
<p><strong>Alive Dead Media 2020: Tracker and Chip Music </strong></p><p>1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons </p><p><strong>Arrangements </strong></p><p>See MyCourses for more details, but for now: <br>● Whoami, who’s here? ● Schedule of this week: history, <em>MilkyTracker </em>with Yzi, <em>LSDJ </em>with Miranda Kastemaa, holiday, final concert <br>● 80% attendance, two tunes for the final concert and a little jingle today <br>● Questions about the practicalities? </p><p><strong>History of Home Computer and Game Console Audio </strong></p><p>● This is a vast subject: hundreds of different devices and chips starting from the late 1970s <br>● In the 1990s starts to become increasingly standardized <br>(or boring, if you may :) so we’ll focus on earlier technology <br>● Not just hardware: how did you compose music with contemporary tools? <br>● Let’s hear a lot of examples – not using Zoom audio </p><p><strong>The Home Computer Boom </strong></p><p>● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) <br>● Affordable microprocessors, such as Zilog Z80, MOS <br>6502 and the Motorola 6800 series <br>● In the 1980s the market grew rapidly with Commodore <br>VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! <br>● From enthusiast gadgets to game machines </p><p><strong>Enter the 16-bits </strong></p><p>● Improving processors: Motorola 68000 series, Intel <br>8088/8086/80286 <br>● More colors, more speed, more memory, from tapes to floppies, mouse(!) <br>● Atari ST (1984), Commodore Amiga (1985), Apple <br>Macintosh (1984) <br>● IBM PC and compatibles (1981) popular in the US, improving game capability </p><p><strong>Not Just Computers </strong></p><p>● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. 2600 (1977), Mattel Intellivision (1979) <br>● “Video Game Crash” of 1983 ● In the 1980s Nintendo NES (1983), Sega Master System <br>(1985) and Mega Drive (1988) <br>● Connection to synthesizers and popular music of the time </p><p></p><ul style="display: flex;"><li style="flex:1"><strong>Basic Waveforms </strong></li><li style="flex:1"><strong>Noise </strong></li></ul><p></p><p>● Random noise is also a common waveform on sound chips, it’s just not regular unlike the previous examples <br>● Useful for percussion instruments, such as snares and hi-hat, sound effects </p><p><strong>Beyond the Beeps </strong></p><p>● By playing the waveform at different frequencies we get notes. The larger the amplitude, the louder the sound. <br>● Modifying the frequency and amplitude (i.e. volume) on the fly gives character to the sound <br>● Turning a waveform simply on and off makes for mechanistic beeps, as real-world sounds aren’t like that <br>● So-called <em>envelopes </em>control how the volume behaves: fading in and out at different stages. ADSR is one of the simplest ones. </p><p></p><ul style="display: flex;"><li style="flex:1"><strong>Attack, Decay, Sustain, Release </strong></li><li style="flex:1"><strong>Experiment with Waves and </strong></li></ul><p><strong>ADSR </strong></p><p>● <a href="/goto?url=https://www.keithmcmillen.com/blog/making-music-in-the-browser-web-audio-midi-envelope-generator/" target="_blank">https://www.keithmcmillen.com/blog/making-music-in-th </a><a href="/goto?url=https://www.keithmcmillen.com/blog/making-music-in-the-browser-web-audio-midi-envelope-generator/" target="_blank">e-browser-web-audio-midi-envelope-generator/ </a></p><p>● Let’s try in practice how different basic waveforms sound like and how applying ADSR changes them <br>● Might not work on <em>Chrome</em>, try <em>Firefox </em>or some other browser </p><p><strong>Real-World Sounds </strong></p><p>Example of speech from the Aalto University Wiki </p><p><strong>Let There Be Sound! </strong></p><p>● Sound was not a priority on the earliest computers – some didn’t even have any sound capabilities <br>● Not necessarily for games, but for warning beeps ● Game consoles, obviously, were a different ballgame ● <em>Rate generators </em>– one or multiple channels of square wave audio <br>● Usually just one feature of a <em>clock chip </em>● A capacitor filters the sound and rounds it ● Often just 8 bits (256 different values) for the frequency </p><p><strong>The PC Speaker </strong></p><p>● For long the standard PC sound device ● One-channel square wave audio from the clock chip, no volume control, just the frequency <br>● Quite different implementations across machines ● Tricks: arpeggio, vibrato, even digitized audio using <br>Pulse-Code Modulation (computationally expensive) </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=JzfDOD4q0Kk" target="_blank">https://www.youtube.com/watch?v=JzfDOD4q0Kk </a>● <a href="/goto?url=https://www.youtube.com/watch?v=izadA3nSPbk" target="_blank">https://www.youtube.com/watch?v=izadA3nSPbk </a>● <a href="/goto?url=https://www.youtube.com/watch?v=wivtSeGr_T8" target="_blank">https://www.youtube.com/watch?v=wivtSeGr_T8 </a></p><p><strong>At Times not Even That </strong></p><p>● Sinclair ZX Spectrum – a popular British home computer <br>(1982) <br>● Commonly used for games, but: no sound chip, not even a rate generator <br>● The processor can switch the output on or off: even continuous beeping is heavy. Small internal speaker. <br>● Pulse-Width Modulation (PWM), interleaving </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=BgUzteADsRI" target="_blank">https://www.youtube.com/watch?v=BgUzteADsRI </a>● <a href="/goto?url=https://www.youtube.com/watch?v=2lacCH2h70w" target="_blank">https://www.youtube.com/watch?v=2lacCH2h70w </a></p><p><strong>Programmable Sound Generators </strong></p><p>● Separate sound chips with features like: multiple channels (3 typical), volume control, different waveforms, envelopes <br>● Still not possible to play digitized audio directly: processor-intensive ramping of volume up and down, amplitude modulation possible <br>● Used on most 8-bit home computers and game consoles <em>● Chip music </em>usually refers to this era, either the real hardware or just the general style </p><p><strong>General Instrument AY-3-8910 </strong></p><p>● Or simply just “PSG” ● A typical representative of its kind: three square-wave channels, volume, noise and envelopes <br>● MSX Compatibles, Sinclair ZX Spectrum 128k, Amstrad <br>CPC, Intellivision, <em>but also </em>the 16-bit Atari ST </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=-TB3j8rlQrU" target="_blank">https://www.youtube.com/watch?v=-TB3j8rlQrU </a>● <a href="/goto?url=https://www.youtube.com/watch?v=ohxzj7rBTDg" target="_blank">https://www.youtube.com/watch?v=ohxzj7rBTDg </a></p><p><strong>MOS Sound Interface Device (SID) </strong></p><p>● Used on the Commodore 64 ● Two models: 6581 and 8580 ● More capable than most PSGs: selectable waveforms, <br>ADSR envelopes, variable pulse width, programmable analog filter and more <br>● Plenty of famous tunes and composers (see HVSC) </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=nhQIotlAxW8" target="_blank">https://www.youtube.com/watch?v=nhQIotlAxW8 </a>● <a href="/goto?url=https://www.youtube.com/watch?v=k6xhfDLaVtU" target="_blank">https://www.youtube.com/watch?v=k6xhfDLaVtU </a></p><p>● Couldn’t get a SID composer to teach this week, sorry :) </p><p><strong>Meanwhile in Japan... </strong></p><p>● Well, not just Japan, but rather typically so :) ● Frequency modulation (FM) based chips by Yamaha ● A selection of (sine-based) waveforms whose frequency is modulated by another oscillator <br>● Complex devices with effects and ADSR envelopes ● Many Japanese arcades, Sega Mega Drive, but also Adlib and SoundBlaster sound cards for the PC computers </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=B2aaSG3ICd0" target="_blank">https://www.youtube.com/watch?v=B2aaSG3ICd0 </a></p><p><strong>Enter the Amiga </strong></p><p>● Commodore’s 16-bit machine (1985), Amiga 500 (1987) very popular in Europe <br>● Extensive graphics and sound capabilities for the time ● <em>Paula </em>sound chip: no built-in waveforms, but 4 channels of 8-bit digital (PCM) audio with frequency and volume setting <br>● Stereo sound ● Real instruments from synthesizers, instruments and your favorite albums <br>● At times called wavetable synthesis </p><p><strong>Amiga (cont.) </strong></p><p>● The <em>tracker </em>paradigm dominant on the Amiga, tightly reflects the hardware capabilities <br>● Used for professional music production too ● Digitized samples use much more memory than chip music, Amiga typically had one megabyte(!) <br>● Playing speech or other “real” sounds no more difficult but a standard feature </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=GLMhBE99byM" target="_blank">https://www.youtube.com/watch?v=GLMhBE99byM </a>● <a href="/goto?url=https://www.youtube.com/watch?v=Hzx8imUo9kU" target="_blank">https://www.youtube.com/watch?v=Hzx8imUo9kU </a></p><p><strong>And Then </strong></p><p>● From 8 to 16-bit samples, CD quality ● Amiga-like wavetable cards enjoyed a momentary success in the mid-1990s: Gravis UltraSound (1992) and SoundBlaster AWE32 (1994) <br>● Quickly growing processing power made wavetable chips obsolete <br>● Now simple chips that can just play back digital samples ● Intel’s AC’97 standard (1997): surround sound and 48 kHz sampling rate </p><p><strong>Making Music </strong></p><p>● What about tools? How did you <em>compose </em>music? ● Initially no particular tools, game music was commonly composed by programming in machine language in the mid-1980s </p><p>● <a href="/goto?url=https://www.1xn.org/text/C64/rob_hubbards_music.txt" target="_blank">https://www.1xn.org/text/C64/rob_hubbards_music.txt </a></p><p>● The musician was often an external person ● Some home computers let users do simple music using the built-in BASIC programming language (=main user interface of the machine) </p><p><strong>Back to 1983 </strong></p><p>● We’re sitting at the living room with our shiny new MSX computer and trying to make it play music </p><p>● WebMSX <em>emulator: </em><a href="/goto?url=https://webmsx.org/" target="_blank">https://webmsx.org/ </a></p><p>● Create music using the <em>play </em>command ● Use an external text editor (not Word or Google Docs) to edit the command and then copy it with alt-b to the emulator – or just use the text box directly <br>● When done, copy paste it to the Drive </p><p><strong>Music Macro Language </strong></p><p>● Basic syntax: </p><p><strong>play"notes","notes","notes" </strong>(you can have up to 3 </p><p>channels playing) <br>● Quotation marks must be like this: " </p><p>● Notes: cdefgab, # can be used for sharp notes ● Specify the length with a number: c4, 1=full note, 2=half note and so on <br>● Much more here, if needed: </p><p><a href="/goto?url=https://www.msx.org/wiki/PLAY" target="_blank">https://www.msx.org/wiki/PLAY </a></p><p><strong>Concert </strong></p><p>● Let’s listen to what the others have composed ● Copy paste from the Google Doc and try to figure out how they did it </p><p><strong>Emerging Tools </strong></p><p><em>Soundmonitor </em>(1986) by Chris Hülsbeck for the C-64 </p><p><strong>The Tracker Paradigm </strong></p><p>● The roots of the <em>tracker </em>composing paradigm can be seen </p><p>on <em>Soundmonitor </em>already </p><p>● Trackers evolved considerably on the Commodore Amiga and were the dominant way of making music, both in the hobbyist and professional circles <br>● Particularly characteristic software for the demoscene community <br>● Tomorrow you’ll get to try <em>MilkyTracker </em>yourself. </p><p>● <a href="/goto?url=https://www.youtube.com/watch?v=dKvreHmHKds" target="_blank">https://www.youtube.com/watch?v=dKvreHmHKds </a></p><p><strong>Tracker Basics </strong></p><p><em>The Ultimate Soundtracker </em>(1987) by Karsten Obarski </p><p><strong>Another Tracker </strong></p><p><em>FastTracker II </em>(1994) by Triton for the PC </p>
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