# song info - **Name**: the track's title. - **Author**: the author(s) of this track. - **Album**: the associated album name (or the name of the game the song is from). - **System**: the game console or computer the track is designed for. this is automatically set when creating a new tune, but in advanced mode, it can be changed to anything one wants. the **Auto** button will provide a guess based on the chips in use. all of this metadata will be included in a VGM export. this isn't the case for an audio export, however. - _**Tuning (A-4)**_: set tuning based on the note A-4, which should be 440 in most cases. opening an Amiga MOD will set it to 436 for hardware compatibility. available only in advanced mode. ## subsongs this window allows one to create **subsongs** - multiple individual songs within a single file. each song has its own order list and patterns, but all songs within a file share the same chips, samples, and so forth. - the drop-down box selects the current subsong. - the **`+`** button adds a new subsong. - the **`−`** button permanently deletes the current subsong (unless it's the only one). - **Name**: title of the current subsong. - the box at the bottom can store any arbitrary text, like a separate "Comments" box for the current subsong. ## speed there are multiple ways to set the tempo of a song. items in _italic_ don't appear in basic mode and are only available in advanced mode. **Tick Rate**: the frequency of ticks per second, thus the rate at which notes and effects are processed. - all values are allowed for all chips, though most chips have hardware limitations that mean they should stay at either 60 (approximately NTSC) or 50 (exactly PAL). - clicking the Tick Rate button switches to a more traditional **Base Tempo** BPM setting. **Speed**: the number of ticks per row. - clicking the "Speed" button changes to more complex modes covered in the [grooves] page. _**Virtual Tempo**:_ Simulates any arbitrary tempo without altering the tick rate. it does this by adding or skipping ticks to approximate the tempo. the two numbers represent a ratio applied to the actual tick rate. example: - set tick rate to 150 BPM (60 Hz) and speed to 6. - set the first virtual tempo number (numerator) to 200. - set the second virtual tempo number (denominator) to 150. - the track will play at 200 BPM. - the ratio doesn't have to match BPM numbers. set the numerator to 4 and the denominator to 5, and the virtual BPM becomes 150 × 4/5 = 120. - another way to accomplish this with more control over the results is to use grooves. see the page on [grooves](../8-advanced/grooves.md) for details. _**Divider**:_ Changes the effective tick rate. a tick rate of 60Hz and a divisor of 6 will result in ticks lasting a tenth of a second each! **Highlight**: sets the pattern row highlights: - the first value represents the number of rows per beat. - the second value represents the number of rows per measure. - these don't have to line up with the music's actual beats and measures. set them as preferred for tracking. - note: these values are used for the metronome and calculating BPM. **Pattern Length**: the length of each pattern in rows. this affects all patterns in the song, and every pattern must be the same length. (Individual patterns can be cut short by `0Bxx`, `0Dxx`, and `FFxx` commands.) _**Song Length**:_ how many orders are in the order list. decreasing it will hide the orders at the bottom. increasing it will restore those orders; increasing it further will add new orders of all `00` patterns.