MusicMon  2.0  is a sound editor for the Atari ST/TT  and  Falcon  which 
until  now has not met it's match.  With this  sound  editor,  fantistic 
sounds  can be produced which are inputted with editor and MIDI and  can 
be put together using the sequencer to make wonderful pieces of music.

This is a part of the manual for the program version 1.2 which  explains 
all necessary functions to impress you. 
We  left  out portions which are not interesting for the  demo  version. 
these parts are marked with '...'

1. First Steps
Before using Music Mon for the first time, please make a backup copy.
To  start the program please insert the disk into disk drive A  of  your 
turned  off computer (with Mega ST or 1040 ST,  into the  internal  disk 
drive).    Switch your computer on and wait a little while.
A window will open in which some files can be seen.
To start Music Mon click onto the file MUSICMON.PRG.  After a while  the 
title picture will appear. In order to quit press the Space bar.

1.1 Accessories.
Music Mon has no menu system facility.  Accessories can therefore not be 
used.  Since  many interrupts and other nuisances are  worked  with,  we 
also  recommend  'throwing  out' or turning  off  time  using  utilities 
before starting the program (eg.the clock in 'Mortimer')
Since particular accessories are often programmed inaccurately,  it  may 
be the case that correspondingly programmed AAC's cause problems.

...

1.2. Distribution/Copyright
This  Demo  version  is  public domain.  You are  allowed  to  copy  and 
distribute this program, but you are not allowed to delete or rename any 
of the original files.
Copyright of the full version:  GALACTIC,  Stachowiak & Drnenburg  GbR. 
All rights reserved.

...

2. Introduction
Music  Mon  is a music program which differs somewhat from  other  music 
programs.
The ending _"MON" was chosen deliberately since one can roughly  compare 
the  program to a machine monitor,  where the display and input  of  the 
pieces  of music are not made using the classical note  system,  but  by 
using a raster divided into semiquavers.
This may initially seem somewhat unusual,  however it has proved  itself 
to be very practical.  One advantage is,  that users who do not have any 
special knowledge of music can handle the program;  though certain basic 
knowledge is needed.
In  contrast  to other programs Music Mon also has  the  possibility  of 
real  time  recording.  That means,  you can play a melody on  an  MIDI-
keyboard  or  an  ST-keyboard and it will be directly  recorded  by  the 
program.

The  main emphasis of Music Mon is it's wide variety of sound  modifica-
tions.  The "SOUND EDIT" display unit seems alarmingly complicated at  a 
first  glance,  however this merely shows that the variation  possibili-
ties are numerous; another excellent feature of Music Mon.
With  this music program it is possible for every user or programmer  to 
produce  outstanding sounding pieces of music in a relatively easy  way, 
which  he  can  then incorporate into his  own  program,  and  which  in 
contrast to samples,  by using less real computer time,  do not  prevent 
other program runs.
Music Mon is exactly suited for this purpose.  The incorporation of  the 
self-composed  pieces of music into your own program is really   child's 
play.
This is not everything.  The play routine is laid out in such a way that 
the  user can carry out far-reaching changes.  It is possible to  forbid 
the routine from having access to individual sound registers.
The  expert  will recognise immediately that it is possible  to  combine 
his own sounds for computer games with Music Mon's music.
Furthermore,  it is possible to quickly interrupt the piece of music, to 
regulate the volume at any time,  and to change the speed. The pieces of 
music  can  also  be incorporated into any  programming  language  which 
allows the start of machine routines.
Additionally,  all  playback  routines are built into the  new  OMICRON. 
Gameslib. which enables incorporatoin by pressing a key.

2.1. Configuration
The  minimum  equipment necessary for the operation of Music Mon  is  an 
ATARI   520ST  with  ROM-TOS,  a double-ended disk drive  and  a  colour 
monitor eg.  monochrome monitor,  according to the version of Music  Mon 
being used. 

3. The Main Screen
3.1.1 Keyboard Notation 
All  of Music Mon's functions are divided into two large screens  and  a 
small submenu.  On the first screen, called "MAIN SCREEN", you will find 
all  the functions to create and change a piece of  music.  This  screen 
appears shortly after the loading of Music Mon.
First  of all we will talk about the input of the pieces of  music;  the 
note input.

3.1. Note Input
The  note display field is located in the lower part of  the  screen.  A 
piece  of  music  is inputted and edited using  this  field.  The  field 
consists of a position indicator and three large columns,  one for  each 
sound  channel.  The  input of notes is done using an ST-keyboard  or  a 
keyboard using a MIDI linked to an ST.
When  inputting the notes,  the ST-keyboard has the function of a  piano 
keyboard which covers 2 octaves. The keys are represented as follows:

1. The row from` < ' to  ` - ' covers the notes C to F'.
2. The row from 'A' to `' covers the notes C sharp to F sharp.
3. The row from `Q' to `+' covers the notes C'to G".
4. The row from `2' to `#' covers the notes C sharp' to G sharp".

When comparing a piano keyboard to a (QWERTZ) computer keyboard,  rows 1 
and  3  represent  the white keys,  whilst rows 2 and  4  represent  the 
black.  As  you  can see from the list,  some notes occur twice  on  the 
keyboard.  For example, C'is found on the key `M'and on the key `Q'; the 
octaves overlap. On AZERTY- or QWERTY-keyboards the layout may differ.
Since  2  octaves  are not sufficient,  you can  change  them  with  the 
function keys `F1'to `F4'.  ...


3.1.2 The Note List
An entry into the note list has the following format:
Example:   note    octave    sound number
           C#-     1         03
           D--     4         23
           D#-     3         00
The  sound  number indicates which instrument the note is  being  played 
with.  For  every piece of music you can use a maximum of  50  different 
sounds  (instruments).  The number and the name of the current sound  is 
indicated  on  the  note display field under SOUND IN WORK  and  can  be 
adjusted using the arrow keys which are next to the position  indicator. 

Using the keys `(' and `)'on the ST-numeric key pad (`page up'and  `page 
down' with Perfect keys) you can also select differnt sounds.

3.1.3 Note Length
When  you  enter  notes into the list,  they always  receive  the  sound 
number  which  is  currently  set.  The length of  a  note  is  produced 
according to the distance from one note to the other.  In the note  list 
each  line represents the length of a semiquaver.  Since the  note  list 
has  a  maximum length of 64 lines,  this results (64/16) in  a  maximum 
length  of  four bars.  If two notes follow directly after  each  other, 
then the first is a semiquaver.  A crotchet has three spaces before  the 
next note, a quaver has one space. An example of this:

00 C--1 01   (a quaver)
01 ----
02 D--1 01   (a semiquaver)
03 E--1 01   (a crotchet)
04 ----
05 ----
06 ----
07 F--1 01

3.1.4 Recording
If  you  play on the keyboard or ST-keyboard soon  after  loading  Music 
Mon,  the  notes will be entered directly into the framed column at  the 
current position.  The current position is in this case always represen-
ted by the middle line of a total of eleven.  This line is  highlighted. 
If  you  would  like to enter the notes into  another  column  and  con-
sequently  get another sound channel to function,  then you  can  choose 
another  column  with the cursor key right/left.  If you would  like  to 
enter  a different position then you can move up and down the list  with 
the cursor up/down.

3.1.5 No Recording
If you would like to play a melody without the notes being entered  into 
the list,  press the `UNDO'-key.
...

3.1.6 Single Note Input
Furthermore,  the possibility of inputting a single note also exists. To 
do  this,  you  press  the `RETURN' key whereupon a  small  cursor  will 
appear on the current position.  So first of all, you input the notes by 
pressing one of the keys `C',`D',`E',..  If you would like to mark  with 
a  `#',  then you press the `SHIFT' key as well.  Next,  you  input  the 
octave  (1-5).Now the cursor is on the sound number.
...

3.2 The sequencer
As  mentioned  already,  the  note  list has a maximum  of  4  bars  (64 
entries).  Since  4  bars  are not enough for  a  piece  of  music,  the 
following rule exists:
A  complete piece of music is made up of individual parts,  here  called 
patterns,  of which 70 pieces are available.  These individual  patterns 
are  entered  into  the play list and then  played  in  the  appropriate 
order.  A pattern has the maximum length of 4 bars,  it is shown in  the 
note display list each time as a pattern.

Whichever  pattern  is  being currently shown and  edited  in  the  note 
display field,  can be seen on the the left above the note display field 
after  the  word  `PATTERN:'.  If  you would like  to  work  on  another 
pattern,  then  click with the mouse on the arrow keys lying  beside  or 
use the key combination <SHIFT> + the cursor keys right/left.
...
`SONGPOS'  indicates  the entry position in the sequencer  list  (0-99), 
`PATTERN'and `AMOUNT' show the real entry.  Under `PATTERN' you  specify 
the  desired pattern and also set the repeat sign,  which makes it  jump 
back to the beginning of the list when playing.
...


3.3. Play Functions
Now  to the playing of the music.  Roughly in the middle of the  screen, 
you  will  find three large keys with the words  `PLAY  PATTERN',  `PLAY 
SONG' and `PLAY FROM'. These keys shall now be explained individually.

3.3.1 PLAY PATTERN
The  currently set pattern is played.  The pattern is played  until  the 
key is clicked again.  If the key is clicked with the left mouse button, 
then  the  pattern is started from the beginning.  If  the  right  mouse 
button is used,  it is started from the current position.  The latter is 
also reachable using the `TAB' key.

3.3.2 PLAY SONG
All patterns are played which have been entered into the sequencer  list 
up  to  the repeat sign.  It is repeated until the key is  clicked  once 
more.  As long as the song is being played,  no changes to the sequencer 
list  can be carried out.  In addition it is not possible to change  the 
current pattern number during this time.
If  you  press the key with the left mouse button,  the song  is  played 
from  the  beginning  (song position 0).  If you  use  the  right  mouse 
button, it is begun from the currently set song position.

3.3.3 PLAY FROM
On the right next to this key,  you will find two figures which indicate 
the start- and end pattern.  All patterns from the set start pattern  to 
the  set  end pattern are played.  
...

3.3.4 Multitasking
During the playing,  all functions of Music Mon are accessible, and this 
is  only  limited  when  the songs are  played.  It  is  quasi  a  mini-
multitasking operating mode.  It is therefore possible,  also during the 
playing,  to  enter  notes  into the note list.  To  express  this  more 
precisely,  the possibility of of real time recording exists. The direct 
input  of  a note using the `RETURN'-key is for  understandable  reasons 
not possible.

...

A  full listing of all the key functions can be found at the end of  the 
guide (appendix A).  This list is also contained in Music Mon.  All  the 
keyboard notations appear on the screen after pressing the <HELP> key.

3.4 Saturation
You  will have certainly noticed the three large bars on the right  next 
to  the  note display field.  This concerns three saturation  level  in-
dications,  which  inform  about  the volume  of  the  respective  sound 
channels.  Directly underneath you will find three buttons,  with  which 
you can turn the three sound channels on and off separately.
If  one channel is turned off,  then this one is silent in  every  case. 
This  also applies when you play something on the keyboard.  It is  also 
possible  to  turn the three sound channels on and off  using  the  keys 
`1',`2' and 3 on the numeric key pad of the ST-keyboard.

3.5 Pattern Edit
Directly  above  the saturation display you will find  a  larger  button 
with the marking `PATT.  EDIT'.  When this is clicked with the mouse,  a 
small submenu will appear in the middle of the screen.
At  the very top of this submenu you will find two figures and a  button 
with  the marking `COPY PATT.'.  The first of the two figures  indicates 
which  pattern  shall  be copied and the second  indicates  the  target. 
After clicking the `COPY PATT.'button,  the pattern is copied at the set 
target.

Under  the  copy option you will find an option with which you  can  for 
example,  convert all the notes of a pattern (or a single column)  which 
have the number 5, to the same notes with the sound number 7.
An example:
before: C--1   05   after: C--1   07
        ----               ----
        E#-3   02          E#-3   02
        D--2   03          D--2   02
        G--1   05          G--1   07
        ----               ----
        H--4   05          H--4   07
        E--1   09          E--1   09

In  the menu you can see the button `SOUND X -> Y'and again two  figures 
next  to  it.  The first figure indicates which sound  number  shall  be 
changed and the second indicates which sound number it shall be  changed 
to.  So,  if  you  click the button `SOUND X-> Y' with  the  left  mouse 
button, then the change process only has effect on the current column.
If the right mouse button is used, all three columns are changed.

...


3.5.2 TRANSPOSE
Next  to  the  `CLEAR SONG' button you will find two  small  arrow  keys 
marked `TRANSPOSE:'.  With these two keys,  all the notes in the current 
column (left mouse button) or in the whole pattern (right mouse  button) 
can be transposed a semitone up or down.  As soon as a note is no longer 
transposable  because  it already has the lowest or  highest  pitch  the 
transposition will not be carried out.
The  last button in the submenu is marked `EXIT'.  With this button  you 
can close the submenu again.

Although  some  functions  of  the main screen are  covered  up  by  the 
submenu,  the  function `PLAY PATTERN'and the selection of  the  current 
sound can still be done using the keyboard.

3.6 LOAD/SAVE
The  load  and  save functions are to be found at the top  left  in  the 
corner  of  the  main screen.  First you click one of  the  two  buttons 
marked with `LOAD' and `SAVE',  whose border then becomes blue (white in 
the black and white version).

...

3.6.1 SONG
When saving:

...

When loading, left mouse button:
The  memory  is  deleted and a whole song with all  the  adaptations  is 
loaded.  You  can also load in files,  which were saved with the  "ALL"-
button.

When loading, right mouse button:
The  memory  is  not deleted.  All the song's patterns  and  the  sounds 
belonging  to  it  are loaded in.  The  sequencer  is  not.  The  loaded 
patterns  begin here from the currently set pattern number;  the  sounds 
are treated in exactly the same way.

3.6.2 ALL
When saving:
...

3.6.3 SOUND
When saving: ...

When loading:
The  sound  is loaded at the currently set sound position at  `SOUND  IN 
WORK'.

3.6.4 PATT
When saving: ...

When loading, left mouse button:
The pattern is loaded at the currently set pattern position.  The sounds 
belonging  to it are loaded without gaps beginning at the currently  set 
sound position.
...

3.6.5 KIT
When saving: ...
When loading:
A  sound  packet is loaded into the memory,  beginning  at  the  current 
sound position.  Additionally,  all the sounds from one sound file (i.e. 
saved  using  `ALL'  or `SONG') can be loaded,  beginning  also  at  the 
current sound position.

3.6.6 MODULE
Only saving possible: ...

4. The Sound Screen
This  screen appears on the main screen when you click onto  the  `SOUND 
EDIT'  button,  which is located on the right next to the button  `PATT. 
EDIT'.  After  clicking  the button the main screen glares away  and  an 
extensive second screen, the sound screen then appears.
Here  you are able to compose your own sounds (instruments) giving  your 
music an individual note.
All  settings on this sound screen can be carried out more quickly  with 
the  right mouse button than with the left one.
You  can  of  course also listen to the sound you  have  worked  on,  by 
operating the keys on a switched on MIDI keyboard or pressing the  Atari 
keyboard.

4.1 The Enveloping Curve
At the top left of the screen you will see a large (empty) field,  which 
is divided by a raster.  In this field which has the heading  "AMPLITUDE 
WAVEFORM",  the basic volume course of the note is entered.  This is the 
enveloping  curve  of  the  sound.  You make a  maximum  of  40   volume 
entries, each of which can have 16 different values.
If  you  would like to enter the enveloping curve onto  the  field,  you 
click  onto the relevant positions wth the left mouse button.  In  doing 
this a small dot appears at the place concerned.  If you want to  delete 
a dot, you click it with the right mouse button

Slightly  to  the left of the enveloping curve field you will  find  the 
button `FILL SPACE'.  This has the following function:  All the dots are 
joined together as long as a space exists between them.
If  you  would  like for example,  to have first a  rising  and  then  a 
falling  volume course,  you only make three entries in  the  enveloping 
curve  field.  The first of these dots is at the very bottom  left,  the 
second at the very top and the last at the very bottom right.
When  you  click  with the button `FILL SPACE',  all the  dots  will  be 
joined  by  a straight line.  It is also possible to draw  the  straight 
line  by hand but the other way is quicker and much more  exact.  It  is 
important  to know that space between the individual dots may simply  be 
skipped  when  playing the sound,  without a lengthening  of  the  curve 
taking place(!).
Directly  under the button `FILLSPACE' you will find an  indicator  with 
the heading `SPEED'.  Here you can set the speed at which the enveloping 
curve  is played.  In doing this you should observe that the value  zero 
has the greatest speed.  When the end of the curve is reached (the  last 
entry), the volume then remains at this level.

4.2 Basic Functions 
4.1.2 Sound Names
...

4.2.2 Copy Sound
...

4.2.3 Sound/noise
With  the  `SOUND'  and `NOISE' button you can decide  whether  the  in-
strument should use the sound generator and/or the noise generator.

4.2.4 The `F' button
With  the small button (`F'),  you can decide whether or not  the  noise 
frequency should be used independently of the played notes.
When  the button is activated,  the noise frequency does not follow  the 
note;  it has instead a constant pitch whose value is shown at the right 
and  can be set here.  In the other case (`F'  button  deactivated),  it 
behaves as follows:
...


Finally,  the  indicator next to the `F' button has a further  function. 
The  ST Atari's soundchip has 3 sound generators which  are  independent 
of  each  other,  but only one noise generator which can be  turned  off 
separately  at  each of the required sound channels.  Though  the  noise 
frequency  is the same for all three channels,  this sometimes leads  to 
problems when two sounds want access to the noise frequency at the  same 
time.
Principally  it behaves in such a way that the noise  frequency  follows 
the  note,  which is entered into the column further to the  right.  You 
can also set it so that a sound does not influence the noise  frequency. 
To  do this,  you set the indicator next to the `F' button to  `--',  by 
clicking  the  lower arrow key until the indicator goes  below  zero.  A 
sound does not influence the noise frequency any more,  once the end  of 
the  enveloping curve is reached when playing.  The noise  does  however 
remain turned on.

4.2.5 The "OKT" Button
...

4.2.6 Noise Length
...

4.2.7 Exit
Under  the  OKT button,  you will find a button with the  marking  EXIT. 
Through  this button you come back to the mainscreen.  At the  right  of 
the  Exit  button you will find once more a 3-digit indicator  with  the 
keyword MAIN VOLUME .  You can set the maximum volume of the sound  here 
( 0 - 15 ).

So  far only the most important components have been explained.  Now  to 
the things which give the sound that special touch.

4.3 Frequency Modulation Sound Generator
The  description frequency modulation is understood to be  the  constant 
slight  changing  of  the current sound  frequency.  You  can  set  this 
frequency  modulation  at the very top right of the sound  screen  under 
the  key  word PMD (S) .  The letters PMD is an abbreviation  for  Pitch 
Modulation,  the S stands for sound generator.  The frequency modulation 
which  you  set here only has an effect on the frequency  of  the  sound 
generator.  You can set the frequency modulation for the noise frequency 
independently  from this one.
Directly  under the heading PMD (S) you will find a waveform  in  green, 
which  has either a triangular or rectangular saw tooth  form.  The  saw 
tooth  form has two further versions:  the falling and the  rising.  You 
can  choose between the 4 different wave forms ( with the arrow  key  on 
the  right  ).
Under  the wave form display you will find two 3- digit indicators  with 
the  marking  SPEED  and DEPTH - under SPEED you set the  speed  of  the 
frequency  modulation.  In doing this you should pay attention:  if  you 
use  the  rectangular wave form the value zero represents  the  greatest 
speed,  in the other 3 cases.  It is the other way around.
Under  DEPTH you set the strength of the frequency modulation (  modula-
tion  throw ),  that means you can determine how strongly the  frequency 
may  be  altered.  If  you set the value zero here  then  the  frequency 
modulation  is completely turned off.
Underneath  these  two  indicators you will find a  further  one  marked 
DELAY.   Here  you  can  set with what delay  the  frequency  modulation 
should start. The value of zero represents no delay.

4.4 Pitch Bend
Pitch  bend means the bending of the pitch.  You can allow  the  current 
frequency to slide a certain degree upwards or downwards.
You  will find the operating elements for this effect at the very  right 
in  the  middle  of the screen (directly under  the  sound  -  frequency 
modulation).  Directly under the title Pitch Bend (S) you will find a 4-
digit  signed number.  Here you can specify at which value  the  current 
frequency  should  change.  If there is a negative value  the  frequency 
slides down,  otherwise it slides up.
If  you  click  the arrow keys next to the  indicator  with  both  mouse 
buttons  at  the same time,  the setting will move on  much  faster  (in 
steps of 10).  If you click directly onto the 4-digit number,  this will 
receive  the  value  of  zero once  more.  Directly  under  the  4-digit 
indicator there are two more 3-digit indicators,  which are marked SPEED 
and DELAY.  With SPEED you set the speed of the sliding (0= very  slow), 
with DELAY how much later this should come into effect.
Under  these  indicators there are two futher  buttons  marked   `00`and 
`00.When  the  left  button is activated,  the  sliding  begins  at  the 
frequency  set  by you and goes on until original  frequency.  When  the 
right  button  is  activated,  the frequency slides  from  the  original 
frequency to the set frequency and remains there.

4.4.1 Pitch Bend Noise
The  operating elements for this are at the bottom right in the  corner. 
The  functions  of this are identical to those of the `PITCH  BEND'  for 
the  sound  generator,  although the buttons `-->00' and  `00  -->'  are 
missing, since this would make no sense.

4.4.2  Frequency Modulation Noise
The  frequency modulation for the noise frequency is at the very  bottom 
of the screen [ `PMD (N)' ] .The operating elements for   the  frequency 
modulation  are  identical to those for the sound  generator.  The  only 
difference is,  that the speed value O represents the greatest speed for 
all four waveforms.
It  is  not  to  be  forgotten that all of  the  changes  to  the  noise 
frequency  are turned off as soon as the end of the enveloping curve  is 
reached (!)

4.5 Amplitude Modulation
The volume modulation also called amplitude modulation,  is the  regular 
adjustment  of  the current amplitude (in contrast to the  frequency  in 
the  frequency  modulation).The operating elements for this  are  to  be 
found  at  the very top of the screen next to the  frequency  modulation 
for the sound generator.  The operating elements and their functions are 
completely  identical  to  those of the  frequency  modulation  for  the 
generator. (see above)

4.6 The Arpeggio
Under  'arpeggio' we understand,  a very fast,  constantly repeated  se-
quence of single notes which can for example, be simulated into chords. 
The operating elements for this function are to be found exactly in  the 
middle of the sound screen.  At the top left of this field you will find 
a button marked `ON'.  With this  you can turn the whole apreggio effect 
on and off.  At the right of this button,  you can set the play speed of 
the note table, whereby the value of 0 is the fastest.
Underneath you will find three two-digit figures which are headed  `T1', 
`T2'and `T3'.  Here you can specify the single pitches, which are played 
in a faster sequence.  You do not put in the  whole pitches but instead, 
how  many  of the tone's semitones relative to the  actual  played  note 
should  be  transposed.  If you would like to put in  fewer  than  these 
three semitones,  then you can set the repeat sign (`--') by clicking on 
the  lower  arrow  key  until the indicator  goes  below  zero.  In  the 
sequence  of  the single tones,  the actual tone (the  note  played)  is 
always there (as T0).
A few examples for this:
1)C-DUR chord: C-E-G
1:4,T2:7,T3:-- (repeat sign) the note C is played
The sequence is the following:0-4-7-0-4-7-0-4-7....
2)C-minor chord: C-D#G
T1:3,T2:7,T3:--, The note C is played again
The sequence is the following:0-3-7-0-3-7-0-3-7....
3)A-minor chord:A-C-E
T1:3,T2:7,T3:--, the note A is played again
4)Octave change:C-C'-C'
T2:12,T3:24,T3:--, the note C is played
5)Major third:G-A
T1:4,T2:--, the note G is played

Normally the set sequence is repeated without limitation.  If you  would 
like the sequence to run through only once,  then you can do this  using 
`REPEAT'. Normally `--' is indicated here, which means unlimited repiti-
tion.  Here  though  you  do not specify how  many  times  the  complete 
sequence should be played,  but instead how many individual tones should 
be played, whereby the basic tone played (T0) is not counted.
...

As you have seen,  the sequence always begins with zero. If you want the 
sequence to begin at T1,  then you activate the button on the left  next 
to the `REPEAT'indicator, which is marked `START'.
The sequence:0-1-2-3-0-1-2-3..
becomes:        1-2-3-0-1-2-3...
This appears at first glance somewhat insignificant,  but in most  cases 
there is a real difference to be heard.

4.7 Main Repeat
This function concerns the following:
When  playing,  as soon as the sound reaches the end of  the  enveloping 
curve,  it  jumps back to the beginning and runs through the curve  once 
more,  if desired with a weakened volume.  In doing this,  all the sound 
parameters,  like  the pitch bend or the arpeggio,  will be set back  to 
their  start  value as if the sound was being completely  newly  played. 
The effect is the same as an echo.

The  operating elements for this function are to be found at the  bottom 
left in the corner.  There you will see two indicators which are  marked 
`MAIN REPEAT' and `STEP'.
With `MAIN REPEAT' you can set how often the sound should repeat  itself 
(1-15).  If the symbol  `--'is indicated,  or set here,  then the effect 
is  turned  off.  With `STEP' you set by which value  the  total  volume 
should be weakened for each individual repitition (0-15).

4.7.1 Echo
If  you would like a sound to go on sounding fairly quietly (similar  to 
an echo), then you put in the following values:
REPEAT:1
STEP:7
If  you would like the sound to be repeated three times with a  constant 
volume, then you set:
REPEAT:3
STEP:0

4.8 Channel Control
...

5.4 End Program
How on earth can you leave the program?!  Well,  not with a button,  but 
instead, using a key code. This is:[Shft][Shft][Ctr][Q]

6 Sound Incorporation
You  can  incorporate the pieces of music you have  created  with  Music 
Mon,  into any program language,  which has a function of recalling from 
the  machine program.  The following shall explain the incorporation  in 
the languages GFA-Basic,  OMICRON Basic and Assembler. The incorporation 
into  PASCAL or C is done in a similar way.  Firstly save your piece  of 
music  from Music Mon with the option 'SAVE MODULE'.  When you do  this, 
the song will be converted into a more compact form.

6.1 In GFA-Basic
First reserve a storage area of about 3000 bytes for the sound  routine. 
After that,  reserve a futher storage area for the piece of music.  This 
could look like this:
soundrout$=SPACE$(3000)
song$     =SPACE$(5000)  < ---- this value follows the length of
                                the piece of music!
After  you have reserved enough memory,  load the sound routine and  the 
piece  of  music.  The sound routine can be found in  the  sub-directory 
'INCLUDE  SNG'  on the Music Mon disk.  In this sub-directory  there  is 
also a demo song,  which I will use in a further explanation.  The sound 
routine has the file name 'music-qu.inc.',  the demo piece of music  has 
the  name 'demo.mod'.  In the 'INCLUDE,SNG' sub-directory there are  two 
further sound routines with the names 'musicvbl.inc'and  'music_tc.inc'. 
The  difference between the individual routines will be explained a  bit 
later. The loading of the files could look like this:
BLOAD"include.sng\music_qu.inc",VACPTR(soundrout$)
BLOAD"include.sng\demo.mod",VARPTR(song$)
Now  the recall of the sound routine can take place.  The  recall  could 
look like this:

jump%=VARPTR(soundrout$)+6 VOID
C.jump%(L.varptr(song$),W:19

The  control bytes are in the first 6 bytes of the sound  routine,  with 
which  you  can  carry out some changes.  Therefore  the  sound  routine 
starts  6  bytes  later.  The  function of the  control  bytes  will  be 
explained  later.  In  brackets give the start address of the  piece  of 
music (Longword),  after that, either a 0,1 or 2 (word). The values have 
the following meanings:
0: music completely turned off.
1: The piece of music is repeated unlimitedly.
2:  The  piece  of  music is only played once,  after that  it  will  be 
completely turned off.

After  recalling  the  sound routine,  the  music  will  immediately  be 
played.  If you would like to turn the music off again, recall the sound 
routine once more, but this time with the value zero.
After  that  the music routine is once again totally released  from  the 
(VBL-) Interrupt.

6.2 In Omicron Basic
...

6.3 In Assembler
...

6.4 The Control Byte
As  already mentioned,  the control bytes are to be found in  the  first 
six  bytes of the sound routine.  Now to the explanation of  the  single 
bytes:
0,1:  Swithching on and off of the singal(14) sound chip register.  Here 
you can forbid the sound routine access to the soundchip  register.  You 
can then also forbid all registers which are connected to channel A  and 
then play your own sound on this channel.
The  bits 14 & 15 are not covered in this control  word.  The  remaining 
bits (0-13) correspond to the register number of the sound chip.  A  bit 
placed here,  means that access is allowed.  If you want for example  to 
forbid the sound routine access to the register 0 & 1,  then you  delete 
the bits 0 and 1.
2:  With this control byte,  you can forbid the sound routine access  to 
individual  bits in the soundchips multi-mode register.  The bits 6 &  7 
are  not  used  in this control byte.  A bit set means  that  access  is 
allwowed.
3:  Here you specify the volume.  The value of 0 is the loudest and  the 
value 15 represents the softest.
4:Here you specify the speed.  The speed is automatically set  correctly 
at  the beginning of the music.  The values for the speed correspond  to 
those in Music Mon.
5:  If this byte has a value of 1,  the music plays,  if the value is  0 
the  music is turned off.  This byte is therefore a  control  indicator. 
When  you play the music in play mode 1 (the music is only played  once, 
after  that it will be turned off completely).  As soon as the music  is 
at the end this indicator byte from the sound routine is set st 0.  When 
you set this control byte to zero yourself,  while the music is  playing 
the  music will be interrupted until the value is set again  at  1.  The 
music will then continue at exactly the same place.

6.5 Sound Routine
'MUSIC_QU.INC':  This  sound  routine hangs in a free slot of  the  Vbl-
Queue, in so far as one is free.

'MUSICVBL.INC':  This  routine  bends the VBL-vector($70)  directly  and 
always jumps onto the old-vector.

'MUSIC-TC.INC':  This  routine bends the time vector C directly (200  Hz 
Systemtimer). The old vector is always jumped onto.

It should be further mentioned that the two first play  routines,  which 
run in VBL-Interrupt,  have built in a balance for the different display 
frequencies(50Hz,  60Hz and 71Hz). That means that you can also play the 
pieces  of music in colour,  without the music playing more  slowly.  In 
the  Appendix,  you will find 3 example programs  in  GFA-Basic,OMIKRON-
Basic  and Assembler.  You will also find these listings on the disk  in 
the sub-directory 'INCLUDE-SNG.'
Example ST --> GFA Basic program (V3.0) in ASCll format.
Example-BAS-->Omikron basic program.
Example SM`-->Assemble source code in ASC11 format.
                  
                  
Appendix A

An overview of all key functions

Before each key combination, it is specified whether the
function only has influence on the main screen or on both
screens ('H/S').

H cursor up/down  The note list is srolled up and down.
H/S  cursor left/right Changing of the column in the  notelist,  thereby 
changing the sound channel.
H  [Shift]  curser  up/down  Jump to the beginning or  the  end  of  the 
notelist.
H [Ctrl] cursor up/down The notes in the current column are scrolled  up 
or down.
H [Shift] cursor left/right Selection of a different pattern (also  with 
the mouse).
H [Delete] Deletion of the note entries,  where you currently  are.  All 
notes which came under, are pushed up.
H[Shift][Ctrl][Delete] The complete note column is deleted.
H [Insert] Insertion of a note entry at the current position.  All notes                                    
coming after this, are pushed down.
H  [Return]  The  direct input of a note  (was  already  explained  more 
precisely).
H  [Undo]  The  turning on and off of the recording  mode  (was  already 
explained in more detail).
H [Help] Display of all the key functions in an abridged version.
H/S [Tab] The same function as the button 'Play Pattern'.
H/S [Escape] The volume of all the sound channels are set at zero.  
H [Shift][R] The current column is copied into a buffer.
H [Shift][W] The buffer is copied into the current column.  
H [Shift][M] A metronome in the shape of notes with the sound number  50 
is entered into the current column.  The previous contents of the column 
are deleted.
H  [Shift][D]  Deletion of the currently set entries  in  the  sequencer 
list.
                                All entries coming above are
                                moved up.
H [Shift][I]                  - Insertion of an entry in the   
                                sequencer list. All the notes 
                                coming below this are pushed back
H/S [F1]-[F4]                 - Changing the octave
H/S [F8]-[F10]                - Speed by which the note list can 
                                be scrolled using the cursor
                                keys (F10= Fast).
H/S [(][\][)]                 - Changing the current sound
                                (Also using mouse)
H/S [1]-[3] on the            - Turning on and off of the 
numeric key pad                 three sound channels

H/[Shft][Shft][Ctrl][Q]       - Leaving of MUSIC MON


                   Appendix B

Examples of the incorporation of a Music Mon song into Gfa-
Basic.
...



This  is  the end of our abridged MusicMon handbook.  You  can  get  the 
program from your responsible Galactic-distributor or directly from:

Galactic - Julienstr. 7 - D-45130 Essen - Germany

TEL. +49-(0)201-79 20 81
FAX: +49-(0)201-78 03 04

Distributor in the UK:

CGS Computerbild - 231 Northborough road - Norbury
London SW16 4TU

Tel. 081-679 7307
Fax  081-764 7898
