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Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the firework’s shell<br />
finishes its trajectory (the sound is played even if the shell doesn’t actually “burst”).<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. 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 “natural” amplitude. A volume of 1.0 is unattenuated;<br />
a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or the Shell burst > Burst force<br />
setting; for example, if you increase a firework’s caliber, the shell’s burst 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 shell burst. 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 lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
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