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- ProTracker ST
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- The Music Program
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- Written & designed by:
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- Hans Arild Runde
- Karl Anders ▓ygard
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- Programming:
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- Karl Anders ▓ygard
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- Manual:
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- Hans Arild Runde
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- ---
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- 1. INTRODUCTION
- ===============
-
- 1.1 FOREWORD
- ------------
-
- ProTracker ST is the result of close to two years of more or less
- hard work. It represents a peak in soundtracking on the Atari ST.
-
- Work on ProTracker ST started when the pretty well known ST News
- editorial staff, Stefan Posthuma and Richard Karsmakers, visited
- us back in the Christmas of '90. Torbjorn "HackBear" Ose had just
- been hacking happily away on the Cuddly Demos, and was proud to
- present me with a fully resourced version of the digisound demo
- contained in the Cuddly Demos. I had a quick look at this source,
- and was intrigued and astonished by the techniques used for
- replaying samples. Two days later I had a prototype of a
- soundtracker replay routine ready.
-
- As far as I can remember, this little debut in soundtracking was
- not particularily well received, and Stefan and Richard saw to
- that the not particularily pleasing noises terminated rather
- quickly.
-
- Still, I was not quite that easily stopped, so half a year later
- I could present the world with a 100% compatible, totally
- rewritten, more than twice as fast and a lot less noisy sound-
- tracker replay routine. This is where Hans-Arild enters. At this
- point he challenged me to write a small soundtracker around the
- replay routine. I rather regret accepting the challenge.
-
- Now, one and a half year later, the ProTracker ST is ready,
- better than even its Amiga cousin, ProTracker Amiga.
-
-
- 1.2 HISTORICAL FLASHBACK
- ------------------------
-
- Trackers have been a favoured way of making music on the Amiga
- ever since Karsten Obarski introduced this novel approach to
- create soundtracks. Although there were more powerful programs
- around when the first Soundtracker appeared, the ease of use made
- the Soundtracker a winner amongst the many amateur musicians.
-
- However, trackers have changed a lot since then. Numerous demo
- groups have had their best programmers improving the capabilities
- under guidance of some of the best composers on the Amiga.
- ProTracker 2.0 represents a peak in the development, with more
- effects at the hands of the composer, more tools to ease his
- work, for instance built-in sampling software and MIDI-support,
- and flexibility to meet _your_ requirements.
-
- The trackers previously released on the ST have been of varying
- quality, but all are inferior to the Amiga ProTracker. Till now.
- The ProTracker ST for the Atari ST and STE is based on the Amiga
- ProTracker's philosophy. It supports almost every feature of its
- predecessors, and in some areas it goes even further, notably
- better editing, offering more possibilities, easy recording and
- an easier and more powerful sample editor. It also makes full use
- of the STE's stereo sound introducing bass and treble control.
- Both on the ST and STE, the digitized sound is of a quality
- superior to anything else, yet leaves far more time for other
- tasks to run simultaneously. Furthermore, replay routines comes
- together with the ProTracker ST, making it easy to implement
- soundtracks in demos and games.
-
-
- 1.3 WHAT IS A TRACKER?
- ----------------------
-
- To get the computer to sound like real instruments, digitized
- sounds are used, i.e. samples. A sample is a sequence of bytes
- which describes the waveform of the sound. Each byte represents
- one point on the waveform. Depending on the wave, it will sound
- like a piano, a guitar or even a cow bell or a drum. If you think
- this sounds difficult, don't despair. It's fully possible to make
- wonderful music without knowing anything about digitized sound.
-
- The duration of the sound depends on the length of the sequence
- and the pitch of the note. High pitches give short notes, and low
- pitches give long notes. Usually, the bytes are run through only
- once when a note is played, but the sample can be repeated
- partially or wholly to create longer notes. The ProTracker ST
- allows you to use a maximum of 31 different instruments/samples
- in a song, memory permitting.
-
- A song consists of up to 127 positions, each referring to a
- sequence of notes, called a pattern. The same pattern can be used
- several times in the position table, which contains the informa-
- tion about what pattern should be played at what position. Each
- pattern has four tracks, which means that the tracker can play
- four notes simultaneously. The patterns can be from 1 to 64 steps
- long, usually depending on the time signature of the song. It is
- the patterns that actually contain the music.
-
- When the song is played, it starts at position 0 and goes through
- the table until the last position (as defined by the length
- value) has been reached. It will then usually restart at position
- 0, but this can be changed to another position, or to no restart
- at all.
-
-
- 1.4 HOW TO USE THIS MANUAL
- --------------------------
-
- Chapter one and two are introductory, whereas detailed informa-
- tion about all the features is primarily found in chapter three.
- There are also four appendices. Appendix A "Glossary of terms"
- explains some frequently used terms in this manual, both musical
- and other. Moreover, there is an index at the back which should
- make it easier to find what you're looking for. Leafing through
- the table of contents may also be of help.
-
- The best way to learn how to use ProTracker ST is to read through
- the manual once, and thereafter experiment with this manual close
- at hand.
-
-
- 2. GETTING STARTED
- ==================
-
- 2.1 THE PACKAGE
- ---------------
-
- The package should contain:
-
- The main disk, with the trackers and replay programs.
- One disk with music examples.
- Two disks with instruments ('SAMPLE01' and 'SAMPLE02')
- The manual you're hopefully reading now.
-
- First of all you should make a backup of the disks. Do this as
- outlined in your ST's Owner's Manual. Later, you should always
- use the backup disks. Store the original ones in a safe place.
-
- If you have a harddisk, you can just copy the files into a
- suitable directory.
-
-
- 2.2 STARTING THE PROGRAM
- ------------------------
-
- To start the program, double-click on either PT_ST.PRG or
- PT_STE.PRG, depending on which machine you're using. The
- PT_ST.PRG will run on any ST, but does not take advantage of the
- better sound capabilities of the STE. Running PT_STE.PRG on an ST
- makes no sense, and you will be informed of this upon trying to
- do so.
-
-
- 2.3 YOUR FIRST SESSION
- ----------------------
-
- In this first session of tracking, we will begin from the very
- beginning. So, if you for some reason are rather familiar with
- trackers, you could skip chapter 2 and only pay attention to
- chapter 3. However, we will recommend even experienced tracker
- musicians to read briefly through chapter 2 to be sure not to
- miss anything.
-
- The aim of this chapter is to give you a glimpse into some of the
- huge capabilities that this music tool offers. You will learn how
- to load a soundtrack from disk, how you easily make small changes
- to a song, how you play the music and how you make use of other
- basic but necessary features and commands. You will need an
- estimated 30 to 60 minutes for these exercises, depending on how
- familiar you are with trackers.
-
- The initial screen will later be referred to as the Main screen.
- To remove the info window telling you who wrote this program,
- just press the left mouse button anywhere on the screen. To get
- back the info window, click the INF button positioned a bit to
- the right in the middle of the screen. However, learning the
- authors' names and staring at the ProTracker ST logo isn't very
- funny in the long run, so go on!
-
- We won't spend much time explaining everything thoroughly at this
- point. Just follow the instructions carefully, and you'll manage
- perfectly.
-
- The first thing you should do, is to find the DISK button and
- click it. The DISK menu pops up at the top of the screen. Insert
- the disk with music examples and click the LOAD MODULE button.
- When the file selector appears, choose the file "TESTSONG.MOD"
- and click OK.
-
-
- MODULES/SOUNDTRACKS
-
- You've now loaded a Module. A module is a disk file that contains
- all necessary data to make it possible for your computer to play
- the song. That means that the file both holds the sample data
- (the digitized instruments) and the song data (the notes and
- information about what samples the song uses). To avoid
- misunderstandings, we have chosen to distinguish between these
- data stored on disk, and the same data stored in the computer's
- memory. When stored in memory, we refer to the data as a
- Soundtrack. It's actually possible for the ProTracker ST to keep
- several soundtracks in memory simultaneously, making it easy to
- copy song data from one soundtrack to another. However, we will
- come back to this in chapter 3. To leave the disk menu, click the
- EXIT button, or just press the Escape key.
-
-
- SONGNAME
-
- If you've done everything right, the Songname should have changed
- to "TEST SONG UNEDITED". As you've probably observed already, the
- songname is longer than the file name. Actually, the songname is
- independent of the file name and vice versa. The songname can be
- up to 19 characters long, whilst the file name has its normal
- limitations. To edit the songname, just click it and write
- whatever you like. Press Return when you're satisfied.
-
-
- POSITION TABLE
-
- In the upper left of the main screen, you find the position
- table. Here you decide in what order the patterns should be
- played. You also define the length of the song and where to
- restart when the patterns have been played through once. Don't
- change any of these values before you are told to!
-
-
- SAMPLE INFO TABLE
-
- The sample info table is positioned under the position table.
- Right now, the table contains the VOLUME, LENGTH, REPSTRT, REPLEN
- and FINETUNE values of sample 1. Don't worry if you can't spot
- the finetune value. Clicking the VOLUME box will exchange the
- VOLUME box with the FINETUNE box. To retrieve the VOLUME box,
- click the FINETUNE box.
-
- When sample 1 is displayed, we refer to sample 1 as the current
- sample. The name of the current sample is positioned under the
- songname. To change the current sample, click the up and down
- arrows to the right of the sample number. You could also click on
- the sample number and reenter/edit it. However, the easiest way
- of changing sample, is to use the key pad. The upper row refers
- to sample 1-4, the second from the top to sample 5-8 and so on.
- ["(" is sample 1, ")" is sample 2, etc. ] You shouldn't change
- any of the values in the sample info table yet.
-
-
- OSCILLOSCOPE
-
- To the right of the sample info table, you see an oscilloscope.
- The oscilloscope actually shows the waveforms of the samples
- being played. Nothing's being played right now, and the scope
- doesn't show any waveform.
-
-
- PATTERN
-
- In the bottom of the screen, Pattern 00 is displayed. (That is,
- if you haven't changed anything). This means that pattern 00 is
- the current pattern. The pattern is divided into four main
- columns. Each column is referred to as a Channel or a Track (the
- term "track" will probably be used more frequently than
- "channel"). The pattern consists of 64 lines called Steps, and
- the small column to the left shows the step number of each line.
- It's possible to choose to play only a certain amount of the
- steps in each pattern. This test song for instance, uses only 48
- of the 64 steps available.
-
- To move the cursor around in the pattern, you use the cursor
- keys. You can also move the cursor with the mouse by clicking on
- the desired point in the pattern. Go ahead, experiment! Note that
- the cursor always will be positioned on the edit line in the
- middle of the pattern window.
-
- To change pattern, click on the pattern number box and enter
- another number. An easier way of changing patterns, is to press
- the left or right cursor key while holding down the Shift key.
-
-
- BUTTONS
-
- Above the oscilloscope, there are four columns, each with four
- buttons. At this point, we will only pay attention to the PLAY,
- PATTERN, EDIT and STOP buttons in the first column, and to the
- SLST and DISK buttons in the third row. Pressing the SLST button
- will pop up the Sample list. The sample list is a list containing
- all your samples. You'll learn how to update this list later. You
- already know what action the DISK button causes, and we won't
- tell you more about the DISK menu in this chapter anyway.
-
-
- PLAYING
-
- There are two modes of playing music. Clicking the PLAY button
- will start playing the song from the current position in the
- position table. Clicking the PATTERN button will play only the
- current pattern. The program will always start from the top of
- each pattern when using PLAY or PATTERN. It's actually possible
- to play a pattern from e.g. step 16, and you'll get to learn that
- later.
-
- Now, you should click the PLAY button. When you've heard through
- the two patterns currently being the song, click the STOP button.
- It should be obvious that the test song is far from finished.
- Therefore, it will be your job to complete it under guidance by
- this manual.
-
-
- SAMPLE LIST
-
- The song lacked a bass line. In other terms, we need a bass. We
- are going to load the bass into sample 3. To do that, you have to
- select sample 3. Then you should click the SLST button. Use the
- cursor keys to move up and down in the sample list. Search the
- list until you find the sample called "BASS11.SPL" and click it.
- Now, a requester will pop up, asking you whether you're sure you
- want to load the sample or not. Click the YES button or press the
- "Y" key to confirm your choice. Then you are told to insert disk
- SAMPLE02. Well, just do it!
-
- When loading a new instrument into sample 3, all previous sample
- 3 data in memory will be lost. If you for some reason didn't load
- the right sample, repeat the above procedure until "BASS11.SPL"
- is loaded into sample 3.
-
-
- THE KEYBOARD
-
- We will use the second track for the bass line. When you've moved
- the cursor to track two, try to press e.g. the Q, W, E, R and T
- keys. If you have done everything right, you should hear some
- notes being played. You see, the keyboard is organized like the
- keys on a synth. Actually, there are two rows of note keys.
-
- Upper note keys: 2 3 5 6 7 9 0 =
- Q W E R T Y U I O P [ ]
-
- Corresponding notes: C# D# F# G# A# C# D# F#
- C D E F G A B C D E F G
-
- Lower note keys: S D G H J L ;
- Z X C V B N M , . /
-
-
- The ProTracker ST has got three octaves. When the OCTS switch is
- in L(ower) mode, you can play the notes from C-1 to G-3 on the
- keyboard. When the switch is in U(pper) mode, you can play the
- notes from C-2 to B-3. To toggle between Lower and Upper mode,
- click on OCTS or press the Help key for Lower mode and the Undo
- key for upper mode.
-
-
- EDITING
-
- Make sure that the cursor is placed in the second track in
- pattern 00. Click the EDIT button. By now, the pointer should
- have turned blue. This is to indicate that you're in edit mode.
- If you now try to play some more notes, the notes will be written
- into track two in the pattern.
-
- Please note that it's possible to edit even when playing a song
- or a pattern. To prevent destroying data when playing the music,
- always remember to turn off the edit mode if you don't intend to
- edit during play.
-
- The information in the track/pattern is given as follows:
-
- 16 F-2 13 C35
- / \_/ |/ \_/
- / / | \
- Step Note Sample Effect command
-
- The F-2 is the note being played at step 16. $13 (19 decimal) is
- the sample number, and the three last digits represent the effect
- command. In this case, it sets the volume to $35 (53 decimal). C
- is the command, $35 is the value. All values in the pattern are
- hexadecimal, except the step number. Usually, only the note and
- the sample part of the information will be stored automatically.
- Additional information is found as an effect command and has to
- be written separately.
-
- The effect commands is one of the strengths of ProTracker ST. You
- may change the volume of a sample during play, you can slide the
- pitch of a note (portamento), vibratos and arpeggios (chords) are
- easily produced, and altering the speed of the song is no big
- deal. Other useful options are also available.
-
- Each time you enter a note, the cursor will move one step down.
- If you for some reason want to correct a note, place the cursor
- on the desired note and reenter it. To delete the note without
- reentering it, just press the Backspace key.
-
-
- SOLOING A CHANNEL/TRACK
-
- You have probably noticed that the other tracks are also being
- played when you play notes in track two. If this annoys you, hold
- down Ctrl and press '-' on the keypad. This will "solo" track
- two. That means that the other tracks are muted (turned off). To
- turn all channels/tracks on, hold down Shift and press '0' on the
- keypad.
-
-
- ENTERING NOTES
-
- If you feel ready to start entering the bass line, go to the top
- of the pattern and press the F1 key. This will clear the whole
- track. Choose the lower octaves. Make sure that you're in edit
- mode. Start with a F-1 at step 0 (press 'V' for the F-1). Step 0
- should look like this: F-1 3000. Place another F-1 at step 4,
- before you enter a F-2 at step 6 (press 'R' for the F-2).
- Continue entering notes in the track as outlined below:
-
- Step Note Step Note Step Note
- ---- ---- ---- ---- ---- ----
- 0 F-1 18 F-2 36 A-1
- 4 F-1 22 G-1 40 A-1
- 6 F-2 24 A-1 42 A-2
- 10 F-1 28 A-1 44 G-1
- 12 F-1 30 A-2 46 A-1
- 16 F-1 34 A-1
-
- When you have (hopefully successfully) reproduced the track, it's
- time to listen to pattern 00. Click the PATTERN button. If it
- sounds very fishy, you've probably done a mistake. Make sure that
- you've done everything as instructed and correct possible
- mistakes. If you still think it sounds dreadful, you might have
- too big expectations to a TEST song!
-
-
- COPYING A TRACK
-
- When you're tired of listening to pattern 00, click STOP and go
- to pattern 01. (Click on the pattern number box, and enter 01.)
- Observe that the pattern both lacks a bass line and drums
- (channel four is empty). Before editing the bass line like in
- pattern 00, we're going to copy the drums from pattern 00 to
- pattern 01. To do that, return to pattern 00, move the cursor to
- channel four and press F2. This will copy the track into the
- paste buffer. Go to channel four in pattern 01 and press F3 to
- paste the drums into the track. Now both patterns have drums,
- without you having to write anything in pattern 01!
-
- Now, you should write a bass line like in pattern 00, using the
- notes in the table below:
-
- Step Note Step Note Step Note
- ---- ---- ---- ---- ---- ----
- 0 A#1 18 A#2 34 B-1
- 4 A#1 20 A-1 36 B-1
- 6 A#2 22 A#1 40 B-1
- 10 A#1 24 B-1 42 B-2
- 12 A#1 28 B-1 46 B-1
- 16 A#1 30 B-2
-
-
- VOLUME
-
- If you feel like it, click the PLAY button to hear the song this
- far. Remember to turn all channels back on, otherwise the song
- will not sound very impressive. The volume of the melody voice
- (sample 5, PANMALL.SPL) is perhaps a bit low, especially compared
- to the bass. Try setting it to 61 (hexadecimal $3D). (Select
- sample 5 and change the volume value in the sample info table.)
- Do also change the volume of the bass from 64 (hex $40) to 48
- (hex $30). It should sound better after you've done these
- changes.
-
-
- LENGTH
-
- For your convenience, we've written some more patterns of music
- data for you. Alter the LENGTH of the song. Now, it should be set
- to eight. Unfortunately, we forgot to make drum tracks in
- patterns 02 to 07. Copy the old drum track from pattern 00 or 01
- to track four in patterns 02 to 07. When you've done this
- properly, go to position 0 in the position table. To do this, use
- the up and down arrows to the right of the position number. You
- can also click on the number and reenter it. Click PLAY to listen
- to the song.
-
-
- SPEED
-
- It's getting better! Nevertheless, there are still a few things
- left to improve. First of all you should try to speed up the song
- a bit. Move the cursor to track one in pattern 00 and change the
- F06 effect command to F05. Play the pattern. The new tempo seems
- to suit the song far better.
-
-
- DRUM FILL-IN
-
- Moreover, you should make a small drum 'fill in' (a small
- variation at the end of the pattern) in patterns 03 and 07. Go to
- track four in pattern 03. Do the following changes:
-
- Step Note Sample
- ---- ---- ------
- 42 B-2 7
- 44 G-3 8
- 46 G-3 8
-
- Copy the edited track to track four in pattern 07, and listen to
- the changes.
-
-
- EDITING POSITION TABLE
-
- Actually, you're almost finished with your first session. We hope
- you've enjoyed it, and you've probably learned a lot. But before
- we look upon the song as finished, you should learn a bit about
- the position table. Set LENGTH to 20 (hex $14) and RESTART to 8.
- As you might already have guessed, we've prewritten some more
- patterns. Now, you should place them in the position table. You
- do this by selecting the desired position and entering the
- corresponding pattern value. The list below contains the
- necessary values.
-
- Position Pattern value Position Pattern value
- -------- ------------- -------- -------------
- 8 0 14 10
- 9 1 15 11
- 10 2 16 12
- 11 3 17 13
- 12 8 18 14
- 13 9 19 15
-
-
- FINISHED?
-
- Then you should lean back and enjoy your first piece of music
- written with the ProTracker ST! If you're not sure whether you
- got everything right or not, you should load the "TEST2.MOD"
- module from the music example disk. That module contains a
- finished version of the test song. But remember to save your own
- edited module first. To do that, just go to to the DISK menu and
- click the SAVE MODULE button. Confirm your choice, and insert a
- formatted disk in your disk drive. Pick a suitable file name, and
- save the soundtrack to disk.
-
- Honestly, the test song isn't at all any masterpiece of sound
- tracking. Therefore, to avoid you getting an incorrect first
- impression of the ProTracker ST's music capabilities, you should
- load and play the "KLISJE.MOD" module which also is to be found
- on the music example disk. This superb soundtrack was originally
- written on the Amiga by the very talented Norwegian musician Tor
- Gausen. All in all, we have included four songs by famous Amiga
- musicians. These are:
-
- Klisje_paa_klisje (KLISJE.MOD) by Tor Gausen (Walkman of CRB)
- Madness2-PartB (MADNESSB.MOD) by Matthew Simmons (4-MAT of
- Anarchy)
- So what... (SO_WHAT.MOD) by Hans Arild Runde (Gladiator of CRB)
-
- A lot can be learned by looking at the techniques used in these
- modules. And who knows, with the ProTracker ST in your
- possession, you might reach their level in some weeks or months.
- Keep practising!
-
-