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1997-01-11
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─────═══════════════════════════════════════════════════════════════╕
Fast_Introduction:
Simply run LIQ WASTETIM (or any MOD/S3M/LIQ name).
The program will autodetect your SB1,2,Pro,16 or PAS16 card, and will
start playing. Use <LEFT-CTRL> and <LEFT-SHIFT> to scroll the screen.
Use <TAB> for 80x50 mode switching.
Have fun.
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─────────────────────────────────────────────────────────────────────────
v1.27
Professional Soundtracks Development System
All Rights Reserved - Nir Oren 1993-1997
** Running Under Tran's Dos Extender **
╒════════════════════╗
│ Introduction ║
└────────────────────╜
The Liquid Tracker is a program capable of playing and composing
digitized modules, with the ability to play up to 64 different
samples simultaneously, with variable pitch, volume, pan position
and effect, at different time intervals. Since I assume you already
know what Tracker is, I'll just suggest you play around with the
program. There is an online hypertext help, that supplies all there
is to know in order to work with the program. Press F1 to pop up
the help from the program.
╒════════════════╗
│ Features ║
└────────────────╜
■ Sound Routines
────────────────
■ Multichannel, up to 64 channels
■ Utilizes extended memory for samples and patterns, also without
EMS driver.
■ True 16 bit/Stereo samples support
■ 32bit-PCM-Interpolation to preserve the original sample's waveform
■ Unlimited sample size (a must for 16bit samples)
■ Up to 100 samples
■ 16 bit mixing even with 8 bit samples
■ 64 positions full individual channels panning
■ Dolby (tm) Surround sound, can be set, if desired, only to a
specific channel(s)
■ 9 Full Octaves
■ Support for MOD/S3M/LIQ file formats, thus giving compatibility
with thousands of high quality modules from the Amiga and PC.
■ Supports all S3M, LIQ and MOD various panning commands
■ Saves in LIQ or S3M format
■ Very fast, 32 bit code optimized mixing routines
■ High sound quality, even when playing maximum of 64 channels
■ 16 bit fraction frequency precision
■ 16 bit volume precision
■ Dynamic alterable mixing frequency (ALT F3,F4)
(Usefull for slow machines)
■ Support for the following sound devices: Sound Blaster v1.5 - 2.0,
Sound Blaster Pro, Sound Blaster 16, Pro Audio Spectrum 16,
Pro Audio Spectrum and output to file
■ Full ProTracker effects supported [except SetFilter/FunkIt]
■ Implementation for some of the ScreamTracker ]I[ and ProTracker
playing bugs, so modules are likely to be played accurate even when
they were written relying on these programs' bugs, and should have
played wrong.
■ User Interface
────────────────
■ Very convenient pull-down menus interface
■ Many features turn the tracker into a complete playing environment.
These include an internal file manager, enhanced Info Screen and more.
■ Complete SuperVGA text-modes support, up to 9 full tracks on screen
using 132 column screen modes, yet still allow editing in the
eye-convenient 80x25 and 80x50 screen modes
■ More tracks on screen (up to 31) can be viewed using fields folding.
■ Full screen usually dedicated to a single purpose at a time - main
menu, file manager, patterns, samples, info screen & more, unlike
some trackers that squeeze too much editing features to one screen
decreasing characters size and ease-of-use.
■ Context-sensitive Online Help Hypertext
■ C00l scroller in the InfoScreen!
■ 32bit code, loading the program into Extended Memory
■ Fast program loaded. This means you can execute LIQ.EXE without
any significant delay, without any "DOS/4GW" or similar HD swapping.
Good when executing from other programs.
■ A genuine *DOS* program, take advantage of all your system resources
for the only important purpose - the music! Once you'll learn how to
operate this tool, you will create music so fast and so professional,
in a manner you've never thought possible!
╒════════════════╗
│ Requirements ║
└────────────────╜
Minimal
───────
■ 386sx/16
■ EGA display (CGA/MDA will work, but awful)
■ Sound Blaster 1.00 card
■ 350K XMS/EMS/int15h
■ 450K conventional memory
Recommended
───────────
■ At least 486/33 to handle multichannel modules with intermediate pans
■ SuperVGA with extended text modes, to allow huge pattern display
■ Sound Blaster 16 or Pro Audio Spectrum 16 for 16bit/stereo/44khz sound
■ 4 Megs free extended memory so huge modules will fit in.
■ Prefer to work with HIMEM.SYS rather than other EMMs.
■ The right mood ;-)
╒═══════════════════════════════╗
│ Command line options ║
└───────────────────────────────╜
Usage: LIQ [switches] [filename[.ext]] [switches]
/? - Quick summery on command line options
* /O? - Set output device to: 1=SB1 2=SB2 3=SBPro 4=SB16 8=File 9=PAS16
* /B??? - specifies sound card address
* /I? - specifies IRQ
* /D? - specifies DMA
/F?? - specifies mix frequency (Khz)
** /L - Don't loop module
Usable for player's SHELL such as ModMan, will cause
exiting to Dos when module reaches last pattern
** /E - Quit Liquid upon pressing ESC
Also usable for player's SHELL. It will cause Liquid
to exit to Dos when pressing ESC at Info Screen, instead
of going to main menu
/M - Force mono mode
/8 - Force 8bit mode
/R - Reliable Mode, meaning:
1) Plays a bit faster, and ALOT faster under EMS mode
(this is not triggered on by default, because it takes
some more memory and also causes a delayed response when
entering notes in the pattern editor).
2) Remains stayble under programs that reprogram the timer,
like Dos's EDIT, QBASIC and GWBASIC
3) Switches to 'Violent' mode, if another program resets
the sound card in Dos Shell (thus halting Liquid's playing
task), it will re-initialize the sound card and restart
playing from the same position it has been stopped.
/S - Activate Demo Mode
* If one of the parameters marked with an asterisk is not specified on the
command line and "AutoDetect" in the Setup is set to ON, Liquid will use
it's internal autodetection routine to find the missing parameters.
** Features marked with an two asterisks involves auto exiting to Dos, and
will be discarded if the Pattern or Samples Editor is accessed, to
avoid loss of data.
! The command line switches force overriding both the setup and
the autodetection (which is invoked on every execution) results.
╒════════════════╕
│ L E G A L │
╘════════════════╛
The Liquid Tracker program and documentation are copyright (c)
1993-1996 by Nir Oren, and all rights are reserved. No
modifications may be made on the program nor on it's
documentation, except for the author; and in no event such
modified version may be distributed. The program may be
distributed only as a whole, with all the files included in the
original archive. No BBS ad's may be added to the LIQxxx.ZIP
archive. You can use the Liquid Tracker (disribution version) in
your program if you include the whole Liquid Tracker archive with
it. No reverse-engineering, debugging or and kind of sourcing may
be done on the program, except for the author; No money may be
charged for the Liquid Tracker program, except for the author and
the case of sharewares or CD-ROM distributor, as long as there is
no special fee for the Liquid Tracker itself and as long as this
is not the commercial version of Liquid Tracker. The author
reserve the right to make any change in the program updates,
including the changing, adding or removal of certion features.
There is no warranty, and the author is not liable for any damage
caused (although highly unlikely) by the use or the improper use
of this program; use at your own risk.
All the trademarks in this document are registered by their
respective owners.
┌══════════════════════╗
│ P E R S O N A L ║
└──────────────────────╜
So what do we got here? Another module tracker. I know, this could
have been much better, and will. I have started this project in the
early days, when the most advanced trackers for the time being were
ScreamTracker 2 & Komposer669. The first version was released in
September '93. Since then, many trackers (dis)appeared, notably
FastTracker1, MultiTracker, ScreamTracker 3 and FastTracker2.
Module players? more than the water drops in sea (We need one
module player for every 50 users now don't we). However, this is a
Tracker, not a player (as one can figure). And a good one, I hope.
Lots of TOTALLY AMAZING, useful and essential ideas are on the way.
Also as a module player, it acts perfectly, loading all data into
extended memory, plays modules pretty accurate, providing very good
sound quality, and nice InfoScreen. I think we have an issue here
of using LIQUID as a S3M/MOD player on a daily basis (use it, I do!
;-)
In addition, if you think that the Liquid Tracker has a great
interface and it is usable for you, then register it! Tracker
programming is probably the most non-profitable application a
programmer can write, compares to the work invested on it. It
sometimes takes years to develop (because it's complex routines),
it's market is generally low, (Because it meant for musicians only.
try comparing the amount of "tracking programs" users, to
"communication programs" users, for example) so it's probably an
addiction writing such program. (But hey, real computerized music
composers know, that nothing compares to the Tracker's concept in
making music)
Special thanx must go to my beta team which is
───────────────────────────────────────────────
Adi Sapir [DoC], Hay Shalom [Dr.Music], Yossi Zinger [Quadri]
Adi Berger [EagleBerger], Motti Koskas [F-16], Guy Nir [Mr.B]
Lior Elkotser (thanks for the Tseng!)
and... Moti Radomski [Chompi]
Greeting goes out to all those who MADE/MAKE the PC sound scene
──────────────────────────────────────────────────────────────────────
Sami Tammilehto (for ST/FC/DIGIPLAY/EMS/16CHN), Otto Chrons (DMP/16bit),
Thomas Pytel (8CHN Tracker/GUS), Mark J Cox (StereoCovox/Modplay),
David López & Angel Trigo (SBPro), Fredrik Huss & Mognus Hogdakl (FT[2])
Joshua C. Jensen (GUS)
Keep up with the good work!
╒═════════════════════════╗
│ Technical Information ║
└─────────────────────────╜
DIGITAL SOUND MIXING CONCEPT
16 BITS sound
Many people wonder "what is the real difference between 8 bit and
16 bits sound ? Is it worth buying a 16 bit sound card ?" the
answer is simple. 16 bits sound gives you the benefit of a better
amplitude precision. This becomes more noticeable as the number
of playing channels increases (Naturally, more channels will
cause each channel to play softly, but this can be perfectly
resolved by post-amplifying the output sound) and is less
noticeable when less channels are playing. With 16 bit sound, you
can hear clearly the minor details of the sound, too, whereas
with 8 bit these will get distorted (try listening to a
multichannel module starting from a low volume and you should
clearly hear the difference, or better, if you are able to find
SUB.LIQ by Adi Sapir, test this one). As for the profitability
from buying 16 bit card: nowadays 16bit cards' prices are quite
low (the SB16/PAS16 are really cheap in their basic version; the
PAS16 BASIC is significantly cheap; 70$ in Israel (probably half
the price in USA (=35$))) So, if you have a good amplifier and
hi-fi system, get a 16bit card right away (and if you don't have
good hi-fi, then buy one; if you don't want to spend any money on
a good amplifier, what the heck are you doing here reading
Tracker documentations, anyway?!)
The Mixing Frequency (= sampling rate)
That is the speed at which the sound is mixed, which means how
many times per seconds the sound is updated (ex. 44.1Khz means
sound is updates 45158 times per second). This also refers to the
maximum frequency the player will allow a sample to play with
full representation of all the bytes in the sample. The higher,
the better the sound will get, and more CPU time the sound
routines require to mix the channels.
Now one can ask...
Why not produce a card with 32 bit sound support? why not produce
a card with 88 Khz sound support (for example)? The answer to
that question is that the human ears can't get more than a
certain frequency and amplitude resolution and thus increasing
those values is absolutely redundant. Now, since the highest
sound frequency that can be heard by human ear is 22 Khz (and one
with very good hearing; the avarage is something around 16 Khz),
and since there's a physical rule regarding digitized samples
saying that in order to get certain sound frequency, you should
record and play it in double frequency, the standard quality in
studio recordings (also in CDs) became 44 Khz. (thanks to Guy Nir
for the above information). Anyway, even 33 Khz sound with 12
bits sound is enough for avarage human hearing. I would have
stated even lower frequency, but the sound filters existing on
many 16 bit sound cards (notably the SB16 with it's CODEC chip)
require about 33 Khz to get the maximum quality possible.
■ 16 BIT cards with built-in memory vs. software mixing routines
-----------------------------------------------------------------
Performing the channels-mixing by software is a relatively
complicated process and not easy to program. In addition, it
takes some CPU time, depending on the sound routines
optimization, channels number, mixing frequency, pan positions
and more... Those facts (mostly the first one) make the
development of high-quality* 'multi-tracks' sound software a
property of few "addicted" programmers and groups (this number is
however increaseing day by day, due to sources releases by some
of the programmers despair from creating their software). In
the year 1992 Advanced Gravis started their revolution with their
UltraSound card which is basically an enhanced version of the
"Paula" Chip on the Amiga. It does the mixing by hardware, and no
CPU time is involved. Of course, this method has it's
disadvantage: the output sound cannot be post- processed! This
means that you cannot mix specific channel with a special method
(like "robotize" for example), or any sort of digital effects (of
course, you can always wait until the hardware manufacture
develops a new hardware with "effects" but this always costs more
and it does not upgrade as fast as software which does the same).
* High-quality means that the playing routines will support 16bit
sound and 16bit cards as well as support >4 channels (this needs
highly optimized sound routines), and support XMS or EMS. A nice
bonus would be if the routines fully support panning, 16bit,
over 64K samples and various sound devices.
╒══════════════════════════════════════════════════════════════╕
│ Software Mixing vs. Hardware Mixing Comparison Table │
╘══════════════════════════════════════════════════════════════╛
REALTIME SOFTWARE MIXING HARDWARE MIXING
(SB16, SBPro, SB1,2, PAS, (Gravis Ultrasound,
Windows Sound System, DAC, Soundblaster AWE32)
GUS/AWE in their software
mixing mode (which is not
widely supported by prog-
rams), Pc-Speaker)
CPU TIME USED Alot. Very dependant on the Minimal.
optimization of the software, The Mixing itself does
vary from one to another. not require any CPU
when a 486DX33 machine is time. This is actually
dedicated to sound calc. the biggest advantage
you can use more than 32 of the GUS/AWE, less
tracks playing at 33Khz, important if you don't
16Bit, Stereo and still have plan on playing games,
lots of CPU time available. and you only want
on a 386SX/33, you can mix to play music.
about 9 channels with BEST
QUALITY - and still have CPU
time (even up to 13 channels
but with no CPU time left,
just remember to run LIQ -R)
SOUND QUALITY Excellent on 16 Bit! Very Excellent (GUS quality
good at 8 Bit, depends in goes down with more than
the software and the sound 16 channels). Also it
filters on specific cards. depends on the hardware
Since sound can be post- sound filters on the
processed the quality can specific sound card.
be improved by software usually cannot be improved
based digital filters in by new releases of various
new versions of various software.
software.
SUPPORT Supported by most of the Supported by most of
players/trackers available. the NEW players/trackers
Not widely supported by available.
games games; Companies prefer Supported by new games.
to use the FM. see next Foreseen to be a standard
section. in games since it doesn't
take CPU time and deliver
great quality.
PROGRAMMING Depend on the sophistica- Relatively easy.
tion level of the software;
full panning? fast routines?
16bit? stereo? software
amplifying? various output
devices? relatively complicated.
MEMORY Latest programs can utilize You have to pay extra
all available memory which cost for on-card memory
means that if you have 32MEG chips. Vary from 256K
board memory you can dedicate to 8 MEGA (some old cards
it all to samples! memory is support up to 2 MEGA)
shared which means less cost.
MIXING DIGITAL. ANALOG.
RECOMMENDED This section has been added only recently. Since today's
CPUs are running faster every day, and 586's running at
200 Mhz became not such a rare thing, it is safer to
say that a program can do all the mixing using the
CPU, yet still have a lot of remaining time for
the foreground application (if any), and enough CPU
time to performe echoes, filters, interpolation, and
anything needed. So sound cards like the GUS and AWE
are redundant, to my opinion (as long as there are good
sound routines available to perform the mixing,
like Liquid's ;-)
╓───────────────────────────────= CONTACTS =───────────────────────────────╖
║ ║
║ New versions of Liquid can be obtained FREELY from ║
║ ║
║ Anesthesia (A) BBS - (972)-7-9971505 - 28k - 24 Hrs Log name: LIQUID ║
║ (972)-7-9954490 - 14k - 24 Hrs Password: LIQUID ║ ║
║ _______ ║
║ \ \_\ ║
║ / \_______\║
║ You can cont(r)act the author by: │ SnailMail: ||__\ __/ | ║
║ │ (°°_________/ ║
║ FidoNET: 97:200/215, 2:403/442 │ Nir Oren ║
║ ------------------------------------- │ P.O. box 8180 ║
║ InterNET: nir.oren@tbu.excellnet.co.il │ Petah Tikva 49181 ║
║ │ Israel <reply guaranteed!> ║
║ │ (The SNAIL is (C) !!! ;-) ║
╙──────────────────────────────────────────────────────────────────────────╜
or al, al ; Are we at null?
jnz Fast_Introduction
* * * End if LIQ.DOC * * *