When using digital output, you can apply effect
processors to the sounds produced from a score.
Effect processors are available in Melody Assistant from
version 4.3
and in Harmony Assistant from version 6.3.
These effect processors are organised like a guitar
multi-effect foot switch: several effect types can be cascaded
in order to change
the original sound of the instrument. As many effects as you need can
be
inserted in a staff: instrument sounds can then be changed while music
is playing.
Effect processors can be applied to standard sounds
as well as
to user sounds.
Several predefined effect processors are provided with
the software,
but you can easily define your own, and then insert them into your
tunes
or share them with other users.
Inserting an effect
Select the "Effect processor" tool (blue foot switch
icon) in the "Miscellaneous"
tool palette and click where you want it to be inserted in the staff.
The effect editing window opens.
Later, you will be able to double-click on the effect
with the lasso
tool to open the effect editing window again.
Editing an effect
In the effect editing window, you can see:
On the left, the list of effect types.
These effects types
can be cascaded to produce the sound you wish.
In the middle, the way this effect type
is applied to
the sound..
Two icons are available for any effect type:
Do not modify, which means this effect
type is
unchanged and keeps
the previously set parameters.
Stop, which means this effect type is
stopped
and is no longer used
to process the sound.
On the right, parameters for this effect type.
You can edit these parameters by entering their
values with
the keyboard or by moving control handles on the graphics.
At the bottom of the window:
The Icon used to display this effect on
the score. This
icon can be chosen from amongst a set of predefined icons ("Change"
button)
or drawn with the integrated icon editor ("Edit" button).
Tip:
On a score, the staff
an effect processor is applied to is the one including the top edge of
the effect's icon.
While editing an effect processor, the name of
the staff containing the effect is displayed in the window title bar.
The Try button (little electric
guitar). Plays a portion
of the staff this effect is assigned to.
The effect name, which is displayed on a score to the right
of the icon. Text font and style can be chosen. Comment, to write remarks about
this effect.
The Print check box. When checked, the effect will be printed
on the score.
The Predef button, to chose an effect from amongst the
predefined set.
Tip:
You can add your own effects to the predefined
set by saving them in the "FXs" folder.
Load and Save buttons, to load
or save your effects
separately from the score in which they are included.The file
extension
for these files is ".FX". This file format is compatible with both
Macintosh
and Windows, and can be sent in ascii or binary format through the
Internet.
If you have designed some really interesting
effects, share them on the Internet with other users. The "Comment"
field,
which is not displayed, lets you include your name or e-mail address.
Changes made to the effect processor currently being edited are
applied
in real-time to played music: you get an immediate preview of your
changes.
When "Try" mode is active (button with a little guitar), only the 6
bars
after the effect are played, in a loop.
Note:
Effect processors are time-consuming in terms
of computer power. If your computer is too slow, you can disable the
effect
processors via the software digital output configuration window.
To begin:
Here is a little example to take a look at effect processor
capabilities.
1) Check the software setup
"Configuration>digital output
configuration" menu: Ensure
that digital output parameters have been set properly. Recommended
values are
44kHz, 16 bits, stereo, quality.
"Enable effect processors" must be checked.
"Configuration>Global setup>Load" menu: ensure
that under Adapt music
to existing devices the Set to radio button is selected and digital
output chosen (use the Change button if necessary).
2) Create a document
"File> New" menu option: select a "Simple"
template
and insert notes into the first 6 bars of the first staff.
or "File>Open" menu and select an existing tune.
Press the space bar: the music starts playing.
Press the space bar again: the music stops.
3) Insert an effect
Ensure that the "Miscellaneous" tool palette
is displayed,
or activate it through the "Windows>Miscellaneous tools" menu
option.
Click the blue guitar foot switch icon.
Click on the staff, just before the first note: an
effect processor
is inserted into the score and the effect processor editing window
opens.
4) Set up the effect
Click the little guitar icon: the first 6
bars of the staff
are played in a loop, so that you can try your effect processor in
real-time.
At this stage you should hear the notes playing. Leave this mode on.
Click the "Predef" button: the list of predefined
effect processors appears. Select for example "Church Reverb" and click
"OK". Notes are now played with a deep reverberation.
You can try several predefined effect processors,
then start to change
some parameters to get the sound you wish.
Several effect types can be combined to change the original sound. The
list on the left is drawn as a flowchart, to display clearly which
effect
types are enabled and which ones are disabled. We will detail here the
specific action of each effect.
Resonator/Wah
Technically, this is a resonant band-pass
filter.This kind
of acoustic filter accentuates a given frequency and reduces all
others.
The frequency is given in Hertz (Hz) and specifies the sound
frequency to enhance.
The resonance level defines the amplifying factor at this
frequency.
Finally, an output gain control adjusts the sound output volume.
Note:
The frequency of an A at octave 4 is 440
Hz, and frequency is doubled for each octave.
Thus, if the resonating
filter frequency is set to 1760 Hz, the note A 6 will be specially
enhanced
and will become resonant.
The resonator can be applied in several ways:
Fixed: The frequency is set to a given
value. A smooth change can be applied to the frequency or
resonance.
In this case, the parameter starts from the given value, and moves
smoothly
to the value set by the next effect of this type on the same staff.
LFO (Low Frequency Oscillator): Frequency
increases and decreases regularly over time. The control handles on the
graph (or numerical values) enable you to set the highest and lowest
frequencies
of the oscillation, its starting point and the oscillation period (in
milliseconds).
The Direction check box defines whether the oscillation begins
with an increasing or decreasing frequency.
A smooth change can be applied to the resonance.
In this case, resonance starts at the given value, and moves smoothly
to the value set by the next effect of this type on the same staff.
Wah: simulates the automatic Wah-Wah effect
found in some guitar effect processors. Resonator frequency is linked
to
the current volume of the music: the louder the sound, the higher
the resonator frequency. On the graph, frequency is drawn on the
vertical
axis and sound volume on the horizontal axis (quiet sounds on the left,
loud sounds on the right).
A smooth change can be applied to the resonance. In this case,
resonance
starts at the given value, and moves smoothly to the value set by
the next effect of this type on the same staff.
Distortion/Overdrive
This effect simulates the sound of overdriven
guitar amplifiers. When the input level becomes too high the signal is
distorted. Distortion and Overdrive are two ways this
effect
can be rendered.
Power sets the sound volume trigger at which the Distortion/Overdrive
effect begins. With a low distortion power, only loud sounds will be
altered. With
a power near 100%, even notes played weakly will be altered.
These effects can generate unwanted high-pitched
harmonics. It is therefore possible to set a low-pass filter (Tone)
to soften the sound by reducing these higher frequencies.
Finally, an output gain control adjusts the sound output volume.
Flanger/Chorus
This effect adds a sound back to itself
after a slight delay, which varies over time. Power sets the quantity of feedback, and thus the
scale of the
effect. A Low Frequency Oscillator (LFO) makes the delay change across
time.
The only difference between Flanger and Chorus is the range of
oscillation
speeds.
Equalizer
This effect lets you adjust the instrument tone
and
output power.
On the graphical sliders, you can control the amount of bass and
treble.
With the "gain", you select the instrument output level.
The "limiter" lets you limit the output level in order to avoid general
saturation of your tune. By setting a low value for this parameter, you
increase the risk that loud notes or chords on the affected staff will
saturate
(you could decrease the gain to prevent it), but only the staff with
the equalizer effect will
be affected. Other sounds played by other staves will still be heard.
Panning
This effect alters the location of sound in
stereophonic space.
The panning location can range from extreme
left (negative values) to extreme right (positive values).
Panning can be: Fixed: Panning is set to a given
value. A smooth change can be applied to this value. In that
case,
panning starts at the given value, and moves smoothly to the value set
by the next effect of this type on the same staff.
LFO (Low Frequency Oscillator): Panning
moves from left to right and from right to left regularly over time.
The
control handles on the graph (or numerical values) let you set the
highest and lowest panning values of the oscillation, its starting
point
and the oscillation period (in milliseconds).
The Direction check box defines whether the oscillation begins moving
from left to right or from right to left.
Delay/Reverb
These are echo or reverberation effects applied
to the input
sound. Three kinds of echo or reverberation can be applied:
Delay: This is a one-time echo, occurring
after a given time. The time that elapses before the echo (in
milliseconds)
as well as the echo power (as a percentage of the original
sound)
can be set.
The Ping-Pong box, when checked, makes
the echo appear at the panning location opposite the original sound.
Feedback Delay:
This is the same effect
as above, except that the echo is added to the original sound and
processed
again (and again, and again...). A series of echoes regularly
distributed
in time, and with a decreasing intensity, is heard. If the Ping-Pong
box is checked, echoes alternate left and right.
Reverb: This is an approximation of a
real
room reverberation. Reverberation power and total duration (up to 5
sec,
i.e. 5000 ms) can be set. If the Ping-Pong box is checked,
reverberations
fill the whole stereophonic space.