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gmc.doc
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1988-07-25
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7KB
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226 lines
GAME MUSIC CREATOR
------------------
by: ANDREAS TADIC
News relative to soundtrackers:
-------------------------------
* Supports MIDI !!!!!!!
* Can handle all type of samples (IFF(with loops!!!!),Raw....)
* Both contignous and pattern recording
* Note halfstep up/down function
* 64 patterns in memory
* Can load both Soundtracker & SoundFX songs (converted with GMC conv.)
* Replayroutine brutally much faster (ca 3-6 scanlines) than Soundtrackers
* Includes Patternbreak, Positionjump and new type of pitch sliders
* Much better file loading/system (no irritating presetlist)
* Clearinstrument included
* Clearsong included.
* Quit option (esc+help)
* Better and easier to handle user interface
Patterns.
---------
Any piece of music written with GMC is build up from patterns.
GMC holds a table with information about the sequence in which
these parts must be played. With 'Position' you determine your position
in the table. With 'Pattern' you define what pattern to play at that
position. 'Length' defines the total size of the table.
The Keys.
---------
The keys on your Amiga have been grouped to represent the layout of a
two-octave piano-keyboard. You can "shift" the keyboard one octave up or
down with the aid of the F1 and F2 keys, thus incrementing the range of
the keyboard to three octaves.
While editing:
--------------
Cursor-keys - move cursor.
shift + Cursor-keys - move cursor fast.
alt + Cursor-keys - move cursor faster.
F8 - Set cursor to first line of pattern.
F6 - Slide up 8 steps
F10 - Slide down 8 steps
DEL - Delete note under cursor.
F3 - Sub datastart of sample (to avoid scratches in some samples)
F4 - Add datastart of sample
Clearsong.
----------
To clear the current song click with both mousebuttons over clearsonggadget.
Clearinstrument.
----------------
The current seleced instrument is the one who is cleared.
Instruments.
------------
You can use up to fifteen different instruments in one music-piece.
Each instrument as its own volume (between 0 & 64).
It's now possible to load IFF-samples. If loops are set on these, they will
be looped in GMC too!!! (Best result is given by Audiomaster 2.0)
If the samples is raw data or any other format it will be loaded as a
normal sample without loops. (There may be some unknown code in the
beginning of the sample wich makes a scratch in the sound. To avoid this,
use the F3-F4 keys to add and subtract samplestart.
Notes.
------
C#1 3 1 0 3
/ / | \|
/ / | Value info for command (pitch,posjump,volume....)
/ / Command
/ Inst#
Note to
be played.
Note : This is simply the note that must be played by that particular
---- instrument.
Inst# : This is the number of the instrument that must be used to play
----- the note.
Command : This number tells GMC what special functions must be
------- preformed while playing the note.
These functions are as follows :
0 - Normal play
1 - Pitch up.
2 - Pitch down.
3 - Set volume.
4 - Patternbreak
5 - Positionjump
6 - Ledon (7.5 khz)
7 - Ledoff (15 khz)
8 - Set speed
NOTE That the GMC-Converter converts The Ultimate ST effects to GMC effects
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Info : This byte contains the additional information for the commands.
----
PatternBreak:
-------------
This command breaks the playing pattern and continues to the next
position in order.
Positionjump:
-------------
This command jumps to the position in the value after it.
Portamento: Portamento is used for 'sliding' of the instrument.
---------- The info byte contains the speed of the sliding
Example : D#2 3208 Slides down with the speed of eight
--- 0200 Stops the sliding
etc.
Volume: The Volue can be changed anytime during play
-------
Example: C#1 1322 - Set volume to $22 and use instrument # 1 to
play the C#1 note.
Filter: GMC allows you to turn the lo-pass filter
------ on/off.
Example: G#2 1600 - Turns the filter and the power-led off !
--- 0000
E-1 1700 - Turns the filter and the power-led on !
Warning to all Amiga 1000 owners :
Don't make jokes with the power-led because some A500 and A2000 owners will
not be happy when they hear your song.
Speed: This function allows changing the speed during play.
The normal speed is 6.
Example: D-2 4805 - Set speed to 5
--- 0000
G-2 2806 - Set normal speed
MIDI HINTS:
-----------
There is a bug in the midi-module wich occurs every 1000 year.
This bug makes the note come after you released the key on your
midi-keyboard. To get out of it, fiddle a little with your synth's
functions.
MEMORY HINTS:
-------------
* If the dos or my program tries to tell you anything (change disk etc...)
a requester will occur. If the program halts and no requester occurs,
this means that the system don't have any memory to lay the requester on.
Push right mouse button to retry or left mouse button to cancel.
* If you try to load a instrument, and the intrument won't load, it means
that there are no memory for this intrument.
The Playroutine.
----------------
The replayroutine is written in K-seka assembler and is very easy to use.
Follow these steps:
* Save your song with 'Save Data' in GMC
* Load the replayroutine in to your program.
* Create a block in your program, big enough to contain the song-data
* Load the songdata into this block
* Put the adressvalue of this block into A0
* Call MU_start
* Listen
* Call MU_stop
For those who are interested the replay routine take about 2-3 scanlines
to replay the song. (Up to 6 with all effects and schmuck on)
--------------------------------------------------------------------------
All coding except for the Midiport-handler (Robert Olsson)
where made by Andreas Tadic (Megaman of Phenomena)
^^^^^^^^^^^^^^^^^^^^
If you wish to contact me (under the circumstances that you're
not a lamer), this is the adress:
Coder: Andreas Tadic
Rosjovagen 1D
29300 Olofstrom
Sweden (tel: sweden-454-42070)
Midiport-coder: Robert Olsson
Kiviksas
27057 Kivik
Sweden
Ps: This music program was made for the guys who makes the music for my
game. There may be some bugs, but it's very unrealistic that i will
do anythis about them, beacuse all my programming time is going to
the game (And a demo once in a while).
-----------------------------------------------------------------------------