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- ~ + * # # # # # # # # # # # # # # # # # # * + ~ - - ~ + * # ______ ______ ______ # * + ~ - - ~ + * # ,' ,--, ) ,' ,--,_) ,' ,--,_) # * + ~ - - ~ + * # ( / / / ( / ( / # * + ~ - - ~ + * # ,--` `-' / ,--`/ ,--` `---, # * + ~ - - ~ + * # / __ ) / / / ______) # * + ~ - - ~ + * # / / ) / / / ___ / / ___ # * + ~ - - ~ + * # / / / / / /___/ / / /___/ / # * + ~ - - ~ + * # ( / / / ( / ( / # * + ~ - - ~ + * # `-' `-' `--------' `--------' # * + ~ - - ~ + * # # # # # # # # # # # # # # # # # # # # * + ~ - +*Some random mutterings regarding ACEtracker*+ Since I was a little boy, I've been obsessed with computers and sound. What started off as an innocent attempt to make some weird noises on my ZX Spectrum has blossomed into something more poignant than words can describe. These days, music pretty much rules my life.. It makes affects my mood, it makes my limbs move uncontrollably, it pays my rent. No doubt it was our beloved scene that really got me into making music - if I hadn't become aware of trackers and such like, I'm pretty sure that I would have continued through life enjoying music from the outside, probably spunking even more money on vinyl and CDs. But that didn't happen. Instead I got into making terrible hardcore .mods in tcb/audio sculpture/protracker, and that lead onto Cubase (MCA crack of course ;-)). A few years on and I got serious - I worked my ass off in a snidey petrol station for a couple of years and blew some coin on a Falcon driven CubaseAudio system.. Holy shit, I paid a thousand pounds for a fucking 1 gig harddrive! To be honest that era in my 'music' making history is one I'd rather forget. I suffered some nasty harddisk crashes and lost loads of work. It got so bad that after a year of strife, I returned the falcon to the shop, and swapped it for an Akai sampler and a little mixing desk. So I was back with my good old ST and my wonky copy of Cubase. For the best part of 4 years I worked away with my stfm/cubase/sampler combo. Those were the days my friends, simple, effective, noisy! But with the new century came a notable change in the way people were making music. Software was becoming more and more powerful - things like non-linear editing, virtual instruments and plug-in effects were allowing the home user creative possibilities previously unheard of. I'd put up a good fight, staying true to my trusty Atari, but eventually I admitted defeat. I sold nearly all my outboard samplers/fx/compressors etc etc, took out a six grand bank-loan, and bought a ridiculously overpriced, but undeniably sexy Powerbook. I've been using this setup for a while now and must admit I've become accustomed to the joys of piling on plug-in after plug-in onto individual tracks within my 'Logic' sequencer, I think I'll be happy with this set-up for the considerable future. But trends move quickly in electronic music circles, and recently we have seen yet another shift in thinking with regards to music composition. People have started to develop software with a much more 'hands on' approach. Some people simply don't like the intricacies and complexities of ultra ultra-powerful sequencers such as Cubase, Logic, and Digital Performer, and as a response, the software houses have started to develop apps that offer the sonic potential of such powerhouses, yet packaged in a more 'hands-on' simplified way. The effect of these new-skool wares has been massive, Fruity Loops, Reason, Acid to name but a few, have allowed more people than ever to start making music of a reasonable production quality. Now I could talk for hours about this issue alone and the effect it has had on the music industry, but yo! I'll keep those thoughts for another time, I have another agenda here and don't want to slip even further off-topic ;) Of course, if you're an Atari kid, things aren't quite as rosey. We don't have the same choice of software available to us that our PC owning mates do. Sure we have a variety of classic music applications at our disposal, but maybe the average scener doesn't want to dive head first into the intricacies of Cubase. Maybe stuff like sysex dumps, the logical editor, and the interactive phrase synthesiser leave them cold! Hmm I can't think why ;) Historically, if a scener wanted to play about with making music on his or her Atari, chances are they'd load up either protracker, octalyser (hi Stefan) , if they're feeling adventurous, flextracker (easy Nils), or if they're KevH3, Graumpfhtracker, or whatever it's called. Sadly, the atari scene hasn't really kept up with software trends of other more mainstream platforms. But things have changed! The mega-mighty Thomas Bergstrom of New Beat, creator of flextracker and willie's adventures, has gone and smashed it, releasing in my humble opinion one of the greatest scene applications EVER! Look at the spec kids, dual occillator synthesis with a choice of waveforms and mix techniques, sample playback (8 or 16 bits, wav and avr), fantastic amplitude and envelope shaping sections, lfo with switchable waveforms and destinations, analogue style step modulator, pan, reverb, delay, comprehensive tracker editor, automation of a number of parameters within the mod... An incredible spec, one that wouldn't really be out of place in a contemporary PC audio application, and here it is, running more or less happily on a bog standard Atari Falcon! Ok, that's the black and white facts, but what is it like in practice? Pretty damn good. For starters, the user interface is very very good. The various knobs are easy tweakable, slidey things slide well, buttons click responsively. It feels good, and given the sheer number of knobs, buttons and information on screen, that is no mean feat. I was tweaking up ridiculous sounds in a matter of seconds. I found the synth section so intuitive that I didn't touch the manual. Try it for yourself, load it up, select a blank instrument and start pressing letters on your keyboard. Now, while doing this start twiddling any knob you so which. For immediate thrills I suggest you crank up the VCF resonance and start tweaking the VCF cutoff. See, making electronic music is easy! I was really impressed by the sounds that the ace engine is capable of, going through the various banks I'd downloaded, there was a whole variety of interesting sounds, ranging from sharp leads thru fat dirty basses to ridiculous sfx. The modulation possibilities are quite diverse, and particularly with the step modulator, you can create some bugged out noise! (an English expression, read as 'crazy sounds';)) You can loose an hour easily in the creation of mad sounds, which I guess is a good sign! Sound wise, it's more than a match for many PC/Mac softsynths out there. But of course you're not only limited to the oscillators to make sounds. You can use your own samples as the base waveforms, and then proceed to twist out your sounds using all of the sound shaping, filtering and modulation knobs that you've been using with the dsp oscillators. Fantastic implementation, top marks for this. It would have been really easy for Thomas to have implemented the sample playback in a standard kind of tracker way, but the fact that he's tied it in to the main engine and allowed it to be controlled in the same way as the oscillators is excellent. Ok it may require a little bit of effort to get to grips with what the envelopes and modulation are doing to your sound, but it's not too tough, and is a great way to get your head round synthesis and shaping methods. Don't be afraid of all those knobs, just twist em out and experiment! And remember Damo's number one tip for sound design, if it sounds crap, just drench it in delay and reverb and you'll be OK. By the way, the ace effects section consists of two global settings of reverb and delay, with an individual send level for each patch. If you're a bit of a sound freak like myself, you can click on the 'patch' button, and the bottom third of the screen will display a nice graphical representation of the waveform you're currently editing. It's good to see what Thomas's somewhat unorthodox(!) waveform combination methods are actually doing, and if you're working on a sample based patch, this section offers a nice and intuitive way of setting loop points. I'd have liked to have a simple cut tool to maybe do away with unwanted audio either side of the loop points, but otherwise I found once again some serious thought had gone in to this part of the user interface. As a wannabe 'coder', I am full of admiration for people with the patience to code this sort of shit. It's hard enough coding a bare-bones synth engine, but the GUI side of things gives me a headache just thinking about it. Ok so you've made a few sounds, now you want to sequence these babies into an aurally pleasing combination of harmonies, harmonics, and rhythm. So you hit the 'track' button, and.. Initially, confusion. But don't stress it, take a deep breath and have a look at whats on offer. The most striking thing about the tracking section of ace is it's deviation from the normal 'multiple rows of tracks' thing. Instead, we get one window containing a solitary 'track', and a window next to it with a 'pattern overview'. You can tab through which track is shown in detail while the pattern overview gives you a kind of minature picture of the whole pattern. Unconventional, but I think it's a cool idea. You soon get used to navigating across tracks with the keyboard shortcuts, and I've got to say that the pattern overview RULES! Imho the combination of one detailed window and one overview screen defeats the traditional multitrack view approach. Purists, bring it on!!! The overview window allows you to get a good picture of the -entire- pattern, and its much easier on the eye than trying to ram 12 tracks onto one screen. When you start playing about with the block copying functions, the overview window becomes even more useful, visually highlighting the block within the pattern. It works a treat, and you can rock a funky beat. I'm a poet and I didn't know it. I'm so lame, I should go to bed in shame :) Bloody hell, I never realised how tough writing an article would be! I'm gradually loosing my mind.. Oh well, on with the show.... Hmm other things about the tracker, well I love the fact that when you create a pattern, you can specify it's length. A nice touch, and good for kids who want to maybe do alternative timings etc etc. Similarly you can alter the the step jump for each keypress. Thumbs up for that also. My only wish for this section is to be able to adjust the frequency of the emphasised 'bold' step numbers. It's fixed at one every four, I'd like to be able to change that if I'm working in triplets for example, to one every six steps.. I don't know if I explained that very well, maybe someone out there knows what I mean. Another minor gripe, once you've created a pattern of a certain length, you are committed to that length. You can't change it. That's a bit of a shame, but I won't shed any tears over it. Another great feature of the tracker is it's control codes, or as it is known in this day and age, 'automation'. A number of the knobs can be tweaked from within the track, although sadly for me, not the most important ones, lfo depth and lfo frequency! As well as these control codes which are embedded in note information in a traditional tracker way, each channel has a column devoted to automation of velocity and filter cutoff. A great touch, seperating the most used control codes from the rest of the crowd... Other things of note, well if you're the lucky owner of some kind of digital interface, you can play your creations out through that and even steal a couple more voices while you're at it. I don't own one of these any more, but if the opportunity arises, I'll be sure to pick one up. More power for ace, and greater sound quality overall. There's a few minor issues that I'm slightly uncomfortable with, but these are mainly a matter of personal taste, stuff like the pattern length and the lfo automation above. Also, It took me a while to get my head around the myriad of different ways to load/save patches/banks/whatever. Also, I'd really like to see at a glance a list of the samples loaded into memory, currently you have to actually audition a sample space to see if it is occupied, and it's a bit of a pain trying to remember what sample number is what sample. Oh yeah and before I forget, may as well use this space to outline two issues, you've probably sussed these out yourself, but just incase, you need to be aware of the following: 1) Be aware that saving a 'mod' saves out an optimised version of your track, removing any unused samples (maybe patterns as well, can't remember off hand). This is an excellent touch for finalising your masterpiece, but can be a bit of a shock if you're in the early stages of a tune and loose half of your instruments you spent hours making! Use the save 'work' to save every last bit of your work in progress. 2) In the early weeks of ace's release, a few people were saying that they found the sample playback to be somewhat muffled and clicky, and indeed I initially encountered this problem. The 'problem' lies with the default patch settings. The filter envelope section defaults to maximum env depth, this means by default the filter is not fully open, and also the amp envelope defaults to a fairly quick decay, which results in shaping a percussive click over your sample. All perfectly normal, but if you're wondering why your sounds don't sound right, it's because of these default settings. It's no big deal, in fact it forces you to pay attention to, and to realise the huge potential of these different sound sculpting options. So to clarify, if you want your sample to playback as it was recorded, wind down the filter envelope depth, and wind up the sustain. But of course, you don't want to do that, you want to get creative with your sound design, don't you? ;) Incidentally, my little entry to the EIL tracked music compo sufferes from these problems. I hadn't considered the amp or env envelopes in any of my sample based instruments, and yet I was wondering why my samples sounded so snappy and muffled! Oops! 3) Be wary of doing stuff like dialing up the resonance of an instrument to the max and then rapidly triggering samples on the same tracks. You're gonna get clicks buddy. Sadly the 16mhz of processing brawn the Falcon offers can't quite stretch to the huge polyphony and intelligent note-stealing that can prevent these sort of clicks. With some clever planning, and a bit of bouncing around between tracks, clicks can generally be avoided, so once again, I'm not gonna get moody about this. Ok wrapping this lamo excuse for a review up, well I can honestly say that I was blown away by this release. Thomas has come to the table with one of the most stunning pieces of Atari software ever. Pretty much everything about it is impressive. If you were using this on your PC or your Mac, you'd be impressed. It's slick, it's user friendly, and it sounds PROPER! And you know what's the most amazing thing of all? It's the realisation that all this hard work and effort has been done for us, this small community known as the scene. Fucking hell it's free for gods sake. I don't know what we've done to deserve it, but I think we should all let New Beat know how grateful we are for this release. So I beg you sceners, put protracker down for 5 minutes and get stuck into ace, the greatest ever scene music tool, period! As far as I'm concerned, with a bit of patience, a digital interface, and some serious talent, you could easily create commercially releasable compositions with this program. And as for demos, as soon as we get our hands on the replay source, I think we're in for some sonic feasts within the next generation of Falcon prods! And of course, if we leave the samples out, we can get the song file size down to as small as a traditional chip track! Thomas, you are the fucking daddy mate! I take my baseball cap off to you. I'm really sorry for this pathetic attempt at a 'review', i've missed out loads of details, hopefully you've got the general idea folks, I'm really really into this piece of software :) Right, I'm off for some acetracker action! Later! Damo/rg |
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