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Messages - 8ch

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1
MilkyTracker Feature Requests / Delay when rendering
« on: April 09, 2012, 17:34:50 »
Hi.
When rendering to wav (file or sample) there's a short 20 ms gap before the audio starts. Even without volume ramping or interpolation. When rendering loops for example, you'll have to cut these gaps manually which is kind of tricky and sometimes a lot of work to do. Sometimes i'm rendering my patterns to a new sample slot in order to be able to add some effects to it and it's getting a little inaccurate when using multiple renderings. I know i can export them and "find beats" as in cooledit or freecycle, but it's gererally getting me out of the flow. It seems to me as if it's not always 20 ms (885 in decimal ?). Do you think you in a future version you could change it so that the audio starts instantly? Or do you know a way (a script or something) to automate cutting the gaps?
greets!
-eight

2
MilkyTracker Community / milky community impro mix 2
« on: March 06, 2012, 01:44:33 »
Hi!
i made a new mix (~16'30") today using the following tracks (in order of no order):

http://dl.dropbox.com/u/20793491/milky_community_impro_mix_2.ogg

One Must Fall 2097 theme by Dimon
Swamp Sex Robot by houzatosis
HappyChoon by Moki
15 taxis on a hill4 by houzatosis
5onit by MexicanSunflowe
DFAC_0.2 by Longcat
hurr milky by MexicanSunflowe

mixed in milkytracker and trimmed to 140/5 (bpm/spd). Hope you like it!
Hugs to the composers!! Your source files are attached to this post.

Please excuse the fade-in, i forgot to "press record on tape"...

btw: i didn't cut anything. This is the original mix with all the mixing-errors left in C=) 64
.

3
MilkyTracker Community / Re: _Community Mixtape_
« on: February 26, 2012, 18:42:19 »
do you find it fun/intuitive to dj in milky?

yes, both =)
thanks for your feedback.

4
MilkyTracker Support / Re: Autoscrolling?
« on: February 26, 2012, 18:37:05 »
hit the tiny F at the top of the screen, next to "peak" or use CTRL - F

5
MilkyTracker Support / Re: How to make delay
« on: November 05, 2011, 22:04:45 »
A simple delay effect can be made by doubleing a channel and letting the second channel play at a slight offset at a lower volume. For example:

Code: [Select]
Channel 1         Channel 2

00 C-4 -1 -- ---  --- -- -- ---
01 --- -- -- ---  --- -- -- ---
02 --- -- -- ---  C-4 -1 20 ---
03 --- -- -- ---  --- -- -- ---
04 --- -- -- ---  --- -- -- ---

6
MilkyTracker Support / Re: It sounds out of tune
« on: November 05, 2011, 21:54:01 »
I guess you need to (fine)tune them. Can you post an example here?

7
MilkyTracker Support / How insruments are made
« on: September 20, 2011, 21:03:22 »
Hi.
Some examples are attached to this post. Even though i cannot help you to find the right type of samples you are looking for, there are a number of software synthesizers to produce nice samples with. For example ZynAddSubFX or Sfxr.

My examples are using a drumloop to demonstrate how instruments can be set up in milkytracker. The example loop (funky_br.wav) is included in the zip file. It's the same that i used in  this post (http://forums.modarchive.org/index.php?topic=3110.0) to try to explain how the 9xx effect command is used. Could be of interest for you. ;D

Please take a look at example 1 first. The loop is cut up into "one-shot-samples", "single-hit", chunks of audio... Each "hit" of the original sample-loop is placed in a seperate instrument-slot ("the traditional way"). The important part is the note-column. You see, all notes are the same, C-4 or F-4. All these instruments are tuned to the same relative-note (in the instrument editor) and create this wonderful natural sloppy sound when placed on step 0, 2 ,4, 6 etc...

Now please open the second example. This example sounds much like the first one, but is using only one single instrument, which includes six individual samples. The same samples as in example 1, but this time the samples are loaded into different sample-slots _of the same instrument_ instead of each sample loaded into a seperate instrument.

The difference is that each "hit", each sample, is now mapped to a different key on the keyboard. If you got a midi keyboard this would be C, D, E, F, G, A. On a regular computer keyboard it would be QWERTY or QWERTZ (on my germanski keyboard). Please note, they're only mapped to octave 4 in this example. All other keys and octaves still play sample number 0 (the default 'first' sample) ...in its respective relative note...

Try to observe what is going on in the instrument editor (CTRL-I) and the sample editor (CTRL-S) when playig a song or a pattern. Try to get a feeling for how samples need to be cut in order to work with what you try to arrange. Observe the virtual keyboard at the bottom of the instrument editor. On the left side there are two switches. One is "Play" and the other one is "Edit". Hit these buttons to toggle between edit-and playmode. When "edit" is activated (pressed), you get an overview of the "sample-mapping", of which sample is mapped to which key. When "play" is pressed you are to hit the keys with your cursor and "jam-in" notes or just play without entering notes to a pattern.

In example number 3 i mapped the samples to all octaves, though some keys remain "default". Transposing the channels by octave up or down would trigger "the right sample".

Now try to transpose the channels (the notes) note-by-note. You can use the SHIFT-F1/F2 shortcut to transpose the currently selected channel (the one the cursor is in). Resulting in funny variations.

How are samples mapped to different slots in a single instrument:
The example uses six different samples mapped to sample slot 0 to 5. First of all load in your samples into the sample list (right next to the instrument list). It's a little tricky here since previewing (prehearing) your samples by hitting a key on the keyboard needs remapping first. By default all keys play sample number 0 (the first one). You need to map sample 1 (the second one) to a different key (for example D-4) in order to hear that sample.

Go to the instrument editor (CTRL-I), press the "Edit" button (by default it is already pressed). Each key on the virtual keyboard has a tiny number printed on it. That's the sample-number. By default all keys have a "0" printed on them. Now select sample 1 (or any other from your sample-list) and mouse-click the virtual-key that you wish the sample to be mapped to. You see the "0" turns into a "1" or "2" or any other number (up to "F" = "16"). You can even press and hold the mousebutton and "slide" across all keys on the keyboard to quickly remap to another sample.

Setting up instruments can take some time and nerves. You need to adjust the relative note of each sample (in the instrument editor). It's a lot of clicking and switching between the differnt editors. But once you got it done it feels good ;P Personally i don't use this type of multi-instruments very often, so if i did something wrong here don't shout at me...

This type of instruments can be very powerful. Especially for large-scale guitar-and synthy arrangements where you want to conserve correct pitch-and ADSR parameters (aka envelopes), as well as for drum-sets. A C-3 piano can sound like mikey mousse on crack when played at C-7.

Anyway, if you got any questions simply ask.

8
glad to see it was helpful. though i made a mistake: the resampled instument's size is not 64 kb but 128 kb. 64 kb is for 8 bit samples...

9
oh sorry, of course, you're right again ;)

please take a look at the attached example. you can see a typical 16 steps loop is loaded into intrument 1. the loop is in 44.1 khz, mono, 16 bit. milkytracker automatically finetuned this sample to "-28" and adjusted the relative note to F-6 (+29). this makes C-4 the "base-note" or default note. that means you play the original loop in it's original speed/pitch (so to say) by entering a C-4 note. C-3 would half the pitch (making the loop play twice as long) while C-5 doubles the pitch (making the loop play twice as fast as a C-4 note)...

you can see that the sample-size for instument 1 is 1B6C0 in hex (roughly 220 kb). you can see this in the bottom right corner in the sample editor where it says "length". a tiny "h" is printed there. you can hit the "h" to cycle through hexadecimal, decimal and time display. but let's stick to hex in this case (make sure the "h" is visible).

leaving the size as it is won't allow you to use full-scale 9xx effects here (as descibed above). in order to use full-scale 9xx effects you need to "shrink" the sample-size to 64 kb (or 10000 in hex). the resampler (which is a native feature in milky ;) will do the job. simply right-click into the waveform, select "advanced" and "resampler..." and you're in the resampler dialog. now adjust the relative-note value (or any other) until the "new size" value is below 10000. something like FFDF or so. FFFF is hard to get but would be the optimal size. just try and see what you get and remember there's an undo button in the sample editor ;) hit OK and you're done.

ok, now back to the example loop. the loop's bpm is somewhere around 94. you can adjust the song's bpm value to 94 and notice that it is almost perfectly looping without further finetuning and all that. also try 188 bpm and 47 bpm (i did that for you in the example file).

while instument 1 is the original, unaltered sample, instument number 2 is the resampled one (FFDF). a 96E command on instument 1 would play the loop starting with the "snare". you can see that in the example pattern. the same 96E command played on instument 2 would start from somewhere near the second "drum" in the loop. so you cannot use the same 9XX commands for both instuments, because instrument 1's size is above the range of the 9XX command. a 9FF command (the maximum) on instument 1 will leave you somewhere 3/4 far in the loop while a 9FF on instument 2 is useless because the sample size is just below FFFF hex (10000 in decimal).

it is very important to do all the resampling and finetuning BEFORE you start entering 9XX commands.

now, with the resampled instument 2 you have full control over each of the 256 possible offset values (9XX). ok, i know 2 values are missing in this case ;) in reality you don't need to be that precise. normally you would just need to know which offset is the "kick", "snare" and "hihat" (depending on what kind of sample you want to use, but i'm talking about drum loops here).

this is a very simple example. the next step would be to adjust the pitch of the loop to your song. let's say your song is in 125 bpm and the loop is in 94 bpm. in this example your "base-note" would then be F-4 in order to make a smooth loop (more or less)...

you see it is acctually quite easy (but difficult to explain). when entering 9XX commands it is a good idea to have the sample editor open so that you can see which value triggers which offset in the sample. place your cursor on the note and use the ALT-SPACE shortcut (press and hold). once you release the keycombo you'll be thrown back to where you came from. once you got the "right" offset values it is just a matter of copy and paste...

"funktempo" is sometimes called "shuffle" in other (commercial) programs. it is not a feature but a trick that trackers sometimes use to create a dynamic shuffle rhythm. it is easily done by placing a couple of FXX commands on every row in the pattern like this: F07, F03, F07, F03, F07 and so on. this would produce some kind of reggae-style emphasis on every even row. if, for example, your loop plays just a little longer than 94 bpm, but too short for 95 bpm you could try 94.5 bpm using funktempo.


10
For example, if I were to tune a drum loop at C-4 to play for an even four beats, would this now mean that C-5 would play two beats (doubling the speed evenly) and C-4 would play eight (halving the speed)?

that's right. except for C-6 playing eight, not C-4...
it is generally a good idea to make the loops as small as possible. 16 steps (or beats, as you say) is a good average. better 8 steps. using the resampler trick as raina described is very useful. i usually resample to values just below 10000 (don't want to go too crazy about this). if, after finetuning, resampling and finetuning again your loop just don't want to fit in, sometimes funktempo could be a solution.

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