User manual ARBORETUM HYPERENGINE

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[. . . ] HyperEngineTM Manual Table of Contents Copyright ©1999 by Arboretum Systems, Inc. This documentation may not, in whole or in part, be copied, reproduced or translated without prior written consent of Arboretum Systems. HyperEngine Real-Time Signal Processing Platform What's New In HyperEngine 2. 4. 4: q q 24 bit file support Fix to "long file" bugs New Features in HyperEngine 2. 4: q q q q q Import Split Stereo (. L/. R) files Import Foreign Files (Wave, QuickTime and more) Import CD audio tracks with supported Apple CD-ROM drives New file export features Open Transport no longer required. In fact, no system Extensions whatsoever are required under MacOS 8. 0 and later!Overall improved stability More Troubleshooting and Configuration tips q q New Features in HyperEngine 2. 3: q q Drag-and-Drop Waveform Editing · Freely copy audio segments from one file to another, or within the same file. [. . . ] An outline view of the selection range is seen as you drag the selection to the new location. Notice also that the playback cursor can be seen as you drag the selection, indicating your new "in" point. While still keeping the mouse button depressed, position the playback cursor to your desired insertion point. Release the mouse button and your selection will be re-located to the new insert point. The procedure above works the same way whether editing with a single File Document, or moving audio ranges between two different File Documents. Drag a Copy A variant on the Drag-and-Drop procedure is "drag a copy" which is accomplished by holding down the option (alt) key while editing. Here's how it works: Mouse-drag through a section of the waveform overview to create an active selection. While holding down the option (alt) key, mouse-click within the selection range and hold down the mouse button to "grab" the selected range. While keeping the option key and mouse button depressed, move the selection copy to a new position in the waveform display. When you've positioned the playback cursor to your desired insertion point, release the mouse button. Your selection copy is now in a new position, and the original selection area remains untouched, as it was before this edit. Remember, you can Drag-and-Drop waveform data between two separate File Documents, as long as both documents have the same number of channels and sample rate. Now that you're comfortable with all of HyperEngine's Waveform Editor features, lets examine in detail the last element of every Reference Document, the Process List. The Process List Now, let's examine the Process List. This list appears, and behaves, exactly the same in both the Play-Thru Document and File Document reference windows. You may add Hyperprism 2, Ionizer or Ray Gun effects by selecting them from the Plug-Ins menu. Access the effects in your document by clicking on their entries in the List. You also engage/bypass the processing in the Process List by clicking the toggle button to the left of each list entry. The Process List allows you to add multiple processes to a single reference document, so you can create complex multi-effects. And note that even when you close a Hyperprism, Ionizer or Ray Gun window, if the effect is still in the process list, and still toggled to "engaged" (not bypassed) then the effect processing, and any associated parameter automation, will be heard in the playback and in any processed new file. Using the Process List Once you have created a reference document (either a Play-Thru document or a File document) you can add one or more HyperEngine-compatible effects to it. Go to the File Menu Choose New File Document, or simply use the keyboard shortcut, command-n. In the resultant Select Sound File dialog, choose a sound file from disk and click Open (or press either the Return or Enter keys, which are the dialog shortcuts for clicking Open). A New File Document reference window will appear, along with a graphic waveform overview showing the audio in the sound file you just selected. Depending on the length of the sound file, the overview may take a few moments to calculate. Press the spacebar or hit the Play button to audition your sound file. [. . . ] HyperEngine's dither algorithm can also be used for 24 or 16-bit sound file processing. Here's why: HyperEngine does all its effect processing using 32-bit floating point calculations. This has much greater resolution than 24 or 16-bit linear digital audio sound files provide. However, the output of the effect must be converted to a 24 or 16-bit sound file. [. . . ]

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