Sound Mover is to sounds* what Apple's Font/DA Mover is to FONTs and Desk Accessories.
It was therefore designed to mimick the behaviour of its illu- strious counter part as closely as possible, so that any Mac user would be immediately familiar with it.
With Sound Mover you can add or remove sounds in the System or indeed any other file.
Sounds you add to the System file will appear in the Control Panel to use as alternative beeps with "Sound" (Mac II only) or "IBeep2" (any Mac).
Sounds you add to Hypercard stacks will be available to the "play" command.
Sounds you add to "StartUpSoundInit" will be played at startup.
In additon to the standard 'snd ' resources Sound Mover recognizes the following:
- Crystal Quest* Sounds (QSSN fdType, SMSD resourceType)
- World Builder* (DEAD fdType, ASND resourceType)
- Dark Castle* data (dc2d fdType, SOUN resourceType)
- Beyond Dark Castle* data (DCFL fdType, SOUN resourceType)
- QuarterStaff* (OZY2 fdType, 'wave' resourceType)
- Gauntlet* (GANT fdType, GSND resourceType)
- HyperCard Stacks (STAK fdType, 'snd ' resourceType)
- Jam Session/Studio Session instrument files (DEWF fdType, sound
in data fork).
- SoundCap/SoundWave/SoundEdit files (FSSD fdType, sound in data
Sound Mover can convert any of these types into a 'snd ' resource and can take a 'snd ' resource and create a data file.
(91.17 KiB / 93.36 KB)
Sound Mover v1.9r (1993) / compressed w/ Stuffit
(26.56 KiB / 27.2 KB)
Sound Mover v1.62b (1990) / compressed w/ Stuffit
(13.61 KiB / 13.94 KB)
Sound Mover v1.2a (1987) / compressed w/ Stuffit
Emulating this? It should run fine under: Basilisk II