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CONTROL SEQUENCE DISPLAY AND EDITING 357<br />

Most personal computers, however, don't have the luxury <strong>of</strong> a separate<br />

function keyboard, but many do have from 4 to 10 function keys added to the<br />

standard layout. These are typically placed in a single- or dual-column to the<br />

left or a single row above the main key array. The latter arrangement allows<br />

for displaying legends at the very bottom <strong>of</strong> the screen that line up with the<br />

function keys when the keyboard is positioned right. The interactive<br />

graphics program (or text editor or just about any kind <strong>of</strong> interactive<br />

program) can then dynamically change the legends as the program changes<br />

modes. This has proven very effective in the Micro Technology Unlimited<br />

line <strong>of</strong> computers and others.<br />

A similar option that works well with a light pen, mouse, or other<br />

pointing device, is to display a menu <strong>of</strong> function options that the user then<br />

"points" to. In a complex program, only a few such s<strong>of</strong>t keys may normally<br />

appear in a dedicated area <strong>of</strong> the display, but, when more are temporarily<br />

needed to qualify an earlier selection, part <strong>of</strong> the screen image can be saved<br />

and overwritten with the temporary menu. These are <strong>of</strong>ten called pull-down<br />

menus because <strong>of</strong> their appearance when the normal menu is at the top <strong>of</strong> the<br />

screen. In systems with sufficient display resolution, interactive programs<br />

designed for first-time users may even dispense with words for the legends<br />

and substitute little pictures called icons. Extensive use <strong>of</strong> such conventions<br />

was first popularized by the Apple McIntosh computer and has since become<br />

relatively common.<br />

Composition by Editing<br />

Now that the tools used in interactive graphics have been described,<br />

let's look at how these can be used to communicate musical and acoustical<br />

ideas to a computer-based synthesis system.<br />

First, consider a case in which direct control <strong>of</strong> several sound parameters<br />

simultaneously is desired. Further assume that the exact shape <strong>of</strong> the<br />

variatioh contours and their interrelation is critically important in creating<br />

the desired audible result. To make matters more difficult, the shape <strong>of</strong> the<br />

required contours is only roughly known. Finally, the rapidity <strong>of</strong> the variations<br />

is such that real-time manual control is out <strong>of</strong> the question. What has<br />

been described is a perfect example <strong>of</strong> synthesizing a realistic singing voice,<br />

although the concepts apply to any complex, rapidly changing sound.<br />

Composition by editing is best done if one starts with some approximation,<br />

no matter how coarse, <strong>of</strong> the desired results. In realistic speech<br />

synthesis one might start by analyzing natural speech into the parameters <strong>of</strong><br />

interest. Even if the goal is a female singing voice and the input is a<br />

gravel-throated male voice, the set <strong>of</strong> parameter variations that results is close<br />

enough to the final result so that the necessary editing changes are somewhat<br />

apparent. One might also use a "speech synthesis by rule" program, which<br />

accepts a phonetic spelling and produces a first cut at the values needed.

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