A program to help you write and save your own tunes!
Here's a very slick program which allows you to write and edit pieces of music on your Amstrad. The music can consist of two tunes playing simultaneously (hopefully in harmony - but that's up to you!), and each tune can be up to 1000 notes long, enough to write a minor symphony.
To use the program you have to enter the notes in standard musical notation - if you don't know how to do that, it's an excellent way of learning, because the program prompts you at each stage. Alternatively, you can simply copy a piece of music from a published source such as a song book, entering both the melody and a bass accompaniment.
Using the prog
When the program is run, the screen should be split up into three windows, one of which contains a menu of six options which are outlined below:
1. ENTERING MUSIC. Each note is entered in two stages. First you position the note on the five-line staff using cursor keys, according to how high or low you want it to sound. The note is entered by pressing the S, F or N keys according to whether the note is to be Sharp. Flat or Natural. Alternatively you can press R and a 'rest' is entered instead of a note.
Next a choice of notes or rests of different lengths (one beat, two beats, half-a-beat, etc) appears in the bottom window and you highlight one using the cursor keys. You then press 0,1 or 2 to indicate how many dots are to appear after the note. (A dot lengthens the duration of the note by 50%. two dots by 75%.) Once you've done this, the note is printed in position on the staff.
You then repeat the process for the accompanying note (or rest)on the bass staff, before moving on to the second pair of notes. Where things get a bit tricky is if you enter notes or rests of different lengths on the two staves. This means that future pairs of notes will not be synchronised, so you have to keep an independent check on each.
2. EDIT MUSIC. This offers you the chance to scroll forward or backward through your tune until you reach a pair of notes you want to alter. Notes can be deleted or inserted in similar way to above.
3. PLAY MUSIC. This is the fun bit when you hear your creation. First you are allowed to select the speed at which it's to run, then you just sit back and enjoy, or more likely, wince and try again.
4. CLEAR MEMORY. This gets rid of the tune in memory. Be careful not to hit the key by accident as you are not offered a chance to change your mind.
5. SAVE MUSIC. You can save you music in two ways - either for reloading into this program (press A for ASCII file), or for use in a program of your own (press B for binary file).
6. LOAD MUSIC. This allows you to reload a time previously saved using the 5 A option. If there is already music in memory, the music loaded will be added to the end of it.
Typing it in
As with all longish listings - this one's about 10K - a certain amount of patience and diligence is required. Be especially careful entering the DATA statements as the errors here could cause the program to crash.
It's definitely worth say' the program every so often: vou type it in as a safety pred tion. And you MUST save it be attempting to run it in cas crashes.
AMSTRAD ACTION #5
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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.