (or channel)
to the "waterfal.wav" file. To do this we will need to convert the Waterfal
file to stereo and then bring the Voice file in on the right track or channel.
The finished effect we are looking for is shown in the Audio Edit window
below.
Follow along:
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Open the waterfal.wav file from Sound Forge. Be sure to change your Files
of Type setting in the Open dialog box to show WAVE files.
Next we want to convert the Waterfal file to stereo. Choose Properties
from the File menu. Notice that it is a Mono (1-channel) file. Click on
Stereo and when the next dialog box appears, select Left Channel, then
OK. Your Audio Edit window should look like the top of the window shown
above; adjust the zoom controls if need be.
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Now to bring the Voice file in and place it in the Right Channel. Open
the voice.wav file. It will appear in a new window by itself. (You now
have two windows open, one for Waterfal and one for Voice.) This file needs
to be cropped to get rid of extra space and some sound glitches. Select
the portion shown below, then use the Crop option from the Edit menu.
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Now to merge the VOICE sound with the WATERFAL file. Do a Select All from
the Edit menu, and then a Copy. Now, go back to the WATERFAL window and
click with the "I Beam" tool approximately at the point you wish the voice
to begin. (Make sure to click in the open Right Channel!) Go
to Edit => Paste Special and then select Mix. When asked, click on the
Right Channel option. You should now have both files merged into one stereo
file for WATERFAL. (You can close the VOICE file now, you are done with
it. You can also save the WATERFAL file under a new name, like "WATERVOC.WAV".)
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Your window should look like the WATERFAL.WAV one above when done if everything
went okay.
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Play the sound sample. To get both tracks to play together, click in the
far left-hand corner of the upper track, hold the Shift key down, and click
in the far right-hand corner of the lower track. Then press the Play button
in the Control window.
Hint: Drag the cursor over the two tracks of the WATERFAL file. It is an
I-beam cursor. Notice how it will add an L next to the I-beam or an R when
the cursor is over the Left or Right track. To select only a single track
for playing or editing, move the cursor until it has an R or L and then click
in the track.
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The last step is to save your work as a Real Audio file with an extension
of ".ra" on the end of the file name. We will save this file in this new
format that can be played by most computers on the Internet. This
does depend on whether or not the receiving computer has Real Audio installed
and configured correctly on their computer. Real Audio files have
a proprietary file format and compression rate and for the most part are
not changed by the file creator. Sound Forge XP 4.5 will do this
automatically.
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To do this, choose Save As from the file menu and a new window will pop
up allowing you to choose between which formats to save your file as.
Select the RealMedia option from the "Save as type" bar. You will
notice that the Format and Attributes options are grayed out. As
stated before, these are "set" by Sound Forge and are not user changeable.
Step 4a: Further Uses for the Mix Paste Option
Follow the steps above, however, this time do not place the wave files
in separate L/R Stereo Channels. You can use Mix Paste to paste one
file over another. For clarity, the steps are outlined below.
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Open the "Waterfal.wav" file. (no need to expand to stereo this time)
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Open the "voice.wav" file, crop, and then copy the cropped file.
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Place the "I-Beam" tool approximately where you wish the voice.wav to begin.
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Select Mix from the Paste Special option in the Edit menu.
The Mix Paste window will appear allowing you to configure the volumes
of both sound files. If you need to configure them and hit OK.
HINT" If you have the check mark placed next to the Apply destination
volume to overlapping area only, the volume changes will apply to the paste
area ONLY! Otherwise, the volume changes will apply to the entire
file.
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Review the changes and save your work!
Check yourself off on the
Project 15 Worksheet when you have completed all of the work for Step 4
Return to
the project menu
Step 5: Reverb, Echo, Equalizing, and other Digital Audio Goodies
In Step 5, we will experiment with some of the other special effects.
Load in the original waterfal.wav sound file for your experimentation.
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Reverb. Reverb adds depth to your sound by simulating acoustical reflections
within a room. To try this effect, select all or part of the waterfal.wav
sound sample, then under the Effects menu, choose Reverb. A dialog box
will appear as shown below. Pick Medium Room and try it. Then do an Undo
from the Edit menu and return to Reverb to try other settings. (Check the
Create Undo so you can undo each effect and try again.) Sound Forge
XP does not allow for configurable Reverb settings. The options below
are "pre-set."
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Echo works much the same way as Reverb. Try it. Try the settings shown
below first. Then with an Undo from the Edit menu, try other settings until
you get a feel for the controls.
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Equalizer. The equalizer lets you selectively alter the amplitude of a
specific band on frequencies within a sound sample. You'd use the equalizer
if you wanted to reduce too much bass sound, too much high frequency sound,
or to eliminate some high frequency sound. Select Graphic EQ under the
Process menu.
In the Equalizer dialog box above, we have reduced some of the low frequencies,
boosted some midrange frequencies, especially the highs above 5 kHz. Experiment
with different settings on the Penny Whistle clip. Use the Undo under the
Edit menu to reset a change and then try again.
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Experiment with others. Be brave now! Experiment with other effects to
see what they do to the sound sample: flanger, bender, tempo, etc.
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Use a variety of the special effects to produce your own bizarre version
of the Penny Whistle tune. Be sure to save your work when done, and under
a new file name.
Check yourself off on the
Project 4 Worksheet when you have completed all of the work for Step 4
Return to
the project menu
Steps 6: Recording Your Own Digital Audio Clips
One powerful feature of digital audio editing software is the ability to record
your own sounds, voice, and music. To do this from Sound Forge XP you will need
to connect either a tape recorder with recorded music or a microphone to the
computer through the PC's sound card. How to do this varies widely from PC to
PC. Check your computer user manual for more instructions as well as the Sound
Forge Help built into the software. We will cover recording from CD audio discs
in the next Guidebook project, Project 16.
To record a sound clip in Sound Forge:
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Make sure your PC and Sound Card are configured correctly (Check the Appendix
Help files for Windows Sound Setup and Configuring Windows Drivers)
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Click the Record button found in the upper transport controls.
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If need be, you can change the Recording Attributes by using the New button.
(44.1 kHz, 16 Bit, Stereo etc...)
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When you click on "New" in the previous window, this window will appear
allowing you to configure the defaults of the sound file you are about
to record.
When you are finished making the changes click "OK" to get back into
the record window. |
To start recording, press the Record button on the dialog box shown
above to activate the recording process. Check the Monitor Input if you
want to see some recording levels. (To monitor the levels that you
are about to record, check the box next to the "Monitor" LED's.)
Be careful, digital samples can take up lots of memory!
Record several sound samples of your own. Try different formats. Be
sure to use all of the editing skills you acquired earlier in the project
activities to edit and enhance your recording. Crop the file, adjust the
amplitude, add a little reverb, etc.
Check yourself off on the
Project 4 Worksheet when you have completed all of the work for Step 6
Return to the project menu
Happy Sampling.....!
Version 1.0
©1996 David B. Williams and Peter R. Webster
Schirmer Books