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55 lines
3.6 KiB
Markdown
55 lines
3.6 KiB
Markdown
# song info
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- **Name**: the track's title.
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- **Author**: the author(s) of this track.
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- **Album**: the associated album name (or the name of the game the song is from).
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- **System**: the name of the game console or computer the track is designed for. this is automatically set when creating a new tune, but can be changed to anything. the **Auto** button will provide a guess based on the chips in use.
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all of this metadata will be included in a VGM export. this isn't the case for an audio export, however.
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- **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.
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## subsongs
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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.
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- the drop-down box selects the current subsong.
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- the **`+`** button adds a new subsong.
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- the **`−`** button permanently deletes the current subsong (unless it's the only one).
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- **Name**: title of the current subsong.
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- the box at the bottom can store any arbitrary text, like a separate "Comments" box for the current subsong.
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## speed
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there are multiple ways to set the tempo of a song.
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**Base Tempo**: tempo in beats per minute (BPM). this is affected by the Highlight settings below.
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- clicking the Base Tempo button switches to the more technical Tick Rate.
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**Tick Rate**: the frequency of ticks per second, thus the rate at which notes and effects are processed.
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- 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).
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- clicking the Tick Rate button switches to the more traditional Base Tempo BPM setting.
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**Speed**: the number of ticks per row.
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- clicking the "Speed" button changes to more complex modes covered in the [grooves](../8-advanced/grooves.md) page.
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**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:
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- set tick rate to 150 BPM (60 Hz) and speed to 6.
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- set the first virtual tempo number (numerator) to 200.
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- set the second virtual tempo number (denominator) to 150.
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- the track will play at 200 BPM.
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- 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.
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- 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.
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**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!
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- to the right, the effective BPM is listed, taking all settings into account.
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**Highlight**: sets the pattern row highlights:
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- the first value represents the number of rows per beat.
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- the second value represents the number of rows per measure.
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- these don't have to line up with the music's actual beats and measures. set them as preferred for tracking.
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- note: these values are used for the metronome and calculating BPM.
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**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.)
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**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.
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