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- ***************************************************************************
- ** **
- ** MED - music editor, © 1989 - 1991 Teijo Kinnunen **
- ** **
- ** Instructions for V3.11 and OctaMED V1.00 07.05.1991 **
- ** **
- ***************************************************************************
-
- Welcome to use MED-music editor!!! MED is a music editor that is designed
- for making music for programs (e.g. demos, games...), but works well as
- a stand-alone music program.
-
- First few words about editing. If you've used any Tracker, you probably
- know these things. MED doesn't use standard notation (like DMCS, for
- example). Instead the music is represented by note names and numbers.
- Example:
- 01 C-2 1000 --- 0000 E-5 K210 --- 0F20
- 02 D-2 1000 E#1 4000 --- 0000 --- 0000
- 03 --- 0000 --- 0000 --- 0000 --- 0000
- etc.
- There are both advantages and disadvantages. A disadvantage is that you
- can't print notes that anybody could play. The advantages are for example
- faster and more powerful editing and the possibility to control the sound
- more powerfully.
-
- The song consists of blocks, every block contains 1 - 256 lines. There can
- be up to 100 blocks and they can be played in any order and any number of
- times.
-
- Then about the program itself:
-
- The user interface of MED is divided in ten "panels", each one containing
- different gadgets. Only one of these panels is visible on the screen. You
- can select the displayed panel with ten gadgets which are always visible.
- There are lots of keyboard shortcuts. After you've learned the use of the
- program, you probably want to learn these shortcuts because they make the
- program much more powerful to use. There are also some things which are
- available only using the keyboard, so you should read the list of keyboard
- shortcuts at the end of this file.
-
- Entering the notes
- ==================
- Notes are entered with Amiga's keyboard (entering with MIDI-keyboard is also
- possible). The keys are ordered in piano style:
-
- 2 3 5 6 7 9 0 ´ \
- Q W E R T Y U I O P Å ]
- S D G H J L Ö
- Z X C V B N M , . /
-
- This way you can enter about 2,5 octaves of the 5,2 octaves available. Keys
- F1 - F4 can be used to switch the octaves. The lower row of keys (Z - /) is
- the lower octave, Q - U is the higher octave and keys I - \ are part of even
- higher octave.
-
- If you have an instrument loaded, you can hear the sound when you press the
- keys. If you want to enter notes to the block, you must turn on editing
- (Esc). DEL-key is used to enter the pause (---). The cursor can be moved
- with the cursor keys.
-
- Blocks and the playing sequence
- ===============================
- When you compose a song, you do it block-by-block. Fill a block with notes,
- create new block, fill it with notes...
-
- To get the blocks played in correct order, you must create also the playing
- sequence list. It is just a list of block numbers, which are then played in
- that order, from beginning to end. This way you can play the same block
- many times in your song. When the last block from the list has been played,
- the song will start again from the beginning. It's also possible to stop
- the playing. The maximum length of the playing sequence is 256 numbers.
- This should be enough for any use (if not, write me and I may fix that in a
- future version).
-
- Status bar
- ==========
- Between the panel and the block display is the status bar, which displays
- some "strategic" information which is always good to be visible.
-
- +-------+-----+--+-+--+----+--------+--+------------------------+
- |001/003|00/02|12|E|SP|CHRD|::::::::|01|AnalogString |
- +-------+-----+--+-+--+----+--------+--+------------------------+
- | | | | | | | | |
- Playseq-ptr | | | | | Tracks Instr # Instrument name
- | | | | Chord mode on/off
- Block # | | Insert empty space between notes
- | |
- Keyboard octaves Editing on
-
- Playseq-ptr: The first number is the current playing sequence number
- (starting from 1) and the second is the number of playing
- sequence numbers in the song. The 1st number is meaningful
- when you're playing the song or editing the playseq list.
-
- Block #: The first number is the number of the current block (starting
- from 0) and the 2nd is the number of the last block. It does
- not tell how many blocks there are, but if you add 1 to it,
- it does. In the example there are 3 blocks, and the first
- is currently displayed.
-
- Keyboard octaves:
- This number tells you which octaves are currently in use
- when you play the Amiga keyboard. The first number is the
- octave number of the lower row of keys and the 2nd is the
- higher. It can be changed with F1 - F4.
-
- Editing on: This is a quite important option. When the editing is off,
- you can't insert notes or numbers to the song. To turn it
- on/off press Esc or click the "E" with mouse. When the "E"
- is highlighted, editing is on.
-
- SP: This switch activates the extra space between the notes you
- enter. It is useful when you're entering slow pieces of music.
- You don't have to hit DEL so often.
-
- CHRD: This turns the chord entering mode on/off.
-
- Tracks: It's possible to switch tracks on/off during editing. The 16
- points represent the 16 possible tracks. When the point is
- red (default) the track is turned on. When it's white, then
- this track is turned off.
-
- Instr #: The number of the current instrument. The maximum number of
- instruments is 63. The instruments are "numbered"
- 01 - 1V.
-
- Instrument name:
- The name of the current instrument.
-
- You can change the instrument number, current block and current playseq ptr
- by clicking on the number you want to change with the mouse. Left button
- increases, right button decreases. This is the fastest way to advance
- playseq ptr for example by 100: click the 100's number with LMB.
-
- Instruments
- ===========
- As noted above, there can be up to 63 instruments in one song. There are
- currently four types of instruments: samples, synthsounds, hybrid sounds
- and MIDI instruments.
-
- Samples: These are the instruments which are played through four Amiga
- audio channels. They can be played only within tracks 0 - 3.
- MED can load raw samples and IFF 8SVX 1, 3 and 5-octave samples.
- It means that you can load practically any sample to MED and
- use it in your songs. Note that raw samples and 1-octave 8SVX
- samples can use only octaves 1 - 3. Octaves 4 and 5 play from
- octave 3.
-
- Synthsounds:
- These are a special instruments, that allow you to construct
- a sound from simple pieces of waveforms, and controlling things
- like waveform #, volume, pitch, arpeggio and vibrato using a
- simple "programming language". Synthsounds sound usually quite
- simple (C-64 style), but they don't take much memory, either.
-
- Hybrid sounds:
- This is a normal sample, but it can be controlled using the
- same "programming language" as synthsounds.
-
- MIDI instruments:
- These are not actually instruments. They are just few settings
- which cause the notes played with that instrument to be sent
- through MIDI-interface. They don't take memory like the samples.
- When you want some instrument to be a MIDI-instrument, you must
- set the MIDI channel which is used when playing notes/effects.
- You can also set the preset value for the instrument. Then
- the instrument is automatically played using that preset number
- of your MIDI-device (synthesizer, keyboard...). You can also
- set the preset number to 0. Then the preset which is already
- set in that channel is used.
-
- Sample loading
- ==============
- Because many people have hundreds/thousands of samples, spread over many
- different disks/directories, they have to be organized some way. MED
- handles the organization using a file "MED_paths" (path file). It contains
- the name of the directory, names of the samples in that directory, name of
- another directory...and so on. This way MED knows what samples each of your
- sample disks/directories contain and can load samples from correct disks.
- The path file is loaded when starting up MED and it must be located in the
- current directory or S:-directory. This file can be produced with text
- editor, but it is easier to do it with MED. Detailed instructions later in
- this file.
-
- Note
- ====
- The note and the numbers:
-
- command
- |
- D # 3 5 1 0 F
- | | \ |
- note | \|
- instrument # data byte (more information about command)
-
- "note" is the note to be played (or "---" for no note)
- "instrument #" is the number of the instrument (01 - 1V). The leading
- zero is displayed as a space. The number can also be 0.
- It means that the note is played with same instrument
- number and with same volume as previous note in that
- track.
- "command" is the number of command/effect to play. If there are no
- effect or commands, command nibble and data byte are zero.
- "data byte" gives more information about command/effect to the player.
-
- Effects/commands are documented later...
-
- The numbers can be changed simply with positioning the cursor over the
- number to be changed and typing the new number. If you have to change the
- 5th number (between the note and the other numbers: C-212000), which means
- that sample 10 - 1V is used, position the cursor over the first number
- that's always visible, hold Shift and enter the 1st number. This is a bit
- hard to explain, but try it. Because Shift-0 - 9 have other use, press
- Amiga-Shift-0 - 9. This is not very handy, but because there won't probably
- be a lot of songs which have over 31 instruments, it doesn't matter very
- much.
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- That was some introduction...now is coming complete reference for all
- features of MED (at least those I remember...). Maybe I should design
- a bigger headline here:
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ***************************************************************************
- * *
- * +-------------------------------------------------------------------+ *
- * | MED V3.10 reference | *
- * +-------------------------------------------------------------------+ *
- * *
- ***************************************************************************
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- All right, that was nice...and now to the reference:
-
- +=========================================================+
- | Files
- +=========================================================+
- This panel contains the tools you need when handling files. You can save
- and load with many different formats and also delete them.
-
- First of all, there's a file requester. There should be no difficulties
- with using it. It is simple, but it works. Directory names are printed in
- white and files in black. There are three gadgets that allow you to choose
- what is displayed in the requester. If the Currdir is selected, files in
- the current directory are displayed. Devices lists all devices e.g. DF0:,
- DF1:, DH0: etc.. Assign lists all assigned directories (e.g. C:, S:,
- FONTS:). You can also load a directory by typing its name on the Dir-gadget
- (and pressing Return). When you have started up MED, you can load the
- current directory by just activating the gadget and then pressing Return.
-
- The File-gadget contains the filename. If you know already the filename,
- you can ignore the file requester and type the filename (with/without path).
-
- ------- Load
- Song: This is the gadget used to load songs. Loads songs
- with following formats:
- MED V1.12, MED V2.00, MED V2.1x/V3.00/V3.10,
- MMD0 (MED modules), SoundFX/old SoundTrackers.
- The samples are automatically loaded after the song.
- WARNING: Don't try to load anything as a song!!!
- If MED can not identify the file, it is loaded as an old
- SoundTracker file. If it is an old SoundTracker file, it
- should load well, but if it isn't, you may meet the GURU!!!!
- MED can't load packed SoundTracker/NoiseTracker files. To
- import songs, save them as modules, then load to MED with
- "ST MOD".
-
- Instr: Loads the sample. The title bar will display the length of
- the sample if it loaded ok. This will load synthsounds and
- hybridsounds as well.
-
- ST MOD: With this gadget you can load 31-instrument SoundTracker and
- NoiseTracker modules. Because there are some differences
- between MED's and Tracker's commands, they're converted
- automatically.
-
- ------- Save
- Song: When you choose this one, a requester appears and asks you to
- select the save format. The save formats are described few
- lines later. There's also "Icon" gadget. When it is selected,
- MED will create an icon file when saving Song or Sng+samples.
- If you don't need the icon, turn it off to save some disk
- space.
-
- Instr: Saves the current sample/synthsound/hybrid sound. If you want
- to save samples in IFF-format, set the switch in sample editor.
-
- Delete: Deletes the file. MED requests if you really want to delete it.
-
- ======= Save formats
-
- There are several different file formats available:
-
- Song This is the normal song, which you will probably use most often.
- The song is saved using a highly-compressing file format. The
- samples are not saved. They are loaded from your instrument disk(s)
- using the path list (or absolute paths if instrument names are e.g.
- ST-01:Ringpiano).
-
- Sng+samples
- Saves the song like the previous one, but also attaches the
- samples to the end of the file. The result is one clean (but big)
- file which contains everything needed. This is a good selection
- if you want to create a demo disk using the music and MEDPlayer.
- The files load faster and there's no need to hassle with copying
- the samples to the disk.
-
- Module (MMD0)
- If you're a programmer and want to include songs in your programs,
- then you need this format. It saves both the song and the samples
- in one file. It differs from "Sng+samples" many ways. First,
- the file is not packed. Second, the file will contain ONLY the
- information which is needed by the player. It doesn't contain
- for example instrument names. There are also other differences
- in the structure of the file. These files can be loaded back to
- MED (they load very fast, because no unpacking is needed).
- I have included routines to load modules in the distribution
- disk (see directory "Programmers").
-
- ST-Module
- If you want to export the music to SoundTracker 2.x or NoiseTracker,
- you can use this gadget to save it as a module.
- NOTE: Because there are many things in MED that are not supported
- by Trackers, some information may be lost:
- - samples 10 - 1V won't work
- - only 4 tracks saved, no MIDI support
- - blocks longer than 64 lines will be truncated to 64 lines
- - no color or pointer jump information
- - no relative volume settings, no play/instrument transpose
- - no hold/decay
- - no support for synthsound/hybrid sounds
-
- Obj1, Obj2
- These are needed only by programmers. The song is saved in MMD0
- format, but it is saved directly as Amiga Object File. Obj1 and
- Obj2 have small differences - see the docs for programmers.
- Don't include ".o"-suffix to the filename, it'll be automatically
- added. Also, MED cannot load object files so if you don't want
- to meet the meditating guru, don't try it.
-
- +=========================================================+
- | Play
- +=========================================================+
- This is a very important panel. Here you can control the playing, set the
- playback speed (tempo), handle the playseq list...
-
- Beginning from the left, there is a tall box which contains numbers "00" if
- there's no song in memory. This is a window to the playseq list. As I said
- above, the playseq list is the list of blocks to be played. This window
- show 5 numbers of the list at a time. There are gadgets on the right side
- of the box which scroll the list up/down/beginning/end.
-
- The keyboard equivalent is to hold down the Ctrl-key and then press number 8
- from numeric keypad to scroll up, 2 to scroll down, 7 (home) to the
- beginning, 1 (end) to the end.
-
- On the right side of the scroll gadgets are the following gadgets:
- + - Ins Del Ins (with small arrow pointing down)
-
- + increases the current playseq number (Ctrl - keypad 6)
- - decreases the playseq number (Ctrl - keypad 4)
- Ins inserts a new sequence number (zero) under the cursor
- (Ctrl - keypad 0 (Ins))
- Del deletes the current sequence number (Ctrl - keypad . (Del))
- Ins (w/arrow) inserts a new sequence number, the new number
- will be the number of current block (Ctrl - keypad 5)
-
- ------- Controlling the playing
-
- Play song starts playing the song from the beginning of it.
- Continue song starts playing from the current playseq entry and cursor pos
- Play block plays the current block (starts from beginning)
- "D" (next to Play Block) starts playing block when you enter a note (editing
- must be on)
- Continue block starts playing the current block from the cursor
- Stop playing stops playing the song. You can also use it to kill the
- notes played from the Amiga-keyboard/MIDI.
-
- The spacebar is used in the shortcuts of these commands:
- Stop playing press just Space
- Play song press Space with Alt+Shift held down
- Continue song press Space with Shift down
- Continue block press Space with Alt held down
- Play block no shortcut, sorry.
-
- ------- Tempo (playing speed)
-
- To understand this completely, you need to know some technical aspects. MED
- uses CIAB timers for timing. They give "timing pulses" that trigger the
- MED's player interrupt. On each timing pulse effects are handled (e.g.
- commands 1,2,3,4,5,D, hold/decay, synthsounds), but new note is usually not
- played on each pulse. The time between timing pulses can be changed
- (primary tempo). The new note is usually played on every 6th pulse, but
- this can be changed too (secondary tempo), for example, if new note was
- played on every 3th pulse, the playing speed would be twice as fast. This
- doesn't affect the speed of effects.
-
- Graphically:
- pulse \ PLAY NOTE
- the time between pulses can be changed (primary tempo)
- pulse / DO EFFECTS \
- \
- pulse DO EFFECTS \ The number of pulses between
- / notes can be changed (4 in this example).
- pulse DO EFFECTS / This is the secondary tempo.
- /
- pulse PLAY NOTE
- ...
-
- The left proportional gadget controls the primary tempo. It can be 1 - 240.
- The bigger the number, the faster the speed. Note that tempos 1 - 10 are
- Tracker-compatible (but obsolete, because secondary tempo can be used now).
-
- The right one controls the secondary tempo (default = 6). It can be 1 - 20
- (note: hexadecimal!!). The lower, the faster. This allows quite rough
- setting of playing speed (it's the way NoiseTracker etc. set their tempos).
- In MIDI use (especially for syncing), you should leave this to 6 and use the
- primary tempo instead.
-
- LP-Filter with this gadget you can turn on/off the audio filter
- built into your Amiga. When this gadget is selected
- and the power-LED is bright, the filter is on. If
- the LED is dim, the filter is off. You probably want
- to keep it off. NOTE: With Amiga 1000s, it's not possible
- to turn off the filter without modifications to the
- computer. Please keep the filter off.
- The state of this switch will be saved with songs.
-
- E1, E2, E3 If you've played something with MED, you have found the
- three "equalizers". E1 turns off/on the red bars at the
- bottom of the screen (PAL machines). E2 turns off/on the
- four colorful sprites. E3 turns off/on the signal displays.
-
- These all are turned off to save processor time when
- you click the right mouse button to show the title bar,
- but if you want to disable something, it probably is E3.
- The signal display eats lots of the processor time (on
- standard 68000). Because of that, the display is turned
- off during disk access to speed loading/saving. You may
- want to keep E3 disabled all the time.
-
- STS Normally effects are done on every timing pulse (see above).
- When this switch is on, the effects are NOT done on the
- same pulse with playing notes. This is the way the
- Trackers do that, and this switch is for compatibility.
-
- V: Hex/Dec This is another compability switch. While the data bytes
- of the commands are usually hex numbers, it's possible to
- use the volume-command with hex or decimal argument.
- When Hex is selected, the acceptable volumes are 00 - 40.
- When Dec is selected, the volume can be 00 - 64.
- If you are not a programmer (and even if you are), it may
- be easier to think the numbers in decimal. It is the
- default.
- The state of this switch will be saved with songs.
-
- ------- Panic stop
- It's possible to make a song, which takes all of the processor time. It
- will therefore be impossible to stop it. This shouldn't happen accidentaly,
- but if you fill a block with notes and command FF3 and set tempo to 240,
- you'll get the idea. To stop playing in this case, hold both mouse buttons
- down about 5 - 6 seconds.
-
- +=========================================================+
- | Instr
- +=========================================================+
-
- Here you can load samples and alter some characteristics (what a difficult
- word!!) of them. First I should note out few very important actions which
- are available with keyboard:
- Shift-Cursor Left/Right = previous/next sample
- Shift-Alt-Cursor L/R = 16 samples forward/backward
- Amiga-I = activate sample name gadget
- Shift-Amiga-I = clear and activate sample name gadget
- Amiga-R = activate repeat gadget
- Amiga-J = jump on/off
-
- At the top left corner of this panel is the sample number (01 - 1V) followed
- by the sample name gadget followed by the length of current sample in bytes
- ("-" if no sample loaded).
-
- To load a sample, you can write the name of it in the string gadget, then
- click "^ Load Sample ^" (or just press Return).
-
- Above the Load Sample gadget are gadgets that select first, previous, next
- or last sample. L.U. (Last Used) selects the last sample that is in
- memory.
-
- On the left side of them are two gadgets ("Jump", "Kill"). "Jump" causes
- jumping when this instrument is played. "Kill" removes this instrument. It
- frees the memory used by it (handy when you're very low on memory) and
- clears all the values. Jumpings will be saved with songs.
-
- "Transpose" is one of the new features of V2.10. It works like "Play
- transpose" but only for this instrument. So, if "Transpose" is -2, for
- example, then this instrument is played two halfsteps lower.
-
- Repeat means that when you play a note with some instrument, the note will
- play forever, until you play a new note. A picture tells more than 1000
- words:
-
- the beginning repeat start offset the end
- v v v
- Sample: | This part is played only once | This part is looped forever | |
-
- \__________repeat_______________/ \________repeat length______/
-
- "Repeat" is the length of the part which is played only once (in bytes).
- "Repeat length" is the length of the part which is played forever (also
- in bytes).
-
- When you load IFF-instruments, these values are automatically loaded. They
- can be also set in path file, so that when you load a sample, you will also
- get the repeat values. Gadget R/S is the repeat start offset, R/L is the
- length. If the repeat length is lower than 4, no repeat will happen.
-
- ------- Hld/Dec (Hold/Decay)
- (again a thing, that is difficult to explain...)
- With Hold, you can set the exact duration of the note (in timing pulses).
- The note is then turned off (if decay is 0) or decay is started. In this
- example, I assume that the secondary tempo is 6 (one line is one timing
- pulse)
-
- 1. no hold
-
- 0 PLAY+fx C-2 1000 <= play note
- 1 fx
- 2 fx
- 3 fx
- 4 fx
- 5 fx
- 0 PLAY+fx D-3 1000 <= stop previous and play new
- 1 fx
- ...
-
- 2. with hold 2
-
- 0 PLAY+fx C-2 1000 <= play note
- 1 fx
- 2 STOP+fx <= stop it
- 3 fx
- 4 fx (silence here)
- 5 fx
- 0 PLAY+fx D-3 1000 <= play new note
-
- In example 1, (without hold) you can set the note duration only roughly
- (accuracy of 6 timing pulses). In example 2, the note duration is only two
- timing pulses (because hold = 2).
-
- So, this allows a powerful definition of note length, but it can't be
- used with long notes, because the note stops immediately?? Wrong!!
-
- Look at this:
-
- 000 C-2 1000 / line# pulse# action
- 001 -|- 1000 / 003 0 continue note...
- 002 -|- 1000 / 003 1 continue note...
- 003 -|- 1000 => ZOOMED => 003 2 STOP NOTE
- 004 --- 0000 \ 003 3 (silence)
- 005 D-3 1000 \ 003 4 (silence)
- ...
-
- So, the keep holding -symbol (-|-) allows you to make the note longer. The
- keep holding -symbol can be entered by clearing the note and setting the
- instrument number only, or easier: by pressing Return.
-
- If the decay is 0, the note is turned off immediately after the stopping
- point. You can set the decay to happen as well (1 = slowest). Decay
- doesn't work with MIDI-instruments.
-
- If you're using synthsounds or hybrid sounds, see Synthsounds.doc, because
- the decay is handled quite differently with them.
-
- Finally there's a big proportional gadget. It can be used to set the
- default volume of this instrument: 64 = maximum, 0 = silent. It's displayed
- in both hex and decimal.
-
- +=========================================================+
- | Block
- +=========================================================+
- This panel contains most of the block handling things and the copy
- operations.
-
- Track: Cut Copy Paste Swap
- These gadgets are used to cut/copy/paste tracks. Swap swaps
- the contents of the copy buffer and current track.
- The keyboard shortcuts for Cut/Copy/Paste are:
- Amiga-X, Amiga-C, Amiga-V
-
- Block: Cut Copy Paste Swap
- These work just like the previous, they just affect the entire
- block. The keyboard shortcuts are also just like the previous
- except hold down the Shift key too (Amiga-Shift-X...).
-
- Del buff
- When you don't need the contents of the buffer any more, you
- can click this gadget to free the memory allocated for the buffer.
- It's useful when you're very low on memory. The buffer is freed
- automatically when you exit MED, so you may not need this gadget
- at all.
-
- Then there are the block commands.
-
- Trks: 4 8 12 16
- You can select how many tracks you want this block to have.
- Note that tracks 4 - F can be used only with MIDI devices.
- Note also that when you decrease the number of tracks, the
- higher tracks will be lost (no Are you sure? requesters).
-
- Lines: « < 64 > »
- These gadgets are used for selecting the number of lines in
- this block. « » gadgets increase/decrease the number by 10,
- < > gadget by 1. The preferred way is to write the number
- directly into the string gadget (less memory fragmentation).
-
- 1 2 3 4 8 16 C
- It may be helpful for easier positioning of notes to be able to
- "mark" lines some way (especially if the block is long). You
- can make some lines appear with reversed colors, if you want.
- 1 highlight every line, 2 highlights every other line, 3 high-
- lights every third line and so on. C clears all highlighting from
- this block. You can also mark individual lines with TAB-key.
- The highlighting can be removed by highlighting the line(s) again.
- The highlightings are saved with songs.
-
- New block
- This gadget creates a new block after the last block.
-
- New here
- Creates a new block here, shifts all following blocks forward.
- The playseq numbers are corrected so that the song won't change.
-
- Del last
- Deletes the last block (no warning messages, be careful).
-
- Del this
- Deletes the current block. Playseq numbers corrected.
-
- Split Splits the current block so that the current line will be the
- first line of the next block.
-
- Join Joins this block and the following block together.
-
- Ins L. Inserts an empty line under the cursor. The block length is
- increased by one and the notes are shifted one step forward.
-
- Del L. Deletes the current line. Block length is decreased and the lines
- are shifted backwards.
-
- ----- these were formerly in Transpose-panel but are now here (as they should)
- Expand When you have created a nice-sounding block, but you would like
- to include e.g. some fast rhythm patterns, but you notice that
- the block plays too slowly for the patterns. "Expand" changes
- the size of the block and creates empty lines between notes.
- Now you can increase the tempo and insert the rhythm patterns.
-
- NOTE: The maximum length of the expanded block may not be greater
- than 256 lines. In that case, you'll get a warning, and expansion
- is not done. Also, if you want to make fast rhythm patterns, see
- first instructions for commands FF1, FF2, FF3. They may be an
- easier way.
-
- Shrink When you have expanded the block, you can return it to the
- original state by pressing shrink. This function exists for
- symmetry. It has not much real use.
-
- The number gadget between these two gadgets is the amount of expanding.
- E.g. 2 doubles the length (inserts one empty line between each note).
- 3 would triple the length, and so on.
-
- +=========================================================+
- | Edit
- +=========================================================+
- Edit-panel contains functions that help editing.
-
- On: These are the switches that allow you to switch temporarily
- any track off and back on. The 16 lights in the status bar
- show you which tracks are on, when you're not using the
- Edit panel. ST sets all tracks on, CL sets all tracks off.
-
- Edit and SPC at the right corner are the bigger equivalents of
- "E" and "SP" in the status bar. "Edit" turns editing
- on/off and SPC turns on/off extra spacing between notes.
- You can type the space value in the string gadget next
- to the SPC-gadget (1 - 16).
- Keyboard: Edit on/off = Esc, SPC = ~ (below ESC)
-
- 1+2, 2+3, 3+4, 4+5 on the left corner select the keyboard octaves which
- are used. This can be done also with F1 - F4 keys.
-
-
- ------- Programmable keys
- It's possible to assign 10 different notes/commands to number 0 - 9. Then
- you can insert the note/command with Shift- 0 - 9. You can also assign
- commands to Left and Right Alt. When you then enter notes, holding down the
- Alt, command is inserted to the note. The programmable keys are especially
- useful when entering drum-rhythms etc. The definitions can be saved so that
- they're automatically loaded when you start MED next time.
-
- From V3.00 it's possible to pick up ranges of notes (they can't be edited
- any more when they're picked).
-
- "Edit"-panel contains gadgets, which you can use to edit the notes/cmds.
- Only one note/cmd of the 12 is displayed at a time.
-
- SH0-9 Shows the current Shift-number key definition, the number is
- shown between the arrows (above R.Alt) and the number can be
- changed using the arrows.
-
- L.Alt Shows the definition of Left Alt
-
- R.Alt Shows the definition of Right Alt
-
- The current definition of each key is displayed on the Edit-panel. If some
- number is marked as "x", it will not be changed when the note is entered to
- the block (with Shift 0 - 9).
-
- You can change the definition by picking a note, but you can change it in
- another way as well. Click the number to be changed, and enter a new number
- from keyboard while still holding the mouse button. If you want to change
- several numbers, you don't have to release the button. Just point the number
- to be changed.
-
- For example, if you wanted to clear all commands from this track (but leave
- the notes) you could make a following definition:
-
- xxx xx000
-
- Because the note is "xxx" and instrument number is "xx", they won't be
- changed, and only the command is cleared. Then you can just hold down the
- Shift and the number key and let the key-repeat do the job.
-
- R.Alt and L.Alt are a bit different: the note number is always "xxx" and
- the instrument number by default is "xx".
-
- Pick note
- copies the note currently under the cursor to this key. You can
- also pick, for example #7 by pressing Shift-Ctrl-7.
- Pick range
- picks the current range as a definition of this key
- Pick buf
- picks the copy buffer as a definition of this key
- Clr clears the definitions of this key.
-
- SPACE=DEL
- Some people may prefer using the space bar instead of DEL when
- entering blank notes. This switch makes it possible.
-
- Keypad: Track on/off / Sel.instr
- This allows you to set the keypad operating mode. When it's set
- to "Track on/off", the keypad can be used to turn tracks 0 - F
- on/off. When "Sel.instr" is selected, you can select quickly the
- first 16 instruments. The layout is as follows:
- [ = 0 ] = 1 / = 2 * = 3
- 7 = 4 8 = 5 9 = 6 - = 7
- 4 = 8 5 = 9 6 = 10 + = 11
- 1 = 12 2 = 13 3 = 14 . = 15
-
- Advance
- Here are some quite useful editing options, that control the
- automatic advancing of the cursor after entering something.
-
- (down arrow) When this is selected, the cursor automatically
- moves to the next line when a note is entered.
- Shortcut: Ctrl-A
- (up arrow) Moves the cursor to the previous line, when note
- entered. This is probably not very useful (but
- interesting...)
- -> When entering effect numbers, the cursor is moved
- to right (but not to next line).
- <- When entering numbers, the cursor moves to left.
- (again, not too useful...)
- >> When entering notes, the cursor is moved to the next
- track.
- << When entering notes, cursor is moved to the previous
- track.
-
- +=========================================================+
- | Misc
- +=========================================================+
- Some miscellaneous and not very important things and a VERY important thing
- (quitting).
-
- On the left there are gadgets for changing the screen colors. No need to
- explain?? All right, I won't. But only remember that the colors are saved
- when you save your song (they can give some expression).
-
- Jumping: Off 8th Smp
- When you don't want the mousepointer to jump, select Off.
- When you want him to jump every 8th notes, select 8th.
- When you want him to jump when some sample is played, select
- Smp. The instruments which cause him to jump are selected from
- "Instr"-panel (gadget name: Jump).
-
- The name of the pointer is Topi (according to my cousin).
-
- Clear All, Clr song only, Exit MED
- These are very dangerous functions, in fact they're so dangerous
- that you must click OK! after you've selected one of them:
-
- "Clear All" does just as it says. Clears the song, removes all
- instruments from memory. In two words: clears everything.
-
- "Clr song only" is not as destructive. While it destroys the
- song, it leaves the instruments (if you want to create a new
- song without reloading the instruments).
-
- "Exit MED" is the most destructive. It does everything "Clear
- All" does, but even worse, it quits MED!!!!!!
- This function was made for program testing and it probably
- doesn't have any real use ;-)
-
- Add paths, Rem paths
- These affect the sample names when loading songs/samples.
-
- "Add paths" adds the complete path of the sample when you
- load e.g. if you load sample "PopSnare2" from
- "ST-01:", the sample name will be "ST-01:PopSnare2".
-
- "Rem paths" usually songs made with Trackers have sample names
- like "ST-02:AhhVox". If you want that the samples
- load using the path list instead of absolute names
- (if your samples are in hard disk, for example) you
- can remove "ST-xx:" from sample names and reload them,
- but when you "Rem paths" is selected, any paths before
- the sample names are removed quickly and easily during
- loading.
-
- Both of these can be active at the same time.
-
- H->B:
- This selects the name of the note between A# and C.
- In some countries, it's H. In some other countries it's B.
-
- WB: Open/Close
- These gadgets allow you to easily close/reopen the Workbench
- screen to give you extra memory space.
-
- Save prefs
- This will save the default settings of MED to S:med.config.
- When you start MED next time, these settings will be loaded.
- The following things will be saved:
- Current screen colors as default colors
- H->B
- State of E1, E2 and E3 switches
- Depth (Dep2)
- Space = Del
- Keypad mode
- Automatic advance settings
- Current programmable key definitions
-
- Dep2 This changes the MED screen depth from 8-colors to 4 colors. This
- frees some chip memory, but most important: it releases lots of
- DMA-time. In plain English: MED will run faster (but looks less
- pretty).
-
- S2FST When this switch is selected, samples are loaded into fast ram.
- This is useful only in OctaMED 8-channel mode. Note that samples
- that are in fast mem can't be played using the keyboard, so this
- is useful mostly for listening to finished tunes.
-
- +=========================================================+
- | Vol
- +=========================================================+
- Many people have requested that I add "some kind of proportional track
- on/off". Here it is!!! You can select the relative volume for each track.
- When it's 64, the track is played with full volume, when it's 32, it's
- played with half volume. You can set it freely from 1 to 64. Finally
- there's a master volume, which affects all the tracks e.g. if the track
- volume is 32 and the master volume is also 32, and the sample volume is 64,
- the "real" volume of the note played in that track will be 16.
-
- There are two sets of « < 64 > » gadgets. The one on the right is the
- master volume. The left one changes the volume of the selected track. You
- can select which track, by clicking the numbers above the gadgets. The
- number which will be currently changed is highlighted with red.
-
- This is quite easy, so no problems should appear. The track volumes and
- master volume is saved with songs.
-
- +=========================================================+
- | MIDI
- +=========================================================+
- MED can output notes and some commands to external MIDI-devices (keyboards,
- synthesizers...). The MIDI-panel contains the MIDI-stuff which is needed for
- that.
-
- When you decide that some instrument is a MIDI-instrument, you select the
- MIDI channel for it. "MIDI ch"-gadgets are used for that. If you select
- e.g. MIDI channel 2, the notes of this instrument are sent in MIDI channel
- 2 (simple, isn't?).
-
- Also, you need to activate MIDI (click "MIDI active"). If the serial port
- is used by some other program, you can't use MIDI. Then you must terminate
- the other program and try again.
-
- After you have activated MIDI, MED starts sending "active sensing" messages
- ($FE). Active sensing can be turned off with "Act.sens"-gadget. Now you
- can try to play with this instrument and you should hear the sound from you
- MIDI-device (remember to set the default volume of the sample
- [Sample-panel]).
-
- MED uses now the default preset of that channel (which you have set on your
- MIDI-device). If you want to use other presets, you can select them using
- the "MIDI pr. #"-gadgets. Preset number 0 means that the default preset is
- used (the preset is never changed for this instrument).
-
- You can have instruments with differents preset numbers, but which will use
- the same MIDI channel. In that case, MED will automatically send the
- "preset change"-command ($Cx $yy) whenever the instrument with different
- preset number is used.
-
- You can use MIDI-instruments on all 16 tracks (if there are 16 tracks on
- the current block). You can also freely mix samples and MIDI-instruments
- on the same track.
-
- One helpful keyboard command is Ctrl-Space. This command resets pitch-
- benders and modulation wheels on all channels. Also, if you have changed
- presets on your MIDI-device, MED can't detect that and thinks that the
- preset is not changed. Ctrl-Space causes MED to resend "preset change" for
- all channels, when playing. There's now a gadget: "Res.pb+pres" that does
- the same thing.
-
- The "MIDI reset"-gadget sends a MIDI reset command ($FF).
-
- If you turn "Send sync" on, MED will send MIDI sync information, and allow
- other devices to synchronize with MED. When "Ext sync" is on, MED can be
- synced externally. You must also have input active when this is turned on.
- The synchronization works only when you play song, when you're playing a
- single block, the syncing is disabled.
-
- There are commands which control the pitchbender, modulation wheel etc.
- Detailed documetation later (again??).
-
- ------- Entering notes with MIDI
- You can use your keyboard, synthesizer or whatever, to insert notes (you
- don't need to use your Amiga's keyboard to entering). You must activate the
- "Input"-gadget. If editing is on and your MIDI-device is sending notes,
- they will be entered. You can also enter Amiga-samples with MIDI. Next to
- the Input-gadget, there's a integer gadget, that contains the number of the
- input MIDI channel. If it's 0, then MED will accept input from all MIDI
- channels.
-
- "Read volume" gadget may be sometimes quite useful. If you have a velocity-
- sensitive keyboard, the volume will be entered in the command-part when you
- enter notes and this gadget is selected. "Read key-up" is not as useful.
- When it's active, MED records key-up events. It can be used in real-time
- recording (and mostly for long notes).
-
- You may have noticed that you can't directly use all the octaves which are
- available on the MIDI-device. "Instrument transpose" helps this. You can
- have two instruments with identical settings except different instrument
- transpose. With instrument transpose you can reach nearly the full range of
- notes.
-
- NOTE: When you have a MIDI-instrument, its name doesn't really have any use.
- However it's good practice to type in the names of the presets. This
- way you can easily see the presets, and, if you give the song to
- somebody else who may have different MIDI-equipment, he/she can
- easily change the preset numbers to use the correct presets on his/her
- MIDI-device.
-
- +=========================================================+
- | Transp
- +=========================================================+
-
- Starting from the bottom, there's a long string gadget that can hold an
- annotation text for the song. When you save the song, the text in this
- gadget will be saved, and it will be displayed when loading the song.
-
- The other functions of this panel has something to do with transposing
- notes.
-
- When you're doing some transposing, you should first decide which areas the
- transposing should affect. At the top of the panel there are gadgets to
- select this:
- Affect/song the functions of this panel will affect the whole song
- Affect/block the functions will affect the current block
- Affect/track current track will be affected
- Affect/sel.tr selected tracks in this block will be affected
- Affect/range the range selected with mouse will be affected
-
- Instr/all all instruments affected
- Instr/curr only the current instrument affected
-
- First there are some simple transposing operations:
- 1/2 ^ (<-arrow up) transposes the affection area up one half-step
- 1/2 v (<-arrow down) transposes down one half-step
- oct ^ transposes one octave up
- oct v transposes one octave down
-
- ------- Note (ex)change
- Suppose you want to change all D-3's of instr 2 in your song to C-1. First
- you set Affect/song (affect the whole song). The you go to instrument #2
- and select Instr/curr (to affect only this instrument).
-
- Now you click the box at the right of the text "Note", hold down the mouse
- button, and enter note D-3 from keyboard (D-3 will be displayed). This is
- the source note name. Then you click the box at the right of the source
- note box, hold the mouse button again, and enter C-1. Now you have set the
- destination note.
-
- Finally you just click the "->" gadget at the right of the dest. note box.
- If you had wanted to exchange the notes (D-3 => C-1 AND C-1 => D-3), you
- would have clicked the "<->" gadget instead.
-
- ------- Instrument deletion/changing
- The left instrument number is the source number and the right one is
- the destination number. To set them, select the instrument (e.g. Shift-
- cursor left/right) and click on the number.
- Del Deletes the notes with source instrument number.
- -> Changes the source instrument number to dest. instrument number
- <-> Exchanges the source and instrument numbers
-
- ------- Play transpose
- This gadgets allows you transpose the whole song quickly. It doesn't change
- the notes, it only affects playing.
-
- +=========================================================+
- | Range
- +=========================================================+
-
- This panel contains many of the range-editing options. The range is a
- rectangular area of notes in a block. It is selected by dragging using the
- right mouse button and (then moving the mouse). It only works on vertical
- note display.
-
- The numbers at the right bottom corner show you the starting/ending tracks
- and starting/ending lines of the block.
-
- At the left side of the panel, there are gadgets "Select track" and "Select
- block". These allow you to select a single track or block quickly. To the
- right of them, there are gadgets for range operations. The simplest is
- "Clear". It clears all notes in the range. Above it is "Cut". It also
- clears the notes, but copies them to the copy buffer for later pasting.
- "Copy" doesn't clear the notes, just copies them to the copy buffer. You
- can paste the contents of the copy buffer with "Paste". The copy buffer
- will then be copied starting at the cursor. If the copy buffer contains
- e.g. 3 tracks, and you don't want to copy them to consecutive tracks, but
- e.g. tracks 2, 7, and 9, You would select tracks 2, 7, and 9 with
- track-selection gadgets (at the top), and then click "Paste sel". The notes
- will be pasted only to selected tracks. The "Cancel" gadget can be used to
- forget the range (e.g. if you've accidentaly hit the RMB). You can achieve
- the same effect with moving to another block.
-
- Spread 2/3/4 allow you to spread notes on one track to consecutive tracks.
- For example, get an empty block, fill track 0 with notes, select track 0
- (with "Select track" for example), and try these gadgets.
-
- S1, S2 These gadgets can perform the quite tedious task of
- creating slides. Here's how it works (example):
-
- You want to make a slide from C-2 to G-2:
-
- 000 C-2 1000
- 001 --- 0000
- 002 --- 0000
- 003 --- 0000
- 004 --- 0000
- 005 G-2 1000
- 006 --- 0000
-
- Move the cursor to the line where you want the
- slide to begin (in this example, line 002). Then click
- S1 or S2. Result:
-
- If you click S1 If you click S2
- 000 C-2 1000 000 C-2 1000
- 001 --- 0000 001 --- 0000
- 002 G-2 1306 002 --- 0108
- 003 --- 0306 003 --- 0108
- 004 --- 0306 004 --- 0108
- 005 --- 0306 005 G-2 1000
- 006 --- 0000 006 --- 0000
-
- The better result is usually achieved using S1. S1 and S2
- use the different sliding commands (that's the difference).
- With S2, the second note is also replayed. The commands
- itself are documented later.
- Keyboard: S1 = Amiga-T, S2 = Shift-Amiga-T
-
- VOL Creates a volume slide. With this option, it's possible
- to create easily fadings etc. Example:
-
- 009 --- 0C50 <-start volume \ 009 --- 0C50
- 010 --- 0000 =================\ 010 --- 0C47
- 011 --- 0000 | Click "VOL" \ 011 --- 0C44
- 012 --- 0000 | / 012 --- 0C40
- 013 --- 0000 =================/ 013 --- 0C37
- 014 --- 0C34 <-end volume / 014 --- 0C34
-
- The cursor must be positioned somewhere between the C-
- commands (on lines 10 - 13 in this example).
-
- Sel: 0, 1, 2, ... E, F
- These gadgets are used to select tracks (not range). Some track-
- based operations may need this (e.g. Paste sel), or you can set
- the transpose operations to affect the selected tracks.
- ST selects all tracks, while CL deselects them.
-
- Chord
- This gadget can be used if you want to enter chords. First you
- should select the tracks, which the chord entering affects (with
- above gadgets). The chord always starts from the current track and
- then continues to the next selected track etc...
- After you've selected this gadget and turned editing on, you can
- try entering a major C-chord (select all tracks now, because this is
- an example!!).
- Press Q (C), hold it down. Then press E (E) holding both keys still
- down. Finally T (G). Now you can release the keys, and the cursor
- moves back to the starting track and advances line.
- Chord editing works well with MIDI too.
-
- ============================================================================
- ============================================================================
- Big displays
-
- MED has now some panels, that are displayed in the large area (where the
- notes usually are). The rightmost strip of panel-selection gadgets are used
- to select one of the five possible big displays. The displays (gagdets)
- are:
- Vertical note display
- Synthetic sound editor
- Sample editor
- Sample list
-
- The Horizontal note display is removed!! It was in MED V3.00 only as an
- experimental feature, and because in my opinion it wasn't very useful, I
- removed it. The space it occupied may be filled with new features in the
- future...
-
- *===========================================================================
- * Synthetic sound editor
- *===========================================================================
- See the doc file "Synthsounds.doc" for description about this.
-
- *===========================================================================
- * Sample editor
- *===========================================================================
- See the doc file "Sample_editor.doc"...
-
- *===========================================================================
- * Sample list
- *===========================================================================
-
- ------- What is it??
- Sample list is a list of all your samples and sample disks/directories. You
- can easily scan through your sample lists and load a sample by clicking its
- name. When you've constructed the sample list, it is saved and always
- loaded when you run MED. You don't have to load directories of your sample
- disks more than once. Sample list (formerly MED_paths) contains the
- directory declarations, so MED can automatically load your samples from
- correct disks, minimizing disk swappings, when you load songs.
-
- ------- How to create a Sample list??
-
- Using the filerequester, load the directory of your sample
- disk/dir. Then go to the "SList"-panel. Now click Dir/ADD.
- You should see the filenames of the directory to appear.
- You can now examine the list, and if there are files which
- are not samples, destroy them from the list with Instr/DEL.
- Repeat this procedure for each sampledisk/dir you have.
- You can select the displayed directory with the right display,
- which displays the directory names.
-
- When you have made the list, you probably want to save it.
- Save/S: does the job. If you click CD, the path file will be
- saved to the current directory (be sure that it is the same where
- you started MED). If you click "S:", the file will be saved
- to the S:-directory. I prefer placing the file in S:, because
- then it doesn't matter which is the current directory when
- starting MED. The file is called "MED_paths".
-
- If you later want to add entries to the directory, you can
- delete the whole directory from the list with Dir/DEL. Then you
- must click the name of the directory to remove.
- Then you can reload the directory. You can also add entries
- one at a time. If you click Instr/ADD, the name of the
- current sample is added to the list. Also the repeat/rep.length
- values are then added to the list (form: Asia::480/5362).
- Note that the previous entry with same name is not deleted,
- so you must delete it by hand (using Instr/DEL), if you want to
- add rep./rep.len values to the list.
-
- If the current instrument is a MIDI-instrument when you add
- the name, the name will be a form E.Piano::M6/4 . The 1st
- number is the channel, the 2nd is the preset. When you later
- load instrument of that name, the MIDI-channel/preset will be
- set. Note that the instrument with this name doesn't really
- have to exist in that directory, it's like a "dummy" entry.
- You may want to create a "dummy" directory for these dummy
- MIDI entries (empty dir).
-
- At the top is the box displaying the directory name and number.
- The right display only displays the last 16 chars of the dir
- name, because it's the most meaningful. For example
- some of my instruments are located in directory:
-
- work:samples/ST-01/
-
- If the box showed the first 16 chars, it would be
- "work:samples/ST-" (which isn't as helpful).
-
- The instrument loading is simple. Just click the instrument name
- on the left display, and it's loaded.
-
- Finally, I reveal the keyboard shortcuts...
-
- Alt-numeric keypad-8 = scroll the list up (very useful)
- Alt-numeric keypad-2 = scroll the list down (very too)
- Alt-keypad-9 (PgUp) = scroll the list up fast
- Alt-keypad-3 (PgDn) = scroll the list down fast
- Alt-keypad-7 (Home) = to the beginning of the list
- Alt-keypad-1 (End) = to the end of the list
-
- +-------------------------------------------------------------------+
- |+-----------------------------------------------------------------+|
- || MED V3.10 player commands/effects ||
- |+-----------------------------------------------------------------+|
- +-------------------------------------------------------------------+
-
- This section gives information about commands/effects. They are events
- which affect the playing and they are handled by the MED player routine.
-
- C - 2 1 2 3 4
- | \ |
- command number \|
- data byte
-
- You insert the commands usually by hand (turn editing on, move cursor
- on the command numbers and type the numbers). It may be a bit easier
- if you turn off automatic-advance with Ctrl-A.
-
- Currently recognized commands are 0, 1, 2, 3, 4, 5, A, B, C, D, E and F.
-
- Here are the descriptions of each one:
-
-
- +---------------------------------------------------+
- | Command 0: ARPEGGIO MIDI: no action |
- +---------------------------------------------------+
-
- This command changes the pitch of the note quickly (6 times during 1 note).
- It can be used to create "chords" or special effects. If you've listened
- to music made with the C-64, you MUST have heard arpeggios. The pitch is
- changed between 3 different pitches during one note:
- the 1st pitch is the pitch of the original note
- the 2nd pitch is the pitch of the original note + the 1st number
- of databyte halfsteps up
- the 3rd pitch is the pitch of the original note + the 2nd number
- of databyte halfsteps up
-
- Note: 3rd pitch | 2nd pitch | 1st pitch | 3rd pitch | 2nd pitch | 1st pitch
- changed 6 times during note
-
- It may be a bit difficult to understand, so here's an example:
- You want to make an arpeggio which sounds like C-major chord.
-
- The lowest pitch is C (C-2 in this example).
- The second is E-2 (4 halfsteps higher than C-2).
- The third is G-2 (7 halfsteps higher than C-2).
-
- 4 halfsteps from C-2 -+ 7 halfsteps from C-2
- |/
- That produces: C-2 1047
- --- 0047
- --- 0047 and so on...
-
- Data byte for a minor chord would be 37.
-
- The arpeggios sound better with some instruments than others.
-
-
- +---------------------------------------------------+
- | Command 1: SLIDE UP MIDI: pitchbender up |
- +---------------------------------------------------+
-
- This command slides up the pitch of the current track.
-
- With Amiga samples:
- Decreases the period of the note the amount of databyte on each
- timing pulse. Sounds rather technical?? Yes... The instructions for
- previous (before 2.10) versions of MED contained detailed
- instructions for making good-sounding slides with this command.
- Because this version now contains the easy automatic slide making
- (Amiga-T), I felt that these instructions are not necessary any more.
- If you use this function for special effects (not real slides) then
- you can experiment with the values for the databyte.
- Example:
- A-1 1000
- --- 0000
- --- 010F <- slide up a bit
-
- With MIDI:
- This commands works very differently with MIDI. It actually
- "turns" the pitchbender 8 * databyte steps up on each timing pulse.
- Because the actual range of the pitchbender may be different with
- different MIDI-devices, you must find the right value by
- experimenting. There's also one thing you should know: when a new
- note is played, the pitchbender is not resetted automatically. To
- reset the pitchbender, you use this command with databyte zero.
- Example:
- G-2 L1FF <-turn it up very quick
- --- 0000
- --- 0100 <- then reset the pitchbender
-
-
- +---------------------------------------------------+
- | Command 2: SLIDE DOWN MIDI: pitchbender down |
- +---------------------------------------------------+
-
- Not much about this command. It's just like command 1 except it slides
- down.
-
-
- +---------------------------------------------------+
- | Command 3: PORTAMENTO MIDI: no action |
- +---------------------------------------------------+
-
- This is another slide command (if you've used the previous versions of
- MED and think that this is vibrato, see command 5). It can be used to
- make perfect slides more easily. First an example:
-
- C-2 5000 <- played note C
- --- 0000
- E-2 5305 <- this note is not played!! Instead, slide target is set
- --- 0300 to G-2 and slide speed is 5
- --- 0300 <- when speed is zero, use the previous speed
- --- 0306 <- the speed can be changed, of course
-
- This example would slide from C-2 to E-2, but the slide stops EXACTLY
- when E-2 is reached. The remaining 3's have no effect. This command
- is easier to handle with automatic slide making (see Edit/S1 above).
-
-
- +---------------------------------------------------+
- | Command 4: VIBRATO MIDI: modulation wheel |
- +---------------------------------------------------+
-
- This is the new vibrato command (compatible with NoiseTracker). This
- is far better than the poor vibrato from previous MEDs.
-
- The first number of the data byte is vibrato speed, the second is
- vibrato depth. If the numbers are zeros, the previous speed and depth
- is used.
-
- Example: F-215000
- --- 0000
- --- 0433 <- slow, not much depth
- --- 0437 <- more depth
- --- 043F <- full depth
- --- 0482 <- fast, not very deep
-
- MIDI: This command affects the modulation wheel of the current channel.
- The data byte can be 00 - 7F. 00 = no modulation, 7F = maximum.
- Values 80 - FF are reserved for future expansion (and won't work).
-
-
- +---------------------------------------------------+
- | Command 5: OLD VIBRATO MIDI: no action |
- +---------------------------------------------------+
-
- This is the old vibrato command (previously it was 3). The command 3 is
- automatically converted to 5 when loading old MED songs. The pitch of
- the note is changed between two values, databyte is the depth.
-
- Example: A#1 J502
- --- 0507 increasing depth
- --- 0517 v
- --- 0527
- --- 0537
-
- +---------------------------------------------------+
- | Command 8: SET HOLD/DECAY MIDI: set hold only |
- +---------------------------------------------------+
-
- This command must be located on the same line with a note. The command
- assigns the hold and decay values for the note (see above for description
- about hold/decay).
-
- hold value
- decay----------+|
- ||
- Example: C-3 3824
- -|- 3000
- -|- 3000
- --- 0000
-
- +---------------------------------------------------+
- | Command 9: SEC. TEMPO MIDI: no action |
- +---------------------------------------------------+
-
- This command sets the secondary tempo (the number of timing pulses/note).
- The argument must be 01 - 20.
-
- Example: --- 0903 <= double tempo
- --- 0000
-
- +---------------------------------------------------+
- | Command A: VOLUME SLIDE MIDI: no action |
- +---------------------------------------------------+
-
- This command exists for Tracker compability. Please use command D
- (if I run out of free command numbers some day, I'll use number A!!).
-
- +---------------------------------------------------+
- | Command B: POSITION JUMP MIDI: position jump |
- +---------------------------------------------------+
-
- This command lets you make songs that have beginning which is played
- only once and then some part which is looped forever. Position jump
- causes the jump to playsequence number pointed by the data byte. If the
- data byte is 0, then the playseq jumps to the first entry.
-
- Example: --- 0B02 <- start playing from playsequence number 3
-
- +---------------------------------------------------+
- | Command C: SET VOLUME MIDI: set volume |
- +---------------------------------------------------+
-
- You can override the default volume of the instrument with this command.
- Example:
- A-3 4C20 <- played with volume 20
-
- There are 65 volume levels (0 - 64), 0 = no sound, 64 = maximum. The
- data byte of command C can be 00 - 64 or 00 - 40 (decimal or hex).
- Non-programmers will probably want to use the decimal numbers. See
- (Play/[Dec/Hex]). If you want the playroutine to have maximum performance,
- then use hex values.
-
- It is also possible to change the volume of already played note. Note
- that it doesn't work with MIDI-instruments.
-
- Example:
- A-3 4000
- --- 0000
- --- 0C10 <- volume to 10
-
- +---------------------------------------------------+
- | Command D: VOLUME SLIDE MIDI: no action |
- +---------------------------------------------------+
-
- You can increase/decrease volume smoothly with this command. The data
- byte is divided in two parts:
-
- C-3 3D01
- ||
- |+- Amount of decresdendo
- +-- Amount of crescendo
-
- If crescendo is zero, then the decrescendo is performed. Otherwise only
- crescendo is performed.
-
- Example:
- C-2 3C40
- --- 0D01 <- a bit more quiet
- --- 0D01 <- even more
- --- 0D20 <- and crescendo back to original
-
- One unit in these commands means six actual volume units, so this example
- would look like this, when using the C-command (except that it doesn't
- sound so smooth):
- C-2 3C40 (volumes are decimal in this example)
- --- 0C34 <- -6
- --- 0C28 <- -6
- --- 0C40 <- +12
-
- +---------------------------------------------------+
- | Command E: SYNTH/JMP MIDI: pan control |
- +---------------------------------------------------+
-
- When used with synth/hybrid instruments, this command triggers a jump
- in the waveform command sequence. The databyte is the jump destination
- (line number).
-
- Example: C-4 4000 <- this should be synth/hybrid instrument
- --- 0000
- --- 0E05 <- cause a jump to line # 5
-
- With MIDI-instruments, this command controls the stereo location of the
- sound. The data byte can be 00 - 7F.
-
- left mid right
- | | |
- 00 3F 7F
-
- If you've used MED V2.00/V2.01 or Noise/SoundTracker, you may remember
- that this command controlled the low-pass filter. I think that it was
- unnecessary to spend the command E only for controlling only a single
- switch. See command F.
-
- +---------------------------------------------------+
- | Command F: TEMPO/MISC. MIDI: tempo/misc. |
- +---------------------------------------------------+
-
- Command F has many different actions depending on the data byte.
-
- If the data byte is zero (00), this command causes the immediate jumping
- to the next block on the playing sequence (or to the beginning of this
- block if you're only playing the block). This function is better to
- implement by making the block shorter (takes less memory).
-
- Example:
- C-2 4F00 <- this is the last note of this block
-
- When the data byte if 01 - F0, the command changes the tempo. This is the
- primary tempo (length of the pause between timing pulses).
-
- If the new tempo is 01 - 0A, it is compatible with Trackers, but now you
- should use the command 9 instead of this command, as it's directly
- Tracker-compatible (set the primary tempo to 33).
-
- Example:
- E-3 6FF0 <- highest tempo
- --- 0000
- --- 0F0B <- slowest
-
- Data bytes FF1 - FFF are reserved for special actions, some of them
- are currently used:
-
- FF1 causes the same note played actually twice. This way it's possible
- to create fast rhythms.
-
- C-3 2FF1 is same as C-3 2000
- C-3 2000 with double tempo
-
- FF2 plays the note only once, but it is not started immediately:
-
- C-3 2FF2 is same as --- 0000
- C-3 2000 with double tempo
-
- FF3 works like FF1 except the note is played three times (very fast).
-
- FF8 turns off the low-pass filter (power-LED will dim).
-
- FF9 turns the low-pass filter on (bright LED).
-
- FFA sends MIDI "hold pedal on"-command (works only with MIDI-instruments).
-
- FFB sends MIDI "hold pedal off"-command (works only with MIDI-instruments).
-
- FFD works only with Amiga-samples. It causes the pitch of the channel to
- be set to the pitch of the new note, but the new note is not replayed.
-
- C-1 2000 <- play note
- --- 0000
- C-2 2FFD <- don't replay the note, just set the pitch to C-2
-
- FFE stops playing immediately. If you want to make a song which plays only
- once, put this command to the end of the song. This command can be
- easily entered: Click "Stop playing" while holding the Shift-key.
-
- FFF Stops the note on the current track. Works with both Amiga- and MIDI-
- instruments. Nearly identical to "C00" on Amiga-samples, but because
- "C00" doesn't work with MIDI, I made this command.
-
-
- +-------------------------------------------------------------------+
- |+-----------------------------------------------------------------+|
- || MED V3.10 keyboard equivalents/functions ||
- |+-----------------------------------------------------------------+|
- +-------------------------------------------------------------------+
-
- Cursor up Cursor up
- Cursor down Cursor down
- Cursor right Cursor right
- Cursor left Cursor left
- -- then a bit more complex ones
- DEL Delete note or number under cursor
- Shift-DEL Delete the note and the command numbers
- Backspace Deletes the note and moves following notes up
- Shift-Backspace Inserts an empty note slot
- Shift-Cursor up Previous block
- Shift-Cursor down Next block
- Shift-Cursor left Previous sample
- Shift-Cursor right Next sample
- Left-Alt-Cursor up First block
- Left-Alt-Cursor down Last block
- Alt-Cursor left Cursor over previous track
- Alt-Cursor right Cursor over next track
- Alt-Shift-Cursor right 16 samples forward
- Alt-Shift-Cursor left 16 samples backward
- Ctrl-Cursor left Previous screenful of tracks
- Ctrl-Cursor right Next screenful of tracks
- Space bar Stop playing (or delete note if SPC=CLR active)
- Alt-Space Continue block
- Ctrl-Space Reset MIDI pitchbenders/mod. wheels/presets
- Shift-Space Continue song
- Shift-Alt-Space Play song
- Esc Editing on/off
- ~ Extra space on/off
- F1 - F4 Select keyboard octaves 1+2 - 4+5.
- F6 Cursor to the first line of the block
- F7 Cursor to the second quarter of the block
- F8 Cursor to the middle of the block
- F9 Cursor to the last quarter of the block
- F10 Cursor to the last line of the block
- Ctrl-F1 - F10 Select displayed panel
- Ctrl-Shift-0 - 9 Pick note 0 - 9
- Ctrl-A Automatic advance down on/off
- Ctrl-F Display free memory (chip, fast, largest chip)
- Ctrl-R Revert filename
- Amiga-F Low-pass filter on/off
- Amiga-I Activate sample name gadget.
- Shift-Amiga-I Clear and activate sample name gadget
- Amiga-J Jumping on/off for this sample
- Amiga-L Load song
- Amiga-P Play song (Shift-Alt-Space)
- Amiga-R Activate repeat gadget (in Sample-panel)
- Amiga-T Create slide using command 3 (transform)
- Amiga-Shift-T Create slide using command 1 and 2
- Amiga-X/C/V Cut/copy/paste current track
- Amiga-Shift-X/C/V Cut/copy/paste current block
- Shift-0 - 9 Enter note 0 - 9
- TAB Highlight current line
-
- Numeric keypad (the non-shifted operations are described in Edit/pad on/off)
- Ctrl-8 Scroll the playing sequence list up
- Ctrl-2 Scroll the playing sequence list down
- Ctrl-4 Decrease the block number of the psl
- Ctrl-6 Increase the block number of the psl
- Ctrl-7 Move to the beginning of the psl (psl = the
- Ctrl-1 Move to the end of the psl playing
- Ctrl-5 Insert this block to the psl sequence
- Ctrl-0 Insert number 0 to the psl list)
- Ctrl-. Delete the block number from the psl
- Alt-8 Scroll samplelist up
- Alt-2 Scroll samplelist down
- Alt-9 Scroll samplelist up fast
- Alt-3 Scroll samplelist down fast
- Alt-7 Beginning of the samplelist
- Alt-1 End of the samplelist
-