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t.music edit 4.2
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TND Creating music with DMC
http://www.redesign.sk/tnd64/
music_scene.html
Created by Richard Bayliss
with Special thanks to Rio/Rattenrudel
Final instalment 4.2
Continued from 4.1
Okay, so not much of a difference to
this diagram. All I've done here was
added '28' to 'FX'. Basically using
'2' or 'A' underneath 'F' turns on the
filter and the number under 'X' either
emulates as a drum, or just holds your
note down, until a GATE is set (GATES
will be looked at later on in this
feature).
Okay, now press the BACK ARROW (or
CTRL in DMC7) yet again to enter the
flashing bar menu, and then highlight
the Filter Editor, using cursor keys,
followed by RETURN to activate that
editor.
The diagram below shows you what the
filter editor looks like.
Now try the example above. There, now
we have a filter ready for the sounds.
Press SPACE to test your sound. There
you are, what you think? Quite a nice
sound eh? Press BACK ARROW (or CTRL in
DMC7) to move back to the main menu.
Anyway, lets' go and create a new
instrument, using the sound editor.
Enter as follows:
ADSR L P SPEEDS L F V1 V2 ## FX
00AE 0 0 000000 0 0 00 00 02 08
Move your cursor to ## and then press
SHIFT & RETURN. You're able to do this
with any sound you decide to create,
as well as change the ## values. The
## Values is where your put your sound
type. Say for example we use ##66,
this indicates the DMC player to jump
along to section ##66 in the sound
data tables.
Anyway, at ##02 we want to do a
C64-style minor chord, so now copy as
follows in the data tables:
02 21 00
03 21 03
04 21 07
05 21 0C
06 94 00 ;94 loop four sounds.
The last line controls the octaves.
#$03 is octave 3, #$07 is octave 07,
and #$0C is octave 12. #$94 repeats
the four octaves for a while (depends
on the attack/decay used).
Now do the same for the major chords
(remember copy & paste to the next
sound no).
ADSR L P SPEEDS L F V! V2 ## FX
00AE 0 0 000000 0 0 01 02 07 08
07 21 00
08 21 04
09 21 07
0A 21 0C
0B 94 00 - Not hard is it ;o) ?
Next we'll introduce some more
instruments, for you to try:
Drums and Bass
This chapter takes a look at creating
your own C64 drum kit. Let's get back
to the sound editor and try as
follows.
ADSR L P SPEEDS L F V! V2 ## FX
00E8 0 8 000000 0 0 01 02 0C 01
Now edit the table below:
0C 81 FF ;Drum 1
0D 81 FF
0E 41 0C
0F 41 0A
10 41 02
11 91 00 ;End
Now let's make cymbals:
ADSR L P SPEEDS L F V! V2 ## FX
00E9 0 0 000000 0 2 00 00 12 A1
12 81 FF
13 91 00
Enter the filter editor and enter in
table 2. the following:
R T ## RT ST S1 S2 S3
0 4 A0 00 00 FF 00 00
Now let's create drum 2:
ADSR L P SPEEDS L F V! V2 ## FX
00A9 0 8 000000 0 0 01 02 14 01
14 81 7f
15 41 0E
16 41 0C
17 41 0A
18 41 08
19 81 55
1A 91 00
Now test all your drums.
Writing your First Tunes
Let us take a look at what we have
done so far. Well, we played around
with sounds and filters, now we shall
start writing a little ditty. For a
start off, hop on to the track editor,
by cancelling the main menu (pressing
BACk ARROW again). Now move into track
editor. Pressing 'C= and E' sets STOP
and 'SHIFT + E' puts end and loops to
the very first sector.
Now go to track 1, highlight the
sector at $00 and then press SHIFT &
RETURN to enter the sector editor. Now
do as follows in sector $00.
00 DUR.06
01 SND.XX ;Use the sound number which
first drum is
02 A-1
03 SND.YY ;Use the sound no. which are
cymbals
04 A-1
05 SND.ZZ ;Second Drum
06 A-1
07 SND.YY ;Cymbals again
08 A-2
09 END!
Quick recap: 'C= and S' sets SND.xx,
which indicates the sound number which
you want to use, while 0-9 and SHIFT
A-F sets the sound no. 'C= and 'D'
sets DUR.XX, which is the duration.
Yet again, use the same number, and
letter keys to set the sound. '' sets
a GATE (We'll look at this later), 'UP
ARROW' copies the sector in to memory
buffer, '@' pastes from memory buffer
to current sector, 'SHIFT+X' sets
SWITCH (Also will be looked at), while
'SHIFT+G' makes GLIDE. To place 'END',
just press '='.
Let's edit SECTOR 1 to do a bit of
music.
00 SND.00
01 DUR.06
02 A-1
03 A-1
04 A-2
05 A-1
06 A-1
07 A-2
08 A-1
09 A-2
0A END!
Now press F1 to listen to what you
have done so far. There we are, your
first tune done on DMC V4.0. Easy huh?
Introducing Volume Control
Not much will be happening this time,
but we will be taking a look at some
really cool things that can be done,
when using the DMC V4.0 player. Well,
i talked about installing a gate, I
also talked about installing, what
now? Ah yes, well take a look at the
volume feature. The volume feature can
do amazing effects with your sounds.
Especially when you are using the
block/sequence editor. For example,
you can do a sort of fading effect to
your note. Why not try this:
SECTOR 00:
00 SND.XX
01 DUR.08
02 VOL.0E
03 A-4
04 VOL.0D
05 A-4
06 VOL.0C
07 A-4
08 VOL.0B
09 A-4
0A VOL.0A
0B A-4
0C VOL.09
0D A-4
0E VOL.08
0F A-4
10 VOL.07
11 A-4
12 VOL.06
13 A-4
14 VOL.05
15 A-4
16 VOL.04
17 A-4
18 VOL.03
19 A-4
1A VOL.02
1B A-4
1C VOL.01
1D A-4
1E END!
However the problem is, if you jump
from one sector to another. Let us say
for example this is your first sector,
and you would like to edit your second
sector, then you would need to set a
volume, else the second sector will
use the last volume which was used and
we dont really want that do we? Still;
not to worry. We can sort this problem
out by going to the next sector and
set the correct volume or we set the
volume back to 00. Okay then, lets try
this:
SECTOR 01:
00 SND.XX
01 DUR.08
02 VOL.0E
03 A-2
04 ------
05 ------
06 ------
07 ------
08 ------
09 ------
0A ------
0B ------
0C ------
0D ------
0E ------
0F ------
10 ------
11 ------
12 END!
Now combine these in track form. like
this:
TRACK 1TRACK 2TRACK 3
00 - 0000 STOP00 STOP
01 - 0101 - 0001 - 00
02 STOP02 - 0002 - 00
Okay, now press F1 to play the small
sample you created. If you find that
there are no sounds coming through
then the reason behind this is because
you have not loaded or created any
sounds. Else, you should hear the
sample more easily.
Now then, heres a challenge for you.
Try and make the volume go UP instead
of down. Heh, heh. I dont know if
you'll manage this, but why not give
it a go.
Introducing Filter Control
Okay, now for something new. We are
going to play around with filtered
effects coming through with your
sounds. When I was writing a piece of
music for Commodore Scene's game
Stealth 4, I originally used the DMC
player to do the superb effects, but
sadly I could not use the tune in the
game, due to part of the player's
routines being snipped off. So, I used
the Dutch USA Team Music Assembler.
But I still love the DMC player.
Anyway, let's create a few filters and
import them into some of our sounds
shall we? Yeah, why not. We'll do at
least six or seven filters for this
bit. Before we do this initialize
everything so that we have no sounds
at all. Go to the sound editor and
then enter as follows:
SOUND 00:
ADSR L P SPEEDS L F V1 V2 ##
00AA 0 0 000000 0 0 00 00 00
FX
20
Once you have done the sound data, go
to ## and then press Shift + Return
and edit the sound data tables.
00 21 00
01 91 00
When you have done your sounds, press
Shift + Return to go back to the sound
editor. Now we are going to the filter
editor. Press the Back Arrow key, and
highlight Filter Editor with your
cursor keys. Once you have done this,
select the first filter and do as
follows:
Filter 0:
R T ## RT ST S1 S2 S3
F 1 08 00 08 00 00 00
Filter 1:
R T ## RT ST S1 S2 S3
F 1 18 00 18 00 00 00
Filter 2:
R T ## RT ST S1 S2 S3
F 1 28 00 28 00 00 00
Filter 3:
R T ## RT ST S1 S2 S3
F 1 38 00 38 00 00 00
Filter 4:
R T ## RT ST S1 S2 S3
F 1 48 00 48 00 00 00
Filter 5:
R T ## RT ST S1 S2 S3
F 1 58 00 58 00 00 00
Filter 6:
R T ## RT ST S1 S2 S3
F 1 68 00 68 00 00 00
Now, go back to the sound editor and
copy each sound by pressing Up Arrow
and paste to the next sound and change
the value of F. This is because F
represents the filter number your C64
tries to read.
Now let's go back to the track editor
and play around with the filtered
sounds. First of all, in your track
editor, do as follows:
TRACK 1TRACK 2TRACK 3
00 - 0000 STOP00 STOP
01 STOP01 - 0001 - 00
Now enter the sector editor and do as
follows:
SECTOR 00:
00 DUR.03
01 SND.00
02 C-1
03 C-2
04 C-2
05 C-1
06 C-2
07 C-2
08 C-1
09 C-2
0A SND.01
0B C-1
0C C-2
0D C-2
0E C-1
0F C-2
10 C-2
11 C-1
12 C-2
And keep repeating until you have done
SND.06, then go back down again to
SND.01. Well basically that is all Ill
be leaving with you with in this
chapter. Just play around with DMC.
2.7Packer DMC 4 and DMC 7 have an
integrated packer (inside). If you
store your tune, the tune will be
relocated to $1000 and packed. There
is no need for any external packer.
2.8Relocator Often if you do a demo or
a game, it's necessary to relocate
your tune(s) to another position in
memory. DMC 4 and 7 sets the init
routine automatically to $1000. The
play routine will start at $1003 for
normal or at $1006 for multiple player
settings.Check out several relocator
tools, which are free in internet to
relocate DMC 4 tunes. Watch out for
the right version too. DMC 7 hasn't
any Relocator tool, but Hoeppie (a
member of forum64) is still working on
it (in 2007 ;)). So watch out for next
releases.
=====