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Antares Infinity user manual

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    Chapter 1: Getting Started
    magine being able to take a raw sample, and then, with just a few mouse
    clicks, create a loop so perfect that you can’t tell when it started or where
    it repeats. Imagine doing that with sounds that are impossible to loop
    smoothly using your current sample editor, like string orchestra, choirs, fat
    analog synths, chorused guitar, and so on. Infinity lets you do that, quickly
    and easily.
    Infinity is a powerful DSP which uses unique DSP technologies to auto-
    mate and improve the looping process (the part of sample editing that
    takes the most time and skill).
    Some of Infinity’s special features are:
    REAL TIME LOOP ADJUST
    Infinity makes fine tuning the loop easy by letting you move the loop
    points anywhere in the sound file during real time playback.
    SYNTHESIS LOOPER
    The Synthesis Looper tool calculates the energy at each fundamental and
    harmonic frequency and allows you to specify the width of the sidelobes
    the resulting looped sound will have. In this way, you could take the
    lumpy sound of a highly out-of-tune ensemble and change it to the
    smoother sound of a higher quality ensemble, making the variations in
    the loop repetition less noticeable.
    SPR LOOPER
    This tool automatically randomizes the spectral components of the sound
    inside the loop points to create a virtually seamless result in sounds that
    have irregular waveforms like string orchestra, chorus, analog synths,
    cymbal rolls, and so on. Stereo samples retain their ambience and dimen-
    sionality. The SPR Looper is protected by US patent law.
    ROTATED SUMS LOOPER
    This looping tool uses a convolutional approach to randomizing irregulari-
    ties inside the loop points. Like the SPR Looper, it is excellent for use with
    all sounds that have irregular (non-periodic) waveforms.
    I 
    						
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    FREEZE LOOPER
    The Freeze Looper creates perfect loops in sounds like winds, brass, bells,
    and other sounds that have a pure harmonic series. It’s also good for
    “freezing” the timbre of decaying strings like piano or guitar.
    CROSSFADE LOOPER WITH SMART AUTO-SCAN
    This is an enhanced crossfade tool with an intelligent loop point scanner.
    It uses a sophisticated DSP algorithm to find the right loop point automati-
    cally.
    FULLY ADJUSTABLE EDIT BLENDING
    This editing feature allows the taper and length of the blend crossfades
    used during edit operations to be adjusted to suit the sound you are
    working on.
    COMPLETE SAMPLE EDITING ENVIRONMENT
    The Infinity environment provides all the basic tools necessary to create
    professional quality samples easily and quickly.
    Infinity is robust. It lets beginners get results which are superior to profes-
    sionals using other programs. For professionals, Infinity provides a level of
    quality, speed, and ease of use inapproachable by any other sample editor.
    HOW TO USE THIS MANUAL
    Infinity has a transparent user interface, has excellent Balloon Help and is
    extraordinarily easy to use. However, the operation of the DSP Looping
    Tools and some functions of the user interface will not be immediately
    obvious because they do things which have never been done before. We
    recommend that you read the following sections of the manual to take full
    advantage of the quality and speed that Infinity makes possible.
    The Infinity Environment on page 7
    Viewing the Soundfile on page 16
    Editing the Soundfile on page 21
    Saving the Soundfile on page 34
    Customizing Your Environment on page 36
    Chapter 4: Infinity Looping Tools on page 39 
    						
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    THE CONTENTS OF THE MANUAL
    Chapter 1: Getting Started
    This chapter explains everything about starting Infinity and communicating
    with Antares Audio Technologies.
    Chapter 2: Introducing Infinity
    This chapter explains the scope of Infinity’s functions and how it solves
    current problems in the electronic music studio. Basic concepts in sample
    editing and file management are also covered. The user interface is ex-
    plained with emphasis on the anatomy of the Palette, and the Soundfile
    Window.
    Chapter 3: The Basics of Infinity
    Infinity Basics explains how to perform all the basic functions in manipulat-
    ing and editing a soundfile. The topics covered are: basic commands and
    editing functions, changing the display resolution, viewing, listening to,
    editing and saving the soundfile, and customizing the Infinity environment.
    Chapter 4: Infinity Looping Tools
    This chapter contains detailed instructions on how to use the looping tools.
    We recommend this chapter as must-reading for everyone.
    Appendix A: Keyboard Equivalent Commands
    This appendix contains a list of all the keyboard equivalent commands and
    shortcuts that can be used with Infinity. 
    						
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    Chapter 2: Introducing Infinity
    amplers and sample players have become the most popular electronic
    musical instruments because of the realism and fidelity made possible by
    digital recording techniques. This realism comes at the price of ever increas-
    ing memory requirements needed to produce the sustained tone of natural
    instruments. Since samplers have finite memories, rudimentary looping
    techniques have been used to create the illusion of sustained tones, but
    often with less than satisfactory results.
    THE PROBLEM WITH LOOPING
    An ideal loop sounds like a uniform sustained tone. An imperfect loop is
    detectable because one hears repetitive changes in the tone. Using stan-
    dard looping techniques, it is possible to create an ideal loop only under
    special conditions. These conditions are:
    1. The waveform being played must be perfectly uniform during the
    duration of the loop (which may be thousands of cycles long), and
    2. The loop must start and end at the same point in the period of the
    waveform.
    This means that a perfect loop can only be created by using a sustained
    periodic waveform. But this type of sound is only a small subset of the
    sounds used in music making. Sustained sounds come in two varieties:
    PERIODIC SOUNDS Sounds recorded monophonically which have stable
    tone, loudness, and pitch. Examples are solo wind and brass instruments,
    organ, and so on.
    NON-PERIODIC SOUNDS Some examples of non-periodic waveforms are
    instrumental ensembles like string sections, brass sections, choirs, chorused
    guitar and keyboard sounds and many waveforms from the older analog
    synthesizers. Sounds that change tone as they decay like piano, harp,
    timpani, bells, cymbal rolls, etc. are also non-periodic.
    S
    PERIODIC WAVEFORM:
    DIGIWAVE
    NON-PERIODIC
    WAVEFORM:
    VIOLIN SECTION 
    						
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    Clearly, most of the sustained sounds that are used for music making are
    non-periodic. It is impossible to make an ideal loop of a non-periodic
    sound. The simple fact that the sound changes with time will cause the
    repetitive nature of the loop to show up.
    The problem becomes even more difficult when considering the stereo
    case. If there are even slight changes to the shape of the two waveforms
    then it becomes impossible to find loop points where the waveforms
    precisely match. (A stereo loop cannot have a separate loop point for the
    left and right channel because doing so would not preserve the stereo
    relationship between the channels in the reproduced output.) The illustra-
    tion below shows a segment of a stereo recording of a violin section
    playing a single pitch. Note that the two waveforms don’t even resemble
    each other.
    CROSSFADE LOOPS
    One common compromise for looping non-periodic sounds is to blend the
    sound leading up to the loop end point with sound around the loop start
    point. This is called a crossfade. This tends to make the transition from loop
    end to loop start less abrupt.
    No technique will ever loop a non-periodic sound without leaving irregu-
    larities somewhere in the loop. The problem with a crossfade loop is all of
    the different frequencies in the sound make a transition from one phase to
    another during the crossfade. This causes different combinations of con-
    structive and destructive interference. Because this happens for all frequen-
    cies at the same point in the loop, a noticeable bump is produced by the
    crossfade loop.
    The illustration below shows the process of creating a crossfade loop. The
    waveform segment labeled “attack” is the part of the sound that is heard
    before the loop begins. The line labeled “A” is the loop start point. The
    line labeled “B” is the loop end point.
    Used with skill and patience, crossfade looping techniques can result in
    marginally usable loops in some non-periodic sounds. The level of quality
    that results is currently considered acceptable, but is, in fact, mediocre
    compared to what can be achieved by Infinity’s unique DSP tools.
    VIOLIN SECTION:
    LEFT CHANNEL
    VIOLIN SECTION:
    RIGHT CHANNEL 
    						
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    LOOP START AND END
    POINTS ARE PLACED AT
    THE BEST SOUNDING
    POSITIONS IN THE
    SOUNDFIELD.
    DATA NEAR THE LOOP
    END POINT IS TAPERED
    (FADED) OUT.
    A SECTION OF DATA
    JUST BEFORE THE LOOP
    START POINT IS COPIED
    AND TAPERED (FADED
    IN) TO CREATE THE
    TRANSITION DATA
    SEGMENT.
    THE TRANSITION DATA
    IS ADDED TO THE
    LOOP END DATA TO
    CREATE A SMOOTHER
    RETURN TO THE LOOP
    START.
    AT TACKLOOP
    TAPER FUNCTION
    TAPERED DATA
    TRANSITION FUNCTION
    TRANSITION DATA
    REPOSITIONED TRANSITION 
    TIME IN MILLISECONDS
    010203040
    A506070
    B 
    						
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    THE COSTS OF CURRENT METHODS
    The time and effort required to make a good set of looped samples is more
    than most musicians are willing to invest. With complex sounds like pianos,
    string sections, chorused synths, and so on, it is extraordinarily difficult to
    make good crossfade loops. Lumpy loops have necessarily become accept-
    able.
    The third party sound design business is booming. License to use pre-
    looped sounds which are often of less than satisfactory quality costs
    hundreds of dollars. While this saves time and effort, even the best com-
    mercial samples have audible loops.
    THE INFINITY ENVIRONMENT
    Even experienced sound designers are advised to read this section carefully.
    It contains basic information on the display and manipulation of digital
    sound that is essential to using Infinity.
    THE SOUNDFILE WINDOW
    The soundfile window is a visual representation of the soundfile on the
    desktop. Much of the work you do on the soundfile will be done inside the
    soundfile window. The soundfile window has several components whose
    functions are listed below.
     TITLE BAR ZOOM BOX 
    CLOSE BOX 
    OVERVIEW 
    VIEW INDICATOR 
    VERTICAL 
    ANNOTATION   
    TRACK DIVIDER 
    MAINVIEW 
    PLAYBACK 
    POSITION POINTER   
    HORIZONTAL 
    ANNOTATION   
    MIDI NOTE NUMBER LOOP POINT GROW BOX  
    						
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    TITLE BAR
    The Title Bar contains the name of the soundfile, the close box, the zoom
    box, and either “No Backup” or “Backup Created” written next to the title
    of the soundfile.
    Infinity will create a backup file when the soundfile is first opened pro-
    vided the corresponding Preferences dialog item is enabled. When “Backup
    Created” is displayed in the title bar, the Revert to Backup command can be
    used in the File Menu. See “Create Backup Files” on page 36.
    CLOSE BOX
    Clicking on the close box will close the soundfile window.
    ZOOM BOX
    Clicking on the zoom box will increase the size of the window to the
    maximum allowed by the size of your video monitor. Clicking it again will
    return the window to its original size.
    OVERVIEW
    The Overview displays the whole soundfile, the insertion point, loop points,
    and the Playback Position Pointer. The Overview allows you to navigate
    around the soundfile easily. In a stereo soundfile, the left track is displayed
    above the right track.
    Data can be chosen for display in the Mainview by using the view indicator
    described below. Data can also be selected in the Overview by placing it in
    the Selection Mode using the Palette. See “Using Selection Mode in the
    Overview” on page 23 for details of how this is done.
    VIEW INDICATOR
    The view indicator is a dotted rectangular box which shows the borders of
    the region of the soundfile which is currently displayed in the Mainview.
    Any change in the Mainview is reflected by a change in the view indicator.
    The region displayed in the Mainview can be changed by redrawing the
    view indicator. The details are discussed in “Using Zoom Mode in the
    Overview” on page 17.
    PLAYBACK POSITION POINTER
    The Playback Position Pointer appears in both the Overview and the
    Mainview. It is a non-blinking vertical line with terminals at each end that
    moves across the screen as the soundfile plays. It shows where playback is
    occurring so that you can correlate the sound and the graphic display of
    the soundfile. 
    						
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    VERTICAL ANNOTATION
    The Vertical Annotation allows you to measure the amplitude of the
    waveform in the Mainview. The units displayed are either percent of full
    scale or decimal sample values. The units for the Vertical Annotation are
    chosen in the Preferences dialog. The Vertical Annotation and the soundfile
    data can be moved up or down by using the vertical scroll bar when the
    scale is expanded.
    MAINVIEW
    The Mainview always displays the part of the soundfile shown in the view
    indicator in the Overview. When a file is opened, the Mainview initially
    displays the whole soundfile. The amount of data displayed in the
    Mainview can be changed by redrawing the view indicator in the Overview,
    or by using the Display Scale Icon on the Palette. The Mainview can also be
    placed in the Zoom Mode. See “Using Zoom Mode in the Mainview” on
    page 18. The data in the Mainview can be scrolled using several methods.
    See “Scrolling the Data File” on page 16.
    TRACK DIVIDER AND ZERO CROSSING
    The tracks in both the Overview and the Mainview can be separated by a
    track divider line. There can also be a dotted zero crossing line in each
    channel. These choices are made in the Preferences Dialog.
    THE HORIZONTAL ANNOTATION
    The Horizontal Annotation is located below the Mainview and runs the full
    width of the window. It allows you to measure time in the soundfile. The
    units for the Horizontal Annotation are selected in the Preferences dialog.
    There are three display formats: Samples, Time, and SMPTE formats.
    LOOP POINTS
    The Loop Points show the region of data in the soundfile that will be
    looped when the soundfile is played. The Loop Points can be moved by
    dragging them horizontally. They can also be dragged during sound
    playback.
    Loop Points can be created by selecting the Create Loop Points menu item
    in the Edit menu or by clicking on the Loop Points Icon on the Palette. The
    Loop Points can be deleted by clicking on the Loop Points Icon or by
    selecting the Delete Loop Points item in the Edit Menu.
    GROW BOX
    Dragging the grow box allows you to resize the window. 
    						
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    THE PALETTE
    The Palette is always present on the desktop. It contains information and
    tools for editing the soundfile data. It is divided into three sections;
    Mode Icons
    Status Display
    Action Icons
    MODE ICONS 
    STATUS DISPLAY 
    ACTION ICONS 
    The area in the middle of the Palette is the Status Display. It is used for
    verbal messages and as a cursor tracking display. The icons above the Status
    Display are the Mode Icons. The icons below the Status Display are the
    Action Icons. Icons which cannot be selected are grayed out.
    The Palette can be dragged anywhere on the desktop by pressing on the
    grey bar at the top of the Palette and dragging it to the desired location.
    Pressing on the Palette in an area where there are no icons will reveal the
    keyboard equivalent commands for the icons.
    MODE ICONS
    When Infinity starts, the Mainview is in Selection Mode and the Overview is
    in Zoom Mode. The mode of a display determines what work can be done
    on the data in that display. See “Using Zoom Mode in the Mainview” on
    page 18 and “Using Selection Mode in the Overview” on page 23 for
    instructions on changing the mode of a display.
    The mode icons are:
    Selection Mode Icon: Selection Mode allows data to be selected in the
    display. See “Specifying Where to Change Sound Data” on page 21.
    Zoom Mode Icon: Zoom Mode allows specification of a region to be
    displayed in the Mainview. See “Specifying Where to Change Sound Data”
    on page 17. 
    						
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