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- : ¦ . _________ ________ _____________
- ._____¦ | · __ / : ___________/ _ \ \ __ _ /
- | \ |____: : \_/ -A : \______ \ | \_ _: \_/ \_/
- | \ ¦ | ¦ \_ ··D_ / / _/ | / |___/ \_
- | : : | |_______/ `N· _/ \ \_________/ | \________/
- ¦ |_____¦ ¦ | : \__________/ \ ¦ \_
- : : \__________| \___________/
- . ·
- . »»»» PRESENTS ««««
- OCTAMED V5
- ==========
-
- TYPED BY SHARD
-
-
-
- Written by Ed Wiles. Based on earlier documentation by Teijo Kinnunen and
- Larry McIntire (thanks guys!!).
-
- Proof-reading and minor alterations by David Wiles, Teijo Kinnunen, Bryan
- Williamson and Ray Burt-Frost (the latter of RBF Software) - thank you!
-
-
- Contents (revised for OctaMED V5.01b)
- --------------------------------------
-
- Welcome to the OctaMED help system. The following topics are available:
-
- Introduction
- Those upgrading from V4.
- The user interface
- Installation
- Menus
- Windows
- Main screen
- Player commands
- Keyboard shortcuts
-
-
- "Commodore-Amiga & ppguide Copyright notice"
- Amiga Workbench 2.1 is a registered trade mark of Commodore-Amiga inc.
-
- (c) Copyright 1985 - 1992 Commodore-Amiga, inc. All Rights Reserved.
-
- "Amiga/Workbench/Kickstart are registered trademarks. Commodore-Amiga,inc."
- The Files on the disk are from WB 2.1 "tm" and are distributed with this
- OctaMED program under licence from Commodore themselves. They may not be
- copied and sold without obtaining a licence from CBM
-
- The special decrunch prog that is being used on this disk to enable the
- AmigaGuide files to be read from the crunched format is called ppguide and
- is used with kind permission of it's author Bill Sorensen.
-
- Why on earth didn't C= release the AmigaGuide with PP compatability??
-
-
- OctaMED Menus
- -------------
-
- The OctaMED menu bar contains the following menus:
-
- Project
- Display
- Song
- Block
- Track
- Instr
- Edit
- MIDI
- Settings
-
- The Project Menu
- ----------------
-
- New
- This item displays the New Project window, with which you may discard the
- current project and begin a new one.
-
- Open
- Displays a file requester to load a new song into memory. The The current
- song will be discarded. A confirmation requester, offering to save the
- current song first, will appear if the current project has been changed
- since last saving.
-
- When loading songs without instruments, a requester will appear if an
- instrument can't be located on disk, offering to continue loading the other
- instruments or to stop loading the song altogether. If you continue until
- the song is loaded, OctaMED will load the instruments it can find and put
- the names of the instruments it can't find in their proper numbered places.
- You must then locate and load appropriate instruments into these positions;
- otherwise, the notes played by those instruments will be silent.
-
- Note that although you can load normal Tracker modules, you can't load
- packed Tracker modules. Tracker player commands will be converted to the
- OctaMED equivalent.
-
- If a song isn't identified as any format listed in the Save Options window,
- a requester will appear wondering if you wish to try to load the file as an
- old Soundtracker song. If it IS an old Soundtracker song it should load
- correctly, but if not OctaMED may crash! You have been warned ;-D
-
- Upon successful loading, the song's annotation text (if any) is displayed on
- the title bar: see Song menu -> Set Annotation.
-
- Save
- Brings up the Save Options window, with which you can save the current
- project on to disk.
-
- Save Timer
- Opens the Save Timer window, which provides an option similar to the
- "automatic save" function in many wordprocessors.
-
- Delete Files
- Displays a file requester allowing you to delete one or more files from disk
- (after confirmation). TAKE CARE: THE FILES WILL BE PERMANENTLY ERASED FROM
- THE DISK!
-
- Print
- Brings up the Print Options window, where you may print the current song in
- various ways.
-
- Last Message
- Displays the last message (error or information) that appeared on the
- screen's title bar.
-
- About
- Displays information about OctaMED.
-
- Quit OctaMED
- Quits the program. Will display a confirmation requester if the project has
- been changed since last saving.
-
-
- The Display Menu
- ----------------
-
- Tracker Editor
- Displays the Tracker editor.
-
- Notation Editor
- Displays the notation editor.
-
- Synth Editor
- Opens the Synthetic Sound Editor. [ Keyboard shortcut: Left Alt-Y ]
-
- Sample Editor
- Opens the Sample Editor. [ Keyboard shortcut: Left Alt-E ]
-
- Sample List Editor
- Opens the Sample List Editor.
-
- MIDI Message Editor
- Opens the MIDI Message Editor window.
-
- Input Map Editor
- Opens the Input Map Editor window.
-
- Notation Control
- Opens the Notation Control window. Useful if, while working in the notation
- editor, you have closed this window to relieve "cluttering".
-
-
- The Song Menu
- -------------
-
- Select
- Opens the Song Selector window, with which you may select the current song
- (of a multi-module).
-
- [ Keyboard shortcut: Left Alt-G ]
-
- Add New
- Creates a new song, and appends it as the last song.
-
- [ Keyboard shortcut: Shift-Ctrl-NM) ]
-
- Delete Last
- Deletes the last song of a multi-module. Has no effect if there is only one
- song in memory.
-
- [ Keyboard shortcut: Shift-Ctrl-NM( ]
-
- Playing Sequence
- Opens the Playing Sequence window.
-
- [ Keyboard shortcut: Left Alt-Q ]
-
- Section List
- Opens the Section List window.
-
- [ Keyboard shortcut: Left Alt-C ]
-
- Set Options
- Opens the Song Options window. This window contains several song-specific
- options.
-
- Set Volumes
- Opens the Track Volumes window, which is used to set the volumes of the
- tracks relative to the volumes of the notes in the song.
-
- Set Annotation
- Opens a window containing a single text box. In this box you may type in
- any text up to 70 characters long. This text will be saved with the song,
- then displayed on the title bar when the song is reloaded. Suitable
- annotation text is, for example, a copyright message, the composer's name,
- or special instructions.
-
-
- The Block Menu
- --------------
-
- New/Insert
- Inserts a new block at the current block position. OctaMED will correct the
- entries in the playing sequence, so the song isn't changed. The length and
- width of the newly-created block will be taken from the current block.
-
- [ Keyboard shortcut: Ctrl-I ]
-
- New/Append
- Adds a new block after the last block. The length and width will be taken
- from the current block.
-
- [ Keyboard shortcut: Ctrl-N ]
-
- New/Insert Def
- As Insert, but uses the built-in default length/width (64 lines, 4 or 8
- tracks - 8 tracks if the channel mode is 5 - 8-channel: see Song Options.
-
- [ Keyboard shortcut: Shift-Ctrl-I ]
-
- New/Append Def
- As Append, but uses the built-in defaults described above.
-
- [ Keyboard shortcut: Shift-Ctrl-N ]
-
- Delete
- Deletes the block selected by the sub-menu (Current or Last). WARNING:
- There is no confirmation requester! OctaMED corrects the appropriate
- playing sequence entries.
-
- Set Properties
- Opens the Block Properties window, which contains some block-specific
- settings.
-
- Block List
- Opens the Block List window. This window allows easy management of blocks.
-
- [ Keyboard shortcut: Left Alt-B ]
-
- Highlight
- Opens the Highlight Options window, where you may highlight the lines in a
- block in a particular order.
-
- Cut
- Copies the current block to the copy buffer, and clears the block.
-
- [ Keyboard shortcut: Shift-Alt-X ]
-
- Copy
- Places a copy of the current block in the copy buffer.
-
- [ Keyboard shortcut: Shift-Alt-C ]
-
- Paste
- Overwrites the block with the copy buffer's contents.
-
- [ Keyboard shortcut: Shift-Alt-V ]
-
- Swap w/Buff
- Swaps the contents of the current block with the contents of the copy
- buffer.
-
- Insert Line
- Inserts a new line at the cursor position, increasing the block length by
- one line.
-
- Delete Line
- Deletes the line at the cursor position, reducing the block length by one
- line.
-
- Expand/Shrink
- Opens the Expand/Shrink Block window.
-
- Split At Cursor
- Splits the current block into two blocks; the current line becomes the first
- line of the next block.
-
- [ Keyboard shortcut: Shift-Ctrl-J ]
-
- Join With Next
- Joins the current block with the following one.
-
- [ Keyboard shortcut: Ctrl-J ]
-
- The Track Menu
- --------------
-
- Cut
- Copies the current track to the copy buffer, and clears the track. (The
- "current track" is the track that the cursor is on).
-
- Copy
- Places a copy of the current track in the copy buffer.
-
- Paste
- Overwrites the track with the copy buffer's contents.
-
- Swap w/Buff
- Swaps the contents of the current track with the contents of the copy
- buffer.
-
- Insert Empty
- Inserts an empty track. Tracks on the right of the current track will be
- shifted right. The number of tracks doesn't increase, so the rightmost
- track will be discarded.
-
- The sub-menu allows you to apply the operation to either the current block
- only or the entire song.
-
- [ Keyboard shortcut: Curr. Block = Alt-Shift-Backspace ]
-
- Delete
- Deletes a track. Tracks on the right of the current track will be shifted
- left. The sub-menu allows you to apply the operation to either the current
- block only or the entire song.
-
- [ Keyboard shortcut: Curr. Block = Alt-Backspace ]
-
-
- The Instr Menu
- --------------
-
- Set Parameters
- Opens the Instrument Parameters window, which allows you to edit various
- instrument parameters.
-
- [ Keyboard shortcut: Left Alt-I ]
-
- Type
- Opens the Instrument Type window.
-
- [ Keyboard shortcut: Left Alt-T ]
-
- Load Instrument(s)
- Opens a file requester to load instruments into memory. OctaMED can load
- any type of instrument listed in Instrument Type. The instrument is loaded
- into the sample slot displayed in the upper screen. If an instrument
- already exists in that slot, the new one will replace it.
-
- If the instrument is a sample or synthetic sound, the title bar displays its
- size in bytes. In the case of synthetic sounds, it will also display the
- number of waveforms the sound uses.
-
- If more than one instrument is selected, they are loaded into consecutive
- sample slots in alphabetical order.
-
- Save Instrument
- Opens a file requester to save the current instrument instrument on to disk.
- The sub-menu gives you the choice of saving as an IFF 8SVX file or as a pure
- binary file (Raw). The difference is that IFF files also contain loop
- information (making them slightly larger than Raw files): see Instrument
- Parameters. Also, some other music programs can only load IFF files.
-
- When saving synthetic or hybrid sounds, you may choose either IFF 8SVX or
- Raw (since they are saved as neither!). For ExtSamples, save as IFF 8SVX.
-
- [ Keyboard shortcuts: IFF = Ctrl-S, Raw = Shift-Ctrl-S ]
-
- Flush Current
- Removes the current instrument from memory, frees the memory used by it, and
- clears all its parameters.
-
- [ Keyboard shortcut: Ctrl-G ]
-
- Flush All Unused
- Removes all instruments unused by the current project (after a confirmation
- requester). If there are no unused instruments, no requester appears.
-
- [ Keyboard shortcut: Shift-Ctrl-G ]
-
- Automatic Flush
- When selected, a requester to flush unused instruments will appear on
- pressing the Clear Current button in the New Project window.
-
- The following two items affect instrument names when loading songs or
- instruments.
-
- Add Path
- Adds the full path of the instrument when loaded. (The "path" is the disk
- and directory name, for example: "Samples1:Bass/"). This is useful when
- saving songs without instruments which include instruments not in your
- sample list. When the song is reloaded, the instruments will be loaded from
- the given disks.
-
- Remove Path
- Usually songs made with Trackers have instrument names which include the
- full path. This option removes the paths of the instruments, so that they
- can be loaded using the sample list instead of directly from the appropriate
- disk.
-
- Both Add and Remove Path may be active at once. In this case, the original
- path is removed, the instrument is loaded using the sample list, and the
- path name from the sample list is added.
-
- Note that the maximum length of an instrument name is 40 characters, so
- characters at the end of the name may be lost if the path is very long.
-
-
- The Edit Menu
- -------------
-
- Apart from Transpose, all items in this menu act on the current range, which
- is selected by dragging the mouse in the Tracker editor.
-
- (The button used to drag is defined in the Mouse Options window.
-
- Cut Range
- Copies the range to the copy buffer, and clears the track.
-
- [ Keyboard shortcut: Ctrl-X ]
-
- Copy Range
- Places a copy of the range in the copy buffer.
-
- [ Keyboard shortcut: Ctrl-C ]
-
- Paste Range
- Inserts the contents of the copy buffer at the cursor position.
-
- [ Keyboard shortcut: Ctrl-V ]
-
- Paste To Selected Tracks
- As Paste Range, but inserts consecutive tracks in the copy buffer to
- consecutive selected tracks in the block.
-
- For example, imagine the copy buffer contains 3 tracks, the cursor is on
- track 2, and tracks 2, 5 and 8 are selected. Choosing Paste to Sel Tracks
- pastes the copy buffer to tracks 2, 5 and 8 (instead of 2, 3 and 4 as with
- normal Paste).
-
- Tracks in the block are selected by setting the cycle gadget on the upper
- screen to "Select".
-
- [ Keyboard shortcut: Shift-Ctrl-V ]
-
- Erase Range
- Clears the notes in the range.
-
- [ Keyboard shortcut: Ctrl-Z ]
-
- Discard Copy Buffer
- Flushes the copy buffer and frees the memory it occupied.
-
- Transpose
- Opens the Transpose window, which allows transposing and changing of notes,
- and changing of instrument numbers.
-
- Range Current Track
- Ranges the whole of the track the cursor is on.
-
- [ Keyboard shortcut: Ctrl-B ]
-
- Range Current Block
- Ranges the whole of the current block.
-
- [ Keyboard shortcut: Shift-Ctrl-B ]
-
- Spread Notes
- Opens the Spread Notes window, which allows spreading of the notes in the
- range across consecutive tracks to the right of the range.
-
- Pitch Slide
- Creates a pitch slide, starting from the cursor position and ending at the
- next note encountered in the current track.
-
- The sub-menus select which sliding command to use (see Commands 0 - 9, but
- the better result is usually achieved using Type 1. (The difference is that
- type 2 replays the note after sliding to it, whereas type 1 doesn't replay
- the note).
-
- [ Keyboard shortcuts: Type 1 = Ctrl-T, 2 = Shift-Ctrl-T ]
-
- Volume Slide
- Creates a volume slide, with the cursor position between the starting and
- ending volume commands (that is, the "0C" commands: see Commands A - F.
-
- [ Keyboard shortcut: Ctrl-O ]
-
- Generic Slide
- Creates a slide using any type of player command. Position the cursor
- somewhere between the starting and ending commands before selecting this
- function.
-
- NOTE: If you want to create a volume slide, this command will do it just as
- well as the Volume Slide function above. However, in Decimal Volumes mode
- the slide will be created in hexadecimal, which is bound to cause problems.
- So for volume slides, use Volume Slide! :^)
-
- One use of Generic Slide is to repeat a single player command several times
- throughout a track. Just make the starting and ending commands identical.
-
- [ Keyboard shortcut: Shift-Ctrl-O ]
-
- Note Echo
- Opens the Note Echo window, which can produce echoes automatically using the
- 0C command.
-
-
- The MIDI Menu
- -------------
-
- OctaMED can output notes and some player commands (see MIDI Commands to
- external MIDI devices, by way of a MIDI interface which you should connect
- to your Amiga's serial port. This menu contains the required functions and
- settings for MIDI operation.
-
- You also need to set the MIDI channel and preset number of each MIDI
- instrument, using the Instrument Parameters window. (This window also
- contains the "Suppress NoteOff" gadget used with some MIDI instruments).
-
- You may use MIDI instruments on any track, and you may also mix Amiga
- samples and MIDI instruments on the first four tracks.
-
- Note:
- Please refer to your MIDI device's manual if you come across terms in this
- topic that you aren't sure of.
-
- MIDI Active
- Activates MIDI when selected. If the serial port is being used by another
- program, however, you must quit the other program before you can use MIDI.
- When this option is on, an "M" appears in the display box to the right of
- Cont Block in the upper screen.
-
- Input Active
- When selected, allows the entering of notes into the song using the MIDI
- device. Edit mode and MIDI Active must be on. An "I" appears in the
- display box mentioned above when this function is active.
-
- You can also use your MIDI device to both enter samples and perform many
- editing functions using the input map editor.
-
- Input Channel
- Opens up the Input Channel window, with which you may set the MIDI input
- channel.
-
- Ext Sync and Send Sync
- Synchronization (or "sync" for short) involves OctaMED sending information
- which allows MIDI devices to keep in time with OctaMED.
-
- When "Send Sync" is activated, this information is sent when you click
- either Play Song or STOP (not Cont Song, Play Block or Cont Block).
-
- When "Ext Sync" is activated, OctaMED can be synced "externally", meaning
- that an external MIDI device sends the sync information instead of OctaMED.
- As well as (of course) "MIDI Active", "Input Active" must be selected for
- Ext Sync to work.
-
- Send Active Sensing
- After "MIDI Active" has been selected, OctaMED periodically sends "active
- sensing" ($FE) messages when this is turned on. These messages tell OctaMED
- whether all required MIDI leads are properly connected.
-
- Send Out Input
- When activated, OctaMED replays input MIDI notes. Useful for owners of a
- separate sound module and keyboard.
-
- Read Key-Up's
- When switched on, OctaMED records key-up events (as 0FFF commands - see
- Commands A - F.
-
- Read Volume
- If you have a touch-sensitive keyboard, the volume will be entered as a set
- volume player command (0C) when notes are input (see Commands A - F.
-
- Reset Pitch/Presets
- Resets pitchbenders, modulation wheels and presets on all channels.
- (OctaMED sends "preset change" messages for all MIDI channels).
-
- [ Keyboard shortcut: Ctrl-Space ]
-
- Send MIDI Reset
- Sends a "MIDI Reset" message ($FF).
-
- Send Local Control
- Sends a "Local Control On / Off" message. When using a keyboard
- synthesizer, the local control (when on) routes the keyboard directly to the
- internal synthesizer. In a multi-timbral setup, switch local control off;
- otherwise, it's usually best to keep on.
-
- Note Killing
- Selects the method for turning off all notes (by clicking "STOP" or pressing
- the space bar).
-
- "$Bx 7B 00" sends "All Notes Off" messages for each MIDI channel, whereas
- "Note Off Msgs" sends standard "Note Off" messages for each track.
-
- The former is recommended if your MIDI device supports it, because it cuts
- all notes, not just those OctaMED triggers.
-
- (Also see the MIDI Message Editor
-
-
- The Settings Menu
- -----------------
-
- Mouse Options
- Displays the Mouse Options window, which allows you to change the function
- of each mouse button when editing.
-
- Keyboard Options
- Displays the Keyboard Options window, which contains several parameters
- concerning using the keyboard when editing.
-
- Programmable Keys
- Opens the Programmable Keys window, where you may edit the programmable keys
- (Shift-0-9).
-
- Display Max Tracks
- Selects the maximum number of tracks that can be displayed on-screen at
- once. The value that you select depends mostly on your eyesight! To find
- the appropriate value for you, set the "Tracks" slider in Block Properties
- to 17 or above, and pick 4, 8 and 16 from Display Max Tracks in turn. If
- you connect your Amiga to a television and you can still clearly read the
- block contents in 16 mode, your eyesight is truly remarkable!
-
- (You may notice that in 16 mode, 17 tracks are in fact displayed at once...
- don't ask me why ;-)
-
- Palette
- Opens the Palette Window, with which you can alter the screen's colors.
-
- Equalizers
- Selects which "equalizers" to display. (They aren't actually equalizers,
- but this is their popular name). They're useful as a quick check to see
- which track is playing, or to monitor rhythm. "Bar" toggles the colorful
- sprites, "Oscilloscope" toggles the signal displays at the bottom of the
- screen.
-
- The equalizers are disabled during disk activity and if any windows are
- open.
-
- Under a 68000 processor, the Oscilloscopes in particular take up a lot of
- processor time (multi-tasking becomes poorer, disk activity noisier etc.),
- so if you have a 68000 you may wish to disable them permanently. Under all
- processors, they are disabled during disk activity.
-
- Workbench
- Attempts to open / close the Workbench. Useful if you are low on memory, as
- closing the Workbench frees about 40K of chip memory.
-
- H -> B
- Selects how OctaMED will display the name of the note between A# and C. In
- some countries it's H, in others it's B. When set, B's are displayed.
- Default is on (B's are displayed).
-
- Play After Loading
- When set, OctaMED automatically starts playing a song after it is loaded.
- Useful, for example, when listening to other people's songs.
-
- Auto-Freeze Screen
- When on, this automatically "freezes" the screen when the OctaMED screen is
- not the frontmost. This frees more processor time for multitasking. The
- screen can also be frozen using the Freeze Display gadget in the lower
- screen.
-
- Load Settings
- Opens a file requester to load a new settings file. The default name is
- "S:OctaMEDPro.config".
-
- Save Settings
- Saves the current settings under the name "S:OctaMEDPro.config". OctaMED
- will attempt to load a file of this name on startup.
-
- Save Settings As
- Opens a file requester to save the settings under a non-default name.
-
- For a list of the settings saved with the config file, see the Settings File
-
-
- OctaMED Windows
- ---------------
-
- These are the windows included in OctaMED.
-
- Synthetic Sound Editor: Block menu :
- Synthetic Sound Volume Block Properties
- Synthetic Sound Stretch Block List
- Expand/Shrink Block
- Sample Editor Highlight Options
-
- Change Volume Instr menu :
- Change Pitch
- Mix Instrument Parameters
- Filter/Boost Instrument Type
- Echo
- Noise Edit menu :
- Chord Creation
- Pixel Density Transpose
- Spread Notes
- Input Map Editor Note Echo
-
- Functions MIDI menu :
-
- Project menu : Input Channel
-
- New Project Settings menu :
- Save Options
- Save Timer Mouse Options
- Print Options Keyboard Options
-
- Programmable Keys
-
- Display menu : Palette
-
- Sample List Editor Main screen :
- MIDI Message Editor
- Notation Control Instrument Load
-
- Song menu :
-
- Song Selector
- Playing Sequence
- Section List
- Song Options
- Track Volumes
-
- The New Project Window [ Keyboard shortcut: Amiga-N ]
-
- With this window you can discard the current project and begin a new one.
- It is activated via the Project menu.
-
- If the current project has been modified since last saving, the window's
- title bar will display "WARNING: Current project modified!". This is the
- only warning you are given: no confirmation requesters are displayed.
-
- It contains three gadgets:
-
- Clear All
- Discards all samples and songs.
-
- Clear Current
- Clears the current song only. If Instr Menu/Automatic Flush is selected, a
- requester to flush unused instruments will also appear.
-
- Cancel
- Closes the window, canceling the operation.
-
-
- The Save Options Window [ Keyboard shortcut: Amiga-S ]
-
- This window allows you to save the current project on to disk. It is opened
- using the Project menu.
-
- The text box at the top of the window is for typing in the filename of the
- project. If the box is empty on opening the window, a file requester
- appears to select an appropriate filename. The file requester can also be
- opened by clicking the small GetFile gadget to the left of the text box.
-
- The cycle gadget under the File Format gadget applies to multi-modules, and
- selects whether to save all the songs in the multi-module or only the
- currently selected song. By default, all songs are saved.
-
- File Format
- This radio button selects which file format to use when saving. Options
- are:
-
- MMD2 (OctaMED V5)
- This format is new to V5, and supports multiple playing sequences (sections)
- and 1 - 64 tracks. If the song requires either of these features, this
- gadget is selected when the Save Options window is opened.
-
- MMD1 (OctaMED V3-V5)
- This is the V3-V5 format, so is (of course) compatible with these versions.
- If MMD2 format is not required, this gadget is selected on opening the Save
- Options window.
-
- Modules requiring MMD2 format can be saved almost perfectly under MMD1.
- Song sections are the only thing not saved: instead, they are converted into
- one long playing sequence, by ordering the sections in the arrangement
- defined by the section list.
-
- MMD0 (MED & OctaMED)
- The pre-OctaMED V3 format, introduced in MED V2.10. Files saved with this
- format lack the following:
-
- * 2-digit commands (the first digit is always zero)
- * Notes above D-6 (replaced by a -|- symbol)
- * Block names
- * Line highlighting
-
- MMD0 modules are always saved with instruments, and song sections are
- converted as described above.
-
- Note that even options new to V5 (Loop On check box, ExtSamples, default
- pitch, extended MIDI preset, 1 - 64 tracks) are properly saved under MMD1
- and MMD0. (Although 1 - 64 tracks are correctly saved under MMD1, however,
- pre-V5 versions of OctaMED will probably crash if such modules are loaded).
-
-
- Tracker Module
- Sound/Noise/Protracker format, used to export modules to other "tracker"
- programs. However, since OctaMED supports many functions that trackers do
- not, some information may be lost, and some of this information appears in a
- requester before saving.
-
- Full details of the lost information can be found in Tracker Modules.
-
- The further down the File Format button you go, the simpler the format
- becomes, and therefore the smaller the file produced. So for example, if
- you don't require notes above D-6, block names, line highlighting, song
- sections or two-digit commands to be saved, you should choose the MMD0
- format, since it produces a smaller file than MMD1 or MMD2.
-
- Save Secondary Data
- Toggles whether to save "extra" information with the song: instrument names,
- line highlighting, block names, and the song name. Otherwise, only what is
- essential to play the song is saved (meaning that the saved file is slightly
- smaller).
-
- Create Icon
- When selected, a Workbench icon file is saved with the song: a cassette
- image (designed by Izrael Similä of Iz Productions, thanks!). The default
- tool is written as "OctaMEDPlayer".
-
- Save Notation Data
- When checked, saves some additional information used in the notation editor:
-
- * The Shown, Ghost and Select track gadgets' status
- * The time and key signature
- * Both the settings in the Instr. Notation window
-
- Save Instruments
- Chooses whether the song should be saved together with its instruments. If
- not, only the instrument names are saved; when the song is reloaded, the
- instruments are loaded from your sample disks. This is done either by using
- the full path name of each instrument (see (see Instr Menu/Add Path), or
- more commonly by way of the sample list.
-
- When this gadget is on, instruments unused in the song won't be saved.
-
- By default, all these check boxes except Save Notation Data are switched on.
-
-
- To those upgrading from V4: MMD1 and MMD0 are equivalent to MOD1 and MOD0.
- MOD1 (+instr) can be selected by choosing MMD1 and switching Save
- Instruments on, and MOD1 (no inst) by switching Save Instruments off.
-
- Compression
- This cycle gadget selects the compression (if any) to use before saving the
- module.
-
- No Compression
- Does not compress the module (default).
-
- PowerPacker Compression
- Uses the popular powerpacker.library by Nico François to compress.
- (Currently the parameters are always Good efficiency, Medium buffer).
-
- SFCD Compression
- The Stephan Fuhrmann Compact Density algorithm is used for compression
- (requires lh.library, not included with OctaMED).
-
- Calculate Size
- Calculates the size in bytes of the project if it was saved using the
- current status of File Format, Save Secondary Data, Save Notation Data, Save
- Instruments and the multi-module cycle gadget.
-
- Save
- Saves the song using the above parameters.
-
-
- ** OctaMED can emulate the "automatic save" function of many wordprocessors
- using the Save Timer window
-
-
- The Save Timer Window
-
- This window, activated using the Project menu, emulates the "automatic save"
- function of many wordprocessors. You can automatically open the Save
- Options window periodically.
-
- The window contains a single integer gadget, whose value is the time in
- minutes between subsequent openings of the Save Options window. A value of
- 0 turns this function off, and is the default.
-
-
- The Print Options Window [ Keyboard shortcut: Amiga-P ]
-
- This window, opened using the Project menu, allows printing of the song and
- various song information. You can print the song as text (the format of the
- Tracker editor or as graphics (as in the notation editor.
-
- The gadgets are as follows:
-
- Output File
- Consists of a text box and a GetFile gadget to the left of the text box.
- With these you may redirect output to a file instead of a printer. You can
- only redirect the header and text output, not graphics.
-
- Start Block
- These numerical boxes set the starting and ending block of the printout; you
- may type in any valid block numbers.
-
- All Blocks
- Sets the boxes to the first and last block of the song.
-
- Current Block
- Sets the boxes to the current block number.
-
- Print Header
- Selects whether to print the header before the song contents. The header
- consists of a list of instruments and their parameters, the default tempo,
- play transpose, track volumes and the playing sequence(s). It is printed as
- ordinary text.
-
- Form Feed
- Sends a form feed after printing each block.
-
- The remaining cycle gadget selects whether to print as graphics (default),
- text, or not to print the blocks at all (i.e. only the header, if Print
- Header is checked).
-
- Any Preferences-compatible printer should work in graphics mode, and the
- printout's appearance can be changed using the "Printer" preference program
- which can be found in the Prefs drawer. In text mode, highlighted lines are
- printed in bold text.
-
- "Print" prints using the specified options, and "Exit" closes the window.
-
-
- The Synthetic Sound Editor [ Keyboard shortcut: Left Alt-Y ]
-
- Synthetic sounds (or "synthsounds") are made from simple waveforms, which
- can be joined together and have their volume and pitch altered by using a
- simple "programming language". This window contains the functions to
- construct these sounds, and is opened either by using the Display menu or by
- clicking the "Edit SynthS" gadget on the upper screen.
-
- The main advantage of synthsounds is that they take up far less memory than
- their sampled counterparts, so often it's worth trying to create a synthetic
- version of a sampled instrument before devoting yourself to one or the
- other. However, this doesn't mean synthsounds are a poor substitute,
- especially if you enjoy the sounds produced by analogue synthesizers and the
- good old Commodore 64!
-
- Synthsounds are also particularly useful when composing in certain styles of
- music, Acid House and Rave being notable examples. They also have a 5-
- octave range, compared to the 3-octave range of ordinary samples.
-
- To use this window's functions, the current instrument must be a synthsound
- (selected either by using the Instrument Type window, or by choosing "New
- Synthsound" from the synth editor's Project menu).
-
- When Edit is on (upper screen), the keyboard is used to program the
- synthsound (see the Synthetic Sound Programming Language, but when off you
- may play the current sound using the keyboard, like ordinary samples.
-
- Waveform editing
- ----------------
-
- There are two waveform displays: the left one is the "master waveform
- display" (which is the actual current instrument) and the right one is for
- intermediate editing (it also serves as a copy buffer). Either of the
- waveforms can be activated by clicking on them, and the current waveform is
- recessed (it seems to "go into" the screen). Initially the right display is
- active.
-
- There are gadgets between the displays, most of which are used for
- transferring waveforms between displays:
-
- Copy
- Copies one waveform to the other (in the arrow direction).
-
- Exchange
- Exchanges both waveforms.
-
- Mix
- Mixes the left waveform to the right waveform.
-
- Add
- Like Mix, but it doesn't produce any average between the waveforms.
-
- UNDO
- "Undoes" (reverses the effects of) the last editing operation.
-
- Range All
- Selects the entire current waveform as the range for editing operations.
-
-
- Freehand drawing
- ----------------
-
- One way to create waveforms is to draw them from scratch, by dragging the
- left mouse button along a waveform display.
-
- There are four drawing modes, selectable by toggling the "Draw Mode" cycle
- gadgets.
-
- Pixel
- Draws in pixels (default).
-
- Line
- Used for drawing straight lines.
-
- Mix
- Mixes the drawn lines / pixels with the existing data.
-
- Direct
- Draws without mixing (default).
-
- (The upper cycle gadget also selects Range, with which you can select a part
- of the waveform: see below).
-
- The Preset and Project menus
- ----------------------------
-
- Instead of drawing freehand (which can be inaccurate), some often-needed
- basic waveforms are available from the Presets menu. Selecting a waveform
- inserts it into the active waveform display.
-
- Also in this menu is "Clear Wave", which clears the active display.
-
- The following items are included in the Project menu:
-
- New Synthsound
- Clears the whole synthsound (take care...). Also forces the current
- instrument to be a synthsound.
-
- Exit Synth Editor
- Closes the window.
-
- Waveform length
- ---------------
-
- Each synthetic waveform can be 2 - 128 bytes long (although the number must
- be even). The shorter the waveform, the higher the pitch (the pitch also
- depends on the waveform itself). Usually, to make the pitches harmonically
- compatible with other instruments, you should use length 2, 4, 8, 16, 32, 64
- or 128. The length can be changed by using the "Length" slider.
-
- Multiple waveforms
- ------------------
-
- Up to 64 waveforms can be defined for one synthsound. The gadgets to the
- right of "Waveform:" are: the current waveform integer gadget (you can type
- in the number of the waveform), the current waveform number in hex and the
- last waveform number in decimal, and arrow gadgets that increase / decrease
- the current waveform number [ keyboard shortcuts: Alt - <left> / <right> ].
- Shift-clicking these arrow gadgets selects the first / last waveform.
-
- Relevant gadgets are as follows:
-
- New Waveform
- Adds a new waveform after the last waveform.
-
- New Here
- Inserts a new waveform at the current waveform position.
-
- Delete Last
- Deletes the last waveform.
-
- Delete Current
- Deletes the current waveform.
-
- Range operations
- ----------------
-
- Some basic operations exist that apply to the current range. A range is
- marked by cycling the upper Draw Mode cycle gadget to "Range", then dragging
- the left mouse button over a waveform display. The whole waveform can be
- selected by clicking "Range All". The "Range" / "End" gadgets at the
- lower-right of the window can be used to make small corrections to the range
- area.
-
- A range of one byte in length is displayed as a single vertical white line.
- This is the cursor; some editing operations need it. It may be set either
- by clicking the left mouse button on a waveform display (with "Range"
- cycled), or by using the "Cursor" gadgets: from left to right, they are
- "cursor to start", "cursor to middle of waveform", and "cursor to end".
-
- The range gadgets are as follows:
-
- Cut
- (works only on left waveform display) Moves the range contents to the right
- display, and clears the range.
-
- Copy
- (only left display) Copies the range to the right display.
-
- Paste
- Copies right display to the cursor position on the left display.
-
- Clear
- Clears the range.
-
- Double
- "Doubles" the range, making the pitch one octave higher.
-
- Reverse
- Reverses the range.
-
- << / >>
- Shifts the ranged data to the left or right.
-
- The Waveform menu
- -----------------
-
- Change Volume
- Opens the Synthsound Volume window.
-
- Stretch
- Opens the Synthsound Stretch window.
-
- Start / Do
-
- Transformation
- Allows you to change one waveform to another smoothly, by generating the
- intervening waveforms.
-
- For example, allocate 9 new waveforms by clicking "New Waveform" 9 times.
- Move to waveform 0 and select a pulse waveform, and select "Start
- Transformation". Now move to waveform 9 and select a sine waveform. Select
- "Do Transformation" to carry out the operation, and if you view waveforms 1
- - 8 you'll notice the smooth transition between the pulse and sine wave.
-
- (Programming language documented in Synthetic Sound Programming Language
-
-
- The Synthsound Volume Window [ Keyboard shortcut: Amiga-V ]
-
- This allows you to increase / decrease the volume of a selected range, in
- the synthetic sound editor. It is brought up by selecting "Change Volume"
- from the editor's Waveform menu.
-
- The integer gadget contains the percentage of volume change required. For
- example, 50 would halve the volume, and 200 would double the volume.
- Pressing RETURN while the gadget is active executes the function.
-
- The OK gadget carries out the operation, the Cancel gadget aborts it.
-
-
- The Synthsound Stretch Window [ Keyboard shortcut: Amiga-S ]
-
- This allows you to stretch a point on the waveform towards another point, in
- the synthetic sound editor. It is activated using the editor's Waveform
- menu.
-
- For example: select a sine wave. Then position the cursor at the middle of
- the waveform. Now open this window and type the amount of movement into the
- integer gadget (e.g. 32).
-
- Typing in a negative number stretches the point to the left. Pressing
- RETURN while the gadget is active executes the function.
-
- The OK gadget carries out the operation, the Cancel gadget aborts it.
-
-
- The Synthetic Sound Programming Language
-
- Note: Please read this section carefully before experimenting, because you
- can lock your machine up with improper use of the synthsound programming
- language (as with any other language).
-
- The programming language is used for controling the volume, pitch, and order
- of waveforms in a synthsound. It consists of simple keywords, of which most
- have an argument. For a description of these keywords, see Synthetic Sound
- Language Keywords.
-
- The programming is done using two lists of commands/numbers. These lists
- are displayed in a small window below the right waveform display in the
- synthetic sound editor. The two leftmost columns display the line numbers
- in decimal and hex. The middle column contains the volume control sequence,
- while the rightmost is the waveform/pitch control sequence.
-
- volume ctrl seq
- |
- line | waveform ctrl seq
- | | |
- 00 00 40 00
- 01 01 END END
-
- These sequences ("seqs" from now on) are both a maximum of 127 entries long.
- Each seq is always automatically terminated with the "END" instruction. You
- can scroll the seqs with the cursor up/down keys, and use the F6-F10 keys as
- in the Tracker editor.
-
- The cursor can be moved horizontally using the cursor left/right keys.
- There are six possible horizontal cursor locations (3 for each seq). When
- entering commands, the cursor should be on the leftmost position of the
- appropriate seq. Values are entered by positioning the cursor over the
- number to be changed and typing in a new value. Commands and numbers are
- entered via the keyboard, and Edit must be on before either seq can be
- changed.
-
- You may insert entries to the seqs with the Return key (or by clicking the
- "Insert" gadget), and delete using the Del key (or by clicking "Delete").
- JMP commands are renumbered when entries are inserted or deleted.
-
- With the release of V5, editing has been tidied up somewhat. The cursor no
- longer moves down beyond END; and inserting any command except HLT and RES
- (which don't take parameters) also inserts a new 00 value.
-
- The "Transition" gadget creates transitions. For example, consider this
- waveform sequence: line 00 00 01 0F 02 END
-
- If you position the cursor at line 01, making sure that Edit is on, clicking
- "Transition" creates all the numbers between 00 and 0F (01, 02, 03, 04 ...
- 0E). This saves a lot of typing!
-
- * ALL NUMBERS IN THE SEQUENCE LISTS ARE HEXADECIMAL *
-
- First, let's examine some example sequences.
-
- This is a volume sequence:
-
- 00 40 <= set initial volume to 64 (hex $40)
- 01 CHD <= command, that means "Set volume change down speed"
- 02 03 <= argument (speed = 3)
- 03 END
-
- Here's another:
-
- 00 00 <= initial volume = 0
- 01 CHU <= Command: Set volume change up
- 02 07 <= speed = 7
- 03 WAI <= Command: Wait
- 04 10 <= wait 10 pulses
- 05 CHU <= Set volume change up
- 06 00 <= speed = 0 -> stop changing volume
- 07 WAI <= Wait
- 08 70 <= 70 pulses
- 09 CHD <= Cmd: Set volume change down
- 0A 01 <= speed = 1 (slow)
- 0B END
-
- A third:
-
- 00 40 <= vol = $40
- 01 30 <= vol = $30 (without a command, the values are volume
- 02 20 <= vol = $20 changes)
- 03 END
-
- And finally, a fourth:
-
- 00 40 <= vol = $40
- 01 CHD <+ <= change down speed..
- 02 01 | <= ..= 1
- 03 WAI | <= Wait..
- 04 20 | <= ..20
- 05 CHU | <= change up
- 06 01 | <= ..1
- 07 WAI | <= Wait..
- 08 20 | <= ..20 again
- 09 JMP | <= Jump (= goto)
- 0A 01 -+ <= to line number 01
- 0B END
-
- Now for some waveform/pitch sequences. The waveform/pitch sequence is the
- "master sequence" while the volume sequence is a kind of "slave sequence".
-
- First: (the simplest case)
- 00 00 <= set waveform #00
- 01 END
-
- A bit more complex:
- 00 VBS <= set vibrato speed
- 01 40 <= speed = $40
- 02 VBD <= set vibrato depth
- 03 02 <= depth = 2
- 04 00 <= waveform #00
- 05 END
-
- And very complex:
- 00 ARP <= start arpeggio sequence
- 01 00 \
- 02 03 arpeggio values 0, 3, 7 (minor chord)
- 03 07 /
- 04 ARE <= end arpeggio sequence
- 05 VBD <= vibrato depth
- 06 06 <= 6
- 07 VBS <= vibrato speed
- 08 40 <= $40
- 09 00 <= set waveform #0
- 0A 01 <= set waveforms 01 - 0A (one timing pulse/waveform)
- 0B 02 | |
- 0C 03 \ /
- 0D 04 \_/
- 0E 05
- 0F 06
- 10 07
- 11 08
- 12 09
- 13 0A and back to #01...
- 14 08
- 15 07
- 16 06
- 17 05
- 18 04
- 19 03
- 1A 02
- 1B 01
- 1C JMP <= jump
- 1D 09 <= to position 09 (restart waveform changing)
- 1E END
-
-
- About timing
- ------------
-
- After executing most commands, in both control seqs, OctaMED immediately
- executes the next command. However, with some commands OctaMED waits for
- the next timing pulse before executing the next command. Without these few
- commands, OctaMED would spend all its time executing the control seqs (and
- hang up). You should therefore ensure that all loops contain one, and they
- are WAI (Wait), vol chg (a plain number in the volume seq) and set waveform
- (a plain number in the pitch/waveform seq).
-
- For example, the following loops would hang up your computer:
-
- 00 JMP 00 CHU <-+ command CHU doesn't wait
- 01 00 01 02 |
- ... 02 JMP |
- 03 00 --+
-
- While the following would not:
-
- 00 20 00 WAI
- 01 JMP 01 02
- 02 00 02 JMP
- 03 00
-
- Execution speed
- ---------------
-
- The synthsound handling routine is by default called once every timing
- pulse, so for every note played handling is done the number of times
- specified by the secondary tempo. However, you can make OctaMED execute the
- synth control seq entries less frequently than that if you wish. The number
- of timing pulses between the execution of each entry is known as the
- "execution speed".
-
- The execution speed of each seq can be set independently, by using the arrow
- gadgets to the left of the control seq. Wave and Volume set the
- waveform/pitch and volume sequences respectively, and can have values of
- 1-15 (F hex). The execution speed can also be changed during execution, by
- using the SPD command.
-
- Synthsound-handling player commands
- -----------------------------------
-
- With synthsounds, command E in songs triggers a jump in the waveform/pitch
- sequence. (See Commands A - F
-
- For example, if you wanted to decrease the pitch of the sound after a
- certain point, your waveform/pitch sequence could look like this:
-
- 00 VBS
- 01 40
- 02 VBD
- 03 06
- 04 00 ;play waveform 00
- 05 HLT
- 06 CHD ;pitch changing entry point
- 07 02
- 08 END
-
- Now you could compose a track like this:
-
- C-2 3000 ;this is the previous synthsound
- --- 0000
- --- 0000
- --- 0E06 ;cause a jump to position 06 (pitch starts to slide down)
- --- 0000
- ...
-
- Using the JVS command, you can make command E affect the volume sequence as
- well.
-
- Hold and Decay (see Instrument Parameters Window work well with synthsounds
- too. The decay value with synthsounds, however, triggers a jump in the
- volume control sequence. At the point when decay normally starts, execution
- will jump to the entry in the vol ctrl seq specified by the decay value.
- This means that you can handle the decay in any way you like. You can also
- make it affect the waveform/pitch seq using the JWS command.
-
- Example volume control sequence:
-
- 00 40 ;volume
- 01 HLT ;end
- 02 CHD ;decay handling (entry point) -> cause decay
- 03 03
- 04 END
-
- The decay value for this synthsound should be 2. The decay values are saved
- and loaded with synthetic sounds.
-
- Hybrid Sounds
- -------------
-
- Hybrid sounds are much like synthsounds, except that instead of waveform
- pieces a normal sample is used. All commands of the synthsound handling
- programming language can be used with hybrid sounds, except the "set
- waveform" command: since there's only a single waveform, it neither works
- nor is necessary.
-
- Also, volume-changing commands (A, C, D, 5, 6, 1A, and 1B) don't work with
- hybrid sounds. (See Player Commands You can, however, add more synthetic
- waveforms for use with the EN1, EN2 or VWF synth commands.
-
- And finally...
- -------------
-
- Don't worry if you don't understand synthsounds at first glance! The
- language used in this topic has been necessarily technical, but read it
- through again... :)
-
- Anyway, you don't need to learn any this information to use synthsounds,
- only to design them.
-
-
- The Synthetic Sound Language Keywords
-
- VOLUME CONTROL SEQUENCE COMMANDS
- ================================
-
- 1. Set volume
- Command: ---
- Keyboard: --- (key needed to enter the command)
-
- This is the default command (no command identifier). It sets the absolute
- volume of the synthsound. It should be 00 - 40. Note that the relative
- track volumes are not used in synthsounds (mostly for performance reasons).
-
-
- Example:
- 00 30 <= volume = $30
- 01 10 <= volume = $10
- ...
-
- 2. End sequence
- Command: END
- Keyboard: ---
-
- This command terminates the volume control seq. It's always there and
- automatically inserted. You can't insert commands past this one.
-
- 3. Set volume change down speed
- Command: CHD
- Keyboard: D
-
- This command sets the speed at which the volume is decreased each timing
- pulse. The volume starts changing automatically after this command. To
- stop automatic volume sliding, issue this command with speed 00.
-
- Example:
- 00 CHD
- 01 05 <= speed = 5
- ...
- 10 CHD
- 11 00 <= speed = 0 -> stop sliding
-
- 4. Set volume change up speed
- Command: CHU
- Keyboard: U
-
- This command is like CHD, except it sets the volume change up.
-
- 5. Wait
- Command: WAI
- Keyboard: W
-
- This command waits for a specified amount of timing pulses (pause).
-
- Example:
- 03 WAI
- 04 10 <= wait for 16 ($10) pulses to occur
-
- 6. Jump
- Command: JMP
- Keyboard: J
-
- Causes an immediate jump to another volume seq position.
-
- Example:
- 05 JMP
- 06 0A <= jump forward to line 0A
-
- 7. Jump waveform sequence
- Command: JWS
- Keyboard: Shift-J
-
- This command causes a jump in the waveform sequence. This can be used, for
- example, to trigger a pitch change at the end of the vol ctrl seq. Note
- that this DOESN'T cause a jump TO the waveform seq.
-
- Example:
- 04 JWS
- 05 0F <= jump to line 0F in the waveform control sequence
-
-
- 8. Halt
- Command: HLT
- Keyboard: H
-
- This has the same effect as command END (halt execution), but it can be
- inserted in the middle of the sequence.
-
- Example:
- 03 HLT
- 04 04 <= other code (can be accessed with JMP instruction, for
- ... example)
-
- 9. Set speed
- Command: SPD
- Keyboard: S
-
- Sets the execution speed.
-
- Example:
- 0A SPD
- 0B 01 <= speed = 1 (fastest)
- ...
-
- 10. One-shot envelope
- Command: EN1
- Keyboard: E
-
- This command allows you to draw the shape of the envelope with the mouse.
- When the end of the envelope is reached, nothing occurs.
-
- 02 40
- 03 EN1
- 04 05
-
- Hence waveform 05 is used as an envelope. Note that the envelope execution
- starts on the next interrupt, so the volume is initialized to $40. The
- envelope waveform must always be 128 bytes long!!
-
- 11. Looping envelope
- Command: EN2
- Keyboard: Shift-E
-
- This works like command EN1, except that when the end is reached, execution
- will start again from the beginning.
-
-
- WAVEFORM/PITCH CONTROL SEQUENCE COMMANDS
- ----------------------------------------
-
- 1. Set waveform
- Command: ---
- Keyboard: ---
-
- This command is used to indicate the waveform number (starting from 00).
- After this instruction, the execution stops until the next timing pulse
- occurs. Don't use waveform numbers that are higher than the actual number
- of the last waveform.
-
- Example:
- 00 00 <= waveform 00
- 01 01 <= waveform 01
- ...
-
- 2. End sequence
- Command: END
- Keyboard: ---
-
- This command terminates the volume control seq. It's always there and
- automatically inserted. You can't insert commands past this one.
-
- 3. Set pitch change down speed
- Command: CHD
- Keyboard: D
-
- This command sets the sliding speed for sliding the pitch down. The sliding
- automatically starts after this command and stops, when the speed is set to
- zero.
-
- Example:
- 00 CHD
- 01 03 <= set speed to 3
- ...
-
- 4. Set pitch change up speed
- Command: CHU
- Keyboard: U
-
- Like the previous command, but slides the pitch up.
-
- 5. Wait
- Command: WAI
- Keyboard: W
-
- This command waits for a specified amount of timing pulses (pause).
-
- Example:
- 03 WAI
- 04 02 <= wait for 2 pulses to occur
-
- 6. Jump
- Command: JMP
- Keyboard: J
-
- Causes an immediate jump to another waveform/pitch seq position.
-
- Example:
- 05 JMP
- 06 0A <= jump forward to line 0A
-
- 7. Jump volume sequence
- Command: JVS
- Keyboard: Shift-J
-
- This command causes a jump to happen in the volume sequence. Can be used
- e.g. for triggering volume changes after some waveform event.
-
- Example:
- 09 JVS
- 0A 00 <= start volume sequence from the beginning
-
- 8. Halt
- Command: HLT
- Keyboard: H
-
- This has the same effect as command END (halt execution), but it can be
- inserted in the middle of the control sequence.
-
- Example:
- 03 HLT
- 04 04 <= some other code (can be accessed with JMP instruction,
- ... for example)
-
- 9. Set speed
- Command: SPD
- Keyboard: S
-
- Sets the execution speed.
-
- Example:
- 0A SPD
- 0B 01 <= speed = 1 (fastest)
- ...
-
- 10. Begin arpeggio definition
- Command: ARP
- Keyboard: A
-
- This command starts the arpeggio sequence. The subsequent values are the
- arpeggio offsets from the base note. The arpeggio sequence is terminated
- with the ARE command. The arpeggio starts automatically after the sequence
- is defined.
-
- Example:
- 03 ARP <= start arpeggio
- 04 00 <= offset values
- 05 04
- 06 07
- 07 0A
- 08 ARE <= end arpeggio definition
-
- 11. End arpeggio definition
- Command: ARE
- Keyboard: E
-
- Ends an arpeggio definition. See above.
-
- 12. Set vibrato depth
- Command: VBD
- Keyboard: V
-
- This command is used to set the vibrato depth (00 - 7F).
-
- Example:
- 02 VBD
- 03 04 <= set depth to 4
-
- 13. Set vibrato speed
- Command: VBS
- Keyboard: Shift-V
-
- This command sets the vibrato speed (00 - 7F). Both speed and depth must be
- non-zero for vibrato to occur.
-
- Example:
- 02 VBD
- 03 04 <= depth = 4
- 04 VBS
- 05 30 <= speed = 30
-
- 14. Reset pitch
- Command: RES
- Keyboard: R
-
- This command resets the pitch of the note to its initial pitch.
-
- 15. Set vibrato waveform
- Command: VWF
- Keyboard: Shift-W
-
- Sets the vibrato waveform. The argument is the number of the waveform. The
- waveform should always be 32 bytes long!! Note that it's actually played
- reversed (use the Reverse gadget to reverse it). By default, a sine wave is
- used.
-
- Example:
- 00 VBD
- 01 06
- 02 VBS
- 03 40
- 04 VWF
- 05 04 <= use waveform number 04 as vibrato waveform
-
-
-
- The Sample Editor [ Keyboard shortcut: Left Alt-E ]
-
- This window allows you to edit and digitize samples. It is activated either
- by using the Display menu or by clicking "Edit Sample" on the upper screen.
-
- Displayed in the window is either the current sample's waveform, or the
- words "No sample loaded" if the current instrument slot is empty.
-
- The scroll bar below the waveform shows the size and position of the
- displayed portion of the sample relative to the whole sample. It also
- allows you to scroll around the sample (after zooming in, see later) by
- dragging it. Scrolling can also be done using the cursor left / right keys.
-
- Many operations act on a specific range, which is set by dragging the left
- mouse button along the waveform. After selecting the range, you may
- re-adjust the start or end positions by holding down a Shift key while
- dragging the left mouse button.
-
- The gadgets above the waveform are as follows:
-
- Display
- This display box contains the number of bytes currently being displayed in
- the waveform. It changes when zooming in or out (see later).
-
- Buffsize
- The size of the current sample (waveform buffer). Typing in a new size
- brings up a requester, asking whether to clear the sample or retain the
- sample already in memory.
-
- One use of retaining the sample is adding extra "workspace" to the end of a
- sample, which is useful in some editing operations (e.g. echoing). By
- choosing "Clear" you may create a new sample, and this is often the first
- step when digitizing (see later).
-
- There need not be a sample in memory in order to enter a new size. The
- maximum buffer size is 131072.
-
- Range Start/End
- These gadgets show the actual byte positions of the start and end of the
- range, and can be changed by entering a new value into them.
-
- The following gadgets lie below the waveform:
-
- Play Display
- Plays the current display at the current pitch (see "Pitch" below).
-
- Zoom In / Out
- Magnifies / reduces the sample so you can see more / less detail. Repeated
- clicking takes you deeper into / further away from the sample. This is
- essential for accurate editing.
-
- Show All
- Restores the whole waveform to view after zooming.
-
- Range Display
- Ranges the whole display.
-
- Sample</>Buffer
- Copies the copy buffer to the sample, and the sample to the copy buffer.
- Can be used to implement a simple "undo". Before trying out a function, a
- snapshot of the sample can be made with "Sample<". If you're not satisfied
- with the outcome of the function, the sample can be restored with ">Buffer".
-
- Monitor
- Opens a window that displays the real-time input waveform from a sampler
- (connected to the parallel port). The purpose of Monitor is to make sure
- the sound is at a volume level that will not cause distortion in the
- digitizing process (see below).
-
- The rest of the program is disabled during monitoring, i.e. no other
- functions can be selected. Closing the window stops monitoring.
-
- Digitize
- Starts digitizing (also called "sampling"). The screen blanks, and
- multitasking is disabled. The sampling stops when the buffer is full, but
- it can be interrupted with the right mouse button.
-
- Clicking Digitize when Buffsize is zero sets Buffsize to 131072 bytes (or if
- not enough memory, to the largest size possible).
-
- Pitch
- The numerical box displays the current sampling / playing period, and the
- raised box shows the equivalent note to the period value. The default is
- 428 (note C-2), but this can be changed by either entering a value into the
- gadget, or holding the left mouse button on the note box and entering a new
- note using the keyboard.
-
- Freehand
- When on, you may edit the waveform with the mouse. The maximum display size
- is 628 bytes, but you may zoom closer if you wish. In Freehand mode, the
- Pixel display mode is automatically selected.
-
- Loop
- A sample having a loop means that a note you play with the sample is
- sustained until it is stopped. This is due to a particular section of the
- sample being continually repeated (or "looped"), and the boundaries of this
- section are defined by the two "loop pointers".
-
- These pointers appear as dotted lines over the waveform, and as small
- triangles in the rectangle immediately below the waveform. They mark the
- start and end of the looped section.
-
- The "Loop" check box is a duplicate of the "Loop On" gadget in the
- Instrument Parameters window. Selecting this gadget activates the loop.
-
- Loop Point
- The loop pointers can be moved in three different ways:
-
- * Typing in the Repeat and/or RepLen value in the Instrument Parameters
- window
-
- * Dragging the small triangles across the waveform
-
- * Using the Loop Point gadgets
-
- The < and > gadgets move a loop pointer two bytes to the left or right.
-
- <0 and 0> move a loop pointer to the left or right until a zero is found.
- For a decent-sounding loop, it ideally needs to start and end at the same
- value, which can often be zero (i.e. no amplitude). So these gadgets are
- useful in finding good loop points.
-
- The cycle gadget selects whether the < > <0 0> gadgets act on the loop start
- (default) or loop end pointer.
-
- Bear in mind that zooming in allows far more accurate loop positioning.
-
- The following gadgets act on the currently selected range (see above):
-
- Show
- Magnifies the range to fill the whole display.
-
- Play
- Plays the range at the current pitch.
-
- Cut
- Deletes the range and moves it to the copy buffer.
-
- Erase
- Deletes the range (but doesn't move it to the copy buffer). NOTE TO V4
- UPGRADERS: this is like V4's DEL button.
-
- Clear
- Clears the range.
-
- Copy
- Copies the range to the copy buffer.
-
- Paste
- Inserts the copy buffer's contents at the start of the range. The sample
- size will increase by the number of bytes inserted.
-
- Reverse
- Reverses the range left to right. Useful for interpreting hidden messages
- in a few rock songs ;)
-
- The menus attached to this window are as follows:
-
- Project
- -------
-
- Flush Sample
- Removes the current instrument from memory.
-
- Load Sample
- Opens a file requester to load a sample.
-
- Save Sample As
- Opens a file requester to save an IFF sample. Note that the loop values are
- also saved with IFF samples.
-
- Exit Sample
- Closes the sample editor window. Editor
-
- Edit
- ----
-
- With this menu you may edit the sample.
-
- The Cut, Copy, Paste, Erase, Clear and Reverse items have equivalent
- functions to the respective Range gadgets.
-
- Invert
- Inverts the range (turns it upside-down). This can be useful when trying to
- find a smooth loop or a smooth join between two waveforms (freehand mode
- also helps this).
-
- Chop
- Deletes the non-ranged parts of the sample. Only the part defined by the
- range is left.
-
- Remove Unused Space
- Deletes empty space (i.e. of zero volume) on either side of the waveform.
- This both saves memory and keeps the timing in songs precise.
-
- Copy to Synth Editor
- Transfers the current range to the synthetic sound editor, thus allowing you
- to create a less memory-consuming instrument. The synth editor can only
- handle waveforms of 128 bytes maximum, so if the range is longer than that,
- only the first 128 bytes marked are copied. The range is copied to the
- right-hand waveform display. If you want the new synthetic instrument to
- replace the sample in memory, you need to make the current instrument
- synthetic.
-
- Play Buffer Contents
- Plays the contents of the copy buffer at the current pitch.
-
- Discard Copy Buffer
- Discards and frees the memory occupied by the copy buffer.
-
- Effects
- -------
-
- This menu adds special effects to the sample.
-
- Change Volume
- Brings up the Change Volume window.
-
- Change Pitch
- Brings up the Change Pitch window.
-
- Mix
- Brings up the Mix window.
-
- Filter/Boost
- Brings up the Filter/Boost window.
-
- Echo
- Brings up the Echo window.
-
- Create Noise
- Brings up the Noise window.
-
- Create Chord
- Brings up the Chord Creation window.
-
- Note that all effects aside from Change Pitch, Mix and Create Chord affect
- the current RANGE. So if you wish these effects to apply to the whole
- sample, use the Range Display gadget.
-
- Also, shift-clicking any of the action buttons (i.e. those which perform a
- function) in these windows executes the function then closes the window.
-
- Settings
- --------
- Display
- "Line" selects the normal line display mode, but when "Pixel" is turned on,
- the sample is displayed as pixels instead of lines. "Pixel Density"
- activates the Pixel Density window with which you can choose the density of
- the pixels in "Pixel" mode.
-
- Sampler Voice Monitor
- When selected, you can hear the sound you are sampling during digitizing.
- Turning this off may marginally enhance the digitizing quality on slower
- machines (those using a 68000 processor). @ENDNODE
-
-
- The Change Volume Window [ Keyboard shortcut: Amiga-O ]
-
- This window allows you to change the volume of the current range, and is
- opened using the sample editor's Effects menu.
-
- The sliders select the starting and ending volume change, and both are
- percentages of the original waveform. For example, setting the start volume
- to 150 % and the end volume to 75 % fades downwards from one-and-a-half
- times the original volume to three-quarters of the original volume. Each
- slider can select a value of 0 - 500 %.
-
- Clicking CHANGE VOLUME changes the volume using the current slider values.
-
- There are also some commonly-used presets below the CHANGE VOLUME gadget.
- "Fade In" changes from 0 % to 100 %, "Fade Out" from 100 % to 0 %, "Halve"
- 50 % - 50 %, and "Double" 200 % - 200 %. Clicking any of these gadgets sets
- the sliders to the values they represent, then changes the volume.
-
- Fade In / Out are useful partly in eliminating the "click" that you
- sometimes hear at the very start and end of a sample. To do this, range a
- small piece of waveform at the start or end of the sample, and click Fade In
- for the start or Fade Out for the end.
-
- Normally, if the volume is increased too much, the normal waveform limits
- are exceeded and distortion (or "clipping") will occur. If the "Don't Clip"
- gadget is switched on, however, the waveform limits will not be exceeded.
-
- The "Exit" gadget closes the window.
-
-
- The Change Pitch Window [ Keyboard shortcut: Amiga-P ]
-
- This window lets you change the pitch of (or "retune") the sample. The
- sample's size will also change: it will decrease if the pitch is made
- higher, and increase if the pitch is lowered. (The window is opened by
- using the sample editor's Effects menu).
-
- For example, if you'd like to retune the current sample to play the note G-2
- when you press the C-2 key:
-
- 1. Set the source note to C-2 by holding the left mouse button on the
- "Source" note box and pressing the C-2 key;
-
- 2. Set the destination note to G-2 in the same way;
-
- 3. Click "Change Pitch". The sample is retuned, and its size in this case
- will decrease by roughly two-thirds.
-
- Other gadgets are:
-
- Octave Up/Down
- Retunes the sample one octave up / down, halving / doubling the sample's
- size. The "Period" gadgets are changed to the values the operation
- represents.
-
- Cancel Finetune
- Retunes the sample so that the Finetune value in the Instrument Parameters
- window no longer applies. So if the finetune value was -4, the sample would
- be retuned 4 steps down and the instrument's finetune would be set to zero.
-
- Anti-Alias
- When on, does some anti-aliasing when retuning. This means that noise is
- reduced, and is the default.
-
- Exit
- Closes the window.
-
-
- The Mix Window [ Keyboard shortcut: Amiga-M ]
-
- This window contains the gadgets required to combine two samples, and is
- activated using the Effects menu in the sample editor. The sample placed in
- the copy buffer (using the >Buffer gadget in the sample editor will be mixed
- with the current sample.
-
- The two sliders control the volumes of the two waveforms to be mixed. To
- understand them fully, you need to bear in mind that mixing is achieved by
- ADDING the two samples together. So if the samples were both mixed at 100 %
- volume, the resulting mixed sample would be 200 % (double) in volume.
-
- For this reason, the default for each sample is 50 %, giving a 100 % (normal
- volume) mixed sample. Each slider's value may be 0 - 100 %.
-
- (For those that are interested, this is why samples should be "halved" in
- 5-8-channel mode: the samples are added at half their normal volume to
- produce a full volume sample).
-
- The volume of the sample in the copy buffer is altered using the "Dest.
- Level" slider, and that of the current sample using the "Source Level"
- slider.
-
- The sample in the copy buffer is mixed at the point marked by a range in the
- current sample. If the range is more than one byte in length, only the area
- selected by the range is affected; otherwise, the whole of the sample
- starting at Range Start is affected.
-
- The "Mix" gadget mixes the sample, and "Exit" closes the window.
-
-
- The Filter/Boost Window [ Keyboard shortcut: Amiga-F ]
-
- This window includes a function to filter the current range, reducing noise,
- and to boost the current range, making it sound brighter and more audible.
- The window is brought up using the sample editor's Effects menu.
-
- Filtering is done by calculating the average of each individual value in the
- sample and the values on either side of it. Boosting employs an opposite
- process.
-
- There are two sliders, both of which can have a value of 1 - 128:
-
- Averaging
- The strength of the filter/boost (technical note: the proportions of each
- individual value compared to the values on either side of it). The higher
- the value, the greater the strength. The default is 16.
-
- Distance
- The distance between the averaged values. In practical terms, this slider
- affects the sound in an odd way! (It's best to experiment with different
- values). For a normal filter/boost, set this to 1 (the default).
-
- The Filter gadget filters, Boost gadget boosts, and Exit closes the window.
-
-
- The Echo Window [ Keyboard shortcut: Amiga-K ]
-
- With this window, interesting echo effects can be produced. It is revealed
- using the sample editor's Effects menu. The echo function affects the
- current range.
-
- Before echoing, you usually need to add some extra space to the end of the
- sample, by typing a new value into Buffsize (in the sample editor) then
- choosing "Retain" in the requester. You need to range both the waveform to
- be echoed and the blank space that the echo is to affect.
-
- There are three integer gadgets:
-
- Echo Rate
- The distance, in bytes, between two echoes. A very low rate can make a
- speech sample sound like a robot :-D
-
- Volume Decrease
- Specifies the rate of volume decrease in the echo. The lower the value, the
- lower the rate, but a value of zero spreads the volume evenly throughout the
- range.
-
- Number of Echoes
- The total number of echoes produced, usually quite low (1 - 10).
-
- The best way to learn this feature is through experimentation.
-
- The "Do Echo" gadget executes the function, and "Exit" closes the window.
-
-
- The Noise Window [ Keyboard shortcut: Amiga-N ]
-
- This window is opened using the sample editor's Effects menu.
-
- The fairly unique feature in the window allows you to add noise to the
- current range. It may seem useless at first glance, but with it you can
- easily create effects such as wind and sea sounds, and it can be a source of
- more complex instruments when used together with other effects. So it's
- possible to create good-sounding instruments even without using a sampler!
-
- The slider sets the noise strength (1 - 128), which is really the volume of
- the produced noise. The "Noise" gadget creates noise, and "Exit" closes the
- window.
-
-
- The Chord Creation Window [ Keyboard shortcut: Amiga-H ]
-
- With this window you can create chords of two to four notes from the current
- sample. The window is brought up using the sample editor's Effects menu.
-
- The window consists of four pitch gadgets, whose contents can be changed by
- holding down the left mouse button and pressing a note on the keyboard. You
- may also clear the note by pressing Return or Del.
-
- The basenote is the note to which the chord notes relate. In practical
- terms you can think of it as the "bass note". The other gadgets are the
- other notes in the chord, of which some may be blank if desired.
-
- Note that you are not restricted to the normal three-octave range of a
- sample: you may use pitches over the full 10.5-octave range. Also note that
- higher notes are shorter in length than lower notes, so the notes in the
- chord will not end simultaneously.
-
- "Create Chord" creates the chord and stores it in the current sample.
-
- "Exit" closes the window.
-
-
- The Pixel Density Window [ Keyboard shortcut: Amiga-D ]
-
- The slider in this window sets the density of the pixels (1 - 50) used when
- drawing the waveform in "Pixel" mode (see the Sample Editor}, Settings
- menu).
-
- The slider value is in reality the number of pixels displayed in every
- horizontal pixel position.
-
- The "Exit" gadget closes the window.
-
-
- The Sample List Editor [ Keyboard shortcut: Amiga-L ]
-
- As you work with computer music you will acquire large numbers of
- instruments, spread over many different disks and directories. For easy
- loading, the samples need to be organized. This window provides the
- necessary functions for organizing and storing a list of all your samples.
- (It is opened using the Display menu.
-
- The list could be created using any text editor (as it had to be in the
- early days of MED), but it's now much easier to make one with the Sample
- List Editor.
-
- Basically, a list is created by clicking "Add Dir..." and choosing a
- directory containing samples from the file requester. The directory and its
- filenames are then added to the list, and this can be repeated for all your
- sample directories / disks. You may view a directory's filenames by
- clicking the required directory name in the "Directories" list.
-
- The list is saved using "Save List...", and the filename is "MED_paths". On
- startup, OctaMED looks for the MED_paths file in the current directory and
- in the S: directory (and loads it if it's found). The default save path is
- S:.
-
-
- The gadgets in this window are as follows:
-
- Add
- Adds the current instrument to the filenames list (it will be inserted in
- alphabetical order). Note that the sample's loop, tuning, MIDI, and
- relative volume values will also be stored, as well as its default pitch.
-
- Remove
- Removes the instrument selected in the sample list (i.e. click on a
- filename and press "Remove").
-
- Save Ins
- Saves the current instrument to the currently selected directory (stores it
- on disk as well as in the list).
-
- Del Ins
- Like "Remove", but also deletes the instrument from disk. These last two
- options remove the need to use a file requester to save or delete
- instruments in the sample list.
-
- Add Dir
- Opens a file requester to add a directory to the list. A requester will
- also appear, inquiring whether you wish to add the directory after the
- currently selected directory or to the end of the list.
-
- Remove Dir
- Removes the current directory from the list.
-
- Save List
- Opens a file requester to save the list to disk. Note that on startup
- OctaMED looks for the MED_paths file in the current directory and the S:
- directory, so be sure to either save it in the S: directory or in the same
- directory as the OctaMED program. It is usually best to choose the S:
- directory, as then it doesn't matter what the current directory is when
- starting OctaMED.
-
- Load Inst
- Loads the selected sample list instrument to the current sample slot. (An
- easier method of loading instruments in the sample list is found in the Load
- Instrument Window.
-
- Save All Insts
- Saves all instruments in the song to the current directory. This can be
- handy for extracting (or "ripping") all the samples from other people's
- songs, for use in your own songs.
-
- The Name text gadget displays the name of the selected instrument. You may
- rename the instrument by typing a new name into this gadget.
-
- The remaining integer gadgets are the current loop / tuning / MIDI / volume
- values of the selected instrument, and the Pitch gadget is the current
- default pitch of the selected instrument (if any). They can be changed by
- entering a new value, or by holding the left mouse button on the Pitch
- gadget and pressing a new note on the keyboard. Note that the MIDI and loop
- (Repeat / RepLen) gadgets can't both be used at the same time: changing a
- MIDI gadget value sets the loop gadgets to zero, and vice-versa.
-
- (For a description of loop / tuning / MIDI / relative volume values, and the
- default instrument pitch, see the Instrument Parameters Window.
-
- Since MIDI instruments are not actually instruments but a few settings, you
- may wish to create a "dummy" directory for MIDI instruments.
-
- The Exit gadget closes the window.
-
-
- The menu contains the following items:
- --------------------------------------
-
- Load List
- Opens a file requester to load a sample list. The new list is appended to
- the list already in memory.
-
- Stats
- Displays statistics about the sample list:
-
- * The currently selected directory number
- * The total number of directories in the list
- * The number of samples in the current directory
- * The total number of samples in the list
-
-
- The MIDI Message Editor [ Keyboard shortcut: Amiga-G ]
-
- This window offers the tools required to capture, send, and store MIDI data,
- and to edit MIDI messages in hexadecimal. (Opening this window is achieved
- using the Display menu.
-
- The message editor is especially suitable for, but not limited to, capturing
- System Exclusive (SysEx) messages. These are very versatile messages which
- can (for example) be used to set and alter the parameters of sounds on
- machines supporting this facility. You can edit sounds using your
- synthesizer, then transfer either the original sound or the edited sound
- into your Amiga® and save it. Later on, OctaMED can send the sound back to
- the synthesizer for playing.
-
- The gadgets to the right of "Msg" are: current message number, previous
- message, next message, and total number of messages in the buffer.
-
- Other gadgets include:
-
- New Msg
- Adds a new message to the end of the list. Use this gadget to create a new
- message after booting OctaMED.
-
- New Here
- Inserts a new message at the current point in the list. Usually "New Msg"
- is preferred to this gadget.
-
- Del Msg
- Deletes the current message.
-
- Clear Msg
- Clears the current message (sets all bytes to zero).
-
- Msg Size
- Newly created messages are eight bytes long, but to capture (for example)
- SysEx messages, a much larger buffer is required. So use this gadget to
- change the message size. The arrow gadgets decrease / increase the size by
- one. The maximum size is 1048560 bytes.
-
- Name
- Allows you to name the message: it's usually hard to recognize a message
- just by looking at it! :)
-
- Save Msg
- Opens a file requester to save the current message. Note that MIDI messages
- are automatically saved with modules (except Tracker modules, see Save
- Options, but you may wish to save them as separate files you can load into
- other songs.
-
- Load Msg
- Opens a file requester for loading a message. A requester appears wondering
- whether the new message should replace the current one or create a new
- message for itself.
-
- Capture Msg
- To capture data from your MIDI device, set up an empty message as large as
- or larger than the incoming data, click this gadget, then start sending
- data. Clicking it again stops capturing (although with SysEx messages there
- is an easier way to stop capturing, see "Auto-Terminate Capture" below).
-
- MIDI Active and Input Active in the MIDI menu are automatically selected
- when Capture Msg is pressed.
-
- Send Msg
- Sends out the current MIDI message. Player command 10 also does this (see
- MIDI Commands).
-
- Auto-Terminate Capture
- Causes OctaMED to stop capturing when an End SysEx byte ($F7) is received.
- OctaMED will also remove all unused bytes at the end of the buffer: you
- shouldn't leave any unused (zero) bytes after the actual MIDI data. These
- zeros are MIDI data too, which will be sent, and this is likely to cause
- problems. So this gadget is usually kept switched on.
-
- If this gadget is off, however, OctaMED will capture all incoming bytes
- until either the "Capture Msg" gadget is re-clicked or the end of the buffer
- is reached.
-
- The display box to the right of Auto-Terminate Capture shows "Recording..."
- when a MIDI message is being captured.
-
- Exit
- Closes the window.
-
- You may also edit the hex data. Make sure Edit is on (upper screen), then
- simply use the cursor keys to move around the data and the numeric keys
- (0-9, A-F) to modify the hex data. Use the Del key to delete a byte, and
- Shift-Del to insert a new one.
-
-
- (See also MIDI Commands, the MIDI Menu, and the Input Map Editor)
-
-
- The Input Map Editor [ Keyboard shortcut: Amiga-A ]
-
- With this window you may remap all the input keys on your keyboard. It is
- opened using the Display menu.
-
- Each key can be assigned to:
-
- -- enter any note/command you wish (similar to Programmable Keys)
-
- -- perform an action (such as moving the cursor up or down)
-
- This also works with a standard Amiga® keyboard: a MIDI keyboard is not
- required.
-
- The two columns of numbers in the list are the entry numbers in hex and
- decimal.
-
- The other gadgets included in this window are:
-
- Map Active
- When this is selected, the current input map will be used in preference to
- the default OctaMED keyboard map.
-
- Create New Map
- By default there is no input map, so this must be clicked to create a new
- one.
-
- Now, for each note an entry like this is displayed: "C-1xxxxxx", which means
- that the C-1 key will just enter C-1 with the current instrument number, and
- leave the command numbers untouched.
-
- You may edit an entry in the same way as in the Programmable Keys window.
- Select an entry by clicking on it, hold down the mouse button, point at the
- number you wish to change and press a key on the keyboard to change it.
-
- Delete This Map
- After a confirmation requester, removes the current map.
-
- Select Function
- Displays the Functions window, with which you may select an editing function
- for the currently selected key.
-
- Reset Selected
- Changes the selected key back to its original function.
-
- Load Map
- Displays a file requester, allowing you to load a new input map from disk.
- A requester will appear if the current input map has been changed since last
- saving.
-
- Save Map
- Opens a file requester, offering to save the current input map to disk.
-
-
- The Functions Window
-
- This window displays a list of editing functions for use with the input map
- editor. It is opened by clicking "Select Function" in the editor.
-
- Clicking one of the functions in the window changes the selected key in the
- input map editor to that function.
-
- All functions should be self-explanatory.
-
-
- The Song Selector Window [ Keyboard shortcut: Left Alt-G ]
-
- This window allows you to add and delete songs in a multi-module, and to
- choose the current song. (A "multi-module" is a project that contains more
- than one song, with all songs sharing the same set of instruments). It may
- be brought up by choosing Song menu/Select, or by clicking "Sg" on the upper
- screen.
-
- The window displays a list of all songs in the module, and a song may be
- selected by clicking on it. The song's name appears in the display box
- immediately below the list.
-
- The gadgets in this window are as follows:
-
- Add New
- Adds a new song to the end of the list.
-
- Add Here
- Adds a new song at the currently selected position.
-
- Delete
- Deletes the selected song.
-
- Select
- Makes the selected song the current song, and closes the window.
-
- Exit
- Closes the window.
-
- (Song selection gadgets are also contained on the upper screen)
-
-
- The Playing Sequence Window [ Keyboard shortcut: Left Alt-Q ]
-
- The playing sequence consists of a list of block numbers and names arranged
- in the order they should be played in the song. With the release of OctaMED
- V5.0, more than one playing sequence may be defined (called "sections"), and
- the section list contains the order in which to play these multiple playing
- sequences. When the last section has been played, the song will by default
- start again from the beginning (although it's also possible to stop the
- playing).
-
- This window contains the functions required to create playing sequences, and
- is activated by either clicking "Sq" on the upper screen or using the Song
- menu. A sequence may use the same block number more than once, and a
- maximum of 999 entries in each playing sequence is allowed. ("Playing
- sequence" will be referred to as "playseq" from now on). The maximum number
- of separate playseqs allowed is 65535 (should be enough!).
-
- The current playseq position ("playpos") is highlighted in white, and may be
- set by clicking on a block name. Selecting playpos while the song is
- playing immediately plays from the beginning of the entry selected.
-
-
- The following gadgets for editing playseqs are included in this window:
-
- Top
- Sets playpos to the top of the display.
-
- [ Keyboard shortcut: Ctrl-NM7 ("NM" = numeric keypad, apologies
- (Home) to Amiga® 600 owners!) ]
-
- Bottom
- Sets playpos to the bottom of the display.
-
- [ Keyboard shortcut: Ctrl-NM1 (End) ]
-
- Insert
- Duplicates the entry highlighted by playpos.
-
- [ Keyboard shortcut: Ctrl-NM0 (Ins) ]
-
- Ins Curr
- Inserts a new entry, the current block, at playpos.
-
- [ Keyboard shortcut: Ctrl-NM5 ]
-
- Note that to append a playseq entry to the end of the list, you must click
- just below the final playseq entry before using one of the insert gadgets.
-
- Delete
- Deletes the current entry.
-
- [ Keyboard shortcut: Ctrl-NM. ]
-
- Clear
- After a confirmation requester, clears the current playseq.
-
- [ Other keyboard shortcuts: Ctrl-NM8 scrolls up, Ctrl-NM2 scrolls down.
- Note that with the Caps Lock on, the playing sequence can be edited without
- holding down the Ctrl key. ]
-
- Follow
- Using the scroll bar, it is possible to scroll around the list independent
- of playpos. When "Follow" is selected, the position of the list will be
- automatically updated during play.
-
- The integer gadget to the left of "Follow" contains the block number of
- playpos, which can be altered either by typing in a new number or by using
- the arrow gadgets. You can't increase the block number beyond the number of
- the last block in the song. [ Keyboard shortcuts for the arrow gadgets:
- Ctrl-NM4 decreases block number, Ctrl-NM6 increases ]
-
- The arrow gadgets act slightly differently when playpos is below the last
- playseq entry. Pressing the left arrow gadget deletes the last entry;
- pressing the right one appends block 000 to the end of the sequence.
-
- The display box to the right of the integer gadget contains the number of
- playpos and the total number of entries in the current section.
-
- Multiple playseqs (sections) can be created using the following buttons:
-
- Name
- Displays the name of the current section, which you can edit.
-
- New Sec
- Adds a new section after the last section.
-
- New Sec Here
- Inserts a new section at the current position.
-
- Delete Sec
- Deletes the current section.
-
- Below these buttons is an integer gadget showing the current section number.
- It may be changed by either typing in a new number or using the arrow
- gadgets. The display box to the right of the integer gadget contains the
- total number of sections.
-
- The Exit gadget closes the window.
-
- (Note that the song can be stopped at any time by using player command FFE:
- see Commands A - F).
-
- (See also the Section List and the Block List)
-
-
- The Section List Window [ Keyboard shortcut: Left Alt-C ]
-
- This window, opened either by using the Song menu or by clicking "Sc" on the
- upper screen, contains the order in which to play song sections. These
- sections are created in the Playing Sequence window.
-
- The current section position ("secpos") is highlighted in white, and may be
- set by clicking on a section name. Shift-clicking on a section name selects
- the section clicked in the Playing Sequence window. A maximum of 65535
- entries are allowed (note, however, that only the lower three digits are
- displayed).
-
- The integer gadget contains the section number of secpos, which can be
- altered either by typing in a new number or by using the arrow gadgets. You
- can't increase the section number beyond the number of the last section in
- the song.
-
- The display boxes to the right of the integer gadget contains the number of
- secpos and the total number of entries in the current section list, and the
- total number of sections in the song.
-
- Other gadgets are as follows:
-
- Insert
- Inserts a new entry 001 at secpos.
-
- Append
- Appends a new entry 001 to the end of the section list.
-
- Delete
- Deletes the current entry.
-
- Exit
- Closes the window.
-
-
- The Song Options Window [ Keyboard shortcut: Amiga-H ]
-
- This window contains various song parameters. In a multi-module, these
- parameters can be different for each song. (It is opened using the Song
- menu.
-
- The gadgets are listed below:
-
- Name
- This text gadget contains the name of the current song, displayed on the
- title bar. You may type in a new name.
-
- Channel Mode
- The Amiga® has four sound channels, but by mixing two notes together and
- playing them through one channel, up to eight notes can be played at once.
- This radio button is used to select the number of channels OctaMED should
- use. (See 5-8 Channel Mode for more info).
-
- Note: for MIDI use, "4 Channels/MIDI" should be selected (this is also the
- default).
-
- The cycle gadget chooses whether the data bytes of volume (C) commands (see
- Commands A - F) should be in hexadecimal or decimal. If you aren't a
- programmer (and even if you are), it may be easier to think in decimal.
- "Decimal Volumes" is the default, but we recommend using hexadecimal volumes
- wherever possible. They're slightly faster (not noticeably, but faster
- anyway ;^). The state of this gadget is saved as part of a song.
-
- You can easily convert all volume commands from decimal to hex and vice-
- versa with the "Convert" gadget. Clicking this gadget prompts you for the
- type of conversion desired.
-
- Audio Filter Active
- Turns the low-pass audio filter on/off. When on, the Amiga®'s power LED
- will be bright. However it is best to keep the filter off, since the sound
- quality is usually better.
-
- High Quality Mode
- When on, this significantly increases the audio quality in 5-8 channel
- modes. Unfortunately, it will also double the processor load, so a 68020
- processor or higher is required to use this gadget in seven and
- eight-channel modes.
-
- Under OctaMED Pro V3 and V4, High Quality Mode slowed down the tempo a
- fraction. In V5 the tempo is now unaffected. So when loading songs created
- with V3 or V4 that use this mode, you'll need to slightly decrease the tempo
- for the song to play at the intended speed.
-
- No Slide On 1st Pulse
- Normally effects are done on every timing pulse, but with this on, the
- effects are not done on the first timing pulse. This is the way the
- Trackers perform effects, and this switch is for compatibility only: it is
- automatically switched on when a Tracker module is loaded. (For information
- on timing pulses, see Upper Screen.
-
- Play Transpose
- This slider transposes the whole song by the value selected. It doesn't
- change the notes, it just affects playing. The minimum and maximum is -12
- and 12 respectively (i.e. ± 1 octave). Other transposition functions may
- be found in the Transpose window.
-
- Exit
- Closes the window.
-
-
- The Relative Track Volumes Window [ Keyboard shortcut: Amiga-R ]
-
- This window contains sliders to adjust the volume of each track relative to
- the master volume. It is opened using the Song menu.
-
- Each volume can be 1 - 64. The master volume sets the overall volume of the
- song. If both the master volume and the volume of a track were 64, that
- track is played at full volume. If, however, the master volume and a track
- volume were 32, the volume of that track would be a quarter of full volume.
-
- The two large arrow gadgets at the bottom left of the window are like the
- track arrow gadgets on the upper screen - clicking them show the
- previous/next sixteen tracks, and shift-clicking them show the first/last
- sixteen tracks in the song. (They only really apply to blocks containing
- over sixteen tracks).
-
- The Exit gadget closes the window.
-
- Note: the status of these sliders are saved with songs.
-
-
- The Block Properties Window [ Keyboard shortcut: Amiga-B ]
-
- This window allows you to edit the properties of the current block. It is
- activated either by using the Block menu or by holding down Shift and
- clicking the B gadget on the upper screen.
-
- The gadgets are:
-
- Name
- Contains the name of the block, which can be changed by typing in a new
- name. (The name is also displayed on the upper screen and in the Block List
- window). A maximum of 41 characters is allowed.
-
- Tracks
- Selects the number of tracks in the block. The minimum is 1 and the maximum
- 64. (The number of tracks that can be displayed on- screen at any one time
- is set by Settings Menu/Display Max Tracks).
-
- Note that track 8 onwards can only be used with MIDI devices (see the MIDI
- Menu), and tracks 4-7 only with the Channel Mode gadget in the Song Options
- window set appropriately (except for MIDI use).
-
- Also note that when you decrease the number of tracks, the higher tracks
- will be lost (with no "Are you sure?" requester).
-
- Length
- The number of lines in the block. Can be changed by either typing in a new
- number or using the arrow gadgets. < and > decrease and increase the length
- by 1, << and >> by 10. The preferred way is to type in a new number
- directly, since less "memory fragmentation" occurs.
-
- The maximum length of a block is 3200 lines.
-
- Exit
- Closes the window.
-
-
- The Block List Window [ Keyboard shortcut: Left Alt-B ]
-
- New to V5.0, the block list is an "at-a-glance" list of the current song's
- blocks and their names. It is brought up by either using the Block menu or
- clicking the small "B" gadget on the upper screen.
-
- The current block, highlighted in white, may be changed by clicking on
- another block. Keyboard shortcuts for changing the current block are:
-
- Shift - <up> / <down> Previous / next block
- Left Alt - <up> / <down> First block / last block
-
- The text gadget displays the current block's name, which can also be changed
- by typing in a new name. Up to 41 characters are allowed in each name.
-
- The window contains the following gadgets:
-
- Insert New
- Inserts a new block at the current block position.
-
- Append New
- Inserts a new block after the last block. These gadgets are like the
- New/Insert and New/Append items in the Block menu.
-
- Ins to Seq
- Inserts the current block's number at the current playing sequence position
- (see Playing Sequence Window).
-
- App to Seq
- Appends the current block's number to the playing sequence (see Playing
- Sequence Window).
-
- Delete
- Deletes the current block. Equivalent to the Delete items in the Block
- menu.
-
- Exit
- Closes the window.
-
-
- The Highlight Options Window
-
- In this window you can highlight the current block's lines in a particular
- order. This can help you position notes in widely-spaced blocks or mark
- measures or beats. It is opened using the Block menu.
-
- The top row of small square gadgets highlight the block lines with the
- respective spacing. For example, the 4 gadget highlights every fourth line.
- You'll probably use this particular gadget (4) the most often, since in a
- normal default block of 64 lines, the gadget highlights every beat in the
- block (i.e. every four sixteenth notes).
-
- The other gadgets are as follows:
-
- Clear
- Clears all the highlighted lines in the block.
-
- Offset
- Sets the first line to be highlighted. For example, an offset of 2 begins
- highlighting on line 002.
-
- Spacing
- Allows a custom highlight spacing to be entered. For example, entering 12
- highlights every twelfth line.
-
- Exit
- Closes the window.
-
- You'll notice that the 1, 2, 3, 4, 6 and 8 gadgets are all underlined,
- meaning (of course) that they have a Left Alt shortcut. These shortcuts,
- however, only work with the numeric keypad keys (not the keys on the main
- keyboard).
-
- Note that when editing, the Tab key highlights the current line. Also note
- that highlighting an already highlighted line removes the highlighting.
-
- Line highlighting is saved with songs.
-
-
- The Expand/Shrink Window
-
- This window, activated by choosing Block Menu/Expand/Shrink, is used for
- expanding or shrinking the current block.
-
- The "Expand" gadget creates empty lines between each note, and "Shrink"
- removes lines. The "Factor" gadget contains the amount of expansion or
- shrink.
-
- For example, if Factor was 3, pressing Expand would insert two empty lines
- between each note (thus trebling the block length), and pressing Shrink
- would remove every second and third line (thus thirding the block length).
-
- "Factor" may be 1 - 99, but the expanded block length must not exceed 3200
- lines, and the shrink factor must be divisible by the number of lines in the
- block. If either of these rules are infringed, a message appears to
- communicate this and no change to the block occurs.
-
- Expansion is useful, for example, if you would like to include some quick
- rhythms in a block but realize that the block plays too slowly for the
- rhythms. (However, fast rhythms may also be created using commands FF1,
- FF2, FF3, and 1Fxx - see Player Commands, so try these before expanding).
-
- The only real use of shrinking is to reverse the effect of a previous
- expansion.
-
-
- The Instrument Parameters Window [ Keyboard shortcut: Left Alt-I ]
-
- With this important window you may alter the characteristics of the current
- instrument. It is opened by either using the Instr menu or clicking the
- "Inst Params" gadget on the upper screen.
-
- The gadgets are as follows:
-
- Name
- Contains the name of the instrument, which may be renamed by typing in a new
- name. (However, it is advisable not to rename instruments when saving songs
- without instruments, since the renamed instruments will probably fail to
- load). The maximum name length is 40 characters.
-
- The display box to the right of Name contains the current sample number.
- (By the way, "instrument" and "sample" essentially mean the same thing).
-
- Flush
- Removes the current instrument from memory and clears all its parameters.
- (Equivalent to Instr Menu/Flush Current).
-
-
- The instrument selection gadgets
- --------------------------------
-
- The slider and arrow gadgets are used to select the current instrument:
-
- 1st
- Selects the first instrument (01).
-
- Last
- Selects the last instrument (1V).
-
- L.U.
- Selects the last instrument in memory (stands for "Last Used").
-
- Keyboard shortcuts for selecting the instrument include:
-
- Shift - <left> / <right> Previous / Next instrument
- Alt - <left> / <right> 16 samples forward/backwards
-
- Instruments may also be selected using the numeric keypad (see the Keyboard
- Options window).
-
- The loop gadgets
- ----------------
-
- The "Repeat", "RepLen" and "Loop On" gadgets are the loop gadgets. A sample
- loop means that the notes you play with the sample will be sustained until
- they are stopped. This is due to a particular part of the sample being
- continually repeated (or "looped").
-
- The Repeat value is the beginning of the loop in bytes from the start of the
- sample, and the RepLen value is the length of the loop. Selecting Loop On
- activates the loop, and loops the whole sample if Repeat and RepLen are both
- zero. Loops are set in steps of 2 bytes, i.e. only even numbers may be
- used (typing in odd numbers rounds them down). RepLen must be at least 4.
-
- The loop may also be set by using the loop pointers and gadgets in the
- sample editor. When you load IFF instruments, these values are
- automatically loaded.
-
- The tuning gadgets
- ------------------
-
- Under the loop gadgets is a cycle gadget and a slider, used for setting the
- tuning of an instrument. The slider sets either the "Transpose" or the
- "Finetune" value, depending on the state of the cycle gadget (Transpose is
- default).
-
- "Transpose" raises or lowers the pitch of the current instrument in
- halfsteps (semitones). For example, if the transpose value was 3 and note
- C-2 was to be played with the current instrument, it would be transposed 3
- halfsteps higher (D#-2). A negative value transposes lower. The maximum
- and minimum transpose values are 127 and -128 (although higher values only
- affect MIDI instruments).
-
- The finetune value allows you to tune instruments in small steps, which is
- useful for incorrectly sampled instruments. The value can be -8 to 7.
-
- The two numbers separated by a "/" are the transpose and finetune values.
-
- Hold and decay
- --------------
-
- These gadgets allow you to set the exact duration and the speed of fading of
- a note. "Hold" is the duration in timing pulses (see Upper Screen for a
- description of timing pulses, you'll need it to understand this section!),
- and "Decay" is the speed of fade when the hold duration has completed.
-
- In these examples, the secondary tempo is assumed to be the default 6. One
- line in the examples is one timing pulse.
-
- 1. No Hold Set 2. Hold Set To 2
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- 0 Play note (e.g. C-2 10000) 0 Play note (e.g. C-2 10000)
- 1 1
- 2 2 STOP note
- 3 3 (silence)
- 4 4
- 5 5
- 6 Play new note (e.g. D-3 10000) 6 Play new note (e.g. D-3 10000)
-
- In example 2, the note is stopped on the second timing pulse.
-
- BUT: if the note is followed by a "keep holding symbol" in the track, the
- note is not stopped on the second timing pulse but carries on playing. For
- example:
-
- 000 C-2 10000 / Line No. Pulse No. Action
- 001 -|- 10000 / 003 0 Continue note...
- 002 -|- 10000 / 003 1 Continue note...
- 003 -|- 10000 ==> ZOOMED => 003 2 STOP note
- 004 --- 00000 \ 003 3 (silence)
- 005 D-3 10000 \ 003 4
-
- So on the last "keep holding symbol" encountered, the usual hold value is
- used. This symbol is inserted by either clearing the note and entering only
- the instrument number, or more easily by pressing Return or the A key.
-
- If the decay is zero, the note is turned off immediately after holding. If
- it is a non-zero value, however, the note will fade after holding. A value
- of 1 produces the slowest decay. Decay only works if Hold is non-zero.
- Both Hold and Decay can have a value of 0 to 127.
-
- Note that Decay doesn't work with MIDI instruments, and is handled very
- differently with synthsounds or hybrids (see Synthsound Program Language).
-
- Hold and Decay is quite a useful feature, and although it may sound
- complicated, it isn't really :-), so we recommend that you learn to use it!
-
-
- Default volume and pitch
- -------------------------
-
- The "Volume" gadget sets the default volume of the current instrument. It
- ranges from 0 (silent) to 64 (full volume).
-
- "Default Pitch" allows you to set a default pitch for the current
- instrument. When you press the F key the instrument is played at that
- pitch. This can be very useful for untuned instruments like percussion.
-
- The pitch box contains the default pitch of the instrument (or --- if no
- pitch is set). To change this, hold down the left mouse button on the box
- and press a note on the keyboard. You may also clear the pitch by pressing
- Return or Del.
-
- MIDI gadgets (see the MIDI Menu and MIDI Commands)
- ---------------------------------------------------
-
- Before using a MIDI instrument, you need to set the functions in this part
- of the window to the required values. They are:
-
- MIDICh
- This slider sets the MIDI channel for the instrument (0 - 16). For example,
- setting it to 5 means this instrument's notes are sent through MIDI channel
- 5.
-
- Preset
- Sets the preset number of the instrument (max. 128 or 2800).
-
- With this set to zero, OctaMED uses your keyboard's default preset for the
- instrument's MIDI channel (see above). But by giving this gadget a non-zero
- value, you may use more than one preset on the same channel: OctaMED sends a
- program change message whenever a note is played.
-
- If you want to send a preset change command without playing a note, use the
- C00 command with any note played by the instrument with the new preset.
-
- Suppress NoteOff
- Suppresses Note Off messages for the current instrument. Some devices may
- have some instruments (e.g. one-shot drum sounds) which actually ignore the
- Note Off messages. When this is selected, Note Offs aren't sent for the
- current instrument, reducing unnecessary output (and therefore slightly
- faster).
-
- Extended Preset
- When off, the maximum value of the Preset gadget is 128, but when on the
- maximum is increased to 2800. However, this can only be used on some MIDI
- devices which support the exact method of sending the preset:
-
- * Presets 1 - 100 are sent in the normal manner.
-
- * Presets above 100 are sent by first sending the "hundreds" part and then
- the 0-99 part. For example, the number 1156 is sent as 11 followed by 56.
-
- Consult your manual to see if this is the way supported by your device.
-
- In order to hear a MIDI instrument, you must also set its default volume.
-
- Note: a MIDI instrument's name doesn't really have any use. It's good
- practice, however, to type the name of the presets into the Name gadget.
- This way you can easily see the presets, and if you give the song to someone
- else who may have different MIDI equipment, he / she can easily change the
- preset numbers to use the correct presets on his / her MIDI device.
-
- ** The loop, tuning, default volume, and MIDI values, and the default pitch
- can all be set in the path file using the sample list editor.
-
-
- The Instrument Type Window [ Keyboard shortcut: Left Alt-T ]
-
- This window, brought up either by using the Instr menu or by clicking "Type"
- on the upper screen, chooses which type the current instrument is to be.
- The options are:
-
- Sample
- The "normal" instruments, played either through the Amiga® or using a MIDI
- device.
-
- OctaMED can load both "raw" (pure binary) samples and IFF 8SVX 1 - 7-octave
- samples. In addition to these, OctaMED Pro V4 introduced the loading of
- "delta-compressed" samples. These samples' lengths are exactly halved (in
- fact they are converted to a kind of 4-bit resolution of Fibonacci delta
- codes: much simpler than it sounds!). There is, however, a slight loss in
- sound quality. Currently OctaMED can't actually create delta-compressed
- samples, but some dedicated sample editor programs such as Audiomaster can.
-
- Note that raw and 1-octave IFF samples can only use octaves 1 - 3: octaves
- higher than 3 play using octave 3's range. Also note that the highest
- octave of a 7-octave sample can't be played.
-
- For MIDI use, the instrument is not strictly an instrument, but simply a few
- settings which result in the notes played with that instrument being sent
- through a MIDI interface; therefore, MIDI instruments aren't loaded into
- memory like other sounds. They can also use the full 10.5-octave range.
- (For more information on MIDI, see MIDI Menu and Instr Params)
-
- Hybrid
- As "Sample" above, but can be controled using the same "programming
- language" as synthsounds. (See the Synthetic Sound Programming Language.
-
- ExtSample
- ExtSamples are like normal Amiga® samples, except two lower octaves are
- added to the octave range (octaves 1 and 2). The octaves used with normal
- samples are moved up two places to make way for the new octaves (i.e.
- octave 1 becomes octave 3, octave 2 becomes octave 4 etc.).
-
- However, because of an undesirable feature in the Amiga®'s hardware,
- especially under faster processors, ExtSamples should be used with care.
- After playing a note with an ExtSample using one of the new octaves, the
- following note will often not be correctly triggered. The solution is to
- use the FFF command before the following note is played. For example:
-
- C-1 20000 <- ExtSample
- --- 00000
- --- 00FFF <- use FFF before the next note
- C-2 10000 <- this instrument doesn't need to be an ExtSample
- for the bug to occur
-
- However, in "split" channels in 5-8-channel mode, this problem doesn't
- appear at all!
-
- Note: more experimentative users may discover that octaves 8 and 9 of a
- normal sample also appear to play two lower octaves. These octaves should,
- however, *NEVER* be used in songs (apart from with MIDI): believe it or not,
- it is in fact a complete coincidence that they work! ExtSamples are the
- only "legal" way of using the two lower octaves. In any case, octaves 8 and
- 9 are also one finetune step sharp :-)
-
- Synthetic
- These special instruments, known as "synthsounds", are made from simple
- waveforms which can be joined together and have their volume and pitch
- altered by using a simple "programming language". Synthsounds usually sound
- quite simple, but they can be very effective and don't take up nearly as
- much memory as normal samples. In addition, they can play from octaves 1 -
- 5, two octaves greater than normal samples. For more details, see the
- Synthetic Sound Editor.
-
- The Octaves slider shows the number of octaves that the current sample
- consists of (1 - 7). Changing the slider's value often messes up the
- sample, so it's best not to :^)
-
- The Exit gadget closes the window.
-
-
- The Transpose Window [ Keyboard shortcut: Amiga-T ]
-
- This window contains functions that "transpose" (change the pitch of) the
- notes in a particular area of the current project. It is activated using
- the Edit menu.
-
- The gadgets under "Affect" choose which area of the song the transposition
- should affect, and the notes played by which instruments. These gadgets
- should be selected before choosing a function, and are:
-
- Song
- Affects the whole song (default).
-
- Block
- Affects the current block.
-
- Track
- Affects the current track (the track that the cursor is on).
-
- Selected Tracks
- Affects selected tracks (tracks are selected by setting the track cycle
- gadget on the upper screen to "Select").
-
- Range
- Affects the range, selected using the mouse. (The button used to mark a
- range is chosen in the Mouse Options window).
-
- All
- Affects all instruments (default).
-
- Current
- Affects the currently selected instrument.
-
- The "Transpose" functions are Octave Up / Down and Halfstep Up / Down, and
- should be self-explanatory. (Note to British users: "halfstep" means
- "semitone").
-
- The "Change Notes" operations act on the Source and Destination notes, which
- are selected by clicking and holding the left mouse button on the note box
- and pressing a key (for example, the I key selects note C-3).
-
- Change
- Allows occurrences of a single note to be changed throughout the specified
- area. It changes all notes in the selected area from the source note to the
- destination note.
-
- Swap
- Swaps all source notes in the selected area with the destination note.
-
- The "Change Instrument" functions perform on notes played by the Source and
- Destination instruments, which are picked by selecting the required
- instrument (using Shift - <left> / <right> etc.) and clicking "Source" or
- "Destination".
-
- Change
- Changes the notes (in the selected area) played by the source instrument to
- the destination instrument.
-
- Swap
- Swaps the source and destination instrument numbers of notes having either.
-
-
- Delete
- Deletes the notes with the source instrument number.
-
-
- The Spread Notes Window [ Keyboard shortcut: Amiga-F ]
-
- This window allows you to spread the notes in the currently marked range
- across consecutive tracks to the right of the range. If notes already exist
- in the tracks, the operation replaces them. The window is opened using the
- Edit menu.
-
- The "Width" slider selects the number of tracks to spread the notes across
- (2 - 10).
-
- Clicking "Spread" spreads the notes, and shift-clicking "Spread" spreads the
- notes _and_ closes the window.
-
- "Exit" closes the window.
-
-
- The Note Echo Window [ Keyboard shortcut: Amiga-E ]
-
- With this window, opened using the Edit menu, you may produce echoes
- automatically with the "C" command (see Commands A - F. The volume halves
- with each echo. For example:
-
- C-1 10000 (the initial note)
- --- 00000
- C-1 10C32 (half volume. Decimal volumes are used in this example)
- --- 00000
- C-1 10C16 (quarter volume)
- --- 00000
- C-1 10C08 (eighth volume)
- ...
-
- Echoed notes will only be placed in empty note positions throughout the
- marked range. The range may cover more than one track.
-
- The gadgets are as follows:
-
- Distance
- The distance in lines between echoes, e.g. 4 means echo every fourth line.
-
- Minimum Volume
- The minimum volume of an echo. Echoes with a smaller volume than this won't
- be generated.
-
- Do Echo
- Creates the echo. (Shift-clicking it also closes the window).
-
- Exit
- Closes the window.
-
-
- The Input Channel Window [ Keyboard shortcut: Amiga-\ ]
-
- This small window, activated using the MIDI menu, contains the MIDI input
- channel number through which notes will be received when MIDI Menu/Input
- Active is on.
-
- If it is zero, OctaMED will accept input from all MIDI channels.
-
-
- The Mouse Options Window [ Keyboard shortcut: Amiga-W ]
-
- This window contains three cycle gadgets, which are used to select the
- function of each mouse button when the button is clicked in the Tracker
- editor. It is opened using the Settings menu.
-
- The available functions are as follows:
-
- No Operation
- The button has no effect.
-
- Track On/Off
- The button switches the clicked track on or off.
-
- Select Track
- Switches the clicked selected track on or off. (The status of selected
- tracks are displayed by setting the cycle gadget on the upper screen to
- "Select").
-
- Position Cursor
- Sets the cursor position under the mouse pointer.
-
- Select Range
- Marks a range. (See the Tracker Editor)
-
- Note: due to conflicts with the menu system, the right mouse button can't be
- used to select a range as it has done in previous versions of (Octa)MED.
-
- Also note that if the Right Mouse Button gadget is set to anything other
- than "No Operation", the menu shortcuts (Right Amiga + key) can't be used
- when the mouse pointer is over the tracker editor. (They instead act as if
- the right mouse button has been pressed: OctaMED has no control over this!)
-
- The default for Left Mouse Button is Select Range, and the default for the
- other gadgets is No Operation. Of course, the Middle Mouse Button setting
- is ignored if you own a two-button mouse!
-
- The Exit gadget closes the window.
-
-
- The Keyboard Options Window [ Keyboard shortcut: Amiga-K ]
-
- This window contains many settings used when editing in the Tracker editor,
- and also holds settings for the numeric keypad. It is brought up using the
- Settings menu.
-
- Cursor advance
- --------------
-
- The three gadgets at the top of the window are the directions the cursor
- should advance after entering something in the editor. They are:
-
- Line Up / Down
- Advances up / down a line.
-
- [ Ctrl-A toggles Don't Advance / Down ]
-
- Track Prev / Next
- Advances to the previous / next track when the cursor is on the note.
-
- Cursor Left / Right
- Advances left / right when the cursor is on the command digits.
-
- Advance Line Down is the usual preferred setting, and the default.
-
-
- Numeric keypad mapping (Amiga 600 owners may ignore this section)
- ------------------------------------------------------------------
-
- The two cycle gadgets select a total of four different ways to configure the
- function of the keypad.
-
- The first gadget cycles "Tracks On/Off" and "Select Instr". With the first
- option you may turn tracks 0-F or 0-9 on/off, and with the second option you
- can select instruments quickly.
-
- The second gadget selects the "Normal" or "Alternative" layout of the
- keypad, and are as follows:
-
- Normal layout (button = selects track no. / selects instrument no.)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- ( = 0 / 01 ) = 1 / 02 / = 2 / 03 * = 3 / 04
- 7 = 4 / 05 8 = 5 / 06 9 = 6 / 07 - = 7 / 08
- 4 = 8 / 09 5 = 9 / 0A 6 = A / 0B + = B / 0C
- 1 = C / 0D 2 = D / 0E 3 = E / 0F . = F / 0G
-
- Alternative layout - Tracks On/Off
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Keys 0 - 9 Turn tracks 0 - 9 on/off.
- Keys ( ) / * Turn tracks A - D on/off.
- The . key Turns all tracks off.
- Enter key Turns all tracks on.
-
- Alternative layout - Select Instr
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Keys 1 - 9 Selects instruments 1 - 9
- The . key Changes the first instrument digit (for example,
- from 05 to 15 or from 15 to 05)
- '0' Selects instrument 10
- '+' Next instrument
- '-' Previous instrument
- '(' Decrease volume of the current instrument by one
- ')' Increase volume of the current instrument by one
- '/' Select last used instrument
- '*' Pick instrument number nearest the cursor
- Enter Activates "alpha-enter": after pressing Enter,
- press an alphabetical key (A - V) to select the
- corresponding instrument
-
- Default is Alternative Tracks On/Off.
-
- Spacing (see Upper Screen)
- ---------------------------
-
- The slider sets the space value. A space value of 3, for example, enters
- notes every third line. The maximum value is 16 (and minimum 2).
-
- Placing spaces between notes while entering music makes editing and tempo
- changes much easier. After you have entered the music you may want to turn
- this spacing function off so you may move into the lines between notes.
-
- Other spacing options are:
-
- Destructive Spacing
- When selected, any notes that lie between the lines used for entering spaced
- notes will be deleted when a note is entered.
-
- Auto-Round Spacing
- When on, restricts cursor movements to lines divisible by the spacing value.
- For example, with a spacing value of 2, you can only move the cursor to
- lines 000, 002, 004 etc. Note that this only applies to movement using the
- cursor keys.
-
- By default these two options are on, which has been the normal operation in
- previous versions of OctaMED.
-
- Other options
- -------------
-
- Chord Reset
- When on, after entering a chord (see Upper Screen) the cursor returns to the
- initial track.
-
- Space = DEL
- Some users prefer using the space bar to enter blank notes, in preference to
- the Del key. This check box allows this.
-
- Protracker Shortcuts
- This switch changes the keyboard layout so that the most common Protracker
- keyboard options are recognized. This is helpful for those who have become
- used to the Protracker keyboard layout. The following PT shortcuts are
- recognized:
-
- Right Shift Turns editing on, plays the block (record)
- Right Alt Continue Song
- Right Amiga Play Block
- L-Alt+curs.L/R Previous / next block
- Shift+curs.L/R Increase / decrease playseq position
- Space bar Stops playing / toggles editing
- Tab Next track
- Shift-Tab Previous track
- Shift-F3 - F5 Cut / Copy / Paste track
- Alt-F3 - F5 Cut / Copy / Paste block
-
- Advance with Sound
- When activated, the notes in the block are played when the cursor is moved
- up or down. Useful for non-real time editing.
-
-
- The Programmable Keys Window [ Keyboard shortcut: Amiga-Y ]
-
- The programmable keys ("progkeys" from now on) allow music to be entered
- much more easily and quickly. You can assign notes or groups of notes,
- including commands, to 10 different keys. The assigned notes can then be
- inserted in the Tracker editor by holding down Shift and pressing key 0 - 9.
-
- This window contains the functions necessary to view and edit the progkeys,
- and is opened using the Settings menu.
-
- The cycle gadget is used to select whether you wish to edit the normal
- Shift- 0 - 9 definitions (default) or the Right Alt definition. The Right
- Alt definition consists of the command digits only, and if you enter notes
- with the Right Alt key held in the Tracker editor, the specified command
- will be inserted with the notes.
-
- The slider to the right of the cycle gadget selects which progkey you would
- like to edit (0 - 9). By default key 1 is selected. The slider is ghosted
- when "Right Alt" is picked.
-
- The box below this, containing a note and command digits, is the definition
- of this progkey. A note or digit may be edited by clicking and holding the
- left mouse button on the note / digit, then entering a new note / number
- using the keyboard.
-
- A note / digit being "x" indicates "transparency", which means that, when
- entered in the Tracker editor, the corresponding existing note / digit will
- remain unchanged. The Right Alt key's definition always has a transparent
- note part (the first three characters).
-
- For example, the definition "xxxxx0000" would clear the command digits, but
- leave the notes. Since the note is "xxx" and the instrument number "xx",
- they won't be changed, so only the command is set to zero. (This definition
- is the same as pressing Alt-Del).
-
- To make a note / digit transparent, hold down the left mouse button over the
- required note / digit as above, then press the Return key.
-
- The Clear gadget clears the current definition, i.e. sets it to "--- 00000"
- for a normal progkey and to "xxxxx0000" for Right Alt.
-
- The Pick gadgets copy either the note under the cursor, the current range,
- or the copy buffer to the current definition. If a range is picked, the
- definition box shows the word "=Range=". [ Shortcut: Shift-Ctrl-0-9 picks
- note under cursor ]
-
- The Save/Load Keys gadgets open a file requester allowing you to save and
- load a set of progkey definitions. The default name is S:OctaMEDPro.defkeys
- (OctaMED attempts to load a file of this name on startup), but definitions
- can be saved under any filename.
-
- The Exit gadget closes the window.
-
- (Note: when Caps Lock is on, the programmable keys may be entered simply by
- pressing the 0 - 9 keys: Shift doesn't have to be held).
-
-
- The Palette Window
-
- With this window, activated using the Settings menu, you may change the
- screen's colors.
-
- A color is selected by clicking on it, with the chosen color appearing in
- the recessed box at the top left of the window.
-
- The Red, Green and Blue sliders alter the intensity of red, green and blue
- light in the selected color.
-
- The sliders' range is set using the Palette Type cycle gadget. With 8-Bit
- selected (default), the range is 0 - 255, allowing compatibility with the
- new AGA chip set present in the A1200 and A4000 computers. With 4-Bit
- selected, the range is 0 - 15, more suitable for use with older Amigas.
-
- Note that either setting can be used with either chip set; but with an
- inappropriate setting, AGA computers could only select 1 in every 4096
- available colors, and with other computers the color would only change once
- every 16 slider values (which is a little uncomfortable!).
-
- The OK and Cancel gadgets accept or reject the color changes and close the
- window.
-
-
- The Instrument Load Window
-
- This window, activated using the small gadget immediately to the right of
- the instrument number on the upper screen, is a convenient way of loading
- instruments contained in the sample list. (See the Sample List Editor.
-
- The right-hand list contains the directories, and the left-hand list
- contains the filenames in the current directory. The current directory is
- set by clicking on a directory name, and an instrument is loaded into the
- current slot by clicking on an instrument name.
-
- The other gadgets in this window are:
-
- Flush
- Removes the current instrument from memory.
-
- [ Keyboard shortcut: Ctrl - G ]
-
- Prev / Next Inst
- Selects the previous / next instrument.
-
- [ Keyboard shortcuts: Shift - <left> / <right>
-
- Prev / Next Free
- Selects the previous / next empty instrument slot.
-
- [ Keyboard shortcuts: Shift - Ctrl - "<" / ">" ]
-
- Exit Closes the window.
-
-
- The Main Screen
-
- The main screen is split into several parts:
-
- Tracker editor
- Notation editor
- Upper screen
- Lower screen
-
- Note that EITHER the Tracker editor OR the notation editor is displayed in
- the middle of the screen (not both at once). Which editor is to be
- displayed is chosen in the Display menu
-
-
- The Tracker Editor
-
- OctaMED Pro started off its life as MED, a public domain clone of a program
- named "Sound Tracker". Although as MED grew it incorporated numerous
- features that Sound Tracker lacked, separating it from the competition, one
- basic feature remains that Sound Tracker pioneered: the Tracker editor.
-
- The Tracker editor notation is easily interpreted by the computer and allows
- controls that would be impossible to describe using a traditional notation
- system. It is a grid-like system, where the rows are known as "lines" and
- the columns "tracks".
-
- Assuming a standard 4-track, non-MIDI setup is being used, each track
- corresponds to one of the Amiga®'s "sound channels", of which the Amiga® has
- four. These sound channels are used for playing instruments, and each
- channel can only play one note at a time. So using the above setup, four
- notes can be played simultaneously (not necessarily all by the same
- instrument). This is not as limiting as it sounds: in practice, many
- instruments can share a single track.
-
- The exact time at which these notes are played is set by entering the notes
- on the appropriate line. When playing, OctaMED plays each of these lines in
- turn, with a user-defined pause between the playing of each line. So the
- greater the number of lines between notes, the greater the time span between
- them. The line numbers are displayed on the extreme left of the screen, and
- the current line is highlighted in white.
-
- A typical note looks like this:
-
- octave command digits
- | / |
- D # 3 5 0 C 2 0
- \ | | \ |
- note | \|
- | data byte (more information
- instrument about the command digits)
-
- The note can be C, C#, D, D#, E, F, F#, G, G#, A, A#, and H (or B), as in
- standard music. The octave number is which octave the note should be played
- on, and three octaves can be used with normal Amiga® samples.
-
- The instrument number is the number of the instrument that the note should
- be played with.
-
- The command digits are the number of the command or effect to play, in
- hexadecimal. If there are no effects or commands for this particular note,
- the digits are "0000". Commands and effects are documented in Player
- Commands.
-
- A blank note (silence) looks like this: --- 00000.
-
- Now for a few examples. To play a C major chord (notes C, E, G) with
- instrument number 1, a line could look like this:
-
- 000 C-2 10000 E-2 10000 G-2 10000 --- 00000
- | |
- line number "blank" note simply indicates no note on this track
-
- To play a C major scale from C to G (i.e. notes C, D, E, F, G), the
- following could be used:
-
- 000 C-2 10000
- 001 D-2 10000
- 002 E-2 10000
- 003 F-2 10000
- 004 G-2 10000
-
- To play a C major scale from C to G AT HALF THE SPEED of the above example,
- this could be used:
-
- 000 C-2 10000
- 001 --- 00000 <= In this way, these blank notes
- 002 D-2 10000 are used as "spacers" between the
- 003 --- 00000 <= other notes. A blank note doesn't
- 004 E-2 10000 stop the previous note, it allows
- 005 --- 00000 <= it to carry on. To stop the note,
- 006 F-2 10000 player command FFF is used (see
- 007 --- 00000 <= Commands A - F).
- 008 G-2 10000
-
- So in that instruments are triggered using a vertical list, Tracker editing
- somewhat resembles programming a drum machine.
-
-
- Entering notes
- --------------
-
- Notes are usually entered using the Amiga®'s keyboard (a MIDI keyboard can
- also be used, see MIDI Menu. Not all keys will enter notes. The keys are
- ordered in a piano-like style, as follows (note that the keys correspond to
- the standard U.S. keyboard; users of other keyboards should refer to their
- Amiga®'s manual for any changes needed):
-
- 2 3 5 6 7 9 0 = \ (Notes C# D# F# G# A# C# D# F# G#)
- Q W E R T Y U I O P [ ] (Notes C D E F G A B C D E F G)
-
- S D G H J L ; (Notes C# D# F# G# A# C# D#)
- Z X C V B N M , . / (Notes C D E F G A B C D E)
-
- The upper two rows of keys are the upper octave, the lower two rows of keys
- are the lower octave. Note that keys to the right of the "U" key enter in
- an even higher octave, and that there is a slight overlap in the lower and
- upper octaves: the keys to the right of the "M" key are duplicated in the
- first few keys of the upper octave.
-
- The upper and lower octave "keyboards" represent octave numbers 1 and 2 by
- default. Other consecutive octave numbers can be selected using the octaves
- cycle gadget on the upper screen.
-
- If you have an instrument loaded into the current slot, you can hear it by
- pressing one of these keys. In addition, if editing is on (selected with
- the Edit gadget on the upper screen, the note is entered at the cursor. A
- blank note is entered using the Del key.
-
- The cursor is the small grey patch on the current line. As well as being on
- a note, it may be on a digit (to the right of the note), and digits are
- changed by simply by typing the new number (with editing on).
-
- If you need to change the sixth digit (which lies between the note and the
- second instrument digit, and is usually a blank space), which means that
- sample 10 - 1V is used, position the cursor over the second instrument digit
- (that is always visible), hold a Shift key and enter the second instrument
- digit. For example, to change the instrument number to 1E, press Shift-E.
- Because Shift- 0 - 9 have another use, use Alt-Shift-0 - 9 to change the
- instrument number to 10 - 19. This isn't very convenient, but songs with
- over 31 instruments are rare, so it is seldom a serious problem.
-
- The cursor can be moved using the cursor keys, and also by using these
- keyboard shortcuts:
-
- Alt - <left> / <right> = Previous / next track
- Ctrl - <left> / <right> = Previous / next screenful of tracks
- Shift - Ctrl - <left / right> = Track 0 / last track
-
- Shift - <up> = Previous block (see the next section for a
- Shift - <down> = Next block description of blocks)
- Left Alt - <up> = First block
- Left Alt- <down> = Last block
-
- Ctrl - NM( = Previous song
- Ctrl - NM) = Next song / Add song
- Shift - Ctrl - NM( = Delete last song
- Shift - Ctrl - NM) = Add song with no requester
-
- F6 = First line of block
- F7 = Second quarter of block
- F8 = Middle of block
- F9 = Last quarter of block
- F10 = Last line of block
-
-
- Blocks and the playing sequence
- -------------------------------
-
- As mentioned in the introduction, a song is made up of "blocks", which are
- simply defined numbers of tracks and lines. A block can contain up to 3200
- lines, and up to 8 tracks (using the Amiga®'s internal sound chip) or up to
- 64 tracks (using a MIDI instrument). You can set the number of lines and
- tracks in each block using the Block Properties window. There can be 1000
- blocks in a song (numbered 000 - 999).
-
- The default number of lines in a block is 64, which allows 4 measures of 4/4
- time, and means that each line represents a sixteenth note (British users:
- sixteenth note = semiquaver). Notes may be more easily positioned in a
- block by using line highlighting in the Highlight Options window (for
- example, with a default block a highlighting of 4 would mark every beat).
-
- Again as touched on in the introduction, the order in which these blocks
- should be played is defined in the "playing sequence", which is simply a
- list of block numbers. (See the Playing Sequence window for more
- information).
-
- Each block may have its own name, and block names may be edited both in the
- Block Properties window and in the Block List window. The current block and
- its name is shown on the upper screen.
-
- A list of blocks and their names, and gadgets for inserting and deleting
- blocks can be found in the Block List window.
-
-
- The Range
- ---------
-
- A "range" is a rectangular area of notes that is marked by dragging a mouse
- button. (Which mouse button is used is chosen in the Mouse Options window.
- It may be as small as one note or as large as an entire block. The range is
- highlighted as you define it.
-
- Many editing functions act on the notes in the current range, including some
- in the Edit menu, Transpose window, and Programmable Keys window.
-
- A range can be canceled by simply clicking the chosen mouse button when a
- range is marked. This is useful, for example, if you have pressed the mouse
- button by mistake.
-
-
- The Notation Editor
-
- The notation editor, activated using the Display menu, offers an alternative
- to the normal Tracker editor. It can display notes and rests in standard
- musical notation, which is both useful for those who read music and for
- printing songs to be played on an external instrument.
-
- Note, however, that although notes can be entered using the notation editor,
- player commands and effects may only be entered using the Tracker editor.
-
- One line of the Tracker editor is displayed in the notation editor as a
- sixteenth note, so a quarter note would be four lines long in the Tracker
- editor. The notation editor displays and prints one measure at a time.
-
- The notation editor consists of the notation itself on the main screen, and
- a Notation Control window which contains various editing options. This
- window may be closed using its close gadget, then reopened using the Display
- menu.
-
- Note that when the notation editor screen is active, the mouse pointer is
- displayed as the current note instead of the default pointer symbol. The
- pointer's "hotspot" (the pixel used to "point" the pointer) is in the note's
- circle, not at the top of the note's stick. So for example, to click on the
- Play Block gadget in the upper screen, position the note's circle (not the
- top of the note's stick) over the gadget and press the left mouse button.
-
- Selecting displayed tracks
- --------------------------
-
- The editor quickly becomes cluttered if all tracks are displayed at once.
- For this reason, you can select exactly which tracks should be displayed.
- This is achieved with the three rows of small square track gadgets:
-
- Shown
- Simply select which tracks are to be shown.
-
- Ghost
- Show the tracks in a "ghosted" (semi-visible) form.
-
- Select
- Clicking a track gadget clears all Shown tracks except the track clicked,
- and ghosts the tracks that were previously shown.
-
- The two large arrow gadgets to the right of the track gadgets operate like
- the track arrow gadgets on the upper screen - clicking them show the
- previous/next fourteen tracks, and shift-clicking them show the first/last
- fourteen tracks in the song. (They only really apply to blocks containing
- over fourteen tracks).
-
- Presets
- -------
-
- You can choose five different combinations of selected and ghosted tracks,
- and select them using the Preset cycle gadget immediately to the left of the
- track gadgets. The default is preset number 1.
-
- Usually it's convenient to put different components of the song on the same
- tracks throughout the song. For example, drums and percussion could be on
- tracks 0 and 1, the bass line on track 2, the chords on tracks 3-5 and so
- on. Using the preset function you can quickly display different parts of
- the song. For example:
-
- Preset 1 All tracks
- Preset 2 Only the chords (tracks 3 - 5)
- Preset 3 Only the bass line (track 2)
- Preset 4 The chords and the bass line (tracks 2 - 5)
- Preset 5 Only the melody line (e.g. track 6)
-
-
- Signatures
- ----------
-
- You may set the key signature of the song using the Key Signature window,
- opened using the appropriate menu item. It contains a slider setting the
- number of accidentals - sharps or flats - required (0 - 6), and a radio
- button selecting whether the accidentals should be sharps (default) or
- flats.
-
- A reminder of the number of accidentals used in different keys:
-
- Number of | Sharps | Flats
- accidentals | Major key | Minor key | Major key | Minor key
- -------------+-----------+-----------+-----------+-----------
- 0 | C | A | C | A
- 1 | G | E | F | D
- 2 | D | B | Bb | G
- 3 | A | F# | Eb | C
- 4 | E | C# | Ab | F
- 5 | B | G# | Db | Bb
- 6 | F# | D# | Gb | Eb
-
- The time signature is set to 3/4 or 4/4 by using the Time Signature menu
- item. 3/4 is three quarter note beats per measure, 4/4 is four quarter note
- beats per measure.
-
- Instrument settings
- -------------------
-
- Two options relating to the current instrument can be found in the Instr.
- Notation window, activated using the Current Instrument menu item.
-
- The Tranpose slider is the display transposition value (-24 to 24) for the
- current instrument. This can be used, for example, to shift the main melody
- one octave up to separate it from the bass line on the display (its actual
- pitch is not affected). Usually you'll want to use steps of one octave
- (i.e. -24, -12, 12, 24), but any value can be chosen. Note that the editor
- can display just over four octaves (C-1 to D#-4), whereas OctaMED supports
- 10.5 octaves.
-
- If the Hide Instrument check box is selected, the current instrument won't
- be displayed in the notation editor (although its notes are played). For
- example, if notes of a chord extend into the drum track, you can hide the
- drum instrument(s), showing only the chords.
-
- Also relating to instruments, if the Show Instrument Numbers menu item is
- selected, instrument numbers will be displayed above the notes on the
- selected track.
-
- Entering notes
- --------------
-
- After making sure editing is on (in the upper screen), you can enter notes
- either using the keyboard or with the mouse. Before editing using either
- method, you need to select which track the note should be entered to, using
- the Select track gadgets. Make sure the track you select exists in the
- current block, or you'll get a warning message: for example, don't select
- track 6 in a 4-track block.
-
- Edit using the keyboard in the usual way, noting that the cursor is the
- large blue block.
-
- To edit with the mouse, you must first select its length. This is done by
- clicking on one of the diagrams of notes or rests at the very left of the
- Notation Control window. The length of the note in multiples of sixteenth
- notes is shown in the Length display box (this also corresponds to the
- number of lines in the Tracker editor).
-
- Next you position the mouse pointer (which now resembles the chosen note)
- over the point on the stave where you wish to place the note, and press the
- left mouse button. If you hold down the mouse button and move the mouse up
- and down, you can hear the note corresponding to its position on the stave,
- and this note is shown in the Note display box.
-
- The cycle gadget below the two display boxes sets which entering mode you
- require when using the mouse to edit. Replace (the default) replaces the
- notes - a bit like the Overwrite option found in wordprocessors. Insert
- inserts the notes, pushing the following notes to the right. Delete deletes
- the notes you click on, moving the following notes to the left.
-
-
- The Upper Screen
-
- This part of the main screen, above the Tracker editor or notation editor,
- contains some important general functions and displays.
-
- The upper screen is laid out in five rows, which contain the following
- functions and status displays:
-
- The first row
- -------------
-
- Play Song
- This gadget plays the current song from the start of the first playing
- sequence.
-
- [ Keyboard shortcut: Shift-Alt-Space ]
-
- Cont Song
- Plays the current song from the current playing sequence position, starting
- at the current line (or the first line if the gadget is clicked with Shift
- held).
-
- [ Keyboard shortcut: Shift-Space ]
-
- The remaining gadgets on this line have to do with instruments.
-
- The display box to the right of "Cont Song" contains the current sample
- number, and is followed by a gadget which opens the Instrument Load Window.
-
- To the right of this gadget is a GetFile gadget which opens a file requester
- to load one or more instruments (see Instr Menu/Load Instrument(s) ). After
- this is a text gadget containing the name of the current instrument. A new
- instrument may also be loaded into the current slot by typing a new name
- into this gadget.
-
- If there's no instrument in this position, the text box will be blank. You
- may sometimes run across a song from which the composer has removed the
- instrument names from the text box, though still using the instruments in
- the song. To determine whether this is the case, make each instrument
- number current and see if it plays from the keyboard. There's no advantage
- in removing the instruments' names.
-
- The display box after this displays the size of the sample, or "-Synth-" if it is
- a synthsound or "-------" if the slot is empty. The size is prefixed by an "H" if
- the sample is a hybrid sound. The last gadget on this line opens the Type window,
- with which you may select the type that the current instrument is to be.
-
- The second row
- --------------
-
- Play Block
- Plays the current block from the first line. It will be replayed when the
- last line is reached.
-
- [ Keyboard shortcut: Amiga-Space ]
-
- Cont Block
- Plays the current block from the current line.
-
- [ Keyboard shortcut: Alt-Space ]
-
- The display box contains the channel mode of the current song, an "M" if
- MIDI is active, and an "I" if MIDI Input is active (see MIDI Menu).
-
- The remaining gadgets open certain instrument windows:
-
- Instr Params
- Opens the Instrument Parameters window, which allows you to edit various
- instrument parameters.
-
- Edit Sample
- Opens the Sample Editor window.
-
- Edit SynthS
- Opens the Synthetic Sound Editor window.
-
- The third row
- -------------
-
- D
- Continues the block from the current line when a note is entered. Editing
- must be on. The display box in the lower screen changes to "Waiting Input".
-
- STOP
- Stops playing the song / block. Sometimes notes will continue to sound
- after you stop the cong. Click STOP again, or press the space bar, to
- silence them.
-
- Shift-clicking STOP (clicking it with Shift held) stops playing and inserts
- command FFE at the cursor. (See Commands A - F).
-
- [ Keyboard shortcut: Space bar ]
-
- The next gadget, four digits with a ":" between them, is the timer gadget.
- This is the number of minutes and seconds since Play Song/Block has last
- been clicked. Clicking STOP, Cont Song or Cont Block doesn't affect the
- elapsed time. You may reset the timer (to 00:00) by clicking the "R"
- gadget.
-
- The timer gadget also remembers the current song position. When you click
- the R gadget, the current line / playseq position / section position is
- stored. Clicking the timer gadget itself moves back to the stored position.
-
- The remainder of this row contains the tempo gadgets, that are used to set
- the playing speed. The first cycle gadget cycles BPM, which allows you to
- set the tempo in Beats Per Minute, and SPD (default), with which you may set
- the tempo in the usual way.
-
- To understand this completely, technical aspects need to be known. Timing
- is handled using the CIAB timers, which give out "timing pulses" which
- trigger OctaMED's player interrupt. On each timing pulse effects are
- handled (see Player Commands), but a new note is usually not played every
- pulse.
-
- In SPD mode, the time between pulses can be changed using the left-hand
- slider. This is called the "primary tempo". Usually notes are played every
- 6th pulse, but this also can be changed using the right-hand slider (it is
- called the "secondary tempo"). For example, if a new note was played every
- 3rd pulse, the playing speed would be twice as fast. This doesn't affect
- the speed of effects.
-
- Graphically:
-
- pulse \ PLAY NOTE \
- the time between pulses is the "primary tempo"
- pulse / DO EFFECTS \
- \
- pulse DO EFFECTS \ The number of pulses between notes
- / (4 in this example) is the "secondary
- pulse DO EFFECTS / tempo"
- /
- pulse PLAY NOTE /
-
- The primary tempo can be 1 - 240. The higher the number, the faster the
- speed, and the default is 33. For 4-channel or MIDI songs, values 11 - 240
- should be used (1 - 10 can also be used, but they only exist for Sound/
- Noise/Protracker compatibility). For 5 - 8-channel songs, values 1 - 10
- should be used; 11 - 240 are equivalent to 10 (to techies: this works in 5 -
- 8-channel mode not by changing the time between pulses but by changing the
- size of the mix buffer).
-
- The secondary tempo can be $01 - $20 (in HEXADECIMAL, i.e. 33 values are
- possible), and the default is 6. The lower, the faster. This allows a
- fairly rough tempo setting (it's the way the other Trackers set their
- tempos). For MIDI use (especially for synchronization), you should leave
- this at 6 and adjust the primary tempo instead. Note that the secondary
- tempo doesn't affect the speed of effects, unlike the primary tempo.
-
- In BPM mode, the first slider controls the number of beats per minute (for
- example, 60 is one beat per second). The second slider controls the number
- of lines per beat (for example, 8 means eight lines are considered as one
- beat). Make sure that the secondary tempo in SPD mode is set to 6 before
- using BPM; otherwise, the timing won't be accurate. (This may, in fact, be
- useful to some users. For example, double the normal BPM accuracy can be
- obtained by setting the secondary tempo to 3).
-
- [ Keyboard shortcuts: Ctrl- - (minus) Decrease primary tempo
- Ctrl- + (plus) Increase primary tempo
- Shift-Ctrl- - Decrease secondary tempo
- Shift-Ctrl- + Increase secondary tempo ]
-
- The cycle gadget on the far right of the row plays at normal speed when NRM
- (default), two-thirds speed when at 2/3, and half-speed when at 1/2. This
- is useful for editing while the song is playing: you can slow the song down
- without changing the tempo values, to make entering notes easier.
-
- NOTE: It's possible to make a song which takes up all of the processor time.
- It will therefore be impossible to stop it. This shouldn't happen
- accidentally, but it can be done, for example, by filling a block with notes
- and setting the primary tempo to 240 and the secondary tempo to 1... To
- stop playing, hold both mouse buttons down for about five or six seconds.
-
- The fourth row
- --------------
-
- This row contains many status displays and the octave cycle gadget.
-
- The "Sg" gadget opens the Song Selector window, and the status display
- immediately to its right displays the current song and the last song in a
- multi-module. (A multi-module is a project consisting of more than one
- song, but which all share the same set of instruments).
-
- The arrow gadgets are used to decrease / increase the current song number.
- If the current song is the last song, and the right arrow gadget is clicked,
- an "Add new song?" requester appears, and OctaMED will add a new song to the
- project if you click "Add". Shift-clicking the right arrow gadget adds a
- new song without the requester. Shift-clicking the left arrow deletes the
- last song in memory after displaying a requester. (Equivalent to the "Add
- New" and "Delete Last" items in the Song menu).
-
- The "Sc" gadget opens the Section List window, and the following display
- shows the current section list position and the total number of entries in
- the section list.
-
- The "Sq" gadget opens the Playing Sequence window, and the following display
- shows the current playing sequence position and the total number of entries
- in the playing sequence.
-
- Clicking the "B" gadget opens the Block List window, and shift- clicking it
- opens the Block Properties window. The following display shows the current
- block number (starting at 000), the number of the last block, and the
- current block name. The last block number + 1 is the total number of blocks
- in the song (since the numbering starts at 000).
-
- The octave gadget shows which octaves are currently in use when you play the
- Amiga's keyboard (see the Tracker Editor). The first digit is the octave
- number of the lower row of keys, the second is that of the upper row. If
- the current instrument has a MIDI channel of 0, keys F1 - F5 select octaves
- 1+2, 2+3, 3+4, 4+5, and 5+6. If its MIDI channel isn't zero, F2 - F4 select
- 4+5 to 6+7, F1 toggles 1+2 to 3+4, and F5 toggles 7+8 to 9+A. To clarify:
-
- Function key | Octave selected (non-MIDI) | Octave selected (MIDI)
- -------------+----------------------------+-----------------------
- F1 | 1+2 | 3+4 / 2+3 / 1+2
- F2 | 2+3 | 4+5
- F3 | 3+4 | 5+6
- F4 | 4+5 | 6+7
- F5 | 5+6 | 7+8 / 8+9 / 9+A
-
-
- The fifth row
- -------------
-
- This row contains three important check boxes and the track selection
- gadgets.
-
- Edit
- Toggles editing on/off. With editing on, you may insert notes or numbers
- into the song (see the Tracker Editor).
-
- [ Keyboard shortcut: Esc ]
-
- Space
- With this switch on, a set number of lines are skipped when a note is
- entered into the song. (The number of lines skipped, and other spacing
- options, are set in the Keyboard Options window). Useful for entering slow
- pieces of music, since you don't have to press the Del key as often.
-
- When you enter notes during playing (in "real-time") with Space on, the
- notes will be quantized. For example, with a spacing value of 2, the notes
- will only be placed on even-numbered lines (if Auto- Round Spacing is on,
- see Keyboard Options).
-
- When shift-clicked, spacing is switched on and the Keyboard Options window
- is opened (with a view to editing the spacing options).
-
- [ Keyboard shortcut: ~ (the key just below Esc) ]
-
- Chord
- When on, the chord entering mode is active. You must still know which notes
- of a chord you want to use, but OctaMED will place them on the tracks for
- you.
-
- First you should select the tracks which the chord entering affects (using
- the Select track gadgets documented below). The chord always starts from
- the current track and continues to the following selected tracks on the
- right.
-
- Now, holding keys down will enter a chord. For example, to enter a C major
- chord: hold down the Q key, press the E key and keep both keys held down,
- then press the G key. On releasing the keys, the cursor moves back to the
- initial track (if Chord Reset in the Keyboard Options window is on). Chord
- entering also works well using a MIDI keyboard (see the MIDI Menu).
-
- (Chords may be deleted using Left Amiga-DEL: see Edit Shortcuts).
-
- [ Keyboard shortcut: Shift-Esc ]
-
- The remaining gadgets are the track selection gadgets. The row of small
- gadgets toggle the tracks on/off. The cycle gadget toggles On/Off (default)
- and Select. On/Off mode allows you to mute some tracks while listening to
- others by clicking the track selection gadgets. This is often useful while
- editing. (You can also use the numeric keypad for this, see Keyboard Opts).
- Select is used in many editing functions (including Chord, Edit Menu/Paste
- to Sel Tracks, and Transpose).
-
- Shift-clicking a track selection gadget "solos" the track, i.e. clears all
- tracks apart from the one selected.
-
- The arrow gadgets display the previous / next fourteen tracks in the small
- gadgets. Shift-clicking the arrow gadgets displays the first / last
- fourteen tracks in the current block. The "Set" and "Clr" gadgets set /
- clear all tracks.
-
-
- The Lower Screen
-
- This part of the main screen, below the Tracker editor or notation editor,
- contains a few display boxes and one gadget.
-
- On the left-hand side is a display box showing the free memory. "Chip"
- memory is the memory used to store graphics and samples, and "Fast" memory
- stores everything else. So if you have a song with many samples in it, it
- will probably be the Chip memory status you'll be watching. A more detailed
- account of the free memory can be obtained on the title bar by pressing Ctrl
- - F.
-
- The smaller display box in the middle of the screen shows the status of the
- song's playing ("Playing Song", "Playing Block", or "Stopped"), and the
- current disk activity ("Loading", "Saving"). It also shows "Waiting Input"
- if the D button (beside STOP) is clicked.
-
- When on, the "Freeze Display" check box turns off parts of the display. The
- Tracker editor is removed and replaced with "Frozen", and the two sets of
- equalizers are disabled. This releases more processor time, advantageous
- when multitasking. The screen is automatically frozen when it isn't at the
- front if Settings menu/Auto-Freeze Screen is on.
-
- The four larger boxes at the bottom of the display showing the waveform
- currently being output by each of the Amiga®'s sound channels. The displays
- take up quite a lot of processor time when using a standard 68000 processor,
- so they may be turned off in the Settings menu. When enabled, the line in
- the center of them is blue: when disabled, it is white.
-
-
- Player Commands
-
- Player commands provide a way of composing music that sounds more
- interesting. They consist of numbers that are attached to a note, and
- generally they perform effects on the notes they are attached to (for
- example, pitch / volume sliding etc.). Some commands control various
- functions not directly applicable to notes: for example, changing the song's
- tempo, jumping to a new playing sequence entry, or sending a MIDI message to
- a MIDI device.
-
- The data byte allows you to control the command's intensity, depth etc.
- Both the command number and data byte are in HEXADECIMAL !!!
-
- They are entered in the command digits using the Tracker editor, by simply
- positioning the cursor on the digit and typing a new number (with editing
- on). In addition, the left command digit can be set to 1 by positioning the
- cursor over the right command digit, holding down Right Alt and pressing the
- right command digit's value. For example, Alt-9 inserts command 19.
-
- C - 2 A 1 2 3 4
- \ | \ |
- command \|
- data byte
-
- Advance Cursor Right is often a help in editing the command digits. (See
- the Keyboard Options Window).
-
- You'll notice that some commands are indicated as being ProTracker
- compatible. When loading and saving ProTracker modules, OctaMED makes any
- necessary command conversions automatically.
-
- The player commands can be split into four groups:
-
- Commands 0 - 9 (These topics contain descriptions of each
- Commands A - F player command)
- Commands 11 - 1F
- MIDI Commands
-
- Before you read the descriptions, make sure you understand timing pulses (see the
- Upper Screen) !!
-
- Commands 0 - 9
-
- Command 0: ARPEGGIO (MIDI: controller value)
- ------------------------------------------------------------
-
- This command changes the pitch of the note quickly (once every timing pulse). It
- can be used to create "chords" or special effects. If you've listened to music
- made with the Commodore 64, you MUST have heard arpeggios!
-
- The pitch is changed between three different pitches during one note:
-
- Pitch 1: The original note
- Pitch 2: Pitch 1 + the first data byte digit halfsteps up
- Pitch 3: Pitch 1 + the second data byte digit halfsteps up
-
- Note: Pitch 3 is played first, then pitch 2, pitch 1, pitch 3, pitch 2 etc. (the
- number of pitches for each note depends on the secondary tempo).
-
- For example, to create a C major arpeggio:
-
- Pitch 1: C-2 (for example)
- Pitch 2: E-2 = 4 halfsteps higher than C-2
- Pitch 3: G-2 = 7 halfsteps higher than C-2
-
- This produces: C-2 10047
- --- 00047
- --- 00047 and so on... Note that the data byte with a
- blank note continues the arpeggio.
-
- The data byte for a minor chord would be 37.
-
- Arpeggios sound better with some instruments than others
-
- (Note that this works differently with MIDI, see MIDI Commands)
-
-
- Command 1: SLIDE UP (MIDI: pitchbender up)
- ----------------------------------------------------------
-
- This command slides up the pitch of the current track.
-
- It actually works by decreasing the period of the note the amount of the databyte
- every timing pulse. Sounds rather technical?? Yes.. but a detailed description
- is not really necessary, since slides can be made automatically: see Edit Menu /
- Pitch Slide / Type 2.
-
- If you use this function for special effects, experimentation is the key... For
- example:
-
- A-1 10000 --- 00000 --- 0010F <- slide up a bit
-
-
- Command 2: SLIDE DOWN (MIDI: pitchbender down)
- ------------------------------------------------------------
-
- Same as command 1, except slides down.
-
-
- Command 3: PORTAMENTO (MIDI: set pitchbender)
- -----------------------------------------------------------
-
- Another slide command, with which you can create perfect slides more easily than
- with commands 1 and 2. The difference is that commands 1 and 2 replay the note
- they slide to: command 3 doesn't replay the note.
-
- The data byte is the slide speed. An example is the easiest way to explain this:
-
- C-2 50000 <- Note C is played
- --- 00000
- E-2 50305 <- This note isn't played! Instead, the slide target is set
- --- 00300 to E-2 with a slide speed of 5
- --- 00300 <- When the speed is zero, the previous speed is used
- --- 00306 <- The speed may be changed during a slide
-
- This example would slide from C-2 to E-2, but the slide stops EXACTLY when a pitch
- of E-2 is attained (with commands 1 and 2 you can slide beyond the note).
-
- Again, slides can be created automatically in Edit / Pitch Slide / Type 1.
-
- Command 4: VIBRATO (MIDI: modulation wheel)
- ------------------------------------------------------------
-
- Rapidly increases and decreases the note's pitch. The first digit of the data
- byte is the vibrato speed, the second is the vibrato depth. If either digit is
- zero, the previous speed and/or depth is used.
-
- The higher the digit's value, the greater the speed / depth. (Remember that the
- digits are in hexadecimal: values 0 - 9 and A - F can be used, giving a total of
- 16 possible values for each digit).
-
-
- Command 5: SLIDE AND FADE (MIDI: controller number)
- -------------------------------------------------------------
-
- ProTracker-compatible.
-
- This command combines commands 300 and Dxx. The slide speed is the previous speed
- entered with command 3, and the fade speed is the data byte.
-
- C-1 10000
- D-3 10303 <- slide at speed 3
- --- 00300 <- continue sliding
- --- 00502 <- continue sliding and fade at speed 2 (see command D later)
- --- 00502
-
-
- Command 6: VIBRATO AND FADE [ ProTracker-compatible ]
- --------------------------------------------------------
-
- Combines commands 400 and Dxx. Again, the vibrato speed is the previous speed
- entered with command 4, and the fade speed is the data byte.
-
- Command 7: TREMOLO [ ProTracker-compatible ]
- ----------------------------------------------
-
- This command is a kind of "volume vibrato". The first data byte digit is the
- tremolo speed, the second is the depth. The depth must be quite high before the
- effect is audible (try A - F).
-
- The higher the digit's value, the greater the speed / depth.
-
-
- Command 8: SET HOLD/DECAY (MIDI: set hold only)
- ---------------------------------------------------------
-
- This command must be located on the same line as a note. The command sets the
- hold and decay values for the note (see Instrument Parameters).
-
- The first digit is the decay value, the second is the hold value.
-
- C-3 30824 (decay = 2, hold = 4)
- -|- 30000
- -|- 30000
- --- 00000
-
-
- Command 9: SECONDARY TEMPO (MIDI: no action)
- -----------------------------------------------------
-
- Sets the secondary tempo (the number of timing pulses per note). The data byte
- must be $01 - $20.
-
- (See also Player Commands, A - F, 11 - 1F, and MIDI Commands)
-
-
- Commands A - F
-
- Command A: VOLUME SLIDE (MIDI: polyphonic aftertouch)
- ----------------------------------------------------------------
-
- This is exactly the same as command D, for Sound/Noise/Protracker compatibility.
- However, please use D instead of this.
-
- Command B: PLAYING SEQUENCE POSITION JUMP
- ------------------------------------------
-
- Allows you to make songs that have a beginning, which is played only once, and
- another part, which is repeated continuously. The command causes a jump to the
- playing sequence number given by the data byte. If the data byte is zero, the
- song is played from the first playseq entry.
-
- Note that when more than one playing sequence is defined, the specified entry in
- the CURRENT playing sequence is jumped to. At present, no command exists to jump
- to an entry in the section list.
-
- Example: --- 00B02 <- start playing from playseq number 003
-
-
- Command C: SET VOLUME
- ----------------------
-
- You can override the default volume of the instrument with this important command.
-
- For example, "A-3 40C20" is played with volume 20.
-
- There are 65 volume levels (0 - 64), 0 = silent, 64 = maximum. The data byte may
- be either 00 - 64 or $00 - $40 (decimal or hex: see Song Options.
-
- It is also possible to change the volume of an already played note:
-
- A-3 40000
- --- 00000
- --- 00C10 <- change volume to 10
-
- In addition, you may actually set the default instrument volume. The value MUST
- be in HEX!, and is between 80 and C0. 80 = volume $0, C0 = volume $40 (hex). In
- other words, add 80 to the normal volume in hex.
-
- Note that setting default instrument volumes can cause trouble in multi- modules,
- since all the songs share the same set of instruments. So it is recommended that
- default instrument volumes are only changed in non-multi- modules.
-
- Command D: VOLUME SLIDE (MIDI: channel pressure)
- ------------------------------------------------------------
-
- You can increase / decrease volume smoothly with this command. The first data
- byte digit is the amount of volume increase ("crescendo"), the second digit is the
- amount of decrease ("decrescendo"). If crescendo is zero, decrescendo is
- performed: otherwise, only crescendo is performed regardless of the decrescendo
- value.
-
- C-2 30C40
- --- 00D01 <- a bit quieter
- --- 00D01 <- even quieter
- --- 00D20 <- and crescendo back to original volume
-
- In this command the volume is changed every timing pulse. So if the secondary
- tempo was 6, a decrescendo value of 1 would decrease the volume by 6. The example
- above would look like this using C commands (except it doesn't sound as smooth):
-
- C-2 40C40 (volumes are decimal in this example)
- --- 00C34 <- -6
- --- 00C28 <- -6
- --- 00C40 <- +12
-
-
- Command E: SYNTH JUMP (MIDI: pan control)
- -------------------------------------------------------
-
- This command only applies to synth/hybrid (and MIDI) instruments. It is used to
- trigger a jump in the waveform sequence. The data byte is the jump destination
- (line number).
-
- C-4 40000 <- should be a synth/hybrid instrument
- --- 00000
- --- 00E05 <- causes a jump to line #5 (see Synthsound Programming)
-
-
- Command F: PRIMARY TEMPO / MISCELLANEOUS
- -----------------------------------------
-
- Command F has many different actions depending on the data byte.
-
- If the data byte is 00, it causes an immediate jump to the next entry in the
- playing sequence (or the beginning of the block if you are only playing the
- current block). This function is better to implement by making the block shorter,
- as it takes less memory, so it mainly exists for Tracker compatibility.
-
- C-2 40F00 <- this is the last note that will play in the current block
-
- When the data byte is $01 - $F0, the command changes the primary tempo (the time
- between timing pulses).
-
- If the new tempo is 01 - 0A, it is compatible with Trackers, but you should use
- command 9 instead of this command as it's directly Tracker-compatible (but make
- sure the primary tempo is set to the default 33).
-
- E-3 60FF0 <- quickest tempo (240 decimal)
- --- 00000
- --- 00F0B <- slowest (11 decimal)
-
- Data bytes FF1 - FFF are reserved for special actions, most of which are currently
- in use:
-
- FF1 causes the same note to be actually played twice. In this way it's possible
- to create fast rhythms. It's identical to command 1F03. With a secondary tempo
- of 6:
-
- C-3 20FF1 is the same as C-3 20000
- C-3 20000 with double tempo (i.e. 3)
-
- FF2 plays the same note only once, but it is not started immediately. It's
- identical to command 1F30. Again with a secondary tempo of 6:
-
- C-3 20FF2 is the same as --- 00000
- C-3 20000 with double tempo
-
- FF3 works like FF1 except the note is played three times (very quick). It's
- identical to command 1F02. Again with a secondary tempo of 6:
-
- C-3 20FF3 is the same as C-3 20000
- C-3 20000
- C-3 20000 with triple tempo (i.e. 2)
-
- FF4 delays the note one-third of a line.
-
- FF5 delays the note two-thirds of a line. FF4 and FF5 can be used, for example,
- to create triplets:
-
- C-2 10000 Here, the three notes will be evenly spaced throughout
- D-2 10FF4 the four lines (they'll have a length of one-and-a-third
- E-2 10FF5 lines each)
- --- 00000
-
- They only work accurately when the secondary tempo is divisible by 3
- (3, 6, 9 etc.).
-
- FF8 turns the low-pass filter off (see the Song Options Window)
-
- FF9 turns the low-pass filter on
-
- FFD (doesn't work with MIDI) causes the pitch of the channel to be set to the
- pitch of the new note, but the new note is not replayed.
-
- C-1 20000 <- play note
- --- 00000
- C-2 20FFD <- don't replay the note, just set the pitch to C-2
-
- This is especially useful in playing long samples or samples with a loop set (like
- strings, choirs etc.), as the undesirable "click" that you can sometimes hear when
- playing a new note is eliminated.
-
- FFE stops playing immediately. (When used in 5 - 8-channel mode, the song's notes
- are also stopped). If you want to make a song which only plays once, put this
- command at the end of the song. It can be easily inserted by clicking STOP with a
- Shift key held.
-
- FFF stops the note on the current track. Is almost like C00 with Amiga® samples,
- but while C00 sets the volume of the note to zero, FFF turns the note off
- completely (there is a subtle difference :).
-
- (See also Player Commands 0 - 9, 11 - 1F, and MIDI Commands)
-
- Commands 11 - 1F
-
- Command 11: SLIDE PITCH UP ONCE [ Equivalent to ProTracker command E1 ]
- --------------------------------------------------------------------------
-
- Whereas command 1 slides the pitch smoothly, this command only changes it once per
- note (for greater accuracy).
-
- C-2 31105 <- slightly above C-2
-
- To techies: with this command, you may play a note at any period value you wish.
- For example, C-2 is 428. To play at period 431, simply enter "C-2 31103".
-
- Command 12: SLIDE PITCH DOWN ONCE [ Equivalent to PT command E2 ]
- --------------------------------------------------------------------
-
- Equivalent to command 11, except slides down.
-
- Command 14: PT-COMPATIBLE VIBRATO [ Equivalent to ProTracker command 4 ]
- --------------------------------------------------------------------------
-
- In Protracker, the vibrato command was changed from NoiseTracker. The maximum
- depth was halved to give greater accuracy. This command is compatible with the
- new Protracker vibrato (loading Protracker songs automatically changes the PT
- vibrato command to this command 14).
-
- Command 15: SET FINETUNE
- -------------------------
-
- Overrides the default finetune value of the instrument.
-
- Since these are hexadecimal numbers, negative numbers must be expressed as:
-
- -1 = FF -3 = FD -5 = FB -7 = F9
- -2 = FE -4 = FC -6 = FA -8 = F8
-
- C#3 21503 <- finetune = +3
- D-2 315F8 <- finetune = -8
-
-
- Command 16: LOOP [ Equivalent to ProTracker command E6 ]
- ---------------------------------------------------------
-
- This interesting command enables you to construct a loop within a block. For
- example:
-
- ...
- 004 C-3 11600 <- data byte = $00: mark loop beginning
- 005 D#2 10000
- 006 --- 11603 <- data byte = $03: loop three times
- ...
-
- This example would play lines 004 - 006 three times before continuing. You can't
- nest loops!
-
- Command 18: CUT NOTE (MIDI: no action)
- -----------------------------------------------------
-
- Almost like hold (command 8), except it sets the volume to zero instead of
- actually switching the note off. This is Protracker-compatible (equivalent to
- command EC).
-
- Command 19: SAMPLE START OFFSET (MIDI: no action) [ PT command 9 ]
- -----------------------------------------------------------------------
-
- When playing a sample, this command sets the starting byte in steps of 256 bytes (
- = $100 hex). Useful for speech samples.
-
- C-2 11904 <- play the sample starting at byte $400 = 1024
-
-
- Command 1A: SLIDE VOLUME UP ONCE (MIDI: no action) [ PT command EA ]
- -------------------------------------------------------------------------
-
- Allows you to make slow volume slides, since the volume is slid only once per line
- (on the first timing pulse of each line).
-
- D-2 11A01 <- a looped string, perhaps, default volume 0
- --- 01A01
- (and so on..)
-
-
- Command 1B: SLIDE VOLUME DOWN ONCE (MIDI: no action) [ PT command EB ]
- -------------------------------------------------------------------------
-
- Equivalent to 1A except slides down.
-
-
- Command 1D: JUMP TO NEXT PLAYSEQ ENTRY [ Equivalent to PT command D ]
- -----------------------------------------------------------------------
-
- This command is like F00, except that you can specify the line number of the first
- line to be played. The line number is (as usual) given in HEX.
-
- --- 01D0A <- next playseq entry, start at line 10 (skip lines 000-009)
-
-
- Command 1E: REPLAY LINE [ Equivalent to ProTracker command EE ]
- -----------------------------------------------------------------
-
- Replays the commands in the current line the specified number of times. Doesn't
- replay the notes.
-
- C-2 10000 --- 00000
- --- 00101 --- 01E06 <- replay the commands in this line six times
-
-
- Command 1F: NOTE DELAY AND RETRIGGER [ PT commands EC and ED ]
- ----------------------------------------------------------------
-
- Gives you accurate control over note playing. You can delay the note any number
- of timing pulses, and initiate fast retrigger. The first data byte digit is the
- note delay value, the second one is the retrig value.
-
- C-2 11F20 <- delay 2 timing pulses
-
- => pulse 0 ---
- 1 ---
- 2 C-2
- 3 ---
- ...
-
- C-2 11F02 <- retrig every second pulse
-
- => pulse 0 C-2
- 1 ---
- 2 C-2
- 3 ---
- 4 C-2
- ...
-
- C-2 1FF22 <- delay 2 pulses THEN retrig every second pulse
-
- => pulse 0 ---
- 1 ---
- 2 C-2
- 3 ---
- 4 C-2
- ...
-
- Command 0FF1 is equal to 1F03, 0FF2 to 1F30, and 0FF3 to 1F02.
-
- (See also Player Commands, 0 - 9, A - F, and MIDI Commands)
-
-
- MIDI Commands
- -------------
-
- Please read the other command explanations (see Player Commands) before reading
- this. This topic is like an "erratum" for MIDI, in that it documents the changes
- to the other command documentation required for MIDI use.
-
- Commands B, F, 16, 1D, 1E, and 1F all work identically with MIDI to Amiga®
- instruments. Commands 15, 18, 19, 1A, and 1B have no effect when used with MIDI.
-
- If you are unfamiliar with any of the terms used in this topic, please consult
- your MIDI device's manual.
-
- Command 0: CONTROLLER VALUE
- ----------------------------
-
- See command 5 for a description.
-
- Command 1: PITCHBENDER UP
- --------------------------
-
- This command "turns" the pitchbender 8 × data byte steps up on each timing pulse.
- However, automatic slide making (unfortunately) can't be used here. Because the
- actual range of the pitchbender is different for different instruments, you must
- find the right value by experimenting.
-
- When a new note is played, the pitchbender is not reset automatically. To reset
- it, use this command with a data byte of 00.
-
- G-2 L01FF <- turn pitchbender up very quickly
- --- 00000
- --- 00100 <- then reset the pitchbender
-
-
- Command 2: PITCHBENDER DOWN
- ----------------------------
-
- As command 1, except turns the pitchbender down.
-
- Command 3: SET PITCHBENDER
- ---------------------------
-
- With this command you may set the pitchbender to an exact value, instead of
- sliding as in commands 1 and 2. The data byte is the pitchbender value, expressed
- as a signed hexadecimal digit (aargh!! ;-)
-
- $00 = center position
- $80 (-7F) = smallest value
- $7F = largest value
-
- C-2 30000
- --- 0037F <- pitchbender to maximum value
- --- 00300 <- reset
-
-
- Command 4: MODULATION WHEEL
- ----------------------------
-
- Affects the modulation wheel of the current channel. The data byte can be 00 -
- 7F: 00 = no modulation, 7F = maximum. Values 80 - FF are reserved for future
- expansion (i.e. won't work ;). (Modulation is usually vibrato).
-
- Command 5: CONTROLLER NUMBER
- -----------------------------
-
- This command, in conjunction with command 0, allows you to change any MIDI
- controller (command $Bx cc vv, where cc = controller number, vv = value).
-
- First you set the number of the controller you wish to change with command 5.
- Then you can select the value with command 0. Subsequent uses of command 0 will
- affect the controller previously set with command 5. Remember that each MIDI
- channel has its own controller number.
-
- If you need to use a controller value of $00, you can't use "00" as a data byte
- because command "0000" means "do nothing". Instead, you need to use "80".
- Acceptable controller numbers and values are $00 - $7F.
-
- For example (assuming instrument 3 is set to MIDI channel 1):
-
- C-2 30000
- --- 00507 <- controller $07 = volume, according to the MIDI standard
- D-2 3007F <- set max. volume (7F), command $B0 $07 $7F is sent
- --- 00000
- F-3 30001 <- small volume ($01)
- --- 0055C <- select controller $5C (tremolo depth)
- G-4 30080 <- set to 0 (note: $80 = $00)
-
-
- Command 8: SET HOLD ONLY
- -------------------------
-
- Just to underline that decay can't be used with MIDI instruments. (This is
- because with MIDI, the volume of an already played note can't be altered).
-
- Command A: POLYPHONIC AFTERTOUCH
- ---------------------------------
-
- Changes the polyphonic aftertouch of the most recent note. (Aftertouch is
- squeezing a key down harder than when it was initally struck). The value should
- be 00 - 7F.
-
- C-3 40000
- --- 00A30 <- aftertouch $30 (remember, hex!)
- --- 00000
- --- 00A00 <- aftertouch $00
-
-
- Command C: SET VOLUME
- ----------------------
-
- Again, just to underline that the volume of a note can't be changed after it has
- been played (as it can with Amiga® samples).
-
- Command D: CHANNEL PRESSURE
- ----------------------------
-
- This command sends a channel pressure (channel aftertouch) message using the most
- recently used channel. The data byte should be $00 - $7F.
-
- Command E: PAN CONTROL
- -----------------------
-
- Controls the stereo location of the note. The data byte can be $00 - $7F.
-
- left mid right
- | | |
- 00 3F 7F
-
-
- Command F: PRIMARY TEMPO / MISCELLANEOUS
- -----------------------------------------
- ¯
- Just two additions for MIDI use:
-
- FFA sends the "hold pedal on" command.
-
- FFB sends the "hold pedal off" command.
-
-
- Command 10: SEND MIDI MESSAGE
- ------------------------------
-
- Sends a MIDI message, created using the MIDI message editor. The data byte is the
- message number. Note that with this command the first message is number 0, so you
- need to subtract one to convert the message number from the message editor for use
- with this command.
-
- C-2 11000 <- send the first message, then plays note C-2 (messages are
- always sent before notes)
-
- MIDI timing pulses are sent immediately even if a message dump is going on.
-
-
- Command 13: SET PITCHBENDER WITH NOTE
- --------------------------------------
-
- Like command 3, but can also be used when there's a note next to the command.
-
- Command 1C: CHANGE MIDI PRESET
- -------------------------------
-
- Changes the MIDI preset number of the current instrument. As with all commands
- which modify the song parameters, you should be very careful when using this
- command in multi-modules (or even don't use it at all in multi- modules).
-
- (See also Player Commands, 0 - 9, A - F, and 11 - 1F)
-
-
- KEYBOARD SHORTCUTS
- ------------------
-
- "Keyboard shortcuts" are combinations of keys used to carry out the equivalent of
- a mouse operation. The mouse operation may be selecting a menu item, clicking a
- gadget etc. Hence you are "taking a shortcut" by using the keyboard instead of
- using the mouse.
-
- Perhaps the simplest form of keyboard shortcuts are menu item shortcuts. These
- are displayed in the menu itself, as a strange-looking "A" and a letter. All menu
- shortcuts are accessed by holding down the Right Amiga key and pressing the
- appropriate key. The "A" symbol represents the Right Amiga key, and the letter
- represents the appropriate key. Note that the menu shortcuts can only be used
- when the main screen is active (that is, when no windows are active).
-
- Shortcuts can also be attached to gadgets in windows and on the main screen.
- These shortcuts are accessed by holding down the Left Alt key and pressing the
- appropriate key. This time, the appropriate key is represented by an underlined
- letter in or beside the gadget that the shortcut acts on. This type of shortcut
- can only be accessed when the window or main screen containing the gadget is
- active. The effect of shortcuts on the various types of gadget in the user
- interface can be found in Gadget Shortcuts.
-
- Other shortcuts are not visually represented on the OctaMED screen, but have to be
- remembered by the user. A full list of shortcuts is provided in the following
- topics:
-
- Menu Item Shortcuts
- Editing Shortcuts
- Cursor Movement Shortcuts
- Other Shortcuts
-
- IMPORTANT NOTE FOR USERS OF NON-U.S. AND NON-BRITISH KEYBOARDS
-
- Menu Item Shortcuts
-
- All keys listed have to be pressed with the Right Amiga key held. Note that you
- may only use these shortcuts when the main screen is active.
-
- [ V4 upgraders: all shortcuts are aside from cut/copy/paste track ]
-
-
- A Open Input Map Editor window
- B Open Block Properties window
- C Copy track
- D Delete file
- E Note echo
- F Spread notes
- G Open MIDI Message Editor window
- H Open Song Options window
- I Load instrument(s)
- I (with Shift+Amiga held) Load non-halved instrument(s) in 5-8 channel
- K Open Keyboard Options window
- L Open Sample List Editor window
- M MIDI Active on/off
- N New project
- O Open project
- P Open Print Options window
- Q Quit OctaMED
- R Open Relative Track Volumes window
- S Open Save Options window
- T Open Transpose window
- U Input Active on/off
- V Paste track
- W Open Mouse Options window
- X Cut track
- Y Open Programmable Keys window
- Z Swap track with copy buffer
-
- 1 Ext Sync on/off
- 2 Send Sync on/off
- 3 Send Active Sensing on/off
- 4 Send Out Input on/off
- 5 Read Key Up's on/off
- 6 Read Volume on/off
-
- \ Open Input Channel window
- [ Local Control on
- ] Local Control off
-
- Note that the following Left Alt shortcuts also act as menu item shortcuts (with
- the main screen active):
-
- B Open Block List window
- C Open Section List window
- E Open Sample Editor window
- G Open Song Selector window
- I Open Instrument Parameters window
- Q Open Playing Sequence window
- T Open Instrument Type window
- Y Open Synthetic Sound Editor window
-
- Other menu item shortcuts (excluding settings) are documented in the other
- keyboard shortcut topics.
-
-
- Gadget Shortcuts
-
- This short topic describes the effects of "Left Alt" shortcuts on the two types of
- gadget that Left Alt shortcuts currently affect. (In the future, all types of
- gadget will likely be supported).
-
-
- Gadget Type | Effect on holding Left Alt
- ----------------+----------------------------
- Action button | Action executed
- |
- Check box | Box checked / unchecked
-
-
-
- Editing Shortcuts
-
- These shortcuts are used in editing with the Tracker editor.
-
- Esc Editing on/off
- Shift-Esc Chord on/off
- ~ Space on/off
-
- Del Delete note or command digit under cursor
- Shift-Del Delete note and command digits
- Alt-Del Delete only command digits
-
- Left Amiga-Del
- Delete chord. When L-Amiga is held down, every time you press Del the note under
- the cursor is deleted and the cursor moves to the next selected track. When
- L-Amiga is released, the cursor advances (in the way defined in the Keyboard
- Options.
-
- Return or A
- Insert hold symbol (-|-)
-
- Shift-Return
- Insert hold symbols to all tracks of the previous chord.
-
- F
- Insert / play note at default pitch
-
- Backspace
- Delete note and move following notes up
-
- Shift-Backsp
- Insert empty note slot
-
- Alt-Backspace
- Delete current track
-
- Alt-Shift-Bksp
- Insert new track
-
- Shift- 0 - 9
- Enter programmable key 0 - 9 (Note: with Caps Lock on, progkeys may be entered
- without holding the Shift key)
-
- Shift-Ctrl-0-9
- Pick note under cursor as programmable key 0 - 9
-
- Tab
- Highlight current line
-
- Ctrl-O
- Create volume slide (using command C)
-
- Shift-Ctrl-O
- Create generic slide (using any command)
-
- Ctrl-T
- Create type 1 slide (using command 3)
-
- Shift-Ctrl-T
- Create type 2 slide (using commands 1 and 2)
-
- Shift-Alt-X
- Cut block
-
- Shift-Alt-C
- Copy block
-
- Shift-Alt-V
- Paste block
-
- Ctrl-Z
- Erase range
-
- Ctrl-X
- Cut range
-
- Ctrl-C
- Copy range
-
- Ctrl-V
- Paste range
-
- Shift-Ctrl-V
- Paste to selected tracks
-
- Ctrl-B
- Range current track
-
- Shift-Ctrl-B
- Range current block
-
- Ctrl-J
- Join block with next
-
- Shift-Ctrl-J
- Split block at cursor
-
- Ctrl- <
- Swap note under cursor with following note, taking account of the current spacing
- value
-
- Ctrl- >
- Swap notes on adjacent tracks
-
- Ctrl-K
- Kill notes to end of track
-
- Shift-Ctrl-K
- Kill notes to end of block
-
- Alt-Ctrl-K
- Kill notes to end of block and actually remove the deleted part of the block. In
- other words, the current line becomes the last line of the block.
-
-
- Cursor Movement Shortcuts
-
- These shortcuts allow cursor movement in the Tracker editor. The cursor keys move
- the cursor one place up/down/left/right.
-
- Alt-<left> Cursor to previous track
- Alt-<right> Cursor to next track
- Ctrl-<left> Previous screenful of tracks
- Ctrl-<right> Next screenful of tracks
- Shift-Ctrl-<left> Cursor to track 0
- Shift-Ctrl-<right> Cursor to last track
- Shift-<up> Previous block
- Shift-<down> Next block
- Left Alt-<up> First block (Can't use R.Alt to avoid accidental
- Left Alt-<down> Last block jump when using Alt-<left>/<right>)
- Ctrl-NM( Previous song (NM = numeric keypad)
- Ctrl-NM) Next song / Add song
- Shift-Ctrl-NM( Delete last song
- Shift-Ctrl-NM) Add song with no confirmation requester
-
- F6 Cursor to first line of block
- F7 Cursor to second quarter of block
- F8 Cursor to middle of block
- F9 Cursor to last quarter of block
- F10 Cursor to last line of block
-
- Alt-Ctrl-<left> Go to where sample previously appeared in the
- song. The sample number is taken from either the
- number under the cursor, or (if that is
- "--- 00000") from the current instrument number
- Alt-Ctrl-<right> Go to where sample next appears in the song
-
-
- Other Shortcuts
-
- Shift-Alt-Space Play song [ Remember you may also use the
- Shift-Space Continue song Left Alt shortcuts underlined
- Amiga-Space Play block in the playing gadgets ]
- Alt-Space Continue block
- Space bar Stop playing
-
- Ctrl-Space bar Reset MIDI presets / pitchbenders / mod. wheels
-
- Shift-<left> Previous sample
- Shift-<right> Next sample
- Alt-Shift-<left> 16 samples backward
- Alt-Shift-<right> 16 samples forward
- Shift-Ctrl- < Previous free sample slot
- Shift-Ctrl- > Next free sample slot
-
- F1 - F5 Select octaves 1+2 - 5+6 in normal mode,
- 3+4 - 7+8/8+9/9+A in MIDI mode
-
- Ctrl- - (minus) Decrease primary tempo
- Ctrl- + (plus) Increase primary tempo
- Shift-Ctrl- - Decrease secondary tempo
- Shift-Ctrl- + Increase secondary tempo
-
- Ctrl-I Insert new block
- Shift-Ctrl-I Insert new default block
- Ctrl-N Append new block
- Shift-Ctrl-N Append new default block
- Ctrl-D Delete current block
- Shift-Ctrl-D Delete last block
-
- Ctrl-S Save IFF instrument
- Shift-Ctrl-S Save raw instrument
- Ctrl-G Flush current instrument
- Shift-Ctrl-G Flush all unused instruments
-
- Ctrl-A Automatic Advance Down on/off
- Ctrl-F Display free memory
-
- Alt-~ Set spacing value to length of current range - 1.
- For example, marking a range from 000 - 002 sets
- spacing to 2. It's logical to subtract 1 since
- with a spacing of 2, the cursor skips from line
- 000 to 002 which is 3 lines long).
-
- The following shortcuts apply to the numeric keypad.
-
- Ctrl-8 Scroll playing sequence up
- Ctrl-2 Scroll playing sequence down
- Ctrl-4 Decrease the current playing sequence entry
- Ctrl-6 Increase the current playing sequence entry
- Ctrl-7 Top of playing sequence
- Ctrl-1 Bottom of playing sequence
- Ctrl-5 Insert current block to playing sequence
- Ctrl-0 Duplicate current playing sequence entry
- Ctrl-. Delete current playing sequence entry
-
- Note that with the Caps Lock on, the playing sequence can be edited without
- holding down the Ctrl key.
-
- The non-shifted functions of the keypad are listed in Keyboard Options.
-
-
- IMPORTANT NOTE FOR USERS OF NON-U.S. AND NON-BRITISH KEYBOARDS
-
- The keyboard shortcuts used in these instructions correspond to the standard U.S.
- keymap (and, by coincidence, to the British keymap). Users of other keyboards,
- therefore, have slight changes to make to the keys given. They are:
-
- A = Q on a French keyboard
- Z = W on a French keyboard, and Y on a Swiss or German keyboard
-
- < and > are the two keys immediately to the right of M (except French, where they
- are the two keys to the right of ",")
-
- - and + are the two keys immediately to the right of 0 (zero)
-
- * Note that these changes DON'T apply to the Right Amiga menu shortcuts or Left
- Alt gadget shortcuts. For example, to open the Input Map Editor window using a
- French keyboard, hold down the Right Amiga key and press the key immediately to
- the right of the Tab key (A).
-
- Other international keyboard differences currently don't apply to OctaMED's
- keyboard shortcuts.
-
-
- INTRODUCTION AND MISCELLANEOUS NODES
-
- Introduction
-
- Welcome to OctaMED Professional V5.0! The "MED" in "OctaMED" stands for "Music
- EDitor", and that's exactly what OctaMED is. With the program you may compose
- music for games, demos, animations and presentations, or simply use the program as
- a stand-alone editor.
-
- There is little previous Amiga® knowledge you need to use OctaMED, but a general
- familiarity with the Amiga® is helpful. You should know the basic mouse-using
- terms "click" and "drag", know about using windows and menus, know the operation
- of the ASL file requester, and be able to copy and format disks. If you are
- unfamiliar with any of these, please consult your Amiga®'s manual. Communication
- with the program is covered in the User Interface topic.
-
- You must also remember which processor your Amiga® uses. The A1200 contains a
- 68020 processor, and the A3000 and A4000 either a 68030 or 68040. Other Amigas®
- (without accelerator boards fitted) use 68000 processors. In addition to this, a
- few functions in OctaMED are selected with the mouse using a technique called
- "shift-clicking". This simply involves holding down one of the Amiga®'s Shift
- keys while pressing and releasing the left mouse button quickly.
-
- Before you begin using OctaMED, you must make a copy of the program disk and store
- the original disk in a safe place. This serves as a precaution in case your copy
- of OctaMED becomes corrupt. The original disk should only be used to make further
- copies. ( for your OWN use )
-
-
- A brief overview of the program
- -------------------------------
-
- OctaMED is used to create "songs" (which are also known as "modules"). Each song
- consists of small pieces of music called "blocks", which are linked together by
- creating a list of blocks arranged in the order in which they should be played.
- Blocks can be played in any order, and any number of times. In this way a song is
- broken down into more manageable pieces; and if a song contains parts that are
- repeated, you need only create the duplicated section once, and then tell the
- computer to play it as often as required.
-
- Blocks are usually edited using the Tracker editor, in which the music is
- represented by note names and numbers. In this form, the music is quite fast and
- convenient to edit (when you get used to it!), but it has limited use when printed
- since no-one could play it (although printing is still possible).
-
- For those who read music and wish to compose using the more traditional format of
- notes placed on a stave, a notation editor is provided for this purpose. However,
- the Tracker editor is still very important so learning to use it is essential.
-
- Usually songs are played using the Amiga®'s internal stereo sound chip, but you
- may also use a MIDI keyboard. For sound chip use, the instruments used in the
- song usually consist of digitized sounds known as "samples". A sample can consist
- of any sound at all: it could be a single note, a chord, speech, sound effects,
- anything! Using OctaMED and a "sound sampler" (which you must buy separately),
- you can create new samples by simply connecting the sound source to the sampler.
- Alternatively you can use the many thousands of samples already available, which
- are obtained through various distribution channels such as the public domain or
- commerical companies.
-
- OctaMED can be thought of as a player of samples in a predetermined sequence at
- predetermined pitches on predetermined sound channels. (Of course, you - the user
- - determine these factors). Since samples are played in a set sequence, programs
- like OctaMED are often referred to as "sample sequencers". OctaMED produces
- different pitches by simply playing the samples at a quicker or slower speed: the
- quicker the speed, the higher the pitch. These pitches of samples are called
- "notes" (no matter whether the sample really is a single note or instead a chord,
- speech etc.).
-
- OctaMED has a special function for use with samples that is virtually unique in
- programs of its type. Normally the Amiga®'s sound chip can play only four samples
- simultaneously, but in OctaMED you can play up to eight samples at once. Although
- this may sound rather attractive, there is a small price to pay in sound quality
- and in various restrictions (which are documented in 5-8 Channel Mode). (The
- "Octa" in OctaMED's name refers to the eight simultaneous samples).
-
- (Remember, click on any boxed text to see more details on that topic. In
- addition, pressing Return chooses the topic highlighted in blue).
-
-
- [ Please note that although this guide will be of great assistance in learning
- where and how!, it is no substitute for the OctaMED Companion. The Companion is a
- manual containing full "get-you-started" instructions and then goes through every
- aspect of OctaMED right up to the truly technical stuff and if followed properly,
- by the time you have finished you will know how to use/write/compose as good as
- anyone else.
-
- The Tutorial is not a printout of this text file, but is instead a complete
- teach-yourself manual and we have spent many months preparing it.
-
- To purchase the tutorial and its accompanying two disks please contact SeaSoft for
- availability or Ray Burt-Frost ( RBF Software )
-
- How are songs made?
- -------------------
-
- 1. Load instruments
- -------------------
-
- There can be up to 63 instruments in a song, and they are numbered 01 - 1V. The
- numbering works as follows: 01, 02, 03 ... 09, 0A, 0B ... 0V, 10, 11, 12 ...
- 19, 1A, 1B ... 1V.
-
- Just below the title bar of the OctaMED screen is a small box containing the
- current sample's number, followed by a text box containing the current sample's
- name. The previous or next instrument can be selected by holding the Shift key
- down and pressing the left or right cursor (arrow) key respectively.
-
- A sample can be loaded into the current instrument slot by either typing its
- filename into the text box, or clicking the small gadget immediately to the left
- of the text box: you may now choose its filename using the file requester. The
- instruments on your sample disks may also be organized into a list known as the
- sample list for easy loading (see the Sample List Editor).
-
-
- 2. Set block size, number of tracks etc.
- ----------------------------------------
-
- See the Tracker Editor for more information on this.
-
- 3. Set instrument parameters
- ----------------------------
-
- Instrument characteristics such as tuning and volume are set in the Instrument
- Parameters window.
-
- 4. Edit blocks and add new blocks
- ---------------------------------
-
- As previously mentioned, blocks are edited predominantly using the Tracker editor.
- New blocks can be created using the Block List window, or by using Block Menu/New.
- (This means using the New item in the Block menu).
-
- 5. Link blocks together
- -----------------------
-
- The list of block numbers used to order the playing of a song is created in the
- Playing Sequence window.
-
- 6. Play song
- ------------
-
- The song playing gadgets are located on the upper screen. You may play the whole
- song or just the current block, or continue the song or block from the current
- position.
-
- 7. Save song
- ------------
-
- There's no point in creating a masterpiece if it can't be saved! Saving is
- achieved using the Save Options window, where you may select what format to save
- the song in, whether the song is to be compressed etc.
-
- Multi-modules
- -------------
-
- "Multi-modules" are projects containing more than one song. Each song shares the
- same set of instruments. This allows you, for example, to compose different songs
- for each level of a game, without having to load or keep the same instrument in
- memory more than once.
-
- Multi-modules are also very useful when editing just one song, as you can treat
- one song in the multi-module as "workspace", much like Deluxe Paint's "spare
- screen" option. You may design and compose in one song, then cut and paste to
- another.
-
- Songs are added by using either the relevant gadgets on the upper screen or the
- Song Selector window.
-
- OctaMED can automatically remap instruments while loading. This feature can save
- you a lot of work. If you have one or more songs already in memory, and you load
- an additional song, a "Remap instruments?" requester will appear.
-
- If you click "No" in the requester, all previous instruments in the entire
- multi-module will be lost and the instruments of the new song will be loaded.
- This could be used, for example, to use the new, different instruments with the
- other songs in the module.
-
- But if you reply "Yes": firstly, the instruments of the new song will be loaded to
- empty slots, i.e. instruments already in memory will be preserved; secondly, the
- instrument numbers of the loaded song will be remapped so that they point to the
- new instrument places. This means that the several sets of instruments used in
- the several songs can be contributed to one large overall set of instruments.
-
- Some other features of OctaMED
- ------------------------------
-
- * Friendly and reasonably simple appearance (considering the program's
- complexity!): see the User Interface
-
- * Numerous editing operations, including Cut/Copy/Paste as found in
- wordprocessors, note transposition etc. (see Block Menu, Track Menu, and Edit
- Menu)
-
- * Sample waveforms can be edited and digitized in the sample editor, and simple
- synthetic instruments may be designed using the synthetic sound editor
-
- * The relative volume of each track and the overall song volume can be altered in
- the Track Volumes window
-
- * MIDI may be used, with up to 64 notes played simultaneously and many MIDI
- settings and operations (including a MIDI Message editor)
-
- * Complete PowerPacker and SFCD-compression load support: OctaMED can load and
- decrunch any PowerPacked or SFCD-compressed file. (The only file you can't
- compress, unfortunately, is this one: OctaMED.guide).
-
- OctaMED has built-in compression facilities for songs, but currently not for other
- files. To compress other files, you must use either the PowerPacker program (from
- UGA software, distributed by various companies) or the PowerPlayer Music Cruncher
- (for SFCD-compression, included on e.g. Fish 769).
-
- Requires powerpacker.library for PowerPacker, and lh.library for SFCD. Both
- libraries included on OctaMED's distribution disk under previous agreement with
- the copyright owners. The full PowerPlayer distribution archive can be found on
- Fish disk 769 (ask your favourite public domain library).
-
- * Numerous keyboard shortcuts exist. Note the conventions used: for example,
- "Ctrl-A" means "hold down the Ctrl key and press the A key"; also, the cursor
- (arrow) keys are represented by <left>, <right>, <up> and <down>.
-
- In order to learn how to use the program, we suggest that you study the Main
- Screen topics first, and then perhaps the User Interface topic. Then simply
- experiment! If you find something you don't understand, just press the Help key
- and select the appropriate topic. For example, if you don't quite understand the
- function of the Input Map Editor window, select "Windows" from the contents page
- then select "Input Map Editor" from the Windows topic.
-
- (Please ignore the occasional word "" that you might find: it simply indicates to
- upgraders from V4 which features are new to V5.0).
-
- We hope you will find this program useful and enjoy it!
-
- P.S. In this help file (and in many other computer documents and bulletin boards)
- you may come across odd-looking symbols, often consisting of a semicolon or colon,
- an optional hyphen and a closed bracket. To understand these, just tilt your head
- 90 degrees to the left :-)
-
-
- 5 - 8-Channel Mode
-
- (Parts of this topic are really intended as a reference for more experienced users
- of OctaMED, so don't worry if you don't understand everything at the moment!)
-
- The Amiga® has four stereo sound channels in its sound chip, and through each
- channel one note can be played at once.
-
- 5 - 8-channel mode works by mixing two samples in real time and then outputting
- them through one sound channel. This takes up a lot of the processor's power, and
- the mixing process reduces the sound quality (causes distortion). The distortion
- can be reduced using High Quality Mode or (as a last resort ;) by using the audio
- filter (both selected in Song Options, and channel mode changing is also contained
- in this window).
-
- The processor load that 5 - 8-channel playing causes, and some technical reasons
- set some limitations to playing in these modes:
-
- * Different playing speed selection. Use the secondary tempo as usual, but use
- primary tempo values 1-10.
-
- * Synthetic / hybrid sounds can't be used
-
- * All equalizers are disabled
-
- * All MIDI features are disabled
-
- * Instrument default volume and Decay values are ignored, as are the track and
- master volumes
-
- * Limited sample loop length, only in a minimum of 200-byte steps (when the
- primary tempo is 1). Every time the primary tempo is increased by one, the loop
- length byte-steps increases by 20. So with a primary tempo of the maximum 10, the
- length is set in 400-byte steps.
-
- In addition to this, samples should be "halved". This means that each sample's
- volume should be half of its normal volume, so that they can be mixed with the
- minimum of distortion. The halving is done automatically when changing channel
- mode (answer "Halve" in the requester).
-
- The sound channels that play these mixed samples are called "split channels". In
- eight-channel mode all channels are split, but in five- channel mode only one
- channel is split, allowing better quality samples on the other three channels.
- You may use non-halved samples on non-split channels, but attempting to use
- non-halved samples on split channels when two notes are played simultaneously
- usually creates awful noise.
-
- The channel configuration in each of the channel modes is as follows:
-
- ( S = split, N = non-split, (L) = left speaker, (R) = right, - = unused )
-
- Channels 0 1 2 3 4 5 6 7
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
- | 4 | N (R) | N (L) | N (L) | N (R) | - | - | - | - |
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
- | 5 | S (R) | N (L) | N (L) | N (R) | S (R) | - | - | - |
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
- | 6 | S (R) | S (L) | N (L) | N (R) | S (R) | S (L) | - | - |
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
- | 7 | S (R) | S (L) | S (L) | N (R) | S (R) | S (L) | S (L) | - |
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
- | 8 | S (R) | S (L) | S (L) | S (R) | S (R) | S (L) | S (L) | S (R) |
- +-------+-------+-------+-------+-------+-------+-------+-------+-------+
-
- Note that 5 - 8 channel mode does NOT mean how many tracks there are. You must
- also select 5 - 8 tracks in the Block Properties window.
-
- For best results, you shouldn't use more channels than you need. If, for example,
- your song doesn't use more than six tracks at once, you should select 6-channel
- mode instead of 7 or 8-channel mode. This both increases the execution speed and
- gives you two non-split (i.e. high quality) tracks (2 and 3).
-
- If you load additional samples while in 5 - 8-channel mode, OctaMED usually halves
- them automatically. However, if you are using some channels that aren't split,
- you can override halving and load normal-volume samples for the non-split
- channels. To do so, hold down the Shift key when:
-
- a) clicking on a sample name in the Load Instrument Window
- b) clicking Load Inst in the Sample List Editor window
- c) selecting Load Instrument(s) from the Instr menu
- d) clicking the getfile gadget on the top row of the upper screen
-
- Volume limitations
- ------------------
-
- Because there are only 4 sound channels and 4 volume registers, pairs of split
- channels must share each volume register. Channels 0 and 4, 1 and 5, 2 and 6, and
- 3 and 7 each share one register. This means that every volume command (C) affects
- two tracks. For example:
-
- Track: 0 1 2 3 4
- 000 C-1 30000 E-1 30000 G-1 30000 --- 00000 A#2 50C20
-
- The 0C20 command on track 4 affects both tracks 4 and 0. The default volume of
- instruments is ignored for this reason.
-
-
- To those upgrading from version 4...
-
- Welcome to another version of OctaMED! Firstly: as I'm sure you'll know, this
- version and all subsequent versions will require Kickstart and Workbench 2.x "TM"
- or higher. This is because OctaMED now heavily depends on the new features in
- Release 2 of the operating system, and many parts of the program have been
- entirely rewritten to take advantage of them. As 2.04 upgrade packages have been
- available for more than 1½ years, it's a reasonable assumption that every truly
- serious Amiga® user has the package available to them. (Please note that THIS
- disk contains WB 2.1 "TM"). However, OctaMEDPlayer is still compatible with
- Kickstart 1.3 "TM" to allow your songs to be heard by as wide an audience as
- possible.
-
- So you've got your copy of V5.0, and you're probably wondering what has changed.
-
- Well, as soon as you loaded OctaMED, you'll have noticed a huge change: the user
- interface has been completely rewritten. This not only gives the program a much
- more "friendly" appearance, but it enables more features to be added to the
- program more easily. While in OctaMED V4, gadgets had to be shrunk to make way
- for new functions, in future versions a window simply needs to be enlarged.
-
- Where the V4 features can be found
- ----------------------------------
-
- Here is a list of which windows the V4 panels' features have been moved to:
-
- Status bar:
- Upper screen
-
- Lower status:
- Free memory : Lower screen
- Block name : Block Properties window, Block List win
- Song name : Song Options window
-
- Files:
- Load song : Project menu/Open
- Save song : Save Options window
- Del file : Project menu
- Load/Save instr: Instr menu
- Load/Save msg : MIDI Message Editor
- Load/Save map : Input Map Editor
-
- Play:
- Playing seq : Playing Sequence window
- Chan mode, Vol,
- Filter, STS : Song Options window
- Equalizers
- (note: no E1): Settings menu
- All others Upper screen
-
- Instr:
- Type : Type window
- Name : Upper screen (use to reload instruments)
- All others : Instrument Parameters window
-
- Block:
- Trks, Lines : Block Properties window
- Highlighting : Highlight Options window
- Del Buff : Edit menu
- All others : Block menu, Track menu
-
- Edit:
- Prog keys : Programmable Keys window
- Track on/off : Upper screen
- All others
- (no Octaves) : Keyboard Options window
-
- Misc:
- Clear gadgets : New Project window
- Quit : Project menu
- Palette : Palette Window
- PTKey : Keyboard Options window
- Add / Rem Paths: Instr menu
- Mouse2 : Mouse Options window
- All others
- (no Dep2/LdGfx): Settings menu
-
- Vol:
- Track Volumes window
-
- MIDI:
- Chan/preset,
- supp. noteoff: Instrument Parameters window
- Message editor : MIDI Message Editor
- Input map ed : Input Map Editor
- All others : MIDI menu
-
- Trans:
- Play transpose : Song Options window
- Annotation text: Song menu
- All others : Transpose window
-
- Range:
- Chord RST : Keyboard Options window
- Select tracks : Upper screen
- All others
- (no Range) : Edit menu
-
- Synth:
- Synthetic Sound Editor (note: menu attached to window)
-
- SmpEd:
- Sample Editor (note: menu attached to window)
-
- Note: SAVE IFF has been "moved" to Instr menu/Save Instrument
-
- SList:
- Sample List Editor
-
- Notation Ed:
- Display menu/Notation Editor (menu attached to window)
-
- Features removed in V5.0
- ------------------------
-
- You'll notice that some features from V4 are missing in V5.0:
-
- a) The DEP2 gadget in the MISC panel has been removed. This is because the
- OctaMED screen now always has 2 bitplanes (4 colors).
-
- b) The LOADGFX gadget in the MISC panel is missing, as there are now no extra
- graphics files to load...
-
- c) There was, unfortunately, no space using the new interface for the E1 set of
- equalizers.
-
- d) The set of Octaves gadgets in the EDIT panel and the Range dimensions in the
- RANGE panel were thought to be no longer necessary, but they may return in a
- future version.
-
- e) The color palette is no longer loaded or saved with songs. Loading in
- particular would have certainly caused problems with songs created with earlier
- versions of OctaMED: imagine what the new interface would look like with the old
- black - white - dark gray - light gray palette!
-
- f) The old status bar action of clicking a digit with either mouse button to
- increase / decrease the digit no longer exists (it is a "non- standard" function,
- and clicking with the right mouse button would interfere with the new menu
- system).
-
- For those who have become used to this operation, here are some relevant keyboard
- shortcuts:
-
- Decrease / increase playseq position: Ctrl - 8 / 2 (numeric keypad)
- Decrease / increase block number: Shift - <up> / <down>
- Decrease / increase instrument number: Shift - <left> / <right>
- Decrease / increase song number: Ctrl - ( / ) (numeric keypad)
-
- g) The Left Alt programmable keys definition has unfortunately had to be removed,
- since Left Alt is now the gadget shortcut qualifier (see Keyboard Shortcuts).
-
- h) The instrument default volume's hex display has been (temporarily?) removed.
-
- New features in V5.0
- --------------------
-
- a) Maximum sizes increased:
-
- * 64 tracks in a block (you're also not limited to multiples of 4)
- * 1000 blocks in a song
- * 999 entries in a playing sequence
- * MIDI Preset range (1 - 2800), only works with some devices
- * 1048560 bytes in a MIDI message (should be enough for most use!)
-
- b) New list windows:
-
- * Song Selector displays all songs
- * Block List displays all blocks
-
- c) Sample editor options:
-
- * Change volume: fade in/out, halve, double, don't clip (prevents distortion)
- * Anti-alias when changing pitch can be turned off
- * Cancel finetune (removes finetune value from a sample)
- * Set volumes of source and destination when mixing
- * Set density of pixels in pixel display mode
- * Invert: turns the range upside-down
- * Chop: deletes the whole sample except the range
- * Remove Unused Space: deletes space (of zero volume) from either side of
- the sample
- * Create Chord: creates chords of 2 - 4 notes from a sample
- * Play Buffer Contents: plays the copy buffer at the current pitch
- * Sample Voice Monitor: optionally turns off hearing the input signal while
- digitizing (may enhance quality on slower machines)
- * Clicking Digitize when Buffsize = 0 automatically creates a buffer (of
- 131072 bytes or the largest available if no memory)
-
- d) Sample list editor options:
-
- * Instrument Load Window allows easy loading of samples in list
- * Stores tuning / MIDI / default volume values and default pitch as well
- as loop
- * Add directories anywhere in list (not just to end)
-
- e) Playing sequence:
-
- * Can create multiple playing sequences (sections), and choose the order in
- which these sections are played in the Section List
- * "Clear playing sequence" button
- * Now also displays block names
- * "Follow" gadget automatically updates the list so that the current position
- is as close to the middle as possible
-
- f) New save options:
-
- * A new file format (MMD2), saves song sections
- * Song compression, using PowerPacker or SFCD compression. SFCD is a packing
- format used in Stephan Fuhrmann's PowerPlayer module player program, and it
- usually crunches modules slightly more tightly than PowerPacker. It requires
- lh.library for use, which is distributed with OctaMED under agreement with the
- copyright owners. (PowerPlayer can be found on Fish disk 769)
- * Song size calculation
- * Save Timer emulates "auto-save" option of many wordprocessors
-
- g) New editing functions:
-
- * Generic Slide creates a slide with any kind of player command (use as Volume
- Slide except with a different player command)
- * Flush all unused instruments
- * Highlighting: starting offset and custom spacing options
- * Insert / delete tracks throughout the song
- * Automatically cancels range after an operation. Also, you now cancel a range by
- simply clicking the mouse button on the editor
-
- h) New instrument type: ExtSamples (an extra two lower octaves)
-
- i) More settings:
-
- * Display max tracks: maximum tracks on-screen at once (4, 8, 16)
- * Left, middle and right mouse button can be configured to turn normal/select
- tracks on/off, set cursor position, or mark range
- * Spacing options: destructive, auto-round (Keyboard Options)
- * Turn automatic flushing of unused instruments on/off when clearing the current
- song of a multi-module
- * Auto-Freeze Screen: automatically turns screen updating off when the OctaMED
- screen is not the frontmost
- * Play After Loading: automatically starts playing directly after loading a song,
- useful for listening to other people's songs
- * AGA-compatible palette
-
- j) Many new keyboard shortcuts, including some new editing functions
-
- k) Smaller functions:
-
- * Arrow gadgets select the previous / next set of tracks to allow all 64 tracks to
- be used, in the upper screen, Track Volumes window and Notation Control window.
- Shift-clicking the gadgets select the first / last set of tracks used in the
- current block
- * A Project menu option to display the last title bar message
- * Can also change an instrument into a synthetic sound by choosing Project
- menu/New Synthsound in the synth editor
- * Synthsound programming editing: the cursor no longer moves down beyond END; and
- inserting any command except HLT and RES (which don't take parameters) also
- inserts a new 00 value.
- * Shift-clicking (clicking with Shift held) the waveform arrow gadgets in the
- synth editor selects the first / last waveform
- * Shift-clicking one of the track gadgets in the upper screen "solos" the track
- (clears all tracks except the one selected)
- * Shift-clicking Cont Song continues song from top line of block
- * Shift-clicking Space turns spacing on and opens Keyboard Options (with a view to
- editing the spacing options)
- * A gadget to quickly select the current block for printing
- * Can close then reopen the notation editor's options window using Display
- menu/Notation Control Window
-
- l) Other new features:
-
- * Fully localizable under Workbench 2.1 "TM" (the required 2.1 files are on this
- disk, or later. (WB 2.04 "TM" users can now use the Locale program which is in
- Prefs on Disk2).
- * You can set a default pitch (note) for each instrument, which will be played and
- entered at that pitch when the "F" key is pressed. Very useful for untuned
- instruments such as percussion
- * Can load more than one instrument at a time: instruments are loaded into
- consecutive slots, starting at the current slot
- * Clicking the timer reset gadget ("R") stores the current song position, which
- can be recalled by clicking the timer itself
- * The High Quality switch now doesn't decrease the tempo
- * Supports multiple settings and programmable keys files (on startup, OctaMED
- attempts to load "S:OctaMEDPro.config" and "S:OctaMEDPro.defkeys")
- * On-line help provided by pressing the Help key (you'll probably have already
- found this out for yourself ;-)
-
- m) Of course, numerous bug and quirk fixes, including commands 19 and FF3,
- commands FFD and FFF in 5-8 channel mode, the effect of changing the block
- size on line highlighting and block names, intelligent sample halving (won't
- request to halve samples if they are already halved) and many other small
- fixes.
-
- Some of the small fixes are: if an instrument had a Hold value above zero,
- entering a note with that instrument and with spacing on cut the note a split
- second after it was played; entering a note with Space and Chord mode both on
- advanced only one line; playing a range two bytes long (sample editor) appeared to
- play the entire chip memory!; Spread Notes also spread blank notes (--- 00000);
- "advance with sound" (loudspeaker gadget on the EDIT panel) played notes on all
- tracks, regardless of the tracks' on/off status; you can no longer use a spacing
- value of 1 (admit it, it was a bit useless :^).
-
- One bug of note: the "intelligent" sample loader added way back in MED 2.10 (July
- 1990) is finally * REALLY * intelligent!! :^) (It can calculate the number of
- grains of sand on Planet Earth within 3.8 seconds, work out who will be Wimbledon
- champion in the year 2064, design the world's first pear-shaped Cadillac, and even
- eat a whole plum without spilling a single drop of juice :'D ). Seriously, it
- promises never to request a sample disk more than once while loading songs saved
- without their instruments.
-
- In addition, the old "octamed.config" file can't be loaded by V5.0. This is
- because the format of the config file has once again changed, but hopefully for
- the last time (since the file is now a plain text file). You need to recreate
- your old preferences using V5.0, then save the settings using the Settings menu.
- (A list of the settings saved with the "OctaMEDPro.config" file is given in The
- Settings File. Note that the programmable keys definitions are now saved in a
- separate file called "OctaMEDPro.defkeys", see the Programmable Keys window.
-
- This list should have covered all features new to V5.0, but throughout the help
- file the word "" emphasizes these new features. This doesn't include keyboard
- shortcuts listed in the main documentation (there are too many of them!).
-
-
- Keyboard shortcuts
- ------------------
-
- Almost all shortcuts involving Right Amiga have been either removed or changed
- from version 4, since Right Amiga is now used as a menu shortcut qualifier only.
- (The only exceptions are Amiga-X/C/V, which remain as in V4: cut/copy/paste
- track). The changes are:
-
- Amiga-L (Load Song) Now Amiga-O
- Amiga-P (Play Song) Now Left Alt-P (with main screen active)
- Amiga-T (Slide type 1) Now Ctrl-T
- Shift-Amiga-T (Slide type 2) Now Shift-Ctrl-T
- Amiga-O (Volume slide) Now Ctrl-O
-
- Shift-Amiga-X/C/V has been changed to Shift-Alt-X/C/V for compatibility with the
- new interface (holding Shift and choosing Cut, Copy or Paste from the Track menu
- would have affected the _block_ instead!). Aside from X/C/V, all other Amiga
- shortcuts have been removed.
-
- Ctrl-F1-F10 and Alt-keypad shortcuts have also been removed.
-
-
- A final word
- ------------
-
- So although there are many new features, you should become used to the new
- interface fairly quickly. You could first of all read the user interface topic,
- then scan through all the menus and windows in the program, noting the new
- positions of V4's functions and referring to the appropriate topic in this help
- file if you discover anything you don't recognize.
-
- Remember that any menu item with the suffix "..." opens a window, and also that
- there is a menu bar attached to the sample, synthsound and sample list editors,
- and the Notation Control window! Finally note that the right mouse button can no
- longer be used to select a range in the tracker, sample and synthsound editors:
- the left mouse button now usually does this.
-
- We hope you find the new version useful, and also Kickstart 2.04 or higher if
- you've just upgraded it really is well worth buying the complete 2.04 upgrade set,
- IF you can find a supplier, ( especialy in the UK ).
-
-
- The User Interface
-
- The "user interface" is the means by which the computer and user communicate. In
- OctaMED, this is done by using windows, menus and gadgets.
-
- The user interface has been completely rewritten in OctaMED Pro V5.0, which should
- make the program look a little less complicated and be easier and more "intuitive"
- to use. ("Intuitive" means that the various controls behave as you would expect
- them to).
-
- "Gadgets" are graphics symbols used for communication with the program, and this
- topic describes the various different sorts of gadget (which are handled using the
- computer's "GadTools" library).
-
- For information about using the windows and menus, please refer to your Amiga®'s
- user manual. There are two points of note, however, about OctaMED's window
- handling. Firstly, notes can't be entered or deleted while any window is active,
- even when editing is switched on: you must activate the main screen. Secondly,
- the right mouse button is equivalent to clicking the window's zoom gadget (except
- in the sample, synthetic sound and sample list editors and the Notation Control
- window, when it displays the window's menu bar).
-
- A quick word about the screen: OctaMED's screen uses AutoScroll, which means that
- if you have dragged its screen down, you may drag it back up again by moving the
- mouse pointer off the very bottom of the screen.
-
- (Note that the words "gadget" and "button" essentially mean the same; "click"
- means "press and release the left mouse button quickly"; and "drag" means "hold
- down the left mouse button while moving the mouse").
-
-
- Action buttons
- --------------
-
- These are the simplest form of gadget, as they just perform the activity labeled
- on the button. The button's appearance is a rectangular area that is raised, i.e.
- it seems to "come out" of the screen.
-
- Holding down the left mouse button over the gadget "inverts" it, i.e. turns it
- blue. Releasing the mouse button performs the activity. While the gadget is
- inverted, you may move the mouse pointer away from the gadget. This makes it
- non-inverted, and the function is said to be "canceled".
-
- There is a special type of action button called a "GetFile" gadget. It is a small
- gadget containing an diagram of a list appearing from a folder. Clicking on one
- of these gadgets opens a file requester for a particular operation.
-
- Examples of GetFile gadgets are in the upper screen and the Save and Print Options
- windows.
-
-
- Check boxes
- -----------
-
- These small square gadgets allow you to choose whether an option is "on" or "off".
- When on, a "check" (or "tick") mark appears in the gadget, and when off, the box
- is empty. To turn the option on or off, simply click inside the gadget.
-
-
- Radio buttons
- -------------
-
- These gadgets consist of a set of small circular buttons, collectively known as a
- "radio button", with which you select one option from a variety of options. Radio
- buttons are "mutually exclusive", meaning that one and only one option may be
- selected. When selected (by clicking on it), the small button is recessed
- (meaning it seems to "go into" the screen), and a blue circle appears inside it.
-
-
- Cycle gadgets
- -------------
-
- These gadgets are equivalent in function to radio buttons, but only one option is
- visible at a time. They look like action buttons, but with a "cycle" sign on
- their left-hand side. The various options are cycled through by clicking inside
- the gadget. Shift-clicking them (clicking them with the Shift key held down)
- cycles through the options backwards.
-
- In this help file, the default setting of each radio button and cycle gadget is
- documented.
-
-
- Text and numerical boxes
- ------------------------
-
- Also called "string and integer gadgets", these appear as rectangles with an
- embellished black and white border. With them you may type in text and numbers
- (in appearance there is no difference between text boxes and numerical boxes).
-
- The boxes are "activated" by clicking inside them, and a small blue cursor
- appears. You may edit the text or number inside the box simply by typing. When
- you have finished editing, make sure you press the Return key so that OctaMED
- accepts the new information. Keyboard shortcuts that you may use while editing
- are:
-
- <left / right> Move cursor left / right
- Backspace Delete "character" (letter or number) to left of cursor
- Del Delete character at cursor
-
- Shift-<left> Move to beginning of box
- Shift-<right> Move to end of box
-
- Amiga-X Delete box's contents
- Amiga-Q Restore box's contents
-
- Ctrl-A Move to beginning of box
- Ctrl-Z Move to end of box
- Ctrl-X Delete box's contents (like Amiga-X)
- Ctrl-H Delete character to left of cursor (like Backspace)
- Ctrl-U or W Delete from cursor to beginning of box
- Ctrl-K Delete from cursor to end of box
- Ctrl-M Accept edited information (like Return)
-
- In addition, the Tab key accepts the edited information (like Return) and
- activates the next text or numerical box in the window. Shift-Tab accepts and
- activates the previous box.
-
-
- Sliders
- -------
-
- Sliders are rectangular gadgets that contain another small black rectangle. This
- small rectangle is known as the slider's "knob", and the rest of the gadget is
- called the "slider box". Above, below, to the left or to the right of the gadget
- is a number (called the "slider value"), and the gadget is used to increase or
- decrease the slider value.
-
- The slider value is usually changed by dragging the knob. However, clicking in
- the slider box increases or decreases the value by one (depending on where in the
- box you click). There may be arrows beside the slider; in which case, clicking
- them increases or decreases the value by one.
-
-
- Scrolling lists
- ---------------
-
- These are used to display a list of different names of objects. Examples of lists
- are in the Playing Sequence window, the Instrument Load Window, and the Song
- Selector window.
-
- They consist of a box containing the list itself, a scroll gadget to the right of
- the list, and sometimes a display box (see later) or text box underneath the list
- that shows the currently selected item in the list.
-
- A scroll gadget is like a slider, but by dragging the black rectangle you move the
- list up or down. Clicking in the scroll box moves the list one page up or down.
- Items in the list are selected simply by clicking on them.
-
-
- Display boxes
- -------------
-
- These are the only type of gadget listed in this topic that you can't click
- inside! They simply display information, and they appear as recessed boxes.
-
- One more thing you should know about: ghosting. This is when a gadget or a menu
- item becomes checkered, and it means that it can't be selected. This happens, for
- example, to the slider in the Programmable Keys window when the Right Alt
- definition is being shown.
-
- For the keyboard shortcuts used with gadgets, see Gadget Shortcuts.
-
-
- Installation
-
-
- This topic describes which files OctaMED uses when starting up, for those wishing
- to properly install the program on a hard disk or a different floppy disk.
-
- *** If you wish to install OctaMED on a hard disk you can, of course, simply
- double-click the Copy_To_Hard_Drive icon in the utilities drawer of this disk,
- ensuring that your hd is titled as WORK!! If you copy the files manually, then
- from from disk 2 you will need to copy OctaMED.Guide across to your chosen hard
- disk directory, and also the OctaMED.config to your S directory, If you don't do
- this, the OctaMED.guide won't be opened when pressing the Help key.
-
- This disk contains the NEW WB 2.1 "TM" files (in the C: and LIBS: drawers). If
- you are using WB 3.0 "TM" (supplied with the A1200/A4000 Amigas®), you may replace
- the 2.1 files with your 3.0 files if you wish. This is not necessary, though, as
- the WB 2.1 "TM" files will work perfectly under Kickstart 3.0.
-
- The only files that OctaMED actually requires to start up are version 37 or higher
- of asl.library and iffparse.library, in either the current or the LIBS: directory.
- If the following other files are also installed, however, OctaMED will take
- advantage of them:
-
- File | Directories OctaMED searches | Purpose
- --------------------+------------------------------+-----------------------
- locale.library | NOT this version | Use different language
- | |
- amigaguide.library | LIBS:, current | On-line help
- | |
- OctaMED.guide | S:, current | On-line help
- | |
- Help.guide | S:, current | AmigaGuide® help
- | |
- powerpacker.library | LIBS:, current | PowerPacker crunching
- | |
- lh.library | LIBS:, current | SFCD compression
- | |
- MED_paths | S:, current | The sample list
- | |
- OctaMEDPro.config | S: | Default settings
- | |
- OctaMEDPro.defkeys | S: | Default program. keys
-
- Remember that you can also store these files in directories other than S: and
- LIBS: using the "Assign" command. For example:
-
- Assign S: <path name> Add
-
- where <path name> is the path of the directory where you wish to store the sample
- list and the default settings / programmable keys files.
-
-
- SPECIAL PURPOSE NODES
-
-
- The File Requester
-
- The file requester is used to handle and select files. OctaMED supports the
- system-integrated ASL file requester (please refer to your Amiga®'s manual for
- information). You may also use, ON A COPY, file requesters that automatically
- replace the ASL file requester, for example ReqTools (when the RTPatch program is
- run) and the Magic File Requester.
-
- OctaMED has two special features in all operations involving saving. Firstly, an
- "Overwrite?" requester appears if the file OctaMED is trying to save has the same
- name as another file in the directory. Secondly, you can't double-click on a
- filename like you can when loading: you need to use the "Ok" gadget instead.
- These two features go some way to prevent accidental file deletion.
-
-
- The Settings File
-
- The settings file is saved by choosing Settings Menu/Save Settings. The following
- options are saved (values in brackets are default):
-
- * Save Options window:
-
- - Save Secondary Data (ON)
- - Create Icons (ON)
- - Save Notation Data (OFF)
-
- * The Save Timer value (0)
-
- * Sample Editor:
-
- - Line display (ON)
- - Pixel display (OFF)
- - Pixel Density (2)
- - Sampler Voice Monitor (OFF)
- - Pitch period (428)
- - Don't Clip (Change Volume window) (OFF)
-
- * The "Auto-Terminate Capture" gadget in the MIDI message editor (ON)
-
- * The "Follow" gadget in the Playing Sequence window (OFF)
-
- * Mouse Options window:
-
- - Left Button (SELECT RANGE)
- - Middle Button (NO OPERATION)
- - Right Button (NO OPERATION)
-
- * Keyboard Options window:
-
- - Advance Line (DOWN)
- - Advance Track (DON'T ADVANCE)
- - Advance Cursor (DON'T ADVANCE)
- - Keypad Mode (TRACKS ON/OFF)
- - Keypad Mapping (ALTERNATIVE)
- - Space Value (2)
- - Chord Reset (ON)
- - Space = DEL (OFF)
- - Protracker Shortcuts (OFF)
- - Advance with sound (OFF)
- - Destructive Spacing (ON)
- - Auto-Round Spacing (ON)
-
- * Palette window:
-
- - The color scheme (WORKBENCH COLORS)
- - Palette Type (8-Bit)
-
- * Instr menu:
-
- - Automatic Flush (OFF)
- - Add Path (OFF)
- - Remove Path (OFF)
-
- * Note killing options in the MIDI menu
-
- * Settings menu:
-
- - Display Max Tracks (16)
- - Equalizers (both ON)
- - H -> B (ON)
- - Auto-Freeze Screen (OFF)
-
- In addition, OctaMED will save the current window positions (both zoomed and
- unzoomed) if you have moved them from their usual positions.
-
- The default settings file name is "S:OctaMEDPro.config".
-
-
- Tracker Modules
-
- There is a substantial amount of information lost if you choose to save in Tracker
- Module format. This information is:
-
- ** Synthetic, hybrid and MIDI instruments
- ** Multi-octave samples (including ExtSamples)
- ** Some block contents (no lines above 64, no tracks above 4, no notes above B-3)
- ** Player commands 8, E and 10
- ** Instruments above 0V
- * All instrument parameters apart from Repeat and RepLen (Loop On, Transpose,
- Finetune, ** Hold and Decay, default volume, MIDI parameters)
- * Multi-modules (only the current song will be saved)
- * 5-8 channels
- * Song sections (converted to one playing sequence as described in the Save
- Options Window)
- * MIDI Messages, the state of the MIDI Active switch
- * Relative track volumes
- * Block names
- * Line highlighting
- * Annotation text
- * Notation Editor data
- * Decimal / Hex Volumes (converted to hex volumes)
-
- (The information which is given in the requester brought up when trying to save a
- Tracker module is marked above with a **).
-
- Note that the resulting file is a 31-instrument module, incompatible with Tracker
- programs only supporting old 15-instrument modules.
-
-
- Protracker commands
- -------------------
-
- Many player commands are converted when saving Tracker modules and loading
- Protracker modules. They are:
-
- OctaMED command | Protracker command
- ----------------+-------------------
- 0D | A
- 0FF8 | E11
- 0FF9 | E12
- 11 | E1
- 12 | E2
- 13 | 3
- 14 | 4
- 15 | E5
- 16 | E6
- 18 | EC
- 19 | 9
- 1A | EA
- 1B | EB
- 1C | C (saving only)
- 1D | D
- 1E | EE
- 1F | Digit 1 ED, digit 2 E9 (loading just converts ED)
-
- When loading, commands E3 and E4 are ignored. When saving, commands 8, E and 10
- are ignored.
-
-
- Hexadecimal Values
-
- "Hexadecimal" (or "hex" for short) is basically just a different way of
- representing numbers. It is more convenient for the computer because of the way
- it works, and allows the user to specify a greater range of numbers using the same
- amount of digits.
-
- Hex values are used in the player commands, synth editor, the secondary tempo, and
- the MIDI message editor. So they're quite important in OctaMED (and also in
- general computing).
-
- In the usual decimal system, a digit can be ten different values: 0, 1, 2, 3, 4,
- 5, 6, 7, 8 and 9.
-
- In the hex system, however, a digit may have sixteen values: 0, 1, 2, 3, 4, 5, 6,
- 7, 8, 9, A, B, C, D, E and F. The decimal numbers 10 - 15 are represented by the
- letters A to F:
-
- Decimal 10 = A
- 11 = B
- 12 = C
- 13 = D
- 14 = E
- 15 = F
-
- With two digits in a number, the decimal system can represent 10 × 10 = 100
- different values. The hex system, however, can represent 16 × 16 = 256 values:
- over twice the amount of the decimal system. (The lowest number is 00 = zero, and
- the highest number is FF = 255 decimal).
-
-
- Converting between the two systems
- ----------------------------------
-
- So although it feels strange to work in at first, it has its advantages. In a two
- digit hex number (e.g. 8A), the first digit represents multiples of 16. So, to
- convert a two-digit hex number to decimal:
-
- Decimal number = (Hex digit 1) × 16 + (hex digit 2)
-
- And to convert decimal to hex, divide the decimal number by 16. The quotient is
- hex digit 1, the remainder is hex digit 2.
-
- For example:
-
- Hex 8A -> decimal:
-
- Hex digit 1 = 8, hex digit 2 = A (10).
-
- Decimal number = (8 × 16) + 10 = * 106 *.
-
- Decimal 200 -> hex:
-
- 200 ÷ 16 = 12 remainder 8.
-
- Hex digit 1 = C (12), hex digit 2 = 8.
-
- So hex number = * C8 *.
-
- Hex numbers are sometimes distinguished from decimal numbers by preceding hex with
- a "$" sign. For example: $C8, $FF.
-
-
- Signed hexadecimal
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- There is a further complication! Luckily in OctaMED you'll only need to use this
- in two player commands: MIDI command 3 (set pitchbender) and command 15 (set
- finetune).
-
- The "sign" of a number denotes whether the number is positive or negative: that
- is, the "+" and "-" signs.
-
- In hexadecimal, however, there are no "-" signs. So, negative numbers are
- represented by positive numbers (it will become clearer!).
-
- In signed hex, the numbers $00 - $7F are positive as usual: they represent the
- decimal numbers 0 - 127. However, the numbers $80 - $FF represent the decimal
- values -1 to -128:
-
- Decimal -1 = $FF
- -2 = $FE
- -3 = $FD
- -4 = $FC
- ...
- -16 = $F0
- -17 = $EF
- -18 = $EE
- ...
- -126 = $82
- -127 = $81
- -128 = $80
-
- So to convert negative decimal numbers to signed hex numbers, first add 256 to the
- number, then convert to hex as above. For example:
-
- Decimal -67 -> signed hex:
-
- -67 + 256 = 189.
-
- 189 ÷ 16 = 11 remainder 13.
-
- Hex digit 1 = 11 (B), hex digit 2 = 13 (C)
-
- So signed hex number = * $BC *.
-
-
- Hex numbers will crop up in many areas of computing, so if you've never worked
- with them before, it's advisable to get used to them!
-
-
-
- ------------------------------------END-------------------------------------------
-