1. Beginners
   Help!  I don't know where to start!
-----------------------------------------------------------------------------

   Being at the beginner stage is possibly the most difficult part of tracking, and it's where most people 
give up.  The key is perseverance and practice.  Listen to what others have to say about your initial 
attempts, but only listen if you know you'll get an honest opinion from them.  Take on board any 
criticism, and use it to your advantage.  Practice makes perfect, the more modules you compose, and 
sampling you do, the better you'll get, simple...

   Erm, just what is a tracker?
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   A tracker is a piece of software that allows music to be made using only a computer and some sound 
samples.  These sound samples are then played back at varying pitches and with various effects so as to 
produce music.  The musical data used to describe how to play each note is arranged in a list like form, 
as shown below.
    Note   Instrument   Volume   Effect command   Effect parameters
    C#5        1          40            1                01

        C#5 1 04 101    F-6 2 38 330    G-3 3 20 F05    ---   -- 000
        ---   -- 102    ---   -- 300    D-2 3 24 A0F    C-4 4 -- 472
        C#5 5 -- E93    ---   -- 300    --- 3 P0 A0F    ---   -- 400

This data scrolls up the screen, and when it passes the cursor it gets processed and played.  Not all 
trackers have this same layout; I've used FT2 above.
   Trackers produce files called modules, which is usually abbreviated to MOD.  The term MOD 
originally meant a SoundTracker module, but over the years it has become a generic term for any type 
of module.  MODs are a sort of hybrid MIDI/sample file.  They contain sequencing information as well 
as the instruments (samples) that are used for playback.
   It's actually quite hard to give trackers and MODs a 'definition' that can be understood by everyone.  
If you have Internet access then do a search for 'MOD Trackers' and quite a number of definitions 
should pop up.

   Choosing a tracker
  ~~~~~~~~~~~~~~~~~~~~
   May as well start at the beginning I suppose...

   Choosing a tracker to begin with is probably the most important choice you can make as you start 
out, some trackers have extremely difficult interfaces to learn.  Which, if you are only just starting out 
and have never used a tracker before, pose an extra challenge that will need to be undertaken.

   There are six systems with trackers that I know of, classified as -
   - Amiga
   - DOS
   - Windows 3.1/95/NT
   - Mac 
   - Unix/Linux/Sun/NeXT
   - Atari

   Obviously the system you own dictates what you can use, but the Amiga, Atari, and Mac based 
trackers are split up into a few different areas, depending on your hardware.  If you want to know about 
the various features of individual trackers, take a look at section 5.
   Whatever tracker you decide on using, before you even start tracking with it, be sure to read the 
manual.  Load a few already made modules in so you can play around with the various features and 
find out how they work.  Spend a day figuring out every feature of the tracker.
   The only way to find out what tracker is best for you is to try out a few and then decide.  I would 
recommend that you choose a tracker that produces a standard module format for the platform you are 
producing on e.g. if you own an Amiga a MOD based tracker would be a good choice, on a PC an IT or 
XM tracker would be a good choice etc.
   Don't use a tracker just because someone else does, or because it offers more features.  Go for the 
interface every time; if you can't use the trackers power then what's the point in having that power.
   Don't do what I do sometimes and use multiple trackers to produce one tune, doing that is not advised 
(if you're interested I use FT2 and IT, FT2 to do the bulk of the work, and IT to tidy up and add 
panning.  I just find FT2 more intuitive).  It makes work much harder, especially if you get something 
sounding perfect in one, only to find it sounds horrible in the other.

   Choosing Hardware
  ~~~~~~~~~~~~~~~~~~~
   The basic hardware requirements to track are: -

   A computer - You probably already have one of these.  If you don't, then how on earth are you 
reading this!  Your computer MUST have some sort of digital audio capabilities.  If you have an 
Amiga, Atari, or Mac then you should be okay for now.  If you have a PC (and by that I don't 
necessarily mean an IBM compatible) without a digital sound card of some description, then you're 
finished before you've even started.  Go out and get one now!

   Monitoring Equipment – All that’s needed is a pair of speakers and/or a pair of headphones.  Since 
we're talking about basic requirements here, practically anything will do to get you started.

   Getting Started
  ~~~~~~~~~~~~~~~~~
   Ok, so you've got hold of a tracker that you like the look and feel of, the next thing to do is to get 
hold of some samples and/or modules.  These should preferably be in a style that you like and be of a 
reasonable quality.  Just go to the Internet resources section for a list of places to look.  If you don't 
have Internet access, then any local shareware libraries or BBS system should be able to sort you out 
with some.  Samples are preferable to modules, but it's easy enough to rip the samples out of modules.  
Alternatively, you could sample your own sounds, but this can be quite difficult to do if you don't know 
what you generally use or need.  As you don't yet know how to track properly yet, I would recommend 
you choose which to learn first, tracking or sampling.  This will ease the learning curve.  If you want to 
learn the key points to good sampling, skip to the sampling section.  When you've finished that, come 
back here.

   Ordering your resources
  ~~~~~~~~~~~~~~~~~~~~~~~~~
   First of all you'll need to set up a few directories in which to store your music stuff.  There are many 
different ways to do this, but I'll describe mine for you to have a base to build on.  Obviously you don't 
have to follow this; it's just to give you an idea of a structure.
   I use a separate partition for my music stuff.  This brings such benefits as easy organisation and 
security from crashes on other partitions.
   The structure of this partition is as follows: -

E:\FT2                                 - Fasttracker II
      \SHRINKXM                        - Shrink XM
      \WAV_2_XI                        - WAV 2 XI
  \HANDBOOK                            - The Tracker’s Handbook
  \INSTR                               - Instruments (Which I rarely use)
  \IT                                  - Impulse Tracker
     \ITF                              - Impulse Tracker Font Customiser
     \ITPR                             - Impulse Tracker Pattern Re-Arranger
     \ITXT                             - Impulse Tracker Text Importer
  \MODULES                             - Other trackers modules
  \MYMODS                              - My modules
         \8-BIT                        - 8-Bit versions of my modules
  \PATTERNS                            - To hold pattern data
  \RESOURCS                            - Holds tracking guides etc.
  \SAMPLES                             - Hmm, I wonder...
         \309                          - Quasimidi Rave-O-Lution 309
         \BASS
         \BRASS                        - Brass Instruments
         \BREAKBTS                     - Breakbeats
         \DRUMKIT
                 \BASSDRUM
                 \CLAP
                 \CLOSEHH
                 \CRASH
                 \MISC                 - Shakers, tambourines
                 \OPENHH
                 \RIMSHOT
                 \SNARE
                 \TOM
         \DSS-1                        - Korg DSS-1
         \FX                           - Sound Effects
         \GUITAR
         \JP8000                       - Roland JP8000
         \JUNO60                       - Roland Juno 60
         \MC-202                       - Roland MC-202
         \PADS                         - Looped synth and string sounds
         \PIANO
         \SH-101                       - Roland SH-101
         \SYNTH                        - Synth stabs and hits
         \TR-606                       - Roland TR-606
         \TR-808                       - Roland TR-808
         \TR-909                       - Roland TR-909
         \TUBBIES                      - Teletubbies samples :v)
         \VOCALS
         \WIND                         - Wind Instruments
  \TRACKS                              - Track data
  \UNFINISH                            - Unfinished Modules

   This allows me quick access to the samples I want (I can remember what most of them are called and 
sound like).  I also regularly clean out my sample collection by getting rid of any that are bad quality - 
clipped, noisy etc.  Any that I'm unlikely to ever use, or I have already used and don't want to use again 
are also got rid of.
   I create a file in every directory called DETAILS.TXT, where I list each file contained in the 
directory, along with where I got it from.  When you have thousands of samples, and you're trying to 
credit the authors, it saves a lot of time and much hair pulling to have the information in one place.
   I would recommend you start off by creating some sort of structure, it'll stop your disk getting 
cluttered and enable you to work more efficiently.  If you're running off floppies then use separate 
disks for different types of samples, and regularly defragment and check for errors (this also applies for 
hard disk owners).

   Let's go
  ~~~~~~~~~~
   By now you should have a tracker you're happy with, some samples, and/or some modules.  You're 
ready to begin being a tracker.
   I'm going to teach you how to produce a simple tune, and this should hopefully guide you as to what 
you should be doing.
   This can be done in two ways, either in step-time or in real-time.  The majority of modules are 
produced in step-time, maybe with a small amount of real-time just to see roughly where the notes need 
to be placed.  If you have a MIDI keyboard connected to your sound card, then you could use that to 
input the notes.  Generally though, due to the harsh amount of quantitization that occurs with a tracker 
you are better off doing it in step-time.

   I would recommend that you try producing a few 4 channel modules first, use one channel for drums, 
one for bass, one for lead, and one for chords.  This should help as you'll always be able to see what's 
going on, on the screen.  If you find you do want to use more channels to begin with, then by all means 
go ahead, but bear in mind that most of the great tracker musicians today started on 4 channel 
modules...

   The best way to learn how to do something is to watch someone else do it.  This applies to tracking as 
well.  You can learn a lot just from listening to the great ones in the scene.  If you come up with a tune 
idea and you know what you want it to sound like, it helps a lot to look for a tune from one of the 
masters that sounds similar to what you want to write, and listen to their tune over and over again.  
Look for the things they do with their tune that sets that tracker apart from the others in the scene, and 
if you can adapt their techniques into your song in an original way, do it.
   Start by writing music that you really like listening to - don't try and write an orchestral piece if you 
don't listen to it - it'll show.

      If you want to make a tune realistic, try to imagine how the instrument would be played.  Pretend 
you are a musician when you write a part.  Also, if you use an instrument such as a piano, try to use 
more than a single piano note - a real piano will have more than one note playing at a time - use some 
chords etc.
   Originally, people used to sample whole chords to save sample space.  Now we've got these 
wonderful trackers with gazillions of channels.  Constructing chords from notes because you have the 
space to do so gives a better and more a professional sound.  However, be very careful!  If you decide 
to construct a chord rather than use a single sample, some musicianship is required.  Simple major 
chords are easy, but inversions really add to a piece.  If you are able to do it this way, you'll get a 
professional, crafted sound.  But it does take a long time before you'll get a smooth flowing part.
   For a nice fill to the sound, try to balance the usage of low and high frequencies, tunes with too much 
bass and too little treble sound rough, tunes with too much treble and too little bass sound insubstantial.

   The Effects Commands
  ~~~~~~~~~~~~~~~~~~~~~~~
   By now you should be wanting to experiment with some effects, to make your music more interesting 
and more professional.  Before we start, lets just get something straight.  Effects should only be used 
when they are needed.  Using effects just because you can doesn't automatically improve the quality of 
your music.
   This section will only cover effects with letters/numbers that can be used in ProTracker MODs.  
Practically all trackers support these basic effects.  However many trackers use different 
letters/numbers to represent the same effect, so check before trying anything.  If you try an effect listed 
here and it produces a result completely different to how it is described here, then consult your trackers 
manual.
   Effects are typed into the rightmost column of each channel in every tracker.  They consist of an 
effect command and a value.  Different trackers have different letters and numbers for the same effect 
command.  But pretty much all of them can work with hexadecimal for the value.  If you don't know 
what Hex is, then the following extract, taken from the Impulse Tracker manual, should help.

   “Instead of using a decimal system (i.e. base 10), it is more natural for the computer to work with 
hexadecimal (often abbreviated to simply 'Hex') - numbers which operate in base 16.  The first 9 
numbers in Hex are denoted by '1' to '9' and the next 6 are denoted by 'A' to 'F'.  So if you count in Hex, 
it will be as follows: (0), 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 
1A, 1B, 1C, 1D, 1E, 1F, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 2A etc.
   To convert a Hex number to decimal, multiply the 'tens' column by 16 and add the value of the 
second column i.e. 32 Hex = 3*16+2 = 50 decimal.  2A Hex = 2*16+10 = 42 (because A = 10).  The 
maximum number that you can represent with two Hex digits is FF = 255 decimal.”

   Let's start with the most basic effect, the Set Volume command: C. Input a note, then move the cursor 
to the effects command column and type a C. Play the pattern, and you shouldn't be able to hear the 
note you placed the C by.  This is because the effect parameters are 00.  Change the two zeros to a 
40(Hex)/64(Dec), depending on what your tracker uses.  Play back the pattern again, and the note 
should come in at full volume.

   The Position Jump command next.  This is just a B followed by the position in the playing list that 
you want to jump to.  One thing to remember is that the playing list always starts at 0, not 1.  This 
command is usually in Hex.

   Onto the volume slide command: A. This is slightly more complex (much more if you're using a 
newer tracker, if you want to achieve the results here, then set slides to Amiga, not linear), due to the 
fact it depends on the secondary tempo.  For now set a secondary tempo of 06 (you can play around 
later), load a long or looped sample and input a note or two.  A few rows after a note type in the effect 
command A. For the parameters use 0F.  Play back the pattern, and you should notice that when the 
effect kicks in, the sample drops to a very low volume very quickly.  Change the effect parameters to 
F0, and use a low volume command on the note.  Play back the pattern, and when the slide kicks in the 
volume of the note should increase very quickly.
   This because each part of the effect parameters for command A does a different thing.  The first 
number slides the volume up, and the second slides it down.  It's not recommended that you use both a 
volume up and volume down at the same time, due to the fact the tracker only looks for the first 
number that isn't set to 0.  If you specify parameters of 8F, the tracker will see the 8, ignore the F, and 
slide the volume up.  Using a slide up and down at same time just makes you look stupid.  Don't do it...

   The Set Tempo command: F, is pretty easy to understand.  You simply specify the BPM (in Hex) that 
you want to change to.  One important thing to note is that values of lower than 20 (Hex) sets the 
secondary tempo rather than the primary.

   Another useful command is the Pattern Break: D. This will stop the playing of the current pattern and 
skip to the next one in the playing list.  By using parameters of more than 00 you can also specify 
which line to begin playing from.

   Command 3 is Portamento to Note.  This slides the currently playing note to another note, at a 
specified speed.  The slide then stops when it reaches the desired note.  The best way to describe this is 
to give an example.

   C-2 1 000 - Starts the note playing
   ---   000
   C-3   330 - Starts the slide to C-6 at a speed of 30.
   ---   300 - Continues the slide
   ---   300 - Continues the slide

   One thing you can note about this and many other commands are that they have a memory.  Once the 
parameters have been set, the command can be input again without any parameters, and it'll still 
perform the same function unless you change the parameters.  This memory function allows certain 
commands to function correctly, such as command 5, which is the Portamento to Note and Volume 
Slide command.  Once command 3 has been set up command 5 will simply take the parameters from 
that and perform a Portamento to Note.  Any parameters set up for command 5 itself simply perform a 
Volume Slide identical to command A at the same time as the Portamento to Note.
   This memory function will only operate in the same channel where the original parameters were set 
up.
   There are various other commands which perform two functions at once; they will be described as we 
come across them.

   The next command we'll look at is the Portamento up/down: 1 and 2.  Command 1 slides the pitch up 
at a specified speed, and 2 slides it down.  This command works in a similar way to the volume slide, 
in that it is dependent on the secondary tempo.  Both these commands have a memory dependent on 
each other, if you set the slide to a speed of 3 with the 1 command, a 2 command with no parameters 
will use the speed of 3 from the 1 command, and vice versa.

   Command 4 is Vibrato.  Vibrato is basically rapid changes in pitch, just try it, and you'll see what I 
mean.  Parameters are in the format of xy, where x is the speed of the slide, and y is the depth of the 
slide.  One important point to remember is to keep your vibratos subtle and natural so a depth of 3 or 
less and a reasonably fast speed, around 8, is usually used.  Setting the depth too high can make the part 
sound out of tune from the rest.
   Following on from command 4 is command 6.  This is the Vibrato and Volume Slide command, and 
it has a memory like command 5, which you already know how to use.

   Command 7 is Tremolo.  This is similar to vibrato.  Rather than changing the pitch it slides the 
volume.  The effect parameters are in exactly the same format.

   Command 9 is Sample Offset.  This starts the playback of the sample from a different place than the 
start.  The effect parameters specify the sample offset, but only very roughly.  Say you have a sample 
which is 8765(Hex) bytes long, and you wanted it to play from position 4321(Hex).  The effect 
parameter could only be as accurate as the 43 part, and it would ignore the 21.

   Command B is the Playing List/Order Jump command.  The parameters specify the position in the 
Playing List/Order to jump to.  When used in conjunction with command D you can specify the 
position and the line to play from.

   Command E is pretty complex, as it is used for a lot of different things, depending on what the first 
parameter is.  I will take you through each effect in order.
   Command E0 controls the hardware filter on an Amiga, which, as a low pass filter, cuts off the 
highest frequencies being played back.  There are very few players and trackers on other system that 
simulate this function, not that you should need to use it.  The second parameter, if set to 1, turns on the 
filter.  If set to 0, the filter gets turned off.

   Commands E1/E2 are Fine Portamento Up/Down.  Exactly the same functions as commands 1/2, 
except that they only slide the pitch by a very small amount.  These commands have a memory the 
same as 1/2 as well.

   Command E3 sets the Glissando control.  If parameters are set to 1 then when using command 3, any 
sliding will only use the notes in between the original note and the note being slid to.  This produces a 
somewhat jumpier slide than usual.  The best way to understand is to try it out for yourself.
Produce a slow slide with command 3, listen to it, and then try using E31.

   Command E4 is the Set Vibrato Waveform control.  This command controls how the vibrato 
command slides the pitch.  Parameters are 0 - Sine, 1 - Ramp Down (Saw), 2 - Square.  By adding 4 to 
the parameters, the waveform will not be restarted when a new note is played e.g. 5 - Sine without 
restart.

   Command E5 sets the Fine Tune of the instrument being played, but only for the particular note being 
played.  It will override the default Fine Tune for the instrument.  The parameters range from 0 to F, 
with 0 being -8 and F being +8 Fine Tune.  A parameter of 8 gives no Fine Tune.  If you're using a 
newer tracker that supports more than -8 to +8 e.g. -128 to +128, these parameters will give a rough 
Fine Tune, accurate to the nearest 16.

   Command E6 is the Jump Loop command.  You mark the beginning of the part of a pattern that you 
want to loop with E60, and then specify with E6x the end of the loop, where x is the number of times 
you want it to loop.

   Command E7 is the Set Tremolo Waveform control.  This has exactly the same parameters as 
command E4, except that it works for Tremolo rather than Vibrato.

   Command E9 is for Retriggering the note quickly.  The parameter specifies the interval between the 
retrigs.  Use a value of less than the current secondary tempo, or else the note will not get retrigged.

   Command EA/B are for Fine Volume Slide Up/Down.  Much the same as the normal Volume Slides, 
except that these are easier to control since they don't depend on the secondary tempo.  The parameters 
specify the amount to slide by e.g. if you have a sample playing at a volume of 08 (Hex) then the effect 
EA1 will slide this volume to 09 (Hex).  A subsequent effect of EB4 would slide this volume down to 
05 (Hex).

   Command EC is the Note Cut.  This sets the volume of the currently playing note to 0 at a specified 
tick.  The parameters should be lower than the secondary tempo or else the effect won't work.

   Command ED is the Note Delay.  This should be used at the same time as a note is to be played, and 
the parameters will specify the number of ticks to delay playing the note.  Again, keep the parameters 
lower than the secondary tempo, or the note won't get played!

   Command EE is the Pattern Delay.  This delays the pattern for the amount of time it would take to 
play a certain number of rows.  The parameters specify how many rows to delay for.

   Command EF is the Funk It command.  Quite what it does is a mystery to most people, including me.  
Some say it played the sample backwards, others that it implemented some crude filtering effect, but 
nobody seems to know exactly.  Very few trackers actually support it.

   Sampling
  ~~~~~~~~~~
   Theory
  ~~~~~~~~
   Let's talk about all the business that goes on before a sound ever gets to your computer's memory.  
Sound in the air is continuously changing, and when it gets converted to an electrical signal the 
changes are still continuous.  Your computer, however, can only store numbers using a limited number 
of digits or precision.  Continuously varying sound is called an analogue signal.  Once the computer 
grabs the sound, it doesn't have enough precision to store all the information about the sound in order 
to perfectly reproduce it.  What the computer has stored is called a digital signal representation.
   Your sound card captures information about an analogue sound signal by measuring its intensity at a 
given instant.  This corresponds to one single point on the waveforms we've been looking at.  In order 
to capture an entire waveform, the measurement process must be repeated at a high rate, usually 
thousands of times a second.  Since the hardware has limited speed and memory capacity, there are 
only so many points it can capture.  Any information between those points is lost forever.  This process 
of capturing the sound in small intervals is called sampling.
   To play back a sound, we just reverse the process and convert the digital samples back to an analogue 
signal.  Of course, the new signal will probably retain some of the staircase effect, so the reproduction 
won't be perfect.

   There are four main things to consider when sampling.  The sample resolution and frequency, 
amplitude, and copyright (very important).
   The sample resolution is another term for the number of bits a sound is sampled at.  All trackers can 
handle 8-Bit samples, and most modern ones are able to use 16-Bit samples as well.  Sampling in 16-
Bit will render the better quality sound all the time.  8-Bit samples can be difficult to distinguish from 
16-Bit samples, if they are recorded with good hardware.  But most people would advise 16-Bit 
samples all the time.
  The main problem with a lower resolution is that you are likely to get some or a lot of noise, 
depending on the quality of your source.  The only trouble with 16-Bit samples is that they are twice as 
large as 8-Bit ones.  A good trick to use is to sample in 16-Bit, do all of your editing in 16-Bit, 
compose with 16-Bit samples, then for the release convert the all the samples to 8-Bit.  You'll find you 
can halve the size of your MOD this way (But make sure you keep a copy of the 16-Bit version).  The 
listener may lose a small amount of quality, but this is usually masked by the mixing routine of the 
player.  This may also deter some rippers from using your samples.

   More important than the resolution of the sample when determining quality is the sample frequency.  
The sample frequency refers to the number of "snapshots" of the incoming sound taken per second.  
The higher the sampling frequency, the better the reproduction of the sound is.
   So just how many snapshots do we need?  If you look at audio specs much, you've seen CD sampling 
rates of 44.1kHz, or 44,100 samples per second.  That's a lot of snapshots!  A well-known signal 
processing theorem (Nyquist Theorem) says that to accurately reproduce a signal, you have to sample 
at a rate at least twice the highest frequency component in the signal.  So the CD sampling rate of 
44.1kHz will capture frequencies up to 22.05kHz.
   You might be wondering what happens if you don't sample at a high enough frequency.  Well, what 
you get is something called aliasing.  This sinister sounding term just means that since the sample 
points aren't close enough together, it looks as though you sampled a lower frequency that really wasn't 
part of the original signal.  Alias frequencies are like ghosts - poltergeists really - you can't see them 
but they make a lot of noise.  So by sampling at too low a rate, not only do you miss some of the high 
frequencies; some of them get thrown back into the mix as unwanted guests at lower frequencies.  They 
are audible as background noise and distortion.

   Monitoring the volume of the incoming sound is vital to produce a good quality sample.  If your 
sampler uses oscilloscopes to "view" the sound then make sure the waveform gets as close to the top 
and bottom of the window, without flattening out (clipping).  If your sampler uses volume meters 
instead you want to get the sample as near to 0 dB as possible, without going above.

   Practical
  ~~~~~~~~~~~
   Okay, you're probably fed up of reading about sampling and actually want to do some for yourself.  
First of all you need some sampling hardware; on a PC virtually every sound card in existence can do 
some sort of sampling.  On an Amiga or Atari you're going to need some extra hardware on top of the 
built in chips.
   Sample editing isn't really that hard, it's mainly lot of trial and error, searching for the precise point 
where a sound begins and ends.  It takes a long time before you'll be able to read a waveform like a 
book.
   This is where tracking scores 100% over MIDI.  MIDI samplers will rarely have an accurate, easy to 
see waveform display, and they don't have mice either.  One of the few reasons I use Windows 95 is for 
its sample editors on a nice high resolution screen.
   Start by centralising, and then normalising the sample.  Then, starting at the end of the sample zoom 
in and look for a point on the centre where you think your sample ends. Always work from the end 
first, as any computer will find it easier to fill an area of memory with 0s than shifting a large chunk of 
memory around.  If you’re using virtual memory this can speed up editing by a huge amount.  Zoom 
back out to the whole view, does it look like you've marked the right place, if it does then mark from 
that part to the end of the sample and delete it. Play back the sample.  If it gets cut off too soon, then 
either paste the cut part back in, or use the undo function built into many sample editors.
   Centralise, and normalise again.  This is because the part you chopped off may have been off centre 
and/or louder than the part you want.  Zoom in, and look for where your sample begins.  Cut off 
anything before that.  Play the sample to check you cut off the right part, not too much and not too 
little.  If you cut off too much, then simply paste the data back in.
   Keep on cutting bits off, and playing the sample back, until it sounds how you want it to sound.  Do a 
final centralise and normalise, and save the sound to disk.  Give it a meaningful name, if the sample is 
from a synthesiser preset or a Sample CD then use the name they give it.  If you use a DETAILS.TXT 
or similar then update it to include this new sample.
   Take the time to tune all your samples as accurately as possible.  To do this, play a long, clear, looped 
sample, then move to another channel and tune ALL your other samples to this one sample (so they all 
have the same reference).  Many potentially excellent modules have been spoilt because they were 
poorly tuned.  Of course, this doesn't count the cases where samples are intentionally slightly sharp or 
flat for effect (which should be a rarity instead of a rule).

   Overusing Voice Samples
  ~~~~~~~~~~~~~~~~~~~~~~~~~
   An extremely common mistake made by even some experienced trackers is finding a voice clip that 
they think sounds absolutely great or hilarious, and sticking it into their latest song approximately 87 
times.  People often do this with dance tracks.  This very frequently kills what would otherwise be 
some truly great songs.  No matter how funny or cool something sounds the first time you hear it, there 
are only so many times you can hear and still enjoy it.  Also, music is about hearing a melody or 
grooving to a cool dance beat, not hearing somebody say the same thing over and over again, so your 
song shouldn't rely on voice clips to sound good.  If you delete the voice clips from one of your songs 
and find that it sounds terrible without them, that means that you relied too much on the voice clip and 
don't have enough music.  Using a truly funny or interesting voice clip once or twice can make a good 
song great, but it can't make a bad song good.

   Ripping
  ~~~~~~~~~
   There are a number of very important points that should be kept in mind when ripping samples.  
Look for samples that sound clear and don't have any clicking sounds at the point where it loops.  If 
you're looking for a sample of a real instrument, make sure it really sounds like the instrument or else it 
will sound stupid.  Also, the newer the sample, the better.  And finally, if you rip samples, it helps a lot 
if you e-mail the person who made them to get permission to use them, but if you don't get permission, 
at least thank the person in the Sample Text.  That's just basic politeness.

   Copyrights
  ~~~~~~~~~~~~
   Following on from ripping comes copyrights.  If you're not planning to ever release a tune 
commercially then use samples from wherever you like.  It's extremely unlikely anybody will bother 
chasing you when they know you won't be making any money from it.
   If however, you eventually want to be able to release your music, then pay close attention.  If you 
sample individual sounds, such as a single bass note, you should be able to get away with it (especially 
if you hear the sound in a few commercial tunes).  When you sample large and/or easily recognisable 
parts of any tune, get the samples checked out before you even think about releasing yours.  After all, I 
don't expect you fancy paying out large sums of money just because of one simple little sample.

   Releasing
  ~~~~~~~~~~~
   Once you've produced a tune you like, you'll probably want other people to listen to it, give you 
feedback etc.  The most important thing to remember at the moment is NEVER to publicly release your 
first couple of tunes.  There are very few people who are gifted enough to really make a quality tune 
the first time - it's all practice and experience!  Once you have finished a tune, listen to it a couple of 
days after... see whether you can view it from another point of view.  Get a couple of friends to listen to 
it and ask for some constructive criticism.  You know, what's good as well as what's bad about the tune.
   When you feel ready to release a tune, probably the best way of doing so is via the Internet.  There 
are a number of good sites which will allow you to upload to them, but unfortunately most of them are 
incredibly busy, which makes them very slow.  If you don't have to worry about the telephone bill, then 
by all means use them.  If you do, then probably the best way of releasing is to post your tune to 
alt.binaries.sounds.mods.  You could also set up your own web site if you have some web space, either 
on your own ISP, or on a free site provider like http://www.geocities.com or 
http://www.fortunecity.com.

   Techniques
  ~~~~~~~~~~~~
