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                      DELTA MUSIC V1.00 DOCUMENTATION


                          WRITTEN BY BENT NIELSEN
                             AND JAN RASMUSSEN


                  COPYRIGHT 1989-1997, BARRICADE SOFTWARE.
                            ALL RIGHTS RESERVED.

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    Address:   Barricade Software
               Slarisdal 16 d
               8700 Horsens
               Denmark

    Phone:     +45 75 630-161
    E-mail:    barricad@post1.tele.dk
    Website:   http://home1.inet.tele.dk/barricad/
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COPYRIGHT NOTICE:
-----------------

    This software  package called  Delta Music  is copyrighted  and  all
    rights reserved by Barricade Software.  The distribution and sale of
    this product  are intended  for the use  of the  original  purchaser
    only.  Lawful users of this product are hereby  licenced only to use
    this program, from its medium into memory of a computer,  solely for
    the purpose of executing  the program. Duplicating, copying, selling
    or otherwise distributing  this package,  in whole or in part,  is a
    violation of the law.  The shareware version, however, may freely be
    copied as long as all files remain unchanged.

    This  manual  is  copyrighted  and  all rights  are  reserved.  This
    document may not,  in whole or in part, be copied,  photocopied, re-
    produced,  translated or reduced to any electronic medium or machine
    readable  form without  prior consent,  in writing,  from  Barricade 
    Software.


DISCLAIMER:
-----------

    BARRICADE SOFTWARE MAKES NO WARRANTIES,  EITHER EXPRESS  OR IMPLIED,
    WITH RESPECT TO THE PROGRAM DESCRIBED HEREIN,  ITS QUALITY, PERFORM-
    ANCE, MERCHANTABILITY,  OR FITNESS FOR ANY PARTICULAR PURPOSE.  THIS
    PROGRAM IS SOLD "AS IS".  THE ENTIRE RISK AS TO ITS QUALITY AND PER-
    FORMANCE IS WITH THE BUYER.  SHOULD THE PROGRAM PROVE DEFECTIVE FOL-
    LOWING  ITS PURCHASE,  THE BUYER  (AND NOT  CREATOR  OF THE PROGRAM,
    BARRICADE SOFTWARE,  THEIR DISTRIBUTORS  OR THEIR RETAILERS) ASSUMES
    THE ENTIRE COST OF ALL NECESSARY SERVICES,  REPAIR OR CORRECTION AND
    ANY INCIDENTAL OR CONSEQUENTIAL DAMAGES.  IN NO EVENT WILL BARRICADE
    SOFTWARE BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
    DAMAGES  RESULTING FROM  ANY DEFECT IN  THIS PACKAGE  EVEN IF IT HAS
    ADVISED OF THE POSSIBILITY  OF SUCH DAMAGES.  SOME LAWS DO NOT ALLOW
    THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITIES FOR
    INCIDENTAL  OR CONSEQUENTIAL  DAMAGES,  SO THE  ABOVE  LIMITATION OR
    EXCLUSION MAY NOT APPLY.


TABLE OF CONTENTS:
------------------

    1.0   Introduction.
          1.1   The full version of Delta Music.
          1.2   How to order full version of Delta Music.
          1.3   Delta Music credits and special thanks.

    2.0   Installing Delta Music.
          2.1   Hardware requirements.
          2.2   Setting up your soundcard.
          2.3   Running Delta Music for the first time.

    3.0   Getting started.
          3.1   How to load and play a demo song.
          3.2   Gadgets and sliders.

    4.0   The track and pattern screen.
          4.1   Loading music files.
          4.2   Saving music files.
          4.3   Playing and stopping music.

    5.0   Introduction to tracks.
          5.1   Track selection.
          5.2   Track positions.
          5.3   The pattern number.
          5.4   The note transpose.
          5.5   The instrument transpose.
          5.6   Editing tracks.

    6.0   Introduction to patterns.
          6.1   The pattern length.
          6.2   Pattern positions.
          6.3   Pattern notes and keyboard layout.
          6.4   Instrument number.
          6.5   Pattern effects.
          6.6   Explaination of each effect command.

    7.0   The instrument and waveform screen.
          7.1   Introduction to instruments.
          7.2   Synthetic instruments.
          7.3   Sampled instruments.
          7.4   Sound types.
          7.5   Pitch A and Pitch B.
          7.6   Volume envelope.
          7.7   Tweak.
          7.8   Filter.
          7.9   Vibrato.
          7.10  Tuning.

    8.0   Introduction to waveforms and samples.
          8.1   Synthetic waveforms.
          8.2   Sampled waveforms.



1.0 INTRODUCTION:
-----------------

    Welcome to the world of Delta Music.  Delta Music is a music program 
    which along  with its ability  to produce ordinary  samples also has
    the ability to generate a variety of  powerful synthetic sounds also
    known as chip-sounds.  Synthetic sounds are much like those you will
    find on a synthesizer chips found in 8-16bit computers.

    At first Delta Music might seem overwhelming but you will soon learn
    how easy it is to use. The best way to get to know Delta Music is by
    looking at other peoples music  and experimenting with the different
    options.


    1.1   The full version of Delta Music.

    The full version  of Delta Music can be bought directly  from Barri-
    cade Software.  It features many things you won't find on the share-
    ware version of the program. Here is list of some of the things you
    will get from ordering the full version:

    o  The ability to both Load and Save your music files.
    o  Free patches  and updates of Delta Music  which can be downloaded
       from our website at: http://home1.inet.tele.dk/barricad/
       Delta Music will be frequently updated,  adding more features and
       sound types. All additional features can be obtained for free.
    o  Additional pattern effect commands.
    o  A license to freely use our Replay  routine which can be obtained
       directly from our programming department and it is delivered as a
       source-code.  This gives you the ability  to playback Delta Music
       files outside the editor, like in a game etc.
    o  Free tech-support,  call our hotline at:  +45 75 630-161 or write
       an e-mail to: barricad@post1.tele.dk


    1.2   How to order the full version of Delta Music.

    Delta Music comes in two flavours,  you can either get it  by e-mail
    or snail-mail. Please note: Delta Music does not come with a printed
    manual. The manual is stored as an ASC-II text file within the pack-
    age, which can be viewed by virtually any text editor, or printed by
    yourself provided that you have a printer.


    Getting Delta Music by e-mail:

    Getting Delta Music by e-mail is  an easy and very convenient way of
    ordering  Delta Music,  thus it is  the fastest  way of  getting the
    package.  The drawback is of course  that you won't have Delta Music
    on a  physical  computer disk  for storage  and safe keep.  But then
    again,  you can simply copy  it to a  computer disk  after receiving
    your e-mail.


    Getting Delta Music by snail-mail:

    Getting Delta Music by snail-mail is obvious a bit slower than e-mail
    and it is charged slightly more due to transportation  and the physi-
    cal disk.  However, no matter where you live in the world,  the price
    will remain the same.

    All snail-mail  orders are sent using the regular  postal service and
    always as air-mail.  However,  you can also choose to get your copy a 
    bit faster by using EXPRESS,  UPS,  DHL  or any other means of trans-
    portation,  though all extra transportation cost has to be covered by
    the buyer.


    How To Order:

    Until we  find a  world wide  distributor  there is  only one  way of
    ordering  Delta Music  and that is  by sending cash  or a bank cheque
    payable to:

        Barricade Software
        Slarisdal 16 d
        8700 Horsens
        Denmark

    We currently  do not accept  any credit-cards.  Only a cheque issued
    by an international bank. Don't forget to *clearly* state your name,
    address  and phonenumber.  We need  your address  even if  you order
    Delta Music by e-mail.

    Please note: We encourage people NOT to send cash in an envelope, as
    this is not a safe way of payment, though we do accept cash payment.
    Whenever possible,  we will send  your copy of Delta Music  the same
    day we receive your payment.

    Don't forget to read the disclaimer at the top of this manual.


    Delta Music Prices:

    The prices herein are in Danish Crowns (DKK). We also accept US Dol-
    lars  and british Pounds,  but we charge  slightly more  when paying
    in these currencies  as we then  have to  exchange them  into Danish
    Crowns.  In most cases you will find that you can save some money by
    exchanging your own currency into Danish Crowns.

    The Delta Music package sent via e-mail: 200.00 DKK.
          Or $41.00 US Dollars, or 25.00 British Pounds.

    The Delta Music package sent via snail-mail: 250.00 DKK.
          Or $50.00 US Dollars, or 30.00 British Pounds.

    All prices  includes  posting  and packaging,  and our local  Danish
    taxes.  However, should there be any kind of extra import tax or any
    other expenses, the buyer,  and not Barricade Software, will have to
    pay these.

 
    1.3   Delta Music credits and special thanks.

    Design and programming by.......... :  Bent Nielsen
    Editor graphics created by......... :  Peter Andersen
    Barricade and Delta logo created by :  Jan Rasmussen
    Manual written by.................. :  Bent Nielsen and
                                        :  Jan Rasmussen

    Beta-tested by..................... :  Ben Poor
                                        :  Frederic Bouquerel
                                        :  Henrik Bach
                                        :  Jan Rasmussen
                                        :  Mattias Johansson
                                        :  Michael Schwendt
                                        :  Peter Sandn

    Demo music composed by............. :  Peter Sandn
                                        :  Bent Nielsen


    Special thanks to:

    - Peter Sanden -
    For his numerous contributions to  Delta Music and his critical view
    of the program which has let to an overall improvement.

    - Michael Schwendt -
    For explaining the basics of sound filtering  which means that Delta
    Music now have sound-filter too.


2.0 INSTALLING DELTA MUSIC:
---------------------------

    Before you can use Delta Music you need to install it first. This is
    easily done by  making a directory  or folder named  DELTA and UnZip
    the DELTA.ZIP file in this directory. You need PKUNZIP.EXE or WinZip
    for this purpose. We suggest you UnZip the file to C:\DELTA.


    2.1   Hardware Requirements

    Requirement:
    o  You need a Sound Blaster PRO (tm) soundcard, or compatible.
    o  66 Mhz 486 DX 2.
    o  8 MB of memory.
    o  VESA compatible video card with 512KB ram.
    o  MS-DOS or Windows95.
    o  Microsoft compatiable mouse driver.

    Recommended:
    o  Sound Blaster 16 (tm) soundcard.
    o  60 Mhz Pentium processor.
    o  16 MB of memory.
    o  1MB of video ram.
    o  An audio amplifier and some HUGE speakers. : )


    2.2   Setting up your soundcard.

    Delta Music  will  autodetect  your  Sound  Blaster card  using  the
    Blaster environment variable which is set up  by Windows95 or MS-DOS
    when installing your soundcard. Most people don't need to change the
    default sound settings of Delta Music.

    If Delta Music fails  to autodetect your  soundcard when running the 
    program  you will have  to set up your  soundcard manually.  This is
    done using switches:

         -bitsize:xx      Using this switch you  can change the DMA bit-
                          size between 8 or 16 bit.     Default = 16 bit
                          which gives a better sound quality.

         -quality:xx      Using this  switch  you can  change  the sound 
                          quality in KHz.  You can choose between 11, 22
                          and 44 KHz. Default = 44 KHz which is the best
                          quality available.

         -base:xxx        Using this switch you  can manually choose the
                          base address of your soundcard. You can choose
                          between  210, 220, 230, 240, 250, 260, 270 and
                          280. Default = 220.

         -dma:x           Using this switch you  can manually choose the
                          8 bit DMA channel of your soundcard.   You can
                          choose between  0, 1 and 3.  Default = 1. This
                          setting is  only used  when BITSIZE  is set to
                          8 bit.

         -dma2:x          Using this switch you  can manually choose the
                          16 bit DMA channel of your soundcard.  You can
                          choose between  5, 6 and 7.  Default = 5. This
                          setting is  only used  when BITSIZE  is set to
                          16 bit.

         -irq:xx          Using this switch you  can manually choose the
                          interrupt vector of your soundcard.    You can
                          choose between 2, 3, 5, 7 and 10. Default = 5.


    Switches are used like this when running Delta Music:

        DELTA -bitsize:8 -quality:22

    Instead of having to enter all these switches every time you want to
    run Delta Music you should enter these into the DELTA.BAT file using
    a text-editor. You will find this file in the Delta Music directory.
    To edit the DELTA.BAT file simply type:

        EDIT DELTA.BAT

    The default file looks like this:

        RUN %1 %2 %3 ..... %9

    Simply add your switches between the RUN and %1 commands, like this:

        RUN -bitsize:8 -quality:22 %1 %2 %3 ..... %9

    Save your altered DELTA.BAT by overwriting the old DELTA.BAT.


    2.3   Running Delta Music for the first time.

    Assuming that  you have installed  Delta Music and configurated your
    soundcard  correctly you are  now ready to  run Delta Music.  Simply
    type:

        C:         <and press return>
        CD \DELTA  <and press return>
        DELTA      <and press return>

    Sound Blaster PRO owners need to run it like this instead:

        C:         <and press return>
        CD \DELTA  <and press return>
        DELTAPRO   <and press return>


    ====================================================================
    PLEASE NOTE: Before running Delta Music remember to load a Microsoft
                 compatiable  mouse driver  otherwise  Delta Music  will
                 exit with an  error message  "Mouse driver not found.".

                 However,  if you are running Delta Music from Windows95
                 a mouse driver is already installed.
    ====================================================================


3.0 GETTING STARTED:
--------------------

    When running Delta Music for the  first time it will probably appear
    overwhelming  and advanced  to look at.  However,  appearance can be
    deceiving.  Fear not, a lot of effort has been put into making Delta 
    Music as easy to use as possible. Even beginners can easily learn to
    get the full potential  out of Delta Music,  so you don't need to be
    an expert to use Delta Music.

    Since you  are probably  eager to hear  some demonstration  music we
    will start off by teaching you how to load and play a demo song.


    3.1   How to load and play a demo song.

    First you need to load a song. You do this by clicking on the gadget
    named "LOAD" which is located in the upper right side of the screen,
    next to the SAVE, PLAY and STOP gadget. When clicking on this gadget
    you will  get a  file-requester  window  which  is used  to navigate
    through your files just like the requesters you find in Windows.

    Now click on the "DRIVE" gadget  within the file-requester to select
    the drive where you installed Delta Music. Clicking this gadget will
    bring up  a list of drives.  You should  now choose the  "C:\" drive
    from the list by clicking on the name.

    NOTE:  If you installed Delta Music to a different drive choose that 
    instead.

    Now the file-requester  will read the contents  of your chosen drive
    and display it on your screen. You should now find a directory named
    DELTA and click on that.  The file-requester  will now read the con-
    tents of this directory  and bring up yet another  list of files and
    directories.  Click on a directory named MUSIC,  and finally you are
    ready to choose  a demo song  to load.  Simply click  on any  of the
    files listed  and click the OK gadget  and Delta Music will load the
    chosen song and close the file-requester.

    To play the song simply click on the PLAY gadget on the main screen.


    3.2   Gadgets and sliders.

    As  you probably  already have noticed,  Delta Music  is packed with
    gadgets and sliders which at first can appear overwhelming. However,
    gadgets are all BROWN while sliders are GREEN. This makes them stand
    out from the rest of the graphics.

    Many gadgets function as an increase or decrease of a number.  These
    gadgets  normally increase  or decrease  a number by one  when left-
    clicking on them. However, it is worth noticing that by HOLDING DOWN
    the right mouse button WHILE left-click these gadgets they will inc-
    rease  or decrease by ten instead  which can be extremely  useful to
    remember.


4.0 THE TRACK AND PATTERN SCREEN:
---------------------------------

    The track  and pattern  screen is  the default  Delta Music  startup
    screen.  This is where you  compose your music  and do all  sorts of
    manipulation to the music in general.


    4.1   Loading music files.

    To load a music file simply click on the gadget named  "LOAD" on the
    track  and  pattern screen,  or select  "FILES/LOAD MUSIC"  from the
    pulldown menus.  This will bring up  the file-requester window.  Use
    the file-requester to select the music file you want to load.  Delta
    Music files uses the file extension ".DTA".

    The short-cut key for this option is <ALT+L>.

    Please note:  Loading a new music file will erase the data currently
    in memory.  So unless you  remembered  to save the file currently in 
    memory, it will be lost forever.


    4.2   Saving music files.

    To save a  music file simply click on the gadget named "SAVE" on the
    track  and  pattern screen,  or select  "FILES/SAVE MUSIC"  from the
    pulldown menus.  This will bring up  the file-requester window.  Use
    the  file-requester to  select a name  and place to store your file.

    The short-cut key for this option is <ALT+S>.

    We suggest that you either use the  already existing MUSIC directory
    or you create your own from MS-DOS. To create a new directory simply
    type the following from MS-DOS right before running Delta Music:

        MD name    <and press return>

    MD stands for Make Directory  and the 'name' can be any valid MS-DOS
    directory name. i.e.  MD MyMusic.

    ====================================================================
    *** IMPORTANT NOTES REGARDING SAVING MUSIC FILES ***
    Since  Delta Music  features upto  32 different songs  in each music
    file, it is important to note that only songs having an END POSITION
    bigger than zero will be saved.

    Note also, all patterns between zero and 'the highest pattern number
    used'  are ALL saved regardless if  they are used or not.  So ALWAYS
    start editing your tracks by using the  smallest pattern number pos-
    sible otherwise your music file will become extremely BIG in size.

    All instruments except those saying "No sound at all" are saved, re-
    gardless if they are used or not. This is also useful to remember if
    you are planning on using Delta Music as Sound FX engine too because
    this will enable  you to create extra instruments  which function as
    Sound FX.

    All samples are saved regardless if they are used or not. Simply use
    the "REMOVE" gadget at the instrument  and waveform screen to remove
    any unwanted samples.
    ====================================================================


    4.3   Playing and stopping music.

    To play a music file simply click on the gadget named  "PLAY" on the
    track  and  pattern screen,  or select  "MUSIC/PLAY MUSIC"  from the
    pulldown menus.

    You can stop at any time by clicking on the gadget named "STOP",  or
    select "MUSIC/STOP MUSIC" from the pulldown menus.

    The short-cut key for both functions is <F9>.



5.0 INTRODUCTION TO TRACKS:
---------------------------

    A track is a long table of note patterns which instructs Delta Music
    to play note patterns in a certain order.


    5.1   Track selection.

    Delta Music  consist of  32 tracks,  or voices  if you prefer,  each
    capable of playing a long list of note patterns.  You can select any
    number of tracks to be used by increasing or decreasing the "TRACKS"
    gadget.  Never select  more tracks  than necessary  because it has a
    great impact on  the processor power  needed.  So if you only use 10
    tracks then set the  "TRACKS"  option to this number,  otherwise you
    will waste a lot of processor power thus your music file will become
    bigger in size.


    5.2   Track positions.

    Just left  to the tracks  you will  see a vertical  list of  numbers
    starting from 000, 001 ... 005 etc.  These numbers are called 'track
    positions'.

    Horizontal each of these track positions  looks something like this:
    "000 00 00". One for each track.  These values represents a 'pattern
    number',  a 'note transpose' and an 'instrument transpose'.  Basicly
    these  numbers instruct  Delta Music  to play  a certain pattern  of
    notes at this particular track position.

                   Pattern number
                     | Note transpose
                     |   | Instrument transpose
                    /|\ /| /|
    Track position: 000 00 00

    A music  piece  usually  consist of  many  track positions.  You can
    choose the  start position  of your song  using  the "START" gadgets
    which is located at the upper left of  the track and pattern screen.
    The same is true for the end position of your song,  it is just con-
    trolled by the "END" gadgets instead.  You can also set the position
    from  where you wish  your song to repeat.  This is  done  using the
    "REPEAT" gadget.

    You can have up to 32 songs in one music file, simply use the "SONG"
    gadgets to select between them.  There is a separate START,  END and 
    REPEAT position for  each of these songs,  though they all share the
    same gadgets.  If you for instance change the start position of song
    number one and try increase the "SONG" gadget you will see that the
    start position will change to the value of song number two.


    5.3   The pattern number.

    The first three  digits of the track position represent the 'pattern
    number' which is a number between 000 and 999, giving you a total of
    1000 patterns  to choose from.  The 'pattern number' instructs Delta
    Music to play  that particular pattern  number at this exact  'track
    position'.


    5.4   The note transpose.

    The  middle  two  digits of the track  position represent  the 'note 
    transpose'  which is a  number  between  -99  and  99.  This  number
    instructs Delta Music  to transpose the notes  in the chosen pattern
    to a new level. ie. It will add or subtract the note transpose value
    from all notes in the chosen pattern just before playing the note.

    This can be quite handy. Let us assume that you have made a Baseline
    which consist of some "C-4" notes. If you then want to play the same
    Baseline of "C-4"s  but as "D-4"s instead then you simply  transpose
    the existing  pattern  rather than  making  a new pattern with "D-4"
    notes. Setting the 'note transpose'  value to "02" will  effectively
    do the same,  since C-4 plus two notes up  equals D-4.  You can also
    use minus values by putting a "-" infront of the number.


    5.5   The instrument transpose.

    The last two digits of the track position represent the  'instrument
    transpose'  which is  a number  between -99 and 99.  The 'instrument
    transpose' works exactly the same way as  'note transpose' except it
    will transpose the instruments rather than the notes.  This lets you
    play the same pattern but with a different instrument.


    5.6   Editing tracks.

    When you start  Delta Music you will see  a cursor blinking at track
    1, position 000.  Using the cursor keys  you can move  the cursor in
    any direction you like. To change any value in the track simply move
    the cursor to the location you wish to change and type the value you
    want instead.

    Special keys of interest:

    Press <RETURN> to edit the pattern underneath the cursor.
    Press <TAB> to quick-jump to next track.
    Press <~> to quick-jump to previous track.
    Press <INSERT> to insert a track position.
    Press <DELETE> to delete a track position.


6.0 INTRODUCTION TO PATTERNS:
-----------------------------

    Patterns are  the core of  music composing.  This is  where you will
    create your master pieces by setting up patterns of notes.


    6.1   The pattern length.

    Patterns consists of a long list of notes, instruments,  and special
    effects.  Each  pattern  can hold  up to  32 pattern positions.  The
    number  of  pattern positions  chosen  are also  called  the pattern
    length.  You can choose any pattern length between 1 and 32 by using
    the  "PATTERN LENGTH" gadget.  Changing the pattern length  will ef-
    fectively change  the length  of all your  patterns  throughout your
    entire music score.


    6.2   Pattern positions.

    Just left  to the patterns you will  see a vertical  list of numbers
    starting from 00, 01, ... 07 etc.  These numbers are called  pattern
    positions.

    Horizontal  each  of these  pattern positions  looks  something like
    this: "--- 00000"; one for each pattern window.  These values repre-
    sents a 'note',  'instrument number',  'effect command'  and 'effect
    data'.   Basicly these values instruct Delta Music to play a certain
    note using the chosen instrument plus adding an effect to the sound.

                       Note
                        | Instrument number
                        |   | Effect command
                        |   | | Effect data
                       /|\ /| | /|
    Pattern position:  --- 00 0 00


    6.3   Pattern notes and keyboard layout.

    The first three "---" characters of a pattern position represent the
    note which  Delta Music should play at this pattern position.  "---"
    is actually a blank note which instruct Delta Music not to play any-
    thing at this position. In other words, we need to change this value
    to a valid note to make Delta Music play something.

    Notes in Delta Music are made up of a two letter 'note identity' and
    an 'octave number'.

    Here is a list of one octave worth of notes, 12 notes in total:

    C-1  C#1  D-1  D#1  E-1  F-1  F#1  G-1  G#1  A-1  A#1  B-1

    The first two letters are the note identity, while the number behind
    it is the octave number.  Delta Music  has 8 octaves  and the octave
    number tells it at what octave  the note should be played.  Octave 1
    is very deep while octave 8 is very high.

    Rather  than  having to  type the  note identity  and  octave number
    manually,  we have assigned a number of keys on  your keyboard to do
    the same but in one key-stroke. The layout of the keys has been made
    to look as much like a real piano as possible.

    The keyboard layout of the lower octave:

         S D   G H J
        Z X C V B N M

        Z = C-1   S = C#1   X = D-1   D = D#1   C = E-1   V = F-1
        G = F#1   B = G-1   H = G#1   N = A-1   J = A#1   M = B-1

    The keyboard layout of octave 2:

         2 3   5 6 7
        Q W E R T Y U

        Q = C-2   2 = C#2   W = D-2   3 = D#2   E = E-2   R = F-2
        5 = F#2   T = G-2   6 = G#2   Y = A-2   7 = A#2   U = B-2

    You can only access 2 octaves at any given time,  but you can change
    the octaves currently being used using the Set Octave options in the
    OPTIONS pulldown menu, or by pressing the keys <F1> to <F7>.

    When you add a note into a pattern it will  automatically change the
    instrument number as well.

    The note field can  also contain a "+++" note  which actually is not
    a note but a 'note stretch'.   It instructs Delta Music NOT to begin
    the release stage  of a volume ADSR.   This means  that the previous
    note played will appear longer,  making a short sound  a long sound.
    The more "+++" you have  the longer the sound  will become.   Simply
    press the "+" key to add a note stretch to a pattern.

    Special keys of interest:

    Press <RETURN> to edit the pattern underneath the cursor.
    Press <SPACE> to delete the note under the cursor.
    Press <TAB> to quick-jump to next pattern.
    Press <~> to quick-jump to previous pattern.
    Press <+> to add a note stretch.
    Press <INSERT> to insert a pattern position.
    Press <DELETE> to delete a pattern position.
    Press <HOME> to goto the top of the pattern.
    Press <END> to goto the end of the pattern.
    Press <CTRL+W> to copy current pattern into the hidden buffer.
    Press <CTRL+R> to copy the hidden buffer into current pattern.
    Press <CTRL+X> to clear current pattern.


    6.4   Instrument number.

    Next to the note  you have five digits,  the first two represent the
    instrument number  which will be used  to play the note  in front of
    it. The instrument number  can have any value between 00 and 99 giv-
    ing you a total of 100 instruments to choose from.

    When you  are adding a note to a pattern Delta Music  will automati-
    cally set the instrument number for you,  so normally you don't need
    to type the  instrument number manually.  The instrument number used
    are always the current active instrument number.


    6.5   Pattern effects.

    The last three digits  of a pattern position  represent  the pattern
    effect.  The first digit  are the  'effect command'.  This digit can
    either be a number or a letter.  The number 0 (zero) means no effect
    what so ever, while other values each have their own special effect.
    Some values are yet unused  but future versions of  Delta Music will
    most difinitely come with additional effects.

    In conjunction  with the effect command  you also have  a two digits
    'effect data'  which are used as  additional information for the ef-
    fect command.  It is important to note that the effect data is a two
    digit hexa-decimal number.  Meaning that each digit can hold a value
    between $0 and $F rather than 0 and 9,  this gives you a total of 16
    (0-15) values for each digit.

    Hexa-decimal numbers: 0, 1 ,2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F

    Some  effects reads  the effect data  as a two digit number  ranging
    from $00 to $FF giving  you a total of 256 (0-255) different values.
    While other effects split the two  digits into two different numbers
    each ranging from $0 to $F.

    It is  virtually  impossible  to tell what sound  you will  get from
    using  pattern  effects  because  it  depends on  so many  different
    things.  The best way to get to know these effects are by looking at
    other people's music and experimenting on your own.  However,  below
    you find some guide-lines to what each effect command does.


    Here is a list of effect commands:

        0 = No effect.
        1 = Unused.
        2 = Unused.
        3 = Unused.
        4 = Unused.
        5 = Unused.
        6 = Unused.
        7 = Unused.
        8 = Unused.
        9 = Unused.
        A = Set arpeggio effect (C64 chord).
        B = Pattern break.
        C = Unused.
        D = Pitchbend down (slide down).
        E = Unused.
        F = Change synthetic filter value.
        G = Unused.
        H = Unused.
        I = Change vibrato values.
        J = Unused.
        K = Unused.
        L = Unused.
        M = Unused.
        N = Unused.
        O = Unused.
        P = Set portamento speed (note sliding).
        Q = Unused.
        R = Change synthetic resonance value.
        S = Set playspeed.
        T = Unused.
        U = Pitchbend up.
        V = Change instrument volume.

    Here is an example of the use of effect commands. Let us assume that
    you would like to change  the current PLAYSPEED to a playspeed of 6.
    Then you would simply write:

          S = Set playspeed
              | Effect data = the playspeed wanted
              |  /
        --- 00S06
        --- 00000
        ... .....


    6.6   Explaination of each effect command.

    0 = No effect.
        This  command will  simply instruct  Delta Music  not to  do any
        effect at all. The effect data is unused.

    A = Set arpeggio.
        This command will make a chord like sound. Arpeggio is cheap way
        of playing a three note chord using only one voice.  Delta Music
        will first play  the original note,  then it  will transpose the
        original note using the first digit of the effect data,  then it 
        will transpose  the original note using  the second digit of the
        effect data,  and finally  it will  begin all  over again.  This
        means that it will play three different notes very rapidly, over
        and over again to create something simular to a chord.  This ef-
        fect was very often use on the old C64 SID chip.

    B = Pattern break.
        This command will break the pattern at this position. This means
        it will not play  the remaining notes  but rather skip on to the
        next track position.  Please note, you cannot break a pattern at
        position one  as this  would  indicate  no pattern  at all.  The
        effect data is unused.

    D = Pitchbend down.
        This command  will slide down the  current frequency  until next
        pattern  position  where it  will stop  unless you  add  another
        pitchbend  command.  The  effect data  is used to  determine the
        speed of the slide,  and it ranges from $00 to $FF.    (0 to 255
        decimal)

    F = Change synthetic filter value.
        This command  will change  the current used  filter value.  This
        effect will  simply  over-write  the filter value  chosen on the
        instrument  screen.  If used right,  it can sound  awesome for a
        bassline to keep changing this value, but it also has other good
        purposes.  The effect data is  used to determine  the new filter
        value, and it ranges from $00 to $A5. (0 to 165 decimal)  For an
        example of this feature, please load the FILTER.DTA music file.

    I = Change vibrato values.
        This command will  change the current used vibrato values.  This
        effect will simply  over-write the vibrato values  chosen on the
        instrument screen.  The effect data is used to determine the new
        values;  the first digit is  the new  Amplitude,  and the second
        digit is the Depth.  Both ranging from $0 to $F.  (0 to 15 deci-
        mal)

    P = Set portamento speed.
        This command will change the current used portamento value. This
        effect activates a note-slide between notes.  The effect data is
        used to determine  the new portamento value,  and it ranges from
        $00 to $FF.  (0 to 255 decimal).   $00 will turn off  portamento
        while $01 to $FF will determine the speed of which it should use
        to slide between the notes. $01 = slow, $FF = fast.

    R = Change synthetic resonance value.
        This command will change the current used resonance value.  This
        effect will simply over-write  the resonance value chosen on the
        instrument screen.  The effect data is used to determine the new
        resonance value, and it ranges from $00 to $FF.  (0 to 255 deci-
        mal)

    S = Set playspeed.
        This command will change the playspeed of your song.  The effect
        data is used to determine the  new playspeed, and it ranges from
        $00 to $FF. (0 to 255 decimal) 0 = Fastest playspeed while 255 =
        extremely slow playspeed.

    U = Pitchbend up.
        This command will slide up the current frequency until next pat-
        tern position  where it will stop unless  you add another pitch-
        bend command.  The effect data is used to determine the speed of
        the slide, and it ranges from $00 to $FF. (0 to 255 decimal)

    V = Change instrument volume.
        This command  will change the  current used  instrument  volume.
        This effect will  simply over-write  the volume value  chosen on
        the instrument screen.  The effect data is used to determine the
        new volume and it ranges from $00 to $40. (0 to 64 decimal)

        

7.0 THE INSTRUMENT AND WAVEFORM SCREEN:
---------------------------------------

    The instrument and waveform screen  is where you create your instru-
    ments  and draw new waveforms.  To view the  instrument and waveform
    screen  you simple choose "OPTIONS/VIEW INSTRUMENT SCREEN"  from the
    pull-down menus,  or click on the gadget with a circle inside at the
    top far right of your screen.


    7.1   Introduction to instruments.

    Delta Music features up to 100 instruments  each having a number be-
    tween 0 and 99.  You can  select between  the different  instruments
    using the  "INSTRUMENT" gadget.  The instrument can be  put into two
    categories; Synthetic or Sample.


    7.2   Synthetic instruments.

    Synthetic  instruments are  electronicly  generated sounds  that are
    created using  one or two hand-drawn waveforms  and then manipulated
    using a variety of slider-functions.  The synthetic instruments does
    not sound like much when played alone, but as soon as you edit seve-
    ral tracks worth of synthetic sounds  together they will create some
    very complex harmonics that gives you a third dimension of sound.

    Synthetic instruments also have the benefit of  taking much less me-
    mory than samples.  They usually does not  take more than 128 to 640
    bytes of memory which is very little compared to samples which easi-
    ly could take  several Kilo Bytes.  Synthetic instruments  also have
    the ability to  re-generate them selves,  and using a variety of ef-
    fect commands  you can manipulate them and thereby  making them even
    more complex in their appearance. They are also able to be played on
    the entire scale of 8 octaves.


    7.3   Sampled instruments.

    Sampled instruments,  or just  samples,  are sounds taken  from real
    sounds around you.  They are recorded using a sampler which can cap-
    ture any sound you can think of  and store it as a file on your com-
    puter.  This also makes sample indispensable  as using these you can
    capture a real piano  or any other instrument from reality  and then
    replay them in Delta Music.

    The biggest drawback  about samples are the fact they  take a lot of
    memory to store,  and usually you  can only play them  in 2 or 3 oc-
    taves before they will  become either to low or high in  their freq-
    uency. But when that is said, samples are truely the backbone of any
    music  because  without  them  even the best  synthetic  sounds will
    become rather dull.


    7.4   Sound types.

    To create an new instrument you first need to choose the type of the
    instrument; Synthetic or Sample. This is done using the "SOUND TYPE"
    gadget. You can also name your instrument using the "NAME" field.

    *** Sound type 0 = - no sound at all - ***
    This simply means that this sound are in fact free and unused.  This
    sound type will not be saved when using the Save Music option.

    *** Sound type 1 = play simple wave A ***
    This sound type will only use Waveform A  and Pitch A for generating
    a sound.  The Waveform B, Pitch B and Sample fields has no affect on
    the outcome of this sound.

    *** Sound type 2 = play wave A, then wave B ***
    This sound type will first play  Waveform A and then switch to Wave-
    form B. The Sample field has no affect on the outcome of this sound.

    *** Sound type 3 = flip-flop of wave A and B ***
    This sound type will continuesly play Waveform A  and then switch to 
    Waveform B  and back again.  The Sample field  has no affect  on the
    outcome of this sound.

    *** Sound type 4 = unused ***
    Unused.

    *** Sound type 5 = play normal sample ***
    This sound type will simply  play a sample using  the Sample chosen.
    The Waveform A and B  fields has  no affect  on the outcome  of this
    sound.    Remember samples  are loaded  separately  using the  "LOAD
    SAMPLE" gadget. 


    7.5   Pitch A and Pitch B.

    Pitch A  and B  are used  to setup  rules  regarding how  a waveform
    should be played.  Pitch A are the rules  used for waveform A  while
    Pitch B  are the rules for waveform B.  Each pitch consists of three
    sliders; Static, Transpose and Period.

    Using the Static slider you can choose  a static note to be used for
    the chosen waveform.  A static note means that the note will stay at
    the chosen note no matter what note is actually played in a pattern.

    The Transpose  slider works that same way  as pattern transpose.  It
    simple transposes the original note to a new level.

    The Period slider tells Delta Music for how long the above rules ap-
    ply before  switching to the rules of  Pitch B and vice versa.   The
    bigger value the longer it will stay active.


    7.6   Volume envelope.

    Volume  envelope is  essential for  making any  sound at all.  Using
    these sliders you can choose  the volume setting of your instrument.
    This field consist of eight sliders; Volume, Pan, Pan Delay, Attack,
    Decay, Sustain, Period and Release.

    Using the  Volume slider you can  choose the volume  of your instru-
    ment. 0 = No sound at all, while 64 is the highest volume available.

    The Pan and Pan Delay are used to set  the stereo effect of your in-
    strument. The Pan slider are used for setting how much of the chosen
    volume should be put into the left and right speaker.
    A null value will put the same volume level into each speak which is
    virtually mono.  Any other value will determine the volume level for
    each speaker.  The Pan Delay slider  is used  for making  a delay of
    either left or right  speaker making it appear to be  played moments
    later than the other speaker.

    Attack, Decay, Sustain,  Period and Release are used for setting the
    rules of the volume envelope also know as ADSR. The following figure
    shows each stage of the volume envelope:

                         Decay
                  Attack  /    Period
        Volume ___  |    /      /
                    | /\       /
                     /  \_________   ___   Sustain level
                    /             \  -- Release
                   /               \

    Attack is  the time it  will take  the sound to  travel from  a zero
    volume to  the chosen  volume level.  The bigger  attack number  the
    faster it will reach its peak.

    Decay is the time of which it will take the sound to travel from the
    top volume to the chosen Sustain level.

    The Sustain level  is the chosen volume  after the  Attack and Decay
    stage of the volume envelope.

    The Period stage is a  number that detemines for  how long the sound 
    should  stay at  the chosen  Sustain level  before moving  on to the
    Release stage.

    Release is the time  of which it will take the sound  to travel from
    the current Sustain level to a zero volume.


    7.7   Tweak.

    The Tweak field is for tweaking  a synthetic sounds and thereby mak-
    ing them a bit more  complex in their appearance. Sound tweaking are
    controlled by three sliders; Offset, Depth and Rate.

    In reality  the tweak simply  Negate (reverse)  all waveform signals
    from the chosen Offset to the Depth * Rate.  This usually results in
    a string-like instrument.

    The Offset is the offset into  the waveform from  where to tweak the
    sound. As a waveform consist of 256 positions ranging from 0 to 255,
    the offset can be set to any of these positions.

    The Depth simply determines the depth or length of the tweak,  while
    the  Rate is the rate or speed it will tweak the sound.

    Tweaking has no affect what so ever on samples,  it only applies for
    synthetic sounds.


    7.8   Filter.

    The Filter field is used for  filtering away high-pitched sounds and
    thereby making it softer in its appearance. Filtering are controlled
    by four sliders; Filter, Resonance, Depth and Rate.

    The Filter slider controls the filter level.  0 = Filter Off,  while
    values between 1 and 165 will determine the level.

    The Resonance  slider controls  the resonance  level of  the filter.
    This slider  adds some shock-waves  to the waveform  creating a more
    complex waveform.

    The Depth and Rate  of the filter is  used to move  the filter level
    away from  a static level  by opening  and closing the  filter level
    during play.  The Depth  controls  the depth of the  filter movement
    while the Rate controls the rate or speed of the movement.

    This filter works simular to a low-pass filter, but it is not a real
    low-pass filter. We prefer to call it the shock-wave filter.

    Filtering has no affect what so ever on samples, it only applies for
    synthetic sounds.


    7.9   Vibrato.

    The Vibrato field is used for vibrating instruments;  both synthetic
    and samples. Vibrato are controlled by three sliders;  Delay, Ampli-
    tude and Level.

    The Delay slider determines the delay  before any vibrato should oc-
    cur. The bigger value the longer it will delay.

    The Amplitude  and Level sliders  simply controls  the amplitude and
    level of the vibrato.


    7.10  Tuning.

    The Tuning field  is used  for finetune  and pitchbend  instruments;
    both synthetic  and samples.  Tuning are controlled  by two sliders;
    Finetune and Pitchbend.

    The Finetune  slider is used  to finetune  an instrument  that might
    otherwise be slightly off tune. Normally you would leave this to the
    default setting of zero,  but if the instrument is off tune  you can
    adjust it using this slider.

    The Pitchbend slider is  used to pitchbend an instrument.  Pitchbend
    will effectively make the sound either  slide up or down in frequen-
    cy. Pitchbend are normally used for sound fx rather than instruments
    but can also be used for creating synthetic drums.


8.0 INTRODUCTION TO WAVEFORMS AND SAMPLES:
------------------------------------------

    Delta Music  feature two  types waveforms:  Synthetic waveforms  and
    sampled waveforms.


    8.1   Synthetic waveforms.

    Synthetic waveforms are just a small portion of a sound which can be
    manipulated to sound more complex.  Each of these waveform only take
    up 256 bytes of memory. In Delta Music these waveforms are handdrawn
    by the user which gives you total freedom to create any waveform you
    like.

    Waveforms are drawn on  the Instrument and Waveform screen  and each
    waveform has been  assign  a number  between 0 and 199  giving you a
    total of 200 waveforms to choose from.  To change the current viewed
    waveform, simply click on the "WAVE" gadget.

    Please note  that waveform number 0 (zero)  is allocated as a random
    noise waveform and instruments may also share the same waveform(s).


    8.2   Sampled waveforms.

    Sampled waveforms are waveforms that where recorded by a sampler and
    then stored as a ".WAV" file on your computer.  Delta Music are able
    the load these files using the  "LOAD SAMPLE" gadget on  the Instru-
    ment and Waveform screen.

    Each sample has a number between 0 and 99 which gives you a total of
    100 samples to load.  You can choose  between the different  samples
    using the "SAMPLE" gadget.

