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Making Music with DMC 5
by Richard Bayliss Special thanks to
Rio / Rattenrudel for updating
DOWNLOAD DMC Music Editors
(Pack contains DMC V2.1 (GRAFFITY),
DMC V4.0 (GRAFFITY) + Docs (By
Richard), DMC V5.0, DMC V5.0+
(CREAMD/C64.SK), DMC V5 PACKER, DMC
V5.0 SCANNER & DMC V7.0
(GRAFFITY+UNREAL)
www.redesign.sk/tnd64/
DMC%20Music%20Editors%5BTND%5D.zip
Getting Started with DMC 5
3.1 Introduction
This tutorial covers the use of DMC 5.
Compared to DMC 4, DMC 5 is a
completely different music editor &
is a whole lot more difficult to
learn. Compared to DMC 4, the composer
looks does really basic, but to tell
you the truth, it's looks are
deceptive though because It has a
whole lot more put into the
application
As with DMC 4, there are no instruments
ready made, so we are going to have to
program these ourselves, however before
we do, we'll take a look at the DMC 5
editor itself. Take a look at the
screen below & you'll see what I'mean.
If you understanding the whole manual
of DMC 4, you will get on very easily
with DMC 5. Remember, both editors have
their own advantages & disadvantages.
---------------------------------------
:Track 01:Track 02:Track 03: :Sector00:
---------------------------------------
:00*...00:00*...00:00*...00: : :
:01 ...00:01 ...00:01 ...00: : :
:02 ...00:02 ...00:02 ...00: : :
:04 ...00:03 ...00:03 ...00: : :
:05 ...00:04 ...00:04 ...00: : :
:06 ...00:05 ...00:05 ...00: : :
:08 ...00:06 ...00:06 ...00: : :
:09 ...00:07 ...00:07 ...00: : :
:0A ...00:08 ...00:08 ...00: : :
:0B ...00:09 ...00:09 ...00: : :
---------------------------------------
:Rtime :
:14:15 1:00-01 OCTAVE:02 SPEED :01 :
:Timer 2:00-01 MUSIC :00 VOLUME:0F :
:00:05 3:00-01 POSIT.:-- :
---------------------------------------
As you can see, this is the main
environment of the DMC composer. And
it does look pretty dull doesn't it?
Well don't worry, it's a very good
composer ;o) You are able to download
an updated version of DMC 5, from the
Friends Downloads page, the software
is distributed as Public Domain & is
allowed to be spread, or copied
freely. Some basic instructions are
included on how to get yourself
started with this editor (mainly the
controls).
3.2 The Sound Editor
Before you try & get composing
music, we'll need to do first use the
Sound Editor to create our
instruments. This isnt an easy
process; you would be required to have
some sort of programming knowledge to
work these sounds 100%. Below you'll
see a screen shot & the names for
the parts of the sound editor. The
size of this image is pretty meaty,
but parts of the editor have been
marked with white numbers, so I could
indicate to you what these functions
are & what purpose they serve.
---------------------------------------
-
:AD SR WV PU FL V1 V2
V3:Soundnames:#00:
:.0 00 00 00 00 00 00
00K---------------
:-----------------------: :
:00 0000 00 0000 00 0000: :
:01 0000 01 0000 01 0000: :
:02 0000 02 0000 02 0000: :
:03 0000 03 0000 03 0000: :
:04 0000 04 0000 04 0000: :
:05 0000 05 0000 05 0000: :
:06 0000 06 0000 06 0000: :
:07 0000 07 0000 07 0000: :
:08 0000 08 0000 08 0000: :
---------------------------------------
-
:Rtime :
:14:15 1:00-01 OCTAVE:02 SPEED :01 :
:Timer 2:00-01 MUSIC :00 VOLUME:0F :
:00:05 3:00-01 POSIT.:-- :
---------------------------------------
-
1. Attack/Decay: (AD)
This controls the default volume &
duration of your instrument.
2. Sustain/Release (SR)
A second control, which is to set a
volume & longer, continuous duration
of your sound.
3. Waveform (WV)
This function reads from the wave form
table, to form instruments.
4. Pulse (PU)
A special function, which creates
pulse sounds according to table, for
when you use $4x or $5x as a sound
inside the Wave form editor.
5. Filter (FL)
A special function which allows you to
add a synthesized filter into your
sounds. Please note that these will
not work unless you set FLT.XX
with/without FRQ.XX in the sector
editor.
6. Vibrato #1 (V1)
Controls the vibrato delay.
7. Vibrato #2 (V2)
Same again, but this time with another
vibrato.
8. Vibrato #3 (V3)
A special vibrato to create various
modes.
9. Sound Number (#000)
This indicates the instrument you are
currently creating.
10. Waveform Table
A table where you program your own
sounds.
11. Pulse Table
A table where you program your own
pulse.
12. Filter Table
Where you program your filters.
13. Sound names (Not numbered)
If or however, you wanted to store
your own instruments data then you can
load & save all your sounds from the
disk.
Now that's all the functions
explained, so we are now going to
create a few instruments.
Before we do actually create any
instruments, I would advise you to
read the section about Waveforms in
Wavetable in DMC 4 manual. Same types
will be used in the DMC 5 wavetable
editor also.
Right, now we have these set up, we
shall make some of our own
instruments, although there are some
sampled sounds supplied with DMC
V5.0+, it would be very lame to use
another person's instruments it is far
better to create your own. We will
make our first sound which is the main
lead instrument. So copy the following
from the diagram below.
You may think 'Aaaah you're doing the
same thing', but that is where you are
wrong, because the waveform is
pointing at the correct position of
the wave table. The pulse is not
required, as the C64 recognizes it as
a saw tooth. And we still use $01 as
the filter. What's happening here is
that we're calling the right wave
forms.
Please remember that there's more that
meets the eye, when producing sounds
and music using the DMC V5.0 player.
Later on we will be showing you how to
do filtered voices, but first, we'll
work on the main sounds. We'll try &
create a minor chord, using saw tooth.
Where we were last left from, go to
the next free sound (Where it's all
blank) & then enter the following
example below:
AD SR WV PU FL V1 V2 V3
0C 00 04 00 00 00 00 00
Now move your cursor underneath WV
(Which represents the wave table) &
then enter the wave table, by pressing
the SHIFT button & RETURN. Now edit
the wave table as below:
04 2100
05 2100
06 2103
07 2103
08 2107
09 2107
0A 9004
You probably wonder why I used
00,03,07 beside the wave form number,
21. This is because 21 represents the
saw tooth & $00,$03,$07 represent
the octave to make a minor chord.
Using 9004 will make the sound jump
back at $04 so we have a continuous
minor chord. Which you should be
familiar with in the future.
Our next step will be to create a
major chord. So go to the next blank
sound table make everything the same,
except the WV, & put 0B (not zero
eight) on to the wave table. We are
now going to make a major chord.
Follow this example below:
0B 2100
0C 2100
0D 2104
0E 2104
0F 2107
10 2107
11 900B
There we are, simple enough. We have
created a major chord, using
$00,$04,$07 as the octaves. Try
experimenting more with the octaves
beside the wave forms, you'll end up
with some cool effects. I promise :)
3.3 Creating Your Own Drum Kit
After getting used to various sounds,
we are going to start to go a little
further into the music making scene.
Before we actually compose any sort of
music, using DMC 5 player, you cannot
be without certain sounds. The next
sounds which we are going to create is
our own drum kit. As usual, in the
sound editor, let's find the next
blank sound, indicate attack decay
(AD) as $08 & sustain release (RS)
as $00, indicate the wave form table
to jump to $12 & pulse table (PU) to
jump to $05 & then follow the
example below.
The Wave Table:
12 89FF
13 490B
14 4909
15 0900
16 9015
This was for our first drum. As you
notice, we mix our sounds, to make it
C64 drum like. At first you will find
this task difficult, but it will get
even more simpler once you have got
used to this. Now lets create our own
pulse table.
05 0800
06 0000
07 0000
08 9006
Here we are, our first drum. We have
another drum to create, which should
be simple enough. Find the next blank
sound & then set the wave form to
jump to $17 on the wave table, copy
the pulse table as above, set the
attack/decay as $09. Now follow this
example for our wave table.
17 89FF
18 490F
19 81FD
1A 490D
1B 490B
1C 89FF
1D 901C
That's our second drum complete. We
are nearly ready to get started using
the track & sequence editors for
composing music, but before you get
started, try & experiment more
creating sounds, etc. If you want to
create your own filter tables, then
use the same method with the pulse
tables, & set up your own filters
for your sounds. These filters wont
work unless you set the filter in DMC
5's sequence editor, but we will be
taking a look at this later on.
3.4 Making our first piece of music
If you remember taking a look at the
DMC 4 tutorial, you would have
familiarized yourself with the track
editor. DMC 5's track editor is
-exactly- the same. No instructions
really needed to on how to use the
track editor, except for use
SHIFT+RETURN to enter the sector
editor. You probably have the
instructions with DMC 5 on how to
access these editors. Now let's do a
small piece of music, to get you
started. Go to sector $00 & enter
the following:
SECTOR 00:
00 DUR.03
02 SND.01
04 D-3
05 D-4
06 D-4
07 D-3
08 D-4
09 D-4
0A D-3
0B D-4
0C END
Now let's edit sector $01: this is
where we have the drums & bass. xx
will represent drum 1 & yy will
represent drum SECTOR 01:
00 DUR.03
02 SND.xx
04 D-2
05 SND.00
07 D-2
08 D-3
09 D-2
0A SND.yy
0C D-2
0D SND.00
0F D-2
10 D-3
11 D-2
12 END
Now we have two sample, we'll leave
the third track blank, so you can
experiment with the sequence editor.
This tutorial is only for DMC V5.0
beginners & will be updated later
on, probably in a couple of month's
time.
Now let's play with the track editor
and make the two sequences sound like
music.
TRACK1 TRACK 2 TRACK 3
00 TR+00 00 TR+00 00 -STOP-
02 --- 01 02 --- 00
03 --- 01 03 --- 00
04 --- 01 04 --- 00
05 --- 01 05 --- 00
06 TR+03 06 TR+03
08 --- 01 07 --- 00
09 --- 01 09 --- 00
0A --- 01 0A --- 00
0B --- 01 0B --- 00
0C TR-02 0C TR+02
0E --- 01 0E --- 00
0F --- 01 0F --- 00
10 --- 01 10 --- 00
11 --- 01 11 --- 00
12 TR+05 12 TR+05
14 --- 01 14 --- 00
15 --- 01 15 --- 00
16 --- 01 16 --- 00
17 --- 01 17 --- 00
18 END! 18 END!
19 --- 00 19 --- 00
There you go, a 2 channel piece of
music. I was going to add more, but
there really is no point, because this
is a tutorial to get you all started
using DMC. Anyway, here's some more
interesting things before I leave you
experimenting using DMC 5.
3.5 Other Bitz!
You have understood the basic bits
using DMC 5. Now we shall go into the
harder parts on using the DMC music
editor 5. I'll show you how to use a
music packer later on, but first of
all let's familiarize ourselves with
the sector editor a little more. You
may notice that we only used simple
commands, but you can also use other
commands, such as VOL.xx, which is
volume (Shift+V), SWITCH (Shift+X)
ADSR.xx (Shift+Y), FILT.xy (Shift+F),
FREQ.xx (Shift+Q) & -GATE- (),
GLD.xx (SHIFT+G), SLD.xx (SHIFT+S).
When you add a filter to your sounds,
you must use track 3 for the
particular sound to work a lot more
properly. What you do is add the sound
no, read from the sound table, then
you at FLT.xy. You may wonder why I
added xy. This is because 'x'
represents the filter type (use 1,3,4
or 5) & 'y' represents the volume of
the filtered sound. After using filter
command, you can add a note. Also when
using filtered sounds, you can add a
frequency filter (FREQ.xx). You can
use any value for the frequency
sounds. ADSR can also do cool effects
in your sounds.
To stop a note from playing, we use
the -GATE- command. You can use
-SWITCH- to add some effect to your
sequence. You can also use the glide
and slide commands (GLD+SLD) to make
your note slide.
When you are composing music, you have
to be extremely careful, because if
the duration of your sounds do not
calculate up to the same value, your
song will go out of tune.
3.6 Packing your Music
There are two different sorts of
packers for DMC 5. There is the
original packer by Graffity, or the
DMC 5 packer by Iceball/Motiv8. These
two packers will raw DMC music files
and then will pack these to a smaller
size (just like an ordinary cruncher
and packer). Don't attempt to use a
cruncher or different packer for these
tunes, else you'll just get a load of
garbage in your machine code memory.
If you use Action Replay, then I
recommend that you use the GRAFFITY
version of the packer, else if not.
Then you can use Iceball's DMC 5
packer instead.
To use GRAFFITY packer, using Fastload
or BASIC, load the packer like you
normally load a normal C64 disk
program. Next load your own music file
like you do in BASIC, then enter M/C
monitor & type G $2E00. Once done,
wait a few secs then enter the address
where you want to load your packed
music. I recommend you use $1000 as
start address so you can use the tune
on various PD utilities, such as Old
school Demo Makers, Note Writers, etc.
Once done, your tune will relocate &
pack to the address. Now save the
tune, & play it (init $1000, play
$1003) in your own programs or PD
utilities ;).
To use Iceball's DMC 5 packer, load
from BASIC, enter load name & then
enter the address to pack to ($1000),
wait & then save. Easy. That ends
our DMC 5 music composing tutorial ;o).
Maybe there will be more in the future.