@DATABASE OctaMED Soundstudio Help

@REM Features Guide: Playback [part 1 of 1]

@$VER: 2.0 (24.07.96) for Soundstudio V1.01
@AUTHOR Ed Wiles (e.d.wiles@dur.ac.uk)
@HELP OctaMED.guide/Help


@REM S O N G S


@NODE f3_so "Playback / Songs"
@TOC OctaMED.guide/f3
HOW TO...
	@{"  Play, continue or stop a song   " LINK f3_so_1-2 0}
	@{"  Play, continue or stop a block  " LINK f3_so_1-2 38}
	@{"  Set the playing speed (tempo)   " LINK f3_so_3}
	@{"   Stop playing in an emergency   " LINK f3_so_4}
	@{"     Switch tracks on and off     " LINK f3_so_5}
	@{" Adjust the volume of each track  " LINK f3_so_6}
	@{"   Time part of a song or block   " LINK f3_so_7}
	@{" Store and recall a song position " LINK f3_so_8}
	@{"     Display the `equalizers'     " LINK f3_so_9}
	@{"     Transpose the whole song     " LINK f3_so_10}

OVERVIEW
A `song' is not just a collection of blocks. Before attempting to
play a song, you must create a `playing sequence', the order in
which your song's blocks should be played.

Use the Play, Cont and STOP buttons in the Main Control window to
play your song. If your computer `hangs' during play, do an
emergency stop by holding down both mouse buttons for a while.

The speed at which the song plays can be changed in the Tempo
window. You can choose to mute some of the Tracker editor's tracks,
adjust the volume of each track, or use the timer (Information
window) to time part of a song or store and recall a particular
song position.

The equalizers, once an integral part of OctaMED, are now rarely
used but can still be displayed in two separate windows. Finally,
the entire song can be shifted up or down a key using the Play
Transpose slider.

NOTES
* In the Song Options window, the Audio Filter Active check box     @{"Where?" LINK Qb.guide/w_soop 33}
  turns the low-pass filter on or off. When on, the Amiga's power
  LED will be bright and the sound will be more muffled. Keeping it
  off is usually preferred.
@ENDNODE


@NODE f3_so_1-2 "Songs / How To Play, Continue Or Stop A Song or Block"
@TOC f3_so
	       HOW TO PLAY, CONTINUE OR STOP A SONG
INTRODUCTION
Before playing a song, you should create a `playing sequence': the
order in which your song's blocks should be played. Having done so,
use the Play, Cont and STOP buttons in the Main Control window to
listen to your song.

When the song reaches its end, it will start again, unless stopped
prematurely by the occurrence of an 0FFE player command.	    @{" More " LINK PCKS.guide/c_no}

STEPS
1) If necessary, create a playing sequence.			    @{" How? " LINK F1b.guide/f1_soar}

2) Play your song.						    @{"Sh'cut" LINK PCKS.guide/key_ot}
   > In the Main Control window, click Play next to Song	    @{"Where?" LINK Qa.guide/w_maco 9}

3) Stop the song playing.
   > Click STOP OR
   > Press the space bar

4) Continue the song from where it left off.			    @{"Sh'cut" LINK PCKS.guide/key_ot}
   > Click Cont next to Song

5) Stop the song playing again.
   > Click STOP OR
   > Press the space bar

NOTES
* If you like, you can keep the Playing Sequence window open during
  play. The line marker advances down the sequence as each block is
  played.

  In order to `follow' the line marker as it progresses, so that
  the marker is always visible in the sequence, switch on Follow
  under the sequence. With Follow off, you are free to scroll
  around the sequence regardless of the current song position.


	       HOW TO PLAY, CONTINUE OR STOP A BLOCK
INTRODUCTION
Play the current block using the Play, Cont and STOP buttons in the
Main Control window. When the block finishes it will start again,
unless stopped prematurely by the occurrence of an 0FFE player	    @{" More " LINK PCKS.guide/c_no}
command.

STEPS
1) If necessary, select the block to be played. 		    @{" How? " LINK F1b.guide/f1_blma_3}

2) Play the block.						    @{"Sh'cut" LINK PCKS.guide/key_ot}
   > In the Main Control window, click Play next to Block	    @{"Where?" LINK Qa.guide/w_maco 14}

3) Stop the block playing.
   > Click STOP

4) Continue the block from where it left off.			    @{"Sh'cut" LINK PCKS.guide/key_ot}
   > Click Cont next to Song

5) Stop the block playing again.
   > Click STOP

ALSO SEE
	@{" How To Stop Playing In An Emergency " LINK f3_so_4}
@ENDNODE


@NODE f3_so_3 "Songs / How To Set The Playing Speed (Tempo)"
@TOC f3_so
	       HOW TO SET THE PLAYING SPEED (TEMPO)
INTRODUCTION
The easiest way to set the song's playing speed, or `tempo', is to
adjust the Tempo slider in the Tempo window. There are two other    @{"Where?" LINK Qa.guide/w_te 14}
sliders in this window; the effect of all three sliders depends on
the tempo mode (SPD or BPM) and the song's channel mode.	    @{" More " LINK f3_plmo}

In SPD mode, the Tempo and TPL sliders are used. To keep `in time',
OctaMED responds to regular ticks that come from one the Amiga's
clocks. The Tempo slider sets the time between each tick; the TPL
slider sets the number of ticks per Tracker editor line. Perhaps a
diagram:

	Line no.
	000	tick  -+  The time between each tick can be set
		tick  -+  (Tempo slider)
		tick

	001	tick  <-  The number of ticks per Tracker editor
		tick  <-  line can be set (TPL slider)
		tick  <-

	002	tick
		tick
		tick  etc.

So each line is divided into ticks. The more ticks per line, the
slower the tempo. Confusingly, the higher the Tempo slider, the
*shorter* the length of time between each tick, and the faster the
tempo. (See part 8.1 of the printed manual for more explanation of
ticks.)

In 4-channel or Mix mode, ignore values 1 to 10 of the Tempo
slider: Only use values 11 to 240. In 5 to 8-channel mode, you must
use values 1 to 10. The TPL slider can be 1 to 32; the higher the
value, the slower the tempo.

As well as SPD, there is another tempo mode: BPM, or Beats Per
Minute. In this mode, the Tempo slider controls the number of beats
per minute, just like a metronome. For example, a value of 60 is
one beat per second. The LPB slider controls the number of Tracker
editor lines per beat. For example, 8 (the default) means eight
lines are considered as one beat.

It's usually best to leave the TPL slider at 6, especially in BPM
mode. As player command effects are performed on every tick, while  @{" More " LINK F1a.guide/f1_plco}
notes are only played on the first tick of each line, adjusting the
TPL slider affects effects.

STEPS
1) Open the Tempo window.
   > Display menu -> Tempo Window

2) If necessary, set the tempo mode.
   > Set the top-left cycle gadget to SPD or BPM

3) Set the Tempo, TPL and LPB slider appropriately, as discussed in
   the introduction. The LPB slider is only enabled in BPM mode.

NOTES
* Rough conversions can be made from SPD to BPM mode or vice-versa.
  The tempo mode is changed without greatly affecting the actual
  song speed. Click Edit (top-right corner), then in the Tempo
  Operations window, click SPD -> BPM or BPM -> SPD.

  If Change Commands is switched on, OctaMED will change the levels
  of any 0F (set tempo) player commands in the song, so that the
  speed remains the same in the new mode.

* Also in the Tempo Operations window, you can set the current
  tempo to be the usual tempo (or `default'). This tempo is set
  when OctaMED starts up and when you start a new song. 	    @{" How? " LINK F5.guide/f5_stafi_1}

  To set the default tempo, click Set Current Tempo as Default in
  the Tempo Operations window, then select
  Settings nenu -> Save Settings.				    @{" More " LINK F4.guide/f4_se_2}

* The tempo mode, Tempo slider and TPL slider (or LPB slider in BPM
  mode) are shown on the Information window's title bar.
@ENDNODE


@NODE f3_so_4 "Songs / How To Stop Playing In An Emergency"
@TOC f3_so
		HOW TO STOP PLAYING IN AN EMERGENCY
INTRODUCTION
In rare cases, OctaMED may `hang' during play. You'll still hear
sound, though usually unpleasant sound, but the screen becomes
motionless (or `frozen'). You can't even move the mouse pointer to
click STOP!

This may happen if notes are played too quickly in the song (many
notes at a fast tempo), or if the Mixing Frequency is set too high
in the Mixing Settings window.					    @{" More " LINK f3_plmo_3}

STEPS
1) Do an emergency stop (or `panic stop').
   > Hold down both mouse buttons for several seconds

ALSO SEE
	@{" How To Play, Continue Or Stop A Song " LINK f3_so_1-2}
@ENDNODE


@NODE f3_so_5 "Songs / How To Switch Tracks On And Off"
@TOC f3_so
		  HOW TO SWITCH TRACKS ON AND OFF
INTRODUCTION
In the Tracker editor, you can turn particular tracks off, so that
their notes cannot be heard. This can be useful while testing a
block that you have just edited. You can concentrate on particular
tracks - perhaps just one track - without interruption from less
important tracks.

STEPS
1) EITHER Use the small boxes containing track numbers along the
   top of the Tracker editor.					    @{"Where?" LINK Qa.guide/w_tred 18}
   > To switch track 2 on or off, for example, click on number 2.
     In the default colours, a blue box is on, a grey box is off.

   OR Use the mouse button assigned to Track On/Off.
   > Click anywhere on the track to be turned on or off, using the
     mouse button assigned in the Mouse Options window

NOTES
* To switch all tracks on in one go, click on any track number
  while holding down an Alt key. To `solo' a track, switching off
  all tracks except the one clicked, click on it with Shift held.

* The S boxes beside the track number boxes show whether or not
  this track is `selected'. Selected tracks are used in some
  editing facilities. `Select' or `deselect' a track by switching
  its S button on or off.
@ENDNODE


@NODE f3_so_6 "Songs / How To Adjust The Volume Of Each Track"
@TOC f3_so
	      HOW TO ADJUST THE VOLUME OF EACH TRACK
INTRODUCTION
The overall volume of each track, and the overall volume of the
song, is adjusted in the Relative Track Volumes window. Volumes can
be 0 (silent) to 64 (full). Usually, all volumes are 64.

STEPS
1) Open the Relative Track Volumes window.
   > Song menu -> Set Volumes

2) Set the appropriate track volume. Track numbers are displayed
   along the top of the window.
   > Adjust the slider corresponding to the desired track

3) Set the overall volume of the song.
   > Adjust the Master slider

NOTES
* If your song uses more than eight tracks, use the arrow buttons
  (bottom of window) to select a set of eight tracks to change.
@ENDNODE


@NODE f3_so_7 "Songs / How To Time Part Of A Song"
@TOC f3_so
	       HOW TO TIME PART OF A SONG OR BLOCK
INTRODUCTION
Using the timer at the bottom-right corner of the Information
window, part of a song can be timed. The timer shows the number of
minutes and seconds since either of Main Control's Play buttons     @{"Where?" LINK Qa.guide/w_maco 9}
were clicked.

The timer starts whenever you play or continue the song or block.
It's reset to zero on clicking Song Play or Block Play. Continuing
the song or block or stopping play does not reset the timer.
Alternatively, click the R button beside the timer to reset it.

STEPS
** To time part of a song, from its start:

1) Start the song playing.
   > In the Main Control window, click Play next to Song	    @{"Where?" LINK Qa.guide/w_maco 9}

2) When appropriate, stop the song playing.
   > Click STOP OR
   > Press the space bar

3) Examine the time on the timer

** To time part of a song, from anywhere in the song:

1) If appropriate, click on the section list entry where the song   @{" More " LINK F1b.guide/f1_soar_2-3 34}
   should start.

2) Click on the playing sequence entry where the song should start. @{" More " LINK F1b.guide/f1_soar_1}

3) If necessary, move to the exact Tracker editor line where the    @{" How? " LINK F1a.guide/f1_tredco_1}
   song should start.

4) Reset the timer, if it isn't already reset.
   > Click R (bottom-right of Information window)

5) Continue the song.
   > In the Main Control window, click Cont next to Song	    @{"Where?" LINK Qa.guide/w_maco 11}

6) When appropriate, stop the song playing.
   > Click STOP OR
   > Press the space bar

7) Examine the time on the timer

** To time part of a block, from its start:

1) Select the appropriate block.				    @{" How? " LINK F1b.guide/f1_blma_3}

2) Start the block playing.
   > In the Main Control window, click Play next to Block	    @{"Where?" LINK Qa.guide/w_maco 14}

3) When appropriate, stop the block playing.
   > Click STOP OR
   > Press the space bar

4) Examine the time on the timer

** To time part of a block, from anywhere in the block:

1) Select the appropriate block.				    @{" How? " LINK F1b.guide/f1_blma_3}

2) Move to the line where the block should start.		    @{" How? " LINK F1a.guide/f1_tredco_1}

3) Reset the timer, if it isn't already reset.
   > Click R (bottom-right of Information window)

4) Continue the block.
   > In the Main Control window, click Cont next to Block	    @{"Where?" LINK Qa.guide/w_maco 16}

5) When appropriate, stop the block playing.
   > Click STOP OR
   > Press the space bar

6) Examine the time on the timer

NOTES
* To stop the song more precisely, enter an 0FFE player command at  @{" More " LINK F1a.guide/f1_plco_1}
  the appropriate point.

ALSO SEE
	@{" How To Store And Recall A Song Position " LINK f3_so_8}
@ENDNODE


@NODE f3_so_8 "Songs / How To Store And Recall A Song Position"
@TOC f3_so
	      HOW TO STORE AND RECALL A SONG POSITION
INTRODUCTION
The timer at the bottom-right corner of the Information window has
a hidden purpose. When it is reset using the R button, the current
position in the song is saved. To move back to that position later
on, click on the timer itself.

The current position in the song is a combination of the current
section list entry, the current playing sequence entry, the current
block and the current line. So this can be very useful while
editing.

STEPS
1) Store the current song position by resetting the timer.
   > Click R (far bottom-right corner of Information window)

2) Recall the song position at a later date.
   > Click on the timer itself, to the left of R
@ENDNODE


@NODE f3_so_9 "Songs / How To Display The `Equalizers'"
@TOC f3_so
		  HOW TO DISPLAY THE `EQUALIZERS'
INTRODUCTION
The two sets of `equalizers' show in their own particular way what
is happening while a song is playing. Each appears in its own
window.

There is one bar equalizer per Tracker editor track. The bars bob
up and down whenever notes are played; their height indicates the
volume of the notes. If many tracks are used in your song, use the
window's sizing gadget to show the bars of all tracks.

The oscilloscope is the waveform of the combined sound being
produced by OctaMED. In versions of OctaMED before 6, there was one
oscilloscope per sound channel. Now, all sound channels are	    @{" More " LINK f3_plmo}
combined into one oscilloscope.

STEPS
1) Display the bar equalizers.
   > Settings menu -> Equalizers -> Bar

2) Display the oscilloscope.
   > Settings menu -> Equalizers -> Scope
@ENDNODE


@NODE f3_so_10 "Songs / How To Transpose The Whole Song"
@TOC f3_so
		  HOW TO TRANSPOSE THE WHOLE SONG
INTRODUCTION
`Transposing' is raising or lowering the pitch of all notes in a
specific area. In this case, the specific area is the song. All
notes in the entire song can be raised or lowered using the Play
Transpose slider. The notes themselves are not affected, only their
sound.

Remember that all notes means all instruments, even percussion! If
notes are transposed too high or low, they will use the highest or
lowest octave available to them.

STEPS
1) Open the Song Options window.
   > Song menu -> Set Options

2) Transpose the whole song. A positive value raises the pitch, a
   negative value lowers. The value is in halfsteps (semitones).
   > Adjust the Play Transpose slider

NOTES
* To affect the notes themselves, rather than just their sound, use
  the Transpose window. 					    @{" How? " LINK F1a.guide/f1_tranch_1}
@ENDNODE


@REM I N S T R U M E N T S


@NODE f3_in "Playback / Instruments"
@TOC OctaMED.guide/f3
HOW TO...
	@{"    Play an instrument with the keyboard     " LINK f3_in_1}
	@{"   Play an instrument in the sample editor   " LINK f3_in_2}
	@{" Determine the octave range of an instrument " LINK f3_in_3}
	@{"             Tune an instrument              " LINK f3_in_4}
	@{"      Set an instrument's usual volume       " LINK f3_in_5}
	@{"      Set an instrument's default pitch      " LINK f3_in_6}
	@{"     Set an instrument's hold and decay      " LINK f3_in_7}

OVERVIEW
Instruments are usually played with the Amiga's keyboard. OctaMED
arranges the keyboard into about 2½ octaves, laid out to resemble a
two-tier piano keyboard. Because most instruments have a range of
over 2½ octaves, the octaves in which the keyboard plays can be
selected.

An instrument must be loaded into memory			    @{" How? " LINK F4.guide/f4_in_1}
or created before it can be played.				    @{" How? " LINK F2a.guide/f2_di}

Using the sample editor, a particular part of the sample can be
played. It is useful to tune instruments to each other, so that
your song sounds `in tune' and editing is made easier. The
Instrument Properties window contains the settings related to each
instrument, which include its usual volume, default pitch, hold and
decay.

NOTES
* By switching on Disable in the Instrument Properties window, an   @{"Where?" LINK Qc.guide/w_inpr 39}
  instrument can be temporarily disabled; that is, notes played by
  it in the song are completely ignored.

* If the sample has a loop set, try switching on Loop Ping-Pong     @{"Where?" LINK Qc.guide/w_inpr 42}
  (Instrument Properties window). This plays the loop back and
  forth rather than just forwards.

* Poly Play (Keyboard Options) is interesting. When switched on,    @{"Where?" LINK Qc.guide/w_keop 43}
  and edit mode is switched off, playing notes using the keyboard   @{" More " LINK f3_in_1}
  will play the notes through alternate sound channels. This gives
  a kind of `resonating' effect. Try it!

* Before sound can be played through the Amiga, the sound channels
  (or `audio channels') must be allocated. If OctaMED can't do
  this, a requester appears. This happens when another music
  program is using the sound channels.

  When you don't need the sound channels in OctaMED, you can free
  them for use by other programs. To do this, switch off
  Project menu -> Audio Channels. It will already be switched off
  if OctaMED has not yet used the sound channels.
@ENDNODE


@NODE f3_in_1 "Instruments / How To Play An Instrument With The Keyboard"
@TOC f3_in
	    HOW TO PLAY AN INSTRUMENT WITH THE KEYBOARD
INTRODUCTION
Instruments are usually played with the Amiga's keyboard. OctaMED
arranges the keyboard into about 2½ octaves, laid out to resemble a
two-tier piano keyboard.

Remembering that an octave on the piano contains 7 white notes and
5 black, here's how the Amiga keyboard is laid out:

    Lower octave   Middle octave   Upper half-octave

		 |  2 3   5 6 7  |  9 0   = \	  <== Black keys (sharps)
		 | Q W E R T Y U | I O P [ ]	  <== White keys (naturals)
		 |		 |
    S D   G H J  |  L ; 	 |		  <== Black keys (sharps)
   Z X C V B N M | , . /	 |		  <== White keys (naturals)

Notice the row of 7 white notes and 5 black notes in each octave.
For example, to play note G in the middle octave, press T. For a
more complete description, see part 1.1 of the printed manual.

Although the Amiga's keyboard offers 2½ octaves, instruments can
usually play over more octaves than that. For example, synthetic
sounds have a range of 5 octaves, numbered 1 to 5. Because of this, @{" More " LINK f3_in_3}
there is an octave-switching facility.

In the Main Control window's bottom-right corner, the Oct gadget
shows two digits: the octave number being played in the lower
octave (usually 1), and that in the middle octave (usually 2). To
change this, repeatedly click on the cycle gadget, or use function
keys F1 to F5.

Tracker editor notes consist of a note name and its octave number.
For example, note G-2 means note G played in octave 2.

An instrument must be loaded into memory			    @{" How? " LINK F4.guide/f4_in_1}
or created from scratch before it can be played.		    @{" How? " LINK F2a.guide/f2_di}

STEPS
1) Select an instrument to play.				    @{" How? " LINK F2a.guide/f2_inma_1}

2) Ensure that edit mode is off.
   > Switch off Main Control window -> Edit			    @{"Where?" LINK Qa.guide/w_maco 46}

3) Select the required keyboard octaves.
   > Set the Main Control window's Oct cycle gadget OR
   > Press F1 to F5

   * With non-MIDI instruments, F1 selects octaves 1 and 2,
     F2 2 and 3, F3 3 and 4, F4 4 and 5 and F5 5 and 6.

4) Press a key to play the instrument (see diagram above).

5) If the note is sustained for a long time, stop the instrument.
   > Press the space bar OR
   > Click Main Control window -> STOP

NOTES
* Press the F key to play the instrument at its `default pitch'.    @{" More " LINK f3_in_6}

* Instruments can also be played using a MIDI keyboard. 	    @{" More " LINK F6.guide/f6_wramiso_3}
@ENDNODE


@NODE f3_in_2 "Instruments / How To Play An Instrument In The Sample Editor"
@TOC f3_in
	  HOW TO PLAY AN INSTRUMENT IN THE SAMPLE EDITOR
INTRODUCTION
In the sample editor, the current display, a marked range or the
sample's loop can be played.

Before playing, the pitch (or `frequency') of the instrument must
be selected. The frequency is a number representing the speed at
which the sample is played, in Hertz. Alternatively and most
commonly, you can set the note corresponding to a particular
frequency. So if you want to play the instrument at pitch G-2, just
set the playing pitch to G-2.

The frequency of a particular note depends on through which `output
device' the note is played. If it is played through the Amiga,
frequencies won't be exact, and they will be different for NTSC and
PAL Amigas. If it is played through another device (e.g. a 16-bit
soundboard), the frequency will be compensated in other ways.

STEPS
1) Open the Sample Editor window.
   > Display menu -> Sample Editor OR
   > Main Control window -> Edit button (if the current instrument
     is not a synthsound)

2) Set the playing frequency.
   > Set the pitch box beside Pitch (bottom-right), usually at C-2
     OR
   > Type a frequency into the number box beside Pitch

3) EITHER Zoom in and play the current display.
   a) Zoom in (not obligatory). 				    @{" How? " LINK F2b.guide/f2_zoinanou_1}
   b) Play the current display.
      > Click Play Display (bottom-left)

   OR Mark a range and play it.
   a) Mark a range.						    @{" How? " LINK F2b.guide/f2_maara}
   b) Play it.
      > Click Play (bottom-left)

   OR Set a loop and play it continuously.
   a) Set a loop if necessary.					    @{" How? " LINK F2a.guide/f2_lo_1}
   b) Play the loop over and over again.
      > Loop menu -> Play Loop

4) If necessary, eventually stop the instrument.
   > Press the space bar OR
   > Click Main Control window -> STOP

NOTES
* You can calculate the time taken for the marked range to play,
  or for the whole sample to play if you mark a range over the
  whole sample. Select Tools menu -> Calculate Range Time.
@ENDNODE


@NODE f3_in_3 "Instruments / How To Determine The Octave Range Of An Instrument"
@TOC f3_in
	HOW TO DETERMINE THE OCTAVE RANGE OF AN INSTRUMENT
INTRODUCTION
Although the Amiga's keyboard is laid out in 2½ octaves, most types
of instrument have a greater octave range than that. The octave
range of an instrument depends on its type and on the channel mode. @{" More " LINK f3_plmo}

In 4, 5, 6, 7 or 8-channel mode, samples have a 3-octave range.
That is, they can play notes from C-1 to B-3. Trying to play notes
higher than B-3 play from the third octave. For example, E-4 sounds
like E-3, as does E-5, E-6 and so on.

In Mix mode, samples can play over 6 octaves: notes C-1 to B-6.
This stems through the addition of 2 lower octaves and 1 higher. So
note C-3 in Mix mode sounds like note C-1 in other channel modes.
Because of this, when switching to Mix mode, samples must be
transposed up 2 octaves. This can be done automatically (see
part 10.8 of the printed manual).

The above octave ranges apply when the instrument is of type
Sample, Hybrid or 16-bit. This are all really types of sample.

The other two types - ExtSample and Synthetic - always have a range
of 5 octaves, regardless of channel mode. ExtSamples are similar to
samples in Mix mode, in that 2 lower octaves are added to the
normal sample range. They don't have the extra higher octave.

This how-to describes how to set an instrument's type.

STEPS
1) Select the instrument whose type is to be changed.		    @{" How? " LINK F2a.guide/f2_inma_1}

2) Open the Instrument Type window.
   > Instr menu -> Type OR
   > Main Control window -> Type button

3) Select the type.
   > Click on one of the five types on the left
@ENDNODE


@NODE f3_in_4 "Instruments / How To Tune An Instrument"
@TOC f3_in
		     HOW TO TUNE AN INSTRUMENT
INTRODUCTION
Most people know the meaning of `tuning' an instrument in real
life. It involves altering its pitch so that notes played on it are
`in tune'.

So it is in OctaMED. There are two sliders involved in tuning an
instrument, both in the Instrument Properties window. The Transpose
slider moves the pitch up or down in whole halfsteps (semitones).
The Finetune slider compliments the Transpose slider, adjusting the
pitch in very small steps.

Finetune is arguably the more important of the two sliders, because
it ensures that the instruments in your song are in tune with each
other. Transpose isn't really necessary, because instead of (for
example) moving the pitch down two halfsteps, you can just use
notes 2 halfsteps lower than their `correct' pitch.

Transpose, however, makes it easier to enter notes: It is more
predictable if (for example) all C-2's sound the same. For those
lucky souls with `perfect pitch', the Transpose slider is
invaluable!

This how-to describes how to tune two instruments to each other.
One instrument, the `reference', is assumed to be in tune already.
The other instrument is tuned to the reference. Alternatively, a
`tuning tone' of a particular pitch can be generated by OctaMED
as a reference.

If you use an instrument as a reference, choose one with a loop
set, so that the instrument never stops playing (until you manually
stop it).

STEPS
1) EITHER Start the reference instrument playing.
   a) Select the reference instrument. Ideally, it should have a    @{" How? " LINK F2a.guide/f2_inma_1}
      loop set. 						    @{" More " LINK F2a.guide/f2_lo_1}
   b) Play the instrument at any pitch. Call the pitch P.	    @{" How? " LINK f3_in_1}

   OR Start a `tune tone' playing as a reference.
   a) Open the Sample Editor.
      > Display menu -> Sample Editor OR
      > Main Control window -> Edit button
   b) Set the pitch of the tune tone. Call the pitch P. 	    @{" How? " LINK f3_in_2}
   c) Start the tone playing.
      > Tools menu -> Play Tune Tone

2) With the reference humming in your ears, move to another Tracker @{" How? " LINK F1a.guide/f1_tredco_1}
   editor track. The next track will do fine (Alt-<right>).

3) Open the Instrument Properties window.
   > Instr menu -> Set Properties OR
   > Main Control window -> Props button

4) Select the instrument to be tuned to the reference.		    @{" How? " LINK F2a.guide/f2_inma_1}

5) Play the current instrument at the same pitch as the reference
   (we called this pitch P in step 1). Listen carefully: Is it in
   tune? If not, first adjust the Transpose slider, then the
   Finetune slider.
   a) Adjust the Transpose slider in small steps.
      > To lower the pitch, click anywhere to the left of the
	Transpose slider's knob. To raise the pitch, click to the
	right of the knob
   b) Adjust the Finetune slider.
      > Move the slider in the usual way

   * If the instrument does not have a loop set, you'll probably
     have to play it repeatedly while you tune it.

6) Repeat steps 4 and 5 for any other instruments to be tuned.

7) When you've finished, stop the instruments playing.
   > Press the space bar OR
   > Click Main Control window -> STOP button

NOTES
* Yes, tuning is a bit of a pain, but it's nothing compared to the
  pain experienced by listening to out-of-tune songs! :-) This
  how-to may seem long-winded, but as with all instructions, in
  practice it is usually much more straightforward.

* You can remove the need for a finetune value - `cancel' it - in
  the sample editor's Change Pitch window.			    @{" More " LINK F2b.guide/f2_adef_2}
@ENDNODE


@NODE f3_in_5 "Instruments / How To Set An Instrument's Usual Volume"
@TOC f3_in
	      HOW TO SET AN INSTRUMENT'S USUAL VOLUME
INTRODUCTION
The usual (or `default') volume of an instrument is used whenever
the instrument is played: with the keyboard, when entering a note,
or during song play.

The volume can be 0 (silent) to 64 (full). By default, all
instruments are played at full volume, but if some instruments
appear to `stick out' in a song, you may want to reduce the volume
of the offending instruments.

The default volume is overridden in a song using player command
type 0C.							    @{" More " LINK PCKS.guide/c_no}

STEPS
1) Open the Instrument Properties window.
   > Instr menu -> Set Properties OR
   > Main Control window -> Props button

2) Select the instrument whose volume is to be set.		    @{" How? " LINK F2a.guide/f2_inma_1}

3) Change the usual volume of the instrument.
   > Adjust the Vol slider (near the bottom on the right)

NOTES
* In order for it to be heard, you must set the volume of a MIDI    @{" More " LINK F6.guide/f6_wramiso_2}
  instrument.
@ENDNODE


@NODE f3_in_6 "Instruments / How To Use An Instrument's Default Pitch"
@TOC f3_in
	     HOW TO SET AN INSTRUMENT'S DEFAULT PITCH
INTRODUCTION
The `default pitch' of an instrument is the pitch, or note, at
which the instrument sounds best. Perhaps the instrument was
originally digitized at this pitch. Play or enter the instrument
at its default pitch using the F key (for deFault).

This is especially useful for `untuned' instruments such as
percussion, which are often always entered at the same pitch. For
example, if you find that you're always entering a snare drum at
note G-2, you can set its default pitch to G-2 then enter it using
the F key.

So if you have many percussion instruments in your song, set their
default pitches one by one. Then you can play and enter every
instrument with the F key, without having to remember their best
pitches individually.

STEPS
1) Open the Instrument Properties window.
   > Instr menu -> Set Properties OR
   > Main Control window -> Props button

2) Select the instrument whose default pitch is to be set.	    @{" How? " LINK F2a.guide/f2_inma_1}

3) Set the default pitch of the instrument.
   > Set the Default Pitch pitch box (top-right)		    @{" How? " LINK F5.guide/f5_gainwi_9}

NOTES
* Remove an instrument's default pitch by setting its pitch to
  --- (using the Del key).

* If the instrument is saved, its default pitch is converted to a   @{" More " LINK F4.guide/f4_in_3}
  frequency and saved with the instrument. Frequencies are not
  loaded with instruments, however.
@ENDNODE


@NODE f3_in_7 "Instruments / How To Set An Instrument's Hold And Decay"
@TOC f3_in
	     HOW TO SET AN INSTRUMENT'S HOLD AND DECAY
INTRODUCTION
Hold and decay affects the notes played by an instrument during a
song. The `hold' is the length that a note should be sustained at
its usual volume.						    @{" More " LINK f3_in_5}

After the note has been held, it can be cut (suddenly silenced) or
gradually fade away to nothing. The `decay' is the speed of this
fading away, or 0 if the note should be cut.

Hold is set in `ticks', subdivisions of Tracker editor lines.
Usually, there are 6 ticks per line, so a hold value of 6 sustains
the note for one full Tracker editor line before the decay takes
effect. Hold values this small or even smaller are common.

The decay value does not represent any particular measurement; just
experiment with different values. The slowest decay - 1 - is often
the most effective.

STEPS
1) Open the Instrument Properties window.
   > Instr menu -> Set Properties OR
   > Main Control window -> Props button

2) Select the instrument whose hold and decay is to be set.	    @{" How? " LINK F2a.guide/f2_inma_1}

3) Set the instrument's hold value.
   > Type a number into the Hold box (bottom-left)

4) Set the instrument's decay value.
   > Type a number into the Decay box (bottom-left)

5) To test the hold and decay, enter a note with the instrument     @{" How? " LINK F1a.guide/f1_tredco_2-3 0}
   then play the block. 					    @{" How? " LINK f3_so_1-2 38}

NOTES
* If an instrument has a hold value, following a note played by the
  instrument with a `hold symbol' (-|-) extends the length of the
  note, overriding the hold value.

  In this example, although instrument 02 has hold value 4, the
  hold symbols keep the note held until line 003. On line 003, the
  hold value is used (i.e. the note decays after the 4th tick).

	000 C-3 20000
	001 -|- 20000
	002 -|- 20000
	003 -|- 20000
	004 --- 20000

  To enter a hold symbol, move the cursor to the appropriate note   @{" More " LINK F1a.guide/f1_tredco_2-3 43}
  space and press Return. Alternatively, clear the note then set
  an instrument number.

* The number of ticks per line is set using the TPL slider in the   @{" More " LINK f3_so_3}
  Tempo window, but it's usually left at 6.

* Player command 08 temporarily sets a note's hold and decay.	    @{" More " LINK PCKS.guide/c_no}

* The maximum value of both Hold and Decay is 127. For Hold, this
  usually equates to just over 21 Tracker editor lines.
@ENDNODE


@REM P L A Y I N G  M O D E S


@NODE f3_plmo "Playback / Playing modes"
@TOC OctaMED.guide/f3
HOW TO...
	@{"   Use 4-channel mode    " LINK f3_plmo_1}
	@{" Use 5 to 8-channel mode " LINK f3_plmo_2}
	@{"      Use Mix mode       " LINK f3_plmo_3}
	@{" Make tempo conversions  " LINK f3_plmo_4}

OVERVIEW
The Amiga plays music using 4 `sound channels'. Each sound channel
can play one sample at a time. In the usual 4-channel playing mode,
each Tracker editor track corresponds to a sound channel. So in
this mode, OctaMED can play a total of four samples at once, on
tracks 0 to 3.

Four channels is fine for simple songs, and just about enough for
more complicated songs, if cleverly constructed, but you'll soon
start yearning for more tracks!

Thankfully, OctaMED can help. The 5, 6, 7 and 8-channel modes all
use the same trick - mixing pairs of samples together - to increase
the number of available tracks to 8. Because this is a trick, there
is a drop in sound quality, and samples must usually be played at
half-volume. Often these limitations are acceptable.

New to the Soundstudio, Mix mode is an improvement on the 5 to 8-
channel modes. It allows access to all 64 possible tracks, brings
your song to life with special effects, and much more.

Mix mode is not covered in detail in these help pages. You'll find
full instructions in chapter 10 of the printed manual.

NOTES
* The usual playing mode is 4-channel. To set a different usual
  playing mode, use the Default Channel Mode cycle gadget in the    @{"Where?" LINK Qc.guide/w_miop 75}
  Miscellaneous Options window. Save the new setting if desired.    @{" How? " LINK F4.guide/f4_se_2}

* The information box at the bottom-right corner of the Information
  window shows the current channel mode: 4Ch to 8Ch, or Mix.
@ENDNODE


@NODE f3_plmo_1 "Playing modes / How To Use 4-Channel Mode"
@TOC f3_plmo
		     HOW TO USE 4-CHANNEL MODE
INTRODUCTION
4-channel mode is the normal playing mode. In it, each track
corresponds to a sound channel. Notes on track 0 are played through
the 1st sound channel, track 1 through the 2nd channel, and so on
up to track 3.

The four sound channels are divided into two pairs; each pair plays
notes through a different speaker. As a result, notes on tracks 0
and 3 play through the left speaker, while notes on tracks 1 and 2
play through the right.

The how-to describes how to change back to 4-channel mode from
another playing mode. If samples have been halved (in 5 to 8-
channel mode), each sample should be reloaded. Don't try to double
the volume of each sample, as they will have lost sound quality.

STEPS
1) Open the Song Options window.
   > Song menu -> Set Options

2) Change to 4-channel mode.
   > Click 4 Channels/MIDI (top-left)
@ENDNODE


@NODE f3_plmo_2 "Playing modes / How To Use 5 To 8-Channel Mode"
@TOC f3_plmo
		  HOW TO USE 5 TO 8-CHANNEL MODE
INTRODUCTION
While composing in OctaMED, you may find that the Amiga's ability
to play up to four samples at once is a bit limiting. Luckily, you
can add up to four extra tracks, extending the maximum number of
simultaneous samples to five, six, seven or eight. This feature is
called 5 to 8-channel mode.

Because the Amiga only actually has four channels, the mode mixes
together pairs of samples and outputs each pair through one sound
channel. This mixing takes up a lot of the Amiga's time, and sound
quality is also lost, introducing distortion.

Tracks are paired as follows: 0 and 4, 1 and 5, 2 and 6, 3 and 7.
Each pair of tracks is played through one sound channel, and as a
result, each pair shares a volume. So, for example, tracks 1 and 5
must have the same volume at all times. Because of this, track	    @{" More " LINK f3_so_6}
volumes and instrument default (`usual') volumes are ignored.	    @{" More " LINK f3_in_5}

In addition, all samples must be halved in volume to keep mixing
distortion to a minimum. Existing samples are halved automatically
when you change to 5 to 8-channel mode. Any samples that you
subsequently load are normally halved automatically.

In 5, 6 or 7-channel mode, not all tracks are paired. In 5-channel
mode, only tracks 0 and 4 are paired, leaving tracks 1 to 3
unpaired and high quality, just like tracks in 4-channel mode. In
6-channel mode, tracks 0 / 4 and 1 / 5 are paired, leaving tracks 2
and 3. In 7-channel mode, just track 3 is left unpaired. A table to
summarise this information:

Channels    0	    1	    2	    3	    4	    5	    6	    7
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|   4	| U (L) | U (R) | U (R) | U (L) |   -	|   -	|   -	|   -	|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|   5	| P (L) | U (R) | U (R) | U (L) | P (L) |   -	|   -	|   -	|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|   6	| P (L) | P (R) | U (R) | U (L) | P (L) | P (R) |   -	|   -	|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|   7	| P (L) | P (R) | P (R) | U (L) | P (L) | P (R) | P (R) |   -	|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|   8	| P (L) | P (R) | P (R) | P (L) | P (L) | P (R) | P (R) | P (L) |
+-------+-------+-------+-------+-------+-------+-------+-------+-------+

 [ Key: P = paired track, U = unpaired track, - = unused
	(L) = played on the left speaker, (R) = on the right speaker ]

For best results, you shouldn't use more channels than you need.
If, for example, your song doesn't use more than six tracks at
once, you should select 6-channel mode instead of 7 or 8-channel
mode. This both relieves some of the load on your computer's
processor, and gives you two unpaired, high quality tracks (2 / 3).

Other limitations in this mode are as follows:

* Limited tempo selection. Use Tempo slider values 1 to 10 only.    @{" More " LINK f3_so_3}
  (1 is quickest).

* Synthetic or hybrid instruments cannot be used.		    @{" More " LINK F2c.guide/f2_cr}

* Equalizers cannot be used.					    @{" More " LINK f3_so_9}

* MIDI cannot be used.						    @{" More " LINK OctaMED.guide/f6}

* Limited sample loop length. If the Tempo slider is set to 1, the  @{" More " LINK F2a.guide/f2_lo_1}
  loop can only be set in 200-byte steps. Increasing the Tempo
  slider decreases the loop accuracy in steps of 20 bytes. So if
  Tempo is the maximum 10, the legnth is set in 400-byte steps.

The how-to describes how to change to 5 to 8-channel mode.

STEPS
1) Open the Song Options window.
   > Song menu -> Set Options

2) Change to 5 to 8-channel mode.
   > Click 5, 6, 7 or 8 Channels

3) Expand all blocks to have the suggested number of tracks.
   > Click Yes in the requester

4) If there are samples in memory, halve them.
   > Click Halve in the requester

5) If desired, enhance sound quality. For 7 or 8-channel mode, you
   must have at least a 68020 processor (found in the A1200).
   > Switch on High Quality Mode

NOTES
* Samples that haven't been halved can be played successfully
  through unpaired channels. For this reason, you can switch off
  automatic halving of loaded samples. To do this, switch off
  Instr menu -> Halve Loaded Samples.

* High Quality Mode can be switched on automatically when you
  select 5 to 8-channel mode. In the Miscellaneous Options window,  @{"Where?" LINK Qc.guide/w_miop 71}
  set Default HQ Mode to On, then save settings.		    @{" How? " LINK F4.guide/f4_se_2}
@ENDNODE


@NODE f3_plmo_3 "Playing modes / How To Use Mix Mode"
@TOC f3_plmo
			HOW TO USE MIX MODE

New to the Soundstudio, Mix mode is an improvement on the 5 to 8-
channel modes. It allows access to all 64 possible tracks, brings
your song to life with special effects, can record part of a song
directly to disk, and much more.

Mix mode is not covered in detail in these help pages. You'll find
full instructions in chapter 10 of the printed manual.

NOTES
* The Mixing Settings window doesn't really fit on an NTSC
  (American) screen. We apologise for this; there wasn't really a
  way round it. You can still get at all the gadgets except for
  the Exit button; use the window's close gadget instead.
@ENDNODE


@NODE f3_plmo_4 "Playing modes / How To Make Tempo Conversions"
@TOC f3_plmo
		   HOW TO MAKE TEMPO CONVERSIONS
INTRODUCTION
There are two methods of setting the `tempo', or song playing
speed: One for 4-channel or Mix mode, one for 5 to 8-channel mode.

Rough conversions can be made between methods, in either direction.
The tempo is changed for use with the new channel mode, without
greatly affecting the song speed. Tempo conversions are made in the
Tempo Operations window.

STEPS
1) Open the Tempo Operations window.
   > Display menu -> Tempo Window
   > Tempo window -> Edit button (top-right)

2) EITHER Convert a tempo designed for 4-channel mode for use with
   5 to 8-channel mode.
   > Click 4 Ch -> 8 Ch

   OR Convert a tempo designed for 5 to 8-channel mode for use with
   4-channel mode.
   > Click 8 Ch -> 4 Ch

NOTES
* If Change Commands is switched on, OctaMED will change the levels
  of any 0F (set tempo) player commands in the song, so that the
  speed remains the same in the new mode.

ALSO SEE
	@{" How To Set The Playing Speed (Tempo) " LINK f3_so_3}
@ENDNODE
