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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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