198 lines
9.2 KiB
Plaintext
198 lines
9.2 KiB
Plaintext
|
|
|||
|
|
|||
|
- SiGnAlS -
|
|||
|
|
|||
|
Issue II Volume I
|
|||
|
|
|||
|
July 21, 1993
|
|||
|
|
|||
|
"Dedicated to all the coderz and their insane delusions..."
|
|||
|
|
|||
|
Executive Editor: Necr<63>s, The PsYcHiC MoNkS
|
|||
|
|
|||
|
|
|||
|
I : Introduction
|
|||
|
|
|||
|
Welcome to the second issue of SiGnAlS. In this issue, we will cover more
|
|||
|
basics for the newbies out there, some advanced tricks for the modhackers out
|
|||
|
there, and some more of my wonderful (he he) commentary.
|
|||
|
|
|||
|
II : Basix
|
|||
|
|
|||
|
Last time we covered the basics of what a MOD is. This time, we shall examine
|
|||
|
the whats and wheres of how to get started in the mod coding business. MOD
|
|||
|
coding is not the easiest thing in the world to do, but with the right tools,
|
|||
|
one can make the job much easier.
|
|||
|
|
|||
|
First, one needs a good tracker. A tracker is a program that allows you to
|
|||
|
enter note data in MOD format, and to replay existing song data. Most support
|
|||
|
many functions, like playlisting, sample looping and finetuning, and track
|
|||
|
copy/pasting (more on that in the next issue). There are many decent trackers
|
|||
|
out there, but make sure that the one you find supports all the Protracker 2.2
|
|||
|
and up functions. Most good trackers will also support more than four tracks
|
|||
|
of sample data. Large FTP sites (cs.uwp.edu, wuarchive.wustl.edu,
|
|||
|
nic.funet.fi, etc.) usually have a few trackers in their /audio or /mods
|
|||
|
directories. My personal favorite is Mr. T's FastTracker, which is a good
|
|||
|
small (~55K) tracker which supports many functions.
|
|||
|
|
|||
|
Secondly, one needs a good playback program. Most trackers support playback,
|
|||
|
but sometimes you will want to use a protected-mode MOD player. This will
|
|||
|
allow you to run music in the DOS background, and put modules in extended or
|
|||
|
expanded memory. The PMP/DMP series by Otto Chrons is a good series of
|
|||
|
high-quality playback routines. There are also many other great players out
|
|||
|
ther; look around and I'm sure you'll find what you need.
|
|||
|
|
|||
|
Finally, you need a source of samples. MODS do not use instrument files like
|
|||
|
FM drivers. They use sampled instrument files (with a format similar to that
|
|||
|
of .VOC files) to produce the sound data. Now, there are two way to get
|
|||
|
samples. One, sample directly off CD or personal keyboard. It is easy to get
|
|||
|
high-quality samples off a direct line-in connection via outside source.
|
|||
|
Simply use a basic sampler, such as that hideous VEDIT2 supplied w/most
|
|||
|
SoundBlaster cards, and grab the sound off the line-in port. Then, in your
|
|||
|
tracker, convert the sample from .VOC format to .SMP format. You will then be
|
|||
|
ready to go.
|
|||
|
|
|||
|
The other method is a little more dastardly. There are thousands of MODS
|
|||
|
floating around out there on FTP sites. Each one probably has 15 to 20
|
|||
|
samples. Out of these 15 to 20 samples, maybe five will be good
|
|||
|
generally-usable samples. You can simply grab the sample out of the MOD and
|
|||
|
save it to a .SMP file, for easy use in your songs. Usually about ten or
|
|||
|
fifteen mods will provide a good variety for starters. Morally, this may be a
|
|||
|
bit reprehensible. (You are practically stealing the work of others right from
|
|||
|
the source.) What I would suggest is to avoid ripping off sounds from modules
|
|||
|
that copyright their samples. Usually they'll indicate this in the instrument
|
|||
|
names, for example, 'All sample data (C) 1993 Necr<63>s'. However, if they don't
|
|||
|
copyright their stuff ... welcome to the land of public domain.
|
|||
|
|
|||
|
Anyways, I hope this has been somewhat helpful. More on the actual MOD file
|
|||
|
itself in the next issue.
|
|||
|
|
|||
|
III: Tricks and Tips with Necr<63>s
|
|||
|
|
|||
|
|
|||
|
Greetz hacker friends. Today we cover some of the more interesting efx you can
|
|||
|
use in your modules. Here we go:
|
|||
|
|
|||
|
1 - The Famous Volume Slide
|
|||
|
|
|||
|
Many times you will have a basic chord sound in your mod. This may sit on its
|
|||
|
track, all alone, repeating quietly until the end of time (and the track). How
|
|||
|
canst one liven up this chordal sound? The answer- XXA0F! Ah, yes, now before
|
|||
|
you accuse me of speaking in hex again, watch this little example.
|
|||
|
|
|||
|
00 E-2 01000 (a boring repeating) 00 E-2 01A0F (yes, what is this?)
|
|||
|
01 --- 00000 (string chord sound) 01 --- 01A0F
|
|||
|
02 --- 00000 02 --- 01A0F
|
|||
|
03 --- 00000 03 --- 01A0F
|
|||
|
04 --- 00000 <---------- VS. -------> 04 --- 01A0F
|
|||
|
05 --- 00000 05 --- 01A0F
|
|||
|
06 --- 00000 06 --- 01A0F
|
|||
|
07 --- 00000 07 --- 01A0F
|
|||
|
08 --- 00000 08 --- 01A0F
|
|||
|
09 --- 00000 09 --- 01A0F
|
|||
|
|
|||
|
The pattern on the right uses the volume slide command, --A0F to create a
|
|||
|
'stuttering chord' effect. The volume slide command slides the volume of the
|
|||
|
track from 00 to 3F in one beat. This, when repeated, creates an interesting
|
|||
|
effect. The effect can become even better when the pattern is slightly varied,
|
|||
|
such as this:
|
|||
|
|
|||
|
00 E-2 01A0F Note that the sample number (1) is repeated in front
|
|||
|
01 --- 00000 of the A0F effect. This is necessary for the slide
|
|||
|
02 --- 01A0F to work correctly.
|
|||
|
03 --- 01A0F
|
|||
|
04 --- 01A0F
|
|||
|
05 --- 00000
|
|||
|
06 --- 01A0F
|
|||
|
07 --- 01A0F
|
|||
|
08 --- 00000
|
|||
|
09 --- 01A0F
|
|||
|
0A --- 01A0F
|
|||
|
0B --- 00000
|
|||
|
0C --- 01A0F
|
|||
|
0D --- 00000
|
|||
|
0E --- 01A0F (repeated 4X)
|
|||
|
0F --- 00000
|
|||
|
|
|||
|
Enjoy!
|
|||
|
|
|||
|
2 - PhAsE Shifting from Hell
|
|||
|
|
|||
|
Phase shifting is the overlaying two samples so their peaks are off by a small
|
|||
|
amount, creating a slow interference effect in the final waveform. (Ack!) In
|
|||
|
other words, you play the same sample on two different tracks, at pitches that
|
|||
|
are off from each other by a very small amount (+- 10 cents). This creates a
|
|||
|
sweeping effect in the final sound. This works very well for snare drum
|
|||
|
samples, sawtooth wave pads, guitars, and any sample with a textured wave. To
|
|||
|
do this, simply take a sample (we'll use a generic snare sound for this
|
|||
|
example) and layer them together with a pitch shift.
|
|||
|
|
|||
|
00 C-2 01000 C-2 01101 Here, we use the pitch shift effect, --1XX,
|
|||
|
01 --- 00000 --- 00000 to create the needed shift. Do not make the
|
|||
|
02 --- 00000 --- 00000 pitch shift too large! Sometimes you will
|
|||
|
03 --- 00000 --- 00000 even want to use a finetuned pitch, if your
|
|||
|
04 --- 00000 --- 00000 tracker supports it (--E1X).
|
|||
|
|
|||
|
The amount of the shift needed is inversely proportional to the pitch of the
|
|||
|
note you are phasing. If the note is low (a C-1, perhaps) then you may need a
|
|||
|
--102 or --103. If it is high (a C-3 or F-3) then you only need a slight pitch
|
|||
|
shift (a finetune: --E11 works nicely).
|
|||
|
|
|||
|
Try this effect on long sustained samples (not looping, SUSTAINED ... there's
|
|||
|
a difference.) Have fun, my friends.
|
|||
|
|
|||
|
Next issue: vibrato and what it can do for you, and the delicate art of the
|
|||
|
drum track.
|
|||
|
|
|||
|
Any comments or tips? Please send 'em to me at:
|
|||
|
|
|||
|
segaag@craft.camp.clarkson.edu
|
|||
|
(Subject : tricks and tips)
|
|||
|
|
|||
|
- Necr<63>s
|
|||
|
|
|||
|
|
|||
|
IV : Visualizations
|
|||
|
|
|||
|
I'd like to offer up a few of my unanswered ruminations. If anyone has any
|
|||
|
answers to enlighten me ... I'd be glad to hear them. Send any mail to me at
|
|||
|
the above address.
|
|||
|
|
|||
|
Why is the United States of America such a shithole for demo groups? Everyone
|
|||
|
around here seems interested in Windows NT and LAN networks and user-friendly
|
|||
|
garbage like that. Walk into a computer software store, and you will see
|
|||
|
nothing but the same rehashed plots and ideas shoveled out again to the
|
|||
|
public. I'm moving to Finland. ;)
|
|||
|
|
|||
|
Why don't developers use MODS instead of lame FM crap in their games? It slows
|
|||
|
things down, granted, but that is a small price to pay for the sound quality,
|
|||
|
especially on higher-end machines. The only commercial game around here that
|
|||
|
I've seen use MOD technology is Alone In The Dark. A French game! The
|
|||
|
corporate giants don't know what they're missing.
|
|||
|
|
|||
|
The fact that techno mods are easy to write should not preclude people from
|
|||
|
inventing new and interesting music.
|
|||
|
|
|||
|
And finally, (and I've oft wondered this myself), how does Internet make
|
|||
|
money? I can call up nic.funet.fi and download nine billion megs, using weeks
|
|||
|
of phone time, overseas, and not pay a dime. AT&T would shit if I tried this
|
|||
|
on a voice line. Yet thousands of people do it all the time. Given, I'm
|
|||
|
shelling out thousands of dollars for my education, with a internet account as
|
|||
|
a side benefit, but it still seems like a huge loss of intercontinental
|
|||
|
fiber-optic line time. Oh well. I'm not complaining.
|
|||
|
|
|||
|
- Necr<63>s
|
|||
|
|
|||
|
|
|||
|
please send all submissions to:
|
|||
|
|
|||
|
e-mail: segaag@craft.camp.clarkson.edu
|
|||
|
|
|||
|
turtle-express: Necr<63>s
|
|||
|
re: Signals
|
|||
|
The PsYcHiC MoNkS
|
|||
|
7958 State Route 69
|
|||
|
Oriskany, NY 13424
|
|||
|
|
|||
|
thanks ;)
|