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- -----------
- The Drummer
- ©1995
- Mike Goatly
-
- Release
- 1.0
- (8th April)
- -----------
-
- ---->Contents:
-
- 1:Introduction
- 2:Editing patterns
- 3:Editing a sequence
- 4:Sequence commands
- 5:Copyright and other important stuff
-
- ---->1:Introduction.
-
- 'The Drummer' is a Drum Sequencer. It isn't a drum
- machine, (although something of that nature may be added at
- a later stage), but it can be used to produce similar results.
-
- Anyone who has used a music sequencer, such as Coconizer,
- SoundTracker or ProTracker (There are many more....), will
- get to grips with 'The Drummer' quickly.
-
- This is the first released version of 'The Drummer', so
- there may (will) be bugs in it. There also features that
- would be nice to add (such as a search and replace function
- for the pattern editors, so you can change one sample number
- throughout that pattern type without having to do it manually)
- But I need to know if there is going to be anyone using it
- before I spend more time on it.
- So let me know if there are any improvements you would
- like to see (don't ask for an interrupt driven version -
- without the PRM or basic manuals, I haven't a clue how to
- do it), and I might be able to help you.
-
- For details of how to contact me, see part 6.
-
- Speed note: 'The Drummer' was written on a Risc PC, with a
- 256 colour display and I don't really know how much slower it
- will run using an ARM3 processor. If it really is a problem
- (I suspect the command check every line of the sequence might
- be) I'll try to do something about it. Let me know.
-
-
- ---->2:Editing patterns
-
- Patterns are the building blocks of sequences, and there
- are five windows concerned with the editing of them, the
- Bassdrum Pattern Editor, the Snaredrum Pattern Editor, the
- Hi-Hat Pattern Editor, the Miscellaneous pattern editor and
- the Pat. Controller (Pattern Controller).
-
- -The Bassdrum, Snaredrum, Hi-Hat and Misc. pattern editors:-
-
- These four windows are all operated in exactly the same
- way, the only difference between each of them being that they
- have their own set of samples.
-
- The icons from left to right are:
-
- The radio icon: This signifies whether that pattern
- type can be heard when the patterns are played.
- (On=can be heard, Off=cannot be heard)
-
- The white boxes: Each window contains 2 lines of
- these. Clicking inside one of them with the
- left mouse button will set or unset the current
- sample, at full volume (a circle containing the
- sample's number will appear in the box that you
- clicked over).
-
- Clicking the right mouse button over a sample
- that has been set decreases the volume it will
- be played at. When it reaches volume 1, (you
- can see when this is, by checking the 'pat.
- control' window - see later in this section)
- the volume will wrap to 8 (maximum).
-
- The current pattern number box: This box contains
- the current pattern number for that window. you
- can change the pattern number by clicking in the
- box and typing in a new one, followed by return,
- or you can use the arrow buttons to flick through
- the patterns one by one.
-
- The current sample box. This box displays the current
- sample for that window. Clicking on the sample
- name will test the sample, whilst clicking on the
- menu box next to it will bring up the samples
- available for that window. Selecting one of these
- changes the current sample to the one selected.
-
- -The Pat. Control window-
-
- This window mainly controls the playing of the current
- patterns. Click on 'Play patterns' to start playing the
- current patterns. Once the patterns are playing, you can
- perform all the usual editing funtions, such as altering them,
- changing the current patterns, etc. Click on 'Stop playing'
- to stop the patterns playing.
- When the mouse pointer is moved over a note, information
- for that sample is put into this window. From top to bottom:
- The sample name, where the sample came from (Bassdrum, Snare,
- Hi-Hat or Misc), what the actual sample number is (not much
- use really) and the volume of the sample (from 1-8, 8 being
- loudest).
-
- -Pattern menus-
-
- There are some basic editing features available for the
- patterns, and these are accessable through the menu system.
- Opening a menu over one of the pattern windows lets you:
-
- Copy: Puts a copy of the current pattern in that
- window into the pattern copy buffer.
- Paste: Pastes the contents of the pattern copy buffer
- onto the pattern of the current window,
- overwriting the old one. Patterns can be cut
- and pasted between windows.
- Cut: Puts the current pattern into the pattern copy
- buffer, and moves the patterns above it down,
- to fill the gap.
- Clear: Clears the current pattern.
- Insert:Inserts a blank pattern before the current one
- of that window.
-
-
- ---->3:Editing a sequence
-
-
- There are two main windows associated with this, the
- Sequence Editor, and Seq. Controller (Sequence controller).
-
- A sequence is a collection of lines of patterns. These
- lines are not necessacerily played sequentially, because
- special command words can be used to control how the sequence
- is to be played. (See next section)
-
- The sequence can have up to 50 lines only. You can scroll
- through the lines by clicking on the up and down arrows to the
- left of the sequence line numbers on the Sequence Editor
- window. Each line consists of 4 patterns, a tempo and a
- command line.
-
- To edit a line of the sequence click in the first box of
- the desired line, and enter the desired pattern number of that
- type to be played on that line. You can skip between boxes by
- pressing the tab button, or by using the up/down cursor keys.
- You can edit the tempo and command boxes of the line in the
- same manner.
-
- For more information of the command box, see the next
- section.
-
- The radio icons below each pattern type signify whether
- that pattern type is to be heard when the sequence is being
- played.
-
- You can control the playing of the sequence using the
- 'Seq. Control' window. 'Play' resets the counter (see next
- part), and starts the sequence from line 1. Stop halts the
- playing of the sequence, Fast forward/Rewind moves the
- sequence forward or back a line, respectively. (These only
- work if the sequence is playing). Continue plays the sequence
- from the line that is currently at the top of the window.
-
- If the menu is opened anywhere on the Sequencer window, a
- menu opens, containing the following:
-
- Song info > Info about the currently loaded song.
- This is editable, so you can put your
- name to a sequence.
-
- Tempo > Brings up a window where you can edit
- the default tempo. From here you can
- set all of the tempos to a given
- number.
-
- Play, stop and continue - as the Seq. Control
- window.
-
- If the menu was opened over a line the following functions
- become available from the menu:
-
- Cut > Copies the selected line into the
- sequence copy buffer, then moves all of
- the later lines down a line, to fill in
- the gap.
- Copy > Copies the selected line into the
- sequence copy buffer.
- Paste > Pastes the contents of the sequence
- copy buffer onto the selected line.
- Insert > Inserts a line before the selected one.
- Clear > Clears the selected line.
-
-
- ---->4:Sequence commands
-
- The commands are generally used to pass the current
- playing position of the sequence to another point.
-
- You can have multiple commands on one line by separating
- them with a semi-colons. (;)
-
- The current command list is:
-
- Goto <line_number> - Jumps to the line
- <line_number>.
- It is illegal to have
- more than one
- unconditional Goto on
- a given line.
-
- Stop - Used to automatically
- stop the sequence
- playing. (The sequence
- will not stop until it
- reaches line 50
- otherwise)
-
- Loop <number> - Loops the line <number>
- of times.
-
- -----The counter
- The counter can be used mainly to repeat sections of a
- sequence a set number of times, before moving onto a new part,
- but it can be used for more complicated sequences.
-
- The counter is automatically reset to 0 when the sequence is
- played, but not when it is 'continued'.
-
- ResetCounter - Resets the counter to 0.
-
- Inc <number> - Increments the counter
- by <number>.
-
- Dec <number> - Decrements the counter
- by <number>.
-
- If <expression> Goto <line> - Conditional Goto, where
- the <expression> can be
- anything that would give
- a true or false answer.
- e.g. Counter=1,
- Counter>5,
- (Counter is the
- variable name for
- the counter)
- (You can have as many
- unconditional goto's on
- a given line as you
- like. You can have one
- conditional goto with
- them too, if you want.)
-
-
- ---->5:Copyright and other important stuff
-
- 'The Drummer' is Copyright 1995 Mike Goatly, and is currently
- Public domain. This means you can copy it to your little
- heart's content, just so long as:
- 1:There is no finantial gain on your part (except for
- minimum admin. charges)
- 2:All the files you recieved with your copy remain
- intact, and present in the new copies.
-
- The two modules 'Stasis' and 'StasisRaw' are public domain
- modules written by Andy Southgate (©1995). They are party of
- a package called GameSuite. I highly recommend it to anyone
- who programs only in basic and needs to add a bit of speed to
- their new games!
-
- If you want to see improvements made to 'The Drummer' then you
- should write to me, and let me know! It would be nice to hear
- from people who actually have a use for it!
-
- If you have any decent samples of drums I could use, I would
- be grateful if you would send them to me. I am trying to get
- hold of some first hand samples myself. I will release
- another version if I can get better ones.
-
- Lastly, if you create any good sequences, send me a copy! I
- may add them the the sequences directory in later releases!
-
- You can contact me by
-
- Snail mail: or Email:
-
- Mike Goatly, M.P.Goatly@Herts.ac.uk
- 20 Ely Road, (Until July 1998)
- St. Albans,
- Hertfordshire,
- AL1 5NA
- England
-
- I hope you can find a use for 'The Drummer'.
-
- Enjoy!
-
- Mike.