TRANSCRIPT OF SID CLASS NOV. 8: Welcome to the SID class! Each of you signed up for this class with one thing in common -- you like SID music. That is actually the only pre-requisite needed. We'll be learning how to create SIDS -- from the very beginning all the way to the complexities of SID Stereo files. If you already know how to build SIDS, then please bear with us these first couple of classes. If you're a rank beginner to SID music, feel welcome here. We were all new once, and each question that ::you:: ask has been asked by everyone at some point. Don't be shy -- asking is essentially the real way to learn. In tonight's class we will cover several areas. I assume each of you has the Sid Editor now. This is the program that we create the music with. If you've taken a look at the Editor, you'll understand that it's a pretty complex program. The Editor is broken into 3 separate screens: the editing screen, the command screen, and the display screen. The Editing Screen is where is notes of the music are entered, the key signature and the time signature are set. You can enter music by either joystick control or keyboard control or a mixture of both. The command screen is where the parameters for the voice are set. The C64/128 has one sid chip, which has 3 voices. Since it is a synthesized chip, each voice can be set separately to achieve a full sound. The display screen will show the parameter settings for each voice, illustrating the changes in the voice settings as the song plays. The Enhanced Sid Editor contains some commands that aren't included in the first Editor. The public domain sid players cannot play SIDS that contain these "enhanced" commands. The "enhanced" commands are: PVD RDN SRC HLD PVR DST SCA P&V MAX RUP RTP UTV LFO There are three essential characteristics of sound: vibration, waveform and volume. The rate of vibration is called "frequency" and determines the pitch of a sound. The waveform determines the tone or timbre of a sound. Square, triangle and sawtooth are common basic waveforms. The volume of a sound changes levels over a short period, and is called an "envelope". The envelope consists of four parts: attack, decay, sustain and release. During the first 3 parts, the volume rises to a peak, then falls to a sustain level. As the note is released, the volume fades to silence. The easiest way to study the envelopes of a SID is to load the .mus file into the Sid Editor and take a look at how the SID was made. Note how the artist changes the voice envelopes to put emphasis on certain measures. Become familiar with what different "feelings" each envelope setting can lend. Experiment is the key here. You can take a SID artist's envelope settings and use them exactly the same in your own sids, and chances are the SID will fail. This is due to many factors, including tempo and note duration. Keep in mind that voice envelope settings work best if they are chosen for ::that:: particular song. With care, you can put emotion into a song merely through your choice of envelopes. One more characteristic of envelopes is the release point .. the PNT command. Note durations are dealt with in terms of time units called "jiffies". One jiffy lasts for about 1/60 second. The faster the tempo, the shorter the jiffy duration. The PNT command specifies how many jiffies from the end of a note the release should begin. The higher values of PNT will give you a more pronounced staccato effect, the lower values give a more legato affect. A PNT setting of 0 will sound as if a tie has been placed on each note, smoothing one note into another. If you set the PNT too high, small duration notes are apt to be lost. Therefore, PNT will differ from song to song ... even ::within:: a song. Again, remember that you are dealing with a synthesizer chip. You can change envelope settings at any point during a song, even every few notes if you want to. Sheet music will show you the key signature of that song. Beside the clef symbol (the large symbol on the left side of the top staff of music), you might see a number of sharps (#) or flats (b). You don't have to know what the key actually is, just count the number of symbols there. On the editing screen, use the Commodore key and the + key for sharps (#), and the Commodore key and the - key for flats (b). Hold down the Commodore key and press the appropriate key the same number of times it appears on the sheet music. This will set the Sid Editor to the appropriate key. It's the ::first:: thing you should do when creating a SID. If no sharp or flat symbols are written beside the Clef, then the music is in the key of C -- which is the default key of the Sid Editor. A song is a sequence of notes of different pitches and durations. These notes are dealt with in groups called measures; each measure consists of the same number of beats -- four is most common. A measure is formed on the sheet music by a line called a "bar". Measures are mainly for organizing and reference. A good idea for beginners is to number your measures in pencil on the sheet music. This will help you keep track as you enter the notes, and will aid you in referring back to certain measures. Usually sheet music contains a repeated phrase. Sometimes the repeat phrase will contain a second ending that is different from the first. And sometimes the phrase will be repeated with ::no:: changes. The Sid Editor has two commands which support repeats and will make your life a lot easier! The simplest form of repetition is when a group of measures repeat immediately after they are played. You can spot this on sheet music by special symbols. It saves having to write the notes twice. The symbol which marks the beginning of this simple repeat consists of two vertical lines followed by two dots at the beginning of a measure. The end of the repeat is marked by the same double lines, but the dot comes :before: the lines. When the music plays and the first symbol is reached, playing continues as usual. When the second symbol is reached, playing jumps immediately :back: to the measure which contained the beginning repeat symbol. Then when playing again reaches the second symbol, it is ignored and playing continues with the next measure. This is where the HED and TAL commands enter. HED stands for "repeat head", and the number you place for this command tells how many times the phrase will be repeated. In a standard repeat, the phrase is repeated once, meaning that the sequence is played a total of two times. Thus, you'd normally enter the number 2 for the HED command. The HED command is placed at the :start: of the measure that contained the beginning repeat command. The TAL command (repeat tail) has no data value, but the Editor requires that you enter a number. You can type any number from 0 to 9. When the Editor or Player encounters the TAL command it knows the repeat phrase ends at that point. The TAL command is placed at the ::end:: of the measure that contains the ending repeat command. Think of it as a loop -- the music plays a phrase, loops back to the beginning and repeats the phrase, then moves on. Instead of re-entering all those notes to repeat the phrase, the HED and TAL command do it for you. Another useful application of the HED command is to make a note repeat numerous times, for instance in a bass line. The HED and TAL command don't have to be used solely with repeat phrases. To make a note repeat 16 times, for instance, just place the HED before the note, with the value of 16, and place the TAL immediately after the note. Remember, each time the HED command is used, it also must have a TAL somewhere within the music. You can use the HED command as often as you like, but just be sure the TAL is also used. Each voice can have it's own repeat, and repeat independently of the other voices. Outline for class of Nov. 15: 1. Defining phrases (DEF/END/CAL) 2. Envelope tips 3. Tempo restrictions