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FINALE Fireworks User Guide

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Mine<br />

Launch sound<br />

<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />

The Launch sound tab lets you select and modify the sound that’s played when the mine is launched.<br />

Name<br />

Sound<br />

Attribute<br />

Menu<br />

The Sound menu gives you a choice of sounds that are played when the mine is launched. The names of the<br />

sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />

Volume<br />

Slider (Fraction)<br />

Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />

completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by caliber; for example, if<br />

you increase a mine’s caliber, the launch sound doesn’t get louder.<br />

Pitch shift<br />

Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />

Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />

effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />

shifting it higher will increase the duration.<br />

Random pitch shift<br />

Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />

Adds a random amount of pitch shift to the sound of each launch. You can declare a random pitch shift<br />

from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />

you set Pitch shift to 0.5 (half an octave higher than the “natural” pitch of the sound) and set Random pitch<br />

shift to -0.3, the pitch shift for a specific launch will be somewhere between 0.2 (a fifth of an octave above<br />

the natural pitch) and 0.5 (a half an octave higher than natural).<br />

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