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    - SiGnAlS -

    Issue III Volume I

    July 24, 1993

    "Dedicated to all the coderz and their insane delusions..."

    Executive Editor: Necr s, The PsYcHiC MoNkS

    Greets to: Pxyll, Dominor, PM, and special thanks to everyone whose called tochat.

    I---

    Welcome to the third issue of SiGnAlS, the magazine for the modern mod coder.Issues come out approximately every five to six days, or when I run out ofthings to say, an often occuring situation. Thus your support is needed! Keepthe letters and responses coming. I promise that all will be answered. Inthis issue, some more basix, another edition of 'Tricks and Tips', and other

    extras. We hope you will continue to help us enlighten those would-be's outthere and service the existing net as best we can. Please feel free todistribute this magazine to any smaller FTP sites we may have missed. Keep thetext as is, though, so as to be consistent. ;)

    II : Basix----------

    Ok, where are we? Let's assume you have a tracker and a player and know whatthe hell a MOD is and et cetera. Let us also assume you have some samples towork with. The next step is to create songs. MODs use a simple format to storenote data. (If you've worked with MIDI files or CMF data, you will find itquite similar.) Modules divide songs into 'tracks', with each track having 64

    spaces in which to enter data. As in normal music, a track is roughlyequivalent to a measure, and a space is similar to a beat. Usually there are 4side-by-side tracks, each capable of playing one sample at a time. To create asong, you fill the tracks with data, and string tracks together to create'patterns'. A pattern is a group of 4 tracks that play simultaneously. Thus,the pattern is a measure of sorts that includes all the instruments at thesame time. A pattern looks something like this:

    Beat #-> 00 C-2 01000 C-1 03000 G-3 04000 F-3 0700001 --- 00000 C-1 03000 --- 00000 F-3 0700002 --- 00000 D-1 03000 --- 00C30 F-3 0700003 C-3 02000 C-1 03000 --- 00C20 F-3 0700004 --- 00000 D#1 03000 --- 00C10 F-3 07000

    05 --- 00000 C-1 03000 --- 00C00 F-3 0700006 --- 00000 F-1 03000 --- 00000 F-3 07000

    Note EFX ...etc.

    The first column (00,01,02) is the beat number for that pattern. The secondcolumn consists of the notes being played: C-2, C-3, etc. Please remeber thatthe music moves DOWNWARD, not to the right as in normal sheet music. The first

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    horizontal line is the first beat; the second horizontal line the second beat.All the notes on the first line happen simultaneously in the first beat.

    The third column, the EFX (effects) column, specifies two things. The firsttwo digits state the instrument sample number. This is the number of thesample currently being played. The last three digits hold any special effects.You can see an example of effects on the third track, about halfway down. TheC30, C20 effects are volume changes (more on that in later issues), but the

    important thing to know at the moment is that they are effects, not notes.

    To compose a song, you simply enter data downward on each track at a time.Simply put the appropriate note on the beat at which it should enter, andyou're all set. Rests are simply the absence of note data. However, to createa true rest (needed if your sample sustains), you must lower the volume of thetrack to zero using the C00 effect at the appropriate beat.

    Now, once you have a pattern or two done, you can work on what is called the'playlist'. Your patterns are numbered internally as 0, 1, 2, etc., but youdon't neccessarily have to play them in that order. A playlist specifies theorder in which the patterns in a song are to be played. For example, I maywish to play my patterns in the order 4,1, and 5. I would then create a

    playlist of length 3 with the order 4, 1, 5. Most trackers do this by a masterposition indicator. The indicator starts at zero and climbs by one. For eachindicator number, you assign an associated pattern to be played at the sametime. For example, the tracker starts at master pos 0. You then click on thepattern button and change the associated pattern to 4. Then you move onto thenext master pos, and set a 1 there. Easy, huh. (Yeah, I know, you're lostalready. Well, don't worry, things should become clear soon. If not, then justplay around. That's how I figured all of this out myself! ;))

    The length of the playlist determines the length of your song. You can haveextra unused patterns (with note data and everything) in a song that are neverplayed. Wasteful, but possible. Try to make sure every pattern in your song isused in the playlist at some point. Else you're wasting disk space.

    Whew. Well, my fingers are about to fall off. More in the next issue.

    III: Tricks and Tips w/ Necr s

    Today we'll differ a shade from the planned agenda, and delve into theintricate art of the drum track. Yes, many coders think they can get away witha lame bass and snare sample for a whole 67-pattern mod. Well, they're right.In module programming, what counts is size. Every byte you can chop off of amod, the better. 90 percent of most mods is taken up by samples. The less drumsamples you can use in a mod only works to your benefit. I understand that thepurists out there (I'm one of them) don't like to degrade intrinsic musicalquality in the name of memory, but sometimes you can get away with it without

    really hurting your MOD quality.

    'How dost we achieve this noble goal?', they ask. Well, one of the best iswriting a good drum track. First, let us analyze a typical pattern. We'llassume you're writing a modern rock/ techno mod, since that's the majority ofwhat's out there. (Don't worry ballad coders, I have something special for yatoo in a few issues.)

    Go back to the analog world for a sec. Think about your favorite rock albumand what the drummer is actually doing. Most likely he's using a combinationof bass drum, snare, toms, hi-hat, cymbals, and possibly shaker or tambourine.

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    Now obviously you can't put all of these in your mod. That's at least sixtracks right there. You can compromise, though, and do it with a minimal lossin sound quality. Let's examine the following riff.

    crash cymbal OOOOoooooo......------------------------------------------------hi-hat xxxxxxxXxxxxxxxxxxxxxxxXxXxxxxxxxxxxxxxXxxxxxxxxxxxxxxxXxXxxxxxxhi tom ----------------------------oo----------------------------o-oo--low tom ------------------------------oo------------------------------oo

    snare ----X-------X-------X-------X-------X-------X-------X-------X-XXbass drum X-------X-------X--X----XX------X-------X-------X-------XX------

    1 16 32 48(A dash = a 64th of a measure, like a mod track.)

    A pretty basic 4 beat drum riff. We have a 16-beat hi-hat riff over a basicbass/snare combo with a few tom fills and a big crash at the start. How do wetrack this without using the needed six tracks? Easy. This is how:

    Many drum sounds are short in nature. Bass drums, some toms, hi-hats, all ofthese take about a click and a half at moderate speed (--F06). This means thatwe can put more than one sound in a track. By using overlaid sounds, we canaccomplish our goal.

    This is how I would convert this pattern to a two track drum riff:

    00 C-2 01000 C-3 05000 | 20 C-2 01000 C-3 04000 Samples:01 --- 00000 --- 00000 | 21 --- 00000 C-3 0400002 --- 00000 --- 00000 | 22 --- 00000 C-3 04000 1 - Bass Drum03 --- 00000 --- 00000 | 23 --- 00000 C-3 04000 2 - Snare04 C-2 02000 --- 00000 | 24 C-2 02000 C-3 04000 3 - Tom05 --- 00000 --- 00000 | 25 --- 00000 C-3 04000 4 - Closed HiHat06 --- 00000 C-3 04C10 | 26 --- 00000 C-3 04000 5 - Crash Cymbal07 --- 00000 C-3 05C30 | 27 --- 00000 C-3 0500008 C-2 01000 C-3 04000 | 28 C-2 01000 C-3 0400009 --- 00000 C-3 04000 | 29 --- 00000 C-3 04000

    0A --- 00000 C-3 04000 | 2A --- 00000 C-3 040000B --- 00000 C-3 04000 | 2B --- 00000 C-3 040000C C-2 02000 C-3 04000 | 2C C-2 02000 C-3 040000D --- 00000 C-3 04000 | 2D --- 00000 C-3 040000E --- 00000 C-3 04000 | 2E --- 00000 C-3 040000F --- 00000 C-3 04000 | 2F --- 00000 C-3 0400010 C-2 01000 C-3 04000 | 30 C-2 01000 C-3 0400011 --- 00000 C-3 04000 | 31 --- 00000 C-3 0400012 --- 00000 C-3 04000 | 32 --- 00000 C-3 0400013 C-2 01000 C-3 04000 | 33 --- 00000 C-3 0400014 C-2 02000 C-3 04000 | 34 C-2 02000 C-3 0400015 --- 00000 C-3 04000 | 35 --- 00000 C-3 0400016 C-2 01C20 C-3 04000 | 36 --- 00000 C-3 04000

    17 C-2 01C30 C-3 05000 | 37 --- 00000 C-3 0500018 C-2 01000 C-3 04000 | 38 C-2 01000 C-3 0400019 --- 00000 C-3 05000 | 39 C-2 01000 C-3 050001A --- 00000 C-3 04000 | 3A --- 00000 G-3 030001B --- 00000 C-3 04000 | 3B --- 00000 C-3 040001C C-2 02000 C-3 04000 | 3C C-2 02000 G-3 030001D G-2 03000 C-3 04000 | 3D --- 00000 G-3 030001E C-2 03000 C-3 04000 | 3E C-2 02000 C-3 030001F G-1 03000 C-3 04000 | 3F C-2 02000 G-2 03000

    Track 1 hold the bass and snare parts. We take advantage of the fact that a

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    rock drummer rarely hits the bass drum and snare drum at the exact same time.We use track two for an accented hi-hat and the crash cymbal.

    Comments:

    - Note that we included the crash cymbal even at the cost of a few measures ofhi-hat. The crash cymbal usually distracts the ear so it misses the high hat.Don't use this in two consecutive measures, though, for then the missing

    hi-hat becomes more obvious. To create the open hi-hat sound, we use a veryshort crash in place of the closed hi-hat. This is moderately effective. Atruly effective replacement is to replace the crash cymbal with a ride-typecymbal sound. This technique then works perfectly. Of course, you sort of losethat big crash intro. Oh well.

    - The tom is overlaid with the snare part, but the snare part takesprecedence. If you cut a snare to replace it with a tom riff on importantsnare whacks, it is very noticeable. Thus we use the tom as a fill during thebreaks of the drum beat.

    - Certain instruments have been faded in using the volume CXX command. We dothis a lot for off-beat snare and bass hits. This works really well for snare

    fills and such, so that the repeated hits don't become somewhat monotonous.Fading in drum rolls also works quite well.

    As you can see, we achieved this conversion with a minimum of headache. If youcan somehow put yourself in a conservatory mindset before you begin, that iseven better. Try to squeeze in the parts as you compose, not after.

    Ok, a few more things.

    Sometimes you want to use a beat that really isn't in 4/4. Most hip-hop beatsand some techno fall into this category. The most common is a techno beat withswing-type hi-hats. Sometimes you can do this by using a three-beat measure.

    hi-hat x-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xsnare ------O-----------O-----------O------bass kick o----------oo--o----o---o----------oo ... etc.

    (for 48 beats)

    Some beats, though, don't fall into either of these categories. A lot of rapbeats are like this. They'll use a hi-hat pattern that isn't straight 16-beat,but yet isn't swung eighth-note triplets. It's somewhere in the middle. How doyou represent this duality? Well, either use a 96-beat measure or getyourself a drum loop sample. Honestly, there isn't much way to fix thishi-hat problem. You can try to use the --EDX (delay note) to slow the hits alittle, but different trackers interpret this differently. Your best bet? ;)

    Use the sample.

    Next time, more random stuff. Maybe some chordal arrangement tips. Keepcomposing!

    - Necr s(Does my name work in normalASCII? Probably not ;O)

    IV: Visualizations

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    Does changing your name to a sexual symbol raise your musical libido?

    Can Billy Idol read one William Gibson novel and transform himself into a truehacker? Doubt it! Master DEBUG and call me back, Billy.

    Is alternative alternative anymore?

    Answers to these and more stunningly penetrating questions in the next edition

    of SiGnAlS!

    (yeah, right)

    Anyways, onto more interesting stuff. I have often wondered why MODS sound so-modlike. I know the samples contribute to the clunkiness, the rigid timestructure doesn't help, and the prevalence of techno isn't the greatest thingfor humanist music, either. But then the real answer hit me. It is impossibleto add serious vocals to a MOD. I don't mean vocals as in 'Whoo!', and 'Yougot it!', and even 'House! Techno!'. I mean serious singing. It is hard tocreate ballads and even good rock songs for this reason. To sample a vocaltrack would require a staggering amount of memory. Unless you LIKE mods thatapproach 1 meg and more, full vocals are not an option. How then, do you

    create a lead voice in your music? Instruments are one option. Flutes, synthtrumpet voices, pianos, even guitar sounds, all of these I have tried, andseem to work well. It is even possible to create the lead out of the chordsthemselves. This is tricky, but possible.

    Maybe if you used a really low sample rate and repeated a lot of vocal parts,you could add a full distinct vocal track .... well, maybe not. It seemshopeless. Don't let this stop you from creating ballads and rock songs,though. If nothing else, program every part but the vocals and let the restring in your head. The best mods suggest something more than is actuallythere. As long as the music moves you, who gives a shit about everyone else?In any case, there's bound to be someone out there that'll hear it too.

    Sorry for the meager wisdom. ;)

    More in the next issue.

    V : Conclusions

    Yep, a 15K issue. Hopefully they'll grow even bigger. However, after writing15000 characters, your fingers feel a bit sore. May delay the next issue ...ah, wouldn't want to keep your manical soul-devouring taste for good mod docsunappeased. Until the next time: We out!

    e-mail: [email protected]

    turtle-express: Necr sre: Signals

    The PsYcHiC MoNkS7958 State Route 69Oriskany, NY 13424