How to Use the Sound SoundObject

First, insert the Sound SoundObject as you would any soundObject by rt-clicking (for Mac users, hold down the apple key and click) on the main timeline of the score area and chose "Add New Sound" from the popup menu.

A Sound SoundObject will be inserted wherever you clicked on the timeline. You'll notice that this soundObject acts and behaves like any other soundObject: you can move it around in time, drag to change the duration, change it's name in the soundObject property dialog, and click on it to edit it. You won't be able to add any noteProcessors to it, however, but that will be explained more in detail in the "What happens when it gets processed" section.

If you click on the soundObject to pull up its editor, you'll see a text box with a default message "insert instrument text here". In the editor is where you write your instrument definition, but without writing any "instr 11" or "endin": the number of the instrument and the correct formatting of the instrument is handled by the soundObject. For a simple example, you might try:

 
aout    oscili 30000, 440, 1
        outs aout, aout

where the 1 at the end of the oscili line is an ftable numbered 1, defined in the tables editor under the tables tab. (For our example, let's go ahead and definte the ftable as "f1 0 65536 10 1", which is a sin wave). At this point you might want to try listening your work file with the play button (assuming you've set up the command line under project properties to a command line that will output to speaker; for more information on this, please consult the blue user's manual). What you should hear is that where you've put your Sound SoundObject on the timeline (i.e. starts at .5 seconds) should play the sound you've written, in this example case, a sine wave at 440hz at 30000 amp, playing at equal volume out both left and right channels.

And that's pretty much it! From here you might want to try copying the block and pasting it a few times, changing some parameters, embellishing your instrument definitions, etc. Also, you might want to try mixing this with other soundObject, i.e. write some instruments in the orchestra manager, then write some genericScore soundObjects to play those instruments, as well as use some Sound SoundObjects directly on the timeline.