SEE
This page was last modified 13:21, 30 March 2018 by Mars2000you. Based on work by Ro and Jorito and others.

SEE, Sound Effect Editor for PSG. (c) Fuzzy Logic 1991/95

Contents

Introduction

SEE is one of the few sound effect editors around, and it's only using the default MSX PSG to produce nice little ditties. SEE is shareware and therefor free to use. This means that the program may never be sold for profit other than the costs of the disc/service. You can use SEE v3.xx just for zip and may copy it as much as necessary.

The disk contains both the software as-well as lots of sfx examples. It even comes with Konami effects (ripped from MOG, Metal Gear etc)

Installing

SEE v3.xx can be installed on every (MSX-DOS) disk and also on your hard disk. It's NOT (yet) fully DOS 2.x compatible, so use it under BASIC if you can. You should copy the following files to boot SEE:

  • SEEv3_11.bin The BASIC loader ( bload "SEEv3_11.bin",r )
  • SEEv3_11.lib The program it selves.
  • SEE3.prf The preference file (not really necessary to copy)

On the master disk there's also a SEE3 replay source_file which is originally written in WBass2, but we saved it as an ASCII file. The name of this file:SEE3PLAY.asc.

Manual

MAIN EDIT SCREEN

       In this  (main) screen, the SFX editor is stored. At the top of the 
       screen  you'll find some options (main menu), which can be selected 
       with you cursors.
       At  the middle  of the  screen, there  are the  SFX patters. It can 
       display a  maximum of  13 patterns  at the  time. When moving up or 
       down,  the patterns  will scroll at the opposide direction. The 7nd 
       pattern, which is lighted by a bar, is the current one to edit.
       At the  bottem of  the screen  you'll always  find the STATUS line. 
       Every  action is  displayed on this line. One line above the status 
       line is shown the current edit file.


				    MAIN MENU

       NEW              - Clear all pattern and SFX data [F4].
       Preferences      - Goto pref screen [F10].
       Diskop           - Goto disk screen [F5].
       Quit             - Exit SEE3 (back to BASIC).

       Play SFX         - Play current SFX [F1].
       Play SFX visual  - Idem, but show current playing patterns [F6].
       Stop noise       - When a SFX is still playing press on this to
			  cut it [stop].
       Play status      - If ON, a SFX is still playing. Press on this
			  to cut. (same as "Stop noise")

       Sound FX nr      - Current selected Sound Effect [F2].
       Start pattern    - Start pattern for this SFX [F3]. Press RETurn to
			  reset this (OFF).
       Set next FX pat  - If the current SFX is complete, press on this to
			  set the start pattern for the next SFX. After
			  this, the current SFX has increased [F9].
       Pattern filter   -  <not yet in use>

       Quant            - Set the pattern edit stepper. In edit:
			  Y=Y+[Quant] after editing a channel [F7].
       Poly             - When ON, the edit channel will increase with one
			  after editing a channel (X=X+1) [F8].
       Edit             - When ON, you're in the EDIT mode ([select]).
       Block            - When not OFF, it displays the start/end patters
			  of the edit block. Press RETurn to kill it.

       Help me!         - Check'em yerself.
       About...         - Some credits 'n stuff.
       Max Volume       - A volume button for what use??
       Mouse		- On/Off toggle for edit window.
       

				  PATTERN EDIT

       The  pattern  box  shows  13 patterns.  The one  you are  currently 
       editing on, is lighted up with a bar.
       One pattern contains 11 channels (Event and PSG data).

				    CHANNELS:

       - event (1)      In this extra channel you can set some commands. 
			For further details look at "Event channel".
       - snd# (2/3/4)   Same as PSG channels 0/1, 2/3 or 4/5. Here you can
			set the pattern sound frequency. When there's no
			data displayed, this channel is switched of auto-
			maticly (see "Sound channels").
       - rus# (5/6/7)   Same as PSG channel 6. This is the rustle channel 
			for  this   pattern.  There  is  only  one  rustle 
			register,  but  you  can  select  it for  each PSG 
			sound  channel (1,2  or 3).  When there's  no data 
			displayed the  rustle for  this channel  is turned 
			off (see "Rustle channels").
       - vol# (8/9/10)  Same as PSG channels 8/9/10. In these channels you 
			can  set the volume for PSG channels 1,2 or 3 (see 
			"Volume channels").
       - wave (11)      Same as  PSG channel 13. Here you can select the 
			Volume  envelope.  When it  contains no  data, the 
			volume wave  mode has not been used in one of the
			volume channels (see "Wave channel").
       - time  (12)     Same  as PSG  channels 11/12.  This contains  the 
			volume  envelope time.  If no volume wave has been 
			used,  this  channel displays  no data  (see "Wave 
			channel").


       Event channel

       In this channel can set some pattern commands like loop, speed etc. 
       The folowing commands are included:

	--      Empty. Does nothing extra, just play the pattern.
       HALT (x) Wait for a little while BEFORE playing the CURRENT pattern
		data.
		In: x, total v_blanks (timed at 1/50 or 1/60 sec.)
       FOR  (x) Set loop start pointer. A total of 4 loops can be mixed.
		In: x, total reloops.
       NEXT     Jump back to the pattern where you've set a FOR command if
		FOR (x)>0.
       START    Set rerun pointer.
       RERUN    Go to pattern where you've set START.
       TMP  (x) Set replay tempo (timed in v_blanks).
       END      End of effect.

       To  edit these  events, just press the first letter of the command. 
       Like "E" for END, "R" for RERUN etc. Use Backspace to clear.

		example FOR/NEXT event:

			pat:    event:  psg data channels
			+-------+------------ -- -  -
			000      FOR 7  xxx yyy zzz
			001       -     xxx yyy zzz
			002      NEXT    -   -   -
			003      END     -   -   -

		Pattern 000+001 will be repeated 7 times.

       Sound channel (1,2,3)

       In this  channel you  can set  the sound frequency of each channel. 
       There  are  3  sound  channels  available.  In  SEE2  and  previous 
       versions,  you could  set both  the High  and Low  registers of the 
       frequency.  In  SEE3,  these  two registers  are combined  into one 
       register pare. It has a range from 000 to FFF.

       In these sound channels you can also set some extra effects. To set 
       these effects use SHIFT together with a key (first letter of com.).
       The effects:
	D:xxx    Down slide (frequency Down)    [shift + "D"/"d"]
	U:xxx    Up slide (frequency Up)        [shift + "U"/"u"]
	(xxx = slide rate)

       Note:  Down slide means that the value will decrease, but the sound 
       you'll hear will go UP and vice versa! (only in frq channels).
 
       To switch the channel off, simply press on Backspace.


       Rustle channel (1,2,3)

       For every  sound channel  you can  set the rustle channel. However, 
       there's  only one  PSG rustle register so all channels will use the 
       same amount  of rustle.  But to use it in a channel you MUST define 
       it!.

       Like  the  sound  channels,  you  can slide  up and  down with  the 
       following effects:
	D:xx     Down slide
	U:xx     Up slide
	(xx = slide rate)

       Backspace to switch 1 channel off.


       Volume channel (1,2,3)

       Each  channel uses  it's own volume range which can be set in these 
       channels.

       Also in this channel you can find some extra effects:
	D:x      Down slide
	U:x      Up slide
	Wave     Volume development (PSG standard)
	(x = slide rate)

       The PSG  has 15  standard volume  waves (development). When you use 
       such  a wave,  set the  development pattern  & time  in the  last 2 
       channels (wave/time).

 
       Wave channel (pattern/time)

       In this  channel the volume development pattern can be set. It will 
       be  displayed only  when one  or more  volume channels  are using a 
       (standard) wave. Other wise it will be switched of automatically.
 
       The development  time for  such a  pattern, can  be set in the last 
       channel. It's a combination of PSG regs 11 and 12 (000-FFF).

       Maybe   in  a   next  version   I'll  remove  the  standard  volume 
       development, 'cos  no one is using it anyway (atleast I don't) and 
       I think it doesn't even work yet!!.

				      BLOCK

       Block functions are featured from v3.10. This block is very usefull 
       for quick  editing. There's only one block available, the start/end 
       pats  will be  displayed at  the main-menu (Block: xxx-yyy x=start, 
       y=end pat).  When a  block has  been defined,  the patterns in this 
       block will be lighted up with a colour bar.

       To  enter the  block commands  use the  [CODE] key. [CODE]+[S] will 
       set the start pattern while [CODE]+[E] will set the end pattern. To 
       remove this  block simply press [CODE]+space. For further functions 
       see Appendix A (keys).


				   PREFERENCES

       At this  screen, you'll  be able to edit some (screen)-settings the 
       way  you like'em  best. The preferences will be saved as "SEE3.prf" 
       on the  current drive (the one you've selected in the DiskOp).

 
				   DISK MODE

       In  this screen  you can save/load SFX files. Even a disk_format is 
       included here. The disk mode contains 2 different file types:

	- filename.SEE   All SFX saved in 1 file.
	- filename.SFX   Save/Load only 1 SFX.

       The .SEE file_format will be detailed at Appendix B.

       When  loading  a .SFX  file, you've  gotta be  sure you've  set the 
       current  SFX   start  pattern.   If  not,  SEE  will  prenounce  an 
       error-message.
       When saving  a .SFX file, be sure you set the start pattern and any 
       End-Of-SFX  command  (event:  "END" or  "RERUN")! SEE3  will always 
       check  if  you've  set  correct  pattern  data  otherwise  it  will 
       prenounce a error-message.

       SEE will check if a .SEE file you're trying to load, is one of the 
       v3.xx  type. Before  you load  a .SEE  file, SEE will ask if a file 
       that has been (pre) edited must be saved before loading a new file.

       When  you're  using more  than 1  drive, the  default_drive can  be 
       increased by clicking on "DRIVE:".

       To check your disk directory, press on DIR .SEE/SFX. If you've done 
       this  before  (and still  using the  same disk)	then simply  press 
       RETurn  on  any	.SEE  or .SFX  item. SEE3  will remember  the last 
       DIRectory  from	both  filetypes!  When entering  DiskOp, the  last 
       filetype DIR will be displayed (if present).

       If  "Truncate" has been set ON, a .SEE file will be aqbbreviated in 
       length, and  is usefull to replay in your own software with the SEE 
       replayer.  However you can not reload this file in SEE again. There 
       for you must use the original file!

      
       Main screen (hotkeys)

       F1       Play current SFX
       F6       Idem but with pattern presentation
       F2       Select SFX
       F3       Set start pattern
       F4       New
       F5       Disk mode.
       F7       Set quant
       F8       Toggle Poly
       F9       Set next SFX pattern (SFX up + start pattern set)
       F10      Preferences
       Select   Toggle frequency (50/60 Hz)
       Stop     Cut SFX
       [+]      SFX increase
       [-]      SFX decrease
       [ESC]    Quit SEE


       Main menu

       Arrows   Move cursor
       Space    Confirm
       Return   ,,      special
       Home     Goto top of screen
       Graphic  Goto pattern edit
       Trig B   ,,      ,,


       Pattern edit

       Arrows   Move cursor
       Home     Goto pattern 0
       Return   Goto channel 0 (event)
       ESCape   Go back to main menu
       Graphic  ,,      ,,
       Trig B   ,,      ,,
       Back sp. Clear current channel
       DELete   Delete current pattern
       INSert   Insert 1 pattern
       [Q]      Set Quant
       [P]      Goto Pattern...
       0-9/A-F  Set channel data

	SHIFT +
       Home     Goto first pattern of current SFX
       Back sp. Clear current pattern
       DELete   As normal DELete, but with pattern Down.
       INSert   As normal INSers, but with pattern Up.
       [U]      Tuning up...
       [D]      Tuning down...
       [W]      Volume Wave (only in Volume Channels ofcourse!)

	CTRL +
       Home     (see shift)
       [E]      Goto Event channel
       [S]      Goto first Sound (frq) channel
       [R]      Goto first Rustle channel
       [V]      Goto first Volume channel
       [W]      Goto Wave channel
       [Q]      Set quant
       [P]      Goto pattern...
       space    Set start pattern of current SFX
       RETurn   Kill current SFX (OFF)
	CODE +  (block commands)
       [S]      Set first pattern (Start)
       [E]      Set last pattern (End)
       [G]      Goto first block_pattern
       [C]      Copy block to cursor position
       [M]/ret  Replace block to cursor position
       [Backsp] Clear block_patterns
       [space]  Remove block


       Disk mode

       Arrows   Move cursor
       Space    Confirm
       Return   ,,      special
       Home     Go to top of screen
       ESC/F5   Quit, go back to main
       [+]      SFX increase
       [-]      SFX decrease

File format

Here's how we build a .SEE file:

       Offset   Contents:
       --------+-----------------------------------------------------------
       $0000	SEE identifier -> "SEE3",type,vers.
		This is necessary for the replayer, which will only replay 
		SEE  data made  with SEE v3.xx. Also the diskop will check 
		this ID when opening a .SEE file.
		- type: "ORG", original file, can be used in SEE.
		      "TRN", truncated can only be used in replayer.
		- vers: Current &H11.
       $0008	Highest used pattern
       $000A	Highest used pattern+1 offset_address
       $000C    Highest used SFX
       $000E    xx
       $0010    SFX start pattern table (position_table).
		Contains the  start pattern  for each  SFX. The  length of 
		this table:  512 bytes. (HI_SFX)*2.
       $xxxx    ($0010 + position_tabel length) Pattern data.
		Here are the patterns stored that are used in a SFX.
		Length: (HI_PAT)*15.


				Pattern format:

       Offset   Contents:
       --------+-----------------------------------------------------------
	$00     Event.
		MSB: event type.
		0- Nothing (skip event)
		1x Halt, x: total v_blanks
		2x For,  x: total loops
		3- Next
		4- Start
		5- Rerun (bit 7, high)
		6x Tempo, x:v_blank delay
		7- End of effect (bit 7, high)
		(when bit 7 high, last pattern of SFX)
		LSB: [event value].
	$01/02  Frequency channel 1.
		(12 bits, $01=low byte, $02=high byte).
		b15     1: Tuning Up
		b14     1: Tuning Down
		b11-b0  Frequency value or tuning offset.
	$03/04  Frequency channel 2.
		See $01/02.
	$05/06  Frequency channel 3.
		See $01/02.
	$07     Rustle.
		b7      1: Tuning Up
		b6      1: Tuning Down
		b5-b0   Rustle value or tuning offset.
	$08     Channel control.
		b0      0: Frequency channel 1 ON
		b1      0: ,,        ,,      2 ON
		b2      0: ,,        ,,      3 ON
		b3      0: Rustle    channel 1 ON
		b4      0: ,,        ,,      2 ON
		b5      0: ,,        ,,      3 ON
	$09	Volume channel 1.
		Contains the volume for channel 1,2 or 3.
		b7      1: Tuning Up
		b6      1: Tuning Down
		b4      1: Standard volume development (wave ON)
		b3-b0   Volume value or tuning offset.
	$0A	Volume channel 2.
		See $09
	$0B     Volume channel 3.
		See $09
	$0C/0D  Wave time.
		Contains  the standard volume development time. It will be 
		used when one or more volume channels are using it.
		b11-b0  time value.
	$0E     Wave pattern.
		The pattern  of a  standard volume  development is  stored 
		here.