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1994-08-14
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The Groove Analogue Sequencer Simulator
Tim Wright
Overview.
The Groove Analogue Sequencer Simulator is a program for the
Atari ST range of computers which is designed to replicate the
effects of early "analogue" sequencers using modern MIDI equipped
sound creation devices.
Patterns can be created and sent to a number of different
MIDI devices, producing both notes and also such effects as pitch
bend, patch change, or controller. Patterns can also be
transposed in real time utilising either the mouse or MIDI input
from a suitable controller keyboard.
Once created, patterns can be stored in a memory bank, and
then chained using a second, "song play" mode allowing more
complex arrangements to be built up.
Finally, Patterns, Groups and Songs can be saved to and
loaded from disk.
Loading the Program.
To load the program, simply insert the disk containing the
program and switch on the computer. When the directory appears,
double click on the icon labelled "GROOVE.PRG". The simulation
will now load and run automatically.
Using the Program.
When first loaded, the program defaults into "Pattern Data"
mode. other modes may be selected by clicking upon the four main
icons in the lower middle of the screen, labelled "Pattern Data",
"Pattern Routing", "Disk" and "Pattern Chain". Each of these four
sections will be covered in more detail below, but here is a
brief description of each section.
"Pattern Data" is the section where the raw numbers are entered.
Three tracks are provided, each with sixteen steps. These three
tracks produce MIDI information when passed through the Pattern
routing stage.
"Pattern Routing" takes the information provided by the Data
section and turns it into MIDI output. Eight output "sections"
are provided. Each one can have a different event type and MIDI
channel, and use any (or all) of the data tracks.
"Disk" is simply the section allowing loading and saving of data.
"Pattern Chain" allows you to take saved patterns and chain them
automatically, thus producing longer pieces of music which change
rhythmically. Theoretically up to 600 bars of music can be
sequenced.
To the right of the mode selection icons are three other
boxes. These are, from top to bottom, the Transport window, the
Transpose window, and the Tempo window. The Transport window
acts similarly to a tape deck, whilst the other windows act as
would be expected. Please note... in all cases where a value may
be changed, press the left mouse button to decrease it, and the
right mouse button to increase it. Also note that in some cases,
holding the left shift key will cause changes of one octave.
To the left of the mode select icons lies the sequence
storage box. This allows up to twelve patterns to be stored in
memory, and later switched automatically using pattern change
mode. For each memory you have three buttons, which behave as
might be expected.
"Save" stores the current sequence in the memory location, unless
the location is locked.
"Load" copies the memory location into the current sequence.
"Lock" allows a memory location to be protected to prevent
accidental erasure.
Please note ... Some options are not available in all modes.
Finally, above the mode select window and directly below the
various mode screens, lies a status bar which provides
information as to the current mode of the program, and to its
left, the MIDI information box. This is now briefly explained.
The MIDI information box shows how the program will deal
with incoming MIDI information. This can be in one of two modes,
Transpose or Data, and these are toggled by clicking with the
mouse upon the box itself. In transpose mode, incoming notes are
used to set the Transpose value of the program; C3 is defined as
no transposition. In Data mode, the mouse must be over a value
and the program must be in the Pattern Data mode. In this case,
playing notes will cause that value to be inserted into the
corresponding location, allowing a form of step time musical
entry over MIDI. Please note that upon leaving the Pattern data
screen, MIDI mode defaults automatically to Transpose.
Pattern Data.
This section of the program consists of three tracks, each
split into two main areas. The left hand area controls the order
in which data is sent out (into the Pattern Routing stage) and
the right hand area displays the data itself. The left hand area
is broken into three separate options.
The first two or these are the "First step" option and the
"Last step" option. These allow you to delineate a range of steps
which are active. For example, of the first step it 2 and the
last step is 11, then steps 1,12,13,14,15 and 16 will never be
played.
The third option is direction. This determines the manner in
which the program decides which order the steps should be played
in. These are listed below.
"Forward" - In this mode the step will cycle from first step to
last step, and the loop back to first step. E.G. 1,2,3,4,1,2,3,4.
"Backward" - This simply reverses the above mode. Given first
step or 1 and last step of 4, we would produce 4,3,2,1,4,3,2,1.
"Shuttle" - This is a combination of the above two methods, and
would result in 1,2,3,4,3,2,1,2,3,4 and so on.
"Random" - The program picks a random value between first and
last steps inclusive. For example 1,3,4,2,4,3,3,1,2...
"Single" - The program plays the first step repeatedly. 1,1,1,1.
The right hand area of the screen consists of sixteen steps,
each of which can be broken into three areas. A first value, a
second value, and a pair of indicator lights.
The two values are simply those numbers which will be
transmitted when the sequencer is running. For those of you
unfamiliar with MIDI, in a note type event the first number
designates the pitch of the note in the following manner. 60 is
C3, each number above or below designates an interval of one
semitone. Hence, 72 is C4, 57 is A2. The second number is the
velocity value; this will commonly determine the loudness or
timbre of a sound. Note that in some event types (program change
for example) the second value is ignored.
The two indicator lights are set up like this; the left hand
light is an indicator which will light whenever that step is
being played. The right hand indicator indicates whether a step
is active or not, and can be changed by clicking on it; if the
light is out, then when that step is played then no event will be
generated by this channel.
Pattern Routing.
The pattern routing section is where you decide what will
happen to the data generated by the previous section. Several
channels are available and these are displayed down the screen.
Each channel has six different parameters, which may be changed
using the mouse.
The first is the type of data to be generated. This
determines which kind of MIDI information will be generated, if
any. If the type is set to "OFF", then no data will be generated
by this channel. NOTE will generate notes, CTRL will generate
control change events. In this case, the first number defines the
control to be moved, the second number its new value. A few
useful controller numbers are listed below.
01 - Modulation.
05 - Portamento time.
07 - Main volume.
PROGRAM events send program changes; in this case the second
value is ignored. Finally, PITCH sends pitch bend values.
The next parameter is the channel on which the resulting
MIDI date is to be transmitted; this can vary between one and
sixteen. Note that more than one of the groups can be
transmitting on the same MIDI channel if required.
The third parameter simply selects whether the track is to
be affected by the transpose factor. If the word is "greyed out"
then the transpose factor will have no effect, otherwise the
pitch will be changed. Note that transpose is only ever applied
to NOTE events, regardless of this setting- you cannot transpose
pitch bend messages.
The remaining three parameter determine which of the tracks
in the data screen are to applied to this channel. Any
combination is allowed, but the results are unpredictable unless
you know how the program determines them; this is now explained.
If none of the selected track is generating a note, then
nothing will be generated (obviously). If one (and only) one of
the tracks is active, then this will be the event produced. If
more than one track is producing output, then the events are
added. However, to prevent huge numbers being generated, each
added number has a constant removed from it; 60. Hence adding
values of 64 and 64 would produce 68, whilst adding 62, 52 and 43
would produce 37. In terms of note values, 60 corresponds to C3.
Disk.
In this screen you can load or save either the current
sequence, the group of stored sequences or the current song chain
to or from disk. Selecting any item displays a file selector.
When saving data, please ensure you use the suggested file
extension or you will not be able to see the files when
attempting to reload them (although typing the names directly
will still work).
Pattern Chain.
This section is where you can arrange a number of patterns
into a sequence and they will play back in order. There are two
main sections. At the top of the screen there are 150 numbers;
these represent the 150 possible steps. At the bottom there is a
status bar.
The steps can be changed by clicking on them with either the
left or right button. Numbers one through to nine correspond to
the memories one to nine, whilst memories ten to twelve are
referred to as A,B and C respectively.
The status bar has five different variables, each of which
will affect how the song plays back. Firstly, there is the length
variable. This determines how many steps each pattern should be
played through before moving onto the next pattern. This is
defined because different tracks in each pattern may be of
different length. Note that this may be set to any number between
one and sixty four; by selecting higher numbers, each pattern may
be defined to play more than once for each "bar".
The second variable is closely linked with the third; they
define the first and last step which will be played. For example,
two and six would mean that bars 2,3,4,5 and 6 were played.
The fourth variable, loop, is greyed out if switched off and
shown in clear white if switched on. When off, after the song has
reached the end of the last bar it will automatically stop. When
switched on, the song will loop back and start playing from the
start again when it finishes.
The final variable, "bar", simply shows which of the steps
shown above the computer is currently playing. Please note that
upon pressing stop, the computer always returns to the bar listed
as the first step. Therefore, if you change the first step whilst
the computer is stopped, the bar may not always be correct; to
update the program simply press the stop icon once.
Other Information.
This program was written in STOS Basic. This means it may
not work on newer models of the Atari range; whilst it should
work on the STFM and STE, it hasn't been tested except on a
rather battered STM. In particular, I doubt it will work with the
TT or Falcon.
-----------------------------------------------------------------
Any bugs, suggestions, comments etc. should be e-mailed to
T.J.Wright@city.ac.uk
although that will probably expire in about six weeks. Failing
that, you could snail-mail to...
Tim Wright,
21 Borough Road,
Isleworth,
MIDDLESEX,
TW7 5DT,
ENGLAND.
Tim Wright,
14th August 1994.