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To write this pat}tern, you would only have to plot pulses one through eight, place the cursor on the ninth pulse and press SHIFT and INVERSE. } The computer does the rest. Pressing the TAB key selects the length of the pattern that you are editing. The lengths rang}e from "FULL" to "SHUF" to "HALF." A FULL pattern contains 32 pulses. This is the mode used for most music and is the defau}lt value for all the patterns when the program begins. The SHUFfle mode is used for waltz patterns where there are three, in}stead of four, beats per measure. This mode sets the length to 24 pulses. The HALF mode retains the same timing scheme as t}he FULL mode, but is only 16 pulses long. This allows a finer degree of song control by offsetting the rhythms one measure, }making room for intros, fill-ins, etc. The length of the pattern can be defined as the timing "signature." A signature of }3/4 used for waltzes and shuffles would be the same as a length of 24 pulses (the "SHUF" mode), while a typical rock 4/4 sign}ature would be 32 pulses long (the "FULL" mode). Each pattern has its own individual tempo and signature. This allows you }to put a waltz interlude in the middle of a swinging jazz sequence, or to speed up a rock song during a hysterical instrument}al. The tempo for each FULL or HALF mode pattern ranges from about 37 Beats Per Minute (BPM) to about 300 BPM and can be inc}reased or decreased by pressing SELECT or SHIFT-SELECT respectively. The tempo reading for the SHUF mode is greater because }there are only 3 pulses per beat instead of 4. You may notice that the tempo changes in greater increments as the value incr}eases. This is because THE RHYTHM COMPOSER uses the Atari's built-in clock to keep track of time. This clock only changes e}very 60th of a second, so - at 4 pulses per beat - the finest control over beats per minute is 4/60 of a second long. When p}laying rapid music, this can be quite a long period of time. The only way to overcome this obstacle would be to use delay lo}ops in the program. This, however, could cause unpredictable results so I opted for the internal clocks to keep the beat ste}ady and reliable. Pressing T will call up the pattern data transfer window. (Whenever you select one of these windows, the} pattern drawing area will dim, indicating that you are no longer editing the pattern.) This function will transfer the data} of the pattern you are editing into the memory of any other pattern. The computer will check to make sure you want to do th}is before proceeding because it will write over anything that is already there. If you want to listen to hear the pattern y}ou are editing, simply press OPTION.SECTION 2: EDITING THE SONG Press ESCape to enter the song editing mode. The patter}n area will dim and the bottom window will display four lines of song data space. The song data indicates the order in which} the patterns that you have created will be played. Whenever you press START, the computer will start at the beginning of t}he song and play the patterns in the order you program until it either reaches a space, an "E", or the 128th block (a block i}s one pattern place). A space will tell the computer to go back to the beginning of the sequence. An "E" will cause the com}puter to stop playing and return to the pattern editing mode. If the computer reaches the end of the 128th block without a s}pace or an E, it will start over at the beginning. You may stop a song at any time by pressing any key. If you are just st}arting out, the song data should be set to play pattern number one over and over. You should see a "0" in the first place of} the song data, and nothing to the right of it. If there were an "E" immediately to the right of the "0" then the computer w}ould stop after playing that pattern. Use the arrows to move the cursor around the data windows, and press any number from }zero through nine to put that pattern in the song. Press the space bar or E to plot either of these. There are a number of} special editing keys in this mode. Pressing SHIFT-DELETE will delete the data from the position of the cursor all the way t}o the end of the song. SHIFT-CLEAR will clear the entire song area and restore it to the default setting (Pattern 0 over and} over). In case you really didn't want to do that, SHIFT-INSERT will recover the data you just trashed. CTRL-INSERT will in}sert one space at the position of the cursor, moving the data to the right forward. CTRL-DELETE does just the opposite, remo}ving the data underneath the cursor and moving the data to the right one space to the left. Press RETURN to go back to th}e Rhythm Composer main screen. --SECTION 1: EDITING PATTERNS The patterns are the basis of your song. Different patterSECTION 3: DISK FUNCTIONS To find out what is on a data disk, just press C (for Catalog) when it is in the drive. The pa}ttern section will dim and the computer will request the type of directory you want. You may either choose a list of RHYTHM }COMPOSER files or a list of SOUNDESIGNER files. The screen will go blank for a second and then catalog of all the selected f}iles on the disk will be displayed. When the list is complete, you may press P to print it out or any other key to go back t}o the pattern editing mode. If there is a song on a disk that you would like to load, press L and you will be in the Load S}equences screen. The computer will ask you for the filename (which can be found using the Catalog function). The filename c}an be anywhere from one to eight characters long. Press RETURN after you have the filename typed. (If you press RETURN with}out typing anything, you will go back to the pattern editing mode.) The computer will then load the sequences into memory an}d return to the pattern editing mode. To save data, first press S to enter the Save Sequences Mode. You will then be asked} for a filename 1-8 characters long. If you enter a name that is already on the disk, the computer will ask you if it is oka}y to replace it. The screen will go blank for a moment, and then you will be back in the pattern editing mode. If you have }not received any error messages at this point, your data will have been saved correctly. To get sounds from the disk, first} find a filename you want from the catalog. Then press G to enter the Get Sound mode. Type the filename you have selected a}nd press RETURN. The computer will make sure it is there and then ask you where to put it (sound memory slots 1 to 6). Pres}s the corresponding number and the computer will load that sound into memory in that spot. Try substituting sounds for other}s and playing the same sequence. Pressing SHIFT-CTRL-D will load and run the DUP.SYS file in drive 1. This is for standard} DOS functions such as formatting blank disks for file storage, renaming files, etc. CAUTION: going to DOS erases the data i}n memory. Be sure to save before usng SHIFT-CTRL-D. Once you are done with DOS, you may directly return to either THE RHYTH}M COMPOSER or SOUNDESIGNER. First press L [RETURN]. Then type either "RHYTHM" or "SOUNDES" and press RETURN. After you hav}e gone to DOS once, all you have to do is press SYSTEM RESET to return to it. Pressing SYSTEM RESET before doing this functi}on once will simply cause the computer to cold start and boot any disk which is in the drive at the time. Pressing SYSTEM RE}SET at any time will erase the contents of memory.Warning! You're getting into the technical stuff!!!SECTION 4: PRINTING}The RHYTHM COMPOSER will print data out to a printer that is hooked up to your computer and is capable of printing 40 or mo }re columns. First, the data that you wish to print must be saved on disk. There is a BASIC file on the disk entitled "PRINT }OUT.UTL" that loads and prints standard RHYTHM COMPOSER disk files. Simply go to DOS, by pressing SHIFT-CTRL-D, and use func }tion O to move this file to any of your own working disks with DOS on them. When you want to print data, boot the computer w }ith BASIC installed and type: RUN"D:PRINTOUT.UTL [RETURN]and then follow the prompts within the program. If you want } to stop the printing process, press the space bar and you will be returned to the data selection menu.SECTION 5: SOUNDESIG}NER While in THE RHYTHM COMPOSER, press D to enter the Design Sound Dynamics mode. Press D again to load the SOUNDESIGNER}, being aware of the fact that whatever you are working on with THE RHYTHM COMPOSER will be erased from memory. The message,} "Please Wait" will appear and the program will load and run automatically. Once the program has loaded and the title appea}rs at the top of the screen (in the Command Bar), press the space bar to enter the "active" mode. Now you are free to choose} from the options that have replaced the title in the command bar. To choose an option, just press the first letter of that }option. The first five are the sound parameters themselves. They are represented as follows: A, Coarse Pitch; B, Fine Pitc}h; C, Volume; D, Voice; and E, which controls Filter and Clock Speed. More on these later. The next option, "Get," simply} gets a file from disk, decodes it, and then draws it in the parameter windows. The "Keep" function stores a sound on disk f}or later use with THE RHYTHM COMPOSER. When Keeping a file, you will be asked for a "Tag." This is what shows up in the sou}nd key during use with THE RHYTHM COMPOSER. The "Catalog" function (called by pressing *) displays all of the SOUNDESIGNER f}iles that are on the disk in drive number one. Press any key to scroll through up to 64 files per disk. "Hear" is a pretty} obvious function. It allows you to listen to what you're working on. The "New" function is very dangerous. It zeroes out }whichever area you select. After pressing N, you are asked if you want to "new" each separate parameter A-E, Omni (everythin}g), or None - just in case you didn't mean it. "ESCape" is even more dangerous. This will reboot the system, erasing every}thing in memory upon verification. It's perfectly safe, however, if you have already saved your sound and wish to go back to} THE RHYTHM COMPOSER to try it out. The parameters are fairly self-explanatory. Coarse Pitch gives you a broad general con}trol over the pitch of your sound, while Fine Pitch allows you to fine-tailor your sound. Volume controls when your sound is} on and how loud it is at that time. The Voice parameter may take a slight familiarity on your part with Atari sound. The  }levels on the graph pertain to the "distortion" value in a standard BASIC sound command ("SOUND n,n,distortion,n"). A voice !}of 10 is a pure musical tone, while a voice of 8 is what is called "white noise," a hissing sound which, at high pitches, may"} sound like a steam leak and, at low pitches, may sound like an explosion. Generally, the usable voices are the even numbere#}d ones. You can, however, make a speaker "pop" by using voice number 1. This is useful for producing a bass drum sound, whe$}re the main element is a thrust of air. The last parameter, which controls the "AUDCTL" register, allows you to filter pure%} tones. It will also change the speed of the clock which generates the pitch of the sound. Normally, the Atari sound clock &}runs at 64KHz (64-thousand pulses per second). You can slow it down to 15KHz or speed it up to 1.79MHz (1.79-MILLION pulses '}per second). I designed this program to allow myself the control that I had always wished I had over the POKEY chip within (}the Atari ("Pokey?" -that's the name of your Atari's custom sound chip). You can create some astounding effects by just fool)}ing around with all of the little idiosyncrasies found on the POKEY chip. If you feel the least bit frustrated while trying*} to design that awesome sound which you need, find one that sounds somewhat like it on the master disk. Use that as a starti+}ng point and simply alter it!To find out what is on a data disk, just press C (for Catalog) when it is in the drive. The pa The disk contains 24 sample sounds that you may "Get" and examine. They are as follows, alphabetically:BASS Bass dr-}umBASS2 Bass with a long decayBASSHAT Bass and high hat in one! BOOM A quick explosionCLAP Hand clapsCOWBELL.} Is that Bessie comin' in?CRUNCH Watch your toes!DRIP Fix that faucet!HIHATC Closed high hat cymbalHIHATE Elec/}tric high hat cymbalHIHATO Opened high hat cymbalHISS Useful for fade-insHITOM High pitched tom-tomLASER Duck0}!LOTOM Low pitched tom-tomMDTOM Medium pitch tom-tomBHCONT BASSHAT continuedREST Take a breatherSNARE Sna1}re drumSNARE2 Snare - school band typeSNARE3 Snare - high pitchSNARE4 Snare - low pitchSTATIC Juicy, staticy soun2}dTAMB TambourineWOOD Wood block There are also sample sequences for you to load. They all have the same filenam3}e format, "DEMOx" where x is the demonstration number. The last sequence file, "CLEARALL," does just that! -- HELP4}FUL HINTS --If you happen to be writing a song that you have no beat for yet, you may want to follow these basic guidelines5}.First of all, write your general pattern, the pattern that is played throughout most of the song. Be conservative, if you6} write a real fancy basic pattern, there will be no impact when you want extra expression later.Next, transfer that pattern7} into another pattern memory. Now, in this new pattern, you can add fancy fringes to your pattern for fill-ins or "impovisat8}ionals." For intros or lead-outs, you may want to delete certain parts of your pattern.Before you write a beat, figure out9} the melody you will be playing along with it. This will make sure you create a beat with the right "attitude" for the song.:} You wouldn't want a break-dancing beat in a ballad, or would you? -- TROUBLESHOOTING -- If you are having probl;}ems with disk or printer functions, not to worry! Here is a list of all conceivable errors:130 - Nonexistent Device - Make<} sure your printer or disk drive is hooked up properly.136 - End of File - Somehow, what was supposed to be in the file is =}not. There is no recovery.138 - Device Timeout - Check the connectors to your printer or disk drive because it's not respo>}nding to the computer.139 - Device NAK - Some information was garbled along the way, try it again.140 - Serial Frame Erro?}r - This is a very rare error but is quite serious. It means that the communication from the device to the computer is garbl@}ed. If it happens more than once, have your equipment checked.143 - Checksum Error - More garbled info. Try it again.14A}4 - Device Done Error - The device is unable to follow your commands. Make sure that the disk you are writing to doesn't havB}e a write-protect sticker on it and that the door or lever is closed.162 - Disk Full - No more room!164 - File Number MisC}match - The structure of your load file has been damaged. Try it again, otherwise that file is a goner.165 - File Name ErrD}or - Your filename has illegal characters in it. It can only have capital letters and numbers and the first character cannotE} be a number. Reenter the filename.167 - File Locked - The file you tried to write over is locked.169 - Disk (Directory)F} Full - You already have 64 files on that disk. No more room!170 - File Not Found - The file that you tried to load is notG} on that disk.tains 24 sample sounds that you may "Get" and examine. They are as follows, alphabetically:BASS Bass drB'DOS SYSB*+DUP SYSB-UAUTORUN SYSB FONT SETB3DOC 000B4DOC 001B:DOC 002B,DOC 003