573 lines
25 KiB
Plaintext
573 lines
25 KiB
Plaintext
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for Composers
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-- Pulse
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Well, I'm not the best person to ask for hints, but here are a few anyway.
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1) Never release your first song. There are very few people who are gifted
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enough to really make a quality song the first time - it's all practice
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and experience! Once you *HAVE* finished a song, listen to it a couple
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of days after... see whether you can view it from another point of view.
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2) For channel echoes, use the Mxx command in a second column - this will
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save you from adjusting volume related effects (ie. you can leave all the
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Dxx commands alone, and it'll sound right)
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3) Don't be afraid to create multiple instruments from the same sample! The
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reason for why I created instruments the way I did was so that you could
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have different *articulations* of the same sample. You can achieve this
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by playing around with the envelopes, fadeout, NNA - whatever.
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4) Listen to other tracked music. Try and learn how other composers have
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achieved the sound they did. Experiment yourself.
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5) Start by writing music that *YOU* really like listening to - don't try and
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write am orchestral piece if you don't listen to it - it'll show.
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6) Take the time to tune all your samples as accurately as possible! To do
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this, play a long, clear, looped sample, then move to another channel
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(using '.') and tune ALL your other samples to this one sample (so they
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all have the same reference). Many potentially excellent modules have
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been spoilt because they were poorly tuned. Of course, this doesn't
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count the cases where samples are intentionally slightly sharp or flat
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for effect (which should be the rarity instead of a rule).
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7) Try to avoid having too many samples at central panning - if you modify
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the initial panning - you should be able to 'fill' out the sound with
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very little extra effort. Or perhaps if you use instruments, you may
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want to play around with instrument's default panning...
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Pitch pan separation also provides a very convenient way to achieve a
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nice pan.
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8) To find the 'perfect' loop:
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a) If you have a GUS/IW, first turn the loop off, then reload all GUS
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samples (so that their entire waveform is loaded).
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b) Now, select either a forwards or ping pong loop. Only select forwards
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if you have a sample which has the same amplitude at both ends. If
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you have a sample which has vibrato incorporated into the sample, then
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you'll probably find ping pong loops inappropriate. If the sample has
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an obvious reoccuring shape to it's waveform, try to account for that
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when you select your initial guess at a loop.
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c) Play a note at a MUCH higher pitch than you'd normally play it at.
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Then, hold down '+' (or '-') on on of the loop boundaries to find a
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region of lowest clicking. Then adjust it carefully (one byte at a
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time) until you find the best loop location. You will normally need
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to change both beginning and end points of a ping pong loop to find
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a nice loop, whereas forwards loops usually only require either loop
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end or beginning to be modified.
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d) Now that you have a decent loop at this pitch, decrease the pitch
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(typically by an octave)
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e) Repeat steps (c) and (d) until you have a nice loop at the pitch that
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that sample is played at.
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f) Once you've finished and if you're using a GUS, press Ctrl-G (to
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reload the Gravis' samples) and do a final check that you have an
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appropriate loop.
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This method works very well MOST of the time - don't forget that the '+'
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and '-' keys can be used to easily modify the loop - and the changed loop
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is taken into account when you change it (ie. you don't need to replay the
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sample).
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9) If you want to make a song realistic, try to imagine how the instrument
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would be played. Pretend you are a musician when you write a part..
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Also, if you use an instrument such as a piano, try to use more than a
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single piano note - a real piano will ALWAYS have more than one note
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playing at a time - use some chords, etc.
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10) For a nice fill to the sound, try to balance the usage of low and high
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frequencies. Songs with too much bass and too little treble sound rough,
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songs with too much treble and too little bass sound insubstantial.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for New Composers
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-- John Hawksley (a.k.a. Greebo)
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1) Listen!
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2) Spend a day figuring out every feature of the tracker.
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Yes, I'm talking about all the effects and all the keys.
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ST3 is widely acknowledged to be a bitch to learn, but is (sorry,
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*was*) the most powerful tracker out. Once you have all the
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keys and functions sorted, you'll be ripping around IT's in
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no time. You can leave the advanced instrument stuff for now.
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3) Listen to other tracks, find out how the nice-sounding bits are
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done. (ie look at the effects and volume/pan column).
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4) Be different. A lot of .MODs are in the same style. Sure, if you
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like this and feel comfortable with it, then go for it! But if you
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want to create a new feel -- do that too. People are always ready
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to try new styles. I personaly enjoy arranging (that covers
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a lot of styles) but you might like composing rock tracks, for
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instance. So do it!
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5) Samples. Be selective. Sort all your samples into directories.
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If you have an editor, the trim thein sample; try to remove the
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noise or click at the start. Remember -- samples are the building
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blocks from which we craft music. If the samples are bad,
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the music will be too.
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6) Tune the samples! When you rip a sample or create one yourself
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try to do it at the same pitch, or tune it (using the speed value)
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so that everything is uniform. This will save much hair-pulling
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later as you try to figure out why half the piece seems to be
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in G# major and half is in Dflat minor.
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6) Chords. Originaly, people used to sample whole chords to save
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sample space. Now we've got this wonderful IT with it's gazillions
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of channels. From ST3 onwards, I have been contructing chords
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from notes because I had the space to do so. The sound is better
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and is more of a professional approach.
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However (there's always a 'but'): be very careful! If you decide
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to construct a chord rather than use a single sample, some
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musicianship is required. Simple major chords are easy, but
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inversions really add to a piece. If you are able to do it this
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way (look at some piano parts to any of my stuff, for instance),
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you'll get s professional, crafted sound. But it does take
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a long time before you'll get a smooth flowing part.
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7) Saving. Okay, so IT hasn't crashed on me yet, but when (if) it
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does, I'm not going to loose an hours work. Save regularly.
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Never use IT or ST3 under the GUI in 95 and under Windows 3.1;
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I found that occaisionaly, windows would do some swapping while
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ST3 was saving and the module would be corrupt; but ST3 said
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it was saved ok. Lesson learnt.
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8) Releasing. FTP sites are hard to come by these days. Probably
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the best method of release is to uuencode your work and
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post it to alt.binaries.sounds.mods newsgroup.
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Hope these are of some help. Remember to visit the Mod Resource Web
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at http://www.armory.com/~greebo/mod.html
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I can be contacted at greebo@armory.com.
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Good luck!
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John H.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for Composers
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-- ToalNkor / Realtech
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TIP FOR LOADING EITHER LEFT OR RIGHT CHANNEL OF A STEREO SAMPLE :
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Load the sample as usual and then follow these steps :
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If you want the LEFT channel : Just divide the length by 2
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by using Ctrl-F. This will delete one byte out of two, and therefore
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only the "first" sample (the left one) will remain !
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If you want the RIGHT channel : Cut the first and last byte of the
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sample (By looping it and using Ctrl-B and Ctrl-L). If the original
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sample sise was X, then the actual size should be X-2. From now on,
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just follow the same indications as for the left channel and tadaa...
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your Right channel sample is ready for use !
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After all these operations, dont't forget to multiply the mixfrequency
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by two to get the original samplingfrequency back !
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for New Composers
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-- StereoMan
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1) The easiest way to produce flanging like effect is to play same sample in
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two channels (they must have exactly the same pan-position) and lower or
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higher the playing frequency of one of the samples - ie:
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1 2 2 (1 is same)
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³... .. .. Xpp³... .. .. Xpp³ ³... .. .. Xpp³
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³xxx ii xx ...³xxx ii xx EE1³ or ³xxx ii xx u11³
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³... .. .. ...³... .. .. ...³ ³... .. .. u00³
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u00 and so on.
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<pp> has the same value in the two channels.
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<ii> is your instrument number.
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<xxx> is the note you play the sample in.
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2) You can use the above mentioned effect, but instead of having the channels
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with the same pan position you can put them as Left and Right (full) ie:
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³... .. .. X00³... .. .. XFF|
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. . .
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this will give you a smooth three dimensional sound.
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Note: This effect has not been tested on SurrounD equipment - the results
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are li'l unpredictable.
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3) Quite a good way to make reverb-like-echos is shown below:
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Let's say You have some sequence playing in one channel. Put the same into
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another channel and insert one or two (or more) rows before the beginning.
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Now set all volumes to zero (alt-v) and clear volumes which are not
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associated with notes (alt-w). Then apply a Dx0 effect (x=1..4 or more)
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for example:
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³n1. i. .. ...³... .. .. ...³ The results are very good.
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³n2. i. .. ...³n1. i. 00 D20³ Once you get used to this you can
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³... .. .. ...³n2. i. 00 D..³ achieve !very! smooth sound.
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³n3. i. .. ...³... .. .. D..³
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³... .. .. ...³n3. i. 00 D..³ The samples must not be too short
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³n4 i. .. ...³... .. .. D..³ so Dx0 can take effect.
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³... .. .. ...³n4. i. 00 D..³
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4) If you make the above channels with different pan positions (x22 and xDD)
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or (x80, s91) - the results are stunning :)
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5) Take your time to read the whole help (yes, the whole of it) - you'll
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be surprised to find what hides under your keyboard :)
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6) Make your tunes as small as possible. People are not quite happy to find
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they have a 3 or 4 Megs of crap on their already full HD drives.
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Remember: the smaller = the easiest to spread.
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7) NEVER start tracking if you're not into the right mood to track. You'll
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only loose time and perhaps make another crappy tune.
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8) Funny, but I've found that making your own color scheme truly inspires!
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9) Experiment! Play around with the effects, envelopes and NNAs. They all
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make music sound more realistic!
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George Marinov a.k.a. StereoMan - <georgehm@bse.bg>
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for composers
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-- Ilpo Karkkainen
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- If you listen only one kind of music, it will shut your mind from others. Be
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versatile. When you listen lots of different kinds of music styles, it also
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makes your composing a lot more wider and colorful.
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- When listening to music generally, try to sometimes consentrate to something
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specific, for example backing vocals or drums. It helps you realize the whole.
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It's also good to try listen what different notes there are in a chord that
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you hear. At least to me, it has been very helful in chord progression.
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- Details make the whole. Use them wisely, though. Too much details make the
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song sound bad. I've noticed that in some of my songs.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Onix4MAN's hints
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1) CLEANING A WAV FILE UNDER IT.
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2) CREATING NEW SAMPLES WITH IT.
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3) 3 (4?) METHODS TO MAKE YOUR MODS SOUND MORE SPACIAL..
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1) CLEANING A BAD SAMPLE UNDER IT:
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-----------------------------------
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To clean up samples that click at their start (or end) because the waveform
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has an error at its start (still or end), without going under a wav-editor:
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-turn on Loop
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-start the loop at 100 bytes for samples > 10000 kb
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50 bytes for samples < 10000 kb
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-then do 'ALT-B': Pre-Loop Cut Sample
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-then turn off the loop
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-do the same at the end of the sample with 'ALT-L' if the wav clicks
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at its end
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The numbers of bytes given is OK for often met clicks, if your
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sample is really bad, just increase it... ;)
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2) CREATING NEW SAMPLES WITH IT:
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--------------------------------
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-You simply have to edit one pattern composed of several samples.
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(eg. Compose a Break-Beat on that pattern)
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-Put this pattern at order 000.
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-Save this module.
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-Restart IT in Disk-Writer mode.
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-Load your module.
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-Play it: it is now being written as a wav file on your disk.
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-Restart IT normally.
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-Load that new sample and use hint 1) if it has a blank at its end to
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shorten it.
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3) 3 (4?) METHODS TO MAKE YOUR MODS SOUND MORE SPACIAL..:
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---------------------------------------------------------
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-Let's start with the 4th method: it's the Surround.. :)
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But if your card can't afford surround.. Use one of the 3 following
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methods:
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These methods are in fact three times the same but with 3 different way.
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I'm sure you knew at least the first (and probably the 2nd too) ;)
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These 3 methods require 2 channels.
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For the 2 firsts, you have to set the panning of the Sample/Instrument
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somewhere (in 'Order list and panning' or on the Sample List [F3], but
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you'll have to load twice the sample, or on the Instrument List [F4],
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or on the Pattern Editor itself [F2], but you busy the volume column or
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the command column..)
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In the following examples, I've set the Panning in the Volume column
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(press the key below Escape to do this)
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a) row CHANNEL 1 CHANNEL 2
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000 C-5 01 00 .00 ... .. .. .00
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001 ... .. .. .00 C-5 01 64 .00
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002 ... .. .. .00 ... .. .. .00
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b) row CHANNEL 1 CHANNEL 2
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000 C-5 01 00 .00 C-5 01 64 SDx
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001 ... .. .. .00 ... .. .. .00
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With 'x < Speed Value' This second method is more precise!
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You can even write SD0 (ie. 0 as x)
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c) The last method is the more interesting if you knew the others,
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because it does waste your volume column neither the command
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column! So they remain free for other effects! :)
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* This time, you have to be controlled by Instruments (F12 to select
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this).
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* Then you will need exactly the too same instruments:
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- On F4 Screen, select a blank lign and type 'Alt-P'
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- Type the lign where your instrument is... Validate!..
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* Then push the panning button:
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-set the pan to 00 for your first instrument
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-set the pan to 64 for your second instrument
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* Then FOR ONLY ONE of those 2 instruments:
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Press the Pitch Button and go to edit the envelop:
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-First node: tick 00 ;)
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value 00
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-Second node: tick 01
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value 'Whatever_you_want', (-)1 or (-)2 suggested
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-Last (3rd) node: tick 02
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value 00
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Doing this, you've created a delay between your 2 instruments.
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To end, place them on the same row on the pattern editor (F2):
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row CHANNEL 1 CHANNEL 2
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000 C-5 01 .. .00 C-5 02 .. .00
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001 ... .. .. .00 ... .. .. .00
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Notes:
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======
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*) You don't have to set the pan to its maximum (00 and 64/FF).
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You had better do it for one of your smp/inst. And then, for another
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choose 16 and 48 (decimal), or...
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*) The third method works because we do not hear the pitch change
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in most cases since it is quite quick, but I suggest you do not
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use this method for a piano because it's an example where you'll
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hear the pitch change and it will sound very ugly: BAAaah! ;)
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But it work with Violin and many others.
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It may also depend on the speed of your song (time between ticks)..
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- Nicolas ARROUET (Onix4MAN) o4m@mail.cpod.fr
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for new composers.
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- Nacho Segura
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About quality of sound, cognitive science, a more convenient composing, sound
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experiments and degrees of freedom.
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1) Some composers (trackers) recommend to work with 128 rows and half the
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speed (the less the faster). It's supposed that this gives you more control over
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the tracks, but that's not totally true.
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- The track doubles its length, so you see the half. You have to move
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more times and jump more lines every time. Is it important? Register in a
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sheet (or two) how many times do you jump through the pattern.
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- I've examined several songs that use this technique, and this is my
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conclusion: THEY DON'T NEED IT!!! Even lines are empty or have
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effects.
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The small amount of control gained doesn't compensate the ergonomical
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problems. The easiest the best, less interferences between you and the music.
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Rookies could think that it only makes you be slower. This is a problem, but
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it's not THE PROBLEM. When you forget twelve times what the hell did you write
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in top of the pattern and in which track you'll understand...
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2) Work. Lots of trackers are proud to say that they are very fast. That's not a
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virtue, it means less work, less variety, a shorter melody, much less chords, no
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harmony, sounds not perfectly adjusted, and the most important thing:
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Repetitions until the Eternity. You haved lasted two months writing this four
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minutes long song? Show me what you did, I'm really interested!
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3) Discover Scroll-Lock. Load a song, press play, see what happens with the
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cursor... and press some notes.
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Cool!!! Isn't it?
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4) Never use 8-bits or low-quality samples if you can avoid it. The quality of a
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song depends on the quality of sounds. "More memory than expected" is better
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than "crappier than expected".
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5) Analogic synthetised instruments can produce strange interactions. An
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example: WARMPAD.PAT (a Gravis Patch) sounds really nice, but this chord
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produces a strange noise that doesn't exists when we play the same notes
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separately: C-3, D#-3 and F-3. Upper octaves don t provocate this phenomenon.
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NOTE: There are several versions of Gravis patches.
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6) Use a global volume as high as possible. It not only gives you a better
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signal-to-noise relation. It also gives to IT more degrees of freedom for
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volume fades.
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Make an experiment: Plug the headphones directly to your soundcard, set the
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global volume to 5-8 and make a fade out from 64 to 0 (don't use envelopes,
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make it in the volume comlumn of the pattern). You should listen the volume
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JUMPING (not sliding, jumping!). In Scream Tracker is even worse.
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7) Don't be messy allocating tracks (channels, columns... you know). All the
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percussion grouped in adjacent tracks, the chord grouped, an empty column (or
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more) separating every group of instruments, so you can write fastly this new
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idea appeared two seconds ago, without having to go to "Track 21". It also
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allows you to write and remix fastly. Everything has its own place and you can
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disorder and reallocate patterns without knowing if that loop has been cut, or
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where do I have to put a NoteCut command (^^^) to shutdown the analogic
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looped bass. It seems more complex when you begin (pattern is wider), but it's
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much better, easier to use.
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8) Print the manual and bind it. And when you have done this, RTFM (you
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know, READ THE #%&@$# MANUAL!!). You'll be surprised.
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9) Make an economic contribution. I think he has worked hardly and Impulse
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Tracker is the only tracker that gives tracker songs a proffesional sound and
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accoustic. Don't be apologized for sending eight dollars. Is better than zero.
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Even if you don't want the ITWAV.DRV you should contribute, at least with a
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simbolic quantity. He has won it.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for composers
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-- Joakim "Acoustic" Back
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1) Dont use the same bassline, piano chords or whatever the whole song.
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Remember that a real drummer wont just sit there like a drummachine,
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nature will make him tap sometimes and he realy wants to make
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some fills sometimes.
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2) Feel the music. You dont use hammering industrial drums in a soft,
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smooth gentle song. And dont place a soft panflute in a blasting
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hardcore song.
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3) Use the right volume. Keeping the volume low on an instrument and then
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suddenly higher creates a feel of power and rush. Use it.
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4) There are different ways to make a solo stand out.
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a) high volume. Having a high volume will instantly keep it in the
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focus. Be aware that to high volume will make it stand out to much
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and maybe not fit in the picture anymore.
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b) high or low pitch. If you have a lot low and middle note instruments
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the solo will be clear and bright as high pitched. As said in other
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hints, keeping the others too low or too high will sound terrible.
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5) If you play the piano and have a midi keyboard - use the midi support!
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This will make you see that you play the piano with a lot more feeling
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than when you track a song with the computer-keyboard.
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6) Accept failure. Dont get all angry just because your song went totaly
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nuts. This happends all the time. Your songs will be better and better
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the more you use IT.
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7) Use IT alot! Play around with IT, make crazy songs. This will make you
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learn ITs features and ways to make nice effects. You wont understand IT
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by reading the effects from Axx to Zxx, or reading hints like these, but
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mostly by using the effects and using IT, only training will get you to
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the top. IT is like a sport, people that dont use it, dont get a thing
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about it, but when you get the hang of it, its going to flow.
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8) Learn IT in steps. Begin with some simple samples and a few patterns,
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then learn a few simple effects like Exx and Fxx. When you have learned
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them, go to a new step. Wait with the instruments (F4).
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9) Make a keychart. Write down some of the keys on a piece of paper, after
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a few days you will probably know most of them. When you know almost
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all you will understand that using only the keyboard is MUCH faster than
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the mouse.
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Thanks for reading, I hope it will help you somehow.
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/ Acoustic
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n98joab@tycho.helsingborg.se
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Hints for Composers
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- Maarten Van Stien
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- Crystal Score / The Black Lotus
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He! ye like simple solutions? Here's one!
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You might have used the diskwriter for simple drumloops! You also might have
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loaded the wav in programs like Soundforge (the king!) to add nice nice stuff
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like reverb, eq, dynamics etc...
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As you might guess when you write one period containing a drumloop and you
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add reverb, then the start of the sample doesn't have reverb at all, while the
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end of the drumloop as tons of reverb. Apart from the fact that it sounds lame
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in most cases, LOOPING the sample sounds like hell! So what you do is
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diskwriting the same loop twice or more. Then add reverb in your sample editor
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and you'll notice that the second period contains the 'reverb' of the first
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period. This second period can be looped perfectly. As long as you know where
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to find the looping-points!
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Now, for simple drumloops with a little bit of reverb it's dead simple.
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But for complex loops with TONS of reverb/delay/crap&more it might be quit
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difficult!
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Solution:
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* make an extra .IT with the same BPM/frames as your drumloop .IT
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* add a simple, short and immediatly-starting sample at the beginning of each
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period (in most cases: on pos 000, 016, 032, 048 etc.). These are some sorta
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metronome instruments I guess..
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* diskwrite
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* find the first sample of the 'metronome-instruments' in a sample editor.
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* add markers at that place.
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* Mute/Silence the samples so that your metronome-wav ONLY contains markers
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* copy your complex drumloops or whatever-loops in mem. like ctrl-c
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* MIX to the metronome wav.
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Now you have markers in your complex drumloops! And if you did the above stuff
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right, you have perfect loops!
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Make sure the metronome-samples start immediatly! Otherwise use the offset
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command (C-4 10 63 O10) or something..
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ok.. have a nice diskwrite!
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Crystal Score/The Black Lotus
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Maarten.Vanstrien@student-kmt.hku.nl
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