Johannes Gebauer wrote:

On the same lines, although it is difficult, I really would like to know how to get a rinf effect, like a <>. If anyone can explain to me how to do this, that would be great...

This is easier to answer than my explanation on fp, as I can just cut and paste <verrry big grin> from the "fp" directions, and make necessary changes.

Here's what I'd do.

1) Select the expression tool, and open the expression selection dialog box. 2) Select (of if need be, create) the "rinf" expression. 3) On the "playback" tab (or if you're using an older version of Finale, pressing the "playback options" button to expand the dialog box) choose as playback type "key velocity". 4) Select the option "execute shape", and press "select next to it to open the "shape selection" dialog box.

5) In the "shape selection" dialog box, press the "create" button to open the "executable shape designer" dialog box; press the "select" bar, next to the "shape id" box to open (another version) of the shape selection dialog box.

6) On the right side of the box, select "create" to open the "shape designer" dialog.

7) Select the shape designer item in the menu bar, and under "rulers and grid" select "eighth notes"; I suggest defining the distance between eighth notes as "1" or "2".

8) Again in the shape designer item in the menu bar, select the "show" item, and select the button beside "grid".

9) Define the size in the upper right hand corner to 100 percent, and if it is not there already, place a "0" in the H and V boxes to center the origin.

At this point you have the shape designer open with a grid whose horizontal axis is measured in eighth notes, and whose vertical axis is measured in single units of measurement, in this case, of key velocity.
10)  Select the broken line tool.

11) On the grid, place the cursor directly above the origin at the point you want the "rinf" to begin at the desired beginning level [It may not, in fact be the correct level; you can adjust it later by moving the endpoint up or down as needed.] and define the first point of the shape line.

12) Move the cursor to the right the number of eighth notes you want the crescendo part of "rinf" to last, and place the second point of the shape line above that point at a level which looks like it might be where you want the maximum volume and set the second point.

13) Finally, move the cursor to the right for the balance of the duration of the shape, and place the third point at the level where you want the volume to decrescendo to.. 14) Click "OK" to exit the shape designer; and "select" to exit the shape selection dialog.

15) In the "executable shape designer" dialog, make certain that the two boxes next to time scale, and the two boxes next to level scale both contain "1", and select "OK" to exit the "Executable shape designer", and "select" to execute the "Executable shape selection" dialog.

16) Click "OK" to exit the "Text Expression Designer" dialog, and "select" to exit the "Expression selection" dialog. 17) Place the "f",. "rinf" and "f" expressions in your score, and test playback. [Note: I used text expressions; the exact same procedure as outlined above works for shape expressions, too, by designating that you are defining playback for a shape-, instead of a text expression.]

Now, unless the forces of proper dynamics happen to be with you, you may need to adjust the "rinf" playback shape. There are two ways to do this. The first way is to go back into the executable shape designer, and adjust the location of the origin, intermediate, and endpoint of the shape. Moving points to the left (which is the time scale) will make that event happen sooner; moving points to the right will make them happen later; so if the beginning and ending dynamic levels are about right, but you want a faster decrescendo, move the intermediate point to the left; if you want a slower decrescendo, move the intermediate point to the right. If you want the sound louder at a given point, move the necessary points up; if you want them softer, move them down. Keep in mind that moving right to left, each grid point represents a duration of the number of eighth notes you entered in the box in step 6. Moving vertically, each point represents that same number of increments in the key velocity value. There is, however, another way the execution of the shape can be affected. The two numbers next to the time and level scale represent the numerator and denominator in a ratio. If you decide that the duration of the shape is satisfactory, but that the sound needs to get twice as soft over the duration of the expression playback, you can control this by changing the numbers in the "level" field; changing the first number to a 2 (from a 1) makes the level twice as much (2:1); leaving the first number 1, but changing the second number to a 2, makes the level half as much as the shape (1:2). Similary for the time; if you decide the dynamic levels are good, but are happening too fast or two slow, these can be adjusted by using the values in the "time scale" box.



ns
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