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ABCmusic
ABCmusic is a tool for creating music by just using a pencil and a paper. You do not need any software for composing music in the ABC notation. ABCmusic uses characters for writing the music. If you look at a piano keyboard the white keys are named CDEFGAB for one octave. The black keys require two characters like ^C ^D ^F ^G ^A to represent them. The duration of the note is set by adding a number after the note. Here I write a small tune “Chicked dance”. Hopefully it helps to understand the concept of ABCmusic.
Once we have the melody working we have also defined the structure of the music. We now know how many bars there is and how the music phrases will repeat. This implementation does not parse segments and coda properly so the realtime playback is different from what I wrote. Sorry about it. Then we could have a look at the chords. There is two different chords in this tune. The chord “C” is the major chord and the “G7” is the fifth chord. As we plan to use only one note for representing the bass guitar we could use these two patterns for the chords.
Finally we can add wood blocks for percussion. The percussion would not have a pitch change at all so we can repeat the same pattern throughout the song.
When we combine these three sounds we get an irritating background tune that will annoy you just as much as the Flappy Bird game.
In Atari Lynx we use proprietary ABC codes to set the hardware for the tune. I try to describe the recognized operators.
Tempo:
T10 - number of VBL interrupts that makes up a single time slot. The smaller you set this number, the faster the music plays.
Waveform:
X7 - waveform. This describes how the feedback links are connected to the polyphonic sound generator. - I don't get it either.
Square wave or not:
I0 - a letter I plus zero means a square wave, a one means a triangle wave
In ABCmusic we need to code every one of these 3 melodies to a string. You can omit white space and bar lines without repeats to save space.
char *melody = “G2 z2 g2 z2 | G2 z2 g2 z2 | G2 g2 G2 g2…”;
char *bass = “D,4 G,4 | D,4 G,4 | D,4 G,4 | D,4 G,4…”;
char *percussion = “D2 G G D2 G2 | D2 G G D2 G2 | D2 G G D2 G2…”
After this we can play the combined tune by making a call to abcplay()
abcplay(0, melody); abcplay(1, bass); abcplay(2, percussion);
This is how the note part works. But we still have to choose the instrument, the tempo and the volume of the music.