Arboretum Systems HyperEngine User Manual

HyperEngine™ 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
24 bit file support
Fix to "long file" bugs
New Features in HyperEngine 2.4:
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
New Features in HyperEngine 2.3:
Drag-and-Drop Waveform Editing · Freely copy audio segments from one file to another, or within the same file.
One-touch drag-and-drop editing makes HyperEngine the fast and easy way to cut sound.
Live Play-Through Processing · Process input from a DAT player or other source, in real-time, without creating
and reading hard disk files. HyperEngine lets you use Ionizer, Ray Gun and Hyperprism like regular hardware effects!
Record and Process at the same time! Capture those old vinyl recording to digital, and clean them up at the same
time with Ray Gun.
Flexible Selection Range and Viewing Tools · Simple key commands and mouse clicks allow you to navigate,
select and edit audio with speed and accuracy.
Direct Sound Card Support · HyperEngine includes special custom drivers for Apple Sound Manager, Korg 1212
I/O, Digidesign Audiomedia II and Audiomedia III cards. Take advantage of HyperEngine's 32-bit internal processing, allowing you to keep your digital signals at the highest possible resolution throughout the processing chain.
Note that the new chapter on HyperEngine Reference Documents contains a lot of material, and is a real slow-loader. The HyperEngine Command Reference chapter contains synopses of each menu function, and is heavily hyper-linked to the detailed explanations contained in the chapter on Reference Documents. You may wish to start your searches in the Command Reference chapter, then access the Reference Documents chapter when you need detailed
step-by-step instructions.
Contents
Introduction
About HyperEngine Hardware and Software Requirements Getting sound into HyperEngine Processing sound files Processing live audio Getting sound out of HyperEngine
Installing HyperEngine
Installing HyperEngine and HyperEngine plug-ins Allocating Memory to HyperEngine Installing HyperEngine Effects Installing HyperEngine Drivers System Compatibility Starting HyperEngine
Monitoring and Playback Controls
Output Toggles Transport Controls Meters & Faders Time display
HyperEngine Reference Documents
Introduction: HyperEngine File Documents and Play-Thru Documents Processing Real-Time Audio: The Play-Thru Document Recording a New Audio File Processing While Recording Processing Disk Files: The File Document Elements of a HyperEngine File Document
File Document Header Information Time and Tool Windows The Waveform Editor Waveform Editor: Playing Sound Files Navigating Sound Files with the View Frame Tips for Fast Zooming and Navigation Waveform Editor Selection Tools File Editing: Basic Cut/Copy/Paste File Editing: Drag-and-Drop The Process List Using the Process List Removing an Effect from the Reference Document Naming an effect variation Bypassing one effect Changing the Order of Effects Process to new file
HyperEngine Command Reference
File Menu Edit Menu Plug-ins Menu Wave Menu Windows Menu Preference Menu HyperEngine Keyboard Shortcut Summary
HyperEngine and the Macintosh Sound Manager
Macintosh built-in sound Sound out Sound in Using 3rd party audio cards Special Direct Sound Card Support A Note About Latency
Appendix A: Troubleshooting
Eliminating System Conflicts
Optimizing Performance Recording or Play-Thru Sounds Distorted Effect Process Sounds Distorted Noise Reduction Alters Original Signal Can't Open a Stereo Sound File in Pro Tools Effect Changes Seem Coarse or "Jumpy" Viruses and Authorization Credits Current 3rd-Party Support Issues
Appendix B: About Digital Audio Files
Memory Requirements Sample Rates Bit-Depth Mono/Stereo File Formats
About This Manual
The documentation may be viewed or printed from any browser, such as Netscape Navigator or Microsoft Internet Explorer. If the text is too small or you wish to change the background color, go into your browser's Preferences and set them as you wish. Internet Explorer users, just hit the Larger button on your browser tool bar.
Important: For better scrolling comfort use the scroll bar, or the page up/page down keys, rather than the up and down arrows.
It may also be viewed using the excellent HTML Viewer By Sassafras Software, a shareware program supplied on this CD-ROM. If the text is too small, replace the HTML Viewer Prefs file in your Systems' Preference folder by the one on this CD. You can find it by doing a "Get Info" of your HTML Viewer alias followed by a "Find Original" command.
Manual Conventions
Throughout this manual, you will see several different symbols in sections describing step-by-step operations.
Text following a right pointing arrow
invites you to execute a command with the mouse or keyboard.
Text following a down pointing arrow
describes the result produced by executing a command.
A pointing hand
indicates an important note!
Underlined Text indicates a Hyper link; mouse-click on the link to access more information on the designated topic.
Documentation current for HyperEngine version 2.4.1 last revised 11/9/98. Manual written and edited by Todd Souvignier, with past contributions from Georges Jaroslaw, Chris Weare, Curtis Roads and David (Rudy) Trubitt.
Copyright ©1997, 1998 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.
for Arboretum Systems, Inc.: Georges Jaroslaw, president Zhi Liu, chief financial officer Christopher Weare, chief technical officer Aram Lindahl, senior software engineer Richard Lee, sales director Todd Souvignier, marketing director
75 Aura Vista, Pacifica CA 94044 info@arboretum.com www.arboretum.com
[First Chapter]
Introduction
This chapter describes:
About HyperEngine Hardware and Software Requirements Getting sound into HyperEngine Processing sound files Processing live audio
Getting sound out of HyperEngine
About HyperEngine
HyperEngine is a program built for real-time signal processing and sound design which also provides a framework that lets Arboretum's plug-in effects operate independently from any third-party software. HyperEngine allows Ray Gun, Ionizer, Hyperprism, and Harmony to run as if they were self-contained programs.
In addition to providing real-time and disk-based audio input/output services to our plug-ins, HyperEngine offers some significant advantages over other audio host programs, so your Arboretum plug-ins can work at their maximum power:
Using HyperEngine, you can open an existing sound file from disk, record a new sound file to disk, or process real time audio connected to the input of your Mac without creating or reading a disk file, much like any hardware effects device. Regardless of whether the sound is disk-based or real-time, you can use HyperEngine to process the sound using as many simultaneous effects plug-ins as your computer's speed allows.
HyperEngine processes sound non-destructively, which means that your original sound file is never changed. Instead, a new copy of the processed file can be created. However, rather than force you to make multiple copies of your file to hear the effects of different edits or effects, HyperEngine creates small Reference Documents that store effect parameter
settings and waveform edits which can be applied to your original sound file. The HyperEngine "Reference" document "remembers" or more accurately, is linked to the sound file you are processing, so that when you open a previously saved Reference document, the correct sound is loaded automatically.You may also create HyperEngine Reference documents for storing effect settings used to process real-time audio connected to your Mac.
Once you find the effect settings you are happy with, create a processed copy of your original file using the Process
to New File command, found in the File menu.
This documentation explains how to use HyperEngine, but does not describe the functions of the plug-ins that can be used within HyperEngine. For details on the plug-ins themselves, see the specific documentation related to each effect.
Hardware and Software Requirements
HyperEngine requires a 120 MHz or faster Power Macintosh (or compatible) with a minimum of 16 Megabytes of free RAM, running MacOS 7.6 or later and the Sound control panel version 8.0 or later. If you're using a MacOS version earlier than v8.0 the Sound Manager system extension version 3.2.1 or later will also be required.
In order to really utilize HyperEngine (for more than simple recording, playback and editing) you'll need one or more HyperEngine-compatible plug-in effects, such as Ionizer, Ray Gun, Harmony, or Hyperprism 2 from Arboretum Systems. Note that HyperEngine is included free with these products. For more information on hardware/software requirements, check out the compatibility issues section and the troubleshooting chapter.
Getting Sound Into HyperEngine
HyperEngine offers two modes of operation: File-based, where an audio file on your disk is used as HyperEngine's audio input, and real-time "play-through" processing, where external audio devices can be connected to your Mac's audio input and output for real-time effects processing.
HyperEngine with File-based processing
HyperEngine can open sounds created by other audio programs, or you can use HyperEngine to record new audio files, from any audio source connected to your Mac.
HyperEngine will open and save sound files in both of the popular Mac sound formats: Sound Designer II (SDII) and Audio Interchange File Format (AIFF). HyperEngine accepts 8-bit, 16-bit and 24-bit audio files at the 44.1 and 48 kHz sample rates, as well as a number of lower sample rates (based on multiples of 44.1 and 48).
New in HyperEngine version 2.4 is special support for QuickTime 3, which allows HyperEngine to import and export "foreign" file formats such as .Wav, QuickTime and .SND. Installing QuickTime 3 also allows HyperEngine to directly import CD audio tracks. The new "Import Split Stereo" feature creates a new interleaved stereo file out of any .L/.R file pair, for use in HyperEngine.
HyperEngine and Play-through processing
HyperEngine also works with "live" audio connected to the Sound Input of your Mac or audio card. This means you could connect the output of a DAT recorder, microphone or other audio source to your sound input, play the audio through HyperEngine for processing, and send the processed audio to your speakers or an external recording device, all in real-time. With this method, hard disk space is never an issue, because digital audio is never stored on your drive.
By means of our custom sound drivers you can also use professional audio cards to route your signal directly in and out of HyperEngine. We offer direct driver support for the Digidesign Audiomedia II and III cards, the Korg 1212 I/O card as well as the Apple Sound Manager.
Getting Sound Out of HyperEngine
HyperEngine lets you store many different edits and processing settings for the same sound. Since these variations contain only the edit decisions and effect settings, they take up very little disk space. But whether you are working on a music CD, sound-for-picture, multimedia or other project, you'll eventually want to create new, processed sound files from HyperEngine to incorporate in your finished work.
To do so, first open the HyperEngine Reference document you want to "export." Make sure the audio you wish to export is selected in the waveform display and the effects you wish to hear are turned on in the HyperEngine Process List.
Then, select HyperEngine's Process to New File command (located in the File menu). This command creates a brand new sound file based on the settings in the Reference document. Once this file is created, you can import it virtually any other
audio or multimedia software application.
Depending on the speed of your Power Mac, you will probably be able to run several effects processes within HyperEngine at once. And, even when you have reached the real-time performance limit of your computer, you can still add additional effects to a HyperEngine Reference document. While you won't be able to preview all these effects simultaneously, they all can be applied when exporting the audio with the Process to New File command.
Alternately, you could apply a large number of effects in two or more passes, exporting the intermediate stages to disc and then applying further processing to these new sound files.
This concludes the Introduction chapter; next we'll learn how to install and configure HyperEngine, then take a look at each of its features.
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Installing HyperEngine
Installing HyperEngine and HyperEngine plug-ins Allocating Memory to HyperEngine Locating HyperEngine Effects Installing HyperEngine Drivers System Compatibility Starting HyperEngine
Installing HyperEngine and HyperEngine plug-ins
HyperEngine requires no special installation and is not copy protected. HyperEngine plug-ins (Ray Gun, Ionizer, Harmony, Hyperprism 2) however are copy protected.
Please read this section once through entirely and then follow these steps exactly!
If you are an owner of Hyperprism 2, Ray Gun, Harmony or Ionizer, see the special installation instructions for those programs. For your convenience HyperEngine is automatically installed when doing the "Easy" installation for any of these products.
HyperEngine is also given away freely as "shareware," and the giveaway includes a few free Hyperprism 2 effects (as a little taste of what you'll get in Hyperprism 2). The following directions document installation of the Shareware HyperEngine.
Insert the Arboretum CD in your CD-ROM Drive.
Double click on the folder labeled "Free Software."
Once inside the "Free Software" folder, double-click on the "Free Hyperprism 2.1" Installer.
Mouse-click past the Arboretum Logo display, click on Accept to accept the terms of the software license agreement, then after reading/printing the subsequent ReadMe display, click on OK to proceed to the installation.
You're now at the main installation screen:
The Hyperprism 2.1 Free installer offers only the "Easy Install" option.
Check the Install Location display in the lower part of this Install dialog. Install HyperEngine and the free Hyperprism 2.1 plug-ins onto any local hard drive. Click on Switch Disk if you need to specify another drive for installation.
Click on the Install button.
Installation will begin. Click OK through any on-screen prompts to continue or conclude.
Your HyperEngine installation is now finished!
Problems? If any difficulty arises during the course of installation, check out the installation tips at the end of this chapter, or the complete Troubleshooting section of this manual.
Allocating Memory to HyperEngine
As with any real-time digital audio application, HyperEngine will perform best with adequate memory. The processing speed of your Macintosh will determine how many effects HyperEngine will be able to run at once. To adjust the amount of memory (RAM) you are allocating to the HyperEngine, locate the HyperEngine application's icon.
The HyperEngine application's icon
Mouse-click once on this icon, so that it is highlighted (don't double click, or you'll launch the program.)
Next, type command-i or select Get Info from the MacOS File menu.
The HyperEngine's Get Info dialog. Note Memory Requirements settings, lower R.H. corner
The Get Info dialog allows you to set the minimum and preferred memory amounts for the program. If you have a limited amount of memory, you may wish to decrease the preferred setting. If you have plenty of RAM, feel free to allocate more to the HyperEngine. Ensuring that you have plenty of memory is key to smooth performance. If you're encountering repeated crashes and freezes, the most likely cause is simply running out of program memory.
Locating HyperEngine Effects
HyperEngine places its effects plug-ins in a folder called "HyperEngine Plug-Ins." This folder must be in the same folder as the HyperEngine application, as illustrated below:
The HyperEngine Plug-in folder and the HyperEngine IO Drivers folder must reside at the same directory level (within the
same folder) as the HyperEngine application. Hyperprism, Ionizer and Ray Gun -HE plug-ins are automatically installed
into the HyperEngine Plug-in folder . IO Drivers simply remain in the IO Drivers folder, as installed.
This is the default configuration upon installation, and assuming you haven't moved these components around, you won't need to worry about it further. HyperEngine also needs to see its IO Drivers folder, read the next section for details. See the documentation on your individual plug-ins for more information on their installation and hard-disk authorization.
Installing HyperEngine Drivers
HyperEngine includes special custom drivers for the Digidesign Audiomedia II and Audiomedia III cards, plus the Korg 1212I/O card and the Apple Sound Manager. HyperEngine looks for its drivers in a folder called "HyperEngine IO
Drivers." This folder must be in the same folder, at the same directory level, as the HyperEngine application (as illustrated above.) This is the default configuration upon installation, and assuming you haven't moved these components around, you won't need to worry about it further.
If you have a supported sound card, these custom drivers eliminate the need for using special Sound Manager drivers, such as the Digidesign Sound Drivers. Select the desired driver and sound hardware in HyperEngine's Preference menu. Use the Configure Audio System dialog to set up the hardware.
System Compatibility
HyperEngine requires a 120 MHz or faster Power Macintosh (or compatible) with a minimum of 16 Megabytes of free RAM, running MacOS 7.6 or later and the Sound control panel version 8.0 or later. If you're using a MacOS version earlier than v8.0 the Sound Manager system extension version 3.2.1 or later will also be required.
To exploit new CD audio import and foreign file import/export features QuickTime 3 is required. This can be downloaded free of charge from Apple's web site.
HyperEngine is officially incompatible with RAM Doubler and Virtual Memory, but several thrill-seekers we know routinely run with Virtual Memory enabled and report few problems.
HyperEngine is compatible with most other known system extensions ("Inits") and control panels. Certain versions of HyperEngine (2.3 and earlier) required the Open Transport extension set for operation; this is no longer
required in HE 2.4. In fact, no system Extensions whatsoever are required by HyperEngine 2.4 under MacOS 8.0 and later. Be sure to check out Appendix A-Troubleshooting for more information on optimizing performance and eliminating
system conflicts. Also take a look at the chapter on HyperEngine and the Sound Manager for information about hardware compatibility.
Installation Support Notes
HyperEngine requires a minimum of 16 Megabytes of free RAM. If you're running out of memory you'll likely see a "Not Enough Memory" or type -2 error message. HyperEngine has a default preferred setting of 16 MB, which should be adequate for opening multiple audio files and several effect windows simultaneously.
The Arboretum installer will create a new folder on your hard drive called "Arboretum f" and will then install the HyperEngine, its drivers and it's Plug-ins folder within that folder. If you're installing new Arboretum plug-ins, such as updates you've downloaded from our web site, you'll have to drag your new plug-in into HyperEngine's plug-ins folder by
hand. Problems? If any unexpected error messages come up during the course of installation, or if the Installer fails to place the
HyperEngine and associated files into your Arboretum f folder, immediately quit the Installer and Restart your computer while holding the shift key down, so as to temporarily disable all Extensions and eliminate any possible system conflicts. (If your CD ROM drive is not an Apple built-in model, you may have to eschew turning off Extensions.)
Once restarted, go into the System folder, open the Preferences folder and drag the Hyperprism/Ray Gun/Ionizer/HyperEngine Preferences file(s) into the Trash. Deleting the Preferences files will clear out the results of a faulty serialization procedure. Then run the Installer again and follow the preceding installation steps as directed. Also make sure you're using the correct Arboretum product serial number. Hyperprism 2 (for HyperEngine), Ionizer, Ray Gun, Hyperprism-TDM and Hyperprism-Plug-in Pack are each sold separately, and each require their own unique serial numbers.
When installing Hyperprism an Arboretum Serializer utility will also be installed in the Plug-ins folder. This utility will batch-serialize any Hyperprism plug-ins that are within the folder. When installing future updates to Hyperprism you'll be able to simply double-click the Serializer to authenticate any new plug-ins.
If Trouble Persists: Link over to the Troubleshooting chapter of this manual. Also take a look at the Support frame up on the Arboretum web site <http://www.arboretum.com> for the latest technical notes and troubleshooting tips. If all else fails
either email support@arboretum.com or phone our service line during our regular weekday business hours, 10 am to 6 pm Pacific: (650) 738-4750
Starting HyperEngine
To begin using HyperEngine, go into the new Arboretum f folder on your hard drive, open the folder and
double-click on the HyperEngine icon:
The HyperEngine application's icon
HyperEngine will launch. After the splash screen you'll see the HyperEngine play back window appear on screen.
To load an audio file for processing, type Command-n (or select New File Document from the HyperEngine File
menu).
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Monitoring and Playback Controls
When HyperEngine is launched, you will see HyperEngine's Play Back window appear at the left of your screen. It's used to control HyperEngine's monitoring, metering and playback.
HyperEngine Play Back window
The Play Back window may be closed by clicking the small window close box in it's upper left corner. If you close
it, and then want to re-open it later, choose the Play Back item from the HyperEngine "Windows" menu.
Output Toggles
The top two buttons route HyperEngine's audio output to your computer speakers or monitoring system. Click on either button to turn on/off the right and/or left channels.
Note that in the case of mono (one-channel) source sound files, the setting of the left channel will apply to both left
and right channel playback. Note also that mono sounds are "panned center" on playback, so they're heard equally through both the left and right speakers.
Transport Controls
The four main buttons in the Play Back window let you control the playback of your sound file, much like a traditional tape transport.
Play
Clicking on the Play button begins sound file playback from the beginning of the area selected in the waveform overview when working with a File Document. The Play button is also used to enable sound throughput when working with a HyperEngine Play-Thru Document. The space bar is a keyboard shortcut for Play. Note that the space bar is also the Pause shortcut.
Playback normally begins at the start of the current selection; however, if you reposition the cursor within the selection, playback will begin at the new cursor location.
Stop
The Stop button stops HyperEngine playback and recording. When the Stop button is pressed the playback cursor returns to the beginning of the current selection, or to the beginning of the file if there is no selection currently made.The Return
key is a shortcut for the Stop button (think of it as "Stop and Return to beginning.")
Pause
The Pause button suspends playback, and allows playback to resume from the current cursor position in the waveform
overview. The space bar is a keyboard shortcut for the Pause button.
Loop
The Loop button causes HyperEngine to play back repeatedly, returning instantly to the start of the file (or current selection) once the end is reached. If no selection is made, HyperEngine will Loop playback of the entire file.
Meters and Faders
HyperEngine's Play Back window is dominated by the meter and fader assembly. HyperEngine's meters show you the current signal level (or "volume.") HyperEngine's faders allow you to control the volume levels for recording and playback.
The left and right sides of the meters reflect energy in the left and right channels. Mono sounds are panned center by HyperEngine, so both meters are active when playing mono files.
The meters reflect output volume when HyperEngine is playing back or processing a disk file. The meters reflect input volume when HyperEngine is recording, or when HyperEngine is processing real-time audio with a Play-Thru document.
At the top of the scale, red "LED" clip lights illuminate when one or more samples have been clipped.
Clip lights and Clip button
Note that there is no consensus on how may consecutively clipped samples constitute "a problem;" many devices won't show clipping of a single sample. However, HyperEngine indicates a single clipped sample. The red clip lights remain lit even if playback is interrupted by clicking on Pause or Stop. To turn the clip lights off, click on the Clip button at the top of the meters (between the clip lights).
Because some effects can increase the level of your original sounds, it is possible to introduce unintended digital distortion during processing. If this happens, you can use the faders to reduce the overall level. There's more tips on reducing distortion in the Troubleshooting chapter.
The faders are graphic potentiometers that control the gain (volume level) of input and output signals. They are located in between the meters. When HyperEngine is playing back or processing a disk file, the meters control HyperEngine's output. When HyperEngine is recording audio or processing "live" sound with a Play-Thru document, the meters control input, the level of signal being routed into HyperEngine.
The faders consist of two discrete sliders (left and right) graduated from -(infinite) dB to +18 dB. These can be used independently or grouped together. The faders are aligned to 0 dB by default. Mouse-click and drag on either fader knob to adjust input or output volume. To move both faders simultaneously, click the knob in the middle and drag the mouse up or
down. To bring left and right channels to the same level, simply click the center fader control and the left and right faders will both jump to that level.
Click on the Lock button to tie the left and right faders together,allowing you to move them jointly while preserving their relative settings. Click on the 0 dB button to automatically reset both faders to the default 0 dB setting.
The 0 dB and Lock buttons
You can change the fader levels during recording and playback. If you want to change the gain, be prudent when increasing the level, as you might overload your ears and loudspeakers. If you saturate the digital-to-analog converter hardware, the red clip lights above the peak meters light up. They remain lit until you explicitly turn them off with the Clip button at the top of the meters.
Time Display
The Time Display shows run time as a sound is recorded or played back. It displays hours, minutes, seconds and hundredths of a second. The Time Display may not show an accurate reading when processing with a time stretch or Vari-speed effect.
The Time Display Window
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HyperEngine Reference Documents

This chapter describes:
Introduction: HyperEngine File Documents and Play-Thru Documents Processing Real-Time Audio: The Play-Thru Document Recording a New Audio File Processing While Recording Processing Disk Files: The File Document Elements of a HyperEngine File Document File Document Header Information Time and Tool Windows The Waveform Editor Waveform Editor: Playing Sound Files Navigating Sound Files with the View Frame Tips for Fast Zooming and Navigation Waveform Editor Selection Tools File Editing: Basic Cut/Copy/Paste File Editing: Drag-and-Drop The Process List Using the Process List Removing an Effect from the Reference Document Naming an effect variation Bypassing one effect Changing the Order of Effects Process to new file
Introduction: HyperEngine File Documents and Play-Thru Documents
HyperEngine is a non-destructive sound editor, meaning edits and effects made to your audio never alter the original files. In order to provide this type of functionality, HyperEngine has a "document-based" architecture. All edits, effects, parameter automations and other actions are saved in a HyperEngine Reference Document. The reference document is separate and distinct from your sound files on disk.
HyperEngine uses two types of Reference Documents: the Play-Thru Document and the File Document. Play-Thru
Documents are used when processing live audio in real-time, and when recording new sound files to disk from a live source. File Documents are used when processing or editing audio files which already exist on disk.
It's important to understand the distinction between the Reference Document and the sound file. A sound file contains the actual audio. A Reference Document points to a sound file (referencing its original location, on disk or in playthrough) and contains editing and processing data related to the sound file, but no sound samples. Sound files can be huge, hundreds of Megabytes for longer recordings. Reference Documents are comparatively small, typically below one hundred Kbytes.
You can create many different Reference Documents for a particular sound file (or play-through track) so as to try out different variations and combinations. You can also reassign any File Reference Document to any sound file you wish, so as to apply one set of effects to several different files.
Reference Documents never change the original sound file, nor do they automatically create additional audio files. In order to make a new sound file, you either use the Process to New File command (when working with a File Document) or the
Record function (when working with a Play-Thru Document). Naturally, any active effects (or file edits) will be rendered
to the new file you're creating. When you open a new sound file, the Reference Document you've created is given a default name, consisting of the name
of the current audio file plus the suffix "-FX." Don't confuse this "-FX" File Reference Document with the actual sound file, which retains its original name and data under all circumstances.
The remainder of this chapter will teach you to process live signals using a Play-Thru Document, how to record a new audio file, and how to work with File Documents in order to manipulate and process sound on disk.
Processing Real-Time Audio: The Play-Thru Document
HyperEngine can process audio appearing at your Mac's Sound input device in real-time. This will allow you to use HyperEngine much like a hardware processor, and frees you from reading and creating new sound files on disk. This
functionality makes it possible to use HyperEngine in a live performance setting, on stage or in the studio. Use the Mac's microphone port, the inputs on your sound card, or the AppleCD Audio Player desk accessory to get live signal into HyperEngine.
Connect the audio inputs and outputs of your Mac to the rest of your audio system. Check your Sound Control Panel input options (from the Control Panel submenu in the Apple Menu) if necessary.
Chose New Play-Thru Document from the File menu. A HyperEngine Play-Thru document will appear on-screen:
a HyperEngine Play-Thru Document, with no active processes
HyperEngine Play-Thru Documents allow sound to be played through the HyperEngine from any external source, allow you to insert effects into the signal stream, and let you record incoming sound.
Begin playing audio from your DAT machine, tape deck, CD player, mic or other external sound source into your Mac's input device.
Hit the Play button or press the spacebar to begin HyperEngine play-thru
You should now hear your live sound being played through. If not, check your connections.
Adjust input volume using the HyperEngine's Faders. When your levels are OK, click on the Stop button (or press the Return key) to suspend play-thru and give you access to the Plug-ins menu.
Now select an effect from the Plug-ins menu.
The selected effect's interface will appear on-screen. (If you get the Serial Number dialog, you need to serialize this
plug-in. Review the Installation chapter for tips on serializing and setup.)
HyperEngine Play-Thru document with three effects added to the Process List
Effects selected for a Play-Thru document are added to the Process List, in the lower half of the reference document window. This list displays the process name (untitled by default) along with process type and date. Note also the Bypass toggle switches along the left hand side of this display, effects are toggled to "active" by default when first added to a document. For more information on using and managing the Process List, see the section below.
Hit the Play button (or spacebar) again to resume play-thru and begin processing your sound in real-time. Adjust
Ray Gun, Ionizer or Hyperprism settings and you'll hear the changes made instantly to your live signal.
If you're hearing an undesirable delayed (echo) effect when doing HyperEngine play-thru, it's the result of having
Sound Manager playthrough enabled. To solve this, go into the HyperEngine Preference Menu and select Configure Audio
System from under the Hardware submenu. In this dialog, de-select (check box off) the Playthrough option. Configuring
your system this way will allow you to hear HyperEngine play-thru without the additional unwanted Sound Manager playthrough.
Bear in mind that there's a built-in degree of latency (time lag) to all computer audio systems, and doing live effects
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