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-
- - SiGnAlS -
-
- Issue III Volume I
-
- July 24, 1993
-
- "Dedicated to all the coderz and their insane delusions..."
-
- Executive Editor: Necrs, The PsYcHiC MoNkS
-
- Greets to: Pxyll, Dominor, PM, and special thanks to everyone whose called to
- chat.
-
- I
- ---
-
- Welcome to the third issue of SiGnAlS, the magazine for the modern mod coder.
- Issues come out approximately every five to six days, or when I run out of
- things to say, an often occuring situation. Thus your support is needed! Keep
- the letters and responses coming. I promise that all will be answered. In
- this issue, some more basix, another edition of 'Tricks and Tips', and other
- extras. We hope you will continue to help us enlighten those would-be's out
- there and service the existing net as best we can. Please feel free to
- distribute this magazine to any smaller FTP sites we may have missed. Keep the
- text as is, though, so as to be consistent. ;)
-
- II : Basix
- ----------
-
- Ok, where are we? Let's assume you have a tracker and a player and know what
- the hell a MOD is and et cetera. Let us also assume you have some samples to
- work with. The next step is to create songs. MODs use a simple format to store
- note data. (If you've worked with MIDI files or CMF data, you will find it
- quite similar.) Modules divide songs into 'tracks', with each track having 64
- spaces in which to enter data. As in normal music, a track is roughly
- equivalent to a measure, and a space is similar to a beat. Usually there are 4
- side-by-side tracks, each capable of playing one sample at a time. To create a
- song, you fill the tracks with data, and string tracks together to create
- 'patterns'. A pattern is a group of 4 tracks that play simultaneously. Thus,
- the pattern is a measure of sorts that includes all the instruments at the
- same time. A pattern looks something like this:
-
- Beat #-> 00 C-2 01000 C-1 03000 G-3 04000 F-3 07000
- 01 --- 00000 C-1 03000 --- 00000 F-3 07000
- 02 --- 00000 D-1 03000 --- 00C30 F-3 07000
- 03 C-3 02000 C-1 03000 --- 00C20 F-3 07000
- 04 --- 00000 D#1 03000 --- 00C10 F-3 07000
- 05 --- 00000 C-1 03000 --- 00C00 F-3 07000
- 06 --- 00000 F-1 03000 --- 00000 F-3 07000
-
- Note EFX .
- .
- .
- etc.
-
- The first column (00,01,02) is the beat number for that pattern. The second
- column consists of the notes being played: C-2, C-3, etc. Please remeber that
- the music moves DOWNWARD, not to the right as in normal sheet music. The first
- horizontal line is the first beat; the second horizontal line the second beat.
- All the notes on the first line happen simultaneously in the first beat.
-
- The third column, the EFX (effects) column, specifies two things. The first
- two digits state the instrument sample number. This is the number of the
- sample currently being played. The last three digits hold any special effects.
- You can see an example of effects on the third track, about halfway down. The
- C30, C20 effects are volume changes (more on that in later issues), but the
- important thing to know at the moment is that they are effects, not notes.
-
- To compose a song, you simply enter data downward on each track at a time.
- Simply put the appropriate note on the beat at which it should enter, and
- you're all set. Rests are simply the absence of note data. However, to create
- a true rest (needed if your sample sustains), you must lower the volume of the
- track to zero using the C00 effect at the appropriate beat.
-
- Now, once you have a pattern or two done, you can work on what is called the
- 'playlist'. Your patterns are numbered internally as 0, 1, 2, etc., but you
- don't neccessarily have to play them in that order. A playlist specifies the
- order in which the patterns in a song are to be played. For example, I may
- wish to play my patterns in the order 4,1, and 5. I would then create a
- playlist of length 3 with the order 4, 1, 5. Most trackers do this by a master
- position indicator. The indicator starts at zero and climbs by one. For each
- indicator number, you assign an associated pattern to be played at the same
- time. For example, the tracker starts at master pos 0. You then click on the
- pattern button and change the associated pattern to 4. Then you move onto the
- next master pos, and set a 1 there. Easy, huh. (Yeah, I know, you're lost
- already. Well, don't worry, things should become clear soon. If not, then just
- play around. That's how I figured all of this out myself! ;))
-
- The length of the playlist determines the length of your song. You can have
- extra unused patterns (with note data and everything) in a song that are never
- played. Wasteful, but possible. Try to make sure every pattern in your song is
- used in the playlist at some point. Else you're wasting disk space.
-
- Whew. Well, my fingers are about to fall off. More in the next issue.
-
- III: Tricks and Tips w/ Necrs
-
- Today we'll differ a shade from the planned agenda, and delve into the
- intricate art of the drum track. Yes, many coders think they can get away with
- a lame bass and snare sample for a whole 67-pattern mod. Well, they're right.
- In module programming, what counts is size. Every byte you can chop off of a
- mod, the better. 90 percent of most mods is taken up by samples. The less drum
- samples you can use in a mod only works to your benefit. I understand that the
- purists out there (I'm one of them) don't like to degrade intrinsic musical
- quality in the name of memory, but sometimes you can get away with it without
- really hurting your MOD quality.
-
- 'How dost we achieve this noble goal?', they ask. Well, one of the best is
- writing a good drum track. First, let us analyze a typical pattern. We'll
- assume you're writing a modern rock/ techno mod, since that's the majority of
- what's out there. (Don't worry ballad coders, I have something special for ya
- too in a few issues.)
-
- Go back to the analog world for a sec. Think about your favorite rock album
- and what the drummer is actually doing. Most likely he's using a combination
- of bass drum, snare, toms, hi-hat, cymbals, and possibly shaker or tambourine.
- Now obviously you can't put all of these in your mod. That's at least six
- tracks right there. You can compromise, though, and do it with a minimal loss
- in sound quality. Let's examine the following riff.
-
- crash cymbal OOOOoooooo......------------------------------------------------
- hi-hat xxxxxxxXxxxxxxxxxxxxxxxXxXxxxxxxxxxxxxxXxxxxxxxxxxxxxxxXxXxxxxxx
- hi tom ----------------------------oo----------------------------o-oo--
- low tom ------------------------------oo------------------------------oo
- snare ----X-------X-------X-------X-------X-------X-------X-------X-XX
- bass drum X-------X-------X--X----XX------X-------X-------X-------XX------
- 1 16 32 48
- (A dash = a 64th of a measure, like a mod track.)
-
- A pretty basic 4 beat drum riff. We have a 16-beat hi-hat riff over a basic
- bass/snare combo with a few tom fills and a big crash at the start. How do we
- track this without using the needed six tracks? Easy. This is how:
-
- Many drum sounds are short in nature. Bass drums, some toms, hi-hats, all of
- these take about a click and a half at moderate speed (--F06). This means that
- we can put more than one sound in a track. By using overlaid sounds, we can
- accomplish our goal.
-
- This is how I would convert this pattern to a two track drum riff:
-
- 00 C-2 01000 C-3 05000 | 20 C-2 01000 C-3 04000 Samples:
- 01 --- 00000 --- 00000 | 21 --- 00000 C-3 04000
- 02 --- 00000 --- 00000 | 22 --- 00000 C-3 04000 1 - Bass Drum
- 03 --- 00000 --- 00000 | 23 --- 00000 C-3 04000 2 - Snare
- 04 C-2 02000 --- 00000 | 24 C-2 02000 C-3 04000 3 - Tom
- 05 --- 00000 --- 00000 | 25 --- 00000 C-3 04000 4 - Closed HiHat
- 06 --- 00000 C-3 04C10 | 26 --- 00000 C-3 04000 5 - Crash Cymbal
- 07 --- 00000 C-3 05C30 | 27 --- 00000 C-3 05000
- 08 C-2 01000 C-3 04000 | 28 C-2 01000 C-3 04000
- 09 --- 00000 C-3 04000 | 29 --- 00000 C-3 04000
- 0A --- 00000 C-3 04000 | 2A --- 00000 C-3 04000
- 0B --- 00000 C-3 04000 | 2B --- 00000 C-3 04000
- 0C C-2 02000 C-3 04000 | 2C C-2 02000 C-3 04000
- 0D --- 00000 C-3 04000 | 2D --- 00000 C-3 04000
- 0E --- 00000 C-3 04000 | 2E --- 00000 C-3 04000
- 0F --- 00000 C-3 04000 | 2F --- 00000 C-3 04000
- 10 C-2 01000 C-3 04000 | 30 C-2 01000 C-3 04000
- 11 --- 00000 C-3 04000 | 31 --- 00000 C-3 04000
- 12 --- 00000 C-3 04000 | 32 --- 00000 C-3 04000
- 13 C-2 01000 C-3 04000 | 33 --- 00000 C-3 04000
- 14 C-2 02000 C-3 04000 | 34 C-2 02000 C-3 04000
- 15 --- 00000 C-3 04000 | 35 --- 00000 C-3 04000
- 16 C-2 01C20 C-3 04000 | 36 --- 00000 C-3 04000
- 17 C-2 01C30 C-3 05000 | 37 --- 00000 C-3 05000
- 18 C-2 01000 C-3 04000 | 38 C-2 01000 C-3 04000
- 19 --- 00000 C-3 05000 | 39 C-2 01000 C-3 05000
- 1A --- 00000 C-3 04000 | 3A --- 00000 G-3 03000
- 1B --- 00000 C-3 04000 | 3B --- 00000 C-3 04000
- 1C C-2 02000 C-3 04000 | 3C C-2 02000 G-3 03000
- 1D G-2 03000 C-3 04000 | 3D --- 00000 G-3 03000
- 1E C-2 03000 C-3 04000 | 3E C-2 02000 C-3 03000
- 1F G-1 03000 C-3 04000 | 3F C-2 02000 G-2 03000
-
- Track 1 hold the bass and snare parts. We take advantage of the fact that a
- rock drummer rarely hits the bass drum and snare drum at the exact same time.
- We use track two for an accented hi-hat and the crash cymbal.
-
- Comments:
-
- - Note that we included the crash cymbal even at the cost of a few measures of
- hi-hat. The crash cymbal usually distracts the ear so it misses the high hat.
- Don't use this in two consecutive measures, though, for then the missing
- hi-hat becomes more obvious. To create the open hi-hat sound, we use a very
- short crash in place of the closed hi-hat. This is moderately effective. A
- truly effective replacement is to replace the crash cymbal with a ride-type
- cymbal sound. This technique then works perfectly. Of course, you sort of lose
- that big crash intro. Oh well.
-
- - The tom is overlaid with the snare part, but the snare part takes
- precedence. If you cut a snare to replace it with a tom riff on important
- snare whacks, it is very noticeable. Thus we use the tom as a fill during the
- breaks of the drum beat.
-
- - Certain instruments have been faded in using the volume CXX command. We do
- this a lot for off-beat snare and bass hits. This works really well for snare
- fills and such, so that the repeated hits don't become somewhat monotonous.
- Fading in drum rolls also works quite well.
-
- As you can see, we achieved this conversion with a minimum of headache. If you
- can somehow put yourself in a conservatory mindset before you begin, that is
- even better. Try to squeeze in the parts as you compose, not after.
-
-
- Ok, a few more things.
-
- Sometimes you want to use a beat that really isn't in 4/4. Most hip-hop beats
- and some techno fall into this category. The most common is a techno beat with
- swing-type hi-hats. Sometimes you can do this by using a three-beat measure.
-
- hi-hat x-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-x
- snare ------O-----------O-----------O------
- bass kick o----------oo--o----o---o----------oo ... etc.
- (for 48 beats)
-
- Some beats, though, don't fall into either of these categories. A lot of rap
- beats are like this. They'll use a hi-hat pattern that isn't straight 16-beat,
- but yet isn't swung eighth-note triplets. It's somewhere in the middle. How do
- you represent this duality? Well, either use a 96-beat measure or get
- yourself a drum loop sample. Honestly, there isn't much way to fix this
- hi-hat problem. You can try to use the --EDX (delay note) to slow the hits a
- little, but different trackers interpret this differently. Your best bet? ;)
-
- Use the sample.
-
- Next time, more random stuff. Maybe some chordal arrangement tips. Keep
- composing!
- - Necrs
- (Does my name work in normal
- ASCII? Probably not ;O)
-
- IV: Visualizations
-
- Does changing your name to a sexual symbol raise your musical libido?
-
- Can Billy Idol read one William Gibson novel and transform himself into a true
- hacker? Doubt it! Master DEBUG and call me back, Billy.
-
- Is alternative alternative anymore?
-
- Answers to these and more stunningly penetrating questions in the next edition
- of SiGnAlS!
-
- (yeah, right)
-
- Anyways, onto more interesting stuff. I have often wondered why MODS sound so-
- modlike. I know the samples contribute to the clunkiness, the rigid time
- structure doesn't help, and the prevalence of techno isn't the greatest thing
- for humanist music, either. But then the real answer hit me. It is impossible
- to add serious vocals to a MOD. I don't mean vocals as in 'Whoo!', and 'You
- got it!', and even 'House! Techno!'. I mean serious singing. It is hard to
- create ballads and even good rock songs for this reason. To sample a vocal
- track would require a staggering amount of memory. Unless you LIKE mods that
- approach 1 meg and more, full vocals are not an option. How then, do you
- create a lead voice in your music? Instruments are one option. Flutes, synth
- trumpet voices, pianos, even guitar sounds, all of these I have tried, and
- seem to work well. It is even possible to create the lead out of the chords
- themselves. This is tricky, but possible.
-
- Maybe if you used a really low sample rate and repeated a lot of vocal parts,
- you could add a full distinct vocal track .... well, maybe not. It seems
- hopeless. Don't let this stop you from creating ballads and rock songs,
- though. If nothing else, program every part but the vocals and let the rest
- ring in your head. The best mods suggest something more than is actually
- there. As long as the music moves you, who gives a shit about everyone else?
- In any case, there's bound to be someone out there that'll hear it too.
-
- Sorry for the meager wisdom. ;)
-
- More in the next issue.
-
- V : Conclusions
-
- Yep, a 15K issue. Hopefully they'll grow even bigger. However, after writing
- 15000 characters, your fingers feel a bit sore. May delay the next issue ...
- ah, wouldn't want to keep your manical soul-devouring taste for good mod docs
- unappeased. Until the next time: We out!
-
- e-mail: segaag@craft.camp.clarkson.edu
-
- turtle-express: Necrs
- re: Signals
- The PsYcHiC MoNkS
- 7958 State Route 69
- Oriskany, NY 13424
-