# concepts and terms - a **song** (also called **module**) is a file for a tracker that contains at least one **subsong**. - each Furnace song involves at least one **chip**, an emulation of a specific audio processor. ## tracking the **[pattern view](../3-pattern/README.md)** is similar to spreadsheet that displays the following: - each labeled column represents a **channel** of sound provided by the chips in use. - each **note** starts a sound playing. within a channel, only one note can play at a time. - each note is assigned an **[instrument](../4-instrument/README.md)** which describes what it will sound like. - an **effect** is a command that changes some aspect of playback. it can alter note pitch, volume, timing, and more. - an instrument **macro** is an automated sequence of effects that applies to every note of that instrument. - during playback, the **playhead** moves down, scrolling through the pattern view, triggering the notes that it encounters. ## structure the **order list** is a smaller spreadsheet showing the overall song structure. - a song is made up of a list of orders. - an **order** is a set of numbered patterns used for each channel. - each channel has its own unique list of patterns. - each **pattern** contains note and effect data for that channel only. - patterns may be used multiple times in the order list. changing a pattern's data in one order will affect the same pattern used in other orders. - each pattern is made of the same number of rows as seen in the tracker view. - during playback, the **playhead** moves down as described previously. when it reaches the end of the pattern view, it will go to the next order. - if the last order is reached and the playhead reaches the end of the pattern view, it will go back to the beginning of the song. ## time - during playback, each **row** lasts a number of ticks determined by the song's **speed** value(s). - a **tick** is the smallest measure of time to which all note, effect, and macro times are quantized. ## sound sound chips have different capabilities. even within the same chip, each channel may have its own ways of making sound. - some channels use one or more waveform **generators** (sine, square, noise...) to build up a sound. - of special note are **FM (frequency modulation)** channels, which use a number of generators called **operators** that can interact to make very complex sounds. - some channels use **[samples](../6-sample/README.md)** which are (usually) recordings of sounds, often with defined loop points to allow a note to sustain. - some channels use **[wavetables](../5-wave/README.md)**, which are very short samples of fixed length that automatically loop.