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- The Groove Analogue Sequencer Simulator
-
- Tim Wright
-
-
- Overview.
-
- The Groove Analogue Sequencer Simulator is a program for the
- Atari ST range of computers which is designed to replicate the
- effects of early "analogue" sequencers using modern MIDI equipped
- sound creation devices.
-
- Patterns can be created and sent to a number of different
- MIDI devices, producing both notes and also such effects as pitch
- bend, patch change, or controller. Patterns can also be
- transposed in real time utilising either the mouse or MIDI input
- from a suitable controller keyboard.
-
- Once created, patterns can be stored in a memory bank, and
- then chained using a second, "song play" mode allowing more
- complex arrangements to be built up.
-
- Finally, Patterns, Groups and Songs can be saved to and
- loaded from disk.
-
- Loading the Program.
-
- To load the program, simply insert the disk containing the
- program and switch on the computer. When the directory appears,
- double click on the icon labelled "GROOVE.PRG". The simulation
- will now load and run automatically.
-
- Using the Program.
-
- When first loaded, the program defaults into "Pattern Data"
- mode. other modes may be selected by clicking upon the four main
- icons in the lower middle of the screen, labelled "Pattern Data",
- "Pattern Routing", "Disk" and "Pattern Chain". Each of these four
- sections will be covered in more detail below, but here is a
- brief description of each section.
-
- "Pattern Data" is the section where the raw numbers are entered.
- Three tracks are provided, each with sixteen steps. These three
- tracks produce MIDI information when passed through the Pattern
- routing stage.
-
- "Pattern Routing" takes the information provided by the Data
- section and turns it into MIDI output. Eight output "sections"
- are provided. Each one can have a different event type and MIDI
- channel, and use any (or all) of the data tracks.
-
- "Disk" is simply the section allowing loading and saving of data.
-
- "Pattern Chain" allows you to take saved patterns and chain them
- automatically, thus producing longer pieces of music which change
- rhythmically. Theoretically up to 600 bars of music can be
- sequenced.
-
- To the right of the mode selection icons are three other
- boxes. These are, from top to bottom, the Transport window, the
- Transpose window, and the Tempo window. The Transport window
- acts similarly to a tape deck, whilst the other windows act as
- would be expected. Please note... in all cases where a value may
- be changed, press the left mouse button to decrease it, and the
- right mouse button to increase it. Also note that in some cases,
- holding the left shift key will cause changes of one octave.
- To the left of the mode select icons lies the sequence
- storage box. This allows up to twelve patterns to be stored in
- memory, and later switched automatically using pattern change
- mode. For each memory you have three buttons, which behave as
- might be expected.
-
- "Save" stores the current sequence in the memory location, unless
- the location is locked.
-
- "Load" copies the memory location into the current sequence.
-
- "Lock" allows a memory location to be protected to prevent
- accidental erasure.
-
- Please note ... Some options are not available in all modes.
-
- Finally, above the mode select window and directly below the
- various mode screens, lies a status bar which provides
- information as to the current mode of the program, and to its
- left, the MIDI information box. This is now briefly explained.
-
- The MIDI information box shows how the program will deal
- with incoming MIDI information. This can be in one of two modes,
- Transpose or Data, and these are toggled by clicking with the
- mouse upon the box itself. In transpose mode, incoming notes are
- used to set the Transpose value of the program; C3 is defined as
- no transposition. In Data mode, the mouse must be over a value
- and the program must be in the Pattern Data mode. In this case,
- playing notes will cause that value to be inserted into the
- corresponding location, allowing a form of step time musical
- entry over MIDI. Please note that upon leaving the Pattern data
- screen, MIDI mode defaults automatically to Transpose.
-
- Pattern Data.
-
- This section of the program consists of three tracks, each
- split into two main areas. The left hand area controls the order
- in which data is sent out (into the Pattern Routing stage) and
- the right hand area displays the data itself. The left hand area
- is broken into three separate options.
-
- The first two or these are the "First step" option and the
- "Last step" option. These allow you to delineate a range of steps
- which are active. For example, of the first step it 2 and the
- last step is 11, then steps 1,12,13,14,15 and 16 will never be
- played.
-
- The third option is direction. This determines the manner in
- which the program decides which order the steps should be played
- in. These are listed below.
-
- "Forward" - In this mode the step will cycle from first step to
- last step, and the loop back to first step. E.G. 1,2,3,4,1,2,3,4.
-
- "Backward" - This simply reverses the above mode. Given first
- step or 1 and last step of 4, we would produce 4,3,2,1,4,3,2,1.
-
- "Shuttle" - This is a combination of the above two methods, and
- would result in 1,2,3,4,3,2,1,2,3,4 and so on.
-
- "Random" - The program picks a random value between first and
- last steps inclusive. For example 1,3,4,2,4,3,3,1,2...
-
- "Single" - The program plays the first step repeatedly. 1,1,1,1.
-
- The right hand area of the screen consists of sixteen steps,
- each of which can be broken into three areas. A first value, a
- second value, and a pair of indicator lights.
-
- The two values are simply those numbers which will be
- transmitted when the sequencer is running. For those of you
- unfamiliar with MIDI, in a note type event the first number
- designates the pitch of the note in the following manner. 60 is
- C3, each number above or below designates an interval of one
- semitone. Hence, 72 is C4, 57 is A2. The second number is the
- velocity value; this will commonly determine the loudness or
- timbre of a sound. Note that in some event types (program change
- for example) the second value is ignored.
-
- The two indicator lights are set up like this; the left hand
- light is an indicator which will light whenever that step is
- being played. The right hand indicator indicates whether a step
- is active or not, and can be changed by clicking on it; if the
- light is out, then when that step is played then no event will be
- generated by this channel.
-
- Pattern Routing.
-
- The pattern routing section is where you decide what will
- happen to the data generated by the previous section. Several
- channels are available and these are displayed down the screen.
- Each channel has six different parameters, which may be changed
- using the mouse.
-
- The first is the type of data to be generated. This
- determines which kind of MIDI information will be generated, if
- any. If the type is set to "OFF", then no data will be generated
- by this channel. NOTE will generate notes, CTRL will generate
- control change events. In this case, the first number defines the
- control to be moved, the second number its new value. A few
- useful controller numbers are listed below.
-
- 01 - Modulation.
- 05 - Portamento time.
- 07 - Main volume.
-
- PROGRAM events send program changes; in this case the second
- value is ignored. Finally, PITCH sends pitch bend values.
-
- The next parameter is the channel on which the resulting
- MIDI date is to be transmitted; this can vary between one and
- sixteen. Note that more than one of the groups can be
- transmitting on the same MIDI channel if required.
-
- The third parameter simply selects whether the track is to
- be affected by the transpose factor. If the word is "greyed out"
- then the transpose factor will have no effect, otherwise the
- pitch will be changed. Note that transpose is only ever applied
- to NOTE events, regardless of this setting- you cannot transpose
- pitch bend messages.
-
- The remaining three parameter determine which of the tracks
- in the data screen are to applied to this channel. Any
- combination is allowed, but the results are unpredictable unless
- you know how the program determines them; this is now explained.
-
- If none of the selected track is generating a note, then
- nothing will be generated (obviously). If one (and only) one of
- the tracks is active, then this will be the event produced. If
- more than one track is producing output, then the events are
- added. However, to prevent huge numbers being generated, each
- added number has a constant removed from it; 60. Hence adding
- values of 64 and 64 would produce 68, whilst adding 62, 52 and 43
- would produce 37. In terms of note values, 60 corresponds to C3.
-
- Disk.
-
- In this screen you can load or save either the current
- sequence, the group of stored sequences or the current song chain
- to or from disk. Selecting any item displays a file selector.
-
- When saving data, please ensure you use the suggested file
- extension or you will not be able to see the files when
- attempting to reload them (although typing the names directly
- will still work).
-
- Pattern Chain.
-
- This section is where you can arrange a number of patterns
- into a sequence and they will play back in order. There are two
- main sections. At the top of the screen there are 150 numbers;
- these represent the 150 possible steps. At the bottom there is a
- status bar.
-
- The steps can be changed by clicking on them with either the
- left or right button. Numbers one through to nine correspond to
- the memories one to nine, whilst memories ten to twelve are
- referred to as A,B and C respectively.
-
- The status bar has five different variables, each of which
- will affect how the song plays back. Firstly, there is the length
- variable. This determines how many steps each pattern should be
- played through before moving onto the next pattern. This is
- defined because different tracks in each pattern may be of
- different length. Note that this may be set to any number between
- one and sixty four; by selecting higher numbers, each pattern may
- be defined to play more than once for each "bar".
-
- The second variable is closely linked with the third; they
- define the first and last step which will be played. For example,
- two and six would mean that bars 2,3,4,5 and 6 were played.
-
- The fourth variable, loop, is greyed out if switched off and
- shown in clear white if switched on. When off, after the song has
- reached the end of the last bar it will automatically stop. When
- switched on, the song will loop back and start playing from the
- start again when it finishes.
-
- The final variable, "bar", simply shows which of the steps
- shown above the computer is currently playing. Please note that
- upon pressing stop, the computer always returns to the bar listed
- as the first step. Therefore, if you change the first step whilst
- the computer is stopped, the bar may not always be correct; to
- update the program simply press the stop icon once.
-
- Other Information.
-
- This program was written in STOS Basic. This means it may
- not work on newer models of the Atari range; whilst it should
- work on the STFM and STE, it hasn't been tested except on a
- rather battered STM. In particular, I doubt it will work with the
- TT or Falcon.
-
- -----------------------------------------------------------------
- Any bugs, suggestions, comments etc. should be e-mailed to
-
- T.J.Wright@city.ac.uk
-
- although that will probably expire in about six weeks. Failing
- that, you could snail-mail to...
-
- Tim Wright,
- 21 Borough Road,
- Isleworth,
- MIDDLESEX,
- TW7 5DT,
- ENGLAND.
-
- Tim Wright,
- 14th August 1994.
-