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- MODEDIT VERSION 2.00 DOCUMENTATION
- COPYRIGHT 1991 NORMAN LIN
-
- =================
- TABLE OF CONTENTS
- =================
-
- 0. License/Warranty/Disclaimer
-
- 1. Introduction
- 1.1 What is ModEdit?
- 1.2 What is needed to run ModEdit?
-
- 2. Getting started
- 2.1 Quick start
- 2.2 Setup
- 2.3 ModEdit's menu system
- 2.4 Configuration
- 2.5 The main screen
-
- 3. Nomenclature/concepts
- 3.1 Note unit
- 3.1 Pattern
- 3.3 Sequence
- 3.4 Sample
- 3.5 Integrating note units, patterns, sequence, and
- samples
-
- 4. Using ModEdit
- 4.1 Samples: Choosing your instruments
- 4.1.1 What are samples?
- 4.1.2 The "sample directory"
- 4.1.3 Manipulating samples
- 4.1.4 Attributes of samples
- 4.1.5 Default volume
- 4.2 Entering music
- 4.2.1 Editing patterns
- 4.2.2 Creating new patterns
- 4.2.3 Sequencing patterns
- 4.1.3 Other pattern options
- 4.3 Hearing your music
- 4.3.1 MODRES: Inline playing
- 4.3.2 MODPLAY: External playing
- 4.4 Saving and loading Modules
-
- 5. Reference
- 5.1 Pattern editor quick reference key summary
- 5.2 Sample window quick reference key summary
- 5.3 Pattern sequencer quick reference key summary
- 5.4 Effect list quick reference chart
- 5.5 ModPlay
- 5.6 Coming attractions
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- =======================================
- 0. MODEDIT LICENSE/WARRANTY/DISCLAIMER
- =======================================
-
- The below information applies only to ModEdit and related
- documentation files. Specifically, the below terms do not
- apply to the "MODRES.COM" program file. For license
- information concerning MODRES, consult MODRES.DOC.
-
- This program and accompanying documentation are Copyright
- 1991 by the author (Norman Lin). You are hereby granted
- permission to freely distribute and use this program for
- personal use. You may upload this program to electronic
- bulletin boards or Internet FTP sites.
-
- You are specifically prohibited from selling or charging or
- requesting any monetary amount for the distribution or use of
- ModEdit or accompanying documentation. ModEdit may not be
- used for any commercial purposes without my prior express
- written permission. ModEdit may not be distributed for use
- with any for-profit products (software, hardware, or other;
- including but not limited to commercial software, shareware,
- D/A converters, etc.) without my prior express written
- permission.
-
- There is no warranty of any kind; this software is provided
- on an "AS-IS" basis. The author of this software (Norman
- Lin) shall not be liable for any damages whatsoever that may
- result, directly or indirectly, from the use of this software
- or documentation. By owning a copy of and/or using ModEdit,
- you agree to all the above terms.
-
- If you find ModEdit useful, entertaining, or interesting --
- or if you just feel kind-hearted -- a voluntary donation in
- any amount ($5 U.S. suggested) would be greatly appreciated.
- With your support, future, better versions of this and other
- software can be made available.
-
- Send all contributions, comments, or queries about ModEdit
- to:
-
- Norman Lin |Norman Lin
- 1109 West 94th Street |1400 Asp Avenue Box 1215 East
- Jenks, OK 74037 U.S.A |Norman, OK 73026 U.S.A.
- ==========================|==================================
- Permanent address |Current address (thru Spring 1992)
-
- Before the end of Spring, 1992, the address on the right will
- reach me more quickly. After Spring, 1992, either email me
- to get my new current address, or (if email bounces) use the
- permanent address.
-
- Internet email address:
- norlin@uokmax.ecn.uoknor.edu / norlin@129.15.22.2
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- ================
- 1. INTRODUCTION
- ================
-
- 1.1 WHAT IS MODEDIT?
- ---------------------
-
- ModEdit is a music editor/sequencer for the IBM PC family
- that allows you to write music with 4 tracks of digitized
- instrument sounds. The file format used is the "Amiga
- Module" format. ModEdit can load and save Modules, meaning
- that Modules created by other programs (even on other
- computers such as the Amiga) can be used by ModEdit, and that
- the Modules created by ModEdit can be used by any program
- that can use Modules.
-
- 1.2 WHAT IS NEEDED TO RUN MODEDIT?
- -----------------------------------
-
- To run ModEdit, you need:
-
- - An IBM or compatible, 640K recommended.
- - The executable editor program MODEDIT.EXE.
-
- To hear the music, you also need one or both of the
- following:
-
- - The resident module player MODRES.COM by Mark J. Cox,
- which allows you to hear your music as you write it from
- within ModEdit. (Included with ModEdit.)
-
- - The external module player MODPLAY (MP.COM) by Mark J. Cox,
- which allows you to play Modules outside the ModEdit
- environment.
-
- NOTE: To run MODPLAY or MODRES, you must have a 10 MHz or
- faster machine.
- ===================
- 2. GETTING STARTED
- ===================
-
- 2.1 QUICK START
- ----------------
-
- If you're impatient, and think you know what you're doing,
- you can "quick start" ModEdit by typing "RUNME" after
- unpacking the ModEdit archive. It's strongly recommended,
- though, that you take the time to read this documentation.
-
- 2.2 SETUP
- ----------
-
- Your ModEdit archive file should contain the following files:
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- - RUNME.BAT : Batch file that runs ModEdit
- - MODEDIT.DOC : This file
- - MODEDIT.EXE : The executable ModEdit module editor
- - MODRES.COM : Mark J. Cox's resident module player, for
- use in conjunction with ModEdit
- - MODRES.DOC : Documentation/License for MODRES
- - HARDWARE.DOC: Circuit plans for sound boards
- - BREATH.MOD : A sample Module for you to experiment with
- - *.SAM : Various digitized sample files
-
- To run ModEdit, first unpack the archive file, preferably
- into its own subdirectory if you have a hard drive.
-
- You'll probably want to use the inline playing functions of
- ModEdit (so that you can hear your music from within the
- editor). So, type "MODRES" and press return; this loads the
- resident module player into memory. If you do not run MODRES
- before ModEdit, you will not be able to hear your music from
- within ModEdit, though you will still be able to load, edit,
- and save Modules for external playing.
-
- After running MODRES (if you wish to), run ModEdit by typing
- "MODEDIT" and pressing return. You will then be running
- ModEdit. You may wish to set some defaults to your own
- preferences (e.g. screen colors, default directories, etc.);
- see "Configuration" below.
-
- After you exit ModEdit, MODRES remains in memory (it's a
- TSR). Keeping MODRES in memory does no harm, but does take
- up a minimal amount of space. To free this memory space,
- type "MODRES -d".
-
- Supplied in the ModEdit archive file is a batch file
- "RUNME.BAT" which automatically installs and deinstalls
- MODRES. It simply contains the commands:
-
- modres > nul
- modedit
- modres -d > nul
-
- 2.3 MODEDIT'S MENU SYSTEM
- --------------------------
-
- Once you've started up ModEdit, you need to know how to move
- around through the various available options. ModEdit's
- main options are selectable from a main menu line at the top
- of the screen. One option will be highlighted; to move the
- highlight, use the left and right arrow keys. Enter will
- select the highlighted option. Alternatively, you may press
- the capitalized letter of the main menu option to "quick
- select" that option; for instance the "File" option may be
- chosen by the single keystroke "F."
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- Other "popup" and "dropdown" menus will appear as
- appropriate, presenting you with various options. Choosing
- an option from one of these menus may be done by:
-
- 1) Using the cursor keys to move the menu bar to the desired
- item, then pressing enter, or
-
- 2) Presssing the capitalized letter on the desired item's
- menu line.
-
- To escape from any menu or option, press the ESC key.
-
- Certain menu options (e.g. loading, saving, etc.) require you
- to input text. When ModEdit requires input from you, a small
- window will be created in which you may type the required
- input. The standard cursor editing keys apply here (left,
- right, backspace, insert, delete). Press return when you are
- finished, or ESC to abort the input.
-
- When entering filenames for load options, you may either
- specify the filename to load, or you may specify a pathname.
- If you choose to specify a pathname, you must end it with a
- backslash (\). After specifying a pathname, you are given a
- directory of files in that path and a large reverse video
- bar. Move the bar with the arrow keys; press the space bar or
- enter to choose a file. To see more files (if there are
- more), use the left and right arrow keys.
-
- A status line at the very bottom of the screen always gives
- you the current filename and various information about the
- song, as well as memory available. A star (*) will appear
- next to the Module filename if the Module in memory has been
- modified and if the changes have not yet been saved.
-
- 2.4 CONFIGURATION
- ------------------
-
- Now that you know how to move around in ModEdit, you can
- configure ModEdit to your particular system and preferences.
- Select the "Configuration" option from the Main Menu.
-
- You will be presented with the Configuration Submenu. From
- here you may set various options about ModEdit, such as
- colors, directories, etc. The only ones you really need to
- set right now are the following:
-
- - Module directory: this is where ModEdit will look for
- your Modules (i.e. songfiles). This option is under the
- "Directories" option of the Configuration Submenu.
-
- - Sample directory: this is where ModEdit will look for your
- sample files. This option is also under the "Directories"
- option of the Configuration submenu.
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- And, if you've loaded MODRES into memory, you also need to
- set:
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- - Output device: this is the device to which MODRES will
- play music/samples. It defaults to the PC speaker, but
- can be a D/A converter on an LPT port (see the MODPLAY
- documentation for information on how to build a D/A
- converter).
-
- - Processor speed: this tells MODRES how fast your CPU is.
- You must have at least a 10 MHz processor to use MODRES.
- Four 10 MHz CPU speeds are provided, listed as "10 MHz
- (mix speed)" on the menu. Lower mixing speeds should be
- chosen if your 10 MHz machine crashes on the other speed
- choices.
-
- Feel free to set any other configuration options you wish to
- customize (such as screen colors, error beep, etc.). When
- you're done, select "Write Configuration" to save the current
- settings to a configuration file. Next time you start up
- ModEdit, the configuration file will be read and the defaults
- set according to your specifications.
-
- The configuration file is saved to the current working
- directory; this will initially be the directory that you were
- in when you started ModEdit. If for some reason you wish to
- save the configuration file elsewhere, do so by changing the
- current working directory. Then, when you save the
- configuration, it will be saved in the new current working
- directory.
-
- 2.5 THE MAIN SCREEN
- --------------------
-
- All of ModEdit's Module editing features are handled from one
- main screen. This is a change from earlier versions of
- ModEdit. The main screen is divided into three main parts:
- the pattern editor, the pattern sequencer/selector, and the
- sample window.
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- The three sections are shown on the screen as follows:
-
- Abbreviated
- Pattern Editor Sample List
- +--------+--------+--------+--------+ +--------------+
- | | | | | |1 |16 |
- | | | | | |2 |17 |
- | | | | | | | |
- |Track 1 |Track 2 |Track 3 |Track 4 | |. |. |
- | | | | | |. |. |
- | | | | | |. |. |
- | | | | | | |31 |
- | | | | | |15 | |
- +--------+--------+--------+--------+ |--------------+
- +-----+ |
- Pattern Sequence Table |(sample attributes |
- +--+--+--XXXX--+--+--+--+ | for current sample)|
- |--|--|--X--X--|--|--|--| +--------------------+
- +--+--+--XXXX--+--+--+--+
-
-
- Only one section of the screen is active at one time. To
- move from section to section, press the TAB key. The
- currently active section will be indicated by a highlighted
- border.
-
- A description of each section (pattern editor, pattern
- sequencer/selector, sample window) is given below in section
- 4, "Using ModEdit."
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- =========================
- 3. NOMENCLATURE/CONCEPTS
- =========================
-
- To use ModEdit, it is necessary first to understand some
- general terminology and concepts dealing with Module
- construction.
-
- 3.1 NOTE UNIT
- --------------
-
- The fundamental building block of patterns. It consists of
- three parts:
-
- 1) A musical note and octave (e.g. C#3 or A 2)
-
- 2) A "sample" or "instrument" number that determines what
- instrument sound will be associated with the given
- musical note
-
- 3) An effect number and argument, which jointly determine
- "how" the note is to be played (i.e. loud, soft,
- arpeggiated, etc.)
-
- 3.2 PATTERN
- ------------
-
- A collection of four independent tracks, each containing 64
- contiguous note units. It is the fundamental building block
- of songs created with ModEdit. By arranging note units
- within a pattern/several patterns, you can create musical
- motives. Patterns are numbered starting with ZERO (contrast
- with samples below) and may go up to 63 (i.e. 64 patterns
- max).
-
- 3.3 SEQUENCE
- -------------
-
- An arrangement of patterns. By arranging patterns into a
- sequence, you can group musical motives into a song. The
- sequence may be up to 128 patterns long. A given pattern can
- appear in the sequence more than once, if desired -- this
- means that for repeated musical passages, you need not create
- another identical pattern; you simply place the same pattern
- number in the sequence.
-
-
- 3.4 SAMPLE
- -----------
-
- Also interchangeably called "instrument." It is a collection
- of digitized data which mimics a particular instrument (e.g.
- flute, piano, guitar, etc.). Samples make your music sound
- "real" as opposed to "computerish" (simple square wave
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- beeps). Up to 31 distinct samples may be used in a Module,
- affording a wide range of orchestrational possibilities. The
- samples are numbered 1-31 (contrast with the pattern
- numbering scheme above).
-
- 3.5 INTEGRATING NOTE UNITS, PATTERNS, SEQUENCE, AND SAMPLES
- ------------------------------------------------------------
-
- A complete song, therefore, consists of a number of
- PATTERNS, each of which contains 64 NOTE UNITS. These
- patterns are SEQUENCED into a particular order, which defines
- the song the listener will hear. The SAMPLE that is
- associated with each note determines the timbral quality
- (sound) that the note makes as it is played.
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- =================
- 4. USING MODEDIT
- =================
-
- 4.1 SAMPLES: CHOOSING YOUR INSTRUMENTS
- ---------------------------------------
-
- 4.1.1 What are samples?
- ------------------------
-
- To reiterate, samples are the "instruments" that make your
- music sound real. Up to 31 distinct samples may be present
- in a Module, and each is uniquely identified by its sample
- number, 1 to 31. A sample defines the sound that a note
- makes when it is played.
-
- The first step in creating a Module should be loading in at
- least one sample. After all, you need samples in order to
- hear your music at all.
-
- 4.1.2 The "sample directory"
- -----------------------------
-
- Samples are stored as digitized sound files on disk; each
- sample is stored in its own individual file. Since the
- possible number of samples is practically infinite, ModEdit
- allows you to specify a "sample directory" where your sample
- files are stored. For instance you could set the sample
- directory to A:\, which would make ModEdit look for sample
- files by default on A:\. This would allow you to store
- sample files on diskettes. Alternatively, you could make a
- subdirectory on your hard drive, and set the sample
- drive/directory there, so that your sample files would not
- clutter up other directories.
-
- If a sample directory is not specified (either by hand or
- through the configuration file) it defaults to the current
- working directory.
-
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- 4.1.3 Manipulating samples
- ---------------------------
-
- To manipulate samples, select "Sample" from the main menu,
- then select "Edit samples." This will highlight the sample
- window, and expand it from its former abbreviated form into
- the full form (i.e. you now will see the full sample name
- instead of an abbreviation). All 31 samples will not fit on
- the screen at once; therefore, use the up/down/home/end/page
- up/page down keys to scroll through the list of samples. A
- reverse video bar (referred to henceforth as the "sample
- selection bar") will appear in the sample list, indicating
- the currently selected sample.
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- If a sample's sample NUMBER is highlighted, that sample has
- been loaded (allocated). If not, it has not been allocated,
- that is, that sample "slot" is empty.
-
- Initially all sample fields will be empty; therefore, no
- sample numbers will be highlighted. The sample selection bar
- will initially be on the first sample. Moving the
- selection bar up or down selects a sample.
-
- Once you've moved the sample selection bar to a sample
- number, you may then do one of serveral things to that
- sample slot, by pressing the appropriate command key:
-
- <L>oad: Loads a sample file into the currently selected
- slot. Sets the sample attributes as follows (see "Sample
- Attributes" below):
-
- - Name: The filename on disk of the sample file
- - Volume: The "default volume" (see "Default Volume"
- below)
- - Loopstart, Looplength: Both set to 0.
-
- <S>ave: Saves the currently selected sample to disk.
-
- <R>elease: Frees the memory allocated to the currently
- selected sample. The sample that was previously in that
- slot is no longer usable.
-
- <A>ttribute: Edits the attributes of the currently selected
- sample (see "Sample Attributes" below).
-
- <P>lay: Plays the currently selected sample to the output
- device (see "Configuration"), if you've installed MODRES
- (see "Setup").
-
- <C>lear: Clears all samples.
-
-
- 4.1.4 Attributes of samples
- ----------------------------
-
- The box beneath the sample list contains "attribute"
- information for the currently selected sample. Sample
- attributes define certain characteristics of the sample. You
- may edit any of these attributes by pressing "A" when
- the sample window is active.
-
- The first attribute of a sample is the name. ModEdit by
- default sets the sample name attribute to the sample filename
- on disk. This is for clarity and it is recommended that you
- have meaningful sample names. You are, however, free to edit
- the name attribute to anything you want, up to 22 characters
- long. Some composers edit all the sample name attributes to
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- form a message containing composer information or the like.
- This makes later identification of samples difficult.
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- The second attribute is the volume. Whenever a note unit is
- played, the sample that is used to play that note can have a
- volume from 0 through 64 (64 being loudest). You may specify
- the volume for this note unit explicitly through the effect
- field with command "C" (see "Effects" below). If you do not
- specify a volume, the sample is played back with the volume
- specified by its volume attribute.
-
- The third and fourth attributes jointly determine "looping"
- of the sample. Some sounds, such as a piano or a snare drum,
- have a definite start and end point. Such samples are
- generally not looped (though they could be for special
- effects or something similar). On the other hand some
- sounds, such as a flute or a sine wave, do not have a
- definite "ending" point; the sound is a constant waveform
- that only changes in frequency. Such sounds are often
- looped.
-
- A "looped" sample is one that will continuously be played
- without stop. Sample looping is defined by a "loop start"
- attribute and a "loop length" attribute. The "loop start"
- attribute is a number that represents an offset from the
- beginning of the sample; it is from this point that sample
- looping begins. The "loop length" attribute is a number that
- represents the length of the section to loop. A diagram
- will make this clearer:
-
- +---Loop Length----------+
- | |
- | This section is played |
- v continuously v
- -Sample data stream--------==========================
- ^ ^ ^
- | | |
- | Loop Start |
- | |
- +--------------Sample Length------------------------+
-
- The portion of the sample data stream beginning at the loop
- start and ending at loopstart + looplength is played
- continuously, allowing "ringing" or continuously sounding
- notes. This looped portion of the data stream is represented
- above by the "=" symbol.
-
- The best way to get a feel for sample looping is to
- experiment with the loop bytes and listen to the results
- (e.g. with the "<P>lay" option in the sample window).
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- 4.1.5 Default volume
- ---------------------
-
- When loading a sample, ModEdit sets the sample attributes as
- mentioned above under "<L>oad." The "default volume" is the
- value that the sample attribute "volume" will be set to when
- a sample is newly loaded from disk. It is initally 64
- (maximum), but if for some reason you wish your samples
- to be at a lower volume by default, you may set this "default
- volume" through the "Default Volume" option under the
- "Sample" menu. The volume attributes of all loaded samples
- are set to this "default volume." You are, of course, free to
- edit a particular sample's volume attribute once it has been
- loaded.
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- 4.2 ENTERING MUSIC
- -------------------
-
- After you've loaded in a sample (or several samples), you're
- ready to enter music. For the examples in this section it is
- assumed you have loaded into sample slot 1 the sample
- "SAMP.SAM," and into slot 2, "SAM2.SAM."
-
- 4.2.1 Editing Patterns
- -----------------------
-
- The main building block of Modules is the pattern. Musical
- notes in Modules are entered into patterns. From the main
- menu, choose the "Edit" option, which will display the Edit
- Submenu.
-
- ModEdit intially places one pattern in memory (in fact there
- will always be at least one pattern in memory). So, to start
- editing, select the "Edit Pattern" option. The pattern that
- is selected for editing is the "current pattern." The current
- pattern is displayed in the "Pattern Sequence Table" with a
- double-box around it (see "Pattern Sequencing" below). To
- change the current pattern you may use the "<" and ">" keys;
- "<" takes you to the previous pattern in the sequence table;
- ">" takes you to the next pattern in the sequence table.
- Initially, of course, there will be only one pattern in the
- sequence table so "<" and ">" cannot change the pattern being
- edited (initially).
-
- You are now in the ModEdit pattern editor. The editor screen
- looks something like this:
-
- Pattern Editor Abbreviated Sample List
- +--!----------!----------!----------!----------+ +----------------------+
- |00!...|00|000!...|00|000!...|00|000!...|00|000| |01 SAMP.SAM|17 |
- |01!...|00|000!...|00|000!...|00|000!...|00|000| |02 SAM2.SAM|18 |
- |02!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
-
- |15 |31 |
- |13!...|00|000!...|00|000!...|00|000!...|00|000| |16 | |
- +--!----------!----------!----------!----------+ +-----------+----------+
- ^ ^ ^ ^^
- | | | || To the left are descriptions of each
- | | | | Effect field: argument field for each track. Each track has a
- | | | | note field, a sample field, and an
- | | | Effect field: command effect field, as shown. At the very
- | | | left is the note position within the
- | | Sample field: sample number pattern. The edit window scrolls, so
- | | you may go up to note position 63
- | Note field: note and octave (since there are 64 note units within
- | each pattern).
- Note position within the pattern
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- The "Abbreviated Sample List" contains a list of sample
- names, truncated so that all 31 may be displayed on screen at
- once. It's mainly for reference, so that you can tell at a
- glance which sample file is loaded into which sample slot.
- One sample name will "usually" be in reverse video; this is
- the "default sample" (described below). (It is possible to
- have no default sample, in which case no sample name would be
- in reverse video.) Assume "SAMP.SAM" is in reverse video,
- for the following examples.
-
- Moving around the pattern editor
- --------------------------------
- Each pattern consists of 64 note units for each of 4 tracks.
- The 64 note units are numbered 0 - 63. The edit window is
- only 13 lines long, so to see all 64 note units use the up
- and down arrow keys to scroll.
-
- Movement around the screen is quite simple. Use the arrow
- keys, home, end, page up, and page down to move the cursor
- to any field of any track at any note unit position. INS and
- DEL will insert a note unit or delete a note unit from the
- track where the cursor is currently located.
-
- To reset any field (note, sample, or effect) to an empty or
- zero value, simply press the SPACE bar when the cursor is on
- that field. Empty fields might at first seem useless; why
- would one want an empty field? The answer is that empty note
- unit fields allow entering notes of differing durational
- values. See "Note field" below.
-
- Editing the note field
- ----------------------
- The note field consists of a musical note and an octave.
- The musical note can be any of the following: C C# D D# E F
- F# G G# A A# B. This is a full twelve-tone scale; therefore,
- to enter "flat" notes, "double sharp" notes and the like, you
- must enter them as their enharmonic equivalent in the given
- scale above. For instance, B-flat would be entered as A#,
- C## would be entered as D, etc. This notation does result
- in some tonal ambiguity from a musical standpoint, but it
- makes things much easier for the computer. If you don't
- quite understand what enharmonically equivalent notes are,
- don't worry about it.
-
- To alter an existing note field, you may either type over
- it, or use one of the special note editing keys: "O"
- [capital] will increase the note's octave value; "o"
- [lowercase] will decrease the note's octave value. "+" will
- increase the note by one half-step; "-" will decrease the
- note by one half- step. Additionally, "=" will copy a note
- field to the note field directly underneath it.
-
- The octave range of notes is theoretically C 0 to B 9. If
- you try to enter extremely high notes, though, you will start
-
-
-
-
-
-
-
- Page 16
-
-
-
-
- getting inaccuracies because of loss of note resolution at
- the higher extremes. For instance, if you try to enter "B
- 8", "A 8" will appear on the screen instead. This is because
- the note period for B 8 is so small that the computer's
- limited resolution interprets it as A 8 instead. There's
- really no reason you should need to go THAT high with your
- notes anyway. The effective range is approximately C 0 to C
- 7.
-
- Initially the note field will be blank; therefore "..." will
- appear in the field. To enter a note in the note field,
- simply move the cursor to the note field in the desired
- track, and type in the note/octave from the keyboard. The
- note will replace whatever old note was there before.
-
- Entering notes of differing durations requires a "relative"
- view of note duration. All musical note durations are
- relative, in "real" musical notation. For instance, a half
- note is half the length of a whole note. A quarter note is
- half the length of a half note. An eighth note is half the
- length of a quarter note; a sixteenth note is half the
- length of an eighth note, etc. For instance, here's one way
- of conceptualizing different note durations:
-
- +---------------+
- |= = = = = = = =| One whole note: 8 atomic units
- +-------+-------+
- |= = = =|= = = =| Two half notes: each 4 atomic units
- +---+---+---+---+
- |= =|= =|= =|= =| Four quarter notes: each 2 atomic units
- +-+-+-+-+-+-+-+-+
- |=|=|=|=|=|=|=|=| Eight 8th notes: each 1 atomic unit
- +-+-+-+-+-+-+-+-+
-
- Note that, in this particular diagram, we cannot subdivide
- beyond 8th notes because at the 8th note level, we have
- reached the atomic notational unit "=", which in this case
- represents an eighth note.
-
- We could alternatively, though, choose the atomic unit "="
- to represent a SIXTEENTH note, in which case our relations
- would be as follows:
-
- +-------------------------------+
- |= = = = = = = = = = = = = = = =| 1 whole note :16 atomic units
- +---------------+---------------+
- |= = = = = = = =|= = = = = = = =| 2 half notes :each 8 atomic
- +-------+-------+-------+-------+ units
- |= = = =|= = = =|= = = =|= = = =| 4 quarter notes:each 4 atomic
- +---+---+---+---+---+---+---+---+ units
- |= =|= =|= =|= =|= =|= =|= =|= =| 8 8th notes :each 2 atomic
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ units
- |=|=|=|=|=|=|=|=|=|=|=|=|=|=|=|=| 16 16th notes :each 1 atomic
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ unit
-
-
-
-
-
-
-
- Page 17
-
-
-
-
- Important points to note about the above diagrams:
-
- (1) We are using a certain number of atomic units to
- represent each note duration.
-
- (2) The number of atomic units needed to represent a note of
- a certain duration is a function of the note duration
- that a SINGLE atomic unit represents.
-
- Thus, conceptually, here is how you enter notes of different
- durations:
-
- (1) Determine the SMALLEST or SHORTEST note duration you
- will need in the song. Say, you choose the 16th note.
-
- (2) Assume the atomic note unit represents the note duration
- chosen in (1).
-
- (3) The note duration that is twice as long as the note
- duration in (1) will be represented by twice as many
- atomic units. For instance, in this example, 8th notes
- would be represented by TWO atomic units, since 16th
- notes are represented by one. Correspondingly, quarter
- notes would be represented by FOUR atomic units, since
- 8th notes are represented by two... etc, etc.
-
- (4) Adjust the song speed (see "Effect field" below) so that
- the atomic note unit is of the right real-time, absolute
- length.
-
- As you have probably ascertained by now, the "atomic note
- units" above are almost exactly the "note units" that
- comprise a pattern. So, still using the above choice of
- atomic note unit as 16th note, here's how you'd enter the
- passage C2[4th] D2[8th] E2[8th] F2[16th] G2[16th] A2[16th]
- B2[16th]:
-
- Pattern Editor Abbreviated Sample List
- +--!----------!----------!----------!----------+ +----------------------+
- |00!C 2|01|000!...|00|000!...|00|000!...|00|000| |01 SAMP.SAM|17 |
- |01!...|00|000!...|00|000!...|00|000!...|00|000| |02 SAM2.SAM|18 |
- |02!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |03!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |04!D 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |05!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |06!E 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |07!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |08!F 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |09!G 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |10!A 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |11!B 2|01|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |12!...|00|000!...|00|000!...|00|000!...|00|000| |03 |19 |
- |13!...|00|000!...|00|000!...|00|000!...|00|000| |16 | |
- +--!----------!----------!----------!----------+ +-----------+----------+
-
-
-
-
-
-
-
- Page 18
-
-
-
-
-
-
- The "..." in the note field indicates that particular note
- unit is "empty"; an "empty" note unit means to HOLD the most
- recent note in that track, whatever it was. (Remember to
- enter empty or null fields, press the SPACE bar when the
- cursor is on that field.) So, the C 2 is played for 4 note
- units (0 - 3); then the D 2 is played for 2 note units (4 -
- 5), etc. Thus, the C 2 is played twice as long as the D 2,
- which is exactly as intended (C 2 is a quarter note, which
- should be played twice as long as the D 2, which is an 8th
- note).
-
- Editing the sample number field
- -------------------------------
- You will notice that when you enter a note, not only does
- the note appear, but also a number in the sample field to
- the right appears. This number is the "default sample"
- number that was mentioned above.
-
- The concept of a "default sample" number is as follows.
- Each note in a pattern must be "played" with a particular
- "instrument." It is often (almost always) necessary to enter
- a long series of notes that is played with one instrument.
- Rather than entering the notes AND entering the same sample
- number over and over again, you simply enter the note, and
- ModEdit will automatically enter the default sample number
- in the sample field for you. If you change the default
- sample (with "S" and "s"; see below) to none, this automatic
- feature is turned off.
-
- By default, the default sample will NOT overwrite an
- existing (i.e. non-zero) sample number. For instance, say
- that the default sample is 3, and you enter a note "C 1" in
- an empty note unit; then the sample number of that note unit
- will become 3. Later, you change your default sample to 4,
- and change this "C 1" to a "D 1". The sample number will
- stay 3, since the default sample, by default, does not have
- "precedence" over an existing sample number. This is so that
- you may change existing melody lines without altering the
- sample number. You may change this precedence by going to
- the Configuration Menu (see "Configuration" below). If the
- default sample has "precedence," it will always overwrite an
- existing sample field. This is useful for entirely rewriting
- tracks, samples and all.
-
- To change the default sample, press "S" [uppercase] to
- increase, or "s" [lowercase] to decrease. You'll want to
- change the default sample number when your lead line changes
- instruments, when you switch from entering a lead track to a
- percussion track, etc. -- basically, whenever the music
- you're entering switches from predominantly one instrument to
- another. By pressing "S" or "s", the reverse video bar in
- the sample window will move up or down accordingly, to show
-
-
-
-
-
-
-
- Page 19
-
-
-
-
- you which sample is currently the default. If you change the
- default sample out of bounds, this selects no default sample
- (the reverse video bar disappears to indicate this).
-
- For instance, in the example above, say that "SAMP.SAM" was
- in reverse video. By pressing "S", "SAM2.SAM" would be
- selected, since it's the next sequentially (upward) in the
- sample list. By pressing "S" again, no sample would be
- selected as the default sample (since you've moved off of the
- end of the list). By pressing "S" again, "SAMP.SAM" is again
- selected. Using the "s" key cycles through the samples in
- the opposite order. If this is a bit confusing, just try
- pressing "S" and "s" when in the pattern editor to see how it
- works. "S" and "s" only cycle through allocated samples.
-
- You may also edit the sample field manually by moving the
- cursor onto the sample field, and typing in the sample
- number that you want associated with the note in the
- adjoining note field. If you attempt to enter a sample
- number greater than 31, ModEdit will clip the value to 31.
- Just as with the note field, "+" and "-" increase and
- decrease the field value, respectively.
-
- Note that it is possible for a note unit to have a non-empty
- note field, but a null (zero) sample field. This can happen
- if you set the default sample to none and edit an empty note
- unit, or if you manually change the sample field to zero. The
- end result is a note with no associated sample. I call such
- notes "orphaned" notes. You generally should avoid orphaned
- notes. They may play correctly, since the sample number
- that will be used during playback will most likely default
- to the last sample number that was used in that track. It's
- best explicitly to associate a specific sample number with
- each non-empty note field.
-
- Additionally, you need to beware of using samples that you
- haven't loaded. The default sample feature will not allow you
- to select a default sample that has not been loaded. However,
- you may still edit the sample number field manually to be any
- number, say, "sample number 17" even if you have not yet
- loaded a sample into position 17. If you forget eventually
- to load a sample into position 17, you may (probably will)
- get very strange results during playback which may crash your
- computer. So, always make sure that, when you're ready to
- play your music, you are only using samples you have loaded.
- Once again, the default sample feature is a handy way to do
- this.
-
- Editing the effect field
- ------------------------
- The effect field consists of 2 parts: a command and an
- argument.
-
-
-
-
-
-
-
-
-
- Page 20
-
-
-
-
- The command can one of 16 values: 0 1 2 3 4 5 6 7 8 9 A B C
- D E F. These commands control various aspects of note and
- song playback. An effect command generally takes effect
- starting immediately with the note field associated with that
- effect.
-
- The argument is one byte long and is represented in
- hexadecimal. A hexadecimal byte, in case you don't know, is
- a base 16 representation of a number that consists of an
- "upper nybble" and a "lower nybble", each of which may take
- on a value of 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E,
- or F. Values from A - F correspond to the decimal values 10
- - 15.
-
- Certain commands listed below use the 2 nybbles separately
- (e.g. arpeggiation). In this case, the 1st nybble is one
- argument, and the 2nd nybble is the 2nd argument. Other
- commands treat the 2 nybbles jointly as one byte (e.g.
- speed). In this case, the decimal equivalent of the
- hexidecimal number is calculated by: (upper nybble * 16) +
- lower nybble. So, for instance, an effect of "F 1D" would
- mean set the song speed ("F") to 29 (1*16 + D = 1*16 + 13 =
- 29).
-
- Here's a list of effects and their required argument byte.
- "xy" for the argument byte means each nybble is treated
- separately; "xx" means they are treated jointly as one byte.
-
- 0 -- AREPEGGIATION
- Format: 0 xy
-
- Plays its associated note in arpeggiated fashion; that is, it
- rapidly steps the note between 3 pitch values: the original
- pitch value, the original pitch value + "x" number of
- halfsteps, and the original pitch value + "y" number of
- halfsteps.
-
- 1 -- SLIDE UP
- Format: 1 xx
-
- Slides pitch up; slide speed is determined by the xx argument
- (remember, it's in hexadecimal).
-
- 2 -- SLIDE DOWN
- Format: 2 xx
-
- Just like SLIDE UP except it slides the pitch down.
-
- 3 -- SLIDE TO NOTE
- Format: 3 xx
-
- Similar to slide except it slides the pitch TOWARDS the
- pitch of the associated note field (commands 1 and 2 only
-
-
-
-
-
-
-
-
- Page 21
-
-
-
-
- specify a speed, not a destination). xx is the speed to
- slide the pitch.
-
- 4 -- VIBRATO
- Format: 4 xy
-
- Performs "vibrato" on a note (wavering effect). x is the
- vibrato speed; y is the vibrato depth.
-
- A -- VOLUME SLIDE
- Format: A x0 or A 0y
-
- Slides the volume either up or down. If x is specified and y
- is 0, the volume is slid up at speed x. If y is specified
- and x is 0, the volume is slid down at speed y.
-
- B -- POSITION JUMP
- Format: B xx
-
- Breaks the pattern (i.e. stops playing it at its current
- position) and jumps to position xx (hexadecimal!) in the
- pattern sequence table.
-
- C -- SET VOLUME
- Format: C xx
-
- Sets the volume for its associated note unit to xx. Note
- that it only takes effect with its associated note unit, not
- subsequent notes. Valid volume range is 00 - 40 (hex).
-
- D -- PATTERN BREAK
- Format: D 00
-
- Breaks the pattern (i.e. stops playing it at its current
- position) and goes on to the next one in the pattern sequence
- table. The argument is meaningless.
-
- F -- SET SPEED
- Format: F xx
-
- Sets the speed of the song; hex values 00 - 1F are valid.
-
-
- The best way to understand what exactly these effects do is
- just to experiment and listen.
-
- Playing music from within the editor
- ------------------------------------
- With MODRES installed, you may hear your music from within
- the pattern editor three ways.
-
- First, you may press the "N" key. This plays the note that
- the cursor is currently on.
-
-
-
-
-
-
-
-
- Page 22
-
-
-
-
- Second, you may press the "T" key, which plays the track the
- cursor is located in.
-
- Finally, you may press the "P" key, which plays the entire
- pattern.
-
- These functions are useful for immediately hearing what your
- music sounds like, allowing you to make changes and hear the
- results.
-
- 4.2.2 Creating new patterns
- ----------------------------
-
- A pattern only contains 64 note units. This generally isn't
- enough for a whole song, so you will want to create more
- patterns. This is done by selecting "Create Pattern" from
- the "Edit" menu. A new pattern is created and is inserted
- int the "Pattern Sequence Table" (see "Sequencing patterns").
- You are then free to edit this pattern. You can also create
- patterns within the sequencer (see "Sequencing patterns").
-
- 4.2.3 Sequencing patterns
- --------------------------
-
- After you've entered your music into patterns, you then must
- sequence the individual patterns into a particular order that
- will define the song. To do this, choose the
- "Sequence/Select Patterns" option under "Edit." The Pattern
- Sequence Table will then be highlighted to indicate it is
- active. (You could also have pressed TAB from the pattern
- editor or sample window to get to the sequencer.)
-
- The Pattern Sequence Table looks like:
-
- +---+---+---XXXXX---+---+---+---+
- | | | X000X | | | |
- +---+---+---XXXXX---+---+---+---+
- | | | X00 X | | | |
- +---+---+---XXXXX---+---+---+---+
-
- The top number represents the POSITION within the sequence
- table. The bottom number represents the PATTERN NUMBER that
- is at that position. There is a maximum of 128 positions
- within the table.
-
- The double-box (represented above with "X"s) represents the
- current pattern. It is the pattern that is edited when you
- are in the pattern editor. To change it, use the left and
- right arrow keys. This scrolls you through the current
- pattern sequence, thereby changing the current pattern.
-
- To change the pattern number at a particular position, simply
- move to that position (with the left and right arrow keys) so
- that the desired position is within the double-box. Then
-
-
-
-
-
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-
- Page 23
-
-
-
-
- simply type in the new pattern number.
-
- To insert or delete patterns into your song, press INS or
- DEL, repsectively. A "00" pattern will be inserted into the
- sequence, which you can then edit to be whatever pattern
- number you want. Also, the "+" key will append a "00"
- pattern into the sequence AFTER the current position (INS
- places it BEFORE).
-
- You can also create patterns within the sequencer by pressing
- "C". This creates a new pattern and inserts it after the
- current pattern.
-
- You need to be aware that when you save a Module (see "Saving
- and loading Modules" below), the highest pattern number that
- will be saved is the highest pattern number that was USED in
- the pattern sequence. For instance, say you created 38
- patterns (0 - 37), but in your sequence you only used
- patterns 0 through 20. If you attempted to save the song,
- patterns 21 through 37 would not be saved. This is a
- limitation imposed by the Module format. Be sure, therefore,
- that when you save a Module that the highest pattern number
- in the sequence table corresponds to the highest pattern in
- memory. If you try to save a Module and there is a danger of
- losing patterns, ModEdit will warn you of this before
- proceeding.
-
- 4.2.4 Other edit options
- -------------------------
-
- The Edit menu has a few other options for your convenience.
-
- "Duplicate pattern" will create an identical copy of a
- pattern. You supply it source and destination pattern
- numbers, and it will copy the source pattern into the
- destination pattern (leaving the source unchanged). You may
- choose to copy all tracks from the source to the
- destination, or only one track (in which case the other
- tracks in the destination are unchanged). This is useful for
- musical lines that are similar but not identical; you simply
- copy the needed tracks from an old pattern into a new one,
- then make the necessary minor changes to the new pattern.
-
- "Transpose pattern" allows you to increase or decrease the
- pitch of notes in a pattern by a certain number of
- half-steps. You may transpose all tracks or only one track.
- Additionally, you may transpose all samples in the
- pattern/track or only 1 sample. This is useful if you want
- ony to transpose a particular INSTRUMENT.
-
- "Clear all patterns" does just what it says -- erases all
- patterns from memory. It asks for confirmation before it
- wipes the pattern memory. It's useful if you want to start
-
-
-
-
-
-
-
-
- Page 24
-
-
-
-
- over with a new song but keep the current samples in
- memory.
-
- "Highlight lines" allows you to specify the starting line to
- be highlighted in the editor window, as well as the increment
- between highlighted lines. Highlighted lines in the editor
- are simply for reference, so that you can tell at a glance
- where you are within the pattern. You can turn off the
- highlighting by setting the starting highlight line to be any
- number greater than 63 (since a pattern has only 64 notes).
- The default highlight start line is 0, and the default
- increment is 4.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
- 4.3 HEARING YOUR MUSIC
- ----------------------
-
- 4.3.1 MODRES: Inline playing
- ------------------------------
-
- If you've loaded MODRES into memory (see "Setup" above), you
- may hear your music directly from within ModEdit.
-
- The simplest way is to choose "Whole song playback" from the
- "Play" option on the main menu. You may also choose "Partial
- song playback" to play back only a part of the song.
-
- Second, as mentioned previously, you may use the N, T, or P
- keys from within the pattern editor to play a note, track, or
- pattern, respectively.
-
- Finally, you may go into the pattern sequence screen, move
- the cursor to a pattern you wish to hear, and press "P." This
- will play the pattern that the cursor is currently on.
- Alternatively, you could press "S," which would play the
- entire song, starting from the pattern the cursor was on.
- This is equivalent to selecting "Partial song playback" under
- "Play" on the main menu.
-
- Consult "MODRES.DOC" for more information on MODRES.
-
- 4.3.2 MODPLAY: External playing
- ---------------------------------
-
- To play modules outside the ModEdit environment, simply
- choose the "Save Module" option of the File Submenu to save
- your song to a Module. It's best to save it with an
- extension of ".MOD," so that MODPLAY and ModEdit can
- automatically locate it.
-
- The resulting Module on disk can be played via the external
- Module Player MODPLAY, by Mark J. Cox. Consult the MODPLAY
- documentation for specific instructions on using MODPLAY.
-
-
-
-
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- Page 26
-
-
-
-
- 4.4 SAVING AND LOADING MODULES
- --------------------------------
-
- ModEdit can load in standard 15 or 31 instrument Modules.
- This means you can edit a vary large portion of existing
- Amiga Modules (since the Module format comes from the Amiga).
- ModEdit looks for Modules in the "Module directory," which
- you may set/change via the Configuration Submenu. Loading a
- Module is straightforward; choose the "Load Module" option of
- the File Submenu, specify the path/filename, and the Module
- will be loaded into memory. Any errors during loading will be
- printed to the screen.
-
- For some reason or another, some Modules are missing the last
- 4 bytes of sample data from the last sample. ModEdit catches
- this length discrepancy and warns you of it with an "early
- end of file" warning. It's often nothing to worry about, and
- if you re-save the Module, the error will usually disappear.
- Be aware, though, that this error can also signify a
- corrupted module (if the module is corrupted, ModEdit
- extracts all the information it can from the module during
- loading).
-
- Saving a Module is equally simple; simply choose the "Save
- Module" option of the File Submenu. Technical note: ModEdit
- only saves 31 instrument Modules, even Modules that were
- originally loaded as 15 instrument modules. Since the 15
- instrument format is supported for loading, compabitility is
- maintained.
-
-
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- Page 27
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-
-
- =============
- 5. REFERENCE
- =============
-
- 5.1 Pattern editor quick reference key summary
- -----------------------------------------------
-
- Key(s) Function
- ------ --------
- Cursor movement keys Standard functions
- A-G, 0-9, # Note entry
- N Play note cursor is on
- O (uppercase) Increase note by one octave
- o (lowercase) Decrease note by one octave
- P Play entire pattern
- S (uppercase) Increase default sample
- s (lowercase) Decrease default sample
- T Play track cursor is in
- + Increase note or sample field
- - Decrease note or sample field
- = Duplicate note/field
- > Move to next pattern in sequence
- < Move to previous pattern in seq.
- TAB Move to sample window
-
-
- 5.2 Sample window quick reference key summary
- ----------------------------------------------
- (reverse video line indicates the selected sample)
-
- Key(s) Function
- ------ --------
- Cursor movement keys Standard functions; selects sample
- A Edit attributes of selected sample
- C Clear all samples
- L Load sample file into selected sample
- P Play selected sample
- S Save selected sample into file
- TAB Move to pattern sequencer
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- 5.3 Pattern sequencer quick reference key summary
- --------------------------------------------------
- (double-box encloses the current pattern number)
-
- Key(s) Function
- ------ --------
- Cursor movement keys Standard functions; selects current
- pattern
- C Create pattern
- P Play pattern
- S Play song
- INS Insert pattern into sequence
- DEL Delete pattern from sequence
- + Append pattern into sequence
- TAB Move to pattern editor
-
-
- 5.4 Effect list -- quick reference
- -----------------------------------
-
- Effect #/Description Format/Argument
- -------------------- ---------------
- 1: Slide Up 1 xx xx=speed
- 2: Slide Down 2 xx xx=speed
- 3: Slide To Note 3 xx xx=speed
- 4: Vibrato 4 xy x=speed y=depth
- 5: <<no effect>>
- 6: <<no effect>>
- 7: <<no effect>>
- 8: <<no effect>>
- 9: <<no effect>>
- A: Volume Slide A x0/A 0y x=upspeed OR y=downspeed
- B: Position Jump B xx xx=pattern position
- C: Set Volume C xx xx=volume(00-40 hex)
- D: Pattern Break D -- skip to next patt.
- E: <<no effect>>
- F: Set Speed F xx xx=speed(00-1F)
-
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- 5.5 MODPLAY
- ------------
-
- MODPLAY is an external Module playing program by Mark J. Cox.
- MODPLAY can play Modules created with ModEdit, outside the
- ModEdit environment. It is available at many ftp sites, one
- of which is wuarchive.wustl.edu (in mirrors/msdos/sound,
- program modpy112.zip).
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- Here is an excerpt from the MODPLAY documentation:
-
- Modplay allows you to play (most) Amiga
- soundtracker/noisetracker files on a PC (10Mhz or
- faster clock speed). CGA minimum is required for the
- graphical display whilst playing, but no display at
- all is required just to play modules. MODPLAY detects
- automatically if a module is corrupt, and detects if it
- is a 15 or 31 instrument module.
-
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- 5.6 Coming attractions
- -----------------------
-
- - Real time recording
- - Song "tracking" (i.e. display of current position within
- song during playback)
- - Online help
-
- And possibly, in the far distant future:
-
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- - Standard musical staff based entry of music
-