home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC World Interactive 9
/
PC World Interactive 9 - Temmuz 1998.iso
/
muzik
/
BOOK011A.EXE
/
TRACKERS.TXT
< prev
Wrap
Text File
|
1998-02-12
|
96KB
|
1,951 lines
========================================
The Trackers Handbook v0.10a
----------------------------------------
By Cools/Hertz
========================================
Introduction
------------
The Trackers Handbook has been written, not as a guide to one specific
computer or tracker, but to cover every single aspect of tracking, every
single tracker, and every single machine available ever. It is intended to
be, when completed, the most comprehensive guide to tracking ever made, and a
one-stop source of help for every level of tracker out there, from total
beginners through to seasoned masters.
It is not intended, however, to replace all the other great tracker
tutorials and FAQs such as the alt.binaries.sounds.mods FAQ (even though the
version I have is pretty old, I couldn't get hold of a copy newer than 1995).
Just a short word to those in the scene that know about such things. I know
there are hundreds of players and trackers around, but I can't go and get a
copy of every single one and write an in-depth description all by myself.
Main reason; I only own a PC :v( Second reason; I have other things to do as
well as write this, such as tracking :v)
Module players have been included here, for the simple reason that if you
are writing a mod, you want to be aware of any possible conflicts and bugs
that may occur when your music is played back on a different system from
yours. This will enable you to maximise your audience.
Hopefully I can steer this guide away from any sort of bias, but if any
occurs, it is only due to my own and any contributors experience and
preferences. Music style bias is quite likely, but that can only be expected,
after all, it's human nature to like and hate certain styles. However, I will
not allow any machine, tracker, sampler or player bias here, due to the fact
that each has it's good and bad points.
This is a very early alpha version, with vast areas and subjects
incomplete, if you have any comments or contributions, or have spotted a
mistake don't hesitate to contact me at :-
E-Mail - c_o_o_l_s@hotmail.com
Post - Matthew Coulson
16 The Pines
Cilfrew
Neath
SA10 8AL
Wales
UK
Please don't e-mail or post me requests for trackers, modules or samples.
If I satisfy every request this will never get finished, so you'll just be
wasting your time. Anyway, there's a list of Internet resources at the end,
so use that...
If you want to be on the mailing list to recieve the latest version when
it's released (remember that it'll slowly grow in size), then just ask!
Oh yeah, this is FREEWARE. Feel free to distribute, but not modify it.
Cools
Contributions
~~~~~~~~~~~~~~~
If e-mailing me about any these, please could you use the following as
the subject of the message:
- A contribution - Use "Contribution"
- A mistake found - Use "Mistake"
- A general comment - Use "Comment"
Contributions are badly needed, and any contributors will have their names
included in the contributors list at the end of the file, unless you specify
otherwise (Even if your contribution doesn't get used your name will still
appear here, unless you specify otherwise).
If you want to contribute something, but don't know what, simply search
for "(Information needed)" for some ideas. Anyone can contribute, no matter
how experienced they are. So if you've just started and have found out
something interesting, then send it in, you may be the only person that knows
about it. You'll gain much respect for it.
Rather than sending in general hints and tips, which are easy for me to
find (even though they are much appreciated), I would rather have information
on the trackers and players themselves. This is the hardest to find out,
especially for trackers/players that are old and/or not well known and/or on
a platform other than the PC.
If I've included some tips or whatever, of yours without your permission
(which will happen every time I find a new Bit of text myself, I'd rather
have you tell me you don't want it, it saves time and means this gets added
to quicker), and you don't want it to be included, just contact me so we can
sort something out.
One last point, don't send me anything if you want it to remain exactly
how you wrote it. I WILL edit virtually everything, in order to keep the same
sort of style right the way through. It makes it easier to read.
=============================================================================
Contents
--------
1. Beginners
- Erm, just what is a tracker?
- Choosing a tracker
- Amiga
- DOS
- Windows 3.1/95/NT
- Mac
- Unix/Linux/Sun/NeXT
- Atari
- Choosing hardware
- Getting started
- Ordering your resources
- Let's go
- The Effects column(s)
- Sampling
- Overusing voice samples
- Ripping
- Techniques
2. Intermediate
- Effects
- Sampling
3. Advanced
- Effects
- Going commercial
4. General Techniques
- Spicing up your percussion
- Zen of Tracking Advanced Tips and Tricks
5. Players
- Amiga
- DOS
- Windows 3.1/95/NT
- Mac
- Unix/Linux/Sun/NeXT
- Atari
6. MIDI (H e l p !)
7. Internet resources
- General
- Trackers
- Samplers
- Players
- Samples
- Modules
8. Glossary
9. Closing words
- Thanks to...
- Contributors
- Future?
=============================================================================
1. Beginners
Help! I don't know where to start!
-----------------------------------------------------------------------------
Being at the beginner stage is possibly the most difficult part of
tracking, and it's where most people give up. The key is perseverance and
practice. Listen to what others have to say about your initial attempts, but
only listen if you know you'll get an honest opinion from them. Take on board
any criticism, and use it to your advantage. Practice makes perfect, the more
modules you write and sampling you do, the better you'll get, simple...
- Erm, just what is a tracker?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A tracker is a piece of software that allows music to be made using only
a computer and some sound samples. These sound samples are then played back
at varying pitches and with various effects so as to produce music. The
musical data used to describe how to play each note is arranged in a list
like form, as shown below.
Note Instrument Volume Effect command Effect parameters
C#5 1 40 1 01
C#5 1 04 101 F-6 2 38 330 G-3 3 20 F05 --- -- 000
--- -- 102 --- -- 300 D-2 3 24 A0F C-4 4 -- 472
C#5 5 -- E93 --- -- 300 --- 3 P0 A0F --- -- 400
This data scrolls up the screen, and when it passes the cursor it gets
processed and played. Not all trackers have this same layout, I've used FT2
for the example.
Trackers produce files called modules, which is usually abbreviated to
MOD. The term MOD originally meant a SoundTracker module, but over the years
it has become a generic term for any type of module. MODs are a sort of
hybrid MIDI/sample file. They contain sequencing information as well as the
instruments (samples) that are used.
It's actually quite hard to give trackers and MODs a 'definition' that
can be understood by everyone. If you have Internet access then do a search
for 'MOD trackers' and quite a number of definitions should pop up.
----------------------------------------------------------------------------
- Choosing a tracker
~~~~~~~~~~~~~~~~~~~~~~~~
May as well start at the beginning I suppose...
Choosing a tracker to learn in is possibly the most important choice you
can make. Some trackers have extremely difficult interfaces to learn, which,
if you are only just starting out and have never used a tracker before, pose
an additional aspect of learning that will need to be undertaken.
There are six systems with trackers that I know of, classified as -
- Amiga
- DOS
- Windows 95/NT
- Mac
- Unix/Linux/Sun/NeXT
- Atari ST
Obviously the system you own dictates what you can use, but the Amiga
based trackers are split up into a few different areas, depending on your
hardware.
- Amiga (Information needed)
~~~~~~~~~
Ahhh, the good old days, where it all started...
Amiga trackers are ten a penny, with traditional 4 channel trackers still
prominent. Though many multichannel trackers are available, the majority of
Amiga owners I know don't have a powerful enough system to use them
effectively.
Lets begin with what I personally reckon is the best Amiga tracker to
learn on i.e. it's what I used, OctaMED. Currently in version Soundstudio 2,
OctaMED has a Workbench style interface, and possibly the most comprehensive
help system I have ever seen included with a tracker. OctaMED is a commercial
package, though in the past complete versions have been included on magazines
(how I got hold of it).
OctaMED was the first tracker on any system to break the limits of 4
channels. By mixing two channels together and passing the result to the audio
chip as they were being played, OctaMED could, as it's name suggests, play 8
channels at a time, albeit at a lower quality and slower speed than usual.
OctaMED SoundStudio allows this barrier to be further broken, by allowing
the use of up to 64 channels at 44.1 kHz in Stereo, even on an A500 (it won't
work in real time on an A500, obviously). It also supports the use of certain
Amiga 16-Bit Sound Cards, such as the Toccata, Delfina and Maestro. If you
have one of these cards and, say, a 68030 or 040, then SoundStudio would
be a sensible path to go down.
The tracker that originally set the standard format for modules was
ProTracker (experienced trackers will argue with me over this, but all will
be revealled in a moment). Although SoundTracker was the first, it only had
a few effects (arpeggio, set volume, set speed, pitch slide up, pitch slide
down), and could only use 15 samples. ProTracker however, had lots of effects
and could use 31 samples, a vast improvement over SoundTracker.
ProTracker, like OctaMED, has a nice interface (though it's not Workbench
like), and is easy to learn. Unlike OctaMED, ProTracker cannot handle more
than 4 channels of sound, which may prove limiting to some people.
- DOS
~~~~~~~~
There are a number of DOS based trackers around, generally each with their
own MOD and instrument format, although most will allow loading of other
formats as well.
Scream Tracker 3 is a text-mode tracker, with a fairly basic interface.
While powerful at its original release, it has now been superseded by other
more powerful trackers.
Fasttracker II is, according to United Trackers, the most used tracker at
the moment. This could be down to the interface, which many trackers like due
to its ease of use, being almost completely mouse driven. Fasttracker II has
also been available for a long time now, which would also explain it's
popularity. It uses it's own formats for modules and instruments. It's
instrument format is more popular than IT's, possibly because it's been out
for longer, and also because it's better supported in other trackers.
Velvet Studio is another DOS tracker with a nice interface. Maybe not
as easy to to use as FT2's, but nice all the same. It is very customisable
and powerful. However, even the latest version is still quite buggy (while
testing it it either crashed or hung the machine several times :v( ), so
think carefully before setting out to learn how to use it. It's very good,
just not very stable.
Real Tracker 2 is again, another tracker with a good interface. It uses a
Windows like modular environment, so you only have to have what you want on
screen. It also, in the registered version, supports VESA screens, so you
could, if you wanted, run it in 1280x1024 mode. On my machine, however, every
time I quit the program it resets the machine, and there are a few other
noticable bugs as well. Again, like Velvet Studio, think before learning it.
However, if you don't care about a graphical, mouse driven interface, and
want the most powerful DOS tracker currently available, then there is only
one choice, Impulse Tracker. Ever since it's release it has been slowly
gathering converts simply due to it's vast range of features. However, like I
said above, it doesn't have a graphical interface. In fact, it's interface is
almost exactly the same as ST3. If you've tried ST3 before, and liked it,
then go with IT.
- Windows 3.1/95/NT
~~~~~~~~~~~~~~~~~~~~~
As far as I know, EasyMod for Windows is the only Windows 3.1 tracker
available, but I don't know anything about it. (Information needed)
There are two trackers available for Windows 95/NT, ModPlug Tracker and
SoundStudio. Neither are completely finished yet, ModPlug being an alpha and
SoundStudio being a beta. ModPlug Tracker is one of the few trackers that
doesn't use it's own special module format, preferring instead to allow you
to create Impulse Tracker, Fasttracker II, and ProTracker modules.
Soundstudio looks like being a VERY good port from the Amiga, if they keep
all the features from the original (synthetic sounds, hybrid samples/synths.
How did the hybrids work anyway? I could never get anything to happen!) then
it will probably be the best tracker yet.
Since they use Windows 95/NT's sound drivers, you don't have to worry
about using SB compatibilty or using a tracker which supports your specific
sound card. As long as you have the latest 32-Bit drivers you will get the
best quality sound possible from your sound card.
- Mac
~~~~~~~
Player Pro 4.4.1: Can access the sound chip directly, so it takes less
processor time than SoundTrecker. It'll still work when new Macs with new
sound chips come out, because it can also use the regular Sound Manager 3.0
if necessary, like when the PowerMacs came out and Player Pro didn't support
their sound chip. Only edits its own format, MADF, but it can import and
export MOD, S3M, MIDI, and some other formats I can't remember right now.
PlayerPro has a very mixed track record for some of its more obscure import
and tracking options, but reportedly plays many of the basic mod formats
better than the other Mac heavyweight, Sound-Trecker 2.2. PlayerPro is
shareware and until you pay the $20 registration fee, most tracking/editing
features are turned off (including import and save) and it will automatically
quit after having been open for 20 minutes. A CD-ROM version is also
available for $40, which comes with a library of mods and instrument samples.
Upgrades are free, except for the upgrade from the disk to the CD-ROM
version, which will cost $20 for an upgrade. Unlike Sound-Trecker, it is
fully PowerMac-native, which means it FLIES by on a PowerMac.
Sound-Trecker: $40 shareware. Partially, but not fully, PMac native, but
it can do simulated surround sound for headphones or (I think...) Dolby
Surround decoders. However, with the Surround option, the fact that it's
not fully native really shows, as you hear clicks when you try to do
other stuff. However, the slowdown isn't that severe on normal Macs. The
two other advantages are that it can play (Octa)MEDs, which Player Pro
can't handle, and some MODs play better with it than Player Pro. Keepin
mind that with the extra features and bug fixes with Player Pro 4.2, most
MODs play -much- better with Player Pro, though, and PP is cheaper.
Rich "Akira" Pizor adds: Sound-Tracker is a shell program which plays formats
based on plug-ins, providing for maximum flexibility, since plug-ins can
easily be written whenever a new format is introduced. Currently, most of the
standard 4- and 8-track MOD formats are supported. Also available is a plug-
in that makes it PowerPC native. It is also known for having one of the
better interfaces of Mac MOD players. The resources for creating/editing MODs
are present, yet the appropriate menu items are greyed out. I've not met
anyone who could explain this anomaly to me. The two theories I've heard are
that you get editing capabilities if you register the program (German ReadMe
not too well understood) or that the resources are simply sitting there while
the author learns how to integrate the corresponding features into a later
release of the program.
MacMod Pro is currently on release 3.22. It is a complete player and tracker
for the Mac, capable of creating mods from 4-32 channels. (The jury is still
out on the file type, but it seems to save currently in standard ProTracker
(M.K.) format.) It features all of the player options of Sound-Trecker 2.2,
and the version currently on the info-mac archives also includes a sample MOD
that's quite good, along with 5 instrument samples so you can get going right
away.
Since version 3.0.1, the help system has been improved tremendously. The
staff editor and S3M compaitibility options haven't yet been implemented, but
these are promised for the next release. The interface has also markedly
improved. Looks like the author got some help from a more experienced
programmer.
MacMod Pro is shareware. A $25 registration fee is required to unlock the
Save option, but all other functions work off the shelf, so you can get a
good feel for how the program works and for what it takes to make a mod.
Meditor 0.55 Delta: The first freeware tracker for the mac has arrived!
Unlike PlayerPro or MacMod Pro, Meditor gives you full access to all its
features right from download, so there's nothing to stop you from editing to
your heart's content. It supports all the sound formats supported by
Sound-Trecker as well as a new one called MMF; a Sound-Trecker plug for MMF
format is included, but to my (editor's note: i.e. Akira's) knowledge there
is no IBM-compatible program that supports this format.
Meditor uses a variation of the "classical" editor, with no option for
staff editing or digital editing. Supports all the standard effects and
octave ranges, and allows up to 32 channels (more in MMF format, but why
would you need more than 32?). Only one file can be open at a time and it's a
little buggy, but hey - it's free.
- Unix/Linux/Sun/NeXT (Information Needed)
~~~~~~~~~~~~~~~~~~~~~~~
I know there are trackers available for Unix, but do I know what they're
called or what they're like? No
- Atari
~~~~~~~~~
Atari ST: There is a port of ProTracker from the Amiga. This will allow you
to create 4-track MODs.
Atari STE/TT/Mega STE: To create mods on these machines, you basically have a
choice of two programs - ProtrackerSTE or Octalyser
ProtrackerSTE is an upgraded port of ProTracker from the Amiga. It handles
only 4 tracks, but has the full PT command set and gives good quality
playback. (Note there are also a bundle of PT clones for these machines, such
as Esion)
Octalyser is an 8-track tracker. You need a fast STE or a TT to playback
all 8 tracks though. Octalyser will let you create or play back 4, 6 or 8
track mods. It will load many different mod formats, but not S3M or MTM.
Sound quality is quite good.
Atari Falcon030: For creating mods on this machine, there are basically three
main choices:
Octalyser (mentioned above) has drivers for the enhanced sound system,
thus giving good quality playback, but only 4, 6 and 8 track MOD formats, not
S3M or MTM.
MegaTracker - 32 track tracker. All tracker commands and practically all
mod formats are supported including S3M and MTM. Unbelievable speed and
quality are produced by the DSP mixing. Unfortunately, the instructions have
not yet been translated from French, but it is only a matter of time.
Digital Tracker - 32 track tracker. Supports almost all tracker commands
and formats, although it hangs on some S3Ms. this is commercial software and
only a demo is available, which has certain restrictions.
Conclusion
~~~~~~~~~~~~
Whatever tracker you decide on using, before you even start tracking with
it, be sure to read the manual. Load a few already made modules in so you can
play around with the various features and find out how they work. Spend a day
figuring out every feature of the tracker.
The only way to find out what tracker is best for you is to try out a few
and then decide. I would recommend that you choose a tracker that produces a
standard module format for the hardware you are producing on e.g. if you
own an Amiga a MOD based tracker would be a good choice, on a PC an IT or
XM tracker would be a good choice etc.
DON'T do what I do and use multiple trackers to produce one tune, doing
that is not advised (if you're interested I use FT2 and IT, FT2 to do the
bulk of the work, and IT to tidy up and add panning. I just find FT2 more
intuitive). It makes work much harder, especially if you get something
sounding perfect in one (in my case gating in FT2), only to find it sounds
horrible in the other.
-----------------------------------------------------------------------------
Choosing Hardware
~~~~~~~~~~~~~~~~~~~
The basic hardware requirements to track are:-
A computer - You probably already have one of these. If you don't, then
how on earth are you reading this! Your computer MUST have some sort of
digital audio capabilities. If you have an Amiga, Atari or Mac then you
should be okay for now. If you have a PC (and by that I don't necessarily
mean an IBM compatible) without a digital sound card of some description,
then you're finished before you've even started. Go out and get one now!
Monitoring Equipment - A pair of speakers and/or a pair of headphones.
Since we're talking about basic requirements here, practically anything will
do to get you started.
-----------------------------------------------------------------------------
Getting Started
~~~~~~~~~~~~~~~~~
Ok, so you've gotten hold of a tracker that you like the look and feel of,
the next thing to do is to get hold of some samples and/or modules. These
should preferably be in a style that you like and be of a reasonable quality.
Just go to the Internet resources section for a list of places to look. If
you don't have Internet access, then any local shareware libraries or BBS
systems should be able to sort you out with some. Samples are preferable to
modules, but it's easy enough to rip the samples out of modules.
Alternatively, you could sample your own sounds, but this can be quite
difficult to do if you don't know what you generally use or need. As you
don't yet know how to track properly yet, I would recommend you choose
which to learn first, tracking or sampling. This will ease the learning
curve. If you want to learn the key points to good sampling, skip to the
sampling section and when you've finished there, come back here.
- Ordering your resources
~~~~~~~~~~~~~~~~~~~~~~~~~~~
First of all you'll need to set up a few directories in which to store
your music stuff. There are many different ways to do this, but I'll describe
mine for you to have a base to build on. Obviously you don't have to follow
this, it's just to give you an idea of a structure.
In the root of my HD I have a directory called Music. Within this
directory are three others: Mods, Samples, and Other. Mods and Samples are
self explanatory, and Others is used to store texts and such like. I keep
all my trackers in their own directories in the root. Any tools that are for
use exclusively with a tracker are kept with them in the same directory.
Inside Mods are another two directories: My_Mods and Unfinish, which
should be self explanatory. Mods itself contains MODs written by other
people.
Inside Samples are another set of directories. Bass, Breaks, Drumkit,
Strings, Piano, Stabs, FX, Vocals, Chip, Temp. I also use directories for
individual instruments (being a dance musician I download as many samples
of 'classic' dance synths as possible).
So the structure of my music directories is as follows:-
ROOT-+-CD2WAV
+-FT2------+-SHRINKXM
| +-WAV2XI
| +-XMC
+-IT-------+-ITPR
| +-ITF
| +-ITTXT
+-MUSIC----+-OTHER
+-MODS-----+-MY_MODS
| +-UNFINISH
+-SAMPLES--+-BASS-----+-JV1080
| +-NOVBASS
| +-TB-303
+-BREAKS
+-CHIP
+-DRUMKIT--+-BASS
| +-CLAP
| +-CRASH
| +-HAND
| +-HI-HAT
| +-SNARE
| +-TR-808
| +-TR-909
+-FX
+-PIANO
+-STABS
+-STRINGS
+-TEMP
+-VOCALS
As you can see I try not to categorise samples too much. For example the
strings directory is used to hold pads, violins etc. Basically anything that
sounds 'stringy' 8v). This allows me quick access to the samples I want (I
can remember what most of them are called and sound like). I also regularly
clean out my sample collection by getting rid of any that are bad quality -
clipped, noisy etc. Any that I'm unlikely to ever use or I have already used
and don't want to use again are also gotten rid of.
I would recommend you start off by creating some sort of structure, it'll
stop your disk getting cluttered and enable you to work more efficiently.
- Let's go
~~~~~~~~~~~~
By now you should have a tracker you're happy with, some samples and/or
some modules. Start up the tracker, and load a sample or two in and "jam"
with them. Play around and get used to what keys notes correspond to. When
you have a riff that you're happy with, try inputting it into a channel.
This can be done in two ways, either in step-time or in real-time. The
majority of modules are produced in step-time, maybe with a small amount of
real-time just to see roughly where the notes need to be placed. If you
have a MIDI keyboard connected to your sound card (Information needed), then
you could use that to input the notes. Generally though, due to the harsh
amount of quantitization that occurs with a tracker you are better off doing
it in step-time.
Once you've managed to get this riff into a channel or two, and it plays
back sounding all right, you're ready to carry on with the rest of the
pattern.
Start with the bassline.
I would recommend that you try producing a few 4 channel modules first,
use one channel for drums, one for bass, one for lead, and one for chords.
This should help as you'll always be able to see what's going on, on the
screen. If you find you do want to use more channels to begin with, then by
all means go ahead, but bear in mind that most of the great tracker musicians
today started on 4 channel modules...
Start by writing music that you really like listening to - don't try and
write an orchestral piece if you don't listen to it - it'll show.
The best way to learn how to do something is to watch someone else do
it. This applies to tracking as well. You can learn a lot just from listening
to the great ones in the scene. If you come up with a tune idea and you know
what you want it to sound like, it helps a lot to look for a tune from one of
the masters that sounds similar to what you want to write, and listen to
their tune over and over again. Look for the things they do with their tune
that sets that tracker apart from the others in the scene, and if you can
adapt their techniques into your song in an original way, do it.
Never release your first tune. There are very few people who are gifted
enough to really make a quality tune the first time - it's all practice and
experience! Once you have finished a tune, listen to it a couple of days
after... see whether you can view it from another point of view. Get a couple
of friends to listen to it and ask for some constructive criticism, you know,
what's good as well as what's bad.
If you want to make a tune realistic, try to imagine how the instrument
would be played. Pretend you are a musician when you write a part.. Also, if
you use an instrument such as a piano, try to use more than a single piano
note - a real piano will have more than one note playing at a time - use some
chords, etc.
Originally, people used to sample whole chords to save sample space. Now
we've got these wonderful trackers with gazillions of channels. Constructing
chords from notes because you have the space to do so gives a better and more
a professional sound. However, be very careful! If you decide to construct a
chord rather than use a single sample, some musicianship is required. Simple
major chords are easy, but inversions really add to a piece. If you are able
to do it this way, you'll get a professional, crafted sound. But it does take
a long time before you'll get a smooth flowing part.
For a nice fill to the sound, try to balance the usage of low and high
frequencies. Tunes with too much bass and too little treble sound rough,
tunes with too much treble and too little bass sound insubstantial.
-----------------------------------------------------------------------------
The Effects column(s)
~~~~~~~~~~~~~~~~~~~~~~~
By now you should be wanting to experiment with some effects, to make your
music more interesting and more professional. Before we start, lets just get
something straight. Effects should only be used when they are needed. Using
effects just because you can doesn't automatically improve the quality of
your music.
This section will only cover effects with letters/numbers that can be used
in ProTracker MODs. This is to keep some sort of standard. Many trackers use
different letters/numbers to represent the same effect, so check before
trying anything. If you try an effect listed here and it produces a result
completely different to how it is described here, then consult your trackers
manual.
Effects are typed into the rightmost column of each channel in every
tracker. They consist of an effect command and a value. Different trackers
have different letters and numbers for the same effect command. But pretty
much all of them work with hexadecimal for the value. If you don't know what
hex is, then the following extract, taken from the Impulse Tracker manual,
should help.
Instead of using a decimal system (ie. base 10), it is more natural for
the computer to work with hexadecimal (often abbreviated to simply 'Hex') -
numbers which operate in base 16. The first 9 numbers in hex are denoted by
'1' to '9' and the next 6 are denoted by 'A' to 'F'. So if you count in hex,
it will be as follows: (0), 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, 21, 22, 23,
24, 25, 26, 27, 28, 29, 2A etc.
To convert a hex number to decimal, multiply the 'tens' column by 16 and
add the value of the second column. ie. 32 Hex = 3*16+2 = 50 decimal.
2A hex = 2*16+10 = 42. (because A = 10) The maximum number that you can
represent with two Hex digits is FF = 255 decimal.
Let's start with the most basic effect, the set volume command: C. Input a
note, then move the cursor to the effects command column and type a C. Play
the pattern, and you shouldn't be able to hear the note you placed the C by.
This is because the effect parameters are 00. Change the two zeros to a 40
(hex)/64 (dec), depending on what your tracker uses. Play back the pattern
again, and the note should come in at full volume.
The position jump command next. This is just a B followed by the position
in the playing list that you want to jump to. One thing to remember is that
the playing list always starts at 0, not 1. This command is usually in hex.
Onto the volume slide command: A. This is slightly more complex (much more
if you're using FT2 or IT, if you want to achieve the results here, then set
slides to Amiga, not linear), due to the fact it depends on the secondary
tempo. For now, set the secondary tempo to 06 (you can play around later :v),
load a long or looped sample and input a note or two. A few rows after a note
type in the effect command A. For the parameters use 0F. Play back the
pattern, and you should notice that when the effect kicks in, the sample
drops to a very low volume very quickly. Change the effect parameters to F0,
and use a low volume command on the note. Play back the pattern, and when the
slide kicks in the volume of the note should increase very quickly.
This because each part of the effect parameters for the A command does a
different thing. The first number slides the volume up, and the second slides
it down. It's not recommended that you use both a volume up and volume down
at the same time, due to the fact the tracker only looks for the first number
that isn't set to 0. If you specify parameters of 8F, the tracker will see
the 8, ignore the F, and slide the volume up. Using a slide up and down at
same time just makes you look stupid :v) Don't do it...
The Set Tempo command: F, is pretty easy to understand. You simply specify
the BPM (in Hex) that you want to change to. One important thing to note is
that a value of lower than 20 (hex) sets the secondary tempo rather than the
primary.
Another useful command is the Pattern Break: D. This will stop the playing
of the current pattern and skip to the next one in the playing list. By using
parameters of more than 00 you can also specify which line to begin playing
from.
The next command we'll look at is the portamento up/down: 1 and 2. Command
1 slides the pitch up at a specified speed, and 2 slides it down. This
command works in a similar way to the volume slide, in that it is dependant
on the secondary tempo.
Another portamento command is 3: Portamento to Note. This slides the
currently playing note to another note, at a specified speed. Unlike the 1 &
2 commands however, this one stops when it reaches the desired note. The best
way to describe this is to give an example.
C-2 1 000 - Starts the note playing
--- 000
C-3 330 - Starts the slide to C-6 at a speed of 30.
--- 300 - Continues the slide
--- 300 - Continues the slide
One thing you can note about this and many other commands is that is it
has a memory. Once the paramenters have been set, the command can be input
again without any parameters, and it'll still perform the same function
unless you change the parameters. This memory function allows certain
certain commands to function correctly, such as command 5, which is the
Portamento to Note and Volume Slide command. Once command 3 has been set up
command 5 will simply take the parameters from that and perform a Portamento
to Note. Any parameters set up for command 5 itself simply perform a Volume
Slide identical to command A at the same time as the Portamento to Note.
There are various other commands which perform two functions at once, but
these will be listed later.
-----------------------------------------------------------------------------
Sampling
~~~~~~~~~~
Let's talk about all the business that goes on before a sound ever gets to
your computer's memory. Sound in the air is continuously changing, and when
it gets converted to an electrical signal the changes are still continuous.
Your computer, however, can only store numbers using a limited number of
digits or precision. Continuously varying sound is called an analogue signal.
Once the computer grabs the sound, it doesn't have enough precision to store
all the information about the sound in order to perfectly reproduce it. What
the computer has stored is called a digital signal representation.
Your sound card captures information about an analogue sound signal by
measuring its intensity at a given instant. This corresponds to one single
point on the waveforms we've been looking at. In order to capture an entire
waveform, the measurement process must be repeated at a high rate, usually
thousands of times a second. Since the hardware has limited speed and memory
capacity, there are only so many points it can capture. Any information
between those points is lost forever. This process of capturing the sound in
small intervals is called sampling.
To play back a sound, we just reverse the process and convert the digital
samples back to an analog signal. Of course, the new signal will probably
retain some of the staircase effect, so the reproduction won't be perfect.
There are four main things to consider when sampling. The sample
resolution and frequency, amplitude, and copyright (very important).
The sample resolution is another term for the number of bits a sound is
sampled at. All trackers can handle 8-Bit samples, and most modern ones are
able to use 16-Bit samples as well. Sampling in 16-Bit will render better
quality sound all the time, while 8-Bit can sound the same, most people would
advise 16-Bit samples all the time. The main problem with a lower resolution
is that you are likely to get some or a lot of noise, depending on the
quality of your source. The only trouble with 16-Bit samples is that they are
twice as large as 8-Bit ones. A good trick to use is to sample in 16-Bit, do
all your editing in 16-Bit, compose with 16-Bit samples, then for the release
convert the all the samples to 8-Bit. You'll find you can halve the size of
your MOD this way (But make sure you keep a copy of the 16-Bit version). The
listener may lose some quality, but this is usually masked by the mixing
routine of the player.
More important than the resolution of the sample when determining quality
is the sample freqency. The sample frequency refers to the number of
"snapshots" of the incoming sound taken per second. The higher the sampling
frequency, the better the reproduction of the sound is.
So just how many snapshots do we need? If you look at audio specs much,
you've seen CD sampling rates of 44.1 kHz, or 44,100 samples per second.
That's a lot of snapshots! A well-known signal processing theorem (Nyquist
Theorem) says that to accurately reproduce a signal, you have to sample at a
rate at least twice the highest frequency component in the signal. So the CD
sampling rate of 44.1 kHz will capture frequencies up to 22 kHz.
You might be wondering what happens if you don't sample at a high enough
frequency. Well, what you get is something called aliasing. This sinister
sounding term just means that since the sample points aren't close enough
together, it looks as though you sampled a lower frequency that really wasn't
part of the original signal. Alias frequencies are like ghosts - poltergeists
really - you can't see them but they make a lot of noise. So by sampling at
too low a rate, not only do you miss some of the high frequencies, some of
them get thrown back into the mix as unwanted guests at lower frequencies.
They are audible as background noise and distortion.
Monitoring the volume of the incoming sound is vital to produce a good
quality sample. If your sampler uses oscilloscopes to "view" the sound then
make sure the waveform gets as close to the top and bottom of the window,
without flattening out (clipping). If your sampler uses volume meters instead
you want to get the sample as near to 0 dB as possible, without going above.
Now, onto copyrights. If you're not planning on ever releasing a tune
commercially then use samples from wherever you like. It's extremely unlikely
anybody will bother chasing you when they know you won't be making any money
from it.
If however, you eventually want to be able to release your music, then pay
close attention. If you sample individual sounds, you should be able to get
away with it (especially if you hear the sound in three or more commercial
tunes). If you sample large and/or easily recognisable parts of any tunes,
then get them checked out before you even think about releasing your tune.
After all, I don't expect you fancy paying out large sums of money just
because of one simple little sample.
Take the time to tune all your samples as accurately as possible. To do
this, play a long, clear, looped sample, then move to another channel and
tune ALL your other samples to this one sample (so they all have the same
reference). Many potentially excellent modules have been spoilt because they
were poorly tuned. Of course, this doesn't count the cases where samples are
intentionally slightly sharp or flat for effect (which should be the rarity
instead of a rule).
- Overusing Voice Samples
An extremely common mistake made by even some experienced trackers is
finding a voice clip that they think sounds absolutely great or hilarious,
and sticking it into their latest song approximately 87 times. People often
do this with dance tracks. This very frequently kills what would otherwise be
some truly great songs. No matter how funny or cool something sounds the
first time you hear it, there are only so many times you can hear it and
still like it. Also, music is about hearing a melody or grooving to a cool
dance beat, not hearing somebody say the same thing over and over again, so
your song shouldn't rely on voice clips to sound good. If you delete the
voice clips from one of your songs and find that it sounds terrible without
them, that means that you relied too much on the voice clip and don't have
enough MUSIC. Using a truly funny or interesting voice clip once or twice can
make a good song great, but it can't make a bad song good.
- Ripping
There are a number of very important points that should be kept in mind
when ripping samples. Look for samples that sound clear and don't have any
clicking sounds at the point where it loops. If you're looking for a sample
of a real instrument, make sure it really sounds like the instrument or else
it will sound stupid. Also, the newer the sample, the better. And finally, if
you rip samples, it helps a lot if you e-mail the person who made them to get
permission to use them, but if you don't get permission, AT LEAST thank the
person in the Sample Text. That's just basic politeness.
Okay, you're probably fed up of reading about sampling and actually want
to do some for yourself. First of all you need some sampling hardware, on a
PC virtually every sound card in existance can do some sort of sampling. On
an Amiga or Atari you're going to need some extra hardware on top of the
built in
Start by centralising, and then normalising the sample. Then, starting at
the end of sample (always work from the end first, any computer will find it
easier to fill an area of memory with 0s than shifting a large chunk of
memory around) zoom in and look for a point on the centre where you think
your sample ends. Zoom back out to the whole view, does it look like you've
marked the right place, if it does then mark from that part to the end of the
sample and delete it. This is where
=============================================================================
2. Intermediate
Ok, I know my way around, I can sample and use effects, and I've released
a few mods, but just how are certain things done?
-----------------------------------------------------------------------------
Effects
~~~~~~~~~
Do you use echoes on various parts of your MODs? If not, why not? They
are an easy way of filling out the sound. Really easy to do as well. Simply
copy a channel into another empty channel, change the volume of the channel
down to under half of it's current volume, and insert a row in only that
channel. Play back the pattern, if it sounds nice, then you've succeeded.
Inserting only one row will only work well at slow BPMs, however, so keep on
inserting and playing back until it sounds nice.
One point to remember, and this is something I've seen in many MODs, even
ones produced by masters (I won't give any names :v]), is that if the echo
is fairly long a few notes will be chopped off the end of the echoed channel
when you insert rows. But these notes still exist in the original channel.
When the tune is played back the echo will appear to stop at the beginning of
each pattern, and then start again. This reduces the 'live' feel of the
entire tune. Just remember to copy the chopped notes onto the beginning of
the next pattern in the playing list, and everything will sound fine.
Another cool effect (IMHO) is gating. This is usually done with the A
command. Load a long/looped sample and set it to maximum volume. Now input
the channel below (The notes can be anything, but keep the effects the same)
(No Volume Column)
C-5 1 A0F - Starts note, slides volume
--- 1 A0F - Sets volume to sample default volume, then slides volume
--- 1 A0F - Sets volume to sample default volume, then slides volume
--- 1 A0F - Sets volume to sample default volume, then slides volume
--- 1 A0F - Sets volume to sample default volume, then slides volume
--- 1 A0F - Sets volume to sample default volume, then slides volume
--- 1 A0C - Sets volume to sample default volume, then slides volume
--- 1 A08 - Sets volume to sample default volume, then slides volume
E-5 1 A0A - Starts note, slides volume
--- 1 A0A - Sets volume to sample default volume, then slides volume
--- 1 A08 - Sets volume to sample default volume, then slides volume
--- 1 A06 - Sets volume to sample default volume, then slides volume
D-5 1 A08 - Starts note, slides volume
--- 1 A08 - Sets volume to sample default volume, then slides volume
--- 1 A06 - Sets volume to sample default volume, then slides volume
--- 1 A04 - Sets volume to sample default volume, then slides volume
Now play, and you should find that you get this choppy sound that gets less
choppy with the slower slides. That choppiness is gating. Gating works best
when used on strings and vocals, but just play around and see what you come
up with.
Sampling
~~~~~~~~~~
Do you have a CD-ROM drive? If so, do you use a CD-Ripper? You should do.
(If you already do then you can skip this section) A CD-Ripper will allow you
to get -perfect- copies of audio on CDs. Which means no noise to spoil your
lovely sample.
As far as I know, FT2 is the only tracker to have a ripper built in, but
it isn't very compatible. If you use DOS for tracking then a CD-ripper called
CD2Wav seems to work very well, it'll also take advantage of any 32-Bit
CD-ROM drivers installed if you run it under Windows 95/NT. However it can't
rip specific sections of a CD. If you want a small 2 second bite of sound
from the end of the track, you have to rip everything before the part you
want, which is very inconvenient.
If you want to rip CD-DA on Windows 3.1, then the only package I know of
is Digital Domain. This is quite basic, but it does the job quickly and
effectively. On Windows 95/NT, CD-Worx would be a good choice. CD-Worx comes
in separate versions for 95 and NT, due to the fact that NT uses a different
way of handling things. CD-Worx is a nice program, with features for ripping
from a variety of CD formats.
One problem you more than likely find if you use Windows 95 OSR2 is that
CD-Rippers don't seem to work with it. To get around this you'll have to
bypass Windows 95's 32-Bit disk drivers by going to Control Panel/System/
Performance/File-System/Troubleshooting/Disable All 32-Bit Protect-Mode Disk
Drivers. Note that you must have DOS CD-ROM drivers installed for this to
work properly.
=============================================================================
3. Advanced
I know everything :v) - what next?
-----------------------------------------------------------------------------
The key thing you want to remember when you're at this stage is that
everything must be professionally done, whether it's sampling, tracking, use
of effects, absolutely everything must be at top quality.
Vocals
~~~~~~~~
Chances are that some time or other you are going to want to incorporate
some sort of vocals into your music. This can be very hard, and there are two
important things to remember: the vocalist, and the words. Both should be
of equal importance in your mind. A good vocalist singing crap words sounds
unprofessional, the same goes for a crap vocalist singing great words. Few
people can sing well, and even fewer can write respectable songs.
Your best chance of getting good vocals is to find someone who is willing
to write some lyrics for you (who is able to write lyrics), and then hire a
studio and a vocalist for a couple of hours. The main reason for hiring a
studio is that it'll probably have VERY expensive and VERY nice microphones.
They'll know all about using them and they'll also have the best environment
to record in. Remember that you'll probably want to take a recording of your
tune with you so the vocalist will have something to sing to! You can then
sample the vocals and incorporate them into your tune. Obviously you'll have
to check that the studio has a sampler that can save onto disks that you can
use, the actual file format isn't too important as there are plenty of
converters around.
An alternative method would be to find out if the studio has a CD-
Recorder, you could then record the vocals direct to CD and rip them off at
your leisure. The same goes if you have a DAT machine, you could record to
DAT in the studio and then sample the vocals when you want.
Effects
~~~~~~~~~
Going commercial
~~~~~~~~~~~~~~~~~~
Releasing commercially when you use a tracker is nigh on impossible, due
to the lack of respect trackers have from 'proper' musicians. Although there
are a lucky few who have done it. Names that spring to mind are Bjorn Lynne
(Dr. Awesome), Dex + Jonesey, Eric Giesen (Sidewinder), Vivid (Does anyone
know of anyone else? No 'apparently' please!).
The main problem with getting your music released is the output format.
Here's a short table to determine whether or not you'll have this problem.
Soundcard quality DAT machine CD-Writer Problem?
----------------- ----------- --------- --------
Good, with digital Yes Yes No
output
Good, with digital Yes No No
output
Good, with digital No Yes No
output
Good, with digital No No Yes
output
Bad, no digital Yes Yes No
output
Bad, no digital Yes No Yes
output
Bad, no digital No Yes No
output
Bad, no digital No No Yes
output
Basically, as long as you have a CD-Writer or a good quality digital
output and DAT machine, you won't have a problem getting a good quality
recording. Which means you'll be able to produce good quality demos without
the need to hire a professional studio (!) or mastering company.
Something else to consider when you're going professional is the quality
of your samples. The number of times I've heard a tune good enough to be
released that has been spoiled by bad samples is ridiculous. Drums are
generally the culprits, especially those with high frequencies in them.
Don't settle for anything less than CD-Quality, unless you want that 'in
vogue' lo-fi sound.
=============================================================================
4. Techniques
-----------------------------------------------------------------------------
- Spicing up your percussion
(Taken from CU Amiga May 1994 - Slightly edited to be more generic)
Fat Beats
~~~~~~~~~~~
There are a number of things you can do to add a Bit of life to your
percussion. One of the best ways to beef up a drum sample is to mix it with
another sample. You've probably already experimented with this, mixing kick,
snare and hi-hat samples, in order to fit your entire rhythm into one track.
However, to get a really kickin' sound, try mixing your percussion samples
with samples of tuned instruments. For instance, mixing a really deep
analogue-type bass sound with a kick drum produces a really heavy, squelchy,
dance floor sound. Similarly, try mixing snare and guitar sounds, for an
unusual and funky effect. try adding Laser-type pulse sounds to 808 style
snares for an authentic Sheffield clunk and bleep sound.
Echomania
~~~~~~~~~~~
Another way to add a Bit of life to a rhythm track made up of individual
samples, is to echo the entire track. This is a quick way of funking up your
percussion, and you'll find you can create a great track with only kick,
snare, and open hi-hat when you use echo in this way.
Bring Out Your Dead
~~~~~~~~~~~~~~~~~~~~~
You've probably got quite a collection of hackneyed breakbeats, which are
instantly recognisable, and therefore pretty much unusable. One way round
this is to sample some more, but it theory at least, you always have to be
careful of the copyright laws when sampling other peoples material
You could always buy a sample-compilation CD, but most of these are a tad
expensive for the casual user. On the other hand, it's quite possible to
breathe new life into a dead breakbeat.
One method, is to apply some sort of sound effect to the sample,
preferably in stereo. Most sampling software nowadays has a range of effects
built in with which you can process you sample, but most of these produce
fairly unsubtle results when applied to percussion samples.
So what's the alternative, if you can spare the memory and two tracks (a
stereo pair is what we're looking for here), is to use the tracker itself
to produce a real-time phasing effect.
To do this, load the same breakbeat sample into two different sample
locations. For best results, pick a breakbeat that stretches over two bars
(32 lines of a standard 64 line pattern). Play the first instance of the
sample (at a reasonable rate!) on line 0 and line 32 of a 64 line pattern, on
one track. Do the same thing on track 2, but this time with the second
version of the sample. Now for the clever Bit.
Fine tune the second version of the sample up or down one or two points.
Now when you play the pattern, you'll get a phasing effect, with the rhythms
moving in and out of the stereo field - great for trance techno type
extravaganzas. If you're feeling particularly adventurous, try playing one of
the samples an octave down from the other.
If you can't spare the memory or two tracks for the rhythm, you can get a
similar effect in mono as follows. Load up the first and second breakbeat as
before, and resample or pitch shift the second by a few points, then mix them
together. The effect is a lot less subtle than the stereo version, but can be
just as effective in the right circumstances.
On A Ragga Tip
~~~~~~~~~~~~~~~~
Another way to squeeze the last Bit of life out of a dying rhythm is to
change the playing length and sample trigger positions from the normal start
of the bar. This is a technique much favoured by breakbeat and jungle techno
groups like SL2 and The Prodigy, and works best at fairly fast BPMs. Play
your breakbeat on lines 0 and 32, and adjust the tempo so that the rhythms
trigger in time, with no glitches. Now trigger the sample on the following
lines: 0,6,16,26,32,42,48 and 54. When you play this back, you'll have a
rhythm track that sort of rolls around the beat - perfect for just adding a
bassline and calling it your finished song!
For a brutal stereo version of this, try playing the same sample on a
different track (on the opposite stereo channel) on the following lines: 0,
10,16,22,32,38,48 and 58. You might even go the whole hog and combine this
with the stereo phasing effect.
-----------------------------------------------------------------------------
- The Zen of Tracking Advanced Tips and Tricks
(Slightly edited for formatting)
o Indian food for thought
(Greets to Graham the Happy Scum for this idea in TW#86 "Wrecking Samples
with Impulse Tracker"... despite a few technical glitches.)
You can get a very Indian-sounding "24-tone" scale in Impulse Tracker by
using this technique: (FT2 users will have to accomplish the same thing via
the "tone" setting)
Load your sample twice. Look at the second one, and write down the
samplerate. Multiply that number by 1.0304 (NOT 1.0293, as in TW86) and put
the result in the "playback rate" field of the first sample. Now you have a
consonant tone in the second sample and a semitone above that in the first.
By playing the second at C-5 then the first at C-5 then the second at C#5
then the first at C#5... (and so on), you get a semi-tone chromatic, which is
pretty weird. : ) If you're really bold, you might get some cool Indian
sounding stuff going out of it. Good luck tracking it, though. It's a whole
new set of musical theory. : P
o The Amigascene and you
If you either release or listen to .MODs (not .XMs, .ITs or .S3Ms, etc),
then you're probably aware of the Amiga scene, which still uses the .MOD
format today. If so, keep this in mind: the Amiga plays music 1bpm faster
than PCs. For example, at speed '6' in a .MOD, a PC is playing it at 120 bpm
(I would assume, anyway), and an Amiga is playing it at 121 bpm.
What this means to you, the listener, is that certain drum loops and riff
samples will sound off-kilter, rhythmically. So be a little more forgiving in
such circumstances. If you want to hear it as it was originally written on
the Amiga, put it in FastTracker (or whatever your favorite tracker is), save
it as an .XM (likewise with the favorites), and change all the tempos in the
song to their appropriate Fine-tempos (bpm), plus one.
There are also some other effects that don't convert well from Amiga to
PC, which are apparent in chip tunes. For the best reproduction (though still
not perfect), look for a player called "Midas Player", since it handles
things a little better than most with .MODs.
Radix has a few things to add:
well.. In protracker the EFx command is used alot... it actually changes
the waveform in the sample (only in the beginning), so in chiptunes,
chipsounds can get somekind of wavesequence sound, "weeeeeeeeoooong" ... that
does not work on any prog on pc I have seen anyway... and arpeggio on pc is
not that fun either :/ don't know really, but chip sounds sound better on
Amiga...
another thing is that pc with a GUS can sound really awful while playing
a high and a low tone of the same sample at once... this is really lame..
like a C-3 and a C-7 (same sample) sound really untuned
o Very Cool Reverb
Sure, you have an echoed lead. But do you have a reverberated lead? This
sounds very cool indeed:
Load the lead in your favorite sample editor (mine's CoolEdit), reverb it
however you like (I use a straight reverb, on the "last row seats" setting),
so that it's REAL deep.
Now load the tracker. Create the echo track as usual (copy the lead,
offset it by a few rows, and change the volume to less than 50% of the lead)
.. Much nicer, eh?
If you want a reverb that's not-as-deep to use somewhere else, you can
widen it for the echo track, creating this weird echoed attack kind of thing,
like this(FT2 Format, 1 is the lead, 2 is the reverb):
01 C-5 01 40 000 C-5 02 08 840
02 --- -- -- 000 C-5 02 10 8A0
03 --- -- -- 000 C-5 02 20 880
04 --- -- -- 000 --- -- -- 000
05 F-5 01 34 000 F-5 02 08 8C0
06 --- -- -- 000 F-5 02 10 860
07 --- -- -- 000 F-5 02 20 880
08 D#5 01 3C 000 D#5 02 08 840
09 --- -- -- 000 D#5 02 10 8A0
0A D-5 01 30 000 D-5 02 08 8C0
.. ... .. .. ... ... .. .. ...
Of course, you don't need to keep retriggering the note. I just thought it
sounded cool with bouncing pan. In any case, I think a reverb-ed lead sounds
even better than an echoed version... Try it and see for yourself.
o 'Phased' Leads
A very cool effect for writing leads, which is commonly used by advanced
trackers is a phased synth string. (In fact, it's almost hard to call this an
'advanced' trick.) You can find samples that work for this is a lot of
different places (any good 'sweep' string sample will do), but the way that
they're used is the important aspect...
It's quite simple, really. You just create an instrument with a volume
envelope typical of a lead... Something with a sharp attack, a moderate
length sustain, and an expontentially quieter decay (my ANSI art is
miserable, but I'll try):
. <-- Full volume here
|\______
/ \
|<-- 60% \_
volume \__
here \____
\________
\ <-- 10% volume here (or less), and a
moderate (300ish) fadeout.
The total length of the envelope should be about twice as long as the
average length of the note (ie: an average length of a quarter-note should
have an envelope that lasts about as long as a half-note). Now, as you write
your lead, keep the notes in the same channel, and slide to them at a very
fast rate ('F', generally), like this:
01 C-5 01 40 000 <-- This starts off the sweep
02 --- -- -- 000
03 --- -- -- 000
04 --- -- -- 000
05 F-5 01 34 3F0 <-- You slide to the note here
06 --- -- -- 000
07 --- -- -- 000
08 D#5 01 3C 3F0 <-- And here... See the effect?
09 --- -- -- 000
0A D-5 01 30 3F0 <-- Etc. Retrigger the note
.. ... .. .. ... to 'start over' the phase.
It's important, however, that you echo this lead in another channel, since
it will sound fairly flat otherwise.
=============================================================================
5. Players
-----------------------------------------------------------------------------
- Amiga
- DOS
- Windows 3.1/95/NT
- Mac
- Unix/Linux/Sun/NeXT
- Atari
=============================================================================
6. MIDI
-----------------------------------------------------------------------------
(H e l p !)
=============================================================================
7. Internet Resources
-----------------------------------------------------------------------------
Links marked with a * haven't been tested by me.
Only Web sites have been included as they are usually quicker to search
through and access than FTP (or so I've found). If you want FTP sites to be
listed then send me home directories for the particular software.
-----------------------------------------------------------------------------
General
~~~~~~~~~
Hertz - http://www2.prestel.co.uk/hertz
United Trackers - http://united-trackers.org
MAZ Sound Page - http://www.maz-sound.com
Hornet - http://www.hornet.org
Mod Resource Web - *http://www.armory.com/~greebo/mod.html
League of Kaos - http://www.loknet.demon.co.uk
Kims Mod Page - http://www.castlex.com/mods
Novus's Wide - http://surf.to/novus
World of MODs
Temple of MOD - http://egnatia.ee.auth.gr/~nalevrid
-----------------------------------------------------------------------------
Trackers
~~~~~~~~~~
Amiga
~~~~~~~
OctaMED - http://www.octamed.co.uk
Windows 3.1/95/NT
~~~~~~~~~~~~~~~~~~~
ModPlug Tracker - http://www.castlex.com/modplug
SoundStudio - http://www.octamed.co.uk
DOS
~~~~~
Impulse Tracker - American Homepage - *http://www.citenet.net/noise/it
- European Homepage - *http://huizen.dds.nl/~im-pulse
- UK Homepage - *http://www.cin-net.demon.co.uk
Fasttracker II - http://www.starbreeze.com
Real Tracker 2 - http://www.utbm.fr/les.personnes/arnaud.hasenfratz/rt/
Velvet Studio - http://velvet.home.ml.org
Mac
~~~~~
PlayerPro - *http://www.quadmation.com/pphome.htm
Unix/Linux
~~~~~~~~~~~~
?????? - *http://www.cse.unsw.edu.au/~conradp/maube
-----------------------------------------------------------------------------
Samplers
~~~~~~~~~~
Cool Edit - http://www.syntrillium.com
GoldWave - http://www.goldwave.com
CD2Wav - *http://sunny.aha.ru/~gw/
-----------------------------------------------------------------------------
Players
~~~~~~~~~
Amiga
~~~~~~~
Windows 3.1/95/NT
~~~~~~~~~~~~~~~~~~~
ModPlug Player - http://www.castlex.com/modplug (95/NT)
Mod4Win - http://www.mod4win.com (3.1/95/NT)
OctaMEDPlayer - http://www.octamed.co.uk (95/NT)
DOS
~~~~~
Cubic Player - http://www.geocities.com/SiliconValley/Vista/4107/
e_index.html
Mac
~~~~~
MacMikMod - *http://www.stack.nl/~mikmak/mikmod.htm
Unix/Linux
~~~~~~~~~~~~
MikMod - *http://www.stack.nl/~mikmak/mikmod.htm
-----------------------------------------------------------------------------
Samples
~~~~~~~~~
Synths - http://www.volftp.vol.it/soundwave/samples.html
(Only go to this site if you are prepared for some LARGE
d/ls. Contains COMPLETE sound sets from many synths)
-----------------------------------------------------------------------------
Modules
~~~~~~~~~
The ModArchive - http://www.modarchive.com
-----------------------------------------------------------------------------
If any of the above links are missing or down then contact me so I can
remove them. If you have any to add, then send me the category and the URL...
=============================================================================
8. Glossary
A
~~~
Analogue - Voltage controlled as opposed to pulse controlled. Analogue
sound can more easily be used to accurately represent the original sound
that it recorded than digital can. The disadvantage is that analogue has
more imperfections in the sound.
Arpeggio - A method used by synthesizers that did not have enough voices
to constantly have chords (like the SID which only had three voices).
Instead, it would rapidly play the notes in sequence by taking the
instrument and sliding it past the three notes rapidly. This effect is
still used to reproduce that sound.
Art Of Noise - (Information needed)
B
~~~
BPM - Beats Per Minute
Buffer - A buffer is used in many players to store extra music data in
case something slows down the computer. It can still read from the buffer
and play the music.
C
~~~
CD-DA - Compact Disc Digital Audio
CD-Quality - 44.1 kHz, 16-Bit, Stereo sound.
Centralize - To center a wave on the 0 mark.
Channel - What notes are put on in a tracker. In earlier trackers, one
channel could only have one note at a time (one note would cut the other
off). By using NNAs, one note on a channel can ring out past another note
on the same channel.
Chiptune - A module that is made to sound like an early computer music
synthesizer, usually sounding like the Commodore 64 (SID), Nintendo, Game
Gear, Lynx or Game Boy sound chips. However, this has come to mean any
module that is small in size, usually anywhere from 5 to 20kbytes.
Clipping - When a sample is amplified up so that the peaks of the waveform
go past the maximum level allowed and get flattened out.
Column - A section of a channel. The first column is the notes column
which keeps track of the note (A-G) and the octave (0-9). Between the note
and the octave, there is either a dash (-) or a number sign (#). The
number sign says that the note is sharp. The second column is the
sample/instrument column. This column says what sample or instrument
number is used to play the note. The third column is the volume column.
This is the volume (in the 0-64 range) that the note is played at. In
recent trackers, this can also be used for limited effects. The fourth
column is the effects column. This starts with the letter (or in some
cases, the number) of the effect (for example, 3 is slide-to-note) and
ends with a number which is exactly how the effect will operate. 34A
would mean that the sound would slide into this note with a speed of 4A.
The number depends on the effect.
Composer 669 - (Information needed)
Crossfading - This technique is used to fade out one sound while another
fades in (preferably at the same rate). The result is that one sound fades
into the next smoothly.
Cubic Player - MOD player for DOS.
Cutoff - The point in which a filter starts to gradually cut frequencies
out of the sound that are above the point in a low pass filter.
D
~~~
D/L - Download. When you copy a file from a computer connected to yours.
DeliTracker - Amiga based player
Digital - A method in which messages are sent between electronic parts
using pulses of electricity instead of a constant flow which varies in
voltage (analogue). Digital sound is usually more pure than analog but
does not reproduce the actual sound as accurately.
Digital Tracker - (Information needed)
DigiTracker - (Information needed)
DMF - X-Tracker module. Can be 32 channels
Duplicity Check - A method of controlling NNAs. If one note encounters
another that matches the check criteria, it will take a different action
than usual such as fading it instead of cutting it.
E
~~~
EaglePlayer - Module player for the Amiga. Supports a huge range of
formats and variations.
Envelope - How a sound is controlled. Some envelopes are graphical and have
various nodes, or joints, that have lines drawn between them to show how
that aspect of the sound will behave. Some other envelopes are ADSR types.
This stands for Attack (how quickly the sound approaches), Decay (how
quickly the sound fades out), Sustain (how long the note is held before it
falls) and Release (how quickly the sound is released when it stops).
Equalizer, EQ - Alters the sound so that some frequencies may be boosted
and others may be muffled, like more complex bass and treble settings.
F
~~~
FAR - Farandole Composer module. Can be 16 channels with a max of 64
8-Bit/16-Bit Samples
Farandole Composer 1.00 - programmed by Daniel Potter of Digital Infinity.
Supports GUS only. Edits 16 tracks, 64 instruments, an own command set
(does not claim to be PT-compliant), 8 and 16 Bit sample support, sample
size up to 1 Meg, imports MOD, 669, GUS PAT and ST3/Digiplayer samples.
Features separate volume column and track panning. Loads MOD, 669, ULT
(buggy) mods. Uses SVGA to display all tracks on screen simultaneously in
132x50 mode. Has a built-in sample editor.
FastTracker 1 - programmed by Mr H of Triton. Supports SB, SB Pro,
Soundplayer, DAC, Internal Speaker. Edits 4, 6 or 8 tracks, 31
instruments, 8-Bit samples of 64KB maximum size, ProTracker command set,
track panning supported by external players, 100 patterns. Relatively
simple, easy to use tracker, which is good for starters, but it suffers
from its output formats' deficiencies. Partly mouse driven. Freeware.
Fasttracker II - The first PC tracker to introduce 32 channels and volume/
panning envelopes. It can load MOD,NST,XM,S3M,STM and can save MOD and XM
modules. For technical reasons certain effects (mainly panning) from STM
and S3M mods don't work at all. It can load WAV,IFF,SMP,SND,RAW,PAT and
save IFF,SMP,WAV samples. It can load and save XI instruments. It also
has a VERY useful feature of being able to save the current pattern or
track. It also has it's own built in WAV writer, which is useful for
producing audio CDs or for mixing samples for 4 channel MODs. Coded by
Vogue and Mr.H. Current version is 2.08
Filter - Anything that throws out some and keeps some parts of a sound
like a sieve.
Flange - An effect that is created when the same sound is played over
itself but one of the copies is offset very slightly. After the initial
offset (which is not required but is nice so the note isn't twice as loud
at the beginning), an extremely slight pitch bend will produce a "whoosh"
sound. This effect used to be done with reel to reel tape recorders by
slowing down one reel and then releasing it to let it catch up.
FLTx - StarTrekker module.
Frequency - The number of cycles a wave makes in a second. Also used to
mean the pitch in samples per second.
G
~~~
Gain - How much the amplitude is increased by an amplifier.
Gated - If a sound is gated, then it alternates between a high and low
volume very quickly.
Global - A setting that effects everything.
Grave Composer - (Information needed)
GUS - Gravis Ultrasound. A hardware mixing sound card favoured by many in
the demo scene. Unfortunately, very difficult to get hold of anymore.
H
~~~
Hard Pan - When a sound is Hard Panned Left, it will only come out of the
left speaker in a stereo system and vice versa for Hard Pan Right. Hard
Panning can be very painful on headphones.
Hardware mixing - When a MOD is mixed by a sound card. Allows even slow
computers to play back high quality sound, due to the minimal CPU load.
The sound chip in the Amiga does this.
Head Tracker - (Information needed)
Hex - A system of numbers that many trackers use so that higher numbers
may be fit into less digits. This system counts from 0 to 9 like the
normal system, but then counts from A to F before looping over to 10.
High Pass - A filter used to cut out low frequencies and allow high
frequencies to 'pass' through.
I
~~~
Inertia Player - MOD Player for DOS. (Information needed)
Instrument - An instrument is the data used to affect the playback of a
sample without the need for an effect. In the original trackers, the
instrument information was the sample volume, finetune, and loop, and it
was held within a module. The sample could only be saved as a sample and
it would lose volume and finetune information (I think samples with loop
information would retain this when saved, am I right?).
Now, with the more advanced trackers, an instrument consists of one or
more samples with things like volume envelopes, panning and vibrato all
included. These instruments can be saved and they retain all of their
original information.
Interpolation - A technique used to make sound smoother and take out the
high pitched ringing sound that occurs when a sample is played below the
sampling rate by drawing straight lines through the points instead of
"stepping" through the sample. Some interpolation draws curves instead,
giving clearer sound.
IMHO - All Internet users should know this one, which originates from the
dawn of modems. IMHO stands for In My Honest/Humble Opinion.
Impulse Tracker - Currently the most powerful PC tracker available, IT
can load IT,MTM,XM,S3M,669 and MOD modules, and save IT and S3M modules.
IT can load S3I,IFF,WAV,Wxx,ITS,RAW,PAT,KRZ samples, and can also rip
samples directly out of MOD,PTM,669,FAR,MTM,S3M,XM,IT modules.
IT can load XI and ITI instruments, and rip instruments from XM and IT
modules. Coded by Jeremy Lim a.k.a Pulse. Current verson is 2.14p3.
Impulse Tracker is no longer being updated, due to the piracy that Pulse
recieved when he brought out the stereo WAV writer for $30. Trackers
didn't like having to pay for something :), so he decided to stop updating
IT. Rumours are currently circulating that the source code to IT has been
sold to Future Crew, which may or may not be true...
IT - Impulse Tracker module
ITI - Impulse Tracker instrument. (Actually these can have any extension
or none at all, but the manual refers to them this way, I think it might
be something to do with the header.... hang on a moment... nope! The
header uses IMPI)
ITS - Impulse Tracker Sample. See ITI, except the header uses IMPS :-)
IFF - Interchange File Format. A very flexible format generally used on
the Amiga. Sound is stored as a subset of IFF called 8SVX.
J
~~~
K
~~~
L
~~~
LFO, Low Frequency Oscillator - An oscillator that puts out a frequency so
low that it is inaudible. This is usually used like an envelope. A neat
experiment if you have your computer hooked up to speakers is to take a
sine bass, keep playing it lower and lower until you can't hear it, then
turn up the volume and the bass (with a boost perhaps) on your stereo,
take the cover off your speaker and watch it move. Be careful not to blow
out your speaker!
Linear Slides - A method of calculating pitch slides used in recent module
formats that is more constant from one sample/speed/pitch to the next.
Loopback Point - A point in the pattern that the player will go back to
when a loopback command for that point is executed.
Lossless Compression - A compression technique that makes the filesize
smaller without sacrificing sound quality.
Lossy Compression - A compression technique that sacrifices sound quality
to make the file smaller.
Low Pass - A filter that cuts out high frequencies and allows low
frequencies to 'pass' through.
M
~~~
M.K. - ProTracker module.
Mac-Mik-Mod - (Information needed)
Mac-Mod-Pro - (Information needed)
MED - Music Editor or OctaMED module, can be 64 channel with full panning.
Meditor EPSILON TR3 - (Information needed)
MegaTracker - (Information needed)
Midas Player - (Information needed)
MikMod - (Information needed)
MMD0 - OctaMED module
MMD1 - OctaMED module
MMD2 - OctaMED v5+ Module
MMD3 - OctaMED Soundstudio Module
MOD - Possibly the most diverse module format around. Just because a file
has .MOD on the end doesn't automatically mean that it is a four channel
15/31 instruments module, oh no. There are many different forms of MOD
around, Fasttracker MODs for example can have more than 4 channels.
Mod4Win - A MOD player for Windows 3.1 upwards. Very popular due to it's
compatibility and features.
ModEdit (current version reported to be v3.01) - programmed by Norman Lin.
Supports SB, DAC and the internal speaker using Mark J. Cox's playing
routine (it runs even on 286 PC's). Edits only M.K. format. Mouse-driven
menu interface. This editor's main quality is its sort-of-musical
notation. Whereas almost all other trackers display the tracks vertically
and notes are only discernible by their key character, ModEdit displays
the current pattern horizontally and the notes on a vertical spread. This
editor is old but could suit some people to get started on. It has a very
good documentation, which can unfortunately be a Bit misleading at times,
however.
ModPlug - Module programs by Olivier Lapicque. ModPlugin is a plugin for
browsers so you can listen to MODs embedded in a web page. ModPlug Player
is the most feature packed MOD player for Windows 95/NT. ModPlug Tracker
is a Windows 95/NT tracker.
Modulation - Changing an aspect of one sound using the data of another one
MTM - MultiTracker Module
Multichannel Mode - A mode where when a note is entered in a channel that
has multichannel mode on, it will enter it and then skip to the next
channel with the mode on.
MultiTracker Module Editor 1.01b - programmed by Daniel Goldstein aka
Starscream of Renaissance. Supports GUS, SB and SB Pro. Edits up to 32
tracks, 31 instruments, features the PT command set (which is not
completely compatible), 8 Bit samples (MTM format can store 16 bits).
Features track panning. Imports raw samples and GUS patches (only
registered). Loads MOD, 669, MTM and FAR mods, more formats planned.
N
~~~
NNA, New Note Actions - These allow more than one note to be played in a
channel at the same time.
Noise Tracker - (Information needed)
Normalize - To amplify the wave as far as it will go without clipping.
NST - A MOD file produced by Noise Tracker. Can have 4 channels and 15
8-Bit instruments.
O
~~~
OctaMED - The first Amiga tracker to break the four channel limit. By
mixing channels together before playing them you could get 8 channels
(albeit at reduced quality and control) on a bog standard A500. Coded by
Teijo Kinnunen
OKT - Oktalyzer Module. Can be up to 8 channels with 255 7(?)/8-Bit
instruments.
Oktalyzer - (Information needed)
Oscillator - A device that produces a sound by vibration.
Oscilloscope - A device that shows visually what waveforms look like.
Order - The order that patterns of a module are played in.
P
~~~
Panbrello - Pans the sound around like vibrato.
Panning - Panning refers to the volume at which a sound is played out of
two separate speakers. If the sound coming out of one speaker is louder
than the other then the sound will seem to be closer to that speaker.
Pan Swing - A setting that makes the sound pan around from note to note.
Pattern - Every MOD is split up into a number of patterns. A standard
ProTracker MOD can only have 64 rows per pattern.
Paula - The sound chip that started it all off. Allows 4 mono or two
stereo channels to be played back in 8-Bit at a maximum of 30kHz.
Physical Channels - The number of channels used in a module without
accounting for extra channels used for fades by NNAs.
Pitch-Pan Seperation - This will change the panning position depending on
the pitch. The Pitch-Pan center is the note where the instrument will be
played in the middle. To either side, the notes will be panned by an
amount depending on the pitch-pan seperation value.
PlayerPro - (Information needed)
Portamento - Pitch bending/sliding.
Primary Tempo - In a MOD, the primary tempo is the one that can be set
in BPM, usually between 31 and 255.
ProTracker - The tracker that set the -original- standard for MOD files.
(Information needed)
Q
~~~
Quantize, quantization - Refers to the accuracy of the timing of notes
when they are recorded in real time. In a MIDI sequencer notes can be
quantized to a very accurate level, in a tracker, the faster the overall
speed the more accurate real-time input will be.
R
~~~
Real Tracker - A DOS based tracker which can use two effects columns (not
just an effect column and a volume column). It can load RTM,MOD,NST,S3M,XM
and save RTM,MOD,XM modules. It can load RTI,XI,S3I and save XI,RTI
instruments. It can load RTS,RAW,WAV,IFF,S3I and save RTS,RAW samples.
Graphical Windows like interface which can go up to 1280x1024. Current
version is 2.23
Ripped, ripper, ripping - A ripped sample is one taken from a module,
game, demo, or application, generally done without the authors permission.
A ripper is a program that rips samples (and/or other data) out of module,
game, demo, or application.
Ripping refers to the process by which data is ripped, either by hand or
by using a ripper. The ethics of ripping have been discussed over the
years, and it is generally agreed that if you rip something out of someone
elses work, you should also allow others to rip things from your work.
You should also credit the person you ripped the data from by mentioning
their name in your file.
Usually ripping is only done on non-commercial files like modules and
demos, due to the legalities involved if the data you rip is copyrighted.
Row - A single line of a pattern
RTI - Real Tracker instrument
RTM - Real Tracker module
RTS - Real Tracker sample
S
~~~
Sample - A digital image of an analogue sound. Samples can be looped and
played back at different pitches. A sample can also be one amplitude
measurement in a digital recording.
Sampling Rate - The interval that amplitude measurements (samples) of a
source are taken at in a digital recording. A digital recording will not
accurately measure frequencies above half of the sampling rate. The higher the rate, the more real the sound sounds.
Saw Wave - A waveform that zig-zags, like a sine wave but with only straight lines.
SB - SoundBlaster. Most PC trackers can use one of these.
Secondary Tempo - This is pretty complex. The Secondary Tempo controls the
number of ticks per row. The less ticks, the faster the BPM. But not in
all trackers. If you use OctaMED and you set the Tempo to SPD not BPM, it
seems to work the other way around! The more ticks the faster the BPM -
why is this?
Scream Tracker 3 - A hybrid tracker that can use both samples and FM
synthesised sounds (it can only use a SB for FM). It can load MOD,STM,S3M,
OKT, and can save S3M and MOD modules. Scream Tracker 3 was the first
tracker (I think) to use 16 channels, and is still (again I think) the
only tracker to use both FM and digital sounds together. Current version
is 3.21.
Sine Wave - A waveform that curves smoothly and evenly in an S-shape.
Sinusoidal - Having to do with sine waves.
Software mixing - When all the mixing of the MOD is done via software
before being passed to the sound card for playing.
Song - (No I'm not mad :v). A song in tracker terms refers to a module
that doesn't contain any samples. Songs originated back when hard drives
were small, and they allowed a composer to track and save modules which
would automatically load the samples when needed.
Sound Tracker - The first tracker (I'm pretty sure it was anyway). Only
had 5 effect commands and came with two disks of samples!
Sound Tracker Pro 2 - The second version of Sound Tracker, released in
1996. Has a similar interface, but can only save MODs in its new format,
which is completely incompatible with the old one.
SoundStudio - Basically a "professional" version of OctaMED, which allows
upto 64 channels, panning, an effect command for playing a sample
backwards, plus a WAV writer. Coded by Teijo Kinnunen. Originally released
for the Amiga, currently being ported to the PC. One cool feature that
SoundStudio allows over practically all other trackers is it's ability to
use stereo samples.
Square Wave - A waveform that jumps sharply but evenly from one extreme
value to the next.
StarTrekker - Amiga based tracker. Supports 8 channels
STM - Scream Tracker module
Stone Tracker - (Information needed)
S3I - Scream Tracker 3 instrument
S3M - Scream Tracker 3 module
Symphonie - (Information needed)
T
~~~
Tempo - The speed at which a tune is played, measured in BPM.
Tremolo - Like vibrato, but for volume.
U
~~~
U/L - Upload. When you copy a file to a computer connected to yours.
ULT - UltraTracker module
UltraTracker - programmed by MAS of Prophecy. Supports GUS. Edits up to 32
tracks, 8 and 16 Bit instruments, variable C2Spd with finetune,
bidirectional looping, instrument panning, 255 patterns, subset of the PT
commands, two effect slots per note. Built-in sample editor. Imports S3M,
MOD, 669, FAR and MTM mods. Imports IFF, PAT, WAV, FSM, SND and raw sample
types. Mouse driven. Shareware $20. The ULT format is not very well
supported (outside this tracker).
UNIS Composer - (Information needed)
UT - United Trackers. An organisation formed to bring the tracking scene
together.
V
~~~
Vangelis Tracker - (Information needed)
Velvet Studio - DOS based tracker with a lot of features. It can load
AMS,MOD,S3M,STM,XM,MTM,ULT and save AMS,MOD,S3M,XM modules. It can load
AIS,XI,PAT and save AIS instruments. It can load ASE,SMP,S3I,IFF,WAV and
save ASE,SMP,WAV samples. It can load APS,ACS,XT and save APS,ACS pattern
data. Graphical interface. Current version is 2.01
Vibrato - The modulation of the pitch of a sample with a certain depth and
speed controlled by a certain waveform (LFO) that increases from 0 at a
certain rate.
Virtual Channels - Channels that are created but not shown on the editor
to play more than one note simultaneously on the same physical channel.
Volume Ramping - A technique used by some players to take out clicks by
sliding the volume of a note down very quickly (at a high rate too so it
doesn't cause further clicking) instead of just cutting them.
W
~~~
WOW - Grave Composer module
WSS - Windows Sound System. A sound card introduced by Microsoft. Allows
64kHz 16-Bit Stereo audio. A lot of cheaper sound cards will allow SB Pro
and WSS compatibility. Unfortunately, the only DOS tracker that uses WSS
is IT. So anyone with one of these cards who uses FT2 because they can't
get used to IT, is stuck with 22.05 kHz Stereo, 44.1 kHz Mono sound. (Me
included, I must get an SB16)
X
~~~
X-Tracker - (Information needed)
xCHN - Fasttracker 1 Module
XI - Fasttracker II instrument
XM - eXtended Module - Fasttracker II module
XP - eXtended Pattern - Fasttracker II pattern
XT - eXtended Track - Fasttracker II track
Y
~~~
Z
~~~
0
~~~
1
~~~
2
~~~
3
~~~
4
~~~
5
~~~
6
~~~
669 - Module format used by Composer 669, Unis Composer (which used it
first?)
7
~~~
8
~~~
9
~~~
=============================================================================
9. Closing words
-----------------------------------------------------------------------------
Has anyone noticed that by tracking you end up hearing more? "Hearing
more?" I hear you say. Yes, I mean that you end up consciously noticing
effects like panning, and you break music down into it's component parts.
A couple of my non-tracking musician friends tell me the same thing happens
to them. Once you also know what synths produce what sounds, you keep on
thinking, that's a JV800, that's a Prophecy etc. It's really annoying!!!
Does anyone have a copy of a CD called Terror Temple? I got a copy of a
tape of it a few years ago but I lost it (must have been an omen to tell me
to stop copying tapes). I absolutely loved the first track. I don't know what
it was called or who it was by, but I have this distinct memory of what it
sounded like. It was basically a choiry type sounding bit and the most insane
siren I've ever heard, surrounded by incredibly fast drums (it was gabba :v).
If anyone knows what this track was called and/or where I could get a copy,
then please contact me.
That's all folks, the end of The Trackers Handbook. I hope you've enjoyed
it and found it useful. All that remains is for to send out my thanks to the
following people, for their help in producing this.
Thanks to...
~~~~~~~~~~~~~~
(In no particular order)
John Simmonds - For being the guy behind the writing of this, if it wasn't
for his enthusiasm in wanting to quickly find out what to do
this would never have been started.
LeftField - For great music to listen to while writing this. Leftism is
one of the greatest albums ever - if you don't have a copy
then get one, I can guarantee you will like it...
If you're wondering why I listened to CDs rather than mods
when writing this, it's because this was written in DOS Edit!
Tony Horgan - For getting me started in tracking and for all the tips
and samples given in CU Amiga, they really were invaluable to
a beginner.
Kim - For including this file on her great (and visited a lot)
page. This really got everything started.
MAZ - For encouragement, contributions, samples, including this
file on his page, and the great idea for the ZIP file name.
Kosmos - For encouragement, suggestions, and getting this into the
UT News letter.
Contributors
~~~~~~~~~~~~~~
(In no particular order)
Darren Irvine, Jeremy S Rice, Radix, SquareMeister, Kupan, Pulse, Ilpo
Karkkainen, ToalNkor, Stereoman, Dan Nicholson, Greebo, MAZ, Barry Nathan,
Rich "Akira" Pizor, Novus, Louis "Farmer" Gorenfeld, Alevridis Nikos, Rubz
Future?
~~~~~~~~~
I want to include some ASCII art dotted around the place, to disperse the
text a little. Because this is a multi-platform document, I can't allow any
ANSI/Hi-ASCII. If you've got something you'd like to include then send it to
me, thanks.
When this guide gets too big, don't worry. I WILL split it into various
seperate files, which will make it harder to edit. But it'll be far easier to
read.
A few people have suggested a HTML version. I'm not convinced enough as
not everyone has a browser, so I won't produce any HTML myself. If, however,
somebody else wants to do it, then let me know.
Remember, be yourself, track for yourself. Because if you don't enjoy your
music then it's sure as hell nobody else will...
END.