				DYNAMIC DRUMS

	Thank you for purchasing Dynamic Drums, the program that turns your
Amiga into a professional drum machine. We at New Wave Software are confident
that you will find many hours of enjoyment using this program.

To load the program on a:

DUAL DRIVE AMIGA: Place disk one in drive 0 an disk two in drive 1, and then
reset the Amiga. Then double lick the Dynamic Drums disk one (DD1) icon, and
proceed to double click the snare drum program icon. The program's master
screen will appear shortly.

SINGLE DRIVE AMIGA: Insert disk one into the disk drive and reset the Amiga.
Click the Dynamic Drums disk icon, and then the snare drum icon. Dynamic Drums
will then load and ask youto insert the second disk, DD2.

				DRUMKITS

	Once the program has loaded, you must select a drumkit. A drumkit is a
collection of coordinated drum samples that are used to produce rhythms.
Included are a variety of kits that reflect today's popular music styles. A
large requester box will appear in the center of the screen and you can select
any one of the drumkits displayed therein. Use the slider located on the right
side of the requester to browse through the list of various drumkits. When the
one you wish to select is on the screen, point to it, and its name will appear
in the file box located in the bottom of the requester. To verify your
selection, click on the lower-left OK gadget (by pointing to it and pressing
the left mouse button), and the drumkit will load. It takes a little while to
load so be patient.

				DRUM KEYBOARD WINDOW

	Once your drumkit is loaded each of the drums in the kit is assigned a
key on the numeric keypad of the Amiga keyboard. The drum names are displayed
on the screen in the Drum Keypad Window. It is now funtime!! Press the keys and
"play the drums". Don't worry if you don't sound like a pro yet, we'll fix that
later.
	Wasn't that fun?? As you may have noticed, there are three keys that do
not make sounds when you press them. They are option keys that are used in
conjunction with the number keys to give the sounds a more varied range. For
example, press the number key of your choice and then press it again, but this
time hold the Accnet (ENTER) key while doing so. You should notice a slight
difference in the sound of the drum. This is its accented version, which
becomes useful when creating patterns and songs to create a more varied and
realistic sound. The Alternating Accent key (-) works on the same principle as
the accent key, but accents only every other beat. The Repeat key (.) does not
come into use until you begin creating patterns.

				PATTERNS

	Patterns are short rhythms that are usually later combined to make a
song. Before you attempt to make your own patterns, it would help to load an
example. Pull down the Pattern menu and select Load Pattern. (If you are
unfamiliar with Amiga menus, refer to the Introduction to Amiga book supplied
with your computer.) A requester will then appear. Select any of the example
patterns and click on the OK gadget. In the pattern window you will see a
collection of blue and white dots on a black background, this is the Graphic
Pattern Display. It is like a graph, with time (in beats) represented
horizontally and the number of the drum being played at that instant
represented vertically. Move the cursor to the PLAY gadget, located directly
above the Graphic Pattern Display and click. Notice the moving white bar that
displays which part of the pattern is being played at that precise moment. Use
the STOP gadget to stop the pattern from repeating. At this time, you may load
other example patterns to familiarize yourself with these concepts.
	One of the more important aspects of a patterns' sound is the tempo.
Changing the tempo is very easy, and can be done while a pattern is playing or
recording. Simply move the pointer over the tempo slider and hold the left
mouse button. Move the mouse to the left to slow the tempo, or to the right to
speed it up, then release the button. The tempo will immediately change. If the
tempo still isn't perfect, repeat the process. Note the change in the beats per
minute (BPM) indicator. This number is the standard measure of tempo used by
musicians.
	Notice the graphic representation of a metronome located directly above
the BPM indicator. It moves back and forth in relation to the tempo (i.e. the
faster the tempo the faster the metronome moves). Avove that there is a numer
that also changed with the tempo and more importantly can give you a "count in"
that allows you to anticipate the start of the next measure.
	There is actually room for ten different patterns in the Dynamic Drums
system. Patterns are stored in pattern banks A-J, as displayed at the top of
the pattern window. The currently selected pattern is highlighted in white.
Until now we have not changed the default value of "A", and loaded all of our
examples into that single bank. It is very easy to change banks. Just click in
the box containing the letter of the bank you wish to select. If there is a
pattern in this bank it will then be displayed in the Graphic Pattern Display.
Ecah bank also has its own Time Signature, although the Quantizing and Repeat
values are global, and affect all the patterns.
	One thing you will need to do before you begin to record your own
pattern is clear the existing patten in the bank you have selected. If it is
already empty this procedure is unnecessary, but good experience so that when
you later need to clear patterns, you will know how. To clear a pattern, pull
down the Pattern menu and select the Clear Pattern option. Don't be alarmed
when the screen turns red, Dynamic Druyms does this during any operations that
erase, so that you don't accidentally erase something important. Now, verify
that you do want to erase the pattern, and the computer will complete its task.
	The length of the pattern is dictated by the time signature (Time
Sgnt). This length contributes to the overall fell of the pattern. Most popular
music today is written in 4/4 time. 8/4 time is provided because it is the same
as two 4/4 patterns strung together making the pattern loop sound less
repetative. A signature of 3/4 or 6/4 is useful when creating waltz-type
rhythms.
	Quantizing, also known as automatic error correction, is great for
beginners because it rounds the timing of the beats to the nearest quarter,
eighth, sixteenth, or thirty-second note. So, for example, if you were
entering bass and snare drums on the quarter notes you could set Quantizing to
1/4. Then no matter how far off-beat you hit the keys they will be recorded as
perfect quarter notes. As your experience progresses you can adjust the
Quantizing to match your rhythmic skill.
	The Repeat key (.) is useful when you need a drum to repeat at a
specific interval. Its rates are dnoted by the note value in the box labeled
Repeat. Click this box to change its value, and use the Repeat key the same way
you use the Accent and AltAcc keys, by holding it down simultaneously with the
drum you wish to have repeat.

				RECORDING PATTERNS


	You now have enough background to start working on creating your own
patterns. This is a very difficult concept to explain on paper. It is easier if
you can listen to how a pattern is assembled. That's why we have included and
instructional cassette that will help you. Whether you finish reading this
section, or stop and listen to the tape is up to you but we strongly suggest
you use the tape, because a few beats are worth a thousand words.
	Move the pointer to the RECORD gadget and click. You will now hear the
metronome keeping a steady beat. This is provided to assist you with the timing
and placement of your own beats. Once you have established a rhythm in your
pattern, you may then disable the audible metronome by clikcing on the box
labeled metronome to OFF. You may now, or at any time, adjust the tempo to a
rate you are comfortable with, or that sounds good. The same goes for
Quantizing (beginners should use the 1/8 or 1/4 setting) and Repeat values. For
now, set the Time Signature to 4/4 time.
	Patterns are usually entered one at a time, and are "played" into the
computer using the metronome as a rhythmic guide. Don't be afraid to make
mistakes, the best part of playing drums on a computer is that you can correct
or erase your mistakes and keep reworking a rhythm until its perfect.
	Entering the bass drum portion is a good way to start recording your
first pattern. Press the zero key on the numeric keypad when the pattern
pointer and corresponding audible clicks mark the odd beats (i.e. 1 and 3). You
will only need to play through the pattern one time. After that the drum beats
are entered into the pattern's memory bank and will repeat so that you may
layer more drum beats over what you have. If you made any mistakes you can
erase all occurances of any drum by holding down the F10 key with the key of
the drum you wish to be erased. You can then re-enter the beats.
	Now you can add the snare drum. Try to press the 1 key when the
metronome marks the even beats of 2 and 4. Again, if you make mistakes use the
F10 key to erase and try again.
	That sounds good but kind of thin, so add the icing on the cake, a fast
pulsing high-hat rhythm. This is an instance where the Repeat key comes in
handly. Set its value to 1/16 by clicking on its gadget, then hold the Repeat
key (.) down while holding the 6 key down. Don't let go until the pattern has
cycled once.
	Congratulations you have now finished your first basic drum pattern !!
	You can now expand on what you have learned and experiment with other
drums like claps, toms, bongos, cymbals or any other sound that is contained in
the drumkit you have loaded. Don't forget to also experiment using accents and
alternating accents in your patterns. Remember, you can try anything, because
if it doesn't sound good you can always erase it.
	So far you have entered beats in real time, pressing keys at the
appropriate time referenced by a metronome click. Dynamic Drums offers an
alternate way to enter or edit patterns however, the Graphic Editing Mode. The
way it works is rather straightforward, just press the left mouse button when
the mouse pointer is positioned over the exact spot in the Graphic Pattern
Display where you wish to enter or modify a beat. Clicking the button will
cause the dot at that location to change its present state. If there was no
beat there one appears. If there was a normal beat (light blue) there it
changes to an accented beat (white), and if there was an accented beat there it
disappears. The Graphic Editing Mode is useful when you have completed a
pattern that is perfect, except for one misplaced beat, because you can just
point to the offending dot and clidk the mouse button until it is gone.
Changing normal beats to accented ones is another great application of the
Graphic Editing Mode.

				SONGS
	
	Songs are an arrangement of patterns.
	To load a song, pull down the Song menu, select Load Song, and choose a
song from the register that appears. If the song uses a different drumkit than
the one you have in memory, the program will ask if you want to load the new
drumkit. Usually you should select YES, because the new song may not sound the
same with a different drumkit. If for some reason you want to keep the drum
sounds that are in the durrent drumkit setup, select NO.
	Once the song is loaded, you can play it back by clicking on the large
PLAY gadget in the Song window (not the small play gadget in the Pattern
window). To stop the song click on the same gadget again.
	Now that you have learned to make drum patterns, let's make a complete
song from them. If you have a song, load it into memory, choose the Clear Song
feature from the Song menu. (WARNING: do not use this option lightly, it erases
not only the text in the song window, but also all of the patterns A-J). Next,
work up a few patterns that sound good together. Stringing them together is not
as difficult as it appears. Click the long text box next to the word SONG: in
the Song Window. A cursor will appear, signalling you to type a string
containing repeated sets of numbers followed by letters (i.e. 1A2B4C). The
letters represent the patterns that are contained in the bank of that letter,
and the number that precedes that letter tells the computer how many times to
repeat that pattern. For example if SOONG: contained "5A3B" it would play the
pattern in bank A five times followed by the pattern in bank B three times. If
the pattern letter is not preceded by a number, it is only played once. So if
SONG: was "5AB" it would play pattern A five times and pattern B only once.
	Under the song text box are three other boxes labeled X:, Y:, and Z:.
They contain the same type of data as the SONG: box , but are actually 
sub-songs that can be played from the SONG: box the same way it plays patterns.
For example, if X: contained "3A3B", and SONG: contained "2XB", the playback
would consist of pattern A repeated three times, and finally pattern B is
repeated four times (3 from the last repetition of sub-song X and one from
SONG:). Using sub-songs can simplify the process of creating songs by allowing
you to divide your song into recognizable parts, like the traditional verse,
chorus, and bridge.

				DRUM CONTROLS

	Hidden behind the Drum Keypad Window is the Drum Control Window. This
window contains a multitude of gadgets and sliders that let you change the
individual characteristics of each drum within a drumkit. It is a window that
most Dynamic Drum users will nto need to use, because the drumkits we have
supplied are already fine-tuned to their specific style. The ability to change
these characteristics, however, gives you the power to custom tailor your drum
sound to the particular track you are working on.
	Across the window there are ten sets of controls, one for each drum in
the drumkit. The topmost row of sliders, controls the volume for each of the
ten respective drums. Moving a slider up or down causes the volume for that
drum to increase or decrease respectively. The next row of sliders,controls the
tuning. Most drums sound best at the tuning that matches the rate at which they
were originally samples, but some drums are tuned, like toms and bongos, and
sound good over a large runing range. Other drums lose their original
characteristics at extremem tunings, and can be used to add originality to your
drum songs. A drum is at its extreme highest tuning when the slider is all the
way up, and is at its lowest tuning hwen the slider is all the way down. Under
the tuning there are two sets of square button-type gadgets that control volume
and tuning the same way as the ones above them, except they affect the accented
levels rather than the normal levels. Accents are a variation on the original
drum sound. Accented beats are obtained by holding the ENTER key on the numeric
keypad while pressing any of the drum keys. You can set the accent levels to
settings that are similar, but not exactly the same as, the normal levels to
simulate the difference between a drummer's left and right hand hitting a drum.
Yu can also set the accent levels to values that are quite different from the
normal values, and use it as an alternate drum sound.
	Whenever any of the sliders are moved, the large-sized fine tuning
slider assumes the same function, until another small-sized slider is moved.
With the fine tuning slider it is easier to get precise tuning and volume
levels.
	The square button-type gadgets that contain numbers inside them are the
channel controls. The Amiga has only four sound channels, meaning it can only
play four sounds at once. Although we have ten drum sounds in a drumkit, there
is never a need to play all ten drums at once. In fact, it is a rare occurance
in most drum patters for more than three drums to play on the same beat.
Dynamic Drums allows you to select the channel (1-4) for each of the drums
contained in your drumkit. It is best to assign drums that don't normally
coexist on the same beat to the same channel. Snares, claps, and toms could
also share the same channel, because they are rarely played together. You must
also take into account the length of a sample when choosing which channel it
should reside in, because a long sample, such as a cymbal, could be cut short
by another drum that uses the same channel.
	Randomizing is a unique Dynamic Drums feature that varies the colume
and tuning between the normal and the accented values. When the normal and
accented volume and tuning are similar, the effect is a humanizing, dynamic
"feel", because real drums make a slightly differnt sound each time they are
struck. If the normal and accented volume/tuning settings are far apart the
effect is an unpredictable drum, and can be useful to make even very repetitive
patterns sound DYNAMIC. Randomizing affects only normal drum beats, accented
beats retain their accented volume and tuning levels.

				MIDI	

	Dynamic Drums will sync to external MIDI devices, such as sequencers,
and other drum machines. Connect the MIDI in of the Amiga to the MIDI out of
the external device, and select the MIDI ON feature from the MIDI pull down
menu. Dynamic Drums will not receive its timing information from the external
device, making the Tempo control inactive.  Whenever Dynamic Drums plays a
pattern, records a pattern, or plays a song it now waits for you to press start
on the external device. Also, when you press stop on the external device it
will stop Dynamic Drums from playing/recording as well.

				SOUND DISKS

	To use samples from store bought IFF sample libraries, use the Load
Drum option of the Drumkit menu to load the individual samples in as drums. The
directory heading loacated at the top of the file requester should then be
changed to the appropriate disk unit (DF0: DF1: HD0: RAM: VD0:) and the correct
directory name (i.e. DF1:SOUNDFILES for a FutureSound disk in drive one).
	To make your own sound disks enter the following commands from the CLI:

FORMAT DRIVE DF1: NAME "DD2"
MAKEDIR DF1:Song
MAKEDIR DF1:Pattern
MAKEDIR DF1:Drumkit
MAKEDIR DF1:Soundfiles

	To use your own samples you must first copy them into the Soundfiles
directory. Then make your own drumkit by loading ten of your samples, one at a
time, using the Load Drum option of the Drumkit menu. Adjust the controls in
the Drum Control Window and save the completed drumkit by selecting the Save
Drumkit option.

			CONCLUSION

	You have now learned the basics of Dynamic Drumming. The rest is up to
you. Practice and experimentation are the keys to creating professional
sounding drum tracks. Good luck !!

				APPENDIX A

			LIST OF DRUM SAMPLES

BlackSnar	Bark		Bass1		Bass2
Bass3		Bass4		Bass5		Bass6
Bass7		Bass8		Bass9		Bass10
Bass11		Bass12		Bass13		BassGuitar
BassSynth	Beep		Bell1		Bell2
Block		Bongo1		Bongo2		Bongo3
Bongo4		Burp		Cabasa		Clap1
Clap2		Clape		Clave		Conga
Cowbell1	Cowbell2	Cymbal		Ding
Drums		Dum		Dynamic		EPiano
Hey		HighHat1	HighHat2	HighHat3
HighHat4	HighHat5	HighHat6	HighOp1
HighOp2		HighOp3		HighOp4		HornBlst
Noice1		Noise2		Orchest		Perc
Pop		Reverb		Ride		Shaker1
Shaker2		Smak		Snap1		Snap2
Snape   	Snare1		Snare2		Snare3
Snare4		Snare5		Snare6		Snare7
Snare8		Snare9		Snare10		Snare11
Snare12		Snare13		Snare14		Snare15
Snare16		Snare17		Snare18		Snare19
Spit		Tambo1		Tambo2		Tambo3
Tom1		Tom2		Tom3		Tom4
Tom5		Tom6		Ungk		Vibe	
Xylophon

			APPENDIX B

		    LIST OF DRUMKITS

	Demo		Fun		Funk		Latin
0	Bass13		Bass12		Bass3		Bass11
1	Snare17		Snare7		Snare12		Snare16
2	Dynamic		Grunts		Smak		Bongo1
3	Drums		Spit		HornBlst	Tambo3
4	Tom1		Bark		Tom3		Conga
5	Tom2		Burp		Tom3		Conga
6	HighHat3	HighHat3	HighHat1	HighHat3
7	Shaker2		Unk		HighOp2		Shaker2
8	Cymbal		Hey		Tambo2		Clave
9	Block		Beep		Block		Block

	Modern		NeoCountry	Reverb		Rock
0	Bass2		Bass11		Reverb		Bass2
1	Snare2		Snare11		Clap3		Snare2
2	Snap2		Smak		Snap3		Snap2
3	Cowbell2	Clap2		Tambo3		Cowbell2
4	Tom1		BassGuitar	Clave		BassGuitar
5	Tom2		BassGuitar	Noise1		Guitar1
6	HighHat1	HighHat1	HighOp2		HighHat1
7	HighOp2		HighOp4		Tambo3		Guitar2
8	Tambo2		Guitar1		Ride		Tambo2
9	Block		Block		Block		Block	

	Standard	Techno1		Techno2
0	Bass11		Bass4		Bass3
1	Snare11		Snare1		Snare7
2	Cymbal		Clap1		Snare9
3	Clap2		Bongo4		Snare5
4	Tom4		Tom5		Bongo4
5	Tom4		Tom5		HighHat2
6	HighHat1	HighHat2	HighHat5
7	HighOp4		Noise1		Pop
8	Ride		Cabasa		Clave
9	Block		Beep		Block

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