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HREF="node3.html">Tracks and Channels</A>
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<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
<UL>
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<LI><A NAME="tex2html373"
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HREF="node4.html#SECTION00410000000000000000">Defining a Pattern</A>
<UL>
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<LI><A NAME="tex2html374"
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HREF="node4.html#SECTION00411000000000000000">Bass</A>
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<LI><A NAME="tex2html375"
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HREF="node4.html#SECTION00412000000000000000">Chord</A>
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<LI><A NAME="tex2html376"
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HREF="node4.html#SECTION00413000000000000000">Arpeggio</A>
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<LI><A NAME="tex2html377"
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HREF="node4.html#SECTION00414000000000000000">Walk</A>
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<LI><A NAME="tex2html378"
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HREF="node4.html#SECTION00415000000000000000">Scale</A>
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<LI><A NAME="tex2html379"
HREF="node4.html#SECTION00416000000000000000">Aria</A>
<LI><A NAME="tex2html380"
HREF="node4.html#SECTION00417000000000000000">Drum</A>
<LI><A NAME="tex2html381"
HREF="node4.html#SECTION00418000000000000000">Drum Tone</A>
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</UL>
<BR>
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<LI><A NAME="tex2html382"
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HREF="node4.html#SECTION00420000000000000000">Including Existing Patterns in New Definitions</A>
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<LI><A NAME="tex2html383"
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HREF="node4.html#SECTION00430000000000000000">Multiplying and Shifting Patterns</A>
</UL>
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<HR>
<H1><A NAME="SECTION00400000000000000000"></A>
<A NAME="sec-pats"></A>
<BR>
Patterns
</H1>
<P>
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> builds its output based on P<SMALL>ATTERN</SMALL>s and S<SMALL>EQUENCE</SMALL>s
supplied by you. These can be defined in the same file as the rest of
the song data, or can be included (see
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<A HREF="node24.html#sec-paths">here</A>) from a library file.
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<P>
A pattern is a definition for a voice or track which describes what
rhythm to play during the current bar. The actual notes selected for
the rhythm are determined by the song bar data (see
<A HREF="node8.html#sec-music">here</A>).
<P>
<H1><A NAME="SECTION00410000000000000000">
Defining a Pattern</A>
</H1>
<P>
The formats for the different tracks vary, but are similar enough to
confuse the unwary.
<P>
Each pattern definition consists of three parts:
<P>
<UL>
<LI>A unique label to identify the pattern. This is
case-insensitive. Note that the same label names can be used in
different tracks--for example, you could use the name ``MyPattern''
in both a Drum and Chord pattern...but this is probably not a
good idea. Names can use punctuation characters, but must not begin
with an underscore (``_''). The pattern names ``z'' or ``Z'' and
``-'' are also reserved.
<P>
</LI>
<LI>A series of note definitions. Each set in the series is
delimited with a ``;''.
<P>
</LI>
<LI>The end of the pattern definition is indicated by the
end-of-line.
</LI>
</UL>
<P>
In the following sections definitions are shown in continuation
lines; however, it is quite legal to mash all the information onto a
single line.
<P>
The following concepts are used when defining a pattern:
<P>
<DL>
<DT><STRONG>Start</STRONG></DT>
<DD>When to start the note. This is expressed as a beat
offset. For example, to start a note at the start of a bar you use
``1'', the second beat would be ``2'', the fourth ``4'', etc. You
can easily use off-beats as well: The ``and'' of 2 is ``2.5'', the
``and ahh'' of the first beat is ``1.75'', etc. Using a beat offset
greater than the number of beats in a bar or less than ``0'' is not
permitted. Please note that offsets in the range ``0'' to ``.999''
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will actually be played in the <I>previous</I> bar (this can be
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useful in Jazz charts, and it will generate a
warning!).<A NAME="tex2html19"
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HREF="#foot1523"><SUP>4.1</SUP></A> See T<SMALL>IME</SMALL>
(<A HREF="node14.html#time">here</A>).
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<P>
The offset can be further modified by appending a note length (see
the duration chart, below). If you want to specify an offset in the
middle of the first beat you can use ``1.5'' or ``1+8''. The latter
means the first beat plus the value of an eight note. This notation
is quite useful when generating ``swing'' sequences. For example,
two ``swing eights'' chords on beat one would be notated as: ``1 81
90; 1+81 82 90''.
<P>
You can subtract note lengths as well, but this is rarely done. And,
to make your style files completely unreadable, you can even use
note length combinations. So, yes, the following pattern is
fine:<A NAME="tex2html20"
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HREF="#foot1524"><SUP>4.2</SUP></A>
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<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define C1 2-81+4 82 90 </B>
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</td></tr>
</Table>
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<P>
<A NAME="notelength"></A>
<P>
</DD>
<DT><STRONG>Duration</STRONG></DT>
<DD>The length of a note is somewhat standard musical
notation. Since it is impractical to draw in graphical notes or to
use fractions (like <B>1/4</B>)
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> , uses a shorthand
notation detailed in the following table:
<P>
<BLOCKQUOTE>
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<Table CellSpacing=0 Width="80%" Align="Center" CellPadding=10 BGColor="#dddddd" Border=3>
<tr> <td>
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<TABLE CELLPADDING=3 BORDER="1">
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<TR><TD ALIGN="LEFT"><I>Notation</I></TD>
<TD ALIGN="LEFT"><I>Description</I></TD>
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</TR>
<TR><TD ALIGN="LEFT">1</TD>
<TD ALIGN="LEFT">Whole note</TD>
</TR>
<TR><TD ALIGN="LEFT">2</TD>
<TD ALIGN="LEFT">Half</TD>
</TR>
<TR><TD ALIGN="LEFT">4</TD>
<TD ALIGN="LEFT">Quarter</TD>
</TR>
<TR><TD ALIGN="LEFT">8</TD>
<TD ALIGN="LEFT">Eighth</TD>
</TR>
<TR><TD ALIGN="LEFT">81</TD>
<TD ALIGN="LEFT">The first of a pair of swing eights</TD>
</TR>
<TR><TD ALIGN="LEFT">82</TD>
<TD ALIGN="LEFT">The second of a pair of swing eights</TD>
</TR>
<TR><TD ALIGN="LEFT">16</TD>
<TD ALIGN="LEFT">Sixteenth</TD>
</TR>
<TR><TD ALIGN="LEFT">32</TD>
<TD ALIGN="LEFT">Thirty-second</TD>
</TR>
<TR><TD ALIGN="LEFT">64</TD>
<TD ALIGN="LEFT">Sixty-fourth</TD>
</TR>
<TR><TD ALIGN="LEFT">3</TD>
<TD ALIGN="LEFT">Eight note triplet</TD>
</TR>
<TR><TD ALIGN="LEFT">43</TD>
<TD ALIGN="LEFT">Quarter note triplet</TD>
</TR>
<TR><TD ALIGN="LEFT">23</TD>
<TD ALIGN="LEFT">Half note triplet</TD>
</TR>
<TR><TD ALIGN="LEFT">6</TD>
<TD ALIGN="LEFT">Sixteenth note triplet</TD>
</TR>
<TR><TD ALIGN="LEFT">5</TD>
<TD ALIGN="LEFT">Eight note quintuplet</TD>
</TR>
<TR><TD ALIGN="LEFT">0</TD>
<TD ALIGN="LEFT">A single MIDI tick</TD>
</TR>
</TABLE>
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</td></tr>
</Table>
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</BLOCKQUOTE>
<P>
The ``81'' and ``82'' notations represent the values of a pair of
eighth notes in a swing pair. These values vary depending on the
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setting of S<SMALL>WING</SMALL>M<SMALL>ODE </SMALL>S<SMALL>KEW</SMALL>, see <A HREF="node15.html#swingmode">here</A>.
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<P>
The note length ``0'' is a special value often used in drum
tracks where the actual ``ringing''length appears to be controlled
by the MIDI synth, not the driving program. Internally, a ``0'' note
length is converted to a single MIDI tick.
<P>
Lengths can have a single or double dot appended. For example,
``2.'' is a dotted half note and ``4..'' adds an eight and sixteenth
value to a quarter note.
<P>
Note lengths can be combined using ``+''. For example, to make a
dotted eight note use the notation ``8+16'', a dotted half ``2+4'',
and a quarter triplet ``3+3''.
<P>
Note lengths can also be combined using a ``-''. For example, to
make a dotted half you could use ``1-4''. Subtraction might appear
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silly at first, but is useful in generating a note <I>just</I> a bit
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shorter than its full beat. For example, ``1-0'' will generate a
note 1 MIDI tick shorter than a whole note. This can be used in
generating breaks in sustained tones.<A NAME="tex2html21"
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HREF="#foot1526"><SUP>4.3</SUP></A>
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<P>
It is permissible to combine notes with ``dots'', ``+''s and ``-''s. The
notation ``2.+4'' would be the same as a whole note.
<P>
The actual duration given to a note will be adjusted by the
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A<SMALL>RTICULATE</SMALL> value <A HREF="node21.html#articulate">here</A>).
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<P>
</DD>
<DT><STRONG>Volume</STRONG></DT>
<DD>The MIDI velocity<A NAME="tex2html22"
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HREF="#foot1305"><SUP>4.4</SUP></A> to use for the specified note.
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For a detailed explanation of how
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> calculates the volume of a
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note, see <A HREF="node16.html#sec-volume">read this</A>.
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<P>
MIDI velocities are limited to the range 0 to 127. However,
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> does not check the volumes specified in a pattern for
validity.<A NAME="tex2html23"
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HREF="#foot1310"><SUP>4.5</SUP></A>
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<P>
In most cases velocities in the range 50 to 100 are useful.
<P>
</DD>
<DT><STRONG>Offset</STRONG></DT>
<DD>The offset into the current chord. If you have, for
example, a C minor chord (C, E<IMG
WIDTH="12" HEIGHT="21" ALIGN="BOTTOM" BORDER="0"
SRC="img1.png"
ALT="$\flat$">, and G) has 3 offsets: 0, 1
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and 2. Note that the offsets refer to the <I>chord</I> not the
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scale. For example, a musician might refer to the ``fifth''--this
means the fifth note of a scale ...in a major chord this is the
third note, which has an offset of 2 in
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> .
<P>
</DD>
</DL>
<P>
Patterns can be defined for B<SMALL>ASS</SMALL>, W<SMALL>ALK</SMALL>, C<SMALL>HORD</SMALL>,
A<SMALL>RPEGGIO</SMALL> and D<SMALL>RUM</SMALL> tracks. All patterns are
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shared by the tracks of the same type--<I>Chord-Sus</I> and
<I>Chord-Piano</I> share the patterns for <I>Chord</I>. As a
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convenience,
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> will permit you to define a pattern for a
sub-track, but remember that it will be shared by all similar tracks.
For example:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define S1 1 0 50 </B>
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</td></tr>
</Table>
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<P>
and
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum-woof Define S1 1 0 50 </B>
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</td></tr>
</Table>
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<P>
Will generate identical outcomes.<A NAME="tex2html24"
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HREF="#foot1323"><SUP>4.6</SUP></A>
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<P>
<H2><A NAME="SECTION00411000000000000000"></A> <A NAME="sec-bass"></A>
<BR>
Bass
</H2>
<P>
A bass pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Offset Volume ; ...</B>
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</td></tr>
</Table>
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<P>
Each group consists of an beat offset for the start point, the note
duration, the note offset and volume.
<P>
The note offset is one of the digits ``1'' through ``7'', each
representing a note of the chord scale. So, if you want to play the
root and fifth in a traditional bass pattern you'd use ``1'' and ``5''
in your pattern definition.
<P>
The note offset can be modified by appending a single or multiple set
of ``+'' or ``-'' signs. Each ``+'' will force the note up an octave;
each ``-'' forces it down. This modifier is handy in creating bass
patterns when you wish to alternate between the root note and the root
up an octave ...but users will find other interesting
patterns. There is no limit to the number of ``+''s or ``-''s. You can
even use both together if you're in a mood to obfuscate.
<P>
The note offset can be further modified with a single accidental "#",
&quot&amp;" or "b". This modifier will raise or lower the note by a
semitone.<A NAME="tex2html25"
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HREF="#foot1327"><SUP>4.7</SUP></A> In the boogie-woogie
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library file a "6#" is used to generate a dominant 7th.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Bass Definition</FONT></B> <A NAME="eg:b8"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Bass Define Broken8 1 8 1 90 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 2 8 5 80 ; &#92;
<BR>&nbsp;&nbsp;&nbsp; 3 8 3 90 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 4 8 1+ 80 </B>
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</td></tr>
</Table>
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<P>
<BR>
<BR> <B>Sheet Music Equivalent</B>
<P>
<BR>
<BR>
<P>
<IMG WIDTH="95%" SRC="mupex/bassb8.png" ALT="Lost Image">
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:b8">This example</A> defines 4 bass notes
(probably staccato eight notes) at beats 1, 2, 3 and 4 in a
<B>4/4</B> time bar. The first note is the root of the chord, the
second is the fifth; the third note is the third; the last note is the
root up an octave. The volumes of the notes are set to a MIDI velocity
of 90 for beats 1 and 3 and 80 for beats 2 and 4.
<P>
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> refers to note tables to determine the ``scale'' to use in a
bass pattern. Each recognized chord type has an associated scale. For
example, the chord ``Cm'' consists of the notes ``c'', ``e<IMG
WIDTH="12" HEIGHT="21" ALIGN="BOTTOM" BORDER="0"
SRC="img1.png"
ALT="$\flat$">''
and ``g''; the scale for this chord is ``c, d, e<IMG
WIDTH="12" HEIGHT="21" ALIGN="BOTTOM" BORDER="0"
SRC="img1.png"
ALT="$\flat$">, f, g, a, b''.
<P>
Due to the ease in which specific notes of a scale can be specified,
B<SMALL>ASS</SMALL> tracks and patterns are useful for much more than ``bass''
lines! These tracks are useful for sustained string voices, interesting
arpeggio and scale lines, and counter melodies.
<P>
<H2><A NAME="SECTION00412000000000000000"></A> <A NAME="sec-chordseq"></A>
<BR>
Chord
</H2>
<P>
A Chord pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume1 Volume2 .. ; ...</B>
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</td></tr>
</Table>
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<P>
Each group consists of an beat offset for the start point, the note
duration, and the volumes for each note in the chord. If you have
fewer volumes than notes in a chord, the last volume will apply to the
remaining notes.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Chord Definition</FONT></B> <A NAME="eg:s4"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define Straight4+3 1 4 100 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 2 4 90 ; &#92;
<BR>&nbsp;&nbsp;&nbsp; 3 4 100 ; &#92;
<BR>&nbsp;&nbsp;&nbsp; 4 3 90 ; &#92;
<BR>&nbsp;&nbsp;&nbsp; 4.3 3 80 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 4.6 3 80 </B>
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</td></tr>
</Table>
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<P>
<BR>
<BR> <B>Sheet Music Equivalent </B>
<P>
<BR>
<BR>
<IMG WIDTH="95%" SRC="mupex/chord43.png" ALT="Lost Image">
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:s4">This example</A> defines a
<B>4/4</B> pattern in a quarter, quarter, quarter, triplet rhythm.
The quarter notes sound on beats 1, 2 and 3; the triplet is played on
beat 4. The example assumes that you have C major for beats 1 and 2,
and G major for 3 and 4.
<P>
Using a volume of ``0'' will disable a note. So, you want only the
root and third of a chord to sound, you could use something like:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define Dups 1 8 90 0 90 0; 3 8 90 0 90 0 </B>
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</td></tr>
</Table>
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<P>
<H2><A NAME="SECTION00413000000000000000">
Arpeggio</A>
</H2>
<P>
An Arpeggio pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume ; ...</B>
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</td></tr>
</Table>
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<P>
The arpeggio tracks play notes from a chord one at a time. This is
quite different from chords where the notes are played all at
once--refer to the S<SMALL>TRUM</SMALL> directive
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(<A HREF="node21.html#strum">here</A>).
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<P>
Each group consists of an beat offset, the note duration, and the note
volume. You have no choice as to which notes of a chord are played
(however, they are played in alternating ascending/descending
order.<A NAME="tex2html26"
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HREF="#foot1529"><SUP>4.8</SUP></A> Volumes are
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selected for the specific beat, not for the actual note.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Arpeggio Definition</FONT></B> <A NAME="eg:arp4s"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Arpeggio Define 4s 1 4 100; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 2 4 90; &#92;
<BR>&nbsp;&nbsp;&nbsp; 3 4 100; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 4 4 100 </B>
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</td></tr>
</Table>
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<P>
<BR>
<BR> <B>Sheet Music Equivalent </B> <BR>
<BR>
<IMG WIDTH="95%" SRC="mupex/arp4s.png" ALT="Lost Image">
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:arp4s">This example</A> plays quarter note
on beats 1, 2, 3 and 4 of a bar in <B>4/4</B> time.
<P>
<H2><A NAME="SECTION00414000000000000000">
Walk</A>
</H2>
<P>
A Walking Bass pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume ; ...</B>
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</td></tr>
</Table>
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<P>
Walking bass tracks play up and down the first part of a scale, paying
attention to the ``color''<A NAME="tex2html27"
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HREF="#foot1531"><SUP>4.9</SUP></A> of the
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chord. Walking bass lines are very common in jazz and swing music. They
appear quite often as an ``emphasis'' bar in marches.
<P>
Each group consists of an beat offset, the note duration, and the note
volume.
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> selects the actual note pitches to play based on the
current chord (you cannot change this).
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Walking Bass Definition</FONT></B> <A NAME="eg:walk4"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Walk Define Walk4 1 4 100 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 2 4 90; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 3 4 90 </B>
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</td></tr>
</Table>
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<P>
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:walk4">This example</A> plays a bass note
on beats 1, 2 and 3 of a bar in <B>3/4</B> time.
<P>
<H2><A NAME="SECTION00415000000000000000">
Scale</A>
</H2>
<P>
A scale pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume ; ...</B>
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</td></tr>
</Table>
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<P>
Each group consists of an beat offset for the start point, the note
duration, and volume.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Scale Definition</FONT></B> <A NAME="eg:scale"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Scale Define S1 1 1 90
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<BR>
Scale Define S4 S1 * 4
<BR>
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Scale Define S8 S1 * 8 </B>
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</td></tr>
</Table>
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:scale">This example</A> defines three scale
patterns: ``S1'' is just a single whole note, not that useful on its
own, but it is used as a base for ``S4'' and ``S8''.
<P>
``S4'' is 4 quarter notes and ``S8'' is 8 eight notes. All the volumes
are set to a MIDI velocity of 90.
<P>
Scale patterns are quite useful in endings. More options for scales
detailed in the S<SMALL>CALE</SMALL>D<SMALL>IRECTION</SMALL>
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(<A HREF="node21.html#scale-direction">here</A>) and S<SMALL>CALE</SMALL>T<SMALL>YPE</SMALL>
(<A HREF="node21.html#scale-type">here</A>) sections.
<P>
<H2><A NAME="SECTION00416000000000000000">
Aria</A>
</H2>
<P>
An aria pattern is defined with:
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<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume ; ...</B>
</td></tr>
</Table>
<P>
much like a scale pattern. Please refer to the the A<SMALL>RIA</SMALL> section
(<A HREF="node11.html#chap-aria">here</A>) for more details.
<P>
<H2><A NAME="SECTION00417000000000000000"></A> <A NAME="sec-drum"></A>
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<BR>
Drum
</H2>
<P>
Drum tracks are a bit different from the other tracks discussed so
far. Instead of having each track saved as a separate MIDI track, all
the drum tracks are combined onto MIDI track 10.
<P>
A Drum pattern is defined with:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Position Duration Volume; ...</B>
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</td></tr>
</Table>
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<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Drum Definition</FONT></B> <A NAME="eg:s2"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define S2 1 0 100; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 2 0 80 ; &#92;
<BR>&nbsp;&nbsp;&nbsp; 3 0 100 ; &#92;
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<BR>&nbsp;&nbsp;&nbsp; 4 0 80 </B>
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</td></tr>
</Table>
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</td> </tr>
</Table>
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<P>
<P>
<A HREF="#eg:s2">This example</A> plays a drum sound on
beats 1, 2, 3 and 4 of a bar in <B>4/4</B> time. The MIDI velocity
(volume) of the drum is 100 on beats 1 and 3; 80 on beats 2 and 4.
<P>
This example uses the special duration of ``0'', which
indicates 1 MIDI tick.
<P>
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<H2><A NAME="SECTION00418000000000000000"></A> <A NAME="drum-tone"></A>
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<BR>
Drum Tone
</H2>
<P>
Essential to drum definitions is the T<SMALL>ONE</SMALL> directive.
<P>
When a drum pattern is defined it uses the default ``note'' or
``tone'' which is a snare drum sound. But, this can (and should) be
changed using the T<SMALL>ONE</SMALL> directive. This is normally issued at
the same time as a sequence is set up (see
<A HREF="node5.html#sec-seqs">sequences</A>).
<P>
T<SMALL>ONE</SMALL> is a list of drum sounds which match the sequence length.
Here's a short, concocted example (see the library files for many
more):
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define S1 1 0 90
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<BR>
Drum Define S2 S1 * 2
<BR>
Drum Define S4 S1 * 4
<BR>
SeqClear
<BR>
SeqSize 4
<BR>
Drum Sequence S4 S2 S2 S4
<BR>
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Drum Tone SnareDrum1 SideKick LowTom1 Slap </B>
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</td></tr>
</Table>
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<P>
Here the drum patterns ``S2'' and ``S4'' are defined to sound a drum
on beats 1 and 3, and 1, 2, 3 and 4 respectively (see
<A HREF="#defmult">DefMult</A> for details on the ``*''
option). Next, a sequence size of 4 bars and a drum sequence are set
to use this pattern. Finally,
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> is instructed to use a SnareDrum1
sound in bar 1, a SideKick sound in bar 2, a LowTom1 in bar 3 and a
Slap in bar 4. If the song has more than four bars, this sequence will
be repeated.
<P>
In most cases you will probably use a single drum tone name for the
entire sequence, but it can be useful to alternate the tone between
bars.
<P>
To repeat the same ``tone'' in a sequence list, use a single ``/''.
<P>
The ``tone'' can be specified with a MIDI note value or with a
symbolic name. For example, a snare drum could be specified as ``38''
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or ``SnareDrum1''. <A HREF="node27.html#sec-drumnames">The Drumnames
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appendix</A> lists all the defined symbolic
names.
<P>
It is possible to substitute tone values. See
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<A HREF="node20.html#set-drumtr">T<SMALL>ONE</SMALL>TR</A>.
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<P>
<H1><A NAME="SECTION00420000000000000000">
Including Existing Patterns in New Definitions</A>
</H1>
<P>
When defining a pattern, you can use an existing pattern name in place
of a definition grouping. For example, if you have already defined a
chord pattern (which is played on beats 1 and 3) as:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define M13 1 4 80; 3 4 80 </B>
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</td></tr>
</Table>
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<P>
you can create a new pattern which plays on same beats and adds a
single push note just before the third beat:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define M1+3 M13; 2.5 16 80 0 </B>
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</td></tr>
</Table>
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<P>
A few points to note:
<P>
<UL>
<LI>the existing pattern must exist and belong to the same track,
<P>
</LI>
<LI>the existing pattern is expanded in place,
<P>
</LI>
<LI>it is perfectly acceptable to have several existing definitions,
just be sure to delimit each with a ``;'',
<P>
</LI>
<LI>the order of items in a definition does not matter, each will be
placed at the correct position in the bar.
<P>
</LI>
</UL>
<P>
This is a powerful shortcut in creating patterns. See the included
library files for examples.
<P>
<H1><A NAME="SECTION00430000000000000000"></A> <A NAME="defmult"></A>
<BR>
Multiplying and Shifting Patterns
</H1>
<P>
Since most pattern definitions are, internally, repetitious, you can
create complex rhythms by multiplying a copy of an existing pattern.
For example, if you have defined a pattern to play a chord on beats 1
though 4 (a quarter note strum), you can easily create a similar
pattern to play eighth note chords on beats 1, 1.5, etc. though 4.5
with a command like:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Track Define NewPattern OldPattern * N </B>
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</td></tr>
</Table>
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<P>
where ``Track'' is a valid track name (``Chord'', ``Walk'', ``Bass'',
``Arpeggio'' or ``Drum'', as well as ``Chord2'' or ``DRUM3'', etc.).
<P>
The ``*'' is absolutely required.
<P>
``N'' can be any integer value between 2 and 100.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Multiply Define</FONT></B> <A NAME="eg:drum2"></A>
</tr> </td>
<tr> <td >
<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B> Drum Define S1 1 1 100
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<BR>
Drum Define S13 S1 * 2
<BR>
Drum Define S1234 S1 * 4
<BR>
Drum Define S8 S1234 * 2
<BR>
Drum Define S16 S8 * 2
<BR>
Drum Define S32 S16 * 2
<BR>
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Drum Define S64 S1 * 64 </B>
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</td></tr>
</Table>
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</td> </tr>
</Table>
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<P>
<P>
In <A HREF="#eg:drum2">this example</A> a Drum pattern
is defined which plays a drum tone on beat 1 (assuming
<B>4/4</B> time). Then a new pattern, ``S13'', is created. This is
the old ``S1'' multiplied by 2. This new pattern will play a tone on
beats 1 and 3.
<P>
Next, ``S1234'' is created. This plays 4 notes, one the each beat.
<P>
Note the definition for ``S64'': ``S32'' could have been multiplied by
2, but, for illustrative purposes, ``S1'' has been multiplied by
64--same result either way.
<P>
When
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> multiplies an existing pattern it will (usually) do what
you expect. The start positions for all notes are adjusted to the new
positions; the length of all the notes are adjusted (quarter notes
become eighth notes, etc.). No changes are made to note offsets or
volumes.
<P>
<A HREF="#eg:sw8">This example</A> shows how to get a
swing pattern which might be useful on a snare drum.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Swing Beat Drum Definition</FONT></B> <A NAME="eg:sw8"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Begin Drum Define
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<BR>&nbsp;&nbsp;&nbsp;&nbsp;SB8 1 2+16 0 90 ; 3.66 4+32 80
<BR>&nbsp;&nbsp;&nbsp;&nbsp;SB8 SB8 * 4
<BR>
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End </B>
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</td></tr>
</Table>
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<P>
<BR>
<BR> <B>Sheet Music Equivalent, Normal Notation</B>
<P>
<BR>
<BR>
<IMG WIDTH="95%" SRC="mupex/swingdrum8.png" ALT="Lost Image">
<P>
<BR>
<BR> <B>Sheet Music Equivalent, Actual Rhythm</B>
<P>
<IMG WIDTH="95%" SRC="mupex/swingdrum8-3.png" ALT="Lost Image">
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</td> </tr>
</Table>
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<P>
<P>
To see the effects of multiplying patterns, create a simple test file
and process it though
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> with the ``-p'' option.
<P>
Even cooler<A NAME="tex2html28"
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HREF="#foot1498"><SUP>4.10</SUP></A> is combining a multiplier, and
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existing pattern and a new pattern all in one statement. The following
is quite legal (and useful):
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define D1234 1 0 90 * 4 </B>
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</td></tr>
</Table>
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<P>
which creates drum hits on beats 1, 2, 3 and 4.
<P>
More contrived (but examples are needed) is:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define Dfunny D1234 * 2; 1.5 0 70 * 2 </B>
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</td></tr>
</Table>
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<P>
If you're really interested in the result, run
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> with the ``-p''
option with the above definition.
<P>
<A NAME="defshift"></A>
<P>
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An existing pattern can be modified by <I>shifting</I> it a beat, or
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portion of a beat. This is done in a
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> definition with the
S<SMALL>HIFT</SMALL> directive. <A HREF="#eg:shift">This
example</A> shows a triplet pattern created to
play on beat 1, and then a second pattern played on beat 3.
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="#efefef" Border=3>
<tr><td Align="CENTER" BGColor="White">
<B><FONT SIZE="+2">Shift Pattern Definition</FONT></B> <A NAME="eg:shift"></A>
</tr> </td>
<tr> <td >
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define C1-3 1 3 90; &#92;
<BR>&nbsp;&nbsp;&nbsp; 1.33 3 90; 1.66 3 90 </B>
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</td></tr>
</Table>
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<BR>
<BR>
<P>
<IMG WIDTH="95%" SRC="mupex/trip1.png" ALT="Lost Image">
<P>
<BR>
<BR>
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Chord Define C3-3 C1-3 Shift 2 </B>
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</td></tr>
</Table>
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<P>
<IMG WIDTH="95%" SRC="mupex/trip3.png" ALT="Lost Image">
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</td> </tr>
</Table>
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<P>
<P>
Note that the shift factor can be a negative or positive value. It can
be fractional. Just be sure that the factor doesn't force the note
placement to be less than 1 or greater than the T<SMALL>IME</SMALL> setting.
<P>
And, just like the multiplier discussed earlier you can shift patterns
as they are defined. And shifts and multipliers can be combined. So,
to define a series of quarter notes on the offbeat you could use:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define D1234' 1 0 90 * 4 Shift .5 </B>
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</td></tr>
</Table>
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<P>
which would create the same pattern as the longer:
<P>
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<Table Hspace="40%" CellSpacing=0 CellPadding=10 BGColor="OldLace" Border=3>
<tr><td>
<B>Drum Define D1234' 1.5 1 90; 2.5 1 90; 3.5 1 90; 4.5 1 90 </B>
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</td></tr>
</Table>
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<P>
<P>
<BR><HR><H4>Footnotes</H4>
<DL>
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<DT><A NAME="foot1523">... warning!).</A><A
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HREF="node4.html#tex2html19"><SUP>4.1</SUP></A></DT>
<DD>The exception is that R<SMALL>TIME</SMALL> may move the
chord back into the bar.
</DD>
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<DT><A NAME="foot1524">... fine:</A><A
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HREF="node4.html#tex2html20"><SUP>4.2</SUP></A></DT>
<DD>The start offset is the value of the first of a pair
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of swing eights plus a quarter <I>before</I> the second beat.
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</DD>
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<DT><A NAME="foot1526">... tones.</A><A
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HREF="node4.html#tex2html21"><SUP>4.3</SUP></A></DT>
<DD>See the supplied
G<SMALL>ROOVE</SMALL> ``Bluegrass'' for an example.
</DD>
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<DT><A NAME="foot1305">... velocity</A><A
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HREF="node4.html#tex2html22"><SUP>4.4</SUP></A></DT>
<DD>MIDI ``note on'' events are
declared with a ``velocity'' value. Think of this as the
``striking pressure'' on a piano.
</DD>
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<DT><A NAME="foot1310">... validity.</A><A
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HREF="node4.html#tex2html23"><SUP>4.5</SUP></A></DT>
<DD>This is a feature that you probably don't want to
use, but if you want to ensure that a note is always sounded use a
very large value (e.g., 1000) for the volume. That way, future
adjustments will maintain a large value and this large value will
be clipped to the maximum permitted MIDI velocity.
</DD>
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<DT><A NAME="foot1323">... outcomes.</A><A
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HREF="node4.html#tex2html24"><SUP>4.6</SUP></A></DT>
<DD>What really happens is that
this definition is stored in a slot named ``DRUM''.
</DD>
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<DT><A NAME="foot1327">...
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semitone.</A><A
HREF="node4.html#tex2html25"><SUP>4.7</SUP></A></DT>
<DD> Be careful using this feature ...certain
scales/chords may return non-musical results.
</DD>
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<DT><A NAME="foot1529">...
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order.</A><A
HREF="node4.html#tex2html26"><SUP>4.8</SUP></A></DT>
<DD>See the D<SMALL>IRECTION</SMALL> command
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(<A HREF="node21.html#scale-direction">here</A>).
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</DD>
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<DT><A NAME="foot1531">... ``color''</A><A
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HREF="node4.html#tex2html27"><SUP>4.9</SUP></A></DT>
<DD>The color of a chord are items
like ``minor'', ``major'', etc. The current walking bass algorithm
generates acceptable (uninspired) lines. If you want something
better there is nothing stopping you from using a R<SMALL>IFF</SMALL> to
over-ride the computer generated pattern for important bars.
</DD>
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<DT><A NAME="foot1498">... cooler</A><A
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HREF="node4.html#tex2html28"><SUP>4.10</SUP></A></DT>
<DD>In this case the word ``cool'' substitutes for
the more correct ``useful''.
</DD>
</DL><HR>
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bob
2007-03-07
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