VocalEasel/mma/docs/html/ref/node20.html
Matthias Neeracher d599bfbe4e Added MMA
2006-11-10 08:07:56 +00:00

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<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
<UL>
<LI><A NAME="tex2html628"
HREF="node20.html#SECTION002010000000000000000">AllTracks</A>
<LI><A NAME="tex2html629"
HREF="node20.html#SECTION002020000000000000000">Articulate</A>
<LI><A NAME="tex2html630"
HREF="node20.html#SECTION002030000000000000000">Copy</A>
<LI><A NAME="tex2html631"
HREF="node20.html#SECTION002040000000000000000">Comment</A>
<LI><A NAME="tex2html632"
HREF="node20.html#SECTION002050000000000000000">Debug</A>
<LI><A NAME="tex2html633"
HREF="node20.html#SECTION002060000000000000000">Delete</A>
<LI><A NAME="tex2html634"
HREF="node20.html#SECTION002070000000000000000">Direction</A>
<LI><A NAME="tex2html635"
HREF="node20.html#SECTION002080000000000000000">Mallet</A>
<UL>
<LI><A NAME="tex2html636"
HREF="node20.html#SECTION002081000000000000000">Rate</A>
<LI><A NAME="tex2html637"
HREF="node20.html#SECTION002082000000000000000">Decay</A>
</UL>
<BR>
<LI><A NAME="tex2html638"
HREF="node20.html#SECTION002090000000000000000">Octave</A>
<LI><A NAME="tex2html639"
HREF="node20.html#SECTION0020100000000000000000">Off</A>
<LI><A NAME="tex2html640"
HREF="node20.html#SECTION0020110000000000000000">On</A>
<LI><A NAME="tex2html641"
HREF="node20.html#SECTION0020120000000000000000">Print</A>
<LI><A NAME="tex2html642"
HREF="node20.html#SECTION0020130000000000000000">PrintActive</A>
<LI><A NAME="tex2html643"
HREF="node20.html#SECTION0020140000000000000000">RndSeed</A>
<LI><A NAME="tex2html644"
HREF="node20.html#SECTION0020150000000000000000">RSkip</A>
<LI><A NAME="tex2html645"
HREF="node20.html#SECTION0020160000000000000000">RTime</A>
<LI><A NAME="tex2html646"
HREF="node20.html#SECTION0020170000000000000000">ScaleType</A>
<LI><A NAME="tex2html647"
HREF="node20.html#SECTION0020180000000000000000">Seq</A>
<LI><A NAME="tex2html648"
HREF="node20.html#SECTION0020190000000000000000">Strum</A>
<LI><A NAME="tex2html649"
HREF="node20.html#SECTION0020200000000000000000">Transpose</A>
<LI><A NAME="tex2html650"
HREF="node20.html#SECTION0020210000000000000000">Unify</A>
<LI><A NAME="tex2html651"
HREF="node20.html#SECTION0020220000000000000000">Voice</A>
</UL>
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<HR>
<H1><A NAME="SECTION002000000000000000000"></A>
<A NAME="sec-directives"></A>
<BR>
Other Commands and Directives
</H1>
<P>
In addition to the ``Pattern'', ``Sequence'', ``Groove'' and
``Repeat'' and other directives discussed earlier, and chord data,
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> supports a number of directives which affect the flavor of your
music.
<P>
The subjects presented in this chapter are ordered alphabetically.
<P>
<H1><A NAME="SECTION002010000000000000000"></A> <A NAME="alltracks"></A>
<BR>
AllTracks
</H1>
<P>
Sometimes you want to apply the same command to all the currently
defined tracks; for example, you might want to ensure that <I>no</I>
tracks have S<SMALL>EQ</SMALL>R<SMALL>ND</SMALL> set. Yes, you could go though each track
(and hope you don't miss any) and explicitly issue the command:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass SeqRnd Off
....
<BR>
Chord SeqRnd Off </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
But,
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>AllTracks SeqRnd Off </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
is much simpler. Similarly, you can set the articulation for all
tracks with:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>AllTracks Articulate 80 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
You can even combine this with a B<SMALL>EGIN</SMALL>/E<SMALL>ND</SMALL> like:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Begin AllTracks
<BR>&nbsp;&nbsp;Articulate 80
<BR>&nbsp;&nbsp;SeqRnd Off
<BR>&nbsp;&nbsp;Rskip 0
<BR>
End </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
This command is handy when you are changing an existing G<SMALL>ROOVE</SMALL>.
<P>
Note that <I>only</I> currently defined tracks are effected by this command.
<P>
A further option is to limit A<SMALL>LL</SMALL>T<SMALL>RACKS</SMALL> to specific tracks
type. For example, you might want to set all the D<SMALL>RUM</SMALL> track
volumes to ``FF'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>AllTracks Drum Volume ff </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Or to set the articulation on B<SMALL>ASS</SMALL> and W<SMALL>ALK</SMALL> tracks:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>AllTracks Bass Walk Articulate 55 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
It is assumed that all the arguments following the initial command
which are valid track types (Bass, Chord, Arpeggio, Scale, Drum, Walk,
Melody, or Solo) are track type limiters.
<P>
<H1><A NAME="SECTION002020000000000000000"></A> <A NAME="articulate"></A>
<BR>
Articulate
</H1>
<P>
When
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> processes a music file, all the note lengths specified in a
pattern are converted to MIDI lengths.
<P>
For example in:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass Define BB 1 4 1 100; 2 4 5 90; 3 4 1 80; 4 4 5 90 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
bass notes on beats 1, 2, 3 and 4 are define. All are quarter notes.
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> , being quite literal about things, will make each note exactly
192 MIDI ticks long--which means that the note on beat 2 will start
at the same time as the note on beat 1 ends.
<P>
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> has an articulate setting for each voice. This value is applied
to shorten or lengthen the note length. By default, the setting is 90.
Each generated note duration is taken to be a percentage of this
setting, So, a quarter note with a MIDI tick duration of 192 will
become 172 ticks long.
<P>
If articulate is applied to a short note, you are guaranteed that the
note will never be less than 1 MIDI tick in length.
<P>
To set the value, use a line like:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord-1 Articulate 96 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Articulate values must be greater than 0 and less than or
equal to 200. Values over 100 will lengthen the note. Settings
greater than 120 will generate a warning.
<P>
You can specify a different A<SMALL>RTICULATE</SMALL> for each bar in a
sequence. Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord Articulate 50 60 / 30 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Notes: The full values for the notes are saved with the
pattern definition. The articulation adjustment is applied at
run time. The A<SMALL>RTICULATE</SMALL> setting is saved with a
G<SMALL>ROOVE</SMALL>.
<P>
<H1><A NAME="SECTION002030000000000000000"></A> <A NAME="copy"></A>
<BR>
Copy
</H1>
<P>
Sometimes it is useful to duplicate the settings from one voice to
another. The C<SMALL>OPY</SMALL> command does just that:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass-1 Copy Bass </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
will copy the settings from the <I>Bass</I> track to the <I>Bass-1</I> track.
<P>
The C<SMALL>OPY</SMALL> command only works between tracks of the same type.
<P>
The following settings are copied:
<P>
<UL>
<LI><A HREF="#articulate">Articulate</A>
</LI>
<LI><A HREF="node11.html#compress">Compress</A>
</LI>
<LI><A HREF="#scale-direction">Direction</A>
</LI>
<LI><A HREF="node12.html#harmony">Harmony</A>
</LI>
<LI><A HREF="node11.html#chord-invert">Invert</A>
</LI>
<LI><A HREF="#octave">Octave</A>
</LI>
<LI><A HREF="#rskip">RSkip</A>
</LI>
<LI><A HREF="#rtime">RTime</A>
</LI>
<LI><A HREF="node15.html#rvolume">RVolume</A>
</LI>
<LI><A HREF="#scale-type">ScaleType</A>
</LI>
<LI><A HREF="#strum">Strum</A>
</LI>
<LI><A HREF="#set-voice">Voice</A> or
<A HREF="node4.html#drum-tone">Tone</A>
</LI>
<LI><A HREF="node15.html#volume">Volume</A>
<P>
</LI>
</UL>
<P>
<H1><A NAME="SECTION002040000000000000000"></A><A NAME="comment"></A>
<BR>
Comment
</H1>
<P>
As previously discussed, a comment in
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> is anything following a
``//'' in a line. A second way of marking a comment is with the
C<SMALL>OMMENT</SMALL> directive. This is quite useful in combination the
B<SMALL>EGIN</SMALL> and E<SMALL>ND</SMALL> directives. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Begin Comment
<BR>&nbsp;&nbsp;&nbsp;&nbsp;This is a description spanning
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;several lines which will be
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ignored by MMA.
<BR>
End </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
You could achieve the same with:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>// This is a description spanning
<BR> // several lines which will be
<BR> // ignored by MMA. </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
or even:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Comment This is a description spanning
<BR>
Comment several lines which will be
<BR>
Comment ignored by MMA. </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
One minor difference between <B>//</B> and
C<SMALL>OMMENT</SMALL> is that the first is discarded when the
input stream is read; the more verbose version is
discarded during line processing.
<P>
Quite often it is handy to delete large sections of a song with a
B<SMALL>EGIN </SMALL>C<SMALL>OMMENT/</SMALL>E<SMALL>ND</SMALL> on a temporary basis.
<P>
<H1><A NAME="SECTION002050000000000000000"></A> <A NAME="debug"></A>
<BR>
Debug
</H1>
<P>
To enable you to find problems in your song files (and, perhaps, even
find problems with
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> itself) various debugging messages can be
displayed. These are normally set from the command line
<A HREF="node2.html#sec-running">command line</A>.
<P>
However, it is possible to enable various debugging messages
dynamically in a song file using the D<SMALL>EBUG</SMALL> directive. In a
debug statement you can enable or disable any of a variety of
messages. A typical directive is:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Debug Debug=On Expand=Off Patterns=On </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Each section of the debug directive consists of a <I>mode</I>
and the command word ON or O<SMALL>FF</SMALL>. The two parts
must be joined by a single ``<I><IMG
WIDTH="19" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img10.png"
ALT="$=$"></I>''. You may use the
values ``0'' for ``Off'' and ``1'' for ``On'' if desired.
<P>
The available modes with the equivalent command line switches are:
<P>
<BLOCKQUOTE>
<TABLE CELLPADDING=3 BORDER="1">
<TR><TD ALIGN="LEFT"><I>Mode</I></TD>
<TD ALIGN="LEFT" COLSPAN=2><I>Command Line Equivalent</I></TD>
</TR>
<TR><TD ALIGN="LEFT">Debug</TD>
<TD ALIGN="LEFT">-d</TD>
<TD ALIGN="LEFT">debugging messages</TD>
</TR>
<TR><TD ALIGN="LEFT">Filenames</TD>
<TD ALIGN="LEFT">-o</TD>
<TD ALIGN="LEFT">display filenames</TD>
</TR>
<TR><TD ALIGN="LEFT">Patterns</TD>
<TD ALIGN="LEFT">-p</TD>
<TD ALIGN="LEFT">pattern creation</TD>
</TR>
<TR><TD ALIGN="LEFT">Sequence</TD>
<TD ALIGN="LEFT">-s</TD>
<TD ALIGN="LEFT">sequence creation</TD>
</TR>
<TR><TD ALIGN="LEFT">Runtime</TD>
<TD ALIGN="LEFT">-r</TD>
<TD ALIGN="LEFT">running progress</TD>
</TR>
<TR><TD ALIGN="LEFT">Warnings</TD>
<TD ALIGN="LEFT">-w</TD>
<TD ALIGN="LEFT">warning messages</TD>
</TR>
<TR><TD ALIGN="LEFT">Expand</TD>
<TD ALIGN="LEFT">-e</TD>
<TD ALIGN="LEFT">display expanded lines</TD>
</TR>
</TABLE>
</BLOCKQUOTE>
<P>
The modes and command are case-insensitive (although the command line switches are not).
<P>
The current state of the debug flags is saved in the variable
$_Debug and the state prior to a change is saved in $_LastDebug.
<P>
<H1><A NAME="SECTION002060000000000000000"></A> <A NAME="sec-delete"></A>
<BR>
Delete
</H1>
<P>
If you are using a track in only one part of your song, especially if
it is at the start, it may be wise to free that track's resources when
you are done with it. The D<SMALL>ELETE</SMALL> command does just that:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Solo Delete </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
If a MIDI channel has been assigned to that track, it is
marked as ``available'' and the track is deleted. Any data
already saved in the MIDI track will be written when
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> is
finished processing the song file.
<P>
<H1><A NAME="SECTION002070000000000000000"></A> <A NAME="scale-direction"></A>
<BR>
Direction
</H1>
<P>
In tracks using chords or scales you can change the direction in which
they are applied:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Scale Direction UP </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
The effects differ in different track types. For S<SMALL>CALE</SMALL> and A<SMALL>RPEGGIO</SMALL> tracks:
<P>
<BLOCKQUOTE>
<TABLE CELLPADDING=3>
<TR><TD ALIGN="RIGHT">UP</TD>
<TD ALIGN="LEFT">Plays in upward direction only</TD>
</TR>
<TR><TD ALIGN="RIGHT">DOWN</TD>
<TD ALIGN="LEFT">Plays in downward direction only</TD>
</TR>
<TR><TD ALIGN="RIGHT">BOTH</TD>
<TD ALIGN="LEFT">Plays upward and downward (<I>default</I>)</TD>
</TR>
<TR><TD ALIGN="RIGHT">RANDOM</TD>
<TD ALIGN="LEFT">Plays notes from the chord or scale randomly</TD>
</TR>
</TABLE>
</BLOCKQUOTE>
<P>
<BLOCKQUOTE>When this command is encountered in a S<SMALL>CALE</SMALL> track the start
point of the scale is reset.
</BLOCKQUOTE>
<P>
<P>
A W<SMALL>ALK</SMALL> track recognizes the following option settings:
<P>
<BLOCKQUOTE>
<TABLE CELLPADDING=3>
<TR><TD ALIGN="RIGHT">BOTH</TD>
<TD ALIGN="LEFT">The default. The bass pattern
will go up and down a partial scale. Some notes may be repeated.</TD>
</TR>
<TR><TD ALIGN="RIGHT">UP</TD>
<TD ALIGN="LEFT">Notes will be chosen sequentially from an ascending, partial scale.</TD>
</TR>
<TR><TD ALIGN="RIGHT">DOWN</TD>
<TD ALIGN="LEFT">Notes will be chosen sequentially from a descending, partial scale.</TD>
</TR>
<TR><TD ALIGN="RIGHT">RANDOM</TD>
<TD ALIGN="LEFT">Notes will be chosen in a random direction from a partial scale.</TD>
</TR>
</TABLE>
</BLOCKQUOTE>
<P>
<BLOCKQUOTE>All four patterns are useful and create quite different effects.
</BLOCKQUOTE>
<P>
The C<SMALL>HORD</SMALL> tracks D<SMALL>IRECTION</SMALL> only has an effect when the
S<SMALL>TRUM</SMALL> setting has a non-zero value. In this case the following
applies:
<P>
<BLOCKQUOTE>
<TABLE CELLPADDING=3>
<TR><TD ALIGN="RIGHT">UP</TD>
<TD ALIGN="LEFT">The default. Notes are sounded from the lowest tone to the highest.</TD>
</TR>
<TR><TD ALIGN="RIGHT">DOWN</TD>
<TD ALIGN="LEFT">Notes are sounded from the highest to the lowest.</TD>
</TR>
<TR><TD ALIGN="RIGHT">BOTH</TD>
<TD ALIGN="LEFT">The UP and DOWN values are alternated.</TD>
</TR>
<TR><TD ALIGN="RIGHT">RANDOM</TD>
<TD ALIGN="LEFT">Ignored (uses UP).</TD>
</TR>
</TABLE>
</BLOCKQUOTE>
<P>
You can specify a different D<SMALL>IRECTION</SMALL> for each bar in a
sequence. Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Arpeggio Direction Up Down / Both </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
The setting is ignored by B<SMALL>ASS</SMALL>, D<SMALL>RUM</SMALL> and S<SMALL>OLO</SMALL> tracks.
<P>
<H1><A NAME="SECTION002080000000000000000">
Mallet</A>
</H1>
<P>
Some instruments (Steel-drums, banjos, marimbas, etc.) are normally
played with rapidly repeating notes. Instead of painfully inserting
long lists of these notes, you can use the M<SMALL>ALLET</SMALL> directive.
The M<SMALL>ALLET</SMALL> directive accepts a number of options, each an
OPTION=VALUE pair. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Solo-Marimba Mallet Rate=16 Decay=-5 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
This command is also useful in creating drum rolls. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Begin Drum-Snare2
<BR> &nbsp;&nbsp;Tone SnareDrum1
<BR> &nbsp;&nbsp;Volume F
<BR> &nbsp;&nbsp;Mallet Rate=32 Decay=-3
<BR> &nbsp;&nbsp;Rvolume 3
<BR> &nbsp;&nbsp;Sequence z z z 1 1 100
<BR>
End </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
The following options are supported:
<P>
<H2><A NAME="SECTION002081000000000000000">
Rate</A>
</H2>
<P>
The R<SMALL>ATE</SMALL> must be a valid note length (i.e., 8, 16, or even
16.+8).
<P>
For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Solo-Marimba Mallet Rate=16 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
will set all the notes in the ``Solo-Marimba'' track to be sounded a
series of 16th notes.
<P>
<UL>
<LI>Note duration modifiers such as articulate are applied to each
resultant note,
<P>
</LI>
<LI>It is guaranteed that the note will sound at least once,
<P>
</LI>
<LI>The use of note lengths assures a consistent sound independent
of the song tempo.
<P>
</LI>
</UL>
<P>
To disable this setting use a value of ``0''.
<P>
<H2><A NAME="SECTION002082000000000000000">
Decay</A>
</H2>
<P>
You can adjust the volume (velocity) of the notes being repeated when
M<SMALL>ALLET</SMALL> is enabled:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Drum-Snare Mallet Decay=-15 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
The argument is a percentage of the current value to add to the note
each time it is struck. In this example, assuming that the note length
calls for 4 ``strikes'' and the initial velocity is 100, the note will
be struck with a velocity of 100, 85, 73 and 63.
<P>
Important: a positive value will cause the notes to get louder,
negative values cause the notes to get softer.
<P>
Note velocities will never go below 1 or above 255. Note, however,
that notes with a velocity of 1 will most likely be inaudible.
<P>
The decay option value must be in the range -50 to 50; however, be
cautious using any values outside the range -5 to 5 since the volume
(velocity) of the notes will change quite quickly. The default
value is 0 (no decay).
<P>
<H1><A NAME="SECTION002090000000000000000"></A> <A NAME="octave"></A>
<BR>
Octave
</H1>
<P>
When
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> initializes and after the S<SMALL>EQ</SMALL>C<SMALL>LEAR</SMALL> command all track
octaves are set to ``4''. This will place most chord and bass notes in
the region of middle C.
<P>
You can change the octave for any voice with O<SMALL>CTAVE</SMALL> command. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass-1 Octave 3 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Sets the notes used in the ``Bass-1'' track one octave lower than normal.
<P>
The octave specification can be any value from 0 to 10. Various
combinations of I<SMALL>NVERT</SMALL>, T<SMALL>RANSPOSE</SMALL> and O<SMALL>CTAVE</SMALL> can
force notes to be out of the valid MIDI range. In this case the lowest
or highest available note will be used.
<P>
You can specify a different O<SMALL>CTAVE</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord Octave 4 5 / 4 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
<H1><A NAME="SECTION0020100000000000000000"></A> <A NAME="set-off"></A>
<BR>
Off
</H1>
<P>
To disable the generation of MIDI output on a specific track:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass Off </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
This can be used anywhere in a file. Use it to override the effect of
a predefined groove, if you wish. This is simpler than resetting a
voice in a groove. The only way to reset this command is with a
O<SMALL>N</SMALL> directive.
<P>
<H1><A NAME="SECTION0020110000000000000000"></A> <A NAME="set-on"></A>
<BR>
On
</H1>
<P>
To enable the generation of MIDI output on a specific track which has
been disabled with an O<SMALL>FF</SMALL> directive:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Bass On </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
<H1><A NAME="SECTION0020120000000000000000">
Print</A>
</H1>
<P>
The P<SMALL>RINT</SMALL> directive will display its argument to the screen
when it is encountered. For example, if you want to print the filename
of the input file while processing, you could insert:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Print Making beautiful music for MY SONG </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
No control characters are supported.
<P>
This can be useful in debugging input files.
<P>
<H1><A NAME="SECTION0020130000000000000000">
PrintActive</A>
</H1>
<P>
The P<SMALL>RINT</SMALL>A<SMALL>CTIVE</SMALL> directive will the currently active
G<SMALL>ROOVE</SMALL> and the active tracks. This can be quite useful when
writing groove files and you want to modify and existing groove.
<P>
Any parameters given are printed as single comment at the end of the header line.
<P>
This is strictly a debugging tool. No P<SMALL>RINT</SMALL>A<SMALL>CTIVE</SMALL> statements
should appear in finalized grooves or song files.
<P>
<H1><A NAME="SECTION0020140000000000000000">
RndSeed</A>
</H1>
<P>
All of the random functions (R<SMALL>TIME</SMALL>, R<SMALL>SKIP</SMALL>, etc.) in
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> depend
on the <I>Python random</I> module. Each time
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> generates a track the values generated
by the random functions will be different. In most cases this is a ``good thing''; however,
you may want
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> to use the same sequence of random values<A NAME="tex2html66"
HREF="#foot10186"><SUP>20.1</SUP></A> each time it generates a track. Simple: just use:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>RndSeed 123.56 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
at the top of your song file. You can use any value you want: it really doesn't
make any difference, but different values will generate different sequences.
<P>
You can also use this with no value, in which case Python uses its own value (see
the Python manual for details). Essentially, using no value undoes the effect which
permits the mixing of random and not-so-random sections in the same song.
<P>
One interesting use of R<SMALL>ND</SMALL>S<SMALL>EED</SMALL> could be to ensure that a repeated section
is identical: simply start the section with something like:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Repeat
<BR>
RndSeed 8
<BR> ... chords </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
It is highly recommended that you <I>do not</I> use this command in library files.
<P>
<H1><A NAME="SECTION0020150000000000000000"></A> <A NAME="rskip"></A>
<BR>
RSkip
</H1>
<P>
To aid in creating syncopated sounding patterns, you can use the
RS<SMALL>KIP</SMALL> directive to randomly silence or skip notes. The command
takes a value in the range 0 to 99. The ``0'' argument disables
skipping. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Begin Drum
<BR>&nbsp;&nbsp;&nbsp;&nbsp;Define D1 1 0 90
<BR>&nbsp;&nbsp;&nbsp;&nbsp;Define D8 D1 * 8
<BR>&nbsp;&nbsp;&nbsp;&nbsp;Sequence D8
<BR>&nbsp;&nbsp;&nbsp;&nbsp;Tone OpenHiHat
<BR>&nbsp;&nbsp;&nbsp;&nbsp;RSkip 40
<BR>
End </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
In this case a drum pattern has been defined to hit short ``OpenHiHat''
notes 8 per bar. The RS<SMALL>KIP</SMALL> argument of ``40'' causes the
note to be NOT sounded (randomly) only 40% of the time.
<P>
Using a value of ``10'' will cause notes to be skipped 10% of the
time (they are played 90% of the time), ``90'' means to skip the
notes 90% of the time, etc.
<P>
You can specify a different RS<SMALL>KIP</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Scale RSkip 40 90 / 40 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
If you use the RS<SMALL>KIP</SMALL> in a chord track, the entire chord
<I>will not</I> be silenced. The option will be applied to the
individual notes of each chord. This may or may not be what you are
after. You cannot use this option to generate entire chords randomly.
For this effect you need to create several chord patterns and select
them with S<SMALL>EQ</SMALL>R<SMALL>ND</SMALL>.
<P>
<H1><A NAME="SECTION0020160000000000000000"></A> <A NAME="rtime"></A>
<BR>
RTime
</H1>
<P>
One of the biggest problem with computer generated drum and rhythm
tracks is that, unlike real musicians, the beats are precise and ``on
the beat''. The RT<SMALL>IME</SMALL> directive attempts to solve this.
<P>
The command can be applied to all tracks.
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Drum-4 Rtime 4 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
The value passed to the RTime directive are the number of MIDI ticks
with which to vary the start time of the notes. For example, if you
specify ``5'' the start times will vary from -5 to +5 ticks) on each
note for the specified track. There are 192 MIDI ticks in each quarter
note.
<P>
Any value from 0 to 100 can be used; however values in the range 0 to
10 are most commonly used. Exercise caution in using large values!
<P>
You can specify a different RT<SMALL>IME</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord RTime 4 10 / 4 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
R<SMALL>TIME</SMALL> is guaranteed never to start a note before the start of a bar.
<P>
<H1><A NAME="SECTION0020170000000000000000"></A> <A NAME="scale-type"></A>
<BR>
ScaleType
</H1>
<P>
This option is only used by S<SMALL>CALE</SMALL> tracks. It can be set for
other tracks, but the setting is not used.
<P>
By default, the S<SMALL>CALE</SMALL>T<SMALL>YPE</SMALL> is set to A<SMALL>UTO</SMALL>. The settings
permissible are:
<P>
<BLOCKQUOTE>
<TABLE CELLPADDING=3>
<TR><TD ALIGN="RIGHT">CHROMATIC</TD>
<TD ALIGN="LEFT">Forces use of a chromatic scale</TD>
</TR>
<TR><TD ALIGN="RIGHT">AUTO</TD>
<TD ALIGN="LEFT">Uses scale based on the current chord (default)</TD>
</TR>
</TABLE>
</BLOCKQUOTE>
<P>
When this command is encountered in a S<SMALL>CALE</SMALL> track the start
point of the scale is reset.
<P>
<H1><A NAME="SECTION0020180000000000000000"></A>
<A NAME="seqnumber"></A>
<BR>
Seq
</H1>
<P>
If your sequence, or groove, has more than one pattern (i.e., you have
set SeqSize to a value other than 1), you can use this directive to
force a particular pattern point to be used. The directive:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Seq </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
resets the <I>sequence counter</I> to 1. This means that the next bar
will use the first pattern in the current sequence. You can force a
specific pattern point by using an optional value after the directive.
For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Seq 8 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
forces the use of pattern point 8 for the next bar. This can be quite
useful if you have a multi-bar sequence and, perhaps, the eight bar is
variation which you want used every eight bars, but also for a
transition bar, or the final bar. Just put a <SMALL>SEQ 8</SMALL> at those
points. You might also want to put a <SMALL>SEQ</SMALL> at the start of
sections to force the restart of the count.
<P>
If you have enable sequence randomization with the S<SMALL>EQ</SMALL>R<SMALL>ND </SMALL>O<SMALL>N</SMALL>
command, the randomization will be disabled by a S<SMALL>EQ</SMALL>
command.<A NAME="tex2html67"
HREF="#foot10232"><SUP>20.2</SUP></A> However,
settings of track S<SMALL>EQ</SMALL>R<SMALL>ND</SMALL> will not be effected. One difference
between S<SMALL>EQ</SMALL>R<SMALL>ND </SMALL>O<SMALL>FF</SMALL> and S<SMALL>EQ</SMALL> is that the current sequence
point is set with the latter; with S<SMALL>EQ</SMALL>R<SMALL>ND </SMALL>O<SMALL>FF</SMALL> it is left at a
random point.
<P>
Note: Using a value greater than the current S<SMALL>EQ</SMALL>S<SMALL>IZE</SMALL> is not
permitted.
<P>
This is a very useful command! For example, look at the four bar
introduction of the song ``Exactly Like You'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Groove BossanovaEnd
<BR>
seq 3
<BR>
1 C
<BR>
seq 2
<BR>
2 Am7
<BR>
seq 1
<BR>
3 Dm7
<BR>
seq 3
<BR>
4 G7 / G7#5 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
In this example the four bar ``ending groove'' has been used to create
an interesting introduction.
<P>
<H1><A NAME="SECTION0020190000000000000000"></A> <A NAME="strum"></A>
<BR>
Strum
</H1>
<P>
By default
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> plays all the notes in a chord at the same time. To
make the chord more like something a guitar or banjo might play, use
the S<SMALL>TRUM</SMALL> directive. For example:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord-1 Strum 5 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
sets the strumming factor to 5 for track Chord-1.
<P>
Setting the S<SMALL>TRUM</SMALL> in any track other than a C<SMALL>HORD</SMALL> track
will generate a warning message and the command will be ignored.
<P>
The strum factor is specified in MIDI ticks. Usually values around 10
to 15 work just fine. The valid range for S<SMALL>TRUM</SMALL> is 0 to 100.
<P>
You can specify a different S<SMALL>TRUM</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord Strum 20 5 / 10 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Note: When chords have both a <SMALL>STRUM</SMALL> and <SMALL>INVERT</SMALL> applied,
the order of the notes played will not necessarily be root, third,
etc. The notes are sorted into ascending order, so for a C major scale
with and <SMALL>INVERT</SMALL> of 1 the notes played would be ``E G C''. That
is, unless the <A HREF="#scale-direction">D<SMALL>IRECTION</SMALL></A> has been set to ``DOWN'' in which case
the order would be reversed (but the notes would be the same).
<P>
<H1><A NAME="SECTION0020200000000000000000">
Transpose</A>
</H1>
<P>
You can change the key of a piece with the ``Transpose'' command. For
example, if you have a piece notated in the key of ``C'' and you want
it played back in the key of ``D'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Transpose 2 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
will raise the playback by 2 semi-tones. Since
<FONT Face="Serif" Color="Navy"><I>MMA</I></FONT> 's author plays tenor saxophone
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Transpose -2 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
which puts the MIDI keyboard into the same key as the horn, is not an
uncommon directive
<P>
You can use any value between -12 and 12. All tracks (with the logical
exception of the drum tracks) are effected by this command.
<P>
<H1><A NAME="SECTION0020210000000000000000">
Unify</A>
</H1>
<P>
The U<SMALL>NIFY</SMALL> command is used to force multiple notes of the same
voice and pitch to be combined into a single, long, tone. This is very
useful when creating a sustained voice track. For example, consider
the following which might be used in real groove file:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Begin Bass-Sus
<BR>
Sequence 1 1 1 90 4
<BR>
Articulate 100
<BR>
Unify On
<BR>
Voice TremoloStrings
<BR>
End </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Without the U<SMALL>NIFY </SMALL>O<SMALL>N</SMALL> command the strings would be sounded (or
hit) four times during each bar; with it enabled the four hits are
combined into one long tone. This tone can span several bars if the
note(s) remain the same.
<P>
The use of this command depends on a number of items:
<P>
<UL>
<LI>The V<SMALL>OICE</SMALL> being used. It makes sense to use enable the
setting if using a sustained tone like ``Strings"; it probably
doesn't make sense if using a tone like ``Piano1''.
<P>
</LI>
<LI>For tones to be combined you will need to have A<SMALL>RTICULATE</SMALL>
set to a value of 100. Otherwise the on/off events will have small
gaps in them which will cancel the effects of U<SMALL>NIFY</SMALL>.
<P>
</LI>
<LI>Ensure that R<SMALL>TIME</SMALL> is not set for U<SMALL>NIFY</SMALL> tracks
since the start times may cause gaps.
<P>
</LI>
<LI>If your pattern or sequence has different volumes in different
beats (or bars) the effect of a U<SMALL>NIFY</SMALL> will be to ignore
volumes other than the first. Only the first N<SMALL>OTE </SMALL>O<SMALL>N</SMALL> and the
last N<SMALL>OTE </SMALL>O<SMALL>FF</SMALL> events will appear in the MIDI file.
<P>
</LI>
</UL>
<P>
You can specify a different U<SMALL>NIFY</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord Unify On / / Off </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
But, you probably don't want to use this particular feature.
<P>
Valid arguments are ``On'' or ``1'' to enable; ``Off'' or ``0'' to
disable.
<P>
<H1><A NAME="SECTION0020220000000000000000"></A> <A NAME="set-voice"></A>
<BR>
Voice
</H1>
<P>
The MIDI instrument or voice used for a track is set with:
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord-2 Voice Piano1 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
Voices apply only to the specified track. The actual instrument can be
specified via the MIDI instrument number, or with the symbolic name.
See the tables in the MIDI <A HREF="node26.html#sec-voicenames">voicing section</A> for lists of the recognized
names.
<P>
You can create interesting effects by varying the voice used with drum
tracks. By default ``Voice 0'' is used. However, you can change the
drum voices. The supplied library files do not change the voices since this
appears to be highly dependent on the MIDI synth you are using.
<P>
You can specify a different V<SMALL>OICE</SMALL> for each bar in a sequence.
Repeated values can be represented with a ``/'':
<P>
<TABLE ALIGN="CENTER" CELLSPACING=0 CELLPADDING=5 BGCOLOR="OldLace" BORDER=3>
<TR> <TD>
<BLOCKQUOTE><B>Chord Voice Piano1 / / Piano2 </B></BLOCKQUOTE>
</TD></TR></TABLE>
<P>
It is possible to set up translations for the selected voice: see
<A HREF="node19.html#set-voicetr">V<SMALL>OICE</SMALL>TR</A>.
<P>
<BR><HR><H4>Footnotes</H4>
<DL>
<DT><A NAME="foot10186">... values</A><A
HREF="node20.html#tex2html66"><SUP>20.1</SUP></A></DT>
<DD>Yes, this is
a contradiction of terms.
</DD>
<DT><A NAME="foot10232">...
command.</A><A
HREF="node20.html#tex2html67"><SUP>20.2</SUP></A></DT>
<DD>A warning message will also be displayed.
</DD>
</DL><HR>
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<ADDRESS>
Bob
2006-10-15
</ADDRESS>
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