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No Fragments Archive 10: Diskmags
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MAGS
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ST_USER
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1990
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USERSP90.MSA
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TEXT_PERCUSSA.DOC
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1990-07-25
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Percussaman 4-track 16-instrument
Digitally Synthesised Drum Sequencer Version 1.2
written by Robert Withey
Percussaman provides many of the functions of a powerful drum sequencer and it
uses sounds sampled at 16kHz to produce a very high quality output. It attempts
to squeeze every ounce of power there is out of your ST. Also included is a
routine that will play the songs you create in your own programs. It plays the
first .BEA file it finds while displaying the first .NEO screen it can find. If
the program fails to find a .NEO screen, it will display a screen of text.
Overview of the editor
-----------------------
The editor is accessed by using the mouse to point and click on icons. No
windows are employed, and most of the GEM functions used have been
reprogrammed. The program is user frinedly and the only keyboard entry required
is for filenames when using the file selector.
The editor works in a similar fashion to a pattern-based MIDI sequencer. It
enables you to edit up to 140 patterns, and then sequence them in any order to
produce up to about 15 minutes worth of sampled sound beat. The editor consists
of four menus, and one of these enables the three sub-menus to be accessed.
The main menu
--------------
The main menu contains three help screens which can be accessed through the
three buttons along the top of the screen. These contain only brief summaries
of the program's facilities. Clicking on EDIT MENU, BEAT MENU, or SONG MENU
will take you to that menu. Clicking on ABOUT PERCUSSAMAN gives you copyright
details, how long the program took to develop, and where to send any program
development ideas.
The Edit Menu
--------------
The edit menu enables you to design and test the basic beat patterns to build
songs from. The main editing functions are quite simple, even though the two
editing windows seem complicated at first. Clicking on any instrument name
plays that instrument at full volume and it's a good idea to try them all
first, before making any patterns.
Clicking on a box in either of the editing windows will place or remove a
hit, up to a maximum of four hits per column. This is a limitation of the
playing routine and is restricted by the number of registers the processor has.
The BL column is the beat length which shows how long a sound will last.
When a hit is placed by an instrument with a beat length of greater than
one, then a bar will show up indicating exactly how long the sound is. The tail
of this bar also counts as hits, so if you try to play a CRASH CYMBAL followed
imediately by four other instruments, then the computer will not accept the hit
that exceeds the four-instruments-at-a-time limit.
Clicking on CLEAR MSB A or CLEAR MSB B will clear the relevant main screen
beat ready for a new beat. PLAY MSB A and PLAY MSB B play the relevant beat to
check how it sounds so far. You can store beats by going back to the main menu
and selecting beat menu.
The beat menu
--------------
The beat menu handles the storage and retrieval of beats. The number in the
bottom right-hand corner is the current beat and is altered by clicking on any
of the 140 beat slots on the left. The number is the beat slot that the
functions GET BEAT, PUT BEAT, ERASE BEAT, HEAR BEAT, LOAD BEAT, or SAVE BEAT
act upon.
This is the heart of the system, it enables you to store, retrieve, save
and load beats. MSB:A is a toggle button that swaps between MSB:A and MSB:B,
and this is the main screen beat that the functions described below operate on,
in conjunction with the currently selected beat.
GET BEAT takes the currently selected beat and puts it in the main screen
beat indicated by the MSB:A/B selector. A rimshot sound will confirm your
selection. PUT BEAT on the other hand takes the indicated MSB and places it in
the currently selected beat slot. Again a rimshot will confirm selection. If
anything was previously in the slot it will be overwritten by the new beat.
ERASE BEAT erases the current beat. LOAD BEAT and SAVE BEAT load and save
the current beat from and to floppy disk. These selections will each bring up a
file selector from which a pathname is selected or typed in. This produces a
32-byte file with suffix .BEA.
LOAD ALL and SAVE ALL load and save the entire bank of 140 beats in a
4,480-byte file with suffix .BBA. The beats are stored together and one beat
can be accessed only by loading the entire file.
HEAR BEAT plays the currently selected beat, unless of course, it contains
nothing. In the table on the left, each of the 140 beats has a status letter
beside its number. This is E or F and describes whether that beat is empty or
contains something. This means that if you desperately need to deposit a beat
somewhere, you only need to look for the first E, as this indicates an empty
slot.HEAR BEAT enables you to search for a beat that you may have lost.
The Song Menu
--------------
The song menu enables you to sequence the beats (link them together), to
produce a song. The beats may be used as many times as you wish, not at all,
and in any order. There is a time limit of just over 15 minutes for the whole
song. This is divided into 232 beat slots, with each beat taking four seconds
to play. The beat slots can be imagined as a schedule telling the computer
which beat to play, and when. It basically consists of a list list:
Play beat 3, then beat 4, then beat 130 ...
Any of the 140 beats can be put on this schedule, and it will be played in
time. Putting in a beat number which is empty provides a four second break. Use
the current beat selector arrows to choose a beat to place in the song.
Clicking with the left button adjusts the value by one and clicking with the
right button adjusts the value by 10.
HEAR BEAT plays the current beat just as before in the beat menu. ADD BEAT
turns the mouse pointer into a query pointer which is used to place the current
beat number in the schedule. Anything previously there will be overwritten. If
you click with the right button the cursor will revert to a normal arrow and
the add function will be aborted.
REMOVE BEAT places a zero entry, ignoring the current beat number. This
indicates the end of a song and will also erase an entry if you mess it up (and
stop the song). If the table looks something like this:
+-----+-----+-----+-----+-----+-----+-----+-----+
| 001 | 003 | 004 | 002 | 002 | 001 | 003 | 023 |
+-----+-----+-----+-----+-----+-----+-----+-----+
| 004 | 003 | 002 | 002 | 005 | 005 | 004 | 000 |
+-----+-----+-----+-----+-----+-----+-----+-----+
| | | | | | | | |
Then PLAY SONG will play beats 1, 3, 4, 2, 2, 1, 3, 23, 4, 3, 2, 2, 5, 5, 4
and then stop.
LOAD SONG+BEATS and SAVE SONG+BEATS will load or save the song and
associated beats from or to floppy disk. The beats are saved as well because of
the way that a certain set of beats will only make a good song with the song
data that was developed with them. The file size is 4,712, with a .SON suffix.
Further Details
----------------
The current beat selected in the song or beat menu carries through. That is, if
you select beat 004 on the beat menu and then go to the song menu, the current
beat will be 004.
Occasionally, the computer will start bleeping I don't know what causes
this, but it can be stopped by pressing a key.
* * *
File Formats
-------------
Three file types are output from the main program: individual beats (.BEA),
entire beat banks (.BBA), and songs along with the associated beats (.SON).
Individual Beats (.BBA):
------------------------
Size of file: 32 bytes
Format: 16 words utilising one bit for each instrument per word. Each word is
for one column of the MSB table, and a set bit shows a hit, whereas a reset bit
means a non-hit. Loading a file with more than 4-bits set per column doesn't
causes any side effects.
Entire Beat Banks (.BBA):
-------------------------
Size of file: 4480 bytes
Format: 140 successive beats using the same format as above. The first entry is
beat 001, the second entry is 002, the third 003, and so on.
Songs (.SON):
-------------
Size of file: 4,712 bytes
Format: The first 4,480 bytes is the same format as above for the .BBA files
and the remaining 232 bytes contain byte sized entries for the song table. A
zero value marks the end of a song and a non-zero value means that that beat
will be played in sequence. A value greater the 140 will produce unpredictable
results.
* * *
Enhancements
-------------
If you have any ideas to enhance Percussaman then send details to the address
below. I would be very grateful for any suggestions.
Robert Withey
1a Crowthorne Farm
Pinewood Avenue
Crowthorne
Berkshire
RG11 6RS